01c55aed38151db848687ba36a4003354d61ccb8
15 Commits
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01c55aed38 |
feat(proto/steam): M3 — rich Steam wire (back buttons + 2nd trackpad)
Carry the rich Steam Controller / Steam Deck inputs end-to-end on the wire — strictly additive + forward-compatible (unknown kinds/bits drop on old peers). Core (punktfunk-core): - input.rs: BTN_PADDLE1..4 + BTN_MISC1 in Moonlight's buttonFlags2<<16 namespace (so the GameStream paddle path and native grips share one host injector map; Steam L4/L5/R4/R5 reuse the four Xbox-Elite paddle slots). - quic.rs: RichInput::TouchpadEx (kind 0x03 — surface 0/1/2, touch+click, signed coords, pressure; the second trackpad the single Touchpad can't express) and HidOutput::TrackpadHaptic (kind 0x04 — the SC voice-coil pulse). Round-tripped. - abi.rs: PUNKTFUNK_GAMEPAD_STEAMDECK=6 / _STEAMCONTROLLER=5, the paddle bits, RICH_TOUCHPAD_EX / HIDOUT_TRACKPAD_HAPTIC constants. from_hid packs TrackpadHaptic into the existing which + effect[0..6] — the legacy structs do NOT grow (guarded by new size_of==20/19 asserts); GamepadPref lockstep + paddle-bit lockstep asserts extended. include/punktfunk_core.h regenerated. Host (punktfunk-host): - steam_proto::from_gamepad maps the wire paddles -> the four Deck grips + QAM; apply_rich routes TouchpadEx left/right -> the matching pad. - every DualSense/DS4 manager (Linux + Windows) gained a TouchpadEx arm (surface 0/2 -> its one touchpad; surface 1 ignored) so the variant compiles everywhere and a Steam client streaming to a DS host keeps its right pad. - the xpad BUTTON_MAP finally consumes the GameStream paddle bits (BTN_TRIGGER_HAPPY5-8) — Sunshine/Moonlight paddle clients were silently no-op'd before (design §5.6). - Android feedback: drop TrackpadHaptic (no coils; rumble rides 0xCA). Validated on-box: the ignored backend test now drives the full wire path — from_gamepad (BTN_A + the L4 grip) + apply_rich (a left-pad TouchpadEx) reach the evdev as BTN_A + ABS_HAT0X=-8000. Wire round-trips + paddle/TouchpadEx mapping unit-tested. Workspace clippy/fmt/test green. Not pushed. Deferred to M4: the C-ABI PunktfunkRichInputEx + send_rich_input2 (only the Apple/embedder *send* path needs it; the host decodes TouchpadEx today). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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95308d352b |
feat(host/steam): M2 — virtual Steam Deck as a wired PadBackend (Linux)
Make the virtual hid-steam device a selectable per-session host gamepad,
end-to-end on Linux: PUNKTFUNK_GAMEPAD=steamdeck now builds a
SteamControllerManager that creates a /dev/uhid 28DE:1205 Deck, enters
gamepad_mode, and feeds the byte-exact Deck report (M1).
- inject/linux/steam_controller.rs: SteamControllerManager / SteamDeckPad,
mirroring dualsense.rs (open/create2, GET/SET_REPORT pump, heartbeat, RAII
destroy). Two Steam-specific quirks beyond the DualSense path:
* gamepad_mode entry — best-effort `lizard_mode=0` via sysfs, plus a b9.6
creation pulse (MODE_ENTER) so steam_do_deck_input_event stops
early-returning, plus an anti-toggle guard (MENU_HOLD_CAP) so a long
in-game Start-hold can't flip gamepad_mode back off.
* UHID_SET_REPORT answered err=0 (DualSense omits it; the kernel stalls
~5s/cmd otherwise); the 0xEB rumble report parsed onto the 0xCA plane.
