2a08ae00c9912b978c906aabeb0eea1beba15da6
231 Commits
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2a08ae00c9 |
build(android): debug APKs ship release-profile rust
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Cargo's debug profile is not "slower" for this library — it is unusable, and it invalidated every on-device performance test to date: RustCrypto's AES-GCM compiles to generic-array iterator closures with per-byte precondition checks instead of ARMv8 hardware AES. Profiled live on a phone (simpleperf, 62k samples): ~800 µs of user CPU per 1.4 KB packet — the receive pump pinned above a full core yet only draining ~1,400 pkt/s of a 1,775 pkt/s (20 Mbps) stream, 2.3 MB standing in the kernel socket buffer, the latency-bound flush firing every 2 s forever. With release rust in the same debug APK: pump at ~12 % of a core, socket queue zero, no flushes, 2800x1260@120 streaming clean. preDebugBuild now depends on cargoNdkRelease; `-PrustDebug` opts back into a debug-profile native build for sessions that actually step through Rust. Kotlin debuggability is unchanged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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dcef3c8600 |
fix(android): declare WAKE_LOCK — the stream's Wi-Fi locks never actually engaged
WifiLock.acquire() enforces the WAKE_LOCK permission, which the manifest never declared — every acquisition since the first Wi-Fi lock shipped threw SecurityException, silently swallowed by a bare runCatching. The phone's own accounting proved it (dumpsys wifi: high_perf/low_latency active_time_ms = 0 across weeks of streams): every on-device session ran with Wi-Fi power save fully active, whatever the code intended. Verified live after the fix: both locks registered in WifiLockManager, mPowerSaveDisableRequests=2, ping RTT to the streaming phone 3.8 ms avg. A failed acquire now logs loudly — this class of failure must never be invisible again. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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8f06a4334e |
fix(android): hold BOTH Wi-Fi locks while streaming — HIGH_PERF alone is a no-op
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The baseline stream held only WIFI_MODE_FULL_HIGH_PERF, which is deprecated AND non-functional on recent Android — so with the low-latency toggle off (the default) Wi-Fi power save stayed fully active: downlink delivery clumped at beacon intervals (a few hundred ms of latency mush, sawtoothing bitrate) and the AP's power-save buffer periodically overflowed, killing whole frames every few seconds (the host log's alternating loss_ppm=0/50000). Now every stream holds FULL_LOW_LATENCY (API 29+, the only effective power-save disable; foreground + screen-on, which a stream always is) AND FULL_HIGH_PERF (covers older releases) — the same pair Moonlight holds. The experimental toggle no longer selects the lock mode. Also: declare tracing's "log" feature explicitly in the native crate (core transport warnings → logcat must not hinge on quinn's default features), and align the low-latency toggle's copy with its actual scope. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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f992298da8 |
feat(android): console UI — per-controller glyphs, dialog scrolling, animated forms
- Hint-bar glyphs now wear the driving controller's family (kit Gamepad.styleFor by USB vendor id → MainActivity.lastPadStyle, kept live by real input like lastPadIsGamepad): PlayStation pads get Canvas-drawn cross/circle/square/triangle shapes in the classic colours, Nintendo pads monochrome lettering, Xbox/Valve/unknown the coloured letter discs. Hint chars stay semantic (KEYCODE_BUTTON names); only the rendering changes. - The Options legend renders the pad's real Select-family button (SelectButtonGlyph): Xbox View windows, PlayStation Create capsule, Nintendo minus — instead of a bare capsule outline. - GamepadDialog: body + action stack scroll together (title pinned) with BringIntoViewRequester keeping the focused button visible — a 5-action host options dialog compressed/clipped its last button in short landscape windows because the pinned stack could not scroll. - Console form polish: shared animateConsoleFocus (bg/border cross-fade + spring scale) across settings rows / add-host fields / action rows; ConsoleSwitch (spring knob, tinting track) replaces On/Off text on toggle rows; choice values slide in the direction they were stepped (AnimatedContent + SizeTransform) with chevrons that fade in place; the focused row's detail unfolds via AnimatedVisibility; dialog buttons and keyboard keycaps cross-fade (keycaps at 90 ms for hold-to-repeat). - Console settings gain the "Low-latency mode" (Video) and "Auto-wake on connect" (Interface) rows, round-tripping with the touch settings. - Screenshot scene: StatsOverlay call updated to the 18-double layout + the new decoderLabel parameter (fixes the android-screenshots CI compile). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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b8df6c28b8 |
style(linux): rustfmt drift from the last two commits
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Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> |
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ea2726af0a |
