Commit Graph

76 Commits

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enricobuehler 04302075b5 feat(android): promote the low-latency pipeline to default
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The async decode loop (burst-feed + present-newest-per-vsync, the Apple client's
discipline) plus the per-SoC tuning was gated behind an experimental,
default-off toggle after the 5dc24a0 overhaul regressed on some phones. That
regression was the receive-side latency ratchet the async loop fed — a standing
queue that only grew — now fixed in the shared core (FrameChannel jumps to live
instead of accumulating it), so the fast pipeline is the default again.

Default the master toggle on via a fresh pref key (low_latency_mode_v2),
mirroring the migration da376b31 used to flip it off: a new key re-defaults every
install — including ones persisted off under the old key — to on, so the
promotion reaches users who had saved settings, not just fresh installs. Both
stale keys are abandoned unread. Toggle-off still restores the original
synchronous decode pipeline byte-for-byte as a per-device escape hatch.

Drop "(experimental)" from the settings labels and fix the now-stale default-off
wording in the native + Kotlin docs. No decode-path routing change — run_async is
reached simply because the toggle now defaults on.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 16:18:40 +00:00
enricobuehler 17685ff73b build(android): debug APKs ship release-profile rust
Cargo's debug profile is not "slower" for this library — it is unusable, and
it invalidated every on-device performance test to date: RustCrypto's AES-GCM
compiles to generic-array iterator closures with per-byte precondition checks
instead of ARMv8 hardware AES. Profiled live on a phone (simpleperf, 62k
samples): ~800 µs of user CPU per 1.4 KB packet — the receive pump pinned
above a full core yet only draining ~1,400 pkt/s of a 1,775 pkt/s (20 Mbps)
stream, 2.3 MB standing in the kernel socket buffer, the latency-bound flush
firing every 2 s forever. With release rust in the same debug APK: pump at
~12 % of a core, socket queue zero, no flushes, 2800x1260@120 streaming clean.

preDebugBuild now depends on cargoNdkRelease; `-PrustDebug` opts back into a
debug-profile native build for sessions that actually step through Rust.
Kotlin debuggability is unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 08:07:42 +02:00
enricobuehler 08ab2b6bee fix(android): declare WAKE_LOCK — the stream's Wi-Fi locks never actually engaged
WifiLock.acquire() enforces the WAKE_LOCK permission, which the manifest never
declared — every acquisition since the first Wi-Fi lock shipped threw
SecurityException, silently swallowed by a bare runCatching. The phone's own
accounting proved it (dumpsys wifi: high_perf/low_latency active_time_ms = 0
across weeks of streams): every on-device session ran with Wi-Fi power save
fully active, whatever the code intended. Verified live after the fix: both
locks registered in WifiLockManager, mPowerSaveDisableRequests=2, ping RTT to
the streaming phone 3.8 ms avg. A failed acquire now logs loudly — this class
of failure must never be invisible again.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 08:07:42 +02:00
enricobuehler b271d0c816 fix(android): hold BOTH Wi-Fi locks while streaming — HIGH_PERF alone is a no-op
The baseline stream held only WIFI_MODE_FULL_HIGH_PERF, which is deprecated
AND non-functional on recent Android — so with the low-latency toggle off (the
default) Wi-Fi power save stayed fully active: downlink delivery clumped at
beacon intervals (a few hundred ms of latency mush, sawtoothing bitrate) and
the AP's power-save buffer periodically overflowed, killing whole frames every
few seconds (the host log's alternating loss_ppm=0/50000). Now every stream
holds FULL_LOW_LATENCY (API 29+, the only effective power-save disable;
foreground + screen-on, which a stream always is) AND FULL_HIGH_PERF (covers
older releases) — the same pair Moonlight holds. The experimental toggle no
longer selects the lock mode.

Also: declare tracing's "log" feature explicitly in the native crate (core
transport warnings → logcat must not hinge on quinn's default features), and
align the low-latency toggle's copy with its actual scope.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 07:35:08 +02:00
enricobuehler 83b7c7adf5 feat(android): console UI — per-controller glyphs, dialog scrolling, animated forms
- Hint-bar glyphs now wear the driving controller's family (kit
  Gamepad.styleFor by USB vendor id → MainActivity.lastPadStyle, kept live by
  real input like lastPadIsGamepad): PlayStation pads get Canvas-drawn
  cross/circle/square/triangle shapes in the classic colours, Nintendo pads
  monochrome lettering, Xbox/Valve/unknown the coloured letter discs. Hint
  chars stay semantic (KEYCODE_BUTTON names); only the rendering changes.
- The Options legend renders the pad's real Select-family button
  (SelectButtonGlyph): Xbox View windows, PlayStation Create capsule,
  Nintendo minus — instead of a bare capsule outline.
- GamepadDialog: body + action stack scroll together (title pinned) with
  BringIntoViewRequester keeping the focused button visible — a 5-action host
  options dialog compressed/clipped its last button in short landscape
  windows because the pinned stack could not scroll.
- Console form polish: shared animateConsoleFocus (bg/border cross-fade +
  spring scale) across settings rows / add-host fields / action rows;
  ConsoleSwitch (spring knob, tinting track) replaces On/Off text on toggle
  rows; choice values slide in the direction they were stepped
  (AnimatedContent + SizeTransform) with chevrons that fade in place; the
  focused row's detail unfolds via AnimatedVisibility; dialog buttons and
  keyboard keycaps cross-fade (keycaps at 90 ms for hold-to-repeat).
- Console settings gain the "Low-latency mode" (Video) and "Auto-wake on
  connect" (Interface) rows, round-tripping with the touch settings.
- Screenshot scene: StatsOverlay call updated to the 18-double layout + the
  new decoderLabel parameter (fixes the android-screenshots CI compile).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 07:35:08 +02:00
enricobuehler da376b3122 fix(android): gate the latency overhaul behind an experimental toggle, default off
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The 5dc24a0 low-latency overhaul regressed badly on some phones. Every piece
of it — decoder ranking, per-SoC vendor keys, the async decode loop, pipeline
thread boosts, the ADPF max-performance bias, game-tagged AAudio, DSCP marking,
the Wi-Fi low-latency lock, HDMI ALLM and the forced TV mode switch — now rides
the "Low-latency mode (experimental)" toggle, default OFF. Off restores the
pre-overhaul pipeline byte-for-byte: the sync poll loop, the platform-default
decoder, and the original format keys (standard low-latency + blind Qualcomm
twin + priority=0 + operating-rate=MAX together).

