890c7531d87fea1d8b439a9110b76ad10200c88f
7 Commits
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f01c5e210c |
feat(resize/apple): resize overlay — blur + spinner during mid-stream resize
Make a Match-window resize deliberate instead of a stutter: blur the live stream and show a spinner while the host rebuilds its virtual display + encoder and VideoToolbox re-inits on the new-mode IDR. No new protocol — driven entirely by existing client signals. - ResizeIndicator (pure core, unit-tested): START = follower steering, END = a decoded frame at the target size, TIMEOUT = 2.5s safety net for a rejected/capped switch that never yields a new-size frame; re-arms only on a CHANGED target, not a repeated same-size drag. - MatchWindowFollower.onResizeTarget fires the instant the window differs from the live mode (deduped via lastSteered); a new onDecodedSize callback threads each new-mode IDR's coded dims through StreamPump/Stage2Pipeline → SessionPresenter → both stream views. - SessionModel gains @Published resizing (+ resizeTargeted/resizeDecoded, a tick on the 1 Hz stats timer, reset on disconnect); ContentView blurs the stream 16px and overlays ResizeIndicatorView while resizing (the 32px trust-prompt blur is unchanged and takes precedence). tvOS declares the props but never fires the follower (it drives modes via AVDisplayManager), so the overlay stays dormant there. Pure core verified on the Linux toolchain; full AppKit/UIKit build pending on a Mac. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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3ba19f28a2 |
feat(apple): the gamepad UI comes to tvOS - focus-driven, with real session controls
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The console UI now runs on tvOS through the NATIVE focus engine: carousel cards and settings rows are focusable Buttons (Siri Remote and pads both navigate; imperative scrollTo replaces the drop-prone scrollPosition binding), while iOS/macOS keep the 60 Hz poll untouched - on tvOS it carries only what focus has no concept of: X/Y screen actions and left/right value adjust with the poll's dominant-axis feel (onMoveCommand proved input-source-dependent: keyboard intercepted, pad dpad not -> double steps). Text entry uses the system fullscreen keyboard (TVTextEntry); pairing + library present as covers under the launcher; the game library defaults ON; settings values slide a quiet 14 pt in the step's direction. Session controls: controller/remote input routes EXCLUSIVELY through GameController during a stream (GCEventViewController, interaction disabled) - a pad's B no longer doubles as a UIKit menu press that ended sessions mid-game. Deliberate exits only: the cross-client escape chord (hold L1+R1+Start+Select 1.5 s - pf-client-core's contract, now implemented on all Apple platforms) and holding the remote's Back >= 1 s; the start-of-stream banner (now also on tvOS) teaches both. The Siri Remote's touch surface drives the host pointer - press = left click, Play/Pause = right click, release-tail jumps gated so motion stays truly relative. tvOS 26 regressions fixed at the root: the app-wide brand tint rendered every unfocused control as a blank pill (tint dropped on tvOS) and the 17 pt root font shrank the whole platform (29 pt there), plus 10-foot sizing across host cards, the gamepad screens, and the stats HUD (whose misleading "Press Menu" hint is gone). Acknowledgements scrolls by focus-sized chunks and Menu pops instead of suspending; full-width focusSections make the home actions reachable from any column. The presenter defaults to stage-3 glass pacing on tvOS (a 60 Hz panel fed a 60 fps stream is the sticky-FIFO worst case behind the 50 ms display stage) and is pickable from the gamepad settings; HDR capability advertises from AVPlayer.eligibleForHDRPlayback instead of the current mode's EDR headroom, so an SDR home screen no longer hides an HDR TV. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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08694b4026 |
feat(apple): stage-3 presenter — glass-gated present pacing as a live A/B
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Stage-2's present-on-arrival saturates CAMetalLayer's FIFO image queue whenever the stream rate runs at the panel's refresh (iOS always vsync-latches; the macOS 26 compositor latch-paces our out-of-band presents the same way): one early burst fills the queue to maximumDrawableCount and — arrivals then matching latches one-for-one — it never drains. That sticky depth is the measured 29-30 ms display stage on the 120 Hz ProMotion devices, and the full-queue regime is where host<->panel clock drift turns into the reported fixed-interval repeats/drops. The 240 Hz Studio never saturates, which is why it never showed either symptom. Stage-3 is the same pipeline with a PresentGate: at most ONE presented-but-undisplayed drawable in flight; the drawable's presented handler reopens the gate and re-signals the render thread, so the next present always takes the freshest newest-wins ring frame — the hidden queue latency becomes explicit, correct frame drops. A 100 ms stale fallback force-opens a gate whose handler never fires (the "presents aren't damage" hazard class) so a pathological system degrades visibly instead of freezing; the PUNKTFUNK_PRESENT_DEBUG `forced` counter exposes it (0 on healthy systems). Selection: the Settings > Display presenter picker now ships in release builds (stage 2 default / stage 3 experimental; the freeze-prone stage-1 diagnostic stays DEBUG-only), resolved per session with a PUNKTFUNK_PRESENTER=stage1|stage2|stage3 env override for CLI A/B. The pf-present debug line gains gated/forced/inflightMax — inflightMax is the direct image-queue-depth measurement for the A/B. Live-verified both ways against a real host at 1080p120: stage-3 holds 120/120 fps with inflightMax=1, forced=0, glass deltas p50 8.33 ms; stage-2 is behaviorally unchanged (120/120 fps, inflightMax=2 even on the wired 240 Hz setup — the saturation signal in miniature). Unit tests cover the gate (one-in-flight, stale force-open, idempotent release) and the presenter resolution (env override, release stage-1 gating); macOS tests green, iOS/tvOS xcodebuild clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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069fcdfca6 |
feat(clients/apple): user-configurable Allow VRR (macOS + iOS)
Add an "Allow VRR" toggle (Settings → Display; default on, non-tvOS) that hands the presenter's display link a wide frame-rate RANGE — preferred = the stream rate — so a ProMotion / adaptive-sync display can vary its physical refresh to match the stream. `SessionPresenter.syncFrameRate` now runs on macOS too: on it requests min 24 / max display / preferred stream Hz; off restores the prior behavior (macOS free-runs at the native rate, iOS keeps its 30 Hz floor). A no-op on fixed-refresh displays. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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6198da3daf |
feat(clients/apple): cross-client shortcuts + start banner, opt-in V-Sync, presenter rework
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Align the macOS/iPad Stream menu on the cross-client Ctrl+Alt+Shift set the Windows and Linux clients reserve — Release Mouse (⌃⌥⇧Q), Disconnect (⌃⌥⇧D), HUD toggle (⌃⌥⇧S) — with ⌘⎋ kept as the macOS/iPad capture toggle, and surface them on a 6-second banner at stream start. Add an opt-in V-Sync present mode (punktfunk.vsync, default OFF = lowest-latency immediate present; PUNKTFUNK_PRESENT_MODE overrides for A/B), with the presenter reworked to a frame-arrival-triggered render thread across Stage2Pipeline / MetalVideoPresenter / SessionPresenter, plus the windowed title-bar safe-area handling. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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83460cd2c0 |
feat(clients): unified stats vocabulary across every client + Moonlight comparison docs
One stat model everywhere (design/stats-unification.md): four measurement points (capture/received/decoded/displayed), three stages that tile the interval exactly, and a HUD that shows the addition explicitly — end-to-end 14.2 ms p50 · 19.8 p95 · capture→on-glass = host+network 9.8 + decode 2.1 + display 2.3 replacing each client's ad-hoc mix of overlapping absolutes (the Apple HUD's three arrow lines that looked sequential but weren't), mean-vs-median decode times (Windows/Linux), missing same-host-clock flags (Windows/Linux), and three different names for the same capture→received measurement (probe's "reassembled", Apple/Android's "client", Windows/Linux's post-decode "lat"). Per client: Apple threads receivedNs through the VT decode via the frame refcon bit pattern so the decode stage exists at all (stage-1 fallback honestly degrades to a capture→received headline); Windows carries FrameTimes through the existing frame channel to the render thread and adds e2e p50/p95 post-Present; Linux stamps received at AU pop and rides decoded_ns on DecodedFrame to the paintable-set site; Android pairs receipt stamps with MediaCodec output buffers via the codec's pts round-trip (JNI stats array 14→16 doubles, indexes 0-13 unchanged). fps now uniformly counts received AUs; lost/(received+lost) per window, hidden at zero. docs-site gains "Understanding the Stats Overlay": what each line means, why the equation only approximately sums (percentiles), and a line-by-line Moonlight/Sunshine matrix — including that Moonlight has no end-to-end number and its "network latency" is an ENet control RTT, so punktfunk's headline must not be compared against any single Moonlight line. Verified here: linux client + probe + core check/clippy/fmt green, android native cargo-ndk arm64 check green. Pending: Windows CI + on-glass, swift test on the mac, on-device Android. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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34fe896ade |
feat(apple): gamepad UI v2 — controller settings + add host, aurora, macOS
Sources reorganized (client: Home/Session/Settings/Stores/Support/Trust; kit: Audio/Connection/Gamepad/Input/Support/Video/Views) with the big files split along the same seams. The gamepad mode is couch-complete, and now on macOS too (the living-room Mac case), not just iOS/iPadOS: - GamepadSettingsView: a console-style, fully controller-navigable settings screen (X from the launcher) — up/down moves focus, left/right steps values (clamped, boundary thud), A cycles/toggles, B closes; the focused row shows a one-line description. Backed by GamepadMenuList, the vertical sibling of GamepadCarousel, and SettingsOptions — the option lists hoisted out of SettingsView statics and shared by the touch, tvOS and gamepad settings. - GamepadAddHostView + GamepadKeyboard: register a host end to end with a pad — field rows open an on-screen controller keyboard (dpad grid, A types, X backspaces, B done); the launcher carousel ends in an Add Host tile, so the dead-end "add one with touch first" empty state is gone. - Launcher polish: contextual hint bar with the pad's real button glyphs, controller name + battery chip, one shared console chrome. - GamepadScreenBackground: an animated aurora (TimelineView-driven drifting blobs in the brand's violet family, breathing radii, slow hue shift, legibility scrim; freezes under Reduce Motion). Pure SwiftUI on purpose — a .metal library only bundles reliably in one of the two build systems (SPM vs the xcodeproj's synced folders) these sources compile under. - macOS port: settings/add-host/library present as sized sheets (a macOS sheet takes its content's IDEAL size, and the GeometryReader-driven screens collapsed to nothing), NSScreen-based mode lists, scroll indicators .never (the "always show scroll bars" setting overrides .hidden), tray scrims so scrolled rows dim under the pinned title/hints, extra title clearance, and a PUNKTFUNK_FORCE_GAMEPAD_UI=1 dev hook — launcher/settings/add-host/keyboard/ library render-verified live on a real Mac + LAN hosts. - GamepadMenuInput: X button support, and (re)start now snapshots held buttons so a controller handoff press never fires twice (the B that closed the keyboard no longer also cancels the screen underneath). - Cleanups: one "Connection failed" alert in ContentView instead of one per home screen; HostDiscovery.advertises/unsaved shared by both home screens. - host: can_encode_444 stub for the non-Linux/Windows host build (the macOS synthetic-source loopback used by the Swift tests). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |