Files
punktfunk/crates/pf-vdisplay/src/vdisplay/linux/gamescope.rs
T
enricobuehler f3615f83a5 fix(gamescope): the takeover no longer kills the host it is running in
Field report, Nobara + 0.20.0: switching into Game Mode mid-stream
disconnects the client and the box never lights up again. His journal has
the whole mechanism, ten seconds apart:

  12:34:18.9  freed Steam: stopped the display manager for this stream
  12:34:29.0  systemd[1685]: Stopping punktfunk-host.service

Stopping the display manager ends the user's last login session. The
packaged host is a `systemd --user` unit, so logind then stops
user@1000.service once UserStopDelaySec elapses — 10s by default on Nobara
— and takes the host with it. The stream dies, the scheduled restore never
runs, and the display manager stays down with nothing left to restart it:
a black box that needs a VT to recover. Exactly the two symptoms reported,
and the intermittency is just whether an active Gaming Mode session was
there to trigger the takeover at all.

It never showed on the repro VM because lingering was enabled there for the
earlier sessionless tests (`Linger=yes` — confirmed on the VM today), which
is precisely the thing that breaks the dependency: logind keeps the user
manager alive with no session. Our KDE/GNOME/Arch setup guides already ask
for it; his box, following the KDE route, did not have it.

So the takeover now ensures lingering BEFORE it touches the display
manager: `loginctl enable-linger` directly (allow_active in logind's own
policy — verified working unprivileged on Nobara), else the packaged helper
gains a `linger` verb that enables it for PKEXEC_UID alone, never a
caller-named user. If neither works the takeover is refused with an
actionable error and managed degrades to attach — mirroring the box's own
session is strictly better than a screen that needs a VT. Hosts that cannot
be reached this way (root, a system unit) skip the check: the cgroup test
is a pure `cgroup_under_user_manager` with a unit test, matched against the
real shapes on a Nobara box (`user@1000.service/app.slice/...` vs a
`session-N.scope`).

Also documents the requirement in the gamescope guide's Nobara section.

Checked on Linux: clippy -D warnings, 78 tests, rustfmt; helper verified
with `sh -n`, and the linger enable/disable round-trip run live on the
Nobara VM.
2026-07-27 19:04:20 +02:00

2434 lines
121 KiB
Rust
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//! gamescope virtual-display backend.
//!
//! Unlike KWin/Mutter (which create a virtual output at runtime via a protocol), gamescope is a
//! micro-compositor we *spawn*: `gamescope --backend headless -W w -H h -r hz -- <app>`. It runs
//! the app nested, composites at the requested size/refresh (so the source rate is the client's
//! rate natively — no separate refresh step), and exports a built-in PipeWire node named
//! `gamescope` (media.class `Video/Source`, BGRx/NV12, dmabuf or shm) on the user's PipeWire
//! daemon. We discover that node and capture it like any other; the gamescope *process* is the
//! keepalive — dropping the [`VirtualOutput`] kills it (tearing the output down).
//!
//! Requirements: gamescope built with PipeWire + libei input emulation (distro packages are);
//! a usable Vulkan device (the NVIDIA render node). Headless capture on the proprietary NVIDIA
//! driver is plausible-by-architecture but not a well-trodden path — validate empirically.
//! Input uses gamescope's own libei/EIS socket (`LIBEI_SOCKET`), relayed to the libei backend (see
//! `inject/libei.rs`) — wired and live-validated.
use super::{DisplayOwnership, Mode, VirtualDisplay, VirtualOutput};
use anyhow::{anyhow, bail, Context, Result};
use std::process::{Child, Command, Stdio};
use std::time::{Duration, Instant};
#[path = "gamescope/discovery.rs"]
mod discovery;
#[path = "gamescope/splash.rs"]
mod splash;
use discovery::{
check_gamescope_version, find_gamescope_eis_socket, find_gamescope_node,
gamescope_node_present, poll_managed_node, wait_for_node,
};
pub(crate) use discovery::{
game_session_exited, is_available, steam_appid_from_launch, wait_for_steam_game_exit,
SteamGameWatch,
};
pub(crate) use splash::run as splash_run;
/// The gamescope virtual-display driver. Three modes by env, in precedence order:
/// * `PUNKTFUNK_GAMESCOPE_SESSION=<client>` — host-MANAGE a `gamescope-session-plus` session
/// (full Steam-Deck-UI polish) headless at the CLIENT's mode; relaunch it when the mode changes.
/// * `PUNKTFUNK_GAMESCOPE_NODE=<id|auto>` — ATTACH to an already-running gamescope (capture +
/// inject, no lifecycle ownership).
/// * else — SPAWN a bare headless gamescope sized to the mode, running `PUNKTFUNK_GAMESCOPE_APP`.
#[derive(Default)]
pub struct GamescopeDisplay {
/// The resolved per-session launch command (set via [`VirtualDisplay::set_launch_command`]); the
/// bare-spawn path runs it instead of reading the process-global `PUNKTFUNK_GAMESCOPE_APP`.
cmd: Option<String>,
}
/// A running host-managed session (its transient systemd --user unit) + the mode it was launched at.
struct SessionState {
width: u32,
height: u32,
refresh_hz: u32,
}
/// The host-managed `gamescope-session-plus` session, tracked at **host lifetime** (NOT per
/// `GamescopeDisplay`, which is recreated per client session and would otherwise cold-start Steam on
/// every reconnect). A same-mode reconnect reuses the running session (no Steam restart); a
/// different mode relaunches it. Cleared/relaunched by `launch_session`; survives across client
/// connections; on host restart the next launch stops the leftover unit by name and starts fresh.
static MANAGED_SESSION: std::sync::Mutex<Option<SessionState>> = std::sync::Mutex::new(None);
/// Autologin gaming-mode `gamescope-session-plus@*` units we stopped on connect to free Steam
/// (single-instance), so [`schedule_restore_tv_session`] can restart them when the client disconnects.
static STOPPED_AUTOLOGIN: std::sync::Mutex<Vec<String>> = std::sync::Mutex::new(Vec::new());
/// The display-manager unit we stopped for the takeover on a mask-fragile DM flavor (Nobara's
/// `plasmalogin` — see [`dm_survives_masked_unit`]), so the restore brings the box back via
/// `reset-failed` + `restart` of the DM instead of a `--user start` of the gamescope unit (which
/// cannot work there: without a DM login session there is no seat, so gamescope never gets DRM
/// master — live-proven on the Nobara repro VM 2026-07-24).
static STOPPED_DM: std::sync::Mutex<Option<String>> = std::sync::Mutex::new(None);
/// mtime of the `steamos-session-select` sentinel as of the takeover — the baseline the in-stream
/// "Switch to Desktop" detector compares against. Steam's session-select script writes
/// `~/.config/steamos-session-select` unconditionally in its USER pass, before any of its
/// display-manager checks — so it advances even under a DM-stop takeover, where the script's
/// config-rewrite tail is a silent no-op (every write branch is gated on the DM *running*;
/// diagnosed live on the Nobara repro VM 2026-07-24). An advanced mtime after a capture loss is
/// therefore the one durable trace of the user's switch request.
///
/// Two levels of `Option`, because "no baseline" and "no sentinel" mean opposite things:
/// * **outer `None`** — never baselined (no takeover this host lifetime). Nothing can read as an
/// in-stream request: the sentinel is a permanent file, so any box whose user has EVER switched
/// sessions has one, and comparing against a missing baseline made that ancient write look like
/// a live "Switch to Desktop".
/// * **`Some(None)`** — baselined while no sentinel existed yet; a later one was created inside the
/// session, which IS a request.
/// * **`Some(Some(t))`** — baselined at mtime `t`; anything newer is a request.
static SESSION_SELECT_BASELINE: std::sync::Mutex<Option<Option<std::time::SystemTime>>> =
std::sync::Mutex::new(None);
/// When [`honor_session_select_switch`] last ran. While recent, a managed (re)launch is refused —
/// the rebuild loop would otherwise race the booting desktop back into game mode (gamescope+Steam
/// come up faster than KWin, and a delivering managed pipeline ends the rebuild's re-detection).
static SWITCH_HONORED_AT: std::sync::Mutex<Option<Instant>> = std::sync::Mutex::new(None);
/// How long after honoring an in-stream desktop switch the managed path refuses to relaunch,
/// giving the DM's desktop session time to come up so re-detection follows it instead.
const SWITCH_HONOR_GRACE: Duration = Duration::from_secs(120);
/// A pending debounced TV-session restore: the instant [`do_restore_tv_session`] should fire after
/// the last client disconnect. A reconnect inside the window clears it (and reuses the still-warm
/// managed session), so we never stop+relaunch gamescope per connect — that per-connect teardown is
/// what leaked NVIDIA GPU context on F44 (the black-screen reconnect). Driven by the host-lifetime
/// [`start_restore_worker`] thread.
static PENDING_RESTORE: std::sync::Mutex<Option<Instant>> = std::sync::Mutex::new(None);
/// How long to wait after the last disconnect before restoring the TV's autologin gaming session —
/// long enough that a quick reconnect (e.g. a controller hiccup) reuses the warm managed session
/// instead of triggering a stop/relaunch.
const RESTORE_DEBOUNCE: Duration = Duration::from_secs(5);
/// Per-spawn instance counter (A5): each bare-spawn gets a unique id addressing its own log so two
/// coexisting gamescopes (a kept lingering spawn + a fresh one) never parse each other's node id.
static SPAWN_SEQ: std::sync::atomic::AtomicU64 = std::sync::atomic::AtomicU64::new(1);
/// This spawn instance's log path, under `$XDG_RUNTIME_DIR` (per-user, tmpfs; falls back to `/tmp`
/// only if unset). Replaces the shared `/tmp/punktfunk-gamescope.log` so concurrent spawns don't
/// clobber each other's `stream available on node ID:` line.
fn spawn_log_path(inst: u64) -> std::path::PathBuf {
let base = std::env::var("XDG_RUNTIME_DIR").unwrap_or_else(|_| "/tmp".to_string());
std::path::Path::new(&base).join(format!("punktfunk-gamescope-{inst}.log"))
}
/// systemd --user transient unit name for the host-managed gamescope-session-plus session.
const SESSION_UNIT: &str = "punktfunk-gamescope";
/// The gamescope-session-plus launcher script (Bazzite / SteamOS-like hosts).
const SESSION_PLUS_BIN: &str = "/usr/share/gamescope-session-plus/gamescope-session-plus";
/// The ACTUAL Steam Deck (SteamOS) ships its OWN session — NOT Bazzite's session-plus. It's the
/// systemd-user `gamescope-session.target`, whose `gamescope-session.service` runs this script, which
/// `exec gamescope`s with HARDCODED physical-panel args (`-w 1280 -h 800 -O '*',eDP-1`) and launches
/// Steam via a SEPARATE `steam-launcher.service`. To honor the client's mode we (a) drop a `gamescope`
/// PATH-shim that rewrites those args to `--backend headless -W <client> …`, and (b) write a transient
/// user drop-in pointing the service's PATH at the shim + the mode, then restart the whole target —
/// so `steam-launcher.service` brings Steam up IN the headless gamescope at the client's resolution.
const STEAMOS_SESSION_BIN: &str = "/usr/lib/steamos/gamescope-session";
const STEAMOS_SESSION_TARGET: &str = "gamescope-session.target";
/// Set once we've reconfigured SteamOS's `gamescope-session.target` headless for a stream — the
/// SteamOS analogue of [`STOPPED_AUTOLOGIN`], so the restore path knows to remove the drop-in and
/// restart the physical session.
static STEAMOS_TOOK_OVER: std::sync::Mutex<bool> = std::sync::Mutex::new(false);
/// Persisted takeover state (`design/gamemode-and-dedicated-sessions.md` A3): the takeover mechanics
/// ([`STOPPED_AUTOLOGIN`] / [`STEAMOS_TOOK_OVER`]) are process memory, so a host **crash** mid-stream
/// would strand the box out of gaming mode with no restore. Mirroring the statics to a file lets
/// [`restore_takeover_on_startup`] put the TV back after a restart.
#[derive(serde::Serialize, serde::Deserialize, Default)]
struct TakeoverState {
/// Autologin `gamescope-session-plus@*.service` units we stopped (to restart on restore).
stopped_autologin: Vec<String>,
/// Whether we took over SteamOS's `gamescope-session.target` (restore = remove drop-in + restart).
steamos: bool,
/// The display-manager unit we stopped on a mask-fragile DM flavor (restore = `reset-failed` +
/// `restart` of the DM). `default` so takeover files from older hosts still parse.
#[serde(default)]
stopped_dm: Option<String>,
}
/// Path of the persisted [`TakeoverState`], under `$XDG_RUNTIME_DIR` (per-user, 0700, tmpfs — cleared
/// on reboot, which is correct: a reboot restarts the autologin itself).
fn takeover_state_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-session-takeover.json")
}
/// Persist the current takeover mechanics so a host crash doesn't strand the box out of gaming mode.
/// Best-effort (a write failure just loses crash-restore, not correctness).
fn persist_takeover() {
let state = TakeoverState {
stopped_autologin: STOPPED_AUTOLOGIN
.lock()
.unwrap_or_else(|e| e.into_inner())
.clone(),
steamos: *STEAMOS_TOOK_OVER.lock().unwrap_or_else(|e| e.into_inner()),
stopped_dm: STOPPED_DM.lock().unwrap_or_else(|e| e.into_inner()).clone(),
};
if state.stopped_autologin.is_empty() && !state.steamos && state.stopped_dm.is_none() {
clear_takeover();
return;
}
if let Ok(bytes) = serde_json::to_vec(&state) {
let _ = std::fs::write(takeover_state_path(), bytes);
}
}
/// Remove the persisted takeover file (after a completed restore, or when there's nothing to restore).
fn clear_takeover() {
let _ = std::fs::remove_file(takeover_state_path());
}
/// On host startup, restore the TV's gaming session if a previous host instance took it over and
/// crashed before restoring (`design/gamemode-and-dedicated-sessions.md` A3). Loads the persisted
/// [`TakeoverState`] into the statics and schedules a restore after a short reconnect grace (so a
/// client reconnecting right after the restart keeps the streamed session instead of bouncing the
/// box back to gaming mode). No-op when no takeover file exists (a clean start). Call once from
/// `serve` alongside [`start_restore_worker`].
pub fn restore_takeover_on_startup() {
let Ok(bytes) = std::fs::read(takeover_state_path()) else {
return; // no takeover file — clean start
};
let Ok(state) = serde_json::from_slice::<TakeoverState>(&bytes) else {
clear_takeover();
return;
};
if state.stopped_autologin.is_empty() && !state.steamos && state.stopped_dm.is_none() {
clear_takeover();
return;
}
tracing::warn!(
units = ?state.stopped_autologin,
steamos = state.steamos,
stopped_dm = ?state.stopped_dm,
"gamescope: found a stranded takeover from a previous host instance — scheduling TV restore"
);
*STOPPED_AUTOLOGIN.lock().unwrap_or_else(|e| e.into_inner()) = state.stopped_autologin;
*STEAMOS_TOOK_OVER.lock().unwrap_or_else(|e| e.into_inner()) = state.steamos;
*STOPPED_DM.lock().unwrap_or_else(|e| e.into_inner()) = state.stopped_dm;
// Re-baseline the session-select sentinel: after a crash-restore the launch-time baseline is
// gone, and a long-existing sentinel file must not read as a fresh in-stream switch request.
record_session_select_baseline();
// A generous grace so a client reconnecting right after the restart cancels it (create_managed_session
// clears PENDING_RESTORE) and keeps the streamed session rather than bouncing to gaming mode.
*PENDING_RESTORE.lock().unwrap_or_else(|e| e.into_inner()) =
Some(Instant::now() + Duration::from_secs(15));
}
impl GamescopeDisplay {
pub fn new() -> Result<Self> {
Ok(GamescopeDisplay::default())
}
}
impl VirtualDisplay for GamescopeDisplay {
fn name(&self) -> &'static str {
"gamescope"
}
fn set_launch_command(&mut self, cmd: Option<String>) {
self.cmd = cmd;
}
fn poolable_now(&self) -> bool {
// Only a bare SPAWN is registry-poolable (its `create` reports `Owned`); managed
// (`PUNKTFUNK_GAMESCOPE_SESSION`) and attach (`PUNKTFUNK_GAMESCOPE_NODE`) report
// `SessionManaged`/`External`, so the registry must not reuse a kept spawn for them (same
// backend name). Mirrors [`crate::launch_is_nested`]; read under the env lock the
// sub-mode ladder writes these keys under.
crate::with_env_lock(|| {
std::env::var_os("PUNKTFUNK_GAMESCOPE_SESSION").is_none()
&& std::env::var_os("PUNKTFUNK_GAMESCOPE_NODE").is_none()
})
}
fn launch_command(&self) -> Option<String> {
// The registry keys keep-alive reuse on (backend, mode, launch): a kept bare-spawn running
// game A must never be reused for a session launching game B (A2).
self.cmd.clone()
}
fn kept_display_alive(&mut self, node_id: u32) -> bool {
// The nested gamescope dies when its game exits (independently of any compositor), leaving a
// dead pooled node. Before the registry reuses that node on a reconnect, confirm it still
// exists on the daemon; a `false` makes the registry recreate instead of handing back a corpse
// (which would then burn a ~10 s first-frame retry before `mark_failed` recovered it).
gamescope_node_present(node_id)
}
fn create(&mut self, mode: Mode) -> Result<VirtualOutput> {
// Host-managed gamescope-session-plus at the CLIENT's mode (the Bazzite path): launch the
// full Steam-Deck-UI session headless at the client's resolution + refresh — so games SEE
// them (via the injected --nested-refresh + generated CVT modes, not the box's TV EDID) —
// and relaunch it when the client's mode changes. Reuses the node + EIS discovery below.
if let Ok(client) = std::env::var("PUNKTFUNK_GAMESCOPE_SESSION") {
return create_managed_session(&client, mode);
}
// Attach to an already-running gamescope (a foreign / externally-launched session) instead
// of spawning our own: capture its node AND inject into its EIS socket.
// PUNKTFUNK_GAMESCOPE_NODE=<id|auto>; "auto" discovers the gamescope `Video/Source` node.
if let Ok(id) = std::env::var("PUNKTFUNK_GAMESCOPE_NODE") {
let node_id: u32 = if id.trim().eq_ignore_ascii_case("auto") {
// Attach to the box-owned game-mode session, but FIRST make it run at the connecting
// 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
// session at the client mode. Without this the client gets the box's default mode.
ensure_box_gamescope_mode(mode)?
} else {
id.parse()
.context("PUNKTFUNK_GAMESCOPE_NODE must be a node id or 'auto'")?
};
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 {
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,
expect_exact_dims: false,
});
}
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) {
// A dedicated launch NEEDS Steam's single instance — no attach degrade exists here, so
// a mask-fragile-DM box without takeover privilege fails with the actionable error.
stop_autologin_sessions()
.context("dedicated Steam launch needs the box's gaming session freed")?;
// 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);
}
// In-stream "Switch to Desktop" under a DM-stop takeover: the user's session-select inside
// the streamed game mode advanced the sentinel, but its config rewrite was a silent no-op
// (every write branch needs the DM running, and the takeover stopped it) — so without this,
// the capture loss it caused would just relaunch game mode ("thrown back in", field-tested
// 2026-07-24). Honor the request instead: restore the DM and replay the switch.
let dm_takeover = STOPPED_DM.lock().unwrap_or_else(|e| e.into_inner()).clone();
if let Some(dm) = dm_takeover {
if session_select_requested() {
*STOPPED_DM.lock().unwrap_or_else(|e| e.into_inner()) = None;
honor_session_select_switch(dm);
return Err(anyhow!(
"the user switched the box to the desktop session — display manager restored; \
re-detection follows the desktop compositor as it comes up"
));
}
}
// Post-honor grace: while the selected desktop boots, a managed relaunch would win the race
// (gamescope+Steam start faster than KWin) and a delivering pipeline ends the rebuild's
// re-detection — right back in game mode. A live box-owned game-mode unit supersedes the
// grace: the user already switched back, so managed may proceed.
let honor_pending = SWITCH_HONORED_AT
.lock()
.unwrap_or_else(|e| e.into_inner())
.is_some_and(|t| t.elapsed() < SWITCH_HONOR_GRACE);
if honor_pending {
if running_autologin_gamescope_unit().is_some() {
*SWITCH_HONORED_AT.lock().unwrap_or_else(|e| e.into_inner()) = None;
} else {
return Err(anyhow!(
"waiting for the desktop session the user selected — refusing to relaunch game \
mode (re-detection follows the desktop once it's up)"
));
}
}
// 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.
// On a mask-fragile-DM box without the privilege to stop the DM, the takeover would destabilize
// the seat — degrade to ATTACH instead: mirror the box's own live game-mode session (capture +
// inject, no lifecycle ownership), which needs no takeover at all.
if let Err(e) = stop_autologin_sessions() {
tracing::warn!(
error = %format!("{e:#}"),
"gamescope: managed takeover unavailable — degrading to ATTACH (mirroring the box's \
own game-mode session)"
);
let node_id = ensure_box_gamescope_mode(mode)?;
point_injector_at_eis();
return Ok(VirtualOutput {
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,
expect_exact_dims: false,
});
}
// 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 = match launch_session(client, SESSION_UNIT, mode) {
Ok(id) => id,
Err(e) => {
// The takeover already happened (autologin units stopped, possibly the DM down) — arm
// the restore now, or a failed launch strands the box sessionless until a host
// restart. Policy-timed; a quick client retry cancels it and relaunches warm.
// MANAGED_SESSION must be released first: the scheduler reads it (orphan detection).
drop(guard);
schedule_restore_tv_session();
return Err(e);
}
};
// Baseline the session-select sentinel NOW: only a write from INSIDE this session (the user's
// "Switch to Desktop") should read as a switch request, not the one that led here.
record_session_select_baseline();
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,
expect_exact_dims: false,
}
}
/// 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, _xauth)) => {
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")
}
/// EVERY nested Xwayland the running gamescope session exposes, as `(DISPLAY, XAUTHORITY)` pairs
/// for the XFixes cursor source (remote-desktop-sweep Phase C). gamescope can run several
/// (`--xwayland-count N` — Steam Gaming Mode uses 2: one for Big Picture, one for the game), and
/// the pointer lives on whichever is FOCUSED — so the source connects to all and follows the one
/// whose pointer moves. The host is not a gamescope child, so gamescope's auth cookie rides along
/// when a process exposes it. Empty when no gamescope session is running / none exposes a `DISPLAY`.
#[cfg(target_os = "linux")]
pub(crate) fn xwayland_cursor_targets() -> Vec<(String, Option<String>)> {
// SAFETY: `getuid()` is a parameterless POSIX call that always succeeds and touches no memory.
let uid = unsafe { libc::getuid() };
let mut out: Vec<(String, Option<String>)> = Vec::new();
let Ok(entries) = std::fs::read_dir("/proc") else {
return out;
};
for e in entries.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, mut is_gamescope, mut xauth) = (None, false, None);
for kv in raw.split(|&b| b == 0) {
let kv = String::from_utf8_lossy(kv);
if kv.starts_with("GAMESCOPE_WAYLAND_DISPLAY=") {
is_gamescope = true;
} else if let Some(v) = kv.strip_prefix("DISPLAY=") {
if !v.is_empty() {
display = Some(v.to_string());
}
} else if let Some(v) = kv.strip_prefix("XAUTHORITY=") {
if !v.is_empty() {
xauth = Some(v.to_string());
}
}
}
if let (true, Some(d)) = (is_gamescope, display) {
// Distinct DISPLAY only; prefer the first non-empty XAUTHORITY seen for it.
match out.iter_mut().find(|(dd, _)| *dd == d) {
Some((_, xa)) if xa.is_none() => *xa = xauth,
Some(_) => {}
None => out.push((d, xauth)),
}
}
}
out
}
/// Find the live gamescope session's `(DISPLAY, WAYLAND_DISPLAY, XAUTHORITY)` 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; `XAUTHORITY` is its auth file (for X
/// clients that aren't gamescope children). Any one can be individually absent.
fn discover_session_display_env() -> Option<(Option<String>, 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;
let mut xauth = 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());
}
} else if let Some(v) = kv.strip_prefix("XAUTHORITY=") {
if !v.is_empty() {
xauth = 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, xauth));
}
}
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);
}
}
// Attach-only rebuild probe (parity with both managed paths — this gap was the attach-path
// stale-detection hazard): right after a capture loss the caller's session detection can be
// stale, and a set-environment + unit restart here would fight the session the user just
// switched to. Mirror whatever live node exists at its own mode; refuse otherwise.
if crate::rebuild_probe_active() {
if let Some(node) = find_gamescope_node() {
tracing::info!(
node,
"gamescope: attach-only rebuild probe — mirroring the live node at its own mode"
);
return Ok(node);
}
return Err(anyhow!(
"no live gamescope node — attach-only rebuild probe refuses to restart the box's \
session (re-detection follows the live session)"
));
}
// A box driving a PHYSICAL display is mirrored at its own mode, never re-moded: the re-mode
// restart is the headless-box model (no panel ⇒ the game-mode resolution is ours to set);
// on-glass it would flip the user's own screen to the client's resolution — and on a
// DM-session-driven box (Nobara) the unit restart bounces the login session with it.
if physical_display_connected() {
if let Some(node) = find_gamescope_node() {
tracing::info!(
node,
client_w = mode.width,
client_h = mode.height,
"gamescope: box drives a physical display — attaching at its own mode (no re-mode)"
);
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 s5 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();
}
/// The unit name of the display manager driving this box's graphical logins, from the
/// `display-manager.service` alias symlink (the Fedora/Arch/openSUSE convention every
/// gamescope-session distro follows). `None` when no DM is installed (a box that boots straight
/// into a user session — getty autologin / an enabled user unit).
fn display_manager_unit() -> Option<String> {
display_manager_unit_under(std::path::Path::new("/etc/systemd/system"))
}
/// [`display_manager_unit`] against an arbitrary root (the unit-testable core).
fn display_manager_unit_under(base: &std::path::Path) -> Option<String> {
let target = std::fs::read_link(base.join("display-manager.service")).ok()?;
target.file_name().map(|n| n.to_string_lossy().into_owned())
}
/// Does this display manager's autologin loop SURVIVE the gamescope unit being masked? Only SDDM is
/// proven to (Bazzite/SteamOS `Relogin=true` — the mask is what stops its relogin from restarting
/// the unit mid-stream, diagnosed live on .181 2026-07-07; a failing autologin leaves sddm itself
/// running). Nobara's `plasmalogin` (KDE's SDDM successor) is proven FATAL: against a masked unit
/// its session Exec fails instantly, `Relogin=true` retries, and `plasmalogin.service` trips
/// systemd's start limit within ~1 s — the DM dies and the box is a permanent black screen that
/// only a root `reset-failed` + `restart` recovers (live-proven on the Nobara repro VM
/// 2026-07-24). Unknown DMs are treated as fragile: the fragile path degrades gracefully, a wrong
/// "safe" kills the seat.
fn dm_survives_masked_unit(dm: &str) -> bool {
dm == "sddm.service"
}
/// The packaged privileged fallback for the display-manager takeover verbs: a root helper behind
/// its own polkit action (`io.unom.punktfunk.dm-helper`, `allow_any` — the mechanism these
/// distros use for their own session switcher, e.g. Nobara's `os-session-select`), so the managed
/// takeover works out of the box on mask-fragile DM flavors with no hand-installed polkit rule.
/// The helper derives the DM unit from the `display-manager.service` symlink itself, so this
/// process never gets to name an arbitrary unit across the privilege boundary. Two layouts: the
/// rpm/deb `libexec` path (what the shipped policy annotates) and Arch's `/usr/lib/<pkg>` (its
/// PKGBUILD rewrites the annotation to match).
const DM_HELPER_PATHS: &[&str] = &[
"/usr/libexec/punktfunk/pf-dm-helper",
"/usr/lib/punktfunk/pf-dm-helper",
];
/// Run the packaged DM helper (`stop` | `restore` | `linger`) via pkexec. `false` when the helper
/// isn't installed (tarball/old package), pkexec is missing, or polkit denies the action.
fn dm_helper(verb: &str) -> bool {
let Some(helper) = DM_HELPER_PATHS
.iter()
.find(|p| std::path::Path::new(p).exists())
else {
return false;
};
Command::new("pkexec")
.arg(helper)
.arg(verb)
.status()
.map(|s| s.success())
.unwrap_or(false)
}
/// `systemctl` on the SYSTEM bus, **never interactively**. Every privileged verb below runs on the
/// stream's own thread — the capture-loss rebuild, or the restore worker — with no way to answer a
/// question. Without `--no-ask-password`, systemctl asks polkit for interactive authorization, and
/// on a box whose desktop session is still alive (the host is a `--user` unit inside it) polkit
/// hands that to the session's agent: a password dialog on the box's OWN screen, which during a
/// managed takeover is off or mid-switch. Nobody sees it, nobody answers it, and the call blocks
/// while the rebuild budget burns — the takeover then lands after the session it was for already
/// ended. `--no-ask-password` turns that into the immediate "interactive authentication required"
/// failure the callers are written for, so the pkexec helper (`allow_any`, no agent needed) takes
/// over instead of a dialog. Field-suspect in the 0.20.0 Nobara report (intermittent disconnect +
/// a screen that never comes back), where the timing is a race against the KDE agent's own death.
fn systemctl_system(args: &[&str]) -> bool {
let mut cmd = Command::new("systemctl");
cmd.arg("--no-ask-password").args(args);
cmd.status().map(|s| s.success()).unwrap_or(false)
}
/// Would stopping the display manager also stop US? A packaged host runs as a `systemd --user`
/// unit, so its lifetime hangs off the user manager — and the DM stop ends the user's last login
/// session. logind then stops `user@<uid>.service` once `UserStopDelaySec` (10 s by default)
/// elapses, taking the host with it: the stream dies mid-takeover, and nothing is left to restart
/// the display manager, so the box stays dark until someone reaches a VT. **Field-proven on 0.20.0**
/// (Nobara, 2026-07-27): DM stopped at 12:34:18.9, the user manager stopped the host at 12:34:29.0
/// — 10.1 s, textbook `UserStopDelaySec`. It never showed on the repro VM because lingering was
/// enabled there for the sessionless tests.
///
/// Lingering (`loginctl enable-linger` — which the KDE/GNOME/Arch setup docs already ask for) is
/// what breaks the dependency: logind keeps the user manager up with no session at all. So ensure
/// it BEFORE touching the DM, and refuse the takeover when it can't be ensured — the caller then
/// degrades to attach, which mirrors the box's own session and never stops the DM.
fn ensure_host_survives_dm_stop() -> bool {
if !host_is_under_user_manager() {
return true; // root / a system unit — the DM stop cannot reach us
}
if linger_enabled() {
return true;
}
// `set-self-linger` is `allow_active` in logind's own policy, so a host started inside the
// user's session can do this itself; a sessionless one (the packaged unit) goes through the
// helper, whose grant is scoped to the calling uid.
let uid = uid_string();
let _ = Command::new("loginctl")
.args(["--no-ask-password", "enable-linger", &uid])
.status();
if linger_enabled() || (dm_helper("linger") && linger_enabled()) {
tracing::info!(
uid,
"enabled lingering for this user — the managed takeover stops the display manager, \
which ends this login session, and without lingering logind would stop the host \
along with it (`loginctl disable-linger` reverts it)"
);
return true;
}
false
}
/// Is this process's lifetime tied to a `systemd --user` manager (i.e. would logind's user-manager
/// stop take us down)? Read from our own cgroup path.
fn host_is_under_user_manager() -> bool {
std::fs::read_to_string("/proc/self/cgroup")
.as_deref()
.map(cgroup_under_user_manager)
.unwrap_or(false)
}
/// [`host_is_under_user_manager`]'s test: does this `/proc/self/cgroup` content sit under a
/// `user@<uid>.service` manager? Pure + unit-tested. A system unit
/// (`/system.slice/punktfunk-host.service`) does not, and neither does a bare process started from
/// a login shell (`/user.slice/user-1000.slice/session-2.scope`) — logind's user-manager stop only
/// reaches units the user manager owns.
fn cgroup_under_user_manager(cgroup: &str) -> bool {
cgroup.contains("user@")
}
/// Our uid as a string — what `loginctl` wants for a user argument.
fn uid_string() -> String {
// SAFETY: `getuid()` is a parameterless POSIX call that always succeeds and touches no memory.
unsafe { libc::getuid() }.to_string()
}
/// Is lingering on for this user (logind keeps the `--user` manager alive with no session)?
fn linger_enabled() -> bool {
Command::new("loginctl")
.args(["show-user", &uid_string(), "-p", "Linger", "--value"])
.output()
.map(|o| String::from_utf8_lossy(&o.stdout).trim() == "yes")
.unwrap_or(false)
}
/// Stop the display manager for a takeover on a mask-fragile DM flavor. Plain `systemctl stop` on
/// the SYSTEM bus first — succeeds as root or under an operator polkit rule scoped to the DM unit
/// (see docs); fails cleanly otherwise ("interactive authentication required") — then the
/// packaged pkexec helper. `false` means no privilege path exists and the caller degrades to
/// attach.
fn try_stop_display_manager(dm: &str) -> bool {
systemctl_system(&["stop", dm]) || dm_helper("stop")
}
/// Restore the display manager: `reset-failed` (a relogin loop may have tripped the unit's start
/// limit, and a plain restart is refused until the accounting clears) + `restart` — its autologin
/// session Exec brings the box's own session back up. Plain system-bus verbs first (root / an
/// operator polkit rule), then the packaged pkexec helper, whose `restore` verb performs the same
/// two steps as root.
fn restore_display_manager(dm: &str) -> bool {
let _ = systemctl_system(&["reset-failed", dm]);
systemctl_system(&["restart", dm]) || dm_helper("restore")
}
/// The distro's session-switch helper (ChimeraOS/Nobara layout). Its USER pass records the
/// sentinel + self-pkexecs (authorized `allow_any` by the distro's own polkit action policy, so
/// it works from our sessionless context); its ROOT pass rewrites the DM autologin config — but
/// only while the DM is RUNNING, which is why the takeover must restart the DM before calling it.
const OS_SESSION_SELECT: &str = "/usr/libexec/os-session-select";
/// The sentinel Steam's `steamos-session-select` writes in its user pass
/// (`~/.config/steamos-session-select`) — see [`SESSION_SELECT_BASELINE`].
fn session_select_sentinel() -> Option<std::path::PathBuf> {
let home = std::env::var("HOME").ok()?;
Some(
std::path::Path::new(&home)
.join(".config")
.join("steamos-session-select"),
)
}
/// Current mtime of the session-select sentinel (`None` when it doesn't exist yet).
fn session_select_mtime() -> Option<std::time::SystemTime> {
let path = session_select_sentinel()?;
std::fs::metadata(path).ok()?.modified().ok()
}
/// Record the sentinel baseline, so a LATER write (the user's in-stream "Switch to Desktop") is
/// distinguishable from the switch that led into this session. Taken at **takeover** (the moment
/// [`STOPPED_DM`] is set, which is what arms the honor gate) and again at a successful launch: the
/// switch INTO game mode writes the sentinel on its way in, and that write must never read as a
/// request to go back out. Baselining only at launch left the window in between — a takeover whose
/// launch failed, then a client retry inside the restore debounce — reading a months-old sentinel
/// as a live request and pushing the box to the desktop the user never asked for.
fn record_session_select_baseline() {
*SESSION_SELECT_BASELINE
.lock()
.unwrap_or_else(|e| e.into_inner()) = Some(session_select_mtime());
}
/// Did a session-select run inside the managed session since the baseline? Inside a managed game
/// session the only switch Steam offers is TO the desktop, so an advanced sentinel reads as that
/// request.
fn session_select_requested() -> bool {
let baseline = *SESSION_SELECT_BASELINE
.lock()
.unwrap_or_else(|e| e.into_inner());
sentinel_advanced(baseline, session_select_mtime())
}
/// [`session_select_requested`]'s decision, as a pure function of the two readings (the
/// unit-testable core). No baseline ⇒ no request: see [`SESSION_SELECT_BASELINE`] for why a
/// missing baseline must not be read as "the sentinel appeared during the session".
fn sentinel_advanced(
baseline: Option<Option<std::time::SystemTime>>,
now: Option<std::time::SystemTime>,
) -> bool {
match (baseline, now) {
(Some(Some(base)), Some(now)) => now > base,
(Some(None), Some(_)) => true, // no sentinel at baseline — created during the session
_ => false,
}
}
/// Honor the user's in-stream "Switch to Desktop" under a DM-stop takeover. The OS flow was a
/// silent no-op (the switch script's config rewrite requires a running DM, which the takeover
/// stopped), so replay it with the DM up — every verb live-validated on the Nobara repro VM:
/// 1. consume the takeover and start the DM (its autologin heads back into game mode briefly —
/// the config still names it);
/// 2. run the distro's own `os-session-select desktop` as the user (its internal pkexec is
/// `allow_any`-authorized), which rewrites the DM autologin config to the desktop session;
/// 3. stop the autologin gamescope unit — the login session exits, and `Relogin=true` relogs
/// into the now-selected desktop.
///
/// The caller then refuses managed relaunches for [`SWITCH_HONOR_GRACE`] so the capture-loss
/// re-detection follows the desktop compositor once it's up instead of racing it.
fn honor_session_select_switch(dm: String) {
tracing::info!(
%dm,
"gamescope: in-stream session-select detected — restoring the display manager and \
switching the box to the desktop session"
);
// Consume the takeover state up front: from here on the box is the DM's again.
std::mem::take(&mut *STOPPED_AUTOLOGIN.lock().unwrap_or_else(|e| e.into_inner()));
clear_takeover();
*MANAGED_SESSION.lock().unwrap_or_else(|e| e.into_inner()) = None;
stop_session(SESSION_UNIT); // dead already (the switch shut its Steam down) — clear the unit
if !restore_display_manager(&dm) {
tracing::warn!(
%dm,
"gamescope: display-manager start was denied — the desktop switch may need a manual \
`systemctl restart` of the DM"
);
}
let deadline = Instant::now() + Duration::from_secs(10);
while Instant::now() < deadline {
let active = Command::new("systemctl")
.args(["is-active", &dm])
.output()
.map(|o| String::from_utf8_lossy(&o.stdout).trim() == "active")
.unwrap_or(false);
if active {
break;
}
std::thread::sleep(Duration::from_millis(500));
}
// Rewrite the autologin session via the distro's own switch helper (needs the DM running).
// Absent/failing helper degrades to a plain DM restore — the box lands back in game mode on
// glass and the stream follows that instead (no black screen either way).
if std::path::Path::new(OS_SESSION_SELECT).exists() {
match Command::new(OS_SESSION_SELECT).arg("desktop").status() {
Ok(s) if s.success() => {
// The relogin only fires when the CURRENT (game-mode) login session exits: wait
// for its autologin unit to come up, then stop it. Never mask here — the mask is
// what start-limit-kills this DM flavor.
let deadline = Instant::now() + Duration::from_secs(15);
loop {
if let Some(unit) = running_autologin_gamescope_unit() {
systemctl_user(&["stop", &unit]);
tracing::info!(
%unit,
"gamescope: desktop selected — stopped the game-mode session so the \
DM relogs into the desktop"
);
break;
}
if Instant::now() >= deadline {
tracing::warn!(
"gamescope: game-mode session never appeared after the DM restart — \
the desktop switch may need a manual session exit"
);
break;
}
std::thread::sleep(Duration::from_millis(500));
}
}
other => tracing::warn!(
status = ?other,
"gamescope: os-session-select failed — leaving the box in its configured session"
),
}
} else {
tracing::warn!(
"gamescope: no {OS_SESSION_SELECT} on this box — restored the DM into its configured \
session instead of switching to the desktop"
);
}
record_session_select_baseline();
*SWITCH_HONORED_AT.lock().unwrap_or_else(|e| e.into_inner()) = Some(Instant::now());
}
/// 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).
///
/// The teardown is DM-flavor-aware ([`dm_survives_masked_unit`]):
/// * **SDDM / no DM**: 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.
/// * **Mask-fragile DM** (Nobara's `plasmalogin`, unknown DMs): masking start-limit-kills the DM
/// itself (permanent black screen), so instead **stop the DM** — no supervisor left to relogin —
/// then SIGKILL the units unmasked. Needs privilege (root / an operator polkit rule); without it
/// nothing is touched and the error tells the caller to degrade to ATTACH (mirror the box's own
/// session) rather than destabilize the seat.
fn stop_autologin_sessions() -> Result<()> {
let Ok(out) = Command::new("systemctl")
.args([
"--user",
"list-units",
"--type=service",
"--all",
"--no-legend",
"--plain",
"gamescope-session-plus@*.service",
])
.output()
else {
return Ok(());
};
// `(unit, ACTIVE state)` — the `--plain` columns are UNIT LOAD ACTIVE SUB DESCRIPTION.
let listed: Vec<(String, String)> = String::from_utf8_lossy(&out.stdout)
.lines()
.filter_map(|l| {
let mut cols = l.split_whitespace();
let unit = cols.next()?;
let active = cols.nth(1).unwrap_or("");
(unit.starts_with("gamescope-session-plus@") && unit.ends_with(".service"))
.then(|| (unit.to_string(), active.to_string()))
})
.collect();
if listed.is_empty() {
return Ok(()); // nothing autologged in — Steam is already free
}
let dm = display_manager_unit();
let mask_safe = dm.as_deref().is_none_or(dm_survives_masked_unit);
if !mask_safe {
// Only a LIVE instance holds Steam / justifies touching the DM. A loaded-but-inactive
// leftover (the box switched back to the desktop earlier) must not stop the DM — that
// would kill the user's live desktop to free nothing.
if !listed
.iter()
.any(|(_, active)| matches!(active.as_str(), "active" | "activating"))
{
return Ok(());
}
let dm = dm.expect("!is_none_or ⇒ Some");
// The DM stop ends this user's last login session. If our own lifetime hangs off the user
// manager and lingering can't be turned on, that stop kills the host ~10s later — with the
// box's display manager down and nobody left to bring it back. Degrading to attach is
// strictly better than a black screen that needs a VT to recover.
if !ensure_host_survives_dm_stop() {
bail!(
"stopping {dm} ends this user's last login session, and without lingering logind \
would stop the user manager — and this host with it — about 10s later, leaving \
the box with no display manager and nothing to restore it; enabling lingering \
failed, so the managed takeover is unavailable (run `sudo loginctl enable-linger \
$USER` once, as the setup docs ask, then reconnect)"
);
}
if !try_stop_display_manager(&dm) {
bail!(
"the box's gaming session is driven by {dm}, which does not survive a masked \
session unit, and stopping it needs privilege — the packaged pf-dm-helper \
polkit action is missing or was denied (reinstall the punktfunk package, or \
install the display-manager polkit rule from the docs) so the managed takeover \
is unavailable"
);
}
tracing::info!(
%dm,
"freed Steam: stopped the display manager for this stream (mask-fragile DM flavor)"
);
// Baseline the switch sentinel HERE, not just at a successful launch: setting STOPPED_DM
// is what arms the honor gate, so from this instant an unbaselined sentinel would read as
// an in-stream "Switch to Desktop" — including the write from the switch that just brought
// the box INTO game mode. A successful launch re-baselines (tighter still).
record_session_select_baseline();
*STOPPED_DM.lock().unwrap_or_else(|e| e.into_inner()) = Some(dm);
}
let units: Vec<String> = listed.into_iter().map(|(u, _)| u).collect();
let mut stopped = Vec::new();
for unit in units {
if mask_safe {
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,
masked = mask_safe,
"freed Steam: stopped the autologin gaming session for this stream"
);
stopped.push(unit);
}
*STOPPED_AUTOLOGIN.lock().unwrap_or_else(|e| e.into_inner()) = stopped;
persist_takeover(); // A3: survive a host crash mid-stream
Ok(())
}
/// 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())
&& STOPPED_DM.lock().unwrap_or_else(|e| e.into_inner()).is_none()
// A managed session that took nothing over (started beside a live desktop — e.g. a client
// gamescope pin on a KDE box) still owns the transient SESSION_UNIT: without this arm it
// was ORPHANED forever after disconnect ("closing the app does not end the session",
// field report 2026-07-24) — the restore stops it even with no autologin to bring back.
&& MANAGED_SESSION
.lock()
.unwrap_or_else(|e| e.into_inner())
.is_none();
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()));
let dm = std::mem::take(&mut *STOPPED_DM.lock().unwrap_or_else(|e| e.into_inner()));
if units.is_empty() && dm.is_none() {
// Nothing was stolen — but a managed session that started BESIDE a live desktop (client
// gamescope pin on a KDE box) still owns the transient unit; stop it so it doesn't run
// orphaned forever after the disconnect. No-op when the unit isn't running.
if MANAGED_SESSION
.lock()
.unwrap_or_else(|e| e.into_inner())
.take()
.is_some()
{
stop_session(SESSION_UNIT);
tracing::info!(
"gamescope: stopped the idle managed session (nothing was taken over — no box \
session to restore)"
);
}
return;
}
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/Hyprland) 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
| ActiveKind::DesktopHyprland
) {
tracing::info!(
"gamescope: a desktop session is active — not restoring the TV gaming session"
);
return;
}
// Mask-fragile-DM takeover: the gamescope unit CANNOT be `--user start`ed back — without a DM
// login session there is no seat, so gamescope never gets DRM master (unit goes `failed`,
// screen stays black — live-proven on the Nobara repro VM). Restore the DM instead
// (`reset-failed` clears the relogin start-limit accounting, then `restart`); its autologin
// session Exec starts the gamescope unit itself.
if let Some(dm) = dm {
let restart = restore_display_manager(&dm);
if restart {
tracing::info!(%dm, "restored the display manager (its autologin brings gaming mode back)");
} else if crate::try_recover_session() {
tracing::warn!(
%dm,
"display-manager restart lost its privilege — fired PUNKTFUNK_RECOVER_SESSION_CMD \
to bring the session back"
);
} else {
tracing::error!(
%dm,
"could not restart the display manager and no PUNKTFUNK_RECOVER_SESSION_CMD is \
configured — the box has no graphical session until someone runs \
`systemctl reset-failed {dm} && systemctl restart {dm}` as root"
);
}
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)
}
/// 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://")
}
/// 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 `-gamepadui` inserted
/// so the nested Steam is Big Picture — the identity gamescope's `--steam` integration is built
/// around (it's what SteamOS/Bazzite game mode runs): the boot shows the gamepad UI instead of the
/// desktop Steam client window (field report 2026-07-27: the desktop UI flashing through the
/// stream "looks bad"), and gamescope's focus rules already prefer the game window over the Steam
/// UI appid, which is what the previous `-silent` shaping was working around. Operator-typed
/// custom commands and non-Steam launches are returned unchanged. Idempotent (never
/// double-inserts). Pure + unit-tested.
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(&"-gamepadui") && rest.iter().any(|t| t.starts_with("steam://")) {
return format!("steam -gamepadui {}", 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 — and (unless
/// `PUNKTFUNK_GAMESCOPE_SPLASH=0`) backgrounds the host's splash client first, so the fresh
/// compositor has a painting window from the first second: gamescope pushes capture buffers only
/// when it composites, and a nested Steam bootstrap paints nothing until the gamepad UI's first
/// frame — far longer than any first-frame budget (see `gamescope/splash.rs`).
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 `-gamepadui` so the nested
// Steam is Big Picture — the identity gamescope's `--steam` mode is built around — instead of
// the desktop client window.
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;
// The splash client (see `gamescope/splash.rs`): without a painting client gamescope pushes NO
// capture buffers, and a nested Steam bootstrap paints nothing for far longer than any
// first-frame budget — so every bare spawn backgrounds the host's own splash beside the nested
// app. Skipped only via the PUNKTFUNK_GAMESCOPE_SPLASH=0 escape hatch (or if the host can't
// name its own executable, where the old starve-prone behaviour is still better than no spawn).
let splash_exe = pf_host_config::config()
.gamescope_splash
.then(std::env::current_exe)
.and_then(|r| {
r.map_err(|e| tracing::warn!(error = %e, "gamescope: current_exe failed — no splash"))
.ok()
});
let mut cmd = Command::new("gamescope");
add_bare_gamescope_args(&mut cmd, w, h, hz, steam_mode, grab_cursor);
let script = nested_wrapper_script(&relay, splash_exe.is_some());
cmd.args(["sh", "-c", &script, "sh"]);
if let Some(exe) = &splash_exe {
cmd.arg(exe);
}
cmd.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,
splash = splash_exe.is_some(),
%app,
log = %log.display(),
"spawning gamescope (headless)"
);
cmd.spawn()
.context("spawn gamescope (is it installed? `apt install gamescope`)")
}
/// The nested-command wrapper script for a bare spawn: relay gamescope's `LIBEI_SOCKET` to the
/// injector's file, optionally background the splash client (`"$1"` is the host executable — passed
/// as an argv so its path never needs shell-escaping), then exec the real app. Pure + unit-tested.
fn nested_wrapper_script(relay: &std::path::Path, with_splash: bool) -> String {
if with_splash {
format!(
"printf %s \"$LIBEI_SOCKET\" > '{}'; \"$1\" gamescope-splash & shift; exec \"$@\"",
relay.display()
)
} else {
format!(
"printf %s \"$LIBEI_SOCKET\" > '{}'; exec \"$@\"",
relay.display()
)
}
}
/// 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, cgroup_under_user_manager, connected_connector_under,
display_manager_unit_under, dm_survives_masked_unit, is_steam_launch,
nested_wrapper_script, sentinel_advanced, shape_dedicated_command,
};
#[test]
fn user_manager_lifetime_detection() {
// The packaged host: a `--user` unit, so logind's user-manager stop takes it down with the
// login session the DM stop ends — this is the case that needs lingering.
assert!(cgroup_under_user_manager(
"0::/user.slice/user-1000.slice/user@1000.service/app.slice/punktfunk-host.service\n"
));
assert!(cgroup_under_user_manager(
"0::/user.slice/user-1000.slice/user@1000.service/session.slice/punktfunk-gamescope.service\n"
));
// A system unit outlives every session — the DM stop cannot reach it.
assert!(!cgroup_under_user_manager(
"0::/system.slice/punktfunk-host.service\n"
));
// Started from a login shell: owned by the session scope, not the user manager.
assert!(!cgroup_under_user_manager(
"0::/user.slice/user-1000.slice/session-2.scope\n"
));
}
#[test]
fn session_select_sentinel_needs_a_baseline() {
let t0 = std::time::SystemTime::UNIX_EPOCH + std::time::Duration::from_secs(1_000);
let t1 = t0 + std::time::Duration::from_secs(1);
// Never baselined: the sentinel is a permanent file, so a box whose user EVER switched
// sessions has one — that ancient write is not a live "Switch to Desktop" request. This is
// the case that pushed a Nobara box to the desktop after a failed managed launch.
assert!(!sentinel_advanced(None, Some(t0)));
assert!(!sentinel_advanced(None, None));
// Baselined with no sentinel yet, then one appeared inside the session: a real request.
assert!(sentinel_advanced(Some(None), Some(t0)));
assert!(!sentinel_advanced(Some(None), None));
// Baselined at an mtime: only a NEWER one is the user's in-stream switch. The write that
// brought the box into game mode is the baseline itself, so it reads as no request.
assert!(sentinel_advanced(Some(Some(t0)), Some(t1)));
assert!(!sentinel_advanced(Some(Some(t0)), Some(t0)));
assert!(!sentinel_advanced(Some(Some(t1)), Some(t0)));
assert!(!sentinel_advanced(Some(Some(t0)), None));
}
#[test]
fn nested_wrapper_script_shapes() {
let relay = std::path::Path::new("/run/user/1000/pf-ei");
// Plain: relay + exec, no splash machinery.
let plain = nested_wrapper_script(relay, false);
assert!(plain.contains("/run/user/1000/pf-ei"));
assert!(plain.ends_with("exec \"$@\""));
assert!(!plain.contains("gamescope-splash"));
// Splash: `"$1"` is the host exe (an argv, never shell-interpolated), backgrounded and
// shifted away so `exec "$@"` still runs the untouched app tokens.
let splash = nested_wrapper_script(relay, true);
assert!(splash.contains("\"$1\" gamescope-splash &"));
assert!(splash.contains("shift; exec \"$@\""));
}
#[test]
fn display_manager_flavor_detection() {
let base = std::env::temp_dir().join(format!("pf-dm-scan-{}", std::process::id()));
std::fs::create_dir_all(&base).unwrap();
// No alias symlink (no DM installed — getty autologin boxes) → None.
assert_eq!(display_manager_unit_under(&base), None);
// The Fedora-style alias symlink resolves to its target's basename (read_link, not
// canonicalize — the target needn't exist on the build box).
std::os::unix::fs::symlink(
"/usr/lib/systemd/system/plasmalogin.service",
base.join("display-manager.service"),
)
.unwrap();
assert_eq!(
display_manager_unit_under(&base).as_deref(),
Some("plasmalogin.service")
);
// Only SDDM is proven to survive a masked session unit; plasmalogin start-limit-kills
// itself (live-proven), and unknown DMs default to fragile.
assert!(dm_survives_masked_unit("sddm.service"));
assert!(!dm_survives_masked_unit("plasmalogin.service"));
assert!(!dm_survives_masked_unit("gdm.service"));
std::fs::remove_dir_all(&base).unwrap();
}
#[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 → -gamepadui inserted so the nested Steam is Big Picture (not the desktop UI).
assert_eq!(
shape_dedicated_command("steam steam://rungameid/570"),
"steam -gamepadui steam://rungameid/570"
);
// Idempotent: an already-gamepadui command is left alone.
assert_eq!(
shape_dedicated_command("steam -gamepadui steam://rungameid/570"),
"steam -gamepadui 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(""));
}
}