555ec2a3b7ac92ef2868ae34e81dadfdeeccfcd3
116 Commits
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555ec2a3b7 |
Revert "fix(host/windows): rebuild the output fresh on every WGC↔DDA source switch"
This reverts commit
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3f191ba2ea |
fix(host/windows): rebuild the output fresh on every WGC↔DDA source switch
Key insight (from the user): a fresh RECONNECT shows the secure desktop but the live transition does not — so the difference is what a fresh session does that the live switch skipped. A reconnect runs build() = REMOVE + fresh ADD of the SudoVDA monitor + re-isolate + a fresh capturer; the live transition instead reused the session-start output (created while on the NORMAL desktop), which goes born-lost (ACCESS_LOST storm → black) on the secure desktop. Fix: virtual_stream_relay now calls build() on EVERY source switch (both WGC→DDA and DDA→WGC), then opens DDA on the new target for secure / uses the fresh helper for normal. This makes each transition equivalent to the reconnect that works — fixing both the WGC→DDA cutover (secure desktop now in the clean output state DDA can duplicate) and the DDA→WGC cutover (a fresh helper's first frame is its opening IDR, so await_idr clears immediately instead of waiting on a wedged helper). Costs a ~1-2s rebuild per transition, acceptable for UAC/lock events. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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ef4786387e |
feat(host/windows): force-composed-flip overlay to capture the secure desktop
The secure (Winlogon: UAC/lock/login) desktop presents via fullscreen independent-flip/MPO — it scans out bypassing DWM composition, so DXGI Desktop Duplication returns born-lost DXGI_ERROR_ACCESS_LOST (the client sees black; the UAC only "flashes" during the brief composed transition). Confirmed live: stable 4090 LUID across the storm (NOT reparenting) on an FP16 HDR output, recovering only when the screen changes. Fix (non-input, no system-wide registry change): capture/composed_flip.rs keeps a tiny click-through near-invisible TOPMOST LAYERED window alive on the current input desktop. Any visible window on the output disqualifies independent-flip → DWM composites → DDA can capture. A dedicated thread follows the input desktop (Default↔Winlogon) and recreates the window there on each switch (a window is bound to its desktop), re-asserting topmost + pumping messages every 200ms. Started for the two-process stream's lifetime; gated by PUNKTFUNK_FORCE_COMPOSED (default on, =0 to disable). Needs GENERIC_ALL on OpenInputDesktop for DESKTOP_CREATEWINDOW (0x80070005 otherwise). Validated: overlay creates on the Default desktop; live lock test pending. Also includes SET_RENDER_ADAPTER (sudovda.rs, Apollo item #16): pins the IDD render GPU to the NVENC GPU before ADD — issued + accepted live, though the secure-desktop storm was proven to be independent-flip (stable LUID), not reparenting, so it's correctness/hygiene here rather than this bug's fix. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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0324719b6e |
feat(host/windows): USO batched send for the GameStream video plane
The GameStream video sender did one send() syscall per packet on Windows (the #[cfg(not(target_os="linux"))] sendmmsg_all fallback), capping throughput at high packet rates. Wire it to UDP Send Offload (the Windows analogue of Linux GSO) so each paced 16-packet burst goes out in one WSASendMsg(UDP_SEND_MSG_SIZE) syscall instead of 16, preserving the microburst pacing. Expose a reusable punktfunk_core::transport::send_uso_all (Windows-only) that reuses the proven native-plane USO primitive (send_one_uso + the uso on/off latch + uso_unsupported), with the same uniform-size guard and ≤512-segment chunking as UdpTransport::send_gso. It returns how many leading packets it sent via USO; the GameStream sendmmsg_all sends any remainder (USO off via PUNKTFUNK_GSO=0, a size-mixed burst, or a frame's short final packet) with per-packet send. On-wire packet boundaries are unchanged. Resolves #4 in docs/apollo-comparison.md. Linux build unaffected; punktfunk-core type-checks for x86_64-pc-windows-msvc. Host Windows compile deferred to CI / dev box. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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6d7301ccf5 |
fix(windows): two-pass cursor compositing (alpha + XOR) in DXGI capture
A single DXGI cursor shape can need BOTH an alpha-blended layer AND a screen-inverting (XOR) layer at once — a masked-color text I-beam (opaque hot-spot + inverting bar) or a monochrome cursor mixing opaque and invert pixels. The old path produced ONE BGRA image per shape and picked ONE blend (cursor_invert) for the whole shape, so such mixed cursors rendered wrong (masked-color opaque pixels forced through the invert blend; monochrome (AND=1,XOR=1) invert pixels approximated as solid black). Port Apollo/Sunshine's decomposition: convert_pointer_shape now returns a CursorShape with optional alpha/xor layers; CursorCompositor holds tex_alpha + tex_xor and draw_layer renders each with its own blend (alpha = src-over, HDR-scaled; XOR = inversion, unscaled — it operates on the framebuffer reference). The CPU software path blends both layers too. Empty layers are never uploaded or drawn. Removes the single cursor_invert flag. Fixes #13 in docs/apollo-comparison.md. Independently reviewed (ship); Windows-only code — compile verified by CI / dev VM. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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7bf2899301 |
fix(host/windows): secure-desktop black screen — capture the real frame, don't seed black
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Root cause (confirmed live: "black until I pressed a key, then the image came back"): the secure desktop (lock/login/UAC) is STATIC, and DXGI Desktop Duplication only emits a frame on CHANGE. On the normal→secure switch the duplication is rebuilt (recreate_dupl / try_reduplicate), and we then SEEDED A BLACK frame as last_present — which the static secure desktop never replaced (no change-frame) until the user pressed a key. So we streamed black. Fix: after rebuilding the duplication, CAPTURE the current desktop frame instead of seeding black. A freshly-created duplication's first AcquireNextFrame returns the full current desktop; grab it and present it. New `present_acquired` factors the frame-processing out of `acquire`; both recovery paths now call it: - recreate_dupl: after adopting the new duplication, acquire+present the real frame (born-lost ACCESS_LOST / no-initial-frame → seed black as fallback and let the 250ms-throttled caller retry — a brief flash, then real content). - try_reduplicate: adopt-first, then capture its probe frame (was discarded). Also (independently-correct safe fixes, per the adversarial review): - DesktopWatcher computes the current desktop synchronously in start() before returning, so a session that begins on the secure desktop (reconnect to a locked box) doesn't relay one stale normal-desktop frame (the "flash"). - DuplCapturer::open reasserts SudoVDA isolation at open time (mirrors recreate_dupl) — forces the secure desktop back onto the virtual output if a lock/UAC re-attached a physical monitor. - Instrumentation: dbg_black_seeds counter + a throttled warn when black is seeded, and an info when a real secure-desktop frame is captured on recovery. Pending: the user's real-lock smoke test on the 4090 (a headless PsExec LockWorkStation runs as SYSTEM and can't lock an interactive session, so this must be validated with an actual lock). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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ec2907fc32 |
perf(host/windows): SendInput retry-on-failure model (two-process step 2)
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The injector reattached the input desktop (OpenInputDesktop + SetThreadDesktop, two syscalls) before EVERY event. Now it stays bound to its desktop and only reattaches on a SendInput short write (the input desktop switched into UAC/lock) + retries once — Sunshine's model. No steady-state per-event overhead; still follows the desktop across the secure boundary, serving both desktops. Validated on the RTX 4090 (host as SYSTEM): client-rs --input-test injected for ~6s with no "blocked desktop" errors. Completes all 6 steps of the two-process secure-desktop build; only a real-UAC user smoke test remains. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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1b68890dbf |
feat(host/windows): two-process step 6 — helper relaunch watchdog
A WGC-helper exit (crash, or a console disconnect killing its session) used to
end the stream. Now virtual_stream_relay rebuilds the output + helper and resumes
on the new helper's opening IDR. Rebuild — not respawn-on-the-old-target —
because an abruptly-killed helper leaves the SudoVDA's DXGI output briefly
unresolvable ("no DXGI output for target N yet"), and a console reconnect needs
a fresh output in the new session; `build` (the same path reconfigure uses)
recreates both. Bounded: 500ms backoff per attempt, give up after
MAX_HELPER_FAILS (20) consecutive failures; the counter resets on the first
relayed frame.
Live-validated on the RTX 4090 (host as SYSTEM): force-killed the helper PID
mid-stream → exactly one "WGC helper exited — rebuilt output + helper fails=1" →
the stream recovered and client-rs decoded 645 HEVC Main-10 frames continuously
across the kill (an earlier respawn-on-stale-target attempt storm-failed with
"no DXGI output", which the rebuild fixes).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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4edfcd4b43 |
feat(host/windows): two-process mux test toggle + live-validate step 5
PUNKTFUNK_SECURE_TEST_PERIOD_MS=N drives a square-wave secure/normal toggle in
virtual_stream_relay (instead of the real DesktopWatcher), to exercise the
mid-session helper↔DDA mux without a live UAC/lock. Gated behind the env var,
in the style of PUNKTFUNK_VIDEO_DROP / PUNKTFUNK_FEC_PCT.
Live-validated on the RTX 4090 (host as SYSTEM): with a 4s toggle the mux
switched secure(DDA)↔normal(WGC relay) cleanly 5× in one session and the client
decoded 308 HEVC Main-10 frames continuously across every switch — the
wait-for-IDR latch held with no decode break. The real Winlogon DDA capture is
pre-proven by the single-process secure path (
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8d6cbb81fe |
fix(host/windows): merge host PUNKTFUNK_* env into the WGC helper's environment
CreateProcessAsUserW gives the spawned helper the *user's* environment block, so the host's PUNKTFUNK_ENCODER=nvenc (and ZEROCOPY/PERF/…) were dropped and the helper fell back to the software (H.264-only) encoder — the client negotiated H265 → "WGC helper exited". `merged_env_block` now parses the user block, strips any PUNKTFUNK_* it carried, overlays this (host) process's PUNKTFUNK_* vars, and passes the merged UTF-16 block. Validated live on the RTX 4090 (host as SYSTEM): the helper spawns via CreateProcessAsUserW, runs WGC with no hang (HDR FP16 BT.2020 PQ), opens NVENC (D3D11 Main10), and relays AUs over the pipe — client-rs decoded 411 HEVC Main-10 frames over the LAN. Step 4 (spawn + relay) complete. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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140209bbfc |
feat(host/windows): two-process secure-desktop step 5 — DDA mux on Winlogon
`virtual_stream_relay` now muxes the AU source by input desktop. A DesktopWatcher (SYSTEM-only Winlogon-name poll) drives it: the user-session WGC helper relay feeds the normal (Default) desktop; the host's OWN DDA capturer+encoder — opened lazily on the first secure transition, on the same SudoVDA target with a no-op keepalive (the host still holds the real isolation owner) — captures the secure (Winlogon: UAC/lock/login) desktop that WGC can't see. Every switch latches "wait for IDR" and forces the now-active source to emit a keyframe (the two encoders keep independent infinite-GOP state, so the client must resume on an IDR); returning to the helper also drains its stale buffered AUs first. Reconfigure drops the stale-target DDA; keyframe requests route to the live source. Send path (FEC/seal/paced-send) unchanged. Also: wgc_relay gains try_recv (drain on switch-back); open_dda takes dims as args (avoids a closure borrow of the reassigned cur_mode); the forward! macro returns bool with `break 'outer` at the call site (no in-macro label hygiene). cfg-gated windows-only. Live validation (UAC switch over a session) pending. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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9f50b3930d |
feat(host/windows): two-process secure-desktop step 4 — spawn helper + relay AUs
The SYSTEM host now sources the normal-desktop video from a user-session WGC helper instead of capturing in-process (WGC won't activate as SYSTEM). New `capture/wgc_relay.rs`: `HelperRelay::spawn` launches `m3-host wgc-helper` in the interactive user session via CreateProcessAsUserW (WTSQueryUserToken → DuplicateTokenEx(TokenPrimary) → lpDesktop="winsta0\\default", CREATE_NO_WINDOW) with three anonymous pipes — stdout (framed Annex-B AUs → parsed back to RelayAu), stdin (control: force-keyframe), stderr (helper logs → host tracing). The host holds the SudoVDA keepalive (sole isolation/topology owner); the helper captures by GDI name only. m3.rs: `virtual_stream` dispatches to the new `virtual_stream_relay` when `should_use_helper()` (running as SYSTEM, or PUNKTFUNK_FORCE_HELPER; disable with PUNKTFUNK_NO_HELPER). The relay loop feeds the existing send thread — same FEC/seal/paced-send path. Reconfigure rebuilds the output + re-spawns the helper; keyframe requests forward over the control pipe; helper pts_ns (same-machine monotonic clock) is used directly as capture_ns. Disconnect ends the stream (step 6 adds the relaunch watchdog). wgc_helper.rs: reads the stdin control byte to request an IDR; --bit-depth flag threaded through so SDR 10-bit (Main10) negotiation reaches the helper's encoder. cfg-gated windows-only; Linux/macOS build unaffected. Step 5 (DesktopWatcher mux to host DDA on the Winlogon secure desktop) is next. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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a0f6cddc70 |
feat(host/windows): WGC helper subcommand (two-process secure-desktop, step 3)
`m3-host wgc-helper --target-id N --gdi NAME --mode WxHxHz --bitrate K`: the USER-session half of the two-process secure-desktop design (docs/windows-secure-desktop.md). Opens WGC on the EXISTING SudoVDA output by GDI name only (never creates a virtual output — a second topology owner re-trips the ACCESS_LOST born-lost storm), encodes via NVENC, and ships framed Annex-B AUs on stdout for the SYSTEM host to relay onto the live QUIC session: `[u32 magic "PFAU"][u32 len][u64 pts_ns][u8 keyframe][data]`. tracing → stderr so stdout stays the pure AU stream. cfg-gated windows-only; Linux build unaffected. scripts/headless/win-build.cmd: the canonical box build script (sets PUNKTFUNK_BUILD_VERSION so build.rs stamps the version + the NVENC LIB path). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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80e222d3b8 |
feat(host/windows): DesktopWatcher (secure-desktop detection) — step 1 of the two-process build
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Polls the input-desktop name (OpenInputDesktop + GetUserObjectInformationW(UOI_NAME)) on its own thread → Default/Winlogon atomic; the authoritative normal-vs-secure signal for the capture mux + input path (WTS notifications miss UAC). Not yet wired into the mux (needs the SYSTEM host + WGC helper, steps 3-5 in docs/windows-secure-desktop.md). NOTE: detecting the secure desktop requires the host to run as SYSTEM (a user-token process can't OpenInputDesktop the Winlogon desktop). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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5c2bcbc2a2 |
docs(windows): secure-desktop two-process design + WGC impersonation attempt (vestigial)
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Validated design for adding secure-desktop (UAC/lock/login) coverage on top of the shipped WGC animation fix. Key verified constraint: WGC won't activate under SYSTEM (0x80070424) even with thread-level ImpersonateLoggedOnUser, and DDA+SendInput on Winlogon need LOCAL_SYSTEM — so one process can't do both. Architecture: SYSTEM host (QUIC + SudoVDA + DDA-secure + SendInput + AU mux) + a USER-session WGC helper (CreateProcessAsUser) that relays encoded Annex-B AUs over a named pipe; the host muxes helper-AUs (normal desktop) vs its own DDA encoder (secure desktop), switched by a desktop-name watcher. No shared GPU texture (rejected — MIC/keyed-mutex pain); just AU bytes. docs/windows-secure-desktop.md has the ordered, box-testable steps. The impersonate_active_user() in wgc.rs is kept as a harmless no-op (under a user-token process WTSQueryUserToken fails → no impersonation → WGC works natively); it does NOT make WGC work under SYSTEM (the two-process design uses a real user process for WGC instead). + Win32_System_RemoteDesktop. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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28ab448a29 |
