feat: M4 stage 1 — the SwiftUI client is real: compiles, tested, first light on glass
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The clients/apple scaffold is now a working macOS client, validated live against this repo's host across the LAN: gamescope virtual output → NVENC HEVC → lumen/1 (GF(2¹⁶) FEC + AES-GCM over UDP, QUIC control) → VideoToolbox → AVSampleBufferDisplayLayer at 720p60, mouse/keyboard flowing back as QUIC datagrams into the host's gamescope EIS injector (~3.7k events injected in one session). LumenKit: - LumenConnection: the predicted cbindgen compile fixes (C17 header spells the typedefs as integers while the enum constants import as a distinct Swift type — bridge by rawValue); close() is now safe from any thread (a close flag + pumpLock held across the blocking poll enforce the C contract "never close with a next_au in flight"; flag prevents lock-starvation by back-to-back polls). - StreamView: per-pump cancellation token (reconnects can't double-pump), flush + re-gate on the next in-band parameter sets when the layer fails, no stale enqueue after restart. - InputCapture: fractional-delta accumulation (sub-pixel motion isn't truncated away), pressed-state tracking with release-all on focus loss and stop() (nothing sticks down host-side), global-singleton ownership guard (GC has one handler slot per process), X1/X2 buttons, horizontal scroll, full keypad/CapsLock/ISO-102nd/PrintScreen/Menu VKs. - LumenClient app shell (swift run LumenClient): connect form, fps/Mb-s HUD, LUMEN_AUTOCONNECT/LUMEN_MODE for scripted first-light runs. - Tests: Annex-B byte-level units; real-codec round trip (VTCompressionSession-encoded HEVC rebuilt as the host's wire shape → AnnexB → VTDecompressionSession → pixels); test-loopback.sh (Swift client vs a real local m3-host over loopback — the Swift twin of c_abi_connection_roundtrip); RemoteFirstLightTests (full pipeline over the LAN). Host/build fixes that fell out: - The workspace builds on non-Linux again: gamestream audio (opus) and sendmmsg batching are now platform-gated with stubs/fallback, per the crate's "compiles everywhere" rule. - Horizontal scroll was inverted end-to-end: the injectors negated BOTH axes onto the ei/wl axes, but GameStream's horizontal convention is positive = right (moonlight-qt/Sunshine pass it through unnegated) — only vertical flips now. This also un-inverts real Moonlight clients. - AnnexB drops all zeros preceding a start code (trailing_zero_8bits padding), ffmpeg's policy, instead of leaking them into the preceding NAL. - build-xcframework.sh: deployment targets pinned to the package floor + an otool guard — cargo does not fingerprint MACOSX_DEPLOYMENT_TARGET, so warm caches can silently ship too-new minos objects. Adversarially reviewed (5-dimension multi-agent pass, every finding refutation-verified): 14 confirmed findings, all fixed above; the send-while-polling core-contract gap flagged here is closed by the lumen/1 session-planes work (&self pulls + per-plane borrow slots). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -12,6 +12,9 @@ import Foundation
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public enum AnnexB {
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/// Split an Annex-B stream into NAL units (start codes 00 00 01 / 00 00 00 01 stripped).
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/// All zeros immediately preceding a start code are dropped: they're either the
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/// 4-byte-code prefix or `trailing_zero_8bits` padding, never NAL payload (emulation
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/// prevention keeps 00 00 0x out of conforming NAL bytes) — same policy as ffmpeg.
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public static func nalUnits(in data: Data) -> [Data] {
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var nals: [Data] = []
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let bytes = [UInt8](data)
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@@ -19,8 +22,11 @@ public enum AnnexB {
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var start = -1
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while i + 2 < bytes.count {
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if bytes[i] == 0, bytes[i + 1] == 0, bytes[i + 2] == 1 {
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let codeStart = (i > 0 && bytes[i - 1] == 0) ? i - 1 : i
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if start >= 0 {
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var codeStart = i
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while codeStart > 0, bytes[codeStart - 1] == 0 {
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codeStart -= 1
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}
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if start >= 0, start < codeStart {
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nals.append(Data(bytes[start..<codeStart]))
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}
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start = i + 3
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