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b444308592 |
feat(host): PUNKTFUNK_HOST_NAME names the host in Moonlight and the clients
A box called `bazzite-htpc` had no way to present itself as "Living Room" short of renaming the machine. The new knob overrides the name everywhere a human sees it: the GameStream serverinfo <hostname> element and the mDNS service instance name both adverts carry. Unset (the default) is the machine's own hostname, exactly as before. Free text is the point, so the DNS-level name is now a separate concern from the display name. The instance label may contain spaces and accents; an A-record target may not, and mdns-sd rejects the whole ServiceInfo if the target is not a legal name — which would take discovery down rather than merely look wrong. dns_label() sanitizes the target and passes an already-legal name through byte-for-byte, so hosts without the override advertise precisely what they always did. The display name loses `.` (it would split the label, and clients derive the name as the first label of the fullname, so "Ben's PC v1.2" would arrive as "Ben's PC v1") and is capped at the 63-byte DNS-SD ceiling on a char boundary. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> (cherry picked from commit bbf72261a12e0e67601f549d40db65ae61979268) |
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95e3314d9a |
feat(vdisplay): enumerate the host's physical monitors
P0 of per-monitor capture (design/per-monitor-portal-capture.md): nothing in the tree could answer "what heads does this host have?", which both a monitor pin and a console picker need first. One read per compositor, each beside the code that already speaks that dialect: KWin's kde_output_device_v2 (the topology session now also records geometry + scale), Mutter's DisplayConfig.GetCurrentState, swaymsg get_outputs, hyprctl monitors. Logical geometry throughout, because x/y is what identifies a head — two monitors can share a size but never an origin. PUNKTFUNK_CAPTURE_MONITOR parses here and is reported at startup, loudly including that it is not yet enforced: a knob that is read but inert has to say so, or "it didn't work" reads as a bug. GET /display/monitors always answers 200 with an explained empty list, so a compositor-less host renders as "nothing to pick", not as a broken console. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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0323158a3e |
fix(vdisplay/gamescope): a fresh dedicated launch streams from the first second
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A freshly spawned headless gamescope never delivered a single PipeWire buffer when a game was launched: gamescope only composites (and only on a composite pushes a capture buffer) when a client paints, and a nested Steam bootstrap paints nothing until its UI's first frame — far longer than the 10 s first-frame budget. The native plane's retry ladder then killed the half-booted Steam on every attempt and started from zero; the GameStream plane died on its single wait. Reused live displays worked, which pointed away from the real cause (root-caused on .41 with a raw pw_stream probe: `sleep infinity` nested → 0 buffers ever, `vkcube` nested → 60/s immediately). Every bare spawn now backgrounds the host's own splash client (`gamescope-splash`, hidden subcommand) beside the nested app: a dark window with a subtle breathing bar painted at ~2.5 Hz — damage from the first second, so capture gets its first frame within the budget on both planes. In `--steam` mode gamescope composites only windows whose appid is in the root `GAMESCOPECTRL_BASELAYER_APPID` list (live-proven: even a painting vkcube gets zero composites without it), so the splash declares itself as the Steam UI (STEAM_GAME=769) and seeds the baselayer iff unset; Steam's own rewrite at game launch hands composite focus to the game with no action on our side. PUNKTFUNK_GAMESCOPE_SPLASH=0 is the escape hatch. The dedicated Steam launch is also shaped with `-gamepadui` instead of `-silent`: the nested Steam is Big Picture — the identity gamescope's `--steam` integration is built around — so the boot shows the gamepad UI instead of the desktop client window flashing through the stream, and gamescope's focus rules (game outranks the Steam UI appid) cover what `-silent` was working around. On-glass on .41 (Bazzite, RTX 5070 Ti, gamescope c31743d): cold connect + Balatro launch delivers frames on the first attempt on both a cold and a torn-down-then-fresh spawn; Big Picture boot → game handover confirmed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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17eb8100a3 |
fix(pf-capture): portal teardown, observable death, one negotiation resolver (sweep 2.1–2.3)
**2.1 (L1) — the portal thread leaked a live screencast session.** It parked on
`future::pending()` and `Drop` stopped only the PipeWire thread, so every dropped portal capturer
permanently leaked a thread + a 2-worker tokio runtime + a zbus connection — and because dropping
that connection is what ends the compositor's cast (ashpd's `Session` has no `Drop`), the
COMPOSITOR-side session leaked too. GameStream drops the pooled capturer on every HDR↔SDR
reconnect flip and opens a fresh one, so the sessions accumulated: exactly the "second conflicting
screencast" the pooling exists to prevent. Both portal threads now park on a `oneshot::Receiver`
and `PortalSession::drop` fires it, then waits — BOUNDED (750 ms, then detach with a warning) —
for a completion signal the thread sends after its runtime has been dropped. Bounded because
teardown runs on the session path and the thread may be inside a D-Bus round-trip: an unbounded
`join()` there would hang the host rather than leak. Every early-return path in `open` drops the
session too, so a failed PipeWire spawn no longer strands a fresh cast.
**2.2 (L2) — a dead capturer was pooled forever.** All three of the portal backend's terminal
states are sticky and observable only by consuming a frame, and `Capturer` exposed no health
predicate, so GameStream re-pooled unconditionally — after `result` was already an `Err`. One
zerocopy-worker death or one compositor restart therefore wedged GameStream portal video at 10 s
per reconnect attempt, permanently (that path has no rebuild closure). Adds
`Capturer::is_alive()` (default `true`), implemented for `PortalCapturer` as
`!broken && streaming && !thread.is_finished()` — the third term catches a dead PipeWire thread,
which is otherwise indistinguishable from an idle desktop. A static desktop stays `Streaming`, so
an idle-but-healthy capture is never reported dead. The host re-pools only on
`result.is_ok() && capturer.is_alive()` and logs which of the two retired it. Both halves ship
together: either alone leaves the wedge reachable.
**2.3 (L3/F1) — a "VAAPI" downgrade latch was really a global zero-copy kill switch.**
`spawn_pipewire` hand-mirrored the thread's `vaapi_passthrough` decision and the copy omitted
`raw_dmabuf_import_disabled`, so once that latch fired the capturer still believed it had made the
passthrough offer while the thread had already fallen back — and its timeout branch then latched a
downgrade for an offer nobody made. That downgrade was `note_vaapi_dmabuf_failed`, which fed
`pf_zerocopy::enabled()`, so ONE failed negotiation dropped every later session on the host — the
NVENC EGL→CUDA path included — to CPU capture until restart. And since the raw-passthrough offer
is also the PyroWave one on ANY vendor, a single PyroWave negotiation timeout was enough to do it
on an NVIDIA box.
Two fixes, both structural:
- `negotiation_plan(NegotiationInputs) -> NegotiationPlan` is now the ONE resolver, consumed by
the thread AND by `spawn_pipewire` — the mirror is deleted, not re-synced (WP7.6's shape), so
the drift class is unrepresentable. It is pure (every env/latch read is an input), which is
what makes it testable; the runtime-dependent half stays a method (`want_dmabuf` needs the
modifier list the importer's construction actually yielded). The redundant `importer.is_none()`
term goes: `build_importer` already excludes the passthrough, and that term is what made the
decision look impure enough to "need" a mirror. `PUNKTFUNK_FORCE_SHM` was ALSO read in both
places; now once.
- the capture-side downgrade becomes `pf_zerocopy::note_raw_dmabuf_negotiation_failed`, which
latches `RAW_DMABUF_DISABLED` — gating only the raw-passthrough decision. `enabled()` is now
the env var alone, and `VAAPI_DMABUF_FAILED` is deleted.
Also (L13, needed by 2.3's plan inputs): `PUNKTFUNK_PIPEWIRE_NV12` honoured only the exact string
`"0"`, so `"0 "` or `"false"` read as force-ON — the bug class of
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d36bec6e9d |
feat(core+host): negotiate ChaCha20-Poly1305 as the session cipher for soft-AES clients
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Lifts the ~100 Mbps decrypt ceiling on clients without hardware AES — the armv7 soft-AES targets (webOS TVs), where AES-128-GCM resolves to fixsliced software AES + software GHASH (~50-100 cpb) while ChaCha20-Poly1305's ARX construction runs ~10-17 cpb portable, a 4-7x lift that PyroWave-on-TV needs (design/chacha20-session-cipher.md). Phase 1 (core crypto, no wire change): SessionKey merges cipher choice and key material (invalid combinations unrepresentable, zeroize + redacted-Debug discipline kept); SessionCrypto dispatches both aead-0.5 ciphers per call — the salt||seq nonce scheme, per-direction salts, seq-as-AAD and replay window carry over verbatim (same 96-bit nonce / 16-byte tag, const-asserted). Config.key becomes SessionKey; validate's zero-key rejection follows the active variant. The C ABI keeps its fixed 16-byte key mapped to AES — no ABI_VERSION bump. Phase 2 (negotiation): VIDEO_CAP_CHACHA20 (0x40) — support-plus-request in one bit, the VIDEO_CAP_444 precedent. Welcome grows cipher@68 + key_chacha@69..101, emitted only when non-zero so an AES session's Welcome stays byte-identical to the pre-cipher form; decode is fail-closed (short key or unknown id -> Err, never a silent AES fallback). No WIRE_VERSION bump; downgrade resistance inherited from the pinned-TLS control channel. Phase 3 (host): grant only when the client advertised the bit and the PUNKTFUNK_CHACHA20 kill-switch (default