94f0207cbdbdee73b275bce17f39380dcc4ad920
1843
Commits
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94f0207cbd |
feat(windows/client): logs persist — %LOCALAPPDATA%\punktfunk\logs\client.log
apple / swift (push) Successful in 4m54s
ci / web (push) Successful in 58s
decky / build-publish (push) Successful in 34s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 23s
ci / bench (push) Successful in 7m9s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 18s
docker / build-push (ci, ci/rust-ci-noble.Dockerfile, punktfunk-rust-ci-noble) (push) Successful in 30s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 22s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 40s
deb / build-publish-client-arm64 (push) Successful in 7m35s
deb / build-publish (push) Successful in 10m19s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 3m25s
ci / rust-arm64 (push) Successful in 13m57s
deb / build-publish-host (push) Successful in 14m30s
ci / docs-site (push) Successful in 1m27s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 4m41s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 14s
windows / build (x86_64-pc-windows-msvc) (push) Successful in 5m32s
android / android (push) Successful in 15m23s
arch / build-publish (push) Successful in 14m1s
flatpak / build-publish (push) Failing after 8m16s
docker / deploy-docs (push) Successful in 11s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 18m25s
release / apple (push) Successful in 29m47s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Failing after 7m52s
ci / rust (push) Failing after 16m15s
docker / build-push-arm64cross (push) Failing after 4m25s
windows-host / package (push) Successful in 11m35s
windows-host / winget-source (push) Skipped
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Failing after 1m59s
apple / screenshots (push) Successful in 23m44s
The shell is a windows_subsystem binary and spawns punktfunk-session with CREATE_NO_WINDOW + inherited stderr: a normal GUI/MSIX launch has no console, so every log line — the shell's and the session's whole receive/decode/present forensic trail — evaporated exactly when a user hit something worth reporting. The 2026-07 PyroWave latency-sawtooth report had to be triaged from host logs alone; the deciding evidence (clock re-sync vs backlog-flush lines) lives client-side. - New logfile module: %LOCALAPPDATA%\punktfunk\logs\client.log, the host's rotation convention (10 MB cap -> .old at next start, one generation), best-effort (no dir -> plain stderr, never a startup failure). - The tracing subscriber tees to stderr AND the file (ANSI off — the file is what users send); startup logs the path. - The spawned session's stderr is piped through the same tee, line-buffered — dev-terminal runs keep their interleaved output, GUI runs finally keep anything at all. - The --console path and the punktfunk-console.exe MSIX shim forward the same way (a couch launch has no console either). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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2c69cbdab9 |
docs(host/stats): say what the stats actually measure — three field-triage traps
Three lines that each sent the 2026-07 PyroWave field triage down a wrong path, made honest: - The 'client accepts streamed AUs … will stream per-slice' log fires before the encoder exists and regardless of backend support (only Linux direct-NVENC implements chunked polling) — it now states the client capability only. - StatsSample::mbps was documented as 'transmit goodput'; it is attempted sealed wire bytes at seal time — AU bytes + shard framing + FEC parity (+ PyroWave window padding), not reduced by socket send drops. - The per-stage split's 'encode' stage is the poll() duration, which is ~0 by construction for synchronous backends (PyroWave encodes inside submit → its time shows as 'submit') — documented at the split's definition so 'encode 0.00' stops reading as an instrumentation hole. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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d8d8c6c43d |
fix(core/abr): the capacity probe's own overload no longer reads as session congestion
The startup speed-test probe deliberately overloads the link (2 Gb/s for 800 ms) to measure capacity. The report tick is suppressed while it runs and the window anchors are rebased when it ends — but two residues leak past the rebase: probe frames still pending in the reassembler age out as frames_dropped for another ~120 ms (the loss-window fuse), and the burst can latch flush_in_window (a jump-to-live it caused itself). Either one reads as a SEVERE window: the controller backs off ×0.7 and — worse — slow start ends at the first congestion signal, permanently. That is precisely the 2026-07 field report's Automatic session: 20→14 Mb/s exactly one report tick after the probe, then a purely additive +6 %/4.5 s crawl that took the whole 4.5-minute match to reach 308 Mb/s on a link the probe had just measured at ~1.2 Gb/s. Slow start (doubling per clean window to the probed ceiling, 'seconds instead of minutes') never got to run. The first post-probe report window is now discarded outright: no LossReport (probe residue would also spike the host's adaptive FEC), the standing-latency detector closes it as not-loss-free (its clean-run just resets), and the ABR is fed nothing. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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b8b8ac336c |
feat(core/client): all-intra streams drain the frame channel to the newest AU
The pre-decode FrameChannel is strictly FIFO because H.26x reference chains forbid mid-stream drops — falling behind is only recoverable via the coarse jump-to-live thresholds (depth ≥6 sustained, or 400 ms behind the capture clock) at the cost of a keyframe round-trip. PyroWave has no reference chains: every AU decodes independently, so a slow consumer can skip straight to the newest queued AU with zero recovery cost. The pump now flags the channel all-intra for PyroWave sessions and pop() drains to the newest, which caps any standing pre-decode queue at ~1 frame structurally — the 2026-07 field report's 780M client could otherwise ratchet a real multi-frame backlog (and with it the OSD latency) between those coarse thresholds. Skips are counted separately from losses (they were delivered, just superseded) and surfaced at debug on the report tick — the OSD 'lost' line keeps meaning wire loss. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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6d1baa0add |
fix(pf-encode/pyrowave): the bitrate pin holds on the WIRE, not the raw bitstream
A datagram-aligned PyroWave session inflates the codec bitstream ×1.2–1.3 on its way to the wire — greedy packing of few-hundred-byte atomic block packets into 1408 B windows zero-pads most window tails, plus the 4-byte prefixes and FRAG chains. The 2026-07 field report's 1440p60 10-bit "Automatic" pin of 407 Mb/s put a measured 550 Mb/s on a 1 GbE link; nothing enforced the pin past the rate controller. New shared WireBudget (pyrowave_wire.rs, both backends): tracks the real per-frame AU/bitstream ratio as a ×1024 fixed-point EMA (prior ×1.25, weight 1/8, clamped ×1.0–×2.0) and deflates the budget handed to pyrowave's rate control by it, so the windowed AU lands on the configured rate. Sealed-datagram framing (+4.5%) and FEC parity stay uncompensated — H.26x sessions carry those on top of the configured bitrate too, and the pin must mean the same thing for every codec. Dense (non-chunked) sessions are untouched. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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53640b8754 |
fix(core/clock): re-sync survives loaded links — floor baseline, spaced rounds, bounded staleness
The mid-stream clock re-sync starved on high-bitrate LAN sessions (2026-07 PyroWave-sawtooth field report, RX 9070 XT -> 780M @ 550 Mb/s): every batch was judged against the CONNECT-TIME RTT, measured before the video data plane existed, with a 2 ms floor — mid-stream control RTTs on a loaded GbE link sit above that almost permanently, so batches were rejected for minutes while the wall clocks drifted apart and the OSD e2e figure ramped 19->150 ms before snapping back on a lucky batch. Three changes: - Rounds are spaced 7 ms apart (stamped at send time, so the spacing never lands in the RTT). An 8-round batch used to complete inside ONE ~6 ms video burst — all rounds sampled the same congestion state; spacing walks them across the frame cycle so the min-RTT round finds a quiet gap. - ResyncGuard replaces the static baseline: the guard band follows the best RTT the session has evidenced (connect RTT, then min over every completed batch — rejected ones included). - Rejection streaks are bounded: after 3 consecutive rejections the best (min-RTT) batch of the streak is applied anyway. Its queueing bias is at most ~half its RTT; unbounded wall-clock drift costs more per minute. Rejections now log at warn with the streak and floor — the starvation signature is grep-able in exactly the logs users send. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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94b7a834cb |
fix(installer/windows): GameStream is opt-in, not on by default
apple / swift (push) Successful in 3m19s
decky / build-publish (push) Successful in 35s
windows-host / package (push) Successful in 18m44s
windows-host / winget-source (push) Skipped
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 22m27s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 17m15s
apple / screenshots (push) Successful in 23m24s
ci / web (push) Successful in 58s
ci / docs-site (push) Successful in 1m27s
ci / bench (push) Successful in 7m15s
ci / rust-arm64 (push) Successful in 11m47s
deb / build-publish-client-arm64 (push) Successful in 10m21s
android / android (push) Failing after 11m52s
deb / build-publish-host (push) Successful in 11m34s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 1m42s
deb / build-publish (push) Successful in 17m34s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 3m6s
docker / build-push (ci, ci/rust-ci-noble.Dockerfile, punktfunk-rust-ci-noble) (push) Successful in 8m30s
arch / build-publish (push) Successful in 18m29s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 13m59s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 14m36s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 13m1s
docker / deploy-docs (push) Successful in 35s
ci / rust (push) Successful in 30m15s
docker / build-push-arm64cross (push) Successful in 9m8s
A user found this in their log and had never been offered a choice:
WARN GameStream/Moonlight compat ENABLED (--gamestream): its pairing runs over
plain HTTP and its legacy control encryption can reuse GCM nonces
(security-review #5/#9) — an on-path LAN attacker could MITM pairing or
recover input. Enable only on a TRUSTED network.
