Builds on the previous change, which had PID 1, the channel and the trait but mounted nothing. The shares are mounted now: a tag names an export, the descriptor names where it lands, and every share goes on nosuid and nodev whether or not it is writable — a share is data handed to the guest, and no descriptor has a way to ask for a setuid binary or a device node in one. Mounting needs privileges a test does not have, so the arguments and flags are derived by a function the tests can assert, which is where the read-only decision lives. Progress is reported in two messages rather than one. A share that did not mount and a command that did not run are not the same incident, and each carries the reason the operating system gave and the path it happened on: a permission error on a named directory can be acted on, where "the share did not mount" cannot. The second layer is relayed and never read. Bytes arrive on the channel in an envelope, cross a unix socket to the workload, and come back the same way. The body is a string rather than nested JSON on purpose: a document this component can index into is a document it can grow to depend on, and then the layer is no longer opaque and the boundary it exists to draw is gone. An envelope is never logged — not the body, not truncated, not at debug level — and the channel name with a byte count is the whole of what may be said about one. The type's Debug is written by hand for the same reason, because a derived one puts the body one careless format string away from a log line. A write to a channel nobody is reading now ends the session the same way a closed read does. A caller that has stopped listening has also stopped being able to say stop, which is one situation and was two outcomes. The guest listens on the relay socket and the workload dials in, which is the convention the other guest sockets already use and removes the startup ordering problem: a workload that is not running yet has simply not connected yet.
Run your games on a GPU you don't own — or one you do. Nestri puts an interactive workload in a hardware-accelerated virtual machine and streams it to you over QUIC, at a latency that lets you play rather than watch.
Note
This repository is mid-rewrite, and the documentation is behind the code. The guest-side components arrived recently and their docs are thin. Nothing here is stable yet: expect directories to move and interfaces to change. Proper documentation is on the way — issues and questions are welcome in the meantime, and are genuinely useful for deciding what to write first.
Try it now — nesdoctor
One thing here is finished and runs on its own machine, today:
# Linux and macOS
curl -fsSL https://doctor.nestri.io/install.sh | sh
# Windows
powershell -c "irm https://doctor.nestri.io/install.ps1 | iex"
It tells you whether your machine could host games for other people, and
measures the number that actually decides whether streaming a game feels
right — not your download speed, but how much latency your connection adds
when it is busy. A 500 Mbps uplink that queues for 300 ms under load cannot
carry a game; a 25 Mbps one with fq_codel can. Almost nobody has seen their
own figure.
upstream 35 Mbps
latency, idle floor 56 ms
latency, loaded 185 ms
added under load +129 ms grade F
presentation path x11 · bspwm
eDP-1 1920x1200 @ 60 Hz, 8-bit
Vulkan decode h264, h265
It also reads your display out of its EDID — resolution, refresh, colour depth, HDR transfer functions, BT.2020, chroma — and what your hardware can decode. Those decide what is worth sending over the wire, and we would otherwise be guessing from one panel in one room.
It does not stream a game. It is the piece that has to exist before
anything else can, and most machines will come back CLIENT — which is a real
answer, not a failure.
Downloads one binary, verifies its checksum, runs it, deletes it. Installs
nothing, needs no administrator rights, touches no system directory. Nothing is
uploaded: it prints a link, lists exactly what the link contains, and opens it
only if you press Enter. The scripts those URLs serve are
apps/nesdoctor/install/ in this repository, so you
can read them before you run them.
Source and the full story: apps/nesdoctor.
What is here
Two halves that meet over the network and share very little else, plus one thing that runs on your own machine.
The control plane — TypeScript, on Cloudflare Workers
apps/api |
The public REST API. Identity, teams, machines, games, pairing. |
apps/auth |
A self-hosted OpenAuth issuer — Steam and SSH-key login. |
packages/core |
The domain: every table, every operation, no HTTP. |
packages/auth |
Shared auth types and subjects. |
Postgres for state, Alchemy for infrastructure. See
docs/alchemy.md.
The guest — Rust, inside the box
These run inside a virtual machine, beside the game. None of them talk to the control plane.
apps/nescope |
A headless Wayland compositor for one fullscreen client. A lighter answer to the same problem gamescope solves. |
apps/nescapture |
A Vulkan implicit layer. It captures frames from inside the workload's own process and encodes them on the GPU that drew them — no copy out to the CPU and back. |
apps/neswire |
Audio capture and transport. |
apps/neshub |
One connection out of the box. Muxes video, audio, cursor and input into a single QUIC stream to the client. |
crates/nesprotocol |
The wire types they all share, so no two ends can drift apart silently. |
On your own machine — Rust
apps/nesdoctor |
Whether a machine can host a box, and what its connection and display can really do. The first executable form of our host requirements — until it existed, a host was qualified by a human reading a table. Four dependencies; everything that could be done with the standard library is. |
The hypervisor the guest components run under is nesbox,
a separate repository: a micro-VM with a real GPU in it, using virtio-gpu native
context rather than passthrough, so one card can host several boxes at once.
Why a virtual machine
A container shares the host kernel, which makes strong isolation hard and a GPU harder. A micro-VM boots in about as long, isolates properly, and — with native context — gets close to bare-metal graphics. That choice is what makes "many sandboxes, one GPU" possible instead of one tenant per card.
Getting started
bun install
bun dev # control plane, local Cloudflare runtime
cargo build --workspace # guest components
cargo test --workspace
The guest components expect a Linux host with a Wayland-capable GPU stack, and are not much use on their own yet — they are pieces of a box, and the thing that assembles a box is not open yet.
nesdoctor is the exception and needs none of that:
cargo run --release -p nesdoctor
Status
Working: nesdoctor — released, and the only part a stranger can operate
today. The API, auth, the domain model, and the guest components listed above.
Not here yet: the box lifecycle, storage, the edge, and the client. Some of that will open as it is written; some is deliberately closed. What decides which is whether it handles your data — that half is open on principle — or decides our capacity, which is the part we sell.
Contributing
Early, and the ground moves. The two most useful things you can do right now
cost a minute each: run nesdoctor and send the result, because we have
almost no idea what the machines on the other end of this look like; and tell
us where the documentation failed you. Conventional commits; explain why in
the body.