Commit Graph

61 Commits

Author SHA1 Message Date
enricobuehler 99ae1b9a17 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>
2026-06-21 13:34:44 +00:00
enricobuehler ed7dc3ed24 fix(security): remaining audit findings — mgmt admin gate, RTSP DoS bounds, FEC drop, ALPN, ct-compare
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>
2026-06-21 09:50:24 +00:00
enricobuehler ffae2a31e4 feat: HDR Step-0 colour-metadata transport + security-audit hardening
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>
2026-06-21 09:07:59 +00:00
enricobuehler 1e0d2e661f 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>
2026-06-21 00:06:30 +00:00
enricobuehler eefadf1a69 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>
2026-06-20 21:31:07 +00:00
enricobuehler 53bbda7e68 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>
2026-06-20 17:46:17 +00:00
enricobuehler 6e83895fe4 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>
2026-06-20 16:30:24 +00:00
enricobuehler 1e71bfea12 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>
2026-06-20 14:49:59 +00:00
enricobuehler e2cef91d3a feat(host): VAAPI codec probe + AMD/Intel packaging + neutral logs (Phase 3)
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>
2026-06-20 10:41:37 +00:00
enricobuehler ea84c83785 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>
2026-06-18 23:05:57 +00:00
enricobuehler 2f2147b093 refactor: drop milestone names + consolidate clients; loss-recovery & rumble fixes
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>
2026-06-18 21:05:58 +00:00