enricobuehler c8f9032dec feat: M2 — harden gamescope capture path (blocked on gamescope ≥3.16.22 upstream fix)
Deep investigation (gdb + daemon traces) proved the gamescope capture stall is a gamescope
3.16.20 bug, not ours: it calls pw_loop_iterate() without pw_loop_enter()/leave(), and under
PipeWire 1.6's loop locking its main thread permanently holds the loop mutex — the pw thread
deadlocks, gamescope never acks the daemon's port_set_param(Format), and the link parks in
"negotiating" silently. Stock gst pipewiresrc fails identically. Fixed upstream by gamescope
commit e3ed1ea7 ("pipewire: Fix pipewire loop locking", pipewire#5148); first release 3.16.22.
Ubuntu 26.04 ships 3.16.20 (built ten days before the fix) — patch/upgrade required.

Consumer-side improvements from the investigation (all verified correct vs gamescope's pods,
and needed once the producer is fixed):
- discover the node from gamescope's own "stream available on node ID: N" log line (its
  node.name appears on two objects; the advertised id is authoritative); pw-dump fallback
- CPU path accepts mappable dmabufs: Buffers param now offers MemPtr|MemFd|DmaBuf (gamescope
  counter-offers exactly DmaBuf when its modifier pod wins, never MemPtr), mmap the fd
  ourselves when MAP_BUFFERS didn't (Vulkan-exported dmabufs aren't flagged mappable), and
  treat chunk.size==0 as the computed span
- warn_once on every silent frame-drop path in the process callback
- node.dont-reconnect on our capture streams: an orphaned stream re-targeted by wireplumber
  onto a fresh node wedges it — and a stuck link head-blocks the daemon's shared work queue,
  stalling ALL new link negotiation system-wide (this poisoned whole test sessions)
- LUMEN_GAMESCOPE_NODE (attach to an existing gamescope) + LUMEN_PW_FIXED_POD (negotiation
  bisection) debug knobs

KWin path regression-tested (zero-copy intact). gamescope end-to-end validation pending the
patched gamescope build.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-09 22:16:53 +00:00

lumen

A ground-up low-latency desktop streaming stack, built Linux-first, with a shared Rust protocol core and native clients per platform.

lumen is a placeholder codename. The bet: ship a Linux virtual-display streaming host that speaks the existing Moonlight protocol (every Moonlight/Artemis client works day one), then break the ~1 Gbps FEC wall with a GF(2¹⁶) Leopard-RS transport as a negotiated extension. See docs/implementation-plan.md.

Status

Milestone State
M1 — lumen-core + C ABI done & tested (FEC, packetization, crypto, session, lumen_core.h)
M0 — pipeline spike (wlroots→PipeWire→NVENC→file→lumen-core) done & verified on NVIDIA (RTX 5070 Ti / driver 595)
M2 — P1 host → stock Moonlight 🟡 capture+encode landed in M0; pairing/RTSP/vdisplay pending
M3 — measurement harness 🟡 tools/loss-harness runs; latency-probe scaffolded
M4 — P2 transport + Rust client 🟡 GF(2¹⁶) core done; lumen-client-rs scaffolded
M5 — Apple client scaffolded (clients/apple)

lumen-core is complete and verified: it builds and its full test suite (FEC recovery, loopback round-trip under loss, property tests, and a C ABI harness) passes on macOS/aarch64. M0 is done: lumen-host captures a headless wlroots output via the ScreenCast portal + PipeWire, encodes it with NVENC, writes a playable H.265 file, and round-trips every access unit through a lumen_core host→client session (see docs/linux-setup.md). The remaining Linux host backends (KWin/Mutter virtual displays, libei input, web/pairing) are #[cfg(target_os = "linux")] seams — defined and compiling, implementations pending (M2).

Layout

crates/
  lumen-core/        protocol · FEC · pacing · crypto — the C ABI (lib + cdylib + staticlib)
  lumen-host/        Linux host: vdisplay · capture · encode · inject · web (cfg-gated)
  lumen-client-rs/   reference client (M4): VAAPI decode + wgpu present
clients/{apple,android}/   native client scaffolds (import lumen_core.h)
include/lumen_core.h       cbindgen-generated C header (checked in)
tools/{latency-probe,loss-harness}/   measurement (plan §10)
docs/implementation-plan.md

Build & test

cargo build --workspace          # green on Linux and macOS
cargo test  --workspace          # unit + loopback + proptest + C ABI harness
cargo clippy --workspace --all-targets

cargo run -p loss-harness        # FEC loss-resilience sweep (no network needed)
bash crates/lumen-core/tests/c/run.sh   # standalone C-ABI link+round-trip proof

The C header regenerates from crates/lumen-core/src/abi.rs on every build (cbindgen via build.rs) into include/lumen_core.h.

Design invariants

  • One core, linked everywhere. Protocol/FEC/crypto/pacing live in lumen-core exactly once, exposed over a stable, versioned C ABI (lumen_abi_version(), LumenConfig carries its own struct_size).
  • No async on the hot path. The per-frame pipeline uses native threads only; tokio/quinn are gated behind the off-by-default quic feature (control plane only).
  • FEC is the wall-breaker. GF(2⁸) (≤255 shards/block) for Moonlight compat; GF(2¹⁶) (≤65535 shards/block, SIMD, O(n log n)) to push past ~1 Gbps.

License

MIT OR Apache-2.0.

S
Description
next gen game streaming - built using rust, back compatible with game stream clients, and supporting virtual displays for kde/kwin, gnome and gamescope.
Readme 16 MiB
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