6c4ba77606cf4d31762acffc3a51696aa810afb6
202 Commits
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6c4ba77606 |
fix(wol): clippy + cfg-gate the Windows client module — main compiles again
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The Wake-on-LAN batch landed with lints that fail `clippy -D warnings` (doc continuation, char-array split, io::Error::other, redundant closure) and an ungated `mod wol;` in the Windows client, which pulls windows-only crates into the non-Windows stub build. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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eeee2782f5 |
Merge remote-tracking branch 'origin/main'
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b488bd1d99 |
feat(client-linux): in-process GL presenter — hardware decode ships on the Steam Deck
VAAPI decode stays; what changes is who touches the YUV. The direct path hands the NV12 dmabuf (tiled AMD modifier since Mesa 25.1) to GdkDmabufTexture, and GTK's tiled-NV12 import renders corrupt/gray/washed-out on the Deck. Moonlight and mpv are clean on the same box because they import the dmabuf into their own EGL context and convert with their own shader — video_gl.rs is that architecture for the GTK client: per-plane EGLImages (R8 + GR88, modifier passed through) → our YUV→RGB shader (matrix/range from the stream's CICP signaling, unit-tested) → RGBA texture in a GdkGLContext-shared context → fence-synced GdkGLTexture. GTK composites plain RGBA; no YUV negotiation, no compositor CSC. The Deck's decoder default flips back to hardware (the software stopgap is gone); desktops keep the direct dmabuf path (offload/scan-out eligible). PUNKTFUNK_PRESENT=direct|gl overrides either way. New failure ladder: GL converter init failure or a convert-error streak raises a shared flag and the session pump demotes the decoder to software with a keyframe re-request — the same mechanism also closes the old silent-black-screen gap where a rejected dmabuf import had no recovery at all. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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7e6561aaa2 |
style: rustfmt the Wake-on-LAN modules
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Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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e9c5030190 |
feat(clients): Wake-on-LAN in apple/linux/windows/android/decky
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Each client learns a host's MAC from the mDNS `mac` TXT while it's awake, persists it on the saved-host record, and — when reconnecting to an offline host — sends a magic packet before connecting, plus an explicit "Wake host" action. Apple wraps the C-ABI; linux/windows call the core fn directly (linux also gains a --wake CLI mode); android via a new nativeWakeOnLan JNI export (the mDNS browse record gains a 7th mac field); decky shells out to the linux client's --wake before launching the stream. iOS/tvOS need the managed com.apple.developer.networking.multicast entitlement (pending Apple approval), so the wake path + UI are gated off via PunktfunkConnection.wakeOnLANAvailable and the entitlement is commented out — keeping iOS/tvOS releasable. MAC-learning stays active on every platform so it lights up the moment it's ungated. macOS works today. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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097cc6faf4 |
fix(apple/gamepad): deliver PS/Home + Share buttons on macOS
macOS reserves the controller Home/PS and Share/Create buttons for its own system gestures and never delivers them to the app unless it declares the Game Controllers capability. Add GCSupportsControllerUserInteraction=YES to the macOS target only (iOS/tvOS rely on the focus engine, so it must not be in the shared plist), alongside the existing preferredSystemGestureState=.disabled. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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853e7fe92f |
fix(client-linux): Deck trackpad clicks — bind to the correct pad, stop riding the button plane
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SDL's Steam Deck mapping delivers the pad clicks as gamepad BUTTONS with no surface identity: the generic `touchpad` button is the LEFT pad's click and `misc2` the RIGHT's (SDL_gamepad_db.h `touchpad:b17,misc2:b16`). The client forwarded `touchpad` as wire BTN_TOUCHPAD — which the host maps to the RIGHT pad click (DualSense convention) — and dropped `misc2` entirely: a left-pad click registered on the right pad, a right-pad click nowhere, and the mis-routed state could stick. Clicks from a multi-touchpad pad now ride the rich plane as TouchpadEx with their surface, reusing the surface's live contact point (click buttons carry no position). forward_touch carries the held click through motion frames so a touch update can't clear a click mid-press, and the flush lifts held clicks on detach/pad-switch. A DualSense's single touchpad button stays on the button plane unchanged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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df496776b0 |
fix(client-linux): Deck raw-pad capture — clear Steam's SDL device filter, honest degradation warning
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The Deck's built-in controller can never leave Steam Input ("Steam Controller"
is always-required in the shortcut's matrix; Disable Steam Input only affects
other controller brands), so the raw 28DE:1205 device is the only path to the
trackpads/paddles/gyro. Steam hides it from SDL by launching shortcuts with
SDL_GAMECONTROLLER_IGNORE_DEVICES naming every physical pad it virtualized —
clear it (and _EXCEPT) at startup while single-threaded, logging what Steam set
as field evidence. The post-attach warning now states the real condition (raw
pad never enumerated; sticks + buttons still work) instead of advising a
Steam Input toggle that doesn't exist for the built-in controller.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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5310176ab5 |
fix(client-linux,host): Deck video defaults to software decode + input-interception diagnostics
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Video (Deck): the VAAPI zero-copy path renders corrupt/gray/washed-out on the Deck — root-caused to Mesa >= 25.1 exporting radeonsi VCN decode surfaces TILED (the Flatpak runtime's Mesa 26 drives both the decoder and GTK's GL, and GTK's tiled-NV12 dmabuf import mishandles it; desktop Tier-1 validations ran distro Mesa with linear export). `auto` now resolves to software on a Deck (clean, correct-colour, easily handles 1280x800 HEVC); PUNKTFUNK_DECODER=vaapi still forces the hw path, with the descriptor modifier dump + GSK_RENDERER as the bisect levers. Also reserve extra_hw_frames=4 on the VAAPI decoder: the presenter pins mapped surfaces past receive_frame, and the fixed pool recycling a surface the renderer still samples is intermittent block corruption anywhere. Input (Deck): with Steam Input ON for Punktfunk, SDL sees only Steam's virtual X360 pad — the right trackpad arrives as a plain right stick and the left trackpad/paddles/gyro not at all, silently. The client now checks once the post-attach enumeration settles and raises a toast + warn naming the fix (disable Steam Input for the shortcut). The host logs a one-shot warning when InputPlumber is running (Bazzite default) since it can grab the virtual Deck pad and re-emit it under a different identity. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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13dc7fc49f |
style(linux): rustfmt the keyframe-recovery throttle line
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Wrap the `last_kf_req.is_none_or(...)` guard to satisfy `cargo fmt --all --check` (CI Format step). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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57ae00a9c8 |
fix(clients): GTK + Decky polish batch from live Deck/Windows testing
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GTK Linux client: - hosts/library: clicking a card was dead — the handler was on FlowBoxChild::activate (never emitted on click); bridge child-activated → child.activate() on the FlowBox (ui_hosts, ui_library). - stream: the Ctrl+Alt+Shift+D/Q/S chords (and all key forwarding) were dropped because the key controller sat on the overlay, which loses focus to the header back button after nav.push+fullscreen — move it to the window and remove it on teardown. - video: a mid-session VAAPI decode error rebuilt a software decoder but never requested a keyframe, so under the infinite GOP the picture stayed gray/frozen forever. Request an IDR on any VAAPI error, keep the hardware decoder, and demote to software only after repeated failures. - stream: fix a per-session Capture↔overlay reference cycle that leaked the overlay subtree + the Arc<NativeClient> on every session end — hold the overlay weakly. - stream: accumulate the fractional wheel remainder so precision-scroll (Deck trackpad / hi-res wheels) sub-unit deltas aren't dropped. - gamepad library: keep the launcher smooth on the Deck — freeze the aurora and trim the visible card range (fewer 3D offscreen passes) on low-power. - gamepad: log full pad identity (vid:pid:name:type:virtual) on attach to diagnose an empty controller list on the Deck. - cli: --connect host:<badport> silently did nothing; default to 9777 + warn. - css: add the missing .pf-neutral pill rule; fix the clipped most-recent accent (inset outline instead of a corner-clipped box-shadow bar). Decky plugin: - surface the on-screen library browser: label the host-row Games button. - fix silent pin data-loss — the detached Games modal captured a frozen pins array, so pinning a second game clobbered the first; mirror pins in a ref and track the modal's pinned ids locally for a live label. - route pair-required hosts through the pairing modal from the fullscreen Stream button (parity with the QAM panel). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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42d1c74663 |
fix(apple-client/audio): capture the right channel of a multi-channel mic + diagnostics
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The mic uplink handed the host pure digital silence on a multi-channel interface: AVAudioConverter's N→stereo downmix takes channels 0/1, but a pro interface puts the mic on ONE higher discrete channel. Fold the input to a mono bus ourselves instead — pick the mic's channel (or sum all) and resample that to the encoder's 48 kHz stereo, so the silent 0/1 downmix never happens. - New "Microphone channel" setting (macOS): Auto (sum every channel — a lone hot mic passes at full level) or pin 1-based channel N. Picker appears only for multi-channel devices, driven by the device's input channel count. - Diagnostics that make this class of failure self-naming next session: log the actual live capture device + format + fold mode, warn on a silent UID fallback, and a one-shot silence tripwire on the EXTRACTED signal (WARN on 10 s of zeros, else peak dBFS). - foldToMono extracted as a pure, unit-tested helper (pin / sum-clamp x interleaved / deinterleaved / mono / out-of-range). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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136f6e8f0e |
feat(probe): --mic-burst — real-client mic pacing for jitter-buffer regression tests
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The steady 5 ms mic-test cadence never trips host-side buffering bugs: the WASAPI crackle (fixed in the previous commit) only reproduced under a real client's bursty input tap. --mic-burst paces the tone the same way (two 20 ms Opus packets every 40 ms), so recording the host mic and counting silence gaps regression-tests the jitter buffer headlessly. Validated against the fixed Windows host on the lab box: 15 s of bursty tone, zero mid-stream gaps >=3 ms (gaps confined to the first 40 ms priming window). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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38078fe7ee |
feat(linux-client): gamepad library launcher — console-style coverflow (--browse)
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A controller-driven, chrome-less library launcher for the Steam Deck flow
(the Decky plugin's "Open library on screen" + pinned games,
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69609945a3 |
feat(clients): host/network split in every stats HUD (stats phase 2, client side)
Consumes the 0xCF host-timing plane (
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8470419433 |
feat(decky): pinned-games library + self-update robustness; fix gamepad tab-nav
Decky client batch: - Pinned games / library picker: per-host game grid (GamePickerModal), pin/unpin, one-tap streams surfaced on the Hosts tab and QAM (usePins/streamPin/resolvePinHost, new src/library.tsx). - Self-update + client-update plumbing (main.py check_update, hooks.ts applyUpdate) with a CA-bundle-resolving SSL context and per-channel manifest polling; steam.ts / punktfunkrun.sh launch tweaks. - scripts/test-backend.py harness for the backend RPCs; README refresh. Fix: the fullscreen page wrapped <Tabs> in an overflow-visible box, so Valve's L1/R1 tab slide + autoFocusContents scrollIntoView panned #GamepadUI itself — the whole Steam UI slid left until a tab was clicked. Clip the Tabs wrapper (overflow:hidden), matching Valve's own Tabs containers. (On-glass verification pending — Deck offline this session.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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449a67ce8d |
feat(protocol): per-AU host-timing plane (0xCF) — split host+network latency (stats phase 2)
The unified-stats equation's host+network stage was one opaque number because the wire carried nothing but pts_ns. Now the host reports its own share per frame: when the client's Hello sets VIDEO_CAP_HOST_TIMING (0x08), the send thread emits a 13-byte 0xCF datagram — [tag][pts_ns u64][host_us u32] — right after the AU's last packet leaves the socket, so host_us = capture→fully-sent (capture read/convert, encode, FEC+seal, paced send) against the same anchor the wire pts carries. Clients correlate by pts_ns and derive network = (received + clock_offset − pts) − host_us; the two terms tile per frame by construction. Back-compat is free in all four combinations: old clients ignore unknown datagram tags, old hosts ignore unknown cap bits (client keeps the combined stage). The hardened data-plane format is untouched — this rides the established QUIC side-plane pattern (0xC8…0xCE). NativeClient ORs the bit in unconditionally and exposes next_host_timing(); the C ABI gains PunktfunkHostTiming + punktfunk_connection_next_host_timing (additive). The synthetic host emits 0xCF too, so pure-loopback protocol tests cover the plane. The probe reports the split (host_p50/p95_us · net_p50/p95_us) and is our direct analogue of Sunshine's "host processing latency" — ours additionally includes the paced send. Validated on loopback (synthetic host + probe, debug build): 240/240 AUs matched, host_p50 6.5 ms + net_p50 6.4 ms ≈ capture→received p50 13.0 ms. Core suite + new 0xCF roundtrip/truncation test green; host+core+probe clippy clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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09a5957c6d |
feat(clients): unified stats vocabulary across every client + Moonlight comparison docs
One stat model everywhere (design/stats-unification.md): four measurement points (capture/received/decoded/displayed), three stages that tile the interval exactly, and a HUD that shows the addition explicitly — end-to-end 14.2 ms p50 · 19.8 p95 · capture→on-glass = host+network 9.8 + decode 2.1 + display 2.3 replacing each client's ad-hoc mix of overlapping absolutes (the Apple HUD's three arrow lines that looked sequential but weren't), mean-vs-median decode times (Windows/Linux), missing same-host-clock flags (Windows/Linux), and three different names for the same capture→received measurement (probe's "reassembled", Apple/Android's "client", Windows/Linux's post-decode "lat"). Per client: Apple threads receivedNs through the VT decode via the frame refcon bit pattern so the decode stage exists at all (stage-1 fallback honestly degrades to a capture→received headline); Windows carries FrameTimes through the existing frame channel to the render thread and adds e2e p50/p95 post-Present; Linux stamps received at AU pop and rides decoded_ns on DecodedFrame to the paintable-set site; Android pairs receipt stamps with MediaCodec output buffers via the codec's pts round-trip (JNI stats array 14→16 doubles, indexes 0-13 unchanged). fps now uniformly counts received AUs; lost/(received+lost) per window, hidden at zero. docs-site gains "Understanding the Stats Overlay": what each line means, why the equation only approximately sums (percentiles), and a line-by-line Moonlight/Sunshine matrix — including that Moonlight has no end-to-end number and its "network latency" is an ENet control RTT, so punktfunk's headline must not be compared against any single Moonlight line. Verified here: linux client + probe + core check/clippy/fmt green, android native cargo-ndk arm64 check green. Pending: Windows CI + on-glass, swift test on the mac, on-device Android. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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058630f542 |
feat(decky): visible branded Steam shortcut, one-tap client updates, fullscreen-page polish
- The "Punktfunk" shortcut is no longer hidden: it now ships committed
artwork (grid/wide/hero/logo/icon, generated by scripts/gen-steam-art.py
— a pure-stdlib SDF renderer drawing the lens mark + a monoline
"punktfunk" wordmark) applied via SetCustomArtworkForApp /
SetShortcutIcon. Existing installs are unhidden and re-arted once per
ART_VERSION; relaunching the library entry streams to the last host.
- Updates cover the flatpak CLIENT too: check_update compares the
user-scope installed commit against its remote, applyUpdate runs
`flatpak update --user` first (awaited) and the plugin reinstall —
which reloads the panel — last; docs spell out the sudo-less --user
update ("sudo flatpak update" silently skips per-user installs).
- Fullscreen page: DialogButton stretches to 100% width in the gamepad
UI, so the Stream/Pair/Refresh/… actions filled whole rows — sized to
content + right-aligned now; the header drops its Update button (About
tab + QAM banner keep the flow) and the back button gets a real 40px
hit target.
- Settings: the disable-Steam-Input note also shows for Automatic — on a
Deck that now forwards the built-in controller as a Steam Deck pad
(paddles/trackpads/gyro), which needs Steam Input off for the shortcut.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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e9c1f4083a |
fix(client-linux): Deck Gaming Mode — auto pad type, real chrome-less fullscreen, leave-to-Gaming-Mode, colour bisect
- "Automatic" gamepad type resolves to the virtual Steam Deck pad on Deck
hardware (env SteamDeck / DMI Jupiter|Galileo): the built-in 28DE:1205
identity is invisible at Hello time — the Valve HIDAPI drivers run
in-session only and Steam Input shadows the pad with its virtual X360 —
so auto always fell through to Xbox 360. "steamdeck" is now also
selectable in Settings.
- Chrome-less launches flatten the window CSS (border-radius/box-shadow)
and fullscreen at startup: gamescope never ACKs the xdg fullscreen
state, so adwaita kept the floating-CSD rounded corners + shadow
visible over the stream.
- Gaming-Mode --connect launches quit on session end, so Steam ends the
"game" and the Deck returns to Gaming Mode — previously the app popped
to its own hosts page, stranding the user fullscreen and making the
escape chord read as broken.
- The capture hint is controller-aware; the chromeless hint teaches the
hold-chord ("hold L1+R1+Start+Select to leave") and a quick chord press
re-flashes it.
- Colour bisect for the reported off-colours on the VAAPI dmabuf path:
graphics offload defaults OFF under gamescope (a subsurface hands the
NV12 CSC to the compositor), PUNKTFUNK_OFFLOAD=1|0 overrides, and each
colour-signaling change logs whether GDK accepted the BT.709-narrow
color state (fallback = GDK's BT.601 dmabuf default).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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20f0d2802f |
feat(client/android): Snapdragon latency tuning — ADPF pipeline hints, game mode, max-clock decode
Three levers to lower and steady decode latency on Snapdragon (Adreno) devices:
- ADPF (Adaptive Performance Framework): a new dlsym-resolved hint session
(native/src/adpf.rs; API-33+, resolved at runtime so there's no build-time
link dependency and libpunktfunk_android.so still loads on API 31/32) tells
the CPU governor the video pipeline runs a per-frame real-time workload, so it
keeps those threads on fast cores at high clocks. It now covers all three
latency-critical threads — the pf-decode feed/drain/present loop, the core
data-plane pump (UDP receive + FEC reassembly), and the audio thread — via a
new generic hot-thread registry on NativeClient (register_hot_thread /
hot_thread_ids; the pump self-registers). The session is built lazily on the
first presented frame, since ADPF createSession rejects a set containing any
not-yet-live tid.
- operating-rate -> Short.MAX ("as fast as possible"): pushes the Qualcomm
decoder to run each frame at max clocks instead of merely sustaining the
display rate at a power-saving clock that adds per-frame decode latency.
- appCategory="game": makes the app eligible for OEM Game Mode / Game Dashboard
performance profiles.
The core registry is cross-platform (gettid on Linux/Android, a no-op
elsewhere) — no Android-specific pollution of the shared core. Host workspace +
64 core tests green; Android arm64-v8a + x86_64 (platform 31) build + clippy
clean. On-device Snapdragon validation pending.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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6e875fea44 |
fix(apple/ios): the ACTUAL type-checker bomb was pointerSection's footer ternary chain
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4f3cd24036 |
fix(apple/ios): split streamModeSection — the inline iOS branch blew the type-checker budget
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The Section's iOS content (resolution wheel + 3-way refresh rows + bitrate rows) as ONE ViewBuilder expression hit "the compiler is unable to type-check this expression in reasonable time" — failing exactly one build slice, the iOS archive, so swift test (macOS) and the tvOS/macOS archives never saw it and the 0.6.0 iOS TestFlight upload soft-failed. Extracted iosResolutionWheel / iosRefreshRows / bitrateRows; no behavior change. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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a3e1ea2b44 |
fix(android/ci): retry transient Play API failures in play-upload.py
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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> |
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d707ee4d4e |
feat(apple,android): three-way touch input — trackpad cursor (default), direct pointer, real multi-touch passthrough
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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> |
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e8196b33b8 |
feat(client/linux): Steam Deck batch — idle gamepad grab, fullscreen streams, in-band HDR colors, gamescope-safe settings, pad-pin persistence
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Root-caused fixes from on-Deck testing (owner + first external tester): - System input broke while the app was merely OPEN: SDL's Steam Deck HIDAPI driver clears the built-in controller's "lizard mode" (trackpad-mouse, clicky pads) at device ENUMERATION and keeps feeding the firmware watchdog (SDL_hidapi_steamdeck.c InitDevice/UpdateDevice) — and we enabled that driver at startup and held every pad open app-lifetime. The Valve HIDAPI hints are now enabled only while a session is attached, and only the active pad is opened (Settings enumerates via SDL's ID-based metadata getters, no open). Close/detach hands the hardware back; the watchdog restores lizard mode within seconds. This also unblocks click-to-capture on the Deck (the dead trackpad made "input not passed through" a symptom, not a cause). - Washed-out colors from a Windows host with an HDR desktop: the host ships Main10 BT.2020 PQ IN-BAND (correct VUI) while the Welcome still says SDR; this client rendered everything as BT.709 narrow. Colour signaling is now read per-frame (video::ColorDesc from the AVFrame CICP fields) and drives the GdkDmabufTexture color state, the software path's swscale matrix/range plus a tagged MemoryTexture for PQ, and an "· HDR" HUD chip — GTK tone-maps correctly on SDR displays, mid-session SDR↔HDR flips included. Regression- tested against a checked-in Main10 PQ fixture (tests/pq-frame.h265). - Streams start fullscreen by default (Settings toggle; F11 / the controller chord lead out, and the pointer at the top edge reveals the header while input isn't captured — a Deck desktop has no F11). Gaming-Mode launches (--fullscreen / Deck env) build the stream page with NO header bar at all: gamescope doesn't reliably ACK xdg_toplevel fullscreen, so anything keyed on is_fullscreen() could leave the title bar drawn over the stream. - Game Mode settings were uneditable: GTK popovers are xdg_popups, which gamescope never maps for nested apps — every ComboRow dropdown flashed and died. Under gamescope the preferences dialog now uses in-window selection subpages (PreferencesDialog::push_subpage) via a ChoiceRow that stays a stock ComboRow on desktops. Covered by an in-process GTK test (choice_row_modes, #[ignore]d — needs a display). - Forwarded-controller pin persists across restarts (Settings::forward_pad, stable vid:pid:name key — SDL instance ids are per-run) and survives disconnects; automatic selection skips Steam Input's sensor-less virtual pad (28de:11ff) so gyro doesn't silently die on Bazzite/Deck. - "Punktfunk" branding in the About dialog. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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fd699b3e2c |
feat(decky): plugin overhaul — on-Deck update check, exec-bit-free runner, About/host-detail UI, Punktfunk branding
Fixes from live debugging on the Deck: - check_update() was dead on-device: Decky Loader's embedded (PyInstaller) Python has no usable default CA paths, so every HTTPS fetch failed with CERTIFICATE_VERIFY_FAILED. Build the SSL context explicitly: default paths first, then the known system bundles (SteamOS/Arch, Debian, Fedora/Bazzite, openSUSE), then certifi if importable. Verification stays on; the check stays offline-tolerant with its 30-min cache. - "could not chmod runner" on every use: Decky extracts plugin zips without exec bits into a root-owned dir the unprivileged backend can't chmod. The Steam shortcut now launches the runner through /bin/sh with the script as a %command% argument — no exec bit needed, existing shortcuts migrate on reuse, the chmod attempt is gone. UI/structure: - index.tsx (660 lines) split into page/pair/settings/hooks/boundary modules; PluginErrorBoundary kept guarding every surface. - New About section/tab: visible version + channel, explicit check-for-updates (forces past the cache, always toasts an outcome), setup-guide link, leave- chord help, and a Force-stop backstop for a wedged stream. - Host rows open a details modal (address, protocol, pairing policy, paired state, fingerprint). Settings gain 1280×800 (Deck native), Xbox One and DualShock 4 pad types, and a host-compositor picker. - Update flows note the Decky store contact can stall a couple of minutes on networks that blackhole plugins.deckbrew.xyz (observed live). - "Punktfunk" in all user-facing strings; plugin id/paths/env unchanged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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f3646d4e7c |
feat(apple/gamepad): claim controller system gestures during capture — PS button opens the Steam overlay, share/create stops screenshotting locally
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While a pad drives a stream, GamepadCapture now sets EVERY element's preferredSystemGestureState to .disabled (restored to .enabled on unbind). iOS/macOS attach system gestures to several controller buttons — share/create took a LOCAL screenshot instead of reaching the game, and only the Home element was opted out before. With the gestures claimed, the already-wired chains do their job: PS/Home → wire guide → BTN_MODE on the virtual xpad (the Steam-overlay button) / the PS bit on the virtual DualSense. Also fold the share/create/capture element (GCInputButtonShare) into the back/select wire bit — clone pads like the GameSir G8 expose their screenshot button only as the share element, not buttonOptions (OR onto the same bit, so double-exposed pads are harmless). The G8's other extra button (M) is a firmware-local modifier (turbo/hair-trigger/swap) invisible to the OS. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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396c3453f5 |
feat(apple/gamepad): rewrite rumble renderer — bounded divergence + iOS 27 plain-player fix
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Ground-up RumbleRenderer rewrite around one principle: rumble is idempotent state on a lossy channel, and the actuator's divergence from it must be bounded, not best-effort. The old renderer rebuilt an infinite-duration CHHapticAdvancedPatternPlayer per 0xCA datagram via an async stop; one stop lost inside CoreHaptics left an unstoppable player buzzing forever (the "entered the menu and rumble never stopped" bug). - Finite 4 s segments, never infinite events — a leaked player self-silences; steady levels re-arm seamlessly ON the engine timeline (no stop/start race) - GamepadFeedback drains the rumble plane DRY per cycle, newest-wins (was one datagram per 8 ms through a 16-deep drop-newest queue = lag + shed stops) - Host 500 ms state refreshes dedupe to a liveness stamp; zero applies immediately; nonzero ramps throttle to one rebake/25 ms per motor - Throwing player stop escalates to engine.stop() (kills leaked players); 1.6 s staleness watchdog (Policy.session) force-silences on a dead channel; the test panel holds levels via Policy.manual - Plain makePlayer, NEVER makeAdvancedPlayer: gamecontrollerd's controller haptics server advertises `adv players: 0`, and iOS 27 beta 2 hard-drops advanced loads with an XPC decode fault (-4811/4097, rumble silently dead). Live-verified on an iOS 27 beta 2 iPhone: DualSense rumble works - Split-handle engines fall back to one combined .default engine on repeated failure; renderer publishes health transitions and the test panel shows them (a refused system service no longer reads as silent app breakage) - Per-motor sharpness on split handles (0.3 heavy / 0.7 light); macOS DualSense raw-HID path gains a ~1 s keepalive re-write while nonzero - RumbleTuningTests pin the scheduling math, tuning relations, and a queue/ticker teardown smoke test Stuck-rumble streaming repro revalidation on glass still pending. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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7ced80c4e3 |
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> |
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49e6021ece |
feat(host,probe): controlled loss injection for the native path + probe keyframe-on-drop
PUNKTFUNK_VIDEO_DROP now also covers the native data plane (N% of sealed wire packets discarded before send in paced_submit — the same FEC-test knob the GameStream path has; no netem/root needed), and the probe grows the real clients' recovery trigger: the data loop publishes the session's unrecoverable-frame count and the control task sends RequestKeyframe when it rises (100ms poll = natural coalescing). Together these make the IDR-vs-intra-refresh recovery A/B runnable against any host. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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fbeac16c96 |
feat(clients/windows): WinUI UX batch - tile hover, Settings NavigationView, modal slide-up
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Bump windows-reactor + windows to a4f7b2cb (from b4129fcc) for the new PointerEntered/PointerExited events; migration is mechanical renames only (SymbolGlyph->Symbol, placeholder->placeholder_text, on_changed-> on_text_changed/on_toggled, on_menu_item_clicked->on_item_clicked, on_ready->on_mounted). New runtime model: reactor lost its build.rs, so the client build.rs stages the WinAppSDK bootstrap via windows-reactor-setup::as_framework_dependent() and main calls windows_reactor::bootstrap() (missing either = 0x80040154 at launch); staged filenames unchanged, so pack-msix and the MSIX manifest are untouched. - Host tiles: WinUI pointer-over fill (ControlFillSecondary) via the new pointer enter/exit events, hover id in root state (backend-wired handlers bypass the reconciler flush, like the flyout clicks). - Settings: stock NavigationView sidebar (Windows-Settings pattern) with Display/Video/Input/Audio/About panes, built-in back arrow, wide content column, and a per-section content slide-up tween. The section card is KEYED by section: an in-place diff across sections re-sets a reused ComboBox's items (clearing WinUI's selection) but skips selected_index when the values compare equal, rendering a blank selection - the key forces a remount. Card titles/descriptions dropped; per-control guidance moved to hover tooltips (ToolTipService). - New "Show the stats overlay (HUD)" setting (show_hud, default on), honored mid-stream via the 400 ms HUD re-render. - Add-host modal: entrance fade + slide-up tween (scrim fades with it). - Self-initiated disconnect (Ctrl+Alt+Shift+D -> Ended(None)) returns to the host list silently instead of raising the error banner. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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bf799b41e3 |
feat(clients/windows): GPU picker, disconnect shortcut, richer stream HUD
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- Settings gains a GPU selector (shown only on multi-GPU boxes): the picked DXGI adapter drives decode + present, persisted as Settings.adapter and applied at the next stream - gpu.rs now caches the shared device keyed by the resolved preference (env PUNKTFUNK_ADAPTER > Settings > the window's monitor's adapter) so a change needs no app restart. - Ctrl+Alt+Shift+D disconnects the session (consumed locally, captured or released): the hook releases capture and trips the session stop flag, plumbed through the stream-page handoff; the pump winds down and the UI navigates back to the host list. - Stream HUD extended: codec chip (HEVC/H.264/AV1), display-side line from the render thread (presents/s + capture-to-decoded vs capture-to-on-glass p50), session line (host name, duration, network-lost frames, skipped backlog frames), and both shortcut hints incl. the new disconnect. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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5ef63756ea |
fix(host/linux,clients/android): honor the host/device keyboard layout in keymaps
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rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 9m33s
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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> |
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a4c84ac620 |
feat(clients/windows): all-vendor video pipeline rewrite + app icon + hosts-page tiles
Decode+present rewrite (first real pixels on glass for this client): - Decode: FFmpeg D3D11VA on NVIDIA/AMD/Intel. get_format now only returns AV_PIX_FMT_D3D11 and lets libavcodec build the decode pool from hw_device_ctx (hand-built frames contexts failed three different ways: NVIDIA rejects DECODER|SHADER_RESOURCE arrays, BindFlags=0 fails texture creation, Intel rejects non-128-aligned HEVC surfaces at the first SubmitDecoderBuffers). A DXVA profile probe before the hwdevice commits hardware-vs-software up front instead of burning the opening IDR; extra_hw_frames covers the frames the client holds. - Present: the decoded slice is copied with ONE display-size-boxed CopySubresourceRegion (a planar slice is a single subresource in D3D11; the old two-copy D3D12-style code silently no-opped - the black screen) into a sampleable NV12/P010 texture, per-plane SRVs + YUV->RGB shaders. - New dedicated render thread (render.rs): presenting is decoupled from the XAML thread; frame-latency-waitable swapchain + SetMaximumFrameLatency(1), newest-wins drain after the wait, crossbeam frame channel with pts for a capture->presented p50 log. - HiDPI: pixel-sized buffers + SetMatrixTransform(96/dpi) - was blurry at 125/150 % scaling. - Software fallback now feeds the same shaders (swscale -> NV12/P010 planes -> two dynamic plane textures); ps_rgba/X2BGR10 path deleted, hw/sw colour math identical. - Adapter selection for hybrid boxes: PUNKTFUNK_ADAPTER > the window's monitor's adapter > default; PUNKTFUNK_D3D_DEBUG=1 debug layer. - Session pump: request_keyframe at start and on hw->sw demotion (infinite GOP would otherwise sit on a black screen). Validated live on the Arc Pro + RTX 3500 Ada laptop against the local Windows host: 60 fps D3D11VA on both vendors, software path, GUI on glass. Also: embedded app icon (build.rs winresource + WM_SETICON, MSIX Square44x44 targetsize assets, pack-msix stages them) and the hosts-page tile rework (tap-to-connect tiles with sibling overflow menu - fixes forget-also-connects - in-tile rename editor, add-host modal via root state). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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9074781acd |
feat(clients/windows): screen-module restructure + parity features (speed test, native mode, capture UX)
Structure: split the 1400-line app.rs into per-screen app/ modules (mod=root/ router, hosts, connect, pair, speed, settings, licenses, stream, style) with shared card/header/busy-page builders and setting_combo/toggle helpers; the re-render rule (thread-driven state lives in root use_async_state, flows down as props) is now documented at the module root. Parity features the other clients already had: - "Native display" resolves the real monitor mode at connect (MonitorFromWindow -> EnumDisplaySettingsW; was a hardcoded 1080p60) - per-host network speed test: saved-host card button + a results screen (probe burst -> goodput/loss -> ~70% recommended bitrate applied in one tap; stale runs invalidated by generation) and `--headless --speed-test`; the bitrate setting becomes a free-form NumberBox so the recommendation round-trips - forget host (ContentDialog confirm -> KnownHosts::remove_by_fp) - settings: forwarded-controller picker (pads/pinned/set_pinned now wired), gamepad type, host compositor, capture-system-shortcuts; the previously dead Settings.compositor / inhibit_shortcuts are honored (shortcuts off = Alt+Tab/Alt+Esc/Ctrl+Esc/Win act locally) - click-to-recapture after a Ctrl+Alt+Shift+Q release; the HUD hint tracks the live capture state Perf: the input hook caches lock geometry (clip rect + contain-fit scale) at engage instead of GetClientRect per WM_MOUSEMOVE; the audio jitter ring trims via drain() and reuses the render scratch buffer. Validated on the bare-metal box: --discover, synthetic-host loopback E2E (TOFU -> clock skew -> HEVC negotiate -> D3D11VA init -> session end), speed-test E2E, and the WinUI shell rendering in the console session via PsExec (SSH/session-0 cannot create windows, pre-existing 0x80070005). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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133e25849d |
feat(apple): gamepad UI v2 — controller settings + add host, aurora, macOS
Sources reorganized (client: Home/Session/Settings/Stores/Support/Trust; kit: Audio/Connection/Gamepad/Input/Support/Video/Views) with the big files split along the same seams. The gamepad mode is couch-complete, and now on macOS too (the living-room Mac case), not just iOS/iPadOS: - GamepadSettingsView: a console-style, fully controller-navigable settings screen (X from the launcher) — up/down moves focus, left/right steps values (clamped, boundary thud), A cycles/toggles, B closes; the focused row shows a one-line description. Backed by GamepadMenuList, the vertical sibling of GamepadCarousel, and SettingsOptions — the option lists hoisted out of SettingsView statics and shared by the touch, tvOS and gamepad settings. - GamepadAddHostView + GamepadKeyboard: register a host end to end with a pad — field rows open an on-screen controller keyboard (dpad grid, A types, X backspaces, B done); the launcher carousel ends in an Add Host tile, so the dead-end "add one with touch first" empty state is gone. - Launcher polish: contextual hint bar with the pad's real button glyphs, controller name + battery chip, one shared console chrome. - GamepadScreenBackground: an animated aurora (TimelineView-driven drifting blobs in the brand's violet family, breathing radii, slow hue shift, legibility scrim; freezes under Reduce Motion). Pure SwiftUI on purpose — a .metal library only bundles reliably in one of the two build systems (SPM vs the xcodeproj's synced folders) these sources compile under. - macOS port: settings/add-host/library present as sized sheets (a macOS sheet takes its content's IDEAL size, and the GeometryReader-driven screens collapsed to nothing), NSScreen-based mode lists, scroll indicators .never (the "always show scroll bars" setting overrides .hidden), tray scrims so scrolled rows dim under the pinned title/hints, extra title clearance, and a PUNKTFUNK_FORCE_GAMEPAD_UI=1 dev hook — launcher/settings/add-host/keyboard/ library render-verified live on a real Mac + LAN hosts. - GamepadMenuInput: X button support, and (re)start now snapshots held buttons so a controller handoff press never fires twice (the B that closed the keyboard no longer also cancels the screen underneath). - Cleanups: one "Connection failed" alert in ContentView instead of one per home screen; HostDiscovery.advertises/unsaved shared by both home screens. - host: can_encode_444 stub for the non-Linux/Windows host build (the macOS synthetic-source loopback used by the Swift tests). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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e925d00194 |
feat(linux): game library browser; split app.rs into cli/launch/ui_trust
- library.rs + ui_library.rs: the host's unified game library over the management API (the Apple LibraryClient/LibraryView ported) — mTLS with the paired identity, host verified by its pinned cert fingerprint (ureq + rustls, unified with the workspace rustls 0.23); posters load async with monogram placeholders, and picking a title starts a session that asks the host to launch it (the library id rides the Hello). - app.rs (~800 lines lighter) splits into cli.rs (argv/headless pairing/--connect/screenshot scenes), launch.rs (mode resolve + session worker + event stream into the UI) and ui_trust.rs (TOFU / SPAKE2 PIN / delegated-approval dialogs); ui_hosts/ui_stream reworked around the split. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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bd4e15b68d |
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>
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3678c182d5 |
feat(clients): codec preference on Windows/Apple/Android clients (Phase 2b)
apple / swift (push) Failing after 52s
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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> |
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12843fe253 |
feat(protocol,clients): codec preference negotiation + Linux client decodes per Welcome (Phase 2a)
Adds a client-selectable **preferred codec** and wires the core + ABI + probe + Linux client to
negotiate and decode it. (Windows/Apple/Android follow in 2b.)
**Core:**
- `Hello.preferred_codec` (a single CODEC_* bit, 0 = auto) — a soft hint appended after
`video_codecs`. `resolve_codec(client, host, preferred)` now honors the preference when the host
can also emit it, else falls back to precedence (HEVC > AV1 > H.264). Roundtrip + preference tests.
- `NativeClient::connect` takes `video_codecs` + `preferred_codec`; `NativeClient.codec` exposes the
resolved `Welcome.codec`.
- ABI: `punktfunk_connect_ex7` (adds the two codec params; `ex6` delegates to it advertising
HEVC-only) + `punktfunk_connection_codec` getter + `PUNKTFUNK_CODEC_{H264,HEVC,AV1}` constants
(drift-guarded against the wire values). Header regenerated.
**Host:** passes `hello.preferred_codec` into `resolve_codec`.
**probe:** `--codec h264|hevc|av1|auto` sets the preference (still advertises it can decode all
three); the dump extension already follows the resolved codec.
**Linux client:** advertises the codecs FFmpeg can actually decode (`decodable_codecs()`), threads
the user's `codec` setting as the preference, and builds the decoder — both the software and VAAPI
paths, plus the mid-session VAAPI→software demotion — from the negotiated `Welcome.codec` instead of
hardcoding HEVC. New "Video codec" dropdown in Preferences (Automatic/HEVC/H.264/AV1).
Live-validated on the dev box: probe `--codec hevc` against a software (H.264-only) host resolves to
H.264 (graceful soft-preference fallback), no failure. clippy + core (57) + host (133) tests green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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ffc0b07b46 |
feat(protocol,host): negotiate video codec + add a GPU-less software (openh264) encode path
Phase 1 of codec negotiation, and the Linux software H.264 encode path it unblocks. **Codec negotiation (core `quic`):** - `Hello.video_codecs` (bitfield: CODEC_H264/HEVC/AV1) — the client advertises what it can decode; appended as a trailing byte (older client → 0 = HEVC-only, back-compat). - `Welcome.codec` — the single codec the host resolved and will emit; trailing byte (older host → HEVC). - `resolve_codec(client, host_capable)` picks the shared codec (precedence HEVC > AV1 > H.264) or `None` → the host refuses honestly rather than sending an undecodable stream. - Roundtrip + back-compat tests; cbindgen exports the CODEC_* constants. **Software encoder (host):** - The openh264 `OpenH264Encoder` (was Windows-only) is now built on Linux too — it's platform-agnostic (consumes CPU RGB `CapturedFrame`s, statically-bundled openh264). `openh264` moved to the shared linux+windows Cargo target. - `PUNKTFUNK_ENCODER=software` selects it: `open_video` gains a `software` branch (H.264 only), and `session_plan::resolve_encoder` / `capture::gpu_encode` resolve `EncoderBackend::Software` → `output_format().gpu = false`, so the portal capturer delivers CPU RGB. Explicit-only (auto never picks it — a box with a dead driver still has /dev/nvidiactl and would mis-resolve NVENC). **Host codec resolution (`punktfunk1`):** - The native path no longer hardcodes HEVC: it resolves the codec from the client's advertised set ∩ the host's capability (`Codec::host_wire_caps`: software→H.264, else HEVC), threads it through `SessionPlan.codec`, and opens the encoder + validates reconfigures at that codec. A software host + HEVC-only client is refused with a clear error. - 4:4:4 is gated on HEVC (it's HEVC-only). **Probe:** advertises H264|HEVC|AV1 and logs the resolved codec. Validated on the GPU-less dev box: negotiation is live end-to-end (probe advertises 0x07 → host resolves H.264 → Welcome reports it → plan = Software/H264), and the openh264 unit test (CPU RGB → AnnexB IDR) now runs on Linux. Full capture→encode still needs a GPU on this box — every compositor screencast path (KWin GL, gamescope VK_EXT_physical_device_drm, wlroots EGL) requires one; software render (llvmpipe/pixman) can't be captured — so this box exercises negotiation + encoder, not live capture. The software path unblocks GPU-less-*encode* boxes that still have a display GPU. Phase 2 (clients advertising real codecs + decoding per Welcome.codec) is a follow-up. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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d6596ff81b |
docs: rework client/crate READMEs, add missing ones
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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>
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ecbbff5544 |
feat(apple): gamepad ui
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ba39b08e09 |
feat(web): consolidate paired devices, self-contained sections, docs + lint
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Web console - Pairing/Library/Stats refactored into self-contained subsections that each own their own queries + mutations; a shared slot-based layout (view.tsx) is filled by the live page (containers) and Storybook (pure cards + fixtures) so the layout can't drift. - All paired devices in one list on Pairing with a protocol column (punktfunk/1 + Moonlight), routing each unpair to the right endpoint; the redundant Clients page is removed. - Library: overview grid split from the add/edit form into separate files. - Login screen links out to the docs. Docs - "Console login password" section on every host page (apt/RPM/Bazzite/SteamOS/Windows) plus a new "Forgot your Password?" troubleshooting page, linked from the login screen. - Console served as HTTP/1.1 over TLS (drop the unusable HTTP/3 advertising) across the Bun entry, launchers, systemd units, and packaging. Tooling - Biome now respects .gitignore (stops linting generated code), config migrated to 2.5.1; all lint issues fixed cleanly. Also includes this branch's in-progress host, Apple client, packaging, and CI changes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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915f11a712 |
fix(apple/tvOS): guard EDR HDR APIs unavailable on tvOS
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The tvOS archive failed compiling PunktfunkKit: a recent presenter HDR change dropped the `#if os(macOS)` guard around the EDR calls and applied them "on all platforms", but `wantsExtendedDynamicRangeContent`, `CAEDRMetadata`, and `CAMetalLayer.edrMetadata` are all explicitly unavailable on tvOS. Wrap the EDR usage (and the makeEDR helper, whose return type is the unavailable CAEDRMetadata) in `#if !os(tvOS)`. macOS + iOS keep the reference-white-anchored EDR path unchanged; tvOS now sets only the rgba16Float pixel format + itur_2100_PQ colour space and lets its compositor tone-map from those. The 0xCE grade is still cached on tvOS (harmless), it just can't be pushed to the layer there. tvOS Simulator build: BUILD SUCCEEDED (PunktfunkKit Swift compile, the step that failed). macOS build + test green (49 tests); iOS compiles clean. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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1e9a15699c |
fix(apple/iOS): capture all attached mice; gate UIKit pointer path under lock
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The iPad pointer lock engaged but a Magic Keyboard trackpad went dead the moment a second pointer (a Universal Control "V-UC Automouse") was connected — on-device PUNKTFUNK_INPUT_DEBUG logs showed only ONE GCMouse attached (whichever was GCMouse.current), so the other device's motion handler was never installed. InputCapture.start() now attaches a handler to EVERY GCMouse.mice(), not just GCMouse.current, so a trackpad and a second mouse both drive (each GCMouse delivers its own deltas through its own handler). New arrivals still come via the GCMouseDidConnect observer. Also gate the WHOLE UIKit indirect-pointer path (motion, buttons AND scroll) on !gcMouseForwarding, not just motion+scroll: under pointer lock GCMouse owns buttons too, and the trackpad/mouse also emit UIKit indirect-pointer events pinned at the locked position — without the gate a click double-sent (GCMouse + UIKit). The two paths are now exact mirrors on `gcMouseForwarding` (== locked). Removes the investigation-only diagnostics (attachedMiceSummary/hasGCMouse, the per-event UIKit pointer/scroll logs, the GCMouse attach/became-current logs); the pre-existing `pointer lock isLocked=… captured=…` debug line is restored. iOS compiles against the SDK; macOS swift build + test green (49 tests). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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1c04e77293 |
feat(apple): Improve presenter
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feat(apple): add cursor capture on iPad |
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e2d4c40167 |
feat(android): HDR toggle, video-feed stats, landscape lock
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- 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> |
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580b1ea7a7 |
feat(host/steam): shippable usbip/vhci_hcd virtual Deck + client leave-shortcuts
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windows / build (aarch64-pc-windows-msvc) (push) Has been cancelled
windows / build (x86_64-pc-windows-msvc) (push) Has been cancelled
Steam Deck pass-through (design/steam-deck-passthrough-plan.md), code-complete + all CI checks green on Linux + adversarially reviewed; on-glass validation pending: - usbip/`vhci_hcd` virtual Deck transport (inject/linux/steam_usbip.rs) for non-SteamOS hosts (Bazzite/generic) — presents a real interface-2 USB Deck so Steam Input promotes it. In-process vhci attach (loopback OP_REQ_IMPORT handshake → sysfs attach) with a bounded `usbip`-CLI fallback; detach on drop. - Backed by a vendored, libusb-free trim of the `usbip` crate (crates/punktfunk-host/vendor/usbip-sim, MIT + NOTICE; host/cdc/hid + rusb/nusb removed; interrupt-IN paced by bInterval). - Selection ladder raw_gadget (SteamOS fast-path) → usbip (universal) → UHID, with PUNKTFUNK_STEAM_USBIP / PUNKTFUNK_USBIP_ATTACH knobs. - Shared Deck descriptors + the 0x83/0xAE feature contract + a Steam-accepted serial consolidated into steam_proto.rs; the raw_gadget backend reuses them. - Linux client leave-shortcuts: Ctrl+Alt+Shift+D + holding the escape chord (L1+R1+Start+Select) >=1.5s end the session (short press still exits fullscreen); the chord state resets across sessions. Also bundles in-progress work already staged in the tree: - host(kwin): xdg-output logical-geometry mapping so the KWin fake_input backend places absolute coordinates correctly under display scaling. - docs: design/README index entries + design/controller-only-mode.md. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |