The codec the clients agree on goes to the encoder over a socket that does
not exist until the game draws, and a client can connect first. The command
was dropped, the encoder started on AV1, and a client without AV1 sat on a
splash with sound and no picture. Commands now wait for the socket, and a
frame in a codec no client decodes sends the agreed set again, which also
covers a launcher handing over to a game with an encoder of its own.
A host cannot tell a run somebody is playing from one nobody has looked
at in an hour, so it cannot end the second without guessing.
The hub now answers the address socket with a second line,
`viewers <n>`, counting clients that are streaming. Init reads it
alongside the address and sends a new `viewers` message to the host
when the count changes. A reader that takes only the first line gets
the address exactly as before, a server that never writes the second
line is still read, and a host that does not know the message skips it,
so either end can ship first.
Each client states what it decodes when it connects, and the hub passed
each statement to the encoder as it arrived. The newest client decided, so
a client that only decodes H.264 lost its picture as soon as one that
decodes AV1 or H.265 joined.
The hub now keeps every client's statement and gives the encoder their
intersection, recomputed when a client joins, when one leaves, and when the
controller returns to automatic. A room settles on the best codec all of
its clients share, and moves up again once the client holding it back has
left. Manual mode still leaves the encoder alone; the change is applied
when the mode goes back to automatic.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
send_many_datagrams queues a frame's fragments under one lock hold and
one driver wake instead of one per fragment. It also rejects the whole
frame on TooLarge, so a path that shrinks mid-frame no longer leaves half
a frame on the wire for the client to time out. Eviction behaviour is
unchanged. A refused PyroWave frame now keeps its sequence number, since
nothing went out under it. pyro_bench mirrors both ends.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
At this point, why not..
Calling it `nespyro` since it's slightly modified, uses slang shader
language instead, along other things..
---------
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Adds `nesgamepad`, basically "diet-coke vimputti" for Nestri's microVM
needs here.
Comes with direct mapping for:
- Sony
- DualShock 4 (v2), DualSense
- Microsoft
- Xbox 360 pad, Xbox One S pad
- Nintendo
- Pro Controller
- Generic pad for unknown controllers
---------
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
Four findings from review, all of them real.
The relay's directory was mounted on the tree a session's shares live in. A
fresh tmpfs there hides every directory the image prepared underneath it: the
install, the user state, the work directory, and the mount point the log share
is attached to from fstab. A box would have come up with a socket and without
any of the places its workload looks for its files, and the exact-path check
could not notice, because what fstab mounts is a directory inside that tree
rather than the tree itself. It moves to /run, which is where a runtime socket
belongs, is a tmpfs already, and has nothing else mounted inside it.
It was also owned by this process and closed to everyone else, which stopped
the workload traversing it to reach the relay at all. The directory is now
readable and searchable, and still writable by nothing but this process, which
is what makes the socket in it unreplaceable; the socket itself is what the
workload is allowed to connect to. The permission belongs on the socket rather
than on the path.
The address served to a reader was built once at startup and served forever, so
a reader that polls for a better one could only ever get the first. An endpoint
does not know all of its own addresses when it binds: the first is the one that
works on the same network and fails from anywhere else. It is now rebuilt per
read, which is what makes polling for it worth doing.
And the address was taken from whoever held a path in a directory the workload
can write. Workload code could unlink the socket a service was listening on,
bind its own, and every read afterwards would hand the client an address of its
choosing -- a session given to somebody else rather than a session that fails.
The peer's credentials are now checked before a byte is read, from the kernel
rather than from anything the peer says about itself, and an address served by
the workload's own user is refused and said loudly.
That check is only worth something while the workload has a user of its own, so
the image grows one. Two users, and they must stay two: one runs the services
that ship in the image, the other is who a workload runs as. Sharing one does
not weaken the check, it makes every session fail it.
A workload running as root is every user at once and cannot be told apart from
anything; the check stands down there and says so at boot instead, because
refusing root would refuse whatever legitimately serves the address as well.
Also bumps tinyvec by a patch release. It does not build on this toolchain --
`vec` resolves to the module and not the macro -- which made every crate that
depends on an endpoint, including this one, unbuildable. Pre-existing and
nothing to do with this change; the lockfile said the same version before it.
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.