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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>
429 lines
19 KiB
Rust
429 lines
19 KiB
Rust
//! gamescope **discovery + probes** (plan §W3, carved out of the backend): finding the compositor's
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//! PipeWire node (log line first, then a scoped `pw-dump` fallback), locating its live EIS/libei
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//! socket, the version gate, and the dedicated-session game-exit check. Pure read-side plumbing — it
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//! observes gamescope, never spawns or tears it down (that stays in [`super`]).
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use super::*;
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/// Wait for gamescope to report its PipeWire node. Authoritative source: gamescope's own log
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/// line `stream available on node ID: N` (its node carries `node.name=gamescope` on TWO objects
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/// — the adapter and the inner stream — and only the advertised id is the correct capture
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/// target). Falls back to `pw-dump` discovery if the log line doesn't show.
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/// B2 (game-exit detection): confirm a **dedicated** gamescope session's game has exited. gamescope is
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/// a single-app compositor — it exits when its nested app exits — so once capture is lost, THIS
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/// session's `node_id` not reappearing within a short confirmation window means the game quit (vs. a
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/// transient PipeWire hiccup). Scoped to the session's own `node_id` (via [`gamescope_node_present`]),
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/// so a **coexisting** gamescope (a second dedicated session, or the box's game-mode gamescope beside a
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/// non-Steam dedicated launch) doesn't mask the exit (review findings #4/#8). Returns `true` when the
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/// node stays absent across the window.
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pub(crate) fn game_session_exited(node_id: u32) -> bool {
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let deadline = Instant::now() + Duration::from_millis(1500);
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loop {
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if gamescope_node_present(node_id) {
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return false; // OUR node is (still) present → not an exit (transient loss)
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}
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if Instant::now() >= deadline {
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return true; // our node stayed gone across the window → the game exited
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}
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std::thread::sleep(Duration::from_millis(250));
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}
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}
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/// Outcome of watching a dedicated Steam launch's game lifetime ([`wait_for_steam_game_exit`]).
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#[derive(Debug, PartialEq, Eq)]
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pub(crate) enum SteamGameWatch {
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/// The game was seen running and has now exited — the session should end (APP_EXITED).
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Exited,
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/// The watch was cancelled (the session ended for another reason) or the game never started
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/// within the startup grace — leave the session as-is.
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Cancelled,
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}
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/// Parse the Steam appid a dedicated launch targets from its resolved command
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/// (`steam [-silent] steam://rungameid/<appid>`). `None` unless the first token is `steam` and a
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/// `steam://rungameid/<digits>` URI is present — the trailing digits are the appid, which is exactly
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/// what Steam's launch reaper carries as `AppId=<appid>` (gameid == appid for a plain library title,
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/// the only kind the host ever resolves to this shape).
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pub(crate) fn steam_appid_from_launch(cmd: &str) -> Option<u32> {
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if cmd.split_whitespace().next() != Some("steam") {
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return None;
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}
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const MARKER: &str = "steam://rungameid/";
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let tail = &cmd[cmd.find(MARKER)? + MARKER.len()..];
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let digits: String = tail
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.chars()
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.take_while(|c: &char| c.is_ascii_digit())
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.collect();
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digits.parse().ok()
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}
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/// Block until the dedicated Steam game `appid` has started and then exited, `cancel` is set, or the
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/// game never appears within the startup grace. Same-uid `/proc` scan keyed on Steam's launch reaper
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/// (`SteamLaunch AppId=<appid>`), whose lifetime is exactly the game's. Returns
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/// [`SteamGameWatch::Exited`] only after the game was actually seen running and then stayed gone
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/// across a short confirmation window — so a cold Steam boot / shader precompile (game not up yet) or
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/// a transient scan miss can't end the stream early. Runs on the host's per-session watch thread.
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pub(crate) fn wait_for_steam_game_exit(
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appid: u32,
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cancel: &std::sync::atomic::AtomicBool,
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) -> SteamGameWatch {
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use std::sync::atomic::Ordering;
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// Cold Steam boot + first-launch shader precompile can delay the game window by minutes; give it a
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// generous window to appear. A game that never starts leaves the session up (the Steam client is
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// still streamed, and the node-death path still covers the Steam client itself dying).
