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Author SHA1 Message Date
LizardByte-bot 9338705372 chore: update CHANGELOG.md 2025-06-30 14:40:35 -04:00
LizardByte-bot 791a78fadd chore: create CHANGELOG.md 2025-01-18 18:58:04 -05:00
474 changed files with 1260 additions and 89917 deletions
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---
# This file is centrally managed in https://github.com/<organization>/.github/
# Don't make changes to this file in this repo as they will be overwritten with changes made to the same file in
# the above-mentioned repo.
# Generated from CLion C/C++ Code Style settings
BasedOnStyle: LLVM
AccessModifierOffset: -2
AlignAfterOpenBracket: BlockIndent
AlignConsecutiveAssignments: None
AlignEscapedNewlines: DontAlign
AlignOperands: Align
AllowAllArgumentsOnNextLine: false
AllowAllConstructorInitializersOnNextLine: false
AllowAllParametersOfDeclarationOnNextLine: false
AllowShortBlocksOnASingleLine: Empty
AllowShortCaseLabelsOnASingleLine: false
AllowShortEnumsOnASingleLine: false
AllowShortFunctionsOnASingleLine: Empty
AllowShortIfStatementsOnASingleLine: Never
AllowShortLambdasOnASingleLine: None
AllowShortLoopsOnASingleLine: true
AlignTrailingComments: false
AlwaysBreakAfterDefinitionReturnType: None
AlwaysBreakAfterReturnType: None
AlwaysBreakBeforeMultilineStrings: true
AlwaysBreakTemplateDeclarations: MultiLine
BinPackArguments: false
BinPackParameters: false
BracedInitializerIndentWidth: 2
BraceWrapping:
AfterCaseLabel: false
AfterClass: false
AfterControlStatement: Never
AfterEnum: false
AfterExternBlock: true
AfterFunction: false
AfterNamespace: false
AfterObjCDeclaration: false
AfterUnion: false
BeforeCatch: true
BeforeElse: true
IndentBraces: false
SplitEmptyFunction: false
SplitEmptyRecord: true
BreakArrays: true
BreakBeforeBinaryOperators: None
BreakBeforeBraces: Attach
BreakBeforeTernaryOperators: false
BreakConstructorInitializers: AfterColon
BreakInheritanceList: AfterColon
ColumnLimit: 0
CompactNamespaces: false
ContinuationIndentWidth: 2
Cpp11BracedListStyle: true
EmptyLineAfterAccessModifier: Never
EmptyLineBeforeAccessModifier: Always
ExperimentalAutoDetectBinPacking: true
FixNamespaceComments: true
IncludeBlocks: Regroup
IndentAccessModifiers: false
IndentCaseBlocks: true
IndentCaseLabels: true
IndentExternBlock: Indent
IndentGotoLabels: true
IndentPPDirectives: BeforeHash
IndentWidth: 2
IndentWrappedFunctionNames: true
InsertBraces: true
InsertNewlineAtEOF: true
KeepEmptyLinesAtTheStartOfBlocks: false
LineEnding: LF
MaxEmptyLinesToKeep: 1
NamespaceIndentation: All
ObjCBinPackProtocolList: Never
ObjCSpaceAfterProperty: true
ObjCSpaceBeforeProtocolList: true
PackConstructorInitializers: Never
PenaltyBreakBeforeFirstCallParameter: 1
PenaltyBreakComment: 1
PenaltyBreakString: 1
PenaltyBreakFirstLessLess: 0
PenaltyExcessCharacter: 1000000
PenaltyReturnTypeOnItsOwnLine: 100000000
PointerAlignment: Right
ReferenceAlignment: Pointer
ReflowComments: true
RemoveBracesLLVM: false
RemoveSemicolon: false
SeparateDefinitionBlocks: Always
SortIncludes: CaseInsensitive
SortUsingDeclarations: Lexicographic
SpaceAfterCStyleCast: true
SpaceAfterLogicalNot: false
SpaceAfterTemplateKeyword: false
SpaceBeforeAssignmentOperators: true
SpaceBeforeCaseColon: false
SpaceBeforeCpp11BracedList: true
SpaceBeforeCtorInitializerColon: false
SpaceBeforeInheritanceColon: false
SpaceBeforeJsonColon: false
SpaceBeforeParens: ControlStatements
SpaceBeforeRangeBasedForLoopColon: true
SpaceBeforeSquareBrackets: false
SpaceInEmptyBlock: false
SpaceInEmptyParentheses: false
SpacesBeforeTrailingComments: 2
SpacesInAngles: Never
SpacesInCStyleCastParentheses: false
SpacesInContainerLiterals: false
SpacesInLineCommentPrefix:
Maximum: 3
Minimum: 1
SpacesInParentheses: false
SpacesInSquareBrackets: false
TabWidth: 2
UseTab: Never
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# ignore hidden files
.*
# do not ignore .git, needed for versioning
!/.git
# do not ignore .rstcheck.cfg, needed to test building docs
!/.rstcheck.cfg
# ignore repo directories and files
docker/
gh-pages-template/
scripts/
tools/
crowdin.yml
# don't ignore linux build script
!scripts/linux_build.sh
# ignore dev directories
build/
cmake-*/
venv/
# ignore artifacts
artifacts/
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[flake8]
filename =
*.py
max-line-length = 120
extend-exclude =
.venv/
venv/
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# ensure dockerfiles are checked out with LF line endings
Dockerfile text eol=lf
*.dockerfile text eol=lf
# ensure flatpak lint json files are checked out with LF line endings
*flatpak-lint-*.json text eol=lf
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---
name: Bug Report
description: Create a bug report to help us improve.
body:
- type: markdown
attributes:
value: >
**THIS IS NOT THE PLACE TO ASK FOR SUPPORT!**
Please use our [Support Center](https://app.lizardbyte.dev/support) for support issues.
Non actionable bug reports will be LOCKED and CLOSED!
- type: checkboxes
attributes:
label: Is there an existing issue for this?
description: Please search to see if an issue already exists for the bug you encountered.
options:
- label: I have searched the existing issues
- type: checkboxes
attributes:
label: Is your issue described in the documentation?
description: Please read our [documentation](https://docs.lizardbyte.dev/projects/sunshine)
options:
- label: I have read the documentation
- type: dropdown
attributes:
label: Is your issue present in the latest beta/pre-release?
description: Please test the latest [pre-release](https://github.com/LizardByte/Sunshine/releases).
options:
- "I didn't read the issue template"
- "I'm too lazy to test"
- "This issue is present in the latest pre-release"
- type: textarea
id: description
attributes:
label: Describe the Bug
description: A clear and concise description of the bug, list the reproduction steps.
validations:
required: true
- type: textarea
id: expected
attributes:
label: Expected Behavior
description: A clear and concise description of what you expected to happen.
- type: textarea
id: additional
attributes:
label: Additional Context
description: Add any other context about the bug here.
- type: dropdown
id: os
attributes:
label: Host Operating System
description: What version operating system are you running the software on?
options:
- Docker
- Linux
- macOS
- Windows
- other, n/a
validations:
required: true
- type: input
id: os-version
attributes:
label: Operating System Version
description: Provide the version of the operating system. Additionally a build number would be helpful.
validations:
required: true
- type: dropdown
id: os-architecture
attributes:
label: Architecture
options:
- amd64/x86_64
- arm64/aarch64
- other, n/a
validations:
required: true
- type: input
id: version
attributes:
label: Sunshine commit or version
description: |
Use `sunshine --verison` to get the version, or get the version from web UI.
Please don't just copy the latest commit from our repo, if that's not the commit you're actually using.
validations:
required: true
- type: dropdown
id: package_type
attributes:
label: Package
description: The package you installed
options:
- Linux - AppImage
- Linux - AUR (Third Party)
- Linux - deb
- Linux - Docker
- Linux - Fedora Copr
- Linux - flathub/flatpak
- Linux - Homebrew
- Linux - LizardByte/pacman-repo
- Linux - nixpkgs (Third Party)
- Linux - pkg.tar.zst
- Linux - solus (Third Party)
- Linux - Unraid (Third Party)
- macOS - Homebrew
- macOS - Portfile
- Windows - Chocolatey (Third Party)
- Windows - installer (recommended)
- Windows - portable (not recommended)
- Windows - Scoop (Third Party)
- Windows - Winget
- other (not listed)
- other (self built)
- other (fork of this repo)
- n/a
validations:
required: true
- type: dropdown
id: graphics_type
attributes:
label: GPU Type
description: The type of the installed graphics card.
options:
- AMD
- Apple Silicon
- Intel
- NVIDIA
- none (software encoding)
- n/a
validations:
required: true
- type: input
id: graphics_model
attributes:
label: GPU Model
description: The model of the installed graphics card.
validations:
required: true
- type: input
id: graphics_driver
attributes:
label: GPU Driver/Mesa Version
description: The driver/mesa version of the installed graphics card.
validations:
required: true
- type: dropdown
id: capture_method
attributes:
label: Capture Method
description: The capture method being used.
options:
- AVCaptureScreen (macOS)
- KMS (Linux)
- NvFBC (Linux)
- wlroots (Linux)
- X11 (Linux)
- Desktop Duplication API (Windows)
- Windows.Graphics.Capture (Windows)
validations:
required: false
- type: textarea
id: config
attributes:
label: Config
description: |
Please copy and paste your config (`sunshine.conf`) file.
render: Shell
validations:
required: false
- type: textarea
id: apps
attributes:
label: Apps
description: |
If this is an issue with launching a game or app, please copy and paste your `apps.json` file.
render: json
validations:
required: false
- type: textarea
id: logs
attributes:
label: Relevant log output
description: |
Please copy and paste any relevant log output. This will be automatically formatted into code,
so no need for backticks.
render: shell
validations:
required: true
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---
# This file is centrally managed in https://github.com/<organization>/.github/
# Don't make changes to this file in this repo as they will be overwritten with changes made to the same file in
# the above-mentioned repo.
blank_issues_enabled: false
contact_links:
- name: Discussions
url: https://github.com/orgs/LizardByte/discussions
about: Community discussions
- name: Questions
url: https://github.com/orgs/LizardByte/discussions
about: Ask questions
- name: Feature Requests
url: https://github.com/orgs/LizardByte/discussions
about: Request new features
- name: Support Center
url: https://app.lizardbyte.dev/support
about: Official LizardByte support
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---
# This file is centrally managed in https://github.com/<organization>/.github/
# Don't make changes to this file in this repo as they will be overwritten with changes made to the same file in
# the above-mentioned repo.
version: 2
updates:
- package-ecosystem: "cargo"
directory: "/"
schedule:
interval: "daily"
time: "07:30"
open-pull-requests-limit: 10
- package-ecosystem: "docker"
directory: "/"
schedule:
interval: "daily"
time: "08:00"
open-pull-requests-limit: 10
- package-ecosystem: "github-actions"
directory: "/"
schedule:
interval: "daily"
time: "08:30"
open-pull-requests-limit: 10
groups:
docker-actions:
applies-to: version-updates
patterns:
- "docker/*"
github-actions:
applies-to: version-updates
patterns:
- "actions/*"
- "github/*"
lizardbyte-actions:
applies-to: version-updates
patterns:
- "LizardByte/*"
- package-ecosystem: "npm"
directory: "/"
schedule:
interval: "daily"
time: "09:00"
open-pull-requests-limit: 10
groups:
dev-dependencies:
applies-to: version-updates
dependency-type: "development"
- package-ecosystem: "nuget"
directory: "/"
schedule:
interval: "daily"
time: "09:30"
open-pull-requests-limit: 10
- package-ecosystem: "pip"
directory: "/"
schedule:
interval: "daily"
time: "10:00"
open-pull-requests-limit: 10
groups:
pytest-dependencies:
applies-to: version-updates
patterns:
- "pytest*"
- package-ecosystem: "gitsubmodule"
directory: "/"
schedule:
interval: "daily"
time: "10:30"
open-pull-requests-limit: 10
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---
# This file is centrally managed in https://github.com/<organization>/.github/
# Don't make changes to this file in this repo as they will be overwritten with changes made to the same file in
# the above-mentioned repo.
# This is the configuration file for https://github.com/Ezard/semantic-prs
enabled: true
titleOnly: true # We only use the PR title as we squash and merge
commitsOnly: false
titleAndCommits: false
anyCommit: false
allowMergeCommits: false
allowRevertCommits: false
targetUrl: https://docs.lizardbyte.dev/latest/developers/contributing.html#creating-a-pull-request
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---
# This workflow is centrally managed in https://github.com/LizardByte/.github/
# Don't make changes to this file in this repo as they will be overwritten with changes made to the same file in
# the above-mentioned repo.
name: CodeQL
permissions:
actions: read
contents: read
security-events: write
on:
push:
branches:
- master
pull_request:
branches:
- master
schedule:
- cron: '00 12 * * 0' # every Sunday at 12:00 UTC
concurrency:
group: "${{ github.workflow }}-${{ github.ref }}"
cancel-in-progress: true
jobs:
call-codeql:
name: CodeQL
uses: LizardByte/.github/.github/workflows/__call-codeql.yml@master
if: ${{ github.repository != 'LizardByte/.github' }}
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---
# This workflow is centrally managed in https://github.com/LizardByte/.github/
# Don't make changes to this file in this repo as they will be overwritten with changes made to the same file in
# the above-mentioned repo.
name: common lint
permissions:
contents: read
on:
pull_request:
branches:
- master
types:
- opened
- synchronize
- reopened
concurrency:
group: "${{ github.workflow }}-${{ github.ref }}"
cancel-in-progress: true
jobs:
lint:
name: Common Lint
uses: LizardByte/.github/.github/workflows/__call-common-lint.yml@master
if: ${{ github.repository != 'LizardByte/.github' }}
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---
# This workflow is centrally managed in https://github.com/LizardByte/.github/
# Don't make changes to this file in this repo as they will be overwritten with changes made to the same file in
# the above-mentioned repo.
name: Docker
permissions:
contents: write
packages: write
on:
pull_request:
branches:
- master
types:
- opened
- synchronize
- reopened
push:
branches:
- master
workflow_dispatch:
concurrency:
group: "${{ github.workflow }}-${{ github.ref }}"
cancel-in-progress: true
jobs:
call-docker:
name: Docker
uses: LizardByte/.github/.github/workflows/__call-docker.yml@master
if: ${{ github.repository != 'LizardByte/.github' }}
secrets:
DOCKER_HUB_USERNAME: ${{ secrets.DOCKER_HUB_USERNAME }}
DOCKER_HUB_PASSWORD: ${{ secrets.DOCKER_HUB_PASSWORD }}
DOCKER_HUB_ACCESS_TOKEN: ${{ secrets.DOCKER_HUB_ACCESS_TOKEN }}
GH_BOT_NAME: ${{ secrets.GH_BOT_NAME }}
GH_BOT_TOKEN: ${{ secrets.GH_BOT_TOKEN }}
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
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---
# This workflow is centrally managed in https://github.com/LizardByte/.github/
# Don't make changes to this file in this repo as they will be overwritten with changes made to the same file in
# the above-mentioned repo.
# Create a blog post for a new release and open a PR to the blog repo
name: Release Notifications
permissions:
contents: read
on:
release:
types:
- released # this triggers when a release is published, but does not include pre-releases or drafts
jobs:
update-blog:
name: Update blog
uses: LizardByte/.github/.github/workflows/__call-release-notifier.yml@master
if: github.repository_owner == 'LizardByte'
secrets:
GH_TOKEN: ${{ secrets.GH_BOT_TOKEN }}
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---
# This workflow is centrally managed in https://github.com/LizardByte/.github/
# Don't make changes to this file in this repo as they will be overwritten with changes made to the same file in
# the above-mentioned repo.
name: Update changelog
permissions:
contents: read
on:
release:
types:
- created
- edited
- deleted
workflow_dispatch:
concurrency:
group: "${{ github.workflow }}"
cancel-in-progress: true
jobs:
update-changelog:
name: Update Changelog
uses: LizardByte/.github/.github/workflows/__call-update-changelog.yml@master
if: >-
github.repository_owner == 'LizardByte' &&
(github.event_name == 'workflow_dispatch' ||
(!github.event.release.prerelease && !github.event.release.draft))
secrets:
GH_TOKEN: ${{ secrets.GH_BOT_TOKEN }}
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---
# This workflow is centrally managed in https://github.com/LizardByte/.github/
# Don't make changes to this file in this repo as they will be overwritten with changes made to the same file in
# the above-mentioned repo.
# To use, add the `rtd` repository label to identify repositories that should trigger this workflow.
# If the project slug is not the repository name, add a repository variable named `READTHEDOCS_SLUG` with the value of
# the ReadTheDocs project slug.
# Update readthedocs on release events.
name: Update docs
permissions: {}
on:
release:
types:
- created
- edited
- deleted
concurrency:
group: "${{ github.workflow }}-${{ github.event.release.tag_name }}"
cancel-in-progress: true
jobs:
update-docs:
name: Update docs
uses: LizardByte/.github/.github/workflows/__call-update-docs.yml@master
if: github.repository_owner == 'LizardByte'
with:
readthedocs_slug: ${{ vars.READTHEDOCS_SLUG }}
secrets:
READTHEDOCS_TOKEN: ${{ secrets.READTHEDOCS_TOKEN }}
@@ -1,29 +0,0 @@
---
# This workflow is centrally managed in https://github.com/LizardByte/.github/
# Don't make changes to this file in this repo as they will be overwritten with changes made to the same file in
# the above-mentioned repo.
# To use, add the `flathub-pkg` repository label to identify repositories that should trigger this workflow.
# Update Flathub on release events.
name: Update Flathub repo
permissions:
contents: read
on:
release:
types:
- released
concurrency:
group: "${{ github.workflow }}-${{ github.event.release.tag_name }}"
cancel-in-progress: true
jobs:
update-flathub-repo:
name: Update Flathub Repo
uses: LizardByte/.github/.github/workflows/__call-update-flathub-repo.yml@master
if: github.repository_owner == 'LizardByte'
secrets:
GH_TOKEN: ${{ secrets.GH_BOT_TOKEN }}
@@ -1,31 +0,0 @@
---
# This workflow is centrally managed in https://github.com/LizardByte/.github/
# Don't make changes to this file in this repo as they will be overwritten with changes made to the same file in
# the above-mentioned repo.
# To use, add the `homebrew-pkg` repository label to identify repositories that should trigger this workflow.
# Update Homebrew on release events.
name: Update Homebrew repo
permissions:
contents: read
on:
release:
types:
- released
concurrency:
group: "${{ github.workflow }}-${{ github.event.release.tag_name }}"
cancel-in-progress: true
jobs:
update-homebrew-repo:
name: Update Homebrew repo
uses: LizardByte/.github/.github/workflows/__call-update-homebrew-repo.yml@master
if: github.repository_owner == 'LizardByte'
secrets:
GH_EMAIL: ${{ secrets.GH_BOT_EMAIL }}
GH_USERNAME: ${{ secrets.GH_BOT_NAME }}
GH_TOKEN: ${{ secrets.GH_BOT_TOKEN }}
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---
# This workflow is centrally managed in https://github.com/LizardByte/.github/
# Don't make changes to this file in this repo as they will be overwritten with changes made to the same file in
# the above-mentioned repo.
# To use, add the `pacman-pkg` repository label to identify repositories that should trigger this workflow.
# Update pacman repo on release events.
name: Update pacman repo
permissions:
contents: read
on:
release:
types:
- released
concurrency:
group: "${{ github.workflow }}-${{ github.event.release.tag_name }}"
cancel-in-progress: true
jobs:
update-homebrew-release:
name: Update pacman repo
uses: LizardByte/.github/.github/workflows/__call-update-pacman-repo.yml@master
if: github.repository_owner == 'LizardByte'
secrets:
GH_TOKEN: ${{ secrets.GH_BOT_TOKEN }}
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---
# This workflow is centrally managed in https://github.com/LizardByte/.github/
# Don't make changes to this file in this repo as they will be overwritten with changes made to the same file in
# the above-mentioned repo.
# To use, add the `winget-pkg` repository label to identify repositories that should trigger this workflow.
# Update Winget on release events.
name: Update Winget repo
permissions:
contents: read
on:
release:
types:
- released
concurrency:
group: "${{ github.workflow }}-${{ github.event.release.tag_name }}"
cancel-in-progress: true
jobs:
update-winget-repo:
name: Update Winget repo
uses: LizardByte/.github/.github/workflows/__call-update-winget-repo.yml@master
if: github.repository_owner == 'LizardByte'
secrets:
GH_TOKEN: ${{ secrets.GH_BOT_TOKEN }}
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---
name: CI Copr
permissions:
contents: read
on:
pull_request:
branches:
- master
types:
- opened
- synchronize
- reopened
release:
types:
- prereleased
- released
concurrency:
group: "${{ github.workflow }}-${{ github.ref }}"
cancel-in-progress: true
jobs:
call-copr-ci:
uses: LizardByte/copr-ci/.github/workflows/copr-ci.yml@master
with:
copr_pr_webhook_token: "05fc9b07-a19b-4f83-89b2-ae1e7e0b5282"
github_org_owner: LizardByte
copr_ownername: lizardbyte
auto_update_package: true
job_timeout: 90
secrets:
COPR_BETA_WEBHOOK_TOKEN: ${{ secrets.COPR_BETA_WEBHOOK_TOKEN }}
COPR_STABLE_WEBHOOK_TOKEN: ${{ secrets.COPR_STABLE_WEBHOOK_TOKEN }}
COPR_CLI_CONFIG: ${{ secrets.COPR_CLI_CONFIG }}
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---
name: localize
permissions:
contents: read
on:
push:
branches:
- master
paths:
- '.github/workflows/localize.yml'
- 'src/**'
- 'locale/sunshine.po'
workflow_dispatch:
env:
file: ./locale/sunshine.po
jobs:
localize:
name: Update Localization
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Install Python 3.9
uses: actions/setup-python@v5 # https://github.com/actions/setup-python
with:
python-version: '3.9'
- name: Set up Python 3.9 Dependencies
run: |
cd ./scripts
python -m pip install --upgrade pip setuptools
python -m pip install -r requirements.txt
- name: Set up xgettext
run: |
sudo apt-get update -y && \
sudo apt-get --reinstall install -y \
gettext
- name: Update Strings
run: |
# first, try to remove existing file as xgettext does not remove unused translations
if [ -f "${{ env.file }}" ];
then
rm ${{ env.file }}
echo "new_file=false" >> $GITHUB_ENV
else
echo "new_file=true" >> $GITHUB_ENV
fi
# extract the new strings
python ./scripts/_locale.py --extract
- name: git diff
if: env.new_file == 'false'
run: |
# disable the pager
git config --global pager.diff false
# print the git diff
git diff locale/sunshine.po
# set the variable with minimal output, replacing `\t` with ` `
OUTPUT=$(git diff --numstat locale/sunshine.po | sed -e "s#\t# #g")
echo "git_diff=${OUTPUT}" >> $GITHUB_ENV
- name: git reset
# only run if a single line changed (date/time) and file already existed
if: >-
env.git_diff == '1 1 locale/sunshine.po' &&
env.new_file == 'false'
run: |
git reset --hard
- name: Get current date
id: date
run: echo "date=$(date +'%Y-%m-%d')" >> $GITHUB_OUTPUT
- name: Create/Update Pull Request
uses: peter-evans/create-pull-request@v7
with:
add-paths: |
locale/*.po
token: ${{ secrets.GH_BOT_TOKEN }} # must trigger PR tests
commit-message: "chore(l10n): new babel updates"
branch: localize/update
delete-branch: true
base: master
title: "chore(l10n): new babel updates"
body: |
Update report
- Updated ${{ steps.date.outputs.date }}
- Auto-generated by [create-pull-request][1]
[1]: https://github.com/peter-evans/create-pull-request
labels: |
babel
l10n
@@ -1,38 +0,0 @@
---
name: Release Notifications (Moonlight)
permissions: {}
on:
release:
types:
- released # this triggers when a release is published, but does not include prereleases or drafts
jobs:
discord:
if: github.repository_owner == 'LizardByte'
runs-on: ubuntu-latest
steps:
- name: Check if latest GitHub release
id: check-release
uses: actions/github-script@v7
with:
script: |
const latestRelease = await github.rest.repos.getLatestRelease({
owner: context.repo.owner,
repo: context.repo.repo
});
core.setOutput('isLatestRelease', latestRelease.data.tag_name === context.payload.release.tag_name);
- name: discord
if: steps.check-release.outputs.isLatestRelease == 'true'
uses: sarisia/actions-status-discord@v1
with:
avatar_url: ${{ vars.ORG_LOGO_URL }}256
color: 0x${{ vars.COLOR_HEX_GREEN }}
description: ${{ github.event.release.body }}
nodetail: true
nofail: false
title: ${{ github.event.repository.name }} ${{ github.ref_name }} Released
username: ${{ secrets.DISCORD_USERNAME }}
webhook: ${{ secrets.DISCORD_RELEASE_WEBHOOK_MOONLIGHT }}
-49
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@@ -1,49 +0,0 @@
---
name: Build GH-Pages
permissions:
contents: read
on:
pull_request:
branches:
- master
types:
- opened
- synchronize
- reopened
push:
branches:
- master
workflow_dispatch:
concurrency:
group: "${{ github.workflow }}-${{ github.ref }}"
cancel-in-progress: true
jobs:
prep:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: prep
path: gh-pages-template/
if-no-files-found: error
include-hidden-files: true
retention-days: 1
call-jekyll-build:
needs: prep
uses: LizardByte/LizardByte.github.io/.github/workflows/jekyll-build.yml@master
secrets:
GH_BOT_EMAIL: ${{ secrets.GH_BOT_EMAIL }}
GH_BOT_NAME: ${{ secrets.GH_BOT_NAME }}
GH_BOT_TOKEN: ${{ secrets.GH_BOT_TOKEN }}
with:
clean_gh_pages: true
site_artifact: 'prep'
target_branch: 'gh-pages'
-58
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@@ -1,58 +0,0 @@
# Prerequisites
*.d
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
*.smod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
# JetBrains IDE
.idea/
# VSCode IDE
.vscode/
# build directories
build/
cmake-*/
docs/doxyconfig*
# npm
node_modules/
package-lock.json
# Translations
*.mo
*.pot
# Dummy macOS files
.DS_Store
# Python
*.pyc
venv/
-68
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@@ -1,68 +0,0 @@
[submodule "packaging/linux/flatpak/deps/flatpak-builder-tools"]
path = packaging/linux/flatpak/deps/flatpak-builder-tools
url = https://github.com/flatpak/flatpak-builder-tools.git
branch = master
[submodule "packaging/linux/flatpak/deps/shared-modules"]
path = packaging/linux/flatpak/deps/shared-modules
url = https://github.com/flathub/shared-modules.git
branch = master
[submodule "third-party/build-deps"]
path = third-party/build-deps
url = https://github.com/LizardByte/build-deps.git
branch = dist
[submodule "third-party/doxyconfig"]
path = third-party/doxyconfig
url = https://github.com/LizardByte/doxyconfig.git
branch = master
[submodule "third-party/googletest"]
path = third-party/googletest
url = https://github.com/google/googletest.git
branch = main
[submodule "third-party/inputtino"]
path = third-party/inputtino
url = https://github.com/games-on-whales/inputtino.git
branch = stable
[submodule "third-party/libdisplaydevice"]
path = third-party/libdisplaydevice
url = https://github.com/LizardByte/libdisplaydevice.git
branch = master
[submodule "third-party/moonlight-common-c"]
path = third-party/moonlight-common-c
url = https://github.com/moonlight-stream/moonlight-common-c.git
branch = master
[submodule "third-party/nanors"]
path = third-party/nanors
url = https://github.com/sleepybishop/nanors.git
branch = master
[submodule "third-party/nv-codec-headers"]
path = third-party/nv-codec-headers
url = https://github.com/FFmpeg/nv-codec-headers.git
branch = sdk/12.0
[submodule "third-party/nvapi-open-source-sdk"]
path = third-party/nvapi-open-source-sdk
url = https://github.com/LizardByte/nvapi-open-source-sdk.git
branch = sdk
[submodule "third-party/Simple-Web-Server"]
path = third-party/Simple-Web-Server
url = https://github.com/LizardByte-infrastructure/Simple-Web-Server.git
branch = master
[submodule "third-party/TPCircularBuffer"]
path = third-party/TPCircularBuffer
url = https://github.com/michaeltyson/TPCircularBuffer.git
branch = master
[submodule "third-party/tray"]
path = third-party/tray
url = https://github.com/LizardByte/tray.git
branch = master
[submodule "third-party/ViGEmClient"]
path = third-party/ViGEmClient
url = https://github.com/LizardByte/Virtual-Gamepad-Emulation-Client.git
branch = master
[submodule "third-party/wayland-protocols"]
path = third-party/wayland-protocols
url = https://github.com/LizardByte-infrastructure/wayland-protocols.git
branch = main
[submodule "third-party/wlr-protocols"]
path = third-party/wlr-protocols
url = https://github.com/LizardByte-infrastructure/wlr-protocols.git
branch = master
-1
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@@ -1 +0,0 @@
{}
-30
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@@ -1,30 +0,0 @@
---
# .readthedocs.yaml
# Read the Docs configuration file
# See https://docs.readthedocs.io/en/stable/config-file/v2.html for details
version: 2
build:
os: ubuntu-24.04
tools:
python: "miniconda-latest"
commands:
- |
if [ -f readthedocs_build.sh ]; then
doxyconfig_dir="."
else
doxyconfig_dir="./third-party/doxyconfig"
fi
chmod +x "${doxyconfig_dir}/readthedocs_build.sh"
export DOXYCONFIG_DIR="${doxyconfig_dir}"
"${doxyconfig_dir}/readthedocs_build.sh"
# using conda, we can get newer doxygen and graphviz than ubuntu provide
# https://github.com/readthedocs/readthedocs.org/issues/8151#issuecomment-890359661
conda:
environment: third-party/doxyconfig/environment.yml
submodules:
include: all
recursive: true
-10
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@@ -1,10 +0,0 @@
# configuration file for rstcheck, an rst linting tool
# https://rstcheck.readthedocs.io/en/latest/usage/config
[rstcheck]
ignore_directives =
doxygenfile,
include,
mdinclude,
tab,
todo,
+1260
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-66
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@@ -1,66 +0,0 @@
cmake_minimum_required(VERSION 3.20)
# `CMAKE_CUDA_ARCHITECTURES` requires 3.18
# `set_source_files_properties` requires 3.18
# `cmake_path(CONVERT ... TO_NATIVE_PATH_LIST ...)` requires 3.20
# todo - set this conditionally
project(Sunshine VERSION 0.0.0
DESCRIPTION "Self-hosted game stream host for Moonlight"
HOMEPAGE_URL "https://app.lizardbyte.dev/Sunshine")
set(PROJECT_LICENSE "GPL-3.0-only")
set(PROJECT_FQDN "dev.lizardbyte.app.Sunshine")
set(PROJECT_BRIEF_DESCRIPTION "GameStream host for Moonlight") # must be <= 35 characters
set(PROJECT_LONG_DESCRIPTION "Offering low latency, cloud gaming server capabilities with support for AMD, Intel, \
and Nvidia GPUs for hardware encoding. Software encoding is also available. You can connect to Sunshine from any \
Moonlight client on a variety of devices. A web UI is provided to allow configuration, and client pairing, from \
your favorite web browser. Pair from the local server or any mobile device.")
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
message(STATUS "Setting build type to 'Release' as none was specified.")
set(CMAKE_BUILD_TYPE "Release" CACHE STRING "Choose the type of build." FORCE)
endif()
# set the module path, used for includes
set(CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake")
# export compile_commands.json
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# set version info for this build
include(${CMAKE_MODULE_PATH}/prep/build_version.cmake)
# cmake build flags
include(${CMAKE_MODULE_PATH}/prep/options.cmake)
# initial prep
include(${CMAKE_MODULE_PATH}/prep/init.cmake)
# configure special package files, such as sunshine.desktop, Flatpak manifest, Portfile , etc.
include(${CMAKE_MODULE_PATH}/prep/special_package_configuration.cmake)
# Exit early if END_BUILD is ON, i.e. when only generating package manifests
if(${END_BUILD})
return()
endif()
# project constants
include(${CMAKE_MODULE_PATH}/prep/constants.cmake)
# load macros
include(${CMAKE_MODULE_PATH}/macros/common.cmake)
# load dependencies
include(${CMAKE_MODULE_PATH}/dependencies/common.cmake)
# setup compile definitions
include(${CMAKE_MODULE_PATH}/compile_definitions/common.cmake)
# target definitions
include(${CMAKE_MODULE_PATH}/targets/common.cmake)
# packaging
include(${CMAKE_MODULE_PATH}/packaging/common.cmake)
-172
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# Docker
## Important note
Starting with v0.18.0, tag names have changed. You may no longer use `latest`, `master`, `vX.X.X`.
## Build your own containers
This image provides a method for you to easily use the latest Sunshine release in your own docker projects. It is not
intended to use as a standalone container at this point, and should be considered experimental.
```dockerfile
ARG SUNSHINE_VERSION=latest
ARG SUNSHINE_OS=ubuntu-22.04
FROM lizardbyte/sunshine:${SUNSHINE_VERSION}-${SUNSHINE_OS}
# install Steam, Wayland, etc.
ENTRYPOINT steam && sunshine
```
### SUNSHINE_VERSION
- `latest`, `master`, `vX.X.X`
- commit hash
### SUNSHINE_OS
Sunshine images are available with the following tag suffixes, based on their respective base images.
- `archlinux`
- `debian-bookworm`
- `ubuntu-22.04`
- `ubuntu-24.04`
### Tags
You must combine the `SUNSHINE_VERSION` and `SUNSHINE_OS` to determine the tag to pull. The format should be
`<SUNSHINE_VERSION>-<SUNSHINE_OS>`. For example, `latest-ubuntu-24.04`.
See all our available tags on [docker hub](https://hub.docker.com/r/lizardbyte/sunshine/tags) or
[ghcr](https://github.com/LizardByte/Sunshine/pkgs/container/sunshine/versions) for more info.
## Where used
This is a list of docker projects using Sunshine. Something missing? Let us know about it!
- [Games on Whales](https://games-on-whales.github.io)
## Port and Volume mappings
Examples are below of the required mappings. The configuration file will be saved to `/config` in the container.
### Using docker run
Create and run the container (substitute your `<values>`):
```bash
docker run -d \
--device /dev/dri/ \
--name=<image_name> \
--restart=unless-stopped \
--ipc=host \
-e PUID=<uid> \
-e PGID=<gid> \
-e TZ=<timezone> \
-v <path to data>:/config \
-p 47984-47990:47984-47990/tcp \
-p 48010:48010 \
-p 47998-48000:47998-48000/udp \
<image>
```
### Using docker-compose
Create a `docker-compose.yml` file with the following contents (substitute your `<values>`):
```yaml
version: '3'
services:
<image_name>:
image: <image>
container_name: sunshine
restart: unless-stopped
volumes:
- <path to data>:/config
environment:
- PUID=<uid>
- PGID=<gid>
- TZ=<timezone>
ipc: host
ports:
- "47984-47990:47984-47990/tcp"
- "48010:48010"
- "47998-48000:47998-48000/udp"
```
### Using podman run
Create and run the container (substitute your `<values>`):
```bash
podman run -d \
--device /dev/dri/ \
--name=<image_name> \
--restart=unless-stopped \
--userns=keep-id \
-e PUID=<uid> \
-e PGID=<gid> \
-e TZ=<timezone> \
-v <path to data>:/config \
-p 47984-47990:47984-47990/tcp \
-p 48010:48010 \
-p 47998-48000:47998-48000/udp \
<image>
```
### Parameters
You must substitute the `<values>` with your own settings.
Parameters are split into two halves separated by a colon. The left side represents the host and the right side the
container.
**Example:** `-p external:internal` - This shows the port mapping from internal to external of the container.
Therefore `-p 47990:47990` would expose port `47990` from inside the container to be accessible from the host's IP on
port `47990` (e.g. `http://<host_ip>:47990`). The internal port must be `47990`, but the external port may be changed
(e.g. `-p 8080:47990`). All the ports listed in the `docker run` and `docker-compose` examples are required.
| Parameter | Function | Example Value | Required |
|-----------------------------|----------------------|--------------------|----------|
| `-p <port>:47990` | Web UI Port | `47990` | True |
| `-v <path to data>:/config` | Volume mapping | `/home/sunshine` | True |
| `-e PUID=<uid>` | User ID | `1001` | False |
| `-e PGID=<gid>` | Group ID | `1001` | False |
| `-e TZ=<timezone>` | Lookup [TZ value][1] | `America/New_York` | False |
For additional configuration, it is recommended to reference the *Games on Whales*
[sunshine config](https://github.com/games-on-whales/gow/blob/2e442292d79b9d996f886b8a03d22b6eb6bddf7b/compose/streamers/sunshine.yml).
[1]: https://en.wikipedia.org/wiki/List_of_tz_database_time_zones
#### User / Group Identifiers:
When using data volumes (-v flags) permissions issues can arise between the host OS and the container. To avoid this
issue you can specify the user PUID and group PGID. Ensure the data volume directory on the host is owned by the same
user you specify.
In this instance `PUID=1001` and `PGID=1001`. To find yours use id user as below:
```bash
$ id dockeruser
uid=1001(dockeruser) gid=1001(dockergroup) groups=1001(dockergroup)
```
If you want to change the PUID or PGID after the image has been built, it will require rebuilding the image.
## Supported Architectures
Specifying `lizardbyte/sunshine:latest-<SUNSHINE_OS>` or `ghcr.io/lizardbyte/sunshine:latest-<SUNSHINE_OS>` should
retrieve the correct image for your architecture.
The architectures supported by these images are shown in the table below.
| tag suffix | amd64/x86_64 | arm64/aarch64 |
|-----------------|--------------|---------------|
| archlinux | ✅ | ❌ |
| debian-bookworm | ✅ | ✅ |
| ubuntu-22.04 | ✅ | ✅ |
| ubuntu-24.04 | ✅ | ✅ |
<div class="section_buttons">
| Previous | Next |
|:-------------------------------|-----------------------------------------------------:|
| [Changelog](docs/changelog.md) | [Third-Party Packages](docs/third_party_packages.md) |
</div>
<details style="display: none;">
<summary></summary>
[TOC]
</details>
-674
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@@ -1,674 +0,0 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
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the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
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The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
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"Major Component", in this context, means a major essential component
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The "Corresponding Source" for a work in object code form means all
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The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
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The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
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How to Apply These Terms to Your New Programs
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Also add information on how to contact you by electronic and paper mail.
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The hypothetical commands `show w' and `show c' should show the appropriate
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For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.
-3
View File
@@ -1,3 +0,0 @@
©2018 Valve Corporation. Steam and the Steam logo are trademarks and/or
registered trademarks of Valve Corporation in the U.S. and/or other countries. All
rights reserved.
-206
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@@ -1,206 +0,0 @@
<div align="center">
<img src="sunshine.png" />
<h1 align="center">Sunshine</h1>
<h4 align="center">Self-hosted game stream host for Moonlight.</h4>
</div>
<div align="center">
<a href="https://github.com/LizardByte/Sunshine"><img src="https://img.shields.io/github/stars/lizardbyte/sunshine.svg?logo=github&style=for-the-badge" alt="GitHub stars"></a>
<a href="https://github.com/LizardByte/Sunshine/releases/latest"><img src="https://img.shields.io/github/downloads/lizardbyte/sunshine/total.svg?style=for-the-badge&logo=github" alt="GitHub Releases"></a>
<a href="https://hub.docker.com/r/lizardbyte/sunshine"><img src="https://img.shields.io/docker/pulls/lizardbyte/sunshine.svg?style=for-the-badge&logo=docker" alt="Docker"></a>
<a href="https://github.com/LizardByte/Sunshine/pkgs/container/sunshine"><img src="https://img.shields.io/badge/dynamic/json?url=https%3A%2F%2Fipitio.github.io%2Fbackage%2FLizardByte%2FSunshine%2Fsunshine.json&query=%24.downloads&label=ghcr%20pulls&style=for-the-badge&logo=github" alt="GHCR"></a>
<a href="https://flathub.org/apps/dev.lizardbyte.app.Sunshine"><img src="https://img.shields.io/flathub/downloads/dev.lizardbyte.app.Sunshine?style=for-the-badge&logo=flathub" alt="Flathub installs"></a>
<a href="https://flathub.org/apps/dev.lizardbyte.app.Sunshine"><img src="https://img.shields.io/flathub/v/dev.lizardbyte.app.Sunshine?style=for-the-badge&logo=flathub" alt="Flathub Version"></a>
<a href="https://github.com/microsoft/winget-pkgs/tree/master/manifests/l/LizardByte/Sunshine"><img src="https://img.shields.io/winget/v/LizardByte.Sunshine?style=for-the-badge&logo=data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAYAAABzenr0AAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAHuSURBVFhH7ZfNTtRQGIYZiMDwN/IrCAqIhMSNKxcmymVwG+5dcDVsWHgDrtxwCYQVl+BChzDEwSnPY+eQ0sxoOz1mQuBNnpyvTdvz9jun5/SrjfxnJUkyQbMEz2ELduF1l0YUA3QyTrMAa2AnPtyOXsELeAYNyKtV2EC3k3lYgTOwg09ghy/BTp7CKBRV844BOpmmMV2+ySb4BmInG7AKY7AHH+EYqqhZo9PPBG/BVDlOizAD/XQFmnoPXzxRQX8M/CCYS48L6RIc4ygGHK9WGg9HZSZMUNRPVwNJGg5Hg2Qgqh4N3FsDsb6EmgYm07iwwvUxstdxJTwgmILf4CfZ6bb5OHANX8GN5x20IVxnG8ge94pt2xpwU3GnCwayF4Q2G2vgFLzHndFzQdk4q77nNfCdwL28qNyMtmEf3A1/QV5FjDiPWo5jrwf8TWZChTlgJvL4F9QL50/A43qVidTvLcuoM2wDQ1+IkgefgUpLcYwMVBqCKNJA2b0gKNocOIITOIef8C/F/CdMbh/GklynsSawKLHS8d9/B1x2LUqsfFyy3TMsWj5A1cLkotDbYO4JjWWZlZEGv8EbOIR1CAVN2eG8W5oNKgxaeC6DmTJjZs7ixUxpznLPLT+v4sXpoMLcLI3mzFSonDXIEI/M3QCIO4YuimBJ/gAAAABJRU5ErkJggg==" alt="Winget Version"></a>
<a href="https://gurubase.io/g/sunshine"><img src="https://img.shields.io/badge/Gurubase-Ask%20Guru-ef1a1b?style=for-the-badge&logo=data:image/jpeg;base64,/9j/2wCEAAgGBgcGBQgHBwcJCQgKDBQNDAsLDBkSEw8UHRofHh0aHBwgJC4nICIsIxwcKDcpLDAxNDQ0Hyc5PTgyPC4zNDIBCQkJDAsMGA0NGDIhHCEyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMjIyMv/AABEIABgAGAMBIgACEQEDEQH/xAGiAAABBQEBAQEBAQAAAAAAAAAAAQIDBAUGBwgJCgsQAAIBAwMCBAMFBQQEAAABfQECAwAEEQUSITFBBhNRYQcicRQygZGhCCNCscEVUtHwJDNicoIJChYXGBkaJSYnKCkqNDU2Nzg5OkNERUZHSElKU1RVVldYWVpjZGVmZ2hpanN0dXZ3eHl6g4SFhoeIiYqSk5SVlpeYmZqio6Slpqeoqaqys7S1tre4ubrCw8TFxsfIycrS09TV1tfY2drh4uPk5ebn6Onq8fLz9PX29/j5+gEAAwEBAQEBAQEBAQAAAAAAAAECAwQFBgcICQoLEQACAQIEBAMEBwUEBAABAncAAQIDEQQFITEGEkFRB2FxEyIygQgUQpGhscEJIzNS8BVictEKFiQ04SXxFxgZGiYnKCkqNTY3ODk6Q0RFRkdISUpTVFVWV1hZWmNkZWZnaGlqc3R1dnd4eXqCg4SFhoeIiYqSk5SVlpeYmZqio6Slpqeoqaqys7S1tre4ubrCw8TFxsfIycrS09TV1tfY2dri4+Tl5ufo6ery8/T19vf4+fr/2gAMAwEAAhEDEQA/AOLqSO3mlilljido4QGkYDIQEgAn05IH41seFo7aS+uRKlrJci2Y2cd2QImlyOGyQPu7sA8ZxXapAlvpThbPRkv7nTQWhDoIZZRc/XaSAOmcZGOnFfP06XMr3P17F5iqE+Tl1uuvf9Lde55dRW74pit4r61EcdtFdG2U3kVqQY0lyeBgkD5duQOASawqykuV2O6jV9rTU0rXLNjf3Om3QubSXy5QCudoYEEYIIOQR7GnahqV3qk6zXk3mOqhFAUKqqOyqAAByeAKqUUXdrFezhz89lfv1+8KKKKRZ//Z" alt="Gurubase"></a>
<a href="https://github.com/LizardByte/Sunshine/actions/workflows/CI.yml?query=branch%3Amaster"><img src="https://img.shields.io/github/actions/workflow/status/lizardbyte/sunshine/CI.yml.svg?branch=master&label=CI%20build&logo=github&style=for-the-badge" alt="GitHub Workflow Status (CI)"></a>
<a href="https://github.com/LizardByte/Sunshine/actions/workflows/localize.yml?query=branch%3Amaster"><img src="https://img.shields.io/github/actions/workflow/status/lizardbyte/sunshine/localize.yml.svg?branch=master&label=localize%20build&logo=github&style=for-the-badge" alt="GitHub Workflow Status (localize)"></a>
<a href="https://docs.lizardbyte.dev/projects/sunshine"><img src="https://img.shields.io/readthedocs/sunshinestream.svg?label=Docs&style=for-the-badge&logo=readthedocs" alt="Read the Docs"></a>
<a href="https://codecov.io/gh/LizardByte/Sunshine"><img src="https://img.shields.io/codecov/c/gh/LizardByte/Sunshine?token=SMGXQ5NVMJ&style=for-the-badge&logo=codecov&label=codecov" alt="Codecov"></a>
</div>
## ️ About
Sunshine is a self-hosted game stream host for Moonlight.
Offering low latency, cloud gaming server capabilities with support for AMD, Intel, and Nvidia GPUs for hardware
encoding. Software encoding is also available. You can connect to Sunshine from any Moonlight client on a variety of
devices. A web UI is provided to allow configuration, and client pairing, from your favorite web browser. Pair from
the local server or any mobile device.
LizardByte has the full documentation hosted on [Read the Docs](https://docs.lizardbyte.dev/projects/sunshine)
* [Stable](https://docs.lizardbyte.dev/projects/sunshine/latest/)
* [Beta](https://docs.lizardbyte.dev/projects/sunshine/master/)
## 🖥️ System Requirements
@warning{These tables are a work in progress. Do not purchase hardware based on this information.}
<table>
<caption id="minimum_requirements">Minimum Requirements</caption>
<tr>
<th>Component</th>
<th>Requirement</th>
</tr>
<tr>
<td rowspan="3">GPU</td>
<td>AMD: VCE 1.0 or higher, see: <a href="https://github.com/obsproject/obs-amd-encoder/wiki/Hardware-Support">obs-amd hardware support</a></td>
</tr>
<tr>
<td>
Intel:<br>
&nbsp;&nbsp;Linux: VAAPI-compatible, see: <a href="https://www.intel.com/content/www/us/en/developer/articles/technical/linuxmedia-vaapi.html">VAAPI hardware support</a><br>
&nbsp;&nbsp;Windows: Skylake or newer with QuickSync encoding support
</td>
</tr>
<tr>
<td>Nvidia: NVENC enabled cards, see: <a href="https://developer.nvidia.com/video-encode-and-decode-gpu-support-matrix-new">nvenc support matrix</a></td>
</tr>
<tr>
<td rowspan="2">CPU</td>
<td>AMD: Ryzen 3 or higher</td>
</tr>
<tr>
<td>Intel: Core i3 or higher</td>
</tr>
<tr>
<td>RAM</td>
<td>4GB or more</td>
</tr>
<tr>
<td rowspan="5">OS</td>
<td>Windows: 10+ (Windows Server does not support virtual gamepads)</td>
</tr>
<tr>
<td>macOS: 13+</td>
</tr>
<tr>
<td>Linux/Debian: 12+ (bookworm)</td>
</tr>
<tr>
<td>Linux/Fedora: 40+</td>
</tr>
<tr>
<td>Linux/Ubuntu: 22.04+ (jammy)</td>
</tr>
<tr>
<td rowspan="2">Network</td>
<td>Host: 5GHz, 802.11ac</td>
</tr>
<tr>
<td>Client: 5GHz, 802.11ac</td>
</tr>
</table>
<table>
<caption id="4k_suggestions">4k Suggestions</caption>
<tr>
<th>Component</th>
<th>Requirement</th>
</tr>
<tr>
<td rowspan="3">GPU</td>
<td>AMD: Video Coding Engine 3.1 or higher</td>
</tr>
<tr>
<td>
Intel:<br>
&nbsp;&nbsp;Linux: HD Graphics 510 or higher<br>
&nbsp;&nbsp;Windows: Skylake or newer with QuickSync encoding support
</td>
</tr>
<tr>
<td>Nvidia: GeForce GTX 1080 or higher</td>
</tr>
<tr>
<td rowspan="2">CPU</td>
<td>AMD: Ryzen 5 or higher</td>
</tr>
<tr>
<td>Intel: Core i5 or higher</td>
</tr>
<tr>
<td rowspan="2">Network</td>
<td>Host: CAT5e ethernet or better</td>
</tr>
<tr>
<td>Client: CAT5e ethernet or better</td>
</tr>
</table>
<table>
<caption id="hdr_suggestions">HDR Suggestions</caption>
<tr>
<th>Component</th>
<th>Requirement</th>
</tr>
<tr>
<td rowspan="3">GPU</td>
<td>AMD: Video Coding Engine 3.4 or higher</td>
</tr>
<tr>
<td>Intel: HD Graphics 730 or higher</td>
</tr>
<tr>
<td>Nvidia: Pascal-based GPU (GTX 10-series) or higher</td>
</tr>
<tr>
<td rowspan="2">CPU</td>
<td>AMD: Ryzen 5 or higher</td>
</tr>
<tr>
<td>Intel: Core i5 or higher</td>
</tr>
<tr>
<td rowspan="2">Network</td>
<td>Host: CAT5e ethernet or better</td>
</tr>
<tr>
<td>Client: CAT5e ethernet or better</td>
</tr>
</table>
## ❓ Support
Our support methods are listed in our [LizardByte Docs](https://docs.lizardbyte.dev/latest/about/support.html).
## 💲 Sponsors and Supporters
<p align="center">
<a href="https://app.lizardbyte.dev" aria-label="Sponsor LizardByte">
<img src='https://raw.githubusercontent.com/LizardByte/contributors/refs/heads/dist/sponsors.svg'/>
</a>
</p>
## 👥 Contributors
Thank you to all the contributors who have helped make Sunshine better!
### GitHub
<p align="center">
<a href="https://github.com/LizardByte/Sunshine" aria-label="GitHub">
<img src='https://raw.githubusercontent.com/LizardByte/contributors/refs/heads/dist/github.Sunshine.svg'/>
</a>
</p>
### CrowdIn
<p align="center">
<a href="https://translate.lizardbyte.dev" aria-label="CrowdIn">
<img src='https://raw.githubusercontent.com/LizardByte/contributors/refs/heads/dist/crowdin.606145.svg'/>
</a>
</p>
<div class="section_buttons">
| Previous | Next |
|:---------|-------------------------------------------:|
| | [Getting Started](docs/getting_started.md) |
</div>
<details style="display: none;">
<summary></summary>
[TOC]
</details>
-21
View File
@@ -1,21 +0,0 @@
# - Try to find Libcap
# Once done this will define
#
# LIBCAP_FOUND - system has Libcap
# LIBCAP_INCLUDE_DIRS - the Libcap include directory
# LIBCAP_LIBRARIES - the libraries needed to use Libcap
# LIBCAP_DEFINITIONS - Compiler switches required for using Libcap
# Use pkg-config to get the directories and then use these values
# in the find_path() and find_library() calls
find_package(PkgConfig)
pkg_check_modules(PC_LIBCAP libcap)
set(LIBCAP_DEFINITIONS ${PC_LIBCAP_CFLAGS})
find_path(LIBCAP_INCLUDE_DIRS sys/capability.h PATHS ${PC_LIBCAP_INCLUDEDIR} ${PC_LIBCAP_INCLUDE_DIRS})
find_library(LIBCAP_LIBRARIES NAMES libcap.so PATHS ${PC_LIBCAP_LIBDIR} ${PC_LIBCAP_LIBRARY_DIRS})
mark_as_advanced(LIBCAP_INCLUDE_DIRS LIBCAP_LIBRARIES)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(LIBCAP REQUIRED_VARS LIBCAP_LIBRARIES LIBCAP_INCLUDE_DIRS)
-21
View File
@@ -1,21 +0,0 @@
# - Try to find Libdrm
# Once done this will define
#
# LIBDRM_FOUND - system has Libdrm
# LIBDRM_INCLUDE_DIRS - the Libdrm include directory
# LIBDRM_LIBRARIES - the libraries needed to use Libdrm
# LIBDRM_DEFINITIONS - Compiler switches required for using Libdrm
# Use pkg-config to get the directories and then use these values
# in the find_path() and find_library() calls
find_package(PkgConfig)
pkg_check_modules(PC_LIBDRM libdrm)
set(LIBDRM_DEFINITIONS ${PC_LIBDRM_CFLAGS})
find_path(LIBDRM_INCLUDE_DIRS drm.h PATHS ${PC_LIBDRM_INCLUDEDIR} ${PC_LIBDRM_INCLUDE_DIRS} PATH_SUFFIXES libdrm)
find_library(LIBDRM_LIBRARIES NAMES libdrm.so PATHS ${PC_LIBDRM_LIBDIR} ${PC_LIBDRM_LIBRARY_DIRS})
mark_as_advanced(LIBDRM_INCLUDE_DIRS LIBDRM_LIBRARIES)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(LIBDRM REQUIRED_VARS LIBDRM_LIBRARIES LIBDRM_INCLUDE_DIRS)
-70
View File
@@ -1,70 +0,0 @@
# - Try to find Libva
# This module defines the following variables:
#
# * LIBVA_FOUND - The component was found
# * LIBVA_INCLUDE_DIRS - The component include directory
# * LIBVA_LIBRARIES - The component library Libva
# * LIBVA_DRM_LIBRARIES - The component library Libva DRM
# Use pkg-config to get the directories and then use these values in the
# find_path() and find_library() calls
# cmake-format: on
find_package(PkgConfig QUIET)
if(PKG_CONFIG_FOUND)
pkg_check_modules(_LIBVA libva)
pkg_check_modules(_LIBVA_DRM libva-drm)
endif()
find_path(
LIBVA_INCLUDE_DIR
NAMES va/va.h va/va_drm.h
HINTS ${_LIBVA_INCLUDE_DIRS}
PATHS /usr/include /usr/local/include /opt/local/include)
find_library(
LIBVA_LIB
NAMES ${_LIBVA_LIBRARIES} libva
HINTS ${_LIBVA_LIBRARY_DIRS}
PATHS /usr/lib /usr/local/lib /opt/local/lib)
find_library(
LIBVA_DRM_LIB
NAMES ${_LIBVA_DRM_LIBRARIES} libva-drm
HINTS ${_LIBVA_DRM_LIBRARY_DIRS}
PATHS /usr/lib /usr/local/lib /opt/local/lib)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(Libva REQUIRED_VARS LIBVA_INCLUDE_DIR LIBVA_LIB LIBVA_DRM_LIB)
mark_as_advanced(LIBVA_INCLUDE_DIR LIBVA_LIB LIBVA_DRM_LIB)
if(LIBVA_FOUND)
set(LIBVA_INCLUDE_DIRS ${LIBVA_INCLUDE_DIR})
set(LIBVA_LIBRARIES ${LIBVA_LIB})
set(LIBVA_DRM_LIBRARIES ${LIBVA_DRM_LIB})
if(NOT TARGET Libva::va)
if(IS_ABSOLUTE "${LIBVA_LIBRARIES}")
add_library(Libva::va UNKNOWN IMPORTED)
set_target_properties(Libva::va PROPERTIES IMPORTED_LOCATION "${LIBVA_LIBRARIES}")
else()
add_library(Libva::va INTERFACE IMPORTED)
set_target_properties(Libva::va PROPERTIES IMPORTED_LIBNAME "${LIBVA_LIBRARIES}")
endif()
set_target_properties(Libva::va PROPERTIES INTERFACE_INCLUDE_DIRECTORIES "${LIBVA_INCLUDE_DIRS}")
endif()
if(NOT TARGET Libva::drm)
if(IS_ABSOLUTE "${LIBVA_DRM_LIBRARIES}")
add_library(Libva::drm UNKNOWN IMPORTED)
set_target_properties(Libva::drm PROPERTIES IMPORTED_LOCATION "${LIBVA_DRM_LIBRARIES}")
else()
add_library(Libva::drm INTERFACE IMPORTED)
set_target_properties(Libva::drm PROPERTIES IMPORTED_LIBNAME "${LIBVA_DRM_LIBRARIES}")
endif()
set_target_properties(Libva::drm PROPERTIES INTERFACE_INCLUDE_DIRECTORIES "${LIBVA_INCLUDE_DIRS}")
endif()
endif()
-34
View File
@@ -1,34 +0,0 @@
# - Try to find Systemd
# Once done this will define
#
# SYSTEMD_FOUND - system has systemd
# SYSTEMD_USER_UNIT_INSTALL_DIR - the systemd system unit install directory
# SYSTEMD_SYSTEM_UNIT_INSTALL_DIR - the systemd user unit install directory
IF (NOT WIN32)
find_package(PkgConfig QUIET)
if(PKG_CONFIG_FOUND)
pkg_check_modules(SYSTEMD "systemd")
endif()
if (SYSTEMD_FOUND)
execute_process(COMMAND ${PKG_CONFIG_EXECUTABLE}
--variable=systemduserunitdir systemd
OUTPUT_VARIABLE SYSTEMD_USER_UNIT_INSTALL_DIR)
string(REGEX REPLACE "[ \t\n]+" "" SYSTEMD_USER_UNIT_INSTALL_DIR
"${SYSTEMD_USER_UNIT_INSTALL_DIR}")
execute_process(COMMAND ${PKG_CONFIG_EXECUTABLE}
--variable=systemdsystemunitdir systemd
OUTPUT_VARIABLE SYSTEMD_SYSTEM_UNIT_INSTALL_DIR)
string(REGEX REPLACE "[ \t\n]+" "" SYSTEMD_SYSTEM_UNIT_INSTALL_DIR
"${SYSTEMD_SYSTEM_UNIT_INSTALL_DIR}")
mark_as_advanced(SYSTEMD_USER_UNIT_INSTALL_DIR SYSTEMD_SYSTEM_UNIT_INSTALL_DIR)
endif ()
ENDIF ()
-28
View File
@@ -1,28 +0,0 @@
# - Try to find Udev
# Once done this will define
#
# UDEV_FOUND - system has udev
# UDEV_RULES_INSTALL_DIR - the udev rules install directory
IF (NOT WIN32)
find_package(PkgConfig QUIET)
if(PKG_CONFIG_FOUND)
pkg_check_modules(UDEV "udev")
endif()
if (UDEV_FOUND)
execute_process(COMMAND ${PKG_CONFIG_EXECUTABLE}
--variable=udevdir udev
OUTPUT_VARIABLE UDEV_RULES_INSTALL_DIR)
string(REGEX REPLACE "[ \t\n]+" "" UDEV_RULES_INSTALL_DIR
"${UDEV_RULES_INSTALL_DIR}")
set(UDEV_RULES_INSTALL_DIR "${UDEV_RULES_INSTALL_DIR}/rules.d")
mark_as_advanced(UDEV_RULES_INSTALL_DIR)
endif ()
ENDIF ()
-80
View File
@@ -1,80 +0,0 @@
# Try to find Wayland on a Unix system
#
# This will define:
#
# WAYLAND_FOUND - True if Wayland is found
# WAYLAND_LIBRARIES - Link these to use Wayland
# WAYLAND_INCLUDE_DIRS - Include directory for Wayland
# WAYLAND_DEFINITIONS - Compiler flags for using Wayland
#
# In addition the following more fine grained variables will be defined:
#
# Wayland_Client_FOUND WAYLAND_CLIENT_INCLUDE_DIRS WAYLAND_CLIENT_LIBRARIES
# Wayland_Server_FOUND WAYLAND_SERVER_INCLUDE_DIRS WAYLAND_SERVER_LIBRARIES
# Wayland_EGL_FOUND WAYLAND_EGL_INCLUDE_DIRS WAYLAND_EGL_LIBRARIES
# Wayland_Cursor_FOUND WAYLAND_CURSOR_INCLUDE_DIRS WAYLAND_CURSOR_LIBRARIES
#
# Copyright (c) 2013 Martin Gräßlin <mgraesslin@kde.org>
# 2020 Georges Basile Stavracas Neto <georges.stavracas@gmail.com>
#
# Redistribution and use is allowed according to the terms of the BSD license.
# For details see the accompanying COPYING-CMAKE-SCRIPTS file.
IF (NOT WIN32)
# Use pkg-config to get the directories and then use these values
# in the find_path() and find_library() calls
find_package(PkgConfig)
PKG_CHECK_MODULES(PKG_WAYLAND QUIET wayland-client wayland-server wayland-egl wayland-cursor)
set(WAYLAND_DEFINITIONS ${PKG_WAYLAND_CFLAGS})
find_path(WAYLAND_CLIENT_INCLUDE_DIRS NAMES wayland-client.h HINTS ${PKG_WAYLAND_INCLUDE_DIRS})
find_library(WAYLAND_CLIENT_LIBRARIES NAMES wayland-client HINTS ${PKG_WAYLAND_LIBRARY_DIRS})
if(WAYLAND_CLIENT_INCLUDE_DIRS AND WAYLAND_CLIENT_LIBRARIES)
set(Wayland_Client_FOUND TRUE) # cmake-lint: disable=C0103
else()
set(Wayland_Client_FOUND FALSE) # cmake-lint: disable=C0103
endif()
mark_as_advanced(WAYLAND_CLIENT_INCLUDE_DIRS WAYLAND_CLIENT_LIBRARIES)
find_path(WAYLAND_CURSOR_INCLUDE_DIRS NAMES wayland-cursor.h HINTS ${PKG_WAYLAND_INCLUDE_DIRS})
find_library(WAYLAND_CURSOR_LIBRARIES NAMES wayland-cursor HINTS ${PKG_WAYLAND_LIBRARY_DIRS})
if(WAYLAND_CURSOR_INCLUDE_DIRS AND WAYLAND_CURSOR_LIBRARIES)
set(Wayland_Cursor_FOUND TRUE) # cmake-lint: disable=C0103
else()
set(Wayland_Cursor_FOUND FALSE) # cmake-lint: disable=C0103
endif()
mark_as_advanced(WAYLAND_CURSOR_INCLUDE_DIRS WAYLAND_CURSOR_LIBRARIES)
find_path(WAYLAND_EGL_INCLUDE_DIRS NAMES wayland-egl.h HINTS ${PKG_WAYLAND_INCLUDE_DIRS})
find_library(WAYLAND_EGL_LIBRARIES NAMES wayland-egl HINTS ${PKG_WAYLAND_LIBRARY_DIRS})
if(WAYLAND_EGL_INCLUDE_DIRS AND WAYLAND_EGL_LIBRARIES)
set(Wayland_EGL_FOUND TRUE) # cmake-lint: disable=C0103
else()
set(Wayland_EGL_FOUND FALSE) # cmake-lint: disable=C0103
endif()
mark_as_advanced(WAYLAND_EGL_INCLUDE_DIRS WAYLAND_EGL_LIBRARIES)
find_path(WAYLAND_SERVER_INCLUDE_DIRS NAMES wayland-server.h HINTS ${PKG_WAYLAND_INCLUDE_DIRS})
find_library(WAYLAND_SERVER_LIBRARIES NAMES wayland-server HINTS ${PKG_WAYLAND_LIBRARY_DIRS})
if(WAYLAND_SERVER_INCLUDE_DIRS AND WAYLAND_SERVER_LIBRARIES)
set(Wayland_Server_FOUND TRUE) # cmake-lint: disable=C0103
else()
set(Wayland_Server_FOUND FALSE) # cmake-lint: disable=C0103
endif()
mark_as_advanced(WAYLAND_SERVER_INCLUDE_DIRS WAYLAND_SERVER_LIBRARIES)
set(WAYLAND_INCLUDE_DIRS ${WAYLAND_CLIENT_INCLUDE_DIRS} ${WAYLAND_SERVER_INCLUDE_DIRS}
${WAYLAND_EGL_INCLUDE_DIRS} ${WAYLAND_CURSOR_INCLUDE_DIRS})
set(WAYLAND_LIBRARIES ${WAYLAND_CLIENT_LIBRARIES} ${WAYLAND_SERVER_LIBRARIES}
${WAYLAND_EGL_LIBRARIES} ${WAYLAND_CURSOR_LIBRARIES})
mark_as_advanced(WAYLAND_INCLUDE_DIRS WAYLAND_LIBRARIES)
list(REMOVE_DUPLICATES WAYLAND_INCLUDE_DIRS)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(Wayland REQUIRED_VARS WAYLAND_LIBRARIES WAYLAND_INCLUDE_DIRS HANDLE_COMPONENTS)
ENDIF ()
-157
View File
@@ -1,157 +0,0 @@
# common compile definitions
# this file will also load platform specific definitions
list(APPEND SUNSHINE_COMPILE_OPTIONS -Wall -Wno-sign-compare)
# Wall - enable all warnings
# Werror - treat warnings as errors
# Wno-maybe-uninitialized/Wno-uninitialized - disable warnings for maybe uninitialized variables
# Wno-sign-compare - disable warnings for signed/unsigned comparisons
# Wno-restrict - disable warnings for memory overlap
if(CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
# GCC specific compile options
# GCC 12 and higher will complain about maybe-uninitialized
if(CMAKE_CXX_COMPILER_VERSION VERSION_GREATER_EQUAL 12)
list(APPEND SUNSHINE_COMPILE_OPTIONS -Wno-maybe-uninitialized)
# Disable the bogus warning that may prevent compilation (only for GCC 12).
# See https://gcc.gnu.org/bugzilla/show_bug.cgi?id=105651.
if(CMAKE_CXX_COMPILER_VERSION VERSION_LESS 13)
list(APPEND SUNSHINE_COMPILE_OPTIONS -Wno-restrict)
endif()
endif()
elseif(CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
# Clang specific compile options
# Clang doesn't actually complain about this this, so disabling for now
# list(APPEND SUNSHINE_COMPILE_OPTIONS -Wno-uninitialized)
endif()
if(BUILD_WERROR)
list(APPEND SUNSHINE_COMPILE_OPTIONS -Werror)
endif()
# setup assets directory
if(NOT SUNSHINE_ASSETS_DIR)
set(SUNSHINE_ASSETS_DIR "assets")
endif()
# platform specific compile definitions
if(WIN32)
include(${CMAKE_MODULE_PATH}/compile_definitions/windows.cmake)
elseif(UNIX)
include(${CMAKE_MODULE_PATH}/compile_definitions/unix.cmake)
if(APPLE)
include(${CMAKE_MODULE_PATH}/compile_definitions/macos.cmake)
else()
include(${CMAKE_MODULE_PATH}/compile_definitions/linux.cmake)
endif()
endif()
include_directories(BEFORE SYSTEM "${CMAKE_SOURCE_DIR}/third-party/nv-codec-headers/include")
file(GLOB NVENC_SOURCES CONFIGURE_DEPENDS "src/nvenc/*.cpp" "src/nvenc/*.h")
list(APPEND PLATFORM_TARGET_FILES ${NVENC_SOURCES})
configure_file("${CMAKE_SOURCE_DIR}/src/version.h.in" version.h @ONLY)
include_directories(BEFORE "${CMAKE_CURRENT_BINARY_DIR}") # required for importing version.h
set(SUNSHINE_TARGET_FILES
"${CMAKE_SOURCE_DIR}/third-party/moonlight-common-c/src/Input.h"
"${CMAKE_SOURCE_DIR}/third-party/moonlight-common-c/src/Rtsp.h"
"${CMAKE_SOURCE_DIR}/third-party/moonlight-common-c/src/RtspParser.c"
"${CMAKE_SOURCE_DIR}/third-party/moonlight-common-c/src/Video.h"
"${CMAKE_SOURCE_DIR}/third-party/tray/src/tray.h"
"${CMAKE_SOURCE_DIR}/src/upnp.cpp"
"${CMAKE_SOURCE_DIR}/src/upnp.h"
"${CMAKE_SOURCE_DIR}/src/cbs.cpp"
"${CMAKE_SOURCE_DIR}/src/utility.h"
"${CMAKE_SOURCE_DIR}/src/uuid.h"
"${CMAKE_SOURCE_DIR}/src/config.h"
"${CMAKE_SOURCE_DIR}/src/config.cpp"
"${CMAKE_SOURCE_DIR}/src/display_device.h"
"${CMAKE_SOURCE_DIR}/src/display_device.cpp"
"${CMAKE_SOURCE_DIR}/src/entry_handler.cpp"
"${CMAKE_SOURCE_DIR}/src/entry_handler.h"
"${CMAKE_SOURCE_DIR}/src/file_handler.cpp"
"${CMAKE_SOURCE_DIR}/src/file_handler.h"
"${CMAKE_SOURCE_DIR}/src/globals.cpp"
"${CMAKE_SOURCE_DIR}/src/globals.h"
"${CMAKE_SOURCE_DIR}/src/logging.cpp"
"${CMAKE_SOURCE_DIR}/src/logging.h"
"${CMAKE_SOURCE_DIR}/src/main.cpp"
"${CMAKE_SOURCE_DIR}/src/main.h"
"${CMAKE_SOURCE_DIR}/src/crypto.cpp"
"${CMAKE_SOURCE_DIR}/src/crypto.h"
"${CMAKE_SOURCE_DIR}/src/nvhttp.cpp"
"${CMAKE_SOURCE_DIR}/src/nvhttp.h"
"${CMAKE_SOURCE_DIR}/src/httpcommon.cpp"
"${CMAKE_SOURCE_DIR}/src/httpcommon.h"
"${CMAKE_SOURCE_DIR}/src/confighttp.cpp"
"${CMAKE_SOURCE_DIR}/src/confighttp.h"
"${CMAKE_SOURCE_DIR}/src/rtsp.cpp"
"${CMAKE_SOURCE_DIR}/src/rtsp.h"
"${CMAKE_SOURCE_DIR}/src/stream.cpp"
"${CMAKE_SOURCE_DIR}/src/stream.h"
"${CMAKE_SOURCE_DIR}/src/video.cpp"
"${CMAKE_SOURCE_DIR}/src/video.h"
"${CMAKE_SOURCE_DIR}/src/video_colorspace.cpp"
"${CMAKE_SOURCE_DIR}/src/video_colorspace.h"
"${CMAKE_SOURCE_DIR}/src/input.cpp"
"${CMAKE_SOURCE_DIR}/src/input.h"
"${CMAKE_SOURCE_DIR}/src/audio.cpp"
"${CMAKE_SOURCE_DIR}/src/audio.h"
"${CMAKE_SOURCE_DIR}/src/platform/common.h"
"${CMAKE_SOURCE_DIR}/src/process.cpp"
"${CMAKE_SOURCE_DIR}/src/process.h"
"${CMAKE_SOURCE_DIR}/src/network.cpp"
"${CMAKE_SOURCE_DIR}/src/network.h"
"${CMAKE_SOURCE_DIR}/src/move_by_copy.h"
"${CMAKE_SOURCE_DIR}/src/system_tray.cpp"
"${CMAKE_SOURCE_DIR}/src/system_tray.h"
"${CMAKE_SOURCE_DIR}/src/task_pool.h"
"${CMAKE_SOURCE_DIR}/src/thread_pool.h"
"${CMAKE_SOURCE_DIR}/src/thread_safe.h"
"${CMAKE_SOURCE_DIR}/src/sync.h"
"${CMAKE_SOURCE_DIR}/src/round_robin.h"
"${CMAKE_SOURCE_DIR}/src/stat_trackers.h"
"${CMAKE_SOURCE_DIR}/src/stat_trackers.cpp"
"${CMAKE_SOURCE_DIR}/src/rswrapper.h"
"${CMAKE_SOURCE_DIR}/src/rswrapper.c"
${PLATFORM_TARGET_FILES})
if(NOT SUNSHINE_ASSETS_DIR_DEF)
set(SUNSHINE_ASSETS_DIR_DEF "${SUNSHINE_ASSETS_DIR}")
endif()
list(APPEND SUNSHINE_DEFINITIONS SUNSHINE_ASSETS_DIR="${SUNSHINE_ASSETS_DIR_DEF}")
list(APPEND SUNSHINE_DEFINITIONS SUNSHINE_TRAY=${SUNSHINE_TRAY})
# Publisher metadata
list(APPEND SUNSHINE_DEFINITIONS SUNSHINE_PUBLISHER_NAME="${SUNSHINE_PUBLISHER_NAME}")
list(APPEND SUNSHINE_DEFINITIONS SUNSHINE_PUBLISHER_WEBSITE="${SUNSHINE_PUBLISHER_WEBSITE}")
list(APPEND SUNSHINE_DEFINITIONS SUNSHINE_PUBLISHER_ISSUE_URL="${SUNSHINE_PUBLISHER_ISSUE_URL}")
include_directories(BEFORE "${CMAKE_SOURCE_DIR}")
include_directories(
BEFORE
SYSTEM
"${CMAKE_SOURCE_DIR}/third-party"
"${CMAKE_SOURCE_DIR}/third-party/moonlight-common-c/enet/include"
"${CMAKE_SOURCE_DIR}/third-party/nanors"
"${CMAKE_SOURCE_DIR}/third-party/nanors/deps/obl"
${FFMPEG_INCLUDE_DIRS}
${Boost_INCLUDE_DIRS} # has to be the last, or we get runtime error on macOS ffmpeg encoder
)
list(APPEND SUNSHINE_EXTERNAL_LIBRARIES
${MINIUPNP_LIBRARIES}
${CMAKE_THREAD_LIBS_INIT}
enet
libdisplaydevice::display_device
nlohmann_json::nlohmann_json
opus
${FFMPEG_LIBRARIES}
${Boost_LIBRARIES}
${OPENSSL_LIBRARIES}
${PLATFORM_LIBRARIES})
-260
View File
@@ -1,260 +0,0 @@
# linux specific compile definitions
add_compile_definitions(SUNSHINE_PLATFORM="linux")
# AppImage
if(${SUNSHINE_BUILD_APPIMAGE})
# use relative assets path for AppImage
string(REPLACE "${CMAKE_INSTALL_PREFIX}" ".${CMAKE_INSTALL_PREFIX}" SUNSHINE_ASSETS_DIR_DEF ${SUNSHINE_ASSETS_DIR})
endif()
# cuda
set(CUDA_FOUND OFF)
if(${SUNSHINE_ENABLE_CUDA})
include(CheckLanguage)
check_language(CUDA)
if(CMAKE_CUDA_COMPILER)
set(CUDA_FOUND ON)
enable_language(CUDA)
message(STATUS "CUDA Compiler Version: ${CMAKE_CUDA_COMPILER_VERSION}")
set(CMAKE_CUDA_ARCHITECTURES "")
# https://tech.amikelive.com/node-930/cuda-compatibility-of-nvidia-display-gpu-drivers/
if(CMAKE_CUDA_COMPILER_VERSION VERSION_LESS 6.5)
list(APPEND CMAKE_CUDA_ARCHITECTURES 10)
elseif(CMAKE_CUDA_COMPILER_VERSION VERSION_GREATER_EQUAL 6.5)
list(APPEND CMAKE_CUDA_ARCHITECTURES 50 52)
endif()
if(CMAKE_CUDA_COMPILER_VERSION VERSION_LESS 7.0)
list(APPEND CMAKE_CUDA_ARCHITECTURES 11)
elseif(CMAKE_CUDA_COMPILER_VERSION VERSION_GREATER 7.6)
list(APPEND CMAKE_CUDA_ARCHITECTURES 60 61 62)
endif()
# https://docs.nvidia.com/cuda/archive/9.2/cuda-compiler-driver-nvcc/index.html
if(CMAKE_CUDA_COMPILER_VERSION VERSION_LESS 9.0)
list(APPEND CMAKE_CUDA_ARCHITECTURES 20)
elseif(CMAKE_CUDA_COMPILER_VERSION VERSION_GREATER_EQUAL 9.0)
list(APPEND CMAKE_CUDA_ARCHITECTURES 70)
endif()
# https://docs.nvidia.com/cuda/archive/10.0/cuda-compiler-driver-nvcc/index.html
if(CMAKE_CUDA_COMPILER_VERSION VERSION_GREATER_EQUAL 10.0)
list(APPEND CMAKE_CUDA_ARCHITECTURES 72 75)
endif()
# https://docs.nvidia.com/cuda/archive/11.0/cuda-compiler-driver-nvcc/index.html
if(CMAKE_CUDA_COMPILER_VERSION VERSION_LESS 11.0)
list(APPEND CMAKE_CUDA_ARCHITECTURES 30)
elseif(CMAKE_CUDA_COMPILER_VERSION VERSION_GREATER_EQUAL 11.0)
list(APPEND CMAKE_CUDA_ARCHITECTURES 80)
endif()
# https://docs.nvidia.com/cuda/archive/11.8.0/cuda-compiler-driver-nvcc/index.html
if(CMAKE_CUDA_COMPILER_VERSION VERSION_GREATER_EQUAL 11.8)
list(APPEND CMAKE_CUDA_ARCHITECTURES 86 87 89 90)
endif()
if(CMAKE_CUDA_COMPILER_VERSION VERSION_LESS 12.0)
list(APPEND CMAKE_CUDA_ARCHITECTURES 35)
endif()
# sort the architectures
list(SORT CMAKE_CUDA_ARCHITECTURES COMPARE NATURAL)
# message(STATUS "CUDA NVCC Flags: ${CUDA_NVCC_FLAGS}")
message(STATUS "CUDA Architectures: ${CMAKE_CUDA_ARCHITECTURES}")
elseif(${CUDA_FAIL_ON_MISSING})
message(FATAL_ERROR
"CUDA not found.
If this is intentional, set '-DSUNSHINE_ENABLE_CUDA=OFF' or '-DCUDA_FAIL_ON_MISSING=OFF'"
)
endif()
endif()
if(CUDA_FOUND)
include_directories(SYSTEM "${CMAKE_SOURCE_DIR}/third-party/nvfbc")
list(APPEND PLATFORM_TARGET_FILES
"${CMAKE_SOURCE_DIR}/src/platform/linux/cuda.h"
"${CMAKE_SOURCE_DIR}/src/platform/linux/cuda.cu"
"${CMAKE_SOURCE_DIR}/src/platform/linux/cuda.cpp"
"${CMAKE_SOURCE_DIR}/third-party/nvfbc/NvFBC.h")
add_compile_definitions(SUNSHINE_BUILD_CUDA)
endif()
# drm
if(${SUNSHINE_ENABLE_DRM})
find_package(LIBDRM REQUIRED)
find_package(LIBCAP REQUIRED)
else()
set(LIBDRM_FOUND OFF)
set(LIBCAP_FOUND OFF)
endif()
if(LIBDRM_FOUND AND LIBCAP_FOUND)
add_compile_definitions(SUNSHINE_BUILD_DRM)
include_directories(SYSTEM ${LIBDRM_INCLUDE_DIRS} ${LIBCAP_INCLUDE_DIRS})
list(APPEND PLATFORM_LIBRARIES ${LIBDRM_LIBRARIES} ${LIBCAP_LIBRARIES})
list(APPEND PLATFORM_TARGET_FILES
"${CMAKE_SOURCE_DIR}/src/platform/linux/kmsgrab.cpp")
list(APPEND SUNSHINE_DEFINITIONS EGL_NO_X11=1)
endif()
# evdev
include(dependencies/libevdev_Sunshine)
# vaapi
if(${SUNSHINE_ENABLE_VAAPI})
find_package(Libva REQUIRED)
else()
set(LIBVA_FOUND OFF)
endif()
if(LIBVA_FOUND)
add_compile_definitions(SUNSHINE_BUILD_VAAPI)
include_directories(SYSTEM ${LIBVA_INCLUDE_DIR})
list(APPEND PLATFORM_LIBRARIES ${LIBVA_LIBRARIES} ${LIBVA_DRM_LIBRARIES})
list(APPEND PLATFORM_TARGET_FILES
"${CMAKE_SOURCE_DIR}/src/platform/linux/vaapi.h"
"${CMAKE_SOURCE_DIR}/src/platform/linux/vaapi.cpp")
endif()
# wayland
if(${SUNSHINE_ENABLE_WAYLAND})
find_package(Wayland REQUIRED)
else()
set(WAYLAND_FOUND OFF)
endif()
if(WAYLAND_FOUND)
add_compile_definitions(SUNSHINE_BUILD_WAYLAND)
if(NOT SUNSHINE_SYSTEM_WAYLAND_PROTOCOLS)
set(WAYLAND_PROTOCOLS_DIR "${CMAKE_SOURCE_DIR}/third-party/wayland-protocols")
else()
pkg_get_variable(WAYLAND_PROTOCOLS_DIR wayland-protocols pkgdatadir)
pkg_check_modules(WAYLAND_PROTOCOLS wayland-protocols REQUIRED)
endif()
GEN_WAYLAND("${WAYLAND_PROTOCOLS_DIR}" "unstable/xdg-output" xdg-output-unstable-v1)
GEN_WAYLAND("${WAYLAND_PROTOCOLS_DIR}" "unstable/linux-dmabuf" linux-dmabuf-unstable-v1)
GEN_WAYLAND("${CMAKE_SOURCE_DIR}/third-party/wlr-protocols" "unstable" wlr-screencopy-unstable-v1)
include_directories(
SYSTEM
${WAYLAND_INCLUDE_DIRS}
${CMAKE_BINARY_DIR}/generated-src
)
list(APPEND PLATFORM_LIBRARIES ${WAYLAND_LIBRARIES} gbm)
list(APPEND PLATFORM_TARGET_FILES
"${CMAKE_SOURCE_DIR}/src/platform/linux/wlgrab.cpp"
"${CMAKE_SOURCE_DIR}/src/platform/linux/wayland.h"
"${CMAKE_SOURCE_DIR}/src/platform/linux/wayland.cpp")
endif()
# x11
if(${SUNSHINE_ENABLE_X11})
find_package(X11 REQUIRED)
else()
set(X11_FOUND OFF)
endif()
if(X11_FOUND)
add_compile_definitions(SUNSHINE_BUILD_X11)
include_directories(SYSTEM ${X11_INCLUDE_DIR})
list(APPEND PLATFORM_LIBRARIES ${X11_LIBRARIES})
list(APPEND PLATFORM_TARGET_FILES
"${CMAKE_SOURCE_DIR}/src/platform/linux/x11grab.h"
"${CMAKE_SOURCE_DIR}/src/platform/linux/x11grab.cpp")
endif()
if(NOT ${CUDA_FOUND}
AND NOT ${WAYLAND_FOUND}
AND NOT ${X11_FOUND}
AND NOT (${LIBDRM_FOUND} AND ${LIBCAP_FOUND})
AND NOT ${LIBVA_FOUND})
message(FATAL_ERROR "Couldn't find either cuda, wayland, x11, (libdrm and libcap), or libva")
endif()
# tray icon
if(${SUNSHINE_ENABLE_TRAY})
pkg_check_modules(APPINDICATOR ayatana-appindicator3-0.1)
if(APPINDICATOR_FOUND)
list(APPEND SUNSHINE_DEFINITIONS TRAY_AYATANA_APPINDICATOR=1)
else()
pkg_check_modules(APPINDICATOR appindicator3-0.1)
if(APPINDICATOR_FOUND)
list(APPEND SUNSHINE_DEFINITIONS TRAY_LEGACY_APPINDICATOR=1)
endif ()
endif()
pkg_check_modules(LIBNOTIFY libnotify)
if(NOT APPINDICATOR_FOUND OR NOT LIBNOTIFY_FOUND)
message(STATUS "APPINDICATOR_FOUND: ${APPINDICATOR_FOUND}")
message(STATUS "LIBNOTIFY_FOUND: ${LIBNOTIFY_FOUND}")
message(FATAL_ERROR "Couldn't find either appindicator or libnotify")
else()
include_directories(SYSTEM ${APPINDICATOR_INCLUDE_DIRS} ${LIBNOTIFY_INCLUDE_DIRS})
link_directories(${APPINDICATOR_LIBRARY_DIRS} ${LIBNOTIFY_LIBRARY_DIRS})
list(APPEND PLATFORM_TARGET_FILES "${CMAKE_SOURCE_DIR}/third-party/tray/src/tray_linux.c")
list(APPEND SUNSHINE_EXTERNAL_LIBRARIES ${APPINDICATOR_LIBRARIES} ${LIBNOTIFY_LIBRARIES})
endif()
# flatpak icons must be prefixed with the app id or they will not be included in the flatpak
if(${SUNSHINE_BUILD_FLATPAK})
set(SUNSHINE_TRAY_PREFIX "${PROJECT_FQDN}")
else()
set(SUNSHINE_TRAY_PREFIX "sunshine")
endif()
list(APPEND SUNSHINE_DEFINITIONS SUNSHINE_TRAY_PREFIX="${SUNSHINE_TRAY_PREFIX}")
else()
set(SUNSHINE_TRAY 0)
message(STATUS "Tray icon disabled")
endif()
# These need to be set before adding the inputtino subdirectory in order for them to be picked up
set(LIBEVDEV_CUSTOM_INCLUDE_DIR "${EVDEV_INCLUDE_DIR}")
set(LIBEVDEV_CUSTOM_LIBRARY "${EVDEV_LIBRARY}")
add_subdirectory("${CMAKE_SOURCE_DIR}/third-party/inputtino")
list(APPEND SUNSHINE_EXTERNAL_LIBRARIES inputtino::libinputtino)
file(GLOB_RECURSE INPUTTINO_SOURCES
${CMAKE_SOURCE_DIR}/src/platform/linux/input/inputtino*.h
${CMAKE_SOURCE_DIR}/src/platform/linux/input/inputtino*.cpp)
list(APPEND PLATFORM_TARGET_FILES ${INPUTTINO_SOURCES})
# build libevdev before the libinputtino target
if(EXTERNAL_PROJECT_LIBEVDEV_USED)
add_dependencies(libinputtino libevdev)
endif()
# AppImage and Flatpak
if (${SUNSHINE_BUILD_APPIMAGE})
list(APPEND SUNSHINE_DEFINITIONS SUNSHINE_BUILD_APPIMAGE=1)
endif ()
if (${SUNSHINE_BUILD_FLATPAK})
list(APPEND SUNSHINE_DEFINITIONS SUNSHINE_BUILD_FLATPAK=1)
endif ()
list(APPEND PLATFORM_TARGET_FILES
"${CMAKE_SOURCE_DIR}/src/platform/linux/publish.cpp"
"${CMAKE_SOURCE_DIR}/src/platform/linux/graphics.h"
"${CMAKE_SOURCE_DIR}/src/platform/linux/graphics.cpp"
"${CMAKE_SOURCE_DIR}/src/platform/linux/misc.h"
"${CMAKE_SOURCE_DIR}/src/platform/linux/misc.cpp"
"${CMAKE_SOURCE_DIR}/src/platform/linux/audio.cpp"
"${CMAKE_SOURCE_DIR}/third-party/glad/src/egl.c"
"${CMAKE_SOURCE_DIR}/third-party/glad/src/gl.c"
"${CMAKE_SOURCE_DIR}/third-party/glad/include/EGL/eglplatform.h"
"${CMAKE_SOURCE_DIR}/third-party/glad/include/KHR/khrplatform.h"
"${CMAKE_SOURCE_DIR}/third-party/glad/include/glad/gl.h"
"${CMAKE_SOURCE_DIR}/third-party/glad/include/glad/egl.h")
list(APPEND PLATFORM_LIBRARIES
dl
pulse
pulse-simple)
include_directories(
SYSTEM
"${CMAKE_SOURCE_DIR}/third-party/glad/include")
-57
View File
@@ -1,57 +0,0 @@
# macos specific compile definitions
add_compile_definitions(SUNSHINE_PLATFORM="macos")
set(MACOS_LINK_DIRECTORIES
/opt/homebrew/lib
/opt/local/lib
/usr/local/lib)
foreach(dir ${MACOS_LINK_DIRECTORIES})
if(EXISTS ${dir})
link_directories(${dir})
endif()
endforeach()
if(NOT BOOST_USE_STATIC AND NOT FETCH_CONTENT_BOOST_USED)
ADD_DEFINITIONS(-DBOOST_LOG_DYN_LINK)
endif()
list(APPEND SUNSHINE_EXTERNAL_LIBRARIES
${APP_KIT_LIBRARY}
${APP_SERVICES_LIBRARY}
${AV_FOUNDATION_LIBRARY}
${CORE_MEDIA_LIBRARY}
${CORE_VIDEO_LIBRARY}
${FOUNDATION_LIBRARY}
${VIDEO_TOOLBOX_LIBRARY})
set(APPLE_PLIST_FILE "${SUNSHINE_SOURCE_ASSETS_DIR}/macos/assets/Info.plist")
# todo - tray is not working on macos
set(SUNSHINE_TRAY 0)
set(PLATFORM_TARGET_FILES
"${CMAKE_SOURCE_DIR}/src/platform/macos/av_audio.h"
"${CMAKE_SOURCE_DIR}/src/platform/macos/av_audio.m"
"${CMAKE_SOURCE_DIR}/src/platform/macos/av_img_t.h"
"${CMAKE_SOURCE_DIR}/src/platform/macos/av_video.h"
"${CMAKE_SOURCE_DIR}/src/platform/macos/av_video.m"
"${CMAKE_SOURCE_DIR}/src/platform/macos/display.mm"
"${CMAKE_SOURCE_DIR}/src/platform/macos/input.cpp"
"${CMAKE_SOURCE_DIR}/src/platform/macos/microphone.mm"
"${CMAKE_SOURCE_DIR}/src/platform/macos/misc.mm"
"${CMAKE_SOURCE_DIR}/src/platform/macos/misc.h"
"${CMAKE_SOURCE_DIR}/src/platform/macos/nv12_zero_device.cpp"
"${CMAKE_SOURCE_DIR}/src/platform/macos/nv12_zero_device.h"
"${CMAKE_SOURCE_DIR}/src/platform/macos/publish.cpp"
"${CMAKE_SOURCE_DIR}/third-party/TPCircularBuffer/TPCircularBuffer.c"
"${CMAKE_SOURCE_DIR}/third-party/TPCircularBuffer/TPCircularBuffer.h"
${APPLE_PLIST_FILE})
if(SUNSHINE_ENABLE_TRAY)
list(APPEND SUNSHINE_EXTERNAL_LIBRARIES
${COCOA})
list(APPEND PLATFORM_TARGET_FILES
"${CMAKE_SOURCE_DIR}/third-party/tray/src/tray_darwin.m")
endif()
-10
View File
@@ -1,10 +0,0 @@
# unix specific compile definitions
# put anything here that applies to both linux and macos
list(APPEND SUNSHINE_EXTERNAL_LIBRARIES
${CURL_LIBRARIES})
# add install prefix to assets path if not already there
if(NOT SUNSHINE_ASSETS_DIR MATCHES "^${CMAKE_INSTALL_PREFIX}")
set(SUNSHINE_ASSETS_DIR "${CMAKE_INSTALL_PREFIX}/${SUNSHINE_ASSETS_DIR}")
endif()
-95
View File
@@ -1,95 +0,0 @@
# windows specific compile definitions
add_compile_definitions(SUNSHINE_PLATFORM="windows")
enable_language(RC)
set(CMAKE_RC_COMPILER windres)
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -static")
# gcc complains about misleading indentation in some mingw includes
list(APPEND SUNSHINE_COMPILE_OPTIONS -Wno-misleading-indentation)
# gcc15 complains about non-template type 'coroutine_handle' used as a template in Windows.Foundation.h
# can remove after https://gcc.gnu.org/bugzilla/show_bug.cgi?id=120495 is available in mingw-w64
list(APPEND SUNSHINE_COMPILE_OPTIONS -Wno-template-body)
# see gcc bug 98723
add_definitions(-DUSE_BOOST_REGEX)
# curl
add_definitions(-DCURL_STATICLIB)
include_directories(SYSTEM ${CURL_STATIC_INCLUDE_DIRS})
link_directories(${CURL_STATIC_LIBRARY_DIRS})
# miniupnpc
add_definitions(-DMINIUPNP_STATICLIB)
# extra tools/binaries for audio/display devices
add_subdirectory(tools) # todo - this is temporary, only tools for Windows are needed, for now
# nvidia
include_directories(SYSTEM "${CMAKE_SOURCE_DIR}/third-party/nvapi-open-source-sdk")
file(GLOB NVPREFS_FILES CONFIGURE_DEPENDS
"${CMAKE_SOURCE_DIR}/third-party/nvapi-open-source-sdk/*.h"
"${CMAKE_SOURCE_DIR}/src/platform/windows/nvprefs/*.cpp"
"${CMAKE_SOURCE_DIR}/src/platform/windows/nvprefs/*.h")
# vigem
include_directories(SYSTEM "${CMAKE_SOURCE_DIR}/third-party/ViGEmClient/include")
# sunshine icon
if(NOT DEFINED SUNSHINE_ICON_PATH)
set(SUNSHINE_ICON_PATH "${CMAKE_SOURCE_DIR}/sunshine.ico")
endif()
configure_file("${CMAKE_SOURCE_DIR}/src/platform/windows/windows.rc.in" windows.rc @ONLY)
set(PLATFORM_TARGET_FILES
"${CMAKE_CURRENT_BINARY_DIR}/windows.rc"
"${CMAKE_SOURCE_DIR}/src/platform/windows/publish.cpp"
"${CMAKE_SOURCE_DIR}/src/platform/windows/misc.h"
"${CMAKE_SOURCE_DIR}/src/platform/windows/misc.cpp"
"${CMAKE_SOURCE_DIR}/src/platform/windows/input.cpp"
"${CMAKE_SOURCE_DIR}/src/platform/windows/display.h"
"${CMAKE_SOURCE_DIR}/src/platform/windows/display_base.cpp"
"${CMAKE_SOURCE_DIR}/src/platform/windows/display_vram.cpp"
"${CMAKE_SOURCE_DIR}/src/platform/windows/display_ram.cpp"
"${CMAKE_SOURCE_DIR}/src/platform/windows/display_wgc.cpp"
"${CMAKE_SOURCE_DIR}/src/platform/windows/audio.cpp"
"${CMAKE_SOURCE_DIR}/third-party/ViGEmClient/src/ViGEmClient.cpp"
"${CMAKE_SOURCE_DIR}/third-party/ViGEmClient/include/ViGEm/Client.h"
"${CMAKE_SOURCE_DIR}/third-party/ViGEmClient/include/ViGEm/Common.h"
"${CMAKE_SOURCE_DIR}/third-party/ViGEmClient/include/ViGEm/Util.h"
"${CMAKE_SOURCE_DIR}/third-party/ViGEmClient/include/ViGEm/km/BusShared.h"
${NVPREFS_FILES})
set(OPENSSL_LIBRARIES
libssl.a
libcrypto.a)
list(PREPEND PLATFORM_LIBRARIES
${CURL_STATIC_LIBRARIES}
avrt
d3d11
D3DCompiler
dwmapi
dxgi
iphlpapi
ksuser
libssp.a
libstdc++.a
libwinpthread.a
minhook::minhook
ntdll
setupapi
shlwapi
synchronization.lib
userenv
ws2_32
wsock32
)
if(SUNSHINE_ENABLE_TRAY)
list(APPEND PLATFORM_TARGET_FILES
"${CMAKE_SOURCE_DIR}/third-party/tray/src/tray_windows.c")
endif()
-103
View File
@@ -1,103 +0,0 @@
#
# Loads the boost library giving the priority to the system package first, with a fallback to FetchContent.
#
include_guard(GLOBAL)
set(BOOST_VERSION "1.87.0")
set(BOOST_COMPONENTS
filesystem
locale
log
program_options
system
)
# system is not used by Sunshine, but by Simple-Web-Server, added here for convenience
# algorithm, preprocessor, scope, and uuid are not used by Sunshine, but by libdisplaydevice, added here for convenience
if(WIN32)
list(APPEND BOOST_COMPONENTS
algorithm
preprocessor
scope
uuid
)
endif()
if(BOOST_USE_STATIC)
set(Boost_USE_STATIC_LIBS ON) # cmake-lint: disable=C0103
endif()
if (CMAKE_VERSION VERSION_GREATER_EQUAL "3.30")
cmake_policy(SET CMP0167 NEW) # Get BoostConfig.cmake from upstream
endif()
find_package(Boost CONFIG ${BOOST_VERSION} EXACT COMPONENTS ${BOOST_COMPONENTS})
if(NOT Boost_FOUND)
message(STATUS "Boost v${BOOST_VERSION} package not found in the system. Falling back to FetchContent.")
include(FetchContent)
if (CMAKE_VERSION VERSION_GREATER_EQUAL "3.24.0")
cmake_policy(SET CMP0135 NEW) # Avoid warning about DOWNLOAD_EXTRACT_TIMESTAMP in CMake 3.24
endif()
if (CMAKE_VERSION VERSION_GREATER_EQUAL "3.31.0")
cmake_policy(SET CMP0174 NEW) # Handle empty variables
endif()
# more components required for compiling boost targets
list(APPEND BOOST_COMPONENTS
asio
crc
format
process
property_tree)
set(BOOST_ENABLE_CMAKE ON)
# Limit boost to the required libraries only
set(BOOST_INCLUDE_LIBRARIES ${BOOST_COMPONENTS})
set(BOOST_URL "https://github.com/boostorg/boost/releases/download/boost-${BOOST_VERSION}/boost-${BOOST_VERSION}-cmake.tar.xz") # cmake-lint: disable=C0301
set(BOOST_HASH "SHA256=7da75f171837577a52bbf217e17f8ea576c7c246e4594d617bfde7fafd408be5")
if(CMAKE_VERSION VERSION_LESS "3.24.0")
FetchContent_Declare(
Boost
URL ${BOOST_URL}
URL_HASH ${BOOST_HASH}
)
elseif(APPLE AND CMAKE_VERSION VERSION_GREATER_EQUAL "3.25.0")
# add SYSTEM to FetchContent_Declare, this fails on debian bookworm
FetchContent_Declare(
Boost
URL ${BOOST_URL}
URL_HASH ${BOOST_HASH}
SYSTEM # requires CMake 3.25+
OVERRIDE_FIND_PACKAGE # requires CMake 3.24+, but we have a macro to handle it for other versions
)
elseif(CMAKE_VERSION VERSION_GREATER_EQUAL "3.24.0")
FetchContent_Declare(
Boost
URL ${BOOST_URL}
URL_HASH ${BOOST_HASH}
OVERRIDE_FIND_PACKAGE # requires CMake 3.24+, but we have a macro to handle it for other versions
)
endif()
FetchContent_MakeAvailable(Boost)
set(FETCH_CONTENT_BOOST_USED TRUE)
set(Boost_FOUND TRUE) # cmake-lint: disable=C0103
set(Boost_INCLUDE_DIRS # cmake-lint: disable=C0103
"$<BUILD_INTERFACE:${Boost_SOURCE_DIR}/libs/headers/include>")
if(WIN32)
# Windows build is failing to create .h file in this directory
file(MAKE_DIRECTORY ${Boost_BINARY_DIR}/libs/log/src/windows)
endif()
set(Boost_LIBRARIES "") # cmake-lint: disable=C0103
foreach(component ${BOOST_COMPONENTS})
list(APPEND Boost_LIBRARIES "Boost::${component}")
endforeach()
endif()
message(STATUS "Boost include dirs: ${Boost_INCLUDE_DIRS}")
message(STATUS "Boost libraries: ${Boost_LIBRARIES}")
-85
View File
@@ -1,85 +0,0 @@
# load common dependencies
# this file will also load platform specific dependencies
# boost, this should be before Simple-Web-Server as it also depends on boost
include(dependencies/Boost_Sunshine)
# submodules
# moonlight common library
set(ENET_NO_INSTALL ON CACHE BOOL "Don't install any libraries built for enet")
add_subdirectory("${CMAKE_SOURCE_DIR}/third-party/moonlight-common-c/enet")
# web server
add_subdirectory("${CMAKE_SOURCE_DIR}/third-party/Simple-Web-Server")
# libdisplaydevice
add_subdirectory("${CMAKE_SOURCE_DIR}/third-party/libdisplaydevice")
# common dependencies
include("${CMAKE_MODULE_PATH}/dependencies/nlohmann_json.cmake")
find_package(OpenSSL REQUIRED)
find_package(PkgConfig REQUIRED)
find_package(Threads REQUIRED)
pkg_check_modules(CURL REQUIRED libcurl)
# miniupnp
pkg_check_modules(MINIUPNP miniupnpc REQUIRED)
include_directories(SYSTEM ${MINIUPNP_INCLUDE_DIRS})
# ffmpeg pre-compiled binaries
if(NOT DEFINED FFMPEG_PREPARED_BINARIES)
if(WIN32)
set(FFMPEG_PLATFORM_LIBRARIES mfplat ole32 strmiids mfuuid vpl)
elseif(UNIX AND NOT APPLE)
set(FFMPEG_PLATFORM_LIBRARIES numa va va-drm va-x11 X11)
endif()
set(FFMPEG_PREPARED_BINARIES
"${CMAKE_SOURCE_DIR}/third-party/build-deps/dist/${CMAKE_SYSTEM_NAME}-${CMAKE_SYSTEM_PROCESSOR}")
# check if the directory exists
if(NOT EXISTS "${FFMPEG_PREPARED_BINARIES}")
message(FATAL_ERROR
"FFmpeg pre-compiled binaries not found at ${FFMPEG_PREPARED_BINARIES}. \
Please consider contributing to the LizardByte/build-deps repository. \
Optionally, you can use the FFMPEG_PREPARED_BINARIES option to specify the path to the \
system-installed FFmpeg libraries")
endif()
if(EXISTS "${FFMPEG_PREPARED_BINARIES}/lib/libhdr10plus.a")
set(HDR10_PLUS_LIBRARY
"${FFMPEG_PREPARED_BINARIES}/lib/libhdr10plus.a")
endif()
set(FFMPEG_LIBRARIES
"${FFMPEG_PREPARED_BINARIES}/lib/libavcodec.a"
"${FFMPEG_PREPARED_BINARIES}/lib/libavutil.a"
"${FFMPEG_PREPARED_BINARIES}/lib/libcbs.a"
"${FFMPEG_PREPARED_BINARIES}/lib/libSvtAv1Enc.a"
"${FFMPEG_PREPARED_BINARIES}/lib/libswscale.a"
"${FFMPEG_PREPARED_BINARIES}/lib/libx264.a"
"${FFMPEG_PREPARED_BINARIES}/lib/libx265.a"
${HDR10_PLUS_LIBRARY}
${FFMPEG_PLATFORM_LIBRARIES})
else()
set(FFMPEG_LIBRARIES
"${FFMPEG_PREPARED_BINARIES}/lib/libavcodec.a"
"${FFMPEG_PREPARED_BINARIES}/lib/libavutil.a"
"${FFMPEG_PREPARED_BINARIES}/lib/libcbs.a"
"${FFMPEG_PREPARED_BINARIES}/lib/libswscale.a"
${FFMPEG_PLATFORM_LIBRARIES})
endif()
set(FFMPEG_INCLUDE_DIRS
"${FFMPEG_PREPARED_BINARIES}/include")
# platform specific dependencies
if(WIN32)
include("${CMAKE_MODULE_PATH}/dependencies/windows.cmake")
elseif(UNIX)
include("${CMAKE_MODULE_PATH}/dependencies/unix.cmake")
if(APPLE)
include("${CMAKE_MODULE_PATH}/dependencies/macos.cmake")
else()
include("${CMAKE_MODULE_PATH}/dependencies/linux.cmake")
endif()
endif()
@@ -1,47 +0,0 @@
#
# Loads the libevdev library giving the priority to the system package first, with a fallback to ExternalProject
#
include_guard(GLOBAL)
set(LIBEVDEV_VERSION libevdev-1.13.2)
pkg_check_modules(PC_EVDEV libevdev)
if(PC_EVDEV_FOUND)
find_path(EVDEV_INCLUDE_DIR libevdev/libevdev.h
HINTS ${PC_EVDEV_INCLUDE_DIRS} ${PC_EVDEV_INCLUDEDIR})
find_library(EVDEV_LIBRARY
NAMES evdev libevdev)
else()
include(ExternalProject)
ExternalProject_Add(libevdev
URL http://www.freedesktop.org/software/libevdev/${LIBEVDEV_VERSION}.tar.xz
PREFIX ${LIBEVDEV_VERSION}
CONFIGURE_COMMAND <SOURCE_DIR>/configure --prefix=<INSTALL_DIR>
BUILD_COMMAND "make"
INSTALL_COMMAND ""
)
ExternalProject_Get_Property(libevdev SOURCE_DIR)
message(STATUS "libevdev source dir: ${SOURCE_DIR}")
set(EVDEV_INCLUDE_DIR "${SOURCE_DIR}")
ExternalProject_Get_Property(libevdev BINARY_DIR)
message(STATUS "libevdev binary dir: ${BINARY_DIR}")
set(EVDEV_LIBRARY "${BINARY_DIR}/libevdev/.libs/libevdev.a")
# compile libevdev before sunshine
set(SUNSHINE_TARGET_DEPENDENCIES ${SUNSHINE_TARGET_DEPENDENCIES} libevdev)
set(EXTERNAL_PROJECT_LIBEVDEV_USED TRUE)
endif()
if(EVDEV_INCLUDE_DIR AND EVDEV_LIBRARY)
message(STATUS "Found libevdev library: ${EVDEV_LIBRARY}")
message(STATUS "Found libevdev include directory: ${EVDEV_INCLUDE_DIR}")
include_directories(SYSTEM ${EVDEV_INCLUDE_DIR})
list(APPEND PLATFORM_LIBRARIES ${EVDEV_LIBRARY})
else()
message(FATAL_ERROR "Couldn't find or fetch libevdev")
endif()
-1
View File
@@ -1 +0,0 @@
# linux specific dependencies
-13
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@@ -1,13 +0,0 @@
# macos specific dependencies
FIND_LIBRARY(APP_KIT_LIBRARY AppKit)
FIND_LIBRARY(APP_SERVICES_LIBRARY ApplicationServices)
FIND_LIBRARY(AV_FOUNDATION_LIBRARY AVFoundation)
FIND_LIBRARY(CORE_MEDIA_LIBRARY CoreMedia)
FIND_LIBRARY(CORE_VIDEO_LIBRARY CoreVideo)
FIND_LIBRARY(FOUNDATION_LIBRARY Foundation)
FIND_LIBRARY(VIDEO_TOOLBOX_LIBRARY VideoToolbox)
if(SUNSHINE_ENABLE_TRAY)
FIND_LIBRARY(COCOA Cocoa REQUIRED)
endif()
-25
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@@ -1,25 +0,0 @@
#
# Loads the nlohmann_json library giving the priority to the system package first, with a fallback to FetchContent.
#
include_guard(GLOBAL)
find_package(nlohmann_json 3.11 QUIET GLOBAL)
if(NOT nlohmann_json_FOUND)
message(STATUS "nlohmann_json v3.11.x package not found in the system. Falling back to FetchContent.")
include(FetchContent)
if (CMAKE_VERSION VERSION_GREATER_EQUAL "3.24.0")
cmake_policy(SET CMP0135 NEW) # Avoid warning about DOWNLOAD_EXTRACT_TIMESTAMP in CMake 3.24
endif()
if (CMAKE_VERSION VERSION_GREATER_EQUAL "3.31.0")
cmake_policy(SET CMP0174 NEW) # Handle empty variables
endif()
FetchContent_Declare(
json
URL https://github.com/nlohmann/json/releases/download/v3.11.3/json.tar.xz
URL_HASH MD5=c23a33f04786d85c29fda8d16b5f0efd
DOWNLOAD_EXTRACT_TIMESTAMP
)
FetchContent_MakeAvailable(json)
endif()
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@@ -1,2 +0,0 @@
# unix specific dependencies
# put anything here that applies to both linux and macos
-9
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@@ -1,9 +0,0 @@
# windows specific dependencies
# Make sure MinHook is installed
find_library(MINHOOK_LIBRARY libMinHook.a REQUIRED)
find_path(MINHOOK_INCLUDE_DIR MinHook.h PATH_SUFFIXES include REQUIRED)
add_library(minhook::minhook STATIC IMPORTED)
set_property(TARGET minhook::minhook PROPERTY IMPORTED_LOCATION ${MINHOOK_LIBRARY})
target_include_directories(minhook::minhook INTERFACE ${MINHOOK_INCLUDE_DIR})
-29
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@@ -1,29 +0,0 @@
# common macros
# this file will also load platform specific macros
# platform specific macros
if(WIN32)
include(${CMAKE_MODULE_PATH}/macros/windows.cmake)
elseif(UNIX)
include(${CMAKE_MODULE_PATH}/macros/unix.cmake)
if(APPLE)
include(${CMAKE_MODULE_PATH}/macros/macos.cmake)
else()
include(${CMAKE_MODULE_PATH}/macros/linux.cmake)
endif()
endif()
# override find_package function
macro(find_package) # cmake-lint: disable=C0103
string(TOLOWER "${ARGV0}" ARGV0_LOWER)
if(
(("${ARGV0_LOWER}" STREQUAL "boost") AND DEFINED FETCH_CONTENT_BOOST_USED) OR
(("${ARGV0_LOWER}" STREQUAL "libevdev") AND DEFINED EXTERNAL_PROJECT_LIBEVDEV_USED)
)
# Do nothing, as the package has already been fetched
else()
# Call the original find_package function
_find_package(${ARGV})
endif()
endmacro()
-31
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@@ -1,31 +0,0 @@
# linux specific macros
# GEN_WAYLAND: args = `filename`
macro(GEN_WAYLAND wayland_directory subdirectory filename)
file(MAKE_DIRECTORY ${CMAKE_BINARY_DIR}/generated-src)
message("wayland-scanner private-code \
${wayland_directory}/${subdirectory}/${filename}.xml \
${CMAKE_BINARY_DIR}/generated-src/${filename}.c")
message("wayland-scanner client-header \
${wayland_directory}/${subdirectory}/${filename}.xml \
${CMAKE_BINARY_DIR}/generated-src/${filename}.h")
execute_process(
COMMAND wayland-scanner private-code
${wayland_directory}/${subdirectory}/${filename}.xml
${CMAKE_BINARY_DIR}/generated-src/${filename}.c
COMMAND wayland-scanner client-header
${wayland_directory}/${subdirectory}/${filename}.xml
${CMAKE_BINARY_DIR}/generated-src/${filename}.h
RESULT_VARIABLE EXIT_INT
)
if(NOT ${EXIT_INT} EQUAL 0)
message(FATAL_ERROR "wayland-scanner failed")
endif()
list(APPEND PLATFORM_TARGET_FILES
${CMAKE_BINARY_DIR}/generated-src/${filename}.c
${CMAKE_BINARY_DIR}/generated-src/${filename}.h)
endmacro()
-16
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@@ -1,16 +0,0 @@
# macos specific macros
# ADD_FRAMEWORK: args = `fwname`, `appname`
macro(ADD_FRAMEWORK fwname appname)
find_library(FRAMEWORK_${fwname}
NAMES ${fwname}
PATHS ${CMAKE_OSX_SYSROOT}/System/Library
PATH_SUFFIXES Frameworks
NO_DEFAULT_PATH)
if( ${FRAMEWORK_${fwname}} STREQUAL FRAMEWORK_${fwname}-NOTFOUND)
MESSAGE(ERROR ": Framework ${fwname} not found")
else()
TARGET_LINK_LIBRARIES(${appname} "${FRAMEWORK_${fwname}}/${fwname}")
MESSAGE(STATUS "Framework ${fwname} found at ${FRAMEWORK_${fwname}}")
endif()
endmacro(ADD_FRAMEWORK)
-2
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@@ -1,2 +0,0 @@
# unix specific macros
# put anything here that applies to both linux and macos
-1
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@@ -1 +0,0 @@
# windows specific macros
-46
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@@ -1,46 +0,0 @@
# common packaging
# common cpack options
set(CPACK_PACKAGE_NAME ${CMAKE_PROJECT_NAME})
set(CPACK_PACKAGE_VENDOR "LizardByte")
string(REGEX REPLACE "^v" "" CPACK_PACKAGE_VERSION ${PROJECT_VERSION}) # remove the v prefix if it exists
set(CPACK_PACKAGE_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR}/cpack_artifacts)
set(CPACK_PACKAGE_CONTACT "https://app.lizardbyte.dev")
set(CPACK_PACKAGE_DESCRIPTION ${CMAKE_PROJECT_DESCRIPTION})
set(CPACK_PACKAGE_HOMEPAGE_URL ${CMAKE_PROJECT_HOMEPAGE_URL})
set(CPACK_RESOURCE_FILE_LICENSE ${PROJECT_SOURCE_DIR}/LICENSE)
set(CPACK_PACKAGE_ICON ${PROJECT_SOURCE_DIR}/sunshine.png)
set(CPACK_PACKAGE_FILE_NAME "${CMAKE_PROJECT_NAME}")
set(CPACK_STRIP_FILES YES)
# install common assets
install(DIRECTORY "${SUNSHINE_SOURCE_ASSETS_DIR}/common/assets/"
DESTINATION "${SUNSHINE_ASSETS_DIR}"
PATTERN "web" EXCLUDE)
# copy assets to build directory, for running without install
file(GLOB_RECURSE ALL_ASSETS
RELATIVE "${SUNSHINE_SOURCE_ASSETS_DIR}/common/assets/" "${SUNSHINE_SOURCE_ASSETS_DIR}/common/assets/*")
list(FILTER ALL_ASSETS EXCLUDE REGEX "^web/.*$") # Filter out the web directory
foreach(asset ${ALL_ASSETS}) # Copy assets to build directory, excluding the web directory
file(COPY "${SUNSHINE_SOURCE_ASSETS_DIR}/common/assets/${asset}"
DESTINATION "${CMAKE_CURRENT_BINARY_DIR}/assets")
endforeach()
# install built vite assets
install(DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/assets/web"
DESTINATION "${SUNSHINE_ASSETS_DIR}")
# platform specific packaging
if(WIN32)
include(${CMAKE_MODULE_PATH}/packaging/windows.cmake)
elseif(UNIX)
include(${CMAKE_MODULE_PATH}/packaging/unix.cmake)
if(APPLE)
include(${CMAKE_MODULE_PATH}/packaging/macos.cmake)
else()
include(${CMAKE_MODULE_PATH}/packaging/linux.cmake)
endif()
endif()
include(CPack)
-148
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@@ -1,148 +0,0 @@
# linux specific packaging
install(DIRECTORY "${SUNSHINE_SOURCE_ASSETS_DIR}/linux/assets/"
DESTINATION "${SUNSHINE_ASSETS_DIR}")
# copy assets (excluding shaders) to build directory, for running without install
file(COPY "${SUNSHINE_SOURCE_ASSETS_DIR}/linux/assets/"
DESTINATION "${CMAKE_BINARY_DIR}/assets"
PATTERN "shaders" EXCLUDE)
# use symbolic link for shaders directory
file(CREATE_LINK "${SUNSHINE_SOURCE_ASSETS_DIR}/linux/assets/shaders"
"${CMAKE_BINARY_DIR}/assets/shaders" COPY_ON_ERROR SYMBOLIC)
if(${SUNSHINE_BUILD_APPIMAGE} OR ${SUNSHINE_BUILD_FLATPAK})
install(FILES "${SUNSHINE_SOURCE_ASSETS_DIR}/linux/misc/60-sunshine.rules"
DESTINATION "${SUNSHINE_ASSETS_DIR}/udev/rules.d")
install(FILES "${CMAKE_CURRENT_BINARY_DIR}/sunshine.service"
DESTINATION "${SUNSHINE_ASSETS_DIR}/systemd/user")
else()
find_package(Systemd)
find_package(Udev)
if(UDEV_FOUND)
install(FILES "${SUNSHINE_SOURCE_ASSETS_DIR}/linux/misc/60-sunshine.rules"
DESTINATION "${UDEV_RULES_INSTALL_DIR}")
endif()
if(SYSTEMD_FOUND)
install(FILES "${CMAKE_CURRENT_BINARY_DIR}/sunshine.service"
DESTINATION "${SYSTEMD_USER_UNIT_INSTALL_DIR}")
endif()
endif()
# Post install
set(CPACK_DEBIAN_PACKAGE_CONTROL_EXTRA "${SUNSHINE_SOURCE_ASSETS_DIR}/linux/misc/postinst")
set(CPACK_RPM_POST_INSTALL_SCRIPT_FILE "${SUNSHINE_SOURCE_ASSETS_DIR}/linux/misc/postinst")
# Apply setcap for RPM
# https://github.com/coreos/rpm-ostree/discussions/5036#discussioncomment-10291071
set(CPACK_RPM_USER_FILELIST "%caps(cap_sys_admin+p) ${SUNSHINE_EXECUTABLE_PATH}")
# Dependencies
set(CPACK_DEB_COMPONENT_INSTALL ON)
set(CPACK_DEBIAN_PACKAGE_DEPENDS "\
${CPACK_DEB_PLATFORM_PACKAGE_DEPENDS} \
libcap2, \
libcurl4, \
libdrm2, \
libevdev2, \
libnuma1, \
libopus0, \
libpulse0, \
libva2, \
libva-drm2, \
libwayland-client0, \
libx11-6, \
miniupnpc, \
openssl | libssl3")
set(CPACK_RPM_PACKAGE_REQUIRES "\
${CPACK_RPM_PLATFORM_PACKAGE_REQUIRES} \
libcap >= 2.22, \
libcurl >= 7.0, \
libdrm >= 2.4.97, \
libevdev >= 1.5.6, \
libopusenc >= 0.2.1, \
libva >= 2.14.0, \
libwayland-client >= 1.20.0, \
libX11 >= 1.7.3.1, \
miniupnpc >= 2.2.4, \
numactl-libs >= 2.0.14, \
openssl >= 3.0.2, \
pulseaudio-libs >= 10.0")
if(NOT BOOST_USE_STATIC)
set(CPACK_DEBIAN_PACKAGE_DEPENDS "\
${CPACK_DEBIAN_PACKAGE_DEPENDS}, \
libboost-filesystem${Boost_VERSION}, \
libboost-locale${Boost_VERSION}, \
libboost-log${Boost_VERSION}, \
libboost-program-options${Boost_VERSION}")
set(CPACK_RPM_PACKAGE_REQUIRES "\
${CPACK_RPM_PACKAGE_REQUIRES}, \
boost-filesystem >= ${Boost_VERSION}, \
boost-locale >= ${Boost_VERSION}, \
boost-log >= ${Boost_VERSION}, \
boost-program-options >= ${Boost_VERSION}")
endif()
# This should automatically figure out dependencies, doesn't work with the current config
set(CPACK_DEBIAN_PACKAGE_SHLIBDEPS OFF)
# application icon
if(NOT ${SUNSHINE_BUILD_FLATPAK})
install(FILES "${CMAKE_SOURCE_DIR}/sunshine.svg"
DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/scalable/apps")
else()
install(FILES "${CMAKE_SOURCE_DIR}/sunshine.svg"
DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/scalable/apps"
RENAME "${PROJECT_FQDN}.svg")
endif()
# tray icon
if(${SUNSHINE_TRAY} STREQUAL 1)
if(NOT ${SUNSHINE_BUILD_FLATPAK})
install(FILES "${CMAKE_SOURCE_DIR}/sunshine.svg"
DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/scalable/status"
RENAME "sunshine-tray.svg")
install(FILES "${SUNSHINE_SOURCE_ASSETS_DIR}/common/assets/web/public/images/sunshine-playing.svg"
DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/scalable/status")
install(FILES "${SUNSHINE_SOURCE_ASSETS_DIR}/common/assets/web/public/images/sunshine-pausing.svg"
DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/scalable/status")
install(FILES "${SUNSHINE_SOURCE_ASSETS_DIR}/common/assets/web/public/images/sunshine-locked.svg"
DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/scalable/status")
else()
# flatpak icons must be prefixed with the app id or they will not be included in the flatpak
install(FILES "${CMAKE_SOURCE_DIR}/sunshine.svg"
DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/scalable/status"
RENAME "${PROJECT_FQDN}-tray.svg")
install(FILES "${SUNSHINE_SOURCE_ASSETS_DIR}/common/assets/web/public/images/sunshine-playing.svg"
DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/scalable/status"
RENAME "${PROJECT_FQDN}-playing.svg")
install(FILES "${SUNSHINE_SOURCE_ASSETS_DIR}/common/assets/web/public/images/sunshine-pausing.svg"
DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/scalable/status"
RENAME "${PROJECT_FQDN}-pausing.svg")
install(FILES "${SUNSHINE_SOURCE_ASSETS_DIR}/common/assets/web/public/images/sunshine-locked.svg"
DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/icons/hicolor/scalable/status"
RENAME "${PROJECT_FQDN}-locked.svg")
endif()
set(CPACK_DEBIAN_PACKAGE_DEPENDS "\
${CPACK_DEBIAN_PACKAGE_DEPENDS}, \
libayatana-appindicator3-1, \
libnotify4")
set(CPACK_RPM_PACKAGE_REQUIRES "\
${CPACK_RPM_PACKAGE_REQUIRES}, \
libappindicator-gtk3 >= 12.10.0")
endif()
# desktop file
install(FILES "${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_FQDN}.desktop"
DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/applications")
if(NOT ${SUNSHINE_BUILD_APPIMAGE} AND NOT ${SUNSHINE_BUILD_FLATPAK})
install(FILES "${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_FQDN}.terminal.desktop"
DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/applications")
endif()
# metadata file
install(FILES "${CMAKE_CURRENT_BINARY_DIR}/${PROJECT_FQDN}.metainfo.xml"
DESTINATION "${CMAKE_INSTALL_DATAROOTDIR}/metainfo")
-25
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@@ -1,25 +0,0 @@
# macos specific packaging
# todo - bundle doesn't produce a valid .app use cpack -G DragNDrop
set(CPACK_BUNDLE_NAME "${CMAKE_PROJECT_NAME}")
set(CPACK_BUNDLE_PLIST "${APPLE_PLIST_FILE}")
set(CPACK_BUNDLE_ICON "${PROJECT_SOURCE_DIR}/sunshine.icns")
# set(CPACK_BUNDLE_STARTUP_COMMAND "${INSTALL_RUNTIME_DIR}/sunshine")
if(SUNSHINE_PACKAGE_MACOS) # todo
set(MAC_PREFIX "${CMAKE_PROJECT_NAME}.app/Contents")
set(INSTALL_RUNTIME_DIR "${MAC_PREFIX}/MacOS")
install(TARGETS sunshine
BUNDLE DESTINATION . COMPONENT Runtime
RUNTIME DESTINATION ${INSTALL_RUNTIME_DIR} COMPONENT Runtime)
else()
install(FILES "${SUNSHINE_SOURCE_ASSETS_DIR}/macos/misc/uninstall_pkg.sh"
DESTINATION "${SUNSHINE_ASSETS_DIR}")
endif()
install(DIRECTORY "${SUNSHINE_SOURCE_ASSETS_DIR}/macos/assets/"
DESTINATION "${SUNSHINE_ASSETS_DIR}")
# copy assets to build directory, for running without install
file(COPY "${SUNSHINE_SOURCE_ASSETS_DIR}/macos/assets/"
DESTINATION "${CMAKE_BINARY_DIR}/assets")
-15
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@@ -1,15 +0,0 @@
# unix specific packaging
# put anything here that applies to both linux and macos
# return here if building a macos package
if(SUNSHINE_PACKAGE_MACOS)
return()
endif()
# Installation destination dir
set(CPACK_SET_DESTDIR true)
if(NOT CMAKE_INSTALL_PREFIX)
set(CMAKE_INSTALL_PREFIX "/usr/share/sunshine")
endif()
install(TARGETS sunshine RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}")
-101
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@@ -1,101 +0,0 @@
# windows specific packaging
install(TARGETS sunshine RUNTIME DESTINATION "." COMPONENT application)
# Hardening: include zlib1.dll (loaded via LoadLibrary() in openssl's libcrypto.a)
install(FILES "${ZLIB}" DESTINATION "." COMPONENT application)
# Adding tools
install(TARGETS dxgi-info RUNTIME DESTINATION "tools" COMPONENT dxgi)
install(TARGETS audio-info RUNTIME DESTINATION "tools" COMPONENT audio)
# Mandatory tools
install(TARGETS sunshinesvc RUNTIME DESTINATION "tools" COMPONENT application)
# Mandatory scripts
install(DIRECTORY "${SUNSHINE_SOURCE_ASSETS_DIR}/windows/misc/service/"
DESTINATION "scripts"
COMPONENT assets)
install(DIRECTORY "${SUNSHINE_SOURCE_ASSETS_DIR}/windows/misc/migration/"
DESTINATION "scripts"
COMPONENT assets)
install(DIRECTORY "${SUNSHINE_SOURCE_ASSETS_DIR}/windows/misc/path/"
DESTINATION "scripts"
COMPONENT assets)
# Configurable options for the service
install(DIRECTORY "${SUNSHINE_SOURCE_ASSETS_DIR}/windows/misc/autostart/"
DESTINATION "scripts"
COMPONENT autostart)
# scripts
install(DIRECTORY "${SUNSHINE_SOURCE_ASSETS_DIR}/windows/misc/firewall/"
DESTINATION "scripts"
COMPONENT firewall)
install(DIRECTORY "${SUNSHINE_SOURCE_ASSETS_DIR}/windows/misc/gamepad/"
DESTINATION "scripts"
COMPONENT gamepad)
# Sunshine assets
install(DIRECTORY "${SUNSHINE_SOURCE_ASSETS_DIR}/windows/assets/"
DESTINATION "${SUNSHINE_ASSETS_DIR}"
COMPONENT assets)
# copy assets (excluding shaders) to build directory, for running without install
file(COPY "${SUNSHINE_SOURCE_ASSETS_DIR}/windows/assets/"
DESTINATION "${CMAKE_BINARY_DIR}/assets"
PATTERN "shaders" EXCLUDE)
# use junction for shaders directory
cmake_path(CONVERT "${SUNSHINE_SOURCE_ASSETS_DIR}/windows/assets/shaders"
TO_NATIVE_PATH_LIST shaders_in_build_src_native)
cmake_path(CONVERT "${CMAKE_BINARY_DIR}/assets/shaders" TO_NATIVE_PATH_LIST shaders_in_build_dest_native)
execute_process(COMMAND cmd.exe /c mklink /J "${shaders_in_build_dest_native}" "${shaders_in_build_src_native}")
set(CPACK_PACKAGE_ICON "${CMAKE_SOURCE_DIR}\\\\sunshine.ico")
# The name of the directory that will be created in C:/Program files/
set(CPACK_PACKAGE_INSTALL_DIRECTORY "${CPACK_PACKAGE_NAME}")
# Setting components groups and dependencies
set(CPACK_COMPONENT_GROUP_CORE_EXPANDED true)
# sunshine binary
set(CPACK_COMPONENT_APPLICATION_DISPLAY_NAME "${CMAKE_PROJECT_NAME}")
set(CPACK_COMPONENT_APPLICATION_DESCRIPTION "${CMAKE_PROJECT_NAME} main application and required components.")
set(CPACK_COMPONENT_APPLICATION_GROUP "Core")
set(CPACK_COMPONENT_APPLICATION_REQUIRED true)
set(CPACK_COMPONENT_APPLICATION_DEPENDS assets)
# service auto-start script
set(CPACK_COMPONENT_AUTOSTART_DISPLAY_NAME "Launch on Startup")
set(CPACK_COMPONENT_AUTOSTART_DESCRIPTION "If enabled, launches Sunshine automatically on system startup.")
set(CPACK_COMPONENT_AUTOSTART_GROUP "Core")
# assets
set(CPACK_COMPONENT_ASSETS_DISPLAY_NAME "Required Assets")
set(CPACK_COMPONENT_ASSETS_DESCRIPTION "Shaders, default box art, and web UI.")
set(CPACK_COMPONENT_ASSETS_GROUP "Core")
set(CPACK_COMPONENT_ASSETS_REQUIRED true)
# audio tool
set(CPACK_COMPONENT_AUDIO_DISPLAY_NAME "audio-info")
set(CPACK_COMPONENT_AUDIO_DESCRIPTION "CLI tool providing information about sound devices.")
set(CPACK_COMPONENT_AUDIO_GROUP "Tools")
# display tool
set(CPACK_COMPONENT_DXGI_DISPLAY_NAME "dxgi-info")
set(CPACK_COMPONENT_DXGI_DESCRIPTION "CLI tool providing information about graphics cards and displays.")
set(CPACK_COMPONENT_DXGI_GROUP "Tools")
# firewall scripts
set(CPACK_COMPONENT_FIREWALL_DISPLAY_NAME "Add Firewall Exclusions")
set(CPACK_COMPONENT_FIREWALL_DESCRIPTION "Scripts to enable or disable firewall rules.")
set(CPACK_COMPONENT_FIREWALL_GROUP "Scripts")
# gamepad scripts
set(CPACK_COMPONENT_GAMEPAD_DISPLAY_NAME "Virtual Gamepad")
set(CPACK_COMPONENT_GAMEPAD_DESCRIPTION "Scripts to install and uninstall Virtual Gamepad.")
set(CPACK_COMPONENT_GAMEPAD_GROUP "Scripts")
# include specific packaging
include(${CMAKE_MODULE_PATH}/packaging/windows_nsis.cmake)
include(${CMAKE_MODULE_PATH}/packaging/windows_wix.cmake)
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@@ -1,71 +0,0 @@
# NSIS Packaging
# see options at: https://cmake.org/cmake/help/latest/cpack_gen/nsis.html
set(CPACK_NSIS_INSTALLED_ICON_NAME "${PROJECT__DIR}\\\\${PROJECT_EXE}")
# Extra install commands
# Restores permissions on the install directory
# Migrates config files from the root into the new config folder
# Install service
SET(CPACK_NSIS_EXTRA_INSTALL_COMMANDS
"${CPACK_NSIS_EXTRA_INSTALL_COMMANDS}
IfSilent +2 0
ExecShell 'open' 'https://docs.lizardbyte.dev/projects/sunshine'
nsExec::ExecToLog 'icacls \\\"$INSTDIR\\\" /reset'
nsExec::ExecToLog '\\\"$INSTDIR\\\\scripts\\\\update-path.bat\\\" add'
nsExec::ExecToLog '\\\"$INSTDIR\\\\scripts\\\\migrate-config.bat\\\"'
nsExec::ExecToLog '\\\"$INSTDIR\\\\scripts\\\\add-firewall-rule.bat\\\"'
nsExec::ExecToLog '\\\"$INSTDIR\\\\scripts\\\\install-gamepad.bat\\\"'
nsExec::ExecToLog '\\\"$INSTDIR\\\\scripts\\\\install-service.bat\\\"'
nsExec::ExecToLog '\\\"$INSTDIR\\\\scripts\\\\autostart-service.bat\\\"'
NoController:
")
# Extra uninstall commands
# Uninstall service
set(CPACK_NSIS_EXTRA_UNINSTALL_COMMANDS
"${CPACK_NSIS_EXTRA_UNINSTALL_COMMANDS}
nsExec::ExecToLog '\\\"$INSTDIR\\\\scripts\\\\delete-firewall-rule.bat\\\"'
nsExec::ExecToLog '\\\"$INSTDIR\\\\scripts\\\\uninstall-service.bat\\\"'
nsExec::ExecToLog '\\\"$INSTDIR\\\\${CMAKE_PROJECT_NAME}.exe\\\" --restore-nvprefs-undo'
MessageBox MB_YESNO|MB_ICONQUESTION \
'Do you want to remove Virtual Gamepad?' \
/SD IDNO IDNO NoGamepad
nsExec::ExecToLog '\\\"$INSTDIR\\\\scripts\\\\uninstall-gamepad.bat\\\"'; skipped if no
NoGamepad:
MessageBox MB_YESNO|MB_ICONQUESTION \
'Do you want to remove $INSTDIR (this includes the configuration, cover images, and settings)?' \
/SD IDNO IDNO NoDelete
RMDir /r \\\"$INSTDIR\\\"; skipped if no
nsExec::ExecToLog '\\\"$INSTDIR\\\\scripts\\\\update-path.bat\\\" remove'
NoDelete:
")
# Adding an option for the start menu
set(CPACK_NSIS_MODIFY_PATH OFF)
set(CPACK_NSIS_EXECUTABLES_DIRECTORY ".")
# This will be shown on the installed apps Windows settings
set(CPACK_NSIS_INSTALLED_ICON_NAME "${CMAKE_PROJECT_NAME}.exe")
set(CPACK_NSIS_CREATE_ICONS_EXTRA
"${CPACK_NSIS_CREATE_ICONS_EXTRA}
SetOutPath '\$INSTDIR'
CreateShortCut '\$SMPROGRAMS\\\\$STARTMENU_FOLDER\\\\${CMAKE_PROJECT_NAME}.lnk' \
'\$INSTDIR\\\\${CMAKE_PROJECT_NAME}.exe' '--shortcut'
")
set(CPACK_NSIS_DELETE_ICONS_EXTRA
"${CPACK_NSIS_DELETE_ICONS_EXTRA}
Delete '\$SMPROGRAMS\\\\$MUI_TEMP\\\\${CMAKE_PROJECT_NAME}.lnk'
")
# Checking for previous installed versions
set(CPACK_NSIS_ENABLE_UNINSTALL_BEFORE_INSTALL "ON")
set(CPACK_NSIS_HELP_LINK "https://docs.lizardbyte.dev/projects/sunshine/latest/md_docs_2getting__started.html")
set(CPACK_NSIS_URL_INFO_ABOUT "${CMAKE_PROJECT_HOMEPAGE_URL}")
set(CPACK_NSIS_CONTACT "${CMAKE_PROJECT_HOMEPAGE_URL}/support")
set(CPACK_NSIS_MENU_LINKS
"https://docs.lizardbyte.dev/projects/sunshine" "Sunshine documentation"
"https://app.lizardbyte.dev" "LizardByte Web Site"
"https://app.lizardbyte.dev/support" "LizardByte Support")
set(CPACK_NSIS_MANIFEST_DPI_AWARE true)
-4
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@@ -1,4 +0,0 @@
# WIX Packaging
# see options at: https://cmake.org/cmake/help/latest/cpack_gen/wix.html
# TODO: Replace nsis with wix
-87
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@@ -1,87 +0,0 @@
# Check if env vars are defined before attempting to access them, variables will be defined even if blank
if((DEFINED ENV{BRANCH}) AND (DEFINED ENV{BUILD_VERSION}) AND (DEFINED ENV{COMMIT})) # cmake-lint: disable=W0106
if(($ENV{BRANCH} STREQUAL "master") AND (NOT $ENV{BUILD_VERSION} STREQUAL ""))
# If BRANCH is "master" and BUILD_VERSION is not empty, then we are building a master branch
MESSAGE("Got from CI master branch and version $ENV{BUILD_VERSION}")
set(PROJECT_VERSION $ENV{BUILD_VERSION})
set(CMAKE_PROJECT_VERSION ${PROJECT_VERSION}) # cpack will use this to set the binary versions
elseif((DEFINED ENV{BRANCH}) AND (DEFINED ENV{COMMIT}))
# If BRANCH is set but not BUILD_VERSION we are building a PR, we gather only the commit hash
MESSAGE("Got from CI $ENV{BRANCH} branch and commit $ENV{COMMIT}")
set(PROJECT_VERSION ${PROJECT_VERSION}.$ENV{COMMIT})
endif()
# Generate Sunshine Version based of the git tag
# https://github.com/nocnokneo/cmake-git-versioning-example/blob/master/LICENSE
else()
find_package(Git)
if(GIT_EXECUTABLE)
MESSAGE("${CMAKE_SOURCE_DIR}")
get_filename_component(SRC_DIR "${CMAKE_SOURCE_DIR}" DIRECTORY)
#Get current Branch
execute_process(
COMMAND ${GIT_EXECUTABLE} rev-parse --abbrev-ref HEAD
OUTPUT_VARIABLE GIT_DESCRIBE_BRANCH
RESULT_VARIABLE GIT_DESCRIBE_ERROR_CODE
OUTPUT_STRIP_TRAILING_WHITESPACE
)
# Gather current commit
execute_process(
COMMAND ${GIT_EXECUTABLE} rev-parse --short HEAD
OUTPUT_VARIABLE GIT_DESCRIBE_VERSION
RESULT_VARIABLE GIT_DESCRIBE_ERROR_CODE
OUTPUT_STRIP_TRAILING_WHITESPACE
)
# Check if Dirty
execute_process(
COMMAND ${GIT_EXECUTABLE} diff --quiet --exit-code
RESULT_VARIABLE GIT_IS_DIRTY
OUTPUT_STRIP_TRAILING_WHITESPACE
)
if(NOT GIT_DESCRIBE_ERROR_CODE)
MESSAGE("Sunshine Branch: ${GIT_DESCRIBE_BRANCH}")
if(NOT GIT_DESCRIBE_BRANCH STREQUAL "master")
set(PROJECT_VERSION ${PROJECT_VERSION}.${GIT_DESCRIBE_VERSION})
MESSAGE("Sunshine Version: ${GIT_DESCRIBE_VERSION}")
endif()
if(GIT_IS_DIRTY)
set(PROJECT_VERSION ${PROJECT_VERSION}.dirty)
MESSAGE("Git tree is dirty!")
endif()
else()
MESSAGE(ERROR ": Got git error while fetching tags: ${GIT_DESCRIBE_ERROR_CODE}")
endif()
else()
MESSAGE(WARNING ": Git not found, cannot find git version")
endif()
endif()
# set date variables
set(PROJECT_YEAR "1990")
set(PROJECT_MONTH "01")
set(PROJECT_DAY "01")
# Extract year, month, and day
if(PROJECT_VERSION MATCHES "^([0-9]{4})[.]([0-9]{3,4})")
# First capture group is the year
set(PROJECT_YEAR "${CMAKE_MATCH_1}")
# Second capture group is month/day
set(MONTH_DAY "${CMAKE_MATCH_2}")
string(LENGTH "${MONTH_DAY}" MONTH_DAY_LENGTH)
if(MONTH_DAY_LENGTH EQUAL 3)
string(SUBSTRING "${MONTH_DAY}" 0 1 PROJECT_MONTH)
string(SUBSTRING "${MONTH_DAY}" 1 2 PROJECT_DAY)
elseif(MONTH_DAY_LENGTH EQUAL 4)
string(SUBSTRING "${MONTH_DAY}" 0 2 PROJECT_MONTH)
string(SUBSTRING "${MONTH_DAY}" 2 2 PROJECT_DAY)
endif()
# Ensure month is two digits
if(PROJECT_MONTH LESS 10 AND NOT PROJECT_MONTH MATCHES "^0")
set(PROJECT_MONTH "0${PROJECT_MONTH}")
endif()
# Ensure day is two digits
if(PROJECT_DAY LESS 10 AND NOT PROJECT_DAY MATCHES "^0")
set(PROJECT_DAY "0${PROJECT_DAY}")
endif()
endif()
-5
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@@ -1,5 +0,0 @@
# source assets will be installed from this directory
set(SUNSHINE_SOURCE_ASSETS_DIR "${CMAKE_SOURCE_DIR}/src_assets")
# enable system tray, we will disable this later if we cannot find the required package config on linux
set(SUNSHINE_TRAY 1)
-17
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@@ -1,17 +0,0 @@
if (WIN32)
elseif (APPLE)
elseif (UNIX)
include(GNUInstallDirs)
if(NOT DEFINED SUNSHINE_EXECUTABLE_PATH)
set(SUNSHINE_EXECUTABLE_PATH "sunshine")
endif()
if(SUNSHINE_BUILD_FLATPAK)
set(SUNSHINE_SERVICE_START_COMMAND "ExecStart=flatpak run --command=sunshine ${PROJECT_FQDN}")
set(SUNSHINE_SERVICE_STOP_COMMAND "ExecStop=flatpak kill ${PROJECT_FQDN}")
else()
set(SUNSHINE_SERVICE_START_COMMAND "ExecStart=${SUNSHINE_EXECUTABLE_PATH}")
set(SUNSHINE_SERVICE_STOP_COMMAND "")
endif()
endif()
-67
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@@ -1,67 +0,0 @@
# Publisher Metadata
set(SUNSHINE_PUBLISHER_NAME "Third Party Publisher"
CACHE STRING "The name of the publisher (not developer) of the application.")
set(SUNSHINE_PUBLISHER_WEBSITE ""
CACHE STRING "The URL of the publisher's website.")
set(SUNSHINE_PUBLISHER_ISSUE_URL "https://app.lizardbyte.dev/support"
CACHE STRING "The URL of the publisher's support site or issue tracker.
If you provide a modified version of Sunshine, we kindly request that you use your own url.")
option(BUILD_DOCS "Build documentation" ON)
option(BUILD_TESTS "Build tests" ON)
option(NPM_OFFLINE "Use offline npm packages. You must ensure packages are in your npm cache." OFF)
option(BUILD_WERROR "Enable -Werror flag." OFF)
# if this option is set, the build will exit after configuring special package configuration files
option(SUNSHINE_CONFIGURE_ONLY "Configure special files only, then exit." OFF)
option(SUNSHINE_ENABLE_TRAY "Enable system tray icon. This option will be ignored on macOS." ON)
option(SUNSHINE_SYSTEM_WAYLAND_PROTOCOLS "Use system installation of wayland-protocols rather than the submodule." OFF)
if(APPLE)
option(BOOST_USE_STATIC "Use static boost libraries." OFF)
else()
option(BOOST_USE_STATIC "Use static boost libraries." ON)
endif()
option(CUDA_FAIL_ON_MISSING "Fail the build if CUDA is not found." ON)
option(CUDA_INHERIT_COMPILE_OPTIONS
"When building CUDA code, inherit compile options from the the main project. You may want to disable this if
your IDE throws errors about unknown flags after running cmake." ON)
if(UNIX)
option(SUNSHINE_BUILD_HOMEBREW
"Enable a Homebrew build." OFF)
option(SUNSHINE_CONFIGURE_HOMEBREW
"Configure Homebrew formula. Recommended to use with SUNSHINE_CONFIGURE_ONLY" OFF)
endif()
if(APPLE)
option(SUNSHINE_CONFIGURE_PORTFILE
"Configure macOS Portfile. Recommended to use with SUNSHINE_CONFIGURE_ONLY" OFF)
option(SUNSHINE_PACKAGE_MACOS
"Should only be used when creating a macOS package/dmg." OFF)
elseif(UNIX) # Linux
option(SUNSHINE_BUILD_APPIMAGE
"Enable an AppImage build." OFF)
option(SUNSHINE_BUILD_FLATPAK
"Enable a Flatpak build." OFF)
option(SUNSHINE_CONFIGURE_PKGBUILD
"Configure files required for AUR. Recommended to use with SUNSHINE_CONFIGURE_ONLY" OFF)
option(SUNSHINE_CONFIGURE_FLATPAK_MAN
"Configure manifest file required for Flatpak build. Recommended to use with SUNSHINE_CONFIGURE_ONLY" OFF)
# Linux capture methods
option(SUNSHINE_ENABLE_CUDA
"Enable cuda specific code." ON)
option(SUNSHINE_ENABLE_DRM
"Enable KMS grab if available." ON)
option(SUNSHINE_ENABLE_VAAPI
"Enable building vaapi specific code." ON)
option(SUNSHINE_ENABLE_WAYLAND
"Enable building wayland specific code." ON)
option(SUNSHINE_ENABLE_X11
"Enable X11 grab if available." ON)
endif()
@@ -1,53 +0,0 @@
if(UNIX)
if(${SUNSHINE_CONFIGURE_HOMEBREW})
configure_file(packaging/sunshine.rb sunshine.rb @ONLY)
endif()
endif()
if(APPLE)
if(${SUNSHINE_CONFIGURE_PORTFILE})
configure_file(packaging/macos/Portfile Portfile @ONLY)
endif()
elseif(UNIX)
# configure the .desktop file
set(SUNSHINE_DESKTOP_ICON "sunshine")
if(${SUNSHINE_BUILD_APPIMAGE})
configure_file(packaging/linux/AppImage/${PROJECT_FQDN}.desktop ${PROJECT_FQDN}.desktop @ONLY)
elseif(${SUNSHINE_BUILD_FLATPAK})
set(SUNSHINE_DESKTOP_ICON "${PROJECT_FQDN}")
configure_file(packaging/linux/flatpak/${PROJECT_FQDN}.desktop ${PROJECT_FQDN}.desktop @ONLY)
else()
configure_file(packaging/linux/${PROJECT_FQDN}.desktop ${PROJECT_FQDN}.desktop @ONLY)
configure_file(packaging/linux/${PROJECT_FQDN}.terminal.desktop ${PROJECT_FQDN}.terminal.desktop @ONLY)
endif()
# configure metadata file
configure_file(packaging/linux/${PROJECT_FQDN}.metainfo.xml ${PROJECT_FQDN}.metainfo.xml @ONLY)
# configure service
configure_file(packaging/linux/sunshine.service.in sunshine.service @ONLY)
# configure the arch linux pkgbuild
if(${SUNSHINE_CONFIGURE_PKGBUILD})
configure_file(packaging/linux/Arch/PKGBUILD PKGBUILD @ONLY)
configure_file(packaging/linux/Arch/sunshine.install sunshine.install @ONLY)
endif()
# configure the flatpak manifest
if(${SUNSHINE_CONFIGURE_FLATPAK_MAN})
configure_file(packaging/linux/flatpak/${PROJECT_FQDN}.yml ${PROJECT_FQDN}.yml @ONLY)
file(COPY packaging/linux/flatpak/deps/ DESTINATION ${CMAKE_BINARY_DIR})
file(COPY packaging/linux/flatpak/modules DESTINATION ${CMAKE_BINARY_DIR})
file(COPY generated-sources.json DESTINATION ${CMAKE_BINARY_DIR})
file(COPY package-lock.json DESTINATION ${CMAKE_BINARY_DIR})
endif()
endif()
# return if configure only is set
if(${SUNSHINE_CONFIGURE_ONLY})
# message
message(STATUS "SUNSHINE_CONFIGURE_ONLY: ON, exiting...")
set(END_BUILD ON)
else()
set(END_BUILD OFF)
endif()
-128
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@@ -1,128 +0,0 @@
# common target definitions
# this file will also load platform specific macros
add_executable(sunshine ${SUNSHINE_TARGET_FILES})
foreach(dep ${SUNSHINE_TARGET_DEPENDENCIES})
add_dependencies(sunshine ${dep}) # compile these before sunshine
endforeach()
# platform specific target definitions
if(WIN32)
include(${CMAKE_MODULE_PATH}/targets/windows.cmake)
elseif(UNIX)
include(${CMAKE_MODULE_PATH}/targets/unix.cmake)
if(APPLE)
include(${CMAKE_MODULE_PATH}/targets/macos.cmake)
else()
include(${CMAKE_MODULE_PATH}/targets/linux.cmake)
endif()
endif()
# todo - is this necessary? ... for anything except linux?
if(NOT DEFINED CMAKE_CUDA_STANDARD)
set(CMAKE_CUDA_STANDARD 17)
set(CMAKE_CUDA_STANDARD_REQUIRED ON)
endif()
target_link_libraries(sunshine ${SUNSHINE_EXTERNAL_LIBRARIES} ${EXTRA_LIBS})
target_compile_definitions(sunshine PUBLIC ${SUNSHINE_DEFINITIONS})
set_target_properties(sunshine PROPERTIES CXX_STANDARD 20
VERSION ${PROJECT_VERSION}
SOVERSION ${PROJECT_VERSION_MAJOR})
# CLion complains about unknown flags after running cmake, and cannot add symbols to the index for cuda files
if(CUDA_INHERIT_COMPILE_OPTIONS)
foreach(flag IN LISTS SUNSHINE_COMPILE_OPTIONS)
list(APPEND SUNSHINE_COMPILE_OPTIONS_CUDA "$<$<COMPILE_LANGUAGE:CUDA>:--compiler-options=${flag}>")
endforeach()
endif()
target_compile_options(sunshine PRIVATE $<$<COMPILE_LANGUAGE:CXX>:${SUNSHINE_COMPILE_OPTIONS}>;$<$<COMPILE_LANGUAGE:CUDA>:${SUNSHINE_COMPILE_OPTIONS_CUDA};-std=c++17>) # cmake-lint: disable=C0301
# Homebrew build fails the vite build if we set these environment variables
if(${SUNSHINE_BUILD_HOMEBREW})
set(NPM_SOURCE_ASSETS_DIR "")
set(NPM_ASSETS_DIR "")
set(NPM_BUILD_HOMEBREW "true")
else()
set(NPM_SOURCE_ASSETS_DIR ${SUNSHINE_SOURCE_ASSETS_DIR})
set(NPM_ASSETS_DIR ${CMAKE_BINARY_DIR})
set(NPM_BUILD_HOMEBREW "")
endif()
#WebUI build
find_program(NPM npm REQUIRED)
if (NPM_OFFLINE)
set(NPM_INSTALL_FLAGS "--offline")
else()
set(NPM_INSTALL_FLAGS "")
endif()
add_custom_target(web-ui ALL
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
COMMENT "Installing NPM Dependencies and Building the Web UI"
COMMAND "$<$<BOOL:${WIN32}>:cmd;/C>" "${NPM}" install ${NPM_INSTALL_FLAGS}
COMMAND "${CMAKE_COMMAND}" -E env "SUNSHINE_BUILD_HOMEBREW=${NPM_BUILD_HOMEBREW}" "SUNSHINE_SOURCE_ASSETS_DIR=${NPM_SOURCE_ASSETS_DIR}" "SUNSHINE_ASSETS_DIR=${NPM_ASSETS_DIR}" "$<$<BOOL:${WIN32}>:cmd;/C>" "${NPM}" run build # cmake-lint: disable=C0301
COMMAND_EXPAND_LISTS
VERBATIM)
# docs
if(BUILD_DOCS)
add_subdirectory(third-party/doxyconfig docs)
endif()
# tests
if(BUILD_TESTS)
add_subdirectory(tests)
endif()
# custom compile flags, must be after adding tests
if (NOT BUILD_TESTS)
set(TEST_DIR "")
else()
set(TEST_DIR "${CMAKE_SOURCE_DIR}/tests")
endif()
# src/upnp
set_source_files_properties("${CMAKE_SOURCE_DIR}/src/upnp.cpp"
DIRECTORY "${CMAKE_SOURCE_DIR}" "${TEST_DIR}"
PROPERTIES COMPILE_FLAGS -Wno-pedantic)
# third-party/nanors
set_source_files_properties("${CMAKE_SOURCE_DIR}/src/rswrapper.c"
DIRECTORY "${CMAKE_SOURCE_DIR}" "${TEST_DIR}"
PROPERTIES COMPILE_FLAGS "-ftree-vectorize -funroll-loops")
# third-party/ViGEmClient
set(VIGEM_COMPILE_FLAGS "")
string(APPEND VIGEM_COMPILE_FLAGS "-Wno-unknown-pragmas ")
string(APPEND VIGEM_COMPILE_FLAGS "-Wno-misleading-indentation ")
string(APPEND VIGEM_COMPILE_FLAGS "-Wno-class-memaccess ")
string(APPEND VIGEM_COMPILE_FLAGS "-Wno-unused-function ")
string(APPEND VIGEM_COMPILE_FLAGS "-Wno-unused-variable ")
set_source_files_properties("${CMAKE_SOURCE_DIR}/third-party/ViGEmClient/src/ViGEmClient.cpp"
DIRECTORY "${CMAKE_SOURCE_DIR}" "${TEST_DIR}"
PROPERTIES
COMPILE_DEFINITIONS "UNICODE=1;ERROR_INVALID_DEVICE_OBJECT_PARAMETER=650"
COMPILE_FLAGS ${VIGEM_COMPILE_FLAGS})
# src/nvhttp
string(TOUPPER "x${CMAKE_BUILD_TYPE}" BUILD_TYPE)
if("${BUILD_TYPE}" STREQUAL "XDEBUG")
if(WIN32)
if (NOT BUILD_TESTS)
set_source_files_properties("${CMAKE_SOURCE_DIR}/src/nvhttp.cpp"
DIRECTORY "${CMAKE_SOURCE_DIR}"
PROPERTIES COMPILE_FLAGS -O2)
else()
set_source_files_properties("${CMAKE_SOURCE_DIR}/src/nvhttp.cpp"
DIRECTORY "${CMAKE_SOURCE_DIR}" "${CMAKE_SOURCE_DIR}/tests"
PROPERTIES COMPILE_FLAGS -O2)
endif()
endif()
else()
add_definitions(-DNDEBUG)
endif()
-1
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@@ -1 +0,0 @@
# linux specific target definitions
-4
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@@ -1,4 +0,0 @@
# macos specific target definitions
target_link_options(sunshine PRIVATE LINKER:-sectcreate,__TEXT,__info_plist,${APPLE_PLIST_FILE})
# Tell linker to dynamically load these symbols at runtime, in case they're unavailable:
target_link_options(sunshine PRIVATE -Wl,-U,_CGPreflightScreenCaptureAccess -Wl,-U,_CGRequestScreenCaptureAccess)
-2
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@@ -1,2 +0,0 @@
# unix specific target definitions
# put anything here that applies to both linux and macos
-7
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@@ -1,7 +0,0 @@
# windows specific target definitions
set_target_properties(sunshine PROPERTIES LINK_SEARCH_START_STATIC 1)
set(CMAKE_FIND_LIBRARY_SUFFIXES ".dll")
find_library(ZLIB ZLIB1)
list(APPEND SUNSHINE_EXTERNAL_LIBRARIES
Windowsapp.lib
Wtsapi32.lib)
-19
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@@ -1,19 +0,0 @@
---
codecov:
branch: master
coverage:
status:
project:
default:
target: auto
threshold: 10%
comment:
layout: "diff, flags, files"
behavior: default
require_changes: false # if true: only post the comment if coverage changes
ignore:
- "tests"
- "third-party"
-33
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@@ -1,33 +0,0 @@
---
"base_path": "."
"base_url": "https://api.crowdin.com" # optional (for Crowdin Enterprise only)
"preserve_hierarchy": true # false will flatten tree on crowdin, but doesn't work with dest option
"pull_request_title": "chore(l10n): update translations"
"pull_request_labels": [
"crowdin",
"l10n"
]
"files": [
{
"source": "/locale/*.po",
"dest": "/%original_file_name%",
"translation": "/locale/%two_letters_code%/LC_MESSAGES/%original_file_name%",
"languages_mapping": {
"two_letters_code": {
# map non-two letter codes here, left side is crowdin designation, right side is babel designation
"en-GB": "en_GB",
"en-US": "en_US",
"pt-BR": "pt_BR",
"zh-TW": "zh_TW"
}
},
"update_option": "update_as_unapproved"
},
{
"source": "/src_assets/common/assets/web/public/assets/locale/en.json",
"dest": "/sunshine.json",
"translation": "/src_assets/common/assets/web/public/assets/locale/%two_letters_code%.%file_extension%",
"update_option": "update_as_unapproved"
}
]
-166
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@@ -1,166 +0,0 @@
# syntax=docker/dockerfile:1
# artifacts: true
# platforms: linux/amd64
# archlinux does not have an arm64 base image
# no-cache-filters: artifacts,sunshine
ARG BASE=archlinux/archlinux
ARG TAG=base-devel
FROM ${BASE}:${TAG} AS sunshine-base
# Update keyring to avoid signature errors, and update system
RUN <<_DEPS
#!/bin/bash
set -e
pacman -Syy --disable-download-timeout --needed --noconfirm \
archlinux-keyring
pacman -Syu --disable-download-timeout --noconfirm
pacman -Scc --noconfirm
_DEPS
FROM sunshine-base AS sunshine-build
ARG BRANCH
ARG BUILD_VERSION
ARG COMMIT
ARG CLONE_URL
# note: BUILD_VERSION may be blank
ENV BRANCH=${BRANCH}
ENV BUILD_VERSION=${BUILD_VERSION}
ENV COMMIT=${COMMIT}
SHELL ["/bin/bash", "-o", "pipefail", "-c"]
# hadolint ignore=SC2016
RUN <<_SETUP
#!/bin/bash
set -e
# Setup builder user, arch prevents running makepkg as root
useradd -m builder
echo 'builder ALL=(ALL) NOPASSWD: ALL' >> /etc/sudoers
# patch the build flags
sed -i 's,#MAKEFLAGS="-j2",MAKEFLAGS="-j$(nproc)",g' /etc/makepkg.conf
# install dependencies
pacman -Syu --disable-download-timeout --needed --noconfirm \
base-devel \
cmake \
cuda \
git \
namcap \
xorg-server-xvfb
pacman -Scc --noconfirm
_SETUP
# Setup builder user
USER builder
# copy repository
WORKDIR /build/sunshine/
COPY --link .. .
# setup build directory
WORKDIR /build/sunshine/build
# configure PKGBUILD file
RUN <<_MAKE
#!/bin/bash
set -e
if [[ "${BUILD_VERSION}" == '' ]]; then
sub_version=".r${COMMIT}"
else
sub_version=""
fi
cmake \
-DSUNSHINE_CONFIGURE_PKGBUILD=ON \
-DSUNSHINE_SUB_VERSION="${sub_version}" \
-DGITHUB_CLONE_URL="${CLONE_URL}" \
-DGITHUB_BRANCH=${BRANCH} \
-DGITHUB_BUILD_VERSION=${BUILD_VERSION} \
-DGITHUB_COMMIT="${COMMIT}" \
-DSUNSHINE_CONFIGURE_ONLY=ON \
/build/sunshine
_MAKE
WORKDIR /build/sunshine/pkg
RUN <<_PACKAGE
mv /build/sunshine/build/PKGBUILD .
mv /build/sunshine/build/sunshine.install .
makepkg --printsrcinfo > .SRCINFO
_PACKAGE
# create a PKGBUILD archive
USER root
RUN <<_REPO
#!/bin/bash
set -e
tar -czf /build/sunshine/sunshine.pkg.tar.gz .
_REPO
# namcap and build PKGBUILD file
USER builder
RUN <<_PKGBUILD
#!/bin/bash
set -e
# shellcheck source=/dev/null
source /etc/profile # ensure cuda is in the PATH
export DISPLAY=:1
Xvfb ${DISPLAY} -screen 0 1024x768x24 &
namcap -i PKGBUILD
makepkg -si --noconfirm
rm -f /build/sunshine/pkg/sunshine-debug*.pkg.tar.zst
ls -a
_PKGBUILD
FROM scratch AS artifacts
COPY --link --from=sunshine-build /build/sunshine/pkg/sunshine*.pkg.tar.zst /sunshine.pkg.tar.zst
COPY --link --from=sunshine-build /build/sunshine/sunshine.pkg.tar.gz /sunshine.pkg.tar.gz
FROM sunshine-base AS sunshine
COPY --link --from=artifacts /sunshine.pkg.tar.zst /
# install sunshine
RUN <<_INSTALL_SUNSHINE
#!/bin/bash
set -e
pacman -U --disable-download-timeout --needed --noconfirm \
/sunshine.pkg.tar.zst
pacman -Scc --noconfirm
_INSTALL_SUNSHINE
# network setup
EXPOSE 47984-47990/tcp
EXPOSE 48010
EXPOSE 47998-48000/udp
# setup user
ARG PGID=1000
ENV PGID=${PGID}
ARG PUID=1000
ENV PUID=${PUID}
ENV TZ="UTC"
ARG UNAME=lizard
ENV UNAME=${UNAME}
ENV HOME=/home/$UNAME
# setup user
RUN <<_SETUP_USER
#!/bin/bash
set -e
groupadd -f -g "${PGID}" "${UNAME}"
useradd -lm -d ${HOME} -s /bin/bash -g "${PGID}" -u "${PUID}" "${UNAME}"
mkdir -p ${HOME}/.config/sunshine
ln -s ${HOME}/.config/sunshine /config
chown -R ${UNAME} ${HOME}
_SETUP_USER
USER ${UNAME}
WORKDIR ${HOME}
# entrypoint
ENTRYPOINT ["/usr/bin/sunshine"]
-117
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@@ -1,117 +0,0 @@
# syntax=docker/dockerfile:1
# artifacts: false
# platforms: linux/amd64
# platforms_pr: linux/amd64
# no-cache-filters: toolchain-base,toolchain
ARG BASE=ubuntu
ARG TAG=22.04
FROM ${BASE}:${TAG} AS toolchain-base
ENV DEBIAN_FRONTEND=noninteractive
FROM toolchain-base AS toolchain
ARG TARGETPLATFORM
RUN echo "target_platform: ${TARGETPLATFORM}"
ENV DISPLAY=:0
SHELL ["/bin/bash", "-o", "pipefail", "-c"]
# install dependencies
# hadolint ignore=SC1091
RUN <<_DEPS
#!/bin/bash
set -e
apt-get update -y
apt-get install -y --no-install-recommends \
build-essential \
cmake=3.22.* \
ca-certificates \
doxygen \
gcc=4:11.2.* \
g++=4:11.2.* \
gdb \
git \
graphviz \
libayatana-appindicator3-dev \
libcap-dev \
libcurl4-openssl-dev \
libdrm-dev \
libevdev-dev \
libminiupnpc-dev \
libnotify-dev \
libnuma-dev \
libopus-dev \
libpulse-dev \
libssl-dev \
libva-dev \
libwayland-dev \
libx11-dev \
libxcb-shm0-dev \
libxcb-xfixes0-dev \
libxcb1-dev \
libxfixes-dev \
libxrandr-dev \
libxtst-dev \
udev \
wget \
x11-xserver-utils \
xvfb
apt-get clean
rm -rf /var/lib/apt/lists/*
# Install Node
wget --max-redirect=0 -qO- https://raw.githubusercontent.com/nvm-sh/nvm/master/install.sh | bash
source "$HOME/.nvm/nvm.sh"
nvm install node
nvm use node
nvm alias default node
_DEPS
# install cuda
WORKDIR /build/cuda
# versions: https://developer.nvidia.com/cuda-toolkit-archive
ENV CUDA_VERSION="11.8.0"
ENV CUDA_BUILD="520.61.05"
# hadolint ignore=SC3010
RUN <<_INSTALL_CUDA
#!/bin/bash
set -e
cuda_prefix="https://developer.download.nvidia.com/compute/cuda/"
cuda_suffix=""
if [[ "${TARGETPLATFORM}" == 'linux/arm64' ]]; then
cuda_suffix="_sbsa"
fi
url="${cuda_prefix}${CUDA_VERSION}/local_installers/cuda_${CUDA_VERSION}_${CUDA_BUILD}_linux${cuda_suffix}.run"
echo "cuda url: ${url}"
wget "$url" --progress=bar:force:noscroll -q --show-progress -O ./cuda.run
chmod a+x ./cuda.run
./cuda.run --silent --toolkit --toolkitpath=/usr/local --no-opengl-libs --no-man-page --no-drm
rm ./cuda.run
_INSTALL_CUDA
WORKDIR /
# Write a shell script that starts Xvfb and then runs a shell
RUN <<_ENTRYPOINT
#!/bin/bash
set -e
cat <<EOF > /entrypoint.sh
#!/bin/bash
Xvfb ${DISPLAY} -screen 0 1024x768x24 &
if [ "\$#" -eq 0 ]; then
exec "/bin/bash"
else
exec "\$@"
fi
EOF
# Make the script executable
chmod +x /entrypoint.sh
# Note about CLion
echo "ATTENTION: CLion will override the entrypoint, you can disable this in the toolchain settings"
_ENTRYPOINT
# Use the shell script as the entrypoint
ENTRYPOINT ["/entrypoint.sh"]
-106
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@@ -1,106 +0,0 @@
# syntax=docker/dockerfile:1
# artifacts: true
# platforms: linux/amd64,linux/arm64/v8
# platforms_pr: linux/amd64
# no-cache-filters: sunshine-base,artifacts,sunshine
ARG BASE=debian
ARG TAG=bookworm
FROM ${BASE}:${TAG} AS sunshine-base
ENV DEBIAN_FRONTEND=noninteractive
FROM sunshine-base AS sunshine-build
ARG BRANCH
ARG BUILD_VERSION
ARG COMMIT
# note: BUILD_VERSION may be blank
ENV BRANCH=${BRANCH}
ENV BUILD_VERSION=${BUILD_VERSION}
ENV COMMIT=${COMMIT}
SHELL ["/bin/bash", "-o", "pipefail", "-c"]
# copy repository
WORKDIR /build/sunshine/
COPY --link .. .
# cmake and cpack
RUN <<_BUILD
#!/bin/bash
set -e
chmod +x ./scripts/linux_build.sh
./scripts/linux_build.sh \
--publisher-name='LizardByte' \
--publisher-website='https://app.lizardbyte.dev' \
--publisher-issue-url='https://app.lizardbyte.dev/support' \
--sudo-off
apt-get clean
rm -rf /var/lib/apt/lists/*
_BUILD
# run tests
WORKDIR /build/sunshine/build/tests
# hadolint ignore=SC1091
RUN <<_TEST
#!/bin/bash
set -e
export DISPLAY=:1
Xvfb ${DISPLAY} -screen 0 1024x768x24 &
./test_sunshine --gtest_color=yes
_TEST
FROM scratch AS artifacts
ARG BASE
ARG TAG
ARG TARGETARCH
COPY --link --from=sunshine-build /build/sunshine/build/cpack_artifacts/Sunshine.deb /sunshine-${BASE}-${TAG}-${TARGETARCH}.deb
FROM sunshine-base AS sunshine
# copy deb from builder
COPY --link --from=artifacts /sunshine*.deb /sunshine.deb
# install sunshine
RUN <<_INSTALL_SUNSHINE
#!/bin/bash
set -e
apt-get update -y
apt-get install -y --no-install-recommends /sunshine.deb
apt-get clean
rm -rf /var/lib/apt/lists/*
_INSTALL_SUNSHINE
# network setup
EXPOSE 47984-47990/tcp
EXPOSE 48010
EXPOSE 47998-48000/udp
# setup user
ARG PGID=1000
ENV PGID=${PGID}
ARG PUID=1000
ENV PUID=${PUID}
ENV TZ="UTC"
ARG UNAME=lizard
ENV UNAME=${UNAME}
ENV HOME=/home/$UNAME
# setup user
RUN <<_SETUP_USER
#!/bin/bash
set -e
groupadd -f -g "${PGID}" "${UNAME}"
useradd -lm -d ${HOME} -s /bin/bash -g "${PGID}" -u "${PUID}" "${UNAME}"
mkdir -p ${HOME}/.config/sunshine
ln -s ${HOME}/.config/sunshine /config
chown -R ${UNAME} ${HOME}
_SETUP_USER
USER ${UNAME}
WORKDIR ${HOME}
# entrypoint
ENTRYPOINT ["/usr/bin/sunshine"]
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@@ -1,106 +0,0 @@
# syntax=docker/dockerfile:1
# artifacts: true
# platforms: linux/amd64,linux/arm64/v8
# platforms_pr: linux/amd64
# no-cache-filters: sunshine-base,artifacts,sunshine
ARG BASE=ubuntu
ARG TAG=22.04
FROM ${BASE}:${TAG} AS sunshine-base
ENV DEBIAN_FRONTEND=noninteractive
FROM sunshine-base AS sunshine-build
ARG BRANCH
ARG BUILD_VERSION
ARG COMMIT
# note: BUILD_VERSION may be blank
ENV BRANCH=${BRANCH}
ENV BUILD_VERSION=${BUILD_VERSION}
ENV COMMIT=${COMMIT}
SHELL ["/bin/bash", "-o", "pipefail", "-c"]
# copy repository
WORKDIR /build/sunshine/
COPY --link .. .
# cmake and cpack
RUN <<_BUILD
#!/bin/bash
set -e
chmod +x ./scripts/linux_build.sh
./scripts/linux_build.sh \
--publisher-name='LizardByte' \
--publisher-website='https://app.lizardbyte.dev' \
--publisher-issue-url='https://app.lizardbyte.dev/support' \
--sudo-off
apt-get clean
rm -rf /var/lib/apt/lists/*
_BUILD
# run tests
WORKDIR /build/sunshine/build/tests
# hadolint ignore=SC1091
RUN <<_TEST
#!/bin/bash
set -e
export DISPLAY=:1
Xvfb ${DISPLAY} -screen 0 1024x768x24 &
./test_sunshine --gtest_color=yes
_TEST
FROM scratch AS artifacts
ARG BASE
ARG TAG
ARG TARGETARCH
COPY --link --from=sunshine-build /build/sunshine/build/cpack_artifacts/Sunshine.deb /sunshine-${BASE}-${TAG}-${TARGETARCH}.deb
FROM sunshine-base AS sunshine
# copy deb from builder
COPY --link --from=artifacts /sunshine*.deb /sunshine.deb
# install sunshine
RUN <<_INSTALL_SUNSHINE
#!/bin/bash
set -e
apt-get update -y
apt-get install -y --no-install-recommends /sunshine.deb
apt-get clean
rm -rf /var/lib/apt/lists/*
_INSTALL_SUNSHINE
# network setup
EXPOSE 47984-47990/tcp
EXPOSE 48010
EXPOSE 47998-48000/udp
# setup user
ARG PGID=1000
ENV PGID=${PGID}
ARG PUID=1000
ENV PUID=${PUID}
ENV TZ="UTC"
ARG UNAME=lizard
ENV UNAME=${UNAME}
ENV HOME=/home/$UNAME
# setup user
RUN <<_SETUP_USER
#!/bin/bash
set -e
groupadd -f -g "${PGID}" "${UNAME}"
useradd -lm -d ${HOME} -s /bin/bash -g "${PGID}" -u "${PUID}" "${UNAME}"
mkdir -p ${HOME}/.config/sunshine
ln -s ${HOME}/.config/sunshine /config
chown -R ${UNAME} ${HOME}
_SETUP_USER
USER ${UNAME}
WORKDIR ${HOME}
# entrypoint
ENTRYPOINT ["/usr/bin/sunshine"]
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# syntax=docker/dockerfile:1
# artifacts: true
# platforms: linux/amd64,linux/arm64/v8
# platforms_pr: linux/amd64
# no-cache-filters: sunshine-base,artifacts,sunshine
ARG BASE=ubuntu
ARG TAG=24.04
FROM ${BASE}:${TAG} AS sunshine-base
ENV DEBIAN_FRONTEND=noninteractive
FROM sunshine-base AS sunshine-build
ARG BRANCH
ARG BUILD_VERSION
ARG COMMIT
# note: BUILD_VERSION may be blank
ENV BRANCH=${BRANCH}
ENV BUILD_VERSION=${BUILD_VERSION}
ENV COMMIT=${COMMIT}
SHELL ["/bin/bash", "-o", "pipefail", "-c"]
# copy repository
WORKDIR /build/sunshine/
COPY --link .. .
# cmake and cpack
RUN <<_BUILD
#!/bin/bash
set -e
chmod +x ./scripts/linux_build.sh
./scripts/linux_build.sh \
--publisher-name='LizardByte' \
--publisher-website='https://app.lizardbyte.dev' \
--publisher-issue-url='https://app.lizardbyte.dev/support' \
--sudo-off
apt-get clean
rm -rf /var/lib/apt/lists/*
_BUILD
# run tests
WORKDIR /build/sunshine/build/tests
# hadolint ignore=SC1091
RUN <<_TEST
#!/bin/bash
set -e
export DISPLAY=:1
Xvfb ${DISPLAY} -screen 0 1024x768x24 &
./test_sunshine --gtest_color=yes
_TEST
FROM scratch AS artifacts
ARG BASE
ARG TAG
ARG TARGETARCH
COPY --link --from=sunshine-build /build/sunshine/build/cpack_artifacts/Sunshine.deb /sunshine-${BASE}-${TAG}-${TARGETARCH}.deb
FROM sunshine-base AS sunshine
# copy deb from builder
COPY --link --from=artifacts /sunshine*.deb /sunshine.deb
# install sunshine
RUN <<_INSTALL_SUNSHINE
#!/bin/bash
set -e
apt-get update -y
apt-get install -y --no-install-recommends /sunshine.deb
apt-get clean
rm -rf /var/lib/apt/lists/*
_INSTALL_SUNSHINE
# network setup
EXPOSE 47984-47990/tcp
EXPOSE 48010
EXPOSE 47998-48000/udp
# setup user
ARG PGID=1001
ENV PGID=${PGID}
ARG PUID=1001
ENV PUID=${PUID}
ENV TZ="UTC"
ARG UNAME=lizard
ENV UNAME=${UNAME}
ENV HOME=/home/$UNAME
# setup user
RUN <<_SETUP_USER
#!/bin/bash
set -e
groupadd -f -g "${PGID}" "${UNAME}"
useradd -lm -d ${HOME} -s /bin/bash -g "${PGID}" -u "${PUID}" "${UNAME}"
mkdir -p ${HOME}/.config/sunshine
ln -s ${HOME}/.config/sunshine /config
chown -R ${UNAME} ${HOME}
_SETUP_USER
USER ${UNAME}
WORKDIR ${HOME}
# entrypoint
ENTRYPOINT ["/usr/bin/sunshine"]
-70
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@@ -1,70 +0,0 @@
# This file describes the settings to be used by the documentation system
# doxygen (www.doxygen.org) for a project.
#
# All text after a double hash (##) is considered a comment and is placed in
# front of the TAG it is preceding.
#
# All text after a single hash (#) is considered a comment and will be ignored.
# The format is:
# TAG = value [value, ...]
# For lists, items can also be appended using:
# TAG += value [value, ...]
# Values that contain spaces should be placed between quotes (\" \").
#
# Note:
#
# Use doxygen to compare the used configuration file with the template
# configuration file:
# doxygen -x [configFile]
# Use doxygen to compare the used configuration file with the template
# configuration file without replacing the environment variables or CMake type
# replacement variables:
# doxygen -x_noenv [configFile]
# project metadata
DOCSET_BUNDLE_ID = dev.lizardbyte.Sunshine
DOCSET_PUBLISHER_ID = dev.lizardbyte.Sunshine.documentation
PROJECT_BRIEF = "Self-hosted game stream host for Moonlight."
PROJECT_ICON = ../sunshine.ico
PROJECT_LOGO = ../sunshine.png
PROJECT_NAME = Sunshine
# project specific settings
DOT_GRAPH_MAX_NODES = 60
# IMAGE_PATH = ../docs/images
PREDEFINED += SUNSHINE_BUILD_WAYLAND
PREDEFINED += SUNSHINE_TRAY=1
# TODO: Enable this when we have complete documentation
WARN_IF_UNDOCUMENTED = NO
# files and directories to process
USE_MDFILE_AS_MAINPAGE = ../README.md
INPUT = ../README.md \
getting_started.md \
changelog.md \
../DOCKER_README.md \
third_party_packages.md \
gamestream_migration.md \
legal.md \
configuration.md \
app_examples.md \
awesome_sunshine.md \
guides.md \
performance_tuning.md \
api.md \
troubleshooting.md \
building.md \
contributing.md \
../third-party/doxyconfig/docs/source_code.md \
../src
# extra css
HTML_EXTRA_STYLESHEET += doc-styles.css
# extra js
HTML_EXTRA_FILES += api.js
HTML_EXTRA_FILES += configuration.js
# custom aliases
ALIASES += api_examples{3|}="@htmlonly<script>(function() { let examples = generateExamples('\1', '\2', \3); document.write(createTabs(examples)); })();</script>@endhtmlonly"
-131
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function generateExamples(endpoint, method, body = null) {
let curlBodyString = '';
let psBodyString = '';
if (body) {
const curlJsonString = JSON.stringify(body).replace(/"/g, '\\"');
curlBodyString = ` -d "${curlJsonString}"`;
psBodyString = `-Body (ConvertTo-Json ${JSON.stringify(body)})`;
}
return {
cURL: `curl -u user:pass -H "Content-Type: application/json" -X ${method.trim()} -k https://localhost:47990${endpoint.trim()}${curlBodyString}`,
Python: `import json
import requests
from requests.auth import HTTPBasicAuth
requests.${method.trim().toLowerCase()}(
auth=HTTPBasicAuth('user', 'pass'),
url='https://localhost:47990${endpoint.trim()}',
verify=False,${body ? `\n json=${JSON.stringify(body)},` : ''}
).json()`,
JavaScript: `fetch('https://localhost:47990${endpoint.trim()}', {
method: '${method.trim()}',
headers: {
'Authorization': 'Basic ' + btoa('user:pass'),
'Content-Type': 'application/json',
}${body ? `,\n body: JSON.stringify(${JSON.stringify(body)}),` : ''}
})
.then(response => response.json())
.then(data => console.log(data));`,
PowerShell: `Invoke-RestMethod \`
-SkipCertificateCheck \`
-ContentType 'application/json' \`
-Uri 'https://localhost:47990${endpoint.trim()}' \`
-Method ${method.trim()} \`
-Headers @{Authorization = 'Basic ' + [Convert]::ToBase64String([Text.Encoding]::ASCII.GetBytes('user:pass'))}
${psBodyString}`
};
}
function hashString(str) {
let hash = 0;
for (let i = 0; i < str.length; i++) {
const char = str.charCodeAt(i);
hash = (hash << 5) - hash + char;
hash |= 0; // Convert to 32bit integer
}
return hash;
}
function createTabs(examples) {
const languages = Object.keys(examples);
let tabs = '<div class="tabs-overview-container"><div class="tabs-overview">';
let content = '<div class="tab-content">';
languages.forEach((lang, index) => {
const hash = hashString(examples[lang]);
tabs += `<button class="tab-button ${index === 0 ? 'active' : ''}" onclick="openTab(event, '${lang}')"><b class="tab-title" title=" ${lang} "> ${lang} </b></button>`;
content += `<div id="${lang}" class="tabcontent" style="display: ${index === 0 ? 'block' : 'none'};">
<div class="doxygen-awesome-fragment-wrapper">
<div class="fragment">
${examples[lang].split('\n').map(line => `<div class="line">${line}</div>`).join('')}
</div>
<doxygen-awesome-fragment-copy-button id="copy-button-${lang}-${hash}" title="Copy to clipboard">
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24">
<path d="M0 0h24v24H0V0z" fill="none"></path>
<path d="M16 1H4c-1.1 0-2 .9-2 2v14h2V3h12V1zm3 4H8c-1.1 0-2 .9-2 2v14c0 1.1.9 2 2 2h11c1.1 0 2-.9 2-2V7c0-1.1-.9-2-2-2zm0 16H8V7h11v14z"></path>
</svg>
</doxygen-awesome-fragment-copy-button>
</div>
</div>`;
});
tabs += '</div></div>';
content += '</div>';
setTimeout(() => {
languages.forEach((lang, index) => {
const hash = hashString(examples[lang]);
const copyButton = document.getElementById(`copy-button-${lang}-${hash}`);
copyButton.addEventListener('click', copyContent);
});
}, 0);
return tabs + content;
}
function copyContent() {
const content = this.previousElementSibling.cloneNode(true);
if (content instanceof Element) {
// filter out line number from file listings
content.querySelectorAll(".lineno, .ttc").forEach((node) => {
node.remove();
});
let textContent = Array.from(content.querySelectorAll('.line'))
.map(line => line.innerText)
.join('\n')
.trim(); // Join lines with newline characters and trim leading/trailing whitespace
navigator.clipboard.writeText(textContent);
this.classList.add("success");
this.innerHTML = `<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path d="M0 0h24v24H0V0z" fill="none"/><path d="M9 16.17L4.83 12l-1.42 1.41L9 19 21 7l-1.41-1.41L9 16.17z"/></svg>`;
window.setTimeout(() => {
this.classList.remove("success");
this.innerHTML = `<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" width="24" height="24"><path d="M0 0h24v24H0V0z" fill="none"/><path d="M16 1H4c-1.1 0-2 .9-2 2v14h2V3h12V1zm3 4H8c-1.1 0-2 .9-2 2v14c0 1.1.9 2 2 2h11c1.1 0 2-.9 2-2V7c0-1.1-.9-2-2-2zm0 16H8V7h11v14z"/></svg>`;
}, 980);
} else {
console.error('Failed to copy: content is not a DOM element');
}
}
function openTab(evt, lang) {
const tabcontent = document.getElementsByClassName("tabcontent");
for (const content of tabcontent) {
content.style.display = "none";
}
const tablinks = document.getElementsByClassName("tab-button");
for (const link of tablinks) {
link.className = link.className.replace(" active", "");
}
const selectedTabs = document.querySelectorAll(`#${lang}`);
for (const tab of selectedTabs) {
tab.style.display = "block";
}
const selectedButtons = document.querySelectorAll(`.tab-button[onclick*="${lang}"]`);
for (const button of selectedButtons) {
button.className += " active";
}
}
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# API
Sunshine has a RESTful API which can be used to interact with the service.
Unless otherwise specified, authentication is required for all API calls. You can authenticate using
basic authentication with the admin username and password.
@htmlonly
<script src="api.js"></script>
@endhtmlonly
## GET /api/apps
@copydoc confighttp::getApps()
## POST /api/apps
@copydoc confighttp::saveApp()
## POST /api/apps/close
@copydoc confighttp::closeApp()
## DELETE /api/apps/{index}
@copydoc confighttp::deleteApp()
## GET /api/clients/list
@copydoc confighttp::getClients()
## POST /api/clients/unpair
@copydoc confighttp::unpair()
## POST /api/clients/unpair-all
@copydoc confighttp::unpairAll()
## GET /api/config
@copydoc confighttp::getConfig()
## GET /api/configLocale
@copydoc confighttp::getLocale()
## POST /api/config
@copydoc confighttp::saveConfig()
## POST /api/covers/upload
@copydoc confighttp::uploadCover()
## GET /api/logs
@copydoc confighttp::getLogs()
## POST /api/password
@copydoc confighttp::savePassword()
## POST /api/pin
@copydoc confighttp::savePin()
## POST /api/reset-display-device-persistence
@copydoc confighttp::resetDisplayDevicePersistence()
## POST /api/restart
@copydoc confighttp::restart()
<div class="section_buttons">
| Previous | Next |
|:--------------------------------------------|--------------------------------------:|
| [Performance Tuning](performance_tuning.md) | [Troubleshooting](troubleshooting.md) |
</div>
<details style="display: none;">
<summary></summary>
[TOC]
</details>
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# App Examples
Since not all applications behave the same, we decided to create some examples to help you get started adding games
and applications to Sunshine.
@attention{Throughout these examples, any fields not shown are left blank. You can enhance your experience by
adding an image or a log file (via the `Output` field).}
@note{When a working directory is not specified, it defaults to the folder where the target application resides.}
## Common Examples
### Desktop
| Field | Value |
|------------------|----------------------------|
| Application Name | @code{}Desktop@endcode |
| Image | @code{}desktop.png@endcode |
### Steam Big Picture
@note{Steam is launched as a detached command because Steam starts with a process that self updates itself and the original
process is killed.}
@tabs{
@tab{Linux | <!-- -->
\| Field \| Value \|
\|------------------------------\|------------------------------------------------------\|
\| Application Name \| @code{}Steam Big Picture@endcode \|
\| Command Preporations -> Undo \| @code{}setsid steam steam://close/bigpicture@endcode \|
\| Detached Commands \| @code{}setsid steam steam://open/bigpicture@endcode \|
\| Image \| @code{}steam.png@endcode \|
}
@tab{macOS | <!-- -->
\| Field \| Value \|
\|------------------------------\|------------------------------------------------\|
\| Application Name \| @code{}Steam Big Picture@endcode \|
\| Command Preporations -> Undo \| @code{}open steam://close/bigpicture@endcode \|
\| Detached Commands \| @code{}open steam://open/bigpicture@endcode \|
\| Image \| @code{}steam.png@endcode \|
}
@tab{Windows | <!-- -->
\| Field \| Value \|
\|------------------------------\|-------------------------------------------\|
\| Application Name \| @code{}Steam Big Picture@endcode \|
\| Command Preporations -> Undo \| @code{}steam://close/bigpicture@endcode \|
\| Detached Commands \| @code{}steam://open/bigpicture@endcode \|
\| Image \| @code{}steam.png@endcode \|
}
}
### Epic Game Store game
@note{Using URI method will be the most consistent between various games.}
#### URI
@tabs{
@tab{Windows | <!-- -->
\| Field \| Value \|
\|------------------\|-------------------------------------------------------------------------------------------------------------------------------------------------------\|
\| Application Name \| @code{}Surviving Mars@endcode \|
\| Commands \| @code{}com.epicgames.launcher://apps/d759128018124dcabb1fbee9bb28e178%3A20729b9176c241f0b617c5723e70ec2d%3AOvenbird?action=launch&silent=true@endcode \|
}
}
#### Binary (w/ working directory
@tabs{
@tab{Windows | <!-- -->
\| Field \| Value \|
\|-------------------\|------------------------------------------------------------\|
\| Application Name \| @code{}Surviving Mars@endcode \|
\| Command \| @code{}MarsEpic.exe@endcode \|
\| Working Directory \| @code{}"C:\Program Files\Epic Games\SurvivingMars"@endcode \|
}
}
#### Binary (w/o working directory)
@tabs{
@tab{Windows | <!-- -->
\| Field \| Value \|
\|-------------------\|-------------------------------------------------------------------------\|
\| Application Name \| @code{}Surviving Mars@endcode \|
\| Command \| @code{}"C:\Program Files\Epic Games\SurvivingMars\MarsEpic.exe"@endcode \|
}
}
### Steam game
@note{Using URI method will be the most consistent between various games.}
#### URI
@tabs{
@tab{Linux | <!-- -->
\| Field \| Value \|
\|-------------------\|------------------------------------------------------\|
\| Application Name \| @code{}Surviving Mars@endcode \|
\| Detached Commands \| @code{}setsid steam steam://rungameid/464920@endcode \|
}
@tab{macOS | <!-- -->
\| Field \| Value \|
\|-------------------\|----------------------------------------------\|
\| Application Name \| @code{}Surviving Mars@endcode \|
\| Detached Commands \| @code{}open steam://rungameid/464920@endcode \|
}
@tab{Windows | <!-- -->
\| Field \| Value \|
\|-------------------\|-----------------------------------------\|
\| Application Name \| @code{}Surviving Mars@endcode \|
\| Detached Commands \| @code{}steam://rungameid/464920@endcode \|
}
}
#### Binary (w/ working directory
@tabs{
@tab{Linux | <!-- -->
\| Field \| Value \|
\|-------------------\|--------------------------------------------------------------\|
\| Application Name \| @code{}Surviving Mars@endcode \|
\| Command \| @code{}MarsSteam@endcode \|
\| Working Directory \| @code{}~/.steam/steam/SteamApps/common/Survivng Mars@endcode \|
}
@tab{macOS | <!-- -->
\| Field \| Value \|
\|-------------------\|--------------------------------------------------------------\|
\| Application Name \| @code{}Surviving Mars@endcode \|
\| Command \| @code{}MarsSteam@endcode \|
\| Working Directory \| @code{}~/.steam/steam/SteamApps/common/Survivng Mars@endcode \|
}
@tab{Windows | <!-- -->
\| Field \| Value \|
\|-------------------\|-------------------------------------------------------------------------------\|
\| Application Name \| @code{}Surviving Mars@endcode \|
\| Command \| @code{}MarsSteam.exe@endcode \|
\| Working Directory \| @code{}"C:\Program Files (x86)\Steam\steamapps\common\Surviving Mars"@endcode \|
}
}
#### Binary (w/o working directory)
@tabs{
@tab{Linux | <!-- -->
\| Field \| Value \|
\|-------------------\|------------------------------------------------------------------------\|
\| Application Name \| @code{}Surviving Mars@endcode \|
\| Command \| @code{}~/.steam/steam/SteamApps/common/Survivng Mars/MarsSteam@endcode \|
}
@tab{macOS | <!-- -->
\| Field \| Value \|
\|-------------------\|------------------------------------------------------------------------\|
\| Application Name \| @code{}Surviving Mars@endcode \|
\| Command \| @code{}~/.steam/steam/SteamApps/common/Survivng Mars/MarsSteam@endcode \|
}
@tab{Windows | <!-- -->
\| Field \| Value \|
\|-------------------\|---------------------------------------------------------------------------------------------\|
\| Application Name \| @code{}Surviving Mars@endcode \|
\| Command \| @code{}"C:\Program Files (x86)\Steam\steamapps\common\Surviving Mars\MarsSteam.exe"@endcode \|
}
}
### Prep Commands
#### Changing Resolution and Refresh Rate
##### Linux
###### X11
| Prep Step | Command |
|-----------|---------------------------------------------------------------------------------------------------------------------------------------|
| Do | @code{}sh -c "xrandr --output HDMI-1 --mode ${SUNSHINE_CLIENT_WIDTH}x${SUNSHINE_CLIENT_HEIGHT} --rate ${SUNSHINE_CLIENT_FPS}"@endcode |
| Undo | @code{}xrandr --output HDMI-1 --mode 3840x2160 --rate 120@endcode |
@hint{The above only works if the xrandr mode already exists. You will need to create new modes to stream to macOS
and iOS devices, since they use non-standard resolutions.
You can update the ``Do`` command to this:
```bash
bash -c "${HOME}/scripts/set-custom-res.sh \"${SUNSHINE_CLIENT_WIDTH}\" \"${SUNSHINE_CLIENT_HEIGHT}\" \"${SUNSHINE_CLIENT_FPS}\""
```
The `set-custom-res.sh` will have this content:
```bash
#!/bin/bash
set -e
# Get params and set any defaults
width=${1:-1920}
height=${2:-1080}
refresh_rate=${3:-60}
# You may need to adjust the scaling differently so the UI/text isn't too small / big
scale=${4:-0.55}
# Get the name of the active display
display_output=$(xrandr | grep " connected" | awk '{ print $1 }')
# Get the modeline info from the 2nd row in the cvt output
modeline=$(cvt ${width} ${height} ${refresh_rate} | awk 'FNR == 2')
xrandr_mode_str=${modeline//Modeline \"*\" /}
mode_alias="${width}x${height}"
echo "xrandr setting new mode ${mode_alias} ${xrandr_mode_str}"
xrandr --newmode ${mode_alias} ${xrandr_mode_str}
xrandr --addmode ${display_output} ${mode_alias}
# Reset scaling
xrandr --output ${display_output} --scale 1
# Apply new xrandr mode
xrandr --output ${display_output} --primary --mode ${mode_alias} --pos 0x0 --rotate normal --scale ${scale}
# Optional reset your wallpaper to fit to new resolution
# xwallpaper --zoom /path/to/wallpaper.png
```
}
###### Wayland (wlroots, e.g. hyprland)
| Prep Step | Command |
|-----------|------------------------------------------------------------------------------------------------------------------------------------------|
| Do | @code{}sh -c "wlr-xrandr --output HDMI-1 --mode \"${SUNSHINE_CLIENT_WIDTH}x${SUNSHINE_CLIENT_HEIGHT}@${SUNSHINE_CLIENT_FPS}Hz\""@endcode |
| Undo | @code{}wlr-xrandr --output HDMI-1 --mode 3840x2160@120Hz@endcode |
@hint{`wlr-xrandr` only works with wlroots-based compositors.}
###### Gnome (X11)
| Prep Step | Command |
|-----------|---------------------------------------------------------------------------------------------------------------------------------------|
| Do | @code{}sh -c "xrandr --output HDMI-1 --mode ${SUNSHINE_CLIENT_WIDTH}x${SUNSHINE_CLIENT_HEIGHT} --rate ${SUNSHINE_CLIENT_FPS}"@endcode |
| Undo | @code{}xrandr --output HDMI-1 --mode 3840x2160 --rate 120@endcode |
###### Gnome (Wayland)
| Prep Step | Command |
|-----------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| Do | @code{}sh -c "displayconfig-mutter set --connector HDMI-1 --resolution ${SUNSHINE_CLIENT_WIDTH}x${SUNSHINE_CLIENT_HEIGHT} --refresh-rate ${SUNSHINE_CLIENT_FPS} --hdr ${SUNSHINE_CLIENT_HDR}"@endcode |
| Undo | @code{}displayconfig-mutter set --connector HDMI-1 --resolution 3840x2160 --refresh-rate 120 --hdr false@endcode |
Installation instructions for displayconfig-mutter can be [found here](https://github.com/eaglesemanation/displayconfig-mutter). Alternatives include
[gnome-randr-rust](https://github.com/maxwellainatchi/gnome-randr-rust) and [gnome-randr.py](https://gitlab.com/Oschowa/gnome-randr), but both of those are
unmaintained and do not support newer Mutter features such as HDR and VRR.
@hint{HDR support has been added to Gnome 48, to check if your display supports it you can run this:
```
displayconfig-mutter list
```
If it doesn't, then remove ``--hdr`` flag from both ``Do`` and ``Undo`` steps.
}
###### KDE Plasma (Wayland, X11)
| Prep Step | Command |
|-----------|--------------------------------------------------------------------------------------------------------------------------------------|
| Do | @code{}sh -c "kscreen-doctor output.HDMI-A-1.mode.${SUNSHINE_CLIENT_WIDTH}x${SUNSHINE_CLIENT_HEIGHT}@${SUNSHINE_CLIENT_FPS}"@endcode |
| Undo | @code{}kscreen-doctor output.HDMI-A-1.mode.3840x2160@120@endcode |
@attention{The names of your displays will differ between X11 and Wayland.
Be sure to use the correct name, depending on your session manager.
e.g. On X11, the monitor may be called ``HDMI-A-0``, but on Wayland, it may be called ``HDMI-A-1``.
}
@hint{Replace ``HDMI-A-1`` with the display name of the monitor you would like to use for Moonlight.
You can list the monitors available to you with:
```
kscreen-doctor -o
```
These will also give you the supported display properties for each monitor. You can select them either by
hard-coding their corresponding number (e.g. ``kscreen-doctor output.HDMI-A1.mode.0``) or using the above
``do`` command to fetch the resolution requested by your Moonlight client
(which has a chance of not being supported by your monitor).
}
###### NVIDIA
| Prep Step | Command |
|-----------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| Do | @code{}sh -c "nvidia-settings -a CurrentMetaMode=\"HDMI-1: nvidia-auto-select { ViewPortIn=${SUNSHINE_CLIENT_WIDTH}x${SUNSHINE_CLIENT_HEIGHT}, ViewPortOut=${SUNSHINE_CLIENT_WIDTH}x${SUNSHINE_CLIENT_HEIGHT}+0+0 }\""@endcode |
| Undo | @code{}nvidia-settings -a CurrentMetaMode=\"HDMI-1: nvidia-auto-select { ViewPortIn=3840x2160, ViewPortOut=3840x2160+0+0 }"@endcode |
##### macOS
###### displayplacer
@note{This example uses the `displayplacer` tool to change the resolution.
This tool can be installed following instructions in their
[GitHub repository](https://github.com/jakehilborn/displayplacer)}.
| Prep Step | Command |
|-----------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| Do | @code{}sh -c "displayplacer \"id:<screenId> res:${SUNSHINE_CLIENT_WIDTH}x${SUNSHINE_CLIENT_HEIGHT} hz:${SUNSHINE_CLIENT_FPS} scaling:on origin:(0,0) degree:0\""@endcode |
| Undo | @code{}displayplacer "id:<screenId> res:3840x2160 hz:120 scaling:on origin:(0,0) degree:0"@endcode |
##### Windows
Sunshine has built-in support for changing the resolution and refresh rate on Windows. If you prefer to use a
third-party tool, you can use *QRes* as an example.
###### QRes
@note{This example uses the *QRes* tool to change the resolution and refresh rate.
This tool can be downloaded from their [SourceForge repository](https://sourceforge.net/projects/qres).}
| Prep Step | Command |
|-----------|---------------------------------------------------------------------------------------------------------------------------|
| Do | @code{}cmd /C "FullPath\qres.exe /x:%SUNSHINE_CLIENT_WIDTH% /y:%SUNSHINE_CLIENT_HEIGHT% /r:%SUNSHINE_CLIENT_FPS%"@endcode |
| Undo | @code{}FullPath\qres.exe /x:3840 /y:2160 /r:120@endcode |
### Additional Considerations
#### Linux (Flatpak)
@attention{Because Flatpak packages run in a sandboxed environment and do not normally have access to the
host, the Flatpak of Sunshine requires commands to be prefixed with `flatpak-spawn --host`.}
#### Windows
**Elevating Commands (Windows)**
If you've installed Sunshine as a service (default), you can specify if a command should be elevated with
administrative privileges. Simply enable the elevated option in the WEB UI, or add it to the JSON configuration.
This is an option for both prep-cmd and regular commands and will launch the process with the current user without a
UAC prompt.
**Example**
```json
{
"name": "Game With AntiCheat that Requires Admin",
"output": "",
"cmd": "ping 127.0.0.1",
"exclude-global-prep-cmd": false,
"elevated": true,
"prep-cmd": [
{
"do": "powershell.exe -command \"Start-Streaming\"",
"undo": "powershell.exe -command \"Stop-Streaming\"",
"elevated": false
}
],
"image-path": ""
}
```
<div class="section_buttons">
| Previous | Next |
|:----------------------------------|----------------------------------------:|
| [Configuration](configuration.md) | [Awesome-Sunshine](awesome_sunshine.md) |
</div>
<details style="display: none;">
<summary></summary>
[TOC]
</details>
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# Awesome-Sunshine
@htmlonly
<script type="module" src="https://md-block.verou.me/md-block.js"></script>
<md-block
hlinks=""
hmin="2"
src="https://raw.githubusercontent.com/LizardByte/awesome-sunshine/master/README.md">
</md-block>
@endhtmlonly
<div class="section_buttons">
| Previous | Next |
|:--------------------------------|--------------------:|
| [App Examples](app_examples.md) | [Guides](guides.md) |
</div>
<details style="display: none;">
<summary></summary>
[TOC]
</details>
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# Building
Sunshine binaries are built using [CMake](https://cmake.org) and requires `cmake` > 3.25.
## Building Locally
### Dependencies
#### Linux
Dependencies vary depending on the distribution. You can reference our
[linux_build.sh](https://github.com/LizardByte/Sunshine/blob/master/scripts/linux_build.sh) script for a list of
dependencies we use in Debian-based and Fedora-based distributions. Please submit a PR if you would like to extend the
script to support other distributions.
##### CUDA Toolkit
Sunshine requires CUDA Toolkit for NVFBC capture. There are two caveats to CUDA:
1. The version installed depends on the version of GCC.
2. The version of CUDA you use will determine compatibility with various GPU generations.
At the time of writing, the recommended version to use is CUDA ~11.8.
See [CUDA compatibility](https://docs.nvidia.com/deploy/cuda-compatibility/index.html) for more info.
@tip{To install older versions, select the appropriate run file based on your desired CUDA version and architecture
according to [CUDA Toolkit Archive](https://developer.nvidia.com/cuda-toolkit-archive)}
#### macOS
You can either use [Homebrew](https://brew.sh) or [MacPorts](https://www.macports.org) to install dependencies.
##### Homebrew
```bash
dependencies=(
"boost" # Optional
"cmake"
"doxygen" # Optional, for docs
"graphviz" # Optional, for docs
"icu4c" # Optional, if boost is not installed
"miniupnpc"
"ninja"
"node"
"openssl@3"
"opus"
"pkg-config"
)
brew install "${dependencies[@]}"
```
If there are issues with an SSL header that is not found:
@tabs{
@tab{ Intel | ```bash
ln -s /usr/local/opt/openssl/include/openssl /usr/local/include/openssl
```}
@tab{ Apple Silicon | ```bash
ln -s /opt/homebrew/opt/openssl/include/openssl /opt/homebrew/include/openssl
```
}
}
##### MacPorts
```bash
dependencies=(
"cmake"
"curl"
"doxygen" # Optional, for docs
"graphviz" # Optional, for docs
"libopus"
"miniupnpc"
"ninja"
"npm9"
"pkgconfig"
)
sudo port install "${dependencies[@]}"
```
#### Windows
First you need to install [MSYS2](https://www.msys2.org), then startup "MSYS2 UCRT64" and execute the following
commands.
##### Update all packages
```bash
pacman -Syu
```
##### Install dependencies
```bash
dependencies=(
"git"
"mingw-w64-ucrt-x86_64-boost" # Optional
"mingw-w64-ucrt-x86_64-cmake"
"mingw-w64-ucrt-x86_64-cppwinrt"
"mingw-w64-ucrt-x86_64-curl-winssl"
"mingw-w64-ucrt-x86_64-doxygen" # Optional, for docs... better to install official Doxygen
"mingw-w64-ucrt-x86_64-graphviz" # Optional, for docs
"mingw-w64-ucrt-x86_64-MinHook"
"mingw-w64-ucrt-x86_64-miniupnpc"
"mingw-w64-ucrt-x86_64-nodejs"
"mingw-w64-ucrt-x86_64-nsis"
"mingw-w64-ucrt-x86_64-onevpl"
"mingw-w64-ucrt-x86_64-openssl"
"mingw-w64-ucrt-x86_64-opus"
"mingw-w64-ucrt-x86_64-toolchain"
)
pacman -S "${dependencies[@]}"
```
### Clone
Ensure [git](https://git-scm.com) is installed on your system, then clone the repository using the following command:
```bash
git clone https://github.com/lizardbyte/sunshine.git --recurse-submodules
cd sunshine
mkdir build
```
### Build
```bash
cmake -B build -G Ninja -S .
ninja -C build
```
@tip{Available build options can be found in
[options.cmake](https://github.com/LizardByte/Sunshine/blob/master/cmake/prep/options.cmake).}
### Package
@tabs{
@tab{Linux | @tabs{
@tab{deb | ```bash
cpack -G DEB --config ./build/CPackConfig.cmake
```}
@tab{rpm | ```bash
cpack -G RPM --config ./build/CPackConfig.cmake
```}
}}
@tab{macOS | @tabs{
@tab{DragNDrop | ```bash
cpack -G DragNDrop --config ./build/CPackConfig.cmake
```}
}}
@tab{Windows | @tabs{
@tab{Installer | ```bash
cpack -G NSIS --config ./build/CPackConfig.cmake
```}
@tab{Portable | ```bash
cpack -G ZIP --config ./build/CPackConfig.cmake
```}
}}
}
### Remote Build
It may be beneficial to build remotely in some cases. This will enable easier building on different operating systems.
1. Fork the project
2. Activate workflows
3. Trigger the *CI* workflow manually
4. Download the artifacts/binaries from the workflow run summary
<div class="section_buttons">
| Previous | Next |
|:--------------------------------------|--------------------------------:|
| [Troubleshooting](troubleshooting.md) | [Contributing](contributing.md) |
</div>
<details style="display: none;">
<summary></summary>
[TOC]
</details>
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# Changelog
@htmlonly
<script type="module" src="https://md-block.verou.me/md-block.js"></script>
<md-block
hmin="2"
src="https://raw.githubusercontent.com/LizardByte/Sunshine/changelog/CHANGELOG.md">
</md-block>
@endhtmlonly
<div class="section_buttons">
| Previous | Next |
|:--------------------------------------|------------------------------:|
| [Getting Started](getting_started.md) | [Docker](../DOCKER_README.md) |
</div>
<details style="display: none;">
<summary></summary>
[TOC]
</details>
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/**
* @brief Add a button to open the configuration option for each table
*/
document.addEventListener("DOMContentLoaded", function() {
const tables = document.querySelectorAll("table");
tables.forEach(table => {
if (table.className !== "doxtable") {
return;
}
let previousElement = table.previousElementSibling;
while (previousElement && previousElement.tagName !== "H2") {
previousElement = previousElement.previousElementSibling;
}
if (previousElement && previousElement.textContent) {
const sectionId = previousElement.textContent.trim().toLowerCase();
const newRow = document.createElement("tr");
const newCell = document.createElement("td");
newCell.setAttribute("colspan", "3");
const newCode = document.createElement("code");
newCode.className = "open-button";
newCode.setAttribute("onclick", `window.open('https://${document.getElementById('host-authority').value}/config/#${sectionId}', '_blank')`);
newCode.textContent = "Open";
newCell.appendChild(newCode);
newRow.appendChild(newCell);
// get the table body
const tbody = table.querySelector("tbody");
// Insert at the beginning of the table
tbody.insertBefore(newRow, tbody.firstChild);
}
});
});
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# Contributing
Read our contribution guide in our organization level
[docs](https://docs.lizardbyte.dev/latest/developers/contributing.html).
## Recommended Tools
| Tool | Description |
|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|-------------------------------------------------------------------------|
| <a href="https://www.jetbrains.com/clion/"><img src="https://resources.jetbrains.com/storage/products/company/brand/logos/CLion_icon.svg" width="30" height="30"></a><br>CLion | Recommended IDE for C and C++ development. Free for non-commercial use. |
## Project Patterns
### Web UI
* The Web UI uses [Vite](https://vitejs.dev) as its build system.
* The HTML pages used by the Web UI are found in `./src_assets/common/assets/web`.
* [EJS](https://www.npmjs.com/package/vite-plugin-ejs) is used as a templating system for the pages
(check `template_header.html` and `template_header_main.html`).
* The Style System is provided by [Bootstrap](https://getbootstrap.com).
* The JS framework used by the more interactive pages is [Vus.js](https://vuejs.org).
#### Building
@tabs{
@tab{CMake | ```bash
cmake -B build -G Ninja -S . --target web-ui
ninja -C build web-ui
```}
@tab{Manual | ```bash
npm run dev
```}
}
### Localization
Sunshine and related LizardByte projects are being localized into various languages.
The default language is `en` (English).
![](https://app.lizardbyte.dev/dashboard/crowdin/LizardByte_graph.svg)
@admonition{Community | We are looking for language coordinators to help approve translations.
The goal is to have the bars above filled with green!
If you are interesting, please reach out to us on our Discord server.}
#### CrowdIn
The translations occur on [CrowdIn][crowdin-url].
Anyone is free to contribute to the localization there.
##### Translation Basics
* The brand names *LizardByte* and *Sunshine* should never be translated.
* Other brand names should never be translated. Examples include *AMD*, *Intel*, and *NVIDIA*.
##### CrowdIn Integration
How does it work?
When a change is made to Sunshine source code, a workflow generates new translation templates
that get pushed to CrowdIn automatically.
When translations are updated on CrowdIn, a push gets made to the *l10n_master* branch and a PR is made against the
*master* branch. Once the PR is merged, all updated translations are part of the project and will be included in the
next release.
#### Extraction
##### Web UI
Sunshine uses [Vue I18n](https://vue-i18n.intlify.dev) for localizing the UI.
The following is a simple example of how to use it.
* Add the string to the `./src_assets/common/assets/web/public/assets/locale/en.json` file, in English.
```json
{
"index": {
"welcome": "Hello, Sunshine!"
}
}
```
@note{The json keys should be sorted alphabetically. You can use [jsonabc](https://novicelab.org/jsonabc)
to sort the keys.}
@attention{Due to the integration with Crowdin, it is important to only add strings to the *en.json* file,
and to not modify any other language files. After the PR is merged, the translations can take place
on [CrowdIn][crowdin-url]. Once the translations are complete, a PR will be made
to merge the translations into Sunshine.}
* Use the string in the Vue component.
```html
<template>
<div>
<p>{{ $t('index.welcome') }}</p>
</div>
</template>
```
@tip{More formatting examples can be found in the
[Vue I18n guide](https://kazupon.github.io/vue-i18n/guide/formatting.html).}
##### C++
There should be minimal cases where strings need to be extracted from C++ source code; however it may be necessary in
some situations. For example the system tray icon could be localized as it is user interfacing.
* Wrap the string to be extracted in a function as shown.
```cpp
#include <boost/locale.hpp>
#include <string>
std::string msg = boost::locale::translate("Hello world!");
```
@tip{More examples can be found in the documentation for
[boost locale](https://www.boost.org/doc/libs/1_70_0/libs/locale/doc/html/messages_formatting.html).}
@warning{The below is for information only. Contributors should never include manually updated template files, or
manually compiled language files in Pull Requests.}
Strings are automatically extracted from the code to the `locale/sunshine.po` template file. The generated file is
used by CrowdIn to generate language specific template files. The file is generated using the
`.github/workflows/localize.yml` workflow and is run on any push event into the `master` branch. Jobs are only run if
any of the following paths are modified.
```yaml
- 'src/**'
```
When testing locally it may be desirable to manually extract, initialize, update, and compile strings. Python is
required for this, along with the python dependencies in the `./scripts/requirements.txt` file. Additionally,
[xgettext](https://www.gnu.org/software/gettext) must be installed.
* Extract, initialize, and update
```bash
python ./scripts/_locale.py --extract --init --update
```
* Compile
```bash
python ./scripts/_locale.py --compile
```
@attention{Due to the integration with CrowdIn, it is important to not include any extracted or compiled files in
Pull Requests. The files are automatically generated and updated by the workflow. Once the PR is merged, the
translations can take place on [CrowdIn][crowdin-url]. Once the translations are
complete, a PR will be made to merge the translations into Sunshine.}
### Testing
#### Clang Format
Source code is tested against the `.clang-format` file for linting errors. The workflow file responsible for clang
format testing is `.github/workflows/cpp-clang-format-lint.yml`.
Option 1:
```bash
find ./ -iname *.cpp -o -iname *.h -iname *.m -iname *.mm | xargs clang-format -i
```
Option 2 (will modify files):
```bash
python ./scripts/update_clang_format.py
```
#### Unit Testing
Sunshine uses [Google Test](https://github.com/google/googletest) for unit testing. Google Test is included in the
repo as a submodule. The test sources are located in the `./tests` directory.
The tests need to be compiled into an executable, and then run. The tests are built using the normal build process, but
can be disabled by setting the `BUILD_TESTS` CMake option to `OFF`.
To run the tests, execute the following command.
```bash
./build/tests/test_sunshine
```
To see all available options, run the tests with the `--help` flag.
```bash
./build/tests/test_sunshine --help
```
@tip{See the googletest [FAQ](https://google.github.io/googletest/faq.html) for more information on how to use
Google Test.}
We use [gcovr](https://www.gcovr.com) to generate code coverage reports,
and [Codecov](https://about.codecov.io) to analyze the reports for all PRs and commits.
Codecov will fail a PR if the total coverage is reduced too much, or if not enough of the diff is covered by tests.
In some cases, the code cannot be covered when running the tests inside of GitHub runners. For example, any test that
needs access to the GPU will not be able to run. In these cases, the coverage can be omitted by adding comments to the
code. See the [gcovr documentation](https://gcovr.com/en/stable/guide/exclusion-markers.html#exclusion-markers) for
more information.
Even if your changes cannot be covered in the CI, we still encourage you to write the tests for them. This will allow
maintainers to run the tests locally.
[crowdin-url]: https://translate.lizardbyte.dev
<div class="section_buttons">
| Previous | Next |
|:------------------------|-------------------------------------------------------------:|
| [Building](building.md) | [Source Code](../third-party/doxyconfig/docs/source_code.md) |
</div>
<details style="display: none;">
<summary></summary>
[TOC]
</details>
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/* A fake button as doxygen doesn't allow button elements */
.open-button {
background: var(--primary-color);
color: white;
cursor: pointer;
}
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# GameStream Migration
Nvidia announced that their GameStream service for Nvidia Games clients will be discontinued in February 2023.
Luckily, Sunshine performance is now equal to or better than Nvidia GameStream.
## Migration
We have developed a simple migration tool to help you migrate your GameStream games and apps to Sunshine automatically.
Please check out our [GSMS](https://github.com/LizardByte/GSMS) project if you're interested in an automated
migration option. GSMS offers the ability to migrate your custom and auto-detected games and apps. The
working directory, command, and image are all set in Sunshine's `apps.json` file. The box-art image is also copied
to a specified directory.
## Internet Streaming
If you are using the Moonlight Internet Hosting Tool, you can remove it from your system when you migrate to Sunshine.
To stream over the Internet with Sunshine and a UPnP-capable router, enable the UPnP option in the Sunshine Web UI.
@note{Running Sunshine together with versions of the Moonlight Internet Hosting Tool prior to v5.6 will cause UPnP
port forwarding to become unreliable. Either uninstall the tool entirely or update it to v5.6 or later.}
## Limitations
Sunshine does have some limitations, as compared to Nvidia GameStream.
* Automatic game/application list.
* Changing game settings automatically, to optimize streaming.
<div class="section_buttons">
| Previous | Next |
|:------------------------------------------------|------------------:|
| [Third-party Packages](third_party_packages.md) | [Legal](legal.md) |
</div>
<details style="display: none;">
<summary></summary>
[TOC]
</details>
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# Getting Started
The recommended method for running Sunshine is to use the [binaries](#binaries) included in the
[latest release][latest-release], unless otherwise specified.
[Pre-releases](https://github.com/LizardByte/Sunshine/releases) are also available. These should be considered beta,
and release artifacts may be missing when merging changes on a faster cadence.
## Binaries
Binaries of Sunshine are created for each release. They are available for Linux, macOS, and Windows.
Binaries can be found in the [latest release][latest-release].
@tip{Some third party packages also exist.
See [Third Party Packages](third_party_packages.md) for more information.
No support will be provided for third party packages!}
## Install
### Docker
@warning{The Docker images are not recommended for most users.}
Docker images are available on [Dockerhub.io](https://hub.docker.com/repository/docker/lizardbyte/sunshine)
and [ghcr.io](https://github.com/orgs/LizardByte/packages?repo_name=sunshine).
See [Docker](../DOCKER_README.md) for more information.
### Linux
**CUDA Compatibility**
CUDA is used for NVFBC capture.
@tip{See [CUDA GPUS](https://developer.nvidia.com/cuda-gpus) to cross-reference Compute Capability to your GPU.
The table below applies to packages provided by LizardByte. If you use an official LizardByte package then you do not
need to install CUDA.}
<table>
<caption>CUDA Compatibility</caption>
<tr>
<th>CUDA Version</th>
<th>Min Driver</th>
<th>CUDA Compute Capabilities</th>
<th>Package</th>
</tr>
<tr>
<td rowspan="3">11.8.0</td>
<td rowspan="3">450.80.02</td>
<td rowspan="3">35;50;52;60;61;62;70;72;75;80;86;87;89;90</td>
<td>sunshine.AppImage</td>
</tr>
<tr>
<td>sunshine-ubuntu-22.04-{arch}.deb</td>
</tr>
<tr>
<td>sunshine-ubuntu-24.04-{arch}.deb</td>
</tr>
<tr>
<td rowspan="1">12.0.0</td>
<td rowspan="1">525.60.13</td>
<td rowspan="5">50;52;60;61;62;70;72;75;80;86;87;89;90</td>
<td>sunshine-debian-bookworm-{arch}.deb</td>
</tr>
<tr>
<td rowspan="2">12.6.2</td>
<td rowspan="2">560.35.03</td>
<td>sunshine_{arch}.flatpak</td>
</tr>
<tr>
<td>Sunshine (copr - Fedora 41)</td>
</tr>
<tr>
<td rowspan="1">12.8.1</td>
<td rowspan="1">570.124.06</td>
<td>Sunshine (copr - Fedora 42)</td>
</tr>
<tr>
<td rowspan="1">12.9.1</td>
<td rowspan="1">575.57.08</td>
<td>sunshine.pkg.tar.zst</td>
</tr>
</table>
#### AppImage
@caution{Use distro-specific packages instead of the AppImage if they are available.}
According to AppImageLint the supported distro matrix of the AppImage is below.
- ✖ Debian bullseye
- ✔ Debian bookworm
- ✔ Debian trixie
- ✔ Debian sid
- ✔ Ubuntu noble
- ✔ Ubuntu jammy
- ✖ Ubuntu focal
- ✖ Ubuntu bionic
- ✖ Ubuntu xenial
- ✖ Ubuntu trusty
- ✖ CentOS 7
##### Install
1. Download [sunshine.AppImage](https://github.com/LizardByte/Sunshine/releases/latest/download/sunshine.AppImage)
into your home directory.
```bash
cd ~
wget https://github.com/LizardByte/Sunshine/releases/latest/download/sunshine.AppImage
```
2. Open terminal and run the following command.
```bash
./sunshine.AppImage --install
```
##### Run
```bash
./sunshine.AppImage --install && ./sunshine.AppImage
```
##### Uninstall
```bash
./sunshine.AppImage --remove
```
#### ArchLinux
@warning{We do not provide support for any AUR packages.}
##### Install Prebuilt Packages
Follow the instructions at LizardByte's [pacman-repo](https://github.com/LizardByte/pacman-repo) to add
the repository. Then run the following command.
```bash
pacman -S sunshine
```
##### Install PKGBUILD Archive
Open terminal and run the following command.
```bash
wget https://github.com/LizardByte/Sunshine/releases/latest/download/sunshine.pkg.tar.gz
tar -xvf sunshine.pkg.tar.gz
cd sunshine
# install optional dependencies
pacman -S cuda # Nvidia GPU encoding support
pacman -S libva-mesa-driver # AMD GPU encoding support
makepkg -si
```
##### Uninstall
```bash
pacman -R sunshine
```
#### Debian/Ubuntu
##### Install
Download `sunshine-{distro}-{distro-version}-{arch}.deb` and run the following command.
```bash
sudo dpkg -i ./sunshine-{distro}-{distro-version}-{arch}.deb
```
@note{The `{distro-version}` is the version of the distro we built the package on. The `{arch}` is the
architecture of your operating system.}
@tip{You can double-click the deb file to see details about the package and begin installation.}
##### Uninstall
```bash
sudo apt remove sunshine
```
#### Fedora
@tip{The package name is case-sensitive.}
##### Install
1. Enable copr repository.
```bash
sudo dnf copr enable lizardbyte/stable
```
or
```bash
sudo dnf copr enable lizardbyte/beta
```
2. Install the package.
```bash
sudo dnf install Sunshine
```
##### Uninstall
```bash
sudo dnf remove Sunshine
```
#### Flatpak
@caution{Use distro-specific packages instead of the Flatpak if they are available.}
Using this package requires that you have [Flatpak](https://flatpak.org/setup) installed.
##### Download (local option)
1. Download `sunshine_{arch}.flatpak` and run the following command.
@note{Replace `{arch}` with your system architecture.}
##### Install (system level)
**Flathub**
```bash
flatpak install --system flathub dev.lizardbyte.app.Sunshine
```
**Local**
```bash
flatpak install --system ./sunshine_{arch}.flatpak
```
##### Install (user level)
**Flathub**
```bash
flatpak install --user flathub dev.lizardbyte.app.Sunshine
```
**Local**
```bash
flatpak install --user ./sunshine_{arch}.flatpak
```
##### Additional installation (required)
```bash
flatpak run --command=additional-install.sh dev.lizardbyte.app.Sunshine
```
##### Run with NVFBC capture (X11 Only)
```bash
flatpak run dev.lizardbyte.app.Sunshine
```
##### Run with KMS capture (Wayland & X11)
```bash
sudo -i PULSE_SERVER=unix:/run/user/$(id -u $whoami)/pulse/native flatpak run dev.lizardbyte.app.Sunshine
```
##### Uninstall
```bash
flatpak run --command=remove-additional-install.sh dev.lizardbyte.app.Sunshine
flatpak uninstall --delete-data dev.lizardbyte.app.Sunshine
```
#### Homebrew
@important{The Homebrew package is experimental on Linux.}
This package requires that you have [Homebrew](https://docs.brew.sh/Installation) installed.
##### Install
```bash
brew update
brew upgrade
brew tap LizardByte/homebrew
brew install sunshine
```
##### Uninstall
```bash
brew uninstall sunshine
```
### macOS
@important{Sunshine on macOS is experimental. Gamepads do not work.}
#### Homebrew
This package requires that you have [Homebrew](https://docs.brew.sh/Installation) installed.
##### Install
```bash
brew tap LizardByte/homebrew
brew install sunshine
```
##### Uninstall
```bash
brew uninstall sunshine
```
@tip{For beta you can replace `sunshine` with `sunshine-beta` in the above commands.}
### Windows
#### Installer (recommended)
1. Download and install
[sunshine-windows-installer.exe](https://github.com/LizardByte/Sunshine/releases/latest/download/sunshine-windows-installer.exe)
@attention{You should carefully select or unselect the options you want to install. Do not blindly install or
enable features.}
To uninstall, find Sunshine in the list <a href="ms-settings:installed-apps">here</a> and select "Uninstall" from the
overflow menu. Different versions of Windows may provide slightly different steps for uninstall.
#### Standalone (lite version)
@warning{By using this package instead of the installer, performance will be reduced. This package is not
recommended for most users. No support will be provided!}
1. Download and extract
[sunshine-windows-portable.zip](https://github.com/LizardByte/Sunshine/releases/latest/download/sunshine-windows-portable.zip)
2. Open command prompt as administrator
3. Firewall rules
Install:
```bash
cd /d {path to extracted directory}
scripts/add-firewall-rule.bat
```
Uninstall:
```bash
cd /d {path to extracted directory}
scripts/delete-firewall-rule.bat
```
4. Virtual Gamepad Support
Install:
```bash
cd /d {path to extracted directory}
scripts/install-gamepad.bat
```
Uninstall:
```bash
cd /d {path to extracted directory}
scripts/uninstall-gamepad.bat
```
5. Windows service
Install:
```bash
cd /d {path to extracted directory}
scripts/install-service.bat
scripts/autostart-service.bat
```
Uninstall:
```bash
cd /d {path to extracted directory}
scripts/uninstall-service.bat
```
## Initial Setup
After installation, some initial setup is required.
### Linux
#### KMS Capture
@warning{Capture of most Wayland-based desktop environments will fail unless this step is performed.}
@note{`cap_sys_admin` may as well be root, except you don't need to be root to run the program. This is necessary to
allow Sunshine to use KMS capture.}
##### Enable
```bash
sudo setcap cap_sys_admin+p $(readlink -f $(which sunshine))
```
#### X11 Capture
For X11 capture to work, you may need to disable the capabilities that were set for KMS capture.
```bash
sudo setcap -r $(readlink -f $(which sunshine))
```
#### Service
**Start once**
```bash
systemctl --user start sunshine
```
**Start on boot**
```bash
systemctl --user enable sunshine
```
### macOS
The first time you start Sunshine, you will be asked to grant access to screen recording and your microphone.
Sunshine can only access microphones on macOS due to system limitations. To stream system audio use
[Soundflower](https://github.com/mattingalls/Soundflower) or
[BlackHole](https://github.com/ExistentialAudio/BlackHole).
@note{Command Keys are not forwarded by Moonlight. Right Option-Key is mapped to CMD-Key.}
@caution{Gamepads are not currently supported.}
## Usage
### Basic usage
If Sunshine is not installed/running as a service, then start Sunshine with the following command, unless a start
command is listed in the specified package [install](#install) instructions above.
@note{A service is a process that runs in the background. This is the default when installing Sunshine from the
Windows installer. Running multiple instances of Sunshine is not advised.}
```bash
sunshine
```
### Specify config file
```bash
sunshine <directory of conf file>/sunshine.conf
```
@note{You do not need to specify a config file. If no config file is entered the default location will be used.}
@attention{The configuration file specified will be created if it doesn't exist.}
### Start Sunshine over SSH (Linux/X11)
Assuming you are already logged into the host, you can use this command
```bash
ssh <user>@<ip_address> 'export DISPLAY=:0; sunshine'
```
If you are logged into the host with only a tty (teletypewriter), you can use `startx` to start the X server prior to
executing Sunshine. You nay need to add `sleep` between `startx` and `sunshine` to allow more time for the display to
be ready.
```bash
ssh <user>@<ip_address> 'startx &; export DISPLAY=:0; sunshine'
```
@tip{You could also utilize the `~/.bash_profile` or `~/.bashrc` files to set up the `DISPLAY` variable.}
@seealso{ See [Remote SSH Headless Setup](https://app.lizardbyte.dev/2023-09-14-remote-ssh-headless-sunshine-setup)
on how to set up a headless streaming server without autologin and dummy plugs (X11 + NVidia GPUs)}
### Configuration
Sunshine is configured via the web ui, which is available on [https://localhost:47990](https://localhost:47990)
by default. You may replace *localhost* with your internal ip address.
@attention{Ignore any warning given by your browser about "insecure website". This is due to the SSL certificate
being self-signed.}
@caution{If running for the first time, make sure to note the username and password that you created.}
1. Add games and applications.
2. Adjust any configuration settings as needed.
3. In Moonlight, you may need to add the PC manually.
4. When Moonlight requests for you insert the pin:
- Login to the web ui
- Go to "PIN" in the Navbar
- Type in your PIN and press Enter, you should get a Success Message
- In Moonlight, select one of the Applications listed
### Arguments
To get a list of available arguments, run the following command.
@tabs{
@tab{ General | @code{.bash}
sunshine --help
@endcode }
@tab{ AppImage | @code{.bash}
./sunshine.AppImage --help
@endcode }
@tab{ Flatpak | @code{.bash}
flatpak run --command=sunshine dev.lizardbyte.app.Sunshine --help
@endcode }
}
### Shortcuts
All shortcuts start with `Ctrl+Alt+Shift`, just like Moonlight.
* `Ctrl+Alt+Shift+N`: Hide/Unhide the cursor (This may be useful for Remote Desktop Mode for Moonlight)
* `Ctrl+Alt+Shift+F1/F12`: Switch to different monitor for Streaming
### Application List
* Applications should be configured via the web UI
* A basic understanding of working directories and commands is required
* You can use Environment variables in place of values
* `$(HOME)` will be replaced by the value of `$HOME`
* `$$` will be replaced by `$`, e.g. `$$(HOME)` will be become `$(HOME)`
* `env` - Adds or overwrites Environment variables for the commands/applications run by Sunshine.
This can only be changed by modifying the `apps.json` file directly.
### Considerations
* On Windows, Sunshine uses the Desktop Duplication API which only supports capturing from the GPU used for display.
If you want to capture and encode on the eGPU, connect a display or HDMI dummy display dongle to it and run the games
on that display.
* When an application is started, if there is an application already running, it will be terminated.
* If any of the prep-commands fail, starting the application is aborted.
* When the application has been shutdown, the stream shuts down as well.
* For example, if you attempt to run `steam` as a `cmd` instead of `detached` the stream will immediately fail.
This is due to the method in which the steam process is executed. Other applications may behave similarly.
* This does not apply to `detached` applications.
* The "Desktop" app works the same as any other application except it has no commands. It does not start an application,
instead it simply starts a stream. If you removed it and would like to get it back, just add a new application with
the name "Desktop" and "desktop.png" as the image path.
* For the Linux flatpak you must prepend commands with `flatpak-spawn --host`.
* If inputs (mouse, keyboard, gamepads...) aren't working after connecting, add the user running sunshine to the `input` group.
### HDR Support
Streaming HDR content is officially supported on Windows hosts and experimentally supported for Linux hosts.
* General HDR support information and requirements:
* HDR must be activated in the host OS, which may require an HDR-capable display or EDID emulator dongle
connected to your host PC.
* You must also enable the HDR option in your Moonlight client settings, otherwise the stream will be SDR
(and probably overexposed if your host is HDR).
* A good HDR experience relies on proper HDR display calibration both in the OS and in game. HDR calibration can
differ significantly between client and host displays.
* You may also need to tune the brightness slider or HDR calibration options in game to the different HDR brightness
capabilities of your client's display.
* Some GPUs video encoders can produce lower image quality or encoding performance when streaming in HDR compared
to SDR.
* Additional information:
@tabs{
@tab{ Windows |
- HDR streaming is supported for Intel, AMD, and NVIDIA GPUs that support encoding HEVC Main 10 or AV1 10-bit profiles.
- We recommend calibrating the display by streaming the Windows HDR Calibration app to your client device and saving an HDR calibration profile to use while streaming.
- Older games that use NVIDIA-specific NVAPI HDR rather than native Windows HDR support may not display properly in HDR.
}
@tab{ Linux |
- HDR streaming is supported for Intel and AMD GPUs that support encoding HEVC Main 10 or AV1 10-bit profiles using VAAPI.
- The KMS capture backend is required for HDR capture. Other capture methods, like NvFBC or X11, do not support HDR.
- You will need a desktop environment with a compositor that supports HDR rendering, such as Gamescope or KDE Plasma 6.
@seealso{[Arch wiki on HDR Support for Linux](https://wiki.archlinux.org/title/HDR_monitor_support) and
[Reddit Guide for HDR Support for AMD GPUs](https://www.reddit.com/r/linux_gaming/comments/10m2gyx/guide_alpha_test_hdr_on_linux)}
}
}
### Tutorials and Guides
Tutorial videos are available [here](https://www.youtube.com/playlist?list=PLMYr5_xSeuXAbhxYHz86hA1eCDugoxXY0).
Guides are available [here](guides.md).
@admonition{Community! |
Tutorials and Guides are community generated. Want to contribute? Reach out to us on our discord server.}
<div class="section_buttons">
| Previous | Next |
|:-------------------------|--------------------------:|
| [Overview](../README.md) | [Changelog](changelog.md) |
</div>
<details style="display: none;">
<summary></summary>
[TOC]
</details>
[latest-release]: https://github.com/LizardByte/Sunshine/releases/latest
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# Guides
@admonition{Community | A collection of guides written by the community is available on our
[blog](https://app.lizardbyte.dev/blog).
Feel free to contribute your own tips and trips by making a PR to
[LizardByte.github.io](https://github.com/LizardByte/LizardByte.github.io).}
<div class="section_buttons">
| Previous | Next |
|:----------------------------------------|--------------------------------------------:|
| [Awesome-Sunshine](awesome_sunshine.md) | [Performance Tuning](performance_tuning.md) |
</div>
<details style="display: none;">
<summary></summary>
[TOC]
</details>
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# Legal
@attention{This documentation is for informational purposes only and is not intended as legal advice. If you have
any legal questions or concerns about using Sunshine, we recommend consulting with a lawyer.}
Sunshine is licensed under the GPL-3.0 license, which allows for free use and modification of the software.
The full text of the license can be reviewed [here](https://github.com/LizardByte/Sunshine/blob/master/LICENSE).
## Commercial Use
Sunshine can be used in commercial applications without any limitations. This means that businesses and organizations
can use Sunshine to create and sell products or services without needing to seek permission or pay a fee.
However, it is important to note that the GPL-3.0 license does not grant any rights to distribute or sell the encoders
contained within Sunshine. If you plan to sell access to Sunshine as part of their distribution, you are responsible
for obtaining the necessary licenses to do so. This may include obtaining a license from the
Motion Picture Experts Group (MPEG-LA) and/or any other necessary licensing requirements.
In summary, while Sunshine is free to use, it is the user's responsibility to ensure compliance with all applicable
licensing requirements when redistributing the software as part of a commercial offering. If you have any questions or
concerns about using Sunshine in a commercial setting, we recommend consulting with a lawyer.
<div class="section_buttons">
| Previous | Next |
|:------------------------------------------------|----------------------------------:|
| [Gamestream Migration](gamestream_migration.md) | [Configuration](configuration.md) |
</div>
<details style="display: none;">
<summary></summary>
[TOC]
</details>
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# Performance Tuning
In addition to the options available in the [Configuration](configuration.md) section, there are a few additional
system options that can be used to help improve the performance of Sunshine.
## AMD
In Windows, enabling *Enhanced Sync* in AMD's settings may help reduce the latency by an additional frame. This
applies to `amfenc` and `libx264`.
## NVIDIA
Enabling *Fast Sync* in Nvidia settings may help reduce latency.
<div class="section_buttons">
| Previous | Next |
|:--------------------|--------------:|
| [Guides](guides.md) | [API](api.md) |
</div>
<details style="display: none;">
<summary></summary>
[TOC]
</details>
-28
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# Third-Party Packages
@danger{These packages are not maintained by LizardByte. Use at your own risk.}
## Chocolatey
[![Chocolatey](https://img.shields.io/badge/dynamic/xml.svg?color=orange&label=chocolatey&style=for-the-badge&prefix=v&query=%2F%2Ftr%5B%40id%3D%27chocolatey%27%5D%2Ftd%5B3%5D%2Fspan%2Fa&url=https%3A%2F%2Frepology.org%2Fproject%2Fsunshine%2Fversions&logo=chocolatey)](https://community.chocolatey.org/packages/sunshine)
## nixpkgs
[![nixpkgs](https://img.shields.io/badge/dynamic/xml.svg?color=orange&label=nixpkgs&style=for-the-badge&prefix=v&query=%2F%2Ftr%5B%40id%3D%27nix_unstable%27%5D%2Ftd%5B3%5D%2Fspan%2Fa&url=https%3A%2F%2Frepology.org%2Fproject%2Fsunshine%2Fversions&logo=nixos)](https://github.com/NixOS/nixpkgs/blob/nixos-unstable/pkgs/servers/sunshine/default.nix)
## Scoop
[![Scoop (extras bucket)](https://img.shields.io/scoop/v/sunshine.svg?bucket=extras&style=for-the-badge&logo=data:image/vnd.microsoft.icon;base64,AAABAAEAEBAAAAEAGAAhAwAAFgAAAIlQTkcNChoKAAAADUlIRFIAAAAQAAAAEAgGAAAAH/P/YQAAAuhJREFUOE9tk1tIFFEYx7+ZXdfbrhdMElJLFCykCxL20MUW9UkkqeiOFGSWYW75EvjgVlJmlpkaJV5SMtQlMYjEROqpQoiMMEpRW2/p6q67bTuXM2dmOjPu2moNDHPm4/v/Zs7//D9KlmUNAMjkBoqiJOVJapTyqqzXXn49tCohzbRSVERPSi7tokFOSkne2rmzoED4H6C0pHwjT2G2qspsU7U+wBuzWTs8M9mlpen0YEOoMS/73DjrnMuhXFyiLEmjwZH6vmufR5DDNtHBI7b9cWNNpw9AgcVCtw6+P8R43KdkjHMM+vDqI/tywyiN5oy46KQpLEogiG0149+7rG5HGRK5o01N9VYVoPxm/ZXCOMrD95NloihiOj4qhs1K3R8IbqQFogVJAuRifrXNT3wactkGmpvrbni9UregQu7nn87X0XB3w+ZYfcruHRAVJgNtE0EclmCGM8CYC2DE5UK8TJXtzT1ZZTRSeJUHiqOvW29Vb89KKw4kYgEvgIQFGHurg3l7AlitS8CzAohYZgQB5ZU9Ovx8FcBkMkdcKEx5GL1ee1yWGcKjgWMQfHgVDVOjNPD88qHwHAYOe57GbHOcLSoqQiunYC4tT4tL0NYmbwkOx1hO1ukABITg40AkOO0BJCgiYFEAl9sBjGj/pl+nyairq5xdAdy50xbKuH+eFyUMkijdJtHQCAIGxiOQYC0nguMYmJqeVJJW29vfU7wqSErDzeuV6aQ5lUPoIjn7RI5FRIRUMQkbLC05YN42txgaEpTd89IyuNZEaGlpCZqdXsjHAj5Avp7h+c2CIIiqGGMMMzNTgDD/oLev57I3vX+T6IttRUVNvNvpusey3EGeE5QtAkI82B12YFjmXagh5ER39zOrfw7UWfDPvcl0ddP0j+lGjucylDoiZhIbvkboDccsL9q/+Hr/2YI/JDMzZ4/IIyMhRyh1XYBmKCEptqOhoWFlyHwAZZxX/YHXNK/3/tiVUfcV6T8hxMYSf1PeGAAAAABJRU5ErkJggg==)](https://scoop.sh/#/apps?s=0&d=1&o=true&q=sunshine)
## Solus
[![Solus](https://img.shields.io/badge/dynamic/xml.svg?color=orange&label=Solus&style=for-the-badge&prefix=v&query=%2F%2Ftr%5B%40id%3D%27solus%27%5D%2Ftd%5B3%5D%2Fspan%2Fa&url=https%3A%2F%2Frepology.org%2Fproject%2Fsunshine%2Fversions&logo=solus)](https://dev.getsol.us/source/sunshine)
<div class="section_buttons">
| Previous | Next |
|:------------------------------|------------------------------------------------:|
| [Docker](../DOCKER_README.md) | [Gamestream Migration](gamestream_migration.md) |
</div>
<details style="display: none;">
<summary></summary>
[TOC]
</details>
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# Troubleshooting
## General
### Forgotten Credentials
If you forgot your credentials to the web UI, try this.
@tabs{
@tab{General | ```bash
sunshine --creds {new-username} {new-password}
```
}
@tab{AppImage | ```bash
./sunshine.AppImage --creds {new-username} {new-password}
```
}
@tab{Flatpak | ```bash
flatpak run --command=sunshine dev.lizardbyte.app.Sunshine --creds {new-username} {new-password}
```
}
}
@tip{Don't forget to replace `{new-username}` and `{new-password}` with your new credentials.
Do not include the curly braces.}
### Unusual Mouse Behavior
If you experience unusual mouse behavior, try attaching a physical mouse to the Sunshine host.
### Web UI Access
Can't access the web UI?
1. Check firewall rules.
### Controller works on Steam but not in games
One trick might be to change Steam settings and check or uncheck the configuration to support Xbox/Playstation
controllers and leave only support for Generic controllers.
Also, if you have many controllers already directly connected to the host, it might help to disable them so that the
Sunshine provided controller (connected to the guest) is the "first" one. In Linux this can be accomplished on USB
devices by finding the device in `/sys/bus/usb/devices/` and writing `0` to the `authorized` file.
### Network performance test
For real-time game streaming the most important characteristic of the network
path between server and client is not pure bandwidth but rather stability and
consistency (low latency with low variance, minimal or no packet loss).
The network can be tested using the multi-platform tool [iPerf3](https://iperf.fr).
On the Sunshine host `iperf3` is started in server mode:
```bash
iperf3 -s
```
On the client device iperf3 is asked to perform a 60-second UDP test in reverse
direction (from server to client) at a given bitrate (e.g. 50 Mbps):
```bash
iperf3 -c {HostIpAddress} -t 60 -u -R -b 50M
```
Watch the output on the client for packet loss and jitter values. Both should be
(very) low. Ideally packet loss remains less than 5% and jitter below 1ms.
For Android clients use
[PingMaster](https://play.google.com/store/apps/details?id=com.appplanex.pingmasternetworktools).
For iOS clients use [HE.NET Network Tools](https://apps.apple.com/us/app/he-net-network-tools/id858241710).
If you are testing a remote connection (over the internet) you will need to
forward the port 5201 (TCP and UDP) from your host.
### Packet loss (Buffer overrun)
If the host PC (running Sunshine) has a much faster connection to the network
than the slowest segment of the network path to the client device (running
Moonlight), massive packet loss can occur: Sunshine emits its stream in bursts
every 16ms (for 60fps) but those bursts can't be passed on fast enough to the
client and must be buffered by one of the network devices inbetween. If the
bitrate is high enough, these buffers will overflow and data will be discarded.
This can easily happen if e.g. the host has a 2.5 Gbit/s connection and the
client only 1 Gbit/s or Wi-Fi. Similarly, a 1 Gbps host may be too fast for a
client having only a 100 Mbps interface.
As a workaround the transmission speed of the host NIC can be reduced: 1 Gbps
instead of 2.5 or 100 Mbps instead of 1 Gbps. (A technically more advanced
solution would be to configure traffic shaping rules at the OS-level, so that
only Sunshine's traffic is slowed down.)
Sunshine versions > 0.23.1 include improved networking code that should
alleviate or even solve this issue (without reducing the NIC speed).
### Packet loss (MTU)
Although unlikely, some guests might work better with a lower
[MTU](https://en.wikipedia.org/wiki/Maximum_transmission_unit) from the host.
For example, a LG TV was found to have 30-60% packet loss when the host had MTU
set to 1500 and 1472, but 0% packet loss with a MTU of 1428 set in the network card
serving the stream (a Linux PC). It's unclear how that helped precisely, so it's a last
resort suggestion.
## Linux
### Hardware Encoding fails
Due to legal concerns, Mesa has disabled hardware decoding and encoding by default.
```txt
Error: Could not open codec [h264_vaapi]: Function not implemented
```
If you see the above error in the Sunshine logs, compiling *Mesa* manually, may be required. See the official Mesa3D
[Compiling and Installing](https://docs.mesa3d.org/install.html) documentation for instructions.
@important{You must re-enable the disabled encoders. You can do so, by passing the following argument to the build
system. You may also want to enable decoders, however that is not required for Sunshine and is not covered here.
```bash
-Dvideo-codecs=h264enc,h265enc
```
}
### Input not working
After installation, the `udev` rules need to be reloaded. Our post-install script tries to do this for you
automatically, but if it fails you may need to restart your system.
If the input is still not working, you may need to add your user to the `input` group.
```bash
sudo usermod -aG input $USER
```
@note{Other build options are listed in the
[meson options](https://gitlab.freedesktop.org/mesa/mesa/-/blob/main/meson_options.txt) file.}
### KMS Streaming fails
If screencasting fails with KMS, you may need to run the following to force unprivileged screencasting.
```bash
sudo setcap -r $(readlink -f $(which sunshine))
```
@note{The above command will not work with the AppImage or Flatpak packages. Please refer to the
[AppImage setup](md_docs_2getting__started.html#appimage) or
[Flatpak setup](md_docs_2getting__started.html#flatpak) for more specific instructions.}
### KMS streaming fails on Nvidia GPUs
If KMS screen capture results in a black screen being streamed, you may need to
set the parameter `modeset=1` for Nvidia's kernel module. This can be done by
adding the following directive to the kernel command line:
```bash
nvidia_drm.modeset=1
```
Consult your distribution's documentation for details on how to do this. (Most
often grub is used to load the kernel and set its command line.)
### AMD encoding latency issues
If you notice unexpectedly high encoding latencies (e.g. in Moonlight's
performance overlay) or strong fluctuations thereof, your system's Mesa
libraries are outdated (<24.2). This is particularly problematic at higher
resolutions (4K).
Starting with Mesa-24.2 applications can request a
[low-latency mode](https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/30039)
by running them with a special
[environment variable](https://docs.mesa3d.org/envvars.html#envvar-AMD_DEBUG):
```bash
export AMD_DEBUG=lowlatencyenc
```
Sunshine sets this variable automatically, no manual
configuration is needed.
To check whether low-latency mode is being used, one can watch the VCLK and DCLK
frequencies in amdgpu_top. Without this encoder tuning both clock frequencies
will fluctuate strongly, whereas with active low-latency encoding they will stay
high as long as the encoder is used.
### Gamescope compatibility
Some users have reported stuttering issues when streaming games running within Gamescope.
## macOS
### Dynamic session lookup failed
If you get this error:
> Dynamic session lookup supported but failed: launchd did not provide a socket path, verify that
> org.freedesktop.dbus-session.plist is loaded!
Try this.
```bash
launchctl load -w /Library/LaunchAgents/org.freedesktop.dbus-session.plist
```
## Windows
### No gamepad detected
Verify that you've installed [Nefarius Virtual Gamepad](https://github.com/nefarius/ViGEmBus/releases/latest).
### Permission denied
Since Sunshine runs as a service on Windows, it may not have the same level of access that your regular user account
has. You may get permission denied errors when attempting to launch a game or application from a non system drive.
You will need to modify the security permissions on your disk. Ensure that user/principal SYSTEM has full
permissions on the disk.
### Stuttering
If you experience stuttering using NVIDIA, try disabling `vsync:fast` in the NVIDIA Control Panel.
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