diff --git a/.gitea/workflows/android.yml b/.gitea/workflows/android.yml index 87635c67..43fe3cb9 100644 --- a/.gitea/workflows/android.yml +++ b/.gitea/workflows/android.yml @@ -160,6 +160,14 @@ jobs: key: gradle-${{ hashFiles('clients/android/**/*.gradle.kts', 'clients/android/gradle/wrapper/gradle-wrapper.properties') }} restore-keys: gradle- + # The kit's JVM unit tests — the pure parsers, migrations and feedback policies. They were + # running nowhere: this workflow only assembled, and android-screenshots.yml runs the :app + # module's tests, so nothing enforced :kit's. Cheap (a couple of seconds against an already + # built module) and it is the only automated cover those behaviours have. + - name: kit unit tests + working-directory: clients/android + run: ./gradlew :kit:testDebugUnitTest --stacktrace + - name: assembleDebug (cargo-ndk → jniLibs → APK) working-directory: clients/android env: diff --git a/Cargo.lock b/Cargo.lock index 82125b9f..487469a7 100644 --- a/Cargo.lock +++ b/Cargo.lock @@ -947,7 +947,7 @@ dependencies = [ [[package]] name = "cursor-probe" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "pf-capture", @@ -1036,7 +1036,7 @@ dependencies = [ [[package]] name = "display-disturb" -version = "0.23.0" +version = "0.24.0" dependencies = [ "windows 0.62.2 (registry+https://github.com/rust-lang/crates.io-index)", ] @@ -2221,7 +2221,7 @@ dependencies = [ [[package]] name = "latency-probe" -version = "0.23.0" +version = "0.24.0" [[package]] name = "lazy_static" @@ -2326,7 +2326,7 @@ dependencies = [ [[package]] name = "libvpl-sys" -version = "0.23.0" +version = "0.24.0" dependencies = [ "bindgen", "cmake", @@ -2361,7 +2361,7 @@ checksum = "0ceec5bc11778974d1bcb055b18002eba7f4b3518b6a0081b3af5f21666da9ad" [[package]] name = "loss-harness" -version = "0.23.0" +version = "0.24.0" dependencies = [ "punktfunk-core", ] @@ -2850,7 +2850,7 @@ checksum = "9b4f627cb1b25917193a259e49bdad08f671f8d9708acfd5fe0a8c1455d87220" [[package]] name = "pf-capture" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "ashpd", @@ -2871,7 +2871,7 @@ dependencies = [ [[package]] name = "pf-client-core" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "ash", @@ -2898,7 +2898,7 @@ dependencies = [ [[package]] name = "pf-clipboard" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "ashpd", @@ -2916,7 +2916,7 @@ dependencies = [ [[package]] name = "pf-console-ui" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "ash", @@ -2937,7 +2937,7 @@ dependencies = [ [[package]] name = "pf-encode" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "ash", @@ -2961,7 +2961,7 @@ dependencies = [ [[package]] name = "pf-ffvk" -version = "0.23.0" +version = "0.24.0" dependencies = [ "ash", "bindgen", @@ -2970,7 +2970,7 @@ dependencies = [ [[package]] name = "pf-frame" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "libc", @@ -2982,7 +2982,7 @@ dependencies = [ [[package]] name = "pf-gpu" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "pf-host-config", @@ -2996,11 +2996,11 @@ dependencies = [ [[package]] name = "pf-host-config" -version = "0.23.0" +version = "0.24.0" [[package]] name = "pf-inject" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "ashpd", @@ -3029,14 +3029,14 @@ dependencies = [ [[package]] name = "pf-paths" -version = "0.23.0" +version = "0.24.0" dependencies = [ "tracing", ] [[package]] name = "pf-presenter" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "ash", @@ -3051,7 +3051,7 @@ dependencies = [ [[package]] name = "pf-update" -version = "0.23.0" +version = "0.24.0" dependencies = [ "serde", "serde_json", @@ -3059,7 +3059,7 @@ dependencies = [ [[package]] name = "pf-update-check" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "base64", @@ -3071,7 +3071,7 @@ dependencies = [ [[package]] name = "pf-vdisplay" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "ashpd", @@ -3104,7 +3104,7 @@ dependencies = [ [[package]] name = "pf-win-display" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "pf-paths", @@ -3116,7 +3116,7 @@ dependencies = [ [[package]] name = "pf-zerocopy" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "ash", @@ -3324,7 +3324,7 @@ dependencies = [ [[package]] name = "punktfunk-cli" -version = "0.23.0" +version = "0.24.0" dependencies = [ "pf-client-core", "punktfunk-core", @@ -3335,7 +3335,7 @@ dependencies = [ [[package]] name = "punktfunk-client-android" -version = "0.23.0" +version = "0.24.0" dependencies = [ "android_logger", "jni", @@ -3353,7 +3353,7 @@ dependencies = [ [[package]] name = "punktfunk-client-linux" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "async-channel", @@ -3370,7 +3370,7 @@ dependencies = [ [[package]] name = "punktfunk-client-session" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "pf-client-core", @@ -3385,7 +3385,7 @@ dependencies = [ [[package]] name = "punktfunk-client-windows" -version = "0.23.0" +version = "0.24.0" dependencies = [ "async-channel", "ffmpeg-next", @@ -3405,7 +3405,7 @@ dependencies = [ [[package]] name = "punktfunk-core" -version = "0.23.0" +version = "0.24.0" dependencies = [ "aes-gcm", "bytes", @@ -3437,7 +3437,7 @@ dependencies = [ [[package]] name = "punktfunk-host" -version = "0.23.0" +version = "0.24.0" dependencies = [ "aes", "aes-gcm", @@ -3522,7 +3522,7 @@ dependencies = [ [[package]] name = "punktfunk-probe" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "mdns-sd", @@ -3536,7 +3536,7 @@ dependencies = [ [[package]] name = "punktfunk-tray" -version = "0.23.0" +version = "0.24.0" dependencies = [ "anyhow", "ksni", @@ -3559,7 +3559,7 @@ checksum = "d55d956fa96f5ec02be2e13af0e20391a5aa83d6a074e3ad368959d0fab299ea" [[package]] name = "pyrowave-sys" -version = "0.23.0" +version = "0.24.0" dependencies = [ "bindgen", "cmake", diff --git a/Cargo.toml b/Cargo.toml index d213e769..8ee7bd85 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -53,7 +53,7 @@ exclude = [ ndk = { path = "clients/android/native/vendor/ndk" } [workspace.package] -version = "0.23.0" +version = "0.24.0" edition = "2021" rust-version = "1.82" license = "MIT OR Apache-2.0" diff --git a/clients/android/app/src/main/kotlin/io/unom/punktfunk/GamepadDialogs.kt b/clients/android/app/src/main/kotlin/io/unom/punktfunk/GamepadDialogs.kt index 2aaf2bfe..a3f27ec2 100644 --- a/clients/android/app/src/main/kotlin/io/unom/punktfunk/GamepadDialogs.kt +++ b/clients/android/app/src/main/kotlin/io/unom/punktfunk/GamepadDialogs.kt @@ -50,10 +50,12 @@ import androidx.compose.ui.platform.LocalConfiguration import androidx.compose.ui.text.font.FontFamily import androidx.compose.ui.text.font.FontWeight import androidx.compose.ui.text.style.TextAlign +import androidx.compose.ui.text.style.TextOverflow import androidx.compose.ui.unit.dp import androidx.compose.ui.unit.sp import io.unom.punktfunk.kit.NativeBridge import io.unom.punktfunk.kit.security.ClientIdentity +import io.unom.punktfunk.kit.security.KnownHost import io.unom.punktfunk.models.PendingTrust import kotlinx.coroutines.Dispatchers import kotlinx.coroutines.launch @@ -250,6 +252,139 @@ fun GamepadHostOptionsDialog( } } +/** + * The pin-to-hosts picker the settings screen's Profiles section opens — the Android mirror of the + * desktop console's PinHostsScreen (design §5.2a): one toggle row per SAVED host, D-pad up/down + * moves, A flips the focused pin, left/right unpins/pins (the settings-toggle semantics), B closes. + * A toggle is presentation only: it edits the host's pinned cards through the same store write the + * carousel's unpin uses, never the profile itself and never the host's default binding. + * + * Pin state is read live from [pinned] (backed by the host records), so what a switch shows is + * always what the store holds — the row can't disagree with the carousel it feeds. + */ +@OptIn(ExperimentalFoundationApi::class) +@Composable +fun GamepadPinHostsDialog( + profileName: String, + hosts: List, + pinned: (KnownHost) -> Boolean, + onToggle: (KnownHost) -> Unit, + onDismiss: () -> Unit, +) { + // 0..hosts.lastIndex = host rows, hosts.size = the Done button (with no hosts, index 0 IS + // Done, so it starts focused). + var focus by remember { mutableIntStateOf(0) } + BackHandler(onBack = onDismiss) + GamepadNavEffect2D( + active = true, + onDirection = { dir -> + when (dir) { + NavDir.UP -> if (focus > 0) focus-- + NavDir.DOWN -> if (focus < hosts.size) focus++ + // Directional = state-targeted (left → unpinned, right → pinned), so holding a + // direction can't oscillate; asking for the state it's already in is a no-op. + NavDir.LEFT -> hosts.getOrNull(focus)?.let { if (pinned(it)) onToggle(it) } + NavDir.RIGHT -> hosts.getOrNull(focus)?.let { if (!pinned(it)) onToggle(it) } + } + }, + onActivate = { + val kh = hosts.getOrNull(focus) + if (kh != null) onToggle(kh) else onDismiss() + }, + ) + val maxCardHeight = (LocalConfiguration.current.screenHeightDp * 0.92f).dp + Box( + Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.62f)), + contentAlignment = Alignment.Center, + ) { + Column( + Modifier + .padding(24.dp) + .widthIn(max = 520.dp) + .heightIn(max = maxCardHeight) + .clip(RoundedCornerShape(24.dp)) + .background(Color(0xF01A1730)) + .border(1.dp, Color.White.copy(alpha = 0.12f), RoundedCornerShape(24.dp)) + .padding(28.dp), + verticalArrangement = Arrangement.spacedBy(14.dp), + ) { + Text( + "Pin “$profileName”", + style = MaterialTheme.typography.headlineSmall, + fontWeight = FontWeight.Bold, + color = Color.White, + maxLines = 1, + overflow = TextOverflow.Ellipsis, + ) + Column( + Modifier.weight(1f, fill = false).verticalScroll(rememberScrollState()), + verticalArrangement = Arrangement.spacedBy(10.dp), + ) { + if (hosts.isEmpty()) { + DialogText("No saved hosts yet — pair with a host first, then pin this profile to it.") + } else { + DialogText("A pinned profile appears as its own card on the host — one press connects with it.") + hosts.forEachIndexed { i, kh -> + PinHostRow( + label = kh.name, + on = pinned(kh), + focused = i == focus, + onClick = { onToggle(kh) }, + ) + } + } + Spacer(Modifier.size(4.dp)) + DialogButton( + "Done", + focused = focus == hosts.size, + primary = true, + enabled = true, + onClick = onDismiss, + ) + } + } + } +} + +/** One host's pin toggle: name + a [ConsoleSwitch], with the shared console focus visuals. */ +@OptIn(ExperimentalFoundationApi::class) +@Composable +private fun PinHostRow(label: String, on: Boolean, focused: Boolean, onClick: () -> Unit) { + val visuals = animateConsoleFocus(active = focused) + // Inside the dialog's scroll region, like DialogButton: a focused row scrolled out of a short + // landscape window pulls itself into view. + val intoView = remember { BringIntoViewRequester() } + LaunchedEffect(focused) { if (focused) intoView.bringIntoView() } + val shape = RoundedCornerShape(14.dp) + Row( + Modifier + .fillMaxWidth() + .bringIntoViewRequester(intoView) + .graphicsLayer { scaleX = visuals.scale; scaleY = visuals.scale } + .clip(shape) + .background(visuals.background) + .border(1.dp, visuals.border, shape) + .clickable( + interactionSource = remember { MutableInteractionSource() }, + indication = null, + onClick = onClick, + ) + .padding(horizontal = 16.dp, vertical = 13.dp), + verticalAlignment = Alignment.CenterVertically, + ) { + Text( + label, + style = MaterialTheme.typography.bodyLarge, + fontWeight = FontWeight.SemiBold, + color = Color.White, + maxLines = 1, + overflow = TextOverflow.Ellipsis, + ) + Spacer(Modifier.weight(1f)) + ConsoleSwitch(on = on, focused = focused) + } +} + /** * Console counterpart of [SpeedTestDialog]. Same measurement, same targeting rule — a TV box on a * powerline adapter is exactly the machine whose link is worth measuring, so this belongs on the diff --git a/clients/android/app/src/main/kotlin/io/unom/punktfunk/GamepadSettingsScreen.kt b/clients/android/app/src/main/kotlin/io/unom/punktfunk/GamepadSettingsScreen.kt index 42ec3017..b085163c 100644 --- a/clients/android/app/src/main/kotlin/io/unom/punktfunk/GamepadSettingsScreen.kt +++ b/clients/android/app/src/main/kotlin/io/unom/punktfunk/GamepadSettingsScreen.kt @@ -57,13 +57,15 @@ import androidx.compose.ui.unit.sp import dev.chrisbanes.haze.HazeState import dev.chrisbanes.haze.hazeSource import io.unom.punktfunk.kit.deviceBodyVibrator +import io.unom.punktfunk.kit.security.KnownHost +import io.unom.punktfunk.kit.security.KnownHostStore // The gamepad-driven settings screen — the Android mirror of the Apple client's GamepadSettingsView: // the couch-relevant subset of the touch settings restyled as a console page and fully navigable with // a controller: up/down moves the focus bar, left/right steps the focused value, A cycles/toggles it, // B closes. Both write the same SharedPreferences, so values round-trip with the touch settings. -private class GpRow( +internal class GpRow( val id: String, val header: String?, val label: String, @@ -72,8 +74,19 @@ private class GpRow( val adjust: (Int) -> Boolean, // left/right; returns whether the value actually changed val activate: () -> Unit, // A → cycle forward (wrapping) / flip val toggled: Boolean? = null, // non-null = a toggle row, drawn as a ConsoleSwitch (not text) + val adjustable: Boolean = true, // false = the row navigates/acts instead of stepping — no chevrons + val enabled: Boolean = true, // dimmed + inert when false (still focusable, for its detail) ) +/** + * The row at [index], or null when it is dimmed. The single place the "disabled ⇒ inert" half of + * [GpRow.enabled] is enforced, so the three input paths (pad left/right, A, and a tap on the + * already-focused row) cannot drift apart — before this, `enabled` dimmed the label and nothing + * else, and every dimmed row still stepped its setting. + */ +internal fun liveRow(rows: List, index: Int): GpRow? = + rows.getOrNull(index)?.takeIf { it.enabled } + @Composable fun GamepadSettingsScreen( initial: Settings, @@ -89,7 +102,39 @@ fun GamepadSettingsScreen( val hasBodyVibrator = remember { deviceBodyVibrator(context) != null } // Gates the AV1 codec row the same way the touch settings do (see `codecOptionsFor`). val av1Capable = remember { io.unom.punktfunk.kit.VideoDecoders.pickDecoder("video/av01") != null } - val rows = buildSettingsRows(s, hasBodyVibrator, av1Capable, ::update) + + // The Profiles section's stores, constructed here the way ConnectScreen constructs its own. + // The catalog is read once per screen entry: this screen can't create or edit profiles + // (design §5.4 — the touch interface does), so the list is stable for its lifetime. The saved + // hosts DO change under it — every pin toggle writes one — so they live in state and refresh + // on each toggle, keeping the "Pinned to N hosts" counts honest. + val knownHostStore = remember { KnownHostStore(context) } + val profileStore = remember { ProfileStore(context) } + val profiles = remember { profileStore.all() } + var savedHosts by remember { mutableStateOf(knownHostStore.all()) } + // The profile whose pin-to-hosts picker is up, or null. While it's showing, it owns the pad + // (this screen's nav gates on it, the ConnectScreen-dialog pattern). + var pinProfile by remember { mutableStateOf(null) } + + // Toggle a host+profile pin — the same store write ConnectScreen's togglePin does. Presentation + // only: pin appends at the end (card order), unpin removes, and the host's default binding + // (profileId) is never touched. + fun togglePin(kh: KnownHost, profile: StreamProfile) { + val pins = if (profile.id in kh.pinnedProfileIds) { + kh.pinnedProfileIds - profile.id + } else { + kh.pinnedProfileIds + profile.id + } + knownHostStore.save(kh.copy(pinnedProfileIds = pins)) + savedHosts = knownHostStore.all() + } + + // On a TV "the touch interface" is confusing advice (no touch to reach it with) — the honest + // path there is this screen's own Controller-optimized UI toggle, which swaps in the standard + // interface remote-navigably. The strings branch on it. + val tv = remember { isTvDevice(context) } + val rows = buildSettingsRows(s, hasBodyVibrator, av1Capable, ::update) + + buildProfileRows(profiles, savedHosts, tv) { pinProfile = it } var focus by remember { mutableIntStateOf(0) } if (focus > rows.lastIndex) focus = rows.lastIndex // The direction the focused value last stepped (+1 forward / -1 back) — drives which way the @@ -101,16 +146,20 @@ fun GamepadSettingsScreen( BackHandler(onBack = onBack) GamepadNavEffect2D( - active = navActive, + // The pin picker owns the pad while it's up (its own nav + BackHandler), so this screen + // drops its probes — the pattern ConnectScreen's dialogs use. + active = navActive && pinProfile == null, onDirection = { dir -> when (dir) { NavDir.UP -> if (focus > 0) focus-- NavDir.DOWN -> if (focus < rows.lastIndex) focus++ - NavDir.LEFT -> { adjustDir = -1; rows.getOrNull(focus)?.adjust(-1) } - NavDir.RIGHT -> { adjustDir = 1; rows.getOrNull(focus)?.adjust(1) } + // A disabled row is INERT, not just dim — the step is refused instead of writing a + // setting that has nothing to act on (see `liveRow`). + NavDir.LEFT -> { adjustDir = -1; liveRow(rows, focus)?.adjust(-1) } + NavDir.RIGHT -> { adjustDir = 1; liveRow(rows, focus)?.adjust(1) } } }, - onActivate = { adjustDir = 1; rows.getOrNull(focus)?.activate() }, + onActivate = { adjustDir = 1; liveRow(rows, focus)?.activate() }, ) // Keep the focused row on screen, but only SCROLL when it's actually off-screen — so entering the // screen (focus on the first row) leaves the "Settings" heading visible instead of jumping past it. @@ -148,7 +197,10 @@ fun GamepadSettingsScreen( } itemsIndexed(rows, key = { _, r -> r.id }) { index, row -> SettingRowView(row, focused = index == focus, adjustDir = adjustDir, onClick = { - if (focus == index) { adjustDir = 1; row.activate() } else focus = index + // Same inertness as the pad path above — tapping a dimmed row focuses it (so + // its detail explains itself) but never flips it. + if (focus != index) focus = index + else if (row.enabled) { adjustDir = 1; row.activate() } }) } } @@ -162,16 +214,41 @@ fun GamepadSettingsScreen( .then(if (landscape) Modifier else Modifier.systemBarsPadding()) .padding(ConsoleLegendInset), ) { + // The legend follows the focused row (the desktop console's hints() does the same): + // a profile row doesn't adjust, it opens the pin picker, and the "No profiles yet" + // placeholder does nothing at all — advertising ↔/A on those would be a lie. + val focused = rows.getOrNull(focus) GamepadHintBar( - listOf( - GamepadHint('↔', Color(0xFF9A93C7), "Adjust"), - // Tappable too (touch escape hatch): Change cycles the focused row, Done leaves. - PadGlyph.hint('A', "Change") { rows.getOrNull(focus)?.activate() }, - PadGlyph.hint('B', "Done", onClick = onBack), - ), + when { + focused != null && !focused.enabled -> listOf( + PadGlyph.hint('B', "Done", onClick = onBack), + ) + focused != null && !focused.adjustable -> listOf( + PadGlyph.hint('A', "Pin to hosts") { focused.activate() }, + PadGlyph.hint('B', "Done", onClick = onBack), + ) + else -> listOf( + GamepadHint('↔', Color(0xFF9A93C7), "Adjust"), + // Tappable too (touch escape hatch): Change cycles the focused row, Done leaves. + PadGlyph.hint('A', "Change") { rows.getOrNull(focus)?.activate() }, + PadGlyph.hint('B', "Done", onClick = onBack), + ) + }, hazeState = hazeState, ) } + + // The pin-to-hosts picker for the activated profile row — the console counterpart of the + // touch UI's per-profile pin toggles in the host edit sheet. + pinProfile?.let { p -> + GamepadPinHostsDialog( + profileName = p.name, + hosts = savedHosts, + pinned = { kh -> p.id in kh.pinnedProfileIds }, + onToggle = { kh -> togglePin(kh, p) }, + onDismiss = { pinProfile = null }, + ) + } } } @@ -180,8 +257,13 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick val visuals = animateConsoleFocus(active = focused) val shape = RoundedCornerShape(14.dp) // The chevrons keep their layout slot and only fade, so the value never jumps sideways when - // focus arrives; the value colour cross-fades with them. - val chevronAlpha by animateFloatAsState(if (focused) 0.6f else 0f, tween(160), label = "chevrons") + // focus arrives; the value colour cross-fades with them. A non-adjustable row (a profile row + // navigates, the empty-catalog placeholder does nothing) never shows them at all. + val chevronAlpha by animateFloatAsState( + if (focused && row.adjustable) 0.6f else 0f, + tween(160), + label = "chevrons", + ) val valueColor by animateColorAsState( Color.White.copy(alpha = if (focused) 1f else 0.6f), tween(160), @@ -216,7 +298,9 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick row.label, style = MaterialTheme.typography.bodyLarge, fontWeight = FontWeight.SemiBold, - color = Color.White, + // A disabled row (the "No profiles yet" placeholder) dims but stays focusable, + // so its detail line can still explain what would go here. + color = Color.White.copy(alpha = if (row.enabled) 1f else 0.45f), maxLines = 1, ) Spacer(Modifier.weight(1f)) @@ -270,7 +354,7 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick /** Build the console settings rows from the current [Settings], writing through [update]. * [hasBodyVibrator] gates the "Rumble on this phone" row (absent on TVs); [av1Capable] gates the * AV1 codec entry (see `codecOptionsFor`). */ -private fun buildSettingsRows( +internal fun buildSettingsRows( s: Settings, hasBodyVibrator: Boolean, av1Capable: Boolean, @@ -278,13 +362,14 @@ private fun buildSettingsRows( ): List { fun choice( id: String, header: String?, label: String, detail: String, - options: List>, current: T, write: (T) -> Unit, + options: List>, current: T, enabled: Boolean = true, write: (T) -> Unit, ): GpRow { val idx = options.indexOfFirst { it.first == current } return GpRow( id, header, label, value = options.getOrNull(idx)?.second ?: "—", detail = detail, + enabled = enabled, adjust = { delta -> if (idx < 0) { options.firstOrNull()?.let { write(it.first) } != null @@ -301,11 +386,12 @@ private fun buildSettingsRows( } fun toggle( id: String, header: String?, label: String, detail: String, - value: Boolean, write: (Boolean) -> Unit, + value: Boolean, enabled: Boolean = true, write: (Boolean) -> Unit, ): GpRow = GpRow( id, header, label, value = if (value) "On" else "Off", detail = detail, + enabled = enabled, adjust = { delta -> val target = delta > 0; if (value != target) { write(target); true } else false }, activate = { write(!value) }, toggled = value, @@ -408,11 +494,27 @@ private fun buildSettingsRows( "so games don't see two of them.", s.gamepadForwarding, ) { update(s.copy(gamepadForwarding = it)) }, + // Everything below the master switch follows it — dim and inert while nothing is being + // forwarded, the same relationship the touch settings draw with `enabled =`. This screen + // had the capability (`GpRow.enabled`) and used it only for the profiles placeholder, so + // the pad rows kept stepping settings that had nothing to act on. choice( "padType", null, "Controller type", "The virtual pad the host creates — Automatic matches this controller.", - GAMEPAD_OPTIONS, s.gamepad, + GAMEPAD_OPTIONS, s.gamepad, enabled = s.gamepadForwarding, ) { update(s.copy(gamepad = it)) }, + choice( + "systemButtons", null, "Guide button", + "Where the guide (Xbox/PS) and share presses go while streaming — Automatic " + + "sends them to the host whenever this device delivers them.", + SYSTEM_BUTTON_OPTIONS, s.systemButtons, enabled = s.gamepadForwarding, + ) { update(s.copy(systemButtons = it)) }, + choice( + "guideGesture", null, "Hold Select for guide", + "Hold Select alone to press the host's guide button — keep holding for a " + + "Gaming-Mode host's quick-access menu. A Select tap still goes through.", + GUIDE_GESTURE_OPTIONS, s.guideGesture, enabled = s.gamepadForwarding, + ) { update(s.copy(guideGesture = it)) }, ) + listOfNotNull( if (hasBodyVibrator) { toggle( @@ -431,7 +533,76 @@ private fun buildSettingsRows( "sc2", null, "Steam Controller 2 passthrough", "Capture a Steam Controller 2 (wired, Puck dongle, or paired Bluetooth) and stream " + "it as-is — Steam on the host drives it like the physical pad.", - s.sc2Capture, + s.sc2Capture, enabled = s.gamepadForwarding, ) { update(s.copy(sc2Capture = it)) }, + // The SC2 row's twin, and missing here until now: the touch settings have carried both + // side by side, so a couch user on a TV box — where there IS no touch interface to fall + // back to — could turn on SC2 passthrough but not the Sony one. Same no-vibrator-gate + // reasoning: this capture renders feedback on the CONTROLLER's motors, not this device's. + toggle( + "dsCapture", null, "DualSense / DualShock passthrough (USB)", + "Drive a USB-connected Sony pad directly — rumble on any phone, plus adaptive " + + "triggers, lightbar and gyro.", + s.dsCapture, enabled = s.gamepadForwarding, + ) { update(s.copy(dsCapture = it)) }, ) } + +/** + * The trailing Profiles section — the Android mirror of the desktop console's (design §5.2a, §5.4): + * one row per catalog profile, valued with how many saved hosts pin it, activating into the + * pin-to-hosts picker. Read-only beyond pinning: profiles are created and edited in the standard + * interface, so an empty catalog shows one dimmed placeholder explaining where they come from + * instead of a dead-looking empty header. On a TV that phrasing changes: "touch interface" points + * nowhere useful on a touchless device, so the strings name the actual route — the + * Controller-optimized UI toggle a few rows up, which swaps the standard interface in + * (d-pad-navigable; the profile editor lives there on every device, unlike tvOS where none exists). + */ +private fun buildProfileRows( + profiles: List, + savedHosts: List, + tv: Boolean, + openPinPicker: (StreamProfile) -> Unit, +): List { + val createHint = if (tv) { + "To create or edit profiles on this device, turn off Controller-optimized UI above " + + "and use the standard interface." + } else { + "Profiles are created and edited in the touch interface." + } + if (profiles.isEmpty()) { + return listOf( + GpRow( + id = "noProfiles", + header = "Profiles", + label = "No profiles yet", + value = "", + detail = "Profiles bundle stream settings for different uses — pinned ones become " + + "one-press connect cards here. " + createHint, + adjust = { false }, + activate = {}, + adjustable = false, + enabled = false, + ), + ) + } + return profiles.mapIndexed { i, p -> + // Counted straight off the host records, so it agrees with what the carousel renders. + val pins = savedHosts.count { p.id in it.pinnedProfileIds } + GpRow( + id = "profile:${p.id}", + header = if (i == 0) "Profiles" else null, + label = p.name, + value = when (pins) { + 0 -> "Not pinned" + 1 -> "Pinned to 1 host" + else -> "Pinned to $pins hosts" + }, + detail = "Pin this profile to a host and it appears as its own card — one press " + + "connects with it. " + createHint, + adjust = { false }, + activate = { openPinPicker(p) }, + adjustable = false, + ) + } +} diff --git a/clients/android/app/src/main/kotlin/io/unom/punktfunk/Profiles.kt b/clients/android/app/src/main/kotlin/io/unom/punktfunk/Profiles.kt index dfd8ee63..ec23975f 100644 --- a/clients/android/app/src/main/kotlin/io/unom/punktfunk/Profiles.kt +++ b/clients/android/app/src/main/kotlin/io/unom/punktfunk/Profiles.kt @@ -44,6 +44,8 @@ data class SettingsOverlay( val invertScroll: Boolean? = null, val gamepad: Int? = null, val gamepadForwarding: Boolean? = null, + val systemButtons: String? = null, + val guideGesture: String? = null, val statsVerbosity: StatsVerbosity? = null, /** * Android-only tier-P addition (design §3): the decode pipeline is a device fact everywhere @@ -78,6 +80,8 @@ data class SettingsOverlay( invertScroll = invertScroll ?: base.invertScroll, gamepad = gamepad ?: base.gamepad, gamepadForwarding = gamepadForwarding ?: base.gamepadForwarding, + systemButtons = systemButtons ?: base.systemButtons, + guideGesture = guideGesture ?: base.guideGesture, statsVerbosity = statsVerbosity ?: base.statsVerbosity, lowLatencyMode = lowLatencyMode ?: base.lowLatencyMode, presentPriority = presentPriority ?: base.presentPriority, @@ -115,6 +119,8 @@ data class SettingsOverlay( gamepadForwarding = if (after.gamepadForwarding != before.gamepadForwarding) after.gamepadForwarding else gamepadForwarding, + systemButtons = if (after.systemButtons != before.systemButtons) after.systemButtons else systemButtons, + guideGesture = if (after.guideGesture != before.guideGesture) after.guideGesture else guideGesture, statsVerbosity = if (after.statsVerbosity != before.statsVerbosity) after.statsVerbosity else statsVerbosity, lowLatencyMode = if (after.lowLatencyMode != before.lowLatencyMode) after.lowLatencyMode else lowLatencyMode, presentPriority = if (after.presentPriority != before.presentPriority) after.presentPriority else presentPriority, @@ -142,6 +148,8 @@ data class SettingsOverlay( "invert_scroll" -> copy(invertScroll = null) "gamepad" -> copy(gamepad = null) "gamepad_forwarding" -> copy(gamepadForwarding = null) + "system_buttons" -> copy(systemButtons = null) + "guide_gesture" -> copy(guideGesture = null) "stats_verbosity" -> copy(statsVerbosity = null) "low_latency_mode" -> copy(lowLatencyMode = null) "present_priority" -> copy(presentPriority = null) @@ -166,6 +174,8 @@ data class SettingsOverlay( if (invertScroll != null) add("invert_scroll") if (gamepad != null) add("gamepad") if (gamepadForwarding != null) add("gamepad_forwarding") + if (systemButtons != null) add("system_buttons") + if (guideGesture != null) add("guide_gesture") if (statsVerbosity != null) add("stats_verbosity") if (lowLatencyMode != null) add("low_latency_mode") if (presentPriority != null) add("present_priority") @@ -198,6 +208,8 @@ data class SettingsOverlay( invertScroll?.let { j.put("invert_scroll", it) } gamepad?.let { j.put("gamepad", it) } gamepadForwarding?.let { j.put("gamepad_forwarding", it) } + systemButtons?.let { j.put("system_buttons", it) } + guideGesture?.let { j.put("guide_gesture", it) } statsVerbosity?.let { j.put("stats_verbosity", it.name) } lowLatencyMode?.let { j.put("low_latency_mode", it) } presentPriority?.let { j.put("present_priority", it) } @@ -214,6 +226,7 @@ data class SettingsOverlay( "width", "height", "refresh_hz", "bitrate_kbps", "render_scale", "codec", "hdr_enabled", "compositor", "audio_channels", "mic_enabled", "echo_cancel", "touch_mode", "mouse_mode", "invert_scroll", "gamepad", "gamepad_forwarding", + "system_buttons", "guide_gesture", "stats_verbosity", "low_latency_mode", "present_priority", "smooth_buffer", ) @@ -237,6 +250,8 @@ data class SettingsOverlay( invertScroll = j.optBooleanOrNull("invert_scroll"), gamepad = j.optIntOrNull("gamepad"), gamepadForwarding = j.optBooleanOrNull("gamepad_forwarding"), + systemButtons = j.optStringOrNull("system_buttons"), + guideGesture = j.optStringOrNull("guide_gesture"), statsVerbosity = j.optStringOrNull("stats_verbosity") ?.let { n -> StatsVerbosity.entries.firstOrNull { it.name == n } }, lowLatencyMode = j.optBooleanOrNull("low_latency_mode"), diff --git a/clients/android/app/src/main/kotlin/io/unom/punktfunk/Settings.kt b/clients/android/app/src/main/kotlin/io/unom/punktfunk/Settings.kt index bde281b9..6ebca6f3 100644 --- a/clients/android/app/src/main/kotlin/io/unom/punktfunk/Settings.kt +++ b/clients/android/app/src/main/kotlin/io/unom/punktfunk/Settings.kt @@ -45,6 +45,20 @@ data class Settings( * bind — which is why it gates the USB capture paths, not just the wire sends. */ val gamepadForwarding: Boolean = true, + /** + * Where the guide (Xbox/PS) and misc/share presses land while streaming — the + * cross-client `system_buttons` key: `"auto"` (forward on Android — the press reaches + * the app on most devices) | `"forward"` | `"local"`. + */ + val systemButtons: String = "auto", + /** + * The hold-Select guide gesture — the cross-client `guide_gesture` key: `"auto"` (off + * on Android) | `"on"` | `"off"`. On: holding Select alone ≥350 ms sends the HOST's + * guide, down until release (long hold = the host's long-press → a Gaming-Mode host's + * QAM); a Select tap is delivered on release, slightly delayed. For devices whose + * shell intercepts the physical guide button. + */ + val guideGesture: String = "auto", /** Requested audio channel count: 2 (stereo), 6 (5.1) or 8 (7.1). The host clamps to what it * can capture; the resolved count drives the decoder + AAudio layout. */ val audioChannels: Int = 2, @@ -248,6 +262,8 @@ class SettingsStore(context: Context) { compositor = prefs.getInt(K_COMPOSITOR, 0), gamepad = prefs.getInt(K_GAMEPAD, 0), gamepadForwarding = prefs.getBoolean(K_GAMEPAD_FORWARDING, true), + systemButtons = prefs.getString(K_SYSTEM_BUTTONS, "auto") ?: "auto", + guideGesture = prefs.getString(K_GUIDE_GESTURE, "auto") ?: "auto", audioChannels = prefs.getInt(K_AUDIO_CH, 2), codec = prefs.getString(K_CODEC, "auto") ?: "auto", micEnabled = prefs.getBoolean(K_MIC, false), @@ -297,6 +313,8 @@ class SettingsStore(context: Context) { .putInt(K_COMPOSITOR, s.compositor) .putInt(K_GAMEPAD, s.gamepad) .putBoolean(K_GAMEPAD_FORWARDING, s.gamepadForwarding) + .putString(K_SYSTEM_BUTTONS, s.systemButtons) + .putString(K_GUIDE_GESTURE, s.guideGesture) .putInt(K_AUDIO_CH, s.audioChannels) .putString(K_CODEC, s.codec) .putBoolean(K_MIC, s.micEnabled) @@ -329,6 +347,8 @@ class SettingsStore(context: Context) { const val K_COMPOSITOR = "compositor" const val K_GAMEPAD = "gamepad" const val K_GAMEPAD_FORWARDING = "gamepad_forwarding" + const val K_SYSTEM_BUTTONS = "system_buttons" + const val K_GUIDE_GESTURE = "guide_gesture" const val K_AUDIO_CH = "audio_channels" const val K_CODEC = "codec" const val K_MIC = "mic_enabled" @@ -565,6 +585,15 @@ fun codecOptionsFor(stored: String, av1Capable: Boolean): List Unit, onOpenCo caption = "The virtual pad the host creates. Automatic matches your controller; " + "every connected one is forwarded as its own player.", ) { g -> update(s.copy(gamepad = g)) } + SettingDropdown( + label = "Guide button", + options = SYSTEM_BUTTON_OPTIONS, + selected = s.systemButtons, + field = "system_buttons", + enabled = s.gamepadForwarding, + caption = "Where the guide (Xbox/PS) and share presses go while streaming. " + + "Automatic sends them to the host whenever this device delivers them.", + ) { v -> update(s.copy(systemButtons = v)) } + SettingDropdown( + label = "Hold Select for guide", + options = GUIDE_GESTURE_OPTIONS, + selected = s.guideGesture, + field = "guide_gesture", + enabled = s.gamepadForwarding, + caption = "Hold Select alone to press the host's guide button — keep holding for a " + + "Gaming-Mode host's quick-access menu. A Select tap still goes through, " + + "slightly delayed. For devices that intercept the real guide button.", + ) { v -> update(s.copy(guideGesture = v)) } DeviceScopeOnly { ClickableRow( title = "Connected controllers", diff --git a/clients/android/app/src/main/kotlin/io/unom/punktfunk/StreamScreen.kt b/clients/android/app/src/main/kotlin/io/unom/punktfunk/StreamScreen.kt index 6776cd67..a1abd4ed 100644 --- a/clients/android/app/src/main/kotlin/io/unom/punktfunk/StreamScreen.kt +++ b/clients/android/app/src/main/kotlin/io/unom/punktfunk/StreamScreen.kt @@ -323,6 +323,7 @@ fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) { // controller (Automatic). Built here, released on dispose. val router = GamepadRouter( context, handle, initialSettings.gamepad, initialSettings.gamepadForwarding, + initialSettings.systemButtonsForward(), initialSettings.guideGestureEnabled(), ) activity?.gamepadRouter = router // Select+Start+L1+R1 chord leaves the stream — a deliberate quit (signal it so the host skips diff --git a/clients/android/app/src/test/kotlin/io/unom/punktfunk/GamepadSettingsRowsTest.kt b/clients/android/app/src/test/kotlin/io/unom/punktfunk/GamepadSettingsRowsTest.kt new file mode 100644 index 00000000..b9012c0f --- /dev/null +++ b/clients/android/app/src/test/kotlin/io/unom/punktfunk/GamepadSettingsRowsTest.kt @@ -0,0 +1,97 @@ +package io.unom.punktfunk + +import org.junit.Assert.assertEquals +import org.junit.Assert.assertFalse +import org.junit.Assert.assertNotNull +import org.junit.Assert.assertNull +import org.junit.Assert.assertTrue +import org.junit.Test + +/** + * The controller-navigable settings rows: what the master forwarding switch governs, and that a + * governed row is inert rather than merely dim. + * + * The touch settings and the desktop console have carried this relationship for a while (`enabled = + * s.gamepadForwarding` / `RowSpec.enabled`); this screen dimmed nothing and stepped everything, so + * these tests pin both halves — the flag AND the refusal to write. + */ +class GamepadSettingsRowsTest { + + /** Rows for a given forwarding state, capturing whatever a row writes back. */ + private fun rows( + forwarding: Boolean, + sink: MutableList = mutableListOf(), + ): List = buildSettingsRows( + Settings(gamepadForwarding = forwarding), + hasBodyVibrator = true, + av1Capable = true, + ) { sink += it } + + private fun row(rows: List, id: String): GpRow = + rows.first { it.id == id } + + /** Every row that only means something while a controller is actually being forwarded. */ + private val governed = listOf("padType", "systemButtons", "guideGesture", "sc2", "dsCapture") + + @Test + fun `forwarding off dims every row that depends on it`() { + val off = rows(forwarding = false) + for (id in governed) { + assertFalse("$id should be dimmed with forwarding off", row(off, id).enabled) + } + // The master switch itself stays live — otherwise it could never be turned back on. + assertTrue(row(off, "padForward").enabled) + } + + @Test + fun `forwarding on leaves them all live`() { + val on = rows(forwarding = true) + for (id in governed) { + assertTrue("$id should be live with forwarding on", row(on, id).enabled) + } + } + + @Test + fun `a dimmed row is inert - liveRow withholds it and nothing is written`() { + val writes = mutableListOf() + val off = rows(forwarding = false, sink = writes) + for (id in governed) { + val i = off.indexOfFirst { it.id == id } + assertNull("$id must not be reachable while dimmed", liveRow(off, i)) + // What the screen actually does on left/right/A — the whole point is that it no-ops. + liveRow(off, i)?.adjust(1) + liveRow(off, i)?.adjust(-1) + liveRow(off, i)?.activate() + } + assertEquals("a dimmed row wrote a setting", emptyList(), writes) + } + + @Test + fun `the same rows do write once forwarding is on`() { + val writes = mutableListOf() + val on = rows(forwarding = true, sink = writes) + val i = on.indexOfFirst { it.id == "sc2" } + assertNotNull(liveRow(on, i)) + liveRow(on, i)?.activate() + assertEquals(1, writes.size) + assertFalse("activate flips the toggle", writes[0].sc2Capture) + } + + /** + * R18: the Sony passthrough toggle the touch settings have always had. It matters most exactly + * where this screen is the only one reachable — a TV box has no touch interface to fall back to. + */ + @Test + fun `the DualSense passthrough toggle is present, next to its SC2 twin`() { + val on = rows(forwarding = true) + val ids = on.map { it.id } + assertTrue("dsCapture row is missing", "dsCapture" in ids) + assertEquals( + "the two passthrough rows belong side by side", + ids.indexOf("sc2") + 1, + ids.indexOf("dsCapture"), + ) + // Drawn as a switch, and reading the persisted default. + assertEquals(true, row(on, "dsCapture").toggled) + } +} diff --git a/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/DsCapture.kt b/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/DsCapture.kt index 8586541a..67d87916 100644 --- a/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/DsCapture.kt +++ b/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/DsCapture.kt @@ -149,7 +149,12 @@ class DsCapture( // The interfaces are about to release with the kernel driver still detached — a // mid-rumble teardown would leave the motors running with nobody to stop them. // EP0-direct (the reader thread is stopping; the queue would never drain). - usb.writeControl(stopReport(m)) + // Nothing can retry after this point, so a failure is worth saying out loud: it is + // the difference between a quiet pad and one that buzzes until it is unplugged. + if (!usb.writeControl(stopReport(m))) Log.w(TAG, "teardown rumble stop was not written") + // Motors silenced above; this hands back the lightbar, player LEDs and adaptive + // triggers the game was holding, which outlive the link just as stubbornly. + resetRichFeedback(m) } disarmBackstop() usb.stop() @@ -256,6 +261,9 @@ class DsCapture( val wasActive = model != null model = null releaseSlot() + // Release the transport too: the link only *signals* the drop, so without this an unplug + // left its connection open, its interfaces claimed and its detach receiver registered. + usb.stop() if (wasActive) onActiveChanged?.invoke(false) } @@ -327,17 +335,20 @@ class DsCapture( override fun rumble(pad: Int, low: Int, high: Int, backstopMs: Long) { val m = model ?: return - if (low == 0 && high == 0) { - disarmBackstop() - } else { - armBackstop(backstopMs) - } - if (m == DsDevice.Model.DUALSHOCK4) { + val stop = low == 0 && high == 0 + if (!stop) armBackstop(backstopMs) + val sent = if (m == DsDevice.Model.DUALSHOCK4) { ds4Low = low ds4High = high writeDs4() } else { - usb.writeRaw(0, DsDevice.ds5RumbleReport(m, low, high)) + usb.writeRaw(0, DsDevice.ds5RumbleReport(m, low, high), OutReportQueue.KEY_RUMBLE) + } + if (stop) { + // Disarm only once the stop is actually on its way. Dropping the net *before* the + // write — as this used to — meant a discarded stop left the motors running with + // nothing scheduled to try again; a USB pad holds its last level until told zero. + if (sent) disarmBackstop() else armBackstop(STOP_RETRY_MS) } } @@ -363,6 +374,9 @@ class DsCapture( usb.writeRaw(0, DsDevice.ds5TriggerReport(m, which, effect)) } + // Coalescable: the DS4's write is full-state (motors AND lightbar, rebuilt from the current + // fields on every call), so a newer one supersedes an older one wholesale — nothing is lost by + // collapsing a backlog of them down to the last. private fun writeDs4() = usb.writeRaw( 0, DsDevice.ds4Report( @@ -372,8 +386,38 @@ class DsCapture( (ds4Rgb shr 8) and 0xFF, ds4Rgb and 0xFF, ), + OutReportQueue.KEY_RUMBLE, ) + /** + * Hand the pad back neutral: adaptive triggers released, lightbar dark, player LEDs clear. + * + * Rumble stops the moment nothing renews it, but these are LATCHED in the controller's + * firmware — they outlive the stream, the app, and being unplugged. Ending a session while a + * game held a weapon's trigger resistance left the physical trigger stiff afterwards, with + * nothing to release it but another game that happens to set one. + * + * EP0-direct like the rumble stop above: the reader thread is stopping, so the interrupt-OUT + * queue would never drain. Writes are best-effort — the pad may already be gone. + */ + private fun resetRichFeedback(m: DsDevice.Model) { + if (m == DsDevice.Model.DUALSHOCK4) { + // No adaptive triggers or player LEDs on a DS4, and its write is full-state, so + // blacking the lightbar is a single composed report. + ds4Rgb = 0 + usb.writeControl(DsDevice.ds4Report(0, 0, 0, 0, 0)) + return + } + // An all-zero effect block is mode 0x00 — no effect — which is what releases the trigger. + for (which in 0..1) { + usb.writeControl( + DsDevice.ds5TriggerReport(m, which, ByteArray(DsDevice.TRIGGER_EFFECT_LEN)), + ) + } + usb.writeControl(DsDevice.ds5LightbarReport(m, 0, 0, 0)) + usb.writeControl(DsDevice.ds5PlayerLedsReport(m, 0)) + } + /** The report that stops the motors. The DS4's is a full-state write, so it zeroes the * composed motor state and carries the current lightbar rather than blacking it out. */ private fun stopReport(m: DsDevice.Model): ByteArray = if (m == DsDevice.Model.DUALSHOCK4) { @@ -395,7 +439,12 @@ class DsCapture( backstop?.let { mainHandler.removeCallbacks(it) } val r = Runnable { backstop = null - model?.let { usb.writeRaw(0, stopReport(it)) } + val m = model ?: return@Runnable + // The net itself can be refused (a full queue, a connection going away). Re-arm rather + // than give up: this is the last thing between a stalled poll thread and a pad that + // buzzes until it is unplugged. It stops re-arming as soon as the link closes, which + // clears `model` and disarms. + if (!usb.writeRaw(0, stopReport(m), OutReportQueue.KEY_RUMBLE)) armBackstop(STOP_RETRY_MS) } backstop = r mainHandler.postDelayed(r, ms.coerceAtLeast(1)) @@ -408,5 +457,9 @@ class DsCapture( private companion object { const val TAG = "DsCapture" + + /** How soon to retry a rumble stop whose write was rejected. Short: the motors are running + * and the host has already moved on, so nothing else is coming to silence them. */ + const val STOP_RETRY_MS = 100L } } diff --git a/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/DsDevice.kt b/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/DsDevice.kt index f0f4f5ea..71ae86af 100644 --- a/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/DsDevice.kt +++ b/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/DsDevice.kt @@ -279,8 +279,8 @@ object DsDevice { fun ds5RumbleReport(model: Model, low: Int, high: Int): ByteArray = newDs5(model).also { it[1] = (DS5_FLAG0_COMPAT_VIBRATION or DS5_FLAG0_HAPTICS_SELECT).toByte() it[39] = DS5_FLAG2_VIBRATION2.toByte() - it[3] = amp8(high).toByte() - it[4] = amp8(low).toByte() + it[3] = wireAmplitudeToByte(high).toByte() + it[4] = wireAmplitudeToByte(low).toByte() } /** @@ -324,17 +324,11 @@ object DsDevice { ByteArray(Model.DUALSHOCK4.outputSize).also { it[0] = 0x05 it[1] = (DS4_FLAG0_MOTORS or DS4_FLAG0_LED).toByte() - it[4] = amp8(high).toByte() - it[5] = amp8(low).toByte() + it[4] = wireAmplitudeToByte(high).toByte() + it[5] = wireAmplitudeToByte(low).toByte() it[6] = r.toByte() it[7] = g.toByte() it[8] = b.toByte() } - // Wire u16 amplitude → motor byte; a nonzero command never collapses to 0 (parity with the - // vibrator path's toAmplitude). - private fun amp8(v16: Int): Int { - val a = (v16 ushr 8) and 0xFF - return if (v16 != 0 && a == 0) 1 else a - } } diff --git a/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/GamepadFeedback.kt b/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/GamepadFeedback.kt index 63d22d57..8dddfae7 100644 --- a/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/GamepadFeedback.kt +++ b/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/GamepadFeedback.kt @@ -88,6 +88,9 @@ class GamepadFeedback( const val TAG_PLAYER_LEDS: Byte = 0x02 const val TAG_TRIGGER: Byte = 0x03 const val TAG_HID_RAW: Byte = 0x05 + + /** Sparse-log cadence for swallowed render failures — see [noteRenderFailure]. */ + const val LOG_EVERY = 128L } /** One controller's rumble binding — VibratorManager (API 31+) OR the legacy single Vibrator (API 28–30). */ @@ -125,37 +128,51 @@ class GamepadFeedback( fun start() { running = true rumbleThread = Thread({ + var failures = 0L while (running) { val ev = NativeBridge.nativeNextRumble(handle) - if (ev < 0L) continue // timeout / closed - // ev bits 49..52 = wire pad index; bits 32..47 = backstop duration (ms); - // 16..31 = low; 0..15 = high. These are EFFECTIVE commands from the core's shared - // rumble policy engine — it owns every lease/staleness/close decision (uniform - // across all clients; the old 60 s legacy-host exposure is gone) and emits - // explicit zeros, so apply verbatim: (0, 0) = cancel, non-zero = one-shot for - // the backstop (the hardware net under a stalled poll thread). - val pad = ((ev ushr 49) and 0xFL).toInt() - val backstopMs = ((ev ushr 32) and 0xFFFF) - renderRumble( - pad, - ((ev ushr 16) and 0xFFFF).toInt(), - (ev and 0xFFFF).toInt(), - backstopMs, - ) + // Layout + semantics live in `unpackRumbleEvent` (RumbleWire.kt), tested there + // against the Rust packer. + val cmd = unpackRumbleEvent(ev) ?: continue // timeout / closed + // Rendering is binder calls into the vibrator service, and every one of them can + // throw unchecked — DeadSystemRuntimeException when system_server goes down, and + // the ordinary RuntimeException a dying service wraps its RemoteException in. + // Unguarded, ONE of those killed this thread outright: `running` stayed true, so + // nothing noticed and nothing restarted it, and rumble was gone for the rest of + // the session. Losing a single command is recoverable; losing the loop is not. + runCatching { + renderRumble(cmd.pad, cmd.low, cmd.high, cmd.backstopMs) + }.onFailure { failures = noteRenderFailure("rumble", it, failures) } } }, "pf-rumble").apply { isDaemon = true; start() } hidoutThread = Thread({ // 128: the raw as-is passthrough events are [pad][kind tag][report kind][≤64 bytes]. val buf = ByteBuffer.allocateDirect(128) + var failures = 0L while (running) { val n = NativeBridge.nativeNextHidout(handle, buf) if (n < 0) continue // timeout / closed - dispatchHidout(buf, n) + // Same hazard as the rumble loop above: lights/trigger rendering is binder and USB + // calls, and an unchecked throw here would silently end the rich-feedback plane. + runCatching { dispatchHidout(buf, n) } + .onFailure { failures = noteRenderFailure("hidout", it, failures) } } }, "pf-hidout").apply { isDaemon = true; start() } } + /** + * Record a render failure the poll loop swallowed, and return the updated count. Logged on the + * first occurrence and sparsely after: a genuinely dead vibrator service fails on *every* + * command, which at a rumble plane's rate would bury the log. + */ + private fun noteRenderFailure(plane: String, t: Throwable, seen: Long): Long { + if (seen == 0L || seen % LOG_EVERY == 0L) { + Log.w(TAG, "$plane render failed (#${seen + 1}) — command dropped, poll loop alive", t) + } + return seen + 1 + } + /** Idempotent. Stops + joins the poll threads (must complete before the router is released / handle freed). */ fun stop() { running = false @@ -264,12 +281,12 @@ class GamepadFeedback( return } val bind = rumbleBindFor(pad) ?: return - val lo = toAmplitude(low) - val hi = toAmplitude(high) + val lo = wireAmplitudeToByte(low) + val hi = wireAmplitudeToByte(high) val m = bind.vm if (m != null) { if (lo == 0 && hi == 0) { - m.cancel() // (0,0) = stop + runCatching { m.cancel() } // (0,0) = stop return } val combo = CombinedVibration.startParallel() @@ -294,7 +311,7 @@ class GamepadFeedback( // API 28–30 legacy single-motor path: blend both motors into one effect. val lv = bind.legacy ?: return if (lo == 0 && hi == 0) { - lv.cancel() // (0,0) = stop + runCatching { lv.cancel() } // (0,0) = stop return } val a = (lo * 0.8 + hi * 0.33).toInt().coerceIn(1, 255) @@ -314,8 +331,8 @@ class GamepadFeedback( */ private fun renderDeviceRumble(low: Int, high: Int, durationMs: Long) { val v = deviceVibrator ?: return - val lo = toAmplitude(low) - val hi = toAmplitude(high) + val lo = wireAmplitudeToByte(low) + val hi = wireAmplitudeToByte(high) if (lo == 0 && hi == 0) { runCatching { v.cancel() } // (0,0) = stop return @@ -329,12 +346,6 @@ class GamepadFeedback( } } - // 0..0xFFFF → 1..255 (high byte); a nonzero motor never collapses to 0. - private fun toAmplitude(v16: Int): Int { - val a = (v16 ushr 8) and 0xFF - return if (v16 != 0 && a == 0) 1 else a - } - // One-shot held for `durationMs` — the host's v2 TTL (renewed while the level holds), so it // self-terminates on a lost stop; cancel on zero. Floor the duration at 1 ms: `createOneShot` // throws IllegalArgumentException on a non-positive duration, and a lease can carry ttl_ms==0 diff --git a/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/GamepadRouter.kt b/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/GamepadRouter.kt index 6b586d18..7fe1f02d 100644 --- a/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/GamepadRouter.kt +++ b/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/GamepadRouter.kt @@ -50,12 +50,35 @@ class GamepadRouter( * capture links, which `StreamScreen` does not start at all while this is off. */ private val forwarding: Boolean = true, + /** + * Forward raw guide/QAM presses (`Settings.systemButtons` resolved — auto = forward on + * Android, where the press reaches the app on most devices; `local` exists for + * cross-client profile parity with the Gaming-Mode clients). Off keeps them entirely + * with this device. + */ + private val systemForward: Boolean = true, + /** + * The hold-Select guide gesture (`Settings.guideGesture` resolved — auto = off on + * Android): holding Select ALONE ≥ [GUIDE_HOLD_MS] sends the HOST's guide button, down + * until release — so a long hold is the host's long-press, a Gaming-Mode host's QAM. A + * Select tap is delivered on release (delayed by up to the threshold); a Select pressed + * while other buttons are down passes through untouched, so the exit/mic chords keep + * working. pf-client-core's `SelectGesture`, on the main-thread handler. + */ + private val guideGesture: Boolean = false, ) { /** One forwarded controller: its stable wire pad index, per-device axis state, and held buttons. */ private class Slot(val index: Int, val mapper: Gamepad.AxisMapper) { /** Forwarded button bits currently held (Gamepad.BTN_*) — for release-on-close + chord detection. */ var held = 0 + + // Hold-Select→guide gesture state ([guideGesture]): the pending Select's hold + // timer / a delivered tap's owed release (both on the main handler), and whether + // the held Select was transformed into a synthetic guide. + var pendingGuide: Runnable? = null + var pendingTapUp: Runnable? = null + var selectAsGuide = false } /** deviceId → slot. Concurrent: the feedback poll threads read it via [deviceForPad]. */ @@ -139,7 +162,24 @@ class GamepadRouter( * the mic-mute chord ([MIC_CHORD]). */ private fun slotButton(slot: Slot, bit: Int, down: Boolean, send: Boolean) { + // Raw system buttons stay local under the "local" policy — no wire send and no held + // tracking, symmetric on both edges so nothing leaks into the chords either. + if (!systemForward && (bit == Gamepad.BTN_GUIDE || bit == Gamepad.BTN_MISC1)) return if (down) { + if (guideGesture && send) { + // A Select pressed ALONE is held back until it resolves: a tap (delivered + // on release), a combo member (the next button flushes it as a real + // press), or — past GUIDE_HOLD_MS — a synthetic guide. Held state records + // it either way, so the exit/mic chords read as if the gesture didn't + // exist (Select+Y still fires the mic toggle: the flush sends Select's + // down before Y's). + if (bit == Gamepad.BTN_BACK && slot.held == 0) { + slot.held = slot.held or bit + armGuide(slot) + return + } + flushPendingSelect(slot) + } if (send && forwarding) { NativeBridge.nativeSendGamepadButton(handle, bit, true, slot.index) } @@ -155,7 +195,8 @@ class GamepadRouter( onMicChord?.invoke() } } else { - if (send && forwarding) { + val owned = guideGesture && bit == Gamepad.BTN_BACK && consumeSelectRelease(slot) + if (!owned && send && forwarding) { NativeBridge.nativeSendGamepadButton(handle, bit, false, slot.index) } slot.held = slot.held and bit.inv() @@ -167,6 +208,61 @@ class GamepadRouter( } } + /** Start a pending Select's hold countdown ([GUIDE_HOLD_MS] → a synthetic guide, down until release). */ + private fun armGuide(slot: Slot) { + val r = Runnable { + slot.pendingGuide = null + slot.selectAsGuide = true + if (forwarding) { + NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_GUIDE, true, slot.index) + } + } + slot.pendingGuide = r + mainHandler.postDelayed(r, GUIDE_HOLD_MS) + } + + /** + * A second button joined while Select was pending — it was a real Select after all; its + * deferred down goes out before the caller sends the new button's, preserving chronology. + */ + private fun flushPendingSelect(slot: Slot) { + val r = slot.pendingGuide ?: return + mainHandler.removeCallbacks(r) + slot.pendingGuide = null + if (forwarding) { + NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_BACK, true, slot.index) + } + } + + /** + * Select released with gesture state outstanding — true when the gesture owned the + * release. A transformed hold lifts the synthetic guide; a pending tap delivers its + * held-back press now, with the release [TAP_PRESS_MS] behind it (a back-to-back pair + * can fold into nothing in the host's per-pad input fold). + */ + private fun consumeSelectRelease(slot: Slot): Boolean { + if (slot.selectAsGuide) { + slot.selectAsGuide = false + if (forwarding) { + NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_GUIDE, false, slot.index) + } + return true + } + val r = slot.pendingGuide ?: return false + mainHandler.removeCallbacks(r) + slot.pendingGuide = null + if (forwarding) { + NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_BACK, true, slot.index) + val up = Runnable { + slot.pendingTapUp = null + NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_BACK, false, slot.index) + } + slot.pendingTapUp = up + mainHandler.postDelayed(up, TAP_PRESS_MS) + } + return true + } + /** Arm the exit-chord hold timer (once); on expiry, if the chord is still held, flush + leave. */ private fun armExit() { if (pendingExit != null) return // already counting down @@ -362,6 +458,24 @@ class GamepadRouter( /** Lift every held button + zero the axes/HAT dpad for [slot] (wire events only, all on its index). */ private fun releaseHeld(slot: Slot) { + // Gesture first: a pending (never-sent) Select just drops its timer; an owed tap + // release goes out NOW (its down is already on the wire and the handle may not + // outlive this slot); a transformed guide — which is not in `held` — is lifted. + slot.pendingGuide?.let { mainHandler.removeCallbacks(it) } + slot.pendingGuide = null + slot.pendingTapUp?.let { + mainHandler.removeCallbacks(it) + slot.pendingTapUp = null + if (forwarding) { + NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_BACK, false, slot.index) + } + } + if (slot.selectAsGuide) { + slot.selectAsGuide = false + if (forwarding) { + NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_GUIDE, false, slot.index) + } + } var bits = slot.held while (bits != 0) { val bit = bits and -bits // lowest set bit @@ -403,5 +517,14 @@ class GamepadRouter( /** Synthetic slot-key base for [ExternalPad]s — below every real (positive) InputDevice id. */ const val EXTERNAL_ID_BASE = -1000 + + /** pf-client-core's `GUIDE_HOLD`: hold Select alone this long → the host's guide goes down. */ + const val GUIDE_HOLD_MS = 350L + + /** + * pf-client-core's `TAP_PRESS`: a held-back Select tap's release trails its press by + * this much, so the pair can't coalesce into no press at all. + */ + const val TAP_PRESS_MS = 50L } } diff --git a/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/HidUsbLink.kt b/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/HidUsbLink.kt index c81db817..254c1bb8 100644 --- a/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/HidUsbLink.kt +++ b/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/HidUsbLink.kt @@ -14,8 +14,8 @@ import android.hardware.usb.UsbRequest import android.os.Build import android.util.Log import java.nio.ByteBuffer -import java.util.concurrent.ConcurrentLinkedQueue import java.util.concurrent.TimeoutException +import java.util.concurrent.atomic.AtomicBoolean /** * Generic USB transport for a client-captured HID controller — the device-agnostic half of what @@ -81,14 +81,20 @@ class HidUsbLink( /** Pending OUT reports, submitted by the reader thread — only one thread may drive a * connection's [UsbRequest]s ([UsbDeviceConnection.requestWait] returns ANY completed - * request; a second waiter would steal the reader's completions). */ - private val outQueue = ConcurrentLinkedQueue() + * request; a second waiter would steal the reader's completions). See [OutReportQueue] for + * what gets discarded when it fills, and why that is not simply "the oldest". */ + private val outQueue = OutReportQueue() private var reader: Thread? = null private var detachReceiver: BroadcastReceiver? = null @Volatile private var running = false + /** Latches on the first "this link is down" signal so [onClosed] fires exactly once, however + * many of the racing detectors (detach broadcast, reader error streak, failed re-queue) see + * it. Reset by [start]. */ + private val down = AtomicBoolean(false) + /** First attached matching device, or null. Does not need USB permission to enumerate. */ fun findDevice(): UsbDevice? = usb.deviceList.values.firstOrNull(config.deviceMatch) @@ -148,6 +154,7 @@ class HidUsbLink( connection = conn device = dev claims = claimed + down.set(false) running = true Log.i( config.tag, @@ -168,10 +175,7 @@ class HidUsbLink( val gone: UsbDevice? = intent.getParcelableExtra(UsbManager.EXTRA_DEVICE) if (gone?.deviceName == dev.deviceName) { Log.i(config.tag, "USB detached (${dev.deviceName})") - if (running) { - running = false - onClosed() - } + linkDown() } } } @@ -255,6 +259,9 @@ class HidUsbLink( if (live.isEmpty()) { Log.e(config.tag, "no IN request could be queued") finishReader(claims) + // `start` already returned true, so without this the owner would sit waiting on a + // capture that never streams and never reports itself dead. + linkDown() return } val scratch = ByteArray(64) @@ -329,10 +336,23 @@ class HidUsbLink( } finally { finishReader(claims) } - if (running) { - running = false - onClosed() - } + linkDown() + } + + /** + * Report the link down, exactly once, from whichever detector noticed first — the detach + * broadcast (main thread) or the reader thread on its way out. + * + * This only *signals*; releasing the connection and the interfaces stays the owner's job, via + * the [stop] its `onClosed` handler calls. Previously nothing released them on this path: the + * detach receiver flipped a flag and fired the callback, so an unplug left the connection open, + * the interfaces claimed (the pad could not return to Android's own input stack) and the + * receiver still registered — and a re-plug overwrote the field holding it, leaking a receiver + * that stayed live for the process's lifetime. + */ + private fun linkDown() { + running = false + if (down.compareAndSet(false, true)) onClosed() } private fun finishReader(claims: List) { @@ -348,28 +368,35 @@ class HidUsbLink( * Write one raw report to the device: kind 0 = output report (the active interface's * interrupt-OUT, else a `SET_REPORT(Output)` control transfer), kind 1 = feature report * (`SET_REPORT(Feature)`). [data] is the full report, id byte first, hidapi framing. + * + * [coalesce] tells the pending-OUT queue whether a newer report of the same kind may replace + * this one — [OutReportQueue.KEY_RUMBLE] for motor levels, the default [OutReportQueue.NO_COALESCE] + * for one-shots (lightbar, player LEDs, trigger effects) the sender will not repeat. + * + * Returns whether the report reached the device or is queued for it. A caller that is writing + * a **stop** needs this: a discarded stop has nothing behind it, so it must not be mistaken + * for one that landed. */ - fun writeRaw(kind: Int, data: ByteArray) { - if (data.isEmpty()) return - when (kind) { + fun writeRaw(kind: Int, data: ByteArray, coalesce: Int = OutReportQueue.NO_COALESCE): Boolean { + if (data.isEmpty()) return false + return when (kind) { 0 -> { if ((activeClaim ?: claims.firstOrNull())?.outReq != null) { - // Interrupt-OUT rides UsbRequests submitted by the reader thread. Bounded, - // newest-wins: these are level-styled commands the sender re-sends anyway. - while (outQueue.size >= 32) outQueue.poll() - outQueue.offer(data) + // Interrupt-OUT rides UsbRequests submitted by the reader thread. + outQueue.offer(data, coalesce) } else { setReport(REPORT_TYPE_OUTPUT, data) } } 1 -> setReport(REPORT_TYPE_FEATURE, data) + else -> false } } - private fun setReport(type: Int, data: ByteArray) { - val conn = connection ?: return - val ifId = (activeClaim ?: claims.firstOrNull())?.iface?.id ?: return - sendReport(conn, ifId, type, data) + private fun setReport(type: Int, data: ByteArray): Boolean { + val conn = connection ?: return false + val ifId = (activeClaim ?: claims.firstOrNull())?.iface?.id ?: return false + return sendReport(conn, ifId, type, data) } /** @@ -378,9 +405,8 @@ class HidUsbLink( * queue would never drain (e.g. a rumble stop before the interfaces release). Safe from any * thread: EP0 control transfers are independent of the reader's `requestWait`. */ - fun writeControl(data: ByteArray) { - if (data.isNotEmpty()) setReport(REPORT_TYPE_OUTPUT, data) - } + fun writeControl(data: ByteArray): Boolean = + data.isNotEmpty() && setReport(REPORT_TYPE_OUTPUT, data) private fun sendKeepAlive(conn: UsbDeviceConnection, ifaceId: Int) { for (f in config.keepAliveFeatures) sendReport(conn, ifaceId, REPORT_TYPE_FEATURE, f) @@ -392,27 +418,48 @@ class HidUsbLink( * "unnumbered" (id 0 in wValue, id byte stripped from the payload). EP0 is independent of * the interrupt endpoints, so this is safe alongside the reader thread's requestWait. */ - private fun sendReport(conn: UsbDeviceConnection, ifaceId: Int, type: Int, data: ByteArray) { + private fun sendReport( + conn: UsbDeviceConnection, + ifaceId: Int, + type: Int, + data: ByteArray, + ): Boolean { val id = data[0].toInt() and 0xFF val payload = if (id == 0) data.copyOfRange(1, data.size) else data - conn.controlTransfer( - 0x21, // host→device, class, interface - 0x09, // SET_REPORT - (type shl 8) or id, - ifaceId, - payload, - payload.size, - WRITE_TIMEOUT_MS, - ) + // controlTransfer returns the byte count, or a negative value on failure — a failed write + // must be reported as such, not swallowed (a dropped rumble stop has nothing behind it). + val n = runCatching { + conn.controlTransfer( + 0x21, // host→device, class, interface + 0x09, // SET_REPORT + (type shl 8) or id, + ifaceId, + payload, + payload.size, + WRITE_TIMEOUT_MS, + ) + }.getOrDefault(-1) + return n >= 0 } - /** Stop the read loop and release the interfaces. Idempotent; does not fire [onClosed]. */ + /** + * Stop the read loop and release the interfaces. Idempotent; does not fire [onClosed]. + * + * Safe to call from the `onClosed` handler itself — that is how an unplug now gets cleaned up, + * and it arrives on the reader thread, which must not try to join itself. + */ fun stop() { running = false + // Claim the down-latch so the reader's own exit does not report a close the owner asked for. + down.set(true) detachReceiver?.let { runCatching { context.unregisterReceiver(it) } } detachReceiver = null - runCatching { reader?.join(1000) } - reader = null + if (reader !== Thread.currentThread()) { + runCatching { reader?.join(1000) } + // Only forget the thread once it is actually gone: clearing it while it still runs + // would let a later stop() skip the join and free the connection under it. + reader = null + } outQueue.clear() activeClaim = null for (c in claims) runCatching { connection?.releaseInterface(c.iface) } diff --git a/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/OutReportQueue.kt b/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/OutReportQueue.kt new file mode 100644 index 00000000..e1b81361 --- /dev/null +++ b/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/OutReportQueue.kt @@ -0,0 +1,89 @@ +package io.unom.punktfunk.kit + +/** + * The pending interrupt-OUT reports for a captured controller: a bounded FIFO whose overflow + * policy knows which reports may be thrown away and which may not. + * + * The queue exists because only one thread may drive a connection's `UsbRequest`s, so writes from + * the feedback threads are handed to the reader thread rather than submitted directly. It has to + * be bounded — a stalled or unplugged device would otherwise grow it without limit — and the + * question is what to discard when it fills. + * + * The old policy was "newest wins": drop from the head until there is room. That is right for + * rumble, which is *level-styled* — the host re-sends it continuously, so a dropped frame is + * replaced milliseconds later and nothing is permanently lost. It is wrong for everything else. + * A lightbar colour, a player-LED mask and an adaptive-trigger effect are **one-shots**: the host + * sends them on change and never repeats them. Dropping one leaves the pad wrong until the next + * time that value happens to change, which may be never. + * + * So eviction is driven by an explicit [key] supplied by the caller, not by inspecting the bytes. + * That distinction cannot be recovered from the report itself: every DualSense output report + * carries the *same* report id and differs only in its `valid_flag` bytes, so an id-keyed policy + * would happily let a rumble supersede a lightbar — the very bug this replaces, relocated. + * + * Two rules: + * - A report offered with a coalescing key **replaces** the pending report with that key, in + * place. A burst of rumble collapses to its latest value and never displaces anything else. + * - Only when the queue is full does anything get dropped, and then the oldest *coalescable* + * report goes first. A one-shot is discarded only if the queue is full of nothing but + * one-shots — which needs [cap] distinct one-shots outstanding, far beyond what a real pad + * produces. + * + * Thread-safe: offered by the feedback threads, drained by the reader thread. + */ +internal class OutReportQueue(private val cap: Int = CAP) { + private class Entry(val key: Int, val data: ByteArray) + + private val items = ArrayDeque() + + /** + * Queue [data] for submission. [key] is [NO_COALESCE] for a one-shot, or a caller-chosen + * constant identifying a level-styled stream whose newer values supersede older ones. + * + * Returns false only if the report had to be dropped outright — the caller can then treat the + * write as failed rather than assuming it is on its way. + */ + fun offer(data: ByteArray, key: Int = NO_COALESCE): Boolean = synchronized(items) { + if (key != NO_COALESCE) { + val at = items.indexOfFirst { it.key == key } + if (at >= 0) { + // Supersede in place: keeping the queue position stops a fast rumble stream from + // repeatedly jumping the one-shots queued ahead of it. + items[at] = Entry(key, data) + return true + } + } + if (items.size >= cap) { + val victim = items.indexOfFirst { it.key != NO_COALESCE } + if (victim >= 0) { + items.removeAt(victim) + } else if (key != NO_COALESCE) { + // Nothing coalescable to sacrifice and this report is itself replaceable — drop it + // rather than a one-shot that will never come again. + return false + } else { + items.removeFirst() + } + } + items.addLast(Entry(key, data)) + return true + } + + /** The next report to submit, or null when nothing is pending. */ + fun poll(): ByteArray? = synchronized(items) { items.removeFirstOrNull()?.data } + + fun clear() = synchronized(items) { items.clear() } + + val size: Int get() = synchronized(items) { items.size } + + companion object { + /** This report is a one-shot: never superseded, evicted only as a last resort. */ + const val NO_COALESCE = 0 + + /** Motor levels — re-sent continuously, so only the newest is worth keeping. */ + const val KEY_RUMBLE = 1 + + /** Deep enough to absorb a burst, small enough that a stalled device cannot bloat us. */ + const val CAP = 32 + } +} diff --git a/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/RumbleWire.kt b/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/RumbleWire.kt new file mode 100644 index 00000000..9516d8b2 --- /dev/null +++ b/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/RumbleWire.kt @@ -0,0 +1,47 @@ +package io.unom.punktfunk.kit + +/** + * The two conversions every rumble path in this module needs, in one place. + * + * Both used to be transcribed per call site: [wireAmplitudeToByte] existed twice, byte-identical, + * in `GamepadFeedback` and `DsDevice`; [unpackRumbleEvent] was inline bit-shifting in the poll loop + * with no test on either side of the JNI boundary. Neither is complicated — which is exactly why a + * silent divergence between copies would have been hard to notice. + */ + +/** + * Wire amplitude (`0..0xFFFF`) → an 8-bit motor/vibrator level. + * + * The high byte, except that a **nonzero command never collapses to zero**: anything below 0x0100 + * would otherwise round to silence, turning a weak-but-real rumble into no rumble at all. 1 is + * imperceptibly light, but it moves. + */ +internal fun wireAmplitudeToByte(v16: Int): Int { + val a = (v16 ushr 8) and 0xFF + return if (v16 != 0 && a == 0) 1 else a +} + +/** One effective rumble command, as packed by the native side's `nativeNextRumble`. */ +internal data class RumbleCmd(val pad: Int, val low: Int, val high: Int, val backstopMs: Long) + +/** + * Unpack `NativeBridge.nativeNextRumble`'s `jlong`, or null for the timeout/closed sentinel. + * + * Layout, mirroring `clients/android/native/src/feedback.rs::pack_rumble`: + * bits 49..52 = wire pad index, 32..47 = backstop duration (ms), 16..31 = low, 0..15 = high. + * The pad field is 4 bits because `punktfunk_core::input::MAX_PADS` is 16 — the Rust side has a + * compile-time assertion tying the two together, so this can't silently start truncating. + * + * These are EFFECTIVE commands from the core's shared rumble policy engine: it owns every + * lease/staleness/close decision and emits explicit zeros, so apply them verbatim — + * `(0, 0)` = cancel, non-zero = one-shot for the backstop. + */ +internal fun unpackRumbleEvent(ev: Long): RumbleCmd? { + if (ev < 0L) return null // timeout / closed + return RumbleCmd( + pad = ((ev ushr 49) and 0xFL).toInt(), + low = ((ev ushr 16) and 0xFFFF).toInt(), + high = (ev and 0xFFFF).toInt(), + backstopMs = (ev ushr 32) and 0xFFFF, + ) +} diff --git a/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/Sc2Capture.kt b/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/Sc2Capture.kt index 83c4462f..e84fb2e4 100644 --- a/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/Sc2Capture.kt +++ b/clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/Sc2Capture.kt @@ -273,10 +273,20 @@ class Sc2Capture( private fun onLinkClosed() { Log.i(TAG, "SC2 link closed (unplug / power-off)") + // Both transports share this callback, so read which one was live BEFORE clearing it — + // releasing the other would tear down a link that never dropped. + val dropped = activeLink activeLink = LINK_NONE dongleLink = false releaseSlot() releaseUiKeys() + // Release the transport too — see the note in DsCapture.onLinkClosed. The Puck makes this + // worse than a single leak: it is the pad that gets power-cycled, so the same process can + // round-trip a link many times in one session. + when (dropped) { + LINK_USB -> usb.stop() + LINK_BLE -> ble.stop() + } onActiveChanged?.invoke(false) } diff --git a/clients/android/kit/src/test/kotlin/io/unom/punktfunk/kit/OutReportQueueTest.kt b/clients/android/kit/src/test/kotlin/io/unom/punktfunk/kit/OutReportQueueTest.kt new file mode 100644 index 00000000..0ee8ee16 --- /dev/null +++ b/clients/android/kit/src/test/kotlin/io/unom/punktfunk/kit/OutReportQueueTest.kt @@ -0,0 +1,102 @@ +package io.unom.punktfunk.kit + +import org.junit.Assert.assertArrayEquals +import org.junit.Assert.assertEquals +import org.junit.Assert.assertFalse +import org.junit.Assert.assertNull +import org.junit.Assert.assertTrue +import org.junit.Test + +/** + * The pending-OUT queue's overflow policy. What is being pinned here is the distinction the old + * "drop from the head until there is room" policy did not make: rumble is re-sent continuously and + * may be thrown away, while a lightbar/player-LED/trigger report is sent once and never repeated. + */ +class OutReportQueueTest { + /** A report carrying a 0..255 marker so a test can tell which one came back out. */ + private fun report(marker: Int) = byteArrayOf(0x02, marker.toByte()) + + // Masked: the marker rides in a Byte, and Byte.toInt() sign-extends. + private fun drain(q: OutReportQueue): List = + generateSequence { q.poll() }.map { it[1].toInt() and 0xFF }.toList() + + @Test + fun `rumble supersedes the pending rumble instead of queueing another`() { + val q = OutReportQueue() + assertTrue(q.offer(report(1), OutReportQueue.KEY_RUMBLE)) + assertTrue(q.offer(report(2), OutReportQueue.KEY_RUMBLE)) + assertTrue(q.offer(report(3), OutReportQueue.KEY_RUMBLE)) + assertEquals("a rumble burst must collapse to one entry", 1, q.size) + assertArrayEquals(report(3), q.poll()) + assertNull(q.poll()) + } + + @Test + fun `superseding keeps the queue position so a rumble stream cannot jump one-shots`() { + val q = OutReportQueue() + q.offer(report(1), OutReportQueue.KEY_RUMBLE) + q.offer(report(10)) // a one-shot queued behind it + q.offer(report(2), OutReportQueue.KEY_RUMBLE) + // The newer rumble takes the OLD rumble's slot, so the one-shot does not get starved + // behind an endlessly-renewed entry. + assertEquals(listOf(2, 10), drain(q)) + } + + @Test + fun `a full queue sacrifices rumble, never a one-shot`() { + val q = OutReportQueue(cap = 4) + q.offer(report(1), OutReportQueue.KEY_RUMBLE) + q.offer(report(10)) + q.offer(report(11)) + q.offer(report(12)) + assertEquals(4, q.size) + // Full. The old policy dropped the head — here that is a rumble, but only by luck of + // ordering; what matters is that the one-shots all survive. + assertTrue(q.offer(report(13))) + assertEquals(listOf(10, 11, 12, 13), drain(q)) + } + + @Test + fun `the one-shot the host never repeats survives a rumble storm`() { + val q = OutReportQueue(cap = 4) + // The exact regression: a lightbar colour queued once, then a flood of rumble. Under the + // old newest-wins eviction the colour was dropped from the head and never came back, + // leaving the pad lit wrong until the value next happened to change. + q.offer(report(200)) // lightbar + repeat(50) { q.offer(report(it), OutReportQueue.KEY_RUMBLE) } + val out = drain(q) + assertTrue("the lightbar report must still be queued, got $out", out.contains(200)) + assertEquals("rumble must not have accumulated", listOf(200, 49), out) + } + + @Test + fun `a queue full of one-shots refuses a rumble rather than dropping one`() { + val q = OutReportQueue(cap = 2) + q.offer(report(10)) + q.offer(report(11)) + assertFalse( + "with nothing coalescable to sacrifice, the replaceable report yields", + q.offer(report(1), OutReportQueue.KEY_RUMBLE), + ) + assertEquals(listOf(10, 11), drain(q)) + } + + @Test + fun `only a queue of nothing but one-shots drops one, and it is the oldest`() { + val q = OutReportQueue(cap = 2) + q.offer(report(10)) + q.offer(report(11)) + assertTrue(q.offer(report(12))) + assertEquals(listOf(11, 12), drain(q)) + } + + @Test + fun `clear empties the queue`() { + val q = OutReportQueue() + q.offer(report(1), OutReportQueue.KEY_RUMBLE) + q.offer(report(10)) + q.clear() + assertEquals(0, q.size) + assertNull(q.poll()) + } +} diff --git a/clients/android/kit/src/test/kotlin/io/unom/punktfunk/kit/RumbleWireTest.kt b/clients/android/kit/src/test/kotlin/io/unom/punktfunk/kit/RumbleWireTest.kt new file mode 100644 index 00000000..30226dde --- /dev/null +++ b/clients/android/kit/src/test/kotlin/io/unom/punktfunk/kit/RumbleWireTest.kt @@ -0,0 +1,79 @@ +package io.unom.punktfunk.kit + +import org.junit.Assert.assertEquals +import org.junit.Assert.assertNotEquals +import org.junit.Assert.assertNull +import org.junit.Test + +/** + * The Kotlin half of the rumble JNI boundary. The Rust half is pinned by `pack_rumble_tests` in + * `clients/android/native/src/feedback.rs`; the two suites describe the same layout from opposite + * sides, which is the only thing that catches one of them drifting. + */ +class RumbleWireTest { + + /** `pack_rumble` from the native side, transcribed — the packer these tests unpack. */ + private fun pack(pad: Int, low: Int, high: Int, backstopMs: Int): Long = + ((pad and 0xF).toLong() shl 49) or + ((backstopMs.coerceAtMost(0xFFFF)).toLong() shl 32) or + (low.toLong() shl 16) or + high.toLong() + + @Test + fun `every field round-trips at its extremes`() { + val cases = listOf( + listOf(0, 0, 0, 0), + listOf(15, 0xFFFF, 0xFFFF, 0xFFFF), + listOf(1, 0x1234, 0x5678, 500), + listOf(7, 0, 0xFFFF, 2000), + ) + for ((pad, low, high, backstop) in cases) { + val cmd = unpackRumbleEvent(pack(pad, low, high, backstop))!! + assertEquals("pad", pad, cmd.pad) + assertEquals("low", low, cmd.low) + assertEquals("high", high, cmd.high) + assertEquals("backstop", backstop.toLong(), cmd.backstopMs) + } + } + + /** MAX_PADS is 16, so all 16 indices must survive the 4-bit field without aliasing. */ + @Test + fun `all sixteen pad indices are distinct`() { + val seen = (0 until 16).map { unpackRumbleEvent(pack(it, 1, 2, 3))!!.pad } + assertEquals((0 until 16).toList(), seen) + } + + @Test + fun `the negative sentinel is not a command`() { + assertNull(unpackRumbleEvent(-1L)) + assertNull(unpackRumbleEvent(Long.MIN_VALUE)) + } + + @Test + fun `a stop is distinguishable from a hold`() { + val stop = unpackRumbleEvent(pack(2, 0, 0, 0))!! + val hold = unpackRumbleEvent(pack(2, 0x8000, 0x8000, 500))!! + assertEquals(0, stop.low) + assertEquals(0, stop.high) + assertNotEquals(stop, hold) + } + + // --- wireAmplitudeToByte (was two byte-identical private copies) --- + + @Test + fun `amplitude takes the high byte`() { + assertEquals(0xFF, wireAmplitudeToByte(0xFFFF)) + assertEquals(0x80, wireAmplitudeToByte(0x8000)) + assertEquals(0x12, wireAmplitudeToByte(0x1234)) + } + + @Test + fun `zero stays silent but a weak nonzero never does`() { + assertEquals("only a real zero may render as silence", 0, wireAmplitudeToByte(0)) + // Everything below 0x0100 has a zero high byte — without the floor these all vanish. + for (v in listOf(1, 0x0042, 0x00FF)) { + assertEquals("wire $v collapsed to silence", 1, wireAmplitudeToByte(v)) + } + assertEquals(1, wireAmplitudeToByte(0x0100)) // first value that reaches 1 on its own + } +} diff --git a/clients/android/native/src/audio.rs b/clients/android/native/src/audio.rs index 2a76dcba..6dbec5cc 100644 --- a/clients/android/native/src/audio.rs +++ b/clients/android/native/src/audio.rs @@ -12,10 +12,14 @@ //! realtime callback and makes us own the buffer. So this client diverges deliberately to stop the //! Android-only crackle: (1) the callback is allocation/free-free — decoded buffers are recycled to //! the producer via a free-list instead of being freed on the audio thread (Android's Scudo `free` -//! has unbounded tail latency); (2) the jitter ring is deeper (~40 ms prime / ~150 ms hard cap) and -//! decoupled from the tiny LowLatency burst size, with de-prime hysteresis so a transient drain -//! doesn't manufacture a silence; (3) the AAudio HW buffer is primed above its 2-burst default and -//! grown on XRuns (Google's anti-glitch technique). +//! has unbounded tail latency); (2) the jitter ring is deeper than the other clients' and decoupled +//! from the tiny LowLatency burst size, with de-prime hysteresis so a transient drain doesn't +//! manufacture a silence; (3) the AAudio HW buffer is primed above its 2-burst default and grown on +//! XRuns (Google's anti-glitch technique). +//! +//! (2) is now the SHARED `punktfunk_core::audio::JitterPolicy` at `JitterTuning::AAUDIO`, which also +//! fixed what this ring was missing: it had a hard cap but nothing that walked the depth back down, +//! so drift and arrival bursts raised latency permanently and Android settled on its ceiling. use ndk::audio::{ AudioCallbackResult, AudioContentType, AudioDirection, AudioFormat, AudioPerformanceMode, @@ -34,26 +38,18 @@ const SAMPLE_RATE: i32 = 48_000; /// Decoded-chunk hand-off depth: 64 × 5 ms = 320 ms slack (matches the core's AUDIO_QUEUE). const RING_CHUNKS: usize = 64; -// --- Jitter-ring depths, in MILLISECONDS (scaled to interleaved-f32 samples at runtime). -------- -// The channel count is negotiated, not a compile-time const, so these are kept in ms and multiplied -// by `ms` (interleaved-f32 samples per millisecond at the resolved layout) inside `start`. -// Unlike the Linux client (PipeWire adaptively rate-matches the stream to the graph clock, masking -// host↔DAC drift + a shallow ring), AAudio hands us a raw callback and we own the buffer: drift and -// WiFi power-save bunching land as underruns/overflows = crackle. So Android runs a deliberately -// deeper, smoothly-managed ring than Linux — keep the two clients' depths intentionally divergent. -/// Prime/target floor: fill to ~40 ms before playing (and after a sustained drain). Deep enough to -/// ride out WiFi arrival jitter + clock drift; the dominant Android-only anti-crackle lever. -const PRIME_FLOOR_MS: usize = 40; -/// Ceiling for the burst-scaled target (so a large quantum can't push the prime depth too high). -const PRIME_CEIL_MS: usize = 80; -/// Drop-oldest headroom above the target before trimming — a ~80 ms band swallows an arrival burst -/// without overflowing. -const JITTER_HEADROOM_MS: usize = 80; -/// Hard latency bound: never let the ring exceed ~150 ms (the only thing that caps added latency). -const HARD_CAP_MS: usize = 150; -/// Re-prime (go silent to refill) only after this many CONSECUTIVE empty callbacks, so one transient -/// drain doesn't manufacture a fresh 40 ms silence (the old `if ring.is_empty()` re-primed instantly). -const DEPRIME_AFTER_CALLBACKS: u32 = 5; +// --- Jitter-ring depths now come from the SHARED policy (`punktfunk_core::audio::JitterTuning`). -- +// They used to be four Android-only constants here. The rationale for Android being DEEPER than the +// other clients still holds and is preserved in `JitterTuning::AAUDIO`: unlike PipeWire, which +// adaptively rate-matches the stream to the graph clock and masks host↔DAC drift, AAudio hands us a +// raw callback and we own the buffer, so drift and Wi-Fi power-save bunching land as +// underruns/overflows = crackle. +// +// Two things changed with the move. The prime floor drops 40 ms → 25 ms, because the policy GROWS +// the target on the devices that actually underrun instead of every device pre-paying for the worst +// one. And the ring finally sheds: it had a hard cap but nothing that walked the depth back down, so +// any drift or burst raised latency permanently and Android converged on its 120 ms ceiling and +// stayed there — the "audio latency is too high" report. /// Throttle the AAudio XRun-driven HW-buffer grow check (cheap, but no need to poll every quantum). const XRUN_CHECK_EVERY: u32 = 128; @@ -104,6 +100,7 @@ struct Counters { pcm_written: AtomicU64, // PCM frames copied out to AAudio (device clock is pulling) underruns: AtomicU64, // callbacks that emitted silence (ring not primed / drained) ring_depth: AtomicU64, // ring sample count at the last callback + target_ms: AtomicU64, // the policy's LIVE target depth (it grows on this device's underruns) } /// Owned by [`crate::session::SessionHandle`]: the live AAudio stream + the decode thread. @@ -126,10 +123,9 @@ impl AudioPlayback { // Interleaved f32 samples per millisecond at this layout (48 kHz × channels); the ms- // denominated jitter-ring depths scale by it. let ms = (SAMPLE_RATE as usize / 1000) * channels; - let prime_floor = PRIME_FLOOR_MS * ms; - let prime_ceil = PRIME_CEIL_MS * ms; - let jitter_headroom = JITTER_HEADROOM_MS * ms; - let hard_cap_max = HARD_CAP_MS * ms; + let tuning = punktfunk_core::audio::JitterTuning::AAUDIO; + // Worst transient the ring can hold before the policy trims it. + let hard_cap_max = tuning.hard_cap_ms as usize * ms; let counters = Arc::new(Counters::default()); // One open attempt at a given sharing mode. Everything the realtime callback captures @@ -157,8 +153,10 @@ impl AudioPlayback { // `decode_loop`. let mut ring: VecDeque = VecDeque::with_capacity(hard_cap_max + RING_CHUNKS * 5 * ms); - let mut primed = false; - let mut empties: u32 = 0; // consecutive empty callbacks (de-prime hysteresis) + // Shared de-jitter policy — prime depth, drift correction, de-prime hysteresis. The + // hysteresis this replaces was Android-only; Linux and Windows carried the instant + // `if ring.is_empty()` re-prime until now. + let mut policy = punktfunk_core::audio::JitterPolicy::new(tuning, channels as u8); let mut cb_count: u32 = 0; // callbacks since open (throttles the XRun grow check) let mut last_xrun: i32 = 0; // last AAudio XRun count we grew the buffer for let callback = move |s: &AudioStream, data: *mut c_void, num_frames: i32| { @@ -173,21 +171,25 @@ impl AudioPlayback { ring.extend(chunk.drain(..)); let _ = free_tx.try_send(chunk); } - // Jitter buffer: prime to ~40 ms (prime_floor) before playing and after a sustained - // drain; drop-oldest only above a wide ~120 ms band. Decoupled from the AAudio burst - // `want` (tiny on the LowLatency MMAP path) so the depth doesn't collapse to a single - // quantum. - let target = (3 * want).clamp(prime_floor, prime_ceil); - let hard_cap = (target + jitter_headroom).min(hard_cap_max); - while ring.len() > hard_cap { - ring.pop_front(); + // Jitter buffer: the shared policy decides prime/silence, trims a burst, and — + // new here — sheds ONE crossfaded 5 ms frame when the depth average has sat above + // target long enough to be drift rather than jitter. Without that shed this ring + // had no way back down: it clamped at 120 ms and stayed pinned there. + let step = policy.step(ring.len(), want); + if step.drop_front > 0 { + punktfunk_core::audio::crossfade_drop( + &mut ring, + step.drop_front, + step.crossfade, + ); } - if !primed && ring.len() >= target { - primed = true; - } - if primed { + let mut ran_short = false; + if !step.silence { for slot in out.iter_mut() { - *slot = ring.pop_front().unwrap_or(0.0); + *slot = ring.pop_front().unwrap_or_else(|| { + ran_short = true; + 0.0 + }); } cb_counters .pcm_written @@ -196,20 +198,15 @@ impl AudioPlayback { out.fill(0.0); cb_counters.underruns.fetch_add(1, Ordering::Relaxed); } - // Re-prime only after a RUN of empty callbacks, not a single transient one — - // otherwise every momentary drain costs a fresh 40 ms silence (the old behaviour, - // self-inflicted crackle on any jitter spike). - if ring.is_empty() { - empties += 1; - if empties >= DEPRIME_AFTER_CALLBACKS { - primed = false; - } - } else { - empties = 0; - } + // No-op while un-primed, so a deliberate priming silence is never counted as an + // underrun (which would otherwise drive the adaptive floor up for no reason). + policy.note_read(ran_short); cb_counters .ring_depth .store(ring.len() as u64, Ordering::Relaxed); + cb_counters + .target_ms + .store(policy.target_ms() as u64, Ordering::Relaxed); // Google's AAudio anti-glitch technique: when the device reports new XRuns, grow the // HW buffer by one burst (up to capacity). getXRunCount + setBufferSizeInFrames are // both callback-safe / non-blocking, and set clamps to capacity so it self-limits. @@ -408,10 +405,11 @@ fn decode_loop( } if count % 600 == 0 { log::info!( - "audio: opus={count} pcm_frames={} underruns={} ring={} peak={window_peak:.3}", + "audio: opus={count} pcm_frames={} underruns={} buffer_ms={} target_ms={} peak={window_peak:.3}", counters.pcm_written.load(Ordering::Relaxed), counters.underruns.load(Ordering::Relaxed), - counters.ring_depth.load(Ordering::Relaxed), + counters.ring_depth.load(Ordering::Relaxed) / ms.max(1) as u64, + counters.target_ms.load(Ordering::Relaxed), ); window_peak = 0.0; } diff --git a/clients/android/native/src/feedback.rs b/clients/android/native/src/feedback.rs index 81d97895..bca2ff5d 100644 --- a/clients/android/native/src/feedback.rs +++ b/clients/android/native/src/feedback.rs @@ -18,6 +18,29 @@ use std::time::Duration; /// observes its `running=false` flag promptly on teardown. const PULL_TIMEOUT: Duration = Duration::from_millis(100); +/// Width of the packed `pad` field in [`pack_rumble`] — 4 bits, i.e. indices 0..15. +const PAD_BITS: u32 = 4; +/// The packing is only lossless while every representable pad index fits in [`PAD_BITS`]. This was +/// a comment before; growing `MAX_PADS` past 16 would have silently aliased pad 16 onto pad 0 +/// rather than failing the build. +const _: () = assert!( + punktfunk_core::input::MAX_PADS <= 1usize << PAD_BITS, + "MAX_PADS no longer fits the 4-bit pad field in the packed rumble long" +); + +/// Pack one effective rumble command into the `jlong` `nativeNextRumble` returns. +/// +/// Layout — mirrored by `unpackRumbleEvent` in `RumbleWire.kt`: bits 49..52 `pad`, 32..47 +/// `backstop_ms`, 16..31 `low`, 0..15 `high`. Always non-negative, so the `-1` timeout/closed +/// sentinel stays unambiguous. Split out from the JNI entry point purely so it can be tested +/// without a live session handle — the shift arithmetic is the part worth pinning. +fn pack_rumble(pad: u16, low: u16, high: u16, backstop_ms: u32) -> jlong { + (jlong::from(pad & ((1 << PAD_BITS) - 1)) << 49) + | (jlong::from(backstop_ms.min(0xFFFF) as u16) << 32) + | (jlong::from(low) << 16) + | jlong::from(high) +} + // HID-output kind tags written into the returned ByteBuffer (Kotlin reads them back). const TAG_LED: u8 = 0x01; const TAG_PLAYER_LEDS: u8 = 0x02; @@ -62,12 +85,7 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextRumble( // haptics audio, so the host emits nothing on 0xD1 and the pad keeps its rumble. // Dropping it here rather than in Kotlin keeps the rule next to the reason. Ok(cmd) if crate::pad_audio::haptics_owns_coils((cmd.pad & 0xF) as u8) => -1, - Ok(cmd) => { - (jlong::from(cmd.pad & 0xF) << 49) - | (jlong::from(cmd.backstop_ms.min(0xFFFF) as u16) << 32) - | (jlong::from(cmd.low) << 16) - | jlong::from(cmd.high) - } + Ok(cmd) => pack_rumble(cmd.pad, cmd.low, cmd.high, cmd.backstop_ms), Err(_) => -1, // NoFrame (timeout) or Closed — Kotlin loops on its running flag } }) @@ -173,3 +191,65 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextHidout( n as jint }) } + +#[cfg(test)] +mod pack_rumble_tests { + use super::*; + use punktfunk_core::input::MAX_PADS; + + /// Kotlin's `unpackRumbleEvent`, transcribed — if these two ever disagree the boundary is + /// broken, and nothing else in the build would say so. + fn unpack(ev: jlong) -> (u16, u16, u16, u32) { + let pad = ((ev >> 49) & 0xF) as u16; + let backstop = ((ev >> 32) & 0xFFFF) as u32; + let low = ((ev >> 16) & 0xFFFF) as u16; + let high = (ev & 0xFFFF) as u16; + (pad, low, high, backstop) + } + + #[test] + fn round_trips_every_field_at_its_extremes() { + for &(pad, low, high, backstop) in &[ + (0u16, 0u16, 0u16, 0u32), + (15, 0xFFFF, 0xFFFF, 0xFFFF), + (1, 0x1234, 0x5678, 500), + (7, 0, 0xFFFF, 2000), + ] { + let ev = pack_rumble(pad, low, high, backstop); + assert_eq!(unpack(ev), (pad, low, high, backstop), "pad {pad}"); + } + } + + #[test] + fn every_representable_pad_survives_the_four_bit_field() { + for pad in 0..MAX_PADS as u16 { + let (got, ..) = unpack(pack_rumble(pad, 1, 2, 3)); + assert_eq!(got, pad, "pad {pad} aliased in the packed long"); + } + } + + #[test] + fn a_packed_command_is_never_negative() { + // `-1` is the timeout/closed sentinel; any packed value colliding with it would read as + // "no command" and the rumble would simply vanish. + assert!(pack_rumble(15, 0xFFFF, 0xFFFF, 0xFFFF) >= 0); + assert!(pack_rumble(0, 0, 0, 0) >= 0); + } + + #[test] + fn an_oversized_backstop_saturates_instead_of_corrupting_the_pad_field() { + let ev = pack_rumble(3, 0, 0, u32::MAX); + let (pad, _, _, backstop) = unpack(ev); + assert_eq!(pad, 3, "a huge backstop must not bleed into the pad bits"); + assert_eq!(backstop, 0xFFFF); + } + + #[test] + fn a_stop_is_distinguishable_from_a_hold() { + let stop = pack_rumble(2, 0, 0, 0); + let hold = pack_rumble(2, 0x8000, 0x8000, 500); + assert_ne!(stop, hold); + assert_eq!(unpack(stop).1, 0); + assert_eq!(unpack(stop).2, 0); + } +} diff --git a/clients/apple/README.md b/clients/apple/README.md index 7dabf655..56743c27 100644 --- a/clients/apple/README.md +++ b/clients/apple/README.md @@ -121,7 +121,11 @@ PUNKTFUNK_AUTOCONNECT= PUNKTFUNK_MODE=1280x720x60 swift run PunktfunkCli host's virtual pad. - **App Store screenshots** are automated — `tools/screenshots.sh all` renders the real UI at the required pixel sizes via a DEBUG-only shot mode; the `apple` CI workflow captures the iOS sizes on - every main push. See the script header for details. + every main push. See the script header for details. The script's `SCENES` array is the listing + set, in listing order; override it (`SCENES="06-gamepad-home 10-edithost" tools/screenshots.sh ios`) + to capture any of the other scenes in `ShotScenes.all`. Mock data — hosts, adverts, profiles — is + seeded in `ShotMock` so a capture is byte-for-byte deterministic and never browses the real LAN + (a stranger's hostname reached the live listing that way once). - Deeper design notes live in the internal planning repo (punktfunk-planning: `apple-stage2-presenter.md`). diff --git a/clients/apple/Sources/PunktfunkClient/Home/GamepadHomeView.swift b/clients/apple/Sources/PunktfunkClient/Home/GamepadHomeView.swift index e94b356f..2db6afc4 100644 --- a/clients/apple/Sources/PunktfunkClient/Home/GamepadHomeView.swift +++ b/clients/apple/Sources/PunktfunkClient/Home/GamepadHomeView.swift @@ -135,7 +135,7 @@ struct GamepadHomeView: View { // fullScreenCover, so they become generously sized sheets over the dimmed launcher. #if os(macOS) .sheet(isPresented: $showSettings) { - GamepadSettingsView() + GamepadSettingsView(store: store) .frame(width: 720, height: 640) } .sheet(isPresented: $showAddHost) { @@ -144,7 +144,7 @@ struct GamepadHomeView: View { } .frame(minWidth: 640, minHeight: 420) #else - .fullScreenCover(isPresented: $showSettings) { GamepadSettingsView() } + .fullScreenCover(isPresented: $showSettings) { GamepadSettingsView(store: store) } .fullScreenCover(isPresented: $showAddHost) { GamepadAddHostView { store.add($0) } } @@ -176,18 +176,33 @@ struct GamepadHomeView: View { // MARK: - Chrome private var titleBar: some View { - Text("Select a Host") - .font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title)) - .foregroundStyle(.white) - .frame(maxWidth: .infinity) - .overlay(alignment: .trailing) { - // Which pad is driving this UI (name + battery) — quiet, and only where there's - // room; a compact-height phone gives the pixels to the carousel instead. - if !compact, let active = gamepads.active { - ControllerStatusChip(controller: active) - .padding(.trailing, 20) - } - } + // The chip used to be a trailing `.overlay`, which reserves no width: on a portrait phone + // it sat directly on top of the centred title ("Select a Host" ran straight into the pad + // name). Laying it out as a row with a hidden mirror on the leading side keeps the title + // optically centred AND clear of the chip at every width; the title shrinks a little + // before it would ever truncate. + HStack(spacing: 12) { + statusChip(hidden: true) + Text("Select a Host") + .font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title)) + .foregroundStyle(.white) + .lineLimit(1) + .minimumScaleFactor(0.75) + .frame(maxWidth: .infinity) + statusChip(hidden: false) + } + .padding(.horizontal, 20) + } + + /// Which pad is driving this UI (name + battery) — quiet, and only where there's room; a + /// compact-height phone gives the pixels to the carousel instead. `hidden` renders the same + /// chip purely as a width reserve. + @ViewBuilder private func statusChip(hidden: Bool) -> some View { + if !compact, let active = gamepads.active { + ControllerStatusChip(controller: active) + .opacity(hidden ? 0 : 1) + .accessibilityHidden(hidden) + } } private var cardSpacing: CGFloat { diff --git a/clients/apple/Sources/PunktfunkClient/Screenshots/ScreenshotHost.swift b/clients/apple/Sources/PunktfunkClient/Screenshots/ScreenshotHost.swift index fd47f23c..94798950 100644 --- a/clients/apple/Sources/PunktfunkClient/Screenshots/ScreenshotHost.swift +++ b/clients/apple/Sources/PunktfunkClient/Screenshots/ScreenshotHost.swift @@ -24,6 +24,13 @@ import ImageIO @MainActor enum ScreenshotMode { + /// This process was launched to capture a screenshot. Cheap enough to consult from the + /// stores' persistence paths (`HostStore` / `ProfileStore`), which must NOT write their + /// mock contents back into a real user's App Group when the harness runs on a dev Mac. + static var isActive: Bool { + !(ProcessInfo.processInfo.environment["PUNKTFUNK_SHOT_SCENE"] ?? "").isEmpty + } + /// The scene requested via PUNKTFUNK_SHOT_SCENE, or nil for a normal launch. static var requestedScene: ShotScene? { let name = ProcessInfo.processInfo.environment["PUNKTFUNK_SHOT_SCENE"] ?? "" @@ -41,8 +48,11 @@ struct ScreenshotHostView: View { scene.make() .environment(\.colorScheme, scene.colorScheme) .frame(maxWidth: .infinity, maxHeight: .infinity) - .background(Color.black) - .ignoresSafeArea() + // Black fills the display, but the SCENE keeps its safe area. Ignoring it wholesale + // here pushed the stream hero's HUD under the Dynamic Island (the resolution/bitrate + // line was unreadable in every 6.9" capture); scenes that genuinely want full bleed — + // the streamed frame itself — ignore it themselves. + .background(Color.black.ignoresSafeArea()) #if os(macOS) .background(MacShotWindowConfigurator(scene: scene)) #elseif os(iOS) @@ -129,18 +139,64 @@ enum MacSelfCapture { #endif #if os(iOS) -/// Best-effort orientation lock for the requested scene (landscape for the stream hero, portrait -/// for chrome). Requires the app to allow those orientations in Info.plist. +/// Orientation lock for the requested scene (landscape for the stream hero, portrait for chrome). +/// Requires the app to allow those orientations in Info.plist — it does, for both. private struct IOSOrientationConfigurator: UIViewControllerRepresentable { let orientation: ShotOrientation - func makeUIViewController(context: Context) -> UIViewController { UIViewController() } + func makeUIViewController(context: Context) -> ShotOrientationController { + ShotOrientationController(mask: mask) + } - func updateUIViewController(_ vc: UIViewController, context: Context) { - guard let scene = vc.view.window?.windowScene else { return } - let mask: UIInterfaceOrientationMask = orientation == .landscape ? .landscapeRight : .portrait - scene.requestGeometryUpdate(.iOS(interfaceOrientations: mask)) - vc.setNeedsUpdateOfSupportedInterfaceOrientations() + func updateUIViewController(_ vc: ShotOrientationController, context: Context) { + vc.mask = mask + vc.applyGeometry() + } + + private var mask: UIInterfaceOrientationMask { + orientation == .landscape ? .landscapeRight : .portrait + } +} + +/// Asks the window scene to rotate, from a place where there IS a window. +/// +/// The previous version made the request inside `updateUIViewController`, where `view.window` is +/// still nil: SwiftUI makes exactly one update pass for a representable mounted as a `.background`, +/// before the hierarchy is in a window, so the `guard` fell through and nothing ever asked again. +/// Every scene declared `.landscape` — the stream hero and the trust card — was therefore captured +/// in PORTRAIT at the portrait App Store size. Overriding `supportedInterfaceOrientations` as well +/// keeps the scene from rotating back if the simulator reports a device orientation change. +final class ShotOrientationController: UIViewController { + var mask: UIInterfaceOrientationMask + + init(mask: UIInterfaceOrientationMask) { + self.mask = mask + super.init(nibName: nil, bundle: nil) + } + + @available(*, unavailable) + required init?(coder: NSCoder) { fatalError("not from a nib") } + + override var supportedInterfaceOrientations: UIInterfaceOrientationMask { mask } + + override func viewDidAppear(_ animated: Bool) { + super.viewDidAppear(animated) + applyGeometry() + } + + func applyGeometry() { + // `view.window` once mounted; the connected-scene lookup covers the first update pass, + // which still runs before this controller is in a window. + let scene = view.window?.windowScene + ?? UIApplication.shared.connectedScenes.compactMap { $0 as? UIWindowScene }.first + guard let scene else { return } + // Report a refusal instead of silently shipping the wrong orientation — that is exactly + // how every landscape scene went out as a portrait PNG for as long as it did. + scene.requestGeometryUpdate(.iOS(interfaceOrientations: mask)) { error in + print("PF_SHOT_ORIENTATION_REFUSED \(error.localizedDescription)") + fflush(stdout) + } + setNeedsUpdateOfSupportedInterfaceOrientations() } } #endif diff --git a/clients/apple/Sources/PunktfunkClient/Screenshots/ScreenshotScenes.swift b/clients/apple/Sources/PunktfunkClient/Screenshots/ScreenshotScenes.swift index 9133a0f9..7c4a4bba 100644 --- a/clients/apple/Sources/PunktfunkClient/Screenshots/ScreenshotScenes.swift +++ b/clients/apple/Sources/PunktfunkClient/Screenshots/ScreenshotScenes.swift @@ -81,24 +81,126 @@ enum ShotScenes { @MainActor enum ShotMock { - /// A populated saved-host grid: a pinned recent host, a couple more, mixed online state. + // Stable ids so the store, the adverts and the profile bindings all point at the same things + // across every scene and every run. + static let battlestationID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000001")! + static let livingRoomID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000002")! + static let workshopID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000003")! + static let officeID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000004")! + static let editingID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000005")! + static let bedroomID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000006")! + + static let hdrProfileID = "a71c4e0d9f22" + static let couchProfileID = "3e88b107c4da" + + /// The catalog the host cards read their chips and pinned cards from. Seeded once, on the + /// first store build — `ProfileStore` is a singleton, and in shot mode its write-back is + /// suppressed, so this never reaches a real user's catalog. + static func installProfiles() { + guard !profilesInstalled else { return } + profilesInstalled = true + ProfileStore.shared.debugSet([ + StreamProfile(name: "4K HDR", id: hdrProfileID, accent: "#8B7BF7"), + StreamProfile(name: "Couch 1080p", id: couchProfileID, accent: "#4FD1A5"), + ]) + } + + private static var profilesInstalled = false + + /// A populated saved-host grid: the most-recent host bound to a profile (its chip), a second + /// paired machine, and one asleep box we hold a MAC for (so its card offers Wake-on-LAN). OS + /// chains give every tile its real vendor mark instead of a letter monogram. + /// + /// No PINNED host+profile card: it renders a second tile for the SAME host, which is the + /// feature working as designed but reads as a duplicate to anyone meeting the app in a store + /// listing. The binding chip carries the profile story on its own. static func hostStore() -> HostStore { + installProfiles() let store = HostStore() store.hosts = [ - StoredHost(name: "Battlestation", address: "192.168.1.20", port: 9777, - pinnedSHA256: fingerprint, lastConnected: Date().addingTimeInterval(-420)), - StoredHost(name: "Living Room PC", address: "192.168.1.41", port: 9777, - pinnedSHA256: fingerprint), - StoredHost(name: "Workshop", address: "10.0.0.7", port: 9777), + StoredHost( + id: battlestationID, name: "Battlestation", address: "192.168.1.20", port: 9777, + pinnedSHA256: fingerprint, lastConnected: Date().addingTimeInterval(-420), + macAddresses: ["a4:b1:c2:d3:e4:f5"], profileID: hdrProfileID, + osChain: "windows/11"), + StoredHost( + id: livingRoomID, name: "Living Room PC", address: "192.168.1.41", port: 9777, + pinnedSHA256: hostFingerprint(1), lastConnected: Date().addingTimeInterval(-86_400), + macAddresses: ["b8:27:eb:11:22:33"], osChain: "linux/fedora/bazzite"), + StoredHost( + id: officeID, name: "Office NUC", address: "192.168.1.33", port: 9777, + pinnedSHA256: hostFingerprint(4), lastConnected: Date().addingTimeInterval(-259_200), + profileID: couchProfileID, osChain: "linux/ubuntu"), + StoredHost( + id: workshopID, name: "Workshop", address: "10.0.0.7", port: 9777, + pinnedSHA256: hostFingerprint(2), macAddresses: ["de:ad:be:ef:00:07"], + osChain: "linux/arch"), + StoredHost( + id: editingID, name: "Editing Rig", address: "192.168.1.62", port: 9777, + pinnedSHA256: hostFingerprint(5), lastConnected: Date().addingTimeInterval(-604_800), + osChain: "linux/nobara"), + StoredHost( + id: bedroomID, name: "Bedroom Mini", address: "192.168.1.77", port: 9777, + pinnedSHA256: hostFingerprint(6), macAddresses: ["00:1a:2b:3c:4d:5e"], + osChain: "windows/11"), ] return store } - static let host = StoredHost(name: "Battlestation", address: "192.168.1.20", port: 9777, - pinnedSHA256: fingerprint) + /// Discovery, seeded rather than live. Two saved hosts advertise (so their cards read ONLINE + /// through the real `advertises` path, and the reachability probe skips them — no network from + /// a capture), "Workshop" stays quiet so the grid shows an asleep machine, and one genuinely + /// new host populates the "On this network" section. + /// + /// A live browse made the shot non-deterministic AND leaked whatever was on the capturing + /// machine's LAN into the App Store listing. + static func discovery() -> HostDiscovery { + let discovery = HostDiscovery() + discovery.debugSet([ + HostDiscovery.debugAdvert( + id: "battlestation", name: "Battlestation", host: "192.168.1.20", + fingerprintHex: fingerprint.hexLower, macAddresses: ["a4:b1:c2:d3:e4:f5"], + osChain: "windows/11"), + HostDiscovery.debugAdvert( + id: "living-room", name: "Living Room PC", host: "192.168.1.41", + fingerprintHex: hostFingerprint(1).hexLower, macAddresses: ["b8:27:eb:11:22:33"], + osChain: "linux/fedora/bazzite"), + HostDiscovery.debugAdvert( + id: "office-nuc", name: "Office NUC", host: "192.168.1.33", + fingerprintHex: hostFingerprint(4).hexLower, osChain: "linux/ubuntu"), + HostDiscovery.debugAdvert( + id: "studio", name: "Studio PC", host: "192.168.1.58", + fingerprintHex: hostFingerprint(3).hexLower, requiresPairing: true, allowsTofu: false, + osChain: "windows/11"), + ]) + return discovery + } + + static let host = StoredHost( + id: battlestationID, name: "Battlestation", address: "192.168.1.20", port: 9777, + pinnedSHA256: fingerprint, osChain: "windows/11") + + /// What the pairing sheet calls THIS device. Taken from the platform, not from + /// `UIDevice.current.name` — on a capture simulator that is the harness's own throwaway name + /// (`pf-shot-iphone-6.9` went out on the store listing that way). + static var clientDeviceName: String { + #if os(tvOS) + "Apple TV" + #elseif os(macOS) + "MacBook Pro" + #else + UIDevice.current.userInterfaceIdiom == .pad ? "iPad Pro" : "iPhone" + #endif + } /// A plausible-looking 32-byte SHA-256 for the trust card / pin lock glyphs. - static let fingerprint = Data((0..<32).map { UInt8(($0 &* 37 &+ 0x1d) & 0xff) }) + static let fingerprint = hostFingerprint(0) + + /// Distinct per host — `StoredHost.matches` prefers a fingerprint comparison, so sharing one + /// across the mock grid made a single advert light up every card. + static func hostFingerprint(_ seed: Int) -> Data { + Data((0..<32).map { UInt8((($0 &* 37) &+ 0x1d &+ (seed &* 91)) & 0xff) }) + } } // MARK: - Home @@ -106,7 +208,7 @@ enum ShotMock { private struct ShotHome: View { @StateObject private var store = ShotMock.hostStore() @StateObject private var model = SessionModel() - @StateObject private var discovery = HostDiscovery() + @StateObject private var discovery = ShotMock.discovery() var body: some View { #if os(macOS) @@ -134,7 +236,7 @@ private struct ShotHome: View { private struct ShotGamepadHome: View { @StateObject private var store = ShotMock.hostStore() @StateObject private var model = SessionModel() - @StateObject private var discovery = HostDiscovery() + @StateObject private var discovery = ShotMock.discovery() @StateObject private var waker = HostWaker() var body: some View { @@ -146,7 +248,9 @@ private struct ShotGamepadHome: View { } private struct ShotGamepadSettings: View { - var body: some View { GamepadSettingsView() } + @StateObject private var store = ShotMock.hostStore() + + var body: some View { GamepadSettingsView(store: store) } } private struct ShotGamepadAddHost: View { @@ -164,7 +268,7 @@ private struct ShotConnect: View { @StateObject private var store = ShotMock.hostStore() @StateObject private var model = SessionModel() - @StateObject private var discovery = HostDiscovery() + @StateObject private var discovery = ShotMock.discovery() @StateObject private var waker = HostWaker() var body: some View { @@ -241,9 +345,9 @@ private struct ShotSettings: View { #elseif os(iOS) // SettingsView owns its NavigationSplitView (sidebar + detail) and Done button, so it is // rendered directly — a wrapping NavigationStack would nest a split view in a stack. Open - // on General so the shot lands on real controls (iPad: sidebar + General detail; iPhone: - // the General page) instead of the bare category list. - SettingsView(initialCategory: .general) + // on Display rather than the bare category list: resolution, frame rate, bitrate, HDR and + // codec are what someone reads a streaming app's settings shot to find out. + SettingsView(initialCategory: .display) #else NavigationStack { SettingsView() } #endif @@ -253,16 +357,44 @@ private struct ShotSettings: View { // MARK: - Pair (PIN ceremony) private struct ShotPair: View { + /// The PIN as the host's web console shows it, and a device name that doesn't depend on what + /// the capture simulator happens to be called. + private var sheet: some View { + PairSheet( + host: ShotMock.host, shotPIN: "418 306", + shotClientName: ShotMock.clientDeviceName, onPaired: { _ in }) + } + var body: some View { + #if os(iOS) + // PRESENT it, don't rebuild it. `PairSheet` is a bottom sheet on iOS — it carries its own + // `.presentationDetents([.medium, .large])` and the system's Liquid Glass background, both + // of which only exist inside a real `.sheet`. Composed into a ZStack instead (what this + // scene used to do), the detents were inert, the grouped Form stretched to the full height + // of the screen, and the capture was a thin strip of content over a huge black void. + ShotHome() + .sheet(isPresented: .constant(true)) { + // Pinned to one detent. The sheet ships `[.medium, .large]` so it can grow over + // the keyboard, and the resting height leaves a wide empty band between the form + // and the button row; a capture wants the snug version. + sheet.presentationDetents([.fraction(0.52)]) + } + #elseif os(tvOS) + // tvOS pushes the ceremony as a full screen (HomeView's `navigationDestination`). + NavigationStack { sheet } + #else + // macOS: a fixed-width panel (`.frame(width: 400).fixedSize()`) that hugs its content, so + // floating it over the dimmed grid matches how the window-modal sheet reads. `screencapture + // -l` grabs one window, and an AppKit sheet is a child window — a real `.sheet` + // would fall outside the capture. ZStack { ShotHome().blur(radius: 28).overlay(Color.black.opacity(0.5)) - PairSheet(host: ShotMock.host, onPaired: { _ in }) - .frame(maxWidth: 460) + sheet .background(.regularMaterial, in: RoundedRectangle(cornerRadius: 18)) .clipShape(RoundedRectangle(cornerRadius: 18)) .shadow(radius: 40, y: 16) - .padding(40) } + #endif } } diff --git a/clients/apple/Sources/PunktfunkClient/Session/SessionModel.swift b/clients/apple/Sources/PunktfunkClient/Session/SessionModel.swift index c0714b34..8cdf017f 100644 --- a/clients/apple/Sources/PunktfunkClient/Session/SessionModel.swift +++ b/clients/apple/Sources/PunktfunkClient/Session/SessionModel.swift @@ -675,8 +675,13 @@ final class SessionModel: ObservableObject { // `gamepadForwarding` off means the host gets this device's pads from somewhere else // (USB passthrough, or a pad plugged into the host) — capture still runs, and still // watches for the escape chord, but puts nothing on the wire. + // System-button routing: whether raw guide/share presses ride the wire, and whether + // hold-Select arms as the alternate guide route (auto = on everywhere but macOS — + // iOS reserves the physical Home press, tvOS never delivers it). let capture = GamepadCapture( - connection: conn, manager: .shared, forwarding: settings.gamepadForwarding) + connection: conn, manager: .shared, forwarding: settings.gamepadForwarding, + systemForward: settings.systemButtonsForward, + guideGesture: settings.guideGestureEnabled) // The cross-client escape chord (hold L1+R1+Start+Select 1.5 s) — on tvOS the only // controller way out of a stream (B/Menu is swallowed during sessions; see ContentView). capture.onDisconnectRequest = { [weak self] in self?.disconnect() } diff --git a/clients/apple/Sources/PunktfunkClient/Settings/GamepadSettingsView.swift b/clients/apple/Sources/PunktfunkClient/Settings/GamepadSettingsView.swift index 49ba392b..09274f1f 100644 --- a/clients/apple/Sources/PunktfunkClient/Settings/GamepadSettingsView.swift +++ b/clients/apple/Sources/PunktfunkClient/Settings/GamepadSettingsView.swift @@ -10,6 +10,14 @@ // on stale captured state. Left/right CLAMPS at a choice list's ends (the dull boundary thud tells // the thumb it's the last option); A always cycles forward, wrapping, so every option is reachable // with one button. Toggles read left = off, right = on — refusing a no-op with the same thud. +// +// The trailing Profiles section (design/client-settings-profiles.md §5.2a/§5.4) is the pin manager +// for this controller-first surface: a row per catalog profile opens the pin-to-hosts picker — an +// in-place swap of the row list (B peels back, the "one layer" rule GamepadAddHostView set) with +// one toggle row per saved host, writing `StoredHost.pinnedProfileIDs` via HostStore.setPinned. +// Pins are presentation only: never the host's default binding, never the profile itself — +// profiles are created and edited in the standard interface (and can't be on tvOS, whose +// per-device catalog the detail strings are honest about). import PunktfunkKit import SwiftUI @@ -21,12 +29,18 @@ import CoreHaptics struct GamepadSettingsView: View { @Environment(\.dismiss) private var dismiss + /// The saved-host store — the pin picker writes `setPinned` through it and the profile rows + /// count pins from its live hosts. Threaded in from GamepadHomeView like the home screen + /// itself (ContentView owns the instance). + @ObservedObject var store: HostStore @AppStorage(DefaultsKey.streamWidth) private var width = 1920 @AppStorage(DefaultsKey.streamHeight) private var height = 1080 @AppStorage(DefaultsKey.streamHz) private var hz = 60 @AppStorage(DefaultsKey.compositor) private var compositor = 0 @AppStorage(DefaultsKey.gamepadType) private var gamepadType = 0 @AppStorage(DefaultsKey.gamepadForwarding) private var gamepadForwarding = true + @AppStorage(DefaultsKey.systemButtons) private var systemButtons = "auto" + @AppStorage(DefaultsKey.guideGesture) private var guideGesture = "auto" @AppStorage(DefaultsKey.bitrateKbps) private var bitrateKbps = 0 @AppStorage(DefaultsKey.audioChannels) private var audioChannels = 2 @AppStorage(DefaultsKey.hdrEnabled) private var hdrEnabled = true @@ -52,6 +66,10 @@ struct GamepadSettingsView: View { @AppStorage(DefaultsKey.rumbleOnDevice) private var rumbleOnDevice = false #endif @ObservedObject private var gamepads = GamepadManager.shared + /// The profile catalog (ProfileStore.shared, like every other surface that reads it) — the + /// Profiles rows re-derive from it each render, so a rename/delete made in the standard + /// interface shows up live. + @ObservedObject private var profiles = ProfileStore.shared #if os(iOS) /// `.compact` in a landscape phone window — tighter chrome so more rows fit. @@ -62,6 +80,9 @@ struct GamepadSettingsView: View { private let compact = false // no size classes on macOS; the sheet is sized generously #endif @State private var focusID: String? + /// The pin-to-hosts picker's profile — non-nil swaps the row list for one toggle row per + /// saved host (§5.2a); B (Menu on tvOS) peels back to the settings rows. + @State private var pinTarget: StreamProfile? /// The direction of the last value step (+1 right/forward, -1 left) — picks which edge the /// changed value slides in from, so the animation follows the user's motion. @State private var lastAdjustDelta = 1 @@ -72,7 +93,7 @@ struct GamepadSettingsView: View { focusID: $focusID, onAdjust: { row, delta in adjust(id: row.id, by: delta) }, onActivate: { activate(id: $0.id) }, - onBack: { dismiss() } + onBack: { back() } ) { row, focused in rowView(row, focused: focused) .frame(maxWidth: GamepadFormMetrics.rowMaxWidth) @@ -80,7 +101,7 @@ struct GamepadSettingsView: View { } .frame(maxWidth: .infinity) .safeAreaInset(edge: .top, spacing: 0) { - Text("Settings") + Text(title) .font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title)) .foregroundStyle(.white) .padding(.top, gamepadTitleTopPadding(compact: compact)) @@ -96,11 +117,7 @@ struct GamepadSettingsView: View { .foregroundStyle(.white.opacity(0.55)) .lineLimit(2, reservesSpace: true) .animation(.smooth(duration: 0.2), value: focusID) - GamepadHintBar(hints: [ - .init(glyph: "arrow.left.and.right", text: "Adjust"), - .init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Change"), - .init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done"), - ]) + GamepadHintBar(hints: hints) } // Equal distance from the left and bottom edges for the legend pill (see GamepadHomeView). .padding(.leading, compact ? 12 : 18) @@ -138,6 +155,48 @@ struct GamepadSettingsView: View { .accessibilityLabel("Close settings") } + /// "Settings", or "Pin “Work”" while the pin picker is up — the title is what says which + /// layer the row list currently is. + private var title: String { + pinTarget.map { "Pin “\($0.name)”" } ?? "Settings" + } + + /// The legend follows the layer: value-editing hints on the settings rows, pin/unpin on the + /// picker — where B reads "Back" (it peels to the settings rows, GamepadAddHostView's "one + /// layer" rule), and a hostless picker has nothing to pin, so only Back remains. + private var hints: [GamepadHint] { + guard pinTarget != nil else { + // A dimmed row takes neither, so offering them would be the same lie the row itself + // used to tell — only Done remains, and the detail line says what to turn on first. + guard rows.first(where: { $0.id == focusID })?.enabled ?? true else { + return [.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done")] + } + return [ + .init(glyph: "arrow.left.and.right", text: "Adjust"), + .init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Change"), + .init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done"), + ] + } + guard !store.hosts.isEmpty else { + return [.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Back")] + } + return [ + .init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Pin / Unpin"), + .init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Back"), + ] + } + + /// B peels one layer: the pin picker back to the settings rows — focus returning to the + /// profile row it came from — then the screen itself. + private func back() { + if let profile = pinTarget { + pinTarget = nil + focusID = "profile-\(profile.id)" + } else { + dismiss() + } + } + // MARK: - Row rendering private func rowView(_ row: Row, focused: Bool) -> some View { @@ -164,7 +223,8 @@ struct GamepadSettingsView: View { HStack(spacing: 9) { Image(systemName: "chevron.left") .font(.system(size: m.chevronFont, weight: .semibold)) - .foregroundStyle(.white.opacity(focused ? 0.6 : 0)) + .foregroundStyle( + .white.opacity(focused && row.adjustable && row.enabled ? 0.6 : 0)) // Keyed by the value so a change slides the new option in instead of // hard-swapping the string — a QUIET horizontal slip following the user's // motion (a right-step enters from the right), crossfading over ~14 pt. @@ -185,9 +245,13 @@ struct GamepadSettingsView: View { .animation(.smooth(duration: 0.22), value: row.value) Image(systemName: "chevron.right") .font(.system(size: m.chevronFont, weight: .semibold)) - .foregroundStyle(.white.opacity(focused ? 0.6 : 0)) + .foregroundStyle( + .white.opacity(focused && row.adjustable && row.enabled ? 0.6 : 0)) } } + // Contents only — the glass and border below stay at full strength, so a dimmed row + // still reads as a row you can sit on (which you can: its detail is the point). + .opacity(row.enabled ? 1 : 0.45) .padding(.horizontal, m.rowHPad) .padding(.vertical, m.rowVPad) // Every row is Liquid Glass; the focused one takes a brand wash and reacts to press. @@ -219,6 +283,16 @@ struct GamepadSettingsView: View { let value: String /// One-line explanation shown near the hint bar while this row is focused. let detail: String + /// Whether left/right means anything here — false hides the value's chevrons (the + /// Profiles rows navigate, and the placeholder rows do nothing at all). + var adjustable = true + /// Dimmed and inert when false: a row whose meaning depends on another setting that is + /// currently off. It stays in the list and stays FOCUSABLE — its `detail` is how the + /// user learns which switch to flip first, and a row that vanished mid-list would + /// shift everything under the cursor. Enforced centrally in `adjust(id:by:)` / + /// `activate(id:)`, not per closure, so no row builder can forget it. + /// (Android's `GpRow.enabled` and `pf-console-ui`'s `RowSpec.enabled` are the twins.) + var enabled = true /// Left/right step; returns whether the value actually changed (false ⇒ boundary thud). let adjust: (Int) -> Bool /// A — cycle forward (wrapping) / flip. @@ -229,15 +303,20 @@ struct GamepadSettingsView: View { /// (never on state captured at wire time). private func adjust(id: String, by delta: Int) -> Bool { lastAdjustDelta = delta - return rows.first { $0.id == id }?.adjust(delta) ?? false + guard let row = rows.first(where: { $0.id == id }), row.enabled else { return false } + return row.adjust(delta) } private func activate(id: String) { lastAdjustDelta = 1 // A always cycles forward - rows.first { $0.id == id }?.activate() + guard let row = rows.first(where: { $0.id == id }), row.enabled else { return } + row.activate() } private var rows: [Row] { + // The pin picker replaces the whole list while it's up — same screen, one layer deeper, + // so the focus list's controller wiring (and the tvOS focus engine) carries over as is. + if let profile = pinTarget { return pinRows(for: profile) } let resolution = resolutionOptions let refresh = SettingsOptions.refreshRates(including: hz) .map { (label: "\($0) Hz", tag: $0) } @@ -331,16 +410,36 @@ struct GamepadSettingsView: View { + "controller already reaches the host another way — USB passthrough such " + "as VirtualHere — so games don't see two of them.", value: $gamepadForwarding), + // The four rows below only mean something while something is being forwarded, so + // they follow the switch above — the same relationship the touch settings draw with + // `.disabled(!effective.gamepadForwarding)`. This screen could not express it until + // `Row.enabled` existed, so it alone left them live and steppable. choiceRow( id: "pad", icon: "gamecontroller", label: "Use controller", detail: "Which pad is forwarded to the host, as player 1.", - options: controllers, current: gamepads.preferredID + options: controllers, current: gamepads.preferredID, + enabled: gamepadForwarding ) { gamepads.preferredID = $0 }, choiceRow( id: "padType", icon: "dpad", label: "Controller type", detail: "The virtual pad the host creates — Automatic matches this controller.", - options: SettingsOptions.padTypes, current: gamepadType + options: SettingsOptions.padTypes, current: gamepadType, + enabled: gamepadForwarding ) { gamepadType = $0 }, + choiceRow( + id: "systemButtons", icon: "house.circle", label: "Guide button", + detail: "Where the guide (Xbox/PS) and share presses go while streaming — " + + "Automatic sends them to the host whenever this device delivers them.", + options: SettingsOptions.systemButtons, current: systemButtons, + enabled: gamepadForwarding + ) { systemButtons = $0 }, + choiceRow( + id: "guideGesture", icon: "hand.point.up.left", label: "Hold Select for guide", + detail: "Hold Select alone to press the host's guide button — keep holding " + + "for a Gaming-Mode host's quick-access menu. A tap still goes through.", + options: SettingsOptions.guideGestures, current: guideGesture, + enabled: gamepadForwarding + ) { guideGesture = $0 }, choiceRow( id: "hud", header: "Interface", icon: "chart.bar", label: "Statistics overlay", @@ -394,7 +493,98 @@ struct GamepadSettingsView: View { at: at + 1) } #endif - return list + return list + profileRows + } + + // MARK: - Profiles (§5.2a) + + /// The trailing Profiles section: one row per catalog profile, its value how many saved + /// hosts pin it, A opening the pin-to-hosts picker. Read-only beyond that — this surface + /// pins and unpins, but profiles are created and edited elsewhere (design §5.4), so + /// left/right is a boundary thud, not an editor. + private var profileRows: [Row] { + guard !profiles.profiles.isEmpty else { + return [Row( + id: "noProfiles", header: "Profiles", icon: "slider.horizontal.3", + label: "No profiles yet", value: "", + detail: emptyCatalogDetail, + adjustable: false, + adjust: { _ in false }, activate: {})] + } + return profiles.profiles.enumerated().map { i, profile in + let pins = store.hosts + .filter { ($0.pinnedProfileIDs ?? []).contains(profile.id) }.count + return Row( + id: "profile-\(profile.id)", header: i == 0 ? "Profiles" : nil, + icon: "slider.horizontal.3", label: profile.name, + value: pins == 0 ? "Not pinned" : "Pinned to \(pins) host\(pins == 1 ? "" : "s")", + detail: profileDetail, + adjustable: false, + adjust: { _ in false }, + activate: { + // Focus lands on the picker's first row — the focus list's reconcile + // follows this id when the row set swaps underneath it. + focusID = store.hosts.first.map { "pinHost-\($0.id.uuidString)" } ?? "noHosts" + pinTarget = profile + }) + } + } + + /// The pin-to-hosts picker: one toggle row per SAVED host, sharing the settings rows' + /// toggle semantics (left = unpin, right = pin, A flips; asking for the state it's in is a + /// boundary thud). Writes ride `HostStore.setPinned` — pin appends, unpin removes — and + /// NEVER the host's default binding (`profileID`): a pin is presentation only (§5.2a). + private func pinRows(for profile: StreamProfile) -> [Row] { + guard !store.hosts.isEmpty else { + return [Row( + id: "noHosts", icon: "desktopcomputer", label: "No saved hosts yet", + value: "", + detail: "Pair with a host first, then pin this profile to it.", + adjustable: false, + adjust: { _ in false }, activate: {})] + } + return store.hosts.map { host in + let hostID = host.id + let pinned = (host.pinnedProfileIDs ?? []).contains(profile.id) + return Row( + id: "pinHost-\(hostID.uuidString)", icon: "desktopcomputer", + label: host.displayName, + value: pinned ? "Pinned" : "Off", + detail: "A pinned profile appears as its own card on the host — one press " + + "connects with it.", + adjust: { delta in + let target = delta > 0 + guard pinned != target else { return false } + store.setPinned(hostID, profileID: profile.id, pinned: target) + return true + }, + activate: { store.setPinned(hostID, profileID: profile.id, pinned: !pinned) }) + } + } + + /// The profile rows' explainer. tvOS gets its own: the catalog is per-device (the App Group + /// suite — nothing syncs it) and tvOS has no profile editor at all (§5.4), so pointing a TV + /// user at a "standard interface" would promise profiles that can never arrive there. + private var profileDetail: String { + #if os(tvOS) + return "Pin this profile to a host and it appears as its own card on the home screen — " + + "one press connects with it." + #else + return "Pin this profile to a host and it appears as its own card — one press connects " + + "with it. Profiles are created and edited in Punktfunk's standard interface." + #endif + } + + /// What the empty catalog's placeholder explains — again honest on tvOS, where profiles + /// cannot be created (on the device or anywhere that would reach its per-device catalog). + private var emptyCatalogDetail: String { + #if os(tvOS) + return "Profiles bundle stream settings for different uses. Creating them isn't " + + "available on Apple TV yet." + #else + return "Profiles bundle stream settings for different uses. Create them in Punktfunk's " + + "standard interface, then pin them here as one-press connect cards." + #endif } /// Resolution choices as "WxH" tags — the current size is inserted when it's a custom mode @@ -420,13 +610,15 @@ struct GamepadSettingsView: View { private func choiceRow( id: String, header: String? = nil, icon: String, label: String, detail: String, - options: [(label: String, tag: T)], current: T, write: @escaping (T) -> Void + options: [(label: String, tag: T)], current: T, enabled: Bool = true, + write: @escaping (T) -> Void ) -> Row { let index = options.firstIndex { $0.tag == current } return Row( id: id, header: header, icon: icon, label: label, value: index.map { options[$0].label } ?? "—", detail: detail, + enabled: enabled, adjust: { delta in // Unknown current value: snap to the first option on any step. guard let index else { @@ -447,12 +639,13 @@ struct GamepadSettingsView: View { private func toggleRow( id: String, header: String? = nil, icon: String, label: String, detail: String, - value: Binding + value: Binding, enabled: Bool = true ) -> Row { Row( id: id, header: header, icon: icon, label: label, value: value.wrappedValue ? "On" : "Off", detail: detail, + enabled: enabled, adjust: { delta in // Directional semantics: left = off, right = on; a no-op reads as a boundary. let target = delta > 0 diff --git a/clients/apple/Sources/PunktfunkClient/Settings/SettingsOptions.swift b/clients/apple/Sources/PunktfunkClient/Settings/SettingsOptions.swift index 9323ce14..fa23a22c 100644 --- a/clients/apple/Sources/PunktfunkClient/Settings/SettingsOptions.swift +++ b/clients/apple/Sources/PunktfunkClient/Settings/SettingsOptions.swift @@ -34,6 +34,22 @@ enum SettingsOptions { ("DualShock 4", 4), ] + /// System-button routing (the cross-client `system_buttons` key): where the guide + /// (Xbox/PS) and share presses land while streaming. Auto = forward on Apple. + static let systemButtons: [(label: String, tag: String)] = [ + ("Automatic", "auto"), + ("Send to host", "forward"), + ("This device", "local"), + ] + + /// The hold-Select guide gesture (the cross-client `guide_gesture` key). Auto = on + /// everywhere but macOS. + static let guideGestures: [(label: String, tag: String)] = [ + ("Automatic", "auto"), + ("On", "on"), + ("Off", "off"), + ] + static let hudPlacements: [(label: String, tag: String)] = HUDPlacement.allCases.map { ($0.label, $0.rawValue) } diff --git a/clients/apple/Sources/PunktfunkClient/Settings/SettingsView+Scope.swift b/clients/apple/Sources/PunktfunkClient/Settings/SettingsView+Scope.swift index 70821ff6..661cccbb 100644 --- a/clients/apple/Sources/PunktfunkClient/Settings/SettingsView+Scope.swift +++ b/clients/apple/Sources/PunktfunkClient/Settings/SettingsView+Scope.swift @@ -126,6 +126,14 @@ enum SettingsFields { .init(name: "gamepad_forwarding", key: DefaultsKey.gamepadForwarding, overlay: \.gamepadForwarding, effective: \.gamepadForwarding) } + static var systemButtons: SettingsField { + .init(name: "system_buttons", key: DefaultsKey.systemButtons, + overlay: \.systemButtons, effective: \.systemButtons) + } + static var guideGesture: SettingsField { + .init(name: "guide_gesture", key: DefaultsKey.guideGesture, + overlay: \.guideGesture, effective: \.guideGesture) + } static var statsVerbosity: SettingsField { .init(name: "stats_verbosity", key: DefaultsKey.statsVerbosity, overlay: \.statsVerbosity, effective: \.statsVerbosity) diff --git a/clients/apple/Sources/PunktfunkClient/Settings/SettingsView+Sections.swift b/clients/apple/Sources/PunktfunkClient/Settings/SettingsView+Sections.swift index 544f9607..93dbdf71 100644 --- a/clients/apple/Sources/PunktfunkClient/Settings/SettingsView+Sections.swift +++ b/clients/apple/Sources/PunktfunkClient/Settings/SettingsView+Sections.swift @@ -681,6 +681,29 @@ extension SettingsView { } .disabled(!effective.gamepadForwarding) } + described("Where the guide (Xbox/PS) and share presses go while streaming. " + + "Automatic sends them to the host whenever this device delivers them " + + "— the hold-Select gesture below reaches the host regardless.", + field: "system_buttons") { + Picker("Guide button", selection: scoped(SettingsFields.systemButtons)) { + Text("Automatic").tag("auto") + Text("Send to host").tag("forward") + Text("This device").tag("local") + } + .disabled(!effective.gamepadForwarding) + } + described("Hold Select on its own to press the host's guide button — keep " + + "holding for a Gaming-Mode host's quick-access menu. A Select tap still " + + "goes through, slightly delayed. Automatic arms it wherever the real " + + "button can't reach the host (this device reserves it).", + field: "guide_gesture") { + Picker("Hold Select for guide", selection: scoped(SettingsFields.guideGesture)) { + Text("Automatic").tag("auto") + Text("On").tag("on") + Text("Off").tag("off") + } + .disabled(!effective.gamepadForwarding) + } #if os(iOS) // iPhone only in practice: hidden where the device itself can't play haptics (iPad). if !inProfileScope, CHHapticEngine.capabilitiesForHardware().supportsHaptics { diff --git a/clients/apple/Sources/PunktfunkClient/Stores/HostStore.swift b/clients/apple/Sources/PunktfunkClient/Stores/HostStore.swift index 29ecebce..2c47eeaa 100644 --- a/clients/apple/Sources/PunktfunkClient/Stores/HostStore.swift +++ b/clients/apple/Sources/PunktfunkClient/Stores/HostStore.swift @@ -191,6 +191,12 @@ final class HostStore: ObservableObject { private func persist() { + #if DEBUG + // The screenshot harness fills a store with mock hosts (ShotMock) purely to render a + // scene. On a dev Mac that store is the SAME App-Group suite the real app reads, so + // persisting would replace the tester's saved hosts with "Battlestation" & co. + if ScreenshotMode.isActive { return } + #endif if let data = try? JSONEncoder().encode(hosts) { defaults.set(data, forKey: Self.key) } diff --git a/clients/apple/Sources/PunktfunkClient/Stores/ProfileStore.swift b/clients/apple/Sources/PunktfunkClient/Stores/ProfileStore.swift index faeaac0c..45b2c16d 100644 --- a/clients/apple/Sources/PunktfunkClient/Stores/ProfileStore.swift +++ b/clients/apple/Sources/PunktfunkClient/Stores/ProfileStore.swift @@ -20,7 +20,14 @@ final class ProfileStore: ObservableObject { static let shared = ProfileStore() @Published private(set) var catalog: ProfileCatalog { - didSet { catalog.save() } + didSet { + #if DEBUG + // Shot mode seeds this SINGLETON with mock profiles to populate the host cards. + // Saving would write them into the tester's real catalog — see HostStore.persist(). + if ScreenshotMode.isActive { return } + #endif + catalog.save() + } } var profiles: [StreamProfile] { catalog.profiles } @@ -33,6 +40,14 @@ final class ProfileStore: ObservableObject { id.flatMap { catalog.profile(id: $0) } } + #if DEBUG + /// Shot-mode seed: replace the catalog outright so a capture shows a known set of profiles + /// rather than the tester's. Safe because `didSet` suppresses the write-back in shot mode. + func debugSet(_ profiles: [StreamProfile]) { + catalog = ProfileCatalog(profiles: profiles) + } + #endif + /// This host's default profile, dangling ids dropped — a deleted profile resolves as "Default /// settings", never an error (§4.4). func binding(for host: StoredHost) -> StreamProfile? { catalog.binding(for: host) } diff --git a/clients/apple/Sources/PunktfunkClient/Trust/PairSheet.swift b/clients/apple/Sources/PunktfunkClient/Trust/PairSheet.swift index 5d1b812c..41932d8a 100644 --- a/clients/apple/Sources/PunktfunkClient/Trust/PairSheet.swift +++ b/clients/apple/Sources/PunktfunkClient/Trust/PairSheet.swift @@ -109,7 +109,7 @@ struct PairSheet: View { #endif TextField( "Client name", text: $clientName, - prompt: Text("How the host lists this Mac")) + prompt: Text(Self.clientNamePrompt)) #if os(tvOS) .labelsHidden() // prefilled → tvOS floats the label off-center #endif @@ -184,6 +184,16 @@ struct PairSheet: View { #endif } + /// The field prompt names the device you are actually on — it said "this Mac" on every + /// platform, which on an iPhone is simply wrong. + private static var clientNamePrompt: String { + #if os(macOS) + "How the host lists this Mac" + #else + "How the host lists this device" + #endif + } + private func runCeremony() { busy = true errorText = nil @@ -229,3 +239,24 @@ struct PairSheet: View { } } } + +#if DEBUG +extension PairSheet { + /// Screenshot-harness seed (`ShotScenes`). A capture of the untouched sheet shows an empty PIN + /// field, a DISABLED "Pair & Connect", and — because the client name defaults to the device's + /// own — whatever the capture simulator happens to be called (`pf-shot-iphone-6.9` reached App + /// Store Connect that way). Seeding both fields captures the ceremony as a user meets it, + /// mid-entry, with a live primary button. + /// + /// An extension so `PairSheet` keeps its memberwise initialiser, and THIS file so it can reach + /// the private state. + init( + host: StoredHost, shotPIN: String, shotClientName: String, + onPaired: @escaping (Data) -> Void + ) { + self.init(host: host, onPaired: onPaired) + _pin = State(initialValue: shotPIN) + _clientName = State(initialValue: shotClientName) + } +} +#endif diff --git a/clients/apple/Sources/PunktfunkKit/Audio/AudioRing.swift b/clients/apple/Sources/PunktfunkKit/Audio/AudioRing.swift index bca90d98..f139d82e 100644 --- a/clients/apple/Sources/PunktfunkKit/Audio/AudioRing.swift +++ b/clients/apple/Sources/PunktfunkKit/Audio/AudioRing.swift @@ -3,28 +3,66 @@ import os /// SPSC-ish jitter ring (interleaved float, `channels` per frame), drain thread → render /// callback. The unfair lock is held for microseconds; fine at render-callback rates. Priming: -/// reads return silence until enough is buffered (at least `prefill`, and at least one +/// reads return silence until enough is buffered (at least the target, and at least one /// packet more than the device's render quantum — large-buffer devices would otherwise -/// chronically out-demand the prefill and oscillate prime → dropout → re-prime), and an -/// underrun re-primes, concealing jitter as one short dip instead of sustained crackle. +/// chronically out-demand the prefill and oscillate prime → dropout → re-prime). /// All counts stay whole frames (multiples of `channels`), so the interleave can never slip. +/// +/// **Drift correction.** Both ends run at 48 kHz but on different crystals, so backlog from a +/// network stall or plain host-vs-DAC skew never drains on its own: without correction one 300 ms +/// hiccup leaves audio 300 ms behind video for the rest of the session. This used to be handled by +/// a `highWater` shed that dropped a whole `2 × prefill` at once — its own comment called that "one +/// audible blip". It is now the same two-stage scheme the Rust clients share +/// (`punktfunk_core::audio::JitterPolicy`): a slow depth average that sits above target for a +/// sustained window sheds ONE 5 ms frame with a crossfade, and the hard cap is only a backstop. +/// Keep the constants here in step with `JitterTuning.COREAUDIO`. final class AudioRing: @unchecked Sendable { + /// Mirrors `JitterTuning::COREAUDIO` — see that type for the rationale. + private static let targetMS = 20 + private static let headroomMS = 30 + private static let hardCapMS = 90 + private static let deprimeAfter = 4 + /// The protocol's frame: the shed unit, and the slack added over a large device quantum. + private static let frameMS = 5 + /// Depth average must exceed target by this before drift correction fires — the middle of the + /// headroom band, so the smooth shed always gets its chance BEFORE the hard cap trims. + private static let shedExcessMS = 15 + /// …and must stay there for this much consumed audio. Long, because a shed is the only thing + /// here a listener could notice; it must never fire on a transient. + private static let shedSustainMS = 2_000 + private static let crossfadeMS = 2 + /// Time constant of the depth average. + private static let ewmaTauMS = 1_000 + private var buf: [Float] private var readIdx = 0 private var writeIdx = 0 private var primed = false private var renderQuantum = 0 - private let prefill: Int - private let highWater: Int + private var emptyReads = 0 + private var depthAvg: Double = 0 + private var overRun = 0 + /// Reported, not acted on: short reads that actually starved the callback, and smooth drift + /// corrections. A rising underrun count means the ring is being starved (network or CPU), + /// which is a different problem from the depth being wrong. + private var underrunCount = 0 + private var shedCount = 0 private let channels: Int + private let perMS: Int private let lock = OSAllocatedUnfairLock() - /// `capacity`/`prefill` in samples (interleaved — `channels` per frame, both whole frames). - init(capacity: Int, prefill: Int, channels: Int) { + /// `capacity` in samples (interleaved — `channels` per frame, a whole number of frames). + /// The de-jitter depth is the ring's own business (`targetMS`), not a caller's prefill. + init(capacity: Int, channels: Int) { buf = [Float](repeating: 0, count: capacity) - self.prefill = prefill self.channels = channels - highWater = prefill * 4 + perMS = 48 * channels + } + + /// Live target depth in interleaved samples, lifted so it can always serve one device quantum + /// plus a packet (a large-buffer device cannot sustain a target below its own quantum). + private var target: Int { + max(Self.targetMS * perMS, renderQuantum + Self.frameMS * perMS) } func write(_ samples: UnsafePointer, count: Int) { @@ -42,12 +80,12 @@ final class AudioRing: @unchecked Sendable { buf[(writeIdx + i) % capacity] = samples[i] } writeIdx += count - // Latency clamp: both ends run at 48 kHz, so backlog from a network stall (or - // creeping host-vs-DAC clock skew) never drains on its own — without this, one - // 300 ms hiccup leaves audio 300 ms behind video for the rest of the session. - // Shedding down to 2× prefill costs one audible blip instead. - if writeIdx - readIdx > highWater { - readIdx = writeIdx - prefill * 2 + // Backstop only: the smooth shed in `read` is what normally holds the depth down. + let cap = min(target + Self.headroomMS * perMS, Self.hardCapMS * perMS) + if writeIdx - readIdx > cap { + readIdx = writeIdx - cap + depthAvg = Double(cap) + overRun = 0 } } @@ -57,16 +95,37 @@ final class AudioRing: @unchecked Sendable { defer { lock.unlock() } renderQuantum = max(renderQuantum, count) let available = writeIdx - readIdx + + // Depth average, weighted by the callback size so its time constant is independent of the + // device quantum. + let alpha = min(1.0, Double(count) / Double(Self.ewmaTauMS * perMS)) + depthAvg += (Double(available) - depthAvg) * alpha + if !primed { - // One 5 ms host packet (240 frames × channels) of slack beyond the device's demand. - if available >= max(prefill, renderQuantum + 240 * channels) { + if available >= target { primed = true + emptyReads = 0 } else { for i in 0.. Double(target + Self.shedExcessMS * perMS) { + overRun += count + if overRun >= Self.shedSustainMS * perMS { + overRun = 0 + shedOneFrame() + shedCount += 1 + depthAvg = Double(writeIdx - readIdx) + } + } else { + overRun = 0 + } + + let n = min(writeIdx - readIdx, count) let capacity = buf.count for i in 0..= Self.deprimeAfter { primed = false } + } else { + emptyReads = 0 } } + + /// Drop one protocol frame from the front, linearly crossfading the seam so the correction is + /// inaudible rather than a click. Mirrors `punktfunk_core::audio::crossfade_drop`; caller holds + /// the lock. + private func shedOneFrame() { + let drop = Self.frameMS * perMS + let available = writeIdx - readIdx + guard available > drop else { return } + let fade = min(Self.crossfadeMS * perMS, min(drop, available - drop)) + let capacity = buf.count + if fade > 0 { + // The tail of what we discard fades out into the head of what survives. + for i in 0.. DiscoveredHost { + DiscoveredHost( + id: id, name: name, host: host, port: port, fingerprintHex: fingerprintHex, + requiresPairing: requiresPairing, allowsTofu: allowsTofu, + macAddresses: macAddresses, osChain: osChain) + } + #endif + private func restart() { stop() start() diff --git a/clients/apple/Sources/PunktfunkKit/Gamepad/ControllerTester.swift b/clients/apple/Sources/PunktfunkKit/Gamepad/ControllerTester.swift index 422182c8..0b481c4c 100644 --- a/clients/apple/Sources/PunktfunkKit/Gamepad/ControllerTester.swift +++ b/clients/apple/Sources/PunktfunkKit/Gamepad/ControllerTester.swift @@ -12,7 +12,7 @@ import GameController public final class ControllerTester: ObservableObject { // `.manual`: the panel's toggles hold a level until changed — no session wire refreshes // exist here to keep the renderer's staleness watchdog fed. - private let renderer = RumbleRenderer(policy: .manual) + private let renderer = RumbleRenderer() private weak var controller: GCController? /// The rumble backend now in use — "DualSense HID · USB/Bluetooth", "CoreHaptics", or "—" — diff --git a/clients/apple/Sources/PunktfunkKit/Gamepad/DualSenseHID.swift b/clients/apple/Sources/PunktfunkKit/Gamepad/DualSenseHID.swift index 7850c254..64b8adf0 100644 --- a/clients/apple/Sources/PunktfunkKit/Gamepad/DualSenseHID.swift +++ b/clients/apple/Sources/PunktfunkKit/Gamepad/DualSenseHID.swift @@ -21,8 +21,12 @@ import os private let log = Logger(subsystem: "io.unom.punktfunk", category: "gamepad") -/// Opens the first connected Sony DualSense and forwards motor rumble to it over raw HID. -/// Single-pad model (we forward exactly one controller), so the first match is the right one. +/// Opens one connected Sony DualSense and forwards motor rumble to it over raw HID. +/// +/// A caller that owns a particular pad passes the location id it wants (see +/// `open(preferringLocationID:)`); the renderer takes that from the `GCController` it is bound to, +/// so with two DualSenses attached each renderer drives its own device. Without a preference the +/// lowest location id wins — an arbitrary but *stable* choice, where `Set.first` was neither. final class DualSenseHID { private let manager: IOHIDManager private var device: IOHIDDevice? @@ -43,9 +47,57 @@ final class DualSenseHID { deinit { close() } - /// Find and open the first connected DualSense. Returns false if none is present or it can't - /// be opened (caller then falls back to CoreHaptics). - func open() -> Bool { + /// The IOKit location id of the device this instance opened — the handle a caller correlates + /// with its `GCController`. `nil` until a successful `open`. + private(set) var locationID: UInt32? + + /// A device's location id, or `nil` if IOKit does not report one. + static func locationID(of dev: IOHIDDevice) -> UInt32? { + IOHIDDeviceGetProperty(dev, kIOHIDLocationIDKey as CFString) as? UInt32 + } + + /// Every connected DualSense/Edge, by location id — what a caller pairs against its controllers. + static func attachedLocationIDs() -> [UInt32] { + let mgr = IOHIDManagerCreate(kCFAllocatorDefault, IOOptionBits(kIOHIDOptionsTypeNone)) + let matches = productIDs.map { pid in + [kIOHIDVendorIDKey: vendorSony, kIOHIDProductIDKey: pid] as CFDictionary + } + IOHIDManagerSetDeviceMatchingMultiple(mgr, matches as CFArray) + guard IOHIDManagerOpen(mgr, IOOptionBits(kIOHIDOptionsTypeNone)) == kIOReturnSuccess else { + return [] + } + defer { IOHIDManagerClose(mgr, IOOptionBits(kIOHIDOptionsTypeNone)) } + let devices = IOHIDManagerCopyDevices(mgr) as? Set ?? [] + return devices.compactMap(locationID(of:)).sorted() + } + + /// Which attached device to drive, as an index into `ids` — the whole selection rule, pure so + /// it can be tested without an `IOHIDDevice` (which cannot be constructed). + /// + /// `IOHIDManagerCopyDevices` returns an unordered `Set`, so the previous `Set.first` was not + /// merely arbitrary — it can differ between two calls in one process. With two DualSenses that + /// made each renderer's pad→device binding a coin flip: both could land on the same device + /// (one pad's rumble coming out of the other, and the two per-instance write dedupes fighting + /// over it) or split by luck. An explicit location id makes the binding deterministic; the + /// lowest-id fallback at least makes it stable. `nil` ids sort last so a device IOKit cannot + /// place never displaces one it can. + static func preferredIndex(among ids: [UInt32?], preferring wanted: UInt32?) -> Int? { + if let wanted, let hit = ids.firstIndex(where: { $0 == wanted }) { return hit } + return ids.indices.min { (ids[$0] ?? .max) < (ids[$1] ?? .max) } + } + + /// Pick the device to drive from everything attached (see [`preferredIndex`]). + static func pick(_ devices: Set, preferring wanted: UInt32?) -> IOHIDDevice? { + let ordered = Array(devices) + guard let i = preferredIndex(among: ordered.map(locationID(of:)), preferring: wanted) else { + return nil + } + return ordered[i] + } + + /// Find and open a connected DualSense, preferring the one at `preferredLocationID`. Returns + /// false if none is present or it can't be opened (caller then falls back to CoreHaptics). + func open(preferringLocationID preferred: UInt32? = nil) -> Bool { let matches = Self.productIDs.map { pid in [kIOHIDVendorIDKey: Self.vendorSony, kIOHIDProductIDKey: pid] as CFDictionary } @@ -55,13 +107,21 @@ final class DualSenseHID { return false } guard let devices = IOHIDManagerCopyDevices(manager) as? Set, - let dev = devices.first + let dev = Self.pick(devices, preferring: preferred) else { log.info("rumble: no DualSense HID device found — falling back to CoreHaptics") IOHIDManagerClose(manager, IOOptionBits(kIOHIDOptionsTypeNone)) return false } device = dev + locationID = Self.locationID(of: dev) + if let preferred, locationID != preferred { + // Not fatal — one pad still gets rumble — but with two pads attached it means this + // renderer is driving the wrong one, and it is invisible without the log line. + log.error( + "rumble: wanted DualSense at location \(preferred, privacy: .public) but opened \(self.locationID.map(String.init) ?? "unknown", privacy: .public)" + ) + } let transport = IOHIDDeviceGetProperty(dev, kIOHIDTransportKey as CFString) as? String bluetooth = transport?.lowercased().contains("bluetooth") ?? false log.info("rumble: DualSense raw-HID rumble active (transport=\(self.transport, privacy: .public))") @@ -70,8 +130,16 @@ final class DualSenseHID { /// Drive the motors. `low` = left/heavy (low-frequency), `high` = right/light (high-frequency), /// each 0...255. (0, 0) stops. - func rumble(low: UInt8, high: UInt8) { - guard let dev = device else { return } + /// + /// Returns whether the write reached the device. The caller needs this: it used to be logged + /// and swallowed, so a failed write still counted as a successful render. That matters most + /// for a **stop**, which has nothing behind it — the renderer stamps its write clock even on + /// failure, the keepalive re-write only fires for non-zero levels, and the ticker is cancelled + /// once the target is `(0, 0)`. On USB there is no firmware timeout either, so a swallowed + /// stop left the motors running with nothing scheduled to try again. + @discardableResult + func rumble(low: UInt8, high: UInt8) -> Bool { + guard let dev = device else { return false } let report = bluetooth ? Self.bluetoothReport(low: low, high: high) : Self.usbReport(low: low, high: high) @@ -81,7 +149,9 @@ final class DualSenseHID { } if rc != kIOReturnSuccess { log.error("rumble: IOHIDDeviceSetReport failed (0x\(String(format: "%08x", rc), privacy: .public))") + return false } + return true } func close() { diff --git a/clients/apple/Sources/PunktfunkKit/Gamepad/GamepadCapture.swift b/clients/apple/Sources/PunktfunkKit/Gamepad/GamepadCapture.swift index 6c9d8dc5..4ea7812b 100644 --- a/clients/apple/Sources/PunktfunkKit/Gamepad/GamepadCapture.swift +++ b/clients/apple/Sources/PunktfunkKit/Gamepad/GamepadCapture.swift @@ -67,6 +67,17 @@ public final class GamepadCapture { var axes: [Int32] = [0, 0, 0, 0, 0, 0] var fingerActive: [Bool] = [false, false] var lastMotionNs: UInt64 = 0 + // Hold-Select→guide gesture state (pf-client-core's `SelectGesture`, adapted to + // this class's mask-diff model): a Select pressed ALONE is held out of the mask + // until it resolves into a tap (delivered on release) or — past `guideHold` — a + // synthetic guide, down until release. + var selectPending = false + var selectAsGuide = false + /// A delivered tap's release is owed (`tapTimer` scheduled) — its down went out + /// outside `buttons`, so `flush` must know to lift it. + var tapReleaseOwed = false + var gestureTimer: Timer? + var tapTimer: Timer? init(controller: GCController, pad: UInt32, pref: PunktfunkConnection.GamepadType) { self.controller = controller self.pad = pad @@ -87,10 +98,29 @@ public final class GamepadCapture { /// `onDisconnectRequest`; the chord keeps forwarding to the host meanwhile (the user is /// leaving anyway). The desktop clients' quick-press step (leave fullscreen / release /// capture) has no Apple equivalent worth wiring — macOS has ⌃⌥⇧Q/D, touch has the HUD. - private static let escapeChord: UInt32 = + /// Internal rather than private only so `GamepadEscapeChordTests` can pin it against + /// `escapeChordElements` below — the two must not drift. + static let escapeChord: UInt32 = GamepadWire.leftShoulder | GamepadWire.rightShoulder | GamepadWire.start | GamepadWire.back + /// `escapeChord`'s four elements by GameController alias — the ONLY system gestures claimed + /// while forwarding is off (see `openSlot`). Kept beside the mask it mirrors: change one and + /// change the other, or the chord silently stops reaching us on tvOS. A test asserts the two + /// agree, because the failure is invisible until someone is stuck in a stream on an Apple TV. + static let escapeChordElements = [ + GCInputLeftShoulder, GCInputRightShoulder, GCInputButtonMenu, GCInputButtonOptions, + ] /// pf-client-core's `DISCONNECT_HOLD` — the same 1.5 s on every client. private static let disconnectHold: TimeInterval = 1.5 + /// pf-client-core's `GUIDE_HOLD`: hold Select alone this long → the HOST's guide goes + /// down (until release, so a long hold is the host's long-press — a Gaming-Mode + /// host's QAM). The gesture exists because iOS reserves the physical Home press (the + /// Game Overlay; sanctioned opt-out only via the user's iOS 27+ Home-button setting) + /// and tvOS never delivers it at all. + private static let guideHold: TimeInterval = 0.35 + /// pf-client-core's `TAP_PRESS`: a held-back Select tap is delivered as a press with + /// its release this far behind — back-to-back transitions can fold into nothing in + /// the host's per-pad input fold. + private static let tapPress: TimeInterval = 0.05 private var chordTimer: Timer? /// Fired ON MAIN once the escape chord has been held `disconnectHold` — the session owner /// disconnects. On tvOS this (plus the Siri Remote's hold-Back) is the ONLY way out of a @@ -115,10 +145,23 @@ public final class GamepadCapture { /// "don't forward" is one fact in one place rather than a condition at twelve call sites. private var wire: PunktfunkConnection? { forwarding ? connection : nil } - public init(connection: PunktfunkConnection, manager: GamepadManager, forwarding: Bool = true) { + /// Forward the raw guide + share/QAM presses (`EffectiveSettings.systemButtonsForward`, + /// default true on Apple — where the OS shows its own overlay for them, that's the OS's + /// business; local mode exists for profile parity with the Gaming-Mode clients). + public let systemForward: Bool + /// The hold-Select guide gesture (`EffectiveSettings.guideGestureEnabled` — auto = on + /// everywhere but macOS). See `guideHold`. + public let guideGesture: Bool + + public init( + connection: PunktfunkConnection, manager: GamepadManager, forwarding: Bool = true, + systemForward: Bool = true, guideGesture: Bool = false + ) { self.connection = connection self.manager = manager self.forwarding = forwarding + self.systemForward = systemForward + self.guideGesture = guideGesture } public func start() { @@ -202,11 +245,28 @@ public final class GamepadCapture { // gesture attached the press is the system's, not the game's. During capture the remote // session IS the game: the share button must reach the host (e.g. Steam screenshots), // the PS button must open the host's Steam overlay. Restored to .enabled on close. - for element in c.physicalInputProfile.elements.values { + // + // With forwarding OFF none of that applies — no press reaches the host, so taking the + // user's screenshot gesture away buys nothing. NARROWED, not skipped: the escape chord + // is still read off this slot, and on tvOS it is the only controller way out of a + // stream, so the chord's own four elements keep their claim. (Menu especially: leave + // its gesture attached on tvOS and the press is the system's — the chord would never + // complete and the session would have no controller exit at all.) + let claimed = forwarding + ? Array(c.physicalInputProfile.elements.values) + : Self.escapeChordElements.compactMap { c.physicalInputProfile.elements[$0] } + for element in claimed { element.preferredSystemGestureState = .disabled } // The Home/PS button (→ guide; the host maps it to the DualSense PS / Xbox guide bit, - // BTN_MODE on the virtual xpad — the Steam-overlay button). Driven DIRECTLY from this + // BTN_MODE on the virtual xpad — the Steam-overlay button). On iOS 26 the OS opens its + // Game Overlay for this press regardless of the gesture claim below (the app is + // LSApplicationCategoryType=games, which enrolls it); the sanctioned per-controller + // opt-out is the USER's iOS 27+ Home-button setting. TODO(iOS 27 SDK): read + // `GCControllerHomeButtonSettingsManager` and surface a one-time + // `openControllerHomeButtonSettings(for:)` deep-link so users can hand the button to + // the stream — the class is Swift-only and 27.0+, so it needs the Xcode 27 SDK to + // even compile. Until then hold-Select is the reliable route. Driven DIRECTLY from this // handler's pressed value (not via buttonMask), because the legacy // `extendedGamepad.buttonHome` is unreliable/often nil even when the physical element // exists. On tvOS the element is absent (reserved) → nil, the whole block no-ops. @@ -235,7 +295,11 @@ public final class GamepadCapture { MainActor.assumeIsolated { if let self, let slot { self.touch(slot, finger: 1, x: x, y: y) } } } } - if let motion = c.motion { + // Motion is wire-only — `forwardMotion` has nothing to do with forwarding off, and no + // local feature reads it. Powering the IMU anyway costs the pad real battery (it streams + // gyro + accel continuously over Bluetooth, which is why `closeSlot` is careful to power + // it back down), so with nothing to forward we simply never turn it on. + if forwarding, let motion = c.motion { if motion.sensorsRequireManualActivation { motion.sensorsActive = true } motion.valueChangedHandler = { [weak self, weak slot] m in MainActor.assumeIsolated { if let self, let slot { self.forwardMotion(slot, m) } } @@ -289,7 +353,14 @@ public final class GamepadCapture { // as "changed" — otherwise the first stick/button move after a guide press would emit a // spurious guide-UP while the button is still physically held (and drop the bit from // `slot.buttons`, swallowing the real release too). `flush`/`allButtons` still release it. - let newButtons = Self.buttonMask(g) | (slot.buttons & GamepadWire.guide) + var raw = Self.buttonMask(g) + // Raw system buttons stay local when passthrough is off: misc1 (share/QAM) is + // masked here, guide is gated at its own handler. + if !systemForward { raw &= ~GamepadWire.misc1 } + // The hold-Select gesture rewrites the mask: a Select pressed alone is held out + // until it resolves (tap on release / synthetic guide past the threshold). + if guideGesture { raw = gestureFiltered(slot, raw) } + let newButtons = raw | (slot.buttons & GamepadWire.guide) let changed = newButtons ^ slot.buttons if changed != 0 { for bit in GamepadWire.allButtons where changed & bit != 0 { @@ -312,10 +383,106 @@ public final class GamepadCapture { updateEscapeChord() } + /// The hold-Select→guide state machine over one sync's raw mask (pf-client-core's + /// `SelectGesture` rules): Select pressed ALONE is suppressed while pending; another + /// button joining makes it real (unsuppressed — the diff sends its down); released + /// inside `guideHold` it's a tap, delivered out-of-band on release with the release + /// `tapPress` behind; past the threshold `gestureHoldFired` turned it into a synthetic + /// guide, lifted here when Select physically releases. + /// + /// One deliberate divergence from the Rust worker: while transformed into a guide the + /// Select stays OUT of `slot.buttons`, so the escape chord doesn't complete on top of + /// an in-flight guide-hold — release Select and press the chord plainly instead (the + /// chord's four-at-once press never lingers in pending long enough to be affected). + private func gestureFiltered(_ slot: Slot, _ raw: UInt32) -> UInt32 { + let back = GamepadWire.back + let backDown = raw & back != 0 + let othersDown = raw & ~back != 0 + if slot.selectAsGuide { + if backDown { return raw & ~back } + slot.selectAsGuide = false + sendGuide(slot, down: false, raw: false) + return raw + } + if slot.selectPending { + if !backDown { + endPending(slot) + deliverTap(slot) + return raw + } + if othersDown { + // A combo after all — Select unsuppresses and the diff sends its down. + endPending(slot) + return raw + } + return raw & ~back + } + if backDown, !othersDown, slot.buttons & back == 0 { + // Newly pressed, alone: hold it back. An owed tap release goes out first so + // the host never sees two downs in a row. + if slot.tapReleaseOwed { finishTap(slot) } + slot.selectPending = true + let timer = Timer(timeInterval: Self.guideHold, repeats: false) { [weak self, weak slot] _ in + Task { @MainActor in + if let self, let slot { self.gestureHoldFired(slot) } + } + } + RunLoop.main.add(timer, forMode: .common) + slot.gestureTimer?.invalidate() + slot.gestureTimer = timer + return raw & ~back + } + return raw + } + + /// The hold threshold passed with Select still pending → it IS the guide now, down + /// until the physical release (`gestureFiltered`'s `selectAsGuide` branch lifts it). + private func gestureHoldFired(_ slot: Slot) { + guard slot.selectPending else { return } + slot.selectPending = false + slot.gestureTimer = nil + slot.selectAsGuide = true + sendGuide(slot, down: true, raw: false) + } + + private func endPending(_ slot: Slot) { + slot.selectPending = false + slot.gestureTimer?.invalidate() + slot.gestureTimer = nil + } + + /// Deliver a held-back Select tap: the press now, its release `tapPress` behind. Both + /// sends bypass `slot.buttons` (the raw mask no longer carries Select, so the diff + /// stays consistent); `tapReleaseOwed` is what `flush` checks so the press can't + /// outlive the slot. + private func deliverTap(_ slot: Slot) { + wire?.send(.gamepadButton(GamepadWire.back, down: true, pad: slot.pad)) + slot.tapReleaseOwed = true + let timer = Timer(timeInterval: Self.tapPress, repeats: false) { [weak self, weak slot] _ in + Task { @MainActor in + if let self, let slot { self.finishTap(slot) } + } + } + RunLoop.main.add(timer, forMode: .common) + slot.tapTimer?.invalidate() + slot.tapTimer = timer + } + + private func finishTap(_ slot: Slot) { + guard slot.tapReleaseOwed else { return } + slot.tapReleaseOwed = false + slot.tapTimer?.invalidate() + slot.tapTimer = nil + wire?.send(.gamepadButton(GamepadWire.back, down: false, pad: slot.pad)) + } + /// Forward the guide (Home/PS) transition directly — it's kept out of `buttonMask` (the legacy /// `buttonHome` element is unreliable). Folds into the slot's `buttons` so a held PS button is - /// released by `flush` on focus loss / close just like the others. - private func sendGuide(_ slot: Slot, down: Bool) { + /// released by `flush` on focus loss / close just like the others. `raw: true` marks the + /// physical Home handler's calls, which the system-buttons policy can keep local; the + /// gesture's synthetic transitions pass `raw: false` and always go out. + private func sendGuide(_ slot: Slot, down: Bool, raw: Bool = true) { + if raw, !systemForward { return } guard !suspended else { return } let bit = GamepadWire.guide let now = down ? (slot.buttons | bit) : (slot.buttons & ~bit) @@ -449,6 +616,12 @@ public final class GamepadCapture { /// (no GC calls) — safe against an already-removed device. Does NOT close the slot or send /// GamepadRemove (that's `closeSlot`). private func flush(_ slot: Slot) { + // Gesture first: a pending (never-sent) Select just drops, an owed tap release + // goes out, and a transformed guide's bit — folded into `buttons` by `sendGuide` + // — is lifted by the loop below like any held button. + endPending(slot) + slot.selectAsGuide = false + if slot.tapReleaseOwed { finishTap(slot) } for bit in GamepadWire.allButtons where slot.buttons & bit != 0 { wire?.send(.gamepadButton(bit, down: false, pad: slot.pad)) } diff --git a/clients/apple/Sources/PunktfunkKit/Gamepad/GamepadFeedback.swift b/clients/apple/Sources/PunktfunkKit/Gamepad/GamepadFeedback.swift index 9f32ceee..83bdc73e 100644 --- a/clients/apple/Sources/PunktfunkKit/Gamepad/GamepadFeedback.swift +++ b/clients/apple/Sources/PunktfunkKit/Gamepad/GamepadFeedback.swift @@ -65,7 +65,7 @@ public final class GamepadFeedback { #if os(iOS) if UserDefaults.standard.bool(forKey: DefaultsKey.rumbleOnDevice), CHHapticEngine.capabilitiesForHardware().supportsHaptics { - deviceRumble = RumbleRenderer(policy: .session, actuator: .device) + deviceRumble = RumbleRenderer(actuator: .device) } else { deviceRumble = nil } @@ -117,7 +117,15 @@ public final class GamepadFeedback { reset(slot.controller) slots[pad] = nil let renderer = withRouting { rumbleByPad.removeValue(forKey: pad) } - renderer?.stop() + // OFF the main actor. `RumbleRenderer.stop()` is a `queue.sync`, and its body is a + // per-motor `CHHapticEngine.stop()` — an XPC round trip to gamecontrollerd, which the + // renderer's own notes record as able to hang — plus `DualSenseHID.close()`, whose + // blocking `IOHIDDeviceSetReport` goes to a device that has just departed. It also + // queues behind any in-flight `setup()`. This runs on every unplug and every pin + // change, and the main thread is what drives the presenter's CADisplayLink, so + // blocking here hitches the picture mid-stream. The renderer is already detached from + // routing above, so nothing observes it after this point. + if let renderer { Task.detached { renderer.stop() } } } for (pad, controller) in want { if let slot = slots[pad] { @@ -128,7 +136,7 @@ public final class GamepadFeedback { replay(slot) } else { slots[pad] = Slot(controller: controller) - let renderer = RumbleRenderer(policy: .session) + let renderer = RumbleRenderer() renderer.retarget(controller) withRouting { rumbleByPad[pad] = renderer } } @@ -282,6 +290,12 @@ public final class GamepadFeedback { private func reset(_ controller: GCController?) { guard let c = controller else { return } c.playerIndex = .indexUnset + // Put the lightbar out too. This class is what turned it on (see the `Led` and + // `PlayerLeds` arms), and every DS write is valid-flag-selective, so a colour the game + // set stays lit in firmware after the stream ends — back at the launcher, or for a pad + // that merely left the forwarded set. A DS4 is cleared incidentally because its player + // indicator IS the lightbar; a DualSense is not. + c.light?.color = GCColor(red: 0, green: 0, blue: 0) if let ds = c.extendedGamepad as? GCDualSenseGamepad { ds.leftTrigger.setModeOff() ds.rightTrigger.setModeOff() diff --git a/clients/apple/Sources/PunktfunkKit/Gamepad/RumbleRenderer.swift b/clients/apple/Sources/PunktfunkKit/Gamepad/RumbleRenderer.swift index 563a905f..8dd45af7 100644 --- a/clients/apple/Sources/PunktfunkKit/Gamepad/RumbleRenderer.swift +++ b/clients/apple/Sources/PunktfunkKit/Gamepad/RumbleRenderer.swift @@ -43,8 +43,14 @@ enum RumbleTuning { /// Wire amplitude (0...0xFFFF) → CoreHaptics intensity (0...1). static func amplitude(_ wire: UInt16) -> Float { Float(wire) / 65535 } - /// Wire amplitude → DualSense HID motor byte. - static func hidByte(_ wire: UInt16) -> UInt8 { UInt8(wire >> 8) } + /// Wire amplitude → DualSense HID motor byte. A nonzero command never collapses to silence: + /// the top byte of anything below 0x0100 is 0, so a weak-but-real rumble used to render as + /// nothing at all on this path. Floored at 1 — imperceptibly light, but moving. (Android's + /// `toAmplitude` has always done this; this was the odd one out.) + static func hidByte(_ wire: UInt16) -> UInt8 { + let b = UInt8(wire >> 8) + return wire != 0 && b == 0 ? 1 : b + } /// Single-actuator pads render whichever motor is stronger. static func combined(low: UInt16, high: UInt16) -> UInt16 { max(low, high) } /// Are two baked levels the same (skip the rebuild)? @@ -81,10 +87,11 @@ enum RumbleTuning { /// 4. **Escalating stop.** A throwing `player.stop` means the engine's state is unknown — the /// whole engine is stopped (silencing every player it hosts) and lazily rebuilt behind the /// exponential backoff. -/// 5. **Staleness watchdog** (`Policy.session`): audible with no wire command for -/// `sessionStaleSeconds` → force silence. A lost stop can outlive the host's 500 ms heal -/// only if the channel itself died, and then the pad must not buzz forever. `Policy.manual` -/// (the settings test panel) instead holds a level until it is changed. +/// 5. **No staleness watchdog here.** There was one, keyed off a `Policy` type and a +/// `sessionStaleSeconds`; both are gone. Every liveness decision — lease expiry, legacy-host +/// staleness, session close — now belongs to punktfunk-core's shared policy engine +/// (`client/rumble.rs`), which emits explicit zero commands, so this renderer applies what it +/// is told and never decides on its own when a level should end. /// /// Engines are created lazily on the first nonzero amplitude and torn down on retarget; /// failures (pads without haptics, engine resets) downgrade to silence — rumble is best-effort @@ -93,17 +100,6 @@ enum RumbleTuning { /// `@unchecked Sendable` is sound because every property is read and written only inside /// `queue` closures — the serial queue is the synchronization. final class RumbleRenderer: @unchecked Sendable { - /// Who ends an un-refreshed nonzero target. Session mode applies the core policy engine's - /// commands verbatim — the engine (punktfunk-core `client/rumble.rs`) owns every lease, - /// staleness, and close decision and emits explicit zeros, so the renderer keeps NO - /// staleness policy of its own anymore. The controller test panel (`manual`) holds a slider - /// level indefinitely; both are identical renderer-side today, the distinction is kept for - /// the call sites' intent. - struct Policy { - static let session = Policy() - static let manual = Policy() - } - /// Which physical actuator this renderer drives: the forwarded controller's haptics engine /// (the default), or THIS device's own Taptic Engine (`CHHapticEngine()`) — the opt-in /// "rumble on this device" mirror for phone-clip pads that ship without rumble motors. @@ -115,7 +111,6 @@ final class RumbleRenderer: @unchecked Sendable { } private let queue = DispatchQueue(label: "io.unom.punktfunk.haptics", qos: .userInteractive) - private let policy: Policy private let actuator: Actuator /// One finite haptic play on a motor: the player plus when (engine timeline) it expires. @@ -190,8 +185,7 @@ final class RumbleRenderer: @unchecked Sendable { ((0, 0), DispatchTime(uptimeNanoseconds: 0)) #endif - init(policy: Policy = .session, actuator: Actuator = .controller) { - self.policy = policy + init(actuator: Actuator = .controller) { self.actuator = actuator } @@ -459,6 +453,18 @@ final class RumbleRenderer: @unchecked Sendable { if split { low = makeMotor(haptics, .leftHandle, sharpness: RumbleTuning.sharpnessLow) high = makeMotor(haptics, .rightHandle, sharpness: RumbleTuning.sharpnessHigh) + // HALF a split is worse than none, and it used to pass silently: only the all-nil case + // below counts as failure, so one surviving handle left `ok` true and `reportHealth(nil)` + // announced HEALTHY. What actually rendered was wrong in a direction that depends on + // which handle died — lose `high` and `render` falls to the combined branch (selected + // purely by `high != nil`), playing max(low, high) on the LEFT handle at the combined + // sharpness; lose `low` and the split branch's reconcile no-ops on the nil slot, so the + // heavy motor is discarded outright. Tear the survivor down and take the combined path, + // which at least renders both motors somewhere. + if low == nil || high == nil { + log.warning("rumble: only one split-handle engine came up — falling back to combined") + teardown() // disarms handlers, stops the survivor's players + engine, nils both + } } else { low = makeMotor(haptics, .default, sharpness: RumbleTuning.sharpnessCombined) } @@ -587,7 +593,9 @@ final class RumbleRenderer: @unchecked Sendable { #if os(macOS) guard let c, c.extendedGamepad is GCDualSenseGamepad else { return false } let hid = DualSenseHID() - guard hid.open() else { return false } + // Ask for the device this renderer's controller actually is, so two attached DualSenses + // do not both get driven through whichever one an unordered Set happened to yield first. + guard hid.open(preferringLocationID: Self.hidLocationID(for: c)) else { return false } dualSenseHID = hid return true #else @@ -595,6 +603,24 @@ final class RumbleRenderer: @unchecked Sendable { #endif } + #if os(macOS) + /// Correlate a `GCController` with an IOKit location id. + /// + /// GameController exposes no location id, so there is no direct mapping. What it does expose is + /// a stable per-controller ordering, and IOKit's location ids are stable per port: pairing the + /// two by rank makes each renderer pick a *distinct* device, which is the property that was + /// missing. With one pad attached this is the same device it always was. + static func hidLocationID(for c: GCController) -> UInt32? { + let ids = DualSenseHID.attachedLocationIDs() + guard ids.count > 1 else { return ids.first } + let peers = GCController.controllers().filter { $0.extendedGamepad is GCDualSenseGamepad } + guard let rank = peers.firstIndex(where: { $0 === c }), rank < ids.count else { + return ids.first + } + return ids[rank] + } + #endif + /// Write the target to the DualSense over HID if that's the active backend; false → not a /// HID pad, so the caller renders via CoreHaptics. Deduped on the pad's 0...255 resolution, /// with a periodic keepalive re-write while nonzero (the ticker calls back in here). @@ -605,8 +631,20 @@ final class RumbleRenderer: @unchecked Sendable { let keepalive = levels != (0, 0) && seconds(since: lastHidWrite.at) > RumbleTuning.hidKeepaliveSeconds if levels != lastHidWrite.levels || keepalive { - hid.rumble(low: levels.0, high: levels.1) - lastHidWrite = (levels, .now()) + if hid.rumble(low: levels.0, high: levels.1) { + lastHidWrite = (levels, .now()) + } else { + // The write did not reach the device. Do NOT stamp the clock — that would claim a + // render that never happened, and for a stop there is nothing behind it: the + // keepalive only re-writes non-zero levels and the ticker is cancelled once the + // target is (0, 0), so the motors would keep running with nothing scheduled. + // Drop the handle instead: the pad reverts to CoreHaptics, and a reconnect + // rebuilds it. Health is reported so the state is visible rather than silent. + log.error("rumble: HID write failed — dropping the handle, falling back") + closeHID() + reportHealth("Lost the direct connection to this DualSense; using the system path.") + return false + } } return true #else diff --git a/clients/apple/Sources/PunktfunkKit/Views/StreamViewIOS.swift b/clients/apple/Sources/PunktfunkKit/Views/StreamViewIOS.swift index 075e322d..bc75217b 100644 --- a/clients/apple/Sources/PunktfunkKit/Views/StreamViewIOS.swift +++ b/clients/apple/Sources/PunktfunkKit/Views/StreamViewIOS.swift @@ -186,6 +186,16 @@ public final class StreamViewController: StreamViewControllerBase { // pointer back to iPadOS, so an unwanted drop is re-requested below. The DELIBERATE releases // (⌘⎋, ⌃⌥⇧Q, the Stream menu, backgrounding) all clear `captured` first, so `wantsPointerLock` // is already false when their drop is observed and none of them are fought here. + // + // Recovery is TWO-STAGE, because either stage alone leaves a hole: + // 1. the burst below, fired the instant the drop is observed — wins back a lock the system + // is willing to return immediately (a transient drop that wasn't Escape at all); + // 2. a CLICK into the video while still captured (`onPointerButton`) — the fallback for the + // Escape case proper, where the platform declines during the moment right after its own + // release gesture and the burst therefore expires having achieved nothing. + // Stage 2 is what keeps a lost burst from being permanent: `captured` is still true, so no + // other path would ever ask again, and the capture would spend the rest of its life on the + // absolute pointer — clicking correctly, aiming not at all. /// Whether this capture ever actually held the lock. Only a lock we HELD is worth winning back /// — never having been granted one means the scene doesn't qualify, not that Esc took it. /// Cleared when capture ends, so each capture starts from a clean slate. @@ -446,6 +456,31 @@ public final class StreamViewController: StreamViewControllerBase { } guard self.inputCapture?.gcMouseForwarding == false else { return } self.inputCapture?.sendMouseButton(button, pressed: down) + // …and if we're captured but NOT locked, this click is also the recovery gesture for an + // Escape-drop the burst lost. iPadOS refuses to re-lock in the moment right after its + // own "let me out" gesture, so the burst fired at the drop can spend its whole budget + // and give up while the capture is still wanted. Nothing else would ever re-ask — + // setCaptured is the only other requester and a bare Esc never clears `captured` — so + // without this the session stays on the absolute path for the rest of the capture: + // clicks still land where you aim (absolute positions keep forwarding) but the game + // gets no relative deltas, so camera look is dead. A click is a real user gesture, + // which is exactly what the platform wants before it will hand the lock back. + // + // 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 a burst not + // already being in flight — a pending burst mutes absolute motion, so re-arming one on + // every click of a menu the user is still aiming around would freeze the cursor between + // clicks. Only once it has settled does a further click buy a fresh budget (clearing the + // attempt counter, so a gesture isn't refused inside the 2 s window the drop's own burst + // may have just spent). + if !down, self.wantsPointerLock, self.pointerLockWasEngaged, + !self.pointerRelockPending, self.pointerLockEngaged() != true { + self.pointerRelockAttempt = 0 + self.updatePointerLockChain() // a reparent since the drop would break the walk to us + self.requestPointerRelock() + } } // Scroll is the ONE indirect channel that is NOT gated on the lock. The scroll pan keeps // firing while the scene is pointer-locked (it is the only way trackpad two-finger scrolling diff --git a/clients/apple/Sources/PunktfunkShared/DefaultsKeys.swift b/clients/apple/Sources/PunktfunkShared/DefaultsKeys.swift index 00e1053f..56f97896 100644 --- a/clients/apple/Sources/PunktfunkShared/DefaultsKeys.swift +++ b/clients/apple/Sources/PunktfunkShared/DefaultsKeys.swift @@ -38,6 +38,17 @@ public enum DefaultsKey { /// host two pads for one pair of hands. Read at connect: `SessionModel` then never starts /// `GamepadCapture`, so no slot opens, no arrival is sent and no virtual pad is built. public static let gamepadForwarding = "punktfunk.gamepadForwarding" + /// Where a controller's SYSTEM buttons (guide + the share/QAM misc) land while streaming: + /// `"auto"` | `"forward"` | `"local"` — the cross-client `system_buttons` key. Auto + /// forwards on every Apple platform: the local Game Overlay is the OS's business (and on + /// iOS 27+ the user can hand the Home button to the app in Settings), so suppressing our + /// send would gain nothing. + public static let systemButtons = "punktfunk.systemButtons" + /// The hold-Select guide gesture: `"auto"` | `"on"` | `"off"` — the cross-client + /// `guide_gesture` key. Auto arms it everywhere but macOS: iOS reserves the physical Home + /// press for the Game Overlay (uncapturable pre-27) and tvOS never delivers it at all, so + /// holding Select is the controller route to the host's guide there. + public static let guideGesture = "punktfunk.guideGesture" public static let bitrateKbps = "punktfunk.bitrateKbps" /// Requested audio channel count: 2 (stereo), 6 (5.1) or 8 (7.1). The host clamps to what it /// can capture; the resolved count drives the in-core decode + AVAudioEngine layout. diff --git a/clients/apple/Sources/PunktfunkShared/EffectiveSettings.swift b/clients/apple/Sources/PunktfunkShared/EffectiveSettings.swift index 5dd8a3c9..5bf45f45 100644 --- a/clients/apple/Sources/PunktfunkShared/EffectiveSettings.swift +++ b/clients/apple/Sources/PunktfunkShared/EffectiveSettings.swift @@ -35,6 +35,10 @@ public struct EffectiveSettings: Equatable, Sendable { public var invertScroll = false public var gamepadType = 0 public var gamepadForwarding = true + /// Cross-client `system_buttons`: "auto" | "forward" | "local". + public var systemButtons = "auto" + /// Cross-client `guide_gesture`: "auto" | "on" | "off". + public var guideGesture = "auto" /// A `StatsVerbosity` raw value; the enum lives in PunktfunkKit, which this module can't see. public var statsVerbosity = "normal" public var fullscreenWhileStreaming = true @@ -95,6 +99,8 @@ public struct EffectiveSettings: Equatable, Sendable { invertScroll = bool(DefaultsKey.invertScroll, invertScroll) gamepadType = int(DefaultsKey.gamepadType, gamepadType) gamepadForwarding = bool(DefaultsKey.gamepadForwarding, gamepadForwarding) + systemButtons = str(DefaultsKey.systemButtons, systemButtons) + guideGesture = str(DefaultsKey.guideGesture, guideGesture) statsVerbosity = Self.storedStatsVerbosity(defaults) fullscreenWhileStreaming = bool( DefaultsKey.fullscreenWhileStreaming, fullscreenWhileStreaming) @@ -121,6 +127,36 @@ public struct EffectiveSettings: Equatable, Sendable { return "normal" } + /// The `system_buttons` policy resolved for this platform: forward the raw guide (and + /// share/QAM misc) presses? Auto = forward on every Apple platform — where the OS shows + /// its own overlay for the press that is the OS's business, and suppressing our send + /// would only break users who handed the button to the app (iOS 27's Home-button + /// setting; macOS with the gestures claimed). + public var systemButtonsForward: Bool { + switch systemButtons { + case "local": return false + default: return true + } + } + + /// The hold-Select guide gesture resolved for this platform ([`guideGesture`]). Auto = + /// on everywhere but macOS: iOS reserves the physical Home press (the Game Overlay, + /// uncapturable pre-27) and tvOS never delivers it, so holding Select is the controller + /// route to the host's guide — and, held on, to a Gaming-Mode host's QAM. On macOS the + /// raw press reaches the host, so auto stays off and Select keeps its exact timing. + public var guideGestureEnabled: Bool { + switch guideGesture { + case "on": return true + case "off": return false + default: + #if os(macOS) + return false + #else + return true + #endif + } + } + /// The one resolution seam: this overlay on top of these settings. Pure — no store reads, no /// clock — so it is testable field by field. A `.some` that happens to equal the base is a /// legitimate PIN: it keeps its value when the global later moves. @@ -143,6 +179,8 @@ public struct EffectiveSettings: Equatable, Sendable { if let v = overlay.invertScroll { s.invertScroll = v } if let v = overlay.gamepadType { s.gamepadType = v } if let v = overlay.gamepadForwarding { s.gamepadForwarding = v } + if let v = overlay.systemButtons { s.systemButtons = v } + if let v = overlay.guideGesture { s.guideGesture = v } if let v = overlay.statsVerbosity { s.statsVerbosity = v } if let v = overlay.fullscreenWhileStreaming { s.fullscreenWhileStreaming = v } if let v = overlay.enable444 { s.enable444 = v } diff --git a/clients/apple/Sources/PunktfunkShared/StreamProfile.swift b/clients/apple/Sources/PunktfunkShared/StreamProfile.swift index dbe08fc6..fa0252bc 100644 --- a/clients/apple/Sources/PunktfunkShared/StreamProfile.swift +++ b/clients/apple/Sources/PunktfunkShared/StreamProfile.swift @@ -111,6 +111,8 @@ public struct SettingsOverlay: Codable, Equatable, Sendable { public var invertScroll: Bool? public var gamepadType: Int? public var gamepadForwarding: Bool? + public var systemButtons: String? + public var guideGesture: String? /// A `StatsVerbosity` raw value ("off"/"compact"/"normal"/"detailed") — the enum lives in /// PunktfunkKit, which this module must not depend on. public var statsVerbosity: String? @@ -153,6 +155,8 @@ public struct SettingsOverlay: Codable, Equatable, Sendable { case invertScroll = "invert_scroll" case gamepadType = "gamepad" case gamepadForwarding = "gamepad_forwarding" + case systemButtons = "system_buttons" + case guideGesture = "guide_gesture" case statsVerbosity = "stats_verbosity" case fullscreenWhileStreaming = "fullscreen_on_stream" case enable444 = "enable_444" @@ -187,6 +191,8 @@ public struct SettingsOverlay: Codable, Equatable, Sendable { invertScroll = bool(.invertScroll) gamepadType = int(.gamepadType) gamepadForwarding = bool(.gamepadForwarding) + systemButtons = str(.systemButtons) + guideGesture = str(.guideGesture) statsVerbosity = str(.statsVerbosity) fullscreenWhileStreaming = bool(.fullscreenWhileStreaming) enable444 = bool(.enable444) @@ -224,6 +230,8 @@ public struct SettingsOverlay: Codable, Equatable, Sendable { try c.encodeIfPresent(gamepadType, forKey: AnyKey(Key.gamepadType.rawValue)) try c.encodeIfPresent( gamepadForwarding, forKey: AnyKey(Key.gamepadForwarding.rawValue)) + try c.encodeIfPresent(systemButtons, forKey: AnyKey(Key.systemButtons.rawValue)) + try c.encodeIfPresent(guideGesture, forKey: AnyKey(Key.guideGesture.rawValue)) try c.encodeIfPresent(statsVerbosity, forKey: AnyKey(Key.statsVerbosity.rawValue)) try c.encodeIfPresent( fullscreenWhileStreaming, forKey: AnyKey(Key.fullscreenWhileStreaming.rawValue)) @@ -277,6 +285,8 @@ public enum OverlayField { case "invert_scroll": overlay.invertScroll = nil case "gamepad": overlay.gamepadType = nil case "gamepad_forwarding": overlay.gamepadForwarding = nil + case "system_buttons": overlay.systemButtons = nil + case "guide_gesture": overlay.guideGesture = nil case "stats_verbosity": overlay.statsVerbosity = nil case "fullscreen_on_stream": overlay.fullscreenWhileStreaming = nil case "enable_444": overlay.enable444 = nil @@ -313,6 +323,8 @@ public enum OverlayField { case "invert_scroll": return o.invertScroll != nil case "gamepad": return o.gamepadType != nil case "gamepad_forwarding": return o.gamepadForwarding != nil + case "system_buttons": return o.systemButtons != nil + case "guide_gesture": return o.guideGesture != nil case "stats_verbosity": return o.statsVerbosity != nil case "fullscreen_on_stream": return o.fullscreenWhileStreaming != nil case "enable_444": return o.enable444 != nil diff --git a/clients/apple/Tests/PunktfunkKitTests/AudioRingDriftTests.swift b/clients/apple/Tests/PunktfunkKitTests/AudioRingDriftTests.swift new file mode 100644 index 00000000..a86949dd --- /dev/null +++ b/clients/apple/Tests/PunktfunkKitTests/AudioRingDriftTests.swift @@ -0,0 +1,95 @@ +// The Apple half of the shared de-jitter policy (`punktfunk_core::audio::JitterPolicy`, whose +// constants `AudioRing` mirrors). These pin the two behaviours a listener actually notices, in the +// one client where the policy is hand-written in a second language rather than shared as code — so +// a divergence from the Rust side shows up here rather than as a field report. +// +// The defect being pinned: the ring primed *up* to a target and clamped at a ceiling, with nothing +// walking the depth back *down*. Host-vs-DAC clock skew of a few dozen ppm therefore added latency +// permanently, and the only correction was a `highWater` shed that dropped `2 x prefill` at once — +// its own comment called that "one audible blip". + +#if !os(tvOS) +import XCTest + +@testable import PunktfunkKit + +final class AudioRingDriftTests: XCTestCase { + private let channels = 2 + private var perMS: Int { 48 * channels } + + /// Run `ms` of audio through the ring at a `quantumMS` device where the producer delivers + /// `driftPPM` more than the consumer takes. Returns `(final ms, peak ms, silent callbacks)`. + private func simulate(ms: Int, quantumMS: Int, driftPPM: Int) -> (Int, Int, Int) { + let ring = AudioRing(capacity: 48_000 * channels, channels: channels) + let want = quantumMS * perMS + var scratch = [Float](repeating: 0, count: want) + // Non-zero so a silent callback is distinguishable from real audio. + let producer = [Float](repeating: 0.25, count: want + 8) + var carry = 0, peak = 0, final = 0, silent = 0 + + for i in 0..<(ms / quantumMS) { + carry += want * driftPPM + let extra = carry / 1_000_000 + carry -= extra * 1_000_000 + producer.withUnsafeBufferPointer { ring.write($0.baseAddress!, count: want + extra) } + + scratch.withUnsafeMutableBufferPointer { ring.read(into: $0.baseAddress!, count: want) } + // Skip the priming window at the very start. + if i > 20, scratch.allSatisfy({ $0 == 0 }) { silent += 1 } + peak = max(peak, ring.bufferedMS) + final = ring.bufferedMS + } + return (final, peak, silent) + } + + /// THE regression: with the host clock running fast, buffered latency must return to target + /// instead of climbing to the hard cap and staying pinned there. +200 ppm is deliberately + /// harsher than real hardware (tens of ppm). + func testDriftDoesNotRatchetLatencyToTheCeiling() { + let (final, peak, silent) = simulate(ms: 5 * 60 * 1_000, quantumMS: 5, driftPPM: 200) + // Must settle inside the headroom band (target 20 + headroom 30), never near the 90 ms cap. + XCTAssertLessThanOrEqual(final, 50, "settled at \(final) ms — that is the ratchet") + XCTAssertLessThanOrEqual(peak, 50, "peaked at \(peak) ms") + XCTAssertEqual(silent, 0, "drift correction must never starve the callback") + } + + /// The mirror case: a host clock running SLOW must keep audio flowing rather than being + /// "corrected" into a stutter. + func testNegativeDriftKeepsPlaying() { + let (_, _, silent) = simulate(ms: 2 * 60 * 1_000, quantumMS: 5, driftPPM: -200) + XCTAssertEqual(silent, 0, "a draining ring must re-prime, not chatter") + } + + /// A device that pulls a large quantum cannot sustain a target below it — the ring must lift + /// its target rather than oscillating prime → dropout → re-prime forever. + func testLargeDeviceQuantumStillPlays() { + let (_, _, silent) = simulate(ms: 60 * 1_000, quantumMS: 40, driftPPM: 0) + XCTAssertEqual(silent, 0, "a 40 ms quantum must not starve a 20 ms target") + } + + /// One transient drain must not manufacture a whole target's worth of fresh silence: the ring + /// de-primes only after a RUN of short reads. + func testSingleShortReadDoesNotDeprime() { + let ring = AudioRing(capacity: 48_000 * channels, channels: channels) + let want = 5 * perMS + var scratch = [Float](repeating: 0, count: want) + // Prime well past target. + let big = [Float](repeating: 0.5, count: 60 * perMS) + big.withUnsafeBufferPointer { ring.write($0.baseAddress!, count: big.count) } + scratch.withUnsafeMutableBufferPointer { ring.read(into: $0.baseAddress!, count: want) } + XCTAssertTrue(scratch.contains { $0 != 0 }, "should be playing after priming") + + // Drain it dry with one oversized read, then feed a normal quantum again. The length comes + // off the buffer pointer, not off `huge`: touching the array inside the closure that is + // already holding it exclusively is an exclusivity violation. + var huge = [Float](repeating: 0, count: 200 * perMS) + huge.withUnsafeMutableBufferPointer { ring.read(into: $0.baseAddress!, count: $0.count) } + let feed = [Float](repeating: 0.5, count: want) + feed.withUnsafeBufferPointer { ring.write($0.baseAddress!, count: want) } + scratch.withUnsafeMutableBufferPointer { ring.read(into: $0.baseAddress!, count: want) } + XCTAssertTrue( + scratch.contains { $0 != 0 }, + "a single short read must not force a full re-prime") + } +} +#endif diff --git a/clients/apple/Tests/PunktfunkKitTests/DualSenseHIDTests.swift b/clients/apple/Tests/PunktfunkKitTests/DualSenseHIDTests.swift index 1ea280f2..cc0a0c55 100644 --- a/clients/apple/Tests/PunktfunkKitTests/DualSenseHIDTests.swift +++ b/clients/apple/Tests/PunktfunkKitTests/DualSenseHIDTests.swift @@ -43,5 +43,33 @@ final class DualSenseHIDTests: XCTestCase { let crc = DualSenseHID.crc32(seed: UInt8(ascii: "1"), Array("23456789".utf8)) XCTAssertEqual(crc, 0xCBF4_3926) } + + // MARK: - Device selection (B14) + + /// With two DualSenses attached, each renderer must drive its OWN device. The old code took + /// `Set.first` from an unordered set, so the pad→device binding was a coin flip that could + /// point both renderers at the same pad. + func testPreferredIndexHonoursAnExplicitLocation() { + let ids: [UInt32?] = [0x1D18_0000, 0x1420_0000, 0x1411_0000] + XCTAssertEqual(DualSenseHID.preferredIndex(among: ids, preferring: 0x1420_0000), 1) + XCTAssertEqual(DualSenseHID.preferredIndex(among: ids, preferring: 0x1D18_0000), 0) + } + + /// No preference (or one the pad no longer has): fall back to the LOWEST id — arbitrary, but + /// stable across calls, which `Set.first` was not. + func testPreferredIndexFallsBackToTheLowestIdDeterministically() { + let ids: [UInt32?] = [0x1D18_0000, 0x1420_0000, 0x1411_0000] + XCTAssertEqual(DualSenseHID.preferredIndex(among: ids, preferring: nil), 2) + // A wanted id that is gone (pad unplugged between enumeration and open) must not fail the + // open — it degrades to the same stable fallback. + XCTAssertEqual(DualSenseHID.preferredIndex(among: ids, preferring: 0xDEAD_BEEF), 2) + } + + /// A device IOKit reports no location for must never displace one it can place. + func testPreferredIndexSortsUnplaceableDevicesLast() { + XCTAssertEqual(DualSenseHID.preferredIndex(among: [nil, 0x1420_0000], preferring: nil), 1) + XCTAssertEqual(DualSenseHID.preferredIndex(among: [nil, nil], preferring: nil), 0) + XCTAssertNil(DualSenseHID.preferredIndex(among: [], preferring: nil)) + } } #endif diff --git a/clients/apple/Tests/PunktfunkKitTests/GamepadEscapeChordTests.swift b/clients/apple/Tests/PunktfunkKitTests/GamepadEscapeChordTests.swift new file mode 100644 index 00000000..0531f7e7 --- /dev/null +++ b/clients/apple/Tests/PunktfunkKitTests/GamepadEscapeChordTests.swift @@ -0,0 +1,52 @@ +import GameController +import XCTest + +@testable import PunktfunkKit + +/// The escape chord's mask and its GameController alias list have to describe the same four +/// buttons. `GamepadCapture.openSlot` claims the system gesture of every element while forwarding +/// is on, but only of `escapeChordElements` while it is off — so if the alias list ever stops +/// covering the mask, the missing button's press stays the system's and the chord never completes. +/// +/// That matters most on tvOS, where this chord is the only controller way out of a stream: the +/// symptom is a session nobody can leave with the pad in their hands, and nothing logs or crashes. +/// Hence a test on the invariant rather than trusting the comment beside it. +@MainActor +final class GamepadEscapeChordTests: XCTestCase { + + /// The intended alias↔bit pairing, spelled out independently of the implementation. + private let pairing: [(alias: String, bit: UInt32)] = [ + (GCInputLeftShoulder, GamepadWire.leftShoulder), + (GCInputRightShoulder, GamepadWire.rightShoulder), + (GCInputButtonMenu, GamepadWire.start), + (GCInputButtonOptions, GamepadWire.back), + ] + + func testChordMaskIsExactlyTheFourPairedButtons() { + XCTAssertEqual( + pairing.reduce(UInt32(0)) { $0 | $1.bit }, + GamepadCapture.escapeChord, + "the chord mask and the alias pairing describe different buttons") + } + + func testEveryChordBitHasAnElementToClaim() { + // One alias per bit — a mask that grew a fifth button without a matching alias would + // leave that button's gesture with the OS while forwarding is off. + XCTAssertEqual( + GamepadCapture.escapeChordElements.count, + GamepadCapture.escapeChord.nonzeroBitCount, + "alias list and chord mask differ in size") + XCTAssertEqual(GamepadCapture.escapeChordElements, pairing.map(\.alias)) + } + + /// The claim list is a strict subset of what a forwarding slot takes — it is a NARROWING of + /// the full sweep, never an extra grab, and it must not be empty (that would be "skip", which + /// is the behaviour this deliberately avoids). + func testClaimListIsNonEmptyAndAllDistinct() { + XCTAssertFalse(GamepadCapture.escapeChordElements.isEmpty) + XCTAssertEqual( + Set(GamepadCapture.escapeChordElements).count, + GamepadCapture.escapeChordElements.count, + "a repeated alias would mean a chord bit has no element") + } +} diff --git a/clients/apple/Tests/PunktfunkKitTests/GamepadWireTests.swift b/clients/apple/Tests/PunktfunkKitTests/GamepadWireTests.swift index d9786458..81e7a4a9 100644 --- a/clients/apple/Tests/PunktfunkKitTests/GamepadWireTests.swift +++ b/clients/apple/Tests/PunktfunkKitTests/GamepadWireTests.swift @@ -79,7 +79,7 @@ final class GamepadWireTests: XCTestCase { XCTAssertEqual(GamepadWire.axisRSY, UInt32(PUNKTFUNK_AXIS_RS_Y)) XCTAssertEqual(GamepadWire.axisLT, UInt32(PUNKTFUNK_AXIS_LT)) XCTAssertEqual(GamepadWire.axisRT, UInt32(PUNKTFUNK_AXIS_RT)) - XCTAssertEqual(GamepadWire.maxPads, Int(MAX_PADS)) + XCTAssertEqual(GamepadWire.maxPads, Int(PUNKTFUNK_MAX_PADS)) } func testPadIndexRidesFlagsOnEveryPerPadEvent() { diff --git a/clients/apple/Tests/PunktfunkKitTests/RumbleTuningTests.swift b/clients/apple/Tests/PunktfunkKitTests/RumbleTuningTests.swift index 8bbf1a4e..073433c7 100644 --- a/clients/apple/Tests/PunktfunkKitTests/RumbleTuningTests.swift +++ b/clients/apple/Tests/PunktfunkKitTests/RumbleTuningTests.swift @@ -56,7 +56,7 @@ final class RumbleTuningTests: XCTestCase { /// storm, an audible target left to the ticker (watchdog path), then `stop()` — which runs /// `queue.sync` against the same serial queue the ticker fires on and must not deadlock. func testRendererSurvivesCallStormAndTeardownWithoutController() { - let renderer = RumbleRenderer(policy: .session) + let renderer = RumbleRenderer() renderer.retarget(nil) for i in 0..<500 { renderer.apply( @@ -72,7 +72,7 @@ final class RumbleTuningTests: XCTestCase { /// every policy stop (lease expiry, legacy staleness, session close), and the renderer's only /// job is to apply them. Drive the real queue/ticker (no physical pad) and confirm no wedge. func testZeroCommandSilencesAndTeardownDoesNotDeadlock() { - let renderer = RumbleRenderer(policy: .session) + let renderer = RumbleRenderer() renderer.retarget(nil) renderer.apply(low: 0x8000, high: 0x8000) Thread.sleep(forTimeInterval: 0.1) diff --git a/clients/apple/store/README.md b/clients/apple/store/README.md new file mode 100644 index 00000000..7c153478 --- /dev/null +++ b/clients/apple/store/README.md @@ -0,0 +1,51 @@ +# App Store copy + +Source of truth for what goes into App Store Connect. Every character-limited field in here has +been counted with `check-limits.py`; run it after any edit. + +```sh +python3 clients/apple/store/check-limits.py +``` + +| File | Covers | +|------|--------| +| [`ios.md`](ios.md) | iOS/iPadOS Promotional Text (DE + EN), with alternates | +| [`macos.md`](macos.md) | macOS Promotional Text, Description, Keywords (DE + EN) | +| [`tvos.md`](tvos.md) | tvOS Promotional Text, Description, Keywords (DE + EN) | +| [`review-notes.md`](review-notes.md) | App Review notes template + pre-submission checklist | +| [`privacy-app-addendum.md`](privacy-app-addendum.md) | App-specific privacy text to add to the existing policy page | + +German is primary throughout and uses the same informal "du" voice as the website +(`punktfunk-website/messages/de.json`). English is a localisation, not a translation exercise — a +few lines diverge where the German idiom does not carry. + +## Three things that contradicted the original brief + +1. **A Mac cannot be a host.** The brief suggested Mac copy could cover "running as a host/server + or client on Mac". There is no macOS host — `punktfunk-host` has no macOS capture, virtual + display, or encode backend. The macOS copy is client-only and says so explicitly. +2. **The existing privacy policy is website-only.** It covers server logs, Plausible, and a + language cookie, and never mentions the apps. Linking it unchanged from App Store Connect is + the kind of thing that draws a reviewer's attention to analytics that have nothing to do with + the app. See `privacy-app-addendum.md` for the text to append. +3. **App Review notes cap at 4000 characters**, not the unlimited field the brief implied. The + template is 3919 and fits. + +## Claims used, and where they come from + +Everything asserted in the copy was checked against the source rather than the marketing site: + +- Hardware decode, HDR/4:4:4, controller and input support — `clients/apple/README.md` +- Entitlements and their justifications — `Config/Punktfunk.entitlements`, + `Config/Punktfunk-macOS.entitlements` (both carry detailed rationale comments) +- Background audio mode and its 2.5.4 constraints — `Config/Info.plist` +- "Collects no data" — verified by absence: no analytics SDK in `Package.swift`, no telemetry + symbols in `Sources/`, `URLSession` used only against the paired host +- Host platforms and protocol details — root `README.md`, `docs/releases/v0.24.0.md` +- Feature ship dates — `git tag --contains` on the relevant commits + +## Not done here + +`clients/apple` has no `PrivacyInfo.xcprivacy`. The app uses `UserDefaults`, which is a +required-reason API, so a manifest is expected. Flagged at the end of `review-notes.md`; left +alone because it is a code change, not copy. diff --git a/clients/apple/store/check-limits.py b/clients/apple/store/check-limits.py new file mode 100644 index 00000000..402368e7 --- /dev/null +++ b/clients/apple/store/check-limits.py @@ -0,0 +1,82 @@ +#!/usr/bin/env python3 +"""Check every App Store copy block in this directory against its field limit. + +App Store Connect silently truncates or hard-rejects over-long fields, and the German copy is the +easy one to get wrong because umlauts read as one character but two bytes. Apple counts characters, +so `len()` on a `str` is the right measure — do not switch this to a byte count. + +Each fenced code block in the .md files here is one field. Which limit applies is inferred from the +nearest heading above it. Exit status is non-zero if anything is over, so CI can gate on it. +""" + +from __future__ import annotations + +import pathlib +import re +import sys + +LIMITS = {"PROMO": 170, "DESC": 4000, "KW": 100, "NOTES": 4000} + + +def blocks(text: str): + """Yield (heading, body) for every fenced block, tagged with the heading above it.""" + heading = None + buf: list[str] | None = None + for line in text.split("\n"): + if line.startswith("#") and buf is None: + heading = line.lstrip("#").strip() + if line.strip() == "```": + if buf is None: + buf = [] + else: + yield heading or "", "\n".join(buf) + buf = None + continue + if buf is not None: + buf.append(line) + + +def kind_of(heading: str, body: str) -> str: + low = heading.lower() + if "keyword" in low or re.fullmatch(r"(de|en) \(\d+\)", low): + return "KW" + if "template" in low: + return "NOTES" + return "DESC" if len(body) > 400 else "PROMO" + + +def main() -> int: + here = pathlib.Path(__file__).parent + failures = 0 + stale = 0 + for path in sorted(here.glob("*.md")): + found = list(blocks(path.read_text(encoding="utf-8"))) + if not found: + continue + print(f"\n=== {path.name} ===") + for heading, body in found: + kind = kind_of(heading, body) + limit = LIMITS[kind] + n = len(body) + over = n > limit + failures += over + # Headings carry the count in parentheses; flag any that drifted from the real length. + claimed = re.search(r"\((\d+)\)\s*$", heading) + drift = "" + if claimed and int(claimed.group(1)) != n: + drift = f" [heading claims {claimed.group(1)}]" + stale += 1 + status = "OVER" if over else "ok" + print(f" [{kind:5}] {status:>4} {n:>4}/{limit} {heading[:48]}{drift}") + + if failures: + print(f"\n{failures} block(s) OVER the limit") + elif stale: + print(f"\nAll within limits, but {stale} heading count(s) are stale") + else: + print("\nAll blocks within limits, all heading counts accurate") + return 1 if failures or stale else 0 + + +if __name__ == "__main__": + sys.exit(main()) diff --git a/clients/apple/store/ios.md b/clients/apple/store/ios.md new file mode 100644 index 00000000..6118ea24 --- /dev/null +++ b/clients/apple/store/ios.md @@ -0,0 +1,71 @@ +# iOS / iPadOS — App Store metadata + +Existing, unchanged: + +- **Name:** Punktfunk +- **Subtitle (DE):** Schnell, lokal & offen. + +Only the Promotional Text is new here. It is the one field that can be changed **without** a new +build or a review, so it is the right place for "what landed most recently". + +--- + +## Promotional Text (DE) — max 170 characters + +### Primary (160) + +``` +Neu: Profile pro Host – Auflösung, Bitrate und Ton einmal einstellen, dann mit einem Tipp verbinden. Dazu Live Activity, Sperrbildschirm-Widget und Wake-on-LAN. +``` + +### Alternate A — evergreen hook, no "new" claim (156) + +``` +Dein Gaming-PC auf dem iPhone, in dessen exakter Auflösung – ohne Konto, ohne Cloud, nur dein Netzwerk. Hardware-Decoding, HDR und dein DualSense mit allem. +``` + +### Alternate B — leads on the DualSense (161) + +``` +Dein DualSense, vollständig: Rumble, adaptive Trigger, Lightbar, Touchpad und Gyro gehen bis ins Spiel durch. Dazu Profile pro Host und Wake-on-LAN vom Sofa aus. +``` + +### Alternate C — leads on latency (153) + +``` +Kein Konto, keine Cloud, kein Umweg: punktfunk/1 fährt über QUIC direkt zu deinem PC. Auflösungswechsel mitten im Stream, ohne die Verbindung zu trennen. +``` + +--- + +## Promotional Text (EN) — max 170 characters + +### Primary (152) + +``` +New: per-host profiles — set resolution, bitrate and audio once, then connect with one tap. Plus Live Activities, a Lock Screen widget, and Wake-on-LAN. +``` + +### Alternate A — evergreen hook (159) + +``` +Your gaming PC on your iPhone, at your iPhone's exact resolution — no account, no cloud, just your network. Hardware decoding, HDR, and your DualSense in full. +``` + +### Alternate B — leads on the DualSense (160) + +``` +Your DualSense, in full: rumble, adaptive triggers, lightbar, touchpad and gyro all reach the game. Plus per-host profiles and Wake-on-LAN from across the room. +``` + +--- + +## Notes on the claims + +- "Profile pro Host" shipped in **v0.22.0** (`25b12780`, `80c0ca69`) and is in every tag since. It is + the strongest recent user-facing Apple feature, so "Neu" is defensible for one release cycle — but + drop the word once 0.25 ships something newer. +- Live Activities and the Hosts widget shipped long ago (`ba1caf02`, in v0.15.0+). They are safe to + *mention* but should not be called "neu". +- The only Apple-visible feature unique to **v0.24.0** is the "Forward controllers" off switch + (`b297542c`), which is too niche to headline. diff --git a/clients/apple/store/macos.md b/clients/apple/store/macos.md new file mode 100644 index 00000000..673a6303 --- /dev/null +++ b/clients/apple/store/macos.md @@ -0,0 +1,159 @@ +# macOS — App Store metadata + +> **Scope correction.** The Mac app is a **client only**. There is no macOS host: `punktfunk-host` +> has no macOS capture, virtual-display, or encode backend (the two `cfg!(target_os = "macos")` hits +> in the host crate are OS *detection* for the host tile and a path helper; the loopback-test host +> is a synthetic frame source for `test-loopback.sh`, not a shippable host). A macOS host is a +> feasibility study — it needs four new backends and the private `CGVirtualDisplay` API. +> None of the copy below claims a Mac can host, and it should not until that ships. + +- **Name:** Punktfunk +- **Subtitle (DE):** Schnell, lokal & offen. +- **Subtitle (EN):** Fast, local & open. + +--- + +## Promotional Text (DE) — max 170 characters + +### Primary (164) + +``` +Neu: Profile pro Host – ein Mac, mehrere Gaming-PCs, jeder mit eigenen Einstellungen. Dazu AV1-Hardware-Decoding auf M3 und neuer, HDR und volles 4:4:4 für Schrift. +``` + +### Alternate (156) + +``` +Dein Gaming-PC im Fenster oder im Vollbild, in der exakten Auflösung deines Displays. Maus und Tastatur gehen durch, Auflösungswechsel ohne neue Verbindung. +``` + +## Promotional Text (EN) — max 170 characters + +### Primary (161) + +``` +New: per-host profiles — one Mac, several gaming PCs, each with its own settings. Plus AV1 hardware decoding on M3 and later, HDR, and full 4:4:4 for crisp text. +``` + +### Alternate (156) + +``` +Your gaming PC in a window or full screen, at your display's exact resolution. Mouse and keyboard pass straight through; resize without dropping the stream. +``` + +--- + +## Description (DE) — max 4000 characters + +``` +Punktfunk streamt deinen Gaming-PC auf den Mac – in der exakten Auflösung und Bildwiederholrate deines Displays, über dein eigenes Netzwerk, ohne Konto und ohne Cloud. + +Punktfunk besteht aus zwei Hälften: einem Host auf dem PC, von dem du streamst, und dieser App auf dem Gerät, auf dem du spielst. Der Host ist quelloffen und kostenlos, läuft auf Linux und auf Windows 11 – auf dem Gaming-Rig unterm Schreibtisch, auf einem Laptop oder headless auf einem Server, an dem gar kein Monitor hängt. + +DEIN MAC BEKOMMT SEIN EIGENES DISPLAY + +Für jede Verbindung legt der Host ein echtes virtuelles Display an – in genau der Auflösung und Bildrate, die dein Mac meldet. Kein Skalieren, keine schwarzen Balken, kein Umsortieren deiner echten Monitore. Änderst du mitten im Stream die Fenstergröße oder gehst auf Vollbild, wird die Auflösung neu ausgehandelt, ohne die Verbindung zu trennen. Mehrere Geräte können gleichzeitig streamen, jedes auf seinem eigenen Display. + +SCHNELL, WEIL UNS DER GANZE WEG GEHÖRT + +Die nativen Apps sprechen punktfunk/1: eine QUIC-Steuerebene und eine verschlüsselte Datenebene mit Vorwärtsfehlerkorrektur, die Auflösung und Bildrate mitten im Stream wechselt, ohne neu zu verbinden. Dekodiert wird in Hardware über VideoToolbox – H.264, HEVC und AV1 auf Macs, die AV1 in Hardware können (M3 und neuer). + +FÜR DEN MAC GEMACHT + +• Im Fenster oder im Vollbild, auf jedem angeschlossenen Display +• Maus und Tastatur gehen vollständig durch – Klick zum Fangen, Cmd+Esc oder Ctrl+Alt+Shift+Q zum Freigeben +• Ein Stream-Menü in der Menüleiste: Maus freigeben, Trennen, Statistik einblenden +• Mikrofon-Uplink mit Echounterdrückung – dein Mac wird zum Headset am PC +• HDR mit PQ-Passthrough und ein optionaler Vollchroma-Modus (4:4:4), damit kleine Schrift und feine Linien scharf bleiben + +CONTROLLER, VOLLSTÄNDIG + +DualSense, Xbox- und weitere MFi-kompatible Controller. Beim DualSense gehen Rumble, Lightbar, Player-LEDs, adaptive Trigger, Touchpad und Gyro bis ins Spiel durch. Welchen Typ das virtuelle Gamepad am Host annimmt, richtet sich nach dem, was bei dir wirklich in der Hand liegt. + +DEINE BIBLIOTHEK, DEIN NETZWERK + +Installierte Steam-Titel und selbst hinzugefügte Spiele erscheinen als Raster mit Artwork und starten direkt. Hosts findet die App im Netzwerk von allein. Beim ersten Mal koppelst du einmalig mit einer PIN, danach verbindet sich der Mac über eine gepinnte Identität aus deinem Schlüsselbund – kein Konto, kein Login. Einen schlafenden PC weckt Punktfunk per Wake-on-LAN. + +MESSEN STATT GLAUBEN + +Ein gestuftes Overlay zeigt Bildrate, Bitrate und Latenz – über zwei Maschinen hinweg um den Uhrenversatz korrigiert, also eine Messung und kein Versprechen. Ein Geschwindigkeitstest pro Host schlägt eine passende Bitrate vor. Profile halten pro Host fest, wie gestreamt werden soll. + +WAS DU BRAUCHST + +Einen Punktfunk-Host auf einem Linux-PC oder auf Windows 11 (22H2 oder neuer) im selben Netzwerk. Der Host ist quelloffen (MIT/Apache-2.0) und kostenlos – Anleitungen und Quellcode findest du auf punktfunk.unom.io. Diese App ist der Client: ein Mac kann derzeit nicht selbst Host sein. + +Kein Konto. Keine Cloud. Keine Telemetrie. Die App erfasst keine Daten über dich. +``` + +--- + +## Description (EN) — max 4000 characters + +``` +Punktfunk streams your gaming PC to your Mac — at your display's exact resolution and refresh rate, over your own network, with no account and no cloud. + +Punktfunk comes in two halves: a host on the PC you stream from, and this app on the device you play on. The host is open source and free, and runs on Linux and on Windows 11 — on the gaming rig under your desk, on a laptop, or headless on a server with no monitor attached at all. + +YOUR MAC GETS A DISPLAY OF ITS OWN + +For every connection, the host creates a real virtual display at exactly the resolution and refresh rate your Mac reports. No scaling, no black bars, no rearranging your actual monitors. Resize the window mid-stream or go full screen and the resolution is renegotiated without dropping the connection. Several devices can stream at once, each on its own display. + +FAST, BECAUSE WE OWN THE WHOLE PATH + +The native apps speak punktfunk/1: a QUIC control plane and an encrypted data plane with forward error correction, able to change resolution and frame rate mid-stream without reconnecting. Decoding is done in hardware through VideoToolbox — H.264, HEVC, and AV1 on Macs with an AV1 hardware decoder (M3 and later). + +BUILT FOR THE MAC + +• In a window or full screen, on any attached display +• Mouse and keyboard pass straight through — click to capture, Cmd+Esc or Ctrl+Alt+Shift+Q to release +• A Stream menu in the menu bar: release the mouse, disconnect, toggle the stats overlay +• Microphone uplink with echo cancellation — your Mac becomes the headset on your PC +• HDR with PQ passthrough, plus an optional full-chroma (4:4:4) mode that keeps small text and fine UI lines sharp + +CONTROLLERS, IN FULL + +DualSense, Xbox, and other MFi-compatible controllers. On a DualSense, rumble, lightbar, player LEDs, adaptive triggers, touchpad, and gyro all reach the game. The virtual gamepad the host presents takes its type from the controller actually in your hands. + +YOUR LIBRARY, YOUR NETWORK + +Installed Steam titles and games you add yourself appear as a grid with artwork, ready to launch. The app finds hosts on your network by itself. The first time, you pair once with a PIN; after that your Mac reconnects on a pinned identity stored in your keychain — no account, no login. Punktfunk can wake a sleeping PC over Wake-on-LAN. + +MEASURED, NOT PROMISED + +A tiered overlay shows frame rate, bitrate, and latency — corrected for clock skew across the two machines, so it is a measurement rather than a claim. A per-host speed test suggests a bitrate that matches your link. Profiles remember how each host should be streamed. + +WHAT YOU NEED + +A Punktfunk host on a Linux PC or on Windows 11 (22H2 or later) on the same network. The host is open source (MIT/Apache-2.0) and free — guides and source at punktfunk.unom.io. This app is the client: a Mac cannot currently act as a host. + +No account. No cloud. No telemetry. This app collects no data about you. +``` + +--- + +## Keywords — max 100 characters + +Comma-separated, **no spaces after the commas** (spaces count against the limit). The app name and +the subtitle are already indexed, so `punktfunk`, `schnell`, `lokal`, and `offen` are deliberately +absent — repeating them would waste characters. + +### DE (97) + +``` +streaming,spiele,remote,desktop,fernzugriff,pc,linux,windows,controller,gamepad,latenz,quelloffen +``` + +### EN (95) + +``` +streaming,remote,desktop,pc,linux,windows,gaming,controller,gamepad,latency,selfhosted,lan,play +``` + +**Deliberately excluded:** `Moonlight`, `GameStream`, `NVIDIA`, `Steam`. Punktfunk genuinely is +GameStream-compatible and does read your Steam library, but App Store Review Guideline 4.1 and the +metadata rules disallow third-party app, product, and company names in the **keyword** field — it is +a routine rejection. Saying it in the description is fine; the current descriptions avoid naming +Moonlight and mention Steam only as a factual statement about your own library. + +The previous keyword set (`Game-Streaming, Lokal, Open-Source, Gaming`) spent characters on spaces, +on `Lokal` (already in the subtitle), and on both `Game-Streaming` and `Gaming`, which share a stem. diff --git a/clients/apple/store/privacy-app-addendum.md b/clients/apple/store/privacy-app-addendum.md new file mode 100644 index 00000000..e89d72dc --- /dev/null +++ b/clients/apple/store/privacy-app-addendum.md @@ -0,0 +1,146 @@ +# Privacy — what to link from App Store Connect + +## The situation + +You already have a privacy policy at **punktfunk.unom.io/legal/privacy**. It is good, current +(Stand: 28. Juni 2026), and localised DE/EN. But it is a **website** privacy policy: it covers +server log files, Plausible Analytics on `analytics.unom.io`, the `PARAGLIDE_LOCALE` cookie, and +self-hosted fonts. It does not mention the apps at all. + +That is a problem for App Store Connect in two directions: + +1. Apple requires the linked policy to describe **the app's** data practices. A reviewer following + the link finds a page about a website. +2. It reads as *contradicting* a "Data Not Collected" declaration. The page prominently describes + analytics and a cookie. A reviewer who skims it sees "Reichweitenmessung mit Plausible + Analytics" and has every reason to question the App Privacy answers. + +**Recommendation:** keep the existing page and append an app-specific section to it (the text +below), so one URL covers both. The alternative — a separate `/legal/privacy-apps` route — also +works, but one URL is less to keep in sync. + +The page is CMS-driven (`src/routes/legal/privacy.tsx` renders Payload `RichText` blocks from the +`pages` collection, slug `legal/privacy`, tenant `punktfunk`), so this is a CMS edit rather than a +code change. + +## Confirming the "collects no data" framing + +Checked against the source rather than taken on trust, and it holds: + +- **No analytics, telemetry, or crash-reporting SDK.** `Package.swift` declares no such dependency. + A case-insensitive sweep of `Sources/` for `sentry|firebase|analytics|telemetry|amplitude| + mixpanel|crashlytics|posthog|plausible` returns 43 hits — 43 of them the word "amplitude" in + haptics code (rumble amplitude), and one the English word "plausible" in a comment. +- **No outbound calls to us.** The only `URLSession` use is `LibraryClient`, fetching cover art + **from the paired host**, over a TLS session that pins the host's own certificate. The only + external URLs anywhere in the Swift sources are three UI links the user can tap: the docs site, + the source on `git.unom.io`, and the Discord invite. +- **No account system.** Identity is a client keypair in the device keychain + (`keychain-access-groups`, `ClientIdentityStore`); pairing is SPAKE2 with a PIN, host-to-device. +- **Data stays on device.** Saved hosts and settings live in a shared `UserDefaults` suite + (`group.io.unom.punktfunk`) so the widget can read them. Nothing syncs; there is no CloudKit + entitlement. +- **No ATT.** No `NSUserTrackingUsageDescription` anywhere, consistent with no tracking. + +So **App Privacy → "Data Not Collected"** is accurate for all four platforms. Two caveats worth +stating in the policy text anyway, because they are true and pre-empt questions: + +- The microphone uplink **is** audio leaving the device — but only to the host the user paired with, + encrypted, and never to us. Apple's questionnaire asks about data collected *by you or your + third-party partners*; streaming to the user's own machine is not collection. Saying so plainly + is better than staying silent about a microphone permission. +- The apps are distributed through the App Store, so **Apple** collects its own analytics. That is + Apple's processing, not yours, but naming it avoids looking like an omission. + +--- + +## Text to append — Deutsch + +> ## Die Punktfunk-Apps +> +> Dieser Abschnitt betrifft die Punktfunk-Apps für iPhone, iPad, Apple TV, Mac, Windows, Linux und +> Android – im Unterschied zu den vorstehenden Abschnitten, die sich auf diese Website beziehen. +> +> **Die Apps erheben keine personenbezogenen Daten.** Es gibt keine Benutzerkonten, keine +> Registrierung und keine Anmeldung. Die Apps enthalten keine Analyse-, Tracking-, Werbe- oder +> Absturzbericht-Bibliotheken von Drittanbietern. Es findet kein Tracking im Sinne des App +> Tracking Transparency Frameworks statt, und es werden keine Daten an uns oder an Dritte +> übermittelt. +> +> **Wohin die Daten fließen.** Punktfunk verbindet Ihr Gerät direkt mit einem Host-Rechner, den Sie +> selbst betreiben – in der Regel in Ihrem eigenen Netzwerk. Video, Ton, Maus-, Tastatur- und +> Controller-Eingaben sowie – sofern Sie ihn einschalten – Ihr Mikrofon werden ausschließlich +> zwischen Ihrem Gerät und diesem Host übertragen, verschlüsselt und ohne Umweg über einen Server +> von uns. Wir betreiben für den Streaming-Betrieb keine Vermittlungs-, Relay- oder Cloud-Dienste +> und haben zu keinem Zeitpunkt Zugriff auf die Inhalte einer Sitzung. +> +> **Was auf dem Gerät bleibt.** Die App speichert lokal auf Ihrem Gerät: die von Ihnen +> hinzugefügten oder im Netzwerk gefundenen Hosts, Ihre Einstellungen und Profile sowie einen +> kryptografischen Schlüssel, mit dem sich Ihr Gerät gegenüber einem gekoppelten Host ausweist +> (auf Apple-Geräten im Schlüsselbund). Diese Daten verlassen Ihr Gerät nicht und werden gelöscht, +> wenn Sie die App entfernen. +> +> **Berechtigungen.** Die App fragt nur Berechtigungen ab, die für den Betrieb nötig sind: den +> Zugriff auf das lokale Netzwerk, um Hosts zu finden und sich mit ihnen zu verbinden, und – nur +> wenn Sie die Mikrofonübertragung nutzen – das Mikrofon. Das Mikrofonsignal wird an den von Ihnen +> gekoppelten Host übertragen, wo es als virtuelles Mikrofon erscheint; es wird nicht +> aufgezeichnet und nicht an uns gesendet. +> +> **Verteilung über App-Stores.** Wenn Sie die App über den App Store oder Google Play beziehen, +> verarbeiten Apple bzw. Google im Rahmen der Auslieferung eigene Daten (etwa Kauf-, Installations- +> und Absturzstatistiken). Darauf haben wir keinen Einfluss; es gelten die +> Datenschutzbestimmungen des jeweiligen Anbieters. Aggregierte Statistiken, die uns Apple oder +> Google in ihren Entwicklerkonsolen anzeigen, lassen keinen Rückschluss auf einzelne Personen zu. +> +> **Der Host.** Der Punktfunk-Host ist quelloffene Software, die Sie selbst auf Ihrem eigenen +> Rechner betreiben. Welche Daten dabei anfallen – etwa lokale Protokolldateien –, bleibt +> vollständig unter Ihrer Kontrolle; wir erhalten davon nichts. Der Quellcode ist unter +> git.unom.io/unom/punktfunk einsehbar. + +--- + +## Text to append — English + +> ## The Punktfunk apps +> +> This section concerns the Punktfunk apps for iPhone, iPad, Apple TV, Mac, Windows, Linux, and +> Android — as distinct from the sections above, which concern this website. +> +> **The apps collect no personal data.** There are no user accounts, no registration, and no sign-in. +> The apps contain no third-party analytics, tracking, advertising, or crash-reporting libraries. +> No tracking within the meaning of Apple's App Tracking Transparency framework takes place, and no +> data is transmitted to us or to any third party. +> +> **Where your data goes.** Punktfunk connects your device directly to a host machine that you run +> yourself, normally on your own network. Video, audio, mouse, keyboard, and controller input — and +> your microphone, if you switch it on — travel only between your device and that host, encrypted, +> without passing through any server of ours. We operate no brokering, relay, or cloud service for +> streaming, and we have no access to the contents of a session at any point. +> +> **What stays on your device.** The app stores locally on your device: the hosts you have added or +> discovered on your network, your settings and profiles, and a cryptographic key your device uses +> to identify itself to a paired host (in the keychain, on Apple devices). This data does not leave +> your device and is removed when you delete the app. +> +> **Permissions.** The app requests only the permissions it needs to work: access to the local +> network, in order to find hosts and connect to them, and — only if you use microphone streaming — +> the microphone. The microphone signal is sent to the host you paired with, where it appears as a +> virtual microphone; it is not recorded and is not sent to us. +> +> **Distribution through app stores.** If you obtain the app from the App Store or Google Play, +> Apple or Google process their own data as part of distributing it (such as purchase, installation, +> and crash statistics). We have no influence over this, and the respective provider's privacy +> policy applies. The aggregated statistics Apple and Google show us in their developer consoles do +> not allow any individual to be identified. +> +> **The host.** The Punktfunk host is open source software that you run on your own machine. Any +> data it produces — local log files, for instance — remains entirely under your control, and none +> of it reaches us. The source is available at git.unom.io/unom/punktfunk. + +--- + +## Also update + +- Bump **Stand: / Effective date:** on the page when you add this. +- App Store Connect → App Privacy → **Data Not Collected** for all four platforms. +- The same URL works for Google Play's Data safety declaration; the wording above already covers it. diff --git a/clients/apple/store/review-notes.md b/clients/apple/store/review-notes.md new file mode 100644 index 00000000..41bef563 --- /dev/null +++ b/clients/apple/store/review-notes.md @@ -0,0 +1,132 @@ +# App Review notes + +## The core problem, stated plainly + +Punktfunk is the client half of a two-part system. Without a reachable host it shows a host list, a +pairing sheet, and settings — and nothing else. There is **no demo or offline mode in a release +build**: the mock-data screens in `Sources/PunktfunkClient/Screenshots/` are wrapped in `#if DEBUG` +and are compiled out of anything you ship. A reviewer who launches the App Store build with no host +on their network sees an empty "On this network" list. + +Guideline 2.1 requires you to supply whatever is needed to fully exercise the app. So you must +attach **one** of: + +- **(a) A reachable demo host.** Best outcome — the reviewer sees the real thing. Requires a host + exposed to the internet with its UDP ports forwarded, plus a pairing PIN in the notes. The client + can add a host by IP or hostname, so mDNS discovery is not required for this path. +- **(b) A demo video.** Apple accepts this for hardware- or setup-dependent apps. Less good: a + reviewer who cannot reproduce is a reviewer who can reject on something unrelated. + +**Attach (a) if you can keep a host up for the review window; (b) is the fallback.** Whichever you +pick, fill in the placeholders before submitting — the template assumes (a) and marks the spots. + +> **⚠ Decide before submitting:** if you go with (b), replace the "CONNECTING TO OUR DEMO HOST" +> section with the video URL and say explicitly that no host can be provided. + +--- + +## Notes template — paste into App Store Connect + +The App Review Information "Notes" field caps at **4000 characters**. The block below is **3919**, +and filling the five placeholders in shortens it further (the literal `[[FILL IN: …]]` text is +longer than the values that replace it). If you add to it, re-check the count — an over-long note +is silently truncated, and what gets cut is the end, where the privacy and entitlement answers +live. + +``` +WHAT THIS APP IS + +Punktfunk is a low-latency game- and desktop-streaming client. It streams from a "host" the user +installs on their own gaming PC (Linux, or Windows 11 22H2+), over their own network. The host is +separate open-source software we publish at https://git.unom.io/unom/punktfunk; it is not sold, +and this app has no purchases. + +This app is the client half only: it renders video and audio from the user's own machine and +sends input back. There is no content library and no server of ours in a session. + +IMPORTANT: THIS APP NEEDS A HOST + +With no reachable host, the app can only show its host list, the pairing screen and settings -- +inherent to what it is, not an incomplete build. We have provided a live host for review. + +CONNECTING TO OUR DEMO HOST + +1. Launch Punktfunk. The main screen lists hosts on the local network. Ours is not on yours, so + add it by hand: "+" (top right) then "Add host"; on Apple TV, "Add host" on the main screen. +2. Enter: Host: [[FILL IN: hostname or IP]] Port: [[FILL IN: port, default 47998]] + Name it anything, then confirm. +3. The app connects and asks for a pairing PIN. Enter: [[FILL IN: PIN]] + A one-time SPAKE2 pairing; afterwards the device is remembered and needs no PIN. +4. The host's game library appears as a grid. Select any title to stream; video and audio start + within a few seconds. +5. While streaming: stats overlay = Ctrl+Alt+Shift+S (or three-finger tap on iOS/iPadOS); release + mouse = Cmd+Esc or Ctrl+Alt+Shift+Q; disconnect = Ctrl+Alt+Shift+D. +6. Settings (gear) covers decoder, bitrate, HDR, audio, controllers and profiles; the per-host + "Speed test" suggests a bitrate for the link. + +The host stays reachable throughout review. If you cannot reach it, please contact +[[FILL IN: contact email]] and we will restore it promptly. + +WHY THE APP ASKS FOR WHAT IT ASKS FOR + +- Local Network: finds hosts via Bonjour (_punktfunk._udp) and connects to them -- the app's + entire purpose. +- Microphone (optional, off by default): audio goes to the user's own paired host, appearing + there as a virtual microphone for voice chat. Never recorded, never sent to us. +- networking.multicast: sends the Wake-on-LAN magic packet, which must go to a broadcast address: + a sleeping PC has no ARP entry, so unicast cannot reach it. Used for nothing else. +- device.usb / device.bluetooth (macOS): the GameController framework reaches wired controllers + through IOHIDLibUserClient and wireless ones through startWirelessControllerDiscovery. USB also + drives DualSense rumble, which CoreHaptics will not. Without these, no controller input. +- network.server (macOS): the app is outbound-only, but the App Sandbox gates bind() itself. Our + QUIC endpoint and UDP socket each bind a local port to receive host-to-client datagrams; + without this, no video, audio or rumble arrives. +- UIBackgroundModes "audio" (iPhone/iPad): a session carries real, audible audio from the host, + and this keeps it alive if the user steps away briefly. Backgrounded, video decoding stops, only + the real audio keeps rendering, and a bounded timer disconnects automatically. We never play + silence to stay alive, nor use the mode outside an audible session. + +REGARDING BUILD 0.4.2 (3384) + +That build was rejected under 2.4.5(i) for a temporary-exception entitlement +(mach-lookup.global-name, com.apple.audioanalyticsd), added on a mistaken belief about CoreHaptics +rumble under the App Sandbox. We have since verified rumble works without it; this build carries +no temporary exception. + +ACCOUNTS, PURCHASES, DATA + +No account, no sign-in, no in-app purchase. The app collects no personal data: no analytics, +tracking, advertising or crash-reporting SDKs, and no connection to any server of ours during a +session. Device identity is a keychain keypair used only to authenticate to the user's own host. + +Privacy policy: [[FILL IN: https://punktfunk.unom.io/legal/privacy]] +``` + +--- + +## Before you submit — checklist + +- [ ] Fill every `[[FILL IN: …]]` placeholder. There are five. +- [ ] Confirm the demo host is reachable **from outside your own network** — test it on cellular, + not on the LAN it lives on. This is the failure mode that wastes a review cycle. +- [ ] Confirm the pairing PIN in the notes is the one the host will actually accept during the + review window, and that pairing is left open (it is on-demand in the web console). +- [ ] Put at least one launchable title in the demo host's library. An empty grid after a + successful pairing looks like a broken app. +- [ ] If submitting tvOS, verify the whole flow is reachable with the **Siri Remote alone**. A + reviewer will not have a controller paired, and "requires an accessory to navigate" is a + tvOS rejection. +- [ ] Attach the demo video as a URL in the notes if you are going the (b) route. + +## Separately worth checking: the privacy manifest + +There is **no `PrivacyInfo.xcprivacy`** anywhere in `clients/apple`. The app does use +`UserDefaults` (`HostStore` reads the `group.io.unom.punktfunk` suite), and `UserDefaults` is one of +Apple's "required reason" APIs, which are expected to be declared in a privacy manifest. Apps +missing a declaration typically get an automated **ITMS-91053** notice on upload. + +This is adjacent to the copy work rather than part of it, so nothing has been changed here — but it +is worth adding a manifest declaring `NSPrivacyAccessedAPICategoryUserDefaults` with reason code +`CA92.1` (access to an app group container) and `NSPrivacyTracking` set to `false`, before the next +submission. Confirm the current reason codes against Apple's documentation rather than taking the +code above on trust; the list has changed since it was introduced. diff --git a/clients/apple/store/tvos.md b/clients/apple/store/tvos.md new file mode 100644 index 00000000..685c77ed --- /dev/null +++ b/clients/apple/store/tvos.md @@ -0,0 +1,145 @@ +# tvOS — App Store metadata + +Client only, living-room framing. Things the other platforms have that the **Apple TV does not**, +and which the copy therefore avoids claiming: + +- **No microphone uplink.** There is no usable audio input on tvOS, so the "your Mac becomes the + headset" line does not transfer. +- **No gamepad console shell.** `ShotScenes` builds the gamepad home/settings screens for iOS and + macOS only — tvOS uses the native focus engine instead. +- **No AV1.** Apple TV 4K has no AV1 hardware decoder; HEVC and H.264 only. +- Mouse/keyboard capture exists on tvOS but is not a living-room story, so it stays out. + +Kept, and genuinely tvOS-shaped: Siri Remote pointer navigation (`SiriRemotePointer`), controllers +including the full DualSense feedback set, HDR passthrough, and Wake-on-LAN — which is the single +best Apple TV feature, because it is what removes the trip to the other room. + +- **Name:** Punktfunk +- **Subtitle (DE):** Schnell, lokal & offen. +- **Subtitle (EN):** Fast, local & open. + +--- + +## Promotional Text (DE) — max 170 characters + +### Primary (161) + +``` +Anschalten, Host wählen, spielen: Punktfunk weckt deinen Gaming-PC per Wake-on-LAN und verbindet sich, sobald er wach ist. In 4K, mit HDR, mit deinem Controller. +``` + +### Alternate A — leads on the picture (157) + +``` +Dein Gaming-PC am großen Bildschirm – in genau der Auflösung und Bildrate deines Fernsehers, mit HDR. Ohne Konto, ohne Cloud, nur über dein eigenes Netzwerk. +``` + +### Alternate B — leads on the DualSense (160) + +``` +Dein DualSense am Apple TV, vollständig: Rumble, adaptive Trigger, Lightbar, Touchpad und Gyro gehen bis ins Spiel durch. Dazu Profile pro Host und Wake-on-LAN. +``` + +## Promotional Text (EN) — max 170 characters + +### Primary (160) + +``` +Turn on, pick a host, play: Punktfunk wakes your gaming PC over Wake-on-LAN and connects as soon as it's up. In 4K, with HDR, with the controller in your hands. +``` + +### Alternate A — leads on the picture (148) + +``` +Your gaming PC on the big screen — at your TV's exact resolution and refresh rate, with HDR. No account, no cloud, nothing leaving your own network. +``` + +--- + +## Description (DE) — max 4000 characters + +``` +Punktfunk macht aus deinem Apple TV die Konsole für den Gaming-PC, der ohnehin schon im Haus steht – in 4K, mit HDR, über dein eigenes Netzwerk, ohne Konto und ohne Cloud. + +Punktfunk besteht aus zwei Hälften: einem Host auf dem PC, von dem du streamst, und dieser App auf dem Gerät, auf dem du spielst. Der Host ist quelloffen und kostenlos, läuft auf Linux und auf Windows 11 – auch headless auf einem Rechner, an dem gar kein Monitor hängt. + +VOM SOFA AUS, VON ANFANG BIS ENDE + +Anschalten, Host auswählen, spielen. Die App findet Hosts im Netzwerk von allein. Beim ersten Mal koppelst du einmalig mit einer PIN, danach verbindet sich der Apple TV über eine gepinnte Identität – kein Konto, kein Login, kein Abtippen von IP-Adressen. Steht dein Gaming-PC im Standby, weckt ihn Punktfunk per Wake-on-LAN und verbindet sich, sobald er wach ist. Niemand muss dafür aufstehen. + +DAS BILD, DAS DEIN FERNSEHER WIRKLICH KANN + +Für den Apple TV legt der Host ein echtes virtuelles Display an – in genau der Auflösung und Bildrate, die dein Fernseher meldet, bis 4K. Kein Skalieren, keine schwarzen Balken, und die Monitore am PC werden nicht umsortiert. Dekodiert wird in Hardware über VideoToolbox (HEVC und H.264), HDR wird als PQ durchgereicht, statt es flach zu rechnen. + +CONTROLLER, VOLLSTÄNDIG + +DualSense, Xbox- und weitere MFi-kompatible Controller. Beim DualSense gehen Rumble, Lightbar, Player-LEDs, adaptive Trigger, Touchpad und Gyro bis ins Spiel durch. Welchen Typ das virtuelle Gamepad am Host annimmt, richtet sich nach dem, was bei dir wirklich in der Hand liegt. Bedienen lässt sich alles mit der Siri Remote oder komplett mit dem Controller – die Oberfläche ist für die Fernbedienung gebaut, nicht für eine Maus. + +DEINE BIBLIOTHEK AUF DEM FERNSEHER + +Installierte Steam-Titel und selbst hinzugefügte Spiele erscheinen als Raster mit Artwork und starten direkt vom Sofa aus. Mehrere Geräte können gleichzeitig streamen, jedes auf seinem eigenen Display – der Apple TV im Wohnzimmer stört also niemanden, der am Schreibtisch weiterarbeitet. + +SCHNELL, WEIL UNS DER GANZE WEG GEHÖRT + +Die nativen Apps sprechen punktfunk/1: eine QUIC-Steuerebene und eine verschlüsselte Datenebene mit Vorwärtsfehlerkorrektur. Ein gestuftes Overlay zeigt Bildrate, Bitrate und Latenz – über zwei Maschinen hinweg um den Uhrenversatz korrigiert, also eine Messung und kein Versprechen. Ein Geschwindigkeitstest pro Host schlägt eine passende Bitrate für dein Netzwerk vor. + +WAS DU BRAUCHST + +Einen Punktfunk-Host auf einem Linux-PC oder auf Windows 11 (22H2 oder neuer) im selben Netzwerk. Für die beste Erfahrung hängt der Apple TV am Kabel oder an einem guten 5-GHz-WLAN. Der Host ist quelloffen (MIT/Apache-2.0) und kostenlos – Anleitungen und Quellcode findest du auf punktfunk.unom.io. + +Kein Konto. Keine Cloud. Keine Telemetrie. Die App erfasst keine Daten über dich. +``` + +--- + +## Description (EN) — max 4000 characters + +``` +Punktfunk turns your Apple TV into a console for the gaming PC you already own — in 4K, with HDR, over your own network, with no account and no cloud. + +Punktfunk comes in two halves: a host on the PC you stream from, and this app on the device you play on. The host is open source and free, and runs on Linux and on Windows 11 — including headless, on a machine with no monitor attached at all. + +FROM THE COUCH, START TO FINISH + +Turn on, pick a host, play. The app finds hosts on your network by itself. The first time, you pair once with a PIN; after that your Apple TV reconnects on a pinned identity — no account, no login, no typing IP addresses with a remote. If your gaming PC is asleep, Punktfunk wakes it over Wake-on-LAN and connects as soon as it is up. Nobody has to get up to make that happen. + +THE PICTURE YOUR TV CAN ACTUALLY SHOW + +For your Apple TV, the host creates a real virtual display at exactly the resolution and refresh rate your TV reports, up to 4K. No scaling, no black bars, and the monitors on your PC are left where they are. Decoding is done in hardware through VideoToolbox (HEVC and H.264), and HDR is passed through as PQ rather than flattened. + +CONTROLLERS, IN FULL + +DualSense, Xbox, and other MFi-compatible controllers. On a DualSense, rumble, lightbar, player LEDs, adaptive triggers, touchpad, and gyro all reach the game. The virtual gamepad the host presents takes its type from the controller actually in your hands. Everything is navigable with the Siri Remote or entirely with a controller — the interface is built for a remote, not for a mouse. + +YOUR LIBRARY ON THE BIG SCREEN + +Installed Steam titles and games you add yourself appear as a grid with artwork, ready to launch from the couch. Several devices can stream at once, each on its own display — so the Apple TV in the living room does not disturb anyone still working at the desk. + +FAST, BECAUSE WE OWN THE WHOLE PATH + +The native apps speak punktfunk/1: a QUIC control plane and an encrypted data plane with forward error correction. A tiered overlay shows frame rate, bitrate, and latency — corrected for clock skew across the two machines, so it is a measurement rather than a claim. A per-host speed test suggests a bitrate that matches your network. + +WHAT YOU NEED + +A Punktfunk host on a Linux PC or on Windows 11 (22H2 or later) on the same network. For the best experience, put your Apple TV on Ethernet or on good 5 GHz Wi-Fi. The host is open source (MIT/Apache-2.0) and free — guides and source at punktfunk.unom.io. + +No account. No cloud. No telemetry. This app collects no data about you. +``` + +--- + +## Keywords — max 100 characters + +### DE (93) + +``` +streaming,spiele,gaming,controller,gamepad,wohnzimmer,fernseher,pc,linux,windows,4k,hdr,couch +``` + +### EN (91) + +``` +streaming,gaming,controller,gamepad,livingroom,tv,pc,linux,windows,4k,hdr,couch,remote,play +``` + +Same exclusions as macOS: no `Moonlight`, `GameStream`, `NVIDIA`, or `Steam` in the keyword field. diff --git a/clients/apple/tools/screenshots.sh b/clients/apple/tools/screenshots.sh index 1b55a2bf..3eb88a9c 100755 --- a/clients/apple/tools/screenshots.sh +++ b/clients/apple/tools/screenshots.sh @@ -11,9 +11,15 @@ # The captured pixels are exactly App Store Connect's required sizes: # mac 2880×1800 (a 1× display yields 1440×900 — also accepted) # iphone-6.9 1320×2868 (portrait) / 2868×1320 (the landscape hero) -# ipad-13 2064×2752 (portrait) / 2752×2064 (the landscape hero) +# ipad-13 2064×2752 (portrait) # appletv 1920×1080 # +# A `.landscape` scene rotates on iPhone but NOT on iPad: an iPad app that supports multitasking +# is resizable, and iPadOS ignores `requestGeometryUpdate` orientation requests for it — the app +# follows the device, and simctl cannot rotate a simulated device. The iPad set is therefore +# portrait throughout (a valid App Store size, and uniform, which the gallery prefers). To get a +# landscape iPad hero, rotate the Simulator by hand (⌘←) and re-run just that scene. +# # Requirements: # • macOS target: just the Swift toolchain (`swift build`) + a one-time Screen Recording grant # for your terminal (System Settings → Privacy & Security → Screen Recording). @@ -35,7 +41,11 @@ cd "$APPLE_DIR" OUT="${OUT:-$APPLE_DIR/screenshots}" BUNDLE_ID="io.unom.punktfunk" -SCENES=(01-stream 02-hosts 03-pair 04-trust 05-settings) + +# The App Store set, in listing order — the first three are what most people ever see, so they are +# the stream itself, the machines it found, and the couch/controller mode. Everything else in +# ShotScenes.all is a dev scene; capture those with `SCENES="06-gamepad-home 10-edithost" ...`. +SCENES=(${SCENES:-01-stream 02-hosts 06-gamepad-home 09e-waking-modal 05-settings 03-pair}) SETTLE="${SETTLE:-4}" # seconds to let a scene lay out before capturing mkdir -p "$OUT" @@ -89,13 +99,20 @@ shoot_macos() { # $1 device-type regex (matches both existing device names and the device-type catalog) # $2 scheme $3 sdk $4 file prefix $5 runtime platform (iOS|tvOS — for the create fallback) +# $6 name for a device we have to create — MUST satisfy $1 (see below) shoot_sim() { require_xcode - local match="$1" scheme="$2" sdk="$3" prefix="$4" platform="$5" + local match="$1" scheme="$2" sdk="$3" prefix="$4" platform="$5" createname="$6" - # Reuse an existing device of this type; else create a throwaway one against the newest - # available runtime for the platform. CI runners commonly ship a runtime but not every device - # (the iPhone 16 Pro Max is absent on ours), so create-on-demand is what makes it reproducible. + # Reuse an existing device of this type; else create one against the newest available runtime + # for the platform. CI runners commonly ship a runtime but not every device (the iPhone 16 Pro + # Max is absent on ours), so create-on-demand is what makes it reproducible. + # + # The created device is named after the DEVICE, not after this script, for two reasons. It used + # to be "pf-shot-", which `$match` never matches — so every run created another + # simulator and none was ever reused (they piled up on the runner). And the name is user-visible: + # `UIDevice.current.name` is what the pairing sheet prefills as this device's name, so + # "pf-shot-iphone-6.9" was rendered into an App Store screenshot. local udid udid="$(xcrun simctl list devices available | grep -E "$match" | grep -oE '[0-9A-F-]{36}' | head -1 || true)" if [ -z "$udid" ]; then @@ -105,8 +122,8 @@ shoot_sim() { rt="$(xcrun simctl list runtimes available | grep -E "^$platform " \ | grep -oE 'com\.apple\.CoreSimulator\.SimRuntime\.[A-Za-z0-9.-]+' | tail -1 || true)" if [ -n "$devtype" ] && [ -n "$rt" ]; then - udid="$(xcrun simctl create "pf-shot-$prefix" "$devtype" "$rt" 2>/dev/null || true)" - [ -n "$udid" ] && log "$prefix — created Simulator $udid ($devtype)" + udid="$(xcrun simctl create "$createname" "$devtype" "$rt" 2>/dev/null || true)" + [ -n "$udid" ] && log "$prefix — created Simulator \"$createname\" $udid ($devtype)" fi fi [ -n "$udid" ] || die "$prefix: no Simulator matching /$match/, and none could be created @@ -114,6 +131,11 @@ shoot_sim() { log "$prefix — Simulator $udid" xcrun simctl boot "$udid" 2>/dev/null || true xcrun simctl bootstatus "$udid" -b >/dev/null 2>&1 || true + # Every scene is a dark-mode scene. The in-app `.environment(\.colorScheme, .dark)` override + # does NOT cross a presentation boundary — a `.sheet` gets its own environment and follows the + # DEVICE appearance — so the pairing sheet came out light grey over the dark app. Set the + # simulator itself to dark and the whole hierarchy, presentations included, agrees. + xcrun simctl ui "$udid" appearance dark >/dev/null 2>&1 || true log "$prefix — building ($scheme)…" # PF_SHOT_DERIVED_DATA (optional): a STABLE DerivedData root, so repeat runs reuse the @@ -150,15 +172,15 @@ pixels() { sips -g pixelWidth -g pixelHeight "$1" 2>/dev/null | awk '/pixel/{pri for target in "$@"; do case "$target" in macos) shoot_macos ;; - ios) shoot_sim 'iPhone 16 Pro Max' Punktfunk-iOS iphonesimulator iphone-6.9 iOS ;; - ipad) shoot_sim 'iPad Pro 13|iPad Pro .*M4|iPad Pro \(13' Punktfunk-iOS iphonesimulator ipad-13 iOS ;; - tvos) shoot_sim 'Apple TV' Punktfunk-tvOS appletvsimulator appletv tvOS ;; + ios) shoot_sim 'iPhone 16 Pro Max' Punktfunk-iOS iphonesimulator iphone-6.9 iOS 'iPhone 16 Pro Max' ;; + ipad) shoot_sim 'iPad Pro 13|iPad Pro .*M4|iPad Pro \(13' Punktfunk-iOS iphonesimulator ipad-13 iOS 'iPad Pro 13-inch (M4)' ;; + tvos) shoot_sim 'Apple TV' Punktfunk-tvOS appletvsimulator appletv tvOS 'Apple TV 4K' ;; all) shoot_macos if xcrun --find simctl >/dev/null 2>&1; then - shoot_sim 'iPhone 16 Pro Max' Punktfunk-iOS iphonesimulator iphone-6.9 iOS - shoot_sim 'iPad Pro 13|iPad Pro .*M4|iPad Pro \(13' Punktfunk-iOS iphonesimulator ipad-13 iOS - shoot_sim 'Apple TV' Punktfunk-tvOS appletvsimulator appletv tvOS + shoot_sim 'iPhone 16 Pro Max' Punktfunk-iOS iphonesimulator iphone-6.9 iOS 'iPhone 16 Pro Max' + shoot_sim 'iPad Pro 13|iPad Pro .*M4|iPad Pro \(13' Punktfunk-iOS iphonesimulator ipad-13 iOS 'iPad Pro 13-inch (M4)' + shoot_sim 'Apple TV' Punktfunk-tvOS appletvsimulator appletv tvOS 'Apple TV 4K' else warn "Skipping iOS/iPadOS/tvOS — full Xcode not found (Command Line Tools only)." fi diff --git a/clients/cli/src/main.rs b/clients/cli/src/main.rs index b359f7b1..b0920fea 100644 --- a/clients/cli/src/main.rs +++ b/clients/cli/src/main.rs @@ -41,16 +41,23 @@ mod cli { const PROBE_TIMEOUT: Duration = Duration::from_millis(2500); + /// The handshake budget `--request-access` runs on. Matches the host's `PENDING_APPROVAL_WAIT` + /// — the connect is PARKED for that long while an operator decides, so anything shorter would + /// give up while the approval prompt is still on their screen. + const REQUEST_ACCESS_TIMEOUT_SECS: u64 = 185; + const USAGE: &str = "\ punktfunk — the Punktfunk client, headless + punktfunk discover [--json] [--timeout SECS] punktfunk pair [--pin N] [--name LABEL] punktfunk hosts list [--probe] [--json] punktfunk hosts add [--name LABEL] [--fp HEX] punktfunk hosts forget punktfunk wake [--wait] punktfunk library [--json] - punktfunk launch [--game ID] [--profile REF] [--exec] [--fullscreen] + punktfunk launch [--game ID] [--profile REF] [--request-access] + [--exec] [--fullscreen] punktfunk open punktfunk reachable punktfunk speed-test @@ -68,6 +75,24 @@ punktfunk:// link takes. Exit codes: 0 ok, 2 connect, 3 trust, 4 renderer, 5 not /// (what goes to stdout vs stderr, and which exit codes mean what). fn verb_help(verb: &str) -> Option<&'static str> { Some(match verb { + "discover" => { + "\ +punktfunk discover [--json] [--timeout SECS] — browse the LAN for hosts + +Listens for Punktfunk hosts advertising over mDNS and prints what answered: +name TAB addr:port TAB saved|new TAB paired|unpaired. `saved` means this +device already has a record for it, matched by fingerprint first and address +second — the same rule every other surface joins the two lists by. + + --timeout SECS how long to browse (default 3, capped at 30) — a bounded + call, so a panel can wait for it + --json {\"hosts\":[{\"name\",\"addr\",\"port\",\"fp\",\"pair\",\"id\",\"mgmt\", + \"os\",\"saved\",\"paired\"}]} + +Nothing answering is an answer, not a failure: an empty list exits 0. A host +mDNS never sees (Tailscale, another subnet) will not appear here — save it by +address with `punktfunk hosts add` and it shows in `hosts list --probe`." + } "pair" => { "\ punktfunk pair — enrol this device with a host (PIN ceremony) @@ -96,6 +121,13 @@ punktfunk hosts — the saved-hosts store (shared with the desktop client) another subnet). Without --fp it is a placeholder to pair later; with a 64-hex fingerprint it is pinned immediately (still unpaired). + Idempotent, and keyed on the FINGERPRINT once there is one: re-running it + for a host already saved is a no-op, and giving a known fingerprint a new + address MOVES that host's record there rather than filing a second one + (which is how a host that changed DHCP lease stays reachable by its id). + A different fingerprint for an address already saved is refused, exit 3 — + a changed identity is a decision for a person. + punktfunk hosts forget Remove a saved host, its pinned fingerprint included. A later connect must pair or trust it again." @@ -119,7 +151,8 @@ this. Needs a paired host (exit 6 otherwise)." } "launch" => { "\ -punktfunk launch [--game ID] [--profile REF] [--exec] [--fullscreen] +punktfunk launch [--game ID] [--profile REF] [--request-access] + [--exec] [--fullscreen] Start a stream — waking the host first if it is asleep and its MAC is known. The stream runs in the punktfunk-session renderer; this command supervises it @@ -132,6 +165,16 @@ and relays its lifecycle to stderr. --exec become the session process instead of supervising it — the gamescope-wrapper mode, where the launched process must BE the streaming one for focus and lifecycle to work + --request-access + ask the host's operator to let this device in instead of + typing a PIN. The host PARKS the connect until somebody + approves it in its console or web UI (up to ~185 s), then + admits it and the stream starts by itself; the host is + recorded as paired once that happens, so later streams are + silent. Needs the host's fingerprint pinned already + (`punktfunk hosts add --fp `), and cannot be + combined with --exec — under --exec there is no process + left to record the approval. Exit 0 when the stream ends cleanly, 2 connect failed, 3 the host no longer trusts this device (re-pair), 4 the renderer could not start." @@ -222,7 +265,7 @@ from the config directory for a true factory reset." fn flag_takes_value(flag: &str) -> bool { matches!( flag, - "--pin" | "--name" | "--fp" | "--game" | "--profile" | "--port" + "--pin" | "--name" | "--fp" | "--game" | "--profile" | "--port" | "--timeout" ) } @@ -269,6 +312,7 @@ from the config directory for a true factory reset." return OK; } match verb.as_str() { + "discover" => discover(&rest), "pair" => pair(&rest), "hosts" => hosts(&rest), "wake" => wake(&rest), @@ -306,6 +350,104 @@ from the config directory for a true factory reset." } } + /// How long `discover` browses when nobody says, and the ceiling on what they can ask for. + /// The cap is not politeness: this verb is called from a Quick Access panel, and a typo'd + /// `--timeout 3000` would hang that panel with no way to cancel it. + const DISCOVER_DEFAULT_SECS: f64 = 3.0; + const DISCOVER_MAX_SECS: f64 = 30.0; + + /// `discover [--json] [--timeout SECS]` — browse the LAN over mDNS and print what answered, + /// annotated against the saved-hosts store. + /// + /// The annotation is the point: a caller wants "can I stream this", which is a question + /// about BOTH lists, and joining them itself is how two surfaces end up disagreeing about + /// the same host. So the match rule lives here, once, and is the same one every other + /// surface uses — fingerprint first (survives a DHCP move), address second. + fn discover(args: &[String]) -> u8 { + let secs = value(args, "--timeout") + .and_then(|v| v.parse::().ok()) + .filter(|s| *s > 0.0) + .unwrap_or(DISCOVER_DEFAULT_SECS) + .min(DISCOVER_MAX_SECS); + let found = pf_client_core::discovery::discover_for(Duration::from_secs_f64(secs)); + // `read`, not `load`: this verb only LOOKS at the records to annotate what it found, and + // never hands their ids back. `load` would mint ids for a pre-mint store and save them — + // a write from a read-only verb, and one that races the `hosts list` a caller is very + // likely running at the same moment (the Decky panel issues both together). + let known = KnownHosts::read(); + let rows: Vec<( + &pf_client_core::discovery::DiscoveredHost, + Option<&KnownHost>, + )> = found.iter().map(|d| (d, match_saved(&known, d))).collect(); + if has(args, "--json") { + let hosts: Vec = rows + .iter() + .map(|(d, saved)| { + serde_json::json!({ + "name": d.name, + "addr": d.addr, + "port": d.port, + "fp": d.fp_hex, + "pair": d.pair, + "id": d.advertised_id(), + // 0 = not advertised, which is what a consumer's own "no mgmt port" + // already means — an older host simply omits the TXT. + "mgmt": d.mgmt_port.unwrap_or(0), + "os": d.os, + "saved": saved.is_some(), + "paired": saved.is_some_and(|h| h.paired), + }) + }) + .collect(); + println!("{}", serde_json::json!({ "hosts": hosts })); + } else { + for (d, saved) in &rows { + println!( + "{}\t{}:{}\t{}\t{}", + d.name, + d.addr, + d.port, + if saved.is_some() { "saved" } else { "new" }, + if saved.is_some_and(|h| h.paired) { + "paired" + } else { + "unpaired" + }, + ); + } + } + // An empty LAN is an answer, not a failure — a caller branching on the exit code is + // asking "did the browse run", and it did. + OK + } + + /// The saved record an advert belongs to, if any: fingerprint first, address second. + /// + /// Fingerprint FIRST is deliberate and load-bearing — a host that moved to a new DHCP lease + /// still matches its record, and a *different* host that inherited the old address does not + /// inherit its pairing. This is the rule the plugin's `mergeHosts` and the shells' hosts + /// pages already use; keeping one copy is what stops two surfaces disagreeing about whether + /// the box in front of you is paired. + fn match_saved<'a>( + known: &'a KnownHosts, + advert: &pf_client_core::discovery::DiscoveredHost, + ) -> Option<&'a KnownHost> { + known + .hosts + .iter() + .find(|h| { + !h.fp_hex.is_empty() + && !advert.fp_hex.is_empty() + && h.fp_hex.eq_ignore_ascii_case(&advert.fp_hex) + }) + .or_else(|| { + known + .hosts + .iter() + .find(|h| h.addr == advert.addr && h.port == advert.port) + }) + } + /// `pair [--pin N]` — the SPAKE2 ceremony. Without `--pin` it prompts, which /// is the interactive shape; with one it is scriptable. Refuses rather than prompting when /// stdin isn't a terminal and no PIN was given: a pairing that silently blocks a CI job @@ -424,16 +566,69 @@ from the config directory for a true factory reset." return UNRESOLVED; }; let (addr, port) = split_host_port(&target); + let fp = value(args, "--fp").unwrap_or_default(); + let name = value(args, "--name"); let mut known = KnownHosts::load(); - if known.hosts.iter().any(|h| h.addr == addr && h.port == port) { - eprintln!("{addr}:{port} is already saved"); - return OK; + if let Some(i) = known + .hosts + .iter() + .position(|h| h.addr == addr && h.port == port) + { + return match merge_saved_host(&mut known, i, &fp, name.as_deref()) { + AddOutcome::Unchanged => { + eprintln!("{addr}:{port} is already saved"); + OK + } + AddOutcome::Conflict => { + eprintln!( + "{addr}:{port} is already saved with a different fingerprint — \ + forget it first if you really mean to replace it \ + (punktfunk hosts forget {addr}:{port})" + ); + TRUST_REJECTED + } + AddOutcome::Pinned => match known.save() { + Ok(()) => { + println!("updated {addr}:{port}"); + OK + } + Err(e) => { + eprintln!("saving: {e:#}"); + CONNECT_FAILED + } + }, + }; + } + // No record at this address — but a record carrying this exact FINGERPRINT is + // this same host at a new one. Re-point it rather than filing a second record: + // the fingerprint is the identity, and a host that changed DHCP lease is the + // whole reason `hosts add --fp` is idempotent in the first place. Without this a + // moved host accumulates one record per address it has ever held, and the one a + // stable id resolves to keeps the address it can no longer be reached at. + if let Some(i) = known + .hosts + .iter() + .position(|h| !fp.is_empty() && h.fp_hex.eq_ignore_ascii_case(&fp)) + { + let was = format!("{}:{}", known.hosts[i].addr, known.hosts[i].port); + known.hosts[i].addr = addr.clone(); + known.hosts[i].port = port; + return match known.save() { + Ok(()) => { + println!("moved {was} to {addr}:{port}"); + OK + } + Err(e) => { + eprintln!("saving: {e:#}"); + CONNECT_FAILED + } + }; } known.hosts.push(KnownHost { - name: value(args, "--name").unwrap_or_else(|| addr.clone()), + name: name.unwrap_or_else(|| addr.clone()), addr: addr.clone(), port, - fp_hex: value(args, "--fp").unwrap_or_default(), + fp_hex: fp, ..Default::default() }); match known.save() { @@ -475,6 +670,55 @@ from the config directory for a true factory reset." } } + /// What `hosts add` did to a record that was ALREADY saved for this address. + #[derive(Debug, PartialEq, Eq)] + enum AddOutcome { + /// Nothing to do — no fingerprint was offered, or the record already carries this one. + /// Exits 0 on purpose: a panel retrying step 1 of request access must not have to + /// invent an error to show for a state that is already correct. + Unchanged, + /// The record had no fingerprint and now has this one. + Pinned, + /// The record carries a DIFFERENT fingerprint. Refused, never overwritten. + Conflict, + } + + /// `hosts add --fp` against an address that is already saved. The difference between these + /// three is a trust decision, not bookkeeping. + /// + /// Filling in an empty fingerprint is step 1 of request access (design §5): a host found by + /// advert is saved by address first and pinned second. Without it the `--fp` is dropped on + /// the floor and the launch that follows refuses for want of a pin — which is what this did + /// before, silently and with exit 0. + /// + /// A *different* fingerprint is refused because a changed identity is a decision for a + /// person, at a surface that can show them both. That is what `upsert_trusted` exists to + /// enforce; quietly overwriting it here would be a back door through the pinning the rest + /// of the client is built on. + fn merge_saved_host( + known: &mut KnownHosts, + i: usize, + fp: &str, + name: Option<&str>, + ) -> AddOutcome { + let existing = known.hosts[i].fp_hex.clone(); + if fp.is_empty() || existing.eq_ignore_ascii_case(fp) { + return AddOutcome::Unchanged; + } + if !existing.is_empty() { + return AddOutcome::Conflict; + } + known.hosts[i].fp_hex = fp.to_string(); + // Only a record still named after its own address is renamed: a label the user chose is + // theirs, and an advert's name must not quietly overwrite it. + if let Some(label) = name { + if known.hosts[i].name == known.hosts[i].addr { + known.hosts[i].name = label.to_string(); + } + } + AddOutcome::Pinned + } + /// `wake [--wait]` — a magic packet, and with `--wait` the same bounded /// wake-and-wait the shells run (`WakeWait`: a packet every 6 s, presence polled every /// second, 90 s budget). @@ -585,6 +829,19 @@ from the config directory for a true factory reset." eprintln!("usage: punktfunk launch [--game ID] [--profile REF] [--exec]"); return UNRESOLVED; }; + let exec = has(args, "--exec"); + let request_access = has(args, "--request-access"); + // Refused rather than silently downgraded: under `--exec` this process BECOMES the + // session, so nothing survives to see `Ready` and record the approval. A launch that + // quietly dropped the persistence would leave hosts reading "trusted" forever with + // nobody able to say why. + if request_access && exec { + eprintln!( + "--request-access can't be combined with --exec: under --exec there is no \ + process left to record the host's approval" + ); + return UNRESOLVED; + } let (known, i) = match resolve(&reference) { Ok(v) => v, Err(code) => return code, @@ -597,7 +854,10 @@ from the config directory for a true factory reset." if has(args, "--fullscreen") { plan.settings.fullscreen_on_stream = true; } - run_plan(plan, has(args, "--exec")) + if request_access { + plan.connect_timeout_secs = Some(REQUEST_ACCESS_TIMEOUT_SECS); + } + run_plan(plan, exec, request_access) } /// `open ` — the `punktfunk://` grammar, headless. Same parser, same refusal rules and @@ -622,7 +882,7 @@ from the config directory for a true factory reset." &trust::Settings::load(), ); match outcome { - Ok(PlanOutcome::Connect(plan)) => run_plan(*plan, has(args, "--exec")), + Ok(PlanOutcome::Connect(plan)) => run_plan(*plan, has(args, "--exec"), false), // A URL may never pair or trust on its own — that is a decision for a person, at a // surface that can show them the fingerprint. Ok(PlanOutcome::ConfirmUnknown(u)) => { @@ -646,7 +906,13 @@ from the config directory for a true factory reset." } /// Wake if needed, then run the session — supervising it, or becoming it under `--exec`. - fn run_plan(plan: ConnectPlan, exec: bool) -> u8 { + /// + /// `persist_paired` records the host as *paired* when the child reports ready. Only + /// `launch --request-access` passes true: there, the host parked the connect until an + /// operator approved this device, so `Ready` IS the approval arriving — the same thing + /// `SpawnOpts::persist_paired` means in the GTK shell. Every other launch records nothing, + /// which is correct: a plain connect proves reachability, not a new trust decision. + fn run_plan(plan: ConnectPlan, exec: bool, persist_paired: bool) -> u8 { if plan.host.fp_hex.is_none() { eprintln!( "{} has no pinned fingerprint — punktfunk pair {}", @@ -708,7 +974,24 @@ from the config directory for a true factory reset." let mut failure: Option<(String, bool)> = None; while let Ok(ev) = rx.recv() { match ev { - SessionEvent::Ready => eprintln!("streaming"), + SessionEvent::Ready => { + eprintln!("streaming"); + // The pin we connected WITH, not one re-derived from the store: the record + // is what we are about to rewrite, and the session proved the host holds + // exactly this identity by completing a pinned handshake against it. + if persist_paired { + if let Some(fp_hex) = &plan.host.fp_hex { + trust::persist_host( + &plan.host.name, + &plan.host.addr, + plan.host.port, + fp_hex, + true, + ); + trust::forget_placeholder(&plan.host.addr, plan.host.port); + } + } + } SessionEvent::Error { msg, trust_rejected, @@ -967,6 +1250,7 @@ from the config directory for a true factory reset." #[test] fn every_usage_verb_has_help() { for verb in [ + "discover", "pair", "hosts", "wake", @@ -988,6 +1272,109 @@ from the config directory for a true factory reset." assert!(verb_help("bogus").is_none()); } + fn saved(name: &str, addr: &str, fp: &str) -> KnownHost { + KnownHost { + name: name.into(), + addr: addr.into(), + port: 9777, + fp_hex: fp.into(), + ..Default::default() + } + } + + /// Step 1 of request access: a host saved by address gains the fingerprint its advert + /// carried. Before this, `hosts add --fp` on an existing record exited 0 having done + /// NOTHING — the launch that followed then refused for want of a pin, and the panel had + /// no way to tell why. + #[test] + fn adding_a_fingerprint_to_a_placeholder_fills_it_in() { + let mut known = KnownHosts { + hosts: vec![saved("192.168.1.9", "192.168.1.9", "")], + }; + assert_eq!( + merge_saved_host(&mut known, 0, "abc123", Some("living-room")), + AddOutcome::Pinned + ); + assert_eq!(known.hosts[0].fp_hex, "abc123"); + assert_eq!( + known.hosts[0].name, "living-room", + "a record still named after its address takes the offered label" + ); + } + + /// A label the user chose is theirs — an advert's name must not overwrite it. + #[test] + fn filling_in_a_fingerprint_keeps_a_user_chosen_name() { + let mut known = KnownHosts { + hosts: vec![saved("Basement rig", "192.168.1.9", "")], + }; + merge_saved_host(&mut known, 0, "abc123", Some("living-room")); + assert_eq!(known.hosts[0].name, "Basement rig"); + } + + /// Idempotent: the panel may retry step 1, and re-offering the fingerprint a record + /// already carries is a state that is already correct, not an error to render. + #[test] + fn re_adding_the_same_fingerprint_changes_nothing() { + let mut known = KnownHosts { + hosts: vec![saved("desk", "192.168.1.9", "ABC123")], + }; + assert_eq!( + merge_saved_host(&mut known, 0, "abc123", None), + AddOutcome::Unchanged, + "fingerprints compare case-insensitively" + ); + // And a bare `hosts add` with no --fp at all leaves the pin alone. + assert_eq!( + merge_saved_host(&mut known, 0, "", None), + AddOutcome::Unchanged + ); + assert_eq!(known.hosts[0].fp_hex, "ABC123"); + } + + /// A changed identity is a decision for a person. Never a silent overwrite — this is the + /// same rule `upsert_trusted` enforces, and a back door here would defeat it everywhere. + #[test] + fn a_different_fingerprint_is_refused_not_overwritten() { + let mut known = KnownHosts { + hosts: vec![saved("desk", "192.168.1.9", "abc123")], + }; + assert_eq!( + merge_saved_host(&mut known, 0, "deadbeef", None), + AddOutcome::Conflict + ); + assert_eq!( + known.hosts[0].fp_hex, "abc123", + "the pin must survive intact" + ); + } + + /// A host that changed DHCP lease is re-pointed, not filed a second time. Without this + /// the record a stable id resolves to keeps an address the host has left, so a launch + /// dials into the void while the panel shows the live one. + #[test] + fn a_known_fingerprint_at_a_new_address_moves_the_record() { + let mut known = KnownHosts { + hosts: vec![saved("desk", "192.168.1.9", "abc123")], + }; + // Simulates `hosts add 192.168.1.50 --fp abc123` finding no record at that address. + let by_addr = known + .hosts + .iter() + .position(|h| h.addr == "192.168.1.50" && h.port == 9777); + assert!( + by_addr.is_none(), + "the new address is not yet on any record" + ); + let by_fp = known + .hosts + .iter() + .position(|h| h.fp_hex.eq_ignore_ascii_case("abc123")); + assert_eq!(by_fp, Some(0), "the fingerprint still identifies the host"); + known.hosts[0].addr = "192.168.1.50".into(); + assert_eq!(known.hosts.len(), 1, "one host, one record"); + } + #[test] fn value_reads_the_argument_after_its_flag() { let a = argv(&["--game", "steam:570", "--exec"]); diff --git a/clients/cli/tests/cli_smoke.rs b/clients/cli/tests/cli_smoke.rs index 81a80347..20917b2c 100644 --- a/clients/cli/tests/cli_smoke.rs +++ b/clients/cli/tests/cli_smoke.rs @@ -67,3 +67,21 @@ fn unknown_verbs_refuse_with_the_not_found_code() { let out = punktfunk(&["help", "frobnicate"]); assert_eq!(out.status.code(), Some(5), "unknown help topic exits 5"); } + +/// `discover` and `launch --request-access` document themselves. Help only — the verbs +/// themselves browse the LAN and dial a host, which no runner may be asked to do. +/// +/// The Decky panel detects a too-old client by exactly the signature the test above pins +/// (exit 5 + `unknown command`), so this is the other half of that contract: on a client new +/// enough, `discover` is a verb with help rather than an unknown word. +#[test] +fn the_request_access_surfaces_document_themselves() { + let out = punktfunk(&["help", "discover"]); + assert!(out.status.success(), "discover has its own help topic"); + let stdout = String::from_utf8_lossy(&out.stdout); + assert!(stdout.contains("--timeout"), "discover documents --timeout"); + assert!(stdout.contains("--json"), "discover documents --json"); + + let out = punktfunk(&["launch", "--help"]); + assert!(String::from_utf8_lossy(&out.stdout).contains("--request-access")); +} diff --git a/clients/decky/README.md b/clients/decky/README.md index 20778036..10d82718 100644 --- a/clients/decky/README.md +++ b/clients/decky/README.md @@ -2,49 +2,61 @@ Stream to your **Steam Deck** without ever leaving Gaming Mode. This **[Decky Loader](https://decky.xyz/)** plugin adds a **Punktfunk** panel to the Quick Access Menu -(the `…` button): discover hosts on your network, pair with a PIN, tweak stream settings, and launch -a fullscreen, gamescope-focused stream — all from the couch, gamepad-navigable. +(the `…` button): the hosts you can stream, the pinned cards you set up, and one tap into each. -The video itself is the native GTK4 Linux client (the `io.unom.Punktfunk` flatpak); the plugin -discovers, pairs, configures, and *launches it the right way* so gamescope fullscreens it — the same -Steam-shortcut trick MoonDeck uses. Because it's built from real Steam UI primitives (`@decky/ui`), -the panel looks and feels native to Gaming Mode. +The plugin is a **launcher**, not a client. It doesn't decode video, browse your library, or hold +any settings of its own — the Rust client does all of that, and the plugin's job is to start it +*the right way* so gamescope fullscreens and focuses it (the same Steam-shortcut trick MoonDeck +uses). Everything the panel doesn't do is one tap away in the client's own gamepad UI. ## What it does -1. **Discover** — browses the LAN over mDNS for Punktfunk hosts, in both the QAM panel and a - fullscreen page; each host row opens a details view (address, pairing policy, certificate - fingerprint to cross-check against the host's log). -2. **Pair** — for a host that requires it, a gamepad-navigable PIN keypad runs the SPAKE2 pairing - ceremony headlessly, then remembers the host so future streams connect silently. -3. **Stream** — launches fullscreen via a branded "Punktfunk" Steam shortcut so gamescope focuses it. -4. **Games** — each host row has a games button that opens its **library picker**: pin titles as - one-tap "Stream " rows in the QAM (jump straight into e.g. Playnite on the host), or - **"Open library on screen"** to launch the client's controller-driven, console-style library - browser (aurora backdrop + poster coverflow; A plays, B returns to Gaming Mode). Pins survive - plugin reinstalls (stored next to the client's config) and follow a host across IP changes - (matched by certificate fingerprint). -5. **Settings** — the client's whole settings store, written to its config. Laid out like SteamOS's - own Settings: a left rail of categories (`SidebarNavigation`), one page each, so no page needs - scrolling. The categories and their order are the console settings screen's — Stream (resolution - / refresh / render scale / bitrate / compositor), Video (codec / decoder / GPU / HDR / 4:4:4), - Presentation (prioritize / smoothness buffer / V-Sync / VRR), Audio (channels / output + mic - device / echo cancellation), Controllers, Touch & mouse, Interface (stats overlay / auto-wake / - library / fullscreen). The device pickers are populated - from the session binary (`--list-adapters` / `--list-audio`); the GPU row appears only where - there is more than one adapter. -6. **About** — plugin version, an explicit "Check for updates" button, the setup-guide link, and - a force-stop for a wedged stream client. +1. **Hosts** — the hosts on your network plus the ones you've saved, in one list. Discovery is + mDNS; saved hosts are also probed directly, so a box reached over Tailscale or a VPN shows as + online even though it never advertises. Rows sort online-first, then most recently used. +2. **Trust** — an unpaired host opens a small sheet with two ways in: + - **Request access** (the default) — no PIN. The host's operator approves this Deck in its + console or web UI and the stream starts by itself. See [Request access](#request-access). + - **Use a PIN instead** — the gamepad-navigable keypad, running the same SPAKE2 ceremony. +3. **Stream** — launches fullscreen via a branded "Punktfunk" Steam shortcut so gamescope focuses + it. A sleeping host is woken first (the client runs the real wake-and-wait loop, then dials). +4. **Pinned cards** — a *(host, profile)* pair renders nested under its host as `▸ ` + and streams with that settings profile applied. Cards are the **shared** pinning model every + other client speaks, stored on the host's record — so one you make in the desktop client shows + up here, and vice versa. The plugin renders them; it doesn't create or edit them. +5. **Open Punktfunk** — launches the client's **console home**: the host picker, add-host by + address, PIN pairing, the game library browser, and the **full settings screen**. This is where + everything the panel no longer does now lives. +6. **About** — plugin version, "Check for updates", "Recreate library shortcut", and a force-stop + for a wedged stream. To leave a stream: the in-client controller chord (**L1 + R1 + Start + Select**), or close the "game" from the Steam overlay — either returns you to Gaming Mode. +### Request access + +Request access is not a second pairing ceremony — it is a **launch**. The plugin saves the host +with the fingerprint it **advertised**, then starts an ordinary identified connect with the +handshake budget stretched to 185 s. The host *parks* that connection until its operator approves +the device, then admits the same connection; the stream starts on its own, and the record flips +to **paired** so every later stream is silent. + +**No advertised fingerprint, no request access.** That pinned fingerprint is the only thing +standing between a 185-second wait and an impostor answering for the host, so a host you typed in +by address gets the PIN path only — and the sheet says why. The plugin never trusts-on-first-use +past a missing fingerprint. + ## Install on the Deck -You need **[Decky Loader](https://decky.xyz/)** and the **`io.unom.Punktfunk` flatpak** -([`packaging/flatpak`](../../packaging/flatpak/README.md)) installed on the Deck — SteamOS `/usr` is -read-only, so the flatpak (which bundles libadwaita/SDL3) is the canonical client. Discovery uses -`avahi-browse`, which ships on SteamOS/Bazzite. +You need **[Decky Loader](https://decky.xyz/)** and a **Punktfunk client** on the Deck. On a normal +Deck that's the `io.unom.Punktfunk` flatpak ([`packaging/flatpak`](../../packaging/flatpak/README.md)) — +SteamOS `/usr` is read-only, so the flatpak (which bundles libadwaita/SDL3) is the canonical client. +A native install (sysext, distro package, nix profile, your own build) works too. + +**The client must be v0.22.0 or newer** — that is when the headless `punktfunk` CLI shipped, and +the panel drives everything through it. An older client says so in the panel, with the update +button that fixes it right there. (Discovery no longer needs `avahi-browse` on the Deck; the +client's own mDNS does it.) **Recommended — install from URL** (published by CI): in Decky → Settings → **Developer Mode** → **Install Plugin from URL**, paste: @@ -55,17 +67,15 @@ https://unom.io/pf-decky (short link for `https://git.unom.io/api/packages/unom/generic/punktfunk-decky/latest/punktfunk.zip`; for a pinned version use `https://git.unom.io/api/packages/unom/generic/punktfunk-decky//punktfunk.zip` -directly). The plugin then **self-updates** without -the Decky store — when a newer build exists, an **Update** button appears and drives Decky -Loader's own (SHA-256-verified) install. Installs and updates can take a couple of minutes on some -networks: Decky's installer also contacts its plugin store first, which may be slow or blackholed -before the actual download proceeds. +directly). The plugin then **self-updates** without the Decky store — when a newer build exists, an +**Update** button appears and drives Decky Loader's own (SHA-256-verified) install. Installs and +updates can take a couple of minutes on some networks: Decky's installer also contacts its plugin +store first, which may be slow or blackholed before the actual download proceeds. ### Updating the client The plugin also reports — and where it can, installs — updates for the **client** it launches. -What is possible depends on how that client was installed, and the About tab names the install -kind so the answer is never a mystery: +What is possible depends on how that client was installed: | Install | Update | | --- | --- | @@ -88,6 +98,8 @@ pnpm install pnpm build # rollup → dist/index.js pnpm run package # → out/punktfunk/ + out/punktfunk-v.zip DECK=deck@ pnpm run deploy # rsync → /tmp, sudo-install into the root-owned plugins dir, restart loader + +python3.13 scripts/test-backend.py # backend unit checks (needs Python ≥3.10) ``` `~/homebrew/plugins/` is root-owned (the loader runs as root), so `deploy.sh` stages to a temp dir @@ -96,28 +108,46 @@ restart is required for an out-of-band install to appear. ## Architecture +Everything below the panel is the CLI. `main.py` builds argv and maps exit codes; it parses none of +the client's data files and re-implements none of its rules. + | File | Role | | --- | --- | -| `src/index.tsx` | Plugin entry: the QAM panel + route registration. | -| `src/page.tsx` | The `/punktfunk` fullscreen page — Hosts (with per-host details) / Settings / About tabs. | -| `src/settings.tsx` · `src/pair.tsx` | The settings screen (a `SidebarNavigation` of seven category pages over one shared settings object); the gamepad-navigable PIN-pairing modal. | -| `src/library.tsx` | The per-host game picker (pin/unpin, "Open library on screen") + the pinned-game launch helper. | -| `src/hostmgmt.tsx` | Add / edit host dialogs — mutate the shared known-hosts store (`client-known-hosts.json`) via the flatpak client's headless modes, so a host saved here shows up in the desktop client too. | -| `src/ui.tsx` | Shared UI primitives for the fullscreen page + modals (right-aligned row actions, consistent Field layout). | -| `src/hooks.ts` · `src/boundary.tsx` | Shared discovery/update/pins hooks + actions; the render error boundary. | -| `src/steam.ts` | Steam-shortcut launch (`AddShortcut` / `SetAppLaunchOptions` / `RunGame`) — the focus-correct stream start. The shortcut's exe is `/bin/sh` with the wrapper passed as an argument, so the script never needs an exec bit (Decky's zip extraction drops it and the root-owned plugins dir can't be chmodded by the unprivileged backend). Launch extras ride env-prefix tokens: `PF_LAUNCH=` (pinned game) / `PF_BROWSE=1` + `PF_MGMT=` (on-screen library); ids are validated space/quote-free at pin AND launch time. | -| `src/backend.ts` | Typed `callable` bridges to `main.py`. | -| `bin/punktfunkrun.sh` | The launch wrapper the Steam shortcut runs (so the window is focusable); maps `PF_LAUNCH`/`PF_BROWSE`/`PF_MGMT` to `--launch`/`--browse`/`--mgmt`. An older flatpak ignores the flags harmlessly (plain stream / hosts page). | -| `main.py` | Backend: `discover` (via `avahi-browse`) / `pair` / `library` (headless flatpak `--library`, TSV) / pins store (`decky-pinned.json`) / settings / `kill_stream` / `check_update` (with an explicit CA-bundle search — Decky's embedded Python has no usable default TLS roots on SteamOS). | -| `scripts/test-backend.py` | Stdlib-only checks for the backend's pure parsers (TSV, error classes, avahi TXT) + the pins round trip. | +| `src/index.tsx` | Plugin entry + the QAM panel: update banner, hosts (with nested pinned cards), the console-home door, about. | +| `src/hooks.ts` | `useHosts` (one call merging discovery and the saved store), the update hooks, and the launch action. Also the trust-state model the rows render. | +| `src/trust.tsx` · `src/pair.tsx` | The trust sheet (Request access / Use a PIN instead / Cancel) and the gamepad-navigable PIN keypad. | +| `src/steam.ts` | Steam-shortcut launch (`AddShortcut` / `SetAppLaunchOptions` / `RunGame`) — the focus-correct stream start. The shortcut's exe is `/bin/sh` with the wrapper passed as an argument, so the script never needs an exec bit (Decky's zip extraction drops it and the root-owned plugins dir can't be chmodded by the unprivileged backend). | +| `src/backend.ts` · `src/boundary.tsx` · `src/os-icon.tsx` | Typed `callable` bridges to `main.py`; the render error boundary; the host row's OS mark. | +| `bin/punktfunkrun.sh` | The launch wrapper the Steam shortcut runs (so the window is focusable). Reads `PF_REF` / `PF_PROFILE` / `PF_REQUEST_ACCESS` / `PF_BROWSE` and runs `punktfunk launch` — or the session's `--browse` for console home. | +| `main.py` | Backend: four thin CLI shells (`discover` / `hosts` / `pair` / `trust_host`) plus the Steam-side work only a plugin can do — `runner_info`, `shortcut_art`, `apply_controller_config`, `kill_stream`, `check_update` / `update_client` (with an explicit CA-bundle search — Decky's embedded Python has no usable default TLS roots on SteamOS). | +| `scripts/test-backend.py` | Stdlib-only checks: argv shape, the CLI exit-code mapping, and the Steam configset editor. | | `plugin.json` · `update.json` | Decky manifest; CI-baked update channel. | +### Why the launch goes through Steam + +gamescope only gives focus and fullscreen to the window tree Steam launched via `reaper` (it +detects the "current app" by AppID — gamescope#484). A client spawned from the plugin's own +backend comes up invisible and unfocused. So the plugin registers non-Steam shortcuts whose exe is +`/bin/sh` running `bin/punktfunkrun.sh`, and starts them with `RunGame`. + +There are **two** shortcuts, both named `Punktfunk` so Steam keys them to one Steam Input +configset (the key is the lowercase name): a hidden, stateful one that carries the stream, and the +visible, stateless library entry that opens console home. + ## Limitations / next steps -- No manual "add host by IP" entry yet (discovery is mDNS-only). -- No in-stream overlay inside the plugin — the client owns the session once launched. -- Pairing needs the operator to **arm pairing on the host** so it shows the PIN; the plugin can't arm - it remotely. +- **Profiles and pinned cards can't be created here** — the panel renders them; making one needs + the desktop client, or the client's own gamepad UI once that work lands. A Deck with no profiles + simply sees host rows, and nothing is broken. +- **Per-game pins are on hold.** The shared model pins *host+profile*; nothing in the shared store + persists a pinned *game* yet. The old `decky-pinned.json` is left on disk untouched so a later + migration can read it. +- Pairing with a PIN needs the operator to **arm pairing on the host** so it shows the PIN; the + plugin can't arm it remotely. Request access needs no arming — just an approval. +- **A parked connect looks like a hanging one.** The plugin toasts before launching a request-access + stream to set expectations, which is a patch rather than a fix; teaching the session's connect + screen the same "waiting for approval" copy the console shell already has would pay off for every + shell. ## Related diff --git a/clients/decky/bin/punktfunkrun.sh b/clients/decky/bin/punktfunkrun.sh index 3154b04d..349eda41 100755 --- a/clients/decky/bin/punktfunkrun.sh +++ b/clients/decky/bin/punktfunkrun.sh @@ -1,33 +1,32 @@ #!/usr/bin/env bash -# punktfunk stream runner — the target of the hidden non-Steam shortcut the plugin creates. +# punktfunk stream runner — the target of the non-Steam shortcuts the plugin creates. # # WHY A WRAPPER SCRIPT (load-bearing, from MoonDeck's hard-won knowledge): the stream client # must be a descendant of the process Steam launches via `reaper`, or gamescope never gives # its window focus/fullscreen in Gaming Mode (gamescope detects the "current app" by AppID, # which only attaches to reaper's descendants — see gamescope#484). So the Decky plugin -# launches THIS script through SteamClient.Apps.RunGame; the script then execs the flatpak -# client, which inherits the shortcut's AppID and is focused. Launching the flatpak directly -# from the (root) Decky backend produces an unfocused, invisible window. +# launches THIS script through SteamClient.Apps.RunGame; the script then runs the client, +# which inherits the shortcut's AppID and is focused. Launching the client directly from the +# (root) Decky backend produces an unfocused, invisible window. # # Per-session parameters arrive as environment variables, set as the shortcut's Steam launch # options by the plugin (SteamClient.Apps.SetAppLaunchOptions), so ONE generic shortcut serves -# every host (and every pinned game): -# PF_HOST host[:port] to connect to (required for streaming; optional for browse) -# PF_LAUNCH library id to launch on connect (optional, e.g. steam:570 — pinned games) -# PF_BROWSE non-empty = open the gamepad library (optional; --browse instead of --connect) -# PF_MGMT management-API port for --browse (optional; client defaults to 47990) -# PF_CONNECT_TIMEOUT connect budget in seconds (optional; the plugin stretches it after -# firing Wake-on-LAN so the connect survives the host's resume) -# PF_APPID flatpak app id (default io.unom.Punktfunk) -# PF_FLATPAK override the flatpak binary path (default: `flatpak` on PATH) +# every host: +# PF_REF host reference — a saved host's stable id, or addr[:port] (required to stream) +# PF_PROFILE settings-profile id for a pinned card (optional) +# PF_REQUEST_ACCESS non-empty = ask the host's operator to admit this device instead of +# pairing with a PIN. The connect PARKS until somebody approves it. +# PF_BROWSE non-empty = open the client's console home instead of streaming +# PF_APPID flatpak app id (default io.unom.Punktfunk) +# PF_FLATPAK override the flatpak binary path (default: `flatpak` on PATH) # PF_CLIENT_BIN absolute path of a NATIVE client (optional; set by the plugin when it -# resolved a non-flatpak install — then the client is exec'd directly and +# resolved a non-flatpak install — then the client is run directly and # PF_APPID/PF_FLATPAK are unused) # -# Values are plain tokens (the plugin validates launch ids to space/quote-free ASCII before -# they ever reach Steam launch options). An older flatpak without --launch/--browse ignores -# the unknown flags harmlessly (hand-scanned argv): PF_LAUNCH degrades to the plain desktop -# session, PF_BROWSE to the client's hosts page. +# A REFERENCE, NEVER A VALUE. Host refs and profile ids are the only things that ride this +# channel; no resolution, bitrate or codec ever does. The client resolves both against its own +# stores, which is what keeps a Steam launch option from becoming a second settings surface. +# The plugin validates them to space/quote-free ASCII before they reach Steam's tokenizer. # # Runs as the `deck` user (Steam launched it), so the --user flatpak install is visible and # WAYLAND_DISPLAY / XDG_RUNTIME_DIR are already correct for gamescope. @@ -42,13 +41,22 @@ APPID="${PF_APPID:-io.unom.Punktfunk}" FLATPAK="${PF_FLATPAK:-flatpak}" # The client is not always the flatpak: a sysext, a .deb/.rpm, an AUR build or a nix profile -# installs a native `punktfunk-client`, and the plugin passes its absolute path here when that -# is what it resolved. Both kinds take the same argv and share ~/.config/punktfunk, so the only -# difference is the prefix in front of it. +# installs a native `punktfunk-client` with the CLI as its sibling, and the plugin passes the +# client's absolute path here when that is what it resolved. # -# exec so the client IS the game process — when it exits, Steam ends the "game" and Gaming Mode -# reclaims focus automatically (no manual refocus needed). -run_client() { +# run_cli execs the HEADLESS CLI (`punktfunk`); run_session execs the GTK/console shell +# (`punktfunk-client`). Both live in the same place in both install kinds — /app/bin inside the +# flatpak, reachable with `--command=`, and one bindir natively. +run_cli() { + if [ -n "${PF_CLIENT_BIN:-}" ]; then + # `${VAR%/*}` rather than `dirname`: pure parameter expansion, so this works with no + # PATH at all — which is the environment a Steam launch option can leave us in. + exec "${PF_CLIENT_BIN%/*}/punktfunk" "$@" + fi + exec "$FLATPAK" run --arch=x86_64 --command=punktfunk "$APPID" "$@" +} + +run_session() { if [ -n "${PF_CLIENT_BIN:-}" ]; then exec "$PF_CLIENT_BIN" "$@" fi @@ -58,40 +66,35 @@ run_client() { # What we are about to run, for the log line each branch prints. CLIENT_LABEL="${PF_CLIENT_BIN:-$APPID}" -# --fullscreen: present the stream chrome-less and fullscreen (the client also auto-detects the -# Deck/gamescope env, and ignores the flag harmlessly on older builds that predate it). +# The console home: the client's own gamepad UI (host picker, pairing, add-host by address, the +# library browser and the full settings screen). UNCHANGED from before this rework — the shell +# binary already execs the session for `--browse`, so there is nothing to repoint here. if [ -n "${PF_BROWSE:-}" ]; then - # The gamepad UI. BARE `--browse` (no PF_HOST) opens the console home — the self-contained - # host picker + pairing + settings, gamepad-navigable — which is what the stateless, visible - # library shortcut launches. `--browse ` opens straight into that host's library (the - # per-host "open on screen" action). A streams a game, session end returns here, B quits. - if [ -z "${PF_HOST:-}" ]; then - echo "punktfunkrun: gamepad UI $CLIENT_LABEL --browse (console home)" >&2 - run_client --browse --fullscreen - fi - echo "punktfunkrun: library $CLIENT_LABEL --browse $PF_HOST" >&2 - if [ -n "${PF_MGMT:-}" ]; then - run_client --browse "$PF_HOST" --mgmt "$PF_MGMT" --fullscreen - fi - run_client --browse "$PF_HOST" --fullscreen + echo "punktfunkrun: gamepad UI $CLIENT_LABEL --browse (console home)" >&2 + run_session --browse --fullscreen fi -# Streaming modes need a host (browse above is the only host-less path). -if [ -z "${PF_HOST:-}" ]; then - echo "punktfunkrun: PF_HOST is not set (the plugin sets it as a launch option)" >&2 +if [ -z "${PF_REF:-}" ]; then + echo "punktfunkrun: PF_REF is not set (the plugin sets it as a launch option)" >&2 exit 2 fi -# Trailing args shared by both streaming execs. A stretched connect budget rides along when the -# plugin set one (it just fired Wake-on-LAN, so the host may still be resuming); an older flatpak -# without --connect-timeout ignores the flag harmlessly (hand-scanned argv). + set -- --fullscreen -if [ -n "${PF_CONNECT_TIMEOUT:-}" ]; then - set -- --connect-timeout "$PF_CONNECT_TIMEOUT" "$@" +if [ -n "${PF_PROFILE:-}" ]; then + set -- --profile "$PF_PROFILE" "$@" fi -if [ -n "${PF_LAUNCH:-}" ]; then - # A pinned game: the id rides the session Hello and the host launches that title. - echo "punktfunkrun: streaming $CLIENT_LABEL --connect $PF_HOST --launch $PF_LAUNCH" >&2 - run_client --connect "$PF_HOST" --launch "$PF_LAUNCH" "$@" + +# REQUEST ACCESS RUNS SUPERVISED — no `--exec`. Under --exec the CLI BECOMES the session, so no +# process survives to see the stream come up and record the host as paired; the CLI refuses the +# combination outright rather than downgrading silently. This is safe for gamescope because +# focus follows reaper's DESCENDANT TREE, not a single process, and `flatpak run`/`bwrap` +# already sit between reaper and the client on every other path. +if [ -n "${PF_REQUEST_ACCESS:-}" ]; then + echo "punktfunkrun: request access $CLIENT_LABEL launch $PF_REF (waiting for approval)" >&2 + run_cli launch "$PF_REF" --request-access "$@" fi -echo "punktfunkrun: streaming $CLIENT_LABEL --connect $PF_HOST" >&2 -run_client --connect "$PF_HOST" "$@" + +# The ordinary stream. `--exec` is the documented gamescope-wrapper mode: the CLI becomes the +# session, so the process tree stays flat and Steam's "game" ends exactly when the stream does. +echo "punktfunkrun: streaming $CLIENT_LABEL launch $PF_REF" >&2 +run_cli launch "$PF_REF" --exec "$@" diff --git a/clients/decky/main.py b/clients/decky/main.py index 19e73116..53b1e772 100644 --- a/clients/decky/main.py +++ b/clients/decky/main.py @@ -6,37 +6,39 @@ STREAM is NOT launched here — it is launched by the frontend through Steam (SteamClient.Apps.RunGame on a hidden non-Steam shortcut that points at ``bin/punktfunkrun.sh``), because gamescope only focuses/fullscreens windows in the process tree Steam launched via ``reaper``. A flatpak spawned from this backend would be invisible/unfocused (gamescope#484). -The backend's jobs are the things Steam can't do: +This backend is a THIN SHELL OVER THE HEADLESS CLI (``punktfunk``, shipped in every package +since v0.22.0), plus the handful of things that are genuinely Steam's business. It used to be +a second client — its own mDNS parser, its own host-store editor, its own settings writer — +and every one of those was a copy of a rule that already lives in Rust, drifting from it. The +rule now has one home; this file builds argv and maps exit codes. -* **discover()** — browse the LAN over mDNS (``avahi-browse``) for ``_punktfunk._udp`` hosts. -* **pair(host, port, pin, name)** — run the SPAKE2 PIN ceremony headlessly via the flatpak - client's ``--pair`` mode, capturing the result. Pairing uses the SAME flatpak (so the same - identity store the stream uses), so once paired the stream connects silently. -* **library(host, mgmt_port, fp)** — fetch a paired host's game library headlessly via the - flatpak client's ``--library`` mode (mTLS with the client's own identity; TSV on stdout), - so the picker UI can offer games to pin. -* **get_pins() / set_pins()** — the pinned-games store (``decky-pinned.json`` next to the - client's config, so pins survive plugin reinstalls), annotated with live pairing state. -* **runner_info()** — the absolute path to the launch wrapper + the flatpak app id, handed to - the frontend so it can create/point the Steam shortcut. -* **get_settings() / set_settings()** — read/write the flatpak client's stream settings JSON - (resolution / bitrate / gamepad), so the Deck UI configures the stream the client reads. - ``set_settings`` MERGES onto the file: it is shared with the desktop client and the console. -* **list_devices() / refresh_devices()** — the GPUs and audio endpoints the settings tab's - device pickers offer, read from the session binary (``--list-adapters`` / ``--list-audio``) - and cached, since enumerating them costs a Vulkan + PipeWire init. -* **kill_stream()** — force-stop a wedged stream (``flatpak kill``). -* **check_update()** — report pending updates for BOTH the plugin and the client. The plugin's - comes from the registry's per-channel ``manifest.json`` (the frontend then drives Decky's own - install RPC to apply it); the client's depends on how it was installed — a flatpak is compared - by OSTree commit here, anything else is asked of the client itself - (``punktfunk-client --check-update``, which verifies a signed manifest). -* **update_client()** — apply the client update by whichever route that install supports: - ``flatpak update --user``, ``punktfunk-client --apply-update`` (the packaged root helper), or - a refusal carrying the command to run by hand. +Thin CLI shells — each is build argv, run, parse JSON, map the exit code: -The TXT-record keys parsed (``proto`` / ``fp`` / ``pair`` / ``id`` / ``mgmt``) are defined by -the host advert in ``crates/punktfunk-host/src/discovery.rs``. +* **discover()** — ``punktfunk discover --json``: the LAN's hosts, already annotated with + whether this device has them saved and paired. +* **hosts()** — ``punktfunk hosts list --probe --json``: the saved hosts with a live, + mDNS-independent reachability probe, and their profile bindings and pinned cards already + resolved against the profile catalog. +* **pair(addr, port, pin, name)** — ``punktfunk pair``: the SPAKE2 PIN ceremony. +* **trust_host(addr, port, fp, name)** — ``punktfunk hosts add --fp``: step 1 of request + access, and the ONLY write this backend makes to the client's store. + +Kept because only a Decky plugin can do them: + +* **runner_info()** — resolve flatpak vs native and hand the frontend the wrapper path. +* **shortcut_art()** — base64 grid/hero/logo + icon path for the Steam shortcut. +* **apply_controller_config()** — write the native-touch layout into every Steam account's + configset dir, chowned back to the user (this backend is root; Steam is not). +* **check_update() / update_client()** — the plugin's own registry manifest (Decky's install + RPC needs artifact + SHA-256) and the client's update route. +* **kill_stream()** — force-stop a wedged client. + +What is deliberately NOT here: the stream launch. It goes through Steam +(SteamClient.Apps.RunGame on a non-Steam shortcut pointing at ``bin/punktfunkrun.sh``), +because gamescope only focuses/fullscreens windows in the process tree Steam launched via +``reaper`` — a client spawned from this backend would come up invisible and unfocused +(gamescope#484). Settings, add-host-by-address, the library browser and profile editing are +not here either: they are one shortcut away in the client's own console home. """ import asyncio @@ -54,51 +56,11 @@ import decky # Flatpak application id of the GTK client (packaging/flatpak/io.unom.Punktfunk.yml). APP_ID = "io.unom.Punktfunk" -# Service type advertised by punktfunk/1 hosts (matches NATIVE_SERVICE in the Rust host). -SERVICE_TYPE = "_punktfunk._udp" - -# The flatpak client persists identity / known-hosts / settings under HOME/.config/punktfunk. -# The sandbox HOME resolves to the REAL user home (== DECKY_USER_HOME), NOT the per-app -# ~/.var/app/ dir — verified on-device (`flatpak run … sh -c 'echo $HOME'` prints -# /home/deck, and the manifest's `--filesystem=~/.config/punktfunk` grants exactly that path; -# we also pass HOME=DECKY_USER_HOME into `flatpak run`, see _flatpak_env). Pointing here is what -# lets plugin settings actually reach the client AND lets us read the client's known-hosts to -# tell whether THIS device is already paired with a given host. -def _client_config_dir() -> Path: - return Path(decky.DECKY_USER_HOME) / ".config" / "punktfunk" - - -def _settings_path() -> Path: - return _client_config_dir() / "client-gtk-settings.json" - - -def _paired_fingerprints() -> set[str]: - """Host cert fingerprints (lowercase hex) this client has PIN-paired, from the client's - known-hosts store. Keyed by fingerprint so it survives a host changing IP address.""" - try: - data = json.loads((_client_config_dir() / "client-known-hosts.json").read_text()) - except (OSError, json.JSONDecodeError): - return set() - hosts = data.get("hosts", []) if isinstance(data, dict) else [] - return { - h["fp_hex"].lower() - for h in hosts - if isinstance(h, dict) and h.get("paired") and isinstance(h.get("fp_hex"), str) - } - - def _runner_path() -> str: """Absolute path to the launch wrapper shipped with the plugin (bin/punktfunkrun.sh).""" return str(Path(decky.DECKY_PLUGIN_DIR) / "bin" / "punktfunkrun.sh") -def _pins_path() -> Path: - """The pinned-games store — plugin-owned, but deliberately in the CLIENT's config dir - (like everything else we persist): the plugins dir is root-owned and wiped on - reinstall, while ``~/.config/punktfunk`` survives both.""" - return _client_config_dir() / "decky-pinned.json" - - # --- Steam Input controller config injection (native touchscreen via the ts_n command) -------- # The Deck's touchscreen only reaches the app as native wl_touch when a Steam Input layout with # the "Touchscreen Native Support" (controller_action ts_n) command is active for the game. We @@ -186,39 +148,6 @@ def _upsert_configset_entry(text: str, key: str, source_type: str, source_val: s return text[:last_close] + block + text[last_close:] -def _parse_library_tsv(stdout: str) -> list[dict]: - """Parse the flatpak client's ``--library`` output: one ``id\\tstore\\ttitle`` line per - game plus a trailing ``N game(s)`` count line (no tabs — it self-skips here). A title - may itself contain tabs, so split at most twice.""" - games: list[dict] = [] - for line in stdout.splitlines(): - parts = line.split("\t", 2) - if len(parts) == 3: - games.append({"id": parts[0], "store": parts[1], "title": parts[2]}) - return games - - -def _classify_library_error(stderr: str) -> str: - """Map the client's ``library: `` stderr line to a stable error - code for the UI. Substring-matched against the Display strings in - ``crates/pf-client-core/src/library.rs`` — a wording change degrades to ``client-error`` - (generic copy), never a crash.""" - s = stderr.lower() - if "didn't recognize this device" in s: - return "not-paired" - if "pinned fingerprint" in s: - return "pin-mismatch" - if "couldn't reach the host" in s: - return "unreachable" - if "management api returned http" in s: - return "http" - if "display" in s or "gtk" in s: - # A flatpak so old it predates --library falls through to GTK init, which fails - # headless from this backend. - return "client-outdated" - return "client-error" - - # ---------------------------------------------------------------------------------------- # Self-update check (no Decky store). The plugin is distributed via "Install Plugin from # URL" pointing at our Gitea generic registry, so the official store never sees it and @@ -347,9 +276,10 @@ def _flatpak() -> str | None: # settings in the same ~/.config/punktfunk (the flatpak's sandbox HOME resolves to the real # home), so nothing else in this file has to care which one answered. NATIVE_BIN = "punktfunk-client" -# The Vulkan session binary the shell execs to stream — and the only thing that can enumerate -# this device's GPUs and audio endpoints for the settings pickers. -SESSION_BIN = "punktfunk-session" +# The headless CLI — the door this backend does almost everything through (discover, hosts, +# pair, trust). Shipped beside the GTK client in every package since v0.22.0: /app/bin in the +# flatpak, the same bindir as `punktfunk-client` natively. +CLI_BIN = "punktfunk" # Prefixes to try when PATH doesn't have it. The Decky backend runs with a minimal PATH, and # SteamOS's read-only /usr pushes native installs into a sysext or the user's own prefix. @@ -405,25 +335,109 @@ def _client_argv() -> list[str] | None: return [native] if native else None -def _session_argv() -> list[str] | None: - """The argv PREFIX that runs the SESSION binary headlessly, or None when it isn't there. +def _cli_argv() -> list[str] | None: + """The argv PREFIX that runs the headless CLI, or None when no client is installed. - The device enumerations the settings pickers need (`--list-adapters`, `--list-audio`) live on - `punktfunk-session`, not on the client: the GTK shell deliberately links no Vulkan itself and - shells out to the session for exactly the same two lists (clients/linux/src/app.rs). The - flatpak installs both binaries into /app/bin, so `--command=` picks the other one; a native - install puts them in the same bindir, so the session is the client's sibling. + Exactly the shape the old ``_session_argv`` used, pointed at ``punktfunk`` instead: the + flatpak ships both binaries in /app/bin so ``--command=`` picks the other one (**the app id + stays LAST** — flatpak treats everything after it as the app's own argv), and a native + install puts the CLI in the same bindir as ``punktfunk-client``, so it is its sibling. """ prefix = _client_argv() if not prefix: return None if prefix[0] == _flatpak(): - # `flatpak run --command= ` — the app id must stay LAST. - return [*prefix[:-1], f"--command={SESSION_BIN}", prefix[-1]] - sibling = Path(prefix[0]).with_name(SESSION_BIN) + return [*prefix[:-1], f"--command={CLI_BIN}", prefix[-1]] + sibling = Path(prefix[0]).with_name(CLI_BIN) return [str(sibling)] if sibling.exists() else None +async def _run_cli(args: list[str], timeout: float = 20.0) -> tuple[int, str, str]: + """Run the headless CLI, returning ``(returncode, stdout, stderr)``. SEPARATE pipes: stdout + is the machine interface (JSON/TSV) and stderr carries the log lines, and merging them would + corrupt every payload. ``(-1, "", "")`` when no client is installed or the call times out. + + The same ``_flatpak_env`` repair the client runs needed applies here unchanged — Decky's + PyInstaller ``LD_LIBRARY_PATH`` leak breaks the flatpak's libcurl whatever binary inside the + sandbox is being started.""" + prefix = _cli_argv() + if not prefix: + return -1, "", "" + proc = None + try: + proc = await asyncio.create_subprocess_exec( + *prefix, *args, + stdout=asyncio.subprocess.PIPE, stderr=asyncio.subprocess.PIPE, + env=_flatpak_env(), + ) + out, err = await asyncio.wait_for(proc.communicate(), timeout=timeout) + rc = proc.returncode if proc.returncode is not None else -1 + return ( + rc, + (out or b"").decode("utf-8", "replace"), + (err or b"").decode("utf-8", "replace"), + ) + except asyncio.TimeoutError: + decky.logger.warning("cli %s timed out", " ".join(args)) + if proc: + try: + proc.kill() + except ProcessLookupError: + pass + return -1, "", "" + except Exception: # noqa: BLE001 + decky.logger.exception("cli %s failed", " ".join(args)) + return -1, "", "" + + +# The CLI's exit-code contract (clients/cli/src/main.rs): 0 ok, 2 connect failed, 3 trust +# rejected, 4 renderer, 5 could not resolve what was asked for, 6 needs a person. Mapped to the +# stable strings the panel renders, so a reworded message can never change what the UI shows. +_CLI_ERRORS = { + 2: "unreachable", + 3: "refused", + 5: "unresolved", + 6: "needs-pairing", +} + + +def _cli_error(rc: int, stderr: str) -> str: + """One stable error code for a nonzero CLI exit. + + The interesting case is a client too old for the verb we just used. That announces itself + DETERMINISTICALLY — exit 5 plus ``unknown command ""`` on stderr — rather than by the + guesswork the GTK headless modes needed, so the panel can say "update the client" with + confidence and offer the button that fixes it.""" + if rc == -1: + return "client-unavailable" + if rc == 5 and "unknown command" in stderr: + return "client-outdated" + return _CLI_ERRORS.get(rc, "client-error") + + +async def _cli_json(args: list[str], timeout: float = 20.0) -> dict: + """Run the CLI and parse its stdout as JSON. ``{"ok": True, **payload}`` on success, else + ``{"ok": False, "error": , "detail": }``. + + A zero exit with unparseable stdout is a failure, not an empty result: silently returning + "no hosts" for a broken client is exactly the answer a user cannot debug.""" + rc, out, err = await _run_cli(args, timeout=timeout) + if rc == 0: + try: + data = json.loads(out) + if isinstance(data, dict): + # `ok` last: a payload that ever grows its own `ok` key must not be able to + # report failure through the field this layer owns. + return {**data, "ok": True} + except json.JSONDecodeError: + decky.logger.warning("cli %s: unparseable output: %s", args[0], out[:200]) + return {"ok": False, "error": "client-error", "detail": "unreadable output"} + code = _cli_error(rc, err) + detail = (err.strip().splitlines() or [f"{args[0]} failed"])[-1] + decky.logger.warning("cli %s failed (rc=%s, %s): %s", args[0], rc, code, detail) + return {"ok": False, "error": code, "detail": detail} + + def _client_is_flatpak() -> bool: """Is the client this plugin actually drives the FLATPAK one? @@ -537,121 +551,6 @@ async def _run_client(client_args: list[str], timeout: float = 20.0) -> tuple[in return -1, "", "" -def _parse_audio_endpoints(out: str) -> tuple[list[dict], list[dict]]: - """Split `punktfunk-session --list-audio` into ``(sinks, sources)``. - - Its format is one endpoint per line, ``sink|sourcenode.namedescription``. The - node.name is what gets STORED (it is the stable id the client resolves against), so a line - without one is unusable and dropped; a missing description falls back to the name rather than - rendering a picker entry with no label. Anything else on the line is ignored, so an extra - trailing column in a future client can't break this. - """ - sinks: list[dict] = [] - sources: list[dict] = [] - for line in out.splitlines(): - parts = line.split("\t") - if len(parts) < 3 or not parts[1].strip(): - continue - kind, name, description = parts[0].strip(), parts[1].strip(), parts[2].strip() - entry = {"name": name, "description": description or name} - if kind == "sink": - sinks.append(entry) - elif kind == "source": - sources.append(entry) - return sinks, sources - - -async def _run_session(session_args: list[str], timeout: float = 25.0) -> tuple[int, str]: - """Run the SESSION binary headlessly, returning ``(returncode, stdout)``; ``(-1, "")`` when - it isn't installed or the call errors/times out. - - Only ever used for the two read-only device enumerations — the launch path goes through the - Steam shortcut and the wrapper script, never through here. The timeout is generous because - `--list-adapters` initialises Vulkan on a cold flatpak.""" - prefix = _session_argv() - if not prefix: - return -1, "" - proc = None - try: - proc = await asyncio.create_subprocess_exec( - *prefix, *session_args, - stdout=asyncio.subprocess.PIPE, stderr=asyncio.subprocess.DEVNULL, - env=_flatpak_env(), - ) - out, _ = await asyncio.wait_for(proc.communicate(), timeout=timeout) - rc = proc.returncode if proc.returncode is not None else -1 - return rc, (out or b"").decode("utf-8", "replace") - except asyncio.TimeoutError: - decky.logger.warning("session %s timed out", " ".join(session_args)) - if proc: - try: - proc.kill() - except ProcessLookupError: - pass - return -1, "" - except Exception: # noqa: BLE001 - decky.logger.exception("session %s failed", " ".join(session_args)) - return -1, "" - - -# The QAM panel and the full page each mount their own hosts view, and Gaming Mode remounts the -# QAM often — every mount calls list_hosts, which spawns a flatpak cold-start plus a reachability -# probe. Cache the last result briefly so back-to-back opens reuse it instead of re-probing; any -# mutation (add/edit/forget/reset/pair) invalidates it so a change shows up immediately. -_HOSTS_TTL_S = 12.0 -_hosts_cache: dict = {"at": 0.0, "probed": None, "data": None} - -# The settings tab's device lists (GPUs / audio endpoints). No TTL: this is hardware, and reading -# it costs a Vulkan + PipeWire init. Held for the life of the plugin backend; `refresh_devices` -# clears it for the user who just plugged a headset in. -_devices_cache: dict = {"data": None} - - -def _invalidate_hosts_cache() -> None: - _hosts_cache["data"] = None - - -def _read_known_hosts() -> list[dict]: - """The saved-hosts store read straight off disk — the fallback for a client too old to have - ``--list-hosts``. Same file the desktop client owns; `online` is left ``None`` (unknown) - because a direct read has no reachability signal.""" - try: - data = json.loads((_client_config_dir() / "client-known-hosts.json").read_text()) - except (OSError, json.JSONDecodeError): - return [] - hosts = data.get("hosts", []) if isinstance(data, dict) else [] - out: list[dict] = [] - for h in hosts: - if not isinstance(h, dict) or not h.get("addr"): - continue - out.append({ - "name": str(h.get("name") or h.get("addr", "")), - "addr": str(h.get("addr", "")), - "port": int(h.get("port", 9777) or 9777), - "fp_hex": str(h.get("fp_hex", "")), - "paired": bool(h.get("paired", False)), - "mac": h.get("mac") if isinstance(h.get("mac"), list) else [], - "last_used": h.get("last_used"), - "online": None, - }) - return out - - -def _mutation_result(rc: int, err: str, op: str) -> dict: - """Map a headless host-store mutation's exit status to a UI-stable result. ``rc == -1`` means - the flatpak call never ran (missing/timed out); a nonzero rc from a client that PREDATES the - mode falls through to GTK init and fails headless — classified ``client-outdated`` so the UI - can prompt an update instead of showing a cryptic error.""" - if rc == 0: - return {"ok": True} - if rc == -1: - return {"ok": False, "error": "client-unavailable"} - code = _classify_library_error(err) - detail = (err.strip().splitlines() or [f"{op} failed"])[-1] - decky.logger.warning("%s failed (rc=%s): %s", op, rc, detail) - return {"ok": False, "error": code, "detail": detail} - - def _field_from(text: str, name: str) -> str: """Pull ``: value`` out of ``flatpak info`` / ``remote-info`` output (e.g. ``Commit``, ``Origin``).""" @@ -663,6 +562,18 @@ def _field_from(text: str, name: str) -> str: return "" +def _looks_outdated(stderr: str) -> bool: + """Does this stderr have the signature of a client too old for the headless flag it was just + handed? Such a client ignores the unknown flag and falls through to GTK init, which fails + with no display — so the give-away is display/GTK noise rather than anything about the flag. + + Narrow on purpose: the CLI announces the same condition deterministically (exit 5 plus + ``unknown command``, see :func:`_cli_error`), and this heuristic is only still here because + the update check drives the GTK client's ``--check-update``, not the CLI.""" + s = stderr.lower() + return "display" in s or "gtk" in s + + async def _client_update_state() -> dict: """Is a newer commit of the flatpak client available in the remote it tracks? The client is a **per-user** install (so ``sudo flatpak update``, which is system-scope, never touches it), and @@ -730,312 +641,103 @@ async def _native_update_state() -> dict: if rc == -1: return {} # A client predating `--check-update` ignores the flag and falls through to GTK init, which - # fails headless — the same signature the other headless modes classify. - code = _classify_library_error(err) - decky.logger.info("native check-update unavailable (rc=%s, %s)", rc, code) - return {"error": code} if code == "client-outdated" else {} + # fails headless — that is the signature, and it is the one thing worth reporting here. + outdated = _looks_outdated(err) + decky.logger.info("native check-update unavailable (rc=%s, outdated=%s)", rc, outdated) + return {"error": "client-outdated"} if outdated else {} -def _split_txt(txt: str) -> list[str]: - """Split an avahi TXT column into tokens, honouring the ``"key=value"`` quoting.""" - tokens: list[str] = [] - cur: list[str] = [] - in_quote = False - for ch in txt: - if ch == '"': - if in_quote: - tokens.append("".join(cur)) - cur = [] - in_quote = not in_quote - elif in_quote: - cur.append(ch) - if cur: - tokens.append("".join(cur)) - return tokens - - -def _parse_avahi_browse(stdout: str) -> list[dict]: - """Parse ``avahi-browse -rpt`` output into a list of host dicts (deduped on the TXT ``id``).""" - out: dict[str, dict] = {} - for raw in stdout.splitlines(): - line = raw.strip() - if not line.startswith("="): - continue - parts = line.replace("\\;", "\x00").split(";") - parts = [p.replace("\x00", ";") for p in parts] - if len(parts) < 9: - continue - - name = parts[3] - address = parts[7] - port_str = parts[8] - txt = parts[9] if len(parts) > 9 else "" - - try: - port = int(port_str) - except ValueError: - port = 0 - - props: dict[str, str] = {} - for token in _split_txt(txt): - if "=" in token: - k, v = token.split("=", 1) - props[k] = v - - if props.get("proto") and not props["proto"].startswith("punktfunk/"): - continue - - try: - mgmt = int(props.get("mgmt", "")) - except ValueError: - mgmt = 0 # not advertised (standalone punktfunk1-host) — callers default 47990 - - entry = { - "name": name, - "host": address, - "port": port, - "pair": props.get("pair", "optional"), - "fp": props.get("fp", ""), - "proto": props.get("proto", ""), - "id": props.get("id", ""), - "mgmt": mgmt, - # OS-identity chain for the host row's icon (e.g. "linux/fedora/bazzite"); - # empty on an older host that doesn't advertise it. - "os": props.get("os", ""), - } - key = props.get("id") or f"{address}:{port}" - existing = out.get(key) - # Prefer IPv4 over IPv6 for the user-facing host string. - if existing is None or (":" in existing["host"] and ":" not in address): - out[key] = entry - - return list(out.values()) +def _ctl_sockets() -> list[Path]: + """Candidate paths of the streaming client's control socket (guide/QAM injection): + the flatpak app runtime dir first (the one runtime path the sandbox and this backend + see identically), then the plain runtime dir (native installs). Mirrors the session + binary's ``ctl_socket::path``.""" + uid = os.environ.get("PF_UID") or "1000" + run = Path(f"/run/user/{uid}") + return [ + run / "app" / APP_ID / "punktfunk-session-ctl.sock", + run / "punktfunk-session-ctl.sock", + ] class Plugin: - async def discover(self) -> list[dict]: - """Browse the LAN for punktfunk/1 hosts. Returns ``[{name, host, port, pair, fp}]``.""" - avahi = shutil.which("avahi-browse") - if not avahi: - decky.logger.error("avahi-browse not found; install avahi for host discovery") - return [] - try: - proc = await asyncio.create_subprocess_exec( - avahi, "-rpt", SERVICE_TYPE, - stdout=asyncio.subprocess.PIPE, - stderr=asyncio.subprocess.PIPE, - ) - try: - stdout, stderr = await asyncio.wait_for(proc.communicate(), timeout=8.0) - except asyncio.TimeoutError: - proc.kill() - decky.logger.warning("avahi-browse timed out") - return [] - except Exception: # noqa: BLE001 - decky.logger.exception("avahi-browse failed") - return [] - if stderr: - decky.logger.debug("avahi-browse stderr: %s", stderr.decode(errors="replace")) - hosts = _parse_avahi_browse(stdout.decode(errors="replace")) - # Mark which hosts THIS device has already paired (by cert fingerprint), so the UI can - # show "Stream" instead of "Pair" — the mDNS `pair` field is the host's policy, not our - # per-device pairing state. - paired = _paired_fingerprints() - for h in hosts: - fp = h.get("fp") or "" - h["paired"] = bool(fp) and fp.lower() in paired - decky.logger.info("discovered %d punktfunk host(s)", len(hosts)) - return hosts + # ---- Thin shells over the headless CLI ------------------------------------------------- + # + # Each is "build argv, run, parse JSON, map the exit code". No parsing of the client's data + # files happens here and no trust rule is re-implemented here: this backend exists because + # Decky's frontend cannot spawn processes, not because it knows anything the client doesn't. - async def pair(self, host: str, port: int, pin: str, name: str = "Steam Deck") -> dict: - """Run the SPAKE2 PIN ceremony headlessly via the flatpak client's ``--pair`` mode. + async def discover(self) -> dict: + """Browse the LAN for hosts (``punktfunk discover --json``). - The user arms pairing on the HOST (which displays a 4-digit PIN) and enters it here. - On success the flatpak persists the host to its known-hosts as paired, so a later - stream connects silently. Returns ``{ok, fp?, error?}``. - """ - flatpak = _flatpak() - if not flatpak: - return {"ok": False, "error": "flatpak-not-found"} - argv = [ - flatpak, "run", "--arch=x86_64", APP_ID, - "--pair", str(pin).strip(), - "--connect", f"{host}:{port}", - "--name", name, - "--host-label", host, - ] - decky.logger.info("pairing: %s", " ".join(argv[:6] + ["", "--connect", f"{host}:{port}"])) - try: - proc = await asyncio.create_subprocess_exec( - *argv, - stdout=asyncio.subprocess.PIPE, - stderr=asyncio.subprocess.PIPE, - env=_flatpak_env(), - ) - stdout, stderr = await asyncio.wait_for(proc.communicate(), timeout=100.0) - except asyncio.TimeoutError: - return {"ok": False, "error": "pairing timed out"} - except Exception as exc: # noqa: BLE001 - decky.logger.exception("pairing failed to launch") - return {"ok": False, "error": str(exc)} + ``{ok: True, hosts: [{name, addr, port, fp, pair, id, mgmt, os, saved, paired}]}``, or + ``{ok: False, error}`` — ``client-outdated`` when the installed client predates the + verb, which the panel renders as one explanatory row plus the update button. - out = stdout.decode(errors="replace") - err = stderr.decode(errors="replace") - if proc.returncode == 0 and "paired " in out: + The 12 s budget covers a cold flatpak start on top of the CLI's own 3 s browse.""" + return await _cli_json(["discover", "--json"], timeout=12.0) + + async def hosts(self) -> dict: + """The saved hosts with a live reachability probe + (``punktfunk hosts list --probe --json``). + + ``--probe`` asks each host directly rather than waiting for an advert, so a host reached + over a routed network (Tailscale/VPN) reports online instead of looking dead. Profile + bindings and pinned cards come back already resolved against the profile catalog — + dangling ids dropped, names attached — so the panel renders them without ever opening + ``client-profiles.json``.""" + return await _cli_json(["hosts", "list", "--probe", "--json"], timeout=30.0) + + async def pair(self, addr: str, port: int, pin: str, name: str = "Steam Deck") -> dict: + """The PIN ceremony (``punktfunk pair --pin N --name LABEL``). + + The operator arms pairing on the host, which shows a 4-digit PIN; entering it here + verifies the host end to end and pins its fingerprint, so every later connect is silent. + ``{ok: True}``, or ``{ok: False, error}`` where ``refused`` is a wrong PIN or a host + that isn't armed, and ``unreachable`` is a host that never answered. + + The budget is generous because the ceremony waits on a person at the other end.""" + rc, out, err = await _run_cli( + [ + "pair", f"{addr}:{int(port)}", + "--pin", str(pin).strip(), + "--name", name, + ], + timeout=100.0, + ) + if rc == 0: fp = "" - for tok in out.split(): - if tok.startswith("fp="): - fp = tok[3:] - decky.logger.info("paired %s:%s", host, port) - _invalidate_hosts_cache() # the store gained a paired entry — reflect it next list + for token in out.split(): + if token.startswith("fp="): + fp = token[3:] + decky.logger.info("paired %s:%s", addr, port) return {"ok": True, "fp": fp} - decky.logger.warning("pairing failed (rc=%s): %s", proc.returncode, err.strip() or out.strip()) - # Surface the client's own one-line reason (wrong PIN / not armed) to the UI. - reason = (err.strip().splitlines() or out.strip().splitlines() or ["pairing failed"])[-1] - return {"ok": False, "error": reason} + detail = (err.strip().splitlines() or ["pairing failed"])[-1] + decky.logger.warning("pairing failed (rc=%s): %s", rc, detail) + return {"ok": False, "error": _cli_error(rc, err), "detail": detail} - async def wake(self, host: str, port: int = 9777) -> dict: - """Send a Wake-on-LAN magic packet to a saved host via the flatpak client's headless - ``--wake`` mode, so a sleeping host is up by the time the stream ``--connect`` runs. + async def trust_host(self, addr: str, port: int, fp: str, name: str = "") -> dict: + """Step 1 of request access: save the host with the fingerprint it ADVERTISED + (``punktfunk hosts add --fp --name