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const START_GRACE: Duration = Duration::from_secs(300);
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const POLL: Duration = Duration::from_secs(1);
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// Require the reaper gone across this window (a few polls) so a brief process swap can't fire early.
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const EXIT_CONFIRM: Duration = Duration::from_secs(3);
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let start_deadline = Instant::now() + START_GRACE;
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// Phase 1: wait for the game's reaper to appear.
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while !steam_game_running(appid) {
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if cancel.load(Ordering::Relaxed) || Instant::now() >= start_deadline {
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return SteamGameWatch::Cancelled;
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}
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std::thread::sleep(POLL);
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}
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// Phase 2: the game is up — wait for its reaper to disappear (confirmed across the window).
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let mut gone_since: Option<Instant> = None;
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loop {
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if cancel.load(Ordering::Relaxed) {
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return SteamGameWatch::Cancelled;
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}
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if steam_game_running(appid) {
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gone_since = None;
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} else if gone_since.get_or_insert_with(Instant::now).elapsed() >= EXIT_CONFIRM {
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return SteamGameWatch::Exited;
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}
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std::thread::sleep(POLL);
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}
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}
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/// Is Steam's launch reaper for appid `appid` alive right now (same uid as the host)? Steam wraps
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/// every game launch — native or Proton — in `…/reaper SteamLaunch AppId=<appid> -- <game>`, and the
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/// reaper lives for the game's whole lifetime, so its presence is a precise "the game is running"
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/// signal. Matched on the `SteamLaunch` + `AppId=<appid>` argv tokens together (exact-match, so
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/// `AppId=57` never matches appid 570) — specific to the game reaper, so Steam's own shader-precompile
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/// step (not reaper-wrapped) can't be mistaken for the game.
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fn steam_game_running(appid: u32) -> bool {
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// SAFETY: `getuid()` is a parameterless POSIX call that always succeeds and touches no memory.
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let uid = unsafe { libc::getuid() };
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let appid_tok = format!("AppId={appid}");
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let Ok(entries) = std::fs::read_dir("/proc") else {
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return false;
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};
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for e in entries.flatten() {
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let name = e.file_name();
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let Some(pid_str) = name.to_str() else {
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continue;
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};
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if !pid_str.bytes().all(|b| b.is_ascii_digit()) {
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continue;
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}
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let Ok(md) = std::fs::metadata(e.path()) else {
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continue;
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};
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use std::os::unix::fs::MetadataExt;
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if md.uid() != uid {
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continue;
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}
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let Ok(cmdline) = std::fs::read(e.path().join("cmdline")) else {
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continue;
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};
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let (mut launch, mut appid_match) = (false, false);
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for arg in cmdline.split(|&b| b == 0) {
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if arg == b"SteamLaunch" {
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launch = true;
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} else if arg == appid_tok.as_bytes() {
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appid_match = true;
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}
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}
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if launch && appid_match {
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return true;
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}
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}
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false
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}
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/// Poll [`find_gamescope_node`] (unscoped) up to `timeout` — for the managed / SteamOS session, which
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/// logs to journald (no per-spawn file) and is single-session (no scoping needed).
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pub(super) fn poll_managed_node(timeout: Duration) -> Option<u32> {
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let deadline = Instant::now() + timeout;
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loop {
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if let Some(id) = find_gamescope_node() {
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return Some(id);
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}
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if Instant::now() >= deadline {
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return None;
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}
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std::thread::sleep(Duration::from_millis(300));
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}
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}
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pub(super) fn wait_for_node(
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timeout: Duration,
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log: &std::path::Path,
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child_pid: u32,
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) -> Option<u32> {
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let deadline = Instant::now() + timeout;
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loop {
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if let Some(id) = node_from_log(log) {
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return Some(id);
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}
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if Instant::now() >= deadline {
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// Last-resort fallback scoped to THIS spawn's process tree (A5), so a coexisting gamescope's
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// node isn't picked by mistake.
