§10: HDR/10-bit is blocked at the capture source, not our stack — gamescope's PipeWire
node is hardcoded 8-bit (BGRx/NV12; confirmed in src/pipewire.cpp on the box's c31743d
build), issue #2126 open+unstarted; PipeWire >=1.6 needs Fedora 44 (Bazzite F44 is
testing-only with a confirmed NVIDIA Game-Mode crash, so a rebase clears only the
PipeWire wall). The realistic route is KWin MR !8293 (HDR PipeWire capture, draft),
i.e. the desktop path. Records the settled constraints (NVENC 10-bit max, HDR⟹HEVC
Main10, AV1 can't HDR on VideoToolbox) + the ready-to-build downstream design.
Also notes the landed Bazzite dynamic-resolution work (host-managed gamescope-session
at the client's exact res+refresh, c894c6f) + the macOS/iPad input and 4K/5K UDP-buffer
freeze fixes in the Done summary.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A bandwidth probe over the punktfunk/1 data path so a user-settable bitrate can be
informed by what the network actually sustains (throughput/loss/jitter), surfaced in
the client UI + web console. Reuses the existing Session/FEC plumbing.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
§8a (require native pairing by default, serve --open) shipped + deployed. §8b
(delegated approval) refined into §8b-1 (host pending-requests + mgmt endpoints +
web Approve/Deny — achievable now) and §8b-2 (peer push to a paired Device A —
needs the native/Apple client UI).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- README: replace the stale M0/M2-in-flight status with reality — M1 hardened, M2
GameStream host live to stock Moonlight, M3 punktfunk/1 validated, M4 Apple first
light, web console + unified host; FFmpeg 7/8; Bazzite-deployed. Layout adds
web/, packaging/, native_pairing, dualsense.
- CLAUDE: protocol-growth item now reflects the unified host + web-console native
pairing (done) and flags the next steps; layout updated.
- roadmap §7 Windows: de-risked via SudoVDA (the Sunshine Virtual Display Adapter) —
no self-signed kernel IDD needed; the virtual-display backend drops XL→M.
- roadmap §8 (new) Pairing & trust hardening: mandatory PIN pairing by default
(TOFU-open is insecure on a LAN) + delegated pairing approval (an already-paired
device approves a new one, no out-of-band PIN).
- windows-host.md: SudoVDA path throughout (status, table, phasing, effort M not L).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
PUNKTFUNK_GAMEPAD=dualsense now routes a session's gamepad through a real virtual
DualSense (UHID + hid-playstation) end to end:
- host: a `PadBackend` enum (m3.rs) selects `GamepadManager` (uinput xpad, default)
or the new `DualSenseManager` (dualsense.rs) per session. The manager keeps each
pad's full DsState so touchpad + motion (rich-input plane) persist across
button/stick frames, and services the !Send /dev/uhid fd only on the input thread
(which cycles <=4ms, so the GET_REPORT init handshake completes).
- feedback: `service()` now returns `DsFeedback { hidout, rumble }`. Motor rumble
stays on the universal 0xCA plane (so non-DualSense clients still feel it; manager
dedups change); lightbar / player LEDs / adaptive-trigger effects ride the new
0xCD HID-output plane (host->client) as `HidOutput`.
- rich input: touchpad contacts + motion ride the 0xCC plane (client->host) as
`RichInput`, applied via `DualSenseManager::apply_rich` (merged with button state;
touch normalized 0..65535 -> the touchpad resolution).
- connector + C ABI: `NativeClient::next_hidout` / `send_rich_input`, exported as
`punktfunk_connection_next_hidout` (-> PunktfunkHidOutput) and
`punktfunk_connection_send_rich_input` (<- PunktfunkRichInput); header regenerated.
- reference client: `--rich-input-test` drives the DualSense touchpad + motion and
logs the 0xCD feedback that comes back.
Validated live on-box: a synthetic-source m3-host + client-rs created the real
kernel DualSense, drove 0xCC, and decoded 12 live 0xCD events (the kernel's actual
lightbar/trigger init reports) with the data plane unaffected (600/600 frames).
Adversarial review fixes folded in: the input loop no longer skips the rich drain +
feedback pump on a dropped gamepad event, and the touch contact id is clamped to its
slot. Remaining: the Apple client renders triggers/rumble on a real DualSense.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
4-agent feasibility read converged on three independent walls, any one fatal:
- host capture needs a kernel rebuild (CONFIG_USB_DUMMY_HCD off → no UDC for an
f_uac2 composite gadget; everything else for the gadget IS present);
- near-zero Linux supply (only ~5-10 Proton titles via custom Wine patches emit
it; hid-playstation/Steam-Input/RPCS3 don't);
- Apple client can't faithfully replay PCM haptics (CoreHaptics is discrete
pattern-based; no public CoreAudio channel-3/4 routing).
Advanced haptics ride the DualSense USB *audio* interface, not HID, so the UHID
backend structurally can't carry them. Defer; the reachable 80% ("real DualSense
feel") is adaptive triggers over the HID 0x02 path we already parse + two-motor
rumble. New docs/dualsense-haptics.md records the walls + conditions for a future
go; roadmap §5 updated (HID DualSense backend built & live-validated).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Roadmap #5 (touch, ahead of the XL UHID DualSense work). Touch fits the existing 18-byte
InputEvent: code = touch id, x/y = client pixels, flags = (w<<16)|h — the same absolute
mapping as MouseMoveAbs.
- core: InputKind::{TouchDown=9, TouchMove=10, TouchUp=11} + from_u8 + roundtrip test.
- host inject/libei.rs: request the RemoteDesktop Touchscreen device type, bind the Touch
capability, and inject ei_touchscreen down/motion/up (one event = one frame, per the
protocol rule), mapping coordinates into the device region like the abs pointer. wlroots
has no virtual-touch protocol wired — no-ops there.
- client-rs --touch-test: drags a synthetic finger (touch id 0) in a circle.
Validated live on headless KWin: the portal GRANTS the Touchscreen device type
(Keyboard|Pointer|Touchscreen), proving the request path — but KWin's EIS server creates no
touchscreen *device*, so touch currently no-ops on this KWin (now logged once, not silent).
The injection code is correct and will land on a backend that exposes ei_touchscreen
(gamescope / a newer compositor / the real touch-client path). Workspace green, clippy/fmt
clean, +1 unit test.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A 4-agent read of the host crate: a Windows host is an "add a backend" job, not a parallel
port — ~95% reuse (core/protocol/FEC/crypto/C-ABI, QUIC, GameStream, mgmt, m3/pipeline are all
platform-agnostic and already cfg-isolated). New cfg(windows) backends behind the existing
traits: DXGI Desktop Duplication (capture), Media Foundation / NVENC-SDK (encode), SendInput +
ViGEm (input), WASAPI loopback + virtual mic (audio). The blocker is the virtual-display
feature — no user-mode Windows API; it needs a signed kernel-mode IDD driver (XL).
docs/windows-host.md records the per-subsystem effort + a phased plan (Phase 0 = a "basic
Windows host" capturing an existing monitor, smallest surface). Deferred: large and unbuildable
on the Linux dev box, per the request to only take it on if manageable. roadmap.md marks
#1/#2/#4 done, #3 packaged, and adds #7 Windows.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Research-grounded sequence + per-goal approach/effort. Decisions: start with KDE startup
reliability; Bazzite via COPR RPM then bootc image; commit to full UHID DualSense.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>