![]() This could be another permission in addition to the existing Mouse / Keyboard / Gamepad permissions. :/Įnhancements ① Add the option to share clipboard contents with machines that you do not own This indicates to me that it might be a VideoToolbox-related issue, though I combined through the enums on Apple's official documentation for VideoToolbox and found no reference to an error code constant matching -17281. MTY_ThreadDestroy: 'pthread_join' failed with error 11 The last two lines it prints to the log output before crashing are: * vt_init/VTDecompressionSessionCreate = -17281 I haven't personally experienced this one (as I do not have any machines that are running macOS 11.x), but a friend of mine has, so I'm effectively filing this issue for her.īasically, if you try to connect to a host on… some macOS 11 systems, Parsec will just… crash without warning. ⑤ Parsec inexplicably crashes on some systems running macOS 11.x (Big Sur) when attempting to connect to a host - possibly VideoToolbox-related? (You can verify codesigning-related details via codesign -dvvvvvv /path/to/Parsec.app.) This effectively means Parsec only "accidentally works" on macOS at all, and anyone trying to run Parsec from a case-sensitive filesystem (APFS and HFSJ+ both have case-sensitive variants certain users may be using) will be unable to successfully launch Parsec.Īdditionally, this also slightly breaks code signature verification, since the path to the codesigned binary is expected to be /path/to/Parsec.app/Contents/MacOS/parsecd. Parsec's app bundle capitalises the directory as "Macos" which is simply… wrong. ④ Parsec's macOS app bundle has incorrect capitalisation of the "MacOS" folder containing the parsecd binary (which also slightly breaks code signature verification) It may also be an issue upstream in some framework/library used by Parsec, like libmatoya (which upon further thought, may very well be the cause of ③ entirely…) I see that you are (correctly!) utilising the NSSupportsAutomaticGraphicsSwitching key in your ist, so the issue likely lies somewhere in Parsec's UI rendering process. ![]() On macOS clients, Parsec will activate the dedicated GPU so long as the app is open, even when it is simply idling in the main UI. ③ Parsec needlessly uses the dedicated GPU in a GPU-muxed macOS system while not connected to a host (idling in the main UI) If Parsec is instead being run in a windowed state - regardless of whether it is in the same Space (virtual desktop) or another one - then this issue does not occur. Note that while Parsec is in this state, it will not pass through mouse clicks, only mouse movement. On macOS clients, if Parsec is in fullscreen mode and you switch away from it to another app while still connected to a host, Parsec will erroneously continue reading your mouse movement and passing it through to the connected host. ② Parsec always reads and passes through mouse movement to the host while it is in macOS fullscreen mode (despite not being the active/focused app) This is what causes the "rapidly spinning camera" behaviour that some users may report. When attempting to run any game that uses the LWJGL 2.x library (the most popular example being Minecraft 1.12.2 and below), Parsec will fail to detect that relative mouse movement is required, and incorrectly attempts to use absolute mouse movement which results in broken mouselook functionality. ![]()
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