feat(apple): gamepad UI v2 — controller settings + add host, aurora, macOS
Sources reorganized (client: Home/Session/Settings/Stores/Support/Trust; kit: Audio/Connection/Gamepad/Input/Support/Video/Views) with the big files split along the same seams. The gamepad mode is couch-complete, and now on macOS too (the living-room Mac case), not just iOS/iPadOS: - GamepadSettingsView: a console-style, fully controller-navigable settings screen (X from the launcher) — up/down moves focus, left/right steps values (clamped, boundary thud), A cycles/toggles, B closes; the focused row shows a one-line description. Backed by GamepadMenuList, the vertical sibling of GamepadCarousel, and SettingsOptions — the option lists hoisted out of SettingsView statics and shared by the touch, tvOS and gamepad settings. - GamepadAddHostView + GamepadKeyboard: register a host end to end with a pad — field rows open an on-screen controller keyboard (dpad grid, A types, X backspaces, B done); the launcher carousel ends in an Add Host tile, so the dead-end "add one with touch first" empty state is gone. - Launcher polish: contextual hint bar with the pad's real button glyphs, controller name + battery chip, one shared console chrome. - GamepadScreenBackground: an animated aurora (TimelineView-driven drifting blobs in the brand's violet family, breathing radii, slow hue shift, legibility scrim; freezes under Reduce Motion). Pure SwiftUI on purpose — a .metal library only bundles reliably in one of the two build systems (SPM vs the xcodeproj's synced folders) these sources compile under. - macOS port: settings/add-host/library present as sized sheets (a macOS sheet takes its content's IDEAL size, and the GeometryReader-driven screens collapsed to nothing), NSScreen-based mode lists, scroll indicators .never (the "always show scroll bars" setting overrides .hidden), tray scrims so scrolled rows dim under the pinned title/hints, extra title clearance, and a PUNKTFUNK_FORCE_GAMEPAD_UI=1 dev hook — launcher/settings/add-host/keyboard/ library render-verified live on a real Mac + LAN hosts. - GamepadMenuInput: X button support, and (re)start now snapshots held buttons so a controller handoff press never fires twice (the B that closed the keyboard no longer also cancels the screen underneath). - Cleanups: one "Connection failed" alert in ContentView instead of one per home screen; HostDiscovery.advertises/unsaved shared by both home screens. - host: can_encode_444 stub for the non-Linux/Windows host build (the macOS synthetic-source loopback used by the Swift tests). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -131,40 +131,49 @@ final class LoopbackIntegrationTests: XCTestCase {
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}
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/// The PIN pairing ceremony + the --require-pairing gate through the Swift wrapper:
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/// anonymous rejection, the single wrong-PIN online guess, the real ceremony, and a
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/// paired + pinned session. Driven by test-loopback.sh, which arms a second host with
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/// --require-pairing and parses its random PIN out of the log.
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/// no session while unpaired, the single wrong-PIN online guess, the real ceremony, and a
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/// paired + pinned session. Driven by test-loopback.sh, which arms TWO --require-pairing
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/// hosts and parses their random PINs out of the logs: a pairing attempt — right or wrong —
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/// consumes the host's one-shot arming window (SPAKE2's "one online guess"), so the wrong-PIN
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/// assertion burns the GUESS host's window and the real ceremony runs against the PAIRING
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/// host's untouched one.
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func testPairingCeremonyAndRequirePairingGate() throws {
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let env = ProcessInfo.processInfo.environment
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guard let portStr = env["PUNKTFUNK_PAIRING_PORT"], let port = UInt16(portStr),
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let pin = env["PUNKTFUNK_PAIRING_PIN"]
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let pin = env["PUNKTFUNK_PAIRING_PIN"],
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let guessPortStr = env["PUNKTFUNK_GUESS_PORT"], let guessPort = UInt16(guessPortStr),
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let guessPin = env["PUNKTFUNK_GUESS_PIN"]
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else {
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throw XCTSkip("needs an armed punktfunk1-host — use clients/apple/test-loopback.sh")
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throw XCTSkip("needs armed punktfunk1-hosts — use clients/apple/test-loopback.sh")
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}
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let identity = try generateIdentity()
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// 1. Unpaired clients don't get sessions from a --require-pairing host.
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// 1. Unpaired clients don't get sessions from a require-pairing host. The host PARKS the
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// identified knock for delegated console approval (§8b-1) rather than rejecting it
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// outright — nobody approves here, so the connect times out client-side. Either way:
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// no session while unpaired.
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XCTAssertThrowsError(
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try PunktfunkConnection(
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host: "127.0.0.1", port: port, width: 1280, height: 720, refreshHz: 60,
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identity: identity, timeoutMs: 5000),
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"unpaired client must be rejected")
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"unpaired client must not get a session")
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// 2. A wrong PIN is exactly one failed online guess — distinguishable from
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// transport errors so the UI can say "try again".
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// 2. A wrong PIN is exactly one failed online guess — distinguishable from transport
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// errors so the UI can say "try again". The attempt consumes the GUESS host's arming
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// window (that is the point of the one-guess design), which is why it gets its own host.
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XCTAssertThrowsError(
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try pair(
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host: "127.0.0.1", port: port, identity: identity,
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pin: pin == "0000" ? "9999" : "0000", name: "wrong-pin", timeoutMs: 5000)
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host: "127.0.0.1", port: guessPort, identity: identity,
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pin: guessPin == "0000" ? "9999" : "0000", name: "wrong-pin", timeoutMs: 5000)
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) { error in
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guard case PunktfunkClientError.wrongPIN = error else {
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return XCTFail("expected .wrongPIN, got \(error)")
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}
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}
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// 3. The real ceremony (after the host's 2 s pairing cooldown).
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Thread.sleep(forTimeInterval: 2.2)
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// 3. The real ceremony — the PAIRING host's first attempt, so neither its one-shot window
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// nor the per-host pairing cooldown has been touched.
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let fingerprint = try pair(
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host: "127.0.0.1", port: port, identity: identity,
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pin: pin, name: "loopback-test", timeoutMs: 5000)
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