The mic uplink handed the host pure digital silence on a multi-channel
interface: AVAudioConverter's N→stereo downmix takes channels 0/1, but a
pro interface puts the mic on ONE higher discrete channel. Fold the input
to a mono bus ourselves instead — pick the mic's channel (or sum all) and
resample that to the encoder's 48 kHz stereo, so the silent 0/1 downmix
never happens.
- New "Microphone channel" setting (macOS): Auto (sum every channel — a
lone hot mic passes at full level) or pin 1-based channel N. Picker
appears only for multi-channel devices, driven by the device's input
channel count.
- Diagnostics that make this class of failure self-naming next session:
log the actual live capture device + format + fold mode, warn on a
silent UID fallback, and a one-shot silence tripwire on the EXTRACTED
signal (WARN on 10 s of zeros, else peak dBFS).
- foldToMono extracted as a pure, unit-tested helper (pin / sum-clamp x
interleaved / deinterleaved / mono / out-of-range).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
One stat model everywhere (design/stats-unification.md): four measurement
points (capture/received/decoded/displayed), three stages that tile the
interval exactly, and a HUD that shows the addition explicitly —
end-to-end 14.2 ms p50 · 19.8 p95 · capture→on-glass
= host+network 9.8 + decode 2.1 + display 2.3
replacing each client's ad-hoc mix of overlapping absolutes (the Apple HUD's
three arrow lines that looked sequential but weren't), mean-vs-median decode
times (Windows/Linux), missing same-host-clock flags (Windows/Linux), and
three different names for the same capture→received measurement (probe's
"reassembled", Apple/Android's "client", Windows/Linux's post-decode "lat").
Per client: Apple threads receivedNs through the VT decode via the frame
refcon bit pattern so the decode stage exists at all (stage-1 fallback
honestly degrades to a capture→received headline); Windows carries
FrameTimes through the existing frame channel to the render thread and adds
e2e p50/p95 post-Present; Linux stamps received at AU pop and rides
decoded_ns on DecodedFrame to the paintable-set site; Android pairs receipt
stamps with MediaCodec output buffers via the codec's pts round-trip (JNI
stats array 14→16 doubles, indexes 0-13 unchanged). fps now uniformly counts
received AUs; lost/(received+lost) per window, hidden at zero.
docs-site gains "Understanding the Stats Overlay": what each line means, why
the equation only approximately sums (percentiles), and a line-by-line
Moonlight/Sunshine matrix — including that Moonlight has no end-to-end
number and its "network latency" is an ENet control RTT, so punktfunk's
headline must not be compared against any single Moonlight line.
Verified here: linux client + probe + core check/clippy/fmt green, android
native cargo-ndk arm64 check green. Pending: Windows CI + on-glass, swift
test on the mac, on-device Android.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
844372b split the wrong expression — act's log masking hid the real line number.
The unmasked retry pinpointed it: the pointerSection footer, a ten-segment
string + chain with an isPad ternary nesting four more, evaluated inside the
ViewBuilder. Moved the copy into a plain computed String built with +=
statements (linear to type-check); no text change. The two remaining 5-6
segment chains in Settings are compiled by the passing macOS slice, so they
are proven cheap.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Section's iOS content (resolution wheel + 3-way refresh rows + bitrate
rows) as ONE ViewBuilder expression hit "the compiler is unable to type-check
this expression in reasonable time" — failing exactly one build slice, the iOS
archive, so swift test (macOS) and the tvOS/macOS archives never saw it and the
0.6.0 iOS TestFlight upload soft-failed. Extracted iosResolutionWheel /
iosRefreshRows / bitrateRows; no behavior change.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The two touch clients had exactly complementary gaps: iOS forwarded fingers
ONLY as raw wire touches (no way to drive the host cursor from the touch
screen), Android had the two mouse modes but no passthrough. Both now share
one three-way "Touch input" setting: Trackpad (default) / Direct pointer /
Touch passthrough.
iOS/iPadOS: Input/TouchMouse.swift ports the Android gesture engine 1:1
(same px-based acceleration curve; tap=click, two-finger tap=right-click,
two-finger drag=scroll, tap-then-drag=held drag, three-finger tap=stats
HUD via the shared hudEnabled default); direct-pointer mode maps through
the aspect-fit letterbox; the previous always-on behavior lives on as the
passthrough option. The mode latches per gesture (a Settings change never
splits one gesture across models), touchesCancelled releases held state
without synthesizing a click, and session stop flushes a mid-drag button.
Settings picker on iPhone + iPad next to the iPad-only pointer-capture
toggle. Deliberate default change: trackpad, not passthrough.
Android: new nativeSendTouch JNI shim → wire TouchDown/Move/Up (the host
already injects real touch on every backend — libei touchscreen, wlroots,
KWin fake-input, SendInput); streamTouchPassthrough forwards every finger
with stable ids and lifts still-held contacts on teardown; the trackpadMode
Boolean becomes the TouchMode enum (old pref migrated on load, never
rewritten) with a Settings dropdown.
Verified: macOS swift build + full suite (incl. new TouchMouseTests), iOS
Simulator Swift compile, cargo check/fmt/clippy on the native crate, Kotlin
app+kit compile + unit tests. On-glass feel of the iOS ballistics and
Android passthrough against a touch-aware app still pending.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ground-up RumbleRenderer rewrite around one principle: rumble is idempotent
state on a lossy channel, and the actuator's divergence from it must be
bounded, not best-effort. The old renderer rebuilt an infinite-duration
CHHapticAdvancedPatternPlayer per 0xCA datagram via an async stop; one stop
lost inside CoreHaptics left an unstoppable player buzzing forever (the
"entered the menu and rumble never stopped" bug).
- Finite 4 s segments, never infinite events — a leaked player self-silences;
steady levels re-arm seamlessly ON the engine timeline (no stop/start race)
- GamepadFeedback drains the rumble plane DRY per cycle, newest-wins (was one
datagram per 8 ms through a 16-deep drop-newest queue = lag + shed stops)
- Host 500 ms state refreshes dedupe to a liveness stamp; zero applies
immediately; nonzero ramps throttle to one rebake/25 ms per motor
- Throwing player stop escalates to engine.stop() (kills leaked players);
1.6 s staleness watchdog (Policy.session) force-silences on a dead channel;
the test panel holds levels via Policy.manual
- Plain makePlayer, NEVER makeAdvancedPlayer: gamecontrollerd's controller
haptics server advertises `adv players: 0`, and iOS 27 beta 2 hard-drops
advanced loads with an XPC decode fault (-4811/4097, rumble silently dead).
Live-verified on an iOS 27 beta 2 iPhone: DualSense rumble works
- Split-handle engines fall back to one combined .default engine on repeated
failure; renderer publishes health transitions and the test panel shows
them (a refused system service no longer reads as silent app breakage)
- Per-motor sharpness on split handles (0.3 heavy / 0.7 light); macOS
DualSense raw-HID path gains a ~1 s keepalive re-write while nonzero
- RumbleTuningTests pin the scheduling math, tuning relations, and a
queue/ticker teardown smoke test
Stuck-rumble streaming repro revalidation on glass still pending.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Sources reorganized (client: Home/Session/Settings/Stores/Support/Trust; kit:
Audio/Connection/Gamepad/Input/Support/Video/Views) with the big files split
along the same seams.
The gamepad mode is couch-complete, and now on macOS too (the living-room
Mac case), not just iOS/iPadOS:
- GamepadSettingsView: a console-style, fully controller-navigable settings
screen (X from the launcher) — up/down moves focus, left/right steps values
(clamped, boundary thud), A cycles/toggles, B closes; the focused row shows a
one-line description. Backed by GamepadMenuList, the vertical sibling of
GamepadCarousel, and SettingsOptions — the option lists hoisted out of
SettingsView statics and shared by the touch, tvOS and gamepad settings.
- GamepadAddHostView + GamepadKeyboard: register a host end to end with a pad
— field rows open an on-screen controller keyboard (dpad grid, A types,
X backspaces, B done); the launcher carousel ends in an Add Host tile, so
the dead-end "add one with touch first" empty state is gone.
- Launcher polish: contextual hint bar with the pad's real button glyphs,
controller name + battery chip, one shared console chrome.
- GamepadScreenBackground: an animated aurora (TimelineView-driven drifting
blobs in the brand's violet family, breathing radii, slow hue shift,
legibility scrim; freezes under Reduce Motion). Pure SwiftUI on purpose — a
.metal library only bundles reliably in one of the two build systems (SPM vs
the xcodeproj's synced folders) these sources compile under.
- macOS port: settings/add-host/library present as sized sheets (a macOS sheet
takes its content's IDEAL size, and the GeometryReader-driven screens
collapsed to nothing), NSScreen-based mode lists, scroll indicators .never
(the "always show scroll bars" setting overrides .hidden), tray scrims so
scrolled rows dim under the pinned title/hints, extra title clearance, and a
PUNKTFUNK_FORCE_GAMEPAD_UI=1 dev hook — launcher/settings/add-host/keyboard/
library render-verified live on a real Mac + LAN hosts.
- GamepadMenuInput: X button support, and (re)start now snapshots held buttons
so a controller handoff press never fires twice (the B that closed the
keyboard no longer also cancels the screen underneath).
- Cleanups: one "Connection failed" alert in ContentView instead of one per
home screen; HostDiscovery.advertises/unsaved shared by both home screens.
- host: can_encode_444 stub for the non-Linux/Windows host build (the macOS
synthetic-source loopback used by the Swift tests).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>