35923080fb
The raw-client-pixels fallback is exact only while the managed session runs at the client's mode. When they diverge — foreign-gamescope attach at its own resolution, supersample/under-render, transitions — raw pixels drift or land out of range. The EIS relay file now carries the session's current output size as a second "WxH" line (from current_gamescope_output_size()); the injector scales normalized client positions into it, keeping raw pixels only as the last resort. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
1661 lines
81 KiB
Rust
1661 lines
81 KiB
Rust
//! gamescope virtual-display backend.
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//!
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//! Unlike KWin/Mutter (which create a virtual output at runtime via a protocol), gamescope is a
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//! micro-compositor we *spawn*: `gamescope --backend headless -W w -H h -r hz -- <app>`. It runs
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//! the app nested, composites at the requested size/refresh (so the source rate is the client's
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//! rate natively — no separate refresh step), and exports a built-in PipeWire node named
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//! `gamescope` (media.class `Video/Source`, BGRx/NV12, dmabuf or shm) on the user's PipeWire
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//! daemon. We discover that node and capture it like any other; the gamescope *process* is the
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//! keepalive — dropping the [`VirtualOutput`] kills it (tearing the output down).
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//!
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//! Requirements: gamescope built with PipeWire + libei input emulation (distro packages are);
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//! a usable Vulkan device (the NVIDIA render node). Headless capture on the proprietary NVIDIA
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//! driver is plausible-by-architecture but not a well-trodden path — validate empirically.
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//! Input uses gamescope's own libei/EIS socket (`LIBEI_SOCKET`), relayed to the libei backend (see
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//! `inject/libei.rs`) — wired and live-validated.
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use super::{DisplayOwnership, Mode, VirtualDisplay, VirtualOutput};
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use anyhow::{anyhow, bail, Context, Result};
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use std::process::{Child, Command, Stdio};
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use std::time::{Duration, Instant};
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#[path = "gamescope/discovery.rs"]
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mod discovery;
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use discovery::{
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check_gamescope_version, find_gamescope_eis_socket, find_gamescope_node,
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gamescope_node_present, poll_managed_node, wait_for_node,
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};
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pub(crate) use discovery::{
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game_session_exited, is_available, steam_appid_from_launch, wait_for_steam_game_exit,
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SteamGameWatch,
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};
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/// The gamescope virtual-display driver. Three modes by env, in precedence order:
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/// * `PUNKTFUNK_GAMESCOPE_SESSION=<client>` — host-MANAGE a `gamescope-session-plus` session
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/// (full Steam-Deck-UI polish) headless at the CLIENT's mode; relaunch it when the mode changes.
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/// * `PUNKTFUNK_GAMESCOPE_NODE=<id|auto>` — ATTACH to an already-running gamescope (capture +
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/// inject, no lifecycle ownership).
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/// * else — SPAWN a bare headless gamescope sized to the mode, running `PUNKTFUNK_GAMESCOPE_APP`.
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#[derive(Default)]
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pub struct GamescopeDisplay {
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/// The resolved per-session launch command (set via [`VirtualDisplay::set_launch_command`]); the
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/// bare-spawn path runs it instead of reading the process-global `PUNKTFUNK_GAMESCOPE_APP`.
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cmd: Option<String>,
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}
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/// A running host-managed session (its transient systemd --user unit) + the mode it was launched at.
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struct SessionState {
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width: u32,
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height: u32,
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refresh_hz: u32,
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}
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/// The host-managed `gamescope-session-plus` session, tracked at **host lifetime** (NOT per
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/// `GamescopeDisplay`, which is recreated per client session and would otherwise cold-start Steam on
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/// every reconnect). A same-mode reconnect reuses the running session (no Steam restart); a
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/// different mode relaunches it. Cleared/relaunched by `launch_session`; survives across client
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/// connections; on host restart the next launch stops the leftover unit by name and starts fresh.
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static MANAGED_SESSION: std::sync::Mutex<Option<SessionState>> = std::sync::Mutex::new(None);
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/// Autologin gaming-mode `gamescope-session-plus@*` units we stopped on connect to free Steam
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/// (single-instance), so [`schedule_restore_tv_session`] can restart them when the client disconnects.
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static STOPPED_AUTOLOGIN: std::sync::Mutex<Vec<String>> = std::sync::Mutex::new(Vec::new());
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/// A pending debounced TV-session restore: the instant [`do_restore_tv_session`] should fire after
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/// the last client disconnect. A reconnect inside the window clears it (and reuses the still-warm
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/// managed session), so we never stop+relaunch gamescope per connect — that per-connect teardown is
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/// what leaked NVIDIA GPU context on F44 (the black-screen reconnect). Driven by the host-lifetime
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/// [`start_restore_worker`] thread.
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static PENDING_RESTORE: std::sync::Mutex<Option<Instant>> = std::sync::Mutex::new(None);
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/// How long to wait after the last disconnect before restoring the TV's autologin gaming session —
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/// long enough that a quick reconnect (e.g. a controller hiccup) reuses the warm managed session
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/// instead of triggering a stop/relaunch.
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const RESTORE_DEBOUNCE: Duration = Duration::from_secs(5);
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/// Per-spawn instance counter (A5): each bare-spawn gets a unique id addressing its own log so two
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/// coexisting gamescopes (a kept lingering spawn + a fresh one) never parse each other's node id.
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static SPAWN_SEQ: std::sync::atomic::AtomicU64 = std::sync::atomic::AtomicU64::new(1);
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/// This spawn instance's log path, under `$XDG_RUNTIME_DIR` (per-user, tmpfs; falls back to `/tmp`
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/// only if unset). Replaces the shared `/tmp/punktfunk-gamescope.log` so concurrent spawns don't
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/// clobber each other's `stream available on node ID:` line.
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fn spawn_log_path(inst: u64) -> std::path::PathBuf {
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let base = std::env::var("XDG_RUNTIME_DIR").unwrap_or_else(|_| "/tmp".to_string());
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std::path::Path::new(&base).join(format!("punktfunk-gamescope-{inst}.log"))
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}
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/// systemd --user transient unit name for the host-managed gamescope-session-plus session.
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const SESSION_UNIT: &str = "punktfunk-gamescope";
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/// The gamescope-session-plus launcher script (Bazzite / SteamOS-like hosts).
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const SESSION_PLUS_BIN: &str = "/usr/share/gamescope-session-plus/gamescope-session-plus";
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/// The ACTUAL Steam Deck (SteamOS) ships its OWN session — NOT Bazzite's session-plus. It's the
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/// systemd-user `gamescope-session.target`, whose `gamescope-session.service` runs this script, which
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/// `exec gamescope`s with HARDCODED physical-panel args (`-w 1280 -h 800 -O '*',eDP-1`) and launches
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/// Steam via a SEPARATE `steam-launcher.service`. To honor the client's mode we (a) drop a `gamescope`
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/// PATH-shim that rewrites those args to `--backend headless -W <client> …`, and (b) write a transient
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/// user drop-in pointing the service's PATH at the shim + the mode, then restart the whole target —
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/// so `steam-launcher.service` brings Steam up IN the headless gamescope at the client's resolution.
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const STEAMOS_SESSION_BIN: &str = "/usr/lib/steamos/gamescope-session";
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const STEAMOS_SESSION_TARGET: &str = "gamescope-session.target";
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/// Set once we've reconfigured SteamOS's `gamescope-session.target` headless for a stream — the
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/// SteamOS analogue of [`STOPPED_AUTOLOGIN`], so the restore path knows to remove the drop-in and
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/// restart the physical session.
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static STEAMOS_TOOK_OVER: std::sync::Mutex<bool> = std::sync::Mutex::new(false);
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/// Persisted takeover state (`design/gamemode-and-dedicated-sessions.md` A3): the takeover mechanics
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/// ([`STOPPED_AUTOLOGIN`] / [`STEAMOS_TOOK_OVER`]) are process memory, so a host **crash** mid-stream
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/// would strand the box out of gaming mode with no restore. Mirroring the statics to a file lets
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/// [`restore_takeover_on_startup`] put the TV back after a restart.
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#[derive(serde::Serialize, serde::Deserialize, Default)]
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struct TakeoverState {
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/// Autologin `gamescope-session-plus@*.service` units we stopped (to restart on restore).
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stopped_autologin: Vec<String>,
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/// Whether we took over SteamOS's `gamescope-session.target` (restore = remove drop-in + restart).
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steamos: bool,
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}
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/// Path of the persisted [`TakeoverState`], under `$XDG_RUNTIME_DIR` (per-user, 0700, tmpfs — cleared
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/// on reboot, which is correct: a reboot restarts the autologin itself).
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fn takeover_state_path() -> std::path::PathBuf {
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let base = std::env::var("XDG_RUNTIME_DIR").unwrap_or_else(|_| "/tmp".to_string());
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std::path::Path::new(&base).join("punktfunk-session-takeover.json")
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}
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/// Persist the current takeover mechanics so a host crash doesn't strand the box out of gaming mode.
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/// Best-effort (a write failure just loses crash-restore, not correctness).
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fn persist_takeover() {
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let state = TakeoverState {
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stopped_autologin: STOPPED_AUTOLOGIN
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.lock()
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.unwrap_or_else(|e| e.into_inner())
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.clone(),
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steamos: *STEAMOS_TOOK_OVER.lock().unwrap_or_else(|e| e.into_inner()),
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};
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if state.stopped_autologin.is_empty() && !state.steamos {
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clear_takeover();
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return;
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}
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if let Ok(bytes) = serde_json::to_vec(&state) {
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let _ = std::fs::write(takeover_state_path(), bytes);
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}
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}
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/// Remove the persisted takeover file (after a completed restore, or when there's nothing to restore).
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fn clear_takeover() {
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let _ = std::fs::remove_file(takeover_state_path());
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}
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/// On host startup, restore the TV's gaming session if a previous host instance took it over and
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/// crashed before restoring (`design/gamemode-and-dedicated-sessions.md` A3). Loads the persisted
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/// [`TakeoverState`] into the statics and schedules a restore after a short reconnect grace (so a
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/// client reconnecting right after the restart keeps the streamed session instead of bouncing the
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/// box back to gaming mode). No-op when no takeover file exists (a clean start). Call once from
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/// `serve` alongside [`start_restore_worker`].
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pub fn restore_takeover_on_startup() {
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let Ok(bytes) = std::fs::read(takeover_state_path()) else {
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return; // no takeover file — clean start
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};
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let Ok(state) = serde_json::from_slice::<TakeoverState>(&bytes) else {
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clear_takeover();
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return;
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};
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if state.stopped_autologin.is_empty() && !state.steamos {
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clear_takeover();
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return;
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}
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tracing::warn!(
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units = ?state.stopped_autologin,
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steamos = state.steamos,
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"gamescope: found a stranded takeover from a previous host instance — scheduling TV restore"
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);
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*STOPPED_AUTOLOGIN.lock().unwrap_or_else(|e| e.into_inner()) = state.stopped_autologin;
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*STEAMOS_TOOK_OVER.lock().unwrap_or_else(|e| e.into_inner()) = state.steamos;
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// A generous grace so a client reconnecting right after the restart cancels it (create_managed_session
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// clears PENDING_RESTORE) and keeps the streamed session rather than bouncing to gaming mode.
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*PENDING_RESTORE.lock().unwrap_or_else(|e| e.into_inner()) =
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Some(Instant::now() + Duration::from_secs(15));
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}
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impl GamescopeDisplay {
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pub fn new() -> Result<Self> {
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Ok(GamescopeDisplay::default())
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}
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}
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impl VirtualDisplay for GamescopeDisplay {
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fn name(&self) -> &'static str {
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"gamescope"
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}
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fn set_launch_command(&mut self, cmd: Option<String>) {
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self.cmd = cmd;
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}
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fn poolable_now(&self) -> bool {
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// Only a bare SPAWN is registry-poolable (its `create` reports `Owned`); managed
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// (`PUNKTFUNK_GAMESCOPE_SESSION`) and attach (`PUNKTFUNK_GAMESCOPE_NODE`) report
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// `SessionManaged`/`External`, so the registry must not reuse a kept spawn for them (same
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// backend name). Mirrors [`crate::launch_is_nested`]; read under the env lock the
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// sub-mode ladder writes these keys under.
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crate::with_env_lock(|| {
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std::env::var_os("PUNKTFUNK_GAMESCOPE_SESSION").is_none()
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&& std::env::var_os("PUNKTFUNK_GAMESCOPE_NODE").is_none()
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})
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}
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fn launch_command(&self) -> Option<String> {
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// The registry keys keep-alive reuse on (backend, mode, launch): a kept bare-spawn running
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// game A must never be reused for a session launching game B (A2).
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self.cmd.clone()
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}
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fn kept_display_alive(&mut self, node_id: u32) -> bool {
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// The nested gamescope dies when its game exits (independently of any compositor), leaving a
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// dead pooled node. Before the registry reuses that node on a reconnect, confirm it still
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// exists on the daemon; a `false` makes the registry recreate instead of handing back a corpse
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// (which would then burn a ~10 s first-frame retry before `mark_failed` recovered it).
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gamescope_node_present(node_id)
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||
}
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||
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||
fn create(&mut self, mode: Mode) -> Result<VirtualOutput> {
|
||
// Host-managed gamescope-session-plus at the CLIENT's mode (the Bazzite path): launch the
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||
// full Steam-Deck-UI session headless at the client's resolution + refresh — so games SEE
|
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// them (via the injected --nested-refresh + generated CVT modes, not the box's TV EDID) —
|
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// and relaunch it when the client's mode changes. Reuses the node + EIS discovery below.
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if let Ok(client) = std::env::var("PUNKTFUNK_GAMESCOPE_SESSION") {
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return create_managed_session(&client, mode);
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}
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// Attach to an already-running gamescope (a foreign / externally-launched session) instead
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// of spawning our own: capture its node AND inject into its EIS socket.
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// PUNKTFUNK_GAMESCOPE_NODE=<id|auto>; "auto" discovers the gamescope `Video/Source` node.
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if let Ok(id) = std::env::var("PUNKTFUNK_GAMESCOPE_NODE") {
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let node_id: u32 = if id.trim().eq_ignore_ascii_case("auto") {
|
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// Attach to the box-owned game-mode session, but FIRST make it run at the connecting
|
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// client's resolution (the box is headless, so its game-mode mode is ours to set).
|
||
// Reuse if it already matches (fast, no restart); otherwise relaunch the box's own
|
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// session at the client mode. Without this the client gets the box's default mode.
|
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ensure_box_gamescope_mode(mode)?
|
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} else {
|
||
id.parse()
|
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.context("PUNKTFUNK_GAMESCOPE_NODE must be a node id or 'auto'")?
|
||
};
|
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point_injector_at_eis();
|
||
tracing::info!(node_id, "gamescope: attaching to existing PipeWire node");
|
||
// ATTACH = mirror a foreign gamescope we don't own → External (no keep-alive/reuse).
|
||
return Ok(VirtualOutput {
|
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node_id,
|
||
remote_fd: None,
|
||
preferred_mode: Some((mode.width, mode.height, mode.refresh_hz)),
|
||
keepalive: Box::new(()),
|
||
ownership: DisplayOwnership::External,
|
||
reused_gen: None,
|
||
pool_gen: None,
|
||
});
|
||
}
|
||
check_gamescope_version(); // diagnostic only — warns on known-deadlock-prone versions
|
||
// B1: a dedicated STEAM launch needs Steam's single instance free. If the box autologged into
|
||
// game mode (Bazzite) its Steam holds the instance, and a nested second Steam would see the
|
||
// first and exit (crashing the spawn) — so free the autologin session first. Its restore is the
|
||
// A3 takeover machinery (recorded in STOPPED_AUTOLOGIN + persisted; restarted on session end via
|
||
// schedule_restore_tv_session). Non-Steam launches don't conflict, so they skip this.
|
||
if self.cmd.as_deref().is_some_and(is_steam_launch) {
|
||
stop_autologin_sessions();
|
||
// B1b: a Steam running in a plain DESKTOP session (GNOME/KDE) holds the instance just
|
||
// the same, and the autologin stop above can't see it — free it too, or fail loudly.
|
||
free_desktop_steam()?;
|
||
}
|
||
// A5: a per-spawn instance id addresses this spawn's log + node discovery, so two coexisting
|
||
// bare-spawns (a kept lingering one + a fresh one) never parse each other's node id from a
|
||
// shared log. The nested-command's LIBEI relay stays on the global path (per-instance input
|
||
// isolation is `design/gamescope-multiuser.md` scope, not addressed here).
|
||
let inst = SPAWN_SEQ.fetch_add(1, std::sync::atomic::Ordering::Relaxed);
|
||
let log = spawn_log_path(inst);
|
||
let child = spawn(
|
||
mode.width,
|
||
mode.height,
|
||
mode.refresh_hz.max(1),
|
||
self.cmd.as_deref(),
|
||
&log,
|
||
)?;
|
||
let child_pid = child.id();
|
||
let proc = GamescopeProc {
|
||
child,
|
||
log: log.clone(),
|
||
};
|
||
// gamescope creates its PipeWire node a moment after start; poll for it (the proc is held
|
||
// alive meanwhile, and killed if we give up). Discovery reads THIS spawn's log, and the
|
||
// fallback is scoped to this spawn's process tree.
|
||
let node_id = wait_for_node(Duration::from_secs(15), &log, child_pid).ok_or_else(|| {
|
||
anyhow!(
|
||
"gamescope PipeWire node did not appear within 15s — gamescope may have failed to \
|
||
start or headless capture is unsupported on this GPU/driver (see {})",
|
||
log.display()
|
||
)
|
||
})?;
|
||
tracing::info!(
|
||
node_id,
|
||
w = mode.width,
|
||
h = mode.height,
|
||
hz = mode.refresh_hz,
|
||
"gamescope virtual output ready"
|
||
);
|
||
// Bare SPAWN: we own the nested gamescope process → registry-poolable (keep-alive-able).
|
||
Ok(VirtualOutput::owned(
|
||
node_id,
|
||
Some((mode.width, mode.height, mode.refresh_hz)),
|
||
Box::new(proc),
|
||
))
|
||
}
|
||
}
|
||
|
||
/// Host-managed `gamescope-session-plus` at the client's mode (state in [`MANAGED_SESSION`], so it
|
||
/// persists across client connections — a reconnect at the same mode reuses it instantly). REUSE
|
||
/// the running session if the mode is unchanged and its node is still live (no Steam restart);
|
||
/// otherwise stop the old transient unit and RELAUNCH at the new mode (gamescope can't change output
|
||
/// mode live). Then discover the node + point the injector, exactly as the attach path does.
|
||
fn create_managed_session(client: &str, mode: Mode) -> Result<VirtualOutput> {
|
||
// A (re)connect cancels any pending debounced TV-restore: we're about to (re)use the managed
|
||
// session, so the autologin must stay stopped and the warm session stays up (no stop/relaunch).
|
||
*PENDING_RESTORE.lock().unwrap_or_else(|e| e.into_inner()) = None;
|
||
// SteamOS (the real Steam Deck) has no session-plus: take over its `gamescope-session.target`
|
||
// headless at the client's mode instead of launching a separate managed session.
|
||
if steamos_session_present() {
|
||
return create_managed_session_steamos(mode);
|
||
}
|
||
// Attach-only rebuild probe: reuse a live same-mode session, but NEVER stop/relaunch box
|
||
// sessions — right after a capture loss the caller's session detection can be stale, and a
|
||
// destructive rebuild here would fight the session the user just switched to.
|
||
if crate::rebuild_probe_active() {
|
||
let guard = MANAGED_SESSION.lock().unwrap_or_else(|e| e.into_inner());
|
||
let same_mode = guard.as_ref().is_some_and(|s| {
|
||
s.width == mode.width && s.height == mode.height && s.refresh_hz == mode.refresh_hz
|
||
});
|
||
if same_mode {
|
||
if let Some(node_id) = find_gamescope_node() {
|
||
point_injector_at_eis();
|
||
tracing::info!(
|
||
node_id,
|
||
"gamescope session: attach-only probe reusing live node"
|
||
);
|
||
return Ok(managed_output(node_id, mode));
|
||
}
|
||
}
|
||
return Err(anyhow!(
|
||
"gamescope session has no attachable live node — attach-only rebuild probe refuses \
|
||
to stop/relaunch box sessions (re-detection follows the live session)"
|
||
));
|
||
}
|
||
// Steam is single-instance: if the box autologged into gaming mode on a physical display (the
|
||
// Bazzite default — `gamescope-session-plus@ogui-steam` on the TV), that session holds Steam and
|
||
// renders to the TV's native mode, which we'd capture instead of the client's. Free Steam by
|
||
// stopping it; [`schedule_restore_tv_session`] (on disconnect) brings it back after a debounce.
|
||
stop_autologin_sessions();
|
||
// B1b: a desktop-session Steam (outside any gamescope unit) also holds the single instance and
|
||
// would make the managed session's own Steam exit at birth. The managed session's Steam itself
|
||
// is exempt (it lives in the SESSION_UNIT cgroup), so the same-mode reuse below is unaffected.
|
||
free_desktop_steam()?;
|
||
let mut guard = MANAGED_SESSION.lock().unwrap_or_else(|e| e.into_inner());
|
||
let same_mode = guard.as_ref().is_some_and(|s| {
|
||
s.width == mode.width && s.height == mode.height && s.refresh_hz == mode.refresh_hz
|
||
});
|
||
if same_mode {
|
||
if let Some(node_id) = find_gamescope_node() {
|
||
point_injector_at_eis();
|
||
tracing::info!(
|
||
node_id,
|
||
w = mode.width,
|
||
h = mode.height,
|
||
hz = mode.refresh_hz,
|
||
"gamescope session: reusing the running session (same mode — no Steam restart)"
|
||
);
|
||
return Ok(managed_output(node_id, mode));
|
||
}
|
||
tracing::warn!("gamescope session: tracked session has no live node — relaunching");
|
||
*guard = None;
|
||
}
|
||
// (Re)launch at the new mode. `launch_session` stops the old unit by name first, so there is
|
||
// exactly one gamescope `Video/Source` node for discovery.
|
||
let node_id = launch_session(client, SESSION_UNIT, mode)?;
|
||
point_injector_at_eis();
|
||
*guard = Some(SessionState {
|
||
width: mode.width,
|
||
height: mode.height,
|
||
refresh_hz: mode.refresh_hz,
|
||
});
|
||
tracing::info!(
|
||
node_id,
|
||
w = mode.width,
|
||
h = mode.height,
|
||
hz = mode.refresh_hz,
|
||
"gamescope session: launched gamescope-session-plus at the client's mode"
|
||
);
|
||
Ok(managed_output(node_id, mode))
|
||
}
|
||
|
||
/// The [`VirtualOutput`] for a managed / SteamOS-takeover session: a box-level session whose restore
|
||
/// lifecycle is (at Part A1) the gamescope module's own machinery (`schedule_restore_tv_session`), so
|
||
/// it is [`DisplayOwnership::SessionManaged`] — the registry passes it through (no pooling), and the
|
||
/// capturer's unit keepalive tears nothing down on drop. (Part A3 replaces the unit keepalive with a
|
||
/// real `ManagedSessionHandle` and flips this to `Owned`.)
|
||
fn managed_output(node_id: u32, mode: Mode) -> VirtualOutput {
|
||
VirtualOutput {
|
||
node_id,
|
||
remote_fd: None,
|
||
preferred_mode: Some((mode.width, mode.height, mode.refresh_hz)),
|
||
keepalive: Box::new(()),
|
||
ownership: DisplayOwnership::SessionManaged,
|
||
reused_gen: None,
|
||
pool_gen: None,
|
||
}
|
||
}
|
||
|
||
/// SteamOS detection: its session launcher is present and Bazzite's session-plus is NOT (so the
|
||
/// drop-in / PATH-shim takeover applies rather than launching a separate session-plus unit).
|
||
fn steamos_session_present() -> bool {
|
||
std::path::Path::new(STEAMOS_SESSION_BIN).exists()
|
||
&& !std::path::Path::new(SESSION_PLUS_BIN).exists()
|
||
}
|
||
|
||
/// Does this box have the infrastructure the MANAGED gamescope mode drives — Bazzite's
|
||
/// `gamescope-session-plus` or SteamOS's `gamescope-session`? The sub-mode ladder
|
||
/// ([`crate::apply_input_env`]) only defaults to managed when this is true; a plain
|
||
/// distro (neither present) falls through to the bare-spawn path instead of the old behaviour of
|
||
/// defaulting to managed and then bailing on the missing session script.
|
||
pub fn managed_session_available() -> bool {
|
||
std::path::Path::new(SESSION_PLUS_BIN).exists()
|
||
|| std::path::Path::new(STEAMOS_SESSION_BIN).exists()
|
||
}
|
||
|
||
/// Is a gamescope WE DIDN'T SPAWN running for our uid right now? Used by the sub-mode ladder to
|
||
/// pick ATTACH (mirror the foreign session) over a bare spawn on a box without managed-session
|
||
/// infra. Our own per-session bare-spawn gamescopes are children of this host process — excluded by
|
||
/// walking each candidate's ppid chain — so one client's nested gamescope never makes the next
|
||
/// client attach to it.
|
||
pub fn foreign_gamescope_running() -> bool {
|
||
// SAFETY: `getuid()` is a parameterless POSIX call that always succeeds and touches no memory.
|
||
let uid = unsafe { libc::getuid() };
|
||
let our_pid = std::process::id();
|
||
let Ok(entries) = std::fs::read_dir("/proc") else {
|
||
return false;
|
||
};
|
||
for e in entries.flatten() {
|
||
let name = e.file_name();
|
||
let Some(pid_str) = name.to_str() else {
|
||
continue;
|
||
};
|
||
let Ok(pid) = pid_str.parse::<u32>() else {
|
||
continue;
|
||
};
|
||
let Ok(md) = std::fs::metadata(e.path()) else {
|
||
continue;
|
||
};
|
||
use std::os::unix::fs::MetadataExt;
|
||
if md.uid() != uid {
|
||
continue;
|
||
}
|
||
let Ok(comm) = std::fs::read_to_string(e.path().join("comm")) else {
|
||
continue;
|
||
};
|
||
if !matches!(comm.trim(), "gamescope" | "gamescope-wl") {
|
||
continue;
|
||
}
|
||
if !descends_from(pid, our_pid) {
|
||
return true;
|
||
}
|
||
}
|
||
false
|
||
}
|
||
|
||
/// Is `pid` a descendant of (or equal to) `ancestor`? Walks the ppid chain via `/proc/<pid>/stat`
|
||
/// with a hop cap so a racing/exiting process can't loop us.
|
||
fn descends_from(mut pid: u32, ancestor: u32) -> bool {
|
||
for _ in 0..64 {
|
||
if pid == ancestor {
|
||
return true;
|
||
}
|
||
if pid <= 1 {
|
||
return false;
|
||
}
|
||
let Ok(stat) = std::fs::read_to_string(format!("/proc/{pid}/stat")) else {
|
||
return false;
|
||
};
|
||
// Field 4 (ppid) follows the parenthesized comm — split after the LAST ')' since comm can
|
||
// itself contain parentheses.
|
||
let Some(rest) = stat.rsplit_once(')').map(|(_, r)| r) else {
|
||
return false;
|
||
};
|
||
let Some(ppid) = rest.split_whitespace().nth(1).and_then(|s| s.parse().ok()) else {
|
||
return false;
|
||
};
|
||
pid = ppid;
|
||
}
|
||
false
|
||
}
|
||
|
||
/// Launch `cmd` INTO the live gamescope session (the managed / SteamOS / attach modes, where the
|
||
/// session already exists and [`spawn`]'s nesting doesn't apply). The child gets the session's own
|
||
/// `DISPLAY` (gamescope's Xwayland) and Wayland socket, discovered from a process already inside the
|
||
/// session — so X11 and Wayland clients alike land on the streamed gamescope output. Discovery is
|
||
/// best-effort: without it we still spawn with the host env and warn (a `steam steam://…` launch
|
||
/// still works there — the running Steam instance picks the URI up over its own pipe, no display
|
||
/// env needed).
|
||
pub fn launch_into_session(cmd: &str) -> Result<std::process::Child> {
|
||
let mut c = Command::new("sh");
|
||
c.arg("-c").arg(cmd);
|
||
match discover_session_display_env() {
|
||
Some((x11, wayland)) => {
|
||
tracing::info!(
|
||
command = %cmd,
|
||
x11_display = x11.as_deref().unwrap_or("-"),
|
||
wayland = wayland.as_deref().unwrap_or("-"),
|
||
"gamescope: launching into the live session"
|
||
);
|
||
if let Some(d) = x11 {
|
||
c.env("DISPLAY", d);
|
||
}
|
||
if let Some(w) = wayland {
|
||
c.env("WAYLAND_DISPLAY", w);
|
||
}
|
||
}
|
||
None => tracing::warn!(
|
||
command = %cmd,
|
||
"gamescope: could not discover the session's display env — spawning with the host env \
|
||
(a `steam steam://…` launch still reaches the running Steam; other apps may not land \
|
||
in the session)"
|
||
),
|
||
}
|
||
c.spawn()
|
||
.context("spawn launch command into gamescope session")
|
||
}
|
||
|
||
/// Find the live gamescope session's `(DISPLAY, WAYLAND_DISPLAY)` by scanning same-uid processes
|
||
/// for one whose environment carries `GAMESCOPE_WAYLAND_DISPLAY` (gamescope sets it for everything
|
||
/// it runs — Steam, the game, our own nested `sh`). The Wayland value returned is that gamescope
|
||
/// socket; `DISPLAY` is the nested Xwayland. Either can be individually absent.
|
||
fn discover_session_display_env() -> Option<(Option<String>, Option<String>)> {
|
||
// SAFETY: `getuid()` is a parameterless POSIX call that always succeeds and touches no memory.
|
||
let uid = unsafe { libc::getuid() };
|
||
for e in std::fs::read_dir("/proc").ok()?.flatten() {
|
||
let name = e.file_name();
|
||
let Some(pid_str) = name.to_str() else {
|
||
continue;
|
||
};
|
||
if !pid_str.bytes().all(|b| b.is_ascii_digit()) {
|
||
continue;
|
||
}
|
||
let Ok(md) = std::fs::metadata(e.path()) else {
|
||
continue;
|
||
};
|
||
use std::os::unix::fs::MetadataExt;
|
||
if md.uid() != uid {
|
||
continue;
|
||
}
|
||
let Ok(raw) = std::fs::read(e.path().join("environ")) else {
|
||
continue;
|
||
};
|
||
let mut display = None;
|
||
let mut gs_wayland = None;
|
||
for kv in raw.split(|&b| b == 0) {
|
||
let kv = String::from_utf8_lossy(kv);
|
||
if let Some(v) = kv.strip_prefix("GAMESCOPE_WAYLAND_DISPLAY=") {
|
||
if !v.is_empty() {
|
||
gs_wayland = Some(v.to_string());
|
||
}
|
||
} else if let Some(v) = kv.strip_prefix("DISPLAY=") {
|
||
if !v.is_empty() {
|
||
display = Some(v.to_string());
|
||
}
|
||
}
|
||
}
|
||
// Only a process INSIDE a gamescope session (it has the marker var) is a valid source.
|
||
if gs_wayland.is_some() {
|
||
return Some((display, gs_wayland));
|
||
}
|
||
}
|
||
None
|
||
}
|
||
|
||
/// Run a `systemctl --user` subcommand best-effort — a failure just means the session won't change,
|
||
/// which the caller's node-wait surfaces.
|
||
fn systemctl_user(args: &[&str]) {
|
||
let _ = Command::new("systemctl").arg("--user").args(args).status();
|
||
}
|
||
|
||
/// Directory holding the per-user `gamescope` PATH-shim (tmpfs under `XDG_RUNTIME_DIR`).
|
||
fn headless_shim_dir() -> std::path::PathBuf {
|
||
let base = std::env::var("XDG_RUNTIME_DIR").unwrap_or_else(|_| "/tmp".to_string());
|
||
std::path::Path::new(&base).join("punktfunk-gsbin")
|
||
}
|
||
|
||
/// The gamescope arg-rewriting shim. SteamOS hardcodes physical-panel args, so we intercept the
|
||
/// session's `exec gamescope` (via PATH) and rewrite to a headless output at the client's mode (read
|
||
/// from `PF_W`/`PF_H`/`PF_HZ`), dropping the physical flags. Idempotent; returns the shim's directory.
|
||
fn write_headless_shim() -> Result<std::path::PathBuf> {
|
||
const SHIM_BODY: &str = r#"#!/bin/bash
|
||
W="${PF_W:-1920}"; H="${PF_H:-1080}"; HZ="${PF_HZ:-60}"
|
||
keep=()
|
||
while [ $# -gt 0 ]; do
|
||
case "$1" in
|
||
--generate-drm-mode|-w|-h|-W|-H|-O|--prefer-output) shift 2;;
|
||
*) keep+=("$1"); shift;;
|
||
esac
|
||
done
|
||
exec /usr/bin/gamescope --backend headless -W "$W" -H "$H" -w "$W" -h "$H" -r "$HZ" "${keep[@]}"
|
||
"#;
|
||
let dir = headless_shim_dir();
|
||
std::fs::create_dir_all(&dir).with_context(|| format!("mkdir {}", dir.display()))?;
|
||
let shim = dir.join("gamescope");
|
||
std::fs::write(&shim, SHIM_BODY).with_context(|| format!("write shim {}", shim.display()))?;
|
||
use std::os::unix::fs::PermissionsExt;
|
||
std::fs::set_permissions(&shim, std::fs::Permissions::from_mode(0o755))
|
||
.with_context(|| format!("chmod shim {}", shim.display()))?;
|
||
Ok(dir)
|
||
}
|
||
|
||
/// Path of the transient user drop-in that points `gamescope-session.service` at the shim + mode.
|
||
/// `zz-` so it sorts last (overrides any distro drop-in).
|
||
fn steamos_dropin_path() -> std::path::PathBuf {
|
||
let home = std::env::var("HOME").unwrap_or_else(|_| "/home/deck".to_string());
|
||
std::path::Path::new(&home)
|
||
.join(".config/systemd/user/gamescope-session.service.d/zz-punktfunk-headless.conf")
|
||
}
|
||
|
||
/// Write the drop-in: prepend the shim dir to the service's PATH + pass the client's mode via `PF_*`.
|
||
/// A subsequent `daemon-reload` + target restart applies it.
|
||
fn write_steamos_dropin(shim_dir: &std::path::Path, mode: Mode) -> Result<()> {
|
||
let path = steamos_dropin_path();
|
||
if let Some(parent) = path.parent() {
|
||
std::fs::create_dir_all(parent).with_context(|| format!("mkdir {}", parent.display()))?;
|
||
}
|
||
// UnsetEnvironment: the same headless-must-not-attach armor `launch_session` gives its
|
||
// transient unit — the manager env can carry a stale desktop DISPLAY/WAYLAND_DISPLAY (from a
|
||
// portal settle), and gamescope would abort trying to attach to it instead of becoming the
|
||
// display server. Unit-scoped belt-and-suspenders on top of the observe_session_instance scrub.
|
||
let body = format!(
|
||
"[Service]\n\
|
||
Environment=PATH={shim}:/usr/bin:/bin:/usr/local/bin\n\
|
||
Environment=PF_W={w}\n\
|
||
Environment=PF_H={h}\n\
|
||
Environment=PF_HZ={hz}\n\
|
||
UnsetEnvironment=DISPLAY WAYLAND_DISPLAY\n",
|
||
shim = shim_dir.display(),
|
||
w = mode.width,
|
||
h = mode.height,
|
||
hz = mode.refresh_hz.max(1),
|
||
);
|
||
std::fs::write(&path, body).with_context(|| format!("write drop-in {}", path.display()))
|
||
}
|
||
|
||
/// Remove the headless drop-in (restore-on-disconnect). Best-effort.
|
||
fn remove_steamos_dropin() {
|
||
let _ = std::fs::remove_file(steamos_dropin_path());
|
||
}
|
||
|
||
/// Take over SteamOS's `gamescope-session.target` headless at the CLIENT's mode: write the shim + a
|
||
/// drop-in carrying the mode, `daemon-reload`, then RESTART the target so `steam-launcher.service`
|
||
/// brings Steam up in the fresh headless gamescope — and attach to its node. A same-mode reconnect
|
||
/// reuses the running session (no Steam restart); a different mode rewrites the drop-in + restarts.
|
||
/// The restart kills any prior gamescope, so there's exactly one node to discover (no stale attach).
|
||
fn create_managed_session_steamos(mode: Mode) -> Result<VirtualOutput> {
|
||
let mut guard = MANAGED_SESSION.lock().unwrap_or_else(|e| e.into_inner());
|
||
let same_mode = guard.as_ref().is_some_and(|s| {
|
||
s.width == mode.width && s.height == mode.height && s.refresh_hz == mode.refresh_hz
|
||
});
|
||
if same_mode {
|
||
if let Some(node_id) = find_gamescope_node() {
|
||
point_injector_at_eis();
|
||
tracing::info!(
|
||
node_id,
|
||
w = mode.width,
|
||
h = mode.height,
|
||
hz = mode.refresh_hz,
|
||
"gamescope (SteamOS): reusing the headless session (same mode — no Steam restart)"
|
||
);
|
||
return Ok(managed_output(node_id, mode));
|
||
}
|
||
*guard = None; // tracked session lost its node — fall through to a clean restart
|
||
}
|
||
// Attach-only rebuild probe: the reuse path above may attach, but a restart of the session
|
||
// target is out of bounds — observed live on a Deck: a stale post-capture-loss detection made
|
||
// this restart steal the seat back from the KDE session the user had just switched to.
|
||
if crate::rebuild_probe_active() {
|
||
return Err(anyhow!(
|
||
"gamescope has no live node and this is an attach-only rebuild probe — refusing to \
|
||
restart {STEAMOS_SESSION_TARGET} (the box may be mid-switch to another session; \
|
||
re-detection follows it)"
|
||
));
|
||
}
|
||
let shim_dir = write_headless_shim()?;
|
||
write_steamos_dropin(&shim_dir, mode)?;
|
||
systemctl_user(&["daemon-reload"]);
|
||
systemctl_user(&["restart", STEAMOS_SESSION_TARGET]);
|
||
*STEAMOS_TOOK_OVER.lock().unwrap_or_else(|e| e.into_inner()) = true;
|
||
persist_takeover(); // A3: survive a host crash mid-stream
|
||
// gamescope's node appears within a few seconds of the restart; Steam's first FRAME is slower
|
||
// (Big Picture cold start) and is awaited by the caller's first-frame retry loop. The managed
|
||
// session logs to journald (not a per-spawn file), so poll `find_gamescope_node` directly.
|
||
let node_id = poll_managed_node(Duration::from_secs(30)).ok_or_else(|| {
|
||
anyhow!(
|
||
"SteamOS headless gamescope node did not appear within 30s after restarting \
|
||
{STEAMOS_SESSION_TARGET} — check `journalctl --user -u gamescope-session.service`"
|
||
)
|
||
})?;
|
||
point_injector_at_eis();
|
||
*guard = Some(SessionState {
|
||
width: mode.width,
|
||
height: mode.height,
|
||
refresh_hz: mode.refresh_hz,
|
||
});
|
||
tracing::info!(
|
||
node_id,
|
||
w = mode.width,
|
||
h = mode.height,
|
||
hz = mode.refresh_hz,
|
||
"gamescope (SteamOS): took over gamescope-session.target headless at the client's mode"
|
||
);
|
||
Ok(managed_output(node_id, mode))
|
||
}
|
||
|
||
/// ATTACH at the CLIENT's resolution: ensure the box's own game-mode session is running at `mode`'s
|
||
/// output size, then return its capture node. Reuses the running session if it already matches (no
|
||
/// restart — the rock-solid fast path a stable client always hits); otherwise reconfigures + restarts
|
||
/// the box's OWN autologin `gamescope-session-plus@<client>` unit at the client mode. Restarting the
|
||
/// box's own unit (rather than spawning a competing one) avoids the autologin-respawn fight the old
|
||
/// MANAGED path hit. A headless box has no physical panel, so its game-mode resolution is ours to set;
|
||
/// Steam restarts only on an actual resolution CHANGE.
|
||
fn ensure_box_gamescope_mode(mode: Mode) -> Result<u32> {
|
||
let target = (mode.width, mode.height);
|
||
// Fast path: already at the client's resolution — just attach to the live node.
|
||
if current_gamescope_output_size() == Some(target) {
|
||
if let Some(node) = find_gamescope_node() {
|
||
tracing::info!(
|
||
w = mode.width,
|
||
h = mode.height,
|
||
node,
|
||
"gamescope: box game-mode session already at the client's resolution — reusing"
|
||
);
|
||
return Ok(node);
|
||
}
|
||
}
|
||
let Some(unit) = running_autologin_gamescope_unit() else {
|
||
// No box-owned autologin session to reconfigure (a bare/foreign gamescope): attach to
|
||
// whatever node exists, accepting its resolution.
|
||
return find_gamescope_node().ok_or_else(|| {
|
||
anyhow!(
|
||
"no running gamescope Video/Source node — is the headless game mode up? \
|
||
(put the box into Steam Game Mode)"
|
||
)
|
||
});
|
||
};
|
||
tracing::info!(
|
||
from = ?current_gamescope_output_size(),
|
||
to_w = mode.width,
|
||
to_h = mode.height,
|
||
hz = mode.refresh_hz,
|
||
%unit,
|
||
"gamescope: relaunching the box game-mode session at the client's resolution"
|
||
);
|
||
// The session reads SCREEN_WIDTH/HEIGHT (+ CUSTOM_REFRESH_RATES) from the user-manager
|
||
// environment; set them and restart the box's own unit.
|
||
systemctl_user(&[
|
||
"set-environment",
|
||
&format!("SCREEN_WIDTH={}", mode.width),
|
||
&format!("SCREEN_HEIGHT={}", mode.height),
|
||
&format!("CUSTOM_REFRESH_RATES={}", mode.refresh_hz.max(1)),
|
||
]);
|
||
systemctl_user(&["restart", &unit]);
|
||
// Wait for the relaunched session to come up at the new size and publish its capture node. The
|
||
// node appears when gamescope is up (well before Steam finishes booting); the caller's
|
||
// first-frame retry absorbs Steam's cold start.
|
||
let deadline = Instant::now() + Duration::from_secs(45);
|
||
loop {
|
||
if current_gamescope_output_size() == Some(target) {
|
||
if let Some(node) = find_gamescope_node() {
|
||
tracing::info!(
|
||
node,
|
||
w = mode.width,
|
||
h = mode.height,
|
||
"gamescope: box game-mode session relaunched at the client's resolution"
|
||
);
|
||
return Ok(node);
|
||
}
|
||
}
|
||
if Instant::now() >= deadline {
|
||
bail!(
|
||
"box game-mode session did not come up at {}x{} within 45s after relaunch \
|
||
(Steam may still be booting)",
|
||
mode.width,
|
||
mode.height
|
||
);
|
||
}
|
||
std::thread::sleep(Duration::from_millis(500));
|
||
}
|
||
}
|
||
|
||
/// Output (capture) resolution `-W <w> -H <h>` of the running `gamescope` binary, parsed from its
|
||
/// `/proc/<pid>/cmdline`. `None` if no gamescope is running or the flags aren't present.
|
||
fn current_gamescope_output_size() -> Option<(u32, u32)> {
|
||
for entry in std::fs::read_dir("/proc").ok()?.flatten() {
|
||
let name = entry.file_name();
|
||
let Some(pid) = name.to_str() else { continue };
|
||
if !pid.bytes().all(|b| b.is_ascii_digit()) {
|
||
continue;
|
||
}
|
||
let Ok(raw) = std::fs::read(format!("/proc/{pid}/cmdline")) else {
|
||
continue;
|
||
};
|
||
let args: Vec<String> = raw
|
||
.split(|&b| b == 0)
|
||
.filter(|s| !s.is_empty())
|
||
.map(|s| String::from_utf8_lossy(s).into_owned())
|
||
.collect();
|
||
// Match the gamescope BINARY by argv[0]'s basename — NOT /proc/<pid>/exe, which is commonly
|
||
// unreadable for the gamescope process (returns empty). The session wrapper scripts run as
|
||
// bash/sh (argv[0] != gamescope), so they're excluded; the -W/-H presence check below is the
|
||
// final filter.
|
||
let is_gamescope = args
|
||
.first()
|
||
.map(|a0| a0.rsplit('/').next().unwrap_or(a0) == "gamescope")
|
||
.unwrap_or(false);
|
||
if !is_gamescope {
|
||
continue;
|
||
}
|
||
let flag = |names: &[&str]| -> Option<u32> {
|
||
args.iter().enumerate().find_map(|(i, a)| {
|
||
names
|
||
.contains(&a.as_str())
|
||
.then(|| args.get(i + 1).and_then(|v| v.parse().ok()))
|
||
.flatten()
|
||
})
|
||
};
|
||
if let (Some(w), Some(h)) = (
|
||
flag(&["-W", "--output-width"]),
|
||
flag(&["-H", "--output-height"]),
|
||
) {
|
||
return Some((w, h));
|
||
}
|
||
}
|
||
None
|
||
}
|
||
|
||
/// The running autologin gaming-mode unit (`gamescope-session-plus@<client>.service`), if any — the
|
||
/// box's own game-mode session, which [`ensure_box_gamescope_mode`] reconfigures + restarts.
|
||
fn running_autologin_gamescope_unit() -> Option<String> {
|
||
let out = Command::new("systemctl")
|
||
.args([
|
||
"--user",
|
||
"list-units",
|
||
"--type=service",
|
||
"--state=running",
|
||
"--no-legend",
|
||
"--plain",
|
||
"gamescope-session-plus@*.service",
|
||
])
|
||
.output()
|
||
.ok()?;
|
||
String::from_utf8_lossy(&out.stdout)
|
||
.lines()
|
||
.filter_map(|l| l.split_whitespace().next())
|
||
.find(|u| u.starts_with("gamescope-session-plus@") && u.ends_with(".service"))
|
||
.map(|u| u.to_string())
|
||
}
|
||
|
||
/// Tear a gamescope `systemd --user` unit down with **SIGKILL** rather than the default SIGTERM stop
|
||
/// (`design/gamemode-and-dedicated-sessions.md` A3 / `session-aware-host-followups.md` #1): the
|
||
/// hypothesis — validated as the fix on the F44 repro box `.181` — is that gamescope's SIGTERM
|
||
/// teardown handler (the one that SIGSEGVs, exit 139) LEAKS the NVIDIA GPU context, after which every
|
||
/// subsequent gamescope fails `vkCreateDevice` with `VK_ERROR_INITIALIZATION_FAILED` (-3) until a
|
||
/// reboot. SIGKILL skips that handler so the driver reclaims the context cleanly via normal process
|
||
/// exit. Follow with `stop` + `reset-failed` to clear the unit's state so a relaunch is clean.
|
||
fn kill_unit(unit: &str) {
|
||
let _ = Command::new("systemctl")
|
||
.args(["--user", "kill", "--signal=SIGKILL", unit])
|
||
.status();
|
||
let _ = Command::new("systemctl")
|
||
.args(["--user", "stop", unit])
|
||
.status();
|
||
let _ = Command::new("systemctl")
|
||
.args(["--user", "reset-failed", unit])
|
||
.status();
|
||
}
|
||
|
||
/// Runtime-mask `unit` so the box's session supervisor cannot restart it underneath the takeover.
|
||
/// Bazzite/SteamOS autologin runs under SDDM with `Relogin=true` (`/etc/sddm.conf.d/steamos.conf`):
|
||
/// the moment the autologin session dies — including our own deliberate stop — SDDM logs back in and
|
||
/// starts the unit again within the same second. A merely-stopped unit then fights our host-managed
|
||
/// session over the Steam single instance and the GPU for the whole stream (the restarted wrapper
|
||
/// relaunches gamescope every ~7 s; the contention SIGSEGVs gamescopes and eventually kills the
|
||
/// streaming one — the "stream dies after 30 s–5 min" field reports, diagnosed live on .181
|
||
/// 2026-07-07). `--runtime` keeps the mask in tmpfs so a reboot clears it even if the host dies
|
||
/// without restoring (the same semantics as the persisted takeover file).
|
||
fn mask_unit(unit: &str) {
|
||
let _ = Command::new("systemctl")
|
||
.args(["--user", "mask", "--runtime", unit])
|
||
.status();
|
||
}
|
||
|
||
/// Undo [`mask_unit`] — every restore path must unmask before (or regardless of) restarting, or the
|
||
/// box's own return-to-gaming-mode stays broken until reboot.
|
||
fn unmask_unit(unit: &str) {
|
||
let _ = Command::new("systemctl")
|
||
.args(["--user", "unmask", "--runtime", unit])
|
||
.status();
|
||
}
|
||
|
||
/// Stop every autologin gaming-mode session (`gamescope-session-plus@*.service`) so its
|
||
/// single-instance Steam is free for our own host-managed session. Records the units so
|
||
/// [`schedule_restore_tv_session`] can restart them on disconnect. Our own session is the transient
|
||
/// `punktfunk-gamescope` unit (not a `@`-instance), so it's never matched here. No-op when nothing
|
||
/// is autologged in (e.g. a box that boots headless). Each unit is **masked first** ([`mask_unit`] —
|
||
/// SDDM's `Relogin=true` would otherwise restart it instantly), then torn down with **SIGKILL**
|
||
/// ([`kill_unit`]) to avoid the F44 GPU-context leak that the autologin's SIGTERM stop triggers.
|
||
/// Matches every loaded instance, not just `running` ones — under the SDDM relogin churn the unit
|
||
/// flaps through `activating`/`failed` between cycles, and an unmasked flapping unit re-enters the
|
||
/// fight the moment the supervisor restarts it.
|
||
fn stop_autologin_sessions() {
|
||
let Ok(out) = Command::new("systemctl")
|
||
.args([
|
||
"--user",
|
||
"list-units",
|
||
"--type=service",
|
||
"--all",
|
||
"--no-legend",
|
||
"--plain",
|
||
"gamescope-session-plus@*.service",
|
||
])
|
||
.output()
|
||
else {
|
||
return;
|
||
};
|
||
let mut stopped = Vec::new();
|
||
for line in String::from_utf8_lossy(&out.stdout).lines() {
|
||
if let Some(unit) = line.split_whitespace().next() {
|
||
if unit.starts_with("gamescope-session-plus@") && unit.ends_with(".service") {
|
||
mask_unit(unit); // block the SDDM relogin loop from restarting it mid-stream
|
||
kill_unit(unit); // SIGKILL teardown — avoid the F44 GPU-context leak
|
||
tracing::info!(
|
||
unit,
|
||
"freed Steam: masked + SIGKILL-stopped the autologin gaming session for this stream"
|
||
);
|
||
stopped.push(unit.to_string());
|
||
}
|
||
}
|
||
}
|
||
if !stopped.is_empty() {
|
||
*STOPPED_AUTOLOGIN.lock().unwrap_or_else(|e| e.into_inner()) = stopped;
|
||
persist_takeover(); // A3: survive a host crash mid-stream
|
||
}
|
||
}
|
||
|
||
/// How long a desktop Steam gets to honor `steam -shutdown` before the spawn fails. Steam tears
|
||
/// down a running game (Proton/wineserver included) on the way out, so this is generous.
|
||
const STEAM_SHUTDOWN_WAIT: Duration = Duration::from_secs(20);
|
||
|
||
/// B1b: free Steam held by a plain **desktop** session (GNOME/KDE — e.g. a Steam the user opened
|
||
/// while streaming the desktop). [`stop_autologin_sessions`] only frees `gamescope-session-plus@*`
|
||
/// autologin units, so a desktop Steam still holds the single instance — a dedicated launch's
|
||
/// nested `steam` would just forward its URI to it and exit, gamescope would follow its child
|
||
/// down, and the client would see a black screen while the game launches invisibly on the desktop
|
||
/// (observed 2026-07-14 on a GNOME host: session-recovery restarted GDM for a desktop stream, the
|
||
/// user opened Steam there, and the next game-library launch black-screened through all 8 pipeline
|
||
/// retries). Asks that Steam to quit via `steam -shutdown` (the single-instance IPC, graceful) and
|
||
/// waits for it to exit; on timeout the spawn fails with an operator-actionable error instead of
|
||
/// the misleading no-frames retry loop. Steam instances punktfunk owns are exempt — URI forwarding
|
||
/// into a reused/kept session is the designed path, and another session's live Steam must never be
|
||
/// torn down from here.
|
||
fn free_desktop_steam() -> Result<()> {
|
||
let Some(pid) = desktop_steam_pid() else {
|
||
return Ok(());
|
||
};
|
||
tracing::info!(
|
||
pid,
|
||
"freeing Steam: a desktop-session Steam holds the single instance — sending `steam -shutdown`"
|
||
);
|
||
let _ = Command::new("steam")
|
||
.arg("-shutdown")
|
||
.stdout(Stdio::null())
|
||
.stderr(Stdio::null())
|
||
.spawn();
|
||
let deadline = Instant::now() + STEAM_SHUTDOWN_WAIT;
|
||
while Instant::now() < deadline {
|
||
if !pid_running(pid) {
|
||
tracing::info!(pid, "desktop Steam exited — single instance free");
|
||
return Ok(());
|
||
}
|
||
std::thread::sleep(Duration::from_millis(250));
|
||
}
|
||
bail!(
|
||
"Steam is already running in the host's desktop session (pid {pid}) and did not exit \
|
||
within {}s of `steam -shutdown` — close Steam on the host, then launch again",
|
||
STEAM_SHUTDOWN_WAIT.as_secs()
|
||
)
|
||
}
|
||
|
||
/// Pid of a live Steam instance running OUTSIDE anything punktfunk owns (i.e. a desktop-session
|
||
/// Steam), found via `~/.steam/steam.pid` — Steam's own single-instance marker, kept current by
|
||
/// every fresh instance. `None` when Steam isn't running, the pidfile is stale (pid dead, zombie,
|
||
/// or recycled by a non-Steam process), or the instance is punktfunk's own: a descendant of this
|
||
/// host process (a dedicated spawn's nested Steam) or inside the managed [`SESSION_UNIT`] cgroup.
|
||
fn desktop_steam_pid() -> Option<u32> {
|
||
let home = std::env::var("HOME").ok()?;
|
||
let pid = std::fs::read_to_string(format!("{home}/.steam/steam.pid"))
|
||
.ok()
|
||
.and_then(|s| s.trim().parse::<u32>().ok())?;
|
||
let comm = std::fs::read_to_string(format!("/proc/{pid}/comm")).ok()?;
|
||
// Steam's own processes report comm `steam` (the ubuntu12_32 binary) or `steam.sh`; anything
|
||
// else means the pid was recycled since Steam last ran.
|
||
if !matches!(comm.trim(), "steam" | "steam.sh") || !pid_running(pid) {
|
||
return None;
|
||
}
|
||
if descends_from(pid, std::process::id()) {
|
||
return None; // our own dedicated spawn's Steam
|
||
}
|
||
let cgroup = std::fs::read_to_string(format!("/proc/{pid}/cgroup")).unwrap_or_default();
|
||
if cgroup_is_punktfunk_owned(&cgroup) {
|
||
return None; // the host service's tree or the managed session unit
|
||
}
|
||
Some(pid)
|
||
}
|
||
|
||
/// Does this `/proc/<pid>/cgroup` content place the process in a punktfunk-owned unit — the host
|
||
/// service itself or the host-managed gamescope session? Desktop Steams live in desktop app scopes
|
||
/// (e.g. `app-gnome-steam-<pid>.scope`) instead. Pure + unit-tested.
|
||
fn cgroup_is_punktfunk_owned(cgroup: &str) -> bool {
|
||
cgroup.contains("punktfunk-host.service") || cgroup.contains(&format!("{SESSION_UNIT}.service"))
|
||
}
|
||
|
||
/// Is `pid` alive and not a zombie? (A zombie keeps its `/proc` entry but has already released the
|
||
/// Steam instance, so waiting on it would spin the full shutdown deadline for nothing.)
|
||
fn pid_running(pid: u32) -> bool {
|
||
let Ok(stat) = std::fs::read_to_string(format!("/proc/{pid}/stat")) else {
|
||
return false;
|
||
};
|
||
// Field 3 (state) follows the parenthesized comm — split after the LAST ')' since comm can
|
||
// itself contain parentheses.
|
||
stat.rsplit_once(')')
|
||
.and_then(|(_, rest)| rest.split_whitespace().next())
|
||
.is_some_and(|state| state != "Z")
|
||
}
|
||
|
||
/// Cancel any pending TV-session restore — a client has (re)connected, so the box must stay in the
|
||
/// streamed session, not bounce back to gaming mode. This covers the **keep-alive reuse** reconnect
|
||
/// path (a kept dedicated / managed gamescope), which never calls `create_managed_session` (where the
|
||
/// managed path already clears `PENDING_RESTORE`) — so without this, a dedicated Steam reconnect within
|
||
/// the linger window would restart the autologin *underneath* the live session (review finding #3).
|
||
/// Called from the connect path (native `resolve_compositor`, GameStream `open_gs_virtual_source`).
|
||
/// No-op when nothing is pending; the stopped-unit list stays armed for a later real disconnect.
|
||
pub fn cancel_pending_restore() {
|
||
let mut g = PENDING_RESTORE.lock().unwrap_or_else(|e| e.into_inner());
|
||
if g.is_some() {
|
||
*g = None;
|
||
tracing::info!(
|
||
"gamescope: client (re)connected — cancelled the pending TV-session restore"
|
||
);
|
||
}
|
||
}
|
||
|
||
/// The delay before restoring the TV's autologin session after the last client disconnects — the
|
||
/// display-management **keep-alive policy**, replacing the hardcoded [`RESTORE_DEBOUNCE`]
|
||
/// (`design/gamemode-and-dedicated-sessions.md` A3). The managed gamescope session is a single
|
||
/// box-level singleton (not a registry pool entry — A1), so its keep-alive lives here rather than in
|
||
/// the registry, but reads the same policy the pooled backends do:
|
||
/// * `off` → restore immediately (0 s);
|
||
/// * `duration(s)` → restore after `s`;
|
||
/// * `forever` → **`None`**: never auto-restore — the managed session is HELD until host stop or a
|
||
/// manual return to gaming mode (the `gaming-rig` "the TV model" story, now truthful on gamescope);
|
||
/// * unconfigured → the historical 5 s [`RESTORE_DEBOUNCE`] (bit-for-bit today's behavior).
|
||
fn restore_delay() -> Option<Duration> {
|
||
use crate::policy::{self, Linger};
|
||
match policy::prefs()
|
||
.configured_effective()
|
||
.map(|e| e.keep_alive.linger())
|
||
{
|
||
Some(Linger::Immediate) => Some(Duration::from_secs(0)),
|
||
Some(Linger::For(d)) => Some(d),
|
||
Some(Linger::Forever) => None,
|
||
None => Some(RESTORE_DEBOUNCE),
|
||
}
|
||
}
|
||
|
||
/// Client disconnected: **schedule** a policy-timed restore of the TV's autologin gaming session(s) we
|
||
/// stopped on connect ([`restore_delay`], via [`start_restore_worker`]) — unless a client reconnects
|
||
/// first, which cancels it and reuses the warm managed session. Debouncing means at most one gamescope
|
||
/// stop/relaunch per quiet period instead of one per disconnect — the per-connect churn is what leaked
|
||
/// GPU context on F44. Under `keep_alive=forever` ([`restore_delay`] `None`) NO restore is scheduled:
|
||
/// the managed session is pinned (gaming-rig). No-op when nothing was stolen (non-Bazzite / headless
|
||
/// box). Idempotent / safe to call on every session end.
|
||
pub fn schedule_restore_tv_session() {
|
||
let nothing_to_restore = STOPPED_AUTOLOGIN
|
||
.lock()
|
||
.unwrap_or_else(|e| e.into_inner())
|
||
.is_empty()
|
||
&& !*STEAMOS_TOOK_OVER.lock().unwrap_or_else(|e| e.into_inner());
|
||
if nothing_to_restore {
|
||
return; // nothing was taken over → nothing to restore (also the non-managed path)
|
||
}
|
||
match restore_delay() {
|
||
None => {
|
||
// keep_alive=forever → pin the managed session; leave PENDING_RESTORE unset.
|
||
*PENDING_RESTORE.lock().unwrap_or_else(|e| e.into_inner()) = None;
|
||
tracing::info!(
|
||
"gamescope: keep-alive=forever — managed session held (no TV-restore scheduled; \
|
||
return to gaming mode or restart the host to free it)"
|
||
);
|
||
}
|
||
Some(delay) => {
|
||
*PENDING_RESTORE.lock().unwrap_or_else(|e| e.into_inner()) =
|
||
Some(Instant::now() + delay);
|
||
tracing::info!(
|
||
secs = delay.as_secs(),
|
||
"gamescope: scheduled TV-session restore (keep-alive policy; cancelled on reconnect)"
|
||
);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Does any DRM connector report a physically `connected` display? Scans
|
||
/// `/sys/class/drm/*/status` — only connector nodes (`card0-eDP-1`, `card0-HDMI-A-1`, …) have a
|
||
/// `status` file, so the bare `cardN` device dirs and `renderD*` nodes filter themselves out. A
|
||
/// headless box (VM, panel-less mini PC) has none — in which case a "restore to the physical
|
||
/// panel" can only fail, gamescope having no output to drive. Errors (no DRM at all, sysfs
|
||
/// unreadable) read as headless: the safe direction is keeping the working session.
|
||
fn physical_display_connected() -> bool {
|
||
connected_connector_under(std::path::Path::new("/sys/class/drm"))
|
||
}
|
||
|
||
/// [`physical_display_connected`] against an arbitrary sysfs root (the unit-testable core).
|
||
fn connected_connector_under(base: &std::path::Path) -> bool {
|
||
let Ok(entries) = std::fs::read_dir(base) else {
|
||
return false;
|
||
};
|
||
entries.flatten().any(|e| {
|
||
std::fs::read_to_string(e.path().join("status")).is_ok_and(|s| s.trim() == "connected")
|
||
})
|
||
}
|
||
|
||
/// Tear down our host-managed session (freeing Steam) and restart the autologin gaming session(s)
|
||
/// we stopped on connect — so the TV returns to gaming mode when no one is streaming. Invoked by
|
||
/// [`start_restore_worker`] once the debounce deadline passes; takes the stopped-unit list so a
|
||
/// cancelled+reconnected window keeps the list for a later real restore.
|
||
fn do_restore_tv_session() {
|
||
// SteamOS: we reconfigured `gamescope-session.target` headless via a drop-in. Restore = remove
|
||
// the drop-in + restart the target (back to the physical panel) — unless the user switched to a
|
||
// desktop session meanwhile, in which case drop the override and leave the desktop alone.
|
||
{
|
||
let mut took = STEAMOS_TOOK_OVER.lock().unwrap_or_else(|e| e.into_inner());
|
||
if *took {
|
||
// A box with no physically connected display (a VM, a panel-less mini PC) has no
|
||
// "physical gaming session" to restore TO: removing the drop-in and restarting the
|
||
// target just crash-loops gamescope (no output to drive) and strands every later
|
||
// connect on "no usable compositor". Keep the headless session — and the takeover
|
||
// state, so a same-mode reconnect reuses it warm — instead. Checked at restore time
|
||
// (not connect time) so plugging a panel in later restores normally.
|
||
if !physical_display_connected() {
|
||
tracing::info!(
|
||
"gamescope (SteamOS): no physical display connected — keeping the headless \
|
||
session (nothing to restore to)"
|
||
);
|
||
return;
|
||
}
|
||
*took = false;
|
||
clear_takeover(); // A3: takeover undone — drop the persisted crash-restore marker
|
||
*MANAGED_SESSION.lock().unwrap_or_else(|e| e.into_inner()) = None;
|
||
remove_steamos_dropin();
|
||
systemctl_user(&["daemon-reload"]);
|
||
use super::ActiveKind;
|
||
if matches!(
|
||
super::detect_active_session().kind,
|
||
ActiveKind::DesktopKde
|
||
| ActiveKind::DesktopGnome
|
||
| ActiveKind::DesktopWlroots
|
||
| ActiveKind::DesktopHyprland
|
||
) {
|
||
tracing::info!(
|
||
"gamescope (SteamOS): a desktop session is active — removed the headless \
|
||
override, not restarting the gaming session"
|
||
);
|
||
return;
|
||
}
|
||
systemctl_user(&["restart", STEAMOS_SESSION_TARGET]);
|
||
tracing::info!(
|
||
"gamescope (SteamOS): restored the physical gaming session (removed headless override)"
|
||
);
|
||
return;
|
||
}
|
||
}
|
||
let units = std::mem::take(&mut *STOPPED_AUTOLOGIN.lock().unwrap_or_else(|e| e.into_inner()));
|
||
if units.is_empty() {
|
||
return; // nothing was stolen → nothing to restore (also the non-Bazzite path)
|
||
}
|
||
clear_takeover(); // A3: takeover consumed — drop the persisted crash-restore marker
|
||
stop_session(SESSION_UNIT); // our gamescope/Steam session, so Steam is free for the autologin
|
||
// Unmask UNCONDITIONALLY (before the desktop-active early return below): a unit left masked
|
||
// would break the user's own return to gaming mode until reboot.
|
||
for unit in &units {
|
||
unmask_unit(unit);
|
||
}
|
||
*MANAGED_SESSION.lock().unwrap_or_else(|e| e.into_inner()) = None;
|
||
// Only bring the gaming autologin BACK if the box is still meant to be in gaming mode. If the
|
||
// user switched to a desktop session (KDE/GNOME/wlroots) in the meantime, don't yank them back
|
||
// to gaming — leave the desktop alone. (We still stopped our idle managed session above.)
|
||
use super::ActiveKind;
|
||
if matches!(
|
||
super::detect_active_session().kind,
|
||
ActiveKind::DesktopKde | ActiveKind::DesktopGnome | ActiveKind::DesktopWlroots
|
||
) {
|
||
tracing::info!(
|
||
"gamescope: a desktop session is active — not restoring the TV gaming session"
|
||
);
|
||
return;
|
||
}
|
||
for unit in units {
|
||
let _ = Command::new("systemctl")
|
||
.args(["--user", "start", &unit])
|
||
.status();
|
||
tracing::info!(
|
||
unit,
|
||
"restored the TV's autologin gaming session (debounce elapsed, no client)"
|
||
);
|
||
}
|
||
}
|
||
|
||
/// Host-lifetime worker that fires a pending [`schedule_restore_tv_session`] once its debounce
|
||
/// deadline passes. Returns a keepalive handle — drop it (host shutdown) to stop the worker. Cheap:
|
||
/// a 100 ms tick that does nothing until a restore is actually pending.
|
||
pub fn start_restore_worker() -> std::sync::Arc<()> {
|
||
let handle = std::sync::Arc::new(());
|
||
let weak = std::sync::Arc::downgrade(&handle);
|
||
if let Err(e) = std::thread::Builder::new()
|
||
.name("punktfunk-restore-worker".into())
|
||
.spawn(move || {
|
||
while weak.upgrade().is_some() {
|
||
std::thread::sleep(Duration::from_millis(100));
|
||
let due = {
|
||
let mut g = PENDING_RESTORE.lock().unwrap_or_else(|e| e.into_inner());
|
||
match *g {
|
||
Some(deadline) if Instant::now() >= deadline => {
|
||
*g = None;
|
||
true
|
||
}
|
||
_ => false,
|
||
}
|
||
};
|
||
if due {
|
||
do_restore_tv_session();
|
||
}
|
||
}
|
||
})
|
||
{
|
||
tracing::error!(error = %e, "restore-worker spawn failed — TV session won't auto-restore on idle");
|
||
}
|
||
handle
|
||
}
|
||
|
||
/// Point the libei injector at the running gamescope's EIS socket (it reads the relay file
|
||
/// [`ei_socket_file`]). Best-effort — video still works without it (input just won't reach the
|
||
/// session). Shared by the attach and host-managed-session paths.
|
||
fn point_injector_at_eis() {
|
||
match find_gamescope_eis_socket() {
|
||
Some(sock) => {
|
||
// Relay format: line 1 = socket, optional line 2 = the session's CURRENT output
|
||
// size as "WxH". gamescope's EIS advertises only a degenerate INT32_MAX region, so
|
||
// the injector can't learn the output geometry from the protocol — the hint lets
|
||
// it scale normalized client positions correctly even when the client streams at
|
||
// a different resolution than the session runs (foreign attach, supersample).
|
||
let size = current_gamescope_output_size();
|
||
let body = match size {
|
||
Some((w, h)) => format!("{sock}\n{w}x{h}"),
|
||
None => sock.clone(),
|
||
};
|
||
match std::fs::write(ei_socket_file(), body) {
|
||
Ok(()) => {
|
||
tracing::info!(
|
||
socket = %sock,
|
||
output = ?size,
|
||
"gamescope: pointed injector at the session's EIS socket"
|
||
)
|
||
}
|
||
Err(e) => tracing::warn!(
|
||
error = %e,
|
||
"gamescope: could not write the EIS relay file — input may not reach the session"
|
||
),
|
||
}
|
||
}
|
||
None => tracing::warn!(
|
||
"gamescope: no connectable gamescope EIS socket found — input won't reach the session"
|
||
),
|
||
}
|
||
}
|
||
|
||
/// Path of the host-written `GAMESCOPE_BIN` wrapper (per-user, in tmpfs).
|
||
fn gamescope_bin_wrapper_path() -> std::path::PathBuf {
|
||
let base = std::env::var("XDG_RUNTIME_DIR").unwrap_or_else(|_| "/tmp".to_string());
|
||
std::path::Path::new(&base).join("punktfunk-gamescope-bin")
|
||
}
|
||
|
||
/// Write the `GAMESCOPE_BIN` wrapper that injects `--nested-refresh $PF_HZ` — the flag
|
||
/// gamescope-session-plus does NOT expose, and the one that makes games see the client's refresh
|
||
/// instead of ~60 Hz. The body is constant (the rate comes from the `PF_HZ` env per launch), so the
|
||
/// write is idempotent. Returns its path.
|
||
fn write_gamescope_bin_wrapper() -> Result<std::path::PathBuf> {
|
||
let path = gamescope_bin_wrapper_path();
|
||
std::fs::write(
|
||
&path,
|
||
"#!/bin/sh\nexec /usr/bin/gamescope --nested-refresh \"${PF_HZ:-60}\" \"$@\"\n",
|
||
)
|
||
.with_context(|| format!("write GAMESCOPE_BIN wrapper {}", path.display()))?;
|
||
use std::os::unix::fs::PermissionsExt;
|
||
std::fs::set_permissions(&path, std::fs::Permissions::from_mode(0o755))
|
||
.with_context(|| format!("chmod the GAMESCOPE_BIN wrapper {}", path.display()))?;
|
||
Ok(path)
|
||
}
|
||
|
||
/// Launch `gamescope-session-plus <client>` headless at `mode` as a transient `systemd --user`
|
||
/// unit (clean cgroup teardown of the whole Steam tree on stop). Injects `--nested-refresh` (via
|
||
/// the wrapper) + `--generate-drm-mode cvt` so games see exactly `mode` (resolution + refresh) and
|
||
/// not the box's physical-display EDID. Blocks until the gamescope `Video/Source` node appears
|
||
/// (Steam Big Picture cold-start is slow), returning its id; on timeout it stops the unit and errors.
|
||
fn launch_session(client: &str, unit_name: &str, mode: Mode) -> Result<u32> {
|
||
if !std::path::Path::new(SESSION_PLUS_BIN).exists() {
|
||
anyhow::bail!(
|
||
"PUNKTFUNK_GAMESCOPE_SESSION is set but {SESSION_PLUS_BIN} is missing — the host-managed \
|
||
session needs gamescope-session-plus (a Bazzite / SteamOS-like host)"
|
||
);
|
||
}
|
||
let wrapper = write_gamescope_bin_wrapper()?;
|
||
stop_session(unit_name); // clear any stale unit + relay so a relaunch is clean
|
||
let hz = mode.refresh_hz.max(1);
|
||
let start_unit = || -> Result<()> {
|
||
let status = Command::new("systemd-run")
|
||
.args(["--user", "--collect", &format!("--unit={unit_name}")])
|
||
// Same headless-must-not-attach rule as [`spawn`]: the transient unit inherits the
|
||
// user manager env, which can carry a (possibly stale) desktop DISPLAY/WAYLAND_DISPLAY
|
||
// that would abort gamescope at startup.
|
||
.arg("--property=UnsetEnvironment=DISPLAY WAYLAND_DISPLAY")
|
||
.arg("--setenv=BACKEND=headless")
|
||
.arg(format!("--setenv=SCREEN_WIDTH={}", mode.width))
|
||
.arg(format!("--setenv=SCREEN_HEIGHT={}", mode.height))
|
||
.arg(format!("--setenv=PF_HZ={hz}"))
|
||
.arg(format!("--setenv=GAMESCOPE_BIN={}", wrapper.display()))
|
||
.arg("--setenv=DRM_MODE=cvt")
|
||
.arg(format!("--setenv=CUSTOM_REFRESH_RATES={hz}"))
|
||
.arg("--")
|
||
.arg(SESSION_PLUS_BIN)
|
||
.arg(client)
|
||
.status()
|
||
.context(
|
||
"launch gamescope-session-plus via `systemd-run --user` (is the user systemd \
|
||
manager up with XDG_RUNTIME_DIR + DBUS_SESSION_BUS_ADDRESS set?)",
|
||
)?;
|
||
if !status.success() {
|
||
anyhow::bail!(
|
||
"`systemd-run --user` failed to start the gamescope session (exit {status})"
|
||
);
|
||
}
|
||
Ok(())
|
||
};
|
||
start_unit()?;
|
||
// Steam Big Picture cold-start is far slower than a bare app — poll the node for up to 45s.
|
||
let deadline = Instant::now() + Duration::from_secs(45);
|
||
loop {
|
||
if let Some(id) = find_gamescope_node() {
|
||
return Ok(id);
|
||
}
|
||
if Instant::now() >= deadline {
|
||
stop_session(unit_name);
|
||
anyhow::bail!(
|
||
"gamescope-session-plus '{client}' did not publish a Video/Source node within 45s \
|
||
(Steam failed to start? — `journalctl --user -u {unit_name}`)"
|
||
);
|
||
}
|
||
// The session-plus wrapper hard-kills a gamescope that missed its 5 s readiness handshake
|
||
// and exits 1 (a slow NVIDIA cold start routinely needs 5-15 s — the .181 storm 2026-07-07),
|
||
// and the transient unit has no Restart= — without supervision the rest of this poll would
|
||
// wait on a corpse. Re-run the unit so every readiness attempt inside the deadline is used.
|
||
if !unit_starting_or_active(unit_name) {
|
||
tracing::warn!(
|
||
unit = unit_name,
|
||
"gamescope session: transient unit died (missed the wrapper's 5 s gamescope \
|
||
readiness window?) — relaunching"
|
||
);
|
||
// Brief cooldown before the relaunch: the wrapper SIGKILLed a gamescope mid-Vulkan-init,
|
||
// and the NVIDIA driver reclaims that context asynchronously — an instant relaunch pays
|
||
// the reclaim serialization on top of device init and misses the 5 s window again.
|
||
std::thread::sleep(Duration::from_millis(1500));
|
||
let _ = Command::new("systemctl")
|
||
.args(["--user", "reset-failed", unit_name])
|
||
.status();
|
||
start_unit()?;
|
||
}
|
||
std::thread::sleep(Duration::from_millis(500));
|
||
}
|
||
}
|
||
|
||
/// Is the unit currently starting or up (`activating` / `active` — also `deactivating`: let a stop
|
||
/// finish; the next poll tick sees the settled state)? Unknown/unreachable states report `true` so a
|
||
/// systemctl hiccup can't trigger a relaunch storm.
|
||
fn unit_starting_or_active(unit: &str) -> bool {
|
||
let Ok(out) = Command::new("systemctl")
|
||
.args(["--user", "is-active", unit])
|
||
.output()
|
||
else {
|
||
return true;
|
||
};
|
||
matches!(
|
||
String::from_utf8_lossy(&out.stdout).trim(),
|
||
"active" | "activating" | "reloading" | "deactivating"
|
||
)
|
||
}
|
||
|
||
/// Stop the host-managed session's transient unit ([`kill_unit`] — SIGKILL teardown to avoid the F44
|
||
/// GPU-context leak) and clear the EIS relay so a dead session's socket name can't be reconnected.
|
||
fn stop_session(unit_name: &str) {
|
||
kill_unit(unit_name);
|
||
let _ = std::fs::remove_file(ei_socket_file());
|
||
}
|
||
|
||
/// File where the wrapper below writes gamescope's `LIBEI_SOCKET` (its EIS server socket), read by
|
||
/// the libei injector to drive input into the nested app. See the `pf-inject` crate.
|
||
///
|
||
/// Placed under `$XDG_RUNTIME_DIR` (a per-user, 0700 directory) — NOT a world-writable `/tmp` —
|
||
/// so a second unprivileged local user can neither read the relayed socket path nor pre-plant the
|
||
/// file to redirect the host's injector to a rogue EIS server (which would let them keylog or deny
|
||
/// the remote session's keyboard/mouse input; security-review 2026-06-28 #6). Falls back to `/tmp`
|
||
/// only if `XDG_RUNTIME_DIR` is unset (gamescope itself requires it, so this is rare); the reader
|
||
/// (the `pf-inject` crate) additionally rejects a symlinked relay file as defense-in-depth.
|
||
pub fn ei_socket_file() -> std::path::PathBuf {
|
||
// The path itself is the shared `pf_paths::gamescope_ei_socket_file` contract (also read by the
|
||
// libei injector). Compute it under the session env lock so a concurrent session handshake's
|
||
// `apply_session_env` XDG_RUNTIME_DIR retarget can't race this producer-side read.
|
||
crate::with_env_lock(pf_paths::gamescope_ei_socket_file)
|
||
}
|
||
|
||
/// Shape a resolved launch command for a bare-spawn gamescope session. A Steam URI launch
|
||
/// (`steam steam://rungameid/<id>`, produced by `library::command_for`) gets `-silent` inserted so
|
||
/// the game is the gamescope focus with no Steam client window to navigate
|
||
/// (`design/gamemode-and-dedicated-sessions.md` §5.3). Operator-typed custom commands and non-Steam
|
||
/// launches are returned unchanged. Idempotent (never double-inserts `-silent`). Pure + unit-tested.
|
||
/// Does this resolved launch command start Steam (`steam … steam://…`)? Such a launch needs Steam's
|
||
/// single instance free before a dedicated spawn (B1). Pure + unit-tested.
|
||
fn is_steam_launch(cmd: &str) -> bool {
|
||
let mut it = cmd.split_whitespace();
|
||
it.next() == Some("steam") && cmd.contains("steam://")
|
||
}
|
||
|
||
fn shape_dedicated_command(app: &str) -> String {
|
||
let mut it = app.split_whitespace();
|
||
if it.next() == Some("steam") {
|
||
let rest: Vec<&str> = it.collect();
|
||
if !rest.contains(&"-silent") && rest.iter().any(|t| t.starts_with("steam://")) {
|
||
return format!("steam -silent {}", rest.join(" "));
|
||
}
|
||
}
|
||
app.to_string()
|
||
}
|
||
|
||
/// Add the compositor-side arguments shared by every bare gamescope spawn. `steam_mode` belongs
|
||
/// before the `--` terminator; [`PUNKTFUNK_GAMESCOPE_APP`](spawn) configures the nested command
|
||
/// after it and therefore cannot enable gamescope's Steam integration itself.
|
||
fn add_bare_gamescope_args(
|
||
command: &mut Command,
|
||
w: u32,
|
||
h: u32,
|
||
hz: u32,
|
||
steam_mode: bool,
|
||
grab_cursor: bool,
|
||
) {
|
||
command
|
||
.args(["--backend", "headless"])
|
||
.args(["-W", &w.to_string()])
|
||
.args(["-H", &h.to_string()])
|
||
.args(["-r", &hz.to_string()]);
|
||
if steam_mode {
|
||
command.arg("--steam");
|
||
}
|
||
if grab_cursor {
|
||
command.arg("--force-grab-cursor");
|
||
}
|
||
command.args(["--xwayland-count", "1", "--"]);
|
||
}
|
||
|
||
/// Spawn `gamescope --backend headless -W w -H h -r hz -- <app>`. The app comes from
|
||
/// `PUNKTFUNK_GAMESCOPE_APP` (default a no-op that just keeps gamescope alive — set it to a real
|
||
/// game/GL app for actual content, e.g. `steam -gamepadui` for the SteamOS-like session).
|
||
/// stdout/stderr go to `log` (this spawn's per-instance log, A5). The app is launched through a tiny
|
||
/// shell wrapper that relays gamescope's `LIBEI_SOCKET` (set for its children) to [`ei_socket_file`]
|
||
/// so the input injector can connect to gamescope's EIS server from outside.
|
||
fn spawn(w: u32, h: u32, hz: u32, cmd: Option<&str>, log: &std::path::Path) -> Result<Child> {
|
||
// A non-empty per-session command (set via `set_launch_command`) wins; else the
|
||
// `PUNKTFUNK_GAMESCOPE_APP` env var (the documented manual fallback); else a no-op that keeps
|
||
// gamescope alive. Each level is taken only if non-empty, so a blank per-session cmd transparently
|
||
// falls through to the env (matching the pre-fix behaviour).
|
||
let app = cmd
|
||
.map(str::to_string)
|
||
.filter(|s| !s.trim().is_empty())
|
||
// Read the env fallback under the shared env lock so it can't race a concurrent session's
|
||
// `set_var` of the same key (security-review 2026-06-28 #7).
|
||
.or_else(|| crate::with_env_lock(|| std::env::var("PUNKTFUNK_GAMESCOPE_APP").ok()))
|
||
.filter(|s| !s.trim().is_empty());
|
||
// A real app was requested (vs. the `sleep infinity` keep-alive) — used to scope the game-only
|
||
// cursor-grab flag below.
|
||
let game_launch = app.is_some();
|
||
let app = app.unwrap_or_else(|| "sleep infinity".to_string());
|
||
// Dedicated-launch command shaping (Part B): a Steam URI runs with `-silent` so the game is the
|
||
// gamescope focus with no Steam client window to navigate.
|
||
let app = shape_dedicated_command(&app);
|
||
let relay = ei_socket_file();
|
||
let _ = std::fs::remove_file(&relay); // stale socket path from a previous session
|
||
// Enable gamescope's Steam integration (`--steam`: in-game overlay, Steam+X shortcuts, gamepad-UI
|
||
// navigation) whenever we're launching Steam — the operator no longer has to set the global
|
||
// PUNKTFUNK_GAMESCOPE_STEAM knob for a Steam title. The knob still forces it on for every spawn.
|
||
let steam_mode = pf_host_config::config().gamescope_steam || is_steam_launch(&app);
|
||
// Opt-in relative-mouse capture for a nested game (`PUNKTFUNK_GAMESCOPE_GRAB_CURSOR`): the client
|
||
// already sends relative motion, but gamescope only enters relative mode when the app hides the
|
||
// cursor, which some FPS titles never signal over the injected pointer — grabbing fixes mouselook.
|
||
// Default OFF (it forces relative mode, which would break absolute-pointer games/menus).
|
||
let grab_cursor = game_launch && pf_host_config::config().gamescope_grab_cursor;
|
||
let mut cmd = Command::new("gamescope");
|
||
add_bare_gamescope_args(&mut cmd, w, h, hz, steam_mode, grab_cursor);
|
||
cmd.args([
|
||
"sh",
|
||
"-c",
|
||
&format!(
|
||
"printf %s \"$LIBEI_SOCKET\" > '{}'; exec \"$@\"",
|
||
relay.display()
|
||
),
|
||
"sh",
|
||
])
|
||
.args(app.split_whitespace())
|
||
// Prefer the NVIDIA GL vendor for the nested session (harmless on a pure-NVIDIA box).
|
||
.env("__GLX_VENDOR_LIBRARY_NAME", "nvidia")
|
||
// A HEADLESS gamescope must never attach to a parent compositor. A host (re)started after
|
||
// a desktop login inherits the user manager's DISPLAY/WAYLAND_DISPLAY — and a stale
|
||
// WAYLAND_DISPLAY (e.g. a leftover `wayland-kde` in the manager env from a past session)
|
||
// makes gamescope 3.16 exit at startup with "Failed to connect to wayland socket" before
|
||
// its PipeWire node ever appears (observed 2026-07-14; the boot-started host never saw the
|
||
// bug because it predates any login's env import). gamescope exports its own DISPLAY /
|
||
// GAMESCOPE_WAYLAND_DISPLAY to the nested app, so the child loses nothing.
|
||
.env_remove("DISPLAY")
|
||
.env_remove("WAYLAND_DISPLAY");
|
||
if let Ok(logf) = std::fs::File::create(log) {
|
||
if let Ok(log2) = logf.try_clone() {
|
||
cmd.stdout(Stdio::from(logf)).stderr(Stdio::from(log2));
|
||
}
|
||
} else {
|
||
cmd.stdout(Stdio::null()).stderr(Stdio::null());
|
||
}
|
||
tracing::info!(w, h, hz, steam_mode, %app, log = %log.display(), "spawning gamescope (headless)");
|
||
cmd.spawn()
|
||
.context("spawn gamescope (is it installed? `apt install gamescope`)")
|
||
}
|
||
|
||
/// Owns the spawned gamescope process (and its per-instance log, A5); killing it tears the virtual
|
||
/// output down.
|
||
struct GamescopeProc {
|
||
child: Child,
|
||
log: std::path::PathBuf,
|
||
}
|
||
|
||
impl Drop for GamescopeProc {
|
||
fn drop(&mut self) {
|
||
let _ = self.child.kill();
|
||
let _ = self.child.wait();
|
||
// Clear the relayed EIS socket name so the host-lifetime injector can't reconnect to this
|
||
// now-dead session's socket between sessions (the stale path is the "Connection refused").
|
||
let _ = std::fs::remove_file(ei_socket_file());
|
||
// Drop this spawn's per-instance log (A5) so `$XDG_RUNTIME_DIR` doesn't accumulate them.
|
||
let _ = std::fs::remove_file(&self.log);
|
||
}
|
||
}
|
||
|
||
#[cfg(test)]
|
||
mod tests {
|
||
use super::{
|
||
cgroup_is_punktfunk_owned, connected_connector_under, is_steam_launch,
|
||
shape_dedicated_command,
|
||
};
|
||
|
||
#[test]
|
||
fn connector_status_scan() {
|
||
let base = std::env::temp_dir().join(format!("pf-drm-scan-{}", std::process::id()));
|
||
let mk = |name: &str, status: Option<&str>| {
|
||
let dir = base.join(name);
|
||
std::fs::create_dir_all(&dir).unwrap();
|
||
if let Some(s) = status {
|
||
std::fs::write(dir.join("status"), s).unwrap();
|
||
}
|
||
};
|
||
// Headless layout: device + render nodes only (no status files) → not connected.
|
||
mk("card0", None);
|
||
mk("renderD128", None);
|
||
assert!(!connected_connector_under(&base));
|
||
// Connectors present but nothing plugged in → still not connected.
|
||
mk("card0-HDMI-A-1", Some("disconnected\n"));
|
||
assert!(!connected_connector_under(&base));
|
||
// A live panel → connected.
|
||
mk("card0-eDP-1", Some("connected\n"));
|
||
assert!(connected_connector_under(&base));
|
||
// A missing base dir (no DRM at all) reads as headless.
|
||
assert!(!connected_connector_under(&base.join("nope")));
|
||
std::fs::remove_dir_all(&base).unwrap();
|
||
}
|
||
|
||
#[test]
|
||
fn steam_launch_detection() {
|
||
assert!(is_steam_launch("steam steam://rungameid/570"));
|
||
assert!(is_steam_launch("steam -silent steam://rungameid/570"));
|
||
assert!(!is_steam_launch("vkcube"));
|
||
assert!(!is_steam_launch("lutris lutris:rungameid/42"));
|
||
assert!(!is_steam_launch("steam -bigpicture")); // no URI = not a game launch
|
||
}
|
||
|
||
#[test]
|
||
fn dedicated_command_shaping() {
|
||
// Steam URI → -silent inserted so the game is the gamescope focus.
|
||
assert_eq!(
|
||
shape_dedicated_command("steam steam://rungameid/570"),
|
||
"steam -silent steam://rungameid/570"
|
||
);
|
||
// Idempotent: an already-silent command is left alone.
|
||
assert_eq!(
|
||
shape_dedicated_command("steam -silent steam://rungameid/570"),
|
||
"steam -silent steam://rungameid/570"
|
||
);
|
||
// Non-Steam launches and operator custom commands are untouched.
|
||
assert_eq!(shape_dedicated_command("vkcube"), "vkcube");
|
||
assert_eq!(
|
||
shape_dedicated_command("lutris lutris:rungameid/42"),
|
||
"lutris lutris:rungameid/42"
|
||
);
|
||
// A bare `steam` with no URI is left alone (not a game launch).
|
||
assert_eq!(
|
||
shape_dedicated_command("steam -bigpicture"),
|
||
"steam -bigpicture"
|
||
);
|
||
}
|
||
|
||
#[test]
|
||
fn desktop_steam_cgroup_ownership() {
|
||
// A desktop-launched Steam (the B1b conflict case, as observed on a GNOME host).
|
||
assert!(!cgroup_is_punktfunk_owned(
|
||
"0::/user.slice/user-1000.slice/user@1000.service/app.slice/app-gnome-steam-48605.scope"
|
||
));
|
||
// KDE spawns app scopes too; still foreign.
|
||
assert!(!cgroup_is_punktfunk_owned(
|
||
"0::/user.slice/user-1000.slice/user@1000.service/app.slice/app-steam@0f3a.service"
|
||
));
|
||
// Our own dedicated spawn tree (Steam nested under the host service).
|
||
assert!(cgroup_is_punktfunk_owned(
|
||
"0::/user.slice/user-1000.slice/user@1000.service/app.slice/punktfunk-host.service"
|
||
));
|
||
// The host-managed gamescope session unit (SESSION_UNIT).
|
||
assert!(cgroup_is_punktfunk_owned(
|
||
"0::/user.slice/user-1000.slice/user@1000.service/app.slice/punktfunk-gamescope.service"
|
||
));
|
||
assert!(!cgroup_is_punktfunk_owned(""));
|
||
}
|
||
}
|