## 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>
Adds a basic standalone "play site" that mimics current one in apps/www.
This is so self-hosters don't need to host whole site, but can just use
small version of it.
Yet to test so marking as draft, not at home currently so may take some
time. Also might be good idea to make Caddy-powered container out of
this later?
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
- New Features
- Introduces a standalone Play site with server output, accessible on
0.0.0.0:3000.
- Streams video via WebRTC into a canvas with continuous frame
rendering.
- Fullscreen and pointer lock support with optional keyboard lock for
navigation keys.
- Room-based routing with offline and loading states.
- Responsive 16:9 canvas and improved default layout styling.
- Chores
- Adds a multi-stage container build for efficient runtime images and a
lightweight init process.
- Includes configuration and project setup for the standalone package.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: DatCaptainHorse <datcaptainhorse@users.noreply.github.com>
## Description
Adds a basic standalone "play site" that mimics current one in apps/www.
This is so self-hosters don't need to host whole site, but can just use
small version of it.
Yet to test so marking as draft, not at home currently so may take some
time. Also might be good idea to make Caddy-powered container out of
this later?
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- New Features
- Introduces a standalone Play site with server output, accessible on
0.0.0.0:3000.
- Streams video via WebRTC into a canvas with continuous frame
rendering.
- Fullscreen and pointer lock support with optional keyboard lock for
navigation keys.
- Room-based routing with offline and loading states.
- Responsive 16:9 canvas and improved default layout styling.
- Chores
- Adds a multi-stage container build for efficient runtime images and a
lightweight init process.
- Includes configuration and project setup for the standalone package.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: DatCaptainHorse <datcaptainhorse@users.noreply.github.com>
## Description
Whew..
- Steam can now run without namespaces using live-patcher (because
Docker..)
- Improved NVIDIA GPU selection and handling
- Pipeline tests for GPU picking logic
- Optimizations and cleanup all around
- SSH (by default disabled) for easier instance debugging.
- CachyOS' Proton because that works without namespaces (couldn't figure
out how to enable automatically in Steam yet..)
- Package updates and partial removal of futures (libp2p is going to
switch to Tokio in next release hopefully)
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- SSH server can now be enabled within the container for remote access
when configured.
- Added persistent live patching for Steam runtime entrypoints to
improve compatibility with namespace-less applications.
- Enhanced GPU selection with multi-GPU support and PCI bus ID matching
for improved hardware compatibility.
- Improved encoder selection by runtime testing of video encoders for
better reliability.
- Added WebSocket transport support in peer-to-peer networking.
- Added flexible compositor and application launching with configurable
commands and improved socket handling.
- **Bug Fixes**
- Addressed NVIDIA-specific GStreamer issues by setting new environment
variables.
- Improved error handling and logging for GPU and encoder selection.
- Fixed process monitoring to handle patcher restarts and added cleanup
logic.
- Added GStreamer cache clearing workaround for Wayland socket failures.
- **Improvements**
- Real-time logging of container processes to standard output and error
for easier monitoring.
- Enhanced process management and reduced CPU usage in protocol handling
loops.
- Updated dependency versions for greater stability and feature support.
- Improved audio capture defaults and expanded audio pipeline support.
- Enhanced video pipeline setup with conditional handling for different
encoder APIs and DMA-BUF support.
- Refined concurrency and lifecycle management in protocol messaging for
increased robustness.
- Consistent namespace usage and updated crate references across the
codebase.
- Enhanced SSH configuration with key management, port customization,
and startup verification.
- Improved GPU and video encoder integration in pipeline construction.
- Simplified error handling and consolidated write operations in
protocol streams.
- Removed Ludusavi installation from container image and updated package
installations.
- **Other**
- Minor formatting and style changes for better code readability and
maintainability.
- Docker build context now ignores `.idea` directory to streamline
builds.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
## Description
Update the readme file
## Related Issues
none
## Type of Change
- [ ] Bug fix (non-breaking change)
- [ ] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
functionality)
- [x] Documentation update
- [ ] Other (please describe):
## Checklist
- [x] I have updated relevant documentation
- [x] My code follows the project's coding style
- [x] My changes generate no new warnings/errors
## Notes for Reviewers
none
## Screenshots/Demo
none
## Additional Context
none
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **Documentation**
- Major overhaul of documentation structure and content for improved
clarity, modern presentation, and ease of navigation.
- Updated and expanded guides for installation, setup, architecture, and
command-line interfaces.
- Enhanced FAQ and troubleshooting sections with more comprehensive
answers and technical details.
- Added new guides for self-hosting with reverse proxy examples (Caddy,
Traefik) and developer notes.
- Improved theming, styling, and home page layout for the documentation
site.
- Simplified main README to a minimalistic project header and tagline.
- Added new documentation files for Nestri Relay introduction and
container CLI parameters.
- Removed outdated or redundant documentation files and components to
streamline content.
- **Chores**
- Updated, reorganized, or removed configuration files for dependencies,
linting, and environment setup.
- Switched to a new documentation theme and updated related project
dependencies.
- Removed Renovate configuration and ESLint config specific to docs app.
- Adjusted TypeScript and package configurations for better
compatibility.
- **Style**
- Improved dark mode support and visual consistency across documentation
and components.
- Introduced new Tailwind CSS theming and animation support for the
documentation site.
- **New Features**
- Added example configuration files for deploying Nestri Relay with
Caddy and Traefik reverse proxies.
- Introduced new Tailwind CSS theming and animation support for the
documentation site.
- Added a new logo component supporting light/dark mode and optional
title display.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: Victor Pahuus Petersen <49293748+victorpahuus@users.noreply.github.com>
Co-authored-by: Wanjohi <elviswanjohi47@gmail.com>
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced serverless API and authentication endpoints, improving
scalability and reliability.
- Added rate limiting to the API, providing protection against excessive
requests and returning custom error responses.
- **Improvements**
- Simplified infrastructure for both API and authentication, reducing
complexity and improving maintainability.
- Updated resource allocations for backend services to optimize
performance and cost.
- **Bug Fixes**
- Removed unused scripts and configuration, resulting in a cleaner
development environment.
- **Other**
- Updated type declarations to reflect new infrastructure changes.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
Whew, some stuff is still not re-implemented, but it's working!
Rabbit's gonna explode with the amount of changes I reckon 😅
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a peer-to-peer relay system using libp2p with enhanced
stream forwarding, room state synchronization, and mDNS peer discovery.
- Added decentralized room and participant management, metrics
publishing, and safe, size-limited, concurrent message streaming with
robust framing and callback dispatching.
- Implemented asynchronous, callback-driven message handling over custom
libp2p streams replacing WebSocket signaling.
- **Improvements**
- Migrated signaling and stream protocols from WebSocket to libp2p,
improving reliability and scalability.
- Simplified configuration and environment variables, removing
deprecated flags and adding persistent data support.
- Enhanced logging, error handling, and connection management for better
observability and robustness.
- Refined RTP header extension registration and NAT IP handling for
improved WebRTC performance.
- **Bug Fixes**
- Improved ICE candidate buffering and SDP negotiation in WebRTC
connections.
- Fixed NAT IP and UDP port range configuration issues.
- **Refactor**
- Modularized codebase, reorganized relay and server logic, and removed
deprecated WebSocket-based components.
- Streamlined message structures, removed obsolete enums and message
types, and simplified SafeMap concurrency.
- Replaced WebSocket signaling with libp2p stream protocols in server
and relay components.
- **Chores**
- Updated and cleaned dependencies across Go, Rust, and JavaScript
packages.
- Added `.gitignore` for persistent data directory in relay package.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
Co-authored-by: Philipp Neumann <3daquawolf@gmail.com>
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a retry and dead-letter queue system for more robust event
processing.
- Added a retry handler for processing failed Lambda invocations with
exponential backoff.
- Enhanced event handling to support retry logic and improved error
management.
- **Refactor**
- Replaced SQS-based library event processing with an event bus-based
approach.
- Updated event names and structure for improved clarity and
consistency.
- Removed legacy library queue and related infrastructure.
- **Chores**
- Updated dependencies to include the AWS Lambda client.
- Cleaned up unused code and removed deprecated event handling logic.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a new database schema with tables for games, users, Steam
accounts, categories, friends lists, images, and game libraries.
- Added new enumerated types for compatibility, controller support,
category type, image type, and Steam status.
- **Refactor**
- Removed all team and membership-related features, including tables,
relationships, and access permissions.
- Simplified the primary key structure of the images table.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a new database schema supporting tables for games,
categories, friends lists, images, game libraries, Steam accounts, and
users, with improved relationships and constraints.
- Added new enum types to enhance data consistency for game
compatibility, controller support, category type, image type, and Steam
status.
- **Chores**
- Updated migration history to reflect the latest schema changes.
- **Revert**
- Removed the previous "members" and "teams" tables and related enum
types from the database.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Added support for managing multiple Steam profiles per user, including
a new profiles page with avatar selection and profile management.
- Introduced a streamlined Steam authentication flow using a popup
window, replacing the previous QR code and team-based login.
- Added utilities for Steam image handling and metadata, including
avatar preloading and static Steam metadata mappings.
- Enhanced OpenID verification for Steam login.
- Added new image-related events and expanded event handling for Steam
account updates and image processing.
- **Improvements**
- Refactored the account structure from teams to profiles, updating
related UI, context, and storage.
- Updated API headers and authentication logic to use Steam IDs instead
of team IDs.
- Expanded game metadata with new fields for categories, franchises, and
social links.
- Improved library and category schemas for richer game and profile
data.
- Simplified and improved Steam API client methods for fetching user
info, friends, and game libraries using Steam Web API.
- Updated queue processing to handle individual game updates and publish
image events.
- Adjusted permissions and queue configurations for better message
handling and dead-letter queue support.
- Improved slug creation and rating estimation utilities.
- **Bug Fixes**
- Fixed avatar image loading to display higher quality images after
initial load.
- **Removals**
- Removed all team, member, and credential management functionality and
related database schemas.
- Eliminated the QR code-based login and related UI components.
- Deleted legacy team and member database tables and related code.
- Removed encryption utilities and deprecated secret keys in favor of
new secret management.
- **Chores**
- Updated dependencies and internal configuration for new features and
schema changes.
- Cleaned up unused code and updated database migrations for new data
structures.
- Adjusted import orders and removed unused imports across multiple
modules.
- Added new resource declarations and updated service link
configurations.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
Made argument parsing and handling much nicer with clap features.
Changed to tracing package for logging and made other improvements
around to hopefully make things more robust and logical.
Default audio-capture-method is now PipeWire since it seems to work
perfectly fine with latest gstreamer 🎉
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Improved command-line argument parsing with stricter validation, type
safety, and clearer help messages.
- Enhanced GPU selection and logging, including explicit GPU info
logging and support for negative GPU indices for auto-selection.
- Added support for new audio and video codec and encoder enums,
providing safer and more flexible codec handling.
- **Bug Fixes**
- Improved error handling and logging throughout the application,
unifying logs under the `tracing` system for better diagnostics.
- Fixed issues with directory ownership and environment variable
handling in startup scripts.
- **Refactor**
- Replaced string-based parsing and manual conversions with strongly
typed enums and value parsers.
- Updated logging from `println!` and `log` macros to the `tracing`
crate for consistency.
- Simplified and unified the handling of pipeline and element references
in the signaling and data channel logic.
- **Chores**
- Updated and cleaned up dependencies, including switching from `log` to
`tracing` and upgrading the `webrtc` crate.
- Removed unused or redundant code and environment variables for
improved maintainability.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
## Description
Adds DMA-BUF support for non-NVIDIA GPUs using GL elements as conversion
workaround.
Tested with QSV and VA encoders, note that H.264 seems to only work for
QSV encoder, for `vah264(lp)enc` theres major CPU usage with DMA-BUF
enabled.
Don't mind the branch name, I was working on relay before and changed
gears to runner after noticing some DMA-BUF stuff 😅
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **Chores**
- Added a `.dockerignore` file to exclude the `target` directory from
Docker builds.
- Updated `.gitignore` to ignore the `target` directory.
- **New Features**
- Enhanced video processing pipeline with updated handling of DMA-BUF
support, including improved compatibility for different GPU vendors and
refined video element configurations.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a new environment variable for improved configuration
options.
- **Chores**
- Updated and locked dependency versions for enhanced stability.
- Marked certain packages as private to prevent accidental publication.
- Updated package metadata and trusted dependencies for better
dependency management.
- **Refactor**
- Adjusted provider structure in the app to wrap children components
with an additional context provider.
- Simplified and cleaned up provider context code for maintainability.
- Improved import statements for clarity and type safety.
- **Style**
- Reorganized import order for consistency.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
- Made it so failed NVIDIA driver install won't quit entrypoint script
if other GPU vendors are present (fixes mixed GPU cases).
- Switch to gamescope as compositor, with optional SYS_NICE cap handling
for higher priority.
- Use mangohud preset 2 for stats, which is more compact.
- Fixes to nestri-server lspci regex, to deal with AMD naming scheme.
- Added missing radeon vulkan driver packages.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Added support for additional AMD Vulkan drivers.
- Integrated Steam launch directly within the gamescope compositor for a
streamlined startup.
- **Bug Fixes**
- Improved GPU driver fallback handling to ensure smoother operation on
systems without NVIDIA GPUs.
- Enhanced PCI device parsing for more accurate GPU detection.
- **Chores**
- Updated environment configuration to use X11 session type and set
MangoHud preset.
- Removed unused packages and legacy compositor/resolution management
logic.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Added AWS queue infrastructure and SQS handler for processing Steam
game libraries and images.
- Introduced event-driven handling for new credentials and game
additions, including image uploads to S3.
- Added client functions to fetch Steam user libraries, friends lists,
app info, and related images.
- Added new database columns and schema updates to track game
acquisition, playtime, and family sharing.
- Added utility function for chunking arrays.
- Added new event notifications for library queue processing and game
creation.
- Added new lookup functions for categories and teams by slug.
- Introduced a new Team API with endpoints to list and fetch teams by
slug.
- Added a new Steam library page displaying game images.
- **Enhancements**
- Improved game creation with event notifications and upsert logic.
- Enhanced category and team retrieval with new lookup functions.
- Renamed and refined image categories for clearer classification.
- Expanded dependencies for image processing and AWS SDK integration.
- Improved image processing utilities with caching, ranking, and
metadata extraction.
- Refined Steam client utilities for concurrency and error handling.
- **Bug Fixes**
- Fixed event publishing timing and removed deprecated credential
retrieval methods.
- **Chores**
- Updated infrastructure configurations with increased timeouts, memory,
and resource linking.
- Added new dependencies for image processing, caching, and AWS SDK
clients.
- Refined internal code structure and imports for clarity.
- Removed Steam provider and related UI components from the frontend.
- Disabled authentication providers and Steam-related routes in the
frontend.
- Updated API fetch handler to accept environment bindings.
- **Refactor**
- Simplified query result handling and renamed functions for better
clarity.
- Removed outdated event handler in favor of consolidated event
subscriber.
- Consolidated and simplified database relationships and permission
queries.
- **Tests**
- No explicit test changes included in this release.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced support for associating rich image metadata (color,
dimensions, file size) with games, organized by categories like
screenshots, box art, posters, hero art, backgrounds, logos, and icons.
- Game and library listings now include related image collections for
enhanced browsing and detail views.
- **Improvements**
- Updated game library management to use a consistent base game
identifier, improving data consistency and reliability.
- Enhanced data schemas and access permissions to allow public viewing
of game images and refined access control for game libraries.
- Added comprehensive database schema updates for games, categories,
images, and libraries to support new features and ensure data integrity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced comprehensive management of game libraries, including
adding, removing, and listing games in a user's Steam library.
- Added new API endpoints for retrieving detailed game information by ID
and listing all games in a user's library.
- Enabled friend-related API endpoints to list friends and fetch friend
details by SteamID.
- Added category and base game data structures with validation and
serialization for enriched game metadata.
- Introduced ownership update functionality for Steam accounts during
login.
- Added new game and category linking to support detailed game metadata
and categorization.
- Introduced member retrieval functions for enhanced team and user
management.
- **Improvements**
- Enhanced authentication to enforce team membership checks and provide
member-level access control.
- Improved Steam account ownership handling to ensure accurate user
association.
- Added indexes to friend relationships for optimized querying.
- Refined API routing structure with added game and friend routes.
- Improved friend listing queries for efficiency and data completeness.
- **Bug Fixes**
- Fixed formatting issues in permissions related to Steam accounts.
- **Other**
- Refined event handling for user account refresh based on user ID
instead of email.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Expanded data model to include users, Steam accounts, teams, members,
and friends lists for richer user and team management.
- Introduced detailed relationships and row-level permissions for
enhanced access control.
- **Chores**
- Updated dependency version for improved compatibility.
- Adjusted environment variables and configuration for improved
performance and reliability.
- Updated development scripts for clearer SQL permissions generation and
workflow separation.
- Enhanced .gitignore to exclude SQL files from version control.
- **Refactor**
- Restructured schema and permissions logic for greater flexibility and
security.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a real-time Steam login flow using QR codes and server-sent
events (SSE) for team creation and authentication.
- Added Steam account and friend management, including secure credential
storage and friend list synchronization.
- Integrated Steam login endpoints into the API, enabling QR code-based
login and automated team setup.
- **Improvements**
- Enhanced data security by implementing encrypted storage for sensitive
tokens.
- Updated database schema to support Steam accounts, teams, memberships,
and social connections.
- Refined type definitions and consolidated account-related information
for improved consistency.
- **Bug Fixes**
- Fixed trade ban status representation for Steam accounts.
- **Chores**
- Removed legacy C# Steam authentication service and related
configuration files.
- Updated and cleaned up package dependencies and development tooling.
- Streamlined type declaration files and resource definitions.
- **Style**
- Redesigned the team creation page UI with a modern, animated QR code
login interface.
- **Documentation**
- Updated OpenAPI documentation for new Steam login endpoints.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced comprehensive account management with combined user and
team info.
- Added advanced, context-aware logging utilities.
- Implemented invite code generation for teams with uniqueness
guarantees.
- Expanded example data for users, teams, subscriptions, sessions, and
games.
- **Enhancements**
- Refined user, team, member, and Steam account schemas for richer data
and validation.
- Streamlined user creation, login acknowledgment, and error handling.
- Improved API authentication and unified actor context management.
- Added persistent shared temporary volume support to API and auth
services.
- Enhanced Steam account management with create, update, and event
notifications.
- Refined team listing and serialization integrating Steam accounts as
members.
- Simplified event, context, and logging systems.
- Updated API and auth middleware for better token handling and actor
provisioning.
- **Bug Fixes**
- Fixed multiline log output to prefix each line with log level.
- **Removals**
- Removed machine and subscription management features, including
schemas and DB tables.
- Disabled machine-based authentication and removed related subject
schemas.
- Removed deprecated fields and legacy logic from member and team
management.
- Removed legacy event and error handling related to teams and members.
- **Chores**
- Reorganized and cleaned exports across utility and API modules.
- Updated database schemas for users, teams, members, and Steam
accounts.
- Improved internal code structure, imports, and error messaging.
- Moved logger patching to earlier initialization for consistent
logging.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Centralized and standardized error response schemas for APIs.
- Utility functions for result formatting and enhanced validation error
handling.
- New utility modules for authentication and OAuth provider handling.
- Added Discord OAuth user data fetching with email verification.
- **Bug Fixes**
- Improved error safety in cloud task creation by preventing potential
runtime errors.
- **Refactor**
- Major simplification and reorganization of API routes and
authentication logic.
- Migration from valibot to zod for schema validation.
- Streamlined import paths and consolidated utility exports.
- Simplified TypeScript and .gitignore configuration for easier
maintenance.
- Disabled machine authentication provider and related logic.
- **Chores**
- Removal of unused or deprecated API endpoints, database migration, and
permissions deployment code.
- Updated package dependencies and scripts for improved reliability and
performance.
- Enhanced documentation and updated project metadata.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a new subscription API endpoint for managing subscriptions
and products.
- Enhanced subscription management with new entities and
functionalities.
- Added functionality to retrieve current timestamps in both local and
UTC formats.
- Added Polar.sh integration with customer portal and checkout session
creation APIs.
- **Refactor**
- Redesigned team details to now present members and subscription
information instead of a plan type.
- Enhanced member management by incorporating role assignments.
- Streamlined user data handling and removed legacy subscription event
logic.
- Simplified error handling in actor functions for better clarity.
- Updated plan types and UI labels to reflect new subscription tiers.
- Improved database indexing for Steam user data.
- **Chores**
- Updated the database schema with new tables and fields to support
subscription, team, and member enhancements.
- Extended identifier prefixes to broaden system integration.
- Added new secrets related to pricing plans in infrastructure
configuration.
- Configured API and auth routing with new domain and routing rules.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Bumps the go_modules group with 1 update in the /packages/maitred
directory: [golang.org/x/net](https://github.com/golang/net).
Updates `golang.org/x/net` from 0.34.0 to 0.38.0
<details>
<summary>Commits</summary>
<ul>
<li><a
href="e1fcd82abb"><code>e1fcd82</code></a>
html: properly handle trailing solidus in unquoted attribute value in
foreign...</li>
<li><a
href="ebed060e8f"><code>ebed060</code></a>
internal/http3: fix build of tests with GOEXPERIMENT=nosynctest</li>
<li><a
href="1f1fa29e0a"><code>1f1fa29</code></a>
publicsuffix: regenerate table</li>
<li><a
href="12150816f7"><code>1215081</code></a>
http2: improve error when server sends HTTP/1</li>
<li><a
href="312450e473"><code>312450e</code></a>
html: ensure <search> tag closes <p> and update tests</li>
<li><a
href="09731f9bf9"><code>09731f9</code></a>
http2: improve handling of lost PING in Server</li>
<li><a
href="55989e24b9"><code>55989e2</code></a>
http2/h2c: use ResponseController for hijacking connections</li>
<li><a
href="2914f46773"><code>2914f46</code></a>
websocket: re-recommend gorilla/websocket</li>
<li><a
href="99b3ae0643"><code>99b3ae0</code></a>
go.mod: update golang.org/x dependencies</li>
<li><a
href="85d1d54551"><code>85d1d54</code></a>
go.mod: update golang.org/x dependencies</li>
<li>Additional commits viewable in <a
href="https://github.com/golang/net/compare/v0.34.0...v0.38.0">compare
view</a></li>
</ul>
</details>
<br />
[](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores)
Dependabot will resolve any conflicts with this PR as long as you don't
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You can trigger Dependabot actions by commenting on this PR:
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## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- User profiles now display integrated Steam account information for a
more consolidated view.
- Accounts can now include associated teams and Steam account
information.
- **Refactor**
- Streamlined the underlying data structures for user, machine, and
Steam information to improve consistency and performance.
- **Chores**
- Updated database schemas and upgraded core dependencies, including the
`remeda` and `vite` packages, while refining authentication settings for
smoother operation.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Bumps the npm_and_yarn group with 1 update in the /apps/docs directory:
[vite](https://github.com/vitejs/vite/tree/HEAD/packages/vite).
Bumps the npm_and_yarn group with 1 update in the /apps/www directory:
[vite](https://github.com/vitejs/vite/tree/HEAD/packages/vite).
Bumps the npm_and_yarn group with 1 update in the /packages/www
directory:
[vite](https://github.com/vitejs/vite/tree/HEAD/packages/vite).
Updates `vite` from 6.2.5 to 6.2.6
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/vitejs/vite/releases">vite's
releases</a>.</em></p>
<blockquote>
<h2>v6.2.6</h2>
<p>Please refer to <a
href="https://github.com/vitejs/vite/blob/v6.2.6/packages/vite/CHANGELOG.md">CHANGELOG.md</a>
for details.</p>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
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changelog</a>.</em></p>
<blockquote>
<h2><!-- raw HTML omitted -->6.2.6 (2025-04-10)<!-- raw HTML omitted
--></h2>
<ul>
<li>fix: reject requests with <code>#</code> in request-target (<a
href="https://github.com/vitejs/vite/tree/HEAD/packages/vite/issues/19830">#19830</a>)
(<a
href="3bb0883d22">3bb0883</a>),
closes <a
href="https://redirect.github.com/vitejs/vite/issues/19830">#19830</a></li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="d3dbf25fd5"><code>d3dbf25</code></a>
release: v6.2.6</li>
<li><a
href="3bb0883d22"><code>3bb0883</code></a>
fix: reject requests with <code>#</code> in request-target (<a
href="https://github.com/vitejs/vite/tree/HEAD/packages/vite/issues/19830">#19830</a>)</li>
<li>See full diff in <a
href="https://github.com/vitejs/vite/commits/v6.2.6/packages/vite">compare
view</a></li>
</ul>
</details>
<br />
Updates `vite` from 6.0.14 to 6.0.15
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/vitejs/vite/releases">vite's
releases</a>.</em></p>
<blockquote>
<h2>v6.2.6</h2>
<p>Please refer to <a
href="https://github.com/vitejs/vite/blob/v6.2.6/packages/vite/CHANGELOG.md">CHANGELOG.md</a>
for details.</p>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/vitejs/vite/blob/v6.2.6/packages/vite/CHANGELOG.md">vite's
changelog</a>.</em></p>
<blockquote>
<h2><!-- raw HTML omitted -->6.2.6 (2025-04-10)<!-- raw HTML omitted
--></h2>
<ul>
<li>fix: reject requests with <code>#</code> in request-target (<a
href="https://github.com/vitejs/vite/tree/HEAD/packages/vite/issues/19830">#19830</a>)
(<a
href="3bb0883d22">3bb0883</a>),
closes <a
href="https://redirect.github.com/vitejs/vite/issues/19830">#19830</a></li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="d3dbf25fd5"><code>d3dbf25</code></a>
release: v6.2.6</li>
<li><a
href="3bb0883d22"><code>3bb0883</code></a>
fix: reject requests with <code>#</code> in request-target (<a
href="https://github.com/vitejs/vite/tree/HEAD/packages/vite/issues/19830">#19830</a>)</li>
<li>See full diff in <a
href="https://github.com/vitejs/vite/commits/v6.2.6/packages/vite">compare
view</a></li>
</ul>
</details>
<br />
Updates `vite` from 6.0.14 to 6.0.15
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/vitejs/vite/releases">vite's
releases</a>.</em></p>
<blockquote>
<h2>v6.2.6</h2>
<p>Please refer to <a
href="https://github.com/vitejs/vite/blob/v6.2.6/packages/vite/CHANGELOG.md">CHANGELOG.md</a>
for details.</p>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
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changelog</a>.</em></p>
<blockquote>
<h2><!-- raw HTML omitted -->6.2.6 (2025-04-10)<!-- raw HTML omitted
--></h2>
<ul>
<li>fix: reject requests with <code>#</code> in request-target (<a
href="https://github.com/vitejs/vite/tree/HEAD/packages/vite/issues/19830">#19830</a>)
(<a
href="3bb0883d22">3bb0883</a>),
closes <a
href="https://redirect.github.com/vitejs/vite/issues/19830">#19830</a></li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="d3dbf25fd5"><code>d3dbf25</code></a>
release: v6.2.6</li>
<li><a
href="3bb0883d22"><code>3bb0883</code></a>
fix: reject requests with <code>#</code> in request-target (<a
href="https://github.com/vitejs/vite/tree/HEAD/packages/vite/issues/19830">#19830</a>)</li>
<li>See full diff in <a
href="https://github.com/vitejs/vite/commits/v6.2.6/packages/vite">compare
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</ul>
</details>
<br />
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## Description
This attempts to connect the Steam account to user account... for easier
management
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Enhanced user profiles and account views now display integrated Steam
account details and enriched team associations for a more comprehensive
experience.
- **Chores**
- Backend and database refinements have been implemented to improve
system stability, data integrity, and overall performance.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
- Improves latency for runner
- Fixes bugs in entrypoint bash scripts
- Package updates, gstreamer 1.26 and workaround for it
Modified runner workflow to hopefully pull latest cachyos base image on
nightlies. This will cause a full build but for nightlies should be
fine?
Also removed the duplicate key-down workaround as we've enabled ordered
datachannels now. Increased retransmit to 2 from 0 to see if it'll help
with some network issues.
Marked as draft as I need to do bug testing still, I'll do it after
fever calms down 😅
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Enhanced deployment workflows with optimized container image
management.
- Improved audio and video processing for lower latency and better
synchronization.
- Consolidated debugging options to ease command-line monitoring.
- **Refactor**
- Streamlined internal script flow and process handling for smoother
performance.
- Updated dependency management and communication protocols to boost
overall stability.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Upgraded API and authentication services with dynamic scaling,
enhanced load balancing, and real-time interaction endpoints.
- Introduced new commands to streamline local development and container
builds.
- Added new endpoints for retrieving Steam account information and
managing connections.
- Implemented a QR code authentication interface for Steam, enhancing
user login experiences.
- **Database Updates**
- Rolled out comprehensive schema migrations that improve data integrity
and indexing.
- Introduced new tables for managing Steam user credentials and machine
information.
- **UI Enhancements**
- Added refreshed animated assets and an improved QR code login flow for
a more engaging experience.
- Introduced new styled components for displaying friends and games.
- **Maintenance**
- Completed extensive refactoring and configuration updates to optimize
performance and development workflows.
- Updated logging configurations and improved error handling mechanisms.
- Streamlined resource definitions in the configuration files.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Description
This attempts to limit the dependabot alerts to a week, plus make sure
it works on all the projects
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **Chores**
- Introduced an automated dependency update configuration to help keep
all package ecosystems current.
- **Bug Fixes**
- Adjusted the email sender address configuration to ensure that
outgoing communications display the intended sender details.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
We are attempting to hookup maitred to the API
Maitred duties will be:
- [ ] Hookup to the API
- [ ] Wait for signal (from the API) to start Steam
- [ ] Stop signal to stop the gaming session, clean up Steam... and
maybe do the backup
## Summary by CodeRabbit
- **New Features**
- Introduced Docker-based deployment configurations for both the main
and relay applications.
- Added new API endpoints enabling real-time machine messaging and
enhanced IoT operations.
- Expanded database schema and actor types to support improved machine
tracking.
- **Improvements**
- Enhanced real-time communication and relay management with streamlined
room handling.
- Upgraded dependencies, logging, and error handling for greater
stability and performance.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
Co-authored-by: Kristian Ollikainen <14197772+DatCaptainHorse@users.noreply.github.com>
Bumps the npm_and_yarn group with 1 update in the /apps/docs directory:
[vite](https://github.com/vitejs/vite/tree/HEAD/packages/vite).
Updates `vite` from 6.2.2 to 6.2.3
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/vitejs/vite/releases">vite's
releases</a>.</em></p>
<blockquote>
<h2>v6.2.3</h2>
<p>Please refer to <a
href="https://github.com/vitejs/vite/blob/v6.2.3/packages/vite/CHANGELOG.md">CHANGELOG.md</a>
for details.</p>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/vitejs/vite/blob/v6.2.3/packages/vite/CHANGELOG.md">vite's
changelog</a>.</em></p>
<blockquote>
<h2><!-- raw HTML omitted -->6.2.3 (2025-03-24)<!-- raw HTML omitted
--></h2>
<ul>
<li>fix: fs raw query with query separators (<a
href="https://github.com/vitejs/vite/tree/HEAD/packages/vite/issues/19702">#19702</a>)
(<a
href="f234b5744d">f234b57</a>),
closes <a
href="https://redirect.github.com/vitejs/vite/issues/19702">#19702</a></li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="16869d7c99"><code>16869d7</code></a>
release: v6.2.3</li>
<li><a
href="f234b5744d"><code>f234b57</code></a>
fix: fs raw query with query separators (<a
href="https://github.com/vitejs/vite/tree/HEAD/packages/vite/issues/19702">#19702</a>)</li>
<li>See full diff in <a
href="https://github.com/vitejs/vite/commits/v6.2.3/packages/vite">compare
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## Description
This deploys docs to cloudflare pages
## Related Issues
<!-- List any related issues (e.g., "Closes #123", "Fixes #456") -->
## Type of Change
- [ ] Bug fix (non-breaking change)
- [ ] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
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## Checklist
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## Description
Fix an issue where the `apps/www` CI does not push to main
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## Description
This fixes issues with the `apps/www` ci
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## Type of Change
- [x] Bug fix (non-breaking change)
- [ ] New feature (non-breaking change)
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## Checklist
- [ ] I have updated relevant documentation
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## Description
This attempts to deploy `apps/www` to the new CF account using
cloudflare pages project
## Related Issues
<!-- List any related issues (e.g., "Closes #123", "Fixes #456") -->
## Type of Change
- [ ] Bug fix (non-breaking change)
- [x] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
functionality)
- [ ] Documentation update
- [ ] Other (please describe):
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- [ ] My code follows the project's coding style
- [ ] My changes generate no new warnings/errors
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## Additional Context
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## Description
This fixes an issue where `openauthjs` throws timeout errors while
attempting to access DynamoDB
> I am so glad this was not a major issue 😅
## Related Issues
[OpenAuth Error TypeError: fetch failed while accessing DynamoDB on AWS
#5543
](https://github.com/sst/sst/issues/5543)
[Error TypeError: fetch failed while accessing DynamoDB on AWS
#220](https://github.com/toolbeam/openauth/issues/220)
## Type of Change
- [x] Bug fix (non-breaking change)
- [ ] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
functionality)
- [ ] Documentation update
- [ ] Other (please describe):
## Checklist
- [x] I have updated relevant documentation
- [ ] My code follows the project's coding style
- [ ] My changes generate no new warnings/errors
## Screenshots/Demo

## Description
<!-- Briefly describe the purpose and scope of your changes -->
## Related Issues
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## Type of Change
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- [ ] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
functionality)
- [ ] Documentation update
- [ ] Other (please describe):
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Bumps the cargo group with 1 update in the /packages/server directory:
[ring](https://github.com/briansmith/ring).
Updates `ring` from 0.17.11 to 0.17.13
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/briansmith/ring/blob/main/RELEASES.md">ring's
changelog</a>.</em></p>
<blockquote>
<h1>Version 0.17.13 (2025-03-06)</h1>
<p>Increased MSRV to 1.66.0 to avoid bugs in earlier versions so that we
can
safely use <code>core::arch::x86_64::__cpuid</code> and
<code>core::arch::x86::__cpuid</code> from
Rust in future releases.</p>
<p>AVX2-based VAES-CLMUL implementation. This will be a notable
performance
improvement for most newish x86-64 systems. This will likely raise the
minimum
binutils version supported for very old Linux distros.</p>
<h1>Version 0.17.12 (2025-03-05)</h1>
<p>Bug fix: <a
href="https://redirect.github.com/briansmith/ring/pull/2447">briansmith/ring#2447</a>
for denial of service (DoS).</p>
<ul>
<li>
<p>Fixes a panic in
<code>ring::aead::quic::HeaderProtectionKey::new_mask()</code> when
integer overflow checking is enabled. In the QUIC protocol, an attacker
can
induce this panic by sending a specially-crafted packet. Even
unintentionally
it is likely to occur in 1 out of every 2**32 packets sent and/or
received.</p>
</li>
<li>
<p>Fixes a panic on 64-bit targets in <code>ring::aead::{AES_128_GCM,
AES_256_GCM}</code>
when overflow checking is enabled, when encrypting/decrypting
approximately
68,719,476,700 bytes (about 64 gigabytes) of data in a single chunk.
Protocols
like TLS and SSH are not affected by this because those protocols break
large
amounts of data into small chunks. Similarly, most applications will not
attempt to encrypt/decrypt 64GB of data in one chunk.</p>
</li>
</ul>
<p>Overflow checking is not enabled in release mode by default, but
<code>RUSTFLAGS="-C overflow-checks"</code> or
<code>overflow-checks = true</code> in the Cargo.toml
profile can override this. Overflow checking is usually enabled by
default in
debug mode.</p>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li>See full diff in <a
href="https://github.com/briansmith/ring/commits">compare view</a></li>
</ul>
</details>
<br />
[](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores)
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## Description
This is an attempt to finish up on the onboarding and creating a team
## Type of Change
- [ ] Bug fix (non-breaking change)
- [x] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
functionality)
- [ ] Documentation update
- [ ] Other (please describe):
## Checklist
- [ ] I have updated relevant documentation
- [x] My code follows the project's coding style
- [x] My changes generate no new warnings/errors
## Description
Migrates to a neon account shared by the Nestrilabs organisation
## Related Issues
<!-- List any related issues (e.g., "Closes #123", "Fixes #456") -->
## Type of Change
- [ ] Bug fix (non-breaking change)
- [ ] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
functionality)
- [ ] Documentation update
- [ ] Other (please describe):
## Checklist
- [ ] I have updated relevant documentation
- [ ] My code follows the project's coding style
- [ ] My changes generate no new warnings/errors
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## Description
This attempts to fix all database issues for all teammates
## Related Issues
1. Getting funny errors while trying to run `sst dev`
2. The neon pulumi stuff trying to create a db each time on push
## Type of Change
- [x] Bug fix (non-breaking change)
- [ ] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
functionality)
- [ ] Documentation update
- [ ] Other (please describe):
## Checklist
- [ ] I have updated relevant documentation
- [ ] My code follows the project's coding style
- [x] My changes generate no new warnings/errors
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## Description
This PR will work on adding port muxing (share single port for HTTP/WS +
WebRTC connections), along with API communication.
## Type of Change
- [x] Bug fix (non-breaking change)
- [x] New feature (non-breaking change)
## Checklist
- [ ] I have updated relevant documentation
- [x] My code follows the project's coding style
- [x] My changes generate no new warnings/errors
---------
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
## Description
Attempts to fix the build issue (again) where the non-variable fonts
from font-source are throwing `Missing "./*00.css" specifier in
"@fontsource/geist-*` while building or developing locally... like damn!
## Related Issues
<!-- List any related issues (e.g., "Closes #123", "Fixes #456") -->
## Type of Change
- [x] Bug fix (non-breaking change)
- [ ] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
functionality)
- [ ] Documentation update
- [ ] Other (please describe):
## Checklist
- [x] I have updated relevant documentation
- [x] My code follows the project's coding style
- [ ] My changes generate no new warnings/errors
## Description
This fixes the issue where Cloudflare fails
## Related Issues
<!-- List any related issues (e.g., "Closes #123", "Fixes #456") -->
## Type of Change
- [x] Bug fix (non-breaking change)
- [ ] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
functionality)
- [ ] Documentation update
- [ ] Other (please describe):
## Checklist
- [x] I have updated relevant documentation
- [x] My code follows the project's coding style
- [x] My changes generate no new warnings/errors
## Description
- Updates to latest Rust 2024 🎉
- Make DataChannel messages ordered on nestri-server side
- Bugfixes and code improvements + formatting
## Type of Change
- [x] Bug fix (non-breaking change)
- [x] New feature (non-breaking change)
## Checklist
- [x] I have updated relevant documentation
- [x] My code follows the project's coding style
- [x] My changes generate no new warnings/errors
---------
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
Co-authored-by: Wanjohi <elviswanjohi47@gmail.com>
Bumps the npm_and_yarn group with 1 update in the /packages/www
directory:
[vite](https://github.com/vitejs/vite/tree/HEAD/packages/vite).
Updates `vite` from 5.4.10 to 5.4.12
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/vitejs/vite/releases">vite's
releases</a>.</em></p>
<blockquote>
<h2>v5.4.12</h2>
<p>This version contains a breaking change due to security fixes. See <a
href="https://github.com/vitejs/vite/security/advisories/GHSA-vg6x-rcgg-rjx6">https://github.com/vitejs/vite/security/advisories/GHSA-vg6x-rcgg-rjx6</a>
for more details.</p>
<p>Please refer to <a
href="https://github.com/vitejs/vite/blob/v5.4.12/packages/vite/CHANGELOG.md">CHANGELOG.md</a>
for details.</p>
<h2>v5.4.11</h2>
<p>Please refer to <a
href="ecd2375460/packages/vite/CHANGELOG.md">CHANGELOG.md</a>
for details.</p>
</blockquote>
</details>
<details>
<summary>Changelog</summary>
<p><em>Sourced from <a
href="https://github.com/vitejs/vite/blob/v5.4.12/packages/vite/CHANGELOG.md">vite's
changelog</a>.</em></p>
<blockquote>
<h2><!-- raw HTML omitted -->5.4.12 (2025-01-20)<!-- raw HTML omitted
--></h2>
<ul>
<li>fix!: check host header to prevent DNS rebinding attacks and
introduce <code>server.allowedHosts</code> (<a
href="9da4abc8dd">9da4abc</a>)</li>
<li>fix!: default <code>server.cors: false</code> to disallow fetching
from untrusted origins (<a
href="dfea38f1ff">dfea38f</a>)</li>
<li>fix: verify token for HMR WebSocket connection (<a
href="b71a5c89a1">b71a5c8</a>)</li>
<li>chore: add deps update changelog (<a
href="ecd2375460">ecd2375</a>)</li>
</ul>
<h2><!-- raw HTML omitted -->5.4.11 (2024-11-11)<!-- raw HTML omitted
--></h2>
<ul>
<li>fix(deps): update dependencies of postcss-modules (<a
href="ceb15db613">ceb15db</a>),
closes <a
href="https://redirect.github.com/vitejs/vite/issues/18617">#18617</a></li>
</ul>
</blockquote>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="f428aa9af8"><code>f428aa9</code></a>
release: v5.4.12</li>
<li><a
href="9da4abc8dd"><code>9da4abc</code></a>
fix!: check host header to prevent DNS rebinding attacks and introduce
`serve...</li>
<li><a
href="b71a5c89a1"><code>b71a5c8</code></a>
fix: verify token for HMR WebSocket connection</li>
<li><a
href="dfea38f1ff"><code>dfea38f</code></a>
fix!: default <code>server.cors: false</code> to disallow fetching from
untrusted origins</li>
<li><a
href="ecd2375460"><code>ecd2375</code></a>
chore: add deps update changelog</li>
<li><a
href="c54c860f9d"><code>c54c860</code></a>
release: v5.4.11</li>
<li>See full diff in <a
href="https://github.com/vitejs/vite/commits/v5.4.12/packages/vite">compare
view</a></li>
</ul>
</details>
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## Description
- [x] Adds support for AWS SSO, which makes us (the team) able to use
SST and update the components independently
- [x] Splits the webpage into the landing page (Qwik), and Astro (the
console) in charge of playing. This allows us to pass in Environment
Variables to the console
- ~Migrates the docs from Nuxt to Nextjs, and connects them to SST. This
allows us to use Fumadocs _citation needed_ that's much more beautiful,
and supports OpenApi~
- Cloudflare pages with github integration is not working on our new CF
account. So we will have to push the pages deployment manually with
Github actions
- [x] Moves the current set up from my personal CF and AWS accounts to
dedicated Nestri accounts -
## Related Issues
<!-- List any related issues (e.g., "Closes #123", "Fixes #456") -->
## Type of Change
- [ ] Bug fix (non-breaking change)
- [x] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
functionality)
- [x] Documentation update
- [ ] Other (please describe):
## Checklist
- [x] I have updated relevant documentation
- [x] My code follows the project's coding style
- [x] My changes generate no new warnings/errors
## Notes for Reviewers
<!-- Point out areas you'd like reviewers to focus on, questions you
have, or decisions that need discussion -->
Please approve my PR 🥹
## Screenshots/Demo
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## Additional Context
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#### Description
This PR will be fixing issue of runner not working under Ubuntu and
other Debian-based distros with NVIDIA GPUs.
Another fix will be arriving is allowing Steam to run without namespace
requirements, removing the need for `--privileged` flag in certain
situations.
#### Type of Change
- [x] Bug fix (non-breaking change)
---------
Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
2025-02-27 17:37:23 +02:00
720 changed files with 64553 additions and 42673 deletions
Portions of this software are licensed as follows:
* All content that resides under https://github.com/nestrilabs/nestri/tree/dev/cloud and
https://github.com/nestrilabs/nestri/tree/production/cloud directory of this repository (Commercial License) is licensed under the license defined in "cloud/LICENSE".
* All third party components incorporated into the Nestri Software are licensed under the original license provided by the owner of the applicable component.
* Content outside of the above mentioned directories or restrictions above is available under the "AGPLv3" license as defined below.
GNU AFFERO GENERAL PUBLIC LICENSE
Version 3, 19 November 2007
@@ -658,4 +668,4 @@ specific requirements.
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU AGPL, see
<img src="/apps/www/public/seo/banner.png" alt="Nestri - What will you play next?">
</a>
</h1>
</div>
Nestri is an open-source, self-hosted Geforce Now alternative with Stadia's social features. <strong>Built and shaped by our gaming community.</strong>
<br/>
<br/>
</div>
<div align="center">
[![][github-release-shield]][github-release-link]
[![][discord-shield]][discord-link]
[![][github-license-shield]][github-license-link]
[![][github-stars-shield]][github-stars-link]
**Share the Nestri Repository on Social Media**
[![][share-x-shield]][share-x-link]
[![][share-reddit-shield]][share-reddit-link]
</div>
> **Note**
> Nestri is more closer (in feature comparison) to Jellyfin/Plex than Moonlight. Our goal is to develop a comprehensive self-hosted cloud gaming solution for your home server.
## Features
- Save and share your game progress easily with friends
- Simultaneously run multiple games on your GPU using Virtio-GPU Venus and/or Virgl
- Play games using either your integrated GPU or dedicated GPU
- Enjoy titles from your preferred Game Stores - Steam, Epic Games, Amazon Games, GOG.com
- Experience Android gaming
- Organize gaming sessions with friends and family through Nestri Parties
- Stream directly to YouTube and Twitch straight from your setup
- Family sharing capabilities
- Support for Controller, Touchscreen, Keyboard, and Mouse devices
## Possible Use Cases
- Organize game nights or LAN parties with friends online or locally
- For game developers, showcase your proof-of-concept multiplayer games for testing without installation
- Create and manage your custom cloud-gaming platform using our robust API
- Establish a game server for your family to enjoy gaming on the go
## Goals
- Provide a user-friendly setup - fire and forget
- Deliver a simple and elegant interface for managing and playing your game library
- Ensure a high-quality gaming experience out-of-the-box
- Optimize for the best gaming performance right from the start
## Non-Goals
- Become a generic cloud-gaming service
## Built With
- Cloudflare Workers
- Cloudflare Pages
- Supabase
- CrosVM (with Virtio-GPU Venus and Virgl support)
- Docker
- Qwik
- Media-Over-Quic
- AWS Route53
## Known Issues
- CrosVM is still under development and needs to be merged
- Currently, the Intel dGPU, particularly the Arc A780, is the only tested and verified GPU
## Donation
If you appreciate our work and wish to support the development of Nestri, consider making a donation [here](https://polar.sh/nestri/donate). Your contributions will help us improve the platform and enhance your gaming experience. Thank you for your support!
## Demo
Nestri is still in development, but here is some footage from Behind-The-Scenes
<img src="/apps/www/public/seo/code.avif" alt="Nestri - What will you play next?">
[](https://stackblitz.com/github/withastro/astro/tree/latest/examples/blog)
[](https://codesandbox.io/p/sandbox/github/withastro/astro/tree/latest/examples/blog)
[](https://codespaces.new/withastro/astro?devcontainer_path=.devcontainer/blog/devcontainer.json)
> 🧑🚀 **Seasoned astronaut?** Delete this file. Have fun!
- ✅ SEO-friendly with canonical URLs and OpenGraph data
- ✅ Sitemap support
- ✅ RSS Feed support
- ✅ Markdown & MDX support
## 🚀 Project Structure
Inside of your Astro project, you'll see the following folders and files:
```text
├── public/
├── src/
│ ├── components/
│ ├── content/
│ ├── layouts/
│ └── pages/
├── astro.config.mjs
├── README.md
├── package.json
└── tsconfig.json
```
Astro looks for `.astro` or `.md` files in the `src/pages/` directory. Each page is exposed as a route based on its file name.
There's nothing special about `src/components/`, but that's where we like to put any Astro/React/Vue/Svelte/Preact components.
The `src/content/` directory contains "collections" of related Markdown and MDX documents. Use `getCollection()` to retrieve posts from `src/content/blog/`, and type-check your frontmatter using an optional schema. See [Astro's Content Collections docs](https://docs.astro.build/en/guides/content-collections/) to learn more.
Any static assets, like images, can be placed in the `public/` directory.
## 🧞 Commands
All commands are run from the root of the project, from a terminal:
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Vitae ultricies leo integer malesuada nunc vel risus commodo viverra. Adipiscing enim eu turpis egestas pretium. Euismod elementum nisi quis eleifend quam adipiscing. In hac habitasse platea dictumst vestibulum. Sagittis purus sit amet volutpat. Netus et malesuada fames ac turpis egestas. Eget magna fermentum iaculis eu non diam phasellus vestibulum lorem. Varius sit amet mattis vulputate enim. Habitasse platea dictumst quisque sagittis. Integer quis auctor elit sed vulputate mi. Dictumst quisque sagittis purus sit amet.
Morbi tristique senectus et netus. Id semper risus in hendrerit gravida rutrum quisque non tellus. Habitasse platea dictumst quisque sagittis purus sit amet. Tellus molestie nunc non blandit massa. Cursus vitae congue mauris rhoncus. Accumsan tortor posuere ac ut. Fringilla urna porttitor rhoncus dolor. Elit ullamcorper dignissim cras tincidunt lobortis. In cursus turpis massa tincidunt dui ut ornare lectus. Integer feugiat scelerisque varius morbi enim nunc. Bibendum neque egestas congue quisque egestas diam. Cras ornare arcu dui vivamus arcu felis bibendum. Dignissim suspendisse in est ante in nibh mauris. Sed tempus urna et pharetra pharetra massa massa ultricies mi.
Mollis nunc sed id semper risus in. Convallis a cras semper auctor neque. Diam sit amet nisl suscipit. Lacus viverra vitae congue eu consequat ac felis donec. Egestas integer eget aliquet nibh praesent tristique magna sit amet. Eget magna fermentum iaculis eu non diam. In vitae turpis massa sed elementum. Tristique et egestas quis ipsum suspendisse ultrices. Eget lorem dolor sed viverra ipsum. Vel turpis nunc eget lorem dolor sed viverra. Posuere ac ut consequat semper viverra nam. Laoreet suspendisse interdum consectetur libero id faucibus. Diam phasellus vestibulum lorem sed risus ultricies tristique. Rhoncus dolor purus non enim praesent elementum facilisis. Ultrices tincidunt arcu non sodales neque. Tempus egestas sed sed risus pretium quam vulputate. Viverra suspendisse potenti nullam ac tortor vitae purus faucibus ornare. Fringilla urna porttitor rhoncus dolor purus non. Amet dictum sit amet justo donec enim.
Mattis ullamcorper velit sed ullamcorper morbi tincidunt. Tortor posuere ac ut consequat semper viverra. Tellus mauris a diam maecenas sed enim ut sem viverra. Venenatis urna cursus eget nunc scelerisque viverra mauris in. Arcu ac tortor dignissim convallis aenean et tortor at. Curabitur gravida arcu ac tortor dignissim convallis aenean et tortor. Egestas tellus rutrum tellus pellentesque eu. Fusce ut placerat orci nulla pellentesque dignissim enim sit amet. Ut enim blandit volutpat maecenas volutpat blandit aliquam etiam. Id donec ultrices tincidunt arcu. Id cursus metus aliquam eleifend mi.
Tempus quam pellentesque nec nam aliquam sem. Risus at ultrices mi tempus imperdiet. Id porta nibh venenatis cras sed felis eget velit. Ipsum a arcu cursus vitae. Facilisis magna etiam tempor orci eu lobortis elementum. Tincidunt dui ut ornare lectus sit. Quisque non tellus orci ac. Blandit libero volutpat sed cras. Nec tincidunt praesent semper feugiat nibh sed pulvinar proin gravida. Egestas integer eget aliquet nibh praesent tristique magna.
First, let's start with the basics of the Internet.
The Internet connects clients and servers. Webpages primarily use the Application Layer protocol HTTP(S) to communicate with servers. HTTP is widely adopted for various applications, including mobile apps and other services requiring server communication.
There are also other client protocols like WebRTC (Web Real-Time Communication), which mainly powers streaming services needing a back channel. Nestri utilizes WebRTC, and we'll delve deeper into that later.
Imagine using a client protocol like WebRTC to send messages. Common formats for these messages include XML, HTML, or JSON.
While HTML contains significant duplicate symbols (e.g., `<a href="example.com">Some Link</a> <a href="example.com/subpage">Some nested Link</a>`), the modern web employs techniques to reduce its size. For instance, using modern zipping algorithms like gzip, this data can be compressed, resulting in a smaller size for transmission over the HTTP protocol.
In computer science, the more dense the information in a message (achieved through compression, for example), the higher its message entropy. Therefore, sending messages with high entropy is beneficial as it allows for the transfer of more information in a smaller package. Pure HTTP has relatively low entropy, similar to XML. JSON offers higher entropy, which can be further increased by removing whitespace and shortening attribute names. However, in modern client-server applications, JSON is often compressed.
So, we compress JSON traffic for efficiency. Have you ever compressed a large file? Modern systems make this process incredibly fast! But this requires computing power on both the client and server sides, which directly influences latency.
"Well, if I have a fiber connection, I don't need to worry about that..."
While a fiber connection offers significant bandwidth, this statement is somewhat misleading.
Latency also depends on your local network. A modern and stable Wi-Fi connection might seem sufficient, but the physical layer of the internet also contributes to latency. Wireless protocols, in particular, operate on a shared medium – the air. This medium is utilized by various devices, commonly on frequencies around 2.4 or 5 GHz. This spectrum is divided among all these devices. Mechanisms like scheduling and signal modulation are used to manage this shared resource. In essence, to avoid a deeper dive into wireless communication, a wired connection is generally superior to a wireless connection due to the absence of a shared physical medium.
Okay, but what about Ethernet or fiber cables? Aren't we sharing those as well, with multiple applications or other internet users?
Yes, this also impacts latency. If many users in your local area are utilizing the same uplinks to a backbone (a high-speed part of the internet), you'll have to share that bandwidth. While fiber optic cables have substantial capacity due to advanced modulation techniques, consider the journey these data packets undertake across the internet.
Sometimes, if a data center is located nearby, your connection will involve fewer routers (fewer hops) between you and the server. Fewer hops generally translate to lower latency. Each router needs to queue your messages and determine the next destination. Modern routing protocols facilitate this process. However, even routers have to process messages in their queues. Thus, higher message entropy means fewer or smaller packets need to be sent.
What happens when your messages are too large for transmission? They are split into multiple parts and sent using protocols like TCP. TCP ensures reliable packet exchange by retransmitting any packets that are likely lost during internet transit. Packet loss can occur if a router's queue overflows, forcing it to drop packets, potentially prioritizing other traffic. This retransmission significantly increases latency as a packet might need to be sent multiple times.
UDP offers a different approach: it sends all packets without the overhead of retransmission. In this case, the application protocol is responsible for handling any lost packets. Fortunately, there's an application protocol that manages this quite effectively: WebRTC.
WebRTC is an open-source project providing APIs for real-time communication of audio, video, and generic data between peers via a browser. It leverages protocols like ICE, STUN, and TURN to handle NAT traversal and establish peer-to-peer connections, enabling low-latency media streaming and data exchange directly within web applications.
Sending raw video streams over WebRTC is inefficient; they require compression using modern codecs. A GPU is the optimal choice for this task because it has dedicated hardware (hardware encoder) to accelerate video encoding, significantly speeding up the process compared to software encoding on a CPU. Therefore, your GPU also plays a crucial role in reducing latency during video encoding and decoding.
So, why is all this relevant to Nestri?
We aim to deliver a cutting-edge, low-latency cloud gaming experience. Here's what we've implemented to combat bad latency:
**1. Reducing Mouse and Keyboard Latency**
1. Reduce package size by using the Protobuf protocol instead of JSON.
2. Avoid wasting compute power by not compressing these already optimized messages.
3. Minimize message flooding by bundling multiple mouse events into fewer messages through aggregation.
4. Implement all of this within WebRTC for a super lightweight communication over UDP.
**2. Reducing Video Latency**
1. Utilize cutting-edge encoder-decoders on a GPU instead of a CPU.
**3. Reducing Network Latency in the Backbone**
1. Bring servers closer to users to reduce the hop count.
Here's a glimpse of the results of these improvements, comparing the experience before and after implementation:
description: 'Here is a sample of some basic Markdown syntax that can be used when writing Markdown content in Astro.'
pubDate: 'Jun 19 2024'
heroImage: '/blog-placeholder-1.jpg'
---
Here is a sample of some basic Markdown syntax that can be used when writing Markdown content in Astro.
## Headings
The following HTML `<h1>`—`<h6>` elements represent six levels of section headings. `<h1>` is the highest section level while `<h6>` is the lowest.
# H1
## H2
### H3
#### H4
##### H5
###### H6
## Paragraph
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## Images
### Syntax
```markdown

```
### Output

## Blockquotes
The blockquote element represents content that is quoted from another source, optionally with a citation which must be within a `footer` or `cite` element, and optionally with in-line changes such as annotations and abbreviations.
### Blockquote without attribution
#### Syntax
```markdown
> Tiam, ad mint andaepu dandae nostion secatur sequo quae.
> **Note** that you can use _Markdown syntax_ within a blockquote.
```
#### Output
> Tiam, ad mint andaepu dandae nostion secatur sequo quae.
> **Note** that you can use _Markdown syntax_ within a blockquote.
### Blockquote with attribution
#### Syntax
```markdown
> Don't communicate by sharing memory, share memory by communicating.<br>
> — <cite>Rob Pike[^1]</cite>
```
#### Output
> Don't communicate by sharing memory, share memory by communicating.<br>
> — <cite>Rob Pike[^1]</cite>
[^1]: The above quote is excerpted from Rob Pike's [talk](https://www.youtube.com/watch?v=PAAkCSZUG1c) during Gopherfest, November 18, 2015.
## Tables
### Syntax
```markdown
| Italics | Bold | Code |
| --------- | -------- | ------ |
| _italics_ | **bold** | `code` |
```
### Output
| Italics | Bold | Code |
| --------- | -------- | ------ |
| _italics_ | **bold** | `code` |
## Code Blocks
### Syntax
we can use 3 backticks ``` in new line and write snippet and close with 3 backticks on new line and to highlight language specific syntax, write one word of language name after first 3 backticks, for eg. html, javascript, css, markdown, typescript, txt, bash
````markdown
```html
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>Example HTML5 Document</title>
</head>
<body>
<p>Test</p>
</body>
</html>
```
````
### Output
```html
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>Example HTML5 Document</title>
</head>
<body>
<p>Test</p>
</body>
</html>
```
## List Types
### Ordered List
#### Syntax
```markdown
1. First item
2. Second item
3. Third item
```
#### Output
1. First item
2. Second item
3. Third item
### Unordered List
#### Syntax
```markdown
- List item
- Another item
- And another item
```
#### Output
- List item
- Another item
- And another item
### Nested list
#### Syntax
```markdown
- Fruit
- Apple
- Orange
- Banana
- Dairy
- Milk
- Cheese
```
#### Output
- Fruit
- Apple
- Orange
- Banana
- Dairy
- Milk
- Cheese
## Other Elements — abbr, sub, sup, kbd, mark
### Syntax
```markdown
<abbr title="Graphics Interchange Format">GIF</abbr> is a bitmap image format.
H<sub>2</sub>O
X<sup>n</sup> + Y<sup>n</sup> = Z<sup>n</sup>
Press <kbd>CTRL</kbd> + <kbd>ALT</kbd> + <kbd>Delete</kbd> to end the session.
Most <mark>salamanders</mark> are nocturnal, and hunt for insects, worms, and other small creatures.
```
### Output
<abbr title="Graphics Interchange Format">GIF</abbr> is a bitmap image format.
H<sub>2</sub>O
X<sup>n</sup> + Y<sup>n</sup> = Z<sup>n</sup>
Press <kbd>CTRL</kbd> + <kbd>ALT</kbd> + <kbd>Delete</kbd> to end the session.
Most <mark>salamanders</mark> are nocturnal, and hunt for insects, worms, and other small creatures.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Vitae ultricies leo integer malesuada nunc vel risus commodo viverra. Adipiscing enim eu turpis egestas pretium. Euismod elementum nisi quis eleifend quam adipiscing. In hac habitasse platea dictumst vestibulum. Sagittis purus sit amet volutpat. Netus et malesuada fames ac turpis egestas. Eget magna fermentum iaculis eu non diam phasellus vestibulum lorem. Varius sit amet mattis vulputate enim. Habitasse platea dictumst quisque sagittis. Integer quis auctor elit sed vulputate mi. Dictumst quisque sagittis purus sit amet.
Morbi tristique senectus et netus. Id semper risus in hendrerit gravida rutrum quisque non tellus. Habitasse platea dictumst quisque sagittis purus sit amet. Tellus molestie nunc non blandit massa. Cursus vitae congue mauris rhoncus. Accumsan tortor posuere ac ut. Fringilla urna porttitor rhoncus dolor. Elit ullamcorper dignissim cras tincidunt lobortis. In cursus turpis massa tincidunt dui ut ornare lectus. Integer feugiat scelerisque varius morbi enim nunc. Bibendum neque egestas congue quisque egestas diam. Cras ornare arcu dui vivamus arcu felis bibendum. Dignissim suspendisse in est ante in nibh mauris. Sed tempus urna et pharetra pharetra massa massa ultricies mi.
Mollis nunc sed id semper risus in. Convallis a cras semper auctor neque. Diam sit amet nisl suscipit. Lacus viverra vitae congue eu consequat ac felis donec. Egestas integer eget aliquet nibh praesent tristique magna sit amet. Eget magna fermentum iaculis eu non diam. In vitae turpis massa sed elementum. Tristique et egestas quis ipsum suspendisse ultrices. Eget lorem dolor sed viverra ipsum. Vel turpis nunc eget lorem dolor sed viverra. Posuere ac ut consequat semper viverra nam. Laoreet suspendisse interdum consectetur libero id faucibus. Diam phasellus vestibulum lorem sed risus ultricies tristique. Rhoncus dolor purus non enim praesent elementum facilisis. Ultrices tincidunt arcu non sodales neque. Tempus egestas sed sed risus pretium quam vulputate. Viverra suspendisse potenti nullam ac tortor vitae purus faucibus ornare. Fringilla urna porttitor rhoncus dolor purus non. Amet dictum sit amet justo donec enim.
Mattis ullamcorper velit sed ullamcorper morbi tincidunt. Tortor posuere ac ut consequat semper viverra. Tellus mauris a diam maecenas sed enim ut sem viverra. Venenatis urna cursus eget nunc scelerisque viverra mauris in. Arcu ac tortor dignissim convallis aenean et tortor at. Curabitur gravida arcu ac tortor dignissim convallis aenean et tortor. Egestas tellus rutrum tellus pellentesque eu. Fusce ut placerat orci nulla pellentesque dignissim enim sit amet. Ut enim blandit volutpat maecenas volutpat blandit aliquam etiam. Id donec ultrices tincidunt arcu. Id cursus metus aliquam eleifend mi.
Tempus quam pellentesque nec nam aliquam sem. Risus at ultrices mi tempus imperdiet. Id porta nibh venenatis cras sed felis eget velit. Ipsum a arcu cursus vitae. Facilisis magna etiam tempor orci eu lobortis elementum. Tincidunt dui ut ornare lectus sit. Quisque non tellus orci ac. Blandit libero volutpat sed cras. Nec tincidunt praesent semper feugiat nibh sed pulvinar proin gravida. Egestas integer eget aliquet nibh praesent tristique magna.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Vitae ultricies leo integer malesuada nunc vel risus commodo viverra. Adipiscing enim eu turpis egestas pretium. Euismod elementum nisi quis eleifend quam adipiscing. In hac habitasse platea dictumst vestibulum. Sagittis purus sit amet volutpat. Netus et malesuada fames ac turpis egestas. Eget magna fermentum iaculis eu non diam phasellus vestibulum lorem. Varius sit amet mattis vulputate enim. Habitasse platea dictumst quisque sagittis. Integer quis auctor elit sed vulputate mi. Dictumst quisque sagittis purus sit amet.
Morbi tristique senectus et netus. Id semper risus in hendrerit gravida rutrum quisque non tellus. Habitasse platea dictumst quisque sagittis purus sit amet. Tellus molestie nunc non blandit massa. Cursus vitae congue mauris rhoncus. Accumsan tortor posuere ac ut. Fringilla urna porttitor rhoncus dolor. Elit ullamcorper dignissim cras tincidunt lobortis. In cursus turpis massa tincidunt dui ut ornare lectus. Integer feugiat scelerisque varius morbi enim nunc. Bibendum neque egestas congue quisque egestas diam. Cras ornare arcu dui vivamus arcu felis bibendum. Dignissim suspendisse in est ante in nibh mauris. Sed tempus urna et pharetra pharetra massa massa ultricies mi.
Mollis nunc sed id semper risus in. Convallis a cras semper auctor neque. Diam sit amet nisl suscipit. Lacus viverra vitae congue eu consequat ac felis donec. Egestas integer eget aliquet nibh praesent tristique magna sit amet. Eget magna fermentum iaculis eu non diam. In vitae turpis massa sed elementum. Tristique et egestas quis ipsum suspendisse ultrices. Eget lorem dolor sed viverra ipsum. Vel turpis nunc eget lorem dolor sed viverra. Posuere ac ut consequat semper viverra nam. Laoreet suspendisse interdum consectetur libero id faucibus. Diam phasellus vestibulum lorem sed risus ultricies tristique. Rhoncus dolor purus non enim praesent elementum facilisis. Ultrices tincidunt arcu non sodales neque. Tempus egestas sed sed risus pretium quam vulputate. Viverra suspendisse potenti nullam ac tortor vitae purus faucibus ornare. Fringilla urna porttitor rhoncus dolor purus non. Amet dictum sit amet justo donec enim.
Mattis ullamcorper velit sed ullamcorper morbi tincidunt. Tortor posuere ac ut consequat semper viverra. Tellus mauris a diam maecenas sed enim ut sem viverra. Venenatis urna cursus eget nunc scelerisque viverra mauris in. Arcu ac tortor dignissim convallis aenean et tortor at. Curabitur gravida arcu ac tortor dignissim convallis aenean et tortor. Egestas tellus rutrum tellus pellentesque eu. Fusce ut placerat orci nulla pellentesque dignissim enim sit amet. Ut enim blandit volutpat maecenas volutpat blandit aliquam etiam. Id donec ultrices tincidunt arcu. Id cursus metus aliquam eleifend mi.
Tempus quam pellentesque nec nam aliquam sem. Risus at ultrices mi tempus imperdiet. Id porta nibh venenatis cras sed felis eget velit. Ipsum a arcu cursus vitae. Facilisis magna etiam tempor orci eu lobortis elementum. Tincidunt dui ut ornare lectus sit. Quisque non tellus orci ac. Blandit libero volutpat sed cras. Nec tincidunt praesent semper feugiat nibh sed pulvinar proin gravida. Egestas integer eget aliquet nibh praesent tristique magna.
This theme comes with the [@astrojs/mdx](https://docs.astro.build/en/guides/integrations-guide/mdx/) integration installed and configured in your `astro.config.mjs` config file. If you prefer not to use MDX, you can disable support by removing the integration from your config file.
## Why MDX?
MDX is a special flavor of Markdown that supports embedded JavaScript & JSX syntax. This unlocks the ability to [mix JavaScript and UI Components into your Markdown content](https://docs.astro.build/en/guides/markdown-content/#mdx-features) for things like interactive charts or alerts.
If you have existing content authored in MDX, this integration will hopefully make migrating to Astro a breeze.
## Example
Here is how you import and use a UI component inside of MDX.
When you open this page in the browser, you should see the clickable button below.
import HeaderLink from '../../components/HeaderLink.astro';
- **Note:** [Client Directives](https://docs.astro.build/en/reference/directives-reference/#client-directives) are still required to create interactive components. Otherwise, all components in your MDX will render as static HTML (no JavaScript) by default.
/* IE6, IE7 - a 0 height clip, off to the bottom right of the visible 1px box */
clip:rect(1px1px1px1px);
/* maybe deprecated but we need to support legacy browsers */
clip:rect(1px,1px,1px,1px);
/* modern browsers, clip-path works inwards from each corner */
clip-path:inset(50%);
/* added line to stop words getting smushed together (as they go onto separate lines and some screen readers do not understand line feeds as a space */
This guide will walk you through the steps to deploy your own MoQ relay on a server.
## Prerequisites
1.**Server Requirements:**
- Ensure port 443 is open for both TCP and UDP (`:443/udp & :443/tcp`).
- The server should have a minimum of **4GB RAM** and **2 vCPUs**.
- Supports ARM or AMD64 architecture.
2.**Software Requirements:**
- Docker and `docker-compose` must be installed on the server. You can use [this installation script](https://github.com/docker/docker-install) for Docker.
- Git must be installed to clone the necessary repository.
3.**Certificates:**
- You will need private and public certificates. It is recommended to use certificates from a trusted CA rather than self-signed certificates.
## Installation Steps
### Step 1: Clone the Repository
Clone the `kixelated/moq-rs` repository to your local machine:
```bash
git clone https://github.com/kixelated/moq-rs moq
```
### Step 2: Verify Port Availability
Check if port 443 is already in use on your server:
```bash
sudo netstat -tulpn | grep ':443'| grep LISTEN
```
or
```bash
sudo lsof -i -P -n | grep LISTEN | grep 443
```
If you find any processes using port 443, consider terminating them.
### Step 3: Configure Ports
Navigate to the cloned directory and edit the Docker compose file to use port 443:
```bash
cd moq
vim docker-compose.yml
```
Change the ports section from lines 34 to 35 to:
```yaml
ports:
- "443:443"
- "443:443/udp"
```
### Step 4: Prepare Certificates
Copy your generated certificates into the `moq/dev` directory and rename them:
```bash
cp cert.pem moq/dev/localhost.crt
cp key.pem moq/dev/localhost.key
```
### Step 5: Start Docker Instances
Ensure you are in the root directory of the `moq` project, then start the Docker containers:
```bash
docker compose up -d
```
### Step 6: Link Domain to Server IP
Configure your DNS settings to connect your server's IP address to your domain:
```
Record Type: A
Subdomain: relay.fst.so
IP Address: xx.xxx.xx.xxx
```
Congratulations, your MoQ server is now set up! You can verify its functionality by using the [MoQ Checker](https://nestri.pages.dev/moq/checker).
Nestri is a self-hosted cloud gaming platform that enables you to spin up dedicated gaming sessions remotely and play your own games from any device with a browser. Unlike remote desktop solutions like Parsec, which focus on streaming a desktop environment, Nestri is designed specifically for cloud gaming. It works similarly to services like NVIDIA GeForce Now, allowing you to enjoy high-performance gaming without needing to be physically near your gaming PC.
The key difference with Nestri is that it’s entirely self-hosted, so you have full control over the server, the games you install, and the entire setup. Nestri is ideal for gamers who prioritize privacy, flexibility, and control, offering a way to manage your own gaming infrastructure rather than relying on third-party services. As long as you have a stable internet connection and access to a web browser, you can game from virtually anywhere.
## Nestri Modules
To provide a smooth and efficient gaming experience, Nestri is composed of the following key components:
### Nestri Node
The Nestri Node is the core of your Nestri setup. It acts as the game server where you install and run your games. The Nestri Node streams gameplay from the machine it’s installed on, allowing you to access your games remotely. It runs on most Linux-based systems and requires an NVIDIA graphics card to ensure a high-quality gaming experience.
Since Nestri Node cannot run alongside Xorg (the graphical interface), it’s recommended to install it on a dedicated machine. This way, your server can focus solely on streaming your games while avoiding conflicts with your local display setup.
### Nestri Relay
The Nestri Relay is responsible for transporting the video stream from your Nestri Node to the device you're gaming on. By default, Nestri connects to the Nestri-hosted Relay, which requires no configuration and is available for all users. This simplifies the setup process, ensuring a smooth streaming experience without the need for advanced networking or SSL certificate management.
For advanced users, it's possible to self-host the relay, but this requires the setup of secure SSL certificates. This option is typically more complex and is recommended only for developers or those familiar with network configuration.
Yes! Nestri offers two options: a free, self-hosted version and a paid, hosted version.
- Self-Hosted Version (Free): If you have your own server, you can install and run Nestri for free. Since Nestri is open-source, you have full access to the codebase, allowing for transparency and flexibility in your setup.
- Hosted Version (Paid): The hosted version of Nestri operates similarly to services like NVIDIA GeForce Now. With a subscription, you can play your games on Nestri’s infrastructure without needing any technical knowledge—just sign up, log in, and start gaming!
## Does Nestri require a high-speed internet connection?
Yes, a stable and fast internet connection is essential for a smooth gaming experience. While you don’t need extremely high speeds (like 1 Gbps fiber), low latency is critical. Since cloud gaming is sensitive to delay, your device needs to connect to one of our relays with minimal lag. Ensuring a strong, stable network connection close to a relay server is important to avoid delays in gameplay, especially during fast-paced action sequences.
## Where are Nestri’s relays located?
Currently, we have one relay deployed in Helsinki, Finland. As we grow, we plan to add more relays to reduce latency and improve connection quality for users in different regions. Our next planned relay is in Copenhagen, Denmark. Since we’re a startup with a limited budget, we’ll continue to roll out more relays as demand grows and more users join the platform.
## Is Nestri like Parsec?
No, Nestri is not like Parsec, which is used to access and game on an existing desktop remotely. Nestri is a server application designed specifically for cloud gaming. Rather than connecting to a physical Windows desktop, Nestri runs your games within a Docker or Podman container, allowing you to play remotely without needing to access a traditional desktop environment.
## Do I need a high-end server with a 4090 GPU and a 64-core CPU?
Not necessarily! Nestri doesn’t have strict hardware requirements in terms of having the latest or most powerful CPU or GPU. Just as with traditional gaming, better hardware will enhance your experience with improved graphics and higher FPS. The exact specs you need will depend on the games you want to play and the performance you’re aiming for. Keep in mind that, because Nestri runs games on Linux using Proton and the Gstreamer encoding, there will be a bit of additional processing required, so some extra power will be helpful.
Nestri Node is the core component of Nestri's self-hosted cloud-gaming solution, designed for users who want the freedom and flexibility of running their own game-streaming server. Similar to services like NVIDIA GeForce Now, Nestri allows you to play your games remotely via your browser. However, unlike other cloud-gaming platforms, Nestri is fully self-hosted, giving you complete control over your server and gaming experience.
The Nestri Node is the actual server where you install your games. Once set up, you can stream and play your games remotely from any compatible device. It runs on machines with Linux and requires an NVIDIA, AMD or an Intel graphics card .
## ⚠️ Important Note
We recommend not installing Nestri Node on your primary PC if you only intend to use it over a weekend. This is because Nestri Node cannot run simultaneously with Xorg, the display server responsible for managing the graphical user interface (GUI). This means that while Nestri Node is running, you will not be able to use an attached screen. For this reason, Nestri Node is best set up on a dedicated machine that won’t be used for other tasks.
To run Nestri on your own server, there are several essential preparations required before installing nestri-node. This page outlines the key requirements to get Nestri up and running smoothly.
Nestri-node supports AMD, NVIDIA, and Intel graphics cards. For optimal performance, however, we recommend using Intel or NVIDIA GPUs. Our testing has shown that these GPUs provide the best results, while AMD graphics cards may encounter limitations due to partial support for Arch Linux in AMD's AMF drivers. As a workaround, we utilize the VA-API plugin for GStreamer with AMD cards to ensure functionality.
While it might be tempting to skip this setup, we advise against it. Taking the time to prepare now will help you avoid potential issues and wasted hours later.
## Recommended host configuration
::list{type="primary"}
- **NVIDIA or Intel GPU** (AMD is supported, but not reccomended, due to lack of natively supported API-drivers in CachyOS)
- **AVX supported CPU** (If your CPU doesent support AVX, you can use our `noavx` image)
- **Fedora or Arch** based distributions ( [Debian and Ubuntu is **not** supported](/nestri-node/node-faq#can-i-run-nestri-node-on-debianubuntu) )
Since Nestri requires access to your GPU, then you need to unplug you screen from it.
If you want to see the Desktop and have a integrated graphicscard in your CPU, then you can connect your monitor to the motherboard.
### Change the Default Boot Target to Multi-User (Non-GUI Mode)
Ubuntu typically starts in graphical mode (using the graphical.target systemd target). You should change to the non-graphical multi-user.target, which will prevent Xorg from starting.
1. Open a terminal or access your system via SSH.
2. To check your current default target (which should be graphical.target)
```bash
systemctl get-default
```
3. Change the default target to multi-user.target (which corresponds to text mode, without Xorg):
First, change your directory to the location of your `.exe` file. For Steam games, this typically means:
```bash
cd$HOME/.steam/steam/steamapps
ls -la .
```
### Step 2: Generate a Session ID
Create a unique session ID using the following command:
```bash
echo"$(head /dev/urandom |LC_ALL=C tr -dc 'a-zA-Z0-9'| head -c 16)"
```
This command generates a random 16-character string. Be sure to note this string carefully, as you'll need it for the next step.
### Step 3: Launch the Nestri Server
With your SESSION_ID ready, insert it into the command below, replacing `<your_session_id>` with your actual session ID, also replace `<relay_url>` with your relay URL and `<your-nestri-image>` with your build nestri image or nestri remote image. Then run the command to start the Nestri server:
The Container CLI for Nestri provides parameters to configure and manage your container environment. Use these options to set values like `relay-url`, `video resolution`, and `frame rate`. Additionally, activate `verbose` mode and logging to assist in debugging and error tracking. This documentation details each parameter to help you optimize your container setup effectively
| `-v, --verbose` | `string` | false | Shows more logs, for issues we recommend turning it on before running nestri-server and sending the logs for debugging (i.e. `nestri-server --verbose=true > logs.txt`) |
| `-d, --debug-feed` | `string` | false | Adds a timer overlay at bottom-right in the video stream, along with spawning an X11 window on host for doing comparisons against |
| `-u, --relay-url` | `string` | https://relay.fst.so | [MoQ relay](/nestri-relay/what-is-nestri-node) endpoint URL (must begin with `https://` as MoQ __can't work with unsafe connections__) |
| `-p, --relay-path` | `string` | default generated on start if not set | namespace/path for the stream, identifies the stream (basically stream name), must be unique |
| **Video** | | | |
| `-r, --resolution ` | `string` | 1280x720 | Sets nestri virtual display + stream resolution using `WIDTHxHEIGHT` format |
| `-g, --gpu-vendor` | `string` | | allows selecting specific GPU by vendor name (`nvidia`, `amd` or `intel`) |
| `-i, --gpu-index` | `string` | | allows selecting a GPU by it's general name, doesn't have to be full name as it's matched partially (i.e. `3060` would get you `RTX 3060` GPU, but it would also let `RTX 3060 Ti` pass) |
| `-a, --gpu-card-path` | `string` | | allows specifying GPU by `/dev/dri/cardX` or `/dev/dri/renderX` path, this won't work with the other 3 gpu parameters as it's explicitly setting the GPU |
| **Encoder** | | | |
| `-c, --encoder-vcodec` | `string` | h264 | Sets the stream video codec (`h264` or `av1`) |
| `-t, --encoder-type` | `string` | hardware | Sets whether to use GPU encoder (`hardware`), or CPU encoder (`software`, only should be used with debugging or if GPU has no encoding capabilities) |
| `-e, --encoder-name` | `string` | | forces a specific encoder by GStreamer element name (i.e. `vah264enc`) |
| `-q, --encoder-cqp` | `string` | 25 | sets the stream quality level, lower means higher quality and much more bitrate used |
This FAQ is made to address common questions about Nestri Node, the container which runs your games. Whether you're curious about compatibility, setup, or performance, you'll find answers to help you get started..
## Can I run Nestri Node on Debian/Ubuntu? :icon{name="logos:ubuntu" style="opacity:100"} :icon{name="logos:debian" style="opacity:100"}
Unfortunately, it is not possible to run Nestri Node on Debian-based distributions like Ubuntu at this time. After extensive debugging efforts, we have decided to focus on platforms that currently work well, such as Fedora and Arch-based distributions. We may revisit the possibility of supporting Debian in the future, but for now, it is not supported.
## Can I run Nestri Node in a virtualized environment like Proxmox?
Yes, you can run Nestri Node in a virtualized environment, provided you passthrough your GPU to the virtual machine. However, we do not recommend this setup as virtualization may introduce additional overhead and latency. For the best performance, we recommend running Nestri Node on bare-metal hardware.
## Can I run Nestri Node on Windows-based systems?
No, the Nestri Node service does not support Windows-based systems. It can only be deployed on Linux servers.
Nestri Relay is an essential component in the Nestri cloud-gaming ecosystem, responsible for transporting the video gameplay stream from your Nestri Node to the device you’re playing on. It is built on the moq-rs protocol, designed for efficient and smooth video transmission, ensuring a low-latency gaming experience.
By default, your Nestri Node will connect to the Nestri-hosted Relay, which we manage and is available for all users. This is the simplest and most straightforward option, requiring no additional configuration on your end.
## ⚠️ Important Note
We recommend not installing Nestri Node on your primary PC if you only intend to use it over a weekend. This is because Nestri Node cannot run simultaneously with Xorg, the display server responsible for managing the graphical user interface (GUI). This means that while Nestri Node is running, you will not be able to use an attached screen. For this reason, Nestri Node is best set up on a dedicated machine that won’t be used for other tasks.
For those who prefer full control over their infrastructure, it is possible to self-host the Nestri Relay. However, setting this up can be a bit complex, as it requires generating SSL certificates for secure communication between your Nestri Node and your gaming devices. There are three main options:
- **Let's Encrypt Certificate**: This is the **recommended option** for self-hosting and requires a domain name. You can generate a certificate using tools like **certbot** or **acme.sh**. Let's Encrypt provides free SSL certificates that are trusted by most browsers and are relatively straightforward to set up.
- **Purchased SSL Certificate**: The **easiest option** for most users is to buy an SSL certificate from a trusted Certificate Authority (CA). This option eliminates much of the hassle involved with certificate generation, as these certificates are already trusted by browsers and don’t require as much manual setup.
While self-hosting offers more flexibility, most users will find the **Nestri-hosted Relay** to be the easiest and most reliable option for getting started with cloud gaming on Nestri. This hosted relay is available to everyone and requires no configuration.
---
## Prerequisites
1.**Server Requirements:**
- Ensure **port 443** is open for both **TCP and UDP** (`:443/udp & :443/tcp`).
- The server should have at least **4GB RAM** and **2 vCPUs**.
- Supports both ARM or AMD64 architecture.
2.**Software Requirements:**
- Docker and `docker-compose` must be installed on the server. You can use [this installation script](https://github.com/docker/docker-install) to set up Docker.
- Git must be installed to clone the necessary repository.
3.**Certificates:**
- You will need both private and public SSL certificates. It is recommended to use certificates from a **trusted Certificate Authority** (CA), either by using **Let's Encrypt** or purchasing a commercial SSL certificate, for secure communication. Avoid using self-signed certificates, as they can lead to compatibility issues and security warnings in browsers.
This guide is for developers and advanced users who wish to self-host Nestri Relay. We strongly discourage this setup for general users due to its complexity, particularly when it comes to configuring SSL certificates correctly. Using a self-signed certificate or manually generating certificates can lead to issues with browser compatibility and security warnings, making it difficult to ensure a smooth experience.
For most users, we highly recommend using the **Nestri-hosted Relay**, which requires no manual setup and is ready to use out of the box.
---
## Generating an SSL Certificate Using Terraform
If you still wish to proceed with self-hosting, we recommend using Terraform to generate a valid SSL certificate. This method provides a secure, automated way to obtain the necessary certificates for Nestri Relay.
### Usage
1.**Update the `terraform.tfvars`** file with your domain and email.
2. Run the following command to initialize the Terraform working directory:
```bash
terraform init
```
```bash
terraform plan
```
```bash
terraform apply
```
The configuration provides two sensitive outputs:
```bash
certificate_pem: The full certificate chain
private_key_pem: The private key for the certificate
```
These can be then be used in your `moq-relay` as it requires SSL/TLS certificates.
## Note
The generated certificate and key files are saved locally and ignored by git:
This project is using Qwik with [QwikCity](https://qwik.dev/qwikcity/overview/). QwikCity is just an extra set of tools on top of Qwik to make it easier to build a full site, including directory-based routing, layouts, and more.
Inside your project, you'll see the following directory structure:
```
├── public/
│ └── ...
└── src/
├── components/
│ └── ...
└── routes/
└── ...
```
-`src/routes`: Provides the directory-based routing, which can include a hierarchy of `layout.tsx` layout files, and an `index.tsx` file as the page. Additionally, `index.ts` files are endpoints. Please see the [routing docs](https://qwik.dev/qwikcity/routing/overview/) for more info.
-`src/components`: Recommended directory for components.
-`public`: Any static assets, like images, can be placed in the public directory. Please see the [Vite public directory](https://vitejs.dev/guide/assets.html#the-public-directory) for more info.
## Add Integrations and deployment
Use the `bun qwik add` command to add additional integrations. Some examples of integrations includes: Cloudflare, Netlify or Express Server, and the [Static Site Generator (SSG)](https://qwik.dev/qwikcity/guides/static-site-generation/).
```shell
bun qwik add # or `bun qwik add`
```
## Development
Development mode uses [Vite's development server](https://vitejs.dev/). The `dev` command will server-side render (SSR) the output during development.
```shell
npm start # or `bun start`
```
> Note: during dev mode, Vite may request a significant number of `.js` files. This does not represent a Qwik production build.
## Preview
The preview command will create a production build of the client modules, a production build of `src/entry.preview.tsx`, and run a local server. The preview server is only for convenience to preview a production build locally and should not be used as a production server.
```shell
bun preview # or `bun preview`
```
## Production
The production build will generate client and server modules by running both client and server build commands. The build command will use Typescript to run a type check on the source code.
```shell
bun build # or `bun build`
```
## Cloudflare Pages
Cloudflare's [wrangler](https://github.com/cloudflare/wrangler) CLI can be used to preview a production build locally. To start a local server, run:
```
bun serve
```
Then visit [http://localhost:8787/](http://localhost:8787/)
### Deployments
[Cloudflare Pages](https://pages.cloudflare.com/) are deployable through their [Git provider integrations](https://developers.cloudflare.com/pages/platform/git-integration/).
If you don't already have an account, then [create a Cloudflare account here](https://dash.cloudflare.com/sign-up/pages). Next go to your dashboard and follow the [Cloudflare Pages deployment guide](https://developers.cloudflare.com/pages/framework-guides/deploy-anything/).
Within the projects "Settings" for "Build and deployments", the "Build command" should be `bun build`, and the "Build output directory" should be set to `dist`.
### Function Invocation Routes
Cloudflare Page's [function-invocation-routes config](https://developers.cloudflare.com/pages/platform/functions/routing/#functions-invocation-routes) can be used to include, or exclude, certain paths to be used by the worker functions. Having a `_routes.json` file gives developers more granular control over when your Function is invoked.
This is useful to determine if a page response should be Server-Side Rendered (SSR) or if the response should use a static-site generated (SSG) `index.html` file.
By default, the Cloudflare pages adaptor _does not_ include a `public/_routes.json` config, but rather it is auto-generated from the build by the Cloudflare adaptor. An example of an auto-generate `dist/_routes.json` would be:
```
{
"include": [
"/*"
],
"exclude": [
"/_headers",
"/_redirects",
"/build/*",
"/favicon.ico",
"/manifest.json",
"/service-worker.js",
"/about"
],
"version": 1
}
```
In the above example, it's saying _all_ pages should be SSR'd. However, the root static files such as `/favicon.ico` and any static assets in `/build/*` should be excluded from the Functions, and instead treated as a static file.
In most cases the generated `dist/_routes.json` file is ideal. However, if you need more granular control over each path, you can instead provide you're own `public/_routes.json` file. When the project provides its own `public/_routes.json` file, then the Cloudflare adaptor will not auto-generate the routes config and instead use the committed one within the `public` directory.
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