feat: M4 groundwork — lumen/1 client connector in the C ABI + SwiftUI client scaffold
ci / rust (push) Has been cancelled
ci / rust (push) Has been cancelled
The shared-core architecture pays off: platform clients now link ONE Rust library that does the entire lumen/1 protocol, and only add decode/present/input on top. lumen-core: - client.rs (quic feature): NativeClient — QUIC handshake + UDP data plane + input datagrams on internal threads; embedder surface = connect / next_frame / send_input. - abi.rs: lumen_connect / lumen_connection_next_au (borrow-until-next-call, matching lumen_client_poll_frame semantics) / lumen_connection_send_input / lumen_connection_mode / lumen_connection_close. Guarded in the generated header by LUMEN_FEATURE_QUIC (cbindgen [defines] mapping), so the checked-in header is stable across feature sets. - error.rs: append-only LumenStatus additions Timeout (-9) and Closed (-10). - TESTED end-to-end through the C ABI: in-process lumen/1 host, lumen_connect pulls 25 byte-verified frames, sends input, closes (m3.rs::c_abi_connection_roundtrip). Apple client (clients/apple — SCAFFOLD, written on Linux, first Xcode build pending): - scripts/build-xcframework.sh: cargo per Apple target → universal staticlib + header (LUMEN_FEATURE_QUIC pre-defined) + modulemap → LumenCore.xcframework. - Package.swift (LumenKit) + Swift sources: LumenConnection (ABI wrapper), AnnexB (in-band VPS/SPS/PPS → CMVideoFormatDescription, Annex-B → AVCC CMSampleBuffers with DisplayImmediately), StreamView (SwiftUI over AVSampleBufferDisplayLayer — stage-1 presenter that hardware-decodes compressed HEVC itself), InputCapture (GCMouse raw deltas + GCKeyboard HID→VK). - README.md is the full handoff for the next (Mac-side) agent: build steps, ABI contract, first-light test recipe against the Linux host, stage-2 (VT+Metal pacing) plan, and the known host-side gaps (single-session m3-host, no lumen/1 audio yet, gamepad kinds not yet routed in m3's injector, seed-stage trust). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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// Swift wrapper around the lumen-core C ABI's lumen/1 connection API.
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//
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// Threading contract (mirrors the C header): one LumenConnection is used from a single
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// pump thread for nextAU(); sendInput() is enqueue-only and safe alongside it. The pointer
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// inside an AU is only valid until the next nextAU() call, so we copy into Data here —
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// the copy is small (an encoded AU, tens of KB) and keeps the Swift side memory-safe.
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//
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// SCAFFOLD: written on the Linux host, not yet compiled against Xcode — expect to fix
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// trivial issues on first build (see README.md "Handoff").
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import Foundation
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import LumenCore
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/// One reassembled, FEC-recovered, decrypted access unit (Annex-B HEVC from the host).
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public struct AccessUnit: Sendable {
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public let data: Data
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public let ptsNs: UInt64
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public let frameIndex: UInt32
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public let flags: UInt32
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}
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public enum LumenClientError: Error {
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case connectFailed
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case closed
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}
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public final class LumenConnection {
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private var handle: OpaquePointer?
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/// Negotiated session mode (host-confirmed).
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public private(set) var width: UInt32 = 0
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public private(set) var height: UInt32 = 0
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public private(set) var refreshHz: UInt32 = 0
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/// Connect and start a session at the requested mode (the host creates a native virtual
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/// output at exactly this size/refresh). Blocks up to `timeoutMs`.
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public init(
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host: String, port: UInt16 = 9777,
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width: UInt32, height: UInt32, refreshHz: UInt32,
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timeoutMs: UInt32 = 10_000
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) throws {
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handle = host.withCString { cs in
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lumen_connect(cs, port, width, height, refreshHz, timeoutMs)
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}
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guard handle != nil else { throw LumenClientError.connectFailed }
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var w: UInt32 = 0, h: UInt32 = 0, hz: UInt32 = 0
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_ = lumen_connection_mode(handle, &w, &h, &hz)
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self.width = w
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self.height = h
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self.refreshHz = hz
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}
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/// Pull the next access unit; nil on timeout, throws once the session is closed.
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public func nextAU(timeoutMs: UInt32 = 100) throws -> AccessUnit? {
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var frame = LumenFrame()
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switch lumen_connection_next_au(handle, &frame, timeoutMs) {
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case LUMEN_STATUS_OK:
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let data = Data(bytes: frame.data, count: frame.len) // copy: ptr valid only until next call
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return AccessUnit(
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data: data, ptsNs: frame.pts_ns,
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frameIndex: frame.frame_index, flags: frame.flags)
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case LUMEN_STATUS_NO_FRAME:
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return nil
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case LUMEN_STATUS_CLOSED:
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throw LumenClientError.closed
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default:
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throw LumenClientError.closed
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}
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}
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/// Send one input event (delivered to the host as a QUIC datagram).
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public func send(_ event: LumenInputEvent) {
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var ev = event
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_ = lumen_connection_send_input(handle, &ev)
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}
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public func close() {
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if let h = handle {
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lumen_connection_close(h)
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handle = nil
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}
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}
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deinit { close() }
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}
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// Convenience constructors for the wire input events (field semantics match
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// lumen_core::input::InputEvent; see lumen_core.h).
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public extension LumenInputEvent {
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static func mouseMove(dx: Int32, dy: Int32) -> LumenInputEvent {
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LumenInputEvent(kind: LUMEN_INPUT_KIND_MOUSE_MOVE, _pad: (0, 0, 0), code: 0, x: dx, y: dy, flags: 0)
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}
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static func mouseButton(_ button: UInt32, down: Bool) -> LumenInputEvent {
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LumenInputEvent(
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kind: down ? LUMEN_INPUT_KIND_MOUSE_BUTTON_DOWN : LUMEN_INPUT_KIND_MOUSE_BUTTON_UP,
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_pad: (0, 0, 0), code: button, x: 0, y: 0, flags: 0)
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}
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static func key(_ vk: UInt32, down: Bool) -> LumenInputEvent {
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LumenInputEvent(
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kind: down ? LUMEN_INPUT_KIND_KEY_DOWN : LUMEN_INPUT_KIND_KEY_UP,
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_pad: (0, 0, 0), code: vk, x: 0, y: 0, flags: 0)
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}
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static func scroll(_ delta: Int32) -> LumenInputEvent {
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LumenInputEvent(kind: LUMEN_INPUT_KIND_MOUSE_SCROLL, _pad: (0, 0, 0), code: 0, x: delta, y: 0, flags: 0)
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}
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}
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