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Commits
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82f5962bec |
fix(client/apple): three things the first on-glass run found
Reset read as prose. Next to "Overrides Default settings" in the same tint and the same size, the one action that can undo an override looked like the third word of the notice. It is a bordered control now, pushed to the far edge of the caption line with an undo glyph. The scope switcher showed above the About tab. It sat over the whole macOS TabView, so on the acknowledgements page — which edits nothing — it read as belonging to them. The tabs are tagged and the switcher sits that one out. Pinned cards were taller than their host's. The profile chip had a line of its own, so a card with a profile and one without were different heights and a pin stuck out of its grid row. The chip rides the title line instead, which is also where it reads as "this card connects with that". Prominence is fill and weight only — a chip with a bigger type size would have brought the height difference straight back. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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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 (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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3ba19f28a2 |
feat(apple): the gamepad UI comes to tvOS - focus-driven, with real session controls
ci / rust (push) Failing after 50s
ci / web (push) Successful in 57s
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docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 5m48s
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android / android (push) Successful in 21m4s
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windows / build (aarch64-pc-windows-msvc) (push) Successful in 1m3s
windows / build (x86_64-pc-windows-msvc) (push) Failing after 1m2s
release / apple (push) Has been cancelled
apple / swift (push) Has been cancelled
apple / screenshots (push) Has been cancelled
The console UI now runs on tvOS through the NATIVE focus engine: carousel cards and settings rows are focusable Buttons (Siri Remote and pads both navigate; imperative scrollTo replaces the drop-prone scrollPosition binding), while iOS/macOS keep the 60 Hz poll untouched - on tvOS it carries only what focus has no concept of: X/Y screen actions and left/right value adjust with the poll's dominant-axis feel (onMoveCommand proved input-source-dependent: keyboard intercepted, pad dpad not -> double steps). Text entry uses the system fullscreen keyboard (TVTextEntry); pairing + library present as covers under the launcher; the game library defaults ON; settings values slide a quiet 14 pt in the step's direction. Session controls: controller/remote input routes EXCLUSIVELY through GameController during a stream (GCEventViewController, interaction disabled) - a pad's B no longer doubles as a UIKit menu press that ended sessions mid-game. Deliberate exits only: the cross-client escape chord (hold L1+R1+Start+Select 1.5 s - pf-client-core's contract, now implemented on all Apple platforms) and holding the remote's Back >= 1 s; the start-of-stream banner (now also on tvOS) teaches both. The Siri Remote's touch surface drives the host pointer - press = left click, Play/Pause = right click, release-tail jumps gated so motion stays truly relative. tvOS 26 regressions fixed at the root: the app-wide brand tint rendered every unfocused control as a blank pill (tint dropped on tvOS) and the 17 pt root font shrank the whole platform (29 pt there), plus 10-foot sizing across host cards, the gamepad screens, and the stats HUD (whose misleading "Press Menu" hint is gone). Acknowledgements scrolls by focus-sized chunks and Menu pops instead of suspending; full-width focusSections make the home actions reachable from any column. The presenter defaults to stage-3 glass pacing on tvOS (a 60 Hz panel fed a 60 fps stream is the sticky-FIFO worst case behind the 50 ms display stage) and is pickable from the gamepad settings; HDR capability advertises from AVPlayer.eligibleForHDRPlayback instead of the current mode's EDR headroom, so an SDR home screen no longer hides an HDR TV. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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01428ced58 |
feat(clients): reachability-probed presence + shareable Decky host management
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flatpak / build-publish (push) Has been cancelled
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Add a bounded, trust-agnostic, mDNS-INDEPENDENT QUIC reachability probe and surface it everywhere saved-host presence is shown, so a host reached over a routed network (Tailscale/VPN/multicast-filtering LAN) no longer reads Offline just because it isn't advertising — the display-side companion to the 0.8.4 dial-first connect fix. Core: - punktfunk-core: NativeClient::probe (bounded handshake; a real host answers even on trust mismatch, a wrong/closed/TCP-only port fails) + punktfunk_probe C ABI (ABI_VERSION 3->4, header regenerated). - pf-client-core: trust::probe_reachable_many (parallel per-host sweep). Presence pips now read `advertising OR probed-reachable`, refreshed by a ~10-12s background sweep off the UI thread: - Linux (relm4): ui_hosts probed map + HostsMsg::Probed sweep. - Windows (windows-reactor): pf-probe worker -> HostsProps.probed. - Apple (SwiftUI): HostStore.refreshReachability, driven by HomeView + GamepadHomeView .task. - Android (Compose): nativeProbe JNI seam + periodic LaunchedEffect (LNP-gated), online dot added to the touch HostCard. - Decky already probes via --list-hosts --probe. Decky client: make the flatpak client's known-hosts store the single source of truth via new headless CLI modes (--list-hosts / --add-host / --set-host / --forget-host / --reset / --reachable). The plugin can now add a host by address, edit/forget hosts, reset all state (keeping the client identity), and shows probe-backed online pips — state is shared with the desktop client, not duplicated. Also lands in-progress Android 17 LNP groundwork (targetSdk 37 + ACCESS_LOCAL_NETWORK runtime flow, permission dialogs) that was already present in the working tree. Verified: cargo check + clippy clean (punktfunk-core, pf-client-core, linux, android native); android assembleDebug BUILD SUCCESSFUL; decky typecheck + rollup build clean; probe true/false-positive behaviour exercised against a live host. Windows and Apple were not compiled locally (no MSVC/Xcode on this Linux box). Co-Authored-By: Claude Opus 4.8 (1M context) <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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34fe896ade |
feat(apple): gamepad UI v2 — controller settings + add host, aurora, macOS
Sources reorganized (client: Home/Session/Settings/Stores/Support/Trust; kit: Audio/Connection/Gamepad/Input/Support/Video/Views) with the big files split along the same seams. The gamepad mode is couch-complete, and now on macOS too (the living-room Mac case), not just iOS/iPadOS: - GamepadSettingsView: a console-style, fully controller-navigable settings screen (X from the launcher) — up/down moves focus, left/right steps values (clamped, boundary thud), A cycles/toggles, B closes; the focused row shows a one-line description. Backed by GamepadMenuList, the vertical sibling of GamepadCarousel, and SettingsOptions — the option lists hoisted out of SettingsView statics and shared by the touch, tvOS and gamepad settings. - GamepadAddHostView + GamepadKeyboard: register a host end to end with a pad — field rows open an on-screen controller keyboard (dpad grid, A types, X backspaces, B done); the launcher carousel ends in an Add Host tile, so the dead-end "add one with touch first" empty state is gone. - Launcher polish: contextual hint bar with the pad's real button glyphs, controller name + battery chip, one shared console chrome. - GamepadScreenBackground: an animated aurora (TimelineView-driven drifting blobs in the brand's violet family, breathing radii, slow hue shift, legibility scrim; freezes under Reduce Motion). Pure SwiftUI on purpose — a .metal library only bundles reliably in one of the two build systems (SPM vs the xcodeproj's synced folders) these sources compile under. - macOS port: settings/add-host/library present as sized sheets (a macOS sheet takes its content's IDEAL size, and the GeometryReader-driven screens collapsed to nothing), NSScreen-based mode lists, scroll indicators .never (the "always show scroll bars" setting overrides .hidden), tray scrims so scrolled rows dim under the pinned title/hints, extra title clearance, and a PUNKTFUNK_FORCE_GAMEPAD_UI=1 dev hook — launcher/settings/add-host/keyboard/ library render-verified live on a real Mac + LAN hosts. - GamepadMenuInput: X button support, and (re)start now snapshots held buttons so a controller handoff press never fires twice (the B that closed the keyboard no longer also cancels the screen underneath). - Cleanups: one "Connection failed" alert in ContentView instead of one per home screen; HostDiscovery.advertises/unsaved shared by both home screens. - host: can_encode_444 stub for the non-Linux/Windows host build (the macOS synthetic-source loopback used by the Swift tests). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |