feat(clients): unified full-screen connect/wake takeover + iOS/tvOS Wake-on-LAN
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Give instant feedback the moment a host is picked, and make the wake wait a
full-screen takeover instead of a modal card — unified into one ConnectOverlay
across every client:

- android: new ConnectOverlay (aurora backdrop; Connecting / Waking / timed-out
  phases) replaces the tiny inline "Connecting…" row and the WakeOverlay card.
  The dial phase is now cancelable and hands off to the wake wait in one frame.
- console (pf-console-ui): the connect/wake overlays become a full-screen aurora
  takeover (draw_takeover) instead of a centered card over a dim scrim; the
  Waking → Connecting handoff no longer blinks.
- apple: new ConnectOverlay mirrors it (macOS / iOS / tvOS), replacing the
  per-tile connecting spinner + the WakeOverlay card; instant "Connecting…" from
  model.phase, and the carousel is gated inactive during the dial.

Also enable Wake-on-LAN on iOS/tvOS now that the multicast entitlement is
approved: enable com.apple.developer.networking.multicast and flip
wakeOnLANAvailable to true on every platform (MACs were already learned from
mDNS, so wake works immediately).

Verified: Android compileDebugKotlin + screenshot renders; console clippy +
36 tests + rendered phases on Linux; Apple swift build + 121 tests + rendered
phases.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-07-11 23:28:27 +02:00
parent 2271f67202
commit dd02e1f402
15 changed files with 710 additions and 417 deletions
@@ -49,8 +49,14 @@ enum ShotScenes {
ShotScene(name: "08-gamepad-addhost", orientation: .natural, colorScheme: .dark) {
AnyView(ShotGamepadAddHost())
},
ShotScene(name: "09-waking", orientation: .natural, colorScheme: .dark) {
AnyView(ShotWaking())
ShotScene(name: "09-connecting", orientation: .natural, colorScheme: .dark) {
AnyView(ShotConnect(kind: .connecting))
},
ShotScene(name: "09b-waking", orientation: .natural, colorScheme: .dark) {
AnyView(ShotConnect(kind: .waking))
},
ShotScene(name: "09c-wake-timed-out", orientation: .natural, colorScheme: .dark) {
AnyView(ShotConnect(kind: .timedOut))
},
]
#endif
@@ -137,7 +143,12 @@ private struct ShotGamepadAddHost: View {
var body: some View { GamepadAddHostView(onAdd: { _ in }) }
}
private struct ShotWaking: View {
/// The unified full-screen connect takeover (the real `ConnectOverlay`) in each phase instant
/// "Connecting" feedback, the "Waking" wait, and the wake-timed-out prompt over the gamepad home.
private struct ShotConnect: View {
enum Kind { case connecting, waking, timedOut }
let kind: Kind
@StateObject private var store = ShotMock.hostStore()
@StateObject private var model = SessionModel()
@StateObject private var discovery = HostDiscovery()
@@ -149,11 +160,25 @@ private struct ShotWaking: View {
libraryTarget: .constant(nil), waker: waker,
connect: { _ in }, connectDiscovered: { _ in }
)
.overlay { WakeOverlay(waker: waker) }
.overlay {
ConnectOverlay(
connectingHostName: kind == .connecting ? "Battlestation" : nil,
waker: waker,
onCancelConnect: {})
}
.onAppear {
waker.debugSet(.init(
hostID: store.hosts.first?.id ?? UUID(),
hostName: "Battlestation", connectsAfter: true, seconds: 14))
switch kind {
case .connecting:
break
case .waking:
waker.debugSet(.init(
hostID: store.hosts.first?.id ?? UUID(),
hostName: "Battlestation", connectsAfter: true, seconds: 14))
case .timedOut:
waker.debugSet(.init(
hostID: store.hosts.first?.id ?? UUID(),
hostName: "Battlestation", connectsAfter: true, seconds: 90, timedOut: true))
}
}
}
}