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return find_gamescope_node_scoped(Some(child_pid));
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}
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std::thread::sleep(Duration::from_millis(300));
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}
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}
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/// Parse `stream available on node ID: N` from a spawned gamescope's per-instance log (ANSI-colored).
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fn node_from_log(log: &std::path::Path) -> Option<u32> {
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let log = std::fs::read_to_string(log).ok()?;
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for line in log.lines().rev() {
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if let Some(pos) = line.find("stream available on node ID:") {
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let tail = &line[pos + "stream available on node ID:".len()..];
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let digits: String = tail.chars().filter(|c| c.is_ascii_digit()).collect();
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if let Ok(id) = digits.parse() {
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return Some(id);
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}
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}
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}
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None
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}
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/// Is a PipeWire node with exactly `node_id` present on the default daemon right now? Used by the
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/// keep-alive reuse liveness probe ([`GamescopeDisplay::kept_display_alive`]): a kept gamescope node
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/// vanishes when its nested game exits, so a missing id means "recreate, don't reuse the corpse".
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pub(super) fn gamescope_node_present(node_id: u32) -> bool {
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let Ok(out) = Command::new("pw-dump").arg(node_id.to_string()).output() else {
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// pw-dump unavailable → don't block reuse (mark_failed is the backstop on a genuinely dead node).
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return true;
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};
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let Ok(dump) = serde_json::from_slice::<serde_json::Value>(&out.stdout) else {
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return true;
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};
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dump.as_array()
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.map(|objs| {
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objs.iter().any(|o| {
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o.get("id").and_then(|i| i.as_u64()) == Some(node_id as u64)
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&& o.get("type").and_then(|t| t.as_str()) == Some("PipeWire:Interface:Node")
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})
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})
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.unwrap_or(true)
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}
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/// Find the `gamescope` `Video/Source` node id in a `pw-dump` snapshot of the default daemon.
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///
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/// `node.name=gamescope` appears on TWO objects (the adapter *and* the inner stream node); only
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/// the one whose `media.class` is `Video/Source` is a valid capture target — connecting to the
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/// other wedges the link. So we require `Video/Source` first and fall back to a bare name match
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/// only if no class-tagged node is present (older gamescope that doesn't set media.class).
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pub(super) fn find_gamescope_node() -> Option<u32> {
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find_gamescope_node_scoped(None)
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}
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/// Like [`find_gamescope_node`], but when `scope` is `Some(pid)` only a node whose owning process
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/// (`application.process.id`) is `pid` or a descendant of it qualifies (A5 — a spawn's node must
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/// belong to OUR gamescope's process tree, so a coexisting foreign / other-session gamescope node is
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/// never mistaken for ours). `None` = any gamescope node (the managed/attach paths, single-session).
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fn find_gamescope_node_scoped(scope: Option<u32>) -> Option<u32> {
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let out = Command::new("pw-dump").output().ok()?;
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let dump: serde_json::Value = serde_json::from_slice(&out.stdout).ok()?;
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let nodes = dump.as_array()?;
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let node_props = |obj: &serde_json::Value| -> Option<(u32, String, String, Option<u32>)> {
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if obj.get("type").and_then(|t| t.as_str()) != Some("PipeWire:Interface:Node") {
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return None;
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}
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let id = obj.get("id").and_then(|i| i.as_u64())? as u32;
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let props = obj.get("info").and_then(|i| i.get("props"));
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let name = props
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.and_then(|p| p.get("node.name"))
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.and_then(|n| n.as_str())
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.unwrap_or("")
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.to_string();
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let class = props
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.and_then(|p| p.get("media.class"))
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.and_then(|n| n.as_str())
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.unwrap_or("")
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.to_string();
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// PipeWire records the owning process id as a string or an int depending on version.
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let pid = props
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.and_then(|p| p.get("application.process.id"))
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.and_then(|v| {
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v.as_u64()
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.or_else(|| v.as_str().and_then(|s| s.parse().ok()))
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.map(|n| n as u32)
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});
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Some((id, name, class, pid))
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};
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// A node is in-scope when no scope is asked, or its owning pid descends from the scope pid. When
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// the pid prop is absent (older gamescope / PipeWire) we DON'T exclude it — falling back to the
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// per-instance log is the primary addressing (design §7 risk note).
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let in_scope = |pid: Option<u32>| -> bool {
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match scope {
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None => true,
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Some(root) => pid.map(|p| descends_from(p, root)).unwrap_or(true),
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}
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};
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// Preferred: a Video/Source node named (or containing) "gamescope", in scope.
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for obj in nodes {
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if let Some((id, name, class, pid)) = node_props(obj) {
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if class == "Video/Source"
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&& (name == "gamescope" || name.contains("gamescope"))
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&& in_scope(pid)
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{
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return Some(id);
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}
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}
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}
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// Fallback: a node literally named "gamescope" with no usable class tag, in scope.
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for obj in nodes {
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if let Some((id, name, _, pid)) = node_props(obj) {
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if name == "gamescope" && in_scope(pid) {
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tracing::warn!(
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node_id = id,
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"gamescope node has no media.class=Video/Source tag — capturing it anyway"
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);
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return Some(id);
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}
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}
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}
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None
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}
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/// Find the live gamescope EIS (libei) socket to inject into when ATTACHING to an existing
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/// session (the spawn path instead relays the nested gamescope's `LIBEI_SOCKET` through a file).
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///
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/// gamescope names its EIS socket `gamescope-<display>-ei` in `XDG_RUNTIME_DIR` (alongside the
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/// `gamescope-<display>` wayland socket). Stale sockets from dead sessions linger, so we don't
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/// trust the name — we `connect()` each candidate and keep the connectable ones, returning the
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/// most recently created (the live session). Returns the bare socket *name* (the injector
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/// resolves it against `XDG_RUNTIME_DIR`, matching libei's own `LIBEI_SOCKET` semantics).
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pub(super) fn find_gamescope_eis_socket() -> Option<String> {
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let runtime = std::env::var("XDG_RUNTIME_DIR").ok()?;
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let mut live: Vec<(std::time::SystemTime, String)> = Vec::new();
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for entry in std::fs::read_dir(&runtime).ok()?.flatten() {
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let name = entry.file_name().to_string_lossy().into_owned();
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// The EIS socket itself, not its `.lock` sidecar or the bare wayland socket.
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if !(name.starts_with("gamescope-") && name.ends_with("-ei")) {
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continue;
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}
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// Connectable == a live listener is behind it (a dead session's socket refuses).
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if std::os::unix::net::UnixStream::connect(entry.path()).is_err() {
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continue;
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}
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let mtime = entry
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.metadata()
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.and_then(|m| m.modified())
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.unwrap_or(std::time::UNIX_EPOCH);
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live.push((mtime, name));
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}
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live.sort_by_key(|(mtime, _)| std::cmp::Reverse(*mtime)); // newest first
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live.into_iter().next().map(|(_, n)| n)
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}
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/// gamescope is usable wherever its binary runs — it spawns its own nested session, so it does
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/// not require any particular desktop to be running. Quiet (no version warning — that's for the
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/// create path); just checks the binary executes.
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pub(crate) fn is_available() -> bool {
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std::process::Command::new("gamescope")
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.arg("--version")
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.output()
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.map(|o| o.status.success())
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.unwrap_or(false)
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}
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/// Minimum gamescope that captures reliably: below 3.16.22, headless PipeWire capture deadlocks
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/// against PipeWire ≥ 1.6 (a loop-lock bug) and a stuck link head-blocks the whole daemon.
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const MIN_GAMESCOPE: (u32, u32, u32) = (3, 16, 22);
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/// Best-effort: warn loudly if the installed gamescope is older than [`MIN_GAMESCOPE`]. Parsing
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/// failures are silent (don't block a possibly-fine custom build) — this is a diagnostic, not a
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/// gate. Returns the parsed version when it could read one.
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pub(super) fn check_gamescope_version() -> Option<(u32, u32, u32)> {
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let out = Command::new("gamescope").arg("--version").output().ok()?;
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|
// gamescope prints the version banner to stderr on some builds, stdout on others.
|
|
let text = format!(
|
|
"{}{}",
|
|
String::from_utf8_lossy(&out.stdout),
|
|
String::from_utf8_lossy(&out.stderr)
|
|
);
|
|
let ver = parse_version(&text)?;
|
|
if ver < MIN_GAMESCOPE {
|
|
tracing::warn!(
|
|
found = %format!("{}.{}.{}", ver.0, ver.1, ver.2),
|
|
min = %format!("{}.{}.{}", MIN_GAMESCOPE.0, MIN_GAMESCOPE.1, MIN_GAMESCOPE.2),
|
|
"gamescope is older than the minimum for reliable headless capture — expect a \
|
|
capture deadlock against PipeWire ≥ 1.6 (a wedged link head-blocks the daemon); \
|
|
upgrade gamescope or use PUNKTFUNK_COMPOSITOR=kwin|mutter"
|
|
);
|
|
}
|
|
Some(ver)
|
|
}
|
|
|
|
/// Extract the first `X.Y.Z` version triple from arbitrary text (e.g. `gamescope version 3.16.22`).
|
|
fn parse_version(text: &str) -> Option<(u32, u32, u32)> {
|
|
for token in text.split(|c: char| !(c.is_ascii_digit() || c == '.')) {
|
|
let mut parts = token.split('.');
|
|
let (a, b, c) = (parts.next()?, parts.next(), parts.next());
|
|
let (Some(b), Some(c)) = (b, c) else { continue };
|
|
if let (Ok(a), Ok(b), Ok(c)) = (a.parse(), b.parse(), c.parse()) {
|
|
return Some((a, b, c));
|
|
}
|
|
}
|
|
None
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use super::{parse_version, steam_appid_from_launch, MIN_GAMESCOPE};
|
|
|
|
#[test]
|
|
fn parses_steam_appid_from_launch() {
|
|
// The resolved dedicated-launch command (pre- or post-`-silent` shaping) → the appid.
|
|
assert_eq!(
|
|
steam_appid_from_launch("steam steam://rungameid/570"),
|
|
Some(570)
|
|
);
|
|
assert_eq!(
|
|
steam_appid_from_launch("steam -silent steam://rungameid/1091500"),
|
|
Some(1091500)
|
|
);
|
|
// Non-Steam launches / bare Steam with no rungameid URI → no appid (no game-exit watch).
|
|
assert_eq!(steam_appid_from_launch("lutris lutris:rungameid/42"), None);
|
|
assert_eq!(steam_appid_from_launch("steam -gamepadui"), None);
|
|
assert_eq!(steam_appid_from_launch("vkcube"), None);
|
|
// A steam:// URI that isn't the first `steam` token (a custom command) is not treated as one.
|
|
assert_eq!(
|
|
steam_appid_from_launch("firefox steam://rungameid/570"),
|
|
None
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn parses_version_banner() {
|
|
assert_eq!(
|
|
parse_version("gamescope version 3.16.22"),
|
|
Some((3, 16, 22))
|
|
);
|
|
assert_eq!(
|
|
parse_version("gamescope: version v3.15.9 (no PipeWire)"),
|
|
Some((3, 15, 9))
|
|
);
|
|
assert_eq!(parse_version("3.16.20-1.fc41"), Some((3, 16, 20)));
|
|
assert_eq!(parse_version("no version here"), None);
|
|
assert_eq!(parse_version("only 3.16 here"), None); // needs a full triple
|
|
}
|
|
|
|
#[test]
|
|
fn flags_known_bad_versions() {
|
|
// The 26.04-shipped 3.16.20 is below the minimum (PipeWire 1.6 deadlock).
|
|
assert!(parse_version("gamescope version 3.16.20").unwrap() < MIN_GAMESCOPE);
|
|
assert!(parse_version("gamescope version 3.16.22").unwrap() >= MIN_GAMESCOPE);
|
|
assert!(parse_version("gamescope version 3.17.0").unwrap() >= MIN_GAMESCOPE);
|
|
}
|
|
}
|