While a pad drives a stream, GamepadCapture now sets EVERY element's
preferredSystemGestureState to .disabled (restored to .enabled on unbind).
iOS/macOS attach system gestures to several controller buttons — share/create
took a LOCAL screenshot instead of reaching the game, and only the Home
element was opted out before. With the gestures claimed, the already-wired
chains do their job: PS/Home → wire guide → BTN_MODE on the virtual xpad
(the Steam-overlay button) / the PS bit on the virtual DualSense.
Also fold the share/create/capture element (GCInputButtonShare) into the
back/select wire bit — clone pads like the GameSir G8 expose their screenshot
button only as the share element, not buttonOptions (OR onto the same bit, so
double-exposed pads are harmless). The G8's other extra button (M) is a
firmware-local modifier (turbo/hair-trigger/swap) invisible to the OS.
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>
The client end of the "host doesn't see my gamepad" triage chain: a
new ControllersScreen lists every InputDevice Android classifies as a
gamepad/joystick (name, VID:PID, source classes, the punktfunk pad
type it resolves to, rumble test) plus an "Other input devices"
section — a pad behind a BT→USB adapter (the Pico 2W tester case)
often enumerates with the adapter's identity or not as a gamepad at
all, and this makes that visible on the device instead of over a bug
report. A live input test (button chips + axis bars + raw last-keycode
line) consumes pad events via new MainActivity probe hooks ahead of
the focus-nav remap; hold B 1.2s to exit since the pad can't reach the
toggle while captured. Gamepad grows pads()/isPad() (firstPad
generalized).
Kotlin compiles green (kit + app); on-device validation pending.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
PUNKTFUNK_VIDEO_DROP now also covers the native data plane (N% of
sealed wire packets discarded before send in paced_submit — the same
FEC-test knob the GameStream path has; no netem/root needed), and the
probe grows the real clients' recovery trigger: the data loop publishes
the session's unrecoverable-frame count and the control task sends
RequestKeyframe when it rises (100ms poll = natural coalescing).
Together these make the IDR-vs-intra-refresh recovery A/B runnable
against any host.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Bump windows-reactor + windows to a4f7b2cb (from b4129fcc) for the new
PointerEntered/PointerExited events; migration is mechanical renames only
(SymbolGlyph->Symbol, placeholder->placeholder_text, on_changed->
on_text_changed/on_toggled, on_menu_item_clicked->on_item_clicked,
on_ready->on_mounted). New runtime model: reactor lost its build.rs, so the
client build.rs stages the WinAppSDK bootstrap via
windows-reactor-setup::as_framework_dependent() and main calls
windows_reactor::bootstrap() (missing either = 0x80040154 at launch);
staged filenames unchanged, so pack-msix and the MSIX manifest are untouched.
- Host tiles: WinUI pointer-over fill (ControlFillSecondary) via the new
pointer enter/exit events, hover id in root state (backend-wired handlers
bypass the reconciler flush, like the flyout clicks).
- Settings: stock NavigationView sidebar (Windows-Settings pattern) with
Display/Video/Input/Audio/About panes, built-in back arrow, wide content
column, and a per-section content slide-up tween. The section card is
KEYED by section: an in-place diff across sections re-sets a reused
ComboBox's items (clearing WinUI's selection) but skips selected_index
when the values compare equal, rendering a blank selection - the key
forces a remount. Card titles/descriptions dropped; per-control guidance
moved to hover tooltips (ToolTipService).
- New "Show the stats overlay (HUD)" setting (show_hud, default on),
honored mid-stream via the 400 ms HUD re-render.
- Add-host modal: entrance fade + slide-up tween (scrim fades with it).
- Self-initiated disconnect (Ctrl+Alt+Shift+D -> Ended(None)) returns to
the host list silently instead of raising the error banner.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Settings gains a GPU selector (shown only on multi-GPU boxes): the picked
DXGI adapter drives decode + present, persisted as Settings.adapter and
applied at the next stream - gpu.rs now caches the shared device keyed by
the resolved preference (env PUNKTFUNK_ADAPTER > Settings > the window's
monitor's adapter) so a change needs no app restart.
- Ctrl+Alt+Shift+D disconnects the session (consumed locally, captured or
released): the hook releases capture and trips the session stop flag,
plumbed through the stream-page handoff; the pump winds down and the UI
navigates back to the host list.
- Stream HUD extended: codec chip (HEVC/H.264/AV1), display-side line from
the render thread (presents/s + capture-to-decoded vs capture-to-on-glass
p50), session line (host name, duration, network-lost frames, skipped
backlog frames), and both shortcut hints incl. the new disconnect.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
wlroots injector: the virtual keyboard keymap now defers to the standard
XKB_DEFAULT_RULES/MODEL/LAYOUT/VARIANT/OPTIONS env vars (libxkbcommon
built-ins as fallback) instead of hardcoding evdev/pc105/us, matching the
libei path where the session compositor's own keymap applies. Android:
Keymap gains the same positional-key coverage for non-US layouts (+ tests).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Decode+present rewrite (first real pixels on glass for this client):
- Decode: FFmpeg D3D11VA on NVIDIA/AMD/Intel. get_format now only returns
AV_PIX_FMT_D3D11 and lets libavcodec build the decode pool from
hw_device_ctx (hand-built frames contexts failed three different ways:
NVIDIA rejects DECODER|SHADER_RESOURCE arrays, BindFlags=0 fails texture
creation, Intel rejects non-128-aligned HEVC surfaces at the first
SubmitDecoderBuffers). A DXVA profile probe before the hwdevice commits
hardware-vs-software up front instead of burning the opening IDR;
extra_hw_frames covers the frames the client holds.
- Present: the decoded slice is copied with ONE display-size-boxed
CopySubresourceRegion (a planar slice is a single subresource in D3D11;
the old two-copy D3D12-style code silently no-opped - the black screen)
into a sampleable NV12/P010 texture, per-plane SRVs + YUV->RGB shaders.
- New dedicated render thread (render.rs): presenting is decoupled from the
XAML thread; frame-latency-waitable swapchain + SetMaximumFrameLatency(1),
newest-wins drain after the wait, crossbeam frame channel with pts for a
capture->presented p50 log.
- HiDPI: pixel-sized buffers + SetMatrixTransform(96/dpi) - was blurry at
125/150 % scaling.
- Software fallback now feeds the same shaders (swscale -> NV12/P010 planes
-> two dynamic plane textures); ps_rgba/X2BGR10 path deleted, hw/sw colour
math identical.
- Adapter selection for hybrid boxes: PUNKTFUNK_ADAPTER > the window's
monitor's adapter > default; PUNKTFUNK_D3D_DEBUG=1 debug layer.
- Session pump: request_keyframe at start and on hw->sw demotion (infinite
GOP would otherwise sit on a black screen).
Validated live on the Arc Pro + RTX 3500 Ada laptop against the local
Windows host: 60 fps D3D11VA on both vendors, software path, GUI on glass.
