Commit Graph
829 Commits
Author SHA1 Message Date
enricobuehler cc8eb7df08 feat(clients): every pinned card gets a library, and it launches with that card's profile
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windows / build (aarch64-pc-windows-msvc) (pull_request) Failing after 11m18s
The console fix before this one closed the leak on one client. The same question
has a different wrong answer on each of the others, so this closes it everywhere:
a pinned host+profile card can be browsed, and every title launched off a pinned
card's shelf streams with that card's profile.

Two shapes of bug, one per client:

**The library was not offered on a pinned card at all** — Apple (both UIs:
`hasLibrary: profile == nil` on the console tile, no menu item on the touch card),
Android (`hasLibrary` required `pinnedProfileId == null`, and the console host
options gated Library on `pin == null`), GTK (the pinned card's menu had Connect,
Copy link, Create shortcut, Unpin — no library) and Windows (pinned tiles had no
menu whatsoever). Each was justified in a comment as "a pin is a shortcut, not a
second host, so the host-level actions stay on the host's tile" — right about
wake, pair, edit and forget, wrong about the library. Browsing is not a property
of the machine: it is this card's connect with a title picked first, which is
exactly what a shortcut is for. So the library joins Connect on every pinned
surface, and the host-level actions stay where they were.

**The launch dropped the profile.** GTK already carried it (its library clones
the card's whole ConnectRequest) and Windows already carried it (its library page
launches through the shared target, which the tile parks). Apple did not: the
library was keyed on a bare `StoredHost`, so `launchTitle` connected with
`.inherit` and the host's binding won even from a pinned card. Android was worse
still, and not only for pins — `LibraryScreen` dialled `connectToHost` with the
RAW settings, so a library launch applied NO profile at all, not even the host's
binding, on every host. Its host list resolves
`settings.effectiveFor(profileStore.resolveFor(kh, oneOff))`; its library resolved
nothing.

So the shelf, not the host, is now the unit both clients navigate by. Apple gets
a `LibraryTarget` (host + `ProfileSelection`) threaded through `libraryTarget`,
the shell's screen enum, both presentations and `SessionModel`; Android passes
the pinned id into `LibraryScreen` and resolves it there through the same
`ProfileStore.resolveFor` rule the connect path uses. Falling out of that:

  * a game that exits returns to the shelf it was launched from, pin and all,
    rather than to the host's default one — `SessionModel.launchedShelf` on Apple,
    `ActiveSession.libraryProfileId` → `LibraryReturn` on Android. Android also
    drops a pin that was unpinned while the game ran, rather than reopening a card
    that no longer exists.
  * Android's stats overlay finally names the profile a library launch used
    (`profileName` was never set on that path).
  * Apple's `punktfunk://browse/<host>` honours `profile=`, which it parsed and
    ignored — and refuses an unknown or ambiguous reference exactly as the connect
    route does (§10.6) rather than degrading to the binding.
  * every shelf says which one it is, in the card's own `host · profile` shape:
    the console's title, GTK's page title, Android's ConsoleHeader, Apple's
    navigation title and its console heading.

Verified per platform, none of it on trust:
  * console + GTK: fmt, build, clippy `-D warnings` and 85 tests green in the
    pf-lxcheck2 container (a Mac `cargo test -p pf-console-ui` compiles nothing).
  * Apple: `swift build` green for macOS, iOS and tvOS. Worth all three — the tvOS
    pass alone caught `navigationDestination(item:)` needing Hashable, and an
    iOS-only screen was confirmed genuinely compiled by planting a type error.
  * Android: `compileDebugKotlin` + unit tests, with HomeTilesTest's pin
    expectation flipped to match.
  * Windows: `cargo check --all-targets` + clippy `-D warnings` on the CI runner,
    cold (3m10s) — that client cannot compile on a Mac.
2026-08-11 22:13:54 +02:00
enricobuehler 332a81b077 Merge remote-tracking branch 'origin/main' into worktree-android-console-visual-refresh
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2026-08-11 07:37:32 +02:00
enricobuehler f692a1877c fix(android): the console answers its first field test — the glass, the drum, and the room to breathe
Every item from the on-glass review on the Nothing Phone 3, which found the refresh technically
correct and visually wrong.

**The glass was structurally broken, twice.** The focus bloom was drawn OUTSIDE the clip on
purpose ("a glow that stops at the edge is just a brighter border") — but unclipped drawing does
not stop at the row's neighbours either: in a list it painted over the rows above and below, and in
the carousel it escaped the card entirely. And the focus drop shadow is drawn UNDER the surface,
which is translucent — so the shadow showed straight through the fill as a dark rectangle floating
inside every card and field. Both are gone, and the comment forbids their return: the Apple glass
(`GlassStyle.swift`) is material + an animatable tint, full stop. Focus is now the fill and border
brightening (tint up to 0.28, near Apple's 0.30) — which is also why it finally animates like the
Apple client: one interpolating fill instead of four stacked effects arriving on separate curves.

**The select field is now the Apple drum.** `ConsoleOptionBand` ports `GamepadOptionBand.swift`
whole: options ride a turning cylinder segment, position driven by one spring whose retargeting
preserves velocity — rapid steps accumulate into one accelerating travel instead of five restarted
fades. Linear, not a ring; neighbours exist only mid-flight; the soft edge is per-option opacity,
never a mask (a mask rasterises the projection away — the Apple file's own field verdict). The
band's width is fixed by the row, so a step can never reflow the chevrons; portrait narrows it
(132 dp) because at 156 the LABELS truncated, and a clipped label loses meaning where a drum value
only loses its tail into the edge fade. Chevrons are icons now, not '‹' text glyphs.

**Landscape got room.** Rows cap at the Apple client's 620 dp and sit left; the focused row's
description moved into the width a wide phone was wasting — a side pane on the right, with the
row's label anchoring it — instead of a band floating over the list's tail. Portrait keeps the
band. Add-host fields take the same cap.

**The list is no longer guillotined.** The safe area now applies to the CHROME (strip, sides, top)
only; the list runs to the physical bottom edge with the bottom inset folded into its
contentPadding, so scrolled rows glide off the screen instead of being cut at an invisible line
above it.

**"Default settings" stopped shouting.** The headline that repeated itself on every tab is a quiet
"Defaults" chip at the strip's end — same honesty (this screen edits the base layer only), no
second heading repeating the tab pill's own word.

**Tab switching is finally directional.** The old cut slid a single list's contents 24 dp under an
85 % fade — the same crossfade whichever shoulder was pressed. It is now an AnimatedContent whose
incoming section slides from the side the press pointed at while the outgoing leaves the other way.
Each pane owns its own LazyListState (one state cannot attach to two lists — the constraint that
motivated the single-list hack), seeded at the section's restored cursor.

**The carousel ignores the safe area again, on purpose.** Insetting the pager clipped the fanned
neighbours at the cutout edge; cards visibly cut off is worse than cards behind a camera. Only the
centred card matters and it sits mid-screen — the title and legend keep their insets, they are
content.

**The legend stopped jumping.** The connect takeover parked its pill at bottom-CENTRE, so pressing
Connect made the one piece of chrome that should read as fixed leap halfway across the screen. It
now sits at the same bottom-start inset as every console screen.
2026-08-11 07:31:57 +02:00
enricobuehler f62a48d4a9 feat(library): launcher tiles get their launcher's logo — a brand token on the wire, the vector in every client
apple / swift (pull_request) Successful in 1m42s
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android / android (pull_request) Successful in 3m56s
ci / rust (pull_request) Successful in 5m40s
A launcher tile (role: "launcher", design D4) shipped no art on purpose:
a launcher's own icon is square, every client cover-crops a 2:3 poster,
and the crop turns a mark into a strip. So the tiles were the launcher's
name on a flat accent face — legible, and the blandest thing in the grid.

Entries now carry an optional `icon`: the NAME of a brand mark, never
image bytes and never a URL. `[a-z][a-z0-9-]{0,31}`, shape-validated by
the host on every lane (a client interpolates the value into a resource
name or an asset lookup, so the guard belongs upstream of all of them,
and each client re-checks rather than trusting the peer).

A token rather than art because the alternative is closed by
construction, and deliberately: the art proxy serves what the bytes ARE
(sniff_image_type) and SVG is not on that list — it is script-capable
XML and the console renders library art in a browser. Widening that
sniff would trade a rendering nicety for a stored-XSS surface. Naming
the mark keeps the refusal intact, keeps the glyph vector at whatever
size a tile happens to be, lets it take the tile's ink, and adds nothing
to a reconcile payload that is already body-limited. The cost is that a
third-party plugin cannot ship a mark no client bundles; its tile falls
back to the launcher's name, exactly as before, and the fix is a PR
adding the master.

assets/launcher-icons/ holds seven monochrome masters with per-mark
provenance and licensing (Simple Icons CC0: lutris, heroic, epic, gog;
Font Awesome CC BY: steam, xbox; Playnite's own logo, MIT). steam is
generated FROM assets/os-icons/steam.svg so the SteamOS host badge and
the Steam launcher tile can never drift.

scripts/gen-launcher-icons.sh bakes the three derivatives that cannot
consume a master (GTK symbolic SVG, Windows PNG, Apple template PDF)
and — unlike gen-os-icons.sh, which prints path data for a human to
paste — GENERATES the three inline registries (web console, Android
ImageVector, pf-console-ui Skia). Three clients x seven paths of up to
3 kB is a transcription error waiting to happen, and a mangled character
is a silently wrong logo rather than a build failure. The generated Rust
goes through rustfmt, since `cargo fmt --all --check` is a CI gate and a
generated file that fails it would fail every regeneration.

All six renderers draw the mark CONTAINED, never cover-cropped: the
masters' viewports are not square (steam 496x512, playnite 1024x1024)
and filling a 2:3 frame would reproduce the strip this exists to avoid.
Every one keeps its old fallback for a token it has no art for.

Epic, GOG and Xbox marks ship dormant. Those plugins' launcher switches
are off by default and emit nothing, because the host has no verified
launcher_ui activation for them yet — shipping the art now keeps turning
one on the one-line plugin change those plugins promise, instead of also
needing a release of all six clients.

api/openapi.json and the SDK are regenerated (the spec's version field
was stale at 0.25.0 and now reads 0.26.0, which is the crate's actual
version — an unrelated line that regeneration necessarily corrects).

Verified: host cargo check, clippy -D warnings across pf-client-core /
pf-console-ui / punktfunk-client-session / punktfunk-client-linux, plain
build, pf-console-ui tests (77, including a new one asserting all seven
masters parse under Skia and one asserting the letterbox stays inside
its box), pf-client-core tests (188), cargo fmt --all --check, Apple
swift build, Android compileDebugKotlin, web tsc + vite build,
plugin-kit tsc, biome. The Windows client is NOT compile-verified — it
cannot be built from a Mac (scripts/xcheck.sh covers only the capture
stack by design) and CI does not build it either; its tile change needs
a real box before it ships.
2026-08-10 23:26:47 +02:00
enricobuehler f90a4e5f97 refactor(android): ConnectScreen splits, and the console can finally open Controllers and Licenses
WP9.2 and WP8.3 of the console visual-refresh plan.

**WP9.2 — the 1361-line ConnectScreen becomes 979 plus three files.** `HomeTiles.kt` holds a pure
`buildHomeTiles` (non-composable, so it is unit-testable — `HomeTilesTest` pins six behaviours the
console carousel had no cover for at all, including that a saved host also advertising on a NEW
DHCP address is listed once, which exercises the fingerprint match rather than just "the builder
lists what it is given"). `ConnectGrid.kt` holds the touch home. `ConnectPrompts.kt` holds
everything modal. `ConnectScreen`'s signature is untouched, so `App.kt` compiles unchanged.

What stayed, deliberately: the state and the engine — discovery, the permission dance, identity,
the trust decision, the dial and its wake fallback, the deep-link router. Those close over ~20
locals that a dozen callbacks read AND write, so lifting them means inventing a state holder, which
is a second refactor and a second thing to get wrong. A comment above `ConnectScreen` now says so.

🛑 **A real bug the split surfaced, fixed here:** the console carousel was live under a FINISHED
speed test. It looked covered by `!connecting`, and was — until the measurement ended, because
`startSpeedTest` clears `connecting` before the Done card is dismissed. From that moment the card
and the carousel underneath both consumed the pad, so one A dismissed the card *and* started a
connect. `speedTest` now sits in the `navActive` gate with every other modal.

**WP8.3 — two screens the console could not reach.** On a TV box there is no touch interface to
fall back to, so the notices and the controllers view were simply unreachable. Both are now console
screens at nav depth 2 (reached FROM settings, which is what makes the trip a push and the way back
a pop), opened by a Controller-tab row and an About row. `GpSettingsPlace` carries the cursor across
the trip, keyed by row ID rather than index, so Back lands where you left rather than on the first
row of the first tab — and because a tab's length follows the hardware, an index would have been
the stale-pointer bug the tab-switch clamp already exists for.

Four blockers, all real:

* 🛑 `ControllersScreen` installed the shared input probes unconditionally and NULLED them
  unconditionally on dispose — no identity check, unlike `GamepadNavEffect2D`. During the shell's
  push/pop both screens are briefly composed, so its teardown would have killed the incoming
  screen's pad navigation. Now it releases only the slot it still owns.
* 🛑 `LicensesScreen` had exactly ONE focusable node, and Compose only scrolls to keep a FOCUSED
  child visible — so a D-pad could not read past the first screenful of a many-screen file. Both
  screens now drive their scroll state directly: up/down steps 0.28 of the viewport, shoulders page
  0.88 — under a screenful on purpose, so the line you were reading survives the press.
* ⚠ Both were inked from the TOUCH theme (28 `colorScheme` sites plus implicit pulls from
  `OutlinedCard`, `Switch`, `OutlinedButton`, `LinearProgressIndicator`), which is always dark —
  invisible over the six PALE palettes. They are now shown through one `ColorScheme` derived from
  `LocalGamepadInk` rather than 27 call-site branches, because call-site edits cannot reach the
  implicit pulls at all. Screenshot scenes shoot both on a dark and a pale palette; the pale pair is
  the point.
* ⚠ B was already taken — the input test's exit is a 1.2 s hold. The rule is now stated on screen:
  while the test runs the pad is the test's, a short B answers with the boundary thud instead of
  doing nothing, and the legend collapses to one "Hold to finish" cell.

🛑 **Second bug fixed in passing:** that hold ended the test AT the 1.2 s mark, so the B *release*
then fell through to MainActivity's B→BACK remap and closed the whole screen. It bit the touch
screen too. The test now ends on the release, which is therefore consumed.

Residual TV gap, flagged not fixed: the Controllers screen's inner buttons ("Grant USB access",
"Test rumble", "Test haptics") have no console focus list, so they stay touch-only — a denied Sony
USB grant still has no console recovery path.
2026-08-10 20:18:20 +02:00
enricobuehler 430c9831ef refactor(android): the prompts that say the same thing in both interfaces are now one prompt
WP9.1 of the console visual-refresh plan — dialog unification.

Six prompts existed twice: a Material `AlertDialog` in `ConnectDialogs.kt` and a console glass card
in `GamepadDialogs.kt`, maintained by hand. They had drifted, and always in the same direction —
the console losing something:

* "Pair with PIN…" and "Use a PIN…" lost their ellipses, so the console said the buttons finished
  something the touch UI said would open another step;
* "if no prompt appears when you tap Allow" became "after Allow";
* the speed test dropped `speedTestTargetNote` entirely, leaving a console user — often on a TV box,
  which is exactly the machine whose link is worth measuring — no statement of which layer "Apply"
  was about to write to. That is a write in an unknown direction.

What is shared now is the DESCRIPTION of a prompt (a title, a list of `DialogAction`s, a body) and
what stays per-interface is only how it is drawn. `PunktfunkDialog` takes that description and
renders it as an AlertDialog or as the existing console modal. Actions are ordered primary-first:
the console stacks them that way with the cursor on the first, and the touch renderer lifts the
same first action into `confirmButton`. One order, two idioms.

The two renderers cannot be one tree — an AlertDialog composes into its own platform window while
the console modal is a Box in the calling tree, which is why one needs a `BackHandler` and the
caller's `navActive` gate and the other needs neither.

Deliberately NOT unified, and they belong apart: the PIN ceremony (a keyboard field and an editable
device name against four D-pad digit slots is a different input model, not a different skin),
Add/Edit Host (a bottom sheet against a full screen with its own on-screen keyboard), and the host
action list (an anchored dropdown against a modal stack that also grows a row per profile).

Twelve composables become six. `ConnectScreen`'s dialog block loses ten `if (gamepadUi)` branches.
2026-08-10 19:30:34 +02:00
enricobuehler 4b48748b8a feat(android): the console can finally decide a host's clipboard and profile — and says what it is doing
WP8.2 and the rest of WP8.7 from the console visual-refresh plan.

**The console's Edit Host was missing two decisions entirely.** The touch edit sheet has always
offered a shared-clipboard switch and a profile binding; the console form built only name, address,
port and MAC. Nothing was ever LOST — `KnownHost.copy` preserved both — but a couch-only user could
never CHANGE either, and a TV box has no touch interface to fall back to. Both are now rows in the
console form, driven like settings rows: left/right steps them, A flips or cycles. The binding is
filtered through the live catalog, so a host bound to a since-deleted profile reads as unset rather
than as a name nothing resolves — the same guard the touch sheet applies. "Default settings" leads
the ring as the ABSENCE of a binding, not as a fake catalog entry.

**Accessibility, finished.** The library's coverflow now says which poster a press acts on — from
the art alone a centred cover and a neighbour are indistinguishable, and only the centred one
launches. The group heading is a live region: it is the sole signal that the cursor has crossed
from the launchers into the games, and a coverflow gives a reader no other way to notice, being one
strip rather than two lists. The store badge says why it is there ("Opens Steam" / "From Steam")
instead of reading out a bare vendor name after the title.
2026-08-10 19:26:13 +02:00
enricobuehler 0b550dad84 feat(android): the console tables stop drifting in silence, and the stats overlay gets a pad route
WP8 and WP9 of `punktfunk-planning/design/android-console-ui-visual-refresh.md`, in part.

**WP9.3 — shared parity vectors.** The console's background palettes, its settings section names
and its screen-transition motion each existed in three hand-written copies (`pf-console-ui`, this
client, the Apple client) held together by a comment asking the next person to keep them in step.
`clients/shared/console-vectors.json` now holds them, read the way `deeplink-vectors.json` already
is: `include_str!` in Rust, a relative path in Kotlin, `#filePath` in Swift — never a copy, because
a copy is a fourth contract free to go stale. It carries the DERIVED tables too, the 16-cell mesh
and the 4 blob colours per palette, which is the half that reaches the screen and the half Android
never checked: `GamepadPaletteTest` only ever measured the `stops` they are computed from.

Two drifts it immediately caught, both now closed:

* **The easing was the wrong curve.** `ConsoleMotion.EaseOutCubic` shipped as
  `cubic-bezier(0.215, 0.61, 0.355, 1)` while claiming to be the desktop's `ease_out_cubic`. It is
  not: that is the Penner/Ceaser table's curve, ~0.80 at the midpoint where `1 − (1−t)³` is 0.875 —
  visibly slacker over a 260 ms transition. Compose's `Easing` is a plain function, so it now
  evaluates the real thing analytically rather than approximating it at all. (Apple approximates
  with a different bezier only because SwiftUI's `timingCurve` cannot take a closure; the vectors
  sample the curve with a tolerance so all three can meet it.)
* **The desktop has a seventh tab.** Input — touch mode, mouse, invert-scroll, shortcuts — with
  nothing to set on a phone or a TV. `settings.rs` claims in prose that a setting is found under
  the same word on every client; that was true modulo an omission nobody could see. The vectors
  model it with `desktop_only` rather than picking a side, so neither client has to be wrong.

Rust reads it from three tests placed in the files that own the constants, so nothing had to be
made `pub` to be checkable. Verified green under Linux (the crate is `cfg(linux|windows)` throughout
— `cargo test` on a Mac compiles nothing and passes vacuously): 77 passed, 0 failed. Android's side
gates in CI as a FILTERED task; a plain `:app:testDebugUnitTest` would drag the ~20 Roborazzi
screenshot scenes into every push, and those are a release-artifact job.

**WP8.1 — a pad route to the stats overlay.** The tier could only be cycled by a three-finger tap,
which does not exist on a TV, on a gamepad-only session, or under touch passthrough — while the
settings row promised a live cycle. `Select + X` now cycles it, byte-identical to the Apple
client's `GamepadWire.back | GamepadWire.x`, implemented as the mic chord's twin in `GamepadRouter`
and edge-triggered on the button that completes the mask. The buttons still reach the game, as both
existing chords do. `GamepadChordTest` pins eight cases the kit had no cover for at all, including
that the three chords intersect only on Select and that none is reachable through another.

**WP8.5 — a start-of-stream banner.** The desktop's `skia_overlay` banner, ported with its timing
(opaque 5.4 s, then a 0.6 s fade) and its rule of naming only shortcuts that exist: pad chords when
a pad is present, the touch gesture when there is a touchscreen and the mode can use it. Nothing
`Ctrl+Alt+Shift` is advertised, because Android has none of it. It yields to the motion-unreachable
notice rather than stacking with it — that one reports something broken about *this* session.

**WP8.6 — the home card says which profile it connects with.** `HomeTile` carried a
`pinnedProfileId` the card never drew, so a pinned host+profile card was distinguishable from the
host's own only by a subtitle that had been quietly repurposed to hold the profile name. Both now
show the address like every other card and wear a tinted profile chip — the touch grid's own
convention and the Apple client's, inked from the console palette. Unsaved tiles (discovered, Add
Host) take a dashed edge, which is what the other two surfaces already use to say "not yours yet".

⚠ Not a detail panel: the Apple client REMOVED its own and moved the status onto the card, which is
where the lock and the online pip already were here.

**WP8.7 — accessibility, in part.** The console screens carried three `contentDescription`s and no
`semantics`, `Role` or `stateDescription` at all. A settings row now announces once, merged —
label, value, and the description that lives in the floating band far from it — with `Role.Switch`
and a real toggle state, because a toggle row's on/off string was drawn by nothing at all: the
switch replaces the value text, and the switch was two undescribed `Box`es. Decoration is silenced
rather than labelled (the chevrons were read aloud as punctuation on every focused row). The hint
bar's glyphs, the tab strip and the home tiles are done; `GamepadAddHostScreen` and `LibraryScreen`
are not yet.
2026-08-10 19:20:40 +02:00
enricobuehler cac500acc7 feat(android): the console UI stops moving under the cursor, and gets the desktop's real backdrop
Implements P1–P3 (WP1–WP7) of `punktfunk-planning/design/android-console-ui-visual-refresh.md`.

**The two named bugs.**

Settings rows GREW ON FOCUS. The focused row unfolded its description in place
(`AnimatedVisibility` + `expandVertically`), so every D-pad step shrank one row and grew another
and shifted every row below the cursor — on a list simultaneously being scrolled to keep the
focused row visible, whose target therefore moved out from under it mid-animation. Sideways, the
value's `AnimatedContent` animated its own WIDTH on every step, walking the ‹ chevron back and
forth. Rows are now fixed: the description renders in a floating `ConsoleDetailBand` above the
legend pill — the desktop console's reserved detail band (`screens/settings.rs`) achieved by FLOAT
rather than by subtraction, so an overlay can never displace the list. Apple's per-row
`reservesSpace` was rejected for density. The value slot gets a fixed minimum, end alignment, a
snapped `SizeTransform` and tabular figures, so `1920 × 1080 → 2560 × 1440` changes nothing but
the glyphs. `GamepadSettingsLayoutTest` is the regression net — it drives the real screen and
asserts the neighbouring rows' bounds and the focused label's bounds do not move.

The NP3's HOLE PUNCH sat over settings and add-host content. All twelve console call sites padded
with `systemBarsPadding()`, which EXCLUDES `WindowInsets.displayCutout`; in landscape a punch is a
left/right edge inset with no bar behind it. New `Modifier.consoleSafeArea()` is
`systemBars ∪ displayCutout` (the rule Material3's own components lay out against) and the
floating legends' landscape branch keeps ignoring the bars while still taking the cutout —
`SENSOR_LANDSCAPE` parks the punch on exactly that corner. The backdrop stays full-bleed; it is
ambience, and running under the camera is what ambience should do.

**The premium-feel levers.**

The screen transition is now the desktop console's contract instead of `Crossfade(240)`: push
slides the incoming screen up 36 dp out of a fade at 0.985→1 while the outgoing recedes to 0.96;
pop runs it backwards. Direction comes from a nav depth on `GamepadScreen`. `ConsoleMotion` is the
single motion vocabulary (`shell.rs:29`'s `TRANSITION_S`, `render.rs:120-151`'s geometry, plus the
focus/value/tab tweens that were scattered literals) and `ConsoleShape` the corner radii that were
four literals in as many files. Reduce-motion collapses push/pop to a 90 ms cross-fade.

The backdrop is the desktop's actual field: `mesh_sksl` (`library.rs:433-525`) ported to AGSL —
4×4 bicubic colour mesh, four drifting interior warp points, ±8° hue sway, vignette, scrim, `calm`
— compiled per palette and cached, gated on API 33+ (`RuntimeShader`). `GamepadPalette` already
carried `CELL_RAMP`; it grows `MESH_COLORS`, `MESH_INTERIOR` and `meshColors`, so the 16-cell
table is now literally shared with the Rust. API 28–32 keeps the four-blob field, and a shader
that fails to compile falls back to it rather than taking the console down. The `cross()` builtin
is written out by hand — AGSL's function set is a subset of SkSL's and not worth betting on.
Constants are formatted through `Locale.ROOT`: on a German-locale device `String.format` emits
`0,075`, which is a syntax error in shader source.

`Modifier.consoleGlass` gives every row, field, card and tile a vertical luminance gradient, a
1 px top-edge highlight fading into the border, and — with focus — a drop shadow plus an accent
bloom drawn outside the clip, so focus reads as a lens rather than a recolour. Modals get
`consoleCard()`, which fixes a real bug: the cards were a hardcoded near-black indigo while their
text came from the palette, so on any of the six PALE palettes a dialog rendered dark ink on a
dark card and was unreadable. `GamepadInk` grows `card`, `modalScrim`, `highlight` and `danger`.

Micro-interactions: menu haptics (tick on move, thud on a refused press, pulse on confirm) on the
driving pad's own motors, else the phone body, else silence — a TV has neither; a refused value
step nudges 4 dp toward the press and springs back; the pressed-side chevron ticks 2 dp; the
switch knob squashes at mid-travel; one indicator pill GLIDES between the section tabs instead of
six fills cross-fading; the home carousel dips 0.97 under A and its neighbours turn away on the
Apple client's projected `cos` fan (never `rotation3DEffect` — see its note on the settle flash).

Palette leaks closed: the library's group heading was hardcoded white (invisible on a pale field),
the poster ground a fixed indigo, and the launcher badge read `MaterialTheme.colorScheme.primary`
— the TOUCH theme's wallpaper-seeded colour, nothing to do with the field it sat on. The add-host
caret and the keyboard's fill went the same way. The home header now outranks the controller chip,
which was eating "Select a Host" down to "Selec…" on a 360 dp phone.

Screenshot scenes gain the console home on the mesh (API 36), the same home on the blob fallback
(API 31), a landscape home where the carousel's fan is visible, and a pale-palette pass of each.

Not in this change: WP8 (functional parity gaps) and WP9 (structural) — the plan's own P4/P5, and
the dialog cards' backdrop frost, which would need a `HazeState` plumbed through `ConnectScreen`
to be worth anything behind a 94 %-opaque surface.
2026-08-10 18:20:46 +02:00
enricobuehler e283f17ab4 Merge pull request 'Apple: a Shortcut or a home-screen widget jumps straight into a host's game library' (#155) from worktree-apple-shortcuts-library-widget into main
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Reviewed-on: #155
2026-08-10 14:56:19 +00:00
enricobuehler 1fc184516a feat(apple): the browse route is real — a Shortcut or a widget jumps straight into a host's library
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The reserved punktfunk://browse/<host-ref> route now routes on Apple: it
drives the same libraryTarget every internal surface writes, so the link
lands in whichever presentation the current mode owns — the gamepad
console's in-place library screen, the touch cover, the macOS sheet, or
tvOS's cover. Connect's posture minus the connect: a pin conflict
refuses, a live session is never preempted, an unsaved host gets a
notice (the library rides the paired mTLS identity, so there is nothing
to browse before the host is saved). browse ignores launch=/profile= —
nothing streams until a title is picked, and that connect resolves its
own profile.

On top of the route, the two new front doors:

- OpenLibraryIntent ("Open Game Library") beside Connect/Wake/End in
  Shortcuts/Siri/Spotlight, host-parameterized like the others and
  round-tripping through the URL — one router, no second path.
- A configurable library widget (kind "PunktfunkLibrary",
  AppIntentConfiguration over HostEntity — the configuration the
  HostEntity doc comment anticipated): pick a host, tap into its
  library. Unconfigured it follows the most recent host; a configured
  host that was removed shows the empty state rather than silently
  following a different host. Same .never timeline + HostStore push as
  the hosts widget, now reloading both kinds.

DeepLink.browse(host:) is the one emitter both doors share, covered by
a round-trip test beside connect's; the parse side was already in the
grammar and the vector file. Docs updated (clients, game-library,
profiles-and-links).
2026-08-10 14:11:01 +02:00
enricobuehler 7a8f63e906 Merge pull request 'The console UI answers the iPad field test — and the screen that would never open again was a UIKit read mid-render' (#154) from worktree-apple-gamepad-relanded into main
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Reviewed-on: #154
2026-08-10 10:51:03 +00:00
enricobuehler 5ca0dfdcd2 fix(apple): stream audio coexists with Music instead of fighting it
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Field report, with a competitor cited doing it right: connecting to a host
PAUSED the user's Apple Music, and resuming Music mid-stream silenced the
stream's audio for good. Both are one defect — the audio session was
EXCLUSIVE. Activating it evicted whoever was playing (the pause at
connect), and Music's resume evicted us right back; iOS stops the engines
on that interruption and restarts nothing, so the stream stayed silent
until reconnect.

`.mixWithOthers` on every category path (playAndRecord, playback, tvOS) is
the heart of it: a mixable session interrupts nobody at activation and is
not interrupted by another app's mixable playback — game audio rides over
the playlist, the way a console does it. The trade is that a mixable
session is nobody's Now Playing app, so the lock screen keeps showing the
music. For a game stream that is the correct reading.

The other half is `installInterruptionObserver`: interruptions still exist
for a mixable session — a phone call, Siri, an app claiming a NON-mixable
session of its own — and ending one restarts nothing by itself. On
`.ended` the observer re-runs the full activation (an interruption can drop
the category, and the earpiece steer is per-route) and revives the engines
through the same conservative `reviveStoppedEngines` the route-change and
media-reset observers already use — unconditionally, not only on the
`.shouldResume` hint: a live stream is the one case where the user's intent
to keep hearing it is not in doubt, and the revive already declines when
playback never went down.

The teardown's `.notifyOthersOnDeactivation` stays as a courtesy for the
edge where an old exclusive install interrupted something; a mixable
session has nobody to notify.

macOS build (session paths are #if'd out there), tvOS typecheck, 284 tests.
2026-08-10 12:47:05 +02:00
enricobuehler a14b000c9b feat(apple): the tray gradient blur is back — as a real blur this time
The form screens' pinned title and legend lost their gradient blur when
GamepadTrayScrim went (2590238b): the scrim was `.ultraThinMaterial`, and a
material by definition lifts and tints whatever it blurs — it read grey over
the aurora, and washed with the palette's ground it read coloured. There is
no public way to blur a backdrop without that tint, so the layer was deleted
rather than re-tuned, and the rows have scrolled to a raw edge since.

Glur's GlurView blurs the backdrop through a gradient with NO material stage
on top — the rows soften as they slide under the pinned trays and nothing
carries a colour. Three things about the adoption are deliberate:

  - It is the library's GlurBackdrop product, which uses a private API
    (a variable-blur CAFilter on UIKit/AppKit). The public `.glur()`
    modifier is a Metal shader on a view's OWN content and silently no-ops
    over platform-backed views like ScrollView, so it cannot reach a
    backdrop at all. GlurBackdrop ships as a separate module precisely so
    adopters can weigh the App Store exposure; it disables hit testing
    itself, so the band never eats a touch.

  - The dependency is pinned by REVISION: GlurBackdrop exists only on main —
    no release carries it (the newest tag, `1.1`, predates it and is not
    three-component semver anyway, so `from:` resolution stops at 1.0.4,
    which doesn't have the product). Wired into BOTH manifests — the
    package for `swift build`, and the xcodeproj (remote package reference
    + per-target product deps) for the app targets, which compile these
    sources themselves and know nothing of Package.swift's dependencies.

  - The band takes NO content-side overhang, unlike the scrim it replaces —
    and dropping the scrim's hard-won -44/-72 runway is the point, not an
    oversight. That runway existed because a material carries body at every
    alpha and had to dissolve OUTSIDE the tray; carried over here it blurred
    fully-visible rows at rest (first on-glass verdict). Glur's ramp reaches
    literal zero, so the band ends exactly at the tray's layout edge: open
    content untouched, rows soften only where they actually slide under.
    The 80 pt outer bleed and the pinned shape
    (`transaction { $0.animation = nil }`) are kept — full-bleed by LAYOUT
    rather than `.ignoresSafeArea()`, so a push never shows the band
    growing into place.

Mounted exactly where the scrim was: settings, add-host and pair trays
(top + bottom) and the library title (top). Glur is attributed on the
Acknowledgements screen alongside the bundled font — it is a Swift package,
so the Rust-closure notices generator rightly knows nothing about it.

macOS build, tvOS typecheck; band placement and the blur itself verified on
the iPad on glass.
2026-08-10 12:46:45 +02:00
enricobuehler bac63059a9 feat(apple): drive the console UI from a hardware keyboard
Asked for by a field user: "make the iPadOS client compatible with keyboard to
select games with keyboard arrows, enter to launch". An iPad on a Magic
Keyboard and a couch Mac are the same situation the console layout was built
for — a screen driven from a distance with a fixed set of directional inputs —
and the cursor/confirm/back model already exists here for the pad. A keyboard
is a third input onto it, not a new navigation scheme: arrows move, Return and
Space activate, Esc backs out, everywhere the controller already worked
(carousel, menu lists, prompts) plus the plain poster grid.

`active` mirrors each caller's existing controller gate rather than being a
second, parallel notion of "who has input". Without that, a launcher sitting
under an open screen would keep eating key presses and navigate behind it —
the same defect the pad gate exists to prevent. Esc returns `.ignored` when a
screen has no back action, so it still reaches the `.cancelAction` shortcut
that closes a macOS sheet.

The plain grid needed real arithmetic rather than a flat index. It renders up
to TWO `LazyVGrid` sections (launchers above titles), so a flat index steps by
the wrong amount at the boundary whenever the first section's last row is
partial — up from the titles' first row lands mid-launcher-row instead of
above. `LibraryGridNav` moves within a section and hands off at its edges
preserving the column, clamping into partial rows. It lives in PunktfunkKit
because it is edge-case arithmetic and that is the target tests can reach; 12
cases cover the partial row, the hand-off, a stale cursor, an empty grid and a
zero column count.

The column count comes from the grid's MEASURED width run through
`.adaptive`'s own fitting rule, so up/down move exactly one visual row instead
of a guess that drifts with window size. Measured via a background
GeometryReader — a sibling inside a ScrollView would claim the whole viewport.

The grid cursor starts nil and only appears on the first arrow press, so a
touch user is never shown a selection they didn't ask for.

tvOS is excluded throughout: its focus engine already routes hardware arrows,
and these screens hand it navigation authority deliberately.

17 PunktfunkKit tests pass; macOS + tvOS typecheck; launcher and settings
verified rendering and navigating in the iPad Pro 13" simulator.
2026-08-10 09:59:28 +02:00
enricobuehler 3daead7d71 fix(apple): the sub-screens' legends sit where the launcher's does
Carries the display-corner inset (previous commit) through the three screens
that pin the same legend pill — settings, add-host, pair — so they don't drift
from the launcher the moment the user opens one. Each of those trays is
`maxWidth: .infinity, alignment: .leading`, so the pill is left-aligned there
too and the iPad's short centre indicator is never in its way; the keyboard
tray sits ABOVE the legend in the stack, so pulling the tray down doesn't put
keycaps over the strip.

And the settings tab strip now takes its padding from the row metrics instead
of two fixed numbers. It was the other half of the iPad sizing complaint: the
tier work grew the fields under it while the tab pills stayed at phone scale,
which read as a tab bar that belonged to a different screen.

macOS + tvOS typecheck.

Re-landed on the probe spelling: the corner inset is read from
`\.displayBottomInset` (DisplayBottomInsetProbe via ContentView), never asked
of UIKit during body — the original spelling froze the update graph of any
view that called it on device (see the legend-pinning commit).
2026-08-10 09:59:25 +02:00
enricobuehler 18d0009c35 feat(apple): the trust prompt takes controller input
Trust-on-first-use had no pad wiring at all, and it appears at the worst
possible moment for that: mid-connect, with capture already disabled so
ContentView can blur the stream and stop forwarding. A pad-only user pressed A
to connect, got this card, and found the controller in their hands doing
nothing — the only way past was to reach for the screen. A trusts, B cancels,
X runs the PIN ceremony instead.

The legend only appears with a pad attached; naming controller buttons to a
trackpad user would be describing hardware they don't have. `GamepadManager` is
observed rather than read once so the bar arrives if a pad wakes up while the
card is already open.

Safe to poll unconditionally while the card is up: capture is off for its whole
lifetime and the home screens are unmounted behind the session view, so nothing
else is reading the pad. The A press that STARTED the connect is typically
still held when this mounts — `GamepadMenuInput` adopts the held state without
firing on start, so it doesn't auto-trust.

tvOS is untouched: the focus engine already drives these buttons.

macOS + tvOS typecheck.
2026-08-10 09:58:26 +02:00
enricobuehler 8ef5350431 fix(apple): pin the launcher legend to the display's corner
On an iPad the controls pill sat two to three times further from the bottom of
the screen than from the left, so it read as floating rather than tucked into
the corner. `safeAreaInset` places its content INSIDE the safe area, so the
pill's bottom margin was stacking on top of the device's own ~24 pt
home-indicator inset while the leading margin had nothing to stack on.

Subtracting that inset is the fix; GETTING the inset is where this commit's
history is. Three spellings failed before this one, each silently:

  - a `GeometryReader` carrying `.ignoresSafeArea()` — a proxy reports no
    inset for an edge it has been told to ignore, so it can only answer 0;
  - `.ignoresSafeArea(.container, edges: .bottom)` on the inset CONTENT,
    which does not move content the inset mechanism itself placed;
  - asking UIKit for the key window (`UIApplication.shared.connectedScenes…`)
    DURING body — which answers the right number and then KILLS the asking
    view. On a physical iPad (never the simulator) that walk re-enters UIKit
    layout mid-render and SwiftUI silently severs the view's update graph:
    from then on every `@State` write lands in storage without `body` ever
    running again. That is exactly how Settings and Add Host stopped opening
    while their triggers kept firing and `showSettings` kept reading true —
    no AttributeGraph warning, nothing in the log. Found by bisecting device
    builds; a build that opens the screen programmatically renders green with
    input-driven navigation completely dead, so only a real press counts.

So the inset is measured where it is knowable: DisplayBottomInsetProbe, a
UIView that reads its WINDOW's inset from UIKit's own callbacks
(didMoveToWindow / safeAreaInsetsDidChange / layoutSubviews), hops out of the
current update, and publishes through `\.displayBottomInset` from ContentView.
The legend reads the environment — proven safe on glass — and
`gamepadLegendBottomPadding` is pure arithmetic.

Tablets only. The padding goes negative to pull the pill back down through the
indicator strip, which is safe there because the pill is left-aligned and an
iPad's indicator is a short bar in the middle. A phone's indicator is taller
and its legend runs most of the width, so the same move would cross it —
phones keep the plain margin, and the tier comes from the size classes, so an
iPad in a narrow Stage Manager window is treated as the in-hand case it is.

macOS + tvOS typecheck; margins and Settings/Add Host opening from a real
controller press verified on the iPad itself.
2026-08-10 09:58:20 +02:00
enricobuehler 522ac7bd49 feat(apple): the connect path's modals are pad-navigable
`.alert` and `.confirmationDialog` are UIKit/AppKit surfaces: a game controller
cannot move through their buttons or press one. On iOS/macOS that made every
prompt in the connect path a dead end for a pad-only user, and they are not
incidental prompts — "Pairing required" is the FIRST thing an unpaired host
shows (so pairing was unreachable before it even got to a PIN), "Connection
failed" strands the console UI behind a modal only a finger can dismiss, and
"Waiting for approval" owns the only Cancel for a connect that may never
complete. GamepadPromptView renders those states as a console card with a
focus list of actions; the system alerts stand down while it is up. tvOS keeps
them — the focus engine drives them natively there, which is exactly why this
gap was invisible from that platform.

Two things are deliberate rather than incidental:

The gate is "not STREAMING", not `model.connection == nil`. A connection
object exists well before a stream does — through the pair-required and
approval handshakes, precisely when these fire — so gating on the connection
would hand those cases back to the system dialog. Streaming is the one state
that must keep the alert: there the pad belongs to GamepadCapture.

And the overlay hangs off `driven`, not `home`, for the same reason: `home`
renders only while the connection is nil, so a prompt mounted there would be
skipped in the very case it was written for.

The launcher stands down from the controller poll while a prompt is up
(`promptActive`) — without it the host carousel keeps scrolling underneath the
modal and one A press reaches both.

macOS + tvOS typecheck; console UI verified opening Settings in the iPad
simulator with the prompts wired in.
2026-08-10 09:56:25 +02:00
enricobuehler 8ab4918923 fix(apple): the host strip stopped flashing as it settles
Reported from the iPad: the cards arrive, come to rest, and then flash. They
did — and it was not the motion. Every card sat at the WRONG fill for as long
as the entrance animation ran, then snapped to its real one in a single frame
once SwiftUI tore the animation down, roughly a third of a second AFTER the
last card had stopped moving.

`rotation3DEffect` was the cause. A real 3D transform renders its subtree
through an offscreen layer, and these cards carry translucent glass, which
resolves differently in there — so the strip showed the aurora through itself
for the duration and went opaque the instant the layer was dropped.

Measured on an iPad Pro 13", sampling the centred tile: it held #4a3d87 across
twelve frames in which nothing moved, then stepped to #423970 — 23/255 of blue
in one frame, on every card at once, while the backdrop beside them stayed
exactly #713fa0 throughout. Stretching the timeline from 1.02 s to 2.82 s moved
the step from 0.70 s to 2.50 s after launch: the same 0.32 s before the end in
both runs, which is what proves it is the animation ENDING and not any state
the tiles were waiting on. Deleting the rotation deleted the step outright.
`compositingGroup()` above and below the transforms each changed nothing, so
this is the 3D layer specifically, not compositing in general.

The turn is now projected instead of rendered: cos(angle) as a horizontal
squeeze IS the orthographic projection of a Y-axis rotation, hinged on the edge
the card fans from — which also puts the code behind the doc comment that
already described the fan that way (the sign of a rotation carried it before;
cos is even, so the anchor has to). Affine, so there is no offscreen pass and
no layer to drop. What's lost is the perspective trapezoid, which at card size
was never what sold the motion; the fan-out, the stagger and the overshoot are
untouched.

Also drops the temporary PUNKTFUNK_DIAG_OPEN hook that gated each step of this
branch in the simulator.

284 tests pass; macOS + tvOS typecheck; entrance re-recorded on the iPad Pro
simulator — the tile now settles monotonically (#4153cf → #383c77 → #39396e →
#393a6e) and holds, with the fan-out still reading as a turn.
2026-08-10 09:36:02 +02:00
enricobuehler 09bac99090 feat(apple): pairing you can actually do with a controller
PairSheet is a `Form` with two `TextField`s. On tvOS the focus engine drives
those natively, but on iOS/macOS a controller cannot reach a text field, type
into it, or press the button underneath — so for anyone in the console UI,
pairing (the ONE thing between a fresh install and a first stream) ended at
"now touch the screen".

GamepadPairView is the same ceremony in the gamepad UI's own vocabulary: the
vertical focus list the settings and add-host screens use, A on a field to
open GamepadKeyboard in a bottom tray, B to peel one layer. It mirrors
GamepadAddHostView field for field, because it is the same interaction and
someone who has added a host should recognise it immediately.

The ceremony itself moved to a shared `PairCeremony` used by both
presentations, so they can never disagree about what a wrong PIN means, what
a host rejection says, or when a late result must be discarded.

On iOS it is a shell layer like settings and add-host, and it LEADS the
shell's screen order: it blocks a connect the user already asked for and can
be raised from on top of the library (launching a title on an unpaired host),
so it has to win; backing out reveals whatever it interrupted. macOS has no
shell, so its sheet switches content by mode instead. tvOS is untouched.

macOS + tvOS typecheck; console UI verified opening Settings in the iPad
simulator with the pair screen wired into the shell.
2026-08-10 08:12:50 +02:00
enricobuehler 5db3b3c4fd feat(apple): the controls legend is clickable
Every hint cell that names an action is a real button on iOS/iPadOS/macOS.
The legend already lists every action a screen has, in one fixed place, so a
user without a pad in their hands — an iPad on a stand, a Mac driven by
trackpad, anyone running `gamepadUIMode == "always"` — was reading a complete
menu they could not press.

tvOS keeps them inert deliberately. There is no pointer there, so a tappable
cell would have to be FOCUSABLE, and that puts six new stops in the path of a
focus engine whose flow on these screens is load-bearing and hard-won — while
every action in the legend already has a native route (select, Menu,
Play/Pause, the focusable tab pills).

Cells that name an INPUT rather than an action stay labels: "↔ Adjust" is the
stick itself, and "A Type" over the on-screen keyboard has no tap equivalent
because a touch user types by tapping the keycap.

Two details that are load-bearing rather than tidy: the decorative hairline
gets `allowsHitTesting(false)` (it sits on top of the cells), and the press
style's `contentShape` sits below its `scaleEffect` so shrinking the artwork
cannot move the target out from under a resting finger and lose the touch-up.

macOS + tvOS typecheck; 272 tests pass; console UI verified opening Settings
in the iPad simulator.
2026-08-10 08:05:14 +02:00
enricobuehler ffb1ecfebe feat(apple): size the console UI for the iPad
GamepadFormMetrics had exactly two tiers, tvOS and everything-else, so a 13"
iPad Pro drew its settings rows, section tabs and legend at iPhone scale in
the middle of a very large display — the field verdict was that the sizing
"does not adapt to larger screens". There is a third tier now, between the
in-hand and 10-foot sets.

Chosen from the SIZE CLASSES, not the device idiom: an iPad in a narrow Stage
Manager or Split View window keeps the in-hand numbers, because what is being
read is the window, not the panel behind it. Phone sizing is untouched.

Published from ContentView — the app root — rather than only from
`gamepadPaletteInk`. A screen that applies that modifier itself sits ABOVE its
own copy of the environment, so its `@Environment` resolves against its parent
and would read the bare phone default no matter what the modifier published.
The screenshot harness publishes it too, for the same reason: it mounts these
screens with no ContentView above them, so an iPad capture used to render the
whole gamepad UI at iPhone scale.

macOS + tvOS typecheck; the console UI verified in the iPad simulator opening
Settings at the tablet tier.
2026-08-10 07:44:36 +02:00
enricobuehler 08e462fee9 fix(apple): Graphite's selected settings tab was white on light grey
The tab strip's selected pill is FILLED with the palette accent, and
`ink.onAccent` — chosen by that accent's own luminance, and documented for
"a filled pill's label" — has existed for exactly this since the palettes
landed. The strip was using the plain foreground instead, which is white on
every dark palette and therefore looked fine on all but one: Graphite's
accent is a light grey (luma ≈ 0.80), so its selected tab read white on
white.
2026-08-10 07:41:43 +02:00
enricobuehler 2590238b8f fix(apple): the console sub-screens' backdrop, glass and option band
Four things the field reported on glass, all in the console's visual layer.

The tray scrim is GONE, not re-tuned. It laid `.ultraThinMaterial` across the
top and bottom of every form screen, and a material by definition lifts and
tints whatever it blurs — so it read grey, and washing it with the palette's
ground only made it read coloured. There is no public way to blur a backdrop
without that tint, so the layer had to go. The darkening it also provided was
never its to provide: the backdrop's own legibility scrim
(0.38/0.06/0.08/0.40 — the same gradient pf-console-ui bakes into its shader)
has always been one layer down, which is why the console has no tray band.

Pale palettes rendered every row, pill and card as a flat white slab, and
lowering the tint did nothing, because the opacity came from the glass BODY:
`.regular` is a bright, high-body material and a pale palette's `ink.glass` is
literal white. Pale palettes take `Glass.clear` now, with a light wash to keep
dark ink legible.

A focused settings row changed colour in a hard jump, a beat late, while its
scale animated smoothly beside it — the focus tint rode `Glass.tint`, and a
Glass value is opaque to SwiftUI's animation system. It is a plain fill
between the glass and the label now, so the existing animation covers it.

The host cards appeared to be swapped for different ones as their entrance
landed: `CardEntrance` swings each tile in on a rotation3DEffect, and Liquid
Glass samples the backdrop through its own layer, which it cannot do under a
3D transform. Those tiles take the material path (`forceMaterial`).

And the option band never turned like a cylinder because the band MASKED
itself: a mask rasterises what it covers, flattening `rotation3DEffect`'s
perspective, so the projection was computed and discarded every frame. The
soft edge is folded into each option's own opacity instead. Its ±1 neighbours
stay hidden at rest — showing them reproduced the documented overlap defect
("2752 × 2064" with "280 ×" through it), which is why they were dropped.

Also fixes pale palettes washing out: the calm mix added a plusLighter wash of
a near-white ground on top of a field already mixed toward it, saturating the
form screens to white.

macOS + tvOS typecheck; console UI verified opening Settings in the simulator,
with no tray band.
2026-08-10 07:33:11 +02:00
enricobuehler beb639f067 fix(ui): the OLED palette is called Eclipse now
Every other background reads as a place or a material — Violet, Nebula,
Abyss, Ember, Moss, Graphite, Holo, Sunset, Bloom, Dawn, Mint, Opal — and
"OLED" was a spec sheet sitting among them, naming the panel it suits rather
than what it looks like. It looks like black with a thin violet corona at one
corner, which is an eclipse, and that puts it beside Nebula and Abyss.

The ID stays "oled" in all three clients: it is the stored ui_palette value
AND the cross-client key, so renaming it would orphan every saved choice and
silently desync Apple, Android and the console UI. Only the label moved. No
test or doc pinned the old string.

Palette tests pass; macOS builds.
2026-08-10 07:30:30 +02:00
enricobuehler 90450ff1f6 feat(apple): the legends remember which pad you own
`buttonGlyph` asked the LIVE controller for its `sfSymbolsName` and fell back
to generic letter glyphs, so the moment a DualSense slept, disconnected or
ran flat, every ✕/◯ hint turned into A/B under its owner's hands. Under
`gamepadUIMode == "always"` — the console UI up with no pad by design — they
were never right at all.

GamepadManager now remembers the family of the last controller that was
actually attached (`DefaultsKey.lastGamepadKind`, written on selection and
deliberately never cleared on disconnect), and the legends resolve live →
remembered → generic. Not a user-facing setting: a glyph-style picker is one
more row asking a question the app can answer itself, and the remembered pad
is right essentially always.

GamepadGlyphs maps by POSITION, not by name, because that is what
`GCExtendedGamepad`'s buttonA/B/X/Y are. So ✕ is role `.a` (the bottom
button), and a Switch pad gets Nintendo's transposed labels rather than Xbox
letters printed on the wrong physical buttons.

The test asserts every symbol name RESOLVES on the running OS. That is the
load-bearing one: `Image(systemName:)` draws an unknown name as nothing at
all — no crash, no log, no red build — so a typo would silently blank a
legend on device and no amount of building would catch it.

macOS + tvOS typecheck; the 5 glyph tests pass; the console UI verified
opening its Settings screen in the iPad simulator.
2026-08-10 07:29:33 +02:00
enricobuehler 5d7091bf87 Merge pull request 'The Windows Xbox pad: make games actually see it' (#149) from worktree-xbox-pad-wgi-visibility into main
apple / swift (push) Successful in 1m35s
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Reviewed-on: #149
2026-08-09 21:36:29 +00:00
enricobuehler e19f11bb0d feat(abi/apple): carry the trigger motors to non-Rust clients — ABI 18, next_rumble_cmd2
windows-drivers / probe-and-proto (pull_request) Successful in 25s
apple / swift (pull_request) Successful in 1m37s
apple / screenshots (pull_request) Skipped
windows-drivers / driver-build (pull_request) Failing after 1m43s
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windows / build (aarch64-pc-windows-msvc) (pull_request) Successful in 1m36s
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windows / build (x86_64-pc-windows-msvc) (pull_request) Successful in 2m32s
ci / docs-site (pull_request) Successful in 4m36s
ci / rust (pull_request) Failing after 9m15s
nix / flake (pull_request) Successful in 15m3s
The `0xCA` wire already carries the two Xbox impulse-trigger motors (v3), and the Rust decode path
already parses them; `datagram_task.rs` dropped them on the floor with a comment naming exactly this
work as what remained. The blocker was the C ABI: every non-Rust client pulls rumble through
`punktfunk_connection_next_rumble_cmd`, whose out-params cannot carry two more channels.

    PunktfunkStatus punktfunk_connection_next_rumble_cmd2(
        PunktfunkConnection *c, uint16_t *pad, uint16_t *low, uint16_t *high,
        uint16_t *left_trigger, uint16_t *right_trigger,
        uint32_t *backstop_ms, uint32_t timeout_ms);

⚠️ ADDED, not widened. `_cmd` keeps its signature and its values bit-identical for handle-only
traffic — out-of-tree embedders depend on it and `docs/embedding-the-c-abi.md` documents it, so
silently changing an exported symbol would break every consumer at once. `nm` on the staticlib shows
all four rumble entry points still exported. `ABI_VERSION` 17 → 18; every other site reads it
dynamically, so there are no hardcoded mirrors to drift.

⚠️ ONE HONEST BEHAVIOURAL DELTA, documented in `abi.rs` and pinned by a test: against a
trigger-driving host a `_cmd` caller now receives commands with `low == high == 0` where the demux
previously dropped the update entirely. They are idempotent handle stops, and the redundant-stop
suppression cannot fold them because the command as a whole is not silent. Zero cost today —
nothing sources non-zero triggers.

The dedupe-jitter proof was RE-DERIVED rather than widened, which is the kind of thing that quietly
rots when a tuple grows: the nudge touches only `low` by ±1 LSB and `emit` is only reached with a
non-silent level, so the nudged tuple can collide with the four-field stop sentinel only at
`(1,0,0,0)`. A test pins both directions — refuse at `(1,0,0,0)`, flip freely at `(1,0,lt,0)`.

Apple renders them: `RumbleRenderer` gains `Motor?` slots at `GCHapticsLocality.leftTrigger` /
`.rightTrigger` beside the existing handles. A controller without trigger actuators degrades
silently — a nil engine yields a nil slot and `reconcile` no-ops — and absent localities are never
logged, because on most pads that is the normal case rather than a fault. The macOS DualSense
raw-HID branch stays a deliberate no-op: a DualSense has ADAPTIVE triggers, not trigger rumble
motors, and inventing a mapping there would buzz the wrong thing.

🛑 BUILT AHEAD OF A PRODUCER, DELIBERATELY, AND NOTHING HERE CLAIMS OTHERWISE. Nothing can currently
source trigger rumble on Windows and that is measured, not assumed: `XINPUT_VIBRATION` has two
members, and GameInput — the only four-motor API — does not enumerate an xinputhid-promoted Xbox pad
at all, verified against a REAL Microsoft Elite which is equally invisible to it while classic
XInput reads it live. So this path has never been exercised end to end and the comments say so.

VERIFIED
  * `cargo test -p punktfunk-core --features quic --lib` 378 passed on macOS, 203 on Windows;
    clippy `-D warnings` clean with and without default features; `cargo fmt --all --check` clean.
  * The generated header is regenerated and idempotent on re-run (CI diffs it).
  * SWIFT ACTUALLY COMPILES AND RUNS: `swift build` clean and `swift test` 262 passed / 0 failures
    in `clients/apple`, against a locally built xcframework. (Editor SourceKit errors about
    `PunktfunkCore`/`DualSenseHID` are index noise from that gitignored artifact — a real build
    resolves both, and the `DualSenseHID` references are untouched by this change.)
  * `cargo build -p punktfunk-host` clean on Windows.

NOT VERIFIED
  * End to end — see above; there is no producer.
  * Whether a real Xbox pad on Apple actually reports the two trigger localities. The degrade needs
    no code, but the positive case is untested.
  * `pf-client-core` (the SDL renderer) does not build on macOS at baseline and is unbuilt here. It
    only reads `RumbleCommand` fields and never constructs one, so added fields cannot break it, but
    it still calls `_cmd`; wiring `SDL_RumbleGamepadTriggers` is separate work.

ANDROID: NOT DONE, and it should stay that way for now. `pack_rumble` packs pad/backstop/low/high
into bits 0..52 of a `jlong` with `-1` reserved as a sentinel — two more `u16` do not fit. The right
fix if ever wanted is the direct-`ByteBuffer` shape `nativeNextHidout` already uses in the same file
(zero-allocation, caller-owned, the established idiom), not a second `jlong` (racy across two calls)
nor `long[]` (an allocation per pull). But no Android device exposes trigger actuators at all, so
there is nothing to render. Separately stale and also not fixed: `NativeBridge.kt`'s KDoc still
documents the v2 `ttl_ms` layout rather than `backstop_ms`.
2026-08-09 23:30:02 +02:00
enricobuehler bd5735b803 feat(pads/windows): make the HID Xbox pad the default, and carry the trigger motors on the wire
Three changes that only make sense together: the HID backend becomes the default now that it is a
superset of the XUSB one, the rumble datagram grows the two Xbox impulse-trigger motors, and the
INF-shape tests learn about the Xbox identity's own install section.

WP-E — `PUNKTFUNK_XBOX_BACKEND` now defaults to `hid`; `=xusb` is the escape hatch.
The knob existed for exactly one reason, recorded in its own doc comment: the HID pad could not
reach classic XInput, so defaulting to it would trade a known-working path for an unproven one.
That objection is gone — with the `xinputhid` bus filter the INF now attaches, the HID pad is
promoted like real hardware and keeps classic XInput while gaining everything XUSB never had
(Steam, SDL, RawInput, DirectInput, joy.cpl, WGI) plus rumble, which XUSB could not source at all.
The escape hatch stays because promotion leans on Microsoft's inbox `xinputhid.inf`; if a servicing
update changes it, one env var restores the old behaviour with no reinstall. An unrecognised value
takes the DEFAULT rather than the opt-out, so a typo cannot silently drop a user onto the path with
no HID collection.

WP-D — the `0xCA` rumble datagram gains a v3 form:
  v1  7 B: [0xCA][u16 pad][u16 low][u16 high]
  v2 10 B: … [u8 seq][u16 ttl_ms]
  v3 14 B: … [u16 lt][u16 rt]
v3 is built FROM v2's bytes rather than restating the layout, so the prefix relationship is
structural instead of a convention two encoders have to keep agreeing on, and every reader gates
with `>=`. The four levels share one seq and one ttl on purpose: they are one statement of the
pad's feedback at one instant, and sharing means the whole v2 apparatus — renewal cadence, stop
burst, the client's seq gate, the lease clamp — governs the triggers with no new code. The new
`RumbleUpdate` fields are plain `u16`, not `Option`: on a level-triggered plane "absent" must mean
zero, because "absent → keep the previous value" is the stuck-rumble bug in a new costume.
Only one backend can ever source them — the Windows HID Xbox pad, whose output report 0x03 carries
them. `XINPUT_VIBRATION` and evdev `FF_RUMBLE` have two members and no third, so every other
producer sends `lt = rt = 0`.

⚠️ The two TRIGGER `enable`-mask bits remain CONJECTURE. Bits 2/3 = left/right handle are measured;
bit 0/1 = the triggers are inferred from field order and nothing else. `parse_xbox_output` says so
inline, and no test asserts them — every test vector uses masks (0xFF, 0x00, 0x0C, 0xF3) whose
expectations hold whichever bits turn out to be right. XInput cannot settle this: it has two
motors.

The INF tests — `hwid_matches_inf` matched the install section by the exact string `=pfGamepad,`
and so stopped seeing the Xbox hardware ids the moment that identity moved to its own
`pfGamepadXbox` section. It failed loudly, which is the good outcome; it is now prefix-matched and
tolerant of further per-identity sections. Added
`only_the_xbox_identity_installs_the_xinputhid_section`, which asserts the split in BOTH
directions: the Xbox line must not install the shared section, and no other line may install the
Xbox one. Merging them back is a one-line edit that looks like tidying and would hand a DualSense
to Microsoft's Xbox translator.

VERIFIED
  * ON WINDOWS (.173, the only place this code compiles): `cargo test -p pf-inject --lib` 104/104,
    including the new trigger tests and both INF tests; `cargo check -p punktfunk-host` clean.
  * macOS: `cargo fmt --all --check` clean; `cargo test -p punktfunk-core --features quic` rumble
    suite 22/22, including v3 round-trip and v3<->v2 cross-version parsing.
  * The pre-existing `c_abi_harness_round_trips` failure on macOS is `ld: library 'opus' not found`
    and reproduces with these changes stashed.

NOT VERIFIED
  * No trigger rumble has ever been observed end to end — nothing can drive it yet (see the
    conjecture note above), and no client renders it.
  * The default flip has NOT been exercised in a real streaming session; every measurement so far
    came from the devtest harness. That is the on-glass run.
  * Non-Rust clients do not decode v3. They are blocked on a C ABI entry point first
    (`punktfunk_connection_next_rumble_cmd` has fixed out-params, ABI_VERSION 17); Apple could
    render it via GCHapticsLocality.leftTrigger/.rightTrigger, Android structurally cannot (its
    packed jlong is full) and has no trigger actuators anyway.
2026-08-09 21:10:08 +02:00
enricobuehler bf913c5706 fix(apple): switching audio device mid-stream killed the sound for the rest of the session
ci / bun-nix (pull_request) Successful in 36s
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ci / rust (pull_request) Failing after 9m43s
Field report, macOS client, host-independent: start a stream with AirPods in, take them
out — nothing on the speakers; put them back in — nothing in the AirPods either. Only
restarting the whole stream brought audio back.

An AVAudioEngine does not follow the audio hardware. When the output device changes under
a running engine, its IO unit sees the new hardware, THE ENGINE STOPS ITSELF, and it posts
AVAudioEngineConfigurationChange. It stays stopped until somebody starts it again, and
nothing here ever did — no error, no log line, just a session rendering silence from that
moment on. Putting the AirPods back in is a second stop, not a recovery, which is exactly
why that half of the report looked so strange.

Measured on the client's own playback topology (source node -> main mixer, 48 kHz stereo)
by moving the default output device programmatically: render callbacks go from ~94/s to
zero the instant the device changes, and both restarting the same engine and building a
fresh one resume them.

The fix watches the hardware and rebuilds the topology the session was started with, on
whatever device is there now. Three triggers, because no single one covers the ground:

  - the engine's own configuration-change notification, every platform — the direct
    signal, but it can only be posted BY an engine, so it cannot report a rebuild that
    failed to start;
  - a CoreAudio HAL default-output-device listener on macOS — independent of any engine
    and of the engine's topology. This is what makes the recovery work for the
    voice-processing engine, which is the DEFAULT macOS configuration (mic and echo
    cancellation both default on) and whose notification behaviour could not be verified:
    no Mac in the fleet can initialize VPIO at all;
  - route-change and media-services-reset on iOS/tvOS, where the session rather than the
    device is what moves. The route observer is now installed for mic-off (.playback)
    sessions and on tvOS too — it used to be iOS-and-mic-only, for the earpiece steer,
    but every platform has engines a route change can stop.

They collapse into one debounced rebuild (one switch produces a burst), with a floor
between rebuilds so a device that renegotiates in a loop cannot spin the session, and a
short retry ladder for a device caught mid-transition — a rebuild that fails leaves no
engine to post the next notification, so that path must not simply give up. The ring is
deliberately carried across: the drain thread keeps decoding through the switch, and the
ring's overflow policy has already dropped whatever went stale while the engine was down.

A rebuild is only ever done when it concerns us. A healthy engine that followed the change
on its own is left alone, and somebody changing the system default while this session is
pinned to a named speaker is none of our business — rebuilding for that would cost an
audible gap for nothing.

The trigger wiring is split into AudioDeviceWatcher for one reason: an end-to-end test of
the recovery needs a live session, which needs a host, and punktfunk-host does not build
on macOS — so the part where a silent failure costs the session ALL of its audio would
otherwise ship unverified. On its own the watcher is pointed at the real hardware from a
unit test: a real default-output-device move must reach the owner, our engine's
notification must get through, a foreign engine's must not. Neutralizing the wiring fails
both positive tests and neither negative one.

AudioDeviceSwitchTests drives the real SessionAudio through the out-and-back switch
against the loopback host; it skips wherever that fixture cannot run (which is every Mac,
today) and the open host's frame budget is raised so it outlives the switch.
2026-08-09 11:03:10 +02:00
enricobuehler fd98406868 Merge pull request 'The Decky plugin's "update the client" has never once detected an update' (#128) from worktree-decky-client-update into main
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Reviewed-on: #128
2026-08-08 22:21:08 +00:00
enricobuehler 9e598f8595 fix(client): the 4:4:4 switch could cost a Deck its whole codec, and --probe-decode denied the queue it was decoding on
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Two Steam Deck findings from a field report of "the decoder was not found, it
fell back to H.264 — but sometimes HEVC worked".

**The 4:4:4 advertisement was a promise nothing checked.** `VIDEO_CAP_444` rode
the "Full chroma" setting alone. That was safe while a software HEVC decoder
existed underneath it; M8 removed one (there is no permissively licensed HEVC
CPU decoder, so `software_decodable_codecs()` is H.264|AV1). The host grants
4:4:4 on HEVC ONLY, and answers the resolved chroma in the Welcome before the
client builds a decoder — so on a device with no 4:4:4 decode the toggle did not
cost crispness, it cost the entire codec: the Vulkan rung refuses the shape at
construction, VAAPI refuses it too, there is no CPU rung, and the session
reconnects on H.264. AMD has no HEVC 4:4:4 decode on any silicon, so every Deck
with that switch on lost HEVC. It is per-profile and default-off, which is
exactly why it looked intermittent — a "Work" profile lost HEVC where "Game"
kept it, same box, same host.

Gated on `hevc_444_hardware_decodable`, which asks the driver through the SAME
code the rung uses at construction (`VkH265Decoder::probe_stream_support`), so
the advertisement and the rung that must honour it cannot disagree. Both depths
are required, not either: with HDR on the host may resolve 4:4:4 10-bit, and a
device offering YUV444_8 but not YUV444_10 would land in the same hole.

Answering from the Vulkan rung alone is exact rather than approximate — it is
the only rung in this build that implements 4:4:4 at all (`pf_vaadec::profile_for`
errors on chroma_format_idc 3, pf-dxvadec refuses anything but 4:2:0, the CPU
rung is 8-bit 4:2:0). Deliberately NOT extended to VIDEO_CAP_10BIT/HDR: all
three rungs implement 10-bit 4:2:0, so a Vulkan-only probe there would withdraw
HDR from boxes whose VAAPI/DXVA rung decodes it perfectly — a real regression
against a case never observed.

The bit arithmetic moves into `video::video_caps_for` so the part that was
wrong is testable without a GPU, a host or a Hello; the test is verified
non-vacuous against the planted original defect.

**`--probe-decode` described a different device from the one that streams.** The
RADV video-decode opt-in sat AFTER the --list-adapters/--probe-decode/--list-audio
/--pair early exits, so the triage tool never had it. Measured on a Deck
(canary e22af40f), same binary back to back: bare `--probe-decode` printed
"vulkan video decode: no", "driver decode ops: none (0x0)", "no queue family
advertises VIDEO_DECODE"; with RADV_PERFTEST=video_decode in the environment,
"YES" and "H.264, H.265, AV1, VP9". Any Deck triage that consulted it reached
the opposite of the truth. Hoisted to the top of `run`, ahead of every early
exit — nothing touches Vulkan before it (`main` calls `run` directly).

Gates, in the Linux container: fmt, plain `cargo build` (not only
--all-targets), `clippy --all-targets -D warnings`, and 185 tests.
2026-08-09 00:10:46 +02:00
enricobuehler bd86598d97 fix(decky): the client update the plugin offers was never once detected
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The QAM has offered to update the client since 0.24, and on every Deck it has
answered "up to date" — including right now, with a client a day out of date.

The check asks flatpak for the remote's commit and compares it to the installed
one, and it named the app id with no branch: `flatpak remote-info punktfunk-origin
io.unom.Punktfunk`. The punktfunk remote publishes `stable` AND `canary`, so that
ref is ambiguous and flatpak refuses it — "Multiple branches available" — rather
than picking one. One branch INSTALLED does not help; the ambiguity is on the
remote. The call failed on every box, every time, and the failure returned
`available=False`, which the panel renders as good news. Hence: the plugin
appeared to update only itself.

Every query now names the ref in full, resolved once by `_flatpak_ref()` off the
exported tree (no subprocess — `_client_argv` is on the path of every headless
call). That resolution also carries the SCOPE, so a system-wide install is no
longer invisible to a check that hardcoded `--user`, and the launcher pins the
same `--branch=`, so the client we start is the client we check and update.

A check that cannot run now says so instead of reporting up-to-date: the flatpak
leg reports `client_error` exactly as the native leg already did. Dressing that
failure up as good news is the whole reason this went a week unnoticed.

Also: the button no longer promises "+ client" when the client is manual-only and
the tap can only print a command.

Verified on the Deck (192.168.1.253, canary, user scope) by running both code
paths against the real install, minutes apart:

  pre-fix   available=False  remote=''
  post-fix  available=True   remote=ca010668  (installed e22af40f)

and `flatpak {info,remote-info,update}` all accept the `id//branch` form there.
37 backend checks pass, 6 of them new and about exactly this.
2026-08-09 00:08:24 +02:00
enricobuehler e22082ac2a Merge pull request 'No audio over Bluetooth on iOS: .defaultToSpeaker is an override that outranks A2DP' (#126) from worktree-ios-bluetooth-audio-route into main
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Reviewed-on: #126
2026-08-08 21:54:23 +00:00
enricobuehler 07f6d6f324 fix(apple): .defaultToSpeaker outranks Bluetooth, so every headset lost the stream
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Field report on 0.25, iOS: "no audio over Bluetooth ... plays through speakers
if Mic input is enabled".

Both halves are one bug. `micEnabled` and `echoCancel` both default to true
(EffectiveSettings.swift), so the DEFAULT iOS session is `.playAndRecord` — and
that branch set `.defaultToSpeaker`. That option is not the polite preference it
reads as: it is an output OVERRIDE, and it outranks an A2DP route. Wired
headphones beat it, Bluetooth does not, so a cable is the one way to test it and
get the right answer — which is what the comment sitting on it asserted
("headphones/BT still win"). Every Bluetooth listener on the default settings got
the phone's own speaker instead. Turning the mic off was the accidental
workaround the reporter found: that path takes `.playback`, which routes to A2DP
happily and always did.

The earpiece problem `.defaultToSpeaker` was reaching for is real —
`.playAndRecord` really does park the built-in output on the receiver. So solve
it against the route we were ACTUALLY given rather than pre-emptively: after
activation, if the current output is `.builtInReceiver`, override to the speaker;
anything external (Bluetooth, wired, CarPlay, AirPlay) is left strictly alone.

That override is a property of the current route — iOS drops it whenever the
route changes, which is exactly what lets a newly-connected headset win — so it
has to be re-applied per route. Hence the route-change observer: without it,
dropping Bluetooth mid-stream would hand the game to the earpiece. Registered
only for a `.playAndRecord` session (a `.playback` one needs no steering),
removed in stop() before the session deactivate, with deinit as a backstop.

Deliberately NOT adding `.allowBluetooth`: it would make a headset's mic usable,
but buys that by dragging the whole route onto HFP/SCO and collapsing game audio
to narrowband. High-quality A2DP output plus the built-in mic is the better trade
for a game-streaming client.

Verified: builds clean on arm64-apple-ios17.0 (the triple that actually compiles
these `#if os(iOS)` blocks — a plain `swift build` is macOS and skips them),
arm64-apple-tvos17.0, and macOS; 257 Swift tests pass, 0 failures.
On-glass iPhone + Bluetooth listen still owed.
2026-08-08 23:49:38 +02:00
enricobuehler bed58b75b6 feat(apple): the statistics overlay is reachable on tvOS
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An Apple TV session had no way to the stats overlay at all. Every other client
cycles it in-stream — Ctrl+Alt+Shift+S on the desktops, a three-finger tap on
touch — and tvOS has neither a keyboard nor a screen to tap, so the only route
was Settings before connecting (or a profile). The docs' own "cycle with" table
simply had no row for it.

Two surfaces, because an Apple TV may have a controller in the room or only the
remote:

- Select + X on a controller, cycling one tier per completion. Built like
  Android's mic chord (Select + Y) and deliberately disjoint from the escape
  chord — X is none of its four buttons, so reaching for one can never trip the
  other. Read off the wire mask like the escape chord, so a Select the
  hold-Select gesture has turned into a guide can't cycle the overlay on its way
  past. Available on every Apple platform: a controller in both hands is exactly
  the case the keyboard combo and the three-finger tap can't serve.

- Hold Play/Pause on the Siri Remote. Its right-click is therefore deferred until
  the press resolves — a tap still right-clicks, delivered on release with the
  release trailing by TAP_PRESS — because a right button held for half a second
  is a context menu on every desktop this streams.

A non-forwarding slot now claims the stats chord's elements too, alongside the
escape chord's: on tvOS an unclaimed button's press stays the system's and the
chord would silently never complete.

Tests pin both chords' masks against their GameController alias lists, that the
two overlap only on Select, and that the claim list covers both without
duplicates — the failure mode is nothing happening, with nothing logged.
2026-08-08 23:24:09 +02:00
enricobuehler 4b514cc07c Merge pull request 'An OLED palette, and split WHETHER the gamepad UI is offered from WHEN it appears' (#116) from worktree-oled-theme-gamepad-ui-split into main
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Reviewed-on: #116
2026-08-08 11:22:34 +00:00
enricobuehler 30bd10e301 feat(clients): an OLED palette, and split WHETHER the gamepad UI is offered from WHEN it appears
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Four changes to the client interface, kept together because two of them touch the same rows
and the last is a bug the first would have made far more visible.

A thirteenth `ui_palette` entry, `oled`. The palette table is hand-mirrored in three languages
(`pf-console-ui`'s `library.rs`, `GamepadPalette.swift`, `GamepadPalette.kt`), so it goes into
all three at index 1, directly after the brand default — which keeps `PALETTES[0]` the unknown-id
fallback and keeps the dark-to-pale cycling order intact. What earns the name is arithmetic, not
a darker shade of violet: the ramp's first two stops are literally (0,0,0) and the ground is pure
black, so the shaded half of the field is pixels switched off rather than "very dark grey", and
the calm mix the form screens sit under lifts toward nothing at all. Mean cell luminance is 0.019
against Violet's 0.254. The bright corner keeps a faint indigo-to-violet ember so the backdrop is
still a field with somewhere to go, and that ember carries enough chroma at that luminance
(60 degrees of hue travel across 13 of the 16 cells) to satisfy the existing multi-tone assertion
without adding `oled` to the near-neutral exemption Graphite and Opal take. Each port gains an
`oled_is_actually_black` test that measures the claim — pure-black corner cells, a mean under half
the darkest other field's — rather than restating the table.

A new device key, `gamepad_ui_mode`. The gamepad-UI switch had been deciding two things at once:
whether to offer the controller-optimized interface at all, and that it appears only while a pad
is attached. A user asked for the second half to stop applying. `"connected"` (the default, and
exactly what the lone Bool meant) and `"always"` separate them, surfaced as a "Show it" row
directly under the switch on all five settings surfaces and built only while that switch is on —
a picker whose every option decides nothing is worse than no picker. `GamepadUIEnvironment.isActive`
takes the mode with NO default argument on purpose: a call site that forgot it would silently
strand everyone who chose Always back on "only with a controller", which is the one bug this
parameter exists to make impossible. An unrecognized value waits for a controller, so a mode a
newer client wrote can never trap an older one in a layout it has no way back out of. It stays a
device preference on both platforms, never part of a profile: which interface this device wears
has nothing to do with how a host streams to it.

The smoothness buffer is hidden under Lowest latency, not dimmed. Everywhere else already hid it
— the GTK and WinUI shells, the Apple touch and tvOS screens, the Android touch screen — because
under that intent it names a quantity that does not exist. Two surfaces disagreed: Apple's gamepad
settings screen left the row live and steppable, and the desktop console dimmed it, having no way
to drop a row from a fixed list. That list is now rebuilt each frame through a `row_applies`
filter. The concern about a vanishing row moving everything under the cursor does not apply here
and the new test says why: the row it drops sits directly BELOW the row that drops it, so the only
cursor that can be present when the list shrinks is the one on the intent row, which does not
move. Two latent hazards went with it — `apply_row` had been indexing the row list on the
assumption the cursor is always in range, and nothing re-clamped that cursor when another writer
changed the intent behind the screen's back.

Pale palettes were unreadable on tvOS, reported from the field. `GamepadInk` was never the
problem: it flips correctly for a pale field, it is not platform-gated, and every tvOS gamepad
entry point already published it. The cause is that this app sets `preferredColorScheme` nowhere
and declares no `UIUserInterfaceStyle`, so every SYSTEM-derived colour landing on those screens —
a `.secondary` placeholder, a `.bordered` button's chrome, a NavigationStack title, a material's
frost — resolved against the DEVICE appearance, which the palette cannot reach. On iPhone, iPad
and Mac a great many users sit in Light mode, so under a pale palette those colours came out dark
and the theme looked correct by accident; an Apple TV is Dark essentially always, so every one of
them rendered white on a light field. The mirror image was broken too and had simply never been
reported: a dark palette on a Light-mode iPhone was already drawing dark on dark. The scheme is
now published beside the ink, once, in `GamepadInkModifier`, because the two are halves of one
decision and publishing only the ink silently loses every colour the frameworks draw on the app's
behalf. Two structural amplifiers went with it: `ConsoleGlass` had been scoping the scheme to the
fill inside its `.background {}` on the tvOS and pre-26 branches while the 26 branch put it on the
content, so no console row's own content ever saw it on tvOS; and `LibraryView`'s navigation
chrome and its loading, error and empty states sit above `LibraryCoverflowView` and so were never
inked at all on tvOS and macOS, where that view is presented directly rather than through the
iOS-only `GamepadLibraryScreen` wrapper.

That last one exposed a second tvOS gap worth closing in the same breath: `ui_palette` had no row
in tvOS's ordinary Settings, and the gamepad settings screen that owns it everywhere else needs an
extended-profile controller to open on tvOS. An Apple TV driven by the Siri Remote alone could not
reach the palettes at all, which would now include the OLED one. `SettingsView.tvBody` carries a
Background row.

Verified: pf-console-ui builds, passes `clippy --all-targets -D warnings` and runs 74 tests clean
under linux/amd64 (a Mac `cargo check` of that crate is vacuous — every module is cfg'd to
linux/windows); `cargo fmt --check` clean for it and pf-client-core. Android `:app` runs 80 tests
with 0 failures, including four new `gamepadUiActive` cases and the palette parity table. The
Apple package builds for macOS AND tvOS and its 9 palette/gamepad-UI tests pass — the tvOS
typecheck is possible because the checked-in xcframework already carries a `tvos-arm64` slice. The
tvOS RENDERING fix is compile-verified only; an on-glass Apple TV check under a pale palette is
still owed, and is the one thing here that a build cannot answer.
2026-08-08 12:57:12 +02:00
enricobuehler 3bb87d260e fix(audio): detect jitter before it is audible, and stop re-probing a depth the link just refused
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The 0.25.0 MacBook field report — audio jitter 'at certain points' — is the
jitter policy learning exclusively from audible failures, on both of its
sides. Growth needed THREE audible underruns before deepening the ring; the
A/V sync loop re-tested a shallower ring every five quiet seconds and paid an
audible starvation event every time it was wrong, forever; and a grown target
was never re-banked — growth raises a threshold, only a re-prime deepens the
ring — so a bunching link rode the knife edge, clicking once per bunching
period with the 'grown' target sitting inert. A ten-minute simulation of the
Wi-Fi power-save pattern (25 ms gaps / 300 ms, −50 ppm skew) measured ~2000
audible events under the shipped policy.

Three mechanisms, in JitterPolicy (Linux/Windows/Android) and mirrored in the
Swift AudioRing:

- NEAR-MISS: a read served with less than one protocol frame left over is the
  same evidence as an underrun, heard by no one. It grows the target one step
  per window, BEFORE the click — waiting for the third audible underrun means
  the user heard two.
- SHRINK PROBES: every shrink is armed for five seconds; answered by an
  underrun or near-miss it is undone on the spot, and a failed sync-driven
  shrink is not retried for a doubling backoff (60 s → 8 min). A probe that
  survives resets the backoff. Continuity outranks sync, now with a memory.
- HOLLOW RE-PRIME: an underrun while the depth AVERAGE runs more than a step
  below the target re-primes immediately, spending the click it already cost
  on the whole refill instead of limping. The average, not the instant, is
  what separates a hollow ring from one late packet, and it is seeded on
  prime so a fresh ring is never spuriously hollow.

Same simulation after: 9 audible events, tail clean but for the clock-skew
re-anchor (a genuinely slow host must re-bank every few minutes; only rate
adaptation would remove that, and no client has it). Neutralising the three
constants reproduces the ~2000 — the convergence tests fail against the old
behaviour.

Verified: 203 punktfunk-core tests, 254 Swift tests (5 skipped), clippy -D
warnings on punktfunk-core --all-features, cargo fmt --all --check.
2026-08-08 11:05:53 +02:00
enricobuehler deeb8b6700 feat(pf-encode): build against FFmpeg 9
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ffmpeg-next 8.1.0 could not accept FFmpeg 9 at all: ffmpeg-sys-next's version probe
covered avcodec majors 56..62 (the range is exclusive of its end), so libavcodec 63 fell
outside what it knew how to bind. 9.0.0 widens that to 56..63, which is what actually
unblocks Arch. Bump both pins — the unconditional Linux dep and the optional Windows
amf-qsv one — and the lock with them.

No API drift to fix. The crate major is a CEILING, not a target: one source tree still
spans FFmpeg 7.x/libavcodec 61, 8.x/62 and 9.x/63 via per-version cfgs, and every wrapper
symbol the NVENC-libav, VAAPI and amf-qsv backends name survives 8.1.0 -> 9.0.0
unchanged. The three hand-written #[repr(C)] hwcontext mirrors are the parts no compiler
checks, so they were re-read against the real headers rather than trusted:
AVCUDADeviceContext and AVD3D11VAFramesContext are byte-identical across 7.1/8/9, and
AVD3D11VADeviceContext gained two trailing UINTs in 8 that 7.1 lacks — which is why that
mirror deliberately stops at the common prefix, and why its assertions now say what they
do and do not buy you. They pin our layout, not libav's; a green build is not evidence.

The CI image is the step that makes this reach users. arch.yml deliberately runs no -Syu
("the image's snapshot IS the build environment"), so the builder stayed frozen on ffmpeg
8 no matter what Arch shipped, and a canary built from that snapshot could not satisfy the
soname dep the PKGBUILD now derives. Re-keying ci/ rebuilds it against ffmpeg 9.

Ubuntu and Windows deliberately stay put: the noble .deb bundles its own FFmpeg 8 behind
an rpath and strips the libav sonames from its Depends, and Windows bundles BtbN DLLs into
the signed installer — neither is exposed to the break, BtbN publishes no FFmpeg 9 build,
and moving either would re-qualify an encode stack to buy nothing.

Verified end to end on 192.168.1.21 (CachyOS, system ffmpeg 2:9.0-5, RTX 5070 Ti): host
builds clean and links libavcodec.so.63/libavutil.so.61/libavfilter.so.12/libswscale.so.10
with no unresolved sonames; the ffmpeg-8 compat shim is gone and the service runs with
NRestarts=0 and answers 401 on :47990; pf-encode's 67 tests pass; and a live synthetic
encode drives real NVENC hardware through FFmpeg 9's libavcodec to a decodable 1080p HEVC
stream (180/180 frames, FEC loopback 0 mismatches) with libavcodec.so.63 and
libnvidia-encode both mapped into the encoding process.
2026-08-08 02:35:20 +02:00
enricobuehler fca9f42c44 Merge pull request 'Worktree apple mgmt ats bypass' (#103) from worktree-apple-mgmt-ats-bypass into main
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Reviewed-on: #103
2026-08-07 23:20:19 +00:00
enricobuehler 3d20f2c0e5 Merge pull request 'Three decode rungs were decoding into a surface they were predicting from' (#102) from integration/decode-aliasing-program into main
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Reviewed-on: #102
2026-08-07 23:11:28 +00:00
enricobuehler 7798401f06 perf(apple): cache posters on disk and pool the mgmt connections
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Moving the management API onto Network.framework left one request per
connection, so a library grid paid a TLS handshake per poster where the pooled
URLSession had shared one. And the Apple client -- unlike Windows -- never
cached art at all, so it re-fetched every poster on every visit.

ArtCache: a size- and age-bounded blob cache in the CACHES directory (every byte
is re-derivable from the host, so the system is welcome to evict it). Keyed by
the SHA-256 of the absolute URL, so host-proxy paths and store CDN URLs share
one cache without colliding. Reads touch the entry, so eviction is by last USE,
not last write. Empty bodies and data: URLs are refused -- neither is worth a
file. Defaults: 128 MB, 30 days.

Connection pooling: MgmtConnectionPool keeps up to four keep-alive connections
per host and makes further callers wait rather than opening more, which is the
part that matters -- a grid can ask for dozens of posters at once. A connection
the host dropped since we last used it is indistinguishable from a live one
until we write, so a REUSED connection that fails is retried once on a fresh
one; a fresh failure is a real failure.

Keep-alive means a response can no longer be delimited by the peer hanging up,
so HTTPResponseParser.messageLength finds the end from the framing itself --
Content-Length or the chunked terminal chunk plus trailers. Getting that wrong
would truncate a response or bleed one into the next, silently, so it carries
the bulk of the new tests. A connection with bytes left over after a response is
dropped rather than reused: we never pipeline, so anything trailing means we are
out of sync.

LibraryView closes the loader's pooled connections on disappear instead of
leaving sockets open on a screen the user has left.

16 new tests: message framing (both encodings, partial reads, back-to-back
responses, close detection) and the cache (binary round trip, key separation,
refusals, expiry, LRU eviction).
2026-08-08 01:09:25 +02:00
enricobuehler 244cafe005 refactor(apple): move the mgmt API off URLSession so ATS can stay on
The previous commit bought the library back on VPN/remote hosts by declaring
NSAllowsArbitraryLoads, which works but is blunt: it drops ATS for ALL of the
app's URLSession traffic, and the only other traffic is third-party cover-art
CDN fetches -- the one surface we never wanted to open. It cost the TLS-version
floor, forward secrecy, and the cleartext-HTTP block on URLs the host supplies
at runtime (custom entries and scanner plugins carry arbitrary ones).

So take the host out of the URL loading system instead. MgmtTransport speaks
HTTPS over Network.framework, which ATS does not govern, and states the trust
rule we actually mean in a verify block: the leaf must hash to the fingerprint
pinned during PIN pairing. That is the same rule punktfunk-core has always
applied on the QUIC stream plane -- which is exactly why streaming kept working
over Tailscale while the library did not.

With that, the ATS dict is gone and ATS is fully enforced again. Cover-art CDN
fetches keep ordinary URLSession with full system trust evaluation and no client
certificate. LibraryTLSDelegate is deleted; nothing pins through URLSession now.

Also here:
- HTTPResponse: just enough HTTP/1.1 to read one GET -- status, headers,
  Content-Length and chunked framing (hyper streams the art proxy chunked). A
  body shorter than Content-Length throws instead of returning partial JSON,
  which would otherwise read as "this host has no games".
- LibraryError.pinMismatch, so a re-keyed host says "pair again" rather than
  sending someone to debug their network.
- 403 joins 401 as "unauthorized": both are the host declining the certificate.
- baseURL brackets IPv6 literals; the old string interpolation did not.
- 11 tests covering the framings hyper emits and the failure modes that would
  otherwise be silent.

Known trade-off: no connection reuse yet, so each poster costs its own
handshake where the pooled URLSession shared one. Fine on a LAN, worth revisiting
for large libraries over a high-latency link.
2026-08-08 01:09:04 +02:00
enricobuehler bae8742e48 fix(apple): the library's unreachable message pointed at the wrong layer
It led with `--mgmt-bind 127.0.0.1`, a rare cause, and never mentioned the one
fact that actually explains the symptom: the library rides the management API on
a different port (47990) than the QUIC stream plane (9777), so it can fail while
streaming to the same host works. Field triage of exactly that case spent hours
on the stream path before anyone questioned the port.

Leads with that now, and names browser-testing the port as the fast split between
"unreachable" and anything client-side.
2026-08-08 01:07:26 +02:00
enricobuehler 78a02bc994 fix(apple): ATS blocked the library on every non-RFC1918 host
The game library rides the management REST API over HTTPS (TCP 47990) through
URLSession, authenticated by mTLS and pinned by SHA-256 fingerprint. The app
declared no App Transport Security policy at all, so it ran under default ATS --
which exempts only "local" destinations (.local, unqualified names, RFC1918 and
link-local literals) and applies the full policy everywhere else. The host
certificate is self-signed (and carries no SubjectAltName), so it cannot satisfy
that policy: the library loaded at 192.168.x and failed at the TLS layer on any
other address.

Field-reported against a Tailscale host. 100.64.0.0/10 is CGNAT, not RFC1918, so
the library failed there while streaming to the very same address worked -- the
QUIC stream plane is raw UDP and never enters the URL loading system. A WireGuard
peer or a public-IP host breaks identically.

Declares NSAllowsArbitraryLoads, which must stay the dict's only key: iOS 10+ and
macOS 10.12+ ignore it whenever a more granular ATS key sits alongside it. Trust
is unchanged -- LibraryTLSDelegate still pins the host by fingerprint and hands
every other origin (cover-art CDNs) to full system trust evaluation.
2026-08-08 01:07:26 +02:00
enricobuehler bfed711921 Merge remote-tracking branch 'origin/main' into audio/latency-overhaul
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2026-08-08 00:16:02 +02:00
enricobuehler c43769282a fix(apple): place audio with the picture instead of wherever the ring settles
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The Apple half of the A/V sync overhaul; the Rust half is 12a53183 and this
mirrors its policy rather than re-deriving one.

The host stamps `pts_ns` on every audio datagram and the client decoded it into
`AudioPCM` — and then never read it. Video's `pts_ns` is used end to end (the
end-to-end meter computes a true glass-to-glass `displayed + clockOffset − pts`
per presented frame), so audio free-ran at whatever depth its jitter ring
happened to reach, video was presented on an independent path, and nothing ever
compared them. The A/V offset was an accident of buffer depths: it moved
whenever the ring ratcheted under underrun pressure, and it got WORSE every time
video got faster, because a quicker decoder lowers the video leg and leaves
audio's exactly where it was.

Video is the master:

  audio_e2e = (now + buffered_ahead + clock_offset) − pts_ns
  av_offset = audio_e2e − video_e2e        (> 0 ⇒ audio behind the picture)

`AvSync` smooths that with an EWMA, ignores what sits inside a deadband no
listener can detect, refuses the implausible outright rather than clamping it (a
wall-clock step must not steer the ring), and proposes a depth. Swift refuses
one thing Rust does not have to: the arithmetic itself. The Rust controller
works in i128, while Swift has no Int128 at this tools version, so the terms are
combined with overflow-REPORTING arithmetic instead of the `&-` the latency
meters use. That is not defensive padding — `ptsNs = 1 << 63` reads as
`Int64.min`, the difference lands on exactly `Int64.min`, and `abs()` of that
has no representable result, so checking the overflow flags AFTER the sanity
limit does not mis-measure the stream, it aborts the process from the audio
drain thread. The guard's short-circuit ordering is what makes the sanity check
safe to run at all.

Continuity outranks sync, always. `AudioRing.setSyncTarget` only ever takes a
REQUEST, clamped between the existing underrun-driven floor and the hard cap. A
link whose jitter genuinely needs more buffer than the picture is away keeps its
buffer and the residual is reported. `nil` is the default and reproduces the
previous behaviour exactly. The clamp raises its ceiling to the floor rather
than using it as-is: a device whose callback quantum alone exceeds the hard cap
makes floor > cap, and a plain `min(max(s, floor), cap)` would then hand back
the CAP — quietly below the continuity floor, inverting the exact ordering this
exists to guarantee, on the awkward hardware it exists to survive. (Rust's
`Ord::clamp` announces that condition by panicking; Swift would just get it
wrong, which is worse.)

The reference is the other half, and without it the loop is inert — which is why
this was split out rather than shipped alongside the Rust side. `LatencyMeter`
now publishes its most recent sample as a LEVEL, so the end-to-end meter the
presenter already writes per presented frame becomes the video figure the audio
plane reads. Both present paths (arrival and deadline) feed it without either
knowing audio exists, and the stage-1 fallback presenter — which stamps no
present at all — offers nothing, so the loop correctly declines to correct. The
level EXPIRES, unlike the Rust atomic: this client has a backgrounded keep-alive
that keeps audio playing and drops video decode entirely, and a reference with
no expiry would go on steering the ring against a figure minutes old and frozen.

And the reason none of this was visible: `bufferedMS`/`targetMS` existed only in
a periodic log line, absent from anything a surface could render. The HUD's
detailed tier now carries `audio buffer N ms · a/v ±N ms` and the 1 Hz stats log
gains the same pair, appended last so existing parsers are unaffected — both
numbers, because a deep ring on a jittery link is correct and only the offset
separates that from audio held late.

`PUNKTFUNK_NO_AV_SYNC=1` disarms the loop without a rebuild, as on the Rust
clients.

Verified: swift build + 225 tests (5 skipped) green. Every new gate was proven
non-vacuous by planting its own defect and confirming the gate caught it — the
continuity invariant, the clamp inversion, the deadband, both refusal paths, the
evidence threshold, the sync-pressure relax, the reference's staleness and its
survival of a drain, and `setSyncTarget` being live at all rather than dead
code, which is how the previous pass in this area shipped a correction that was
structurally unreachable with a green test. Two gates came back VACUOUS on the
first sweep and are the reason their inputs look so specific: the overflow test
was being caught by the sanity limit instead of the overflow guard, and the
refused-reference test was being caught by `latestSample`'s own `> 0` check
rather than by where the publish sits.
2026-08-08 00:10:48 +02:00
enricobuehler 74270109dd ci(android): lint the Android target, which nothing had ever done
`ci.yml` runs `cargo clippy --workspace` on the HOST, where
`clients/android/native` and every `#[cfg(target_os = "android")]` module
elsewhere compile out, and `android.yml` only ever built. So the Android target
was never linted at all — not once. Five lints were sitting in
clients/android/native when this was noticed, in code no gate had ever read.

The gate is a Gradle task rather than a YAML step because cargo-ndk needs a
specific discovery environment (NDK sysroot, SDK cmake 3.22.1 for libopus,
`LIBOPUS_STATIC`, Ninja) and duplicating it into the workflow would let the lint
drift from the build — a lint that ran against a different toolchain is a lint
about a different program. `registerCargoNdkClippy` reuses the build task's
environment verbatim via the extracted `cargoNdkEnvironment`, so local and CI
runs are the same invocation.

It lints BOTH pointer widths, and that is load-bearing rather than thorough:
arm64-v8a is 64-bit and armeabi-v7a is 32-bit, so a cast that is redundant on
one can be required on the other. Linting only the primary ABI would license
"fixes" that break the 32-bit build — the shipping ABI for the many 32-bit
Google TV / Android TV boxes this client targets. x86_64 is skipped: it is
emulator-only and shares its width with arm64, so it costs lint time for no
signal the other two do not already carry.

The five resident lints:

* `audio.rs` / `mic.rs` `type_complexity` — the open-attempt closures now return
  named `OpenedPlayback` / `OpenedCapture` aliases. The two tuples are mirror
  images of each other (playback sends, capture receives), which the aliases now
  say out loud.
* `vsync.rs` ×2 `unnecessary_cast` — **not** taken. `timespec`'s fields are
  32-bit on armv7 and 64-bit on arm64, so the casts are REQUIRED on one shipping
  ABI and redundant on the other; following the suggestion would break the
  32-bit build. `i64::from`/`.into()` do not escape it either, they trade
  `unnecessary_cast` for `useless_conversion` on the 64-bit side. Answered with
  a documented `#[allow]` at the expression instead of in whichever build breaks
  first.
* `pad_audio.rs` `needless_range_loop` — iterator form, preserving the
  `channels < 2` no-op the range had.

Verified: `:kit:cargoNdkClippy` green on both ABIs, host-lane clippy for the
crate still clean, `cargo fmt --all --check` clean. The gate was proven
non-vacuous by planting `1i32 as i32` in an android-only module and confirming
it fails the task, then reverting.
2026-08-08 00:01:39 +02:00