feat(windows-client): WinUI 3 (windows-reactor) UI — host list, settings, pairing, SwapChainPanel present
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Replaces the winit + raw-HWND-D3D11 shell with a native WinUI 3 UI via windows-reactor (a
declarative React-like framework backed by WinUI). The earlier "Reactor can't host a
swapchain" read was wrong — PR #4499 (merged 2026-06-01) added a SwapChainPanel widget with
`set_swap_chain` over `CreateSwapChainForComposition`. Builds + clippy + fmt green on
x86_64-pc-windows-msvc.

- Cargo: drop winit/raw-window-handle; add windows-reactor + the `windows` crate, both pinned
  to the SAME windows-rs commit (b4129fcc) so the `IDXGISwapChain1` handed to `set_swap_chain`
  satisfies reactor's `windows_core::Interface`. Reactor's build.rs downloads the Windows App
  SDK NuGets + stages the bootstrap DLL/resources.pri — it requires `CARGO_WORKSPACE_DIR` set
  (now in the VM build env); /temp + /winmd gitignored.
- present.rs: composition swapchain (B8G8R8A8 FLIP_SEQUENTIAL premultiplied) bound to the
  SwapChainPanel; WARP fallback, runtime D3DCompile shaders, dynamic RGBA texture, Contain-fit
  letterbox; driven by reactor's per-frame `on_rendering`.
- app.rs: the WinUI 3 shell — host list (live mDNS + saved + manual), settings (resolution/
  refresh/mic combos+toggle), in-app SPAKE2 PIN pairing screen, and the stream page. Trust gate
  mirrors the GTK client (pinned → silent, pair=optional → TOFU, else PIN); a pinned-fp
  mismatch routes to re-pair. The session pump + decoded-frame handoff cross to the UI thread
  via a Mutex side-channel + thread-locals (the SwapChainPanel sample's pattern).
- gamepad: `ctl` sender now `Arc<Mutex<…>>` so GamepadService is `Sync` (shared across the UI
  and session-pump threads). main.rs: windowed = in-app UI; `--headless`/`--discover` keep the
  CLI paths.

Not yet wired: raw stream keyboard/mouse input (next commit — reactor exposes no raw key/
pointer events, so it needs Win32 low-level hooks or Microsoft.UI.Xaml bindings). On-glass
validation pending a display (the dev VM is headless/GPU-less).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-15 22:58:48 +00:00
parent 296b976b8f
commit 4994f7f4ba
9 changed files with 1033 additions and 1783 deletions
+76 -128
View File
@@ -1,18 +1,16 @@
//! `punktfunk-client` — the native Windows punktfunk/1 client.
//!
//! Pure Rust: `NativeClient` linked as a crate (no C ABI, like the GTK Linux client) ·
//! FFmpeg decode · WASAPI audio · SDL3 gamepads · a winit window + Direct3D11 flip-model
//! swapchain present surface. The trust surface mirrors the other native clients: persistent
//! identity, trust-on-first-use, SPAKE2 PIN pairing.
//! Pure Rust: `NativeClient` linked as a crate (no C ABI, like the GTK Linux client) · FFmpeg
//! decode · WASAPI audio · SDL3 gamepads · a **WinUI 3** shell (windows-reactor) with the video
//! on a `SwapChainPanel` bound to a D3D11 composition swapchain. The trust surface mirrors the
//! other native clients: persistent identity, trust-on-first-use, SPAKE2 PIN pairing — all in-app
//! (host list, settings, pairing). `--headless` keeps a CLI connect path for tests/measurement.
//!
//! Usage:
//! punktfunk-client --connect host[:port] [--pin HEX] [--pair PIN] [--mode WxHxHz]
//! [--bitrate MBPS] [--mic]
//! punktfunk-client --headless --connect … (no window; count frames + print stats)
//!
//! Trust: an explicit `--pin HEX` (or a host already pinned in the known-hosts store) connects
//! silently; `--pair PIN` runs the SPAKE2 ceremony first; otherwise the connect is
//! trust-on-first-use (the observed fingerprint is pinned on success).
//! punktfunk-client (open the WinUI 3 window: host list, settings, pairing)
//! punktfunk-client --discover (list punktfunk hosts on the LAN)
//! punktfunk-client --headless --connect host[:port] [--pin HEX] [--pair PIN] [--mode WxHxHz]
//! [--bitrate MBPS] [--mic] (no window; count frames + print stats)
#[cfg(windows)]
mod app;
@@ -23,8 +21,6 @@ mod discovery;
#[cfg(windows)]
mod gamepad;
#[cfg(windows)]
mod keymap;
#[cfg(windows)]
mod present;
#[cfg(windows)]
mod session;
@@ -35,8 +31,6 @@ mod video;
#[cfg(windows)]
fn main() {
use punktfunk_core::config::{CompositorPref, GamepadPref, Mode};
tracing_subscriber::fmt()
.with_env_filter(
tracing_subscriber::EnvFilter::try_from_default_env().unwrap_or_else(|_| "info".into()),
@@ -44,12 +38,6 @@ fn main() {
.init();
let args: Vec<String> = std::env::args().collect();
let arg = |name: &str| -> Option<String> {
args.iter()
.position(|a| a == name)
.and_then(|i| args.get(i + 1))
.cloned()
};
let flag = |name: &str| args.iter().any(|a| a == name);
if flag("--discover") {
@@ -57,57 +45,6 @@ fn main() {
return;
}
let Some(target) = arg("--connect") else {
eprintln!(
"punktfunk-client: --connect host[:port] [--pin HEX] [--pair PIN] [--mode WxHxHz] \
[--bitrate MBPS] [--mic] [--headless]\n\
punktfunk-client --discover (list punktfunk hosts on the LAN)"
);
std::process::exit(2);
};
// Saved settings supply defaults when a CLI flag is absent (the GUI host-list/settings
// chrome is a follow-up; until then these are the persisted preferences). A CLI flag both
// overrides and is written back, so the next bare run reuses it.
let mut settings = trust::Settings::load();
let (host, port) = match target.rsplit_once(':') {
Some((a, p)) => (a.to_string(), p.parse().unwrap_or(9777)),
None => (target.clone(), 9777u16),
};
// CLI overrides fold into the persisted settings, then we derive the effective values.
if let Some(m) = arg("--mode").and_then(|m| {
let mut it = m.split(['x', 'X']);
Some((
it.next()?.parse::<u32>().ok()?,
it.next()?.parse::<u32>().ok()?,
it.next()?.parse::<u32>().ok()?,
))
}) {
(settings.width, settings.height, settings.refresh_hz) = m;
}
if let Some(b) = arg("--bitrate").and_then(|b| b.parse::<u32>().ok()) {
settings.bitrate_kbps = b * 1000;
}
if flag("--mic") {
settings.mic_enabled = true;
}
settings.save();
let mode = if settings.width != 0 && settings.refresh_hz != 0 {
Mode {
width: settings.width,
height: settings.height,
refresh_hz: settings.refresh_hz,
}
} else {
Mode {
width: 1920,
height: 1080,
refresh_hz: 60,
}
};
let bitrate_kbps = settings.bitrate_kbps;
let mic_enabled = settings.mic_enabled;
let identity = match trust::load_or_create_identity() {
Ok(i) => i,
Err(e) => {
@@ -116,7 +53,61 @@ fn main() {
}
};
// Resolve trust: explicit pin > already-pinned host > pairing ceremony > TOFU.
if flag("--headless") {
run_headless_cli(&args, identity);
return;
}
// Windowed (default): the WinUI 3 app owns host selection, settings, and pairing.
let gamepad = gamepad::GamepadService::start();
if let Err(e) = app::run(identity, gamepad) {
tracing::error!(error = %e, "WinUI app failed");
std::process::exit(1);
}
}
/// `--headless --connect host[:port] …`: connect from the CLI, count frames, print stats — the
/// Windows analogue of `punktfunk-client-rs`.
#[cfg(windows)]
fn run_headless_cli(args: &[String], identity: (String, String)) {
use punktfunk_core::config::{CompositorPref, GamepadPref, Mode};
use std::time::{Duration, Instant};
let arg = |name: &str| -> Option<String> {
args.iter()
.position(|a| a == name)
.and_then(|i| args.get(i + 1))
.cloned()
};
let flag = |name: &str| args.iter().any(|a| a == name);
let Some(target) = arg("--connect") else {
eprintln!("--headless requires --connect host[:port]");
std::process::exit(2);
};
let (host, port) = match target.rsplit_once(':') {
Some((a, p)) => (a.to_string(), p.parse().unwrap_or(9777)),
None => (target.clone(), 9777u16),
};
let mode = arg("--mode")
.and_then(|m| {
let mut it = m.split(['x', 'X']);
Some(Mode {
width: it.next()?.parse().ok()?,
height: it.next()?.parse().ok()?,
refresh_hz: it.next()?.parse().ok()?,
})
})
.unwrap_or(Mode {
width: 1280,
height: 720,
refresh_hz: 60,
});
let bitrate_kbps = arg("--bitrate")
.and_then(|b| b.parse::<u32>().ok())
.map(|m| m * 1000)
.unwrap_or(0);
let known = trust::KnownHosts::load();
let mut pin = arg("--pin")
.and_then(|h| trust::parse_hex32(&h))
@@ -133,7 +124,7 @@ fn main() {
(&identity.0, &identity.1),
code.trim(),
&name,
std::time::Duration::from_secs(90),
Duration::from_secs(90),
) {
Ok(fp) => {
let mut k = trust::KnownHosts::load();
@@ -149,59 +140,25 @@ fn main() {
pin = Some(fp);
}
Err(e) => {
eprintln!("Pairing failed: {e:?} (wrong PIN, or pairing not armed on the host?)");
eprintln!("Pairing failed: {e:?}");
std::process::exit(1);
}
}
}
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 (headless)");
let handle = session::start(session::SessionParams {
host: host.clone(),
host,
port,
mode,
compositor: CompositorPref::Auto,
gamepad: gamepad_pref,
gamepad: GamepadPref::Auto,
bitrate_kbps,
mic_enabled,
mic_enabled: flag("--mic"),
pin,
identity,
});
if headless {
run_headless(handle);
return;
}
let info = app::ConnectInfo {
name: host.clone(),
addr: host,
port,
tofu: pin.is_none(),
};
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");
std::process::exit(1);
}
}
/// Headless runner (`--headless`): drain events + frames, print stats, exit when the host
/// ends or the harness deadline elapses — the Windows analogue of `punktfunk-client-rs`.
#[cfg(windows)]
fn run_headless(handle: session::SessionHandle) {
use std::time::{Duration, Instant};
let deadline = Instant::now() + Duration::from_secs(60);
let mut frames_seen = 0u64;
loop {
@@ -218,16 +175,8 @@ fn run_headless(handle: session::SessionHandle) {
frames_seen,
"stats"
),
session::SessionEvent::Failed {
msg,
trust_rejected,
} => {
tracing::error!(%msg, trust_rejected, "connect failed");
if trust_rejected {
tracing::error!(
"host fingerprint changed or pairing required — re-pair with --pair PIN"
);
}
session::SessionEvent::Failed { msg, .. } => {
tracing::error!(%msg, "connect failed");
return;
}
session::SessionEvent::Ended(err) => {
@@ -248,8 +197,7 @@ fn run_headless(handle: session::SessionHandle) {
}
}
/// `--discover`: browse the LAN for punktfunk hosts (mDNS) and print them, then exit — the
/// CLI analogue of the GTK client's discovered-hosts list.
/// `--discover`: browse the LAN for punktfunk hosts (mDNS) and print them, then exit.
#[cfg(windows)]
fn discover_and_print() {
use std::time::{Duration, Instant};
@@ -281,9 +229,9 @@ fn discover_and_print() {
}
}
/// Win32/Direct3D11/WASAPI/SDL3 are Windows turf; this stub keeps `cargo build --workspace`
/// green on Linux/macOS (the other native clients live in crates/punktfunk-client-linux and
/// clients/apple).
/// WinUI 3 / Direct3D11 / WASAPI / SDL3 are Windows turf; this stub keeps `cargo build
/// --workspace` green on Linux/macOS (the other native clients live in
/// crates/punktfunk-client-linux and clients/apple).
#[cfg(not(windows))]
fn main() {
eprintln!(