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8 Commits

Author SHA1 Message Date
enricobuehler 180ac3aa61 feat(console): full gamepad shell — hosts, PIN pairing, settings, OSK, screen transitions
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The Skia console UI grows from the single library coverflow into a complete
couch shell (Apple gamepad-UI parity), so a Deck/gamescope session is
self-sufficient end to end:

- Home: host carousel (saved + discovered + Add Host tile) with presence
  pips, paired locks, wake & connect; A/Y/X/B per the Apple launcher.
- In-console SPAKE2 PIN pairing (previously needed the Decky plugin or a
  desktop), add-host with a controller keyboard, couch settings over the
  shared Settings store, wake-on-LAN overlay with retry, cancelable dials.
- Shell chrome: screen stack with push/pop entrance/exit choreography
  (slide + fade + recede; aurora↔form backdrop crossfade), per-pad button
  glyphs (PS shapes vs ABXY, keycaps with no pad), menu haptics, toasts,
  embedded Geist typography, in-stream start banner.
- Steam Deck: our OSK never draws — fields start SDL text input (the new
  Overlay::text_input_active hook) and Steam's keyboard types; a hint chip
  points at STEAM + X. Other Linux gets the full gamepad keyboard tray.
- punktfunk-session: bare --browse opens Home; --browse host opens that
  host's library with Home behind it (Decky launches keep working, B now
  pops instead of quitting). Service threads run discovery, 10 s probes,
  pairing, wake loops, fetches, and known-hosts persistence.
- Presenter contract: Launch actions carry the host, CancelConnect never
  engages a won race, pad kind/list ride FrameCtx, menu events flow while
  dialing so B can cancel.

Every screen renders to PNG on CPU raster for review
(PF_CONSOLE_DUMP=<dir> cargo test -p pf-console-ui -- --ignored dump).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 08:46:49 +02:00
enricobuehler 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
enricobuehler 062a54e3a5 style: cargo fmt --all (rustfmt 1.96.0 drift across the re-arch branch)
`cargo fmt --all --check` (ci.yml) was red on main: the client re-architecture
commits and origin's windows-shortcut commit landed with rustfmt violations
(e.g. a 104-char .with_context line in hyprland.rs, an unsorted mod block in
vdisplay.rs, the input.rs `{`-placement CI flagged). Reformat the tree so the
fmt gate passes; no functional changes.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:33:40 +02:00
enricobuehler cbcd7a5c40 refactor(client): relm4 desktop shell; delete legacy presenter + coverflow (phase 5)
The GTK client becomes a relm4 component tree: AppModel owns the window,
trust gate (rules 1-3), and the spawned session child's lifecycle as
typed messages; the hosts page is a child component with a
FactoryVecDeque of host cards — the HostsCallbacks Rc<dyn Fn> bag, the
busy Cell, and the Rc<RefCell<HostsUi>> cross-page pokes are gone.
Trust/settings/library dialogs stay plain GTK, invoked from update with
a ComponentSender.

Deleted with the in-process presenter: ui_stream.rs, video_gl.rs,
ui_gamepad_library.rs, launch.rs, the khronos-egl dep, and the
PUNKTFUNK_LEGACY_PRESENTER hatch. Every stream (and the console library)
now runs in punktfunk-session; the shell spawns it for card connects and
exec's it for --connect/--browse so the Decky wrapper keeps working. The
request-access flow gains --connect-timeout + a CancelHandle that kills
the child. Screenshot scenes re-pointed onto the components (verified:
hosts + library self-capture; the dialog scenes present correctly and
capture under a GL renderer); the gamepad-library scene is gone with the
page.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:14:08 +02:00
enricobuehler 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
enricobuehler 7eea9836b8 fix(clients): GTK + Decky polish batch from live Deck/Windows testing
GTK Linux client:
- hosts/library: clicking a card was dead — the handler was on
  FlowBoxChild::activate (never emitted on click); bridge child-activated
  → child.activate() on the FlowBox (ui_hosts, ui_library).
- stream: the Ctrl+Alt+Shift+D/Q/S chords (and all key forwarding) were
  dropped because the key controller sat on the overlay, which loses focus
  to the header back button after nav.push+fullscreen — move it to the
  window and remove it on teardown.
- video: a mid-session VAAPI decode error rebuilt a software decoder but
  never requested a keyframe, so under the infinite GOP the picture stayed
  gray/frozen forever. Request an IDR on any VAAPI error, keep the hardware
  decoder, and demote to software only after repeated failures.
- stream: fix a per-session Capture↔overlay reference cycle that leaked the
  overlay subtree + the Arc<NativeClient> on every session end — hold the
  overlay weakly.
- stream: accumulate the fractional wheel remainder so precision-scroll
  (Deck trackpad / hi-res wheels) sub-unit deltas aren't dropped.
- gamepad library: keep the launcher smooth on the Deck — freeze the aurora
  and trim the visible card range (fewer 3D offscreen passes) on low-power.
- gamepad: log full pad identity (vid:pid:name:type:virtual) on attach to
  diagnose an empty controller list on the Deck.
- cli: --connect host:<badport> silently did nothing; default to 9777 + warn.
- css: add the missing .pf-neutral pill rule; fix the clipped most-recent
  accent (inset outline instead of a corner-clipped box-shadow bar).

Decky plugin:
- surface the on-screen library browser: label the host-row Games button.
- fix silent pin data-loss — the detached Games modal captured a frozen
  pins array, so pinning a second game clobbered the first; mirror pins in
  a ref and track the modal's pinned ids locally for a live label.
- route pair-required hosts through the pairing modal from the fullscreen
  Stream button (parity with the QAM panel).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-04 07:37:04 +00:00
enricobuehler 03a488f75d feat(linux-client): gamepad library launcher — console-style coverflow (--browse)
A controller-driven, chrome-less library launcher for the Steam Deck flow
(the Decky plugin's "Open library on screen" + pinned games, 3122506):
`--browse host[:port]` opens a paired host's game library as a coverflow
over a drifting aurora — A streams the focused title (the id rides the
Hello), session end returns to the launcher, B quits back to Gaming Mode.
`--connect` gains `--launch <id>` for direct-to-game starts; `--mgmt`
overrides the library port. Scope is deliberately library-only: host
selection/settings stay in the touch UI, pairing stays in the plugin (no
dialog can map under gamescope — every state renders in-page).

- gamepad.rs menu mode: the worker holds the active pad open while idle
  (WITHOUT the Valve HIDAPI drivers — Deck lizard mode survives) and
  translates it through a pure MenuNav state machine: edge-triggered
  buttons, held-state snapshot on entry/detach (the escape chord that ends
  a stream can't ghost-fire in the menu), 380/160 ms stick/dpad repeat,
  menu rumble ticks. Keyboard fallback (arrows/Enter/Esc) drives the same
  handler — fully usable with no pad, no host (PUNKTFUNK_FAKE_LIBRARY).
- Coverflow: ±38° corridor-facing tilt under per-card perspective
  (gsk rotate_3d), dense overlapping side shelves with paint-order
  restacking (gtk::Fixed draws in child order), opaque card faces + a
  darkening veil for the recede (translucency would bleed the stack
  through). The strip lives in an External-policy ScrolledWindow because
  a bare gtk::Fixed measures its TRANSFORMED children and inflates the
  page min-width past the window.
- Spring-driven motion: semi-implicit Euler in ≤8 ms substeps (a raw
  50 ms frame leaves the stiff recoil spring ringing at ω·dt ≈ 1.2 —
  regression-tested), ζ≈0.85 cursor chase + ζ≈0.55 boundary wobble;
  velocity carries across retargets so held-repeat scrolling glides.
- Shot scene `gamepad-library` (GTK animations force-disabled in shot mode
  — nav transitions froze mid-slide in headless captures); shared poster
  fetch extracted to library::spawn_art_fetch.

Verified here: 21 unit tests (MenuNav, cursor stepping, spring
convergence/stability), clippy -D warnings clean, screenshot scene
pixel-checked, --browse smoke runs (fake-library + unpaired) on the
headless session. On-Deck validation pending (virtual-pad input, lizard
mode, rumble via Steam Input, full Decky→browse→stream→launcher loop).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 21:41:43 +00:00
enricobuehler 50e25205a0 feat(linux): game library browser; split app.rs into cli/launch/ui_trust
- library.rs + ui_library.rs: the host's unified game library over the
  management API (the Apple LibraryClient/LibraryView ported) — mTLS with the
  paired identity, host verified by its pinned cert fingerprint (ureq + rustls,
  unified with the workspace rustls 0.23); posters load async with monogram
  placeholders, and picking a title starts a session that asks the host to
  launch it (the library id rides the Hello).
- app.rs (~800 lines lighter) splits into cli.rs (argv/headless
  pairing/--connect/screenshot scenes), launch.rs (mode resolve + session
  worker + event stream into the UI) and ui_trust.rs (TOFU / SPAKE2 PIN /
  delegated-approval dialogs); ui_hosts/ui_stream reworked around the split.

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