Commit Graph

1187 Commits

Author SHA1 Message Date
enricobuehler 70a74b0d7c feat(gamepad): Switch Pro backend — Linux UHID via hid-nintendo (N2)
A virtual Pro Controller (057E:2009, BUS_USB, verbatim 203-byte USB
descriptor triple-cross-checked from real-device captures) bound by
hid-nintendo (>= 5.16): Nintendo-family client pads get correct glyphs +
POSITIONAL layout (wire south/east/west/north -> Switch B/A/Y/X, so the
physical-position <-> glyph relationship survives), live gyro/accel, and
HD-rumble feedback — instead of folding to Xbox360 (mirrored A/B + X/Y,
no motion).

- switch_proto: report-0x30/0x21/0x81 codec + the entire canned probe
  conversation, pinned line-by-line against hid-nintendo.c: 0x80-family
  USB acks, device info (type 0x03 + per-pad MAC), SPI-flash calibration
  blobs (user magics ABSENT -> factory path; sticks 2048 +/- 1400 with
  the left/right byte-order difference; IMU offsets 0 + the driver's own
  default scales so raw units pass 1:1), rumble amplitude decode through
  the driver's inverted joycon_rumble_amplitudes table, player lights ->
  0xCD PlayerLeds. 11 new pin tests.
- switch_pro: UHID backend answering the probe from the manager's
  service pass; SwitchProManager = UhidManager<SwitchProProto> (the 8 ms
  heartbeat doubles as the steady 0x30 stream the driver's post-probe
  rate limiter wants). switchpro-test CLI smoke.
- Router/fold: SwitchPro arms; pick_gamepad SwitchPro -> itself on Linux;
  degrade_if_no_uhid covers it. SDL picker: NintendoSwitchPro + JoyconPair
  declare SwitchPro.

Headless-validated on .21 (hid-nintendo 7.1): probe completes ('using
factory cal' for sticks + IMU, player-1 LED round-trips to the 0xCD
plane), gamepad + IMU input devices created, and an evdev capture pins
the positional swap (wire A/B -> BTN_SOUTH/BTN_EAST) + full-range stick
scaling. .21 clippy -D warnings + 303/0 tests; .133 clippy -D warnings.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 11:05:28 +02:00
enricobuehler 1830e095f8 feat(gamepad): DualSense Edge backend — Linux UHID + Windows UMDF (N1)
The plain-DualSense transport + report codec under the Edge USB identity
(054C:0DF2, verbatim 389-byte real-device descriptor cross-checked against
the raw usbmon capture + hhd's production virtual Edge), so the wire back
grips (BTN_PADDLE1..4: Deck L4/L5/R4/R5, Elite P1-P4) land on the Edge's
NATIVE buttons[2] bits instead of the fold/drop policy: PADDLE1/2 -> the
right/left back buttons, PADDLE3/4 -> the right/left Fn buttons (kernel
BTN_TRIGGER_HAPPY1..4 on >= 7.2; SDL/Steam read hidraw on any kernel).

- proto: Edge descriptor + btn2 bits + edge_paddle_bits(), pinned against
  hid-playstation DS_EDGE_BUTTONS_* and SDL_hidapi_ps5 (tests).
- Linux: DsUhidIdentity parameterizes the UHID create; DsEdgeLinuxProto /
  DualSenseEdgeManager. Headless-validated on .21 (7.1): driver=playstation
  binds 0DF2, all 4 input devices created, probe lightbar/player-LED
  feedback round-trips; dualsense-test grew --edge (cycles all 4 paddles).
- Windows: UMDF driver serves device_type=2 (Edge descriptor/attrs/strings,
  DS feature blobs); WinDsIdentity parameterizes the SwDevice profile +
  devtype stamp; DsEdgeWinProto / DualSenseEdgeWindowsManager; INF gains
  pf_dualsenseedge. Driver change => resign + reinstall before on-glass.
- Router: DualSenseEdge arms in route_handle/apply_rich/pump/heartbeat;
  pick_gamepad folds Edge -> itself on linux||windows; degrade_if_no_uhid
  covers it.
- Client (SDL): 054C:0DF2 declares DualSenseEdge (no distinct SDL type);
  Edge physical pads take the raw DS5 effects path; console-UI glyphs =
  Shapes. Apple/Android pickers follow separately.

Verified: .21 clippy -D warnings + 292/0 host tests + on-box UHID bind
smoke; .133 clippy pending in this push.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 10:49:31 +02:00
enricobuehler 45bde370e2 feat(gamepad): GamepadPref wire bytes for DualSense Edge (7) + Switch Pro (8)
Phase 0 of gamepad-new-types: the two new kinds exist on the wire (enum,
to_u8/from_u8/from_name/as_str, C-ABI constants + header), and pick_gamepad
folds them to the closest EXISTING backend until their own backends land —
DualSenseEdge -> DualSense (keeps the rich planes; only the paddles go
through the fold policy), SwitchPro -> Xbox360. Wire round-trip pinned
0..=8 + unknown->Auto; fold table extended.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 10:20:24 +02:00
enricobuehler 57d89217fb Merge branch 'gamepad-g12-skeleton': G12/3.3 UhidManager skeleton extraction
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The deferred Phase 3.3 of the gamepad review (gamepad-review-cleanup.md
§3a): the seven virtual-pad managers' copy-pasted lifecycle (slot table,
active_mask unplug sweep, gate-checked create, rumble/hidout dedup,
heartbeat) extracted into shared PadSlots<P> + PadProto/UhidManager<B>;
each backend now supplies only its protocol half via a type alias, with
zero Pads-router edits. Includes the 3.3.0 pre-step fixing the drifted
Linux DS4 backend (rich-plane pad clicks + the Steam left pad were dead
on the DS4 kind).

10 commits, each verified as it landed: Linux .21 clippy -D warnings +
full host suite 290 pass / 0 fail + fmt; Windows CI VM .133 clippy
--all-targets -D warnings EXITCODE 0. On-glass kind-cycling smoke
(one real pad per platform) still owed post-merge.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 09:09:34 +02:00
enricobuehler 650acda334 chore(inject): post-extraction sweep (3.3)
Drop the vestigial Ds4Feedback.hidout field (parse_ds4_output never
filled it and neither DS4 manager read it — the lightbar rides the led
field, now converted to a HidOutput::Led by the protos) and its
now-unused HidOutput import; refresh the pad_gate module doc (managers
now drive it via pad_slots).

Verified: .21 clippy --all-targets -D warnings + full suite 290 pass /
0 fail + cargo fmt --check clean; .133 clippy --all-targets -D warnings
EXITCODE 0.

Part of G12/3.3 (§3a.4 commit 10) — extraction complete.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 02:04:51 +02:00
enricobuehler 89aa52bc58 refactor(inject): uinput + XUSB managers onto PadSlots (3.3)
The two stateless backends keep their structs and special pumps (uinput
FF-effect mixing via pump_ff/last_mix; the XUSB stale-residual
RUMBLE_IDLE_TIMEOUT force-off) but delegate slot lifecycle — table,
unplug sweep, gate-checked create — to the shared PadSlots. XUSB resets
last_rumble/last_active on the swept indices and on fresh create exactly
as before (the G10/G16-adjacent semantics untouched).

Two accepted deltas, both flagged in the plan (§3a): the uinput
arrival/unplug log lines gain the pad-identity label every other backend
already has ("controller arrival (X-Box 360 pad)"), and XUSB's
f.index.max(0) clamp is replaced by the bounds check every other manager
uses — a negative wire index is now dropped instead of being treated as
pad 0.

Verified: .21 clippy --all-targets -D warnings clean + full suite 290
pass / 0 fail (uinput); .133 clippy --all-targets -D warnings EXITCODE 0
(XUSB).

Part of G12/3.3 (§3a.4 commit 9) — all seven managers now share the
PadSlots lifecycle.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:57:00 +02:00
enricobuehler 384fc30833 refactor(inject/linux/steam_controller): convert to UhidManager<SteamProto> (3.3)
The most hook-laden conversion: SteamControllerManager becomes a pub
type alias of UhidManager<SteamProto>. The Steam-specific pieces map
cleanly onto the trait — open() delegates to open_transport (usbip →
gadget → UHID fallback, which keeps its own per-transport logging, so no
extra success line, matching the old ensure), merge_frame preserves the
trackpad coords/touch-bits/clicks + motion across button-only frames
(the G2 fix, verbatim), and the gamepad-mode-entry pulse rides the
force_heartbeat hook. DeckTransport goes pub (type Pad in a public-trait
impl). Also un-fuses a doc-comment glitch where the manager's doc had
been merged onto the DeckTransport enum.

Verified on .21: clippy --all-targets -D warnings clean; full suite 290
pass / 0 fail.

Part of G12/3.3 (§3a.4 commit 8) — all five stateful managers now share
one skeleton.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:41:21 +02:00
enricobuehler 365d4bb8f1 refactor(inject/linux/dualshock4): convert to UhidManager<Ds4LinuxProto> (3.3)
DualShock4Manager becomes a pub type alias of UhidManager<Ds4LinuxProto>
(the same shape as the other three DS-family conversions); the bespoke
last_led lightbar dedup folds into the shared HidoutDedup exactly as the
Windows DS4 conversion did. With 3.3.0 already applied, the proto half
is byte-identical to Ds4WinProto except the transport open — the codec,
the mappers, and now the manager all shared.

Verified on .21: clippy --all-targets -D warnings clean; full suite 290
pass / 0 fail.

Part of G12/3.3 (§3a.4 commit 7).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:38:45 +02:00
enricobuehler f1efd3091e refactor(inject/windows/dualshock4): convert to UhidManager<Ds4WinProto> (3.3)
DualShock4WindowsManager becomes a pub type alias of
UhidManager<Ds4WinProto>. The bespoke last_led lightbar dedup folds into
the shared HidoutDedup: the proto's service() converts Ds4Feedback.led
into a HidOutput::Led, and HidoutDedup compares it against the
last-forwarded value with the same reset-on-create/unplug semantics the
Option<(u8,u8,u8)> vec had. Everything else mirrors the DualSense
conversion (same DsState mappers as linux/dualshock4.rs). Ds4WinPad goes
pub (type Pad in a public-trait impl, E0446 otherwise).

Verified on the Windows CI VM .133: cargo clippy -p punktfunk-host
--all-targets -- -D warnings EXITCODE 0 at this tip.

Part of G12/3.3 (§3a.4 commit 6).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:36:45 +02:00
enricobuehler 446818eea6 refactor(inject/windows/dualsense): convert to UhidManager<DsWinProto> (3.3)
DualSenseWindowsManager becomes a pub type alias of
UhidManager<DsWinProto>; the proto supplies the UMDF sealed-channel open
(+ success log), the DsState mappers (identical to linux/dualsense.rs,
paddle fold included), and the section feedback poll. Lifecycle, dedup,
and heartbeat come from the shared skeleton — behavior-identical, same
log lines (LABEL DualSense/Windows + the driver-install hint).

DsWinPad goes pub (it appears as type Pad in the impl of the public
PadProto trait — E0446 otherwise; the Linux pads were already pub).

Verified on the Windows CI VM .133 (same pinned 1.96.0 MSVC toolchain +
Public-path FFmpeg/LLVM the runner uses): cargo clippy -p punktfunk-host
--all-targets -- -D warnings EXITCODE 0 at the DS4-conversion tip
(.173 was down; .133 carries the identical toolchain).

Part of G12/3.3 (§3a.4 commit 5).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:36:45 +02:00
enricobuehler 4d6c2394dc refactor(inject/linux/dualsense): convert to UhidManager<DsLinuxProto> (3.3)
The first backend onto the shared skeleton: DualSenseManager becomes
pub type DualSenseManager = UhidManager<DsLinuxProto>, where DsLinuxProto
supplies only the protocol half (UHID open + success log, DsState
neutral/merge/apply_rich with the paddle fold, best-effort write, the
GET_REPORT-answering service pass). handle/apply_rich/heartbeat/pump and
the unplug sweep now come from uhid_manager — behavior-identical
(same log lines, same dedup + reset semantics), zero Pads-router edits.

Verified on .21: clippy --all-targets -D warnings clean; full suite 290
pass / 0 fail.

Part of G12/3.3 (§3a.4 commit 4).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:10:42 +02:00
enricobuehler 2bea02b0ea feat(inject): generic PadProto + UhidManager<B> stateful manager (3.3 layer 2)
The shared skeleton of the five stateful UHID/UMDF managers (Linux
DualSense / DualShock 4 / Steam Deck, Windows DualSense / DualShock 4),
written once over PadSlots: event routing with the unplug sweep and
was-the-unplug early return, the merge-preserving frame fold, rich-input
application, the silence heartbeat (with a backend force hook for the
Steam mode-entry pulse), and the feedback pump with rumble dedup +
HidoutDedup. A backend supplies only its per-controller half via
PadProto: open / neutral / merge_frame / apply_rich / write_state /
service — exactly where the real protocol differences live.

Method surface (new/handle/apply_rich/pump/heartbeat) matches what the
punktfunk1.rs Pads router already drives, so each backend will convert
as a pub type alias with zero router edits.

Additive only — no backend converted yet. 8 mock-backend tests make the
manager lifecycle unit-testable for the first time; G2 (rich fields
survive a button-only frame) and G10 (Arrival eager-creates) are now
generic regression tests, plus removal-frame no-recreate, absent-pad
rich drop, create-backoff state tracking, rumble/hidout dedup + re-arm
on recreate, and heartbeat gap/force semantics.

Verified on .21: clippy --all-targets -D warnings clean; suite 293
pass / 0 fail (285 prior + 8 new).

Part of G12/3.3 (gamepad-review-cleanup.md §3a.3, commit 3 of the §3a.4
sequence).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:08:25 +02:00
enricobuehler 528a51d75c feat(inject): shared PadSlots<P> slot table + lifecycle (3.3 layer 1)
The Vec<Option<Pad>> slot table, active_mask unplug sweep, and PadGate-
checked create that all seven backend managers copy-paste, extracted into
one unit-tested inject/pad_slots.rs (cfg any(linux,windows), like
pad_gate). sweep() returns the swept indices as a bitmask and ensure()
returns fresh-create, so managers reset their per-index sibling state
(state / last_rumble / dedup / clocks) without closure gymnastics.
Lifecycle log lines are label/device/hint-parameterized to stay
byte-identical per backend; open() keeps the success line (it knows the
transport detail).

Additive only — no manager converted yet; first unit coverage for the
sweep/create lifecycle (5 tests: freshness, sweep-once semantics, gate
integration, recreate, pump iteration).

Verified on .21: clippy --all-targets -D warnings clean; suite 285
pass / 0 fail (280 prior + 5 new).

Part of G12/3.3 (gamepad-review-cleanup.md §3a.3, commit 2 of the §3a.4
sequence).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:04:22 +02:00
enricobuehler b597bb74bd fix(inject/linux/ds4): fold the Linux DS4 backend onto the shared proto codec (3.3.0)
The Linux DualShock 4 backend missed the G2-era shared-mapping work and
drifted from dualshock4_proto three ways, leaving two user-visible gaps
on the DS4 kind (Windows, written later against the proto, is correct):

- its serialize_state duplicated the proto's byte-for-byte EXCEPT byte 7:
  raw st.buttons[2] instead of buttons2_with_click(), so a rich-plane pad
  click never reached the report;
- its inline apply_rich never set touch_click and dropped the Steam LEFT
  pad entirely (surface 1 skipped), where the shared
  dualsense_proto::DsState::apply_rich splits the one touchpad left/right;
- handle() didn't preserve touch_click across button-only frames.

Net effect: Deck client -> Linux host on the DS4 kind = pad clicks and
the left pad dead.

Delete the local serialize_state/parse_ds4_output/Ds4Feedback/pack_touch
and touch-dim consts in favor of dualshock4_proto (dropping the proto's
keep-in-sync FIXME), route rich events through the shared
DsState::apply_rich, and preserve touch_click in the frame merge exactly
like the other three DS-family managers. The proto's serialize_offsets
test gains a touch_click case pinning byte 7 bit 1.

Verified on .21: cargo clippy -p punktfunk-host --all-targets -D warnings
clean; full suite 277 pass / 0 fail.

Pre-step 3.3.0 of the G12 skeleton extraction (gamepad-review-cleanup.md
§3a.2) — the behavior fix lands before the mechanical dedup.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:01:37 +02:00
enricobuehler 49533ff90a style(touch): rustfmt the presenter finger dispatch + gesture engine
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Wrap the long dispatch_finger call args, Abs struct literals, and Act::Button/
Scroll/MoveRel pushes per rustfmt (the CI fmt check on pf-presenter). No behavior
change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
v0.10.1
2026-07-14 00:01:05 +02:00
enricobuehler 1b890ae919 chore(release): bump workspace version to 0.10.1
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Bumps [workspace.package] version 0.10.0 -> 0.10.1 (14 workspace crates) and
syncs Cargo.lock (versions-only). Apple MARKETING_VERSION / Android versionName
are set from the release tag by CI, so no client manifest changes; the nested
Windows-driver workspace keeps its independent 0.0.1 version.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 23:58:35 +02:00
enricobuehler f88d0ae4dc feat(touch): cross-client touch-input modes on Linux + Windows
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Bring the SDL presenter (Linux/Deck + Windows) to parity with the Android and
Apple clients: a persisted TouchMode selects how a touchscreen drives the host —

  * Trackpad (default): relative cursor with pointer ballistics + the shared
    gesture vocabulary (tap = left click, two-finger tap = right click,
    two-finger drag = scroll, tap-then-drag = held left drag, three-finger tap =
    cycle the stats overlay).
  * Direct pointer: the cursor jumps to and follows the finger (absolute).
  * Touch passthrough: every finger is a real host touchscreen contact.

Previously the presenter had no finger handling, so SDL synthesized mouse events
from touch and — under the stream's relative-mouse lock — walked the host cursor
into the corner (the reported Deck bug). SDL touch->mouse synthesis is now off;
DIRECT touchscreens route through a new incremental gesture engine (a port of
Android TouchInput.kt / Apple TouchMouse.swift), while INDIRECT trackpads keep
driving the mouse. Fingers map through the aspect-fit letterbox onto the content
rect.

TouchMode lives in the shared trust::Settings (default trackpad, so passthrough
is opt-in like the other clients); the GTK and WinUI settings screens both gained
a "Touch input" picker. Gesture engine, letterbox mapping, and settings
back-compat are unit-tested (28 tests green); clippy -D warnings clean; full
Linux client + session build verified on-host.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 23:51:29 +02:00
enricobuehler 94802795e7 Merge branch 'gamepad-apple-cleanup': cross-client + host gamepad review cleanup (G1–G25)
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48-finding cross-client + host gamepad audit (2026-07-13). Apple/Android/SDL-core
capture + feedback and the Linux/Windows host injectors: held-guide release, the
permanent broken-latch cliff (PadGate), Steam Deck trackpad clicks, DualSense mute,
Windows DS/DS4 paddle fold, uinput button re-sync, gamestream BTN_* dedup, the dead
Windows shell fork, legacy-Deck rumble ceiling, XUSB arrival, ARM64 fences, the
truncate-everywhere value convention, and more. See
punktfunk-planning/design/gamepad-review-cleanup.md.
2026-07-13 22:29:41 +02:00
enricobuehler 764b5d938b fix(gamepad): resolve the menu diagonal tie-break horizontally on all clients (G25)
The gamepad-UI navigation resolvers disagreed on which way a perfect 45-degree
stick push (|x| == |y|) resolves: the SDL core picked horizontal (`ax >= ay`)
while Apple (`abs(x) > abs(y)`) and Android (`abs(Y) >= abs(X)`) picked vertical.
Align Apple (`>` -> `>=`) and Android (`>=` -> `>`) to the SDL core so an exact
diagonal moves focus the same way on every client (horizontal wins). This is
client-local menu navigation only and never reaches the wire. Completes the last
deferred G25 sub-part.

Verified: Apple `swift build` + full suite (124 pass); Android `:app:compileDebugKotlin`.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 22:24:03 +02:00
enricobuehler 1af11cc64d fix(inject/host/windows): order the pad change-detect fields with Release/Acquire (G21)
The XUSB `packet` publish and the XUSB `rumble_seq` / DualSense `out_seq` reads
used plain unaligned accesses with no fence, so a driver could observe a bumped
change-detect field over a torn body on a weakly-ordered core (ARM64). Publish
`packet` via a Release AtomicU32 store behind a Release fence, and Acquire-load
the seq fields, mirroring the gamepad_raii PadChannel seq-fence precedent. The
DualSense input report embeds its seq mid-report with no driver-gated
change-detect field, so it gets a Release fence after the copy and a documented
residual (a per-frame input generation is deferred). No-op on x86-TSO.

Verified: Windows .173 `cargo clippy -p punktfunk-host --all-targets -- -D warnings` (green).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 22:05:13 +02:00
enricobuehler 2f214532d9 fix(inject/host/windows): eager-create the XUSB pad on Arrival + refresh last_active (G10)
The XUSB manager's `handle` dropped `GamepadEvent::Arrival` via a `let else`, so
the GameStream path never created the pad until the first `State` and missed the
first XInput poll. Match on the event and `ensure` eagerly on Arrival, mirroring
the DualSense backend. Also refresh `last_active` on create and unplug so a
freshly-created pad's residual-rumble idle clock starts fresh rather than
inheriting a stale Instant (which could force off a legitimate rumble at once).

Verified: Windows .173 `cargo clippy -p punktfunk-host --all-targets -- -D warnings` (green).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 22:05:13 +02:00
enricobuehler 31bc863084 fix(inject/host/windows): free the per-section security descriptor (G19)
`sddl_sa` leaked the `LocalAlloc`'d PSECURITY_DESCRIPTOR that
ConvertStringSecurityDescriptorToSecurityDescriptorW returns, once per DATA
section and once per bootstrap mailbox create (amplifiable under pad-flap via
create_named's squat-retry loop). Wrap it in a `SecAttr` RAII owner that
`LocalFree`s on drop; it outlives every CreateFileMappingW (the section copies
the security info at create time), and create_named builds one and reuses it
across retries instead of re-allocating.

Verified: Windows .173 `cargo clippy -p punktfunk-host --all-targets -- -D warnings`
(green) -- confirms the LocalFree/HLOCAL signature at the pinned windows-rs rev.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 22:05:13 +02:00
enricobuehler 60af4de3ba docs(gamepad/android): document the two-motor vibratorIds ordering assumption (G20)
The two-motor split assumes ids[0] = light/right and ids[1] = heavy/left, an
ordering `VibratorManager.getVibratorIds()` does not guarantee. Record the
assumption and its tactile-only failure mode (a heavy-first pad inverts the feel
but nothing silences or crashes) at the call site. No behavior change: a per-pad
fix needs on-glass verification, and a blanket count-based fallback is unsafe
(extra ids may be DualSense trigger actuators that must stay silent).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 22:05:13 +02:00
enricobuehler aedffc69dd fix(gamepad/client): bound legacy Steam Deck rumble on a lost stop-frame (G16)
Against a legacy (no-TTL) host, a held Deck rumble droned forever if the stop
datagram was lost: the 40 ms keep-alive re-kicked the actuator indefinitely and
only the v2 lease `deadline` ever bounded it. Add a per-slot `updated_at` clock
bumped ONLY by real host datagrams (never by the keep-alive re-kick, unlike
`last_at`), and in the legacy branch (`ttl_ms == 0`) issue a single (0, 0) once
it is stale past LEGACY_RUMBLE_CEILING_MS (1000 ms = 2x the host's flat 500 ms
legacy refresh). A genuinely-held legacy rumble refreshes every 500 ms and never
trips; the v2 `deadline` path is untouched and stays authoritative.

Verified: Windows .173 `cargo clippy -p pf-client-core -- -D warnings` (green).
On-glass owed: real Deck with an induced legacy stop-frame drop.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 22:05:13 +02:00
enricobuehler 26cac9ce20 fix(gamepad): truncate stick/trigger axes uniformly across clients (G25)
Apple's GamepadCapture rounded axis values (`(v * scale).rounded()`) while
SDL-core and Android truncate, so a half-pressed control emitted 128 on Apple
vs 127 elsewhere. Drop `.rounded()` so `Int32(Float)` truncates toward zero on
Apple too; rails are unchanged (full deflection stays 255 / ±32767).

Also clamp SDL-core's LeftX/RightX to a symmetric -32767 like the Y axes and
the other clients already do, instead of letting the raw i16 reach -32768.

Verified: Apple `swift build` + full PunktfunkKit suite (124 pass); SDL half
on Windows .173 `cargo clippy -p pf-client-core -- -D warnings` (green).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 22:05:13 +02:00
enricobuehler 48933dc405 fix(gamepad/android): batched HAT, rumble-duration floor, bind eviction, held exit chord (G4/G9/G18/G24)
Four Android gamepad fixes bringing the client to parity with SDL/Apple:

G4 — HAT batched history. Android batches joystick ACTION_MOVEs, so a
rapid d-pad tap (press+release within one batch) lived only in the event's
historical samples; onMotion read just the final getAxisValue and missed
it. Feed every historical HAT sample through the transition logic (new
`applyHat`) before the current one. Sticks/triggers stay latest-wins.

G9 — floor the rumble one-shot duration. A v2 lease can carry ttl_ms==0
with a nonzero amplitude (past the (0,0) stop guard); createOneShot throws
on a non-positive duration, and on the VibratorManager path the effect is
built outside the vibrate() runCatching, so the throw would kill the whole
rumble poll thread. `durationMs.coerceAtLeast(1)`.

G18 — evict feedback binds on disconnect. Rumble/light bindings were
cached by device id and freed only at session stop, so a controller
unplugged mid-session leaked its open LightsSession. Add
GamepadFeedback.onDeviceRemoved(deviceId) (closes the session, cancels
rumble), invoked from GamepadRouter's slot-close via a new onSlotClosed
callback wired in StreamScreen. The bind maps are now guarded by a lock
(the poll threads write them; eviction runs on the main thread).

G24 — held exit chord + releases. The emergency-exit chord (Select+Start+
L1+R1) quit the stream the instant it completed — an accidental brush
killed the session, and the four held buttons were never released
host-side. Now completing the chord ARMS a 1.5 s hold timer (matching
DISCONNECT_HOLD on SDL/Apple); onExitChord fires only if still held at
expiry, after releasing the held buttons + zeroing the axes on the
triggering pad(s). onButton no longer returns the exit bool (async now);
MainActivity + StreamScreen updated.

G25 (Android half): no change — Android's stick/trigger `.toInt()` already
truncates, the chosen cross-client convention. G23 (rich-input plane) stays
deferred to its own doc.

Verified on this Mac: :kit + :app compileDebugKotlin clean; kit lint
unchanged at its pre-existing baseline. On-glass on a real phone + pad
still owed (per the Android-regressions-only-show-on-hardware history):
watch batched d-pad taps, the 1.5 s exit hold, and a mid-session unplug.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 18:04:30 +02:00
enricobuehler e5166c6e6e fix(host/steam): load vhci_hcd at boot on sysext hosts so the Deck pad is Steam-Input-promotable
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The virtual Steam Deck pad only appears in the host's Game Mode (and is
navigable) when it arrives as a real USB device via the usbip/vhci_hcd
transport — Steam Input won't promote the UHID hid-steam fallback
(Interface: -1). The host runs as an unprivileged --user service, so it
cannot modprobe vhci_hcd itself; the module must be loaded at boot and the
vhci attach/detach sysfs files chgrp'd to the `input` group by the udev
rule.

Packaging ships modules-load.d/punktfunk.conf + 60-punktfunk.rules under
the sysext's /usr/lib, but a systemd-sysext image MERGES after
systemd-modules-load and early udev have already run, so on a plain reboot
of a sysext host (e.g. Bazzite) those files are read too late: vhci_hcd is
never loaded, usbip fails, and the pad silently degrades to non-promoted
UHID — the controller vanishes from Game Mode. (deb/arch/rpm are
unaffected: real /usr is present at early boot.)

Fix: sysext post_merge now mirrors BOTH files into real /etc (read at the
normal early-boot time, shadowing the /usr copies by filename; refreshed
every merge since neither is user config), then reloads udev, modprobes
vhci-hcd, and re-triggers the vhci platform device for the live session.
Also raise the UHID-fallback log INFO->WARN with an actionable hint.

Verified on the .41 sysext host: after the /etc mirror, unloading vhci_hcd
and restarting systemd-modules-load (the real reader of /etc/modules-load.d)
reloads the module; a udev coldplug trigger makes attach/detach root:input
0660; the unprivileged host user can then write attach — the exact working
precondition for the usbip transport, now durable across reboot.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 17:41:51 +02:00
enricobuehler 59fc820226 perf(inject/host): dedup the DualSense HID-output feedback plane (G17)
A game's DualSense output report bundles rumble + lightbar + player-LEDs
+ adaptive-triggers into one report, so a pad that is merely rumbling
re-sends its unchanged lightbar / LED / trigger state on every output
report. The managers already dedup rumble, but forwarded every rich
`HidOutput` event verbatim — flooding the 0xCD feedback plane to the
client during continuous rumble.

Add a shared `HidoutDedup` (dualsense_proto, used by both the Linux UHID
and Windows UMDF managers) that forwards Led/PlayerLeds/Trigger only on a
value change (per side for the two triggers) and always forwards one-shot
TrackpadHaptic pulses — mirroring the rumble dedup two lines above and the
DS4 backend's lightbar dedup. Reset per pad on create/unplug.

Verified on Linux .21 (clippy -D warnings clean, new HidoutDedup unit
test + full suite green); Windows .173 with the rest of Phase 3.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 14:14:28 +02:00
enricobuehler d611645ffc refactor(inject/host/windows): hoist the shared SwCreateCtx into gamepad_raii (G14)
The `SwDeviceCreate` completion-callback context (`SwCreateCtx`, the
`sw_create_cb` extern callback, and the `instance_id()` accessor) was
copy-pasted byte-for-byte in the XUSB (`gamepad_windows.rs`) and
DualSense/DS4 (`dualsense_windows.rs`) backends. Hoist the one copy into
`gamepad_raii.rs` as `pub(super)`; both `create_swdevice` bodies now build
the shared type and pass the shared callback. Prunes the now-orphaned
HRESULT/SetEvent/HANDLE imports from the two siblings.

Pure move + dedup, no behavior change. Windows-verified with the rest of
Phase 3 (clippy --all-targets -D warnings).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 14:08:00 +02:00
enricobuehler 17457cf4ba refactor(gamestream/host): source gamepad BTN_* from punktfunk_core + pin the wire bits (G13/G15)
`gamestream/gamepad.rs` hand-declared its own copy of the GameStream
buttonFlags/buttonFlags2 layout, which had drifted from the single source
of truth in `punktfunk_core::input::gamepad`: the click bits were named
`BTN_LS_CLK`/`BTN_RS_CLK` (vs core's `…_CLICK`). The two layouts are
bit-identical — GameStream/Limelight and the punktfunk/1 native wire are
one contract — so define the gamestream names as `pub const` aliases of
the core constants. Values now come solely from core (can't drift);
kept as `pub const` (not a `pub use` re-export) because on Windows the
only consumer — the Linux uinput button map — is cfg'd out, where an
unused re-export lints as an error but an unused pub const does not.

Rename the two injector call-sites (`inject/linux/gamepad.rs`) to the
canonical `BTN_LS_CLICK`/`BTN_RS_CLICK`.

G15 host half: replace the 3-bit gamestream-vs-core spot-check with an
exhaustive golden-value test (`gamepad_wire_bits_are_pinned`) that freezes
every button bit + axis id to its exact wire value, so renumbering a bit
in core — which would silently break every shipped client — fails a test
first. The host counterpart to the client-side C-ABI cross-checks.

Verified on Linux .21: clippy -D warnings clean, pin test + gamepad
suite green. (Windows verified together with the rest of Phase 3.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 14:08:00 +02:00
enricobuehler 6263108e15 fix(inject/host/windows): fold Steam back grips on the Windows DS/DS4 backends (G7)
The Windows DualSense and DualShock 4 managers passed the raw wire
buttons straight into `DsState::from_gamepad`, so a client's Steam back
grips (BTN_PADDLE1..4) were silently dropped and `PUNKTFUNK_STEAM_REMAP`
was ignored — the Linux DS/DS4 backends already fold them via
`steam_remap::fold_paddles`. Bring the Windows backends to parity: add a
`remap: steam_remap::RemapConfig` field (`::from_env()` in `new()`) to
both managers and fold the paddles before `from_gamepad`, exactly as
`linux/dualsense.rs` / `linux/dualshock4.rs`. Default policy stays Drop
(don't fire buttons the user didn't ask for); set the env to map the
grips onto stick-clicks or shoulders.

`steam_remap` was gated `target_os = "linux"`; widened to
`any(linux, windows)`. It's pure (only punktfunk_core + std::env); its
Linux-only Deck motion rescale is `pub` so it compiles clean on Windows
with no dead-code warning.

Verified: Linux .21 (clippy -D warnings clean, inject tests 32 pass / 0
fail — the gate widening is a no-op there); Windows .173 (clean-recheck
of punktfunk-host, cargo clippy --all-targets -D warnings EXITCODE 0,
steam_remap + both managers compiling on Windows for the first time).
On-glass with a real DualSense/DS4 + PUNKTFUNK_STEAM_REMAP still owed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 13:36:13 +02:00
enricobuehler 0c427cb3f1 fix(inject/host/linux): re-assert absolute gamepad button state each frame (G8)
The uinput gamepad backend emitted only XOR-changed button edges while
advancing `prev_buttons` unconditionally. Because `emit()` is best-effort
(a full kernel queue silently drops the write), a dropped EV_KEY edge was
never re-synced — the button stayed stuck (pressed-not-released, or vice
versa) until it next toggled. The axes never had this problem: they
re-emit their absolute value every frame.

Re-assert every mapped button's absolute state each frame, exactly like
the axes, and drop the now-unused `prev_buttons` field. Restating an
unchanged key is free downstream: the kernel input core discards an
EV_KEY whose value already matches the device's current state (no
duplicate event reaches consumers, and BTN_* keys don't autorepeat). The
`emit()` "next frame re-syncs state" comment is now honest for buttons
too.

Verified on the Linux host build (.21): cargo clippy -D warnings clean
(no dead-field warning), full punktfunk-host suite 277 passed / 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 13:14:02 +02:00
enricobuehler 5109a4c80a refactor(inject/host): extract the shared PadGate create-retry policy + fix the permanent broken latch (G3/G12)
All seven virtual-pad managers (Linux uinput/uhid: gamepad, dualsense,
dualshock4, steam_controller; Windows XUSB/UMDF: gamepad, dualsense,
dualshock4) carried an identical copy-pasted `broken: bool` latch that
was set on the FIRST pad-creation error and never cleared — so a single
transient failure (a startup race on /dev/uinput, a momentary EBUSY, the
Windows companion driver not yet ready) permanently disabled EVERY
controller for the rest of the session, even after the cause cleared.

Extract that latch into one shared, unit-tested `PadGate`
(inject/pad_gate.rs) with the fix baked in: capped exponential backoff
(1s doubling to 30s) instead of a permanent kill. After a failure,
creation is blocked only until the backoff elapses — so the manager no
longer re-attempts (and re-logs) on every one of the 60–240 input
frames/sec — then a single retry is allowed; a success resets the
backoff. A genuinely broken setup therefore self-heals within one
backoff window of the fix (udev reload / driver install / next client
connect) with no host restart. The gate is manager-wide, matching the
old flag's semantics (these failures are systemic, not per-slot).

This folds G3 (broken latch) into G12 (dedup the manager skeleton): the
latch now lives in one place across all seven backends.

Verified on the Linux host build (.21): cargo clippy -D warnings clean,
full punktfunk-host suite 277 passed / 0 failed, 4 new PadGate tests
green. Windows managers verified separately on the x64 box.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 12:33:49 +02:00
enricobuehler 43e52437c0 fix(gamepad/host): map BTN_MISC1 to the DualSense mute button (G6)
DsState::from_gamepad mapped GUIDE→PS and TOUCHPAD→TOUCHPAD into buttons[2] but
never handled BTN_MISC1, so the mic-mute / capture button clients send was inert
on every PlayStation-family virtual pad (DualSense/DualShock4), and btn2::MUTE
was dead code. Map BTN_MISC1 → btn2::MUTE (rebuilt from the wire bit each frame
like PS/TOUCHPAD, so no persistence gap) and drop the #[allow(dead_code)].

Test extended (from_gamepad_maps_touchpad_click); green on Linux (.21).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 12:04:59 +02:00
enricobuehler 2642ba6ad0 fix(gamepad/host): keep Steam Deck trackpad clicks across a button frame (G2)
SteamControllerManager::handle rebuilds `SteamState.buttons` from the gamepad
frame every tick via from_gamepad, preserving only the rich-plane TOUCH bits —
so a held trackpad CLICK (set on the rich plane by apply_rich, stored in
`buttons`) was wiped on the very next button/stick frame and only flickered
back on the next rich event. This is the exact trap the DualSense backend
already dodges by keeping click in a separate `touch_click` field.

Mirror that: add persisted `lpad_click`/`rpad_click` bools to SteamState set by
apply_rich (instead of pressing LPAD_CLICK/RPAD_CLICK into `buttons`), OR them
into the report's click bits in serialize_deck_state, and preserve them across
the rebuild in handle() like touch/coords/motion. RPAD_CLICK's other owner —
the DualSense touchpad-click wire button via from_gamepad — stays in `buttons`
and is OR'd at serialize, so the two sources release independently (a released
BTN_TOUCHPAD can't strand a rich click, and vice-versa).

Adds a regression test (rich_click_survives_a_buttons_rebuild). All 17
inject::{steam,dualsense,dualshock4}_proto tests pass on Linux (.21).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 12:04:59 +02:00
enricobuehler 236c59754b refactor(gamepad/windows): drop the dead shell fork, use pf-client-core's service
clients/windows/src/gamepad.rs was a 629-line near-verbatim fork of
pf-client-core's SDL gamepad service, frozen at an old single-pad design.
Commit 9822fc3b removed its attach/detach entry points but left the machinery,
so `Worker.attached` was initialized None and never set — ~300-400 lines
(button/axis/touchpad/motion forwarding, Ds5Feedback, the rumble/HID feedback
loop) were logically unreachable, never flagged because the guards read a
runtime Option the compiler can't prove is always None. The live remainder
(pad enumeration + pin persistence) had drifted from core: it opened every
device for metadata (vs core's no-open id-getters), force-enabled the Valve
HIDAPI drivers unconditionally, lacked the steam_virtual skip (so it could pin
Steam Input's virtual pad and kill gyro), and derived the pin key from an
opened handle — risking a cross-process byte-mismatch with the session, which
resolves the same key from id-getters.

The shell's only live job is enumerating pads for the Settings list and
persisting the pin; the spawned punktfunk-session already runs the full
pf-client-core service and does all real forwarding (session/main.rs). So
delete the fork and point the shell at pf_client_core::gamepad::GamepadService
directly — its start()/pads()/set_pinned()/clone() + PadInfo{key,name,
kind_label()} are a strict superset of what the shell uses. Idle, core's
service is hands-off the hardware (id-getter metadata, no device open, HIDAPI
off), which is the intended behavior and fixes the drift class above.

- delete clients/windows/src/gamepad.rs (-629) and `mod gamepad;`
- main.rs / app/mod.rs: use pf_client_core::gamepad::GamepadService
- drop the now-unused direct sdl3 dep (pf-client-core pulls it on Windows with
  the same build-from-source,hidapi features); sync Cargo.lock

Pre-checks (dev Mac): std mpsc Sender<T>: Sync confirmed on the pinned 1.96.0
(so core's GamepadService is Sync for the WinUI cross-thread sharing, no core
change needed); rustfmt clean; no dangling refs. Windows compile is deferred
to CI (windows-only crate, unbuildable on macOS).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 11:25:03 +02:00
enricobuehler 68b9f108ab feat(gamepad/apple): send Share/Create as BTN_MISC1 + pin wire bits to the C ABI
G5: buttonMask mapped the dedicated share/create/capture element onto BTN_BACK,
the same bit as View (buttonOptions). On an Xbox-Series pad those are two
distinct physical buttons, so Share was indistinguishable from View on the
host and never delivered the capture bit the host already decodes (DualSense
mute / Steam quick-access). Route it to BTN_MISC1 instead, matching the Rust
client's `Button::Misc1 => wire::BTN_MISC1`. Adds `misc1` to GamepadWire and
allButtons so a held capture button is released on flush like the others.
(On-glass verify owed on a real Xbox-Series pad; a clone pad that exposes one
button as both buttonOptions and Share now emits back+misc1 for it — harmless
on a plain xpad session and rare otherwise.)

G22 (partial): define paddle1..4 for wire completeness, but leave them out of
buttonMask/allButtons until the GameController paddleButton1..4 ↔ BTN_PADDLE
physical correspondence is confirmed on a real Elite pad.

G15: replace the 3-bit spot-check with an exhaustive assertion of every
GamepadWire button/axis constant against the generated C ABI header
(punktfunk_core.h), so any Swift-side drift from punktfunk_core::input::gamepad
fails CI.

swift build + full PunktfunkKit suite green (124 passed, 5 skipped).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 11:14:26 +02:00
enricobuehler 5cd66eca59 fix(gamepad/apple): stop releasing held guide on concurrent input
`sync()` XOR-diffs the full `GamepadWire.allButtons` set (which includes
guide) against `slot.buttons`, but `buttonMask` deliberately omits guide —
it's driven separately by the Home handler via `sendGuide`. So while guide
was physically held, the first stick/trigger/face-button move made `changed`
carry the guide bit and the diff loop emitted a spurious guide-UP (then the
real release was swallowed by `sendGuide`'s `guard now != slot.buttons`).

Effect: you could not hold PS/guide while doing anything else — e.g. holding
guide to keep the host's Steam overlay engaged released it the instant you
touched a stick. The Rust reference client folds guide through the same diff
as every other button and has no such split.

Fix: preserve the current held guide bit through the diff
(`buttonMask(g) | (slot.buttons & GamepadWire.guide)`) so guide is never seen
as "changed"; `sendGuide` stays the sole toggler and `flush`/`allButtons`
still release it on close/deactivation.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 11:12:47 +02:00
enricobuehler a9dc6efe55 fix(windows): drop the orphaned touch_last_used re-export
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More builtin-removal fallout: trust.rs re-exported pf_client_core::trust::
touch_last_used, whose only consumer was the deleted in-process session pump. In
a binary crate an unused pub-use is a hard -D warnings error (it surfaced only
after the gamepad dead-code errors were cleared, which had suppressed the
unused_imports pass). Drop it; every other re-export still has a user.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
v0.10.0
2026-07-13 08:37:24 +02:00
enricobuehler 9822fc3b1c fix(windows): drop the orphaned in-process gamepad forwarding hooks
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Removing the builtin stream path (ef580825) left GamepadService's attach/detach/
active/auto_pref + the Ctl::Attach/Detach variants with no callers — the spawned
punktfunk-session binary owns pad forwarding now. The client still compiled, but
clippy -D warnings tripped on the dead code. Drop the forwarding hooks + the
active-pad mirror; the service keeps pads() (Settings list) and set_pinned()
(persist the forwarded-pad selection the session child reads).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 07:49:38 +02:00
enricobuehler cdb43f00fe style: rustfmt the freeze-until-reanchor client wiring
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cargo fmt --all --check flagged the reanchor gate wiring (decode.rs / session.rs /
abi.rs / reanchor.rs): wrapped signatures + comparisons, and two multi-line comments
that followed a trailing-comment line were restructured to their own lines so
rustfmt keeps them at normal indentation instead of deep-aligning them.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 07:36:43 +02:00
enricobuehler 644c035a34 feat(encode/amf): accept AMF runtime >=1.4.34 (graceful degrade) + log loaded amfrt64.dll identity
ci / rust (push) Failing after 47s
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The Windows AMF encoder hard-rejected any runtime <1.4.36 — a Jan-2025
(Adrenalin 25.1.1) driver floor. Every AMD host on an older driver failed the
session with "update the AMD driver" after 8 retries, notably Boot Camp Macs
whose bundled amfrt64.dll lags far behind.

Split the single pin:
- AMF_MIN_VERSION (1.4.34): the ABI floor accepted at load. Every vtable slot
  the FFI mirrors is a base-interface slot stable since well before 1.4.34; the
  1.4.35/1.4.36-only features are string-keyed encoder properties already applied
  via set_prop(required=false), which log-and-continue — so an older driver
  degrades those features individually instead of failing.
- AMF_HEADER_VERSION (1.4.36): the header the mirror targets, now passed to
  AMFInit capped at min(header, runtime) so claiming a version newer than the
  runtime can't make AMFInit reject an otherwise-usable older driver.

No functionality removed: a >=1.4.36 runtime behaves exactly as before.

Also logs, once per process, the AMF runtime version AND the loaded amfrt64.dll's
full path + file-version resource (via GetModuleFileNameW + VerQueryValueW). This
surfaces the Boot Camp failure mode where the display driver reads 25.x but the
System32 amfrt64.dll is a stale build reporting an old AMF version; the too-old
decline now names the DLL path/build and points at reboot + DDU reinstall.

Not compile-verified: amf.rs is Windows-only and this Linux box can't cross-build
it (a dependency's C build fails for the msvc target). Needs cargo check/clippy on
the Windows build box / CI. rustfmt-clean; the windows-crate FFI signatures were
verified against the on-disk 0.62.2 bindings.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 01:32:51 +02:00
enricobuehler 3c16c1dd30 chore(release): bump workspace version to 0.10.0
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Bumps [workspace.package] version 0.9.2 -> 0.10.0 (14 workspace crates). Apple
MARKETING_VERSION / Android versionName are set from the release tag by CI, so no
client manifest changes; the nested Windows-driver workspace keeps its independent
0.0.1 version.

Also syncs Cargo.lock: the version bump for the 14 members, plus dropping the
now-orphaned crossbeam-channel entry the Windows builtin removal (ef580825) left
behind (it dropped the dep from the manifest but not the lock), so
`cargo build --locked` (ci.yml / deb.yml) stays green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 01:32:26 +02:00
enricobuehler c0fc2d8ee8 feat(apple): iPad ⌃⌥⇧Q release chord + click-to-recapture, pixel-grid snap, match-window opt-in
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- InputCapture / StreamViewIOS: iPad ⌃⌥⇧Q un-capture chord, recognized from the
  GCKeyboard HID stream (no NSEvent monitor on iOS) for cross-client parity with
  the macOS/Windows/Linux combo; and a click into the video re-engages capture —
  the iPad analogue of macOS mouseDown → engageCapture(fromClick:), with the
  engaging click suppressed toward the host.
- SessionPresenter: snap the aspect-fit sublayer frame to the backing pixel grid.
  AVMakeRect centers the fit rect at fractional points, so the compositor
  resampled the layer — a uniform "everything soft" blur even when the drawable
  was pixel-exact 1:1. Rounding origin + size to device pixels makes the composite
  a true 1:1 blit; idempotent when already aligned.
- MetalVideoPresenter: PUNKTFUNK_BILINEAR_LUMA=1 A/B lever — compiles the shader
  with Catmull-Rom luma off (plain bilinear) to isolate bicubic overshoot from
  upstream fringing.
- SettingsView / StreamView / StreamViewIOS: match-window reverted to opt-in
  (default OFF) — the explicit mode is used and never auto-resized unless enabled.
2026-07-13 01:22:09 +02:00
enricobuehler ef5808254a refactor(windows): remove the legacy in-process builtin stream path
The real Windows client is the spawned punktfunk-session Vulkan binary
(pf-client-core); the in-process builtin GUI stream — reachable only via
PUNKTFUNK_BUILTIN_STREAM=1 — was dead weight kept alive by nothing and a
recurring source of wasted effort. Remove it: delete present/render/input/
audio.rs and the builtin remainder of session/video.rs, rip all the builtin
wiring (app/mod, connect, stream), and make connect always spawn.

Preserve the two shipped keepers that happened to live in those files by
relocating them to a new probe.rs: run_speed_probe (the per-host network speed
test used by the Settings speed page and --headless --speed-test) and
decodable_codecs (the codec-capability advert on the probe connect). Trim gpu.rs
to just the Settings adapter picker (adapter_names + helpers). --headless now
supports only --speed-test — the in-process decode/frame-counter went with the
pump.

Drops the now-orphaned deps opus, wasapi, crossbeam-channel, anyhow; keeps
ffmpeg-next (probe::decodable_codecs still needs it). Net 4432 deletions.
Statically verified (module wiring, imports, orphaned symbols/deps all clean);
the type-level compile runs on the windows-amd64 CI runner, which has the
toolchain this non-Windows host lacks.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 01:22:09 +02:00
enricobuehler 8a18e130a2 feat(client): freeze-until-reanchor loss recovery on Android + Apple via shared core gate
After unrecoverable loss the host keeps sending delta frames that reference a
picture the client never received; hardware decoders conceal these as gray/
garbage with a success status. Linux already withheld them and held the last
good frame until a proven clean re-anchor — this brings that behavior to the
Android and Apple clients.

Extract the Linux pump's freeze state machine into a shared `ReanchorGate` in
punktfunk-core (reanchor.rs, 18 tests) exposed over the C ABI (ABI v6, additive —
no wire change) for the Swift clients. Migrate the Linux/Deck pump
(pf-client-core) onto it as the parity proof (no-op refactor). Then wire:

- Android (decode.rs, both sync + async loops): arm on the frame-index gap, a
  pts-keyed flag map carries the wire flags to the output-buffer release, fold
  the gate per drained output, gate.poll replaces the dropped-climb block.
- Apple Stage2Pipeline (default): arm on a gap (new noteFrameIndexGap), withhold
  at the ring-submit seam (CAMetalLayer holds its last drawable), poll
  framesDropped, fold VT decode errors through the no-output streak.
- Apple StreamPump (stage-1): fold at enqueue, withhold via
  kCMSampleAttachmentKey_DoNotDisplay so the layer keeps decoding (reference
  chain intact) but holds the last displayed frame.
- Apple VideoDecoder: thread the AU's wire flags to the async decode callback via
  a retained FrameContext refcon (replaces the receivedNs bit-pattern scalar).

Lifts only on a proven re-anchor (IDR / RFI anchor / 2nd recovery mark) with a
500 ms backstop so a lost re-anchor can never freeze forever. Apple: swift build
clean, 123/123 tests pass (incl. VideoToolboxRoundTripTests). On-glass
loss-injection validation still owed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 01:22:09 +02:00
enricobuehler cd701a9594 fix(vdisplay): preserve FramePublisher across swap-chain reassign (sibling-join freeze)
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When a second client got its own virtual display mid-stream, the FIRST
client's IDD-push stream froze (video only; `new_fps=0 repeat_fps=240`
forever). Adding/removing/resizing a sibling display re-commits the CCD
topology, which makes the OS unassign+reassign the first monitor's IddCx
swap chain. `unassign_swap_chain` dropped the SwapChainProcessor, dropping
`run_core`'s local FramePublisher and closing the sealed-channel handles.
The fresh worker then polled the frame-channel stash — but that stash is
consumed once at session open, and the host only re-delivers on a ring
recreate (a descriptor change). The first monitor's descriptor didn't
change and WUDFHost stayed alive, so no watchdog fired: the driver drained
the swap chain without publishing and the host repeated its last frame
indefinitely. Confirmed twice on the .173 box (host.log 21:12 & 21:15).

Preserve the live FramePublisher across the flap instead of dropping it:
the host-owned ring (header/event/textures) it holds stays valid — only
the swap chain died.

- frame_transport.rs: FramePublisher records its render-adapter LUID +
  exposes render_adapter().
- monitor.rs: MonitorObject.preserved_publisher + preserve_publisher()
  (mirrors set_frame_channel) + take_preserved_publisher() (mirrors
  take_frame_channel). Monitor teardown drops the stashed publisher and
  closes its ring handles, so nothing leaks.
- swap_chain_processor.rs run_core: after SetDevice OK, re-adopt a
  preserved publisher ONLY when the new swap chain renders on the same
  LUID (same pooled Direct3DDevice → its context + opened textures are
  valid); on loop exit, stash the publisher back on the monitor.

Safe: the old worker is fully joined (drop-outside-lock discipline)
before the new one runs, so no concurrent context use; a stale re-adopted
publisher is superseded by the existing is_stale() + has_frame_channel()
newest-wins checks at the loop top.

Verified clippy -D warnings clean on rustc 1.96.0 via a faithful mock
crate (the real crate needs the WDK to compile). Needs a driver rebuild +
reinstall on the host to take effect; not yet hardware-validated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 00:19:20 +02:00
enricobuehler 05868ef634 fix(encode): Vulkan-HEVC full-RPS reference retention + AV1 feature gate (RFI review)
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2026-07-12 review of the host encoders / client decoders / RFI plane.
NVENC (both), AMF-LTR, the session glue, and the client RfiTracker came
out clean; every fix lands in the Vulkan Video backend + dispatch:

1. HEVC: author each P-frame's short-term RPS to retain ALL resident DPB
   pictures (minus the setup slot), not just its one reference. HEVC
   8.3.2 evicts unlisted pictures, and clients keep FEEDING the decoder
   while frozen — so with the old single-pic RPS, a conforming parser
   (FFmpeg = the Linux VAAPI/Vulkan and Windows D3D11VA clients) had
   already discarded the picture an RFI recovery anchor references
   whenever a fed post-loss frame preceded it: generate_missing_ref, and
   the "clean" anchor plus everything chained after it decodes as
   garbage. Pure builder (`build_h265_rps_s0`) + unit tests; AV1 needs
   nothing (slot-based retention). The smoke test now encodes a fed
   post-loss frame between loss@4 and anchor@6 so an ffmpeg decode of
   the dropped dump exercises exactly this (expect ONE POC-4 complaint,
   never POC 3) — revalidate on the AMD box; this NVIDIA dev box fails
   the backend earlier at HEVC header retrieval (pre-existing).

2. AV1: chain PhysicalDeviceVideoEncodeAV1FeaturesKHR (videoEncodeAV1 =
   TRUE, stype 1000513004) into device creation — spec-required for the
   ENCODE_AV1 codec op; RADV tolerated the omission, validation layers
   and stricter drivers do not.

3. RFI decline no longer self-arms force_kf — that bypassed the session
   glue's 750 ms IDR cooldown, turning a storm of hopeless RFI requests
   into one full IDR each. Decline like NVENC/AMF and let the caller's
   coalesced keyframe path own the fallback; add the missing
   first>last guard for parity.

4. open_video_backend now returns the label of the branch that ACTUALLY
   opened, so the mgmt API / web console reports "vulkan" instead of
   "vaapi" for the default-on Vulkan sessions (the old dispatch-mirror
   resolved_backend_label went stale when the backend gained its VAAPI
   fallback; deleted).

Structure: the ~230-line inline HEVC coding block moves to
record_coding_h265 (symmetric with record_coding_av1) and the duplicated
pre-encode barriers dedupe into begin_encode_cmd.

Follow-up plan (separate, punktfunk-planning): bring the post-loss
freeze + RECOVERY_ANCHOR/POINT lift to the Android/Windows/Apple clients
via a shared ReanchorGate (design/client-reanchor-freeze-parity.md).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 23:12:12 +02:00
enricobuehler 2d37835545 feat(encode): AV1 on the Linux Vulkan Video encoder (real RFI)
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Extend the raw Vulkan Video backend to AV1 (`VK_KHR_video_encode_av1`)
alongside HEVC, so AMD/Intel Linux hosts get the same clean-P-frame loss
recovery for AV1 that HEVC already has — no full IDR on packet loss.

ash 0.38.0+1.3.281 predates the AV1-encode extension (finalized in Vulkan
1.3.290) and bumping ash breaks the SDL/Vulkan client (it drops the
lifetime on AllocationCallbacks, which sdl3-sys still generates). So the
AV1-encode structs/flags/enums are vendored host-only in
`encode/linux/vk_av1_encode.rs`, copied verbatim from ash-master's
generated code and chained into ash's generic video-encode calls via raw
p_next — the common StdVideoAV1* types (from AV1 decode) are reused from
ash 1.3.281.

`vulkan_video.rs` gains a parallel AV1 path: AV1 Main profile/caps/session
(+ max-level session-create), a bit-packed sequence-header OBU + per-frame
temporal-delimiter framing (Vulkan AV1 encode, unlike H26x, emits only the
frame OBU), and per-frame StdVideoEncodeAV1PictureInfo with the RFI
reference model — a normal P inherits CDF context from its reference for
compression, while an IDR or recovery anchor sets primary_ref_frame=NONE +
error_resilient_mode so it decodes independent of the (possibly lost)
frames since its reference. HEVC recording is unchanged; the shared CSC /
ring / DPB-barrier pipeline is reused as-is. Codec routing in
`open_video_backend` extends the HEVC arm to HEVC|AV1.

The seq header enables only order-hint (+128px superblocks per caps),
matching FFmpeg's proven Vulkan AV1 config — enabling CDEF/restoration made
VCN emit frame-header sections our seq header didn't match, desyncing every
inter frame.

Headless-validated on real RADV (780M): open + 6-frame encode (I P P P P P)
decodes 0-error on both dav1d and ffmpeg/cbs; the RFI recovery anchor at
frame 4 is a clean P (not IDR), and dropping the "lost" frame 3 still
decodes clean (re-anchored to frame 2). HEVC smoke unchanged (no
regression). `cargo clippy --features vulkan-encode -- -D warnings` and the
no-feature build both green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-12 22:06:24 +02:00
enricobuehler 9514a8c0e2 fix(client): correct Linux/Windows "Forwarded controller" copy for multi-controller
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The relm4 (Linux) and native (Windows) shells spawn punktfunk-session, which
since the native-plane rework forwards ALL controllers by default — but the
"Forwarded controller" settings dropdowns still described the pre-rework world
("Automatic (most recent)", "Exactly one controller is forwarded to the host").

The dropdown already lists every detected pad and wires set_pinned(None)=all /
set_pinned(key)=single-player; this fixes only the misleading labels, subtitle,
tooltip, and stale leading comments to match: Automatic forwards every real
controller (each its own player); pick one to force single-player.

cargo check -p punktfunk-client-linux green; Windows is windows-gated (pure
string edits, CI windows.yml).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 21:53:07 +02:00