They were right. The `gamestream` task carried no `Flags: unchecked`, so it was
pre-ticked; and since a silent install takes the wizard's own task defaults
(
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4114dfeff7 |
fix(winget): the Log switch used |LOGPATH|, which winget never substitutes
Second field report on 0.20.0's winget path, and independent of the conflict
abort in
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37781a610f |
fix(installer/windows): only a host that will actually RUN is a conflict
docker / deploy-docs (push) Successful in 41s
ci / web (push) Successful in 56s
ci / docs-site (push) Successful in 1m50s
apple / swift (push) Successful in 5m41s
ci / bench (push) Successful in 7m1s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 2m3s
ci / rust-arm64 (push) Successful in 9m51s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 27s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 27s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 30s
deb / build-publish-host (push) Successful in 11m32s
deb / build-publish-client-arm64 (push) Successful in 10m59s
decky / build-publish (push) Successful in 41s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 30s
docker / build-push (ci, ci/rust-ci-noble.Dockerfile, punktfunk-rust-ci-noble) (push) Successful in 6m19s
android / android (push) Successful in 17m31s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Failing after 5m35s
windows-host / package (push) Successful in 11m21s
windows-host / winget-source (push) Skipped
arch / build-publish (push) Successful in 19m9s
docker / build-push-arm64cross (push) Successful in 5m7s
ci / rust (push) Successful in 22m25s
deb / build-publish (push) Successful in 10m49s
apple / screenshots (push) Successful in 23m8s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 21m34s
Field report within hours of 0.20.0 (HitFrostbite): `winget install unom.PunktfunkHost` fails with "Installer failed with exit code: 1", 0x8A150006, after the hash verifies and the install starts. That is Setup aborting on purpose. `StreamHostPresent` counted a conflicting host as present if its SCM service key existed at ANY start type, OR if a bare Program Files\<Name> directory existed — so a disabled service, or a folder left behind by an uninstall, read as a live conflict. |
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ec9aa415f6 |
chore(web): override brace-expansion to 5.0.8 — clears GHSA-mh99-v99m-4gvg
audit / bun-audit (push) Successful in 19s
ci / docs-site (push) Successful in 2m18s
audit / cargo-audit (push) Successful in 3m22s
ci / web (push) Successful in 1m6s
apple / swift (push) Successful in 5m10s
ci / bench (push) Successful in 5m49s
ci / rust-arm64 (push) Successful in 9m52s
arch / build-publish (push) Successful in 13m17s
decky / build-publish (push) Successful in 54s
deb / build-publish-client-arm64 (push) Successful in 12m15s
android / android (push) Successful in 18m58s
deb / build-publish-host (push) Successful in 16m33s
windows-host / package (push) Successful in 19m55s
windows-host / winget-source (push) Skipped
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apple / screenshots (push) Successful in 23m33s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 20m25s
ci / rust (push) Successful in 33m32s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 21m45s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 37s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 32s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 36s
docker / build-push (ci, ci/rust-ci-noble.Dockerfile, punktfunk-rust-ci-noble) (push) Successful in 28s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 6m18s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 34s
docker / build-push-arm64cross (push) Successful in 5m16s
docker / deploy-docs (push) Successful in 38s
bun-audit has been red since the advisory published, so it was already failing
before v0.20.0 was cut (same failure on
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24d2f97eae |
fix(ci/winget): forward GITHUB_REF_NAME into the remote shell
The catalogue-verify step has failed on every stable tag since it landed, v0.20.0 included: `bash: line 6: GITHUB_REF_NAME: unbound variable`, twice, then exit 1. `env:` populates the RUNNER's environment. appleboy/ssh-action executes its `script` on the REMOTE host over SSH, which inherits none of it — the action has a separate `envs:` input naming the variables to forward. Without it the `set -u` at the top of the script turns the first expansion into a fatal, and the two `curl`s either side report only the collateral: `Failed writing body` is curl losing its pipe when the `grep` it was feeding died. The failure is maximally misleading, because everything it guards ALREADY WORKED: the catalogue is built, tested and shipped in the preceding steps, and only the proof-of-serving fails. Confirmed by hand against the live source during the v0.20.0 release — it serves unom.PunktfunkHost 0.20.0 correctly. The pattern was already right everywhere else: both "Pull and start docs" steps (deploy-services.yml, docker.yml) pair `env:` with `envs:`. A sweep of the other three ssh-action steps found no further instance — the remaining two pass no variables at all. |
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c9b8f666cd |
docs(release): winget needs its source added first — say so
Reported within an hour of the announcement: `winget install unom.PunktfunkHost` answers "no package found". That is correct behaviour, not a broken package — Punktfunk is served from its own REST source, and winget only searches sources it has been told about. The notes said "after adding Punktfunk's package source once" without ever giving the command, so there was no way to act on it. Both commands are now spelled out, the `winget source add` one flagged as needing an Administrator terminal (it does), and the failure mode is stated explicitly so someone who hits it recognises it rather than filing it as a bug. The lead-in is untouched, so the Discord embed for v0.20.0 stays accurate and this needs no re-announcement — the release body is re-synced from this file. |
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35b6c835fd |
docs: on a gamescope session the display outranks the end-game setting
ci / web (push) Successful in 1m23s
ci / docs-site (push) Successful in 1m19s
decky / build-publish (push) Successful in 33s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 16s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 57s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 26s
docker / build-push (ci, ci/rust-ci-noble.Dockerfile, punktfunk-rust-ci-noble) (push) Successful in 23s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 23s
ci / bench (push) Successful in 5m32s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 1m35s
ci / rust-arm64 (push) Successful in 9m2s
windows-host / package (push) Successful in 20m22s
windows-host / winget-source (push) Skipped
arch / build-publish (push) Successful in 14m46s
docker / build-push-arm64cross (push) Successful in 30s
docker / deploy-docs (push) Successful in 52s
android / android (push) Successful in 16m52s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 18m44s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 18m36s
ci / rust (push) Successful in 27m3s
apple / swift (push) Successful in 6m5s
apple / screenshots (push) Successful in 25m23s
deb / build-publish-host (push) Successful in 16m6s
deb / build-publish-client-arm64 (push) Successful in 11m21s
deb / build-publish (push) Successful in 11m28s
On-glass on .41: with `game_on_session_end: keep` — "leave it running, nothing
is ever closed" — a deliberate stop ended the game, and a drop ended it ~14 s
later. Both times the LEASE did the right thing (no `ending the launched game`
line); the game died because the virtual display was torn down, and a nested
launch runs inside that gamescope.
So on a dedicated gamescope session the game's lifetime IS the display's, and
keep-alive decides it — not this setting:
* a deliberate stop skips the linger by design, so the game goes at once,
* a drop lingers the keep-alive window, then takes the game with it,
* only keep-alive Forever actually keeps it — and `always` still ends it at
the reconnect window, which is the documented precedence and was verified
(a `forever`-pinned display released at grace expiry, 60.006 s).
That makes the console's promise untrue on the most common Linux setup, so the
card now says so for every option rather than only warning about `always`, and
the docs get the three cases as a table. Worded so a non-gamescope host reads it
and moves on — a desktop-session launch is an ordinary process and none of it
applies.
Not changing behavior here: making `keep` pin the display would pit it against
"a stop must not leave a ghost display", and which wins is a product call rather
than something to decide silently mid-test.
web: codegen + tsc + biome clean, en/de complete. docs-site: build + tsc clean.
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39a9f09f04 |
fix(mgmt/web): the running-game cover slot says "game" when there is no art
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docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 33s
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docker / build-push (ci, ci/rust-ci-noble.Dockerfile, punktfunk-rust-ci-noble) (push) Successful in 31s
deb / build-publish-client-arm64 (push) Successful in 8m0s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 31s
deb / build-publish-host (push) Successful in 10m43s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 33s
ci / docs-site (push) Successful in 1m57s
arch / build-publish (push) Successful in 13m21s
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ci / rust-arm64 (push) Successful in 13m46s
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ci / rust (push) Successful in 21m52s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 25m39s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 30s
ci / bench (push) Successful in 6m13s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 19m21s
docker / build-push-arm64cross (push) Successful in 8m21s
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apple / screenshots (push) Successful in 23m3s
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windows-host / winget-source (push) Skipped
Rendered the Dashboard stories headlessly and looked at them, which is how this turned up: with no cover the slot was an empty grey rectangle, reading as something that failed to load rather than something absent. Plenty of rows will never have art — an operator-typed command has no catalog entry behind it, a custom entry may carry none, and nothing does until `/library` has loaded. The slot keeps its fixed size so rows stay aligned when only some titles have covers; it just holds a gamepad glyph instead of nothing. |
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f57fc85d34 |
chore(release): bump workspace version to 0.20.0
audit / cargo-audit (push) Successful in 3m41s
ci / rust-arm64 (push) Successful in 13m12s
ci / bench (push) Successful in 6m53s
windows-host / package (push) Successful in 11m47s
ci / web (push) Successful in 1m2s
android-screenshots / screenshots (push) Successful in 4m20s
audit / bun-audit (push) Failing after 32s
ci / docs-site (push) Successful in 1m28s
arch / build-publish (push) Successful in 13m7s
linux-client-screenshots / screenshots (push) Successful in 7m29s
ci / rust (push) Successful in 33m52s
android / android (push) Successful in 18m0s
web-screenshots / screenshots (push) Successful in 3m26s
apple / swift (push) Successful in 5m17s
windows-host / winget-source (push) Failing after 29s
decky / build-publish (push) Successful in 37s
docker / build-push-arm64cross (push) Successful in 22s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 29s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 25s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 24s
docker / build-push (ci, ci/rust-ci-noble.Dockerfile, punktfunk-rust-ci-noble) (push) Successful in 20s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 29s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 35s
docker / deploy-docs (push) Successful in 24s
apple / screenshots (push) Successful in 23m52s
release / apple (push) Successful in 27m35s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 2m15s
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117 commits since v0.19.2. Minor rather than patch: the headline is the session⇄game lifetime binding on both planes and both platforms — the stream ends when the game does, and optionally the reverse — plus library metadata, winget packaging for the Windows host, a 64-bit ARM Linux client, headless `--pair` enrolment, DRM card selection for the compositor-less presenter, and the ABR/latency de-escalation work, which changes runtime behaviour on every session. Wire protocol stays at 2, the embeddable C ABI at 13 and the Windows virtual-display driver protocol at 6, so 0.18/0.19/0.20 hosts and clients mix freely and no embedder rebuild is required. The new GameMeta library fields are optional and flat on the wire. Notes authored ahead of the tag per docs/releases/README.md, so the release is born with a body. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>v0.20.0 |
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0323158a3e |
fix(vdisplay/gamescope): a fresh dedicated launch streams from the first second
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A freshly spawned headless gamescope never delivered a single PipeWire buffer when a game was launched: gamescope only composites (and only on a composite pushes a capture buffer) when a client paints, and a nested Steam bootstrap paints nothing until its UI's first frame — far longer than the 10 s first-frame budget. The native plane's retry ladder then killed the half-booted Steam on every attempt and started from zero; the GameStream plane died on its single wait. Reused live displays worked, which pointed away from the real cause (root-caused on .41 with a raw pw_stream probe: `sleep infinity` nested → 0 buffers ever, `vkcube` nested → 60/s immediately). Every bare spawn now backgrounds the host's own splash client (`gamescope-splash`, hidden subcommand) beside the nested app: a dark window with a subtle breathing bar painted at ~2.5 Hz — damage from the first second, so capture gets its first frame within the budget on both planes. In `--steam` mode gamescope composites only windows whose appid is in the root `GAMESCOPECTRL_BASELAYER_APPID` list (live-proven: even a painting vkcube gets zero composites without it), so the splash declares itself as the Steam UI (STEAM_GAME=769) and seeds the baselayer iff unset; Steam's own rewrite at game launch hands composite focus to the game with no action on our side. PUNKTFUNK_GAMESCOPE_SPLASH=0 is the escape hatch. The dedicated Steam launch is also shaped with `-gamepadui` instead of `-silent`: the nested Steam is Big Picture — the identity gamescope's `--steam` integration is built around — so the boot shows the gamepad UI instead of the desktop client window flashing through the stream, and gamescope's focus rules (game outranks the Steam UI appid) cover what `-silent` was working around. On-glass on .41 (Bazzite, RTX 5070 Ti, gamescope c31743d): cold connect + Balatro launch delivers frames on the first attempt on both a cold and a torn-down-then-fresh spawn; Big Picture boot → game handover confirmed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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980b399ea8 |
test(session/gamelease): the live-process test waits out the shim window
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Its child is `sh` running a script that `exec`s a binary outside the install dir, so neither the image path nor the command line carries the directory — the host's own child is the only signal there is. Which is exactly the case the shim window now gates: a live child that might still turn out to be a launcher is not called the game until that window passes. So "running" legitimately arrives up to SHIM_WINDOW later than it used to, and the assertion at 1.5 s was asserting the old behavior. Waiting it out is the point now, not an accident of timing. The delay is the deliberate cost of the fix: until the window passes there is no way to tell "the child IS the game" from "the child is about to hand off". It shows as a few seconds of `launching` in the console, and only for a title whose store gave us signals. .25: the ignored live test passes (Child -> Running -> terminate via the SIGTERM->SIGKILL group ladder -> Exited, session-end action correctly NOT fired), full suite 305 passed. |
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d5857abd91 |
fix(session/gamelease): a launcher handing off is not the game exiting
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On glass (.41), launching any Steam title over the compat plane ended the
session ~7 s later, before the game had started:
launched app command=steam steam://rungameid/2379780 pid=12699
watching the launched game kind="child"
the launched game is running kind="child" procs=0 <- 3 ms in, zero game procs
the launched game exited -> session ended
Linux launches are `Child` leases: the host spawns the launcher itself. The
watcher counts "my child is alive" as the game running, so the lease left the
waiting phase on its FIRST poll — and the shim reclassification lives in that
phase, so it never got to run. When `steam` handed off and exited, that read as
the game exiting.
The design always called for the shim window ("never fires B from a shim exit")
and the code implements it; the lease had simply moved past where it applies. So
when the store gave us signals to recognize the real game by, a bare live child
no longer counts as the game until that window has passed. With no signals the
child is all we have and still counts immediately — custom commands are
unchanged.
Windows could not reproduce this: it holds no child, so its leases are always
`Matched`, and the whole .173 pass was structurally blind to it. Both planes on
Linux were affected — which is most of the audience for this feature.
Also fixes the live-process fixture, which was CI-red for an unrelated reason:
it copied `/bin/sleep` to a file named `game`, and modern coreutils (uutils on
Ubuntu 25.10+, busybox elsewhere) is a MULTI-CALL binary dispatching on argv[0]
— under any other name it exits instantly, leaving nothing in /proc and looking
exactly like a broken matcher. Verified by A/B: the same test fails identically
on a tree predating these changes.
.25 (Ubuntu 26.04): 305 passed, 0 failed.
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0c261de636 |
ci(plugin-kit): quote the step name that contains a colon
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`- name: Repair the file: dependency (…)` is not valid YAML — the unquoted `file: ` reads as a second mapping key — so the workflow has been unparseable since it was added, which is why re-pushing the tag never triggered a run and a manual dispatch 500'd. I had put that down to a Gitea tag quirk; it was this. The failure is invisible from the repo side: nothing validates workflow YAML on push, and an unparseable workflow simply never runs. |
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6e07d063c3 |
fix(session/gamelease): Windows had no launch reference, so it adopted old games
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On glass (.173), with a copy of Buckshot Roulette already running: a session launched the same title, Steam focused the existing instance rather than starting one, the lease adopted THAT process — and a deliberate stop closed the player's pre-existing game. That is the one thing the design says must never happen. The rule was written and the matcher implements it; the reference instant it filters against just never arrived. `procscan::launch_stamp` supports Windows, but the wrapper every launch site calls was gated `#[cfg(target_os = "linux")]` and answered `None` everywhere else — and `None` doesn't fail, it turns the filter OFF (`find` skips it), so every process under the install dir became adoptable. Windows is where this matters most: the host runs as SYSTEM and can see every process on the box, which is why `procscan/windows.rs` calls rule 1 load-bearing rather than a nicety. Both planes were affected. No unit test could have caught it — the Linux fixtures pass an explicit `min_start`, and the Windows live test passes `None` deliberately. So the guard added here asserts the reference EXISTS wherever processes can be matched, which is the shape of the failure: silent, and invisible from downstream. .133: 282 passed (+1), same 4 environmental native::tests failures. |
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dff63b2a29 |
fix(encode/nvenc): a visible cursor no longer serializes submit — the blend goes stream-ordered
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Report: iPad on a gamescope/NVIDIA 120 fps session capped at ~80 fps with repeat_fps 0, zero loss, capture 0 µs, ASIC 15 µs — and submit p50 at 10.2 ms, ~81 % of the loop period. Under gamescope the host composites the live pointer into EVERY frame, and a cursor-bearing frame forced the CPU-synced submit path: a blocking CUDA copy plus a fence-waited Vulkan blend, both exposed to the running game's GPU load. The "games hide the cursor" assumption the gate relied on does not hold under gamescope. The blend is now stream-ordered end to end. VkSlotBlend exports a timeline semaphore (VK_KHR_timeline_semaphore + external_semaphore_fd) into CUDA (cuImportExternalSemaphore, new dlopen entries): the enqueued copy signals it on the encode thread's copy stream, the blend submission waits for and advances it on the Vulkan queue, and a CUDA-side wait orders the encode after the blend on the session's bound IO stream — no CPU sync anywhere, so cursor frames keep the stream-ordered fast path. Each ring slot gets its own command buffer + descriptor set (written once) so several ordered blends can be in flight; cursor-bitmap uploads and teardown quiesce through the timeline. Drivers without the timeline export keep the previous CPU-synced blend, and any bring-up or per-frame failure still degrades to "no cursor", never a dropped frame. Also: the blocking multi-plane copies (the escalated/pipelined mode and the non-stream-ordered fallback) now enqueue every plane and pay ONE stream sync instead of one per plane (NV12 2→1, YUV444 3→1) — each exposed wait costs scheduling latency under GPU contention, which is what makes the escalation's blocking copies self-reinforcing. Verified on the RTX 5070 Ti box (driver 610.43.03): all 12 nvenc_cuda on-hardware smokes green, including the new nvenc_cuda_cursor_blend_stream_ordered (6 cursor AUs, all ordered, across a bitmap-serial flip); host suite 301/301; clippy --all-targets -D warnings clean; struct layouts of the hand-flattened cuda.h params asserted in tests. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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02b94b828d |
fix(gamestream): the termination type comes from the version we advertise
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Still -1 on glass. The message was going out; the client was ignoring it. Which packet-type table a client reads is decided by exactly one thing — moonlight-common-c sets `encryptedControlStream = APP_VERSION_AT_LEAST(7, 1, 431)` — and we advertise 7.1.431, so every client reads the ENCRYPTED table, where termination is 0x0109. We were sending 0x0100. Deriving that from the nonce scheme was the error: `NonceKind` describes how the GCM nonce is built and nothing else. The two look like the same "is this encrypted" axis and are not. The HDR message could never have caught it either, since 0x010e is identical in both tables — so the only symptom was the silence this whole chain has been about. Pinned with a test asserting APP_VERSION still clears 7.1.431, because if it ever drops below, the correct type silently becomes 0x0100 again and the stream goes back to ending as an error with nothing failing to explain why. .133: 281 passed (+3), same 4 environmental native::tests failures. The Linux box is off the network, so the full Linux suite is owed. |
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e44f2b1024 |
fix(gamestream): say "the app quit", not just goodbye
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Disconnecting the ENet peer stopped the freeze but the client then reported the session as error -1: a bare disconnect is indistinguishable from the host falling over, so Moonlight called it a connection failure. Which, from its side, was a fair reading — we never said otherwise. The protocol has a word for this. Send the TERMINATION control message with `NVST_DISCONN_SERVER_TERMINATED_CLOSED` first, then disconnect; the client maps that to a graceful termination (given it has seen a frame, true of any real session) and lands the player back in the app list. Constants verified against moonlight-common-c `ControlStream.c` rather than recalled, because every way of getting this wrong is silent — the client ignores an unparseable control message, which reads on glass as the same freeze: * the type comes from the table the CLIENT chose, so it is derived from the negotiated nonce scheme (plain 0x0100 / encrypted 0x0109) instead of guessed, * the reason is BIG-endian (the >=6-byte branch; the short branch is a little-endian u16, which is GFE's older shape). `disconnect_later` rather than `disconnect`, so the queued message actually reaches the wire instead of racing the teardown — which would land us back at -1. The session's GCM key is cached per tick because ending a session clears the launch state the key lives in, and this is precisely the message that has to be sealed after that. |
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ddc28de32a |
fix(gamestream): tell the client when the HOST ends the session
ci / rust (push) Failing after 22m10s
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On-glass on .173: a launched game exited, the host tore the session down correctly — and the client froze on its last frame instead of returning to its app list. The host's half was right; it just never said anything. On the native plane ending a session closes the QUIC connection with APP_EXITED, which every client renders as "game ended". The compat plane has no such channel: `end_session` stops the media threads, and stopping a UDP sender is silence, not a signal. Moonlight holds the ENet control stream for the whole session, so with no word from us it sat there until its own timeout eventually fired. The control loop already reacted to the CLIENT disconnecting; it had no path for the reverse. It now watches for its session being cleared out from under it and disconnects the peer, which is what Moonlight reads as "the session is over" — landing the player back in the app list, the same place quitting puts them. This is the signal every host-side end needed, not just a game exiting: the management stop and a `/cancel` racing another connection had the same silence. |
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1839d7566b |
feat(packaging/winget): install the Windows host with winget, from our own source
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ci / rust (push) Failing after 19m38s
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`winget install unom.PunktfunkHost` after adding the source, and `winget upgrade`
from then on. Windows had no update path at all before this — no self-update, no
package manager — so keeping a host current meant noticing a release and
re-running an installer by hand.
Ships the manifest trio in winget-pkgs' own format (so submitting upstream later
is a copy, not a rewrite) plus a release-time generator that substitutes only
version, URL, hash and release-notes link. Everything reviewable — the silent
switches, the agreements, the installation notes — stays in the checked-in
templates rather than buried in a generator.
Silent installs deliberately take the SAME task defaults the wizard shows: a
per-channel default is a support trap. The disclosures the wizard puts on screen
travel as manifest Agreements instead, shown before install and requiring
acceptance — VB-Audio's bundling grant wants the user to see VB-CABLE's origin
and donationware status, and a silent install shows them nothing otherwise. The
console password can only be pointed at, never printed: it is generated per
install and the notes are fixed at publish time.
Self-hosted rather than the community repo, which gates on Defender/SmartScreen
validation the self-signed installer cert would not clear today. The source is
three endpoints — /information, /manifestSearch, /packageManifests/{id}. The
reference implementation's other twenty are its admin API for mutating a
CosmosDB; a catalogue generated at release time has nothing to mutate.
It runs on unom-1 as a stock bun image with the two .mjs files bind-mounted, the
same shape as the flatpak server, so there is no image to build or pull. The
catalogue is derived from the RELEASES rather than local files: winget resolves
--version and upgrade against the version list, so a source that only knew the
newest release could neither pin an older one nor show an upgrade path from it.
That also leaves no state to drift — re-running the build reproduces it exactly.
NormalizedPackageNameAndPublisher is declared unsupported on purpose. winget
derives it client-side with its own normalization, and a near-miss silently
mis-correlates an installed host; ProductCode is exact and Inno gives us one.
28 checks drive the handler directly, and CI gates on them before anything
reaches the box — a wrong response shape does not fail loudly, it just makes
winget report "no package found".
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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3d89301336 |
fix(installer/windows): a silent install can't hang on a prompt, and an upgrade keeps your choices
Three faults that only bite when nobody is watching the wizard — which is how a package manager always runs us, and how a re-run by hand half-behaves today. The conflicting-host warning used a plain MsgBox. That ignores /SUPPRESSMSGBOXES and displays even under /VERYSILENT, so an unattended install onto a box already running Sunshine/Apollo would sit on a modal dialog nobody can see or click. SuppressibleMsgBox with an IDNO default aborts instead, which is the honest answer for a combination the message itself calls unsupported. The GameStream and Public-firewall choices were re-applied on every run. A silent run has no wizard, so every task falls back to its script default and the installer confidently re-asserted it: a user who enabled GameStream had it turned off again, and one who opened the firewall on Public networks had it quietly revoked (that task is default-unchecked, so the reset ran the other way). Both params are now fresh-install-only, keyed off whether host.env already exists. `service install` already read an absent --gamestream as "keep host.env as-is"; --allow-public-network becomes tri-state the same way, resolving an absent flag from the marker the previous install recorded. It is strict on the value: a typo'd =of must not fall through to a marker that may say true, because that turns a mistyped opt-OUT into leaving Public open. Also brands the installer "Punktfunk Host" in the strings a user actually sees — Add/Remove Programs, the Start Menu group, the wizard task text. Paths are untouched; renaming those would relocate installs and orphan existing config. Verified on the windows-amd64 runner: ISCC compiles the script (with WithWeb defined, so the password page parses too), and cargo check + clippy -D warnings pass for punktfunk-host with nvenc,amf-qsv,qsv. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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1ee06defa6 |
feat(library): descriptive metadata on every entry — platform, year, genres, and friends
apple / swift (push) Successful in 5m38s
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windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 3m21s
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ci / rust (push) Failing after 12m19s
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flatpak / build-publish (push) Failing after 8m33s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 15m57s
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Emulation-and-beyond libraries need more than a title and a poster. Every library shape (GameEntry, CustomEntry, CustomInput, ProviderEntryInput) now carries a shared, flattened GameMeta: platform, description, developer, publisher, release_year, genres, tags, region, players. All fields are optional and flat on the wire, so existing library.json files, provider plugins, and clients keep working unchanged. - Installed-store scanners (Steam, Lutris, Heroic, Epic, GOG, Xbox) stamp platform=PC; custom/provider entries carry whatever was authored. - GET /library grows a ?platform= filter (case-insensitive) beside ?provider=. - Console: the add/edit form gets a Details section (round-tripping every field, since update replaces the entry), the poster tile a platform badge (non-PC only — the store badge already implies PC) and the year. - plugin-kit: ProviderEntry accepts the same fields (new GameMeta schema, spread flat); SDK + OpenAPI spec regenerated. - pf-client-core decodes platform for future client badges. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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d8b7a86366 |
ci(plugin-kit): repair the file: dependency bun 1.3 links to itself
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The publish workflow has been failing at Typecheck with "cannot find module '@punktfunk/host'" — every import of the SDK, in a job whose previous step built that very SDK successfully. bun 1.3 installs a `file:` dependency by copying its DIRECTORIES but symlinking each top-level FILE to itself: `node_modules/@punktfunk/host/package.json -> package.json`, a dangling self-reference. So `dist/index.d.ts` arrives intact while the manifest that points at it does not, and resolution dies at the first step it takes. The types were never missing; nothing could find the front door. Replacing that tree with a real copy is the whole fix, and the step no-ops itself the moment bun links `file:` deps correctly again. Not a regression from anything in the kit — it has been broken since bun updated, and went unnoticed because nothing has been published since 0.1.4. Verified from a clean node_modules: install → repair → typecheck → 20 tests → build, all green.plugin-kit-v0.2.0 |
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f0e71e928a |
fix(gamestream): the resolved launch command is what the backend nests
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ci / rust-arm64 (push) Successful in 17m58s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 1m26s
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A Windows/macOS build compiled the resolved-launch parameter out entirely and warned about it, because the two uses left were both Linux-gated. Both platforms want the same value: off Linux `set_launch_command` is a backend no-op and a library title resolves to no command at all (the interactive-session spawner launches it by id), so the cfg split was carrying an older distinction that no longer exists. Also covers the Windows half of `process_name` with a test — the pure name match plus a live scan for this test process, since `find`'s early return would otherwise skip the signal entirely and the test would pass vacuously. Gates: .133 check + clippy --all-targets clean with no warnings, 5/5 procscan (incl. live); .21 299 tests + fmt. |
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ee722c2160 |
docs: what happens when a game ends, and when a session does
The two behaviors are opt-in-shaped in different directions — one on by default, one off — so the page says which is which, what `always` costs, and that the keep-alive above it is a different clock governing a different thing. The precedence rule (a display kept forever stays up regardless) is spelled out rather than left to be discovered. The dedicated-game-session blurb claimed game-exit-ends-the-session as its own feature; that is now true everywhere, so it moves to where it belongs. Automation gains the `game.running` / `game.exited` rows and a short section on reacting to a game rather than a stream — the two are usually the same moment but not always, and anyone who has been polling the host to find out when a game finished can stop. docs-site: build + tsc clean. |
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6a2c127ce9 |
feat(mgmt/web): show the running game, and who decides when it ends
The host knows what it launched and, after a disconnect, that it is counting down to closing it. None of that was visible: the console showed a stream with no game, and a game on its way to being closed was something you found out about afterwards. The Dashboard gains a running-game card above the session card — box art matched against the catalog it already fetches, so no new endpoint and no request on the 2 s status poll. "End now" means the two different things the row's state implies: a live game ends by stopping its session (what then happens to the game follows the policy — stopping a session is not licence to close a game), while one already waiting out its reconnect window has no session left to stop and is ended directly. The settings card sits next to the display keep-alive policy because that is the same question one step out: keep-alive decides how long a *display* outlives a disconnect, this decides whether the *game* does. The copy says plainly what `always` costs, that a drop is not someone pressing Stop, and that a display kept forever is unaffected either way — the precedence rule that would otherwise surprise someone. Where a build enforces nothing (macOS, no launch path) the controls are shown disabled rather than hidden: "does nothing here" is information. Also fixes the story fixtures, which had gone stale against the `games[]` field Phase 1 added, and adds a story for the state the card exists for — a game whose client walked away. web: build + tsc clean, biome-formatted; en/de messages complete. |
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110eabf281 |
feat(library/providers): let a provider say how to recognize its games
A plugin's titles launch through the provider's own client, which hands off and exits — so the host had nothing left to watch, and both lifetime behaviors went quiet for exactly the entries a provider contributes. A `ProviderEntry` (and a manual custom entry) may now carry an optional `detect` hint: install dir, exe, or process name. It is deliberately a subset of what the host tracks internally. A Steam appid or a launcher's environment marker are things the host discovers for itself and would be meaningless — or dangerous — to take on someone's word; where a title is installed is something only the provider knows. The host's own findings win where both exist, so a stale export can never redirect the matcher, and a blank field is treated as absent rather than as "match everything" — an empty install dir would otherwise prefix-match every process on the box, and this feature can end processes. `process_name` is the weakest of the three and the only one typed by hand, so it is matched case-insensitively against the image's file name and nothing else: `retroarch` finds RetroArch, not a helper whose name merely starts the same way, and not a script that happens to live in a `retroarch/` directory. The never-adopt-a-pre-existing-process rule still bounds it. Also: the tray summary gains the running-game row (with the closing-in countdown for a game whose client is gone — visible at the machine without opening the console), the SDK mirrors the `game.*` events, and its generated client catches up with the endpoints Phase 1 added. Gates on .21: check + clippy --all-targets clean, 299 tests, fmt CI-parity, openapi regenerated (GameEntry still carries no `detect` outbound); SDK tsc + 54 tests green. |
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98121ccd53 |
feat(session/gamestream): the compat plane learns a game's lifetime too
