7a4cdac5b7fd76006fe2894404d8ebb578cdcca5
189
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5a4305c072 |
merge: bring current main into the gyro correctness branch
main moved ~60 commits while this branch was in progress, and one of them matters here: PR #88 (the phone-gyro mirror) landed, touching the same motion path. One conflicted file, `GamepadCapture.swift`, in three places — all of them the two changes meeting rather than disagreeing: - **Slot fields.** #88 added `motionSent` + `lastAccel` for its flush-parks-motion fix; this branch removed `lastMotionNs` with the 4 ms drop-throttle. Kept both decisions: the parking state stays, the throttle field goes. - **forwardMotion's head.** #88 added the mirror stand-down (`pad 0` yields while the phone speaks for it); this branch deleted the throttle guard. Kept the stand-down, dropped the guard. - **The send.** This branch converts into the DualSense report frame; #88 records what went out so `flush` can replay it beside a zero gyro. Both, with the recording placed AFTER the conversion — `flush` replays `lastAccel`, so it has to be the vector that actually went on the wire, or a still pad's gravity gets parked in the wrong axis. The two features compose exactly, which is worth stating because it is not luck: this branch gates motion capture on `hasRotationRate`, and #88 engages the phone mirror when `hasRotationRate != true`. They are complements — a pad either drives its own gyro or the phone mirrors for it, never both and never neither. Everything else auto-merged. Note `DeviceGyroRemapTests` is `#if os(iOS)`, so the macOS suite reports the same 215 as before the merge rather than gaining #88's six — checked, not assumed. Gates re-run against the merged tree rather than trusting either side's: Linux fmt + build + `clippy --locked --all-targets -D warnings` + punktfunk-core and pf-inject suites; Apple 215 tests and the iOS-triple typecheck; Android kit + app compile and tests. All green. |
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aaa58ad817 |
feat(client/apple): say when a pad's gyro can't reach the session, and stop powering it
G8's Apple half — the UI hint
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adf92939ec |
fix(client/apple): the stats card's corner stops eating its own text
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Making the HUD concentric with the physical display corner had no upper bound, so a modern phone (~62 pt of display radius) asked for a 48 pt corner on a card whose lines sit 10 pt from the edge. A corner of radius r pulls the edge inward by r - sqrt(r^2 - (r-y)^2) at distance y below the top: at the first line that is ~19 pt, so the top and bottom lines rendered INSIDE the arc. Concentricity is only a virtue while the radius is small next to the card. The radius is now capped at 28 (devices asking for less still get a truly concentric corner) and the iOS content padding scales with it at 0.45*r, which leaves ~4.6 pt of arc against 12.6 pt of padding at the cap. The card grows by under 3 pt a side; the compact pill is unchanged. |
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9582da07b4 |
fix(client/apple): the entrance goes underneath the scroll transition
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Structural, because tuning the transform values was treating a symptom. A scroll transition derives its phase from the geometry of the view it wraps, and the entrance was wrapping each card on the OUTSIDE - so it moved the very thing the transition measures. Every card read as far from centre for the whole travel, phase pinned at fully receded, and the centred card only collapsed into its focused look as the entrance ended. That collapse was the jump; shrinking the offset last round only made it smaller. The card builder now hands each caller its own CardEntrance and both the launcher and the coverflow apply it BENEATH their .scrollTransition. The transition measures a card that never moves and composes its scale and rotation on top of the entrance's, so the two can no longer fight - and the fuller travel is back (34 pt rise) now that the geometry constraint that forced it down to 16 is gone. |
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48339326ae |
fix(client/apple): the entrance keeps every card inside its own footprint
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The focused card jumping into its correct state at the end of the entrance was the entrance's own geometry. The caller's .scrollTransition reads the geometry of the view underneath the entrance's transforms, so a card shoved 58 pt down and hinged on its leading edge spent the whole travel reported as far from centre - phase pinned at fully receded - and only collapsed to identity as the card came home. That collapse IS the jump, and it explains why it looked timing-dependent rather than simply broken. Now the rotation is about the card's centre (it turns in place instead of swinging sideways out of position) and the rise is 16 pt, inside the strip's own vertical slack, so nothing the entrance does moves a card away from where the scroll view thinks it is. The entrance also waits a couple of frames for real layout - the GeometryReader's first pass can report no width, so there is nothing to centre on yet - and the transaction override from the previous round is gone: it was not the cause, and nil-ing inherited animation could have made navigation snappier than intended. |
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eaa87ca0cc |
fix(client/apple): the entrance stops dragging the scroll transition along with it
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The strip entrance is one animated progress value now, not a Bool behind per-card .animation modifiers. Those modifiers wrap the caller's card - INCLUDING its .scrollTransition - so a delayed spring flipping while the scroll view was still settling captured the transition's own per-frame phase updates and stranded the centred card half-receded until the next scroll re-drove it. That was the 'only navigating fixes it' report, and the race with load speed was the same thing. CardEntrance is now a ViewModifier + Animatable: it slices its own window out of one master clock the carousel animates 0 -> 1, so every transform is a pure function of an interpolated Double and no animation modifier wraps a card at all. Benign failure mode too - progress reaching 1 without animating leaves each card at exact identity rather than stranded. The entrance also moved inside .frame(width:) so a scroll target's geometry never depends on what its card is doing, and the non-tvOS branch states its .id explicitly. One leak remained after that: withAnimation sets its animation on the whole TRANSACTION, so the scroll view's initial centring still inherited the 1 s linear clock and the focused card only reached its correct look as that clock ran out - arriving as a jump. The card subtree now clears the inherited animation, so its phase lands per frame while the entrance's own transforms (driven by animatableData, not by the transaction) keep running. |
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769a8c049d |
fix(client/apple): the entrance waits for the art, and every card swings
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Three defects behind an entrance that read as a card sliding up: - The centred card never rotated. The stagger fans out from an anchor, and the anchor was given side 0 = no rotation - but the anchor IS the card the eye is on, so the single most visible card only rose. Side is never 0 now; every card turns. - The swing happened while the card was invisible. Opacity shared the transform's spring, so the card spent its whole rotation at near-zero alpha and only the last few degrees showed. The fade now runs on its own 0.22 s curve (a second .animation governs only the modifiers above it) while the transform springs over ~0.6 s. The travel is deeper too - 0.74 scale, 64 degrees, 58 pt - and the rotation sign now matches the coverflow's own recede, so a card unwinds INTO its resting angle instead of swinging against it. - It fired before the art existed. Cards swung in as grey placeholders and filled with artwork afterwards. PosterImage reports when a cover settles (art loaded, or candidates exhausted), the coverflow counts the first few, and GamepadCarousel holds its entrance on a contentReady gate - with a 700 ms backstop so a slow or artless library still animates. |
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2fb80073e6 |
fix(client/apple): the library actually plays its entrance, and it swings in 3D
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The strip entrance never ran in the library, for two reasons: - The trigger was lost. Flipping the state inside onAppear puts the change in the SAME transaction as the view's insertion, where SwiftUI runs with animations disabled. The launcher got away with it; the library's strip mounts late - only once the fetch lands - and lost every time. The flip now defers one runloop turn, so it is an ordinary animated state change. - The art snapped in behind it. Covers hard-swapped from grey placeholder to image, so even a working entrance was followed by a run of cards popping to artwork after the strip had settled. PosterImage cross-fades now (the touch grid inherits it). And the entrance is 3D: a card starts turned away on the drum, small, low and invisible, then swings flat, grows and rises on an overshooting spring. Cards left of the anchor hinge on their trailing edge and cards right of it on their leading one, so the strip FANS OPEN from the cursor instead of sweeping past it - the same hinge-and-perspective language the coverflow's own recede speaks, so arriving and scrolling read as one object. Reduce Motion still drops every bit of travel. |
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cf68d33e2c |
feat(client/apple): the strips assemble themselves, and the store chip stops flashing
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Two more from the on-glass pass: - The coverflow's store/source chip only showed its background on the centred cover. Same mechanism as the tray blur: a card rides a scrollTransition that composites it with opacity < 1 and a 3D rotation, and a material cannot sample a backdrop through an offscreen composite - so the frost stayed blank everywhere except the one card sitting at exactly full opacity. The coverflow's chip is a flat wash now (StoreBadge gains `solid`), which has no backdrop to sample and is therefore simply always there. The touch grid keeps its material - its cards carry no transform, so its frost samples fine. - Host cards and library covers now arrive with the strip instead of being there: each card rises out of a fade on a lightly overshooting spring, delayed by its distance from the cursor, so the strip assembles outward from where the eye already is. Implemented once in GamepadCarousel, so the launcher and the coverflow inherit it together. Transforms only - snapping, the callers' own scrollTransition and the tvOS focus engine are untouched - and Reduce Motion drops the travel for a plain unstaggered cross-fade. |
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70de58f446 |
fix(client/apple): the tray blur goes full-bleed by layout, and its frost sinks to black
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Round-3 field findings: the pop-in had retreated to the X axis alone - the one growth still left to safe-area resolution (the landscape side insets), which settles a beat after insertion, outside any geometry group and outside the view's own transaction. The scrim now reaches full-bleed purely by layout: a fixed 80 pt negative-padding overhang on the outer edge and both sides replaces ignoresSafeArea entirely, so every axis is deterministic from the first frame (and orientation no longer changes the gradient's proportions). The mask's strong region moves to 0.65 to account for the overhang leading the gradient. And the frost reads black now, not grey: an ink.shade(0.35) wash inside the mask sinks the material's luminance lift toward the palette's shade - black on a dark field, palette-honest on a pale one. |
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f674a06a08 |
fix(client/apple): the tray blur keeps its shape, and the tab pill turns to glass
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Two follow-ups from the second on-glass pass: - The tray blur's pop-in survived the geometryGroup: the full-bleed growth (negative padding + safe-area expansion) rode the push's transaction, and safe-area resolution sits outside a geometry group. The scrim now pins its own geometry out of any animation - the layer fade/slide still carries it, only its SHAPE can never animate. The bottom overshoot grows 32 -> 72 pt (the tray sits over scrolling rows plus the detail line; the blur influence starts well above the legend now) and the mask holds strength longer before dissolving. - The selected tab pill is a Liquid Glass surface (accent-tinted through consoleGlass, material fallback pre-26/tvOS) - the strip wears the same material language as the rows below it. The matched-geometry travel between pills is unchanged. |
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49fa344c92 |
fix(client/apple): the gamepad UI answers its first field test
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Six findings from the on-device pass over #91, all iOS-facing: - The tray blurs no longer grow into place on a push: the screen layer resolves its internal layout (safe-area trays, the scrims' full-bleed) in a geometryGroup BEFORE the insertion animates. - The option band is LINEAR now, not a ring. A ring showed the first option waiting to the right of the last one - unreachable, since left/right clamps - and on a 2-option ring the unselected item flipped sides with every step (the 60/120 Hz row). Positions are fixed, the ends are the ends, and A's wrap travels back across the list. Options other than the facing one exist only while the drum is moving, so a long label never sits under a resting neighbour as overlapping text. - Toggles (and the pin rows) ride the band too: Off left of On, matching the left-off/right-on step semantics. - The close X is gone from settings, add-host and the library - a gamepad UI exits with B. A chromeless cancel button keeps hardware Esc and the macOS sheet working, and the library's loading/error/empty states gain a zero-size B listener so a controller-only user is never trapped where the coverflow (and its B) doesn't exist yet. - The heading is a real heading: leading-aligned with the 24 pt content inset, 24/34 pt (was 20/30), top margin 18/28 (was 10/18) - launcher, settings, add-host and library alike. The launcher's hidden-mirror chip trick died with the centred title that needed it. Verified: swift build (macOS), swift build --triple arm64-apple-ios17.0, swift test 208 passed / 0 failed. |
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c010139e6e |
feat(client/apple): the gamepad UI moves and colours like the console it mirrors
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Four reworks from the first palette-era on-glass review, all iOS-facing: - Surfaces carry the palette now, not just the text on them: ConsoleGlass washes every tier (Liquid Glass tint, pre-26 material, tvOS material) with ink.glass — the same colour the desktop console fills its panels with — and the close buttons move to an ink-aware consoleGlassBackground. The pre-26 branch also gains the focus tint it had silently dropped. Stray literals follow: ConnectOverlay text rides ink in the console takeover, card shadows soften on pale fields, the focused keycap reads onAccent. The online pip stays status-green on purpose. - The header breathes: title top padding 4/10 -> 10/18 plus shared header-spacing and title-bottom helpers mapped from the console shell's rhythm, applied to the launcher, settings and add-host alike, with the add-host close X re-anchored to the title row. - Settings, Add Host and the Library present IN PLACE on iOS: one persistent aurora whose calm is chased (the console's bg_mix), screens as transparent layers with the console's 0.26 s ease-out-cubic push/pop, an input drop for the transition, and the controller handed off through isActive — no more opaque bottom-up covers, no backdrop teardown. macOS keeps its sheets, tvOS its focus-engine covers. - The settings select is a real band: choice rows mount GamepadOptionBand, a spring-driven drum (Animatable body, ring-distance wrap, neighbours gated by focus and flight) whose retargeting spring accumulates rapid steps into one continuous spin. Reduce Motion falls back to a plain crossfade; toggles keep the quiet 14 pt slip. Verified: swift build (macOS), swift build --triple arm64-apple-ios17.0, swift test 208 passed / 0 failed. On-glass QA still owed: palette sweep on a pale palette, transition compositing over materials, drum feel on device. |
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f7ef41b45b |
Merge pull request 'feat(clients): the phone's gyro can speak for a gyro-less pad' (#88) from worktree-gyro-phone-mirror into main
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Reviewed-on: #88 |
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1f54b75c5c |
feat(client/apple): the phone's gyro can speak for a gyro-less pad
Opt-in "Gyro from this device" (DefaultsKey.gyroFromDevice, off by default, iOS only): while player 1's forwarded controller reports no rotation rate of its own — no GCMotion, or the gravity-only motion an Xbox pad exposes — this device's IMU sources pad 0's wire motion instead. The rumble-on-device mirror's sibling, data flowing the other way: same session-scoped UserDefaults read, same hardware-gated settings rows, same pad-0 rule. DeviceGyro wraps CMDeviceMotion at the ~100 Hz CoreMotion ceiling on a dedicated serial queue (not main — the controller path's main-queue delivery is a known jitter source), converts with the shared GamepadWire constants, and rotates each sample from the device's portrait frame into the controller frame by interface orientation, so a phone clipped landscape yaws when the player yaws instead of rolling. The remap matrix is derived and pinned by DeviceGyroRemapTests. GamepadCapture owns engage/stand-down (reconcile, suspend/resume, stop), and suppresses pad 0's controller-motion forwarding while the mirror runs — two writers on one pad's motion state would fight, and the accel-only stream would stomp the mirror's gyro with zeros. Also fixes the stale-motion latch from the gyro sweep on the controller path: flush now parks motion at zero (keeping the last accel, so gravity doesn't become free-fall), and the mirror's stop sends the same closing zero. The host holds motion as state and re-emits it — a nonzero angular velocity left behind read as endless rotation for as long as an overlay (Control Center pull-down) kept the app inactive. |
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bbbcf321e5 |
Merge origin/main into worktree-native-decode-m0
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main moved 93 commits while this branch ran. Two conflicts, both where main's new
work sat next to M10's excision:
packaging/flatpak/io.unom.Punktfunk.yml — main added the vendored gamescope WSI
layer (the only route to HDR on a Deck) and, before it, a vulkan-headers module.
Took both: this branch predates them and deletes neither. But the headers module's
stated consumer was pf-ffvk's bindgen over FFmpeg's hwcontext_vulkan.h, and M10
deleted pf-ffvk — so it now reads as dead weight to the next person. It is not:
the WSI layer IS a Vulkan layer, compiles against those headers, and builds after
it, so module order is the dependency. Rewrote the rationale to say so, including
why dropping it would be expensive to discover — flatpak.yml has no pull_request:
trigger, so a manifest break reaches main invisibly and a tag then ships no Linux
flatpak. Also recorded that the native decoder needs nothing from there: pf-vkdecode
reaches Vulkan through ash, which is pure Rust bindings, no bindgen, no C headers.
crates/pf-console-ui/src/screens/settings.rs — main restructured the gamepad
settings into TABS, which removed the per-row section headers; this branch had left
Some("Video") untouched from the merge base and added the pre-M10 decoder migration
next to it. Git could not tell those apart. Took main's structure (no header, its
deliberate change) with this branch's migration layered on: a stored `vulkan`,
`vaapi` or `d3d11va` names no preset in the tabbed list and would render as "—",
then silently rewrite the user's preference on the next save.
Gates on the merged tree, Linux container: fmt clean; cargo check --workspace
--all-targets clean; clippy --workspace --all-targets -D warnings clean; tests
green across pf-vkdecode (187), pf-client-core (163), pf-console-ui (58) and
punktfunk-host (447 of 448 — the one failure is the pre-existing
gamestream::stream::tests::sender_delivers_batches, a UDP-loopback EINTR under
qemu that fails identically on a pristine HEAD).
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5c05246098 |
feat: M10 — FFmpeg is gone from the client
cargo tree -p punktfunk-client-session finds no ffmpeg. The host still does, which is the whole point: pf-encode keeps libavcodec unconditionally and no host workflow, packaging script or licence file was touched. Deleted: crates/pf-ffvk, video_vulkan.rs, video_vaapi.rs, video_libav.rs, the libavcodec half of video_d3d11.rs, the av_log machinery, ffmpeg::codec::Id as the decoder's vocabulary (the quic CODEC_* wire constants now serve, which is why the evidence table was keyed on them), DecodedImage::VkFrame and ::Dmabuf, the presenter's AVVkFrame lane, and the ffmpeg-fallback feature with everything behind it. DrmFrameGuard collapses from an enum to a newtype, which removes an unsafe impl Send. Roughly 25,000 lines. Then the CI, packaging, licensing and docs work the plan's §6 lists: the Windows workflows lose FFMPEG_DIR, PF_FFVK_VULKAN_INCLUDE and their PATH prepend; the MSIX loses its DLL wildcard; the client .deb stops emitting libav sonames on its own because depends come from dpkg-shlibdeps; arch, flatpak and nix drop the dependency; and the README's "FFmpeg 7 or 8" contract narrows to the host. Three defects reached users' machines in the first cut, and none was in the deletion itself. All three desktop Settings UIs offer vulkan, vaapi and d3d11va as stored decoder values, so those strings sit in shipped settings files today. Refusing them by name — which is the correct rule for a stale pin — would have bricked every upgraded client whose owner ever touched that dropdown. They now migrate onto the native rung for the same hardware family, at decoder construction AND at each dialog's lookup, because a legacy value that matches no preset displays as "Automatic" and silently rewrites the user's preference on the next save. M9's evidence filter was deleted on the argument that with no libavcodec twin below, barring an unproven rung removes hardware decode rather than moving down one rung. That is true on Windows and false on Linux for Intel and every unknown vendor id, where prefer_vulkan_first is false and the order is native-vaapi → native-vk: a rung that has decoded nothing anywhere sitting above one that is 250/250 on three drivers. Every Intel Linux desktop would have moved from libavcodec VAAPI, shipping for years, onto pf-vaadec by default — and a rung that constructs and then produces wrong pixels leaves only by the error-streak demotion, which this codebase already documents as not tripping on the B580's strobing. The filter is restored as a narrow, pure, testable rule: an unproven rung yields to a proven one, and to nothing else. Windows deliberately passes no rung below, because that vendor family is the one with a measured wrong-pixel report against Vulkan decode, and trading no evidence for evidence of corruption is the wrong direction. And the notices still said FFmpeg was bundled. The root file is what both desktop clients include_str! and what the MSIX ships, three lines under the new card saying no FFmpeg is bundled; Apple's Acknowledgements said it too, on iOS, tvOS and macOS. The generator now emits four per-client files scoped by transitive closure — 0 FFmpeg mentions in each, verified — while the root file keeps it for the host. That also ends the standing false attribution of ffmpeg-next, GTK4, windows-rs and the NVENC SDK to an iPhone. Windows has no reachable box, so it was compiled instead: a cross clippy at -D warnings on x86_64 and aarch64-pc-windows-msvc with the C toolchain stubbed so build scripts run without linking. That gate immediately caught an include_str! path one directory too deep, which nothing else could have. Gates: container clippy -D warnings, 160 tests, workspace check, both Windows targets clean, client ffmpeg count 0 and host 2. The four decode crates are untouched, so the hardware rungs' 250/250 stands. ⚠ Owed and unrun: no GPU has executed any of this milestone. M8's on-glass software check, M7's D3D11 and VAAPI AV1 hardware legs, and M9's field bake all still want hardware, and the bake window and criteria remain the user's. |
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b0ec759fad |
fix(brand): capitalize "Punktfunk" in user-facing text
The docs site's page title read "punktfunk docs". Fixed that and swept the rest of the tree for the same defect, capitalizing the brand wherever it is shown to a human and leaving it lowercase where it is a technical identifier (CLI/package names, `punktfunk://` scheme, PnP enumerator, TLS SNI, logcat tag, config paths, CMS tenant id). User-visible fixes: - docs-site: page title -> "Punktfunk Docs"; API reference title, meta description and the branded bar's aria-label; the BrandMark/Wordmark SVG accessible names (the web console already had these capitalized -- the docs site had drifted from it). - Android: six strings of live UI copy -- the local-network permission dialog (x2), the connect-screen error banner, and the no-controller explainer. - Apple: the "No Hosts" empty-state text and the fallback display name for a host that advertises no instance name. - Windows client: the `--discover` progress line. - KWin fake-input: the application name passed to `authenticate()` (the grant is cached per-exe, so the string is display-only). - THIRD-PARTY-NOTICES: fixed in both generators (about.hbs and gen-third-party-notices.py) and applied to the three checked-in outputs so they match what a regeneration now produces. Every changed line differs from the original only by letter case, so line lengths are unchanged and no formatter width rule is affected. `cargo fmt --all --check` passes. |
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4a9a1c3ed4 |
feat(clients/gamepad-ui): multi-tone palettes, and a UI that takes its colours from them
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The first pass built each palette by rotating ONE colour field's hue, and it
showed: every option was a single tone at several brightnesses, which reads flat
next to any real gradient. A palette is now an ordered ramp of DISTINCT hues.
The 4×4 mesh samples that ramp along the diagonal with a fixed per-cell offset
table, so neighbouring cells land on different parts of it and the colours pool
and swirl instead of banding; the control points' existing drift then moves the
pools around. Violet keeps its explicit sixteen colours, so the default is
untouched.
Twelve of them now, dark first then pale: Violet, Nebula, Abyss, Ember, Moss,
Graphite, then Holo, Sunset, Bloom, Dawn, Mint, Opal. Holo and Sunset are
straight takes on the two reference gradients — foil and poster.
`every_palette_is_multi_tone` measures the hue spread across all sixteen cells
and fails under 45° (20° for Graphite and Opal, which are meant to be
restrained). It caught Ember at 35°, all reds and oranges — the very flatness
this rework exists to remove — and Graphite at 3° despite a comment claiming it
drifted cool to warm. Both were rebuilt until the numbers matched the prose.
The UI follows the palette now, rather than wearing brand violet over whatever
happens to be behind it. Each palette carries an accent and a light flag, and an
Ink derived from those (foreground, accent, on-accent, glass, scrim and its
strength) is published to the whole tree — a thread-local in the console, an
environment value on Apple, a CompositionLocal on Android. Pale palettes flip
the ink: dark text on white frost, with the materials, tray scrims and every
wash that sits under text following suit.
Three things only the renders could have told us:
- Additive blending blows out over a pale ground. Android's blobs and Apple's
legacy field composite with Plus/plusLighter, which over near-white
saturates every blob to white — Holo rendered as a grey wash. Pale palettes
blend normally.
- A white scrim at the dark field's strength BLEACHES the gradient. Mixing
toward black at 0.4 reads as depth; toward white at 0.4 destroys the chroma
it is drawn over. The scrim now carries a per-palette strength.
- White glass over a bright field has far less separating it from its backdrop
than dark glass over a dark one, and needed more body.
Verified: console build + clippy -D warnings + 173 tests, Apple build + 200
tests + an iOS-triple typecheck, Android compile + 62 tests, and eyeball passes
on real renders of both the vivid and the pale ends (console CPU rasters; a new
Roborazzi light-palette scene, which is what exposed the blend-mode bug).
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6ae2ea6708 | Merge remote-tracking branch 'origin/main' into worktree-library-clients | ||
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00d4026054 |
Merge pull request 'Worktree field kleisty triage' (#69) from worktree-field-kleisty-triage into main
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Reviewed-on: #69 |
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883c317872 |
feat(clients/library): a launcher tile looks like one, on every client
The host has been able to describe a launcher entry since M2 — `role: "launcher"`,
the `steam_ui` and `launcher_ui` kinds — and the web console has grouped them into
their own rail since M4. No other client ever looked. `pf-client-core` decoded
`role` into an `is_launcher()` helper with zero call sites, and the shared console
model dropped the field entirely on its way to the renderer.
So a launcher tile arrived everywhere else as an ordinary game with no cover art:
indistinguishable from a title whose poster failed to load, sorted into the middle
of the alphabet, and captioned "Play".
One contract, implemented in each client's own idiom:
* launchers never interleave with titles — they lead, and each group keeps the
host's title order
* grid surfaces get a labelled section; a coverflow keeps its single carousel and
names the group the cursor is in, changing as it crosses the boundary. A second
focus rail would mean a new up/down nav model in three renderers for two or
three tiles
* an art-less launcher gets an accent face naming its launcher, not a title
monogram on the neutral one — "opens Steam", not "a cover that didn't load"
* anything that is not `"launcher"` is a game, and a host that omits the field
renders exactly as before (design D4's intended degradation)
* launching is unchanged: the client sends an id, the host resolves the recipe
The grouping is enforced once per client stack rather than per screen. In the
console UI it is an invariant of `LibraryShared::set_games`, so the cursor
arithmetic, the art pump and every future consumer inherit it; on Apple and Android
it is applied where the library is fetched/parsed.
Fixed in passing: the Apple and Android store badges were hard-coded
`isCustom ? "Custom" : "Steam"`, so every Lutris, GOG, Heroic, Epic and Xbox title
was labelled "Steam". Both now carry the same store table the Rust clients use.
The CLI's `--library` gains a fourth column (`game`/`launcher`), appended rather
than folded into an existing one so anything reading the first three is untouched.
Gates: punktfunk-host 436 passed / 0 failed and pf-console-ui 49 passed / 0 failed
on .21 (three new tests), workspace clippy -D warnings and cargo fmt --check clean
there; `swift build` of the full PunktfunkClient and `:app:compileDebugKotlin` clean
on macOS; `cargo check` + `clippy -D warnings` for the Windows client on .173.
Still unproven on hardware: no launcher tile has been clicked on a real host — that
needs the plugins published, which needs this branch's base merged first.
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81b4f76c4d |
fix(client): a session ending on purpose stops reading as a failure
The desktop clients turned every host-side close into "Host ended the session", and a reason string means "abnormal" to everything downstream: the GTK and Windows shells raised a banner, the console overlay drew a status strip. Quitting a game you launched yourself produced all of that. Now only a host error or a lost connection carries a message; the deliberate endings return the silence those shells already give a clean exit, which is also what puts the console back in its library with nothing in the way. The Apple client gains the same distinction. It had one line for every ending — "Session ended by <host>." — which is fine for an operator stopping the session and wrong for a link that died, so each now says what happened. A game exiting stays silent and returns to the library it was launched from. Both read the reason while the connection is still up, because tearing it down is what makes it unreadable, and both fall back to their previous wording when there is no verdict — an older core, or a close that raced the read — rather than inventing a new one for a case they cannot see. |
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d74639de70 |
Merge pull request 'A safe-area resolution that keeps the picture out of the notch' (#68) from worktree-launchers-safearea-exclusions into main
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Reviewed-on: #68 |
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d4dd5f7a3d |
feat(client): a game exiting takes you back to its library
Quit a game you launched from a host's library and the stream ended with "Session ended by <host>." on the host-selection screen — an error report for something you had just done on purpose, and several taps away from starting the next title. The host has always said what happened: it closes the connection with APP_EXITED when the game it launched for a session exits, and that code's own documentation describes this feature. Nothing ever read it — a search across every client found zero consumers. (It also could not reach anyone until the previous commit, since the close only happens once the lease declares the game gone.) The core now records the reason as it observes the close, latched before the shutdown flag because different threads watch the two, and exposes it as punktfunk_connection_game_exited. Purely additive: a client that never asks behaves exactly as before, the host sends identical bytes, and the wire version is untouched — ABI 17. The Apple client asks while the connection is still up, then treats a game exit as the normal finish it is: no error banner, and if the session began as a library launch it reopens that library so the next title is one tap away. Any other ending — a stop, the host going away, network loss — is unchanged. The other clients keep their existing end-of-session behaviour; the call is there when they want it. |
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fbdad8d917 |
Merge pull request 'fix(clients): host discovery heals itself, and every client can rescan' (#67) from worktree-host-discovery-refresh into main
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Reviewed-on: #67 |
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78ad675507 |
feat(clients): a safe-area resolution that keeps the picture out of the notch
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Picking the device's native mode on a phone hands the host the panel's own aspect ratio, so the aspect-fit presenter fills every pixel — including the ones behind the sensor housing and under the four rounded corners. That is why the corners look cut off at max resolution while 1080p has always been fine: a 16:9 mode on a 20:9 phone pillarboxes, and those black bars land exactly on the unsafe regions. So the fix is entirely a sizing one — no layout change, no input change. Ask the host for a mode narrowed by the unsafe inset and the existing aspect-fit centres it inside the safe region; pointer mapping follows for free, because both clients derive the picture rect from the live host mode rather than assuming full-bleed. Apple: `SafeDisplay` (PunktfunkShared, pure + unit-tested) and a "This device (safe area)" row beside the native one, using Moonlight's formula — full native height, width less the left+right safe insets. The stream is always landscape but the settings screen may be portrait, where the same housing is reported on `top` and the horizontal insets read zero; the portrait top inset stands in, gated so an iPad's status bar never fabricates an inset. Android: the same shape via `SafeArea` + a `SAFE_AREA_MODE` sentinel resolved at connect like the existing `0`=native one. The cutout insets get the same portrait fallback, and the rounded corners are added on top — Android does not count them as cutout, and a full-height picture needs exactly the corner radius of horizontal clearance. Both even-floor and clamp, since `validate_dimensions` rejects odd dimensions and an inset subtraction lands odd about half the time. Where a display has neither cutout nor rounded corners the safe mode equals the native one, which on Apple lets the existing dedup drop the duplicate row. |
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b25e6eda91 |
fix(clients): host discovery heals itself, and every client can rescan
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A field report from an iPad: the host is not found on first run, and
restarting the client finds it. Pull-to-refresh appeared to do nothing.
Both were real. The Apple client's discovery had three ways to go
permanently deaf, each needing an app relaunch to clear:
- A failed resolve was never retried. `browseResultsChangedHandler`
only fires when the result SET changes, and a host whose resolve
failed is still in the set — so nothing ever re-offered it.
- A stuck resolve never ended. `NWConnection` has no timeout, so the
throwaway UDP flow used to resolve an address could sit in
`.preparing`/`.waiting` forever, and a service with a connection in
flight was skipped.
- `NWBrowser` parking in `.waiting` was ignored (only `.failed`
re-armed). On iOS that is where the local-network privacy prompt
lands on first launch after install: the browse starts, the system
asks, and the browser waits. Granting does not revive that browser —
only a new one sees the grant. That is the reported first-run bug.
HostDiscovery now runs a 1 Hz sweep that times out stuck resolves,
retries failed ones on a 1→30 s backoff, and re-arms a browser that
stopped working; the advert's TXT is re-read on every browse report, so
a host that re-keys or flips its pairing policy is followed. Returning
to the foreground re-arms the browse (iOS/tvOS: `onAppear` does not
fire across background/foreground, and a suspended browse stays dead).
Pull-to-refresh did nothing because there was no `.refreshable` in the
client at all. Added, plus the explicit control the report asked for:
a toolbar Refresh on iOS/macOS, an action-row button on tvOS, a Rescan
tile in the gamepad launcher, Scan Again on the empty state, a
header-bar button in the GTK client, a hosts-page button on Windows,
and Scan again on Android. Decky already had one.
The desktop/Android browses needed a rescan trigger to make those
buttons mean anything: mdns-sd re-queries on a doubling backoff capped
at ONE HOUR, so a long-lived browse is effectively passive and a host
that appears later can stay invisible. `discovery::Rescan` forces a
fresh query; the wake-and-wait loops use it too, so a host that just
booted is noticed in seconds rather than at the next backoff tick.
Also fixed, found on the way: clients/windows/src/discovery.rs is a
second copy of the browse that
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5a7f7f0fc5 |
feat(clients/gamepad-ui): section tabs, background palettes, and a backdrop that moves everywhere
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The console settings were one 30-row scroll, which on a Deck meant thumbing past Video and Audio to reach the pad settings. They are now split across sections — Stream · Video · Audio · Controller · Interface · Profiles, plus Input on the desktop console, which alone carries the touch/mouse rows. L1/R1 walks them, each section remembers where its cursor was, and the names are the same word on every client so a setting is where you looked for it last. Shoulders are not the only route, because a D-pad remote hasn't got any: on Android, Up from the first row moves onto the strip (left/right walks sections there, A drops back in), and on tvOS the pills are focusable, so the focus engine handles it — a Siri Remote has no extended gamepad profile and never reaches the input poll at all. The desktop console needs neither; PageUp and PageDown already map to the same events. New "Background" row, six palettes: Violet (the brand default), Tide, Forest, Ember, Rose, Graphite. A palette is a hue rotation plus a saturation scale over the ONE colour field each client already draws, so every palette inherits its structure and Violet is the identity transform — existing installs see exactly what they see today. The maths is ported three times (Rust/Swift/Kotlin) under one shared `ui_palette` key, with the same assertions pinned in each language. It is presentation only, so it is a device preference and never part of a profile. The form screens no longer have a backdrop of their own. Settings, add-host and pair used to sit on a still gradient; they now wear the same living field at a calm mix — pools dimmed onto the palette's own corner colour, vignette halved so rows that run to the edges don't get crushed. On the desktop console that collapsed the old aurora-over-static crossfade into one shader pass with a chased uniform. Motion speed is identical in both modes on purpose: changing it would make the field jump mid-transition. Nothing in the gamepad UI is backed by a static image now, and Reduce Motion (Apple) / "remove animations" (Android) still freeze it. Also: the settings screen had no raster coverage at all — the eyeball dump is `#[ignore]`d — so a new test draws every tab, and the Android screenshot set gains a console-settings scene. Both earned their keep immediately: the renders showed the extra hint pushing "Done" off a 360 dp phone (the legend scrolls now, and the Section cell only appears where shoulders exist) and the form backdrop crushing its own edges. |
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9fb41affba |
fix(clients/settings): a controller setting you can't use no longer looks like one you can
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Turn "Forward controllers" off and four rows below it stop meaning anything — nothing is forwarded, so there is no pad type to pick and no guide button to route. GTK desensitised them, the touch settings on both mobile clients dimmed them and the console UI refused the step; the Windows client and BOTH controller-navigable screens left them fully live, so you could sit there changing settings that did nothing. Windows: `.enabled(s.gamepad_forwarding)` on the forwarded-controller picker, pad type, guide button and hold-Select rows — the same builder the echo-cancellation row already used to follow the mic switch. Apple's gamepad settings had no way to say it: `Row` carried `adjustable` (which only hides the chevrons) and nothing else. Added `Row.enabled`, dimmed the row CONTENTS only so the glass still reads as a focusable row, and enforced the inertness centrally in `adjust(id:)` / `activate(id:)` rather than in each builder's closure. The hint bar drops "Adjust"/"Change" on a dimmed row, because advertising them was the same lie the live row told. Android's gamepad settings already had `GpRow.enabled` — documented as "dimmed + inert" — but it only faded the label: every dimmed row still stepped and still wrote its setting. The "No profiles yet" placeholder looked inert only because its own closures were empty. Made it real in one named place (`liveRow`), covering all three input paths (left/right, A, and a tap on the already-focused row), then gated the pad rows on it. Also on that screen: the DualSense / DualShock passthrough toggle, which the touch settings have carried beside its SC2 twin all along. It was missing exactly where it matters most — a TV box has no touch interface to fall back to, so there was no way to reach it at all. Apple capture, separately: with forwarding off, opening a slot still claimed EVERY element's system gesture and powered the controller's IMU. Neither reaches the host, so the first only took the user's screenshot/Home gestures away for nothing and the second drained the pad's battery streaming gyro over Bluetooth. Narrowed rather than skipped — the escape chord is read off the same slot and on tvOS is the ONLY controller way out of a stream, so the chord's own four buttons keep their claim. A test pins the alias list against the chord mask; if they drift the symptom is a session nobody can leave, with nothing logged. Closes R17, R18, R19 (design/haptics-sweep-2026-08-03.md M11). R17 as filed named Windows and "Apple"; Apple's TOUCH settings were already correct and Android's controller-navigable screen was not — both corrected here. Verified: Windows clippy -D warnings exit 0 on a real Windows box; Apple swift build clean + full suite 192 tests / 0 failures (3 new); Android :app: + :kit: green (5 new); cargo fmt --all --check clean. Each fix probed by reverting it — every probe failed the tests it should. |
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d7e22c3db2 |
Merge pull request 'fix(apple/shots): the store screenshots show the app as it actually is' (#48) from worktree-apple-store-screenshots into main
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Reviewed-on: #48 |
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1db7058a5d |
feat(clients/input): system buttons route around local overlays
apple / swift (pull_request) Successful in 1m30s
apple / screenshots (pull_request) Skipped
android / android (pull_request) Successful in 4m16s
ci / rust-arm64 (pull_request) Successful in 3m20s
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Pressing guide/Steam/QAM collided with the client device's own shell: iOS 26 opens its Game Overlay for the Home press (no app opt-out until iOS 27 makes it a user setting), and a Gaming-Mode client opened BOTH Steam overlays for one press — the local one covering the stream. Two cross-client tier-P settings, zero wire changes: - system_buttons (auto|forward|local): raw guide+misc1 passthrough. Auto forwards everywhere EXCEPT under gamescope, where SteamOS reacts to the same physical press no matter what. - guide_gesture (auto|on|off): hold Select ALONE ~350ms sends the HOST's guide, down until release — held on, that's the host's long-press, which opens a Gaming-Mode host's QAM for regular pads. A Select tap is delivered on release with its up TAP_PRESS (50ms) behind, because per-transition sends fold into seq'd GamepadState snapshots and a back-to-back pair can coalesce into no press at all. A Select inside a combo (the escape chord) passes through untouched. Auto arms it only where the raw press can't reach the host cleanly: gamescope, iOS/iPadOS, tvOS. The same SelectGesture rules live in pf-client-core (pure state machine + unit tests), the Apple client (mask-diff adaptation in GamepadCapture), and Android's GamepadRouter. Settings rows on every surface (GTK, WinUI, console UI, Decky, Apple x2, Android x2) with profile plumbing throughout. punktfunk-session grows a control socket ($XDG_RUNTIME_DIR[/app/$FLATPAK_ID]/punktfunk-session-ctl.sock — the one runtime path a flatpak and the host see identically): 'guide'/'qam' verbs inject synthetic taps. The Decky panel gains a Host menus section (visible while the client runs) whose buttons press the host's Steam/QAM and close the local menu so the host's shows through. iOS 27's GCControllerHomeButtonSettingsManager deep-link is a TODO (the class needs the Xcode 27 SDK to compile). Docs: input, client-settings, steam-deck. Design: punktfunk-planning design/system-buttons-routing.md. Gates: docker clippy --all-targets --locked -D warnings + tests (pf-client-core 88 incl. 6 new gesture tests, pf-console-ui 47), cargo fmt --all --check, swift build (macOS), gradle kit+app compile, decky tsc --noEmit + py_compile. clients/windows not compiled (no box). |
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7b1554af4b |
fix(apple/shots): fill the grid, open Settings on Display, note the iPad orientation limit
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- Six mock hosts rather than three. An iPad-13 portrait grid is three columns wide and 2752 px tall; three cards left ~60% of the capture as black. - Settings opens on Display, not General. Resolution, frame rate, bitrate, HDR and codec are what someone reads a streaming app's settings shot for. - The wake scene is the modal-over-grid variant. The gamepad-UI one is a full-screen takeover over a bare gradient — correct, but four lines of text on an empty aurora; the modal shows the same overlay over the host grid. - `requestGeometryUpdate` now reports a refusal instead of failing silently. It does not help on the simulator (an app's stdout doesn't reach the driver through `simctl launch`) but it will on macOS and on a device. - Documented that `.landscape` does not rotate on iPad: a multitasking-capable iPad app is resizable, so iPadOS ignores the request and simctl cannot rotate a simulated device. The iPad set is portrait throughout. |
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8f35155c14 |
fix(apple/shots): the store screenshots show the app as it actually is
Uploading the 0.24.0 set surfaced a pair screen that reads as broken, and a hero that was never the orientation it claimed. The capture harness: - Landscape scenes were captured in PORTRAIT. `IOSOrientationConfigurator` asked for the geometry update from `updateUIViewController`, where `view.window` is still nil — SwiftUI makes one update pass for a `.background` representable, before the hierarchy is in a window, so the guard fell through and nothing ever asked again. Both `.landscape` scenes (the stream hero, the trust card) shipped as portrait. Now a real UIViewController asks from `viewDidAppear` and pins `supportedInterfaceOrientations`. - The shot host applied `.ignoresSafeArea()` to the whole scene, so the hero's HUD — resolution, bitrate, the latency breakdown, the entire point of that screenshot — sat under the Dynamic Island. Only the black backing ignores it now; scenes that want full bleed already ignore it themselves. - `03-pair` was hand-composed into a ZStack rather than presented. PairSheet is a bottom sheet on iOS: its detents and the system's Liquid Glass only exist inside a real `.sheet`. Composed, the grouped Form stretched to full screen height and the capture was a strip of content over a black void, with a DISABLED "Pair & Connect" (empty PIN) and the capture simulator's own name — `pf-shot-iphone-6.9` — rendered in as the device name. - Sheets do not inherit `.environment(\.colorScheme, .dark)` across the presentation boundary; they follow the DEVICE. The pairing sheet came out light grey over the dark app. The simulator is now set to dark appearance. - Discovery browsed the live LAN mid-capture, so a bystanding machine's hostname went out on the listing and no two runs matched. `HostDiscovery` gains a `debugSet` seam (the counterpart to `HostWaker.debugSet`); the mock hosts advertise, so cards read ONLINE through the real `advertises` path and the reachability probe never touches the network. - Created simulators were named `pf-shot-<prefix>`, which the reuse regex never matches: every run created another simulator and none was reused. They are named after the device now — reusable, and not user-visible junk. Two bugs found on the way, neither screenshot-only: - HostStore/ProfileStore PERSISTED the harness's mock data. On a dev Mac that is the same App-Group suite the real app reads, so running the script could replace the tester's saved hosts with "Battlestation" & co. - GamepadHomeView drew the controller chip as a trailing `.overlay`, which reserves no width — on a portrait phone it sat on top of the centred "Select a Host". Laid out as a row with a hidden leading mirror. - The pairing sheet's field prompt said "How the host lists this Mac" on iPhone and iPad. Coverage: the listing set is six scenes in listing order, and is now the stream, the machines it found, the couch/controller mode, waking a sleeping host, the quality controls and pairing — the console and wake screens already existed in `ShotScenes.all` and were simply never captured. Mock hosts carry OS marks, Wake-on-LAN MACs and profile chips so the grid is full rather than three offline rows over an empty half-screen. `SCENES=` overrides the set for the dev scenes. |
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80b4eccff9 |
feat(apple/gamepad): Profiles section + pin picker in gamepad settings
GamepadSettingsView gains a trailing Profiles section (one row per catalog profile, live pinned-to-N-hosts counts) and an in-place pin-to-hosts picker driving HostStore.setPinned — the first pin management reachable from the controller-first UI, and on tvOS the only possible one. tvOS wording drops the 'create them in the standard interface' promise (no profile editor exists there); other platforms keep it. Pinned-card rendering and the connect path were already in from WP5 and stay untouched. |
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b297542c4d |
feat(clients/input): controllers can stop being forwarded, for couches that hand the pad over another way
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A controller that reaches the host by USB passthrough — VirtualHere and friends, or simply a pad plugged into the host — arrived there twice: once as the real device, once as the virtual pad this client built from the same hands. Games read both, so a stick drifts against the centred second pad and menus take every input twice. New per-client setting, "Forward controllers", default on (today's behaviour). It is tier-P, so a profile can decline what another profile forwards. On Linux and Windows it is deliberately stronger than "send nothing". Opening a controller is what CLAIMS it — SDL's HIDAPI drivers take the device node — and a claimed device is one a passthrough tool cannot bind, so with this off the session opens no slot at all and never enables the Valve HIDAPI drivers. Menu navigation is untouched: the launcher still opens the active pad, and a session supersedes menu mode whether it forwards or not, so the pad is free for the whole time a stream is up. The consequence, documented at both the setting and the chord: the controller escape chord is read off forwarded pads, so it is unavailable there. The Apple and Android input stacks claim nothing, so those clients keep their slots and their chords and only gate the wire sends — losing tvOS's only controller way out of a stream would have been the worse bug. Android does stop its DualSense and Steam Controller 2 USB captures, which do claim the device. Surfaces: GTK, WinUI, the console settings screen, Apple's touch and gamepad settings, the Android touch and gamepad settings, and Decky (which also hides the rows that now have nothing to act on). Everywhere the "which pad" and "pad type" rows grey out while it is off. Verified: cargo clippy --all-targets -D warnings + 79 tests on pf-client-core, pf-console-ui, punktfunk-client-session and punktfunk-client-linux (linux/amd64 container, gate proven non-vacuous with a planted error); swift build for the Apple clients; gradle compile + 49 unit tests for Android (likewise proven); tsc for Decky. clients/windows is UNCOMPILED — both Windows boxes were offline; its edits were reviewed against the helper signatures by hand. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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766991cf6a |
feat(apple): the mic has an off switch you can reach mid-stream
Until now the only way to stop sending the room was to end the session and turn "Send microphone to the host" off in Settings — a per-app setting for something that is really a per-conversation act. The mic now mutes from inside the stream: a button on the HUD card, the Stream menu's ⌃⌥⇧A (macOS menu bar and iPad hardware keyboards), the same chord while input is captured (both platforms detect it in InputCapture, where the reserved ⌃⌥⇧Q/D/S already live — ⌃⌥⇧M is the mouse-model flip, cross-client, so the mic gets A), and on iPhone/iPad a mic disc beside the touch exit for the stats tiers whose HUD carries no buttons. Muting is local and instant: it gates capture on this device, the host is never asked and never told. The muted state gets its own badge over the stream — independent of the stats overlay, because "am I muted?" is not a statistic and the overlay is exactly what a player turns off. The badge is also the way back: tapping it unmutes, which is the guaranteed path for a touch user who muted with the overlay off. Mute is session state and is deliberately not persisted. Every stream starts live if the mic is enabled at all, rather than carrying a mute nobody remembers making into a call three days later. The mechanism is the one wave 1 built. `SessionAudio.setMicMuted` — which mutes the voice processor's input on the combined engine and pauses the capture engine on the split one — stays the single muting path; what changes is that it now takes an EFFECTIVE mute the session composes from its two reasons: the user's mute and the background keep-alive's privacy mute. Neither can clear the other, so a user who muted before pocketing their phone comes back still muted, and backgrounding no longer un-mutes anyone on return. It also latches the state, so a mute made while the microphone permission prompt is still open lands on the engine that grant creates instead of being lost. The control is offered only where there is something to mute: the session's resolved `micEnabled` (a profile can turn the mic on or off), a platform with an app-accessible input (never tvOS), and a TCC grant the OS hasn't refused. Absent rather than greyed on the HUD and the touch discs, greyed on the menu, and the macOS start-of-stream banner only teaches ⌃⌥⇧A when the session actually sends a microphone. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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f3e122b0d0 |
feat(apple): the mic hears you, not the game — voice processing joins the engines
The Apple client on a loudspeaker was the primary reported echo source: two AVAudioEngines by design (arbitrary mic/speaker pairs, two clocks) meant no unit ever saw render and capture together, which is exactly what setVoiceProcessingEnabled needs. With the mic enabled and the new "Echo cancellation" toggle on (both defaults), playback and capture now share ONE engine with the system voice processor engaged — AEC, noise suppression and AGC — and the input node's other-audio ducking pinned to .min with advanced ducking off, because this is a game stream, not a call: the host's audio must never dip under the outgoing voice. The two-engine path survives where it is the right answer: echo cancel off, macOS sessions with a hand-picked speaker/mic UID or input channel (the voice processor only follows the system default devices, and its capture side is its own mono mix — a per-channel pick can't survive it), and any machine whose voice processor refuses to engage. Every failure falls back to a working configuration rather than silence. The capture chain reads the input format after the processor is enabled, so its mono/lower-rate output flows through the existing converter unchanged; a first-run permission grant swaps the playback-only engine for the combined one in place, reusing the same jitter ring and drain thread; background mic muting mutes the processor's input instead of pausing the shared engine (playback keeps running). echo_cancel rides the full settings plumbing micEnabled has — defaults key, effective settings, profile overlay (serialized as `echo_cancel`; the Rust catalog carries it via unknown-key passthrough until it grows the field), a captioned toggle beside the Microphone row, and a gamepad settings row. tvOS behavior is untouched (playback only, as before). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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7cf71dd218 |
feat(clients): the Apple deadline presenter reports its latch phase
Phase-locked capture had no client half on Apple — the host's v3 controller (grid-locked submits, coherence-gated engage) shipped with only the Android reporter feeding it. Now the stage-4 link thread flushes the same v2 circular arrival-phase statistic at ~1 Hz: - PhaseReporter (Stage2Pipeline): the decode callback deposits per-AU reassembly-completion stamps, the CAMetalDisplayLink update deposits the latch grid (period = window-min of update spacing), and the flush ports punktfunk_core::phase::circular_latch verbatim — a period-smeared Wi-Fi link reads coherence ≈ 0 and the host correctly never engages; a wired link opens the gate. Binds/unbinds per session like DecodeReport. - PunktfunkConnection.reportPhase wraps the existing ABI entry point. - Hello honesty: iOS/tvOS advertise CLIENT_CAP_PHASE_LOCK (macOS stays without — the stage-2 arrival presenter has no latch grid), Android now sets the bit its reporter already earned, and the ABI grows the PUNKTFUNK_CLIENT_CAP_PHASE_LOCK mirror const (header regenerated). Advisory in v1: the host arms on report receipt. - Stage-3 doc comment no longer calls itself the tvOS default (stage-4 took that over in the 2026-07 rebuild). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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31db452ca9 |
feat(client/apple): the host tile wears its OS mark where the initial was
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Apple parity with the Android card (a94b1d3c's sibling): the OS mark moves out of the status row and into the tile, replacing the monogram. The initial says nothing the name beside it doesn't already say — twice over on a row of home-worker-N boxes — while the mark identifies the machine at a glance. Both host surfaces, because on tvOS the console home is the only one there is: the touch cards (saved and discovered) and GamepadHomeView's badge, which needed the chain carried on HomeTile to reach it. Sized to the monogram's own point size, so it lands at ~48% of the tile everywhere, and tinted through the same foregroundStyle the letter used — the assets are template imagesets, so they follow it like an SF Symbol. A host that advertises no OS chain, or one we ship no art for, keeps its letter: `osIconImage` already returns nil for both, so a mixed row still reads as one set. The mark carries the accessibility label now, since the status row it used to ride no longer names the OS. Untouched: the widget draws no monogram, and AboutView's is the app's own logo, not a host's. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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88c8688b47 |
feat(client/apple): host cards wear the OS mark, and the store learns it
`DiscoveredHost` reads the new `os=` TXT (sanitized in PunktfunkShared's OsChain.swift — the pure grammar + walk, mirrored from pf-client-core so every platform resolves identically, and dependency-free so the widget could use it); `StoredHost` appends optional `osChain` per the frozen app↔widget contract (optional + appended last; legacy JSON still decodes, pinned by the round-trip tests), and `HostStore.updateOsChain` learns it beside the MACs. The art rides PunktfunkKit's proven resource path (the fonts precedent): ten template vector imagesets in Resources/OsIcons.xcassets, compiled by the Xcode build into the Kit bundle's Assets.car (verified: all ten resolve in the built app) and tinting via foregroundStyle like an SF Symbol. Saved and discovered cards lead their status line with the mark; a host that advertises nothing renders exactly as before. GamepadHome tile + widget marks are follow-ups. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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80c0ca69fa |
fix(client/apple): take the accent wash off the scope menu too
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Same cause as the host grid's sort menu: a Menu draws its label — and the icons of everything inside it — in the accent colour, so a control whose only meaningful colour is the profile chips came out purple throughout. The chips are unaffected because they are rendered bitmaps rather than tinted symbols (see MenuIcon), so the colour that means something keeps it and the decoration loses its. The red trash stays red for the same reason. macOS only, as before — iOS menus already draw their icons in the label colour. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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d8252bb777 |
fix(client/apple): the sort menu was brand-purple beside two plain toolbar buttons
A Menu draws its label in the ACCENT colour where a Button draws it in the label colour, so this one came out tinted next to Add Host and Settings. macOS only: on iOS every toolbar item is accent-tinted already, and pinning this one to primary would make it the odd one out there instead of in step. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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2e7b4aea79 |
fix(client/apple): a pinned card belongs to its profile, not to its host's binding
Grouping by profile asked each HOST which profile it was bound to, then handed the answer to that host's every card. So a card visibly wearing a "Gaming" chip — a pin, on a host bound to nothing — was filed under "No Profile" along with the rest. Every pinned card was, which is most of what the grouping exists to separate. Pins are not bindings. The arrangement works on CARDS now: a host's own card follows its binding, a pinned card follows its pin, and both can land in the same band when a host pinned the profile it is also bound to. The expansion moved out of the view and into the arrangement, because it is exactly what the grouping has to see. The regression is pinned by a test whose fixture is the shape that broke: a host bound to nothing, carrying two pins. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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f071467cbb |
feat(client/apple): sort and group the host grid
The grid had no ordering story — hosts sat in the order they were added and that was the whole of it. A toolbar menu now offers Sort by (Date Added, Name, Last Connected) and Group by (None, Profile, Status), both per device: this is a window on a list, not something about how a host streams. The control stays out of the toolbar until there are two hosts to arrange. Grouping by profile is the one the profiles made possible: bands in catalog order, each header wearing its profile's colour, then the unbound hosts. Pinned cards stay with their host — a pin is presentation of that host, not a host of its own — and a dangling binding lands in "No Profile" rather than in a band named after a profile that no longer exists. Empty bands aren't drawn. The ordering is pure and tested, which earned its keep immediately: the test caught that undated hosts were sorting first, and made me work out whether that was a bug. It isn't — no date means saved before `addedAt` existed, which means older, and in a real store those are a prefix, so the default sort leaves an upgraded grid exactly as it was. Two other traps are pinned by tests: `sorted` is not stable in Swift, so every comparison tie-breaks on the stored index or equal rows swap on redraw; and a never-connected host sorts LAST under Last Connected, not first as `.distantPast` would have it. `StoredHost` gains `addedAt` for the date the sort actually needs — optional and appended last, so the widget contract holds and hosts saved before it keep working. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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556ece4bc0 |
fix(client/apple): don't call a paid app "free software"
The term means liberty, but it is read as price — and this app is sold on the App Store, so the person most likely to read that line is the one who just paid for it. The licences are unchanged and the claim was true in its own sense; it was the wrong sense to leave ambiguous on a purchase. It now says what is unambiguously so: the SOURCE is open under MIT or Apache-2.0. Both copies (the form footer and the tvOS page), with a note on the wording so it doesn't drift back. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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9dcf943802 |
fix(client/apple): About stranded the licenses on iPad, and drew the icon unrounded
The iPad settings detail column is deliberately NOT a NavigationStack — an inner one doubles the title bar, which the code says right where it sets it up. I put a NavigationLink in it anyway, so opening Acknowledgements pushed into a context with no back button and left the license wall with no way out. It is a sheet on iOS now, the same one macOS already used; only tvOS still pushes, where the page really is inside a stack. And iOS hands over the app icon UNMASKED: the springboard applies the rounded shape at draw time, so used raw it is a hard-cornered square — the filled corners. It gets the squircle radius applied here. macOS is left alone: it bakes its own shape and margins into the image, and clipping that would cut into the icon. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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d2523a3b90 |
fix(client/apple): a tinted icon in a menu is a stencil, so the colour never arrived
Both the profile chips and the red trash failed for one reason: SwiftUI hands a menu row's icon to UIKit/AppKit as a TEMPLATE image, and a template is a stencil — the tint is discarded and the system fills in its own colour. `.foregroundStyle` on the label's icon was never going to survive, and the destructive role only colours the ROW (on iOS; macOS menus have no destructive styling at all), never the symbol. `MenuIcon` rasterises the icon first and marks the bitmap `.original`, which is not a stencil. The appearance goes into the render: `Color.brand` and the system reds are dynamic, and a renderer with no appearance resolves them to the light variant whatever the app is showing. Results are cached per icon and appearance — a menu rebuilds its rows on every open, and re-rendering a bitmap to draw a 12pt dot each time would be silly. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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8233722e9e |
feat(client/apple): the scope dropdown carries the colours, the icons, and Delete
Every profile row in the layer picker now shows its colour chip, so the dropdown is where you SEE the catalog rather than read it. It stays a Picker for that: the platform draws the selection checkmark in its own column, which leaves each row's icon free to be the chip. Hand-rolling the selection would have cost one or the other. Delete comes back to the menu it was taken from, next to New, Edit and Duplicate — all four with icons now. Its warning goes with it: the count of hosts that fall back and pinned cards that disappear is in the question, not discovered afterwards. The editor sheet drops its own delete section rather than offering the same destructive action in two places. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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586da1451c |
feat(client/apple): one sheet for a profile, with the colours visible
The create/update flow was four menu items, three bare text alerts and a submenu of colour NAMES with no colour anywhere on it. Making a "Work" profile meant: name it in an alert, find it again in the scope menu, open a submenu, and pick "Amber" on faith. A profile is a name and a colour, so they are decided together now — in one editor sheet that serves create, duplicate and edit, with a live chip at the top showing exactly what the host cards will render. The palette is swatches you can see, in a grid, with a checkmark AND a ring on the chosen one (the tick alone washes out on the pale hues) and a 44pt target under each 30pt dot. Default leads the row, so "no colour" is a choice on the same shelf as the rest rather than the absence of one. Duplicate opens the sheet rather than committing on the spot: it arrives carrying the source's colour and overrides with a free name filled in, so it can be renamed before it exists rather than after. Creating lands you in the new profile — being left on the defaults is how you end up editing the wrong layer. Delete moved into the sheet with the rest, and its warning is where the button is: the count of hosts and pinned cards that will change sits under it before you press it, not only in the confirmation after. The name's uniqueness check now reports inline and in red instead of through a disabled button and an alert message. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |