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25b127803f |
feat(client/apple): bind a host to a profile, connect with one, pin one as its own card
The host surfaces (design §5.2/§5.2a). A bound host wears a tinted chip that says what a click will do. The card menu grows "Connect with ▸" — a ONE-OFF that never rebinds, with a checkmark on the binding and an explicit "Set Default Profile" as its last item for the users who do want to rebind from there — plus "Pin as Card ▸" and "Copy Link". A pinned host+profile combo becomes its own card next to its host: same record, same live status, the profile as the prominent subtitle, one click to connect. It is an extra grid ENTRY, never a duplicated host record — duplicating would fork pairing, Wake-on-LAN and renames. Its menu carries only connect-shaped actions; edit, pair, forget and remove stay on the primary card, where the thing they act on lives. On the gamepad carousel and tvOS the same pins are tiles, which is the whole point: focus-and-press is what those surfaces do well, and menus are not. The edit sheet binds and pins; both rows vanish when no profiles exist, so a user who never makes one sees exactly today's sheet. A dangling binding renders as "Default settings (profile deleted)" and is cleaned up on save. The speed test finally writes where the tested host reads. Unbound: the global, as before. Bound to a profile that overrides bitrate: that override. Bound to one that inherits it: both are offered, because either is defensible and guessing would silently pick one. Every button names its target, and the probe now runs at the mode that host would actually stream — the measurement is the streaming path. Shortcuts gains `ProfileEntity` over the App-Group catalog and a Profile parameter on Connect, still round-tripping through the URL router rather than opening a second connect path. Connect and Wake drop their iOS wall — AppIntents is real on macOS and tvOS, and "Stream Desktop with Work" from Spotlight was the ask; only the phrases provider stays iOS-gated, since it bundles the LiveActivityIntent. The deep-link observer moved out with them: an intent that posts to nobody is a shortcut that silently does nothing. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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e87fd42cee |
feat(apple): default-UI connect/wake modal, auto-wake toggle, pixel-exact windowed streaming
Three client-UX changes that share the connect/present path (and settings files): - Connect/wake overlay is now mode-aware: the console/gamepad UI keeps the full-screen aurora takeover, while the default (touch/desktop) UI shows a Liquid Glass modal over the host grid — the takeover looked out of place there. - Add an auto-wake toggle (DefaultsKey.autoWake, default on) across macOS/iOS/tvOS Settings + the gamepad settings view; gate startSession/prepareWake and the gamepad "Wake & Connect" label on it. MAC-address learning stays always-on. - Windowed sessions now stream at the window's native pixels (Match-window default-on) so the picture is 1:1 pixel-exact instead of the presenter resampling a fixed-mode frame; fullscreen reports full-display px, also 1:1. Also lands the mid-resize aspect-fit tracking (decoded contentSize) that keeps the picture undistorted after a resize. swift build + swift test (121 tests) green; screenshot scenes verified. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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dd02e1f402 |
feat(clients): unified full-screen connect/wake takeover + iOS/tvOS Wake-on-LAN
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apple / swift (push) Successful in 4m31s
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windows / build (aarch64-pc-windows-msvc) (push) Successful in 5m9s
windows / build (x86_64-pc-windows-msvc) (push) Successful in 5m45s
release / apple (push) Successful in 21m27s
ci / rust (push) Failing after 6m47s
apple / screenshots (push) Successful in 20m18s
Give instant feedback the moment a host is picked, and make the wake wait a full-screen takeover instead of a modal card — unified into one ConnectOverlay across every client: - android: new ConnectOverlay (aurora backdrop; Connecting / Waking / timed-out phases) replaces the tiny inline "Connecting…" row and the WakeOverlay card. The dial phase is now cancelable and hands off to the wake wait in one frame. - console (pf-console-ui): the connect/wake overlays become a full-screen aurora takeover (draw_takeover) instead of a centered card over a dim scrim; the Waking → Connecting handoff no longer blinks. - apple: new ConnectOverlay mirrors it (macOS / iOS / tvOS), replacing the per-tile connecting spinner + the WakeOverlay card; instant "Connecting…" from model.phase, and the carousel is gated inactive during the dial. Also enable Wake-on-LAN on iOS/tvOS now that the multicast entitlement is approved: enable com.apple.developer.networking.multicast and flip wakeOnLANAvailable to true on every platform (MACs were already learned from mDNS, so wake works immediately). Verified: Android compileDebugKotlin + screenshot renders; console clippy + 36 tests + rendered phases on Linux; Apple swift build + 121 tests + rendered phases. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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60121f1ea9 |
feat(apple): wake-until-up overlay + host edit with MAC prefill
- HostWaker + WakeOverlay: after sending the Wake-on-LAN packet, wait until the host is really back (resend + mDNS poll, timeout, cancel/retry) before connecting. macOS-only in practice — WoL stays gated off on iOS/tvOS pending the multicast entitlement. - Add/Edit host sheet gains a Wake-on-LAN MAC field, prefilled from the stored MAC or the live mDNS advert; parseMacs validates aa:bb:cc:dd:ee:ff. - Gamepad chrome/home and glass-style polish. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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83460cd2c0 |
feat(clients): unified stats vocabulary across every client + Moonlight comparison docs
One stat model everywhere (design/stats-unification.md): four measurement points (capture/received/decoded/displayed), three stages that tile the interval exactly, and a HUD that shows the addition explicitly — end-to-end 14.2 ms p50 · 19.8 p95 · capture→on-glass = host+network 9.8 + decode 2.1 + display 2.3 replacing each client's ad-hoc mix of overlapping absolutes (the Apple HUD's three arrow lines that looked sequential but weren't), mean-vs-median decode times (Windows/Linux), missing same-host-clock flags (Windows/Linux), and three different names for the same capture→received measurement (probe's "reassembled", Apple/Android's "client", Windows/Linux's post-decode "lat"). Per client: Apple threads receivedNs through the VT decode via the frame refcon bit pattern so the decode stage exists at all (stage-1 fallback honestly degrades to a capture→received headline); Windows carries FrameTimes through the existing frame channel to the render thread and adds e2e p50/p95 post-Present; Linux stamps received at AU pop and rides decoded_ns on DecodedFrame to the paintable-set site; Android pairs receipt stamps with MediaCodec output buffers via the codec's pts round-trip (JNI stats array 14→16 doubles, indexes 0-13 unchanged). fps now uniformly counts received AUs; lost/(received+lost) per window, hidden at zero. docs-site gains "Understanding the Stats Overlay": what each line means, why the equation only approximately sums (percentiles), and a line-by-line Moonlight/Sunshine matrix — including that Moonlight has no end-to-end number and its "network latency" is an ENet control RTT, so punktfunk's headline must not be compared against any single Moonlight line. Verified here: linux client + probe + core check/clippy/fmt green, android native cargo-ndk arm64 check green. Pending: Windows CI + on-glass, swift test on the mac, on-device Android. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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8c6c9705f4 |
feat(apple): stage-2 default + pixel-perfect, decode robustness, UI/rumble polish
Stream reliability - Default to the stage-2 presenter (VTDecompressionSession + CAMetalLayer): it detects and recovers a wedged decoder, where stage-1's AVSampleBufferDisplayLayer freezes hard on a lost HEVC reference frame with no app-side recovery (confirmed Apple limitation). Stage 1 is now a DEBUG-only presenter toggle, plus the automatic no-Metal fallback. - Stage-2 pixel-perfect: render the drawable at the decoded size (shader stays 1:1 = identity) and let the layer's contentsGravity scale via the system compositor — the same path stage-1's videoGravity used — instead of scaling in-shader. - Loss recovery in both pumps is now a persistent awaitingIDR want, retried until an IDR actually lands, so a keyframe request swallowed by the throttle can't strand a frozen frame; 100 ms keyframe throttle to match the Android path. - Fix "Publishing changes from within view updates": defer the HostStore writes out of the .onChange(of: model.phase) callback. - Move AVAudioSession setActive/setCategory off the main thread (async on a shared serial queue) to stop the UI-stall warning. Controllers - Rumble: capped-exponential backoff when the gamecontrollerd.haptics XPC breaks (-4811) so a transient server interruption self-heals instead of cascading; playsHapticsOnly so a controller engine doesn't join the always-active streaming audio session. - Host cards: iPad pointer "magnet" hover effect; iPhone press scale + light haptic. UI / design - Ship Geist (SIL OFL 1.1) as the app font (bundled OTFs + registration), with the license surfaced in Acknowledgements. - Restructure iOS/iPadOS Settings into a category NavigationSplitView; resolution wheel with custom-resolution entry; 10-bit HDR toggle in Display. - Industrial host-card redesign (left-aligned, bold, brand monogram tiles). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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93273a24b4 |
feat(apple): App Store screenshot harness + CI zip artifact
A DEBUG-only "shot mode" renders one mock-populated screen full-bleed (PUNKTFUNK_SHOT_SCENE=<name> -> ScreenshotHostView instead of ContentView), so the OS can screenshot the REAL, fully-rendered UI. tools/screenshots.sh drives it: screencapture for the mac window, `simctl io booted screenshot` for the iOS/iPad/tvOS Simulators, at exactly the App Store Connect sizes. ImageRenderer was tried first and rejected: it can't rasterize this app's chrome (NavigationStack, Form/TabView, Liquid-Glass/NSVisualEffect all render black or the "can't render" placeholder). Capturing the live window/Simulator avoids that. Only the stream hero is synthetic (StreamView needs a live connection) - a synthwave frame + the real glass HUD, overridable via PUNKTFUNK_SHOT_HERO. CI: a new `screenshots` job in apple.yml builds the iOS (+ tvOS best-effort) xcframework slices, runs the harness per platform best-effort, and attaches the result as a single zip artifact (punktfunk-appstore-screenshots). It is isolated from the build/test job and skipped on PRs, so a capture gap (missing Simulator runtime, or no Screen Recording grant for the mac window capture) never reds the core signal. Generated PNGs (clients/apple/screenshots/) are gitignored. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |