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punktfunk/crates/pf-vdisplay/src/vdisplay/linux/gamescope/discovery.rs
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enricobuehler b89dbfa979
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feat(gamescope): end dedicated stream on Steam game exit + auto --steam
Dedicated single-game sessions now end cleanly when the launched game
quits, and Steam launches get gamescope's Steam integration without an
operator env knob.

End-on-exit: the existing APP_EXITED close only fired when gamescope's
PipeWire node vanished, which never happens for Steam — the nested
`steam` is the resident singleton client and stays up after a game
quits, so gamescope (and its node) never die and the stream sat on a
hidden Steam session forever. Add a Steam AppId reaper watcher
(pf-vdisplay .../gamescope/discovery.rs): steam_appid_from_launch()
parses steam://rungameid/<id>; wait_for_steam_game_exit() waits for the
game to start (<=300s grace) then exit (3s confirm); steam_game_running()
scans same-uid /proc for Steam's launch reaper matching both the
`SteamLaunch` and `AppId=<id>` argv tokens (exact-match; reaper lifetime
== game lifetime, so shader precompile can't false-trigger). The host
spawns a pf1-gamewatch thread for nested Steam launches that closes the
connection with APP_EXITED (launcher clients return to their library)
and sets quit/stop; cancelled via stop if the session ends first.
Non-Steam nested launches keep the node-death path (gamescope's child
IS the game).

Flags: auto-enable `--steam` whenever the launch is a Steam launch (was
only the global PUNKTFUNK_GAMESCOPE_STEAM knob, default-off) — in-game
overlay / Steam+X / gamepad-UI nav for Steam titles with no operator
config. New opt-in PUNKTFUNK_GAMESCOPE_GRAB_CURSOR adds
`--force-grab-cursor` for a real game launch (FPS mouselook); default
OFF because it forces relative mode, which breaks absolute-pointer
games/menus.

Verified: fmt clean; clippy -D warnings clean on the three crates;
pf-vdisplay 64/0 (incl. new steam-appid parse test); punktfunk-host
builds + 186/0; reaper /proc detection smoke-tested (detect, exact
non-match, gone-after-exit).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-18 16:24:34 +02:00

429 lines
19 KiB
Rust

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