f01c5e210c232cc275c7c000cb2e59d873fca33c
7 Commits
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f01c5e210c |
feat(resize/apple): resize overlay — blur + spinner during mid-stream resize
Make a Match-window resize deliberate instead of a stutter: blur the live stream and show a spinner while the host rebuilds its virtual display + encoder and VideoToolbox re-inits on the new-mode IDR. No new protocol — driven entirely by existing client signals. - ResizeIndicator (pure core, unit-tested): START = follower steering, END = a decoded frame at the target size, TIMEOUT = 2.5s safety net for a rejected/capped switch that never yields a new-size frame; re-arms only on a CHANGED target, not a repeated same-size drag. - MatchWindowFollower.onResizeTarget fires the instant the window differs from the live mode (deduped via lastSteered); a new onDecodedSize callback threads each new-mode IDR's coded dims through StreamPump/Stage2Pipeline → SessionPresenter → both stream views. - SessionModel gains @Published resizing (+ resizeTargeted/resizeDecoded, a tick on the 1 Hz stats timer, reset on disconnect); ContentView blurs the stream 16px and overlays ResizeIndicatorView while resizing (the 32px trust-prompt blur is unchanged and takes precedence). tvOS declares the props but never fires the follower (it drives modes via AVDisplayManager), so the overlay stays dormant there. Pure core verified on the Linux toolchain; full AppKit/UIKit build pending on a Mac. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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89ff326ebf |
feat(resize/apple): Match-window mid-stream resize trigger + settings (C3)
design/midstream-resolution-resize.md Phase 2, Apple client. The stream mode follows the session window/scene: a windowed macOS window resize or an iPad Stage Manager / Split View scene change renegotiates the host's virtual display + encoder via the existing PunktfunkConnection.requestMode, so a windowed session streams native-resolution pixels instead of scaling. Decode/present need nothing — VideoToolbox recreates its session on the keyframe-derived format-description change (§1 table). - MatchWindowFollower (new): the shared D2 trigger discipline — physical pixels even-floored + clamped ≥320×200, debounce to resize-end, ≥1 s between requests, skip a size equal to the live mode, request each distinct size at most once (stops re-asking a rejected size / looping on a host rollback). Pure normalize/request core is unit-tested (MatchWindowTests). - macOS StreamLayerView: fed from layoutPresenter() (bounds → convertToBacking), guarded to once-in-a-window. - iOS StreamViewController: fed from viewDidLayoutSubviews (bounds × render scale); iOS-only (iPhone fullscreen no-ops, tvOS uses AVDisplayManager). - Settings: "Match window" toggle in the Stream mode section (iOS + macOS), DefaultsKey.matchWindow, read per session by the follower. Verified on a Linux Swift 6.1.2 toolchain (the app target needs AppKit/UIKit, unavailable here): the real MatchWindowFollower.swift type-checks in Swift 5 mode against a connection stub, and the pure discipline + the follower's decision path pass a standalone harness (drag-settle + grow → exactly two switches, refresh preserved, no re-request loop). A full build + on-device run (macOS window, iPad Stage Manager) remains for a Mac. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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38b9f310e2 |
feat(clients): tiered stats overlay everywhere — Compact/Normal/Detailed on every platform
ci / docs-site (push) Successful in 1m5s
apple / swift (push) Successful in 1m10s
ci / web (push) Successful in 1m12s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 1m46s
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Ship the Android client's 3-tier stats-overlay semantics in every other client (design/stats-unification.md vocabulary): Off → Compact (one line: fps · e2e ms · Mb/s + loss flag) → Normal (mode + e2e p50/p95 + loss counters) → Detailed (decoder path, HDR tag, per-stage latency equation). Apple: new StatsVerbosity in PunktfunkKit persisted under punktfunk.statsVerbosity (migrates the legacy hudEnabled bool: explicit off → Off, else Normal). The existing three-finger tap (TouchMouse, trackpad/pointer modes only — touch passthrough untouched) now cycles the tiers instead of toggling, matching Android; ⌃⌥⇧S (menu + captured-state monitor) cycles the same ladder. Tiered StreamHUDView (compact glass pill / headline HUD / full equation HUD); the iOS corner disconnect also shows in Compact (the pill carries no button). Tier pickers on iOS, macOS, tvOS and the gamepad settings UI. Session stack (Linux + Windows + Deck share punktfunk-session): shared pf_client_core::trust::StatsVerbosity; Settings grows stats_verbosity with a show_stats fallback, and writes keep the legacy bool in sync so pre-tier binaries reading the same JSON agree on off vs on. Ctrl+Alt+Shift+S cycles the tier and re-renders the OSD immediately from the last stats window; the stdout stats: line always carries the full Detailed text so the shell status card and scripts keep a stable shape; --stats bumps Off → Normal without demoting a richer tier. Tier pickers in the GTK dialog, the WinUI settings page and the console-UI settings row; shortcut copy updated (GTK shortcuts window, Windows help, session README). The Windows legacy builtin path keeps its bool HUD. Tests: tier migration/round-trip in trust.rs, tiered stats_text output in pf-presenter. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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6198da3daf |
feat(clients/apple): cross-client shortcuts + start banner, opt-in V-Sync, presenter rework
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Align the macOS/iPad Stream menu on the cross-client Ctrl+Alt+Shift set the Windows and Linux clients reserve — Release Mouse (⌃⌥⇧Q), Disconnect (⌃⌥⇧D), HUD toggle (⌃⌥⇧S) — with ⌘⎋ kept as the macOS/iPad capture toggle, and surface them on a 6-second banner at stream start. Add an opt-in V-Sync present mode (punktfunk.vsync, default OFF = lowest-latency immediate present; PUNKTFUNK_PRESENT_MODE overrides for A/B), with the presenter reworked to a frame-arrival-triggered render thread across Stage2Pipeline / MetalVideoPresenter / SessionPresenter, plus the windowed title-bar safe-area handling. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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7f29796e81 |
fix(apple): resolve macOS modifiers by keyCode — Control was silently dropped
Modifier keys arrive only as flagsChanged, and the direction was recovered by diffing the device-dependent L/R bits (NX_DEVICE*KEYMASK) alone. Those bits are undocumented and some keyboards omit them (only the class bit, e.g. NX_CONTROLMASK, is set), so the diff saw no transition and the key never reached the host — no Ctrl shortcuts. SDL/Moonlight key off the event's keyCode for exactly this reason; do the same: keyCode names the changed key, the class bit says up, the device bits (when present) pick the side, and a tracked-held-state flip covers keyboards without them. PUNKTFUNK_INPUT_DEBUG=1 now also logs every flagsChanged (keyCode + raw flags) so a field report is diagnosable from client logs. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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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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> |