767f028bdf05d7ef105b9c8e9c171ff1bb40e69f
642 Commits
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767f028bdf |
feat(host): PyroWave encoder — Phase 1 of the LAN low-latency codec plan
PyroWaveEncoder behind --features pyrowave + an explicit PUNKTFUNK_ENCODER=pyrowave (loud EXPERIMENTAL warning: no client can decode the stream until CODEC_PYROWAVE negotiation lands, plan Phase 2). Design (plan §4.3): a private ash Vulkan-1.3 device shared with pyrowave via pyrowave_create_device — DeviceHold pins the instance/device create-infos the 0.4.0 API requires alive for the device's lifetime. Capture dmabufs pass straight through on ANY vendor (linux_zero_copy_is_vaapi → true for pyrowave; NVIDIA dmabuf→Vulkan import validated by upstream's interop test on .21) with the same per-buffer import cache as the Vulkan Video backend; the shared rgb2yuv.comp BT.709-limited CSC writes R8+RG8 images pyrowave samples directly (R/G view swizzles synthesize Cb/Cr — no NV12 copy). Encode records into OUR command buffer (pyrowave_device_set_command_buffer), so ingest + CSC + encode are one submission with a sub-ms fence wait; the AU is exactly one pyrowave packet, keyframe=true on every frame. reconfigure_bitrate is a free in-place budget change (Phase 3 pins the session rate); reset() recreates only the pyrowave encoder object. Shared ash leaf helpers (dmabuf import, image/memory utils) extracted from vulkan_video.rs into encode/linux/vk_util.rs — vulkan-encode builds unchanged. Validated on .21 (RTX 5070 Ti): pyrowave_smoke green — encodes CPU fills through the full open→CSC→GPU-encode→packetize path, decodes every AU with upstream's own decoder, checks BT.709 plane means ±3; rate retarget + rebuild covered. clippy clean, 308 host tests green with the feature on. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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4c3b11445c |
feat(host): vendor PyroWave + minimal Granite subset as crates/pyrowave-sys
Phase 0 of design/pyrowave-codec-plan.md — the opt-in wired-LAN ultra-low- latency codec. Vendored at upstream 509e4f88 (API 0.4.0, Granite 44362775, volk + vulkan-headers pins in PUNKTFUNK-VENDOR.txt), pruned to the 6.6 MB the standalone no-renderer build needs; scripts/vendor-pyrowave.sh reproduces the tree (a pin bump is protocol-affecting, plan §4.2). build.rs drives the wrapper CMakeLists (static archives incl. a static C-API lib upstream only ships shared) + bindgen over pyrowave.h; Linux and Windows only, empty stub elsewhere (Apple gets a native Metal port, §4.7). Offline-safe by construction: no network, no system lib, vendored Vulkan headers — same model as the opus dep (flatpak builder has no network). Phase-0 validation on .21 (RTX 5070 Ti, driver 610.43.03): - upstream pyrowave-c-test + interop test (incl. dmabuf/DRM-modifier Vulkan<->Vulkan) pass, from the pristine AND the pruned tree - GPU kernel times at ~1.6 bpp noise: encode/decode 0.090/0.042 ms @800p, 0.146/0.067 @1080p, 0.226/0.103 @1440p, 0.477/0.201 @4K — order of magnitude under NVENC's 1-2 ms retrieve, CBR lands within ~100 B of target - cargo test -p pyrowave-sys green (static link + API-version pin check) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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d2b4e3d71c |
fix(host): warn loudly when a CUDA session runs a build without direct-SDK NVENC
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The nvenc feature is off by default, and a Linux host built without
--features punktfunk-host/nvenc silently compiles the direct-SDK path out:
a CUDA session degrades to libav hevc_nvenc — no RFI loss recovery, an
encoder rebuild + IDR on every adaptive-bitrate step, and the libav bitrate
clamp — with nothing in the logs saying why. This bit the Linux packagers
once (fixed in
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0bca67f73e |
fix(client): Linux auto decoder prefers Vulkan Video on ALL AMD, not just VanGogh
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VAAPI-first on desktop RADV (
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9d67dc18aa |
perf(core): two-lane AES-GCM seal for large frames + send-thread stage split
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Phase 0.4 host half: PUNKTFUNK_PERF now splits the send thread per window into fec/seal/sock (SealPerf via Session::take_seal_perf; the paced video path folds its chunk-send time in through note_sock_ns), logged with per-packet ns in the send loop's perf line. Measured on .21 at 2.5 Gbps offered: fec ~100 ns/pkt (Phase 1.4 landed), seal ~1000 ns/pkt = 21.5% of a core, sock ~1400 ns/pkt — the Phase 1.5 gate (seal > ~15% of the thread at 2 Gbps) trips. Phase 1.5: seal_frame_inner is now write-then-seal — packetize writes every packet's plaintext at its final wire offset, then a frame of >= 256 wire packets (~300 KB) splits the AES-GCM pass across two lanes: a persistent punktfunk-seal2 worker (lazy-spawned, rendezvous channels, no per-frame spawn, zero steady-state allocs via a reused hand-off Vec) seals the back half under nonces seq_base+i while the send thread seals the front. Nonce order is deterministic per shard index, so the wire is byte-identical to the sequential pass — pinned by the wire-equivalence test, now including a 469-packet frame plus an assertion that the lane actually spawned. Small frames and the probe's ~17-packet AUs stay single-lane; PUNKTFUNK_SEAL_LANES=1 forces single-lane. Validated: 84 core tests + workspace suites + clippy -D warnings on .21. Halves the seal wall-clock on big frames — headroom for the 10G pair's ~4.8 Gbps ceiling (seal alone would be ~47% of a core there) and PyroWave 4K rates. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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f4f6c5556f |
perf(core): FEC encoder reuse — cached codecs + pooled parity, no per-block setup
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Phase 1.4 (throughput-beyond-1gbps.md): the send path built a fresh erasure codec and allocated fresh parity Vecs for every FEC block. New trait method ErasureCoder::encode_into generates parity into caller-pooled buffers; the packetizer keeps one parity pool that grows once to the session's high-water recovery count. - gf16: one cached reed_solomon_simd::ReedSolomonEncoder per coder, re-shaped per block via reset() (reuses its working space) — the old encode() convenience call paid engine CPU-feature detection, FFT planning, and work-buffer allocation per block. - gf8: last-used (k, m) Cauchy codec cached, so the generator-matrix build drops out of steady-state frames; parity buffers shaped without re-zeroing (encode_sep's first-input pass overwrites every row). The GameStream VideoPacketizer now owns a persistent coder so the cache survives frames. - encode() delegates to encode_into — one code path, and the nanors byte-exact parity vector keeps pinning Moonlight wire compatibility. Validated: 145 core + 308 host tests + clippy -D warnings on .21, loss-harness recovery curve identical, pipeline bench +0.6-2.4% thrpt (all configs, p<0.05; the loopback bench is encoder-dominated so the alloc savings mostly land outside it). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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5c7e0afa99 |
fix(host): Linux virtual-pad feedback access — hidraw udev rules, per-pad DS MAC, SET_REPORT acks
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Root-cause fixes for "rumble + adaptive triggers never work with Linux hosts" (the capture code itself was proven good on-hardware — see the new tests): * 60-punktfunk.rules now grants the `input` group the VIRTUAL pads' hidraw nodes (DS/Edge/DS4/Switch/Deck/SC). Steam/SDL drive DualSense adaptive triggers, lightbar, and player LEDs exclusively over hidraw — and Steam without hidraw demotes a PlayStation pad to a generic evdev device, losing its rumble handling too. Coverage no longer depends on the distro's steam-devices rules + logind's active-seat uaccess ACL (which a headless/ dedicated streaming session never gets). Verified live: nodes now come up root:input 0660. * Per-pad MAC in the DualSense (0x09) and DS4 (0x12) pairing feature replies: hid-playstation adopts the MAC as the HID uniq and SDL/Steam dedup controllers by that serial — identical MACs made a second virtual pad read as the first one re-connecting over another transport. * DualSense/DS4 UHID backends now ack UHID_SET_REPORT (err=0) instead of ignoring it, so a SET_REPORT writer no longer blocks on the kernel's 5 s timeout. * New #[ignore] on-box tests play the GAME's role against a real kernel and pin the full feedback surface (all green on real hw): DualSense evdev-FF + raw hidraw output report (rumble/lightbar/LEDs/both trigger blocks verbatim, per-pad uniq), uinput X-Box FF upload→pump→stop-on-erase, and usbip Deck 0xEB rumble via the controller interface (idle interfaces ACK silently, like real hardware). Windows note: the UMDF driver keeps its own pairing blob copies — the shared- MAC dedup hazard exists there too and needs a driver-side follow-up. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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5a384fe788 |
feat(host): pace-aware send chunking — high-rate frames pace honestly instead of blasting
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Phase 1.2: the native plane's pace chunks are rate-adaptive — 16 packets at today's rates, coarsening until the per-chunk interval clears the 500 µs sleep floor, capped at 64 (the GSO segment limit). Decouples the syscall batch from the pace step, so a ≥1 Gbps frame's overflow keeps real sleeps between chunks (and costs 4× fewer syscalls) instead of collapsing into an unpaced blast. Phase 1.3: the auto microburst cap scales with the frame — max(128 KB, the AU's wire bytes / 4) — so high-rate frames burst a bounded quarter and pace the rest; PUNKTFUNK_PACE_BURST_KB now pins an absolute override. GameStream plane untouched (its schedule stays pinned by the deterministic tests, now also asserting budget-independence). Linux GSO latch-off warns once (was silent; USO already warned). Linux GSO default stays OPT-IN: the post-1.2/1.3 A/B on the 2.5GbE-hop pair (.21 → M3 Ultra) reproduced the regression bit-for-bit — 2452 Mbps sendmmsg vs 1909 GSO peak, 0.4% loss at 1500 where sendmmsg is clean. The super-buffer trains lose on the constrained hop in the transport path itself (per-AU probe sends, no video pacer involved), so the block is fabric evidence, not pacing readiness. Control sweep on this build matched the sendmmsg baseline exactly (2452); loss-harness recovery curve identical; workspace clippy + tests green on .21. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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a2433d77cf |
fix(core): reordering no longer reads as packet loss — net late shards out of the loss estimate
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Reversed/reordered delivery lets a FEC block reconstruct EARLY (data + recovery >= k), counting still-in-flight shards into fec_recovered_shards; window_loss_ppm then reported pure reordering as loss, inflating LossReports — which size adaptive FEC and, since the Automatic overhaul, feed the ABR controller (one severe window ends slow start FOR GOOD, so a reorder burst could permanently kneecap a session's climb). Early reconstruct stays (it's the latency-right choice); the accounting now nets it out. The reassembler counts a new fec_late_shards stat when a parity-restored data shard ARRIVES after all — matched exactly: the completed/abandoned-frame memory (ReassemblyWindow::completed, now a map) remembers which shards each terminal frame reconstructed, and a late arrival must match one (removed on hit), so wire duplicates of delivered shards and stragglers of failed blocks count nothing. In-flight blocks dedup via have_data. window_loss_ppm takes the late delta and estimates from (recovered - late), saturating across window boundaries; both callers (client core + probe) pass it. The e2e reorder tests now assert the NET equals the true kill count in both delivery orders, dup included (previously documented as a known inflation). Not mirrored into the C-ABI PunktfunkStats — the loss windows run in-core on every platform. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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a87b279c2b |
test(host): Windows on-hardware NVENC reconfigure smoke — 20→60→10 Mbps in place, zero IDRs
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The Windows twin of nvenc_cuda_reconfigure_no_idr, green on the .173 RTX box (release profile — the dev-profile test binary trips a pre-existing LNK2019 on the sdk crate's unused safe EncodeAPI statics, which release LTO strips). Chasing this also uncovered why the live A/B kept rebuilding: the PunktfunkHost service runs C:\Users\Public\punktfunk-native's exe, not the Developer clone deploy-host.ps1 had been rebuilding. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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9bf72cdfb5 |
fix(host): forward reconfigure_bitrate through TrackedEncoder + probe --rebitrate validator
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The gpu-session TrackedEncoder wrapper delegates every Encoder method by hand, so the new reconfigure_bitrate fell through to the trait's false default and EVERY bitrate change silently took the rebuild+IDR path — the live .21 A/B caught it (host log said 'rebuilt', never 'in place'). Also: - punktfunk-probe --rebitrate KBPS:SECS — headless mid-stream SetBitrate validator (cursor-wiggles so a damage-driven idle desktop keeps publishing frames through the switch). Live-verified on .21: one NVENC session open, then 'encoder bitrate reconfigured in place (adaptive bitrate — no IDR)' at 20→60 Mbps. - on-hardware nvenc_cuda reconfigure smoke test (20→60→10 Mbps in place, zero IDRs — green on the RTX 5070 Ti). - BitrateChanged doc no longer claims the switch costs an IDR. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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a1af916e38 |
feat(host): in-place encoder rate reconfigure — ABR steps no longer cost an IDR
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Every adaptive-bitrate step used to tear the encoder down and rebuild it, opening on a full IDR (a 20-40x frame-size spike, in-flight AU forfeit and an IDR-cooldown anchor) — exactly when the Automatic controller is climbing. Encoder::reconfigure_bitrate(bps) retargets the LIVE encoder instead (default false, so libavcodec/software paths keep the rebuild fallback, which also still owns the bitrate clamping): - Linux + Windows direct NVENC: nvEncReconfigureEncoder (added to the hand-rolled runtime EncodeApi tables) with resetEncoder=0 / forceIDR=0; the same init/config is re-authored via the new shared build_config/ build_init_params with only avg/max bitrate + VBV (PUNKTFUNK_VBV_FRAMES) moved. On-hardware test: 20→60→10 Mbps in place, zero IDRs (RTX 5070 Ti). - Native AMF: TargetBitrate/PeakBitrate/VBVBufferSize are dynamic properties — SetProperty on the live component, no Terminate/re-Init. - Vulkan Video (HEVC + AV1): stage the rate and emit an ENCODE_RATE_CONTROL control command on the next recorded frame (begin keeps declaring the session's current state, as the spec requires). The session glue tries the in-place retarget first and skips the rebuild/ inflight-clear/IDR-cooldown bookkeeping when it succeeds — the reference chain and the wire-index prediction survive, so RFI keeps working across rate steps. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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46b7ffc001 |
fix(client): Linux auto decoder tries VAAPI before FFmpeg-Vulkan on desktop Mesa
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Mesa now exposes Vulkan Video decode queues by default (and the session binary opts RADV in for the Deck's sake), which silently moved every desktop AMD/Intel box onto FFmpeg-Vulkan-on-Mesa under `auto` — user-reported (CachyOS/KDE) to judder or error-streak into the software demotion while an explicit VAAPI pick streams perfectly. Auto's hardware order is now device-aware (`VulkanDecodeDevice::prefer_vulkan_over_vaapi`, fed vendor id + device name by the presenter): Vulkan-first stays only where it is the established right answer — NVIDIA (no usable VAAPI) and the Deck's VanGogh (VAAPI dmabuf import chroma-fringes) — and everything else gets the battle-tested zero-copy VAAPI first, with Vulkan as its fallback. A mid-session Vulkan failure streak now also demotes to VAAPI before software, so a broken Mesa Vulkan path can never strand a box with a perfectly good VAAPI driver on CPU decode. The GTK shell's decoder setting gains the missing "Vulkan Video" option (values now mirror the console UI's auto/vulkan/vaapi/software) and drops its pre-Vulkan "Automatic (VAAPI → software)" label. Verified on the RTX 5070 Ti box (loopback session, auto → "Vulkan Video hardware decode active", 60 fps); policy locked by unit test; clippy -D warnings + pf-client-core/pf-presenter tests green on Linux. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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9b7fc127ef |
feat(core): Automatic bitrate scales to measured link capacity — probe ceiling + slow start
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The ABR ceiling was the negotiated start rate, so an 'Automatic' session was permanently boxed at the 20 Mbps default no matter the link — the most user-visible cap left after the transport work lifted the client receive ceiling to ~4.8 Gbps wire. - Startup link-capacity probe: ~2 s into an Automatic session the pump fires one speed-test burst (2 Gbps target, 800 ms) over the existing ProbeRequest machinery; delivered wire throughput x0.7 (FEC + variance headroom) becomes the controller's climb ceiling via set_ceiling(). Old hosts decline (all-zero reply) or never answer (a 6 s timeout clears the stuck probe state so LossReports resume) — the ceiling then stays negotiated, exactly the old behavior. PUNKTFUNK_ABR_PROBE=0 opts out. - Slow start: until the first congestion signal, every cooled clean window DOUBLES the rate toward the ceiling (20 Mbps -> 640 Mbps in ~10 s) instead of +6% per ~10 s (which would have taken ~10 minutes). Any congestion signal ends it for good; classic AIMD takes over. - Faster, severity-aware AIMD: a SEVERE window (unrecoverable frame, jump-to-live flush, or >=6% loss) backs off x0.7 immediately instead of waiting two windows; ordinary congestion (2-6% loss, OWD rise) keeps the two-window fuse. Additive climbs need 6 clean windows (~4.5 s, was ~10 s); the change cooldown drops 3 s -> 1.5 s. - PUNKTFUNK_VBV_FRAMES now also scales the direct-NVENC VBV (Windows + Linux, previously hardwired to 1 frame) — parity with AMF/VAAPI/QSV. Each accepted step still costs an encoder rebuild + IDR on the host; in-place rate reconfigure (NvEncReconfigureEncoder / AMF dynamic properties / Vulkan per-frame RC) is the planned follow-up that makes stepping free. Controller tests rewritten to the new policy (severity classes, slow-start climb, ceiling semantics; 144 green). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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1a559e8d5e |
feat(core): scale the receive path to the new multi-Gbps ceiling
- REPLAY_WINDOW 32768 -> 131072: the anti-replay bitmap covered the 120 ms loss window only to ~2 Gbps; the client now delivers ~4.8 Gbps wire, where a late-but-valid Wi-Fi-retried datagram would have been dropped as 'older than the window' — false loss. 16 KiB/session covers ~12 Gbps. - RECV_BATCH 32 -> 128: syscall rate stays ~3.4k/s at 430k pkt/s and each pump iteration drains the kernel buffer deeper (ring 64->256 KB, client sessions only). flush_backlog's iteration cap rescaled to keep its ~190 MB guard equivalent. - PUNKTFUNK_GSO gate is now value-aware: '=0' used to ENABLE GSO on Linux (presence check) while disabling Windows USO. GSO stays OPT-IN, deliberately: A/B'd twice today — it cuts send-thread CPU ~30% but its 16-packet line-rate trains cost delivered throughput on a constrained fabric (2.5GbE-hop pair: peak 2453 -> 1908 Mbps and 0.4% loss at a rate sendmmsg carries clean). Flipping the default belongs with pace-aware chunk spacing (plan Phase 1.2/1.3). docs-site row corrected to match. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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ed0ce5dc6d |
feat(core): zero-copy pooled reassembly — shards land at their final AU offset
Rewrite the client Reassembler around one whole-frame buffer per frame: frame_bytes rides in every header and packetize geometry is deterministic (every non-final block is exactly max_data_per_block data shards), so a data shard's final AU offset is computable on arrival — copy it there once, straight from the decrypt ring. New ErasureCoder::reconstruct_into decodes ONLY the missing shards directly into the frame buffer's holes (gf16 native; gf8 legacy shim); received recovery shards ride pooled shard-sized buffers. The completed buffer IS Frame::data. Deletes the per-shard to_vec + per-block concat + final AU concat (~178k allocs and a double copy of every byte per second at 2 Gbps — the pump wall the 2026-07-14 sweeps measured at 98.9% of an M3 Ultra core). Reassembly now costs ~0.4 µs/packet in-stream. The eager buffer changes the hostile-header exposure, so two new firewalls: derived-geometry validation (a header lying about its data_shards/block_count vs its own frame_bytes is dropped before it can scribble across another shard's range) and an in-flight allocation budget (IN_FLIGHT_BUF_FACTOR × max_frame_bytes) so a window of tiny first-shards can't commit gigabytes. Behavior parity pinned by the existing suite (all green unchanged) plus new end-to-end roundtrips through the real Packetizer (multi-block + partial tail, loss within budget, reversed delivery, duplicates, empty frame, unrecoverable block ages out, budget enforcement). loss-harness recovery curve identical; pipeline bench: gf8/1MB +42%, gf16 neutral (host-encode dominated). Known pre-existing quirk kept as-is: reversed delivery reconstructs early (data+recovery ≥ k) and counts late-not-lost shards into fec_recovered_shards. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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85513d1697 |
fix(host/linux): headless gamescope must not inherit a desktop DISPLAY/WAYLAND_DISPLAY
A host (re)started after a desktop login inherits the user manager's
compositor env; a stale WAYLAND_DISPLAY makes headless gamescope 3.16
exit at startup ('Failed to connect to wayland socket') before its
PipeWire node appears. Unset both on the systemd-run transient unit
(UnsetEnvironment=) and the direct spawn (env_remove) — gamescope
exports its own DISPLAY/GAMESCOPE_WAYLAND_DISPLAY to the nested app.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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0058f624a2 |
feat(core): receive-path stage timing + frame-jitter observability (PUNKTFUNK_PERF)
Session::poll_frame accumulates per-stage ns (recv_batch syscall, AES-GCM open, Reassembler::push incl. FEC) into a PumpPerf drained via take_pump_perf(); the client pump logs the split plus completed-AU inter-arrival jitter (p50/p95/max + late count) every report window. Gated on PUNKTFUNK_PERF — one branch per stage when off. Smoothness previously had no metric at all (jump-to-live counters fire seconds late), and the receive core had no attribution. First live use pinned the 1.57 Gbps client wall on software AES-GCM (7 µs/pkt) vs 0.4 µs reassembly — see punktfunk-planning/design/throughput-beyond-1gbps.md. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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840e5d590e |
fix(host/linux): free a desktop-session Steam before a dedicated gamescope launch
B1b: a Steam running in a plain GNOME/KDE desktop session holds Steam's single instance, so a dedicated gamescope launch's own Steam exits at birth — the game-library launch goes to a black screen. Release the desktop instance (free_desktop_steam) on Steam launches before creating the managed session. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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6db91cbf40 |
feat(client): 3-finger swipe toggles the on-screen keyboard mid-stream
iOS + Android: a three-finger vertical swipe up/down summons/dismisses the device soft keyboard while streaming (trackpad + pointer modes). Mobile scroll is now exactly two fingers so it never collides with the 3+-finger gesture (3+ only fell into the old `>= 2` scroll path by accident). Android: a TYPE_NULL KeyCaptureView plus IME meta-shift wrapping feeds key events through. iOS: UIKeyInput plus a SoftKeyMap char->VK table with a GCKeyboard dup gate so a hardware keyboard and the soft keyboard don't double-emit. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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927a571414 |
feat(console): touch-mode setting + request-access pairing + polish
Extend the gamepad/console shell (pf-console-ui) to parity with the other clients: - Settings gain a Touchscreen → Touch mode row (Trackpad / Direct pointer / Touch passthrough), the one couch-relevant Settings field the screen lacked. - The pair screen adds the no-PIN delegated-approval path: a "Request access" action (only when the host advertises a fingerprint to pin) opens a connect the host PARKS until the operator approves this device, then persists it as paired. A role-based row model keeps the cursor off stale indices; manual hosts stay PIN-only, matching the desktop shells. - Threads request_access through OverlayAction::Launch and ConnectIntent; the shell shows a "Waiting for approval…" takeover, and the session binary parks on a 185 s budget (PendingApproval → persist-as-paired via on_connected). Auto-wake (WoL) was already implemented end-to-end and is left as-is. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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f3b6ccaa7f |
fix(gamepad/windows): Steam-accepted Deck unit serial un-mangles the controller name
Steam validates the Deck unit serial's format before accepting it. Our
"PFDK..." serial was REJECTED ("Invalid or missing unit serial number"), so
Steam substituted a hash identity and mangled the displayed name to
"Steam Deck Controllerggg" on every host tested. An 'F'-leading serial passes,
so switch to "FVPF..." — keeps the PunktFunk marker one slot in, still distinct
from a real Deck's "FVZZ..." for the Linux self-detection in
physical_steam_controller_present(). The name now shows a clean "Steam Deck
Controller" with a serial-derived handle (verified on .173).
Also fix the UMDF driver's 0xAE GET_STRING_ATTRIBUTE handler to echo the
requested attribute id faithfully instead of collapsing board-serial (0x00)
requests to unit-serial (0x01). Steam still logs a benign "Deck Controller PCB
Serial# invalid" for the board serial — it validates that against a
Valve-internal format for ANY value, including an empty one (verified) — but
that line does not mangle the name, change the handle, or block promotion.
Applied to both transports: host inject/proto/steam_proto.rs::deck_serial
(Linux gadget/usbip) and the pf-dualsense UMDF driver (Windows), which mirror
each other's serial format.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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d8e8529cd7 |
feat(gamepad): Windows Steam Deck backend — Steam-Input-promoted UMDF virtual Deck
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The N4 GO verdict, productized. GamepadPref::SteamDeck on a Windows host now builds a real virtual Deck instead of folding to DualSense: games get native Deck glyphs + both trackpads + gyro + all four back grips through Steam Input's own remapping. - steam_deck_windows.rs: DeckWinPad/DeckWinProto/SteamDeckWindowsManager over the sealed shm channel, sharing the whole Linux Deck codec (steam_proto now compiles on Windows too — it was already pure). The SwDevice identity carries usb_mi: Some(2): the &MI_02 hardware-id token hidclass mirrors into the HID child and Steam parses as the wired controller interface — the promotion gate. - Driver: DEVTYPE_STEAMDECK (3) graduates from the spike — SET_FEATURE 0xEB rumble / 0x8F haptic pulses are republished to the host through the output slot (report-id-0 prefixed, so parse_steam_output sees the Linux wire shape), and the 0xAE/GET_STRING serial + 0x83 unit id are per-pad (read from the section's pad_index; PFDK<unit-id> matches steam_proto::deck_serial). - Router: SteamDeck arms in the Windows Pads paths; pick_gamepad flips SteamDeck-if-windows -> SteamDeck (the DualSense fold retires); dualsense-windows-test grows --deck. ON-GLASS VALIDATED on .173 (rebuilt signed driver 9.9.0714.12xx installed, Steam live): the manager-created pad (index 1) enumerates with per-pad serial PFDK50460001, Steam logs Interface: 2 -> '!! Steam controller device opened' -> 'Steam Controller reserving XInput slot 0' -> PollState 2 (actively polling our cycling input frames) -> mapping activated; clean teardown on exit. Rumble round-trip through a real game remains an on-glass debt (nothing sent 0xEB during the idle hold). Known gap vs Linux: no physical-Steam-controller conflict degrade on Windows yet (degrade_steam_on_conflict is Linux-only — /sys scan); a Windows equivalent needs SetupDi enumeration and is deferred. Verified: .21 clippy -D warnings + 304/0 tests + fmt --all; .133 clippy -D warnings + the WDK driver-workspace check. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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4201851c7f |
fix(fmt) + feat(gamepad): CI-matching rustfmt everywhere, enforced by repo git hooks; N4 spike flips to GO via MI_02
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Three things that belong together:
1. rustfmt the gamepad-new-types host files ci.yml's `cargo fmt --all
--check` gate flags (the .21/.133 verify recipes ran clippy+tests
but never fmt — the same class of miss as
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ea2e3578e2 |
feat(gamepad): dualsense-windows-test grows --edge (drives device_type 2, cycles R4/L4)
Used for the .173 on-glass verify: the Edge devnode enumerates (SWD\PUNKTFUNK\PF_EDGE_1, driver pf_dualsenseedge attaches, proto 2), and Steam's live controller.txt confirms the identity end to end — 'type: 054c 0df2', 'Product: DualSense Edge Wireless Controller', 'Controller using HIDAPI driver, vid=0x054c, pid=0x0df2' — with probe lightbar/player-LED feedback flowing back on the 0xCD plane. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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8d8168b0e0 |
feat(gamepad): N4 spike kit — software-devnode Steam Deck probe for Windows
The gamepad-new-types §6 go/no-go rig, ready to run the moment .173 is back (the box is currently down, so the observation itself is still owed): does Steam Input on Windows promote a software-devnode HID Deck (28DE:1205), or does it need a real USB bus identity (the documented GameInput instance-path gap — the Linux 'Interface: -1' lesson)? - Driver: scratch device_type=3 serves the Deck identity — the captured 38-byte controller-interface descriptor, 28DE:1205 attributes, Valve strings, the Deck neutral frame, and the Steam 0x83/0xAE feature contract (SET_FEATURE latches the command, GET_FEATURE answers it — attribute blob + unit serial mirroring steam_proto::feature_reply). Never stamped by a session. INF gains pf_steamdeck. - Host: deck_spike_hold() + the `deck-windows-spike` subcommand — stamps devtype 3, spawns the devnode under VID_28DE&PID_1205, streams the neutral frame, prints what to observe (Steam logs/controller.txt, controller settings) and logs any output reports Steam writes. Run recipe (on .173, once the updated signed driver is staged): install driver, start Steam, `punktfunk-host.exe deck-windows-spike`, watch controller.txt. GO -> plan a proper N4 phase (the Deck codec is already shared); NO-GO -> document next to the Linux Interface:-1 note and keep the SteamDeck->DualSense Windows fold. Verified: .133 clippy -D warnings + the driver workspace cargo check (WDK) both green; .21 clippy + 304/0 tests unaffected. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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8c854e0a19 |
feat(gamepad): classic Steam Controller backend — Linux UHID via hid-steam (N3)
The reserved GamepadPref::SteamController = 5 slot goes live: the same hid-steam driver under the wired-SC identity (28DE:1102, ID_CONTROLLER_STATE), UHID-only in v1 (no captured SC USB interface layout, so no Steam-Input promotion — the pre-usbip Deck state; acceptable for discontinued hardware). Layout pinned against the kernel's ID_CONTROLLER_STATE table: 24-bit buttons at 8..11 (low bits shared with the Deck; grips at 9.7/10.0 = the Deck's L5/R5 positions; right-pad click 10.2; joystick click 10.6), u8 triggers at 11/12, the joystick/left-pad MULTIPLEX at 16..20 (a left-pad contact shadows the stick, like real hardware's lpad_touched flag), right pad at 20..24. Mapping: wire left stick -> SC stick; wire right stick -> right-pad coords + touched bit (the SC's camera surface — the second-stick loss is inherent); PADDLE1/2 -> the two grips (natively, masked out of the fold input); PADDLE3/4 + MISC1 -> the remap policy. The SC parser has NO gamepad_mode gate, so no mode-entry pulse. SteamDeckPad grew a SteamModel (open_model); ScProto/SteamCtrlManager; pick_gamepad flips SteamController -> itself on Linux (replacing the Xbox360 fold); SDL picker splits Valve PIDs (Deck 1205 stays SteamDeck, SC 1102/1142 now declare SteamController). Verified: .21 clippy -D warnings + 304/0 tests + on-box UHID smoke (hid-steam binds 1102, BTN_A + right-pad ABS_RX land on evdev, no mode pulse); .133 clippy -D warnings green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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>
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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> |
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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> |
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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> |
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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>
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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>
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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. |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |