Every headless call went through `flatpak run io.unom.Punktfunk`, and the
launch wrapper exec'd the same. On a Deck whose client came from a sysext, a
.deb/rpm, an AUR build or a nix profile there is no such app: discovery
worked (it is mDNS), and everything that needed the client — pairing, the
library fetch, the host store, the stream launch itself — failed.
Resolve the client once. The flatpak still wins when it is actually
installed, so an existing Deck is byte-for-byte unchanged, and a native
`punktfunk-client` is the fallback; `PF_DECKY_CLIENT` forces one on a machine
with both. Both kinds share ~/.config/punktfunk — the flatpak's sandbox HOME
is the real home — so identity, known-hosts and settings need no divergence.
The wrapper takes the resolved binary as PF_CLIENT_BIN and execs it in place
of `flatpak run`; kill_stream sends a name-matched SIGTERM where there is no
flatpak instance to kill; and the client-update check, which reads the
flatpak's tracked remote, simply reports nothing for a native install, whose
updates belong to whatever installed it.
Installed-ness is now decided by the app's exported directory rather than by
the presence of the `flatpak` binary, so a machine that has flatpak but not
this app no longer resolves to a client that cannot run.
Closes#11
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The visible "Punktfunk" shortcut's Steam appId is cached in SteamUI
localStorage, which lives in Steam's CEF profile — so it survives a
plugin uninstall/reinstall. Deleting the shortcut left the key dangling;
on the next mount ensure*Shortcut recalled the dead appId, took the reuse
branch, and ran SetShortcut* against a non-existent id (silent no-ops).
AddShortcut was never reached, so the entry never came back. The same
stale-reuse also made the hidden stream shortcut RunGame a dead gameid.
Verify the remembered appId still maps to a live shortcut via
appStore.GetAppOverviewByAppID before reusing it; a confident miss falls
through to AddShortcut. When appStore is unavailable, assume it exists so
a false negative can't spawn a duplicate library entry.
Also add a "Recreate library shortcut" recovery button to the QAM About
section (recreateShortcuts): drops any dead cached keys and re-ensures.
Covers deleting the shortcut without reinstalling, where no mount fires
the self-heal.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The CI workflow assembled the store zip by hand and silently drifted from
scripts/package.sh when 60d46530 added assets/ and controller_config/ — every
published build (canary and stable through 0.17.1) was missing both, so the
Steam shortcut a fresh install creates had no images and no controller layout
(shortcut_art() found nothing to send; apply_controller_config failed with
template-missing). CI now stages through scripts/package.sh — the plugin file
list lives in one place — and a backstop verifies the runtime-loaded pieces are
in the zip before publishing.
Frontend hardening for installs poisoned by those builds: applyArtwork stamped
its per-appId ART_VERSION marker even when zero assets were applied, so
shipping the files alone would never heal existing shortcuts — only mark done
when something actually landed, and bump ART_VERSION 2→3 to force one re-apply.
Same guard for the controller-config marker (ok with zero account configset
dirs is not done), plus one deferred artwork retry for the fresh-AddShortcut
registration race setShortcutHidden already defers around.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Launching from the Decky plugin against a sleeping host fired the
Wake-on-LAN packet and dialed immediately — but the dial was a single
quinn attempt that gave up after the transport's 8 s idle window, far
shorter than a suspend-to-RAM resume. The host woke to find the client
already gone (its retransmitted Initials show up host-side as
"QUIC accept failed error=timed out"), the stream shortcut exited, and
the launch looked cancelled.
- punktfunk-core: dial in a loop until the embedder's connect budget is
spent — short 3 s attempts keep the Initial cadence dense, so the
connect lands within ~a second of the host's network returning. Only
silence is retried: pin mismatches, typed rejections, and any real
answer surface immediately, and the shutdown flag stops the loop.
- decky: stretch the budget to 75 s when a magic packet actually went
out (PF_CONNECT_TIMEOUT → --connect-timeout via the wrapper), so the
retry window covers the resume; an awake host still connects in <1 s.
- host: a clean close before the control handshake is a reachability
probe (hosts-page online pips), not a failed session — log it at
debug instead of WARN "session ended with error", which buried the
real failures in the reporter's log.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Client-side supersampling/downscaling: the client asks the host to render
and encode at chosen-resolution × scale (the host does no scaling) and the
presenter rescales the decoded frame to the display. >1 supersamples for
sharpness; <1 lightens the host GPU and the link. Default 1.0 = Native, the
prior behavior.
The geometry lives once in punktfunk_core::render_scale (multiply, preserve
aspect ratio, floor to even, clamp to the codec's per-axis ceiling — 4096
for H.264, 8192 otherwise), the Rust twin of the Apple client's
RenderScale.swift, consumed by the native session client, the presenter's
match-window path, the Windows/Linux settings UIs, Decky, and Android
(settings + host connect + unit test).
Implemented and platform-verified by the Apple-client-features session
(Linux+Android+Apple green there); the punktfunk-core wiring
(pub mod render_scale) is restored here after being lost in a working-tree
reconciliation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ship a Steam Input controller layout (controller_config/punktfunk.vdf) whose
always-on `ts_n` command enables native touchscreen delivery on the Deck, and
have the backend auto-install it (apply_controller_config: copy to
controller_base/templates + upsert the per-account configset entry, chown to the
user, back up first). This is what makes the Deck touchscreen reach the client
as native touch under gamescope without disabling Steam Input (impossible on the
Deck) — no manual controller setup.
Two shortcuts sharing the "Punktfunk" name (so one config key covers both): a
hidden stateful stream entry and a visible stateless entry that launches straight
into the gamepad UI. Both get full artwork (grid/gridwide/hero/logo/icon,
replaced with exported PNGs). Drop the art-generation script.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Six parallel audits swept the root docs, docs-site, every per-directory
README, and the packaging docs; every claim below was verified against
the source before editing.
- README: Layout gains the six missing crates (pf-client-core,
pf-presenter, pf-console-ui, pf-ffvk, pf-driver-proto, punktfunk-tray),
clients/session, api/ and ci/; Linux/Windows client rows reflect the
shell + Vulkan-session split and the Vulkan Video -> VAAPI/D3D11VA ->
software decode chains; the "every client over a C ABI" claim is
corrected (Rust clients link the core directly); tiered stats overlay
+ console shell noted; Apple row mentions AV1.
- CONTRIBUTING: drop the dead CLAUDE.md link (deliberately untracked);
point at the README's build/invariants sections. SECURITY: 0.9.0.
- host-cli/pairing: --allow-pairing/--require-pairing are no-op legacy
names — pairing is required by default, --allow-tofu is the real flag;
document --data-port and --idle-timeout-ms.
- configuration: document PUNKTFUNK_RECOVER_SESSION_CMD (session-crash
recovery hook), PUNKTFUNK_MDNS, PUNKTFUNK_DATA_PORT.
- virtual-displays/gnome: GNOME per-client scaling shipped (host-
persisted) — flip the ❌ to ✅ and describe how it works.
- stats: new "Detail levels" section (Off/Compact/Normal/Detailed +
per-platform cycle gestures); retire the GTK hand-off note.
- clients/install-client/status/roadmap: decode chains, Windows client
validation narrowed to HDR-only pending, adaptive bitrate, console
shell, Apple AV1, Windows host vendor list.
- Sub-READMEs: clients/linux rewritten for the re-architecture; session
Windows decode rung + d3d11va knob; Windows tiered overlay; Android
minSdk 28; decky file table; host zerocopy/ path; scripts port
47992 and steamos-host.md; pf-dualsense source path.
- packaging: canary version bases are tag-derived (<next-minor> via
pf-version.sh/.ps1), codecs-extra not ffmpeg-full, document the
pinned offline-Skia tarball + SKIA_BINARIES_URL and vulkan-headers.
- Convert 15 dangling design/*.md links to the punktfunk-planning
prose convention (those docs live in the private planning repo).
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>
The clients' codec pickers sent a preference the host threw away:
host_wire_caps() hardcoded HEVC for every GPU backend, so the native
path never emitted H.264/AV1 regardless of what the user chose.
Host: advertise what the backend actually encodes, mirroring the
GameStream serverinfo logic — software openh264 emits H.264; probed
backends (Linux VAAPI, Windows AMF/QSV) advertise their per-GPU
CodecSupport via the new wire_mask(); NVENC keeps the
Moonlight-validated H.264|HEVC|AV1 static superset; an empty probe
falls back to the superset so auto clients still resolve HEVC. Gate
10-bit to HEVC (like the 4:4:4 gate) now that a client can steer the
codec — Main10 is the only 10-bit encode path. Fix the web-console
stats label hardcoded to "hevc" (new Codec::label(), shared with the
GameStream register_session mapping).
Android: replace the hardcoded H264|HEVC Hello advertisement with a
videoCodecs param fed by VideoDecoders.decodableCodecBits() (AV1 bit
only when a real hardware video/av01 decoder exists — the decode loop
was already mime-driven); offer AV1 in the codec picker on capable
devices.
Decky: add the missing "Video codec" dropdown (auto/hevc/h264/av1) to
the plugin settings, round-tripping the same codec key the flatpak
client reads.
Apple: unchanged by design (AnnexB.swift is NAL-only, AV1 is never
advertised); refresh the stale "hosts don't emit AV1 on the native
path yet" comments here and host-side.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The re-architected Linux client is now two binaries: the punktfunk-client shell
execs its sibling punktfunk-session (ash/Vulkan presenter + Skia console UI) for
--connect/--browse. The Decky plugin's stream and browse paths launch the shell
with exactly those flags, but the flatpak built and installed only the shell, so
streaming and the gamepad library from the Deck failed at exec with
"punktfunk-session: No such file" (pair/wake/library still worked — the shell
handles them in-process).
Build and install both binaries. The session binary pulls in Skia (skia-safe),
whose build script downloads a prebuilt libskia — dead in the offline sandbox —
so point skia-bindings at a pinned, vendored archive via SKIA_BINARIES_URL=file://
(read directly, no curl); the tarball rides along as a sha256-pinned flatpak
source. Widen the flatpak CI path filters to the session binary's crates
(linux-session, pf-presenter, pf-console-ui, pf-client-core) and fix the moved
library.rs path in the Decky error-classifier comment.
All other plugin↔client contracts (flags, pairing/library output, config files,
env vars, exit codes, the 47990 mgmt port) already match — no changes needed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The full git.unom.io package URL is painful to read/type on a Steam
Deck's on-screen keyboard; unom.io/pf-decky now redirects to it
(added in unom/infra's Caddyfile). Canary/pinned links stay long-form
since only /latest gets a short link.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Every other distro has a full Host Setup page; Arch only had table rows. Add
docs/arch.md (signed pacman binary repo: key import + repo + install, GPU
prereqs, service/linger, web console, client, PKGBUILD appendix), slot it into
the nav after fedora-kde, and point the install/client tables at it. Update the
client-install rows from 'from the PKGBUILD' to the binary repo now that it exists.
Co-Authored-By: Claude Fable 5 <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>
GTK Linux client:
- hosts/library: clicking a card was dead — the handler was on
FlowBoxChild::activate (never emitted on click); bridge child-activated
→ child.activate() on the FlowBox (ui_hosts, ui_library).
- stream: the Ctrl+Alt+Shift+D/Q/S chords (and all key forwarding) were
dropped because the key controller sat on the overlay, which loses focus
to the header back button after nav.push+fullscreen — move it to the
window and remove it on teardown.
- video: a mid-session VAAPI decode error rebuilt a software decoder but
never requested a keyframe, so under the infinite GOP the picture stayed
gray/frozen forever. Request an IDR on any VAAPI error, keep the hardware
decoder, and demote to software only after repeated failures.
- stream: fix a per-session Capture↔overlay reference cycle that leaked the
overlay subtree + the Arc<NativeClient> on every session end — hold the
overlay weakly.
- stream: accumulate the fractional wheel remainder so precision-scroll
(Deck trackpad / hi-res wheels) sub-unit deltas aren't dropped.
- gamepad library: keep the launcher smooth on the Deck — freeze the aurora
and trim the visible card range (fewer 3D offscreen passes) on low-power.
- gamepad: log full pad identity (vid:pid:name:type:virtual) on attach to
diagnose an empty controller list on the Deck.
- cli: --connect host:<badport> silently did nothing; default to 9777 + warn.
- css: add the missing .pf-neutral pill rule; fix the clipped most-recent
accent (inset outline instead of a corner-clipped box-shadow bar).
Decky plugin:
- surface the on-screen library browser: label the host-row Games button.
- fix silent pin data-loss — the detached Games modal captured a frozen
pins array, so pinning a second game clobbered the first; mirror pins in
a ref and track the modal's pinned ids locally for a live label.
- route pair-required hosts through the pairing modal from the fullscreen
Stream button (parity with the QAM panel).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Decky client batch:
- Pinned games / library picker: per-host game grid (GamePickerModal),
pin/unpin, one-tap streams surfaced on the Hosts tab and QAM
(usePins/streamPin/resolvePinHost, new src/library.tsx).
- Self-update + client-update plumbing (main.py check_update, hooks.ts
applyUpdate) with a CA-bundle-resolving SSL context and per-channel
manifest polling; steam.ts / punktfunkrun.sh launch tweaks.
- scripts/test-backend.py harness for the backend RPCs; README refresh.
Fix: the fullscreen page wrapped <Tabs> in an overflow-visible box, so
Valve's L1/R1 tab slide + autoFocusContents scrollIntoView panned
#GamepadUI itself — the whole Steam UI slid left until a tab was clicked.
Clip the Tabs wrapper (overflow:hidden), matching Valve's own Tabs
containers. (On-glass verification pending — Deck offline this session.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- The "Punktfunk" shortcut is no longer hidden: it now ships committed
artwork (grid/wide/hero/logo/icon, generated by scripts/gen-steam-art.py
— a pure-stdlib SDF renderer drawing the lens mark + a monoline
"punktfunk" wordmark) applied via SetCustomArtworkForApp /
SetShortcutIcon. Existing installs are unhidden and re-arted once per
ART_VERSION; relaunching the library entry streams to the last host.
- Updates cover the flatpak CLIENT too: check_update compares the
user-scope installed commit against its remote, applyUpdate runs
`flatpak update --user` first (awaited) and the plugin reinstall —
which reloads the panel — last; docs spell out the sudo-less --user
update ("sudo flatpak update" silently skips per-user installs).
- Fullscreen page: DialogButton stretches to 100% width in the gamepad
UI, so the Stream/Pair/Refresh/… actions filled whole rows — sized to
content + right-aligned now; the header drops its Update button (About
tab + QAM banner keep the flow) and the back button gets a real 40px
hit target.
- Settings: the disable-Steam-Input note also shows for Automatic — on a
Deck that now forwards the built-in controller as a Steam Deck pad
(paddles/trackpads/gyro), which needs Steam Input off for the shortcut.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes from live debugging on the Deck:
- check_update() was dead on-device: Decky Loader's embedded (PyInstaller)
Python has no usable default CA paths, so every HTTPS fetch failed with
CERTIFICATE_VERIFY_FAILED. Build the SSL context explicitly: default paths
first, then the known system bundles (SteamOS/Arch, Debian, Fedora/Bazzite,
openSUSE), then certifi if importable. Verification stays on; the check
stays offline-tolerant with its 30-min cache.
- "could not chmod runner" on every use: Decky extracts plugin zips without
exec bits into a root-owned dir the unprivileged backend can't chmod. The
Steam shortcut now launches the runner through /bin/sh with the script as a
%command% argument — no exec bit needed, existing shortcuts migrate on
reuse, the chmod attempt is gone.
UI/structure:
- index.tsx (660 lines) split into page/pair/settings/hooks/boundary modules;
PluginErrorBoundary kept guarding every surface.
- New About section/tab: visible version + channel, explicit check-for-updates
(forces past the cache, always toasts an outcome), setup-guide link, leave-
chord help, and a Force-stop backstop for a wedged stream.
- Host rows open a details modal (address, protocol, pairing policy, paired
state, fingerprint). Settings gain 1280×800 (Deck native), Xbox One and
DualShock 4 pad types, and a host-compositor picker.
- Update flows note the Decky store contact can stall a couple of minutes on
networks that blackhole plugins.deckbrew.xyz (observed live).
- "Punktfunk" in all user-facing strings; plugin id/paths/env unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Rework the client READMEs to be accurate and inviting to first-time
visitors, and fill in the gaps where crates and tools had none.
- Rewrite clients/{apple,android,decky} READMEs (features-first, trim
dense internal narrative; drop the stale "one session at a time" /
"renegotiation not implemented" section from the Apple README).
- Add READMEs for clients/{linux,windows,probe}, which had none.
- Add crate READMEs for punktfunk-host, punktfunk-core, pf-driver-proto.
- Add brief READMEs for tools/{loss-harness,latency-probe}.
- Fix packaging/README duplicate "Option B" heading (bootc -> Option C).
- Fix docs-site/README stale docs/ -> design/ reference.
- De-stale packaging/windows/drivers/pf-dualsense README (drop "M0 spike"
/ external-checkout framing; reflect in-tree workspace + shipped +
installer-bundled + multi-pad), keeping the driver-authoring lore.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Finish the client side of the Steam Controller / Steam Deck pipeline.
- C-ABI (core abi.rs): PunktfunkRichInputEx — a size-prefixed superset of
PunktfunkRichInput that can express the second trackpad (surface), a distinct
click vs touch, signed coords + pressure — plus
punktfunk_connection_send_rich_input2 (the struct_size ABI-skew-guard
precedent). The only way a C client (Apple/embedders) can emit a TouchpadEx;
the legacy struct + send_rich_input stay byte-for-byte. punktfunk_core.h
regenerated.
- Decky (clients/decky): a "Steam Deck" gamepad type in Settings + an unmissable
Disable-Steam-Input instruction shown when it's selected (in Game Mode Steam
Input holds 0x1205, so the SDL HIDAPI Steam driver can't open the Deck's
controls until the user disables Steam Input for the shortcut). Plus a
best-effort, feature-detected disableSteamInputForShortcut() in launchStream —
never blocks/throws; the manual toggle is the documented source of truth.
- Apple parity (PunktfunkConnection.swift): GamepadType.steamController/steamDeck
(wire 5/6) + name parsing, so the resolved type round-trips. Capture is blocked
(GameController never surfaces a 0x28DE HID device).
- Android parity (Gamepad.kt): PREF_STEAMCONTROLLER/STEAMDECK + the Valve 0x28DE
PIDs in prefFor(). Rich-input capture stays out of scope (no rich-input plane
yet) — standard buttons/sticks resolve to the host's Steam Deck pad.
Rust workspace clippy/fmt/test green; Decky src/ typechecks clean (only a
pre-existing @decky/api dep resolution error remains); Swift/Kotlin compile on
their CI. The full pipeline is now BUILT; what remains is validation that needs
hardware we don't have (a running Steam on the host, a live Deck client, the
Moonlight paddle regression). Not pushed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Plugin self-update (no Decky store): CI publishes a per-channel manifest.json
({version, immutable per-version artifact, sha256}) beside the zip and bakes
update.json {channel, manifest} into the plugin. main.py `check_update` reads the
installed version from package.json (the value Decky reports — not plugin.json),
fetches the channel manifest, and the frontend shows an "Update to vX" button that
drives Decky Loader's own install RPC (root downloads + SHA-256-verifies + hot-reloads).
CI now stamps a plain-numeric semver (0.3.<run> canary / X.Y.Z stable) into
package.json — a -ciN suffix would mis-order under compare-versions.
Linux client: `--fullscreen` (plus SteamDeck/gamescope env fallback) enters GTK
fullscreen on stream start so Gaming-Mode chrome is hidden; native-mode resolution
falls back to the display's first monitor when the window isn't mapped yet (was
dropping to the 1080p floor — wrong on the Deck's 1280×800); add a confirmed
"Remove saved host" action (KnownHosts::remove_by_fp).
Docs: new docs/steam-deck.md (Decky install/pair/stream/self-update/troubleshooting),
wired into meta.json nav, and cross-linked from clients/install-client/channels. This
is the page docs.punktfunk.unom.io/docs/steam-deck — the website's download link
pointed at it before it existed; committing it makes that link resolve.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Rename steam-deck-host.md → steamos-host.md (nav + install table updated).
- Lead with the rationale: SteamOS host support targets the upcoming Steam
Machine; the Steam Deck is the SteamOS device validated against today.
- Soften the WiFi note: ~250 Mbps was our testing on one device/network,
not a universal ceiling — other SteamOS hardware/drivers/bands may do more.
- Generalize Deck-specific language to SteamOS devices throughout.
- Document --no-gamestream (secure native-only) + GameStream-compat caveat.
- decky README: drop stale `serve --native` (now just `serve`).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Decky Loader is a PyInstaller binary; it puts its bundled (older) libssl/libcrypto
on LD_LIBRARY_PATH via its /tmp/_MEI* unpack dir, and that env leaked into the
backend's `flatpak run`/`flatpak kill` subprocess. The SYSTEM flatpak's libcurl
+ libostree need newer OPENSSL symbols (3.2/3.3/3.4), so pairing failed with
"libssl.so.3: version OPENSSL_3.3.0 not found". _flatpak_env() now restores
each LD_*_ORIG PyInstaller saved, or drops the var, so the system loader uses
system libs. Reproduced + verified on the Deck (SteamOS 3.8.10, Flatpak 1.16.6).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two bodies of work in one commit (the rename moved files the fixes also touched).
Naming/structure cleanup (pre-launch):
- Host modules m3.rs->punktfunk1.rs, m0.rs->spike.rs; CLI m3-host->punktfunk1-host,
m0->spike; bare `punktfunk-host` now prints help. Types M3Options/M3Source->
Punktfunk1Options/Punktfunk1Source.
- Clients consolidated out of crates/ into clients/: punktfunk-client-rs->
clients/probe (crate punktfunk-probe), client-linux->clients/linux,
client-windows->clients/windows, punktfunk-android->clients/android/native
(crate punktfunk-client-android; kept [lib] name=punktfunk_android so the JNI
contract is unchanged). crates/ now holds only core + host.
- Milestone codes M0-M4 purged from code/CLI/CLAUDE.md/README/docs/docs-site,
kept only in docs/implementation-plan.md. docs/m2-plan.md->
docs/gamestream-host-plan.md. CI/gradle/flatpak paths updated.
Client loss-recovery (video froze and never recovered after a brief drop):
- Export punktfunk_connection_frames_dropped through the C ABI (the core already
tracked it for the client keyframe-recovery loop; it was never reachable from
the ABI clients). Regenerated punktfunk_core.h.
- Apple (StreamPump + Stage2Pipeline) and Android (decode.rs) now poll
frames_dropped and request a keyframe when it climbs -- the same loss-driven
recovery Linux/Windows already had. Under infinite GOP the decoder silently
conceals reference-missing frames, so the decode-error trigger rarely fires.
Apple rumble robustness (worked then went spotty -- DualSense + Xbox):
- Add CHHapticEngine stopped/reset handlers (rebuild on app background / audio
interruption / server reset) and drop the permanent `broken` latch on a
transient drive failure; latch only when the controller truly has no haptics.
- Surface swallowed SDL set_rumble errors on Linux/Windows + diagnostic logging.
Verified: cargo build/clippy/fmt --workspace, C-ABI harness, header drift.
Not runnable on this box (verify in CI): Gitea workflows, gradle/Android,
flatpak, Swift/decky.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The plugin was a QAM launcher whose stream never appeared, with no
pairing. Three fixes, plus a headless --pair mode on the GTK client:
- Stream actually starts (MoonDeck's proven mechanism): gamescope only
focuses the process tree Steam launched via reaper, so a flatpak
spawned from the (root) backend is invisible. The frontend now
registers ONE hidden non-Steam shortcut pointing at bin/punktfunkrun.sh,
passes the host as the shortcut's Steam launch options, and starts it
with SteamClient.Apps.RunGame — gamescope then fullscreen-focuses it.
The wrapper execs `flatpak run io.unom.Punktfunk --connect <host>`.
- Fullscreen page: routerHook.addRoute("/punktfunk") — host list,
per-host Pair/Stream, and a settings section (resolution/refresh/
bitrate/gamepad/mic, written to client-gtk-settings.json).
- Pairing: a gamepad-navigable PIN keypad. The host shows the PIN; the
backend runs the SPAKE2 ceremony headlessly via the client's new
`--pair <PIN> --connect host` CLI mode (app.rs), persisting the host
as paired so the stream then connects silently. Same flatpak =>
shared identity store, verified live (ceremony against a real host).
- Backend (main.py): discover / pair / runner_info / get_settings /
set_settings / kill_stream; uses DECKY_USER_HOME so paths resolve to
the deck user's flatpak install regardless of the plugin's root flag.
CI (decky.yml) and the sideload packager now ship bin/punktfunkrun.sh.
The Steam-shortcut launch and headless-pairing env follow MoonDeck
exactly but need a Deck in Gaming Mode to fully confirm.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Ship the punktfunk Linux client to the Steam Deck as a Flatpak — the only viable
SteamOS install path, since /usr is read-only and lacks libadwaita/SDL3 — and
publish both it and the Decky plugin through Gitea. Built and validated live on a
Steam Deck (SteamOS 3.7): bundle installs user-scope, all libs resolve, libavcodec
resolves to the codecs-extra HEVC build, devices=all for DualSense hidraw.
packaging/flatpak (new):
- io.unom.Punktfunk.yml on GNOME 50 / freedesktop-sdk 25.08. rust-stable//25.08
(rustc 1.96 — the GTK4 chain needs >=1.92; the EOL GNOME-48/24.08 rust-stable at
1.89 could not build it) + llvm20 (libclang for bindgen in ffmpeg-sys-next/sdl3-sys).
HEVC libavcodec comes from the runtime's auto codecs-extra extension point (no
app-side codec declaration). Bundled SDL3 3.4.10 (matches sdl3-sys 0.6.6+SDL-3.4.10).
finish-args: wayland/fallback-x11, --device=all (GPU/VAAPI + evdev + hidraw — flatpak
cannot bind /dev/hidrawN char devices via --filesystem), pulseaudio, network,
~/.config/punktfunk.
- metainfo.xml, desktop, square SVG icon, build-flatpak.sh (offline cargo-sources;
on-Deck org.flatpak.Builder or CI), README.
clients/decky:
- add LICENSE (MIT), fix package.json license (BSD-3-Clause -> Apache-2.0 OR MIT),
add scripts/{package.sh,deploy.sh} (the plugins dir is root-owned: stage to /tmp,
sudo install, restart plugin_loader), align the launcher fallback to the real
flatpak app id io.unom.Punktfunk, rewrite the install section.
.gitea/workflows:
- flatpak.yml: privileged Fedora container builds the bundle and publishes to the
Gitea generic registry (+ release attachment on tags).
- decky.yml: pnpm build -> store-layout zip -> registry (stable latest/ URL for
Decky "install from URL").
docs: packaging/README + packaging/flatpak/README.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A Decky Loader plugin so a Steam Deck / SteamOS box can launch the punktfunk
client from Gaming Mode using REAL Steam UI components (it runs inside Steam's
CEF, so the panel is built from @decky/ui — the literal Big Picture primitives,
not a replica).
- Frontend (src/index.tsx, @decky/api + @decky/ui): a Quick Access Menu panel —
Refresh → discover hosts, a native list (name, ip:port, pairing flag), tap to
connect with a status toast, Disconnect.
- Backend (main.py): discover() shells `avahi-browse -rpt _punktfunk._udp` and
parses the host's advertised TXT keys (proto/fp/pair/id from discovery.rs),
dedup by id preferring IPv4; connect() resolves + spawns
`punktfunk-client --connect host:port` (gamescope composites its video like a
game), tracking the child; disconnect() terminates it.
- Mirrors the current official Decky template (the API moved to @decky/ui +
@decky/api). Frontend builds clean (pnpm build → dist/index.js); main.py
py_compiles. dist/ + node_modules gitignored — build on the Deck per README.
Spike scope: launcher only, runtime untested (no Deck here). Next on this track:
the in-stream Quick-Access overlay (volume/disconnect/stats over the running
stream) and a fuller real-components UI. Client decode on the AMD Deck is the
existing VAAPI path; the host-encode VAAPI gap is separate (NVIDIA host = NVENC).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>