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>
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@@ -1,4 +1,4 @@
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//! `punktfunk/1` — the native control plane (M3), gated behind the `quic` feature.
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//! `punktfunk/1` — the native control plane, gated behind the `quic` feature.
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//!
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//! GameStream is punktfunk's compatibility layer; this is the start of its own protocol. A QUIC
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//! connection (quinn, tokio — control plane only, never the per-frame path) carries a
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@@ -12,9 +12,9 @@
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//!
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//! after which both sides bring up a [`crate::session::Session`] over a plain
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//! [`UdpTransport`](crate::transport::udp) (native threads, no async) and the host streams.
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//! The Welcome carries everything the M1 core negotiates — FEC scheme (including GF(2¹⁶)
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//! The Welcome carries everything the core negotiates — FEC scheme (including GF(2¹⁶)
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//! Leopard, which GameStream can't express), shard sizing, crypto key/salt — so the data
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//! plane is exactly the hardened M1 `Session`.
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//! plane is exactly the hardened core `Session`.
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//!
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//! Transport security: the host presents a long-lived self-signed certificate
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//! ([`endpoint::server_with_identity`]) and the client pins its SHA-256 fingerprint
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