- New pref key (low_latency_mode_experimental): the old key shipped default-ON,
  so any install that ever saved settings persisted true — flipping the default
  under the old key would leave exactly the regressed devices stuck on.
- DSCP is applied at socket creation, so the toggle reaches the transport via
  NativeBridge.nativeSetLowLatencyMode → transport::set_dscp_default, called in
  the connect choke point before nativeConnect; the core DSCP default reverts
  to off everywhere.
- nativeStartAudio(handle, lowLatencyMode) gates AAudio usage=Game.
- VideoDecoders.pickDecoder now skips `.secure` decoder twins and decoders that
  require FEATURE_SecurePlayback: they need a secure surface, and a secure twin
  could out-score its plain sibling (only it advertising FEATURE_LowLatency),
  which black-screens a clear stream.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:18:59 +02:00
enricobuehler b3c7ba5082 fix(android): auto-wake opt-out + console glyphs default by form factor
An mDNS discovery miss was forcing connects through the Wake-on-LAN wait
even for a host that's already up; add a Settings toggle ("Auto-wake on
connect") that skips the mDNS-liveness gate and dials straight through
when off.

Also default the console UI's button glyphs by form factor instead of
always starting in TV-remote style: a phone/tablet only ever enters the
console UI via a real controller, so it should show gamepad glyphs from
the first frame, not a remote's select/back glyphs. TV keeps the remote
default.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-06 19:56:31 +02:00
enricobuehler 959dd74dc8 feat(android): add higher bitrate options up to 500 Mbps
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-06 16:31:27 +00:00
enricobuehler 91fadce900 feat(clients): signal explicit exit (QUIT_CLOSE_CODE) on deliberate disconnect
The core's deliberate-quit close (NativeClient::disconnect_quit → QUIT_CLOSE_CODE,
host skips the keep-alive linger) was implemented but never called by any client.
Wire it to each client's explicit user-disconnect action — NOT to a network drop /
host-ended / app-background (those keep the linger for a reconnect):

- core: new C-ABI punktfunk_connection_disconnect_quit(c) for the ABI clients
- Linux (direct-core): Ctrl+Alt+Shift+D + the controller escape chord
- Windows (direct-core): Ctrl+Alt+Shift+D
- Apple (C-ABI): PunktfunkConnection.disconnectQuit() + a `deliberate` flag on
  SessionModel.disconnect() (sessionEnded passes false → keeps the linger)
- Android (JNI): new nativeDisconnectQuit export, called from the back gesture +
  the Select+Start+L1+R1 chord (not the host-gone watchdog)
- probe already did this via --quit (77871d6)

Verified: core + Linux client + Android (cargo-ndk + gradle) build clean;
Windows/Apple compile-checked by CI.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 13:37:45 +00:00
enricobuehler f47d417f37 fix(android): launch games from the library
The library browser was browse-only — the A button (and a tap) did nothing.
Wire it to connect + boot straight into the selected title: thread a `launch`
id (the store-qualified library id `steam:<appid>` / `custom:<id>`) through
nativeConnect → NativeClient's Hello.launch (was hardcoded None), add a shared
connectToHost() the ConnectScreen and the library launcher both use, and have
LibraryScreen dial the host with launch=game.id on A / tap — with a launching
overlay + an "A Launch" hint. Verified: native compiles (cargo-ndk arm64),
app+kit Kotlin compiles (gradle, 3 ABIs).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 12:59:39 +00:00
enricobuehler 70e9570040 fix(android): pass dropped streams through to the ui 2026-07-06 12:14:40 +02:00
enricobuehler 5dc24a069f perf(android): low-latency decode overhaul — vendor keys, async loop, system tuning
Close the latency gap on the Android client with per-SoC decoder tuning, an
event-driven decode loop, and full system integration.

- Decoder selection: rank MediaCodecList decoders in Kotlin (hardware/vendor
  preferred, software avoided, FEATURE_LowLatency probed) and create the chosen
  one by name. Per-SoC low-latency keys gated on the codec-name prefix: Qualcomm
  picture-order + low-latency, Exynos (also Google Tensor), Amlogic, HiSilicon;
  MediaTek vdec-lowlatency set unconditionally. operating-rate = MAX (Qualcomm)
  vs priority = 0 (else) are mutually exclusive. NVIDIA/Rockchip/Realtek have no
  vendor key — covered by ranking + the standard low-latency key.

- Async decode loop: AMediaCodec async-notify replaces the poll loop, presenting a
  decoded frame the instant it is ready instead of waiting out a poll interval.
  Behind USE_ASYNC_DECODE with the synchronous loop kept for A/B during bring-up.

- System integration: Wi-Fi FULL_LOW_LATENCY lock and HDMI ALLM
  (setPreferMinimalPostProcessing) for the stream's lifetime; game_mode_config.xml
  opting out of OEM downscaling / FPS overrides.

- Pipeline: boost the data-plane pump + audio thread priorities, AAudio usage=Game,
  DSCP marking on by default on Android, ADPF setPreferPowerEfficiency(false),
  and setFrameRateWithChangeStrategy(ALWAYS) to force the HDMI mode switch on TV.

- lowLatencyMode master toggle (default on) as the escape hatch; the stats HUD now
  shows the resolved decoder name.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 07:25:16 +02:00
enricobuehler 3775a39e70 feat(android): console UI, wake-on-LAN wait-until-up, host edit + TV/tablet polish
Bring the Android client to parity with Apple's gamepad experience and finish
Wake-on-LAN.

- Console/gamepad home: host carousel, aurora chrome, mTLS game-library coverflow,
  and an input-aware legend that switches between gamepad face buttons and a
  TV-remote select-ring + arrows based on the last-used input.
- Wake-on-LAN: the fire-and-forget send is upgraded to wait-until-up
  (WakeController/WakeOverlay: resend + mDNS poll, 90s timeout, cancel/retry,
  fingerprint-matched so a host that cold-boots onto a new DHCP IP still connects),
  plus host edit (touch dialog + console form) with an auto-filled MAC.
- Android TV: brand banner (android:banner), density-aware console scaling, D-pad/
  remote nav (Up = Settings, Down or the pad Select button = host Options),
  emergency stream-exit chord, and 120Hz console refresh.
- Touch UI: settings split into subpages with a tablet NavigationRail, axis-aware
  tab animation (horizontal on phones, vertical on the tablet rail), animated
  settings navigation, and a licenses screen with a back button + the real
  workspace version (read from Cargo.toml).
- Vector Lock/controller icons (no emoji); bundled Geist font.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 20:05:17 +02:00
enricobuehler 7c230b97f8 fix(wol): clippy + cfg-gate the Windows client module — main compiles again
The Wake-on-LAN batch landed with lints that fail `clippy -D warnings`
(doc continuation, char-array split, io::Error::other, redundant closure)
and an ungated `mod wol;` in the Windows client, which pulls windows-only
crates into the non-Windows stub build.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 12:02:45 +00:00
enricobuehler 3545febbeb style: rustfmt the Wake-on-LAN modules
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-04 13:52:17 +02:00
enricobuehler fb709d68ce feat(clients): Wake-on-LAN in apple/linux/windows/android/decky
Each client learns a host's MAC from the mDNS `mac` TXT while it's awake, persists it on the saved-host record, and — when reconnecting to an offline host — sends a magic packet before connecting, plus an explicit "Wake host" action. Apple wraps the C-ABI; linux/windows call the core fn directly (linux also gains a --wake CLI mode); android via a new nativeWakeOnLan JNI export (the mDNS browse record gains a 7th mac field); decky shells out to the linux client's --wake before launching the stream.

iOS/tvOS need the managed com.apple.developer.networking.multicast entitlement (pending Apple approval), so the wake path + UI are gated off via PunktfunkConnection.wakeOnLANAvailable and the entitlement is commented out — keeping iOS/tvOS releasable. MAC-learning stays active on every platform so it lights up the moment it's ungated. macOS works today.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-04 13:39:44 +02:00
enricobuehler d6dbce1dcc feat(clients): host/network split in every stats HUD (stats phase 2, client side)
Consumes the 0xCF host-timing plane (99cb8dd) on all four GUI clients: each
keeps a bounded pending ring of receipt samples keyed by pts, matches the
host's per-AU capture→sent reports against it, and the HUD equation becomes

  = host 3.1 + network 6.7 + decode 2.1 + display 2.3

falling back to the combined `= host+network …` term whenever no timing
matched the window (old host / datagram loss) — same total, one split
fewer, never a misleading zero. Apple additionally gains the split as the
only equation line under the stage-1 fallback presenter (receipt is
presenter-independent), a `nextHostTiming` wrapper with its own plane lock,
and a unit-tested `HostNetworkSplitter`; Android extends the JNI stats
array 16→18 doubles (0–15 unchanged); Windows/Linux thread the split
through `Stats` into the HUD and the headless/debug logs.

Docs updated: design/stats-unification.md Phase 2 → implemented (wire
format, fallback semantics), and the docs-site matrix's Sunshine "Host
processing latency" row is now a direct match (ours includes the paced
send; avg vs p50).

Verified here: linux client clippy -D warnings green on the live tree,
windows stub check + hand-verified diff, android cargo-ndk arm64 check
green, apple loopback test extended (needs the rebuilt xcframework + swift
test on the mac). On-glass: pending on all platforms.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 21:31:49 +00:00
enricobuehler 83460cd2c0 feat(clients): unified stats vocabulary across every client + Moonlight comparison docs
One stat model everywhere (design/stats-unification.md): four measurement
points (capture/received/decoded/displayed), three stages that tile the
interval exactly, and a HUD that shows the addition explicitly —

  end-to-end 14.2 ms p50 · 19.8 p95 · capture→on-glass
  = host+network 9.8 + decode 2.1 + display 2.3

replacing each client's ad-hoc mix of overlapping absolutes (the Apple HUD's
three arrow lines that looked sequential but weren't), mean-vs-median decode
times (Windows/Linux), missing same-host-clock flags (Windows/Linux), and
three different names for the same capture→received measurement (probe's
"reassembled", Apple/Android's "client", Windows/Linux's post-decode "lat").

Per client: Apple threads receivedNs through the VT decode via the frame
refcon bit pattern so the decode stage exists at all (stage-1 fallback
honestly degrades to a capture→received headline); Windows carries
FrameTimes through the existing frame channel to the render thread and adds
e2e p50/p95 post-Present; Linux stamps received at AU pop and rides
decoded_ns on DecodedFrame to the paintable-set site; Android pairs receipt
stamps with MediaCodec output buffers via the codec's pts round-trip (JNI
stats array 14→16 doubles, indexes 0-13 unchanged). fps now uniformly counts
received AUs; lost/(received+lost) per window, hidden at zero.

docs-site gains "Understanding the Stats Overlay": what each line means, why
the equation only approximately sums (percentiles), and a line-by-line
Moonlight/Sunshine matrix — including that Moonlight has no end-to-end
number and its "network latency" is an ENet control RTT, so punktfunk's
headline must not be compared against any single Moonlight line.

Verified here: linux client + probe + core check/clippy/fmt green, android
native cargo-ndk arm64 check green. Pending: Windows CI + on-glass, swift
test on the mac, on-device Android.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 21:01:29 +00:00
enricobuehler 495646b676 feat(client/android): Snapdragon latency tuning — ADPF pipeline hints, game mode, max-clock decode
Three levers to lower and steady decode latency on Snapdragon (Adreno) devices:

- ADPF (Adaptive Performance Framework): a new dlsym-resolved hint session
  (native/src/adpf.rs; API-33+, resolved at runtime so there's no build-time
  link dependency and libpunktfunk_android.so still loads on API 31/32) tells
  the CPU governor the video pipeline runs a per-frame real-time workload, so it
  keeps those threads on fast cores at high clocks. It now covers all three
  latency-critical threads — the pf-decode feed/drain/present loop, the core
  data-plane pump (UDP receive + FEC reassembly), and the audio thread — via a
  new generic hot-thread registry on NativeClient (register_hot_thread /
  hot_thread_ids; the pump self-registers). The session is built lazily on the
  first presented frame, since ADPF createSession rejects a set containing any
  not-yet-live tid.

- operating-rate -> Short.MAX ("as fast as possible"): pushes the Qualcomm
  decoder to run each frame at max clocks instead of merely sustaining the
  display rate at a power-saving clock that adds per-frame decode latency.

- appCategory="game": makes the app eligible for OEM Game Mode / Game Dashboard
  performance profiles.

The core registry is cross-platform (gettid on Linux/Android, a no-op
elsewhere) — no Android-specific pollution of the shared core. Host workspace +
64 core tests green; Android arm64-v8a + x86_64 (platform 31) build + clippy
clean. On-device Snapdragon validation pending.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-03 17:16:11 +00:00
enricobuehler 16a7991cea fix(android/ci): retry transient Play API failures in play-upload.py
The uploader only caught HTTPError — a URLError (TLS "EOF occurred in
violation of protocol", the failure that dropped two release uploads on
2026-07-02) or a Google 5xx killed the job outright. Retry those with
3/9/27 s backoff; 4xx still fails fast. The edits API is transactional
until commit, so re-sending is safe.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 23:05:27 +00:00
enricobuehler 7e2d7c893c feat(apple,android): three-way touch input — trackpad cursor (default), direct pointer, real multi-touch passthrough
The two touch clients had exactly complementary gaps: iOS forwarded fingers
ONLY as raw wire touches (no way to drive the host cursor from the touch
screen), Android had the two mouse modes but no passthrough. Both now share
one three-way "Touch input" setting: Trackpad (default) / Direct pointer /
Touch passthrough.

iOS/iPadOS: Input/TouchMouse.swift ports the Android gesture engine 1:1
(same px-based acceleration curve; tap=click, two-finger tap=right-click,
two-finger drag=scroll, tap-then-drag=held drag, three-finger tap=stats
HUD via the shared hudEnabled default); direct-pointer mode maps through
the aspect-fit letterbox; the previous always-on behavior lives on as the
passthrough option. The mode latches per gesture (a Settings change never
splits one gesture across models), touchesCancelled releases held state
without synthesizing a click, and session stop flushes a mid-drag button.
Settings picker on iPhone + iPad next to the iPad-only pointer-capture
toggle. Deliberate default change: trackpad, not passthrough.

Android: new nativeSendTouch JNI shim → wire TouchDown/Move/Up (the host
already injects real touch on every backend — libei touchscreen, wlroots,
KWin fake-input, SendInput); streamTouchPassthrough forwards every finger
with stable ids and lifts still-held contacts on teardown; the trackpadMode
Boolean becomes the TouchMode enum (old pref migrated on load, never
rewritten) with a Settings dropdown.

Verified: macOS swift build + full suite (incl. new TouchMouseTests), iOS
Simulator Swift compile, cargo check/fmt/clippy on the native crate, Kotlin
app+kit compile + unit tests. On-glass feel of the iOS ballistics and
Android passthrough against a touch-aware app still pending.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 00:02:12 +02:00
enricobuehler ed6108215d feat(android): connected-controllers debug view (Settings → Host)
The client end of the "host doesn't see my gamepad" triage chain: a
new ControllersScreen lists every InputDevice Android classifies as a
gamepad/joystick (name, VID:PID, source classes, the punktfunk pad
type it resolves to, rumble test) plus an "Other input devices"
section — a pad behind a BT→USB adapter (the Pico 2W tester case)
often enumerates with the adapter's identity or not as a gamepad at
all, and this makes that visible on the device instead of over a bug
report. A live input test (button chips + axis bars + raw last-keycode
line) consumes pad events via new MainActivity probe hooks ahead of
the focus-nav remap; hold B 1.2s to exit since the pad can't reach the
toggle while captured. Gamepad grows pads()/isPad() (firstPad
generalized).

Kotlin compiles green (kit + app); on-device validation pending.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:33:56 +00:00
enricobuehler 76e2a1f5a7 fix(host/linux,clients/android): honor the host/device keyboard layout in keymaps
wlroots injector: the virtual keyboard keymap now defers to the standard
XKB_DEFAULT_RULES/MODEL/LAYOUT/VARIANT/OPTIONS env vars (libxkbcommon
built-ins as fallback) instead of hardcoding evdev/pc105/us, matching the
libei path where the session compositor's own keymap applies. Android:
Keymap gains the same positional-key coverage for non-US layouts (+ tests).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:25:07 +02:00
enricobuehler c890de49c9 refactor(android): split session JNI into modules, HUD-gated stats, AAudio open retry
- native: the 756-line session.rs becomes session/{mod,connect,input,planes}.rs
  around a SessionHandle (connect lifecycle + trust, input plane shims, plane
  start/stop + stats drain).
- Decode-stats sampling is HUD-gated (nativeSetVideoStatsEnabled): with the
  overlay hidden the decode thread skips the per-AU clock read + lock; enabling
  resets the measurement window.
- audio: the AAudio open path is a per-sharing-mode try_open closure — the
  realtime callback state (ring, prime, free-list) is rebuilt per attempt, so a
  failed exclusive-mode try can't leak state into the shared-mode retry.
- Kotlin: ConnectScreen/StreamScreen slimmed by extracting ConnectDialogs,
  StatsOverlay and TouchInput.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 11:08:56 +02:00
enricobuehler b357934cb1 feat(clients): codec preference on Windows/Apple/Android clients (Phase 2b)
Rounds out codec negotiation across the last three clients — each advertises what it can decode,
builds its decoder from the resolved Welcome.codec, and exposes a "Video codec" preference picker.

**Windows** (Rust, mirrors Linux): `decodable_codecs()` + `ffmpeg_codec_id()`; the D3D11VA and
software FFmpeg decoders (and the mid-session D3D11VA→software demotion) open the negotiated codec
instead of hardcoding HEVC; settings gain a `codec` field + reactor ComboBox; `--codec` CLI flag.

**Apple** (Swift/C-ABI): AnnexB is now codec-aware — a `VideoCodec` enum drives H.264 vs HEVC NAL
parsing / parameter-set extraction (`CMVideoFormatDescriptionCreateFromH264ParameterSets` for H.264,
no VPS) and AVCC repacking; `PunktfunkConnection` advertises H264|HEVC via `punktfunk_connect_ex7`,
reads `resolvedCodec` (`punktfunk_connection_codec`), and threads `videoCodec` into the stage-1/2
pipelines + `VideoDecoder`; SettingsView "Video codec" Picker (auto/HEVC/H.264). AV1 is left out
(hosts don't emit it on the native path, and it's not an AnnexB codec). Test call sites updated.

**Android** (Kotlin + Rust JNI): the JNI `nativeConnect` gains `preferredCodec`; the native decode
loop picks the AMediaCodec MIME (`video/hevc`|`video/avc`) from `connector.codec` and advertises
H264|HEVC; Settings `codec` field + Compose dropdown.

Core/host/probe/Linux clippy + tests green (unchanged from 2a). Windows/Apple/Android compile on
their platform CI (this Linux box can't build them — Windows toolchain / Xcode / the Android NDK's
opus-cmake toolchain). All follow the Linux client's validated pattern.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 00:29:38 +00:00
enricobuehler 78e74f6ceb docs: rework client/crate READMEs, add missing ones
Rework the client READMEs to be accurate and inviting to first-time
visitors, and fill in the gaps where crates and tools had none.

- Rewrite clients/{apple,android,decky} READMEs (features-first, trim
  dense internal narrative; drop the stale "one session at a time" /
  "renegotiation not implemented" section from the Apple README).
- Add READMEs for clients/{linux,windows,probe}, which had none.
- Add crate READMEs for punktfunk-host, punktfunk-core, pf-driver-proto.
- Add brief READMEs for tools/{loss-harness,latency-probe}.
- Fix packaging/README duplicate "Option B" heading (bootc -> Option C).
- Fix docs-site/README stale docs/ -> design/ reference.
- De-stale packaging/windows/drivers/pf-dualsense README (drop "M0 spike"
  / external-checkout framing; reflect in-tree workspace + shipped +
  installer-bundled + multi-pad), keeping the driver-authoring lore.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 19:31:06 +00:00
enricobuehler cca18c0be4 feat(android): HDR toggle, video-feed stats, landscape lock
- HDR toggle in Settings → Display. Persisted (hdr_enabled, default on); the
  host is advertised HDR only when the toggle is on AND the panel can present
  HDR10 (displaySupportsHdr), so SDR panels never get PQ they'd mis-tone-map.
  The toggle is disabled/greyed on non-HDR displays (ToggleRow gained `enabled`).
- Extend the stats HUD with a video-feed line, e.g.
  "HEVC · 10-bit · HDR (BT.2020 PQ) · 4:2:0". nativeVideoStats now returns 14
  doubles (appends bitDepth, CICP primaries/transfer, chroma_format_idc from the
  negotiated Welcome); older/shorter layouts just omit the line.
- Lock the stream to landscape while streaming (SENSOR_LANDSCAPE), restoring the
  prior orientation on exit. The activity declares configChanges=orientation, so
  it re-lays-out in place with no stream restart; harmless no-op on TV.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 22:16:04 +02:00
enricobuehler df9470a0f2 feat(steam): M4 complete — C-ABI send path, Decky UX, Apple/Android parity
Finish the client side of the Steam Controller / Steam Deck pipeline.

- C-ABI (core abi.rs): PunktfunkRichInputEx — a size-prefixed superset of
  PunktfunkRichInput that can express the second trackpad (surface), a distinct
  click vs touch, signed coords + pressure — plus
  punktfunk_connection_send_rich_input2 (the struct_size ABI-skew-guard
  precedent). The only way a C client (Apple/embedders) can emit a TouchpadEx;
  the legacy struct + send_rich_input stay byte-for-byte. punktfunk_core.h
  regenerated.

- Decky (clients/decky): a "Steam Deck" gamepad type in Settings + an unmissable
  Disable-Steam-Input instruction shown when it's selected (in Game Mode Steam
  Input holds 0x1205, so the SDL HIDAPI Steam driver can't open the Deck's
  controls until the user disables Steam Input for the shortcut). Plus a
  best-effort, feature-detected disableSteamInputForShortcut() in launchStream —
  never blocks/throws; the manual toggle is the documented source of truth.

- Apple parity (PunktfunkConnection.swift): GamepadType.steamController/steamDeck
  (wire 5/6) + name parsing, so the resolved type round-trips. Capture is blocked
  (GameController never surfaces a 0x28DE HID device).

- Android parity (Gamepad.kt): PREF_STEAMCONTROLLER/STEAMDECK + the Valve 0x28DE
  PIDs in prefFor(). Rich-input capture stays out of scope (no rich-input plane
  yet) — standard buttons/sticks resolve to the host's Steam Deck pad.

Rust workspace clippy/fmt/test green; Decky src/ typechecks clean (only a
pre-existing @decky/api dep resolution error remains); Swift/Kotlin compile on
their CI. The full pipeline is now BUILT; what remains is validation that needs
hardware we don't have (a running Steam on the host, a live Deck client, the
Moonlight paddle regression). Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 7cc2ed85cb feat(proto/steam): M3 — rich Steam wire (back buttons + 2nd trackpad)
Carry the rich Steam Controller / Steam Deck inputs end-to-end on the wire —
strictly additive + forward-compatible (unknown kinds/bits drop on old peers).

Core (punktfunk-core):
- input.rs: BTN_PADDLE1..4 + BTN_MISC1 in Moonlight's buttonFlags2<<16 namespace
  (so the GameStream paddle path and native grips share one host injector map;
  Steam L4/L5/R4/R5 reuse the four Xbox-Elite paddle slots).
- quic.rs: RichInput::TouchpadEx (kind 0x03 — surface 0/1/2, touch+click, signed
  coords, pressure; the second trackpad the single Touchpad can't express) and
  HidOutput::TrackpadHaptic (kind 0x04 — the SC voice-coil pulse). Round-tripped.
- abi.rs: PUNKTFUNK_GAMEPAD_STEAMDECK=6 / _STEAMCONTROLLER=5, the paddle bits,
  RICH_TOUCHPAD_EX / HIDOUT_TRACKPAD_HAPTIC constants. from_hid packs
  TrackpadHaptic into the existing which + effect[0..6] — the legacy structs do
  NOT grow (guarded by new size_of==20/19 asserts); GamepadPref lockstep +
  paddle-bit lockstep asserts extended. include/punktfunk_core.h regenerated.

Host (punktfunk-host):
- steam_proto::from_gamepad maps the wire paddles -> the four Deck grips + QAM;
  apply_rich routes TouchpadEx left/right -> the matching pad.
- every DualSense/DS4 manager (Linux + Windows) gained a TouchpadEx arm
  (surface 0/2 -> its one touchpad; surface 1 ignored) so the variant compiles
  everywhere and a Steam client streaming to a DS host keeps its right pad.
- the xpad BUTTON_MAP finally consumes the GameStream paddle bits
  (BTN_TRIGGER_HAPPY5-8) — Sunshine/Moonlight paddle clients were silently
  no-op'd before (design §5.6).
- Android feedback: drop TrackpadHaptic (no coils; rumble rides 0xCA).

Validated on-box: the ignored backend test now drives the full wire path —
from_gamepad (BTN_A + the L4 grip) + apply_rich (a left-pad TouchpadEx) reach the
evdev as BTN_A + ABS_HAT0X=-8000. Wire round-trips + paddle/TouchpadEx mapping
unit-tested. Workspace clippy/fmt/test green. Not pushed.

Deferred to M4: the C-ABI PunktfunkRichInputEx + send_rich_input2 (only the
Apple/embedder *send* path needs it; the host decodes TouchpadEx today).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler a05c08b1b0 feat(clients): in-app OSS / third-party-license screens
Surface THIRD-PARTY-NOTICES.txt in every GUI client (the desktop packages already
ship it as a file; this adds the on-glass screen):

- Linux: Preferences -> About -> Third-party licenses (adw::AboutDialog with the app
  license + Legal sections; include_str! the root notices).
- Apple: macOS About tab / iOS+tvOS Acknowledgements link; notices bundled as
  PunktfunkKit SPM resources, read via Bundle.module (the Xcode app links the SPM
  product, so they ride along - no .pbxproj edit).
- Android: Settings -> About -> Open-source licenses (reads the bundled asset).
- (Windows landed earlier in 624387e: Settings -> About -> Third-party licenses.)

gen-third-party-notices.sh now copies the generated file into the Apple Resources/
and Android assets/ trees so the in-tree copies never drift.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 06:52:43 +00:00
enricobuehler 624387ea82 feat(pairing): seamless no-PIN delegated approval (host parks the knock, clients add "Request access")
Web-console "Approve" (delegated pairing, roadmap §8b-1) was unreachable: every
client routed a fresh pair=required host straight to the SPAKE2 PIN ceremony, so
no "knock" was ever recorded; and an unpaired connect was rejected+closed with no
way to resume after approval. The backend + console were complete but had no
client-side trigger and no post-approval admit path.

Host (native_pairing.rs, punktfunk1.rs): an unpaired identified knock is now
PARKED instead of rejected — it releases its NVENC session permit, awaits an
operator decision (NativePairing::wait_for_decision, woken by a Notify on
approve/deny), and on approval re-acquires a slot and admits the SAME connection
with no reconnect. QUIC keep-alive (4s/8s) holds the parked connection warm. The
pairing gate moves out of the HANDSHAKE_TIMEOUT-bounded handshake future;
approve_pending is reordered read-then-add and wait_for_decision double-checks
is_paired to close a "neither pending nor paired" race. New PENDING_APPROVAL_WAIT
(180s). Tests: delegated_approval_admits_after_knock now approves mid-park (no
reconnect) + new wait_for_decision_approve_deny_timeout unit test (108 host tests
green).

Clients (Linux/Apple/Windows/Android): a fresh pair=required host now offers
"Request access" alongside the PIN ceremony — a plain identified connect with a
~185s handshake budget and a cancelable "waiting for approval" UI; on success the
host is saved as paired, and cancel returns the UI immediately while a late-
resolving connect is torn down silently via a per-attempt flag. Apple reuses the
existing C-ABI timeout_ms (no ABI change); Windows adds SessionParams.connect_timeout
+ a RequestAccess screen; Android adds a timeoutMs arg to the nativeConnect JNI
seam (both sides + both callers). Linux built + clippy + fmt clean; Apple/Windows/
Android pending their CI/on-device compiles.

SPAKE2 ceremony reviewed end-to-end against the spake2 0.4 contract — correct, no
changes needed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 06:41:09 +00:00
enricobuehler 7612238a59 feat(audio): end-to-end 5.1/7.1 surround across the native path + all clients
Adds negotiated 5.1/7.1 surround to the punktfunk/1 protocol and every client
(previously stereo-only):

- core: new shared `audio` layout table (LAYOUT_51/71 + identity multistream
  mapping, canonical wire order FL FR FC LFE RL RR SL SR); Hello/Welcome
  `audio_channels` negotiation via the trailing-byte back-compat pattern (old
  peers fall back to stereo); C-ABI `punktfunk_connect_ex6`,
  `punktfunk_connection_audio_channels`, and in-core multistream decode
  `punktfunk_connection_next_audio_pcm` for embedders without a multistream
  Opus decoder. Real-libopus channel-identity round-trip test.
- host: native audio thread captures + Opus-(multi)stream-encodes at the
  negotiated count (with a cross-session cached-capturer channel-mismatch fix);
  GameStream surround unified onto the safe `opus::MSEncoder`, dropping
  `audiopus_sys` (~4 unsafe blocks) and un-gating Windows GameStream surround;
  WASAPI loopback capture relaxed to 2/6/8 with the correct dwChannelMask.
- clients: Linux (PipeWire), Windows (WASAPI), Android (AAudio) decode via
  `opus::MSDecoder` + render multichannel; Apple decodes in-core to PCM →
  AVAudioEngine with an explicit wire-order channel layout; each gains a
  Stereo/5.1/7.1 setting. `punktfunk-probe --audio-channels N` is the headless
  validator.

Verified on Linux: core/host/linux/probe test suites + the Android Rust
(cargo-ndk) build, clippy -D warnings, and rustfmt all green. Windows/Apple
builds, all on-glass checks, and the live native loopback are pending (CI / a
free box).

Also lands the concurrent in-tree HEVC 4:4:4 host work (PUNKTFUNK_444): it
shares the same touched files (quic.rs, punktfunk1.rs, encode/*, ...) and so
cannot be committed separately from the surround changes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 21:11:05 +00:00
enricobuehler 30b9bf3a6f feat(client/android): CI screenshot capture via Roborazzi
Play-listing/marketing screenshots of the Compose client rendered on the host JVM
by Roborazzi (Robolectric Native Graphics) — no emulator, GPU, KVM, host, or JNI
core. Five scenes render the REAL composables with embedded mock state under a
forced brand palette (Material You has no wallpaper to seed from on the JVM):
hosts grid, settings, TOFU + PIN dialogs, and the live stats HUD. Validated 5/5
locally.

- New JVM unit-test source set (app/src/test) + Roborazzi/Robolectric test deps;
  @Config(sdk=36) is mandatory (no android-all jar for compileSdk 37) and the
  animation clock is paused so a text-bearing scene reaches idle.
- kit: `-PskipRustBuild` skips the cargo-ndk native build so the JVM-only test job
  needs no Rust/NDK; normal APK/AAR builds are unchanged.
- Widen BrandDark / StatsOverlay to internal so the tests can use them.
- Standalone best-effort tag-gated workflow; PNGs upload as a 30-day artifact.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 15:05:54 +00:00
enricobuehler 428b2901f6 feat(android/touch): trackpad-relative cursor (default), with a direct-touch toggle
One-finger touch was absolute "direct pointing" — the host cursor jumped to the
finger and was recomputed from each touch-start, so you couldn't precisely reach a
target. Now a relative trackpad: the cursor stays put on touch-down and moves by the
finger delta (host MouseMove via nativeSendPointerMove, already supported — no
protocol change), with mild pointer acceleration and sub-pixel remainder
accumulation so slow precise moves aren't lost to Int truncation. Swipe, lift, and
re-swipe to walk it across; tap = left-click at the cursor's current position.
Two-finger scroll / right-click, three-finger HUD toggle, and tap-then-hold-drag are
preserved unchanged; finger-id re-anchoring keeps multi-touch transitions jump-free.

Added Settings → Pointer → "Trackpad mode" (default on); turning it off restores the
old direct-pointing path verbatim.

:app:compileDebugKotlin green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 11:34:03 +00:00
enricobuehler 24e566b201 fix(android/audio): kill the AAudio crackle (RT-safe ring + deeper buffer + XRun sizing)
The jitter ring was a port of the Linux client's, but Linux runs on PipeWire
(adaptive resampling masks host↔DAC drift + a shallow buffer); AAudio hands us a
raw realtime callback and we own the buffer, so the same code crackled only on
Android. Three converging causes, all fixed:

- Heap free on the realtime audio thread every quantum (Android's Scudo free() has
  unbounded tail latency → XRun → click). Decoded buffers are now recycled back to
  the producer via a free-list instead of freed on the audio thread; the ring is
  pre-reserved so extend() never reallocates there.
- The ring collapsed to ~15 ms on the tiny LowLatency burst and re-primed (a fresh
  silence) on every single empty callback. Now ~40 ms prime / ~150 ms hard cap,
  decoupled from the burst size, with de-prime hysteresis (re-prime only after a
  sustained drain).
- AAudio's anti-glitch knobs were unused: prime the HW buffer above its 2-burst
  default and grow it on getXRunCount(). The post-open log now reports
  perf/sharing/buffer so a fall to a resampled legacy path is visible.

Steady-state audio latency ~15 → ~40 ms (within lip-sync tolerance; matches the
Moonlight/Sunshine operating point). cargo-ndk build both ABIs + fmt + clippy green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 11:33:51 +00:00
enricobuehler e9a0026a4c feat(android): native mDNS discovery, host naming, touch mouse, stock selects
Discovery: replace the flaky per-OEM NsdManager with the same mdns-sd browse
the Linux/Windows clients use, in the Rust core over JNI and polled by Kotlin
(discovery.rs + nativeDiscovery{Start,Poll,Stop}); Kotlin keeps only the Wi-Fi
MulticastLock + permission UX. IPv4-only (the core can't dial a bare/scoped v6
literal); daemon + fold-thread cleanup on every failure path; field
sanitization so a rogue advert can't corrupt the picker snapshot. Discovery
now starts regardless of NEARBY_WIFI_DEVICES (raw multicast only needs the
MulticastLock) — a denial no longer kills it forever. ParseTxtTest replaced by
ParseRecordTest.

Hosts: hide already-saved hosts from the "Discovered" section (match by
fingerprint, else address:port — mirrors the Apple client); add an optional
Name field to the Add-host sheet and a Rename action on saved cards.

Input: touch -> absolute mouse "direct pointing" like the Apple client — the
host cursor follows the finger (new nativeSendPointerAbs -> MouseMoveAbs). Tap
= left click, two-finger tap = right click, two-finger drag = scroll,
tap-then-drag = left-drag, three-finger tap = HUD toggle.

Settings: revert the dropdowns to the stock ExposedDropdownMenuBox look (a
controller-focus UI will come separately); even out the Add-host field gaps.

Docs updated (CLAUDE.md, client READMEs, docs-site status).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 23:48:45 +02:00
enricobuehler 6d370f7ed9 ci(release): split canary/stable tracks + unified Gitea Releases
A push to main publishes canary builds to canary channels (fast iteration,
unchanged); a single vX.Y.Z tag releases every platform at one version to the
stable channels and attaches all artifacts (.deb/.rpm/.msix/.apk/.aab/.dmg +
flatpak/decky/host-installer) to one Gitea Release. Collapses the
host-v*/win-v*/host-win-v* tag namespaces into v* — the channel split makes the
version-shadow bug structurally impossible (canary and stable are separate repos,
never a shared version line).

- scripts/ci/gitea-release.{sh,ps1}: one idempotent release helper
  (create-or-fetch + delete-before-upload), replacing 3 copy-pasted inline blocks
  and fixing their latent 409-on-reupload bug; prerelease flag auto-derived from
  the tag (an -rc tag won't shadow "Latest")
- channels: apt canary/stable distributions; rpm *-canary/base groups; flatpak
  canary/stable OSTree branches + a 2nd .Canary.flatpakref; generic-registry
  canary/ vs latest/ aliases; Play internal/alpha; Apple TestFlight vs notarized DMG
- android versionName threaded through gradle (versionCode stays run_number);
  Apple canary = TestFlight-only (no DMG/tvOS); canary base bumped to 0.3.0
- docs: new docs-site channels.md (subscribe table + cut-a-release runbook +
  box migration), refreshed ci.md workflow table + packaging READMEs

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 17:26:38 +00:00
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 4ddd65d732 feat(clients): HDR Steps 2-3 — apply mastering metadata + display capability-gate
Continues docs/hdr-pipeline-plan.md. Steps 0/1 + Step 2 (Windows/Android) already
landed in ffae2a3; this is Step 2 (Apple) + Step 3 (all clients). Client-only — no
core/host/ABI change (the 0xCE/next_hdr_meta/color_info surfaces shipped in Step 0).

Step 2 — clients APPLY the host's HDR metadata (each remaps from the wire form: ST.2086
G,B,R order, mastering luminance in 0.0001 cd/m2):
- Apple: connect via punktfunk_connect_ex5 (resurrects the previously-dead HDR pipeline);
  nextHdrMeta/colorInfo wrappers + HdrMeta SEI-blob builders; the pump drains nextHdrMeta
  -> VideoDecoder.setHdrMeta -> CVBufferSetAttachment of MasteringDisplayColorVolume (24B
  BE) + ContentLightLevelInfo (4B BE) on each HDR pixel buffer (correct for the
  itur_2100_PQ layer; CAEDRMetadata avoided as ambiguous there).

Step 3 — capability-gate: advertise HDR caps ONLY when the display can present it, so an
SDR display gets a proper BT.709 stream instead of PQ it would mis-tone-map; an HDR
display self-tone-maps from the Step-1/2 mastering metadata.
- Windows: present::display_supports_hdr() (DXGI any IDXGIOutput6 colour space == G2084),
  ANDed with the user HDR setting in session.rs; logs the SDR drop.
- Apple: NSScreen.maximumExtendedDynamicRangeColorComponentValue>1 (macOS) /
  UIScreen.main.potentialEDRHeadroom>1 (iOS) in SessionModel.
- Android: Settings.displaySupportsHdr (Display.getHdrCapabilities HDR10/HDR10+) passed
  through a new hdr_enabled jboolean on nativeConnect; session.rs gates the caps.

Validation: Android native (incl. the jboolean gate) builds + clippy clean via cargo-ndk;
fmt clean. Windows (MSVC), Apple (Swift) and the Kotlin side are CI/on-glass validated —
not compilable on the Linux dev box. Deferred to the RTX box: mid-session Reconfigure
SDR-downgrade on monitor move, and confirming the host emits SDR for an SDR client off an
HDR desktop.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 09:46:58 +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 0be3183cf2 docs: update README + docs site for public readiness
Refresh the README and documentation for public visitors:

- README: public-facing rewrite with accurate status for all four native
  clients (macOS, Linux, Windows, Android) and the Windows host.
- docs site: fix stale client status (Android is a full client, not a
  scaffold; Windows client is stage-1 complete + signed MSIX), add the
  missing Android client section, correct "which client" guidance.
- Windows host: corrected from "deferred/scoped" to implemented & shipping
  (NVIDIA-only, x64-only) across windows-host, roadmap, status,
  requirements, running-as-a-service, and the README.
- Remove internal infrastructure from public docs (box names, private IPs,
  SSH/token commands, deploy topology); rewrite status.md as a public
  project-status page; sanitize ci.md and implementation-plan.md.
- Update clients/android and clients/apple READMEs to current state.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 18:59:23 +02:00
enricobuehler 088c60cae1 fix(android): invoke cargo by absolute path in cargoNdk task
Gradle's Exec resolves command[0] via the JVM/daemon's inherited PATH, not
the environment("PATH", …) set on the task (that only reaches the spawned
child). A GUI Android Studio launch — and any daemon it starts — has no
~/.cargo/bin on its PATH, so a bare "cargo" fails with "A problem occurred
starting process 'command 'cargo''". Use the already-computed cargoBin
absolute path; the env PATH still lets cargo/cargo-ndk find their subtools.

Also refresh the README prereqs: add the missing cmake;3.22.1 SDK package
(the cmake crate builds libopus with it) and drop the broken
`brew --prefix openjdk@21` JAVA_HOME hint in favour of `java_home -v 21`.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 11:09:44 +02:00
enricobuehler 778a11a76a fix(android): settings dropdowns trapped D-pad/controller focus
ExposedDropdownMenuBox anchors on a read-only OutlinedTextField, and a text field
captures D-pad focus -- directional keys never escape it, so on a TV/controller you
got stuck on the first select. Replace SettingDropdown with a clickable Surface +
DropdownMenu (no text field): D-pad moves between settings, A opens the menu, A
selects an item. Adds a primary-colour focus border so the focused setting reads
across a room.

Verified locally: ./gradlew :app:assembleDebug BUILD SUCCESSFUL.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 08:20:55 +00:00
enricobuehler dc1e1bbc72 feat(android): D-pad / game-controller focus navigation (TV + phone)
Make a controller drive the Compose UI when not streaming, so the menus work on a TV
remote AND on a controller paired to a phone:
- MainActivity maps gamepad face buttons to the keys Compose's focus system
  understands (A -> DPAD_CENTER to activate, B -> BACK); D-pad *keys* already move
  focus and pass through untouched.
- For controllers whose D-pad reports as HAT axes (or to navigate with the left
  stick), dispatchGenericMotionEvent converts AXIS_HAT_X/Y / AXIS_X/Y into discrete
  D-pad key events, edge-detected so a held direction moves focus exactly once.
- HostCard draws a clear primary-colour focus border (the default state layer is too
  subtle across a room on TV).

All gated on "not streaming" -- during a stream the controller still forwards to the
host unchanged. Compile-verified (./gradlew :app:assembleDebug); the focus behaviour
itself needs on-device validation (no KVM here for a TV emulator).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 23:14:29 +00:00
enricobuehler 9aef991b54 polish(android): grouped Settings cards + ConnectScreen error banner & search indicator
- Settings: flat list -> Display / Host / Audio / Overlay sections in outlined
  cards (SettingsGroup + ToggleRow helpers) with section headers.
- ConnectScreen: connection errors now show in a filled errorContainer banner
  (was plain red text lost in the layout), and a "Searching the local network..."
  spinner appears while discovery is active but nothing's turned up yet.

Verified locally: ./gradlew :app:assembleDebug BUILD SUCCESSFUL.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 22:58:35 +00:00
enricobuehler e6988edd0d fix(android): crash on back-while-streaming (UAF) + Material You theme & connect polish
Crash: DisposableEffect.onDispose called nativeClose(handle) (Box::from_raw frees
the SessionHandle) while the SurfaceView's surfaceDestroyed independently called
nativeStopVideo/Audio/Mic on the same handle -- whichever ran after the close
dereferenced freed memory (SIGSEGV: the consistent back-navigation crash). Add a
one-shot `closed` guard: onDispose marks it before freeing; surfaceDestroyed skips
the native calls once closed (backgrounding still stops the threads when it wins).

Polish:
- Branded Material You theme (Theme.kt): dynamic colour on Android 12+, punktfunk
  brand violets as the pre-12 fallback, replacing the generic darkColorScheme().
- ConnectScreen: "Connecting..." was rendered in error-red with no spinner; now a
  neutral spinner while connecting, red reserved for actual errors.

Verified locally: ./gradlew :app:assembleDebug BUILD SUCCESSFUL (both ABIs + the
Compose changes), debug APK assembles.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 22:49:51 +00:00
enricobuehler 1d78c29129 fix(android): DataSpace impls Display not Debug — use {ds} in HDR logs
ndk's DataSpace derives Copy/PartialEq/Eq and impls Display (no Debug), so the
{ds:?} in the HDR dataspace log statements wouldn't compile under cargo-ndk.
Host clippy can't catch it — decode.rs is android-gated. Switch to {ds}.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 22:13:20 +00:00
enricobuehler 8da8037b35 feat(android): HDR (Main10 / BT.2020 PQ) + fix ndk feature gating
Mirrors the Apple client's HDR path so the Android client can display HDR from a
Windows HDR host:
- nativeConnect now advertises VIDEO_CAP_10BIT | VIDEO_CAP_HDR (was 0), so the
  host upgrades to a Main10 / BT.2020 PQ encode.
- decode.rs detects HDR reactively from the decoder's reported output colour
  (color-transfer ST2084=6 / HLG=7, color-range) -- the AMediaCodec analogue of
  VideoToolbox's format description on Apple -- and signals the Surface dataspace
  (Bt2020[Itu]Pq / Bt2020[Itu]Hlg) so the compositor/display switch to HDR.
  AMediaCodec decodes Main10 from the in-band SPS; no profile override needed.

Also fixes the Android build: set_frame_rate (added in e9de730) is gated on the
ndk `nativewindow` + `api-level-30` features, which weren't enabled -- so that
commit could not compile under cargo-ndk. Enable
features = ["media","audio","nativewindow","api-level-31"] (minSdk 31): covers
set_frame_rate (api-30), set_buffers_data_space + the DataSpace module (api-28),
and ANativeWindow (nativewindow).

Verified host-side: fmt --all + clippy --workspace (the caps advertise + JNI
surface). The android-gated decode + NDK gating verified against the ndk 0.9
sources; android.yml (cargo-ndk) is the compile gate, and real HDR display needs
an HDR device + Windows HDR host.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 22:09:54 +00:00
enricobuehler e9de730377 feat(android): live stats HUD + low-latency decode tuning
Stats HUD (mirrors the Apple client): the decode thread accumulates FPS, receive
throughput, and capture->client latency (p50/p95, skew-corrected) in Rust
(clients/android/native/src/stats.rs); nativeVideoStats drains a snapshot ~1 Hz
over JNI as a DoubleArray. StreamScreen renders a Compose overlay
(W*H@Hz / fps / Mb/s / latency, + dropped-under-loss), toggled by a Settings
switch (persisted, default on) or a 3-finger tap.

Performance (decode.rs):
- ANativeWindow_setFrameRate(refresh_hz): align display vsync to the stream rate
  (no 60-in-120 judder); safe since minSdk 31 >= API 30.
- Raise the decode thread toward URGENT_DISPLAY (best-effort setpriority) so
  background work can't preempt it under load.
- Codec low-latency hints KEY_PRIORITY=0 (realtime) + KEY_OPERATING_RATE.

Verified host-side: cargo build/clippy/fmt --workspace (the ungated stats + JNI
accessor). The android-gated decode.rs (NDK) and the Kotlin build only in CI
(android.yml: gradle + cargo-ndk) -- APIs verified against crate sources.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 21:49:29 +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