b0df291ffeb79089639522fcf8c9846dd87dc547
162 Commits
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b0df291ffe |
feat(android): pairing/identity — persistent identity, TOFU pinning, SPAKE2 PIN ceremony
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M4 Android stage 1 (trust). The client now presents a persistent self-signed identity on every connect, pins host certs trust-on-first-use, and runs the SPAKE2 PIN pairing ceremony — parity with the Apple/Linux clients. The Rust connector already exposed this; this wires it through the JNI + a Keystore-backed Kotlin store + the connect UI. - crates/punktfunk-android: nativeGenerateIdentity (mint), nativeConnect gains certPem/keyPem/pinHex (identity + TOFU/pinned), nativeHostFingerprint, nativePair (SPAKE2). hex32/parse_hex32 helpers. - kit/security: IdentityStore (AndroidKeyStore AES-256-GCM-wrapped PEM blob; StrongBox with TEE fallback; four-state load so a decrypt failure never shadow-mints), PinStore (host-id -> fp-hex in SharedPreferences). obtainIdentity mints once on genuine first run. - app: ConnectScreen loads/mints the identity, looks up the stored pin, and gates connect on a trust decision — TOFU prompt (first connect), fingerprint-changed warning, PIN dialog. - AndroidManifest: allowBackup=false (Keystore keys don't restore; a restored device re-mints rather than carrying a dead blob). Verified live (emulator -> home-worker-2, synthetic m3-host): - identity: host logs the presented client fingerprint; stable across an app restart. - TOFU: first-connect prompt -> Trust -> pins the observed host fp -> pinned reconnect skips the prompt. - SPAKE2: PIN ceremony -> "pairing complete — client trusted" -> auto-connect under --require-pairing; wrong PIN / host down -> "Pairing failed". Known follow-up: trust is keyed by mDNS instance id for discovered hosts but by "host:port" for manually-typed ones, so pairing via one path isn't recognized by the other. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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7654b20b2a |
fix(host/windows): NVENC capture on real GPU + HOME-less config dir
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Validated live on an RTX 4090 (Windows 11) host streaming to the Rust reference client over the LAN: SudoVDA virtual display → DXGI Desktop Duplication (D3D11 zero-copy) → NVENC HEVC → punktfunk/1. 720p60 and 1080p60 both clean (181 / 177 frames, 0 mismatched, p50 1.6 / 3.45 ms cross-machine), coexisting with Apollo. Two real-hardware bugs the GPU-less VM couldn't surface: - DXGI capturer: the SudoVDA virtual monitor's DXGI output is enumerated under the GPU that *renders* it (the 4090, LUID 0x15df6), NOT under the SudoVDA "adapter" LUID SudoVDA reports (0x23276). Restricting the output search to that LUID found nothing → "adapter has no output named \\.\DISPLAYn". Now search ALL adapters for the GDI name, bind the D3D11 device to whichever adapter exposes it (NVENC then shares that device), with a settle-retry (the output appears a beat after display creation) and topology logging. - native_pairing / apps: keyed config paths off raw $HOME, which a Windows service/scheduled-task context doesn't set → "HOME unset" hard-fail at m3-host startup. Route both through gamestream::config_dir(), which falls back to %APPDATA% on Windows (cert/paired/apps now under AppData\Roaming). clippy -D warnings + build green on x86_64-pc-windows-msvc (default and --features nvenc) and Linux (78/78 tests). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b2e5878711 |
feat(host/mgmt): HTTPS + token auth by default (no loopback no-auth fallback)
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The mgmt API already always serves HTTPS (the host identity cert), but on a loopback bind with no token it ran unauthenticated — any local process could drive it. Make auth required ALWAYS: - new mgmt_token::load_or_generate(): token precedence is --mgmt-token > env PUNKTFUNK_MGMT_TOKEN > persisted ~/.config/punktfunk/mgmt-token > freshly generated 32-byte hex, persisted 0600 in KEY=VALUE form (so the bundled web console can source it directly as a systemd EnvironmentFile — one source of truth). config_dir() made pub(crate). - parse_serve() resolves the token via load_or_generate() when unset, so a bare `serve` Just Works with auth on and no operator step. - mgmt::run() drops the loopback no-token exemption and requires a token; require_auth()'s unauthenticated fallback now returns 401. The paired-cert (mTLS) branch is unchanged — Apple client + library auth unaffected. - web /api proxy: 503 (legible) instead of forwarding an empty bearer. - tests: test_app/test_app_native default a token, send() auto-attaches the bearer; blank-token test asserts the new "no token" refusal. 80 pass. - docs: mgmt module doc + host.env.example reflect always-on auth + auto-gen. Compiles, clippy/fmt clean, openapi no drift. Part B (bundle the web console into apt, auto-wired to this token) follows. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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104639bcc1 |
feat(android): DualSense host->client feedback — rumble + lightbar/LEDs/triggers
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M4 Android stage 1 (DualSense feedback, host->client). Two Kotlin poll threads drain the connector's rumble (0xCA) + HID-output (0xCD) planes via blocking native pulls and render in Kotlin (Option B — no JNI upcalls, Android APIs stay in Kotlin). - crates/punktfunk-android: feedback.rs — nativeNextRumble (returns (low<<16)|high, or -1) + nativeNextHidout (writes [kind][fields] into a caller's direct ByteBuffer). Ungated; no new Cargo deps (next_rumble/next_hidout are on the quic feature already). - clients/android: GamepadFeedback.kt — rumble -> VibratorManager (two-motor amplitude), HID Led -> lightbar + PlayerLeds -> player LED via LightsManager (API 33+), adaptive triggers parsed + logged (no public Android API); resolves the connected pad, emulator -> logged no-op. Started/stopped in the StreamScreen lifecycle (stop + join before nativeClose). Verified live (emulator -> synthetic host, PUNKTFUNK_TEST_FEEDBACK=1): client received + decoded the full burst -- rumble low=16384 high=32768, Led r=10 g=20 b=30, PlayerLeds bits=4 player=1, Trigger which=1 mode=0x21 -- matching the host hook exactly. Rendering is a logged no-op on the emulator (no controller); real haptics/lightbar/player-LED need a physical pad. Deferred (need a physical DualSense + device enumeration): client->host rich input (touchpad/motion send_rich_input) and DualSense controller-type negotiation. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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1e871854cd |
feat(android): gamepad forwarding — buttons + sticks/triggers/dpad → send_input
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M4 Android stage 1 (gamepad). One controller forwarded as pad 0; mirrors the Linux/Apple gamepad mapping (byte-identical GamepadButton/GamepadAxis events). - crates/punktfunk-android: 2 JNI fns (nativeSendGamepadButton/Axis) building the GamepadButton/GamepadAxis InputEvents (flags = pad index 0). - clients/android: Gamepad.kt — BTN_*/AXIS_* wire constants, KEYCODE_*->BTN_* map, and an AxisMapper (joystick MotionEvent -> sticks +-32767 +y-up / triggers 0..255 / HAT->BTN_DPAD_* with on-change gating + release-all reset). MainActivity routes gamepad-source KeyEvents in dispatchKeyEvent (DPAD only when from a gamepad, so keyboard arrows still map to VK) and adds dispatchGenericMotionEvent for joystick axes. Verified live (emulator -> gamescope host, `adb input gamepad keyevent`): host created the virtual X-Box 360 uinput pad (index=0) and received the gamepad datagrams (input=22). Axes can't be adb-injected (joystick MotionEvents) -- build/clippy + code-review this increment; live stick/trigger test deferred to a physical controller. Deferred: device enumeration/selection, controller-type negotiation, DualSense rich input. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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2bca89c555 |
feat(host/windows): Steam library auto-discovery on Windows
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The Steam `LibraryProvider` keyed off `$HOME` + Linux paths, so the game library was empty on Windows. Add Windows discovery: the default Steam install dirs under Program Files (`ProgramFiles(x86)`/`ProgramFiles`/ `ProgramW6432`), with games on other drives picked up via each root's `libraryfolders.vdf` — whose Windows values are backslash-escaped, so unescape `\\` → `\`. The existing root-scan/dedup logic is shared via a new `steam_roots_existing` helper. The custom store (mgmt JSON CRUD) was already cross-platform; only Steam auto-discovery was Linux-only. Not yet covered: a non-default Steam install dir (the registry `Valve\Steam\InstallPath`). Degrades gracefully — no Steam → empty list. clippy -D warnings + library tests green on Windows and Linux. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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66f579461f |
feat(host/windows): GameStream (Moonlight) audio on Windows — stereo
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`serve` gave Moonlight clients no audio on Windows: the GameStream audio stream thread was Linux-only (a non-Linux stub errored). Widen the stereo path to Windows — the encode/RTP/AES-CBC/hand-rolled-RS(4,2)-FEC logic is platform-neutral and already live-validated byte-identical on Linux, and it now runs over the WASAPI capturer + the (already cross-platform) `opus` crate. The cfg gates go from `linux` to `any(linux, windows)`; only the surround path stays Linux-only because its libopus *multistream* encoder needs `audiopus_sys` (a Linux dep) — on Windows a surround request fails cleanly with a "use stereo" error. Linux stays byte-identical (the `SessionEncoder::Surround` variant and its match arm keep `#[cfg(linux)]`, so Linux compiles exactly as before). Verified: clippy -D warnings + host test suite green on both x86_64-pc-windows-msvc (73/73) and Linux (78/78). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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ff1cc6c6d9 |
feat(android): input forwarding — keyboard + touch trackpad → send_input
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M4 Android stage 1 (input). Kotlin captures input and forwards it over JNI to NativeClient::send_input (the connector is linked as a Rust crate). - crates/punktfunk-android: 4 JNI send fns (pointer move / button / scroll / key) building InputEvent with the GameStream wire codes — ungated, &self on the Sync connector (safe from the UI thread). - clients/android: Keymap.kt (Android KEYCODE_* -> Windows VK, the host's wire contract, mirroring the Linux/Apple tables); Activity-level dispatchKeyEvent forwards hardware keys to the active session (above the Compose focus system, so it's reliable); a Compose touch-trackpad overlay -- 1-finger drag -> relative move, tap -> left click, 2-finger drag -> scroll. Verified live (emulator -> gamescope host on the LAN box, synthetic `adb input`): host received 31 input datagrams (input=31) and libei injected KeyDown/KeyUp, MouseButtonDown/Up and MouseMove all emitted=true. Physical-mouse pointer capture + gamepad are next. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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e3de19b52e |
test(host): make two host tests portable to Windows
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The Windows host test suite hit two pre-existing portability failures (the autonomous Windows bring-up never ran `cargo test` on the VM): - `vdisplay::detect_active_session_*` asserted a non-empty XDG runtime dir — a Linux concept with no Windows equivalent. Gate just that assertion to Linux (keep the call so the fn stays used → no dead_code). - `mgmt::openapi_document_is_complete_and_checked_in` did a byte compare against the checked-in spec, which git may check out CRLF on Windows while serde_json emits LF. Compare content with `\r` stripped. Host suite now 73/73 on x86_64-pc-windows-msvc; Linux unchanged (78 ok). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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9c61b03101 |
feat(host/windows): ViGEm rumble back-channel + Windows clippy clean
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Wire the host→client rumble path on Windows, the analogue of the Linux uinput EV_FF read loop: a game's force-feedback on the virtual Xbox 360 pad is delivered by ViGEm's notification API (`request_notification` → `spawn_thread`, gated by the crate's `unstable_xtarget_notification` feature). A per-pad background thread stores the latest motor levels; `pump_rumble` relays changes to the client on the universal 0xCA plane (motors scaled 0..255 → 0..65535). Dropping the target aborts the notification, so the thread exits with the session. Live verification still needs a physical pad. Also fix the Windows backends' clippy debt — these modules are cfg- excluded from Linux CI, so `clippy -D warnings` never saw them, and the VM's rustc 1.96 clippy is stricter on shared code than the CI image: - dxgi: manual checked division → checked_div().map_or - sendinput: `x = x | y` → `x |= y` - sudovda: `.then(|| ptr)` → `.then_some(ptr)` - m3 pick_compositor: drop the needless early return (match form) - m3 resolve_compositor: Windows arm is a tail expr, not `return` All Windows backends now build + clippy clean (default and --features nvenc); Linux unaffected (fmt/clippy/check green). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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7d5dbd47b7 |
fix(host/dualsense): heartbeat virtual DualSense so it isn't dropped when idle
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"Controller disconnected every few seconds" (Forza Horizon, held steady): the virtual UHID DualSense emitted HID report 0x01 ONLY on state change, but a real DualSense streams it continuously (~250 Hz). When the player holds the wheel/throttle steady the client sends no wire events, so the host wrote nothing and /dev/uhid went silent for seconds — the kernel hid-playstation driver / Proton / SDL treat that as an unplugged controller. (The uinput X-Box pad is immune: evdev holds last-known state with no periodic-report requirement.) Add DualSenseManager::heartbeat(max_gap): re-emit each live pad's CURRENT report when it's been silent for max_gap (idempotent — a stale-but-correct frame, never a phantom input; write_state bumps seq+timestamp). write() resets the per-pad timer, so an actively-used pad emits no extra reports — the heartbeat only fills genuine silence. PadBackend::heartbeat() drives it at an 8 ms gap (~125 Hz) for DualSense (no-op for X-Box), called every input-thread tick (the loop already runs ≤4 ms). GET_REPORT feature replies + the pad lifecycle were ruled out by the investigation (pad is created once, never torn down mid-session). Compiles, clippy/fmt clean, 78 host tests pass. Verify on the box: held-idle DualSense stays present in evtest / no SDL CONTROLLERDEVICEREMOVED; Forza no longer toasts "controller disconnected". Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b8a1b7e469 |
feat(host/windows): host→client Opus audio — vendored libopus on MSVC
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The `m3` audio_thread (desktop capture → Opus 48 kHz stereo 5 ms CBR → AUDIO_MAGIC datagrams) now runs on Windows, fed by the WASAPI loopback capturer. The `opus` crate vendors libopus via `audiopus_sys` + cmake (no system lib / vcpkg), so it builds on MSVC — moved into a `cfg(any(linux, windows))` deps table and widened the audio_thread cfg to match (the stub now only covers other targets, e.g. macOS). Build note: CMake 4 rejects libopus's old `cmake_minimum_required`; set `CMAKE_POLICY_VERSION_MINIMUM=3.5` when building the host on Windows. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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8c8d576e52 |
feat(android): host→client audio — Opus → AAudio (LowLatency)
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M4 Android stage 1 (audio). An audio thread pulls Opus packets from the connector (next_audio), decodes to interleaved f32 stereo, and feeds AAudio via its realtime data callback through a jitter ring ported from the Linux client (prime ~3 quanta, drop-oldest cap, re-prime on drain). All in Rust on native threads — symmetric with the video decode path. - crates/punktfunk-android: audio.rs (Opus decode + jitter ring + AAudio callback); SessionHandle gains an audio slot; nativeStartAudio/nativeStopAudio JNI; Drop stops it. Android-only deps: opus 0.3 (libopus via cmake, static) + ndk "audio" (AAudio) — pure C/NDK, no libc++_shared to bundle. - clients/android: NativeBridge start/stop audio, called in the SurfaceView lifecycle. - kit/build.gradle.kts: cargo-ndk env for the libopus cmake build (NDK root, Ninja, LIBOPUS_STATIC/NO_PKG) + --platform 31 (libaaudio is API 26+). Verified live (emulator -> gamescope host on the LAN box): AAudio opened 48k/stereo/f32; a 440 Hz tone played into the host capture sink reached the client decoded -- opus ~200/s, pcm_frames climbing in lockstep, peak=0.089 (real content, not silence), with video streaming concurrently. Some underruns under emulator jitter (verify on hardware). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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336357643c |
feat(host): KWin virtual output primary + settle portal env on switch
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Two parked follow-ups from the session-aware host work: #3 — KWin/Mutter virtual output not set primary. The auto-detected desktop path *is* "stream this desktop", but the per-session virtual output wasn't promoted to primary, so KDE/GNOME panels + windows stayed on an unstreamed real output and the streamed screen showed only wallpaper. apply_session_env now defaults PUNKTFUNK_KWIN_VIRTUAL_PRIMARY / PUNKTFUNK_MUTTER_VIRTUAL_PRIMARY on for the auto path (explicit config still wins), so the streamed output becomes the sole desktop. #2 — input flaky after a mid-stream Gaming->Desktop switch. The xdg portal (D-Bus-activated) and the systemd --user env still pointed at the old session, so the host's RemoteDesktop portal opened against a half-stale env: it accepted events but they didn't reach the compositor until a reconnect. New vdisplay::settle_desktop_portal() pushes the live session env into the systemd/D-Bus activation environment and (for KWin) restarts the portal so it re-reads it, mirroring a fresh desktop login (and the existing wlroots portal restart). Called from the mid-stream switch rebuild slot before the injector reopens. GNOME uses Mutter's direct EIS, so it only gets the env push. Compiles, clippy/fmt clean, 78 host tests pass. Live validation on the Bazzite box next. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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2448a33698 |
style(host/windows): rustfmt the Windows backends
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Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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8cba886c17 |
feat(host/windows): ViGEm virtual gamepad backend
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Windows GamepadManager via vigem-client (ViGEmBus) — the uinput-xpad analogue: one virtual Xbox 360 controller per client pad index, created lazily on first State. GameStream/Moonlight already uses the XInput conventions (low-16 button bits, sticks -32768..32767 +Y up, triggers 0..255), so the GamepadFrame->XGamepad mapping is 1:1. Replaces the non-Linux GamepadManager stub (same new/handle/pump_rumble API the m3 PadBackend drives, so no m3 change). Graceful when ViGEmBus is absent (gamepad disabled, session continues). Compiles clean on Windows + Linux; live-test needs the ViGEmBus driver + a physical pad. Rumble back-channel is a TODO (ViGEm notification API). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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69ba6ec45d |
feat(host/windows): NVENC D3D11 hardware encoder (--features nvenc)
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Zero-copy capture->encode on the GPU via the raw NVENC API (nvidia_video_codec_sdk sys + ENCODE_API; the safe wrapper is CUDA-only). Opens an NV_ENC_DEVICE_TYPE_DIRECTX session on the SAME ID3D11Device as the DXGI capturer (carried on the new FramePayload::D3d11), registers a pool of BGRA textures once, CopyResources each captured texture in and encode_picture; CBR/ULL, infinite GOP, P-only, forced-IDR for RFI. The DXGI capturer gains a D3D11 zero-copy output (selected, like the encoder, by PUNKTFUNK_ENCODER=nvenc) so capture+encode share textures. OFF by default (the nvenc feature pulls the NVENC SDK + cudarc): the default Windows host links without it (openh264 path). cudarc builds toolkit-less via the SDK ci-check feature (dynamic-loading). At link time --features nvenc needs nvencodeapi.lib (NVENC SDK, or an import lib generated from the driver's nvEncodeAPI64.dll) on PUNKTFUNK_NVENC_LIB_DIR. Both default and --features nvenc builds validated to compile+link GPU-less on the VM (import lib generated from the driver DLL). Runtime needs a real NVIDIA GPU. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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04b76ebfc7 |
feat(host/windows): run serve/m3-host on Windows (config paths + compositor)
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The punktfunk/1 control plane already compiled on Windows; these wire the last gaps so the host actually runs: config_dir falls back to %APPDATA% (HOME\.config when set), paired_path uses it, hostname from COMPUTERNAME, and resolve_compositor short-circuits the Linux session-detection on Windows (SudoVDA is the single backend; vdisplay::open ignores the compositor arg). Validated live on the VM: m3-host creates its identity, binds the QUIC endpoint (fingerprint logged), advertises mDNS (_punktfunk._udp, host from COMPUTERNAME), and accepts sessions. GPU-less validations green: m0 synthetic->openh264->core FEC loopback (120/120, 0 mismatches) and the m3 c_abi_connection_roundtrip control-plane test. Full session capture (SudoVDA->DXGI) + NVENC remain GPU-gated. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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9c2499fd45 |
feat(host/windows): DXGI Desktop Duplication capture backend
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Windows Capturer via DXGI Desktop Duplication: create a D3D11 device on the SudoVDA adapter (by LUID), find the matching output (by GDI name), DuplicateOutput, and per AcquireNextFrame copy the desktop into a CPU-readable staging texture -> tightly-packed BGRA (FramePayload::Cpu, feeds the openh264 software encoder GPU-lessly). Handles WAIT_TIMEOUT (reuse last frame) and ACCESS_LOST (re-duplicate). Adds FramePayload::D3d11(D3d11Frame) for the future NVENC zero-copy path, and a VirtualOutput.win_capture identity (adapter LUID + GDI name) carried out of the SudoVDA backend. Pure helpers (pack_luid/gdi_name_matches/depad_bgra) unit-tested on the VM; the live duplication path needs a real GPU + an activated SudoVDA monitor. Compiles clean on Windows + Linux. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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45e5157091 |
feat(host/windows): WASAPI loopback audio capture
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Windows AudioCapturer via the wasapi crate (0.23): loopback the default render endpoint (Render device + Direction::Capture + shared mode => STREAMFLAGS_LOOPBACK) at 48 kHz stereo f32 with autoconvert, feeding the existing Opus path with no resampling. Dedicated COM-MTA thread owns the !Send WASAPI objects; interleaved f32 chunks leave over a bounded lossy channel; RAII Drop stops + joins. Bring-up handshake reports a missing endpoint as Err so a session continues without audio. open_audio_capture Windows factory arm + module. Init chain validated live on the VM (open succeeds; next_chunk waits on a silent system). Virtual mic deferred (no Windows virtual-audio endpoint). m3 audio_thread wiring + opus hoist land with the integration task. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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cbbeaa5c29 |
feat(host/windows): openh264 software H.264 encoder (GPU-less path)
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Windows Encoder impl via the openh264 crate (statically-bundled, BSD-2): low-latency screen-content config (Baseline/no-B-frames, bitrate RC, BT.709 limited, near-infinite GOP + forced-IDR recovery via request_keyframe), packed CPU pixels (BGRx/BGRA/RGB/RGBA/RGBx/BGR) -> I420 -> AnnexB with in-band SPS/PPS each IDR. Synchronous: submit encodes immediately, poll hands back the one AU, flush is a no-op. Windows open_video factory selects it (PUNKTFUNK_ENCODER=software|nvenc|auto; NVENC arm lands later), H.264-only with a clear error otherwise, SW bitrate ceiling. Unit-tested live on the VM: synthetic BGRx -> AnnexB IDR + SPS NAL. Unblocks the GPU-less capture->encode->FEC->send pipeline. Compiles clean on Windows + Linux. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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cce2eb60f6 |
feat(host/windows): SendInput input-injection backend
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Windows InputInjector via SendInput (Win32 KeyboardAndMouse), mirroring the wlroots backend: absolute mouse (MOUSEEVENTF_VIRTUALDESK normalized to the virtual desktop), relative mouse, scancode keyboard (MapVirtualKeyExW + extended-key flagging), scroll (no sign flip — Windows wheel matches GameStream), buttons. Client already sends Windows VK codes (no keycode table). Reattaches the thread to the input desktop (OpenInputDesktop/SetThreadDesktop) to survive UAC/lock switches. New Backend::SendInput, the Windows auto-default in default_backend(), open() arm, windows-crate features. Compiles clean on Windows + Linux. Live injection validates with the in-session host run (SendInput is desktop-isolated from an SSH network logon). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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2264474c68 |
Merge remote-tracking branch 'origin/main'
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26741feada |
feat(host/windows): SudoVDA virtual-display backend (control path)
Windows VirtualDisplay backend driving SudoVDA (the Apollo IDD) via its DeviceIoControl IOCTL protocol: open by interface GUID, ADD at the client's exact WxH@Hz (mode baked into the IOCTL, no EDID seeding), mandatory watchdog ping thread, QueryDisplayConfig name resolution, RAII Drop -> REMOVE. Wired behind the existing VirtualDisplay trait (open()/probe() Windows arms). Validated live on the GPU-less VM (standalone + via the trait, env-gated test): version 0.2.1, ADD 1920x1080@60 -> target, watchdog hold, REMOVE. Monitor activation into a WDDM path (-> capturable \\.\DisplayN) needs a real GPU and is deferred with capture/NVENC. docs/windows-host.md updated. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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de7b8ac282 |
feat(android): video decode pipeline — NDK AMediaCodec → SurfaceView
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M4 Android stage 1 (video). Pull HEVC access units from the connector and render them to the SurfaceView entirely in Rust (NDK AMediaCodec → ANativeWindow) — no per-frame JNI, honoring the native-thread hot-path invariant. - crates/punktfunk-android: decode.rs (one-in/one-out AMediaCodec loop; in-band VPS/SPS/PPS so no out-of-band csd; dims from NativeClient::mode). SessionHandle now holds an Arc<NativeClient> + the decode thread; nativeStartVideo/nativeStopVideo. - clients/android: connect screen (host/port) + full-screen SurfaceView stream screen — surfaceCreated -> nativeStartVideo, leaving -> stop + close. Verified live (Android emulator -> m3-host on the LAN box, ABI v2): QUIC handshake, 8-round clock-skew sync, HEVC decoder configured at 1280x720, and the data plane delivered + fed all 299 access units (the punktfunk/1 NAT hole-punch worked through the emulator's SLIRP). Real-pixel render is pending a non-synthetic source: `m3-host --source synthetic` emits dummy transport payloads (not HEVC), so the decoder correctly produces nothing; `--source virtual` (a compositor on the host) is needed to verify decode-to-screen. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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79217eb93d |
feat(android): scaffold the native Android client (Rust-heavy JNI bridge)
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Rust-heavy client model (like punktfunk-client-linux): a new cdylib crate crates/punktfunk-android links punktfunk-core and exposes the JNI seam; Kotlin (clients/android) owns only the Android-framework surface. Kotlin can't import the C header the way Swift can, so the bridge is written in Rust to reuse the Linux client's orchestration rather than re-port it. - crates/punktfunk-android: JNI bridge — abiVersion/coreVersion native-link proof + session connect/close handle; plane pumps stubbed for M4 stage 1. - clients/android: Gradle project — :app (Compose) + :kit (Android library with a cargo-ndk Exec task -> jniLibs). AGP 9.2 / Gradle 9.4.1 / Kotlin 2.3.21 / Compose BOM 2026.05.01 / compileSdk 37 / targetSdk 36 / minSdk 31, shipping arm64-v8a + x86_64. Phone + TV (leanback) installable. README rewritten. - .gitea/workflows/android.yml: CI mirroring apple.yml on a Linux runner. - punktfunk-core: switch rcgen to the ring backend so the whole quic tree is aws-lc-free (smaller client .so, cmake-free cross-compile; a win for all targets). Validated on this box: :app:assembleDebug -> APK with both ABIs; emulator first-light renders the bridge linked (core ABI v2) with logcat confirmation; clippy -D warnings + cargo fmt clean; core tests green on the ring backend. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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5fddaac6af |
fix(host): compile punktfunk-host on windows (x86_64-pc-windows-msvc)
Gate the Linux-only bits so the host crate builds on MSVC (it already built on Linux + macOS): drm_sync/dmabuf_fence use DRM ioctls + libc (a linux-only target dep) and have no non-Linux callers; VirtualOutput.remote_fd is a PipeWire concept. The full dep tree (aws-lc-rs, quinn, rusty_enet, axum) builds clean on MSVC and the binary runs (openapi emits the spec) — only these 3 cfg-gates were needed. First step of the Windows host port (docs/windows-host.md). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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f869b434ba |
fix(host): input follows session per-connect + restore-guard on desktop switch
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Two fixes from live Bazzite testing of the managed-Gaming + mid-stream work: 1. Input now FOLLOWS the active session. The host-lifetime injector was pinned to the first backend it opened and only reopened on an inject FAILURE — but with Feature A keeping the managed gamescope warm, its EIS socket stays alive, so a switch to the KDE desktop + reconnect kept injecting into the idle gamescope (input silently dead on KDE). injector_service_thread now compares the resolved input backend (default_backend() ← PUNKTFUNK_INPUT_BACKEND, set per connect by apply_input_env, and on a mid-stream switch) each event and reopens when it changes. Fixes input on a Gaming->Desktop reconnect AND Feature B's mid-stream input re-route, with no plumbing. 2. Debounced TV-restore no longer yanks you back to gaming. do_restore_tv_session now checks detect_active_session(): if a desktop session is active (the user switched), it tears down the idle managed gamescope but does NOT restart the gaming autologin. Observed live: the restore fired and restarted gamescope-session-plus@ogui-steam while the client was already on the KDE desktop. Also: document PUNKTFUNK_SESSION_WATCH (Feature B opt-in) in the Bazzite host.env and correct the managed-default description. Compiles, clippy/fmt clean, 78 tests. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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c5ee9871ec |
style(host/gamescope): wrap long PENDING_RESTORE assignment (rustfmt)
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The schedule_restore_tv_session assignment exceeded 100 cols; rustfmt wraps it.
The fix was made post-commit but only m3.rs was staged for
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95a820b68a |
feat(host/m3): mid-stream session-switch watcher (Feature B, opt-in)
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Feature B: while streaming, follow a Gaming<->Desktop switch on the box without a reconnect. A ~1s watcher thread (session_watcher_loop) self-baselines on the live ActiveKind and, when it changes and stays changed for a 3s debounce (the old/new compositors coexist briefly during a switch), sends a SessionSwitch to the encode loop. The loop's new rebuild slot — taking precedence over a queued mode change — retargets the process env (apply_session_env/apply_input_env) and rebuilds the WHOLE backend in place at the SAME client mode (vdisplay::open + build_pipeline_with_retry), reusing the proven mode-switch rebuild path: the Session + send thread (QUIC control + UDP data plane + side planes) stay up, the client sees a brief freeze then an IDR. Old pipeline kept on a rebuild failure (transient vs permanent classified via is_permanent_build_error). Input re-routes via the host-lifetime injector's lazy reopen against the new PUNKTFUNK_INPUT_BACKEND. Opt-in via PUNKTFUNK_SESSION_WATCH (off by default; never under an explicit PUNKTFUNK_COMPOSITOR pin), so it lands inert and is promoted to default only after live validation on a real Bazzite Gaming<->KDE flip. The watcher snapshots the SessionEnv so only the encode thread writes process env. Compiles, clippy/fmt clean, 78 host tests pass. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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c25706b355 |
feat(host/gamescope): managed-default Gaming with debounced TV-restore
Feature A: in Gaming Mode, default to a host-managed gamescope at the CLIENT's mode (tear the TV's autologin down on connect) instead of attaching to the running TV session — so the client receives ITS resolution (capture == encode == client mode, fixing the InitializeEncoder size mismatch the attach path hit), not the TV's 4K. Reliability is the debounce: restore_managed_session() now SCHEDULES the TV restore RESTORE_DEBOUNCE (5s) after the last disconnect via a host-lifetime worker, instead of restoring immediately per-disconnect. A reconnect inside the window cancels the pending restore and reuses the still-warm managed session (create_managed_session clears PENDING_RESTORE at the top) — so a quick reconnect (e.g. a controller hiccup) never triggers a gamescope stop/relaunch, which is the per-connect churn that leaked NVIDIA GPU context on F44 (the black-screen reconnect). - vdisplay/gamescope.rs: PENDING_RESTORE + RESTORE_DEBOUNCE; schedule_restore_tv_session (debounced), do_restore_tv_session (the actual restore, worker-driven), start_restore_worker (100ms tick, RAII keepalive handle). create_managed_session cancels the pending restore + reuse path unchanged. - vdisplay.rs: apply_input_env flips gamescope to managed-DEFAULT; PUNKTFUNK_GAMESCOPE_ATTACH (or an explicit _NODE) opts back to attach for couch-on-TV; _MANAGED forces managed. restore_managed_session schedules; new start_restore_worker wrapper. - m3.rs serve(): hold the restore worker for the host lifetime. - bazzite host.env: document managed-default + the ATTACH opt-out. Compiles, clippy-clean, 78 host tests pass. F44 single stop/start leak to be verified live on the box. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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6f77574876 |
feat(host/vdisplay): per-connect active-session backend selection
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Bazzite/SteamOS boxes flip between Steam Gaming Mode (gamescope) and a KDE/GNOME desktop. The host statically read PUNKTFUNK_COMPOSITOR / XDG_CURRENT_DESKTOP once, so switching to Desktop Mode failed the stream, and the gamescope managed-session path stopped+relaunched the autologin per connect — leaking GPU context on F44 (reconnect → black screen). Replace the static read with a runtime probe of the live session and route each connect to the right backend, churn-free: - vdisplay::detect_active_session() probes /proc for the running compositor of our uid (gamescope|kwin_wayland|gnome-shell|sway, desktop outranks a leftover gamescope) + scans the runtime dir for the live wayland-* socket. Returns an ActiveKind + the SessionEnv (WAYLAND_DISPLAY/XDG_RUNTIME_DIR/DBUS/ XDG_CURRENT_DESKTOP) that targets it. - apply_session_env() writes that into the process env per connect (host serves one session at a time), so every backend (capture + input) opens against the live session; apply_input_env() points input at the matching backend and selects gamescope ATTACH (no managed restart) unless PUNKTFUNK_GAMESCOPE_MANAGED. - resolve_compositor() (native path) auto-detects + applies; explicit PUNKTFUNK_COMPOSITOR still wins (legacy/CI/forcing). detect() is now active-aware for the GameStream/mgmt callers too. - Bazzite host.env drops the static gamescope force; documents auto-detection + the optional overrides. Result: Desktop Mode → KWin/Mutter virtual output at the client's mode (churn-free, the reliable path); Gaming Mode → attach to the running gamescope (no SIGSEGV/GPU leak on reconnect). Compiles + clippy-clean; 78 host tests pass. Live validation on the Bazzite box pending (box offline). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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0bc60ebc44 |
fix(host/gamescope): free Steam from the autologin TV session while streaming
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On a Bazzite host that autologins into gaming mode on a physical display (the F44 default: gamescope-session-plus@ogui-steam on the TV), Steam — single-instance — is held by that session, which renders to the TV's native mode. The host-managed session then can't start its own Steam, so it captured the TV's 4K output instead of the client's mode (stretched). On F43 the box wasn't in gaming mode, so the host's Steam was the only one. Fix: on connect, the host-managed gamescope path stops any running autologin `gamescope-session-plus@*` unit (frees Steam) before launching its own session at the client's mode; on client disconnect (`restore_tv_session`, called from serve_session teardown) it stops our session and restarts the autologin one, so the TV returns to gaming mode by default when no one is streaming. Stopping the `--user` unit sticks (Relogin only fires on the full logind session ending — verified live), so no sddm config change is needed. Cost: a Steam cold-start per connect, given single-instance. No-op on non-Bazzite / headless boxes (nothing to stop → nothing to restore). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b4a85a8610 |
feat(host/mgmt): mTLS auth — a paired client's cert authorizes the REST API
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Phase 1 of moving the library off a manual mgmt token: the management API now serves over HTTPS with the host's persistent identity (the cert clients already pin) and OPTIONAL client-cert auth. A request is authorized if EITHER the peer presented a client certificate whose SHA-256 is in the punktfunk/1 paired store (the same trust the QUIC data plane uses — so a paired native client needs no token), OR it carries the bearer token (the web console / admin). `/health` stays open. axum-server can't surface the peer cert to a handler, so `serve_https` runs the rustls handshake itself (tokio-rustls), reads the verified peer certificate, and serves the axum Router over hyper with the fingerprint attached to each request; `require_auth` checks it against `NativePairing::is_paired`. The verifier reuses the GameStream AcceptAnyClientCert, parameterized to make client auth optional (a browser with no cert still completes the handshake and falls back to the token). Validated live: paired cert → 200, unpaired cert / no creds / bad token → 401, bearer → 200, /health open. (Note: the API is now HTTPS with a self-signed cert — a browser shows a one-time trust prompt; native clients pin by fingerprint.) Next: Apple client presents its identity over mTLS (drops the token field); embed the web console; enable HTTPS mgmt by default. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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01409d9d8a |
fix(host/dualsense): report full battery + log rumble forwarding
Two DualSense (UHID) fixes surfaced live on the Bazzite host: - Battery: serialize_state never set the input report's status byte (struct off 52 → r[53]), so hid-playstation read battery capacity 0 and SteamOS warned "low battery" even on a fully-charged pad. Set it to 0x0A (discharging, low nibble 0xA → 100 %) — a virtual pad has no real cell. (Forwarding the client pad's real charge is a later feature.) Regression assert added to the layout test. - Rumble diagnostic: log the silent→active transition when forwarding a buzz on the 0xCA plane, so a live test can tell "host never receives rumble from the game" (Steam Input / parse) apart from "client doesn't render it". Once per buzz, no spam. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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27e58658af |
feat(launch): punktfunk/1 launch integration — client picks a title, host runs it
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Plan step 4 (plumbing + host behavior). A client can ask the host to launch a library title on connect; the host resolves it against ITS OWN library and runs it in the session — the client sends only the store-qualified id, never a command, so a remote peer can't inject one. - Protocol (quic.rs): `Hello.launch: Option<String>` (the GameEntry id). Appended after `name`; when launch is present but name absent, a zero-length name placeholder keeps the offset deterministic — so a Hello with neither field stays byte-identical to the bitrate-era 26-byte form (test-asserted). Old peers ignore it; new hosts decode None from old clients. Round-trip + back-compat + truncation tests. - Host: `library::launch_command(id)` resolves id → command via the host's own library — `steam_appid` → `steam steam://rungameid/<appid>` (appid validated as digits, the only client-influenced part), `command` → the host-stored command verbatim (trusted, never from the client). m3.rs sets PUNKTFUNK_GAMESCOPE_APP from it before bringup, exactly as the GameStream /launch path does (one session at a time). Unit-tested incl. an injection-attempt guard. Takes effect on the bare-spawn gamescope path; a no-op on a shared desktop / attach-to-existing session. - C ABI: `punktfunk_connect_ex4` adds `launch_id` (NULL = none); `_ex3` now delegates to it. Threaded through NativeClient::connect → WorkerArgs → Hello. - client-rs gains `--launch ID` (headless testing); client-linux passes None (no picker yet). Header regenerated. Next: the Apple library grid passes the picked id via punktfunk_connect_ex4. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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6351d516e0 |
feat(host/library): game library API — Steam adapter + custom store
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A new `library` module + four mgmt endpoints surface the host's games to clients
(plan: "surface the user's games"). An adapter layer (`LibraryProvider`) so future
stores (Heroic/Epic, GOG, Lutris) slot in behind one uniform `GameEntry`.
- SteamProvider: reads the LOCAL Steam install — no Steam Web API key, no network.
Installed titles from steamapps/appmanifest_<appid>.acf; extra library folders
(incl. paths with spaces) from libraryfolders.vdf; candidate roots cover classic,
Flatpak and Deck layouts, canonicalized + deduped (the .steam/{steam,root}
symlinks all fold to one). Runtimes/redistributables (Proton, Steam Linux Runtime,
Steamworks Common, SteamVR) filtered out. Artwork = the public Steam CDN by appid
(portrait/hero/logo/header), fetched directly by the client.
- Custom store: ~/.config/punktfunk/library.json, write-then-rename persisted,
CRUD'd via the API — the "create custom entries via the admin web UI" requirement.
- API (under /api/v1, OpenAPI-documented + checked in): GET /library (all stores
merged, sorted), POST /library/custom, PUT/DELETE /library/custom/{id}.
- `punktfunk-host library` subcommand dumps the resolved library as JSON (diagnostic,
mirrors `openapi`).
Validated live against the real Steam library on the Bazzite box: 89 appmanifests →
78 games (11 tools filtered), correct titles/sort, and the CDN art URLs return 200.
5 unit tests for the VDF/ACF parsing, tool filter, art URLs, custom mapping.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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fc30307a87 |
feat(abi): expose the host-resolved compositor to clients
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Add punktfunk_connection_compositor() (mirrors punktfunk_connection_gamepad): a client getter for the compositor the host actually resolved for the session, read from Welcome.compositor and threaded through NativeClient.resolved_compositor. The Apple/Linux clients use it to enable the client-side cursor by default on gamescope sessions, whose PipeWire capture carries no cursor (verified upstream). Header regenerated. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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8425cd0826 |
fix(encode): probe each GPU's real max bitrate instead of failing (or blind-capping)
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Root cause of the Mac "session ended" at 880 Mbps / 1.3 Gbps: the host requests a
bitrate NVENC can't express at any codec level and `avcodec_open2` returns EINVAL
("Invalid argument"), so the pipeline build fails after 4 identical retries and the
session dies at encoder init — before a single video packet (which is why the
client's UDP counters never moved). The ceiling is GPU/driver-specific: an RTX 4090
caps HEVC at ~800 Mbps (Level 6.2 High tier) and rejects above it, while an RTX
5070 Ti accepts 1.3 Gbps.
Rather than hard-cap every build to a conservative guess (which would needlessly
throttle capable cards), open_video now PROBES: open at the requested bitrate, and
step down (codec spec ceiling, then 0.75x to a 50 Mbps floor) ONLY when this GPU
returns EINVAL. Each GPU runs at its own real maximum — the 5070 Ti keeps 1.3 Gbps,
the 4090 lands at 800 Mbps and streams instead of dying. Non-EINVAL failures (no
GPU, bad mode, OOM) still surface immediately rather than being masked by retries.
Codec::max_bitrate_bps is now just the first step-down candidate, not a clamp.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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4d26f61e40 |
fix(net/gso): fall back to sendmmsg on EMSGSIZE instead of tearing down
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Enabling PUNKTFUNK_GSO on a host whose egress MTU is below our UDP segment size made every GSO send return EMSGSIZE (code 90, "Message too long") — the kernel validates each GSO segment against the device MTU at send time, which plain sendmmsg does not. EMSGSIZE wasn't in gso_unsupported() (nor is_transient_io), so it propagated as a fatal "send failed — stopping stream" and instantly killed every session the moment GSO was on (observed live: connection fails instantly / speed-test 0 Mbps). Add EMSGSIZE to gso_unsupported() so it latches GSO off for the process and finishes via sendmmsg — the standard "GSO not usable on this path" fallback. Measured after: the same host+path does 1 Gbps at 0.0% loss over the real LAN via sendmmsg (and the host send path sustains a 2 Gbps probe with send_dropped=0), so GSO is a >2 Gbps optimization, not required for 1 Gbps. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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16ccc7c876 |
fix(net): don't tear the stream down on a connected-UDP ICMP blip (ECONNREFUSED)
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Root cause of the Mac "session ended" at higher bitrates. The video data plane is
a *connected* UDP socket; with data-plane hole-punching the path can blip and the
kernel surfaces an asynchronous ICMP port-unreachable/reset as ECONNREFUSED /
ECONNRESET on a later send or recv. Both the host send loop and the client
poll_frame treated that as fatal and tore the session down:
ERROR punktfunk_host::m3: send failed — stopping stream
error=send_sealed: Io(ConnectionRefused, code 111) <-- observed live
That also cascades: a transient ICMP makes the client's poll_frame bail and close
its data socket, which makes the host's next send get a *real* ECONNREFUSED, which
tears the host side down too — exactly the "broke at 500 Mbps+" report.
Fix: classify ECONNREFUSED/ECONNRESET alongside WouldBlock as transient (a lossy
drop / "no data this poll"), never a teardown, at every data-path send/recv site
(send, send_batch, send_gso, recv, recv_batch x2, recv_batch_x). FEC + the next
frame/RFI recover; if the peer is genuinely gone the QUIC control plane's
conn.closed() ends the session cleanly (no infinite "stream into the void").
This is the standard connected-UDP rule that ICMP errors are advisory — doubly
true with hole-punching. Adds is_transient_io() + a unit test.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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c2ae40ef9e |
feat(net/mac): default-on recvmsg_x batched Mac recv + GSO host + longer probe
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The Mac/iOS client's wall around ~380 Mbps on a 2.5 G path is the receive drain, not the transport: a loopback speed-test pushes 380/600/1000 Mbps at 0.0% loss, but Darwin has no recvmmsg(2), so the macOS client was doing one recv() syscall per packet — ~40-90k syscalls/s on one core. When the recv loop can't drain fast enough the kernel socket buffer backs up and drops, which the client sees as a sustained stream stalling/freezing in the 300-400 Mbps range (and an immediate "session ended" when a 500 Mbps+ first keyframe bursts in). - core/transport: flip recvmsg_x (the batched Darwin recv, ~30x fewer syscalls) from opt-in to default ON, opt-out via PUNKTFUNK_RECVMSG_X=0. Keeps the auto-fallback to the scalar loop on any unexpected syscall error. The Apple CI swift-test loopback now exercises this path by default. - packaging/kde host.env: enable PUNKTFUNK_GSO=1 — UDP segmentation offload on the host send path (one sendmsg per ~64 packets), the dominant lever above ~1 Gbps. Already wired (send_sealed -> send_gso) with sendmmsg auto-fallback. - apple SpeedTestSheet: lengthen the bandwidth probe 2 s -> 5 s so the measured number stops swinging wildly (50 vs 900 Mbps on the same link) — long enough for steady-state send + recv drain to settle. Matches host MAX_PROBE_MS. - host capture: PUNKTFUNK_SYNTH_NOISE synthetic high-entropy source for reproducible throughput testing of the encode->FEC->send->recv path. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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fb1443650b |
style: rustfmt the kwin virtual-primary helpers
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Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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a3a3dfc85b |
fix(vdisplay/kwin): make the streamed output the sole desktop (PUNKTFUNK_KWIN_VIRTUAL_PRIMARY)
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On a headless KDE appliance the session has two outputs — run-headless-kde.sh's `kwin --virtual` bootstrap (where plasmashell draws by default) and our per-session streamed output — so the client saw only the wallpaper of an empty extended output (the KWin analogue of the GNOME/Mutter VIRTUAL_PRIMARY issue). New opt-in PUNKTFUNK_KWIN_VIRTUAL_PRIMARY: after creating the virtual output, set it primary via kscreen-doctor (KWin then re-homes the desktop onto it and disables the bootstrap), then belt-and-suspenders disable anything still enabled. The keepalive re-enables the bootstrap on teardown — though KWin also auto-re-enables it when our output is reclaimed, so there's never a zero-output window. Set in packaging/kde/host.env. Verified live on the Fedora 44 KDE box: mid-session the streamed output is the sole desktop at 0,0; post-session the bootstrap is back. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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9338a8797d |
style: rustfmt the connect_via_punch match guard
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cargo fmt --all --check failed CI on the long match-arm guard in UdpTransport::connect_via_punch; apply the formatter's wrapping. No behavior change. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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71f26083a6 |
bench(core): Tier-1 criterion microbenchmarks for the punktfunk/1 hot path
GPU-free, so they run in normal CI. Two layers: crypto/{seal,seal_in_place,open} on one MTU shard,
and pipeline/{gf8,gf16}/{64KB,1MB} — a whole frame through the real per-frame path end to end over
the loopback transport (FEC encode → AES-GCM seal → packetize → reassemble → FEC decode → open).
Baselines on the dev box (RTX 5070 Ti VM): AES-GCM ~1.57 GiB/s/shard; gf16 ~418 MiB/s at 1 MB vs
gf8 ~23 MiB/s (the GF(2^8) O(n^2) ceiling the GF(2^16) Leopard wall-breaker removes — exactly the
kind of regression this should catch). The GPU capture/NVENC path is out of scope here (Tier 3).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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7ec91aec2d |
feat(punktfunk/1): cross-VLAN/NAT video via data-plane hole-punching
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The video data plane is a raw UDP socket separate from the QUIC control connection. On a flat LAN the host can send straight to the client, but across NAT or a stateful inter-VLAN firewall the unsolicited host→client video is rejected (ICMP port-unreachable → the session dies immediately, while control/audio/input keep working since they ride the client-initiated QUIC). Observed live: a client on 192.168.6.2 streaming from a host on 192.168.1.48. Fix: client-initiated hole-punching. The client sends PUNCH_MAGIC datagrams from its data socket to the host's advertised data port (Welcome.udp_port); that opens the firewall/NAT return path and lets the host learn the client's OBSERVED source (the NAT-translated address, not the client's reported private one). The host (UdpTransport::connect_via_punch) waits ≤2.5s for the first punch and streams there, falling back to the client-reported address for clients that don't punch (flat-LAN behaviour unchanged). The client keeps a low-rate keepalive so a stateful firewall's idle timeout can't close the path during a static, low-bitrate scene. Wired into client-rs and the NativeClient connector (covers the Linux + Apple clients; the Apple app needs an xcframework rebuild to pick up the new core). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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8970cfe188 |
style(vdisplay/mutter): drop trailing blank line (rustfmt --check)
The stray blank line after build_primary_config tripped cargo fmt --all --check in CI. Formatting only, no code change. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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263eab31e3 |
fix(m3): release held mouse buttons/keys when a session ends (stuck-click after reconnect)
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The pointer/keyboard injector is host-lifetime (one EIS connection for every punktfunk/1 session), so its existing release_all only fires on EIS disconnect — never when a *client* session ends. A button still down at an abrupt client disconnect therefore stayed latched in the compositor: Mutter keeps the destroyed press's implicit pointer grab, so after reconnect a stuck left-button-down turns every motion into a drag (windows move, text selects) while a fresh click's press is swallowed — clicking buttons and text inputs does nothing. Only the one held button is affected; keyboard and the other buttons are fine, exactly as reported. Fix: input_thread now tracks the buttons/keys the client holds and, when the session ends, synthesizes the matching up-events through the host-lifetime injector (whose EIS connection — and the dangling grab — outlive the session). Backend-agnostic (normal inject path), so it covers libei/EIS, wlr and uinput alike. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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7ecf2d8dfd |
fix(inject/libei): emit the continuous scroll axis so small scrolls register
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The libei backend forwarded mouse wheel only via scroll_discrete (120-per-detent). Mutter floors a sub-detent delta — a trackpad, a precise/high-res wheel, or a fractional smooth-scroll event — to zero whole clicks, so small scrolls never land and you have to spin the wheel a lot before anything moves. Emit the continuous `scroll` axis (logical px, ~15 px/detent) alongside the discrete steps, matching the wlroots backend's 15-px/notch behaviour, so every delta moves proportionally while full detents still drive line/page scrolling. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |