ec617f9c6b348204cfd961c6ec72d7ce71f3c4e8
52 Commits
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520d7342dd |
feat: M3 — full lumen/1 session planes: audio, gamepads+rumble, pinned trust, persistent listener
ci / rust (push) Has been cancelled
m3-host is now a real host, not a one-shot demo. Everything validated live on this box (two back-to-back sessions, pinned + TOFU, ~200 audio pkts/s, p50 0.84 ms at 720p60). lumen-core: - quic.rs: QUIC-datagram side planes demuxed by first byte — Opus audio 0xC9 ([magic][u32 seq][u64 pts_ns][opus], host→client) and rumble 0xCA ([magic][pad][low][high]). - Trust: endpoint::server_with_identity (persistent PEM identity) and endpoint::client_pinned — SHA-256 cert-fingerprint pinning with TOFU (observed fingerprint reported back for persisting). The verifier checks the TLS 1.3 CertificateVerify signature for real (an MITM replaying the host's public cert without its key is rejected; cert pinning alone would not prove key possession). - client.rs: NativeClient gains pin + host_fingerprint, audio/rumble receivers (next_audio / next_rumble); pull methods take &self so the C ABI's per-plane threads never alias a &mut (per-plane mutexed borrow slots in abi.rs). - abi.rs: lumen_connect(pin_sha256, observed_sha256_out) + lumen_connection_next_audio / next_rumble. input.rs: documented gamepad wire contract (GameStream buttonFlags bits, XInput axis conventions, +y = up) — exported as LUMEN_BTN_*/LUMEN_AXIS_* (bare BTN_* collides with <linux/input-event-codes.h> at different values). lumen-host (m3): - Persistent accept loop: sessions back to back on one endpoint (--max-sessions, 0 = forever); per-session failures log and the loop keeps serving; 10 s handshake deadline so a silent client can't wedge the sequential accept queue; teardown on every exit path (stop flag → conn.close → join audio+input threads). - Audio plane: desktop PipeWire capture → Opus 48 kHz stereo 5 ms CBR → datagrams; ONE capturer reused across sessions via an AudioCapSlot (PipeWire streams have no cheap teardown — per-session opens would leak a thread + core connection + live node each). - Gamepad routing: incremental GamepadButton/GamepadAxis datagrams accumulate into per-pad state feeding the uinput xpad manager; force feedback returns as rumble datagrams, with current state re-sent every 500 ms (idempotent-state healing for the lossy channel). QUIC endpoint serves the persistent ~/.config/lumen identity and logs the pinnable fingerprint. lumen-client-rs: --pin (malformed values abort — never silently downgrade to TOFU), TOFU fingerprint logging, audio/rumble datagram counters, gamepad events in --input-test. clients/apple: scaffold synced — pinSHA256/hostFingerprint (wrong-size pin throws, fail-closed), nextAudio/nextRumble, gamepad event constructors; README handoff updated (persistent listener, audio decode notes, trust UX). Adversarially reviewed (5-dimension multi-agent pass over the diff, 2-skeptic verification): fixed the MITM signature-check gap, a Y-axis contract inversion, header macro collisions, ABI aliasing UB, the PipeWire per-session leak, the missing handshake deadline, fail-open pin parsing, and teardown-on-error paths. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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3ea096ace9 |
feat: M4 groundwork — lumen/1 client connector in the C ABI + SwiftUI client scaffold
ci / rust (push) Has been cancelled
The shared-core architecture pays off: platform clients now link ONE Rust library that does the entire lumen/1 protocol, and only add decode/present/input on top. lumen-core: - client.rs (quic feature): NativeClient — QUIC handshake + UDP data plane + input datagrams on internal threads; embedder surface = connect / next_frame / send_input. - abi.rs: lumen_connect / lumen_connection_next_au (borrow-until-next-call, matching lumen_client_poll_frame semantics) / lumen_connection_send_input / lumen_connection_mode / lumen_connection_close. Guarded in the generated header by LUMEN_FEATURE_QUIC (cbindgen [defines] mapping), so the checked-in header is stable across feature sets. - error.rs: append-only LumenStatus additions Timeout (-9) and Closed (-10). - TESTED end-to-end through the C ABI: in-process lumen/1 host, lumen_connect pulls 25 byte-verified frames, sends input, closes (m3.rs::c_abi_connection_roundtrip). Apple client (clients/apple — SCAFFOLD, written on Linux, first Xcode build pending): - scripts/build-xcframework.sh: cargo per Apple target → universal staticlib + header (LUMEN_FEATURE_QUIC pre-defined) + modulemap → LumenCore.xcframework. - Package.swift (LumenKit) + Swift sources: LumenConnection (ABI wrapper), AnnexB (in-band VPS/SPS/PPS → CMVideoFormatDescription, Annex-B → AVCC CMSampleBuffers with DisplayImmediately), StreamView (SwiftUI over AVSampleBufferDisplayLayer — stage-1 presenter that hardware-decodes compressed HEVC itself), InputCapture (GCMouse raw deltas + GCKeyboard HID→VK). - README.md is the full handoff for the next (Mac-side) agent: build steps, ABI contract, first-light test recipe against the Linux host, stage-2 (VT+Metal pacing) plan, and the known host-side gaps (single-session m3-host, no lumen/1 audio yet, gamepad kinds not yet routed in m3's injector, seed-stage trust). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |