The run loop grows a browse mode: the console library idles between
streams in ONE window (no gamescope handoff), overlay actions launch
sessions via run_browse's callback, session end returns to the library.
The Overlay contract gains menu routing (MenuEvent → haptic pulse),
action draining, and session-phase edges.
pf-console-ui ports the GTK launcher wholesale: the coverflow's springs,
cursor arithmetic and recede/tilt constants move verbatim with their
tests (plus new projection tests — focused-card centering, the inner-
edge-recedes corridor); paint order is draw order (the gtk::Fixed
restack hack is gone); the aurora renders as an SkSL runtime shader at
full rate on every box (the 30 Hz CPU-upscale path and its frozen-on-
Deck fallback are deleted — the generated SkSL is compile-tested);
titles/scenes shape through textlayout (CJK-safe). Poster art streams
in as encoded bytes through the shared model and decodes renderer-side.
The session binary wires --browse host[:port] [--mgmt PORT]: KnownHosts
lookup (unpaired renders the pair-first scene), library + art fetch on
threads, PUNKTFUNK_FAKE_LIBRARY dev hook, and a session_params helper
shared with --connect. The minimal build refuses --browse cleanly.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The §6.1 presenter↔console-UI contract lands: pf-presenter exposes its
device (SharedDevice) and composites at most one premultiplied-alpha
quad per frame (new overlay.frag + LOAD render pass over the swapchain;
zero cost while the overlay returns None). pf-console-ui implements it
with skia-safe on the shared VkDevice: DirectContext via the ash
dispatch chain, a ring of two offscreen render targets (one-frame-in-
flight safe), damage-driven redraws — the OSD re-renders at 1 Hz, the
hint on capture toggles, nothing per-frame. Skia never touches the
swapchain. The session binary carries it behind the default ui feature:
4.9 MB stripped without, 10 MB with (measured).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Faults every dmabuf import so the failure-streak → force_software →
software-decode recovery is exercisable on healthy hardware — the plan's
§8 phase-2 acceptance requires demoting via a deliberately faulted
import rather than waiting for a broken driver.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
start_session_with routes desktop windowed connects to the spawned
Vulkan session binary (--connect --fp, --launch, --fullscreen from the
stream setting); spawn.rs bridges its stdout contract into the shell —
spinner until {"ready":true}, banner from the error/ended JSON line,
exit 3 + trust_rejected routed to the re-pair PIN ceremony, TOFU pins
the advert fingerprint only once the child proves it on a real connect.
The in-process GTK presenter stays for PUNKTFUNK_LEGACY_PRESENTER=1,
Gaming-Mode/--fullscreen and --browse launches (no second toplevel under
gamescope until phase 4 moves the console UI), the request-access flow,
and any spawn failure (silent fallback).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The decoder's NV12 dmabuf imports per-plane (R8 + GR88, explicit DRM
format modifier, dedicated dup'd-fd import, FOREIGN→graphics acquire)
and a fullscreen-triangle render pass converts it into the presenter's
video image with the CICP-driven coefficients ported from video_gl.rs
(same tests, plus a rows-vs-matrix agreement check). SPIR-V is committed
(shaders/build.sh regenerates) so builds and CI need no toolchain. The
import extension set is probed at device creation; unsupported boxes and
3-failure streaks demote the decoder to software via the existing
force_software contract. The session binary now honors the Settings
decoder preference instead of forcing software.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
punktfunk-session streams one --connect session in an SDL3 window: ash
swapchain with a transfer-only letterboxed blit of the software-decode
path (no graphics pipeline until the phase-2 dmabuf/CSC pass), the
ui_stream input-capture state machine on SDL events (scancode→VK table
cross-checked against the evdev one), gamepads via a new caller-pumped
GamepadService mode (SDL video owns the main thread here), and the
shell↔session stdout contract: {"ready":true}, per-window stats:
lines, JSON error + exit codes 0/2/3/4. Strict trust — no pin, no
connect. Design: punktfunk-planning linux-client-rearchitecture.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Session pump, FFmpeg decode, PipeWire audio, SDL3 gamepads, keymap, trust
store, mDNS discovery, library client and Wake-on-LAN move verbatim from
clients/linux into crates/pf-client-core, shared with the upcoming Vulkan
session binary (punktfunk-planning: linux-client-rearchitecture.md).
The GTK client re-exports them at the crate root so every existing
crate::-path keeps resolving; its manifest drops the moved-only deps.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Windows was missing two of the four stream shortcuts the GTK client has:
Ctrl+Alt+Shift+S (toggle the stats overlay live) and F11 (toggle fullscreen).
Add both to the low-level keyboard hook — S flips a HUD_VISIBLE atomic seeded
from Settings::show_hud at install (Settings is the default, the key overrides
it for the session, matching GTK), F11 drives a borderless-fullscreen toggle on
the window HWND and re-locks the pointer geometry for the new client rect. Both
are consumed locally, never sent on the wire.
Surface the full key set in two places, on both clients:
- in the UI: a read-only "In-stream keyboard shortcuts" reference card in the
Windows Settings > Input section (the counterpart of the GTK Shortcuts
window), plus the expanded HUD hint; the Linux keyboard hint gains F11.
- at stream start: a bottom-centre banner listing the shortcuts for the first
few seconds of every session, independent of the HUD setting. Linux gets the
matching start-flash of its capture hint (capture engages on map and hid it,
so the keys were never shown until the first release).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The async decode loop (burst-feed + present-newest-per-vsync, the Apple client's
discipline) plus the per-SoC tuning was gated behind an experimental,
default-off toggle after the 5dc24a0 overhaul regressed on some phones. That
regression was the receive-side latency ratchet the async loop fed — a standing
queue that only grew — now fixed in the shared core (FrameChannel jumps to live
instead of accumulating it), so the fast pipeline is the default again.
Default the master toggle on via a fresh pref key (low_latency_mode_v2),
mirroring the migration da376b31 used to flip it off: a new key re-defaults every
install — including ones persisted off under the old key — to on, so the
promotion reaches users who had saved settings, not just fresh installs. Both
stale keys are abandoned unread. Toggle-off still restores the original
synchronous decode pipeline byte-for-byte as a per-device escape hatch.
Drop "(experimental)" from the settings labels and fix the now-stale default-off
wording in the native + Kotlin docs. No decode-path routing change — run_async is
reached simply because the toggle now defaults on.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The full git.unom.io package URL is painful to read/type on a Steam
Deck's on-screen keyboard; unom.io/pf-decky now redirects to it
(added in unom/infra's Caddyfile). Canary/pinned links stay long-form
since only /latest gets a short link.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Cargo's debug profile is not "slower" for this library — it is unusable, and
it invalidated every on-device performance test to date: RustCrypto's AES-GCM
compiles to generic-array iterator closures with per-byte precondition checks
instead of ARMv8 hardware AES. Profiled live on a phone (simpleperf, 62k
samples): ~800 µs of user CPU per 1.4 KB packet — the receive pump pinned
above a full core yet only draining ~1,400 pkt/s of a 1,775 pkt/s (20 Mbps)
stream, 2.3 MB standing in the kernel socket buffer, the latency-bound flush
firing every 2 s forever. With release rust in the same debug APK: pump at
~12 % of a core, socket queue zero, no flushes, 2800x1260@120 streaming clean.
preDebugBuild now depends on cargoNdkRelease; `-PrustDebug` opts back into a
debug-profile native build for sessions that actually step through Rust.
Kotlin debuggability is unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WifiLock.acquire() enforces the WAKE_LOCK permission, which the manifest never
declared — every acquisition since the first Wi-Fi lock shipped threw
SecurityException, silently swallowed by a bare runCatching. The phone's own
accounting proved it (dumpsys wifi: high_perf/low_latency active_time_ms = 0
across weeks of streams): every on-device session ran with Wi-Fi power save
fully active, whatever the code intended. Verified live after the fix: both
locks registered in WifiLockManager, mPowerSaveDisableRequests=2, ping RTT to
the streaming phone 3.8 ms avg. A failed acquire now logs loudly — this class
of failure must never be invisible again.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The baseline stream held only WIFI_MODE_FULL_HIGH_PERF, which is deprecated
AND non-functional on recent Android — so with the low-latency toggle off (the
default) Wi-Fi power save stayed fully active: downlink delivery clumped at
beacon intervals (a few hundred ms of latency mush, sawtoothing bitrate) and
the AP's power-save buffer periodically overflowed, killing whole frames every
few seconds (the host log's alternating loss_ppm=0/50000). Now every stream
holds FULL_LOW_LATENCY (API 29+, the only effective power-save disable;
foreground + screen-on, which a stream always is) AND FULL_HIGH_PERF (covers
older releases) — the same pair Moonlight holds. The experimental toggle no
longer selects the lock mode.
