121 Commits

Author SHA1 Message Date
enricobuehler 861da54066 feat(web,host/windows): move the web console off :3000 to :47992
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Port 3000 collides with half the dev-server ecosystem; 47992 sits next
to the mgmt API (47990) in the punktfunk port family. Updates the run
scripts, systemd/scheduled-task units, Dockerfile, Windows firewall
rule + installer, packaging, and every doc that referenced :3000.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 18:17:42 +00:00
enricobuehler 0c17343a50 fix(mgmt): version-agnostic OpenAPI drift test + regenerate the 0.5.0 snapshot
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The snapshot comparison now normalizes info.version on both sides and
compares structurally — a version bump alone can never invalidate the
checked-in spec again (the 0.5.0 release tripped on exactly this; the
API surface is what drift-control protects). Snapshot regenerated so
the docs-site copy shows the current version.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 17:53:33 +00:00
enricobuehler 38f8f18fe8 chore(release): 0.5.0
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 17:33:01 +00:00
enricobuehler 9a58746aa5 fix(host/windows): clippy while_let_loop in the async poll drain
The rebase onto main picked up the pre-fix loop{match} variant of the
async retrieve drain — the exact shape the Windows clippy gate rejects
(run 6722 failed on it; the while-let form passed run 6724 on the CI
branch). Restore the gated form.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 17:31:45 +00:00
enricobuehler c21549c136 feat(host/windows,drivers): gamepad driver attach/heartbeat health surfaced in logs
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The gamepad drivers have no IOCTL plane (hidclass gates the stack), so
until now the host had ZERO visibility into whether a driver ever
bound: a pad could be "created" with no driver installed and nothing
was logged. Two health fields are carved from reserved shm space
(layout-compatible; pf-driver-proto pins the offsets): driver_proto —
stamped by pf-xusb at device add + per serviced XInput IOCTL (movement
= the game-visible path) and by pf-dualsense/DS4 from its ~125Hz timer
— and driver_heartbeat. Host-side, every pad owns a DriverAttach
watcher fed from the existing service() poll: INFO on attach (WARN on
proto mismatch), and after 3s of silence ONE diagnosis WARN combining
a cached pnputil /enum-drivers store check, the devnode's CM problem
code (CM_Locate_DevNodeW/CM_Get_DevNode_Status on the instance id now
captured from the create callback, with plain-language hints: 28 = not
installed, 52 = signature/Memory Integrity, …) and the driver's debug
log path. Also fixes a real bug both SwDeviceCreate wrappers shared:
the 10s WaitForSingleObject result was ignored and the callback
HRESULT zero-initialised, so a PnP timeout read as SUCCESS (now E_FAIL
init + explicit timeout error). Failure-mode table:
design/gamepad-driver-health.md.

Linux workspace green; Windows host + drivers CI-compile only, on-box
recipe at the bottom of the design doc.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:33:56 +00:00
enricobuehler 8af1a15aa6 feat(host,web): host log ring + GET /api/v1/logs + console Logs page
Remote debugging without shell access: a tracing layer tees every
event at DEBUG-and-up — independent of the RUST_LOG filter gating
stderr/host.log, so console-side debugging never needs a restart —
into a bounded in-memory ring (log_capture.rs, 4096 newest entries,
OnceLock singleton like config()), installed at both init sites
(stderr path in main, the Windows service file path). The mgmt API
serves it cursor-paged at GET /api/v1/logs?after=&limit= — bearer-only
and deliberately NOT on the mTLS cert allowlist (log lines can name
client identities and host paths). The web console grows a Logs page
(follow/pause · min-level filter · text search · eviction-gap badge);
polling self-paces: a non-empty page advances the after-cursor (new
query key → immediate refetch, drains backlogs), an empty page idles
at the 2s interval. OpenAPI regenerated; ring pagination/eviction,
layer wiring, and the authed route are unit-tested; Storybook story
included.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:33:56 +00:00
enricobuehler 7ced80c4e3 feat(android): connected-controllers debug view (Settings → Host)
The client end of the "host doesn't see my gamepad" triage chain: a
new ControllersScreen lists every InputDevice Android classifies as a
gamepad/joystick (name, VID:PID, source classes, the punktfunk pad
type it resolves to, rumble test) plus an "Other input devices"
section — a pad behind a BT→USB adapter (the Pico 2W tester case)
often enumerates with the adapter's identity or not as a gamepad at
all, and this makes that visible on the device instead of over a bug
report. A live input test (button chips + axis bars + raw last-keycode
line) consumes pad events via new MainActivity probe hooks ahead of
the focus-nav remap; hold B 1.2s to exit since the pad can't reach the
toggle while captured. Gamepad grows pads()/isPad() (firstPad
generalized).

Kotlin compiles green (kit + app); on-device validation pending.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:33:56 +00:00
enricobuehler 1a483aae06 feat(host/windows): two-thread async NVENC retrieve (PUNKTFUNK_NVENC_ASYNC, opt-in)
The gpu-contention plan's §5.B lever: today submit and the blocking
lock_bitstream share one thread, so under a GPU-saturating game the
pipeline serializes on the WDDM scheduling wait (1000/17ms ≈ 59fps —
the depth-1 collapse; the old 'deeper pipeline just stacks latency'
result was a same-thread implementation, not a disproof). Async mode
opens the session enableEncodeAsync=1, registers an auto-reset
completion event per pool bitstream, and moves the wait+lock+copy+
unlock onto an internal retrieve thread feeding poll() through a
channel — the exact split the NVENC guide mandates. Register/map/unmap
stay on the encode thread; teardown drops the job channel, joins the
thread, THEN destroys the session. In-flight depth is bounded by
PUNKTFUNK_NVENC_ASYNC_DEPTH (default 4, hard cap POOL-1) — both for
output-buffer reuse and because NVENC encodes the capture ring's
textures in place. Idle latency cost ≈ 0 (same-tick pickup); under
contention completed frames queue instead of stalling capture.

CI-compile validated only — on-glass A/B under game load on the RTX
box still pending (box offline).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:33:56 +00:00
enricobuehler 49e6021ece feat(host,probe): controlled loss injection for the native path + probe keyframe-on-drop
PUNKTFUNK_VIDEO_DROP now also covers the native data plane (N% of
sealed wire packets discarded before send in paced_submit — the same
FEC-test knob the GameStream path has; no netem/root needed), and the
probe grows the real clients' recovery trigger: the data loop publishes
the session's unrecoverable-frame count and the control task sends
RequestKeyframe when it rises (100ms poll = natural coalescing).
Together these make the IDR-vs-intra-refresh recovery A/B runnable
against any host.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:33:56 +00:00
enricobuehler fa4c798a25 feat(host/linux): amdgpu session clock pin — gpuclocks grows the AMD arm
nvclocks.rs -> gpuclocks.rs. PUNKTFUNK_PIN_CLOCKS=1 now also pins every
amdgpu card's power_dpm_force_performance_level to high for the host
lifetime (prior level restored on exit) — the measured AMD encode-
latency lever: VCN per-frame time doubles when a 60fps paced trickle
lets clocks sag (8 -> 4.4ms/frame at 1440p on the 780M with clocks
hot). Root-gated by sysfs ownership; non-root degrades to a logged
recipe (validated live on the AMD box). Opt-in stays deliberate:
box-wide power-management override, wrong on battery/Deck.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:33:56 +00:00
enricobuehler fd1086074b feat(host/vaapi): submit-split instrumentation + async_depth knob (depth 1 stays default)
Chasing the 8ms submit at 1440p on the 780M: the sampled PUNKTFUNK_PERF
split (push/pull/send) shows desc+buffersrc at ~5us, hwmap-import+VPP
CSC at ~0.2-0.5ms, and avcodec_send_frame owning the rest — so neither
a VA-surface import cache nor CSC overlap would help. Two facts landed:
(1) async_depth>=2 in libavcodec's vaapi_encode is a structural
+1-frame latency (frame N's packet only materializes when N+1 queues;
measured 18ms vs 8.3ms p50 at depth 1) — depth 1 stays the default,
PUNKTFUNK_VAAPI_ASYNC_DEPTH exists for pixel rates beyond the ASIC's
serial budget, and poll() now does a bounded in-flight wait so a deeper
depth still ships the AU as soon as the ASIC finishes. (2) The residual
send_frame block tracks GPU CLOCKS, not the ASIC: ~8ms/frame at a 60fps
duty cycle vs ~4.4ms at 120fps pacing vs 3.5ms back-to-back (270fps CLI
benchmark, even at -async_depth 1) — the clock-sag fix lands in
gpuclocks.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:33:56 +00:00
enricobuehler 12a3944156 feat(host/linux): default the tiled zero-copy path to GPU NV12 (NVENC fed native YUV)
A/B'd on the Bazzite box (RTX 5070 Ti, KWin 6.6, driver 595, 1080p60
over the LAN): pixel-correct decode (full desktop, no tint/banding),
latency-neutral idle (p50 1.47ms RGB vs 1.52ms NV12, both 2400/2400
frames), CPU-neutral — and it deletes NVENC's internal RGB->YUV CSC
from the SM/3D engine a game saturates (video 40%+SM 15% -> video
26%+SM 2% measured on Windows). Matches the Windows host default.
PUNKTFUNK_NV12=0 restores the RGB feed; LINEAR/gamescope captures are
unaffected.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:33:56 +00:00
enricobuehler 73f14bc725 feat(host/linux): NVIDIA clock hygiene — P2-cap driver profile + opt-in NVML clock floor
Two halves of the easy-scene p99 lever (host-latency plan Tier 1B):
CudaNoStablePerfLimit application profile (no root; NVIDIA's supported
opt-out of the CUDA/NVENC P2 memory-clock clamp, raw key 0x166c5e=0 per
open-gpu-kernel-modules#333, shipped for obs/Discord in R595) installed
into ~/.nv/nvidia-application-profiles-rc.d/ keyed on procname, opt-out
PUNKTFUNK_NV_PROFILE=0; and PUNKTFUNK_PIN_CLOCKS=1 arming an NVML
SetGpuLockedClocks(TDP, UNLIMITED) core-clock floor (base floor, boost
headroom — never a max pin) held for the host lifetime, reset-on-start
self-healing a crashed run's stale pin, NO_PERMISSION degrading to a
logged sudoers/oneshot recipe. libnvidia-ml is dlopen'd like libcuda —
no link-time dependency, clean no-op off NVIDIA.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:33:56 +00:00
enricobuehler 21eded8d88 feat(host): intra-refresh loss recovery + delivery-anchored latency instrumentation
Intra-refresh (opt-in PUNKTFUNK_INTRA_REFRESH=1 until on-glass
validated): NVENC runs a moving intra band + recovery-point SEI
(gop_size becomes the wave period, ffmpeg forces the real GOP infinite;
default fps/2, PUNKTFUNK_IR_PERIOD_FRAMES overrides; ENOSYS latches a
fallback to IDR-only). Clients request a keyframe on every
FEC-unrecoverable frame, so under intra-refresh the session glue serves
the first request instantly and suppresses the rest for a 2s window —
the wave heals loss without the 20-40x IDR spike cascade. VAAPI/software
keep IDR recovery.

Instrumentation: the wire pts now anchors at the PipeWire delivery stamp
(client-measured latency covers delivery + queue age, not just
submit->glass; repeats/synthetic stamps fall back to now), encode_us
keeps its submit->AU meaning via a separate inflight stamp, and a new
'queue' stage (delivery->submit age of fresh frames) rides
PUNKTFUNK_PERF and the web-console stats samples.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:33:56 +00:00
enricobuehler 315eb6ef7c feat(host/gamestream): priority-boost the video + send threads like the native path
The GameStream video thread ran unboosted on Linux and the send thread
only got the Windows MMCSS call; both now use boost_thread_priority
(Linux nice -10/-5, Windows HIGHEST/ABOVE_NORMAL + session tuning).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:33:56 +00:00
enricobuehler a333d5a15b feat(host/capture): zero-copy by default on VAAPI hosts (dmabuf passthrough)
PUNKTFUNK_ZEROCOPY unset now defaults ON when the encode backend is
VAAPI — a stock AMD/Intel install gets the LINEAR-dmabuf -> GPU-CSC path
instead of three full-frame CPU touches (measured on the 780M at 1440p:
0.8s vs 7.9s CPU per 600 frames, pixel-identical). NVENC stays opt-in.
A dmabuf offer the compositor never accepts latches a one-shot downgrade
so the pipeline rebuild renegotiates on the CPU offer; explicit =1 keeps
erroring loudly. The EGL->CUDA importer is no longer built on VAAPI
backends (an NVIDIA box forced to PUNKTFUNK_ENCODER=vaapi now correctly
takes the passthrough instead of producing CUDA frames the encoder
rejects), and a VAAPI session landing on the CPU path warns with the
reason.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:33:56 +00:00
enricobuehler 34bdda7d96 feat(host/vaapi): fall back to the low-power (VDEnc) entrypoint — unblocks modern Intel
Gen12+/Arc iHD exposes ONLY EncSliceLP, so the default open fails with
'no usable encoding entrypoint'. Try full-feature first (AMD unchanged,
validated on the 780M), retry low_power=1, cache the mode per codec;
PUNKTFUNK_VAAPI_LOW_POWER pins it. Probes inherit the ladder. Docs note
the Intel HuC firmware requirement.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:33:56 +00:00
enricobuehler fbeac16c96 feat(clients/windows): WinUI UX batch - tile hover, Settings NavigationView, modal slide-up
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Bump windows-reactor + windows to a4f7b2cb (from b4129fcc) for the new
PointerEntered/PointerExited events; migration is mechanical renames only
(SymbolGlyph->Symbol, placeholder->placeholder_text, on_changed->
on_text_changed/on_toggled, on_menu_item_clicked->on_item_clicked,
on_ready->on_mounted). New runtime model: reactor lost its build.rs, so the
client build.rs stages the WinAppSDK bootstrap via
windows-reactor-setup::as_framework_dependent() and main calls
windows_reactor::bootstrap() (missing either = 0x80040154 at launch);
staged filenames unchanged, so pack-msix and the MSIX manifest are untouched.

- Host tiles: WinUI pointer-over fill (ControlFillSecondary) via the new
  pointer enter/exit events, hover id in root state (backend-wired handlers
  bypass the reconciler flush, like the flyout clicks).
- Settings: stock NavigationView sidebar (Windows-Settings pattern) with
  Display/Video/Input/Audio/About panes, built-in back arrow, wide content
  column, and a per-section content slide-up tween. The section card is
  KEYED by section: an in-place diff across sections re-sets a reused
  ComboBox's items (clearing WinUI's selection) but skips selected_index
  when the values compare equal, rendering a blank selection - the key
  forces a remount. Card titles/descriptions dropped; per-control guidance
  moved to hover tooltips (ToolTipService).
- New "Show the stats overlay (HUD)" setting (show_hud, default on),
  honored mid-stream via the 400 ms HUD re-render.
- Add-host modal: entrance fade + slide-up tween (scrim fades with it).
- Self-initiated disconnect (Ctrl+Alt+Shift+D -> Ended(None)) returns to
  the host list silently instead of raising the error banner.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 18:23:25 +02:00
enricobuehler bf799b41e3 feat(clients/windows): GPU picker, disconnect shortcut, richer stream HUD
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windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 1m16s
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android / android (push) Successful in 3m21s
ci / web (push) Successful in 52s
ci / rust (push) Successful in 1m26s
ci / docs-site (push) Successful in 59s
deb / build-publish (push) Successful in 3m19s
decky / build-publish (push) Successful in 12s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 5s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 5s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 4s
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docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 4s
ci / bench (push) Successful in 4m36s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 9m50s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 9m45s
docker / deploy-docs (push) Successful in 17s
- Settings gains a GPU selector (shown only on multi-GPU boxes): the picked
  DXGI adapter drives decode + present, persisted as Settings.adapter and
  applied at the next stream - gpu.rs now caches the shared device keyed by
  the resolved preference (env PUNKTFUNK_ADAPTER > Settings > the window's
  monitor's adapter) so a change needs no app restart.
- Ctrl+Alt+Shift+D disconnects the session (consumed locally, captured or
  released): the hook releases capture and trips the session stop flag,
  plumbed through the stream-page handoff; the pump winds down and the UI
  navigates back to the host list.
- Stream HUD extended: codec chip (HEVC/H.264/AV1), display-side line from
  the render thread (presents/s + capture-to-decoded vs capture-to-on-glass
  p50), session line (host name, duration, network-lost frames, skipped
  backlog frames), and both shortcut hints incl. the new disconnect.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:41:16 +02:00
enricobuehler 5ef63756ea fix(host/linux,clients/android): honor the host/device keyboard layout in keymaps
apple / swift (push) Successful in 1m5s
ci / web (push) Successful in 46s
ci / docs-site (push) Successful in 56s
ci / rust (push) Successful in 7m4s
audit / cargo-audit (push) Successful in 1m19s
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release / apple (push) Successful in 8m22s
windows-msix / package (x64, C:\Users\Public\ffmpeg, x86_64-pc-windows-msvc, C:\t) (push) Successful in 1m20s
ci / bench (push) Successful in 4m43s
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windows / build (aarch64-pc-windows-msvc) (push) Successful in 1m9s
windows / build (x86_64-pc-windows-msvc) (push) Successful in 1m11s
apple / screenshots (push) Successful in 5m34s
flatpak / build-publish (push) Successful in 4m33s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 9m33s
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wlroots injector: the virtual keyboard keymap now defers to the standard
XKB_DEFAULT_RULES/MODEL/LAYOUT/VARIANT/OPTIONS env vars (libxkbcommon
built-ins as fallback) instead of hardcoding evdev/pc105/us, matching the
libei path where the session compositor's own keymap applies. Android:
Keymap gains the same positional-key coverage for non-US layouts (+ tests).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:25:07 +02:00
enricobuehler a4c84ac620 feat(clients/windows): all-vendor video pipeline rewrite + app icon + hosts-page tiles
Decode+present rewrite (first real pixels on glass for this client):

- Decode: FFmpeg D3D11VA on NVIDIA/AMD/Intel. get_format now only returns
  AV_PIX_FMT_D3D11 and lets libavcodec build the decode pool from
  hw_device_ctx (hand-built frames contexts failed three different ways:
  NVIDIA rejects DECODER|SHADER_RESOURCE arrays, BindFlags=0 fails texture
  creation, Intel rejects non-128-aligned HEVC surfaces at the first
  SubmitDecoderBuffers). A DXVA profile probe before the hwdevice commits
  hardware-vs-software up front instead of burning the opening IDR;
  extra_hw_frames covers the frames the client holds.
- Present: the decoded slice is copied with ONE display-size-boxed
  CopySubresourceRegion (a planar slice is a single subresource in D3D11;
  the old two-copy D3D12-style code silently no-opped - the black screen)
  into a sampleable NV12/P010 texture, per-plane SRVs + YUV->RGB shaders.
- New dedicated render thread (render.rs): presenting is decoupled from the
  XAML thread; frame-latency-waitable swapchain + SetMaximumFrameLatency(1),
  newest-wins drain after the wait, crossbeam frame channel with pts for a
  capture->presented p50 log.
- HiDPI: pixel-sized buffers + SetMatrixTransform(96/dpi) - was blurry at
  125/150 % scaling.
- Software fallback now feeds the same shaders (swscale -> NV12/P010 planes
  -> two dynamic plane textures); ps_rgba/X2BGR10 path deleted, hw/sw colour
  math identical.
- Adapter selection for hybrid boxes: PUNKTFUNK_ADAPTER > the window's
  monitor's adapter > default; PUNKTFUNK_D3D_DEBUG=1 debug layer.
- Session pump: request_keyframe at start and on hw->sw demotion (infinite
  GOP would otherwise sit on a black screen).

Validated live on the Arc Pro + RTX 3500 Ada laptop against the local
Windows host: 60 fps D3D11VA on both vendors, software path, GUI on glass.

Also: embedded app icon (build.rs winresource + WM_SETICON, MSIX
Square44x44 targetsize assets, pack-msix stages them) and the hosts-page
tile rework (tap-to-connect tiles with sibling overflow menu - fixes
forget-also-connects - in-tile rename editor, add-host modal via root state).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:24:23 +02:00
enricobuehler 2c416a4bff fix(host/windows): layout-correct keyboard injection - semantic vs positional VKs
First-party punktfunk clients send US-positional VKs (the physical key's
US-layout VK), GameStream/Moonlight clients send layout-semantic VKs
(Sunshine's model). The SendInput injector previously resolved everything
through the SYSTEM service's layout - on a German host that is the y/z swap
and u-umlaut-on-o-umlaut scramble. GameStream ingest now tags its key events
KEY_FLAG_SEMANTIC_VK (stripped from punktfunk/1 wire events so a network
client can't flip the convention); the injector maps semantic VKs under the
foreground app's layout and positional VKs through a fixed scancode table.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:24:04 +02:00
enricobuehler 019f2677a7 feat(host,web): multi-GPU selection — GPU inventory + preference API, web-console GPU card
apple / swift (push) Successful in 1m9s
ci / rust (push) Successful in 1m50s
ci / web (push) Successful in 56s
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apple / screenshots (push) Successful in 5m32s
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windows-host / package (push) Successful in 7m35s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 31s
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ci / bench (push) Successful in 4m53s
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rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 9m54s
docker / deploy-docs (push) Successful in 18s
- new crate::gpu (compiled on all platforms so the OpenAPI doc stays
  platform-independent): DXGI / sysfs GPU inventory with reboot-stable ids
  (PCI vendor:device + occurrence — LUIDs are per-boot), persisted auto/manual
  preference (<config>/gpu-settings.json, atomic temp+rename with in-memory
  rollback), one selection with precedence console preference >
  PUNKTFUNK_RENDER_ADAPTER > max VRAM and graceful fallback when the preferred
  GPU is absent, plus a live "in use" record (RAII session guard wrapped around
  every encoder open_video returns)
- fix: windows_gpu_vendor derived the encoder backend from DXGI adapter 0
  instead of the selected render adapter — on a hybrid box (e.g. Intel iGPU at
  index 0 + NVIDIA dGPU) the backend could disagree with the GPU the capture
  ring / IddCx render pin sit on. The NVENC 4:4:4 probe now also runs on the
  selected adapter (was: OS default), the codec/4:4:4 probe caches are keyed
  per selected GPU (were process-lifetime OnceLocks), and an explicit
  PUNKTFUNK_ENCODER conflicting with the selected GPU's vendor warns up front
- mgmt API: GET /api/v1/gpus (inventory + mode + preferred + next-session
  selection with reason + in-use GPU/backend/session-count) and
  PUT /api/v1/gpus/preference (validates mode/gpu_id before writing);
  openapi.json regenerated; the vdisplay render pin now also engages for a
  console preference (not just the env pin)
- web console: GPU card on the Host page — list with vendor + VRAM,
  Automatic / Prefer controls, Preferred / Next session / "In use · backend"
  badges, missing-preferred-GPU warning and env-pin note; en + de messages
- Linux: a matched manual preference picks the VAAPI render node and the
  NVENC-vs-VAAPI auto choice; auto mode is exactly the previous behavior

Validated live on the hybrid laptop (RTX 3500 Ada + Intel Arc Pro, which
enumerates twice — the occurrence ids disambiguate): enumerate, prefer,
bad-id 400, restart persistence, auto-restore keeping the stored pick.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 13:57:26 +02:00
enricobuehler 40fefd73ca feat(nav): add Ko-fi Support link to docs nav
apple / swift (push) Successful in 1m8s
ci / rust (push) Successful in 1m21s
ci / web (push) Successful in 51s
android / android (push) Successful in 3m41s
ci / docs-site (push) Successful in 1m0s
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decky / build-publish (push) Successful in 11s
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docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 4s
ci / bench (push) Successful in 4m44s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 46s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 9m54s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 9m57s
docker / deploy-docs (push) Successful in 18s
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-02 11:00:46 +00:00
enricobuehler b5fc017b19 ci(audit): ignore quick-xml build-time DoS advisories (RUSTSEC-2026-0194/0195)
quick-xml 0.39.4 enters only via wayland-scanner, a build-time proc-macro
that parses trusted crate-shipped protocol XML at compile time — never a
shipped binary, never runtime/attacker-controlled input, so neither DoS is
reachable. wayland-scanner 0.31.10 (latest) pins quick-xml ^0.39; the fixes
land only in >=0.41, so there is nothing to bump to.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-02 10:18:37 +00:00
enricobuehler f48dc5dfce feat(host/windows,packaging): installer overhaul - branding, VB-CABLE, GameStream choice, driver uninstall
ci / docs-site (push) Successful in 1m3s
android / android (push) Successful in 3m34s
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ci / web (push) Successful in 49s
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windows-host / package (push) Successful in 6m41s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 6s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 5s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 4s
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windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 1m17s
ci / bench (push) Successful in 4m41s
windows-msix / package (x64, C:\Users\Public\ffmpeg, x86_64-pc-windows-msvc, C:\t) (push) Successful in 1m22s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 1m37s
windows / build (x86_64-pc-windows-msvc) (push) Successful in 1m8s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 9m13s
docker / deploy-docs (push) Successful in 16s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 9m0s
deb / build-publish (push) Successful in 3m6s
- Modern branded wizard: WizardStyle=modern dynamic windows11 (Inno >= 6.6,
  plain-modern fallback for older compilers; CI provisioning upgrades a
  pre-6.6 Inno). Brand-mark wizard side panels + header tiles (100-200% DPI)
  and a multi-size punktfunk.ico (SetupIconFile + Apps & Features), generated
  AND committed by branding/gen-branding.ps1 from the canonical brand geometry.
  Gotcha encoded in the script: ISCC rejects all-PNG icons, so entries <= 64px
  are classic DIBs (PNG only at 128/256), and the ICO is load-verified.

- VB-CABLE actually ships now: windows-host.yml never set VBCABLE_DIR, so every
  published installer silently omitted the virtual mic (broken mic passthrough
  in the field). CI provisions the pinned, SHA-256-verified official Pack45
  (provision-windows-punktfunk-extras.ps1) and the pack now FAILS on a
  supplied-but-invalid dir instead of shipping mic-less again. Attribution per
  VB-Audio's bundling grant surfaced in the visible wizard task text (vendor,
  vb-cable.com, donationware) on top of the licenses notice.

- GameStream (Moonlight) compat is a wizard task (checked by default) ->
  service install --gamestream=on|off writes PUNKTFUNK_HOST_CMD=
  serve[ --gamestream] into host.env. Only the two canonical values are ever
  rewritten - a hand-customized command line survives upgrades. Silent
  installs: /MERGETASKS="!gamestream".

- Driver uninstall (field report: our virtual-device drivers survived
  uninstall): new `driver uninstall [--gamepad]` removes the pf-vdisplay
  device node(s) + the pf-vdisplay/pf-dualsense/pf-xusb driver-store packages,
  wired into [UninstallRun] after service uninstall. Locale-safe by
  construction: devices matched on unlocalized VALUES (never pnputil's
  localized labels), packages found by INF content scan - validated against a
  German-locale box ("Instanz-ID:" parse; 7/7 punktfunk INFs matched, no
  foreign hits). VB-CABLE is deliberately left installed (shared third-party
  component with its own uninstaller).

Installer compile, cargo check/clippy/fmt, and the ASCII locale gate are green;
the wizard look + uninstall flow still need one on-glass pass on a disposable
box (this box runs the live host).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 12:16:19 +02:00
enricobuehler 9074781acd 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 cac5b31535 docs: status updates — apple gamepad UI v2 (+ macOS), android AAudio wording
apple / swift (push) Successful in 1m4s
audit / cargo-audit (push) Failing after 1m4s
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windows-msix / package (x64, C:\Users\Public\ffmpeg, x86_64-pc-windows-msvc, C:\t) (push) Successful in 1m8s
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apple / screenshots (push) Successful in 5m37s
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docker / deploy-docs (push) Successful in 18s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 8m58s
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 11:24:44 +02:00
enricobuehler 133e25849d 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>
2026-07-02 11:24:44 +02:00
enricobuehler e925d00194 feat(linux): game library browser; split app.rs into cli/launch/ui_trust
- library.rs + ui_library.rs: the host's unified game library over the
  management API (the Apple LibraryClient/LibraryView ported) — mTLS with the
  paired identity, host verified by its pinned cert fingerprint (ureq + rustls,
  unified with the workspace rustls 0.23); posters load async with monogram
  placeholders, and picking a title starts a session that asks the host to
  launch it (the library id rides the Hello).
- app.rs (~800 lines lighter) splits into cli.rs (argv/headless
  pairing/--connect/screenshot scenes), launch.rs (mode resolve + session
  worker + event stream into the UI) and ui_trust.rs (TOFU / SPAKE2 PIN /
  delegated-approval dialogs); ui_hosts/ui_stream reworked around the split.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 11:24:44 +02:00
enricobuehler bd4e15b68d refactor(android): split session JNI into modules, HUD-gated stats, AAudio open retry
- native: the 756-line session.rs becomes session/{mod,connect,input,planes}.rs
  around a SessionHandle (connect lifecycle + trust, input plane shims, plane
  start/stop + stats drain).
- Decode-stats sampling is HUD-gated (nativeSetVideoStatsEnabled): with the
  overlay hidden the decode thread skips the per-AU clock read + lock; enabling
  resets the measurement window.
- audio: the AAudio open path is a per-sharing-mode try_open closure — the
  realtime callback state (ring, prime, free-list) is rebuilt per attempt, so a
  failed exclusive-mode try can't leak state into the shared-mode retry.
- Kotlin: ConnectScreen/StreamScreen slimmed by extracting ConnectDialogs,
  StatsOverlay and TouchInput.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 11:08:56 +02:00
enricobuehler 3678c182d5 feat(clients): codec preference on Windows/Apple/Android clients (Phase 2b)
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Rounds out codec negotiation across the last three clients — each advertises what it can decode,
builds its decoder from the resolved Welcome.codec, and exposes a "Video codec" preference picker.

**Windows** (Rust, mirrors Linux): `decodable_codecs()` + `ffmpeg_codec_id()`; the D3D11VA and
software FFmpeg decoders (and the mid-session D3D11VA→software demotion) open the negotiated codec
instead of hardcoding HEVC; settings gain a `codec` field + reactor ComboBox; `--codec` CLI flag.

**Apple** (Swift/C-ABI): AnnexB is now codec-aware — a `VideoCodec` enum drives H.264 vs HEVC NAL
parsing / parameter-set extraction (`CMVideoFormatDescriptionCreateFromH264ParameterSets` for H.264,
no VPS) and AVCC repacking; `PunktfunkConnection` advertises H264|HEVC via `punktfunk_connect_ex7`,
reads `resolvedCodec` (`punktfunk_connection_codec`), and threads `videoCodec` into the stage-1/2
pipelines + `VideoDecoder`; SettingsView "Video codec" Picker (auto/HEVC/H.264). AV1 is left out
(hosts don't emit it on the native path, and it's not an AnnexB codec). Test call sites updated.

**Android** (Kotlin + Rust JNI): the JNI `nativeConnect` gains `preferredCodec`; the native decode
loop picks the AMediaCodec MIME (`video/hevc`|`video/avc`) from `connector.codec` and advertises
H264|HEVC; Settings `codec` field + Compose dropdown.

Core/host/probe/Linux clippy + tests green (unchanged from 2a). Windows/Apple/Android compile on
their platform CI (this Linux box can't build them — Windows toolchain / Xcode / the Android NDK's
opus-cmake toolchain). All follow the Linux client's validated pattern.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 00:29:38 +00:00
enricobuehler 12843fe253 feat(protocol,clients): codec preference negotiation + Linux client decodes per Welcome (Phase 2a)
Adds a client-selectable **preferred codec** and wires the core + ABI + probe + Linux client to
negotiate and decode it. (Windows/Apple/Android follow in 2b.)

**Core:**
- `Hello.preferred_codec` (a single CODEC_* bit, 0 = auto) — a soft hint appended after
  `video_codecs`. `resolve_codec(client, host, preferred)` now honors the preference when the host
  can also emit it, else falls back to precedence (HEVC > AV1 > H.264). Roundtrip + preference tests.
- `NativeClient::connect` takes `video_codecs` + `preferred_codec`; `NativeClient.codec` exposes the
  resolved `Welcome.codec`.
- ABI: `punktfunk_connect_ex7` (adds the two codec params; `ex6` delegates to it advertising
  HEVC-only) + `punktfunk_connection_codec` getter + `PUNKTFUNK_CODEC_{H264,HEVC,AV1}` constants
  (drift-guarded against the wire values). Header regenerated.

**Host:** passes `hello.preferred_codec` into `resolve_codec`.

**probe:** `--codec h264|hevc|av1|auto` sets the preference (still advertises it can decode all
three); the dump extension already follows the resolved codec.

**Linux client:** advertises the codecs FFmpeg can actually decode (`decodable_codecs()`), threads
the user's `codec` setting as the preference, and builds the decoder — both the software and VAAPI
paths, plus the mid-session VAAPI→software demotion — from the negotiated `Welcome.codec` instead of
hardcoding HEVC. New "Video codec" dropdown in Preferences (Automatic/HEVC/H.264/AV1).

Live-validated on the dev box: probe `--codec hevc` against a software (H.264-only) host resolves to
H.264 (graceful soft-preference fallback), no failure. clippy + core (57) + host (133) tests green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 00:13:26 +00:00
enricobuehler ffc0b07b46 feat(protocol,host): negotiate video codec + add a GPU-less software (openh264) encode path
Phase 1 of codec negotiation, and the Linux software H.264 encode path it unblocks.

**Codec negotiation (core `quic`):**
- `Hello.video_codecs` (bitfield: CODEC_H264/HEVC/AV1) — the client advertises what it can
  decode; appended as a trailing byte (older client → 0 = HEVC-only, back-compat).
- `Welcome.codec` — the single codec the host resolved and will emit; trailing byte (older
  host → HEVC).
- `resolve_codec(client, host_capable)` picks the shared codec (precedence HEVC > AV1 > H.264)
  or `None` → the host refuses honestly rather than sending an undecodable stream.
- Roundtrip + back-compat tests; cbindgen exports the CODEC_* constants.

**Software encoder (host):**
- The openh264 `OpenH264Encoder` (was Windows-only) is now built on Linux too — it's
  platform-agnostic (consumes CPU RGB `CapturedFrame`s, statically-bundled openh264). `openh264`
  moved to the shared linux+windows Cargo target.
- `PUNKTFUNK_ENCODER=software` selects it: `open_video` gains a `software` branch (H.264 only),
  and `session_plan::resolve_encoder` / `capture::gpu_encode` resolve `EncoderBackend::Software`
  → `output_format().gpu = false`, so the portal capturer delivers CPU RGB. Explicit-only (auto
  never picks it — a box with a dead driver still has /dev/nvidiactl and would mis-resolve NVENC).

**Host codec resolution (`punktfunk1`):**
- The native path no longer hardcodes HEVC: it resolves the codec from the client's advertised
  set ∩ the host's capability (`Codec::host_wire_caps`: software→H.264, else HEVC), threads it
  through `SessionPlan.codec`, and opens the encoder + validates reconfigures at that codec. A
  software host + HEVC-only client is refused with a clear error.
- 4:4:4 is gated on HEVC (it's HEVC-only).

**Probe:** advertises H264|HEVC|AV1 and logs the resolved codec.

Validated on the GPU-less dev box: negotiation is live end-to-end (probe advertises 0x07 → host
resolves H.264 → Welcome reports it → plan = Software/H264), and the openh264 unit test (CPU RGB →
AnnexB IDR) now runs on Linux. Full capture→encode still needs a GPU on this box — every
compositor screencast path (KWin GL, gamescope VK_EXT_physical_device_drm, wlroots EGL) requires
one; software render (llvmpipe/pixman) can't be captured — so this box exercises negotiation +
encoder, not live capture. The software path unblocks GPU-less-*encode* boxes that still have a
display GPU. Phase 2 (clients advertising real codecs + decoding per Welcome.codec) is a follow-up.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 23:13:39 +00:00
enricobuehler e7b07d2363 fix(host): make client game launches work on every Linux compositor
Client-initiated launches (Hello.launch / GameStream applist) were only
wired to gamescope's bare-spawn path via the process-global
PUNKTFUNK_GAMESCOPE_APP env — which leaked across sessions, was never
read by kwin/mutter/wlroots (launch was a silent no-op there), and was
unreachable on gamescope anyway because apply_input_env unconditionally
defaulted to the managed session (which bails on non-Bazzite/SteamOS
boxes and ignores the launch command in all its modes).

- Thread the launch per-session: resolve the library id at handshake,
  carry it on SessionContext (Windows: id; else: resolved command), and
  hand it to the backend instance via set_launch_command — the global
  env write is gone (the env stays as an operator fallback in spawn).
- Gamescope sub-mode ladder (pick_gamescope_mode, pure + unit-tested):
  managed only when session-plus/SteamOS infra exists, attach for an
  explicit request or a foreign (non-host-descendant) gamescope, else
  bare spawn — which nests the launch and is now reachable on plain
  distros instead of the guaranteed managed-mode bail.
- launch_session_command: one launch entry point for both planes once
  capture is live — desktop compositors plain-spawn into the retargeted
  session (the virtual output is primary); managed/attached gamescope
  spawns with the live session's DISPLAY/GAMESCOPE_WAYLAND_DISPLAY
  discovered from /proc (steam:// URIs also forward over Steam's own
  pipe). launch_is_nested gates bare spawn against double-launching.
- GameStream unified onto the same dispatch; also nests library-id
  picks into gamescope (previously only apps.json cmd was nested).

Validated live on the dev box up to the missing-GPU wall: handshake
resolution, Spawn sub-mode on plain Ubuntu, gamescope spawned with the
command nested. On-glass validation (kwin spawn on the streamed output,
Bazzite/Deck managed forward) pending GPU reattach.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-01 22:02:52 +00:00
enricobuehler 7c976bc8c3 fix(host/audio): make the Linux virtual mic the default source (was silent)
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The punktfunk/1 virtual microphone was created as a plain Audio/Source with
no session priority, which caused two failures — both diagnosed live against a
Bazzite host on PipeWire 1.4.10:

1. It was never WirePlumber's default source, so any app recording the *default*
   input (games, Discord, arecord) heard silence. This is the Linux analogue of
   the Windows host forcing the default recording endpoint (audio_control.rs).

2. The real killer on PipeWire 1.4.x: a *non-default* Audio/Source recorded via
   `--target` never gets a driver assigned — the {source, recorder} group stays
   orphaned (pw-top QUANT/RATE 0, driver-node None), so the RT process() callback
   never fires and even an explicitly-selected mic is pure silence. PipeWire 1.6
   drives any recorded source regardless, which is why the host worked on a 1.6
   box but not the 1.4.10 Bazzite host.

Fix: advertise a high priority.session on the source so WirePlumber elects it as
the default source and keeps it driven. Reproduced with a faithful standalone
copy of the node on the same 1.4.10 daemon: no priority.session -> silent,
priority.session set -> audio. Only overrides WirePlumber's auto default; a
user's explicit default.configured.audio.source still wins.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 21:31:51 +00:00
enricobuehler dd4da9e04d docs: full env/config reference + fix outdated Bazzite gamescope-only framing
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Rebuild configuration.md into a complete PUNKTFUNK_* reference (verified
against config.rs, the host.env templates, and the env read sites): core,
gamescope/session-following, compositor, video quality, gamepads, audio,
Windows host, auth/paths, perf tuning, diagnostics, and client-side knobs.

Rework bazzite.md: it now documents both Steam Gaming Mode (gamescope) and
the KDE Plasma desktop with auto-detect/session-following, attach vs managed,
and the Desktop screencast + kde-desktop-setup.sh input grant — previously it
only described the managed gamescope model.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 20:06:28 +00:00
enricobuehler d6596ff81b docs: rework client/crate READMEs, add missing ones
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Rework the client READMEs to be accurate and inviting to first-time
visitors, and fill in the gaps where crates and tools had none.

- Rewrite clients/{apple,android,decky} READMEs (features-first, trim
  dense internal narrative; drop the stale "one session at a time" /
  "renegotiation not implemented" section from the Apple README).
- Add READMEs for clients/{linux,windows,probe}, which had none.
- Add crate READMEs for punktfunk-host, punktfunk-core, pf-driver-proto.
- Add brief READMEs for tools/{loss-harness,latency-probe}.
- Fix packaging/README duplicate "Option B" heading (bootc -> Option C).
- Fix docs-site/README stale docs/ -> design/ reference.
- De-stale packaging/windows/drivers/pf-dualsense README (drop "M0 spike"
  / external-checkout framing; reflect in-tree workspace + shipped +
  installer-bundled + multi-pad), keeping the driver-authoring lore.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 19:31:06 +00:00
enricobuehler 7975a95cd6 chore(release): regenerate api/openapi.json for 0.4.2
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The OpenAPI info.version tracks the crate version, so the 0.4.2 bump
(0604c4f) left api/openapi.json stale at 0.4.1 and would redden
mgmt::tests::openapi_document_is_complete_and_checked_in. The API surface is
unchanged since the last regen (ecbbff5 already refreshed it for the new
library endpoints), so this is the version string only.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-01 14:40:51 +00:00
enricobuehler 0604c4fba9 chore(release): bump workspace version to 0.4.2
The [workspace.package] version (inherited by every crate via version.workspace)
lagged at 0.4.1 — bump it to 0.4.2, the release being cut, and refresh the 8
workspace entries in Cargo.lock to match (CI builds --locked). This is a patch
release (Windows CI fixes + Apple gamepad UI); the canary base fallbacks stay
at 0.5.0, already one minor ahead of the 0.4.x stable line.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-01 14:40:46 +00:00
enricobuehler ecbbff5544 feat(apple): gamepad ui
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2026-07-01 15:14:19 +02:00
enricobuehler c8be614d9a fix(windows-ci): add FFmpeg's bin dir to PATH explicitly, don't rely on daemon env
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FFMPEG_DIR alone satisfies the linker, but the test binary needs the actual DLLs
on PATH at runtime. The daemon's own env (project-env.ps1, written by the
punktfunk-extras provisioning step) only takes effect on daemon *restart*, so a
freshly cloned/registered runner's first-ever job runs before that file has ever
been written, let alone picked up - confirmed live as STATUS_DLL_NOT_FOUND on the
new home-windows-runner-1's first real CI run. Setting PATH via GITHUB_PATH here
makes the workflow self-sufficient regardless of daemon restart timing.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-01 12:25:25 +02:00
enricobuehler 246552b75e feat(windows-ci): self-provisioning toolchain for the shared unom/infra runner
windows-drivers / driver-build (push) Failing after 14s
windows-host / package (push) Failing after 7s
windows-drivers / probe-and-proto (push) Successful in 39s
windows-msix / package (x64, C:\Users\Public\ffmpeg, x86_64-pc-windows-msvc, C:\t) (push) Failing after 7s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, aarch64-pc-windows-msvc, C:\t-a64) (push) Failing after 7s
android / android (push) Successful in 4m20s
ci / web (push) Successful in 54s
deb / build-publish (push) Successful in 3m30s
decky / build-publish (push) Successful in 25s
apple / swift (push) Successful in 1m8s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 1m15s
ci / rust (push) Successful in 4m48s
ci / docs-site (push) Successful in 58s
apple / screenshots (push) Successful in 5m36s
ci / bench (push) Successful in 4m39s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 32s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 2m38s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 2m54s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 54s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 2m23s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 9m18s
windows / build (x86_64-pc-windows-msvc) (push) Failing after 15s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 9m14s
docker / deploy-docs (push) Successful in 21s
The Windows CI runner (home-windows-runner-1, vmid 210) is now provisioned/owned by
unom/infra and can be rebuilt or joined by additional windows-amd64-labeled runners at
any time - a manually-dispatched provisioning workflow has no way to target a specific
runner instance, so it could land on an already-provisioned box instead of the one that
needed it. Replace windows-drivers-provision.yml / windows-punktfunk-provision.yml with
scripts/ci/ensure-windows-toolchain.ps1, a shared idempotent pre-flight (WDK/cargo-wdk,
FFmpeg, Inno Setup, ARM64 rustup target) that every Windows workflow now runs at job
start - a fast no-op once already provisioned, so any runner self-heals on first real use.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-01 11:41:31 +02:00
enricobuehler e78805798d fix(ci/windows): tolerate 409 on the immutable generic-registry upload
apple / swift (push) Successful in 1m11s
apple / screenshots (push) Successful in 5m22s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 1m51s
windows-msix / package (x64, C:\Users\Public\ffmpeg, x86_64-pc-windows-msvc, C:\t) (push) Successful in 1m23s
windows-host / package (push) Successful in 6m31s
android / android (push) Successful in 4m16s
ci / web (push) Successful in 58s
ci / rust (push) Successful in 4m57s
ci / docs-site (push) Successful in 1m0s
deb / build-publish (push) Successful in 3m27s
decky / build-publish (push) Successful in 11s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 7s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 5s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 4s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 4s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 4s
ci / bench (push) Successful in 4m40s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 9m1s
docker / deploy-docs (push) Successful in 5s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 10m21s
Both Windows publish steps threw on any non-zero curl exit, so re-running a vX.Y.Z
tag (e.g. after a force-push) failed at the versioned generic-registry path —
that path is immutable and 409s a re-upload of an already-published version. The
channel alias right below already delete-then-reuploads to dodge this; mirror that
intent for the versioned path by reading the HTTP status and treating 409 as a
no-op. The MSIX/installer still build, sign, and attach to the release fine — this
only unbreaks the redundant re-publish on a tag re-run.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 20:39:08 +02:00
enricobuehler ca79f7f2d2 fix(rpm): build with the baked toolchain (RUSTUP_TOOLCHAIN), avoid EXDEV
apple / swift (push) Successful in 1m6s
ci / rust (push) Successful in 4m44s
ci / web (push) Successful in 52s
ci / docs-site (push) Successful in 59s
windows-host / package (push) Failing after 6m36s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, aarch64-pc-windows-msvc, C:\t-a64) (push) Failing after 1m8s
windows-msix / package (x64, C:\Users\Public\ffmpeg, x86_64-pc-windows-msvc, C:\t) (push) Failing after 1m10s
ci / bench (push) Successful in 4m40s
release / apple (push) Successful in 8m51s
apple / screenshots (push) Successful in 5m35s
android-screenshots / screenshots (push) Successful in 2m21s
decky / build-publish (push) Failing after 11s
deb / build-publish (push) Failing after 7m15s
android / android (push) Successful in 9m49s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 32s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 2m48s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 3m27s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 4s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 2m20s
flatpak / build-publish (push) Failing after 4m12s
linux-client-screenshots / screenshots (push) Successful in 5m45s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Failing after 9m2s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 8m46s
web-screenshots / screenshots (push) Successful in 2m28s
docker / deploy-docs (push) Successful in 22s
rust-toolchain.toml floats `channel = "stable"` + requests rustfmt/clippy. When a
newer stable lands upstream, that makes rustup try to update the baked, minimal-
profile `stable` toolchain in place during %build, and the builder image's
OverlayFS rejects the staging rename with EXDEV ("Invalid cross-device link"),
failing the RPM build (started the day Rust 1.96.1 shipped). A release build needs
no rustfmt/clippy, so pin RUSTUP_TOOLCHAIN=stable to use the installed toolchain
as-is — no channel re-resolve, no component add, no update. Scoped to the RPM
%build; ci.yml/deb.yml (rust-ci image) are unaffected.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 20:18:19 +02:00
enricobuehler 2262332150 chore(release): regenerate api/openapi.json for 0.4.1
The OpenAPI `info.version` tracks the crate version, so the 0.4.1 bump (4563a04)
left api/openapi.json stale at 0.3.0 and reddened
`mgmt::tests::openapi_document_is_complete_and_checked_in`. The API surface is
unchanged since v0.4.0, so this is the version string only.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 20:18:19 +02:00
enricobuehler 71e3618f2e fix(rpm): restore lowercase package Name (unbreak Source0 / build)
apple / swift (push) Successful in 1m7s
ci / rust (push) Failing after 5m14s
audit / cargo-audit (push) Successful in 1m13s
ci / web (push) Successful in 51s
ci / docs-site (push) Successful in 59s
windows / build (x86_64-pc-windows-msvc) (push) Has been cancelled
android-screenshots / screenshots (push) Successful in 47s
ci / bench (push) Has been cancelled
apple / screenshots (push) Has been cancelled
windows / build (aarch64-pc-windows-msvc) (push) Successful in 59s
android / android (push) Successful in 3m54s
decky / build-publish (push) Successful in 13s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 5s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 5s
deb / build-publish (push) Successful in 5m13s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 2m30s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 5s
windows-host / package (push) Successful in 6m52s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 1m11s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 2m26s
windows-msix / package (x64, C:\Users\Public\ffmpeg, x86_64-pc-windows-msvc, C:\t) (push) Successful in 1m13s
linux-client-screenshots / screenshots (push) Successful in 1m42s
release / apple (push) Successful in 9m6s
flatpak / build-publish (push) Successful in 4m16s
web-screenshots / screenshots (push) Successful in 3m23s
docker / deploy-docs (push) Successful in 46s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 9m18s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Failing after 19s
ba39b08 capitalized the spec Name to `Punktfunk` in a branding sweep, but
build-rpm.sh writes the git-archive tarball as lowercase `punktfunk-<v>.tar.gz`
(prefix dir likewise). `%{name}` drives Source0, `%autosetup -n`, and the
`%{_datadir}/%{name}` install path, so the capital-P both broke the build
(rpmuncompress: `Punktfunk-<v>.tar.gz: No such file`) and would have renamed the
published package + its share dir vs every prior release. RPM names are lowercase
by convention; v0.3.x / v0.4.0 shipped as `punktfunk`.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 19:34:05 +02:00
enricobuehler 4563a0490c chore(release): bump workspace version to 0.4.1; canary base to 0.5.0
The [workspace.package] version (inherited by every crate via version.workspace)
lagged at 0.3.0 through the 0.4.0 release — bump it to 0.4.1, the release being
cut, and refresh the 8 workspace entries in Cargo.lock to match (CI builds
--locked).

Also advance the CI canary-base fallbacks (deb/rpm/flatpak/android/release
workflows + build-rpm.sh) from 0.3.0 to 0.5.0 so main/canary builds sort one
minor ahead of the latest stable line, per the documented channel convention.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 19:22:42 +02:00
enricobuehler ba39b08e09 feat(web): consolidate paired devices, self-contained sections, docs + lint
apple / swift (push) Successful in 1m6s
ci / rust (push) Successful in 5m51s
android / android (push) Successful in 6m21s
ci / web (push) Successful in 49s
ci / docs-site (push) Successful in 58s
windows-host / package (push) Successful in 8m6s
release / apple (push) Successful in 8m17s
deb / build-publish (push) Successful in 3m26s
decky / build-publish (push) Successful in 25s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 5s
ci / bench (push) Successful in 4m42s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 30s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 2m36s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 2m17s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Failing after 19s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 51s
apple / screenshots (push) Successful in 5m45s
docker / deploy-docs (push) Successful in 22s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Failing after 22s
Web console
- Pairing/Library/Stats refactored into self-contained subsections that each own
  their own queries + mutations; a shared slot-based layout (view.tsx) is filled by
  the live page (containers) and Storybook (pure cards + fixtures) so the layout can't
  drift.
- All paired devices in one list on Pairing with a protocol column (punktfunk/1 +
  Moonlight), routing each unpair to the right endpoint; the redundant Clients page is
  removed.
- Library: overview grid split from the add/edit form into separate files.
- Login screen links out to the docs.

Docs
- "Console login password" section on every host page (apt/RPM/Bazzite/SteamOS/Windows)
  plus a new "Forgot your Password?" troubleshooting page, linked from the login screen.
- Console served as HTTP/1.1 over TLS (drop the unusable HTTP/3 advertising) across the
  Bun entry, launchers, systemd units, and packaging.

Tooling
- Biome now respects .gitignore (stops linting generated code), config migrated to
  2.5.1; all lint issues fixed cleanly.

Also includes this branch's in-progress host, Apple client, packaging, and CI changes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 19:05:22 +02:00
enricobuehler e1bc9fda22 style(library): rustfmt the cover-fetch helpers
apple / swift (push) Successful in 1m8s
windows-host / package (push) Successful in 6m27s
apple / screenshots (push) Successful in 5m47s
ci / web (push) Successful in 50s
decky / build-publish (push) Successful in 15s
android / android (push) Successful in 4m25s
ci / rust (push) Successful in 5m0s
ci / docs-site (push) Successful in 58s
deb / build-publish (push) Successful in 3m13s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 5s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 4s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 4s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 4s
ci / bench (push) Successful in 4m45s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 5s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 9m35s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 9m38s
docker / deploy-docs (push) Successful in 17s
CI `cargo fmt --all --check` flagged fetch_image's base64/header chains (added in
12c7ec9 — clippy was run, fmt --check was missed). Pure formatting, no logic change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 13:21:03 +02:00
enricobuehler 12c7ec9e57 feat(gamestream): advertise HDR + surface the game library (with covers) to Moonlight
apple / swift (push) Successful in 1m6s
ci / rust (push) Failing after 1m11s
ci / web (push) Successful in 50s
ci / docs-site (push) Successful in 1m2s
android / android (push) Successful in 4m52s
apple / screenshots (push) Successful in 5m20s
windows-host / package (push) Successful in 6m30s
ci / bench (push) Successful in 4m42s
deb / build-publish (push) Successful in 3m19s
decky / build-publish (push) Successful in 13s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 5s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 4s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 4s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 4s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 4s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 9m32s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 9m34s
docker / deploy-docs (push) Successful in 18s
Bring the GameStream/Moonlight plane up to the native plane's capability parity.

HDR (Windows only):
- New host_hdr_capable() gate (Windows + PUNKTFUNK_10BIT, matching the native
  policy). serverinfo layers SCM_HEVC_MAIN10 onto the probed/static codec mask, so
  Moonlight finally offers its HDR toggle (live: mask 0x10101 -> 0x10301).
- Parse the client's dynamicRangeMode into StreamConfig.hdr and pass it through to
  OutputFormat::resolve, so a client HDR request proactively enables advanced color
  on the per-session virtual display (PQ flows even from an SDR desktop). The
  encoder bit depth now derives from the captured frame format (gs_bit_depth) rather
  than a hard-coded 8 that mislabeled the already-Main10 HDR stream.

Game library in /applist:
- The catalog now layers library::all_games() (Steam/Epic/GOG/Xbox/custom) on top of
  Desktop/apps.json, each with a STABLE GameStream id (FNV-1a, dedup-probed) and the
  store-qualified library id. Launch routes through the existing security-reviewed
  launch_title/launch_command via library::launch_gamestream_library — a client can
  only pick an existing title, never inject a command.
- /appasset cover proxy: Moonlight fetches per-app covers from the host, so resolve
  appid -> library cover URL and proxy the bytes (portrait -> header -> hero -> logo;
  data: + bounded http(s) fetch), on a blocking thread. IsHdrSupported reflects the
  host HDR capability.

4:4:4 stays off on GameStream by design: stock Moonlight is 4:2:0 and the Windows
IDD-push capturer can't deliver full chroma yet (capturer_supports_444() == false);
the gate is documented so it lights up once IDD-push full-chroma capture lands.

Validated live (Moonlight -> Windows NVENC host): HDR advertised, the Epic library
shows with covers, launch works. clippy clean; apps/serverinfo/library unit tests
cover the HDR mask, stable-id, dedup, and data-URL paths.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 13:07:07 +02:00
enricobuehler 5a89a64920 docs(windows-host): IDD-push capture, releases link, Punktfunk branding
apple / swift (push) Successful in 1m7s
apple / screenshots (push) Successful in 5m32s
android / android (push) Successful in 3m46s
ci / web (push) Successful in 1m0s
ci / docs-site (push) Successful in 1m6s
ci / rust (push) Successful in 5m13s
deb / build-publish (push) Successful in 3m17s
decky / build-publish (push) Successful in 13s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 4s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 5s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 3s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 5s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 46s
ci / bench (push) Successful in 4m40s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 9m25s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 9m28s
docker / deploy-docs (push) Successful in 20s
Rewrite the outdated Windows Host page:
- Capture is IDD direct-push only — drop the stale Windows.Graphics.Capture +
  Desktop Duplication claim and the (removed) monitor-capture fallback; the
  pf-vdisplay driver is now required.
- Install link points at the Gitea release (where the signed installer is
  attached) instead of the package registry.
- Brand prose as "Punktfunk" (executables/paths/protocol/URLs/service names
  stay as-is).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 12:41:18 +02:00
enricobuehler 4306d4f914 fix(windows/gamestream): create the virtual display on Windows (Moonlight black screen)
apple / swift (push) Successful in 1m6s
ci / rust (push) Successful in 5m17s
ci / web (push) Successful in 55s
ci / docs-site (push) Successful in 57s
release / apple (push) Successful in 8m42s
ci / bench (push) Successful in 4m55s
windows-host / package (push) Successful in 6m24s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 1m23s
apple / screenshots (push) Successful in 5m46s
windows-msix / package (x64, C:\Users\Public\ffmpeg, x86_64-pc-windows-msvc, C:\t) (push) Successful in 1m13s
android-screenshots / screenshots (push) Successful in 53s
android / android (push) Successful in 3m27s
decky / build-publish (push) Successful in 15s
deb / build-publish (push) Successful in 3m34s
linux-client-screenshots / screenshots (push) Successful in 2m17s
flatpak / build-publish (push) Successful in 4m6s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 8m57s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 8m44s
docker / deploy-docs (push) Successful in 6s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 4s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 4s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 4s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 4s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 5s
web-screenshots / screenshots (push) Successful in 2m28s
The GameStream video path (open_gs_virtual_source) ran the Linux compositor-
detection state machine on every platform. On Windows detect_active_session()
returns None and vdisplay::detect() bails ("could not detect compositor ...
XDG_CURRENT_DESKTOP=''"), killing the video thread right after RTSP PLAY — so a
Moonlight client paired, negotiated, then black-screened and dropped.

The native punktfunk/1 path already guards this (resolve_compositor returns a
placeholder Compositor on Windows, since vdisplay::open ignores the compositor
arg there and always uses the pf-vdisplay IddCx backend). Mirror that guard in
the GameStream path: short-circuit to a placeholder on Windows, keep the Linux
session detection (apply_session_env/apply_input_env) under cfg(not(windows)).

Validated live: Moonlight -> this box now creates the pf-vdisplay virtual
monitor, attaches the IDD-push ring, and NVENC streams 5120x1440@240.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 12:11:31 +02:00
enricobuehler 915f11a712 fix(apple/tvOS): guard EDR HDR APIs unavailable on tvOS
apple / swift (push) Successful in 1m12s
release / apple (push) Successful in 9m11s
apple / screenshots (push) Successful in 4m49s
ci / web (push) Successful in 1m1s
ci / docs-site (push) Successful in 1m19s
ci / rust (push) Successful in 4m45s
deb / build-publish (push) Successful in 3m11s
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ci / bench (push) Successful in 6m51s
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The tvOS archive failed compiling PunktfunkKit: a recent presenter HDR change
dropped the `#if os(macOS)` guard around the EDR calls and applied them "on all
platforms", but `wantsExtendedDynamicRangeContent`, `CAEDRMetadata`, and
`CAMetalLayer.edrMetadata` are all explicitly unavailable on tvOS.

Wrap the EDR usage (and the makeEDR helper, whose return type is the unavailable
CAEDRMetadata) in `#if !os(tvOS)`. macOS + iOS keep the reference-white-anchored
EDR path unchanged; tvOS now sets only the rgba16Float pixel format + itur_2100_PQ
colour space and lets its compositor tone-map from those. The 0xCE grade is still
cached on tvOS (harmless), it just can't be pushed to the layer there.

tvOS Simulator build: BUILD SUCCEEDED (PunktfunkKit Swift compile, the step that
failed). macOS build + test green (49 tests); iOS compiles clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 11:12:33 +02:00
enricobuehler fc35ea8c31 fix(windows): replace em dash with ASCII hyphen in install-vbcable.ps1
apple / swift (push) Successful in 1m9s
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android / android (push) Failing after 30s
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PS 5.1 mis-parses non-ASCII characters on non-UTF-8 locales; the
locale-safety gate CI check rejects any installer-run script containing
bytes above 0x7F.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-30 10:59:14 +02:00
enricobuehler 1e9a15699c fix(apple/iOS): capture all attached mice; gate UIKit pointer path under lock
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The iPad pointer lock engaged but a Magic Keyboard trackpad went dead the
moment a second pointer (a Universal Control "V-UC Automouse") was connected —
on-device PUNKTFUNK_INPUT_DEBUG logs showed only ONE GCMouse attached (whichever
was GCMouse.current), so the other device's motion handler was never installed.

InputCapture.start() now attaches a handler to EVERY GCMouse.mice(), not just
GCMouse.current, so a trackpad and a second mouse both drive (each GCMouse
delivers its own deltas through its own handler). New arrivals still come via the
GCMouseDidConnect observer.

Also gate the WHOLE UIKit indirect-pointer path (motion, buttons AND scroll) on
!gcMouseForwarding, not just motion+scroll: under pointer lock GCMouse owns
buttons too, and the trackpad/mouse also emit UIKit indirect-pointer events
pinned at the locked position — without the gate a click double-sent (GCMouse +
UIKit). The two paths are now exact mirrors on `gcMouseForwarding` (== locked).

Removes the investigation-only diagnostics (attachedMiceSummary/hasGCMouse, the
per-event UIKit pointer/scroll logs, the GCMouse attach/became-current logs);
the pre-existing `pointer lock isLocked=… captured=…` debug line is restored.

iOS compiles against the SDK; macOS swift build + test green (49 tests).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 10:56:37 +02:00
enricobuehler 6c2942ee45 fix(fmt): remove extra blank line in dxgi.rs
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Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-30 08:56:14 +00:00
enricobuehler 188b26b584 fix build
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2026-06-30 10:12:45 +02:00
enricobuehler 83ee53290e feat(windows-host): mic passthrough — auto-wire audio devices + bundle VB-CABLE
The Windows virtual mic worked only with manual Sound-settings fiddling: on a
headless host (no real audio output) BOTH the desktop-audio loopback and the
virtual mic must run on virtual cables, and on DIFFERENT ones or the loopback
re-captures the injected mic (echo). The Steam pair gives only one usable cable
(Steam Streaming Speakers loopback is silent — validated), so the mic + loopback
collided and echoed, and when the default playback happened to be the mic device
the anti-echo guard reported the mic "unavailable".

Host now auto-wires the devices at startup (audio/windows/audio_control.rs,
ensure_wired_once, hooked from open_audio_capture/open_virtual_mic): default
playback = a loopback-capable render that is NOT a cable and NOT the dead Steam
Speakers (real output > Steam Streaming Microphone); default recording = the mic
capture (VB-Cable "CABLE Output" preferred). Uses a hand-rolled IPolicyConfig
vtable (the only way to set a default endpoint; not in windows/wasapi crates).
Opt out with PUNKTFUNK_KEEP_DEFAULT. wasapi_mic candidates now prefer "cable
input". Validated live: from a deliberately-wrong start (playback=CABLE Input)
the host corrected both default endpoints at the OS level.

A Windows audio endpoint can only be created by a kernel-mode driver (no UMDF
path — ACX is KMDF-only), so we cannot self-sign our own like the UMDF gamepad/
display drivers. Instead the installer bundles + silently installs the official
base VB-CABLE (VB-Audio donationware, vendor-signed → loads with no test-signing,
redistributed under VB-Audio's bundling grant): install-vbcable.ps1 (seed the
VB-Audio cert into TrustedPublisher, run -i -h) + an installaudiocable task,
gated on -VbCableDir/$env:VBCABLE_DIR (the package binary is not in the repo).
Attribution in packaging/windows/licenses/VB-CABLE-NOTICE.txt. .iss compiles
with the path enabled.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 09:09:26 +02:00
enricobuehler 0f798d62b6 feat(windows-host): pf-vdisplay — fix the ADD/REMOVE wedge + per-client display-config persistence
Two phases of pf-vdisplay (IddCx virtual display) lifecycle work, both validated on-glass on the RTX box.

Phase 1 — fix the long-standing IOCTL_ADD 0x80070490 (ERROR_NOT_FOUND) wedge that ghost-monitor
slot-budget exhaustion produced under ADD/REMOVE churn (the reset-script/reboot recurring failure).
Validated: 43 reconnect-churn cycles, 0 wedges, monitor-node count flat at 1.
  * driver: on IddCxMonitorArrival failure, tear the created-but-not-arrived monitor down with
    WdfObjectDelete + reclaim its id — the asymmetric-with-the-create-failure-path leak that exhausted
    the 16-monitor MaxMonitorsSupported budget; recover MONITOR_MODES from lock poisoning instead of
    failing closed (defensive; the driver builds panic=abort).
  * host: collapse the build-retry churn — hold ONE monitor lease across all build attempts and preempt
    only on Lingering (not Active), so a cold start does 1 ADD not 8; reap not-present "punktfunk"
    monitor PDOs on startup (the reset-script step-2 logic, in-process) and self-heal a detected
    0x80070490 by reaping + retrying ADD; force-preempt a stuck-Active prior monitor on the
    begin_idd_setup timeout (the safety net the Lingering-only preempt would otherwise drop).

Phase 2 — give each client (keyed by its cert FINGERPRINT) a STABLE virtual-monitor id (1..=15) so
Windows reapplies that client's saved per-monitor config (DPI SCALING) across reconnects, and two
clients never share/bleed config. Validated: distinct clients -> distinct ids (1, 2); the driver
honors the host's id (echoed resolved == preferred).
  * proto: rename AddRequest._reserved -> preferred_monitor_id (offset 20) and AddReply._reserved ->
    resolved_monitor_id (offset 12) — byte-compatible (offset asserts), NO PROTOCOL_VERSION bump, so a
    pre-Phase-2 driver degrades gracefully to auto-id (the host detects it via the resolved echo).
  * driver: create_monitor honors a host-supplied preferred id via resolve_id (range 1..=15, never
    collides with a live monitor) and seeds the EDID serial + IddCx ConnectorIndex + ContainerId from it.
  * host: a persisted LRU fingerprint->id map (%ProgramData%\punktfunk\pf-vdisplay-identity.json),
    threaded to add_monitor via a set_client_identity no-op trait method (Linux/GameStream unaffected).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 09:09:26 +02:00
enricobuehler 080c55dbf7 refactor(host/windows): collapse Windows capture to IDD-push only
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Remove DXGI Desktop Duplication (DuplCapturer), Windows.Graphics.Capture
(WgcCapturer), the two-process SYSTEM+helper relay (virtual_stream_relay /
HelperRelay / DesktopWatcher / composed_flip), and the five source files that
implemented them. IDD direct-push is now the sole Windows capture path; the
session topology is always SingleProcess.

Deleted files: wgc.rs, wgc_relay.rs, desktop_watch.rs, composed_flip.rs,
windows/wgc_helper.rs (+ wgc-helper subcommand in main.rs).

dxgi.rs is kept but carved to shared GPU primitives only (make_device,
HdrP010Converter, VideoConverter, install_gpu_pref_hook, WinCaptureTarget,
pack_luid) — ~2237 lines of DDA-only code removed; imports cleaned.

capture.rs: IDD-push open failure fails the session cleanly (no fallback).
Adds capturer_supports_444() — returns false on Windows (IDD-push 4:4:4 is a
follow-up), replacing the stale single_process gate in 4:4:4 negotiation.
session_plan.rs: CaptureBackend{Dda,Wgc} and SessionTopology::TwoProcessRelay
removed. config.rs: no_helper/force_helper/no_wgc/capture_backend/secure_dda
removed. merged_env_block relocated from wgc_relay to windows/interactive.rs.

Linux cargo check clean.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-30 06:46:52 +00:00
enricobuehler 1c04e77293 feat(apple): Improve presenter
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feat(apple): add cursor capture on iPad
2026-06-30 01:31:48 +02:00
enricobuehler e2d4c40167 feat(android): HDR toggle, video-feed stats, landscape lock
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- HDR toggle in Settings → Display. Persisted (hdr_enabled, default on); the
  host is advertised HDR only when the toggle is on AND the panel can present
  HDR10 (displaySupportsHdr), so SDR panels never get PQ they'd mis-tone-map.
  The toggle is disabled/greyed on non-HDR displays (ToggleRow gained `enabled`).
- Extend the stats HUD with a video-feed line, e.g.
  "HEVC · 10-bit · HDR (BT.2020 PQ) · 4:2:0". nativeVideoStats now returns 14
  doubles (appends bitDepth, CICP primaries/transfer, chroma_format_idc from the
  negotiated Welcome); older/shorter layouts just omit the line.
- Lock the stream to landscape while streaming (SENSOR_LANDSCAPE), restoring the
  prior orientation on exit. The activity declares configChanges=orientation, so
  it re-lays-out in place with no stream restart; harmless no-op on TV.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 22:16:04 +02:00
enricobuehler 580b1ea7a7 feat(host/steam): shippable usbip/vhci_hcd virtual Deck + client leave-shortcuts
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Steam Deck pass-through (design/steam-deck-passthrough-plan.md), code-complete +
all CI checks green on Linux + adversarially reviewed; on-glass validation pending:

- usbip/`vhci_hcd` virtual Deck transport (inject/linux/steam_usbip.rs) for
  non-SteamOS hosts (Bazzite/generic) — presents a real interface-2 USB Deck so
  Steam Input promotes it. In-process vhci attach (loopback OP_REQ_IMPORT handshake
  → sysfs attach) with a bounded `usbip`-CLI fallback; detach on drop.
- Backed by a vendored, libusb-free trim of the `usbip` crate
  (crates/punktfunk-host/vendor/usbip-sim, MIT + NOTICE; host/cdc/hid + rusb/nusb
  removed; interrupt-IN paced by bInterval).
- Selection ladder raw_gadget (SteamOS fast-path) → usbip (universal) → UHID,
  with PUNKTFUNK_STEAM_USBIP / PUNKTFUNK_USBIP_ATTACH knobs.
- Shared Deck descriptors + the 0x83/0xAE feature contract + a Steam-accepted
  serial consolidated into steam_proto.rs; the raw_gadget backend reuses them.
- Linux client leave-shortcuts: Ctrl+Alt+Shift+D + holding the escape chord
  (L1+R1+Start+Select) >=1.5s end the session (short press still exits
  fullscreen); the chord state resets across sessions.

Also bundles in-progress work already staged in the tree:
- host(kwin): xdg-output logical-geometry mapping so the KWin fake_input backend
  places absolute coordinates correctly under display scaling.
- docs: design/README index entries + design/controller-only-mode.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 831b37b4b7 build: exclude the usbip-poc from the workspace (standalone PoC, pulls libusb)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 4f0b4aa68f docs(steam): production plan for Deck client pass-through + shippable usbip host
Write design/steam-deck-passthrough-plan.md — the build plan to ship exact Steam
Deck pass-through from the Linux client (incl. the Steam + QAM buttons) plus a
virtual Deck on any Linux host. Key validated facts captured so the next session
doesn't re-investigate:

- Client capture is ALREADY correct: SDL3 maps Steam->Guide, QAM->Misc1; the
  client forwards BTN_GUIDE/BTN_MISC1; the host maps them to btn::STEAM/btn::QAM.
  Only precondition: Steam Input disabled on the client (the Decky UX).
- Shippable host transport = usbip + vhci_hcd (in-tree + signed everywhere, no
  module build, no MOK) — PROVEN on Bazzite: Steam promotes the usbip interface-2
  Deck (XInput slot + X-Box pad), identical to raw_gadget on SteamOS.
- Build steps: refactor steam_gadget.rs into shared Deck-logic + a transport
  trait; add the usbip transport (vendor-trim the usbip crate to drop rusb/libusb,
  in-process vhci attach); transport-select raw_gadget->usbip->UHID/DualSense;
  client leave-shortcut (controller chord + Ctrl+Alt+Shift+D); serial polish.

Also checks in the working usbip Deck PoC (packaging/linux/steam-deck-gadget/
usbip-poc/) for the next session to build on. Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 963c406f33 feat(host/steam): default the gadget Deck on for SteamOS (glass-confirmed)
The virtual Steam Deck is validated glass-to-glass on a Deck: it appears as a
distinct second Steam controller, a held A drives Steam's overlay ("Resume
Game"), and a button press registers in a real game (confirmed in-game).

gadget_preferred() now defaults ON for SteamOS hosts (/etc/os-release ID=steamos
or ID_LIKE), OFF elsewhere where the universal UHID path stays the default;
PUNKTFUNK_STEAM_GADGET=1/0 forces it. A Deck-as-host with a physical Deck never
reaches this path — resolve_gamepad's conflict gate degrades SteamDeck → DualSense
first, so the two-Deck case never happens in production (it was only a test-rig
confound on the dev Deck).

The feature is complete: a virtual Steam Deck that Steam Input recognizes +
promotes, churn-free, with input flowing to games. Workspace clippy/fmt/test
green. Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 7ab8acaf55 feat(host/steam): harden the gadget feature contract — fixes the evdev churn
The virtual Deck's gamepad evdev was churning (destroyed + recreated) because
Steam kept re-probing: GetControllerInfo reads HID feature reports, and the gadget
served zeros for them. Captured the real contract off a physical Deck
(packaging/linux/steam-deck-gadget/get_deck_attrs.c, hidraw HIDIOCGFEATURE — usbmon
truncates to 32B) and implemented it in steam_gadget.rs::feature_reply:

- 0x83 GET_ATTRIBUTES_VALUES: [83, 2d, 9×(attr-id, u32-LE)] — product id 0x1205, a
  per-instance unit serial (0x0a/0x04, so a gadget never collides with a real Deck
  or another gadget), and the capability attrs (0x09=0x2e, 0x0b=0x0fa0, rest 0).
- 0xAE GET_STRING_ATTRIBUTE: [ae, len, attr, ascii] — serial (attr 1) / board
  serial (attr 0).
- other commands (0x87 settings): echo the last write.

Validated on the Deck: 1 connect / 0 disconnect / 1 gamepad evdev (was constant
churn), Steam activates the gadget cleanly (no GetControllerInfo failed, no zombie)
and emits its X-Box 360 pad. usbmon on the gadget's bus confirms our state reports
(pressed button at byte 8) are delivered on the interrupt-IN and consumed by
hid-steam — so with M1/M2's byte-8→BTN_SOUTH decode the input chain is proven
end-to-end. Remaining: a foreground-game confirmation of Steam Input's XInput
mapping, then default the gadget on for SteamOS.

Workspace clippy/fmt/test green. Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler c8e19396e4 feat(host/steam): raw_gadget Deck host backend (Steam-Input path, opt-in)
Port the proven raw_gadget virtual Deck to a Rust host gamepad backend, the
SteamOS-only transport that gets Steam Input to actually promote the Deck.

- inject/linux/steam_gadget.rs (new): SteamDeckGadget — a userspace raw_gadget
  emulator of the real 3-interface USB Deck (mouse=0/keyboard=1/controller=2,
  28DE:1205) on a dummy_hcd loopback UDC, descriptors captured from a physical
  Deck, answering every control transfer incl. the HID feature reports. Driven by
  the same steam_proto::serialize_deck_state as the UHID pad; rumble feedback via
  parse_steam_output. The raw_gadget UAPI is funneled through 4 documented ioctl
  wrappers (the crate denies undocumented unsafe).
- inject/linux/steam_controller.rs: the manager pad is now a DeckTransport enum
  (Uhid | Gadget); ensure() prefers the gadget when PUNKTFUNK_STEAM_GADGET=1
  (best-effort modprobe dummy_hcd+raw_gadget), gracefully falling back to the
  universal UHID SteamDeckPad. write/pump/heartbeat dispatch through the enum.

Validated on a real Deck via a static musl harness that #[path]-includes the
module: enumerates, hid-steam binds + reads our serial + creates the Steam Deck +
Motion Sensors evdevs — identical to the C PoC. Caught a real portability bug:
raw_gadget's no-arg ioctls (RUN/CONFIGURE/EP0_STALL) reject a non-zero `value`
with EINVAL, and on musl an omitted ioctl vararg is a garbage register — so they
must pass an explicit 0.

Opt-in (default off) while the Steam GetControllerInfo feature contract is
hardened (to stop the gamepad-evdev churn). Workspace clippy/fmt/test green. Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 78020cd66c docs(steam): gadget input-flow status — reports delivered + format-validated
On the Deck, a pressa build shows hid-steam polls our interface-2 interrupt-IN
endpoint and our 64-byte state reports are delivered ("STREAM: first input report
delivered"). The report format is already validated (M1 serializer on-box + M2's
EVIOCGKEY/EVIOCGABS test on the same hid-steam decode). The "Steam Deck" gamepad
evdev forms but is transient (hid-steam recreates it as gamepad_mode toggles —
Steam keeps re-probing because the PoC serves the serial but not Steam's full
GetControllerInfo attribute set, on a heavily-churned test Deck), so a stable live
EVIOCGKEY catch of the held A wasn't obtained. Delivery + format proven; the
evdev transience is a feature-report-completeness gap the host backend resolves.
Doc §11. Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 8870e85233 feat(steam): raw_gadget virtual Deck — full Steam Input recognition (proven on Deck)
The interface-2 wall is climbed. packaging/linux/steam-deck-gadget/deck_raw_gadget.c
is a raw_gadget userspace emulator of a real 3-interface USB Steam Deck (28DE:1205,
mouse=0/keyboard=1/controller=2) on a dummy_hcd loopback UDC, with descriptors
captured verbatim from a physical Deck and full HID feature-report handling.

Live on a real Deck (SteamOS 3.8.11): hid-steam reads our serial (PFDECK000),
creates the Steam Deck + Motion Sensors evdevs, and Steam Input PROMOTES it —
controller.txt "Interface: 2 ... device opened ... reserving XInput slot 1" +
"input: Microsoft X-Box 360 pad 1". Stable (1 connect, 0 disconnects, no zombie);
the kernel Steam Deck evdev is then grabbed by Steam Input which exposes its own
X-Box pad, exactly like a real Deck. First time a virtual Deck is fully Steam-Input
promoted (UHID can't — it has no USB interface number, so Steam filters it).

Also includes the configfs f_hid variant (configfs_gadget_up/down.sh) — the minimal
reproducer that proved interface 2 makes Steam open+XInput-reserve the device, but
f_hid can't serve feature reports so Steam dropped it as a zombie.

Gotchas documented in the README: 7-byte vs 9-byte endpoint descriptor, no-data OUT
controls acked via zero-length EP0_READ (not WRITE, else error -110), streamer must
not start before SET_CONFIGURATION is acked. SteamOS-host only (needs dummy_hcd +
raw_gadget). Recognition proven; feeding real client reports + a host backend is next.
Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler a81f1304cd docs(steam): gadget PoC — interface 2 PROVEN (Steam opens + XInput-reserves it)
On the Deck (which ships dummy_hcd + raw_gadget + configfs f_hid), a pure-shell
configfs gadget stood up a real 3-interface USB Deck (kbd=0/mouse=1/controller=2,
28de:1205) on a dummy_hcd loopback UDC. hid-steam bound all 3 interfaces, and
crucially Steam PROMOTED the interface-2 controller: "Local Device Found ...
Interface: 2 ... Steam controller device opened for index 14 ... Steam Controller
reserving XInput slot 1" — exactly where the interface -1 UHID Deck was filtered.

It then failed only at feature-report exchange (f_hid can't serve HID GET_REPORT:
"steam_send_report: error -32", "couldn't get controller details ... zombie
controller"), and no gamepad evdev formed for the same reason. So interface 2 is
necessary AND sufficient for Steam to open+XInput-reserve the Deck; the remaining
piece is serving feature/output reports, which raw_gadget can (full control,
like UHID). Next: a raw_gadget 3-interface Deck emulator. Doc §11. Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler c75f39fd8e docs(steam): VALIDATED — virtual DualSense IS Steam-Input recognized; isolates the Deck wall to interface 2
Definitive hardware test (Bazzite running Steam): a virtual DualSense (UHID,
054c:0ce6, Interface: -1) is FULLY promoted by Steam — controller.txt logs
"Local Device Found 054c 0ce6 DualSense Wireless Controller", then "Controller
using HIDAPI driver vid=0x054c pid=0x0ce6" and loads configset_controller_ps5.vdf
(our calibration/pairing/firmware feature blobs read back). The SAME Interface:
-1 that the Deck is rejected at is accepted for the DualSense.

So the wall is specifically the Deck's MULTI-INTERFACE requirement (Steam must
pick interface 2 among kbd/mouse/controller), NOT a UHID limitation. The
DualSense path delivers real Steam Input (gyro + touchpad + glyphs + bindings)
for a streamed Deck/SC client; it loses only Deck glyphs, the 2nd trackpad, and
the 4 back grips as distinct Steam-Input paddles (M5 folds them to buttons).

Full Deck-identity Steam Input would need interface 2 -> a USB gadget (dummy_hcd
+ configfs HID, controller on interface 2). Feasible but heavy/non-portable:
dummy_hcd isn't built on Bazzite/Deck/dev-box, so it'd be a per-kernel build +
(on immutable SteamOS/Bazzite) a package-layer + reboot per host.

Doc-only (design §11). Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 37c3e2bed2 docs(steam): criterion-4 RESOLVED — the interface-2 ceiling; recommend dropping M7
Hardware finding (a SteamOS Deck @ .253 + a Bazzite host @ .41, both running
Steam, via a minimal C UHID probe on Bazzite): a UHID virtual Steam Deck binds
the kernel hid-steam and creates the evdevs (so kernel-evdev + SDL-hidapi
consumers see the full grips/trackpads/IMU surface), but Steam Input will NOT
manage it. Steam's controller.txt enumerates it ("Local Device Found, 28de 1205,
Product Punktfunk Steam Deck") but logs Interface: -1 and never promotes it (no
28de:11ff XInput pad). The physical Deck on the same logs is Interface: 2 — a
real Deck is a 3-interface USB device (kbd 0 / mouse 1 / controller 2) and Steam
binds the controller on interface 2; a single UHID device has no USB interface
number, so Steam reads -1 and filters it out. (The feared 0x83/0xA1 attribute
probes never fired — it's an interface filter, not a probe-reject.)

Consequences (design §11):
- The virtual Deck's value is non-Steam / SDL games on Linux (grips + trackpads
  + gyro via evdev / SDL HIDAPI), NOT Steam Input.
- The virtual DualSense stays the Steam-Input path everywhere (Steam recognizes
  a single-interface DualSense); M5's paddle-fold carries the back grips.
- M7 (a Windows UMDF virtual Deck) is NOT recommended: same interface filter,
  and Windows has no kernel-hid-steam evdev fallback, so nothing would consume
  it; the existing Windows virtual DualSense already covers that case.
- M0-M6 is not wasted: the protocol/wire + client capture feed the DualSense
  path too, and the virtual Deck is the best option for non-Steam Linux games.

Doc-only (design/steam-controller-deck-support.md): added §11, updated the status
+ pending-validation. Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 4f40fa3cb7 feat(host/steam): M6 — Steam-pad conflict gate (hardware-validated)
Don't present a virtual Steam (28DE) pad on a host that already has a physical
Steam controller — the host's own Steam Input would then manage two Decks and
confuse player assignment.

- physical_steam_controller_present(): scans /sys/bus/hid/devices for a 28DE HID
  device on a real (non-/virtual/) path.
- degrade_steam_on_conflict() in resolve_gamepad: a resolved SteamDeck /
  SteamController with a physical Steam controller attached degrades to DualSense
  (then the M5 uhid ladder); PUNKTFUNK_STEAM_FORCE=1 overrides (e.g. a remote-only
  box with no competing Steam Input).

Validated on real hardware (a SteamOS Steam Deck @ .253 + a Bazzite host @ .41,
both running Steam):
- Conflict confirmed: the Deck-as-host already has its physical 28DE:1205 AND
  Steam's 28DE:11FF XInput output pad live; a 2nd virtual 28DE = two Decks.
- Bind robustness: the virtual Deck binds hid-steam on a SECOND kernel (Bazzite
  6.17.7, vs the dev box 7.0) and the kernel accepted our serial (the M1 fix).
- Criterion-4 (running-Steam recognition) PARTIAL: a userspace consumer (Steam/
  SDL) engaged the virtual Deck (opened the hidraw, ran the lizard-disable +
  settings sequence the kernel's Deck path skips) but emitted NO 28DE:11FF XInput
  pad on the desktop — so Steam recognizes it enough to manage lizard mode but did
  not promote it to a managed XInput controller (likely needs a Big-Picture/game
  context, or a richer device; the 0x83/0xA1 attribute probes never fired, so it
  wasn't a probe-reject either).
- The heuristic itself checks TRUE on the Deck, FALSE on Bazzite.

Workspace clippy/fmt/test green. Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 486a292845 feat(host/steam): M5 — fallback remap, motion rescale, degrade ladder
Keep the rich Steam inputs from silently dropping when the resolved backend
isn't the virtual hid-steam device, and fix a cross-device motion-scale bug.

- inject/proto/steam_remap.rs (new, pure + unit-tested):
  * motion_wire_to_deck — the wire carries DualSense-convention units (20 LSB/
    deg.s gyro, 10000 LSB/g accel — what every client capture emits), but the
    Deck's hid-steam report wants 16 LSB/deg.s + 16384 LSB/g. The Deck backend
    now rescales (gyro x16/20, accel x16384/10000): a real Deck<->Deck gyro/
    accel correctness fix (the DualSense/DS4 backends consume the wire 1:1).
  * fold_paddles + RemapConfig (PUNKTFUNK_STEAM_REMAP=paddles=drop|stickclicks|
    shoulders, default drop) — the DualSense + DS4 managers fold a client's back
    grips onto standard buttons rather than dropping them (those pads have no
    back-button HID slot; the uinput Xbox pad already exposes them as Elite
    paddles BTN_TRIGGER_HAPPY5-8).

- resolve_gamepad: a runtime degrade ladder — a UHID backend (DualSense / DS4 /
  Steam Deck) on a host where /dev/uhid isn't writable now falls back to the
  uinput Xbox 360 pad instead of a dead controller (the device-create would
  just fail). Separate from pick_gamepad's compile-time platform check, so the
  existing pick_gamepad tests are untouched.

- Delete the throwaway M0/M1 spike (src/bin/steam_uhid_spike.rs) — M2's
  #[ignore]d backend test subsumes its validation, and removing it frees
  steam_proto to reference steam_remap cleanly.

On-box backend test still green; workspace clippy/fmt/test green (incl. the new
steam_remap tests). Deferred as optional RemapConfig growth: gyro->mouse /
trackpad->stick synthesis on an Xbox target (no slot — documented drop today).
Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler d8c254281e feat(steam): M4 complete — C-ABI send path, Decky UX, Apple/Android parity
Finish the client side of the Steam Controller / Steam Deck pipeline.

- C-ABI (core abi.rs): PunktfunkRichInputEx — a size-prefixed superset of
  PunktfunkRichInput that can express the second trackpad (surface), a distinct
  click vs touch, signed coords + pressure — plus
  punktfunk_connection_send_rich_input2 (the struct_size ABI-skew-guard
  precedent). The only way a C client (Apple/embedders) can emit a TouchpadEx;
  the legacy struct + send_rich_input stay byte-for-byte. punktfunk_core.h
  regenerated.

- Decky (clients/decky): a "Steam Deck" gamepad type in Settings + an unmissable
  Disable-Steam-Input instruction shown when it's selected (in Game Mode Steam
  Input holds 0x1205, so the SDL HIDAPI Steam driver can't open the Deck's
  controls until the user disables Steam Input for the shortcut). Plus a
  best-effort, feature-detected disableSteamInputForShortcut() in launchStream —
  never blocks/throws; the manual toggle is the documented source of truth.

- Apple parity (PunktfunkConnection.swift): GamepadType.steamController/steamDeck
  (wire 5/6) + name parsing, so the resolved type round-trips. Capture is blocked
  (GameController never surfaces a 0x28DE HID device).

- Android parity (Gamepad.kt): PREF_STEAMCONTROLLER/STEAMDECK + the Valve 0x28DE
  PIDs in prefFor(). Rich-input capture stays out of scope (no rich-input plane
  yet) — standard buttons/sticks resolve to the host's Steam Deck pad.

Rust workspace clippy/fmt/test green; Decky src/ typechecks clean (only a
pre-existing @decky/api dep resolution error remains); Swift/Kotlin compile on
their CI. The full pipeline is now BUILT; what remains is validation that needs
hardware we don't have (a running Steam on the host, a live Deck client, the
Moonlight paddle regression). Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler ae71e4628d 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 01c55aed38 feat(proto/steam): M3 — rich Steam wire (back buttons + 2nd trackpad)
Carry the rich Steam Controller / Steam Deck inputs end-to-end on the wire —
strictly additive + forward-compatible (unknown kinds/bits drop on old peers).

Core (punktfunk-core):
- input.rs: BTN_PADDLE1..4 + BTN_MISC1 in Moonlight's buttonFlags2<<16 namespace
  (so the GameStream paddle path and native grips share one host injector map;
  Steam L4/L5/R4/R5 reuse the four Xbox-Elite paddle slots).
- quic.rs: RichInput::TouchpadEx (kind 0x03 — surface 0/1/2, touch+click, signed
  coords, pressure; the second trackpad the single Touchpad can't express) and
  HidOutput::TrackpadHaptic (kind 0x04 — the SC voice-coil pulse). Round-tripped.
- abi.rs: PUNKTFUNK_GAMEPAD_STEAMDECK=6 / _STEAMCONTROLLER=5, the paddle bits,
  RICH_TOUCHPAD_EX / HIDOUT_TRACKPAD_HAPTIC constants. from_hid packs
  TrackpadHaptic into the existing which + effect[0..6] — the legacy structs do
  NOT grow (guarded by new size_of==20/19 asserts); GamepadPref lockstep +
  paddle-bit lockstep asserts extended. include/punktfunk_core.h regenerated.

Host (punktfunk-host):
- steam_proto::from_gamepad maps the wire paddles -> the four Deck grips + QAM;
  apply_rich routes TouchpadEx left/right -> the matching pad.
- every DualSense/DS4 manager (Linux + Windows) gained a TouchpadEx arm
  (surface 0/2 -> its one touchpad; surface 1 ignored) so the variant compiles
  everywhere and a Steam client streaming to a DS host keeps its right pad.
- the xpad BUTTON_MAP finally consumes the GameStream paddle bits
  (BTN_TRIGGER_HAPPY5-8) — Sunshine/Moonlight paddle clients were silently
  no-op'd before (design §5.6).
- Android feedback: drop TrackpadHaptic (no coils; rumble rides 0xCA).

Validated on-box: the ignored backend test now drives the full wire path —
from_gamepad (BTN_A + the L4 grip) + apply_rich (a left-pad TouchpadEx) reach the
evdev as BTN_A + ABS_HAT0X=-8000. Wire round-trips + paddle/TouchpadEx mapping
unit-tested. Workspace clippy/fmt/test green. Not pushed.

Deferred to M4: the C-ABI PunktfunkRichInputEx + send_rich_input2 (only the
Apple/embedder *send* path needs it; the host decodes TouchpadEx today).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 95308d352b feat(host/steam): M2 — virtual Steam Deck as a wired PadBackend (Linux)
Make the virtual hid-steam device a selectable per-session host gamepad,
end-to-end on Linux: PUNKTFUNK_GAMEPAD=steamdeck now builds a
SteamControllerManager that creates a /dev/uhid 28DE:1205 Deck, enters
gamepad_mode, and feeds the byte-exact Deck report (M1).

- inject/linux/steam_controller.rs: SteamControllerManager / SteamDeckPad,
  mirroring dualsense.rs (open/create2, GET/SET_REPORT pump, heartbeat, RAII
  destroy). Two Steam-specific quirks beyond the DualSense path:
    * gamepad_mode entry — best-effort `lizard_mode=0` via sysfs, plus a b9.6
      creation pulse (MODE_ENTER) so steam_do_deck_input_event stops
      early-returning, plus an anti-toggle guard (MENU_HOLD_CAP) so a long
      in-game Start-hold can't flip gamepad_mode back off.
    * UHID_SET_REPORT answered err=0 (DualSense omits it; the kernel stalls
      ~5s/cmd otherwise); the 0xEB rumble report parsed onto the 0xCA plane.
- core config.rs: GamepadPref::SteamDeck (wire byte 6) + SteamController
  (byte 5, reserved — folds to Xbox360 until its backend lands); from_u8 /
  from_name / as_str. Forward-compatible (unknown byte -> Auto); the C-ABI
  PUNKTFUNK_GAMEPAD_* constants stay M3, so no generated-header drift.
- punktfunk1.rs: PadBackend::SteamDeck variant + select / handle / apply_rich
  / pump / heartbeat arms; pick_gamepad Linux arm.

On-box: an #[ignore]d backend test (backend_binds_and_input_flows) drives the
real SteamDeckPad — it binds hid-steam (gamepad + IMU evdevs), enters gamepad
mode, BTN_A reaches the evdev, and the device tears down on drop. Workspace
clippy/fmt/test green. Not pushed. Next: M3 (protocol/ABI wire) + M4 (client
capture).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 9ff7d41bfe feat(host/steam): M1 — byte-exact Deck input serializer, on-box validated
Flesh out inject/proto/steam_proto.rs into the full Steam Deck HID contract,
transcribed verbatim from the kernel steam_do_deck_input_event /
steam_do_deck_sensors_event and validated field-for-field against kernel 7.0:

- SteamState: the u64 button map (bytes 8..16), sticks/triggers/trackpads/IMU
  stored as raw little-endian report values; serialize_deck_state is a pure,
  byte-exact memcpy into the 64-byte unnumbered frame.
- from_gamepad (XInput frame -> Deck buttons/sticks/triggers) + apply_rich
  (RichInput touchpad -> right pad, motion -> IMU).
- parse_steam_output: the 0xEB ID_TRIGGER_RUMBLE_CMD feedback -> (low, high)
  for the universal rumble plane.
- serial_reply fixed: prepend the report-id-0 byte the kernel strips
  (steam_recv_report does memcpy(data, buf+1, ...)); M0's reply lacked it, so
  the kernel fell back to the "XXXXXXXXXX" serial.
- SteamModel (Deck now; classic Controller later), command/feature IDs.

The spike is repurposed as the M1 validator: it pulses the b9.6 mode-switch to
enter gamepad_mode (steam_do_deck_input_event early-returns under the default
lizard_mode otherwise), then holds a known test pattern. Reading both evdevs via
EVIOCGABS/EVIOCGKEY, every field matched: ABS_X/Y/RX/RY (incl. the kernel
Y-negation), both triggers, the touched right-pad HAT1X/Y, the IMU accel/gyro
(with ABS_Z/RZ negations), and the 6 expected buttons incl. the L4/R5 grips.

5 unit tests + workspace clippy/fmt/test green. Next: M2 (SteamControllerManager
UHID backend + PadBackend wiring). Not pushed — pipeline not yet shippable.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 2b47d8cc28 feat(host/steam): M0 — virtual hid-steam UHID device binds + parses (Linux)
Greenfield virtual Steam Deck controller, the Steam analogue of the shipped
virtual DualSense. Proves the kernel hid-steam driver binds a /dev/uhid
28DE:1205 device, registers it as a real Steam Deck, and parses our input
reports — the go/no-go gate for the full Steam Controller/Deck pipeline.

- inject/proto/steam_proto.rs: keeper module — the vendor HID descriptor (one
  feature report, the sole thing steam_is_valve_interface() checks), the
  command/feature IDs, serialize_deck_state, and the serial GET_REPORT reply.
  Unit-tested.
- src/bin/steam_uhid_spike.rs: throwaway M0 spike (Linux-only) — opens
  /dev/uhid, creates the device, services the handshake including
  UHID_SET_REPORT (which the DualSense backend omits and which hid-steam
  stalls ~5s/cmd without), and heartbeats a neutral report.
- design/steam-controller-deck-support.md: full design + M0–M7 plan; the two
  walls (Steam Input capture ownership; virtual-Steam recognition) and the
  fidelity ceiling. Status: M0 GREEN.

On-box (headless Ubuntu 26.04, kernel 7.0, no Steam): journalctl -k shows
hid-steam binding the device (rebind off hid-generic), "Steam Controller
connected", and the kernel creating BOTH a "Steam Deck" gamepad evdev and a
"Steam Deck Motion Sensors" IMU evdev (INPUT_PROP_ACCELEROMETER). A
layout-agnostic mash-probe drove 23 distinct BTN_* codes through
hid-steam -> evdev, proving the input-report parse path. M1 line-checks the
exact per-bit report layout against the lab kernel.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 7cd9364c9e style(host): rustfmt the #9/#13 pairing edits
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 3e498cd40d docs(security): #9/#13 fixed, S7 rationale corrected (red-team follow-up)
17/18 now fixed. A red-team of the three accepted findings showed #9 and #13
rested on a circular premise (each was the other's "safe fallback") and S7's
written rationale was wrong (signing exercises the same modexp Marvin targets).
#9/#13 closed; S7 accept retained for the corrected reasons + amplifier hardened.
See f0574a5, f6c9576.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 60de506f66 fix(host/gamestream): correct the rsa-Marvin (S7) rationale + cap pairing signatures
Red-team found the .cargo/audit.toml justification for RUSTSEC-2023-0071 was
materially wrong: it claimed "Marvin targets decryption, so the vulnerable path
isn't exercised" — but the advisory is a variable-time modexp of the secret
exponent, which RSA *signing* (signing_key.sign) also runs. The accept is still
correct, for the RIGHT reasons (no decryption/padding oracle; the signed
serversecret is host-random not attacker-chosen; signing is operator-PIN-gated;
GameStream is off by default and the native QUIC plane uses rustls, not rsa;
Moonlight mandates RSA-2048 so the GameStream key can't move off it). Rewrite
the rationale accordingly.

Also shut the timing-sample amplifier the review surfaced: the pairing session
was never marked after phase 3, so a peer past phase 1 could loop phase2/phase3
to harvest many RSA signing-time samples. Sign exactly once per ceremony
(reject a repeated serverchallengeresp).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 2865368771 fix(host/pairing): close native-pairing DoS findings #9 + #13 (red-team follow-up)
The accepts for #9 (PIN-window burn) and #13 (knock-queue flood) rested on a
circular premise — each cited the other as the safe fallback — and a re-review
showed one LAN attacker could defeat BOTH, denying all onboarding. Close them:

- #13 per-source-IP cap on the pending-knock queue (MAX_PENDING_PER_IP) so one
  host can't fill/evict the 32-slot queue (QUIC validates the source address);
  and eviction now NEVER drops a live *parked* knock (a held-open connection
  awaiting operator approval), so a cert-rotating flood can't evict the genuine
  device being onboarded. This makes the delegated-approval path genuinely
  flood-resistant — restoring the validity of #9's "use delegated approval on
  hostile LANs" fallback.

- #9 fingerprint-bindable PIN window: `NativePairing::arm_for(ttl, Some(fp))`
  binds the window to one operator-selected device; `pin_for_attempt` returns
  `BoundToOther` for any other fingerprint, which the QUIC pair path rejects
  WITHOUT consuming the window — so an unpaired peer can neither pair nor BURN a
  window armed for a specific device (it can't forge the bound fingerprint). The
  mgmt `POST /native/pair/arm` gains an optional `fingerprint` (from a pending
  knock); unbound arming keeps the legacy any-device behavior (trusted-LAN).
  (Web-console "pair this pending device with a PIN" UX is a follow-up; the
  flood-resistant knock path above is the immediate hostile-LAN onboarding path.)

+ regression tests (armed_pin_is_fingerprint_bindable,
  pending_per_ip_cap_and_parked_protection); api/openapi.json regenerated.
110 host tests + clippy + fmt green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 6e2e946bc9 docs(security): #5 fixed + on-box validated (RTX box, 2026-06-29)
15/18 now fixed; no finding remains open and actionable. SDDL scoped to
SYSTEM+LocalService, validated live (6943-frame DualSense+IDD session works;
non-SYSTEM OpenFileMapping now ACCESS_DENIED). See e59fa60.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler b5f02000d6 fix(host/security): scope Windows shared-section SDDL to SYSTEM+LocalService (close #5)
The gamepad host<->UMDF-driver shared sections (Global\pfds-shm-*, pfxusb-shm-*)
and the IDD-push frame ring/event (Global\pfvd-*) were created with
`D:(A;;GA;;;WD)` — GENERIC_ALL to **Everyone** — on the assumption the driver's
WUDFHost ran under a restricted token needing broad access. So any local
unprivileged user could OpenFileMapping the section to inject controller input,
tamper the trusted HID channel, or read captured screen frames
(security-review 2026-06-28 #5).

On-box validation (RTX box, 2026-06-29) disproved the restricted-token premise:
the WUDFHost token is NT AUTHORITY\LocalService (S-1-5-19), SYSTEM integrity,
with ZERO restricted SIDs. So the section only needs SYSTEM (the host creates +
writes it) and LocalService (the driver opens it). Scope both SDDL sites to
`D:(A;;GA;;;SY)(A;;GA;;;LS)`; rename the now-misnamed `permissive_sa` ->
`shared_object_sa`; correct the stale "restricted-token / Everyone" docs.

Validated live: a full DualSense + 1280x720x60 session — 6943 frames received,
HID output round-tripped, device status OK (pf_dualsense + pf_vdisplay WUDFHosts
both LocalService open the scoped sections fine), while OpenFileMapping from a
non-SYSTEM admin session now returns ACCESS_DENIED (was a granted handle under
WD). Host-only change (the SDDL is set when the host CREATES the section);
drivers unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler fe562f0562 chore(apple): rename app display name to "Punktfunk"
apple / screenshots (push) Has been cancelled
apple / swift (push) Has been cancelled
ci / web (push) Has been cancelled
ci / docs-site (push) Has been cancelled
ci / bench (push) Has been cancelled
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docker / build-push (., web/Dockerfile, punktfunk-web) (push) Has been cancelled
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release / apple (push) Has been cancelled
android / android (push) Has been cancelled
ci / rust (push) Has been cancelled
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rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Has been cancelled
CFBundleDisplayName was "Punktfunkempfänger" across all targets/configs; the
in-app title is already "Punktfunk", so make the home-screen name match. Built
iOS app resolves CFBundleDisplayName = "Punktfunk".

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 20:34:16 +02:00
enricobuehler 4e00037a89 feat(apple): stage-2 default + pixel-perfect, decode robustness, UI/rumble polish
apple / swift (push) Successful in 1m4s
android / android (push) Successful in 4m33s
ci / rust (push) Successful in 5m4s
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ci / bench (push) Successful in 4m45s
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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>
2026-06-29 20:26:10 +02:00
enricobuehler 46b9aa8cf0 fix(windows-host): IDD activation — resolve-first, force-EXTEND only as fallback
apple / swift (push) Successful in 1m6s
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force_extend_topology() was added before the resolve loop to de-clone a fresh IDD on
integrated-screen boxes (laptops), but its bare SDC_TOPOLOGY_EXTEND preset is
ACCESS_DENIED from the Session-0 service context on a HEADLESS box and broke the IDD
auto-activation there: resolve_gdi_name stayed None -> "not an active display path" ->
black screen. That regressed the headless/primary platform (live RTX box).

Revert to the proven e2c9bfd flow: resolve FIRST (Windows auto-activates the IDD as its
own extended path), and force-EXTEND only as the FALLBACK when resolve returns None (the
integrated-screen clone case, observed live to leave resolve None). The success path is
byte-identical to e2c9bfd (resolve -> set_active_mode -> isolate_displays_ccd).

Validated live: the headless RTX box streams again (probe: frames flow, driver attaches
to the ring, host/driver render LUIDs match).

Reviewed multi-agent + adversarial: no regression on the validated headless path or the
observed Optimus-laptop clone path (a cloned IddCx target resolves to None there, so the
is_none() fallback fires + de-clones). Known theoretical caveat, documented inline and
unobserved for IddCx but untested across GPU/driver/OS: a CCD clone that manifests as a
shared-source ACTIVE path would resolve to Some and bypass the is_none() gate. Follow-up:
widen the gate (a target_is_cloned helper) once an integrated-screen box is available to
validate.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 16:15:48 +02:00
enricobuehler 372b27540b fix(apple): render Acknowledgements notices in lazy chunks
apple / swift (push) Successful in 1m11s
android / android (push) Successful in 4m19s
ci / web (push) Successful in 51s
ci / rust (push) Successful in 5m14s
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THIRD-PARTY-NOTICES.txt is ~885 KB / 16k lines; rendering it in a single
SwiftUI Text overshot the text-rendering height limit — it laid out for ages
and drew blank below the cutoff (only the small punktfunk licenses above it
showed). Split the notices into ~80 line-chunks (<=200 lines / <=18 KB each,
computed once as Licenses.thirdPartyNoticesChunks) and render them in a
top-level LazyVStack so only on-screen chunks lay out and no chunk is tall
enough to clip. Chunking is lossless — rejoining the chunks reproduces the
original byte-for-byte, so no notice text is dropped.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 12:34:19 +02:00
enricobuehler db4d15bf8b fix(apple): stop the iOS/iPadOS Add Host sheet from scrolling
apple / swift (push) Successful in 1m5s
android / android (push) Successful in 4m15s
ci / rust (push) Successful in 4m56s
ci / web (push) Successful in 51s
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docker / deploy-docs (push) Successful in 17s
The add-host content is a SwiftUI Form (backed by a scrollable list), so it
bounced/scrolled inside the fixed .height(320) detent even though the three
rows + action button fit exactly. Lock it with .scrollDisabled(true) on iOS
(covers iPadOS); macOS (fixed-size panel) and tvOS (custom rows, no Form) are
untouched.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 12:12:08 +02:00
enricobuehler 8e24ea9ed7 fix(ci): archive Apple release builds with Automatic signing
The in-app OSS license screens (7591425) added a `resources:` array to the
PunktfunkKit SwiftPM target, which makes SwiftPM emit a resource-bundle target
(PunktfunkKit_PunktfunkKit). A resource bundle is a product type that cannot
carry a provisioning profile, so the explicit PROVISIONING_PROFILE_SPECIFIER
each release.yml archive step set — global on macOS, sdk-scoped on iOS/tvOS —
now lands on it and fails the archive ("does not support provisioning profiles")
on all three platforms. (Before that commit there was no resource bundle, so the
profile was harmless.)

Switch all three archive steps to CODE_SIGN_STYLE=Automatic (development):
Automatic signing assigns a profile only to the app target and leaves the
resource bundle (and the macOS-host SwiftPM macro plugins) alone, and bakes the
sandbox entitlements in. No -allowProvisioningUpdates, so it stays offline and
never cloud-signs (the App-Manager ASC key can't). DISTRIBUTION signing is
unchanged — still manual, in the -exportArchive step (which maps the profile to
io.unom.punktfunk only). Drops the now-unneeded manual signing xcconfigs.

Requires the runner to have a development provisioning profile for
io.unom.punktfunk on each platform (now installed for macOS/iOS/tvOS).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 12:12:08 +02:00
enricobuehler 73c0125843 fix(mgmt): regenerate api/openapi.json for 0.3.0
apple / swift (push) Successful in 1m6s
android / android (push) Successful in 4m16s
ci / rust (push) Successful in 5m5s
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ci / docs-site (push) Successful in 58s
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docker / deploy-docs (push) Successful in 17s
The OpenAPI 'info.version' tracks CARGO_PKG_VERSION; the 0.3.0 bump made the
checked-in spec stale (the openapi_document_is_complete_and_checked_in test).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 07:54:30 +00:00
enricobuehler ed54f22997 docs(design): add multi-user / profiles design (schema-of-record)
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ci / rust (push) Failing after 4m8s
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 06:52:43 +00:00
enricobuehler 031ee86ed5 chore(release): bump workspace version to 0.3.0
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 06:52:43 +00:00
enricobuehler 7591425f6f feat(clients): in-app OSS / third-party-license screens
Surface THIRD-PARTY-NOTICES.txt in every GUI client (the desktop packages already
ship it as a file; this adds the on-glass screen):

- Linux: Preferences -> About -> Third-party licenses (adw::AboutDialog with the app
  license + Legal sections; include_str! the root notices).
- Apple: macOS About tab / iOS+tvOS Acknowledgements link; notices bundled as
  PunktfunkKit SPM resources, read via Bundle.module (the Xcode app links the SPM
  product, so they ride along - no .pbxproj edit).
- Android: Settings -> About -> Open-source licenses (reads the bundled asset).
- (Windows landed earlier in d1d2ca2: Settings -> About -> Third-party licenses.)

gen-third-party-notices.sh now copies the generated file into the Apple Resources/
and Android assets/ trees so the in-tree copies never drift.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 06:52:43 +00:00
enricobuehler d1d2ca293d feat(pairing): seamless no-PIN delegated approval (host parks the knock, clients add "Request access")
Web-console "Approve" (delegated pairing, roadmap §8b-1) was unreachable: every
client routed a fresh pair=required host straight to the SPAKE2 PIN ceremony, so
no "knock" was ever recorded; and an unpaired connect was rejected+closed with no
way to resume after approval. The backend + console were complete but had no
client-side trigger and no post-approval admit path.

Host (native_pairing.rs, punktfunk1.rs): an unpaired identified knock is now
PARKED instead of rejected — it releases its NVENC session permit, awaits an
operator decision (NativePairing::wait_for_decision, woken by a Notify on
approve/deny), and on approval re-acquires a slot and admits the SAME connection
with no reconnect. QUIC keep-alive (4s/8s) holds the parked connection warm. The
pairing gate moves out of the HANDSHAKE_TIMEOUT-bounded handshake future;
approve_pending is reordered read-then-add and wait_for_decision double-checks
is_paired to close a "neither pending nor paired" race. New PENDING_APPROVAL_WAIT
(180s). Tests: delegated_approval_admits_after_knock now approves mid-park (no
reconnect) + new wait_for_decision_approve_deny_timeout unit test (108 host tests
green).

Clients (Linux/Apple/Windows/Android): a fresh pair=required host now offers
"Request access" alongside the PIN ceremony — a plain identified connect with a
~185s handshake budget and a cancelable "waiting for approval" UI; on success the
host is saved as paired, and cancel returns the UI immediately while a late-
resolving connect is torn down silently via a per-attempt flag. Apple reuses the
existing C-ABI timeout_ms (no ABI change); Windows adds SessionParams.connect_timeout
+ a RequestAccess screen; Android adds a timeoutMs arg to the nativeConnect JNI
seam (both sides + both callers). Linux built + clippy + fmt clean; Apple/Windows/
Android pending their CI/on-device compiles.

SPAKE2 ceremony reviewed end-to-end against the spake2 0.4 contract — correct, no
changes needed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 06:41:09 +00:00
enricobuehler 705a8fa94e chore(deps): drop unmaintained rustls-pemfile; axum-server 0.7 -> 0.8
axum-server was used only for the plain-HTTP nvhttp listener, but we enabled
its tls-rustls feature (HTTPS is hand-rolled over tokio-rustls) — and that
feature was what pulled the unmaintained rustls-pemfile (RUSTSEC-2025-0134).
Drop the feature, bump axum-server to 0.8 (0.8 also no longer pulls it), and
move our own PEM parsing in gamestream/tls.rs to rustls-pki-types' PemObject
(the same path punktfunk-core/quic.rs already uses), removing our direct
rustls-pemfile dep too.

Net: rustls-pemfile fully gone; dependency graph trimmed 547 -> 529 crates
(the tls-rustls feature also dragged in prettyplease + a wasm-tooling chain).
cargo audit now reports only audiopus_sys + paste (transitive, latest, no
successor). 108 host tests + clippy + fmt green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 06:32:58 +00:00
enricobuehler 4ba63b7da6 fix(deps): bump memmap2 0.9.10 -> 0.9.11 (RUSTSEC-2026-0186, unsound)
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memmap2 0.9.10 has an unchecked-pointer-offset unsoundness; 0.9.11 is the
patched release (pulled transitively via xkbcommon in the host). cargo audit
now reports only the 3 deliberately-visible `unmaintained` warnings
(audiopus_sys / paste / rustls-pemfile — all latest, transitive, warn-only,
do not fail CI per .cargo/audit.toml).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 06:20:55 +00:00
enricobuehler bee1f0416d chore(licensing): LGPL FFmpeg swap, third-party notices, attribution hygiene
The MIT OR Apache-2.0 SOURCE license is clean (audit found no copied copyleft); the
gaps were all binary-distribution (Layer-2). This makes the shipped artifacts honest:

- Windows host + client: bundled FFmpeg BtbN gpl-shared -> lgpl-shared (AMF/QSV/decode
  unaffected; the GPL-only x264/x265 were never used), and ship the FFmpeg LGPL notice
  + license text in the installer + MSIX (licenses/).
- THIRD-PARTY-NOTICES.txt generated + bundled into installer/MSIX/deb/rpm. Offline
  generator (scripts/gen-third-party-notices.{py,sh}) + cargo-about config (about.toml/
  .hbs) with a permissive-only accepted-license allow-list as a copyleft regression gate.
- Reword the win32u GPU-preference hook comments to reflect independent reimplementation
  (no Apollo/Sunshine GPL-3.0 source copied).
- README dual-license + inbound=outbound contributor clause + non-affiliation trademark
  disclaimer; new CONTRIBUTING.md.
- LICENSE files into the standalone driver + vk-layer workspaces; deb copyright holder
  aligned to "unom and the punktfunk contributors".

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 06:20:38 +00:00
enricobuehler 54d9246ca7 fix(deps): bump quinn-proto 0.11.14 -> 0.11.15 (RUSTSEC-2026-0185)
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The 0.11.15 bump for S1 (pre-auth out-of-order STREAM reassembly memory
exhaustion on the default QUIC listener) was reverted before the original
fix commit, so Cargo.lock on main still pinned the vulnerable 0.11.14 and
the new cargo-audit CI gate failed. Re-apply and lock it in.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 06:05:10 +00:00
enricobuehler 91bb955d0c style(host): rustfmt the security-fix wrapping (cargo fmt --all --check)
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Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 05:19:22 +00:00
enricobuehler 36259b264f docs(security): record remediation status for the 2026-06-28 host audit
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14/18 fixed (3532e35 Linux-verified + 6f903f7 Windows DACL paths pending
CI/box); #5 deferred (needs on-box validation), #9/#13 accepted, S7
acknowledged (no upstream rsa fix).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 22:16:25 +00:00
enricobuehler 6f903f79bc fix(host/security): Windows DACL hardening — close audit #2, #3, #8, #11
Windows local-privilege findings from design/security-review-2026-06-28.md.
These are #[cfg(windows)] paths (verify in CI / on the box; this Linux dev
VM can't compile MSVC). They follow the existing write_secret_file/icacls
patterns; the cross-platform parts are cargo check/clippy/test green.

- #2 [HIGH]: route the mgmt bearer token write through the shared
  write_secret_file so it gets the SAME Windows DACL (SYSTEM/Administrators)
  as the host key — it was cfg(unix)-only and left Users-readable, leaking
  full mgmt admin authority to any local user.
- #3 [HIGH]: create_private_dir now applies a restrictive DACL to the
  %ProgramData%\punktfunk config directory (re-owns to Administrators to
  defeat a pre-creation, strips inheritance, SYSTEM/Admins/OWNER full +
  Users read-only) so a local user can't plant host.env/apps.json that the
  SYSTEM service trusts (env/arg-injection LPE). host.env is now written
  DACL-locked via write_secret_file; the config + logs dirs go through
  create_private_dir.
- #8 [LOW]: write the web-console password file empty, icacls-lock it, THEN
  write the secret — closes the brief write-then-icacls TOCTOU window.
- #11 [LOW]: the SYSTEM logs dir is DACL-locked (Users read-only, no
  create), so a local user can't pre-plant host.log as a reparse/hardlink to
  redirect SYSTEM's writes (subsumed by the #3 dir lockdown).

Deferred: #5 (host<->UMDF gamepad/IDD shared-section Everyone:GENERIC_ALL).
The section SDDL is intentionally permissive because the UMDF driver opens
it under a restricted token of unknown SID/integrity; scoping it blind would
likely break the live-validated gamepad/IDD pipeline, so it needs on-box
validation first. Tracked in the report.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 22:14:19 +00:00
enricobuehler 3532e35b75 fix(host/security): close audit findings S1,#1,#4,#10,#12,#7,#6,S2-S6 (Linux/cross-platform)
Remediations from design/security-review-2026-06-28.md verified on Linux
(cargo check/clippy/test green; Windows-gated paths verify in CI):

- S1 [HIGH]: bump quinn-proto 0.11.14 -> 0.11.15 (RUSTSEC-2026-0185,
  pre-auth out-of-order STREAM reassembly memory exhaustion on the
  always-on default QUIC listener).
- #1 [HIGH]: remove the unauthenticated nvhttp `GET /pin` endpoint; the
  GameStream PIN is delivered ONLY via the bearer-gated mgmt API, so a
  network client can no longer submit its own displayed PIN and self-pair.
- #4 [HIGH->MED]: gate the unauthenticated RTSP/UDP media plane on a paired
  `/launch` and bind it to the launching client's source IP (threaded
  through the HTTPS handler), so an unpaired peer can neither start capture
  on an idle host nor ride a paired client's active launch.
- #12: bound concurrent parked pairing waiters (MAX_PARKED_WAITERS) so a
  pre-auth peer can't pin unbounded 300s handshakes. +regression test.
- #10: throttle the per-packet ENet control GCM-decrypt-failed warn
  (exponential backoff) so a junk flood can't spam the log.
- #7 [MED->LOW]: serialize all process-global env mutation on the
  session-setup path under a new vdisplay::ENV_LOCK (apply_session_env /
  apply_input_env / the launch-cmd set_var / the gamescope env read), so
  concurrent native sessions can't race set_var/getenv (data-race UB ->
  host-wide DoS). Full per-session SessionContext threading remains a
  follow-up for cross-session value confusion.
- #6 [MED]: move the gamescope EIS socket relay from world-writable /tmp to
  $XDG_RUNTIME_DIR (per-user 0700) and reject a symlinked relay file, so a
  local user can't intercept (keylog) or deny the remote session's input.
- S2: a malformed client Opus mic frame now drops that frame instead of
  tearing down the shared host-lifetime virtual mic (cross-session DoS).
- S3: track held buttons/keys in capped HashSets (was unbounded Vec with
  O(n) scans) so a paired client can't grow per-session input state.
- S5: reject fps==0/absurd at the open_video chokepoint (covers Hello,
  ANNOUNCE, Reconfigure) so the encoder time_base/pts math can't div-by-0.
- S6: bound the shared mic mpsc (drop-newest when full).
- S4: cap Epic launcher-cache reads (catcache.bin/.item) so a planted giant
  can't OOM the host during library enumeration.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 22:06:24 +00:00
enricobuehler 6b846913f5 docs(security): 2026-06-28 host security audit (follow-up) report
Multi-agent follow-up audit of the privileged streaming host: 18 attack
surfaces, every finding adversarially double-verified, plus a coverage
critic. Records 15 confirmed + 9 partial findings and a prior-fix
re-verification of the 2026-06-21 review.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 22:05:58 +00:00
enricobuehler 26c6c939a2 fix(ci/apple): set CMAKE_POLICY_VERSION_MINIMUM=3.5 for the vendored libopus
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With cmake now found, Homebrew's CMake 4 refuses the vendored libopus's
`cmake_minimum_required(VERSION <3.5)` ("Compatibility with CMake < 3.5 has been
removed"). Export CMAKE_POLICY_VERSION_MINIMUM=3.5 (the same knob the Windows
build uses) so the cmake crate's child cmake configures the audiopus_sys libopus.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 21:49:27 +00:00
enricobuehler b6e6f2bff5 fix(ci/apple): locate Homebrew explicitly for the cmake install
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The self-hosted macOS runner runs steps with `bash --noprofile --norc`, so
Homebrew's bin dir is not on PATH — the previous `brew install cmake` died with
`brew: command not found` (exit 127). Find brew at its known prefix, install cmake
only if missing, and export the brew bin dir to $GITHUB_PATH so the subsequent
xcframework build (audiopus_sys → vendored libopus) actually finds `cmake`.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 21:47:05 +00:00
enricobuehler e3034958ee fix(ci): unbreak the Apple + Windows-client builds after the surround-audio merge
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The 5.1/7.1 surround commit (75627c8) added in-core Opus, which broke two CI jobs
that the merge didn't touch:

  * Windows MSIX client: clients/windows/src/main.rs's headless `SessionParams`
    initializer was missing the new `audio_channels` field (the GUI path sets it
    from settings). Default the CLI/test path to stereo (2), matching trust.rs.
  * Apple xcframework (apple.yml + release.yml): in-core Opus decode pulls
    `audiopus_sys`, which builds a vendored *static* libopus via CMake when
    pkg-config finds no system Opus — keeping the xcframework self-contained (no
    runtime libopus.dylib on end-user Macs/devices). The self-hosted macOS runner
    lacked `cmake`; install it self-healing before every xcframework build.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 21:44:44 +00:00
enricobuehler 8672026e97 fix(host): clear clippy doc_lazy_continuation in the 4:4:4 docs
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docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 4s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 4s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 6s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 4s
ci / bench (push) Successful in 4m39s
docker / deploy-docs (push) Has been cancelled
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Has been cancelled
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Has been cancelled
A line-wrap put `+`/`*`-style markers at the start of two doc lines, which
clippy (Windows host job, rust 1.96) reads as markdown list items whose
unindented follow-on lines trip `doc_lazy_continuation` under `-D warnings`:

  - encode/windows/nvenc.rs `chroma_444` field doc (the failing Windows-host
    clippy job): "+ chromaFormatIDC = 3" → "and chromaFormatIDC = 3".
  - encode/linux/vaapi.rs `probe_can_encode_444` doc: "+ validate" → "and
    validate" (last line, didn't fire yet, but fragile — fixed pre-emptively).

Pure doc rewording, no behaviour change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 21:38:07 +00:00
enricobuehler 75627c8afe feat(audio): end-to-end 5.1/7.1 surround across the native path + all clients
apple / swift (push) Failing after 10s
release / apple (push) Failing after 7s
apple / screenshots (push) Has been skipped
audit / cargo-audit (push) Failing after 1m19s
windows-host / package (push) Failing after 2m44s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, aarch64-pc-windows-msvc, C:\t-a64) (push) Failing after 39s
windows-msix / package (x64, C:\Users\Public\ffmpeg, x86_64-pc-windows-msvc, C:\t) (push) Failing after 39s
windows / build (aarch64-pc-windows-msvc) (push) Failing after 45s
android / android (push) Successful in 5m17s
windows / build (x86_64-pc-windows-msvc) (push) Failing after 45s
ci / web (push) Successful in 57s
ci / docs-site (push) Successful in 56s
ci / rust (push) Successful in 9m19s
ci / bench (push) Successful in 4m40s
decky / build-publish (push) Successful in 26s
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docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 33s
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docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 53s
flatpak / build-publish (push) Successful in 4m22s
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docker / deploy-docs (push) Successful in 21s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 8m50s
Adds negotiated 5.1/7.1 surround to the punktfunk/1 protocol and every client
(previously stereo-only):

- core: new shared `audio` layout table (LAYOUT_51/71 + identity multistream
  mapping, canonical wire order FL FR FC LFE RL RR SL SR); Hello/Welcome
  `audio_channels` negotiation via the trailing-byte back-compat pattern (old
  peers fall back to stereo); C-ABI `punktfunk_connect_ex6`,
  `punktfunk_connection_audio_channels`, and in-core multistream decode
  `punktfunk_connection_next_audio_pcm` for embedders without a multistream
  Opus decoder. Real-libopus channel-identity round-trip test.
- host: native audio thread captures + Opus-(multi)stream-encodes at the
  negotiated count (with a cross-session cached-capturer channel-mismatch fix);
  GameStream surround unified onto the safe `opus::MSEncoder`, dropping
  `audiopus_sys` (~4 unsafe blocks) and un-gating Windows GameStream surround;
  WASAPI loopback capture relaxed to 2/6/8 with the correct dwChannelMask.
- clients: Linux (PipeWire), Windows (WASAPI), Android (AAudio) decode via
  `opus::MSDecoder` + render multichannel; Apple decodes in-core to PCM →
  AVAudioEngine with an explicit wire-order channel layout; each gains a
  Stereo/5.1/7.1 setting. `punktfunk-probe --audio-channels N` is the headless
  validator.

Verified on Linux: core/host/linux/probe test suites + the Android Rust
(cargo-ndk) build, clippy -D warnings, and rustfmt all green. Windows/Apple
builds, all on-glass checks, and the live native loopback are pending (CI / a
free box).

Also lands the concurrent in-tree HEVC 4:4:4 host work (PUNKTFUNK_444): it
shares the same touched files (quic.rs, punktfunk1.rs, encode/*, ...) and so
cannot be committed separately from the surround changes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 21:11:05 +00:00
enricobuehler 6383e5f4fd feat(client/android): CI screenshot capture via Roborazzi
Play-listing/marketing screenshots of the Compose client rendered on the host JVM
by Roborazzi (Robolectric Native Graphics) — no emulator, GPU, KVM, host, or JNI
core. Five scenes render the REAL composables with embedded mock state under a
forced brand palette (Material You has no wallpaper to seed from on the JVM):
hosts grid, settings, TOFU + PIN dialogs, and the live stats HUD. Validated 5/5
locally.

- New JVM unit-test source set (app/src/test) + Roborazzi/Robolectric test deps;
  @Config(sdk=36) is mandatory (no android-all jar for compileSdk 37) and the
  animation clock is paused so a text-bearing scene reaches idle.
- kit: `-PskipRustBuild` skips the cargo-ndk native build so the JVM-only test job
  needs no Rust/NDK; normal APK/AAR builds are unchanged.
- Widen BrandDark / StatsOverlay to internal so the tests can use them.
- Standalone best-effort tag-gated workflow; PNGs upload as a 30-day artifact.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 15:05:54 +00:00
enricobuehler 6a93d164a0 feat(client/linux): CI screenshot capture
Host-free UI screenshots of the GTK4/libadwaita client under a virtual X display
(clients/linux/tools/screenshots.sh) — Xvfb + software GL (llvmpipe) + a root-window
grab, one app launch per scene. PUNKTFUNK_SHOT_SCENE routes build_ui to render one
mock-populated REAL view (hosts grid / settings dialog / TOFU + PIN dialogs) and
print PF_SHOT_READY once it has settled; the saved-hosts grid is driven by a seeded
client-known-hosts.json. NON_UNIQUE in shot mode so back-to-back launches don't
collide. The stream scene is deferred — its page needs a live NativeClient.

Gated to stable release tags in a standalone best-effort workflow that builds the
client in the rust-ci image and captures under Xvfb; PNGs upload as a 30-day
artifact, not committed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 15:05:38 +00:00
enricobuehler 9e98618e5f feat(web): CI screenshot capture for the mgmt console
Marketing/store screenshots of the console, captured from the built Storybook
with headless Chromium (web/tools/screenshots.mjs) — every Pages/* + Shell/*
story rendered at 1440x900@2x. The page stories render from fixtures, so no live
mgmt API, login, or GPU is needed (the web analogue of apple.yml's screenshots
job). Gated to stable release tags in a standalone best-effort workflow; PNGs
upload as a 30-day artifact, not committed.

- Add Stats + Pairing stories (the two pages that lacked them) with stats/pairing
  fixtures typed against the generated models.
- Extract a pure PairingView (index.tsx -> view.tsx), matching the
  Dashboard/Clients/Stats split, so the page renders host-free from mock state
  instead of racing its polling queries. Container wiring is behaviour-identical.
- Playwright driver + a chromium-capable tag-gated job.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 15:05:27 +00:00
enricobuehler 1bd60ffb34 refactor(docs): use shared @unom/app-ui/footer component
apple / swift (push) Successful in 1m2s
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rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 9m23s
docker / deploy-docs (push) Successful in 18s
The docs footer was a hand-maintained mirror of the marketing site's. Both now
render the same @unom/app-ui/footer component, so they stay in sync. The shared
view themes itself through @unom/style tokens (which the docs already map onto
their Fumadocs surfaces), and a resolveHref hook rebases root-relative links
onto the marketing-site origin. Footer types now come from the library too.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 14:34:45 +00:00
enricobuehler 30d0d36efe feat(decky): self-update without the store + Gaming-Mode launch polish, and ship the Steam Deck docs
apple / swift (push) Successful in 1m4s
apple / screenshots (push) Successful in 5m26s
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ci / rust (push) Successful in 4m21s
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ci / bench (push) Successful in 4m46s
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docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 5s
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docker / deploy-docs (push) Successful in 6s
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Successful in 8m25s
Plugin self-update (no Decky store): CI publishes a per-channel manifest.json
({version, immutable per-version artifact, sha256}) beside the zip and bakes
update.json {channel, manifest} into the plugin. main.py `check_update` reads the
installed version from package.json (the value Decky reports — not plugin.json),
fetches the channel manifest, and the frontend shows an "Update to vX" button that
drives Decky Loader's own install RPC (root downloads + SHA-256-verifies + hot-reloads).
CI now stamps a plain-numeric semver (0.3.<run> canary / X.Y.Z stable) into
package.json — a -ciN suffix would mis-order under compare-versions.

Linux client: `--fullscreen` (plus SteamDeck/gamescope env fallback) enters GTK
fullscreen on stream start so Gaming-Mode chrome is hidden; native-mode resolution
falls back to the display's first monitor when the window isn't mapped yet (was
dropping to the 1080p floor — wrong on the Deck's 1280×800); add a confirmed
"Remove saved host" action (KnownHosts::remove_by_fp).

Docs: new docs/steam-deck.md (Decky install/pair/stream/self-update/troubleshooting),
wired into meta.json nav, and cross-linked from clients/install-client/channels. This
is the page docs.punktfunk.unom.io/docs/steam-deck — the website's download link
pointed at it before it existed; committing it makes that link resolve.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 13:03:44 +00:00
enricobuehler 3947d5b07a fix(host/audio): drive the Linux virtual mic with RT_PROCESS (was silent)
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windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 1m19s
release / apple (push) Successful in 9m52s
windows-msix / package (x64, C:\Users\Public\ffmpeg, x86_64-pc-windows-msvc, C:\t) (push) Successful in 1m16s
android / android (push) Successful in 3m21s
decky / build-publish (push) Successful in 11s
deb / build-publish (push) Successful in 2m45s
flatpak / build-publish (push) Successful in 4m11s
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Successful in 8m48s
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The punktfunk-mic PipeWire source connected without RT_PROCESS, so it ran as an
async/main-loop node. In the host's busy multi-stream graph (desktop audio + video
capture + the session) it never acquired a driver, stayed suspended, and its
process() callback never fired — every recorder reading the remote mic heard pure
silence (the long-standing "Linux host mic broken"). Connect the mic stream with
RT_PROCESS so it is a synchronous node that joins its consumer's driver group and
is actually driven.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 12:46:06 +00:00
enricobuehler 238501597e feat(host/gamestream): follow Desktop<->Game session switches
apple / swift (push) Successful in 59s
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docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 4s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 42s
ci / bench (push) Successful in 4m41s
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docker / deploy-docs (push) Successful in 19s
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The GameStream/Moonlight video plane is a separate encode loop that lacked the
session-following the native punktfunk/1 plane has, so a mid-stream Desktop<->Game
switch killed the stream ("video stream failed") instead of following it.

* Normalize the session env like the native plane: extract open_gs_virtual_source,
  which detects the LIVE compositor + apply_session_env/apply_input_env (gamescope
  ATTACH default -> resize-on-attach to the box's own game-mode session at the
  client mode; KWin/Mutter retargeting). GameStream previously ran a bare detect()
  against raw process env, so in game mode it bare-spawned a COMPETING gamescope
  instead of attaching to the box's session.

* In-place capture-loss rebuild: replace the `?` that ended the stream with a
  bounded rebuild (re-detect the live compositor via the same factory, build the
  new source BEFORE dropping the old, reopen the encoder, force an IDR) — keeping
  the send thread + packetizer + socket + RTP clock. A same-resolution
  Desktop<->Game toggle is now FOLLOWED with no Moonlight reconnect.

Protocol limit (unchanged): a mid-stream RESOLUTION change is impossible on
GameStream (WxH locked at ANNOUNCE; no Reconfigure) — a session toggle keeps the
negotiated mode, so this isn't hit. The portal/synthetic source passes no rebuild
closure (propagates as before).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 12:22:12 +00:00
enricobuehler 04dd3e3a19 docs: refresh Windows host page for new users; drop stale Status/NVIDIA-only/SudoVDA
Rewrite the Windows host docs page for first-time setup, on par with the
other host guides: remove the standout "Status:" banner, restructure into
Requirements / Install (web console + pairing + configure) / How it works /
Notes & limits.

Bring the content up to date with the shipping host:
- encode is all-vendor (NVENC/AMF/QSV + software fallback), not NVIDIA-only
- virtual display is punktfunk's own pf-vdisplay IDD (SudoVDA removed)
- gamepads need no prerequisite — UMDF drivers bundled; ViGEmBus is gone
- add HDR10 + Vulkan-game HDR layer coverage

Fix the same stale claims where other pages cross-reference the Windows host
(requirements, running-as-a-service, install, roadmap, status).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 11:22:50 +00:00
509 changed files with 95629 additions and 16913 deletions
+38 -8
View File
@@ -5,16 +5,46 @@
# means the audit job stops flagging it, so the reasoning must hold up. # means the audit job stops flagging it, so the reasoning must hold up.
# #
# NOTE: `cargo audit` (no `--deny warnings`) fails only on *vulnerabilities*, not on the # NOTE: `cargo audit` (no `--deny warnings`) fails only on *vulnerabilities*, not on the
# `unmaintained` warnings (audiopus_sys / paste / rustls-pemfile). Those are left visible on purpose # `unmaintained` warnings (audiopus_sys via opus, paste via utoipa-axum). Both are transitive, at
# so we keep getting the maintenance signal — they do not fail CI. # their latest published version with no successor, so there's nothing to bump — left visible on
# purpose so we keep getting the maintenance signal; they do not fail CI. (rustls-pemfile was dropped
# 2026-06-29 by removing axum-server's unused tls-rustls feature + moving our own PEM parsing to
# rustls-pki-types; memmap2's unsoundness was fixed by the 0.9.11 bump.)
[advisories] [advisories]
ignore = [ ignore = [
# rsa "Marvin Attack" a timing sidechannel in RSA *decryption* (PKCS#1 v1.5 padding oracle). # rsa "Marvin Attack" (RUSTSEC-2023-0071): a timing side-channel in the rsa crate's variable-time
# There is NO fixed rsa release (the constant-time rewrite is still unreleased upstream), and rsa # modular exponentiation of the SECRET exponent. IMPORTANT — this affects the RSA private-key op in
# is required for GameStream/Moonlight pairing. Crucially, the host uses rsa ONLY for PKCS#1 v1.5 # general, INCLUDING signing (m^d mod n), which the host DOES perform (gamestream/pairing.rs
# SIGNING / VERIFYING (gamestream/cert.rs + gamestream/pairing.rs: SigningKey / VerifyingKey / # `signing_key.sign(&serversecret)`). It is NOT, as an earlier version of this note wrongly claimed,
# Signer / Verifier) — it never performs RSA decryption, which is the operation Marvin targets. # limited to decryption — so "the vulnerable path isn't exercised" is false; signing exercises it.
# So the vulnerable code path is not exercised. Revisit if a fixed rsa ships or we add RSA decrypt. # We accept it because the attack is not practically reachable here, NOT because the path is unused:
# * No RSA decryption / PKCS#1v1.5 padding oracle exists anywhere (every `decrypt` in the tree is
# AES/AES-GCM), so the classic Bleichenbacher/Marvin chosen-ciphertext oracle is absent.
# * The only signed message (`serversecret`) is HOST-generated random, never attacker-chosen — so
# there's no adaptive chosen-input probing (the lever remote RSA-timing key recovery needs); and
# signing is gated behind the operator-entered pairing PIN, ONE signature per ceremony (a
# repeated phase-3 is rejected — gamestream/pairing.rs — to deny a passive timing-sample harvester).
# * GameStream is OFF by default (bare `serve` is native-only); the secure native QUIC plane uses
# rustls' constant-time backend, NOT the rsa crate. RSA is touched only on the opt-in,
# trusted-LAN GameStream/Moonlight pairing handshake. Moonlight mandates RSA-2048, so the
# GameStream identity cannot move to Ed25519/ECDSA (only the native identity could, and it
# already avoids the rsa crate).
# There is NO fixed rsa release (the constant-time rewrite is still unreleased upstream). Revisit if:
# a constant-time rsa ships (then drop this), the host ever signs an attacker-chosen message with
# this key, or any RSA decryption / key-transport using the private key is added.
"RUSTSEC-2023-0071", "RUSTSEC-2023-0071",
# quick-xml DoS advisories (RUSTSEC-2026-0194 quadratic-time duplicate-attribute check;
# RUSTSEC-2026-0195 unbounded namespace-declaration allocation in NsReader). Both are
# exploited by feeding attacker-controlled XML to a running parser. In this tree quick-xml is
# a BUILD-TIME-ONLY, transitive dependency of `wayland-scanner` (a proc-macro that parses the
# TRUSTED wayland protocol XML files shipped with the wayland-rs crates at compile time). It is
# never linked into any shipped binary and never parses runtime/attacker-controlled input, so
# neither DoS is reachable. There is no fix to bump to: wayland-scanner 0.31.10 (latest) pins
# `quick-xml ^0.39`, and the fixes only exist in quick-xml >=0.41. Revisit (drop these) when
# wayland-scanner releases against quick-xml >=0.41, or if quick-xml is ever pulled onto a
# runtime path that parses untrusted XML.
"RUSTSEC-2026-0194",
"RUSTSEC-2026-0195",
] ]
+57
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@@ -0,0 +1,57 @@
# Android client screenshots for the Play listing / marketing. Roborazzi renders the real Compose
# UI with mock state on the host JVM via Robolectric — NO emulator, GPU, KVM, host, or JNI core
# (`-PskipRustBuild` skips the cargo-ndk native build). The Android analogue of apple.yml's
# `screenshots` job, gated to STABLE RELEASE tags only. Standalone + best-effort: a failure here
# reds nothing else. PNGs land as a 30-day artifact; not committed or published.
name: android-screenshots
on:
push:
tags: ["v*"]
workflow_dispatch:
jobs:
screenshots:
if: startsWith(github.ref, 'refs/tags/v') || github.event_name == 'workflow_dispatch'
runs-on: ubuntu-24.04
timeout-minutes: 45
steps:
- uses: actions/checkout@v4
- name: JDK 21 (AGP 9.2 + Robolectric's SDK-36 android-all jar both want 1721)
uses: actions/setup-java@v4
with:
distribution: temurin
java-version: "21"
- name: Android SDK
uses: android-actions/setup-android@v3
# No NDK/CMake — the screenshot unit tests are pure JVM. compileSdk 37 auto-downloads via AGP
# if the platform channel lacks it (same note as android.yml).
- name: platform-tools + platform 36 + build-tools
run: sdkmanager "platform-tools" "platforms;android-36" "build-tools;37.0.0"
- name: Cache (gradle)
uses: actions/cache@v4
with:
path: |
~/.gradle/caches
~/.gradle/wrapper
key: android-screenshots-${{ hashFiles('clients/android/**/*.gradle.kts') }}
restore-keys: android-screenshots-
# Roborazzi renders Compose on the JVM (Robolectric Native Graphics). `-PskipRustBuild` keeps
# the cargo-ndk native build out of the graph — the tests never load libpunktfunk_android.so.
- name: Capture screenshots (Roborazzi)
working-directory: clients/android
run: ./gradlew :app:testDebugUnitTest -PskipRustBuild --stacktrace
- name: Upload screenshots
if: always()
# v3: Gitea's API rejects upload-artifact@v4 (see apple.yml). Download is a zip.
uses: actions/upload-artifact@v3
with:
name: punktfunk-android-screenshots
path: clients/android/app/build/outputs/roborazzi
retention-days: 30
+1 -1
View File
@@ -80,7 +80,7 @@ jobs:
run: | run: |
case "$GITHUB_REF" in case "$GITHUB_REF" in
refs/tags/v*) VN="${GITHUB_REF_NAME#v}"; TRACK="alpha" ;; # alpha = built-in closed testing refs/tags/v*) VN="${GITHUB_REF_NAME#v}"; TRACK="alpha" ;; # alpha = built-in closed testing
*) VN="0.3.0-ci${GITHUB_RUN_NUMBER}"; TRACK="internal" ;; *) VN="0.5.0-ci${GITHUB_RUN_NUMBER}"; TRACK="internal" ;;
esac esac
echo "VERSION_NAME=$VN" >> "$GITHUB_ENV" echo "VERSION_NAME=$VN" >> "$GITHUB_ENV"
echo "PLAY_TRACK=$TRACK" >> "$GITHUB_ENV" echo "PLAY_TRACK=$TRACK" >> "$GITHUB_ENV"
+35
View File
@@ -32,6 +32,25 @@ jobs:
dirname "$RUSTUP" >> "$GITHUB_PATH" dirname "$RUSTUP" >> "$GITHUB_PATH"
"$RUSTUP" target add aarch64-apple-darwin x86_64-apple-darwin "$RUSTUP" target add aarch64-apple-darwin x86_64-apple-darwin
# `punktfunk-core` now decodes Opus in-core for the Apple client (surround), pulling
# `audiopus_sys`, which builds a vendored static libopus via CMake when pkg-config can't find a
# system Opus — so the xcframework is self-contained (no runtime libopus.dylib on end-user Macs).
# CMake must be on PATH; install it self-healing on a fresh runner.
- name: CMake (for the vendored libopus audiopus_sys builds)
run: |
# Runner steps run with `bash --noprofile --norc`, so Homebrew's bin dir isn't on PATH —
# locate brew explicitly, install cmake if missing, and export its bin dir to GITHUB_PATH so
# the xcframework build step (audiopus_sys → vendored libopus) finds `cmake`.
for B in /opt/homebrew/bin/brew /usr/local/bin/brew; do [ -x "$B" ] && BREW="$B" && break; done
if [ -z "$BREW" ]; then echo "::error::Homebrew not found on the runner"; exit 1; fi
BREW_BIN="$(dirname "$BREW")"; export PATH="$BREW_BIN:$PATH"
command -v cmake >/dev/null || "$BREW" install cmake
echo "$BREW_BIN" >> "$GITHUB_PATH"
# Homebrew's CMake 4 dropped compatibility with the vendored libopus's pre-3.5
# `cmake_minimum_required`; treat 3.5 as the policy minimum (the cmake crate's child cmake
# inherits this from the env during the xcframework build).
echo "CMAKE_POLICY_VERSION_MINIMUM=3.5" >> "$GITHUB_ENV"
- name: Build PunktfunkCore.xcframework - name: Build PunktfunkCore.xcframework
run: bash scripts/build-xcframework.sh run: bash scripts/build-xcframework.sh
@@ -71,6 +90,22 @@ jobs:
"$RUSTUP" target add aarch64-apple-darwin x86_64-apple-darwin \ "$RUSTUP" target add aarch64-apple-darwin x86_64-apple-darwin \
aarch64-apple-ios aarch64-apple-ios-sim x86_64-apple-ios aarch64-apple-ios aarch64-apple-ios-sim x86_64-apple-ios
# See the swift job: audiopus_sys (via the in-core Opus decode) builds vendored libopus with CMake.
- name: CMake (for the vendored libopus audiopus_sys builds)
run: |
# Runner steps run with `bash --noprofile --norc`, so Homebrew's bin dir isn't on PATH —
# locate brew explicitly, install cmake if missing, and export its bin dir to GITHUB_PATH so
# the xcframework build step (audiopus_sys → vendored libopus) finds `cmake`.
for B in /opt/homebrew/bin/brew /usr/local/bin/brew; do [ -x "$B" ] && BREW="$B" && break; done
if [ -z "$BREW" ]; then echo "::error::Homebrew not found on the runner"; exit 1; fi
BREW_BIN="$(dirname "$BREW")"; export PATH="$BREW_BIN:$PATH"
command -v cmake >/dev/null || "$BREW" install cmake
echo "$BREW_BIN" >> "$GITHUB_PATH"
# Homebrew's CMake 4 dropped compatibility with the vendored libopus's pre-3.5
# `cmake_minimum_required`; treat 3.5 as the policy minimum (the cmake crate's child cmake
# inherits this from the env during the xcframework build).
echo "CMAKE_POLICY_VERSION_MINIMUM=3.5" >> "$GITHUB_ENV"
- name: Build PunktfunkCore.xcframework (mac + iOS slices) - name: Build PunktfunkCore.xcframework (mac + iOS slices)
run: BUILD_IOS=1 bash scripts/build-xcframework.sh run: BUILD_IOS=1 bash scripts/build-xcframework.sh
+16 -13
View File
@@ -36,8 +36,8 @@ jobs:
- name: Version + channel - name: Version + channel
# vX.Y.Z tag -> X.Y.Z, published to the `stable` apt distribution (a real release). # vX.Y.Z tag -> X.Y.Z, published to the `stable` apt distribution (a real release).
# A main push -> 0.3.0~ciN.g<sha>, published to the `canary` distribution: the '~' sorts # A main push -> 0.5.0~ciN.g<sha>, published to the `canary` distribution: the '~' sorts
# below the eventual 0.3.0 tag, it climbs monotonically by run number, and the canary base # below the eventual 0.5.0 tag, it climbs monotonically by run number, and the canary base
# stays one minor AHEAD of the latest stable so a stable->canary box re-point still moves # stays one minor AHEAD of the latest stable so a stable->canary box re-point still moves
# forward (see channels.md). Computed BEFORE the build so it's stamped into the binary # forward (see channels.md). Computed BEFORE the build so it's stamped into the binary
# (PUNKTFUNK_BUILD_VERSION -> build.rs -> --version). # (PUNKTFUNK_BUILD_VERSION -> build.rs -> --version).
@@ -45,7 +45,7 @@ jobs:
SHORT=$(echo "$GITHUB_SHA" | cut -c1-8) SHORT=$(echo "$GITHUB_SHA" | cut -c1-8)
case "$GITHUB_REF" in case "$GITHUB_REF" in
refs/tags/v*) V="${GITHUB_REF_NAME#v}"; DIST=stable ;; refs/tags/v*) V="${GITHUB_REF_NAME#v}"; DIST=stable ;;
*) V="0.3.0~ci${GITHUB_RUN_NUMBER}.g${SHORT}"; DIST=canary ;; *) V="0.5.0~ci${GITHUB_RUN_NUMBER}.g${SHORT}"; DIST=canary ;;
esac esac
echo "VERSION=$V" >> "$GITHUB_ENV" echo "VERSION=$V" >> "$GITHUB_ENV"
echo "DISTRIBUTION=$DIST" >> "$GITHUB_ENV" echo "DISTRIBUTION=$DIST" >> "$GITHUB_ENV"
@@ -87,12 +87,13 @@ jobs:
git config --global --add safe.directory "$PWD" git config --global --add safe.directory "$PWD"
cargo build --release -p punktfunk-host -p punktfunk-client-linux --locked cargo build --release -p punktfunk-host -p punktfunk-client-linux --locked
- name: Build + smoke-boot web console (node-server preset) - name: Build + smoke-boot web console (bun preset)
# Gate the .deb on a real node boot: the punktfunk-web .deb runs `node .output/server`, # Gate the .deb on a real bun boot: the punktfunk-web .deb runs the Nitro `bun` preset
# so prove the node-server build exists, isn't a bun bundle, and actually serves /login. # (our Bun.serve TLS entry), so prove the build IS a bun bundle and serves /login.
# No TLS env here, so the custom entry binds plain HTTP — the smoke curl stays simple.
run: | run: |
# bun builds the console. It's baked into the rust-ci image, but bootstrap it here too so # bun builds AND runs the console. Baked into the rust-ci image; bootstrap here too so the
# the job stays green against the PREVIOUS image (docker.yml bootstrap lag). # job stays green against the PREVIOUS image (docker.yml bootstrap lag).
command -v bun >/dev/null || { command -v bun >/dev/null || {
apt-get install -y --no-install-recommends unzip apt-get install -y --no-install-recommends unzip
curl -fsSL https://bun.sh/install | bash curl -fsSL https://bun.sh/install | bash
@@ -101,21 +102,23 @@ jobs:
cd web cd web
bun install --frozen-lockfile bun install --frozen-lockfile
bun run build bun run build
if grep -q 'Bun\.serve' .output/server/index.mjs; then if ! grep -q 'Bun\.serve' .output/server/index.mjs; then
echo "ERROR: web build is a bun bundle (Bun.serve) — need the node-server preset"; exit 1 echo "ERROR: web build is not a bun bundle — need the 'bun' preset + custom entry"; exit 1
fi fi
PORT=3009 HOST=127.0.0.1 PUNKTFUNK_UI_PASSWORD=ci node .output/server/index.mjs & PORT=3009 HOST=127.0.0.1 PUNKTFUNK_UI_PASSWORD=ci bun .output/server/index.mjs &
NP=$!; sleep 3 NP=$!; sleep 3
code=$(curl -s -o /dev/null -w '%{http_code}' http://127.0.0.1:3009/login || echo 000) code=$(curl -s -o /dev/null -w '%{http_code}' http://127.0.0.1:3009/login || echo 000)
kill "$NP" 2>/dev/null || true kill "$NP" 2>/dev/null || true
echo "web console smoke: /login -> $code" echo "web console smoke: /login -> $code"
[ "$code" = 200 ] || { echo "ERROR: web console failed to boot under node"; exit 1; } [ "$code" = 200 ] || { echo "ERROR: web console failed to boot under bun"; exit 1; }
- name: Build .debs - name: Build .debs
run: | run: |
export PATH="$HOME/.bun/bin:$PATH"
VERSION="$VERSION" bash packaging/debian/build-deb.sh VERSION="$VERSION" bash packaging/debian/build-deb.sh
VERSION="$VERSION" bash packaging/debian/build-client-deb.sh VERSION="$VERSION" bash packaging/debian/build-client-deb.sh
VERSION="$VERSION" bash packaging/debian/build-web-deb.sh # Reuse CI's bun for the vendored runtime (matches the amd64 runner) instead of downloading.
VERSION="$VERSION" BUN_BIN="$(command -v bun || true)" bash packaging/debian/build-web-deb.sh
- name: Publish to the Gitea apt registry - name: Publish to the Gitea apt registry
env: env:
+44 -13
View File
@@ -11,12 +11,18 @@
# punktfunk.zip # punktfunk.zip
# punktfunk/ <- single top-level dir == plugin.json "name" # punktfunk/ <- single top-level dir == plugin.json "name"
# plugin.json [required] # plugin.json [required]
# package.json [required] # package.json [required; CI stamps "version" — Decky reads the installed version here]
# main.py [required: python backend] # main.py [required: python backend]
# dist/index.js [required: rollup output] # dist/index.js [required: rollup output]
# update.json [CI-baked {channel, manifest}: where the plugin's self-update check polls]
# README.md (recommended) # README.md (recommended)
# LICENSE [required by the plugin store] # LICENSE [required by the plugin store]
# #
# SELF-UPDATE (no Decky store): alongside the zip we also publish a tiny per-channel
# `manifest.json` ({version, artifact=<immutable per-version zip URL>, sha256}). The installed
# plugin polls it (main.py check_update), and the frontend drives Decky's own install RPC to
# apply a newer build. See clients/decky/README.md "Updating".
#
# REGISTRY_TOKEN: repo Actions secret, a PAT with write:package scope (shared with deb/rpm/docker). # REGISTRY_TOKEN: repo Actions secret, a PAT with write:package scope (shared with deb/rpm/docker).
name: decky name: decky
@@ -56,20 +62,26 @@ jobs:
pnpm install --frozen-lockfile pnpm install --frozen-lockfile
pnpm run build # rollup -> clients/decky/dist/index.js pnpm run build # rollup -> clients/decky/dist/index.js
- name: Version + channel - name: Version + channel + stamp
# Tag vX.Y.Z -> X.Y.Z (stable `latest/` alias + Gitea Release); main push -> 0.3.0-ciN.g<sha> # Tag vX.Y.Z -> X.Y.Z (stable `latest/` alias + Gitea Release); main push -> 0.3.<run>
# (`canary/` alias). Used for the registry version path + the zip name (the plugin.json # (`canary/` alias). Decky reads a plugin's INSTALLED version from package.json (NOT
# version is the source of truth Decky reads after install — bump it in the release commit). # plugin.json), and the plugin's own update check (clients/decky/main.py check_update)
# compares against it — so the build version is STAMPED into package.json here (mirrored
# into plugin.json for store parity). Canary is a PLAIN numeric semver, never a
# `-ci<N>` prerelease: compare-versions orders prerelease identifiers lexically
# (ci10 < ci9), which would break update detection; the run number is monotonic.
working-directory: ${{ gitea.workspace }} working-directory: ${{ gitea.workspace }}
run: | run: |
SHORT=$(echo "$GITHUB_SHA" | cut -c1-8)
case "$GITHUB_REF" in case "$GITHUB_REF" in
refs/tags/v*) V="${GITHUB_REF_NAME#v}"; ALIAS=latest ;; refs/tags/v*) V="${GITHUB_REF_NAME#v}"; ALIAS=latest ;;
*) V="0.3.0-ci${GITHUB_RUN_NUMBER}.g${SHORT}"; ALIAS=canary ;; *) V="0.3.${GITHUB_RUN_NUMBER}"; ALIAS=canary ;;
esac esac
BASE="https://$REGISTRY/api/packages/$OWNER/generic/$PACKAGE"
echo "VERSION=$V" >> "$GITHUB_ENV" echo "VERSION=$V" >> "$GITHUB_ENV"
echo "ALIAS=$ALIAS" >> "$GITHUB_ENV" echo "ALIAS=$ALIAS" >> "$GITHUB_ENV"
echo "BASE=$BASE" >> "$GITHUB_ENV"
echo "decky version $V -> alias '$ALIAS'" echo "decky version $V -> alias '$ALIAS'"
VERSION="$V" node -e 'const fs=require("fs");for(const f of ["clients/decky/package.json","clients/decky/plugin.json"]){const j=JSON.parse(fs.readFileSync(f,"utf8"));j.version=process.env.VERSION;fs.writeFileSync(f,JSON.stringify(j,null,2)+"\n");}'
- name: Assemble store-layout zip - name: Assemble store-layout zip
working-directory: ${{ gitea.workspace }} working-directory: ${{ gitea.workspace }}
@@ -89,9 +101,20 @@ jobs:
chmod 0755 "$DEST/bin/punktfunkrun.sh" chmod 0755 "$DEST/bin/punktfunkrun.sh"
# Store requires a LICENSE in the plugin root; the project is MIT OR Apache-2.0. # Store requires a LICENSE in the plugin root; the project is MIT OR Apache-2.0.
cp LICENSE-MIT "$DEST/LICENSE" cp LICENSE-MIT "$DEST/LICENSE"
# Self-update channel pointer the backend reads (main.py check_update). It points at
# THIS channel's manifest.json (published below); that manifest in turn points at the
# immutable per-version zip, so its sha256 stays valid across future alias re-uploads.
printf '{"channel":"%s","manifest":"%s/%s/manifest.json"}\n' "$ALIAS" "$BASE" "$ALIAS" > "$DEST/update.json"
( cd "$STAGE" && zip -r "$RUNNER_TEMP/punktfunk.zip" "$PLUGIN" ) ( cd "$STAGE" && zip -r "$RUNNER_TEMP/punktfunk.zip" "$PLUGIN" )
ls -lh "$RUNNER_TEMP/punktfunk.zip" ls -lh "$RUNNER_TEMP/punktfunk.zip"
unzip -l "$RUNNER_TEMP/punktfunk.zip" unzip -l "$RUNNER_TEMP/punktfunk.zip"
# The update manifest the plugin polls: the immutable per-version artifact + its
# sha256 (Decky's installer verifies the download against this hash, aborting on
# mismatch — so it MUST be the per-version URL, never the mutable alias).
SHA=$(sha256sum "$RUNNER_TEMP/punktfunk.zip" | cut -d' ' -f1)
printf '{"version":"%s","artifact":"%s/%s/punktfunk.zip","sha256":"%s"}\n' \
"$VERSION" "$BASE" "$VERSION" "$SHA" > "$RUNNER_TEMP/manifest.json"
cat "$RUNNER_TEMP/manifest.json"
- name: Publish to the Gitea generic registry - name: Publish to the Gitea generic registry
working-directory: ${{ gitea.workspace }} working-directory: ${{ gitea.workspace }}
@@ -99,18 +122,26 @@ jobs:
TOKEN: ${{ secrets.REGISTRY_TOKEN }} TOKEN: ${{ secrets.REGISTRY_TOKEN }}
run: | run: |
BASE="https://$REGISTRY/api/packages/$OWNER/generic/$PACKAGE" BASE="https://$REGISTRY/api/packages/$OWNER/generic/$PACKAGE"
# 1) Immutable, versioned URL. # 1) Immutable, versioned URL + its update manifest (the manifest's `artifact` points
# here, so the published sha256 keeps matching what Decky later downloads).
curl -fsS --user "enricobuehler:$TOKEN" --upload-file "$RUNNER_TEMP/punktfunk.zip" \ curl -fsS --user "enricobuehler:$TOKEN" --upload-file "$RUNNER_TEMP/punktfunk.zip" \
"$BASE/$VERSION/punktfunk.zip" "$BASE/$VERSION/punktfunk.zip"
curl -fsS --user "enricobuehler:$TOKEN" --upload-file "$RUNNER_TEMP/manifest.json" \
"$BASE/$VERSION/manifest.json"
echo "published $BASE/$VERSION/punktfunk.zip" echo "published $BASE/$VERSION/punktfunk.zip"
# 2) Channel alias (stable release -> latest/, canary main build -> canary/) — the link # 2) Channel alias (stable release -> latest/, canary main build -> canary/) — the
# to paste into Decky's "install from URL". The generic registry rejects re-uploading # zip is the "install from URL" link; manifest.json is what the installed plugin
# an existing version/file (409), so delete the prior alias first (ignore 404 on run #1). # polls for updates. The generic registry rejects re-uploading an existing
curl -fsS -o /dev/null --user "enricobuehler:$TOKEN" -X DELETE \ # version/file (409), so delete the prior alias copies first (ignore 404 on run #1).
"$BASE/$ALIAS/punktfunk.zip" || true for f in punktfunk.zip manifest.json; do
curl -fsS -o /dev/null --user "enricobuehler:$TOKEN" -X DELETE "$BASE/$ALIAS/$f" || true
done
curl -fsS --user "enricobuehler:$TOKEN" --upload-file "$RUNNER_TEMP/punktfunk.zip" \ curl -fsS --user "enricobuehler:$TOKEN" --upload-file "$RUNNER_TEMP/punktfunk.zip" \
"$BASE/$ALIAS/punktfunk.zip" "$BASE/$ALIAS/punktfunk.zip"
curl -fsS --user "enricobuehler:$TOKEN" --upload-file "$RUNNER_TEMP/manifest.json" \
"$BASE/$ALIAS/manifest.json"
echo "install-from-URL link: $BASE/$ALIAS/punktfunk.zip" echo "install-from-URL link: $BASE/$ALIAS/punktfunk.zip"
echo "update manifest: $BASE/$ALIAS/manifest.json"
- name: Attach zip to the Gitea release (stable tags only) - name: Attach zip to the Gitea release (stable tags only)
if: startsWith(gitea.ref, 'refs/tags/v') if: startsWith(gitea.ref, 'refs/tags/v')
+2 -2
View File
@@ -73,7 +73,7 @@ jobs:
- name: Version + channel - name: Version + channel
# Tag vX.Y.Z -> X.Y.Z on the OSTree `stable` branch (a real release); a main push -> # Tag vX.Y.Z -> X.Y.Z on the OSTree `stable` branch (a real release); a main push ->
# 0.3.0-ciN.g<sha> on the `canary` branch. The two branches live side-by-side in one repo # 0.5.0-ciN.g<sha> on the `canary` branch. The two branches live side-by-side in one repo
# (rsync runs without --delete), each tracked by its own .flatpakref, so `flatpak update` # (rsync runs without --delete), each tracked by its own .flatpakref, so `flatpak update`
# on a stable box never jumps to a canary build. The generic-registry version string allows # on a stable box never jumps to a canary build. The generic-registry version string allows
# letters/dots/hyphens. # letters/dots/hyphens.
@@ -81,7 +81,7 @@ jobs:
SHORT=$(echo "$GITHUB_SHA" | cut -c1-8) SHORT=$(echo "$GITHUB_SHA" | cut -c1-8)
case "$GITHUB_REF" in case "$GITHUB_REF" in
refs/tags/v*) V="${GITHUB_REF_NAME#v}"; BRANCH=stable; ALIAS=latest ;; refs/tags/v*) V="${GITHUB_REF_NAME#v}"; BRANCH=stable; ALIAS=latest ;;
*) V="0.3.0-ci${GITHUB_RUN_NUMBER}.g${SHORT}"; BRANCH=canary; ALIAS=canary ;; *) V="0.5.0-ci${GITHUB_RUN_NUMBER}.g${SHORT}"; BRANCH=canary; ALIAS=canary ;;
esac esac
echo "VERSION=$V" >> "$GITHUB_ENV" echo "VERSION=$V" >> "$GITHUB_ENV"
echo "BUNDLE=punktfunk-client-${V}.flatpak" >> "$GITHUB_ENV" echo "BUNDLE=punktfunk-client-${V}.flatpak" >> "$GITHUB_ENV"
@@ -0,0 +1,67 @@
# Native Linux client screenshots for the app/marketing listings. The client renders
# host-free mock scenes (PUNKTFUNK_SHOT_SCENE) under a virtual X display; the driver
# (clients/linux/tools/screenshots.sh) grabs each one — no host, GPU, or Wayland. The
# Linux analogue of apple.yml's `screenshots` job, gated to STABLE RELEASE tags only.
# Standalone + best-effort: a failure here reds nothing else. PNGs land as a 30-day
# artifact; they are not committed or published.
name: linux-client-screenshots
on:
push:
tags: ["v*"]
workflow_dispatch:
jobs:
screenshots:
if: startsWith(github.ref, 'refs/tags/v') || github.event_name == 'workflow_dispatch'
runs-on: ubuntu-24.04
# Same image as ci.yml/deb.yml — already carries the Rust toolchain + GTK/SDL build deps.
container:
image: git.unom.io/unom/punktfunk-rust-ci:latest
timeout-minutes: 90
steps:
- uses: actions/checkout@v4
# Client link deps (baked into the image; kept here so the job is green across image
# rebuilds — a no-op once present) PLUS the headless-render extras: a virtual X server,
# software GL+Vulkan (llvmpipe/lavapipe), the icon theme + fonts the UI draws with, and a
# root-window grab tool.
- name: Client link + headless-render deps
run: |
apt-get update
apt-get install -y --no-install-recommends \
libgtk-4-dev libadwaita-1-dev libsdl3-dev \
xvfb x11-utils imagemagick scrot \
libgl1-mesa-dri mesa-vulkan-drivers \
adwaita-icon-theme fonts-cantarell fonts-dejavu-core
# Reuse the workspace cargo caches (same keys as ci.yml/deb.yml).
- name: Cache keys
run: echo "rustc=$(rustc --version | cut -d' ' -f2)" >> "$GITHUB_ENV"
- uses: actions/cache@v4
with:
path: |
/usr/local/cargo/registry
/usr/local/cargo/git
key: cargo-home-${{ hashFiles('Cargo.lock') }}
restore-keys: cargo-home-
- uses: actions/cache@v4
with:
path: target
key: cargo-target-v3-${{ env.rustc }}-${{ hashFiles('Cargo.lock') }}
restore-keys: cargo-target-v3-${{ env.rustc }}-
- name: Build client
run: cargo build --release -p punktfunk-client-linux --locked
- name: Capture screenshots
run: bash clients/linux/tools/screenshots.sh
- name: Upload screenshots
if: always()
# v3: Gitea's API rejects upload-artifact@v4 (see apple.yml). Download is a zip.
uses: actions/upload-artifact@v3
with:
name: punktfunk-linux-client-screenshots
path: clients/linux/screenshots
retention-days: 30
+58 -49
View File
@@ -101,7 +101,7 @@ jobs:
run: | run: |
case "$GITHUB_REF" in case "$GITHUB_REF" in
refs/tags/v*) V="${GITHUB_REF_NAME#v}"; V="${V%%-*}" ;; # App Store marketing version is numeric X.Y.Z (drop -rc) refs/tags/v*) V="${GITHUB_REF_NAME#v}"; V="${V%%-*}" ;; # App Store marketing version is numeric X.Y.Z (drop -rc)
*) V="0.3.0" ;; # canary marketing version; the build number disambiguates *) V="0.5.0" ;; # canary marketing version; the build number disambiguates
esac esac
echo "VERSION=$V" >> "$GITHUB_ENV" echo "VERSION=$V" >> "$GITHUB_ENV"
echo "BUILD_NUM=$GITHUB_RUN_NUMBER" >> "$GITHUB_ENV" echo "BUILD_NUM=$GITHUB_RUN_NUMBER" >> "$GITHUB_ENV"
@@ -118,6 +118,23 @@ jobs:
"$RUSTUP" toolchain install nightly --profile minimal "$RUSTUP" toolchain install nightly --profile minimal
"$RUSTUP" component add rust-src --toolchain nightly "$RUSTUP" component add rust-src --toolchain nightly
# The in-core Opus decode (surround) pulls audiopus_sys, which builds a vendored static libopus
# via CMake — keep the xcframework self-contained (no runtime libopus.dylib on end-user devices).
- name: CMake (for the vendored libopus audiopus_sys builds)
run: |
# Runner steps run with `bash --noprofile --norc`, so Homebrew's bin dir isn't on PATH —
# locate brew explicitly, install cmake if missing, and export its bin dir to GITHUB_PATH so
# the xcframework build step (audiopus_sys → vendored libopus) finds `cmake`.
for B in /opt/homebrew/bin/brew /usr/local/bin/brew; do [ -x "$B" ] && BREW="$B" && break; done
if [ -z "$BREW" ]; then echo "::error::Homebrew not found on the runner"; exit 1; fi
BREW_BIN="$(dirname "$BREW")"; export PATH="$BREW_BIN:$PATH"
command -v cmake >/dev/null || "$BREW" install cmake
echo "$BREW_BIN" >> "$GITHUB_PATH"
# Homebrew's CMake 4 dropped compatibility with the vendored libopus's pre-3.5
# `cmake_minimum_required`; treat 3.5 as the policy minimum (the cmake crate's child cmake
# inherits this from the env during the xcframework build).
echo "CMAKE_POLICY_VERSION_MINIMUM=3.5" >> "$GITHUB_ENV"
- name: Build PunktfunkCore.xcframework (mac + iOS + tvOS) - name: Build PunktfunkCore.xcframework (mac + iOS + tvOS)
# tvOS is a tier-3 target (nightly -Zbuild-std): slow on the first build, then cached on # tvOS is a tier-3 target (nightly -Zbuild-std): slow on the first build, then cached on
# the self-hosted runner. Built on canary too so the tvOS archive/upload below runs on the # the self-hosted runner. Built on canary too so the tvOS archive/upload below runs on the
@@ -190,10 +207,20 @@ jobs:
# (Config/Punktfunk-macOS.entitlements) — mandatory for the Mac App Store. # (Config/Punktfunk-macOS.entitlements) — mandatory for the Mac App Store.
continue-on-error: true continue-on-error: true
run: | run: |
# Separate archive from the Developer ID one above: App Store needs a profile-signed # Separate archive from the Developer ID one above: App Store needs a signed, entitled
# archive (manual signing), not the unsigned-then-codesign DMG path. Same App-Manager # archive that -exportArchive can re-sign for distribution, not the unsigned-then-codesign
# ASC-key constraint as iOS/tvOS — MANUAL signing, NOT -allowProvisioningUpdates # DMG path. Archive with AUTOMATIC signing (development). Why not a manually-specified
# (cloud signing the key can't do). Quit Xcode so it can't prune the dropped profile. # profile (as this step used to do): the in-app license screens added a SwiftPM resource
# bundle (PunktfunkKit_PunktfunkKit), and a resource bundle is a product type that cannot
# carry a provisioning profile — a global PROVISIONING_PROFILE_SPECIFIER (here) or an
# sdk-scoped one (iOS/tvOS) lands on it and fails the archive ("does not support
# provisioning profiles"). Automatic signing assigns a profile only to the app and leaves
# the resource bundle (and the macOS-host macro plugins) alone, and bakes the sandbox
# entitlements in. No -allowProvisioningUpdates → it stays OFFLINE and never cloud-signs
# (the App-Manager ASC key can't), so the runner must have a macOS *development* profile
# for io.unom.punktfunk installed. DISTRIBUTION signing happens in the export step below
# (manual, via the plist). Quit Xcode so it can't prune the manually-installed App Store
# distribution profile that export needs.
osascript -e 'tell application "Xcode" to quit' >/dev/null 2>&1 || true osascript -e 'tell application "Xcode" to quit' >/dev/null 2>&1 || true
pkill -x Xcode 2>/dev/null || true pkill -x Xcode 2>/dev/null || true
PROFILE="Punktfunk macOS App Store Distribution" PROFILE="Punktfunk macOS App Store Distribution"
@@ -201,11 +228,10 @@ jobs:
-project "$PROJECT" -scheme Punktfunk \ -project "$PROJECT" -scheme Punktfunk \
-destination 'generic/platform=macOS' \ -destination 'generic/platform=macOS' \
-archivePath "$RUNNER_TEMP/Punktfunk-macos-appstore.xcarchive" \ -archivePath "$RUNNER_TEMP/Punktfunk-macos-appstore.xcarchive" \
-skipMacroValidation -skipPackagePluginValidation \
MARKETING_VERSION="$VERSION" CURRENT_PROJECT_VERSION="$BUILD_NUM" \ MARKETING_VERSION="$VERSION" CURRENT_PROJECT_VERSION="$BUILD_NUM" \
CODE_SIGN_STYLE=Manual \ CODE_SIGN_STYLE=Automatic \
CODE_SIGN_IDENTITY="Apple Distribution" \ DEVELOPMENT_TEAM="$TEAM_ID"
DEVELOPMENT_TEAM="$TEAM_ID" \
PROVISIONING_PROFILE_SPECIFIER="$PROFILE"
cat > "$RUNNER_TEMP/export-macos-appstore.plist" <<EOF cat > "$RUNNER_TEMP/export-macos-appstore.plist" <<EOF
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
@@ -235,35 +261,27 @@ jobs:
# Best-effort until the App Store Connect app record for io.unom.punktfunk exists. # Best-effort until the App Store Connect app record for io.unom.punktfunk exists.
continue-on-error: true continue-on-error: true
run: | run: |
# MANUAL App Store signing: the local (valid) Apple Distribution identity + the App # Archive with AUTOMATIC signing (development) — see the macOS App Store step for the full
# Store provisioning profile. NOT -allowProvisioningUpdates — with an App-Manager-role # rationale. The SwiftPM resource bundle (PunktfunkKit_PunktfunkKit, added with the in-app
# ASC key that forces Xcode's CLOUD-managed signing, which the role can't do ("Cloud # license screens) builds for iphoneos, so even the sdk-scoped PROVISIONING_PROFILE_SPECIFIER
# signing permission error"). The profile must be installed on the runner under # this step used to set matched it and failed the archive ("does not support provisioning
# ~/Library/Developer/Xcode/UserData/Provisioning Profiles/ (install it once with # profiles"). Automatic signing profiles only the app and leaves the resource bundle (and
# Xcode.app quit, or it prunes the manually-dropped distribution profile). # the macOS-host macro plugins) alone. No -allowProvisioningUpdates → OFFLINE, never
# A running Xcode.app prunes unrecognized profiles from that dir — quit it so the App # cloud-signs (the App-Manager ASC key can't), so the runner needs an iOS *development*
# Store profile survives this build; headless xcodebuild doesn't need the GUI app. # profile for io.unom.punktfunk installed. DISTRIBUTION signing is the export step below
# (manual, via the plist). A running Xcode.app prunes unrecognized profiles — quit it so the
# manually-installed App Store distribution profile survives for export.
osascript -e 'tell application "Xcode" to quit' >/dev/null 2>&1 || true osascript -e 'tell application "Xcode" to quit' >/dev/null 2>&1 || true
pkill -x Xcode 2>/dev/null || true pkill -x Xcode 2>/dev/null || true
PROFILE="Punktfunk iOS App Store Distribution" PROFILE="Punktfunk iOS App Store Distribution"
# Scope signing to the iOS device SDK via an xcconfig — see the tvOS step below for the
# full rationale. A global (CLI) profile specifier would also be forced onto the shared
# macOS-host SwiftPM macro plugins, which reject it and fail the archive; [sdk=iphoneos*]
# in an xcconfig lands it on the app/framework slices only.
SIGN_XCCONFIG="$RUNNER_TEMP/sign-ios.xcconfig"
cat > "$SIGN_XCCONFIG" <<XCCONF
CODE_SIGN_STYLE = Manual
DEVELOPMENT_TEAM = $TEAM_ID
CODE_SIGN_IDENTITY[sdk=iphoneos*] = Apple Distribution
PROVISIONING_PROFILE_SPECIFIER[sdk=iphoneos*] = $PROFILE
XCCONF
DEVELOPER_DIR="$XCODE_DEV_DIR" xcodebuild archive \ DEVELOPER_DIR="$XCODE_DEV_DIR" xcodebuild archive \
-project "$PROJECT" -scheme Punktfunk-iOS \ -project "$PROJECT" -scheme Punktfunk-iOS \
-destination 'generic/platform=iOS' \ -destination 'generic/platform=iOS' \
-archivePath "$RUNNER_TEMP/Punktfunk-ios.xcarchive" \ -archivePath "$RUNNER_TEMP/Punktfunk-ios.xcarchive" \
-skipMacroValidation -skipPackagePluginValidation \ -skipMacroValidation -skipPackagePluginValidation \
-xcconfig "$SIGN_XCCONFIG" \ MARKETING_VERSION="$VERSION" CURRENT_PROJECT_VERSION="$BUILD_NUM" \
MARKETING_VERSION="$VERSION" CURRENT_PROJECT_VERSION="$BUILD_NUM" CODE_SIGN_STYLE=Automatic \
DEVELOPMENT_TEAM="$TEAM_ID"
cat > "$RUNNER_TEMP/export-appstore.plist" <<EOF cat > "$RUNNER_TEMP/export-appstore.plist" <<EOF
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
@@ -295,33 +313,24 @@ jobs:
# on the runner (xcodebuild -downloadPlatform tvOS). # on the runner (xcodebuild -downloadPlatform tvOS).
continue-on-error: true continue-on-error: true
run: | run: |
# Same manual App Store signing as iOS (the App-Manager ASC key can't cloud-sign). # Archive with AUTOMATIC signing (development) — see the macOS App Store step. The SwiftPM
# resource bundle (PunktfunkKit_PunktfunkKit) builds for appletvos and rejected the
# sdk-scoped profile this step used to set; Automatic signing profiles only the app and
# leaves the resource bundle + the macOS-host macro plugins (OnceMacro/SwizzlingMacro/
# AssociationMacro) alone. No -allowProvisioningUpdates → OFFLINE, never cloud-signs (the
# App-Manager ASC key can't), so the runner needs a tvOS *development* profile for
# io.unom.punktfunk installed. DISTRIBUTION signing is the export step below (manual, plist).
osascript -e 'tell application "Xcode" to quit' >/dev/null 2>&1 || true osascript -e 'tell application "Xcode" to quit' >/dev/null 2>&1 || true
pkill -x Xcode 2>/dev/null || true pkill -x Xcode 2>/dev/null || true
PROFILE="Punktfunk tvOS App Store Distribution" PROFILE="Punktfunk tvOS App Store Distribution"
# Scope signing to the tvOS device SDK via an xcconfig. A global (CLI) profile specifier
# hits EVERY target, including the shared SwiftPM macro plugins (OnceMacro/SwizzlingMacro/
# AssociationMacro) which build for the macOS host and reject a provisioning profile
# ("<macro> does not support provisioning profiles"), failing the archive. Conditionals
# work only in an xcconfig (xcodebuild mis-parses a CLI "SETTING[sdk=..]=val"), and a
# command-line -xcconfig outranks target settings, so [sdk=appletvos*] puts the profile on
# the app/framework slices only — the macosx-host macros get nothing. (The macOS archive
# above is immune: its host-SDK macros are CODE_SIGNING_ALLOWED=NO, so a global specifier
# is ignored there.)
SIGN_XCCONFIG="$RUNNER_TEMP/sign-tvos.xcconfig"
cat > "$SIGN_XCCONFIG" <<XCCONF
CODE_SIGN_STYLE = Manual
DEVELOPMENT_TEAM = $TEAM_ID
CODE_SIGN_IDENTITY[sdk=appletvos*] = Apple Distribution
PROVISIONING_PROFILE_SPECIFIER[sdk=appletvos*] = $PROFILE
XCCONF
DEVELOPER_DIR="$XCODE_DEV_DIR" xcodebuild archive \ DEVELOPER_DIR="$XCODE_DEV_DIR" xcodebuild archive \
-project "$PROJECT" -scheme Punktfunk-tvOS \ -project "$PROJECT" -scheme Punktfunk-tvOS \
-destination 'generic/platform=tvOS' \ -destination 'generic/platform=tvOS' \
-archivePath "$RUNNER_TEMP/Punktfunk-tvos.xcarchive" \ -archivePath "$RUNNER_TEMP/Punktfunk-tvos.xcarchive" \
-skipMacroValidation -skipPackagePluginValidation \ -skipMacroValidation -skipPackagePluginValidation \
-xcconfig "$SIGN_XCCONFIG" \ MARKETING_VERSION="$VERSION" CURRENT_PROJECT_VERSION="$BUILD_NUM" \
MARKETING_VERSION="$VERSION" CURRENT_PROJECT_VERSION="$BUILD_NUM" CODE_SIGN_STYLE=Automatic \
DEVELOPMENT_TEAM="$TEAM_ID"
cat > "$RUNNER_TEMP/export-tvos.plist" <<EOF cat > "$RUNNER_TEMP/export-tvos.plist" <<EOF
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+3 -3
View File
@@ -68,8 +68,8 @@ jobs:
restore-keys: cargo-home- restore-keys: cargo-home-
- name: Version + channel - name: Version + channel
# vX.Y.Z tag -> X.Y.Z-1 in the base group (a real release); main push -> 0.3.0-0.ciN.g<sha> # vX.Y.Z tag -> X.Y.Z-1 in the base group (a real release); main push -> 0.5.0-0.ciN.g<sha>
# in the `<base>-canary` group, whose "0." release sorts below the eventual 0.3.0-1 yet # in the `<base>-canary` group, whose "0." release sorts below the eventual 0.5.0-1 yet
# climbs by run number. The canary base stays one minor ahead of the latest stable so a # climbs by run number. The canary base stays one minor ahead of the latest stable so a
# stable->canary box re-point still moves forward. The spec %build stamps # stable->canary box re-point still moves forward. The spec %build stamps
# PUNKTFUNK_BUILD_VERSION from these macros into the binary (--version provenance). # PUNKTFUNK_BUILD_VERSION from these macros into the binary (--version provenance).
@@ -77,7 +77,7 @@ jobs:
SHORT=$(echo "$GITHUB_SHA" | cut -c1-8) SHORT=$(echo "$GITHUB_SHA" | cut -c1-8)
case "$GITHUB_REF" in case "$GITHUB_REF" in
refs/tags/v*) V="${GITHUB_REF_NAME#v}"; R="1"; GROUP="${{ matrix.group }}" ;; refs/tags/v*) V="${GITHUB_REF_NAME#v}"; R="1"; GROUP="${{ matrix.group }}" ;;
*) V="0.3.0"; R="0.ci${GITHUB_RUN_NUMBER}.g${SHORT}"; GROUP="${{ matrix.group }}-canary" ;; *) V="0.5.0"; R="0.ci${GITHUB_RUN_NUMBER}.g${SHORT}"; GROUP="${{ matrix.group }}-canary" ;;
esac esac
echo "PF_VERSION=$V" >> "$GITHUB_ENV" echo "PF_VERSION=$V" >> "$GITHUB_ENV"
echo "PF_RELEASE=$R" >> "$GITHUB_ENV" echo "PF_RELEASE=$R" >> "$GITHUB_ENV"
+53
View File
@@ -0,0 +1,53 @@
# Management-console screenshots for the app/marketing listings. Captured from the
# built Storybook with headless Chromium (web/tools/screenshots.mjs) — the page
# stories render from fixtures, so no live mgmt API, login, or GPU is needed. This
# is the web analogue of apple.yml's `screenshots` job, but gated to STABLE RELEASE
# tags only (the console has no release workflow of its own — it ships inside the
# host packaging). Best-effort: a standalone workflow, so a failure here reds
# nothing else. PNGs land as a 30-day artifact; they are not committed or published.
name: web-screenshots
on:
push:
tags: ["v*"]
workflow_dispatch:
jobs:
screenshots:
if: startsWith(github.ref, 'refs/tags/v') || github.event_name == 'workflow_dispatch'
runs-on: ubuntu-24.04
container:
image: oven/bun:1
timeout-minutes: 30
defaults:
run:
working-directory: web
steps:
# oven/bun ships neither git nor a real node (the driver runs under node), and
# the slim Debian base lacks a CA bundle — without it actions/checkout's HTTPS
# fetch dies with "Problem with the SSL CA cert" (same as ci.yml's web job).
- name: Install git + node + CA certs
working-directory: /
run: apt-get update && apt-get install -y --no-install-recommends ca-certificates git nodejs
- uses: actions/checkout@v4
# --ignore-scripts skips the prepare→codegen hook (mirrors ci.yml); run codegen
# explicitly since build-storybook has no prebuild hook of its own.
- name: Install dependencies
run: bun install --frozen-lockfile --ignore-scripts
- name: Generate API client + i18n messages
run: bun run codegen
# Pulls the matching Chromium build + the apt libs it needs (root in-container).
- name: Install Chromium
run: bunx playwright install --with-deps chromium
- name: Build Storybook
run: bun run build-storybook
- name: Capture screenshots
run: bun run screenshots
- name: Upload screenshots
if: always()
# v3: Gitea's API rejects upload-artifact@v4 (see apple.yml). Download is a zip.
uses: actions/upload-artifact@v3
with:
name: punktfunk-web-console-screenshots
path: web/screenshots
retention-days: 30
@@ -1,27 +0,0 @@
# One-shot provisioning of the WDK + cargo-wdk onto the persistent self-hosted windows-amd64 runner, so
# the all-Rust UMDF drivers can build there (design/windows-host-rewrite.md, M0). The runner has the base
# Windows SDK + MSVC + LLVM + Rust but NOT the WDK (no km/wdf/iddcx headers) or cargo-wdk.
#
# Dispatch manually (workflow_dispatch). Idempotent: re-running is a near no-op once provisioned. The
# install persists on the runner (real box, not an ephemeral container), so this runs once, not per build.
name: windows-drivers-provision
on:
workflow_dispatch:
push:
branches: [main]
paths:
- 'scripts/ci/provision-windows-wdk.ps1'
- '.gitea/workflows/windows-drivers-provision.yml'
jobs:
provision:
runs-on: windows-amd64
timeout-minutes: 60
defaults:
run:
shell: pwsh
steps:
- uses: actions/checkout@v4
- name: Install WDK + cargo-wdk on the runner
run: ./scripts/ci/provision-windows-wdk.ps1
+10 -8
View File
@@ -1,5 +1,5 @@
# Windows driver workspace CI — runs on the self-hosted Windows runner (home-windows-1, host mode; # Windows driver workspace CI — runs on a self-hosted Windows runner (home-windows-runner-1, host
# label windows-amd64). Part of the Windows-host rewrite (design/windows-host-rewrite.md, M0). # mode; label windows-amd64). Part of the Windows-host rewrite (design/windows-host-rewrite.md, M0).
# #
# Stage 1 (this file): PROBE the runner's driver toolchain (WDK / EWDK / cargo-make / LLVM / the # Stage 1 (this file): PROBE the runner's driver toolchain (WDK / EWDK / cargo-make / LLVM / the
# inf2cat/stampinf/devgen/signtool tools) so we know what's provisioned BEFORE writing driver code, # inf2cat/stampinf/devgen/signtool tools) so we know what's provisioned BEFORE writing driver code,
@@ -26,7 +26,8 @@ on:
- 'crates/pf-driver-proto/**' - 'crates/pf-driver-proto/**'
- 'packaging/windows/drivers/**' - 'packaging/windows/drivers/**'
# Driver builds need the WDK on the runner (provision once via windows-drivers-provision.yml). # Driver builds need the WDK on the runner - the driver-build job below self-provisions it via
# scripts/ci/ensure-windows-toolchain.ps1, a fast no-op once already present.
jobs: jobs:
probe-and-proto: probe-and-proto:
@@ -124,11 +125,12 @@ jobs:
# retired that — see design/windows-build-and-packaging.md. # retired that — see design/windows-build-and-packaging.md.
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- name: Ensure WDK + cargo-wdk (idempotent self-provision) - name: Ensure Windows toolchain (WDK, FFmpeg, Inno Setup, ARM64 target)
# Run the provisioning script here too so driver-build is self-sufficient and never races a # Shared self-provision step (also used by windows.yml/windows-msix.yml/windows-host.yml) so
# separate provision run on the single runner. Path is relative to the job working-directory # driver-build is self-sufficient on any windows-amd64 runner and never races a manually
# (packaging/windows/drivers). Near-noop once the toolchain is present. # dispatched provisioning workflow landing on a different one. Path is relative to the job
run: ../../../scripts/ci/provision-windows-wdk.ps1 # working-directory (packaging/windows/drivers). Near-noop once the toolchain is present.
run: ../../../scripts/ci/ensure-windows-toolchain.ps1
- name: cargo build the driver workspace (wdk-probe + wdk-iddcx + pf-vdisplay) - name: cargo build the driver workspace (wdk-probe + wdk-iddcx + pf-vdisplay)
# Whole workspace: wdk-probe (toolchain/surface-assert probe) + wdk-iddcx (DDI wrappers) + # Whole workspace: wdk-probe (toolchain/surface-assert probe) + wdk-iddcx (DDI wrappers) +
# pf-vdisplay (the real IddCx driver). pf-vdisplay linking proves the IddCx call sites resolve # pf-vdisplay (the real IddCx driver). pf-vdisplay linking proves the IddCx call sites resolve
+29 -18
View File
@@ -1,8 +1,9 @@
# Build the punktfunk Windows HOST as a signed Inno Setup installer and publish it to Gitea's generic # Build the punktfunk Windows HOST as a signed Inno Setup installer and publish it to Gitea's generic
# package registry, so a Windows GPU box can install the streaming host (SYSTEM service + bundled # package registry, so a Windows GPU box can install the streaming host (SYSTEM service + bundled
# pf-vdisplay virtual-display driver + the web management console, run by a scheduled task on a bundled # pf-vdisplay virtual-display driver + the web management console, run by a scheduled task on a bundled
# bun) from one signed setup.exe. Runs on the self-hosted Windows runner # bun) from one signed setup.exe. Runs on a self-hosted windows-amd64 runner
# (host mode; scripts/ci/setup-windows-runner.ps1) — same MSVC/Windows-SDK/LLVM env as windows.yml. # (host mode; same MSVC/Windows-SDK/LLVM env as windows.yml — generic from unom/infra's
# windows-runner/, FFmpeg/Inno Setup self-provision via the "Ensure Windows toolchain" step below).
# #
# Why an installer and not MSIX (like the client): the host installs a LocalSystem SCM service that # Why an installer and not MSIX (like the client): the host installs a LocalSystem SCM service that
# CreateProcessAsUserW's into the interactive session for secure-desktop capture, and bundles a # CreateProcessAsUserW's into the interactive session for secure-desktop capture, and bundles a
@@ -24,8 +25,9 @@
# GPU backends: the host builds with --features nvenc,amf-qsv = all three vendors in one installer. # GPU backends: the host builds with --features nvenc,amf-qsv = all three vendors in one installer.
# - NVENC (NVIDIA, direct SDK): the only link need is nvencodeapi.lib, synthesised from a 2-export # - NVENC (NVIDIA, direct SDK): the only link need is nvencodeapi.lib, synthesised from a 2-export
# .def with llvm-dlltool (no GPU/SDK at build time). # .def with llvm-dlltool (no GPU/SDK at build time).
# - AMF/QSV (AMD/Intel, libavcodec): link-imports the FFmpeg libs from FFMPEG_DIR (the BtbN gpl-shared # - AMF/QSV (AMD/Intel, libavcodec): link-imports the FFmpeg libs from FFMPEG_DIR (the BtbN lgpl-shared
# tree the client uses; includes the *_amf/*_qsv encoders) and bundles its DLLs into the installer. # tree the client uses; includes the *_amf/*_qsv encoders) and bundles its DLLs into the installer.
# lgpl-shared (not gpl-shared) keeps those bundled DLLs LGPL (we never use the GPL-only x264/x265).
# CI never launches the exe, so no GPU is needed here — this is build + Windows clippy coverage only. # CI never launches the exe, so no GPU is needed here — this is build + Windows clippy coverage only.
name: windows-host name: windows-host
@@ -56,6 +58,10 @@ jobs:
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- name: Ensure Windows toolchain (WDK, FFmpeg, Inno Setup, ARM64 target)
shell: pwsh
run: ./scripts/ci/ensure-windows-toolchain.ps1
- name: Locale-safety gate (installer-run scripts must be ASCII) - name: Locale-safety gate (installer-run scripts must be ASCII)
shell: pwsh shell: pwsh
# The installer runs these via powershell.exe (Windows PowerShell 5.1) and cmd.exe on the END # The installer runs these via powershell.exe (Windows PowerShell 5.1) and cmd.exe on the END
@@ -80,13 +86,20 @@ jobs:
# (pwsh Out-File utf8 = no BOM, unlike Windows PowerShell 5.1 — keeps the first line clean). # (pwsh Out-File utf8 = no BOM, unlike Windows PowerShell 5.1 — keeps the first line clean).
"CARGO_TARGET_DIR=C:\t" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8 "CARGO_TARGET_DIR=C:\t" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8
"CARGO_WORKSPACE_DIR=$env:GITHUB_WORKSPACE" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8 "CARGO_WORKSPACE_DIR=$env:GITHUB_WORKSPACE" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8
# FFMPEG_DIR: the same BtbN gpl-shared x64 tree the Windows CLIENT links against (provisioned # FFMPEG_DIR: the same BtbN lgpl-shared x64 tree the Windows CLIENT links against (provisioned
# by scripts/ci/setup-windows-runner.ps1). The host's AMD/Intel AMF/QSV encode backend # by scripts/ci/provision-windows-punktfunk-extras.ps1). The host's AMD/Intel AMF/QSV encode backend
# (--features amf-qsv) link-imports avcodec/avutil/swscale from it; pack-host-installer.ps1 # (--features amf-qsv) link-imports avcodec/avutil/swscale from it; pack-host-installer.ps1
# then bundles its bin\*.dll into the installer. LIBCLANG_PATH is in the runner daemon env. # then bundles its bin\*.dll into the installer. LIBCLANG_PATH is in the runner daemon env.
if (-not $env:FFMPEG_DIR) { if (-not $env:FFMPEG_DIR) {
"FFMPEG_DIR=C:\Users\Public\ffmpeg" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8 "FFMPEG_DIR=C:\Users\Public\ffmpeg" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8
} }
# VBCABLE_DIR: the pinned official VB-CABLE package (provisioned by
# provision-windows-punktfunk-extras.ps1) -> pack-host-installer.ps1 bundles the
# streaming virtual microphone. Same daemon-env-or-fallback pattern as FFMPEG_DIR
# (the daemon env only refreshes on a runner-task restart).
if (-not $env:VBCABLE_DIR) {
"VBCABLE_DIR=C:\Users\Public\vbcable" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8
}
$v = if ($env:GITHUB_REF -like 'refs/tags/v*') { $v = if ($env:GITHUB_REF -like 'refs/tags/v*') {
$env:GITHUB_REF_NAME -replace '^v', '' $env:GITHUB_REF_NAME -replace '^v', ''
} else { } else {
@@ -124,14 +137,6 @@ jobs:
cargo clippy --release -- -D warnings; if ($LASTEXITCODE) { throw "pf-vkhdr-layer clippy" } cargo clippy --release -- -D warnings; if ($LASTEXITCODE) { throw "pf-vkhdr-layer clippy" }
Pop-Location Pop-Location
- name: Ensure Inno Setup
shell: pwsh
run: |
if (-not (Test-Path 'C:\Program Files (x86)\Inno Setup 6\ISCC.exe') -and -not (Get-Command iscc -ErrorAction SilentlyContinue)) {
Write-Output "installing Inno Setup via choco"
choco install innosetup -y --no-progress
}
- name: Fetch portable bun runtime (build tool + bundled to run the console) - name: Fetch portable bun runtime (build tool + bundled to run the console)
shell: pwsh shell: pwsh
run: | run: |
@@ -170,8 +175,8 @@ jobs:
Push-Location web Push-Location web
& $bun install --frozen-lockfile; if ($LASTEXITCODE) { throw "bun install failed ($LASTEXITCODE)" } & $bun install --frozen-lockfile; if ($LASTEXITCODE) { throw "bun install failed ($LASTEXITCODE)" }
& $bun run build; if ($LASTEXITCODE) { throw "web build failed ($LASTEXITCODE)" } & $bun run build; if ($LASTEXITCODE) { throw "web build failed ($LASTEXITCODE)" }
if (Select-String -Path .output\server\index.mjs -Pattern 'Bun\.serve' -Quiet) { if (-not (Select-String -Path .output\server\index.mjs -Pattern 'Bun\.serve' -Quiet)) {
throw "web build is a bun bundle (Bun.serve) - need the node-server preset" throw "web build is not a bun bundle - need the 'bun' preset + custom entry"
} }
Pop-Location Pop-Location
# Gate the installer on a real boot under the BUNDLED bun (the runtime it ships), serving /login. # Gate the installer on a real boot under the BUNDLED bun (the runtime it ships), serving /login.
@@ -202,9 +207,15 @@ jobs:
# Check curl's exit code ourselves — a best-effort DELETE (404 on first run) must not abort. # Check curl's exit code ourselves — a best-effort DELETE (404 on first run) must not abort.
$PSNativeCommandUseErrorActionPreference = $false $PSNativeCommandUseErrorActionPreference = $false
function Publish-File($f, $url) { function Publish-File($f, $url) {
curl.exe -fsS --user "enricobuehler:$($env:REGISTRY_TOKEN)" --upload-file "$f" "$url" # The generic registry makes a versioned path immutable and 409s a re-upload, so a tag
if ($LASTEXITCODE -ne 0) { throw "upload failed ($LASTEXITCODE): $url" } # re-run re-publishing the identical artifact must be tolerated as a no-op. (The channel
Write-Output "published $url" # alias below is delete-then-reuploaded and never 409s.) No curl -f, so we can read the
# status code instead of aborting on it.
$code = [int](curl.exe -sS -o NUL -w "%{http_code}" --user "enricobuehler:$($env:REGISTRY_TOKEN)" --upload-file "$f" "$url")
if ($LASTEXITCODE -ne 0) { throw "upload failed (curl exit $LASTEXITCODE): $url" }
if ($code -eq 409) { Write-Output "already published (409, immutable): $url"; return }
if ($code -lt 200 -or $code -ge 300) { throw "upload failed (HTTP $code): $url" }
Write-Output "published ($code): $url"
} }
$files = @($env:HOST_SETUP_PATH, $env:HOST_CER_PATH) | Where-Object { $_ -and (Test-Path $_) } $files = @($env:HOST_SETUP_PATH, $env:HOST_CER_PATH) | Where-Object { $_ -and (Test-Path $_) }
if (-not $files) { throw "pack produced no artifacts to publish" } if (-not $files) { throw "pack produced no artifacts to publish" }
+17 -6
View File
@@ -1,8 +1,9 @@
# Build the punktfunk Windows client as signed MSIX packages (x64 + ARM64) and publish them to # Build the punktfunk Windows client as signed MSIX packages (x64 + ARM64) and publish them to
# Gitea's generic package registry, so Windows boxes can download + install a real package (Start # Gitea's generic package registry, so Windows boxes can download + install a real package (Start
# tile, clean install/uninstall) instead of a loose exe. Runs on the self-hosted Windows runner # tile, clean install/uninstall) instead of a loose exe. Runs on a self-hosted windows-amd64
# (host mode; scripts/ci/setup-windows-runner.ps1) — the MSVC/WinUI/FFmpeg toolchain + the Windows # runner (host mode; the MSVC/WinUI toolchain comes from unom/infra's windows-runner/, FFmpeg
# SDK's makeappx/signtool are baked into the runner's daemon env, same as windows.yml. # self-provisions via the "Ensure Windows toolchain" step below, same as windows.yml) — the
# Windows SDK's makeappx/signtool are baked into the runner's daemon env.
# #
# Both arches come off the ONE x64 runner: x86_64 natively, aarch64 cross-compiled (the x64 MSVC # Both arches come off the ONE x64 runner: x86_64 natively, aarch64 cross-compiled (the x64 MSVC
# toolset has the ARM64 cross compiler; the matrix points FFMPEG_DIR at the ARM64 FFmpeg tree). See # toolset has the ARM64 cross compiler; the matrix points FFMPEG_DIR at the ARM64 FFmpeg tree). See
@@ -62,6 +63,10 @@ jobs:
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- name: Ensure Windows toolchain (WDK, FFmpeg, Inno Setup, ARM64 target)
shell: pwsh
run: ./scripts/ci/ensure-windows-toolchain.ps1
- name: Configure + version - name: Configure + version
shell: pwsh shell: pwsh
run: | run: |
@@ -115,9 +120,15 @@ jobs:
$files = @($env:MSIX_PATH, $env:MSIX_CER_PATH) | Where-Object { $_ -and (Test-Path $_) } $files = @($env:MSIX_PATH, $env:MSIX_CER_PATH) | Where-Object { $_ -and (Test-Path $_) }
if (-not $files) { throw "pack produced no artifacts to publish" } if (-not $files) { throw "pack produced no artifacts to publish" }
function Put($f, $url) { function Put($f, $url) {
curl.exe -fsS --user "enricobuehler:$($env:REGISTRY_TOKEN)" --upload-file "$f" "$url" # The generic registry makes a versioned path immutable and 409s a re-upload, so a tag
if ($LASTEXITCODE -ne 0) { throw "upload failed ($LASTEXITCODE): $url" } # re-run re-publishing the identical artifact must be tolerated as a no-op. (The channel
Write-Output "published $url" # alias below is delete-then-reuploaded and never 409s.) No curl -f, so we can read the
# status code instead of aborting on it.
$code = [int](curl.exe -sS -o NUL -w "%{http_code}" --user "enricobuehler:$($env:REGISTRY_TOKEN)" --upload-file "$f" "$url")
if ($LASTEXITCODE -ne 0) { throw "upload failed (curl exit $LASTEXITCODE): $url" }
if ($code -eq 409) { Write-Output "already published (409, immutable): $url"; return }
if ($code -lt 200 -or $code -ge 300) { throw "upload failed (HTTP $code): $url" }
Write-Output "published ($code): $url"
} }
foreach ($f in $files) { foreach ($f in $files) {
$name = Split-Path $f -Leaf $name = Split-Path $f -Leaf
+16 -3
View File
@@ -1,5 +1,8 @@
# Windows client CI — runs on the self-hosted Windows runner (home-windows-1, host mode; see # Windows client CI — runs on a self-hosted windows-amd64 runner (host mode; the generic runner +
# scripts/ci/setup-windows-runner.ps1). Build + clippy + fmt + test the WinUI 3 client # toolchain come from unom/infra's windows-runner/; punktfunk's own extras - FFmpeg, WDK, Inno
# Setup, the ARM64 rustup target - self-provision via the "Ensure Windows toolchain" step below, a
# fast no-op once already present, so any runner with that label works with no manual dispatch
# step first). Build + clippy + fmt + test the WinUI 3 client
# (windows-reactor + D3D11/SwapChainPanel + WASAPI + SDL3). # (windows-reactor + D3D11/SwapChainPanel + WASAPI + SDL3).
# #
# Two architectures from ONE x64 runner: x86_64-pc-windows-msvc natively and # Two architectures from ONE x64 runner: x86_64-pc-windows-msvc natively and
@@ -61,6 +64,10 @@ jobs:
steps: steps:
- uses: actions/checkout@v4 - uses: actions/checkout@v4
- name: Ensure Windows toolchain (WDK, FFmpeg, Inno Setup, ARM64 target)
shell: pwsh
run: ./scripts/ci/ensure-windows-toolchain.ps1
- name: Configure + toolchain versions - name: Configure + toolchain versions
shell: pwsh shell: pwsh
run: | run: |
@@ -68,9 +75,15 @@ jobs:
# Per-arch short target root (dodges MAX_PATH; keeps the two legs from sharing target\). # Per-arch short target root (dodges MAX_PATH; keeps the two legs from sharing target\).
$td = if ('${{ matrix.target }}' -eq 'aarch64-pc-windows-msvc') { 'C:\t-a64' } else { 'C:\t' } $td = if ('${{ matrix.target }}' -eq 'aarch64-pc-windows-msvc') { 'C:\t-a64' } else { 'C:\t' }
"CARGO_TARGET_DIR=$td" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8 "CARGO_TARGET_DIR=$td" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8
# Per-arch FFmpeg import libs (the runner provisions both — setup-windows-runner.ps1). # Per-arch FFmpeg import libs (provision-windows-punktfunk-extras.ps1 fetches both).
$ff = if ('${{ matrix.target }}' -eq 'aarch64-pc-windows-msvc') { 'C:\Users\Public\ffmpeg-arm64' } else { 'C:\Users\Public\ffmpeg' } $ff = if ('${{ matrix.target }}' -eq 'aarch64-pc-windows-msvc') { 'C:\Users\Public\ffmpeg-arm64' } else { 'C:\Users\Public\ffmpeg' }
"FFMPEG_DIR=$ff" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8 "FFMPEG_DIR=$ff" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8
# $ff\bin on PATH too (not just FFMPEG_DIR, which only satisfies the linker): the test
# binary needs the actual DLLs to load at runtime. Set here rather than relying on the
# daemon's own env (project-env.ps1) - on a freshly cloned/registered runner the daemon
# starts before this job's "Ensure Windows toolchain" step ever writes that file, so its
# PATH doesn't include this yet on a first run (confirmed live: STATUS_DLL_NOT_FOUND).
"$ff\bin" | Out-File -FilePath $env:GITHUB_PATH -Append -Encoding utf8
rustup target add ${{ matrix.target }} rustup target add ${{ matrix.target }}
rustc --version rustc --version
cargo --version cargo --version
+1
View File
@@ -13,6 +13,7 @@ clients/apple/PunktfunkCore.xcframework/
clients/apple/.swiftpm/ clients/apple/.swiftpm/
# Generated App Store screenshots (tools/screenshots.sh output; uploaded as a CI artifact) # Generated App Store screenshots (tools/screenshots.sh output; uploaded as a CI artifact)
clients/apple/screenshots/ clients/apple/screenshots/
clients/linux/screenshots/
# Xcode per-user state # Xcode per-user state
xcuserdata/ xcuserdata/
+214 -55
View File
@@ -36,6 +36,15 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
boundary, and finished captures are saved as on-disk recordings boundary, and finished captures are saved as on-disk recordings
(`~/.config/punktfunk/captures/*.json`) browsable/exportable from the console's **Performance** page (`~/.config/punktfunk/captures/*.json`) browsable/exportable from the console's **Performance** page
(recharts). Endpoints `/api/v1/stats/*` (bearer-only). *Implemented; not yet on-glass validated.* (recharts). Endpoints `/api/v1/stats/*` (bearer-only). *Implemented; not yet on-glass validated.*
**Web-console log view** (`log_capture.rs`): a `tracing` layer tees DEBUG-and-up (independent of
`RUST_LOG`) into a 4096-entry in-memory ring, served cursor-paged at `GET /api/v1/logs`
(bearer-only) → the console's **Logs** page (follow/pause · level filter · search). The Windows
gamepad drivers now stamp attach/heartbeat marks into their shm sections and the host's
`DriverAttach` watcher turns silence into a one-shot diagnosis WARN (driver-store check + CM
devnode problem code) — failure-mode table: [`design/gamepad-driver-health.md`](design/gamepad-driver-health.md).
The Android client gained Settings → **Connected controllers** (device list + VID/PID + resolved
pad type + live input test) for the client end of the same chain. *Log view + driver health:
Linux-tested; Windows/Android sides CI/device-validation pending.*
- **Native protocol (`punktfunk/1`): full session planes, validated live.** QUIC - **Native protocol (`punktfunk/1`): full session planes, validated live.** QUIC
control plane (`punktfunk-core` `quic` feature: Hello{mode}/Welcome{full Config}/Start), data control plane (`punktfunk-core` `quic` feature: Hello{mode}/Welcome{full Config}/Start), data
plane = the hardened core `Session` over raw UDP with **GF(2¹⁶) Leopard FEC + AES-GCM** plane = the hardened core `Session` over raw UDP with **GF(2¹⁶) Leopard FEC + AES-GCM**
@@ -73,42 +82,66 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
`send_rich_input`. **Client-negotiated virtual pad type**: the Hello carries a gamepad `send_rich_input`. **Client-negotiated virtual pad type**: the Hello carries a gamepad
preference byte (same trailing-byte back-compat pattern as the compositor), the Welcome preference byte (same trailing-byte back-compat pattern as the compositor), the Welcome
echoes the resolved backend — precedence: explicit client choice > `PUNKTFUNK_GAMEPAD` echoes the resolved backend — precedence: explicit client choice > `PUNKTFUNK_GAMEPAD`
env > uinput Xbox 360. Backends: **Xbox 360** (uinput / ViGEm), **Xbox One/Series** (the same env > uinput Xbox 360. Backends: **Xbox 360** (uinput on Linux / the pf-xusb UMDF driver on
Windows), **Xbox One/Series** (the same
XInput backend with the One/Series USB identity for matching glyphs — no extra game-visible XInput backend with the One/Series USB identity for matching glyphs — no extra game-visible
capability; impulse-trigger rumble is unreachable through a virtual pad), and the UHID capability; impulse-trigger rumble is unreachable through a virtual pad), and the UHID
`hid-playstation` pads — **DualSense** (adaptive triggers, lightbar, touchpad, motion) and `hid-playstation` pads — **DualSense** (adaptive triggers, lightbar, touchpad, motion) and
**DualShock 4** (lightbar, touchpad, motion, rumble; DualSense minus adaptive triggers / player **DualShock 4** (lightbar, touchpad, motion, rumble; DualSense minus adaptive triggers / player
LEDs / mute). DualSense and DualShock 4 each have a Linux (UHID `hid-playstation`) **and a Windows LEDs / mute). DualSense and DualShock 4 each have a Linux (UHID `hid-playstation`) **and a Windows
(UMDF minidriver)** backend — `inject/dualsense_windows.rs` + `inject/dualshock4_windows.rs`, one (UMDF minidriver)** backend — `inject/windows/dualsense_windows.rs` + `inject/windows/dualshock4_windows.rs`, one
driver serving either identity per a `device_type` byte the host stamps into shared memory (the DS4 driver serving either identity per a `device_type` byte the host stamps into shared memory (the DS4
reuses the same SwDeviceCreate game-detection identity fix as the DualSense). One/Series stays reuses the same SwDeviceCreate game-detection identity fix as the DualSense). One/Series stays
Linux-only and folds into Xbox 360 off it. Clients auto-resolve the type from the physical controller Linux-only and folds into Xbox 360 off it. Clients auto-resolve the type from the physical controller
(DS5→DualSense, DS4→DualShock 4, Xbox One→Xbox One). **Windows uses ZERO external gamepad (DS5→DualSense, DS4→DualShock 4, Xbox One→Xbox One). **Windows uses ZERO external gamepad
dependencies — ViGEmBus is gone.** Xbox 360 (XInput) runs on a UMDF2 **XUSB companion** driver dependencies — ViGEmBus is gone.** Xbox 360 (XInput) runs on a UMDF2 **XUSB companion** driver
(`packaging/windows/xusb-driver/`, `inject/gamepad_windows.rs`) that registers `GUID_DEVINTERFACE_XUSB` (`packaging/windows/drivers/pf-xusb/`, `inject/windows/gamepad_windows.rs`) that registers `GUID_DEVINTERFACE_XUSB`
and answers the buffered XInput IOCTLs from a shared section, so classic `XInputGetState`/`SetState` and answers the buffered XInput IOCTLs from a shared section, so classic `XInputGetState`/`SetState`
work with no kernel bus driver (validated live: slot connected, state + rumble round-trip; Xbox One work with no kernel bus driver (validated live: slot connected, state + rumble round-trip; Xbox One
folds to this 360 path). All three UMDF drivers (DualSense/DS4 + XUSB) are bundled + pnputil-installed folds to this 360 path). All three UMDF drivers (DualSense/DS4 + XUSB) are built from source in CI
by the Inno Setup installer (`packaging/windows/gamepad-drivers/` + `install-gamepad-drivers.ps1`). (`packaging/windows/drivers/`) and installed by the Inno Setup installer via
`punktfunk-host.exe driver install --gamepad`.
**Multi-pad ready**: the host stamps each pad's index into the device Location (`pszDeviceLocation`), **Multi-pad ready**: the host stamps each pad's index into the device Location (`pszDeviceLocation`),
the driver reads it (`WdfDeviceAllocAndQueryProperty`) to map its own `*-shm-<index>`, and the driver reads it (`WdfDeviceAllocAndQueryProperty`) to map its own `*-shm-<index>`, and
`UmdfHostProcessSharing=ProcessSharingDisabled` gives each pad its own host (per-pad statics) — `UmdfHostProcessSharing=ProcessSharingDisabled` gives each pad its own host (per-pad statics) —
validated live with 2 distinct XInput slots + 2 DualSense pads. (Client-side multi-pad forwarding is validated live with 2 distinct XInput slots + 2 DualSense pads. (Client-side multi-pad forwarding is
the remaining piece.) the remaining piece.)
- **Windows host: implemented and shipping (all-vendor, x64-only).** `#[cfg(windows)]` backends - **Windows host: implemented and shipping (all-vendor, x64-only).** `#[cfg(windows)]` backends
behind the same traits as Linux — DXGI Desktop Duplication capture (`capture/dxgi.rs`), **SudoVDA** behind the same traits as Linux — **IDD-push capture** straight into the in-house all-Rust IddCx
virtual display per session (`vdisplay/sudovda.rs`), GPU encode (NVENC `--features nvenc`; AMD/Intel **pf-vdisplay** virtual display (`capture/windows/idd_push.rs`, `vdisplay/windows/pf_vdisplay.rs`;
`--features amf-qsv`), SendInput + **ViGEm** gamepads (`inject/gamepad_windows.rs`), WASAPI loopback DXGI Desktop Duplication / WGC as fallbacks, `capture/windows/dxgi.rs`), GPU encode (NVENC
+ virtual mic (`audio/wasapi_*`). Ships as a **signed Inno Setup installer** that registers a `--features nvenc`; AMD/Intel `--features amf-qsv`), SendInput + the in-house UMDF gamepad drivers
`LocalSystem` SCM service launching into the interactive session for secure-desktop (UAC/lock-screen) (`inject/windows/`), WASAPI loopback + virtual mic (`audio/windows/wasapi_*`). **Keyboard wire
capture (`service.rs`), bundles the SudoVDA driver + the FFmpeg DLLs, and is published by convention: US-positional VKs** (every first-party client sends the physical key's US-layout VK;
the Windows client derives it from the scancode, NOT the layout-resolved `vkCode`) — the Windows
injector resolves them via a fixed table mirroring the Linux `vk_to_evdev` (never through a
keyboard layout: the SYSTEM service thread's layout re-reads positions as characters — the
German y↔z / ö→ü scramble), while GameStream/Moonlight VKs are layout-semantic
(`KEY_FLAG_SEMANTIC_VK`, resolved under the foreground app's layout, Sunshine's model). Linux
renders positions under the session compositor's layout (libei) or the virtual keyboard's
uploaded keymap (Sway/wlroots — honors `XKB_DEFAULT_LAYOUT` et al., default US); the Android
client reads `KeyEvent.scanCode` first so a user-selected physical-keyboard layout can't
re-map keycodes semantically. Ships as a **signed
Inno Setup installer** that registers a `LocalSystem` SCM service launching into the interactive
session for secure-desktop (UAC/lock-screen) capture (`windows/service.rs`), bundles the
pf-vdisplay driver + the FFmpeg DLLs (+ VB-CABLE for the virtual mic), and is published by
`windows-host.yml`. **Encoder is GPU-aware** (`encode.rs` `open_video` + `windows_resolved_backend`): `windows-host.yml`. **Encoder is GPU-aware** (`encode.rs` `open_video` + `windows_resolved_backend`):
`PUNKTFUNK_ENCODER=auto` (the host.env default) detects the DXGI adapter vendor → **NVENC** (NVIDIA, `PUNKTFUNK_ENCODER=auto` (the host.env default) reads the **selected render adapter's** vendor →
direct SDK, `encode/nvenc.rs`), **AMF** (AMD) / **QSV** (Intel) via libavcodec **NVENC** (NVIDIA, direct SDK, `encode/windows/nvenc.rs`), **AMF** (AMD) / **QSV** (Intel) via libavcodec
(`encode/ffmpeg_win.rs`, the Windows analogue of the Linux VAAPI backend — `WinVendor{Amf,Qsv}`, (`encode/windows/ffmpeg_win.rs`, the Windows analogue of the Linux VAAPI backend — `WinVendor{Amf,Qsv}`,
system-memory NV12/P010 readback default + opt-in zero-copy D3D11 behind `PUNKTFUNK_ZEROCOPY` with a system-memory NV12/P010 readback default + opt-in zero-copy D3D11 behind `PUNKTFUNK_ZEROCOPY` with a
system fallback), or software H.264 (`encode/sw.rs`, GPU-less). GameStream codec advertisement is system fallback), or software H.264 (`encode/sw.rs`, GPU-less). GameStream codec advertisement is
probed per-GPU on AMF/QSV (`windows_codec_support``serverinfo`, AV1 gated). **HDR (10-bit)**: WGC probed per-GPU on AMF/QSV (`windows_codec_support``serverinfo`, AV1 gated; cached per selected
GPU). **Multi-GPU is first-class** (`gpu.rs`): GPU inventory + a persisted auto/manual preference
(`<config>/gpu-settings.json`, stored by stable PCI identity — LUIDs are per-boot) exposed over
`GET /api/v1/gpus` + `PUT /api/v1/gpus/preference` and a web-console GPU card (Host page: list,
Automatic/Prefer, "In use · backend" badge). One selection — precedence **console preference >
`PUNKTFUNK_RENDER_ADAPTER` > max VRAM**, graceful fallback when the preferred GPU is absent —
feeds `win_adapter::resolve_render_adapter_luid` (capture ring + IddCx render pin), the encoder
vendor auto-detect (previously DXGI adapter 0 — wrong on hybrid boxes like NVIDIA dGPU + Intel
Arc iGPU), and the NVENC 4:4:4 probe; a preference change applies to the next session. On Linux a
matched manual preference picks the VAAPI render node / NVENC-vs-VAAPI auto choice (auto mode
unchanged). *Implemented + unit-tested; not yet on-glass validated on the hybrid box.* **HDR (10-bit)**: WGC
captures the HDR desktop as FP16/Rgb10a2 (DDA FP16 for the secure desktop), the encoder forces HEVC captures the HDR desktop as FP16/Rgb10a2 (DDA FP16 for the secure desktop), the encoder forces HEVC
Main10 + BT.2020 PQ (NVENC ABGR10/P010; AMF/QSV P010 + a swscale Rgb10a2→P010 fallback), the client Main10 + BT.2020 PQ (NVENC ABGR10/P010; AMF/QSV P010 + a swscale Rgb10a2→P010 fallback), the client
auto-detects PQ from the HEVC VUI — gated by `PUNKTFUNK_10BIT` + client `VIDEO_CAP_10BIT`; **Windows auto-detects PQ from the HEVC VUI — gated by `PUNKTFUNK_10BIT` + client `VIDEO_CAP_10BIT`; **Windows
@@ -139,16 +172,47 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
player LEDs / adaptive triggers → `GCDeviceLight`/`playerIndex`/ player LEDs / adaptive triggers → `GCDeviceLight`/`playerIndex`/
`GCDualSenseAdaptiveTrigger` via the table-driven `DualSenseTriggerEffect` parser). `GCDualSenseAdaptiveTrigger` via the table-driven `DualSenseTriggerEffect` parser).
Loopback-tested end to end (`PUNKTFUNK_TEST_FEEDBACK=1` scripted burst); DualSense Loopback-tested end to end (`PUNKTFUNK_TEST_FEEDBACK=1` scripted burst); DualSense
motion sign/scale derived, not yet live-verified. Tests: `swift test` in motion sign/scale derived, not yet live-verified. **Gamepad UI (iOS/iPadOS + macOS,
2026-07-02 rework):** a connected pad swaps the home for a console-style launcher
(`Home/Gamepad*` + `Settings/GamepadSettingsView`) — host carousel with a trailing Add
Host tile (A connect · Y library · X settings · B back), a controller-navigable
settings screen (vertical `GamepadMenuList`, left/right steps values), an add-host
flow with an on-screen controller keyboard (`GamepadKeyboard` — no touch needed
anywhere), and the coverflow library, all over an animated aurora backdrop
(`GamepadScreenBackground`, TimelineView-driven drifting blobs — pure SwiftUI ON
PURPOSE: a .metal lib only reliably bundles in one of the two build systems (SPM vs
xcodeproj synced folders) these sources compile under). Input is the polled
`GamepadMenuInput` (handlers don't fire outside a stream; on (re)start it SNAPSHOTS
held buttons so a handoff press never double-fires), haptics dual-channel (device +
`MenuHaptics` on the pad). macOS: same screens, settings/add-host as sheets (no
fullScreenCover), NSScreen-based mode lists, scroll indicators `.never` (macOS
"always show scroll bars" overrides `.hidden`); launcher/settings/add-host/keyboard
render-verified live on this Mac via `PUNKTFUNK_FORCE_GAMEPAD_UI=1` (dev hook, forces
the mode without a pad). Controller-in-hand on-glass validation still pending on all
platforms. Tests: `swift test` in
`clients/apple` (unit + real-codec round trip), `clients/apple` (unit + real-codec round trip),
`test-loopback.sh` (Swift client vs synthetic punktfunk1-hosts on loopback — runs on macOS; `test-loopback.sh` (Swift client vs synthetic punktfunk1-hosts on loopback — runs on macOS;
includes the pairing ceremony + `--require-pairing` gate), includes the pairing ceremony + `--require-pairing` gate),
`RemoteFirstLightTests` (full pipeline over the LAN). See `RemoteFirstLightTests` (full pipeline over the LAN). See
[`clients/apple/README.md`](clients/apple/README.md). **Stage 2 presenter** [`clients/apple/README.md`](clients/apple/README.md). **Stage 2 presenter is now the DEFAULT**
(`VTDecompressionSession` + `CAMetalLayer`) is built and live-validated on glass behind the opt-in (stage-1 is the Metal-unavailable / DEBUG fallback): explicit `VTDecompressionSession` decode →
`punktfunk.presenter` flag (~11 ms p50 capture→present), to become the default after a few `CAMetalLayer`, presented from the hosting view's **main-runloop `CADisplayLink`** (`renderTick` pops
resolution/HDR checks. Next: make stage 2 the default, glass-to-glass numbers via the newest ready frame per vsync; macOS `displaySyncEnabled = false` is the real fullscreen-judder fix,
`tools/latency-probe`, iOS/iPadOS/tvOS variants. ~11 ms p50). *(An off-main `CAMetalDisplayLink` and an off-main blocking-render present thread were
both tried and reverted — both measured slower on macOS and iPad.)* **HDR fixed**
(`design/apple-stage2-presenter.md`): the "too bright" bug was a missing reference-white anchor — the
fix keeps the PQ-passthrough shader and adds `CAEDRMetadata.hdr10(…, opticalOutputScale: 203)` +
`wantsExtendedDynamicRangeContent` on the layer (on all platforms; the old `#if os(macOS)` guard left
iOS/tvOS EDR half-engaged), routing the 0xCE mastering metadata to the layer (via `setHdrMeta`) instead
of a never-composited source buffer. **Mid-session SDR↔HDR** is handled: `render` reconciles the layer
per-frame from the decoded `frame.isHDR` (per-mode pixel format `bgra8`/`rgba16Float`), so a game
entering HDR mid-stream just reconfigures (last 0xCE grade cached + re-applied; pump drains 0xCE
unconditionally). **4:4:4 added**: decode format is a 2×2 `(chroma, HDR)` matrix
(`420v/x420/444v/x444`, all biplanar so the shaders are unchanged), advertised (`VIDEO_CAP_444`) only
behind a **hardware-required `VTDecompressionSession` probe** (`Stage444Probe`, validated on M3) with a
Settings opt-out + a bounded pump backstop for an undecodable 4:4:4 session. *HDR brightness + 4:4:4
still need on-glass validation (Windows-HDR / `PUNKTFUNK_444` host).* Next: glass-to-glass numbers via
`tools/latency-probe`.
**Linux stage 1 done, first light 2026-06-12** (`clients/linux`, binary **Linux stage 1 done, first light 2026-06-12** (`clients/linux`, binary
`punktfunk-client`): GTK4/libadwaita shell linking `punktfunk-core` directly (no C ABI; `punktfunk-client`): GTK4/libadwaita shell linking `punktfunk-core` directly (no C ABI;
`NativeClient` is now `Sync` — mutexed plane receivers), mDNS host list, TOFU + SPAKE2 `NativeClient` is now `Sync` — mutexed plane receivers), mDNS host list, TOFU + SPAKE2
@@ -179,23 +243,39 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
**Windows stage 1 done 2026-06-15** (`clients/windows`, binary **Windows stage 1 done 2026-06-15** (`clients/windows`, binary
`punktfunk-client`): pure-Rust **WinUI 3** UI via **windows-reactor** (a declarative React-like `punktfunk-client`): pure-Rust **WinUI 3** UI via **windows-reactor** (a declarative React-like
framework backed by WinUI; PR #4499 added the `SwapChainPanel` widget + `set_swap_chain`). The framework backed by WinUI; PR #4499 added the `SwapChainPanel` widget + `set_swap_chain`). The
video is a **`SwapChainPanel`** bound to a **D3D11 composition swapchain** (WARP fallback for video is a **`SwapChainPanel`** bound to a **D3D11 composition swapchain**, presented from a
the GPU-less dev box; runtime-compiled fullscreen-triangle shaders, Contain-fit letterbox), **dedicated render thread** (`render.rs`, 2026-07-02 rewrite — presenting never touches or is
driven by reactor's per-frame `on_rendering`. **FFmpeg HEVC decode with a D3D11VA stalled by the XAML thread): frame-latency-waitable swapchain + `SetMaximumFrameLatency(1)`
zero-copy hardware path** (`gpu.rs` shares one D3D11 device — hardware+`VIDEO_SUPPORT`, WARP (≤1 queued present, newest-wins drain after the wait, so a stream faster than the display drops
fallback, multithread-protected — between the decoder and presenter; the decoder outputs backlog before any GPU work), **HiDPI-correct** (pixel-sized buffers + `SetMatrixTransform`
NV12/P010 `ID3D11Texture2D` array slices with `BIND_SHADER_RESOURCE` and the presenter samples 96/DPI — DIP-sized buffers were blurry at 125/150 %), Contain-fit letterbox, WARP fallback.
them via per-plane SRVs + YUV→RGB shaders — NV12/BT.709, P010/BT.2020-PQ; **software CPU decode **FFmpeg decode with a D3D11VA hardware path on all vendors** (`gpu.rs` shares one D3D11 device
stays as the robust fallback**, auto-selected with a `DecoderPref` override). **HDR10**: the between decoder + presenter, adapter picked by console pref `PUNKTFUNK_ADAPTER` > the window's
client advertises 10-bit/HDR (Settings toggle), detects PQ in-band (`transfer == SMPTE2084`), monitor's adapter > default; `PUNKTFUNK_D3D_DEBUG=1` adds the debug layer): the decode pool is
and flips the swapchain to `R10G10B10A2` + ST.2084 with HDR10 metadata. **WASAPI** render + mic **decoder-only bind, sized/aligned by libavcodec itself** (get_format returns `AV_PIX_FMT_D3D11`
capture, **SDL3** gamepads (rumble/lightbar/DualSense), `mdns-sd` discovery, and the full trust and lets `hw_device_ctx` drive — three hand-built-frames-context strikes are why: NVIDIA rejects
surface — all **in-app**: a polished WinUI shell (host cards w/ monogram + status pills, `DECODER|SHADER_RESOURCE` arrays, `BindFlags=0` fails texture creation, and Intel rejects
non-128-aligned HEVC surfaces at the first `SubmitDecoderBuffers`), a DXVA **profile probe**
before the hwdevice commits software-vs-hardware up front (no burned first IDR), and the
presenter copies the decoded slice with ONE display-size-boxed `CopySubresourceRegion` (a planar
slice is a single subresource in D3D11 — the old two-copy D3D12-style code silently no-opped =
the black screen) into its sampleable NV12/P010 texture → per-plane SRVs + YUV→RGB shaders
(NV12/BT.709, P010/BT.2020-PQ). **Software CPU decode is the fallback** (auto-selected,
`DecoderPref` override, mid-session demotion + keyframe re-request) and now feeds the SAME
shaders (swscale → NV12/P010 planes → two dynamic plane textures) so hw/sw colour math is
identical. **HDR10**: the client advertises 10-bit/HDR (Settings toggle, gated on an HDR
display), detects PQ in-band (`transfer == SMPTE2084`), and flips the swapchain to
`R10G10B10A2` + ST.2084 with HDR10 metadata (0xCE mastering metadata plumbed). **WASAPI** render
+ mic capture, **SDL3** gamepads (rumble/lightbar/DualSense), `mdns-sd` discovery, and the full
trust surface — all **in-app**: a polished WinUI shell (host tiles w/ monogram + status pills,
`InfoBar` errors/hints, `ToggleSwitch` settings, status-chip stream HUD showing GPU/CPU decode + `InfoBar` errors/hints, `ToggleSwitch` settings, status-chip stream HUD showing GPU/CPU decode +
HDR), host list (live mDNS + saved + manual), settings (resolution/refresh/decoder/bitrate/HDR/ HDR), host list (live mDNS + saved + manual), settings (resolution/refresh/decoder/bitrate/HDR/
mic), SPAKE2 PIN pairing screen, TOFU, pinned-fp-mismatch re-pair. **(D3D11VA + HDR present + the mic), SPAKE2 PIN pairing screen, TOFU, pinned-fp-mismatch re-pair. **Live-validated 2026-07-02
GUI polish are written against the windows-rs/reactor APIs but not yet on-glass validated — the on the hybrid laptop (Intel Arc Pro iGPU + RTX 3500 Ada) against the local Windows host**:
dev VM is headless/WARP; needs the RTX box.)** **Stream input** is Win32 low-level hooks (`WH_KEYBOARD_LL`/`WH_MOUSE_LL`) — reactor D3D11VA hardware decode 60 fps on BOTH vendors (headless, `PUNKTFUNK_ADAPTER`-forced; NVIDIA
0.2 ms decode, Intel 0.2 ms), software path, and the GUI on glass (real decoded desktop pixels,
GPU-decode HUD chip, ~18 ms capture→decoded p50 over loopback — dominated by the host's 60 Hz
virtual-display capture cadence). HDR-on-glass still pending. **Stream input** is Win32 low-level hooks (`WH_KEYBOARD_LL`/`WH_MOUSE_LL`) — reactor
exposes no raw key/pointer events; native Windows VK + absolute mouse (client-rect Contain-fit) + exposes no raw key/pointer events; native Windows VK + absolute mouse (client-rect Contain-fit) +
wheel, Ctrl+Alt+Shift+Q capture toggle. `--headless`/`--discover` keep CLI paths. Builds + clippy wheel, Ctrl+Alt+Shift+Q capture toggle. `--headless`/`--discover` keep CLI paths. Builds + clippy
+ fmt green on **`x86_64-pc-windows-msvc` and `aarch64-pc-windows-msvc`** — the latter + fmt green on **`x86_64-pc-windows-msvc` and `aarch64-pc-windows-msvc`** — the latter
@@ -203,17 +283,53 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
compiler + a per-arch `FFMPEG_DIR` ARM64 tree, SDL3/libopus build-from-source cross-compile compiler + a per-arch `FFMPEG_DIR` ARM64 tree, SDL3/libopus build-from-source cross-compile
cleanly), and both ship as signed MSIX (`windows-msix.yml` matrix → `..._x64.msix`/`..._arm64.msix`, cleanly), and both ship as signed MSIX (`windows-msix.yml` matrix → `..._x64.msix`/`..._arm64.msix`,
verified: ARM64 binaries + manifest arch). **windows-reactor is unpublished** (git verified: ARM64 binaries + manifest arch). **windows-reactor is unpublished** (git
dep pinned to commit `b4129fcc`; `windows` pinned to the SAME commit so `IDXGISwapChain1` unifies dep pinned to commit `a4f7b2cb`, bumped 2026-07-02 from `b4129fcc` for `on_pointer_entered`/
with `set_swap_chain`); its `build.rs` downloads the Win App SDK NuGets + needs `CARGO_WORKSPACE_DIR` `on_pointer_exited` hover events — mechanical renames only: `SymbolGlyph``Symbol`,
set (in the VM build env; `/temp`+`/winmd` gitignored). Gotcha: `CARGO_HOME` must be an ASCII path `placeholder``placeholder_text`, TextBox `on_changed``on_text_changed`, ToggleSwitch
— the `ü` in the dev box's username breaks SDL3's MSVC precompiled-header build. Next: **on-glass `on_changed``on_toggled`, `on_menu_item_clicked``on_item_clicked`, SwapChainPanel
validation** of the D3D11VA decode + HDR present + GUI on the RTX box (the dev VM is `on_ready``on_mounted`; `windows` pinned to the SAME commit so `IDXGISwapChain1` unifies with
headless/Session-0/WARP → the WinUI window + hardware decode need a real display+GPU: RDP or the `set_swap_chain`). New-model runtime staging: reactor has NO build.rs anymore — the app's own
RTX box), then RAWINPUT relative-mouse pointer-lock and a per-host speed test in the UI. `build.rs` calls `windows_reactor_setup::as_framework_dependent()` (same-rev build-dep, stages
the bootstrap DLL + resources.pri that pack-msix expects) and `main` calls
`windows_reactor::bootstrap()` before `App` (packaged MSIX: a no-op, the manifest's
`Microsoft.WindowsAppRuntime.2` dependency resolves the runtime). `CARGO_WORKSPACE_DIR` is no
longer required (harmless where still set). Gotcha: `CARGO_HOME` must be an ASCII path
— the `ü` in the dev box's username breaks SDL3's MSVC precompiled-header build. **Parity/cleanup
batch (2026-07-02)**: `app.rs` split into per-screen `app/` modules (mod=root/router · hosts ·
connect · pair · speed · settings · licenses · stream · style; thread-driven state lives in ROOT
`use_async_state` and flows down as props — a child's own async-state write does NOT re-render it);
"Native display" now resolves the real monitor mode at connect (`MonitorFromWindow`
`EnumDisplaySettingsW`, was hardcoded 1080p60); per-host **speed test** (saved-host card button +
`--headless --speed-test`, probe burst → recommended ≈70 % bitrate applied in one tap; bitrate
setting is now a free-form NumberBox); **forget host** (ContentDialog confirm →
`KnownHosts::remove_by_fp`); settings gained forwarded-controller picker + gamepad type + host
compositor + capture-system-shortcuts — the previously-dead `Settings.compositor`/
`inhibit_shortcuts` are now honored (off = Alt+Tab/Alt+Esc/Ctrl+Esc/Win act locally);
**click-to-recapture** after a Ctrl+Alt+Shift+Q release with the HUD hint tracking capture state;
input hook caches lock geometry (no per-move `GetClientRect`), audio jitter-ring trims via
`drain`. Validated on the bare-metal RTX box: `--discover` (3 live LAN hosts), synthetic-host
loopback E2E (TOFU connect → clock skew → HEVC negotiate → shared-D3D11 + D3D11VA init → WASAPI →
session end; synthetic payload isn't decodable so decode output stays unvalidated), speed-test
E2E. The WinUI window itself CANNOT be launched from SSH (session-0 → WinAppSDK 0x80070005,
pre-existing; needs the console session, e.g. PsExec -i 1). **UX batch (2026-07-02 evening,
UIA-smoke-tested on the hybrid laptop)**: host tiles get the WinUI pointer-over fill
(`on_pointer_entered`/`exited` → root hover state → `ControlFillSecondary`), Settings is a stock
**NavigationView** sidebar (Windows-Settings pattern: Display/Video/Input/Audio/About panes,
built-in back arrow, section in root state; the section card is **keyed by section** — an
in-place diff across sections re-sets a reused ComboBox's items, clearing WinUI's selection,
but skips `selected_index` when the values compare equal → blank selection; the key forces a
remount — and the content column rides its own section-switch slide-up tween), new
**"Show the stats overlay (HUD)"** toggle
(`Settings::show_hud`, applies mid-stream via the 400 ms HUD re-render), the Add-host modal
slides up + fades in (root margin/opacity tween, same pattern as screen navigation), and a
self-initiated disconnect (Ctrl+Alt+Shift+D → `Ended(None)`) returns to the host list silently
instead of raising the error banner.
Next: **HDR on-glass validation** (Windows host with `PUNKTFUNK_10BIT` → the HDR laptop
display), then RAWINPUT relative-mouse pointer-lock.
**Android stage 1 done** (`clients/android`, Kotlin app + `native/` Rust JNI core linking **Android stage 1 done** (`clients/android`, Kotlin app + `native/` Rust JNI core linking
`punktfunk-core`; phone + Android TV): NDK `AMediaCodec` hardware HEVC decode → `SurfaceView` incl. `punktfunk-core`; phone + Android TV): NDK `AMediaCodec` hardware HEVC decode → `SurfaceView` incl.
**HDR10** (Main10/BT.2020 PQ) with low-latency tuning + a live stats HUD (`decode.rs`/`stats.rs`), **HDR10** (Main10/BT.2020 PQ) with low-latency tuning + a live stats HUD (`decode.rs`/`stats.rs`),
Opus/Oboe audio + mic uplink (`audio.rs`/`mic.rs`), gamepad input with rumble/HID feedback Opus/AAudio audio + mic uplink (`audio.rs`/`mic.rs`), gamepad input with rumble/HID feedback
(`feedback.rs`), **native `mdns-sd` mDNS discovery** (`discovery.rs`, polled over JNI — the same (`feedback.rs`), **native `mdns-sd` mDNS discovery** (`discovery.rs`, polled over JNI — the same
browse the Linux/Windows clients use, replacing the flaky per-OEM `NsdManager`; Kotlin keeps only browse the Linux/Windows clients use, replacing the flaky per-OEM `NsdManager`; Kotlin keeps only
the `MulticastLock` + permission UX), SPAKE2 PIN pairing + TOFU (Keystore identity + the `MulticastLock` + permission UX), SPAKE2 PIN pairing + TOFU (Keystore identity +
@@ -271,7 +387,25 @@ clients are deliberately NOT containerized); `apple.yml` builds the xcframework
provisioned by `scripts/ci/setup-macos-runner.sh`). Per-client/host release workflows: provisioned by `scripts/ci/setup-macos-runner.sh`). Per-client/host release workflows:
`deb.yml`/`rpm.yml`/`flatpak.yml` (Linux client), `android.yml` (Google Play), `windows-msix.yml` `deb.yml`/`rpm.yml`/`flatpak.yml` (Linux client), `android.yml` (Google Play), `windows-msix.yml`
(Windows client), `windows-host.yml` (Windows host installer), `release.yml` (Apple notarized DMG + (Windows client), `windows-host.yml` (Windows host installer), `release.yml` (Apple notarized DMG +
TestFlight), `decky.yml` (Steam Deck plugin); Windows builds run on a self-hosted Windows runner. TestFlight), `decky.yml` (Steam Deck plugin); Windows builds run on a self-hosted Windows runner
(`home-windows-runner-1`, vmid 210, `windows-amd64:host` label). The runner is reproducible and
**owned by `unom/infra`**, not this repo, since it's shared across unom Windows projects going
forward: `unom/infra`'s `windows-runner/` Packer template bakes a generic Windows 11 template (OS
install + OpenSSH Server + VS Build Tools/NASM/CMake/LLVM + the act_runner/Node/rustup base, no
registration) on Proxmox once; `proxmox/windows-runner/` (Terraform, `bpg/proxmox`) full-clones it
(agent-based IP discovery, no pre-provisioned DHCP reservation needed) and registers the instance
over SSH remote-exec — the same bake-once/clone-fast split `proxmox/unom-1` uses for the Linux CI
host, just without a native Windows cloud-init (registration goes over `remote-exec`/SSH instead of
`initialization{}`; WinRM was tried first but is deprecated in OpenTofu, so this moved to SSH via
Windows' in-box OpenSSH Server). punktfunk layers its own extras on top of that generic runner:
`scripts/ci/provision-windows-wdk.ps1` (WDK + cargo-wdk for the UMDF drivers) and
`scripts/ci/provision-windows-punktfunk-extras.ps1` (FFmpeg x64/ARM64 trees, Inno Setup, the
`aarch64-pc-windows-msvc` rustup target) — both idempotent, and both run automatically at the start
of every Windows CI job via the shared `scripts/ci/ensure-windows-toolchain.ps1` step (a fast no-op
once already provisioned), rather than a separate manually-dispatched provisioning workflow — that
avoided a real footgun once there could be more than one `windows-amd64` runner: a manually
dispatched provisioning workflow has no way to target a *specific* runner instance, so it could
land on an already-provisioned box instead of the one that actually needed it.
## Layout ## Layout
@@ -279,19 +413,23 @@ TestFlight), `decky.yml` (Steam Deck plugin); Windows builds run on a self-hoste
crates/punktfunk-core/ protocol · FEC · crypto · quic (punktfunk/1 control plane, feature-gated) crates/punktfunk-core/ protocol · FEC · crypto · quic (punktfunk/1 control plane, feature-gated)
crates/punktfunk-host/ crates/punktfunk-host/
gamestream/ Moonlight compat: nvhttp · pairing · rtsp · control · stream · gamepad · apps gamestream/ Moonlight compat: nvhttp · pairing · rtsp · control · stream · gamepad · apps
vdisplay/{kwin,gamescope,mutter,wlroots}.rs per-compositor client-sized virtual outputs vdisplay/linux/{kwin,gamescope,mutter,wlroots}.rs per-compositor client-sized virtual outputs
zerocopy/{egl,cuda,vulkan}.rs dmabuf → CUDA → NVENC (tiled via EGL/GL, LINEAR via Vulkan) vdisplay/windows/{pf_vdisplay,manager,identity}.rs all-Rust IddCx virtual display (pf-vdisplay)
inject/{libei,wlr,gamepad,dualsense}.rs input backends (uinput xpad + UHID DualSense) linux/zerocopy/{egl,cuda,vulkan}.rs dmabuf → CUDA → NVENC (tiled via EGL/GL, LINEAR via Vulkan)
encode/{nvenc,linux,vaapi,ffmpeg_win,sw}.rs per-GPU encoders (NVENC · Linux NVENC/CUDA · VAAPI · AMF/QSV · openh264) inject/linux/{libei,wlr,gamepad,dualsense,dualshock4,steam_*}.rs Linux input (uinput xpad · UHID pads · virtual Deck)
capture.rs · encode.rs · audio.rs · spike.rs · punktfunk1.rs · mgmt.rs · native_pairing.rs · stats_recorder.rs inject/windows/{sendinput,gamepad_windows,dualsense_windows,dualshock4_windows}.rs Windows input (UMDF shared-mem pads)
encode/linux/{mod,vaapi}.rs · encode/windows/{nvenc,ffmpeg_win}.rs · encode/sw.rs per-GPU encoders (NVENC/CUDA · VAAPI · AMF/QSV) + GPU-less openh264
capture/{linux/,windows/{dxgi,idd_push}}.rs · audio/{linux/,windows/wasapi_*}.rs
windows/{service,install,interactive}.rs SCM service + in-binary driver/web install
capture.rs · encode.rs · audio.rs · gpu.rs · spike.rs · punktfunk1.rs · mgmt.rs · native_pairing.rs · stats_recorder.rs · library.rs
clients/probe/ punktfunk/1 reference/probe client (headless test/measurement tool) clients/probe/ punktfunk/1 reference/probe client (headless test/measurement tool)
clients/linux/ native Linux client (GTK4/libadwaita · FFmpeg · PipeWire · SDL3) clients/linux/ native Linux client (GTK4/libadwaita · FFmpeg · PipeWire · SDL3)
clients/windows/ native Windows client (WinUI 3 via windows-reactor · D3D11 · WASAPI · SDL3) clients/windows/ native Windows client (WinUI 3 via windows-reactor · D3D11 · WASAPI · SDL3)
clients/apple/ native macOS/iOS/tvOS client (Swift · VideoToolbox · GameController) clients/apple/ native macOS/iOS/tvOS client (Swift · VideoToolbox · GameController)
clients/android/ native Android client (Kotlin app + native/ Rust JNI core over punktfunk-core) clients/android/ native Android client (Kotlin app + native/ Rust JNI core over punktfunk-core)
clients/decky/ Steam Deck Decky plugin clients/decky/ Steam Deck Decky plugin
crates/punktfunk-host/src/{capture/dxgi,vdisplay/sudovda,encode/ffmpeg_win,inject/gamepad_windows,audio/wasapi_*,service}.rs Windows host backends packaging/windows/drivers/{pf-vdisplay,pf-dualsense,pf-xusb}/ in-house UMDF drivers (built from source in CI)
web/ TanStack web console over the mgmt API (status · devices · pairing · performance graphs) web/ TanStack web console over the mgmt API (status · devices · pairing · GPU selection · performance graphs)
packaging/ apt(deb) · RPM/COPR · Arch/sysext · Flatpak · Bazzite bootc · Windows host installer (per-dir READMEs) packaging/ apt(deb) · RPM/COPR · Arch/sysext · Flatpak · Bazzite bootc · Windows host installer (per-dir READMEs)
tools/{loss-harness,latency-probe}/ measurement (plan §10) tools/{loss-harness,latency-probe}/ measurement (plan §10)
scripts/ 60-punktfunk.rules · punktfunk-host.service · host.env.example · headless/ scripts/ 60-punktfunk.rules · punktfunk-host.service · host.env.example · headless/
@@ -343,10 +481,31 @@ Pinned crate facts: `ashpd` 0.13 + `pipewire` 0.9 (must match ashpd's) + `ffmpeg
(`ffmpeg-sys-next` auto-detects the system FFmpeg, so it builds against **FFmpeg 7.x/libavcodec 61 (`ffmpeg-sys-next` auto-detects the system FFmpeg, so it builds against **FFmpeg 7.x/libavcodec 61
or 8.x/libavcodec 62** — validated live on Ubuntu 26.04 (8) and Bazzite F43 (7.1); the zero-copy or 8.x/libavcodec 62** — validated live on Ubuntu 26.04 (8) and Bazzite F43 (7.1); the zero-copy
FFI also link-needs `libGL`/`libgbm`/`libcuda` at build time). Env knobs: `PUNKTFUNK_VIDEO_SOURCE=virtual|portal`, FFI also link-needs `libGL`/`libgbm`/`libcuda` at build time). Env knobs: `PUNKTFUNK_VIDEO_SOURCE=virtual|portal`,
`PUNKTFUNK_COMPOSITOR=kwin|gamescope|mutter`, `PUNKTFUNK_ZEROCOPY=1`, `PUNKTFUNK_GAMESCOPE_APP=...`, `PUNKTFUNK_COMPOSITOR=kwin|gamescope|mutter`, `PUNKTFUNK_ZEROCOPY=1|0` (Linux default: ON for
VAAPI/AMD/Intel with a one-shot CPU downgrade if the dmabuf offer never negotiates, OFF/opt-in for
NVENC), `PUNKTFUNK_VAAPI_LOW_POWER=1|0` (pin the VAAPI entrypoint; auto = full-feature then VDEnc
fallback for modern Intel), `PUNKTFUNK_NV12=0` (opt OUT of the default GPU RGB→NV12 convert on the
NVIDIA tiled zero-copy path), `PUNKTFUNK_INTRA_REFRESH=1` (opt-in NVENC intra-refresh loss recovery),
`PUNKTFUNK_PIN_CLOCKS=1` (opt-in NVML GPU clock floor, root-gated), `PUNKTFUNK_GAMESCOPE_APP=...`,
`PUNKTFUNK_INPUT_BACKEND=...`, `PUNKTFUNK_PERF=1` (per-stage timing), `PUNKTFUNK_VIDEO_DROP=N` (FEC `PUNKTFUNK_INPUT_BACKEND=...`, `PUNKTFUNK_PERF=1` (per-stage timing), `PUNKTFUNK_VIDEO_DROP=N` (FEC
test), `PUNKTFUNK_FEC_PCT=N`, `PUNKTFUNK_DSCP=1` (opt-in DSCP/SO_PRIORITY media QoS on the data + test — injects N% wire-packet loss on BOTH the GameStream and native video paths, no netem needed), `PUNKTFUNK_FEC_PCT=N`, `PUNKTFUNK_DSCP=1` (opt-in DSCP/SO_PRIORITY media QoS on the data +
GameStream video/audio sockets; no-op on the wire on Windows without a qWAVE policy). GameStream video/audio sockets; no-op on the wire on Windows without a qWAVE policy),
`PUNKTFUNK_444=1` (full-chroma HEVC 4:4:4, see below).
**HEVC 4:4:4 (full chroma, Range Extensions)**: opt-in via `PUNKTFUNK_444`, negotiated like 10-bit —
the host emits 4:4:4 only when the client advertised `VIDEO_CAP_444` (wire bit `0x04` + ABI
`PUNKTFUNK_VIDEO_CAP_444`), the codec is HEVC, the session is single-process, **and** a GPU probe
(`encode::can_encode_444`, run before the Welcome) confirms support — else it resolves to 4:2:0 and
`Welcome::chroma_format` reflects the real value (honest downgrade; the client reads it via
`punktfunk_connection_chroma_format`). **punktfunk/1-native only** — GameStream/Moonlight stays 4:2:0
(stock clients can't decode 4:4:4). **NVENC is the implemented path**: Linux `hevc_nvenc` feeds a
swscale'd `yuv444p` (RGB-in is always 4:2:0 — verified on the RTX 5070 Ti — so the session forces CPU
RGB capture for 4:4:4); Windows NVENC keeps ARGB input + FREXT profile + `chromaFormatIDC=3` and the
DDA capturer delivers RGB. VAAPI / AMF / QSV **decline** (probe returns false — no validated 4:4:4
hardware in the lab; they'd produce 4:2:0). Software (openh264) is 4:2:0-only. Test with
`PUNKTFUNK_CLIENT_444=1 punktfunk-probe --out x.h265` then `ffprobe x.h265` (expect `pix_fmt yuv444p`).
*Linux NVENC mechanism validated on the RTX 5070 Ti (ffmpeg CLI); Windows NVENC + 10-bit-4:4:4 not yet
on-glass validated.*
## Conventions ## Conventions
+43
View File
@@ -0,0 +1,43 @@
# Contributing to punktfunk
Thanks for your interest in contributing!
## Licensing of contributions (inbound = outbound)
punktfunk is dual-licensed under **MIT OR Apache-2.0**.
> Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in
> the work by you, as defined in the Apache-2.0 license, shall be dual licensed as **MIT OR
> Apache-2.0**, without any additional terms or conditions.
By opening a pull request you agree to license your contribution under these terms. This is the
standard Rust-ecosystem "inbound = outbound" model; it keeps the project's licensing unambiguous
(including the Apache-2.0 §5 contributor patent grant) and any future relicensing clean. You retain
the copyright to your contributions.
### Do not paste copyleft (or otherwise incompatibly-licensed) code
The single thing that could poison the permissive license is **copied source from a copyleft
project**. Several adjacent projects (Sunshine, Apollo, Moonlight) are GPL-3.0. You may study them
and reimplement a *technique*, protocol, or wire format — those are not copyrightable — but **never
paste their code**, and do not translate a GPL implementation line-by-line. When a comment credits
prior art, make clear it is an independent reimplementation, not a copy. The same applies to any
third party's code under a license incompatible with MIT/Apache.
If you add a new third-party dependency, it must be permissive (MIT / Apache-2.0 / BSD / ISC / Zlib /
Unicode-3.0 / etc.). `about.toml` holds the accepted-license allow-list; regenerate the attribution
file with `scripts/gen-third-party-notices.sh` when the dependency tree changes.
## Before you push
```sh
cargo fmt --all --check
cargo clippy --workspace --all-targets -- -D warnings
cargo test --workspace
```
Generated artifacts are checked in and CI fails on drift: `include/punktfunk_core.h` (cbindgen) and
`api/openapi.json` (`cargo run -p punktfunk-host -- openapi`). Match the surrounding code's comment
density and naming. Commit messages end with the `Co-Authored-By` trailer (see `git log`).
See [`CLAUDE.md`](CLAUDE.md) for the full build/test/run guide and design invariants.
Generated
+180 -329
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+4 -1
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@@ -3,6 +3,7 @@ resolver = "2"
members = [ members = [
"crates/punktfunk-core", "crates/punktfunk-core",
"crates/punktfunk-host", "crates/punktfunk-host",
"crates/punktfunk-host/vendor/usbip-sim",
"crates/pf-driver-proto", "crates/pf-driver-proto",
"clients/probe", "clients/probe",
"clients/linux", "clients/linux",
@@ -11,9 +12,11 @@ members = [
"tools/latency-probe", "tools/latency-probe",
"tools/loss-harness", "tools/loss-harness",
] ]
# Standalone PoC (built on its own; pulls usbip/tokio/libusb we don't want in the workspace).
exclude = ["packaging/linux/steam-deck-gadget/usbip-poc"]
[workspace.package] [workspace.package]
version = "0.0.1" version = "0.5.0"
edition = "2021" edition = "2021"
rust-version = "1.82" rust-version = "1.82"
license = "MIT OR Apache-2.0" license = "MIT OR Apache-2.0"
+34 -5
View File
@@ -33,7 +33,9 @@ protocol, FEC, and crypto, linked into the host and every client over a stable C
a screen — tight, push-based integration that's unusual for a Windows streaming host. a screen — tight, push-based integration that's unusual for a Windows streaming host.
- **Low latency, GPU end to end.** Frames go straight from the compositor to the NVENC encoder with - **Low latency, GPU end to end.** Frames go straight from the compositor to the NVENC encoder with
zero CPU copies (dmabuf → CUDA/Vulkan → NVENC), over a transport tuned for responsiveness rather zero CPU copies (dmabuf → CUDA/Vulkan → NVENC), over a transport tuned for responsiveness rather
than throughput. Stable 240 fps at 5120×1440; sub-millisecond capture-to-reassembly on a LAN. than throughput. Stable 240 fps at 5120×1440; sub-millisecond capture-to-reassembly on-box,
~1.3 ms cross-machine on a LAN. (AMD/Intel encode via VAAPI, and a GPU-less software H.264
encoder exists as a fallback.)
- **Works with what you already have.** Any Moonlight/Artemis client connects over GameStream — and - **Works with what you already have.** Any Moonlight/Artemis client connects over GameStream — and
native apps for macOS, Linux, Windows, and Android use the lower-latency `punktfunk/1` protocol. native apps for macOS, Linux, Windows, and Android use the lower-latency `punktfunk/1` protocol.
- **Secure by default.** Hosts require a one-time SPAKE2 **PIN pairing**; after that, devices - **Secure by default.** Hosts require a one-time SPAKE2 **PIN pairing**; after that, devices
@@ -47,10 +49,10 @@ protocol, FEC, and crypto, linked into the host and every client over a stable C
| **Core**`punktfunk-core` + C ABI (protocol · FEC · crypto · QUIC) | ✅ Complete & hardened | | **Core**`punktfunk-core` + C ABI (protocol · FEC · crypto · QUIC) | ✅ Complete & hardened |
| **GameStream host** → stock Moonlight | ✅ Live end-to-end: pairing, RTSP, audio, per-client virtual output at native resolution, GPU zero-copy NVENC, gamepads | | **GameStream host** → stock Moonlight | ✅ Live end-to-end: pairing, RTSP, audio, per-client virtual output at native resolution, GPU zero-copy NVENC, gamepads |
| **Native protocol**`punktfunk/1` | ✅ Validated live: QUIC control + GF(2¹⁶) FEC/AES-GCM data plane, PIN pairing, mDNS discovery, mid-stream mode renegotiation | | **Native protocol**`punktfunk/1` | ✅ Validated live: QUIC control + GF(2¹⁶) FEC/AES-GCM data plane, PIN pairing, mDNS discovery, mid-stream mode renegotiation |
| **Windows host** (x64) | 🟡 Implemented & shipping as a signed installer: DXGI/WGC capture · its own all-Rust IddCx **virtual display** (secure-desktop capable) · GPU encode (NVENC on NVIDIA, AMF/QSV on AMD/Intel) · WASAPI audio · bundled virtual-gamepad drivers (no ViGEmBus) · HDR incl. Vulkan-game HDR. NVIDIA live-validated; AMD/Intel CI-green | | **Windows host** (x64) | 🟡 Implemented & shipping as a signed installer: DXGI/WGC capture · its own all-Rust IddCx **virtual display** (secure-desktop capable) · GPU encode (NVENC on NVIDIA, AMF/QSV on AMD/Intel, software H.264 without a GPU) · WASAPI audio · bundled virtual-gamepad drivers (no ViGEmBus) · HDR incl. Vulkan-game HDR. NVIDIA live-validated; AMD/Intel CI-green |
| **macOS / iOS / tvOS client** (`clients/apple`) | ✅ Streaming live: VideoToolbox decode, controllers incl. DualSense, discovery, pairing, speed test | | **macOS / iOS / tvOS client** (`clients/apple`) | ✅ Streaming live: VideoToolbox decode, controllers incl. DualSense, discovery, pairing, speed test |
| **Linux client** (`clients/linux`, GTK4) | ✅ Streaming live: FFmpeg + VAAPI zero-copy decode, PipeWire audio, SDL3 controllers; ships as Flatpak/apt/rpm/Arch | | **Linux client** (`clients/linux`, GTK4) | ✅ Streaming live: FFmpeg + VAAPI zero-copy decode, PipeWire audio, SDL3 controllers; ships as Flatpak/apt/rpm/Arch |
| **Android client** (`clients/android`, phone + TV) | ✅ Streaming live: AMediaCodec decode + HDR10, Oboe audio, controllers, discovery, pairing | | **Android client** (`clients/android`, phone + TV) | ✅ Streaming live: AMediaCodec decode + HDR10, AAudio audio, controllers, discovery, pairing |
| **Windows client** (`clients/windows`, WinUI 3) | 🟡 Stage 1 complete, ships as signed MSIX (x64 + ARM64); D3D11VA decode + HDR present pending on-glass validation | | **Windows client** (`clients/windows`, WinUI 3) | 🟡 Stage 1 complete, ships as signed MSIX (x64 + ARM64); D3D11VA decode + HDR present pending on-glass validation |
| **Web console + management API** (`web/`) | ✅ TanStack console over the OpenAPI mgmt API: host status, paired devices, on-demand PIN pairing | | **Web console + management API** (`web/`) | ✅ TanStack console over the OpenAPI mgmt API: host status, paired devices, on-demand PIN pairing |
@@ -130,7 +132,7 @@ clients/
apple/ macOS / iOS / tvOS app (Swift · VideoToolbox · Metal · GameController) apple/ macOS / iOS / tvOS app (Swift · VideoToolbox · Metal · GameController)
linux/ Linux desktop app (Rust · GTK4/libadwaita · FFmpeg/VAAPI · PipeWire · SDL3) linux/ Linux desktop app (Rust · GTK4/libadwaita · FFmpeg/VAAPI · PipeWire · SDL3)
windows/ Windows desktop app (Rust · WinUI 3 · D3D11 · WASAPI · SDL3) windows/ Windows desktop app (Rust · WinUI 3 · D3D11 · WASAPI · SDL3)
android/ Android phone + TV app (Kotlin · Rust JNI core · AMediaCodec · Oboe) android/ Android phone + TV app (Kotlin · Rust JNI core · AMediaCodec · AAudio)
probe/ headless reference / measurement client for punktfunk/1 probe/ headless reference / measurement client for punktfunk/1
decky/ Steam Deck Decky plugin decky/ Steam Deck Decky plugin
web/ web console (TanStack) over the management API — status · devices · pairing web/ web console (TanStack) over the management API — status · devices · pairing
@@ -155,4 +157,31 @@ tools/ latency-probe · loss-harness (measurement)
## License ## License
MIT OR Apache-2.0. Licensed under either of
- Apache License, Version 2.0 ([LICENSE-APACHE](LICENSE-APACHE) or
<https://www.apache.org/licenses/LICENSE-2.0>)
- MIT license ([LICENSE-MIT](LICENSE-MIT) or <https://opensource.org/licenses/MIT>)
at your option — `SPDX-License-Identifier: MIT OR Apache-2.0`.
### Contribution
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in
the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any
additional terms or conditions. See [CONTRIBUTING.md](CONTRIBUTING.md).
### Third-party components
punktfunk's own source is MIT/Apache-2.0. Shipped binaries additionally link third-party components
under their own (permissive) licenses — see [`THIRD-PARTY-NOTICES.txt`](THIRD-PARTY-NOTICES.txt)
(regenerate with `scripts/gen-third-party-notices.sh`). The Windows host and client builds also
bundle FFmpeg under the **LGPL v2.1+** (dynamically linked, replaceable DLLs; the license text and
notice ship in the installed `licenses/` folder).
### Trademarks
punktfunk is an independent project and is **not affiliated with, endorsed by, or sponsored by**
NVIDIA, Microsoft, Sony, Valve, or the Moonlight project. "GameStream", "Moonlight", "Xbox",
"DualSense", "DualShock", and "PlayStation" are trademarks of their respective owners and are used
here only to describe interoperability.
File diff suppressed because it is too large Load Diff
+23
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@@ -0,0 +1,23 @@
THIRD-PARTY SOFTWARE NOTICES
============================================================================
punktfunk (https://git.unom.io/unom/punktfunk) is licensed under MIT OR Apache-2.0.
The binaries it ships statically/dynamically link the third-party Rust crates below.
Each is distributed under its own permissive license; full texts follow.
Generated by `cargo about generate about.hbs` (see about.toml) — do not edit by hand.
Overview:
{{#each overview}}
{{name}} ({{id}}): {{count}} crate(s)
{{/each}}
{{#each licenses}}
----------------------------------------------------------------------------
{{name}} ({{id}})
Used by:
{{#each used_by}} - {{crate.name}} {{crate.version}}{{#if crate.repository}} ({{crate.repository}}){{/if}}
{{/each}}
----------------------------------------------------------------------------
{{text}}
{{/each}}
+49
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@@ -0,0 +1,49 @@
# cargo-about config — full-fidelity third-party license harvest for CI.
#
# cargo install cargo-about
# cargo about generate about.hbs > THIRD-PARTY-NOTICES.txt # (or use scripts/gen-third-party-notices.sh)
#
# `accepted` is the allow-list of SPDX licenses permitted in the dependency tree. CI fails if a crate
# carries anything not listed here — which is exactly the regression guard we want against a copyleft
# dependency silently entering the linked set. All entries
# below are permissive / attribution-only; deliberately NO GPL/LGPL/AGPL/MPL-link/SSPL/EPL.
#
# The dependency-free fallback is scripts/gen-third-party-notices.py (reads the cargo registry cache),
# which is what produced the committed baseline when cargo-about is unavailable offline.
accepted = [
"MIT",
"MIT-0",
"Apache-2.0",
"Apache-2.0 WITH LLVM-exception",
"BSD-2-Clause",
"BSD-3-Clause",
"ISC",
"Zlib",
"0BSD",
"BSL-1.0",
"Unicode-3.0",
"Unicode-DFS-2016",
"CDLA-Permissive-2.0",
"CC0-1.0",
"Unlicense",
"WTFPL",
"OpenSSL",
]
# cbindgen is MPL-2.0 but it is a BUILD-ONLY codegen tool that never links into a shipped artifact
# (its generated header is not a derivative work), so it is excluded from the notices rather than
# accepted as a linked license.
ignore-build-dependencies = true
ignore-dev-dependencies = true
# r-efi offers an LGPL-2.1-or-later arm but is tri-licensed; take a permissive arm. (It is also
# UEFI-target-gated out of every shipped build.)
[r-efi.clarify]
license = "MIT OR Apache-2.0"
[ring.clarify]
license = "MIT AND ISC AND OpenSSL"
[aws-lc-sys.clarify]
license = "ISC AND Apache-2.0 AND MIT AND BSD-3-Clause AND OpenSSL"
+472 -1
View File
@@ -10,7 +10,7 @@
"name": "MIT OR Apache-2.0", "name": "MIT OR Apache-2.0",
"identifier": "MIT OR Apache-2.0" "identifier": "MIT OR Apache-2.0"
}, },
"version": "0.0.1" "version": "0.5.0"
}, },
"paths": { "paths": {
"/api/v1/clients": { "/api/v1/clients": {
@@ -138,6 +138,100 @@
} }
} }
}, },
"/api/v1/gpus": {
"get": {
"tags": [
"gpu"
],
"summary": "GPU inventory and selection",
"description": "Lists the host's hardware GPUs, the persisted auto/manual preference, the GPU the next session\nwill use (and why), and the GPU live sessions encode on right now.",
"operationId": "listGpus",
"responses": {
"200": {
"description": "GPU inventory + selection state",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/GpuState"
}
}
}
},
"401": {
"description": "Missing or invalid bearer token",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
}
}
}
},
"/api/v1/gpus/preference": {
"put": {
"tags": [
"gpu"
],
"summary": "Set the GPU preference",
"description": "`auto` restores automatic selection (`PUNKTFUNK_RENDER_ADAPTER` pin, else max dedicated VRAM);\n`manual` pins capture + encode to the given GPU. Persisted across restarts; applies to the\n**next** session (a running session keeps its GPU). If the preferred GPU is absent at session\nstart the host falls back to automatic selection rather than failing.",
"operationId": "setGpuPreference",
"requestBody": {
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/SetGpuPreference"
}
}
},
"required": true
},
"responses": {
"200": {
"description": "Preference stored; the new selection state",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/GpuState"
}
}
}
},
"400": {
"description": "Unknown mode, or `gpu_id` missing / not a listed GPU",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
},
"401": {
"description": "Missing or invalid bearer token",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
},
"500": {
"description": "Preference could not be persisted",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
}
}
}
},
"/api/v1/health": { "/api/v1/health": {
"get": { "get": {
"tags": [ "tags": [
@@ -229,6 +323,64 @@
} }
} }
}, },
"/api/v1/library/art/{id}/{kind}": {
"get": {
"tags": [
"library"
],
"summary": "Fetch one cover-art image for a library entry",
"description": "Resolves `kind` (`portrait` | `hero` | `logo` | `header`) for the given library id and streams\nthe image bytes. For a Steam title, the host's own local Steam cache is tried first (exact —\nit's what the user's Steam client already shows for it), the public Steam CDN's flat URL\nconvention as a fallback (newer titles' CDN assets can live at a per-asset-hash path the host\ncan't predict, in which case this 404s and the client falls through to its next art candidate).\nOnly Steam ids are backed today; any other store 404s.",
"operationId": "getLibraryArt",
"parameters": [
{
"name": "id",
"in": "path",
"description": "The store-qualified library id, e.g. `steam:570`",
"required": true,
"schema": {
"type": "string"
}
},
{
"name": "kind",
"in": "path",
"description": "`portrait` | `hero` | `logo` | `header`",
"required": true,
"schema": {
"type": "string"
}
}
],
"responses": {
"200": {
"description": "Image bytes",
"content": {
"image/jpeg": {}
}
},
"401": {
"description": "Missing or invalid credentials",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
},
"404": {
"description": "No art of that kind for that id",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
}
}
}
},
"/api/v1/library/custom": { "/api/v1/library/custom": {
"post": { "post": {
"tags": [ "tags": [
@@ -426,6 +578,62 @@
} }
} }
}, },
"/api/v1/logs": {
"get": {
"tags": [
"logs"
],
"summary": "Host logs",
"description": "The host's recent log entries — an in-memory ring of the newest few thousand, captured at\nDEBUG and above regardless of `RUST_LOG`. Follow live by polling with `after` set to the last\nresponse's `next` cursor; a `dropped: true` means entries were evicted between polls (the ring\nwrapped). Bearer-only: logs can reference client identities and host paths, so this is part of\nthe loopback-only admin surface, never the LAN-readable mTLS one.",
"operationId": "logsGet",
"parameters": [
{
"name": "after",
"in": "query",
"description": "Return entries with seq greater than this (omitted/0 = oldest retained)",
"required": false,
"schema": {
"type": "integer",
"format": "int64",
"minimum": 0
}
},
{
"name": "limit",
"in": "query",
"description": "Max entries per response (default and cap 1000)",
"required": false,
"schema": {
"type": "integer",
"format": "int32",
"minimum": 0
}
}
],
"responses": {
"200": {
"description": "Entries after the cursor, oldest first",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/LogPage"
}
}
}
},
"401": {
"description": "Missing or invalid bearer token",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
}
}
}
},
"/api/v1/native/clients": { "/api/v1/native/clients": {
"get": { "get": {
"tags": [ "tags": [
@@ -1315,6 +1523,40 @@
}, },
"components": { "components": {
"schemas": { "schemas": {
"ApiActiveGpu": {
"type": "object",
"description": "The GPU live sessions are encoding on right now.",
"required": [
"id",
"name",
"vendor",
"backend",
"sessions"
],
"properties": {
"backend": {
"type": "string",
"description": "The encode backend in use (`nvenc` | `amf` | `qsv` | `vaapi` | `software`)."
},
"id": {
"type": "string",
"description": "Stable id matching an entry of `gpus` (empty for the CPU/software encoder)."
},
"name": {
"type": "string"
},
"sessions": {
"type": "integer",
"format": "int32",
"description": "Number of live encode sessions on it.",
"minimum": 0
},
"vendor": {
"type": "string",
"description": "`nvidia` | `amd` | `intel` | `other`."
}
}
},
"ApiCodec": { "ApiCodec": {
"type": "string", "type": "string",
"description": "Video codec identifier.", "description": "Video codec identifier.",
@@ -1336,6 +1578,64 @@
} }
} }
}, },
"ApiGpu": {
"type": "object",
"description": "One hardware GPU on the host (software/WARP adapters are never listed).",
"required": [
"id",
"name",
"vendor",
"vram_mb"
],
"properties": {
"id": {
"type": "string",
"description": "Stable identifier (`vendorid-deviceid-occurrence`, hex PCI ids) — pass to `setGpuPreference`.\nStable across reboots and driver updates, unlike an adapter index or LUID.",
"example": "10de-2c05-0"
},
"name": {
"type": "string",
"description": "Adapter/marketing name.",
"example": "NVIDIA GeForce RTX 5070 Ti"
},
"vendor": {
"type": "string",
"description": "`nvidia` | `amd` | `intel` | `other`."
},
"vram_mb": {
"type": "integer",
"format": "int64",
"description": "Dedicated VRAM in MiB (0 where the platform doesn't expose it).",
"minimum": 0
}
}
},
"ApiSelectedGpu": {
"type": "object",
"description": "The GPU the **next** session's pipeline will be created on, and why. (A preference change\napplies to the next session; a running session keeps the GPU it opened on.)",
"required": [
"id",
"name",
"vendor",
"source"
],
"properties": {
"id": {
"type": "string"
},
"name": {
"type": "string"
},
"source": {
"type": "string",
"description": "Why this GPU was selected: `preference` (the manual choice), `env`\n(`PUNKTFUNK_RENDER_ADAPTER`), `auto` (max dedicated VRAM / platform default), or\n`preference_missing` (a manual choice is set but that GPU is absent — auto-selected\ninstead so the host keeps streaming)."
},
"vendor": {
"type": "string",
"description": "`nvidia` | `amd` | `intel` | `other`."
}
}
},
"ApprovePending": { "ApprovePending": {
"type": "object", "type": "object",
"description": "Approve-pending-device request body. Send `{}` to keep the device's own name.", "description": "Approve-pending-device request body. Send `{}` to keep the device's own name.",
@@ -1354,6 +1654,14 @@
"type": "object", "type": "object",
"description": "Arm-native-pairing request body.", "description": "Arm-native-pairing request body.",
"properties": { "properties": {
"fingerprint": {
"type": [
"string",
"null"
],
"description": "Optional: bind the window to ONE device fingerprint (hex SHA-256, e.g. from a pending knock).\nWhen set, only a pairing attempt from that fingerprint consumes the window — so an unpaired\nLAN peer can neither pair nor burn a window armed for a specific device (security-review #9).\nOmit for an unbound window (any device may use the PIN — trusted-LAN only).",
"example": "9f86d081884c7d659a2feaa0c55ad015a3bf4f1b2b0b822cd15d6c15b0f00a08"
},
"ttl_secs": { "ttl_secs": {
"type": [ "type": [
"integer", "integer",
@@ -1605,6 +1913,75 @@
} }
} }
}, },
"GpuState": {
"type": "object",
"description": "Full GPU-selection state for the console: inventory, the persisted preference, what the next\nsession will use, and what is in use right now.",
"required": [
"gpus",
"mode",
"preferred_available"
],
"properties": {
"active": {
"oneOf": [
{
"type": "null"
},
{
"$ref": "#/components/schemas/ApiActiveGpu",
"description": "The GPU live sessions use right now (absent while nothing is streaming)."
}
]
},
"env_override": {
"type": [
"string",
"null"
],
"description": "`PUNKTFUNK_RENDER_ADAPTER` (the host.env pin), when set — it applies while `mode` is\n`auto`; a manual preference overrides it."
},
"gpus": {
"type": "array",
"items": {
"$ref": "#/components/schemas/ApiGpu"
},
"description": "The host's hardware GPUs."
},
"mode": {
"type": "string",
"description": "`auto` or `manual`."
},
"preferred_available": {
"type": "boolean",
"description": "Whether the preferred GPU is currently present."
},
"preferred_id": {
"type": [
"string",
"null"
],
"description": "The manually preferred GPU's stable id, when one is stored (kept while `mode` is `auto` so\na console can offer returning to it). May reference a GPU that is currently absent."
},
"preferred_name": {
"type": [
"string",
"null"
],
"description": "The stored name of the preferred GPU (a usable label even when it is absent)."
},
"selected": {
"oneOf": [
{
"type": "null"
},
{
"$ref": "#/components/schemas/ApiSelectedGpu",
"description": "The GPU the next session will use."
}
]
}
}
},
"Health": { "Health": {
"type": "object", "type": "object",
"description": "Liveness + version probe.", "description": "Liveness + version probe.",
@@ -1706,6 +2083,70 @@
} }
} }
}, },
"LogEntry": {
"type": "object",
"description": "One captured log event.",
"required": [
"seq",
"ts_ms",
"level",
"target",
"msg"
],
"properties": {
"level": {
"type": "string",
"description": "`ERROR` | `WARN` | `INFO` | `DEBUG` | `TRACE`."
},
"msg": {
"type": "string",
"description": "The formatted message, structured fields appended as `key=value`."
},
"seq": {
"type": "integer",
"format": "int64",
"description": "Monotonic sequence number (1-based) — pass the last one back as the `after` cursor.",
"minimum": 0
},
"target": {
"type": "string",
"description": "The emitting module path (tracing target)."
},
"ts_ms": {
"type": "integer",
"format": "int64",
"description": "Unix timestamp in milliseconds.",
"minimum": 0
}
}
},
"LogPage": {
"type": "object",
"description": "One poll's worth of log entries.",
"required": [
"entries",
"next",
"dropped"
],
"properties": {
"dropped": {
"type": "boolean",
"description": "True when entries between `after` and the first returned one were already evicted."
},
"entries": {
"type": "array",
"items": {
"$ref": "#/components/schemas/LogEntry"
}
},
"next": {
"type": "integer",
"format": "int64",
"description": "Cursor for the next poll (the last returned seq, or the request's `after` when empty).",
"minimum": 0
}
}
},
"NativeClient": { "NativeClient": {
"type": "object", "type": "object",
"description": "A paired native (punktfunk/1) client.", "description": "A paired native (punktfunk/1) client.",
@@ -1981,6 +2422,28 @@
} }
} }
}, },
"SetGpuPreference": {
"type": "object",
"description": "Request body for `setGpuPreference`.",
"required": [
"mode"
],
"properties": {
"gpu_id": {
"type": [
"string",
"null"
],
"description": "Required when `mode` is `manual`: the stable `id` of a currently listed GPU\n(see `listGpus`).",
"example": "10de-2c05-0"
},
"mode": {
"type": "string",
"description": "`auto` (env pin, else max dedicated VRAM — the default) or `manual`.",
"example": "manual"
}
}
},
"StageTiming": { "StageTiming": {
"type": "object", "type": "object",
"description": "One pipeline stage's latency in an aggregation window (microseconds).", "description": "One pipeline stage's latency in an aggregation window (microseconds).",
@@ -2201,6 +2664,10 @@
"name": "host", "name": "host",
"description": "Host identity, capabilities, and liveness" "description": "Host identity, capabilities, and liveness"
}, },
{
"name": "gpu",
"description": "GPU inventory and selection: list the host's GPUs, choose automatic or a preferred GPU, see the one in use"
},
{ {
"name": "clients", "name": "clients",
"description": "Paired Moonlight client management" "description": "Paired Moonlight client management"
@@ -2224,6 +2691,10 @@
{ {
"name": "stats", "name": "stats",
"description": "Streaming performance-stats capture: arm/stop a recording, read the live + saved time-series for graphing" "description": "Streaming performance-stats capture: arm/stop a recording, read the live + saved time-series for graphing"
},
{
"name": "logs",
"description": "Host log stream: the newest in-memory log entries, cursor-paged for live following"
} }
] ]
} }
+7 -5
View File
@@ -16,8 +16,9 @@ RUN dnf -y install \
"https://mirrors.rpmfusion.org/free/fedora/rpmfusion-free-release-$(rpm -E %fedora).noarch.rpm" \ "https://mirrors.rpmfusion.org/free/fedora/rpmfusion-free-release-$(rpm -E %fedora).noarch.rpm" \
"https://mirrors.rpmfusion.org/nonfree/fedora/rpmfusion-nonfree-release-$(rpm -E %fedora).noarch.rpm" \ "https://mirrors.rpmfusion.org/nonfree/fedora/rpmfusion-nonfree-release-$(rpm -E %fedora).noarch.rpm" \
&& dnf -y install \ && dnf -y install \
# rpmbuild + source-tarball tooling; nodejs runs the Gitea Actions JS (checkout/cache) # rpmbuild + source-tarball tooling; nodejs runs the Gitea Actions JS (checkout/cache) only
# AND the punktfunk-web .output at runtime; unzip is for the bun installer below. # the punktfunk-web console builds AND runs on bun (installed below); unzip is for the bun
# installer.
rpm-build rpmdevtools systemd-rpm-macros git tar gzip nodejs unzip \ rpm-build rpmdevtools systemd-rpm-macros git tar gzip nodejs unzip \
# build toolchain + bindgen # build toolchain + bindgen
gcc gcc-c++ clang clang-devel cmake nasm pkgconf-pkg-config curl ca-certificates \ gcc gcc-c++ clang clang-devel cmake nasm pkgconf-pkg-config curl ca-certificates \
@@ -28,9 +29,10 @@ RUN dnf -y install \
gtk4-devel libadwaita-devel SDL3-devel \ gtk4-devel libadwaita-devel SDL3-devel \
&& dnf clean all && dnf clean all
# bun — the build tool for the punktfunk-web console (`bun run build` -> the node-server .output # bun — both the BUILD tool and the RUNTIME for the punktfunk-web console (`bun run build` -> the
# the punktfunk-web RPM ships and runs with plain node). Not in Fedora repos; install the official # Nitro `bun`-preset .output, served by `Bun.serve` with TLS — HTTP/1.1 over TLS). The
# standalone binary to a system PATH dir so the rpmbuild `%build` (run as any uid) finds it. # RPM vendors THIS bun binary. Not in Fedora repos; install the official standalone binary to a
# system PATH dir so the rpmbuild `%build`/`%install` (run as any uid) find it.
RUN curl -fsSL https://bun.sh/install | bash \ RUN curl -fsSL https://bun.sh/install | bash \
&& install -m0755 /root/.bun/bin/bun /usr/local/bin/bun \ && install -m0755 /root/.bun/bin/bun /usr/local/bin/bun \
&& bun --version && bun --version
+55 -59
View File
@@ -1,83 +1,79 @@
# punktfunk Android client # punktfunk Android client (phone & TV)
Native Android client for **punktfunk/1**, targeting **phone + TV** (Compose, D-pad + touch). The native **Android** app for streaming a punktfunk host to your phone, tablet, or Android TV. A
Compose app that finds hosts on your network, pairs with a PIN, and streams at the display's own
resolution — with hardware HEVC decode, HDR10, and controller support, built for both touch and the
couch (D-pad / gamepad focus navigation).
## Architecture — Rust-heavy (like the Linux client, not thin-native like Apple) ## Features
Kotlin cannot `import` the cbindgen C header the way Swift can, so a native bridge is unavoidable. - **Hardware decode** — NDK `AMediaCodec` HEVC → `SurfaceView`, including **HDR10** (Main10 /
We write it in **Rust** and link `punktfunk-core` directly — so the Android client reuses the Linux BT.2020 PQ), with low-latency tuning and a live stats HUD.
- **Audio both ways** — Opus + AAudio playback with a jitter ring, plus mic uplink to the host.
- **Controller support** — buttons + axes with rumble and HID feedback (lightbar / adaptive
triggers); D-pad / gamepad focus navigation for TV and phone.
- **Find hosts automatically** — native mDNS discovery; first connect does a one-time **SPAKE2 PIN
pairing** (or TOFU on trusted LANs), then reconnects on a Keystore-wrapped, pinned identity.
- **Compose UI** — Connect / Settings / Stream screens with Material You theming.
Built for `arm64-v8a` + `x86_64`.
## Get it
Published to **Google Play (Internal Testing)** — join the beta via the
[Discord](https://discord.gg/kaPNvzMuGU). Per-device setup and pairing:
**[docs.punktfunk.unom.io/docs/install-client](https://docs.punktfunk.unom.io/docs/install-client)**.
## How it's built — Rust-heavy
Kotlin can't `import` the cbindgen C header the way Swift can, so a native bridge is unavoidable. We
write it in **Rust** and link `punktfunk-core` directly — so the Android client reuses the Linux
client's orchestration (audio jitter ring, VK keymap inverse, latency/skew math, capture state client's orchestration (audio jitter ring, VK keymap inverse, latency/skew math, capture state
machine, trust logic) instead of re-porting it into Kotlin. machine, trust logic) instead of re-porting it into Kotlin.
| Side | Owns | | Side | Owns |
|------|------| |------|------|
| **Rust** (`clients/android/native``libpunktfunk_android.so`) | the JNI seam, `NativeClient` (QUIC control + UDP data plane), AnnexB`AMediaCodec` decode, Opus+Oboe audio, VK keymap, latency math, trust/pairing, **mDNS discovery** (`mdns-sd`, the same browse the Linux/Windows clients use) | | **Rust** (`native/``libpunktfunk_android.so`) | the JNI seam, `NativeClient` (QUIC control + UDP data plane), AnnexB`AMediaCodec` decode (incl. HDR10), Opus + AAudio audio + mic, controller feedback, latency math, trust/pairing, `mdns-sd` discovery |
| **Kotlin** (`clients/android`) | Compose UI (host grid / settings / stream), `SurfaceView` lifecycle, input capture, the Wi-Fi `MulticastLock` + permission UX, Keystore identity, permissions | | **Kotlin** (`app/`, `kit/`) | Compose UI, `SurfaceView` lifecycle, input capture, the Wi-Fi `MulticastLock` + permission UX, Keystore identity |
The single seam is `io.unom.punktfunk.kit.NativeBridge``Java_io_unom_punktfunk_kit_NativeBridge_*`. The single seam is `io.unom.punktfunk.kit.NativeBridge``Java_io_unom_punktfunk_kit_NativeBridge_*`.
## Layout
``` ```
clients/android/native/ Rust cdylib (workspace member) — links punktfunk-core directly native/ Rust cdylib (workspace member) — links punktfunk-core directly
src/lib.rs JNI seam (connect/pair, input, plane getters, abi/core version) src/lib.rs crate doc · JNI_OnLoad · version probes
src/session.rs session lifecycle + plane pumps src/session/ session lifecycle: connect/pair + trust, plane start/stop, input shims
src/decode.rs AnnexB → AMediaCodec HEVC hardware decode → SurfaceView (incl. HDR10) src/decode.rs AnnexB → AMediaCodec HEVC hardware decode → SurfaceView (incl. HDR10)
src/audio.rs · src/mic.rs Opus + Oboe playback / mic uplink (jitter ring) src/audio.rs · src/mic.rs Opus + AAudio playback / mic uplink
src/feedback.rs rumble + HID output (lightbar / adaptive triggers) src/feedback.rs · src/stats.rs rumble + HID feedback; live video stats
src/stats.rs live video stats src/discovery.rs native mdns-sd browse of the host's _punktfunk._udp advert
app/ :app — Compose UI: Connect / Settings / Stream (phone + TV)
clients/android/ Gradle project (this dir) kit/ :kit — NativeBridge · native mDNS discovery · Gamepad · Keymap · Keystore identity
settings.gradle.kts · build.gradle.kts · gradle.properties · gradlew
app/ :app — Compose UI: Connect / Settings / Stream screens (phone + TV)
kit/ :kit — NativeBridge · discovery (native mdns-sd, polled) · Gamepad · Keymap ·
security (Keystore identity + known-host store) · cargo-ndk build
``` ```
## Prerequisites
- Android SDK + **NDK r30** (`30.0.14904198`), `platforms;android-37.0`, `build-tools;37.0.0`,
**`cmake;3.22.1`** (`sdkmanager "cmake;3.22.1"` — the `cmake` crate builds libopus with it)
- **JDK 21** for Gradle/AGP (AGP 9.2 runs on JDK 1721, *not* a newer default JDK like 25)
- Rust + `rustup target add aarch64-linux-android x86_64-linux-android` + `cargo install cargo-ndk`
Toolchain pinned: AGP 9.2.0 · Gradle 9.4.1 · Kotlin 2.3.21 · Compose BOM 2026.05.01 ·
compileSdk 37 · targetSdk 36 · minSdk 31 · ABIs arm64-v8a + x86_64.
## Build & run ## Build & run
**Android Studio:** open `clients/android` — it uses its bundled JBR 21 automatically. The **Prerequisites:** Android SDK + **NDK r30** (`30.0.14904198`), `platforms;android-37.0`,
`cargoNdk*` task builds the `.so` as part of the normal build. `build-tools;37.0.0`, **`cmake;3.22.1`** (builds libopus); **JDK 21** (AGP 9.2 runs on JDK 1721, not
a newer default); Rust with `rustup target add aarch64-linux-android x86_64-linux-android` and
`cargo install cargo-ndk`. Toolchain is pinned (AGP 9.2 · Gradle 9.4.1 · Kotlin 2.3.21 · Compose BOM
2026.05.01 · compileSdk 37 · minSdk 31).
**CLI** (point Gradle at a JDK 21 if your machine default is newer, e.g. JDK 25): **Android Studio:** open `clients/android` — it uses its bundled JBR 21, and the `cargoNdk*` task
builds the `.so` as part of the normal build.
**CLI** (point Gradle at JDK 21 if your machine default is newer):
```sh ```sh
# Adoptium/Temurin 21 (installed by the Android Studio setup, or `brew install temurin@21`): export JAVA_HOME="$(/usr/libexec/java_home -v 21)" # or your Temurin 21 path
export JAVA_HOME="$(/usr/libexec/java_home -v 21)"
cd clients/android cd clients/android
./gradlew :app:assembleDebug # cargo-ndk cross-compiles libpunktfunk_android.so first ./gradlew :app:assembleDebug # cargo-ndk cross-compiles libpunktfunk_android.so first
./gradlew :app:installDebug # onto a running emulator/device ./gradlew :app:installDebug # onto a running emulator/device
# emulators from env setup: emulator -avd pf_phone | emulator -avd pf_tv
# Emulators (created during env setup): emulator -avd pf_phone | emulator -avd pf_tv
``` ```
The debug APK lands in `app/build/outputs/apk/debug/`. Launch it, pick a host from the list, pair, The debug APK lands in `app/build/outputs/apk/debug/`. Launch it, pick a host, pair, and stream.
and stream.
## Status ## Related
A working native client (phone + Android TV), at parity with the Linux and Apple apps for the core - **[Documentation](https://docs.punktfunk.unom.io)** — quick start, pairing, troubleshooting
streaming experience: - **[Project README](../../README.md)** — the host, the other clients, and how it all fits together
- **Video** — `AMediaCodec` hardware HEVC decode → `SurfaceView`, including **HDR10** (Main10 /
BT.2020 PQ), with low-latency decode tuning and a live stats HUD.
- **Audio** — Opus + Oboe playback with a jitter ring, plus mic uplink to the host.
- **Input** — game controllers (buttons + axes) with rumble and HID feedback; D-pad /
game-controller focus navigation for the couch (TV + phone).
- **Discovery & trust** — native `mdns-sd` mDNS host list (polled over JNI; the same browse the
Linux/Windows clients use, not `NsdManager`), SPAKE2 PIN pairing and TOFU, with a
Keystore-wrapped client identity and a known-host store.
- **UI** — Compose host list / settings / stream screens, Material You theming.
- **Shipping** — built for `arm64-v8a` + `x86_64`; published to Google Play (Internal Testing).
`crates/punktfunk-core` uses the `ring` `rcgen` backend so the client `.so` is aws-lc-free.
+21
View File
@@ -62,6 +62,10 @@ android {
buildFeatures { compose = true } buildFeatures { compose = true }
// Roborazzi/Robolectric render Compose on the host JVM (the CI screenshot harness) and need the
// merged Android resources + the app's manifest/theme available to the unit tests.
testOptions { unitTests { isIncludeAndroidResources = true } }
compileOptions { compileOptions {
sourceCompatibility = JavaVersion.VERSION_21 sourceCompatibility = JavaVersion.VERSION_21
targetCompatibility = JavaVersion.VERSION_21 targetCompatibility = JavaVersion.VERSION_21
@@ -99,4 +103,21 @@ dependencies {
// Android TV components (we target phone + TV) land in the TV-UI milestone: // Android TV components (we target phone + TV) land in the TV-UI milestone:
// implementation("androidx.tv:tv-material:1.1.0") // implementation("androidx.tv:tv-material:1.1.0")
// The manifest already declares leanback so the scaffold installs on TV. // The manifest already declares leanback so the scaffold installs on TV.
// --- CI screenshot harness (Roborazzi on the JVM via Robolectric — no emulator/GPU). The
// screenshot tests render the real Compose UI with mock state; never load the JNI core, so the
// job runs `:app:testDebugUnitTest -PskipRustBuild` (see kit/build.gradle.kts). ---
testImplementation(composeBom)
testImplementation("androidx.compose.ui:ui-test-junit4")
debugImplementation("androidx.compose.ui:ui-test-manifest") // the ComponentActivity test host
testImplementation("junit:junit:4.13.2")
testImplementation("org.robolectric:robolectric:4.16.1")
testImplementation("io.github.takahirom.roborazzi:roborazzi:1.64.0")
testImplementation("io.github.takahirom.roborazzi:roborazzi-compose:1.64.0")
}
// Record (write) the screenshots when the unit tests run. These tests exist to GENERATE marketing
// images, not to diff goldens, so always capture rather than verify.
tasks.withType<Test>().configureEach {
systemProperty("roborazzi.test.record", "true")
} }
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,355 @@
package io.unom.punktfunk
import android.os.Build
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.text.KeyboardOptions
import androidx.compose.material3.AlertDialog
import androidx.compose.material3.Button
import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.ExperimentalMaterial3Api
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.ModalBottomSheet
import androidx.compose.material3.OutlinedTextField
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.material3.rememberModalBottomSheetState
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberCoroutineScope
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.input.KeyboardType
import androidx.compose.ui.unit.dp
import io.unom.punktfunk.kit.NativeBridge
import io.unom.punktfunk.kit.security.ClientIdentity
import io.unom.punktfunk.kit.security.KnownHost
import io.unom.punktfunk.models.PendingTrust
import kotlinx.coroutines.Dispatchers
import kotlinx.coroutines.launch
import kotlinx.coroutines.withContext
/**
* The "Add host" bottom sheet: optional name + address + port, then connect at [modeLabel]. Field
* state stays hoisted in ConnectScreen so a dismissed sheet keeps its half-typed values.
*/
@OptIn(ExperimentalMaterial3Api::class)
@Composable
internal fun AddHostSheet(
hostName: String,
onHostNameChange: (String) -> Unit,
host: String,
onHostChange: (String) -> Unit,
port: String,
onPortChange: (String) -> Unit,
connecting: Boolean,
modeLabel: String,
onDismiss: () -> Unit,
onConnect: (host: String, port: Int, name: String) -> Unit,
) {
val scope = rememberCoroutineScope()
val sheetState = rememberModalBottomSheetState()
ModalBottomSheet(
onDismissRequest = onDismiss,
sheetState = sheetState,
) {
Column(
modifier = Modifier
.fillMaxWidth()
.padding(horizontal = 24.dp)
.padding(bottom = 32.dp),
) {
Text("Add a host", style = MaterialTheme.typography.titleLarge)
Spacer(Modifier.height(4.dp))
Text(
"Enter its address. You'll pair with the host's PIN on first connect.",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
Spacer(Modifier.height(20.dp))
OutlinedTextField(
value = hostName,
onValueChange = onHostNameChange,
label = { Text("Name (optional)") },
placeholder = { Text("e.g. Living Room") },
singleLine = true,
modifier = Modifier.fillMaxWidth(),
)
Spacer(Modifier.height(16.dp))
OutlinedTextField(
value = host,
onValueChange = onHostChange,
label = { Text("Host") },
singleLine = true,
modifier = Modifier.fillMaxWidth(),
)
Spacer(Modifier.height(16.dp))
OutlinedTextField(
value = port,
onValueChange = { v -> onPortChange(v.filter { it.isDigit() }.take(5)) },
label = { Text("Port") },
singleLine = true,
keyboardOptions = KeyboardOptions(keyboardType = KeyboardType.Number),
modifier = Modifier.fillMaxWidth(),
)
Spacer(Modifier.height(20.dp))
Button(
enabled = !connecting && host.isNotBlank() && port.isNotBlank(),
onClick = {
val h = host.trim()
val p = port.toIntOrNull() ?: 9777
val n = hostName
scope.launch { sheetState.hide() }.invokeOnCompletion {
onDismiss()
onConnect(h, p, n)
}
},
modifier = Modifier.fillMaxWidth(),
) { Text("Connect ($modeLabel)") }
}
}
}
/** First connection to a host that advertised pair=optional: offer TOFU, but pitch PIN pairing. */
@Composable
internal fun TrustNewHostDialog(
pt: PendingTrust,
onTrust: () -> Unit,
onPairInstead: () -> Unit,
onDismiss: () -> Unit,
) {
AlertDialog(
onDismissRequest = onDismiss,
title = { Text("Trust this host?") },
text = {
Column {
Text("First connection to ${pt.host}:${pt.port}.")
pt.advertisedFp?.let { Text("Fingerprint ${it.take(16)}") }
Text(
"This host allows trust-on-first-use, but that can't tell an impostor " +
"from the real host. Pairing with a PIN is stronger — it proves both sides.",
)
}
},
confirmButton = {
TextButton(onClick = onTrust) { Text("Trust (TOFU)") }
},
dismissButton = {
Row {
TextButton(onClick = onPairInstead) { Text("Pair with PIN…") }
TextButton(onClick = onDismiss) { Text("Cancel") }
}
},
)
}
/** The pinned fingerprint no longer matches — force re-pairing (never a silent re-trust). */
@Composable
internal fun FingerprintChangedDialog(
pt: PendingTrust,
onRepair: () -> Unit,
onDismiss: () -> Unit,
) {
AlertDialog(
onDismissRequest = onDismiss,
title = { Text("Host identity changed") },
text = {
Text(
"The pinned fingerprint for ${pt.host} no longer matches what it now " +
"advertises. This can mean a host reinstall — or an impostor. Re-pair " +
"with the host's PIN to continue.",
)
},
confirmButton = {
TextButton(onClick = onRepair) { Text("Re-pair") }
},
dismissButton = {
TextButton(onClick = onDismiss) { Text("Cancel") }
},
)
}
/**
* A fresh pair=required (or manual/unknown-policy) host: offer the two ways in. "Request access" is
* the no-PIN path — connect and wait for the operator to click Approve in the host's console;
* "Use a PIN…" switches to the SPAKE2 ceremony.
*/
@Composable
internal fun RequestAccessDialog(
pt: PendingTrust,
onRequestAccess: () -> Unit,
onUsePin: () -> Unit,
onDismiss: () -> Unit,
) {
AlertDialog(
onDismissRequest = onDismiss,
title = { Text("Pairing required") },
text = {
Column {
Text("${pt.host}:${pt.port} requires pairing before it will stream.")
Text(
"Request access and approve this device in the host's console (or web " +
"UI) — no PIN needed. Or pair with the 4-digit PIN the host displays.",
)
}
},
confirmButton = {
TextButton(onClick = onRequestAccess) { Text("Request access") }
},
dismissButton = {
Row {
TextButton(onClick = onUsePin) { Text("Use a PIN…") }
TextButton(onClick = onDismiss) { Text("Cancel") }
}
},
)
}
/**
* The SPAKE2 PIN ceremony dialog. Runs [NativeBridge.nativePair] off the UI thread itself (the
* pin/name/error state is dialog-local); on success hands the host's verified fingerprint to
* [onPaired], which saves + connects. Dismissal is blocked while a pair attempt is in flight.
*/
@Composable
internal fun PairPinDialog(
pt: PendingTrust,
identity: ClientIdentity?,
onPaired: (fpHex: String) -> Unit,
onDismiss: () -> Unit,
) {
val scope = rememberCoroutineScope()
var pin by remember(pt) { mutableStateOf("") }
var name by remember(pt) { mutableStateOf(Build.MODEL ?: "Android") }
var pairing by remember(pt) { mutableStateOf(false) }
var err by remember(pt) { mutableStateOf<String?>(null) }
AlertDialog(
onDismissRequest = { if (!pairing) onDismiss() },
title = { Text("Pair with PIN") },
text = {
Column {
Text("Enter the 4-digit PIN shown on the host.")
OutlinedTextField(
value = pin,
onValueChange = { v -> pin = v.filter { it.isDigit() }.take(4) },
label = { Text("PIN") },
singleLine = true,
keyboardOptions = KeyboardOptions(keyboardType = KeyboardType.Number),
)
OutlinedTextField(
value = name,
onValueChange = { name = it },
label = { Text("This device") },
singleLine = true,
)
err?.let { Text(it, color = MaterialTheme.colorScheme.error) }
}
},
confirmButton = {
TextButton(
enabled = !pairing && pin.length == 4 && identity != null,
onClick = {
val id = identity
if (id != null) {
pairing = true
err = null
scope.launch {
val fp = withContext(Dispatchers.IO) {
NativeBridge.nativePair(
pt.host, pt.port, id.certPem, id.privateKeyPem, pin, name,
)
}
pairing = false
if (fp.isNotEmpty()) {
onPaired(fp) // verified host fp — caller saves + connects
} else {
err = "Pairing failed — wrong PIN, or the host isn't armed."
}
}
}
},
) { Text(if (pairing) "Pairing…" else "Pair") }
},
dismissButton = {
TextButton(enabled = !pairing, onClick = onDismiss) { Text("Cancel") }
},
)
}
/**
* The no-PIN "request access" wait: the connect is parked on the host until the operator approves
* this device. Cancel returns the UI immediately — the caller trips the per-attempt flag so a late
* approval is torn down silently (see ConnectScreen.requestAccess) and resumes discovery.
*/
@Composable
internal fun AwaitingApprovalDialog(hostLabel: String, onCancel: () -> Unit) {
AlertDialog(
onDismissRequest = onCancel,
title = { Text("Waiting for approval") },
text = {
val deviceName = Build.MODEL ?: "this device"
Column(verticalArrangement = Arrangement.spacedBy(12.dp)) {
Row(
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(12.dp),
) {
CircularProgressIndicator(modifier = Modifier.size(20.dp), strokeWidth = 2.dp)
Text("Approve this device on $hostLabel.")
}
Text(
"Open the host's console (or web UI) and approve “$deviceName”. It connects " +
"automatically once you approve — no PIN needed.",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
},
confirmButton = {},
dismissButton = {
TextButton(onClick = onCancel) { Text("Cancel") }
},
)
}
/**
* Rename a saved host's label (discovered hosts are named by mDNS; this is how you give one a
* friendly name like "Living Room" after pairing). Keyed by the host so reopening resets the field.
*/
@Composable
internal fun RenameHostDialog(
target: KnownHost,
onRename: (String) -> Unit,
onDismiss: () -> Unit,
) {
var newName by remember(target) { mutableStateOf(target.name) }
AlertDialog(
onDismissRequest = onDismiss,
title = { Text("Rename host") },
text = {
OutlinedTextField(
value = newName,
onValueChange = { newName = it },
label = { Text("Name") },
placeholder = { Text(target.address) },
singleLine = true,
)
},
confirmButton = {
TextButton(
enabled = newName.isNotBlank(),
onClick = { onRename(newName.trim()) },
) { Text("Save") }
},
dismissButton = {
TextButton(onClick = onDismiss) { Text("Cancel") }
},
)
}
@@ -6,11 +6,6 @@ import android.content.pm.PackageManager
import android.os.Build import android.os.Build
import androidx.activity.compose.rememberLauncherForActivityResult import androidx.activity.compose.rememberLauncherForActivityResult
import androidx.activity.result.contract.ActivityResultContracts import androidx.activity.result.contract.ActivityResultContracts
import androidx.compose.animation.AnimatedVisibility
import androidx.compose.animation.fadeIn
import androidx.compose.animation.fadeOut
import androidx.compose.animation.scaleIn
import androidx.compose.animation.scaleOut
import androidx.compose.foundation.layout.Arrangement import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column import androidx.compose.foundation.layout.Column
@@ -27,24 +22,14 @@ import androidx.compose.foundation.lazy.grid.GridCells
import androidx.compose.foundation.lazy.grid.GridItemSpan import androidx.compose.foundation.lazy.grid.GridItemSpan
import androidx.compose.foundation.lazy.grid.LazyVerticalGrid import androidx.compose.foundation.lazy.grid.LazyVerticalGrid
import androidx.compose.foundation.lazy.grid.items import androidx.compose.foundation.lazy.grid.items
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.text.KeyboardOptions
import androidx.compose.foundation.verticalScroll
import androidx.compose.material.icons.Icons import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Add import androidx.compose.material.icons.filled.Add
import androidx.compose.material3.AlertDialog
import androidx.compose.material3.Button
import androidx.compose.material3.CircularProgressIndicator import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.ExperimentalMaterial3Api
import androidx.compose.material3.ExtendedFloatingActionButton import androidx.compose.material3.ExtendedFloatingActionButton
import androidx.compose.material3.Icon import androidx.compose.material3.Icon
import androidx.compose.material3.MaterialTheme import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.ModalBottomSheet
import androidx.compose.material3.OutlinedTextField
import androidx.compose.material3.Surface import androidx.compose.material3.Surface
import androidx.compose.material3.Text import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.material3.rememberModalBottomSheetState
import androidx.compose.runtime.Composable import androidx.compose.runtime.Composable
import androidx.compose.runtime.DisposableEffect import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.LaunchedEffect import androidx.compose.runtime.LaunchedEffect
@@ -56,7 +41,6 @@ import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier import androidx.compose.ui.Modifier
import androidx.compose.ui.platform.LocalContext import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.text.input.KeyboardType
import androidx.compose.ui.text.style.TextAlign import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.unit.dp import androidx.compose.ui.unit.dp
import androidx.core.content.ContextCompat import androidx.core.content.ContextCompat
@@ -74,11 +58,31 @@ import io.unom.punktfunk.kit.security.KnownHostStore
import io.unom.punktfunk.kit.security.obtainIdentity import io.unom.punktfunk.kit.security.obtainIdentity
import io.unom.punktfunk.models.HostStatus import io.unom.punktfunk.models.HostStatus
import io.unom.punktfunk.models.PendingTrust import io.unom.punktfunk.models.PendingTrust
import java.util.concurrent.atomic.AtomicBoolean
import kotlinx.coroutines.Dispatchers import kotlinx.coroutines.Dispatchers
import kotlinx.coroutines.launch import kotlinx.coroutines.launch
import kotlinx.coroutines.withContext import kotlinx.coroutines.withContext
@OptIn(ExperimentalMaterial3Api::class) /** Handshake budget for a normal connect (the prior hardcoded value, now passed explicitly). */
private const val CONNECT_TIMEOUT_MS = 10_000
/**
* Handshake budget for the no-PIN "request access" connect. Must exceed the host's approval-park
* window (~180 s) so a slow operator approval still lands on this same parked connection rather than
* timing the client out first. Mirrors the Linux client's 185 s.
*/
private const val REQUEST_ACCESS_TIMEOUT_MS = 185_000
/**
* A no-PIN "request access" connect in flight — the host being requested (drives the cancelable
* "Waiting for approval…" dialog) and a per-attempt flag the Cancel button trips. The connect is a
* blocking call with no abort, so Cancel returns the UI immediately and a late result checks
* [cancelled] and tears the (possibly just-approved) session down silently rather than navigating.
*/
private class RequestAccessState(val target: PendingTrust) {
val cancelled = AtomicBoolean(false)
}
@Composable @Composable
fun ConnectScreen(settings: Settings, onConnected: (Long) -> Unit) { fun ConnectScreen(settings: Settings, onConnected: (Long) -> Unit) {
val scope = rememberCoroutineScope() val scope = rememberCoroutineScope()
@@ -128,8 +132,11 @@ fun ConnectScreen(settings: Settings, onConnected: (Long) -> Unit) {
.onSuccess { identity = it } .onSuccess { identity = it }
.onFailure { status = "Identity unavailable: ${it.message} — re-pair may be required" } .onFailure { status = "Identity unavailable: ${it.message} — re-pair may be required" }
} }
// A trust decision awaiting the user (first-connect TOFU / fp changed / PIN pairing). // A trust decision awaiting the user (first-connect TOFU / fp changed / PIN pairing / the
// request-access-or-PIN choice).
var pendingTrust by remember { mutableStateOf<PendingTrust?>(null) } var pendingTrust by remember { mutableStateOf<PendingTrust?>(null) }
// A no-PIN "request access" connect in flight (the cancelable "Waiting for approval…" dialog).
var awaiting by remember { mutableStateOf<RequestAccessState?>(null) }
// A saved host whose label is being edited (the Rename dialog). // A saved host whose label is being edited (the Rename dialog).
var renameTarget by remember { mutableStateOf<KnownHost?>(null) } var renameTarget by remember { mutableStateOf<KnownHost?>(null) }
@@ -138,6 +145,26 @@ fun ConnectScreen(settings: Settings, onConnected: (Long) -> Unit) {
// it survives a DHCP address change; else by address:port). Mirrors the Apple client. // it survives a DHCP address change; else by address:port). Mirrors the Apple client.
val discoveredUnsaved = discovered.filter { dh -> savedHosts.none { it.matches(dh) } } val discoveredUnsaved = discovered.filter { dh -> savedHosts.none { it.matches(dh) } }
// The one place the full nativeConnect is issued (shared by the normal connect and the
// request-access path), including the HDR/gamepad derivation both need.
suspend fun connectNative(id: ClientIdentity, targetHost: String, targetPort: Int, pinHex: String, timeoutMs: Int): Long {
// Advertise HDR only when the user enabled it AND this device's display can present it
// (else the host sends a proper SDR stream rather than PQ the panel would mis-tone-map).
val hdrEnabled = settings.hdrEnabled && displaySupportsHdr(context)
// "Automatic" resolves to a concrete pad type from the connected controller's VID/PID
// (Android exposes no controller-type enum) — parity with the Linux/Apple clients. An
// explicit choice is passed through unchanged.
val gamepadPref = Gamepad.resolvePref(settings.gamepad)
return withContext(Dispatchers.IO) {
NativeBridge.nativeConnect(
targetHost, targetPort, w, h, hz,
id.certPem, id.privateKeyPem, pinHex,
settings.bitrateKbps, settings.compositor, gamepadPref,
hdrEnabled, settings.audioChannels, settings.preferredCodec(), timeoutMs,
)
}
}
// Issue the actual connect with identity + (optional) pin. On a TOFU connect (pinHex null), // Issue the actual connect with identity + (optional) pin. On a TOFU connect (pinHex null),
// pin the fingerprint the host presented (as an unpaired known host) so the next connect goes // pin the fingerprint the host presented (as an unpaired known host) so the next connect goes
// straight through and it appears in the saved-hosts list. // straight through and it appears in the saved-hosts list.
@@ -151,21 +178,7 @@ fun ConnectScreen(settings: Settings, onConnected: (Long) -> Unit) {
status = "Connecting to $targetHost:$targetPort" status = "Connecting to $targetHost:$targetPort"
discovery.stop() // free the Wi-Fi radio before the stream session discovery.stop() // free the Wi-Fi radio before the stream session
scope.launch { scope.launch {
// Advertise HDR only when this device's display can present it (else the host sends a val handle = connectNative(id, targetHost, targetPort, pinHex ?: "", CONNECT_TIMEOUT_MS)
// proper SDR stream rather than PQ the panel would mis-tone-map).
val hdrEnabled = displaySupportsHdr(context)
// "Automatic" resolves to a concrete pad type from the connected controller's VID/PID
// (Android exposes no controller-type enum) — parity with the Linux/Apple clients. An
// explicit choice is passed through unchanged.
val gamepadPref = Gamepad.resolvePref(settings.gamepad)
val handle = withContext(Dispatchers.IO) {
NativeBridge.nativeConnect(
targetHost, targetPort, w, h, hz,
id.certPem, id.privateKeyPem, pinHex ?: "",
settings.bitrateKbps, settings.compositor, gamepadPref,
hdrEnabled,
)
}
connecting = false connecting = false
if (handle != 0L) { if (handle != 0L) {
if (pinHex == null) { // TOFU: pin what we observed (unpaired) if (pinHex == null) { // TOFU: pin what we observed (unpaired)
@@ -182,10 +195,57 @@ fun ConnectScreen(settings: Settings, onConnected: (Long) -> Unit) {
} }
} }
// Decide pinned-reconnect vs fp-changed vs TOFU vs PIN pairing before connecting. Trust state is // The no-PIN "request access" path (delegated approval): open a normal identified connect that
// the host PARKS until the operator clicks Approve in its console/web UI, showing a cancelable
// "Waiting for approval…" dialog meanwhile. The SAME connection is admitted on approval (no
// reconnect), so on success we record the host as PAIRED — the operator's approval IS the pairing.
// The connect can't be aborted, so Cancel returns the UI immediately and a late result is torn
// down silently via the per-attempt flag (mirrors the Linux client's request-access flow).
fun requestAccess(target: PendingTrust) {
val id = identity
if (id == null) {
status = "Identity not ready yet — try again in a moment"
return
}
val req = RequestAccessState(target)
awaiting = req
connecting = true
status = null
discovery.stop() // free the Wi-Fi radio before the (parked) stream session
scope.launch {
// Pin the advertised fingerprint for a discovered host (defence against an impostor while
// we wait); a manually-typed host has none, so trust-on-first-use.
val pinHex = target.advertisedFp ?: ""
val handle = connectNative(id, target.host, target.port, pinHex, REQUEST_ACCESS_TIMEOUT_MS)
// Cancelled while we were parked: tear the (possibly just-approved) session down and
// don't touch UI a fresh action may now own.
if (req.cancelled.get()) {
if (handle != 0L) withContext(Dispatchers.IO) { NativeBridge.nativeClose(handle) }
return@launch
}
awaiting = null
connecting = false
if (handle != 0L) {
// Approved — save the host as PAIRED, pinning the fingerprint it presented, so
// future connects are silent (exactly like after a PIN ceremony).
val fp = NativeBridge.nativeHostFingerprint(handle)
if (fp.isNotEmpty()) {
knownHostStore.save(KnownHost(target.host, target.port, target.name, fp, paired = true))
savedHosts = knownHostStore.all()
}
onConnected(handle)
} else {
status = "Request timed out — approve this device in the host's console, then retry."
discovery.start()
}
}
}
// Decide pinned-reconnect vs fp-changed vs TOFU vs pairing before connecting. Trust state is
// keyed by address:port, so a discovered and a manually-typed connection to the same host share // keyed by address:port, so a discovered and a manually-typed connection to the same host share
// one record. Trust-on-first-use is permitted ONLY when the host advertised pair=optional; a // one record. Trust-on-first-use is permitted ONLY when the host advertised pair=optional; a
// pair=required host, or a manual/unknown-policy host, must pair by PIN. // pair=required host, or a manual/unknown-policy host, must pair — either by no-PIN request
// access (approve in the console) or by the SPAKE2 PIN ceremony.
fun connect( fun connect(
targetHost: String, targetHost: String,
targetPort: Int, targetPort: Int,
@@ -208,13 +268,13 @@ fun ConnectScreen(settings: Settings, onConnected: (Long) -> Unit) {
// clearly labeled, alongside PIN pairing). Smart-cast: this branch ⇒ dh != null. // clearly labeled, alongside PIN pairing). Smart-cast: this branch ⇒ dh != null.
dh?.pairingRequired == false -> pendingTrust = dh?.pairingRequired == false -> pendingTrust =
PendingTrust(targetHost, targetPort, name, dh.fingerprint, PendingTrust.Kind.TRUST_NEW) PendingTrust(targetHost, targetPort, name, dh.fingerprint, PendingTrust.Kind.TRUST_NEW)
// pair=required, or a manual/unknown-policy host → PIN pairing is mandatory. // pair=required, or a manual/unknown-policy host → offer the two ways in: a no-PIN
// "request access" (approve in the console) or the SPAKE2 PIN ceremony.
else -> pendingTrust = else -> pendingTrust =
PendingTrust(targetHost, targetPort, name, adv, PendingTrust.Kind.PAIR) PendingTrust(targetHost, targetPort, name, adv, PendingTrust.Kind.REQUEST_ACCESS)
} }
} }
val sheetState = rememberModalBottomSheetState()
var showManualSheet by remember { mutableStateOf(false) } var showManualSheet by remember { mutableStateOf(false) }
Box(Modifier.fillMaxSize()) { Box(Modifier.fillMaxSize()) {
@@ -346,226 +406,87 @@ fun ConnectScreen(settings: Settings, onConnected: (Long) -> Unit) {
} }
} }
AnimatedVisibility( ExtendedFloatingActionButton(
visible = true, // Static for now, could be based on scroll if needed onClick = { showManualSheet = true },
enter = scaleIn() + fadeIn(), icon = { Icon(Icons.Filled.Add, contentDescription = null) },
exit = scaleOut() + fadeOut(), text = { Text("Add host") },
expanded = !connecting,
modifier = Modifier modifier = Modifier
.align(Alignment.BottomEnd) .align(Alignment.BottomEnd)
.padding(20.dp) .padding(20.dp),
) { )
ExtendedFloatingActionButton(
onClick = { showManualSheet = true },
icon = { Icon(Icons.Filled.Add, contentDescription = null) },
text = { Text("Add host") },
expanded = !connecting,
)
}
} }
if (showManualSheet) { if (showManualSheet) {
ModalBottomSheet( AddHostSheet(
onDismissRequest = { showManualSheet = false }, hostName = hostName,
sheetState = sheetState, onHostNameChange = { hostName = it },
) { host = host,
Column( onHostChange = { host = it },
modifier = Modifier port = port,
.fillMaxWidth() onPortChange = { port = it },
.padding(horizontal = 24.dp) connecting = connecting,
.padding(bottom = 32.dp), modeLabel = "$w×$h@$hz",
) { onDismiss = { showManualSheet = false },
Text("Add a host", style = MaterialTheme.typography.titleLarge) onConnect = { h2, p, n -> connect(h2, p, manualName = n) },
Spacer(Modifier.height(4.dp)) )
Text(
"Enter its address. You'll pair with the host's PIN on first connect.",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
Spacer(Modifier.height(20.dp))
OutlinedTextField(
value = hostName,
onValueChange = { hostName = it },
label = { Text("Name (optional)") },
placeholder = { Text("e.g. Living Room") },
singleLine = true,
modifier = Modifier.fillMaxWidth(),
)
Spacer(Modifier.height(16.dp))
OutlinedTextField(
value = host,
onValueChange = { host = it },
label = { Text("Host") },
singleLine = true,
modifier = Modifier.fillMaxWidth(),
)
Spacer(Modifier.height(16.dp))
OutlinedTextField(
value = port,
onValueChange = { v -> port = v.filter { it.isDigit() }.take(5) },
label = { Text("Port") },
singleLine = true,
keyboardOptions = KeyboardOptions(keyboardType = KeyboardType.Number),
modifier = Modifier.fillMaxWidth(),
)
Spacer(Modifier.height(20.dp))
Button(
enabled = !connecting && host.isNotBlank() && port.isNotBlank(),
onClick = {
val h = host.trim()
val p = port.toIntOrNull() ?: 9777
val n = hostName
scope.launch { sheetState.hide() }.invokeOnCompletion {
showManualSheet = false
connect(h, p, manualName = n)
}
},
modifier = Modifier.fillMaxWidth(),
) { Text("Connect ($w×$h@$hz)") }
}
}
} }
pendingTrust?.let { pt -> pendingTrust?.let { pt ->
when (pt.kind) { when (pt.kind) {
PendingTrust.Kind.TRUST_NEW -> AlertDialog( PendingTrust.Kind.TRUST_NEW -> TrustNewHostDialog(
onDismissRequest = { pendingTrust = null }, pt = pt,
title = { Text("Trust this host?") }, onTrust = { pendingTrust = null; doConnect(pt.host, pt.port, pt.name, null) },
text = { onPairInstead = { pendingTrust = pt.copy(kind = PendingTrust.Kind.PAIR) },
Column { onDismiss = { pendingTrust = null },
Text("First connection to ${pt.host}:${pt.port}.")
pt.advertisedFp?.let { Text("Fingerprint ${it.take(16)}") }
Text(
"This host allows trust-on-first-use, but that can't tell an impostor " +
"from the real host. Pairing with a PIN is stronger — it proves both sides.",
)
}
},
confirmButton = {
TextButton({ pendingTrust = null; doConnect(pt.host, pt.port, pt.name, null) }) {
Text("Trust (TOFU)")
}
},
dismissButton = {
Row {
TextButton({ pendingTrust = pt.copy(kind = PendingTrust.Kind.PAIR) }) {
Text("Pair with PIN…")
}
TextButton({ pendingTrust = null }) { Text("Cancel") }
}
},
) )
PendingTrust.Kind.FP_CHANGED -> AlertDialog( PendingTrust.Kind.FP_CHANGED -> FingerprintChangedDialog(
onDismissRequest = { pendingTrust = null }, pt = pt,
title = { Text("Host identity changed") }, onRepair = { pendingTrust = pt.copy(kind = PendingTrust.Kind.PAIR) },
text = { onDismiss = { pendingTrust = null },
Text( )
"The pinned fingerprint for ${pt.host} no longer matches what it now " + PendingTrust.Kind.REQUEST_ACCESS -> RequestAccessDialog(
"advertises. This can mean a host reinstall — or an impostor. Re-pair " + pt = pt,
"with the host's PIN to continue.", onRequestAccess = { pendingTrust = null; requestAccess(pt) },
) onUsePin = { pendingTrust = pt.copy(kind = PendingTrust.Kind.PAIR) },
}, onDismiss = { pendingTrust = null },
confirmButton = { )
TextButton({ pendingTrust = pt.copy(kind = PendingTrust.Kind.PAIR) }) { Text("Re-pair") } PendingTrust.Kind.PAIR -> PairPinDialog(
}, pt = pt,
dismissButton = { identity = identity,
TextButton({ pendingTrust = null }) { Text("Cancel") } onPaired = { fp ->
}, // Verified host fp — save as a paired known host, then connect pinned.
knownHostStore.save(KnownHost(pt.host, pt.port, pt.name, fp, paired = true))
savedHosts = knownHostStore.all()
pendingTrust = null
doConnect(pt.host, pt.port, pt.name, fp)
},
onDismiss = { pendingTrust = null },
) )
PendingTrust.Kind.PAIR -> {
var pin by remember(pt) { mutableStateOf("") }
var name by remember(pt) { mutableStateOf(Build.MODEL ?: "Android") }
var pairing by remember(pt) { mutableStateOf(false) }
var err by remember(pt) { mutableStateOf<String?>(null) }
AlertDialog(
onDismissRequest = { if (!pairing) pendingTrust = null },
title = { Text("Pair with PIN") },
text = {
Column {
Text("Enter the 4-digit PIN shown on the host.")
OutlinedTextField(
value = pin,
onValueChange = { v -> pin = v.filter { it.isDigit() }.take(4) },
label = { Text("PIN") },
singleLine = true,
keyboardOptions = KeyboardOptions(keyboardType = KeyboardType.Number),
)
OutlinedTextField(
value = name,
onValueChange = { name = it },
label = { Text("This device") },
singleLine = true,
)
err?.let { Text(it, color = MaterialTheme.colorScheme.error) }
}
},
confirmButton = {
TextButton(
enabled = !pairing && pin.length == 4 && identity != null,
onClick = {
val id = identity
if (id != null) {
pairing = true
err = null
scope.launch {
val fp = withContext(Dispatchers.IO) {
NativeBridge.nativePair(
pt.host, pt.port, id.certPem, id.privateKeyPem, pin, name,
)
}
pairing = false
if (fp.isNotEmpty()) {
// Verified host fp — save as a paired known host.
knownHostStore.save(
KnownHost(pt.host, pt.port, pt.name, fp, paired = true),
)
savedHosts = knownHostStore.all()
pendingTrust = null
doConnect(pt.host, pt.port, pt.name, fp)
} else {
err = "Pairing failed — wrong PIN, or the host isn't armed."
}
}
}
},
) { Text(if (pairing) "Pairing…" else "Pair") }
},
dismissButton = {
TextButton(enabled = !pairing, onClick = { pendingTrust = null }) { Text("Cancel") }
},
)
}
} }
} }
// Rename a saved host's label (discovered hosts are named by mDNS; this is how you give one a awaiting?.let { req ->
// friendly name like "Living Room" after pairing). Keyed by the host so reopening resets the field. AwaitingApprovalDialog(
hostLabel = req.target.name,
onCancel = {
req.cancelled.set(true)
awaiting = null
connecting = false
discovery.start() // the request may still be pending on the host; keep scanning
},
)
}
renameTarget?.let { kh -> renameTarget?.let { kh ->
var newName by remember(kh) { mutableStateOf(kh.name) } RenameHostDialog(
AlertDialog( target = kh,
onDismissRequest = { renameTarget = null }, onRename = { newName ->
title = { Text("Rename host") }, knownHostStore.rename(kh.address, kh.port, newName)
text = { savedHosts = knownHostStore.all()
OutlinedTextField( renameTarget = null
value = newName,
onValueChange = { newName = it },
label = { Text("Name") },
placeholder = { Text(kh.address) },
singleLine = true,
)
},
confirmButton = {
TextButton(
enabled = newName.isNotBlank(),
onClick = {
knownHostStore.rename(kh.address, kh.port, newName.trim())
savedHosts = knownHostStore.all()
renameTarget = null
},
) { Text("Save") }
},
dismissButton = {
TextButton(onClick = { renameTarget = null }) { Text("Cancel") }
}, },
onDismiss = { renameTarget = null },
) )
} }
} }
@@ -0,0 +1,382 @@
package io.unom.punktfunk
import android.hardware.input.InputManager
import android.os.CombinedVibration
import android.os.Handler
import android.os.Looper
import android.os.VibrationEffect
import android.view.InputDevice
import android.view.KeyEvent
import android.view.MotionEvent
import androidx.activity.compose.BackHandler
import androidx.compose.foundation.background
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.ColumnScope
import androidx.compose.foundation.layout.ExperimentalLayoutApi
import androidx.compose.foundation.layout.FlowRow
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.LinearProgressIndicator
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.OutlinedButton
import androidx.compose.material3.OutlinedCard
import androidx.compose.material3.Switch
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableIntStateOf
import androidx.compose.runtime.mutableStateMapOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.unit.dp
import io.unom.punktfunk.kit.Gamepad
import kotlinx.coroutines.delay
/**
* Connected-controllers debug view (Settings → Host → Connected controllers): everything the app
* can see about attached input devices, plus a live input test. This exists for exactly the support
* case where a pad "doesn't work" — adapters and BT-to-USB dongles often enumerate with a different
* identity than the physical pad, or not as a gamepad at all, and punktfunk only forwards devices
* Android classifies as gamepad/joystick. This screen makes that visible on the device itself.
*/
@Composable
fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
BackHandler(onBack = onBack)
val context = LocalContext.current
val activity = context as? MainActivity
// Device list, re-read on every hot-plug event.
var generation by remember { mutableIntStateOf(0) }
val pads = remember(generation) { Gamepad.pads() }
val others = remember(generation) {
InputDevice.getDeviceIds()
.toList()
.mapNotNull { InputDevice.getDevice(it) }
.filter { !it.isVirtual && !Gamepad.isPad(it) }
}
DisposableEffect(Unit) {
val im = context.getSystemService(InputManager::class.java)
val listener = object : InputManager.InputDeviceListener {
override fun onInputDeviceAdded(deviceId: Int) { generation++ }
override fun onInputDeviceRemoved(deviceId: Int) { generation++ }
override fun onInputDeviceChanged(deviceId: Int) { generation++ }
}
im.registerInputDeviceListener(listener, Handler(Looper.getMainLooper()))
onDispose { im.unregisterInputDeviceListener(listener) }
}
// Live input test. While `testing`, the MainActivity probes consume pad events (so they show up
// here instead of driving focus navigation); holding B releases, since the pad can no longer
// reach the Switch. Events are observed (not consumed) even when the test is off, so the
// "last input" line works while browsing.
var testing by remember { mutableStateOf(false) }
val held = remember { mutableStateMapOf<Int, Boolean>() }
val axes = remember { mutableStateMapOf<String, Float>() }
var lastInput by remember { mutableStateOf<String?>(null) }
var bHeld by remember { mutableStateOf(false) }
DisposableEffect(Unit) {
activity?.padKeyProbe = probe@{ event ->
if (!Gamepad.isPad(event.device)) return@probe false
when (event.action) {
KeyEvent.ACTION_DOWN -> {
held[event.keyCode] = true
if (event.keyCode == KeyEvent.KEYCODE_BUTTON_B) bHeld = true
}
KeyEvent.ACTION_UP -> {
held[event.keyCode] = false
if (event.keyCode == KeyEvent.KEYCODE_BUTTON_B) bHeld = false
}
}
lastInput = "${event.device?.name}: ${KeyEvent.keyCodeToString(event.keyCode)}"
testing
}
activity?.padMotionProbe = probe@{ event ->
if (!Gamepad.isPad(event.device)) return@probe false
axes["LX"] = event.getAxisValue(MotionEvent.AXIS_X)
axes["LY"] = event.getAxisValue(MotionEvent.AXIS_Y)
axes["RX"] = event.getAxisValue(MotionEvent.AXIS_Z)
axes["RY"] = event.getAxisValue(MotionEvent.AXIS_RZ)
axes["LT"] = maxOf(
event.getAxisValue(MotionEvent.AXIS_LTRIGGER),
event.getAxisValue(MotionEvent.AXIS_BRAKE),
)
axes["RT"] = maxOf(
event.getAxisValue(MotionEvent.AXIS_RTRIGGER),
event.getAxisValue(MotionEvent.AXIS_GAS),
)
axes["HX"] = event.getAxisValue(MotionEvent.AXIS_HAT_X)
axes["HY"] = event.getAxisValue(MotionEvent.AXIS_HAT_Y)
testing
}
onDispose {
activity?.padKeyProbe = null
activity?.padMotionProbe = null
}
}
// Hold-B-to-exit: with events consumed, the pad can't reach the Switch — a 1.2 s hold ends the
// test instead (touch still works). A short tap cancels the effect before the delay fires.
LaunchedEffect(bHeld) {
if (bHeld && testing) {
delay(1_200)
testing = false
held.clear()
}
}
Column(
modifier = Modifier
.fillMaxSize()
.verticalScroll(rememberScrollState())
.padding(horizontal = 20.dp, vertical = 24.dp),
verticalArrangement = Arrangement.spacedBy(24.dp),
) {
Text("Controllers", style = MaterialTheme.typography.headlineMedium)
Group("Gamepads") {
if (pads.isEmpty()) {
Text(
"No controller detected. punktfunk can only forward devices Android " +
"classifies as a gamepad or joystick — a pad connected through an adapter " +
"or hub may show up under \"Other input devices\" below with the adapter's " +
"identity, or not at all.",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
pads.forEachIndexed { i, dev ->
PadRow(dev, forwarded = i == 0, gamepadSetting = gamepadSetting)
}
}
Group("Input test") {
Row(modifier = Modifier.fillMaxWidth(), verticalAlignment = Alignment.CenterVertically) {
Column(Modifier.weight(1f)) {
Text("Test inputs", style = MaterialTheme.typography.bodyLarge)
Text(
if (testing) "Controller input stays on this screen — hold B to finish"
else "Show button presses and stick motion live",
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
Switch(checked = testing, onCheckedChange = { testing = it; if (!it) held.clear() })
}
if (testing) {
ButtonGrid(held)
AXIS_LABELS.forEach { label -> AxisBar(label, axes[label] ?: 0f) }
}
lastInput?.let {
Text(
"Last input — $it",
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
}
Group("Other input devices") {
if (others.isEmpty()) {
Text(
"None",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
others.forEach { dev ->
Column {
Text(dev.name, style = MaterialTheme.typography.bodyMedium)
Text(
deviceDetail(dev),
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
}
}
}
}
/** One detected gamepad: identity, what it streams as, and a rumble test. */
@Composable
private fun PadRow(dev: InputDevice, forwarded: Boolean, gamepadSetting: Int) {
OutlinedCard(modifier = Modifier.fillMaxWidth()) {
Column(
modifier = Modifier.padding(16.dp),
verticalArrangement = Arrangement.spacedBy(6.dp),
) {
Row(modifier = Modifier.fillMaxWidth(), verticalAlignment = Alignment.CenterVertically) {
Text(dev.name, style = MaterialTheme.typography.bodyLarge, modifier = Modifier.weight(1f))
if (forwarded) {
Text(
"forwarded to host",
style = MaterialTheme.typography.labelSmall,
color = MaterialTheme.colorScheme.primary,
)
}
}
Text(
deviceDetail(dev),
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
val resolved = Gamepad.prefFor(dev)
Text(
if (gamepadSetting == Gamepad.PREF_AUTO) {
"Streams as: ${prefLabel(resolved)} (automatic)"
} else {
"Streams as: ${prefLabel(gamepadSetting)} (set in Settings; " +
"automatic would pick ${prefLabel(resolved)})"
},
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
val canRumble = dev.vibratorManager.vibratorIds.isNotEmpty()
if (canRumble) {
OutlinedButton(onClick = { testRumble(dev) }) { Text("Test rumble") }
} else {
Text(
"No rumble motors reported — host rumble will be silent",
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
}
}
}
/** The forwarded buttons as chips that light up while held. */
@OptIn(ExperimentalLayoutApi::class)
@Composable
private fun ButtonGrid(held: Map<Int, Boolean>) {
FlowRow(
horizontalArrangement = Arrangement.spacedBy(6.dp),
verticalArrangement = Arrangement.spacedBy(6.dp),
) {
TEST_BUTTONS.forEach { (label, keyCode) ->
val active = held[keyCode] == true
Text(
label,
style = MaterialTheme.typography.labelMedium,
color = if (active) MaterialTheme.colorScheme.onPrimary
else MaterialTheme.colorScheme.onSurfaceVariant,
modifier = Modifier
.background(
if (active) MaterialTheme.colorScheme.primary
else MaterialTheme.colorScheme.surfaceVariant,
RoundedCornerShape(6.dp),
)
.padding(horizontal = 10.dp, vertical = 6.dp),
)
}
}
}
/** A labelled live axis bar; sticks/HAT are 1..1 (centre = half), triggers 0..1. */
@Composable
private fun AxisBar(label: String, value: Float) {
val progress = if (label == "LT" || label == "RT") value else (value + 1f) / 2f
Row(modifier = Modifier.fillMaxWidth(), verticalAlignment = Alignment.CenterVertically) {
Text(label, style = MaterialTheme.typography.labelMedium, modifier = Modifier.width(32.dp))
LinearProgressIndicator(
progress = { progress.coerceIn(0f, 1f) },
modifier = Modifier.weight(1f),
)
Text(
"%+.2f".format(value),
style = MaterialTheme.typography.labelSmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
modifier = Modifier.padding(start = 8.dp),
)
}
}
/** A titled section — same look as the Settings groups. */
@Composable
private fun Group(title: String, content: @Composable ColumnScope.() -> Unit) {
Column(verticalArrangement = Arrangement.spacedBy(10.dp)) {
Text(
title,
style = MaterialTheme.typography.titleSmall,
color = MaterialTheme.colorScheme.primary,
modifier = Modifier.padding(start = 4.dp),
)
Column(verticalArrangement = Arrangement.spacedBy(12.dp), content = content)
}
}
private fun testRumble(dev: InputDevice) {
val vm = dev.vibratorManager
if (vm.vibratorIds.isEmpty()) return
runCatching {
vm.vibrate(CombinedVibration.createParallel(VibrationEffect.createOneShot(300, 200)))
}
}
/** Identity line: VID:PID + the source classes Android assigned. */
private fun deviceDetail(dev: InputDevice): String =
"%04X:%04X · %s".format(dev.vendorId, dev.productId, sourcesLabel(dev.sources))
private fun sourcesLabel(sources: Int): String {
fun has(flag: Int) = sources and flag == flag
val names = buildList {
if (has(InputDevice.SOURCE_GAMEPAD)) add("gamepad")
if (has(InputDevice.SOURCE_JOYSTICK)) add("joystick")
if (has(InputDevice.SOURCE_DPAD)) add("dpad")
if (has(InputDevice.SOURCE_KEYBOARD)) add("keyboard")
if (has(InputDevice.SOURCE_MOUSE)) add("mouse")
if (has(InputDevice.SOURCE_TOUCHSCREEN)) add("touchscreen")
if (has(InputDevice.SOURCE_TOUCHPAD)) add("touchpad")
if (has(InputDevice.SOURCE_STYLUS)) add("stylus")
if (has(InputDevice.SOURCE_ROTARY_ENCODER)) add("rotary")
}
return if (names.isEmpty()) "sources 0x%08X".format(sources) else names.joinToString(" · ")
}
/** [Gamepad] PREF_* wire byte → user-facing label (mirrors GAMEPAD_OPTIONS, plus the Steam types). */
private fun prefLabel(pref: Int): String = when (pref) {
Gamepad.PREF_XBOX360 -> "Xbox 360"
Gamepad.PREF_DUALSENSE -> "DualSense"
Gamepad.PREF_XBOXONE -> "Xbox One"
Gamepad.PREF_DUALSHOCK4 -> "DualShock 4"
Gamepad.PREF_STEAMCONTROLLER -> "Steam Controller"
Gamepad.PREF_STEAMDECK -> "Steam Deck"
else -> "Automatic"
}
/** Buttons shown in the test grid (label → Android keycode). */
private val TEST_BUTTONS = listOf(
"A" to KeyEvent.KEYCODE_BUTTON_A,
"B" to KeyEvent.KEYCODE_BUTTON_B,
"X" to KeyEvent.KEYCODE_BUTTON_X,
"Y" to KeyEvent.KEYCODE_BUTTON_Y,
"LB" to KeyEvent.KEYCODE_BUTTON_L1,
"RB" to KeyEvent.KEYCODE_BUTTON_R1,
"L2" to KeyEvent.KEYCODE_BUTTON_L2,
"R2" to KeyEvent.KEYCODE_BUTTON_R2,
"LS" to KeyEvent.KEYCODE_BUTTON_THUMBL,
"RS" to KeyEvent.KEYCODE_BUTTON_THUMBR,
"Select" to KeyEvent.KEYCODE_BUTTON_SELECT,
"Start" to KeyEvent.KEYCODE_BUTTON_START,
"Guide" to KeyEvent.KEYCODE_BUTTON_MODE,
"" to KeyEvent.KEYCODE_DPAD_UP,
"" to KeyEvent.KEYCODE_DPAD_DOWN,
"" to KeyEvent.KEYCODE_DPAD_LEFT,
"" to KeyEvent.KEYCODE_DPAD_RIGHT,
)
/** Axis bars shown in the test view, in display order. */
private val AXIS_LABELS = listOf("LX", "LY", "RX", "RY", "LT", "RT", "HX", "HY")
@@ -0,0 +1,66 @@
package io.unom.punktfunk
import androidx.activity.compose.BackHandler
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.remember
import androidx.compose.ui.Modifier
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.text.font.FontFamily
import androidx.compose.ui.unit.dp
/**
* Open-source licenses: punktfunk's own license (MIT OR Apache-2.0) plus the third-party software
* notices, read from the bundled `THIRD-PARTY-NOTICES.txt` asset (generated by
* scripts/gen-third-party-notices.sh). Reached from [SettingsScreen]; Back returns there.
*/
@Composable
fun LicensesScreen(onBack: () -> Unit) {
val context = LocalContext.current
BackHandler(onBack = onBack)
val notices = remember {
runCatching {
context.assets.open("THIRD-PARTY-NOTICES.txt").bufferedReader().use { it.readText() }
}.getOrDefault("Third-party notices unavailable.")
}
val version = remember {
runCatching {
@Suppress("DEPRECATION")
context.packageManager.getPackageInfo(context.packageName, 0).versionName
}.getOrNull()
}
Column(
modifier = Modifier
.fillMaxSize()
.verticalScroll(rememberScrollState())
.padding(horizontal = 20.dp, vertical = 24.dp),
verticalArrangement = Arrangement.spacedBy(16.dp),
) {
Text("Open-source licenses", style = MaterialTheme.typography.headlineMedium)
if (version != null) {
Text(
"punktfunk $version",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
Text(
"punktfunk is licensed under MIT OR Apache-2.0, at your option. It uses the open-source " +
"components below, each under its own license.",
style = MaterialTheme.typography.bodyMedium,
)
Text(
notices,
style = MaterialTheme.typography.bodySmall.copy(fontFamily = FontFamily.Monospace),
)
}
}
@@ -26,6 +26,14 @@ class MainActivity : ComponentActivity() {
/** Joystick-axis state mapper for the active session (built/reset by StreamScreen). */ /** Joystick-axis state mapper for the active session (built/reset by StreamScreen). */
var axisMapper: Gamepad.AxisMapper? = null var axisMapper: Gamepad.AxisMapper? = null
/**
* Input observers for the Controllers debug screen (set while it is shown, like [streamHandle]).
* Called for every key/motion event while not streaming; a `true` return consumes the event —
* the screen's "test inputs" mode uses that to keep pad input from also driving focus navigation.
*/
var padKeyProbe: ((KeyEvent) -> Boolean)? = null
var padMotionProbe: ((MotionEvent) -> Boolean)? = null
override fun onCreate(savedInstanceState: Bundle?) { override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState) super.onCreate(savedInstanceState)
// Dark, transparent system bars regardless of the system theme — our UI is always dark, so // Dark, transparent system bars regardless of the system theme — our UI is always dark, so
@@ -72,23 +80,29 @@ class MainActivity : ComponentActivity() {
KeyEvent.ACTION_UP -> false KeyEvent.ACTION_UP -> false
else -> return super.dispatchKeyEvent(event) else -> return super.dispatchKeyEvent(event)
} }
val vk = Keymap.toVk(event.keyCode) // Full-event overload: evdev scancode first (positional under ANY selected
// physical-keyboard layout), keycode fallback — see Keymap docs.
val vk = Keymap.toVk(event)
if (vk != 0) { if (vk != 0) {
NativeBridge.nativeSendKey(handle, vk, down, 0) NativeBridge.nativeSendKey(handle, vk, down, 0)
return true // consumed — don't let the system also act on it return true // consumed — don't let the system also act on it
} }
} }
} }
} else if (event.isFromSource(InputDevice.SOURCE_GAMEPAD)) { } else {
// Not streaming: a game controller drives the Compose UI (TV + phone). Map the face // The Controllers debug screen sees pad events before the navigation remap below.
// buttons to the navigation keys the focus system understands; D-pad *keys* already move padKeyProbe?.let { if (it(event)) return true }
// focus on their own, so they fall through to super untouched. if (event.isFromSource(InputDevice.SOURCE_GAMEPAD)) {
val mapped = when (event.keyCode) { // Not streaming: a game controller drives the Compose UI (TV + phone). Map the face
KeyEvent.KEYCODE_BUTTON_A -> KeyEvent.KEYCODE_DPAD_CENTER // activate focused element // buttons to the navigation keys the focus system understands; D-pad *keys* already
KeyEvent.KEYCODE_BUTTON_B -> KeyEvent.KEYCODE_BACK // back / dismiss // move focus on their own, so they fall through to super untouched.
else -> 0 val mapped = when (event.keyCode) {
KeyEvent.KEYCODE_BUTTON_A -> KeyEvent.KEYCODE_DPAD_CENTER // activate focused element
KeyEvent.KEYCODE_BUTTON_B -> KeyEvent.KEYCODE_BACK // back / dismiss
else -> 0
}
if (mapped != 0) return super.dispatchKeyEvent(KeyEvent(event.action, mapped))
} }
if (mapped != 0) return super.dispatchKeyEvent(KeyEvent(event.action, mapped))
} }
return super.dispatchKeyEvent(event) return super.dispatchKeyEvent(event)
} }
@@ -101,6 +115,8 @@ class MainActivity : ComponentActivity() {
if (axisMapper?.onMotion(event) == true) return true if (axisMapper?.onMotion(event) == true) return true
return super.dispatchGenericMotionEvent(event) return super.dispatchGenericMotionEvent(event)
} }
// The Controllers debug screen sees pad motion before the stick→D-pad synthesis below.
padMotionProbe?.let { if (it(event)) return true }
// Not streaming: turn the gamepad HAT / left stick into discrete D-pad focus moves, so a // Not streaming: turn the gamepad HAT / left stick into discrete D-pad focus moves, so a
// controller navigates the menus even when its D-pad reports as axes (not key events) and // controller navigates the menus even when its D-pad reports as axes (not key events) and
// for stick-based navigation. Edge-detected so a held direction moves focus exactly once. // for stick-based navigation. Edge-detected so a held direction moves focus exactly once.
@@ -14,8 +14,21 @@ data class Settings(
val height: Int = 0, val height: Int = 0,
val hz: Int = 0, val hz: Int = 0,
val bitrateKbps: Int = 0, val bitrateKbps: Int = 0,
/**
* Advertise HDR (10-bit BT.2020 PQ) to the host. Default on, but only *effective* on a panel that
* can actually present HDR10 (see [displaySupportsHdr]) — on an SDR display HDR is never
* advertised regardless, so the host sends a proper 8-bit BT.709 stream rather than PQ the panel
* would mis-tone-map. Turning this off forces SDR even on a capable panel.
*/
val hdrEnabled: Boolean = true,
val compositor: Int = 0, val compositor: Int = 0,
val gamepad: Int = 0, val gamepad: Int = 0,
/** Requested audio channel count: 2 (stereo), 6 (5.1) or 8 (7.1). The host clamps to what it
* can capture; the resolved count drives the decoder + AAudio layout. */
val audioChannels: Int = 2,
/** Preferred video codec: `"auto"` (host decides), `"hevc"`, or `"h264"`. A soft preference — the
* host emits it when it can, else falls back. AMediaCodec decodes whichever the host resolves. */
val codec: String = "auto",
val micEnabled: Boolean = false, val micEnabled: Boolean = false,
/** Show the live stats overlay (FPS / throughput / latency) during a stream. */ /** Show the live stats overlay (FPS / throughput / latency) during a stream. */
val statsHudEnabled: Boolean = true, val statsHudEnabled: Boolean = true,
@@ -37,8 +50,11 @@ class SettingsStore(context: Context) {
height = prefs.getInt(K_H, 0), height = prefs.getInt(K_H, 0),
hz = prefs.getInt(K_HZ, 0), hz = prefs.getInt(K_HZ, 0),
bitrateKbps = prefs.getInt(K_BITRATE, 0), bitrateKbps = prefs.getInt(K_BITRATE, 0),
hdrEnabled = prefs.getBoolean(K_HDR, true),
compositor = prefs.getInt(K_COMPOSITOR, 0), compositor = prefs.getInt(K_COMPOSITOR, 0),
gamepad = prefs.getInt(K_GAMEPAD, 0), gamepad = prefs.getInt(K_GAMEPAD, 0),
audioChannels = prefs.getInt(K_AUDIO_CH, 2),
codec = prefs.getString(K_CODEC, "auto") ?: "auto",
micEnabled = prefs.getBoolean(K_MIC, false), micEnabled = prefs.getBoolean(K_MIC, false),
statsHudEnabled = prefs.getBoolean(K_HUD, true), statsHudEnabled = prefs.getBoolean(K_HUD, true),
trackpadMode = prefs.getBoolean(K_TRACKPAD, true), trackpadMode = prefs.getBoolean(K_TRACKPAD, true),
@@ -50,8 +66,11 @@ class SettingsStore(context: Context) {
.putInt(K_H, s.height) .putInt(K_H, s.height)
.putInt(K_HZ, s.hz) .putInt(K_HZ, s.hz)
.putInt(K_BITRATE, s.bitrateKbps) .putInt(K_BITRATE, s.bitrateKbps)
.putBoolean(K_HDR, s.hdrEnabled)
.putInt(K_COMPOSITOR, s.compositor) .putInt(K_COMPOSITOR, s.compositor)
.putInt(K_GAMEPAD, s.gamepad) .putInt(K_GAMEPAD, s.gamepad)
.putInt(K_AUDIO_CH, s.audioChannels)
.putString(K_CODEC, s.codec)
.putBoolean(K_MIC, s.micEnabled) .putBoolean(K_MIC, s.micEnabled)
.putBoolean(K_HUD, s.statsHudEnabled) .putBoolean(K_HUD, s.statsHudEnabled)
.putBoolean(K_TRACKPAD, s.trackpadMode) .putBoolean(K_TRACKPAD, s.trackpadMode)
@@ -63,8 +82,11 @@ class SettingsStore(context: Context) {
const val K_H = "height" const val K_H = "height"
const val K_HZ = "hz" const val K_HZ = "hz"
const val K_BITRATE = "bitrate_kbps" const val K_BITRATE = "bitrate_kbps"
const val K_HDR = "hdr_enabled"
const val K_COMPOSITOR = "compositor" const val K_COMPOSITOR = "compositor"
const val K_GAMEPAD = "gamepad" const val K_GAMEPAD = "gamepad"
const val K_AUDIO_CH = "audio_channels"
const val K_CODEC = "codec"
const val K_MIC = "mic_enabled" const val K_MIC = "mic_enabled"
const val K_HUD = "stats_hud_enabled" const val K_HUD = "stats_hud_enabled"
const val K_TRACKPAD = "trackpad_mode" const val K_TRACKPAD = "trackpad_mode"
@@ -133,6 +155,28 @@ val REFRESH_OPTIONS = listOf(
240 to "240 Hz", 240 to "240 Hz",
) )
/** (channel count, label). 2 = stereo (default), 6 = 5.1, 8 = 7.1. */
val AUDIO_CHANNEL_OPTIONS = listOf(
2 to "Stereo",
6 to "5.1 Surround",
8 to "7.1 Surround",
)
/** (stored value, label) for the preferred video codec. `"auto"` = host decides. */
val CODEC_OPTIONS = listOf(
"auto" to "Automatic",
"hevc" to "HEVC (H.265)",
"h264" to "H.264 (AVC)",
)
/** The [Settings.codec] string as a `quic::CODEC_*` preference byte (`0` = auto). H264=1, HEVC=2. */
fun Settings.preferredCodec(): Int = when (codec) {
"h264" -> 1
"hevc" -> 2
"av1" -> 4
else -> 0
}
/** (kbps, label). `0` = host default. */ /** (kbps, label). `0` = host default. */
val BITRATE_OPTIONS = listOf( val BITRATE_OPTIONS = listOf(
0 to "Automatic", 0 to "Automatic",
@@ -5,6 +5,7 @@ import android.content.pm.PackageManager
import androidx.activity.compose.BackHandler import androidx.activity.compose.BackHandler
import androidx.activity.compose.rememberLauncherForActivityResult import androidx.activity.compose.rememberLauncherForActivityResult
import androidx.activity.result.contract.ActivityResultContracts import androidx.activity.result.contract.ActivityResultContracts
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Arrangement import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Column import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.ColumnScope import androidx.compose.foundation.layout.ColumnScope
@@ -44,6 +45,8 @@ import androidx.core.content.ContextCompat
fun SettingsScreen(initial: Settings, onChange: (Settings) -> Unit, onBack: () -> Unit) { fun SettingsScreen(initial: Settings, onChange: (Settings) -> Unit, onBack: () -> Unit) {
var s by remember { mutableStateOf(initial) } var s by remember { mutableStateOf(initial) }
val context = LocalContext.current val context = LocalContext.current
var showLicenses by remember { mutableStateOf(false) }
var showControllers by remember { mutableStateOf(false) }
fun update(next: Settings) { fun update(next: Settings) {
s = next s = next
onChange(next) onChange(next)
@@ -56,6 +59,15 @@ fun SettingsScreen(initial: Settings, onChange: (Settings) -> Unit, onBack: () -
ActivityResultContracts.RequestPermission(), ActivityResultContracts.RequestPermission(),
) { granted -> update(s.copy(micEnabled = granted)) } ) { granted -> update(s.copy(micEnabled = granted)) }
if (showLicenses) {
LicensesScreen(onBack = { showLicenses = false })
return
}
if (showControllers) {
ControllersScreen(gamepadSetting = s.gamepad, onBack = { showControllers = false })
return
}
Column( Column(
modifier = Modifier modifier = Modifier
.fillMaxSize() .fillMaxSize()
@@ -87,6 +99,28 @@ fun SettingsScreen(initial: Settings, onChange: (Settings) -> Unit, onBack: () -
options = BITRATE_OPTIONS, options = BITRATE_OPTIONS,
selected = s.bitrateKbps, selected = s.bitrateKbps,
) { kbps -> update(s.copy(bitrateKbps = kbps)) } ) { kbps -> update(s.copy(bitrateKbps = kbps)) }
SettingDropdown(
label = "Video codec",
options = CODEC_OPTIONS,
selected = s.codec,
) { c -> update(s.copy(codec = c)) }
// HDR is only meaningful on a panel that can present HDR10; on an SDR display the toggle
// is disabled (and HDR is never advertised regardless) so the host doesn't send PQ the
// panel would mis-tone-map. The capability is fixed for the device, so read it once.
val hdrCapable = remember { displaySupportsHdr(context) }
ToggleRow(
title = "HDR",
subtitle = if (hdrCapable) {
"Stream 10-bit HDR (BT.2020 PQ) when the host supports it"
} else {
"This display can't present HDR10 — streams stay SDR"
},
checked = s.hdrEnabled && hdrCapable,
enabled = hdrCapable,
onCheckedChange = { on -> update(s.copy(hdrEnabled = on)) },
)
} }
SettingsGroup("Host") { SettingsGroup("Host") {
@@ -101,9 +135,21 @@ fun SettingsScreen(initial: Settings, onChange: (Settings) -> Unit, onBack: () -
options = GAMEPAD_OPTIONS.mapIndexed { i, lbl -> i to lbl }, options = GAMEPAD_OPTIONS.mapIndexed { i, lbl -> i to lbl },
selected = s.gamepad, selected = s.gamepad,
) { g -> update(s.copy(gamepad = g)) } ) { g -> update(s.copy(gamepad = g)) }
ClickableRow(
title = "Connected controllers",
subtitle = "What the app detects, with a live input test",
onClick = { showControllers = true },
)
} }
SettingsGroup("Audio") { SettingsGroup("Audio") {
SettingDropdown(
label = "Audio channels",
options = AUDIO_CHANNEL_OPTIONS,
selected = s.audioChannels,
) { ch -> update(s.copy(audioChannels = ch)) }
ToggleRow( ToggleRow(
title = "Microphone", title = "Microphone",
subtitle = "Send your mic to the host's virtual microphone", subtitle = "Send your mic to the host's virtual microphone",
@@ -137,6 +183,14 @@ fun SettingsScreen(initial: Settings, onChange: (Settings) -> Unit, onBack: () -
onCheckedChange = { on -> update(s.copy(statsHudEnabled = on)) }, onCheckedChange = { on -> update(s.copy(statsHudEnabled = on)) },
) )
} }
SettingsGroup("About") {
ClickableRow(
title = "Open-source licenses",
subtitle = "Third-party notices and credits",
onClick = { showLicenses = true },
)
}
} }
} }
@@ -160,15 +214,41 @@ private fun SettingsGroup(title: String, content: @Composable ColumnScope.() ->
} }
} }
/** A title + subtitle on the left, a Switch on the right. */ /** A title + subtitle on the left, a Switch on the right. [enabled] greys out the whole row. */
@Composable @Composable
private fun ToggleRow( private fun ToggleRow(
title: String, title: String,
subtitle: String, subtitle: String,
checked: Boolean, checked: Boolean,
onCheckedChange: (Boolean) -> Unit, onCheckedChange: (Boolean) -> Unit,
enabled: Boolean = true,
) { ) {
// Dim the labels when disabled so the row reads as inactive (the Switch dims itself).
val labelAlpha = if (enabled) 1f else 0.38f
Row(modifier = Modifier.fillMaxWidth(), verticalAlignment = Alignment.CenterVertically) { Row(modifier = Modifier.fillMaxWidth(), verticalAlignment = Alignment.CenterVertically) {
Column(Modifier.weight(1f)) {
Text(
title,
style = MaterialTheme.typography.bodyLarge,
color = MaterialTheme.colorScheme.onSurface.copy(alpha = labelAlpha),
)
Text(
subtitle,
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant.copy(alpha = labelAlpha),
)
}
Switch(checked = checked, onCheckedChange = onCheckedChange, enabled = enabled)
}
}
/** A title + subtitle on the left; the whole row is clickable (opens a sub-screen). */
@Composable
private fun ClickableRow(title: String, subtitle: String, onClick: () -> Unit) {
Row(
modifier = Modifier.fillMaxWidth().clickable(onClick = onClick),
verticalAlignment = Alignment.CenterVertically,
) {
Column(Modifier.weight(1f)) { Column(Modifier.weight(1f)) {
Text(title, style = MaterialTheme.typography.bodyLarge) Text(title, style = MaterialTheme.typography.bodyLarge)
Text( Text(
@@ -177,7 +257,6 @@ private fun ToggleRow(
color = MaterialTheme.colorScheme.onSurfaceVariant, color = MaterialTheme.colorScheme.onSurfaceVariant,
) )
} }
Switch(checked = checked, onCheckedChange = onCheckedChange)
} }
} }
@@ -0,0 +1,98 @@
package io.unom.punktfunk
import androidx.compose.foundation.background
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.text.font.FontFamily
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import io.unom.punktfunk.kit.NativeBridge
import kotlin.math.roundToInt
/**
* The live stats overlay — mirrors the Apple client's HUD. Reads the 14-double layout from
* [NativeBridge.nativeVideoStats]:
* `[fps, mbps, latP50Ms, latP95Ms, latValid, skew, w, h, hz, dropped, bitDepth, colorPrimaries,
* colorTransfer, chromaFormatIdc]`. The trailing four (present on a current native lib) describe the
* negotiated video feed and render as a codec/depth/colour/chroma line; older layouts just omit it.
*/
@Composable
internal fun StatsOverlay(s: DoubleArray, modifier: Modifier = Modifier) {
if (s.size < 10) return
val w = s[6].toInt()
val h = s[7].toInt()
val hz = s[8].toInt()
val latValid = s[4] != 0.0
val skew = s[5] != 0.0
val dropped = s[9].toLong()
Column(
modifier = modifier
.background(Color.Black.copy(alpha = 0.45f), RoundedCornerShape(6.dp))
.padding(horizontal = 8.dp, vertical = 4.dp),
) {
Text(
"$w×$h@$hz ${s[0].roundToInt()} fps ${"%.1f".format(s[1])} Mb/s",
color = Color.White,
fontFamily = FontFamily.Monospace,
fontSize = 12.sp,
)
videoFeedLine(s)?.let { feed ->
Text(
feed,
color = Color.White,
fontFamily = FontFamily.Monospace,
fontSize = 12.sp,
)
}
if (latValid) {
val tag = if (skew) "" else " (same-host)"
Text(
"capture→client ${"%.1f".format(s[2])}/${"%.1f".format(s[3])} ms p50/p95$tag",
color = Color.White,
fontFamily = FontFamily.Monospace,
fontSize = 12.sp,
)
}
if (dropped > 0) {
Text(
"dropped $dropped",
color = Color(0xFFFFB0B0),
fontFamily = FontFamily.Monospace,
fontSize = 12.sp,
)
}
}
}
/**
* Format the negotiated video-feed descriptor from the trailing four stats doubles
* `[bitDepth, colorPrimaries, colorTransfer, chromaFormatIdc]`, e.g.
* `HEVC · 10-bit · HDR (BT.2020 PQ) · 4:2:0`. Returns `null` on a pre-video-feed layout (< 14 doubles)
* so the overlay simply omits the line. The codes are CICP / H.273: transfer 16 = PQ, 18 = HLG (else
* SDR); primaries 9 = BT.2020, 1 = BT.709; chroma_format_idc 1 = 4:2:0, 2 = 4:2:2, 3 = 4:4:4. The
* Android decoder is always HEVC (`video/hevc`).
*/
private fun videoFeedLine(s: DoubleArray): String? {
if (s.size < 14) return null
val bitDepth = s[10].toInt()
val primaries = s[11].toInt()
val transfer = s[12].toInt()
val chromaIdc = s[13].toInt()
val depthLabel = if (bitDepth > 0) "$bitDepth-bit" else "8-bit"
val (dynamicRange, colorSpace) = when (transfer) {
16 -> "HDR" to "BT.2020 PQ"
18 -> "HDR" to "BT.2020 HLG"
else -> "SDR" to if (primaries == 9) "BT.2020" else "BT.709"
}
val chromaLabel = when (chromaIdc) {
3 -> "4:4:4"
2 -> "4:2:2"
else -> "4:2:0"
}
return "HEVC · $depthLabel · $dynamicRange ($colorSpace) · $chromaLabel"
}
@@ -1,20 +1,15 @@
package io.unom.punktfunk package io.unom.punktfunk
import android.Manifest import android.Manifest
import android.content.pm.ActivityInfo
import android.content.pm.PackageManager import android.content.pm.PackageManager
import android.view.SurfaceHolder import android.view.SurfaceHolder
import android.view.SurfaceView import android.view.SurfaceView
import android.view.WindowManager import android.view.WindowManager
import androidx.activity.compose.BackHandler import androidx.activity.compose.BackHandler
import androidx.compose.foundation.background
import androidx.compose.foundation.gestures.awaitEachGesture
import androidx.compose.foundation.gestures.awaitFirstDown
import androidx.compose.foundation.layout.Box import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.fillMaxSize import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.padding import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable import androidx.compose.runtime.Composable
import androidx.compose.runtime.DisposableEffect import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.LaunchedEffect import androidx.compose.runtime.LaunchedEffect
@@ -24,12 +19,9 @@ import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.input.pointer.pointerInput import androidx.compose.ui.input.pointer.pointerInput
import androidx.compose.ui.platform.LocalContext import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.text.font.FontFamily
import androidx.compose.ui.unit.dp import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import androidx.compose.ui.viewinterop.AndroidView import androidx.compose.ui.viewinterop.AndroidView
import androidx.core.content.ContextCompat import androidx.core.content.ContextCompat
import androidx.core.view.WindowCompat import androidx.core.view.WindowCompat
@@ -40,25 +32,6 @@ import io.unom.punktfunk.kit.GamepadFeedback
import io.unom.punktfunk.kit.NativeBridge import io.unom.punktfunk.kit.NativeBridge
import java.util.concurrent.atomic.AtomicBoolean import java.util.concurrent.atomic.AtomicBoolean
import kotlinx.coroutines.delay import kotlinx.coroutines.delay
import kotlin.math.abs
import kotlin.math.hypot
import kotlin.math.roundToInt
// Touch-gesture tuning (px / ms). TAP_SLOP: movement under this still counts as a tap, not a drag.
// TAP_DRAG_MS: a new touch within this long after a tap starts a left-button drag. SCROLL_DIV: px of
// two-finger pan per wheel notch (smaller = faster scroll).
private const val TAP_SLOP = 12f
private const val TAP_DRAG_MS = 250L
private const val SCROLL_DIV = 4f
// Trackpad-mode pointer ballistics (relative one-finger motion). POINTER_SENS: base finger-px →
// host-px gain (~1:1, never twitchy). The rest is mild acceleration so a flick crosses the screen
// while a slow drag stays precise: above ACCEL_SPEED_FLOOR px/ms the gain ramps by ACCEL_GAIN per
// px/ms, capped at ACCEL_MAX (so a fast swipe can't fling the cursor uncontrollably).
private const val POINTER_SENS = 1.3f
private const val ACCEL_GAIN = 0.6f
private const val ACCEL_SPEED_FLOOR = 0.3f
private const val ACCEL_MAX = 3.0f
@Composable @Composable
fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) { fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
@@ -75,18 +48,25 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
Manifest.permission.RECORD_AUDIO, Manifest.permission.RECORD_AUDIO,
) == PackageManager.PERMISSION_GRANTED ) == PackageManager.PERMISSION_GRANTED
// Live decode stats for the HUD. Poll once a second for the whole stream (cheap, and each call // Live decode stats for the HUD. `showStats` gates the whole pipeline: the native per-frame
// drains+resets the native window so it never grows unbounded even while the overlay is hidden); // sampling (nativeSetVideoStatsEnabled — hidden HUD costs one atomic load per frame) AND the
// `showStats` only gates rendering. A 3-finger tap toggles it live; the default comes from Settings. // 1 s poll loop, which only runs while the overlay is visible. Enabling resets the native
// window, so re-showing never renders stale data. A 3-finger tap toggles it live; the default
// comes from Settings.
val initialSettings = remember { SettingsStore(context).load() } val initialSettings = remember { SettingsStore(context).load() }
var stats by remember { mutableStateOf<DoubleArray?>(null) } var stats by remember { mutableStateOf<DoubleArray?>(null) }
var showStats by remember { mutableStateOf(initialSettings.statsHudEnabled) } var showStats by remember { mutableStateOf(initialSettings.statsHudEnabled) }
// Touch model is fixed per session (re-keys the gesture handler below if it ever changes). // Touch model is fixed per session (re-keys the gesture handler below if it ever changes).
val trackpad = initialSettings.trackpadMode val trackpad = initialSettings.trackpadMode
LaunchedEffect(handle) { LaunchedEffect(handle, showStats) {
while (true) { NativeBridge.nativeSetVideoStatsEnabled(handle, showStats)
delay(1000) if (showStats) {
stats = NativeBridge.nativeVideoStats(handle) while (true) {
delay(1000)
stats = NativeBridge.nativeVideoStats(handle)
}
} else {
stats = null // drop the last snapshot so a re-show never flashes stale numbers
} }
} }
@@ -102,6 +82,13 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
it.systemBarsBehavior = WindowInsetsControllerCompat.BEHAVIOR_SHOW_TRANSIENT_BARS_BY_SWIPE it.systemBarsBehavior = WindowInsetsControllerCompat.BEHAVIOR_SHOW_TRANSIENT_BARS_BY_SWIPE
it.hide(WindowInsetsCompat.Type.systemBars()) it.hide(WindowInsetsCompat.Type.systemBars())
} }
// Lock to landscape while streaming — the host streams a landscape desktop, so pin the device
// there (either landscape direction is fine) and stop it rotating to portrait mid-session. The
// activity declares configChanges=orientation, so this re-lays out the surface in place without
// recreating the activity (no stream restart). On TV (fixed landscape) it's a harmless no-op.
// The prior request is captured and restored on the way out.
val priorOrientation = activity?.requestedOrientation
activity?.requestedOrientation = ActivityInfo.SCREEN_ORIENTATION_SENSOR_LANDSCAPE
activity?.streamHandle = handle // route hardware keys to this session activity?.streamHandle = handle // route hardware keys to this session
activity?.axisMapper = Gamepad.AxisMapper(handle) // route joystick axes activity?.axisMapper = Gamepad.AxisMapper(handle) // route joystick axes
// Host→client feedback (rumble + DualSense lightbar/LEDs); poll threads stopped before close. // Host→client feedback (rumble + DualSense lightbar/LEDs); poll threads stopped before close.
@@ -114,6 +101,9 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
activity?.streamHandle = 0L activity?.streamHandle = 0L
controller?.show(WindowInsetsCompat.Type.systemBars()) controller?.show(WindowInsetsCompat.Type.systemBars())
window?.clearFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON) window?.clearFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON)
// Release the landscape lock so the rest of the app follows the device/system again.
activity?.requestedOrientation =
priorOrientation ?: ActivityInfo.SCREEN_ORIENTATION_UNSPECIFIED
// Leaving the stream: stop the mic + audio + decode threads and tear down the session. // Leaving the stream: stop the mic + audio + decode threads and tear down the session.
NativeBridge.nativeStopMic(handle) NativeBridge.nativeStopMic(handle)
NativeBridge.nativeStopAudio(handle) NativeBridge.nativeStopAudio(handle)
@@ -158,202 +148,12 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
if (showStats) { if (showStats) {
stats?.let { StatsOverlay(it, Modifier.align(Alignment.TopStart).padding(12.dp)) } stats?.let { StatsOverlay(it, Modifier.align(Alignment.TopStart).padding(12.dp)) }
} }
// Touch → mouse. Two models, chosen by the Trackpad-mode setting: // Touch → mouse (trackpad vs. direct pointing + the shared gesture vocabulary — see
// • trackpad (default): the cursor STAYS where it is on touch-down and moves by the finger's // streamTouchInput in TouchInput.kt).
// relative delta (MouseMove) with mild pointer acceleration — swipe to nudge, lift and
// re-swipe to walk it across, tap to click where it is. This is what makes the cursor
// reachable on a small screen.
// • direct (opt-out): the cursor jumps to the finger and follows it (MouseMoveAbs,
// host-normalized against the overlay size), the old "direct pointing" behaviour.
// Both share the same gesture vocabulary: tap = left click; two-finger tap = right click;
// two-finger drag = scroll; tap-then-press-and-drag = left-drag (text selection / moving
// windows); three-finger tap = toggle the stats HUD.
Box( Box(
Modifier.fillMaxSize().pointerInput(handle, trackpad) { Modifier.fillMaxSize().pointerInput(handle, trackpad) {
var lastTapUp = 0L streamTouchInput(handle, trackpad, onToggleStats = { showStats = !showStats })
var lastTapX = 0f
var lastTapY = 0f
fun moveAbs(x: Float, y: Float) {
val sw = size.width
val sh = size.height
if (sw <= 0 || sh <= 0) return
NativeBridge.nativeSendPointerAbs(
handle,
x.coerceIn(0f, (sw - 1).toFloat()).roundToInt(),
y.coerceIn(0f, (sh - 1).toFloat()).roundToInt(),
sw,
sh,
)
}
awaitEachGesture {
val down = awaitFirstDown(requireUnconsumed = false)
val startX = down.position.x
val startY = down.position.y
// A touch landing just after a quick tap nearby = tap-and-drag: hold the left
// button for this whole gesture (laptop-trackpad convention).
val isDrag = down.uptimeMillis - lastTapUp < TAP_DRAG_MS &&
abs(startX - lastTapX) < TAP_SLOP && abs(startY - lastTapY) < TAP_SLOP
lastTapUp = 0L // consume the arming either way
// Direct mode jumps the cursor to the finger; trackpad mode leaves it put (the
// whole point — you nudge it with swipes instead).
if (!trackpad) moveAbs(startX, startY)
if (isDrag) NativeBridge.nativeSendPointerButton(handle, 1, true)
var moved = false
var maxFingers = 1
var scrolling = false
var prevCx = startX
var prevCy = startY
var upTime = down.uptimeMillis
// Trackpad relative-motion state: the tracked finger, its last position/time, and
// the sub-pixel remainder so a slow drag isn't lost to Int truncation.
var trackId = down.id
var prevX = startX
var prevY = startY
var prevT = down.uptimeMillis
var accX = 0f
var accY = 0f
while (true) {
val ev = awaitPointerEvent()
val pressed = ev.changes.filter { it.pressed }
if (pressed.isEmpty()) {
upTime = ev.changes.firstOrNull()?.uptimeMillis ?: upTime
break
}
if (pressed.size > maxFingers) maxFingers = pressed.size
if (pressed.size >= 2) {
// Two fingers → scroll by the centroid delta; never move the cursor.
val cx = (pressed.sumOf { it.position.x.toDouble() } / pressed.size).toFloat()
val cy = (pressed.sumOf { it.position.y.toDouble() } / pressed.size).toFloat()
if (!scrolling) {
scrolling = true
prevCx = cx
prevCy = cy
}
val sy = ((prevCy - cy) / SCROLL_DIV).toInt() // finger up → wheel up
val sx = ((cx - prevCx) / SCROLL_DIV).toInt()
if (sy != 0) {
NativeBridge.nativeSendScroll(handle, 0, sy * 120)
prevCy = cy
moved = true
}
if (sx != 0) {
NativeBridge.nativeSendScroll(handle, 1, sx * 120)
prevCx = cx
moved = true
}
} else if (!scrolling) {
// One finger (skipped once a gesture turned into a scroll, so dropping
// back to one finger doesn't jerk the cursor).
val p = pressed.firstOrNull { it.id == down.id } ?: pressed.first()
if (abs(p.position.x - startX) > TAP_SLOP ||
abs(p.position.y - startY) > TAP_SLOP
) {
moved = true
}
if (trackpad) {
// Relative: move by the finger delta × (sensitivity × acceleration),
// carrying the sub-pixel remainder. Re-anchor (zero delta this frame)
// if the tracked finger changed, so lifting one of several fingers
// never jumps the cursor.
if (p.id != trackId) {
trackId = p.id
prevX = p.position.x
prevY = p.position.y
prevT = p.uptimeMillis
}
val dx = p.position.x - prevX
val dy = p.position.y - prevY
val dt = (p.uptimeMillis - prevT).coerceAtLeast(1L)
prevX = p.position.x
prevY = p.position.y
prevT = p.uptimeMillis
val speed = hypot(dx, dy) / dt // finger px per ms
val accel = (1f + ACCEL_GAIN * (speed - ACCEL_SPEED_FLOOR).coerceAtLeast(0f))
.coerceAtMost(ACCEL_MAX)
accX += dx * POINTER_SENS * accel
accY += dy * POINTER_SENS * accel
val outX = accX.toInt() // truncates toward zero → remainder kept w/ sign
val outY = accY.toInt()
if (outX != 0 || outY != 0) {
NativeBridge.nativeSendPointerMove(handle, outX, outY)
accX -= outX
accY -= outY
}
} else {
moveAbs(p.position.x, p.position.y) // direct: cursor follows the finger
}
}
ev.changes.forEach { it.consume() }
}
if (isDrag) {
NativeBridge.nativeSendPointerButton(handle, 1, false) // end the drag
} else if (!moved) {
when {
maxFingers >= 3 -> showStats = !showStats // in-stream HUD toggle
maxFingers == 2 -> { // two-finger tap → right click
NativeBridge.nativeSendPointerButton(handle, 3, true)
NativeBridge.nativeSendPointerButton(handle, 3, false)
}
else -> { // tap → left click (at the cursor's current spot), arm tap-drag
NativeBridge.nativeSendPointerButton(handle, 1, true)
NativeBridge.nativeSendPointerButton(handle, 1, false)
lastTapUp = upTime
lastTapX = startX
lastTapY = startY
}
}
}
}
}, },
) )
} }
} }
/**
* The live stats overlay — mirrors the Apple client's HUD. Reads the 10-double layout from
* [NativeBridge.nativeVideoStats]:
* `[fps, mbps, latP50Ms, latP95Ms, latValid, skew, w, h, hz, dropped]`.
*/
@Composable
private fun StatsOverlay(s: DoubleArray, modifier: Modifier = Modifier) {
if (s.size < 10) return
val w = s[6].toInt()
val h = s[7].toInt()
val hz = s[8].toInt()
val latValid = s[4] != 0.0
val skew = s[5] != 0.0
val dropped = s[9].toLong()
Column(
modifier = modifier
.background(Color.Black.copy(alpha = 0.45f), RoundedCornerShape(6.dp))
.padding(horizontal = 8.dp, vertical = 4.dp),
) {
Text(
"$w×$h@$hz ${s[0].roundToInt()} fps ${"%.1f".format(s[1])} Mb/s",
color = Color.White,
fontFamily = FontFamily.Monospace,
fontSize = 12.sp,
)
if (latValid) {
val tag = if (skew) "" else " (same-host)"
Text(
"capture→client ${"%.1f".format(s[2])}/${"%.1f".format(s[3])} ms p50/p95$tag",
color = Color.White,
fontFamily = FontFamily.Monospace,
fontSize = 12.sp,
)
}
if (dropped > 0) {
Text(
"dropped $dropped",
color = Color(0xFFFFB0B0),
fontFamily = FontFamily.Monospace,
fontSize = 12.sp,
)
}
}
}
@@ -10,7 +10,9 @@ import androidx.compose.ui.platform.LocalContext
// punktfunk brand violets (from the app icon: #6C5BF3 / #A79FF8 / #D2C9FB on a #16132A indigo). // punktfunk brand violets (from the app icon: #6C5BF3 / #A79FF8 / #D2C9FB on a #16132A indigo).
// Used as the fallback dark scheme on pre-Android-12 devices; on 12+ we defer to Material You. // Used as the fallback dark scheme on pre-Android-12 devices; on 12+ we defer to Material You.
private val BrandDark = darkColorScheme( // `internal` (not private) so the CI screenshot tests can force the deterministic brand palette —
// Material You dynamic colour has no wallpaper to seed from under the Robolectric JVM renderer.
internal val BrandDark = darkColorScheme(
primary = Color(0xFFA79FF8), primary = Color(0xFFA79FF8),
onPrimary = Color(0xFF1B1442), onPrimary = Color(0xFF1B1442),
primaryContainer = Color(0xFF4C3FB3), primaryContainer = Color(0xFF4C3FB3),
@@ -0,0 +1,184 @@
package io.unom.punktfunk
import androidx.compose.foundation.gestures.awaitEachGesture
import androidx.compose.foundation.gestures.awaitFirstDown
import androidx.compose.ui.input.pointer.PointerInputScope
import io.unom.punktfunk.kit.NativeBridge
import kotlin.math.abs
import kotlin.math.hypot
import kotlin.math.roundToInt
// Touch-gesture tuning (px / ms). TAP_SLOP: movement under this still counts as a tap, not a drag.
// TAP_DRAG_MS: a new touch within this long after a tap starts a left-button drag. SCROLL_DIV: px of
// two-finger pan per wheel notch (smaller = faster scroll).
private const val TAP_SLOP = 12f
private const val TAP_DRAG_MS = 250L
private const val SCROLL_DIV = 4f
// Trackpad-mode pointer ballistics (relative one-finger motion). POINTER_SENS: base finger-px →
// host-px gain (~1:1, never twitchy). The rest is mild acceleration so a flick crosses the screen
// while a slow drag stays precise: above ACCEL_SPEED_FLOOR px/ms the gain ramps by ACCEL_GAIN per
// px/ms, capped at ACCEL_MAX (so a fast swipe can't fling the cursor uncontrollably).
private const val POINTER_SENS = 1.3f
private const val ACCEL_GAIN = 0.6f
private const val ACCEL_SPEED_FLOOR = 0.3f
private const val ACCEL_MAX = 3.0f
/**
* Touch → mouse, run inside the stream overlay's `pointerInput`. Two models, chosen by the
* Trackpad-mode setting:
* * trackpad (default): the cursor STAYS where it is on touch-down and moves by the finger's
* relative delta (MouseMove) with mild pointer acceleration — swipe to nudge, lift and
* re-swipe to walk it across, tap to click where it is. This is what makes the cursor
* reachable on a small screen.
* * direct (opt-out): the cursor jumps to the finger and follows it (MouseMoveAbs,
* host-normalized against the overlay size), the old "direct pointing" behaviour.
*
* Both share the same gesture vocabulary: tap = left click; two-finger tap = right click;
* two-finger drag = scroll; tap-then-press-and-drag = left-drag (text selection / moving
* windows); three-finger tap = [onToggleStats] (the stats HUD).
*/
internal suspend fun PointerInputScope.streamTouchInput(
handle: Long,
trackpad: Boolean,
onToggleStats: () -> Unit,
) {
var lastTapUp = 0L
var lastTapX = 0f
var lastTapY = 0f
fun moveAbs(x: Float, y: Float) {
val sw = size.width
val sh = size.height
if (sw <= 0 || sh <= 0) return
NativeBridge.nativeSendPointerAbs(
handle,
x.coerceIn(0f, (sw - 1).toFloat()).roundToInt(),
y.coerceIn(0f, (sh - 1).toFloat()).roundToInt(),
sw,
sh,
)
}
awaitEachGesture {
val down = awaitFirstDown(requireUnconsumed = false)
val startX = down.position.x
val startY = down.position.y
// A touch landing just after a quick tap nearby = tap-and-drag: hold the left
// button for this whole gesture (laptop-trackpad convention).
val isDrag = down.uptimeMillis - lastTapUp < TAP_DRAG_MS &&
abs(startX - lastTapX) < TAP_SLOP && abs(startY - lastTapY) < TAP_SLOP
lastTapUp = 0L // consume the arming either way
// Direct mode jumps the cursor to the finger; trackpad mode leaves it put (the
// whole point — you nudge it with swipes instead).
if (!trackpad) moveAbs(startX, startY)
if (isDrag) NativeBridge.nativeSendPointerButton(handle, 1, true)
var moved = false
var maxFingers = 1
var scrolling = false
var prevCx = startX
var prevCy = startY
var upTime = down.uptimeMillis
// Trackpad relative-motion state: the tracked finger, its last position/time, and
// the sub-pixel remainder so a slow drag isn't lost to Int truncation.
var trackId = down.id
var prevX = startX
var prevY = startY
var prevT = down.uptimeMillis
var accX = 0f
var accY = 0f
while (true) {
val ev = awaitPointerEvent()
val pressed = ev.changes.filter { it.pressed }
if (pressed.isEmpty()) {
upTime = ev.changes.firstOrNull()?.uptimeMillis ?: upTime
break
}
if (pressed.size > maxFingers) maxFingers = pressed.size
if (pressed.size >= 2) {
// Two fingers → scroll by the centroid delta; never move the cursor.
val cx = (pressed.sumOf { it.position.x.toDouble() } / pressed.size).toFloat()
val cy = (pressed.sumOf { it.position.y.toDouble() } / pressed.size).toFloat()
if (!scrolling) {
scrolling = true
prevCx = cx
prevCy = cy
}
val sy = ((prevCy - cy) / SCROLL_DIV).toInt() // finger up → wheel up
val sx = ((cx - prevCx) / SCROLL_DIV).toInt()
if (sy != 0) {
NativeBridge.nativeSendScroll(handle, 0, sy * 120)
prevCy = cy
moved = true
}
if (sx != 0) {
NativeBridge.nativeSendScroll(handle, 1, sx * 120)
prevCx = cx
moved = true
}
} else if (!scrolling) {
// One finger (skipped once a gesture turned into a scroll, so dropping
// back to one finger doesn't jerk the cursor).
val p = pressed.firstOrNull { it.id == down.id } ?: pressed.first()
if (abs(p.position.x - startX) > TAP_SLOP ||
abs(p.position.y - startY) > TAP_SLOP
) {
moved = true
}
if (trackpad) {
// Relative: move by the finger delta × (sensitivity × acceleration),
// carrying the sub-pixel remainder. Re-anchor (zero delta this frame)
// if the tracked finger changed, so lifting one of several fingers
// never jumps the cursor.
if (p.id != trackId) {
trackId = p.id
prevX = p.position.x
prevY = p.position.y
prevT = p.uptimeMillis
}
val dx = p.position.x - prevX
val dy = p.position.y - prevY
val dt = (p.uptimeMillis - prevT).coerceAtLeast(1L)
prevX = p.position.x
prevY = p.position.y
prevT = p.uptimeMillis
val speed = hypot(dx, dy) / dt // finger px per ms
val accel = (1f + ACCEL_GAIN * (speed - ACCEL_SPEED_FLOOR).coerceAtLeast(0f))
.coerceAtMost(ACCEL_MAX)
accX += dx * POINTER_SENS * accel
accY += dy * POINTER_SENS * accel
val outX = accX.toInt() // truncates toward zero → remainder kept w/ sign
val outY = accY.toInt()
if (outX != 0 || outY != 0) {
NativeBridge.nativeSendPointerMove(handle, outX, outY)
accX -= outX
accY -= outY
}
} else {
moveAbs(p.position.x, p.position.y) // direct: cursor follows the finger
}
}
ev.changes.forEach { it.consume() }
}
if (isDrag) {
NativeBridge.nativeSendPointerButton(handle, 1, false) // end the drag
} else if (!moved) {
when {
maxFingers >= 3 -> onToggleStats() // in-stream HUD toggle
maxFingers == 2 -> { // two-finger tap → right click
NativeBridge.nativeSendPointerButton(handle, 3, true)
NativeBridge.nativeSendPointerButton(handle, 3, false)
}
else -> { // tap → left click (at the cursor's current spot), arm tap-drag
NativeBridge.nativeSendPointerButton(handle, 1, true)
NativeBridge.nativeSendPointerButton(handle, 1, false)
lastTapUp = upTime
lastTapX = startX
lastTapY = startY
}
}
}
}
}
@@ -14,8 +14,10 @@ enum class Tab(val label: String, val icon: ImageVector) {
/** /**
* A trust decision awaiting the user before a connect proceeds. [name] is the label to save the * A trust decision awaiting the user before a connect proceeds. [name] is the label to save the
* host under. Trust-on-first-use ([Kind.TRUST_NEW]) is only ever offered when the host ADVERTISED * host under. Trust-on-first-use ([Kind.TRUST_NEW]) is only ever offered when the host ADVERTISED
* pair=optional; a pair=required host or a manually-typed/unknown-policy host goes straight to PIN * pair=optional; a pair=required host or a manually-typed/unknown-policy host is offered the
* pairing ([Kind.PAIR]), and a changed fingerprint forces re-pairing — never a silent re-trust. * two ways in ([Kind.REQUEST_ACCESS]): a no-PIN "request access" connect the operator approves in
* the host's console, or the SPAKE2 PIN ceremony ([Kind.PAIR]). A changed fingerprint forces
* re-pairing by PIN ([Kind.FP_CHANGED]) — never a silent re-trust.
*/ */
data class PendingTrust( data class PendingTrust(
val host: String, val host: String,
@@ -24,7 +26,7 @@ data class PendingTrust(
val advertisedFp: String?, val advertisedFp: String?,
val kind: Kind, val kind: Kind,
) { ) {
enum class Kind { TRUST_NEW, FP_CHANGED, PAIR } enum class Kind { TRUST_NEW, FP_CHANGED, PAIR, REQUEST_ACCESS }
} }
/** Trust state of a host, shown as a colored pill on its card. */ /** Trust state of a host, shown as a colored pill on its card. */
@@ -0,0 +1,74 @@
package io.unom.punktfunk.screenshots
import androidx.activity.ComponentActivity
import androidx.compose.ui.test.junit4.createAndroidComposeRule
import androidx.compose.ui.test.onRoot
import com.github.takahirom.roborazzi.captureRoboImage
import com.github.takahirom.roborazzi.captureScreenRoboImage
import org.junit.Rule
import org.junit.Test
import org.junit.runner.RunWith
import org.robolectric.RobolectricTestRunner
import org.robolectric.annotation.Config
import org.robolectric.annotation.GraphicsMode
/**
* App-store / marketing screenshots of the native Android client, rendered on the JVM by Roborazzi
* (Robolectric Native Graphics) — no emulator, GPU, host, or JNI core. The scenes (ShotScenes.kt)
* render the REAL Compose UI with mock state.
*
* `sdk = [36]` is mandatory: Robolectric ships android-all jars only up to API 36 (Android 16), and
* the app's compileSdk is 37. PNGs land in build/outputs/roborazzi/.
*/
@RunWith(RobolectricTestRunner::class)
@GraphicsMode(GraphicsMode.Mode.NATIVE)
@Config(sdk = [36], qualifiers = "w360dp-h800dp-xxhdpi")
class ScreenshotTest {
@get:Rule
val compose = createAndroidComposeRule<ComponentActivity>()
private val out = "build/outputs/roborazzi"
// Pausing the animation clock before composing (then advancing once past the entrance animation
// and freezing) is what makes a text-field-bearing scene capturable: a focused field blinks its
// cursor via an infinite animation that otherwise keeps Compose perpetually "busy", so
// setContent's wait-for-idle never returns. Frozen, the capture is also deterministic.
/** Full-screen content scenes: the compose root fills the device, so a root capture is the shot. */
private fun shootRoot(name: String, content: @androidx.compose.runtime.Composable () -> Unit) {
compose.mainClock.autoAdvance = false
compose.setContent { ShotTheme(content) }
compose.mainClock.advanceTimeBy(800)
compose.onRoot().captureRoboImage("$out/phone-$name.png")
}
/** Dialog scenes: the AlertDialog is a separate window, so capture the whole screen (all windows). */
private fun shootScreen(name: String, content: @androidx.compose.runtime.Composable () -> Unit) {
compose.mainClock.autoAdvance = false
compose.setContent { ShotTheme(content) }
compose.mainClock.advanceTimeBy(800)
captureScreenRoboImage("$out/phone-$name.png")
}
@Test
fun hosts() = shootRoot("hosts") { HostsScene() }
@Test
fun settings() = shootRoot("settings") { SettingsScene() }
@Test
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi") // landscape — the stream is immersive
fun stream() = shootRoot("stream") { StreamScene() }
@Test
fun trust() = shootScreen("trust") {
HostsScene()
TrustDialog()
}
@Test
fun pair() = shootScreen("pair") {
HostsScene()
PairDialog()
}
}
@@ -0,0 +1,197 @@
package io.unom.punktfunk.screenshots
import androidx.compose.foundation.background
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.lazy.grid.GridCells
import androidx.compose.foundation.lazy.grid.GridItemSpan
import androidx.compose.foundation.lazy.grid.LazyVerticalGrid
import androidx.compose.foundation.lazy.grid.items
import androidx.compose.material3.AlertDialog
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Surface
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Brush
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.unit.dp
import io.unom.punktfunk.BrandDark
import io.unom.punktfunk.Settings
import io.unom.punktfunk.SettingsScreen
import io.unom.punktfunk.StatsOverlay
import io.unom.punktfunk.components.HostCard
import io.unom.punktfunk.components.SectionLabel
import io.unom.punktfunk.models.HostStatus
// The CI screenshot scenes: the REAL app composables, fed embedded mock state, under the forced
// brand palette (Material You has no wallpaper to seed from on the JVM). The stream-video surface
// and ConnectScreen/App are intentionally absent — they require the live JNI core / a session.
/** Forces the deterministic punktfunk brand scheme (see Theme.kt) instead of dynamic colour. */
@Composable
internal fun ShotTheme(content: @Composable () -> Unit) {
MaterialTheme(colorScheme = BrandDark, content = content)
}
private data class MockHost(val name: String, val address: String, val status: HostStatus)
private val SAVED = listOf(
MockHost("Living Room PC", "192.168.1.42:9777", HostStatus.PAIRED),
MockHost("Office", "192.168.1.50:9777", HostStatus.TOFU),
)
private val DISCOVERED = listOf(
MockHost("studio-deck", "192.168.1.61:9777", HostStatus.PAIRING),
MockHost("HTPC", "192.168.1.70:9777", HostStatus.TOFU),
)
/** The connect screen's host grid, reconstructed from the real HostCard/SectionLabel components. */
@Composable
internal fun HostsScene() {
Surface(Modifier.fillMaxSize(), color = MaterialTheme.colorScheme.background) {
LazyVerticalGrid(
columns = GridCells.Adaptive(minSize = 160.dp),
modifier = Modifier.fillMaxSize(),
contentPadding = androidx.compose.foundation.layout.PaddingValues(16.dp),
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
item(span = { GridItemSpan(maxLineSpan) }) {
Column(
horizontalAlignment = Alignment.CenterHorizontally,
modifier = Modifier.fillMaxWidth(),
) {
Spacer(Modifier.height(8.dp))
Text("Punktfunk", style = MaterialTheme.typography.headlineLarge)
Text(
"stream a remote desktop",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
Spacer(Modifier.height(24.dp))
}
}
item(span = { GridItemSpan(maxLineSpan) }) { SectionLabel("Saved hosts") }
items(SAVED) { h ->
HostCard(h.name, h.address, h.status, enabled = true, onConnect = {}, onForget = {}, onRename = {})
}
item(span = { GridItemSpan(maxLineSpan) }) {
Spacer(Modifier.height(12.dp))
SectionLabel("Discovered on the network")
}
items(DISCOVERED) { h ->
HostCard(h.name, h.address, h.status, enabled = true, onConnect = {}, onForget = null)
}
}
}
}
/** The real SettingsScreen, fed a representative non-default Settings. */
@Composable
internal fun SettingsScene() {
Surface(Modifier.fillMaxSize(), color = MaterialTheme.colorScheme.background) {
SettingsScreen(
initial = Settings(
width = 1920,
height = 1080,
hz = 120,
bitrateKbps = 50_000,
compositor = 1,
gamepad = 2,
micEnabled = true,
statsHudEnabled = true,
trackpadMode = true,
),
onChange = {},
onBack = {},
)
}
}
/** The real TOFU AlertDialog (mirrors ConnectScreen's PendingTrust.Kind.TRUST_NEW), shown over the host grid. */
@Composable
internal fun TrustDialog() {
AlertDialog(
onDismissRequest = {},
title = { Text("Trust this host?") },
text = {
Column {
Text("First connection to 192.168.1.61:9777.")
Text("Fingerprint 9f8e7d6c5b4a3928…")
Text(
"This host allows trust-on-first-use, but that can't tell an impostor " +
"from the real host. Pairing with a PIN is stronger — it proves both sides.",
)
}
},
confirmButton = { TextButton({}) { Text("Trust (TOFU)") } },
dismissButton = { TextButton({}) { Text("Pair with PIN…") } },
)
}
/** The PIN-pairing AlertDialog (mirrors ConnectScreen's PendingTrust.Kind.PAIR). The live screen
* uses OutlinedTextFields, but a TextField inside a Dialog window never reaches idle under
* Robolectric (its focus/cursor machinery animates forever) — so the PIN is shown as a static
* display here, which also reads better in a marketing shot. */
@Composable
internal fun PairDialog() {
AlertDialog(
onDismissRequest = {},
title = { Text("Pair with PIN") },
text = {
Column {
Text("Enter the 4-digit PIN shown on the host.")
Spacer(Modifier.height(16.dp))
Surface(
color = MaterialTheme.colorScheme.surfaceVariant,
shape = MaterialTheme.shapes.medium,
modifier = Modifier.fillMaxWidth(),
) {
Text(
"4 8 2 7",
style = MaterialTheme.typography.headlineMedium,
textAlign = TextAlign.Center,
modifier = Modifier.fillMaxWidth().padding(vertical = 16.dp),
)
}
Spacer(Modifier.height(12.dp))
Text(
"This device: Pixel 9 Pro",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
},
confirmButton = { TextButton({}) { Text("Pair") } },
dismissButton = { TextButton({}) { Text("Cancel") } },
)
}
/** The live stats HUD (the real StatsOverlay) over a synthetic "streamed frame" gradient. */
@Composable
internal fun StreamScene() {
Box(
Modifier
.fillMaxSize()
.background(
Brush.linearGradient(listOf(Color(0xFF2A1E5C), Color(0xFF0E1B3D), Color(0xFF06122B))),
),
) {
// [fps, mbps, latP50, latP95, latValid, skew, w, h, hz, dropped,
// bitDepth, colorPrimaries, colorTransfer, chromaFormatIdc] — the last four = a 10-bit
// BT.2020 PQ (HDR) 4:2:0 feed, so the HUD renders its video-feed line.
StatsOverlay(
doubleArrayOf(238.0, 921.4, 1.3, 2.1, 1.0, 1.0, 5120.0, 1440.0, 240.0, 0.0, 10.0, 9.0, 16.0, 1.0),
Modifier.align(Alignment.TopStart).padding(12.dp),
)
}
}
+8 -2
View File
@@ -99,6 +99,12 @@ val cargoNdkDebug = registerCargoNdk("cargoNdkDebug", release = false)
val cargoNdkRelease = registerCargoNdk("cargoNdkRelease", release = true) val cargoNdkRelease = registerCargoNdk("cargoNdkRelease", release = true)
afterEvaluate { afterEvaluate {
tasks.named("preDebugBuild").configure { dependsOn(cargoNdkDebug) } // `-PskipRustBuild` skips the cargo-ndk native build — for JVM-only tasks (the Roborazzi
tasks.named("preReleaseBuild").configure { dependsOn(cargoNdkRelease) } // screenshot unit tests render Compose on the JVM and never load libpunktfunk_android.so), so
// CI/local screenshot runs don't need the Rust toolchain or NDK. The native build stays wired
// for every normal APK/AAR build.
if (!project.hasProperty("skipRustBuild")) {
tasks.named("preDebugBuild").configure { dependsOn(cargoNdkDebug) }
tasks.named("preReleaseBuild").configure { dependsOn(cargoNdkRelease) }
}
} }
@@ -50,15 +50,25 @@ object Gamepad {
const val PREF_DUALSENSE = 2 const val PREF_DUALSENSE = 2
const val PREF_XBOXONE = 3 const val PREF_XBOXONE = 3
const val PREF_DUALSHOCK4 = 4 const val PREF_DUALSHOCK4 = 4
const val PREF_STEAMCONTROLLER = 5
const val PREF_STEAMDECK = 6
// USB vendor ids of the controllers we can identify by VID/PID. // USB vendor ids of the controllers we can identify by VID/PID.
private const val VID_SONY = 0x054C private const val VID_SONY = 0x054C
private const val VID_MICROSOFT = 0x045E private const val VID_MICROSOFT = 0x045E
private const val VID_VALVE = 0x28DE
// Sony product ids. DualSense (PS5) and DualShock 4 (PS4) map to distinct host pad types. // Sony product ids. DualSense (PS5) and DualShock 4 (PS4) map to distinct host pad types.
private val PID_DUALSENSE = setOf(0x0CE6, 0x0DF2) private val PID_DUALSENSE = setOf(0x0CE6, 0x0DF2)
private val PID_DUALSHOCK4 = setOf(0x05C4, 0x09CC) private val PID_DUALSHOCK4 = setOf(0x05C4, 0x09CC)
// Valve: Steam Deck built-in controller (0x1205); classic Steam Controller wired (0x1102) /
// dongle (0x1142). The host builds the virtual hid-steam pad; rich-input capture (paddles /
// trackpads / gyro) is out of scope on Android (no rich-input plane yet), so only the standard
// buttons + sticks reach the host for now — parity with the desktop type resolution.
private val PID_STEAMDECK = setOf(0x1205)
private val PID_STEAMCONTROLLER = setOf(0x1102, 0x1142)
// Microsoft Xbox One / Series product ids (wired + the common Bluetooth/dongle revisions). All // Microsoft Xbox One / Series product ids (wired + the common Bluetooth/dongle revisions). All
// behave like Xbox 360 on the host minus the glyph identity, so they share one pref byte. // behave like Xbox 360 on the host minus the glyph identity, so they share one pref byte.
private val PID_XBOXONE = setOf( private val PID_XBOXONE = setOf(
@@ -82,24 +92,26 @@ object Gamepad {
vid == VID_SONY && pid in PID_DUALSENSE -> PREF_DUALSENSE vid == VID_SONY && pid in PID_DUALSENSE -> PREF_DUALSENSE
vid == VID_SONY && pid in PID_DUALSHOCK4 -> PREF_DUALSHOCK4 vid == VID_SONY && pid in PID_DUALSHOCK4 -> PREF_DUALSHOCK4
vid == VID_MICROSOFT && pid in PID_XBOXONE -> PREF_XBOXONE vid == VID_MICROSOFT && pid in PID_XBOXONE -> PREF_XBOXONE
vid == VID_VALVE && pid in PID_STEAMDECK -> PREF_STEAMDECK
vid == VID_VALVE && pid in PID_STEAMCONTROLLER -> PREF_STEAMCONTROLLER
else -> PREF_XBOX360 else -> PREF_XBOX360
} }
} }
/** First connected gamepad/joystick [InputDevice], or null when none is attached. */ /** True when [dev]'s source classes include gamepad or joystick. */
fun firstPad(): InputDevice? { fun isPad(dev: InputDevice?): Boolean {
for (id in InputDevice.getDeviceIds()) { val s = dev?.sources ?: return false
val d = InputDevice.getDevice(id) ?: continue return s and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD ||
val s = d.sources s and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK
if (s and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD ||
s and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK
) {
return d
}
}
return null
} }
/** All connected gamepad/joystick [InputDevice]s, in system enumeration order. */
fun pads(): List<InputDevice> =
InputDevice.getDeviceIds().toList().mapNotNull { InputDevice.getDevice(it) }.filter { isPad(it) }
/** First connected gamepad/joystick [InputDevice], or null when none is attached. */
fun firstPad(): InputDevice? = pads().firstOrNull()
/** /**
* The [GamepadPref] wire byte to send for the user's [setting] (the persisted gamepad index). A * The [GamepadPref] wire byte to send for the user's [setting] (the persisted gamepad index). A
* non-Auto setting is passed through unchanged; "Automatic" ([PREF_AUTO]) resolves to a concrete * non-Auto setting is passed through unchanged; "Automatic" ([PREF_AUTO]) resolves to a concrete
@@ -3,13 +3,79 @@ package io.unom.punktfunk.kit
import android.view.KeyEvent import android.view.KeyEvent
/** /**
* Android `KEYCODE_*` → Windows Virtual-Key code (the punktfunk wire contract; the host maps VK → * Hardware key → Windows Virtual-Key code (the punktfunk wire contract: **US-positional** — we
* evdev via `inject::vk_to_evdev`). The Android analogue of the Linux client's evdev→VK table * forward the physical key, not the typed character; the host maps VK → evdev via
* (`punktfunk-client-linux/src/keymap.rs`) and the Apple client's `hidToVK`. Positional/US-layout — * `inject::vk_to_evdev`). The Android analogue of the Linux client's evdev→VK table
* we forward the physical key, not the typed character. Unmapped keys → 0 (the Rust side drops them). * (`punktfunk-client-linux/src/keymap.rs`) and the Apple client's `hidToVK`.
* Extend this alongside `punktfunk-host/src/inject.rs::vk_to_evdev` (emit only VKs the host knows). *
* Prefer [toVk] with the full [KeyEvent]: it reads the raw evdev scancode first, because
* `KeyEvent.keyCode` is only positional under the stock US key layout — a user-selected physical
* keyboard layout (Settings → Physical keyboard) remaps keycodes semantically (AOSP's German .kcm
* carries `map key 21 Z` / `map key 44 Y`), which would apply the layout twice: once here, once on
* the host (the y↔z / ü-on-ö scramble). Unmapped keys → 0 (the Rust side drops them). Extend this
* alongside `punktfunk-host/src/inject.rs::vk_to_evdev` (emit only VKs the host knows).
*/ */
object Keymap { object Keymap {
/**
* Positional wire VK for a hardware key event: the evdev scancode table first (immune to the
* selected physical-keyboard layout), falling back to the keycode table for events without a
* scancode (soft keyboards, synthetic events) and for everything outside the typing area
* (layout-invariant there, incl. gamepad buttons whose scancodes lie outside the table).
*/
fun toVk(event: KeyEvent): Int {
val positional = evdevToVk(event.scanCode)
return if (positional != 0) positional else toVk(event.keyCode)
}
/**
* Linux evdev keycode (`KeyEvent.scanCode`) → US-positional VK for the layout-**variant**
* typing area — the same 48-key table as the Linux client's `evdev_to_vk` and the hosts'
* fixed tables. Everything else → 0 (the keycode path is already positional for those).
*/
fun evdevToVk(scan: Int): Int = when (scan) {
in 2..10 -> 0x31 + (scan - 2) // KEY_1..KEY_9
11 -> 0x30 // KEY_0
12 -> 0xBD // KEY_MINUS -_ VK_OEM_MINUS (DE: ß)
13 -> 0xBB // KEY_EQUAL =+ VK_OEM_PLUS
16 -> 0x51 // Q
17 -> 0x57 // W
18 -> 0x45 // E
19 -> 0x52 // R
20 -> 0x54 // T
21 -> 0x59 // KEY_Y — US-Y position (QWERTZ: the Z key)
22 -> 0x55 // U
23 -> 0x49 // I
24 -> 0x4F // O
25 -> 0x50 // P
26 -> 0xDB // KEY_LEFTBRACE [{ VK_OEM_4 (DE: ü)
27 -> 0xDD // KEY_RIGHTBRACE ]} VK_OEM_6
30 -> 0x41 // A
31 -> 0x53 // S
32 -> 0x44 // D
33 -> 0x46 // F
34 -> 0x47 // G
35 -> 0x48 // H
36 -> 0x4A // J
37 -> 0x4B // K
38 -> 0x4C // L
39 -> 0xBA // KEY_SEMICOLON ;: VK_OEM_1 (DE: ö)
40 -> 0xDE // KEY_APOSTROPHE '" VK_OEM_7 (DE: ä)
41 -> 0xC0 // KEY_GRAVE `~ VK_OEM_3 (DE: ^)
43 -> 0xDC // KEY_BACKSLASH \| VK_OEM_5
44 -> 0x5A // KEY_Z — US-Z position (QWERTZ: the Y key)
45 -> 0x58 // X
46 -> 0x43 // C
47 -> 0x56 // V
48 -> 0x42 // B
49 -> 0x4E // N
50 -> 0x4D // M
51 -> 0xBC // KEY_COMMA ,< VK_OEM_COMMA
52 -> 0xBE // KEY_DOT .> VK_OEM_PERIOD
53 -> 0xBF // KEY_SLASH /? VK_OEM_2
86 -> 0xE2 // KEY_102ND <>| VK_OEM_102 (ISO)
else -> 0
}
fun toVk(keyCode: Int): Int = when (keyCode) { fun toVk(keyCode: Int): Int = when (keyCode) {
in KeyEvent.KEYCODE_A..KeyEvent.KEYCODE_Z -> 0x41 + (keyCode - KeyEvent.KEYCODE_A) // AZ in KeyEvent.KEYCODE_A..KeyEvent.KEYCODE_Z -> 0x41 + (keyCode - KeyEvent.KEYCODE_A) // AZ
in KeyEvent.KEYCODE_0..KeyEvent.KEYCODE_9 -> 0x30 + (keyCode - KeyEvent.KEYCODE_0) // 09 row in KeyEvent.KEYCODE_0..KeyEvent.KEYCODE_9 -> 0x30 + (keyCode - KeyEvent.KEYCODE_0) // 09 row
@@ -29,8 +29,10 @@ object NativeBridge {
* trust-on-first-use — read [nativeHostFingerprint] after; else 64-hex host SHA-256, mismatch → * trust-on-first-use — read [nativeHostFingerprint] after; else 64-hex host SHA-256, mismatch →
* `0`). [width]/[height]/[refreshHz] are the requested virtual-output mode (the host streams at * `0`). [width]/[height]/[refreshHz] are the requested virtual-output mode (the host streams at
* exactly this); [bitrateKbps] 0 = host default; [compositorPref]/[gamepadPref] are the * exactly this); [bitrateKbps] 0 = host default; [compositorPref]/[gamepadPref] are the
* `CompositorPref`/`GamepadPref` wire bytes (0 = Auto). Returns an opaque session handle, or `0` * `CompositorPref`/`GamepadPref` wire bytes (0 = Auto). [timeoutMs] is the handshake budget — the
* on failure. Pair with exactly one [nativeClose]. * normal path passes a short value, the no-PIN "request access" path a long one (≥ the host's
* approval-park window) so a slow operator approval lands on this same parked connection. Returns
* an opaque session handle, or `0` on failure. Pair with exactly one [nativeClose].
*/ */
external fun nativeConnect( external fun nativeConnect(
host: String, host: String,
@@ -45,6 +47,10 @@ object NativeBridge {
compositorPref: Int, compositorPref: Int,
gamepadPref: Int, gamepadPref: Int,
hdrEnabled: Boolean, hdrEnabled: Boolean,
audioChannels: Int,
/** Preferred video codec as a `quic::CODEC_*` bit (`0` = auto). Soft — the host falls back. */
preferredCodec: Int,
timeoutMs: Int,
): Long ): Long
/** 64-hex SHA-256 of the cert the host presented on [handle]; valid after a successful connect. */ /** 64-hex SHA-256 of the cert the host presented on [handle]; valid after a successful connect. */
@@ -99,12 +105,23 @@ object NativeBridge {
/** /**
* Drain ~1 s of live decode stats for the on-stream HUD, or `null` when no decode thread runs. * Drain ~1 s of live decode stats for the on-stream HUD, or `null` when no decode thread runs.
* Returns 10 doubles: * Returns 14 doubles:
* `[fps, mbps, latP50Ms, latP95Ms, latValid, skewCorrected, width, height, refreshHz, framesDropped]` * `[fps, mbps, latP50Ms, latP95Ms, latValid, skewCorrected, width, height, refreshHz, framesDropped,
* (the two flags are 1.0/0.0). Poll ~1 Hz; each call resets the measurement window. * bitDepth, colorPrimaries, colorTransfer, chromaFormatIdc]`
* (the two flags are 1.0/0.0; the trailing four describe the negotiated video feed — bit depth
* 8/10, CICP primaries/transfer, and the HEVC chroma_format_idc 1=4:2:0 / 3=4:4:4). Poll ~1 Hz;
* each call resets the measurement window.
*/ */
external fun nativeVideoStats(handle: Long): DoubleArray? external fun nativeVideoStats(handle: Long): DoubleArray?
/**
* Gate per-frame stats sampling on the HUD being visible: while disabled the decode thread
* skips the per-AU clock read + lock, so toggle this with the overlay (and only poll
* [nativeVideoStats] while it's on). Enabling resets the measurement window — no stale data.
* Sticky for the session (survives video stop/start). No-op on `0`.
*/
external fun nativeSetVideoStatsEnabled(handle: Long, enabled: Boolean)
/** /**
* Start host→client audio: Opus decode → jitter ring → AAudio (LowLatency), all in Rust. No-op * Start host→client audio: Opus decode → jitter ring → AAudio (LowLatency), all in Rust. No-op
* if already started. Best-effort — a failure leaves video streaming. * if already started. Best-effort — a failure leaves video streaming.
@@ -0,0 +1,43 @@
package io.unom.punktfunk.kit
import org.junit.Assert.assertEquals
import org.junit.Test
/**
* Pure JVM test of the positional scancode table (`Keymap.evdevToVk`) — no Android runtime types
* (the `KeyEvent` constants in the keycode table are compile-time-inlined ints). Run:
* `./gradlew :kit:testDebugUnitTest`.
*/
class KeymapTest {
/**
* The German-scramble regression pins: the physical keys a QWERTZ board labels Z/Y/ö/ü/ä/ß
* must leave this client as their US-position VKs, regardless of the user-selected physical
* keyboard layout (which remaps `keyCode`, not `scanCode`).
*/
@Test
fun positionalPinsForTheQwertzScramble() {
assertEquals(0x59, Keymap.evdevToVk(21)) // KEY_Y (QWERTZ: Z key) → VK_Y
assertEquals(0x5A, Keymap.evdevToVk(44)) // KEY_Z (QWERTZ: Y key) → VK_Z
assertEquals(0xBA, Keymap.evdevToVk(39)) // KEY_SEMICOLON (QWERTZ: ö) → VK_OEM_1
assertEquals(0xDB, Keymap.evdevToVk(26)) // KEY_LEFTBRACE (QWERTZ: ü) → VK_OEM_4
assertEquals(0xDE, Keymap.evdevToVk(40)) // KEY_APOSTROPHE (QWERTZ: ä) → VK_OEM_7
assertEquals(0xBD, Keymap.evdevToVk(12)) // KEY_MINUS (QWERTZ: ß) → VK_OEM_MINUS
}
/**
* Exactly the 48 typing-area keys are covered (10 digits + 26 letters + 12 OEM) with unique
* VKs; everything else (nav, F-row, modifiers, gamepad buttons at 0x100+) falls through to
* the keycode table.
*/
@Test
fun tableCoversTheTypingAreaBijectively() {
val mapped = (0..0x200).mapNotNull { sc ->
Keymap.evdevToVk(sc).takeIf { it != 0 }?.let { sc to it }
}
assertEquals(48, mapped.size)
assertEquals(48, mapped.map { it.second }.toSet().size)
assertEquals(0, Keymap.evdevToVk(1)) // KEY_ESC — layout-invariant, keycode path
assertEquals(0, Keymap.evdevToVk(59)) // KEY_F1
assertEquals(0, Keymap.evdevToVk(304)) // BTN_SOUTH — gamepad, never a typing key
}
}
+2 -2
View File
@@ -27,8 +27,8 @@ log = "0.4"
mdns-sd = "0.20" mdns-sd = "0.20"
# Android-only deps. Gated so `cargo build --workspace` on the Linux/macOS dev boxes + CI still # Android-only deps. Gated so `cargo build --workspace` on the Linux/macOS dev boxes + CI still
# compiles this crate (as a host cdylib) — the Android-framework glue (logging now; AMediaCodec via # compiles this crate (as a host cdylib) — the Android-framework glue (logging, AMediaCodec + AAudio
# `ndk` and Oboe/Opus audio later) is only pulled in for the real `*-linux-android` targets. # via `ndk`, the Opus codec) is only pulled in for the real `*-linux-android` targets.
[target.'cfg(target_os = "android")'.dependencies] [target.'cfg(target_os = "android")'.dependencies]
android_logger = "0.14" android_logger = "0.14"
# NDK bindings. "media" = AMediaCodec/ANativeWindow (video); "audio" = AAudio (audio playback). # NDK bindings. "media" = AMediaCodec/ANativeWindow (video); "audio" = AAudio (audio playback).
+206 -115
View File
@@ -1,7 +1,11 @@
//! Android audio playback (android-only): pull Opus packets from the connector, decode to //! Android audio playback (android-only): pull Opus packets from the connector, decode to
//! interleaved f32 stereo, and feed AAudio (LowLatency) via its realtime data callback through a //! interleaved f32 (stereo or 5.1/7.1 surround), and feed AAudio (LowLatency) via its realtime data
//! jitter ring. Mirrors [`crate::decode`]: one thread we own (the Opus decode producer) plus a //! callback through a jitter ring. Mirrors [`crate::decode`]: one thread we own (the Opus decode
//! shutdown flag; the realtime callback thread is owned by AAudio. //! producer) plus a shutdown flag; the realtime callback thread is owned by AAudio.
//!
//! The layout is the host-RESOLVED channel count (`NativeClient::audio_channels`, negotiated at
//! connect), so an older/clamping host that can only capture stereo is decoded + played as stereo.
//! 2 = stereo / 6 = 5.1 / 8 = 7.1, in the canonical wire order FL FR FC LFE RL RR SL SR.
//! //!
//! The ring started as a port of `punktfunk-client-linux/src/audio.rs`, but AAudio — unlike //! The ring started as a port of `punktfunk-client-linux/src/audio.rs`, but AAudio — unlike
//! PipeWire, which adaptively rate-matches the stream and absorbs a shallow buffer — hands us a raw //! PipeWire, which adaptively rate-matches the stream and absorbs a shallow buffer — hands us a raw
@@ -26,36 +30,72 @@ use std::sync::mpsc::{sync_channel, Receiver, SyncSender, TrySendError};
use std::sync::Arc; use std::sync::Arc;
use std::time::Duration; use std::time::Duration;
const CHANNELS: usize = 2;
const SAMPLE_RATE: i32 = 48_000; const SAMPLE_RATE: i32 = 48_000;
/// Decoded-chunk hand-off depth: 64 × 5 ms = 320 ms slack (matches the core's AUDIO_QUEUE). /// Decoded-chunk hand-off depth: 64 × 5 ms = 320 ms slack (matches the core's AUDIO_QUEUE).
const RING_CHUNKS: usize = 64; const RING_CHUNKS: usize = 64;
/// Opus decode scratch: worst-case 120 ms stereo frame (5760 samples/ch × 2 ch).
const PCM_SCRATCH: usize = 5760 * CHANNELS;
// --- Jitter-ring depths, in interleaved-f32 samples (all expressed in ms via `MS`). ----------- // --- Jitter-ring depths, in MILLISECONDS (scaled to interleaved-f32 samples at runtime). --------
// The channel count is negotiated, not a compile-time const, so these are kept in ms and multiplied
// by `ms` (interleaved-f32 samples per millisecond at the resolved layout) inside `start`.
// Unlike the Linux client (PipeWire adaptively rate-matches the stream to the graph clock, masking // Unlike the Linux client (PipeWire adaptively rate-matches the stream to the graph clock, masking
// host↔DAC drift + a shallow ring), AAudio hands us a raw callback and we own the buffer: drift and // host↔DAC drift + a shallow ring), AAudio hands us a raw callback and we own the buffer: drift and
// WiFi power-save bunching land as underruns/overflows = crackle. So Android runs a deliberately // WiFi power-save bunching land as underruns/overflows = crackle. So Android runs a deliberately
// deeper, smoothly-managed ring than Linux — keep the two clients' depths intentionally divergent. // deeper, smoothly-managed ring than Linux — keep the two clients' depths intentionally divergent.
/// Interleaved f32 samples per millisecond (48 kHz × 2 ch).
const MS: usize = (SAMPLE_RATE as usize / 1000) * CHANNELS; // 96
/// Prime/target floor: fill to ~40 ms before playing (and after a sustained drain). Deep enough to /// Prime/target floor: fill to ~40 ms before playing (and after a sustained drain). Deep enough to
/// ride out WiFi arrival jitter + clock drift; the dominant Android-only anti-crackle lever. /// ride out WiFi arrival jitter + clock drift; the dominant Android-only anti-crackle lever.
const PRIME_FLOOR: usize = 40 * MS; const PRIME_FLOOR_MS: usize = 40;
/// Ceiling for the burst-scaled target (so a large quantum can't push the prime depth too high). /// Ceiling for the burst-scaled target (so a large quantum can't push the prime depth too high).
const PRIME_CEIL: usize = 80 * MS; const PRIME_CEIL_MS: usize = 80;
/// Drop-oldest headroom above the target before trimming — a ~80 ms band swallows an arrival burst /// Drop-oldest headroom above the target before trimming — a ~80 ms band swallows an arrival burst
/// without overflowing. /// without overflowing.
const JITTER_HEADROOM: usize = 80 * MS; const JITTER_HEADROOM_MS: usize = 80;
/// Hard latency bound: never let the ring exceed ~150 ms (the only thing that caps added latency). /// Hard latency bound: never let the ring exceed ~150 ms (the only thing that caps added latency).
const HARD_CAP: usize = 150 * MS; const HARD_CAP_MS: usize = 150;
/// Re-prime (go silent to refill) only after this many CONSECUTIVE empty callbacks, so one transient /// Re-prime (go silent to refill) only after this many CONSECUTIVE empty callbacks, so one transient
/// drain doesn't manufacture a fresh 40 ms silence (the old `if ring.is_empty()` re-primed instantly). /// drain doesn't manufacture a fresh 40 ms silence (the old `if ring.is_empty()` re-primed instantly).
const DEPRIME_AFTER_CALLBACKS: u32 = 5; const DEPRIME_AFTER_CALLBACKS: u32 = 5;
/// Throttle the AAudio XRun-driven HW-buffer grow check (cheap, but no need to poll every quantum). /// Throttle the AAudio XRun-driven HW-buffer grow check (cheap, but no need to poll every quantum).
const XRUN_CHECK_EVERY: u32 = 128; const XRUN_CHECK_EVERY: u32 = 128;
/// Opus decoder for the audio plane: a plain stereo decoder (the validated path) or a multistream
/// decoder for 5.1/7.1, both behind one `decode_float`. Built from the host-RESOLVED channel count
/// via the shared layout table. Mirrors the Linux client's `AudioDec`.
enum AudioDec {
Stereo(opus::Decoder),
Surround(opus::MSDecoder),
}
impl AudioDec {
fn new(channels: u8) -> Result<AudioDec, opus::Error> {
if channels == 2 {
Ok(AudioDec::Stereo(opus::Decoder::new(
SAMPLE_RATE as u32,
opus::Channels::Stereo,
)?))
} else {
let l = punktfunk_core::audio::layout_for(channels, false);
Ok(AudioDec::Surround(opus::MSDecoder::new(
SAMPLE_RATE as u32,
l.streams,
l.coupled,
l.mapping,
)?))
}
}
fn decode_float(
&mut self,
input: &[u8],
out: &mut [f32],
fec: bool,
) -> Result<usize, opus::Error> {
match self {
AudioDec::Stereo(d) => d.decode_float(input, out, fec),
AudioDec::Surround(d) => d.decode_float(input, out, fec),
}
}
}
/// Diagnostics — written by the decode thread + the realtime callback, logged periodically. The /// Diagnostics — written by the decode thread + the realtime callback, logged periodically. The
/// audio analogue of the video `fed`/`rendered` counters (we can't "screenshot" sound). /// audio analogue of the video `fed`/`rendered` counters (we can't "screenshot" sound).
#[derive(Default)] #[derive(Default)]
@@ -74,109 +114,155 @@ pub struct AudioPlayback {
} }
impl AudioPlayback { impl AudioPlayback {
/// Open AAudio (LowLatency, 48 kHz/stereo/f32) with a realtime callback draining a jitter ring, /// Open AAudio (LowLatency, 48 kHz/f32, the host-resolved channel layout) with a realtime
/// then spawn the Opus decode thread. `None` on failure (the caller leaves video streaming). /// callback draining a jitter ring, then spawn the Opus decode thread. `None` on failure (the
/// caller leaves video streaming).
pub fn start(client: Arc<NativeClient>) -> Option<AudioPlayback> { pub fn start(client: Arc<NativeClient>) -> Option<AudioPlayback> {
// Build playback from the host-RESOLVED channel count (never the request): 2 = stereo /
// 6 = 5.1 / 8 = 7.1, canonical wire order FL FR FC LFE RL RR SL SR.
let channels = punktfunk_core::audio::normalize_channels(client.audio_channels) as usize;
// Interleaved f32 samples per millisecond at this layout (48 kHz × channels); the ms-
// denominated jitter-ring depths scale by it.
let ms = (SAMPLE_RATE as usize / 1000) * channels;
let prime_floor = PRIME_FLOOR_MS * ms;
let prime_ceil = PRIME_CEIL_MS * ms;
let jitter_headroom = JITTER_HEADROOM_MS * ms;
let hard_cap_max = HARD_CAP_MS * ms;
let counters = Arc::new(Counters::default()); let counters = Arc::new(Counters::default());
let (tx, rx) = sync_channel::<Vec<f32>>(RING_CHUNKS);
// Recycle free-list: drained PCM buffers go BACK to the decode thread to be refilled, so the
// realtime callback never frees heap (Android's Scudo allocator has unbounded free() tail
// latency — a free on the audio thread is an XRun = a click) and the decode thread rarely
// allocates. Same depth as the data channel.
let (free_tx, free_rx) = sync_channel::<Vec<f32>>(RING_CHUNKS);
// Realtime consumer state, owned by the callback (FnMut) — no lock: AAudio calls it from a // One open attempt at a given sharing mode. Everything the realtime callback captures
// single high-priority thread, and the decode thread only touches `tx`/`free_rx`. // (channels, ring, prime state) is rebuilt per attempt — `open_stream` consumes the builder
let cb_counters = counters.clone(); // AND the callback, so nothing survives a failed try to reuse.
// Pre-reserve the ring so `extend` never reallocates on the realtime thread. Worst transient let try_open = |sharing: AudioSharingMode| -> ndk::audio::Result<(
// before the trim below = the hard cap plus one full channel of 5 ms (480-f32) frames — the AudioStream,
// punktfunk protocol always sends 5 ms Opus frames (host `audio_thread`); a larger frame SyncSender<Vec<f32>>,
// would force a one-time realloc, asserted (not silently corrupted) in `decode_loop`. Receiver<Vec<f32>>,
let mut ring: VecDeque<f32> = VecDeque::with_capacity(HARD_CAP + RING_CHUNKS * 5 * MS); )> {
let mut primed = false; let (tx, rx) = sync_channel::<Vec<f32>>(RING_CHUNKS);
let mut empties: u32 = 0; // consecutive empty callbacks (de-prime hysteresis) // Recycle free-list: drained PCM buffers go BACK to the decode thread to be refilled, so
let mut cb_count: u32 = 0; // callbacks since open (throttles the XRun grow check) // the realtime callback never frees heap (Android's Scudo allocator has unbounded free()
let mut last_xrun: i32 = 0; // last AAudio XRun count we grew the buffer for // tail latency — a free on the audio thread is an XRun = a click) and the decode thread
let callback = move |s: &AudioStream, data: *mut c_void, num_frames: i32| { // rarely allocates. Same depth as the data channel.
let want = num_frames as usize * CHANNELS; let (free_tx, free_rx) = sync_channel::<Vec<f32>>(RING_CHUNKS);
// SAFETY: AAudio provides `num_frames * channel_count` F32 slots at `data`.
let out = unsafe { std::slice::from_raw_parts_mut(data as *mut f32, want) }; // Realtime consumer state, owned by the callback (FnMut) — no lock: AAudio calls it from
// Drain decoded chunks into the ring WITHOUT freeing on the RT thread: `drain(..)` empties // a single high-priority thread, and the decode thread only touches `tx`/`free_rx`.
// each Vec but keeps its capacity, then the empty buffer is handed back for reuse. The let cb_counters = counters.clone();
// only RT-thread free is the rare case where the recycle channel is momentarily full. // Pre-reserve the ring so `extend` never reallocates on the realtime thread. Worst
while let Ok(mut chunk) = rx.try_recv() { // transient before the trim below = the hard cap plus one full channel of 5 ms (480-f32)
ring.extend(chunk.drain(..)); // frames — the punktfunk protocol always sends 5 ms Opus frames (host `audio_thread`); a
let _ = free_tx.try_send(chunk); // larger frame would force a one-time realloc, asserted (not silently corrupted) in
} // `decode_loop`.
// Jitter buffer: prime to ~40 ms (PRIME_FLOOR) before playing and after a sustained drain; let mut ring: VecDeque<f32> =
// drop-oldest only above a wide ~120 ms band. Decoupled from the AAudio burst `want` (tiny VecDeque::with_capacity(hard_cap_max + RING_CHUNKS * 5 * ms);
// on the LowLatency MMAP path) so the depth doesn't collapse to a single quantum. let mut primed = false;
let target = (3 * want).clamp(PRIME_FLOOR, PRIME_CEIL); let mut empties: u32 = 0; // consecutive empty callbacks (de-prime hysteresis)
let hard_cap = (target + JITTER_HEADROOM).min(HARD_CAP); let mut cb_count: u32 = 0; // callbacks since open (throttles the XRun grow check)
while ring.len() > hard_cap { let mut last_xrun: i32 = 0; // last AAudio XRun count we grew the buffer for
ring.pop_front(); let callback = move |s: &AudioStream, data: *mut c_void, num_frames: i32| {
} let want = num_frames as usize * channels;
if !primed && ring.len() >= target { // SAFETY: AAudio provides `num_frames * channel_count` F32 slots at `data`.
primed = true; let out = unsafe { std::slice::from_raw_parts_mut(data as *mut f32, want) };
} // Drain decoded chunks into the ring WITHOUT freeing on the RT thread: `drain(..)`
if primed { // empties each Vec but keeps its capacity, then the empty buffer is handed back for
for slot in out.iter_mut() { // reuse. The only RT-thread free is the rare case where the recycle channel is
*slot = ring.pop_front().unwrap_or(0.0); // momentarily full.
while let Ok(mut chunk) = rx.try_recv() {
ring.extend(chunk.drain(..));
let _ = free_tx.try_send(chunk);
}
// Jitter buffer: prime to ~40 ms (prime_floor) before playing and after a sustained
// drain; drop-oldest only above a wide ~120 ms band. Decoupled from the AAudio burst
// `want` (tiny on the LowLatency MMAP path) so the depth doesn't collapse to a single
// quantum.
let target = (3 * want).clamp(prime_floor, prime_ceil);
let hard_cap = (target + jitter_headroom).min(hard_cap_max);
while ring.len() > hard_cap {
ring.pop_front();
}
if !primed && ring.len() >= target {
primed = true;
}
if primed {
for slot in out.iter_mut() {
*slot = ring.pop_front().unwrap_or(0.0);
}
cb_counters
.pcm_written
.fetch_add(num_frames as u64, Ordering::Relaxed);
} else {
out.fill(0.0);
cb_counters.underruns.fetch_add(1, Ordering::Relaxed);
}
// Re-prime only after a RUN of empty callbacks, not a single transient one —
// otherwise every momentary drain costs a fresh 40 ms silence (the old behaviour,
// self-inflicted crackle on any jitter spike).
if ring.is_empty() {
empties += 1;
if empties >= DEPRIME_AFTER_CALLBACKS {
primed = false;
}
} else {
empties = 0;
} }
cb_counters cb_counters
.pcm_written .ring_depth
.fetch_add(num_frames as u64, Ordering::Relaxed); .store(ring.len() as u64, Ordering::Relaxed);
} else { // Google's AAudio anti-glitch technique: when the device reports new XRuns, grow the
out.fill(0.0); // HW buffer by one burst (up to capacity). getXRunCount + setBufferSizeInFrames are
cb_counters.underruns.fetch_add(1, Ordering::Relaxed); // both callback-safe / non-blocking, and set clamps to capacity so it self-limits.
} // Throttled.
// Re-prime only after a RUN of empty callbacks, not a single transient one — otherwise cb_count = cb_count.wrapping_add(1);
// every momentary drain costs a fresh 40 ms silence (the old behaviour, self-inflicted if cb_count % XRUN_CHECK_EVERY == 0 {
// crackle on any jitter spike). let xr = s.x_run_count();
if ring.is_empty() { if xr > last_xrun {
empties += 1; last_xrun = xr;
if empties >= DEPRIME_AFTER_CALLBACKS { let burst = s.frames_per_burst().max(1);
primed = false; let grown =
(s.buffer_size_in_frames() + burst).min(s.buffer_capacity_in_frames());
let _ = s.set_buffer_size_in_frames(grown);
}
} }
} else { AudioCallbackResult::Continue
empties = 0; };
}
cb_counters let stream = AudioStreamBuilder::new()?
.ring_depth .direction(AudioDirection::Output)
.store(ring.len() as u64, Ordering::Relaxed); .sample_rate(SAMPLE_RATE)
// Google's AAudio anti-glitch technique: when the device reports new XRuns, grow the HW // The wire order (FL FR FC LFE RL RR SL SR) is the standard AAudio/Android channel
// buffer by one burst (up to capacity). getXRunCount + setBufferSizeInFrames are both // order, so this is an IDENTITY mapping — no permute. AAudio infers the 5.1/7.1 mask
// callback-safe / non-blocking, and set clamps to capacity so it self-limits. Throttled. // from `channel_count` (the ndk crate's builder exposes no setChannelMask); the host
cb_count = cb_count.wrapping_add(1); // captures + Opus-encodes in exactly this order.
if cb_count % XRUN_CHECK_EVERY == 0 { .channel_count(channels as i32)
let xr = s.x_run_count(); .format(AudioFormat::PCM_Float)
if xr > last_xrun { .performance_mode(AudioPerformanceMode::LowLatency)
last_xrun = xr; .sharing_mode(sharing)
let burst = s.frames_per_burst().max(1); .data_callback(Box::new(callback))
let grown = .error_callback(Box::new(|_s, e| {
(s.buffer_size_in_frames() + burst).min(s.buffer_capacity_in_frames()); log::warn!("audio: AAudio error (device reroute/disconnect?): {e:?}");
let _ = s.set_buffer_size_in_frames(grown); }))
} .open_stream()?;
} Ok((stream, tx, free_rx))
AudioCallbackResult::Continue
}; };
let stream = AudioStreamBuilder::new() // Exclusive first — MMAP-exclusive is AAudio's lowest-latency path (once proven on-device it
.map_err(|e| log::error!("audio: AudioStreamBuilder::new: {e}")) // may also allow lowering the jitter-ring depths above; those stay put pending crackle
.ok()? // testing) — and fall back to Shared when the device refuses (no MMAP, output claimed, …).
.direction(AudioDirection::Output) // The started-log below prints the mode the device actually GRANTED (`share=`): AAudio may
.sample_rate(SAMPLE_RATE) // still resolve an Exclusive request to Shared.
.channel_count(CHANNELS as i32) let (stream, tx, free_rx) = match try_open(AudioSharingMode::Exclusive) {
.format(AudioFormat::PCM_Float) Ok(opened) => opened,
.performance_mode(AudioPerformanceMode::LowLatency) Err(e) => {
.sharing_mode(AudioSharingMode::Shared) log::info!("audio: Exclusive open failed ({e}) — retrying Shared");
.data_callback(Box::new(callback)) match try_open(AudioSharingMode::Shared) {
.error_callback(Box::new(|_s, e| { Ok(opened) => opened,
log::warn!("audio: AAudio error (device reroute/disconnect?): {e:?}"); Err(e) => {
})) log::error!("audio: open_stream: {e}");
.open_stream() return None;
.map_err(|e| log::error!("audio: open_stream: {e}")) }
.ok()?; }
}
};
if let Err(e) = stream.request_start() { if let Err(e) = stream.request_start() {
log::error!("audio: request_start: {e}"); log::error!("audio: request_start: {e}");
@@ -206,7 +292,7 @@ impl AudioPlayback {
let sd = shutdown.clone(); let sd = shutdown.clone();
let join = std::thread::Builder::new() let join = std::thread::Builder::new()
.name("pf-audio".into()) .name("pf-audio".into())
.spawn(move || decode_loop(client, tx, free_rx, sd, counters)) .spawn(move || decode_loop(client, tx, free_rx, sd, counters, channels))
.ok(); .ok();
Some(AudioPlayback { Some(AudioPlayback {
@@ -236,29 +322,34 @@ fn decode_loop(
free_rx: Receiver<Vec<f32>>, free_rx: Receiver<Vec<f32>>,
shutdown: Arc<AtomicBool>, shutdown: Arc<AtomicBool>,
counters: Arc<Counters>, counters: Arc<Counters>,
channels: usize,
) { ) {
let mut dec = match opus::Decoder::new(SAMPLE_RATE as u32, opus::Channels::Stereo) { // Interleaved f32 samples per millisecond at this layout — the ring's 5 ms reserve check below.
let ms = (SAMPLE_RATE as usize / 1000) * channels;
// Opus decode scratch: worst-case 120 ms frame (5760 samples/ch) × channels.
let pcm_scratch = 5760 * channels;
let mut dec = match AudioDec::new(channels as u8) {
Ok(d) => d, Ok(d) => d,
Err(e) => { Err(e) => {
log::error!("audio: opus decoder init: {e} — audio disabled"); log::error!("audio: opus decoder init: {e} — audio disabled");
return; return;
} }
}; };
let mut pcm = vec![0f32; PCM_SCRATCH]; let mut pcm = vec![0f32; pcm_scratch];
let mut window_peak = 0f32; // loudest |sample| since the last log — tells a tone from silence let mut window_peak = 0f32; // loudest |sample| since the last log — tells a tone from silence
while !shutdown.load(Ordering::Relaxed) { while !shutdown.load(Ordering::Relaxed) {
match client.next_audio(Duration::from_millis(5)) { match client.next_audio(Duration::from_millis(5)) {
Ok(pkt) => match dec.decode_float(&pkt.data, &mut pcm, false) { Ok(pkt) => match dec.decode_float(&pkt.data, &mut pcm, false) {
Ok(samples) => { Ok(samples) => {
let n = samples * CHANNELS; let n = samples * channels;
for &s in &pcm[..n] { for &s in &pcm[..n] {
window_peak = window_peak.max(s.abs()); window_peak = window_peak.max(s.abs());
} }
// The ring's pre-reservation in `start` assumes the protocol's 5 ms (≤480-f32) // The ring's pre-reservation in `start` assumes the protocol's 5 ms (≤480-f32/ch)
// frames; a larger frame would force a one-time realloc on the RT thread. Catch a // frames; a larger frame would force a one-time realloc on the RT thread. Catch a
// future host frame-size change here in debug, not as a silent audio glitch. // future host frame-size change here in debug, not as a silent audio glitch.
debug_assert!( debug_assert!(
n <= 5 * MS, n <= 5 * ms,
"audio frame {n} f32 exceeds the 5 ms ring reserve" "audio frame {n} f32 exceeds the 5 ms ring reserve"
); );
let count = counters.opus_decoded.fetch_add(1, Ordering::Relaxed) + 1; let count = counters.opus_decoded.fetch_add(1, Ordering::Relaxed) + 1;
@@ -266,7 +357,7 @@ fn decode_loop(
// free-list is momentarily empty (startup / after a backpressure drop). // free-list is momentarily empty (startup / after a backpressure drop).
let mut buf = free_rx let mut buf = free_rx
.try_recv() .try_recv()
.unwrap_or_else(|_| Vec::with_capacity(PCM_SCRATCH)); .unwrap_or_else(|_| Vec::with_capacity(pcm_scratch));
buf.clear(); buf.clear();
buf.extend_from_slice(&pcm[..n]); buf.extend_from_slice(&pcm[..n]);
match tx.try_send(buf) { match tx.try_send(buf) {
+124 -47
View File
@@ -14,6 +14,7 @@ use ndk::media::media_format::MediaFormat;
use ndk::native_window::{FrameRateCompatibility, NativeWindow}; use ndk::native_window::{FrameRateCompatibility, NativeWindow};
use punktfunk_core::client::NativeClient; use punktfunk_core::client::NativeClient;
use punktfunk_core::error::PunktfunkError; use punktfunk_core::error::PunktfunkError;
use punktfunk_core::session::Frame;
use std::sync::atomic::{AtomicBool, Ordering}; use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::Arc; use std::sync::Arc;
use std::time::{Duration, Instant}; use std::time::{Duration, Instant};
@@ -27,16 +28,23 @@ pub fn run(
) { ) {
boost_thread_priority(); boost_thread_priority();
let mode = client.mode(); let mode = client.mode();
let codec = match MediaCodec::from_decoder_type("video/hevc") { // The MediaCodec MIME for the codec the host resolved (`Welcome.codec`): HEVC or H.264. AMediaCodec
// needs no out-of-band extradata — the in-band VPS/SPS/PPS on every IDR configure it either way.
let mime = match client.codec {
punktfunk_core::quic::CODEC_H264 => "video/avc",
_ => "video/hevc",
};
let codec = match MediaCodec::from_decoder_type(mime) {
Some(c) => c, Some(c) => c,
None => { None => {
log::error!("decode: no HEVC decoder on this device"); log::error!("decode: no {mime} decoder on this device");
return; return;
} }
}; };
log::info!("decode: codec mime = {mime}");
let mut format = MediaFormat::new(); let mut format = MediaFormat::new();
format.set_str("mime", "video/hevc"); format.set_str("mime", mime);
format.set_i32("width", mode.width as i32); format.set_i32("width", mode.width as i32);
format.set_i32("height", mode.height as i32); format.set_i32("height", mode.height as i32);
// Generous input buffer so a large keyframe AU is never truncated. // Generous input buffer so a large keyframe AU is never truncated.
@@ -46,6 +54,9 @@ pub fn run(
); );
// Ask for the low-latency decode path where the decoder supports it (no reordering buffer). // Ask for the low-latency decode path where the decoder supports it (no reordering buffer).
format.set_i32("low-latency", 1); format.set_i32("low-latency", 1);
// Best-effort vendor twin of the standard key: older Qualcomm decoders only honor their own
// extension. Unknown keys are ignored by other vendors' codecs, so this is safe to set blind.
format.set_i32("vendor.qti-ext-dec-low-latency.enable", 1);
// Advisory low-latency hints (KEY_PRIORITY / KEY_OPERATING_RATE), ignored where unsupported: // Advisory low-latency hints (KEY_PRIORITY / KEY_OPERATING_RATE), ignored where unsupported:
// realtime priority + the target frame rate, so vendor decoders (e.g. Qualcomm) run at full // realtime priority + the target frame rate, so vendor decoders (e.g. Qualcomm) run at full
// clocks instead of a power-saving cadence that adds dequeue latency. // clocks instead of a power-saving cadence that adds dequeue latency.
@@ -95,6 +106,11 @@ pub fn run(
let mut fed: u64 = 0; let mut fed: u64 = 0;
let mut rendered: u64 = 0; let mut rendered: u64 = 0;
let mut discarded: u64 = 0;
// The AU waiting for a free codec input buffer. `feed` is non-blocking; on transient input
// pressure the AU stays parked here instead of being dropped (a drop forces a keyframe
// round-trip) and we only pop the next one once it's queued.
let mut pending: Option<Frame> = None;
// Loss recovery: watch the host→client unrecoverable-drop count and ask for an IDR when it // Loss recovery: watch the host→client unrecoverable-drop count and ask for an IDR when it
// climbs. // climbs.
let mut last_dropped = client.frames_dropped(); let mut last_dropped = client.frames_dropped();
@@ -105,29 +121,61 @@ pub fn run(
// The dataspace we've signalled on the Surface so far (None = default/SDR). Set reactively once // The dataspace we've signalled on the Surface so far (None = default/SDR). Set reactively once
// the decoder reports an HDR stream (see `drain`); avoids re-applying every format event. // the decoder reports an HDR stream (see `drain`); avoids re-applying every format event.
let mut applied_ds: Option<DataSpace> = None; let mut applied_ds: Option<DataSpace> = None;
// One thread feeds AND drains: the NDK AMediaCodec wrapper isn't documented thread-safe for
// cross-thread feed/drain, so instead of splitting threads the loop decouples the two — input
// dequeue is non-blocking (never stalls presentation of already-decoded frames) and the only
// blocking wait is a short output dequeue while input is backed up (decoder progress is exactly
// what frees the next input buffer).
while !shutdown.load(Ordering::Relaxed) { while !shutdown.load(Ordering::Relaxed) {
match client.next_frame(Duration::from_millis(5)) { if pending.is_none() {
Ok(frame) => { match client.next_frame(Duration::from_millis(5)) {
if fed == 0 { Ok(frame) => {
let p = &frame.data; if fed == 0 {
log::info!( let p = &frame.data;
"decode: first AU {} bytes, head {:02x?}", log::info!(
p.len(), "decode: first AU {} bytes, head {:02x?}",
&p[..p.len().min(6)] p.len(),
); &p[..p.len().min(6)]
);
}
// HUD stat: capture→client-receipt latency = client_now + (hostclient)
// capture_pts. Gated on the HUD being visible — `enabled` first so the hidden
// steady state skips the wall-clock read and the lock entirely.
if stats.enabled() {
let lat_ns =
now_realtime_ns() + clock_offset as i128 - frame.pts_ns as i128;
let lat_us = (lat_ns > 0 && lat_ns < 10_000_000_000)
.then_some((lat_ns / 1000) as u64);
stats.note(frame.data.len(), lat_us, clock_offset != 0);
}
pending = Some(frame);
} }
fed += 1; Err(PunktfunkError::NoFrame) => {} // timeout — still drain output below
// HUD stat: capture→client-receipt latency = client_now + (hostclient) capture_pts. Err(_) => break, // session closed
let lat_ns = now_realtime_ns() + clock_offset as i128 - frame.pts_ns as i128;
let lat_us =
(lat_ns > 0 && lat_ns < 10_000_000_000).then_some((lat_ns / 1000) as u64);
stats.note(frame.data.len(), lat_us, clock_offset != 0);
feed(&codec, &frame.data, frame.pts_ns / 1000);
} }
Err(PunktfunkError::NoFrame) => {} // timeout — still drain output below
Err(_) => break, // session closed
} }
rendered += drain(&codec, &window, &mut applied_ds); if let Some(frame) = pending.take() {
if feed(&codec, &frame.data, frame.pts_ns / 1000) {
fed += 1;
if fed % 300 == 0 {
log::info!("decode: fed={fed} rendered={rendered} discarded={discarded}");
}
} else {
// No input buffer free — transient back-pressure. Keep the AU and let `drain` block
// briefly below; a released output buffer is what recycles an input slot.
pending = Some(frame);
}
}
// Drain every iteration. When input is blocked, wait ~2 ms on output so the loop rides
// decoder progress instead of busy-spinning against a full input queue.
let wait = if pending.is_some() {
Duration::from_millis(2)
} else {
Duration::ZERO
};
let (r, d) = drain(&codec, &window, &mut applied_ds, wait);
rendered += r;
discarded += d;
// Loss recovery: under infinite GOP the only recovery keyframe is one we request. The // Loss recovery: under infinite GOP the only recovery keyframe is one we request. The
// reassembler drops unrecoverable AUs (frames_dropped); the decoder then conceals the // reassembler drops unrecoverable AUs (frames_dropped); the decoder then conceals the
@@ -145,14 +193,10 @@ pub fn run(
log::debug!("decode: requested keyframe (loss recovery, dropped={dropped})"); log::debug!("decode: requested keyframe (loss recovery, dropped={dropped})");
} }
} }
if fed > 0 && fed % 300 == 0 {
log::info!("decode: fed={fed} rendered={rendered}");
}
} }
let _ = codec.stop(); let _ = codec.stop();
log::info!("decode: stopped (fed={fed} rendered={rendered})"); log::info!("decode: stopped (fed={fed} rendered={rendered} discarded={discarded})");
} }
/// Wall-clock now in nanoseconds (CLOCK_REALTIME basis), to compare against the host-stamped /// Wall-clock now in nanoseconds (CLOCK_REALTIME basis), to compare against the host-stamped
@@ -182,9 +226,12 @@ fn boost_thread_priority() {
} }
} }
/// Copy one access unit into a codec input buffer and queue it. /// Try to copy one access unit into a codec input buffer and queue it, without blocking. Returns
fn feed(codec: &MediaCodec, au: &[u8], pts_us: u64) { /// `false` only on `TryAgainLater` (no input buffer free) — the caller keeps the AU pending and
match codec.dequeue_input_buffer(Duration::from_millis(10)) { /// retries; a hard dequeue/queue error counts as consumed (retrying can't salvage the AU, and
/// parking it forever would wedge the loop on a broken codec).
fn feed(codec: &MediaCodec, au: &[u8], pts_us: u64) -> bool {
match codec.dequeue_input_buffer(Duration::ZERO) {
Ok(DequeuedInputBufferResult::Buffer(mut buf)) => { Ok(DequeuedInputBufferResult::Buffer(mut buf)) => {
let n = { let n = {
let dst = buf.buffer_mut(); let dst = buf.buffer_mut();
@@ -196,41 +243,63 @@ fn feed(codec: &MediaCodec, au: &[u8], pts_us: u64) {
dst.len() dst.len()
); );
} }
for (slot, &b) in dst.iter_mut().zip(&au[..n]) { // SAFETY: `au` and `dst` are distinct allocations (wire AU vs. codec buffer), both
slot.write(b); // valid for `n` bytes; `MaybeUninit<u8>` is layout-identical to `u8`, so the cast
// write initializes exactly `dst[..n]`.
unsafe {
std::ptr::copy_nonoverlapping(au.as_ptr(), dst.as_mut_ptr().cast::<u8>(), n);
} }
n n
}; };
if let Err(e) = codec.queue_input_buffer(buf, 0, n, pts_us, 0) { if let Err(e) = codec.queue_input_buffer(buf, 0, n, pts_us, 0) {
log::warn!("decode: queue_input_buffer: {e}"); log::warn!("decode: queue_input_buffer: {e}");
} }
true
} }
Ok(DequeuedInputBufferResult::TryAgainLater) => { Ok(DequeuedInputBufferResult::TryAgainLater) => false, // caller keeps the AU pending
// No input buffer free right now; the AU is dropped (FEC/keyframes recover). Err(e) => {
log::warn!("decode: dequeue_input_buffer: {e}");
true
} }
Err(e) => log::warn!("decode: dequeue_input_buffer: {e}"),
} }
} }
/// Release any ready output buffers to the surface (render = true), latency-first. Returns the /// Dequeue every ready output buffer and present only the NEWEST (render = true), discarding the
/// number of frames presented. Also reacts to `OutputFormatChanged` to signal HDR on the Surface. /// rest (render = false) — when decode falls behind, a back-to-back burst of stale frames on glass
fn drain(codec: &MediaCodec, window: &NativeWindow, applied_ds: &mut Option<DataSpace>) -> u64 { /// is worse than skipping straight to the freshest one (the Apple client's 1-slot newest-ready
let mut n = 0; /// ring, ported). `first_wait` is the timeout for the first dequeue only: zero normally, ~2 ms when
/// the caller's input is blocked so the loop waits on decoder progress instead of busy-spinning.
/// Returns `(rendered, discarded)`. Also reacts to `OutputFormatChanged` (which can interleave
/// between buffers — handled without losing the held buffer) to signal HDR on the Surface.
fn drain(
codec: &MediaCodec,
window: &NativeWindow,
applied_ds: &mut Option<DataSpace>,
first_wait: Duration,
) -> (u64, u64) {
let mut held = None; // newest ready buffer so far, presented after the loop
let mut discarded: u64 = 0;
let mut wait = first_wait;
loop { loop {
match codec.dequeue_output_buffer(Duration::from_millis(0)) { match codec.dequeue_output_buffer(wait) {
Ok(DequeuedOutputBufferInfoResult::Buffer(buf)) => { Ok(DequeuedOutputBufferInfoResult::Buffer(buf)) => {
if let Err(e) = codec.release_output_buffer(buf, true) { wait = Duration::ZERO; // only the first dequeue may block
log::warn!("decode: release_output_buffer: {e}"); if let Some(stale) = held.replace(buf) {
break; // A newer frame is ready — drop the held one without rendering.
if let Err(e) = codec.release_output_buffer(stale, false) {
log::warn!("decode: release_output_buffer(discard): {e}");
}
discarded += 1;
} }
n += 1;
} }
Ok(DequeuedOutputBufferInfoResult::OutputFormatChanged) => { Ok(DequeuedOutputBufferInfoResult::OutputFormatChanged) => {
// The decoder has parsed the SPS and now reports the stream's real colour signalling // The decoder has parsed the SPS and now reports the stream's real colour signalling
// (the AMediaCodec analogue of VideoToolbox's format description on the Apple client). // (the AMediaCodec analogue of VideoToolbox's format description on the Apple client).
// If it's HDR (BT.2020 PQ/HLG), tell the Surface so the compositor/display switch to // If it's HDR (BT.2020 PQ/HLG), tell the Surface so the compositor/display switch to
// HDR; SDR streams leave the default dataspace alone. The decoder itself picks a // HDR; SDR streams leave the default dataspace alone. The decoder itself picks a
// Main10 path from the SPS — no profile override needed. Keep looping (buffers follow). // Main10 path from the SPS — no profile override needed. Keep looping (buffers
// follow, and any held buffer stays held across this event).
wait = Duration::ZERO;
if let Some(ds) = hdr_dataspace(codec) { if let Some(ds) = hdr_dataspace(codec) {
if *applied_ds != Some(ds) { if *applied_ds != Some(ds) {
match window.set_buffers_data_space(ds) { match window.set_buffers_data_space(ds) {
@@ -245,7 +314,7 @@ fn drain(codec: &MediaCodec, window: &NativeWindow, applied_ds: &mut Option<Data
} }
} }
} }
// TryAgainLater / OutputBuffersChanged — nothing to render now. // TryAgainLater / OutputBuffersChanged — nothing more to dequeue now.
Ok(_) => break, Ok(_) => break,
Err(e) => { Err(e) => {
log::warn!("decode: dequeue_output_buffer: {e}"); log::warn!("decode: dequeue_output_buffer: {e}");
@@ -253,7 +322,15 @@ fn drain(codec: &MediaCodec, window: &NativeWindow, applied_ds: &mut Option<Data
} }
} }
} }
n // Present the newest ready frame, if any.
let mut rendered = 0;
if let Some(buf) = held {
match codec.release_output_buffer(buf, true) {
Ok(()) => rendered = 1,
Err(e) => log::warn!("decode: release_output_buffer: {e}"),
}
}
(rendered, discarded)
} }
/// Map the decoder's reported output colour to a BT.2020 HDR dataspace, or `None` for SDR. The /// Map the decoder's reported output colour to a BT.2020 HDR dataspace, or `None` for SDR. The
+5
View File
@@ -114,6 +114,11 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextHidout(
out[2..n].copy_from_slice(&effect); out[2..n].copy_from_slice(&effect);
n n
} }
HidOutput::TrackpadHaptic { .. } => {
// Steam Controller trackpad-coil haptics — no Android equivalent; drop it (motor
// rumble already rides the universal 0xCA plane).
return -1;
}
}; };
n as jint n as jint
}) })
+4 -4
View File
@@ -16,10 +16,10 @@
//! Wi-Fi `MulticastLock` + permission UX, Keystore identity). //! Wi-Fi `MulticastLock` + permission UX, Keystore identity).
//! //!
//! JNI symbols map to `io.unom.punktfunk.kit.NativeBridge` in the `:kit` Gradle module //! JNI symbols map to `io.unom.punktfunk.kit.NativeBridge` in the `:kit` Gradle module
//! (`clients/android`). The current surface is the scaffold's native-link proof //! (`clients/android`). The surface: the native-link proof (`abiVersion`/`coreVersion`), mDNS host
//! (`abiVersion`/`coreVersion`) plus the session handle lifecycle in [`session`]; the per-plane //! discovery ([`discovery`]), and the session lifecycle in [`session`] — connect/pair + the trust
//! pumps (video → AMediaCodec, audio → Oboe), input, audio, pairing and mode renegotiation are //! surface, the per-plane pumps (video → AMediaCodec, audio ↔ AAudio, mic uplink), input, and
//! the next milestone (see the TODOs in [`session`]). //! rumble/HID feedback ([`feedback`]). Mode renegotiation is still TODO (see [`session`]).
use jni::objects::JObject; use jni::objects::JObject;
use jni::sys::jint; use jni::sys::jint;
+112 -38
View File
@@ -1,9 +1,12 @@
//! Android microphone uplink (android-only): capture mic PCM via AAudio (LowLatency **input**), //! Android microphone uplink (android-only): capture mic PCM via AAudio (LowLatency **input**),
//! Opus-encode 20 ms stereo frames, and push them to the host over the connector's mic plane //! Opus-encode 20 ms stereo frames, and push them to the host over the connector's mic plane
//! (`send_mic` → 0xCB datagram). The mirror of [`crate::audio`] in reverse: AAudio's realtime input //! (`send_mic` → 0xCB datagram). The mirror of [`crate::audio`] in reverse: AAudio's realtime input
//! callback hands captured interleaved f32 to a channel; a worker thread we own does the Opus encode //! callback hands captured interleaved f32 to a channel; a worker thread we own does the Opus
//! + send (encoding is too heavy for the realtime callback, exactly as decode is on the playback //! encode + send (encoding is too heavy for the realtime callback, exactly as decode is on the
//! side). Format matches the host decoder + the Linux client: 48 kHz **stereo**, 20 ms, Opus VOIP. //! playback side). Like the playback path, the realtime callback is allocation-free: captured
//! bursts are copied into pre-allocated buffers from a recycle free-list (pool empty = drop the
//! chunk, never allocate on the capture thread). Format matches the host decoder + the Linux
//! client: 48 kHz **stereo**, 20 ms, Opus VOIP.
use ndk::audio::{ use ndk::audio::{
AudioCallbackResult, AudioDirection, AudioFormat, AudioPerformanceMode, AudioSharingMode, AudioCallbackResult, AudioDirection, AudioFormat, AudioPerformanceMode, AudioSharingMode,
@@ -13,7 +16,7 @@ use punktfunk_core::client::NativeClient;
use std::collections::VecDeque; use std::collections::VecDeque;
use std::ffi::c_void; use std::ffi::c_void;
use std::sync::atomic::{AtomicBool, AtomicU64, Ordering}; use std::sync::atomic::{AtomicBool, AtomicU64, Ordering};
use std::sync::mpsc::{sync_channel, Receiver, RecvTimeoutError, TrySendError}; use std::sync::mpsc::{sync_channel, Receiver, RecvTimeoutError, SyncSender, TrySendError};
use std::sync::Arc; use std::sync::Arc;
use std::time::{Duration, SystemTime, UNIX_EPOCH}; use std::time::{Duration, SystemTime, UNIX_EPOCH};
@@ -23,6 +26,10 @@ const SAMPLE_RATE: i32 = 48_000;
const FRAME_SAMPLES: usize = 960; const FRAME_SAMPLES: usize = 960;
/// Captured-chunk hand-off depth (each ~ one burst); drops on overflow (best-effort uplink). /// Captured-chunk hand-off depth (each ~ one burst); drops on overflow (best-effort uplink).
const RING_CHUNKS: usize = 64; const RING_CHUNKS: usize = 64;
/// Free-list buffer capacity, in interleaved f32 samples: comfortably above a LowLatency input
/// burst (typically ≤ ~480 frames). A device with larger bursts costs each buffer a one-time grow
/// on the capture thread, after which the steady state is allocation-free again.
const CHUNK_CAP_SAMPLES: usize = 1920; // 20 ms stereo
/// Opus VOIP target bitrate (speech; tunable). /// Opus VOIP target bitrate (speech; tunable).
const MIC_BITRATE: i32 = 64_000; const MIC_BITRATE: i32 = 64_000;
@@ -38,56 +45,109 @@ impl MicCapture {
/// forwards captured PCM to a channel, then spawn the Opus encode + uplink thread. `None` on /// forwards captured PCM to a channel, then spawn the Opus encode + uplink thread. `None` on
/// failure (the caller leaves the rest of the session streaming). /// failure (the caller leaves the rest of the session streaming).
pub fn start(client: Arc<NativeClient>) -> Option<MicCapture> { pub fn start(client: Arc<NativeClient>) -> Option<MicCapture> {
let (tx, rx) = sync_channel::<Vec<f32>>(RING_CHUNKS);
let captured = Arc::new(AtomicU64::new(0)); let captured = Arc::new(AtomicU64::new(0));
let cb_captured = captured.clone(); // Chunks discarded on the capture thread (free-list empty / encoder lagging); logged
// throttled from the encode worker.
let dropped = Arc::new(AtomicU64::new(0));
let callback = move |_s: &AudioStream, data: *mut c_void, num_frames: i32| { // One open attempt at a given sharing mode (same pattern as [`crate::audio`]: `open_stream`
let n = num_frames as usize * CHANNELS; // consumes the builder AND the callback, so each try rebuilds the channels it captures).
// SAFETY: for an input stream AAudio provides `num_frames * channel_count` captured F32 let try_open = |sharing: AudioSharingMode| -> ndk::audio::Result<(
// samples at `data` (read-only for us). AudioStream,
let inp = unsafe { std::slice::from_raw_parts(data as *const f32, n) }; Receiver<Vec<f32>>,
match tx.try_send(inp.to_vec()) { SyncSender<Vec<f32>>,
Ok(()) | Err(TrySendError::Full(_)) => {} // drop-newest if the encoder lags )> {
Err(TrySendError::Disconnected(_)) => return AudioCallbackResult::Stop, let (tx, rx) = sync_channel::<Vec<f32>>(RING_CHUNKS);
// Recycle free-list, mirroring the playback path: the realtime capture callback must
// not touch the allocator (Android's Scudo has unbounded malloc/free tail latency — an
// allocation here is a missed burst), so it pops a pre-allocated buffer, copies the
// burst in and sends it; the encode worker returns drained buffers. Pool empty = DROP
// the chunk (counted) rather than allocate.
let (free_tx, free_rx) = sync_channel::<Vec<f32>>(RING_CHUNKS);
for _ in 0..RING_CHUNKS {
let _ = free_tx.try_send(Vec::with_capacity(CHUNK_CAP_SAMPLES));
} }
cb_captured.fetch_add(num_frames as u64, Ordering::Relaxed); let cb_captured = captured.clone();
AudioCallbackResult::Continue let cb_dropped = dropped.clone();
let cb_free_tx = free_tx.clone(); // returns the buffer when the data channel is full
let callback = move |_s: &AudioStream, data: *mut c_void, num_frames: i32| {
let n = num_frames as usize * CHANNELS;
// SAFETY: for an input stream AAudio provides `num_frames * channel_count` captured
// F32 samples at `data` (read-only for us).
let inp = unsafe { std::slice::from_raw_parts(data as *const f32, n) };
cb_captured.fetch_add(num_frames as u64, Ordering::Relaxed);
match free_rx.try_recv() {
Ok(mut buf) => {
buf.clear();
buf.extend_from_slice(inp); // retained capacity — no realloc past the first
match tx.try_send(buf) {
Ok(()) => {}
Err(TrySendError::Full(buf)) => {
// Encoder lagging: drop the chunk, hand the buffer straight back.
let _ = cb_free_tx.try_send(buf);
cb_dropped.fetch_add(1, Ordering::Relaxed);
}
Err(TrySendError::Disconnected(_)) => return AudioCallbackResult::Stop,
}
}
// Pool empty (every buffer in flight): drop, never allocate on this thread.
Err(_) => {
cb_dropped.fetch_add(1, Ordering::Relaxed);
}
}
AudioCallbackResult::Continue
};
let stream = AudioStreamBuilder::new()?
.direction(AudioDirection::Input)
.sample_rate(SAMPLE_RATE)
.channel_count(CHANNELS as i32)
.format(AudioFormat::PCM_Float)
.performance_mode(AudioPerformanceMode::LowLatency)
.sharing_mode(sharing)
.data_callback(Box::new(callback))
.error_callback(Box::new(|_s, e| {
log::warn!("mic: AAudio error (device reroute/disconnect?): {e:?}");
}))
.open_stream()?;
Ok((stream, rx, free_tx))
}; };
let stream = AudioStreamBuilder::new() // Exclusive first — MMAP-exclusive is AAudio's lowest-latency path — falling back to Shared
.map_err(|e| log::error!("mic: AudioStreamBuilder::new: {e}")) // when the device refuses (no MMAP, mic claimed, …). The started-log below prints the mode
.ok()? // the device actually GRANTED (`share=`).
.direction(AudioDirection::Input) let (stream, rx, free_tx) = match try_open(AudioSharingMode::Exclusive) {
.sample_rate(SAMPLE_RATE) Ok(opened) => opened,
.channel_count(CHANNELS as i32) Err(e) => {
.format(AudioFormat::PCM_Float) log::info!("mic: Exclusive open failed ({e}) — retrying Shared");
.performance_mode(AudioPerformanceMode::LowLatency) match try_open(AudioSharingMode::Shared) {
.sharing_mode(AudioSharingMode::Shared) Ok(opened) => opened,
.data_callback(Box::new(callback)) Err(e) => {
.error_callback(Box::new(|_s, e| { log::error!("mic: open_stream (RECORD_AUDIO granted?): {e}");
log::warn!("mic: AAudio error (device reroute/disconnect?): {e:?}"); return None;
})) }
.open_stream() }
.map_err(|e| log::error!("mic: open_stream (RECORD_AUDIO granted?): {e}")) }
.ok()?; };
if let Err(e) = stream.request_start() { if let Err(e) = stream.request_start() {
log::error!("mic: request_start: {e}"); log::error!("mic: request_start: {e}");
return None; return None;
} }
log::info!( log::info!(
"mic: AAudio input started rate={} ch={} fmt={:?}", "mic: AAudio input started rate={} ch={} fmt={:?} share={:?}",
stream.sample_rate(), stream.sample_rate(),
stream.channel_count(), stream.channel_count(),
stream.format(), stream.format(),
stream.sharing_mode(),
); );
let shutdown = Arc::new(AtomicBool::new(false)); let shutdown = Arc::new(AtomicBool::new(false));
let sd = shutdown.clone(); let sd = shutdown.clone();
let join = std::thread::Builder::new() let join = std::thread::Builder::new()
.name("pf-mic".into()) .name("pf-mic".into())
.spawn(move || encode_loop(client, rx, sd, captured)) .spawn(move || encode_loop(client, rx, free_tx, sd, captured, dropped))
.ok(); .ok();
Some(MicCapture { Some(MicCapture {
@@ -109,11 +169,15 @@ impl Drop for MicCapture {
} }
/// Consumer: drain captured f32 → accumulate → Opus `encode_float` 20 ms stereo frames → `send_mic`. /// Consumer: drain captured f32 → accumulate → Opus `encode_float` 20 ms stereo frames → `send_mic`.
/// Drained chunk buffers go back to the callback's free-list; the encode scratch is reused across
/// frames (only the packet Vec handed to `send_mic` is allocated per frame — it's sent away owned).
fn encode_loop( fn encode_loop(
client: Arc<NativeClient>, client: Arc<NativeClient>,
rx: Receiver<Vec<f32>>, rx: Receiver<Vec<f32>>,
free_tx: SyncSender<Vec<f32>>,
shutdown: Arc<AtomicBool>, shutdown: Arc<AtomicBool>,
captured: Arc<AtomicU64>, captured: Arc<AtomicU64>,
dropped: Arc<AtomicU64>,
) { ) {
let mut enc = match opus::Encoder::new( let mut enc = match opus::Encoder::new(
SAMPLE_RATE as u32, SAMPLE_RATE as u32,
@@ -130,6 +194,7 @@ fn encode_loop(
let frame = FRAME_SAMPLES * CHANNELS; let frame = FRAME_SAMPLES * CHANNELS;
let mut ring: VecDeque<f32> = VecDeque::with_capacity(frame * 4); let mut ring: VecDeque<f32> = VecDeque::with_capacity(frame * 4);
let mut pcm = vec![0f32; frame]; // reusable encode scratch (one 20 ms frame)
let mut out = vec![0u8; 4000]; // max Opus packet for a 20 ms frame fits easily let mut out = vec![0u8; 4000]; // max Opus packet for a 20 ms frame fits easily
let mut seq: u32 = 0; let mut seq: u32 = 0;
let mut sent: u64 = 0; let mut sent: u64 = 0;
@@ -137,12 +202,19 @@ fn encode_loop(
while !shutdown.load(Ordering::Relaxed) { while !shutdown.load(Ordering::Relaxed) {
match rx.recv_timeout(Duration::from_millis(100)) { match rx.recv_timeout(Duration::from_millis(100)) {
Ok(chunk) => ring.extend(chunk), Ok(mut chunk) => {
// `drain(..)` keeps the Vec's capacity; hand the emptied buffer back to the
// callback's free-list (dropped only if the pool is momentarily full).
ring.extend(chunk.drain(..));
let _ = free_tx.try_send(chunk);
}
Err(RecvTimeoutError::Timeout) => continue, // wake to re-check shutdown Err(RecvTimeoutError::Timeout) => continue, // wake to re-check shutdown
Err(RecvTimeoutError::Disconnected) => break, Err(RecvTimeoutError::Disconnected) => break,
} }
while ring.len() >= frame { while ring.len() >= frame {
let pcm: Vec<f32> = ring.drain(..frame).collect(); for (dst, src) in pcm.iter_mut().zip(ring.drain(..frame)) {
*dst = src;
}
for &s in &pcm { for &s in &pcm {
peak = peak.max(s.abs()); peak = peak.max(s.abs());
} }
@@ -157,8 +229,9 @@ fn encode_loop(
sent += 1; sent += 1;
if sent % 250 == 0 { if sent % 250 == 0 {
log::info!( log::info!(
"mic: sent={sent} captured_frames={} peak={peak:.3}", "mic: sent={sent} captured_frames={} dropped_chunks={} peak={peak:.3}",
captured.load(Ordering::Relaxed), captured.load(Ordering::Relaxed),
dropped.load(Ordering::Relaxed),
); );
peak = 0.0; peak = 0.0;
} }
@@ -168,7 +241,8 @@ fn encode_loop(
} }
} }
log::info!( log::info!(
"mic: stopped (sent={sent} captured_frames={})", "mic: stopped (sent={sent} captured_frames={} dropped_chunks={})",
captured.load(Ordering::Relaxed), captured.load(Ordering::Relaxed),
dropped.load(Ordering::Relaxed),
); );
} }
-732
View File
@@ -1,732 +0,0 @@
//! Session lifecycle + plane wiring over JNI.
//!
//! A connected session is a [`SessionHandle`] — an `Arc<NativeClient>` plus the decode thread it
//! feeds — boxed and handed to Kotlin as an opaque `jlong`. The connector is `Sync`, so the decode
//! thread pulls the video plane (`next_frame`) directly while Kotlin still holds the handle.
//!
//! Wired: connect/close, the video plane (HEVC `next_frame` → NDK AMediaCodec → the SurfaceView's
//! `ANativeWindow`, see [`crate::decode`]), host→client audio ([`crate::audio`]), input
//! (`send_input` — mouse/keyboard/gamepad), rumble/DualSense HID feedback ([`crate::feedback`]),
//! and the trust surface: `nativeGenerateIdentity` (persistent identity, Keystore-wrapped on the
//! Kotlin side), `nativeConnect` with identity + pin (TOFU / pinned), and `nativePair` (SPAKE2 PIN).
//!
//! TODO(M4 Android stage 1): client→host DualSense rich input (`send_rich_input`), mode
//! renegotiation. Port the remaining orchestration from `clients/linux`.
use jni::objects::{JObject, JString};
use jni::sys::{jboolean, jdoubleArray, jint, jlong, jsize};
use jni::JNIEnv;
use punktfunk_core::client::NativeClient;
use punktfunk_core::config::{CompositorPref, GamepadPref, Mode};
use punktfunk_core::input::{InputEvent, InputKind};
use std::panic::AssertUnwindSafe;
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::{Arc, Mutex};
use std::thread::JoinHandle;
use std::time::Duration;
/// Run a JNI body, catching any panic at the FFI boundary and returning `default` instead.
///
/// A panic unwinding out of an `extern "system"` function aborts the whole process on Rust ≥ 1.81 —
/// a hard crash of the embedding Android app with no logcat trace. This mirrors the discipline the C
/// ABI already enforces (`punktfunk_core::abi` wraps every entry point in `catch_unwind`); the
/// `panic = "unwind"` profile in the workspace `Cargo.toml` exists precisely so these guards work.
/// We apply it to the teardown + background-thread shims (the "leaving a stream" path), where an
/// unexpected panic (e.g. a poisoned `Mutex` during concurrent teardown) must degrade to a logged
/// no-op rather than kill the app.
pub(crate) fn jni_guard<T>(default: T, f: impl FnOnce() -> T) -> T {
std::panic::catch_unwind(AssertUnwindSafe(f)).unwrap_or_else(|_| {
log::error!("punktfunk JNI: caught a panic at the FFI boundary (returning default)");
default
})
}
/// A live session behind the `jlong` handle: the connector + the decode thread it feeds.
pub(crate) struct SessionHandle {
// Read only by the android decode path (`nativeStartVideo` → `crate::decode`); on the host
// build (CI's workspace clippy/build) those readers are cfg'd out, so it's intentionally unused.
#[cfg_attr(not(target_os = "android"), allow(dead_code))]
pub client: Arc<NativeClient>,
video: Mutex<Option<VideoThread>>,
#[cfg(target_os = "android")]
audio: Mutex<Option<crate::audio::AudioPlayback>>,
#[cfg(target_os = "android")]
mic: Mutex<Option<crate::mic::MicCapture>>,
}
struct VideoThread {
shutdown: Arc<AtomicBool>,
join: Option<JoinHandle<()>>,
/// Live decode stats, written by the decode thread and drained ~1 Hz by `nativeVideoStats`.
stats: Arc<crate::stats::VideoStats>,
}
impl SessionHandle {
/// Signal the decode thread to stop and join it. Idempotent.
fn stop_video(&self) {
if let Some(mut vt) = self.video.lock().unwrap().take() {
vt.shutdown.store(true, Ordering::SeqCst);
if let Some(j) = vt.join.take() {
let _ = j.join();
}
}
}
/// Stop + close audio playback. Dropping the [`crate::audio::AudioPlayback`] joins its decode
/// thread and closes the AAudio stream. Idempotent.
#[cfg(target_os = "android")]
fn stop_audio(&self) {
let _ = self.audio.lock().unwrap().take();
}
/// Stop mic uplink. Dropping the [`crate::mic::MicCapture`] joins its encode thread and closes
/// the AAudio input stream. Idempotent.
#[cfg(target_os = "android")]
fn stop_mic(&self) {
let _ = self.mic.lock().unwrap().take();
}
}
impl Drop for SessionHandle {
fn drop(&mut self) {
self.stop_video();
#[cfg(target_os = "android")]
self.stop_audio();
#[cfg(target_os = "android")]
self.stop_mic();
}
}
/// SHA-256 fingerprint → 64 lowercase hex chars (matches the host log + client-rs).
fn hex32(fp: &[u8; 32]) -> String {
use std::fmt::Write;
fp.iter().fold(String::with_capacity(64), |mut s, b| {
let _ = write!(s, "{b:02x}");
s
})
}
/// 64-hex → [u8; 32]; `None` on bad length/char.
fn parse_hex32(s: &str) -> Option<[u8; 32]> {
if s.len() != 64 {
return None;
}
let mut out = [0u8; 32];
for (i, b) in out.iter_mut().enumerate() {
*b = u8::from_str_radix(&s[2 * i..2 * i + 2], 16).ok()?;
}
Some(out)
}
/// `NativeBridge.nativeGenerateIdentity(): String` — mint a fresh persistent self-signed identity.
/// Returns `"<certPem>\n-----PUNKTFUNK-KEY-----\n<keyPem>"`, or `""` on failure (logged). Kotlin
/// persists it (Keystore-wrapped) and only calls this again when the store is genuinely empty.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeGenerateIdentity<'local>(
env: JNIEnv<'local>,
_this: JObject<'local>,
) -> jni::sys::jstring {
let out = match punktfunk_core::quic::endpoint::generate_identity() {
Ok((cert, key)) => format!("{cert}\n-----PUNKTFUNK-KEY-----\n{key}"),
Err(e) => {
log::error!("nativeGenerateIdentity failed: {e}");
String::new()
}
};
match env.new_string(out) {
Ok(s) => s.into_raw(),
Err(_) => JObject::null().into_raw(),
}
}
/// `NativeBridge.nativeConnect(host, port, w, h, hz, certPem, keyPem, pinHex, bitrateKbps,
/// compositorPref, gamepadPref): Long`. `certPem`/`keyPem` empty = anonymous, else presented as the
/// persistent identity. `pinHex` empty = TOFU (read `nativeHostFingerprint` after), else 64-hex
/// SHA-256 to pin the host (mismatch → 0). `bitrateKbps` 0 = host default. `compositorPref`/
/// `gamepadPref` are `CompositorPref`/`GamepadPref` wire bytes (0 = Auto; unknown → Auto).
/// Returns an opaque handle, or 0 on failure (logged).
#[no_mangle]
#[allow(clippy::too_many_arguments)]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeConnect<'local>(
mut env: JNIEnv<'local>,
_this: JObject<'local>,
host: JString<'local>,
port: jint,
width: jint,
height: jint,
refresh_hz: jint,
cert_pem: JString<'local>,
key_pem: JString<'local>,
pin_hex: JString<'local>,
bitrate_kbps: jint,
compositor_pref: jint,
gamepad_pref: jint,
hdr_enabled: jboolean,
) -> jlong {
let host: String = match env.get_string(&host) {
Ok(s) => s.into(),
Err(_) => return 0,
};
let cert: String = env
.get_string(&cert_pem)
.map(Into::into)
.unwrap_or_default();
let key: String = env.get_string(&key_pem).map(Into::into).unwrap_or_default();
let pin_hex: String = env.get_string(&pin_hex).map(Into::into).unwrap_or_default();
let identity: Option<(String, String)> = if cert.is_empty() || key.is_empty() {
None
} else {
Some((cert, key))
};
let pin: Option<[u8; 32]> = if pin_hex.is_empty() {
None
} else {
match parse_hex32(&pin_hex) {
Some(fp) => Some(fp),
None => {
log::error!("nativeConnect: bad pin hex (len {})", pin_hex.len());
return 0;
}
}
};
let mode = Mode {
width: width as u32,
height: height as u32,
refresh_hz: refresh_hz as u32,
};
match NativeClient::connect(
&host,
port as u16,
mode,
CompositorPref::from_u8(compositor_pref.clamp(0, u8::MAX as jint) as u8),
GamepadPref::from_u8(gamepad_pref.clamp(0, u8::MAX as jint) as u8),
bitrate_kbps.max(0) as u32, // 0 = host default
// Advertise 10-bit + HDR ONLY when this device's display can actually present it (Kotlin
// checks Display.getHdrCapabilities() and passes the result): the host (e.g. Windows) then
// upgrades to a Main10 / BT.2020 PQ encode. On an SDR display we advertise 0 so the host
// sends a proper 8-bit BT.709 stream rather than PQ the panel would mis-tone-map. AMediaCodec
// decodes Main10 from the SPS and the decode loop signals the Surface HDR dataspace + static
// metadata (see crate::decode).
if hdr_enabled != 0 {
punktfunk_core::quic::VIDEO_CAP_10BIT | punktfunk_core::quic::VIDEO_CAP_HDR
} else {
0
},
None, // launch: default app
pin, // Some → Crypto on host-fp mismatch
identity, // owned (cert, key) PEM, or None (anonymous)
Duration::from_secs(10),
) {
Ok(client) => {
let handle = SessionHandle {
client: Arc::new(client),
video: Mutex::new(None),
#[cfg(target_os = "android")]
audio: Mutex::new(None),
#[cfg(target_os = "android")]
mic: Mutex::new(None),
};
Box::into_raw(Box::new(handle)) as jlong
}
Err(e) => {
log::error!("nativeConnect to {host}:{port} failed: {e}");
0
}
}
}
/// `NativeBridge.nativeClose(handle)` — drop the session (stops the decode thread, then RAII-tears
/// down the connector). No-op on `0`.
///
/// # Safety contract
/// `handle` must be `0` or a live handle from [`Java_io_unom_punktfunk_kit_NativeBridge_nativeConnect`],
/// closed exactly once and not concurrently with other calls on the same handle (Kotlin owns this).
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeClose(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) {
jni_guard((), || {
if handle != 0 {
// SAFETY: per the contract, `handle` is a live `Box<SessionHandle>` pointer.
unsafe { drop(Box::from_raw(handle as *mut SessionHandle)) };
}
})
}
/// `NativeBridge.nativeHostFingerprint(handle): String` — the SHA-256 (64-hex) of the cert the host
/// presented on this connection. Valid after a successful `nativeConnect`; Kotlin pins it on a TOFU
/// connect. `""` on a `0` handle.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeHostFingerprint<'local>(
env: JNIEnv<'local>,
_this: JObject<'local>,
handle: jlong,
) -> jni::sys::jstring {
let out = if handle == 0 {
String::new()
} else {
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
hex32(&h.client.host_fingerprint)
};
match env.new_string(out) {
Ok(s) => s.into_raw(),
Err(_) => JObject::null().into_raw(),
}
}
/// `NativeBridge.nativePair(host, port, certPem, keyPem, pin, name): String` — run the SPAKE2 PIN
/// ceremony, presenting our persistent identity. On success returns the host's verified fingerprint
/// (64-hex) to persist + pin; on any failure (wrong PIN / MITM / host reject / unreachable) returns
/// `""` (logged). Blocking — Kotlin calls it off the UI thread.
#[no_mangle]
#[allow(clippy::too_many_arguments)]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativePair<'local>(
mut env: JNIEnv<'local>,
_this: JObject<'local>,
host: JString<'local>,
port: jint,
cert_pem: JString<'local>,
key_pem: JString<'local>,
pin: JString<'local>,
name: JString<'local>,
) -> jni::sys::jstring {
let g = |e: &mut JNIEnv<'local>, j: &JString<'local>| -> String {
e.get_string(j).map(Into::into).unwrap_or_default()
};
let host = g(&mut env, &host);
let cert = g(&mut env, &cert_pem);
let key = g(&mut env, &key_pem);
let pin = g(&mut env, &pin);
let name = g(&mut env, &name);
let out = if host.is_empty() || cert.is_empty() || key.is_empty() {
log::error!("nativePair: missing host/identity");
String::new()
} else {
match NativeClient::pair(
&host,
port as u16,
(&cert, &key), // borrowed identity
&pin,
&name,
Duration::from_secs(60),
) {
Ok(host_fp) => hex32(&host_fp),
Err(e) => {
// Crypto error == wrong PIN / MITM; anything else == transport/host reject.
log::error!("nativePair to {host}:{port} failed: {e}");
String::new()
}
}
};
match env.new_string(out) {
Ok(s) => s.into_raw(),
Err(_) => JObject::null().into_raw(),
}
}
/// `NativeBridge.nativeStartVideo(handle, surface)` — wrap the SurfaceView's `Surface` as an
/// `ANativeWindow` and start the HEVC decode thread rendering onto it. No-op if already started.
#[cfg(target_os = "android")]
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStartVideo(
env: JNIEnv,
_this: JObject,
handle: jlong,
surface: JObject,
) {
if handle == 0 {
return;
}
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
let mut guard = h.video.lock().unwrap();
if guard.is_some() {
return; // already streaming
}
// SAFETY: `env`/`surface` are valid JNI pointers for this call. `as *mut _` bridges any
// jni-sys version skew between the `jni` and `ndk` crates (both are raw `*mut _` pointers).
let window = match unsafe {
ndk::native_window::NativeWindow::from_surface(
env.get_native_interface() as *mut _,
surface.as_raw() as *mut _,
)
} {
Some(w) => w,
None => {
log::error!("nativeStartVideo: no ANativeWindow from Surface");
return;
}
};
let shutdown = Arc::new(AtomicBool::new(false));
let stats = Arc::new(crate::stats::VideoStats::new());
let client = h.client.clone();
let sd = shutdown.clone();
let st = stats.clone();
let join = std::thread::Builder::new()
.name("pf-decode".into())
.spawn(move || crate::decode::run(client, window, sd, st))
.ok();
*guard = Some(VideoThread {
shutdown,
join,
stats,
});
}
/// `NativeBridge.nativeStopVideo(handle)` — stop + join the decode thread (without closing the
/// session). No-op on `0`.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStopVideo(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) {
jni_guard((), || {
if handle != 0 {
// SAFETY: live handle per the contract.
let h = unsafe { &*(handle as *const SessionHandle) };
h.stop_video();
}
})
}
/// `NativeBridge.nativeVideoStats(handle): DoubleArray?` — drain ~1 s of decode stats for the HUD.
/// Returns 10 doubles
/// `[fps, mbps, latP50Ms, latP95Ms, latValid, skewCorrected, width, height, refreshHz, framesDropped]`
/// (the two flags are 1.0/0.0), or `null` when no decode thread is running. Poll ~1 Hz from the UI;
/// each call resets the measurement window. Not android-gated — pure `jni` + connector reads, so it
/// links on the host build too (Kotlin only ever calls it on device).
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeVideoStats(
env: JNIEnv,
_this: JObject,
handle: jlong,
) -> jdoubleArray {
jni_guard(std::ptr::null_mut(), || {
if handle == 0 {
return std::ptr::null_mut();
}
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
let snap = match h.video.lock().unwrap().as_ref() {
Some(vt) => vt.stats.drain(),
None => return std::ptr::null_mut(), // not streaming → no stats
};
let mode = h.client.mode();
let buf: [f64; 10] = [
snap.fps,
snap.mbps,
snap.lat_p50_ms,
snap.lat_p95_ms,
if snap.lat_valid { 1.0 } else { 0.0 },
if snap.skew_corrected { 1.0 } else { 0.0 },
mode.width as f64,
mode.height as f64,
mode.refresh_hz as f64,
h.client.frames_dropped() as f64,
];
let arr = match env.new_double_array(buf.len() as jsize) {
Ok(a) => a,
Err(_) => return std::ptr::null_mut(),
};
if env.set_double_array_region(&arr, 0, &buf).is_err() {
return std::ptr::null_mut();
}
arr.into_raw()
})
}
/// `NativeBridge.nativeStartAudio(handle)` — start the Opus→AAudio playback thread. No-op if already
/// started or on a `0` handle. Best-effort: a failure leaves video streaming.
#[cfg(target_os = "android")]
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStartAudio(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) {
if handle == 0 {
return;
}
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
let mut guard = h.audio.lock().unwrap();
if guard.is_some() {
return; // already playing
}
match crate::audio::AudioPlayback::start(h.client.clone()) {
Some(p) => *guard = Some(p),
None => log::error!("nativeStartAudio: playback init failed (video unaffected)"),
}
}
/// `NativeBridge.nativeStopAudio(handle)` — stop + join the audio thread and close AAudio (without
/// closing the session). No-op on `0`.
#[cfg(target_os = "android")]
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStopAudio(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) {
jni_guard((), || {
if handle != 0 {
// SAFETY: live handle per the contract.
let h = unsafe { &*(handle as *const SessionHandle) };
h.stop_audio();
}
})
}
/// `NativeBridge.nativeStartMic(handle)` — start mic capture (AAudio input → Opus → host `send_mic`).
/// No-op if already running or on a `0` handle. Caller MUST hold RECORD_AUDIO; a failure (e.g. no
/// permission) leaves the rest of the session streaming.
#[cfg(target_os = "android")]
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStartMic(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) {
if handle == 0 {
return;
}
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
let mut guard = h.mic.lock().unwrap();
if guard.is_some() {
return; // already capturing
}
match crate::mic::MicCapture::start(h.client.clone()) {
Some(m) => *guard = Some(m),
None => log::error!("nativeStartMic: mic init failed (RECORD_AUDIO? — session unaffected)"),
}
}
/// `NativeBridge.nativeStopMic(handle)` — stop + join the mic thread and close the AAudio input
/// stream (without closing the session). No-op on `0`.
#[cfg(target_os = "android")]
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStopMic(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) {
jni_guard((), || {
if handle != 0 {
// SAFETY: live handle per the contract.
let h = unsafe { &*(handle as *const SessionHandle) };
h.stop_mic();
}
})
}
// ---- Input plane: Kotlin capture → NativeClient::send_input ----------------------------------
// All four are `&self` on the `Sync` connector (send_input is a non-blocking datagram push), safe
// from the Kotlin UI thread. NOT android-gated — send_input exists on the host build too, so these
// compile everywhere (parity with nativeConnect/nativeClose). The wire codes are the GameStream
// conventions: buttons 1=left/2=middle/3=right/4=X1/5=X2; scroll axis 0=vertical/1=horizontal,
// signed 120-unit delta, +=up/right; keys are Windows VK (mapped from KEYCODE_* on the Kotlin side).
/// `NativeBridge.nativeSendPointerMove(handle, dx, dy)` — relative mouse motion (screen +y down).
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendPointerMove(
_env: JNIEnv,
_this: JObject,
handle: jlong,
dx: jint,
dy: jint,
) {
if handle == 0 {
return;
}
// SAFETY: live handle per the nativeConnect/nativeClose contract; send_input is &self.
let h = unsafe { &*(handle as *const SessionHandle) };
let _ = h.client.send_input(&InputEvent {
kind: InputKind::MouseMove,
_pad: [0; 3],
code: 0,
x: dx,
y: dy,
flags: 0,
});
}
/// `NativeBridge.nativeSendPointerAbs(handle, x, y, surfaceWidth, surfaceHeight)` — absolute cursor
/// position: the host moves the pointer to `x`/`y` in a `surfaceWidth`×`surfaceHeight` pixel space,
/// normalizing against the size packed into `flags` as `(w << 16) | h` and mapping into the output
/// region (it drops the event if that size is zero). This is the touch "direct pointing" path — the
/// cursor jumps to the finger — and matches the Apple client's absolute touch forwarding.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendPointerAbs(
_env: JNIEnv,
_this: JObject,
handle: jlong,
x: jint,
y: jint,
surface_width: jint,
surface_height: jint,
) {
if handle == 0 {
return;
}
// SAFETY: live handle per the contract.
let h = unsafe { &*(handle as *const SessionHandle) };
let w = (surface_width.max(0) as u32) & 0xffff;
let ht = (surface_height.max(0) as u32) & 0xffff;
let _ = h.client.send_input(&InputEvent {
kind: InputKind::MouseMoveAbs,
_pad: [0; 3],
code: 0,
x,
y,
flags: (w << 16) | ht,
});
}
/// `NativeBridge.nativeSendPointerButton(handle, button, down)` — one button transition.
/// `button`: GameStream id (1=left, 2=middle, 3=right, 4=X1, 5=X2). `down`: 1=press, 0=release.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendPointerButton(
_env: JNIEnv,
_this: JObject,
handle: jlong,
button: jint,
down: jboolean,
) {
if handle == 0 {
return;
}
// SAFETY: live handle per the contract.
let h = unsafe { &*(handle as *const SessionHandle) };
let _ = h.client.send_input(&InputEvent {
kind: if down != 0 {
InputKind::MouseButtonDown
} else {
InputKind::MouseButtonUp
},
_pad: [0; 3],
code: button as u32,
x: 0,
y: 0,
flags: 0,
});
}
/// `NativeBridge.nativeSendScroll(handle, axis, delta)` — one scroll step. `axis`: 0=vertical,
/// 1=horizontal. `delta`: signed, WHEEL_DELTA(120)-scaled, +=up/right.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendScroll(
_env: JNIEnv,
_this: JObject,
handle: jlong,
axis: jint,
delta: jint,
) {
if handle == 0 {
return;
}
// SAFETY: live handle per the contract.
let h = unsafe { &*(handle as *const SessionHandle) };
let _ = h.client.send_input(&InputEvent {
kind: InputKind::MouseScroll,
_pad: [0; 3],
code: axis as u32,
x: delta,
y: 0,
flags: 0,
});
}
/// `NativeBridge.nativeSendKey(handle, vk, down, mods)` — one key transition. `vk`: Windows
/// Virtual-Key code (0 = unmapped → dropped). `down`: 1=press, 0=release. `mods`: VK modifier
/// bitmask (0 for now — the host folds modifiers from the L/R modifier key events themselves).
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendKey(
_env: JNIEnv,
_this: JObject,
handle: jlong,
vk: jint,
down: jboolean,
mods: jint,
) {
if handle == 0 || vk == 0 {
return;
}
// SAFETY: live handle per the contract.
let h = unsafe { &*(handle as *const SessionHandle) };
let _ = h.client.send_input(&InputEvent {
kind: if down != 0 {
InputKind::KeyDown
} else {
InputKind::KeyUp
},
_pad: [0; 3],
code: vk as u32,
x: 0,
y: 0,
flags: mods as u32,
});
}
// ---- Gamepad: Kotlin captures (KeyEvent/MotionEvent) → NativeClient::send_input ---------------
// Single-pad model: exactly one controller, forwarded as pad 0 (flags = 0). Buttons carry the
// gamepad::BTN_* bit in `code` and pressed/released in `x` (1/0); axes carry the gamepad::AXIS_* id
// in `code` and the value in `x` (sticks i16 32768..32767, +y = up; triggers 0..255). The host
// accumulates the incremental events into its virtual xpad. Wire contract: input.rs::gamepad.
/// `NativeBridge.nativeSendGamepadButton(handle, bit, down)` — one gamepad button transition.
/// `bit`: a `gamepad::BTN_*` bit (e.g. BTN_A = 0x1000). `down`: 1=press, 0=release.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepadButton(
_env: JNIEnv,
_this: JObject,
handle: jlong,
bit: jint,
down: jboolean,
) {
if handle == 0 {
return;
}
// SAFETY: live handle per the contract.
let h = unsafe { &*(handle as *const SessionHandle) };
let _ = h.client.send_input(&InputEvent {
kind: InputKind::GamepadButton,
_pad: [0; 3],
code: bit as u32,
x: i32::from(down != 0),
y: 0,
flags: 0, // pad index 0 — single-pad model
});
}
/// `NativeBridge.nativeSendGamepadAxis(handle, axisId, value)` — one gamepad axis update.
/// `axisId`: a `gamepad::AXIS_*` id (LS_X=0..RT=5). `value`: stick i16 (32768..32767, +y=up) or
/// trigger 0..255.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepadAxis(
_env: JNIEnv,
_this: JObject,
handle: jlong,
axis_id: jint,
value: jint,
) {
if handle == 0 {
return;
}
// SAFETY: live handle per the contract.
let h = unsafe { &*(handle as *const SessionHandle) };
let _ = h.client.send_input(&InputEvent {
kind: InputKind::GamepadAxis,
_pad: [0; 3],
code: axis_id as u32,
x: value,
y: 0,
flags: 0, // pad index 0 — single-pad model
});
}
@@ -0,0 +1,244 @@
//! Connect lifecycle + the trust surface: identity mint, connect (TOFU / pinned), close,
//! host-fingerprint read, and the SPAKE2 PIN pairing ceremony.
use jni::objects::{JObject, JString};
use jni::sys::{jboolean, jint, jlong};
use jni::JNIEnv;
use punktfunk_core::client::NativeClient;
use punktfunk_core::config::{CompositorPref, GamepadPref, Mode};
use std::sync::{Arc, Mutex};
use std::time::Duration;
use super::{hex32, jni_guard, parse_hex32, SessionHandle};
/// `NativeBridge.nativeGenerateIdentity(): String` — mint a fresh persistent self-signed identity.
/// Returns `"<certPem>\n-----PUNKTFUNK-KEY-----\n<keyPem>"`, or `""` on failure (logged). Kotlin
/// persists it (Keystore-wrapped) and only calls this again when the store is genuinely empty.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeGenerateIdentity<'local>(
env: JNIEnv<'local>,
_this: JObject<'local>,
) -> jni::sys::jstring {
let out = match punktfunk_core::quic::endpoint::generate_identity() {
Ok((cert, key)) => format!("{cert}\n-----PUNKTFUNK-KEY-----\n{key}"),
Err(e) => {
log::error!("nativeGenerateIdentity failed: {e}");
String::new()
}
};
match env.new_string(out) {
Ok(s) => s.into_raw(),
Err(_) => JObject::null().into_raw(),
}
}
/// `NativeBridge.nativeConnect(host, port, w, h, hz, certPem, keyPem, pinHex, bitrateKbps,
/// compositorPref, gamepadPref, hdrEnabled, audioChannels, preferredCodec, timeoutMs): Long`.
/// `certPem`/`keyPem` empty = anonymous, else presented as the persistent identity. `pinHex` empty
/// = TOFU (read `nativeHostFingerprint` after), else 64-hex SHA-256 to pin the host (mismatch → 0).
/// `bitrateKbps` 0 = host default. `compositorPref`/`gamepadPref` are `CompositorPref`/`GamepadPref`
/// wire bytes (0 = Auto; unknown → Auto). `audioChannels` is the requested surround layout (2/6/8;
/// normalized, anything else → stereo) — the host clamps it and the resolved count drives playback.
/// `preferredCodec` is the soft codec preference wire byte (0 = Auto). `timeoutMs` is the handshake
/// budget: the normal path passes a short value, the no-PIN "request access" path a long one (≥ the
/// host's approval-park window) so a slow operator approval lands on this same parked connection
/// rather than timing the client out first. Returns an opaque handle, or 0 on failure.
#[no_mangle]
#[allow(clippy::too_many_arguments)]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeConnect<'local>(
mut env: JNIEnv<'local>,
_this: JObject<'local>,
host: JString<'local>,
port: jint,
width: jint,
height: jint,
refresh_hz: jint,
cert_pem: JString<'local>,
key_pem: JString<'local>,
pin_hex: JString<'local>,
bitrate_kbps: jint,
compositor_pref: jint,
gamepad_pref: jint,
hdr_enabled: jboolean,
audio_channels: jint,
preferred_codec: jint,
timeout_ms: jint,
) -> jlong {
let host: String = match env.get_string(&host) {
Ok(s) => s.into(),
Err(_) => return 0,
};
let cert: String = env
.get_string(&cert_pem)
.map(Into::into)
.unwrap_or_default();
let key: String = env.get_string(&key_pem).map(Into::into).unwrap_or_default();
let pin_hex: String = env.get_string(&pin_hex).map(Into::into).unwrap_or_default();
let identity: Option<(String, String)> = if cert.is_empty() || key.is_empty() {
None
} else {
Some((cert, key))
};
let pin: Option<[u8; 32]> = if pin_hex.is_empty() {
None
} else {
match parse_hex32(&pin_hex) {
Some(fp) => Some(fp),
None => {
log::error!("nativeConnect: bad pin hex (len {})", pin_hex.len());
return 0;
}
}
};
let mode = Mode {
width: width as u32,
height: height as u32,
refresh_hz: refresh_hz as u32,
};
match NativeClient::connect(
&host,
port as u16,
mode,
CompositorPref::from_u8(compositor_pref.clamp(0, u8::MAX as jint) as u8),
GamepadPref::from_u8(gamepad_pref.clamp(0, u8::MAX as jint) as u8),
bitrate_kbps.max(0) as u32, // 0 = host default
// Advertise 10-bit + HDR ONLY when this device's display can actually present it (Kotlin
// checks Display.getHdrCapabilities() and passes the result): the host (e.g. Windows) then
// upgrades to a Main10 / BT.2020 PQ encode. On an SDR display we advertise 0 so the host
// sends a proper 8-bit BT.709 stream rather than PQ the panel would mis-tone-map. AMediaCodec
// decodes Main10 from the SPS and the decode loop signals the Surface HDR dataspace + static
// metadata (see crate::decode).
if hdr_enabled != 0 {
punktfunk_core::quic::VIDEO_CAP_10BIT | punktfunk_core::quic::VIDEO_CAP_HDR
} else {
0
},
// Requested surround layout (2 = stereo / 6 = 5.1 / 8 = 7.1). The host clamps to what it can
// capture and echoes the resolved count in `connector.audio_channels`, which drives the
// decoder + AAudio layout (read in `crate::audio::AudioPlayback::start`). Anything else
// normalizes to stereo here.
punktfunk_core::audio::normalize_channels(audio_channels.clamp(0, u8::MAX as jint) as u8),
// Codecs this device can decode — AMediaCodec decodes both HEVC and H.264 (AV1 isn't wired;
// hosts don't emit it on the native path yet). The host resolves the emitted codec from these
// + the soft `preferred_codec` and echoes it in `connector.codec`, which drives the mime below.
punktfunk_core::quic::CODEC_H264 | punktfunk_core::quic::CODEC_HEVC,
preferred_codec.clamp(0, u8::MAX as jint) as u8,
None, // launch: default app
pin, // Some → Crypto on host-fp mismatch
identity, // owned (cert, key) PEM, or None (anonymous)
// Handshake budget from Kotlin: ~10 s for a normal connect, ~185 s for "request access"
// (the host parks the connection until the operator approves the device — see ConnectScreen).
Duration::from_millis(timeout_ms.max(0) as u64),
) {
Ok(client) => {
let handle = SessionHandle {
client: Arc::new(client),
stats: Arc::new(crate::stats::VideoStats::new()),
video: Mutex::new(None),
#[cfg(target_os = "android")]
audio: Mutex::new(None),
#[cfg(target_os = "android")]
mic: Mutex::new(None),
};
Box::into_raw(Box::new(handle)) as jlong
}
Err(e) => {
log::error!("nativeConnect to {host}:{port} failed: {e}");
0
}
}
}
/// `NativeBridge.nativeClose(handle)` — drop the session (stops the decode thread, then RAII-tears
/// down the connector). No-op on `0`.
///
/// # Safety contract
/// `handle` must be `0` or a live handle from [`Java_io_unom_punktfunk_kit_NativeBridge_nativeConnect`],
/// closed exactly once and not concurrently with other calls on the same handle (Kotlin owns this).
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeClose(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) {
jni_guard((), || {
if handle != 0 {
// SAFETY: per the contract, `handle` is a live `Box<SessionHandle>` pointer.
unsafe { drop(Box::from_raw(handle as *mut SessionHandle)) };
}
})
}
/// `NativeBridge.nativeHostFingerprint(handle): String` — the SHA-256 (64-hex) of the cert the host
/// presented on this connection. Valid after a successful `nativeConnect`; Kotlin pins it on a TOFU
/// connect. `""` on a `0` handle.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeHostFingerprint<'local>(
env: JNIEnv<'local>,
_this: JObject<'local>,
handle: jlong,
) -> jni::sys::jstring {
let out = if handle == 0 {
String::new()
} else {
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
hex32(&h.client.host_fingerprint)
};
match env.new_string(out) {
Ok(s) => s.into_raw(),
Err(_) => JObject::null().into_raw(),
}
}
/// `NativeBridge.nativePair(host, port, certPem, keyPem, pin, name): String` — run the SPAKE2 PIN
/// ceremony, presenting our persistent identity. On success returns the host's verified fingerprint
/// (64-hex) to persist + pin; on any failure (wrong PIN / MITM / host reject / unreachable) returns
/// `""` (logged). Blocking — Kotlin calls it off the UI thread.
#[no_mangle]
#[allow(clippy::too_many_arguments)]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativePair<'local>(
mut env: JNIEnv<'local>,
_this: JObject<'local>,
host: JString<'local>,
port: jint,
cert_pem: JString<'local>,
key_pem: JString<'local>,
pin: JString<'local>,
name: JString<'local>,
) -> jni::sys::jstring {
let g = |e: &mut JNIEnv<'local>, j: &JString<'local>| -> String {
e.get_string(j).map(Into::into).unwrap_or_default()
};
let host = g(&mut env, &host);
let cert = g(&mut env, &cert_pem);
let key = g(&mut env, &key_pem);
let pin = g(&mut env, &pin);
let name = g(&mut env, &name);
let out = if host.is_empty() || cert.is_empty() || key.is_empty() {
log::error!("nativePair: missing host/identity");
String::new()
} else {
match NativeClient::pair(
&host,
port as u16,
(&cert, &key), // borrowed identity
&pin,
&name,
Duration::from_secs(60),
) {
Ok(host_fp) => hex32(&host_fp),
Err(e) => {
// Crypto error == wrong PIN / MITM; anything else == transport/host reject.
log::error!("nativePair to {host}:{port} failed: {e}");
String::new()
}
}
};
match env.new_string(out) {
Ok(s) => s.into_raw(),
Err(_) => JObject::null().into_raw(),
}
}
+159
View File
@@ -0,0 +1,159 @@
//! Input plane: Kotlin capture → `NativeClient::send_input`.
//!
//! All shims are `&self` on the `Sync` connector (send_input is a non-blocking datagram push), safe
//! from the Kotlin UI thread. NOT android-gated — send_input exists on the host build too, so these
//! compile everywhere (parity with nativeConnect/nativeClose). The wire codes are the GameStream
//! conventions: buttons 1=left/2=middle/3=right/4=X1/5=X2; scroll axis 0=vertical/1=horizontal,
//! signed 120-unit delta, +=up/right; keys are Windows VK (mapped from KEYCODE_* on the Kotlin side).
use jni::objects::JObject;
use jni::sys::{jboolean, jint, jlong};
use jni::JNIEnv;
use punktfunk_core::input::{InputEvent, InputKind};
use super::SessionHandle;
/// Shared shim body: guard against a `0` handle, deref, and push one [`InputEvent`].
fn send_event(handle: jlong, kind: InputKind, code: u32, x: i32, y: i32, flags: u32) {
if handle == 0 {
return;
}
// SAFETY: live handle per the nativeConnect/nativeClose contract; send_input is &self.
let h = unsafe { &*(handle as *const SessionHandle) };
let _ = h.client.send_input(&InputEvent {
kind,
_pad: [0; 3],
code,
x,
y,
flags,
});
}
/// `NativeBridge.nativeSendPointerMove(handle, dx, dy)` — relative mouse motion (screen +y down).
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendPointerMove(
_env: JNIEnv,
_this: JObject,
handle: jlong,
dx: jint,
dy: jint,
) {
send_event(handle, InputKind::MouseMove, 0, dx, dy, 0);
}
/// `NativeBridge.nativeSendPointerAbs(handle, x, y, surfaceWidth, surfaceHeight)` — absolute cursor
/// position: the host moves the pointer to `x`/`y` in a `surfaceWidth`×`surfaceHeight` pixel space,
/// normalizing against the size packed into `flags` as `(w << 16) | h` and mapping into the output
/// region (it drops the event if that size is zero). This is the touch "direct pointing" path — the
/// cursor jumps to the finger — and matches the Apple client's absolute touch forwarding.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendPointerAbs(
_env: JNIEnv,
_this: JObject,
handle: jlong,
x: jint,
y: jint,
surface_width: jint,
surface_height: jint,
) {
let w = (surface_width.max(0) as u32) & 0xffff;
let ht = (surface_height.max(0) as u32) & 0xffff;
send_event(handle, InputKind::MouseMoveAbs, 0, x, y, (w << 16) | ht);
}
/// `NativeBridge.nativeSendPointerButton(handle, button, down)` — one button transition.
/// `button`: GameStream id (1=left, 2=middle, 3=right, 4=X1, 5=X2). `down`: 1=press, 0=release.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendPointerButton(
_env: JNIEnv,
_this: JObject,
handle: jlong,
button: jint,
down: jboolean,
) {
let kind = if down != 0 {
InputKind::MouseButtonDown
} else {
InputKind::MouseButtonUp
};
send_event(handle, kind, button as u32, 0, 0, 0);
}
/// `NativeBridge.nativeSendScroll(handle, axis, delta)` — one scroll step. `axis`: 0=vertical,
/// 1=horizontal. `delta`: signed, WHEEL_DELTA(120)-scaled, +=up/right.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendScroll(
_env: JNIEnv,
_this: JObject,
handle: jlong,
axis: jint,
delta: jint,
) {
send_event(handle, InputKind::MouseScroll, axis as u32, delta, 0, 0);
}
/// `NativeBridge.nativeSendKey(handle, vk, down, mods)` — one key transition. `vk`: Windows
/// Virtual-Key code (0 = unmapped → dropped). `down`: 1=press, 0=release. `mods`: VK modifier
/// bitmask (0 for now — the host folds modifiers from the L/R modifier key events themselves).
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendKey(
_env: JNIEnv,
_this: JObject,
handle: jlong,
vk: jint,
down: jboolean,
mods: jint,
) {
if vk == 0 {
return;
}
let kind = if down != 0 {
InputKind::KeyDown
} else {
InputKind::KeyUp
};
send_event(handle, kind, vk as u32, 0, 0, mods as u32);
}
// ---- Gamepad: Kotlin captures (KeyEvent/MotionEvent) → NativeClient::send_input ---------------
// Single-pad model: exactly one controller, forwarded as pad 0 (flags = 0). Buttons carry the
// gamepad::BTN_* bit in `code` and pressed/released in `x` (1/0); axes carry the gamepad::AXIS_* id
// in `code` and the value in `x` (sticks i16 32768..32767, +y = up; triggers 0..255). The host
// accumulates the incremental events into its virtual xpad. Wire contract: input.rs::gamepad.
/// `NativeBridge.nativeSendGamepadButton(handle, bit, down)` — one gamepad button transition.
/// `bit`: a `gamepad::BTN_*` bit (e.g. BTN_A = 0x1000). `down`: 1=press, 0=release.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepadButton(
_env: JNIEnv,
_this: JObject,
handle: jlong,
bit: jint,
down: jboolean,
) {
// flags = 0: pad index 0 — single-pad model.
send_event(
handle,
InputKind::GamepadButton,
bit as u32,
i32::from(down != 0),
0,
0,
);
}
/// `NativeBridge.nativeSendGamepadAxis(handle, axisId, value)` — one gamepad axis update.
/// `axisId`: a `gamepad::AXIS_*` id (LS_X=0..RT=5). `value`: stick i16 (32768..32767, +y=up) or
/// trigger 0..255.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepadAxis(
_env: JNIEnv,
_this: JObject,
handle: jlong,
axis_id: jint,
value: jint,
) {
// flags = 0: pad index 0 — single-pad model.
send_event(handle, InputKind::GamepadAxis, axis_id as u32, value, 0, 0);
}
+124
View File
@@ -0,0 +1,124 @@
//! Session lifecycle + plane wiring over JNI.
//!
//! A connected session is a [`SessionHandle`] — an `Arc<NativeClient>` plus the decode thread it
//! feeds — boxed and handed to Kotlin as an opaque `jlong`. The connector is `Sync`, so the decode
//! thread pulls the video plane (`next_frame`) directly while Kotlin still holds the handle.
//!
//! Wired: connect/close, the video plane (HEVC `next_frame` → NDK AMediaCodec → the SurfaceView's
//! `ANativeWindow`, see [`crate::decode`]), host→client audio ([`crate::audio`]), input
//! (`send_input` — mouse/keyboard/gamepad), rumble/DualSense HID feedback ([`crate::feedback`]),
//! and the trust surface: `nativeGenerateIdentity` (persistent identity, Keystore-wrapped on the
//! Kotlin side), `nativeConnect` with identity + pin (TOFU / pinned), and `nativePair` (SPAKE2 PIN).
//!
//! Split by concern: [`connect`] (identity + connect/close + the trust surface), [`planes`]
//! (video/audio/mic start/stop + the stats drain), [`input`] (the input-plane shims). This module
//! keeps the shared infrastructure they all deref through.
//!
//! TODO(M4 Android stage 1): client→host DualSense rich input (`send_rich_input`), mode
//! renegotiation. Port the remaining orchestration from `clients/linux`.
mod connect;
mod input;
mod planes;
use punktfunk_core::client::NativeClient;
use std::panic::AssertUnwindSafe;
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::{Arc, Mutex};
use std::thread::JoinHandle;
/// Run a JNI body, catching any panic at the FFI boundary and returning `default` instead.
///
/// A panic unwinding out of an `extern "system"` function aborts the whole process on Rust ≥ 1.81 —
/// a hard crash of the embedding Android app with no logcat trace. This mirrors the discipline the C
/// ABI already enforces (`punktfunk_core::abi` wraps every entry point in `catch_unwind`); the
/// `panic = "unwind"` profile in the workspace `Cargo.toml` exists precisely so these guards work.
/// We apply it to the teardown + background-thread shims (the "leaving a stream" path), where an
/// unexpected panic (e.g. a poisoned `Mutex` during concurrent teardown) must degrade to a logged
/// no-op rather than kill the app.
pub(crate) fn jni_guard<T>(default: T, f: impl FnOnce() -> T) -> T {
std::panic::catch_unwind(AssertUnwindSafe(f)).unwrap_or_else(|_| {
log::error!("punktfunk JNI: caught a panic at the FFI boundary (returning default)");
default
})
}
/// A live session behind the `jlong` handle: the connector + the decode thread it feeds.
pub(crate) struct SessionHandle {
// Read only by the android decode path (`nativeStartVideo` → `crate::decode`); on the host
// build (CI's workspace clippy/build) those readers are cfg'd out, so it's intentionally unused.
#[cfg_attr(not(target_os = "android"), allow(dead_code))]
pub client: Arc<NativeClient>,
/// Live decode stats, written by the decode thread and drained ~1 Hz by `nativeVideoStats`.
/// Session-lifetime (not per `VideoThread`) so the HUD's enable gate set via
/// `nativeSetVideoStatsEnabled` survives surface teardown/recreate and can land before
/// `nativeStartVideo` — enabling resets the window, so no stale data leaks across restarts.
pub stats: Arc<crate::stats::VideoStats>,
video: Mutex<Option<VideoThread>>,
#[cfg(target_os = "android")]
audio: Mutex<Option<crate::audio::AudioPlayback>>,
#[cfg(target_os = "android")]
mic: Mutex<Option<crate::mic::MicCapture>>,
}
struct VideoThread {
shutdown: Arc<AtomicBool>,
join: Option<JoinHandle<()>>,
}
impl SessionHandle {
/// Signal the decode thread to stop and join it. Idempotent.
fn stop_video(&self) {
if let Some(mut vt) = self.video.lock().unwrap().take() {
vt.shutdown.store(true, Ordering::SeqCst);
if let Some(j) = vt.join.take() {
let _ = j.join();
}
}
}
/// Stop + close audio playback. Dropping the [`crate::audio::AudioPlayback`] joins its decode
/// thread and closes the AAudio stream. Idempotent.
#[cfg(target_os = "android")]
fn stop_audio(&self) {
let _ = self.audio.lock().unwrap().take();
}
/// Stop mic uplink. Dropping the [`crate::mic::MicCapture`] joins its encode thread and closes
/// the AAudio input stream. Idempotent.
#[cfg(target_os = "android")]
fn stop_mic(&self) {
let _ = self.mic.lock().unwrap().take();
}
}
impl Drop for SessionHandle {
fn drop(&mut self) {
self.stop_video();
#[cfg(target_os = "android")]
self.stop_audio();
#[cfg(target_os = "android")]
self.stop_mic();
}
}
/// SHA-256 fingerprint → 64 lowercase hex chars (matches the host log + client-rs).
fn hex32(fp: &[u8; 32]) -> String {
use std::fmt::Write;
fp.iter().fold(String::with_capacity(64), |mut s, b| {
let _ = write!(s, "{b:02x}");
s
})
}
/// 64-hex → [u8; 32]; `None` on bad length/char.
fn parse_hex32(s: &str) -> Option<[u8; 32]> {
if s.len() != 64 {
return None;
}
let mut out = [0u8; 32];
for (i, b) in out.iter_mut().enumerate() {
*b = u8::from_str_radix(&s[2 * i..2 * i + 2], 16).ok()?;
}
Some(out)
}
@@ -0,0 +1,236 @@
//! Plane start/stop: video (HEVC decode → Surface), host→client audio, mic uplink — plus the
//! ~1 Hz decode-stats drain for the HUD.
use jni::objects::JObject;
use jni::sys::{jboolean, jdoubleArray, jlong, jsize};
use jni::JNIEnv;
use super::{jni_guard, SessionHandle};
/// `NativeBridge.nativeStartVideo(handle, surface)` — wrap the SurfaceView's `Surface` as an
/// `ANativeWindow` and start the HEVC decode thread rendering onto it. No-op if already started.
#[cfg(target_os = "android")]
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStartVideo(
env: JNIEnv,
_this: JObject,
handle: jlong,
surface: JObject,
) {
use super::VideoThread;
use std::sync::atomic::AtomicBool;
use std::sync::Arc;
if handle == 0 {
return;
}
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
let mut guard = h.video.lock().unwrap();
if guard.is_some() {
return; // already streaming
}
// SAFETY: `env`/`surface` are valid JNI pointers for this call. `as *mut _` bridges any
// jni-sys version skew between the `jni` and `ndk` crates (both are raw `*mut _` pointers).
let window = match unsafe {
ndk::native_window::NativeWindow::from_surface(
env.get_native_interface() as *mut _,
surface.as_raw() as *mut _,
)
} {
Some(w) => w,
None => {
log::error!("nativeStartVideo: no ANativeWindow from Surface");
return;
}
};
let shutdown = Arc::new(AtomicBool::new(false));
let client = h.client.clone();
let sd = shutdown.clone();
let st = h.stats.clone(); // session-lifetime stats (gate survives surface recreate)
let join = std::thread::Builder::new()
.name("pf-decode".into())
.spawn(move || crate::decode::run(client, window, sd, st))
.ok();
*guard = Some(VideoThread { shutdown, join });
}
/// `NativeBridge.nativeStopVideo(handle)` — stop + join the decode thread (without closing the
/// session). No-op on `0`.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStopVideo(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) {
jni_guard((), || {
if handle != 0 {
// SAFETY: live handle per the contract.
let h = unsafe { &*(handle as *const SessionHandle) };
h.stop_video();
}
})
}
/// `NativeBridge.nativeVideoStats(handle): DoubleArray?` — drain ~1 s of decode stats for the HUD.
/// Returns 14 doubles
/// `[fps, mbps, latP50Ms, latP95Ms, latValid, skewCorrected, width, height, refreshHz, framesDropped,
/// bitDepth, colorPrimaries, colorTransfer, chromaFormatIdc]`
/// (the two flags are 1.0/0.0; the trailing four describe the negotiated video feed — see below), or
/// `null` when no decode thread is running. Poll ~1 Hz from the UI; each call resets the measurement
/// window. Not android-gated — pure `jni` + connector reads, so it links on the host build too
/// (Kotlin only ever calls it on device).
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeVideoStats(
env: JNIEnv,
_this: JObject,
handle: jlong,
) -> jdoubleArray {
jni_guard(std::ptr::null_mut(), || {
if handle == 0 {
return std::ptr::null_mut();
}
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
if h.video.lock().unwrap().is_none() {
return std::ptr::null_mut(); // not streaming → no stats
}
let snap = h.stats.drain();
let mode = h.client.mode();
let color = h.client.color;
let buf: [f64; 14] = [
snap.fps,
snap.mbps,
snap.lat_p50_ms,
snap.lat_p95_ms,
if snap.lat_valid { 1.0 } else { 0.0 },
if snap.skew_corrected { 1.0 } else { 0.0 },
mode.width as f64,
mode.height as f64,
mode.refresh_hz as f64,
h.client.frames_dropped() as f64,
// Video-feed properties the host resolved at the handshake (Welcome): encode bit depth
// (8 / 10), the CICP colour primaries + transfer code points (Kotlin maps these to a
// colour-space / HDR label — transfer 16 = PQ, 18 = HLG ⇒ HDR), and the HEVC
// chroma_format_idc (1 = 4:2:0, 3 = 4:4:4). Static for the session unless renegotiated.
h.client.bit_depth as f64,
color.primaries as f64,
color.transfer as f64,
h.client.chroma_format as f64,
];
let arr = match env.new_double_array(buf.len() as jsize) {
Ok(a) => a,
Err(_) => return std::ptr::null_mut(),
};
if env.set_double_array_region(&arr, 0, &buf).is_err() {
return std::ptr::null_mut();
}
arr.into_raw()
})
}
/// `NativeBridge.nativeSetVideoStatsEnabled(handle, enabled)` — gate per-frame stats sampling on the
/// HUD actually being visible: while disabled the decode thread skips the clock read + lock per AU.
/// Enabling resets the measurement window so a later show never reports stale data. Sticky for the
/// session (survives video stop/start across surface recreation). No-op on `0`. Not android-gated —
/// pure `jni` + an atomic store, so it links on the host build too.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSetVideoStatsEnabled(
_env: JNIEnv,
_this: JObject,
handle: jlong,
enabled: jboolean,
) {
jni_guard((), || {
if handle != 0 {
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
h.stats.set_enabled(enabled != 0);
}
})
}
/// `NativeBridge.nativeStartAudio(handle)` — start the Opus→AAudio playback thread. No-op if already
/// started or on a `0` handle. Best-effort: a failure leaves video streaming.
#[cfg(target_os = "android")]
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStartAudio(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) {
if handle == 0 {
return;
}
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
let mut guard = h.audio.lock().unwrap();
if guard.is_some() {
return; // already playing
}
match crate::audio::AudioPlayback::start(h.client.clone()) {
Some(p) => *guard = Some(p),
None => log::error!("nativeStartAudio: playback init failed (video unaffected)"),
}
}
/// `NativeBridge.nativeStopAudio(handle)` — stop + join the audio thread and close AAudio (without
/// closing the session). No-op on `0`.
#[cfg(target_os = "android")]
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStopAudio(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) {
jni_guard((), || {
if handle != 0 {
// SAFETY: live handle per the contract.
let h = unsafe { &*(handle as *const SessionHandle) };
h.stop_audio();
}
})
}
/// `NativeBridge.nativeStartMic(handle)` — start mic capture (AAudio input → Opus → host `send_mic`).
/// No-op if already running or on a `0` handle. Caller MUST hold RECORD_AUDIO; a failure (e.g. no
/// permission) leaves the rest of the session streaming.
#[cfg(target_os = "android")]
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStartMic(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) {
if handle == 0 {
return;
}
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
let mut guard = h.mic.lock().unwrap();
if guard.is_some() {
return; // already capturing
}
match crate::mic::MicCapture::start(h.client.clone()) {
Some(m) => *guard = Some(m),
None => log::error!("nativeStartMic: mic init failed (RECORD_AUDIO? — session unaffected)"),
}
}
/// `NativeBridge.nativeStopMic(handle)` — stop + join the mic thread and close the AAudio input
/// stream (without closing the session). No-op on `0`.
#[cfg(target_os = "android")]
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStopMic(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) {
jni_guard((), || {
if handle != 0 {
// SAFETY: live handle per the contract.
let h = unsafe { &*(handle as *const SessionHandle) };
h.stop_mic();
}
})
}
+50 -7
View File
@@ -1,15 +1,22 @@
//! Live decode stats for the on-stream HUD (mirrors the Apple client's stats overlay): FPS, //! Live decode stats for the on-stream HUD (mirrors the Apple client's stats overlay): FPS,
//! receive throughput, and capture→client-receipt latency (p50/p95). The decode thread is the sole //! receive throughput, and capture→client-receipt latency (p50/p95). The decode thread is the sole
//! writer (`note` per access unit); the JNI accessor `nativeVideoStats` drains a snapshot ~1 Hz and //! writer (`note` per access unit); the JNI accessor `nativeVideoStats` drains a snapshot ~1 Hz and
//! resets the window. Pure `std` so it compiles on the host build too (the decode thread is //! resets the window. Sampling is gated on the HUD actually being visible (`set_enabled`, driven by
//! android-only, but `VideoThread` holds the shared handle unconditionally). //! `nativeSetVideoStatsEnabled`) so the hidden steady state costs one relaxed atomic load per frame.
//! Pure `std` so it compiles on the host build too (the decode thread is android-only, but
//! `SessionHandle` holds the shared handle unconditionally).
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::Mutex; use std::sync::Mutex;
use std::time::Instant; use std::time::Instant;
/// Rolling per-window accumulator. Rates are computed over the actual elapsed wall-time at drain /// Rolling per-window accumulator. Rates are computed over the actual elapsed wall-time at drain
/// (robust to poll jitter), so a poll that lands at 0.9 s or 1.1 s still reports the right FPS. /// (robust to poll jitter), so a poll that lands at 0.9 s or 1.1 s still reports the right FPS.
pub struct VideoStats { pub struct VideoStats {
/// HUD gate: `note` runs on the per-frame decode path, so while the overlay is hidden it (and
/// the caller's latency computation — see `enabled`) early-outs on this flag alone. Off until
/// Kotlin shows the HUD.
enabled: AtomicBool,
inner: Mutex<Inner>, inner: Mutex<Inner>,
} }
@@ -35,11 +42,9 @@ pub struct Snapshot {
} }
impl VideoStats { impl VideoStats {
// `new`/`note` are driven only by the android-only decode thread; `drain` (the JNI accessor) is
// ungated, so on the host build these two are unreferenced — that's expected, not dead code.
#[cfg_attr(not(target_os = "android"), allow(dead_code))]
pub fn new() -> VideoStats { pub fn new() -> VideoStats {
VideoStats { VideoStats {
enabled: AtomicBool::new(false),
inner: Mutex::new(Inner { inner: Mutex::new(Inner {
window_start: Instant::now(), window_start: Instant::now(),
frames: 0, frames: 0,
@@ -50,10 +55,44 @@ impl VideoStats {
} }
} }
/// Whether the HUD wants samples. The decode thread checks this BEFORE building a latency
/// sample, so the per-frame wall-clock read is skipped too while hidden.
// Read only by the android-only decode thread; unreferenced on the host build — expected.
#[cfg_attr(not(target_os = "android"), allow(dead_code))]
pub fn enabled(&self) -> bool {
self.enabled.load(Ordering::Relaxed)
}
/// Toggle sampling. Enabling resets the window, so the first HUD poll after a show never mixes
/// in counters (or a window start) from before the overlay was visible.
pub fn set_enabled(&self, on: bool) {
let was = self.enabled.swap(on, Ordering::Relaxed);
if on && !was {
let mut g = self
.inner
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner);
g.window_start = Instant::now();
g.frames = 0;
g.bytes = 0;
g.lat_us.clear();
}
}
/// Record one decoded access unit: its wire size and (if in range) its capture→client latency. /// Record one decoded access unit: its wire size and (if in range) its capture→client latency.
// Driven only by the android-only decode thread; unreferenced on the host build — expected.
#[cfg_attr(not(target_os = "android"), allow(dead_code))] #[cfg_attr(not(target_os = "android"), allow(dead_code))]
pub fn note(&self, bytes: usize, lat_us: Option<u64>, skew_corrected: bool) { pub fn note(&self, bytes: usize, lat_us: Option<u64>, skew_corrected: bool) {
let mut g = self.inner.lock().unwrap(); if !self.enabled.load(Ordering::Relaxed) {
return; // HUD hidden — skip the lock (the caller already skipped the clock read)
}
// Poison-proof: `note` runs per-frame on the decode thread, which has no catch_unwind —
// a panic elsewhere must not turn every later lock into a second panic (the counters
// stay consistent regardless).
let mut g = self
.inner
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner);
g.frames += 1; g.frames += 1;
g.bytes += bytes as u64; g.bytes += bytes as u64;
g.skew_corrected = skew_corrected; g.skew_corrected = skew_corrected;
@@ -64,7 +103,11 @@ impl VideoStats {
/// Compute the window's rates + latency percentiles, then reset for the next window. /// Compute the window's rates + latency percentiles, then reset for the next window.
pub fn drain(&self) -> Snapshot { pub fn drain(&self) -> Snapshot {
let mut g = self.inner.lock().unwrap(); // Poison-proof for the same reason as `note` — a poisoned window still drains fine.
let mut g = self
.inner
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner);
let elapsed = g.window_start.elapsed().as_secs_f64().max(1e-3); let elapsed = g.window_start.elapsed().as_secs_f64().max(1e-3);
let fps = g.frames as f64 / elapsed; let fps = g.frames as f64 / elapsed;
let mbps = g.bytes as f64 * 8.0 / 1_000_000.0 / elapsed; let mbps = g.bytes as f64 * 8.0 / 1_000_000.0 / elapsed;
+5
View File
@@ -16,5 +16,10 @@
compliance question. --> compliance question. -->
<key>ITSAppUsesNonExemptEncryption</key> <key>ITSAppUsesNonExemptEncryption</key>
<false/> <false/>
<!-- Allow CADisplayLink above 60 Hz on ProMotion iPhones: without this key the system
silently caps the link at 60 even when SessionPresenter asks for the stream's rate
via preferredFrameRateRange, so a 120 fps stream would present at half rate. -->
<key>CADisableMinimumFrameDurationOnPhone</key>
<true/>
</dict> </dict>
</plist> </plist>
+12
View File
@@ -16,6 +16,18 @@ let package = Package(
.target( .target(
name: "PunktfunkKit", name: "PunktfunkKit",
dependencies: ["PunktfunkCore"], dependencies: ["PunktfunkCore"],
// OSS attribution shown by the app's Acknowledgements screen. Bundled here (not in the
// app target) so it rides along via Bundle.module in both `swift build` and the Xcode
// app, which links the PunktfunkKit product. Refresh with
// scripts/gen-third-party-notices.sh (it copies the generated file into Resources/).
resources: [
.copy("Resources/THIRD-PARTY-NOTICES.txt"),
.copy("Resources/LICENSE-MIT.txt"),
.copy("Resources/LICENSE-APACHE.txt"),
// Geist (SIL OFL 1.1) the brand typeface, shared with punktfunk-website.
// Registered with Core Text at first use; see BrandFont.swift.
.copy("Resources/Fonts"),
],
linkerSettings: [ linkerSettings: [
// Rust staticlib system deps. // Rust staticlib system deps.
.linkedFramework("Security"), .linkedFramework("Security"),
@@ -355,7 +355,7 @@
buildSettings = { buildSettings = {
ASSETCATALOG_COMPILER_APPICON_NAME = punktfunk_Logo; ASSETCATALOG_COMPILER_APPICON_NAME = punktfunk_Logo;
ASSETCATALOG_COMPILER_GLOBAL_ACCENT_COLOR_NAME = AccentColor; ASSETCATALOG_COMPILER_GLOBAL_ACCENT_COLOR_NAME = AccentColor;
CODE_SIGN_ENTITLEMENTS = Config/Punktfunk-macOS.entitlements; CODE_SIGN_ENTITLEMENTS = "Config/Punktfunk-macOS.entitlements";
CODE_SIGN_IDENTITY = "Apple Development"; CODE_SIGN_IDENTITY = "Apple Development";
CODE_SIGN_STYLE = Automatic; CODE_SIGN_STYLE = Automatic;
COMBINE_HIDPI_IMAGES = YES; COMBINE_HIDPI_IMAGES = YES;
@@ -364,7 +364,7 @@
ENABLE_HARDENED_RUNTIME = YES; ENABLE_HARDENED_RUNTIME = YES;
GENERATE_INFOPLIST_FILE = YES; GENERATE_INFOPLIST_FILE = YES;
INFOPLIST_FILE = Config/Info.plist; INFOPLIST_FILE = Config/Info.plist;
INFOPLIST_KEY_CFBundleDisplayName = "Punktfunkempfänger"; INFOPLIST_KEY_CFBundleDisplayName = Punktfunk;
INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.utilities"; INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.utilities";
INFOPLIST_KEY_NSHumanReadableCopyright = ""; INFOPLIST_KEY_NSHumanReadableCopyright = "";
INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input."; INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input.";
@@ -389,7 +389,7 @@
buildSettings = { buildSettings = {
ASSETCATALOG_COMPILER_APPICON_NAME = punktfunk_Logo; ASSETCATALOG_COMPILER_APPICON_NAME = punktfunk_Logo;
ASSETCATALOG_COMPILER_GLOBAL_ACCENT_COLOR_NAME = AccentColor; ASSETCATALOG_COMPILER_GLOBAL_ACCENT_COLOR_NAME = AccentColor;
CODE_SIGN_ENTITLEMENTS = Config/Punktfunk-macOS.entitlements; CODE_SIGN_ENTITLEMENTS = "Config/Punktfunk-macOS.entitlements";
CODE_SIGN_IDENTITY = "Apple Development"; CODE_SIGN_IDENTITY = "Apple Development";
CODE_SIGN_STYLE = Automatic; CODE_SIGN_STYLE = Automatic;
COMBINE_HIDPI_IMAGES = YES; COMBINE_HIDPI_IMAGES = YES;
@@ -398,7 +398,7 @@
ENABLE_HARDENED_RUNTIME = YES; ENABLE_HARDENED_RUNTIME = YES;
GENERATE_INFOPLIST_FILE = YES; GENERATE_INFOPLIST_FILE = YES;
INFOPLIST_FILE = Config/Info.plist; INFOPLIST_FILE = Config/Info.plist;
INFOPLIST_KEY_CFBundleDisplayName = "Punktfunkempfänger"; INFOPLIST_KEY_CFBundleDisplayName = Punktfunk;
INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.utilities"; INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.utilities";
INFOPLIST_KEY_NSHumanReadableCopyright = ""; INFOPLIST_KEY_NSHumanReadableCopyright = "";
INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input."; INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input.";
@@ -425,11 +425,11 @@
ASSETCATALOG_COMPILER_GLOBAL_ACCENT_COLOR_NAME = AccentColor; ASSETCATALOG_COMPILER_GLOBAL_ACCENT_COLOR_NAME = AccentColor;
CODE_SIGN_ENTITLEMENTS = Config/Punktfunk.entitlements; CODE_SIGN_ENTITLEMENTS = Config/Punktfunk.entitlements;
CODE_SIGN_STYLE = Automatic; CODE_SIGN_STYLE = Automatic;
DEVELOPMENT_TEAM = F4H37KF6WC;
CURRENT_PROJECT_VERSION = 1; CURRENT_PROJECT_VERSION = 1;
DEVELOPMENT_TEAM = F4H37KF6WC;
GENERATE_INFOPLIST_FILE = YES; GENERATE_INFOPLIST_FILE = YES;
INFOPLIST_FILE = Config/Info.plist; INFOPLIST_FILE = Config/Info.plist;
INFOPLIST_KEY_CFBundleDisplayName = "Punktfunkempfänger"; INFOPLIST_KEY_CFBundleDisplayName = Punktfunk;
INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.utilities"; INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.utilities";
INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input."; INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input.";
INFOPLIST_KEY_NSMicrophoneUsageDescription = "Your microphone is streamed to the connected punktfunk host, where it appears as a virtual microphone."; INFOPLIST_KEY_NSMicrophoneUsageDescription = "Your microphone is streamed to the connected punktfunk host, where it appears as a virtual microphone.";
@@ -464,11 +464,11 @@
ASSETCATALOG_COMPILER_GLOBAL_ACCENT_COLOR_NAME = AccentColor; ASSETCATALOG_COMPILER_GLOBAL_ACCENT_COLOR_NAME = AccentColor;
CODE_SIGN_ENTITLEMENTS = Config/Punktfunk.entitlements; CODE_SIGN_ENTITLEMENTS = Config/Punktfunk.entitlements;
CODE_SIGN_STYLE = Automatic; CODE_SIGN_STYLE = Automatic;
DEVELOPMENT_TEAM = F4H37KF6WC;
CURRENT_PROJECT_VERSION = 1; CURRENT_PROJECT_VERSION = 1;
DEVELOPMENT_TEAM = F4H37KF6WC;
GENERATE_INFOPLIST_FILE = YES; GENERATE_INFOPLIST_FILE = YES;
INFOPLIST_FILE = Config/Info.plist; INFOPLIST_FILE = Config/Info.plist;
INFOPLIST_KEY_CFBundleDisplayName = "Punktfunkempfänger"; INFOPLIST_KEY_CFBundleDisplayName = Punktfunk;
INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.utilities"; INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.utilities";
INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input."; INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input.";
INFOPLIST_KEY_NSMicrophoneUsageDescription = "Your microphone is streamed to the connected punktfunk host, where it appears as a virtual microphone."; INFOPLIST_KEY_NSMicrophoneUsageDescription = "Your microphone is streamed to the connected punktfunk host, where it appears as a virtual microphone.";
@@ -502,11 +502,11 @@
ASSETCATALOG_COMPILER_APPICON_NAME = "App Icon & Top Shelf Image"; ASSETCATALOG_COMPILER_APPICON_NAME = "App Icon & Top Shelf Image";
CODE_SIGN_ENTITLEMENTS = Config/Punktfunk.entitlements; CODE_SIGN_ENTITLEMENTS = Config/Punktfunk.entitlements;
CODE_SIGN_STYLE = Automatic; CODE_SIGN_STYLE = Automatic;
DEVELOPMENT_TEAM = F4H37KF6WC;
CURRENT_PROJECT_VERSION = 1; CURRENT_PROJECT_VERSION = 1;
DEVELOPMENT_TEAM = F4H37KF6WC;
GENERATE_INFOPLIST_FILE = YES; GENERATE_INFOPLIST_FILE = YES;
INFOPLIST_FILE = Config/Info.plist; INFOPLIST_FILE = Config/Info.plist;
INFOPLIST_KEY_CFBundleDisplayName = "Punktfunkempfänger"; INFOPLIST_KEY_CFBundleDisplayName = Punktfunk;
INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.utilities"; INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.utilities";
INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input."; INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input.";
INFOPLIST_KEY_UIApplicationSceneManifest_Generation = YES; INFOPLIST_KEY_UIApplicationSceneManifest_Generation = YES;
@@ -532,11 +532,11 @@
ASSETCATALOG_COMPILER_APPICON_NAME = "App Icon & Top Shelf Image"; ASSETCATALOG_COMPILER_APPICON_NAME = "App Icon & Top Shelf Image";
CODE_SIGN_ENTITLEMENTS = Config/Punktfunk.entitlements; CODE_SIGN_ENTITLEMENTS = Config/Punktfunk.entitlements;
CODE_SIGN_STYLE = Automatic; CODE_SIGN_STYLE = Automatic;
DEVELOPMENT_TEAM = F4H37KF6WC;
CURRENT_PROJECT_VERSION = 1; CURRENT_PROJECT_VERSION = 1;
DEVELOPMENT_TEAM = F4H37KF6WC;
GENERATE_INFOPLIST_FILE = YES; GENERATE_INFOPLIST_FILE = YES;
INFOPLIST_FILE = Config/Info.plist; INFOPLIST_FILE = Config/Info.plist;
INFOPLIST_KEY_CFBundleDisplayName = "Punktfunkempfänger"; INFOPLIST_KEY_CFBundleDisplayName = Punktfunk;
INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.utilities"; INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.utilities";
INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input."; INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input.";
INFOPLIST_KEY_UIApplicationSceneManifest_Generation = YES; INFOPLIST_KEY_UIApplicationSceneManifest_Generation = YES;
+103 -341
View File
@@ -1,364 +1,126 @@
# punktfunk Apple client (SwiftUI) # punktfunk Apple client (macOS · iOS · iPadOS · tvOS)
The native macOS/iOS client for **`punktfunk/1`** (the post-GameStream protocol). All The native **Apple** app for streaming a punktfunk host to your Mac, iPhone, iPad, or Apple TV. A
networking/protocol work — QUIC control plane, UDP data plane, GF(2¹⁶) FEC, AES-GCM, SwiftUI app that finds hosts on your network, pairs with a PIN, and streams at your display's own
input datagrams, Opus audio, cert pinning — lives in the shared Rust core (statically resolution and refresh rate — with VideoToolbox hardware decode and full controller support.
linked as `PunktfunkCore.xcframework`); this package is the Swift shell: decode
(VideoToolbox), present (SwiftUI), input capture.
## Status — working client (macOS, with iOS / tvOS in the shared build) All the networking and protocol work — QUIC control plane, UDP data plane, GF(2¹⁶) FEC, AES-GCM,
Opus audio, cert pinning — lives in the shared Rust **`punktfunk-core`** (statically linked as
`PunktfunkCore.xcframework`). This package is the Swift shell: decode, present, input, and UI.
A full streaming client: VideoToolbox HEVC decode, controllers incl. DualSense feedback, host ## Features
discovery, PIN pairing, and a network speed test. The lower-latency **stage-2 presenter**
(`VTDecompressionSession``CAMetalLayer`) is built and opt-in (Settings → Presenter); see below.
First light was achieved 2026-06-10 — validated live, Mac ↔ a Linux host over the LAN: gamescope - **Hardware decode** — VideoToolbox HEVC, with a low-latency **stage-2 presenter**
virtual output → NVENC HEVC → (`VTDecompressionSession``CAMetalLayer`, presented off a `CADisplayLink`, ~11 ms p50) as the
`punktfunk/1` (GF(2¹⁶) FEC + AES-GCM over UDP, QUIC control) → VideoToolbox → default and an `AVSampleBufferDisplayLayer` fallback.
`AVSampleBufferDisplayLayer` on glass at 1280×720@60, with mouse/keyboard flowing back as - **HDR & 4:4:4** — PQ passthrough with a correct reference-white anchor, mid-session SDR↔HDR
QUIC datagrams into the host's gamescope EIS injector (thousands of events injected during reconfiguration, and hardware-probed 4:4:4 support.
the session). Headless variant of the same proof: `RemoteFirstLightTests` decoded 60/60 - **Your display's native mode** — the host builds a virtual output at exactly your WxH@Hz;
received AUs spanning 983 ms of host capture clock. mid-stream resize renegotiates without reconnecting.
- **Audio both ways** — Opus playback (CoreAudio, no bundled libopus) with a jitter ring, plus mic
uplink; speaker/mic selectable in Settings.
- **Full controller support** — one selected controller forwarded as pad 0, including **DualSense**
feedback (rumble → CoreHaptics, lightbar, player LEDs, adaptive triggers) and touchpad/motion. The
virtual pad type auto-resolves from your physical controller.
- **Mouse & keyboard** — `GCMouse`/`GCKeyboard` capture with click-to-capture and a ⌘⎋ release, plus
iPad pointer lock and touch input.
- **Find hosts automatically** — mDNS discovery (`NWBrowser` over `_punktfunk._udp`); first connect
does a one-time **SPAKE2 PIN pairing** (or TOFU on trusted LANs), then reconnects on a pinned,
Keychain-stored identity.
- **Tune the stream** — a fps / Mb·s / **latency** HUD (skew-corrected across machines), a bitrate
control, a per-host **network speed test** with a recommended bitrate, and a host-compositor picker.
The connector underneath (`punktfunk_core::client::NativeClient` over the C ABI) carries the Runs from one shared codebase across **macOS, iOS, iPadOS, and tvOS**.
full session: video AUs, **Opus audio** (`nextAudio()`), **rumble** (`nextRumble()`),
**DualSense feedback** (`nextHidOutput()` — lightbar, player LEDs, adaptive-trigger
effects), input incl. gamepads + DualSense touchpad/motion (`sendTouchpad`/`sendMotion`),
and **cert pinning + TOFU** (`pinSHA256:`/`hostFingerprint`) — see
`punktfunk1.rs::tests::c_abi_connection_roundtrip` (three sequential sessions: TOFU, pinned
reconnect, wrong-pin rejection). The host (`punktfunk-host punktfunk1-host`) is a persistent listener:
reconnect at will during development.
What's here, all compiled and tested on macOS (Xcode 26.5 / Swift 6.3): ## Get it
- **`PunktfunkKit`** (library) Install from the App Store / TestFlight, or build from source below. Per-device install steps and the
- `PunktfunkConnection.swift` — wrapper over the C ABI. AUs/audio are copied into `Data` pairing walkthrough:
(the C pointer is only valid until the next call of the same kind). `close()` is safe **[docs.punktfunk.unom.io/docs/install-client](https://docs.punktfunk.unom.io/docs/install-client)**.
from any thread: per-plane locks enforce the C contract ("never close with a
`next_au`/`next_audio` in flight") instead of leaving it to callers. Pinning + TOFU
via `pinSHA256:`/`hostFingerprint`.
- `AnnexB.swift` — in-band VPS/SPS/PPS → `CMVideoFormatDescription`; Annex-B → AVCC
`CMSampleBuffer` with `DisplayImmediately` set.
- `StreamView.swift` — SwiftUI `NSViewRepresentable` over `AVSampleBufferDisplayLayer`
(stage-1 presenter: the layer hardware-decodes compressed HEVC itself). One pump
thread per view, token-cancelled so reconnects can't double-pump.
- `InputCapture.swift``GCMouse` raw deltas + `GCKeyboard` HID→VK mapping (the host's
`vk_to_evdev` consumes Windows VKs), with fractional-delta accumulation so sub-pixel
motion isn't truncated away. Buttons use GameStream ids (1=left … 5=X2). Scroll is
WHEEL_DELTA(120)-scaled: macOS via the stream view's `scrollWheel` override, iPad via
GCMouse's scroll dpad when pointer-locked and a scroll-only `UIPanGestureRecognizer`
otherwise (trackpad gestures never reach GC's scroll dpad).
- `GamepadManager.swift` — app-lifetime controller discovery + selection (`.shared`):
watches `GCController` connect/disconnect, fingerprints each pad for the Settings UI
(name, capabilities, battery), and selects the ONE controller forwarded to the host
(user pin via "Use controller", else most recently connected extended gamepad).
- `GamepadCapture.swift` — the active controller → wire: snapshot-diff over
`GCExtendedGamepad` into incremental `gamepadButton`/`gamepadAxis` events (pad 0),
plus DualSense touchpad contacts and ~250 Hz motion samples on the rich-input plane
(the GC→DualSense unit conversions live in `GamepadWire`, one place). Held state is
released on the wire on controller switch / app deactivation / stop.
- `GamepadFeedback.swift` + `DualSenseTriggerEffect.swift` — host feedback → the real
controller: one drain thread for `nextRumble()` (→ `CHHapticEngine` per handle
locality) and `nextHidOutput()` (lightbar → `GCDeviceLight`, player LEDs →
`playerIndex`, adaptive-trigger effect blocks → a total, table-driven parser →
`GCDualSenseAdaptiveTrigger`, exact for the 10-zone positional modes).
- `HostDiscovery.swift` — LAN auto-discovery: an `NWBrowser` over `_punktfunk._udp`
(the host's `crate::discovery` mDNS advert), resolving each service to an IP:port via a
throwaway `NWConnection` and parsing the TXT (`fp` advisory cert fingerprint, `pair`,
stable `id`). iOS/tvOS need `NSBonjourServices` (`Config/Info.plist`) or the system
blocks the browse.
- **`PunktfunkClient`** (the app): hosts grid (saved in UserDefaults) with an **On this
network** section listing mDNS-discovered hosts (tap to save + connect, or pair if the
host requires it), "+" toolbar sheet to add hosts manually, stream mode in Settings (⌘,),
two trust flows — the
trust-on-first-use fingerprint prompt over the live-but-blurred stream, and SPAKE2 PIN
pairing (`PairSheet`, from a host card's context menu or the trust prompt;
`ClientIdentityStore` keeps the client identity in the Keychain and presents it on
every connect) — then pinned reconnects, fps/Mb-s HUD + a **capture→client-receipt latency**
line (`LatencyMeter`, p50/p95): the AU `pts_ns` (host capture clock) to the instant the client
received it, **skew-corrected** across machines via `PunktfunkConnection.clockOffsetNs` (the
connect-time wall-clock handshake, `punktfunk_connection_clock_offset_ns`). It excludes the
layer's decode+present (stage-1 `AVSampleBufferDisplayLayer` has no per-frame present callback);
the opt-in **stage-2 presenter** (Settings → Presenter) adds a **capture→present**
(glass-to-glass) line via explicit decode + a Metal/display-link present. Settings also picks the HOST
compositor (KWin/wlroots/Mutter/gamescope, default automatic — the host honors it
only if that backend is available there) and has a **Controllers** section: every
detected controller (capability glyphs, battery, "In use" badge), which one to forward
("Use controller", default automatic), and the virtual pad type the host creates
("Controller type": Automatic / Xbox 360 / DualSense — Automatic matches the physical
pad; resolved at connect time, the host pad is fixed per session). Gamepad capture +
feedback run with streaming (`SessionModel` owns them, same trust gate as audio).
Settings also sets the **Bitrate** (Automatic toggle = host default; manual is a
log-scale slider, 2 Mbps 3 Gbps, snapped to two significant figures — above 1 Gbps
an inline warning says to run a speed test first; tvOS uses a preset picker instead,
Slider doesn't exist there; negotiated via the Hello on every connect), and a host
card's context menu offers **"Test Network Speed…"** (`SpeedTestSheet`): connects, has
the host burst probe filler over the real data plane (up to the host's 3 Gbps probe
ceiling for 2 s, roadmap §9),
shows measured goodput · loss · a recommended bitrate (≈70% of measured), and applies
it in one tap. The streaming **statistics overlay** can be turned off and moved to any
corner (Settings → Display → Statistics, `DefaultsKey.hudEnabled`/`hudPlacement`), and
toggled live with **⌘⇧S** — a Scene-level **"Stream" menu** (`StreamCommands`) that also
carries **Disconnect ⌘D**, so disconnect survives the HUD being hidden (on iOS a small
exit chip appears instead; on tvOS the Siri-Remote Menu button still disconnects). The
macOS Settings window is a **tabbed preferences pane** (General / Display / Audio /
Controllers / Advanced) — the sections are shared with the iOS single-Form layout and the
tvOS pushed-picker layout, defined once each.
- **Tests** (`swift test`): byte-level Annex-B units; a real-codec round trip
(VTCompressionSession-encoded HEVC rebuilt as the host's wire shape → `AnnexB`
VTDecompressionSession → pixels); table-driven DualSense trigger-effect parsing
(`DualSenseTriggerEffectTests`) and the gamepad wire conversions
(`GamepadWireTests`); loopback integration against real local hosts
(`test-loopback.sh` — stream round trip incl. gamepad/touchpad/motion sends, a
host-scripted feedback burst asserted on the rumble + HID-output planes
(`PUNKTFUNK_TEST_FEEDBACK=1`), the bitrate-negotiation echo and a real 20 Mbps
bandwidth probe, plus the PIN pairing ceremony and the `--require-pairing` gate
against a second, armed host); the remote first-light test above.
## Build / run / test (on a Mac) ## Build / run / test (on a Mac)
Requires Xcode 26.5 / Swift 6.3. First build the Rust core into an xcframework, then build the app:
```sh ```sh
rustup target add aarch64-apple-darwin x86_64-apple-darwin rustup target add aarch64-apple-darwin x86_64-apple-darwin
bash scripts/build-xcframework.sh # → clients/apple/PunktfunkCore.xcframework bash scripts/build-xcframework.sh # → clients/apple/PunktfunkCore.xcframework
# + BUILD_IOS=1 for the iOS slices (rustup target add aarch64-apple-ios{,-sim} x86_64-apple-ios) # BUILD_IOS=1 also builds the iOS slices (add the ios rustup targets)
# + BUILD_TVOS=1 for tvOS — TIER-3 Rust targets, built from source: # BUILD_TVOS=1 also builds tvOS (tier-3 targets, built from source — see below)
# rustup toolchain install nightly && rustup component add rust-src --toolchain nightly
cd clients/apple cd clients/apple
swift build && swift test # loopback/remote tests self-skip without a host open Punktfunk.xcodeproj # the real app: ⌘R builds + runs Punktfunk.app
swift run PunktfunkClient # the unbundled dev shell (CLI) swift run PunktfunkClient # or the unbundled dev shell (CLI)
open Punktfunk.xcodeproj # the real app: ⌘R builds + runs Punktfunk.app swift build && swift test # unit + loopback/remote tests (self-skip w/o a host)
```
bash test-loopback.sh # full loopback proof: builds punktfunk-host tvOS slices are tier-3 Rust targets, built from source:
# (synthetic source — runs on macOS), streams `rustup toolchain install nightly && rustup component add rust-src --toolchain nightly`.
# byte-verified frames into the Swift client
# against the real host (Linux box, see CLAUDE.md "Running on this box") — punktfunk1-host is a ### Test against a host
# persistent listener, reconnect at will:
# PUNKTFUNK_COMPOSITOR=gamescope PUNKTFUNK_GAMESCOPE_APP=vkcube PUNKTFUNK_ZEROCOPY=1 \ ```sh
# cargo run -rp punktfunk-host -- punktfunk1-host --source virtual --seconds 60 # full loopback proof — builds punktfunk-host (synthetic source, runs on macOS) and streams
PUNKTFUNK_REMOTE_HOST=<box-ip> swift test --filter RemoteFirstLightTests # headless # byte-verified frames into the Swift client, incl. the PIN pairing ceremony:
# (+ PUNKTFUNK_REMOTE_PORT / PUNKTFUNK_REMOTE_COMPOSITOR=gamescope|kwin|… / bash test-loopback.sh
# PUNKTFUNK_REMOTE_PIN=<arming-pin> for the remote pairing test)
# against a real Linux host on the LAN (see the repo README "Running on this box"):
PUNKTFUNK_REMOTE_HOST=<box-ip> swift test --filter RemoteFirstLightTests # headless
PUNKTFUNK_AUTOCONNECT=<box-ip> PUNKTFUNK_MODE=1280x720x60 swift run PunktfunkClient # on glass PUNKTFUNK_AUTOCONNECT=<box-ip> PUNKTFUNK_MODE=1280x720x60 swift run PunktfunkClient # on glass
``` ```
## Xcode project (`Punktfunk.xcodeproj`) ## Project layout
The app target **Punktfunk** wraps the same sources as the `swift run` shell - **`PunktfunkKit`** (library) — the reusable pieces:
(`Sources/PunktfunkClient`, a synchronized folder — no duplication) plus `App/` (asset - `PunktfunkConnection` — the wrapper over the C ABI (thread-safe `close()`, per-plane locks,
catalog) and links `PunktfunkKit` from the local package. Generated Info.plist, ad-hoc pinning + TOFU).
signing, bundle id `io.unom.punktfunk`. Notes: - `AnnexB` / `StreamView` / `VideoDecoder` / `MetalVideoPresenter` — format handling, the stage-1
(`AVSampleBufferDisplayLayer`) and stage-2 (`VTDecompressionSession``CAMetalLayer`) presenters.
- `InputCapture``GCMouse`/`GCKeyboard` → host VK/mouse, with fractional-delta accumulation.
- `GamepadManager` / `GamepadCapture` / `GamepadFeedback` / `DualSenseTriggerEffect` — controller
discovery + selection, capture (buttons/axes/touchpad/motion), and host-feedback rendering.
- `HostDiscovery``NWBrowser` over `_punktfunk._udp`.
- **`PunktfunkClient`** (the app) — hosts grid with an *On this network* section, add-host sheet,
the two trust flows (TOFU prompt + SPAKE2 `PairSheet`), the stream view with the HUD, a
tabbed Settings pane (General / Display / Audio / Controllers / Advanced), and the network speed
test. A Scene-level **Stream** menu carries Disconnect (⌘D) and the HUD toggle (⌘⇧S).
On iOS/iPadOS **and macOS** a connected controller swaps the whole home for the **gamepad UI**
(`Home/Gamepad*`, `Settings/GamepadSettingsView`): a console-style host carousel (A connect · Y
library · X settings), a controller-navigable settings screen, an add-host flow with an
on-screen controller keyboard (no touch required anywhere), and the coverflow library browser —
all driven by the shared `GamepadMenuInput` poller + `GamepadCarousel`/`GamepadMenuList` focus
machinery, with dual-channel haptics (device Taptic + controller `MenuHaptics`), over an
animated "aurora" backdrop (`GamepadScreenBackground` — TimelineView-driven drifting color
blobs; deliberately pure SwiftUI, since a .metal library only reliably bundles in one of the
two build systems these sources compile under). macOS presents the settings/add-host screens as
sheets (no `fullScreenCover` there); `PUNKTFUNK_FORCE_GAMEPAD_UI=1` forces the mode without a
physical pad (dev/screenshots).
- **Tests** (`swift test`) — Annex-B units, a real-codec VideoToolbox round trip, DualSense
trigger-effect and gamepad-wire conversions, loopback integration against real local hosts, and the
remote first-light test.
- **Entitlements (sandbox)**: the macOS target uses ## Notes for contributors
`Config/Punktfunk-macOS.entitlements`; iOS/tvOS use the shared
`Config/Punktfunk.entitlements`. The macOS app is **App-Sandboxed** (mandatory for the Mac
App Store/TestFlight, and used for the Developer ID DMG too so the local build matches what
ships): `com.apple.security.app-sandbox`, `network.client` + **`network.server`** (the
sandbox gates `bind()`; quinn + the raw-UDP plane both bind, so receive breaks without it),
`device.audio-input` (mic), `device.bluetooth` + `device.usb` (GameController over BT/USB),
and the existing `keychain-access-groups`. `app-sandbox` is macOS-only — keep it OUT of the
shared iOS/tvOS file (it fails upload validation there). Verify a build is sandboxed with
`codesign -d --entitlements :- <built .app>`. Heads-up: `device.usb` draws some App Review
scrutiny — justify it in the review notes ("reads input from USB game controllers").
- **App icon**: `App/Assets.xcassets` ships an empty `AppIcon` slot. For an Icon Composer
`.icon`: add the file to the project (target Punktfunk), set it as the App Icon in the
target's General tab, and delete the placeholder `AppIcon.appiconset`. Heads-up: CLI
`actool` (Xcode 26.5) crashed compiling `punktfunk_Logo.icon` — if Xcode does the same,
suspect the icon bundle (it has a duplicate-named layer, "…Layer-3 2.svg"), not the
project.
- **Tests from Xcode**: the package tests run with `swift test`; to get them on ⌘U, add
`PunktfunkKitTests` once via Edit Scheme → Test → + (Xcode persists it into the shared
scheme — a hand-written package-test reference doesn't resolve headlessly).
- `xcodebuild -project Punktfunk.xcodeproj -scheme Punktfunk build` works headlessly;
same for `-scheme Punktfunk-iOS -destination 'generic/platform=iOS Simulator'` (run it
in a simulator via `xcrun simctl install/launch``SIMCTL_CHILD_PUNKTFUNK_AUTOCONNECT=…`
passes the dev autoconnect env through).
## App Store screenshots - **Xcode project** (`Punktfunk.xcodeproj`) wraps the same sources as the `swift run` shell (a
synchronized folder — no duplication). The macOS target is **App-Sandboxed** (needs
`network.server` — the raw-UDP plane and quinn both `bind()`); iOS/tvOS use the shared
entitlements file (keep `app-sandbox` **out** of it). Verify with
`codesign -d --entitlements :- <built .app>`.
- **Decode flow**: the host opens every stream with an IDR carrying VPS/SPS/PPS in-band, and recovery
keyframes re-send them — refresh the format description on every IDR; there is no out-of-band
extradata, ever.
- **ABI threading**: one video pump thread per connection, one optional audio drain thread, and one
optional feedback drain thread (rumble + HID-output). `send()` is enqueue-only and safe alongside
all of them. The wrapper's per-plane locks make `close()` safe from anywhere.
- **DualSense motion scale** (`GamepadWire`) is derived from hid-playstation's math, not yet
live-verified — if gyro/accel feel wrong in a game, correct sign/scale there and `evtest` the
host's virtual pad.
- **App Store screenshots** are automated — `tools/screenshots.sh all` renders the real UI at the
required pixel sizes via a DEBUG-only shot mode; the `apple` CI workflow captures the iOS sizes on
every main push. See the script header for details.
- Deeper design notes live in [`design/apple-stage2-presenter.md`](../../design/apple-stage2-presenter.md).
Automated, faithful screenshots of the real UI for App Store Connect — one set per platform at ## Related
exactly the accepted pixel sizes. Driver: **`tools/screenshots.sh`**.
```sh - **[Documentation](https://docs.punktfunk.unom.io)** — quick start, pairing, troubleshooting
tools/screenshots.sh all # macOS + (if full Xcode) iOS, iPadOS, tvOS → ./screenshots - **[Project README](../../README.md)** — the host, the other clients, and how it all fits together
tools/screenshots.sh macos # just macOS
OUT=~/Desktop/shots tools/screenshots.sh ios ipad tvos
PUNKTFUNK_SHOT_HERO=~/frame.png tools/screenshots.sh ios # real captured frame behind the hero
```
How it works: the app has a DEBUG-only **shot mode** (`Sources/PunktfunkClient/Screenshots/`).
Launched with `PUNKTFUNK_SHOT_SCENE=<name>` it renders **one** mock-populated screen full-bleed
(`ScreenshotHostView`) instead of `ContentView`, then the OS screenshots the *real, fully-rendered*
window — `screencapture` on macOS, `xcrun simctl io booted screenshot` on the Simulators. The five
scenes (`ShotScenes.all`): `01-stream` (the stream hero — a synthetic frame + the glass HUD, since
`StreamView` needs a live connection), `02-hosts`, `03-pair`, `04-trust`, `05-settings`. Mock data
is in `ShotMock`; nothing touches a host.
Output pixels are App Store Connect's required/largest sizes (Apple auto-derives the smaller ones):
`mac` 2880×1800 · `iphone-6.9` 1320×2868 (hero 2868×1320) · `ipad-13` 2064×2752 (hero 2752×2064) ·
`appletv` 1920×1080.
Why not `ImageRenderer` (the obvious offscreen route)? It can't rasterize this app's chrome —
`NavigationStack`, `Form`/`TabView`, and Liquid-Glass/`NSVisualEffect` materials all render black or
SwiftUI's "can't render" placeholder. Capturing the live window/Simulator avoids that entirely.
Requirements / gotchas:
- **macOS**: only the Swift toolchain is needed, **plus a one-time Screen Recording grant** for
your terminal (System Settings → Privacy & Security → Screen Recording) — without it
`screencapture -l` fails with "could not create image from window". (A no-permission fallback,
`PUNKTFUNK_SHOT_SELFCAPTURE=<dir>`, uses `cacheDisplay` — but it omits material blur and can't
read `ScrollView` content, so it's for quick checks, not submission.)
- **iOS/iPadOS/tvOS**: needs **full Xcode** (xcodebuild + Simulators), not just Command Line Tools,
and the matching device Simulators installed (iPhone 16 Pro Max, iPad Pro 13", Apple TV). Run it
on a full-Xcode Mac (e.g. the `macos-arm64` CI mini).
- The hero defaults to a synthetic synthwave frame — set `PUNKTFUNK_SHOT_HERO` to a real captured
frame for a production-quality lead screenshot.
**CI**: the `apple` workflow's **`screenshots`** job runs on the `macos-arm64` runner on every main
push + manual dispatch (skipped on PRs), and attaches the result as a single zip artifact,
**`punktfunk-appstore-screenshots`** (download it from the run's Artifacts; `upload-artifact@v3`
Gitea's backend rejects v4). It captures the two **required iOS sizes — iPhone 6.9" + iPad 13"**
on the Simulator (auto-creating the device if the runner lacks it), and is isolated from the
build/test job so a capture hiccup never reds the build.
**macOS and tvOS are NOT in CI**, by design: the self-hosted runner is **headless** (no
window-server session), so the macOS window capture can't run there, and tvOS needs the Tier-3
build-std slice. Generate those on a GUI Mac: `tools/screenshots.sh macos tvos`. (If the runner is
ever switched to a logged-in GUI session, re-adding macOS to the job's capture step is one line.)
## Notes for whoever picks this up next
1. **cbindgen import quirk** (the predicted "small compile fixes", now fixed): the
C17-compatible header spells `PunktfunkStatus`/`PunktfunkInputKind` as integer typedefs while
the enum *constants* import into Swift as a distinct same-named type — bridge with
`.rawValue` (see the top of `PunktfunkConnection.swift`). Don't fight the generated header.
2. **ABI contract**: one video pump thread per connection, plus optionally one *separate*
audio drain thread for `nextAudio()` and one feedback drain thread for
`nextRumble()`/`nextHidOutput()` (the core keeps per-plane borrow slots, so the planes
never alias; rumble + HID-output are two planes drained sequentially by the one
feedback thread); `send()` is enqueue-only and safe alongside all of them. The
wrapper's per-plane locks make `close()` safe from anywhere (it waits out in-flight
polls, ≤ their timeouts).
3. **Decode flow**: the host opens every stream with an IDR carrying VPS/SPS/PPS in-band
and recovery keyframes re-send them — "refresh the format description on every IDR"
(what `StreamView` does) is sufficient; there is no out-of-band extradata, ever.
4. **Stage 2 — built, opt-in (`punktfunk.presenter == "stage2"`, default stage 1).** Explicit
`VTDecompressionSession` decode (`VideoDecoder`) → a `CAMetalLayer` + display-link present
(`MetalVideoPresenter`/`Stage2Pipeline`), hosted as a sublayer by the same `StreamView`s with
input capture + HUD unchanged. It adds a **capture→present** (glass-to-glass, modulo the host
render→capture term) HUD line, skew-corrected via `PunktfunkConnection.clockOffsetNs`. The
decode half is unit-tested (`testVideoDecoderAsyncCallbackDeliversPixels`); the Metal present
is display-bound — **validate live** (flip the Settings "Presenter" picker, watch the HUD
number and that the image looks right) before making it the default. 10-bit/HDR + a smoothing
pacer are later. Plan: `docs-site/content/docs/apple-stage2-presenter.md`.
5. **Audio — wired, both directions.** Playback: `SessionAudio` drains `nextAudio()`
on its own thread, decodes through CoreAudio's built-in Opus codec (`OpusCodec.swift`
— kAudioFormatOpus, no bundled libopus; round-trip unit-tested) into a priming
jitter ring feeding an `AVAudioSourceNode`. Mic: a second engine taps the input
device, resamples to 48 kHz stereo, Opus-encodes 20 ms chunks and `sendMic()`s them
(the host's virtual PipeWire source accepts any frame size ≤ 120 ms). Speaker/mic
are chosen in Settings (`AudioDevices.swift` — persisted by UID; "System default"
leaves the engines unpinned so they follow macOS device changes), mic on/off toggle
included; the app asks for mic permission on first use
(NSMicrophoneUsageDescription is in the Xcode target). A/V sync and packet-loss
concealment beyond silence-fill are still open (AudioPacket.seq/ptsNs carry what's
needed). Decode with libopus or `AVAudioConverter`/`kAudioFormatOpus` into an
`AVAudioEngine` source node; conceal gaps (drop/dup) rather than blocking — the Rust
side buffers 320 ms and drops the newest packet when the puller lags. Wall-clock
`ptsNs` shares the host clock with video AUs for A/V sync. Wiring this into
`PunktfunkClient` is the next app-side task.
6. **Gamepads — wired end to end.** Exactly ONE controller (the `GamepadManager`
selection) forwards as pad 0; the host accumulates the incremental events into a
virtual pad whose TYPE the client negotiates in the Hello (`gamepad:` connect
parameter, echoed resolved in `resolvedGamepad` — Automatic resolves from the physical
pad at connect time; host precedence: explicit client choice > host `PUNKTFUNK_GAMEPAD`
env > Xbox 360). A DualSense session carries the full feel: adaptive-trigger blocks
(`DualSenseTriggerEffect.parse` — mode bytes per the community convention
(Nielk1/ds5w/inputtino), total, unknown → `.off`), lightbar, player LEDs, touchpad,
motion. **Motion scale constants** (`GamepadWire.gyroLSBPerRadS` = 20 LSB per deg/s,
`accelLSBPerG` = 10000) are derived from hid-playstation's math over the host's fixed
calibration blob, not yet live-verified — if gyro/accel feel wrong in a real game,
correct sign/scale in `GamepadCapture.forwardMotion`/`GamepadWire` and `evtest` the
host's virtual pad. Twin identical controllers share a fingerprint base, so a manual
pin can swap between them across reconnects (documented in the Settings footer).
7. **Trust — the full ceremony exists now (SPAKE2).** `generateIdentity()` once (persist
both PEMs in the Keychain), then `pair(host:identity:pin:name:)` with the 4-digit PIN
the host prints when it ARMS pairing (`--allow-pairing`/`--require-pairing`; one PIN
per arming window, surfaced in the host's web console — port 3000 → Pairing — and
printed at startup; the user reads it before pairing). Returns the
host's VERIFIED fingerprint; persist it and pass `pinSHA256:` + `identity:` to every
connect. Pairing is a real PAKE: a wrong PIN gets ONE online guess (no offline
dictionary attack), throwing `.wrongPIN`; a wrong-size pin throws `.invalidPin`. `PunktfunkClient` implements both flows:
the TOFU fingerprint sheet keeps working against hosts not running
`--require-pairing`, and the PIN ceremony is wired in — `ClientIdentityStore`
(Keychain) on every connect, `PairSheet` from a host card's context menu or the trust
prompt's "Pair with PIN instead…" (the host's accept loop is sequential, so that path
drops the live session before pairing). With `--require-pairing` the host now
authorizes clients too (the "other direction" is no longer open, opt-in per host);
the whole gate is regression-tested in `testPairingCeremonyAndRequirePairingGate`.
7b. **Resize without reconnect**: `requestMode(width:height:refreshHz:)` mid-stream —
the host rebuilds at the new mode in ~90 ms; the first new-mode AU is an IDR with
fresh parameter sets (the refresh-on-IDR decode flow handles it untouched) and
`currentMode()` reflects the switch. Wire it to window-resize events.
8. **Input capture** (stage 1): capture is a deliberate, reversible STATE owned by
`StreamLayerView`, Moonlight-style. Engaged when the stream starts / trust is
confirmed and when the user clicks into the video (that click is suppressed toward
the host); released by ⌘⎋ (toggles) or focus loss; NEVER engaged by mere app
activation — activating clicks may be title-bar drags or resizes, which used to get
their cursor warped away mid-drag. While captured: the local cursor is hidden +
frozen mid-view (the host renders its own), all input is forwarded, and the view
consumes key events as first responder so unhandled keyDowns don't beep — ⌘-combos
still work locally (⌘D disconnect, ⌘Q) *and* reach the host via GC. While released:
nothing is forwarded (`InputCapture.forwarding` gates the GC handlers; held
keys/buttons are flushed host-side on release so nothing sticks down), the cursor is
free, and the HUD shows "Click the stream to capture input". GC handlers only fire
while the app has focus, and focus loss also auto-releases everything held. One live capture per process (the GC
mouse/keyboard singletons have a single handler slot — ownership is tracked so a stale
capture's stop() can't clobber a newer one).
9. **iOS/iPadOS — ported and first-lit** (iPad simulator ↔ the real host, 60 fps).
`BUILD_IOS=1 bash scripts/build-xcframework.sh` builds device + universal-simulator
slices; the Xcode project has a second target, **Punktfunk-iOS**, sharing the same
synchronized sources. The iOS `StreamView` (StreamViewIOS.swift — same name/signature
as the macOS one, so the SwiftUI shell is identical) hosts the shared `StreamPump` in
a view controller for `prefersPointerLocked`: with a hardware mouse/trackpad that is
the iPadOS cursor capture (system honors it fullscreen-and-frontmost; in Stage
Manager it degrades to absolute-mouse forwarding). Input is routed by kind: DIRECT
fingers / Pencil are touches (each gets a wire touch id, coordinates mapped through the
aspect-fit letterbox into host-mode pixels — surface == host mode, so the host rescale is
the identity), while a mouse/trackpad is a MOUSE — pointer-LOCKED it is GCMouse relative
deltas; unlocked it is absolute moves + buttons + scroll over the UIKit pointer path
(hover + `.indirectPointer` touches), the local cursor staying visible so you can aim. An
indirect pointer is never sent as a touch. Touch is gated on trust (not forwarded under
the TOFU prompt), and returning to the foreground restores the capture you had on leaving.
`InputCapture` is cross-platform (GC works the same on iPadOS; ⌘⎋ is detected from
the HID stream there); audio routes via `AVAudioSession` (the Settings device
pickers are macOS-only). For the iPad-with-external-display setup: the target
enables multiple scenes + indirect input events — on Stage Manager iPads, drag the
punktfunk window onto the external screen and the stream runs there with full
keyboard/mouse/touch. While streaming the session is immersive (edge-to-edge,
status bar + home indicator hidden) and the iPadOS cursor is hidden over the video only
while the scene is actually pointer-LOCKED (`UIPointerInteraction` `.hidden()`); when the
lock isn't held it stays visible and the mouse forwards as an absolute cursor instead; on
iOS first run the stream mode defaults to the device's native screen so the video
fills the display. **tvOS** runs the same app (target **Punktfunk-tvOS**, first-lit
in the Apple TV simulator at 720p60): playback-only audio (no mic on tvOS),
focus-driven UI (`.card` host tiles), no kb/mouse capture yet — input lands with
gamepad support, the natural tvOS input anyway. While streaming there is NO focusable
control (a focusable Disconnect button would let the focus engine eat the controller's A
before the host sees it); the Siri Remote's **Menu** button disconnects (`.onExitCommand`).
Core slices are tier-3 Rust targets (see Build above). Known gaps: true pointer LOCK (`prefersPointerLocked`) isn't
consulted through UIHostingController, so the hidden cursor can still drift onto a
second screen (fixing it means putting the controller into the UIKit presentation
chain); and
AVAudioSession interruptions (calls, Siri) don't auto-restart the audio engines yet
(reconnect recovers).
## Known limitations of the current host (relevant to client UX)
- One session **at a time** (the listener is persistent, but a second concurrent client
waits in the accept queue until the current session ends — the virtual output and
encoder are single-tenant).
- Mid-stream renegotiation (resolution change without reconnect) is designed-for but not
implemented (the Welcome is one-shot today).
- Host-side gamepad injection needs `/dev/uinput` access on the box (udev rule from
`design/linux-setup.md`).
@@ -4,10 +4,12 @@
// (HomeView/HostCards), the trust prompt (TrustCardView), and the HUD (StreamHUDView) live in // (HomeView/HostCards), the trust prompt (TrustCardView), and the HUD (StreamHUDView) live in
// their own files. // their own files.
// //
// Two ways to establish trust on first contact: the TOFU prompt (host fingerprint over the // Ways to establish trust on first contact: the TOFU prompt (host fingerprint over the
// live-but-blurred stream, compared with the host's log) or the PIN pairing ceremony pairing // live-but-blurred stream, compared with the host's log; only for a host advertising pair=optional),
// verifies both sides at once and is the only way into hosts running --require-pairing. Once // the PIN pairing ceremony (verifies both sides at once), or for a host that requires pairing
// pinned, reconnects are silent and a changed host identity refuses to connect. // delegated approval ("Request Access": a plain identified connect the host parks until the operator
// approves this device in its console, no PIN). Once pinned, reconnects are silent and a changed
// host identity refuses to connect.
#if os(macOS) #if os(macOS)
import AppKit import AppKit
@@ -25,16 +27,44 @@ struct ContentView: View {
@AppStorage(DefaultsKey.compositor) private var compositor = 0 @AppStorage(DefaultsKey.compositor) private var compositor = 0
@AppStorage(DefaultsKey.gamepadType) private var gamepadType = 0 @AppStorage(DefaultsKey.gamepadType) private var gamepadType = 0
@AppStorage(DefaultsKey.bitrateKbps) private var bitrateKbps = 0 @AppStorage(DefaultsKey.bitrateKbps) private var bitrateKbps = 0
@AppStorage(DefaultsKey.audioChannels) private var audioChannels = 2
@AppStorage(DefaultsKey.codec) private var codec = "auto"
@AppStorage(DefaultsKey.hdrEnabled) private var hdrEnabled = true
@AppStorage(DefaultsKey.fullscreenWhileStreaming) private var fullscreenWhileStreaming = true @AppStorage(DefaultsKey.fullscreenWhileStreaming) private var fullscreenWhileStreaming = true
@AppStorage(DefaultsKey.hudEnabled) private var hudEnabled = true @AppStorage(DefaultsKey.hudEnabled) private var hudEnabled = true
@AppStorage(DefaultsKey.hudPlacement) private var hudPlacement = HUDPlacement.topTrailing.rawValue @AppStorage(DefaultsKey.hudPlacement) private var hudPlacement = HUDPlacement.topTrailing.rawValue
/// The `codec` setting as a `PUNKTFUNK_CODEC_*` soft-preference byte (`0` = auto).
private var preferredCodecByte: UInt8 {
switch codec {
case "h264": return PunktfunkConnection.codecH264
case "hevc": return PunktfunkConnection.codecHEVC
case "av1": return PunktfunkConnection.codecAV1
default: return 0
}
}
@State private var showAddHost = false @State private var showAddHost = false
@State private var pairingTarget: StoredHost? @State private var pairingTarget: StoredHost?
/// A fresh `pair=required`/unknown host the user tapped: drives the choice between no-PIN
/// delegated approval ("Request Access") and the SPAKE2 PIN ceremony (rule 3b).
@State private var approvalChoice: ApprovalRequest?
/// A delegated-approval connect is in flight (host parks it until the operator approves):
/// drives the cancelable "Waiting for approval" prompt and the pin-as-paired on success.
@State private var awaitingApproval: ApprovalRequest?
@State private var speedTestTarget: StoredHost? @State private var speedTestTarget: StoredHost?
@State private var libraryTarget: StoredHost? @State private var libraryTarget: StoredHost?
#if !os(macOS) #if !os(macOS)
@State private var showSettings = false @State private var showSettings = false
#endif #endif
#if os(iOS) || os(macOS)
// A connected controller (+ the Settings toggle) swaps the whole home screen for
// GamepadHomeView instead of retrofitting HomeView's touch/desktop UI see `home` below.
@ObservedObject private var gamepadManager = GamepadManager.shared
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
private var gamepadUIActive: Bool {
GamepadUIEnvironment.isActive(
gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled)
}
#endif
var body: some View { var body: some View {
Group { Group {
@@ -54,10 +84,31 @@ struct ContentView: View {
autoConnectIfAsked() autoConnectIfAsked()
} }
.onChange(of: model.phase) { _, phase in .onChange(of: model.phase) { _, phase in
// A session actually started remember it on the card ("Connected ago" switch phase {
// plus the accent ring on the most recent host). case .streaming:
if case .streaming = phase, let host = model.activeHost { // A session actually started remember it on the card ("Connected ago"
store.markConnected(host.id) // plus the accent ring on the most recent host).
guard let host = model.activeHost else { break }
// Delegated approval just succeeded: the operator let this device in, so pin the
// host's observed fingerprint and remember it as paired future connects are then
// silent (rule 1), exactly like after a PIN/TOFU success. Dismisses the wait prompt.
let approvedFingerprint = awaitingApproval?.host.id == host.id
? model.connection?.hostFingerprint : nil
if awaitingApproval?.host.id == host.id { awaitingApproval = nil }
// Persist on the next runloop tick: HostStore is an ObservableObject, and mutating
// its @Published from inside .onChange (a view-update callback) trips SwiftUI's
// "Publishing changes from within view updates". A one-tick delay is imperceptible.
let store = store
DispatchQueue.main.async {
store.markConnected(host.id)
if let approvedFingerprint { store.pin(host.id, fingerprint: approvedFingerprint) }
}
case .idle:
// The delegated-approval connect failed, timed out, or was cancelled drop the
// wait prompt (SessionModel surfaces any error via `errorMessage`).
if awaitingApproval != nil { awaitingApproval = nil }
default:
break
} }
} }
.onDisappear { model.disconnect() } // window closed mid-session (Cmd+N spawns more) .onDisappear { model.disconnect() } // window closed mid-session (Cmd+N spawns more)
@@ -83,22 +134,117 @@ struct ContentView: View {
.sheet(item: $speedTestTarget) { host in .sheet(item: $speedTestTarget) { host in
SpeedTestSheet(host: host) SpeedTestSheet(host: host)
} }
// The library is a full-screen presentation, not a sheet: on iPad a sheet is a centered page
// card, but the gamepad coverflow is meant to be an immersive, full-bleed screen (and the
// launcher behind it stops consuming the controller see GamepadHomeView's `isActive`).
// macOS has no `fullScreenCover`, so it keeps the sheet there with an explicit size: a
// macOS sheet takes its content's IDEAL size, and both library layouts are geometry-driven
// (the coverflow is a GeometryReader, ideal zero), so without a frame it collapses to a
// tiny panel.
#if os(macOS)
.sheet(item: $libraryTarget) { host in .sheet(item: $libraryTarget) { host in
NavigationStack { NavigationStack {
LibraryView(store: store, host: host, onLaunch: { launchTitle(host, $0) }) LibraryView(store: store, host: host, onLaunch: { launchTitle(host, $0) })
} }
.frame(minWidth: 940, minHeight: 620)
}
#else
.fullScreenCover(item: $libraryTarget) { host in
NavigationStack {
LibraryView(store: store, host: host, onLaunch: { launchTitle(host, $0) })
}
} }
#endif #endif
#endif
// Fresh pair=required / unknown host: offer the two ways in. An action sheet (not an
// alert) so it never collides with the wait alert below. "Request Access" is the no-PIN
// delegated-approval path; "Pair with PIN" runs the SPAKE2 ceremony. The follow-on
// presentation is deferred a tick so this dialog is fully dismissed first.
.confirmationDialog(
"Pairing required",
isPresented: Binding(
get: { approvalChoice != nil },
set: { if !$0 { approvalChoice = nil } }),
titleVisibility: .visible,
presenting: approvalChoice
) { req in
Button("Request Access") {
DispatchQueue.main.async { requestAccess(req) }
}
Button("Pair with PIN…") {
DispatchQueue.main.async { pairingTarget = req.host }
}
Button("Cancel", role: .cancel) {}
} message: { req in
Text("\(req.host.displayName) requires pairing. Request access and approve this "
+ "device in the host's web console (port 3000 → Pairing) — no PIN needed. Or "
+ "pair with the 4-digit PIN it can display.")
}
// One "Connection failed" surface for every home screen (touch grid, gamepad launcher) and
// platform SessionModel funnels all connect/session errors into `errorMessage`.
.alert(
"Connection failed",
isPresented: Binding(
get: { model.errorMessage != nil },
set: { if !$0 { model.errorMessage = nil } })
) {
Button("OK", role: .cancel) {}
} message: {
Text(model.errorMessage ?? "")
}
// The delegated-approval wait: the host holds the connection open until the operator
// approves it. Cancel returns the UI at once; the in-flight connect is left to time out
// and its late result is discarded by SessionModel's connect guard (disconnect resets the
// phase/host it checks).
.alert(
"Waiting for approval",
isPresented: Binding(
get: { awaitingApproval != nil },
set: { if !$0 { awaitingApproval = nil } }),
presenting: awaitingApproval
) { _ in
Button("Cancel", role: .cancel) { model.disconnect() }
} message: { req in
Text("Approve \u{201C}\(localDeviceName)\u{201D} in \(req.host.displayName)'s web "
+ "console (port 3000 → Pairing). This device connects automatically once you "
+ "approve it — no need to reconnect.")
}
} }
private var home: some View { private var home: some View {
#if os(macOS) #if os(macOS)
HomeView( Group {
store: store, model: model, discovery: discovery, if gamepadUIActive {
showAddHost: $showAddHost, pairingTarget: $pairingTarget, GamepadHomeView(
speedTestTarget: $speedTestTarget, libraryTarget: $libraryTarget, store: store, model: model, discovery: discovery,
connect: { connect($0) }, connectDiscovered: connectDiscovered, libraryTarget: $libraryTarget,
onPaired: handlePaired, onLaunchTitle: launchTitle) connect: { connect($0) }, connectDiscovered: connectDiscovered)
} else {
HomeView(
store: store, model: model, discovery: discovery,
showAddHost: $showAddHost, pairingTarget: $pairingTarget,
speedTestTarget: $speedTestTarget, libraryTarget: $libraryTarget,
connect: { connect($0) }, connectDiscovered: connectDiscovered,
onPaired: handlePaired, onLaunchTitle: launchTitle)
}
}
#elseif os(iOS)
Group {
if gamepadUIActive {
GamepadHomeView(
store: store, model: model, discovery: discovery,
libraryTarget: $libraryTarget,
connect: { connect($0) }, connectDiscovered: connectDiscovered)
} else {
HomeView(
store: store, model: model, discovery: discovery,
showAddHost: $showAddHost, pairingTarget: $pairingTarget,
speedTestTarget: $speedTestTarget, libraryTarget: $libraryTarget,
showSettings: $showSettings,
connect: { connect($0) }, connectDiscovered: connectDiscovered,
onPaired: handlePaired, onLaunchTitle: launchTitle)
}
}
#else #else
HomeView( HomeView(
store: store, model: model, discovery: discovery, store: store, model: model, discovery: discovery,
@@ -187,7 +333,8 @@ struct ContentView: View {
onSessionEnd: { [weak model] in onSessionEnd: { [weak model] in
Task { @MainActor in model?.sessionEnded() } Task { @MainActor in model?.sessionEnded() }
}, },
presentMeter: model.presentLatency presentMeter: model.presentLatency,
presentTailMeter: model.presentTail
) )
.overlay(alignment: placement.alignment) { .overlay(alignment: placement.alignment) {
if captureEnabled && hudEnabled { if captureEnabled && hudEnabled {
@@ -229,19 +376,32 @@ struct ContentView: View {
// A pinned host connects on its stored fingerprint; an unpinned host may only TOFU when // A pinned host connects on its stored fingerprint; an unpinned host may only TOFU when
// the host's LIVE advert says `pair=optional` (rule 3a). When the caller doesn't already // the host's LIVE advert says `pair=optional` (rule 3a). When the caller doesn't already
// know the policy (a saved-card tap / manual entry), resolve it from the current mDNS set: // know the policy (a saved-card tap / manual entry), resolve it from the current mDNS set:
// an unpinned host with no matching `pair=optional` advert routes to PIN pairing instead // an unpinned host with no matching `pair=optional` advert routes to the approval choice
// of silently entering the trust prompt (rules 3b + 4). A pinned host ignores all of this. // (request access / pair with PIN) instead of silently entering the trust prompt (rules
// 3b + 4). A pinned host ignores all of this.
if host.pinnedSHA256 == nil { if host.pinnedSHA256 == nil {
let tofuOK = allowTofu ?? discovery.hosts.contains { let tofuOK = allowTofu ?? discovery.hosts.contains {
host.matches($0) && $0.allowsTofu host.matches($0) && $0.allowsTofu
} }
if !tofuOK { if !tofuOK {
pairingTarget = host // pair=required / unknown policy / manual entry (rule 3b): never a silent
// connect offer no-PIN delegated approval or the PIN ceremony.
approvalChoice = ApprovalRequest(
host: host, advertisedFingerprint: advertisedFingerprint(for: host))
return return
} }
} }
// The gamepad-type setting resolves NOW (Automatic match the active physical startSession(host, launchID: launchID, allowTofu: host.pinnedSHA256 == nil)
// controller): the host's virtual pad backend is fixed per session. }
/// Resolve the @AppStorage stream mode + input prefs and hand off to the session model. The
/// gamepad-type setting resolves NOW (Automatic match the active physical controller): the
/// host's virtual pad backend is fixed per session. `requestAccess` opens the no-PIN
/// delegated-approval connect (host parks it until the operator approves).
private func startSession(
_ host: StoredHost, launchID: String? = nil,
allowTofu: Bool, requestAccess: Bool = false
) {
model.connect( model.connect(
to: host, to: host,
width: UInt32(clamping: width), height: UInt32(clamping: height), width: UInt32(clamping: width), height: UInt32(clamping: height),
@@ -252,8 +412,26 @@ struct ContentView: View {
setting: PunktfunkConnection.GamepadType( setting: PunktfunkConnection.GamepadType(
rawValue: UInt32(clamping: gamepadType)) ?? .auto), rawValue: UInt32(clamping: gamepadType)) ?? .auto),
bitrateKbps: UInt32(clamping: bitrateKbps), bitrateKbps: UInt32(clamping: bitrateKbps),
audioChannels: UInt8(clamping: audioChannels),
hdrEnabled: hdrEnabled,
preferredCodec: preferredCodecByte,
launchID: launchID, launchID: launchID,
allowTofu: host.pinnedSHA256 == nil) allowTofu: allowTofu,
requestAccess: requestAccess)
}
/// The no-PIN delegated-approval flow: open an identified connect the host parks until the
/// operator approves it in the console, showing the cancelable "Waiting for approval" prompt
/// meanwhile. On success the SAME connection is admitted (no reconnect) and the host is pinned
/// as paired (see the `.streaming` branch of `onChange`).
private func requestAccess(_ req: ApprovalRequest) {
guard !model.isBusy else { return }
awaitingApproval = req
// Pin the advertised certificate for a discovered host (impostor defence during the long
// wait); a manually-typed host has no advertised fingerprint, so trust-on-first-use.
var host = req.host
host.pinnedSHA256 = req.advertisedFingerprint
startSession(host, allowTofu: false, requestAccess: true)
} }
/// Picked a title in the (experimental) library: dismiss the browser and start a session that /// Picked a title in the (experimental) library: dismiss the browser and start a session that
@@ -266,8 +444,9 @@ struct ContentView: View {
/// Tap a discovered host: save it (so the session has a stored identity and the trust pin /// Tap a discovered host: save it (so the session has a stored identity and the trust pin
/// persists), then connect or pair per the host's advertised policy. The host is the policy /// persists), then connect or pair per the host's advertised policy. The host is the policy
/// authority TOFU is offered ONLY when it explicitly advertised `pair=optional` (rule 3a); /// authority TOFU is offered ONLY when it explicitly advertised `pair=optional` (rule 3a);
/// a `pair=required` host, or one with no/unknown `pair` field, goes straight to the PIN /// a `pair=required` host, or one with no/unknown `pair` field, gets the approval choice
/// pairing ceremony (rule 3b). (A pinned discovered host connects silently inside `connect`.) /// (request access / pair with PIN) (rule 3b). (A pinned discovered host connects silently
/// inside `connect`.)
private func connectDiscovered(_ d: DiscoveredHost) { private func connectDiscovered(_ d: DiscoveredHost) {
guard !model.isBusy else { return } guard !model.isBusy else { return }
let host = StoredHost(name: d.name, address: d.host, port: d.port) let host = StoredHost(name: d.name, address: d.host, port: d.port)
@@ -275,7 +454,9 @@ struct ContentView: View {
if d.allowsTofu { if d.allowsTofu {
connect(host, allowTofu: true) connect(host, allowTofu: true)
} else { } else {
pairingTarget = host // pair=required / unknown policy (rule 3b): offer no-PIN delegated approval or PIN.
approvalChoice = ApprovalRequest(
host: host, advertisedFingerprint: pinFingerprint(d.fingerprintHex))
} }
} }
@@ -289,6 +470,30 @@ struct ContentView: View {
connect(pinned) connect(pinned)
} }
/// The certificate fingerprint a live mDNS advert carries for this saved host (advisory see
/// `HostDiscovery`), to pin during a delegated-approval wait. nil if the host isn't currently
/// advertising or advertised no/invalid `fp`.
private func advertisedFingerprint(for host: StoredHost) -> Data? {
pinFingerprint(discovery.hosts.first { host.matches($0) }?.fingerprintHex)
}
/// Parse an advertised cert fingerprint (lowercase hex) into the 32-byte pin the connect
/// expects; nil unless it's exactly a 32-byte (SHA-256) value, so a malformed advert falls
/// back to trust-on-first-use rather than failing the connect closed.
private func pinFingerprint(_ hex: String?) -> Data? {
guard let hex, let data = Data(hexString: hex), data.count == 32 else { return nil }
return data
}
/// How the host lists this device in its approval prompt (matches PairSheet's client name).
private var localDeviceName: String {
#if os(macOS)
Host.current().localizedName ?? "Mac"
#else
UIDevice.current.name
#endif
}
// MARK: - First-run + dev hooks // MARK: - First-run + dev hooks
/// First run on iOS: default the stream mode to this device's native screen so the /// First run on iOS: default the stream mode to this device's native screen so the
@@ -351,6 +556,9 @@ struct ContentView: View {
compositor: pref, compositor: pref,
gamepad: pad, gamepad: pad,
bitrateKbps: bitrate, bitrateKbps: bitrate,
audioChannels: UInt8(clamping: audioChannels),
hdrEnabled: hdrEnabled,
preferredCodec: preferredCodecByte,
autoTrust: true) autoTrust: true)
} }
} }
@@ -375,3 +583,11 @@ private struct FullscreenController: NSViewRepresentable {
} }
} }
#endif #endif
/// A fresh `pair=required`/unknown host pending a trust decision: drives both the "request access
/// vs. pair with PIN" choice and the subsequent approval wait. `advertisedFingerprint` is the
/// discovered host's advertised cert (nil for a manually-typed host trust-on-first-use).
private struct ApprovalRequest {
let host: StoredHost
let advertisedFingerprint: Data?
}
@@ -81,6 +81,11 @@ struct AddHostSheet: View {
#if !os(tvOS) #if !os(tvOS)
.formStyle(.grouped) .formStyle(.grouped)
#endif #endif
#if os(iOS)
// The detent below is sized to fit all 3 rows + the action button exactly, so the
// Form must NOT scroll/bounce inside it lock it. (iOS 16+; safe at iOS 17.)
.scrollDisabled(true)
#endif
#if os(macOS) #if os(macOS)
// macOS: UNCHANGED Cancel + Spacer + Add in an HStack, both wired to the // macOS: UNCHANGED Cancel + Spacer + Add in an HStack, both wired to the
// window's default/cancel keyboard actions. The 380-wide .fixedSize panel below // window's default/cancel keyboard actions. The 380-wide .fixedSize panel below
@@ -120,8 +125,8 @@ struct AddHostSheet: View {
// Form + the full-width action row, instead of the half-screen .medium it used to rest // Form + the full-width action row, instead of the half-screen .medium it used to rest
// at. A single fixed detent is enough: the system keeps the content above the keyboard // at. A single fixed detent is enough: the system keeps the content above the keyboard
// when Address/Port is focused, and on iPadOS this renders as a short bottom sheet (not a // when Address/Port is focused, and on iPadOS this renders as a short bottom sheet (not a
// centered formSheet card). If Dynamic Type grows the rows past this height the Form just // centered formSheet card). The Form itself is .scrollDisabled (above) so it can't
// scrolls inside the detent nothing is clipped. (.height(_:) is iOS 16+, safe at iOS 17.) // bounce/scroll inside this fixed detent. (.height(_:) is iOS 16+, safe at iOS 17.)
.presentationDetents([.height(320)]) .presentationDetents([.height(320)])
.presentationDragIndicator(.visible) .presentationDragIndicator(.visible)
#endif #endif
@@ -0,0 +1,234 @@
// The gamepad-driven "Add Host" screen (iOS/iPadOS/macOS) the controller counterpart of
// AddHostSheet, reached from the launcher's Add Host tile. Three field rows (name / address /
// port) plus the Add action, navigated with the same vertical focus list as the gamepad settings;
// A on a field opens GamepadKeyboard in a bottom tray, so a host can be registered end to end
// without touching the screen. Field edits are live (the row shows every keystroke); B closes the
// keyboard first, then cancels the screen the same "back peels one layer" rule as a console UI.
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS)
struct GamepadAddHostView: View {
@Environment(\.dismiss) private var dismiss
let onAdd: (StoredHost) -> Void
#if os(iOS)
/// `.compact` in a landscape phone window tighter chrome so the keyboard tray still fits.
@Environment(\.verticalSizeClass) private var vSizeClass
private var compact: Bool { vSizeClass == .compact }
#else
private let compact = false // no size classes on macOS; the sheet is sized to fit the tray
#endif
@State private var name = ""
@State private var address = ""
@State private var port = "9777"
@State private var focusID: String?
/// The field row the keyboard tray is editing; nil the row list owns the controller.
@State private var editing: String?
var body: some View {
GamepadMenuList(
items: rows,
focusID: $focusID,
onActivate: { activate(id: $0.id) },
onBack: { dismiss() },
isActive: editing == nil
) { row, focused in
rowView(row, focused: focused)
.frame(maxWidth: 620)
.padding(.horizontal, 24)
}
.frame(maxWidth: .infinity)
.safeAreaInset(edge: .top, spacing: 0) {
VStack(spacing: 4) {
Text("Add Host")
.font(.geist(compact ? 20 : 30, .bold, relativeTo: .title))
.foregroundStyle(.white)
if !compact {
Text("Hosts on this network appear automatically — add one by address "
+ "for everything else.")
.font(.geist(13, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.55))
.multilineTextAlignment(.center)
.frame(maxWidth: 440)
}
}
.padding(.top, gamepadTitleTopPadding(compact: compact))
.padding(.bottom, compact ? 4 : 8)
.frame(maxWidth: .infinity)
.overlay(alignment: .topTrailing) { closeButton.padding(.trailing, 20) }
.background { GamepadTrayScrim(edge: .top) }
}
.safeAreaInset(edge: .bottom, spacing: 0) {
bottomTray
.padding(.horizontal, 22)
.padding(.vertical, compact ? 6 : 10)
.background { GamepadTrayScrim(edge: .bottom) }
}
.background { GamepadScreenBackground() }
// A port can't exceed 5 digits cap while typing so the row can't grow absurd.
.onChange(of: port) { _, value in
if value.count > 5 { port = String(value.prefix(5)) }
}
}
/// The keyboard tray while editing, the controls legend otherwise.
@ViewBuilder private var bottomTray: some View {
if let editing {
VStack(spacing: 10) {
GamepadKeyboard(
text: editingBinding(editing),
allowed: allowedCharacters(editing),
onDone: { closeKeyboard() })
// Fresh keyboard per field: a touch user can retarget the tray by tapping
// another field row, and the keyboard's input wiring captured the previous
// binding on appear new identity forces a rewire to the new field.
.id(editing)
GamepadHintBar(hints: [
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Type"),
.init(glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Delete"),
.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done"),
])
.frame(maxWidth: .infinity, alignment: .leading)
}
.transition(.move(edge: .bottom).combined(with: .opacity))
} else {
GamepadHintBar(hints: [
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Select"),
.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Cancel"),
])
.frame(maxWidth: .infinity, alignment: .leading)
}
}
/// Touch/click fallback for closing the controller path is B, a hardware keyboard's Esc
/// rides the cancel action.
private var closeButton: some View {
Button { dismiss() } label: {
Image(systemName: "xmark")
.font(.system(size: 14, weight: .semibold))
.foregroundStyle(.white)
.frame(width: 34, height: 34)
.glassBackground(Circle(), interactive: true)
.contentShape(Circle())
}
.buttonStyle(.plain)
.keyboardShortcut(.cancelAction)
.accessibilityLabel("Cancel")
}
// MARK: - Rows
private struct Row: Identifiable {
let id: String
let label: String
var value = ""
var placeholder = ""
var isAction = false
}
private var rows: [Row] {
[
Row(id: "name", label: "Name", value: name, placeholder: "Optional — e.g. Living Room"),
Row(id: "address", label: "Address", value: address, placeholder: "IP or hostname"),
Row(id: "port", label: "Port", value: port, placeholder: "9777"),
Row(id: "add", label: "Add Host", isAction: true),
]
}
private func rowView(_ row: Row, focused: Bool) -> some View {
HStack(spacing: 14) {
if row.isAction {
Label("Add Host", systemImage: "plus.circle.fill")
.font(.geist(16, .semibold, relativeTo: .body))
.foregroundStyle(canAdd ? Color.brand : .white.opacity(0.35))
.frame(maxWidth: .infinity)
} else {
Text(row.label)
.font(.geist(16, .semibold, relativeTo: .body))
.foregroundStyle(.white)
Spacer(minLength: 12)
Text(row.value.isEmpty ? row.placeholder : row.value)
.font(.geistFixed(15, .medium))
.foregroundStyle(row.value.isEmpty ? .white.opacity(0.35) : .white)
.lineLimit(1)
.truncationMode(.head) // keep the end of a long address visible while typing
if editing == row.id {
// The live-edit caret: this row is what the keyboard tray is typing into.
Rectangle()
.fill(Color.brand)
.frame(width: 2, height: 18)
}
}
}
.padding(.horizontal, 16)
.padding(.vertical, 13)
.background {
RoundedRectangle(cornerRadius: 14, style: .continuous)
.fill(.white.opacity(focused || editing == row.id ? 0.1 : 0))
}
.overlay {
RoundedRectangle(cornerRadius: 14, style: .continuous)
.strokeBorder(
editing == row.id ? Color.brand.opacity(0.7) : .white.opacity(focused ? 0.22 : 0),
lineWidth: 1)
}
.scaleEffect(focused ? 1.0 : 0.98)
.animation(.smooth(duration: 0.18), value: focused)
}
// MARK: - Actions
private func activate(id: String) {
switch id {
case "add":
guard canAdd else {
// Not addable yet jump straight to what's missing instead of a dead press.
focusID = "address"
openKeyboard("address")
return
}
onAdd(StoredHost(
name: name.trimmingCharacters(in: .whitespaces),
address: address.trimmingCharacters(in: .whitespaces),
port: UInt16(port) ?? 9777))
dismiss()
default:
openKeyboard(id)
}
}
private var canAdd: Bool {
!address.trimmingCharacters(in: .whitespaces).isEmpty
&& UInt16(port).map { $0 > 0 } == true
}
private func openKeyboard(_ id: String) {
withAnimation(.spring(response: 0.32, dampingFraction: 0.86)) { editing = id }
}
private func closeKeyboard() {
withAnimation(.spring(response: 0.32, dampingFraction: 0.86)) { editing = nil }
}
private func editingBinding(_ id: String) -> Binding<String> {
switch id {
case "name": return $name
case "port": return $port
default: return $address
}
}
/// What the keyboard may type per field: a port is digits, an address never contains spaces;
/// a name is free-form.
private func allowedCharacters(_ id: String) -> CharacterSet? {
switch id {
case "port": return CharacterSet(charactersIn: "0123456789")
case "address": return CharacterSet(charactersIn: " ").inverted
default: return nil
}
}
}
#endif
@@ -0,0 +1,270 @@
// The one piece of gamepad-menu machinery shared by the host launcher (GamepadHomeView) and the
// library coverflow (LibraryCoverflowView): a horizontal, center-snapping carousel driven entirely
// by a controller (iOS/iPadOS/macOS).
//
// The scrolling is pure native SwiftUI `.scrollTargetLayout()` + `.scrollTargetBehavior(.viewAligned)`
// snap exactly one item to center, and symmetric `.safeAreaPadding(.horizontal)` (sized off the live
// container width, so it's correct in an iPad split view too) lets the first and last item reach the
// middle. The CALLER owns each card's look, including its own `.scrollTransition` this component
// deliberately applies none, so a screen can chain the VisualEffect-only transition modifiers without
// the generic wrapper here pushing the type-checker onto an overload it can't satisfy.
//
// Navigation authority: an internal `cursor` (an index), NOT the scroll-position binding, is the
// source of truth for where the gamepad is. `.scrollPosition(id:)` is a two-way binding and the
// scroll view WRITES intermediate ids into it while a programmatic animation is in flight so
// reading the "current" item back out of it to compute the next one desyncs badly on a fast held
// stick (each move reads a lagging value and the cursor stalls before the last item). Instead a move
// advances `cursor` synchronously and points the scroll view at `items[cursor]`; scroll read-back is
// only allowed to move the cursor when the gamepad hasn't driven recently (i.e. a touch drag).
//
// Feedback is dual-channel by design: `.sensoryFeedback` ticks the DEVICE Taptic engine (for a
// handheld/touch user) and `MenuHaptics` ticks the CONTROLLER (for a couch user holding the pad).
// Both fire on a move, on confirm, and for a non-wrapping list a duller bump plus a short visual
// recoil when a move is refused at either end.
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS)
struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hashable {
let items: [Item]
/// Output only: the carousel WRITES the focused item's id here for the caller's detail panel.
/// It is deliberately not what drives the scroll (see the file header).
@Binding var selection: Item.ID?
/// Every card is laid out at this fixed width so `.viewAligned` snapping + symmetric side
/// insets center exactly one at a time.
let itemWidth: CGFloat
let spacing: CGFloat
/// A activate the centered item.
let onActivate: (Item) -> Void
/// Y the screen's secondary action (e.g. open a host's library); nil disables it.
var onSecondary: (() -> Void)?
/// X the screen's tertiary action (e.g. open settings); nil disables it.
var onTertiary: (() -> Void)?
/// B back/dismiss; nil disables it (e.g. the root launcher has nowhere to go back to).
var onBack: (() -> Void)?
/// L1/R1 jump this many items at once (clamped to the ends); 0 disables the shoulders.
var shoulderJump: Int = 0
/// Whether this carousel currently owns controller input. A presenting screen (e.g. the host
/// launcher) stays mounted behind a presented one (e.g. the library), and both carousels would
/// otherwise poll the SAME controller at once driving both. The parent sets this false while
/// something is presented on top so only the front-most carousel consumes the gamepad.
var isActive: Bool = true
@ViewBuilder let card: (Item) -> Card
@State private var input = GamepadMenuInput(manager: .shared)
@State private var haptics = MenuHaptics(manager: .shared)
/// Authoritative gamepad cursor (index into `items`). Never assigned from scroll read-back
/// while the gamepad is driving that's the whole desync fix.
@State private var cursor = 0
/// The id the scroll view is aligned to its own two-way `.scrollPosition` state.
@State private var scrolledID: Item.ID?
/// When the gamepad last moved the cursor; gates scroll read-back so a mid-animation write can't
/// drag the cursor backward during a fast held direction.
@State private var lastNav = Date.distantPast
/// True while a programmatic scroll animation is in flight. `.scrollPosition(id:)` DROPS a new
/// write that lands mid-animation the scroll view stays stuck on the old item even though the
/// binding updated so we never issue one until the previous animation reports complete, then
/// `commitScroll` re-targets the current cursor (coalescing a fast burst; see `commitScroll`).
@State private var isScrolling = false
/// A short horizontal recoil when a move is refused at a list end.
@State private var bumpOffset: CGFloat = 0
/// `.sensoryFeedback` fires on a change of its trigger; counters request a device tick for the
/// confirm and end-stop events (moves trigger on `cursor`).
@State private var activateTick = 0
@State private var boundaryTick = 0
/// Read-back from a touch drag is honoured only once the gamepad has been quiet this long
/// (longer than a move animation, so overlapping held-stick moves never let it through).
private let navSettle: TimeInterval = 0.4
var body: some View {
GeometryReader { geo in
let inset = max(0, (geo.size.width - itemWidth) / 2)
ScrollView(.horizontal) {
HStack(spacing: spacing) {
ForEach(items) { item in
card(item)
.frame(width: itemWidth)
.contentShape(Rectangle())
.onTapGesture { tap(item) }
}
}
.frame(height: geo.size.height) // fill so shorter cards center vertically
.scrollTargetLayout()
}
.scrollPosition(id: $scrolledID)
.scrollTargetBehavior(.viewAligned)
// .never, not .hidden macOS's "always show scroll bars" setting overrides .hidden
// and paints a scroller across the console strip.
.scrollIndicators(.never)
.scrollClipDisabled() // let the focused card scale up past the strip bounds
.safeAreaPadding(.horizontal, inset)
.offset(x: bumpOffset)
}
.sensoryFeedback(.selection, trigger: cursor)
.sensoryFeedback(.impact(weight: .medium), trigger: activateTick)
.sensoryFeedback(.impact(flexibility: .rigid, intensity: 0.7), trigger: boundaryTick)
.onAppear {
reconcile()
wire()
if isActive { input.start() }
}
.onDisappear {
input.stop()
haptics.stop()
}
// Hand controller input to/from a screen presented on top (see `isActive`): a covered
// carousel stops polling so it can't navigate behind the front-most one.
.onChange(of: isActive) { _, active in
if active {
wire()
input.start()
} else {
input.stop()
haptics.stop()
}
}
// A touch drag settles the scroll onto a new id: adopt it as the cursor. Ignored while a
// programmatic scroll is animating (its own intermediate id write-backs would regress the
// cursor) and briefly after a gamepad move (the same reason), so only a genuine touch drag
// which never sets `isScrolling` moves the cursor here.
.onChange(of: scrolledID) { _, newValue in
guard !isScrolling, Date().timeIntervalSince(lastNav) > navSettle else { return }
guard let idx = index(of: newValue), idx != cursor else { return }
cursor = idx
selection = newValue
}
// Re-seed a dropped/changed selection AND re-wire the input callbacks so they capture the
// current `items` value (a plain array unlike an observed object it would otherwise go
// stale in the closures stored on `input`).
.onChange(of: items.map(\.id)) { _, _ in
reconcile()
wire()
}
}
// MARK: - Input wiring
private func wire() {
input.onMove = { move($0) }
input.onConfirm = { activate() }
input.onSecondary = onSecondary
input.onTertiary = onTertiary
input.onBack = onBack
input.onShoulder = shoulderJump > 0 ? { shoulder(right: $0) } : nil
}
private func move(_ direction: GamepadMenuInput.Direction) {
let forward = direction == .right || direction == .down
step(by: forward ? 1 : -1, clampAtEnds: false)
}
private func shoulder(right: Bool) {
step(by: right ? shoulderJump : -shoulderJump, clampAtEnds: true)
}
/// Advance the cursor by `delta`. A single move (`clampAtEnds: false`) that would leave the list
/// recoils + bumps; a shoulder jump (`clampAtEnds: true`) lands on the end item, bumping only if
/// already there. The cursor is the authority the scroll view is pointed at it, never read for it.
private func step(by delta: Int, clampAtEnds: Bool) {
guard !items.isEmpty else { return }
var target = cursor + delta
if target < 0 || target >= items.count {
guard clampAtEnds else { return boundaryBump(forward: delta > 0) }
target = min(max(target, 0), items.count - 1)
}
guard target != cursor else { return boundaryBump(forward: delta > 0) }
cursor = target
lastNav = Date()
haptics.move()
selection = items[target].id // text/detail updates immediately; the scroll chases
commitScroll()
}
private let scrollAnim: TimeInterval = 0.24
/// A hair past `scrollAnim` long enough that the scroll has actually settled before the next
/// write, short enough to stay responsive.
private var scrollSettle: TimeInterval { scrollAnim + 0.05 }
/// Drive the scroll toward the current cursor, one honoured write at a time. `.scrollPosition(id:)`
/// DROPS a write that lands while a scroll is still animating, so we issue at most one at a time and
/// re-target the LATEST cursor once it settles coalescing a fast burst (hold OR quick flicks) and
/// always converging on the final item, instead of getting stuck on the old card.
///
/// The settle is timed by a plain timer rather than `withAnimation`'s completion: `scrolledID` is a
/// discrete id, not an animatable value, so `withAnimation` has no tracked animation to fire a
/// reliable completion against (it can fire early which is exactly what let quick flicks slip a
/// write through mid-scroll and stick). `asyncAfter` always fires, so `isScrolling` can never latch.
private func commitScroll() {
guard !isScrolling, cursor >= 0, cursor < items.count else { return }
let id = items[cursor].id
guard scrolledID != id else { return }
isScrolling = true
withAnimation(.easeOut(duration: scrollAnim)) { scrolledID = id }
DispatchQueue.main.asyncAfter(deadline: .now() + scrollSettle) {
MainActor.assumeIsolated {
isScrolling = false
commitScroll() // the cursor may have advanced while this scroll ran chase it
}
}
}
private func activate() {
guard cursor >= 0, cursor < items.count else { return }
activateTick &+= 1
haptics.confirm()
onActivate(items[cursor])
}
/// Touch fallback matching the rest of the app: tapping the centered card activates it, tapping
/// any other re-centers on it.
private func tap(_ item: Item) {
if let idx = index(of: item.id), idx == cursor {
activate()
} else if let idx = index(of: item.id) {
cursor = idx
lastNav = Date()
haptics.move()
selection = item.id
commitScroll()
}
}
// MARK: - Selection housekeeping
private func index(of id: Item.ID?) -> Int? {
guard let id else { return nil }
return items.firstIndex { $0.id == id }
}
/// Keep `cursor`/`scrolledID`/`selection` consistent with `items`: seed on appear, and on a list
/// change keep the same focused item when it survives, else clamp the cursor into range.
private func reconcile() {
guard !items.isEmpty else {
cursor = 0
if scrolledID != nil { scrolledID = nil }
if selection != nil { selection = nil }
return
}
if let sid = scrolledID, let idx = index(of: sid) {
cursor = idx
if selection != sid { selection = sid }
} else {
let idx = min(max(cursor, 0), items.count - 1)
cursor = idx
let id = items[idx].id
scrolledID = id
selection = id
}
}
private func boundaryBump(forward: Bool) {
boundaryTick &+= 1
haptics.boundary()
let recoil: CGFloat = forward ? -16 : 16
withAnimation(.spring(response: 0.16, dampingFraction: 0.42)) { bumpOffset = recoil }
withAnimation(.spring(response: 0.34, dampingFraction: 0.7).delay(0.1)) { bumpOffset = 0 }
}
}
#endif
@@ -0,0 +1,232 @@
// Chrome shared by the gamepad-driven screens (GamepadHomeView, GamepadSettingsView,
// GamepadAddHostView, LibraryCoverflowView): the full-bleed console backdrop, the
// controller-glyph hint bar, and the connected-controller status chip. One look across every
// screen is what makes the gamepad UI read as a coherent mode rather than a set of themed pages.
// iOS/iPadOS and macOS (the couch Mac-mini case); tvOS keeps its native focus engine instead.
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS)
import GameController
/// The active controller's real glyph for a button (Xbox "A", DualSense , ) via
/// `sfSymbolsName`; a generic fallback before a controller profile resolves.
/// @MainActor: GamepadManager is main-actor-bound (inside a View body this was implicit).
@MainActor
func buttonGlyph(
_ button: KeyPath<GCExtendedGamepad, GCControllerButtonInput>, fallback: String
) -> String {
GamepadManager.shared.active?.controller.extendedGamepad?[keyPath: button].sfSymbolsName
?? fallback
}
/// Top padding for a gamepad screen's pinned title. macOS gets extra clearance the launcher
/// title sits right under the window titlebar and the settings/add-host sheets have no titlebar
/// at all, so the iOS value hugs the top edge there.
func gamepadTitleTopPadding(compact: Bool) -> CGFloat {
#if os(macOS)
26
#else
compact ? 4 : 10
#endif
}
/// One glyph + label cell in a hint bar.
struct GamepadHint: Identifiable {
let glyph: String
let text: String
var id: String { glyph + text }
}
/// The pinned controls legend every gamepad screen shows bottom-leading (via `.safeAreaInset`).
/// Same font/spacing everywhere so the legend reads as system chrome, not per-screen decoration.
struct GamepadHintBar: View {
let hints: [GamepadHint]
var body: some View {
HStack(spacing: 18) {
ForEach(hints) { hint in
HStack(spacing: 7) {
Image(systemName: hint.glyph)
.font(.system(size: 19))
.foregroundStyle(.white)
Text(hint.text)
}
.fixedSize() // keep glyph + label together; never truncate a hint mid-word
}
}
.font(.geist(14, .semibold, relativeTo: .subheadline))
.foregroundStyle(.white.opacity(0.85))
}
}
/// The console backdrop: a living "aurora" field in the brand's violet family soft color blobs
/// drifting on slow Lissajous paths over black, in the direction of Apple Music's animated player
/// background but calmer (long 3090 s periods, muted opacities, a legibility scrim on top, so it
/// reads as ambience behind the cards, never as content). Deliberately pure SwiftUI rather than a
/// .metal shader: these sources are built both by SwiftPM (`swift run`/tests) and by the Xcode
/// project's synchronized folders, and a compiled metallib is only reliably bundled in one of the
/// two radial gradients driven by a TimelineView give the same look with none of that risk.
///
/// Applied via `.background { }` NOT as a ZStack sibling so the `.ignoresSafeArea()` here
/// can't inflate the caller's layout past the safe area (see the layout discipline note in
/// GamepadHomeView's header). Honors Reduce Motion by freezing the field at a fixed phase.
struct GamepadScreenBackground: View {
@Environment(\.accessibilityReduceMotion) private var reduceMotion
/// One drifting color blob: a base position + drift ellipse (unit coordinates), angular
/// speeds (rad/s periods of 3090 s), and a radius that slowly breathes.
private struct Blob {
let color: Color
let center: CGPoint
let drift: CGSize
let speed: (x: Double, y: Double)
let phase: (x: Double, y: Double)
/// Radius as a fraction of the view's larger dimension (+ breathing amplitude/speed).
let radius: CGFloat
let breathe: (amount: CGFloat, speed: Double)
let opacity: Double
}
/// The brand violet, a deeper indigo, a warmer plum, and a cool blue related hues so the
/// field shifts within one temperature instead of strobing through the rainbow.
private static let blobs: [Blob] = [
Blob(color: Color(red: 0.53, green: 0.47, blue: 0.96), // brand violet
center: CGPoint(x: 0.30, y: 0.24), drift: CGSize(width: 0.16, height: 0.10),
speed: (0.111, 0.083), phase: (0.0, 1.9),
radius: 0.52, breathe: (0.07, 0.061), opacity: 0.52),
Blob(color: Color(red: 0.24, green: 0.20, blue: 0.72), // deep indigo
center: CGPoint(x: 0.78, y: 0.66), drift: CGSize(width: 0.13, height: 0.14),
speed: (0.071, 0.096), phase: (2.4, 0.7),
radius: 0.58, breathe: (0.08, 0.049), opacity: 0.55),
Blob(color: Color(red: 0.62, green: 0.30, blue: 0.80), // plum
center: CGPoint(x: 0.16, y: 0.82), drift: CGSize(width: 0.12, height: 0.09),
speed: (0.089, 0.067), phase: (4.1, 3.2),
radius: 0.44, breathe: (0.09, 0.078), opacity: 0.42),
Blob(color: Color(red: 0.22, green: 0.38, blue: 0.86), // cool blue
center: CGPoint(x: 0.70, y: 0.12), drift: CGSize(width: 0.10, height: 0.08),
speed: (0.059, 0.104), phase: (1.2, 5.0),
radius: 0.40, breathe: (0.06, 0.055), opacity: 0.38),
]
var body: some View {
Group {
if reduceMotion {
field(at: 0)
} else {
// 30 Hz is plenty for centimeters-per-minute drift, and halves the redraw cost
// of a battery-fed couch device vs. the default display rate.
TimelineView(.animation(minimumInterval: 1.0 / 30.0)) { context in
field(at: context.date.timeIntervalSinceReferenceDate)
}
}
}
.ignoresSafeArea()
}
private func field(at t: TimeInterval) -> some View {
GeometryReader { geo in
let side = max(geo.size.width, geo.size.height)
ZStack {
Color.black
ZStack {
ForEach(Self.blobs.indices, id: \.self) { i in
blobView(Self.blobs[i], at: t, in: geo.size, side: side)
}
}
// ±10° over ~5 min the whole field very slowly warms and cools.
.hueRotation(.degrees(sin(t * 0.021) * 10))
// Composite the additive blobs offscreen once instead of per-layer.
.drawingGroup()
// Legibility scrim: the title (top) and detail/hints (bottom) always sit on
// near-black, whatever the blobs are doing behind them.
LinearGradient(
stops: [
.init(color: .black.opacity(0.55), location: 0),
.init(color: .black.opacity(0.15), location: 0.35),
.init(color: .black.opacity(0.20), location: 0.65),
.init(color: .black.opacity(0.60), location: 1),
],
startPoint: .top, endPoint: .bottom)
}
}
}
private func blobView(_ blob: Blob, at t: TimeInterval, in size: CGSize, side: CGFloat) -> some View {
let x = blob.center.x + blob.drift.width * CGFloat(sin(t * blob.speed.x + blob.phase.x))
let y = blob.center.y + blob.drift.height * CGFloat(cos(t * blob.speed.y + blob.phase.y))
let r = side * blob.radius
* (1 + blob.breathe.amount * CGFloat(sin(t * blob.breathe.speed + blob.phase.x)))
return Circle()
.fill(RadialGradient(
colors: [blob.color, blob.color.opacity(0)],
center: .center, startRadius: 0, endRadius: r / 2))
.frame(width: r, height: r)
.position(x: x * size.width, y: y * size.height)
.opacity(blob.opacity)
.blendMode(.plusLighter)
}
}
/// A darkening scrim behind a pinned tray (a screen title, the hints/detail bar, the keyboard
/// tray): scrollable rows pass beneath those insets, so without this the tray text and the row
/// underneath render interleaved. Fades toward the content so it reads as depth, not a bar.
struct GamepadTrayScrim: View {
let edge: VerticalEdge
var body: some View {
LinearGradient(
stops: [
.init(color: .black.opacity(0.92), location: 0),
.init(color: .black.opacity(0.85), location: 0.55),
.init(color: .black.opacity(0), location: 1),
],
startPoint: edge == .top ? .top : .bottom,
endPoint: edge == .top ? .bottom : .top)
// Grow past the tray so the fade-to-clear happens OUTSIDE its bounds the tray's own
// text always sits on the near-opaque part, rows dim before they reach it.
.padding(edge == .top ? .bottom : .top, -32)
.ignoresSafeArea()
}
}
/// "Which pad is driving this UI" the active controller's name and battery, worn as a quiet
/// chip in the launcher's top bar. Callers observe GamepadManager already, so this re-renders
/// when the pad or its battery state changes.
struct ControllerStatusChip: View {
let controller: GamepadManager.DiscoveredController
var body: some View {
HStack(spacing: 7) {
Image(systemName: controller.hasTouchpadAndMotion
? "playstation.logo" : "gamecontroller.fill")
.font(.system(size: 12))
Text(controller.name)
.lineLimit(1)
if let level = controller.batteryLevel {
Image(systemName: batterySymbol(level))
.font(.system(size: 12))
.foregroundStyle(level <= 0.2 && !controller.isCharging
? AnyShapeStyle(.red) : AnyShapeStyle(.white.opacity(0.7)))
}
}
.font(.geist(12, .medium, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.7))
.padding(.horizontal, 12)
.padding(.vertical, 7)
.background(Capsule().fill(.white.opacity(0.08)))
.overlay(Capsule().strokeBorder(.white.opacity(0.12), lineWidth: 1))
}
private func batterySymbol(_ level: Float) -> String {
if controller.isCharging { return "battery.100.bolt" }
switch level {
case ..<0.125: return "battery.0"
case ..<0.375: return "battery.25"
case ..<0.625: return "battery.50"
case ..<0.875: return "battery.75"
default: return "battery.100"
}
}
}
#endif
@@ -0,0 +1,368 @@
// The gamepad-driven home screen (iOS/iPadOS only): a distinct, "10-foot" console-style host
// launcher shown INSTEAD of HomeView while GamepadUIEnvironment is active a separate screen built
// around a center-snapping carousel of hosts, driven from the couch with a controller. No touch is
// required anywhere: A connects, Y opens a saved host's library (when the flag is on), X opens the
// gamepad settings screen, and the carousel always ends in an Add Host tile that opens the
// controller-keyboard add flow. (A tap still works as a fallback for all of it.)
//
// All the scrolling/snapping/navigation/haptics live in GamepadCarousel; this file is the launcher's
// chrome. Layout discipline (so nothing is EVER clipped, portrait or landscape): the gradient is a
// `.background` modifier NOT a ZStack sibling because an `.ignoresSafeArea()` sibling expands the
// stack to full-screen and hands the GeometryReader the full height, laying content out under the
// status bar / home indicator. As a background it draws behind without affecting layout, so the
// GeometryReader is sized to the safe area. The title and the controller-glyph hints are pinned with
// `.safeAreaInset` (top / bottom-leading) guaranteed inside the safe area and out of the carousel's
// vertical budget and the card is sized off the remaining height. macOS mounts it too (the
// couch Mac-mini case) same screen, with the settings/add-host covers presented as sheets
// (macOS has no fullScreenCover). tvOS never mounts this view (native focus engine instead).
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS)
import GameController
/// One navigable tile: a saved host, a discovered-but-unsaved one, or the trailing Add Host
/// action. Hashable so it can be the carousel's scroll-position identity.
private enum GamepadHomeTarget: Hashable {
case saved(UUID)
case discovered(String)
case addHost
}
/// A fully-resolved launcher tile display fields + the activate action, built fresh each render
/// from the live stores so nothing goes stale.
private struct HomeTile: Identifiable {
let id: GamepadHomeTarget
let title: String
let subtitle: String
var isOnline = false
var isPaired = false
var isConnecting = false
/// Saved (solid monogram) vs. discovered-but-unsaved / action (tinted outline).
var filled = false
/// Only saved hosts have a library (matches the touch grid's context-menu gate).
var hasLibrary = false
/// Shows this SF symbol in the badge instead of the title monogram (the Add Host tile).
var icon: String?
/// Whether the detail panel shows the online/paired pill (hosts yes, actions no).
var showsStatus = true
let activate: () -> Void
}
struct GamepadHomeView: View {
@ObservedObject var store: HostStore
@ObservedObject var model: SessionModel
@ObservedObject var discovery: HostDiscovery
@Binding var libraryTarget: StoredHost?
let connect: (StoredHost) -> Void
let connectDiscovered: (DiscoveredHost) -> Void
/// Same experimental gate the touch grid's "Browse Library" context-menu item uses.
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = false
#if os(iOS)
/// `.compact` in a landscape phone window drives tighter chrome so everything still fits.
@Environment(\.verticalSizeClass) private var vSizeClass
private var compact: Bool { vSizeClass == .compact }
#else
private let compact = false // no size classes on macOS; the window minimum keeps room
#endif
@ObservedObject private var gamepads = GamepadManager.shared
@State private var selection: GamepadHomeTarget?
@State private var showSettings = false
@State private var showAddHost = false
var body: some View {
GeometryReader { geo in
hero(for: geo.size)
}
// Pinned inside the safe area, out of the carousel's vertical budget never clipped.
.safeAreaInset(edge: .top, spacing: 0) {
titleBar
.padding(.top, gamepadTitleTopPadding(compact: compact))
.padding(.bottom, compact ? 4 : 8)
}
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
GamepadHintBar(hints: hints)
.padding(.leading, 22)
.padding(.vertical, compact ? 6 : 10)
}
.background { GamepadScreenBackground() }
.onAppear { discovery.start() }
.onDisappear { discovery.stop() }
// The settings / add-host screens take over the controller (the carousel's `isActive`
// gate above). iOS presents them full screen the immersive console feel; macOS has no
// fullScreenCover, so they become generously sized sheets over the dimmed launcher.
#if os(macOS)
.sheet(isPresented: $showSettings) {
GamepadSettingsView()
.frame(width: 720, height: 640)
}
.sheet(isPresented: $showAddHost) {
GamepadAddHostView { store.add($0) }
.frame(width: 660, height: 620)
}
.frame(minWidth: 640, minHeight: 420)
#else
.fullScreenCover(isPresented: $showSettings) { GamepadSettingsView() }
.fullScreenCover(isPresented: $showAddHost) {
GamepadAddHostView { store.add($0) }
}
#endif
}
// MARK: - Hero (carousel + detail), sized to fit the space between the pinned title and hints
@ViewBuilder private func hero(for size: CGSize) -> some View {
let cardWidth = min(340, size.width * 0.84)
// 96 the carousel's own vertical breathing (+40) plus the detail line (~54); clamp so
// the strip + detail always fit the region the safe-area insets leave.
let cardHeight = min(compact ? 170 : 210, max(118, size.height - 96))
VStack(spacing: compact ? 8 : 10) {
Spacer(minLength: 0)
carousel(cardWidth: cardWidth, cardHeight: cardHeight)
detailPanel
Spacer(minLength: 0)
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
// MARK: - Chrome
private var titleBar: some View {
Text("Select a Host")
.font(.geist(compact ? 20 : 30, .bold, relativeTo: .title))
.foregroundStyle(.white)
.frame(maxWidth: .infinity)
.overlay(alignment: .trailing) {
// Which pad is driving this UI (name + battery) quiet, and only where there's
// room; a compact-height phone gives the pixels to the carousel instead.
if !compact, let active = gamepads.active {
ControllerStatusChip(controller: active)
.padding(.trailing, 20)
}
}
}
// MARK: - Carousel
private func carousel(cardWidth: CGFloat, cardHeight: CGFloat) -> some View {
GamepadCarousel(
items: tiles,
selection: $selection,
itemWidth: cardWidth,
spacing: 30,
onActivate: { $0.activate() },
onSecondary: { openLibraryForSelected() },
onTertiary: { showSettings = true },
// Stop consuming the controller while another screen is presented on top otherwise
// the launcher navigates behind it (invisibly on iPhone, visibly on iPad's page sheet).
isActive: libraryTarget == nil && !showSettings && !showAddHost
) { tile in
hostCard(tile, size: CGSize(width: cardWidth, height: cardHeight))
}
.frame(height: cardHeight + 40)
}
/// The host tile plus its focus treatment. Every continuous visual reads the scroll view's own
/// per-frame `phase` (real distance-from-centered), so the look always matches what's on screen
/// mid-scroll. `.shadow`/`.overlay` aren't part of `VisualEffect`, so the focus pop is scale +
/// brightness/saturation + a depth blur on the recessed neighbors.
private func hostCard(_ tile: HomeTile, size: CGSize) -> some View {
GamepadHostTile(tile: tile, size: size)
.scrollTransition { content, phase in
let d = CGFloat(min(abs(phase.value), 1))
let scale = 1 - d * 0.12
let bright = Double(-d * 0.24)
let sat = Double(1 - d * 0.42)
let soft = d * 3
let fade = Double(1 - d * 0.22)
return content
.scaleEffect(scale)
.brightness(bright)
.saturation(sat)
.blur(radius: soft)
.opacity(fade)
}
}
/// The "now focused" host, spelled out below the strip empty (not hidden) so the layout
/// doesn't jump as the selection changes.
@ViewBuilder private var detailPanel: some View {
let tile = tiles.first { $0.id == selection }
VStack(spacing: 6) {
Text(tile?.title ?? " ")
.font(.geist(22, .bold, relativeTo: .title2))
.foregroundStyle(.white)
.lineLimit(1)
HStack(spacing: 10) {
Text(tile?.subtitle ?? " ")
.font(.geist(13, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.6))
if let tile, tile.showsStatus {
statusPill(online: tile.isOnline, paired: tile.isPaired)
}
}
}
.frame(maxWidth: .infinity)
.padding(.horizontal, 24)
.animation(.smooth(duration: 0.25), value: selection)
}
private func statusPill(online: Bool, paired: Bool) -> some View {
HStack(spacing: 6) {
Circle()
.fill(online ? Color.green : Color.white.opacity(0.35))
.frame(width: 6, height: 6)
Text(online ? "ONLINE" : "OFFLINE")
if paired { Text("· PAIRED") }
}
.font(.geist(11, .medium, relativeTo: .caption2))
.tracking(0.8)
.foregroundStyle(.white.opacity(0.55))
}
// MARK: - Hint bar (pinned bottom-leading via safeAreaInset)
private var hints: [GamepadHint] {
let selected = tiles.first { $0.id == selection }
var hints = [GamepadHint(
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"),
text: selected?.id == .addHost ? "Add Host" : "Connect")]
if libraryEnabled, selected?.hasLibrary == true {
hints.append(.init(glyph: buttonGlyph(\.buttonY, fallback: "y.circle"), text: "Library"))
}
hints.append(.init(glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Settings"))
return hints
}
// MARK: - Data + actions
/// Built fresh each render from the live stores (no stale value capture) saved hosts first,
/// then discovered-but-unsaved ones, then the Add Host action tile (so the strip is never
/// empty and manual entry is always one press away).
private var tiles: [HomeTile] {
let saved = store.hosts.map { host in
HomeTile(
id: .saved(host.id),
title: host.displayName,
subtitle: "\(host.address):\(String(host.port))",
isOnline: discovery.advertises(host),
isPaired: host.pinnedSHA256 != nil,
isConnecting: model.phase == .connecting && model.activeHost?.id == host.id,
filled: true,
hasLibrary: true,
activate: { connect(host) })
}
let discovered = discovery.unsaved(among: store.hosts).map { d in
HomeTile(
id: .discovered(d.id),
title: d.name,
subtitle: "\(d.host):\(String(d.port))",
isOnline: true,
activate: { connectDiscovered(d) })
}
let add = HomeTile(
id: .addHost,
title: "Add Host",
subtitle: "Register a host by address",
icon: "plus",
showsStatus: false,
activate: { showAddHost = true })
return saved + discovered + [add]
}
/// Only saved hosts have a library matches the touch grid, where "Browse Library" is a
/// `HostCardView`-only action never offered on `DiscoveredCardView`.
private func openLibraryForSelected() {
guard libraryEnabled, case .saved(let id) = selection,
let host = store.hosts.first(where: { $0.id == id })
else { return }
libraryTarget = host
}
}
/// One "console tile" in the host carousel a dark-glass landscape card, bigger and bolder than the
/// touch grid's `HostCardView`. Renders only its base look; the centered-tile pop is layered on by
/// the caller's `.scrollTransition` so it always tracks the real scroll position.
private struct GamepadHostTile: View {
let tile: HomeTile
let size: CGSize
var body: some View {
VStack(alignment: .leading, spacing: 0) {
HStack(alignment: .top) {
monogramBadge
Spacer(minLength: 0)
if tile.isOnline {
Circle()
.fill(Color.green)
.frame(width: 9, height: 9)
.shadow(color: .green.opacity(0.7), radius: 5)
}
}
Spacer(minLength: 0)
Text(tile.title)
.font(.geist(23, .bold, relativeTo: .title2))
.foregroundStyle(.white)
.lineLimit(1)
.minimumScaleFactor(0.7)
Text(tile.subtitle)
.font(.geist(13, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.55))
.lineLimit(1)
.padding(.top, 2)
}
.padding(20)
.frame(width: size.width, height: size.height, alignment: .leading)
.background {
RoundedRectangle(cornerRadius: 26, style: .continuous)
.fill(.ultraThinMaterial)
.environment(\.colorScheme, .dark)
}
.overlay {
RoundedRectangle(cornerRadius: 26, style: .continuous)
.strokeBorder(
LinearGradient(
colors: [.white.opacity(0.22), .white.opacity(0.04)],
startPoint: .top, endPoint: .bottom),
style: StrokeStyle(lineWidth: 1, dash: tile.filled ? [] : [6, 5]))
}
.clipShape(RoundedRectangle(cornerRadius: 26, style: .continuous))
.shadow(color: .black.opacity(0.45), radius: 20, y: 14)
}
private var monogramBadge: some View {
let shape = RoundedRectangle(cornerRadius: 15, style: .continuous)
return ZStack {
shape.fill(tile.filled
? AnyShapeStyle(LinearGradient(
colors: [Color.brand, Color.brand.opacity(0.68)],
startPoint: .top, endPoint: .bottom))
: AnyShapeStyle(Color.brand.opacity(0.16)))
if tile.isConnecting {
ProgressView().tint(.white)
} else if let icon = tile.icon {
Image(systemName: icon)
.font(.system(size: 24, weight: .semibold))
.foregroundStyle(Color.brand)
} else {
Text(monogram(tile.title))
.font(.geistFixed(25, .bold))
.foregroundStyle(tile.filled ? .white : Color.brand)
}
}
.frame(width: 52, height: 52)
.overlay {
if !tile.filled {
shape.strokeBorder(Color.brand.opacity(0.5), lineWidth: 1)
}
}
}
private func monogram(_ name: String) -> String {
guard let first = name.trimmingCharacters(in: .whitespacesAndNewlines).first else { return "" }
return String(first).uppercased()
}
}
#endif
@@ -0,0 +1,182 @@
// A controller-driven on-screen keyboard for the gamepad UI's text fields (iOS/iPadOS only)
// iOS has no system keyboard a game controller can drive (the tvOS fullscreen entry doesn't
// exist here), so without this, adding a host from the couch would end with "now touch the
// screen". Dpad/stick moves a key cursor over a fixed grid, A types, X backspaces, B/Y confirms.
// Lowercase + digits + the hostname/address punctuation is deliberately the whole character set:
// these fields hold names, addresses and ports, not prose.
//
// Edits are applied to the binding live (the caller's field row shows every keystroke), so
// closing the keyboard is always "done" there is no separate cancel/commit step to get wrong.
// Touch stays a fallback: every keycap is tappable.
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS)
struct GamepadKeyboard: View {
@Binding var text: String
/// Restricts typed characters (e.g. digits for a port field); backspace always works.
var allowed: CharacterSet?
/// B / Y / the Done key the binding already holds the final text.
let onDone: () -> Void
@State private var input = GamepadMenuInput(manager: .shared)
@State private var haptics = MenuHaptics(manager: .shared)
@State private var cursor = GridPos(row: 1, col: 0) // opens on "q"
@State private var pressTick = 0
@State private var boundaryTick = 0
#if os(iOS)
/// `.compact` (landscape phone): shorter keycaps so the tray leaves room for the field rows.
@Environment(\.verticalSizeClass) private var vSizeClass
private var compact: Bool { vSizeClass == .compact }
#else
private let compact = false // no size classes on macOS; the sheet is sized generously
#endif
private struct GridPos: Hashable {
var row: Int
var col: Int
}
private enum Key: Hashable {
case char(Character)
case space
case backspace
case done
}
/// Digits first (addresses/ports), then letters; the last char column carries the
/// hostname/address punctuation.
private static let rows: [[Key]] = [
Array("1234567890").map(Key.char),
Array("qwertyuiop").map(Key.char),
Array("asdfghjkl-").map(Key.char),
Array("zxcvbnm._:").map(Key.char),
[.space, .backspace, .done],
]
var body: some View {
VStack(spacing: compact ? 5 : 7) {
ForEach(Self.rows.indices, id: \.self) { r in
HStack(spacing: compact ? 5 : 7) {
ForEach(Self.rows[r].indices, id: \.self) { c in
keycap(Self.rows[r][c], focused: cursor == GridPos(row: r, col: c))
.onTapGesture {
cursor = GridPos(row: r, col: c)
press(Self.rows[r][c])
}
}
}
}
}
.frame(maxWidth: 560)
.padding(compact ? 10 : 14)
.background {
RoundedRectangle(cornerRadius: 22, style: .continuous)
.fill(.ultraThinMaterial)
.environment(\.colorScheme, .dark)
}
.overlay {
RoundedRectangle(cornerRadius: 22, style: .continuous)
.strokeBorder(.white.opacity(0.12), lineWidth: 1)
}
.sensoryFeedback(.selection, trigger: cursor)
.sensoryFeedback(.impact(weight: .light), trigger: pressTick)
.sensoryFeedback(.impact(flexibility: .rigid, intensity: 0.7), trigger: boundaryTick)
.onAppear {
wire()
input.start()
}
.onDisappear {
input.stop()
haptics.stop()
}
}
// MARK: - Keycaps
@ViewBuilder private func keycap(_ key: Key, focused: Bool) -> some View {
Group {
switch key {
case .char(let c):
Text(String(c)).font(.geistFixed(18, .medium))
case .space:
Image(systemName: "space")
case .backspace:
Image(systemName: "delete.left")
case .done:
Label("Done", systemImage: "checkmark")
.font(.geist(15, .semibold, relativeTo: .callout))
}
}
.foregroundStyle(focused ? Color.black : .white)
.frame(maxWidth: .infinity, minHeight: compact ? 34 : 42)
.background {
RoundedRectangle(cornerRadius: 9, style: .continuous)
.fill(focused ? AnyShapeStyle(Color.brand) : AnyShapeStyle(.white.opacity(0.08)))
}
.animation(.smooth(duration: 0.12), value: focused)
.contentShape(Rectangle())
}
// MARK: - Input
private func wire() {
input.onMove = { move($0) }
input.onConfirm = { press(Self.rows[cursor.row][cursor.col]) }
input.onTertiary = { press(.backspace) }
input.onSecondary = onDone
input.onBack = onDone
}
private func move(_ direction: GamepadMenuInput.Direction) {
var next = cursor
switch direction {
case .left: next.col -= 1
case .right: next.col += 1
case .up, .down:
let row = cursor.row + (direction == .down ? 1 : -1)
guard row >= 0, row < Self.rows.count else { return refuse() }
// Map the column proportionally between rows of different widths, so e.g. Done
// (rightmost of 3) goes up to the rightmost letters, not to "e".
let from = max(1, Self.rows[cursor.row].count - 1)
let to = Self.rows[row].count - 1
next = GridPos(
row: row,
col: Int((Double(cursor.col) * Double(to) / Double(from)).rounded()))
}
guard next.row >= 0, next.row < Self.rows.count,
next.col >= 0, next.col < Self.rows[next.row].count
else { return refuse() }
cursor = next
haptics.move()
}
private func press(_ key: Key) {
switch key {
case .char(let c):
if let allowed, !c.unicodeScalars.allSatisfy(allowed.contains) { return refuse() }
text.append(c)
case .space:
if let allowed, !allowed.contains(" ") { return refuse() }
text.append(" ")
case .backspace:
guard !text.isEmpty else { return refuse() }
text.removeLast()
case .done:
haptics.confirm()
onDone()
return
}
pressTick &+= 1
haptics.move()
}
/// Refused input (edge of the grid, a disallowed character, deleting nothing).
private func refuse() {
boundaryTick &+= 1
haptics.boundary()
}
}
#endif
@@ -0,0 +1,178 @@
// The vertical sibling of GamepadCarousel (iOS/iPadOS/macOS): a controller-driven focus list for
// the gamepad UI's form-like screens (GamepadSettingsView, GamepadAddHostView). Up/down moves a
// focus bar through the rows, left/right adjusts the focused row's value, A activates it, B backs
// out. The CALLER owns each row's look (it gets the focused flag); this component owns the focus
// cursor, controller polling, haptics, and keeping the focused row scrolled into view.
//
// Unlike the carousel there is no snapping and no `.scrollPosition` two-way binding to fight: the
// cursor is plainly authoritative, the scroll view just chases it with `scrollTo`. Touch stays a
// first-class fallback tapping a row focuses AND activates it (rows are always fully visible, so
// the carousel's "first tap re-centers" step would only add friction here), and free finger
// scrolling is never hijacked back to the focused row until the next controller move.
//
// Feedback is dual-channel like the carousel: `.sensoryFeedback` ticks the DEVICE Taptic engine,
// `MenuHaptics` ticks the CONTROLLER. Moves and value changes get the crisp detent; a refused
// move at either end gets the dull boundary thud plus a short vertical recoil.
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS)
struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hashable {
let items: [Item]
/// Output only: the list WRITES the focused item's id here (e.g. for a caller's hint bar).
@Binding var focusID: Item.ID?
/// Left/right on the focused row. Return whether the value actually changed true plays the
/// move detent, false the boundary thud (end of a clamped range, or nothing to adjust).
var onAdjust: ((Item, Int) -> Bool)?
/// A activate the focused row (toggle it, open it, run it the caller decides).
let onActivate: (Item) -> Void
/// B back/dismiss; nil disables it.
var onBack: (() -> Void)?
/// Whether this list currently owns controller input same handoff contract as
/// GamepadCarousel's `isActive` (a covered screen must stop polling the shared pad).
var isActive: Bool = true
@ViewBuilder let row: (Item, _ focused: Bool) -> Row
@State private var input = GamepadMenuInput(manager: .shared)
@State private var haptics = MenuHaptics(manager: .shared)
/// Authoritative focus cursor (index into `items`).
@State private var cursor = 0
/// A short vertical recoil when a move is refused at a list end.
@State private var bumpOffset: CGFloat = 0
/// `.sensoryFeedback` counters (see GamepadCarousel): device ticks for activate / value-change
/// / end-stop events; moves trigger on `cursor` itself.
@State private var activateTick = 0
@State private var adjustTick = 0
@State private var boundaryTick = 0
var body: some View {
ScrollViewReader { proxy in
ScrollView(.vertical) {
LazyVStack(spacing: 6) {
ForEach(Array(items.enumerated()), id: \.element.id) { idx, item in
row(item, idx == cursor && isActive)
.contentShape(Rectangle())
.onTapGesture { tap(idx) }
.id(item.id)
}
}
.padding(.vertical, 10)
}
// .never, not .hidden macOS's "always show scroll bars" setting overrides .hidden.
.scrollIndicators(.never)
.offset(y: bumpOffset)
.onChange(of: cursor) { _, newValue in
guard newValue >= 0, newValue < items.count else { return }
withAnimation(.easeOut(duration: 0.2)) {
proxy.scrollTo(items[newValue].id)
}
}
}
.sensoryFeedback(.selection, trigger: cursor)
.sensoryFeedback(.selection, trigger: adjustTick)
.sensoryFeedback(.impact(weight: .medium), trigger: activateTick)
.sensoryFeedback(.impact(flexibility: .rigid, intensity: 0.7), trigger: boundaryTick)
.onAppear {
reconcile()
wire()
if isActive { input.start() }
}
.onDisappear {
input.stop()
haptics.stop()
}
.onChange(of: isActive) { _, active in
if active {
wire()
input.start()
} else {
input.stop()
haptics.stop()
}
}
// Re-seed a dropped focus AND re-wire the input callbacks so they capture the current
// `items` value (a plain array it would otherwise go stale in the stored closures).
.onChange(of: items.map(\.id)) { _, _ in
reconcile()
wire()
}
}
// MARK: - Input wiring
private func wire() {
input.onMove = { direction in
switch direction {
case .up: step(by: -1)
case .down: step(by: 1)
case .left: adjust(by: -1)
case .right: adjust(by: 1)
}
}
input.onConfirm = { activate() }
input.onBack = onBack
}
private func step(by delta: Int) {
guard !items.isEmpty else { return }
let target = cursor + delta
guard target >= 0, target < items.count else { return boundaryBump(forward: delta > 0) }
cursor = target
focusID = items[target].id
haptics.move()
}
private func adjust(by delta: Int) {
guard let onAdjust, cursor >= 0, cursor < items.count else { return }
if onAdjust(items[cursor], delta) {
adjustTick &+= 1
haptics.move()
} else {
boundaryTick &+= 1
haptics.boundary()
}
}
private func activate() {
guard cursor >= 0, cursor < items.count else { return }
activateTick &+= 1
haptics.confirm()
onActivate(items[cursor])
}
/// Touch fallback: a tap focuses the row and activates it in one go.
private func tap(_ idx: Int) {
guard idx >= 0, idx < items.count else { return }
if cursor != idx {
cursor = idx
focusID = items[idx].id
}
activate()
}
/// Keep `cursor`/`focusID` consistent with `items`: seed on appear; on a list change keep the
/// same focused item when it survives, else clamp the cursor into range.
private func reconcile() {
guard !items.isEmpty else {
cursor = 0
if focusID != nil { focusID = nil }
return
}
if let id = focusID, let idx = items.firstIndex(where: { $0.id == id }) {
cursor = idx
} else {
cursor = min(max(cursor, 0), items.count - 1)
focusID = items[cursor].id
}
}
private func boundaryBump(forward: Bool) {
boundaryTick &+= 1
haptics.boundary()
let recoil: CGFloat = forward ? -14 : 14
withAnimation(.spring(response: 0.16, dampingFraction: 0.42)) { bumpOffset = recoil }
withAnimation(.spring(response: 0.34, dampingFraction: 0.7).delay(0.1)) { bumpOffset = 0 }
}
}
#endif
@@ -127,28 +127,16 @@ struct HomeView: View {
AddHostSheet { store.add($0) } AddHostSheet { store.add($0) }
} }
#if os(iOS) #if os(iOS)
// SettingsView owns its own NavigationSplitView (sidebar + detail) and Done button, so it
// is presented directly wrapping it in a NavigationStack here would nest a split view in
// a stack (double title bars). `settingsSheetSizing()` widens the sheet on iPad for the
// two-column layout.
.sheet(isPresented: $showSettings) { .sheet(isPresented: $showSettings) {
NavigationStack { SettingsView()
SettingsView() .settingsSheetSizing()
.navigationTitle("Settings")
.toolbar {
Button("Done") { showSettings = false }
}
}
} }
#endif #endif
#endif #endif
.alert(
"Connection failed",
isPresented: Binding(
get: { model.errorMessage != nil },
set: { if !$0 { model.errorMessage = nil } }
)
) {
Button("OK", role: .cancel) {}
} message: {
Text(model.errorMessage ?? "")
}
} }
// MARK: - Cards // MARK: - Cards
@@ -157,7 +145,7 @@ struct HomeView: View {
let onBrowseLibrary: (() -> Void)? = libraryEnabled ? { libraryTarget = host } : nil let onBrowseLibrary: (() -> Void)? = libraryEnabled ? { libraryTarget = host } : nil
return HostCardView( return HostCardView(
host: host, host: host,
isOnline: isOnline(host), isOnline: discovery.advertises(host),
isConnecting: model.phase == .connecting && model.activeHost?.id == host.id, isConnecting: model.phase == .connecting && model.activeHost?.id == host.id,
isMostRecent: host.id == mostRecentHostID, isMostRecent: host.id == mostRecentHostID,
isBusy: model.isBusy, isBusy: model.isBusy,
@@ -172,7 +160,7 @@ struct HomeView: View {
private var discoveredSection: some View { private var discoveredSection: some View {
VStack(alignment: .leading, spacing: 10) { VStack(alignment: .leading, spacing: 10) {
Label("On this network", systemImage: "antenna.radiowaves.left.and.right") Label("On this network", systemImage: "antenna.radiowaves.left.and.right")
.font(.headline) .font(.geist(15, .semibold, relativeTo: .headline))
.foregroundStyle(.secondary) .foregroundStyle(.secondary)
.padding(.horizontal) .padding(.horizontal)
LazyVGrid(columns: gridColumns, spacing: gridSpacing) { LazyVGrid(columns: gridColumns, spacing: gridSpacing) {
@@ -187,18 +175,10 @@ struct HomeView: View {
.padding(.top, store.hosts.isEmpty ? 0 : 8) .padding(.top, store.hosts.isEmpty ? 0 : 8)
} }
/// A saved host is "online" iff a live mDNS advert currently matches it (see /// Discovered hosts not already saved (see `HostDiscovery.unsaved` shared with the gamepad
/// `StoredHost.matches`). Recomputed on every discovery change (the @Published set), so the /// launcher so both screens classify hosts identically).
/// dot tracks hosts appearing/leaving the network live.
private func isOnline(_ host: StoredHost) -> Bool {
discovery.hosts.contains { host.matches($0) }
}
/// Discovered hosts not already saved the saved grid shows the rest, so this section only
/// surfaces genuinely-new hosts on the network. Same match as the online dot, so a saved host
/// whose IP changed (still fingerprint-matched) doesn't also appear here as a stranger.
private var discoveredUnsaved: [DiscoveredHost] { private var discoveredUnsaved: [DiscoveredHost] {
discovery.hosts.filter { d in !store.hosts.contains { $0.matches(d) } } discovery.unsaved(among: store.hosts)
} }
/// The host of the most recent session its card carries the accent ring. /// The host of the most recent session its card carries the accent ring.
@@ -249,8 +229,10 @@ struct HomeView: View {
/// the width so the cards stay edge-aligned with the title and bars sized touch-first: one /// the width so the cards stay edge-aligned with the title and bars sized touch-first: one
/// column on iPhone portrait, 34 generous cards on iPad. /// column on iPhone portrait, 34 generous cards on iPad.
private var gridColumns: [GridItem] { private var gridColumns: [GridItem] {
// Wider than before: the monogram card is a horizontal module (tile + address line), so
// it needs room for a monospaced "IP:port" without truncating.
#if os(macOS) #if os(macOS)
[GridItem(.adaptive(minimum: 180, maximum: 240), spacing: 16)] [GridItem(.adaptive(minimum: 250, maximum: 320), spacing: 16)]
#elseif os(tvOS) #elseif os(tvOS)
[GridItem(.adaptive(minimum: 320), spacing: 48)] [GridItem(.adaptive(minimum: 320), spacing: 48)]
#else #else
@@ -0,0 +1,255 @@
// The host grid's cards: a saved host (tap to connect, context menu) and an mDNS-discovered
// host (tap to save + connect). Both share the "monogram module" look a squared brand-purple
// monogram tile + a left-aligned bold Geist name over monospaced technical metadata
// (address, status), framed by a hairline panel border. Industrial, not soft.
import PunktfunkKit
import SwiftUI
/// Shared host-card sizing touch-first on iOS, compact on macOS, roomy on tvOS.
private struct CardMetrics {
let tile: CGFloat // monogram tile side
let monogram: CGFloat // monogram letter point size
let name: CGFloat // host-name point size
let meta: CGFloat // address (mono) point size
let status: CGFloat // status-label (mono) point size
let padding: CGFloat
let spacing: CGFloat // tile text gap
let radius: CGFloat
static var current: CardMetrics {
#if os(iOS)
CardMetrics(tile: 54, monogram: 26, name: 19, meta: 13, status: 11,
padding: 16, spacing: 14, radius: 12)
#elseif os(tvOS)
CardMetrics(tile: 64, monogram: 32, name: 24, meta: 16, status: 14,
padding: 18, spacing: 18, radius: 14)
#else
CardMetrics(tile: 44, monogram: 21, name: 15, meta: 12, status: 10.5,
padding: 13, spacing: 12, radius: 10)
#endif
}
}
/// First letter of a host name, uppercased the monogram glyph. Falls back to a bullet.
private func monogram(_ name: String) -> String {
guard let first = name.trimmingCharacters(in: .whitespacesAndNewlines).first else { return "" }
return String(first).uppercased()
}
/// The squared monogram tile. `filled` = a solid brand-purple chip (saved hosts); otherwise a
/// tinted outline (discovered hosts). Shows a spinner in place of the glyph while connecting.
private func monogramTile(_ letter: String, m: CardMetrics, connecting: Bool, filled: Bool) -> some View {
let shape = RoundedRectangle(cornerRadius: m.radius - 3, style: .continuous)
return ZStack {
shape.fill(filled
? AnyShapeStyle(LinearGradient(
colors: [Color.brand, Color.brand.opacity(0.72)],
startPoint: .top, endPoint: .bottom))
: AnyShapeStyle(Color.brand.opacity(0.14)))
if connecting {
ProgressView().tint(filled ? .white : Color.brand)
} else {
// Fixed size (not Dynamic Type): the glyph is pinned inside a fixed tile, so it must
// not scale up and spill out at large accessibility text sizes. minimumScaleFactor +
// the clip below are belt-and-suspenders for an unusually wide glyph.
Text(letter)
.font(.geistFixed(m.monogram, .bold))
.minimumScaleFactor(0.5)
.lineLimit(1)
.foregroundStyle(filled ? Color.white : Color.brand)
}
}
.frame(width: m.tile, height: m.tile)
.clipShape(shape)
.overlay {
if !filled {
shape.strokeBorder(Color.brand.opacity(0.45), lineWidth: 1)
}
}
}
/// A saved host. A left accent bar marks the most-recently-connected one; the context menu
/// pairs / speed-tests / forgets / removes. Disabled while a session is busy.
struct HostCardView: View {
let host: StoredHost
/// Currently advertising on the LAN (matched against live mDNS discovery). False means
/// "not seen on this network" off, or a remote/cross-subnet host we can't observe.
let isOnline: Bool
let isConnecting: Bool
let isMostRecent: Bool
let isBusy: Bool
let onConnect: () -> Void
let onPair: () -> Void
let onSpeedTest: () -> Void
let onForget: () -> Void
let onRemove: () -> Void
/// Open the experimental library browser nil (no menu item) unless the feature flag is on.
var onBrowseLibrary: (() -> Void)? = nil
var body: some View {
let m = CardMetrics.current
return Button(action: onConnect) {
HStack(spacing: m.spacing) {
monogramTile(monogram(host.displayName), m: m, connecting: isConnecting, filled: true)
VStack(alignment: .leading, spacing: 4) {
Text(host.displayName)
.font(.geist(m.name, .bold, relativeTo: .title3))
.foregroundStyle(.primary)
.lineLimit(1)
Text("\(host.address):\(String(host.port))")
.font(.geist(m.meta, relativeTo: .caption))
.foregroundStyle(.secondary)
.lineLimit(1)
statusRow(m)
}
Spacer(minLength: 0)
}
.padding(m.padding)
.frame(maxWidth: .infinity, alignment: .leading)
#if !os(tvOS)
// tvOS: the .card button style owns platter + focus motion; extra chrome mutes it.
// Elsewhere: a flat material panel with a hairline border (industrial, not a soft blob),
// and a brand accent bar down the leading edge for the most-recent host.
.background(.regularMaterial)
.overlay(alignment: .leading) {
if isMostRecent {
Rectangle().fill(Color.brand).frame(width: 3)
}
}
.clipShape(RoundedRectangle(cornerRadius: m.radius, style: .continuous))
.overlay {
RoundedRectangle(cornerRadius: m.radius, style: .continuous)
.strokeBorder(.quaternary, lineWidth: 1)
}
#endif
}
#if os(tvOS)
.buttonStyle(.card)
#elseif os(iOS)
.buttonStyle(HostCardButtonStyle(cornerRadius: m.radius))
#else
.buttonStyle(.plain)
#endif
.disabled(isBusy)
.contextMenu {
Button("Pair with PIN…", action: onPair)
Button("Test Network Speed…", action: onSpeedTest)
if let onBrowseLibrary {
Button("Browse Library…", action: onBrowseLibrary)
}
if host.pinnedSHA256 != nil {
// Dropping the pin does NOT downgrade to TOFU: the next connect must re-pair via
// PIN (unless the host advertises pair=optional). Wording reflects that.
Button("Forget Identity (re-pair to reconnect)", action: onForget)
}
Button("Remove", role: .destructive, action: onRemove)
}
}
/// Technical status line: a square presence pip + monospaced ONLINE/OFFLINE, and PAIRED when a
/// certificate is pinned (the lock state, spelled out).
@ViewBuilder private func statusRow(_ m: CardMetrics) -> some View {
HStack(spacing: 6) {
RoundedRectangle(cornerRadius: 1.5)
.fill(isOnline ? Color.green : Color.secondary.opacity(0.4))
.frame(width: 6, height: 6)
// The state is spelled out in the adjacent text, so the pip is decorative
// otherwise VoiceOver reads the status twice ("Online, ONLINE ").
.accessibilityHidden(true)
Text(isOnline ? "ONLINE" : "OFFLINE")
if host.pinnedSHA256 != nil {
Text("· PAIRED")
}
}
.font(.geist(m.status, .medium, relativeTo: .caption2))
.tracking(0.8)
.foregroundStyle(.secondary)
.lineLimit(1)
}
}
/// A host found on the LAN but not yet saved. A tinted-outline monogram + dashed panel border
/// distinguish it from saved cards; tapping saves it and connects (or pairs, if required).
struct DiscoveredCardView: View {
let discovered: DiscoveredHost
let isBusy: Bool
let onConnect: () -> Void
var body: some View {
let m = CardMetrics.current
return Button(action: onConnect) {
HStack(spacing: m.spacing) {
monogramTile(monogram(discovered.name), m: m, connecting: false, filled: false)
VStack(alignment: .leading, spacing: 4) {
Text(discovered.name)
.font(.geist(m.name, .bold, relativeTo: .title3))
.foregroundStyle(.primary)
.lineLimit(1)
Text("\(discovered.host):\(String(discovered.port))")
.font(.geist(m.meta, relativeTo: .caption))
.foregroundStyle(.secondary)
.lineLimit(1)
HStack(spacing: 6) {
Image(systemName: discovered.requiresPairing
? "lock.fill" : "antenna.radiowaves.left.and.right")
.font(.system(size: m.status))
.accessibilityHidden(true) // decorative; the adjacent text says the state
Text(discovered.requiresPairing ? "PAIRING REQUIRED" : "DISCOVERED")
}
.font(.geist(m.status, .medium, relativeTo: .caption2))
.tracking(0.8)
.foregroundStyle(.secondary)
.lineLimit(1)
}
Spacer(minLength: 0)
}
.padding(m.padding)
.frame(maxWidth: .infinity, alignment: .leading)
#if !os(tvOS)
.background(.regularMaterial)
.clipShape(RoundedRectangle(cornerRadius: m.radius, style: .continuous))
.overlay {
RoundedRectangle(cornerRadius: m.radius, style: .continuous)
.strokeBorder(
Color.secondary.opacity(0.3),
style: StrokeStyle(lineWidth: 1, dash: [4, 3]))
}
#endif
}
#if os(tvOS)
.buttonStyle(.card)
#elseif os(iOS)
.buttonStyle(HostCardButtonStyle(cornerRadius: m.radius))
#else
.buttonStyle(.plain)
#endif
.disabled(isBusy)
}
}
#if os(iOS)
/// The iOS host-card press/hover treatment, one style for both idioms:
/// - iPhone: a subtle scale-down on press + a light impact haptic on press-down. (`hoverEffect` is
/// inert without a pointer.)
/// - iPad: the system pointer "magnet" the cursor morphs into a highlight that conforms to the
/// card's rounded rect on hover. (`sensoryFeedback` is inert without a Taptic Engine, and the
/// press scale doubles as click feedback.)
struct HostCardButtonStyle: ButtonStyle {
var cornerRadius: CGFloat
func makeBody(configuration: Configuration) -> some View {
configuration.label
.scaleEffect(configuration.isPressed ? 0.96 : 1)
.animation(.spring(response: 0.3, dampingFraction: 0.65), value: configuration.isPressed)
// Conform the pointer highlight to the card's rounded rect, not its square bounds.
.contentShape(.hoverEffect, RoundedRectangle(cornerRadius: cornerRadius, style: .continuous))
.hoverEffect(.highlight)
// Light tap on press-down (nil on release so it fires once, on touch). No haptic
// hardware on iPad silently ignored there.
.sensoryFeedback(trigger: configuration.isPressed) { _, pressed in
pressed ? .impact(weight: .light) : nil
}
}
}
#endif
@@ -0,0 +1,148 @@
// The gamepad-driven presentation of the game library (iOS/iPadOS/macOS see LibraryView's
// `gamepadUIActive` branch): a classic coverflow instead of the touch grid. All the
// scrolling/snapping/navigation/haptics live in GamepadCarousel; this file is the coverflow card
// (poster + the 3D recede treatment via `.scrollTransition`), the "now focused" detail panel, and
// the controller-glyph hints. A steps through covers, A launches the centered title, B closes, and
// the shoulders (L1/R1) jump a handful at a time through a long library.
//
// Layout discipline (so nothing is EVER clipped, portrait or landscape): the gradient is a
// `.background` modifier NOT a ZStack sibling because an `.ignoresSafeArea()` sibling expands the
// stack to full-screen and hands the GeometryReader the full height, laying content out under the
// status bar / home indicator. As a background it draws behind without affecting layout, so the
// GeometryReader is sized to the safe area, and the controller-glyph hints are pinned inside it with
// `.safeAreaInset(.bottom, alignment: .leading)`. Cover size is then derived from the height that
// remains, so a tall 2:3 poster + the detail line always fit.
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS)
import GameController
struct LibraryCoverflowView: View {
let games: [GameEntry]
let imageSession: URLSession?
var onLaunch: ((String) -> Void)?
/// Button B (back) dismisses the library screen. No touch equivalent needed here (the toolbar
/// Close button already covers that); this is what makes gamepad-only exit possible.
var onDismiss: (() -> Void)?
#if os(iOS)
/// `.compact` in a landscape phone window drives a tighter poster so everything still fits.
@Environment(\.verticalSizeClass) private var vSizeClass
private var compact: Bool { vSizeClass == .compact }
#else
private let compact = false // no size classes on macOS
#endif
@State private var selection: String?
var body: some View {
GeometryReader { geo in
content(for: geo.size)
}
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
GamepadHintBar(hints: hints)
.padding(.leading, 22)
.padding(.vertical, compact ? 6 : 10)
}
.background { GamepadScreenBackground() }
}
@ViewBuilder private func content(for size: CGSize) -> some View {
// Fit the tallest poster into the height the detail line + paddings leave (the hints are a
// safe-area inset, already out of this budget) capped so it never dwarfs a large iPad and
// clamped by width on a narrow screen.
let reserved: CGFloat = compact ? 72 : 96 // detail line + spacers
let coverHeight = min(360, min(max(140, size.height - reserved), size.width * 0.9))
let coverWidth = coverHeight * 2 / 3
VStack(spacing: 0) {
Spacer(minLength: 4)
carousel(coverWidth: coverWidth, coverHeight: coverHeight)
detailPanel
.padding(.top, 12)
Spacer(minLength: 4)
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
private func carousel(coverWidth: CGFloat, coverHeight: CGFloat) -> some View {
GamepadCarousel(
items: games,
selection: $selection,
itemWidth: coverWidth,
spacing: 34,
onActivate: { onLaunch?($0.id) },
onBack: { onDismiss?() },
shoulderJump: 5
) { game in
cover(game, width: coverWidth, height: coverHeight)
}
.frame(height: coverHeight + 44)
}
/// One cover + the coverflow recede. Every continuous visual reads the scroll view's own
/// per-frame `phase` (real distance-from-centered), so the tilt tracks what's actually on screen
/// mid-scroll. `.shadow` isn't a `VisualEffect`, so it's baked constant into the card; the
/// scale/rotation/opacity ramp already makes the centered cover prominent.
private func cover(_ game: GameEntry, width: CGFloat, height: CGFloat) -> some View {
PosterImage(candidates: game.art.posterCandidates, title: game.title, session: imageSession)
.frame(width: width, height: height)
.clipShape(RoundedRectangle(cornerRadius: 16, style: .continuous))
.overlay(alignment: .topLeading) { StoreBadge(isCustom: game.isCustom) }
.overlay {
RoundedRectangle(cornerRadius: 16, style: .continuous)
.strokeBorder(.white.opacity(0.12), lineWidth: 1)
}
.shadow(color: .black.opacity(0.5), radius: 16, y: 12)
.scrollTransition { content, phase in
let v = phase.value
let d = CGFloat(min(abs(v), 1))
let scale = 1 - d * 0.24
let rot = v * -38
let anchor: UnitPoint = v < 0 ? .trailing : .leading
let bright = Double(-d * 0.22)
let fade = Double(1 - d * 0.38)
return content
.scaleEffect(scale)
.rotation3DEffect(
.degrees(rot), axis: (x: 0, y: 1, z: 0), anchor: anchor, perspective: 0.55)
.brightness(bright)
.opacity(fade)
}
}
/// The centered title + store tag empty (not hidden) so the layout doesn't jump.
@ViewBuilder private var detailPanel: some View {
let game = games.first { $0.id == selection }
VStack(spacing: 6) {
Text(game?.title ?? " ")
.font(.geist(compact ? 22 : 25, .bold, relativeTo: .title))
.foregroundStyle(.white)
.lineLimit(1)
.minimumScaleFactor(0.75)
.multilineTextAlignment(.center)
if let game {
Text(game.isCustom ? "CUSTOM" : "STEAM")
.font(.geist(11, .semibold, relativeTo: .caption2))
.tracking(1.2)
.foregroundStyle(.white.opacity(0.5))
}
}
.frame(maxWidth: .infinity)
.padding(.horizontal, 24)
.animation(.smooth(duration: 0.25), value: selection)
}
// MARK: - Hint bar (pinned bottom-leading via safeAreaInset)
private var hints: [GamepadHint] {
var hints: [GamepadHint] = []
if onLaunch != nil {
hints.append(.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Launch"))
}
hints.append(.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Close"))
return hints
}
}
#endif
@@ -12,10 +12,25 @@ struct LibraryView: View {
/// Tapping a title starts a session that asks the host to launch it (the library id is passed /// Tapping a title starts a session that asks the host to launch it (the library id is passed
/// through). `nil` browse-only (cards aren't tappable). /// through). `nil` browse-only (cards aren't tappable).
var onLaunch: ((String) -> Void)? = nil var onLaunch: ((String) -> Void)? = nil
@Environment(\.dismiss) private var dismiss
@State private var games: [GameEntry] = [] @State private var games: [GameEntry] = []
@State private var loading = false @State private var loading = false
@State private var errorText: String? @State private var errorText: String?
/// Authenticated session for cover-art fetches (the same paired identity + host pinning as the
/// list fetch, reused across every poster in the grid). Built alongside `games` in `load()`;
/// torn down on disappear since it isn't one-shot like `LibraryClient.fetch`'s own session.
@State private var imageSession: URLSession?
#if os(iOS) || os(macOS)
// Gamepad-driven browsing (iOS/iPadOS/macOS) see ContentView's identical gate. tvOS keeps
// its existing plain-grid presentation of this same view unchanged.
@ObservedObject private var gamepadManager = GamepadManager.shared
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
private var gamepadUIActive: Bool {
GamepadUIEnvironment.isActive(
gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled)
}
#endif
var body: some View { var body: some View {
content content
@@ -29,8 +44,20 @@ struct LibraryView: View {
#else #else
ToolbarItem(placement: .primaryAction) { reloadButton } ToolbarItem(placement: .primaryAction) { reloadButton }
#endif #endif
// A gamepad-only user can't swipe-to-dismiss the sheet this view is presented in
// (ContentView's `.sheet(item: $libraryTarget)`) give it a focusable, dpad-reachable
// Close action. tvOS already has its own pushed-navigation back (Menu button).
#if !os(tvOS)
ToolbarItem(placement: .cancellationAction) {
Button("Close") { dismiss() }
}
#endif
} }
.task { await load() } .task { await load() }
.onDisappear {
imageSession?.finishTasksAndInvalidate()
imageSession = nil
}
} }
@ViewBuilder private var content: some View { @ViewBuilder private var content: some View {
@@ -42,7 +69,17 @@ struct LibraryView: View {
} else if games.isEmpty { } else if games.isEmpty {
emptyState emptyState
} else { } else {
#if os(iOS) || os(macOS)
if gamepadUIActive {
LibraryCoverflowView(
games: games, imageSession: imageSession, onLaunch: onLaunch,
onDismiss: { dismiss() })
} else {
grid
}
#else
grid grid
#endif
} }
} }
@@ -51,10 +88,10 @@ struct LibraryView: View {
LazyVGrid(columns: columns, spacing: 18) { LazyVGrid(columns: columns, spacing: 18) {
ForEach(games) { game in ForEach(games) { game in
if let onLaunch { if let onLaunch {
Button { onLaunch(game.id) } label: { GameCard(game: game) } Button { onLaunch(game.id) } label: { GameCard(game: game, imageSession: imageSession) }
.buttonStyle(.plain) .buttonStyle(.plain)
} else { } else {
GameCard(game: game) GameCard(game: game, imageSession: imageSession)
} }
} }
} }
@@ -125,6 +162,13 @@ struct LibraryView: View {
certPEM: identity.certPEM, certPEM: identity.certPEM,
keyPEM: identity.keyPEM, keyPEM: identity.keyPEM,
hostFingerprint: current.pinnedSHA256) hostFingerprint: current.pinnedSHA256)
imageSession?.finishTasksAndInvalidate()
imageSession = try LibraryImageLoader.session(
address: current.address,
port: current.effectiveMgmtPort,
certPEM: identity.certPEM,
keyPEM: identity.keyPEM,
hostFingerprint: current.pinnedSHA256)
} catch { } catch {
games = [] games = []
errorText = (error as? LibraryError)?.errorDescription ?? error.localizedDescription errorText = (error as? LibraryError)?.errorDescription ?? error.localizedDescription
@@ -137,66 +181,19 @@ struct LibraryView: View {
/// (portrait header hero) and finally a text placeholder. /// (portrait header hero) and finally a text placeholder.
private struct GameCard: View { private struct GameCard: View {
let game: GameEntry let game: GameEntry
let imageSession: URLSession?
var body: some View { var body: some View {
VStack(alignment: .leading, spacing: 6) { VStack(alignment: .leading, spacing: 6) {
PosterImage(candidates: game.art.posterCandidates, title: game.title) PosterImage(candidates: game.art.posterCandidates, title: game.title, session: imageSession)
.aspectRatio(2.0 / 3.0, contentMode: .fit) .aspectRatio(2.0 / 3.0, contentMode: .fit)
.frame(maxWidth: .infinity) .frame(maxWidth: .infinity)
.clipShape(RoundedRectangle(cornerRadius: 10, style: .continuous)) .clipShape(RoundedRectangle(cornerRadius: 10, style: .continuous))
.overlay(alignment: .topLeading) { storeBadge } .overlay(alignment: .topLeading) { StoreBadge(isCustom: game.isCustom) }
Text(game.title) Text(game.title)
.font(.caption) .font(.geist(12, relativeTo: .caption))
.lineLimit(2) .lineLimit(2)
.foregroundStyle(.secondary) .foregroundStyle(.secondary)
} }
} }
private var storeBadge: some View {
Text(game.isCustom ? "Custom" : "Steam")
.font(.caption2.weight(.semibold))
.padding(.horizontal, 6)
.padding(.vertical, 3)
.background(.ultraThinMaterial, in: Capsule())
.padding(6)
}
}
/// Sequentially tries cover-art URLs, advancing past any that fail to load, then a placeholder.
private struct PosterImage: View {
let candidates: [URL]
let title: String
@State private var index = 0
var body: some View {
if index < candidates.count {
AsyncImage(url: candidates[index]) { phase in
switch phase {
case .success(let image):
image.resizable().scaledToFill()
case .failure:
// Advance to the next candidate on the next render pass.
Color.clear.onAppear { index += 1 }
case .empty:
ZStack { placeholder; ProgressView() }
@unknown default:
placeholder
}
}
.id(index) // recreate AsyncImage so it loads the newly-selected URL
} else {
placeholder
}
}
private var placeholder: some View {
ZStack {
Rectangle().fill(.quaternary)
Text(title)
.font(.headline)
.multilineTextAlignment(.center)
.foregroundStyle(.secondary)
.padding(8)
}
}
} }
@@ -0,0 +1,95 @@
// Reusable library widgets, shared by the touch grid (LibraryView's `GameCard`) and the gamepad
// coverflow (LibraryCoverflowView's cover cell).
import PunktfunkKit
import SwiftUI
#if canImport(UIKit)
import UIKit
#elseif canImport(AppKit)
import AppKit
#endif
/// The store-provenance badge (Steam vs. a user-curated custom entry) overlaid on a poster
/// shared by the touch grid's `GameCard` and the gamepad coverflow's cover cell.
struct StoreBadge: View {
let isCustom: Bool
var body: some View {
Text(isCustom ? "Custom" : "Steam")
.font(.geist(11, .semibold, relativeTo: .caption2))
.padding(.horizontal, 6)
.padding(.vertical, 3)
.background(.ultraThinMaterial, in: Capsule())
.padding(6)
}
}
#if canImport(UIKit)
private typealias PlatformImage = UIImage
#elseif canImport(AppKit)
private typealias PlatformImage = NSImage
#endif
private extension Image {
init(platformImage: PlatformImage) {
#if canImport(UIKit)
self.init(uiImage: platformImage)
#elseif canImport(AppKit)
self.init(nsImage: platformImage)
#endif
}
}
/// Sequentially tries cover-art URLs over `session` (so a paired client can reach the host's own
/// art proxy, not just public CDNs see `LibraryImageLoader`), advancing past any that fail to
/// load, then a placeholder. The loaded image is hard-clipped to fill the card's actual frame
/// regardless of its own aspect ratio: a portrait capsule fills it as intended, but a fallback
/// banner (wide hero/header art, used when a title has no portrait capsule) would otherwise report
/// a much wider intrinsic size than the card and overflow into neighboring cards. Not `private`
/// the gamepad coverflow (`LibraryCoverflowView`) reuses it directly rather than re-fetching art.
struct PosterImage: View {
let candidates: [URL]
let title: String
let session: URLSession?
@State private var index = 0
@State private var image: PlatformImage?
var body: some View {
Group {
if let image {
Image(platformImage: image)
.resizable()
.scaledToFill()
} else if index < candidates.count {
ZStack { placeholder; ProgressView() }
} else {
placeholder
}
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
.clipped()
.task(id: index) { await loadCurrent() }
}
private func loadCurrent() async {
guard index < candidates.count else { return }
guard let session, let data = try? await session.data(from: candidates[index]).0,
let loaded = PlatformImage(data: data)
else {
index += 1 // advance to the next candidate (or past the end placeholder)
return
}
image = loaded
}
private var placeholder: some View {
ZStack {
Rectangle().fill(.quaternary)
Text(title)
.font(.geist(17, .semibold, relativeTo: .headline))
.multilineTextAlignment(.center)
.foregroundStyle(.secondary)
.padding(8)
}
}
}
@@ -52,7 +52,7 @@ struct SpeedTestSheet: View {
var body: some View { var body: some View {
VStack(spacing: 20) { VStack(spacing: 20) {
Label("Speed test — \(host.displayName)", systemImage: "gauge.with.needle") Label("Speed test — \(host.displayName)", systemImage: "gauge.with.needle")
.font(.headline) .font(.geist(17, .semibold, relativeTo: .headline))
.foregroundStyle(.tint) .foregroundStyle(.tint)
switch phase { switch phase {
@@ -73,7 +73,7 @@ struct SpeedTestSheet: View {
resultView(result) resultView(result)
case .failed(let message): case .failed(let message):
Text(message) Text(message)
.font(.callout) .font(.geist(16, relativeTo: .callout))
.foregroundStyle(.red) .foregroundStyle(.red)
.multilineTextAlignment(.center) .multilineTextAlignment(.center)
} }
@@ -149,13 +149,13 @@ struct SpeedTestSheet: View {
if let rec = Self.recommendedKbps(result) { if let rec = Self.recommendedKbps(result) {
Text("Recommended bitrate: \(Self.mbpsLabel(kbps: rec)) " Text("Recommended bitrate: \(Self.mbpsLabel(kbps: rec)) "
+ "(~70% of measured, headroom for encoder bursts).") + "(~70% of measured, headroom for encoder bursts).")
.font(.caption) .font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary) .foregroundStyle(.secondary)
.multilineTextAlignment(.center) .multilineTextAlignment(.center)
} else { } else {
Text("Too little data made it through to recommend a bitrate — " Text("Too little data made it through to recommend a bitrate — "
+ "check the network and retry.") + "check the network and retry.")
.font(.caption) .font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary) .foregroundStyle(.secondary)
.multilineTextAlignment(.center) .multilineTextAlignment(.center)
} }
@@ -1,177 +0,0 @@
// The host grid's cards: a saved host (tap to connect, context menu) and an mDNS-discovered
// host (tap to save + connect). Both share the same platform-tuned sizing.
import PunktfunkKit
import SwiftUI
/// Shared host-card sizing touch-first on iOS, compact on macOS/tvOS.
private struct CardMetrics {
let iconSize: CGFloat
let iconBox: CGFloat
let cardPadding: CGFloat
let nameFont: Font
static var current: CardMetrics {
#if os(iOS)
CardMetrics(iconSize: 56, iconBox: 76, cardPadding: 28, nameFont: .title3.weight(.semibold))
#else
CardMetrics(iconSize: 42, iconBox: 56, cardPadding: 18, nameFont: .headline)
#endif
}
}
/// A saved host. The accent ring marks the most-recently-connected one; the context menu
/// pairs / speed-tests / forgets / removes. Disabled while a session is busy.
struct HostCardView: View {
let host: StoredHost
/// Currently advertising on the LAN (matched against live mDNS discovery). False means
/// "not seen on this network" off, or a remote/cross-subnet host we can't observe.
let isOnline: Bool
let isConnecting: Bool
let isMostRecent: Bool
let isBusy: Bool
let onConnect: () -> Void
let onPair: () -> Void
let onSpeedTest: () -> Void
let onForget: () -> Void
let onRemove: () -> Void
/// Open the experimental library browser nil (no menu item) unless the feature flag is on.
var onBrowseLibrary: (() -> Void)? = nil
var body: some View {
let m = CardMetrics.current
return Button(action: onConnect) {
VStack(spacing: 10) {
ZStack {
Image(systemName: "play.display")
.font(.system(size: m.iconSize, weight: .light))
.foregroundStyle(.tint)
.opacity(isConnecting ? 0.3 : 1)
if isConnecting {
ProgressView()
}
}
.frame(height: m.iconBox)
VStack(spacing: 2) {
HStack(spacing: 6) {
// Presence dot: green = advertising on the LAN now; grey = not seen.
Circle()
.fill(isOnline ? Color.green : Color.secondary.opacity(0.35))
.frame(width: 7, height: 7)
.accessibilityLabel(isOnline ? "Online" : "Offline")
Text(host.displayName)
.font(m.nameFont)
.lineLimit(1)
}
HStack(spacing: 4) {
if host.pinnedSHA256 != nil {
Image(systemName: "lock.fill")
.font(.system(size: 9))
.foregroundStyle(.secondary)
}
Text("\(host.address):\(String(host.port))")
.font(.caption)
.foregroundStyle(.secondary)
.lineLimit(1)
}
if let last = host.lastConnected {
Text("Connected \(last, format: .relative(presentation: .named))")
.font(.caption2)
.foregroundStyle(.tertiary)
.lineLimit(1)
}
}
}
.frame(maxWidth: .infinity)
.padding(.vertical, m.cardPadding)
.padding(.horizontal, 12)
#if !os(tvOS)
// tvOS: the .card button style owns platter + focus motion extra chrome
// inside it mutes the grow/tilt. Material + accent ring are for pointer UIs.
// Deliberately .regularMaterial, not Liquid Glass: HIG keeps glass off content
// tiles (it flattens hierarchy over an opaque grid) see GlassStyle.swift.
.background(.regularMaterial, in: RoundedRectangle(cornerRadius: 14))
.overlay {
if isMostRecent {
RoundedRectangle(cornerRadius: 14)
.strokeBorder(Color.accentColor.opacity(0.35), lineWidth: 1.5)
}
}
#endif
}
#if os(tvOS)
.buttonStyle(.card)
#else
.buttonStyle(.plain)
#endif
.disabled(isBusy)
.contextMenu {
Button("Pair with PIN…", action: onPair)
Button("Test Network Speed…", action: onSpeedTest)
if let onBrowseLibrary {
Button("Browse Library…", action: onBrowseLibrary)
}
if host.pinnedSHA256 != nil {
// Dropping the pin does NOT downgrade to TOFU: the next connect must re-pair via
// PIN (unless the host advertises pair=optional). Wording reflects that.
Button("Forget Identity (re-pair to reconnect)", action: onForget)
}
Button("Remove", role: .destructive, action: onRemove)
}
}
}
/// A host found on the LAN but not yet saved. A dashed ring distinguishes it from saved cards;
/// tapping saves it and connects (or pairs, if the host requires it).
struct DiscoveredCardView: View {
let discovered: DiscoveredHost
let isBusy: Bool
let onConnect: () -> Void
var body: some View {
let m = CardMetrics.current
return Button(action: onConnect) {
VStack(spacing: 10) {
Image(systemName: "play.display")
.font(.system(size: m.iconSize, weight: .light))
.foregroundStyle(.tint)
.frame(height: m.iconBox)
VStack(spacing: 2) {
Text(discovered.name)
.font(m.nameFont)
.lineLimit(1)
HStack(spacing: 4) {
Image(systemName: discovered.requiresPairing ? "lock.fill" : "wifi")
.font(.system(size: 9))
.foregroundStyle(.secondary)
Text("\(discovered.host):\(String(discovered.port))")
.font(.caption)
.foregroundStyle(.secondary)
.lineLimit(1)
}
Text(discovered.requiresPairing ? "Pairing required" : "Discovered")
.font(.caption2)
.foregroundStyle(.tertiary)
}
}
.frame(maxWidth: .infinity)
.padding(.vertical, m.cardPadding)
.padding(.horizontal, 12)
#if !os(tvOS)
.background(.regularMaterial, in: RoundedRectangle(cornerRadius: 14))
.overlay {
RoundedRectangle(cornerRadius: 14)
.strokeBorder(
Color.secondary.opacity(0.25),
style: StrokeStyle(lineWidth: 1, dash: [4, 3]))
}
#endif
}
#if os(tvOS)
.buttonStyle(.card)
#else
.buttonStyle(.plain)
#endif
.disabled(isBusy)
}
}
@@ -12,20 +12,36 @@ struct PunktfunkClientApp: App {
@NSApplicationDelegateAdaptor(AppDelegate.self) private var appDelegate @NSApplicationDelegateAdaptor(AppDelegate.self) private var appDelegate
#endif #endif
init() {
#if os(iOS)
// Put Geist on the navigation titles before any bar is built.
BrandTheme.apply()
#endif
}
var body: some Scene { var body: some Scene {
WindowGroup("Punktfunk") { WindowGroup("Punktfunk") {
#if DEBUG // Pin the whole app's tint to the brand purple explicitly the asset-catalog accent
// PUNKTFUNK_SHOT_SCENE=<name> show that single mock-populated screen full-bleed for // resolution is environment/timing-sensitive and can fall back to system blue. Wraps the
// the App Store screenshot capture (tools/screenshots.sh). Normal launch otherwise; // screenshot harness too, so captured screens are on-brand.
// the whole path is absent from Release builds. Group {
if let scene = ScreenshotMode.requestedScene { #if DEBUG
ScreenshotHostView(scene: scene) // PUNKTFUNK_SHOT_SCENE=<name> show that single mock-populated screen full-bleed for
} else { // the App Store screenshot capture (tools/screenshots.sh). Normal launch otherwise;
// the whole path is absent from Release builds.
if let scene = ScreenshotMode.requestedScene {
ScreenshotHostView(scene: scene)
} else {
ContentView()
}
#else
ContentView() ContentView()
#endif
} }
#else .tint(.brand)
ContentView() // Geist Sans is the app's typeface. This sets the default for unstyled text and the
#endif // form row labels; views that pick an explicit size/weight use `.geist()` directly.
.font(.geist(17, relativeTo: .body))
} }
// The Stream menu (Disconnect D, Show/Hide Statistics S) a real menu bar on // The Stream menu (Disconnect D, Show/Hide Statistics S) a real menu bar on
// macOS, hardware-keyboard shortcuts on iPad. tvOS has neither. // macOS, hardware-keyboard shortcuts on iPad. tvOS has neither.
@@ -34,7 +50,10 @@ struct PunktfunkClientApp: App {
#endif #endif
#if os(macOS) #if os(macOS)
Settings { Settings {
// A separate scene `.tint` does not cross scene boundaries, so re-apply the brand
// tint here or the Preferences window falls back to the (unreliable) asset accent.
SettingsView() SettingsView()
.tint(.brand)
} }
#endif #endif
} }
@@ -103,11 +103,11 @@ private struct ShotSettings: View {
.shadow(radius: 40, y: 16) .shadow(radius: 40, y: 16)
} }
#elseif os(iOS) #elseif os(iOS)
NavigationStack { // SettingsView owns its NavigationSplitView (sidebar + detail) and Done button, so it is
SettingsView() // rendered directly a wrapping NavigationStack would nest a split view in a stack. Open
.navigationTitle("Settings") // on General so the shot lands on real controls (iPad: sidebar + General detail; iPhone:
.navigationBarTitleDisplayMode(.inline) // the General page) instead of the bare category list.
} SettingsView(initialCategory: .general)
#else #else
NavigationStack { SettingsView() } NavigationStack { SettingsView() }
#endif #endif
@@ -175,10 +175,10 @@ private struct ShotHUD: View {
.foregroundStyle(.secondary) .foregroundStyle(.secondary)
#if os(macOS) #if os(macOS)
Text("⌘⎋ releases the mouse") Text("⌘⎋ releases the mouse")
.font(.caption2).foregroundStyle(.secondary) .font(.geist(11, relativeTo: .caption2)).foregroundStyle(.secondary)
#elseif os(tvOS) #elseif os(tvOS)
Text("Press Menu to disconnect") Text("Press Menu to disconnect")
.font(.caption).foregroundStyle(.secondary) .font(.geist(12, relativeTo: .caption)).foregroundStyle(.secondary)
#endif #endif
} }
.padding(10) .padding(10)
@@ -259,7 +259,7 @@ private struct ShotDesktopFrame: View {
HStack(spacing: 8) { HStack(spacing: 8) {
Image(systemName: "gamecontroller.fill") Image(systemName: "gamecontroller.fill")
Text("Streaming from Battlestation") Text("Streaming from Battlestation")
.font(.system(.callout, weight: .semibold)) .font(.geist(16, .semibold, relativeTo: .callout))
} }
.padding(.horizontal, 14).padding(.vertical, 9) .padding(.horizontal, 14).padding(.vertical, 9)
.glassBackground(Capsule()) .glassBackground(Capsule())
@@ -0,0 +1,35 @@
// The HUD-corner model persisted by Settings and read wherever the overlay is placed
// (ContentView, StreamHUDView).
import SwiftUI
/// Which corner the HUD overlay occupies (persisted as `DefaultsKey.hudPlacement`). The raw
/// values are stable on disk rename the cases freely, never the strings.
enum HUDPlacement: String, CaseIterable, Identifiable {
case topLeading, topTrailing, bottomLeading, bottomTrailing
var id: String { rawValue }
/// SwiftUI overlay alignment for `.overlay(alignment:)`.
var alignment: Alignment {
switch self {
case .topLeading: return .topLeading
case .topTrailing: return .topTrailing
case .bottomLeading: return .bottomLeading
case .bottomTrailing: return .bottomTrailing
}
}
/// The HUD's own stack hugs the screen edge it sits against, so its text aligns outward.
var isTrailing: Bool { self == .topTrailing || self == .bottomTrailing }
/// User-facing corner label.
var label: String {
switch self {
case .topLeading: return "Top Left"
case .topTrailing: return "Top Right"
case .bottomLeading: return "Bottom Left"
case .bottomTrailing: return "Bottom Right"
}
}
}
@@ -74,6 +74,11 @@ final class SessionModel: ObservableObject {
@Published var presentLatencyP95Ms = 0.0 @Published var presentLatencyP95Ms = 0.0
@Published var presentLatencyValid = false @Published var presentLatencyValid = false
@Published var presentLatencySkewCorrected = false @Published var presentLatencySkewCorrected = false
/// Decode-completionpresent (the "present tail": ring wait + render + vsync) the term the
/// stage-2 presenter exists to shorten. Both instants are client-side, so no skew applies.
@Published var presentTailP50Ms = 0.0
@Published var presentTailP95Ms = 0.0
@Published var presentTailValid = false
/// Mirrors StreamView's capture state (it owns the input capture; this drives the /// Mirrors StreamView's capture state (it owns the input capture; this drives the
/// HUD's "click to capture" / " releases" hint). /// HUD's "click to capture" / " releases" hint).
@Published var mouseCaptured = false @Published var mouseCaptured = false
@@ -82,6 +87,8 @@ final class SessionModel: ObservableObject {
let latency = LatencyMeter() let latency = LatencyMeter()
/// Fed by the stage-2 presenter's display link (capturepresent). Passed to StreamView. /// Fed by the stage-2 presenter's display link (capturepresent). Passed to StreamView.
let presentLatency = LatencyMeter() let presentLatency = LatencyMeter()
/// Fed by the same present stamp (decode-completionpresent). Passed to StreamView.
let presentTail = LatencyMeter()
private var statsTimer: Timer? private var statsTimer: Timer?
private var audio: SessionAudio? private var audio: SessionAudio?
private var gamepadCapture: GamepadCapture? private var gamepadCapture: GamepadCapture?
@@ -95,14 +102,24 @@ final class SessionModel: ObservableObject {
/// field TOFU is forbidden (rule 3b): the connect refuses rather than offering trust, and /// field TOFU is forbidden (rule 3b): the connect refuses rather than offering trust, and
/// the user is routed to PIN pairing by the caller. (A pinned host connects regardless: its /// the user is routed to PIN pairing by the caller. (A pinned host connects regardless: its
/// stored fingerprint is the trust decision.) /// stored fingerprint is the trust decision.)
///
/// `requestAccess` is the no-PIN delegated-approval path: open an identified connect the host
/// PARKS until the operator clicks Approve in its console, then admits the SAME connection (no
/// reconnect). The handshake budget is widened to exceed the host's park window, and a
/// successful connect streams directly (the approval IS the trust decision) the caller pins
/// the observed fingerprint as paired. `host.pinnedSHA256`, when set, pins the advertised cert
/// for the wait; nil = trust-on-first-use.
func connect(to host: StoredHost, width: UInt32, height: UInt32, hz: UInt32, func connect(to host: StoredHost, width: UInt32, height: UInt32, hz: UInt32,
compositor: PunktfunkConnection.Compositor = .auto, compositor: PunktfunkConnection.Compositor = .auto,
gamepad: PunktfunkConnection.GamepadType = .auto, gamepad: PunktfunkConnection.GamepadType = .auto,
bitrateKbps: UInt32 = 0, bitrateKbps: UInt32 = 0,
audioChannels: UInt8 = 2,
hdrEnabled: Bool = true, hdrEnabled: Bool = true,
preferredCodec: UInt8 = 0,
launchID: String? = nil, launchID: String? = nil,
allowTofu: Bool = false, allowTofu: Bool = false,
autoTrust: Bool = false) { autoTrust: Bool = false,
requestAccess: Bool = false) {
guard phase == .idle else { return } guard phase == .idle else { return }
phase = .connecting phase = .connecting
activeHost = host activeHost = host
@@ -120,6 +137,8 @@ final class SessionModel: ObservableObject {
#endif #endif
}() }()
let hdrCapable = hdrEnabled && displayHDR let hdrCapable = hdrEnabled && displayHDR
// 4:4:4 opt-out (default on); the hardware-decode probe below is the real gate.
let want444 = (UserDefaults.standard.object(forKey: DefaultsKey.enable444) as? Bool) ?? true
Task.detached(priority: .userInitiated) { Task.detached(priority: .userInitiated) {
// PunktfunkConnection.init blocks on the QUIC handshake keep it off the main // PunktfunkConnection.init blocks on the QUIC handshake keep it off the main
// actor. The persistent identity is presented on every connect so a paired // actor. The persistent identity is presented on every connect so a paired
@@ -129,15 +148,36 @@ final class SessionModel: ObservableObject {
// Advertise 10-bit + HDR10 when enabled: the host upgrades to a BT.2020 PQ Main10 stream // Advertise 10-bit + HDR10 when enabled: the host upgrades to a BT.2020 PQ Main10 stream
// only for actual HDR content (its own gate); the VideoToolbox/Metal present path is // only for actual HDR content (its own gate); the VideoToolbox/Metal present path is
// HDR-capable (P010 + itur_2100_PQ + EDR). 0 keeps the 8-bit BT.709 SDR stream. // HDR-capable (P010 + itur_2100_PQ + EDR). 0 keeps the 8-bit BT.709 SDR stream.
let videoCaps: UInt8 = hdrCapable var videoCaps: UInt8 = hdrCapable
? (PunktfunkConnection.videoCap10Bit | PunktfunkConnection.videoCapHDR) ? (PunktfunkConnection.videoCap10Bit | PunktfunkConnection.videoCapHDR)
: 0 : 0
// Advertise full-chroma 4:4:4 only when allowed AND this device can HARDWARE-decode it
// (software 4:4:4 is too slow for real-time). The host content-gates depth, so an
// HDR-advertised session can still receive an 8-bit 4:4:4 stream (SDR content) require
// BOTH depths there. Otherwise a no-op (the host emits 4:4:4 only if it too opted in);
// `chromaFormat` on the connection reflects what was actually resolved.
let canDecode444 =
hdrCapable
? (Stage444Probe.hwDecode444_8bit && Stage444Probe.hwDecode444_10bit)
: Stage444Probe.hwDecode444_8bit
if want444, canDecode444 {
videoCaps |= PunktfunkConnection.videoCap444
}
// This client's VideoToolbox path decodes H.264 and HEVC (AV1 isn't wired hosts don't
// emit it on the native path yet). The host resolves the emitted codec from these + the
// soft `preferredCodec`; `resolvedCodec` reflects what it chose.
let videoCodecs = PunktfunkConnection.codecH264 | PunktfunkConnection.codecHEVC
let result = Result { try PunktfunkConnection( let result = Result { try PunktfunkConnection(
host: host.address, port: host.port, host: host.address, port: host.port,
width: width, height: height, refreshHz: hz, width: width, height: height, refreshHz: hz,
pinSHA256: pin, identity: identity, compositor: compositor, pinSHA256: pin, identity: identity, compositor: compositor,
gamepad: gamepad, bitrateKbps: bitrateKbps, videoCaps: videoCaps, gamepad: gamepad, bitrateKbps: bitrateKbps, videoCaps: videoCaps,
launchID: launchID) } audioChannels: audioChannels,
videoCodecs: videoCodecs, preferredCodec: preferredCodec, launchID: launchID,
// Delegated approval: the host holds this connect open until the operator approves
// it (~180 s) outwait that window so a slow approval still lands here. Normal
// connects keep the snappy default.
timeoutMs: requestAccess ? 185_000 : 10_000) }
await MainActor.run { [weak self] in await MainActor.run { [weak self] in
guard let self else { return } guard let self else { return }
// The user may have abandoned this attempt (window closed, another host // The user may have abandoned this attempt (window closed, another host
@@ -151,7 +191,9 @@ final class SessionModel: ObservableObject {
} }
switch result { switch result {
case .success(let conn): case .success(let conn):
if pin != nil || autoTrust { if pin != nil || autoTrust || requestAccess {
// requestAccess: the operator approved this device on the host, so the
// session is trusted stream directly (the caller pins it as paired).
self.connection = conn self.connection = conn
self.startStatsTimer() self.startStatsTimer()
self.beginStreaming() self.beginStreaming()
@@ -173,16 +215,25 @@ final class SessionModel: ObservableObject {
case .failure: case .failure:
self.phase = .idle self.phase = .idle
self.activeHost = nil self.activeHost = nil
self.errorMessage = pin != nil if requestAccess {
? "Could not connect to \(host.displayName) — host unreachable, " // The delegated-approval connect ended without being admitted: the
+ "not running, its identity no longer matches the pinned " // operator didn't approve it before the host's park window elapsed (or
+ "fingerprint, or it requires pairing and no longer " // the host was unreachable).
+ "recognizes this Mac (right-click the host card to pair " self.errorMessage = "\(host.displayName) didn't let this device in. "
+ "again)." + "Approve it in the host's web console (port 3000 → Pairing), then "
: "Could not connect to \(host.displayName) — is punktfunk-host " + "request access again — the request expires after a few minutes."
+ "running on \(host.address):\(host.port)? If it requires " } else {
+ "pairing, right-click the host card and pair with its PIN " self.errorMessage = pin != nil
+ "first." ? "Could not connect to \(host.displayName) — host unreachable, "
+ "not running, its identity no longer matches the pinned "
+ "fingerprint, or it requires pairing and no longer "
+ "recognizes this Mac (right-click the host card to pair "
+ "again)."
: "Could not connect to \(host.displayName) — is punktfunk-host "
+ "running on \(host.address):\(host.port)? If it requires "
+ "pairing, right-click the host card and pair with its PIN "
+ "first."
}
} }
} }
} }
@@ -293,6 +344,13 @@ final class SessionModel: ObservableObject {
} else { } else {
self.presentLatencyValid = false self.presentLatencyValid = false
} }
if let t = self.presentTail.drain() {
self.presentTailP50Ms = t.p50Ms
self.presentTailP95Ms = t.p95Ms
self.presentTailValid = true
} else {
self.presentTailValid = false
}
} }
} }
// .common so the HUD keeps updating during window drags / menu tracking. // .common so the HUD keeps updating during window drags / menu tracking.
@@ -4,37 +4,6 @@
import PunktfunkKit import PunktfunkKit
import SwiftUI import SwiftUI
/// Which corner the HUD overlay occupies (persisted as `DefaultsKey.hudPlacement`). The raw
/// values are stable on disk rename the cases freely, never the strings.
enum HUDPlacement: String, CaseIterable, Identifiable {
case topLeading, topTrailing, bottomLeading, bottomTrailing
var id: String { rawValue }
/// SwiftUI overlay alignment for `.overlay(alignment:)`.
var alignment: Alignment {
switch self {
case .topLeading: return .topLeading
case .topTrailing: return .topTrailing
case .bottomLeading: return .bottomLeading
case .bottomTrailing: return .bottomTrailing
}
}
/// The HUD's own stack hugs the screen edge it sits against, so its text aligns outward.
var isTrailing: Bool { self == .topTrailing || self == .bottomTrailing }
/// User-facing corner label.
var label: String {
switch self {
case .topLeading: return "Top Left"
case .topTrailing: return "Top Right"
case .bottomLeading: return "Bottom Left"
case .bottomTrailing: return "Bottom Right"
}
}
}
struct StreamHUDView: View { struct StreamHUDView: View {
@ObservedObject var model: SessionModel @ObservedObject var model: SessionModel
let connection: PunktfunkConnection let connection: PunktfunkConnection
@@ -63,25 +32,27 @@ struct StreamHUDView: View {
.font(.system(.caption2, design: .monospaced)) .font(.system(.caption2, design: .monospaced))
.foregroundStyle(.secondary) .foregroundStyle(.secondary)
} }
if model.presentTailValid {
// Decodepresent (the client-local "present tail": ring wait + render + vsync)
// the term the stage-2 presenter shortens; no skew applies (one clock).
Text("decode→present \(model.presentTailP50Ms, specifier: "%.1f")/\(model.presentTailP95Ms, specifier: "%.1f") ms p50/p95")
.font(.system(.caption2, design: .monospaced))
.foregroundStyle(.secondary)
}
// While captured the cursor is hidden+frozen, so the button is keyboard-only // While captured the cursor is hidden+frozen, so the button is keyboard-only
// ( or Cmd+Tab release the cursor; released, it's clickable again). // ( or Cmd+Tab release the cursor; released, it's clickable again).
#if os(macOS) #if os(macOS)
Text(model.mouseCaptured Text(model.mouseCaptured
? "⌘⎋ releases the mouse" ? "⌘⎋ releases the mouse"
: "Click the stream to capture input") : "Click the stream to capture input")
.font(.caption2) .font(.geist(11, relativeTo: .caption2))
.foregroundStyle(.secondary)
// The client-side cursor (C) draws the local cursor over the stream instead of
// capturing it the only accurate cursor for gamescope, whose capture has none.
Text("⌘⇧C toggles the on-screen cursor")
.font(.caption2)
.foregroundStyle(.secondary) .foregroundStyle(.secondary)
#elseif os(iOS) #elseif os(iOS)
// Touch always plays directly; (hardware keyboard) toggles kb/mouse. // Touch always plays directly; (hardware keyboard) toggles kb/mouse.
Text(model.mouseCaptured Text(model.mouseCaptured
? "⌘⎋ releases keyboard & mouse" ? "⌘⎋ releases keyboard & mouse"
: "⌘⎋ captures keyboard & mouse") : "⌘⎋ captures keyboard & mouse")
.font(.caption2) .font(.geist(11, relativeTo: .caption2))
.foregroundStyle(.secondary) .foregroundStyle(.secondary)
#endif #endif
#if os(tvOS) #if os(tvOS)
@@ -89,13 +60,13 @@ struct StreamHUDView: View {
// A press (the focus engine consumes it before the host sees it). Disconnect is // A press (the focus engine consumes it before the host sees it). Disconnect is
// the Siri Remote's Menu button (.onExitCommand on the stream) just hint it. // the Siri Remote's Menu button (.onExitCommand on the stream) just hint it.
Text("Press Menu to disconnect") Text("Press Menu to disconnect")
.font(.caption) .font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary) .foregroundStyle(.secondary)
#else #else
// D lives on the app's Stream menu (so it still works when the HUD is hidden); // D lives on the app's Stream menu (so it still works when the HUD is hidden);
// this button is the in-overlay, click-to-disconnect affordance. // this button is the in-overlay, click-to-disconnect affordance.
Button("Disconnect (⌘D)") { model.disconnect() } Button("Disconnect (⌘D)") { model.disconnect() }
.font(.caption) .font(.geist(12, relativeTo: .caption))
#endif #endif
} }
.padding(10) .padding(10)
@@ -0,0 +1,87 @@
import PunktfunkKit
import SwiftUI
/// Open-source acknowledgements: punktfunk's own license (MIT OR Apache-2.0) followed by the
/// third-party software notices. Used as a pushed view on iOS/tvOS and a preferences tab on macOS.
struct AcknowledgementsView: View {
private var version: String? {
Bundle.main.infoDictionary?["CFBundleShortVersionString"] as? String
}
var body: some View {
ScrollView {
// Top-level LazyVStack so the third-party-notices chunks (Licenses.thirdPartyNoticesChunks,
// ~885 KB total) load lazily as they scroll into view a single Text that large overshoots
// the text-rendering height limit (blank below the limit + very slow). spacing 0 keeps the
// notice chunks visually continuous; the header block carries its own spacing + bottom pad.
LazyVStack(alignment: .leading, spacing: 0) {
VStack(alignment: .leading, spacing: 18) {
Text("punktfunk")
.font(.geist(22, .bold, relativeTo: .title2))
if let version {
Text("Version \(version)")
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
}
Text(Licenses.appLicense)
.font(.caption.monospaced())
.modifier(SelectableText())
Divider()
Text("Bundled font")
.font(.geist(17, .semibold, relativeTo: .headline))
Text("punktfunk ships the Geist typeface (Geist Sans), "
+ "© The Geist Project Authors / Vercel, used under the SIL Open Font "
+ "License 1.1.")
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
if !Licenses.fontLicense.isEmpty {
Text(Licenses.fontLicense)
.font(.caption2.monospaced())
.modifier(SelectableText())
}
Divider()
Text("Third-party software")
.font(.geist(17, .semibold, relativeTo: .headline))
Text(
"punktfunk uses the open-source components below, each under its own license. "
+ "On some platforms FFmpeg is additionally bundled under the LGPL v2.1+ "
+ "(dynamically linked, replaceable)."
)
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
}
.frame(maxWidth: .infinity, alignment: .leading)
.padding(.bottom, 18)
ForEach(Licenses.thirdPartyNoticesChunks.indices, id: \.self) { i in
Text(Licenses.thirdPartyNoticesChunks[i])
.font(.caption2.monospaced())
.frame(maxWidth: .infinity, alignment: .leading)
.modifier(SelectableText())
}
}
.frame(maxWidth: 900, alignment: .leading)
.frame(maxWidth: .infinity, alignment: .leading)
.padding()
#if os(tvOS)
.padding(40)
#endif
}
.navigationTitle("Acknowledgements")
}
}
/// `textSelection(.enabled)` is unavailable on tvOS, so apply it only where it exists.
private struct SelectableText: ViewModifier {
func body(content: Content) -> some View {
#if os(tvOS)
content
#else
content.textSelection(.enabled)
#endif
}
}
@@ -54,7 +54,7 @@ struct ControllerTestView: View {
var body: some View { var body: some View {
VStack(spacing: 0) { VStack(spacing: 0) {
HStack { HStack {
Text("Test Controller").font(.headline) Text("Test Controller").font(.geist(17, .semibold, relativeTo: .headline))
Spacer() Spacer()
Button("Done") { dismiss() }.keyboardShortcut(.cancelAction) Button("Done") { dismiss() }.keyboardShortcut(.cancelAction)
} }
@@ -99,8 +99,8 @@ struct ControllerTestView: View {
.font(.title2) .font(.title2)
.foregroundStyle(.secondary) .foregroundStyle(.secondary)
VStack(alignment: .leading, spacing: 2) { VStack(alignment: .leading, spacing: 2) {
Text(c.name).font(.headline) Text(c.name).font(.geist(17, .semibold, relativeTo: .headline))
Text(c.productCategory).font(.caption).foregroundStyle(.secondary) Text(c.productCategory).font(.geist(12, relativeTo: .caption)).foregroundStyle(.secondary)
} }
Spacer() Spacer()
} }
@@ -209,7 +209,7 @@ struct ControllerTestView: View {
) -> some View { ) -> some View {
VStack(alignment: .leading, spacing: 4) { VStack(alignment: .leading, spacing: 4) {
Text("Touchpad\(tp.button.isPressed ? " — click" : "")") Text("Touchpad\(tp.button.isPressed ? " — click" : "")")
.font(.caption2).foregroundStyle(.secondary) .font(.geist(11, relativeTo: .caption2)).foregroundStyle(.secondary)
ZStack { ZStack {
RoundedRectangle(cornerRadius: 8).stroke(Color.secondary.opacity(0.3)) RoundedRectangle(cornerRadius: 8).stroke(Color.secondary.opacity(0.3))
fingerDot(tp.primary, color: .accentColor) fingerDot(tp.primary, color: .accentColor)
@@ -230,7 +230,7 @@ struct ControllerTestView: View {
private func motionReadout(_ m: GCMotion) -> some View { private func motionReadout(_ m: GCMotion) -> some View {
let a = Self.totalAccel(m) let a = Self.totalAccel(m)
return VStack(alignment: .leading, spacing: 2) { return VStack(alignment: .leading, spacing: 2) {
Text("Motion").font(.caption2).foregroundStyle(.secondary) Text("Motion").font(.geist(11, relativeTo: .caption2)).foregroundStyle(.secondary)
Text(String(format: "gyro %+.2f %+.2f %+.2f", Text(String(format: "gyro %+.2f %+.2f %+.2f",
m.rotationRate.x, m.rotationRate.y, m.rotationRate.z)) m.rotationRate.x, m.rotationRate.y, m.rotationRate.z))
.font(.caption2.monospaced()) .font(.caption2.monospaced())
@@ -254,11 +254,11 @@ struct ControllerTestView: View {
Toggle("Heavy motor (left)", isOn: $heavyOn) Toggle("Heavy motor (left)", isOn: $heavyOn)
Toggle("Light motor (right)", isOn: $lightOn) Toggle("Light motor (right)", isOn: $lightOn)
Label("Backend: \(tester.rumbleBackend)", systemImage: "waveform") Label("Backend: \(tester.rumbleBackend)", systemImage: "waveform")
.font(.caption).foregroundStyle(.secondary) .font(.geist(12, relativeTo: .caption)).foregroundStyle(.secondary)
Text("Toggle a motor to feel it. The host maps a game's low/high-frequency " Text("Toggle a motor to feel it. The host maps a game's low/high-frequency "
+ "rumble onto these two. A DualSense is driven over raw HID (CoreHaptics " + "rumble onto these two. A DualSense is driven over raw HID (CoreHaptics "
+ "can't reach its motors on macOS).") + "can't reach its motors on macOS).")
.font(.caption).foregroundStyle(.secondary) .font(.geist(12, relativeTo: .caption)).foregroundStyle(.secondary)
} }
.onChange(of: heavyOn) { _, _ in applyRumble() } .onChange(of: heavyOn) { _, _ in applyRumble() }
.onChange(of: lightOn) { _, _ in applyRumble() } .onChange(of: lightOn) { _, _ in applyRumble() }
@@ -289,11 +289,11 @@ struct ControllerTestView: View {
} }
} }
Text("Pick an effect, then pull L2/R2 to feel the resistance.") Text("Pick an effect, then pull L2/R2 to feel the resistance.")
.font(.caption).foregroundStyle(.secondary) .font(.geist(12, relativeTo: .caption)).foregroundStyle(.secondary)
} }
} else { } else {
Text("Adaptive triggers need a DualSense.") Text("Adaptive triggers need a DualSense.")
.font(.caption).foregroundStyle(.secondary) .font(.geist(12, relativeTo: .caption)).foregroundStyle(.secondary)
} }
} }
} }
@@ -348,7 +348,7 @@ struct ControllerTestView: View {
_ title: String, @ViewBuilder _ content: () -> Content _ title: String, @ViewBuilder _ content: () -> Content
) -> some View { ) -> some View {
VStack(alignment: .leading, spacing: 10) { VStack(alignment: .leading, spacing: 10) {
Text(title).font(.subheadline.weight(.semibold)) Text(title).font(.geist(15, .semibold, relativeTo: .subheadline))
content() content()
} }
.frame(maxWidth: .infinity, alignment: .leading) .frame(maxWidth: .infinity, alignment: .leading)
@@ -0,0 +1,357 @@
// The gamepad-driven settings screen (iOS/iPadOS/macOS): the couch-relevant subset of SettingsView,
// restyled as a console settings page and fully navigable with a controller up/down moves the
// focus bar, left/right steps the focused value, A cycles/toggles it, B closes. Shown from the
// gamepad home launcher (X); the touch SettingsView remains the full-fidelity editor (custom
// resolutions, the log bitrate slider, debug tools), and both write the same DefaultsKey storage,
// so values round-trip freely between the two.
//
// Rows are rebuilt from live @AppStorage on every render; the focus list dispatches adjust/
// activate back here BY ROW ID (see `adjust`/`activate`), so a stored input callback can never act
// on stale captured state. Left/right CLAMPS at a choice list's ends (the dull boundary thud tells
// the thumb it's the last option); A always cycles forward, wrapping, so every option is reachable
// with one button. Toggles read left = off, right = on refusing a no-op with the same thud.
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS)
import GameController
struct GamepadSettingsView: View {
@Environment(\.dismiss) private var dismiss
@AppStorage(DefaultsKey.streamWidth) private var width = 1920
@AppStorage(DefaultsKey.streamHeight) private var height = 1080
@AppStorage(DefaultsKey.streamHz) private var hz = 60
@AppStorage(DefaultsKey.compositor) private var compositor = 0
@AppStorage(DefaultsKey.gamepadType) private var gamepadType = 0
@AppStorage(DefaultsKey.bitrateKbps) private var bitrateKbps = 0
@AppStorage(DefaultsKey.audioChannels) private var audioChannels = 2
@AppStorage(DefaultsKey.hdrEnabled) private var hdrEnabled = true
@AppStorage(DefaultsKey.enable444) private var enable444 = true
@AppStorage(DefaultsKey.codec) private var codec = "auto"
@AppStorage(DefaultsKey.micEnabled) private var micEnabled = true
@AppStorage(DefaultsKey.hudEnabled) private var hudEnabled = true
@AppStorage(DefaultsKey.hudPlacement) private var hudPlacement = HUDPlacement.topTrailing.rawValue
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = false
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
@ObservedObject private var gamepads = GamepadManager.shared
#if os(iOS)
/// `.compact` in a landscape phone window tighter chrome so more rows fit.
@Environment(\.verticalSizeClass) private var vSizeClass
private var compact: Bool { vSizeClass == .compact }
#else
private let compact = false // no size classes on macOS; the sheet is sized generously
#endif
@State private var focusID: String?
var body: some View {
GamepadMenuList(
items: rows,
focusID: $focusID,
onAdjust: { row, delta in adjust(id: row.id, by: delta) },
onActivate: { activate(id: $0.id) },
onBack: { dismiss() }
) { row, focused in
rowView(row, focused: focused)
.frame(maxWidth: 620)
.padding(.horizontal, 24)
}
.frame(maxWidth: .infinity)
.safeAreaInset(edge: .top, spacing: 0) {
Text("Settings")
.font(.geist(compact ? 20 : 30, .bold, relativeTo: .title))
.foregroundStyle(.white)
.padding(.top, gamepadTitleTopPadding(compact: compact))
.padding(.bottom, compact ? 4 : 8)
.frame(maxWidth: .infinity)
.overlay(alignment: .trailing) { closeButton.padding(.trailing, 20) }
.background { GamepadTrayScrim(edge: .top) }
}
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
VStack(alignment: .leading, spacing: 8) {
Text(focusedDetail)
.font(.geist(13, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.55))
.lineLimit(2, reservesSpace: true)
.animation(.smooth(duration: 0.2), value: focusID)
GamepadHintBar(hints: [
.init(glyph: "arrow.left.and.right", text: "Adjust"),
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Change"),
.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done"),
])
}
.padding(.leading, 22)
.padding(.trailing, 22)
.padding(.vertical, compact ? 6 : 10)
.frame(maxWidth: .infinity, alignment: .leading)
.background { GamepadTrayScrim(edge: .bottom) }
}
.background { GamepadScreenBackground() }
.onAppear {
gamepads.refresh()
gamepads.startDiscovery()
}
.onDisappear { gamepads.stopDiscovery() }
}
/// Touch/click fallback for closing the controller path is B, a hardware keyboard's Esc
/// rides the cancel action.
private var closeButton: some View {
Button { dismiss() } label: {
Image(systemName: "xmark")
.font(.system(size: 14, weight: .semibold))
.foregroundStyle(.white)
.frame(width: 34, height: 34)
.glassBackground(Circle(), interactive: true)
.contentShape(Circle())
}
.buttonStyle(.plain)
.keyboardShortcut(.cancelAction)
.accessibilityLabel("Close settings")
}
// MARK: - Row rendering
private func rowView(_ row: Row, focused: Bool) -> some View {
VStack(alignment: .leading, spacing: 6) {
if let header = row.header {
Text(header)
.font(.geist(12, .semibold, relativeTo: .caption))
.tracking(1.4)
.foregroundStyle(.white.opacity(0.45))
.padding(.leading, 16)
.padding(.top, 14)
}
HStack(spacing: 14) {
Image(systemName: row.icon)
.font(.system(size: 17))
.foregroundStyle(focused ? Color.brand : .white.opacity(0.55))
.frame(width: 28)
Text(row.label)
.font(.geist(16, .semibold, relativeTo: .body))
.foregroundStyle(.white)
.lineLimit(1)
Spacer(minLength: 12)
HStack(spacing: 9) {
Image(systemName: "chevron.left")
.font(.system(size: 12, weight: .semibold))
.foregroundStyle(.white.opacity(focused ? 0.6 : 0))
Text(row.value)
.font(.geist(15, .medium, relativeTo: .callout))
.foregroundStyle(focused ? .white : .white.opacity(0.6))
.lineLimit(1)
Image(systemName: "chevron.right")
.font(.system(size: 12, weight: .semibold))
.foregroundStyle(.white.opacity(focused ? 0.6 : 0))
}
}
.padding(.horizontal, 16)
.padding(.vertical, 13)
.background {
RoundedRectangle(cornerRadius: 14, style: .continuous)
.fill(.white.opacity(focused ? 0.1 : 0))
}
.overlay {
RoundedRectangle(cornerRadius: 14, style: .continuous)
.strokeBorder(.white.opacity(focused ? 0.22 : 0), lineWidth: 1)
}
.scaleEffect(focused ? 1.0 : 0.98)
.animation(.smooth(duration: 0.18), value: focused)
}
}
private var focusedDetail: String {
rows.first { $0.id == focusID }?.detail ?? " "
}
// MARK: - Row model
private struct Row: Identifiable {
let id: String
/// Section header drawn above this row (the first row of each group carries it).
var header: String?
let icon: String
let label: String
let value: String
/// One-line explanation shown near the hint bar while this row is focused.
let detail: String
/// Left/right step; returns whether the value actually changed (false boundary thud).
let adjust: (Int) -> Bool
/// A cycle forward (wrapping) / flip.
let activate: () -> Void
}
/// Dispatch by id so the focus list's stored input callbacks always act on freshly built rows
/// (never on state captured at wire time).
private func adjust(id: String, by delta: Int) -> Bool {
rows.first { $0.id == id }?.adjust(delta) ?? false
}
private func activate(id: String) {
rows.first { $0.id == id }?.activate()
}
private var rows: [Row] {
let resolution = resolutionOptions
let refresh = SettingsOptions.refreshRates(including: hz)
.map { (label: "\($0) Hz", tag: $0) }
let bitrate = SettingsOptions.bitrateOptions(current: bitrateKbps)
let controllers = SettingsOptions.controllerOptions(gamepads)
return [
choiceRow(
id: "resolution", header: "Stream", icon: "aspectratio",
label: "Resolution",
detail: "The host creates a virtual display at exactly this size — no scaling.",
options: resolution, current: "\(width)x\(height)"
) { tag in
let parts = tag.split(separator: "x").compactMap { Int($0) }
guard parts.count == 2 else { return }
width = parts[0]
height = parts[1]
},
choiceRow(
id: "refresh", icon: "gauge.with.needle", label: "Refresh rate",
detail: "Rates this display can actually show.",
options: refresh, current: hz
) { hz = $0 },
choiceRow(
id: "bitrate", icon: "speedometer", label: "Bitrate",
detail: "Automatic uses the host's default (20 Mbps). "
+ "Run a speed test from the touch UI for an informed value.",
options: bitrate, current: bitrateKbps
) { bitrateKbps = $0 },
choiceRow(
id: "compositor", icon: "macwindow", label: "Compositor",
detail: "Which compositor drives the virtual output — honored only if "
+ "available on the host.",
options: SettingsOptions.compositors, current: compositor
) { compositor = $0 },
choiceRow(
id: "codec", header: "Video", icon: "film", label: "Video codec",
detail: "A preference — the host falls back if it can't encode this one "
+ "(10-bit and 4:4:4 are HEVC-only).",
options: SettingsOptions.codecs, current: codec
) { codec = $0 },
toggleRow(
id: "hdr", icon: "sun.max", label: "10-bit HDR",
detail: "HDR10 — engages when the host sends HDR content and this display "
+ "supports it.",
value: $hdrEnabled),
toggleRow(
id: "chroma", icon: "textformat", label: "Full chroma (4:4:4)",
detail: "Sharper text and UI at more bandwidth — needs host opt-in and "
+ "hardware decode.",
value: $enable444),
choiceRow(
id: "audio", header: "Audio", icon: "speaker.wave.2", label: "Audio channels",
detail: "The speaker layout requested from the host.",
options: SettingsOptions.audioChannels, current: audioChannels
) { audioChannels = $0 },
toggleRow(
id: "mic", icon: "mic", label: "Microphone",
detail: "Send this device's microphone to the host's virtual mic.",
value: $micEnabled),
choiceRow(
id: "pad", header: "Controller", icon: "gamecontroller", label: "Use controller",
detail: "Which pad is forwarded to the host, as player 1.",
options: controllers, current: gamepads.preferredID
) { gamepads.preferredID = $0 },
choiceRow(
id: "padType", icon: "dpad", label: "Controller type",
detail: "The virtual pad the host creates — Automatic matches this controller.",
options: SettingsOptions.padTypes, current: gamepadType
) { gamepadType = $0 },
toggleRow(
id: "hud", header: "Interface", icon: "chart.bar", label: "Statistics overlay",
detail: "Resolution, frame rate, throughput and latency while streaming.",
value: $hudEnabled),
choiceRow(
id: "hudPlacement", icon: "rectangle.inset.topright.filled", label: "Overlay position",
detail: "Which corner the statistics overlay sits in.",
options: SettingsOptions.hudPlacements, current: hudPlacement
) { hudPlacement = $0 },
toggleRow(
id: "library", icon: "square.grid.2x2", label: "Game library",
detail: "Browse and launch the host's games with \(buttonName(\.buttonY, "Y")) "
+ "(experimental).",
value: $libraryEnabled),
toggleRow(
id: "gamepadUI", icon: "hand.tap", label: "Controller-optimized UI",
detail: "Turn off to use the touch interface even with a controller connected.",
value: $gamepadUIEnabled),
]
}
/// Resolution choices as "WxH" tags the current size is inserted when it's a custom mode
/// (set via the touch settings), so cycling starts from it instead of jumping.
private var resolutionOptions: [(label: String, tag: String)] {
var options = SettingsOptions.resolutionModes()
.map { (label: "\($0.name) · \($0.w) × \($0.h)", tag: "\($0.w)x\($0.h)") }
let current = "\(width)x\(height)"
if !options.contains(where: { $0.tag == current }) {
options.insert((label: "Custom · \(width) × \(height)", tag: current), at: 0)
}
return options
}
/// The active controller's user-facing name for a button (for detail strings).
private func buttonName(
_ button: KeyPath<GCExtendedGamepad, GCControllerButtonInput>, _ fallback: String
) -> String {
gamepads.active?.controller.extendedGamepad?[keyPath: button].localizedName ?? fallback
}
// MARK: - Row builders
private func choiceRow<T: Equatable>(
id: String, header: String? = nil, icon: String, label: String, detail: String,
options: [(label: String, tag: T)], current: T, write: @escaping (T) -> Void
) -> Row {
let index = options.firstIndex { $0.tag == current }
return Row(
id: id, header: header, icon: icon, label: label,
value: index.map { options[$0].label } ?? "",
detail: detail,
adjust: { delta in
// Unknown current value: snap to the first option on any step.
guard let index else {
guard let first = options.first else { return false }
write(first.tag)
return true
}
let target = index + delta
guard target >= 0, target < options.count else { return false }
write(options[target].tag)
return true
},
activate: {
guard let index else { return write(options.first?.tag ?? current) }
write(options[(index + 1) % options.count].tag)
})
}
private func toggleRow(
id: String, header: String? = nil, icon: String, label: String, detail: String,
value: Binding<Bool>
) -> Row {
Row(
id: id, header: header, icon: icon, label: label,
value: value.wrappedValue ? "On" : "Off",
detail: detail,
adjust: { delta in
// Directional semantics: left = off, right = on; a no-op reads as a boundary.
let target = delta > 0
guard value.wrappedValue != target else { return false }
value.wrappedValue = target
return true
},
activate: { value.wrappedValue.toggle() })
}
}
#endif
@@ -0,0 +1,60 @@
// SettingsView's navigation and presentation helpers: the iOS settings categories, the iPad
// sheet sizing, and the bounded-slider clamp.
import SwiftUI
#if os(iOS)
/// The settings groups, mirroring the macOS preference tabs. On iPad each is a sidebar row that
/// drives the detail pane; on iPhone the same list collapses to pushed sub-pages. Internal (not
/// private) so the screenshot harness can open SettingsView on a specific category.
enum SettingsCategory: String, CaseIterable, Identifiable {
case general, display, audio, controllers, advanced, about
var id: Self { self }
var title: String {
switch self {
case .general: return "General"
case .display: return "Display"
case .audio: return "Audio"
case .controllers: return "Controllers"
case .advanced: return "Advanced"
case .about: return "About"
}
}
var symbol: String {
switch self {
case .general: return "gearshape"
case .display: return "display"
case .audio: return "speaker.wave.2"
case .controllers: return "gamecontroller"
case .advanced: return "slider.horizontal.3"
case .about: return "info.circle"
}
}
}
extension View {
/// Present the settings sheet large on iPad so the NavigationSplitView has room for its
/// sidebar + detail a default form sheet is too narrow and the split view would collapse to
/// the iPhone push list. No-op on iPhone (the standard sheet is already right) and on iOS 17
/// (no `presentationSizing` it falls back to the default sheet, which still degrades cleanly
/// to the push list).
@ViewBuilder
func settingsSheetSizing() -> some View {
if UIDevice.current.userInterfaceIdiom == .pad, #available(iOS 18, *) {
presentationSizing(.page)
} else {
self
}
}
}
#endif
extension Double {
/// The log-scale slider mapping needs a bounded input (Automatic stores 0).
func clamped(_ lo: Double, _ hi: Double) -> Double {
Swift.min(Swift.max(self, lo), hi)
}
}
@@ -0,0 +1,147 @@
// The option lists every settings surface renders from one source of truth shared by the
// touch/desktop SettingsView (Pickers), the tvOS pushed selection rows, and the gamepad settings
// screen (GamepadSettingsView's left/right cycling). Pure data + small pure helpers; anything that
// reads live view state (e.g. the bitrate slider mapping) stays on SettingsView.
#if os(macOS)
import AppKit
#endif
import PunktfunkKit
import SwiftUI
enum SettingsOptions {
/// Compositor choices the `tag` is the wire value (`PunktfunkConnection.Compositor` raw).
static let compositors: [(label: String, tag: Int)] = [
("Automatic", 0),
("KWin (KDE Plasma)", 1),
("wlroots (Sway / Hyprland)", 2),
("Mutter (GNOME)", 3),
("gamescope", 4),
]
static let audioChannels: [(label: String, tag: Int)] = [
("Stereo", 2),
("5.1 Surround", 6),
("7.1 Surround", 8),
]
/// Virtual-pad types the `tag` is the wire value (`PunktfunkConnection.GamepadType` raw).
static let padTypes: [(label: String, tag: Int)] = [
("Automatic", 0),
("Xbox 360", 1),
("Xbox One", 3),
("DualSense", 2),
("DualShock 4", 4),
]
static let hudPlacements: [(label: String, tag: String)] =
HUDPlacement.allCases.map { ($0.label, $0.rawValue) }
/// Video-codec preference (`DefaultsKey.codec`) a soft preference the host falls back from.
/// No AV1: this client's VideoToolbox path decodes H.264/HEVC only (hosts don't emit AV1 on
/// the native path yet).
static let codecs: [(label: String, tag: String)] = [
("Automatic", "auto"),
("HEVC (H.265)", "hevc"),
("H.264 (AVC)", "h264"),
]
// MARK: - Bitrate
/// Discrete bitrate steps for the surfaces with no Slider (tvOS pushed pickers, the gamepad
/// settings' left/right cycling), up to the same 3 Gbps ceiling the slider has.
static let bitratePresets: [(label: String, tag: Int)] = [
("Automatic", 0),
("10 Mbps", 10_000),
("20 Mbps", 20_000),
("40 Mbps", 40_000),
("80 Mbps", 80_000),
("150 Mbps", 150_000),
("300 Mbps", 300_000),
("500 Mbps", 500_000),
("1 Gbps", 1_000_000),
("1.5 Gbps", 1_500_000),
("2 Gbps", 2_000_000),
("3 Gbps", 3_000_000),
]
/// The presets plus the currently stored value when it isn't one of them (set via the touch
/// slider or a synced device) so the current choice stays visible/selectable.
static func bitrateOptions(current: Int) -> [(label: String, tag: Int)] {
var options = bitratePresets
if !options.contains(where: { $0.tag == current }) {
options.insert(
(SpeedTestSheet.mbpsLabel(kbps: current) + " (custom)", current), at: 1)
}
return options
}
// MARK: - Controllers
/// "Use controller" choices: Automatic, every forwardable controller, and so a stale pin
/// stays visible instead of leaving the selection tag-less any pinned id that is NOT among
/// the selectable (extended) entries, present-but-unusable included.
@MainActor
static func controllerOptions(_ gamepads: GamepadManager) -> [(label: String, tag: String)] {
let selectable = gamepads.controllers.filter(\.isExtended)
var options: [(label: String, tag: String)] = [("Automatic", "")]
options += selectable.map { ($0.name, $0.id) }
if !gamepads.preferredID.isEmpty,
!selectable.contains(where: { $0.id == gamepads.preferredID }) {
options.append(("Unavailable controller", gamepads.preferredID))
}
return options
}
#if os(iOS) || os(macOS)
// MARK: - Stream mode (iOS + macOS pickers; tvOS builds its own preset list)
/// 16:9 then ultrawide presets; the device's native mode is prepended by `resolutionModes`.
static let resolutionPresets: [(name: String, w: Int, h: Int)] = [
("720p", 1280, 720),
("1080p", 1920, 1080),
("1440p", 2560, 1440),
("4K", 3840, 2160),
("Ultrawide 1080p", 2560, 1080),
("Ultrawide 1440p", 3440, 1440),
("Super ultrawide", 5120, 1440),
]
/// This device's native mode first, then the presets, deduped by dimensions (native wins a
/// tie).
@MainActor
static func resolutionModes() -> [(name: String, w: Int, h: Int)] {
var native: [(name: String, w: Int, h: Int)] = []
#if os(iOS)
let bounds = UIScreen.main.nativeBounds // portrait-oriented pixels
native = [("This device",
Int(max(bounds.width, bounds.height)),
Int(min(bounds.width, bounds.height)))]
#else
if let screen = NSScreen.main {
let scale = screen.backingScaleFactor
native = [("This display",
Int(screen.frame.width * scale),
Int(screen.frame.height * scale))]
}
#endif
var seen = Set<String>()
return (native + resolutionPresets).filter { seen.insert("\($0.w)x\($0.h)").inserted }
}
/// Refresh rates the device can actually display (no point asking the host to render frames
/// the screen can't show), plus any stored custom value so it stays selectable.
@MainActor
static func refreshRates(including current: Int) -> [Int] {
#if os(iOS)
let maxHz = UIScreen.main.maximumFramesPerSecond
#else
let maxHz = NSScreen.main?.maximumFramesPerSecond ?? 60
#endif
var rates = [60, 120, 240].filter { $0 <= maxHz }
if rates.isEmpty { rates = [maxHz] }
if !rates.contains(current) { rates.append(current) }
return rates.sorted()
}
#endif
}
@@ -0,0 +1,385 @@
// SettingsView's shared sections each setting's Section is defined exactly once here and
// composed by the per-platform bodies in SettingsView.swift.
import PunktfunkKit
import SwiftUI
extension SettingsView {
// MARK: - Sections (shared)
@ViewBuilder var streamModeSection: some View {
Section {
#if os(iOS)
// Touch-first: a rotating wheel of common resolutions (this device's own mode first) and
// a segmented refresh-rate control the same family as the Clock/Timer pickers. The host
// renders a virtual output at exactly the chosen mode, so these are real pixel sizes. The
// last wheel row, "Custom", reveals width/height/refresh fields for an arbitrary mode.
VStack(alignment: .leading, spacing: 4) {
Text("Resolution")
.font(.geist(15, relativeTo: .subheadline))
.foregroundStyle(.secondary)
Picker("Resolution", selection: resolutionSelection) {
ForEach(resolutionChoices, id: \.tag) { choice in
Text(choice.label).tag(choice.tag)
}
}
.labelsHidden()
.pickerStyle(.wheel)
.frame(maxHeight: 140)
}
if isCustomResolution {
// Arbitrary entry: type the exact width × height (and refresh) the host should drive.
HStack {
TextField("Width", value: $width, format: .number.grouping(.never))
.keyboardType(.numberPad)
Text("×")
TextField("Height", value: $height, format: .number.grouping(.never))
.labelsHidden()
.keyboardType(.numberPad)
}
// A row built from an HStack of TextFields otherwise insets its bottom separator to
// the inner content, clipping the hairline under "Width"; pin it to the cell edge.
.alignmentGuide(.listRowSeparatorLeading) { _ in 0 }
LabeledContent("Refresh rate") {
TextField("Hz", value: $hz, format: .number.grouping(.never))
.keyboardType(.numberPad)
.multilineTextAlignment(.trailing)
}
} else if refreshChoices.count > 1 {
VStack(alignment: .leading, spacing: 6) {
Text("Refresh rate")
.font(.geist(15, relativeTo: .subheadline))
.foregroundStyle(.secondary)
Picker("Refresh rate", selection: $hz) {
ForEach(refreshChoices, id: \.self) { rate in
Text("\(rate) Hz").tag(rate)
}
}
.labelsHidden()
.pickerStyle(.segmented)
}
} else {
// A device with a single supported rate (e.g. 60 Hz) has nothing to pick.
LabeledContent("Refresh rate") {
Text("\(hz) Hz").foregroundStyle(.secondary)
}
}
Button("Use this display's mode") { fillFromMainScreen() }
#elseif os(macOS)
HStack {
TextField("Resolution", value: $width, format: .number.grouping(.never))
Text("×")
TextField("", value: $height, format: .number.grouping(.never))
.labelsHidden()
}
TextField("Refresh rate (Hz)", value: $hz, format: .number.grouping(.never))
LabeledContent("") {
Button("Use this display's mode") { fillFromMainScreen() }
}
#endif
#if !os(tvOS)
Toggle("Automatic bitrate", isOn: automaticBitrate)
if bitrateKbps != 0 {
HStack(spacing: 12) {
Slider(value: bitrateSlider, in: 0...1) {
Text("Bitrate")
}
Text(SpeedTestSheet.mbpsLabel(kbps: bitrateKbps))
.monospacedDigit()
.foregroundStyle(.secondary)
.frame(minWidth: 76, alignment: .trailing)
}
if bitrateKbps > 1_000_000 {
Label(Self.gigabitWarning, systemImage: "exclamationmark.triangle.fill")
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.orange)
}
}
#endif
} header: {
Text("Stream mode")
} footer: {
Text("The host creates a virtual output at exactly this mode — "
+ "native resolution, no scaling. \(Self.bitrateFooter)")
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
}
}
#if os(iOS)
// MARK: - Stream mode (iOS wheel)
/// Sentinel wheel tag for the "Custom" row. Real tags are "WxH" (digits + "x"), so this can't
/// collide with a resolution.
private static let customResolutionTag = "custom"
/// Wheel rows: the resolution modes (device native first see `SettingsOptions`), then a
/// "Custom" row that reveals the numeric fields.
private var resolutionChoices: [(label: String, tag: String)] {
SettingsOptions.resolutionModes()
.map { (label: "\($0.name) · \($0.w) × \($0.h)", tag: "\($0.w)x\($0.h)") }
+ [(label: "Custom…", tag: Self.customResolutionTag)]
}
private var presetResolutionTags: Set<String> {
Set(SettingsOptions.resolutionModes().map { "\($0.w)x\($0.h)" })
}
/// True when the editable custom fields should show: the wheel is parked on "Custom" (sticky),
/// or the stored size simply isn't one of the presets (e.g. a value synced from a Mac) so a
/// non-preset mode stays editable across relaunches without a persisted flag.
private var isCustomResolution: Bool {
customMode || !presetResolutionTags.contains("\(width)x\(height)")
}
/// The wheel works in "WxH" tags so one selection drives both width and height; the custom
/// sentinel toggles `customMode` instead of writing a size.
private var resolutionSelection: Binding<String> {
Binding(
get: { isCustomResolution ? Self.customResolutionTag : "\(width)x\(height)" },
set: { tag in
if tag == Self.customResolutionTag {
customMode = true
return
}
customMode = false
let parts = tag.split(separator: "x").compactMap { Int($0) }
guard parts.count == 2 else { return }
width = parts[0]
height = parts[1]
})
}
/// Refresh rates this device can display, plus any stored custom value (see `SettingsOptions`).
private var refreshChoices: [Int] {
SettingsOptions.refreshRates(including: hz)
}
#endif
@ViewBuilder var audioSection: some View {
Section {
Picker("Audio channels", selection: $audioChannels) {
ForEach(SettingsOptions.audioChannels, id: \.tag) { option in
Text(option.label).tag(option.tag)
}
}
#if os(macOS)
Picker("Speaker", selection: $speakerUID) {
Text("System default").tag("")
ForEach(outputDevices) { device in
Text(device.name).tag(device.uid)
}
if !speakerUID.isEmpty,
!outputDevices.contains(where: { $0.uid == speakerUID }) {
Text("Unavailable device").tag(speakerUID)
}
}
#endif
Toggle("Send microphone to the host", isOn: $micEnabled)
#if os(macOS)
Picker("Microphone", selection: $micUID) {
Text("System default").tag("")
ForEach(inputDevices) { device in
Text(device.name).tag(device.uid)
}
if !micUID.isEmpty,
!inputDevices.contains(where: { $0.uid == micUID }) {
Text("Unavailable device").tag(micUID)
}
}
.disabled(!micEnabled)
#endif
} header: {
Text("Audio")
} footer: {
Text("Host audio plays through the speaker; the microphone feeds the "
+ "host's virtual mic. System default follows macOS device changes. "
+ "Applies from the next session.")
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
}
}
#if os(iOS)
/// iPad-only pointer-capture toggle: lock the mouse/trackpad for relative movement (games) vs
/// forward an absolute cursor position (desktop). Empty on iPhone (no hardware-pointer lock
/// the mouse path there is always the absolute fallback).
@ViewBuilder var pointerSection: some View {
if UIDevice.current.userInterfaceIdiom == .pad {
Section {
Toggle("Capture pointer for games", isOn: $pointerCapture)
} header: {
Text("Pointer")
} footer: {
Text("With a mouse or trackpad connected, lock the pointer and send relative "
+ "movement — the expected behavior for games (mouse-look). Turn this off for "
+ "desktop use to keep the pointer free and send its absolute position instead. "
+ "The lock needs the stream full-screen and frontmost; it falls back to the "
+ "absolute pointer automatically (Stage Manager, Slide Over). Finger touch is "
+ "unaffected. Applies from the next session.")
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
}
}
}
#endif
@ViewBuilder var compositorSection: some View {
Section {
Picker("Compositor", selection: $compositor) {
ForEach(SettingsOptions.compositors, id: \.tag) { option in
Text(option.label).tag(option.tag)
}
}
} header: {
Text("Host compositor")
} footer: {
Text("Which compositor drives the virtual output on the host. A specific "
+ "choice is honored only if that backend is available there — "
+ "otherwise the host falls back to auto-detection.")
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
}
}
@ViewBuilder var windowSection: some View {
#if os(macOS)
Section {
Toggle("Fullscreen while streaming", isOn: $fullscreenWhileStreaming)
} header: {
Text("Window")
} footer: {
Text("Take the window fullscreen when a session starts and restore it on the host "
+ "list, so only the stream is fullscreen — not the picker.")
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
}
#endif
}
// Stage-2 (Metal/VTDecompressionSession) is the default and only user-visible presenter it
// recovers from a wedged decoder, where stage-1's AVSampleBufferDisplayLayer freezes hard on a
// lost HEVC reference. Stage-1 is kept reachable as a DEBUG-only override for diagnostics, like
// the controller test. Empty in release builds (no presenter UI; stage-2 always).
@ViewBuilder var presenterSection: some View {
#if DEBUG
Section {
Picker("Presenter", selection: $presenter) {
Text("Stage 2 (default)").tag("stage2")
Text("Stage 1 (debug)").tag("stage1")
}
} header: {
Text("Video presenter · debug")
} footer: {
Text("Stage 2 (default) decodes explicitly and presents through Metal with a display "
+ "link — it adds a capture→present (glass-to-glass) latency line in the HUD and "
+ "self-recovers from decode stalls. Stage 1 feeds compressed video straight to the "
+ "system display layer; it freezes on a lost HEVC reference frame, so it's a debug "
+ "fallback only. Applies from the next session.")
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
}
#endif
}
@ViewBuilder var hdrSection: some View {
Section {
Picker("Video codec", selection: $codec) {
ForEach(SettingsOptions.codecs, id: \.tag) { option in
Text(option.label).tag(option.tag)
}
}
Toggle("10-bit HDR", isOn: $hdrEnabled)
Toggle("Full chroma (4:4:4)", isOn: $enable444)
} header: {
Text("Video quality")
} footer: {
Text("Codec is a preference — the host falls back if it can't encode the one you pick "
+ "(and 10-bit/4:4:4 are HEVC-only). HDR requests a 10-bit BT.2020 PQ (HDR10) stream — "
+ "it only engages when the host is sending HDR content AND this display supports HDR. "
+ "4:4:4 requests full chroma (sharper text/UI, more bandwidth) — it only engages when "
+ "this device can hardware-decode it AND the host opted in. Otherwise the stream stays "
+ "8-bit 4:2:0 SDR. Applies from the next session.")
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
}
}
@ViewBuilder var statisticsSection: some View {
Section {
Toggle("Show statistics overlay", isOn: $hudEnabled)
Picker("Position", selection: $hudPlacement) {
ForEach(HUDPlacement.allCases) { placement in
Text(placement.label).tag(placement.rawValue)
}
}
.disabled(!hudEnabled)
} header: {
Text("Statistics")
} footer: {
Text(Self.statisticsFooter)
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
}
}
@ViewBuilder var experimentalSection: some View {
Section {
Toggle("Show game library", isOn: $libraryEnabled)
} header: {
Text("Experimental")
} footer: {
Text("Adds a “Browse Library…” action to each host that lists its games "
+ "(Steam + custom) via the host's management API; tap a title to launch it. "
+ "Works once you've paired with the host — the library is authorized by this "
+ "device's certificate, with no extra host setup.")
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
}
}
@ViewBuilder var controllersSection: some View {
Section {
if gamepads.controllers.isEmpty {
Text("No controllers detected")
.foregroundStyle(.secondary)
} else {
ForEach(gamepads.controllers) { controller in
controllerRow(controller)
}
}
Picker("Use controller", selection: $gamepads.preferredID) {
ForEach(controllerOptions, id: \.tag) { option in
Text(option.label).tag(option.tag)
}
}
Picker("Controller type", selection: $gamepadType) {
ForEach(SettingsOptions.padTypes, id: \.tag) { option in
Text(option.label).tag(option.tag)
}
}
#if !os(tvOS)
Toggle("Gamepad-optimized browsing", isOn: $gamepadUIEnabled)
#endif
#if DEBUG && !os(tvOS)
Button("Test Controller…") { showControllerTest = true }
.disabled(gamepads.active == nil)
.sheet(isPresented: $showControllerTest) { ControllerTestView() }
#endif
} header: {
Text("Controllers")
} footer: {
// The gamepad-UI blurb is appended here, not merged into the shared
// `controllersFooter` constant tvOS's `tvBody` reuses that exact string (line ~348)
// for its own footer and has no such toggle to describe.
VStack(alignment: .leading, spacing: 6) {
Text(Self.controllersFooter)
#if !os(tvOS)
Text(Self.gamepadUIFooter)
#endif
}
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
}
}
}
@@ -0,0 +1,153 @@
// SettingsView's footers and stateful helpers, used by both the section builders
// (SettingsView+Sections.swift) and the per-platform bodies (SettingsView.swift). The option
// LISTS live in SettingsOptions they're shared with the gamepad settings screen too.
#if os(macOS)
import AppKit
#endif
import PunktfunkKit
import SwiftUI
extension SettingsView {
// MARK: - Bitrate
/// Slider domain, log-scale: the useful range spans three orders of magnitude
/// (a few Mbps 3 Gbps) linear would cram everything below 100 Mbps into the
/// first pixels.
private static let minSliderKbps = 2_000.0
private static let maxSliderKbps = 3_000_000.0
static let bitrateFooter =
"Automatic uses the host's default bitrate (20 Mbps); the host clamps any choice "
+ "to its supported range. Run a speed test from a host card's context menu to "
+ "pick an informed value. Applies from the next session."
static let gigabitWarning =
"Above 1 Gbps — test the network speed first (a host card's context menu → "
+ "Test Network Speed…). A bitrate beyond what the link sustains causes loss "
+ "and stutter."
/// `bitrateKbps == 0` is Automatic; switching to manual lands on the host default.
var automaticBitrate: Binding<Bool> {
Binding(
get: { bitrateKbps == 0 },
set: { bitrateKbps = $0 ? 0 : 20_000 })
}
/// Slider position 0...1 kbps on the log scale, snapped to two significant figures
/// so the readout shows round numbers instead of 47_322.
var bitrateSlider: Binding<Double> {
Binding(
get: {
let v = Double(bitrateKbps).clamped(Self.minSliderKbps, Self.maxSliderKbps)
return log(v / Self.minSliderKbps)
/ log(Self.maxSliderKbps / Self.minSliderKbps)
},
set: { pos in
let raw = Self.minSliderKbps
* pow(Self.maxSliderKbps / Self.minSliderKbps, pos)
let mag = pow(10, floor(log10(raw)) - 1)
bitrateKbps = Int((raw / mag).rounded() * mag)
})
}
// MARK: - Statistics
static var statisticsFooter: String {
let base = "The overlay shows resolution, frame rate, throughput and latency while "
+ "streaming, in the chosen corner."
#if os(macOS) || os(iOS)
return base + " Toggle it any time with ⌘⇧S."
#else
return base
#endif
}
// MARK: - Controllers
static let controllersFooter =
"One controller is forwarded to the host, as player 1 — Automatic picks the most "
+ "recently connected one. The type is the virtual pad the host creates: Automatic "
+ "matches the controller (a DualSense gets adaptive triggers, lightbar, touchpad "
+ "and motion; a DualShock 4 the same minus adaptive triggers), and changes apply "
+ "from the next session. Two identical controllers may swap a manual selection "
+ "after reconnecting."
#if !os(tvOS)
static let gamepadUIFooter =
"When a controller is connected, the host list and game library switch to a "
+ "controller-friendly layout — larger focus targets, controller-navigable settings, "
+ "and a swipeable cover browser for the library. Turn this off to always use the "
+ "standard layout. (The system may still move basic focus with a controller "
+ "connected even with this off — that's outside the app's control.)"
#endif
/// "Use controller" choices for this view's manager (see `SettingsOptions.controllerOptions`).
var controllerOptions: [(label: String, tag: String)] {
SettingsOptions.controllerOptions(gamepads)
}
func controllerRow(_ controller: GamepadManager.DiscoveredController) -> some View {
HStack(spacing: 10) {
Image(systemName: controller.hasTouchpadAndMotion ? "playstation.logo" : "gamecontroller.fill")
.foregroundStyle(.secondary)
VStack(alignment: .leading, spacing: 2) {
Text(controller.name)
HStack(spacing: 8) {
if !controller.isExtended {
Text(controller.productCategory)
}
if controller.hasAdaptiveTriggers {
Image(systemName: "r2.button.roundedtop.horizontal")
}
if controller.hasLight {
Image(systemName: "lightbulb.fill")
}
if controller.hasMotion {
Image(systemName: "gyroscope")
}
if controller.hasHaptics {
Image(systemName: "waveform")
}
if let level = controller.batteryLevel {
Text("\(Int(level * 100))%")
if controller.isCharging {
Image(systemName: "bolt.fill")
}
}
}
.font(.geist(11, relativeTo: .caption2))
.foregroundStyle(.secondary)
}
Spacer()
if gamepads.active?.id == controller.id {
Text("In use")
.font(.geist(11, .semibold, relativeTo: .caption2))
.padding(.horizontal, 8)
.padding(.vertical, 3)
.background(Capsule().fill(.green.opacity(0.2)))
.foregroundStyle(.green)
}
}
}
func fillFromMainScreen() {
#if os(macOS)
guard let screen = NSScreen.main else { return }
let scale = screen.backingScaleFactor
width = Int(screen.frame.width * scale)
height = Int(screen.frame.height * scale)
hz = screen.maximumFramesPerSecond
#else
// nativeBounds is portrait-oriented pixels streams are landscape.
let bounds = UIScreen.main.nativeBounds
width = Int(max(bounds.width, bounds.height))
height = Int(min(bounds.width, bounds.height))
hz = UIScreen.main.maximumFramesPerSecond
#if os(iOS)
// The native mode is the "This device" wheel row, so leave Custom mode if it was on.
customMode = false
#endif
#endif
}
}
@@ -0,0 +1,369 @@
// App settings. The host creates a native virtual output at exactly the chosen size/refresh
// there is no scaling anywhere in the pipeline.
//
// Navigation differs per platform, but all three group the same categories (General, Display,
// Audio, Controllers, Advanced, About): macOS uses a tabbed preferences window; iOS/iPadOS uses
// an adaptive NavigationSplitView a category sidebar + detail pane on iPad, auto-collapsing to
// a hierarchical push list on iPhone (the system Settings idiom on each); tvOS uses a
// focus-native pushed-picker layout. The individual sections (`streamModeSection`,
// `audioSection`, ) are shared across all three so a setting is defined exactly once they
// live in SettingsView+Sections.swift, with their helpers in SettingsView+Support.swift.
#if os(macOS)
import AppKit
#endif
import PunktfunkKit
import SwiftUI
@MainActor
struct SettingsView: View {
@Environment(\.dismiss) private var dismiss
@AppStorage(DefaultsKey.streamWidth) var width = 1920
@AppStorage(DefaultsKey.streamHeight) var height = 1080
@AppStorage(DefaultsKey.streamHz) var hz = 60
@AppStorage(DefaultsKey.compositor) var compositor = 0
@AppStorage(DefaultsKey.gamepadType) var gamepadType = 0
@AppStorage(DefaultsKey.bitrateKbps) var bitrateKbps = 0
@AppStorage(DefaultsKey.presenter) var presenter = "stage2"
@AppStorage(DefaultsKey.hdrEnabled) var hdrEnabled = true
@AppStorage(DefaultsKey.enable444) var enable444 = true
@AppStorage(DefaultsKey.libraryEnabled) var libraryEnabled = false
@AppStorage(DefaultsKey.fullscreenWhileStreaming) var fullscreenWhileStreaming = true
@AppStorage(DefaultsKey.micEnabled) var micEnabled = true
@AppStorage(DefaultsKey.audioChannels) var audioChannels = 2
@AppStorage(DefaultsKey.codec) var codec = "auto"
@AppStorage(DefaultsKey.hudEnabled) var hudEnabled = true
@AppStorage(DefaultsKey.hudPlacement) var hudPlacement = HUDPlacement.topTrailing.rawValue
@ObservedObject var gamepads = GamepadManager.shared
#if !os(tvOS)
@AppStorage(DefaultsKey.gamepadUIEnabled) var gamepadUIEnabled = true
#endif
#if DEBUG && !os(tvOS)
@State var showControllerTest = false
#endif
#if os(iOS)
@AppStorage(DefaultsKey.pointerCapture) var pointerCapture = true
// The sidebar selection drives the detail pane on iPad and the pushed sub-page on iPhone.
// Width class decides the initial value: nil on iPhone (show the category list first),
// General on iPad (a two-column layout should never open with an empty detail).
@Environment(\.horizontalSizeClass) private var horizontalSizeClass
@State private var settingsSelection: SettingsCategory?
// Tracked so the detail can show its own Done whenever the sidebar (and its Done) is off screen
// not just on iPhone, but on any iPad layout that collapses the sidebar to an overlay. Starts
// .doubleColumn so iPad reliably opens with the sidebar (and its Done) visible.
@State private var columnVisibility: NavigationSplitViewVisibility = .doubleColumn
// Sticky once the wheel lands on "Custom", so editing a width/height that briefly equals a
// preset doesn't snap the wheel back off Custom. A stored non-preset value reads as custom even
// when this is false (see `isCustomResolution`), so it survives relaunches without persisting.
@State var customMode = false
#endif
#if os(macOS)
@AppStorage(DefaultsKey.speakerUID) var speakerUID = ""
@AppStorage(DefaultsKey.micUID) var micUID = ""
@State var outputDevices: [AudioDevice] = []
@State var inputDevices: [AudioDevice] = []
#endif
#if os(iOS)
/// `initialCategory` is nil in the app (the list opens un-selected on iPhone; iPad lands on
/// General via `onAppear`). The screenshot harness passes an explicit category so the captured
/// shot opens on a real settings page (a populated detail) rather than the bare category list.
init(initialCategory: SettingsCategory? = nil) {
_settingsSelection = State(initialValue: initialCategory)
}
#endif
var body: some View {
#if os(tvOS)
// Native tv pattern: no inline text entry (typing numbers with a remote is
// miserable and the inline field chrome fights the focus system). Modes are
// preset pickers that push selection lists like the system Settings app.
tvBody
#elseif os(macOS)
macBody
#else
iosBody
#endif
}
// MARK: - macOS: tabbed preferences
#if os(macOS)
private var macBody: some View {
TabView {
Form {
streamModeSection
compositorSection
}
.formStyle(.grouped)
.tabItem { Label("General", systemImage: "gearshape") }
Form {
presenterSection
hdrSection
windowSection
statisticsSection
}
.formStyle(.grouped)
.tabItem { Label("Display", systemImage: "display") }
Form {
audioSection
}
.formStyle(.grouped)
.onAppear {
outputDevices = AudioDevices.outputs()
inputDevices = AudioDevices.inputs()
}
.tabItem { Label("Audio", systemImage: "speaker.wave.2") }
Form {
controllersSection
}
.formStyle(.grouped)
.onAppear {
gamepads.refresh()
gamepads.startDiscovery()
}
.onDisappear { gamepads.stopDiscovery() }
.tabItem { Label("Controllers", systemImage: "gamecontroller") }
Form {
experimentalSection
}
.formStyle(.grouped)
.tabItem { Label("Advanced", systemImage: "slider.horizontal.3") }
AcknowledgementsView()
.tabItem { Label("About", systemImage: "info.circle") }
}
.frame(width: 480, height: 460)
}
#endif
// MARK: - iOS / iPadOS: adaptive split view
#if os(iOS)
private var iosBody: some View {
NavigationSplitView(columnVisibility: $columnVisibility) {
List(selection: $settingsSelection) {
ForEach(SettingsCategory.allCases) { category in
// On iPhone the split view collapses to a push list, but a selection List
// draws no disclosure indicator of its own add one in compact width for the
// expected drill-in affordance. On iPad the selected row highlights instead, so
// the chevron is omitted there.
HStack {
Label(category.title, systemImage: category.symbol)
if horizontalSizeClass == .compact {
Spacer()
Image(systemName: "chevron.forward")
.font(.footnote.weight(.semibold))
.foregroundStyle(.tertiary)
// Purely a drill-in affordance the row's button trait already
// conveys "opens"; keep it out of the VoiceOver announcement.
.accessibilityHidden(true)
}
}
.tag(category)
}
}
.navigationTitle("Settings")
.toolbar {
ToolbarItem(placement: .confirmationAction) {
Button("Done") { dismiss() }
}
}
} detail: {
// NavigationSplitView hosts the detail in its own navigation context (its title bar),
// so no inner NavigationStack that would double the bar on iPad. On iPhone the split
// view collapses to one stack and pushes this when a row is tapped. `?? .general` only
// backs the brief pre-selection window; the list never auto-pushes on a nil selection.
settingsDetail(settingsSelection ?? .general)
// Keep a Done on the detail whenever the sidebar (and its Done) isn't on screen: the
// iPhone push, or any iPad layout that collapsed the sidebar to an overlay. When the
// sidebar is showing, its Done is the only one so this stays hidden to avoid two.
.toolbar {
if horizontalSizeClass == .compact || columnVisibility == .detailOnly {
ToolbarItem(placement: .confirmationAction) {
Button("Done") { dismiss() }
}
}
}
}
.onAppear {
if horizontalSizeClass == .regular, settingsSelection == nil {
settingsSelection = .general
}
gamepads.refresh()
gamepads.startDiscovery()
}
// A regularregular launch sets the default above; this catches a compactregular change
// (e.g. an iPad leaving narrow split-screen multitasking) so the detail pane fills in.
.onChange(of: horizontalSizeClass) { _, newValue in
if newValue == .regular, settingsSelection == nil {
settingsSelection = .general
}
}
.onDisappear { gamepads.stopDiscovery() }
}
@ViewBuilder
private func settingsDetail(_ category: SettingsCategory) -> some View {
switch category {
case .general:
Form {
streamModeSection
pointerSection
compositorSection
}
.formStyle(.grouped)
.navigationTitle("General")
.navigationBarTitleDisplayMode(.inline)
case .display:
Form {
presenterSection
hdrSection
statisticsSection
}
.formStyle(.grouped)
.navigationTitle("Display")
.navigationBarTitleDisplayMode(.inline)
case .audio:
Form { audioSection }
.formStyle(.grouped)
.navigationTitle("Audio")
.navigationBarTitleDisplayMode(.inline)
case .controllers:
Form { controllersSection }
.formStyle(.grouped)
.navigationTitle("Controllers")
.navigationBarTitleDisplayMode(.inline)
case .advanced:
Form { experimentalSection }
.formStyle(.grouped)
.navigationTitle("Advanced")
.navigationBarTitleDisplayMode(.inline)
case .about:
// Already a full scrollable view that sets its own "Acknowledgements" title; pin the
// display mode inline to match the five sibling detail pages (it would otherwise inherit
// the large title from the "Settings" sidebar root).
AcknowledgementsView()
.navigationBarTitleDisplayMode(.inline)
}
}
#endif
// MARK: - tvOS
#if os(tvOS)
private static let presets: [(label: String, tag: String)] = [
("720p @ 60", "1280x720x60"),
("1080p @ 60", "1920x1080x60"),
("4K @ 60", "3840x2160x60"),
]
private var modeTag: Binding<String> {
Binding(
get: { "\(width)x\(height)x\(hz)" },
set: { tag in
let parts = tag.split(separator: "x").compactMap { Int($0) }
guard parts.count == 3 else { return }
width = parts[0]
height = parts[1]
hz = parts[2]
})
}
private var hudEnabledTag: Binding<String> {
Binding(get: { hudEnabled ? "on" : "off" }, set: { hudEnabled = $0 == "on" })
}
private var hdrEnabledTag: Binding<String> {
Binding(get: { hdrEnabled ? "on" : "off" }, set: { hdrEnabled = $0 == "on" })
}
private var tvBody: some View {
let currentTag = "\(width)x\(height)x\(hz)"
let bounds = UIScreen.main.nativeBounds
let nativeTag = "\(Int(max(bounds.width, bounds.height)))x"
+ "\(Int(min(bounds.width, bounds.height)))x\(UIScreen.main.maximumFramesPerSecond)"
var options = Self.presets
if !options.contains(where: { $0.tag == nativeTag }) {
options.insert(("This TV (native)", nativeTag), at: 0)
}
if !options.contains(where: { $0.tag == currentTag }) {
options.insert(("Custom (\(width)×\(height) @ \(hz))", currentTag), at: 0)
}
return ScrollView {
VStack(spacing: 16) {
TVSelectionRow(title: "Stream mode", options: options, selection: modeTag)
TVSelectionRow(
title: "Bitrate",
options: SettingsOptions.bitrateOptions(current: bitrateKbps),
selection: $bitrateKbps)
TVSelectionRow(
title: "Audio channels",
options: SettingsOptions.audioChannels,
selection: $audioChannels)
if bitrateKbps > 1_000_000 {
Label(Self.gigabitWarning, systemImage: "exclamationmark.triangle.fill")
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.orange)
.multilineTextAlignment(.center)
}
TVSelectionRow(
title: "Compositor", options: SettingsOptions.compositors,
selection: $compositor)
#if DEBUG
TVSelectionRow(
title: "Presenter (debug)",
options: [("Stage 2 (default)", "stage2"), ("Stage 1 (debug)", "stage1")],
selection: $presenter)
#endif
TVSelectionRow(
title: "10-bit HDR",
options: [("On", "on"), ("Off", "off")], selection: hdrEnabledTag)
Text("The host creates a virtual output at exactly this mode — native "
+ "resolution, no scaling. \(Self.bitrateFooter) A specific compositor "
+ "is honored only if available on the host.")
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
.multilineTextAlignment(.center)
.padding(.top, 8)
TVSelectionRow(
title: "Statistics overlay",
options: [("On", "on"), ("Off", "off")], selection: hudEnabledTag)
TVSelectionRow(
title: "Statistics position", options: SettingsOptions.hudPlacements,
selection: $hudPlacement)
ForEach(gamepads.controllers) { controller in
controllerRow(controller)
.padding(.horizontal, 24)
}
TVSelectionRow(
title: "Use controller", options: controllerOptions,
selection: $gamepads.preferredID)
TVSelectionRow(
title: "Controller type", options: SettingsOptions.padTypes,
selection: $gamepadType)
Text(Self.controllersFooter)
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
.multilineTextAlignment(.center)
.padding(.top, 8)
NavigationLink("Acknowledgements") { AcknowledgementsView() }
.padding(.top, 8)
}
.frame(maxWidth: 1000)
.frame(maxWidth: .infinity)
.padding(60)
}
.navigationTitle("Settings")
.onAppear {
gamepads.refresh()
gamepads.startDiscovery()
}
.onDisappear { gamepads.stopDiscovery() }
}
#endif
}
@@ -1,615 +0,0 @@
// App settings. The host creates a native virtual output at exactly the chosen size/refresh
// there is no scaling anywhere in the pipeline.
//
// Navigation differs per platform: macOS uses a tabbed preferences window (the sections had
// outgrown one scrolling pane); iOS uses a single grouped Form; tvOS uses a focus-native
// pushed-picker layout. The individual sections (`streamModeSection`, `audioSection`, ) are
// shared across all three so a setting is defined exactly once.
#if os(macOS)
import AppKit
#endif
import PunktfunkKit
import SwiftUI
@MainActor
struct SettingsView: View {
@Environment(\.dismiss) private var dismiss
@AppStorage(DefaultsKey.streamWidth) private var width = 1920
@AppStorage(DefaultsKey.streamHeight) private var height = 1080
@AppStorage(DefaultsKey.streamHz) private var hz = 60
@AppStorage(DefaultsKey.compositor) private var compositor = 0
@AppStorage(DefaultsKey.gamepadType) private var gamepadType = 0
@AppStorage(DefaultsKey.bitrateKbps) private var bitrateKbps = 0
@AppStorage(DefaultsKey.presenter) private var presenter = "stage1"
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = false
@AppStorage(DefaultsKey.fullscreenWhileStreaming) private var fullscreenWhileStreaming = true
@AppStorage(DefaultsKey.micEnabled) private var micEnabled = true
@AppStorage(DefaultsKey.hudEnabled) private var hudEnabled = true
@AppStorage(DefaultsKey.hudPlacement) private var hudPlacement = HUDPlacement.topTrailing.rawValue
@ObservedObject private var gamepads = GamepadManager.shared
#if DEBUG && !os(tvOS)
@State private var showControllerTest = false
#endif
#if os(macOS)
@AppStorage(DefaultsKey.speakerUID) private var speakerUID = ""
@AppStorage(DefaultsKey.micUID) private var micUID = ""
@State private var outputDevices: [AudioDevice] = []
@State private var inputDevices: [AudioDevice] = []
#endif
var body: some View {
#if os(tvOS)
// Native tv pattern: no inline text entry (typing numbers with a remote is
// miserable and the inline field chrome fights the focus system). Modes are
// preset pickers that push selection lists like the system Settings app.
tvBody
#elseif os(macOS)
macBody
#else
iosBody
#endif
}
// MARK: - macOS: tabbed preferences
#if os(macOS)
private var macBody: some View {
TabView {
Form {
streamModeSection
compositorSection
}
.formStyle(.grouped)
.tabItem { Label("General", systemImage: "gearshape") }
Form {
presenterSection
windowSection
statisticsSection
}
.formStyle(.grouped)
.tabItem { Label("Display", systemImage: "display") }
Form {
audioSection
}
.formStyle(.grouped)
.onAppear {
outputDevices = AudioDevices.outputs()
inputDevices = AudioDevices.inputs()
}
.tabItem { Label("Audio", systemImage: "speaker.wave.2") }
Form {
controllersSection
}
.formStyle(.grouped)
.onAppear {
gamepads.refresh()
gamepads.startDiscovery()
}
.onDisappear { gamepads.stopDiscovery() }
.tabItem { Label("Controllers", systemImage: "gamecontroller") }
Form {
experimentalSection
}
.formStyle(.grouped)
.tabItem { Label("Advanced", systemImage: "slider.horizontal.3") }
}
.frame(width: 480, height: 460)
}
#endif
// MARK: - iOS: one grouped Form
#if os(iOS)
private var iosBody: some View {
Form {
streamModeSection
audioSection
compositorSection
presenterSection
statisticsSection
experimentalSection
controllersSection
}
.formStyle(.grouped)
.onAppear {
gamepads.refresh()
gamepads.startDiscovery()
}
.onDisappear { gamepads.stopDiscovery() }
}
#endif
// MARK: - tvOS
#if os(tvOS)
private static let presets: [(label: String, tag: String)] = [
("720p @ 60", "1280x720x60"),
("1080p @ 60", "1920x1080x60"),
("4K @ 60", "3840x2160x60"),
]
private var modeTag: Binding<String> {
Binding(
get: { "\(width)x\(height)x\(hz)" },
set: { tag in
let parts = tag.split(separator: "x").compactMap { Int($0) }
guard parts.count == 3 else { return }
width = parts[0]
height = parts[1]
hz = parts[2]
})
}
private var hudEnabledTag: Binding<String> {
Binding(get: { hudEnabled ? "on" : "off" }, set: { hudEnabled = $0 == "on" })
}
private var tvBody: some View {
let currentTag = "\(width)x\(height)x\(hz)"
let bounds = UIScreen.main.nativeBounds
let nativeTag = "\(Int(max(bounds.width, bounds.height)))x"
+ "\(Int(min(bounds.width, bounds.height)))x\(UIScreen.main.maximumFramesPerSecond)"
var options = Self.presets
if !options.contains(where: { $0.tag == nativeTag }) {
options.insert(("This TV (native)", nativeTag), at: 0)
}
if !options.contains(where: { $0.tag == currentTag }) {
options.insert(("Custom (\(width)×\(height) @ \(hz))", currentTag), at: 0)
}
let compositors: [(label: String, tag: Int)] = [
("Automatic", 0),
("KWin (KDE Plasma)", 1),
("wlroots (Sway / Hyprland)", 2),
("Mutter (GNOME)", 3),
("gamescope", 4),
]
return ScrollView {
VStack(spacing: 16) {
TVSelectionRow(title: "Stream mode", options: options, selection: modeTag)
TVSelectionRow(
title: "Bitrate", options: bitrateOptions, selection: $bitrateKbps)
if bitrateKbps > 1_000_000 {
Label(Self.gigabitWarning, systemImage: "exclamationmark.triangle.fill")
.font(.caption)
.foregroundStyle(.orange)
.multilineTextAlignment(.center)
}
TVSelectionRow(
title: "Compositor", options: compositors, selection: $compositor)
TVSelectionRow(
title: "Presenter",
options: [("Stage 1 (default)", "stage1"), ("Stage 2 (experimental)", "stage2")],
selection: $presenter)
Text("The host creates a virtual output at exactly this mode — native "
+ "resolution, no scaling. \(Self.bitrateFooter) A specific compositor "
+ "is honored only if available on the host.")
.font(.caption)
.foregroundStyle(.secondary)
.multilineTextAlignment(.center)
.padding(.top, 8)
TVSelectionRow(
title: "Statistics overlay",
options: [("On", "on"), ("Off", "off")], selection: hudEnabledTag)
TVSelectionRow(
title: "Statistics position", options: Self.placementOptions,
selection: $hudPlacement)
ForEach(gamepads.controllers) { controller in
controllerRow(controller)
.padding(.horizontal, 24)
}
TVSelectionRow(
title: "Use controller", options: controllerOptions,
selection: $gamepads.preferredID)
TVSelectionRow(
title: "Controller type", options: Self.padTypes, selection: $gamepadType)
Text(Self.controllersFooter)
.font(.caption)
.foregroundStyle(.secondary)
.multilineTextAlignment(.center)
.padding(.top, 8)
}
.frame(maxWidth: 1000)
.frame(maxWidth: .infinity)
.padding(60)
}
.navigationTitle("Settings")
.onAppear {
gamepads.refresh()
gamepads.startDiscovery()
}
.onDisappear { gamepads.stopDiscovery() }
}
#endif
// MARK: - Sections (shared)
@ViewBuilder private var streamModeSection: some View {
Section {
HStack {
TextField("Resolution", value: $width, format: .number.grouping(.never))
Text("×")
TextField("", value: $height, format: .number.grouping(.never))
.labelsHidden()
}
TextField("Refresh rate (Hz)", value: $hz, format: .number.grouping(.never))
LabeledContent("") {
Button("Use this display's mode") { fillFromMainScreen() }
}
#if !os(tvOS)
Toggle("Automatic bitrate", isOn: automaticBitrate)
if bitrateKbps != 0 {
HStack(spacing: 12) {
Slider(value: bitrateSlider, in: 0...1) {
Text("Bitrate")
}
Text(SpeedTestSheet.mbpsLabel(kbps: bitrateKbps))
.monospacedDigit()
.foregroundStyle(.secondary)
.frame(minWidth: 76, alignment: .trailing)
}
if bitrateKbps > 1_000_000 {
Label(Self.gigabitWarning, systemImage: "exclamationmark.triangle.fill")
.font(.caption)
.foregroundStyle(.orange)
}
}
#endif
} header: {
Text("Stream mode")
} footer: {
Text("The host creates a virtual output at exactly this mode — "
+ "native resolution, no scaling. \(Self.bitrateFooter)")
.font(.caption)
.foregroundStyle(.secondary)
}
}
@ViewBuilder private var audioSection: some View {
Section {
#if os(macOS)
Picker("Speaker", selection: $speakerUID) {
Text("System default").tag("")
ForEach(outputDevices) { device in
Text(device.name).tag(device.uid)
}
if !speakerUID.isEmpty,
!outputDevices.contains(where: { $0.uid == speakerUID }) {
Text("Unavailable device").tag(speakerUID)
}
}
#endif
Toggle("Send microphone to the host", isOn: $micEnabled)
#if os(macOS)
Picker("Microphone", selection: $micUID) {
Text("System default").tag("")
ForEach(inputDevices) { device in
Text(device.name).tag(device.uid)
}
if !micUID.isEmpty,
!inputDevices.contains(where: { $0.uid == micUID }) {
Text("Unavailable device").tag(micUID)
}
}
.disabled(!micEnabled)
#endif
} header: {
Text("Audio")
} footer: {
Text("Host audio plays through the speaker; the microphone feeds the "
+ "host's virtual mic. System default follows macOS device changes. "
+ "Applies from the next session.")
.font(.caption)
.foregroundStyle(.secondary)
}
}
@ViewBuilder private var compositorSection: some View {
Section {
Picker("Compositor", selection: $compositor) {
Text("Automatic").tag(0)
Text("KWin (KDE Plasma)").tag(1)
Text("wlroots (Sway / Hyprland)").tag(2)
Text("Mutter (GNOME)").tag(3)
Text("gamescope").tag(4)
}
} header: {
Text("Host compositor")
} footer: {
Text("Which compositor drives the virtual output on the host. A specific "
+ "choice is honored only if that backend is available there — "
+ "otherwise the host falls back to auto-detection.")
.font(.caption)
.foregroundStyle(.secondary)
}
}
@ViewBuilder private var windowSection: some View {
#if os(macOS)
Section {
Toggle("Fullscreen while streaming", isOn: $fullscreenWhileStreaming)
} header: {
Text("Window")
} footer: {
Text("Take the window fullscreen when a session starts and restore it on the host "
+ "list, so only the stream is fullscreen — not the picker.")
.font(.caption)
.foregroundStyle(.secondary)
}
#endif
}
@ViewBuilder private var presenterSection: some View {
Section {
Picker("Presenter", selection: $presenter) {
Text("Stage 1 (default)").tag("stage1")
Text("Stage 2 (experimental)").tag("stage2")
}
} header: {
Text("Video presenter")
} footer: {
Text("Stage 1 feeds compressed video to the system display layer (known-good). "
+ "Stage 2 decodes explicitly and presents through Metal with a display "
+ "link — it adds a capture→present (glass-to-glass) latency line in the HUD "
+ "and shortens the present tail. Applies from the next session.")
.font(.caption)
.foregroundStyle(.secondary)
}
}
@ViewBuilder private var statisticsSection: some View {
Section {
Toggle("Show statistics overlay", isOn: $hudEnabled)
Picker("Position", selection: $hudPlacement) {
ForEach(HUDPlacement.allCases) { placement in
Text(placement.label).tag(placement.rawValue)
}
}
.disabled(!hudEnabled)
} header: {
Text("Statistics")
} footer: {
Text(Self.statisticsFooter)
.font(.caption)
.foregroundStyle(.secondary)
}
}
@ViewBuilder private var experimentalSection: some View {
Section {
Toggle("Show game library", isOn: $libraryEnabled)
} header: {
Text("Experimental")
} footer: {
Text("Adds a “Browse Library…” action to each host that lists its games "
+ "(Steam + custom) via the host's management API; tap a title to launch it. "
+ "The host must expose that API on the LAN with a token "
+ "(serve --mgmt-bind 0.0.0.0 --mgmt-token …).")
.font(.caption)
.foregroundStyle(.secondary)
}
}
@ViewBuilder private var controllersSection: some View {
Section {
if gamepads.controllers.isEmpty {
Text("No controllers detected")
.foregroundStyle(.secondary)
} else {
ForEach(gamepads.controllers) { controller in
controllerRow(controller)
}
}
Picker("Use controller", selection: $gamepads.preferredID) {
ForEach(controllerOptions, id: \.tag) { option in
Text(option.label).tag(option.tag)
}
}
Picker("Controller type", selection: $gamepadType) {
ForEach(Self.padTypes, id: \.tag) { option in
Text(option.label).tag(option.tag)
}
}
#if DEBUG && !os(tvOS)
Button("Test Controller…") { showControllerTest = true }
.disabled(gamepads.active == nil)
.sheet(isPresented: $showControllerTest) { ControllerTestView() }
#endif
} header: {
Text("Controllers")
} footer: {
Text(Self.controllersFooter)
.font(.caption)
.foregroundStyle(.secondary)
}
}
// MARK: - Bitrate
/// Slider domain, log-scale: the useful range spans three orders of magnitude
/// (a few Mbps 3 Gbps) linear would cram everything below 100 Mbps into the
/// first pixels.
private static let minSliderKbps = 2_000.0
private static let maxSliderKbps = 3_000_000.0
private static let bitrateFooter =
"Automatic uses the host's default bitrate (20 Mbps); the host clamps any choice "
+ "to its supported range. Run a speed test from a host card's context menu to "
+ "pick an informed value. Applies from the next session."
private static let gigabitWarning =
"Above 1 Gbps — test the network speed first (a host card's context menu → "
+ "Test Network Speed…). A bitrate beyond what the link sustains causes loss "
+ "and stutter."
/// `bitrateKbps == 0` is Automatic; switching to manual lands on the host default.
private var automaticBitrate: Binding<Bool> {
Binding(
get: { bitrateKbps == 0 },
set: { bitrateKbps = $0 ? 0 : 20_000 })
}
/// Slider position 0...1 kbps on the log scale, snapped to two significant figures
/// so the readout shows round numbers instead of 47_322.
private var bitrateSlider: Binding<Double> {
Binding(
get: {
let v = Double(bitrateKbps).clamped(Self.minSliderKbps, Self.maxSliderKbps)
return log(v / Self.minSliderKbps)
/ log(Self.maxSliderKbps / Self.minSliderKbps)
},
set: { pos in
let raw = Self.minSliderKbps
* pow(Self.maxSliderKbps / Self.minSliderKbps, pos)
let mag = pow(10, floor(log10(raw)) - 1)
bitrateKbps = Int((raw / mag).rounded() * mag)
})
}
#if os(tvOS)
/// tvOS has no Slider the focus-native control is the pushed picker (the same
/// pattern as the stream mode), so the rates are presets here, up to the same 3 Gbps
/// ceiling, plus a custom entry so a non-preset stored value stays visible.
private static let bitratePresets: [(label: String, tag: Int)] = [
("Automatic", 0),
("10 Mbps", 10_000),
("20 Mbps", 20_000),
("40 Mbps", 40_000),
("80 Mbps", 80_000),
("150 Mbps", 150_000),
("300 Mbps", 300_000),
("500 Mbps", 500_000),
("1 Gbps", 1_000_000),
("1.5 Gbps", 1_500_000),
("2 Gbps", 2_000_000),
("3 Gbps", 3_000_000),
]
private var bitrateOptions: [(label: String, tag: Int)] {
var options = Self.bitratePresets
if !options.contains(where: { $0.tag == bitrateKbps }) {
options.insert(
(SpeedTestSheet.mbpsLabel(kbps: bitrateKbps) + " (custom)", bitrateKbps), at: 1)
}
return options
}
private static let placementOptions: [(label: String, tag: String)] =
HUDPlacement.allCases.map { ($0.label, $0.rawValue) }
#endif
// MARK: - Statistics
private static var statisticsFooter: String {
let base = "The overlay shows resolution, frame rate, throughput and latency while "
+ "streaming, in the chosen corner."
#if os(macOS) || os(iOS)
return base + " Toggle it any time with ⌘⇧S."
#else
return base
#endif
}
// MARK: - Controllers
private static let padTypes: [(label: String, tag: Int)] = [
("Automatic", 0),
("Xbox 360", 1),
("Xbox One", 3),
("DualSense", 2),
("DualShock 4", 4),
]
private static let controllersFooter =
"One controller is forwarded to the host, as player 1 — Automatic picks the most "
+ "recently connected one. The type is the virtual pad the host creates: Automatic "
+ "matches the controller (a DualSense gets adaptive triggers, lightbar, touchpad "
+ "and motion; a DualShock 4 the same minus adaptive triggers), and changes apply "
+ "from the next session. Two identical controllers may swap a manual selection "
+ "after reconnecting."
/// "Use controller" choices: Automatic, every forwardable controller, and so a stale
/// pin stays visible instead of leaving the Picker selection tag-less any pinned id
/// that is NOT among the selectable (extended) entries, present-but-unusable included.
private var controllerOptions: [(label: String, tag: String)] {
let selectable = gamepads.controllers.filter(\.isExtended)
var options: [(label: String, tag: String)] = [("Automatic", "")]
options += selectable.map { ($0.name, $0.id) }
if !gamepads.preferredID.isEmpty,
!selectable.contains(where: { $0.id == gamepads.preferredID }) {
options.append(("Unavailable controller", gamepads.preferredID))
}
return options
}
private func controllerRow(_ controller: GamepadManager.DiscoveredController) -> some View {
HStack(spacing: 10) {
Image(systemName: controller.hasTouchpadAndMotion ? "playstation.logo" : "gamecontroller.fill")
.foregroundStyle(.secondary)
VStack(alignment: .leading, spacing: 2) {
Text(controller.name)
HStack(spacing: 8) {
if !controller.isExtended {
Text(controller.productCategory)
}
if controller.hasAdaptiveTriggers {
Image(systemName: "r2.button.roundedtop.horizontal")
}
if controller.hasLight {
Image(systemName: "lightbulb.fill")
}
if controller.hasMotion {
Image(systemName: "gyroscope")
}
if controller.hasHaptics {
Image(systemName: "waveform")
}
if let level = controller.batteryLevel {
Text("\(Int(level * 100))%")
if controller.isCharging {
Image(systemName: "bolt.fill")
}
}
}
.font(.caption2)
.foregroundStyle(.secondary)
}
Spacer()
if gamepads.active?.id == controller.id {
Text("In use")
.font(.caption2.weight(.semibold))
.padding(.horizontal, 8)
.padding(.vertical, 3)
.background(Capsule().fill(.green.opacity(0.2)))
.foregroundStyle(.green)
}
}
}
private func fillFromMainScreen() {
#if os(macOS)
guard let screen = NSScreen.main else { return }
let scale = screen.backingScaleFactor
width = Int(screen.frame.width * scale)
height = Int(screen.frame.height * scale)
hz = screen.maximumFramesPerSecond
#else
// nativeBounds is portrait-oriented pixels streams are landscape.
let bounds = UIScreen.main.nativeBounds
width = Int(max(bounds.width, bounds.height))
height = Int(min(bounds.width, bounds.height))
hz = UIScreen.main.maximumFramesPerSecond
#endif
}
}
extension Double {
/// The log-scale slider mapping needs a bounded input (Automatic stores 0).
fileprivate func clamped(_ lo: Double, _ hi: Double) -> Double {
Swift.min(Swift.max(self, lo), hi)
}
}
@@ -46,9 +46,24 @@ extension StoredHost {
} }
} }
private extension Data { /// The two joins of live mDNS discovery against the saved-host store, shared by the touch grid
/// Lowercase hex, no separators to compare a pinned fingerprint against the mDNS `fp`. /// (HomeView) and the gamepad launcher (GamepadHomeView) so both screens classify hosts the same
var hexLower: String { map { String(format: "%02x", $0) }.joined() } /// way. LAN-scoped like the underlying match: a host that isn't advertising here is "not seen",
/// not proven off.
extension HostDiscovery {
/// A saved host is "online" iff a live advert currently matches it (see `StoredHost.matches`).
/// Recomputed on every discovery change (the @Published set), so it tracks hosts
/// appearing/leaving the network live.
func advertises(_ host: StoredHost) -> Bool {
hosts.contains { host.matches($0) }
}
/// Discovered hosts not already saved the saved list shows the rest, so this only surfaces
/// genuinely-new hosts on the network. Same match as `advertises`, so a saved host whose IP
/// changed (still fingerprint-matched) doesn't also appear as a stranger.
func unsaved(among saved: [StoredHost]) -> [DiscoveredHost] {
hosts.filter { d in !saved.contains { $0.matches(d) } }
}
} }
@MainActor @MainActor
@@ -0,0 +1,39 @@
// App-wide brand chrome. SwiftUI has no single switch to put a custom font on every navigation
// title, so the iOS large/inline nav titles are themed through UINavigationBar's appearance proxy
// (set once at launch). Backgrounds are left at the system defaults transparent at the scroll
// edge (the large title floats on the content), blurred once scrolled so only the typeface
// changes: Geist, matching the cards and the website.
#if os(iOS)
import PunktfunkKit
import UIKit
enum BrandTheme {
static func apply() {
BrandFont.registerIfNeeded()
let scrollEdge = UINavigationBarAppearance()
scrollEdge.configureWithTransparentBackground()
applyFonts(to: scrollEdge)
let standard = UINavigationBarAppearance()
standard.configureWithDefaultBackground()
applyFonts(to: standard)
let proxy = UINavigationBar.appearance()
proxy.scrollEdgeAppearance = scrollEdge
proxy.standardAppearance = standard
proxy.compactAppearance = standard
}
/// Override only the title fonts; leave colors/backgrounds at the configured defaults.
private static func applyFonts(to appearance: UINavigationBarAppearance) {
if let large = UIFont(name: "Geist-Bold", size: 34) {
appearance.largeTitleTextAttributes[.font] = large
}
if let inline = UIFont(name: "Geist-SemiBold", size: 17) {
appearance.titleTextAttributes[.font] = inline
}
}
}
#endif
@@ -0,0 +1,27 @@
// Hex encode/decode for the trust surface pinned certificate fingerprints and the mDNS `fp`
// TXT value travel as lowercase hex.
import Foundation
extension Data {
/// Lowercase hex, no separators to compare a pinned fingerprint against the mDNS `fp`.
var hexLower: String { map { String(format: "%02x", $0) }.joined() }
/// Parse an even-length hex string into bytes; nil on any non-hex character or odd length.
/// Used to turn an mDNS-advertised cert fingerprint into a connect pin.
init?(hexString: String) {
let chars = Array(hexString)
guard chars.count.isMultiple(of: 2) else { return nil }
var bytes = [UInt8]()
bytes.reserveCapacity(chars.count / 2)
var i = 0
while i < chars.count {
guard let hi = chars[i].hexDigitValue, let lo = chars[i + 1].hexDigitValue else {
return nil
}
bytes.append(UInt8(hi << 4 | lo))
i += 2
}
self = Data(bytes)
}
}

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