gamescope Multi-User Isolation (deferred)
Research + design for concurrent INDEPENDENT gamescope desktops (multi-user), and why it's deferred. The shared-desktop multi-view case already landed.
Status: deferred (2026-06-12). Concurrent sessions landed for the shared-desktop multi-view case — multiple devices viewing/controlling the same KWin/Mutter/wlroots desktop (Status). This page captures the research for the other model — independent desktops (each client its own gamescope instance: the multi-user / cloud-gaming-on-one-box case) — and why it's parked. Pick this up from here if the use case becomes a priority.
What landed vs what this is
| Model | Backends | Input | Audio | Status |
|---|---|---|---|---|
| Shared-desktop multi-view | kwin / mutter / wlroots | shared (all drive one desktop) | shared (all hear one desktop) | ✅ landed — correct semantics: stream your desktop to laptop + TV at once |
| Independent desktops (multi-user) | gamescope | per-session (each drives its own game) | per-session | ⏸ deferred — this page |
For independent desktops, shared input/audio is wrong — each user must drive and hear only their own
session. gamescope is the natural fit: each create() spawns a fresh nested compositor (own
rendering, own EIS input socket). The blocker is that the host's input/audio/mic are host-lifetime
shared services, and the gamescope EIS socket is relayed through a single global file.
Current architecture (the research)
Each gamescope process is per-session (vdisplay/gamescope.rs::create() spawns one; the
VirtualOutput.keepalive owns it). But:
- EIS input socket — single global file. gamescope exports
LIBEI_SOCKETfor its children; a shell wrapper relays it to the fixed path/tmp/punktfunk-gamescope-ei(EI_SOCKET_FILE). Two concurrent instances overwrite each other's socket name in that one file. - Injector — one host-lifetime
!Sendservice.m3.rs::InjectorServiceopens oneinject::open(backend)for the whole run and forwards events over an mpsc channel. It was made shared deliberately (the portalCreateSessionchurn wedged KWin's EIS — "EIS setup timed out"). For gamescope it reads the one global socket file, so all sessions' input lands in whichever instance wrote last. - Audio — global default-sink monitor.
audio::open_audio_capture()setsSTREAM_CAPTURE_SINKand autoconnects to the host's default sink monitor (PW_ID_ANY) — the whole system's output, not a per-gamescope node. gamescope exposes no per-instance audio node. - Mic — one global
Audio/Source.MicServicefeeds one PipeWire source namedpunktfunk-mic; all clients' mic uplinks mix into it. - Per-session already (no work): the gamescope process, the PipeWire video node, and the uinput gamepads.
What it would take
- Per-instance EIS socket — give each gamescope a unique relay file
(
/tmp/punktfunk-gamescope-{id}-ei) and carry the path onVirtualOutput(new field) so the session can find its own socket. - Per-session injector — for gamescope sessions, create a per-session injector bound to that
socket (its own thread, since
InputInjectoris!Send), instead of the sharedInjectorService. Keep the shared service for the portal backends (kwin/mutter) where shared input is correct. Ordering nuance: the input thread is wired before the gamescope socket exists, so the per-session injector must open lazily (on first event, by which time gamescope is up) or be created afterbuild_pipeline. - Per-session audio (the bigger piece). gamescope has no per-instance audio node, but audio
is isolatable: create a per-session PipeWire null-sink, route that gamescope's apps to it
(
PULSE_SINK/ a target node on the spawn env), and capture that sink's monitor per session. This is the largest addition — null-sink create/teardown + routing + per-session capture. - Per-session mic — a virtual
Audio/Sourceper session (punktfunk-mic-{id}), routed into that gamescope, instead of the one global source.
Why deferred
- It's a large multi-file refactor — the whole input path (per-instance sockets + per-session injector + the lazy-open ordering), plus per-session null-sink audio routing, plus per-session mic — for a niche use case (multiple independent users gaming on one box).
- The common concurrency case — stream one desktop to several of your own devices — is the shared-desktop multi-view model, which already landed and is the correct semantics for it.
- No correctness gap in what shipped: concurrent sessions work today; this is purely the additional independent-desktops model.
Revisit when there's a real multi-user requirement. The plumbing list above is the whole job.
Apple Stage-2 Presenter (handoff)
Implementation plan for the explicit VTDecompressionSession → CAMetalLayer presenter — hand-paced present + true decode→present (glass-to-glass) measurement. Written so a Mac agent can pick it up.
DualSense Haptics
Feasibility and scoping for audio-driven DualSense haptics.