The component nescapture, neswire and nescope all talk to, and the only
thing in the guest that speaks to the client. It muxes their frames into
one iroh QUIC endpoint and fans input back.
Renamed from nestri-guest-hub, which named a location rather than a job.
Four files came across unchanged -- session.rs, ipc_listener.rs,
ticket.rs, screenshot.rs. Between them they mention Steam zero times, and
they import only nesprotocol's open modules; the control feature carrying
LaunchIntent and SteamIdentity is used exclusively by the three files that
are staying closed. The two clusters shared a main.rs and nothing else, so
there was no untangling to do -- only a cut.
main.rs loses --proton, --steamclient-so, --root and the game uid/gid,
and no longer ends by handing the process to a controller. It runs until
it is stopped. Deciding when the box is finished belongs to nesinit.
The ticket used to leave via that controller, so it needed a new way out:
neshub now serves it on a socket and nesinit dials for it. Listening
rather than dialling matches every other socket here and means no startup
ordering to get wrong.
Three tests, where there were none -- the ticket crosses a process
boundary as text now, so a round trip that drops a field would otherwise
be found by whoever cannot connect.
CLAUDE.md was 1,324 lines and all of it was about the TypeScript half, written
before there was another half. Every line of it loaded on every turn regardless
of what was being worked on, which is a real cost paid constantly for context
that is usually irrelevant.
Split by where it applies, so each guide loads when you are in the directory it
describes:
packages/core/CLAUDE.md 694 domain modules, fn(), actor, errors, auth
apps/api/CLAUDE.md 284 routes, registration, error flow
docs/alchemy.md 345 stages, bindings, secrets, the CLI
CLAUDE.md 72 the repo, both toolchains, two hard rules
Nothing was rewritten or dropped — the three files are the original text,
verified identical after the split. What the root file now carries is only what
is true repo-wide: the layout, the commands, where the detail lives, and the two
rules that are not style preferences. One of those is that nothing closed may
enter this repo, which is here because it has already been caught once.
The README described a streaming platform in four bullets and did not mention
that half the repository is Rust that runs inside a virtual machine. It now says
what each component does, why a micro-VM rather than a container, what is
deliberately absent, and what decides whether a thing is open — data is, capacity
is not.
It also says plainly that this is mid-rewrite and the docs are behind. Someone
arriving at a repo whose documentation does not match its tree should be told
that by the README rather than discover it.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
A Vulkan implicit layer that captures frames from inside the workload's own
process and encodes them on the GPU they were drawn on. Fourth and last of this
batch, imported as a tree from `nestrilabs/nescapture` on the same terms.
Filed under `apps/` rather than `crates/` despite building a cdylib. The rule
here is what a thing *is*, not what it compiles to: this is a finished artefact
that gets installed into an image beside its layer manifest, not a library
another crate in this tree depends on. `crates/` is for the latter, and putting
this there would make the distinction useless the first time someone looked.
Wired to the workspace, `nesprotocol` by path. Its description named the
transport component; that reads better as what it actually is — where the frames
go — so it says that instead.
Whole workspace builds and tests: 21 across four members.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Captures a session's audio and hands it to the transport over a local socket.
Third component in, imported as a tree from `nestrilabs/neswire` on the same
terms as the previous two.
Wired to the workspace, `nesprotocol` by path. 4 tests pass.
`bin/hub-stub.rs` is a stand-in for the transport's listener, which is what lets
this be developed and tested without the rest of a box existing. It names the
transport by its old name, and is left for the rename commit along with the two
in the compositor.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
A headless Wayland compositor for a single fullscreen client, and the second
component into this repo. Imported as a tree from `nestrilabs/nescope` for the
same reason as the last one: the upstream repo is private, its history has never
been reviewed for publication, and a squash is what keeps that history from
becoming permanent here.
Wired to the workspace — versions from the root, `nesprotocol` by path instead
of a sibling directory. 8 tests pass.
It knows a lot about Steam, and all of it stays. `steam_app_*` window classes,
a launcher that exits before the game it started, a client that shows a login
screen with no Vulkan frames in it: that is third-party behaviour a compositor
for games has to handle, and describing it reveals nothing about how we are put
together. The rule is about topology, not vocabulary.
Two comments still name the transport by its old name and are left for the
commit that renames it, so that rename reads as one change rather than as
noise spread across four imports.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
First component into this repo. Renamed from `nestri-protocol` — everything
else in the family carries the `nes` prefix and this was the odd one out.
**Imported as a tree, not as history.** The upstream repo is private, so its
commits and commit messages have never been reviewed for what may be published,
and squashing avoids the failure this project has already documented once: a
repo published wholesale carries private history with it, permanently. Origin is
`nestrilabs/nestri-protocol`, and this is its state today rather than its past.
The `control` module is deliberately left behind. It carries the host↔guest
control channel, and its types are shaped by a payload that has no business
being described in a public repo — a box is supposed to be able to run anything.
It was already an optional feature that nothing here enables, so leaving it out
costs nothing today and stops a boundary from being crossed by accident.
What lands is the media protocol: frames, audio, cursor, input and stats. One
definition shared by both ends, so no two can drift silently. 9 tests pass.
One pre-existing clippy warning (`input.rs`, too many arguments) is left alone
on purpose — an import commit should be a faithful copy, and mixing a cleanup
into one makes both harder to read.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This repository has been public without one, which grants nobody any rights —
the opposite of what a public repo is for, and a blocker on opening anything
else into it. Apache 2.0 was decided for this tier; this is that decision
applied, not a new one.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This repo holds both languages, so it needs both workspaces. Layout is the same
rule on each side — apps/ for what runs, crates/ and packages/ for what is
shared, split by what a thing is rather than what it is written in.
Members are empty because nothing has moved in yet. Versions are pinned once at
the root so two crates cannot disagree about a dependency.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Squashes the current state of the internal working tree onto this history.
The two trees had grown apart with no common ancestor, so this is a content
sync rather than a merge, and the published history is preserved rather than
rewritten — a force-push here would break every existing fork and clone to no
benefit.
What lands:
- Waitlist: API route, core module, and migration 0006 alongside game aliases.
- User verification.
- CI, oxfmt config, editor settings.
- Assorted fixes across the API routes and core modules.
The repository's own README, the wordmark and the per-package READMEs are kept
from this side; the internal tree had dropped them and they are what a stranger
arriving here reads first.
The marketing site in the internal tree is deliberately not here. It is a
separate product with its own repo and its own licence, and this repo is the
open one — a closed component does not belong in it regardless of how convenient
the directory looked.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
## Description
Next step would be having full DE environment variant I guess? I'll see
later if it's doable in this PR or if I'll do separate one for keeping
things small and manageable for once 😅
- Added easily doable variants for runners, with simple CI build matrix.
- Added playsite in CI builds finally.
- Some CI formatting and naming fixes.
- Removed PR full runner builds as they kept failing due to lack of disk
space on GH runner.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
* **New Features**
* New dedicated runner images for Steam, Heroic, and Minecraft plus a
common runtime and builder images.
* **Chores**
* CI/workflow reorganization to build and publish more runner variants
and base images.
* Installer and package tweaks (package manager flags, CUDA enablement)
and updated build tooling.
* Unified startup to use a constructed launch command; removed two
default environment exports.
* Added container ignore patterns.
<sub>✏️ Tip: You can customize this high-level summary in your review
settings.</sub>
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
## Description
### First commit
Restructured protobuf schemas to make them easier to use across
languages, switched to using them in-place of JSON for signaling as
well, so there's no 2 different message formats flying about. Few new
message types to deal with clients and nestri-servers better (not final
format, may see changes still).
General cleanup of dead/unused code along some bug squashing and package
updates.
TODO for future commits:
- [x] Fix additional controllers not doing inputs (possibly needs
vimputti changes)
- [x] ~~Restructure relay protocols code a bit, to reduce bloatiness of
the currently single file for them, more code re-use.~~
- Gonna keep this PR somewhat manageable without poking more at relay..
- [x] ~~Try to fix issue where with multiple clients, static stream
content causes video to freeze until there's some movement.~~
- Was caused by server tuned profile being `throughput-performance`,
causing CPU latency to be too high.