Also: embedded app icon (build.rs winresource + WM_SETICON, MSIX
Square44x44 targetsize assets, pack-msix stages them) and the hosts-page
tile rework (tap-to-connect tiles with sibling overflow menu - fixes
forget-also-connects - in-tile rename editor, add-host modal via root state).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Structure: split the 1400-line app.rs into per-screen app/ modules (mod=root/
router, hosts, connect, pair, speed, settings, licenses, stream, style) with
shared card/header/busy-page builders and setting_combo/toggle helpers; the
re-render rule (thread-driven state lives in root use_async_state, flows down
as props) is now documented at the module root.
Parity features the other clients already had:
- "Native display" resolves the real monitor mode at connect
(MonitorFromWindow -> EnumDisplaySettingsW; was a hardcoded 1080p60)
- per-host network speed test: saved-host card button + a results screen
(probe burst -> goodput/loss -> ~70% recommended bitrate applied in one
tap; stale runs invalidated by generation) and `--headless --speed-test`;
the bitrate setting becomes a free-form NumberBox so the recommendation
round-trips
- forget host (ContentDialog confirm -> KnownHosts::remove_by_fp)
- settings: forwarded-controller picker (pads/pinned/set_pinned now wired),
gamepad type, host compositor, capture-system-shortcuts; the previously
dead Settings.compositor / inhibit_shortcuts are honored (shortcuts off =
Alt+Tab/Alt+Esc/Ctrl+Esc/Win act locally)
- click-to-recapture after a Ctrl+Alt+Shift+Q release; the HUD hint tracks
the live capture state
Perf: the input hook caches lock geometry (clip rect + contain-fit scale) at
engage instead of GetClientRect per WM_MOUSEMOVE; the audio jitter ring trims
via drain() and reuses the render scratch buffer.
Validated on the bare-metal box: --discover, synthetic-host loopback E2E
(TOFU -> clock skew -> HEVC negotiate -> D3D11VA init -> session end),
speed-test E2E, and the WinUI shell rendering in the console session via
PsExec (SSH/session-0 cannot create windows, pre-existing 0x80070005).
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>
- library.rs + ui_library.rs: the host's unified game library over the
management API (the Apple LibraryClient/LibraryView ported) — mTLS with the
paired identity, host verified by its pinned cert fingerprint (ureq + rustls,
unified with the workspace rustls 0.23); posters load async with monogram
placeholders, and picking a title starts a session that asks the host to
launch it (the library id rides the Hello).
- app.rs (~800 lines lighter) splits into cli.rs (argv/headless
pairing/--connect/screenshot scenes), launch.rs (mode resolve + session
worker + event stream into the UI) and ui_trust.rs (TOFU / SPAKE2 PIN /
delegated-approval dialogs); ui_hosts/ui_stream reworked around the split.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- native: the 756-line session.rs becomes session/{mod,connect,input,planes}.rs
around a SessionHandle (connect lifecycle + trust, input plane shims, plane
start/stop + stats drain).
- Decode-stats sampling is HUD-gated (nativeSetVideoStatsEnabled): with the
overlay hidden the decode thread skips the per-AU clock read + lock; enabling
resets the measurement window.
- audio: the AAudio open path is a per-sharing-mode try_open closure — the
realtime callback state (ring, prime, free-list) is rebuilt per attempt, so a
failed exclusive-mode try can't leak state into the shared-mode retry.
- Kotlin: ConnectScreen/StreamScreen slimmed by extracting ConnectDialogs,
StatsOverlay and TouchInput.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Rounds out codec negotiation across the last three clients — each advertises what it can decode,
builds its decoder from the resolved Welcome.codec, and exposes a "Video codec" preference picker.
**Windows** (Rust, mirrors Linux): `decodable_codecs()` + `ffmpeg_codec_id()`; the D3D11VA and
software FFmpeg decoders (and the mid-session D3D11VA→software demotion) open the negotiated codec
instead of hardcoding HEVC; settings gain a `codec` field + reactor ComboBox; `--codec` CLI flag.
**Apple** (Swift/C-ABI): AnnexB is now codec-aware — a `VideoCodec` enum drives H.264 vs HEVC NAL
parsing / parameter-set extraction (`CMVideoFormatDescriptionCreateFromH264ParameterSets` for H.264,
no VPS) and AVCC repacking; `PunktfunkConnection` advertises H264|HEVC via `punktfunk_connect_ex7`,
reads `resolvedCodec` (`punktfunk_connection_codec`), and threads `videoCodec` into the stage-1/2
pipelines + `VideoDecoder`; SettingsView "Video codec" Picker (auto/HEVC/H.264). AV1 is left out
(hosts don't emit it on the native path, and it's not an AnnexB codec). Test call sites updated.
**Android** (Kotlin + Rust JNI): the JNI `nativeConnect` gains `preferredCodec`; the native decode
loop picks the AMediaCodec MIME (`video/hevc`|`video/avc`) from `connector.codec` and advertises
H264|HEVC; Settings `codec` field + Compose dropdown.
Core/host/probe/Linux clippy + tests green (unchanged from 2a). Windows/Apple/Android compile on
their platform CI (this Linux box can't build them — Windows toolchain / Xcode / the Android NDK's
opus-cmake toolchain). All follow the Linux client's validated pattern.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds a client-selectable **preferred codec** and wires the core + ABI + probe + Linux client to
negotiate and decode it. (Windows/Apple/Android follow in 2b.)
**Core:**
- `Hello.preferred_codec` (a single CODEC_* bit, 0 = auto) — a soft hint appended after
`video_codecs`. `resolve_codec(client, host, preferred)` now honors the preference when the host
can also emit it, else falls back to precedence (HEVC > AV1 > H.264). Roundtrip + preference tests.
- `NativeClient::connect` takes `video_codecs` + `preferred_codec`; `NativeClient.codec` exposes the
resolved `Welcome.codec`.
- ABI: `punktfunk_connect_ex7` (adds the two codec params; `ex6` delegates to it advertising
HEVC-only) + `punktfunk_connection_codec` getter + `PUNKTFUNK_CODEC_{H264,HEVC,AV1}` constants
(drift-guarded against the wire values). Header regenerated.
**Host:** passes `hello.preferred_codec` into `resolve_codec`.
**probe:** `--codec h264|hevc|av1|auto` sets the preference (still advertises it can decode all
three); the dump extension already follows the resolved codec.
**Linux client:** advertises the codecs FFmpeg can actually decode (`decodable_codecs()`), threads
the user's `codec` setting as the preference, and builds the decoder — both the software and VAAPI
paths, plus the mid-session VAAPI→software demotion — from the negotiated `Welcome.codec` instead of
hardcoding HEVC. New "Video codec" dropdown in Preferences (Automatic/HEVC/H.264/AV1).
Live-validated on the dev box: probe `--codec hevc` against a software (H.264-only) host resolves to
H.264 (graceful soft-preference fallback), no failure. clippy + core (57) + host (133) tests green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Phase 1 of codec negotiation, and the Linux software H.264 encode path it unblocks.
**Codec negotiation (core `quic`):**
- `Hello.video_codecs` (bitfield: CODEC_H264/HEVC/AV1) — the client advertises what it can
decode; appended as a trailing byte (older client → 0 = HEVC-only, back-compat).
- `Welcome.codec` — the single codec the host resolved and will emit; trailing byte (older
host → HEVC).
- `resolve_codec(client, host_capable)` picks the shared codec (precedence HEVC > AV1 > H.264)
or `None` → the host refuses honestly rather than sending an undecodable stream.
- Roundtrip + back-compat tests; cbindgen exports the CODEC_* constants.
**Software encoder (host):**
- The openh264 `OpenH264Encoder` (was Windows-only) is now built on Linux too — it's
platform-agnostic (consumes CPU RGB `CapturedFrame`s, statically-bundled openh264). `openh264`
moved to the shared linux+windows Cargo target.
- `PUNKTFUNK_ENCODER=software` selects it: `open_video` gains a `software` branch (H.264 only),
and `session_plan::resolve_encoder` / `capture::gpu_encode` resolve `EncoderBackend::Software`
→ `output_format().gpu = false`, so the portal capturer delivers CPU RGB. Explicit-only (auto
never picks it — a box with a dead driver still has /dev/nvidiactl and would mis-resolve NVENC).
**Host codec resolution (`punktfunk1`):**
- The native path no longer hardcodes HEVC: it resolves the codec from the client's advertised
set ∩ the host's capability (`Codec::host_wire_caps`: software→H.264, else HEVC), threads it
through `SessionPlan.codec`, and opens the encoder + validates reconfigures at that codec. A
software host + HEVC-only client is refused with a clear error.
- 4:4:4 is gated on HEVC (it's HEVC-only).
**Probe:** advertises H264|HEVC|AV1 and logs the resolved codec.
Validated on the GPU-less dev box: negotiation is live end-to-end (probe advertises 0x07 → host
resolves H.264 → Welcome reports it → plan = Software/H264), and the openh264 unit test (CPU RGB →
AnnexB IDR) now runs on Linux. Full capture→encode still needs a GPU on this box — every
compositor screencast path (KWin GL, gamescope VK_EXT_physical_device_drm, wlroots EGL) requires
one; software render (llvmpipe/pixman) can't be captured — so this box exercises negotiation +
encoder, not live capture. The software path unblocks GPU-less-*encode* boxes that still have a
display GPU. Phase 2 (clients advertising real codecs + decoding per Welcome.codec) is a follow-up.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Rework the client READMEs to be accurate and inviting to first-time
visitors, and fill in the gaps where crates and tools had none.
- Rewrite clients/{apple,android,decky} READMEs (features-first, trim
dense internal narrative; drop the stale "one session at a time" /
"renegotiation not implemented" section from the Apple README).
- Add READMEs for clients/{linux,windows,probe}, which had none.
- Add crate READMEs for punktfunk-host, punktfunk-core, pf-driver-proto.
- Add brief READMEs for tools/{loss-harness,latency-probe}.
- Fix packaging/README duplicate "Option B" heading (bootc -> Option C).
- Fix docs-site/README stale docs/ -> design/ reference.
- De-stale packaging/windows/drivers/pf-dualsense README (drop "M0 spike"
/ external-checkout framing; reflect in-tree workspace + shipped +
installer-bundled + multi-pad), keeping the driver-authoring lore.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Web console
- Pairing/Library/Stats refactored into self-contained subsections that each own
their own queries + mutations; a shared slot-based layout (view.tsx) is filled by
the live page (containers) and Storybook (pure cards + fixtures) so the layout can't
drift.
- All paired devices in one list on Pairing with a protocol column (punktfunk/1 +
Moonlight), routing each unpair to the right endpoint; the redundant Clients page is
removed.
- Library: overview grid split from the add/edit form into separate files.
- Login screen links out to the docs.
Docs
- "Console login password" section on every host page (apt/RPM/Bazzite/SteamOS/Windows)
plus a new "Forgot your Password?" troubleshooting page, linked from the login screen.
- Console served as HTTP/1.1 over TLS (drop the unusable HTTP/3 advertising) across the
Bun entry, launchers, systemd units, and packaging.
Tooling
- Biome now respects .gitignore (stops linting generated code), config migrated to
2.5.1; all lint issues fixed cleanly.
Also includes this branch's in-progress host, Apple client, packaging, and CI changes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The tvOS archive failed compiling PunktfunkKit: a recent presenter HDR change
dropped the `#if os(macOS)` guard around the EDR calls and applied them "on all
platforms", but `wantsExtendedDynamicRangeContent`, `CAEDRMetadata`, and
`CAMetalLayer.edrMetadata` are all explicitly unavailable on tvOS.
Wrap the EDR usage (and the makeEDR helper, whose return type is the unavailable
CAEDRMetadata) in `#if !os(tvOS)`. macOS + iOS keep the reference-white-anchored
EDR path unchanged; tvOS now sets only the rgba16Float pixel format + itur_2100_PQ
colour space and lets its compositor tone-map from those. The 0xCE grade is still
cached on tvOS (harmless), it just can't be pushed to the layer there.
tvOS Simulator build: BUILD SUCCEEDED (PunktfunkKit Swift compile, the step that
failed). macOS build + test green (49 tests); iOS compiles clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The iPad pointer lock engaged but a Magic Keyboard trackpad went dead the
moment a second pointer (a Universal Control "V-UC Automouse") was connected —
on-device PUNKTFUNK_INPUT_DEBUG logs showed only ONE GCMouse attached (whichever
was GCMouse.current), so the other device's motion handler was never installed.
InputCapture.start() now attaches a handler to EVERY GCMouse.mice(), not just
GCMouse.current, so a trackpad and a second mouse both drive (each GCMouse
delivers its own deltas through its own handler). New arrivals still come via the
GCMouseDidConnect observer.
Also gate the WHOLE UIKit indirect-pointer path (motion, buttons AND scroll) on
!gcMouseForwarding, not just motion+scroll: under pointer lock GCMouse owns
buttons too, and the trackpad/mouse also emit UIKit indirect-pointer events
pinned at the locked position — without the gate a click double-sent (GCMouse +
UIKit). The two paths are now exact mirrors on `gcMouseForwarding` (== locked).
Removes the investigation-only diagnostics (attachedMiceSummary/hasGCMouse, the
per-event UIKit pointer/scroll logs, the GCMouse attach/became-current logs);
the pre-existing `pointer lock isLocked=… captured=…` debug line is restored.
iOS compiles against the SDK; macOS swift build + test green (49 tests).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- HDR toggle in Settings → Display. Persisted (hdr_enabled, default on); the
host is advertised HDR only when the toggle is on AND the panel can present
HDR10 (displaySupportsHdr), so SDR panels never get PQ they'd mis-tone-map.
The toggle is disabled/greyed on non-HDR displays (ToggleRow gained `enabled`).
- Extend the stats HUD with a video-feed line, e.g.
"HEVC · 10-bit · HDR (BT.2020 PQ) · 4:2:0". nativeVideoStats now returns 14
doubles (appends bitDepth, CICP primaries/transfer, chroma_format_idc from the
negotiated Welcome); older/shorter layouts just omit the line.
- Lock the stream to landscape while streaming (SENSOR_LANDSCAPE), restoring the
prior orientation on exit. The activity declares configChanges=orientation, so
it re-lays-out in place with no stream restart; harmless no-op on TV.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Steam Deck pass-through (design/steam-deck-passthrough-plan.md), code-complete +
all CI checks green on Linux + adversarially reviewed; on-glass validation pending:
- usbip/`vhci_hcd` virtual Deck transport (inject/linux/steam_usbip.rs) for
non-SteamOS hosts (Bazzite/generic) — presents a real interface-2 USB Deck so
Steam Input promotes it. In-process vhci attach (loopback OP_REQ_IMPORT handshake
→ sysfs attach) with a bounded `usbip`-CLI fallback; detach on drop.
- Backed by a vendored, libusb-free trim of the `usbip` crate
(crates/punktfunk-host/vendor/usbip-sim, MIT + NOTICE; host/cdc/hid + rusb/nusb
removed; interrupt-IN paced by bInterval).
- Selection ladder raw_gadget (SteamOS fast-path) → usbip (universal) → UHID,
with PUNKTFUNK_STEAM_USBIP / PUNKTFUNK_USBIP_ATTACH knobs.
- Shared Deck descriptors + the 0x83/0xAE feature contract + a Steam-accepted
serial consolidated into steam_proto.rs; the raw_gadget backend reuses them.
- Linux client leave-shortcuts: Ctrl+Alt+Shift+D + holding the escape chord
(L1+R1+Start+Select) >=1.5s end the session (short press still exits
fullscreen); the chord state resets across sessions.
Also bundles in-progress work already staged in the tree:
- host(kwin): xdg-output logical-geometry mapping so the KWin fake_input backend
places absolute coordinates correctly under display scaling.
- docs: design/README index entries + design/controller-only-mode.md.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Finish the client side of the Steam Controller / Steam Deck pipeline.
- C-ABI (core abi.rs): PunktfunkRichInputEx — a size-prefixed superset of
PunktfunkRichInput that can express the second trackpad (surface), a distinct
click vs touch, signed coords + pressure — plus
punktfunk_connection_send_rich_input2 (the struct_size ABI-skew-guard
precedent). The only way a C client (Apple/embedders) can emit a TouchpadEx;
the legacy struct + send_rich_input stay byte-for-byte. punktfunk_core.h
regenerated.
- Decky (clients/decky): a "Steam Deck" gamepad type in Settings + an unmissable
Disable-Steam-Input instruction shown when it's selected (in Game Mode Steam
Input holds 0x1205, so the SDL HIDAPI Steam driver can't open the Deck's
controls until the user disables Steam Input for the shortcut). Plus a
best-effort, feature-detected disableSteamInputForShortcut() in launchStream —
never blocks/throws; the manual toggle is the documented source of truth.
- Apple parity (PunktfunkConnection.swift): GamepadType.steamController/steamDeck
(wire 5/6) + name parsing, so the resolved type round-trips. Capture is blocked
(GameController never surfaces a 0x28DE HID device).
- Android parity (Gamepad.kt): PREF_STEAMCONTROLLER/STEAMDECK + the Valve 0x28DE
PIDs in prefFor(). Rich-input capture stays out of scope (no rich-input plane
yet) — standard buttons/sticks resolve to the host's Steam Deck pad.
Rust workspace clippy/fmt/test green; Decky src/ typechecks clean (only a
pre-existing @decky/api dep resolution error remains); Swift/Kotlin compile on
their CI. The full pipeline is now BUILT; what remains is validation that needs
hardware we don't have (a running Steam on the host, a live Deck client, the
Moonlight paddle regression). Not pushed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Linux + Windows native clients (clients/{linux,windows}/src/gamepad.rs) now
capture and send the Steam Controller / Steam Deck rich inputs, so a real Deck
(off Steam Input) or a Steam Controller on a desktop client drives the host's
virtual hid-steam pad end-to-end:
- Set SDL's HIDAPI Steam hints (SDL_JOYSTICK_HIDAPI_STEAMDECK / _STEAM) before
init so SDL opens Valve devices directly (paddles + both trackpads + gyro as
first-class SDL gamepad inputs).
- Detect the Deck/SC by VID/PID (0x28DE + 0x1205 / 0x1102 / 0x1142) ->
GamepadPref::SteamDeck (there is no SDL gamepad type for it), so the host
builds the virtual Deck with the right identity.
- Map the SDL paddle + Misc1 buttons -> BTN_PADDLE1..4 / BTN_MISC1 (a free win
for Xbox Elite paddles too).
- Route a SECOND touchpad -> RichInput::TouchpadEx (SDL touchpad 0 = left ->
surface 1, 1 = right -> surface 2, signed coords); a single touchpad keeps the
legacy Touchpad. New forward_touch() helper centralizes the choice.
- Track held touchpad contacts per (surface, finger) and lift them on pad
switch/detach so a contact held at that moment can't stick.
- Sensor (gyro/accel) capture was already generic across pad types.
Linux client builds + clippy clean; the Windows client is a near-verbatim
mirror (windows CI compiles it). On a Deck in Game Mode, Steam Input still holds
the device — the user disables Steam Input for the client (the Decky UX, next);
on a desktop client (or a Deck with Steam Input off) the hints just work.
Remaining M4: Decky Disable-Steam-Input UX, Apple/Android parity, and the C-ABI
PunktfunkRichInputEx + send_rich_input2 (Apple/embedder send path). Not pushed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Carry the rich Steam Controller / Steam Deck inputs end-to-end on the wire —
strictly additive + forward-compatible (unknown kinds/bits drop on old peers).
Core (punktfunk-core):
- input.rs: BTN_PADDLE1..4 + BTN_MISC1 in Moonlight's buttonFlags2<<16 namespace
(so the GameStream paddle path and native grips share one host injector map;
Steam L4/L5/R4/R5 reuse the four Xbox-Elite paddle slots).
- quic.rs: RichInput::TouchpadEx (kind 0x03 — surface 0/1/2, touch+click, signed
coords, pressure; the second trackpad the single Touchpad can't express) and
HidOutput::TrackpadHaptic (kind 0x04 — the SC voice-coil pulse). Round-tripped.
- abi.rs: PUNKTFUNK_GAMEPAD_STEAMDECK=6 / _STEAMCONTROLLER=5, the paddle bits,
RICH_TOUCHPAD_EX / HIDOUT_TRACKPAD_HAPTIC constants. from_hid packs
TrackpadHaptic into the existing which + effect[0..6] — the legacy structs do
NOT grow (guarded by new size_of==20/19 asserts); GamepadPref lockstep +
paddle-bit lockstep asserts extended. include/punktfunk_core.h regenerated.
Host (punktfunk-host):
- steam_proto::from_gamepad maps the wire paddles -> the four Deck grips + QAM;
apply_rich routes TouchpadEx left/right -> the matching pad.
- every DualSense/DS4 manager (Linux + Windows) gained a TouchpadEx arm
(surface 0/2 -> its one touchpad; surface 1 ignored) so the variant compiles
everywhere and a Steam client streaming to a DS host keeps its right pad.
- the xpad BUTTON_MAP finally consumes the GameStream paddle bits
(BTN_TRIGGER_HAPPY5-8) — Sunshine/Moonlight paddle clients were silently
no-op'd before (design §5.6).
- Android feedback: drop TrackpadHaptic (no coils; rumble rides 0xCA).
Validated on-box: the ignored backend test now drives the full wire path —
from_gamepad (BTN_A + the L4 grip) + apply_rich (a left-pad TouchpadEx) reach the
evdev as BTN_A + ABS_HAT0X=-8000. Wire round-trips + paddle/TouchpadEx mapping
unit-tested. Workspace clippy/fmt/test green. Not pushed.
Deferred to M4: the C-ABI PunktfunkRichInputEx + send_rich_input2 (only the
Apple/embedder *send* path needs it; the host decodes TouchpadEx today).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
CFBundleDisplayName was "Punktfunkempfänger" across all targets/configs; the
in-app title is already "Punktfunk", so make the home-screen name match. Built
iOS app resolves CFBundleDisplayName = "Punktfunk".
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Stream reliability
- Default to the stage-2 presenter (VTDecompressionSession + CAMetalLayer): it detects
and recovers a wedged decoder, where stage-1's AVSampleBufferDisplayLayer freezes hard
on a lost HEVC reference frame with no app-side recovery (confirmed Apple limitation).
Stage 1 is now a DEBUG-only presenter toggle, plus the automatic no-Metal fallback.
- Stage-2 pixel-perfect: render the drawable at the decoded size (shader stays 1:1 =
identity) and let the layer's contentsGravity scale via the system compositor — the
same path stage-1's videoGravity used — instead of scaling in-shader.
- Loss recovery in both pumps is now a persistent awaitingIDR want, retried until an IDR
actually lands, so a keyframe request swallowed by the throttle can't strand a frozen
frame; 100 ms keyframe throttle to match the Android path.
- Fix "Publishing changes from within view updates": defer the HostStore writes out of
the .onChange(of: model.phase) callback.
- Move AVAudioSession setActive/setCategory off the main thread (async on a shared serial
queue) to stop the UI-stall warning.
Controllers
- Rumble: capped-exponential backoff when the gamecontrollerd.haptics XPC breaks (-4811)
so a transient server interruption self-heals instead of cascading; playsHapticsOnly so
a controller engine doesn't join the always-active streaming audio session.
- Host cards: iPad pointer "magnet" hover effect; iPhone press scale + light haptic.
UI / design
- Ship Geist (SIL OFL 1.1) as the app font (bundled OTFs + registration), with the
license surfaced in Acknowledgements.
- Restructure iOS/iPadOS Settings into a category NavigationSplitView; resolution wheel
with custom-resolution entry; 10-bit HDR toggle in Display.
- Industrial host-card redesign (left-aligned, bold, brand monogram tiles).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
THIRD-PARTY-NOTICES.txt is ~885 KB / 16k lines; rendering it in a single
SwiftUI Text overshot the text-rendering height limit — it laid out for ages
and drew blank below the cutoff (only the small punktfunk licenses above it
showed). Split the notices into ~80 line-chunks (<=200 lines / <=18 KB each,
computed once as Licenses.thirdPartyNoticesChunks) and render them in a
top-level LazyVStack so only on-screen chunks lay out and no chunk is tall
enough to clip. Chunking is lossless — rejoining the chunks reproduces the
original byte-for-byte, so no notice text is dropped.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The add-host content is a SwiftUI Form (backed by a scrollable list), so it
bounced/scrolled inside the fixed .height(320) detent even though the three
rows + action button fit exactly. Lock it with .scrollDisabled(true) on iOS
(covers iPadOS); macOS (fixed-size panel) and tvOS (custom rows, no Form) are
untouched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Surface THIRD-PARTY-NOTICES.txt in every GUI client (the desktop packages already
ship it as a file; this adds the on-glass screen):
- Linux: Preferences -> About -> Third-party licenses (adw::AboutDialog with the app
license + Legal sections; include_str! the root notices).
- Apple: macOS About tab / iOS+tvOS Acknowledgements link; notices bundled as
PunktfunkKit SPM resources, read via Bundle.module (the Xcode app links the SPM
product, so they ride along - no .pbxproj edit).
- Android: Settings -> About -> Open-source licenses (reads the bundled asset).
- (Windows landed earlier in 624387e: Settings -> About -> Third-party licenses.)
gen-third-party-notices.sh now copies the generated file into the Apple Resources/
and Android assets/ trees so the in-tree copies never drift.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Web-console "Approve" (delegated pairing, roadmap §8b-1) was unreachable: every
client routed a fresh pair=required host straight to the SPAKE2 PIN ceremony, so
no "knock" was ever recorded; and an unpaired connect was rejected+closed with no
way to resume after approval. The backend + console were complete but had no
client-side trigger and no post-approval admit path.
Host (native_pairing.rs, punktfunk1.rs): an unpaired identified knock is now
PARKED instead of rejected — it releases its NVENC session permit, awaits an
operator decision (NativePairing::wait_for_decision, woken by a Notify on
approve/deny), and on approval re-acquires a slot and admits the SAME connection
with no reconnect. QUIC keep-alive (4s/8s) holds the parked connection warm. The
pairing gate moves out of the HANDSHAKE_TIMEOUT-bounded handshake future;
approve_pending is reordered read-then-add and wait_for_decision double-checks
is_paired to close a "neither pending nor paired" race. New PENDING_APPROVAL_WAIT
(180s). Tests: delegated_approval_admits_after_knock now approves mid-park (no
reconnect) + new wait_for_decision_approve_deny_timeout unit test (108 host tests
green).
Clients (Linux/Apple/Windows/Android): a fresh pair=required host now offers
"Request access" alongside the PIN ceremony — a plain identified connect with a
~185s handshake budget and a cancelable "waiting for approval" UI; on success the
host is saved as paired, and cancel returns the UI immediately while a late-
resolving connect is torn down silently via a per-attempt flag. Apple reuses the
existing C-ABI timeout_ms (no ABI change); Windows adds SessionParams.connect_timeout
+ a RequestAccess screen; Android adds a timeoutMs arg to the nativeConnect JNI
seam (both sides + both callers). Linux built + clippy + fmt clean; Apple/Windows/
Android pending their CI/on-device compiles.
SPAKE2 ceremony reviewed end-to-end against the spake2 0.4 contract — correct, no
changes needed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The MIT OR Apache-2.0 SOURCE license is clean (audit found no copied copyleft); the
gaps were all binary-distribution (Layer-2). This makes the shipped artifacts honest:
- Windows host + client: bundled FFmpeg BtbN gpl-shared -> lgpl-shared (AMF/QSV/decode
unaffected; the GPL-only x264/x265 were never used), and ship the FFmpeg LGPL notice
+ license text in the installer + MSIX (licenses/).
- THIRD-PARTY-NOTICES.txt generated + bundled into installer/MSIX/deb/rpm. Offline
generator (scripts/gen-third-party-notices.{py,sh}) + cargo-about config (about.toml/
.hbs) with a permissive-only accepted-license allow-list as a copyleft regression gate.
- Reword the win32u GPU-preference hook comments to reflect independent reimplementation
(no Apollo/Sunshine GPL-3.0 source copied).
- README dual-license + inbound=outbound contributor clause + non-affiliation trademark
disclaimer; new CONTRIBUTING.md.
- LICENSE files into the standalone driver + vk-layer workspaces; deb copyright holder
aligned to "unom and the punktfunk contributors".
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 5.1/7.1 surround commit (7612238) added in-core Opus, which broke two CI jobs
that the merge didn't touch:
* Windows MSIX client: clients/windows/src/main.rs's headless `SessionParams`
initializer was missing the new `audio_channels` field (the GUI path sets it
from settings). Default the CLI/test path to stereo (2), matching trust.rs.
* Apple xcframework (apple.yml + release.yml): in-core Opus decode pulls
`audiopus_sys`, which builds a vendored *static* libopus via CMake when
pkg-config finds no system Opus — keeping the xcframework self-contained (no
runtime libopus.dylib on end-user Macs/devices). The self-hosted macOS runner
lacked `cmake`; install it self-healing before every xcframework build.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adds negotiated 5.1/7.1 surround to the punktfunk/1 protocol and every client
(previously stereo-only):
- core: new shared `audio` layout table (LAYOUT_51/71 + identity multistream
mapping, canonical wire order FL FR FC LFE RL RR SL SR); Hello/Welcome
`audio_channels` negotiation via the trailing-byte back-compat pattern (old
peers fall back to stereo); C-ABI `punktfunk_connect_ex6`,
`punktfunk_connection_audio_channels`, and in-core multistream decode
`punktfunk_connection_next_audio_pcm` for embedders without a multistream
Opus decoder. Real-libopus channel-identity round-trip test.
- host: native audio thread captures + Opus-(multi)stream-encodes at the
negotiated count (with a cross-session cached-capturer channel-mismatch fix);
GameStream surround unified onto the safe `opus::MSEncoder`, dropping
`audiopus_sys` (~4 unsafe blocks) and un-gating Windows GameStream surround;
WASAPI loopback capture relaxed to 2/6/8 with the correct dwChannelMask.
- clients: Linux (PipeWire), Windows (WASAPI), Android (AAudio) decode via
`opus::MSDecoder` + render multichannel; Apple decodes in-core to PCM →
AVAudioEngine with an explicit wire-order channel layout; each gains a
Stereo/5.1/7.1 setting. `punktfunk-probe --audio-channels N` is the headless
validator.
Verified on Linux: core/host/linux/probe test suites + the Android Rust
(cargo-ndk) build, clippy -D warnings, and rustfmt all green. Windows/Apple
builds, all on-glass checks, and the live native loopback are pending (CI / a
free box).
Also lands the concurrent in-tree HEVC 4:4:4 host work (PUNKTFUNK_444): it
shares the same touched files (quic.rs, punktfunk1.rs, encode/*, ...) and so
cannot be committed separately from the surround changes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Play-listing/marketing screenshots of the Compose client rendered on the host JVM
by Roborazzi (Robolectric Native Graphics) — no emulator, GPU, KVM, host, or JNI
core. Five scenes render the REAL composables with embedded mock state under a
forced brand palette (Material You has no wallpaper to seed from on the JVM):
hosts grid, settings, TOFU + PIN dialogs, and the live stats HUD. Validated 5/5
locally.
- New JVM unit-test source set (app/src/test) + Roborazzi/Robolectric test deps;
@Config(sdk=36) is mandatory (no android-all jar for compileSdk 37) and the
animation clock is paused so a text-bearing scene reaches idle.
- kit: `-PskipRustBuild` skips the cargo-ndk native build so the JVM-only test job
needs no Rust/NDK; normal APK/AAR builds are unchanged.
- Widen BrandDark / StatsOverlay to internal so the tests can use them.
- Standalone best-effort tag-gated workflow; PNGs upload as a 30-day artifact.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Host-free UI screenshots of the GTK4/libadwaita client under a virtual X display
(clients/linux/tools/screenshots.sh) — Xvfb + software GL (llvmpipe) + a root-window
grab, one app launch per scene. PUNKTFUNK_SHOT_SCENE routes build_ui to render one
mock-populated REAL view (hosts grid / settings dialog / TOFU + PIN dialogs) and
print PF_SHOT_READY once it has settled; the saved-hosts grid is driven by a seeded
client-known-hosts.json. NON_UNIQUE in shot mode so back-to-back launches don't
collide. The stream scene is deferred — its page needs a live NativeClient.
Gated to stable release tags in a standalone best-effort workflow that builds the
client in the rust-ci image and captures under Xvfb; PNGs upload as a 30-day
artifact, not committed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Plugin self-update (no Decky store): CI publishes a per-channel manifest.json
({version, immutable per-version artifact, sha256}) beside the zip and bakes
update.json {channel, manifest} into the plugin. main.py `check_update` reads the
installed version from package.json (the value Decky reports — not plugin.json),
fetches the channel manifest, and the frontend shows an "Update to vX" button that
drives Decky Loader's own install RPC (root downloads + SHA-256-verifies + hot-reloads).
CI now stamps a plain-numeric semver (0.3.<run> canary / X.Y.Z stable) into
package.json — a -ciN suffix would mis-order under compare-versions.
Linux client: `--fullscreen` (plus SteamDeck/gamescope env fallback) enters GTK
fullscreen on stream start so Gaming-Mode chrome is hidden; native-mode resolution
falls back to the display's first monitor when the window isn't mapped yet (was
dropping to the 1080p floor — wrong on the Deck's 1280×800); add a confirmed
"Remove saved host" action (KnownHosts::remove_by_fp).
Docs: new docs/steam-deck.md (Decky install/pair/stream/self-update/troubleshooting),
wired into meta.json nav, and cross-linked from clients/install-client/channels. This
is the page docs.punktfunk.unom.io/docs/steam-deck — the website's download link
pointed at it before it existed; committing it makes that link resolve.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
One-finger touch was absolute "direct pointing" — the host cursor jumped to the
finger and was recomputed from each touch-start, so you couldn't precisely reach a
target. Now a relative trackpad: the cursor stays put on touch-down and moves by the
finger delta (host MouseMove via nativeSendPointerMove, already supported — no
protocol change), with mild pointer acceleration and sub-pixel remainder
accumulation so slow precise moves aren't lost to Int truncation. Swipe, lift, and
re-swipe to walk it across; tap = left-click at the cursor's current position.
Two-finger scroll / right-click, three-finger HUD toggle, and tap-then-hold-drag are
preserved unchanged; finger-id re-anchoring keeps multi-touch transitions jump-free.
Added Settings → Pointer → "Trackpad mode" (default on); turning it off restores the
old direct-pointing path verbatim.
:app:compileDebugKotlin green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The jitter ring was a port of the Linux client's, but Linux runs on PipeWire
(adaptive resampling masks host↔DAC drift + a shallow buffer); AAudio hands us a
raw realtime callback and we own the buffer, so the same code crackled only on
Android. Three converging causes, all fixed:
- Heap free on the realtime audio thread every quantum (Android's Scudo free() has
unbounded tail latency → XRun → click). Decoded buffers are now recycled back to
the producer via a free-list instead of freed on the audio thread; the ring is
pre-reserved so extend() never reallocates there.
- The ring collapsed to ~15 ms on the tiny LowLatency burst and re-primed (a fresh
silence) on every single empty callback. Now ~40 ms prime / ~150 ms hard cap,
decoupled from the burst size, with de-prime hysteresis (re-prime only after a
sustained drain).
- AAudio's anti-glitch knobs were unused: prime the HW buffer above its 2-burst
default and grow it on getXRunCount(). The post-open log now reports
perf/sharing/buffer so a fall to a resampled legacy path is visible.
Steady-state audio latency ~15 → ~40 ms (within lip-sync tolerance; matches the
Moonlight/Sunshine operating point). cargo-ndk build both ABIs + fmt + clippy green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The file moves (docs/ → design/, docs/api/openapi.json → api/openapi.json) landed
in 8897286, but the matching reference updates did not — so mgmt.rs's drift-test
`include_str!("../../../docs/api/openapi.json")` pointed at a path that no longer
exists and the host failed to build. This restores it and updates every reference:
- mgmt.rs include_str! → ../../../api/openapi.json (fixes the build)
- web/orval.config.ts codegen target, web/Dockerfile, .dockerignore
- deb/rpm/Arch packaging install paths
- CLAUDE.md, the .gitea CI workflows, code doc-comments, design-doc cross-links
docs-site route URLs (/docs/...) untouched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Discovery: replace the flaky per-OEM NsdManager with the same mdns-sd browse
the Linux/Windows clients use, in the Rust core over JNI and polled by Kotlin
(discovery.rs + nativeDiscovery{Start,Poll,Stop}); Kotlin keeps only the Wi-Fi
MulticastLock + permission UX. IPv4-only (the core can't dial a bare/scoped v6
literal); daemon + fold-thread cleanup on every failure path; field
sanitization so a rogue advert can't corrupt the picker snapshot. Discovery
now starts regardless of NEARBY_WIFI_DEVICES (raw multicast only needs the
MulticastLock) — a denial no longer kills it forever. ParseTxtTest replaced by
ParseRecordTest.
Hosts: hide already-saved hosts from the "Discovered" section (match by
fingerprint, else address:port — mirrors the Apple client); add an optional
Name field to the Add-host sheet and a Rename action on saved cards.
Input: touch -> absolute mouse "direct pointing" like the Apple client — the
host cursor follows the finger (new nativeSendPointerAbs -> MouseMoveAbs). Tap
= left click, two-finger tap = right click, two-finger drag = scroll,
tap-then-drag = left-drag, three-finger tap = HUD toggle.
Settings: revert the dropdowns to the stock ExposedDropdownMenuBox look (a
controller-focus UI will come separately); even out the Add-host field gaps.
Docs updated (CLAUDE.md, client READMEs, docs-site status).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Diagnosed from the first run: only the iPad shots were produced. The runner
lacks an "iPhone 16 Pro Max" device, is headless (no window server -> the macOS
window capture's app window never appears), and the Tier-3 tvOS build-std slice
failed.
- screenshots.sh: shoot_sim now creates a throwaway Simulator (matching device
type + newest available runtime) when the runner has no matching device, so
the iPhone 6.9" shots are reproducible instead of skipped.
- apple.yml: scope the CI job to the two REQUIRED iOS sizes (iPhone 6.9" +
iPad 13"), captured via `simctl io screenshot` (no Screen Recording grant
needed). Drop macOS (headless runner has no window server) and tvOS (build-std
slice) from CI — generate those locally with `tools/screenshots.sh macos tvos`.
Faster, deterministic xcframework build (BUILD_IOS=1 only).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A DEBUG-only "shot mode" renders one mock-populated screen full-bleed
(PUNKTFUNK_SHOT_SCENE=<name> -> ScreenshotHostView instead of ContentView),
so the OS can screenshot the REAL, fully-rendered UI. tools/screenshots.sh
drives it: screencapture for the mac window, `simctl io booted screenshot`
for the iOS/iPad/tvOS Simulators, at exactly the App Store Connect sizes.
ImageRenderer was tried first and rejected: it can't rasterize this app's
chrome (NavigationStack, Form/TabView, Liquid-Glass/NSVisualEffect all render
black or the "can't render" placeholder). Capturing the live window/Simulator
avoids that. Only the stream hero is synthetic (StreamView needs a live
connection) - a synthwave frame + the real glass HUD, overridable via
PUNKTFUNK_SHOT_HERO.
CI: a new `screenshots` job in apple.yml builds the iOS (+ tvOS best-effort)
xcframework slices, runs the harness per platform best-effort, and attaches
the result as a single zip artifact (punktfunk-appstore-screenshots). It is
isolated from the build/test job and skipped on PRs, so a capture gap (missing
Simulator runtime, or no Screen Recording grant for the mac window capture)
never reds the core signal.
Generated PNGs (clients/apple/screenshots/) are gitignored.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
GameController's CHHapticEngine never reaches the DualSense's motors on macOS — its
adaptive triggers and lightbar work, but rumble stays silent (a documented platform
gap). Drive the motors directly via the DualSense HID output report instead, the way
SDL and the Linux hid-playstation driver do — the same report that already rumbles
the pad on a Linux host. Confirmed live on macOS.
- DualSenseHID (macOS): opens the Sony DualSense via IOHIDManager and writes the USB
(0x02, 48 bytes) and Bluetooth (0x31, 78 bytes + CRC32) output reports through
IOHIDDeviceSetReport. Allowed under the App Sandbox by the existing device.usb +
device.bluetooth entitlements; coexists with GameController (non-seized open).
Flags mirror the kernel driver (COMPATIBLE_VIBRATION | HAPTICS_SELECT +
COMPATIBLE_VIBRATION2); valid_flag1 = 0 so a rumble report leaves the
GameController-managed lightbar / triggers / player LEDs untouched.
- RumbleRenderer routes a DualSense to the HID backend and keeps CoreHaptics for
every other pad, fixing both live sessions and the test panel (shared renderer).
- CoreHaptics path reworked too: bake the target intensity + an explicit sharpness
into the continuous event (the dynamic-parameter scaling is silent on controller
engines) and tear down outside the inout access to fix a latent exclusivity hazard.
Adds a DEBUG-only Settings -> Controllers -> "Test Controller" panel (ControllerTestView
+ ControllerTester) that shows live input and fires rumble / adaptive triggers /
lightbar / player LEDs straight at the pad, with a readout of the active rumble backend
("DualSense HID - USB/Bluetooth"). Used to validate the fix.
Tests: DualSenseHIDTests pins the USB/BT report layout and the BT CRC32 (canonical
0xCBF43926 check vector). Debug + release build clean; gamepad suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A push to main publishes canary builds to canary channels (fast iteration,
unchanged); a single vX.Y.Z tag releases every platform at one version to the
stable channels and attaches all artifacts (.deb/.rpm/.msix/.apk/.aab/.dmg +
flatpak/decky/host-installer) to one Gitea Release. Collapses the
host-v*/win-v*/host-win-v* tag namespaces into v* — the channel split makes the
version-shadow bug structurally impossible (canary and stable are separate repos,
never a shared version line).
- scripts/ci/gitea-release.{sh,ps1}: one idempotent release helper
(create-or-fetch + delete-before-upload), replacing 3 copy-pasted inline blocks
and fixing their latent 409-on-reupload bug; prerelease flag auto-derived from
the tag (an -rc tag won't shadow "Latest")
- channels: apt canary/stable distributions; rpm *-canary/base groups; flatpak
canary/stable OSTree branches + a 2nd .Canary.flatpakref; generic-registry
canary/ vs latest/ aliases; Play internal/alpha; Apple TestFlight vs notarized DMG
- android versionName threaded through gradle (versionCode stays run_number);
Apple canary = TestFlight-only (no DMG/tvOS); canary base bumped to 0.3.0
- docs: new docs-site channels.md (subscribe table + cut-a-release runbook +
box migration), refreshed ci.md workflow table + packaging READMEs
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Extends virtual-controller support beyond Xbox 360 + DualSense. Goal: a
physical Xbox One or PS4 pad on the client gets a near-native matching virtual
pad on the host, auto-resolved from the controller type.
Protocol/core:
- GamepadPref gains XboxOne (wire 3) + DualShock4 (wire 4); to_u8/from_u8/
from_name/as_str + C ABI PUNKTFUNK_GAMEPAD_XBOXONE/_DUALSHOCK4 constants
(compile-time guard ties them to the enum). Single-byte wire form is
unchanged, so it's forward-compatible (older peers degrade to Auto).
Host (Linux):
- New UHID DualShock 4 backend (inject/dualshock4.rs) bound by hid-playstation:
lightbar, touchpad, motion, rumble — DualSense minus adaptive triggers /
player LEDs / mute. Reuses the DualSense pure state + button mapping; only the
report byte layout, the real-DS4 HID descriptor, the GET_REPORT handshake
(0x12 MAC mandatory; 0x02 calibration; 0xa3 firmware) and the touchpad
resolution (1920x942) differ. Touchpad/motion ride the existing 0xCC plane,
lightbar the 0xCD Led plane (deduped); rumble the universal 0xCA plane.
- Xbox One/Series is the uinput Xbox-360 backend parameterized with the One S
USB identity (045e:02ea) for matching glyphs — XInput-identical otherwise.
- PadBackend dispatch + resolver handle both; off Linux the UHID pads and
One/Series fold into Xbox 360. Windows-host DS4 (ViGEm) deferred.
Clients (auto-resolve physical pad -> virtual type, plus manual settings):
- Linux/Windows (SDL3): SDL_GAMEPAD_TYPE_PS4 -> DualShock 4, _XBOXONE ->
Xbox One; PadInfo carries the resolved pref; DS4 touchpad/motion capture +
lightbar already type-agnostic. Linux settings combo + label updated.
- Apple (GameController): GCDualShockGamepad/GCXboxGamepad detection, DS4
touchpad capture, settings picker entries.
- Android (Kotlin): InputDevice VID/PID auto-detect (matching the other
clients) + settings entries.
- probe: --gamepad help/aliases.
Also hardens the Android JNI boundary: wrap the teardown + poll-thread shims in
catch_unwind so a panic degrades to a logged no-op instead of aborting the app.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Rename steam-deck-host.md → steamos-host.md (nav + install table updated).
- Lead with the rationale: SteamOS host support targets the upcoming Steam
Machine; the Steam Deck is the SteamOS device validated against today.
- Soften the WiFi note: ~250 Mbps was our testing on one device/network,
not a universal ceiling — other SteamOS hardware/drivers/bands may do more.
- Generalize Deck-specific language to SteamOS devices throughout.
- Document --no-gamestream (secure native-only) + GameStream-compat caveat.
- decky README: drop stale `serve --native` (now just `serve`).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Continues docs/hdr-pipeline-plan.md. Steps 0/1 + Step 2 (Windows/Android) already
landed in ffae2a3; this is Step 2 (Apple) + Step 3 (all clients). Client-only — no
core/host/ABI change (the 0xCE/next_hdr_meta/color_info surfaces shipped in Step 0).
Step 2 — clients APPLY the host's HDR metadata (each remaps from the wire form: ST.2086
G,B,R order, mastering luminance in 0.0001 cd/m2):
- Apple: connect via punktfunk_connect_ex5 (resurrects the previously-dead HDR pipeline);
nextHdrMeta/colorInfo wrappers + HdrMeta SEI-blob builders; the pump drains nextHdrMeta
-> VideoDecoder.setHdrMeta -> CVBufferSetAttachment of MasteringDisplayColorVolume (24B
BE) + ContentLightLevelInfo (4B BE) on each HDR pixel buffer (correct for the
itur_2100_PQ layer; CAEDRMetadata avoided as ambiguous there).
Step 3 — capability-gate: advertise HDR caps ONLY when the display can present it, so an
SDR display gets a proper BT.709 stream instead of PQ it would mis-tone-map; an HDR
display self-tone-maps from the Step-1/2 mastering metadata.
- Windows: present::display_supports_hdr() (DXGI any IDXGIOutput6 colour space == G2084),
ANDed with the user HDR setting in session.rs; logs the SDR drop.
- Apple: NSScreen.maximumExtendedDynamicRangeColorComponentValue>1 (macOS) /
UIScreen.main.potentialEDRHeadroom>1 (iOS) in SessionModel.
- Android: Settings.displaySupportsHdr (Display.getHdrCapabilities HDR10/HDR10+) passed
through a new hdr_enabled jboolean on nativeConnect; session.rs gates the caps.
Validation: Android native (incl. the jboolean gate) builds + clippy clean via cargo-ndk;
fmt clean. Windows (MSVC), Apple (Swift) and the Kotlin side are CI/on-glass validated —
not compilable on the Linux dev box. Deferred to the RTX box: mid-session Reconfigure
SDR-downgrade on monitor move, and confirming the host emits SDR for an SDR client off an
HDR desktop.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two strands, entangled in punktfunk1.rs, committed together (one builds-green tree).
HDR pipeline Step 0 — glass-to-glass colour-metadata transport (docs/hdr-pipeline-plan.md):
- Protocol/ABI: ColorInfo on the Welcome + a 0xCE HdrMeta datagram carry the source colour
space + HDR10 static mastering metadata (quic.rs, abi.rs connect_ex5 fixing caps=0).
- New platform-independent, unit-tested HDR static-metadata helpers (hdr.rs): chromaticities
(1/50000), mastering luminance (0.0001 cd/m2), MaxCLL/MaxFALL in HDR10/ST.2086 units.
- Capture/encode hooks (capture.rs, encode.rs set_hdr_meta) + Linux client / probe plumbing.
Security-audit hardening — top 3 from docs/security-review.md, each adversarially verified:
- #1 [HIGH] Secret file permissions. The host key.pem/cert.pem and both trust stores are now
written owner-only: 0600 + dir 0700 on Unix (mirrors mgmt_token), best-effort
SYSTEM/Administrators/OWNER-only icacls DACL on Windows (%ProgramData% is Users-readable).
Closes a local key-disclosure -> host-impersonation gap. New gamestream::{create_private_dir,
write_secret_file} + a 0600 regression test.
- #2 [HIGH] Native SPAKE2 PIN is single-use. The PIN is consumed the moment the host sends its
key-confirmation (which lets the client test its one guess), before reading the proof, so any
completed attempt -- right OR wrong -- disarms the window. A wrong PIN isn't observable
host-side (the client aborts before sending its proof), so consuming on first attempt is what
delivers the documented "one online guess" instead of an unbounded brute-force of the static
4-digit PIN. Test verifies single-use.
- #3 [MEDIUM] RTSP packetSize is bounded ([64,2048] in stream_config) and VideoPacketizer::new
uses saturating .max(1), killing a PRE-AUTH div-by-zero/underflow panic of the video thread.
Tests for {0,15,16,17} + out-of-range rejection.
fmt + clippy -D warnings clean; full workspace test suite green (93 host tests).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>