feat(windows-client): SDL3 gamepads + docs — full stage-1 parity, MSVC-green
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Adds the SDL3 gamepad service (near-verbatim port of the GTK client's — SDL3 is
cross-platform) and wires it into the winit app: per-session capture (buttons/axes,
DualSense touchpad + motion 0xCC), feedback (rumble, lightbar, raw DualSense effects),
single-pad-forwarded model with auto pad-type from the physical controller. Built from
source on Windows (no system SDL3).

- gamepad.rs: GamepadService (app-lifetime SDL thread) attach/detach on session
  connect/end; auto_pref resolves "Automatic" to the attached pad's type.
- app.rs: hold the service, attach on Connected, detach on Ended/Failed/close. Also
  simplify the keydown path (drop the identical if/else arms).
- main.rs: start the service for the windowed path, resolve GamepadPref from settings +
  the physical pad.

Build gotcha documented + fixed in the dev loop: SDL3's build-from-source MSVC
precompiled-header chokes on the `ü` in the dev box's username embedded in the cargo
registry path (MSB8084/C4828) — CARGO_HOME must be an ASCII path
(C:\Users\Public\.cargo). Unrelated to our code.

Docs: CLAUDE.md M4 + docs/windows-client-bootstrap.md status banner (winit-not-Reactor
rationale, CARGO_HOME gotcha, what's pending) + docs-site clients.md "Windows desktop
client (in development)". Crate is build + clippy + fmt + test green on
x86_64-pc-windows-msvc.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-15 22:11:35 +00:00
parent e4bdec97bd
commit 296b976b8f
8 changed files with 711 additions and 18 deletions
+15
View File
@@ -112,6 +112,21 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
Intel/AMD client box to live-verify the hw path. Next: the stage-2 raw-Wayland Intel/AMD client box to live-verify the hw path. Next: the stage-2 raw-Wayland
presenter (wp_presentation feedback, tearing-control, Vulkan Video on NVIDIA) — presenter (wp_presentation feedback, tearing-control, Vulkan Video on NVIDIA) —
**wgpu/winit rejected** (no dmabuf import / presentation feedback / shortcuts-inhibit). **wgpu/winit rejected** (no dmabuf import / presentation feedback / shortcuts-inhibit).
**Windows stage 1 done 2026-06-15** (`crates/punktfunk-client-windows`, binary
`punktfunk-client`): pure-Rust **winit + Direct3D11 flip-model swapchain** present (WARP
fallback for the GPU-less dev box; runtime-compiled fullscreen-triangle shaders, Contain-fit
letterbox), **FFmpeg software HEVC decode** (D3D11VA hw decode is the follow-up), **WASAPI**
shared-mode render + mic capture, keyboard (physical-`KeyCode`→VK) + absolute mouse + wheel
capture (Moonlight-style click-to-capture, Ctrl+Alt+Shift+Q release), **SDL3** gamepads
(rumble/lightbar/DualSense, built from source), `mdns-sd` discovery, shared client identity
+ TOFU + SPAKE2 PIN pairing (`--connect`/`--discover`/`--pair`/`--headless`). Builds + clippy
+ fmt + tests green on `x86_64-pc-windows-msvc` (built on the dev VM). **UI = winit + raw
D3D11, NOT WinUI3/Reactor** — a research pass confirmed windows-rs Reactor ships no
`SwapChainPanel`/`SetSwapChain` escape hatch, so it can't host the presenter (the bootstrap
doc's sanctioned fallback). Gotcha: `CARGO_HOME` must be an ASCII path — the `ü` in the dev
box's username breaks SDL3's MSVC precompiled-header build. Next: live host validation
(no GPU on the dev box → glass-to-glass defers to the RTX box), D3D11VA hw decode + 10-bit/HDR
present, a native host-list/settings GUI, and RAWINPUT relative-mouse pointer-lock.
2. **Sub-frame pipelining**: overlap encode and transmit within a frame. Requires a direct 2. **Sub-frame pipelining**: overlap encode and transmit within a frame. Requires a direct
NVENC SDK wrapper (libavcodec only emits whole AUs) — the next big latency lever (~24 ms NVENC SDK wrapper (libavcodec only emits whole AUs) — the next big latency lever (~24 ms
at high res). at high res).
Generated
+80
View File
@@ -3123,6 +3123,7 @@ dependencies = [
"opus", "opus",
"punktfunk-core", "punktfunk-core",
"raw-window-handle", "raw-window-handle",
"sdl3",
"serde", "serde",
"serde_json", "serde_json",
"tracing", "tracing",
@@ -3521,6 +3522,12 @@ dependencies = [
"windows-sys 0.52.0", "windows-sys 0.52.0",
] ]
[[package]]
name = "rpkg-config"
version = "0.1.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5a2d2f3481209a6b42eec2fbb49063fb4e8d35b57023401495d4fe0f85c817f0"
[[package]] [[package]]
name = "rsa" name = "rsa"
version = "0.9.10" version = "0.9.10"
@@ -3770,16 +3777,89 @@ checksum = "25bd22eb1bbc9137e914022b4994ed35591eea0884e9e3e98e6d9895cad6e1d2"
dependencies = [ dependencies = [
"bitflags 2.13.0", "bitflags 2.13.0",
"libc", "libc",
"sdl3-image-sys",
"sdl3-mixer-sys",
"sdl3-sys", "sdl3-sys",
"sdl3-ttf-sys",
] ]
[[package]]
name = "sdl3-image-src"
version = "3.4.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "fe273101c7dab94551183212eee9adef1a7bf274d407f0b7bfe72482960ab25c"
[[package]]
name = "sdl3-image-sys"
version = "0.6.4+SDL-image-3.4.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5a445f781b39a1c1bc751f5f4612191e0402006e35ad5d02d9193281afad1cf4"
dependencies = [
"cmake",
"pkg-config",
"rpkg-config",
"sdl3-image-src",
"sdl3-sys",
"vcpkg",
]
[[package]]
name = "sdl3-mixer-src"
version = "3.2.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9cd815ae87084588c7dbd027c1667b0a5e21a6b5ae7b22ecb230bc21c7063eca"
[[package]]
name = "sdl3-mixer-sys"
version = "0.6.3+SDL-mixer-3.2.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2b5a157588924cf886bdc3a7c9d0e478cdad35d315740f26af00609a61e7c327"
dependencies = [
"cmake",
"pkg-config",
"rpkg-config",
"sdl3-mixer-src",
"sdl3-sys",
"vcpkg",
]
[[package]]
name = "sdl3-src"
version = "3.4.10"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ed4dcad85f1657d3424642ca2ed8f9f185212975baefda8972ac606494755a62"
[[package]] [[package]]
name = "sdl3-sys" name = "sdl3-sys"
version = "0.6.6+SDL-3.4.10" version = "0.6.6+SDL-3.4.10"
source = "registry+https://github.com/rust-lang/crates.io-index" source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "04e7f134def04ed72e6f55187c6c29c72f7dab5d359c4be0dd49c9b97fef59c7" checksum = "04e7f134def04ed72e6f55187c6c29c72f7dab5d359c4be0dd49c9b97fef59c7"
dependencies = [ dependencies = [
"cc",
"cmake",
"pkg-config", "pkg-config",
"rpkg-config",
"sdl3-src",
"vcpkg",
]
[[package]]
name = "sdl3-ttf-src"
version = "3.2.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "e8deaa09c46d6aa8e8a81a601eb4685b2a57f2ce8a4ea3c59e8b623b526d1125"
[[package]]
name = "sdl3-ttf-sys"
version = "0.6.1+SDL-ttf-3.2.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8137096072109d6c834d4cb30b8a617ded4f150c7766757eddc834108bbcefd2"
dependencies = [
"cmake",
"pkg-config",
"rpkg-config",
"sdl3-sys",
"sdl3-ttf-src",
"vcpkg", "vcpkg",
] ]
@@ -51,6 +51,10 @@ opus = "0.3"
# Audio render + mic capture (the WASAPI analogue of the Linux client's PipeWire backend). # Audio render + mic capture (the WASAPI analogue of the Linux client's PipeWire backend).
wasapi = "0.23" wasapi = "0.23"
# Gamepads: capture + feedback (full DualSense fidelity needs hidapi). SDL3 is cross-platform;
# built from source via the bundled CMake on Windows (no system SDL3).
sdl3 = { version = "0.18", features = ["build-from-source", "hidapi"] }
mdns-sd = "0.20" mdns-sd = "0.20"
async-channel = "2" async-channel = "2"
serde = { version = "1", features = ["derive"] } serde = { version = "1", features = ["derive"] }
+17 -15
View File
@@ -23,7 +23,7 @@ use raw_window_handle::{HasWindowHandle, RawWindowHandle};
use std::collections::HashSet; use std::collections::HashSet;
use std::sync::atomic::Ordering; use std::sync::atomic::Ordering;
use std::sync::Arc; use std::sync::Arc;
use std::time::{Duration, Instant}; use std::time::Duration;
use windows::Win32::Foundation::HWND; use windows::Win32::Foundation::HWND;
use winit::application::ApplicationHandler; use winit::application::ApplicationHandler;
use winit::event::{ElementState, MouseButton, MouseScrollDelta, WindowEvent}; use winit::event::{ElementState, MouseButton, MouseScrollDelta, WindowEvent};
@@ -43,7 +43,8 @@ pub struct ConnectInfo {
pub struct WinApp { pub struct WinApp {
handle: SessionHandle, handle: SessionHandle,
info: ConnectInfo, info: ConnectInfo,
inhibit_shortcuts: bool, /// App-lifetime SDL gamepad service: per-session capture + rumble/HID feedback.
gamepad: crate::gamepad::GamepadService,
window: Option<Arc<Window>>, window: Option<Arc<Window>>,
renderer: Option<Renderer>, renderer: Option<Renderer>,
@@ -60,11 +61,15 @@ pub struct WinApp {
} }
impl WinApp { impl WinApp {
pub fn new(handle: SessionHandle, info: ConnectInfo, inhibit_shortcuts: bool) -> WinApp { pub fn new(
handle: SessionHandle,
info: ConnectInfo,
gamepad: crate::gamepad::GamepadService,
) -> WinApp {
WinApp { WinApp {
handle, handle,
info, info,
inhibit_shortcuts, gamepad,
window: None, window: None,
renderer: None, renderer: None,
swap: None, swap: None,
@@ -191,6 +196,7 @@ impl WinApp {
self.info.name, mode.width, mode.height, mode.refresh_hz self.info.name, mode.width, mode.height, mode.refresh_hz
)); ));
} }
self.gamepad.attach(connector.clone());
self.connector = Some(connector); self.connector = Some(connector);
tracing::info!(?mode, "connected — streaming"); tracing::info!(?mode, "connected — streaming");
} }
@@ -210,11 +216,13 @@ impl WinApp {
"host fingerprint changed or pairing required — re-pair with --pair PIN" "host fingerprint changed or pairing required — re-pair with --pair PIN"
); );
} }
self.gamepad.detach();
event_loop.exit(); event_loop.exit();
return false; return false;
} }
SessionEvent::Ended(err) => { SessionEvent::Ended(err) => {
tracing::info!(reason = err.as_deref().unwrap_or("done"), "session ended"); tracing::info!(reason = err.as_deref().unwrap_or("done"), "session ended");
self.gamepad.detach();
event_loop.exit(); event_loop.exit();
return false; return false;
} }
@@ -324,6 +332,7 @@ impl ApplicationHandler for WinApp {
match event { match event {
WindowEvent::CloseRequested => { WindowEvent::CloseRequested => {
self.handle.stop.store(true, Ordering::SeqCst); self.handle.stop.store(true, Ordering::SeqCst);
self.gamepad.detach();
event_loop.exit(); event_loop.exit();
} }
WindowEvent::Resized(size) => { WindowEvent::Resized(size) => {
@@ -364,12 +373,10 @@ impl ApplicationHandler for WinApp {
return; return;
}; };
if event.state.is_pressed() { if event.state.is_pressed() {
if self.held_keys.insert(vk) { // Track held state for flush-on-release; re-send on auto-repeat too (the
self.send(InputKind::KeyDown, vk as u32, 0, 0, 0); // host treats KeyDown as a state set, so repeats are harmless).
} else { self.held_keys.insert(vk);
// Auto-repeat: re-send KeyDown (the host tolerates repeats). self.send(InputKind::KeyDown, vk as u32, 0, 0, 0);
self.send(InputKind::KeyDown, vk as u32, 0, 0, 0);
}
} else if self.held_keys.remove(&vk) { } else if self.held_keys.remove(&vk) {
self.send(InputKind::KeyUp, vk as u32, 0, 0, 0); self.send(InputKind::KeyUp, vk as u32, 0, 0, 0);
} }
@@ -429,10 +436,5 @@ impl ApplicationHandler for WinApp {
// No frame this turn — yield briefly instead of spinning a core flat-out. // No frame this turn — yield briefly instead of spinning a core flat-out.
std::thread::sleep(Duration::from_millis(1)); std::thread::sleep(Duration::from_millis(1));
} }
let _ = Instant::now();
// Auto-engage capture once the first frame is on screen and the window has focus.
if self.have_frame && !self.captured && self.inhibit_shortcuts {
// (inhibit_shortcuts gates nothing yet on Windows; capture auto-engages on click.)
}
} }
} }
@@ -0,0 +1,538 @@
//! App-lifetime gamepad service over SDL3 (mirrors the Swift/GTK clients' `GamepadManager` +
//! capture/feedback). Ported near-verbatim from the GTK Linux client — SDL3 is cross-platform,
//! so the only Windows change is the build (`sdl3` is compiled from source via the bundled
//! CMake, since there is no system SDL3).
//!
//! One worker thread owns SDL for the process lifetime: it tracks connected pads, selects the
//! ONE controller forwarded as pad 0 (user pin, else the most recently connected), and — while
//! a session is attached — forwards buttons/axes, DualSense touchpad contacts and motion
//! samples (0xCC), and renders feedback: rumble on every pad, lightbar via SDL, and on a real
//! DualSense the raw effects packet (adaptive-trigger blocks replayed verbatim, player LEDs).
//! Held state is zeroed on the wire when the active pad switches or the session detaches, so
//! nothing sticks down.
//!
//! This thread is also the single consumer of the rumble and HID-output pull planes.
use punktfunk_core::client::NativeClient;
use punktfunk_core::config::GamepadPref;
use punktfunk_core::input::{gamepad as wire, InputEvent, InputKind};
use punktfunk_core::quic::{HidOutput, RichInput};
use std::collections::HashMap;
use std::sync::mpsc::{Receiver, Sender};
use std::sync::{Arc, Mutex};
use std::time::Duration;
/// Motion scale constants, shared convention with the other clients (`GamepadWire`): derived
/// from hid-playstation's math over the host's fixed calibration blob. SDL hands us gyro in
/// rad/s and accel in m/s²; the DualSense report wants raw LSBs.
const GYRO_LSB_PER_RAD_S: f32 = 20.0 * 180.0 / std::f32::consts::PI;
const ACCEL_LSB_PER_G: f32 = 10_000.0;
const G: f32 = 9.80665;
#[derive(Clone, Debug)]
pub struct PadInfo {
// `id`/`name` feed the settings GUI's pad list (a follow-up); the windowed client only
// reads `is_dualsense` (via `auto_pref`), so they're unused in reachable code for now.
#[allow(dead_code)]
pub id: u32,
#[allow(dead_code)]
pub name: String,
pub is_dualsense: bool,
}
enum Ctl {
Attach(Arc<NativeClient>),
Detach,
Pin(Option<u32>),
}
#[derive(Clone)]
pub struct GamepadService {
pads: Arc<Mutex<Vec<PadInfo>>>,
active: Arc<Mutex<Option<PadInfo>>>,
pinned: Arc<Mutex<Option<u32>>>,
ctl: Sender<Ctl>,
}
impl GamepadService {
pub fn start() -> GamepadService {
let pads = Arc::new(Mutex::new(Vec::new()));
let active = Arc::new(Mutex::new(None));
let pinned = Arc::new(Mutex::new(None));
let (ctl, ctl_rx) = std::sync::mpsc::channel();
let (p, a, pin) = (pads.clone(), active.clone(), pinned.clone());
if let Err(e) = std::thread::Builder::new()
.name("punktfunk-gamepad".into())
.spawn(move || {
if let Err(e) = run(&p, &a, &pin, &ctl_rx) {
tracing::warn!(error = %e, "gamepad service ended — pads disabled");
}
})
{
tracing::warn!(error = %e, "gamepad service failed to start");
}
GamepadService {
pads,
active,
pinned,
ctl,
}
}
#[allow(dead_code)] // consumed by the settings GUI (follow-up)
pub fn pads(&self) -> Vec<PadInfo> {
self.pads.lock().unwrap().clone()
}
pub fn active(&self) -> Option<PadInfo> {
self.active.lock().unwrap().clone()
}
#[allow(dead_code)] // consumed by the settings GUI (follow-up)
pub fn pinned(&self) -> Option<u32> {
*self.pinned.lock().unwrap()
}
#[allow(dead_code)] // consumed by the settings GUI (follow-up)
pub fn set_pinned(&self, id: Option<u32>) {
let _ = self.ctl.send(Ctl::Pin(id));
}
pub fn attach(&self, connector: Arc<NativeClient>) {
let _ = self.ctl.send(Ctl::Attach(connector));
}
pub fn detach(&self) {
let _ = self.ctl.send(Ctl::Detach);
}
/// What "Automatic" resolves to right now — the virtual pad matching the physical one
/// (Swift parity); no pad connected leaves the host's own default.
pub fn auto_pref(&self) -> GamepadPref {
match self.active() {
Some(p) if p.is_dualsense => GamepadPref::DualSense,
Some(_) => GamepadPref::Xbox360,
None => GamepadPref::Auto,
}
}
}
fn send(connector: &NativeClient, kind: InputKind, code: u32, x: i32) {
let _ = connector.send_input(&InputEvent {
kind,
_pad: [0; 3],
code,
x,
y: 0,
flags: 0, // pad index 0 — single-pad model
});
}
fn button_bit(b: sdl3::gamepad::Button) -> Option<u32> {
use sdl3::gamepad::Button;
Some(match b {
Button::South => wire::BTN_A,
Button::East => wire::BTN_B,
Button::West => wire::BTN_X,
Button::North => wire::BTN_Y,
Button::Back => wire::BTN_BACK,
Button::Start => wire::BTN_START,
Button::Guide => wire::BTN_GUIDE,
Button::LeftStick => wire::BTN_LS_CLICK,
Button::RightStick => wire::BTN_RS_CLICK,
Button::LeftShoulder => wire::BTN_LB,
Button::RightShoulder => wire::BTN_RB,
Button::DPadUp => wire::BTN_DPAD_UP,
Button::DPadDown => wire::BTN_DPAD_DOWN,
Button::DPadLeft => wire::BTN_DPAD_LEFT,
Button::DPadRight => wire::BTN_DPAD_RIGHT,
Button::Touchpad => wire::BTN_TOUCHPAD,
_ => return None,
})
}
/// SDL axis → (wire axis id, wire value). SDL sticks are +y = down; the wire (XInput
/// convention) is +y = up. SDL triggers span 0..32767; the wire wants 0..255.
fn axis_value(axis: sdl3::gamepad::Axis, v: i16) -> (u32, i32) {
use sdl3::gamepad::Axis;
match axis {
Axis::LeftX => (wire::AXIS_LS_X, v as i32),
Axis::LeftY => (wire::AXIS_LS_Y, -(v as i32).max(-32767)),
Axis::RightX => (wire::AXIS_RS_X, v as i32),
Axis::RightY => (wire::AXIS_RS_Y, -(v as i32).max(-32767)),
Axis::TriggerLeft => (wire::AXIS_LT, (v as i32).clamp(0, 32767) >> 7),
Axis::TriggerRight => (wire::AXIS_RT, (v as i32).clamp(0, 32767) >> 7),
}
}
/// The DualSense effects packet (SDL `DS5EffectsState_t`, 47 bytes) — the same layout the host
/// parses off its virtual pad; the wire's 11-byte trigger blocks drop in verbatim. Enable bits
/// select only the fields each update touches, so rumble (driven separately through SDL) and
/// untouched fields keep their state.
#[derive(Default)]
struct Ds5Feedback;
impl Ds5Feedback {
const RIGHT_TRIGGER: usize = 10;
const LEFT_TRIGGER: usize = 21;
const PAD_LIGHTS: usize = 43;
const LED_RGB: usize = 44;
fn trigger_packet(which: u8, effect: &[u8]) -> [u8; 47] {
let mut p = [0u8; 47];
let (flag, off) = if which == 1 {
(0x04, Self::RIGHT_TRIGGER)
} else {
(0x08, Self::LEFT_TRIGGER)
};
p[0] = flag;
let n = effect.len().min(11);
p[off..off + n].copy_from_slice(&effect[..n]);
p
}
fn lightbar_packet(r: u8, g: u8, b: u8) -> [u8; 47] {
let mut p = [0u8; 47];
p[1] = 0x04; // lightbar enable
p[Self::LED_RGB] = r;
p[Self::LED_RGB + 1] = g;
p[Self::LED_RGB + 2] = b;
p
}
fn player_packet(bits: u8) -> [u8; 47] {
let mut p = [0u8; 47];
p[1] = 0x10; // player-LED enable
p[Self::PAD_LIGHTS] = bits & 0x1F;
p
}
}
struct Worker {
subsystem: sdl3::GamepadSubsystem,
opened: HashMap<u32, sdl3::gamepad::Gamepad>,
/// Connection order; the most recently connected is the auto selection.
order: Vec<u32>,
pinned: Option<u32>,
attached: Option<Arc<NativeClient>>,
/// Wire state of the active pad — zeroed on the wire at switch/detach.
last_axis: [i32; 6],
held_buttons: Vec<u32>,
last_accel: [i16; 3],
}
impl Worker {
fn active_id(&self) -> Option<u32> {
self.pinned
.filter(|id| self.opened.contains_key(id))
.or_else(|| self.order.last().copied())
}
fn pad_info(&self, id: u32) -> Option<PadInfo> {
let pad = self.opened.get(&id)?;
Some(PadInfo {
id,
name: pad.name().unwrap_or_else(|| "Controller".into()),
is_dualsense: matches!(
self.subsystem
.type_for_id(sdl3::sys::joystick::SDL_JoystickID(id)),
sdl3::gamepad::GamepadType::PS5
),
})
}
/// Zero everything the host believes is held — on pad switch and detach.
fn flush_held(&mut self) {
if let Some(c) = &self.attached {
for b in self.held_buttons.drain(..) {
send(c, InputKind::GamepadButton, b, 0);
}
for (id, v) in self.last_axis.iter_mut().enumerate() {
if *v != 0 && *v != i32::MIN {
send(c, InputKind::GamepadAxis, id as u32, 0);
}
*v = i32::MIN;
}
} else {
self.held_buttons.clear();
self.last_axis = [i32::MIN; 6];
}
}
/// Sensors stream only while a session wants them (they cost USB/BT bandwidth).
fn set_sensors(&mut self, enabled: bool) {
let Some(id) = self.active_id() else { return };
if let Some(pad) = self.opened.get_mut(&id) {
use sdl3::sensor::SensorType;
for s in [SensorType::Gyroscope, SensorType::Accelerometer] {
if unsafe { pad.has_sensor(s) } {
let _ = pad.sensor_set_enabled(s, enabled);
}
}
}
}
}
#[allow(clippy::too_many_lines)]
fn run(
pads_out: &Mutex<Vec<PadInfo>>,
active_out: &Mutex<Option<PadInfo>>,
pinned_out: &Mutex<Option<u32>>,
ctl: &Receiver<Ctl>,
) -> Result<(), String> {
// Off-main-thread + no video subsystem: keep SDL away from signals, poll pads on its own
// thread.
sdl3::hint::set("SDL_NO_SIGNAL_HANDLERS", "1");
sdl3::hint::set("SDL_JOYSTICK_THREAD", "1");
let sdl = sdl3::init().map_err(|e| e.to_string())?;
let subsystem = sdl.gamepad().map_err(|e| e.to_string())?;
let mut pump = sdl.event_pump().map_err(|e| e.to_string())?;
let mut w = Worker {
subsystem,
opened: HashMap::new(),
order: Vec::new(),
pinned: None,
attached: None,
last_axis: [i32::MIN; 6],
held_buttons: Vec::new(),
last_accel: [0; 3],
};
let publish = |w: &Worker| {
let mut list: Vec<PadInfo> = w.order.iter().filter_map(|&id| w.pad_info(id)).collect();
list.reverse(); // most recent first — the Settings list order
*pads_out.lock().unwrap() = list;
*active_out.lock().unwrap() = w.active_id().and_then(|id| w.pad_info(id));
*pinned_out.lock().unwrap() = w.pinned;
};
loop {
// Control plane from the UI thread.
loop {
match ctl.try_recv() {
Ok(Ctl::Attach(c)) => {
w.attached = Some(c);
w.last_axis = [i32::MIN; 6];
w.set_sensors(true);
}
Ok(Ctl::Detach) => {
w.flush_held();
w.set_sensors(false);
w.attached = None;
}
Ok(Ctl::Pin(id)) => {
let before = w.active_id();
w.pinned = id;
if w.active_id() != before {
w.flush_held();
if w.attached.is_some() {
w.set_sensors(true);
}
}
publish(&w);
}
Err(std::sync::mpsc::TryRecvError::Empty) => break,
Err(std::sync::mpsc::TryRecvError::Disconnected) => return Ok(()), // app gone
}
}
while let Some(event) = pump.poll_event() {
use sdl3::event::Event;
let active = w.active_id();
match event {
Event::ControllerDeviceAdded { which, .. } => {
if !w.opened.contains_key(&which) {
match w.subsystem.open(sdl3::sys::joystick::SDL_JoystickID(which)) {
Ok(pad) => {
tracing::info!(
name = pad.name().unwrap_or_default(),
"gamepad attached"
);
w.opened.insert(which, pad);
w.order.push(which);
if w.attached.is_some() && w.active_id() == Some(which) {
w.set_sensors(true);
}
publish(&w);
}
Err(e) => tracing::warn!(error = %e, "gamepad open failed"),
}
}
}
Event::ControllerDeviceRemoved { which, .. } => {
if w.opened.remove(&which).is_some() {
w.order.retain(|&id| id != which);
if active == Some(which) {
w.flush_held();
}
tracing::info!("gamepad detached");
publish(&w);
}
}
Event::ControllerButtonDown { which, button, .. }
if active == Some(which) && w.attached.is_some() =>
{
if let Some(bit) = button_bit(button) {
w.held_buttons.push(bit);
send(
w.attached.as_ref().unwrap(),
InputKind::GamepadButton,
bit,
1,
);
}
}
Event::ControllerButtonUp { which, button, .. }
if active == Some(which) && w.attached.is_some() =>
{
if let Some(bit) = button_bit(button) {
w.held_buttons.retain(|&b| b != bit);
send(
w.attached.as_ref().unwrap(),
InputKind::GamepadButton,
bit,
0,
);
}
}
Event::ControllerAxisMotion {
which, axis, value, ..
} if active == Some(which) && w.attached.is_some() => {
let (id, v) = axis_value(axis, value);
if w.last_axis[id as usize] != v {
w.last_axis[id as usize] = v;
send(w.attached.as_ref().unwrap(), InputKind::GamepadAxis, id, v);
}
}
// DualSense touchpad → the rich-input plane, normalized 0..=65535.
Event::ControllerTouchpadDown {
which,
finger,
x,
y,
..
}
| Event::ControllerTouchpadMotion {
which,
finger,
x,
y,
..
} if active == Some(which) && w.attached.is_some() => {
let _ = w
.attached
.as_ref()
.unwrap()
.send_rich_input(RichInput::Touchpad {
pad: 0,
finger: finger as u8,
active: true,
x: (x.clamp(0.0, 1.0) * 65535.0) as u16,
y: (y.clamp(0.0, 1.0) * 65535.0) as u16,
});
}
Event::ControllerTouchpadUp {
which,
finger,
x,
y,
..
} if active == Some(which) && w.attached.is_some() => {
let _ = w
.attached
.as_ref()
.unwrap()
.send_rich_input(RichInput::Touchpad {
pad: 0,
finger: finger as u8,
active: false,
x: (x.clamp(0.0, 1.0) * 65535.0) as u16,
y: (y.clamp(0.0, 1.0) * 65535.0) as u16,
});
}
// Motion: accel events update the cache; each gyro event ships a sample (the
// DualSense reports both at ~250 Hz). Scale convention shared with the other
// clients — sign/scale derived, not yet live-verified.
Event::ControllerSensorUpdated {
which,
sensor,
data,
..
} if active == Some(which) && w.attached.is_some() => {
use sdl3::sensor::SensorType;
match sensor {
SensorType::Accelerometer => {
for (i, v) in data.iter().enumerate() {
w.last_accel[i] =
(v / G * ACCEL_LSB_PER_G).clamp(-32768.0, 32767.0) as i16;
}
}
SensorType::Gyroscope => {
let mut gyro = [0i16; 3];
for (i, v) in data.iter().enumerate() {
gyro[i] = (v * GYRO_LSB_PER_RAD_S).clamp(-32768.0, 32767.0) as i16;
}
let _ =
w.attached
.as_ref()
.unwrap()
.send_rich_input(RichInput::Motion {
pad: 0,
gyro,
accel: w.last_accel,
});
}
_ => {}
}
}
_ => {}
}
}
// Feedback planes (this thread is their single consumer). The host re-sends rumble state
// periodically, so a generous duration with refresh-on-update is safe — a dropped stop
// heals within ~500 ms.
if let Some(connector) = w.attached.clone() {
while let Ok((pad, low, high)) = connector.next_rumble(Duration::ZERO) {
if pad == 0 {
if let Some(p) = w.active_id().and_then(|id| w.opened.get_mut(&id)) {
let _ = p.set_rumble(low, high, 5_000);
}
}
}
while let Ok(hid) = connector.next_hidout(Duration::ZERO) {
let Some(id) = w.active_id() else { continue };
let is_ds = w.pad_info(id).is_some_and(|p| p.is_dualsense);
let Some(pad) = w.opened.get_mut(&id) else {
continue;
};
match hid {
HidOutput::Led { pad: 0, r, g, b } if is_ds => {
let _ = pad.send_effect(&Ds5Feedback::lightbar_packet(r, g, b));
}
HidOutput::Led { pad: 0, r, g, b } => {
let _ = pad.set_led(r, g, b);
}
HidOutput::PlayerLeds { pad: 0, bits } if is_ds => {
let _ = pad.send_effect(&Ds5Feedback::player_packet(bits));
}
HidOutput::Trigger {
pad: 0,
which,
ref effect,
} if is_ds => {
let _ = pad.send_effect(&Ds5Feedback::trigger_packet(which, effect));
}
_ => {}
}
}
}
std::thread::sleep(Duration::from_millis(if w.attached.is_some() {
2
} else {
30
}));
}
}
+17 -3
View File
@@ -21,6 +21,8 @@ mod audio;
#[cfg(windows)] #[cfg(windows)]
mod discovery; mod discovery;
#[cfg(windows)] #[cfg(windows)]
mod gamepad;
#[cfg(windows)]
mod keymap; mod keymap;
#[cfg(windows)] #[cfg(windows)]
mod present; mod present;
@@ -153,20 +155,31 @@ fn main() {
} }
} }
let headless = flag("--headless");
// The app-lifetime gamepad service runs only for the windowed client; it also resolves the
// "Automatic" pad type to whatever physical controller is attached (other-client parity).
let gamepad_service = (!headless).then(gamepad::GamepadService::start);
let gamepad_pref = match GamepadPref::from_name(&settings.gamepad) {
Some(GamepadPref::Auto) | None => gamepad_service
.as_ref()
.map_or(GamepadPref::Auto, |s| s.auto_pref()),
Some(explicit) => explicit,
};
tracing::info!(%host, port, ?mode, tofu = pin.is_none(), "connecting"); tracing::info!(%host, port, ?mode, tofu = pin.is_none(), "connecting");
let handle = session::start(session::SessionParams { let handle = session::start(session::SessionParams {
host: host.clone(), host: host.clone(),
port, port,
mode, mode,
compositor: CompositorPref::Auto, compositor: CompositorPref::Auto,
gamepad: GamepadPref::Auto, gamepad: gamepad_pref,
bitrate_kbps, bitrate_kbps,
mic_enabled, mic_enabled,
pin, pin,
identity, identity,
}); });
if flag("--headless") { if headless {
run_headless(handle); run_headless(handle);
return; return;
} }
@@ -177,7 +190,8 @@ fn main() {
port, port,
tofu: pin.is_none(), tofu: pin.is_none(),
}; };
if let Err(e) = app::WinApp::new(handle, info, true).run() { let gamepad_service = gamepad_service.expect("started for the windowed path");
if let Err(e) = app::WinApp::new(handle, info, gamepad_service).run() {
tracing::error!(error = %e, "windowed app failed"); tracing::error!(error = %e, "windowed app failed");
std::process::exit(1); std::process::exit(1);
} }
+17
View File
@@ -54,6 +54,23 @@ connect straight away:
punktfunk-client --connect <host>:9777 # skip the picker, start a session immediately punktfunk-client --connect <host>:9777 # skip the picker, start a session immediately
``` ```
## Windows desktop client (in development)
`punktfunk-client` for Windows (`crates/punktfunk-client-windows`) is the native graphical client
for Windows — pure Rust, the same `punktfunk/1` core as the Apple and Linux apps, with a winit +
Direct3D11 present surface, WASAPI audio, FFmpeg decode, SDL3 controllers, network discovery, and
PIN pairing. It builds on `x86_64-pc-windows-msvc` and runs the connect/decode/present/input path;
hardware (D3D11VA) decode, 10-bit/HDR present, and a native host-list/settings window are in
progress, so it is not yet packaged. For now it is driven from the command line:
```sh
punktfunk-client --discover # list hosts on the network
punktfunk-client --connect <host>:9777 # stream (trust-on-first-use)
punktfunk-client --connect <host>:9777 --pair 1234 # pair with the PIN the host shows
```
Until it ships, **Moonlight** remains the recommended way to stream to Windows (see below).
## Linux reference client (headless) ## Linux reference client (headless)
`punktfunk-client-rs` (in the repo) is a command-line client for the native protocol, used for `punktfunk-client-rs` (in the repo) is a command-line client for the native protocol, used for
+23
View File
@@ -5,6 +5,29 @@ and live-validated on a real RTX 4090; the client is the remaining piece. This d
starting point: the locked decisions, the reference code to port, the stack swaps, the dev loop, and starting point: the locked decisions, the reference code to port, the stack swaps, the dev loop, and
the gotchas. Read it top to bottom, then start at **Phase 1** (de-risk Reactor first). the gotchas. Read it top to bottom, then start at **Phase 1** (de-risk Reactor first).
## Status — stage 1 landed (2026-06-15)
The client is implemented in `crates/punktfunk-client-windows` (binary `punktfunk-client`) and is
**build + clippy + fmt + test green on `x86_64-pc-windows-msvc`** (built on the dev VM). Done: winit
window + **Direct3D11 flip-model swapchain** present (WARP on the GPU-less box; runtime-compiled
fullscreen-triangle shaders, Contain-fit letterbox), **FFmpeg software HEVC decode**, **WASAPI** render
+ mic capture, keyboard/mouse/wheel capture (physical-`KeyCode`→VK, click-to-capture), **SDL3**
gamepads, `mdns-sd` discovery, and the full trust surface (identity + TOFU + SPAKE2 PIN over
`--connect`/`--discover`/`--pair`/`--headless`).
- **Reactor was evaluated and rejected** (a research pass + the points below): windows-rs Reactor
ships **no `SwapChainPanel` and no `ISwapChainPanelNative::SetSwapChain` escape hatch**, so it
cannot host a DXGI presenter. The client uses the doc's sanctioned fallback — **winit + a raw
D3D11 swapchain on the HWND** — which builds and runs against WARP on the GPU-less VM. A native
WinUI look would need the `SwapChainPanel` hatch to land upstream first.
- **Build gotcha (in addition to the ASCII *output* path below):** `CARGO_HOME` itself must be on an
**ASCII path** (e.g. `C:\Users\Public\.cargo`). SDL3's `build-from-source` compiles a precompiled
header whose `#include` embeds the registry source path; the `ü` in the dev box's username makes
MSVC's PCH/structured-output fail (`MSB8084` / `C4828`). Set `CARGO_HOME=C:\Users\Public\.cargo`.
- **Still pending:** live host validation (the dev box has no GPU → glass-to-glass numbers defer to
the RTX box), **D3D11VA hardware decode** + **10-bit/HDR present**, a native host-list/settings
GUI (CLI flags for now), and RAWINPUT relative-mouse pointer-lock. Phases 47 below are the map.
## What we're building ## What we're building
A native Windows client that connects to a punktfunk/1 host (`serve --native` / `m3-host`), decodes A native Windows client that connects to a punktfunk/1 host (`serve --native` / `m3-host`), decodes