Also: declare tracing's "log" feature explicitly in the native crate (core
transport warnings → logcat must not hinge on quinn's default features), and
align the low-latency toggle's copy with its actual scope.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Hint-bar glyphs now wear the driving controller's family (kit
Gamepad.styleFor by USB vendor id → MainActivity.lastPadStyle, kept live by
real input like lastPadIsGamepad): PlayStation pads get Canvas-drawn
cross/circle/square/triangle shapes in the classic colours, Nintendo pads
monochrome lettering, Xbox/Valve/unknown the coloured letter discs. Hint
chars stay semantic (KEYCODE_BUTTON names); only the rendering changes.
- The Options legend renders the pad's real Select-family button
(SelectButtonGlyph): Xbox View windows, PlayStation Create capsule,
Nintendo minus — instead of a bare capsule outline.
- GamepadDialog: body + action stack scroll together (title pinned) with
BringIntoViewRequester keeping the focused button visible — a 5-action host
options dialog compressed/clipped its last button in short landscape
windows because the pinned stack could not scroll.
- Console form polish: shared animateConsoleFocus (bg/border cross-fade +
spring scale) across settings rows / add-host fields / action rows;
ConsoleSwitch (spring knob, tinting track) replaces On/Off text on toggle
rows; choice values slide in the direction they were stepped
(AnimatedContent + SizeTransform) with chevrons that fade in place; the
focused row's detail unfolds via AnimatedVisibility; dialog buttons and
keyboard keycaps cross-fade (keycaps at 90 ms for hold-to-repeat).
- Console settings gain the "Low-latency mode" (Video) and "Auto-wake on
connect" (Interface) rows, round-tripping with the touch settings.
- Screenshot scene: StatsOverlay call updated to the 18-double layout + the
new decoderLabel parameter (fixes the android-screenshots CI compile).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Ctrl+Alt+Shift+Q/D handlers had no tracing, so a report of "the
disconnect shortcut doesn't work" was unverifiable from logs alone —
live tracing (added temporarily, then trimmed to these two lines)
showed the chord, `disconnect_quit()`, and the session teardown all
firing correctly and instantly every time; the confusion traced back
to the (now-fixed) FlowBox click crash having kept everyone from ever
reaching a live session to test the shortcut with in the first place.
Keep the two low-noise, deliberate-action log lines for the next time
this comes up; drop the per-keystroke debug trace used to diagnose it,
which would otherwise fire on every key during a stream.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
`child-activated` (fired by a pointer click) was bridged to `child.activate()`
so each card's own connect handler (wired on the child's `activate` signal)
would run. But `child.activate()` runs `GtkFlowBoxChild`'s default handler,
which re-emits `child-activated` on the FlowBox — bouncing straight back into
the same closure. Unguarded, that ping-pong recursed forever, overflowing the
stack on every single host-card click or Enter-key activation (confirmed live
via coredump/gdb: 43k+ stack frames of gobject signal emission, and the
`fatal runtime error: stack overflow, aborting` in the crash log).
A re-entrancy flag breaks the cycle after the one real activation. Added a
regression test that wires the identical FlowBox/FlowBoxChild signal cycle
against a real display and asserts it returns instead of recursing — it
reproduces the exact stack overflow against the old code.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The 5dc24a0 low-latency overhaul regressed badly on some phones. Every piece
of it — decoder ranking, per-SoC vendor keys, the async decode loop, pipeline
thread boosts, the ADPF max-performance bias, game-tagged AAudio, DSCP marking,
the Wi-Fi low-latency lock, HDMI ALLM and the forced TV mode switch — now rides
the "Low-latency mode (experimental)" toggle, default OFF. Off restores the
pre-overhaul pipeline byte-for-byte: the sync poll loop, the platform-default
decoder, and the original format keys (standard low-latency + blind Qualcomm
twin + priority=0 + operating-rate=MAX together).
- New pref key (low_latency_mode_experimental): the old key shipped default-ON,
so any install that ever saved settings persisted true — flipping the default
under the old key would leave exactly the regressed devices stuck on.
- DSCP is applied at socket creation, so the toggle reaches the transport via
NativeBridge.nativeSetLowLatencyMode → transport::set_dscp_default, called in
the connect choke point before nativeConnect; the core DSCP default reverts
to off everywhere.
- nativeStartAudio(handle, lowLatencyMode) gates AAudio usage=Game.
- VideoDecoders.pickDecoder now skips `.secure` decoder twins and decoders that
require FEATURE_SecurePlayback: they need a secure surface, and a secure twin
could out-score its plain sibling (only it advertising FEATURE_LowLatency),
which black-screens a clear stream.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
An mDNS discovery miss was forcing connects through the Wake-on-LAN wait
even for a host that's already up; add a Settings toggle ("Auto-wake on
connect") that skips the mDNS-liveness gate and dials straight through
when off.
Also default the console UI's button glyphs by form factor instead of
always starting in TV-remote style: a phone/tablet only ever enters the
console UI via a real controller, so it should show gamepad glyphs from
the first frame, not a remote's select/back glyphs. TV keeps the remote
default.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
`build_ui` (the GTK `activate` handler) started a fresh SDL3 gamepad
worker thread on every reactivation of the already-running singleton
(another --connect, the launcher clicked twice, ...). sdl3 only lets
the first thread ever to call sdl3::init() hold "main thread" status,
so every later activation's worker thread failed permanently with
"Cannot initialize `Sdl` from a thread other than the main thread",
silently disabling controller support for the rest of the process.
Start the GamepadService once in run() and clone it into build_ui
instead of starting a new one per activation.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Modifier keys arrive only as flagsChanged, and the direction was recovered
by diffing the device-dependent L/R bits (NX_DEVICE*KEYMASK) alone. Those
bits are undocumented and some keyboards omit them (only the class bit,
e.g. NX_CONTROLMASK, is set), so the diff saw no transition and the key
never reached the host — no Ctrl shortcuts. SDL/Moonlight key off the
event's keyCode for exactly this reason; do the same: keyCode names the
changed key, the class bit says up, the device bits (when present) pick
the side, and a tracked-held-state flip covers keyboards without them.
PUNKTFUNK_INPUT_DEBUG=1 now also logs every flagsChanged (keyCode + raw
flags) so a field report is diagnosable from client logs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Like the Linux client, the Windows client had WOL send + MAC storage + a Wake
action + fire-and-forget auto-wake, but no poll-until-up + IP re-key. Add the
polished flow (mirrors Apple HostWaker + the request_access screen pattern):
- connect::wake_and_connect — send the magic packet, show a cancelable
Screen::Waking busy page, poll discovery::browse() until the host reappears
(re-sending every 6 s, 90 s budget), then dial; re-key the saved host
(KnownHosts::upsert) if it woke on a new IP.
- Screen::Waking + waking_page, routed in app/mod.rs (mirrors RequestAccess).
- the saved-host tile routes an offline-with-MAC tap to wake_and_connect;
MENU_WAKE stays a pure send-only button.
Reviewed against the request_access reference — DiscoveredHost/KnownHost/Target
types, the widgets, .call()/.lock(), and the initiate signature all match;
compile-verified by Windows CI (no local Windows toolchain).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The Linux client already had WOL send + MAC storage + a Wake action + auto-wake-
on-connect, but the auto-wake just fired a packet and did one dial to the stored
address — so a host that woke on a new DHCP lease failed, and there was no
"waiting" feedback. Add the polished flow (mirrors Apple/Android HostWaker):
- ui_trust::wake_and_connect — send the magic packet, poll mDNS until the host
reappears (re-sending every 6 s, 90 s budget) behind a cancelable "Waking…"
dialog, then connect; if it woke on a new IP, re-key the saved host first.
- trust::rekey_addr — no-churn addr/port update keyed by fingerprint.
- the hosts page routes an offline saved-host-with-MAC tap to on_wake_connect
(the new flow) instead of fire-and-forget wake + immediate dial.
Builds + clippy + fmt clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The core's deliberate-quit close (NativeClient::disconnect_quit → QUIT_CLOSE_CODE,
host skips the keep-alive linger) was implemented but never called by any client.
Wire it to each client's explicit user-disconnect action — NOT to a network drop /
host-ended / app-background (those keep the linger for a reconnect):
- core: new C-ABI punktfunk_connection_disconnect_quit(c) for the ABI clients
- Linux (direct-core): Ctrl+Alt+Shift+D + the controller escape chord
- Windows (direct-core): Ctrl+Alt+Shift+D
- Apple (C-ABI): PunktfunkConnection.disconnectQuit() + a `deliberate` flag on
SessionModel.disconnect() (sessionEnded passes false → keeps the linger)
- Android (JNI): new nativeDisconnectQuit export, called from the back gesture +
the Select+Start+L1+R1 chord (not the host-gone watchdog)
- probe already did this via --quit (77871d6)
Verified: core + Linux client + Android (cargo-ndk + gradle) build clean;
Windows/Apple compile-checked by CI.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The library browser was browse-only — the A button (and a tap) did nothing.
Wire it to connect + boot straight into the selected title: thread a `launch`
id (the store-qualified library id `steam:<appid>` / `custom:<id>`) through
nativeConnect → NativeClient's Hello.launch (was hardcoded None), add a shared
connectToHost() the ConnectScreen and the library launcher both use, and have
LibraryScreen dial the host with launch=game.id on A / tap — with a launching
overlay + an "A Launch" hint. Verified: native compiles (cargo-ndk arm64),
app+kit Kotlin compiles (gradle, 3 ABIs).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Close the latency gap on the Android client with per-SoC decoder tuning, an
event-driven decode loop, and full system integration.
- Decoder selection: rank MediaCodecList decoders in Kotlin (hardware/vendor
preferred, software avoided, FEATURE_LowLatency probed) and create the chosen
one by name. Per-SoC low-latency keys gated on the codec-name prefix: Qualcomm
picture-order + low-latency, Exynos (also Google Tensor), Amlogic, HiSilicon;
MediaTek vdec-lowlatency set unconditionally. operating-rate = MAX (Qualcomm)
vs priority = 0 (else) are mutually exclusive. NVIDIA/Rockchip/Realtek have no
vendor key — covered by ranking + the standard low-latency key.
- Async decode loop: AMediaCodec async-notify replaces the poll loop, presenting a
decoded frame the instant it is ready instead of waiting out a poll interval.
Behind USE_ASYNC_DECODE with the synchronous loop kept for A/B during bring-up.
- System integration: Wi-Fi FULL_LOW_LATENCY lock and HDMI ALLM
(setPreferMinimalPostProcessing) for the stream's lifetime; game_mode_config.xml
opting out of OEM downscaling / FPS overrides.
- Pipeline: boost the data-plane pump + audio thread priorities, AAudio usage=Game,
DSCP marking on by default on Android, ADPF setPreferPowerEfficiency(false),
and setFrameRateWithChangeStrategy(ALWAYS) to force the HDMI mode switch on TV.
- lowLatencyMode master toggle (default on) as the escape hatch; the stats HUD now
shows the resolved decoder name.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- HostWaker + WakeOverlay: after sending the Wake-on-LAN packet, wait until the host
is really back (resend + mDNS poll, timeout, cancel/retry) before connecting.
macOS-only in practice — WoL stays gated off on iOS/tvOS pending the multicast
entitlement.
- Add/Edit host sheet gains a Wake-on-LAN MAC field, prefilled from the stored MAC
or the live mDNS advert; parseMacs validates aa:bb:cc:dd:ee:ff.
- Gamepad chrome/home and glass-style polish.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bring the Android client to parity with Apple's gamepad experience and finish
Wake-on-LAN.
- Console/gamepad home: host carousel, aurora chrome, mTLS game-library coverflow,
and an input-aware legend that switches between gamepad face buttons and a
TV-remote select-ring + arrows based on the last-used input.
- Wake-on-LAN: the fire-and-forget send is upgraded to wait-until-up
(WakeController/WakeOverlay: resend + mDNS poll, 90s timeout, cancel/retry,
fingerprint-matched so a host that cold-boots onto a new DHCP IP still connects),
plus host edit (touch dialog + console form) with an auto-filled MAC.
- Android TV: brand banner (android:banner), density-aware console scaling, D-pad/
remote nav (Up = Settings, Down or the pad Select button = host Options),
emergency stream-exit chord, and 120Hz console refresh.
- Touch UI: settings split into subpages with a tablet NavigationRail, axis-aware
tab animation (horizontal on phones, vertical on the tablet rail), animated
settings navigation, and a licenses screen with a back button + the real
workspace version (read from Cargo.toml).
- Vector Lock/controller icons (no emoji); bundled Geist font.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two probe test-infra fixes needed to validate the keep-alive hardening (e8531a9) on glass:
- `--seconds N` caps the receive loop (was a hardcoded 120s), so a probe against a live `serve`
host ends its session promptly and reaches the graceful `conn.close`.
- After `conn.close`, wait for the endpoint to flush the CONNECTION_CLOSE frame (bounded 2s)
before exiting — otherwise the process drops the endpoint before quinn sends the close, and the
host waits out the idle timeout instead of seeing the close CODE (which the `--quit` deliberate-
quit path and normal code-0 close both depend on).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
On-glass testing (Test 2, KWin .116) surfaced that a reconnect within the QUIC idle-timeout
window (~8s) lands on a fresh SECOND display instead of reusing the kept one: the old session
was still Active (not yet Lingering), so the registry's keep-alive reuse (which only matches
Lingering) skipped it and the old session kept streaming to nobody. Three fixes:
#3 Same-client reconnect preempt (the real fix): admission::preempt_same_identity() lists a
reconnecting client's OWN still-live session(s) (same cert fingerprint); serve_session signals
their stop + waits the release grace BEFORE acquiring, so the zombie tears down → its display
lingers → the reconnect REUSES it instead of making a second. Implements the "preempts
downstream" the admission docs already promised. Independent of the mode_conflict policy; the
pure core (same_identity_stops) is unit-tested.
#2 Deliberate quit skips linger: a client that deliberately disconnects closes the QUIC connection
with QUIT_CLOSE_CODE (0x51, shared in core::quic); the host reads the ApplicationClosed reason
and tears the display down immediately (registry release() gained force_immediate →
Linger::Immediate; multi-session-safe via the pure lifecycle machine), while a bare disconnect
still lingers for reconnect. Threaded via a session quit flag → the DisplayLease.
NativeClient::disconnect_quit() + punktfunk-probe --quit drive it; GameStream (Quit App /
h_cancel) is a documented follow-up.
#1 Configurable disconnect-detection latency: the QUIC control-connection idle timeout
(stream_transport, 8s default) is host-tunable via --idle-timeout-ms / PUNKTFUNK_IDLE_TIMEOUT_MS,
clamped >=1s with a keep-alive that scales to it so a live session never false-closes. Default
unchanged (8s stays load-bearing for the Windows IDD-push reconnect flow).
Workspace check + 63 core / 215 host / 47 vdisplay tests green; clippy clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
App Review declined 0.4.2 (3384) under guideline 2.4.5(i): the temporary
com.apple.security.temporary-exception.mach-lookup.global-name =
com.apple.audioanalyticsd exception "is not appropriate and will not be
granted." It had been added on the theory that CoreHaptics controller
rumble (RumbleRenderer / MenuHaptics) hard-crashes under the App Sandbox
without it, since the framework reaches the audio-analytics daemon over
Mach and the sandbox denies that global-name lookup.
Tested the theory directly on macOS with a real Xbox pad: a
CHHapticEngine start + full-intensity rumble in a genuinely enforced
sandbox (NSHomeDirectory redirected into the app container) with no
exception on the codesigned binary runs fine — no crash — even with a
live AVAudioEngine stream running concurrently. CoreHaptics tolerates
the denied lookup; the exception was never load-bearing.
So just remove it: CoreHaptics session rumble and menu haptics keep
working on macOS unchanged (no source change needed). DualSense stays on
its raw-HID path — a genuine Sony-motor gap — which needs no exception
either.
Resubmit requires a new build number and clearing the App Store Connect
App Sandbox entitlement-usage justification for this exception.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Every other distro has a full Host Setup page; Arch only had table rows. Add
docs/arch.md (signed pacman binary repo: key import + repo + install, GPU
prereqs, service/linger, web console, client, PKGBUILD appendix), slot it into
the nav after fedora-kde, and point the install/client tables at it. Update the
client-install rows from 'from the PKGBUILD' to the binary repo now that it exists.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The KHR variant reads 32-bit attrib pairs; the pointer-sized array fed it
garbage and every plane import came back rejected (observed on-Deck; the
new fallback ladder caught it and demoted to software exactly as designed).
Also print the real EGL error enum instead of its discriminant.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ABI_VERSION was doing double duty: the embeddable C surface AND the punktfunk/1
Hello/Welcome version that hosts equality-check. The WoL feature's v3 bump added
a client-local FFI function without changing a single wire byte — and every new
client started refusing against every deployed host ("ABI mismatch: client 3
host 2", observed live Deck → Bazzite). The wire now carries its own
WIRE_VERSION (still 2); ABI_VERSION stays 3 for the C header and the mgmt API's
informational field. Bump WIRE_VERSION only when the handshake/planes actually
change incompatibly.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Wake-on-LAN batch landed with lints that fail `clippy -D warnings`
(doc continuation, char-array split, io::Error::other, redundant closure)
and an ungated `mod wol;` in the Windows client, which pulls windows-only
crates into the non-Windows stub build.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
VAAPI decode stays; what changes is who touches the YUV. The direct path hands
the NV12 dmabuf (tiled AMD modifier since Mesa 25.1) to GdkDmabufTexture, and
GTK's tiled-NV12 import renders corrupt/gray/washed-out on the Deck. Moonlight
and mpv are clean on the same box because they import the dmabuf into their own
EGL context and convert with their own shader — video_gl.rs is that
architecture for the GTK client: per-plane EGLImages (R8 + GR88, modifier
passed through) → our YUV→RGB shader (matrix/range from the stream's CICP
signaling, unit-tested) → RGBA texture in a GdkGLContext-shared context →
fence-synced GdkGLTexture. GTK composites plain RGBA; no YUV negotiation, no
compositor CSC.
The Deck's decoder default flips back to hardware (the software stopgap is
gone); desktops keep the direct dmabuf path (offload/scan-out eligible).
PUNKTFUNK_PRESENT=direct|gl overrides either way. New failure ladder: GL
converter init failure or a convert-error streak raises a shared flag and the
session pump demotes the decoder to software with a keyframe re-request — the
same mechanism also closes the old silent-black-screen gap where a rejected
dmabuf import had no recovery at all.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Each client learns a host's MAC from the mDNS `mac` TXT while it's awake, persists it on the saved-host record, and — when reconnecting to an offline host — sends a magic packet before connecting, plus an explicit "Wake host" action. Apple wraps the C-ABI; linux/windows call the core fn directly (linux also gains a --wake CLI mode); android via a new nativeWakeOnLan JNI export (the mDNS browse record gains a 7th mac field); decky shells out to the linux client's --wake before launching the stream.
iOS/tvOS need the managed com.apple.developer.networking.multicast entitlement (pending Apple approval), so the wake path + UI are gated off via PunktfunkConnection.wakeOnLANAvailable and the entitlement is commented out — keeping iOS/tvOS releasable. MAC-learning stays active on every platform so it lights up the moment it's ungated. macOS works today.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
macOS reserves the controller Home/PS and Share/Create buttons for its own system gestures and never delivers them to the app unless it declares the Game Controllers capability. Add GCSupportsControllerUserInteraction=YES to the macOS target only (iOS/tvOS rely on the focus engine, so it must not be in the shared plist), alongside the existing preferredSystemGestureState=.disabled.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
SDL's Steam Deck mapping delivers the pad clicks as gamepad BUTTONS with no
surface identity: the generic `touchpad` button is the LEFT pad's click and
`misc2` the RIGHT's (SDL_gamepad_db.h `touchpad:b17,misc2:b16`). The client
forwarded `touchpad` as wire BTN_TOUCHPAD — which the host maps to the RIGHT
pad click (DualSense convention) — and dropped `misc2` entirely: a left-pad
click registered on the right pad, a right-pad click nowhere, and the
mis-routed state could stick.
Clicks from a multi-touchpad pad now ride the rich plane as TouchpadEx with
their surface, reusing the surface's live contact point (click buttons carry
no position). forward_touch carries the held click through motion frames so a
touch update can't clear a click mid-press, and the flush lifts held clicks on
detach/pad-switch. A DualSense's single touchpad button stays on the button
plane unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Deck's built-in controller can never leave Steam Input ("Steam Controller"
is always-required in the shortcut's matrix; Disable Steam Input only affects
other controller brands), so the raw 28DE:1205 device is the only path to the
trackpads/paddles/gyro. Steam hides it from SDL by launching shortcuts with
SDL_GAMECONTROLLER_IGNORE_DEVICES naming every physical pad it virtualized —
clear it (and _EXCEPT) at startup while single-threaded, logging what Steam set
as field evidence. The post-attach warning now states the real condition (raw
pad never enumerated; sticks + buttons still work) instead of advising a
Steam Input toggle that doesn't exist for the built-in controller.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Video (Deck): the VAAPI zero-copy path renders corrupt/gray/washed-out on the
Deck — root-caused to Mesa >= 25.1 exporting radeonsi VCN decode surfaces TILED
(the Flatpak runtime's Mesa 26 drives both the decoder and GTK's GL, and GTK's
tiled-NV12 dmabuf import mishandles it; desktop Tier-1 validations ran distro
Mesa with linear export). `auto` now resolves to software on a Deck (clean,
correct-colour, easily handles 1280x800 HEVC); PUNKTFUNK_DECODER=vaapi still
forces the hw path, with the descriptor modifier dump + GSK_RENDERER as the
bisect levers. Also reserve extra_hw_frames=4 on the VAAPI decoder: the
presenter pins mapped surfaces past receive_frame, and the fixed pool recycling
a surface the renderer still samples is intermittent block corruption anywhere.
Input (Deck): with Steam Input ON for Punktfunk, SDL sees only Steam's virtual
X360 pad — the right trackpad arrives as a plain right stick and the left
trackpad/paddles/gyro not at all, silently. The client now checks once the
post-attach enumeration settles and raises a toast + warn naming the fix
(disable Steam Input for the shortcut). The host logs a one-shot warning when
InputPlumber is running (Bazzite default) since it can grab the virtual Deck
pad and re-emit it under a different identity.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Wrap the `last_kf_req.is_none_or(...)` guard to satisfy `cargo fmt --all
--check` (CI Format step).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
GTK Linux client:
- hosts/library: clicking a card was dead — the handler was on
FlowBoxChild::activate (never emitted on click); bridge child-activated
→ child.activate() on the FlowBox (ui_hosts, ui_library).
- stream: the Ctrl+Alt+Shift+D/Q/S chords (and all key forwarding) were
dropped because the key controller sat on the overlay, which loses focus
to the header back button after nav.push+fullscreen — move it to the
window and remove it on teardown.
- video: a mid-session VAAPI decode error rebuilt a software decoder but
never requested a keyframe, so under the infinite GOP the picture stayed
gray/frozen forever. Request an IDR on any VAAPI error, keep the hardware
decoder, and demote to software only after repeated failures.
- stream: fix a per-session Capture↔overlay reference cycle that leaked the
overlay subtree + the Arc<NativeClient> on every session end — hold the
overlay weakly.
- stream: accumulate the fractional wheel remainder so precision-scroll
(Deck trackpad / hi-res wheels) sub-unit deltas aren't dropped.
- gamepad library: keep the launcher smooth on the Deck — freeze the aurora
and trim the visible card range (fewer 3D offscreen passes) on low-power.
- gamepad: log full pad identity (vid:pid:name:type:virtual) on attach to
diagnose an empty controller list on the Deck.
- cli: --connect host:<badport> silently did nothing; default to 9777 + warn.
- css: add the missing .pf-neutral pill rule; fix the clipped most-recent
accent (inset outline instead of a corner-clipped box-shadow bar).
Decky plugin:
- surface the on-screen library browser: label the host-row Games button.
- fix silent pin data-loss — the detached Games modal captured a frozen
pins array, so pinning a second game clobbered the first; mirror pins in
a ref and track the modal's pinned ids locally for a live label.
- route pair-required hosts through the pairing modal from the fullscreen
Stream button (parity with the QAM panel).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>