Both the unified host (serve --native) and standalone m3-host now advertise the
native punktfunk/1 service over mDNS (_punktfunk._udp) — the analogue of the
GameStream _nvstream._tcp advert. TXT records carry proto, the host cert
fingerprint (fp, the value clients pin), the pairing requirement
(pair=required|optional), and the host id. New crate::discovery module, wired
into m3::serve so both host entry points get it; best-effort, never blocks
streaming (--connect always works).
Client gains `punktfunk-client-rs --discover [SECS]`: browses the LAN and prints
each host (name, addr:port, pairing, fingerprint), then exits. Apple clients
browse the same service natively via NWBrowser (service type + TXT keys are the
contract).
Validated cross-LAN: the dev box discovered the GNOME-box appliance
(pair=required) and a standalone synthetic host (pair=optional); fingerprint and
pairing state correct in both.
Also refresh the now-stale sendmmsg caveat in the bitrate doc (batched/paced send
landed + validated to 1 Gbps) and mark the encode|send thread split done in §12.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Prep for a third (Ubuntu) test host: document the Mutter backend env — wayland-0
(not wayland-kde), XDG_CURRENT_DESKTOP=GNOME, PUNKTFUNK_COMPOSITOR=mutter, virtual
source via RecordVirtual, libei input via the RemoteDesktop portal.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bigger-bet #1 from the latency plan. virtual_stream ran capture+encode+seal+
paced-send on ONE thread, so frame N+1's capture/encode couldn't start until
frame N's entire paced tail had left the wire — the pacing budget (~0.9×interval)
was serialized in front of the next encode. Port GameStream's spawn_sender model
to the native path:
- A dedicated send thread (`send_loop`) owns the WHOLE Session (so no socket
clone or shared/Arc stats needed — `seal_frame` mutates the nonce, `send_sealed`
+ the probe bursts all live there) and does FEC+seal + microburst-paced send.
- The encode thread captures+encodes + handles reconfig and hands each AU over a
bounded sync_channel(3) as a FrameMsg (data, capture_ns, flags, deadline,
encode_us). It BLOCKS on backpressure if the send falls behind — frames slow
down rather than a dropped frame freezing the infinite-GOP stream (we don't
drop). Clean shutdown: drop the channel → send thread drains/exits → join.
- Probes (run_probe_burst) move to the send thread since they need the Session; a
burst naturally pauses video (the encode thread blocks on the full channel).
- Per-frame encode_us/pace_us histogram moved to the send thread (carries
encode_us in the FrameMsg) and now reflects the overlap.
Removes the encode↔paced-tail serialization (~2-8 ms @60-120 fps), independent of
the pacing policy, no quality cost. Substrate for the future NVENC slice wrapper.
Verified live on this box (appliance restarted onto it): a client streamed the
KWin desktop (1.49 MB H.265, clean, no panic) and a 200 Mbps speed-test probe
completed through the send thread (0 drops). Build + clippy + fmt green.
Real-NIC sustained soak (reconfig under load, line-rate, mode switches) pending
the Ubuntu third host.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
From a bug-hunt + unsafe-audit pass (4 reviewers + adversarial verify). It
confirmed ZERO real bugs in the recent batched/paced data-plane work — these are
the surfaced cleanups + one genuine soundness fix:
- SOUNDNESS (reduce unsafe): inject/gamepad.rs::pump_ff did `ptr::read` of an
InputEventRaw (align 8, holds a timeval) out of a 1-aligned [u8; N] buffer — UB
per the reference (x86_64 tolerates it, but it can miscompile under LTO). Use
ptr::read_unaligned + a SAFETY note. Zero behavior change.
- recv parity: recv_batch (recvmmsg) didn't drop an oversized/truncated datagram
the way scalar recv does — poll_frame now skips a message whose len fills the
buffer (> MAX_DATAGRAM_BYTES), matching recv's `n >= RECV_BUF` drop. (AEAD
already rejected these on encrypted sessions; this restores the documented
invariant on the batched path.)
- dedup unsafe FFI: factor the identical mmsghdr-from-iovec construction out of
send_batch + recv_batch into one `mmsghdrs()` helper — the raw-pointer
scaffolding + its lifetime SAFETY note now live in one place.
- docs: TARGET_SOCKBUF no longer calls paced sending future work (it landed,
m3.rs::paced_submit); gamescope.rs input is no longer "(TODO)" (wired +
live-validated); the PUNKTFUNK_PERF `wire_mbps` field is renamed `tx_mbps` and
noted as attempted/sealed bytes (send_dropped shows what didn't reach the wire).
Full suite (35 + loopback round-trip + 6) + clippy + fmt green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
From the latency investigation: the freeze-fix pacing (paced_submit) was the
single biggest software-controllable latency term — it unconditionally spread
EVERY multi-chunk frame over ~90% of the frame interval, adding up to ~7.5 ms
@120 / ~15 ms @60 to a frame's last packet even when the frame was small or the
link idle. Recover that on the common case while keeping the freeze fix:
- Microburst-cap pacing: a frame whose sealed size is <= a cap (default 128 KB,
PUNKTFUNK_PACE_BURST_KB) goes out in ONE immediate burst — no pacing latency.
Only the OVERFLOW of a bigger frame (IDR / sustained high bitrate, the bursts
that actually overran the tx buffer and froze) is spread. 128 KB is well under
the ~150 Mbps@60 frame size where drops began, so the default is safe; raise it
after confirming send_dropped stays 0 on a given link. Still never slower than
unpaced (budget collapses to 0 with no slack). seal-once/in-order nonce
preserved — chunks are split, never reordered or re-sealed.
- Per-frame instrumentation (PUNKTFUNK_PERF, zero-cost off): encode_us +
pace_us (the pacing tail) p50/p99/max histograms + immediate-vs-paced frame
counts in the periodic perf line, so the pacing tail is finally visible and the
cap is tunable against real numbers.
Host builds + clippy + fmt green. NOT yet deployed to the running hosts (still on
the safe full-pacing A+B build) — needs the user's LAN soak to validate the cap
doesn't reintroduce send_dropped before raising it. Deferred bigger bets (need
real-NIC/GPU/Mac validation): encode|send thread split on the native path,
CUDA stream+event (one redundant sync), NVENC slice wrapper, stage-2 Apple
presenter, glass-to-glass probe — see docs/roadmap.md.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Final increment of the 1 Gbps data-plane rework — the recv counterpart of the
sendmmsg work. The client recv path did one recvfrom + one Vec allocation per
packet (and the pump's 300µs idle sleep could let packets pile up at line rate).
- Transport gains recv_batch(&mut [Vec<u8>], &mut [usize]) -> count; default is
a single scalar recv into out[0] (loopback + non-Linux).
- UdpTransport overrides it on Linux with recvmmsg (MSG_DONTWAIT) draining up to
N datagrams per syscall into the caller's reused buffers — no per-packet alloc.
- Session::poll_frame owns a lazily-allocated recv ring (RECV_BATCH=32) and
consumes it one packet at a time across calls, refilling with one recvmmsg when
drained. Encapsulated: the punktfunk-client-rs + NativeClient pumps are
unchanged, and draining a batch per syscall means the 300µs sleep no longer
underdrains. Added UdpTransport::local_addr (used by the test, generally handy).
~125k → ~4k recv syscalls/sec at line rate, zero per-packet recv allocation.
Verified: new recv_batch_drains_over_loopback test (50 datagrams drained intact
via recvmmsg) + the existing loopback round-trip now runs through the batched
poll_frame; full suite (35 + round-trip + 6) + clippy + fmt green.
Decode-in-place (kill the per-packet open_from_wire alloc) is a separate later
optimization. With A (sendmmsg) + B (paced send) + C (recvmmsg), the native data
plane is batched + paced end to end.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Increment B of the send-path rework — the actual fix for "freezes get more
common over ~150 Mbps, no image at all at 400 Mbps" on the native path. Cause:
the encoder emits a frame and submit_frame blasted ALL its packets at once into
the NIC; a real link drops the line-rate burst (host send buffer EAGAINs), and
under infinite GOP one dropped frame freezes the decode until the next keyframe.
(The speed-test probe showed 0 drops at 400 Mbps because the probe is self-paced;
real video wasn't.)
Adaptive pacing, no extra thread, no regression:
- Session splits into seal_frame (FEC + packetize + seal → wire packets, no
send) and send_sealed (one batched sendmmsg of a chunk, counts drops);
submit_frame is now their composition (synthetic + probe paths unchanged).
- virtual_stream's paced_submit seals a frame then sends it in 16-packet chunks
spread over ~90% of the time until the next frame is due. At 60 fps desktop
(fast encode → lots of slack) the frame spreads across the interval → no NIC
burst → no freeze. At 240 fps@5K (encode ≈ interval → ~0 slack) the budget
collapses and every chunk goes out immediately → never slower than before.
Core suite (34 + loopback round-trip + 6) + clippy + fmt green. The seal/send
split is covered by the existing loopback tests; the pacing is host timing,
verified by review (live-test needs a real NIC — your Mac at a raised bitrate).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Cargo.lock update for the Linux-only `libc` dependency added in c24b571
(batched sendmmsg send). Keeps the lockfile in sync with Cargo.toml.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
First increment of the 1 Gbps send-path rework (the measured bottleneck): the
native data plane did one send() syscall per packet — at ~125k pkt/s (1 Gbps
wire) that burns a core on syscalls. Port the proven GameStream sendmmsg path
into the core Transport seam.
- Transport gains `send_batch(&[&[u8]]) -> usize` (count handed to the kernel;
caller counts the rest as send-buffer drops). Default = the scalar send loop
(loopback transport + non-Linux).
- UdpTransport overrides it on Linux with `sendmmsg` (64 datagrams/syscall);
the connected socket needs no per-message address. Non-blocking-aware: a full
send buffer yields a short count / EAGAIN, and we stop + report what went out
rather than block or retry (same lossy, FEC-protected contract as send()).
- Session::submit_frame seals every shard then hands the whole frame to
send_batch in ONE call instead of looping send() — ~64x fewer syscalls per
frame on the native + GameStream-over-core paths; send_dropped accounting
preserved (total - sent).
~125k → ~2k syscalls/sec at 1 Gbps line rate. Verified: new loopback-UDP test
send_batch_delivers_over_loopback (100 batched packets arrive intact, datagram
boundaries preserved); full core suite + clippy + fmt green.
Next increments: a paced send thread (microburst shaping so a real NIC doesn't
drop line-rate bursts) and recvmmsg on the client.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Xwayland-DISPLAY poll did `d=$(pgrep -a Xwayland | grep … | head -1)`, but
under `set -euo pipefail` pgrep/grep exit non-zero when Xwayland isn't running,
so the command substitution failed and `set -e` aborted the WHOLE script —
killing KWin with it — on the loop's first iteration instead of polling.
It only ever worked when launched from an interactive shell where Xwayland
happened to already be up (so pgrep matched on try 1). Under the systemd boot
appliance (punktfunk-kde-session.service) Xwayland isn't up that early, so the
session crash-looped (restart counter climbing, KWin never staying), the host
had no compositor, and clients couldn't connect.
Append `|| true` to the substitution so the loop polls as intended and a session
with no Xwayland at all still proceeds (DISPLAY just stays unset → warn).
Verified live: the unit now stays active (0 restarts), KWin + the wayland-kde
socket persist, probe-compositor reports ready, and a real client session
captured 4.8 MB of H.265 off the running serve --native host.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Make a headless box a self-contained streaming appliance: after boot, with no
display manager / login / manual script, the headless KWin Plasma session and
the punktfunk host both come up so a client can just connect and stream the
desktop.
- New scripts/punktfunk-kde-session.service: a Type=simple user unit that runs
run-headless-kde.sh (kwin --virtual on wayland-kde + Plasma + portals + a
supervised plasmashell). The script foregrounds on `wait $KWIN_PID`, so
Restart=always keeps the desktop alive across a KWin crash.
- scripts/punktfunk-host.service: ExecStart now `serve --native` (the unified
GameStream + punktfunk/1 host, matching how it's actually run), After= the
kde-session unit (soft ordering — the host listens immediately and only needs
the compositor per session, so a missing unit on the gamescope backend is
harmless), and appliance install docs (kwin vs gamescope backend).
Boot still requires `sudo loginctl enable-linger $USER` (the one thing that
starts user units without a login) — documented in both unit headers.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
First step of 1 Gbps+ readiness (the whole point of the GF(2^16) Leopard FEC):
make 1 Gbps configurable and its dominant failure mode observable, before the
real transport work (sendmmsg + paced encode|send split) lands.
Investigation (6-way) verdict: we're ~halfway, and it's mostly clamps plus one
real piece of work. The integer/type path, FEC (a 1 Gbps frame is only a few
hundred shards in one GF(2^16) block, far under the 65535 ceiling), AES-GCM
(AES-NI, ~10-25x headroom), and the M1 reassembler bounds (fully derived from
the negotiated FecConfig) are ALL already 1 Gbps-ready and untouched.
This commit (the configurable + observable foundation):
- m3.rs: MAX_BITRATE_KBPS 500_000 -> 2_000_000 (2 Gbps headroom over the 1 Gbps+
target); MAX_PROBE_KBPS 1_000_000 -> 3_000_000 (probe can demonstrate headroom
ABOVE the session cap so a client can confidently pick a 1 Gbps+ bitrate).
- transport/udp.rs: TARGET_SOCKBUF 8 MB -> 32 MB (a multi-MB IDR keyframe burst
no longer fills the buffer); scripts/99-punktfunk-net.conf bumped to match.
- Observability: Transport::send now returns Ok(true|false) (false = WouldBlock
send-buffer drop, previously a silent Ok(())). Session counts these as a new
`packets_send_dropped` stat (distinct from recv-side packets_dropped) — in
Stats, the C ABI PunktfunkStats (header regenerated), a PUNKTFUNK_PERF periodic
wire-Mbps + drop dump in virtual_stream, and the speed-test probe completion
log. This is the dominant 1 Gbps+ loss mode and was invisible.
Loopback-verified: a probe now runs at 1.2 Gbps target (no longer truncated to
1 Gbps) with the drop counter live. NOT yet a sustained-1-Gbps proof — the
single-send()-per-packet native path is the next, real piece of work (port the
proven GameStream sendmmsg + paced send thread into the core Transport).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
On Bazzite (atomic rpm-ostree) `sudo usermod -aG input $USER` doesn't stick —
/etc/group is managed declaratively, so the change is dropped or reverted on
the next update. The supported path is the `ujust add-user-to-input-group`
recipe, which edits the group the immutable-OS-correct way. Update the bazzite
README + the packaging quickstart + the troubleshooting note (which also now
points at the host's "virtual gamepad/DualSense created" vs "creation failed"
log as the unambiguous signal).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The uinput X-Box 360 backend logs "virtual gamepad created" on success, but
the UHID DualSense backend logged only on failure — so a working DualSense
session was silent and indistinguishable in the logs from one where no pad
was ever created. Add the matching success log.
This makes a DualSense-not-working report self-diagnosing: the host now logs
either "virtual DualSense created (UHID hid-playstation)" or the existing
"virtual DualSense creation failed — controller input disabled" (which fires
when /dev/uhid isn't writable — i.e. the 60-punktfunk.rules uhid rule isn't
installed or the user isn't in the 'input' group).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two related additions to the native protocol, host-side (the client side of
each is exposed over the C ABI so the platform clients can wire it up).
Bitrate negotiation
- Hello/Welcome carry `bitrate_kbps` (appended trailing-byte field, back-compat:
old peers decode 0 = host default). The client requests a rate; the host
clamps it to [500 kbps, 500 Mbps] (or its 20 Mbps default when 0) and echoes
the resolved value in Welcome. Replaces the hardcoded 20 Mbps NVENC bitrate in
m3.rs — threaded through virtual_stream → build_pipeline → open_video, applied
on the initial mode and every reconfigure rebuild.
- C ABI: punktfunk_connect_ex3(..., bitrate_kbps, ...) (ex2 delegates with 0);
punktfunk_connection_bitrate() reads the resolved value.
Speed test (bandwidth probe)
- New typed control messages ProbeRequest{target_kbps,duration_ms} (0x20) /
ProbeResult{bytes_sent,packets_sent,duration_ms} (0x21), plus a FLAG_PROBE
packet flag. The client asks the host to burst zero-filled, FLAG_PROBE-tagged
access units over the data plane at a target goodput for a duration (clamped
≤ 1 Gbps / ≤ 5 s), pacing by a bytes-allowed budget; video pauses for the
burst. The host reports what it actually sent; the client measures received
bytes + window → goodput and loss. Probe filler is never fed to the decoder
(diverted in the connector pump and the reference client's poll loop).
- The host control task now multiplexes Reconfigure + ProbeRequest (inbound)
and ProbeResult (outbound) over select!; a probe channel reaches the
data-plane thread (both virtual and synthetic sources).
- Connector: NativeClient::request_probe()/probe_result() with an internal
accumulator; C ABI punktfunk_connection_speed_test() +
punktfunk_connection_probe_result() → PunktfunkProbeResult.
- punktfunk-client-rs gains `--bitrate KBPS` and `--speed-test KBPS:MS` (its own
loop measures + logs goodput/loss) for loopback verification.
Validated on loopback (synthetic source): a 20 Mbps / 2 s probe measured
20050 kbps at 0% loss, bitrate negotiated (0→20000 and 50000→50000), and the
interleaved probe AUs were correctly excluded from frame verification
(mismatched=0). Wire codecs + trailing-byte back-compat have unit tests. C
header regenerated.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
macOS GCKeyboard delivery is flaky — the same GameController quirk that
killed GCMouse motion (e414ec0). Keyboard input intermittently failed to
reach the host (e.g. typing in a gamescope game). Switch the macOS key
source to NSEvent, mirroring the mouse fix:
- StreamLayerView.keyDown/keyUp map NSEvent.keyCode (Carbon virtual
keycode) → Windows VK via the new InputCapture.keyCodeToVK table and
forward through InputCapture.sendKey, then consume the event (no beep).
- flagsChanged drives InputCapture.handleFlagsChanged, which diffs the raw
modifier flags to recover each L/R modifier down/up (modifiers never fire
keyDown/keyUp on macOS) and emits the same L/R VKs hidToVK already does.
- The macOS GCKeyboard keyChangedHandler is disabled (#if !os(macOS)) so it
can't double-send; iOS keeps the GCKeyboard path unchanged.
sendKey honors the ⌘⎋ capture-toggle suppressedVK latch and tracks into
pressedVKs so releaseAll()/blur flushes anything still held. The emitted
VKs are identical to the existing HID path, so the host (vk_to_evdev)
needs no change.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
§10: HDR/10-bit is blocked at the capture source, not our stack — gamescope's PipeWire
node is hardcoded 8-bit (BGRx/NV12; confirmed in src/pipewire.cpp on the box's c31743d
build), issue #2126 open+unstarted; PipeWire >=1.6 needs Fedora 44 (Bazzite F44 is
testing-only with a confirmed NVIDIA Game-Mode crash, so a rebase clears only the
PipeWire wall). The realistic route is KWin MR !8293 (HDR PipeWire capture, draft),
i.e. the desktop path. Records the settled constraints (NVENC 10-bit max, HDR⟹HEVC
Main10, AV1 can't HDR on VideoToolbox) + the ready-to-build downstream design.
Also notes the landed Bazzite dynamic-resolution work (host-managed gamescope-session
at the client's exact res+refresh, c894c6f) + the macOS/iPad input and 4K/5K UDP-buffer
freeze fixes in the Done summary.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Nested games on the Bazzite host saw the wrong display: refresh capped at 60 Hz,
the box's connected TV's EDID modes leaking in (DOOM landed on 2560×1440@60), and
the resolution fixed at whatever the always-on session was launched at — the
client's requested mode never reached the game. Root causes: the session-plus
gamescope command has no --nested-refresh (Xwayland advertises 59.96 Hz for every
mode), --prefer-output HDMI-A-1 makes gamescope read the TV EDID, and the ATTACH
model launches one fixed-resolution session.
New vdisplay path: PUNKTFUNK_GAMESCOPE_SESSION=<client> — the host LAUNCHES
gamescope-session-plus headless AT THE CLIENT'S mode and relaunches it when the
mode changes. Injected via a host-written GAMESCOPE_BIN wrapper (--nested-refresh
$PF_HZ, the flag session-plus doesn't expose) + DRM_MODE=cvt (gamescope generates
clean CVT modes at that refresh instead of the TV's EDID). The session runs as a
transient `systemd-run --user` unit (clean cgroup teardown of the Steam tree);
state lives in a host-lifetime static (MANAGED_SESSION), NOT in GamescopeDisplay
(which is per-client-session) — so a same-mode reconnect REUSES the running
session instantly (no Steam restart) while a different mode RELAUNCHES it (games
can't change output mode live; a game/Steam restart on a mode change is
unavoidable and acceptable). Reuses the existing node + EIS auto-discovery
(find_gamescope_node / find_gamescope_eis_socket, factored into
point_injector_at_eis) and the existing mid-stream Reconfigure → vd.create(mode)
machinery — no protocol or m3 control-flow change.
Validated live on bazzite (RTX 4090): games' Xwayland now advertises 5120×1440 @
239.90 Hz as the preferred mode (was 59.96), the TV's 3840×2160/4096×2160@60 modes
are gone, frames stream; reconnect at 1920×1080@120 relaunches and games see that;
same-mode reconnect reuses with no restart and frames flow instantly.
scripts: host.env.example documents PUNKTFUNK_GAMESCOPE_SESSION (mutually exclusive
with the legacy NODE=auto attach); punktfunk-steam-session.service marked
deprecated (superseded — must not run alongside the host-managed path).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Apple client grows full gamepad support and punktfunk/1 learns to negotiate
the virtual pad type:
- Protocol: Hello carries a GamepadPref byte (offset 21, the same trailing-byte
back-compat pattern as the compositor; echoed resolved in Welcome at 54).
Host precedence: explicit client choice > PUNKTFUNK_GAMEPAD env > Xbox 360,
DualSense (UHID) only where available. ABI: punktfunk_connect_ex2 +
punktfunk_connection_gamepad (connect_ex delegates; ABI_VERSION stays 2 — the
trailing byte IS the compat mechanism). punktfunk-client-rs gets --gamepad.
- Swift client: GamepadManager (app-lifetime discovery + selection — Settings
lists every controller with capabilities/battery/"In use"; exactly ONE pad
forwards as pad 0, auto = most recently connected, or pinned), GamepadCapture
(snapshot-diff button/axis events, DualSense touchpad + ~250 Hz motion on the
rich-input plane, held state released on switch/deactivate/stop),
GamepadFeedback (rumble → CoreHaptics per-handle engines; lightbar →
GCDeviceLight; player LEDs → playerIndex; adaptive-trigger blocks → the
table-driven DualSenseTriggerEffect parser → GCDualSenseAdaptiveTrigger,
exact for the 10-zone positional modes). The pad type auto-resolves from the
physical controller at connect time, user-overridable in Settings.
- Host DualSense fixes surfaced by adversarial review against hid-playstation /
SDL / Nielk1 ground truth: input-report sensor/touch offsets were off by one
(the kernel read garbage motion + phantom touches), the L2/R2 trigger blocks
were swapped (the report is right-trigger-first), feedback now gates on the
report's valid-flags (a plain rumble write no longer blanks lightbar/
triggers), and the touchpad rescale clamps to the advertised ABS_MT extents.
- Tests: Hello/Welcome trailing-byte back-compat, pick_gamepad precedence,
byte-exact input-report layout, valid-flag gating, per-mode trigger-parser
table (incl. packed 3-bit zones), wire conversions, and a scripted loopback
feedback burst (PUNKTFUNK_TEST_FEEDBACK=1) asserted through the xcframework
on the rumble + HID-output planes.
Validated: cargo test/clippy/fmt green on macOS + Linux (61 host tests), swift
build/test green, test-loopback.sh green, tvOS/iOS targets compile. DualSense
motion sign/scale is derived from the calibration blob, not yet live-verified
(constants isolated in GamepadWire).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The host warns when its UDP socket-buffer grant is small (Linux caps SO_SNDBUF at
net.core.wmem_max, ~208 KB by default). Validated zero-loss at 5K even at that cap,
but raising it gives send-side headroom for higher bitrates / concurrent sessions.
Referenced from the headless-Steam appliance setup. macOS clients need no tuning.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The data-plane UDP sockets used the OS default buffer (~208 KB on Linux, similar
on macOS), which is smaller than a single high-resolution frame burst: a
5120×1440 keyframe is ~130 packets the encode|send thread hands to sendmmsg at
once. The burst overflows the buffer — EAGAIN on the host send (now dropped, was
fatal) or a silent drop on the client recv — and because the data plane runs
infinite-GOP, one lost frame breaks every subsequent reference and the decode
freezes on the last good frame until an RFI refresh that may never catch up.
Symptom: connect at 5120×1440, see ONE frame, then a frozen image (audio + input
keep working — those ride QUIC, not this socket).
Set SO_SNDBUF/SO_RCVBUF to 8 MB (clamped by the OS to net.core.{w,r}mem_max on
Linux / kern.ipc.maxsockbuf on macOS); warn if the grant lands far below target so
an undersized host is diagnosable. The client side matters most — the SAME
UdpTransport backs the Apple client's data plane via the C ABI, and macOS grants
multi-MB buffers without any sysctl, so a rebuilt client stops losing frames.
Validated live, bazzite→client at 5120×1440: was 1319/1500 frames (12% loss →
freeze), now 1500/1500 @60 and 5279/5279 @240 (split-encode active), zero
mismatches, p50 1.9–3.4 ms. Host send buffer was still capped at 416 KB and lost
nothing — the loss was purely the client recv buffer.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bazzite (and SteamOS-like hosts) run Steam Big Picture inside their OWN
gamescope-session-plus session. Nesting a second gamescope+Steam can't work — the
second Steam sees the first and exits, taking the nested gamescope down with it
(crash in its exit handlers), killing both video and input. The robust model is to
let punktfunk OWN that session: run gamescope-session-plus headless at the client's
resolution (full Steam Deck UI polish: MangoApp, VRR, controller config) and have
the host ATTACH to it rather than spawn its own.
The video half already existed (PUNKTFUNK_GAMESCOPE_NODE=<id> attaches to a
PipeWire node). This finishes it:
- PUNKTFUNK_GAMESCOPE_NODE=auto discovers the gamescope Video/Source node, so the
(dynamic) node id needn't be hand-wired.
- The attach path now also points the libei injector at the running session's EIS
socket: find_gamescope_eis_socket() scans XDG_RUNTIME_DIR for gamescope-<N>-ei,
connect()-probes each (stale dead-session sockets refuse), and writes the newest
live one to the relay file the injector reads. So input reaches the attached
session with zero manual config.
scripts/punktfunk-steam-session.service: a systemd --user unit that runs
gamescope-session-plus headless at a configured resolution, with the one-time
headless-appliance setup (linger + multi-user.target) documented inline.
Validated live on bazzite (RTX 4090): the full Steam Big Picture session streams
(1499 frames, p50 ~1ms) with mouse/keyboard injected into it (device resumed, all
caps, emitted=true), node + EIS socket both auto-detected.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
UdpTransport sockets are non-blocking, so a momentarily-full kernel send buffer
makes socket.send return WouldBlock (EAGAIN). submit_frame propagated that as a
fatal error, tearing the whole punktfunk/1 session down — observed when attaching
to an already-running source (a headless Steam session) that emits frames at full
rate the instant capture connects: the first burst saturates the tx queue and the
session dies before a single frame reaches the client.
The data plane is lossy + Leopard-FEC-protected and runs infinite-GOP with RFI
keyframes, so the real-time-correct response to a full tx queue is to DROP the
packet (the next frame / FEC recovers) — exactly what the recv path already does
for WouldBlock. Blocking would queue stale frames and add latency. Loopback/M1
paths are unaffected (LoopbackTransport never blocks; M1 tests stay green).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The PIN now surfaces in the host's web admin UI (port 3000 → Pairing), which is where
users will actually read it — the pairing sheet's footer, field prompts, the tvOS
keyboard title, and the wrong-PIN/failure errors all reference the console instead of
the host log / --allow-pairing flag (the log mention stays in the README as the
secondary path).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Host-side logs proved the macOS client sent keyboard + scroll but ZERO relative
mouse-motion and ZERO button events for an entire session — the user was moving
the mouse the whole time. Root cause is client-side: GCMouse's
mouseMovedHandler/pressedChangedHandler silently never fired on the live Mac
(a documented GameController quirk) while GCKeyboard worked and scroll already
rode NSEvent. So motion/buttons were the only input on a GCMouse-only path, and
that path was dead.
macOS: stop relying on GCMouse for motion/buttons (compiled out with
#if !os(macOS)); drive them from a local NSEvent monitor installed only while
captured — the same channel scrollWheel already uses successfully. Under
CGAssociateMouseAndMouseCursorPosition(false) the mouseMoved/dragged deltaX/deltaY
ARE the relative motion (OS-acceleration-applied, exactly what Moonlight's macOS
client ships). All four motion event types are covered so motion keeps flowing
during a button-held drag; buttons map left/right/middle/X1/X2 through the
existing engage-click-suppression + release-on-blur logic. NSEvent deltaY is
already screen-space (+y down) so, unlike the GCMouse path, it is NOT negated.
iPad: the input failure there was a different cause — GCMouse only delivers
relative deltas while the scene holds a true pointer LOCK, which the system grants
only to a full-screen, frontmost iPad scene and which UIHostingController doesn't
consult for children. Gate prefersPointerLocked to iPad + captured, add
childViewControllerForPointerLock so a reparenting container forwards the lock
decision to this VC, and log the resolved lock state. Touch remains the
unconditional fallback.
Adds a PUNKTFUNK_INPUT_DEBUG=1 switch (os.Logger, throttled) so motion/buttons
being SENT is verifiable on-device without host-side logs. iOS GCMouse path
otherwise unchanged; GCKeyboard unchanged on both. Researched + adversarially
reviewed; Swift builds only on a Mac, so this is unverified-compiled here.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The slide now runs on UISpringTimingParameters (stiffness 300, damping 30 — a ~0.87
damping ratio: settles quickly with a hint of life, no overshoot ping-pong) via the
transition library's .interpolatingSpring animation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The navigationLink Picker's INTERNAL destination list renders its rows in the focused
(dark-text) style while the push animates — black text over the dark backdrop until
focus settles (present under the old fade too; a SwiftUI-on-tvOS quirk we don't
control). Settings now uses its own primitives instead:
- TVSelectionRow: label + current value, pushes…
- TVSelectionList: a Settings-app-style option list (plain button rows + checkmark,
selecting pops back) — ordinary button chrome, no focused-style pre-rendering.
The stream-mode and compositor pickers are gone on tvOS; the Settings screen itself is
a plain scroll of rows + footer (no Form), matching the rest of the tv UI.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
SwiftUI's NavigationStack on tvOS animates pushes as a bare crossfade with no public
customization — the system Settings app slides. The home stack now applies
.customNavigationTransition(.slide) on tvOS via davdroman/swiftui-navigation-transitions
(MIT, tvOS 13+), covering the top-level routes AND the settings pickers' drill-ins.
The dependency is referenced by the Xcode PROJECT only and linked solely by the
Punktfunk-tvOS target: its manifest (no macOS platform declared vs 10.15 deps) breaks
SwiftPM whole-graph validation for plain `swift build`, and the #if os(tvOS) import
never compiles in the macOS-only SwiftPM dev shell anyway. Headless builds need
xcodebuild -skipMacroValidation (the lib pulls Swift macro packages; in the Xcode UI
it's a one-time Trust & Enable prompt).
iOS/macOS keep their untouched system navigation animations.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Add Host, Settings and PIN pairing were fullScreenCover overlays, which is why
navigating felt unlike the system Settings app (no push animation, no Menu-pops-a-level
semantics). They are now navigationDestination ROUTES pushed inside the home
NavigationStack:
- the system push/pop animation and Menu-button back navigation come for free;
- the Settings pickers' navigationLink pushes reuse the same stack (its inner
NavigationStack wrapper is gone, as is the tvOS Done row — Menu pops, like Settings);
- Add Host is a real full-screen page (system navigation title, Settings-style rows on
the standard backdrop) instead of a floating dialog, same for the pairing page;
- the thickMaterial cover backdrops became unnecessary and are gone. The system
keyboard entries stay as covers — that presentation is system-owned either way.
iOS/macOS keep their sheets. Verified by screenshot: Add Host renders as a pushed
full-screen route with the title top-center.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The host-lifetime libei injector could connect to a gamescope EIS socket whose
listen socket exists but whose server never drives the EI handshake — a stale
socket left by a SIGKILLed prior session, or one created early in a new
gamescope's startup before its libei server is ready. `UnixStream::connect` to a
socket *file* succeeds the moment the path exists, so the worker sailed past the
connect and then hung forever in `handshake_tokio` (or sat connected with no
device ever resumed). Because `LibeiInjector::inject` only enqueues onto a
channel (the !Send worker owns the connection), the send never errors, so
InjectorService never noticed the dead worker and never reopened — every input
event for the whole session was silently swallowed. The 30s setup timeout didn't
help: a typical session ends first, so input just died with no error logged.
Reconnecting made it worse (more stale sockets to land on).
Two self-heal bounds, both paths (gamescope socket + KWin/GNOME portal):
- Bound the EI handshake at 8s — a non-responding EIS server now errors instead
of hanging, so the worker exits and the next inject() reopens.
- Watchdog: if no input device resumes within 5s of connecting, treat the
connection as dead-on-arrival and exit (same reopen path). Healthy servers
add+resume a device within a beat of the handshake.
Verified on-box: clean gamescope + KWin paths connect/resume/emit unchanged; a
stale listener that accepts-but-never-handshakes now errors in 8s; two
back-to-back gamescope sessions both inject (session 2 reopens against the fresh
socket). Independently confirmed end-to-end delivery on KWin — a focused wev got
the injected motions/keys/buttons — i.e. injection itself was never broken, only
its recovery from a bad connection.
Also adds permanent low-volume diagnostics so the next "input dead" report is
instantly triageable: log each EIS device's capabilities on resume, the first of
each InputKind a client sends + whether it emitted, and no-resumed-device drops.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
SwiftUI's inline TextField on tvOS is structurally wrong for television: it grows when
activated, shows a full-width editing surface behind the pill, and floats labels
off-center — none of it stylable into the Settings-app look. Per Apple's tvOS text
input guidance, real tvOS apps never edit inline: a field is a value ROW, and pressing
it raises the SYSTEM fullscreen keyboard.
- TVTextEntry (UIViewControllerRepresentable): a UITextField that becomesFirstResponder
on appear, presenting the standard tvOS fullscreen keyboard with the field's prompt;
done/dismiss commits the text. TVFieldRow is the Settings-style label+value lozenge.
- Add Host and PIN pairing on tvOS now use rows + keyboard covers exclusively (the
port row also fixes the off-center value text for good — it's a Text, not a field);
the port input validates 1...65535.
- No SwiftUI TextField remains in any tvOS code path.
Verified by screenshot: the dialog rows render exactly like the Settings app, and the
address row raises the system linear keyboard with prompt + done.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three more tvOS-isms, all the same lesson — let the focus engine own the chrome:
- Host cards drew their own material platter + accent ring INSIDE the .card button
style, muting the native grow/tilt focus motion. On tvOS the card style now owns the
platter outright (material/ring stay on the pointer platforms), and the grid gets
48 pt spacing so the focused card swells without overlapping siblings.
- Add Host and Settings no longer sit in the hosts row: they're a compact button row
below the grid (and the empty state gains a Settings button, since tvOS has no
toolbar).
- The Add Host and pairing dialogs drop Form entirely on tvOS — list rows added a
full-width focus fill plus a row platter behind every field's own pill (the
"second outer pill"). As standalone fields in a centered dialog over the dimmed
home, each input is exactly one pill with vertically centered text.
Verified by screenshot in the Apple TV simulator (home grid + Add Host dialog).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The inline iOS form widgets fought the tvOS focus system at every turn: focused fields
showed nested pills, rows darkened oddly and grew on activation, the Compositor picker
was not even focusable, and prefilled fields (port, client name) floated their label
inside the pill, shoving the value off-center.
- Settings is now a fully tv-native screen: NO inline text entry — the stream mode is
a preset picker (This TV native / 720p / 1080p / 4K, plus a Custom entry preserving
a mode set on another platform) and both pickers use .navigationLink style (pushed
selection lists, exactly like the system Settings app — and properly focusable; the
cover wraps in a NavigationStack for the pushes).
- Where text entry is unavoidable (Add Host, PIN pairing), the fields keep their stock
single-pill chrome (the grouped form style stays off tvOS — its row platters were
one of the nested pills) and prefilled fields hide their floating label so values
center vertically.
- All earlier row-clearing experiments reverted.
Verified by screenshot in the Apple TV simulator: Settings rows render as single
focus lozenges with chevrons; the Add Host pills are uniform with centered text.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
tvOS forms/lists have CLEAR backgrounds and a fullScreenCover only shows what the
presented view paints, so Settings/Add Host/pairing rendered transparently over the
hosts grid. All three covers now sit on .thickMaterial edge to edge — the standard
tvOS blur-over-content panel look (verified in the Apple TV simulator).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The iOS chrome half-worked on tvOS: toolbar items rendered tiny with clipped labels
and could not even be focused (which is why "+" never opened the add-host form), and
sheet presentations are not a tvOS idiom (the Settings form looked broken).
- The toolbar is gone on tvOS. Add Host and Settings live IN the hosts grid as
full-size, focus-native tiles (.card style, same geometry as the host cards) — the
natural way actions work on television.
- Every modal (Add Host, Settings, PIN pairing) presents as a fullScreenCover on tvOS;
Settings gains a tvOS-only Done button (covers don't dismiss themselves).
- iOS/macOS keep their existing toolbar + sheets untouched.
Verified in the Apple TV simulator: title, host card and both action tiles render
full-size and focusable.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Icon Composer doesn't cover tvOS — tvOS app icons are the older parallax format:
flat layers in an asset-catalog "App Icon & Top Shelf Image" brand asset. Generated
from the same Affinity layer exports the Icon Composer .icon uses, mirroring its
composition (violet automatic-gradient background → light circle → dark circle →
blob in front), via scripts/render-tvos-icon.swift (checked in for regeneration):
- App Icon.imagestack 400×240 @1x/@2x + App Icon - App Store.imagestack 1280×768,
four layers each so the focus engine gets real parallax depth.
- Top Shelf Image (1920×720) + Wide (2320×720) @1x/@2x as flat composites.
- ASSETCATALOG_COMPILER_APPICON_NAME = "App Icon & Top Shelf Image" on the tvOS
configs; verified on the Apple TV simulator home screen.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A bandwidth probe over the punktfunk/1 data path so a user-settable bitrate can be
informed by what the network actually sustains (throughput/loss/jitter), surfaced in
the client UI + web console. Reuses the existing Session/FEC plumbing.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Root cause of "input doesn't work" on the unified host: a single fresh session
injects fine (EIS connects, "Gamescope Virtual Input" device added), but the
host-lifetime injector reused a STALE per-session EIS socket across sessions →
"connect EIS socket …: Connection refused". (Headless gamescope is EIS-only — it
ignores uinput — so libei/EIS is the one input path for both gamescope and KWin;
no second path needed.)
- connect_socket_file: re-READ the relay file and RETRY the connect on
refused/missing (the live gamescope's EIS appears shortly), bounded at 15s,
instead of connecting once and bubbling ECONNREFUSED.
- GamescopeProc::drop: clear the relayed EIS socket name on teardown so a dead
session can't hand a stale path to the next reconnect.
Validated: two sessions back-to-back each reconnect (EIS connected + device added).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The same app now runs on tvOS (target Punktfunk-tvOS, bundle io.unom.punktfunk.tvos),
validated live against the box: vkcube at 1280x720@60, 60 fps in the Apple TV 4K
simulator, glass HUD with a focusable Disconnect button.
- PunktfunkCore.xcframework grows tvOS device + universal-simulator slices. These are
TIER-3 Rust targets (no prebuilt std): BUILD_TVOS=1 builds them with nightly and
-Zbuild-std from rust-src — the full quic stack (quinn/rustls-ring/tokio) compiles
for tvOS unchanged.
- The UIKit stream view covers iOS AND tvOS, with pointer interaction, pointer lock,
touch forwarding and InputCapture gated to iOS — tvOS is view-only until gamepad
capture lands (the natural tvOS input).
- SessionAudio on tvOS: .playback session, no mic (no app-accessible microphone).
- App chrome gates: keyboardShortcut/textSelection/controlSize/statusBarHidden are
iOS/macOS-only; host cards use the focus-native .card button style on tvOS; the
Audio settings section hides (system-routed); mode seeding works from the TV screen
(1920x1080@60).
- Package platforms += .tvOS(.v17); new Xcode target + shared scheme
(TARGETED_DEVICE_FAMILY 3, local-network usage description included).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Working through the brand-color follow-ups:
- AccentColor gains a dark-appearance variant (#8678F5 — the brand violet lifted one
step toward the icon's light periwinkle) so tinted controls keep contrast on dark.
- Host cards remember sessions: StoredHost.lastConnected (set when a session reaches
streaming) renders as a "Connected … ago" relative-time line, and the most recent
host's card carries a subtle accent ring — the grid finally has hierarchy.
- The HUD swaps the pre-glass black-50% rectangle for .regularMaterial with an accent
live-dot; hint lines use semantic .secondary instead of opacity.
- Security moments: the trust card's lock.shield and the pairing sheet's header take
the brand tint; the PIN field is larger monospaced and uses the number pad on iOS.
Icon ↔ accent decision: the accent stays the exact brand #6656F2; the Icon Composer
layers keep their adjacent palette (#6C5BF3 family) — close enough to read as one
brand, and the icon remains the design-tool source of truth.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
AccentColor color set + ASSETCATALOG_COMPILER_GLOBAL_ACCENT_COLOR_NAME on all four app
configurations — the platform-sanctioned global tint, so the host-card icons, prominent
buttons, toggles, pickers and links all carry the brand violet on macOS and iOS without
any per-view styling.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 160 pt grid minimum packed five small cards per iPad row. iOS columns now use a
280 pt minimum (one full-width card on iPhone portrait, 3–4 generous cards on iPad)
and the card content scales with it: 56 pt icon, title3 name, taller padding. macOS
keeps its compact 180–240 pt cards.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Matches the bundle display name; was the lowercase project name "punktfunk" in the
home navigation title (iOS large title / macOS titlebar) and the WindowGroup title.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>