- [x] Ponder the orb
### Second + third commit
Redid the controller polling handling and fixed multi-controller
handling in vimputti and nestri code sides. Remove some dead relay code
as well to clean up the protocol source file, we'll revisit the meshing
functionality later.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
* **New Features**
* Added software rendering option and MangoHud runtime config;
controller sessions now support reconnection and batched state updates
with persistent session IDs.
* **Bug Fixes**
* Restored previously-filtered NES-like gamepads so they connect
correctly.
* **Chores**
* Modernized dependencies and protobuf tooling, migrated to
protobuf-based messaging and streaming, and removed obsolete CUDA build
steps.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
## Description
Oops.. another massive PR 🥲
This PR contains multiple improvements and changes.
Firstly, thanks gst-wayland-display's PR
[here](https://github.com/games-on-whales/gst-wayland-display/pull/20).
NVIDIA path is now way more efficient than before.
Secondly, adding controller support was a massive hurdle, requiring me
to start another project
[vimputti](https://github.com/DatCaptainHorse/vimputti) - which allows
simple virtual controller inputs in isolated containers. Well, it's not
simple, it includes LD_PRELOAD shims and other craziness, but the
library API is simple to use..
Thirdly, split runner image into 3 separate stages, base + build +
runtime, should help keep things in check in future, also added GitHub
Actions CI builds for v2 to v4 builds (hopefully they pass..).
Fourth, replaced the runner's runtime Steam patching with better and
simpler bubblewrap patch, massive thanks to `games-on-whales` to
figuring it out better!
Fifth, relay for once needed some changes, the new changes are still
mostly WIP, but I'll deal with them next time I have energy.. I'm spent
now. Needed to include these changes as relay needed a minor change to
allow rumble events to flow back to client peer.
Sixth.. tons of package updates, minor code improvements and the usual.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
* **New Features**
* End-to-end gamepad/controller support (attach/detach, buttons, sticks,
triggers, rumble) with client/server integration and virtual controller
plumbing.
* Optional Prometheus metrics endpoint and WebTransport support.
* Background vimputti manager process added for controller handling.
* **Improvements**
* Multi-variant container image builds and streamlined runtime images.
* Zero-copy video pipeline and encoder improvements for lower latency.
* Updated Steam compat mapping and dependency/toolchain refreshes.
* **Bug Fixes**
* More robust GPU detection, input/fullscreen lifecycle,
startup/entrypoint, and container runtime fixes.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
## Description
Adds PEER_URL env variable for setting peer URL (query param still takes
priority if set).
- Useful for self-hosters
- Was a pain to figure out
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- New Features
- Support configuring the peer server URL via an environment variable,
with automatic fallback to the URL parameter or a default.
- Server-provided configuration is securely passed to the client to
simplify deployment setup.
- Chores
- Excluded common build artifacts and IDE directories from container
contexts to reduce image size and speed up builds.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
## Description
Works in apptainer now.. podman is still the goat since apptainer needs
docker treatment and even more..
- Added container detection so podman can be used to it's fullest, the
non-sane ones are handled separately..
- Added video bit-depth option, cuz AV1 and 10-bit encoding go well
together.
- Some other package updates to nestri-server.
- General tidying up of scripts to make multi-container-engine handling
less of a pain.
- Updated old wireplumber lua script to new json format.
Further changes:
- Removed unused debug arg from nestri-server.
- Moved configs to config file folder rather than keeping them in
containerfile.
- Improved audio configs, moved some into wireplumber to keep things
tidy.
- Bit better arg handling in nestri-server.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
* **New Features**
* Optional 10‑bit video support and auto‑launch of an app after display
setup.
* **Changes**
* Standardized runtime/user env to NESTRI_* with updated home/cache
paths and explicit LANG; password generation now logged.
* Improved container/GPU detection and startup logging; reduced blanket
root usage during startup; SSH setup surfaced.
* WirePlumber/PipeWire moved to JSON configs; low‑latency clock and
loopback audio policies added; audio capture defaults to PipeWire.
* **Chores**
* GStreamer/libp2p dependency upgrades and Rust toolchain pinned; NVIDIA
driver capability exposed.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>