refactor: drop milestone names + consolidate clients; loss-recovery & rumble fixes
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Two bodies of work in one commit (the rename moved files the fixes also touched).

Naming/structure cleanup (pre-launch):
- Host modules m3.rs->punktfunk1.rs, m0.rs->spike.rs; CLI m3-host->punktfunk1-host,
  m0->spike; bare `punktfunk-host` now prints help. Types M3Options/M3Source->
  Punktfunk1Options/Punktfunk1Source.
- Clients consolidated out of crates/ into clients/: punktfunk-client-rs->
  clients/probe (crate punktfunk-probe), client-linux->clients/linux,
  client-windows->clients/windows, punktfunk-android->clients/android/native
  (crate punktfunk-client-android; kept [lib] name=punktfunk_android so the JNI
  contract is unchanged). crates/ now holds only core + host.
- Milestone codes M0-M4 purged from code/CLI/CLAUDE.md/README/docs/docs-site,
  kept only in docs/implementation-plan.md. docs/m2-plan.md->
  docs/gamestream-host-plan.md. CI/gradle/flatpak paths updated.

Client loss-recovery (video froze and never recovered after a brief drop):
- Export punktfunk_connection_frames_dropped through the C ABI (the core already
  tracked it for the client keyframe-recovery loop; it was never reachable from
  the ABI clients). Regenerated punktfunk_core.h.
- Apple (StreamPump + Stage2Pipeline) and Android (decode.rs) now poll
  frames_dropped and request a keyframe when it climbs -- the same loss-driven
  recovery Linux/Windows already had. Under infinite GOP the decoder silently
  conceals reference-missing frames, so the decode-error trigger rarely fires.

Apple rumble robustness (worked then went spotty -- DualSense + Xbox):
- Add CHHapticEngine stopped/reset handlers (rebuild on app background / audio
  interruption / server reset) and drop the permanent `broken` latch on a
  transient drive failure; latch only when the controller truly has no haptics.
- Surface swallowed SDL set_rumble errors on Linux/Windows + diagnostic logging.

Verified: cargo build/clippy/fmt --workspace, C-ABI harness, header drift.
Not runnable on this box (verify in CI): Gitea workflows, gradle/Android,
flatpak, Swift/decky.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-18 21:03:55 +00:00
parent 1faa6c6ad4
commit 9c8fa9340c
110 changed files with 534 additions and 341 deletions
+258
View File
@@ -0,0 +1,258 @@
//! `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 **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 (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)
// Link as a GUI (windows) subsystem binary so the default windowed launch (MSIX / double-click)
// does NOT pop a console window. The CLI paths (--headless/--discover) reattach to the launching
// terminal's console at startup (see main), so their output is still visible when run from a shell.
#![cfg_attr(windows, windows_subsystem = "windows")]
#[cfg(windows)]
mod app;
#[cfg(windows)]
mod audio;
#[cfg(windows)]
mod discovery;
#[cfg(windows)]
mod gamepad;
#[cfg(windows)]
mod input;
#[cfg(windows)]
mod present;
#[cfg(windows)]
mod session;
#[cfg(windows)]
mod trust;
#[cfg(windows)]
mod video;
#[cfg(windows)]
fn main() {
// With #![windows_subsystem = "windows"] the process starts with no console, so the GUI/MSIX
// launch is window-free. AttachConsole only binds to an ALREADY-EXISTING parent console (it
// never creates one), so when launched from a terminal — `--headless`/`--discover` — stdout and
// the tracing writer below land in that terminal; from Explorer/MSIX it's a harmless no-op.
unsafe {
use windows::Win32::System::Console::{AttachConsole, ATTACH_PARENT_PROCESS};
let _ = AttachConsole(ATTACH_PARENT_PROCESS);
}
tracing_subscriber::fmt()
.with_env_filter(
tracing_subscriber::EnvFilter::try_from_default_env().unwrap_or_else(|_| "info".into()),
)
.init();
let args: Vec<String> = std::env::args().collect();
let flag = |name: &str| args.iter().any(|a| a == name);
if flag("--discover") {
discover_and_print();
return;
}
let identity = match trust::load_or_create_identity() {
Ok(i) => i,
Err(e) => {
eprintln!("client identity: {e:#}");
std::process::exit(1);
}
};
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-probe`.
#[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))
.or_else(|| {
known
.find_by_addr(&host, port)
.and_then(|k| trust::parse_hex32(&k.fp_hex))
});
if let Some(code) = arg("--pair") {
let name = std::env::var("COMPUTERNAME").unwrap_or_else(|_| "windows-client".into());
match punktfunk_core::client::NativeClient::pair(
&host,
port,
(&identity.0, &identity.1),
code.trim(),
&name,
Duration::from_secs(90),
) {
Ok(fp) => {
let mut k = trust::KnownHosts::load();
k.upsert(trust::KnownHost {
name: host.clone(),
addr: host.clone(),
port,
fp_hex: trust::hex(&fp),
paired: true,
});
let _ = k.save();
tracing::info!(fp = %trust::hex(&fp), "paired");
pin = Some(fp);
}
Err(e) => {
eprintln!("Pairing failed: {e:?}");
std::process::exit(1);
}
}
}
tracing::info!(%host, port, ?mode, tofu = pin.is_none(), "connecting (headless)");
let handle = session::start(session::SessionParams {
host,
port,
mode,
compositor: CompositorPref::Auto,
gamepad: GamepadPref::Auto,
bitrate_kbps,
mic_enabled: flag("--mic"),
pin,
identity,
});
let deadline = Instant::now() + Duration::from_secs(60);
let mut frames_seen = 0u64;
loop {
while let Ok(ev) = handle.events.try_recv() {
match ev {
session::SessionEvent::Connected {
mode, fingerprint, ..
} => tracing::info!(?mode, fp = %trust::hex(&fingerprint), "connected"),
session::SessionEvent::Stats(s) => tracing::info!(
fps = format!("{:.0}", s.fps),
mbps = format!("{:.1}", s.mbps),
decode_ms = format!("{:.2}", s.decode_ms),
lat_ms = format!("{:.2}", s.latency_ms),
frames_seen,
"stats"
),
session::SessionEvent::Failed { msg, .. } => {
tracing::error!(%msg, "connect failed");
return;
}
session::SessionEvent::Ended(err) => {
tracing::info!(reason = err.as_deref().unwrap_or("done"), "session ended");
return;
}
}
}
while handle.frames.try_recv().is_ok() {
frames_seen += 1;
}
if Instant::now() > deadline {
tracing::info!(frames_seen, "harness deadline — stopping");
handle.stop.store(true, std::sync::atomic::Ordering::SeqCst);
return;
}
std::thread::sleep(Duration::from_millis(2));
}
}
/// `--discover`: browse the LAN for punktfunk hosts (mDNS) and print them, then exit.
#[cfg(windows)]
fn discover_and_print() {
use std::time::{Duration, Instant};
println!("Browsing the LAN for punktfunk hosts (~5 s)…");
let rx = discovery::browse();
let deadline = Instant::now() + Duration::from_secs(5);
let mut seen = std::collections::HashSet::new();
while Instant::now() < deadline {
while let Ok(h) = rx.try_recv() {
if seen.insert(h.key.clone()) {
println!(
" {} {}:{} pair={} fp={}",
h.name,
h.addr,
h.port,
if h.pair.is_empty() {
"optional"
} else {
&h.pair
},
if h.fp_hex.is_empty() { "-" } else { &h.fp_hex },
);
}
}
std::thread::sleep(Duration::from_millis(100));
}
if seen.is_empty() {
println!(" (none found — is a host running with --native / punktfunk1-host?)");
}
}
/// WinUI 3 / Direct3D11 / WASAPI / SDL3 are Windows turf; this stub keeps `cargo build
/// --workspace` green on Linux/macOS (the other native clients live in
/// clients/linux and clients/apple).
#[cfg(not(windows))]
fn main() {
eprintln!(
"punktfunk-client-windows is Windows-only — the Linux client lives in \
clients/linux, the macOS client in clients/apple"
);
std::process::exit(2);
}