on, documented) allows; fresh 32-byte per-session key from the same RNG discipline, legacy key field stays independently random; resolved cipher logged at session start. Verification: seal/open suites parameterized over both ciphers + a cross-cipher tamper case; Welcome roundtrip/truncation/fail-closed tests; ChaCha lossy-loopback soak (loss/replay is cipher-independent); bench gains _chacha20 series (AES ids unchanged for CI history) — host-side sealing line-rate-trivial on both x86 (~640 MiB/s) and Apple Silicon (~535 MiB/s). punktfunk-probe drives the interop matrix via PUNKTFUNK_CLIENT_CHACHA20=1 and logs the negotiated cipher. Phase 4 (pf-webos pin bump + unconditional cap bit) follows the next core release. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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b89dbfa979 |
feat(gamescope): end dedicated stream on Steam game exit + auto --steam
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Dedicated single-game sessions now end cleanly when the launched game quits, and Steam launches get gamescope's Steam integration without an operator env knob. End-on-exit: the existing APP_EXITED close only fired when gamescope's PipeWire node vanished, which never happens for Steam — the nested `steam` is the resident singleton client and stays up after a game quits, so gamescope (and its node) never die and the stream sat on a hidden Steam session forever. Add a Steam AppId reaper watcher (pf-vdisplay .../gamescope/discovery.rs): steam_appid_from_launch() parses steam://rungameid/<id>; wait_for_steam_game_exit() waits for the game to start (<=300s grace) then exit (3s confirm); steam_game_running() scans same-uid /proc for Steam's launch reaper matching both the `SteamLaunch` and `AppId=<id>` argv tokens (exact-match; reaper lifetime == game lifetime, so shader precompile can't false-trigger). The host spawns a pf1-gamewatch thread for nested Steam launches that closes the connection with APP_EXITED (launcher clients return to their library) and sets quit/stop; cancelled via stop if the session ends first. Non-Steam nested launches keep the node-death path (gamescope's child IS the game). Flags: auto-enable `--steam` whenever the launch is a Steam launch (was only the global PUNKTFUNK_GAMESCOPE_STEAM knob, default-off) — in-game overlay / Steam+X / gamepad-UI nav for Steam titles with no operator config. New opt-in PUNKTFUNK_GAMESCOPE_GRAB_CURSOR adds `--force-grab-cursor` for a real game launch (FPS mouselook); default OFF because it forces relative mode, which breaks absolute-pointer games/menus. Verified: fmt clean; clippy -D warnings clean on the three crates; pf-vdisplay 64/0 (incl. new steam-appid parse test); punktfunk-host builds + 186/0; reaper /proc detection smoke-tested (detect, exact non-match, gone-after-exit). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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22b352c1da |
chore(release): bump workspace version to 0.13.0
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The eight W6 leaf crates hardcoded 0.12.0 instead of inheriting the workspace version — switched to version.workspace = true so the next bump is one line again. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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3495d189e1 |
refactor(host/W6.1): extract the config() global into the pf-host-config leaf crate
Third de-coupling for the host crate carve (plan §W6.1 leaf). HostConfig + the config() OnceLock (config.rs, pure std, zero deps) move to a new pf-host-config leaf so every subsystem crate (pf-encode/pf-capture/pf-vdisplay/pf-gpu) can read process config WITHOUT depending on the orchestrator. 34 crate::config::config() call sites across 19 files repoint to pf_host_config::config(). thread_qos stays in the host for now (it calls session_tuning::on_hot_thread — its own leaf-ification rides the encode carve). Granular-crate decision (supersedes the plan's single pf-media): split capture/encode/ vdisplay into separate crates rather than one broad crate — the capture↔encode cycle is broken by a shared frame-types leaf, and vdisplay→encode (can_open_another_session) is a legal one-way edge since encode never references vdisplay. Verified: Linux (home-worker-5) clippy -p pf-host-config -p punktfunk-host --all-targets -D warnings; Windows (192.168.1.158) clippy --features nvenc,amf-qsv --all-targets green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |