iOS + Android: a new opt-in setting mirrors controller 1's rumble onto the
device's own actuator (Apple RumbleRenderer Actuator.device / CoreHaptics,
Android deviceBodyVibrator), so a motor-less clip-on pad still gives haptic
feedback through the phone/tablet it's clamped to. Default off; wired through
the gamepad settings on both platforms.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
iOS + Android: a three-finger vertical swipe up/down summons/dismisses the
device soft keyboard while streaming (trackpad + pointer modes). Mobile scroll
is now exactly two fingers so it never collides with the 3+-finger gesture
(3+ only fell into the old `>= 2` scroll path by accident).
Android: a TYPE_NULL KeyCaptureView plus IME meta-shift wrapping feeds key
events through. iOS: UIKeyInput plus a SoftKeyMap char->VK table with a
GCKeyboard dup gate so a hardware keyboard and the soft keyboard don't
double-emit.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
057E:2069 (Pro Controller 2) and 057E:2068 (Joy-Con 2 pair) are the
same full pad surface as the OG Pro and ride the same virtual
hid-nintendo pad. Mirrors SDL, which folds both to its public
NINTENDO_SWITCH_PRO type (the SDL clients bundle 3.4.10, whose switch2
hidapi driver already covers them end to end incl. gyro + GL/GR
paddles-as-paddle-buttons). :kit Kotlin compile green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
RECORD_AUDIO / Wi-Fi-state permissions implied hard microphone + wifi
requirements, filtering mic-less TVs (reported: Philips OLED707) and
ethernet-only boxes as "not compatible" on Play; both are optional at
runtime and now declared required=false (aapt2-verified).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Plan 0.4 for the N1/N2 backends (SDL landed with them):
- Apple: GamepadType grows dualSenseEdge=7 / switchPro=8 (wire-byte
parity + name parsing). padKind splits the Edge out of the shared
GCDualSenseGamepad subclass by product category, and resolves Switch
Pro / a paired Joy-Con set by category (GameController has no Nintendo
subclass; single Joy-Cons stay on the Xbox 360 fallback — half a pad).
The DualSense-only gates (adaptive-trigger feedback, player LEDs, the
touchpad+motion rich capture) now include the Edge — same surfaces.
Paddle CAPTURE stays gated on G22 (needs a real pad to pin the
paddleButton1..4 correspondence); the declared identity is right
meanwhile. swift build + 124 tests green.
- Android: PREF_DUALSENSEEDGE/PREF_SWITCHPRO wire bytes; the Sony PID
table splits 0x0DF2 (Edge) out of DualSense; Nintendo 057E:2009
declares Switch Pro; ControllersScreen labels the new kinds.
:kit/:app Kotlin compile green (-PskipRustBuild).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
RECORD_AUDIO implies android.hardware.microphone required=true and the
Wi-Fi state permissions imply android.hardware.wifi required=true unless
declared otherwise, so Google Play filtered the app as "not compatible"
on TVs that declare no microphone (reported on a Philips 65OLED707/12,
Android TV 11, closed-testing track) and would do the same on
ethernet-only boxes. Both capabilities are optional at runtime: the mic
uplink is runtime-requested and the Wi-Fi locks are best-effort hedges.
Verified via aapt2 dump badging: microphone + wifi now report
uses-feature-not-required and no implied hard requirements remain.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The gamepad-UI navigation resolvers disagreed on which way a perfect 45-degree
stick push (|x| == |y|) resolves: the SDL core picked horizontal (`ax >= ay`)
while Apple (`abs(x) > abs(y)`) and Android (`abs(Y) >= abs(X)`) picked vertical.
Align Apple (`>` -> `>=`) and Android (`>=` -> `>`) to the SDL core so an exact
diagonal moves focus the same way on every client (horizontal wins). This is
client-local menu navigation only and never reaches the wire. Completes the last
deferred G25 sub-part.
Verified: Apple `swift build` + full suite (124 pass); Android `:app:compileDebugKotlin`.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The two-motor split assumes ids[0] = light/right and ids[1] = heavy/left, an
ordering `VibratorManager.getVibratorIds()` does not guarantee. Record the
assumption and its tactile-only failure mode (a heavy-first pad inverts the feel
but nothing silences or crashes) at the call site. No behavior change: a per-pad
fix needs on-glass verification, and a blanket count-based fallback is unsafe
(extra ids may be DualSense trigger actuators that must stay silent).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Four Android gamepad fixes bringing the client to parity with SDL/Apple:
G4 — HAT batched history. Android batches joystick ACTION_MOVEs, so a
rapid d-pad tap (press+release within one batch) lived only in the event's
historical samples; onMotion read just the final getAxisValue and missed
it. Feed every historical HAT sample through the transition logic (new
`applyHat`) before the current one. Sticks/triggers stay latest-wins.
G9 — floor the rumble one-shot duration. A v2 lease can carry ttl_ms==0
with a nonzero amplitude (past the (0,0) stop guard); createOneShot throws
on a non-positive duration, and on the VibratorManager path the effect is
built outside the vibrate() runCatching, so the throw would kill the whole
rumble poll thread. `durationMs.coerceAtLeast(1)`.
G18 — evict feedback binds on disconnect. Rumble/light bindings were
cached by device id and freed only at session stop, so a controller
unplugged mid-session leaked its open LightsSession. Add
GamepadFeedback.onDeviceRemoved(deviceId) (closes the session, cancels
rumble), invoked from GamepadRouter's slot-close via a new onSlotClosed
callback wired in StreamScreen. The bind maps are now guarded by a lock
(the poll threads write them; eviction runs on the main thread).
G24 — held exit chord + releases. The emergency-exit chord (Select+Start+
L1+R1) quit the stream the instant it completed — an accidental brush
killed the session, and the four held buttons were never released
host-side. Now completing the chord ARMS a 1.5 s hold timer (matching
DISCONNECT_HOLD on SDL/Apple); onExitChord fires only if still held at
expiry, after releasing the held buttons + zeroing the axes on the
triggering pad(s). onButton no longer returns the exit bool (async now);
MainActivity + StreamScreen updated.
G25 (Android half): no change — Android's stick/trigger `.toInt()` already
truncates, the chosen cross-client convention. G23 (rich-input plane) stays
deferred to its own doc.
Verified on this Mac: :kit + :app compileDebugKotlin clean; kit lint
unchanged at its pre-existing baseline. On-glass on a real phone + pad
still owed (per the Android-regressions-only-show-on-hardware history):
watch batched d-pad taps, the 1.5 s exit hold, and a mid-session unplug.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
cargo fmt --all --check flagged the reanchor gate wiring (decode.rs / session.rs /
abi.rs / reanchor.rs): wrapped signatures + comparisons, and two multi-line comments
that followed a trailing-comment line were restructured to their own lines so
rustfmt keeps them at normal indentation instead of deep-aligning them.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
After unrecoverable loss the host keeps sending delta frames that reference a
picture the client never received; hardware decoders conceal these as gray/
garbage with a success status. Linux already withheld them and held the last
good frame until a proven clean re-anchor — this brings that behavior to the
Android and Apple clients.
Extract the Linux pump's freeze state machine into a shared `ReanchorGate` in
punktfunk-core (reanchor.rs, 18 tests) exposed over the C ABI (ABI v6, additive —
no wire change) for the Swift clients. Migrate the Linux/Deck pump
(pf-client-core) onto it as the parity proof (no-op refactor). Then wire:
- Android (decode.rs, both sync + async loops): arm on the frame-index gap, a
pts-keyed flag map carries the wire flags to the output-buffer release, fold
the gate per drained output, gate.poll replaces the dropped-climb block.
- Apple Stage2Pipeline (default): arm on a gap (new noteFrameIndexGap), withhold
at the ring-submit seam (CAMetalLayer holds its last drawable), poll
framesDropped, fold VT decode errors through the no-output streak.
- Apple StreamPump (stage-1): fold at enqueue, withhold via
kCMSampleAttachmentKey_DoNotDisplay so the layer keeps decoding (reference
chain intact) but holds the last displayed frame.
- Apple VideoDecoder: thread the AU's wire flags to the async decode callback via
a retained FrameContext refcon (replaces the receivedNs bit-pattern scalar).
Lifts only on a proven re-anchor (IDR / RFI anchor / 2nd recovery mark) with a
500 ms backstop so a lost re-anchor can never freeze forever. Apple: swift build
clean, 123/123 tests pass (incl. VideoToolboxRoundTripTests). On-glass
loss-injection validation still owed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Roll the pf-client-core slot pattern to the Android client (Kotlin + JNI):
- New kit/GamepadRouter.kt: the Android analogue of the client-core Slot
model — a deviceId→Slot map assigning each InputDevice a stable lowest-free
wire pad index held for its lifetime, GamepadArrival(pref) before a pad's
first input, GamepadRemove on onInputDeviceRemoved, per-slot AxisMapper +
held-bitmask so two pads never clobber each other. The isForwardable gate
(excludes DualSense/DS4 all-zero sensor sibling nodes) is centralized in
slotFor so no entry point can open a phantom slot.
- native/src/session/input.rs: JNI shims take a pad arg -> flags=pad
(nativeSendGamepadButton/Axis, plus nativeSendGamepadArrival/Remove).
- native/src/feedback.rs: pad carried in rumble bits 49..52 + a leading
hidout pad byte; GamepadFeedback.kt routes rumble/lightbar/LED back to the
originating device by pad via deviceForPad.
- MainActivity.kt routes key/motion events by device; ControllersScreen.kt
badges every forwarded pad (was hardcoded i==0), reading getControllerNumber.
A lone controller lands on wire index 0, so its per-transition datagrams stay
byte-identical to the old single-pad path. gradle :app:assembleDebug green
(Rust cross-compiled via cargo-ndk); JNI signatures hand-verified 1:1.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mirror the Apple client: the connect/wake overlay was showing the full-screen
aurora takeover in the default touch UI too. Make ConnectOverlay mode-aware —
gamepad/console keeps the aurora ConnectTakeover, the default UI now renders a
Material 3 AlertDialog over the host grid (inert scrim; Back/buttons cancel),
matching the app's other touch dialogs. Extract a shared connectCopy() so both
presentations read identically; ConnectTakeover is now console-only.
Screenshot scenes updated (touch phases -> modal over the host grid via
shootScreen; console stays a root capture); record-mode tests green.
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>
Centralize the client-side loss-range detector in punktfunk-core so every
embedder shares one implementation instead of re-deriving the wrapping
frame-index arithmetic:
- NativeClient::note_frame_index(frame_index) folds each received AU (in
receive order) through RfiRecovery::observe, firing a throttled RFI request
for the exact lost span [first_missing, frame_index-1] on a forward gap. A
host that can RFI (AMD LTR / NVENC) re-references a known-good frame instead
of paying a 20-40x IDR spike; the frames_dropped-driven keyframe path stays
the backstop for when the recovery frame itself is lost.
- Export request_rfi + note_frame_index over the C ABI (Apple client).
- Call it from the Android (hw+sw pumps), Apple (StreamPump + Stage2Pipeline
via PunktfunkConnection.noteFrameIndex), and Windows in-process pumps.
Linux/Deck inherit it through pf-client-core's session pump.
- Split the decision into a pure RfiRecovery::observe(frame_index, now) and add
8 unit tests: arming, contiguous runs, exact lost-range, single-frame drop,
the 100ms throttle (burst-suppress then re-open), reorder stragglers, and
u32 wraparound (contiguous + gap-range).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rumble was level-triggered, unbounded state on a lossy channel: a non-zero
level meant "buzz until further notice", healed only by the host re-sending
state every 500 ms, and every client guessed when the host had died with its own
magic timeout (SDL 1.5 s, Apple 1.6 s, Android up to 60 s). A lost stop, a
reordered start, or a dead host could drone the motor for seconds.
Make "stuck rumble" inexpressible on the wire. The 0xCA datagram grows a
length-tolerant tail — [u8 seq][u16 ttl_ms] — so it self-terminates: the host
authorizes a level for at most ttl_ms and renews it (~120 ms) while it holds,
letting an abandoned one lapse client-side. seq is a per-pad wrapping reorder
gate (reusing GamepadSnapshot::seq_newer) so a reordered stale start can't
re-light a stopped motor. Decoders read the first 7 bytes as a plain level and
ignore the tail, so no wire-version bump: an old client renders a new host's
levels, and a new client falls back to its prior staleness heuristic against an
old host (ttl = None). All four generation pairings render correctly.
- core: encode_rumble_datagram_v2 / decode_rumble_envelope (datagram.rs); the
client demux applies the seq gate then forwards (pad, low, high, Option<ttl>);
next_rumble is unchanged (drops ttl), next_rumble_ttl keeps it; ABI adds
punktfunk_connection_next_rumble2 + PUNKTFUNK_RUMBLE_NO_TTL, ABI_VERSION 4->5
(WIRE_VERSION unchanged — the tail is backward-compatible).
- host (punktfunk1.rs): the flat 500 ms refresh becomes a renewal loop that bumps
seq + stamps a fresh TTL on active pads and drains a short post-stop zero burst,
then goes quiet. Hatches: PUNKTFUNK_RUMBLE_ENVELOPE=0 (legacy v1 + flat refresh,
a bisect switch), PUNKTFUNK_RUMBLE_TTL_MS (clamped [150, 5000]).
- renderers honor the TTL as their playback duration/deadline and keep their old
heuristic only for a legacy (ttl=None) update: pf-client-core (the Deck haptic
keep-alive is now deadline-bounded so it can't sustain a host-stopped rumble),
clients/windows (SDL duration), android (JNI packs the lease out-of-band in bit
48 so any u16 ttl is unambiguous; Kotlin createOneShot(ttl)), apple
(RumbleRenderer.envelopeDeadline + nextRumble2; sessionStaleSeconds demoted to
the legacy fallback).
- tests: codec round-trip + tail tolerance + seq-gate reorder (Rust); the probe
asserts the v2 tail arrived under PUNKTFUNK_TEST_FEEDBACK; the Apple loopback
asserts ttlMs round-trips end to end; RumbleTuning lease-decision cases.
The host-side idle-timeout from the previous commit is defense in depth on the
game side; this is the guarantee on the client side. Design:
punktfunk-planning/design/rumble-envelope-plan.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
design/windows-parallel-virtual-displays.md (display-management Stage 7 / §6.6): N
simultaneously-live pf-vdisplay monitors, one sealed ring each, every idd-push-security
invariant preserved per-ring.
- proto v3: SharedHeader._pad → target_id — the ring NAMES its monitor, host-stamped
before the magic; the driver publisher refuses a cross-bound ring via the shared,
unit-tested frame::check_attach (new DRV_STATUS_BIND_FAIL — the gamepad pad_index
validation applied to frames, invariant #10); the host's wait_for_attach surfaces the
refusal loudly and self-checks its own stamp.
- manager: the one-monitor MgrState becomes a slot map keyed by the client's identity
slot (0 = anonymous/GameStream); per-slot reconnect + dead-WUDFHost preempts,
slot-scoped begin_idd_setup (a different identity is an admission question, never a
preempt), ONE device-level watchdog pinger, per-slot /display/state + /display/release.
- group topology: isolate_displays_ccd takes the managed target SET (a sibling slot is
never deactivated); SavedConfig + the DDC/PnP axes move to the group record (first-in
captures, last-out restores); desktop layout via CCD source origins from the pure
layout::arrange (auto-row default, manual pins win), re-applied on create + reconfigure.
- admission: the Windows separate→reject override now sits behind the
PUNKTFUNK_WIN_SEPARATE=1 validation hatch (the wedge it guarded is structurally gone —
a second identity gets its own monitor + ring; default flips in W5 after soak);
max_displays and NVENC session-unit budgets decline an unaffordable display AT
admission; kick_dwm_compose is process-globally throttled and per-display — cursor
jump + 35 ms dwell (a sub-tick jump composes nothing; DWM reads dirties from current
state at the next vsync tick).
On-glass on the RTX box: V1/V2/V4/V5/V6/V9 green — two paired clients on two monitors
streaming ~60 fps each with zero mismatches and zero bind failures, churn-hammer clean
(no 0x80070490), per-ring mode-change recreate leaves the sibling untouched, typed
budget rejection, fault-injected cross-bind refused loudly with the sibling undisturbed.
V7: WUDFHost-kill shared fate is clean; in-process device recovery is a known follow-up
(the retired-never-closed control handles block the adapter cycle — reset-pf-vdisplay.ps1
recovers). DWM composes two IDD monitors concurrently at 60 fps — the plan's
load-bearing unknown, answered yes.
Also carries the client-HDR EDID forwarding that shared this working tree
(Hello::display_hdr → AddRequest luminance tail → the monitor's CTA-861.3 HDR block,
PUNKTFUNK_CLIENT_PEAK_NITS hatch) and the Deck client fixes (40 ms rumble keep-alive
with 1-LSB jitter, HDR self-diagnosing presenter warn, flatpak HDR env).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
rustfmt pass over the files the deferred-plan items touched (pinned
toolchain 1.96.0); no semantic change. cargo fmt --all --check now clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Networking-audit deferred plan §6:
- 6.1 client reassembler ceiling derived from the negotiated rate:
Welcome::session_config (client role) now sets max_frame_bytes to
clamp(4 × bitrate_kbps×125 / refresh_hz, 8 MiB, 64 MiB) instead of the
blanket 64 MiB p1_defaults bound — the hostile-header memory ceiling was
~10× larger than any real access unit. Local only (the host never
reassembles video; the wire is self-describing); a bitrate-0 (older)
host keeps the old bound. Unit-tested floor/derived/host/old-host cases.
- 6.2 ProbeState.active is cleared when the host's ProbeResult lands, so
the pump stops mirroring receive counters once the burst is over.
- 6.3 Android: an AU larger than the codec input buffer is DROPPED with a
recovery-keyframe request and a counter, on both the sync (feed) and
async (feed_ready) paths — a truncated AU is corrupt input the decoder
chews on silently, poisoning the reference chain until the next IDR. The
async path recycles the never-queued input slot; the sync path returns
the dequeued slot with zero valid bytes.
- 6.4 bounded uplink channels: mic_tx at 64 (~320 ms of 5 ms frames;
overflow sheds the fresh frame with a debug log — a tokio mpsc can't
shed from the head, and past 320 ms of backlog the mic is broken either
way; the bound is about memory) and ctrl_tx at 32 (sparse requests; a
full queue means a wedged control task, reported as Closed). input_tx
stays unbounded per the plan: keyboard/mouse events must never silently
drop, and gamepad state is snapshot-healed.
- 6.5 (wire version byte says P1 while streaming Gf16): record-only,
resolves with the P2 packet revision.
include/punktfunk_core.h: cbindgen re-emitted in the new module order
after the quic/ split (item 3) — no semantic change beyond the reorder.
cargo ndk check (arm64-v8a), workspace clippy, core+host tests green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Networking-audit deferred plan §2. The host↔client offset was measured once
at connect; an NTP step or slow drift silently corrupted the clock-based
jump-to-live signal, the ABR one-way-delay signal, and every latency stat —
4a3b1ae2's disarm backstop stopped the IDR storm but lost the detector for
the session. Now the client re-estimates mid-stream and recovers it.
- quic: ClockResync — the connect-time 8-round probe/echo estimate as a
select!-driven state machine (rounds matched by echoed t1, stale batches
ignored), plus accept_resync (batch min-RTT ≤ max(2 ms, 1.5× connect RTT)
so a congested window can never bias the offset). No wire change: the
host has always answered ClockProbe at any time on the control stream.
- client: the offset lives in an Arc<AtomicI64> seeded at connect; the
control task re-probes every 60 s and immediately after the pump's FIRST
no-op clock flush (the "clock stepped under me" signal, sent on the next
report tick). On apply: store, reset stale_frames/noop_clock_flushes,
re-arm the clock detector if a step had disarmed it. The disarm heuristic
stays as the final backstop. Public NativeClient::clock_offset_ns keeps
the connect-time value (ABI untouched); new clock_offset_now_ns() /
clock_offset_shared() expose the live value.
- consumers migrated to the live offset: pf-client-core session stats, the
pf-presenter e2e stamp, Windows session/render, Android feeder/drain/
DisplayTracker (the tracker holds the shared handle, not the client, so
the leaked render-callback refcount can't pin the session).
- probe: --clock-resync runs a second full handshake mid-connection and
asserts a sane, consistent estimate. Live against the local canary host:
offsets 8646/2139 ns, disagreement 6 µs, 8/8 rounds — OK.
Unit tests cover the round collection, stale-echo rejection, batch restart,
min-RTT selection, and the acceptance guard. cargo ndk check green.
Remaining manual validation: `sudo date -s "+2 sec"` on a live streaming
client → expect one no-op flush, a re-sync, re-armed detector, no IDR pulse.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 0xC9 audio datagrams ride the lossy plane with no FEC, and no client ever
consulted the per-packet sequence: a lost 5 ms Opus packet played out as a hard
gap in the ring — an audible click/pop on every drop, i.e. constantly on the
Wi-Fi links where video loss is already being FEC-absorbed.
Now a shared `AudioGapTracker` (punktfunk-core::audio — pure data, wrap-safe,
unit-tested incl. u32 wraparound / reorder / duplicate cases) tells the decoder
how many packets went missing immediately before each received one, and both
native clients (pf-client-core PipeWire path, Android AAudio path) synthesize
that many frames of libopus packet-loss concealment first: `decode` with empty
input (the opus crate maps it to a NULL data pointer = PLC), sized by the last
real frame's sample count. Interpolated fade instead of a click.
Bounds: a gap is capped at 10 packets (50 ms) — libopus PLC fades to silence
after a few frames anyway, so past the cap the rings' existing underrun/re-prime
path takes over. Reorders and duplicates conceal nothing (the plane has no
reorder buffer; playing a late packet where it lands is the existing behaviour).
In-band Opus FEC (LBRR) is deliberately NOT used: the host sends 5 ms frames
and LBRR needs ≥10 ms frames to carry anything.
The cap is a crate-private const so cbindgen keeps it out of the C ABI header.
Host cargo tests + clippy green; android crate verified via cargo ndk check.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
`cargo fmt --all --check` on main flags decode.rs (android dlsym fix),
probe/main.rs (0600 key fix), and session.rs (anti-replay tests). The probe
one is restructured rather than machine-formatted: rustfmt wanted the key-
permissions comment gutter-aligned to the trailing `// the certificate is
public` comment, so fold both into one block comment above the write instead.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
0.9.0's HUD display stage hard-linked AMediaCodec_setOnFrameRenderedCallback via
ndk-sys believing it API 26; the symbol is API 33 ("Available since Android T").
A cdylib links fine with the dangling import, so it only exploded at
System.loadLibrary on every pre-13 device: UnsatisfiedLinkError, then every
NativeBridge touch throws NoClassDefFoundError — surfacing as "Identity
unavailable: io.unom.punktfunk.kit.NativeBridge", a dead pair button, and no
discovery (reported on a Y700 / Android 12; 13+ devices unaffected).
- decode::install_render_callback now dlsym-resolves the entry point from
libmediandk.so, mirroring try_set_frame_rate; on API < 33 the HUD simply has
no display stage (the pre-0.9.0 behaviour) and the .so loads.
- New scripts/ci/check-android-jni-imports.sh, wired as checkJniImports* gradle
tasks the APK build depends on: fails the build if libpunktfunk_android.so
imports any symbol absent from the NDK's API-28 stubs — `--platform 28` never
enforced this (cdylib links permit undefined symbols), despite the old
comment's claim. Verified: 3 ABIs clean at the 28 floor, and the check flags
the known API-28 symbols when pointed at a 27 floor.
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>
Two causes behind one field report (a held trigger jittering mid-game,
Android client → Windows host):
Android folded joystick ACTION_MOVEs from EVERY device into one axis
state. A controller's joystick-classified sibling node (DualSense/DS4
motion sensors) or a second/drifting pad reports every pad axis as 0,
so a held trigger flapped value→0→value on each event interleave. The
mapper now qualifies the source DEVICE (its source classes must include
GAMEPAD — a joystick event's own source is always plain JOYSTICK), pins
to one deviceId until that device disconnects, and merges LTRIGGER/BRAKE
(and RTRIGGER/GAS) with max, the same fold as the Controllers probe.
Underneath, gamepad input rode per-transition events over unreliable,
unordered QUIC datagrams — no sequence numbers, sharing the 4 KiB
oldest-first-shed send buffer — so one dropped or reordered event
corrupted held pad state until the NEXT change. Gamepad state now
travels the way rumble already does: idempotent state, refreshed.
InputKind::GamepadState packs the whole pad + a wrapping u8 seq into
the existing 18-byte layout; the host advertises HOST_CAP_GAMEPAD_STATE
(Welcome trailing byte, offset 67) and applies snapshots through a
per-pad stale-seq gate, skipping frame emits for unchanged refreshes;
the client folds embedder events into snapshots inside NativeClient's
input task (send on change + 100 ms refresh of touched pads), so the
SDL clients (Linux/Windows/session), Android, and Apple (C ABI) are all
covered with zero capture-code changes. Either end older ⇒ the legacy
per-transition path runs unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The vendored ndk 0.9.0 warned twice per Android build: an unnecessary
`std::ptr::` qualification in input_queue.rs (the crate opts into
unused_qualifications) and an unused `Result` import in media_format.rs —
unused only because its sole consumers are #[cfg(feature = "api-level-29")]
methods our default-feature build compiles out, so the import is now gated
the same way (both feature configurations stay warning-free). Vendor-patch
inventory in the workspace Cargo.toml updated to stay honest.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Settings model always carried arbitrary width/height (0 = native) end to
end — only the two UIs' preset lists gated it. Mirror the Apple client's
pattern: the touch Resolution dropdown gains a "Custom…" row revealing numeric
W×H fields (seeded from the current effective size, coerced even on commit,
capped at 8192 — the host's encode.rs stays the validation authority), and the
gamepad screen surfaces a stored custom size as a leading "Custom · W × H"
choice instead of silently snapping it to Native — a pad can keep a custom
size, it just can't type one. Custom-ness is detected from the stored size
itself (no persisted flag), so it can never disagree with what's saved.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The two-or-more-finger scroll path measured its centroid across a VARYING
pointer count: real fingers never land (or lift) in the same input frame, so
the 2→3 transition moved the centroid far past SCROLL_DIV, emitted a phantom
wheel tick to the host, and set `moved` — which disqualified the not-moved tap
classification and made the advertised 3-finger stats-cycle tap unreachable on
real hardware (two-finger right-click survived only because its anchor never
crossed a count change). Re-anchor whenever the finger count changes; genuine
two-finger scrolling is measured between same-count frames exactly as before.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The long-deferred Android display stage (design/stats-unification.md; plan 4.1 of
design/client-parity-and-network-resilience.md): AMediaCodec_setOnFrameRenderedCallback
(API 26, under the minSdk-28 floor ⇒ hard-linked via ndk-sys) reports SurfaceFlinger's
per-frame render timestamp, giving the HUD the spec's `display` = decoded→displayed term
and the directly-measured capture→displayed end-to-end headline on both decode loops.
Falls back per spec to the v1 capture→decoded endpoint on any window without render
callbacks (the platform may drop them under load), and to it permanently if registration
is refused.
- The render timestamp arrives on CLOCK_MONOTONIC; it's re-based onto CLOCK_REALTIME
against monotonic-now at callback time, which also cancels the (batchable) callback
delivery lag.
- The `ndk` crate exposes neither the callback nor the codec pointer needed to bind it
raw, so the workspace pins `ndk` 0.9.0 to a vendored copy (clients/android/native/
vendor/ndk) whose ONLY change makes MediaCodec::as_ptr public — the "as_ptr patch".
Workspace-excluded so host builds never compile it; drop when upstream exposes either.
- nativeVideoStats grows to 26 doubles (22–25: dispValid, displayP50, e2eDispP50/P95;
0–21 unchanged for older readers); StatsOverlay moves headline endpoint + equation
together so the equation always tiles the headline interval.
Verified: host cargo check/test/clippy, aarch64-linux-android check/clippy, Kotlin
app+kit+tests compile, roborazzi HUD render shows the full 4-term equation. Device
verification rides plan 4.2's phone A/B.
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>
A saved host that stopped advertising on mDNS but has a learned Wake-on-LAN
MAC was routed into a wake-and-WAIT-for-mDNS flow instead of being dialed. For
a host reached over a routed network (Tailscale/VPN/another subnet) mDNS never
sees it, so the wait could never succeed and reconnects were impossible — the
host log showed no connection attempt at all. The tile's Offline pip and this
connect gate shared the same LAN-only `advertises`/`liveAdvert` predicate, so a
perfectly reachable host read as unreachable. The first connect worked only
because the MAC hadn't been learned yet (a direct dial); once learned, every
reconnect wedged in the waker.
All four full clients carried this pattern (deliberate mirrors of the Apple
`HostWaker`). Each now DIALS FIRST: fire the magic packet up front
(fire-and-forget — harmless if the host is awake, and a genuinely-asleep box is
booting while the dial times out) and attempt the connection unconditionally.
Only a FAILED dial falls into the visible "Waking…" wait, whose redial carries
no fallback so it can't loop. A fingerprint-mismatch/trust-rejection failure
means the host ANSWERED, so it never takes the wake path.
- apple: SessionModel.connect gains `onUnreachable`; startSession dials first.
- linux (relm4): AppMsg::WakeConnect wakes+dials; a per-request wake_fallback
is armed and consumed in SessionExited, matched by fingerprint/address.
- windows: initiate_waking + ConnectOpts.wake_on_fail; the worker's Failed arm
escalates to wake_and_connect only on a non-trust failure.
- android: doConnectDirect gains onFailure; doConnect wakes+dials first.
Decky was already correct (always launches `--connect`; WoL fire-and-forget).
Explicit "Wake host" menu actions are unchanged — waiting on mDNS is right when
the user explicitly asked to wake a box.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Stats overlay verbosity tiers (Off/Compact/Normal/Detailed, 3-finger tap
cycles live, old Boolean pref migrated) and the unified-spec line-4
reliability counters: lost/FEC windowed from the connector's cumulative
totals, skipped from the client's own newest-wins drops. Adds the
fec_recovered_shards accessor to NativeClient, mirrored from the
data-plane pump like frames_dropped.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Session pump, FFmpeg decode, PipeWire audio, SDL3 gamepads, keymap, trust
store, mDNS discovery, library client and Wake-on-LAN move verbatim from
clients/linux into crates/pf-client-core, shared with the upcoming Vulkan
session binary (punktfunk-planning: linux-client-rearchitecture.md).
The GTK client re-exports them at the crate root so every existing
crate::-path keeps resolving; its manifest drops the moved-only deps.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The async decode loop (burst-feed + present-newest-per-vsync, the Apple client's
discipline) plus the per-SoC tuning was gated behind an experimental,
default-off toggle after the 5dc24a0 overhaul regressed on some phones. That
regression was the receive-side latency ratchet the async loop fed — a standing
queue that only grew — now fixed in the shared core (FrameChannel jumps to live
instead of accumulating it), so the fast pipeline is the default again.
Default the master toggle on via a fresh pref key (low_latency_mode_v2),
mirroring the migration da376b31 used to flip it off: a new key re-defaults every
install — including ones persisted off under the old key — to on, so the
promotion reaches users who had saved settings, not just fresh installs. Both
stale keys are abandoned unread. Toggle-off still restores the original
synchronous decode pipeline byte-for-byte as a per-device escape hatch.
Drop "(experimental)" from the settings labels and fix the now-stale default-off
wording in the native + Kotlin docs. No decode-path routing change — run_async is
reached simply because the toggle now defaults on.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Cargo's debug profile is not "slower" for this library — it is unusable, and
it invalidated every on-device performance test to date: RustCrypto's AES-GCM
compiles to generic-array iterator closures with per-byte precondition checks
instead of ARMv8 hardware AES. Profiled live on a phone (simpleperf, 62k
samples): ~800 µs of user CPU per 1.4 KB packet — the receive pump pinned
above a full core yet only draining ~1,400 pkt/s of a 1,775 pkt/s (20 Mbps)
stream, 2.3 MB standing in the kernel socket buffer, the latency-bound flush
firing every 2 s forever. With release rust in the same debug APK: pump at
~12 % of a core, socket queue zero, no flushes, 2800x1260@120 streaming clean.
preDebugBuild now depends on cargoNdkRelease; `-PrustDebug` opts back into a
debug-profile native build for sessions that actually step through Rust.
Kotlin debuggability is unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WifiLock.acquire() enforces the WAKE_LOCK permission, which the manifest never
declared — every acquisition since the first Wi-Fi lock shipped threw
SecurityException, silently swallowed by a bare runCatching. The phone's own
accounting proved it (dumpsys wifi: high_perf/low_latency active_time_ms = 0
across weeks of streams): every on-device session ran with Wi-Fi power save
fully active, whatever the code intended. Verified live after the fix: both
locks registered in WifiLockManager, mPowerSaveDisableRequests=2, ping RTT to
the streaming phone 3.8 ms avg. A failed acquire now logs loudly — this class
of failure must never be invisible again.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The baseline stream held only WIFI_MODE_FULL_HIGH_PERF, which is deprecated
AND non-functional on recent Android — so with the low-latency toggle off (the
default) Wi-Fi power save stayed fully active: downlink delivery clumped at
beacon intervals (a few hundred ms of latency mush, sawtoothing bitrate) and
the AP's power-save buffer periodically overflowed, killing whole frames every
few seconds (the host log's alternating loss_ppm=0/50000). Now every stream
holds FULL_LOW_LATENCY (API 29+, the only effective power-save disable;
foreground + screen-on, which a stream always is) AND FULL_HIGH_PERF (covers
older releases) — the same pair Moonlight holds. The experimental toggle no
longer selects the lock mode.
Also: declare tracing's "log" feature explicitly in the native crate (core
transport warnings → logcat must not hinge on quinn's default features), and
align the low-latency toggle's copy with its actual scope.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Hint-bar glyphs now wear the driving controller's family (kit
Gamepad.styleFor by USB vendor id → MainActivity.lastPadStyle, kept live by
real input like lastPadIsGamepad): PlayStation pads get Canvas-drawn
cross/circle/square/triangle shapes in the classic colours, Nintendo pads
monochrome lettering, Xbox/Valve/unknown the coloured letter discs. Hint
chars stay semantic (KEYCODE_BUTTON names); only the rendering changes.
- The Options legend renders the pad's real Select-family button
(SelectButtonGlyph): Xbox View windows, PlayStation Create capsule,
Nintendo minus — instead of a bare capsule outline.
- GamepadDialog: body + action stack scroll together (title pinned) with
BringIntoViewRequester keeping the focused button visible — a 5-action host
options dialog compressed/clipped its last button in short landscape
windows because the pinned stack could not scroll.
- Console form polish: shared animateConsoleFocus (bg/border cross-fade +
spring scale) across settings rows / add-host fields / action rows;
ConsoleSwitch (spring knob, tinting track) replaces On/Off text on toggle
rows; choice values slide in the direction they were stepped
(AnimatedContent + SizeTransform) with chevrons that fade in place; the
focused row's detail unfolds via AnimatedVisibility; dialog buttons and
keyboard keycaps cross-fade (keycaps at 90 ms for hold-to-repeat).
- Console settings gain the "Low-latency mode" (Video) and "Auto-wake on
connect" (Interface) rows, round-tripping with the touch settings.
- Screenshot scene: StatsOverlay call updated to the 18-double layout + the
new decoderLabel parameter (fixes the android-screenshots CI compile).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 5dc24a0 low-latency overhaul regressed badly on some phones. Every piece
of it — decoder ranking, per-SoC vendor keys, the async decode loop, pipeline
thread boosts, the ADPF max-performance bias, game-tagged AAudio, DSCP marking,
the Wi-Fi low-latency lock, HDMI ALLM and the forced TV mode switch — now rides
the "Low-latency mode (experimental)" toggle, default OFF. Off restores the
pre-overhaul pipeline byte-for-byte: the sync poll loop, the platform-default
decoder, and the original format keys (standard low-latency + blind Qualcomm
twin + priority=0 + operating-rate=MAX together).
- New pref key (low_latency_mode_experimental): the old key shipped default-ON,
so any install that ever saved settings persisted true — flipping the default
under the old key would leave exactly the regressed devices stuck on.
- DSCP is applied at socket creation, so the toggle reaches the transport via
NativeBridge.nativeSetLowLatencyMode → transport::set_dscp_default, called in
the connect choke point before nativeConnect; the core DSCP default reverts
to off everywhere.
- nativeStartAudio(handle, lowLatencyMode) gates AAudio usage=Game.
- VideoDecoders.pickDecoder now skips `.secure` decoder twins and decoders that
require FEATURE_SecurePlayback: they need a secure surface, and a secure twin
could out-score its plain sibling (only it advertising FEATURE_LowLatency),
which black-screens a clear stream.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
An mDNS discovery miss was forcing connects through the Wake-on-LAN wait
even for a host that's already up; add a Settings toggle ("Auto-wake on
connect") that skips the mDNS-liveness gate and dials straight through
when off.
Also default the console UI's button glyphs by form factor instead of
always starting in TV-remote style: a phone/tablet only ever enters the
console UI via a real controller, so it should show gamepad glyphs from
the first frame, not a remote's select/back glyphs. TV keeps the remote
default.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The core's deliberate-quit close (NativeClient::disconnect_quit → QUIT_CLOSE_CODE,
host skips the keep-alive linger) was implemented but never called by any client.
Wire it to each client's explicit user-disconnect action — NOT to a network drop /
host-ended / app-background (those keep the linger for a reconnect):
- core: new C-ABI punktfunk_connection_disconnect_quit(c) for the ABI clients
- Linux (direct-core): Ctrl+Alt+Shift+D + the controller escape chord
- Windows (direct-core): Ctrl+Alt+Shift+D
- Apple (C-ABI): PunktfunkConnection.disconnectQuit() + a `deliberate` flag on
SessionModel.disconnect() (sessionEnded passes false → keeps the linger)
- Android (JNI): new nativeDisconnectQuit export, called from the back gesture +
the Select+Start+L1+R1 chord (not the host-gone watchdog)
- probe already did this via --quit (77871d6)
Verified: core + Linux client + Android (cargo-ndk + gradle) build clean;
Windows/Apple compile-checked by CI.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The library browser was browse-only — the A button (and a tap) did nothing.
Wire it to connect + boot straight into the selected title: thread a `launch`
id (the store-qualified library id `steam:<appid>` / `custom:<id>`) through
nativeConnect → NativeClient's Hello.launch (was hardcoded None), add a shared
connectToHost() the ConnectScreen and the library launcher both use, and have
LibraryScreen dial the host with launch=game.id on A / tap — with a launching
overlay + an "A Launch" hint. Verified: native compiles (cargo-ndk arm64),
app+kit Kotlin compiles (gradle, 3 ABIs).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Close the latency gap on the Android client with per-SoC decoder tuning, an
event-driven decode loop, and full system integration.
- Decoder selection: rank MediaCodecList decoders in Kotlin (hardware/vendor
preferred, software avoided, FEATURE_LowLatency probed) and create the chosen
one by name. Per-SoC low-latency keys gated on the codec-name prefix: Qualcomm
picture-order + low-latency, Exynos (also Google Tensor), Amlogic, HiSilicon;
MediaTek vdec-lowlatency set unconditionally. operating-rate = MAX (Qualcomm)
vs priority = 0 (else) are mutually exclusive. NVIDIA/Rockchip/Realtek have no
vendor key — covered by ranking + the standard low-latency key.
- Async decode loop: AMediaCodec async-notify replaces the poll loop, presenting a
decoded frame the instant it is ready instead of waiting out a poll interval.
Behind USE_ASYNC_DECODE with the synchronous loop kept for A/B during bring-up.
- System integration: Wi-Fi FULL_LOW_LATENCY lock and HDMI ALLM
(setPreferMinimalPostProcessing) for the stream's lifetime; game_mode_config.xml
opting out of OEM downscaling / FPS overrides.
- Pipeline: boost the data-plane pump + audio thread priorities, AAudio usage=Game,
DSCP marking on by default on Android, ADPF setPreferPowerEfficiency(false),
and setFrameRateWithChangeStrategy(ALWAYS) to force the HDMI mode switch on TV.
- lowLatencyMode master toggle (default on) as the escape hatch; the stats HUD now
shows the resolved decoder name.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bring the Android client to parity with Apple's gamepad experience and finish
Wake-on-LAN.
- Console/gamepad home: host carousel, aurora chrome, mTLS game-library coverflow,
and an input-aware legend that switches between gamepad face buttons and a
TV-remote select-ring + arrows based on the last-used input.
- Wake-on-LAN: the fire-and-forget send is upgraded to wait-until-up
(WakeController/WakeOverlay: resend + mDNS poll, 90s timeout, cancel/retry,
fingerprint-matched so a host that cold-boots onto a new DHCP IP still connects),
plus host edit (touch dialog + console form) with an auto-filled MAC.
- Android TV: brand banner (android:banner), density-aware console scaling, D-pad/
remote nav (Up = Settings, Down or the pad Select button = host Options),
emergency stream-exit chord, and 120Hz console refresh.
- Touch UI: settings split into subpages with a tablet NavigationRail, axis-aware
tab animation (horizontal on phones, vertical on the tablet rail), animated
settings navigation, and a licenses screen with a back button + the real
workspace version (read from Cargo.toml).
- Vector Lock/controller icons (no emoji); bundled Geist font.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Wake-on-LAN batch landed with lints that fail `clippy -D warnings`
(doc continuation, char-array split, io::Error::other, redundant closure)
and an ungated `mod wol;` in the Windows client, which pulls windows-only
crates into the non-Windows stub build.
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>