Commit Graph
6 Commits
Author SHA1 Message Date
enricobuehlerandClaude Opus 5 25b127803f feat(client/apple): bind a host to a profile, connect with one, pin one as its own card
The host surfaces (design §5.2/§5.2a). A bound host wears a tinted chip that says
what a click will do. The card menu grows "Connect with ▸" — a ONE-OFF that never
rebinds, with a checkmark on the binding and an explicit "Set Default Profile" as
its last item for the users who do want to rebind from there — plus "Pin as Card ▸"
and "Copy Link".

A pinned host+profile combo becomes its own card next to its host: same record,
same live status, the profile as the prominent subtitle, one click to connect. It
is an extra grid ENTRY, never a duplicated host record — duplicating would fork
pairing, Wake-on-LAN and renames. Its menu carries only connect-shaped actions;
edit, pair, forget and remove stay on the primary card, where the thing they act on
lives. On the gamepad carousel and tvOS the same pins are tiles, which is the whole
point: focus-and-press is what those surfaces do well, and menus are not.

The edit sheet binds and pins; both rows vanish when no profiles exist, so a user
who never makes one sees exactly today's sheet. A dangling binding renders as
"Default settings (profile deleted)" and is cleaned up on save.

The speed test finally writes where the tested host reads. Unbound: the global, as
before. Bound to a profile that overrides bitrate: that override. Bound to one that
inherits it: both are offered, because either is defensible and guessing would
silently pick one. Every button names its target, and the probe now runs at the
mode that host would actually stream — the measurement is the streaming path.

Shortcuts gains `ProfileEntity` over the App-Group catalog and a Profile parameter
on Connect, still round-tripping through the URL router rather than opening a second
connect path. Connect and Wake drop their iOS wall — AppIntents is real on macOS and
tvOS, and "Stream Desktop with Work" from Spotlight was the ask; only the phrases
provider stays iOS-gated, since it bundles the LiveActivityIntent. The deep-link
observer moved out with them: an intent that posts to nobody is a shortcut that
silently does nothing.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-29 12:06:41 +02:00
enricobuehlerandClaude Fable 5 3ba19f28a2 feat(apple): the gamepad UI comes to tvOS - focus-driven, with real session controls
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The console UI now runs on tvOS through the NATIVE focus engine: carousel
cards and settings rows are focusable Buttons (Siri Remote and pads both
navigate; imperative scrollTo replaces the drop-prone scrollPosition binding),
while iOS/macOS keep the 60 Hz poll untouched - on tvOS it carries only what
focus has no concept of: X/Y screen actions and left/right value adjust with
the poll's dominant-axis feel (onMoveCommand proved input-source-dependent:
keyboard intercepted, pad dpad not -> double steps). Text entry uses the
system fullscreen keyboard (TVTextEntry); pairing + library present as covers
under the launcher; the game library defaults ON; settings values slide a
quiet 14 pt in the step's direction.

Session controls: controller/remote input routes EXCLUSIVELY through
GameController during a stream (GCEventViewController, interaction disabled) -
a pad's B no longer doubles as a UIKit menu press that ended sessions
mid-game. Deliberate exits only: the cross-client escape chord (hold
L1+R1+Start+Select 1.5 s - pf-client-core's contract, now implemented on all
Apple platforms) and holding the remote's Back >= 1 s; the start-of-stream
banner (now also on tvOS) teaches both. The Siri Remote's touch surface
drives the host pointer - press = left click, Play/Pause = right click,
release-tail jumps gated so motion stays truly relative.

tvOS 26 regressions fixed at the root: the app-wide brand tint rendered every
unfocused control as a blank pill (tint dropped on tvOS) and the 17 pt root
font shrank the whole platform (29 pt there), plus 10-foot sizing across host
cards, the gamepad screens, and the stats HUD (whose misleading "Press Menu"
hint is gone). Acknowledgements scrolls by focus-sized chunks and Menu pops
instead of suspending; full-width focusSections make the home actions
reachable from any column. The presenter defaults to stage-3 glass pacing on
tvOS (a 60 Hz panel fed a 60 fps stream is the sticky-FIFO worst case behind
the 50 ms display stage) and is pickable from the gamepad settings; HDR
capability advertises from AVPlayer.eligibleForHDRPlayback instead of the
current mode's EDR headroom, so an SDR home screen no longer hides an HDR TV.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 16:59:01 +02:00
enricobuehlerandClaude Opus 4.8 01428ced58 feat(clients): reachability-probed presence + shareable Decky host management
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Add a bounded, trust-agnostic, mDNS-INDEPENDENT QUIC reachability probe and
surface it everywhere saved-host presence is shown, so a host reached over a
routed network (Tailscale/VPN/multicast-filtering LAN) no longer reads Offline
just because it isn't advertising — the display-side companion to the 0.8.4
dial-first connect fix.

Core:
- punktfunk-core: NativeClient::probe (bounded handshake; a real host answers even
  on trust mismatch, a wrong/closed/TCP-only port fails) + punktfunk_probe C ABI
  (ABI_VERSION 3->4, header regenerated).
- pf-client-core: trust::probe_reachable_many (parallel per-host sweep).

Presence pips now read `advertising OR probed-reachable`, refreshed by a ~10-12s
background sweep off the UI thread:
- Linux (relm4): ui_hosts probed map + HostsMsg::Probed sweep.
- Windows (windows-reactor): pf-probe worker -> HostsProps.probed.
- Apple (SwiftUI): HostStore.refreshReachability, driven by HomeView + GamepadHomeView .task.
- Android (Compose): nativeProbe JNI seam + periodic LaunchedEffect (LNP-gated),
  online dot added to the touch HostCard.
- Decky already probes via --list-hosts --probe.

Decky client: make the flatpak client's known-hosts store the single source of
truth via new headless CLI modes (--list-hosts / --add-host / --set-host /
--forget-host / --reset / --reachable). The plugin can now add a host by address,
edit/forget hosts, reset all state (keeping the client identity), and shows
probe-backed online pips — state is shared with the desktop client, not duplicated.

Also lands in-progress Android 17 LNP groundwork (targetSdk 37 +
ACCESS_LOCAL_NETWORK runtime flow, permission dialogs) that was already present in
the working tree.

Verified: cargo check + clippy clean (punktfunk-core, pf-client-core, linux,
android native); android assembleDebug BUILD SUCCESSFUL; decky typecheck + rollup
build clean; probe true/false-positive behaviour exercised against a live host.
Windows and Apple were not compiled locally (no MSVC/Xcode on this Linux box).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-09 00:14:56 +02:00
enricobuehlerandClaude Opus 4.8 60121f1ea9 feat(apple): wake-until-up overlay + host edit with MAC prefill
- HostWaker + WakeOverlay: after sending the Wake-on-LAN packet, wait until the host
  is really back (resend + mDNS poll, timeout, cancel/retry) before connecting.
  macOS-only in practice — WoL stays gated off on iOS/tvOS pending the multicast
  entitlement.
- Add/Edit host sheet gains a Wake-on-LAN MAC field, prefilled from the stored MAC
  or the live mDNS advert; parseMacs validates aa:bb:cc:dd:ee:ff.
- Gamepad chrome/home and glass-style polish.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 20:05:17 +02:00
enricobuehlerandClaude Opus 4.8 fb709d68ce feat(clients): Wake-on-LAN in apple/linux/windows/android/decky
Each client learns a host's MAC from the mDNS `mac` TXT while it's awake, persists it on the saved-host record, and — when reconnecting to an offline host — sends a magic packet before connecting, plus an explicit "Wake host" action. Apple wraps the C-ABI; linux/windows call the core fn directly (linux also gains a --wake CLI mode); android via a new nativeWakeOnLan JNI export (the mDNS browse record gains a 7th mac field); decky shells out to the linux client's --wake before launching the stream.

iOS/tvOS need the managed com.apple.developer.networking.multicast entitlement (pending Apple approval), so the wake path + UI are gated off via PunktfunkConnection.wakeOnLANAvailable and the entitlement is commented out — keeping iOS/tvOS releasable. MAC-learning stays active on every platform so it lights up the moment it's ungated. macOS works today.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-04 13:39:44 +02:00
enricobuehlerandClaude Fable 5 34fe896ade feat(apple): gamepad UI v2 — controller settings + add host, aurora, macOS
Sources reorganized (client: Home/Session/Settings/Stores/Support/Trust; kit:
Audio/Connection/Gamepad/Input/Support/Video/Views) with the big files split
along the same seams.

The gamepad mode is couch-complete, and now on macOS too (the living-room
Mac case), not just iOS/iPadOS:

- GamepadSettingsView: a console-style, fully controller-navigable settings
  screen (X from the launcher) — up/down moves focus, left/right steps values
  (clamped, boundary thud), A cycles/toggles, B closes; the focused row shows a
  one-line description. Backed by GamepadMenuList, the vertical sibling of
  GamepadCarousel, and SettingsOptions — the option lists hoisted out of
  SettingsView statics and shared by the touch, tvOS and gamepad settings.
- GamepadAddHostView + GamepadKeyboard: register a host end to end with a pad
  — field rows open an on-screen controller keyboard (dpad grid, A types,
  X backspaces, B done); the launcher carousel ends in an Add Host tile, so
  the dead-end "add one with touch first" empty state is gone.
- Launcher polish: contextual hint bar with the pad's real button glyphs,
  controller name + battery chip, one shared console chrome.
- GamepadScreenBackground: an animated aurora (TimelineView-driven drifting
  blobs in the brand's violet family, breathing radii, slow hue shift,
  legibility scrim; freezes under Reduce Motion). Pure SwiftUI on purpose — a
  .metal library only bundles reliably in one of the two build systems (SPM vs
  the xcodeproj's synced folders) these sources compile under.
- macOS port: settings/add-host/library present as sized sheets (a macOS sheet
  takes its content's IDEAL size, and the GeometryReader-driven screens
  collapsed to nothing), NSScreen-based mode lists, scroll indicators .never
  (the "always show scroll bars" setting overrides .hidden), tray scrims so
  scrolled rows dim under the pinned title/hints, extra title clearance, and a
  PUNKTFUNK_FORCE_GAMEPAD_UI=1 dev hook — launcher/settings/add-host/keyboard/
  library render-verified live on a real Mac + LAN hosts.
- GamepadMenuInput: X button support, and (re)start now snapshots held buttons
  so a controller handoff press never fires twice (the B that closed the
  keyboard no longer also cancels the screen underneath).
- Cleanups: one "Connection failed" alert in ContentView instead of one per
  home screen; HostDiscovery.advertises/unsaved shared by both home screens.
- host: can_encode_444 stub for the non-Linux/Windows host build (the macOS
  synthetic-source loopback used by the Swift tests).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 11:24:44 +02:00