The punktfunk-web management console (pairing + status) shipped only via apt. Extend it
to the other HOST packaging methods, mirroring the Debian punktfunk-web .deb (flatpak is
the client, correctly excluded):
- rpm/punktfunk.spec: new noarch `punktfunk-web` subpackage (the .output bundle + a
/usr/bin/punktfunk-web-server node launcher + both systemd --user units + web-init.sh +
web.env.example), gated behind `%bcond_with web`. OFF by default because building the
Nitro/Node SSR bundle needs `bun`, which a plain rpmbuild / COPR mock chroot lacks. Host
package weak-Recommends punktfunk-web.
- ci/fedora-rpm.Dockerfile: install bun (+ unzip) so the CI builder can build the console.
- rpm.yml: build `PF_WITH_WEB=1` (Prep bootstraps bun to stay green pre-image-rebuild); the
publish loop already globs the new noarch rpm into the registry. build-rpm.sh: `--with web`
when PF_WITH_WEB=1.
- bootc/Containerfile: install from the Gitea RPM registry (which carries punktfunk-web)
instead of COPR — `dnf5 install punktfunk punktfunk-web`.
- arch/PKGBUILD: opt-in `punktfunk-web` split member (PF_WITH_WEB=1 appends it + bun) so a
default makepkg still builds host+client with no JS tooling — matching the spec's bcond.
- docs: packaging/README, rpm/README, copr/README (the no-bun caveat), bazzite/README
(Path B rewritten COPR→Gitea registry), arch/README — enable + journal-password steps.
Reviewed across methods by an adversarial multi-agent pass (rpm/ci/arch/bootc/consistency
lenses, each blocking finding 3x-verified); fixed the two it confirmed real — the Arch
bun-mandatory regression (now opt-in) and the stale COPR wording in bazzite Path B.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
M4 Android stage 1 (discovery). Kotlin-only — browse _punktfunk._udp and present a
tappable host list above the manual Host/Port fields.
- clients/android/kit: HostDiscovery — NsdManager browse + resolve (registerServiceInfoCallback
on API 34+ for reliable TXT, legacy resolveService on 31-33), MulticastLock while running, and
a pure parseTxt(proto/fp/pair/id). Exposes the live host set via an onChange callback (NSD
callbacks land on the main thread). DiscoveredHost(name, host, port, fingerprint?, pairingRequired).
+ a JVM unit test of parseTxt.
- clients/android/app: ConnectScreen renders discovered hosts (tap -> fill host/port + connect);
discovery scoped to the screen (start on enter, stop on connect/leave). Manifest adds
CHANGE_WIFI_MULTICAST_STATE + ACCESS_WIFI_STATE (NEARBY_WIFI_DEVICES already declared). Trust
stays TOFU (pin=None); fp shown advisory; pairingRequired shown (SPAKE2 PIN wiring is later).
Verified: parseTxt unit test (5/5 green); on the emulator a loopback NsdManager.registerService of
a fake _punktfunk._udp host was discovered + resolved + TXT-parsed and rendered as a card
(name/host:port/TOFU/fp) -- the full browse->resolve->parse->UI path. Real cross-LAN discovery
needs a physical device on the host LAN (the emulator's SLIRP NAT drops mDNS multicast).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Validated live on an RTX 4090 (Windows 11) host streaming to the Rust
reference client over the LAN: SudoVDA virtual display → DXGI Desktop
Duplication (D3D11 zero-copy) → NVENC HEVC → punktfunk/1. 720p60 and
1080p60 both clean (181 / 177 frames, 0 mismatched, p50 1.6 / 3.45 ms
cross-machine), coexisting with Apollo. Two real-hardware bugs the
GPU-less VM couldn't surface:
- DXGI capturer: the SudoVDA virtual monitor's DXGI output is enumerated
under the GPU that *renders* it (the 4090, LUID 0x15df6), NOT under the
SudoVDA "adapter" LUID SudoVDA reports (0x23276). Restricting the output
search to that LUID found nothing → "adapter has no output named
\\.\DISPLAYn". Now search ALL adapters for the GDI name, bind the D3D11
device to whichever adapter exposes it (NVENC then shares that device),
with a settle-retry (the output appears a beat after display creation)
and topology logging.
- native_pairing / apps: keyed config paths off raw $HOME, which a Windows
service/scheduled-task context doesn't set → "HOME unset" hard-fail at
m3-host startup. Route both through gamestream::config_dir(), which falls
back to %APPDATA% on Windows (cert/paired/apps now under AppData\Roaming).
clippy -D warnings + build green on x86_64-pc-windows-msvc (default and
--features nvenc) and Linux (78/78 tests).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The self-hosted runner filled its disk (95%, builds failing on ENOSPC): every CI
push builds a sha-<commit>-tagged Docker image per pipeline, and since those tags
are never dangling a plain `docker image prune` skips them — they piled up to 589
images / ~85 GB plus 18 GB of build cache. Two parts:
- scripts/ci/docker-prune.{service,timer}: a host-level systemd timer (every 6h,
Persistent) that prunes images/build-cache/containers older than 24h — in-use
images stay protected. Checked in (the runner is hand-provisioned and shared
across orgs) and already installed live; reclaimed 89 GB -> 39 GB (95% -> 42%).
- ci.yml / deb.yml: bump the `cargo-target-<rustc>-*` cache key to `-v2-`. The
disk-full build let actions/cache save a truncated target/ (a dep's .rmeta went
missing -> "error[E0463]: can't find crate for pem_rfc7468" while compiling der).
A suffix bump is useless here — restore-keys would fall back to the poisoned
prefix — so the prefix is versioned to force one clean rebuild. cargo-home is
untouched (sources were intact; the failure was a missing build artifact).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Every user needs the console for pairing, so ship it via apt, auto-wired to the
host — no manual bun/env setup. New punktfunk-web .deb (Architecture: all,
Depends: nodejs >= 20 — runs the node-server build under apt-native node, no
bundled bun):
- packaging/debian/build-web-deb.sh: stages web/.output (server + public) + a
/usr/bin/punktfunk-web-server wrapper (node) + the systemd --user units + the
web.env template + docs. Refuses a bun bundle (Bun.serve) as a wrong-preset guard.
