The NSPasteboard bridge completing Phase 1 (design/clipboard-and-file-transfer.md
§5) — with the host backends on this branch, copy/paste now crosses the wire in
both directions on macOS. Lazy in both directions:
- PunktfunkConnection grows the clipboard plane: its own clipboardLock (close()
joins it like the other pullers), hostCaps/hostSupportsClipboard from the
Welcome, the typed ClipEvent vocabulary, and the six ABI wrappers
(clipControl/clipOffer/clipFetch/clipServe/clipCancel/nextClipboard — borrowed
event payloads copied out before the next poll).
- ClipboardSync (PunktfunkKit, macOS-only): one drain thread bridging
NSPasteboard.general ↔ the QUIC clipboard plane. Local copies announce format
lists via a 500 ms changeCount poll (+ immediate on app activation); bytes
leave only on a host FetchRequest, answered from the live pasteboard and
seq-guarded against staleness. Host copies install one NSPasteboardItem whose
data provider fires only when a Mac app actually pastes, then blocks its
provider thread (never main) on a 10 s-bounded fetch. Concealed/Transient
pasteboards (password managers) are never announced; our own writes are
changeCount-suppressed (§3.4). Text/RTF/HTML/PNG; files ride Phase 2.
- UI: per-host "Share clipboard with this host" toggle (StoredHost.clipboardSync,
optional for saved-JSON forward-compat — wire-format tests extended), a
mid-session Share/Stop Sharing Clipboard item in the Stream menu (⌃⌥⇧C,
greyed without HOST_CAP_CLIPBOARD), SessionModel owning the lifecycle
(start on streaming after the trust gate, drain joined off-main on teardown).
swift build + swift test green (macOS). Requires the ABI v8 xcframework
(scripts/build-xcframework.sh).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Three client-UX changes that share the connect/present path (and settings files):
- Connect/wake overlay is now mode-aware: the console/gamepad UI keeps the
full-screen aurora takeover, while the default (touch/desktop) UI shows a
Liquid Glass modal over the host grid — the takeover looked out of place there.
- Add an auto-wake toggle (DefaultsKey.autoWake, default on) across macOS/iOS/tvOS
Settings + the gamepad settings view; gate startSession/prepareWake and the
gamepad "Wake & Connect" label on it. MAC-address learning stays always-on.
- Windowed sessions now stream at the window's native pixels (Match-window
default-on) so the picture is 1:1 pixel-exact instead of the presenter
resampling a fixed-mode frame; fullscreen reports full-display px, also 1:1.
Also lands the mid-resize aspect-fit tracking (decoded contentSize) that keeps
the picture undistorted after a resize.
swift build + swift test (121 tests) green; screenshot scenes verified.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Give instant feedback the moment a host is picked, and make the wake wait a
full-screen takeover instead of a modal card — unified into one ConnectOverlay
across every client:
- android: new ConnectOverlay (aurora backdrop; Connecting / Waking / timed-out
phases) replaces the tiny inline "Connecting…" row and the WakeOverlay card.
The dial phase is now cancelable and hands off to the wake wait in one frame.
- console (pf-console-ui): the connect/wake overlays become a full-screen aurora
takeover (draw_takeover) instead of a centered card over a dim scrim; the
Waking → Connecting handoff no longer blinks.
- apple: new ConnectOverlay mirrors it (macOS / iOS / tvOS), replacing the
per-tile connecting spinner + the WakeOverlay card; instant "Connecting…" from
model.phase, and the carousel is gated inactive during the dial.
Also enable Wake-on-LAN on iOS/tvOS now that the multicast entitlement is
approved: enable com.apple.developer.networking.multicast and flip
wakeOnLANAvailable to true on every platform (MACs were already learned from
mDNS, so wake works immediately).
Verified: Android compileDebugKotlin + screenshot renders; console clippy +
36 tests + rendered phases on Linux; Apple swift build + 121 tests + rendered
phases.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The console UI now runs on tvOS through the NATIVE focus engine: carousel
cards and settings rows are focusable Buttons (Siri Remote and pads both
navigate; imperative scrollTo replaces the drop-prone scrollPosition binding),
while iOS/macOS keep the 60 Hz poll untouched - on tvOS it carries only what
focus has no concept of: X/Y screen actions and left/right value adjust with
the poll's dominant-axis feel (onMoveCommand proved input-source-dependent:
keyboard intercepted, pad dpad not -> double steps). Text entry uses the
system fullscreen keyboard (TVTextEntry); pairing + library present as covers
under the launcher; the game library defaults ON; settings values slide a
quiet 14 pt in the step's direction.
Session controls: controller/remote input routes EXCLUSIVELY through
GameController during a stream (GCEventViewController, interaction disabled) -
a pad's B no longer doubles as a UIKit menu press that ended sessions
mid-game. Deliberate exits only: the cross-client escape chord (hold
L1+R1+Start+Select 1.5 s - pf-client-core's contract, now implemented on all
Apple platforms) and holding the remote's Back >= 1 s; the start-of-stream
banner (now also on tvOS) teaches both. The Siri Remote's touch surface
drives the host pointer - press = left click, Play/Pause = right click,
release-tail jumps gated so motion stays truly relative.
tvOS 26 regressions fixed at the root: the app-wide brand tint rendered every
unfocused control as a blank pill (tint dropped on tvOS) and the 17 pt root
font shrank the whole platform (29 pt there), plus 10-foot sizing across host
cards, the gamepad screens, and the stats HUD (whose misleading "Press Menu"
hint is gone). Acknowledgements scrolls by focus-sized chunks and Menu pops
instead of suspending; full-width focusSections make the home actions
reachable from any column. The presenter defaults to stage-3 glass pacing on
tvOS (a 60 Hz panel fed a 60 fps stream is the sticky-FIFO worst case behind
the 50 ms display stage) and is pickable from the gamepad settings; HDR
capability advertises from AVPlayer.eligibleForHDRPlayback instead of the
current mode's EDR headroom, so an SDR home screen no longer hides an HDR TV.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Add a bounded, trust-agnostic, mDNS-INDEPENDENT QUIC reachability probe and
surface it everywhere saved-host presence is shown, so a host reached over a
routed network (Tailscale/VPN/multicast-filtering LAN) no longer reads Offline
just because it isn't advertising — the display-side companion to the 0.8.4
dial-first connect fix.
Core:
- punktfunk-core: NativeClient::probe (bounded handshake; a real host answers even
on trust mismatch, a wrong/closed/TCP-only port fails) + punktfunk_probe C ABI
(ABI_VERSION 3->4, header regenerated).
- pf-client-core: trust::probe_reachable_many (parallel per-host sweep).
Presence pips now read `advertising OR probed-reachable`, refreshed by a ~10-12s
background sweep off the UI thread:
- Linux (relm4): ui_hosts probed map + HostsMsg::Probed sweep.
- Windows (windows-reactor): pf-probe worker -> HostsProps.probed.
- Apple (SwiftUI): HostStore.refreshReachability, driven by HomeView + GamepadHomeView .task.
- Android (Compose): nativeProbe JNI seam + periodic LaunchedEffect (LNP-gated),
online dot added to the touch HostCard.
- Decky already probes via --list-hosts --probe.
Decky client: make the flatpak client's known-hosts store the single source of
truth via new headless CLI modes (--list-hosts / --add-host / --set-host /
--forget-host / --reset / --reachable). The plugin can now add a host by address,
edit/forget hosts, reset all state (keeping the client identity), and shows
probe-backed online pips — state is shared with the desktop client, not duplicated.
Also lands in-progress Android 17 LNP groundwork (targetSdk 37 +
ACCESS_LOCAL_NETWORK runtime flow, permission dialogs) that was already present in
the working tree.
Verified: cargo check + clippy clean (punktfunk-core, pf-client-core, linux,
android native); android assembleDebug BUILD SUCCESSFUL; decky typecheck + rollup
build clean; probe true/false-positive behaviour exercised against a live host.
Windows and Apple were not compiled locally (no MSVC/Xcode on this Linux box).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- HostWaker + WakeOverlay: after sending the Wake-on-LAN packet, wait until the host
is really back (resend + mDNS poll, timeout, cancel/retry) before connecting.
macOS-only in practice — WoL stays gated off on iOS/tvOS pending the multicast
entitlement.
- Add/Edit host sheet gains a Wake-on-LAN MAC field, prefilled from the stored MAC
or the live mDNS advert; parseMacs validates aa:bb:cc:dd:ee:ff.
- Gamepad chrome/home and glass-style polish.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Each client learns a host's MAC from the mDNS `mac` TXT while it's awake, persists it on the saved-host record, and — when reconnecting to an offline host — sends a magic packet before connecting, plus an explicit "Wake host" action. Apple wraps the C-ABI; linux/windows call the core fn directly (linux also gains a --wake CLI mode); android via a new nativeWakeOnLan JNI export (the mDNS browse record gains a 7th mac field); decky shells out to the linux client's --wake before launching the stream.
iOS/tvOS need the managed com.apple.developer.networking.multicast entitlement (pending Apple approval), so the wake path + UI are gated off via PunktfunkConnection.wakeOnLANAvailable and the entitlement is commented out — keeping iOS/tvOS releasable. MAC-learning stays active on every platform so it lights up the moment it's ungated. macOS works today.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Sources reorganized (client: Home/Session/Settings/Stores/Support/Trust; kit:
Audio/Connection/Gamepad/Input/Support/Video/Views) with the big files split
along the same seams.
The gamepad mode is couch-complete, and now on macOS too (the living-room
Mac case), not just iOS/iPadOS:
- GamepadSettingsView: a console-style, fully controller-navigable settings
screen (X from the launcher) — up/down moves focus, left/right steps values
(clamped, boundary thud), A cycles/toggles, B closes; the focused row shows a
one-line description. Backed by GamepadMenuList, the vertical sibling of
GamepadCarousel, and SettingsOptions — the option lists hoisted out of
SettingsView statics and shared by the touch, tvOS and gamepad settings.
- GamepadAddHostView + GamepadKeyboard: register a host end to end with a pad
— field rows open an on-screen controller keyboard (dpad grid, A types,
X backspaces, B done); the launcher carousel ends in an Add Host tile, so
the dead-end "add one with touch first" empty state is gone.
- Launcher polish: contextual hint bar with the pad's real button glyphs,
controller name + battery chip, one shared console chrome.
- GamepadScreenBackground: an animated aurora (TimelineView-driven drifting
blobs in the brand's violet family, breathing radii, slow hue shift,
legibility scrim; freezes under Reduce Motion). Pure SwiftUI on purpose — a
.metal library only bundles reliably in one of the two build systems (SPM vs
the xcodeproj's synced folders) these sources compile under.
- macOS port: settings/add-host/library present as sized sheets (a macOS sheet
takes its content's IDEAL size, and the GeometryReader-driven screens
collapsed to nothing), NSScreen-based mode lists, scroll indicators .never
(the "always show scroll bars" setting overrides .hidden), tray scrims so
scrolled rows dim under the pinned title/hints, extra title clearance, and a
PUNKTFUNK_FORCE_GAMEPAD_UI=1 dev hook — launcher/settings/add-host/keyboard/
library render-verified live on a real Mac + LAN hosts.
- GamepadMenuInput: X button support, and (re)start now snapshots held buttons
so a controller handoff press never fires twice (the B that closed the
keyboard no longer also cancels the screen underneath).
- Cleanups: one "Connection failed" alert in ContentView instead of one per
home screen; HostDiscovery.advertises/unsaved shared by both home screens.
- host: can_encode_444 stub for the non-Linux/Windows host build (the macOS
synthetic-source loopback used by the Swift tests).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>