Commit Graph

6 Commits

Author SHA1 Message Date
enricobuehler 73c911cae4 feat(rumble): host-authoritative self-terminating envelopes (0xCA v2)
Rumble was level-triggered, unbounded state on a lossy channel: a non-zero
level meant "buzz until further notice", healed only by the host re-sending
state every 500 ms, and every client guessed when the host had died with its own
magic timeout (SDL 1.5 s, Apple 1.6 s, Android up to 60 s). A lost stop, a
reordered start, or a dead host could drone the motor for seconds.

Make "stuck rumble" inexpressible on the wire. The 0xCA datagram grows a
length-tolerant tail — [u8 seq][u16 ttl_ms] — so it self-terminates: the host
authorizes a level for at most ttl_ms and renews it (~120 ms) while it holds,
letting an abandoned one lapse client-side. seq is a per-pad wrapping reorder
gate (reusing GamepadSnapshot::seq_newer) so a reordered stale start can't
re-light a stopped motor. Decoders read the first 7 bytes as a plain level and
ignore the tail, so no wire-version bump: an old client renders a new host's
levels, and a new client falls back to its prior staleness heuristic against an
old host (ttl = None). All four generation pairings render correctly.

- core: encode_rumble_datagram_v2 / decode_rumble_envelope (datagram.rs); the
  client demux applies the seq gate then forwards (pad, low, high, Option<ttl>);
  next_rumble is unchanged (drops ttl), next_rumble_ttl keeps it; ABI adds
  punktfunk_connection_next_rumble2 + PUNKTFUNK_RUMBLE_NO_TTL, ABI_VERSION 4->5
  (WIRE_VERSION unchanged — the tail is backward-compatible).
- host (punktfunk1.rs): the flat 500 ms refresh becomes a renewal loop that bumps
  seq + stamps a fresh TTL on active pads and drains a short post-stop zero burst,
  then goes quiet. Hatches: PUNKTFUNK_RUMBLE_ENVELOPE=0 (legacy v1 + flat refresh,
  a bisect switch), PUNKTFUNK_RUMBLE_TTL_MS (clamped [150, 5000]).
- renderers honor the TTL as their playback duration/deadline and keep their old
  heuristic only for a legacy (ttl=None) update: pf-client-core (the Deck haptic
  keep-alive is now deadline-bounded so it can't sustain a host-stopped rumble),
  clients/windows (SDL duration), android (JNI packs the lease out-of-band in bit
  48 so any u16 ttl is unambiguous; Kotlin createOneShot(ttl)), apple
  (RumbleRenderer.envelopeDeadline + nextRumble2; sessionStaleSeconds demoted to
  the legacy fallback).
- tests: codec round-trip + tail tolerance + seq-gate reorder (Rust); the probe
  asserts the v2 tail arrived under PUNKTFUNK_TEST_FEEDBACK; the Apple loopback
  asserts ttlMs round-trips end to end; RumbleTuning lease-decision cases.

The host-side idle-timeout from the previous commit is defense in depth on the
game side; this is the guarantee on the client side. Design:
punktfunk-planning/design/rumble-envelope-plan.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 03:08:27 +02:00
enricobuehler 573b2af334 feat(clients/windows): single-window handoff, shared settings store, console-UI surfacing
UX polish batch 1 (clients/windows/ui-polish-plan.md, workstreams W0/A1/B/C/E):

- W0: the shell's duplicated trust/settings structs are gone — src/trust.rs
  re-exports pf-client-core's, so the shell and the spawned session binary share
  ONE Settings shape over client-windows-settings.json. Fixes real bugs: the
  shell's saves no longer drop session-side fields; the stats-overlay toggle
  (show_hud -> show_stats, serde alias migrates old files) and the forwarded-
  controller pick now actually reach the spawned session. The "Streaming engine"
  Settings combo is gone (PUNKTFUNK_BUILTIN_STREAM=1 stays as the dev A/B knob).

- Forwarded-controller pinning by stable key (vid:pid:name, pf-client-core's
  format): persisted as forward_pad, applied by the shell's own service at
  startup AND by the session binary in session_params (both OSes — the session
  never applied the pin before).

- A1 single window: the shell hides itself when the spawned session window
  presents its first frame ({"ready":true}) and restores + foregrounds on the
  child's exit — exactly one visible Punktfunk window at any time. Restore runs
  before the request-access cancel gate so a Ready/Cancel race can't strand the
  shell hidden.

- C console UI: punktfunk-session --browse gains --json-status (ready when the
  library window presents; error line on a failed start), and the shell
  surfaces it — "Open console UI" on paired hosts' menus, plus a controller-
  detected hint card targeting the most recent paired host (x64 only; aarch64
  ships no skia ui feature). Browse spawns hide/restore the shell like streams.

- B responsive: minimum window size (420x360); the hosts header collapses to
  icon-only buttons below 700 px; the session status card shrinks instead of
  clipping (max_width); busy pages, help actions, licenses and long labels wrap.

- E polish: session exe gets the app icon (winresource + WM_SETICON via the new
  pf-presenter win32.rs); both exes share an explicit AppUserModelID on
  unpackaged runs (packaged identity wins) so the windows group as one taskbar
  app across the visibility handoff; "Start streams fullscreen" toggle passes
  --fullscreen (GTK parity); connects stamp KnownHost::last_used; the connect
  target is stashed for every route so "Connecting to X" always names the host.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 00:25:02 +02:00
enricobuehler 670f5a40a6 feat(clients/windows): screen-module restructure + parity features (speed test, native mode, capture UX)
Structure: split the 1400-line app.rs into per-screen app/ modules (mod=root/
router, hosts, connect, pair, speed, settings, licenses, stream, style) with
shared card/header/busy-page builders and setting_combo/toggle helpers; the
re-render rule (thread-driven state lives in root use_async_state, flows down
as props) is now documented at the module root.

Parity features the other clients already had:
- "Native display" resolves the real monitor mode at connect
  (MonitorFromWindow -> EnumDisplaySettingsW; was a hardcoded 1080p60)
- per-host network speed test: saved-host card button + a results screen
  (probe burst -> goodput/loss -> ~70% recommended bitrate applied in one
  tap; stale runs invalidated by generation) and `--headless --speed-test`;
  the bitrate setting becomes a free-form NumberBox so the recommendation
  round-trips
- forget host (ContentDialog confirm -> KnownHosts::remove_by_fp)
- settings: forwarded-controller picker (pads/pinned/set_pinned now wired),
  gamepad type, host compositor, capture-system-shortcuts; the previously
  dead Settings.compositor / inhibit_shortcuts are honored (shortcuts off =
  Alt+Tab/Alt+Esc/Ctrl+Esc/Win act locally)
- click-to-recapture after a Ctrl+Alt+Shift+Q release; the HUD hint tracks
  the live capture state

Perf: the input hook caches lock geometry (clip rect + contain-fit scale) at
engage instead of GetClientRect per WM_MOUSEMOVE; the audio jitter ring trims
via drain() and reuses the render scratch buffer.

Validated on the bare-metal box: --discover, synthetic-host loopback E2E
(TOFU -> clock skew -> HEVC negotiate -> D3D11VA init -> session end),
speed-test E2E, and the WinUI shell rendering in the console session via
PsExec (SSH/session-0 cannot create windows, pre-existing 0x80070005).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 12:16:19 +02:00
enricobuehler 6c4b439663 feat(clients/steam): M4 — desktop SDL clients capture the rich Steam inputs
The Linux + Windows native clients (clients/{linux,windows}/src/gamepad.rs) now
capture and send the Steam Controller / Steam Deck rich inputs, so a real Deck
(off Steam Input) or a Steam Controller on a desktop client drives the host's
virtual hid-steam pad end-to-end:

- Set SDL's HIDAPI Steam hints (SDL_JOYSTICK_HIDAPI_STEAMDECK / _STEAM) before
  init so SDL opens Valve devices directly (paddles + both trackpads + gyro as
  first-class SDL gamepad inputs).
- Detect the Deck/SC by VID/PID (0x28DE + 0x1205 / 0x1102 / 0x1142) ->
  GamepadPref::SteamDeck (there is no SDL gamepad type for it), so the host
  builds the virtual Deck with the right identity.
- Map the SDL paddle + Misc1 buttons -> BTN_PADDLE1..4 / BTN_MISC1 (a free win
  for Xbox Elite paddles too).
- Route a SECOND touchpad -> RichInput::TouchpadEx (SDL touchpad 0 = left ->
  surface 1, 1 = right -> surface 2, signed coords); a single touchpad keeps the
  legacy Touchpad. New forward_touch() helper centralizes the choice.
- Track held touchpad contacts per (surface, finger) and lift them on pad
  switch/detach so a contact held at that moment can't stick.
- Sensor (gyro/accel) capture was already generic across pad types.

Linux client builds + clippy clean; the Windows client is a near-verbatim
mirror (windows CI compiles it). On a Deck in Game Mode, Steam Input still holds
the device — the user disables Steam Input for the client (the Decky UX, next);
on a desktop client (or a Deck with Steam Input off) the hints just work.

Remaining M4: Decky Disable-Steam-Input UX, Apple/Android parity, and the C-ABI
PunktfunkRichInputEx + send_rich_input2 (Apple/embedder send path). Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 99ae1b9a17 feat(gamepad): add virtual Xbox One/Series + DualShock 4 pad types
Extends virtual-controller support beyond Xbox 360 + DualSense. Goal: a
physical Xbox One or PS4 pad on the client gets a near-native matching virtual
pad on the host, auto-resolved from the controller type.

Protocol/core:
- GamepadPref gains XboxOne (wire 3) + DualShock4 (wire 4); to_u8/from_u8/
  from_name/as_str + C ABI PUNKTFUNK_GAMEPAD_XBOXONE/_DUALSHOCK4 constants
  (compile-time guard ties them to the enum). Single-byte wire form is
  unchanged, so it's forward-compatible (older peers degrade to Auto).

Host (Linux):
- New UHID DualShock 4 backend (inject/dualshock4.rs) bound by hid-playstation:
  lightbar, touchpad, motion, rumble — DualSense minus adaptive triggers /
  player LEDs / mute. Reuses the DualSense pure state + button mapping; only the
  report byte layout, the real-DS4 HID descriptor, the GET_REPORT handshake
  (0x12 MAC mandatory; 0x02 calibration; 0xa3 firmware) and the touchpad
  resolution (1920x942) differ. Touchpad/motion ride the existing 0xCC plane,
  lightbar the 0xCD Led plane (deduped); rumble the universal 0xCA plane.
- Xbox One/Series is the uinput Xbox-360 backend parameterized with the One S
  USB identity (045e:02ea) for matching glyphs — XInput-identical otherwise.
- PadBackend dispatch + resolver handle both; off Linux the UHID pads and
  One/Series fold into Xbox 360. Windows-host DS4 (ViGEm) deferred.

Clients (auto-resolve physical pad -> virtual type, plus manual settings):
- Linux/Windows (SDL3): SDL_GAMEPAD_TYPE_PS4 -> DualShock 4, _XBOXONE ->
  Xbox One; PadInfo carries the resolved pref; DS4 touchpad/motion capture +
  lightbar already type-agnostic. Linux settings combo + label updated.
- Apple (GameController): GCDualShockGamepad/GCXboxGamepad detection, DS4
  touchpad capture, settings picker entries.
- Android (Kotlin): InputDevice VID/PID auto-detect (matching the other
  clients) + settings entries.
- probe: --gamepad help/aliases.

Also hardens the Android JNI boundary: wrap the teardown + poll-thread shims in
catch_unwind so a panic degrades to a logged no-op instead of aborting the app.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 13:34:44 +00:00
enricobuehler 2f2147b093 refactor: drop milestone names + consolidate clients; loss-recovery & rumble fixes
Two bodies of work in one commit (the rename moved files the fixes also touched).

Naming/structure cleanup (pre-launch):
- Host modules m3.rs->punktfunk1.rs, m0.rs->spike.rs; CLI m3-host->punktfunk1-host,
  m0->spike; bare `punktfunk-host` now prints help. Types M3Options/M3Source->
  Punktfunk1Options/Punktfunk1Source.
- Clients consolidated out of crates/ into clients/: punktfunk-client-rs->
  clients/probe (crate punktfunk-probe), client-linux->clients/linux,
  client-windows->clients/windows, punktfunk-android->clients/android/native
  (crate punktfunk-client-android; kept [lib] name=punktfunk_android so the JNI
  contract is unchanged). crates/ now holds only core + host.
- Milestone codes M0-M4 purged from code/CLI/CLAUDE.md/README/docs/docs-site,
  kept only in docs/implementation-plan.md. docs/m2-plan.md->
  docs/gamestream-host-plan.md. CI/gradle/flatpak paths updated.

Client loss-recovery (video froze and never recovered after a brief drop):
- Export punktfunk_connection_frames_dropped through the C ABI (the core already
  tracked it for the client keyframe-recovery loop; it was never reachable from
  the ABI clients). Regenerated punktfunk_core.h.
- Apple (StreamPump + Stage2Pipeline) and Android (decode.rs) now poll
  frames_dropped and request a keyframe when it climbs -- the same loss-driven
  recovery Linux/Windows already had. Under infinite GOP the decoder silently
  conceals reference-missing frames, so the decode-error trigger rarely fires.

Apple rumble robustness (worked then went spotty -- DualSense + Xbox):
- Add CHHapticEngine stopped/reset handlers (rebuild on app background / audio
  interruption / server reset) and drop the permanent `broken` latch on a
  transient drive failure; latch only when the controller truly has no haptics.
- Surface swallowed SDL set_rumble errors on Linux/Windows + diagnostic logging.

Verified: cargo build/clippy/fmt --workspace, C-ABI harness, header drift.
Not runnable on this box (verify in CI): Gitea workflows, gradle/Android,
flatpak, Swift/decky.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 21:05:58 +00:00