feat(apple/M2): opt-in background keep-alive (audio + video-drop + timeout)

Backgrounding a live session no longer freezes it when the user opts in: audio
keeps playing (UIBackgroundModes audio), the QUIC connection + pump stay live,
video decode is DROPPED, and a bounded timer auto-disconnects. Off by default.

- PunktfunkConnection.setVideoDropped/isVideoDropped: a tiny lock-guarded flag
  both pumps read every iteration. StreamPump (stage-1), Stage2Pipeline (VT +
  PyroWave) drain nextAU() for flow control but DISCARD the AU before any
  VideoToolbox/Metal work — the crash/jetsam-safe seam (no GPU off-screen).
- SessionModel.enterBackground(timeoutMinutes:) / exitBackground(): set the drop
  flag, mute the mic (privacy — SessionAudio.setMicMuted pauses the capture
  engine), arm a DispatchSourceTimer that disconnect(deliberate:false)s on fire
  (keeps host linger → fast late reconnect). exitBackground clears the flag and
  requestKeyframe()s; the pump's freeze gate auto-arms on the resumed
  frame-index gap so concealed frames are withheld until the IDR re-anchors.
  disconnect() cancels the timer + clears isBackgrounded.
- ContentView scenePhase driver (iOS): .background+streaming+setting →
  enterBackground; .active → exitBackground. scenePhase (not willResignActive)
  so Control-Center/app-switcher peeks don't start the timer.
- Settings → General (iOS-only keepAliveSection): toggle + 1/5/10/30 timeout;
  new keys backgroundKeepAlive (def off) / backgroundTimeoutMinutes (def 10).
- Info.plist: UIBackgroundModes [audio] + NSSupportsLiveActivities (for M3).

macOS swift build + swift test green (142 tests). The iOS-gated scenePhase
handler + settings section are not exercised by the macOS CI target (known §9
gap) — need on-glass verification (audio never gaps, video re-anchors <1s LAN,
timeout ends the session, phone-call audio-steal degrades gracefully).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-16 18:41:46 +02:00
parent 4cae1b8bb8
commit 14c5e7c11c
10 changed files with 187 additions and 0 deletions
@@ -96,6 +96,14 @@ struct ContentView: View {
/// fires Wake-on-LAN up front and falls into the "Waking" wait if the dial fails. Off: connects
/// go straight through with no wake. The explicit "Wake Host" action is unaffected either way.
@AppStorage(DefaultsKey.autoWake) private var autoWakeEnabled = true
/// Background keep-alive (Settings General, iOS-only). Default OFF (today's freeze-on-background
/// is the default). When on, backgrounding a live session keeps audio + the connection alive and
/// drops video, auto-disconnecting after `backgroundTimeoutMinutes`.
@AppStorage(DefaultsKey.backgroundKeepAlive) private var backgroundKeepAlive = false
@AppStorage(DefaultsKey.backgroundTimeoutMinutes) private var backgroundTimeoutMinutes = 10
/// scenePhase drives the keep-alive: use THIS, not the willResignActive observers resign-active
/// also fires for Control Center / app-switcher peeks, where the disconnect timer must not start.
@Environment(\.scenePhase) private var scenePhase
private var gamepadUIActive: Bool {
GamepadUIEnvironment.isActive(
gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled)
@@ -122,6 +130,22 @@ struct ContentView: View {
// tap uses, so trust policy / WoL / the approval sheet all come along. Never starts a
// parallel session this drives the one `model` ContentView owns.
.onOpenURL { handleDeepLink($0) }
#if os(iOS)
// Background keep-alive driver (opt-in). Only .background/.active matter; .inactive (a
// transient peek) is ignored so the disconnect timer never starts for a Control-Center pull.
.onChange(of: scenePhase) { _, phase in
switch phase {
case .background:
if backgroundKeepAlive, model.phase == .streaming {
model.enterBackground(timeoutMinutes: backgroundTimeoutMinutes)
}
case .active:
model.exitBackground()
default:
break
}
}
#endif
.onChange(of: model.phase) { _, phase in
switch phase {
case .streaming:
@@ -148,6 +148,13 @@ final class SessionModel: ObservableObject {
var isBusy: Bool { phase != .idle }
/// True while a streaming session is running in the background under the opt-in keep-alive
/// (audio plays, video dropped, timeout armed). Drives the Live Activity's stage/countdown (M3)
/// and is cleared on foreground or teardown. iOS/iPadOS only in practice.
@Published private(set) var isBackgrounded = false
/// Bounded auto-disconnect for a backgrounded keep-alive session. Fires on `.main`.
private var backgroundTimer: DispatchSourceTimer?
/// `allowTofu` gates the trust-on-first-use prompt for an unpinned host: it is only true
/// when the host EXPLICITLY advertised `pair=optional` (rule 3a). For any other unpinned host
/// `pair=required`, a manually-typed host, or a discovered host with no/unknown `pair`
@@ -332,6 +339,46 @@ final class SessionModel: ObservableObject {
}
}
// MARK: - Background keep-alive (opt-in, iOS)
/// Enter the backgrounded keep-alive state: keep audio playing, DROP video decode (no GPU work
/// off-screen), mute the mic (privacy), and arm a bounded auto-disconnect. The caller
/// (ContentView's scenePhase driver) gates this on the setting + `.streaming`; a no-op otherwise.
/// The video-drop seam is read by both pumps every iteration (`connection.isVideoDropped`).
func enterBackground(timeoutMinutes: Int) {
guard phase == .streaming, let conn = connection, !isBackgrounded else { return }
isBackgrounded = true
conn.setVideoDropped(true)
audio?.setMicMuted(true)
// Non-deliberate on fire (keep the host linger) so a user who returns late reconnects fast,
// exactly like today's network-drop path. min 1 minute guards a nonsense setting.
let minutes = max(1, timeoutMinutes)
let timer = DispatchSource.makeTimerSource(queue: .main)
timer.schedule(deadline: .now() + .seconds(minutes * 60))
timer.setEventHandler { [weak self] in
// The timer fires on `.main`, so the actor's executor is the main thread here.
MainActor.assumeIsolated { self?.disconnect(deliberate: false) }
}
backgroundTimer?.cancel()
backgroundTimer = timer
timer.resume()
}
/// Return to foreground: cancel the timeout, resume mic + video, and force a clean re-anchor
/// request a fresh IDR (infinite GOP: it won't come on its own) and let the pump's freeze gate
/// withhold the concealed frames until it lands (it auto-arms on the resumed frame-index gap).
func exitBackground() {
guard isBackgrounded else { return }
isBackgrounded = false
backgroundTimer?.cancel()
backgroundTimer = nil
audio?.setMicMuted(false)
if let conn = connection {
conn.setVideoDropped(false)
conn.requestKeyframe()
}
}
/// The user confirmed the fingerprint: returns it for pinning and enters streaming.
func confirmTrust() -> Data? {
guard case .awaitingTrust(let fingerprint) = phase else { return nil }
@@ -349,6 +396,10 @@ final class SessionModel: ObservableObject {
func disconnect(deliberate: Bool = true) {
statsTimer?.invalidate()
statsTimer = nil
// Drop any armed background keep-alive (incl. the timeout that just fired us).
backgroundTimer?.cancel()
backgroundTimer = nil
isBackgrounded = false
let audio = self.audio
self.audio = nil
// Gamepad capture is main-actor (releases held buttons on the wire while the
@@ -440,6 +440,34 @@ extension SettingsView {
}
}
/// iOS/iPadOS only: keep a backgrounded session alive (audio background mode). Empty elsewhere
/// (tvOS backgrounding semantics differ; macOS isn't gated by the mode) so the shared `.general`
/// detail can reference it unconditionally.
@ViewBuilder var keepAliveSection: some View {
#if os(iOS)
Section {
Toggle("Keep streaming in background", isOn: $backgroundKeepAlive)
if backgroundKeepAlive {
Picker("Disconnect after", selection: $backgroundTimeoutMinutes) {
Text("1 minute").tag(1)
Text("5 minutes").tag(5)
Text("10 minutes").tag(10)
Text("30 minutes").tag(30)
}
}
} header: {
Text("Background")
} footer: {
Text("Off by default: backgrounding the app freezes the session. When on, audio keeps "
+ "playing and the connection stays live (video is dropped to save power) after you "
+ "switch away — and the session auto-disconnects after the time above so it can't "
+ "run down your battery. Returning to the app resumes video instantly.")
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
}
#endif
}
@ViewBuilder var experimentalSection: some View {
Section {
Toggle("Show game library", isOn: $libraryEnabled)
@@ -49,6 +49,8 @@ struct SettingsView: View {
@ObservedObject var gamepads = GamepadManager.shared
@AppStorage(DefaultsKey.gamepadUIEnabled) var gamepadUIEnabled = true
@AppStorage(DefaultsKey.autoWake) var autoWakeEnabled = true
@AppStorage(DefaultsKey.backgroundKeepAlive) var backgroundKeepAlive = false
@AppStorage(DefaultsKey.backgroundTimeoutMinutes) var backgroundTimeoutMinutes = 10
#if DEBUG && !os(tvOS)
@State var showControllerTest = false
#endif
@@ -242,6 +244,7 @@ struct SettingsView: View {
pointerSection
compositorSection
wakeSection
keepAliveSection // iOS-only content; empty on tvOS
}
.formStyle(.grouped)
.navigationTitle("General")