fix(client/wol): retry the QUIC dial across the connect budget so wake-from-sleep launches survive
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Launching from the Decky plugin against a sleeping host fired the
Wake-on-LAN packet and dialed immediately — but the dial was a single
quinn attempt that gave up after the transport's 8 s idle window, far
shorter than a suspend-to-RAM resume. The host woke to find the client
already gone (its retransmitted Initials show up host-side as
"QUIC accept failed error=timed out"), the stream shortcut exited, and
the launch looked cancelled.

- punktfunk-core: dial in a loop until the embedder's connect budget is
  spent — short 3 s attempts keep the Initial cadence dense, so the
  connect lands within ~a second of the host's network returning. Only
  silence is retried: pin mismatches, typed rejections, and any real
  answer surface immediately, and the shutdown flag stops the loop.
- decky: stretch the budget to 75 s when a magic packet actually went
  out (PF_CONNECT_TIMEOUT → --connect-timeout via the wrapper), so the
  retry window covers the resume; an awake host still connects in <1 s.
- host: a clean close before the control handshake is a reachability
  probe (hosts-page online pips), not a failed session — log it at
  debug instead of WARN "session ended with error", which buried the
  real failures in the reporter's log.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-21 22:26:10 +02:00
co-authored by Claude Fable 5
parent f36d13e371
commit 56d21f9445
6 changed files with 116 additions and 26 deletions
@@ -25,6 +25,10 @@ pub(crate) struct WorkerArgs {
pub(crate) launch: Option<String>,
pub(crate) pin: Option<[u8; 32]>,
pub(crate) identity: Option<(String, String)>,
/// The embedder's connect budget (the same value `connect` bounds `ready_rx` with): the
/// dial loop re-dials a silent host within it, so a host still resuming from Wake-on-LAN
/// is caught the moment its network comes back instead of failing on the first attempt.
pub(crate) connect_timeout: std::time::Duration,
pub(crate) frames: Arc<FrameChannel>,
pub(crate) audio_tx: SyncSender<AudioPacket>,
pub(crate) rumble_tx: SyncSender<RumbleUpdate>,