feat(client-linux): log the release/disconnect keyboard chords
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The Ctrl+Alt+Shift+Q/D handlers had no tracing, so a report of "the disconnect shortcut doesn't work" was unverifiable from logs alone — live tracing (added temporarily, then trimmed to these two lines) showed the chord, `disconnect_quit()`, and the session teardown all firing correctly and instantly every time; the confusion traced back to the (now-fixed) FlowBox click crash having kept everyone from ever reaching a live session to test the shortcut with in the first place. Keep the two low-noise, deliberate-action log lines for the next time this comes up; drop the per-keystroke debug trace used to diagnose it, which would otherwise fire on every key during a stream. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> |
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d190d9f543 |
fix(client-linux): break the FlowBox activation signal cycle — stack overflow on every host-card click
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`child-activated` (fired by a pointer click) was bridged to `child.activate()` so each card's own connect handler (wired on the child's `activate` signal) would run. But `child.activate()` runs `GtkFlowBoxChild`'s default handler, which re-emits `child-activated` on the FlowBox — bouncing straight back into the same closure. Unguarded, that ping-pong recursed forever, overflowing the stack on every single host-card click or Enter-key activation (confirmed live via coredump/gdb: 43k+ stack frames of gobject signal emission, and the `fatal runtime error: stack overflow, aborting` in the crash log). A re-entrancy flag breaks the cycle after the one real activation. Added a regression test that wires the identical FlowBox/FlowBoxChild signal cycle against a real display and asserts it returns instead of recursing — it reproduces the exact stack overflow against the old code. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> |
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71e1865519 |
fix(android): gate the latency overhaul behind an experimental toggle, default off
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The
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0ea9c46d9f |
Merge remote-tracking branch 'origin/main'
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0429e93167 |
fix(android): auto-wake opt-out + console glyphs default by form factor
An mDNS discovery miss was forcing connects through the Wake-on-LAN wait
even for a host that's already up; add a Settings toggle ("Auto-wake on
connect") that skips the mDNS-liveness gate and dials straight through
when off.
Also default the console UI's button glyphs by form factor instead of
always starting in TV-remote style: a phone/tablet only ever enters the
console UI via a real controller, so it should show gamepad glyphs from
the first frame, not a remote's select/back glyphs. TV keeps the remote
default.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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27d25b5f6d |
fix(client-linux): share one GamepadService across app activations
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`build_ui` (the GTK `activate` handler) started a fresh SDL3 gamepad worker thread on every reactivation of the already-running singleton (another --connect, the launcher clicked twice, ...). sdl3 only lets the first thread ever to call sdl3::init() hold "main thread" status, so every later activation's worker thread failed permanently with "Cannot initialize `Sdl` from a thread other than the main thread", silently disabling controller support for the rest of the process. Start the GamepadService once in run() and clone it into build_ui instead of starting a new one per activation. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> |
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f94978f820 |
feat(android): add higher bitrate options up to 500 Mbps
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Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> |
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b6f59f5000 |
fix(apple): resolve macOS modifiers by keyCode — Control was silently dropped
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Modifier keys arrive only as flagsChanged, and the direction was recovered by diffing the device-dependent L/R bits (NX_DEVICE*KEYMASK) alone. Those bits are undocumented and some keyboards omit them (only the class bit, e.g. NX_CONTROLMASK, is set), so the diff saw no transition and the key never reached the host — no Ctrl shortcuts. SDL/Moonlight key off the event's keyCode for exactly this reason; do the same: keyCode names the changed key, the class bit says up, the device bits (when present) pick the side, and a tracked-held-state flip covers keyboards without them. PUNKTFUNK_INPUT_DEBUG=1 now also logs every flagsChanged (keyCode + raw flags) so a field report is diagnosable from client logs. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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efb49c5afd |
feat(windows-client): WOL wait-until-up + IP re-key (Apple/Android parity)
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Like the Linux client, the Windows client had WOL send + MAC storage + a Wake action + fire-and-forget auto-wake, but no poll-until-up + IP re-key. Add the polished flow (mirrors Apple HostWaker + the request_access screen pattern): - connect::wake_and_connect — send the magic packet, show a cancelable Screen::Waking busy page, poll discovery::browse() until the host reappears (re-sending every 6 s, 90 s budget), then dial; re-key the saved host (KnownHosts::upsert) if it woke on a new IP. - Screen::Waking + waking_page, routed in app/mod.rs (mirrors RequestAccess). - the saved-host tile routes an offline-with-MAC tap to wake_and_connect; MENU_WAKE stays a pure send-only button. Reviewed against the request_access reference — DiscoveredHost/KnownHost/Target types, the widgets, .call()/.lock(), and the initiate signature all match; compile-verified by Windows CI (no local Windows toolchain). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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a5254c8798 |
feat(linux-client): WOL wait-until-up + IP re-key (Apple/Android parity)
The Linux client already had WOL send + MAC storage + a Wake action + auto-wake- on-connect, but the auto-wake just fired a packet and did one dial to the stored address — so a host that woke on a new DHCP lease failed, and there was no "waiting" feedback. Add the polished flow (mirrors Apple/Android HostWaker): - ui_trust::wake_and_connect — send the magic packet, poll mDNS until the host reappears (re-sending every 6 s, 90 s budget) behind a cancelable "Waking…" dialog, then connect; if it woke on a new IP, re-key the saved host first. - trust::rekey_addr — no-churn addr/port update keyed by fingerprint. - the hosts page routes an offline saved-host-with-MAC tap to on_wake_connect (the new flow) instead of fire-and-forget wake + immediate dial. Builds + clippy + fmt clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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6081502949 |
feat(clients): signal explicit exit (QUIT_CLOSE_CODE) on deliberate disconnect
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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 (
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8df6d07cc6 |
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> |
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1271fd5ea2 |
feat(host): game-mode integration + dedicated game sessions
Implements design/gamemode-and-dedicated-sessions.md (Parts A1-A5 + B0-B2):
reconciles the merged display-management registry with session-mobile
Bazzite/SteamOS hosts and adds a per-launch dedicated gamescope mode.
- A1 DisplayOwnership {Owned,External,SessionManaged} + poolable_now(): the
registry pools only what it owns, so gamescope managed/attach outputs are no
longer double-owned by the registry AND the gamescope restore worker (fixes
the game-mode-reconnect stale-node wedge).
- A2 validated reuse: (backend,mode,launch,epoch) reuse key + kept_display_alive
liveness probe + reused_gen/mark_failed on a reused-display first-frame failure.
- A3 policy-driven managed restore (keep_alive replaces the hardcoded 5s debounce;
forever = held = gaming-rig truthful) + crash-restore persist + SIGKILL teardown
(kill_unit, applied to our transient unit AND the autologin stop -- validated
live on .181 to avoid the F44 GPU-context leak).
- A4 session epoch: observe_session_instance bumps the epoch + invalidate_backend
on a desktop-compositor instance change; gamescope spawns are exempt.
- A5 per-spawn log + PID-scoped gamescope node discovery.
- B0 game_session {auto,dedicated} policy (top-level, preset-orthogonal) +
pick_gamescope_mode dedicated_launch + steam -silent command shaping.
- B1 free the autologin Steam before a dedicated Steam spawn (single-instance).
- B2 game-exit -> APP_EXITED_CLOSE_CODE (0x52) clean session end.
Adversarially reviewed (11 findings fixed). Validated on glass (.181 Bazzite F44,
RTX 4090): dedicated spawn streams a real game smoothly; keep-alive reuse; the
SIGKILL fix avoids the F44 vkCreateDevice leak. Workspace green
(build / test --workspace / clippy -D warnings / fmt), OpenAPI + C header
regenerated, web console tsc + vite build green. clients/probe: bump the
no-video timeout 8s->45s for gamescope cold starts.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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42b45113a9 |
fix(android): pass dropped streams through to the ui
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27c53a4b53 |
perf(android): low-latency decode overhaul — vendor keys, async loop, system tuning
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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> |
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95b3496bb5 |
merge: display-management (Stages 0-5 §6A + keep-alive hardening + gaming-rig)
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Merges display-mgmt-stage0 — the user-configurable virtual-display policy layer above the
per-compositor backends. On-glass validated (KWin .116 + Mutter .21; Windows compile-verified .173):
- Policy surface (keep_alive · topology · conflict · identity · layout · max) →
display-settings.json, console-editable via /api/v1/display/{settings,state,release,layout} + a
dedicated "Virtual displays" console section. All five axes enforced, not just stored.
