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10 Commits
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3532e35b75 |
fix(host/security): close audit findings S1,#1,#4,#10,#12,#7,#6,S2-S6 (Linux/cross-platform)
Remediations from design/security-review-2026-06-28.md verified on Linux (cargo check/clippy/test green; Windows-gated paths verify in CI): - S1 [HIGH]: bump quinn-proto 0.11.14 -> 0.11.15 (RUSTSEC-2026-0185, pre-auth out-of-order STREAM reassembly memory exhaustion on the always-on default QUIC listener). - #1 [HIGH]: remove the unauthenticated nvhttp `GET /pin` endpoint; the GameStream PIN is delivered ONLY via the bearer-gated mgmt API, so a network client can no longer submit its own displayed PIN and self-pair. - #4 [HIGH->MED]: gate the unauthenticated RTSP/UDP media plane on a paired `/launch` and bind it to the launching client's source IP (threaded through the HTTPS handler), so an unpaired peer can neither start capture on an idle host nor ride a paired client's active launch. - #12: bound concurrent parked pairing waiters (MAX_PARKED_WAITERS) so a pre-auth peer can't pin unbounded 300s handshakes. +regression test. - #10: throttle the per-packet ENet control GCM-decrypt-failed warn (exponential backoff) so a junk flood can't spam the log. - #7 [MED->LOW]: serialize all process-global env mutation on the session-setup path under a new vdisplay::ENV_LOCK (apply_session_env / apply_input_env / the launch-cmd set_var / the gamescope env read), so concurrent native sessions can't race set_var/getenv (data-race UB -> host-wide DoS). Full per-session SessionContext threading remains a follow-up for cross-session value confusion. - #6 [MED]: move the gamescope EIS socket relay from world-writable /tmp to $XDG_RUNTIME_DIR (per-user 0700) and reject a symlinked relay file, so a local user can't intercept (keylog) or deny the remote session's input. - S2: a malformed client Opus mic frame now drops that frame instead of tearing down the shared host-lifetime virtual mic (cross-session DoS). - S3: track held buttons/keys in capped HashSets (was unbounded Vec with O(n) scans) so a paired client can't grow per-session input state. - S5: reject fps==0/absurd at the open_video chokepoint (covers Hello, ANNOUNCE, Reconfigure) so the encoder time_base/pts math can't div-by-0. - S6: bound the shared mic mpsc (drop-newest when full). - S4: cap Epic launcher-cache reads (catcache.bin/.item) so a planted giant can't OOM the host during library enumeration. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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7e9023faad |
feat(gamestream): launch apps on Windows + Linux non-gamescope hosts
GameStream's apps.json `cmd` is delivered via set_launch_command, which ONLY the Linux gamescope backend nests. On Windows (no gamescope) and Linux kwin/mutter/wlroots (which stream the existing desktop) the command was silently dropped. Now, after capture is live, stream.rs spawns it via library::launch_gamestream_command for those backends — Windows: into the interactive USER session (spawn_in_active_session, since the host is SYSTEM); Linux: a plain `sh -c` spawn into the host's own graphical session so the app lands on the streamed (primary) output. Linux gamescope keeps nesting via set_launch_command and is skipped here to avoid a double launch. The command is operator-typed apps.json (trusted), never client-set. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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5acc12d9e9 |
feat(library): shared cover-art warmer + cache (GOG + Xbox art)
A disk-backed art cache (library-art-cache.json in the canonical host config dir) is the source of truth read by all_games(), so the library list + launch-resolve never block on the network. A host-lifetime background warmer (start_art_warmer, started in serve()) fetches uncached art OFF the hot path: GOG via the public no-auth api.gog.com product API, Xbox via the unofficial no-auth displaycatalog (keyed by StoreId). Both best-effort (protocol-relative URLs normalized to https; results cached even when empty so they aren't re-fetched). The GOG + Xbox providers now read cached_art() (title-only until warmed). Cross-platform (ureq blocking HTTP — no tokio on this path) so the fetch/parse code is compiled + checked everywhere; a host whose stores all self-provide art (Steam CDN / Heroic CDN / Lutris data: URLs) does no fetching. Dep: ureq (webpki roots, no system certs). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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aed0bf0c2a |
feat(library): Windows Xbox / Game Pass store provider
XboxProvider scans each fixed drive's <drive>:\XboxGames for GDK games (presence of Content\MicrosoftGame.config marks a game vs. an ordinary UWP app), parsing title / Identity name / Executable Id / StoreId via roxmltree. The PackageFamilyName is READ from the AppRepository\Packages\<PackageFullName> dir name (reduced to Name_Hash) — never computed from the publisher. Launch via the AUMID (shell:AppsFolder\<PFN>!<AppId>) through explorer in the interactive user session (UWP activation needs the user token, which spawn_in_active_session already provides). Cover art (displaycatalog) is deferred → title-only. Known v1 gaps: custom .GamingRoot install folders + non-GDK pure-UWP Store games (under the ACL-locked WindowsApps) aren't enumerated. New windows_launch_for `aumid` arm; XboxProvider wired into all_games() under cfg(windows). Dep: roxmltree (Windows). Windows unit tests cover MicrosoftGame.config parsing (incl. the ms-resource title fallback), the PackageFullName→PFN reduction, and the aumid launch. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b65745284e |
feat(library): Windows Epic + GOG store providers
EpicProvider reads the launcher's local .item manifests under %ProgramData% (no auth, launcher need not run) with Playnite's exclusion filter (skip UE_* components + non-launchable addons + dead install dirs); cover art from the base64 catcache.bin (public Epic CDN, best-effort). Launch via the com.epicgames.launcher:// URI opened through explorer.exe — the namespace:catalogItemId:appName triple, with a bare-appName fallback so a launch is never dropped. GogProvider enumerates HKLM\SOFTWARE\WOW6432Node\GOG.com\Games (winreg) + each goggame-<id>.info primary FileTask into a direct-exe spawn (no Galaxy, dodges its cold-start/anti-cheat). GOG cover art (public api.gog.com) is deferred — it needs an HTTP fetch + cache off the hot all_games() path — so GOG is title-only for now. windows_launch_for gains epic/gog arms; both providers wired into all_games() under cfg(windows). Deps: base64 moved to the cross-platform table (Epic catcache decode + Lutris art encode both need it); winreg added on the Windows target. Windows unit tests cover the Epic exclusion filter + URI builder and the GOG spawn + play-task parsing. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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5f8c6b6147 |
feat(library): Lutris + Heroic store providers (Linux)
LutrisProvider reads the local pga.db (rusqlite, read-only/immutable so a running Lutris can't block us) → installed games, launch via `lutris lutris:rungameid/<id>`, cover art from Lutris's on-disk cache inlined as data: URLs (no public CDN keyed by a stable id, unlike Steam/Heroic). HeroicProvider parses Heroic's store_cache JSON — legendary/gog/nile = Epic+GOG+Amazon in one provider — installed-only with an install-dir existence cross-check (works around Heroic's gog is_installed bug #2691), free public CDN cover art, launch via `heroic --no-gui heroic://launch?...` (the single-instance-Electron gamescope-escape caveat is documented; needs live confirm). New command_for arms (lutris_id digits-guard, heroic runner+appName-guard) + both providers wired into all_games(); everything Linux-gated (the launchers are Linux-only), so the Windows/macOS host build is unaffected. Deps rusqlite (bundled SQLite, no system dep) + base64 added to the Linux target only. Unit tests with sqlite/json fixtures (installed-only filtering, CDN-art mapping, launch guards); live `library` enumeration returns [] gracefully on a box without the launchers. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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c87ca577a3 |
feat(windows-host): launch the chosen library title into the interactive session
Make the no-op Windows `set_launch_command` real. New `windows/interactive.rs` `spawn_in_active_session` (WTSGetActiveConsoleSessionId → WTSQueryUserToken → CreateProcessAsUserW(winsta0\default) under the LOGGED-IN USER token, factored from the wgc_relay primitive) + `library::launch_title` resolving a store-qualified id to a concrete process via `windows_launch_for` (steam_appid → Steam.exe/explorer.exe steam:// URI; command → cmd.exe /c). Threaded as `SessionContext.launch` into both native data-plane paths (`virtual_stream`, `virtual_stream_relay`) and fired after capture is live so the title renders onto the captured desktop and grabs foreground. Security invariant intact: the client sends only the store-qualified id; the host resolves the recipe from its own library and the URI/flags are handed to a concrete EXE as plain args (never cmd /c of a client string). Linux unchanged (gamescope nesting via the handshake PUNKTFUNK_GAMESCOPE_APP path). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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2bca89c555 |
feat(host/windows): Steam library auto-discovery on Windows
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rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Failing after 37s
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The Steam `LibraryProvider` keyed off `$HOME` + Linux paths, so the game library was empty on Windows. Add Windows discovery: the default Steam install dirs under Program Files (`ProgramFiles(x86)`/`ProgramFiles`/ `ProgramW6432`), with games on other drives picked up via each root's `libraryfolders.vdf` — whose Windows values are backslash-escaped, so unescape `\\` → `\`. The existing root-scan/dedup logic is shared via a new `steam_roots_existing` helper. The custom store (mgmt JSON CRUD) was already cross-platform; only Steam auto-discovery was Linux-only. Not yet covered: a non-default Steam install dir (the registry `Valve\Steam\InstallPath`). Degrades gracefully — no Steam → empty list. clippy -D warnings + library tests green on Windows and Linux. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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27e58658af |
feat(launch): punktfunk/1 launch integration — client picks a title, host runs it
ci / web (push) Successful in 28s
ci / docs-site (push) Successful in 30s
apple / swift (push) Successful in 1m17s
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ci / bench (push) Successful in 1m34s
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deb / build-publish (push) Successful in 2m23s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 4m53s
docker / deploy-docs (push) Successful in 40s
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Plan step 4 (plumbing + host behavior). A client can ask the host to launch a library title on connect; the host resolves it against ITS OWN library and runs it in the session — the client sends only the store-qualified id, never a command, so a remote peer can't inject one. - Protocol (quic.rs): `Hello.launch: Option<String>` (the GameEntry id). Appended after `name`; when launch is present but name absent, a zero-length name placeholder keeps the offset deterministic — so a Hello with neither field stays byte-identical to the bitrate-era 26-byte form (test-asserted). Old peers ignore it; new hosts decode None from old clients. Round-trip + back-compat + truncation tests. - Host: `library::launch_command(id)` resolves id → command via the host's own library — `steam_appid` → `steam steam://rungameid/<appid>` (appid validated as digits, the only client-influenced part), `command` → the host-stored command verbatim (trusted, never from the client). m3.rs sets PUNKTFUNK_GAMESCOPE_APP from it before bringup, exactly as the GameStream /launch path does (one session at a time). Unit-tested incl. an injection-attempt guard. Takes effect on the bare-spawn gamescope path; a no-op on a shared desktop / attach-to-existing session. - C ABI: `punktfunk_connect_ex4` adds `launch_id` (NULL = none); `_ex3` now delegates to it. Threaded through NativeClient::connect → WorkerArgs → Hello. - client-rs gains `--launch ID` (headless testing); client-linux passes None (no picker yet). Header regenerated. Next: the Apple library grid passes the picked id via punktfunk_connect_ex4. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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6351d516e0 |
feat(host/library): game library API — Steam adapter + custom store
ci / web (push) Successful in 28s
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apple / swift (push) Successful in 1m15s
ci / bench (push) Successful in 1m35s
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deb / build-publish (push) Successful in 2m19s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 4m53s
docker / deploy-docs (push) Successful in 18s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 4m31s
A new `library` module + four mgmt endpoints surface the host's games to clients
(plan: "surface the user's games"). An adapter layer (`LibraryProvider`) so future
stores (Heroic/Epic, GOG, Lutris) slot in behind one uniform `GameEntry`.
- SteamProvider: reads the LOCAL Steam install — no Steam Web API key, no network.
Installed titles from steamapps/appmanifest_<appid>.acf; extra library folders
(incl. paths with spaces) from libraryfolders.vdf; candidate roots cover classic,
Flatpak and Deck layouts, canonicalized + deduped (the .steam/{steam,root}
symlinks all fold to one). Runtimes/redistributables (Proton, Steam Linux Runtime,
Steamworks Common, SteamVR) filtered out. Artwork = the public Steam CDN by appid
(portrait/hero/logo/header), fetched directly by the client.
- Custom store: ~/.config/punktfunk/library.json, write-then-rename persisted,
CRUD'd via the API — the "create custom entries via the admin web UI" requirement.
- API (under /api/v1, OpenAPI-documented + checked in): GET /library (all stores
merged, sorted), POST /library/custom, PUT/DELETE /library/custom/{id}.
- `punktfunk-host library` subcommand dumps the resolved library as JSON (diagnostic,
mirrors `openapi`).
Validated live against the real Steam library on the Bazzite box: 89 appmanifests →
78 games (11 tools filtered), correct titles/sort, and the CDN art URLs return 200.
5 unit tests for the VDF/ACF parsing, tool filter, art URLs, custom mapping.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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