1. ElementImpl trait requires GstObjectImpl
2. gst logging macros are no longer globals prefixed with gst_, they
live inside gst:: instead
3. element is not longer passed around in many places, it can be
accessed as self.obj() or self.instance()
4. query_default is now a part of gst::Pad and takes the pad as an argument
5. some constructors were changed to use from_$type()
6. query.view_mut() returns QueryViewMut
7. ElementFactory::make now returns a builder that we have to .build()
There are some extra cleanups as well:
1. spurious 'mut' and '&' are removed, a lot of that can be infered or
were turned into a dereference by the compiler anyway
2. !bla.is_ok() are now bla.is_err()
3. some unneeded imports were removed
If a Steam user runs Steam from a terminal, puts it in the background
and then exits from that terminal, or if they restart their desktop
session from a terminal (as in ValveSoftware/Proton#6277) and then exit
from that terminal, then we can inherit a stdout and/or stderr file
descriptor pointing to an invalid file descriptor. Writing to such a
file descriptor fails with EIO. Similarly, we could get write errors
as a result of OS state, such as ENOSPC if we are writing to a disk
that is full, or EPIPE if a stream to a logging framework such as the
systemd journal has been shut down.
In sufficiently pathological situations, the file descriptor could even
become invalid while the `proton` script is running, so even checking
for validity on startup would not be enough to prevent this.
The ability to log to stderr is important but not functionally critical,
and it's not like there is anything we can usefully do about a write
failure here (or even anywhere we can usefully put a warning message),
so just ignore write errors. This is similar to the behaviour of the
`logging` framework in the Python standard library (which writes to
`stderr` if a user-defined handler fails, but takes no other action)
and also similar to the approach taken to solve
ValveSoftware/steam-for-linux#8069.
Signed-off-by: Simon McVittie <smcv@collabora.com>
Link: https://github.com/ValveSoftware/Proton/pull/6341
This comments out all of the games that do not need the MFDXGI hack on
the experimental branch because the experimental branch has support for
shared resources.
This separates out the games that only need shared resources in order to
play video correctly without the MFDXGI hack. El Hijo (853050) and
Labyrinth City: Pierre the Maze Detective (1421790) were also added.
Recent versions of the Steam Runtime include an IPC server/client pair
which can be used to run commands inside the container environment
(or any other special execution environment), analogous to sshd/ssh or
flatpak-portal/flatpak-spawn. The server runs inside the Steam Runtime
container and accepts commands over D-Bus; the client runs on the host
system, asks the server to run a command, and forwards its stdin, stdout
and stderr back to the host.
https://gitlab.steamos.cloud/steamrt/steamlinuxruntime/-/merge_requests/72
adds support for injecting commands into the SteamLinuxRuntime_soldier
compatibility tool (and any later version, such as sniper). However,
Steam compatibility tools are stackable: in particular, Proton runs in a
soldier container (or presumably sniper in future). If we are debugging
a Proton game, then ideally we will want to inject commands into Proton's
execution environment rather than soldier's, so that they run with the
correct environment variables etc. to communicate with a running Proton
session. In particular, it's important that the `WINEPREFIX` is correct.
The steam-runtime-launcher-interface-0 program implements the
interface for compatibility tools to use to decide where, if anywhere,
to launch the command server.
This commit does not alter the scripts produced by
PROTON_DUMP_DEBUG_COMMANDS. To run those scripts' commands in the
container environment, pass their filenames to
steam-runtime-launch-client.
Signed-off-by: Simon McVittie <smcv@collabora.com>
Link: https://github.com/ValveSoftware/Proton/pull/5891
This removes games that we believe are fixed by the initial improved
implementation of the mfdxgidevicemanager - specifically games with
graphical distortion during video playback.
CW-Bug-ID: #19126