- Lifecycle: pure state machine + Linux keep-alive pool (registry + DisplayLease ownership split),
incl. keep_alive=forever/Pinned (freed via /display/release); topology extend/primary/exclusive
(group-aware); per-client identity (KWin per-slot names → KDE scaling round-trips); mode_conflict
admission (Windows default reject, single-capturer IDD); §6A multi-monitor (display groups +
layout engine + console arrangement table — several clients as monitors of one desktop).
- Keep-alive reconnect hardened: same-client zombie preempt (never a 2nd display), deliberate-quit
skip-linger (QUIT_CLOSE_CODE), tunable idle timeout (PUNKTFUNK_IDLE_TIMEOUT_MS).
Conflicts (packaging/{arch,debian}/README.md firewall docs): kept main's ufw/nft port commands +
the branch's --data-port documentation. build + clippy -D warnings + cargo test --workspace
(18 suites, 0 failed) green on the merged tree.
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88348153f3 |
feat(apple): wake-until-up overlay + host edit with MAC prefill
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- 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> |
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4a87cef98c |
feat(android): console UI, wake-on-LAN wait-until-up, host edit + TV/tablet polish
Bring the Android client to parity with Apple's gamepad experience and finish Wake-on-LAN. - Console/gamepad home: host carousel, aurora chrome, mTLS game-library coverflow, and an input-aware legend that switches between gamepad face buttons and a TV-remote select-ring + arrows based on the last-used input. - Wake-on-LAN: the fire-and-forget send is upgraded to wait-until-up (WakeController/WakeOverlay: resend + mDNS poll, 90s timeout, cancel/retry, fingerprint-matched so a host that cold-boots onto a new DHCP IP still connects), plus host edit (touch dialog + console form) with an auto-filled MAC. - Android TV: brand banner (android:banner), density-aware console scaling, D-pad/ remote nav (Up = Settings, Down or the pad Select button = host Options), emergency stream-exit chord, and 120Hz console refresh. - Touch UI: settings split into subpages with a tablet NavigationRail, axis-aware tab animation (horizontal on phones, vertical on the tablet rail), animated settings navigation, and a licenses screen with a back button + the real workspace version (read from Cargo.toml). - Vector Lock/controller icons (no emoji); bundled Geist font. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b71dc94bb2 |
test(probe): --seconds stream cap + flush the QUIC close before exit
Two probe test-infra fixes needed to validate the keep-alive hardening (
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b53710da1a |
feat(vdisplay): harden keep-alive reconnect — same-client preempt, quit-skips-linger, configurable idle
On-glass testing (Test 2, KWin .116) surfaced that a reconnect within the QUIC idle-timeout window (~8s) lands on a fresh SECOND display instead of reusing the kept one: the old session was still Active (not yet Lingering), so the registry's keep-alive reuse (which only matches Lingering) skipped it and the old session kept streaming to nobody. Three fixes: #3 Same-client reconnect preempt (the real fix): admission::preempt_same_identity() lists a reconnecting client's OWN still-live session(s) (same cert fingerprint); serve_session signals their stop + waits the release grace BEFORE acquiring, so the zombie tears down → its display lingers → the reconnect REUSES it instead of making a second. Implements the "preempts downstream" the admission docs already promised. Independent of the mode_conflict policy; the pure core (same_identity_stops) is unit-tested. #2 Deliberate quit skips linger: a client that deliberately disconnects closes the QUIC connection with QUIT_CLOSE_CODE (0x51, shared in core::quic); the host reads the ApplicationClosed reason and tears the display down immediately (registry release() gained force_immediate → Linger::Immediate; multi-session-safe via the pure lifecycle machine), while a bare disconnect still lingers for reconnect. Threaded via a session quit flag → the DisplayLease. NativeClient::disconnect_quit() + punktfunk-probe --quit drive it; GameStream (Quit App / h_cancel) is a documented follow-up. #1 Configurable disconnect-detection latency: the QUIC control-connection idle timeout (stream_transport, 8s default) is host-tunable via --idle-timeout-ms / PUNKTFUNK_IDLE_TIMEOUT_MS, clamped >=1s with a keep-alive that scales to it so a live session never false-closes. Default unchanged (8s stays load-bearing for the Windows IDD-push reconnect flow). Workspace check + 63 core / 215 host / 47 vdisplay tests green; clippy clean. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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f0d015fc45 |
fix(apple/macos): drop the rejected audioanalyticsd sandbox exception
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App Review declined 0.4.2 (3384) under guideline 2.4.5(i): the temporary com.apple.security.temporary-exception.mach-lookup.global-name = com.apple.audioanalyticsd exception "is not appropriate and will not be granted." It had been added on the theory that CoreHaptics controller rumble (RumbleRenderer / MenuHaptics) hard-crashes under the App Sandbox without it, since the framework reaches the audio-analytics daemon over Mach and the sandbox denies that global-name lookup. Tested the theory directly on macOS with a real Xbox pad: a CHHapticEngine start + full-intensity rumble in a genuinely enforced sandbox (NSHomeDirectory redirected into the app container) with no exception on the codesigned binary runs fine — no crash — even with a live AVAudioEngine stream running concurrently. CoreHaptics tolerates the denied lookup; the exception was never load-bearing. So just remove it: CoreHaptics session rumble and menu haptics keep working on macOS unchanged (no source change needed). DualSense stays on its raw-HID path — a genuine Sony-motor gap — which needs no exception either. Resubmit requires a new build number and clearing the App Store Connect App Sandbox entitlement-usage justification for this exception. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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8f90563ffd |
docs: dedicated Arch Linux host+client guide
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Every other distro has a full Host Setup page; Arch only had table rows. Add docs/arch.md (signed pacman binary repo: key import + repo + install, GPU prereqs, service/linger, web console, client, PKGBUILD appendix), slot it into the nav after fedora-kde, and point the install/client tables at it. Update the client-install rows from 'from the PKGBUILD' to the binary repo now that it exists. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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5b5ec15ead |
fix(client-linux): GL presenter — eglCreateImageKHR takes EGLint attribs, not EGLAttrib
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The KHR variant reads 32-bit attrib pairs; the pointer-sized array fed it garbage and every plane import came back rejected (observed on-Deck; the new fallback ladder caught it and demoted to software exactly as designed). Also print the real EGL error enum instead of its discriminant. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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7930d2f0f4 |
fix(core): split WIRE_VERSION from ABI_VERSION — new clients locked out of every deployed host
ABI_VERSION was doing double duty: the embeddable C surface AND the punktfunk/1
Hello/Welcome version that hosts equality-check. The WoL feature's v3 bump added
a client-local FFI function without changing a single wire byte — and every new
client started refusing against every deployed host ("ABI mismatch: client 3
host 2", observed live Deck → Bazzite). The wire now carries its own
WIRE_VERSION (still 2); ABI_VERSION stays 3 for the C header and the mgmt API's
informational field. Bump WIRE_VERSION only when the handshake/planes actually
change incompatibly.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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6c4ba77606 |
fix(wol): clippy + cfg-gate the Windows client module — main compiles again
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The Wake-on-LAN batch landed with lints that fail `clippy -D warnings` (doc continuation, char-array split, io::Error::other, redundant closure) and an ungated `mod wol;` in the Windows client, which pulls windows-only crates into the non-Windows stub build. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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eeee2782f5 |
Merge remote-tracking branch 'origin/main'
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b488bd1d99 |
feat(client-linux): in-process GL presenter — hardware decode ships on the Steam Deck
VAAPI decode stays; what changes is who touches the YUV. The direct path hands the NV12 dmabuf (tiled AMD modifier since Mesa 25.1) to GdkDmabufTexture, and GTK's tiled-NV12 import renders corrupt/gray/washed-out on the Deck. Moonlight and mpv are clean on the same box because they import the dmabuf into their own EGL context and convert with their own shader — video_gl.rs is that architecture for the GTK client: per-plane EGLImages (R8 + GR88, modifier passed through) → our YUV→RGB shader (matrix/range from the stream's CICP signaling, unit-tested) → RGBA texture in a GdkGLContext-shared context → fence-synced GdkGLTexture. GTK composites plain RGBA; no YUV negotiation, no compositor CSC. The Deck's decoder default flips back to hardware (the software stopgap is gone); desktops keep the direct dmabuf path (offload/scan-out eligible). PUNKTFUNK_PRESENT=direct|gl overrides either way. New failure ladder: GL converter init failure or a convert-error streak raises a shared flag and the session pump demotes the decoder to software with a keyframe re-request — the same mechanism also closes the old silent-black-screen gap where a rejected dmabuf import had no recovery at all. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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7e6561aaa2 |
style: rustfmt the Wake-on-LAN modules
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Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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e9c5030190 |
feat(clients): Wake-on-LAN in apple/linux/windows/android/decky
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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> |
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097cc6faf4 |
fix(apple/gamepad): deliver PS/Home + Share buttons on macOS
macOS reserves the controller Home/PS and Share/Create buttons for its own system gestures and never delivers them to the app unless it declares the Game Controllers capability. Add GCSupportsControllerUserInteraction=YES to the macOS target only (iOS/tvOS rely on the focus engine, so it must not be in the shared plist), alongside the existing preferredSystemGestureState=.disabled. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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853e7fe92f |
fix(client-linux): Deck trackpad clicks — bind to the correct pad, stop riding the button plane
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SDL's Steam Deck mapping delivers the pad clicks as gamepad BUTTONS with no surface identity: the generic `touchpad` button is the LEFT pad's click and `misc2` the RIGHT's (SDL_gamepad_db.h `touchpad:b17,misc2:b16`). The client forwarded `touchpad` as wire BTN_TOUCHPAD — which the host maps to the RIGHT pad click (DualSense convention) — and dropped `misc2` entirely: a left-pad click registered on the right pad, a right-pad click nowhere, and the mis-routed state could stick. Clicks from a multi-touchpad pad now ride the rich plane as TouchpadEx with their surface, reusing the surface's live contact point (click buttons carry no position). forward_touch carries the held click through motion frames so a touch update can't clear a click mid-press, and the flush lifts held clicks on detach/pad-switch. A DualSense's single touchpad button stays on the button plane unchanged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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df496776b0 |
fix(client-linux): Deck raw-pad capture — clear Steam's SDL device filter, honest degradation warning
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The Deck's built-in controller can never leave Steam Input ("Steam Controller"
is always-required in the shortcut's matrix; Disable Steam Input only affects
other controller brands), so the raw 28DE:1205 device is the only path to the
trackpads/paddles/gyro. Steam hides it from SDL by launching shortcuts with
SDL_GAMECONTROLLER_IGNORE_DEVICES naming every physical pad it virtualized —
clear it (and _EXCEPT) at startup while single-threaded, logging what Steam set
as field evidence. The post-attach warning now states the real condition (raw
pad never enumerated; sticks + buttons still work) instead of advising a
Steam Input toggle that doesn't exist for the built-in controller.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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5310176ab5 |
fix(client-linux,host): Deck video defaults to software decode + input-interception diagnostics
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Video (Deck): the VAAPI zero-copy path renders corrupt/gray/washed-out on the Deck — root-caused to Mesa >= 25.1 exporting radeonsi VCN decode surfaces TILED (the Flatpak runtime's Mesa 26 drives both the decoder and GTK's GL, and GTK's tiled-NV12 dmabuf import mishandles it; desktop Tier-1 validations ran distro Mesa with linear export). `auto` now resolves to software on a Deck (clean, correct-colour, easily handles 1280x800 HEVC); PUNKTFUNK_DECODER=vaapi still forces the hw path, with the descriptor modifier dump + GSK_RENDERER as the bisect levers. Also reserve extra_hw_frames=4 on the VAAPI decoder: the presenter pins mapped surfaces past receive_frame, and the fixed pool recycling a surface the renderer still samples is intermittent block corruption anywhere. Input (Deck): with Steam Input ON for Punktfunk, SDL sees only Steam's virtual X360 pad — the right trackpad arrives as a plain right stick and the left trackpad/paddles/gyro not at all, silently. The client now checks once the post-attach enumeration settles and raises a toast + warn naming the fix (disable Steam Input for the shortcut). The host logs a one-shot warning when InputPlumber is running (Bazzite default) since it can grab the virtual Deck pad and re-emit it under a different identity. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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13dc7fc49f |
style(linux): rustfmt the keyframe-recovery throttle line
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Wrap the `last_kf_req.is_none_or(...)` guard to satisfy `cargo fmt --all --check` (CI Format step). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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57ae00a9c8 |
fix(clients): GTK + Decky polish batch from live Deck/Windows testing
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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> |
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42d1c74663 |
fix(apple-client/audio): capture the right channel of a multi-channel mic + diagnostics
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The mic uplink handed the host pure digital silence on a multi-channel interface: AVAudioConverter's N→stereo downmix takes channels 0/1, but a pro interface puts the mic on ONE higher discrete channel. Fold the input to a mono bus ourselves instead — pick the mic's channel (or sum all) and resample that to the encoder's 48 kHz stereo, so the silent 0/1 downmix never happens. - New "Microphone channel" setting (macOS): Auto (sum every channel — a lone hot mic passes at full level) or pin 1-based channel N. Picker appears only for multi-channel devices, driven by the device's input channel count. - Diagnostics that make this class of failure self-naming next session: log the actual live capture device + format + fold mode, warn on a silent UID fallback, and a one-shot silence tripwire on the EXTRACTED signal (WARN on 10 s of zeros, else peak dBFS). - foldToMono extracted as a pure, unit-tested helper (pin / sum-clamp x interleaved / deinterleaved / mono / out-of-range). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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136f6e8f0e |
feat(probe): --mic-burst — real-client mic pacing for jitter-buffer regression tests
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The steady 5 ms mic-test cadence never trips host-side buffering bugs: the WASAPI crackle (fixed in the previous commit) only reproduced under a real client's bursty input tap. --mic-burst paces the tone the same way (two 20 ms Opus packets every 40 ms), so recording the host mic and counting silence gaps regression-tests the jitter buffer headlessly. Validated against the fixed Windows host on the lab box: 15 s of bursty tone, zero mid-stream gaps >=3 ms (gaps confined to the first 40 ms priming window). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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38078fe7ee |
feat(linux-client): gamepad library launcher — console-style coverflow (--browse)
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A controller-driven, chrome-less library launcher for the Steam Deck flow
(the Decky plugin's "Open library on screen" + pinned games,
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69609945a3 |
feat(clients): host/network split in every stats HUD (stats phase 2, client side)
Consumes the 0xCF host-timing plane (
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8470419433 |
feat(decky): pinned-games library + self-update robustness; fix gamepad tab-nav
Decky client batch: - Pinned games / library picker: per-host game grid (GamePickerModal), pin/unpin, one-tap streams surfaced on the Hosts tab and QAM (usePins/streamPin/resolvePinHost, new src/library.tsx). - Self-update + client-update plumbing (main.py check_update, hooks.ts applyUpdate) with a CA-bundle-resolving SSL context and per-channel manifest polling; steam.ts / punktfunkrun.sh launch tweaks. - scripts/test-backend.py harness for the backend RPCs; README refresh. Fix: the fullscreen page wrapped <Tabs> in an overflow-visible box, so Valve's L1/R1 tab slide + autoFocusContents scrollIntoView panned #GamepadUI itself — the whole Steam UI slid left until a tab was clicked. Clip the Tabs wrapper (overflow:hidden), matching Valve's own Tabs containers. (On-glass verification pending — Deck offline this session.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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449a67ce8d |
feat(protocol): per-AU host-timing plane (0xCF) — split host+network latency (stats phase 2)
The unified-stats equation's host+network stage was one opaque number because the wire carried nothing but pts_ns. Now the host reports its own share per frame: when the client's Hello sets VIDEO_CAP_HOST_TIMING (0x08), the send thread emits a 13-byte 0xCF datagram — [tag][pts_ns u64][host_us u32] — right after the AU's last packet leaves the socket, so host_us = capture→fully-sent (capture read/convert, encode, FEC+seal, paced send) against the same anchor the wire pts carries. Clients correlate by pts_ns and derive network = (received + clock_offset − pts) − host_us; the two terms tile per frame by construction. Back-compat is free in all four combinations: old clients ignore unknown datagram tags, old hosts ignore unknown cap bits (client keeps the combined stage). The hardened data-plane format is untouched — this rides the established QUIC side-plane pattern (0xC8…0xCE). NativeClient ORs the bit in unconditionally and exposes next_host_timing(); the C ABI gains PunktfunkHostTiming + punktfunk_connection_next_host_timing (additive). The synthetic host emits 0xCF too, so pure-loopback protocol tests cover the plane. The probe reports the split (host_p50/p95_us · net_p50/p95_us) and is our direct analogue of Sunshine's "host processing latency" — ours additionally includes the paced send. Validated on loopback (synthetic host + probe, debug build): 240/240 AUs matched, host_p50 6.5 ms + net_p50 6.4 ms ≈ capture→received p50 13.0 ms. Core suite + new 0xCF roundtrip/truncation test green; host+core+probe clippy clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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09a5957c6d |
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> |
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058630f542 |
feat(decky): visible branded Steam shortcut, one-tap client updates, fullscreen-page polish
- The "Punktfunk" shortcut is no longer hidden: it now ships committed
artwork (grid/wide/hero/logo/icon, generated by scripts/gen-steam-art.py
— a pure-stdlib SDF renderer drawing the lens mark + a monoline
"punktfunk" wordmark) applied via SetCustomArtworkForApp /
SetShortcutIcon. Existing installs are unhidden and re-arted once per
ART_VERSION; relaunching the library entry streams to the last host.
- Updates cover the flatpak CLIENT too: check_update compares the
user-scope installed commit against its remote, applyUpdate runs
`flatpak update --user` first (awaited) and the plugin reinstall —
which reloads the panel — last; docs spell out the sudo-less --user
update ("sudo flatpak update" silently skips per-user installs).
- Fullscreen page: DialogButton stretches to 100% width in the gamepad
UI, so the Stream/Pair/Refresh/… actions filled whole rows — sized to
content + right-aligned now; the header drops its Update button (About
tab + QAM banner keep the flow) and the back button gets a real 40px
hit target.
- Settings: the disable-Steam-Input note also shows for Automatic — on a
Deck that now forwards the built-in controller as a Steam Deck pad
(paddles/trackpads/gyro), which needs Steam Input off for the shortcut.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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e9c1f4083a |
fix(client-linux): Deck Gaming Mode — auto pad type, real chrome-less fullscreen, leave-to-Gaming-Mode, colour bisect
- "Automatic" gamepad type resolves to the virtual Steam Deck pad on Deck
hardware (env SteamDeck / DMI Jupiter|Galileo): the built-in 28DE:1205
identity is invisible at Hello time — the Valve HIDAPI drivers run
in-session only and Steam Input shadows the pad with its virtual X360 —
so auto always fell through to Xbox 360. "steamdeck" is now also
selectable in Settings.
- Chrome-less launches flatten the window CSS (border-radius/box-shadow)
and fullscreen at startup: gamescope never ACKs the xdg fullscreen
state, so adwaita kept the floating-CSD rounded corners + shadow
visible over the stream.
- Gaming-Mode --connect launches quit on session end, so Steam ends the
"game" and the Deck returns to Gaming Mode — previously the app popped
to its own hosts page, stranding the user fullscreen and making the
escape chord read as broken.
- The capture hint is controller-aware; the chromeless hint teaches the
hold-chord ("hold L1+R1+Start+Select to leave") and a quick chord press
re-flashes it.
- Colour bisect for the reported off-colours on the VAAPI dmabuf path:
graphics offload defaults OFF under gamescope (a subsurface hands the
NV12 CSC to the compositor), PUNKTFUNK_OFFLOAD=1|0 overrides, and each
colour-signaling change logs whether GDK accepted the BT.709-narrow
color state (fallback = GDK's BT.601 dmabuf default).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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20f0d2802f |
feat(client/android): Snapdragon latency tuning — ADPF pipeline hints, game mode, max-clock decode
Three levers to lower and steady decode latency on Snapdragon (Adreno) devices:
- ADPF (Adaptive Performance Framework): a new dlsym-resolved hint session
(native/src/adpf.rs; API-33+, resolved at runtime so there's no build-time
link dependency and libpunktfunk_android.so still loads on API 31/32) tells
the CPU governor the video pipeline runs a per-frame real-time workload, so it
keeps those threads on fast cores at high clocks. It now covers all three
latency-critical threads — the pf-decode feed/drain/present loop, the core
data-plane pump (UDP receive + FEC reassembly), and the audio thread — via a
new generic hot-thread registry on NativeClient (register_hot_thread /
hot_thread_ids; the pump self-registers). The session is built lazily on the
first presented frame, since ADPF createSession rejects a set containing any
not-yet-live tid.
- operating-rate -> Short.MAX ("as fast as possible"): pushes the Qualcomm
decoder to run each frame at max clocks instead of merely sustaining the
display rate at a power-saving clock that adds per-frame decode latency.
- appCategory="game": makes the app eligible for OEM Game Mode / Game Dashboard
performance profiles.
The core registry is cross-platform (gettid on Linux/Android, a no-op
elsewhere) — no Android-specific pollution of the shared core. Host workspace +
64 core tests green; Android arm64-v8a + x86_64 (platform 31) build + clippy
clean. On-device Snapdragon validation pending.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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