- scripts/punktfunk-web.service: --user unit on :3000, EnvironmentFile sources the
host's ~/.config/punktfunk/mgmt-token (the shared bearer) + the generated
web-password; sets PUNKTFUNK_MGMT_URL=https://127.0.0.1:47990 +
NODE_TLS_REJECT_UNAUTHORIZED=0 (loopback self-signed cert). Restart=on-failure
rides out the host-writes-token-first ordering.
- scripts/punktfunk-web-init.service + web-init.sh: --user one-shot that generates
the login password (a .deb postinst runs as root → wrong $HOME) and surfaces it
to the journal.
- build-deb.sh: punktfunk-host now Recommends punktfunk-web (apt pulls it by
default; headless boxes opt out with --no-install-recommends).
- deb.yml: build the web console + smoke-boot it under node (gate the .deb on a
real /login 200) + build-web-deb.sh; the publish loop globs it automatically.
- web/{.env.example,web.env.example}: document the auto-wiring vs a manual deploy.
End state: `apt install punktfunk-host` pulls punktfunk-web; enable both --user
services; the console logs in (password from the journal) and proxies the host's
HTTPS mgmt API with the shared token — zero hand-edited env. Local .deb build +
node smoke-boot verified.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Switch the Nitro build preset from `bun` to `node-server` so the built
.output/server is a standalone HTTP server runnable by apt-native `node`
(validated: `node .output/server/index.mjs` → Listening, /login 200 on node
v25.9.0). This lets the upcoming punktfunk-web .deb depend on `nodejs (>= 20)`
instead of vendoring the bun binary. CI still BUILDS with bun; only the runtime
target changes, and bun still runs a node-server build, so existing
`bun run .output/server/index.mjs` deployments keep working. `vite dev` is
unaffected. Prereq for bundling the web console into the apt install.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The mgmt API already always serves HTTPS (the host identity cert), but on a
loopback bind with no token it ran unauthenticated — any local process could
drive it. Make auth required ALWAYS:
- new mgmt_token::load_or_generate(): token precedence is --mgmt-token > env
PUNKTFUNK_MGMT_TOKEN > persisted ~/.config/punktfunk/mgmt-token > freshly
generated 32-byte hex, persisted 0600 in KEY=VALUE form (so the bundled web
console can source it directly as a systemd EnvironmentFile — one source of
truth). config_dir() made pub(crate).
- parse_serve() resolves the token via load_or_generate() when unset, so a bare
`serve` Just Works with auth on and no operator step.
- mgmt::run() drops the loopback no-token exemption and requires a token;
require_auth()'s unauthenticated fallback now returns 401. The paired-cert
(mTLS) branch is unchanged — Apple client + library auth unaffected.
- web /api proxy: 503 (legible) instead of forwarding an empty bearer.
- tests: test_app/test_app_native default a token, send() auto-attaches the
bearer; blank-token test asserts the new "no token" refusal. 80 pass.
- docs: mgmt module doc + host.env.example reflect always-on auth + auto-gen.
Compiles, clippy/fmt clean, openapi no drift. Part B (bundle the web console into
apt, auto-wired to this token) follows.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
M4 Android stage 1 (DualSense feedback, host->client). Two Kotlin poll threads drain the
connector's rumble (0xCA) + HID-output (0xCD) planes via blocking native pulls and render
in Kotlin (Option B — no JNI upcalls, Android APIs stay in Kotlin).
- crates/punktfunk-android: feedback.rs — nativeNextRumble (returns (low<<16)|high, or -1)
+ nativeNextHidout (writes [kind][fields] into a caller's direct ByteBuffer). Ungated; no
new Cargo deps (next_rumble/next_hidout are on the quic feature already).
- clients/android: GamepadFeedback.kt — rumble -> VibratorManager (two-motor amplitude),
HID Led -> lightbar + PlayerLeds -> player LED via LightsManager (API 33+), adaptive
triggers parsed + logged (no public Android API); resolves the connected pad, emulator ->
logged no-op. Started/stopped in the StreamScreen lifecycle (stop + join before nativeClose).
Verified live (emulator -> synthetic host, PUNKTFUNK_TEST_FEEDBACK=1): client received +
decoded the full burst -- rumble low=16384 high=32768, Led r=10 g=20 b=30, PlayerLeds bits=4
player=1, Trigger which=1 mode=0x21 -- matching the host hook exactly. Rendering is a logged
no-op on the emulator (no controller); real haptics/lightbar/player-LED need a physical pad.
Deferred (need a physical DualSense + device enumeration): client->host rich input
(touchpad/motion send_rich_input) and DualSense controller-type negotiation.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
M4 Android stage 1 (gamepad). One controller forwarded as pad 0; mirrors the
Linux/Apple gamepad mapping (byte-identical GamepadButton/GamepadAxis events).
- crates/punktfunk-android: 2 JNI fns (nativeSendGamepadButton/Axis) building the
GamepadButton/GamepadAxis InputEvents (flags = pad index 0).
- clients/android: Gamepad.kt — BTN_*/AXIS_* wire constants, KEYCODE_*->BTN_* map, and
an AxisMapper (joystick MotionEvent -> sticks +-32767 +y-up / triggers 0..255 /
HAT->BTN_DPAD_* with on-change gating + release-all reset). MainActivity routes
gamepad-source KeyEvents in dispatchKeyEvent (DPAD only when from a gamepad, so
keyboard arrows still map to VK) and adds dispatchGenericMotionEvent for joystick axes.
Verified live (emulator -> gamescope host, `adb input gamepad keyevent`): host created
the virtual X-Box 360 uinput pad (index=0) and received the gamepad datagrams (input=22).
Axes can't be adb-injected (joystick MotionEvents) -- build/clippy + code-review this
increment; live stick/trigger test deferred to a physical controller. Deferred: device
enumeration/selection, controller-type negotiation, DualSense rich input.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Steam `LibraryProvider` keyed off `$HOME` + Linux paths, so the game
library was empty on Windows. Add Windows discovery: the default Steam
install dirs under Program Files (`ProgramFiles(x86)`/`ProgramFiles`/
`ProgramW6432`), with games on other drives picked up via each root's
`libraryfolders.vdf` — whose Windows values are backslash-escaped, so
unescape `\\` → `\`. The existing root-scan/dedup logic is shared via a
new `steam_roots_existing` helper. The custom store (mgmt JSON CRUD) was
already cross-platform; only Steam auto-discovery was Linux-only.
Not yet covered: a non-default Steam install dir (the registry
`Valve\Steam\InstallPath`). Degrades gracefully — no Steam → empty list.
clippy -D warnings + library tests green on Windows and Linux.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
`serve` gave Moonlight clients no audio on Windows: the GameStream audio
stream thread was Linux-only (a non-Linux stub errored). Widen the
stereo path to Windows — the encode/RTP/AES-CBC/hand-rolled-RS(4,2)-FEC
logic is platform-neutral and already live-validated byte-identical on
Linux, and it now runs over the WASAPI capturer + the (already
cross-platform) `opus` crate. The cfg gates go from `linux` to
`any(linux, windows)`; only the surround path stays Linux-only because
its libopus *multistream* encoder needs `audiopus_sys` (a Linux dep) —
on Windows a surround request fails cleanly with a "use stereo" error.
Linux stays byte-identical (the `SessionEncoder::Surround` variant and
its match arm keep `#[cfg(linux)]`, so Linux compiles exactly as before).
Verified: clippy -D warnings + host test suite green on both
x86_64-pc-windows-msvc (73/73) and Linux (78/78).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The mgmt API serves HTTPS with the host's self-signed identity cert and requires
mTLS-or-bearer auth (the mTLS work), but the web console's proxy still defaulted to
`http://127.0.0.1:47990` — so a deployment copying .env.example got a plain-HTTP
request to an HTTPS port (→ 502 Bad Gateway, observed live on the Bazzite box).
- .env.example + server/util/auth.ts + vite.config.ts: default PUNKTFUNK_MGMT_URL to
https://127.0.0.1:47990.
- vite dev proxy: `secure: false` (the host cert is self-signed).
- Document that the deployment needs PUNKTFUNK_MGMT_TOKEN (matching the host's) and
NODE_TLS_REJECT_UNAUTHORIZED=0 — the web server's only outbound TLS is the loopback
hop to the host's own self-signed cert, so disabling verify there is scoped + safe.
The running Bazzite box is already fixed live (web.env → https + token + cert-skip,
verified: login 200, /api/v1/status 200). This makes fresh deployments correct.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
M4 Android stage 1 (input). Kotlin captures input and forwards it over JNI to
NativeClient::send_input (the connector is linked as a Rust crate).
- crates/punktfunk-android: 4 JNI send fns (pointer move / button / scroll / key)
building InputEvent with the GameStream wire codes — ungated, &self on the Sync
connector (safe from the UI thread).
- clients/android: Keymap.kt (Android KEYCODE_* -> Windows VK, the host's wire
contract, mirroring the Linux/Apple tables); Activity-level dispatchKeyEvent forwards
hardware keys to the active session (above the Compose focus system, so it's reliable);
a Compose touch-trackpad overlay -- 1-finger drag -> relative move, tap -> left click,
2-finger drag -> scroll.
Verified live (emulator -> gamescope host on the LAN box, synthetic `adb input`): host
received 31 input datagrams (input=31) and libei injected KeyDown/KeyUp, MouseButtonDown/Up
and MouseMove all emitted=true. Physical-mouse pointer capture + gamepad are next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Windows host test suite hit two pre-existing portability failures
(the autonomous Windows bring-up never ran `cargo test` on the VM):
- `vdisplay::detect_active_session_*` asserted a non-empty XDG runtime
dir — a Linux concept with no Windows equivalent. Gate just that
assertion to Linux (keep the call so the fn stays used → no dead_code).
- `mgmt::openapi_document_is_complete_and_checked_in` did a byte compare
against the checked-in spec, which git may check out CRLF on Windows
while serde_json emits LF. Compare content with `\r` stripped.
Host suite now 73/73 on x86_64-pc-windows-msvc; Linux unchanged (78 ok).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wire the host→client rumble path on Windows, the analogue of the Linux
uinput EV_FF read loop: a game's force-feedback on the virtual Xbox 360
pad is delivered by ViGEm's notification API (`request_notification` →
`spawn_thread`, gated by the crate's `unstable_xtarget_notification`
feature). A per-pad background thread stores the latest motor levels;
`pump_rumble` relays changes to the client on the universal 0xCA plane
(motors scaled 0..255 → 0..65535). Dropping the target aborts the
notification, so the thread exits with the session. Live verification
still needs a physical pad.
Also fix the Windows backends' clippy debt — these modules are cfg-
excluded from Linux CI, so `clippy -D warnings` never saw them, and the
VM's rustc 1.96 clippy is stricter on shared code than the CI image:
- dxgi: manual checked division → checked_div().map_or
- sendinput: `x = x | y` → `x |= y`
- sudovda: `.then(|| ptr)` → `.then_some(ptr)`
- m3 pick_compositor: drop the needless early return (match form)
- m3 resolve_compositor: Windows arm is a tail expr, not `return`
All Windows backends now build + clippy clean (default and --features
nvenc); Linux unaffected (fmt/clippy/check green).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
"Controller disconnected every few seconds" (Forza Horizon, held steady): the
virtual UHID DualSense emitted HID report 0x01 ONLY on state change, but a real
DualSense streams it continuously (~250 Hz). When the player holds the
wheel/throttle steady the client sends no wire events, so the host wrote nothing
and /dev/uhid went silent for seconds — the kernel hid-playstation driver / Proton
/ SDL treat that as an unplugged controller. (The uinput X-Box pad is immune:
evdev holds last-known state with no periodic-report requirement.)
Add DualSenseManager::heartbeat(max_gap): re-emit each live pad's CURRENT report
when it's been silent for max_gap (idempotent — a stale-but-correct frame, never a
phantom input; write_state bumps seq+timestamp). write() resets the per-pad timer,
so an actively-used pad emits no extra reports — the heartbeat only fills genuine
silence. PadBackend::heartbeat() drives it at an 8 ms gap (~125 Hz) for DualSense
(no-op for X-Box), called every input-thread tick (the loop already runs ≤4 ms).
GET_REPORT feature replies + the pad lifecycle were ruled out by the investigation
(pad is created once, never torn down mid-session). Compiles, clippy/fmt clean, 78
host tests pass. Verify on the box: held-idle DualSense stays present in evtest /
no SDL CONTROLLERDEVICEREMOVED; Forza no longer toasts "controller disconnected".
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The DualSense intermittently showed up as an Xbox 360 pad on the host: the
client's `.auto` gamepad-type resolution read `GamepadManager.active`, which is
populated only by the async `.GCControllerDidConnect` notification (or the
init-time snapshot). At connect time `active` could still be nil with a DualSense
attached, so the client sent `.auto` and the host's pick_gamepad mapped that to
Xbox 360. Confirmed live: same box, two connects minutes apart logged
`gamepad="xbox360"` (auto) vs `honoring client gamepad request gamepad="dualsense"`.
resolveType() now calls rebuild() first to re-read GCController.controllers()
synchronously before reading `active`, closing the race for the common case
(controller attached before connecting).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The `m3` audio_thread (desktop capture → Opus 48 kHz stereo 5 ms CBR →
AUDIO_MAGIC datagrams) now runs on Windows, fed by the WASAPI loopback
capturer. The `opus` crate vendors libopus via `audiopus_sys` + cmake
(no system lib / vcpkg), so it builds on MSVC — moved into a
`cfg(any(linux, windows))` deps table and widened the audio_thread cfg
to match (the stub now only covers other targets, e.g. macOS).
Build note: CMake 4 rejects libopus's old `cmake_minimum_required`;
set `CMAKE_POLICY_VERSION_MINIMUM=3.5` when building the host on Windows.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
M4 Android stage 1 (audio). An audio thread pulls Opus packets from the connector
(next_audio), decodes to interleaved f32 stereo, and feeds AAudio via its realtime
data callback through a jitter ring ported from the Linux client (prime ~3 quanta,
drop-oldest cap, re-prime on drain). All in Rust on native threads — symmetric with
the video decode path.
- crates/punktfunk-android: audio.rs (Opus decode + jitter ring + AAudio callback);
SessionHandle gains an audio slot; nativeStartAudio/nativeStopAudio JNI; Drop stops it.
Android-only deps: opus 0.3 (libopus via cmake, static) + ndk "audio" (AAudio) — pure
C/NDK, no libc++_shared to bundle.
- clients/android: NativeBridge start/stop audio, called in the SurfaceView lifecycle.
- kit/build.gradle.kts: cargo-ndk env for the libopus cmake build (NDK root, Ninja,
LIBOPUS_STATIC/NO_PKG) + --platform 31 (libaaudio is API 26+).
Verified live (emulator -> gamescope host on the LAN box): AAudio opened 48k/stereo/f32;
a 440 Hz tone played into the host capture sink reached the client decoded -- opus ~200/s,
pcm_frames climbing in lockstep, peak=0.089 (real content, not silence), with video
streaming concurrently. Some underruns under emulator jitter (verify on hardware).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two parked follow-ups from the session-aware host work:
#3 — KWin/Mutter virtual output not set primary. The auto-detected desktop path
*is* "stream this desktop", but the per-session virtual output wasn't promoted to
primary, so KDE/GNOME panels + windows stayed on an unstreamed real output and the
streamed screen showed only wallpaper. apply_session_env now defaults
PUNKTFUNK_KWIN_VIRTUAL_PRIMARY / PUNKTFUNK_MUTTER_VIRTUAL_PRIMARY on for the
auto path (explicit config still wins), so the streamed output becomes the sole
desktop.
#2 — input flaky after a mid-stream Gaming->Desktop switch. The xdg portal
(D-Bus-activated) and the systemd --user env still pointed at the old session, so
the host's RemoteDesktop portal opened against a half-stale env: it accepted
events but they didn't reach the compositor until a reconnect. New
vdisplay::settle_desktop_portal() pushes the live session env into the
systemd/D-Bus activation environment and (for KWin) restarts the portal so it
re-reads it, mirroring a fresh desktop login (and the existing wlroots portal
restart). Called from the mid-stream switch rebuild slot before the injector
reopens. GNOME uses Mutter's direct EIS, so it only gets the env push.
Compiles, clippy/fmt clean, 78 host tests pass. Live validation on the Bazzite
box next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Windows GamepadManager via vigem-client (ViGEmBus) — the uinput-xpad analogue: one virtual Xbox 360 controller per client pad index, created lazily on first State. GameStream/Moonlight already uses the XInput conventions (low-16 button bits, sticks -32768..32767 +Y up, triggers 0..255), so the GamepadFrame->XGamepad mapping is 1:1. Replaces the non-Linux GamepadManager stub (same new/handle/pump_rumble API the m3 PadBackend drives, so no m3 change). Graceful when ViGEmBus is absent (gamepad disabled, session continues). Compiles clean on Windows + Linux; live-test needs the ViGEmBus driver + a physical pad. Rumble back-channel is a TODO (ViGEm notification API).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Zero-copy capture->encode on the GPU via the raw NVENC API (nvidia_video_codec_sdk sys + ENCODE_API; the safe wrapper is CUDA-only). Opens an NV_ENC_DEVICE_TYPE_DIRECTX session on the SAME ID3D11Device as the DXGI capturer (carried on the new FramePayload::D3d11), registers a pool of BGRA textures once, CopyResources each captured texture in and encode_picture; CBR/ULL, infinite GOP, P-only, forced-IDR for RFI. The DXGI capturer gains a D3D11 zero-copy output (selected, like the encoder, by PUNKTFUNK_ENCODER=nvenc) so capture+encode share textures.
OFF by default (the nvenc feature pulls the NVENC SDK + cudarc): the default Windows host links without it (openh264 path). cudarc builds toolkit-less via the SDK ci-check feature (dynamic-loading). At link time --features nvenc needs nvencodeapi.lib (NVENC SDK, or an import lib generated from the driver's nvEncodeAPI64.dll) on PUNKTFUNK_NVENC_LIB_DIR. Both default and --features nvenc builds validated to compile+link GPU-less on the VM (import lib generated from the driver DLL). Runtime needs a real NVIDIA GPU.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The punktfunk/1 control plane already compiled on Windows; these wire the last gaps so the host actually runs: config_dir falls back to %APPDATA% (HOME\.config when set), paired_path uses it, hostname from COMPUTERNAME, and resolve_compositor short-circuits the Linux session-detection on Windows (SudoVDA is the single backend; vdisplay::open ignores the compositor arg). Validated live on the VM: m3-host creates its identity, binds the QUIC endpoint (fingerprint logged), advertises mDNS (_punktfunk._udp, host from COMPUTERNAME), and accepts sessions. GPU-less validations green: m0 synthetic->openh264->core FEC loopback (120/120, 0 mismatches) and the m3 c_abi_connection_roundtrip control-plane test. Full session capture (SudoVDA->DXGI) + NVENC remain GPU-gated.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Windows Capturer via DXGI Desktop Duplication: create a D3D11 device on the SudoVDA adapter (by LUID), find the matching output (by GDI name), DuplicateOutput, and per AcquireNextFrame copy the desktop into a CPU-readable staging texture -> tightly-packed BGRA (FramePayload::Cpu, feeds the openh264 software encoder GPU-lessly). Handles WAIT_TIMEOUT (reuse last frame) and ACCESS_LOST (re-duplicate). Adds FramePayload::D3d11(D3d11Frame) for the future NVENC zero-copy path, and a VirtualOutput.win_capture identity (adapter LUID + GDI name) carried out of the SudoVDA backend. Pure helpers (pack_luid/gdi_name_matches/depad_bgra) unit-tested on the VM; the live duplication path needs a real GPU + an activated SudoVDA monitor. Compiles clean on Windows + Linux.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Windows AudioCapturer via the wasapi crate (0.23): loopback the default render endpoint (Render device + Direction::Capture + shared mode => STREAMFLAGS_LOOPBACK) at 48 kHz stereo f32 with autoconvert, feeding the existing Opus path with no resampling. Dedicated COM-MTA thread owns the !Send WASAPI objects; interleaved f32 chunks leave over a bounded lossy channel; RAII Drop stops + joins. Bring-up handshake reports a missing endpoint as Err so a session continues without audio. open_audio_capture Windows factory arm + module. Init chain validated live on the VM (open succeeds; next_chunk waits on a silent system). Virtual mic deferred (no Windows virtual-audio endpoint). m3 audio_thread wiring + opus hoist land with the integration task.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Windows Encoder impl via the openh264 crate (statically-bundled, BSD-2): low-latency screen-content config (Baseline/no-B-frames, bitrate RC, BT.709 limited, near-infinite GOP + forced-IDR recovery via request_keyframe), packed CPU pixels (BGRx/BGRA/RGB/RGBA/RGBx/BGR) -> I420 -> AnnexB with in-band SPS/PPS each IDR. Synchronous: submit encodes immediately, poll hands back the one AU, flush is a no-op. Windows open_video factory selects it (PUNKTFUNK_ENCODER=software|nvenc|auto; NVENC arm lands later), H.264-only with a clear error otherwise, SW bitrate ceiling. Unit-tested live on the VM: synthetic BGRx -> AnnexB IDR + SPS NAL. Unblocks the GPU-less capture->encode->FEC->send pipeline. Compiles clean on Windows + Linux.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Windows InputInjector via SendInput (Win32 KeyboardAndMouse), mirroring the wlroots backend: absolute mouse (MOUSEEVENTF_VIRTUALDESK normalized to the virtual desktop), relative mouse, scancode keyboard (MapVirtualKeyExW + extended-key flagging), scroll (no sign flip — Windows wheel matches GameStream), buttons. Client already sends Windows VK codes (no keycode table). Reattaches the thread to the input desktop (OpenInputDesktop/SetThreadDesktop) to survive UAC/lock switches. New Backend::SendInput, the Windows auto-default in default_backend(), open() arm, windows-crate features. Compiles clean on Windows + Linux. Live injection validates with the in-session host run (SendInput is desktop-isolated from an SSH network logon).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Windows VirtualDisplay backend driving SudoVDA (the Apollo IDD) via its DeviceIoControl IOCTL protocol: open by interface GUID, ADD at the client's exact WxH@Hz (mode baked into the IOCTL, no EDID seeding), mandatory watchdog ping thread, QueryDisplayConfig name resolution, RAII Drop -> REMOVE. Wired behind the existing VirtualDisplay trait (open()/probe() Windows arms). Validated live on the GPU-less VM (standalone + via the trait, env-gated test): version 0.2.1, ADD 1920x1080@60 -> target, watchdog hold, REMOVE. Monitor activation into a WDDM path (-> capturable \\.\DisplayN) needs a real GPU and is deferred with capture/NVENC. docs/windows-host.md updated.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
M4 Android stage 1 (video). Pull HEVC access units from the connector and render
them to the SurfaceView entirely in Rust (NDK AMediaCodec → ANativeWindow) — no
per-frame JNI, honoring the native-thread hot-path invariant.
- crates/punktfunk-android: decode.rs (one-in/one-out AMediaCodec loop; in-band
VPS/SPS/PPS so no out-of-band csd; dims from NativeClient::mode). SessionHandle
now holds an Arc<NativeClient> + the decode thread; nativeStartVideo/nativeStopVideo.
- clients/android: connect screen (host/port) + full-screen SurfaceView stream
screen — surfaceCreated -> nativeStartVideo, leaving -> stop + close.
Verified live (Android emulator -> m3-host on the LAN box, ABI v2): QUIC handshake,
8-round clock-skew sync, HEVC decoder configured at 1280x720, and the data plane
delivered + fed all 299 access units (the punktfunk/1 NAT hole-punch worked through
the emulator's SLIRP). Real-pixel render is pending a non-synthetic source:
`m3-host --source synthetic` emits dummy transport payloads (not HEVC), so the
decoder correctly produces nothing; `--source virtual` (a compositor on the host)
is needed to verify decode-to-screen.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
flatpak-cargo-generator.py (master) imports `tomlkit` + `aiohttp`; the workflow
installed `python3-toml`, so the "Generate offline cargo sources" step would fail
with ModuleNotFoundError. Install python3-tomlkit instead, and correct the same
note in build-flatpak.sh.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Ship the punktfunk Linux client to the Steam Deck as a Flatpak — the only viable
SteamOS install path, since /usr is read-only and lacks libadwaita/SDL3 — and
publish both it and the Decky plugin through Gitea. Built and validated live on a
Steam Deck (SteamOS 3.7): bundle installs user-scope, all libs resolve, libavcodec
resolves to the codecs-extra HEVC build, devices=all for DualSense hidraw.
packaging/flatpak (new):
- io.unom.Punktfunk.yml on GNOME 50 / freedesktop-sdk 25.08. rust-stable//25.08
(rustc 1.96 — the GTK4 chain needs >=1.92; the EOL GNOME-48/24.08 rust-stable at
1.89 could not build it) + llvm20 (libclang for bindgen in ffmpeg-sys-next/sdl3-sys).
HEVC libavcodec comes from the runtime's auto codecs-extra extension point (no
app-side codec declaration). Bundled SDL3 3.4.10 (matches sdl3-sys 0.6.6+SDL-3.4.10).
finish-args: wayland/fallback-x11, --device=all (GPU/VAAPI + evdev + hidraw — flatpak
cannot bind /dev/hidrawN char devices via --filesystem), pulseaudio, network,
~/.config/punktfunk.
- metainfo.xml, desktop, square SVG icon, build-flatpak.sh (offline cargo-sources;
on-Deck org.flatpak.Builder or CI), README.
clients/decky:
- add LICENSE (MIT), fix package.json license (BSD-3-Clause -> Apache-2.0 OR MIT),
add scripts/{package.sh,deploy.sh} (the plugins dir is root-owned: stage to /tmp,
sudo install, restart plugin_loader), align the launcher fallback to the real
flatpak app id io.unom.Punktfunk, rewrite the install section.
.gitea/workflows:
- flatpak.yml: privileged Fedora container builds the bundle and publishes to the
Gitea generic registry (+ release attachment on tags).
- decky.yml: pnpm build -> store-layout zip -> registry (stable latest/ URL for
Decky "install from URL").
docs: packaging/README + packaging/flatpak/README.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Rust-heavy client model (like punktfunk-client-linux): a new cdylib crate
crates/punktfunk-android links punktfunk-core and exposes the JNI seam;
Kotlin (clients/android) owns only the Android-framework surface. Kotlin can't
import the C header the way Swift can, so the bridge is written in Rust to reuse
the Linux client's orchestration rather than re-port it.
- crates/punktfunk-android: JNI bridge — abiVersion/coreVersion native-link
proof + session connect/close handle; plane pumps stubbed for M4 stage 1.
- clients/android: Gradle project — :app (Compose) + :kit (Android library with
a cargo-ndk Exec task -> jniLibs). AGP 9.2 / Gradle 9.4.1 / Kotlin 2.3.21 /
Compose BOM 2026.05.01 / compileSdk 37 / targetSdk 36 / minSdk 31, shipping
arm64-v8a + x86_64. Phone + TV (leanback) installable. README rewritten.
- .gitea/workflows/android.yml: CI mirroring apple.yml on a Linux runner.
- punktfunk-core: switch rcgen to the ring backend so the whole quic tree is
aws-lc-free (smaller client .so, cmake-free cross-compile; a win for all targets).
Validated on this box: :app:assembleDebug -> APK with both ABIs; emulator
first-light renders the bridge linked (core ABI v2) with logcat confirmation;
clippy -D warnings + cargo fmt clean; core tests green on the ring backend.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Gate the Linux-only bits so the host crate builds on MSVC (it already built on Linux + macOS): drm_sync/dmabuf_fence use DRM ioctls + libc (a linux-only target dep) and have no non-Linux callers; VirtualOutput.remote_fd is a PipeWire concept. The full dep tree (aws-lc-rs, quinn, rusty_enet, axum) builds clean on MSVC and the binary runs (openapi emits the spec) — only these 3 cfg-gates were needed. First step of the Windows host port (docs/windows-host.md).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two fixes from live Bazzite testing of the managed-Gaming + mid-stream work:
1. Input now FOLLOWS the active session. The host-lifetime injector was pinned to
the first backend it opened and only reopened on an inject FAILURE — but with
Feature A keeping the managed gamescope warm, its EIS socket stays alive, so a
switch to the KDE desktop + reconnect kept injecting into the idle gamescope
(input silently dead on KDE). injector_service_thread now compares the
resolved input backend (default_backend() ← PUNKTFUNK_INPUT_BACKEND, set per
connect by apply_input_env, and on a mid-stream switch) each event and reopens
when it changes. Fixes input on a Gaming->Desktop reconnect AND Feature B's
mid-stream input re-route, with no plumbing.
2. Debounced TV-restore no longer yanks you back to gaming. do_restore_tv_session
now checks detect_active_session(): if a desktop session is active (the user
switched), it tears down the idle managed gamescope but does NOT restart the
gaming autologin. Observed live: the restore fired and restarted
gamescope-session-plus@ogui-steam while the client was already on the KDE
desktop.
Also: document PUNKTFUNK_SESSION_WATCH (Feature B opt-in) in the Bazzite host.env
and correct the managed-default description. Compiles, clippy/fmt clean, 78 tests.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The schedule_restore_tv_session assignment exceeded 100 cols; rustfmt wraps it.
The fix was made post-commit but only m3.rs was staged for 33ad903, so CI's
fmt --check failed on the committed unwrapped line. Stage the wrap.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Feature B: while streaming, follow a Gaming<->Desktop switch on the box without
a reconnect. A ~1s watcher thread (session_watcher_loop) self-baselines on the
live ActiveKind and, when it changes and stays changed for a 3s debounce (the
old/new compositors coexist briefly during a switch), sends a SessionSwitch to
the encode loop. The loop's new rebuild slot — taking precedence over a queued
mode change — retargets the process env (apply_session_env/apply_input_env) and
rebuilds the WHOLE backend in place at the SAME client mode (vdisplay::open +
build_pipeline_with_retry), reusing the proven mode-switch rebuild path: the
Session + send thread (QUIC control + UDP data plane + side planes) stay up, the
client sees a brief freeze then an IDR. Old pipeline kept on a rebuild failure
(transient vs permanent classified via is_permanent_build_error). Input
re-routes via the host-lifetime injector's lazy reopen against the new
PUNKTFUNK_INPUT_BACKEND.
Opt-in via PUNKTFUNK_SESSION_WATCH (off by default; never under an explicit
PUNKTFUNK_COMPOSITOR pin), so it lands inert and is promoted to default only
after live validation on a real Bazzite Gaming<->KDE flip. The watcher snapshots
the SessionEnv so only the encode thread writes process env.
Compiles, clippy/fmt clean, 78 host tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Feature A: in Gaming Mode, default to a host-managed gamescope at the CLIENT's
mode (tear the TV's autologin down on connect) instead of attaching to the
running TV session — so the client receives ITS resolution (capture == encode ==
client mode, fixing the InitializeEncoder size mismatch the attach path hit),
not the TV's 4K.
Reliability is the debounce: restore_managed_session() now SCHEDULES the TV
restore RESTORE_DEBOUNCE (5s) after the last disconnect via a host-lifetime
worker, instead of restoring immediately per-disconnect. A reconnect inside the
window cancels the pending restore and reuses the still-warm managed session
(create_managed_session clears PENDING_RESTORE at the top) — so a quick reconnect
(e.g. a controller hiccup) never triggers a gamescope stop/relaunch, which is the
per-connect churn that leaked NVIDIA GPU context on F44 (the black-screen
reconnect).
- vdisplay/gamescope.rs: PENDING_RESTORE + RESTORE_DEBOUNCE; schedule_restore_tv_session
(debounced), do_restore_tv_session (the actual restore, worker-driven),
start_restore_worker (100ms tick, RAII keepalive handle). create_managed_session
cancels the pending restore + reuse path unchanged.
- vdisplay.rs: apply_input_env flips gamescope to managed-DEFAULT; PUNKTFUNK_GAMESCOPE_ATTACH
(or an explicit _NODE) opts back to attach for couch-on-TV; _MANAGED forces managed.
restore_managed_session schedules; new start_restore_worker wrapper.
- m3.rs serve(): hold the restore worker for the host lifetime.
- bazzite host.env: document managed-default + the ATTACH opt-out.
Compiles, clippy-clean, 78 host tests pass. F44 single stop/start leak to be
verified live on the box.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The session-aware selector drives a KWin virtual output at the client's
resolution when the Bazzite box is in KDE Desktop Mode — validated live. But a
normal KDE login withholds two things the headless host needs:
1. KWIN_WAYLAND_NO_PERMISSION_CHECKS=1 — so KWin exposes the privileged
zkde_screencast virtual-output protocol to an external client.
2. the kde-authorized RemoteDesktop grant — so libei input auto-approves
instead of popping a dialog a headless host can't answer.
Add packaging/bazzite/kde-desktop-setup.sh (idempotent, no root): writes the
environment.d KWIN drop-in and seeds the grant DB (shipped at
/usr/share/punktfunk/headless/kde-authorized) into ~/.local/share/flatpak/db/,
restarting the portal chain. Ship it via the RPM at
/usr/share/punktfunk/bazzite/ and document it in the Bazzite README (new §6.5).
Gaming Mode needs none of this (auto-attach).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bazzite/SteamOS boxes flip between Steam Gaming Mode (gamescope) and a
KDE/GNOME desktop. The host statically read PUNKTFUNK_COMPOSITOR /
XDG_CURRENT_DESKTOP once, so switching to Desktop Mode failed the stream, and
the gamescope managed-session path stopped+relaunched the autologin per connect
— leaking GPU context on F44 (reconnect → black screen).
Replace the static read with a runtime probe of the live session and route each
connect to the right backend, churn-free:
- vdisplay::detect_active_session() probes /proc for the running compositor of
our uid (gamescope|kwin_wayland|gnome-shell|sway, desktop outranks a leftover
gamescope) + scans the runtime dir for the live wayland-* socket. Returns an
ActiveKind + the SessionEnv (WAYLAND_DISPLAY/XDG_RUNTIME_DIR/DBUS/
XDG_CURRENT_DESKTOP) that targets it.
- apply_session_env() writes that into the process env per connect (host serves
one session at a time), so every backend (capture + input) opens against the
live session; apply_input_env() points input at the matching backend and
selects gamescope ATTACH (no managed restart) unless PUNKTFUNK_GAMESCOPE_MANAGED.
- resolve_compositor() (native path) auto-detects + applies; explicit
PUNKTFUNK_COMPOSITOR still wins (legacy/CI/forcing). detect() is now
active-aware for the GameStream/mgmt callers too.
- Bazzite host.env drops the static gamescope force; documents auto-detection
+ the optional overrides.
Result: Desktop Mode → KWin/Mutter virtual output at the client's mode
(churn-free, the reliable path); Gaming Mode → attach to the running gamescope
(no SIGSEGV/GPU leak on reconnect). Compiles + clippy-clean; 78 host tests pass.
Live validation on the Bazzite box pending (box offline).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
On a Bazzite host that autologins into gaming mode on a physical display (the F44
default: gamescope-session-plus@ogui-steam on the TV), Steam — single-instance — is
held by that session, which renders to the TV's native mode. The host-managed session
then can't start its own Steam, so it captured the TV's 4K output instead of the
client's mode (stretched). On F43 the box wasn't in gaming mode, so the host's Steam
was the only one.
Fix: on connect, the host-managed gamescope path stops any running autologin
`gamescope-session-plus@*` unit (frees Steam) before launching its own session at the
client's mode; on client disconnect (`restore_tv_session`, called from serve_session
teardown) it stops our session and restarts the autologin one, so the TV returns to
gaming mode by default when no one is streaming. Stopping the `--user` unit sticks
(Relogin only fires on the full logind session ending — verified live), so no sddm
config change is needed. Cost: a Steam cold-start per connect, given single-instance.
No-op on non-Bazzite / headless boxes (nothing to stop → nothing to restore).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The earlier buttonHome handler wasn't enough: on macOS the SYSTEM grabs the DualSense
Home/PS button by default (opens Launchpad's Games folder), so it never reached the app.
The fix is to disable the system gesture on the element —
`physicalInputProfile.buttons[GCInputButtonHome].preferredSystemGestureState = .disabled`
(Apple's documented mechanism) — which hands the button to us.
Then drive `guide` DIRECTLY from that element's pressedChangedHandler instead of via
buttonMask: the legacy `extendedGamepad.buttonHome` is unreliable/often nil even when the
physical element exists, so reading it in the mask dropped presses. `sendGuide` folds the
bit into `buttons` so a held PS button still releases on focus loss. On tvOS the element
is reserved (nil) → the block no-ops.
The host already maps BTN_GUIDE → the DualSense PS bit, so this completes the chain.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 3: the Apple library now talks to the host's HTTPS mgmt API (e255910) over mTLS
using this client's persistent identity — the SAME cert the host paired over QUIC — so
there is NO manual token anymore.
- ClientTLS: builds a SecIdentity from the stored PEM (CryptoKit parses the rcgen P-256
PKCS#8 key → x963 → SecKey; the cert PEM → SecCertificate; SecIdentityCreateWithCertificate
pairs them via the Keychain). macOS-only for now (that API is unavailable on iOS — a
PKCS#12 path would be needed there; the client is macOS-first).
- LibraryTLSDelegate: pins the host's self-signed cert by the fingerprint the client
already trusts, and presents the identity for the client-cert challenge.
- LibraryClient.fetch now does GET https://…/library with the identity + host fingerprint;
the whole connection form (port + token) and StoredHost.mgmtToken/setMgmt are gone — the
library "just works" for a paired host. 401 → "pair with the host first".
Can't compile Swift on the Linux box; CI (apple.yml) compiles the macOS path incl. the
Security/CryptoKit code. Runtime (SecIdentity build + the mTLS handshake) needs Mac
validation. Pairs with the host mTLS already landed + live-tested.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 1 of moving the library off a manual mgmt token: the management API now serves
over HTTPS with the host's persistent identity (the cert clients already pin) and
OPTIONAL client-cert auth. A request is authorized if EITHER the peer presented a
client certificate whose SHA-256 is in the punktfunk/1 paired store (the same trust the
QUIC data plane uses — so a paired native client needs no token), OR it carries the
bearer token (the web console / admin). `/health` stays open.
axum-server can't surface the peer cert to a handler, so `serve_https` runs the rustls
handshake itself (tokio-rustls), reads the verified peer certificate, and serves the
axum Router over hyper with the fingerprint attached to each request; `require_auth`
checks it against `NativePairing::is_paired`. The verifier reuses the GameStream
AcceptAnyClientCert, parameterized to make client auth optional (a browser with no cert
still completes the handshake and falls back to the token).
Validated live: paired cert → 200, unpaired cert / no creds / bad token → 401, bearer
→ 200, /health open. (Note: the API is now HTTPS with a self-signed cert — a browser
shows a one-time trust prompt; native clients pin by fingerprint.)
Next: Apple client presents its identity over mTLS (drops the token field); embed the
web console; enable HTTPS mgmt by default.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The client-side cursor positions the host pointer with ABSOLUTE events, but
gamescope's input socket (EIS) grants only a relative pointer — the host drops the
absolute events (libei.rs: no PointerAbsolute → not emitted), so the pointer never
moves and clicks/scroll land on the stuck position. Auto-mode enabled exactly this on
gamescope, making all input appear dead until toggled off.
Force `cursorVisible = false`, neuter the ⌘⇧C toggle, and hide the now-inert Settings
picker. The resolution logic + handlers are kept (commented) for when per-compositor
gating (KWin/GNOME/Sway have an absolute pointer) or a synthetic-cursor-over-relative
path lands. Relative capture (the working path) is now always used.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two issues from live Mac testing, plus a requested fullscreen option:
- PS button: the Home/PS button (→ guide; the host maps it to the DualSense PS bit)
does not reliably fire GCExtendedGamepad.valueChangedHandler on macOS, so its presses
were dropped. Add a dedicated buttonHome.pressedChangedHandler that re-syncs. The host
already maps BTN_GUIDE→PS, so this is the missing client half.
- Fullscreen: a macOS FullscreenController (NSViewRepresentable) takes the window
fullscreen while a session is up (incl. the trust prompt over the blurred stream) and
restores it on the host list — so only the stream is fullscreen, not the picker. New
`fullscreenWhileStreaming` setting (default on) + a Settings "Window" toggle.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two DualSense (UHID) fixes surfaced live on the Bazzite host:
- Battery: serialize_state never set the input report's status byte (struct off 52 →
r[53]), so hid-playstation read battery capacity 0 and SteamOS warned "low battery"
even on a fully-charged pad. Set it to 0x0A (discharging, low nibble 0xA → 100 %) —
a virtual pad has no real cell. (Forwarding the client pad's real charge is a later
feature.) Regression assert added to the layout test.
- Rumble diagnostic: log the silent→active transition when forwarding a buzz on the
0xCA plane, so a live test can tell "host never receives rumble from the game"
(Steam Input / parse) apart from "client doesn't render it". Once per buzz, no spam.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Tapping a game in the (flagged) library now starts a session that asks the host to
launch it — the picked GameEntry id rides the connect down to the host, which resolves
it against its own library (ede3936).
- PunktfunkConnection.init gains `launchID` and calls the new punktfunk_connect_ex4
(wrapping it in withOptionalCString; nil = host default).
- Threaded SessionModel.connect(launchID:) → ContentView.connect(_:launchID:) →
a `launchTitle(host, id)` helper that dismisses the browser and connects.
- LibraryView gains `onLaunch`; cards become buttons that fire it. Wired on every
platform (ContentView sheet on macOS/iOS, HomeView destination on tvOS) via a new
`onLaunchTitle` closure on HomeView. Settings footer updated (launch is live now).
Can't compile Swift on the Linux box; CI (apple.yml) verifies. The host side of this
chain is live-validated on the dev box: a client `--launch custom:<id>` made the host
resolve the id and spawn gamescope running the title (see ede3936).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Plan step 4 (plumbing + host behavior). A client can ask the host to launch a
library title on connect; the host resolves it against ITS OWN library and runs it
in the session — the client sends only the store-qualified id, never a command, so a
remote peer can't inject one.
- Protocol (quic.rs): `Hello.launch: Option<String>` (the GameEntry id). Appended
after `name`; when launch is present but name absent, a zero-length name placeholder
keeps the offset deterministic — so a Hello with neither field stays byte-identical
to the bitrate-era 26-byte form (test-asserted). Old peers ignore it; new hosts
decode None from old clients. Round-trip + back-compat + truncation tests.
- Host: `library::launch_command(id)` resolves id → command via the host's own library —
`steam_appid` → `steam steam://rungameid/<appid>` (appid validated as digits, the only
client-influenced part), `command` → the host-stored command verbatim (trusted, never
from the client). m3.rs sets PUNKTFUNK_GAMESCOPE_APP from it before bringup, exactly
as the GameStream /launch path does (one session at a time). Unit-tested incl. an
injection-attempt guard. Takes effect on the bare-spawn gamescope path; a no-op on a
shared desktop / attach-to-existing session.
- C ABI: `punktfunk_connect_ex4` adds `launch_id` (NULL = none); `_ex3` now delegates to
it. Threaded through NativeClient::connect → WorkerArgs → Hello.
- client-rs gains `--launch ID` (headless testing); client-linux passes None (no picker
yet). Header regenerated.
Next: the Apple library grid passes the picked id via punktfunk_connect_ex4.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>