Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Exposing HW for Cloud Gaming use cases (HW encoder/decoder revisited) #698

Closed
henbos opened this issue Sep 27, 2022 · 4 comments · Fixed by #703
Closed

Exposing HW for Cloud Gaming use cases (HW encoder/decoder revisited) #698

henbos opened this issue Sep 27, 2022 · 4 comments · Fixed by #703
Assignees

Comments

@henbos
Copy link
Collaborator

henbos commented Sep 27, 2022

We finally have a hardware exposure privacy mitigation, hurray!

@drkron mentioned there is one more use case where HW information may be needed, and that is Cloud Gaming. Unlike VC use cases, a Cloud Gaming app would not be using getUserMedia() (no audio/video capture in the context).

Cloud Gaming does do something that a passive fingerprint is not doing though: it runs in fullscreen.

Can we add "is fullscreen" to the list of conditions where HW exposure is allowed? @youennf @pes10k

@henbos
Copy link
Collaborator Author

henbos commented Sep 27, 2022

I assume the app can't toggle fullscreen for a split millisecond without the user noticing... but if it could, the gating could say something like "fullscreen has been active for at least X seconds"...

@henbos
Copy link
Collaborator Author

henbos commented Sep 27, 2022

@aboba might care about this too. For context, this PR just landed.

@henbos
Copy link
Collaborator Author

henbos commented Sep 27, 2022

Proposal:

@fippo
Copy link
Contributor

fippo commented Sep 27, 2022

while that probably encompasses most gamestreaming use-cases you might want to add https://www.w3.org/TR/gamepad/#dfn-gamepad-user-gesture to be on the safe side

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging a pull request may close this issue.

2 participants