- core config.rs: GamepadPref::SteamDeck (wire byte 6) + SteamController
(byte 5, reserved — folds to Xbox360 until its backend lands); from_u8 /
from_name / as_str. Forward-compatible (unknown byte -> Auto); the C-ABI
PUNKTFUNK_GAMEPAD_* constants stay M3, so no generated-header drift.
- punktfunk1.rs: PadBackend::SteamDeck variant + select / handle / apply_rich
/ pump / heartbeat arms; pick_gamepad Linux arm.
On-box: an #[ignore]d backend test (backend_binds_and_input_flows) drives the
real SteamDeckPad — it binds hid-steam (gamepad + IMU evdevs), enters gamepad
mode, BTN_A reaches the evdev, and the device tears down on drop. Workspace
clippy/fmt/test green. Not pushed. Next: M3 (protocol/ABI wire) + M4 (client
capture).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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9ff7d41bfe |
feat(host/steam): M1 — byte-exact Deck input serializer, on-box validated
Flesh out inject/proto/steam_proto.rs into the full Steam Deck HID contract, transcribed verbatim from the kernel steam_do_deck_input_event / steam_do_deck_sensors_event and validated field-for-field against kernel 7.0: - SteamState: the u64 button map (bytes 8..16), sticks/triggers/trackpads/IMU stored as raw little-endian report values; serialize_deck_state is a pure, byte-exact memcpy into the 64-byte unnumbered frame. - from_gamepad (XInput frame -> Deck buttons/sticks/triggers) + apply_rich (RichInput touchpad -> right pad, motion -> IMU). - parse_steam_output: the 0xEB ID_TRIGGER_RUMBLE_CMD feedback -> (low, high) for the universal rumble plane. - serial_reply fixed: prepend the report-id-0 byte the kernel strips (steam_recv_report does memcpy(data, buf+1, ...)); M0's reply lacked it, so the kernel fell back to the "XXXXXXXXXX" serial. - SteamModel (Deck now; classic Controller later), command/feature IDs. The spike is repurposed as the M1 validator: it pulses the b9.6 mode-switch to enter gamepad_mode (steam_do_deck_input_event early-returns under the default lizard_mode otherwise), then holds a known test pattern. Reading both evdevs via EVIOCGABS/EVIOCGKEY, every field matched: ABS_X/Y/RX/RY (incl. the kernel Y-negation), both triggers, the touched right-pad HAT1X/Y, the IMU accel/gyro (with ABS_Z/RZ negations), and the 6 expected buttons incl. the L4/R5 grips. 5 unit tests + workspace clippy/fmt/test green. Next: M2 (SteamControllerManager UHID backend + PadBackend wiring). Not pushed — pipeline not yet shippable. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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2b47d8cc28 |
feat(host/steam): M0 — virtual hid-steam UHID device binds + parses (Linux)
Greenfield virtual Steam Deck controller, the Steam analogue of the shipped virtual DualSense. Proves the kernel hid-steam driver binds a /dev/uhid 28DE:1205 device, registers it as a real Steam Deck, and parses our input reports — the go/no-go gate for the full Steam Controller/Deck pipeline. - inject/proto/steam_proto.rs: keeper module — the vendor HID descriptor (one feature report, the sole thing steam_is_valve_interface() checks), the command/feature IDs, serialize_deck_state, and the serial GET_REPORT reply. Unit-tested. - src/bin/steam_uhid_spike.rs: throwaway M0 spike (Linux-only) — opens /dev/uhid, creates the device, services the handshake including UHID_SET_REPORT (which the DualSense backend omits and which hid-steam stalls ~5s/cmd without), and heartbeats a neutral report. - design/steam-controller-deck-support.md: full design + M0–M7 plan; the two walls (Steam Input capture ownership; virtual-Steam recognition) and the fidelity ceiling. Status: M0 GREEN. On-box (headless Ubuntu 26.04, kernel 7.0, no Steam): journalctl -k shows hid-steam binding the device (rebind off hid-generic), "Steam Controller connected", and the kernel creating BOTH a "Steam Deck" gamepad evdev and a "Steam Deck Motion Sensors" IMU evdev (INPUT_PROP_ACCELEROMETER). A layout-agnostic mash-probe drove 23 distinct BTN_* codes through hid-steam -> evdev, proving the input-report parse path. M1 line-checks the exact per-bit report layout against the lab kernel. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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3e498cd40d |
docs(security): #9/#13 fixed, S7 rationale corrected (red-team follow-up)
17/18 now fixed. A red-team of the three accepted findings showed #9 and #13 rested on a circular premise (each was the other's "safe fallback") and S7's written rationale was wrong (signing exercises the same modexp Marvin targets). #9/#13 closed; S7 accept retained for the corrected reasons + amplifier hardened. See f0574a5, f6c9576. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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6e2e946bc9 |
docs(security): #5 fixed + on-box validated (RTX box, 2026-06-29)
15/18 now fixed; no finding remains open and actionable. SDDL scoped to SYSTEM+LocalService, validated live (6943-frame DualSense+IDD session works; non-SYSTEM OpenFileMapping now ACCESS_DENIED). See e59fa60. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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ed54f22997 |
docs(design): add multi-user / profiles design (schema-of-record)
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ci / rust (push) Failing after 4m8s
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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36259b264f |
docs(security): record remediation status for the 2026-06-28 host audit
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14/18 fixed ( |
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6b846913f5 |
docs(security): 2026-06-28 host security audit (follow-up) report
Multi-agent follow-up audit of the privileged streaming host: 18 attack surfaces, every finding adversarially double-verified, plus a coverage critic. Records 15 confirmed + 9 partial findings and a prior-fix re-verification of the 2026-06-21 review. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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dac0fee4e3 |
docs(windows): reflect the install-via-exe (Option A) landing in the build/packaging doc
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Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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7b99b41ede |
docs(design): trim shipped plans, consolidate cluster, add index
Much of design/ described work that has since shipped. Trim each doc to
its durable rationale + still-open items (the code is the source of truth
for shipped detail; git history holds the full originals).
- Shipped plans -> status stubs: stats-capture, gamestream-host-plan,
apple-stage2-presenter, windows-service.
- Trimmed completed-out / open-kept: implementation-plan, hdr-pipeline,
host-latency, gpu-contention (fixed stale status table), game-library,
linux-setup (fixed m0->spike + stale zero-copy claim),
session-aware-host-followups, windows-client-bootstrap,
windows-dualsense-{scoping,game-detection}, windows-virtual-display,
security-review (per-finding status table; #12 still open),
apollo-comparison (shipped backlog collapsed to one-liners).
- Windows-host cluster consolidated: windows-host.md -> redirect into
windows-host-rewrite.md (whose stale scorecard is corrected -- goal1 is
merged, M4 done); windows-secure-desktop.md archived (now a fallback
behind IDD-push primary).
- Kept evergreen: ci.md, gamescope-multiuser.md, windows-build-and-packaging.md.
- New design/README.md: per-doc status table + consolidated open-items
roll-up so nothing is tracked in only one buried doc.
- Repoint 5 code comments to the archived secure-desktop doc path.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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9ea2c17419 |
docs(windows): add design/windows-build-and-packaging.md + refresh packaging README
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A single repo-internal source of truth for the Windows build/packaging: what ships, the all-Rust driver workspace built FROM SOURCE in CI (+ the anti-stale rationale), the toolchain (clang 22 + bindgen 0.72, no LLVM pin), the Inno installer, the web console bundle, the CI workflows, signing, and the dev loop. (design/, not the docs-site.) packaging/windows/README.md: drop the deleted vendored-driver dir + its "Vendored driver" callout, add the build-* / install-gamepad / clear-force-integrity rows, point at the new design doc. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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5bf787eb2b |
feat(host): web-console performance capture — record stream stats, graph them
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Arm streaming-perf-stats capture from the web console, play, stop, and review the run as graphs; finished captures are saved to disk as browsable/exportable recordings. Covers both the native punktfunk/1 path and GameStream. - stats_recorder.rs: one shared Arc<StatsRecorder> ring (created in gamestream::serve, shared with the mgmt API + both streaming loops, mirroring NativePairing). The hot-path gate is a runtime AtomicBool that replaces the startup-only PUNKTFUNK_PERF for *recording* (PERF stdout logging unchanged); bounded ring (~3 h); atomic temp+rename writes to ~/.config/punktfunk/captures/*.json; path-traversal-safe ids; poison-resilient locks. - native (punktfunk1.rs) + GameStream (stream.rs) emit a StatsSample at their existing ~2 s / ~1 s aggregation boundary — per-stage latency p50/p99, fps new/repeat, goodput, loss/FEC deltas — with no new per-frame work beyond the cheap atomic check. FrameMsg.was_measured keeps pre-arm in-flight frames out of the first window's percentiles (without zeroing the Windows-relay path's fps/encode). - mgmt.rs: 7 bearer-only /api/v1/stats/* endpoints (capture start/stop/status/live; recordings list/get/delete); api/openapi.json regenerated, in sync. - web: new "Performance" page (recharts, rendered SSR-safe) — capture control, live graphs while armed, recordings table (view / download-JSON / delete), and a detail view with the latency stacked-area bottleneck breakdown (p50/p99 toggle) + throughput + health. Charts adapt to either path's stage set. Design: design/stats-capture-plan.md. Built and adversarially reviewed via a multi-agent workflow; workspace build/clippy(-D warnings)/fmt/tests green, OpenAPI no-drift. Not yet on-glass validated against a live session. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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f6490f4c28 |
fix: complete the docs/→design/ and openapi→api/ rename references
The file moves (docs/ → design/, docs/api/openapi.json → api/openapi.json) landed
in
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d01a8fd17a |
feat(host): HDR Vulkan layer so Vulkan games get HDR on the virtual display
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NVIDIA/AMD Vulkan ICDs refuse to *advertise* an HDR color space for a surface on an
IddCx indirect/virtual display, so Vulkan games (Doom: The Dark Ages, id Tech, Indiana
Jones, …) report "device does not support HDR" — even though Windows HDR, DWM compose,
and the client PQ stream all work, and the ICD happily *accepts + presents* a forced HDR
swapchain there. The whole gap is enumeration; the community (Apollo/Sunshine/VDD) wrote
this off as kernel-side / unfixable.
Add VK_LAYER_PUNKTFUNK_hdr_inject (packaging/windows/pf-vkhdr-layer/): a standalone
cdylib Vulkan implicit layer that appends {A2B10G10R10, HDR10_ST2084} + {RGBA16F, scRGB}
to vkGetPhysicalDeviceSurfaceFormats[2]KHR (no need to hook vkCreateSwapchainKHR — the
ICD doesn't validate the color space there). Self-gated on the surface monitor's actual
advanced-color state (DisplayConfig GET_ADVANCED_COLOR_INFO), so it is a complete no-op
on SDR sessions and real monitors (dedup). Always-on (registry-discovered) so it works
regardless of how a game is launched — env-scoping silently fails for already-running
Steam. Escape hatches: DISABLE_PF_VKHDR, PF_VKHDR_EXCLUDE, and a built-in kernel-anti-
cheat denylist.
The installer builds/signs/stages it and registers it under
HKLM64\SOFTWARE\Khronos\Vulkan\ImplicitLayers (opt-out "Install the HDR Vulkan layer"
task); windows-host CI fmt+clippy-gates it (msvc-only FFI).
Live-validated on the RTX box: Doom: The Dark Ages enables HDR over the pf-vdisplay
virtual display.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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