feat(host/windows): WGC capture backend (overlay/HDR-correct) with watchdog'd DDA fallback
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The capture-architecture reset from the research: add a Windows.Graphics.Capture (WGC) backend that captures the COMPOSED desktop — including the overlay/independent-flip/MPO planes DXGI Desktop Duplication misses — which structurally fixes the frozen HDR animations + video (proven live: a WGC frame decodes to the real 5120x1440 HDR content DDA freezes on). It reuses the whole pipeline unchanged: the WGC frame's GPU texture → same scRGB→BT.2020-PQ shader → NVENC zero-copy; the OS composites the cursor (IsCursorCaptureEnabled) so no manual cursor pass. crates/punktfunk-host/src/ capture/wgc.rs; find_output/make_device/HdrConverter/nudge_cursor_onto made pub(crate) for reuse. Reliability findings + mitigations (live on the RTX 4090): - WGC can't activate under the SYSTEM account (0x80070424) — it needs the interactive user token. The host must run as the user for WGC (run.cmd: drop PsExec -s). DDA still needs SYSTEM for the secure desktop — that token reconciliation (impersonation) is the remaining task. - WGC's Direct3D11CaptureFramePool::CreateFreeThreaded intermittently HANGS on the headless SudoVDA (IddCx) display, correlated with accumulated SudoVDA churn (failed REMOVEs leaving lingering displays); clean-state opens reliably. Since it's a blocking hang, capture_virtual_output runs WGC open on a watchdog thread with a 5s timeout and falls back to DDA on hang/error — the session is NEVER left black: WGC when it opens (fixed animations), DDA otherwise. First-frame nudge added (WGC fires FrameArrived on change; a static desktop otherwise never delivers the first frame). - Default WGC; PUNKTFUNK_CAPTURE=dda forces DDA. DDA path unchanged. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b9f4cf1f3e |
fix(host/windows): don't 2-way-split-encode Main10 — it's SLOWER on Ada (fixes broken HDR animations)
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The "broken animations in HDR" was an encode-throughput cliff, not the ACCESS_LOST churn. Measured at 5120x1440@240 HEVC Main10 on the RTX 4090: forced 2-way split-encode = 7.6 ms/frame (~131 fps, well over the 4.17 ms/240fps budget → choppy), while SINGLE engine = 2.8-3.9 ms/frame (~256-357 fps, fits 240). The split/merge overhead dominates for 10-bit; a single Ada NVENC engine already handles 5K@240 Main10 comfortably. So the split decision now forces DISABLE for Main10 (bit_depth >= 10), keeping the existing forced-2 only for 8-bit above 1 Gpix/s. PUNKTFUNK_SPLIT_ENCODE still overrides. Added a split-mode log line. Validated live on the 4090: encode_us_p50 7.6 ms → 3.9 ms at 5K240 HDR with no env override. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b1e95a386f |
fix(host/windows): tiered DXGI recovery — cheap re-DuplicateOutput for the HDR ACCESS_LOST churn
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The HDR path produced a constant ACCESS_LOST churn during real desktop activity (window resize / Start menu / DWM transitions): the duplication keeps getting invalidated but the OUTPUT stays valid (probe passes — 0 born-lost over 72 rebuilds). The old recovery did a FULL rebuild (new device + factory) on every loss, which re-inits NVENC + seeds black + was throttled to 4x/s → mostly-frozen, re-init churn = "broken animations". Now recovery is tiered (mirrors Sunshine): try_reduplicate() does a fresh DuplicateOutput on the EXISTING device+output — no new device, so NO encoder re-init, NO black seed, gpu_copy/HDR textures/last_present kept → frames resume immediately. Only a genuine output loss (secure-desktop switch) or a dead device (DEVICE_REMOVED/RESET) falls back to the full, throttled recreate_dupl. Both paths probe the new duplication and reject a born-lost one. Validated synthetically (1080p60 + 5120x1440@240 HDR): pipeline stable, 0 churn, frames flow. The real-desktop churn needs live validation (can't synthesize DWM animations). Secure-desktop "UI never appears in-session" is a separate issue (output gone in-session; only a fresh monitor re-add works) — still open. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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0a3b92d994 |
fix(host/windows): HDR cursor brightness (203-nit) + probe-before-adopt recovery; windows-client bootstrap doc
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- HDR cursor: sRGB→linear decode + scale to HDR graphics white (PUNKTFUNK_HDR_CURSOR_NITS, default 203 per BT.2408) in the FP16 cursor composite, so it's no longer ~2.5x too dim. SDR path unchanged; the masked-color (I-beam) inversion blend left unscaled. Cursor cbuffer widened 16→32 + bound to PS. (Validated live: cursor now correct brightness in HDR.) - Secure-desktop recovery: recreate_dupl now PROBES the rebuilt duplication with a 50ms AcquireNextFrame and only adopts it when live (Ok/WAIT_TIMEOUT); a born-lost one (immediate ACCESS_LOST) is dropped so the caller repeats the last frame + retries. Plus reassert_isolation() re-detaches physical displays on every recovery (re-routing the secure/HDR desktop to the virtual output, the delta a fresh reconnect has). NOTE: the born-lost ACCESS_LOST storm in HDR is NOT yet resolved by these — still under investigation (animations/secure-UI/cursor-trail in HDR remain). - docs/windows-client-bootstrap.md: handoff for the native Windows Rust client (windows-rs Reactor + WinUI 3 SwapChainPanel, D3D11VA decode, WASAPI audio, SDL3 input; ports crates/punktfunk-client-linux; 10-bit/HDR present; dev boxes + gotchas). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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bbabc04bca |
feat(hdr): Windows HDR10 + 10-bit end-to-end, negotiated; non-blocking capture recovery
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Adds true HDR (BT.2020 PQ) and 10-bit (HEVC Main10) streaming, negotiated so an 8-bit/SDR client is never sent a stream it can't decode, plus a robust fix for the capture losing the stream across a secure-desktop transition. Protocol (punktfunk-core/quic.rs): - Hello gains `video_caps` (VIDEO_CAP_10BIT / VIDEO_CAP_HDR), Welcome gains `bit_depth`, both as optional trailing bytes (back-compat). client-rs advertises 10-bit via PUNKTFUNK_CLIENT_10BIT; the connector advertises 0 for now (in-band detection drives the native clients). Regenerated punktfunk_core.h. Windows host: - 10-bit Main10: host enables it only when the client advertised VIDEO_CAP_10BIT AND PUNKTFUNK_10BIT is set; threaded through open_video → NVENC (profile Main10, pixelBitDepthMinus8). - HDR: when the captured desktop is scRGB FP16 (R16G16B16A16_FLOAT, HDR on), copy it to an FP16 surface, composite the cursor there, convert scRGB → BT.2020 PQ 10-bit (R10G10B10A2) via a shader, and encode HEVC Main10 with the BT.2020/PQ colour VUI (ABGR10 input). Fixes the freeze + cursor-trail that came from feeding FP16 into the BGRA path. Reacts dynamically to the HDR toggle. - Capture recovery: rebuild is now a single NON-BLOCKING attempt, throttled to ~4×/s, repeating the last good frame between attempts (format-tagged last_present). During a secure-desktop dwell SudoVDA's output is gone; the old blocking 12 s retry starved the send loop for seconds so the client timed out and disconnected — now the session stays fed (frozen) until the desktop returns. Also seeds a black frame on recovery. Apple client (PunktfunkKit): - Detects HDR in-band from the stream VUI (PQ transfer function), decodes to 10-bit P010, and presents via an rgba16Float + BT.2020 PQ CAMetalLayer with EDR; SDR path unchanged. Switches automatically on a mid-session HDR toggle. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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26fbd9ec64 |
perf(host/windows): zero-copy NVENC — encode the capturer's texture in place (halve 3D-engine load)
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The Windows host pegged the GPU 3D engine at ~97% during high-fps desktop streaming — measured (per- process GPU-engine counters) as OUR process, not DWM. Cause: TWO VRAM->VRAM CopyResource per frame (dupl->gpu_copy in the capturer, then gpu_copy->nvenc_pool in the encoder), and on Windows D3D11 routes copies to render-target textures through the 3D engine (the DMA copy engine sat idle at 7%), so at 240 fps they saturate it and contend with a game's own rendering. Eliminate the second copy: NVENC now registers the capturer's D3D11 texture directly (cached by raw pointer, the cloned texture kept alive until unregister) and encode_pictures it IN PLACE — no encoder-owned input pool, no per-frame copy. Safe because the host encode loop is synchronous (capture -> submit -> poll, where lock_bitstream blocks until the encode finishes), so the capturer never overwrites the texture mid-encode; documented in the module header in case that ever changes. 2 GPU copies/frame -> 1 (the remaining dupl->gpu_copy is unavoidable; that DXGI surface is transient). Measured: SM/compute ~10-15% at ~217 fps 5K (was ~20% at only ~48 fps with two copies), 3687 frames decoded clean. Windows-only; Linux/macOS unaffected. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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c830246037 |
feat(host/windows): UDP send offload + NVENC 2-way split-encode (1 Gbps+ / 5K@240)
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The Windows host couldn't sustain high-throughput / high-fps streams — two gaps vs the Linux host, both found via live RTX 4090 measurement (PERF timing + nvidia-smi per-engine attribution): - UDP Send Offload (USO). punktfunk-core's UdpTransport sent one packet per `send` syscall on Windows (send_batch/send_gso were Linux-only), capping throughput at high packet rates. Add a Windows `send_gso` override using `WSASendMsg` + `UDP_SEND_MSG_SIZE` (the Windows analogue of Linux UDP GSO) via windows-sys — one syscall segments a coalesced <=512-segment super-buffer to the connected peer. On by default with auto-fallback (PUNKTFUNK_GSO=0 disables, error latches off); plugs into the existing paced send path. SO_SNDBUF (32MB) was already cross-platform. - NVENC 2-way split-frame encoding. A single Ada NVENC session tops out ~0.8 Gpix/s, so 5K@240 (1.77 Gpix/s) took ~8 ms/frame -> a ~125 fps ceiling at high motion (the in-game stutter). Set NV_ENC_INITIALIZE_PARAMS.splitEncodeMode = TWO_FORCED above ~1 Gpix/s (matching the Linux libavcodec split_encode_mode path) to use both 4090 encoders — measured ~8 ms -> ~4 ms/frame at throughput. Env override PUNKTFUNK_SPLIT_ENCODE; init-failure fallback disables it (e.g. H264). Windows-only paths; Linux/macOS unaffected. Builds clean on x86_64-pc-windows-msvc. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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f4b4a6c1e4 |
feat(host/windows): native res, cursor, secure-desktop capture, windowless SYSTEM launch
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Live-validated Mac <-> RTX 4090 at the display's native 5120x1440@240: - Resolution: set_active_mode enumerates the IDD's advertised modes and sets the requested resolution at the best supported refresh (keeps 5120x1440@240; no more silent fallback to the 1080p OS default when an exact mode is briefly unavailable). - Bitrate auto-cap: NVENC init probes and steps the average bitrate down to the GPU's codec-level max so a high client bitrate connects (matches the Linux host; we do not split NVENC sessions). - Mouse cursor: DXGI duplication excludes the HW cursor; capture the pointer shape/position (GetFramePointerShape) and GPU-composite it before NVENC. Color cursors alpha-blend; masked-color (the text I-beam) uses an INV_DEST_COLOR inversion blend so the caret inverts the screen and shows on any background (no black box); monochrome handled too. - Secure desktop (lock / login / UAC): run as SYSTEM in the interactive session, follow the input desktop via SetThreadDesktop, and on the WinSta switch recreate the D3D11 device and re-resolve the virtual output's GDI name from the stable SudoVDA target id (the name changes across the topology rebuild; the old failure hunted the stale \\.\DISPLAYn and dropped). ACCESS_LOST / INVALID_CALL / device-removed are recoverable, and a mid-stream resolution change is followed (capturer + NVENC re-init at the new size). isolate_displays detaches other monitors so Winlogon renders to the virtual output. One real session recovered 1012 desktop switches and completed cleanly. Windows-only backends; Linux/macOS unaffected. Builds clean on x86_64-pc-windows-msvc. Deployment (windowless SYSTEM launch via PsExec + hidden VBScript) documented in docs/windows-host.md. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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8ab262f8f8 |
feat(trust): host-gated trust-on-first-use — PIN pairing mandatory by default
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TOFU let anyone who could reach the host click "Trust" and stream, which defeats the point on a LAN. Make SPAKE2 PIN pairing the default and only way to trust a NEW host; TOFU survives as an explicit HOST opt-in (for fully trusted networks), advertised over mDNS so clients render their trust UI from the host's policy rather than offering trust on faith. Contract: - Host advertises pair=required (default) or pair=optional. pair=required rejects unpaired clients at the handshake; pair=optional accepts them (TOFU). - Clients: a pinned host whose fingerprint matches connects silently; a pinned host whose fingerprint CHANGED forces re-pairing via PIN (no re-trust shortcut); a NEW host is offered TOFU only if it advertised pair=optional, otherwise PIN pairing is mandatory; a manually-typed or unknown-policy host is always PIN. Host (crates/punktfunk-host/src/main.rs): - m3-host now REQUIRES pairing by default (was open by default). New --allow-tofu opts into accepting unpaired clients + advertising pair=optional; pairing is always armed (PIN logged at startup). serve --native was already secure-by-default (serve --open). The mDNS advert and the accept loop already mapped require_pairing -> pair=required + reject; only the m3-host CLI default + help text changed. Clients honor the advertised policy: - Android (MainActivity.kt): TOFU only for a discovered pair=optional host; manual/unknown -> PIN; fp-change -> re-pair only (dropped the "Forget & re-TOFU" shortcut). - Apple (HostDiscovery/SessionModel/ContentView/HostCards/HostStore): new allowsTofu (pair==optional, distinct from unknown); connect() gates .awaitingTrust on it; unpinned non-optional hosts route to the PIN sheet; "Forget Identity" re-pairs rather than re-TOFUs. - Linux (app.rs/ui_hosts.rs/session.rs): ConnectRequest.pair_required -> pair_optional; initiate_connect routes pinned/fp-changed/optional/else; manual + --connect unknown -> PIN; a pinned connect rejected on trust grounds re-pairs. Docs (CLAUDE.md, README.md, docs-site/content/docs/pairing.md): describe the gated model — PIN is the default, TOFU an explicit opt-in with an impostor warning. Verified: host cargo check/clippy/fmt clean; Android built + live (emulator -> home-worker-2): a manual connect now opens the PIN dialog (no Trust button) and the PIN ceremony streams; Apple swift build clean; Linux clippy -D warnings + fmt clean on the Linux box. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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fe9921cc1c |
fix(dist): kill the version-shadow + add build provenance (P0)
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The stale code a default install/upgrade got was a TAG LEAK: deb.yml/rpm.yml shared
`tags: ['v*']` with the Apple-client release.yml, so the v0.1.0/v0.1.1 tags cut to ship
the macOS app ALSO published host packages versioned 0.1.1 — which outranks every rolling
0.0.1~ciN / 0.0.1-0.ciN build in both registries (dpkg/rpm version compares confirm), so
`apt install`/`rpm-ostree install` silently fetched ~99-commits-stale code while the READMEs
claimed auto-tracking. Two fixes:
- Decouple host publishing from Apple `v*` tags: deb.yml/rpm.yml now trigger on `host-v*`
only, so a client tag can never poison the host channel again.
- Bump the rolling base 0.0.1 -> 0.2.0 (deb `0.2.0~ciN`, rpm `0.2.0-0.ciN`): sits ABOVE the
stray 0.1.1 yet BELOW a future 0.2.0 tag, and still climbs monotonically by run number — so
`apt upgrade`/`rpm-ostree upgrade` genuinely move forward. Spec default + build scripts +
PKGBUILD pkgver bumped to match.
Build provenance (so a stale/shadowed host is detectable): build.rs stamps PUNKTFUNK_BUILD_VERSION
(set by CI = the full package version, e.g. 0.2.0~ci120.g802e98d; falls back to the crate version
for a plain `cargo build`) into the binary via rustc-env. Surfaced in `punktfunk-host --version`,
the startup log, and the mgmt /health + /host `version` field (was a hardcoded CARGO_PKG_VERSION).
Deliberately env-driven, not git-derived — the RPM builds from a git-archive tarball with no .git.
Version computed BEFORE the build in deb.yml; the spec %build exports it from %{version}-%{release}
(and gains --locked for reproducibility parity with the .deb path). Validated: plain build reports
0.0.1, env-stamped build reports 0.2.0~ci999.gdeadbee.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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7654b20b2a |
fix(host/windows): NVENC capture on real GPU + HOME-less config dir
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Validated live on an RTX 4090 (Windows 11) host streaming to the Rust reference client over the LAN: SudoVDA virtual display → DXGI Desktop Duplication (D3D11 zero-copy) → NVENC HEVC → punktfunk/1. 720p60 and 1080p60 both clean (181 / 177 frames, 0 mismatched, p50 1.6 / 3.45 ms cross-machine), coexisting with Apollo. Two real-hardware bugs the GPU-less VM couldn't surface: - DXGI capturer: the SudoVDA virtual monitor's DXGI output is enumerated under the GPU that *renders* it (the 4090, LUID 0x15df6), NOT under the SudoVDA "adapter" LUID SudoVDA reports (0x23276). Restricting the output search to that LUID found nothing → "adapter has no output named \\.\DISPLAYn". Now search ALL adapters for the GDI name, bind the D3D11 device to whichever adapter exposes it (NVENC then shares that device), with a settle-retry (the output appears a beat after display creation) and topology logging. - native_pairing / apps: keyed config paths off raw $HOME, which a Windows service/scheduled-task context doesn't set → "HOME unset" hard-fail at m3-host startup. Route both through gamestream::config_dir(), which falls back to %APPDATA% on Windows (cert/paired/apps now under AppData\Roaming). clippy -D warnings + build green on x86_64-pc-windows-msvc (default and --features nvenc) and Linux (78/78 tests). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b2e5878711 |
feat(host/mgmt): HTTPS + token auth by default (no loopback no-auth fallback)
android / android (push) Failing after 21s
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The mgmt API already always serves HTTPS (the host identity cert), but on a loopback bind with no token it ran unauthenticated — any local process could drive it. Make auth required ALWAYS: - new mgmt_token::load_or_generate(): token precedence is --mgmt-token > env PUNKTFUNK_MGMT_TOKEN > persisted ~/.config/punktfunk/mgmt-token > freshly generated 32-byte hex, persisted 0600 in KEY=VALUE form (so the bundled web console can source it directly as a systemd EnvironmentFile — one source of truth). config_dir() made pub(crate). - parse_serve() resolves the token via load_or_generate() when unset, so a bare `serve` Just Works with auth on and no operator step. - mgmt::run() drops the loopback no-token exemption and requires a token; require_auth()'s unauthenticated fallback now returns 401. The paired-cert (mTLS) branch is unchanged — Apple client + library auth unaffected. - web /api proxy: 503 (legible) instead of forwarding an empty bearer. - tests: test_app/test_app_native default a token, send() auto-attaches the bearer; blank-token test asserts the new "no token" refusal. 80 pass. - docs: mgmt module doc + host.env.example reflect always-on auth + auto-gen. Compiles, clippy/fmt clean, openapi no drift. Part B (bundle the web console into apt, auto-wired to this token) follows. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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2bca89c555 |
feat(host/windows): Steam library auto-discovery on Windows
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The Steam `LibraryProvider` keyed off `$HOME` + Linux paths, so the game library was empty on Windows. Add Windows discovery: the default Steam install dirs under Program Files (`ProgramFiles(x86)`/`ProgramFiles`/ `ProgramW6432`), with games on other drives picked up via each root's `libraryfolders.vdf` — whose Windows values are backslash-escaped, so unescape `\\` → `\`. The existing root-scan/dedup logic is shared via a new `steam_roots_existing` helper. The custom store (mgmt JSON CRUD) was already cross-platform; only Steam auto-discovery was Linux-only. Not yet covered: a non-default Steam install dir (the registry `Valve\Steam\InstallPath`). Degrades gracefully — no Steam → empty list. clippy -D warnings + library tests green on Windows and Linux. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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66f579461f |
feat(host/windows): GameStream (Moonlight) audio on Windows — stereo
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`serve` gave Moonlight clients no audio on Windows: the GameStream audio stream thread was Linux-only (a non-Linux stub errored). Widen the stereo path to Windows — the encode/RTP/AES-CBC/hand-rolled-RS(4,2)-FEC logic is platform-neutral and already live-validated byte-identical on Linux, and it now runs over the WASAPI capturer + the (already cross-platform) `opus` crate. The cfg gates go from `linux` to `any(linux, windows)`; only the surround path stays Linux-only because its libopus *multistream* encoder needs `audiopus_sys` (a Linux dep) — on Windows a surround request fails cleanly with a "use stereo" error. Linux stays byte-identical (the `SessionEncoder::Surround` variant and its match arm keep `#[cfg(linux)]`, so Linux compiles exactly as before). Verified: clippy -D warnings + host test suite green on both x86_64-pc-windows-msvc (73/73) and Linux (78/78). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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e3de19b52e |
test(host): make two host tests portable to Windows
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The Windows host test suite hit two pre-existing portability failures (the autonomous Windows bring-up never ran `cargo test` on the VM): - `vdisplay::detect_active_session_*` asserted a non-empty XDG runtime dir — a Linux concept with no Windows equivalent. Gate just that assertion to Linux (keep the call so the fn stays used → no dead_code). - `mgmt::openapi_document_is_complete_and_checked_in` did a byte compare against the checked-in spec, which git may check out CRLF on Windows while serde_json emits LF. Compare content with `\r` stripped. Host suite now 73/73 on x86_64-pc-windows-msvc; Linux unchanged (78 ok). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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9c61b03101 |
feat(host/windows): ViGEm rumble back-channel + Windows clippy clean
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Wire the host→client rumble path on Windows, the analogue of the Linux uinput EV_FF read loop: a game's force-feedback on the virtual Xbox 360 pad is delivered by ViGEm's notification API (`request_notification` → `spawn_thread`, gated by the crate's `unstable_xtarget_notification` feature). A per-pad background thread stores the latest motor levels; `pump_rumble` relays changes to the client on the universal 0xCA plane (motors scaled 0..255 → 0..65535). Dropping the target aborts the notification, so the thread exits with the session. Live verification still needs a physical pad. Also fix the Windows backends' clippy debt — these modules are cfg- excluded from Linux CI, so `clippy -D warnings` never saw them, and the VM's rustc 1.96 clippy is stricter on shared code than the CI image: - dxgi: manual checked division → checked_div().map_or - sendinput: `x = x | y` → `x |= y` - sudovda: `.then(|| ptr)` → `.then_some(ptr)` - m3 pick_compositor: drop the needless early return (match form) - m3 resolve_compositor: Windows arm is a tail expr, not `return` All Windows backends now build + clippy clean (default and --features nvenc); Linux unaffected (fmt/clippy/check green). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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7d5dbd47b7 |
fix(host/dualsense): heartbeat virtual DualSense so it isn't dropped when idle
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"Controller disconnected every few seconds" (Forza Horizon, held steady): the virtual UHID DualSense emitted HID report 0x01 ONLY on state change, but a real DualSense streams it continuously (~250 Hz). When the player holds the wheel/throttle steady the client sends no wire events, so the host wrote nothing and /dev/uhid went silent for seconds — the kernel hid-playstation driver / Proton / SDL treat that as an unplugged controller. (The uinput X-Box pad is immune: evdev holds last-known state with no periodic-report requirement.) Add DualSenseManager::heartbeat(max_gap): re-emit each live pad's CURRENT report when it's been silent for max_gap (idempotent — a stale-but-correct frame, never a phantom input; write_state bumps seq+timestamp). write() resets the per-pad timer, so an actively-used pad emits no extra reports — the heartbeat only fills genuine silence. PadBackend::heartbeat() drives it at an 8 ms gap (~125 Hz) for DualSense (no-op for X-Box), called every input-thread tick (the loop already runs ≤4 ms). GET_REPORT feature replies + the pad lifecycle were ruled out by the investigation (pad is created once, never torn down mid-session). Compiles, clippy/fmt clean, 78 host tests pass. Verify on the box: held-idle DualSense stays present in evtest / no SDL CONTROLLERDEVICEREMOVED; Forza no longer toasts "controller disconnected". Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b8a1b7e469 |
feat(host/windows): host→client Opus audio — vendored libopus on MSVC
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The `m3` audio_thread (desktop capture → Opus 48 kHz stereo 5 ms CBR → AUDIO_MAGIC datagrams) now runs on Windows, fed by the WASAPI loopback capturer. The `opus` crate vendors libopus via `audiopus_sys` + cmake (no system lib / vcpkg), so it builds on MSVC — moved into a `cfg(any(linux, windows))` deps table and widened the audio_thread cfg to match (the stub now only covers other targets, e.g. macOS). Build note: CMake 4 rejects libopus's old `cmake_minimum_required`; set `CMAKE_POLICY_VERSION_MINIMUM=3.5` when building the host on Windows. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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336357643c |
feat(host): KWin virtual output primary + settle portal env on switch
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Two parked follow-ups from the session-aware host work: #3 — KWin/Mutter virtual output not set primary. The auto-detected desktop path *is* "stream this desktop", but the per-session virtual output wasn't promoted to primary, so KDE/GNOME panels + windows stayed on an unstreamed real output and the streamed screen showed only wallpaper. apply_session_env now defaults PUNKTFUNK_KWIN_VIRTUAL_PRIMARY / PUNKTFUNK_MUTTER_VIRTUAL_PRIMARY on for the auto path (explicit config still wins), so the streamed output becomes the sole desktop. #2 — input flaky after a mid-stream Gaming->Desktop switch. The xdg portal (D-Bus-activated) and the systemd --user env still pointed at the old session, so the host's RemoteDesktop portal opened against a half-stale env: it accepted events but they didn't reach the compositor until a reconnect. New vdisplay::settle_desktop_portal() pushes the live session env into the systemd/D-Bus activation environment and (for KWin) restarts the portal so it re-reads it, mirroring a fresh desktop login (and the existing wlroots portal restart). Called from the mid-stream switch rebuild slot before the injector reopens. GNOME uses Mutter's direct EIS, so it only gets the env push. Compiles, clippy/fmt clean, 78 host tests pass. Live validation on the Bazzite box next. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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2448a33698 |
style(host/windows): rustfmt the Windows backends
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Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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8cba886c17 |
feat(host/windows): ViGEm virtual gamepad backend
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Windows GamepadManager via vigem-client (ViGEmBus) — the uinput-xpad analogue: one virtual Xbox 360 controller per client pad index, created lazily on first State. GameStream/Moonlight already uses the XInput conventions (low-16 button bits, sticks -32768..32767 +Y up, triggers 0..255), so the GamepadFrame->XGamepad mapping is 1:1. Replaces the non-Linux GamepadManager stub (same new/handle/pump_rumble API the m3 PadBackend drives, so no m3 change). Graceful when ViGEmBus is absent (gamepad disabled, session continues). Compiles clean on Windows + Linux; live-test needs the ViGEmBus driver + a physical pad. Rumble back-channel is a TODO (ViGEm notification API). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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69ba6ec45d |
feat(host/windows): NVENC D3D11 hardware encoder (--features nvenc)
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Zero-copy capture->encode on the GPU via the raw NVENC API (nvidia_video_codec_sdk sys + ENCODE_API; the safe wrapper is CUDA-only). Opens an NV_ENC_DEVICE_TYPE_DIRECTX session on the SAME ID3D11Device as the DXGI capturer (carried on the new FramePayload::D3d11), registers a pool of BGRA textures once, CopyResources each captured texture in and encode_picture; CBR/ULL, infinite GOP, P-only, forced-IDR for RFI. The DXGI capturer gains a D3D11 zero-copy output (selected, like the encoder, by PUNKTFUNK_ENCODER=nvenc) so capture+encode share textures. OFF by default (the nvenc feature pulls the NVENC SDK + cudarc): the default Windows host links without it (openh264 path). cudarc builds toolkit-less via the SDK ci-check feature (dynamic-loading). At link time --features nvenc needs nvencodeapi.lib (NVENC SDK, or an import lib generated from the driver's nvEncodeAPI64.dll) on PUNKTFUNK_NVENC_LIB_DIR. Both default and --features nvenc builds validated to compile+link GPU-less on the VM (import lib generated from the driver DLL). Runtime needs a real NVIDIA GPU. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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04b76ebfc7 |
feat(host/windows): run serve/m3-host on Windows (config paths + compositor)
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The punktfunk/1 control plane already compiled on Windows; these wire the last gaps so the host actually runs: config_dir falls back to %APPDATA% (HOME\.config when set), paired_path uses it, hostname from COMPUTERNAME, and resolve_compositor short-circuits the Linux session-detection on Windows (SudoVDA is the single backend; vdisplay::open ignores the compositor arg). Validated live on the VM: m3-host creates its identity, binds the QUIC endpoint (fingerprint logged), advertises mDNS (_punktfunk._udp, host from COMPUTERNAME), and accepts sessions. GPU-less validations green: m0 synthetic->openh264->core FEC loopback (120/120, 0 mismatches) and the m3 c_abi_connection_roundtrip control-plane test. Full session capture (SudoVDA->DXGI) + NVENC remain GPU-gated. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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9c2499fd45 |
feat(host/windows): DXGI Desktop Duplication capture backend
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Windows Capturer via DXGI Desktop Duplication: create a D3D11 device on the SudoVDA adapter (by LUID), find the matching output (by GDI name), DuplicateOutput, and per AcquireNextFrame copy the desktop into a CPU-readable staging texture -> tightly-packed BGRA (FramePayload::Cpu, feeds the openh264 software encoder GPU-lessly). Handles WAIT_TIMEOUT (reuse last frame) and ACCESS_LOST (re-duplicate). Adds FramePayload::D3d11(D3d11Frame) for the future NVENC zero-copy path, and a VirtualOutput.win_capture identity (adapter LUID + GDI name) carried out of the SudoVDA backend. Pure helpers (pack_luid/gdi_name_matches/depad_bgra) unit-tested on the VM; the live duplication path needs a real GPU + an activated SudoVDA monitor. Compiles clean on Windows + Linux. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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45e5157091 |
feat(host/windows): WASAPI loopback audio capture
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Windows AudioCapturer via the wasapi crate (0.23): loopback the default render endpoint (Render device + Direction::Capture + shared mode => STREAMFLAGS_LOOPBACK) at 48 kHz stereo f32 with autoconvert, feeding the existing Opus path with no resampling. Dedicated COM-MTA thread owns the !Send WASAPI objects; interleaved f32 chunks leave over a bounded lossy channel; RAII Drop stops + joins. Bring-up handshake reports a missing endpoint as Err so a session continues without audio. open_audio_capture Windows factory arm + module. Init chain validated live on the VM (open succeeds; next_chunk waits on a silent system). Virtual mic deferred (no Windows virtual-audio endpoint). m3 audio_thread wiring + opus hoist land with the integration task. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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cbbeaa5c29 |
feat(host/windows): openh264 software H.264 encoder (GPU-less path)
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Windows Encoder impl via the openh264 crate (statically-bundled, BSD-2): low-latency screen-content config (Baseline/no-B-frames, bitrate RC, BT.709 limited, near-infinite GOP + forced-IDR recovery via request_keyframe), packed CPU pixels (BGRx/BGRA/RGB/RGBA/RGBx/BGR) -> I420 -> AnnexB with in-band SPS/PPS each IDR. Synchronous: submit encodes immediately, poll hands back the one AU, flush is a no-op. Windows open_video factory selects it (PUNKTFUNK_ENCODER=software|nvenc|auto; NVENC arm lands later), H.264-only with a clear error otherwise, SW bitrate ceiling. Unit-tested live on the VM: synthetic BGRx -> AnnexB IDR + SPS NAL. Unblocks the GPU-less capture->encode->FEC->send pipeline. Compiles clean on Windows + Linux. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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cce2eb60f6 |
feat(host/windows): SendInput input-injection backend
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Windows InputInjector via SendInput (Win32 KeyboardAndMouse), mirroring the wlroots backend: absolute mouse (MOUSEEVENTF_VIRTUALDESK normalized to the virtual desktop), relative mouse, scancode keyboard (MapVirtualKeyExW + extended-key flagging), scroll (no sign flip — Windows wheel matches GameStream), buttons. Client already sends Windows VK codes (no keycode table). Reattaches the thread to the input desktop (OpenInputDesktop/SetThreadDesktop) to survive UAC/lock switches. New Backend::SendInput, the Windows auto-default in default_backend(), open() arm, windows-crate features. Compiles clean on Windows + Linux. Live injection validates with the in-session host run (SendInput is desktop-isolated from an SSH network logon). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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26741feada |
feat(host/windows): SudoVDA virtual-display backend (control path)
Windows VirtualDisplay backend driving SudoVDA (the Apollo IDD) via its DeviceIoControl IOCTL protocol: open by interface GUID, ADD at the client's exact WxH@Hz (mode baked into the IOCTL, no EDID seeding), mandatory watchdog ping thread, QueryDisplayConfig name resolution, RAII Drop -> REMOVE. Wired behind the existing VirtualDisplay trait (open()/probe() Windows arms). Validated live on the GPU-less VM (standalone + via the trait, env-gated test): version 0.2.1, ADD 1920x1080@60 -> target, watchdog hold, REMOVE. Monitor activation into a WDDM path (-> capturable \\.\DisplayN) needs a real GPU and is deferred with capture/NVENC. docs/windows-host.md updated. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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5fddaac6af |
fix(host): compile punktfunk-host on windows (x86_64-pc-windows-msvc)
Gate the Linux-only bits so the host crate builds on MSVC (it already built on Linux + macOS): drm_sync/dmabuf_fence use DRM ioctls + libc (a linux-only target dep) and have no non-Linux callers; VirtualOutput.remote_fd is a PipeWire concept. The full dep tree (aws-lc-rs, quinn, rusty_enet, axum) builds clean on MSVC and the binary runs (openapi emits the spec) — only these 3 cfg-gates were needed. First step of the Windows host port (docs/windows-host.md). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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f869b434ba |
fix(host): input follows session per-connect + restore-guard on desktop switch
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Two fixes from live Bazzite testing of the managed-Gaming + mid-stream work: 1. Input now FOLLOWS the active session. The host-lifetime injector was pinned to the first backend it opened and only reopened on an inject FAILURE — but with Feature A keeping the managed gamescope warm, its EIS socket stays alive, so a switch to the KDE desktop + reconnect kept injecting into the idle gamescope (input silently dead on KDE). injector_service_thread now compares the resolved input backend (default_backend() ← PUNKTFUNK_INPUT_BACKEND, set per connect by apply_input_env, and on a mid-stream switch) each event and reopens when it changes. Fixes input on a Gaming->Desktop reconnect AND Feature B's mid-stream input re-route, with no plumbing. 2. Debounced TV-restore no longer yanks you back to gaming. do_restore_tv_session now checks detect_active_session(): if a desktop session is active (the user switched), it tears down the idle managed gamescope but does NOT restart the gaming autologin. Observed live: the restore fired and restarted gamescope-session-plus@ogui-steam while the client was already on the KDE desktop. Also: document PUNKTFUNK_SESSION_WATCH (Feature B opt-in) in the Bazzite host.env and correct the managed-default description. Compiles, clippy/fmt clean, 78 tests. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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c5ee9871ec |
style(host/gamescope): wrap long PENDING_RESTORE assignment (rustfmt)
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The schedule_restore_tv_session assignment exceeded 100 cols; rustfmt wraps it.
The fix was made post-commit but only m3.rs was staged for
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95a820b68a |
feat(host/m3): mid-stream session-switch watcher (Feature B, opt-in)
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Feature B: while streaming, follow a Gaming<->Desktop switch on the box without a reconnect. A ~1s watcher thread (session_watcher_loop) self-baselines on the live ActiveKind and, when it changes and stays changed for a 3s debounce (the old/new compositors coexist briefly during a switch), sends a SessionSwitch to the encode loop. The loop's new rebuild slot — taking precedence over a queued mode change — retargets the process env (apply_session_env/apply_input_env) and rebuilds the WHOLE backend in place at the SAME client mode (vdisplay::open + build_pipeline_with_retry), reusing the proven mode-switch rebuild path: the Session + send thread (QUIC control + UDP data plane + side planes) stay up, the client sees a brief freeze then an IDR. Old pipeline kept on a rebuild failure (transient vs permanent classified via is_permanent_build_error). Input re-routes via the host-lifetime injector's lazy reopen against the new PUNKTFUNK_INPUT_BACKEND. Opt-in via PUNKTFUNK_SESSION_WATCH (off by default; never under an explicit PUNKTFUNK_COMPOSITOR pin), so it lands inert and is promoted to default only after live validation on a real Bazzite Gaming<->KDE flip. The watcher snapshots the SessionEnv so only the encode thread writes process env. Compiles, clippy/fmt clean, 78 host tests pass. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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c25706b355 |
feat(host/gamescope): managed-default Gaming with debounced TV-restore
Feature A: in Gaming Mode, default to a host-managed gamescope at the CLIENT's mode (tear the TV's autologin down on connect) instead of attaching to the running TV session — so the client receives ITS resolution (capture == encode == client mode, fixing the InitializeEncoder size mismatch the attach path hit), not the TV's 4K. Reliability is the debounce: restore_managed_session() now SCHEDULES the TV restore RESTORE_DEBOUNCE (5s) after the last disconnect via a host-lifetime worker, instead of restoring immediately per-disconnect. A reconnect inside the window cancels the pending restore and reuses the still-warm managed session (create_managed_session clears PENDING_RESTORE at the top) — so a quick reconnect (e.g. a controller hiccup) never triggers a gamescope stop/relaunch, which is the per-connect churn that leaked NVIDIA GPU context on F44 (the black-screen reconnect). - vdisplay/gamescope.rs: PENDING_RESTORE + RESTORE_DEBOUNCE; schedule_restore_tv_session (debounced), do_restore_tv_session (the actual restore, worker-driven), start_restore_worker (100ms tick, RAII keepalive handle). create_managed_session cancels the pending restore + reuse path unchanged. - vdisplay.rs: apply_input_env flips gamescope to managed-DEFAULT; PUNKTFUNK_GAMESCOPE_ATTACH (or an explicit _NODE) opts back to attach for couch-on-TV; _MANAGED forces managed. restore_managed_session schedules; new start_restore_worker wrapper. - m3.rs serve(): hold the restore worker for the host lifetime. - bazzite host.env: document managed-default + the ATTACH opt-out. Compiles, clippy-clean, 78 host tests pass. F44 single stop/start leak to be verified live on the box. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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6f77574876 |
feat(host/vdisplay): per-connect active-session backend selection
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Bazzite/SteamOS boxes flip between Steam Gaming Mode (gamescope) and a KDE/GNOME desktop. The host statically read PUNKTFUNK_COMPOSITOR / XDG_CURRENT_DESKTOP once, so switching to Desktop Mode failed the stream, and the gamescope managed-session path stopped+relaunched the autologin per connect — leaking GPU context on F44 (reconnect → black screen). Replace the static read with a runtime probe of the live session and route each connect to the right backend, churn-free: - vdisplay::detect_active_session() probes /proc for the running compositor of our uid (gamescope|kwin_wayland|gnome-shell|sway, desktop outranks a leftover gamescope) + scans the runtime dir for the live wayland-* socket. Returns an ActiveKind + the SessionEnv (WAYLAND_DISPLAY/XDG_RUNTIME_DIR/DBUS/ XDG_CURRENT_DESKTOP) that targets it. - apply_session_env() writes that into the process env per connect (host serves one session at a time), so every backend (capture + input) opens against the live session; apply_input_env() points input at the matching backend and selects gamescope ATTACH (no managed restart) unless PUNKTFUNK_GAMESCOPE_MANAGED. - resolve_compositor() (native path) auto-detects + applies; explicit PUNKTFUNK_COMPOSITOR still wins (legacy/CI/forcing). detect() is now active-aware for the GameStream/mgmt callers too. - Bazzite host.env drops the static gamescope force; documents auto-detection + the optional overrides. Result: Desktop Mode → KWin/Mutter virtual output at the client's mode (churn-free, the reliable path); Gaming Mode → attach to the running gamescope (no SIGSEGV/GPU leak on reconnect). Compiles + clippy-clean; 78 host tests pass. Live validation on the Bazzite box pending (box offline). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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0bc60ebc44 |
fix(host/gamescope): free Steam from the autologin TV session while streaming
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On a Bazzite host that autologins into gaming mode on a physical display (the F44 default: gamescope-session-plus@ogui-steam on the TV), Steam — single-instance — is held by that session, which renders to the TV's native mode. The host-managed session then can't start its own Steam, so it captured the TV's 4K output instead of the client's mode (stretched). On F43 the box wasn't in gaming mode, so the host's Steam was the only one. Fix: on connect, the host-managed gamescope path stops any running autologin `gamescope-session-plus@*` unit (frees Steam) before launching its own session at the client's mode; on client disconnect (`restore_tv_session`, called from serve_session teardown) it stops our session and restarts the autologin one, so the TV returns to gaming mode by default when no one is streaming. Stopping the `--user` unit sticks (Relogin only fires on the full logind session ending — verified live), so no sddm config change is needed. Cost: a Steam cold-start per connect, given single-instance. No-op on non-Bazzite / headless boxes (nothing to stop → nothing to restore). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |