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Dedicated single-game sessions now end cleanly when the launched game quits, and Steam launches get gamescope's Steam integration without an operator env knob. End-on-exit: the existing APP_EXITED close only fired when gamescope's PipeWire node vanished, which never happens for Steam — the nested `steam` is the resident singleton client and stays up after a game quits, so gamescope (and its node) never die and the stream sat on a hidden Steam session forever. Add a Steam AppId reaper watcher (pf-vdisplay .../gamescope/discovery.rs): steam_appid_from_launch() parses steam://rungameid/<id>; wait_for_steam_game_exit() waits for the game to start (<=300s grace) then exit (3s confirm); steam_game_running() scans same-uid /proc for Steam's launch reaper matching both the `SteamLaunch` and `AppId=<id>` argv tokens (exact-match; reaper lifetime == game lifetime, so shader precompile can't false-trigger). The host spawns a pf1-gamewatch thread for nested Steam launches that closes the connection with APP_EXITED (launcher clients return to their library) and sets quit/stop; cancelled via stop if the session ends first. Non-Steam nested launches keep the node-death path (gamescope's child IS the game). Flags: auto-enable `--steam` whenever the launch is a Steam launch (was only the global PUNKTFUNK_GAMESCOPE_STEAM knob, default-off) — in-game overlay / Steam+X / gamepad-UI nav for Steam titles with no operator config. New opt-in PUNKTFUNK_GAMESCOPE_GRAB_CURSOR adds `--force-grab-cursor` for a real game launch (FPS mouselook); default OFF because it forces relative mode, which breaks absolute-pointer games/menus. Verified: fmt clean; clippy -D warnings clean on the three crates; pf-vdisplay 64/0 (incl. new steam-appid parse test); punktfunk-host builds + 186/0; reaper /proc detection smoke-tested (detect, exact non-match, gone-after-exit). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>