Files
punktfunk/crates/punktfunk-host/src/inject/libei.rs
T
enricobuehler 609136cd2d
ci / rust (push) Has been cancelled
fix(inject): make the gamescope EIS injector reconnect robustly across sessions
Root cause of "input doesn't work" on the unified host: a single fresh session
injects fine (EIS connects, "Gamescope Virtual Input" device added), but the
host-lifetime injector reused a STALE per-session EIS socket across sessions →
"connect EIS socket …: Connection refused". (Headless gamescope is EIS-only — it
ignores uinput — so libei/EIS is the one input path for both gamescope and KWin;
no second path needed.)

- connect_socket_file: re-READ the relay file and RETRY the connect on
  refused/missing (the live gamescope's EIS appears shortly), bounded at 15s,
  instead of connecting once and bubbling ECONNREFUSED.
- GamescopeProc::drop: clear the relayed EIS socket name on teardown so a dead
  session can't hand a stale path to the next reconnect.

Validated: two sessions back-to-back each reconnect (EIS connected + device added).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 11:12:13 +00:00

488 lines
21 KiB
Rust

//! libei input injection — the portable EI-sender path.
//!
//! Two ways to reach an EIS server ([`EiSource`]):
//! * **Portal** — `org.freedesktop.portal.RemoteDesktop` via `ashpd` (KWin, GNOME/Mutter),
//! which hands us the EIS socket fd after the session grant.
//! * **Socket** — connect directly to a compositor's own EIS socket. gamescope runs an EIS
//! server and exports its path to its children as `LIBEI_SOCKET`; our gamescope backend
//! relays that path through a file so the injector can connect (no portal involved).
//!
//! Either way, `reis` drives the connection as an EI *sender*: bind the seat's
//! pointer/keyboard/scroll/button capabilities and, per device, `start_emulating` → emit →
//! `frame`. The session and the EIS connection must stay alive and the event stream must be
//! polled continuously (resume/pause/ping/modifier traffic), so the whole thing runs on a
//! dedicated thread with its own tokio runtime; the synchronous control thread reaches it
//! through an unbounded channel and [`LibeiInjector::inject`] merely enqueues.
//!
//! Keyboard codes are Linux evdev (the same space our VK→evdev table produces) and the
//! compositor supplies the keymap, so — unlike the wlr path — there is no keymap to upload and
//! no modifier mask to serialize: pressing the modifier *keys* (which Moonlight sends as normal
//! key events) is enough.
use super::{gs_button_to_evdev, vk_to_evdev, InputInjector};
use anyhow::{anyhow, Result};
use ashpd::desktop::{
remote_desktop::{
ConnectToEISOptions, DeviceType, RemoteDesktop, SelectDevicesOptions, StartOptions,
},
CreateSessionOptions, PersistMode,
};
use futures_util::StreamExt;
use punktfunk_core::input::{InputEvent, InputKind};
use reis::ei;
use reis::event::{DeviceCapability, EiEvent};
use std::os::unix::net::UnixStream;
use std::time::{Duration, Instant};
use tokio::sync::mpsc::{unbounded_channel, UnboundedReceiver, UnboundedSender};
/// `code` value marking a horizontal scroll event (mirrors `gamestream::input`).
const SCROLL_HORIZONTAL: u32 = 1;
/// Where to find the EIS server.
#[derive(Clone, Debug)]
pub enum EiSource {
/// `org.freedesktop.portal.RemoteDesktop` (KWin, GNOME/Mutter).
Portal,
/// A file containing the EIS socket path/name (gamescope's relayed `LIBEI_SOCKET`); polled
/// until it appears, since the compositor may still be starting.
SocketPathFile(std::path::PathBuf),
}
/// Handle held by the control thread; forwards events to the libei worker thread.
pub struct LibeiInjector {
tx: UnboundedSender<InputEvent>,
}
impl LibeiInjector {
pub fn open() -> Result<Self> {
Self::open_with(EiSource::Portal)
}
pub fn open_with(source: EiSource) -> Result<Self> {
let (tx, rx) = unbounded_channel::<InputEvent>();
std::thread::Builder::new()
.name("punktfunk-libei".into())
.spawn(move || worker(rx, source))
.map_err(|e| anyhow!("spawn libei worker thread: {e}"))?;
// Return immediately — the portal/socket handshake must NOT run on the caller's
// (control) thread, or a slow/denied setup would freeze the ENet control stream and
// drop the client. The worker establishes the session asynchronously and logs its
// status; events enqueue until devices resume (a few startup events may be dropped).
Ok(Self { tx })
}
}
impl InputInjector for LibeiInjector {
fn inject(&mut self, event: &InputEvent) -> Result<()> {
self.tx
.send(*event)
.map_err(|_| anyhow!("libei worker thread has exited"))
}
}
/// Worker thread entry: build a tokio runtime and run the session to completion.
fn worker(rx: UnboundedReceiver<InputEvent>, source: EiSource) {
let rt = match tokio::runtime::Builder::new_multi_thread()
.worker_threads(1)
.enable_all()
.build()
{
Ok(rt) => rt,
Err(e) => {
tracing::error!(error = %e, "libei: build tokio runtime failed");
return;
}
};
rt.block_on(session_main(rx, source));
}
/// Open the portal/socket + EIS (bounded), then pump events until disconnect or shutdown.
async fn session_main(mut rx: UnboundedReceiver<InputEvent>, source: EiSource) {
// Keep `_rd`/`_session` bound for the whole loop — dropping the portal session closes the
// EIS connection. Bound the setup so a headless approval dialog (un-bypassed grant) can't
// hang the worker forever.
let (_portal, context, mut events) = match tokio::time::timeout(
Duration::from_secs(30),
connect(source),
)
.await
{
Ok(Ok(t)) => t,
Ok(Err(e)) => {
tracing::error!(error = %format!("{e:#}"), "libei: portal/EIS setup failed");
return;
}
Err(_) => {
tracing::error!(
"libei: EIS setup timed out (headless approval needed / kde-authorized grant not seeded / gamescope socket never appeared)"
);
return;
}
};
tracing::info!("libei: EIS connected — awaiting devices");
let mut state = EiState::new();
loop {
tokio::select! {
ei = events.next() => match ei {
Some(Ok(ev)) => state.handle_ei(ev, &context),
Some(Err(e)) => { tracing::warn!(error = %e, "libei: event stream error"); break; }
None => { tracing::info!("libei: EIS disconnected"); break; }
},
msg = rx.recv() => match msg {
Some(input) => state.inject(&input, &context),
None => { tracing::info!("libei: injector closed — ending session"); break; }
},
}
}
}
/// Tie down the verbose tuple the connect step returns. The portal pair must stay alive for
/// the whole session (dropping it closes the EIS connection); `None` for the direct-socket path.
type Connected = (
Option<(RemoteDesktop, ashpd::desktop::Session<RemoteDesktop>)>,
ei::Context,
reis::tokio::EiConvertEventStream,
);
/// Reach an EIS server per `source` and run the EI sender handshake.
async fn connect(source: EiSource) -> Result<Connected> {
let (portal, stream) = match source {
EiSource::Portal => {
let (rd, session, fd) = connect_portal().await?;
(Some((rd, session)), UnixStream::from(fd))
}
EiSource::SocketPathFile(file) => (None, connect_socket_file(&file).await?),
};
let context = ei::Context::new(stream).map_err(|e| anyhow!("reis EI context: {e}"))?;
let (_conn, events) = context
.handshake_tokio("punktfunk-host", ei::handshake::ContextType::Sender)
.await
.map_err(|e| anyhow!("EI handshake: {e}"))?;
Ok((portal, context, events))
}
/// Open a RemoteDesktop portal session (pointer + keyboard) and obtain the EIS socket fd.
async fn connect_portal() -> Result<(
RemoteDesktop,
ashpd::desktop::Session<RemoteDesktop>,
std::os::fd::OwnedFd,
)> {
let rd = RemoteDesktop::new()
.await
.map_err(|e| anyhow!("open RemoteDesktop portal (is xdg-desktop-portal-kde/gnome running and XDG_CURRENT_DESKTOP set?): {e}"))?;
let session = rd
.create_session(CreateSessionOptions::default())
.await
.map_err(|e| anyhow!("create RemoteDesktop session: {e}"))?;
rd.select_devices(
&session,
SelectDevicesOptions::default()
.set_devices(DeviceType::Keyboard | DeviceType::Pointer | DeviceType::Touchscreen)
.set_persist_mode(PersistMode::DoNot),
)
.await
.map_err(|e| anyhow!("select_devices: {e}"))?
.response()
.map_err(|e| anyhow!("select_devices response: {e}"))?;
let started = rd
.start(&session, None, StartOptions::default())
.await
.map_err(|e| anyhow!("start RemoteDesktop session: {e}"))?;
let granted = started
.response()
.map_err(|e| anyhow!("RemoteDesktop start denied: {e}"))?;
tracing::info!(devices = ?granted.devices(), "libei: portal granted devices");
let fd = rd
.connect_to_eis(&session, ConnectToEISOptions::default())
.await
.map_err(|e| anyhow!("connect_to_eis (RemoteDesktop portal version < 2?): {e}"))?;
Ok((rd, session, fd))
}
/// Poll `file` for the EIS socket path (the gamescope backend relays `LIBEI_SOCKET` there once
/// the nested app launches), then connect. A bare name is resolved against `XDG_RUNTIME_DIR`,
/// mirroring libei's own `LIBEI_SOCKET` semantics.
async fn connect_socket_file(file: &std::path::Path) -> Result<UnixStream> {
// The relay file is rewritten each session with the CURRENT gamescope's `LIBEI_SOCKET`, and the
// socket may not be `listen()`ing the instant its name appears — or the file may briefly still
// hold a prior, now-dead session's name (the host-lifetime injector reconnecting between
// sessions). So poll: RE-READ the file and RETRY the connect, treating "refused"/"missing" as
// not-ready-yet (the exact "Connection refused" we saw when a stale socket lingered). Bounded so
// a genuinely wedged setup still surfaces an error.
let deadline = std::time::Instant::now() + Duration::from_secs(15);
let mut logged = String::new();
loop {
if let Ok(s) = std::fs::read_to_string(file) {
let name = s.trim();
if !name.is_empty() {
let full = if name.starts_with('/') {
std::path::PathBuf::from(name)
} else {
let runtime = std::env::var("XDG_RUNTIME_DIR").map_err(|_| {
anyhow!("XDG_RUNTIME_DIR unset (needed to resolve EIS socket '{name}')")
})?;
std::path::Path::new(&runtime).join(name)
};
if logged != name {
tracing::info!(socket = %full.display(), "libei: connecting to EIS socket");
logged = name.to_string();
}
match UnixStream::connect(&full) {
Ok(stream) => return Ok(stream),
// Refused = socket file exists but no listener yet (or a dead session);
// NotFound = path not created yet. Both heal once the live gamescope's EIS is
// up — retry. Anything else (e.g. permission) is a real failure.
Err(e)
if matches!(
e.kind(),
std::io::ErrorKind::ConnectionRefused | std::io::ErrorKind::NotFound
) => {}
Err(e) => return Err(anyhow!("connect EIS socket {}: {e}", full.display())),
}
}
}
if std::time::Instant::now() >= deadline {
return Err(anyhow!(
"EIS socket from {} never became connectable (gamescope not up, or its EIS crashed)",
file.display()
));
}
tokio::time::sleep(Duration::from_millis(250)).await;
}
}
/// One EI device and its emulation state.
struct DeviceSlot {
device: reis::event::Device,
/// The device is resumed (allowed to emit). Devices arrive paused and may pause again.
resumed: bool,
/// We have issued `start_emulating` since the last resume.
emulating: bool,
}
/// Tracks bound devices + the serial/sequence/timebase the EI protocol requires.
struct EiState {
devices: Vec<DeviceSlot>,
last_serial: u32,
sequence: u32,
start: Instant,
}
impl EiState {
fn new() -> Self {
Self {
devices: Vec::new(),
last_serial: 0,
sequence: 0,
start: Instant::now(),
}
}
fn now_us(&self) -> u64 {
self.start.elapsed().as_micros() as u64
}
/// Apply a server event: bind capabilities, track devices, and follow resume/pause.
fn handle_ei(&mut self, ev: EiEvent, ctx: &ei::Context) {
match ev {
EiEvent::SeatAdded(e) => {
e.seat.bind_capabilities(
DeviceCapability::Pointer
| DeviceCapability::PointerAbsolute
| DeviceCapability::Keyboard
| DeviceCapability::Scroll
| DeviceCapability::Button
| DeviceCapability::Touch,
);
let _ = ctx.flush();
}
EiEvent::DeviceAdded(e) => {
tracing::info!(device = ?e.device.name(), ty = ?e.device.device_type(), "libei: device added");
self.devices.push(DeviceSlot {
device: e.device,
resumed: false,
emulating: false,
});
}
EiEvent::DeviceRemoved(e) => {
self.devices.retain(|d| d.device != e.device);
}
EiEvent::DeviceResumed(e) => {
self.last_serial = e.serial;
if let Some(d) = self.devices.iter_mut().find(|d| d.device == e.device) {
d.resumed = true;
d.emulating = false; // must re-issue start_emulating after a resume
}
}
EiEvent::DevicePaused(e) => {
if let Some(d) = self.devices.iter_mut().find(|d| d.device == e.device) {
d.resumed = false;
d.emulating = false;
}
}
// Informational: the server reports resulting modifier/group state; we don't set it.
EiEvent::KeyboardModifiers(e) => self.last_serial = e.serial,
_ => {}
}
}
/// Index of a resumed device exposing `cap`.
fn device_for(&self, cap: DeviceCapability) -> Option<usize> {
self.devices
.iter()
.position(|d| d.resumed && d.device.has_capability(cap))
}
/// Ensure the device at `idx` is in `start_emulating` state before we emit on it.
fn ensure_emulating(&mut self, idx: usize, dev: &ei::Device) {
if !self.devices[idx].emulating {
dev.start_emulating(self.last_serial, self.sequence);
self.sequence = self.sequence.wrapping_add(1);
self.devices[idx].emulating = true;
}
}
/// Translate and emit one client input event, committing it as a single `frame`.
fn inject(&mut self, ev: &InputEvent, ctx: &ei::Context) {
let cap = match ev.kind {
InputKind::MouseMove => DeviceCapability::Pointer,
InputKind::MouseMoveAbs => DeviceCapability::PointerAbsolute,
InputKind::MouseButtonDown | InputKind::MouseButtonUp => DeviceCapability::Button,
InputKind::MouseScroll => DeviceCapability::Scroll,
InputKind::KeyDown | InputKind::KeyUp => DeviceCapability::Keyboard,
InputKind::TouchDown | InputKind::TouchMove | InputKind::TouchUp => {
DeviceCapability::Touch
}
InputKind::GamepadButton | InputKind::GamepadAxis => return, // uinput path (later)
};
let Some(idx) = self.device_for(cap) else {
// No resumed device with this capability yet. For touch this is usually permanent on
// this compositor — the RemoteDesktop portal may grant the Touchscreen *device type*
// while the EIS server never creates a touchscreen *device* (observed on headless
// KWin). Surface it once so touch silently going nowhere is diagnosable.
if matches!(
ev.kind,
InputKind::TouchDown | InputKind::TouchMove | InputKind::TouchUp
) {
static WARNED: std::sync::atomic::AtomicBool =
std::sync::atomic::AtomicBool::new(false);
if !WARNED.swap(true, std::sync::atomic::Ordering::Relaxed) {
tracing::warn!(
"touch received but the compositor's EIS exposed no touchscreen device — \
touch is dropped (KWin's libei may not implement ei_touchscreen yet; \
gamescope / a newer compositor may)"
);
}
}
return;
};
let dev = self.devices[idx].device.device().clone();
self.ensure_emulating(idx, &dev);
let mut emitted = true;
let slot = &self.devices[idx].device;
match ev.kind {
InputKind::MouseMove => match slot.interface::<ei::Pointer>() {
Some(p) => p.motion_relative(ev.x as f32, ev.y as f32),
None => emitted = false,
},
InputKind::MouseMoveAbs => {
let w = ((ev.flags >> 16) & 0xffff) as f32;
let h = (ev.flags & 0xffff) as f32;
match (
slot.interface::<ei::PointerAbsolute>(),
slot.regions().first(),
) {
(Some(p), Some(region)) if w > 0.0 && h > 0.0 => {
// Map the normalized client position into the device's first region.
let nx = (ev.x as f32 / w).clamp(0.0, 1.0);
let ny = (ev.y as f32 / h).clamp(0.0, 1.0);
let x = region.x as f32 + nx * region.width as f32;
let y = region.y as f32 + ny * region.height as f32;
p.motion_absolute(x, y);
}
_ => emitted = false,
}
}
InputKind::MouseButtonDown | InputKind::MouseButtonUp => {
match (slot.interface::<ei::Button>(), gs_button_to_evdev(ev.code)) {
(Some(b), Some(btn)) => {
let st = if ev.kind == InputKind::MouseButtonDown {
ei::button::ButtonState::Press
} else {
ei::button::ButtonState::Released
};
b.button(btn, st);
}
_ => emitted = false,
}
}
InputKind::MouseScroll => match slot.interface::<ei::Scroll>() {
Some(s) => {
// GameStream sends WHEEL_DELTA(120)-scaled deltas in `x`; ei scroll_discrete
// uses the same 120-per-detent unit. Positive GameStream = up (vertical),
// which is negative on the ei axis, but = RIGHT (horizontal), which is
// already positive there (moonlight-qt/Sunshine pass horizontal through
// unnegated) — only the vertical axis flips.
if ev.code == SCROLL_HORIZONTAL {
s.scroll_discrete(ev.x, 0);
} else {
s.scroll_discrete(0, -ev.x);
}
}
None => emitted = false,
},
InputKind::KeyDown | InputKind::KeyUp => {
match (slot.interface::<ei::Keyboard>(), vk_to_evdev(ev.code as u8)) {
(Some(k), Some(evdev)) => {
let st = if ev.kind == InputKind::KeyDown {
ei::keyboard::KeyState::Press
} else {
ei::keyboard::KeyState::Released
};
k.key(evdev as u32, st);
}
_ => {
emitted = false;
tracing::debug!(vk = ev.code, "libei: unmapped VK keycode — dropped");
}
}
}
// Touch: `code` is the touch id, `x`/`y` are client pixels and `flags` packs the
// client surface w/h — mapped into the device's region exactly like MouseMoveAbs.
// One InputEvent = one frame, which satisfies the ei_touchscreen rule that a down /
// motion / up must not share a frame.
InputKind::TouchDown | InputKind::TouchMove => {
let w = ((ev.flags >> 16) & 0xffff) as f32;
let h = (ev.flags & 0xffff) as f32;
match (slot.interface::<ei::Touchscreen>(), slot.regions().first()) {
(Some(t), Some(region)) if w > 0.0 && h > 0.0 => {
let nx = (ev.x as f32 / w).clamp(0.0, 1.0);
let ny = (ev.y as f32 / h).clamp(0.0, 1.0);
let x = region.x as f32 + nx * region.width as f32;
let y = region.y as f32 + ny * region.height as f32;
if ev.kind == InputKind::TouchDown {
t.down(ev.code, x, y);
} else {
t.motion(ev.code, x, y);
}
}
_ => emitted = false,
}
}
InputKind::TouchUp => match slot.interface::<ei::Touchscreen>() {
Some(t) => t.up(ev.code),
None => emitted = false,
},
InputKind::GamepadButton | InputKind::GamepadAxis => emitted = false,
}
if emitted {
dev.frame(self.last_serial, self.now_us());
}
let _ = ctx.flush();
}
}