Moonlight sessions had neither direction of the session⇄game binding: a game exiting left the player looking at a desktop, and a session ending never touched the game. The machinery for both landed with the native plane; this wires it up. The compat plane had no way to say "this is over" — RTSP carries no close code — so `/cancel`, the management stop and a game exiting all looked exactly like a client vanishing. They now set a session quit flag, which is what lets the virtual display skip its keep-alive linger for a real stop and what the end-game-on-session-end policy reads to tell a decision from a network blip. A drop still lingers, and still gets its reconnect window. Moonlight can't resume a session, so a client coming back for a game it left behind does it by launching the title again — that reclaims the waiting game before anything starts, rather than letting the old window close on the copy the player is now holding. Both planes now resolve a launch through one lookup (`resolve_launch`), so a GameStream title arrives with the same identity and the same detect signals a native one does; `resolve_session_launch`/`launch_command` were the older, identity-less half of that and are gone. A Moonlight game also has no live-session entry to hang off, so the status surface gains a slot for it — without it the Dashboard would show a stream with no game while one was running. Gates on .21: check + clippy --all-targets clean, 296 tests (293 + 3), fmt CI-parity. |
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ed4e3d3ab6 |
feat(session): end-game/end-session lifetime on Windows
Phase 2. The lease, the settings, the events and the status surface were already platform-neutral; what Windows lacked was a way to see processes and a way to ask one to close. `procscan` splits per-OS behind one contract. The Windows matcher is a Toolhelp snapshot plus each process's full image path (`QueryFullProcessImageNameW`), with creation times from `GetProcessTimes` enforcing the two rules the module exists for: never adopt a process that predates the launch, never trust a bare pid. Both matter more here than on Linux — the host is SYSTEM, so it can see and signal everything, and Windows recycles pids briskly. Path matching is case-insensitive and separator-aware, and normalizes the `\\?\` prefix `canonicalize` adds, without which a store-derived path would never compare equal to a live image path. There is no reaper argv and no readable environment on Windows, so a spec carrying only a Steam appid or an env marker matches nothing rather than falling through to an empty predicate. Steam's appid instead feeds a **veto**: its per-app `Running` flag in the user's hive can't be trusted to say a game IS running (Steam sets it around updates too, and leaves it stale after a crash), but it is exactly right for refusing to declare one gone. If the matcher can't see a game whose exe sits outside its manifest's install dir, ending the session would be a false positive the player feels immediately; honoring the veto only ever leaves a stream up. Termination asks before it insists, which on Windows needs a detail that fails silently if missed: `EnumWindows` only sees the calling thread's desktop, and the host's is session 0, which holds none of the user's windows. So the terminating thread binds to the input desktop first (the pattern `pf-inject`'s `sendinput.rs` uses), posts `WM_CLOSE` to the game's visible top-level windows, waits, and only then calls `TerminateProcess` on freshly re-verified pids. Without the desktop bind the polite pass finds nothing and every game dies unsaved. Job Objects, planned as WP2.3, are deferred with the reasoning in the design doc: every Windows launch either hands off through a launcher or the shell — where a job would wrap a shim that exits immediately — or is a direct exe whose path we already know, and wiring one in would touch the `CreateProcessAsUserW` token path the UAC and secure-desktop work depends on. Also: the watcher's steady-state poll now re-verifies known pids and only re-scans the whole table once they all vanish (which still catches a game that re-execs). On Windows a full scan is an `OpenProcess` per process on the box, so this is the difference between a negligible and a noticeable poll. Gates: Linux .21 check/clippy/fmt/293 tests green; Windows .133 check + clippy --all-targets clean, and the 4 procscan tests pass — including the live one that finds the test process in the real process table and rejects a wrong creation time. On-glass Windows (Steam/Epic/GOG/Xbox titles, the unsaved-progress check) still owed; it needs a box with games on it. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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10902f57d0 |
test(session/gamelease): prove it against real processes, not just fixtures
The fixture tests establish that the parsing is right; they cannot establish that it describes this kernel. Two tests close that gap. procscan now scans the real /proc for a process it just started, which is the only version that would catch wrong `stat` field ordering, a broken uid check, or a mis-read uptime clock. Writing it found something worth keeping: a wrapper script that `exec`s a binary outside the install dir leaves no trace of that directory in either the image path or the command line, so the install-dir recipe cannot see it. A real game's binary lives under its install dir, so the fixture now models that instead — and the note is in the test for whoever wonders. The gamelease test drives a real child from Running through a host-requested end to Exited, and asserts the session-ending action does NOT fire for it — the difference between "the player quit" (end the session) and "we closed it" (do not). It needs ~12s to outlive the shim window and the exit confirmation, so it is #[ignore]d; run it with `-- --ignored gamelease`. Verified on .21. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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a17aa61c5a |
fix(session/gamelease): four things the first pass got wrong
Found reviewing the riskiest paths of the previous commit. - An install dir of `/games/x` matched a process running out of `/games/xyz`. The image-path check was already component-wise and fine; the command-line check compared raw bytes, so it needed the separator. Two library folders where one name prefixes the other is not a contrived case. - Ending a nested game force-releases kept displays, which is not per-display — so with another client streaming it could retire a display that was never ours. Skip it while anyone else has a live session: the failure mode becomes a game that keeps running, which is the default everywhere else anyway. - A lease nothing polls (no detect signals, or a platform without a matcher yet) sat at "launching" forever in the console. Report it as running: the host did just launch it, and with no watcher it is claiming nothing about the exit. - A game ended after its session was already gone reported no `game.exited` at all — its watcher had stopped with the session, so nothing was left to emit it. That is every grace expiry and every `POST /game/end`, i.e. exactly the ones an operator most wants to see. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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64c0ff96bc |
feat(session): bind a session's life to its game's, in both directions (Linux)
Two of the most-asked-for behaviors, and until now the host could only manage a
sliver of one of them: end the streaming session when the launched game exits,
and — when the operator asks — end the game when the session ends.
Ending the session on game exit already worked, but only for a Steam title under
a bare-spawn gamescope. Everywhere else the host spawned a launch and forgot it:
the pid was logged and dropped, so on KWin, Mutter, wlroots or gamescope-attach a
finished game left the client staring at a desktop. Ending a game was not
possible at all — there was no primitive for it.
The missing piece was never plumbing, it was knowledge: a launch says what to
run, not what the game looks like once a launcher has handed off. So each store
now also reports how to recognize its game (DetectSpec, previous commit's
subject matter, folded in here), procscan turns that into live pids on Linux, and
gamelease turns pids into a lifetime — with four kinds covering how the game got
started:
nested gamescope owns it; its display teardown ends the game
child the host spawned it, in its own process group
matched a launcher owns it; recognized by its store's signals
untracked nothing identifies it — both behaviors stay off, and the host
says so once rather than guessing
A child that exits successfully within 5s was a launcher handing off, not the
game: the lease re-resolves to matched (or to untracked) instead of reporting an
exit. That single rule is what keeps steam://, epic:// and playnite:// launches
from ending a session the moment they start.
Ending a game is destructive, so three rules bound it. It is opt-in
(game_on_session_end defaults to keep). A drop is not a decision — `always`
waits out a reconnect window (5 min) that a returning client cancels by
reclaiming its own game, matched on fingerprint and title. And only ever this
session's game: a pid is adopted only if it started after the launch, so a copy
the player already had open is never touched, and every pid is re-verified
against its start time immediately before being signalled, so a recycled pid
never is. Termination asks first (SIGTERM to the group, 10s) and only then
insists.
Also here, because they are the same decision seen from other angles:
- A management stop is now a deliberate stop. `DELETE /session` sets quit before
stop, so it behaves like a client pressing Stop — the display skips its
keep-alive linger instead of lingering for a session nobody is coming back to.
- `/status` reports what is running (games[]), including a game whose session has
gone and which is waiting out its window, so the console can show it and offer
`POST /game/end`.
- New game.running / game.exited events, filterable like every other kind, which
is the whole polling loop of the community plugin this replaces.
- session_status::register takes a named struct: eleven positional arguments,
half of them same-typed Arc<Atomic…>, is a transposition waiting to happen.
Gates on Linux (.21): check, clippy --all-targets, fmt, and 291 tests green.
Windows (Job Objects, Toolhelp matching) and the GameStream plane are phases 2
and 3; both are inert here, as is macOS, which has no launch path at all.
Design + plan: punktfunk-planning/design/session-game-lifetime{,-implementation-plan}.md
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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0d9d78398c |
fix(drivers/windows): name each virtual pad for what it is — one shared description read as "the setting did nothing"
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`pf_dualsense.inx` gave all four hardware ids a single %DeviceDesc%, so Device Manager labelled an emulated DualShock 4, DualSense Edge and Steam Deck pad "punktfunk Virtual DualSense". The HID layer was always per-type — device_type picks the PID (09CC for DS4), the report descriptor and the product string — but the one place a user goes to check said DualSense for every choice, which reads exactly like the controller-type setting being ignored. Split into four model lines over the same install section, one description each. No binding, service or descriptor change; stampinf's 9.9.MMdd.HHmm DriverVer increments on every build, so pnputil takes the update. InfVerif on the WDK runner: INF is VALID. Also correct the Slot.pref comment from the previous commit: emulating a DualShock 4 gives up adaptive triggers by construction. HidOutput::Trigger is emitted only by dualsense_proto, and a DS4 has no trigger-effect reports — the host never generates any to send. Rumble and the lightbar remain. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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6edd700910 |
fix(client/gamepad): honor an explicit controller type — the per-pad arrival was re-declaring the physical pad
The "Controller type" setting reached the Hello and stopped there. Every pad then opened with a GamepadArrival carrying its DETECTED kind, and the host builds each virtual device from that arrival — the session default is only the fallback for a pad that never declares one. So "emulate my DualSense as a DualShock 4" put a DualSense on the host the instant the controller connected, and no amount of reconnecting helped. Apple and the native clients both; Android already applied the setting per pad. The setting now rides the declaration too: explicit wins for every slot, Automatic keeps per-pad detection so a mixed session stays honest. The physical kind still drives the LOCAL feedback paths — a DualSense emulated as a DualShock 4 keeps its lightbar and adaptive triggers, and a Deck keeps its rumble keep-alive. Regressed in |
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8362d57001 |
fix(vdisplay/windows): exclusive topology gets re-asserted — a verified isolate is not durable
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The CCD isolate verifies "sole active desktop" at commit time and is never checked again. On a hybrid Intel+NVIDIA box the internal panel is re-activated moments later (the isolated topology is deliberately not saved to the CCD database so teardown can restore the user's layout, and the post-isolate resize/HDR churn — or the panel's own driver, or display-poller software — re-resolves back to the stored layout). Proven on-glass: seconds after the verify, CCD showed the panel ACTIVE beside the virtual display while the host still believed it was exclusive — cursor and windows can land off-stream, and the lock screen can land on the physical panel. A group-scoped watchdog now re-queries every PUNKTFUNK_EXCLUSIVE_REASSERT_MS (default 2 s, 0 disables) while an EXCLUSIVE isolate is live and re-issues the isolate when a non-managed display crept back, logging who-is-fighting escalation (3×WARN → 1×ERROR → DEBUG). Gated on a new GroupState.ccd_exclusive flag so a Primary group's deliberately-lit panels are never "fixed". Cycles take the state lock via try_lock with a sliced sleep, so teardown's stop+join under the state lock cannot deadlock and is bounded by ~250 ms. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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6c2c8b6eab |
feat(mgmt/web): surface the host.env encoder pin so a conflicting GPU choice isn't invisible
listGpus gains encoder_pin (PUNKTFUNK_ENCODER when it actually pins something — unset/auto stay null), and the console's GPU card shows it: a muted note when the pin is compatible, an amber warning naming the pinned vendor and the next session's GPU when it contradicts the selection (the host overrides such a pin at session open — without this field the selection just looked broken). Docs updated to say the adapter wins. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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751d1de506 |
fix(encode/windows): a stale PUNKTFUNK_ENCODER pin no longer wedges a conflicting GPU selection
On a hybrid box, picking a GPU in the web console whose vendor contradicts a host.env PUNKTFUNK_ENCODER pin produced an unrecoverable session: the pin won backend selection while the adapter followed the console, the wrong-vendor encoder failed deterministically at submit, the reset ladder burned its 5 in-place rebuilds on it, and the client reconnected into the identical wall forever (~10 s per cycle, no visible reason). Three legs: - windows_resolved_backend() now reconciles: a hardware pin whose vendor contradicts the selected GPU is overridden by the adapter-derived backend (capture + encode share one adapter, so honoring the pin can only fail); open_video warns loudly when a pin loses. The reconciliation is a pure, unit-tested table (resolve_windows_backend). - the QSV wrong-adapter bind is typed TerminalEncoderError, and the stream loop's reset ladder ends the session immediately on it instead of feeding a deterministic config error 5 futile rebuilds. - the un-pinned path was already correct (verified on-glass: NVIDIA preference + no pin = stable AV1 10-bit HDR on NVENC), so the override simply takes the conflict case onto that path. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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36e566052f |
fix(apple/cursor): a pointer whose bitmap has not landed must not vanish
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`resetCursorRects` wore the host shape only when `hostCursors[st.serial]` hit,
and fell through to `invisibleCursor` on a miss. But a miss is the ROUTINE case,
not a degenerate one, and it is not a reason to hide the pointer:
* State (0xD0) is a per-frame datagram and announces the new serial the moment
the host QUEUES the bitmap on the reliable control stream, so on every single
shape change the client knows a serial before it holds the pixels.
* The shape ring drops the NEWEST under burst (CURSOR_SHAPE_QUEUE = 8) and the
host never re-sends it — it only sends on a serial CHANGE — so a dropped
serial stays un-backed until the pointer next changes shape. Crossing a
toolbar flips arrow/I-beam/hand/resize several times a second, and each flip
mints a fresh serial and a fresh bitmap, so bursts are ordinary.
Either way the pointer BLINKED OUT rather than lagging, and in the dropped case
it stayed gone for as long as the pointer held that shape — reported on glass as
"the I-beam never appears over text fields, every other cursor is fine".
Hold the last worn shape across the gap: only `st.visible == false` (the host
says the pointer is hidden) may hide it now, never a missing bitmap. Worst case
is a briefly stale pointer. This also makes two comments that already claimed
this behaviour true — the shape-rejected warning's "keeping the previous cursor"
and CURSOR_SHAPE_QUEUE's healing claim, both of which were fiction.
Host side is exonerated: on .221 the poller sees the I-beam handle (0x10005,
CURSOR_SHOWING set), and the monochrome AND-over-XOR conversion renders a correct
glyph — black beam, white outline — so the bitmap that goes on the wire is good.
swift build PunktfunkKit + cargo check punktfunk-core green; on-glass owed.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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6a9b3b0f28 |
fix(windows/cursor): a re-rendered pointer keeps its handle — re-probe the extent
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The GDI shape poller rasterises only when the HCURSOR VALUE changes. But Windows rebuilds the system cursors at a new size whenever the display scale under the pointer changes, and it does that behind a handle that never moves — the shared arrow is 0x10003 for the whole session. So the cache latched whatever size the pointer happened to have when the poller started and never let go. That window is not rare, it is the norm: a fresh virtual display is created at Windows' RECOMMENDED scale and only picks up the client's saved PerMonitorSettings override a beat later, while the poller starts within a second of the monitor appearing. Sample inside it and the session forwarded — and composited — a 96 px pointer over a 100 % desktop for its entire life, which reads on the client as a pointer 3x too large while every other thing on the streamed desktop is correctly sized. Scaling on the client cannot undo it: the bitmap is proportional to the video, it is just proportional to the WRONG scale. Re-read the bitmap's extent on a slow cadence whenever the handle is unchanged — dimensions only, no pixel copy, 4 Hz — and drop the cache when it moved, so the next tick re-rasterises and publishes a new serial. Observing the extent itself rather than a DPI proxy also covers the accessibility pointer-size slider and any other cause of a same-handle re-render. Windows-side clippy -D warnings green via scripts/wincheck.sh; on-glass owed. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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1421e235f2 |
fix(host): hdr-p010-selftest silently ignored its size argument
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`args` starts AT the subcommand (main builds it with `env::args().skip(1)`), so a subcommand's own optional arguments begin at index 1 — cf. `args.get(1)` in the `service` arm. This arm read `skip(2)`, swallowing the first optional argument. The documented invocation `hdr-p010-selftest 1920x1080 nvidia` therefore picked up the vendor (it is in the second slot) and ran at the 64x64 DEFAULT. A size-only `hdr-p010-selftest 1920x1080` parsed nothing whatsoever and still printed PASS. Nothing warned, because an unrecognised token is the only thing that errors and no token was ever inspected. The size is the entire point of the flag: the arm's own comment says heights like 1080 are not 16-aligned and exercise a different driver path. So the self-test has only ever validated the one geometry that exercises the least, and the sweep's W7 gate — 1920x1080 and 5120x2880 on the RTX box — could not actually run as written. Found by running that gate: both sizes printed "HDR P010 self-test (64x64 ...)" with byte-identical plane layouts (row_pitch=128, expected_total=12288 — those are 64x64's). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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28bbaa5250 |
tools: check and lint Windows-only Rust from a Linux dev box (scripts/wincheck.sh)
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Linux CI never compiles `#[cfg(target_os = "windows")]` code, so a Windows-side edit was
unverifiable until the Windows CI job ran or someone tested on a real box. The pf-capture sweep's
Phases 3–6 used an ad-hoc version of this harness in a scratch directory; committing it means the
next Windows change does not have to rediscover the recipe.
The obvious in-tree command fails, and not because of the Windows code:
cargo check --target x86_64-pc-windows-msvc -p pf-capture
dies in build scripts that compile C for the target — audiopus_sys (cmake wants a VS generator),
then ring (needs an MSVC C compiler plus the Windows SDK headers). Both enter through
punktfunk-core's `quic` feature.
So the script generates a workspace whose members are Cargo.toml copies with `src` SYMLINKED at the
real crate directories — nothing to keep in sync, no copies to go stale — plus a ~30-line stub
punktfunk-core carrying only `Mode` and `quic::HdrMeta`, which is provably all the Windows capture
stack uses. rustls, ring and opus never enter the graph. Every path dep that is not a generated
member points at the real crate.
Covers pf-frame, pf-win-display and pf-capture with --all-targets, so the Windows `#[cfg(test)]`
modules are type-checked too. ~10 s cold, ~1 s warm, into target/wincheck (gitignored).
