Commit Graph

9 Commits

Author SHA1 Message Date
enricobuehler da376b3122 fix(android): gate the latency overhaul behind an experimental toggle, default off
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The 5dc24a0 low-latency overhaul regressed badly on some phones. Every piece
of it — decoder ranking, per-SoC vendor keys, the async decode loop, pipeline
thread boosts, the ADPF max-performance bias, game-tagged AAudio, DSCP marking,
the Wi-Fi low-latency lock, HDMI ALLM and the forced TV mode switch — now rides
the "Low-latency mode (experimental)" toggle, default OFF. Off restores the
pre-overhaul pipeline byte-for-byte: the sync poll loop, the platform-default
decoder, and the original format keys (standard low-latency + blind Qualcomm
twin + priority=0 + operating-rate=MAX together).

- New pref key (low_latency_mode_experimental): the old key shipped default-ON,
  so any install that ever saved settings persisted true — flipping the default
  under the old key would leave exactly the regressed devices stuck on.
- DSCP is applied at socket creation, so the toggle reaches the transport via
  NativeBridge.nativeSetLowLatencyMode → transport::set_dscp_default, called in
  the connect choke point before nativeConnect; the core DSCP default reverts
  to off everywhere.
- nativeStartAudio(handle, lowLatencyMode) gates AAudio usage=Game.
- VideoDecoders.pickDecoder now skips `.secure` decoder twins and decoders that
  require FEATURE_SecurePlayback: they need a secure surface, and a secure twin
  could out-score its plain sibling (only it advertising FEATURE_LowLatency),
  which black-screens a clear stream.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:18:59 +02:00
enricobuehler 91fadce900 feat(clients): signal explicit exit (QUIT_CLOSE_CODE) on deliberate disconnect
The core's deliberate-quit close (NativeClient::disconnect_quit → QUIT_CLOSE_CODE,
host skips the keep-alive linger) was implemented but never called by any client.
Wire it to each client's explicit user-disconnect action — NOT to a network drop /
host-ended / app-background (those keep the linger for a reconnect):

- core: new C-ABI punktfunk_connection_disconnect_quit(c) for the ABI clients
- Linux (direct-core): Ctrl+Alt+Shift+D + the controller escape chord
- Windows (direct-core): Ctrl+Alt+Shift+D
- Apple (C-ABI): PunktfunkConnection.disconnectQuit() + a `deliberate` flag on
  SessionModel.disconnect() (sessionEnded passes false → keeps the linger)
- Android (JNI): new nativeDisconnectQuit export, called from the back gesture +
  the Select+Start+L1+R1 chord (not the host-gone watchdog)
- probe already did this via --quit (77871d6)

Verified: core + Linux client + Android (cargo-ndk + gradle) build clean;
Windows/Apple compile-checked by CI.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 13:37:45 +00:00
enricobuehler f47d417f37 fix(android): launch games from the library
The library browser was browse-only — the A button (and a tap) did nothing.
Wire it to connect + boot straight into the selected title: thread a `launch`
id (the store-qualified library id `steam:<appid>` / `custom:<id>`) through
nativeConnect → NativeClient's Hello.launch (was hardcoded None), add a shared
connectToHost() the ConnectScreen and the library launcher both use, and have
LibraryScreen dial the host with launch=game.id on A / tap — with a launching
overlay + an "A Launch" hint. Verified: native compiles (cargo-ndk arm64),
app+kit Kotlin compiles (gradle, 3 ABIs).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 12:59:39 +00:00
enricobuehler 70e9570040 fix(android): pass dropped streams through to the ui 2026-07-06 12:14:40 +02:00
enricobuehler 5dc24a069f perf(android): low-latency decode overhaul — vendor keys, async loop, system tuning
Close the latency gap on the Android client with per-SoC decoder tuning, an
event-driven decode loop, and full system integration.

- Decoder selection: rank MediaCodecList decoders in Kotlin (hardware/vendor
  preferred, software avoided, FEATURE_LowLatency probed) and create the chosen
  one by name. Per-SoC low-latency keys gated on the codec-name prefix: Qualcomm
  picture-order + low-latency, Exynos (also Google Tensor), Amlogic, HiSilicon;
  MediaTek vdec-lowlatency set unconditionally. operating-rate = MAX (Qualcomm)
  vs priority = 0 (else) are mutually exclusive. NVIDIA/Rockchip/Realtek have no
  vendor key — covered by ranking + the standard low-latency key.

- Async decode loop: AMediaCodec async-notify replaces the poll loop, presenting a
  decoded frame the instant it is ready instead of waiting out a poll interval.
  Behind USE_ASYNC_DECODE with the synchronous loop kept for A/B during bring-up.

- System integration: Wi-Fi FULL_LOW_LATENCY lock and HDMI ALLM
  (setPreferMinimalPostProcessing) for the stream's lifetime; game_mode_config.xml
  opting out of OEM downscaling / FPS overrides.

- Pipeline: boost the data-plane pump + audio thread priorities, AAudio usage=Game,
  DSCP marking on by default on Android, ADPF setPreferPowerEfficiency(false),
  and setFrameRateWithChangeStrategy(ALWAYS) to force the HDMI mode switch on TV.

- lowLatencyMode master toggle (default on) as the escape hatch; the stats HUD now
  shows the resolved decoder name.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 07:25:16 +02:00
enricobuehler d6dbce1dcc feat(clients): host/network split in every stats HUD (stats phase 2, client side)
Consumes the 0xCF host-timing plane (99cb8dd) on all four GUI clients: each
keeps a bounded pending ring of receipt samples keyed by pts, matches the
host's per-AU capture→sent reports against it, and the HUD equation becomes

  = host 3.1 + network 6.7 + decode 2.1 + display 2.3

falling back to the combined `= host+network …` term whenever no timing
matched the window (old host / datagram loss) — same total, one split
fewer, never a misleading zero. Apple additionally gains the split as the
only equation line under the stage-1 fallback presenter (receipt is
presenter-independent), a `nextHostTiming` wrapper with its own plane lock,
and a unit-tested `HostNetworkSplitter`; Android extends the JNI stats
array 16→18 doubles (0–15 unchanged); Windows/Linux thread the split
through `Stats` into the HUD and the headless/debug logs.

Docs updated: design/stats-unification.md Phase 2 → implemented (wire
format, fallback semantics), and the docs-site matrix's Sunshine "Host
processing latency" row is now a direct match (ours includes the paced
send; avg vs p50).

Verified here: linux client clippy -D warnings green on the live tree,
windows stub check + hand-verified diff, android cargo-ndk arm64 check
green, apple loopback test extended (needs the rebuilt xcframework + swift
test on the mac). On-glass: pending on all platforms.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 21:31:49 +00:00
enricobuehler 83460cd2c0 feat(clients): unified stats vocabulary across every client + Moonlight comparison docs
One stat model everywhere (design/stats-unification.md): four measurement
points (capture/received/decoded/displayed), three stages that tile the
interval exactly, and a HUD that shows the addition explicitly —

  end-to-end 14.2 ms p50 · 19.8 p95 · capture→on-glass
  = host+network 9.8 + decode 2.1 + display 2.3

replacing each client's ad-hoc mix of overlapping absolutes (the Apple HUD's
three arrow lines that looked sequential but weren't), mean-vs-median decode
times (Windows/Linux), missing same-host-clock flags (Windows/Linux), and
three different names for the same capture→received measurement (probe's
"reassembled", Apple/Android's "client", Windows/Linux's post-decode "lat").

Per client: Apple threads receivedNs through the VT decode via the frame
refcon bit pattern so the decode stage exists at all (stage-1 fallback
honestly degrades to a capture→received headline); Windows carries
FrameTimes through the existing frame channel to the render thread and adds
e2e p50/p95 post-Present; Linux stamps received at AU pop and rides
decoded_ns on DecodedFrame to the paintable-set site; Android pairs receipt
stamps with MediaCodec output buffers via the codec's pts round-trip (JNI
stats array 14→16 doubles, indexes 0-13 unchanged). fps now uniformly counts
received AUs; lost/(received+lost) per window, hidden at zero.

docs-site gains "Understanding the Stats Overlay": what each line means, why
the equation only approximately sums (percentiles), and a line-by-line
Moonlight/Sunshine matrix — including that Moonlight has no end-to-end
number and its "network latency" is an ENet control RTT, so punktfunk's
headline must not be compared against any single Moonlight line.

Verified here: linux client + probe + core check/clippy/fmt green, android
native cargo-ndk arm64 check green. Pending: Windows CI + on-glass, swift
test on the mac, on-device Android.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 21:01:29 +00:00
enricobuehler 7e2d7c893c feat(apple,android): three-way touch input — trackpad cursor (default), direct pointer, real multi-touch passthrough
The two touch clients had exactly complementary gaps: iOS forwarded fingers
ONLY as raw wire touches (no way to drive the host cursor from the touch
screen), Android had the two mouse modes but no passthrough. Both now share
one three-way "Touch input" setting: Trackpad (default) / Direct pointer /
Touch passthrough.

iOS/iPadOS: Input/TouchMouse.swift ports the Android gesture engine 1:1
(same px-based acceleration curve; tap=click, two-finger tap=right-click,
two-finger drag=scroll, tap-then-drag=held drag, three-finger tap=stats
HUD via the shared hudEnabled default); direct-pointer mode maps through
the aspect-fit letterbox; the previous always-on behavior lives on as the
passthrough option. The mode latches per gesture (a Settings change never
splits one gesture across models), touchesCancelled releases held state
without synthesizing a click, and session stop flushes a mid-drag button.
Settings picker on iPhone + iPad next to the iPad-only pointer-capture
toggle. Deliberate default change: trackpad, not passthrough.

Android: new nativeSendTouch JNI shim → wire TouchDown/Move/Up (the host
already injects real touch on every backend — libei touchscreen, wlroots,
KWin fake-input, SendInput); streamTouchPassthrough forwards every finger
with stable ids and lifts still-held contacts on teardown; the trackpadMode
Boolean becomes the TouchMode enum (old pref migrated on load, never
rewritten) with a Settings dropdown.

Verified: macOS swift build + full suite (incl. new TouchMouseTests), iOS
Simulator Swift compile, cargo check/fmt/clippy on the native crate, Kotlin
app+kit compile + unit tests. On-glass feel of the iOS ballistics and
Android passthrough against a touch-aware app still pending.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 00:02:12 +02:00
enricobuehler c890de49c9 refactor(android): split session JNI into modules, HUD-gated stats, AAudio open retry
- native: the 756-line session.rs becomes session/{mod,connect,input,planes}.rs
  around a SessionHandle (connect lifecycle + trust, input plane shims, plane
  start/stop + stats drain).
- Decode-stats sampling is HUD-gated (nativeSetVideoStatsEnabled): with the
  overlay hidden the decode thread skips the per-AU clock read + lock; enabling
  resets the measurement window.
- audio: the AAudio open path is a per-sharing-mode try_open closure — the
  realtime callback state (ring, prime, free-list) is rebuilt per attempt, so a
  failed exclusive-mode try can't leak state into the shared-mode retry.
- Kotlin: ConnectScreen/StreamScreen slimmed by extracting ConnectDialogs,
  StatsOverlay and TouchInput.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 11:08:56 +02:00