Commit Graph
237 Commits
Author SHA1 Message Date
enricobuehler 92f617a989 Merge remote-tracking branch 'origin/main' into worktree-haptics-m12-dry
# Conflicts:
#	clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/GamepadFeedback.kt
#	crates/pf-client-core/src/gamepad.rs
2026-08-04 23:11:22 +02:00
enricobuehler 2f071a9a93 Merge pull request 'fix(clients/settings): controller settings that can't do anything no longer look live' (#50) from worktree-haptics-m11-settings into main 2026-08-04 21:08:15 +00:00
enricobuehler 68353a5d57 Merge pull request 'fix(client/apple): two DualSenses stop fighting over one device, and a failed stop stops lying' (#32) from worktree-haptics-m4-apple into main 2026-08-04 21:01:51 +00:00
enricobuehler 42a0dd52be refactor(haptics): one copy of each thing every rumble path was transcribing
Twelve findings from the sweep's DRY/docs/dead-code tail. Most are small; three found
real defects hiding behind the duplication.

**The UHID event ABI existed five times.** Every UHID gamepad backend — DualSense,
DualShock 4, Switch Pro, Steam Controller, Steam Controller 2 — carried its own verbatim
copy of the kernel's constants plus its own `put_cstr`, and they had already drifted:
`switch_pro` was missing the SET_REPORT pair entirely, and `steam_controller` read a
FIXED 16-byte SET_REPORT window instead of the event's own `size`. That last one is a
bug in both directions — a longer report was truncated, and a shorter one had the parser
reading whatever the reused event buffer still held past the payload, i.e. acting on
rumble values the game never wrote. Now one `uhid_abi` module owns the numbers plus the
two accessors that are easy to get subtly wrong, with tests on exactly that.

**A dead force-feedback id fallback.** ff-core's `input_ff_upload` picks a free effect
slot and writes it into the effect BEFORE uinput forwards the request, so the `id == -1`
branch could never run — and allocating from a local counter would have been the wrong
answer anyway, since the kernel owns that id space. Removed, with a `debug_assert` where
it stood.

**Apple's HID path silently dropped weak rumble.** `hidByte` took the top byte with no
non-zero floor, so every amplitude below 0x0100 rendered as exactly nothing. Android has
always floored it at 1; this was the odd one out. That converter also existed twice
byte-identically inside one Gradle module — now one `wireAmplitudeToByte`.

Also: the DS5 output-report layout gets named offsets (`dualsense_proto::out_report`)
documenting all three transport bases — USB 0, SDL payload −1, Bluetooth +2 — since the
differing bases are transport-forced, not drift. `pf-client-core` cannot import them (it
and `pf-inject` do not depend on each other, and a DualSense layout has no business in
`punktfunk-core`, their only shared crate), so its copy now DERIVES its offsets by
explicit subtraction and a test pins the relationship. `PUNKTFUNK_HID_EFFECT_MAX` sizes
the struct it describes instead of a second literal 11 — the header now emits
`uint8_t effect[PUNKTFUNK_HID_EFFECT_MAX]`. The rumble policy engine's `min_pulse_ms`
and `keepalive_ms` docs stop naming cases nothing implements: no in-tree caller sets
`min_pulse_ms`, and the macOS DualSense-over-BT keepalive the doc cited CANNOT be served
by the quirk, because that renderer skips writes whose levels are unchanged and would
swallow the engine's re-emit — it keeps its own keepalive instead. `TrackpadHaptic` is
marked as staged scaffolding (the tag is on a shipped wire; removing the variant would
not reclaim it). Three ×257-vs-`<<8` doc comments corrected — the scaling itself is fine,
both round-trip to 255. `backstop_ms.max(160)` deleted as unreachable (the engine floors
at 500). New tests for `Ds5Feedback` and for the Android rumble JNI packing on BOTH sides,
with `MAX_PADS <= 16` now a compile-time assertion rather than a comment.

Closes S1-S9, S11, T2, T3 (design/haptics-sweep-2026-08-03.md M12).

S11's second half is NOT a defect and was left alone: `clients/session/src/main.rs`
calls `set_forwarding` unconditionally on every params-build (its own comment explains
why — browse mode reuses one service across launches), so `Ctl::Forwarding` routinely
arrives unchanged and that early-out is what stops a redundant `sync_open` + Valve-HIDAPI
cycle each launch.

Verified: pf-inject clippy -D warnings 0 / 91 tests; pf-client-core + punktfunk-core
clippy 0 / 437 tests (amd64 container); punktfunk-client-android 7 tests; Android :kit:
6 tests; Apple swift build + 189 tests / 0 failures; cargo fmt --all --check clean. Each
new test probed by reverting its fix — the fixed SET_REPORT window fails 3, a broken pack
shift fails 3, dropping the amplitude floor fails 1, and a wrong DS5 offset either fails
the pin or refuses to compile.
2026-08-04 22:52:38 +02:00
enricobuehler 9fb41affba fix(clients/settings): a controller setting you can't use no longer looks like one you can
Turn "Forward controllers" off and four rows below it stop meaning anything — nothing is
forwarded, so there is no pad type to pick and no guide button to route. GTK desensitised
them, the touch settings on both mobile clients dimmed them and the console UI refused the
step; the Windows client and BOTH controller-navigable screens left them fully live, so you
could sit there changing settings that did nothing.

Windows: `.enabled(s.gamepad_forwarding)` on the forwarded-controller picker, pad type,
guide button and hold-Select rows — the same builder the echo-cancellation row already used
to follow the mic switch.

Apple's gamepad settings had no way to say it: `Row` carried `adjustable` (which only hides
the chevrons) and nothing else. Added `Row.enabled`, dimmed the row CONTENTS only so the
glass still reads as a focusable row, and enforced the inertness centrally in `adjust(id:)`
/ `activate(id:)` rather than in each builder's closure. The hint bar drops "Adjust"/"Change"
on a dimmed row, because advertising them was the same lie the live row told.

Android's gamepad settings already had `GpRow.enabled` — documented as "dimmed + inert" —
but it only faded the label: every dimmed row still stepped and still wrote its setting. The
"No profiles yet" placeholder looked inert only because its own closures were empty. Made it
real in one named place (`liveRow`), covering all three input paths (left/right, A, and a tap
on the already-focused row), then gated the pad rows on it.

Also on that screen: the DualSense / DualShock passthrough toggle, which the touch settings
have carried beside its SC2 twin all along. It was missing exactly where it matters most —
a TV box has no touch interface to fall back to, so there was no way to reach it at all.

Apple capture, separately: with forwarding off, opening a slot still claimed EVERY element's
system gesture and powered the controller's IMU. Neither reaches the host, so the first only
took the user's screenshot/Home gestures away for nothing and the second drained the pad's
battery streaming gyro over Bluetooth. Narrowed rather than skipped — the escape chord is
read off the same slot and on tvOS is the ONLY controller way out of a stream, so the chord's
own four buttons keep their claim. A test pins the alias list against the chord mask; if they
drift the symptom is a session nobody can leave, with nothing logged.

Closes R17, R18, R19 (design/haptics-sweep-2026-08-03.md M11). R17 as filed named Windows and
"Apple"; Apple's TOUCH settings were already correct and Android's controller-navigable screen
was not — both corrected here.

Verified: Windows clippy -D warnings exit 0 on a real Windows box; Apple swift build clean +
full suite 192 tests / 0 failures (3 new); Android :app: + :kit: green (5 new); cargo fmt
--all --check clean. Each fix probed by reverting it — every probe failed the tests it should.
2026-08-04 22:25:51 +02:00
enricobuehler d7e22c3db2 Merge pull request 'fix(apple/shots): the store screenshots show the app as it actually is' (#48) from worktree-apple-store-screenshots into main
Reviewed-on: unom/punktfunk#48
2026-08-04 20:02:37 +00:00
enricobuehler 1db7058a5d feat(clients/input): system buttons route around local overlays
Pressing guide/Steam/QAM collided with the client device's own shell: iOS 26
opens its Game Overlay for the Home press (no app opt-out until iOS 27 makes
it a user setting), and a Gaming-Mode client opened BOTH Steam overlays for
one press — the local one covering the stream.

Two cross-client tier-P settings, zero wire changes:

- system_buttons (auto|forward|local): raw guide+misc1 passthrough. Auto
  forwards everywhere EXCEPT under gamescope, where SteamOS reacts to the
  same physical press no matter what.
- guide_gesture (auto|on|off): hold Select ALONE ~350ms sends the HOST's
  guide, down until release — held on, that's the host's long-press, which
  opens a Gaming-Mode host's QAM for regular pads. A Select tap is delivered
  on release with its up TAP_PRESS (50ms) behind, because per-transition
  sends fold into seq'd GamepadState snapshots and a back-to-back pair can
  coalesce into no press at all. A Select inside a combo (the escape chord)
  passes through untouched. Auto arms it only where the raw press can't
  reach the host cleanly: gamescope, iOS/iPadOS, tvOS.

The same SelectGesture rules live in pf-client-core (pure state machine +
unit tests), the Apple client (mask-diff adaptation in GamepadCapture), and
Android's GamepadRouter. Settings rows on every surface (GTK, WinUI,
console UI, Decky, Apple x2, Android x2) with profile plumbing throughout.

punktfunk-session grows a control socket
($XDG_RUNTIME_DIR[/app/$FLATPAK_ID]/punktfunk-session-ctl.sock — the one
runtime path a flatpak and the host see identically): 'guide'/'qam' verbs
inject synthetic taps. The Decky panel gains a Host menus section (visible
while the client runs) whose buttons press the host's Steam/QAM and close
the local menu so the host's shows through.

iOS 27's GCControllerHomeButtonSettingsManager deep-link is a TODO (the
class needs the Xcode 27 SDK to compile). Docs: input, client-settings,
steam-deck. Design: punktfunk-planning design/system-buttons-routing.md.

Gates: docker clippy --all-targets --locked -D warnings + tests
(pf-client-core 88 incl. 6 new gesture tests, pf-console-ui 47),
cargo fmt --all --check, swift build (macOS), gradle kit+app compile,
decky tsc --noEmit + py_compile. clients/windows not compiled (no box).
2026-08-04 21:46:27 +02:00
enricobuehler 7b1554af4b fix(apple/shots): fill the grid, open Settings on Display, note the iPad orientation limit
- Six mock hosts rather than three. An iPad-13 portrait grid is three columns
  wide and 2752 px tall; three cards left ~60% of the capture as black.
- Settings opens on Display, not General. Resolution, frame rate, bitrate,
  HDR and codec are what someone reads a streaming app's settings shot for.
- The wake scene is the modal-over-grid variant. The gamepad-UI one is a
  full-screen takeover over a bare gradient — correct, but four lines of text
  on an empty aurora; the modal shows the same overlay over the host grid.
- `requestGeometryUpdate` now reports a refusal instead of failing silently.
  It does not help on the simulator (an app's stdout doesn't reach the driver
  through `simctl launch`) but it will on macOS and on a device.
- Documented that `.landscape` does not rotate on iPad: a multitasking-capable
  iPad app is resizable, so iPadOS ignores the request and simctl cannot
  rotate a simulated device. The iPad set is portrait throughout.
2026-08-04 21:34:18 +02:00
enricobuehler 8f35155c14 fix(apple/shots): the store screenshots show the app as it actually is
Uploading the 0.24.0 set surfaced a pair screen that reads as broken, and a
hero that was never the orientation it claimed.

The capture harness:

- Landscape scenes were captured in PORTRAIT. `IOSOrientationConfigurator`
  asked for the geometry update from `updateUIViewController`, where
  `view.window` is still nil — SwiftUI makes one update pass for a
  `.background` representable, before the hierarchy is in a window, so the
  guard fell through and nothing ever asked again. Both `.landscape` scenes
  (the stream hero, the trust card) shipped as portrait. Now a real
  UIViewController asks from `viewDidAppear` and pins
  `supportedInterfaceOrientations`.

- The shot host applied `.ignoresSafeArea()` to the whole scene, so the
  hero's HUD — resolution, bitrate, the latency breakdown, the entire point
  of that screenshot — sat under the Dynamic Island. Only the black backing
  ignores it now; scenes that want full bleed already ignore it themselves.

- `03-pair` was hand-composed into a ZStack rather than presented. PairSheet
  is a bottom sheet on iOS: its detents and the system's Liquid Glass only
  exist inside a real `.sheet`. Composed, the grouped Form stretched to full
  screen height and the capture was a strip of content over a black void,
  with a DISABLED "Pair & Connect" (empty PIN) and the capture simulator's
  own name — `pf-shot-iphone-6.9` — rendered in as the device name.

- Sheets do not inherit `.environment(\.colorScheme, .dark)` across the
  presentation boundary; they follow the DEVICE. The pairing sheet came out
  light grey over the dark app. The simulator is now set to dark appearance.

- Discovery browsed the live LAN mid-capture, so a bystanding machine's
  hostname went out on the listing and no two runs matched. `HostDiscovery`
  gains a `debugSet` seam (the counterpart to `HostWaker.debugSet`); the
  mock hosts advertise, so cards read ONLINE through the real `advertises`
  path and the reachability probe never touches the network.

- Created simulators were named `pf-shot-<prefix>`, which the reuse regex
  never matches: every run created another simulator and none was reused.
  They are named after the device now — reusable, and not user-visible junk.

Two bugs found on the way, neither screenshot-only:

- HostStore/ProfileStore PERSISTED the harness's mock data. On a dev Mac
  that is the same App-Group suite the real app reads, so running the
  script could replace the tester's saved hosts with "Battlestation" & co.
- GamepadHomeView drew the controller chip as a trailing `.overlay`, which
  reserves no width — on a portrait phone it sat on top of the centred
  "Select a Host". Laid out as a row with a hidden leading mirror.
- The pairing sheet's field prompt said "How the host lists this Mac" on
  iPhone and iPad.

Coverage: the listing set is six scenes in listing order, and is now the
stream, the machines it found, the couch/controller mode, waking a sleeping
host, the quality controls and pairing — the console and wake screens
already existed in `ShotScenes.all` and were simply never captured. Mock
hosts carry OS marks, Wake-on-LAN MACs and profile chips so the grid is
full rather than three offline rows over an empty half-screen. `SCENES=`
overrides the set for the dev scenes.
2026-08-04 21:30:18 +02:00
enricobuehler 454fa2e0cb Merge pull request 'feat(gamepad-ui): profiles integration — pinned cards, pin management, settings section on all three gamepad UIs' (#42) from worktree-gamepad-ui-profiles into main
Reviewed-on: unom/punktfunk#42
2026-08-04 18:12:40 +00:00
enricobuehler 80b4eccff9 feat(apple/gamepad): Profiles section + pin picker in gamepad settings
GamepadSettingsView gains a trailing Profiles section (one row per catalog
profile, live pinned-to-N-hosts counts) and an in-place pin-to-hosts picker
driving HostStore.setPinned — the first pin management reachable from the
controller-first UI, and on tvOS the only possible one. tvOS wording drops
the 'create them in the standard interface' promise (no profile editor
exists there); other platforms keep it. Pinned-card rendering and the
connect path were already in from WP5 and stay untouched.
2026-08-04 19:41:03 +02:00
enricobuehler 7331be0a40 Merge pull request 'fix(audio): the quality root cause, the latency ratchet, and making the plane observable' (#33) from worktree-audio-quality-latency into main
Reviewed-on: unom/punktfunk#33
2026-08-04 16:51:34 +00:00
enricobuehler 6f54fcdd2d fix(client/ios): a click wins the pointer back after Escape drops it
Pressing Escape mid-stream on an iPad leaves the capture in a state it
could never leave: iPadOS releases the pointer lock by itself, a bare
Escape deliberately never clears `captured` (it is a game key), and the
re-lock burst added with the Escape-drop fix is the only thing that ever
asks for the lock back. That burst fires in the 0.6 s immediately after
the platform's own "let me out" gesture — precisely when it is least
likely to be granted — and once its budget is spent nothing re-asks:
`setCaptured` is the only other requester, and `captured` never went
false. The capture then spends the rest of its life on the absolute
pointer path, which is why the field report reads the way it does —
clicks still land exactly where you aim, because absolute positions keep
forwarding, but the game receives no relative deltas and camera look is
dead for the rest of the session.

Make the click the second stage of the recovery. A click into the video
while captured-but-unlocked now re-anchors the lock chain and re-asks,
which is the request the platform actually wants: a genuine user
gesture rather than an app grabbing the pointer straight back.

Asked on the button UP, so the click has fully forwarded on one
transport first — asking on the DOWN can flip `gcMouseForwarding`
mid-click and strand the release on the GCMouse path. Gated on
`pointerLockWasEngaged`, exactly as the drop path is, so a scene that
never qualifies (Stage Manager, Split View) is never bursted at, and on
no burst already being in flight, since a pending burst mutes absolute
motion and re-arming one per click would freeze the cursor between
clicks of a menu the user is still aiming around.

Worst case is now today's behaviour rather than a permanent one: a
refused burst settles, and the next click tries again.

Typechecked for arm64-apple-ios17.0 (PunktfunkKit builds clean). NOT yet
verified on glass — the premise that a click-driven re-request is
honoured is exactly what the previous fix got wrong.
2026-08-04 18:07:07 +02:00
enricobuehlerandClaude Opus 5 2cfc82e96c fix(audio): budget the audio plane against the link, and close the review's gaps
Findings from the post-implementation review of design/audio-quality-and-latency.md.

**The bandwidth gap (highest).** Tier `High` (256 kbps) and the redundant `0xD2` plane were
added separately, each costed as "~1 % of the video budget", and nobody added them together:
256 kbps sent twice is 512 kbps — ~2.5 % of a 20 Mbps session but ~10 % of a 5 Mbps one. Audio
rides QUIC datagrams, OUTSIDE the ABR loop, so ABR could neither see that nor reclaim it; a
constrained link quietly handed a tenth of its bandwidth to audio while ABR carefully managed
the rest.

`plan_audio_budget` now makes tier and redundancy ONE decision against the session's resolved
video bitrate, ordered by preference rather than cost — transparent audio beats redundant audio,
since the field report was about quality and redundancy only pays under loss, so `High` alone
outranks `Standard`+redundancy even though they cost the same. It can lower what the operator
asked for, never raise it, and never goes below `Low`: a stream with unintelligible audio is
worse than one spending a few percent more.

**The Linux host kept the exact defect fixed on Windows.** `let _ = tx.try_send(samples)` —
silent, uncounted data loss, where the encoder concatenates across the hole, so every drop is a
click AND a permanent shift of everything after it. WP0.2 turned out to be Windows-only and had
not said so. Linux now shares `capture_policy::CaptureStats`: drops counted and warned, plus
per-window peak/RMS/delivered%. A Linux audio report was until now exactly as un-triageable as
the Windows one was on 2026-08-03.

**Apple's WP0.3 was half-done** — `bufferedMS` was added and wired to nothing. The drain thread
now logs buffer/target/underruns/sheds like the other three, from one locked snapshot so the
numbers in a line describe the same instant.

Also: the Linux "audio format negotiated" line now says WHICH mode produced it, because that
changes what it is worth — in stream-sink mode the host owns the sink so the mix cannot have
been narrowed upstream, but in legacy monitor mode a 16 kHz Bluetooth sink would still be
reported as a clean 48 kHz through PipeWire's resampler, the same way WASAPI's autoconvert hid
it on Windows. Reading the monitored node's own rate needs a registry lookup this stream does
not do; recorded as an open gap rather than implied to be covered.

Two stale docs: `audio_wasapi.rs` cited `clients/windows/src/audio.rs` (deleted) and still
described the pre-shared-policy "prime to ~3 quanta" behaviour. And the Apple ring's `prefill:`
parameter, dead since the depth moved into the ring, is gone.

Verified: clippy --all-targets -D warnings on Linux (docker) AND Windows (runner .133, forced
clean rebuild of punktfunk-host + pf-client-core); core 167 tests; host 57 audio tests on
Windows; Android clippy count identical to pristine (6, all documented arm64 artifacts); Apple
ring re-simulated. The host suite's `gamestream::stream::tests::sender_delivers_batches` fails
under qemu — the recorded environmental flake, unrelated to audio, green on the earlier
less-loaded run.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-04 17:58:17 +02:00
enricobuehlerandClaude Opus 5 a12f1f092c feat(clients/audio): one de-jitter policy for all four rings, and lossless single-packet recovery
Phase 4 + WP3.2 of design/audio-quality-and-latency.md.

**The defect.** Every client ring primed *up* to a target and clamped at a ceiling, and none
walked the depth back *down*. Any transient — a Wi-Fi arrival burst, a host stall, or plain
host-DAC-vs-client-DAC skew of a few dozen ppm — therefore added latency permanently, until
an underrun happened to re-prime. Android, with no shed at all, converged on its 120 ms hard
cap and stayed there for the rest of the session; that is the "audio latency is too high"
report. Apple did shed, 40 ms in one go, which its own comment called "one audible blip".

All four now share `punktfunk_core::audio::JitterPolicy`: depths in MILLISECONDS rather than
device quanta (`3 x quantum` meant 15 ms at a 5 ms quantum and a silent 64 ms at a 20 ms
one), a crossfaded 5 ms shed once the depth average has sat above target for 2 s of consumed
audio, and de-prime hysteresis. Linux and Windows had never had that hysteresis — they still
carried the `if ring.is_empty()` instant re-prime that Android identified as self-inflicted
crackle, where one transient drain manufactured a whole target's worth of silence.

Android's floor drops 40 -> 25 ms: the policy grows the target on the devices that actually
underrun, instead of every device pre-paying for the worst one. The Windows ring moves from
raw bytes to interleaved f32 so it can share the policy and the crossfade helper at all.

Apple is the one client where the policy is hand-written in a second language, so it gets
its own XCTest (`AudioRingDriftTests`). Verified here by compiling `AudioRing.swift`
standalone against a simulation harness — +200 ppm for 5 minutes settles at 30 ms with zero
silent callbacks, where the old ring would have ridden its 80 ms high-water mark.

**WP3.2 — recovery lives in core, not in the clients.** The rebuilt frame is re-inserted into
the demux queue in order, so every embedder (including any C-ABI consumer) gets a complete
stream without knowing the `0xD2` plane exists, and their `AudioGapTracker` simply stops
seeing the gap. `recovery_and_the_gap_tracker_agree` pins exactly that. For the same reason
core advertises CLIENT_CAP_AUDIO_RED itself rather than making four embedders remember to.

Verified: clippy --all-targets -D warnings and the full test suites for punktfunk-core,
pf-client-core, punktfunk-host, pf-host-config under Linux/docker (163 + 61 tests);
punktfunk-client-android `cargo ndk check` for aarch64 with the gate proven non-vacuous by a
planted type error, and its 6 clippy findings confirmed IDENTICAL to the pristine file (all
are the documented arm64-only artifacts); AudioRing.swift type-checked and simulated on
macOS; fmt. The Windows client half (audio_wasapi.rs) is still not compile-verified anywhere.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-04 09:28:01 +02:00
enricobuehler 76832a5b86 fix(client/apple): two DualSenses stop fighting over one device, and a failed stop stops lying
Five faults in the Apple client's feedback path.

With two DualSenses attached, each pad's renderer opened "the first connected
DualSense" — taken from an unordered Set, so the choice could differ between
two calls in one process. Both renderers could land on the same device, one
pad's rumble coming out of the other while their per-instance write dedupes
fought over it, or they could split by luck. Each renderer now asks for the
device its own controller is, correlating GameController's stable ordering with
IOKit's location ids; the selection rule is a pure function so it can be tested
without an IOHIDDevice, which cannot be constructed. Without a preference the
lowest location id wins — still arbitrary, but stable, which Set.first was not.

A failed HID write was logged and swallowed, so a write that never reached the
device still counted as a successful render. That matters most for a stop,
which has nothing behind it: the renderer stamped its write clock even on
failure, the keepalive only re-writes non-zero levels, the ticker is cancelled
once the target is zero, and on USB there is no firmware timeout. A swallowed
stop therefore left the motors running with nothing scheduled to try again.
The write result now reaches the caller, which drops the handle and falls back
to CoreHaptics rather than claiming success.

A half-failed split-handle setup reported HEALTHY. Only the all-nil case
counted as failure, so one surviving handle passed silently while rendering
something wrong in a direction that depended on which handle died: lose the
right one and render falls to the combined branch, playing max(low, high) on
the LEFT handle; lose the left and the split branch discards the heavy motor
outright. A half-open split now tears the survivor down and takes the combined
path, which at least renders both motors somewhere.

Session end never put the lightbar out. This class is what turned it on, and
every DS write is valid-flag-selective, so a game's last colour stayed lit in
firmware after the stream ended — a DS4 was cleared incidentally because its
player indicator IS the lightbar, a DualSense was not.

And the renderer's stop() ran on the main actor. It is a queue.sync whose body
is a per-motor CHHapticEngine.stop() — an XPC round trip the renderer's own
notes record as able to hang — plus a blocking HID write to a device that has
just departed, and it queues behind any in-flight setup(). It runs on every
unplug and every pin change, and the main thread drives the presenter's
CADisplayLink, so it hitched the picture mid-stream. It is detached now; the
renderer is already off routing by then, so nothing observes it.

Verified: swift build clean, 188 tests pass (185 before), and the three new
device-selection tests fail if the deterministic fallback is reverted.

Note for anyone rebuilding here: the checked-in xcframework was stale (it
predates punktfunk_connection_report_phase) and build-xcframework.sh still dies
on this Mac at its macOS-floor guard. A macos-arm64 slice assembled by hand
from `cargo build --target aarch64-apple-darwin` is enough to typecheck.

From the 2026-08-03 force-feedback sweep (B14, B15, B18, B19, B20).
2026-08-04 08:20:12 +02:00
enricobuehlerandClaude Opus 5 b297542c4d feat(clients/input): controllers can stop being forwarded, for couches that hand the pad over another way
A controller that reaches the host by USB passthrough — VirtualHere and friends, or simply a
pad plugged into the host — arrived there twice: once as the real device, once as the virtual
pad this client built from the same hands. Games read both, so a stick drifts against the
centred second pad and menus take every input twice.

New per-client setting, "Forward controllers", default on (today's behaviour). It is tier-P,
so a profile can decline what another profile forwards.

On Linux and Windows it is deliberately stronger than "send nothing". Opening a controller is
what CLAIMS it — SDL's HIDAPI drivers take the device node — and a claimed device is one a
passthrough tool cannot bind, so with this off the session opens no slot at all and never
enables the Valve HIDAPI drivers. Menu navigation is untouched: the launcher still opens the
active pad, and a session supersedes menu mode whether it forwards or not, so the pad is free
for the whole time a stream is up. The consequence, documented at both the setting and the
chord: the controller escape chord is read off forwarded pads, so it is unavailable there.

The Apple and Android input stacks claim nothing, so those clients keep their slots and their
chords and only gate the wire sends — losing tvOS's only controller way out of a stream would
have been the worse bug. Android does stop its DualSense and Steam Controller 2 USB captures,
which do claim the device.

Surfaces: GTK, WinUI, the console settings screen, Apple's touch and gamepad settings, the
Android touch and gamepad settings, and Decky (which also hides the rows that now have nothing
to act on). Everywhere the "which pad" and "pad type" rows grey out while it is off.

Verified: cargo clippy --all-targets -D warnings + 79 tests on pf-client-core, pf-console-ui,
punktfunk-client-session and punktfunk-client-linux (linux/amd64 container, gate proven
non-vacuous with a planted error); swift build for the Apple clients; gradle compile + 49 unit
tests for Android (likewise proven); tsc for Decky. clients/windows is UNCOMPILED — both
Windows boxes were offline; its edits were reviewed against the helper signatures by hand.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 22:21:26 +02:00
enricobuehlerandClaude Opus 5 d63e913f52 fix(client/ios): Escape keeps the pointer captured instead of handing it back to iPadOS
iPadOS releases the scene's pointer lock by itself when Escape is pressed — the platform's
built-in "let me out", mirroring the web Pointer Lock API's default unlock gesture. Nothing in
our code does it: a bare Esc never touches `captured`, and it keeps forwarding to the host as
the game key it is. But the lock going away flips the mouse onto the absolute UIKit path and
un-hides the iPadOS cursor, so pressing Esc for an in-game menu silently cost the capture until
the user clicked into the video to win it back.

Esc is a GAME key in a stream, not a request to hand the pointer back to iPadOS, so an unwanted
drop is now re-requested. `syncPointerLock` arms a short, bounded burst (3 attempts over ~0.6 s,
no restart inside 2 s) whenever the lock is wanted, was previously HELD, and is now gone; the
first attempt re-asserts `prefersPointerLocked`, later ones present a real false→true transition
and re-anchor the PointerLockChain. Every deliberate release (⌘⎋, ⌃⌥⇧Q, the Stream menu,
resigning active) clears `captured` first, so `wantsPointerLock` is already false when their drop
is observed and none of them are fought.

The "previously held" half of the condition keeps a scene that never qualifies (Stage Manager,
Split View) from paying for a lock that isn't coming — there, a first grant is still driven by
the chain engage in setCaptured/viewDidAppear exactly as before.

While a re-lock is in flight the local cursor stays hidden and absolute pointer MOTION stays
muted, so the couple of frames it takes read as "Esc did nothing to my mouse" rather than a
cursor that blinks in and out and a host cursor that teleports to the pointer's absolute
position. Buttons still forward (they carry no position), so a click mid-relock isn't swallowed.
The burst clears itself on give-up, so the cursor can never stay hidden on a lock the system
won't grant.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 12:08:31 +02:00
enricobuehlerandClaude Fable 5 766991cf6a feat(apple): the mic has an off switch you can reach mid-stream
Until now the only way to stop sending the room was to end the session and turn
"Send microphone to the host" off in Settings — a per-app setting for something
that is really a per-conversation act. The mic now mutes from inside the stream:
a button on the HUD card, the Stream menu's ⌃⌥⇧A (macOS menu bar and iPad
hardware keyboards), the same chord while input is captured (both platforms
detect it in InputCapture, where the reserved ⌃⌥⇧Q/D/S already live — ⌃⌥⇧M is
the mouse-model flip, cross-client, so the mic gets A), and on iPhone/iPad a mic
disc beside the touch exit for the stats tiers whose HUD carries no buttons.

Muting is local and instant: it gates capture on this device, the host is never
asked and never told. The muted state gets its own badge over the stream —
independent of the stats overlay, because "am I muted?" is not a statistic and
the overlay is exactly what a player turns off. The badge is also the way back:
tapping it unmutes, which is the guaranteed path for a touch user who muted with
the overlay off.

Mute is session state and is deliberately not persisted. Every stream starts live
if the mic is enabled at all, rather than carrying a mute nobody remembers making
into a call three days later.

The mechanism is the one wave 1 built. `SessionAudio.setMicMuted` — which mutes
the voice processor's input on the combined engine and pauses the capture engine
on the split one — stays the single muting path; what changes is that it now
takes an EFFECTIVE mute the session composes from its two reasons: the user's
mute and the background keep-alive's privacy mute. Neither can clear the other,
so a user who muted before pocketing their phone comes back still muted, and
backgrounding no longer un-mutes anyone on return. It also latches the state, so
a mute made while the microphone permission prompt is still open lands on the
engine that grant creates instead of being lost.

The control is offered only where there is something to mute: the session's
resolved `micEnabled` (a profile can turn the mic on or off), a platform with an
app-accessible input (never tvOS), and a TCC grant the OS hasn't refused. Absent
rather than greyed on the HUD and the touch discs, greyed on the menu, and the
macOS start-of-stream banner only teaches ⌃⌥⇧A when the session actually sends a
microphone.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 22:35:48 +02:00
enricobuehlerandClaude Fable 5 f3e122b0d0 feat(apple): the mic hears you, not the game — voice processing joins the engines
The Apple client on a loudspeaker was the primary reported echo source:
two AVAudioEngines by design (arbitrary mic/speaker pairs, two clocks)
meant no unit ever saw render and capture together, which is exactly
what setVoiceProcessingEnabled needs. With the mic enabled and the new
"Echo cancellation" toggle on (both defaults), playback and capture now
share ONE engine with the system voice processor engaged — AEC, noise
suppression and AGC — and the input node's other-audio ducking pinned
to .min with advanced ducking off, because this is a game stream, not a
call: the host's audio must never dip under the outgoing voice.

The two-engine path survives where it is the right answer: echo cancel
off, macOS sessions with a hand-picked speaker/mic UID or input channel
(the voice processor only follows the system default devices, and its
capture side is its own mono mix — a per-channel pick can't survive
it), and any machine whose voice processor refuses to engage. Every
failure falls back to a working configuration rather than silence. The
capture chain reads the input format after the processor is enabled,
so its mono/lower-rate output flows through the existing converter
unchanged; a first-run permission grant swaps the playback-only engine
for the combined one in place, reusing the same jitter ring and drain
thread; background mic muting mutes the processor's input instead of
pausing the shared engine (playback keeps running).

echo_cancel rides the full settings plumbing micEnabled has — defaults
key, effective settings, profile overlay (serialized as `echo_cancel`;
the Rust catalog carries it via unknown-key passthrough until it grows
the field), a captioned toggle beside the Microphone row, and a gamepad
settings row. tvOS behavior is untouched (playback only, as before).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 21:58:31 +02:00
enricobuehlerandClaude Fable 5 e54258b8ac feat(apple): the mic uplink drops to mono 10 ms packets and stops shoveling its FIFO
The capture path carried three latencies that had nothing to do with the
network: a 2048-frame tap request (42.7 ms bursts before the first
sample could even be sliced), 20 ms Opus framing, and a mono signal
duplicated into both stereo channels because the encoder was configured
like the downlink. CoreAudio's Opus encoder takes mFramesPerPacket=480
and mChannelsPerFrame=1 just fine — probed empirically: the converter
truly emits 10 ms mono CELT packets (TOC config 30), one per 480-frame
chunk, and the stereo-shaped decoder upmixes them with the tone intact —
so the uplink now asks for 10 ms tap buffers and encodes 48 kbps mono
10 ms packets, with 960 kept only as an init-time fallback. The host
decodes any Opus frame ≤120 ms, so nothing changes on the wire's far
end.

The tap thread also stops burning cycles per callback: the mono fold and
resampler scratch buffers are allocated once (regrown only if a larger
device quantum ever arrives), and the chunk slicer walks a head index
instead of removeFirst — which memmoved the entire backlog for every
packet on a render-adjacent thread. iOS additionally asks the session
for 5 ms IO quanta at 48 kHz when the mic is on (best-effort; the
hardware decides).

Verified: swift build (macOS arm64), swift test OpusCodecTests +
AudioChannelFoldTests, and an iOS arm64 cross-build; the 480/mono
behavior confirmed by TOC inspection on macOS 15.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 21:57:48 +02:00
enricobuehlerandClaude Fable 5 957cf7781c feat(apple): a Pencil near the glass pins the panel at the link ceiling
UIKit delivers Pencil events at the PANEL's cadence, and the deadline
link's rate hint pins the panel to the stream rate (min = preferred =
stream Hz, deliberately — the anti-idle-stall floor). Net effect: a 60 fps
stream on a 120 Hz iPad silently halved pencil sampling, 8.3 → 16.7 ms per
event batch — exactly the workload (drawing) that feels it most.

FrameRateHint gains a boost that lifts min/preferred to the range ceiling
while a Pencil is in range (hover or contact): PencilStream surfaces
proximity transitions from its emit() choke point, the view controller
debounces release by 2 s (edge-of-canvas hover flicker must not thrash the
link), and Stage2Pipeline/SessionPresenter stage it like the rate hint —
applied from the link's own thread, no-op under arrival/glass pacing.
Presents still pace at stream rate (extra updates vend into the
newest-wins stash), so the cost is empty link wakes scoped to proximity.
pf.present logs engage/release for on-glass verification.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 17:41:46 +02:00
enricobuehlerandClaude Fable 5 7cf71dd218 feat(clients): the Apple deadline presenter reports its latch phase
Phase-locked capture had no client half on Apple — the host's v3 controller
(grid-locked submits, coherence-gated engage) shipped with only the Android
reporter feeding it. Now the stage-4 link thread flushes the same v2
circular arrival-phase statistic at ~1 Hz:

- PhaseReporter (Stage2Pipeline): the decode callback deposits per-AU
  reassembly-completion stamps, the CAMetalDisplayLink update deposits the
  latch grid (period = window-min of update spacing), and the flush ports
  punktfunk_core::phase::circular_latch verbatim — a period-smeared Wi-Fi
  link reads coherence ≈ 0 and the host correctly never engages; a wired
  link opens the gate. Binds/unbinds per session like DecodeReport.
- PunktfunkConnection.reportPhase wraps the existing ABI entry point.
- Hello honesty: iOS/tvOS advertise CLIENT_CAP_PHASE_LOCK (macOS stays
  without — the stage-2 arrival presenter has no latch grid), Android now
  sets the bit its reporter already earned, and the ABI grows the
  PUNKTFUNK_CLIENT_CAP_PHASE_LOCK mirror const (header regenerated).
  Advisory in v1: the host arms on report receipt.
- Stage-3 doc comment no longer calls itself the tvOS default (stage-4 took
  that over in the 2026-07 rebuild).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 17:41:46 +02:00
enricobuehlerandClaude Fable 5 c002ca8746 fix(clients): pen batches split at the wire cap and the heartbeat survives tracking mode
Three drawing-path defects on the pen clients:

- The Apple in-range heartbeat was re-armed on every emit (~120 run-loop
  mutations/s during a stroke) and lived in .default run-loop mode only — a
  tracking-mode excursion >200 ms with a stationary pen crossed the host's
  force-release failsafe and dropped the held stroke. Now one long-lived
  50 ms timer in .common mode, resending only after ≥50 ms of send silence.
- Both clients TRUNCATED an over-8-sample coalesced run instead of splitting
  it into consecutive batches (the send_pen contract): Apple suffix(8)
  dropped the oldest samples, the Android JNI clamped count. An over-cap run
  means the UI thread hitched — exactly when dropping stroke geometry hurts
  most. Apple splits in emit(); the Android JNI loops send_pen over ≤8-sample
  chunks (Kotlin's per-emit ceiling is now 64 = a >250 ms stall).
- The iOS letterbox mapper did a lock+FFI currentMode() read per coalesced
  sample on the main thread, contending the ABI lock the batch send takes
  next — now a 250 ms TTL cache (mid-stream requestMode still tracked).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 17:41:15 +02:00
enricobuehlerandClaude Opus 5 de8430097e chore(clients): the bundled licence notices catch up with the root file
The Apple and Android apps carry their own copy of THIRD-PARTY-NOTICES.txt
and show it on the acknowledgements screen. `7fc2775f` refreshed the root
file but not the copies — running the python generator directly skips the
sync `scripts/gen-third-party-notices.sh` does — so they had drifted to a
531-crate snapshot that predates the whole vendored-source section.

That section is where the OS marks' attribution lives, so both apps have
been shipping Font Awesome's CC BY 4.0 icons with no attribution visible
at all. Re-synced, which also carries the Bazzite Apache-2.0 notice the
previous commit adds.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:17:02 +02:00
enricobuehlerandClaude Opus 5 5520167958 feat(clients): the OS marks tell gaming distros apart, and Windows looks current
Three things were wrong with the host-card OS icons.

The Windows mark was Font Awesome 5's, which is still the Windows 8/10 flag
with the perspective skew — dated next to the flat four-pane mark Microsoft
has shipped since Windows 11. No icon set has the current one (Simple Icons
carries no windows/microsoft slug at all), so it is drawn here: four equal
squares at the authentic 11.377 + 1.246 proportion. The Decky plugin was
pulling FaWindows straight from react-icons, so it now inlines the masters
like the web console does, or it would have kept the old flag regardless.

Bazzite, CachyOS and Nobara collapsed onto their family's mark. The host
already advertises the full chain, so this is purely missing art: all three
now ship a leaf mark, because "a Bazzite box" and "a Fedora box" are
different machines to the person reading the card. CachyOS and Nobara come
from Simple Icons; Bazzite has no icon anywhere, so its "b" is lifted out of
the project's own badge (Apache-2.0, attributed).

On Android every non-square mark was stretched. A VectorPainter maps the
viewport onto the ImageVector's default size with independent x and y
scales, so declaring a 448x512 Tux as 24x24 dp squashed it — silently, no
crash, no warning. The longest viewport edge now sets the 24 dp box and the
other follows the ratio, which is what Icon()'s ContentScale.Fit expects.
A unit test pins the invariant; every other client was already correct.

Also: scripts/gen-os-icons.sh replaces the undocumented hand-run pipeline
that turns a master into the GTK symbolic SVG, the Windows PNG and the Apple
template PDF. It reproduces the committed artifacts byte-identically.

Verified: web and Decky typecheck, Decky bundles, Android compiles and its
tests pass, PunktfunkKit builds, osinfo's tests pass. Not verified on glass,
and the GTK/Windows client crates do not build on macOS.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:17:02 +02:00
enricobuehlerandClaude Opus 5 31db452ca9 feat(client/apple): the host tile wears its OS mark where the initial was
Apple parity with the Android card (a94b1d3c's sibling): the OS mark moves
out of the status row and into the tile, replacing the monogram. The
initial says nothing the name beside it doesn't already say — twice over on
a row of home-worker-N boxes — while the mark identifies the machine at a
glance.

Both host surfaces, because on tvOS the console home is the only one there
is: the touch cards (saved and discovered) and GamepadHomeView's badge,
which needed the chain carried on HomeTile to reach it. Sized to the
monogram's own point size, so it lands at ~48% of the tile everywhere, and
tinted through the same foregroundStyle the letter used — the assets are
template imagesets, so they follow it like an SF Symbol.

A host that advertises no OS chain, or one we ship no art for, keeps its
letter: `osIconImage` already returns nil for both, so a mixed row still
reads as one set. The mark carries the accessibility label now, since the
status row it used to ride no longer names the OS.

Untouched: the widget draws no monogram, and AboutView's is the app's own
logo, not a host's.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 00:53:46 +02:00
enricobuehlerandClaude Fable 5 88c8688b47 feat(client/apple): host cards wear the OS mark, and the store learns it
`DiscoveredHost` reads the new `os=` TXT (sanitized in PunktfunkShared's
OsChain.swift — the pure grammar + walk, mirrored from pf-client-core so every
platform resolves identically, and dependency-free so the widget could use it);
`StoredHost` appends optional `osChain` per the frozen app↔widget contract
(optional + appended last; legacy JSON still decodes, pinned by the round-trip
tests), and `HostStore.updateOsChain` learns it beside the MACs.

The art rides PunktfunkKit's proven resource path (the fonts precedent): ten
template vector imagesets in Resources/OsIcons.xcassets, compiled by the Xcode
build into the Kit bundle's Assets.car (verified: all ten resolve in the built
app) and tinting via foregroundStyle like an SF Symbol. Saved and discovered
cards lead their status line with the mark; a host that advertises nothing
renders exactly as before. GamepadHome tile + widget marks are follow-ups.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 17:58:33 +02:00
enricobuehlerandClaude Opus 5 80c0ca69fa fix(client/apple): take the accent wash off the scope menu too
Same cause as the host grid's sort menu: a Menu draws its label — and the icons of
everything inside it — in the accent colour, so a control whose only meaningful
colour is the profile chips came out purple throughout.

The chips are unaffected because they are rendered bitmaps rather than tinted
symbols (see MenuIcon), so the colour that means something keeps it and the
decoration loses its. The red trash stays red for the same reason. macOS only, as
before — iOS menus already draw their icons in the label colour.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 d8252bb777 fix(client/apple): the sort menu was brand-purple beside two plain toolbar buttons
A Menu draws its label in the ACCENT colour where a Button draws it in the label
colour, so this one came out tinted next to Add Host and Settings. macOS only: on iOS
every toolbar item is accent-tinted already, and pinning this one to primary would
make it the odd one out there instead of in step.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 2e7b4aea79 fix(client/apple): a pinned card belongs to its profile, not to its host's binding
Grouping by profile asked each HOST which profile it was bound to, then handed the
answer to that host's every card. So a card visibly wearing a "Gaming" chip — a pin,
on a host bound to nothing — was filed under "No Profile" along with the rest. Every
pinned card was, which is most of what the grouping exists to separate.

Pins are not bindings. The arrangement works on CARDS now: a host's own card follows
its binding, a pinned card follows its pin, and both can land in the same band when a
host pinned the profile it is also bound to. The expansion moved out of the view and
into the arrangement, because it is exactly what the grouping has to see.

The regression is pinned by a test whose fixture is the shape that broke: a host
bound to nothing, carrying two pins.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 f071467cbb feat(client/apple): sort and group the host grid
The grid had no ordering story — hosts sat in the order they were added and that was
the whole of it. A toolbar menu now offers Sort by (Date Added, Name, Last Connected)
and Group by (None, Profile, Status), both per device: this is a window on a list,
not something about how a host streams. The control stays out of the toolbar until
there are two hosts to arrange.

Grouping by profile is the one the profiles made possible: bands in catalog order,
each header wearing its profile's colour, then the unbound hosts. Pinned cards stay
with their host — a pin is presentation of that host, not a host of its own — and a
dangling binding lands in "No Profile" rather than in a band named after a profile
that no longer exists. Empty bands aren't drawn.

The ordering is pure and tested, which earned its keep immediately: the test caught
that undated hosts were sorting first, and made me work out whether that was a bug.
It isn't — no date means saved before `addedAt` existed, which means older, and in a
real store those are a prefix, so the default sort leaves an upgraded grid exactly as
it was. Two other traps are pinned by tests: `sorted` is not stable in Swift, so
every comparison tie-breaks on the stored index or equal rows swap on redraw; and a
never-connected host sorts LAST under Last Connected, not first as `.distantPast`
would have it.

`StoredHost` gains `addedAt` for the date the sort actually needs — optional and
appended last, so the widget contract holds and hosts saved before it keep working.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 556ece4bc0 fix(client/apple): don't call a paid app "free software"
The term means liberty, but it is read as price — and this app is sold on the App
Store, so the person most likely to read that line is the one who just paid for it.
The licences are unchanged and the claim was true in its own sense; it was the wrong
sense to leave ambiguous on a purchase.

It now says what is unambiguously so: the SOURCE is open under MIT or Apache-2.0.
Both copies (the form footer and the tvOS page), with a note on the wording so it
doesn't drift back.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 9dcf943802 fix(client/apple): About stranded the licenses on iPad, and drew the icon unrounded
The iPad settings detail column is deliberately NOT a NavigationStack — an inner one
doubles the title bar, which the code says right where it sets it up. I put a
NavigationLink in it anyway, so opening Acknowledgements pushed into a context with
no back button and left the license wall with no way out. It is a sheet on iOS now,
the same one macOS already used; only tvOS still pushes, where the page really is
inside a stack.

And iOS hands over the app icon UNMASKED: the springboard applies the rounded shape
at draw time, so used raw it is a hard-cornered square — the filled corners. It gets
the squircle radius applied here. macOS is left alone: it bakes its own shape and
margins into the image, and clipping that would cut into the icon.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 d2523a3b90 fix(client/apple): a tinted icon in a menu is a stencil, so the colour never arrived
Both the profile chips and the red trash failed for one reason: SwiftUI hands a menu
row's icon to UIKit/AppKit as a TEMPLATE image, and a template is a stencil — the
tint is discarded and the system fills in its own colour. `.foregroundStyle` on the
label's icon was never going to survive, and the destructive role only colours the
ROW (on iOS; macOS menus have no destructive styling at all), never the symbol.

`MenuIcon` rasterises the icon first and marks the bitmap `.original`, which is not a
stencil. The appearance goes into the render: `Color.brand` and the system reds are
dynamic, and a renderer with no appearance resolves them to the light variant
whatever the app is showing. Results are cached per icon and appearance — a menu
rebuilds its rows on every open, and re-rendering a bitmap to draw a 12pt dot each
time would be silly.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 8233722e9e feat(client/apple): the scope dropdown carries the colours, the icons, and Delete
Every profile row in the layer picker now shows its colour chip, so the dropdown is
where you SEE the catalog rather than read it. It stays a Picker for that: the
platform draws the selection checkmark in its own column, which leaves each row's
icon free to be the chip. Hand-rolling the selection would have cost one or the
other.

Delete comes back to the menu it was taken from, next to New, Edit and Duplicate —
all four with icons now. Its warning goes with it: the count of hosts that fall back
and pinned cards that disappear is in the question, not discovered afterwards. The
editor sheet drops its own delete section rather than offering the same destructive
action in two places.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 586da1451c feat(client/apple): one sheet for a profile, with the colours visible
The create/update flow was four menu items, three bare text alerts and a submenu of
colour NAMES with no colour anywhere on it. Making a "Work" profile meant: name it in
an alert, find it again in the scope menu, open a submenu, and pick "Amber" on faith.

A profile is a name and a colour, so they are decided together now — in one editor
sheet that serves create, duplicate and edit, with a live chip at the top showing
exactly what the host cards will render. The palette is swatches you can see, in a
grid, with a checkmark AND a ring on the chosen one (the tick alone washes out on the
pale hues) and a 44pt target under each 30pt dot. Default leads the row, so "no
colour" is a choice on the same shelf as the rest rather than the absence of one.

Duplicate opens the sheet rather than committing on the spot: it arrives carrying the
source's colour and overrides with a free name filled in, so it can be renamed before
it exists rather than after. Creating lands you in the new profile — being left on
the defaults is how you end up editing the wrong layer.

Delete moved into the sheet with the rest, and its warning is where the button is:
the count of hosts and pinned cards that will change sits under it before you press
it, not only in the confirmation after.

The name's uniqueness check now reports inline and in red instead of through a
disabled button and an alert message.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 f50d13752d feat(client/apple): an About page worth opening, and profile colours you can actually pick
About was a bare "Punktfunk / Version x" header over 885 KB of license text — it
answered the one question nobody opens About to ask. It is now the shape every Mac
user already knows: the app's icon, its name, the version (selectable, because a bug
report is worth more with it), the tagline, and then the ways out — documentation,
community, source, licenses. The license wall is still `AcknowledgementsView`, one
push in on iOS/tvOS and a sheet on macOS, where a preferences tab has no navigation
stack to push onto.

Every platform hides the app icon somewhere different and tvOS can't hand it over at
all (layered assets, no single image), so there's a drawn fallback in the same brand
gradient and Geist monogram as the host cards — where the real icon is unavailable it
reads as a mark, not as a broken image. tvOS also has no browser: the addresses are
text to read off the screen rather than links to nowhere.

And profile colours were half-built by me: the catalog stored `accent`, the chips
tinted from it, and nothing in the app ever SET one. The scope menu grows "Color ▸"
over a fixed palette — the chip is small tinted text on a tinted capsule, and a
colour picked freehand lands somewhere unreadable often enough to matter. The palette
is what this client OFFERS, not what it accepts: any `#RRGGBB` another platform
writes still renders, which is what Android needs from this field.

The colour now shows wherever the profile is named — the scope switcher's dot, the
card chips, and the HUD's session line, which tints to the same colour the card that
launched it wore. A colour is an identifier, and an identifier that changes between
surfaces isn't one.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 8b17e72af0 fix(client/settings): one marker per override, footers at footer size, air under Reset
The resolution marker hung off the Match-window toggle, which read as if that toggle
alone were overridden. Match-window, width and height are ONE override — they reset
together — so the marker belongs to the group, under the size control that ends it,
not to the first of the two rows that write it.

The new section footers inherited the app's 17pt body font, so the profile picker's
description sat visibly larger than every other description in Settings. Same style
as the footers that were already there.

And the marker carries a bordered button, which needs more air under the control
above it than a line of text does — most visible under the segmented refresh picker.
Added inside the marker, so every row that shows it is spaced alike.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 e9abc1a61f fix(client/settings): Reset belongs on the row's edge, not in the caption's column
The override marker sat inside the caption's width rule, so its Reset stopped where
the text stops — stranded mid-row, short of the switch it undoes. The rule is for
TEXT: Reset is a control, and it lines up with the row's own control above it. The
marker now spans the cell and only the caption is capped and inset.

The caption's reserved column widens with it (60 → 76): it should stop visibly short
of the control, not graze it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 c1d2efe112 fix(client/apple): the Name field didn't say it was the name either
Same cause as the MAC one, and it deserved the same fix rather than another
one-off: on iOS a TextField's title becomes an accessibility label the moment a
prompt exists and nothing is drawn, so "Optional — e.g. Living Room" was the whole
of what the field said about itself.

The prompt is now built per platform. macOS draws the title as a leading label, so
its prompt only hints at the value; iOS has no label to lean on, so the prompt names
the field too. One string for both leaves you either a Mac panel that says
everything twice — which is what the MAC field started doing in the last commit — or
a phone form of unlabelled boxes.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 34a9e32bf8 fix(client/apple): put the add-host sheet back, and fix the MAC field where it's read
The footer was the wrong instrument and I should have checked what the screen
actually shows before adding one. On iOS a field's title becomes its accessibility
label once a prompt is given, so "MAC" was never on screen — the PROMPT was, and
"Wake-on-LAN — auto-filled when known" read as if that were the value being asked
for. It now says what the field is: "MAC address (for Wake-on-LAN, optional)". No
explanatory paragraph under the group.

Height and scrolling go back to what they were: a 392pt sheet sized to its content
with nothing to scroll. The edit sheet's profile rows are the only thing that can
outgrow that, and only they extend the detent and turn scrolling back on — a single
fixed number is what clipped them in the first place.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 282d691b76 fix(client/apple): give the add-host sheet back to adding a host
Adding a host is about reaching it: where it is, and whether we can wake it. Which
settings it streams with is a decision about a host you already have. Stacking the
profile binding and the pin toggles onto the add flow made the first thing a new
user meets a longer form than the one they came for — those rows are edit-only now,
and editing is one context-menu item away.

The pins lost their disclosure with it. A collapsed group had to animate its own
height AND the sheet's, and got both wrong — no transition, then a clipped list.
With a profile or three these are a couple of rows, and rows that are simply there
can't fail to expand.

"MAC" named the value and said nothing about why the field is there, while
"Wake-on-LAN" sat in the placeholder as if it were something to type in. The label
is "MAC address" and the section footer says what it buys: waking a sleeping host,
filled in by itself once the host has been seen. Same relabelling on tvOS.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 1d51d83acf fix(client/apple): the add-host sheet was Mac-sized on iPhone, and clipped its own pins
Two things, one cause: the sheet was written as a Mac panel and iOS inherited it.

The 12pt Geist and `.controlSize(.small)` exist because a grouped form's system text
reads oversized next to the app's typography in a Mac panel. Applied to iOS as well,
they made this the one sheet in the app you had to squint at — a touch target and a
field label there are not a Mac panel's. macOS keeps them; iOS keeps the app's body
size.

And the sheet's height was a single hardcoded number with scrolling switched off, so
expanding "Pinned cards" grew content into a height nobody recomputed and the toggles
were simply clipped — the disclosure looked broken because there was nowhere for it
to go. The height now follows what the sheet is showing (base fields, the picker when
profiles exist, the toggles while expanded, which is why the disclosure's expansion is
bound state now), scrolling is back on so nothing can be stranded, and `.large` is
offered alongside for the accessibility text sizes these estimates won't cover.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 cf55a11174 fix(client/settings): captions ran under the switch on iPhone
The `described` idiom capped its caption at 360pt, which was only ever about
READING — past roughly 46 characters a line stops scanning well on a wide Mac window
or an iPad detail pane. On an iPhone the cell is narrower than the cap in the first
place, so the cap did nothing and every caption laid out to the full cell width,
running its last line straight under the row's switch.

`CaptionWidth` now carries both limits: the reading cap, plus an iOS trailing inset
that reserves the control column (a `UISwitch` is 51pt, so 60 with room). Order
matters — the inset shrinks what the text is offered, then the cap applies, so a
narrow phone cell clears the switch and a wide pane still caps.

One rule in one place: the override marker and the iOS resolution wheel's caption
each carried their own copy of the 360, and neither would have grown the inset.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 9385b61ac2 fix(client/apple): the scope switcher was a Mac control dropped into an iPhone list
One chrome served both platforms and only worked on one. In the iOS settings list
the macOS shape — a bordered `.menuStyle(.button)` with the caption stacked under it
— rendered as neither a row nor a control: icon only, no label, and four lines of
wrapped caption making the first thing on the screen a block of text.

The menu CONTENTS stay one definition; the chrome is now per platform. macOS keeps
the button menu heading the preferences window. iOS gets a standard value row —
"Editing" on the left, the current layer on the right, the system's up/down chevron
— with the caption where a caption belongs in a grouped list: the section footer.

The two prompts the menu can raise moved into a shared `profilePrompts` so both
chromes carry them without a second copy.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 afb33d510f fix(client/apple): anchor the profile chip to the card's trailing edge
On the title line it sat immediately after the host name, so it read as part of the
title rather than as a badge on the card. A spacer between them anchors it to the
trailing edge, and the text column now fills the card — without that it hugs its
content and "trailing" only ever means "just after the name".

The spacer is also what keeps the two apart: the host name truncates against the gap
instead of running into the chip, and the chip keeps layout priority because a
truncated host name still reads while a truncated profile name is the one thing the
chip exists to say.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 82f5962bec fix(client/apple): three things the first on-glass run found
Reset read as prose. Next to "Overrides Default settings" in the same tint and the
same size, the one action that can undo an override looked like the third word of
the notice. It is a bordered control now, pushed to the far edge of the caption
line with an undo glyph.

The scope switcher showed above the About tab. It sat over the whole macOS TabView,
so on the acknowledgements page — which edits nothing — it read as belonging to
them. The tabs are tagged and the switcher sits that one out.

Pinned cards were taller than their host's. The profile chip had a line of its own,
so a card with a profile and one without were different heights and a pin stuck out
of its grid row. The chip rides the title line instead, which is also where it reads
as "this card connects with that". Prominence is fill and weight only — a chip with
a bigger type size would have brought the height difference straight back.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 0a32f4eab1 fix(client/apple): the iOS slice hit the type-checker wall, and tvOS couldn't be checked at all
`ContentView.body` grew two modifiers and stopped type-checking on the iOS slice —
"unable to type-check this expression in reasonable time", a failure macOS builds
never show and the one Apple CI never builds. Split into the screen plus its
lifecycle drivers, then the prompt chain, with each alert's presentation Binding
lifted out the way the deep-link one already was.

tvOS couldn't be checked from the command line at all: HomeView imports the slide
transition, which ships with the Xcode project only because its manifest breaks
SwiftPM's whole-graph validation. `canImport` instead of a bare `os(tvOS)` gate
makes the tvOS sources compile without it, and the app still gets the transition
because there the module is present. Both slices now typecheck by hand.

The scope switcher is tvOS-gated with them: a name prompt and a nested management
menu are not what a remote does well, and §5.4 keeps profile EDITING off
controller-first surfaces in v1 — they honor bindings and render pinned cards.

Also: release the session's settings latch when a connect fails, is refused, or is
abandoned mid-handshake. Only `disconnect` cleared it, so a failed dial left the
would-be session's resolution latched over the globals.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Opus 5 25b127803f feat(client/apple): bind a host to a profile, connect with one, pin one as its own card
The host surfaces (design §5.2/§5.2a). A bound host wears a tinted chip that says
what a click will do. The card menu grows "Connect with ▸" — a ONE-OFF that never
rebinds, with a checkmark on the binding and an explicit "Set Default Profile" as
its last item for the users who do want to rebind from there — plus "Pin as Card ▸"
and "Copy Link".

A pinned host+profile combo becomes its own card next to its host: same record,
same live status, the profile as the prominent subtitle, one click to connect. It
is an extra grid ENTRY, never a duplicated host record — duplicating would fork
pairing, Wake-on-LAN and renames. Its menu carries only connect-shaped actions;
edit, pair, forget and remove stay on the primary card, where the thing they act on
lives. On the gamepad carousel and tvOS the same pins are tiles, which is the whole
point: focus-and-press is what those surfaces do well, and menus are not.

The edit sheet binds and pins; both rows vanish when no profiles exist, so a user
who never makes one sees exactly today's sheet. A dangling binding renders as
"Default settings (profile deleted)" and is cleaned up on save.

The speed test finally writes where the tested host reads. Unbound: the global, as
before. Bound to a profile that overrides bitrate: that override. Bound to one that
inherits it: both are offered, because either is defensible and guessing would
silently pick one. Every button names its target, and the probe now runs at the
mode that host would actually stream — the measurement is the streaming path.

Shortcuts gains `ProfileEntity` over the App-Group catalog and a Profile parameter
on Connect, still round-tripping through the URL router rather than opening a second
connect path. Connect and Wake drop their iOS wall — AppIntents is real on macOS and
tvOS, and "Stream Desktop with Work" from Spotlight was the ask; only the phrases
provider stays iOS-gated, since it bundles the LiveActivityIntent. The deep-link
observer moved out with them: an intent that posts to nobody is a shortcut that
silently does nothing.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00