32c19299485cce1a8359e606bcacce17f4ac9795
31 Commits
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32c1929948 |
feat(host/session-watch): default Gaming↔Desktop follow on for Bazzite/SteamOS
apple / swift (push) Successful in 1m2s
android / android (push) Successful in 4m52s
ci / rust (push) Successful in 5m3s
ci / web (push) Successful in 55s
ci / docs-site (push) Successful in 54s
decky / build-publish (push) Successful in 22s
windows-host / package (push) Successful in 9m7s
ci / bench (push) Successful in 4m40s
apple / screenshots (push) Successful in 5m20s
deb / build-publish (push) Successful in 2m31s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 32s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 2m40s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 2m39s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 2m24s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 47s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 9m19s
docker / deploy-docs (push) Successful in 22s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 9m29s
The mid-stream session watcher (rebuild the backend in place when the box flips Gaming↔Desktop) was opt-in via PUNKTFUNK_SESSION_WATCH, so it never ran on a stock Bazzite/SteamOS box — switching modes froze the stream on the now-dead compositor. Default it ON when os-release ID/ID_LIKE is bazzite/steamos (the platforms that flip sessions); still off on plain desktops. Also parse the env properly so PUNKTFUNK_SESSION_WATCH=0 actually disables it (was: any value, including "0", enabled it). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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7b99b41ede |
docs(design): trim shipped plans, consolidate cluster, add index
Much of design/ described work that has since shipped. Trim each doc to
its durable rationale + still-open items (the code is the source of truth
for shipped detail; git history holds the full originals).
- Shipped plans -> status stubs: stats-capture, gamestream-host-plan,
apple-stage2-presenter, windows-service.
- Trimmed completed-out / open-kept: implementation-plan, hdr-pipeline,
host-latency, gpu-contention (fixed stale status table), game-library,
linux-setup (fixed m0->spike + stale zero-copy claim),
session-aware-host-followups, windows-client-bootstrap,
windows-dualsense-{scoping,game-detection}, windows-virtual-display,
security-review (per-finding status table; #12 still open),
apollo-comparison (shipped backlog collapsed to one-liners).
- Windows-host cluster consolidated: windows-host.md -> redirect into
windows-host-rewrite.md (whose stale scorecard is corrected -- goal1 is
merged, M4 done); windows-secure-desktop.md archived (now a fallback
behind IDD-push primary).
- Kept evergreen: ci.md, gamescope-multiuser.md, windows-build-and-packaging.md.
- New design/README.md: per-doc status table + consolidated open-items
roll-up so nothing is tracked in only one buried doc.
- Repoint 5 code comments to the archived secure-desktop doc path.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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5bf787eb2b |
feat(host): web-console performance capture — record stream stats, graph them
apple / swift (push) Successful in 1m1s
android / android (push) Successful in 4m13s
ci / rust (push) Successful in 4m42s
ci / web (push) Successful in 50s
ci / docs-site (push) Successful in 53s
windows-host / package (push) Successful in 5m51s
apple / screenshots (push) Successful in 5m1s
deb / build-publish (push) Successful in 2m29s
decky / build-publish (push) Successful in 12s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 5s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 33s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 4s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 4s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 5s
ci / bench (push) Successful in 4m35s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 9m9s
docker / deploy-docs (push) Successful in 18s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 9m10s
Arm streaming-perf-stats capture from the web console, play, stop, and review the run as graphs; finished captures are saved to disk as browsable/exportable recordings. Covers both the native punktfunk/1 path and GameStream. - stats_recorder.rs: one shared Arc<StatsRecorder> ring (created in gamestream::serve, shared with the mgmt API + both streaming loops, mirroring NativePairing). The hot-path gate is a runtime AtomicBool that replaces the startup-only PUNKTFUNK_PERF for *recording* (PERF stdout logging unchanged); bounded ring (~3 h); atomic temp+rename writes to ~/.config/punktfunk/captures/*.json; path-traversal-safe ids; poison-resilient locks. - native (punktfunk1.rs) + GameStream (stream.rs) emit a StatsSample at their existing ~2 s / ~1 s aggregation boundary — per-stage latency p50/p99, fps new/repeat, goodput, loss/FEC deltas — with no new per-frame work beyond the cheap atomic check. FrameMsg.was_measured keeps pre-arm in-flight frames out of the first window's percentiles (without zeroing the Windows-relay path's fps/encode). - mgmt.rs: 7 bearer-only /api/v1/stats/* endpoints (capture start/stop/status/live; recordings list/get/delete); api/openapi.json regenerated, in sync. - web: new "Performance" page (recharts, rendered SSR-safe) — capture control, live graphs while armed, recordings table (view / download-JSON / delete), and a detail view with the latency stacked-area bottleneck breakdown (p50/p99 toggle) + throughput + health. Charts adapt to either path's stage set. Design: design/stats-capture-plan.md. Built and adversarially reviewed via a multi-agent workflow; workspace build/clippy(-D warnings)/fmt/tests green, OpenAPI no-drift. Not yet on-glass validated against a live session. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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f6490f4c28 |
fix: complete the docs/→design/ and openapi→api/ rename references
The file moves (docs/ → design/, docs/api/openapi.json → api/openapi.json) landed
in
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7aa787a789 |
docs(host): prove the last 3 files + crate-root deny (unsafe-proof program 4/N, final)
Completes the unsafe-proof program now that the parallel WIP has landed: - idd_push.rs (25 sites), nvenc.rs (7), punktfunk1.rs (21): a SAFETY proof on every unsafe block — D3D11/DXGI COM (same-device textures, immediate-context single-thread, keyed-mutex-held convert), the NVENC SDK table (versioned POD, register/map/lock-bitstream pairing), cross-process shm reads (atomic magic/generation handshake), and the C-ABI harness (each call cross-checked against its abi.rs `# Safety` doc). No SUSPECT (UB) blocks. - capture.rs / encode.rs: the parent-module deny is restored (their WIP children are now proven), and main.rs gains a crate-root #![deny(clippy::undocumented_unsafe_blocks)] — the permanent catch-all gate so no future unsafe block anywhere in the crate can land without a proof. - Fixed 4 blocks the agents missed: unsafe blocks nested inside `assert_eq!(...)` macro args (the comment-above-statement didn't associate) — hoisted to a `let`. - rustfmt-canonicalized the Windows files (the agents' SAFETY comments + some pre-existing 1.9.0 drift) so `cargo fmt --all --check` is clean. Verified: cargo clippy -p punktfunk-host --all-targets -- -D warnings AND cargo fmt -p punktfunk-host --check both green with the crate-root deny active. Windows cfg(windows) re-verified on the box next. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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3514702d8c |
feat(windows-host): IDD-push encodes native NV12/P010 (skip NVENC's SM-side CSC)
GPU-contention work (host-latency plan §5.A): the IDD-push output ring now hands NVENC native YUV instead of RGB, so NVENC skips its internal RGB→YUV colour conversion on the SM/3D engine the running game saturates. - idd_push.rs: out_ring is now NV12 (SDR, BT.709 limited) via a D3D11 VIDEO-engine BGRA→NV12 VideoConverter (keeps the CSC off the contended 3D/compute engine), or P010 (HDR, BT.2020 PQ limited) via the FP16→P010 shader (NVIDIA's VideoProcessor can't do RGB→P010). The ring drops its per-slot RTV (textures only), matching the WGC YUV ring; converters rebuild on a size/HDR flip. - nvenc.rs: NV12 input forces bit_depth=8 so an HDR→SDR toggle (or a 10-bit- negotiated client on an SDR display) re-inits the session at the matching depth — NV12 can't feed a 10-bit session (register_resource rejects it). - punktfunk1.rs: per-stage latency instrumentation under PUNKTFUNK_PERF (cap=try_latest, submit=encode_picture, wait=lock_bitstream µs p50/p99/max) to pinpoint where capture→encoded latency goes under GPU saturation. |
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5acc12d9e9 |
feat(library): shared cover-art warmer + cache (GOG + Xbox art)
A disk-backed art cache (library-art-cache.json in the canonical host config dir) is the source of truth read by all_games(), so the library list + launch-resolve never block on the network. A host-lifetime background warmer (start_art_warmer, started in serve()) fetches uncached art OFF the hot path: GOG via the public no-auth api.gog.com product API, Xbox via the unofficial no-auth displaycatalog (keyed by StoreId). Both best-effort (protocol-relative URLs normalized to https; results cached even when empty so they aren't re-fetched). The GOG + Xbox providers now read cached_art() (title-only until warmed). Cross-platform (ureq blocking HTTP — no tokio on this path) so the fetch/parse code is compiled + checked everywhere; a host whose stores all self-provide art (Steam CDN / Heroic CDN / Lutris data: URLs) does no fetching. Dep: ureq (webpki roots, no system certs). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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c87ca577a3 |
feat(windows-host): launch the chosen library title into the interactive session
Make the no-op Windows `set_launch_command` real. New `windows/interactive.rs` `spawn_in_active_session` (WTSGetActiveConsoleSessionId → WTSQueryUserToken → CreateProcessAsUserW(winsta0\default) under the LOGGED-IN USER token, factored from the wgc_relay primitive) + `library::launch_title` resolving a store-qualified id to a concrete process via `windows_launch_for` (steam_appid → Steam.exe/explorer.exe steam:// URI; command → cmd.exe /c). Threaded as `SessionContext.launch` into both native data-plane paths (`virtual_stream`, `virtual_stream_relay`) and fired after capture is live so the title renders onto the captured desktop and grabs foreground. Security invariant intact: the client sends only the store-qualified id; the host resolves the recipe from its own library and the URI/flags are handed to a concrete EXE as plain args (never cmd /c of a client string). Linux unchanged (gamescope nesting via the handshake PUNKTFUNK_GAMESCOPE_APP path). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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683c81be03 |
fix(windows-host): §2.5 — open the backend before the IDD-push preempt (vdm() init order)
On-glass caught a runtime panic the box compile couldn't: `VirtualDisplayManager used before a backend initialised it`. Step 3 put the preempt (`vdm().begin_idd_setup`) BEFORE `vdisplay::open` in virtual_stream, but vdisplay::open is what constructs the backend that calls manager::init() — so vdm() was reached before init and panicked on the first IDD-push session. (The old IDD_SETUP_LOCK/IDD_SESSION_STOP globals needed no init, so the prior ordering was fine.) Fix: open the backend first (it does no monitor work — just constructs the marker + opens the control device, initialising the manager), THEN run the preempt, THEN build the pipeline (which creates the monitor). The preempt still precedes this session's monitor creation, so the semantics are unchanged. Validates why §2.5 needs the on-glass gate, not just the compile. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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fe61597d92 |
refactor(windows-host): §2.5 step 3 — isolate the IDD-push preempt into the manager
The last two virtual-display globals lived in punktfunk1: IDD_SETUP_LOCK (serialize IDD-push setup against a reconnect flood) + IDD_SESSION_STOP (the prior session's stop flag, signalled + waited-on so a reconnect preempts the stale session cleanly). Both move onto VirtualDisplayManager as fields, behind one `vdm().begin_idd_setup(stop)` method that locks the setup gate, registers this session's stop while signalling the prior one, waits for the monitor to release, and hands back the setup guard the session holds across the pipeline build. punktfunk1 no longer reaches into vdisplay internals for the preempt — it just calls the manager and holds the guard. Behaviour-identical (same lock/signal/wait order, same guard lifetime). Completes §2.5's "delete the smeared globals": CURRENT_MON_GEN/MON_GEN/MGR x2/IDD_PERSIST/IDD_SETUP_LOCK/ IDD_SESSION_STOP are all gone, replaced by the one OnceLock VirtualDisplayManager with a typed OwnedHandle device. Box build to follow; on-glass reconnect-leak test pending. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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d9b8b88a42 |
refactor(windows-host): §2.5 step 2 — unify both backends behind VirtualDisplayManager (OnceLock)
The two Windows virtual-display backends (sudovda + pf_vdisplay) carried VERBATIM-DUPLICATED
~250-line Idle/Active/Lingering refcount state machines in two `MGR: Mutex<Mgr>` globals, each
smuggling the control HANDLE across the pinger/linger threads as a raw `isize` (HANDLE is !Send).
New `vdisplay/windows/manager.rs`: one host-lifetime `VirtualDisplayManager` (OnceLock singleton,
user-approved) owns the earned state machine + the linger timer + a TYPED `Arc<OwnedHandle>`
control device (the raw-isize smuggle is gone — OwnedHandle is Send+Sync and also CloseHandle's
the device on drop, fixing a latent leak). The only backend-specific code left is the IOCTL
surface behind a small `VdisplayDriver` trait (open/add_monitor/remove_monitor/ping) + the
per-monitor REMOVE key (`MonitorKey::Guid` for sudovda, `::Session(u64)` for pf-vdisplay). The
render-adapter pin decision, the GDI/CCD glue (crate::win_display), and the gen-stamped
MonitorLease are backend-neutral and live once in the manager.
* sudovda.rs / pf_vdisplay.rs: shrink to a `VdisplayDriver` impl + a thin `VirtualDisplay`
wrapper (new() -> manager::init(driver); create() -> manager::vdm().acquire(mode)). Their
IOCTL ops + structs + open_device stay in place (no transcription).
* MON_GEN -> a manager field; the preempt's wait_for_monitor_released moves onto the manager
(punktfunk1 calls vdm().wait_for_monitor_released). MonitorLease.drop -> vdm().release(gen),
with the stale-lease no-op preserved verbatim.
Behaviour-preserving: the state machine (acquire/release/reconfigure/teardown/linger/preempt) is
the canonical sudovda copy with the IOCTLs routed through the driver seam. Box build to follow
(Windows-only; Linux check is a no-op for these files).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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a0427cd2a3 |
feat(windows-host): OutputFormat into the capturer — kill the dxgi back-reference (Goal-1 stage 5, tightening 1)
The headline §2.3 seam tightening (the explicit Stage-3 deferral; §5's "highest-severity
coupling"): the capturer is now TOLD its output format instead of re-deriving the encode backend.
New `capture::OutputFormat { gpu, hdr }`, resolved once per session and passed INTO
capture_virtual_output:
* native punktfunk/1 path: `SessionPlan::output_format()` (gpu = encoder.is_gpu(), from the
already-resolved plan.encoder — no second probe; hdr = plan.hdr).
* GameStream + spike paths: `OutputFormat::resolve(hdr)` (gpu from the single `gpu_encode()`
source, which maps windows_resolved_backend()).
`capture/dxgi.rs DuplCapturer::open` takes `gpu` in and its internal
`!matches!(windows_resolved_backend(), Software)` recompute is DELETED — the capture layer no
longer re-calls the encode layer (the back-reference that could let capture and encode disagree
on whether frames are GPU-resident, plan §2.3/§5). The relay's secure-desktop DDA passes
`gpu_encode()` likewise.
Behavior-preserving: the `gpu` passed in equals the value the capturer used to compute (same
encode-backend resolution). The DDA opens keep `want_hdr=false` (the SDR fallback, unchanged).
Tightenings 2 (HDR/release -> VirtualLease) and 3 (EncoderCaps) split off: (2) needs the
monitor-generation carried on the lease + the keepalive becoming Box<dyn VirtualLease> — that's
the §2.5 ownership-model change (CURRENT_MON_GEN / sudovda::wait_for_monitor_released), so it
moves there; (3) is a small additive follow-on. Documented in the plan.
Verified: Linux cargo check + clippy (-D warnings) + fmt clean. Box build to follow.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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a4c85af155 |
feat(windows-host): SessionContext — bundle the 13-arg session entry (Goal-1 stage 4)
Bundle the 13-positional-argument `#[allow(too_many_arguments)]` session entry (virtual_stream AND virtual_stream_relay) into one owned SessionContext struct, moved into the stream thread. The reconfig/keyframe receivers move IN (virtual_stream is their only consumer), retiring the &Receiver borrow plumbing. Behavior-identical by construction: each function destructures the context into the same local names at the top, so the ~400-line loop bodies are byte-for-byte unchanged. Both `#[allow(too_many_arguments)]` attrs removed. Scoped deliberately: the plan's SessionFactory.build() owning a `vdm.lease -> open_capturer -> open_encoder -> spawn` RAII chain with Session::drop as the ONLY teardown is coupled to §2.5's ownership-model rewrite — it needs a host-side VirtualDisplayManager/MonitorLease that doesn't exist yet (the lifecycle still lives in CURRENT_MON_GEN/IDD_SETUP_LOCK globals + the per-compositor vdisplay backends). The current teardown is ALREADY drop-based (the capturer owns the keepalive whose Drop releases the monitor — "restore displays before REMOVE" lives there; only send_thread.join() is explicit) and is the validated shipping path, so wrapping the deployed reconfig/switch/rebuild loop in a Session::drop for a behavior-preserving change would add real regression risk for marginal gain. The SessionFactory/Session::drop/vdm.lease work folds into §2.5; this stage delivers the concrete, safe arg-bundling. Verified: Linux cargo check + clippy (-D warnings) + fmt clean. Box build to follow. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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0a63154293 |
feat(windows-host): SessionPlan — resolve capture/topology/encoder once per session (Goal-1 stage 3)
New src/session_plan.rs: a Copy `SessionPlan { capture, topology, encoder, bit_depth, hdr }`
resolved ONCE from HostConfig (+ the negotiated bit_depth) at the top of `virtual_stream`,
logged, and threaded through build_pipeline_with_retry/build_pipeline. The three scattered
Windows dispatch points now read this one typed artifact instead of re-deriving from config
(plan §2.4, the "capture and encode disagree on the backend" hazard):
* capture: capture::capture_virtual_output takes a CaptureBackend IN (was re-reading
config().idd_push / capture_backend / no_wgc internally). CaptureBackend::resolve() is the
single resolver, shared with the GameStream + spike call sites.
* topology: virtual_stream reads plan.topology; should_use_helper is deleted (its body is
session_plan::resolve_topology, verbatim). The IDD-push reconnect-preempt guard reads
plan.capture too.
* encoder: recorded as EncoderBackend from encode::windows_resolved_backend (config-backed +
GPU-vendor cached since stage 2 -> already a single source). Threading encoder/input_format
into the encoder+capturer opens (which removes the capture->windows_resolved_backend()
back-reference recomputed in dxgi.rs) is stage 5.
Behavior-preserving by construction: each resolved decision is provably equivalent to the
pre-stage-3 reads (same config() + the same cached running_as_system()/GPU-vendor probes), so
old==new. SessionPlan is platform-neutral so it threads the shared virtual_stream/build_pipeline
signatures; on Linux it resolves to the single portal/single-process path.
Also fixes a pre-existing mod-ordering fmt drift in main.rs (mod config; / mod capture;).
Verified: Linux cargo check + clippy (-D warnings) + fmt clean on the touched files. Box build
(Windows compile) + on-glass (NVENC + IDD-push + mode switch) pending on the RTX box.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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e5057f6cc1 |
feat(windows-host): finish HostConfig migration — resolve operator/dispatch knobs once (Goal-1 stage 2)
Migrate 31 genuinely-constant operator/dispatch env::var sites onto HostConfig, so the
capture/topology/encoder decision reads ONE owner instead of being recomputed at each call
site (the latent bug where capture and encode could disagree on the resolved backend, plan §2.4):
idd_push x7, no_wgc, capture_backend, render_adapter, encoder_pref (Linux open_video +
linux_zero_copy_is_vaapi), the Windows vdisplay-backend select, plus the plan-named
secure_dda/idd_depth/zerocopy/ten_bit and the multi-site perf x4 / compositor x5 /
video_source x3 / gamepad. Each HostConfig field's parser is byte-identical to the read it
replaced, so old==new by construction (the plan's "a flipped bool is a silent regression" guard).
Scope correction — the plan's "~64 sites / Linux XDG+compositor included / grep env::var -> 0"
was unsafe as written. Two classes are deliberately KEPT as live reads and documented in config.rs:
* Runtime-mutated session vars. vdisplay::apply_session_env REWRITES the process env on every
connect (the Bazzite Gaming<->Desktop follow): WAYLAND_DISPLAY, XDG_CURRENT_DESKTOP,
XDG_RUNTIME_DIR, DBUS_SESSION_BUS_ADDRESS, and the derived PUNKTFUNK_INPUT_BACKEND,
GAMESCOPE_SESSION/NODE, KWIN/MUTTER_VIRTUAL_PRIMARY, FORCE_SHM. Parsing these once would
freeze them at startup and silently break session-following — they are NOT constant.
* Single-use local tuning with no resolve-once benefit (and FEC_PCT even has two different
semantics): FEC_PCT, VIDEO_DROP, VBV_FRAMES, SPLIT_ENCODE, PACE_BURST_KB, the dxgi timing
knobs, the *_LIVE/test gates, plus path/dynamic reads (config-dir, PATH search,
env-forward-to-child). PUNKTFUNK_ZEROCOPY is split on purpose: Windows presence-semantics
moved to the field; Linux keeps its own truthy (1|true|yes|on) parser.
Verified: Linux cargo check + clippy (-D warnings) + fmt clean on the touched files. The
Windows-only edits are 1:1 substitutions; they get a real Windows compile on the box with Stage 3.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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a3eefc2374 |
feat(windows-host): HostConfig foundation + staged Goal-1 roadmap (Goal-1 stage 1)
config.rs: typed HostConfig parsed ONCE from env (idd_push/encoder_pref/no_helper/force_helper), replacing per-call env::var re-reads (PUNKTFUNK_ENCODER was re-read on EVERY windows_resolved_backend() call; PUNKTFUNK_IDD_PUSH is read 8x across the host — the recompute that lets capture + encode disagree on the backend, plan §2.4). Migrated the two highest-churn dispatch reads onto it (encode::windows_resolved_backend, punktfunk1::should_use_helper). Behavior-identical: the env is constant for the process lifetime (the service loads host.env before launch), so a lazily-parsed global == parsed-once-at-startup. docs/windows-host-goal1-plan.md: the ORDERED, independently-shippable execution plan for Goal-1 (the plan's biggest unstarted goal — a from-scratch layered host architecture). Six behavior-preserving, box-verified stages (HostConfig -> SessionPlan -> SessionContext/SessionFactory -> seam-trait tightenings -> src/windows tree), because the host is live-validated and a monolithic rewrite would strand it broken. Stage 1 done here; stages 3-5 rewire the deployed path and require on-glass re-test. Verified: Linux + box (--features nvenc) cargo check clean. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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e60cda3939 |
refactor(windows-host): move CCD/HDR display helpers to a neutral module — F1 complete (audit §9)
Moved the remaining 6 SudoVDA reach-in helpers + SavedConfig (resolve_gdi_name, set_advanced_color, advanced_color_enabled, set_active_mode, isolate/restore_displays_ccd) verbatim from vdisplay::sudovda into a backend-neutral crate::win_display module (the plan's windows/display_ccd.rs). The capturers (idd_push/dxgi/wgc), pf_vdisplay, and punktfunk1 now depend on these as PEERS via crate::win_display instead of reaching into the SudoVDA backend. With win_adapter (F1 pt1), all 7 reach-in helpers are now neutral — the circular reach-in is broken, so SudoVDA can eventually be deleted (Goal 2) without losing the display utilities. sudovda re-exports the ones it still uses internally; its now-unused CCD/GDI imports were removed. Verified: host clippy (nvenc) clean on the RTX box; Linux check clean (the new modules are #[cfg(windows)]). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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e2c9bfd3d9 |
feat(windows): pf-vdisplay IDD-push — HDR + pipelined zero-copy capture
apple / swift (push) Successful in 1m4s
windows-host / package (push) Successful in 6m28s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 1m14s
windows-msix / package (x64, C:\Users\Public\ffmpeg, x86_64-pc-windows-msvc, C:\t) (push) Successful in 1m10s
release / apple (push) Successful in 7m53s
android / android (push) Successful in 10m33s
ci / web (push) Successful in 44s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 3m4s
ci / docs-site (push) Successful in 53s
ci / rust (push) Successful in 12m22s
windows / build (x86_64-pc-windows-msvc) (push) Successful in 1m11s
apple / screenshots (push) Successful in 5m24s
deb / build-publish (push) Successful in 3m16s
decky / build-publish (push) Successful in 21s
ci / bench (push) Successful in 4m42s
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HDR (display-driven, matching the WGC path): - CTA-861.3 HDR EDID (BT.2020 primaries + HDR Static Metadata block) so Windows offers "Use HDR" on the virtual display. The host FOLLOWS the display's live advanced-color state, recreating the shared ring at the matching format (FP16 in HDR / BGRA in SDR) on a toggle — no freeze. - Always emit Main10/BT.2020-PQ Rgb10a2 while the display is HDR; the client auto-detects PQ from the HEVC VUI (clients under-report VIDEO_CAP_10BIT). Generic HDR10 mastering SEI on every IDR. - Generation-tagged `latest` (gen<<40|seq<<8|slot) + driver `is_stale` re-attach kill the toggle-time garbage frame and any stale-ring read. Perf: - Pipeline the encode loop (Capturer::pipeline_depth; IDD-push = 2): submit N+1 before polling N so the convert/copy on the 3D engine overlaps the NVENC encode of N on the ASIC. PUNKTFUNK_IDD_DEPTH overrides (1 = synchronous). - Rotating host output ring (OUT_RING) so the in-flight encode and the next convert never touch the same texture. - HDR converts directly from the keyed-mutex slot's SRV into the output ring (drops the redundant slot->fp16 scratch copy); SDR copies the BGRA slot in. The slot mutex is held only across the convert/copy, not the encode. RING_LEN 3->6 for publish headroom. - Capture-health diagnostic: new_fps vs repeat_fps under PUNKTFUNK_PERF (a low new_fps at a high send rate means the source isn't compositing, not an encode stall). Validated live on the RTX box: 5120x1440@240 HDR streams; driver composes ~180 new fps, encode 240 fps @ ~4.3 ms p50. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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b0c82333d2 |
feat(gamepad): pure-user-mode Windows DualShock 4 + Xbox 360 (drop ViGEm) + installer + multi-pad
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Windows virtual gamepads now have zero external dependencies - ViGEmBus is removed. - DualShock 4: Windows UMDF backend (inject/dualshock4_windows.rs + dualshock4_proto.rs), reusing the DualSense SwDeviceCreate game-detection identity fix. The one UMDF driver serves the DS5 or DS4 identity/descriptor/features/strings per a device_type byte the host stamps into shared memory. Driver also gains IOCTL_HID_GET_STRING and a 41-byte calibration feature. - Xbox 360: a new UMDF2 XUSB companion driver (packaging/windows/xusb-driver/) that registers GUID_DEVINTERFACE_XUSB and answers the buffered XInput IOCTLs from a shared section, so classic XInputGetState/SetState work with no kernel bus driver. inject/gamepad_windows.rs is rewritten to drive it and the vigem-client dependency is removed. Xbox One folds to the 360 XInput path. - Installer: vendor + pnputil-install the three UMDF drivers (packaging/windows/gamepad-drivers/ + install-gamepad-drivers.ps1, wired into pack-host-installer.ps1 + punktfunk-host.iss). - Multi-pad: the host stamps each pad index into the device Location (pszDeviceLocation); the driver reads it via WdfDeviceAllocAndQueryProperty to map its own *-shm-<index>, with UmdfHostProcessSharing=ProcessSharingDisabled giving each pad its own host (per-pad statics). Validated live on the Windows host: Cyberpunk native DualSense detection, DS4 identity + descriptor, XInputGetState + rumble round-trip, two pads -> two distinct XInput slots, and a full installer build. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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4a73102d48 |
feat(gamepad): virtual DualSense on the Windows host (UMDF shm channel)
Wire the Windows UMDF DualSense driver into the host as a real pad backend, so a client that requests a DualSense gets a genuine one on a Windows host (instead of folding to Xbox 360). - Extract the transport-independent DualSense contract (DsState + from_gamepad, serialize_state, parse_ds_output, DUALSENSE_RDESC, feature blobs, DS_* consts) out of the Linux-only UHID backend into inject/dualsense_proto.rs, shared by both platforms; dualsense.rs is now just the /dev/uhid plumbing. - Add inject/dualsense_windows.rs: DualSenseWindowsManager mirroring the Linux DualSenseManager (same new/handle/apply_rich/pump/heartbeat surface) over a DsWinPad that creates the Global\pfds-shm-<idx> section (CreateFileMappingW + SDDL D:(A;;GA;;;WD) so WUDFHost can open it), writes serialize_state -> input slot, polls output_seq -> parse_ds_output -> rumble/hidout callbacks. - Un-gate the seam: PadBackend::DualSenseWindows arm; pick_gamepad gains a windows flag (DualSense honored on linux||windows; DS4/Xbox One stay Linux-only). Verified: Linux cargo test gamepad_resolution_precedence + clippy clean; Windows cargo check + clippy -D warnings clean (on the RTX box). Device lifecycle still uses an out-of-band devnode (devgen/installer); SwDeviceCreate per session is next. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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3e6c9f6060 |
feat(gamepad): add virtual Xbox One/Series + DualShock 4 pad types
Extends virtual-controller support beyond Xbox 360 + DualSense. Goal: a physical Xbox One or PS4 pad on the client gets a near-native matching virtual pad on the host, auto-resolved from the controller type. Protocol/core: - GamepadPref gains XboxOne (wire 3) + DualShock4 (wire 4); to_u8/from_u8/ from_name/as_str + C ABI PUNKTFUNK_GAMEPAD_XBOXONE/_DUALSHOCK4 constants (compile-time guard ties them to the enum). Single-byte wire form is unchanged, so it's forward-compatible (older peers degrade to Auto). Host (Linux): - New UHID DualShock 4 backend (inject/dualshock4.rs) bound by hid-playstation: lightbar, touchpad, motion, rumble — DualSense minus adaptive triggers / player LEDs / mute. Reuses the DualSense pure state + button mapping; only the report byte layout, the real-DS4 HID descriptor, the GET_REPORT handshake (0x12 MAC mandatory; 0x02 calibration; 0xa3 firmware) and the touchpad resolution (1920x942) differ. Touchpad/motion ride the existing 0xCC plane, lightbar the 0xCD Led plane (deduped); rumble the universal 0xCA plane. - Xbox One/Series is the uinput Xbox-360 backend parameterized with the One S USB identity (045e:02ea) for matching glyphs — XInput-identical otherwise. - PadBackend dispatch + resolver handle both; off Linux the UHID pads and One/Series fold into Xbox 360. Windows-host DS4 (ViGEm) deferred. Clients (auto-resolve physical pad -> virtual type, plus manual settings): - Linux/Windows (SDL3): SDL_GAMEPAD_TYPE_PS4 -> DualShock 4, _XBOXONE -> Xbox One; PadInfo carries the resolved pref; DS4 touchpad/motion capture + lightbar already type-agnostic. Linux settings combo + label updated. - Apple (GameController): GCDualShockGamepad/GCXboxGamepad detection, DS4 touchpad capture, settings picker entries. - Android (Kotlin): InputDevice VID/PID auto-detect (matching the other clients) + settings entries. - probe: --gamepad help/aliases. Also hardens the Android JNI boundary: wrap the teardown + poll-thread shims in catch_unwind so a panic degrades to a logged no-op instead of aborting the app. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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3c55ec37fa |
fix(security): remaining audit findings — mgmt admin gate, RTSP DoS bounds, FEC drop, ALPN, ct-compare
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Addresses the lower-severity findings from docs/security-review.md (#4-#12). Each fix was adversarially re-reviewed (5-agent pass); two review catches folded in (the Apple client's GET /library cert path; an RTSP header-cap bypass + a spawn-panic counter leak). - #4 [low] mgmt mTLS-paired-cert no longer grants full admin. A paired STREAMING cert authorizes only a read-only allowlist (GET /host,/compositors,/status,/clients,/native/clients,/library); every state-changing route and every PIN-exposing route (/pair, /native/pair) requires the operator's bearer token. New cert_auth_is_a_read_only_allowlist test. (/library kept on the allowlist — the native clients browse it cert-only; its mutations stay token-only.) - #6 [low] RTSP pre-auth DoS bounds: a concurrent-connection cap (RAII slot guard), a per-read timeout (slow-loris), and Content-Length/header/message size caps — closing an unauthenticated slow-loris / memory-growth / thread-exhaustion vector on TCP 48010. - #11 [info] A FEC reconstruction failure is now a counted drop (discard the block, keep the session) instead of being stream-fatal — a lossy link can't be torn down by one bad block. - #10 [info] Fixed ALPN ("pkf1") on both native QUIC endpoints (defense-in-depth; a deliberate coordinated client+host upgrade — a new host rejects an ALPN-less old client). - #8 [info] Constant-time GameStream pairing phase-4 hash compare (crypto::ct_eq). - #7 [low] New VirtualDisplay::set_launch_command carries the launch command per-session on the GameStream path (no process-global env stomp under concurrent sessions); native path keeps the env under today's single-session model (documented; plumb per-session with concurrent sessions). - #5 [low] Legacy GameStream GCM nonce reuse: documented as inherent to Nvidia's old-style control encryption (Apollo/Moonlight identical; key is client-known) — unfixable on the legacy wire; the real fix is V2 control-encryption negotiation. Code comment at control.rs. - #9 [info] GameStream plain-HTTP pairing: documented (inherent to GFE compat; use punktfunk/1). - #12 [low] Web global NODE_TLS_REJECT_UNAUTHORIZED: fix designed (undici dispatcher scoped to the loopback mgmt fetch) but DEFERRED — needs `bun add undici` in the web build env; reverted to keep the web working. Latent-only (the loopback mgmt fetch is the console's only outbound TLS). fmt + clippy -D warnings clean; 94 host + core tests green; no C-ABI/OpenAPI drift. (The HDR Steps 1-2 client work in the tree is the user's parallel WIP — deliberately NOT included here.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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3526517eb1 |
feat: HDR Step-0 colour-metadata transport + security-audit hardening
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Two strands, entangled in punktfunk1.rs, committed together (one builds-green tree). HDR pipeline Step 0 — glass-to-glass colour-metadata transport (docs/hdr-pipeline-plan.md): - Protocol/ABI: ColorInfo on the Welcome + a 0xCE HdrMeta datagram carry the source colour space + HDR10 static mastering metadata (quic.rs, abi.rs connect_ex5 fixing caps=0). - New platform-independent, unit-tested HDR static-metadata helpers (hdr.rs): chromaticities (1/50000), mastering luminance (0.0001 cd/m2), MaxCLL/MaxFALL in HDR10/ST.2086 units. - Capture/encode hooks (capture.rs, encode.rs set_hdr_meta) + Linux client / probe plumbing. Security-audit hardening — top 3 from docs/security-review.md, each adversarially verified: - #1 [HIGH] Secret file permissions. The host key.pem/cert.pem and both trust stores are now written owner-only: 0600 + dir 0700 on Unix (mirrors mgmt_token), best-effort SYSTEM/Administrators/OWNER-only icacls DACL on Windows (%ProgramData% is Users-readable). Closes a local key-disclosure -> host-impersonation gap. New gamestream::{create_private_dir, write_secret_file} + a 0600 regression test. - #2 [HIGH] Native SPAKE2 PIN is single-use. The PIN is consumed the moment the host sends its key-confirmation (which lets the client test its one guess), before reading the proof, so any completed attempt -- right OR wrong -- disarms the window. A wrong PIN isn't observable host-side (the client aborts before sending its proof), so consuming on first attempt is what delivers the documented "one online guess" instead of an unbounded brute-force of the static 4-digit PIN. Test verifies single-use. - #3 [MEDIUM] RTSP packetSize is bounded ([64,2048] in stream_config) and VideoPacketizer::new uses saturating .max(1), killing a PRE-AUTH div-by-zero/underflow panic of the video thread. Tests for {0,15,16,17} + out-of-range rejection. fmt + clippy -D warnings clean; full workspace test suite green (93 host tests). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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450bcf1e7b |
feat(host): Apollo-backlog hardening — cert gate, NVENC RFI, media QoS, async injector
A pass over the apollo-comparison backlog (re-verified against current code). Lands four items end-to-end plus a Windows-DualSense scoping doc. - #5/#92/#26 — GameStream paired-cert allow-list. tls.rs surfaces the verified peer cert to handlers (serve_https + PeerCertFingerprint, now shared with the mgmt API instead of duplicated); nvhttp gates /launch /resume /applist /cancel on AppState.paired and reports a real PairStatus; save_paired writes atomically (temp+rename). Closes the "mTLS accepts any client cert" hole. + regression test. - #6/#51/#19/#22 — NVENC caps query -> reference-frame invalidation. nvenc.rs query_caps probes nvEncGetEncodeCaps (max dims / 10-bit / custom-VBV / RFI), rejecting over-range modes and degrading 10-bit->8-bit instead of an opaque InvalidParam. New Encoder::invalidate_ref_frames (default false -> caller keyframes); the Windows NVENC path implements real RFI (multi-ref DPB + nvEncInvalidateRefFrames, dedup + IDR-on-overflow). control.rs decodes the 0x0301 lost-frame range (Apollo's IDX_INVALIDATE_REF_FRAMES) -> AppState.rfi_range -> encode loop, falling back to a keyframe. NOTE: the Windows NVENC impl is RTX-box/CI-pending (can't compile on Linux); adversarially reviewed vs the SDK. - #43/#72 — media socket QoS + buffer growth. New punktfunk_core::transport::qos: grow_socket_buffers (factored out the native plane's 32MB SO_SNDBUF growth so the GameStream sockets reuse it) + set_media_qos (opt-in PUNKTFUNK_DSCP=1: DSCP CS5 video / CS6 audio + Linux SO_PRIORITY, Apollo's scheme). Wired into UdpTransport and the GameStream video/audio sockets. Windows IP_TOS needs qWAVE (follow-up). - #8/#45 — GameStream input injection off the ENet service thread. on_receive no longer injects inline (a slow inject head-blocked ENet keepalive/retransmit); it forwards to a dedicated injector thread. The hardened InjectorService moved from punktfunk1 into crate::inject (shared by both planes) + a coalesce step that sums adjacent relative-mouse/scroll deltas while preserving button/key/abs ordering. Docs: re-verified apollo-comparison.md status (22 items already done/obsolete since the snapshot) + windows-dualsense-scoping.md (ViGEm can't emulate a DualSense; real DS5 on Windows needs a VHF virtual-HID driver — web-research pass pending). fmt + clippy -D warnings clean; full workspace test suite green; no C-ABI/OpenAPI drift. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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516efcc3a3 |
feat(core/fec): adaptive FEC — size recovery to measured loss, not a flat 20%
On a clean link the flat 20% FEC is pure waste: extra wire bytes AND extra
packets. On a packet-rate-bound uplink (the Steam Deck's WiFi tx caps ~22k pps
regardless of bitrate) those extra packets directly cost goodput — measured at
200 Mbps goodput, 20% FEC drove ~10% loss vs ~2.6% at 0% (it saturated the link).
Adaptive FEC closes the loop:
- Client measures the loss FEC is absorbing each ~750 ms window from session stats
(recovered shards / received, + a bump when a frame went unrecoverable) and sends
a periodic `LossReport { loss_ppm }` on the control stream (new message;
`window_loss_ppm` helper, shared + unit-tested). Connector (Apple/Linux/Windows)
and probe both report; suppressed during a speed test so its filler can't skew it.
- Host maps loss → recovery % (`adapt_fec`: ≈ loss×1.4 + 1pt, clamped 1..50) and
applies it live via `Session::set_fec_percent` (the wire is self-describing — each
packet carries its block's data/recovery counts, so the receiver needs no notice).
A clean link decays to ~1%; loss ramps it up and converges.
- `PUNKTFUNK_FEC_PCT`, when set, now PINS FEC static (disables adaptation) so
speed-test / measurement runs keep a fixed, known overhead. Unset ⇒ adaptive,
starting at 10%.
An older host ignores LossReport (unknown control message) and keeps static FEC;
an older client simply never reports and the host holds its start value. Builds +
clippy + fmt + tests green (adapt_fec / window_loss_ppm / loss_report unit tests).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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f37a304fba |
fix(core/speed-test): packet-level throughput + paced burst (kill the 0/100% cliff)
The punktfunk/1 speed test was unusable across every client/host: at the start of a burst a little data got through, then everything read as dropped (~10 MB total). Two compounding bugs: 1. Receive side measured throughput from fully-reassembled FLAG_PROBE *access units* only. The instant loss crossed the 20% FEC budget no AU completed, so the figure cliffed to 0 / 100% loss even though most bytes still arrived — a binary cliff, not a graded measurement. 2. Send side blasted each filler AU (up to 256 KB ≈ 200 packets) into the socket buffer in one unpaced batch, unlike the real video path which paces. On a small buffer (e.g. the Steam Deck's 416 KB) a single AU overflowed it, so the test measured self-inflicted buffer overflow instead of the link. Fixes: - Host `run_probe_burst` keeps each AU a small (~16 KB) burst and paces by the byte budget, mirroring `paced_submit`; reports the WIRE packets the kernel accepted and the ones the send buffer dropped (stat deltas), separating host-side drops from link loss. - `ProbeResult` gains `wire_packets_sent` + `send_dropped` (back-compat decode: a 21-byte pre-wire-stats result still decodes, new fields 0). - Clients (probe + connector) count delivered traffic at the packet level via `session.stats()` deltas over the burst window, so throughput/loss degrade gracefully. Connector freezes the delivered figure when the host report lands so resumed video can't inflate it. New `ProbeOutcome`/`PunktfunkProbeResult` fields: `host_drop_pct`, `wire_packets_sent`, `send_dropped`. Validated on loopback (graded 142→1391 Mbps, host_drop/link_loss split correctly, no cliff) and live against the Deck: clean to ~200 Mbps goodput / 273 Mbps wire at 0% link loss, host send buffer the wall above that (the lever-#1 target). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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480dee863d |
feat(host/gamescope): custom-resolution Game-Mode streaming on the Steam Deck
The Steam Deck (SteamOS) ships its OWN gaming session — `gamescope-session.target` driven by `/usr/lib/steamos/gamescope-session`, not Bazzite's `gamescope-session-plus`. That script `exec gamescope`s with HARDCODED physical-panel args (`-w 1280 -h 800 -O '*',eDP-1`) and launches Steam via a SEPARATE `steam-launcher.service`, so the existing managed-session path (which assumes session-plus) couldn't honor the client's mode — an attach captured the panel's native 1280x800 instead. Add a SteamOS branch to the managed-session path: detect it, write a `gamescope` PATH-shim that rewrites the hardcoded args to `--backend headless -W <client> -H <client> -r <hz>`, drop a transient user `gamescope-session.service.d` override pointing PATH at the shim + the mode, then RESTART the whole target so `steam-launcher.service` brings Steam up IN the headless gamescope at the client's resolution. Attach to the one fresh node (the restart kills any prior gamescope, so no stale-node attach). Restore-on-disconnect removes the override + restarts the target back to the physical panel (debounced; skipped if the user switched to a desktop session). All user-level (`systemctl --user`) — no root. Also widen `build_pipeline_with_retry` to 8 attempts (~90s): a host-managed gamescope session cold-starting Steam Big Picture takes 30-60s to first frame, and a first-connect timeout would tear down the warm session (forcing another cold start on reconnect). Permanent failures still fail fast via `is_permanent_build_error`. Validated live on a Steam Deck: Game Mode auto-detected, host takes over headless at the client's mode (720p / 1080p), Steam Big Picture streamed glass-to-glass to the Mac at the requested resolution. Single-tenant (concurrent clients at different modes still thrash — a follow-up). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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0f7f1be3c3 |
fix(core/transport): treat ENOBUFS as a transient drop, not a fatal error
WiFi drivers (e.g. ath11k on the Steam Deck) return ENOBUFS — not EAGAIN/EWOULDBLOCK — when the tx queue is momentarily full. Rust maps ENOBUFS to ErrorKind::Uncategorized, so `is_transient_io` (which only matched WouldBlock/ConnRefused/ConnReset) treated it as a real error and tore the whole stream down on a single transient burst. This presented as a vicious Heisenbug on the Deck: the native host streamed flawlessly on loopback and under a debugger (anything slow enough not to fill the small ~416 KB wlan0 buffer), but died at full rate cross-machine over WiFi — flaky hang-or-SIGKILL because tx-queue-full is probabilistic. Diagnosed live via a forced core dump (gdb on the hung core): the data-plane thread had bailed on a fatal send error. Treat ENOBUFS (and asynchronous network-path blips ENETUNREACH / EHOSTUNREACH / ENETDOWN / EHOSTDOWN) as a lossy drop like WouldBlock — FEC + the next frame recover. Validated: 6/6 back-to-back cross-machine streams over the Deck's WiFi, host stable, p50 ~4.4 ms (one run dropped 4/300 frames *gracefully*, 0 mismatched — the fix working as intended). Also surface a data-plane bind/hole-punch failure directly in punktfunk1 (it was previously only reported after teardown, which a stall could swallow entirely). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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6922e1c467 |
feat(host): VAAPI codec probe + AMD/Intel packaging + neutral logs (Phase 3)
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Polish for AMD/Intel support:
- GameStream serverinfo advertises only codecs the GPU can ACTUALLY encode on
the VAAPI backend (probed once by opening a tiny encoder per codec). AV1
encode is narrow (Intel Arc/Xe2+, AMD RDNA3+/RDNA4) and an old iGPU may lack
HEVC, so a Moonlight client never negotiates a codec the encoder can't open.
NVENC/Windows keep the Moonlight-validated static mask. Validated on a Radeon
780M: h264/h265/av1 all probe true -> mask unchanged (65793).
- Packaging: Recommends mesa-va-drivers + intel-media-va-driver (deb) /
mesa-va-drivers + intel-media-driver (rpm) so the auto-selected VAAPI backend
works out of the box on AMD/Intel; NVIDIA boxes can --no-install-recommends.
(Fedora note: stock mesa-va-drivers disables HEVC/AV1 -- needs the freeworld
variant from RPM Fusion.)
- De-NVIDIA-fy the user-facing encoder log/context strings ("open NVENC" ->
"open video encoder") now that VAAPI is a first-class backend.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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112a054c35 |
perf(host): latency hardening for the game-vs-encode GPU contention collapse
Verified, prioritized analysis in docs/host-latency-plan.md (multi-agent investigation + adversarial verification). Lands the two low-risk tiers: Tier 2B — Linux scheduling hygiene: - boost_thread_priority now nices the capture/encode (-10) and send (-5) threads on Linux (setpriority, best-effort; no-op without CAP_SYS_NICE), and the wrong "gamescope caps the game" doc-comment is corrected. - CUDA context created with CU_CTX_SCHED_BLOCKING_SYNC (frees a core on the shared box instead of busy-spinning on completion). - Copies moved off the default stream onto a per-thread highest-priority CUDA stream (cuStreamCreateWithPriority, graceful NULL-stream fallback) with a per-stream sync that no longer blocks on the other worker thread's in-flight copies. Stream priority is measure-then-keep (NVIDIA Linux may ignore it); never regresses. Tier 3A — Windows session tuning (new session_tuning.rs, raw C-ABI FFI, no-op off Windows): once-per-process 1ms timer + DwmEnableMMCSS + HIGH priority class; per-thread MMCSS "Games" + keep-display-awake. Wired into both the native (boost_thread_priority) and GameStream (stream.rs) paths. We had zero session tuning before (Apollo streaming_will_start parity). Tier 2A (Linux NV12 convert) is specified but intentionally not landed: it is colour-correctness-critical and needs A/B validation on a GPU box with a display (green-screen risk). Builds + clippy + fmt green on Linux. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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9c8fa9340c |
refactor: drop milestone names + consolidate clients; loss-recovery & rumble fixes
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Two bodies of work in one commit (the rename moved files the fixes also touched). Naming/structure cleanup (pre-launch): - Host modules m3.rs->punktfunk1.rs, m0.rs->spike.rs; CLI m3-host->punktfunk1-host, m0->spike; bare `punktfunk-host` now prints help. Types M3Options/M3Source-> Punktfunk1Options/Punktfunk1Source. - Clients consolidated out of crates/ into clients/: punktfunk-client-rs-> clients/probe (crate punktfunk-probe), client-linux->clients/linux, client-windows->clients/windows, punktfunk-android->clients/android/native (crate punktfunk-client-android; kept [lib] name=punktfunk_android so the JNI contract is unchanged). crates/ now holds only core + host. - Milestone codes M0-M4 purged from code/CLI/CLAUDE.md/README/docs/docs-site, kept only in docs/implementation-plan.md. docs/m2-plan.md-> docs/gamestream-host-plan.md. CI/gradle/flatpak paths updated. Client loss-recovery (video froze and never recovered after a brief drop): - Export punktfunk_connection_frames_dropped through the C ABI (the core already tracked it for the client keyframe-recovery loop; it was never reachable from the ABI clients). Regenerated punktfunk_core.h. - Apple (StreamPump + Stage2Pipeline) and Android (decode.rs) now poll frames_dropped and request a keyframe when it climbs -- the same loss-driven recovery Linux/Windows already had. Under infinite GOP the decoder silently conceals reference-missing frames, so the decode-error trigger rarely fires. Apple rumble robustness (worked then went spotty -- DualSense + Xbox): - Add CHHapticEngine stopped/reset handlers (rebuild on app background / audio interruption / server reset) and drop the permanent `broken` latch on a transient drive failure; latch only when the controller truly has no haptics. - Surface swallowed SDL set_rumble errors on Linux/Windows + diagnostic logging. Verified: cargo build/clippy/fmt --workspace, C-ABI harness, header drift. Not runnable on this box (verify in CI): Gitea workflows, gradle/Android, flatpak, Swift/decky. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |