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>
- 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>
One stat model everywhere (design/stats-unification.md): four measurement
points (capture/received/decoded/displayed), three stages that tile the
interval exactly, and a HUD that shows the addition explicitly —
end-to-end 14.2 ms p50 · 19.8 p95 · capture→on-glass
= host+network 9.8 + decode 2.1 + display 2.3
replacing each client's ad-hoc mix of overlapping absolutes (the Apple HUD's
three arrow lines that looked sequential but weren't), mean-vs-median decode
times (Windows/Linux), missing same-host-clock flags (Windows/Linux), and
three different names for the same capture→received measurement (probe's
"reassembled", Apple/Android's "client", Windows/Linux's post-decode "lat").
Per client: Apple threads receivedNs through the VT decode via the frame
refcon bit pattern so the decode stage exists at all (stage-1 fallback
honestly degrades to a capture→received headline); Windows carries
FrameTimes through the existing frame channel to the render thread and adds
e2e p50/p95 post-Present; Linux stamps received at AU pop and rides
decoded_ns on DecodedFrame to the paintable-set site; Android pairs receipt
stamps with MediaCodec output buffers via the codec's pts round-trip (JNI
stats array 14→16 doubles, indexes 0-13 unchanged). fps now uniformly counts
received AUs; lost/(received+lost) per window, hidden at zero.
docs-site gains "Understanding the Stats Overlay": what each line means, why
the equation only approximately sums (percentiles), and a line-by-line
Moonlight/Sunshine matrix — including that Moonlight has no end-to-end
number and its "network latency" is an ENet control RTT, so punktfunk's
headline must not be compared against any single Moonlight line.
Verified here: linux client + probe + core check/clippy/fmt green, android
native cargo-ndk arm64 check green. Pending: Windows CI + on-glass, swift
test on the mac, on-device Android.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Stream reliability
- Default to the stage-2 presenter (VTDecompressionSession + CAMetalLayer): it detects
and recovers a wedged decoder, where stage-1's AVSampleBufferDisplayLayer freezes hard
on a lost HEVC reference frame with no app-side recovery (confirmed Apple limitation).
Stage 1 is now a DEBUG-only presenter toggle, plus the automatic no-Metal fallback.
- Stage-2 pixel-perfect: render the drawable at the decoded size (shader stays 1:1 =
identity) and let the layer's contentsGravity scale via the system compositor — the
same path stage-1's videoGravity used — instead of scaling in-shader.
- Loss recovery in both pumps is now a persistent awaitingIDR want, retried until an IDR
actually lands, so a keyframe request swallowed by the throttle can't strand a frozen
frame; 100 ms keyframe throttle to match the Android path.
- Fix "Publishing changes from within view updates": defer the HostStore writes out of
the .onChange(of: model.phase) callback.
- Move AVAudioSession setActive/setCategory off the main thread (async on a shared serial
queue) to stop the UI-stall warning.
Controllers
- Rumble: capped-exponential backoff when the gamecontrollerd.haptics XPC breaks (-4811)
so a transient server interruption self-heals instead of cascading; playsHapticsOnly so
a controller engine doesn't join the always-active streaming audio session.
- Host cards: iPad pointer "magnet" hover effect; iPhone press scale + light haptic.
UI / design
- Ship Geist (SIL OFL 1.1) as the app font (bundled OTFs + registration), with the
license surfaced in Acknowledgements.
- Restructure iOS/iPadOS Settings into a category NavigationSplitView; resolution wheel
with custom-resolution entry; 10-bit HDR toggle in Display.
- Industrial host-card redesign (left-aligned, bold, brand monogram tiles).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A DEBUG-only "shot mode" renders one mock-populated screen full-bleed
(PUNKTFUNK_SHOT_SCENE=<name> -> ScreenshotHostView instead of ContentView),
so the OS can screenshot the REAL, fully-rendered UI. tools/screenshots.sh
drives it: screencapture for the mac window, `simctl io booted screenshot`
for the iOS/iPad/tvOS Simulators, at exactly the App Store Connect sizes.
ImageRenderer was tried first and rejected: it can't rasterize this app's
chrome (NavigationStack, Form/TabView, Liquid-Glass/NSVisualEffect all render
black or the "can't render" placeholder). Capturing the live window/Simulator
avoids that. Only the stream hero is synthetic (StreamView needs a live
connection) - a synthwave frame + the real glass HUD, overridable via
PUNKTFUNK_SHOT_HERO.
CI: a new `screenshots` job in apple.yml builds the iOS (+ tvOS best-effort)
xcframework slices, runs the harness per platform best-effort, and attaches
the result as a single zip artifact (punktfunk-appstore-screenshots). It is
isolated from the build/test job and skipped on PRs, so a capture gap (missing
Simulator runtime, or no Screen Recording grant for the mac window capture)
never reds the core signal.
Generated PNGs (clients/apple/screenshots/) are gitignored.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>