Verified non-vacuous: a deliberate type error planted in a windows-only file
(idd_push/stall.rs) is caught and fails the run.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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0d69ebf60b |
ci(windows): run pf-capture's tests instead of only type-checking them
Phase 0 of the sweep added `clippy -p pf-capture --all-targets` to this workflow, which type-checks all 19 Windows `#[test]`s and executes none of them. They were decorative. The workflow's own comment explains why pf-encode's tests cannot run here — nvenc link-imports NvEncodeAPICreateInstance, which resolves only against the driver's import lib. That reasoning does not extend to pf-capture: it has no encoder dependency at all (`cargo tree -p pf-capture` lists no nvidia/ffmpeg/libvpl/pyrowave), so its test binary links against nothing the runner lacks. Confirmed empirically rather than reasoned: `cargo test --release -p pf-capture` was run on a Windows dev box against a workspace checkout — it linked, executed and passed, building in ~51 s off an existing release target dir. --release keeps it in the one C:\t\release tree, so it does not trip the C1069 disk exhaustion a second debug dep tree causes. 18 of the 19 run here (StallWatch + ring-generation masking, the cursor shape→wire truth table, and `f32_to_f16`'s rounding-carry/saturation edges); all are pure — no Win32, no device, no desktop. The 19th, `hdr_p010_selftest_intel_1080_live`, is `#[ignore]`d because it needs a real Intel adapter. This is Windows-only code no other job can execute, so it was the cheapest coverage still on the table. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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1423b63333 |
fix(gamestream): the HDR SDR-downgrade latch gated the capture offer but not the negotiation (X6)
`pf_capture::hdr_capture_failed()` had exactly one consumer: `open_portal_monitor`, which uses it to drop the HDR offer (`want_hdr && !hdr_capture_failed()`). The RTSP negotiation consulted only `gnome_hdr_monitor_active()`. So once the latch was set — an HDR negotiation timed out, the monitor left HDR mode between probe and negotiation, NVIDIA EGL not listing LINEAR for XR30, a pre-50 Mutter — the host kept telling the client HDR while capturing and encoding SDR: `cfg.hdr` flowed to `open_portal_monitor`, which then silently opened the SDR offer. The client renders an SDR stream as PQ. Washed out, wrong gamut, and no error anywhere. The latch is sticky until host restart, so every reconnect repeated it. Consulted at RTSP honor time rather than folded into `host_hdr_capable()` for the same reason as the colour-mode probe next to it: that fn is the STATIC serverinfo capability (it decides whether to advertise SCM_HEVC_MAIN10 at all), and this is a live per-session fact. The native plane needs no equivalent — `capturer_supports_hdr()` is hard-false on Linux, and the latch is a fact about the portal capturer, which that plane never uses. Noted in handshake.rs so it isn't re-derived. Listed in the sweep's confirmed-defect register as cross-cutting/medium, then absent from every phase of its implementation plan. Verification is on-glass (force the latch, reconnect a client that requests HDR, confirm the Welcome/SDP reports SDR). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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59e33ad11d |
Merge origin/main into the pf-capture sweep
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Upstream landed `fc335b39` (negotiate the cursor around what the encoder can blend) on the same files this sweep restructured. Merged rather than rebased: the sweep MOVED ~2,000 lines out of `linux/mod.rs` into `pipewire.rs`/`portal.rs`/`pw_*.rs`, so a rebase would have re-fought the same conflict in up to nine commits; merging resolves it once with both sides in view. The repo already carries merge commits (`land/sweep-all`). Two conflicts, both resolved by keeping BOTH changes: * `linux/mod.rs` — `PortalCapturer::open` gains upstream's `want_metadata_cursor` AND keeps the sweep's `PortalSession` teardown, so the portal threads now take `(setup_tx, quit_rx, want_metadata_cursor)`. The second conflict was upstream editing inside the region Phase 5.1/5.3 moved out; the split wins and upstream's change is ported to where the code now lives: `choose_cursor_mode`'s new `want_metadata` ladder (4 arms — prefer Embedded when the encoder can't blend, and warn-then-take Metadata when Embedded isn't advertised) is now in `portal.rs`, taken verbatim. * `gamestream/stream.rs` — the pooled-capturer slot keeps upstream's third reuse key (`metadata_cursor`, beside HDR-ness) AND the sweep's `result.is_ok() && capturer.is_alive()` re-pool gate. Both guard the same slot against different failures: theirs against reusing a session negotiated for the wrong cursor mode, the sweep's (L2) against reusing a dead one. Everything else auto-merged, including the `want_metadata_cursor` thread through `host/capture.rs`'s facade and `native/stream.rs`'s `session_plan::cursor_blend_for`. Verified after the merge: workspace `cargo test` green, `clippy --workspace --all-targets` clean on Linux AND on x86_64-pc-windows-msvc, `cargo fmt --check --all` clean, pf-capture 38/38. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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14914bc72f |
test(pf-capture): the suite the splits enable — 38 Linux + 19 Windows tests (Phase 6)
The plan's priority order was "every producer- or OS-controlled parser, blend, geometry guard or negotiation decision", none of which had a test before this sweep (X3). Phase 5's splits are what made most of them reachable without a compositor or a driver. **6.1 `bitmap_extent`** — extracted from `update_cursor_meta`, which is the guard whose own SAFETY proof says a missing bound "SIGSEGVs inside the PipeWire `.process` callback (a segfault `catch_unwind` cannot catch)". Every input except the region size is producer-written. 5 tests: a bitmap that fits (with and without header/pixel offsets); the last-row rule (`stride·(bh−1) + row`, so a bitmap ending flush against the region is accepted rather than rejected by padding that is never read — and one byte short is rejected); anything past the region; degenerate geometry; and four distinct overflow vectors including the near-`i32::MAX` stride the SAFETY comment calls out. One assertion I first wrote was wrong, not the code — with a single row `stride·0 == 0`, so even a `usize::MAX`-wide row is arithmetically in range; the test now exercises the ≥2-row case that really overflows and says why the other is fine (the caller has already capped `bw` at 1024). **6.2 the composite blits** — 8 tests over `composite_cursor` / `composite_cursor_rgb10`: every packed `PixelFormat` arm lands the colour in its OWN channels (so a byte-order slip cannot pass); clipping off all four edges plus six fully-outside positions; zero-alpha, `visible: false` and no-bitmap-yet all drawing nothing; the integer alpha blend; NV12/Yuv444 declined rather than mis-blitted; and for the 10-bit path a bit-exact round trip of an untouched pixel (including the two alpha bits the repack must preserve), the R-at-bit-20 vs R-at-bit-0 distinction between `X2Rgb10` and `X2Bgr10`, and the same clipping. Plus `decode_bitmap_pixel`'s four byte orders. **6.4 the pod builders** — 4 tests. The `dataType` bitmask is pinned per Buffers pod, because each bit is load-bearing in a different direction: the mappable pod MUST include DmaBuf (or gamescope's modifier-bearing format pod wins and the buffer intersection is empty — a link silently stuck in "negotiating"), the SHM-only pod MUST exclude it (or Mutter hands dmabufs and the race-free download path is not), and the dmabuf pod MUST exclude the mappable types (or an HDR session can be handed a MemFd buffer, which Mutter paints 8-bit ARGB32 regardless of the negotiated 10-bit format). Also: every pod parses back through `Pod::from_bytes`; the HDR pods carry MANDATORY PQ + BT.2020 + LINEAR-modifier; and only the NV12 offer pins the colour matrix/range. The `dataType` reader parses the SPA property layout literally (`key, flags, size, type, value`) — a "find the first plausible-looking int" heuristic read the `size` word, which is also 4, and reported the wrong mask. **6.5 `FrameToken` generation masking (W14)** — 2 tests, with `IDD_GENERATION` parked two below the 24-bit boundary so the WRAP is what gets exercised: every minted generation is non-zero, fits the token's field, and survives the pack/unpack round trip `try_consume` performs; and the cleared- `latest` 0 sentinel never matches a live generation. **6.6 the cursor conversion (Windows)** — `convert`'s pixel logic extracted from its GDI plumbing into `mono_planes_to_rgba` / `apply_and_mask_alpha` / `alpha_is_empty`, which is what makes it testable at all (the caller needs a live `HCURSOR` and a screen DC). 6 tests: the four-state AND/XOR truth table in one row; transparency surviving without an invert neighbour; the invert outline covering all eight neighbours, overwriting only TRANSPARENT ones, and clipping at the edges; the alpha-less colour cursor taking alpha from the AND mask; and a short mask not panicking. **6.3 / 6.7** landed with the fixes they guard (`negotiation_plan` in 2.3, `f32_to_f16` in 3.5). 38 Linux tests, up from 6 at the start of the sweep — ci.yml already runs them. 19 `#[test]`s on the Windows side; Phase 0.1's `--all-targets` lint type-checks them all, but note it does not RUN them (the workflow lints only), so the Windows ones execute on a Windows box. clippy --all-targets clean on both targets. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |