feat(pairing): seamless no-PIN delegated approval (host parks the knock, clients add "Request access")
Web-console "Approve" (delegated pairing, roadmap §8b-1) was unreachable: every client routed a fresh pair=required host straight to the SPAKE2 PIN ceremony, so no "knock" was ever recorded; and an unpaired connect was rejected+closed with no way to resume after approval. The backend + console were complete but had no client-side trigger and no post-approval admit path. Host (native_pairing.rs, punktfunk1.rs): an unpaired identified knock is now PARKED instead of rejected — it releases its NVENC session permit, awaits an operator decision (NativePairing::wait_for_decision, woken by a Notify on approve/deny), and on approval re-acquires a slot and admits the SAME connection with no reconnect. QUIC keep-alive (4s/8s) holds the parked connection warm. The pairing gate moves out of the HANDSHAKE_TIMEOUT-bounded handshake future; approve_pending is reordered read-then-add and wait_for_decision double-checks is_paired to close a "neither pending nor paired" race. New PENDING_APPROVAL_WAIT (180s). Tests: delegated_approval_admits_after_knock now approves mid-park (no reconnect) + new wait_for_decision_approve_deny_timeout unit test (108 host tests green). Clients (Linux/Apple/Windows/Android): a fresh pair=required host now offers "Request access" alongside the PIN ceremony — a plain identified connect with a ~185s handshake budget and a cancelable "waiting for approval" UI; on success the host is saved as paired, and cancel returns the UI immediately while a late- resolving connect is torn down silently via a per-attempt flag. Apple reuses the existing C-ABI timeout_ms (no ABI change); Windows adds SessionParams.connect_timeout + a RequestAccess screen; Android adds a timeoutMs arg to the nativeConnect JNI seam (both sides + both callers). Linux built + clippy + fmt clean; Apple/Windows/ Android pending their CI/on-device compiles. SPAKE2 ceremony reviewed end-to-end against the spake2 0.4 contract — correct, no changes needed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -29,8 +29,10 @@ object NativeBridge {
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* trust-on-first-use — read [nativeHostFingerprint] after; else 64-hex host SHA-256, mismatch →
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* `0`). [width]/[height]/[refreshHz] are the requested virtual-output mode (the host streams at
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* exactly this); [bitrateKbps] 0 = host default; [compositorPref]/[gamepadPref] are the
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* `CompositorPref`/`GamepadPref` wire bytes (0 = Auto). Returns an opaque session handle, or `0`
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* on failure. Pair with exactly one [nativeClose].
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* `CompositorPref`/`GamepadPref` wire bytes (0 = Auto). [timeoutMs] is the handshake budget — the
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* normal path passes a short value, the no-PIN "request access" path a long one (≥ the host's
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* approval-park window) so a slow operator approval lands on this same parked connection. Returns
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* an opaque session handle, or `0` on failure. Pair with exactly one [nativeClose].
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*/
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external fun nativeConnect(
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host: String,
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@@ -46,6 +48,7 @@ object NativeBridge {
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gamepadPref: Int,
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hdrEnabled: Boolean,
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audioChannels: Int,
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timeoutMs: Int,
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): Long
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/** 64-hex SHA-256 of the cert the host presented on [handle]; valid after a successful connect. */
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