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Author SHA1 Message Date
enricobuehler 92f617a989 Merge remote-tracking branch 'origin/main' into worktree-haptics-m12-dry
apple / swift (pull_request) Successful in 1m24s
apple / screenshots (pull_request) Skipped
ci / web (pull_request) Successful in 2m28s
ci / docs-site (pull_request) Successful in 2m30s
android / android (pull_request) Successful in 3m58s
ci / rust-arm64 (pull_request) Successful in 5m12s
windows / build (aarch64-pc-windows-msvc) (pull_request) Successful in 1m6s
ci / rust (pull_request) Successful in 8m47s
windows / build (x86_64-pc-windows-msvc) (pull_request) Successful in 2m10s
# Conflicts:
#	clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/GamepadFeedback.kt
#	crates/pf-client-core/src/gamepad.rs
2026-08-04 23:11:22 +02:00
enricobuehler 2f071a9a93 Merge pull request 'fix(clients/settings): controller settings that can't do anything no longer look live' (#50) from worktree-haptics-m11-settings into main
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2026-08-04 21:08:15 +00:00
enricobuehler 62d35bc4b6 Merge pull request 'fix(core/wire): a truncated trigger datagram stops cancelling the effect it should carry' (#45) from worktree-haptics-m10-wire into main
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2026-08-04 21:07:54 +00:00
enricobuehler 5d06ef26ac Merge pull request 'fix(feedback): the pad stops keeping a game's trigger effect after the stream ends' (#44) from worktree-haptics-m9-richfb into main
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2026-08-04 21:07:35 +00:00
enricobuehler fcf4076eb7 Merge remote-tracking branch 'origin/main' into worktree-haptics-m9-richfb
ci / docs-site (pull_request) Successful in 1m14s
ci / web (pull_request) Successful in 2m10s
apple / swift (pull_request) Successful in 1m29s
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ci / rust (pull_request) Successful in 7m59s
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# Conflicts:
#	clients/android/kit/src/main/kotlin/io/unom/punktfunk/kit/DsCapture.kt
#	crates/pf-client-core/src/gamepad.rs
2026-08-04 23:07:18 +02:00
enricobuehler 53eb592c43 Merge pull request 'fix(host/pads): a centred stick reads centred, and a delayed effect waits its turn' (#43) from worktree-haptics-m8-proto into main
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2026-08-04 21:03:33 +00:00
enricobuehler 956d8dd8ef Merge pull request 'fix(host/windows): two virtual pads stop tearing each other's reports' (#39) from worktree-haptics-m7-windows into main
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2026-08-04 21:03:13 +00:00
enricobuehler b2e716ad5f Merge pull request 'fix(client/desktop): the Deck keeps its trackpad, and a pad stops buzzing at exit' (#38) from worktree-haptics-m6-presenter into main
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2026-08-04 21:02:36 +00:00
enricobuehler ec288d64d3 Merge pull request 'fix(client/android): rumble survives a vibrator fault, and an unplug stops leaking' (#35) from worktree-haptics-m5-android into main
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2026-08-04 21:02:15 +00:00
enricobuehler 68353a5d57 Merge pull request 'fix(client/apple): two DualSenses stop fighting over one device, and a failed stop stops lying' (#32) from worktree-haptics-m4-apple into main
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2026-08-04 21:01:51 +00:00
enricobuehler ffd5a33598 Merge pull request 'fix(core/rumble): the Deck's keepalive stops being swallowed by its own renewals' (#30) from worktree-haptics-m3-rumble-engine into main
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2026-08-04 21:01:32 +00:00
enricobuehler 4af8b02be1 Merge pull request 'fix(host): a leftover Sunshine folder is not a conflict, and a crashed host gives the screen back' (#52) from worktree-conflict-detect-and-isolate-recovery into main
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Reviewed-on: #52
2026-08-04 21:00:56 +00:00
enricobuehler 42a0dd52be refactor(haptics): one copy of each thing every rumble path was transcribing
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Twelve findings from the sweep's DRY/docs/dead-code tail. Most are small; three found
real defects hiding behind the duplication.

**The UHID event ABI existed five times.** Every UHID gamepad backend — DualSense,
DualShock 4, Switch Pro, Steam Controller, Steam Controller 2 — carried its own verbatim
copy of the kernel's constants plus its own `put_cstr`, and they had already drifted:
`switch_pro` was missing the SET_REPORT pair entirely, and `steam_controller` read a
FIXED 16-byte SET_REPORT window instead of the event's own `size`. That last one is a
bug in both directions — a longer report was truncated, and a shorter one had the parser
reading whatever the reused event buffer still held past the payload, i.e. acting on
rumble values the game never wrote. Now one `uhid_abi` module owns the numbers plus the
two accessors that are easy to get subtly wrong, with tests on exactly that.

**A dead force-feedback id fallback.** ff-core's `input_ff_upload` picks a free effect
slot and writes it into the effect BEFORE uinput forwards the request, so the `id == -1`
branch could never run — and allocating from a local counter would have been the wrong
answer anyway, since the kernel owns that id space. Removed, with a `debug_assert` where
it stood.

**Apple's HID path silently dropped weak rumble.** `hidByte` took the top byte with no
non-zero floor, so every amplitude below 0x0100 rendered as exactly nothing. Android has
always floored it at 1; this was the odd one out. That converter also existed twice
byte-identically inside one Gradle module — now one `wireAmplitudeToByte`.

Also: the DS5 output-report layout gets named offsets (`dualsense_proto::out_report`)
documenting all three transport bases — USB 0, SDL payload −1, Bluetooth +2 — since the
differing bases are transport-forced, not drift. `pf-client-core` cannot import them (it
and `pf-inject` do not depend on each other, and a DualSense layout has no business in
`punktfunk-core`, their only shared crate), so its copy now DERIVES its offsets by
explicit subtraction and a test pins the relationship. `PUNKTFUNK_HID_EFFECT_MAX` sizes
the struct it describes instead of a second literal 11 — the header now emits
`uint8_t effect[PUNKTFUNK_HID_EFFECT_MAX]`. The rumble policy engine's `min_pulse_ms`
and `keepalive_ms` docs stop naming cases nothing implements: no in-tree caller sets
`min_pulse_ms`, and the macOS DualSense-over-BT keepalive the doc cited CANNOT be served
by the quirk, because that renderer skips writes whose levels are unchanged and would
swallow the engine's re-emit — it keeps its own keepalive instead. `TrackpadHaptic` is
marked as staged scaffolding (the tag is on a shipped wire; removing the variant would
not reclaim it). Three ×257-vs-`<<8` doc comments corrected — the scaling itself is fine,
both round-trip to 255. `backstop_ms.max(160)` deleted as unreachable (the engine floors
at 500). New tests for `Ds5Feedback` and for the Android rumble JNI packing on BOTH sides,
with `MAX_PADS <= 16` now a compile-time assertion rather than a comment.

Closes S1-S9, S11, T2, T3 (design/haptics-sweep-2026-08-03.md M12).

S11's second half is NOT a defect and was left alone: `clients/session/src/main.rs`
calls `set_forwarding` unconditionally on every params-build (its own comment explains
why — browse mode reuses one service across launches), so `Ctl::Forwarding` routinely
arrives unchanged and that early-out is what stops a redundant `sync_open` + Valve-HIDAPI
cycle each launch.

Verified: pf-inject clippy -D warnings 0 / 91 tests; pf-client-core + punktfunk-core
clippy 0 / 437 tests (amd64 container); punktfunk-client-android 7 tests; Android :kit:
6 tests; Apple swift build + 189 tests / 0 failures; cargo fmt --all --check clean. Each
new test probed by reverting its fix — the fixed SET_REPORT window fails 3, a broken pack
shift fails 3, dropping the amplitude floor fails 1, and a wrong DS5 offset either fails
the pin or refuses to compile.
2026-08-04 22:52:38 +02:00
enricobuehler b31495bea5 fix(host): a leftover Sunshine folder is not a conflict, and a crashed host gives the screen back
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Three things a field report (Discord, upgrade from 0.1x) turned up, all on the
Windows host.

1. "It thinks I have Sunshine/Apollo running." It didn't — they were uninstalled.
   Both uninstallers leave their config/log directory in Program Files behind, and
   `detect.rs` counted a bare directory, or a service registered at ANY start type
   (including `disabled`), as a live conflict. The installer's own probe was
   narrowed to "service start type <= 2" after exactly this cried wolf on a
   `winget install`, and the tray dropped its always-on warning for the same reason
   in 3e782852 — the runtime probe never got the same treatment, so the one surface
   the user actually looks at kept shouting. `Evidence::is_active` now draws the
   line (running, or set to start on its own) and only active detections reach the
   startup warning, the `detect-conflicts` exit code, and `/local/summary`. Dormant
   findings still print in the full report, under a heading that says they need no
   action — that report is where "why does it think I have Apollo?" gets answered.

2. The console's conflicts card hardcoded "Another game-streaming server is
   **running** on this machine" regardless of what was found, so a dormant leftover
   was announced as a running server. It now says "active", and each entry names
   the observation — `Sunshine (running)`, `Apollo (starts automatically)`.

3. "The exclusive screen never times out going back to re-enabling the display."
   `isolate_displays_ccd` deactivates the operator's panels and hands the
   pre-isolate topology to the caller, which restores it at teardown — but that
   snapshot is PROCESS MEMORY, and Windows deliberately never saves the isolated
   topology to the CCD database. So a host that crashed, was killed, or was stopped
   mid-session left the desk dark with nothing in the product to undo it. There was
   one startup recovery leg already, but only for the EXPERIMENTAL
   `pnp_disable_monitors` axis, which is off by default — the default Exclusive path
   had none. `isolate_journal` now marks what an isolate is about to switch off
   (before the apply, so dying mid-apply is covered), clears the mark on restore,
   and force-EXTENDs at host startup if a mark survived. EXTEND rather than
   replaying the saved blob: the blob pins the virtual display's target id, which
   dies with the crashed host, so a replay would mostly fail BAD_CONFIGURATION into
   the very same backstop `restore_displays_ccd` already keeps — and EXTEND stays
   correct across a reboot, where saved ids would be stale.
2026-08-04 22:34:33 +02:00
enricobuehler 9fb41affba fix(clients/settings): a controller setting you can't use no longer looks like one you can
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Turn "Forward controllers" off and four rows below it stop meaning anything — nothing is
forwarded, so there is no pad type to pick and no guide button to route. GTK desensitised
them, the touch settings on both mobile clients dimmed them and the console UI refused the
step; the Windows client and BOTH controller-navigable screens left them fully live, so you
could sit there changing settings that did nothing.

Windows: `.enabled(s.gamepad_forwarding)` on the forwarded-controller picker, pad type,
guide button and hold-Select rows — the same builder the echo-cancellation row already used
to follow the mic switch.

Apple's gamepad settings had no way to say it: `Row` carried `adjustable` (which only hides
the chevrons) and nothing else. Added `Row.enabled`, dimmed the row CONTENTS only so the
glass still reads as a focusable row, and enforced the inertness centrally in `adjust(id:)`
/ `activate(id:)` rather than in each builder's closure. The hint bar drops "Adjust"/"Change"
on a dimmed row, because advertising them was the same lie the live row told.

Android's gamepad settings already had `GpRow.enabled` — documented as "dimmed + inert" —
but it only faded the label: every dimmed row still stepped and still wrote its setting. The
"No profiles yet" placeholder looked inert only because its own closures were empty. Made it
real in one named place (`liveRow`), covering all three input paths (left/right, A, and a tap
on the already-focused row), then gated the pad rows on it.

Also on that screen: the DualSense / DualShock passthrough toggle, which the touch settings
have carried beside its SC2 twin all along. It was missing exactly where it matters most —
a TV box has no touch interface to fall back to, so there was no way to reach it at all.

Apple capture, separately: with forwarding off, opening a slot still claimed EVERY element's
system gesture and powered the controller's IMU. Neither reaches the host, so the first only
took the user's screenshot/Home gestures away for nothing and the second drained the pad's
battery streaming gyro over Bluetooth. Narrowed rather than skipped — the escape chord is
read off the same slot and on tvOS is the ONLY controller way out of a stream, so the chord's
own four buttons keep their claim. A test pins the alias list against the chord mask; if they
drift the symptom is a session nobody can leave, with nothing logged.

Closes R17, R18, R19 (design/haptics-sweep-2026-08-03.md M11). R17 as filed named Windows and
"Apple"; Apple's TOUCH settings were already correct and Android's controller-navigable screen
was not — both corrected here.

Verified: Windows clippy -D warnings exit 0 on a real Windows box; Apple swift build clean +
full suite 192 tests / 0 failures (3 new); Android :app: + :kit: green (5 new); cargo fmt
--all --check clean. Each fix probed by reverting it — every probe failed the tests it should.
2026-08-04 22:25:51 +02:00
enricobuehler ee0b179618 Merge pull request 'docs(apple/store): App Store copy for iOS, macOS and tvOS, counted against Apple's limits' (#49) from worktree-appstore-copy into main
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Reviewed-on: #49
2026-08-04 20:03:34 +00:00
enricobuehler d7e22c3db2 Merge pull request 'fix(apple/shots): the store screenshots show the app as it actually is' (#48) from worktree-apple-store-screenshots into main
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Reviewed-on: #48
2026-08-04 20:02:37 +00:00
enricobuehler c1231fa2e6 Merge pull request 'feat(clients/input): system buttons route around local overlays' (#47) from worktree-system-buttons-routing into main
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Reviewed-on: #47
2026-08-04 20:02:22 +00:00
enricobuehler 1db7058a5d feat(clients/input): system buttons route around local overlays
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Pressing guide/Steam/QAM collided with the client device's own shell: iOS 26
opens its Game Overlay for the Home press (no app opt-out until iOS 27 makes
it a user setting), and a Gaming-Mode client opened BOTH Steam overlays for
one press — the local one covering the stream.

Two cross-client tier-P settings, zero wire changes:

- system_buttons (auto|forward|local): raw guide+misc1 passthrough. Auto
  forwards everywhere EXCEPT under gamescope, where SteamOS reacts to the
  same physical press no matter what.
- guide_gesture (auto|on|off): hold Select ALONE ~350ms sends the HOST's
  guide, down until release — held on, that's the host's long-press, which
  opens a Gaming-Mode host's QAM for regular pads. A Select tap is delivered
  on release with its up TAP_PRESS (50ms) behind, because per-transition
  sends fold into seq'd GamepadState snapshots and a back-to-back pair can
  coalesce into no press at all. A Select inside a combo (the escape chord)
  passes through untouched. Auto arms it only where the raw press can't
  reach the host cleanly: gamescope, iOS/iPadOS, tvOS.

The same SelectGesture rules live in pf-client-core (pure state machine +
unit tests), the Apple client (mask-diff adaptation in GamepadCapture), and
Android's GamepadRouter. Settings rows on every surface (GTK, WinUI,
console UI, Decky, Apple x2, Android x2) with profile plumbing throughout.

punktfunk-session grows a control socket
($XDG_RUNTIME_DIR[/app/$FLATPAK_ID]/punktfunk-session-ctl.sock — the one
runtime path a flatpak and the host see identically): 'guide'/'qam' verbs
inject synthetic taps. The Decky panel gains a Host menus section (visible
while the client runs) whose buttons press the host's Steam/QAM and close
the local menu so the host's shows through.

iOS 27's GCControllerHomeButtonSettingsManager deep-link is a TODO (the
class needs the Xcode 27 SDK to compile). Docs: input, client-settings,
steam-deck. Design: punktfunk-planning design/system-buttons-routing.md.

Gates: docker clippy --all-targets --locked -D warnings + tests
(pf-client-core 88 incl. 6 new gesture tests, pf-console-ui 47),
cargo fmt --all --check, swift build (macOS), gradle kit+app compile,
decky tsc --noEmit + py_compile. clients/windows not compiled (no box).
2026-08-04 21:46:27 +02:00
enricobuehler 83a12c7413 Merge pull request 'Decky, slimmed: a thin Gaming-Mode wrapper around the client' (#46) from worktree-decky-slim-rework into main
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Reviewed-on: #46
2026-08-04 19:41:32 +00:00
enricobuehler 7b1554af4b fix(apple/shots): fill the grid, open Settings on Display, note the iPad orientation limit
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- Six mock hosts rather than three. An iPad-13 portrait grid is three columns
  wide and 2752 px tall; three cards left ~60% of the capture as black.
- Settings opens on Display, not General. Resolution, frame rate, bitrate,
  HDR and codec are what someone reads a streaming app's settings shot for.
- The wake scene is the modal-over-grid variant. The gamepad-UI one is a
  full-screen takeover over a bare gradient — correct, but four lines of text
  on an empty aurora; the modal shows the same overlay over the host grid.
- `requestGeometryUpdate` now reports a refusal instead of failing silently.
  It does not help on the simulator (an app's stdout doesn't reach the driver
  through `simctl launch`) but it will on macOS and on a device.
- Documented that `.landscape` does not rotate on iPad: a multitasking-capable
  iPad app is resizable, so iPadOS ignores the request and simctl cannot
  rotate a simulated device. The iPad set is portrait throughout.
2026-08-04 21:34:18 +02:00
enricobuehler 8f35155c14 fix(apple/shots): the store screenshots show the app as it actually is
Uploading the 0.24.0 set surfaced a pair screen that reads as broken, and a
hero that was never the orientation it claimed.

The capture harness:

- Landscape scenes were captured in PORTRAIT. `IOSOrientationConfigurator`
  asked for the geometry update from `updateUIViewController`, where
  `view.window` is still nil — SwiftUI makes one update pass for a
  `.background` representable, before the hierarchy is in a window, so the
  guard fell through and nothing ever asked again. Both `.landscape` scenes
  (the stream hero, the trust card) shipped as portrait. Now a real
  UIViewController asks from `viewDidAppear` and pins
  `supportedInterfaceOrientations`.

- The shot host applied `.ignoresSafeArea()` to the whole scene, so the
  hero's HUD — resolution, bitrate, the latency breakdown, the entire point
  of that screenshot — sat under the Dynamic Island. Only the black backing
  ignores it now; scenes that want full bleed already ignore it themselves.

- `03-pair` was hand-composed into a ZStack rather than presented. PairSheet
  is a bottom sheet on iOS: its detents and the system's Liquid Glass only
  exist inside a real `.sheet`. Composed, the grouped Form stretched to full
  screen height and the capture was a strip of content over a black void,
  with a DISABLED "Pair & Connect" (empty PIN) and the capture simulator's
  own name — `pf-shot-iphone-6.9` — rendered in as the device name.

- Sheets do not inherit `.environment(\.colorScheme, .dark)` across the
  presentation boundary; they follow the DEVICE. The pairing sheet came out
  light grey over the dark app. The simulator is now set to dark appearance.

- Discovery browsed the live LAN mid-capture, so a bystanding machine's
  hostname went out on the listing and no two runs matched. `HostDiscovery`
  gains a `debugSet` seam (the counterpart to `HostWaker.debugSet`); the
  mock hosts advertise, so cards read ONLINE through the real `advertises`
  path and the reachability probe never touches the network.

- Created simulators were named `pf-shot-<prefix>`, which the reuse regex
  never matches: every run created another simulator and none was reused.
  They are named after the device now — reusable, and not user-visible junk.

Two bugs found on the way, neither screenshot-only:

- HostStore/ProfileStore PERSISTED the harness's mock data. On a dev Mac
  that is the same App-Group suite the real app reads, so running the
  script could replace the tester's saved hosts with "Battlestation" & co.
- GamepadHomeView drew the controller chip as a trailing `.overlay`, which
  reserves no width — on a portrait phone it sat on top of the centred
  "Select a Host". Laid out as a row with a hidden leading mirror.
- The pairing sheet's field prompt said "How the host lists this Mac" on
  iPhone and iPad.

Coverage: the listing set is six scenes in listing order, and is now the
stream, the machines it found, the couch/controller mode, waking a sleeping
host, the quality controls and pairing — the console and wake screens
already existed in `ShotScenes.all` and were simply never captured. Mock
hosts carry OS marks, Wake-on-LAN MACs and profile chips so the grid is
full rather than three offline rows over an empty half-screen. `SCENES=`
overrides the set for the dev scenes.
2026-08-04 21:30:18 +02:00
enricobuehler 0d407a866d fix: a host that changed DHCP lease could no longer be streamed from the panel
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An adversarial review of this branch found a regression I introduced, plus three smaller
defects. All four are fixed here, each verified on .21.

**The regression.** `mergeHosts` names a host by its record's stable id, and `hosts list --json`
always emits one (`KnownHosts::load` mints ids for every record). So a launch always went out as
`punktfunk launch <uuid>` → `ConnectPlan::for_host` → `HostTarget::from(&KnownHost)`, which
copies the address stored ON THE RECORD. Meanwhile the panel deliberately renders the LIVE
advert's address. Nothing on a Deck ever writes a moved address back — `discover` and
`hosts list` are both reads, and only the desktop shells' hosts pages update one.

So after any DHCP move the row read "online" at the new address and every press dialled the old
one: a 15 s dead connect, or — if a MAC had ever been learned — a black Steam "game" for the
full 90 s wake budget. Proven with a stub session binary: `launch abc-123` emitted
`--connect 10.0.0.5:9777` for a host answering at `10.0.0.99`.

This worked on origin/main, which dialled `toHost(v).host` — the advert's address. The fix
restores that without giving up stable ids: `hosts add <new-addr> --fp <known-fp>` now MOVES the
matching record instead of filing a second one (the fingerprint is the identity — this is the
same rule that makes the verb idempotent), and the panel re-points a host it can see has moved
before launching it. Verified: `moved 10.0.0.5:9777 to 10.0.0.99:9777`, one record still, and
`launch abc-123` then emits `--connect 10.0.0.99:9777`.

**"No hosts yet" was also how a missing client looked.** `_cli_argv()` returning None becomes
`client-unavailable`, which the panel dropped on the floor — so a Deck with no client installed
was told its network was empty, under a button that launches the client that isn't there. It now
says which of the two it is.

**The browse worker never exited on a quiet LAN.** `discover_for` drops the receiver and the
doc claimed that stops the thread. It does not: the worker parks in `recv()`, and the arms that
ignore an event (`SearchStarted`, `ServiceFound`, `SearchStopped`, a v6-only advert) never touch
the sender, so on a LAN with no Punktfunk host nothing ever wakes it. Harmless today because the
only caller is a short-lived CLI process, but the function invites in-process use, where it would
leak a thread and an mDNS daemon per call. Now polled with a 250 ms tick and a check at the top
of the loop. Verified: ten back-to-back browses settle back to the baseline thread count.

**A `pair=optional` host was recorded as paired.** Every unsaved host now goes through the trust
sheet (it has no pin, so it cannot stream without one), but the sheet's only non-PIN action ran
`--request-access`, which persists `paired: true` on Ready. An optional host admits anyone who
pins its identity — there is no operator decision, so nothing was approved and the same box read
"paired" here and "trusted" in the desktop client. Such a host now gets **Connect** instead,
which pins and streams without claiming an approval, and the "approve this Deck" toast is no
longer shown to someone who has nobody to ask.

Also: `PF_CLIENT_BIN` was the one launch-option value never validated — a client installed under
a path with a space would split Steam's tokenizer.
2026-08-04 21:26:09 +02:00
enricobuehler 0890cf3244 docs(apple/store): App Store copy for iOS, macOS and tvOS, counted against Apple's limits
ci / docs-site (pull_request) Successful in 1m47s
ci / rust (pull_request) Successful in 7m49s
apple / swift (pull_request) Successful in 1m22s
apple / screenshots (pull_request) Skipped
ci / web (pull_request) Successful in 1m16s
ci / rust-arm64 (pull_request) Successful in 2m13s
German-first Promotional Text, Descriptions, Keywords and App Review notes,
plus the app-specific privacy text the existing website policy is missing.

Every character-limited field is checked by check-limits.py, which also catches
headings whose stated count has drifted from the real length. Three things the
brief assumed turned out not to hold, and the copy says so rather than shipping
the claim: a Mac cannot act as a host, the published privacy policy covers only
the website, and the App Review notes field caps at 4000 characters.
2026-08-04 21:25:55 +02:00
enricobuehler bf2d8505cf docs(decky): the gamepad-UI shortcut comment still named PF_HOST
PF_HOST is gone; the browse branch is keyed on PF_BROWSE alone and runs the SESSION binary,
which is the one path this rework deliberately did not repoint. Comment only.
2026-08-04 21:08:52 +02:00
enricobuehler 414380fc9e fix(cli): discover reads the host store without writing to it
`KnownHosts::load()` mints a stable id for any record that lacks one and SAVES it — which makes
it a write, and `discover` was calling it purely to annotate what the browse found with
saved/paired. It never hands those ids back to anyone.

That matters because the Decky panel issues `discover` and `hosts list` together, in parallel.
Against a store written before ids existed, both processes read it, both mint DIFFERENT ids for
the same record, and both save. Whichever loses the race has already handed its ids to its
caller — so the panel could draw a row whose host reference no longer resolves, and pressing it
would exit 5 ("no saved host matches") until the next refresh settled things.

`KnownHosts::read()` is `load` without the mint: the store exactly as it is on disk. `discover`
uses it; every caller that dials a host by id still uses `load`, so ids are still minted the
first time anything needs one.

Verified on a fixture store with no ids: `punktfunk discover` leaves it byte-identical, and a
following `punktfunk hosts list` mints as before.
2026-08-04 21:07:37 +02:00
enricobuehler 6267dcdcd3 fix(decky): let a CLI payload's own key never override this layer's ok
`{"ok": True, **data}` let a future payload carrying its own `ok` report failure through the
field the shell layer owns. Spread first, set `ok` last.
2026-08-04 21:04:16 +02:00
enricobuehler 8042a2fd52 fix(decky): a saved host's pin is what it PINNED, never what it's advertising
`mergeHosts` filled a row's fingerprint as `s.fp_hex || advert?.fp || ""`, so a host saved by
address — nothing pinned on disk — borrowed the fingerprint of whatever was advertising at that
address and rendered as ready to stream. The launch then refused for want of a pin, from a row
that had just shown "Stream" and "trusted".

Under the old rule the mistake was mostly hidden, because `needsPair` asked a different
question for saved and unsaved rows. This rework makes a pinned fingerprint the ONLY rule, so
the same conflation would now decide the whole thing.

The two are different facts and are now separate fields. `fp` is what the RECORD pins — the
thing the session binary requires. `advertisedFp` is what the host is offering right now, which
is what request access would pin, and moving one to the other is a trust decision the user
makes in the sheet rather than something the merge does behind them.

The trust sheet gates on and pins `advertisedFp` accordingly: a saved placeholder that happens
to be advertising can now be let in with request access, and one that isn't still gets the PIN
path with the reason.
2026-08-04 21:01:59 +02:00
enricobuehler 7e40098bc6 test(decky): tear the CLI fixture dir down before building it
The "a native install with no sibling CLI resolves to None" check created
/tmp/pf-test-native/bin/punktfunk and never removed it, so the assertion that the sibling is
ABSENT held only on the first run on a given machine and failed on every rerun. Caught by
running the suite twice.
2026-08-04 21:00:15 +02:00
enricobuehler ac5299d4ce docs: the Deck plugin is a launcher now, not a second client
The plugin's settings tab, fullscreen page, host editor and games picker are gone, and the
docs described all four in detail. Sweeps clients/decky/README.md and the docs site.

steam-deck.md gains a **Request access** section — the no-PIN path where the host's operator
approves the Deck, which is the one genuinely new thing a user gets — and says plainly where
the settings went: **Open Punktfunk → Settings**, the same rows over the same store, one tap
from the same panel. A removal that reads as a regression is worth a sentence, not a silence.
The troubleshooting table drops the rows for surfaces that no longer exist and gains the two
questions the new path will actually raise ("request access isn't offered", "the stream just
sits there").

client-settings.md claimed ~18 settings were "offered by … and Decky". None are; the console
home offers them. Its intro now names the console home's real sections (Stream, Video,
Presentation, Audio, Controller, Touchscreen, Interface, Profiles) instead of describing the
deleted sidebar.

Three claims in that file turned out to be wrong ALREADY, independent of this rework, and are
fixed here because verifying against crates/pf-console-ui/src/screens/settings.rs is what
found them:

  • "Render scale — offered everywhere except the console home's list". RowId::RenderScale has
    been in the console's ROWS since 2026-07-31.
  • wake-on-lan.md: "Punktfunk Console has no auto-wake setting of its own". It does —
    RowId::AutoWake, "Wake hosts automatically". Its Wake & Connect BUTTON is independent of
    the setting, which is the true half that sentence was built on.
  • The console home's Library button was documented as gated on the "Show game library"
    toggle. It isn't — `library_enabled` appears nowhere in pf-console-ui outside the toggle
    row itself; home.rs offers Library on any paired, saved host.

Also updated: support-matrix (Decky's Profiles and Game library go /⚠️ — the panel shows
pinned profile cards but creates none, and the library lives in the console home),
wake-on-lan (the plugin no longer fires its own packet or stretches the connect budget — the
CLI runs the real wake-and-wait), pairing, game-library, profiles-and-links, input, clipboard
and install-client.
2026-08-04 20:58:11 +02:00
enricobuehler 2d43275fcb fix(core/abi)!: stop exporting 149 unprefixed macros into every embedder's namespace
windows / build (aarch64-pc-windows-msvc) (pull_request) Successful in 1m8s
ci / docs-site (pull_request) Successful in 1m15s
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apple / screenshots (pull_request) Skipped
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windows / build (x86_64-pc-windows-msvc) (pull_request) Successful in 1m57s
ci / rust (pull_request) Successful in 6m25s
ci / rust-arm64 (pull_request) Failing after 15s
ci / web (pull_request) Successful in 1m6s
BREAKING (C header only): constants such as MAX_PADS, TAG_LEN, ABI_VERSION,
INPUT_MAGIC and the whole BTN_/AXIS_ family are now PUNKTFUNK_-prefixed.

cbindgen emits a bare #define per `pub const`, so those names landed in the
namespace of every C program that includes the header. The rename table already
said this was the rule and already carried the handful someone had noticed —
and its own comment spells out why it matters: a clashing #define silently
takes the last definition rather than failing to compile, so the failure mode
is a wrong value, not a build error. This is the remaining 149.

Associated constants are deliberately left alone. cbindgen already qualifies
those with their type name, which is the very property whose absence makes a
bare MAX_PADS dangerous — they are namespaced, just not by us.

Nothing in this repository consumed the unprefixed spellings except one Swift
test, which sat next to lines already using the prefixed form because its
constant happened never to have been added to the table; it is updated here.
The C harness links and runs against the regenerated header.

Scheduled deliberately: the sweep flagged this for a release boundary, and
0.24.0 has shipped. External C embedders using the old spellings must add the
prefix; there is no silent breakage, since the old names simply stop existing.
2026-08-04 20:52:58 +02:00
enricobuehler 77ddd05b13 fix(core/wire): a truncated trigger datagram stops cancelling the effect it should carry
Three wire and ABI faults.

An out-of-range pad index reached one rumble consumer and not the other. It
skipped the reorder gate — the per-pad seq cursor has no slot for it — and was
handed to the legacy queue, while the policy engine discarded it on its own
bounds check, so the comment promising both consumers are fed was false for
exactly these. An embedder draining the queue could be handed an index it would
use to subscript its own per-pad array. The host never emits one, so it is
malformed or hostile either way; both consumers now agree by dropping it before
either sees it.

The adaptive-trigger effect was the only variable-length wire field bounded on
neither side. Encode appended whatever it was handed and decode took the whole
tail, while its sibling raw-report field had been bounded both ways all along;
there is now one constant both sides clamp to. Worse than the missing bound was
the empty case: a body with no effect bytes decoded as an EMPTY effect, and
downstream an empty block is written as an all-zero trigger report, which is
mode 0x00 — release. A truncated datagram could therefore silently cancel the
trigger effect a game was holding. That shape is now rejected outright; a
genuine release is a full-length zero block and still decodes.

The C ABI history had a hole and a symbol nobody versioned. v11 shipped without
its line, and the rumble policy engine's C surface was added while the version
constant still read 7, with no bump at all — so every core since has exported
those symbols while advertising a number that never promised them. A shipped
binary says what it says, so that cannot be corrected backwards; v15 instead
establishes the floor that guarantees the surface, and the v11 line is written
down. No code changed for the bump and nothing moved on the wire.
2026-08-04 20:52:44 +02:00
enricobuehler 017c37b78a feat(decky): rebuild the panel as a launcher — nested cards and request access
What is left of the plugin is what only a Decky plugin can do: start a stream through Steam so
gamescope focuses it, and stand in front of the trust decision that gates it. One Quick Access
panel, four sections, no route.

HOSTS. One `useHosts()` calls discover and hosts-list together and merges them by fingerprint
first, address second — so a host that moved DHCP lease still matches its record, and a
different box that inherited the old address does not inherit its pairing. The CLI annotates
`saved`/`paired` by that same rule, so the two surfaces cannot disagree. Rows sort online
first, then most recently used, then by name: the host you streamed last night is the first
thing under your thumb, and a host that is off right now never is.

`needsPair` is now ONE rule: no pinned fingerprint. The session binary refuses a pinless
connect, so a row without one can offer nothing but a button that fails. The old rule also
consulted the advertised policy for unsaved hosts, which made the same box read differently
before and after being saved.

PINNED CARDS render NESTED under their host as `▸ <Profile name>`, not in a section of their
own — a card IS a (host, profile) pair, and a row floating free of its host is exactly the "a
pinned tile reads as a duplicate host" problem the desktop shells still have. The host's own
BOUND profile is deliberately not drawn as a card: it applies silently on the plain row, and
showing it twice would suggest the two do different things. This plugin creates, edits and
deletes no profile and no card — pin creation belongs where profiles are edited.

TRUST SHEET (new, trust.tsx). Request access (default) / Use a PIN instead… / Cancel, in the
GTK dialog's order and wording. Request access is not a second ceremony — it saves the host
with the fingerprint it ADVERTISED, then launches; the host parks that connect until its
operator approves this Deck, admits it, and the stream starts by itself.

No fingerprint, no request access. A host typed in by address advertises none, so the sheet
offers the PIN path only and says why, rather than showing a button that could only fail. The
sheet never TOFUs past a missing fingerprint: that pin is the only thing standing between a
185 s wait and an impostor answering for the host.

The sheet is a `showModal` portal, so it captures its callbacks once and never re-renders from
panel state — everything it acts on later is read through a ref. Reading a captured value is
precisely what made pinning a second game compute from a stale base and clobber the first.

LAUNCH PATH. The wrapper's contract becomes PF_REF / PF_PROFILE / PF_REQUEST_ACCESS /
PF_BROWSE; PF_HOST, PF_LAUNCH, PF_MGMT and PF_CONNECT_TIMEOUT are gone. A stream is now
`punktfunk launch <ref> [--profile <id>] --exec --fullscreen`, and a reference is all that ever
rides Steam's launch options — no resolution, bitrate or codec, the same rule the deep-link
grammar enforces.

Request-access launches run SUPERVISED, without `--exec`: under --exec the CLI becomes the
session, so no process survives to see the stream come up and record the approval. Safe for
gamescope because focus follows reaper's descendant tree, not a single process, and
flatpak-run/bwrap already sit in that tree on every other path.

Wake-on-LAN comes out entirely. The plugin used to fire a magic packet itself and then stretch
the connect budget to 75 s to cover the host's resume — a workaround for the CLI-less era.
`punktfunk launch` runs the real wake-and-wait loop and only dials once the host answers, which
is strictly better and deletes a backend method, a frontend call and a shell branch.

The console-home branch of the wrapper is untouched on purpose: the shell binary already execs
the session for `--browse`, so there is nothing to repoint and no reason to spend a diff there.

Everything else in steam.ts — two shortcuts sharing one name (and so one Steam Input configset
key), artwork versioning, appId verification, controller config, stopStream — is unchanged.
2026-08-04 20:41:30 +02:00
enricobuehler 2fd303e22f refactor(decky): delete the second client
The Decky plugin was a second client. It had its own mDNS discovery, its own host-store
editor, its own settings UI over the entire client settings store, its own per-game pin store
and picker, and its own fullscreen route with three tabs — about 3,000 lines of TypeScript and
Python mirroring, in two other languages, things the Rust client already does. Every one of
them drifted from the original: the TXT parser fell behind each key the host advert added, the
settings screen modelled a subset of a store that kept growing.

They existed because when this plugin was written there was nothing headless to ask. There has
been since v0.22.0, so this deletes them.

GONE, frontend: page.tsx (the fullscreen route), settings.tsx (a seven-page sidebar over the
whole store), hostmgmt.tsx (add/edit/forget), library.tsx (the games picker), ui.tsx (row
primitives only the page used).

GONE, backend: get/set_settings, list/refresh_devices, library, get/set_pins, list_hosts,
add/edit/forget_host, probe_host, reset_config, wake, the avahi browse and its TXT parser, and
the direct reads of client-known-hosts.json.

WHAT REPLACES THE BACKEND is four shells, each about fifteen lines of build-argv-run-parse:

  discover()    -> punktfunk discover --json
  hosts()       -> punktfunk hosts list --probe --json
  pair()        -> punktfunk pair <addr:port> --pin N --name LABEL
  trust_host()  -> punktfunk hosts add <addr:port> --fp HEX --name LABEL

trust_host is the ONLY write this backend makes to the client's store, and it goes through the
CLI — which writes temp+rename into a user-owned directory, so a root backend driving it
cannot lock the desktop client out of its own files. Nothing here opens client-known-hosts.json
or client-profiles.json any more; `hosts list --json` returns profile bindings and pinned cards
already resolved against the catalog.

_cli_argv mirrors the deleted _session_argv exactly, pointed at `punktfunk`: the flatpak app id
stays LAST, because flatpak treats everything after it as the app's own argv. The
LD_LIBRARY_PATH repair applies unchanged — Decky's PyInstaller leak breaks the flatpak's
libcurl whichever binary inside the sandbox is being started.

A client too old for a verb now announces itself DETERMINISTICALLY: exit 5 plus
`unknown command "<verb>"`, mapped to `client-outdated`, which the panel renders as one
explanatory row plus the update button that fixes it. That replaces guessing from GTK-init
noise, which survives only where the update check still drives `punktfunk-client` directly.

KEPT unchanged in mechanism, because only a Decky plugin can do them: runner_info,
shortcut_art, apply_controller_config, check_update/update_client, kill_stream.

The settings screen is not lost, it moved: console home -> Settings has the same rows over the
same store, is gamepad-navigable, and is one tap from this same panel. Per-game pins have no
shared equivalent yet — decky-pinned.json is deliberately left ON DISK, untouched, so a later
migration can read it.

test-backend.py is rewritten against what is left — argv shape, the exit-code mapping, and the
Steam configset editor, which was untested until now and is the riskiest thing that survived:
it edits a file holding hundreds of other games' bindings, in place.
2026-08-04 20:41:07 +02:00
enricobuehler a9a514dea0 fix(feedback): the pad stops keeping a game's trigger effect after the stream ends
windows / build (aarch64-pc-windows-msvc) (pull_request) Successful in 1m0s
ci / docs-site (pull_request) Successful in 1m24s
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ci / rust-arm64 (pull_request) Successful in 3m26s
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ci / rust (pull_request) Successful in 7m51s
Two faults in the rich-feedback plane — the lightbar, player LEDs and adaptive
triggers — both of which leave a controller physically wrong with nothing to
put it right.

Nothing reset the pad on teardown. Rumble stops on its own the moment nothing
renews it, but the rich planes are LATCHED in the controller's firmware: they
outlive the stream, the app, and being unplugged. Ending a session while a game
held a weapon's trigger resistance left the physical trigger stiff on the
desktop afterwards, and its lightbar showing whatever the game last set, until
another game happened to set one. The Apple client already reset on teardown;
the desktop and Android halves now do too — triggers to mode 0x00, lightbar
dark, player indicator cleared. Android writes them EP0-direct like its rumble
stop, because the reader thread is stopping and the queue would never drain.

A single lost datagram stranded the pad on the previous value. The plane is
deduped AND rides unreliable datagrams, which is a bad pairing: a change is
forwarded exactly once, so when that datagram is dropped nothing re-derives it
— the game keeps sending the same value and the dedup swallows every copy. The
pad then holds the last weapon's trigger effect, or the last lightbar colour,
for as long as the game keeps that setting, which can be the rest of a level.
The dedup already remembers the current state, so it can repair itself: it now
re-emits what it has latched once a second. Slow on purpose — this is a repair
mechanism, not a transport, and every value is idempotent, so a client that did
receive the original simply re-applies it. A forward re-stamps the clock, so a
plane the game is actively driving never pays for a renewal it does not need.

One-shot pulses are deliberately excluded from that renewal: replaying a
trackpad haptic would be a new pulse, not a repair. Raw passthrough reports are
excluded too — the device's own refresh cadence already re-sends them verbatim.
2026-08-04 20:37:25 +02:00
enricobuehler f84c5b8114 feat(cli): launch --request-access — let the host's operator admit this device
Request access is not a second pairing ceremony, it is a LAUNCH: an ordinary identified
connect with the advertised fingerprint pinned and the handshake budget stretched past
the host's approval window. The host parks the connection until somebody approves the
device in its console or web UI, then admits the same connection and the stream starts
by itself. The desktop shells and the console home have had this for a while
(`SpawnOpts::persist_paired`, `screens/pair.rs`); headless callers had no door to it.

  punktfunk launch <host-ref> --request-access

Two behaviours, both small:

* `connect_timeout_secs = 185`, matching the host's PENDING_APPROVAL_WAIT. Anything
  shorter gives up while the approval prompt is still on the operator's screen.
* `run_plan` records the host as paired on SessionEvent::Ready. That event IS the
  approval arriving, and it records the pin the session actually connected WITH rather
  than re-reading the store — the handshake completed against that identity, which is
  what makes the record true. Every other launch still records nothing: a plain connect
  proves reachability, not a new trust decision.

Refused under `--exec` (exit 5) rather than silently downgraded. Under --exec the CLI
BECOMES the session, so no process survives to observe Ready — a quiet downgrade would
leave hosts reading "trusted" forever with nobody able to explain why.
2026-08-04 20:28:34 +02:00
enricobuehler aec02b9d26 fix(cli): hosts add --fp fills in an empty fingerprint instead of dropping it
`punktfunk hosts add <addr> --fp <hex>` against an address already in the store printed
"is already saved" and exited 0 — having done nothing at all. The --fp was silently
discarded, so a host saved by address stayed pinless and every later connect refused
for want of a fingerprint, with no line anywhere saying why.

Three outcomes now, and the difference between them is a trust decision:

  • no fingerprint on the record, one offered  → fill it in, print `updated <addr>:<port>`
  • the same fingerprint offered again        → no-op, exit 0 (a panel may retry a step
                                                whose state is already correct without
                                                having to invent an error to show)
  • a DIFFERENT fingerprint                    → refuse, exit 3

The refusal is the important one. A changed identity is a decision for a person at a
surface that can show them both — the rule `upsert_trusted` exists to enforce — and
quietly overwriting a pin here would be a back door through the pinning the rest of the
client is built on.

A record still named after its own address takes an offered --name; a label the user
chose is theirs and an advert's name must not overwrite it.
2026-08-04 20:28:11 +02:00
enricobuehler 48bb1769b4 feat(cli): punktfunk discover — browse the LAN, annotated against what you've saved
The CLI could do everything with a host except FIND one, so every headless consumer
grew its own mDNS: the Decky plugin parses ~120 lines of avahi TXT escaping in Python,
which drifts from the host's advert every time a key is added and makes the plugin
depend on Avahi being the resolver.

`discovery::discover_for(timeout)` is the bounded collector beside the streaming
`browse()` the UI uses — same service type, same TXT keys, folded to one row per host.
A refreshed advert wins (it carries the newer address), a removal drops the row, and
dropping the receiver on the way out stops the worker so a one-shot call can't leak a
browse per invocation.

The verb annotates each hit against the saved-hosts store rather than handing back two
lists to join: `saved`/`paired` are answered by fingerprint first and address second —
the same rule every other surface uses. That is what stops a host that moved DHCP lease
from reading as new, and stops a different box that inherited the old address from
reading as paired.

  punktfunk discover [--json] [--timeout SECS]

Default 3 s, capped at 30 — this is called from a Quick Access panel, and a typo'd
`--timeout 3000` would hang that panel with no way to cancel. An empty LAN exits 0: a
caller branching on the code is asking whether the browse ran, and it did.
2026-08-04 20:26:59 +02:00
enricobuehler 454fa2e0cb Merge pull request 'feat(gamepad-ui): profiles integration — pinned cards, pin management, settings section on all three gamepad UIs' (#42) from worktree-gamepad-ui-profiles into main
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Reviewed-on: #42
2026-08-04 18:12:40 +00:00
enricobuehler 6e001e54b4 fix(host/pads): a centred stick reads centred, and a delayed effect waits its turn
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Four encoder faults, plus a note on a fifth that turned out not to be one.

A centred stick did not encode as centre on the Y axes. The mapper inverted the
already-quantised byte, and 0..255 has no exact midpoint: the forward map puts
centre at 0x80, so mirroring the output lands on 0x7F — one below the 0x80 that
DsState::neutral and the pad's own resting report use. Games idle-poll a
centred stick constantly, so a DualSense, Edge or DS4 sat under a permanent
sub-deadzone tilt. Inverting in i16 space instead maps centre to centre by
construction and keeps both extremes exact; the only cost is i16::MIN and
-32767 sharing a code, one LSB at the very end of the travel.

Force-feedback ignored replay.delay. It was decoded on upload and never read:
an effect started the moment it was played and ended replay.length later, so
anything scheduling a delayed effect — DirectInput under Wine does this
routinely — fired early AND finished early by the same amount. The delay now
shifts the whole window, with length measured from the end of the delay rather
than eaten into by it. Writing the test for that surfaced a second bug in the
same path: a waiting effect was still a candidate for the abandoned-effect
force-off, and since the play command is itself the last FF activity, an
infinite effect with a delay longer than the idle window would be killed on its
first contributing tick after sitting silent the whole time it waited. Being
abandoned now requires the effect to have been audible for the window too.

An empty serial panicked the service thread. The reply builder clamped the
length to at least 1 and then sliced that many bytes out of the string, which
asks a zero-byte slice for one byte. The kernel already has a graceful answer
for a length it rejects, so report the true one and let it fall back.

Deck triggers could not reach full pull. Scaling by 128 tops out at 32640 of a
declared 32767, leaving the last 127 counts unreachable, so no game could ever
see the axis bottom out. One multiply gets both ends exact.

The idle watchdog is left alone. It does cut finite multi-second effects that
the uinput path exempts, but only the uinput path is handed an explicit
duration; the protocols behind the watchdog are level-triggered with no
duration field anywhere in a report, so there is nothing at that layer to
exempt. The choice is between cutting a long effect and letting an abandoned
one drone forever, and only the latter has field evidence behind it. Recorded
at the constant so the next reader sees the cost rather than rediscovering it.
2026-08-04 20:08:56 +02:00
enricobuehler 9f1f23eb40 Merge pull request 'feat(wire): mid-session shard-payload renegotiation — the black screen heals in seconds, jumbo behind an opt-in' (#41) from worktree-shard-payload-reneg into main
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Reviewed-on: #41
2026-08-04 18:06:41 +00:00
enricobuehler d1c4cb18dd test(core/session): pin the low-MTU chunk-aligned guarantee at clamped shard sizes
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PyroWave sessions are gated out of mid-session renegotiation, so a
constrained path serves them through the leg-1 SESSION-START clamp. This
pins the consistency that guarantee rests on: everything chunk-aligned
derives from the one Welcome::shard_payload number — the host
packetizes at it, the client's C-ABI parse window reads it back, and
partial delivery zero-fills exact windows of it — verified at the two
clamp shapes a constrained path actually produces (1216, the
WARP/Tailscale budget, and the 512 floor) over the sealed loopback wire
with real loss.
2026-08-04 20:00:09 +02:00
enricobuehler 91aa684f0d Merge pull request 'docs: Android is on Google Play production, not a closed test track' (#40) from worktree-docs-play-production into main
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Reviewed-on: #40
2026-08-04 17:53:23 +00:00
enricobuehler e629606e39 docs: Android is on Google Play production, not a closed test track
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Play production access landed 2026-08-01 and the listing is live, but the
docs still told Android users to beg for a tester invite on Discord and
warned that the Play link "only resolves once your account is on the
tester list". Both are now wrong, and the install page is the first thing
a new Android user reads.

Stable is a public Play listing. Canary is unchanged — it still goes to
the invite-only Internal testing track — so each page now draws that line
explicitly instead of describing both as test tracks.

Also corrects the release process: channels.md said CI "never
auto-publishes to the public stores" and that someone promotes alpha ->
production by hand. Since 43e3c7b6 a vX.Y.Z tag publishes to production
at 100% with no further click (android.yml resolves TRACK=production on
refs/tags/v*). Apple is still manual, so that half stands.

Touches install-client.md, clients.md, channels.md, support-matrix.md and
uninstall.md — the last one told people to ask on Discord to be removed
from a tester list that no longer gates the app.
2026-08-04 19:48:59 +02:00
enricobuehler ff5602361f fix(android/gamepad): TV wording points at the Controller-optimized UI toggle
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'Created and edited in the touch interface' is dead advice on a TV box — no
touch to reach it with. Unlike tvOS the editor DOES exist on-device (same
APK), behind this screen's own Controller-optimized UI toggle, so on TV the
Profiles strings now name that route instead.
2026-08-04 19:47:20 +02:00
enricobuehler 5e319f3b77 Merge pull request 'fix(client/abr): the decode-cap latch fires on the knee's real presentations' (#36) from worktree-abr-decode-cap-latch into main
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Reviewed-on: #36
2026-08-04 17:46:27 +00:00
enricobuehler 34ad3cc611 feat(host/wire): mid-session shard-payload renegotiation, driven by the MTU verdict
Phases 1-2 of design/shard-payload-reneg.md, on top of the Phase 0
per-frame geometry. The leg-1 watcher stops merely diagnosing the
constrained path and heals the CURRENT session; the same machinery,
inverted, takes a proven jumbo LAN up to ~8.9 KB shards.

- Messages: MSG_SHARD_PAYLOAD_CHANGED (0x08, host→client, {shard_payload
  u16}) and MSG_SHARD_PAYLOAD_ACK (0x09, the echo). Asymmetric by
  design: a shrink re-keys the packetizer at the next AU immediately
  after sending (per-frame pinning makes ordering irrelevant; the ack is
  telemetry), a grow emits nothing above the old size until the ack —
  the ack is the gate even though client buffers are statically sized.
- Client: one dispatch arm in the shared pump control task (all client
  families) — validate against the advertised receive bounds, ack;
  out-of-bounds requests get SILENCE, not an ack, so a buggy host can
  never read a granted grow out of garbage.
- Host driver: the wire_mtu watcher grows a ShardReneg arm — on a
  below-ceiling verdict it still records the learned budget (session 2
  starts right) and now also shrinks session 1 at the ~3-10 s verdict
  mark; with the jumbo opt-in (PUNKTFUNK_JUMBO=1, or PUNKTFUNK_WIRE_MTU
  > 1500 — one knob, derived) it sends the ack-gated grow after a
  settled-at-sealed-jumbo proof and then stays alive as the revert
  guard: quinn's blackhole detection lowering current_mtu shrinks the
  wire back through the same path. The QUIC MTUD probe ceiling rises
  from 1472 to the sealed jumbo size with the opt-in (per-ENDPOINT: a
  few extra failed probes toward non-jumbo peers, zero cost otherwise).
- Apply point: Session::set_shard_payload drained in the send loop next
  to the adaptive-FEC target, gated on no open streamed AU (a streamed
  frame's shard-aligned tiling derives from the size it began with).
- Renegotiation is gated OFF for PyroWave sessions: their clients parse
  chunk-aligned AUs in windows of the Welcome value pinned at session
  start (read once over the C ABI), so a mid-stream re-key would corrupt
  the parse — those sessions keep the leg-1 next-session clamp. This
  also settles the plan's open question on the two wire_chunk consumers:
  both are PyroWave-only, so the gate covers them entirely.
- Legacy peers are inert both ways: no Hello advertisement → the host
  never constructs the driver; an old host never sends the message.

core: 296/296 --features quic + clippy -D warnings (macOS), fmt; the
regenerated header carries the new message ids (drift gate).
2026-08-04 19:42:36 +02:00
enricobuehler 857d7d7b6b feat(android/gamepad): Profiles section + pin-to-hosts dialog in Default settings
GamepadSettingsScreen gains the trailing Profiles section (per-profile rows
with live pin counts, touch-interface explainer) and a console-styled
GamepadPinHostsDialog — controller- and TV-remote-navigable pin management
writing KnownHost.pinnedProfileIds through the existing store path. Pin-add
was previously touch-only; pinned-card rendering and unpin stay as they
were.
2026-08-04 19:41:04 +02:00
enricobuehler f3c0ee47d7 Merge pull request 'fix(client/windows): "Open log folder" stops opening Documents' (#31) from worktree-client-logs-folder-msix into main
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Reviewed-on: #31
2026-08-04 17:41:03 +00:00
enricobuehler 80b4eccff9 feat(apple/gamepad): Profiles section + pin picker in gamepad settings
GamepadSettingsView gains a trailing Profiles section (one row per catalog
profile, live pinned-to-N-hosts counts) and an in-place pin-to-hosts picker
driving HostStore.setPinned — the first pin management reachable from the
controller-first UI, and on tvOS the only possible one. tvOS wording drops
the 'create them in the standard interface' promise (no profile editor
exists there); other platforms keep it. Pinned-card rendering and the
connect path were already in from WP5 and stay untouched.
2026-08-04 19:41:03 +02:00
enricobuehler 63a4f583b9 feat(console): profiles reach the gamepad UI — pinned cards, pin management, settings section
The Skia console now renders a pinned profile card after its host's primary
tile (KnownHost::pinned_profiles resolved by the service thread), connects
with that profile as a one-off via the existing effective_settings resolver,
and shows the bound default profile on the primary tile. The settings screen
gains a trailing Profiles section — one row per catalog profile with a live
pin count — whose activation opens a pin-to-hosts screen; toggles ride the
new ConsoleCmd::SetPin to the binary, which persists pinned_profiles (the
same field the CLI resolves for Decky's host list). Profiles themselves stay
desktop-authored (design client-settings-profiles.md §5.2a, §5.4).
2026-08-04 19:40:53 +02:00
enricobuehler 290d760ea4 feat(core/wire): per-frame shard geometry, jumbo ceiling, Hello advertisement
Phase 0 of mid-session shard-payload renegotiation (planning
design/shard-payload-reneg.md), stacked on the leg-1 MTU resilience. All
three legs are client-side and forward-compatible: deployed clients that
carry them accept a mid-session shard change the moment a future host
sends one, and nothing changes on the wire until then.

- W0.1 — the reassembler's strict shard_bytes firewall becomes per-frame
  pinning: a frame's first-arriving packet pins that frame's shard size
  (bounds-checked to [min_shard_bytes, max_shard_bytes], even), later
  packets must match the pin, and the per-frame block ceiling derives
  from the pinned size (a session-level cap would reject legitimate
  post-shrink frames). The reorder race between an ordered control
  message and unordered video dies structurally: old-geometry frames in
  flight complete under their own pin while new frames arrive under the
  new one, and no cross-geometry splice can land in one buffer. The
  in-flight budget stays byte-based and exact.
- W0.2 — MAX_DATAGRAM_BYTES 2048 → 9216: every receive path (transport
  RECV_BUF, the recvmmsg ring) now accepts sealed jumbo datagrams
  (9000-MTU LAN ≈ 8908-byte shards). Static buffers over resize-on-ack:
  the ring delta is 128 × ~7 KiB ≈ 896 KiB per client session, lazily
  allocated, hosts unaffected. Grep verdict: no embedder uses the
  constant directly, so no C ABI bump — the regenerated header rides
  along (drift gate).
- W0.3 — trailing Hello field max_shard_payload: u16 (0/absent =
  legacy), the append-with-placeholder discipline of video_caps/
  client_caps. One field is both the renegotiation capability flag and
  the jumbo ceiling; core's pump advertises it for all client families,
  the probe too.
- Host seam for Phase 1, dead until wired: Packetizer::set_shard_payload
  (re-derives the block ceilings; construction delegates to it) +
  Session::set_shard_payload (host-only, Config::validate parity).

Verification (the 0.23.0 lesson — geometry changes breed sizing bugs):
the slice-wire suite re-runs at shard 512/1216/1408/8908 (exact-multiple
sweep, lossy + reversed roundtrips, sentinel path, in-flight budget);
mid-stream shrink→grow→revert delivery; the old-geometry reorder race;
cross-geometry splice rejection; firewall bounds non-vacuous both ways;
a 48-case mixed-geometry reorder-torture proptest asserting per-frame
byte-identical DELIVERY and an exactly-zero final budget; and a sealed
loopback session test (continuous crypto/replay) delivering frames
across live re-keys — every test asserts delivered frames, never the
absence of errors.

core: 294/294 --features quic + clippy -D warnings (macOS), fmt.
2026-08-04 19:27:09 +02:00
enricobuehler 31b5f90b12 fix(host/windows): two virtual pads stop tearing each other's reports
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Three faults on the Windows pad path, two of them races that only bite when a
game drives a pad hard enough for two callbacks to overlap.

pf-gamepad's output ring could hand the host a torn report. Publishing is a
read-modify-write — read the cursor, write the slot it names, advance it — and
the framework dispatches output callbacks in parallel, so two could be inside
it at once: both read the same head, both wrote the SAME slot, and both stored
head+1, so the cursor moved once for two reports and the host read a single
entry with two reports mixed into it. An atomic fetch_add does not fix this. It
hands each writer its own slot but advances the cursor before the bytes exist,
so the host is then invited to read a slot still being filled. Serializing the
publish is what makes the cursor bump mean "the slot below is complete". The
ring exists to stop a rumble STOP being coalesced away, and a torn slot can eat
that STOP with no idle watchdog behind it.

Both drivers also promised the host an ordering they never established. The
host loads out_seq and rumble_seq with Acquire and says so in its own comments
— "Acquire pairs with the driver's publish-then-bump store order" — but the
drivers bumped both with plain writes, and an Acquire load pairs with a Release
store and nothing else. On a weakly-ordered core the host could see a fresh seq
against stale bytes. pf-xusb's rumble seq was racy in the same way as the ring:
two SET_STATE calls could both read one value and both write back value+1, so
the host saw one bump for two writes and skipped a level. A skipped stop is the
one that hurts — the pad buzzes until the ~2.5 s idle force-off notices the
game went quiet, which is what bounds the damage.

Diagnosing an unattached driver stalled the session. The pad service thread —
the one feeding input and rumble — waited up to two seconds for a pnputil
enumeration, per unattached pad, at exactly the moment a session was already
going wrong. The diagnosis now runs on its own thread. Off the hot path the
wait no longer has to be a compromise, so it is generous enough to report what
it actually found instead of giving up with "still enumerating" — which, given
pnputil routinely takes longer than the old budget, is what it usually did.
2026-08-04 19:20:01 +02:00
enricobuehler 8abdd74a62 fix(client/desktop): the Deck keeps its trackpad, and a pad stops buzzing at exit
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Three faults in the desktop session's gamepad path.

The Steam Deck lost its built-in trackpad-mouse at the start of every session.
SDL's Valve HIDAPI driver clears the pad's digital mappings during
*enumeration*, which is part of bringing the gamepad subsystem up — so holding
the drivers off from inside GamepadService::pumped could never work: receiving
a GamepadSubsystem means the enumeration has already happened. The hint set
there detached a driver that had already done the damage, and lizard mode only
came back seconds later when the firmware watchdog restored it. The presenter
now disables them with its other pre-SDL_Init hints. The threaded worker always
had this right; only the caller-pumped path was wrong, and it could not fix
itself, hence a separate entry point its callers can place correctly.

Player LEDs did nothing at all on any pad that is not a DualSense. The match
arm handled the DualSense raw-effects path and let everything else fall through
a bare `_`, though SDL exposes set_player_index and owns the per-device
pattern. The wire carries a positional bitmask rather than an index, and the
bridge is the popcount: every convention that reaches this wire spells "player
N" as N lit LEDs — the DualSense patterns 0x04/0x0A/0x15/0x1B/0x1F and the
Switch/XInput run 0x01/0x03/0x07/0x0F alike — so counting them works for both,
where reading a bit position would only ever suit one. No lit LED means no
player, not player 0. The remaining unhandled variants are now named rather
than swept up by `_`, so a new one cannot join them silently.

A forwarded pad could be left buzzing when the session ended. detach() only
posts Ctl::Detach; the close that flushes the pad, tells the host to remove it
and explicitly zeroes the motors runs when the pump next drains that message.
Single mode broke out of the loop immediately after detaching and Event::Quit
never detached at all, so both skipped it entirely. The teardown now sits where
every exit converges instead of on the individual breaks. That still leaves the
several paths that leave by `?` on a fatal overlay or present error, so the
pump also silences its slots on Drop — the explicit call stays, because a pad
should go quiet before a long teardown rather than after it. Drop closes the
slots directly rather than draining the queue that would have done it: same
physical outcome, and it touches no lock, where draining reaches an unwrap on a
Mutex that would abort the process if it panicked mid-unwind.
2026-08-04 19:10:45 +02:00
enricobuehler 69f1db5ea9 Merge pull request 'feat(host/wire): MTU resilience for the video data plane' (#37) from worktree-wire-mtu-resilience into main
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Reviewed-on: #37
2026-08-04 17:02:01 +00:00
enricobuehler 7331be0a40 Merge pull request 'fix(audio): the quality root cause, the latency ratchet, and making the plane observable' (#33) from worktree-audio-quality-latency into main
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Reviewed-on: #33
2026-08-04 16:51:34 +00:00
enricobuehler 4bc7eecf05 feat(host/wire): MTU resilience for the video data plane
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Video datagrams are sealed at a shard payload sized for a clean 1500-byte
MTU (1472-byte UDP payloads). A host whose route to the client crosses a
smaller-MTU hop (a VPN/overlay adapter claiming the LAN route, a lowered
NIC MTU) delivers every small flow — QUIC control, hole punch, input,
audio — while 100% of video datagrams die: the client sits on a black
screen reporting zero loss and the host streams into the void with every
gauge green. Field-reported as 'connects fine, black screen forever'.

Three legs, none of which changes a session on a healthy path:

- PUNKTFUNK_WIRE_MTU operator override: shard payload derived from a
  given on-wire IP MTU. Wire-compatible — Welcome::shard_payload is
  already negotiated per session (the v4/v6 split ships two values
  today) and every client follows the negotiated value.
- Detection: the QUIC MTU-discovery probe ceiling moves from quinn's
  stock 1452 to exactly the sealed video-datagram size (1472), so a
  control connection's settled MTU becomes a verdict on the path:
  settled at the ceiling proves it carries video, settled below proves
  it cannot. A per-session watcher samples after the search has settled
  (live-connection guard against mid-search false learns) and logs an
  actionable WARN naming the failure shape and the diagnosis commands.
- Healing: the measured budget is recorded per peer IP; the next
  handshake clamps shard_payload to fit, so a reconnect self-heals. A
  later session that reaches the ceiling erases the record.

Verified: core 286/286 --features quic + clippy -D warnings (macOS);
host clippy -D warnings + native:: tests 44/44 (pf-lxcheck container).
The regenerated C header picks up the new MIN_SHARD_PAYLOAD constant.
2026-08-04 18:30:33 +02:00
enricobuehler dbc12dedcc Merge pull request 'fix(client/ios): a click wins the pointer back after Escape drops it' (#34) from worktree-ipad-click-relock into main
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Reviewed-on: #34
2026-08-04 16:20:47 +00:00
enricobuehlerandClaude Opus 5 2dfb7791a2 fix(apple): the drift test tripped Swift's static exclusivity check
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CI caught what my local harness could not: reading `huge.count` inside the closure that already
holds `huge` exclusively is an exclusivity violation, so PunktfunkKitTests failed to compile.

The blind spot is worth recording. I verified `AudioRing` by compiling it against a standalone
harness whose bodies were TOP-LEVEL code, where Swift applies DYNAMIC exclusivity — the same
statement in a function body gets the static check and is a hard error. A harness that does not
share the shape of the thing it stands in for can be green for a reason the real build does not
have. The harness now puts every body in a method and compiles with
`-enforce-exclusivity=checked`.

Length now comes off the buffer pointer (`$0.count`), which is what the closure already owns.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-04 18:14:24 +02:00
enricobuehler 66a28d5abb ci(android): run the kit's unit tests
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They were running nowhere. This workflow only assembled, and the screenshot
workflow runs the :app module's tests, so nothing enforced :kit's — the pure
parsers, migrations and feedback policies could go red without anyone
noticing. A couple of seconds against a module the build already produces.
2026-08-04 18:14:13 +02:00
enricobuehler e2faecfd42 fix(client/android): rumble survives a vibrator fault, and an unplug stops leaking
Four faults in the Android feedback path, all of them silent.

Rumble stopped for the rest of the session if one vibrator call threw. The
poll thread called cancel() unguarded while every call around it was already
wrapped, so an unchecked throw — DeadSystemRuntimeException, or the
RuntimeException a dying service wraps a RemoteException in — unwound the
thread. `running` stayed true, so nothing noticed it was gone and nothing
restarted it. Guarding the two bare cancels is not enough on its own: the
binder calls that bind a vibrator can throw just the same, so the loop itself
now survives a failed render, and the same guard covers the hidout thread.

A rumble stop that was never written was treated as one that landed. The
DualSense capture disarmed its backstop timer *before* the write, on a queue
that discarded failed submits without saying so, so a dropped stop left the
motors running with nothing scheduled to try again — and a USB pad holds its
last level until told zero. Writes now report whether they were accepted, the
backstop is disarmed only once the stop is actually on its way, and the
backstop re-arms rather than giving up if its own write is refused.

A full write queue dropped lightbar colours, player-LED masks and trigger
effects. Its overflow rule was "drop the oldest", which is right for rumble —
re-sent continuously, so a lost frame returns milliseconds later — and wrong
for everything else, which the host sends once on change and never repeats.
Eviction is now driven by an explicit key from the caller rather than by
inspecting the bytes: rumble supersedes the pending rumble in place, and a
one-shot is discarded only if the queue holds nothing but one-shots. The key
cannot be recovered from the report itself, which is why this is not keyed by
report id — every DualSense output report carries the *same* id and differs
only in its valid_flag bytes, so an id-keyed rule would let a rumble
supersede a lightbar, which is this bug again by another route.

An unplug leaked the USB connection and the detach receiver. The link only
signalled the drop; neither capture released anything, so the interfaces
stayed claimed (the pad could not return to Android's own input stack) and a
re-plug overwrote the field holding the receiver, stranding one live for the
rest of the process. The captures now release the transport, stop() is safe
to call from the callback it arrives on — the reader thread must not join
itself — and a close is reported exactly once however many detectors see it.
A reader that could not queue a single request now reports itself down too,
instead of leaving the owner waiting on a capture that never streams.
2026-08-04 18:14:07 +02:00
enricobuehler 5e19a4611f fix(client/abr): the decode-cap latch fires on the knee's real presentations
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The client-decoder knee latch (decode_cap_kbps) was unreachable in
production — zero "decode cap learned" lines across every field log, while
its own doc named the exact sawtooth it exists to end (the 2026-08-03
1440p120 field trace: 220↔450 Mbps for nine minutes, five knee backoffs,
no latch):

- The ordinary two-bad-window backoff — the knee's most common
  presentation, a standing 15–45 ms decode rise below the severe tier —
  carried no decode evidence at decision time, because evidence was judged
  from the deciding window alone. Worse, the backoff the decode signal
  itself caused then RESET the knee streak. Now the streak carries its own
  attribution (streak_decode_windows): a backoff whose bad windows were
  all decode-flagged is decode evidence.

- A cascade's second backoff can never agree with the first: a live host
  acks the ×0.7 request in ~100 ms, so the second sample always sits at
  the reduced rate — outside the ±1/8 similarity band by construction
  (0.7 < 7/8). The canonical test never acked between its backoffs, which
  is how the premise survived. Now a backoff only samples a rate the
  controller climbed back to (climb_since_backoff, armed by any ack that
  raises the rate); a drain-time backoff neither latches nor erases the
  reference the real knee set.

- A keyframe-ask storm on a clean link (the Steam Deck presentation: the
  overdriven decoder wedges and begs instead of queueing — 14–19 asks at
  ~300 Mbps with loss_ppm=0 in the field traces) is decode evidence too;
  with real loss present the asks stay network-attributed.

The reworked tests model the ack round-trip (choke → ack → re-climb →
choke), including a regression test replaying the field trace's rates and
decode figures, which must latch at its second knee encounter.
2026-08-04 18:08:49 +02:00
enricobuehler 6f54fcdd2d fix(client/ios): a click wins the pointer back after Escape drops it
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Pressing Escape mid-stream on an iPad leaves the capture in a state it
could never leave: iPadOS releases the pointer lock by itself, a bare
Escape deliberately never clears `captured` (it is a game key), and the
re-lock burst added with the Escape-drop fix is the only thing that ever
asks for the lock back. That burst fires in the 0.6 s immediately after
the platform's own "let me out" gesture — precisely when it is least
likely to be granted — and once its budget is spent nothing re-asks:
`setCaptured` is the only other requester, and `captured` never went
false. The capture then spends the rest of its life on the absolute
pointer path, which is why the field report reads the way it does —
clicks still land exactly where you aim, because absolute positions keep
forwarding, but the game receives no relative deltas and camera look is
dead for the rest of the session.

Make the click the second stage of the recovery. A click into the video
while captured-but-unlocked now re-anchors the lock chain and re-asks,
which is the request the platform actually wants: a genuine user
gesture rather than an app grabbing the pointer straight back.

Asked on the button UP, so the click has fully forwarded on one
transport first — asking on the DOWN can flip `gcMouseForwarding`
mid-click and strand the release on the GCMouse path. Gated on
`pointerLockWasEngaged`, exactly as the drop path is, so a scene that
never qualifies (Stage Manager, Split View) is never bursted at, and on
no burst already being in flight, since a pending burst mutes absolute
motion and re-arming one per click would freeze the cursor between
clicks of a menu the user is still aiming around.

Worst case is now today's behaviour rather than a permanent one: a
refused burst settles, and the next click tries again.

Typechecked for arm64-apple-ios17.0 (PunktfunkKit builds clean). NOT yet
verified on glass — the premise that a click-driven re-request is
honoured is exactly what the previous fix got wrong.
2026-08-04 18:07:07 +02:00
enricobuehlerandClaude Opus 5 c6597cbeb5 docs(troubleshooting): the audio quality knobs are a request, not a guarantee
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The page claimed "audio is a fraction of a percent of a stream's bandwidth, so high costs
nothing worth counting". At 256 kbps plus redundancy that is 512 kbps — true of a 20 Mbps
session, wrong by an order of magnitude on a 5 Mbps one, which is why the budget now exists.
Says what actually happens on a narrow link, and points at the log line that reports the
settled tier.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-04 17:58:39 +02:00
enricobuehlerandClaude Opus 5 2cfc82e96c fix(audio): budget the audio plane against the link, and close the review's gaps
Findings from the post-implementation review of design/audio-quality-and-latency.md.

**The bandwidth gap (highest).** Tier `High` (256 kbps) and the redundant `0xD2` plane were
added separately, each costed as "~1 % of the video budget", and nobody added them together:
256 kbps sent twice is 512 kbps — ~2.5 % of a 20 Mbps session but ~10 % of a 5 Mbps one. Audio
rides QUIC datagrams, OUTSIDE the ABR loop, so ABR could neither see that nor reclaim it; a
constrained link quietly handed a tenth of its bandwidth to audio while ABR carefully managed
the rest.

`plan_audio_budget` now makes tier and redundancy ONE decision against the session's resolved
video bitrate, ordered by preference rather than cost — transparent audio beats redundant audio,
since the field report was about quality and redundancy only pays under loss, so `High` alone
outranks `Standard`+redundancy even though they cost the same. It can lower what the operator
asked for, never raise it, and never goes below `Low`: a stream with unintelligible audio is
worse than one spending a few percent more.

**The Linux host kept the exact defect fixed on Windows.** `let _ = tx.try_send(samples)` —
silent, uncounted data loss, where the encoder concatenates across the hole, so every drop is a
click AND a permanent shift of everything after it. WP0.2 turned out to be Windows-only and had
not said so. Linux now shares `capture_policy::CaptureStats`: drops counted and warned, plus
per-window peak/RMS/delivered%. A Linux audio report was until now exactly as un-triageable as
the Windows one was on 2026-08-03.

**Apple's WP0.3 was half-done** — `bufferedMS` was added and wired to nothing. The drain thread
now logs buffer/target/underruns/sheds like the other three, from one locked snapshot so the
numbers in a line describe the same instant.

Also: the Linux "audio format negotiated" line now says WHICH mode produced it, because that
changes what it is worth — in stream-sink mode the host owns the sink so the mix cannot have
been narrowed upstream, but in legacy monitor mode a 16 kHz Bluetooth sink would still be
reported as a clean 48 kHz through PipeWire's resampler, the same way WASAPI's autoconvert hid
it on Windows. Reading the monitored node's own rate needs a registry lookup this stream does
not do; recorded as an open gap rather than implied to be covered.

Two stale docs: `audio_wasapi.rs` cited `clients/windows/src/audio.rs` (deleted) and still
described the pre-shared-policy "prime to ~3 quanta" behaviour. And the Apple ring's `prefill:`
parameter, dead since the depth moved into the ring, is gone.

Verified: clippy --all-targets -D warnings on Linux (docker) AND Windows (runner .133, forced
clean rebuild of punktfunk-host + pf-client-core); core 167 tests; host 57 audio tests on
Windows; Android clippy count identical to pristine (6, all documented arm64 artifacts); Apple
ring re-simulated. The host suite's `gamestream::stream::tests::sender_delivers_batches` fails
under qemu — the recorded environmental flake, unrelated to audio, green on the earlier
less-loaded run.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-04 17:58:17 +02:00
enricobuehlerandClaude Opus 5 e9a209ef61 docs(troubleshooting): why streamed audio can sound worse than the host, and the knobs
WP0.4. The 2026-08-03 reporter had no way to know their desktop mix was being routed through
Steam's voice-carrier endpoint, and no documented way to change it — `PUNKTFUNK_HOST_AUDIO`
existed only in a module doc comment.

Two new sections: what the host actually captures (a render endpoint, not "the sound card"),
what the new `engine_hz/engine_ch/engine_bits` log line tells you, and the
`PUNKTFUNK_AUDIO_OUTPUT_MODE` / `_QUALITY` / `_REDUNDANCY` knobs — with host_and_client called
out as the quickest A/B for the endpoint question; and why audio that lags the picture should
now correct itself, plus what to check when it does not.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-04 09:42:06 +02:00
enricobuehlerandClaude Opus 5 a12f1f092c feat(clients/audio): one de-jitter policy for all four rings, and lossless single-packet recovery
Phase 4 + WP3.2 of design/audio-quality-and-latency.md.

**The defect.** Every client ring primed *up* to a target and clamped at a ceiling, and none
walked the depth back *down*. Any transient — a Wi-Fi arrival burst, a host stall, or plain
host-DAC-vs-client-DAC skew of a few dozen ppm — therefore added latency permanently, until
an underrun happened to re-prime. Android, with no shed at all, converged on its 120 ms hard
cap and stayed there for the rest of the session; that is the "audio latency is too high"
report. Apple did shed, 40 ms in one go, which its own comment called "one audible blip".

All four now share `punktfunk_core::audio::JitterPolicy`: depths in MILLISECONDS rather than
device quanta (`3 x quantum` meant 15 ms at a 5 ms quantum and a silent 64 ms at a 20 ms
one), a crossfaded 5 ms shed once the depth average has sat above target for 2 s of consumed
audio, and de-prime hysteresis. Linux and Windows had never had that hysteresis — they still
carried the `if ring.is_empty()` instant re-prime that Android identified as self-inflicted
crackle, where one transient drain manufactured a whole target's worth of silence.

Android's floor drops 40 -> 25 ms: the policy grows the target on the devices that actually
underrun, instead of every device pre-paying for the worst one. The Windows ring moves from
raw bytes to interleaved f32 so it can share the policy and the crossfade helper at all.

Apple is the one client where the policy is hand-written in a second language, so it gets
its own XCTest (`AudioRingDriftTests`). Verified here by compiling `AudioRing.swift`
standalone against a simulation harness — +200 ppm for 5 minutes settles at 30 ms with zero
silent callbacks, where the old ring would have ridden its 80 ms high-water mark.

**WP3.2 — recovery lives in core, not in the clients.** The rebuilt frame is re-inserted into
the demux queue in order, so every embedder (including any C-ABI consumer) gets a complete
stream without knowing the `0xD2` plane exists, and their `AudioGapTracker` simply stops
seeing the gap. `recovery_and_the_gap_tracker_agree` pins exactly that. For the same reason
core advertises CLIENT_CAP_AUDIO_RED itself rather than making four embedders remember to.

Verified: clippy --all-targets -D warnings and the full test suites for punktfunk-core,
pf-client-core, punktfunk-host, pf-host-config under Linux/docker (163 + 61 tests);
punktfunk-client-android `cargo ndk check` for aarch64 with the gate proven non-vacuous by a
planted type error, and its 6 clippy findings confirmed IDENTICAL to the pristine file (all
are the documented arm64-only artifacts); AudioRing.swift type-checked and simulated on
macOS; fmt. The Windows client half (audio_wasapi.rs) is still not compile-verified anywhere.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-04 09:28:01 +02:00
enricobuehlerandClaude Opus 5 3055e29ebb feat(host/audio): make audio observable, fix the endpoint choice, raise the encode quality
Phases 0-3 of design/audio-quality-and-latency.md, host side.

**WP2.1 — the 2026-08-03 root cause.** The client-only loopback preference took Steam's
Streaming *Microphone* render endpoint over real hardware unconditionally, because it is
silent on the host. But that endpoint exists to carry remote VOICE, and nothing checked
whether it could carry music: on the reporter's box it won all 31 loopback opens across 25
sessions while a clean AMD HD Audio endpoint sat idle, and the whole desktop mix went
through it before reaching Opus. A silent sink now has to EARN its preference — if its mix
format narrows the mix it drops below real hardware. It is still taken when nothing better
exists (narrow audio beats no audio), but flagged so the capture side says why.

`plan_with_formats` takes a probe rather than reading WASAPI, so all 26 wiring-plan tests
still run on every platform. An unknown format counts as fine, which is asserted:
`unknown_formats_reproduce_the_formatless_plan` proves a probe failure can never make the
plan worse than it was before formats existed.

**WP0.1 — log the endpoint's ACTUAL mix format.** Everything the old log printed ("48 kHz
f32 channels=2") was our REQUEST; with `autoconvert` WASAPI converts silently from whatever
the endpoint really runs. That is why a 3,600-line log filed over an audio-quality
complaint contained nothing that could diagnose it.

**WP0.2 — count what we drop.** The capture->encode handoff was a silent lossy `try_send`:
a stalled encode thread lost chunks, the encoder concatenated across the hole, and nothing
recorded it — a click plus a permanent shift of everything after. Now counted and warned,
alongside per-window peak/RMS/delivered% so a quiet host, a broken endpoint and a stream we
are damaging ourselves stop looking identical.

**WP2.4 — stop the default-device tug-of-war.** In Assert mode the capture is bound to the
planned endpoint EXPLICITLY, so a hijacked default changes only where apps render — the old
full reopen tore the capture down for nothing. The field log shows the cost: something
re-set the default every ~4 s and each round was a teardown, a wiring pass with
IPolicyConfig writes, and an audible dropout — seven in sixteen seconds, one ending in a
2 s error backoff. Now: put the default back, keep the stream, and after four rounds in
twenty seconds concede for a minute and say so once.

**WP1.1/1.2 — encode quality.** Constrained VBR (the hard-CBR comment justifies itself with
GameStream's audio FEC, which this plane does not have) and `AudioTier::High` by default:
stereo 128 -> 256 kbps, ~1 % of a 20 Mbps session. GameStream's encoder is deliberately
untouched — its FEC really does need fixed-size packets.

**WP3.1 — redundant `0xD2` plane**, sent when the client asked for it.

**WP2.2 — `audio.output_mode`** as a first-class setting (`client_only` / `host_and_client`
/ `follow_default`), superseding the two undocumented env vars, which stay honoured. The
enum lives in pf-host-config, which is deliberately dependency-free, so the tier table stays
in core where the codec knowledge is.

`capture_policy.rs` is split out for the same reason `wiring_plan.rs` is: both encode field
behaviour, so their tests must run on Linux CI, not only on a Windows box. That split
immediately earned itself — `capture_stats_separate_silence_from_signal` caught RMS being
divided by the FRAME count while summed over interleaved SAMPLES, which inflated it by
sqrt(channels) and made a sine report an RMS equal to its own peak.

WP4.5 (open the loopback at the minimum device period) is deliberately NOT done: in shared
mode `IAudioClient::Initialize` cannot change the engine period at all, so it would be a
no-op at best and a new failure path at worst. Recorded in the code. WP2.3 (force the parked
endpoint's volume) is deferred — `wasapi` keeps IMMDevice private, so it needs new raw COM
on a path this tree cannot compile, let alone test; its diagnostic half ships as the RMS
line above.

Verified: punktfunk-host + pf-host-config clippy --all-targets -D warnings and the audio
test suite under Linux/docker (gate proven non-vacuous with a planted type error); 26
wiring-plan tests standalone; fmt. The Windows-only halves of wasapi_cap.rs and
audio_control.rs are NOT compile-verified anywhere yet.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-04 09:02:12 +02:00
enricobuehler 76832a5b86 fix(client/apple): two DualSenses stop fighting over one device, and a failed stop stops lying
apple / swift (pull_request) Successful in 1m25s
ci / web (pull_request) Successful in 1m23s
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ci / rust (pull_request) Successful in 7m11s
Five faults in the Apple client's feedback path.

With two DualSenses attached, each pad's renderer opened "the first connected
DualSense" — taken from an unordered Set, so the choice could differ between
two calls in one process. Both renderers could land on the same device, one
pad's rumble coming out of the other while their per-instance write dedupes
fought over it, or they could split by luck. Each renderer now asks for the
device its own controller is, correlating GameController's stable ordering with
IOKit's location ids; the selection rule is a pure function so it can be tested
without an IOHIDDevice, which cannot be constructed. Without a preference the
lowest location id wins — still arbitrary, but stable, which Set.first was not.

A failed HID write was logged and swallowed, so a write that never reached the
device still counted as a successful render. That matters most for a stop,
which has nothing behind it: the renderer stamped its write clock even on
failure, the keepalive only re-writes non-zero levels, the ticker is cancelled
once the target is zero, and on USB there is no firmware timeout. A swallowed
stop therefore left the motors running with nothing scheduled to try again.
The write result now reaches the caller, which drops the handle and falls back
to CoreHaptics rather than claiming success.

A half-failed split-handle setup reported HEALTHY. Only the all-nil case
counted as failure, so one surviving handle passed silently while rendering
something wrong in a direction that depended on which handle died: lose the
right one and render falls to the combined branch, playing max(low, high) on
the LEFT handle; lose the left and the split branch discards the heavy motor
outright. A half-open split now tears the survivor down and takes the combined
path, which at least renders both motors somewhere.

Session end never put the lightbar out. This class is what turned it on, and
every DS write is valid-flag-selective, so a game's last colour stayed lit in
firmware after the stream ended — a DS4 was cleared incidentally because its
player indicator IS the lightbar, a DualSense was not.

And the renderer's stop() ran on the main actor. It is a queue.sync whose body
is a per-motor CHHapticEngine.stop() — an XPC round trip the renderer's own
notes record as able to hang — plus a blocking HID write to a device that has
just departed, and it queues behind any in-flight setup(). It runs on every
unplug and every pin change, and the main thread drives the presenter's
CADisplayLink, so it hitched the picture mid-stream. It is detached now; the
renderer is already off routing by then, so nothing observes it.

Verified: swift build clean, 188 tests pass (185 before), and the three new
device-selection tests fail if the deterministic fallback is reverted.

Note for anyone rebuilding here: the checked-in xcframework was stale (it
predates punktfunk_connection_report_phase) and build-xcframework.sh still dies
on this Mac at its macOS-floor guard. A macos-arm64 slice assembled by hand
from `cargo build --target aarch64-apple-darwin` is enough to typecheck.

From the 2026-08-03 force-feedback sweep (B14, B15, B18, B19, B20).
2026-08-04 08:20:12 +02:00
enricobuehlerandClaude Opus 5 7077b0a0df feat(core/audio): bitrate tiers, a shared de-jitter policy, and a redundant audio plane
Foundation for the audio quality + latency plan (design/audio-quality-and-latency.md).
All three pieces are pure and unit-tested here so the four client rings and the Windows
host glue that follow stay thin.

**Bitrate tiers** (`AudioTier`). The layout table's `bitrate` becomes the `Standard`
value, so that tier reproduces the pre-tier wire byte-for-byte — the tier machinery is
provably non-regressive. `High` (stereo 256 kbps) is the default: 5 ms Opus frames are
much less efficient than 20 ms ones, so the historical 128 kbps buys roughly what
~100 kbps buys at 20 ms, while the same session carries tens of Mbps of video. Purely a
host-side encoder knob — libopus reads the bitrate out of the packet, so no client
change and no negotiation.

**`JitterPolicy`** — the ms-denominated de-jitter state machine every client will share.
Two defects it exists to fix: (1) each ring computed its target as `3 x quantum`, a sane
15 ms at a 5 ms quantum and a silent 64 ms at a 20 ms one; (2) every ring primed *up* and
clamped at a ceiling, and none walked the depth back *down*, so drift/bursts added latency
permanently — Android, with no shed at all, converged on its 120 ms cap. Here a depth EWMA
that sits above target for 2 s of consumed audio sheds ONE 5 ms frame with a crossfade.
Driven by samples consumed rather than the wall clock: allocation- and syscall-free (safe
in a realtime callback) and deterministic under test.

`every_preset_sheds_before_it_trims` pins the invariant that makes this real rather than
decorative. The first draft had `headroom_ms` <= the shed threshold on all four presets,
so the ring was trimmed back before the average could ever reach the shed point: drift
correction was dead code and the ratchet test passed for the wrong reason (the hard cap
did the work). `a_transient_burst_does_not_shed` caught it. The shed point is now derived
from `headroom_ms` so it cannot invert again.

**`0xD2` redundant audio** — each datagram carries its frame plus a copy of the previous
one, so a single lost packet is reconstructed instead of concealed. Opus in-band FEC
cannot do this job: LBRR is a SILK feature and the desktop encoder is CELT-only
(RESTRICTED_LOWDELAY, 5 ms), so `set_inband_fec` there is a no-op. Costs no latency —
the copy rides the successor, which arrives inside de-jitter slack that already exists.
Gated capable-and-agreed via CLIENT_CAP_AUDIO_RED/HOST_CAP_AUDIO_RED; every other session
keeps the `0xC9` wire unchanged. 0xD1 is left free for the pad-audio program.

cbindgen: prefix the four new exported constants. `FRAME_MS`/`SAMPLE_RATE_HZ` as bare C
macros are the same hazard the BTN_* renames already document — a clashing #define takes
the last definition silently rather than failing to compile.

Verified: 300 core tests, clippy -D warnings, fmt. (`c_abi` fails identically on a
pristine tree — this Mac has no system libopus for the C harness link.)

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-04 08:11:35 +02:00
enricobuehler e5453aebb7 fix(client/windows): "Open log folder" stops opening Documents
windows / build (aarch64-pc-windows-msvc) (pull_request) Successful in 3m5s
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The button shipped in d839f4c2 opens the user's Documents folder instead of the log
directory on every packaged install. Nothing is wrong with the button — the path is.

The client ships as a full-trust MSIX package, and Windows redirects a packaged app's
%LOCALAPPDATA% writes into its private ...\Packages\<family>\LocalCache\Local\. The log
module creates and appends through that redirection without ever seeing it, so the
literal %LOCALAPPDATA%\punktfunk\logs it hands out is right to WRITE to and names a
directory that never exists on disk. Explorer runs outside the container: it resolves the
literal path, finds nothing, and — instead of failing — silently falls back to Documents.
An unpackaged dev run creates that directory for real, which is why this only ever showed
up in the field.

Two more places handed the same phantom path straight to the user, both added by the same
commit and both wrong in the same way: the "client log file" startup line, and the
failed-spawn banner's "Check <path>" — the one people are told to follow after a session
dies. Anyone who did landed in an empty or absent directory.

So the fix is one resolver, not three call-site patches. `real_dir` canonicalizes the
directory it just created, which resolves through the redirection on a packaged run and
changes nothing on an unpackaged one — no package identity to detect, no LocalCache path
to hand-assemble. `log_dir` stays as the write path and goes private so a future caller
can't reach for the wrong one; `path` now resolves too, which fixes both messages.

`canonicalize` always returns a `\\?\` verbatim path and Explorer refuses those (taking
the same silent Documents fallback), so `strip_verbatim` undoes the prefix — including
the `\\?\UNC\` form a roaming profile on a share resolves to. The button additionally
guards on `is_dir()`: if the resolve ever comes back wrong, the click does nothing rather
than landing the user somewhere misleading again.
2026-08-04 07:46:43 +02:00
enricobuehler ec4bf75a6e fix(core/rumble): the Deck's keepalive stops being swallowed by its own renewals
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Three faults in the shared rumble policy engine, all answered by one change of
shape: the free-running jitter phase becomes `last_emit` — the exact value last
handed to an embedder — and every emit routes through one helper. That single
field answers all three live questions: would re-sending this be a no-op device
write, is this stop redundant, and would the nudge invent a stop.

The Steam Deck declares a 40 ms keepalive with a 1-LSB nudge, because an
SDL-class layer discards a write identical to the last one. But the nudge lived
only in the keepalive branch, so every host renewal re-emitted the raw level,
collided with the last jittered write, was discarded, AND re-anchored the
keepalive timer. The gap between distinct device writes stretched to 80 ms at
the 400 ms default TTL and 100 ms at the hatch floor — two to two and a half
times the cadence the quirk exists to guarantee. Nudging on any repeat closes
it: 40 ms throughout.

Level (1, 0) turned that nudge into (0, 0) — the value the engine reserves for
"stop now" — and handed it out with a non-zero backstop, under a live lease.
It is the only such level: high must already be zero, and low ^ 1 == 0 implies
low == 1. The nudge now steps the LSB up instead, so the phase still alternates
and no stop is ever invented.

A zero for a pad the engine already believes silent is now dropped. Under the
legacy hatch the host re-sends zeros for every latched pad every 500 ms for the
rest of the session, which cost Android an unconditional log line and a binder
cancel() at 2 Hz per pad. The deliberate stop-burst heal is untouched, because
a stop that was LOST leaves the pad buzzing, and that is exactly the guard's
pass condition.

The client also now bounds the lease it will honour. RUMBLE_TTL_CEIL_MS is
sender-side only, so a modified or third-party host could stamp a long TTL and
wedge its pump, leaving Apple — whose renderer deliberately keeps no staleness
policy of its own — and a Deck slot buzzing for all of it.

Every new test was proven to fail with its own fix reverted, including the two
that guard against over-reach: a default-quirks pad must still get the level
verbatim, or an off-by-one amplitude would land in Apple's identical-target
comparison and Android's one-shots.

One suspicion from the audit did NOT survive: a v2 envelope carrying ttl_ms 0
cannot take the legacy backstop, because the expiry check preempts the relay
branch. No fix; pinned with a test so that ordering stays load-bearing.

Verified: 17/17 rumble tests, clippy --all-targets --features quic -D warnings
= 0, fmt clean, generated C header unchanged. (`c_abi_harness_round_trips`
fails on this Mac with a linker error, identically on an unmodified tree.)

From the 2026-08-03 force-feedback sweep (B12, B22, R9, T1).
2026-08-04 07:40:19 +02:00
enricobuehler 2c03290a5e Merge pull request 'chore(release): bump workspace version to 0.24.0' (#29) from worktree-release-0240 into main
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Reviewed-on: #29
2026-08-03 19:43:24 +00:00
enricobuehler b6a370a0fd Merge remote-tracking branch 'origin/main' into worktree-release-0240
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2026-08-03 21:40:38 +02:00
enricobuehler 7db83445b2 Merge pull request 'fix(host/input): rumble comes back when a controller does' (#25) from worktree-haptics-m1-rumble-seq into main
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Reviewed-on: #25
2026-08-03 19:17:49 +00:00
enricobuehler 5582a6ea51 Merge branch 'main' into worktree-haptics-m1-rumble-seq
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enricobuehler f7b85ec1fd Merge pull request 'fix(host/pads): an unplugged controller actually disappears' (#26) from worktree-haptics-m2-pad-slots into main
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Reviewed-on: #26
2026-08-03 19:16:24 +00:00
enricobuehler 327301e012 docs(release): the 0.24.0 notes cover the two controller fixes
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PRs #25 and #26 are going into this release, and neither was in the notes.

Both are user-visible and easy to have lived with without knowing why:
force-feedback stopping for good after a controller reconnect (roughly half of
reconnects, every platform), and an unplugged pad staying visible to the game
for the rest of the session (every time, if it was your only controller).

The whatsnew line for the rumble fix is Play listing copy and that file has a
500-character ceiling, so "A decoder hiccup no longer snowballs into a burst of
broken frames" loses "snowballs into" for "causes" — same meaning, and the new
line is kept short. 498 of 500 used.
2026-08-03 19:52:05 +02:00
enricobuehler ab4cd06e86 Merge remote-tracking branch 'origin/main' into worktree-haptics-m2-pad-slots
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2026-08-03 19:47:34 +02:00
enricobuehler 3eab1e41df Merge remote-tracking branch 'origin/main' into worktree-haptics-m1-rumble-seq
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2026-08-03 19:47:32 +02:00
enricobuehlerandClaude Opus 5 62573d2781 docs(release): the 0.24.0 notes cover the ABR sweep
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PR #28 merged after the bump commit was written, so the notes described a
release that no longer matched the tree. Merged origin/main and added what it
brings: 45 commits since v0.23.0 now, not 39.

Four user-facing entries, because eleven defects in one path is not one bullet
and the pinning is the headline the field reports have been describing for
months ("my bitrate is stuck at 20"):

- the 20 Mbps pin itself, with the measured escape (150 Mbps in ~16 s against
  ~17 minutes) — the number is the point, since the old behaviour was not "slow
  to climb" but "never arrives"
- the five single-window lessons the controller treated as permanent
- throughput counted with FEC parity, which rose with the loss it was meant to
  detect
- the silent host re-target, which made a client's first climb a request to go
  DOWN

The Under the hood section gets the whole sweep in one bullet rather than
scattering it, and PUNKTFUNK_ABR_MAX_MBPS moves from the probe bullet into it
(it now binds at construction, not only on probe-learned ceilings, so it no
longer belongs to the probe).

Play notes gain an ABR line and now run 459/500 chars; the gate's real logic was
re-run against the file, including the byte-identical check. Voice check over
everything above "Under the hood" is clean of internal vocabulary.

Re-verified after the merge: cargo metadata --locked resolves, cargo fmt --all
--check clean, doc lazy-continuation scanner 0 hits. #28 touched no manifest, so
the version bump and the versions-only lock diff are untouched.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 19:47:01 +02:00
enricobuehler d383fa6103 Merge remote-tracking branch 'origin/main' into worktree-release-0240 2026-08-03 19:44:53 +02:00
enricobuehlerandClaude Opus 5 93608980ae chore(release): bump workspace version to 0.24.0
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A minor bump: 39 commits since v0.23.0 across 121 files. Mostly a fix-up of
0.23.0 — the slice wire's reassembler sized every sentinel-opened AU at
max_frame_bytes and lost 9 of 12 in-flight frames on any link that reorders,
which is the freeze field reports were seeing on Android and the session client
— plus the desktop presenter rebuild (intent model, V-Sync/VRR as real settings,
the driver's queue-free vblank mode where it exists), the Decky settings tab
growing from nine rows to the whole store, a "Forward controllers" off switch
for passthrough couches, and plugin output finally reaching the console's log
page. The canary base is already 0.24 — scripts/ci/pf-version.sh derives it as
one minor ahead of the latest stable tag — so this is the version canary has
been publishing against all along.

No wire, ABI or driver-protocol change: wire protocol 2, C ABI 14, virtual-display
driver protocol 6 and the Windows virtual-gamepad channel 3 are all identical to
0.23.0. No new capability bits either — VIDEO_CAP_MULTI_SLICE took the video-caps
byte's last free bit in 0.23.0 and nothing here needed the next one. The only
generated-header change since the tag is documentation (probe elapsed_ms
semantics), already committed and verified by ci.yml's staleness gate on main.

Lock touched for the 32 workspace members only, via `cargo update --workspace`:
diff against origin/main is versions-only, 32 insertions and 32 deletions (the
33rd 0.23.0 line in the lock is the third-party `wasapi` crate, which sits at
0.23.0 itself — same trap as the last cut). `cargo metadata --locked` resolves;
`cargo fmt --all --check` clean in both the main and the packaging/windows/drivers
workspaces.

api/openapi.json is deliberately left at 0.23.0: it tracks API edits and lags a
release, as in every prior cut.

Notes at docs/releases/v0.24.0.md, per docs/releases/README.md — authored with the
bump so CI's ensure_release seeds the release body at tag creation. Play's "What's
new" at docs/releases/whatsnew/v0.24.0.txt (409/500 chars), which android.yml now
gates as a hard failure at step 1; the gate's own logic was run locally against
this file, including the byte-identical-to-another-release check.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 19:39:00 +02:00
enricobuehler 1feeff3ca6 Merge pull request 'fix(abr): eleven defects from a sweep of the Automatic-bitrate path' (#28) from fix/abr-sweep into main
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Reviewed-on: #28
2026-08-03 17:33:28 +00:00
enricobuehler 1ae8b4d4ca fix(client/abr): let the ceiling follow a host-initiated re-target
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Interaction between two fixes in this series. The host now tells the client when
a rebuild re-resolves an Automatic rate, and that rate can legitimately sit ABOVE
the client's climb ceiling — the ceiling is the negotiated start rate until the
capacity probe raises it, while the host's re-resolve answers "what do these
pixels actually need" (a 1080p session mirroring a 4K panel resolves ~3× higher).

Left alone, the client would learn the new rate, notice it was above a stale
ceiling, and step the host straight back down off the rate it had just chosen
for itself. So an ack raises the ceiling to meet it. `set_ceiling` only ever
raises and still clamps to PUNKTFUNK_ABR_MAX_MBPS, which is the one limit that
should bind here. No effect on ordinary acks: a climb is never requested above
the effective ceiling to begin with.
2026-08-03 18:53:02 +02:00
enricobuehler 33ecd8e1a5 fix(client/abr): a granted climb disproves the learned cap
Completing the cap-escape fix. Backing the re-probe clock off to 12 s got the
client asking again quickly, but each ask only LIFTED the cap by +12.5 % — so
even a host that had fully recovered still granted the session its real ceiling
one small step at a time, ~4 minutes from the 20 Mbps default to a 300 Mbps
link. The crawl was never the point; re-learning was.

A request granted IN FULL at or above the cap is the host's own word that the
limit is gone. Drop the cap outright at that point instead of nudging it. A
standing limit is unaffected — it answers the same re-probe with another short
ack, which re-latches it and doubles its clock, exactly as before.

Adds the end-to-end regression the sweep was really about: a session pinned at
20 Mbps by a transient cadence refusal, under a probe-measured 300 Mbps ceiling,
now reaches 150 Mbps in 22 windows (~16 s) where it used to need ~17 minutes.
2026-08-03 18:53:02 +02:00
enricobuehler 48565c4e9e fix(host/abr): stop pinning Automatic sessions, and tell the client when the rate moves
Two host-side halves of the same sweep.

**The cadence latch.** `cadence_degraded` — which makes the control task refuse
bitrate CLIMBS — was latched true for as long as the session was escalated
(adaptive capture depth or pipelined retrieve), independently of whether encode
was still missing deadlines. The client cannot tell that refusal apart from an
encoder's real ceiling: both arrive as a short `BitrateChanged`, and two
identical ones latch a cap. Escalation needs ~20 net behind-frames, which a
startup hitch supplies while the ABR is still in slow start at the 20 Mbps
default — so one transient pinned the whole session there, long after the
escalation had bought back the headroom it was for, and escaping cost +12.5 %
per 60 s. An escalated session is still judged strictly (ANY net behind-frame
keeps it flagged, where an unescalated one gets the full bucket), but being
escalated no longer flags it by itself: escalating exists so cadence CAN be
held, and once it is, refusing climbs refuses the thing that worked. The rule
moves into `encode_behind_cadence` so it is stateable and testable.

**The silent re-target.** `adopt_built_bitrate` publishes the rate a rebuilt
pipeline actually opened at — `build_pipeline` re-resolves an Automatic rate
whenever the source delivers a size the session did not negotiate, the
mirrored-panel case — and the encoder's own clamp can land below what the
control task already acked. Neither reached the client, whose controller keeps
its own copy of that number as its climb base. A 1080p client mirroring a 4K
panel therefore believed 20 Mbps while the host encoded 60, and its first climb
computed from the stale base asked for 40: a re-target DOWNWARD, paying an
encoder rebuild to get there. Both paths now push the applied rate to the
control task, which sends `BitrateChanged` — the existing 9-byte message, which
already means precisely this and which clients already handle arriving
unprompted. No wire-format change, no capability negotiation, old clients
unaffected.

2 host tests added.
2026-08-03 18:53:02 +02:00
enricobuehler e9a7373c76 fix(client/abr): measure delivered throughput in media bytes, not wire bytes
The controller's two throughput-driven gates both compare "what the pipeline
carried" against the ENCODER's target: the utilization gate asks whether a clean
window actually tested that target (a calm menu proves nothing), and the
never-decaying proven mark bounds how far every later climb may step.

Both were fed `bytes_received`, which counts every accepted datagram — headers,
FEC parity, probe filler, audio. So the figure rose with the redundancy the host
adds in ANSWER to loss: at 25 % FEC the gate passed with the encoder emitting
~55 % of target, and the proven mark inherited the same inflation permanently.
The signal was weakest exactly on the lossy links it exists for.

Count data-shard payload separately at the reassembler's routing decision — the
same place, and for the same reason, the probe counters are already stamped —
and feed the ABR that. First time both gates are dimensionally honest: a media
rate compared against a media target.
2026-08-03 18:53:02 +02:00
enricobuehler f7a8c2013d fix(client/abr): the controller stops learning the wrong lessons from one window
Six defects found by a sweep of the Automatic-bitrate path, all of them the same
shape: a single window, or a single refusal, taught the controller something it
then treated as permanent.

- Rolling baselines (OWD, client decode, host encode) armed off ONE sample. The
  baseline is a rolling minimum, so one window IS the floor — and `on_ack`
  deliberately clears the encode baseline after every decrease we ourselves
  asked for, re-opening that hole each time. A calm re-seed window followed by
  ordinary motion read as 4 ms of "congestion", backed off, cleared again, and
  ratcheted toward the floor on a link that was never the problem. All three now
  need BASELINE_MIN_WINDOWS of evidence before they may fire, via one shared
  `score_baseline` (the three copies had already drifted apart).

- A mode switch rebased only the encode baseline. Decode and OWD are just as
  mode-scoped: 4K120 decodes slower and puts bigger frames on the wire than
  1080p60, so the old floor was one the new mode cleared on its first window —
  ~30 s of every window scoring bad, i.e. a backoff every other window. A switch
  UP in mode cratered the rate instead of raising it. `proven_kbps` goes with
  them; throughput the old mode's decoder digested is not evidence about this one.

- `proven_kbps` — never decayed, and permanent authority over how far every
  later climb may step — was raised by any window without a decode rise,
  including ones scored SEVERE. The windows that overstate delivered throughput
  are exactly the damaged ones: a stall's backlog draining at once, a flush's
  queue, the FEC surge answering a loss burst. Now only clean windows raise it.

- A learned cap escaped at +12.5 % per ~60 s. The host cannot distinguish a
  durable encoder ceiling from a climb refused while it is transiently behind
  cadence, and the latter routinely latches during slow start at the 20 Mbps
  default — from which crossing the gap to a probe-measured ceiling took upwards
  of twenty minutes. Re-probe after 12 s instead, doubling the interval each time
  the lift is immediately re-learned: a transient is out in one interval, a real
  ceiling settles into a slow poll.

- The decode cap latched AT the rate that choked, authorizing a climb straight
  back into the failure, and a bare jump-to-live flush could teach a "decoder
  knee" from what was a network event. It now latches just under the choke rate
  (inside the ±1/8 band the evidence already required) and only credits a flush
  where the decode signal is absent and cannot speak for itself.

- PUNKTFUNK_ABR_MAX_MBPS bound only probe-learned ceilings, not the negotiated
  start rate — so the one knob an Automatic session gives the operator did
  nothing when the session already started above it. It now binds at
  construction, and a session sitting above its ceiling steps down to it (no
  congestion signal will ever find that: the link is fine, the cap is policy).

Also: a SetBitrate dropped by a full control queue counted toward MAX_UNACKED,
so three of them retired the controller for the session while logging that an
"older host" was at fault. The pump now tells the controller what happened.

Wire format and ABI untouched. 34 abr tests green (3 new).
2026-08-03 18:53:02 +02:00
enricobuehler 926e2ccbdd Merge pull request 'feat(decky): the settings tab covers the whole store, as a SteamOS-style sidebar' (#24) from worktree-decky-stats-overlay-toggle into main
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Reviewed-on: #24
2026-08-03 16:44:55 +00:00
enricobuehler b8b38d082e Merge pull request 'fix(plugins): plugin output reaches the console's log page, and /tmp is no longer hidden from the runner' (#27) from worktree-plugin-logs-and-vh-fixes into main
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Reviewed-on: #27
2026-08-03 16:44:31 +00:00
enricobuehler 9979489b56 fix(host/pads): an unplugged controller actually disappears
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Unplug a controller mid-session and the virtual pad it was driving outlives
it: the game keeps seeing a connected, permanently idle device for the rest of
the session. The single-controller session — the common case — hits this every
time.

`PadSlots::sweep` needs two passes to retire a pad. The first pass to see the
mask bit clear only ARMS the 300 ms devnode-churn grace; the drop lands on a
later pass. But sweep runs only from a state frame, and the producer emits
exactly one frame per detach — `native/input.rs` guards the emit on the bit
still being set — so for a pad with no still-changing sibling in the same
manager, the second pass never comes. Nothing periodic reaches sweep:
`heartbeat` and `pump` walk the slots without it.

Split the two halves. `sweep` still folds a frame's mask into the grace
clocks, and `reap` — new — drops whatever has run out, with no frame needed.
Every manager now reaps on the periodic pump it already runs, so the teardown
completes ~300 ms after the detach instead of never.

`reap` deliberately cannot arm a clock: it only reads `inactive_since` and
clears it, so a pad whose bit never went clear has nothing to run out and no
amount of reaping can drop it. That is what makes it safe on a hot loop, and
it keeps the anti-flap guarantee intact — a mask that blips clear and returns
still never churns a devnode.

The two existing tests hand-fed a SECOND removal frame, which production never
sends; they passed while the real path leaked. Both now drive the unplug
through a pump tick, and PadSlots gains three tests pinning the new
invariants. Verified non-vacuous: with the reap neutered, both manager tests
fail with "the pump tick never completed the unplug".

Behaviour notes: this puts UI_DEV_DESTROY on the GameStream control thread's
budget for the first time, and a mask glitch longer than the grace now really
does flap — which is SWEEP_GRACE working as documented, so the constant stays.

Found by the 2026-08-03 force-feedback sweep (B2 — see the backlog in
punktfunk-planning design/haptics-sweep-2026-08-03.md).
2026-08-03 17:34:47 +02:00
enricobuehler 14502769e0 fix(host/input): rumble comes back when a controller does
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Unplug a pad mid-session and plug it back in, and roughly half the time it
never rumbles again for the rest of the session.

The removal arm restarted the pad's rumble sequence counter. The client's
reorder gate does not restart: `rumble_last_seq` lives for the whole QUIC
connection and has no reset path, so it still holds whatever the pad reached
before the unplug. Restarting the host counter therefore hands the client a
seq it has already seen, and its wrapping half-space compare drops every
envelope until the counter climbs back past the stored value — up to 128
sends. Since the counter only advances on a level change or a ~120 ms renewal
while a level is non-zero, that spans many separate rumble events, so it reads
as a flaky controller rather than a clean outage.

Whether it bites is decided by how much the pad rumbled beforehand, which is
why it looks intermittent: a pad that never rumbled before the re-plug has
`None` on the client side and always heals.

The counter now survives, matching the sibling pad-state gate — whose comment
eleven lines above already explains that a re-plug must arrive with a still-
newer seq to be accepted. The three clears that actually end the stale lease
move into `clear_pad_feedback`, whose signature deliberately has no seq
parameter so the arm cannot regress by editing.

Covered by a regression test that drives the real wire encoder and the real
client gate, and asserts the pre-fix behaviour is genuinely rejected across
the whole forward window, so it cannot pass vacuously.

Found by the 2026-08-03 force-feedback sweep (B1/T5 — see the backlog in
punktfunk-planning design/haptics-sweep-2026-08-03.md).
2026-08-03 16:57:11 +02:00
enricobuehlerandClaude Opus 5 db1faef9fb docs(plugins): don't name a release that doesn't exist yet
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The /tmp troubleshooting note said PrivateTmp=yes shipped "until 0.23.1".
0.23.0 is the latest tag and the next number isn't decided, so that could be
wrong on arrival. "In earlier releases" is true whichever number it gets.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 16:00:48 +02:00
enricobuehlerandClaude Opus 5 442ea12b96 test(mgmt): pin the two things that would silently break plugin logging
The runner holds the PLUGIN token and nothing else — on Windows its LocalService
principal cannot read the admin one at all. `plugin_may_access` is an exclusion
list, so `/plugins/logs` is reachable today only because it happens not to match
`/ui-credential`. If that ever changed, plugin logs would go quiet in the console
with no other symptom and no failing test. Now asserted on that lane directly.

The second test covers ingest end to end through `GET /logs`: the `plugin:` target
prefix the console's Host/Plugins filter keys on, the level coercion (an unranked
level would sort as 0 and hide under every filter setting), a sourceless line
being attributed to the runner rather than to nothing, the caller's timestamp
surviving the trip, and an oversized batch being refused whole.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 15:56:25 +02:00
enricobuehlerandClaude Opus 5 1e56705b86 fix(sdk/log-ship): a busy plugin's lines survive a POST, and the shutdown tail is actually sent
Two bugs in the log shipper, both found by re-reading it rather than by a
failing test, and both of the kind where the symptom is a missing log line —
which is the one failure a logging path must not have.

The recursion guard was held across the whole `await fetch`, and `enqueue`
checked it. So every line logged while a POST was open was dropped, silently.
That window is milliseconds when the host is healthy and much longer when it is
not, and the lines lost are whatever a busy plugin happened to be saying — so
the shipper was least reliable exactly when it was most needed. The flag now
guards flush re-entry only (the interval can fire while a slow POST is still
open, and two concurrent flushes would splice disjoint batches out of one queue
and deliver them out of order). Nothing on the shipping path logs, so the
recursion it was guarding cannot form; that is now a stated rule at the top of
the file rather than a flag that costs real lines.

An explicit `flush()` hit that same re-entry guard and returned having sent
nothing. That is the shutdown path: the runner flushes once more after its
units' finalizers have run, and those last lines are the ones that say whether
the shutdown was clean. It now waits for an in-flight flush before starting its
own.

Both are covered by tests that fail against the previous code. The first needed
a server that signals when it has the request — logging merely "after calling
flush()" passes against the bug, because flush yields at its own awaits long
before the fetch starts.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 15:53:29 +02:00
enricobuehlerandClaude Opus 5 365caa23be fix(plugins): plugin output reaches the console's log page, and /tmp is no longer hidden from the runner
A user could not get the VirtualHere plugin to use their VirtualHere client
and asked, reasonably, where the logs were. There was no good answer, and the
reason they were stuck turned out to be ours.

**The runner could not see /tmp.** `punktfunk-scripting.service` set
PrivateTmp=yes, which hands the unit a private tmpfs. But integrating with
things already running on the box is the entire job of a plugin, and on Linux
those talk over /tmp: VirtualHere's client IPC is the FIFO pair /tmp/vhclient +
/tmp/vhclient_response, X11 is /tmp/.X11-unix. So the plugin launched the vendor
binary happily and could then never reach the daemon behind it — while the same
command worked perfectly in the operator's own shell, because that shell has the
real /tmp. No config change could fix it, which is exactly the loop the report
described. PrivateTmp is now off, with /tmp added to ReadWritePaths (which
ProtectSystem=strict would otherwise make read-only).

**Plugin logs now land in the console.** Plugins are not host child processes —
the runner is a separate bun process that import()s each plugin in-process — so
nothing they print passed through the host's tracing, and the console's Logs
page could not show a single plugin line. The fallback was journalctl on Linux;
on Windows the runner's scheduled task writes no log file at all, so a failing
plugin was diagnosable only by stopping the task and re-running the runner by
hand. Both mean shell access on the host box, which is what the console exists
to avoid — and it left the one question a stuck user asks with no answer.

So the runner now tees its output to POST /api/v1/plugins/logs, and those lines
join the host's own ring under one cursor, targeted plugin:<name>. The console
grows a Host/Plugins switch beside the level filter; an empty Plugins view says
the thing that is actually usually wrong (the runner isn't running) rather than
"adjust the filter".

The shipper keeps stdout authoritative — journald and foreground output are
unchanged whatever the host is doing — and is built so that logging can never
hurt the thing being logged: it never throws into a caller, holds a bounded
queue that drops oldest and then says how many, backs off when the host is away
(a restart is normal), and re-sends a batch the host failed to take. Lines
logged while a POST is in flight are kept, which cost one round to get right:
the first version held its recursion guard across the await and silently dropped
exactly the lines a busy plugin produces.

Runner lines that report a failure (a refused unit file, a crashed plugin, a
give-up) now go out at warn/error instead of all arriving as INFO, so the
console's level filter means something for them.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 15:47:51 +02:00
enricobuehlerandClaude Opus 5 f71bee917b Merge origin/main; the presenter rebuild's four settings join the sidebar
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`#20` landed while this branch was open and added four settings the
console screen groups under a new "Presentation" header: Prioritize,
Smoothness buffer, V-Sync and Follow variable refresh. A branch whose
whole claim is "everything the store holds is reachable" cannot merge
past those, so they get a Presentation page of their own, in the console
screen's position (after Video, before Audio) and with its wording.
Smoothness buffer is indented under Prioritize and disabled until the
intent is Smoothness — the same relationship the console's `enabled`
gate draws.

The docs conflict resolves to main's side plus this branch's correction:
the 4:4:4 advertisement claim main rewrote is the current one and stays,
while "Android, Decky and the console home don't offer it" was wrong
about two of the three before this branch and about all three after it.
The four new settings' paragraphs pick up the console home and Decky the
same way.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 00:40:05 +02:00
enricobuehlerandClaude Opus 5 6de78213ee feat(decky): the settings tab covers the whole store, as a SteamOS-style sidebar
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The stats overlay was the visible half of a general problem: nine of the
client's settings had a row here and twenty didn't, so a Deck that never
sees a desktop could not reach its own decoder, chroma, HDR, audio
layout, echo cancellation, touch or mouse model, scroll direction,
auto-wake, or either audio endpoint. Everything the store holds is here
now — except the two things a plugin backend genuinely cannot answer,
named in `backend.ts` so the next reader doesn't go looking: which
physical pad is player 1 (SDL's live device list lives in the client
process, and no CLI enumerates it) and the session's remembered window
size, which is not a preference.

Thirty rows is too many to scroll past on a thumbstick, so they are
split across a `SidebarNavigation` — the left-rail-of-categories layout
SteamOS's own Settings uses, and the one Deck users already know. Every
page fits on screen without scrolling, which is the point: the rail is
the index, so nothing is more than one hop away. The categories, their
order and the wording of the rows are the console settings screen's — it
is the other settings editor reachable without leaving Gaming Mode, and
two different orders for one store is how people stop trusting either.
It shows them as one steppable list because it has no pointer and no
room for a rail; here they become the rail's pages. The six pages take
one shared settings object rather than each holding state, so a change
on one is visible on the others the moment you switch.

Three more rules:

- A dependent setting is INDENTED under what it depends on and DISABLED,
  never hidden: mic device and echo cancellation under the microphone,
  controller type under forwarding. The console dims those rows for the
  same reason, and a row that vanishes as you toggle the one above it is
  a moving target for a thumbstick. The device row at the foot of Audio
  is rendered even while it reads, for that reason.
- A picker with nothing to pick doesn't appear: the GPU row shows up
  only where the enumeration found more than one adapter, so it is
  absent on a Deck and present on a Bazzite desktop with a dGPU.
- A setting that behaves differently HERE says so in its own
  description rather than being dropped. Capture system shortcuts holds
  nothing back under gamescope; fullscreen-on-stream can't lose to a
  launch that always passes `--fullscreen`; the client's library toggle
  isn't this plugin's browser. Each says which.

The device pickers are real, not stubs: `list_devices` reads
`--list-adapters` and `--list-audio` off the SESSION binary, the same
two enumerations the GTK shell shells out for because it links no Vulkan
itself. It is cached for the life of the backend (that call inits Vulkan
and PipeWire) with an explicit Refresh for the headset you just plugged
in, and a failure — a client too old to ship the session binary — leaves
the pickers on Automatic and says so instead of claiming you have no
devices. `_parse_audio_endpoints` is split out and unit-tested with the
malformed lines that must never reach a picker.

Two smaller honesty fixes fall out of building it. A Dropdown can only
display a value that is one of its options, and this store has four
other writers — so a stored value the table doesn't list is carried as
its own entry rather than rendering blank or, worse, showing a different
value than the stream will use. And a stored audio endpoint that isn't
currently connected keeps a "(not connected)" entry, the way the Linux
picker keeps "(not detected)", instead of silently re-pointing the next
stream at the default.

The Settings tab's wrapper deliberately stops being a scroll area: a
SidebarNavigation given an indefinite height to fill collapses its rail,
so the pane hands it the full height and keeps its hands off the
overflow, and the footer inset moves inside the pages.

The docs claimed nine things about this plugin that are no longer true,
and three about the console home that stopped being true when its own
row set grew on 2026-07-31 (4:4:4, echo cancellation, auto-wake and the
library toggle are all there in `screens/settings.rs`). Both corrected.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 00:21:15 +02:00
enricobuehler aa3bcfd0d0 Merge pull request 'feat(client/present): desktop presenter rebuild — intent engine, V-Sync/VRR, display-stat split, settings UI' (#20) from worktree-desktop-presenter into main
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Reviewed-on: #20
2026-08-02 22:06:37 +00:00
enricobuehlerandClaude Opus 5 6b3c582eb1 feat(client/present): use the driver's queue-free vblank mode where it exists
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`VK_PRESENT_MODE_FIFO_LATEST_READY_EXT` is FIFO's tear-free vblank pacing that
presents the LATEST READY image at each refresh and retires the older ones,
instead of draining a queue. That is precisely what the software glass gate
emulates — so where the driver offers it, the driver does the job, and it does
it exactly where the gate matters most: a surface with no MAILBOX gets
newest-wins behaviour back without the app holding frames.

Found by asking the surface what it actually offers rather than trusting a
comment: the previous commit's `surface present modes` line read back
`[MAILBOX, 1000361000, FIFO]` on NVIDIA/Wayland, and 1000361000 is this mode.

The extension postdates the Vulkan headers ash 0.38 is generated from (1.3.281),
so there is no binding — hence the bare number in the log. It is hand-declared
here: mode value, extension name, and
`VkPhysicalDevicePresentModeFifoLatestReadyFeaturesEXT` spliced into the device
pNext chain. One trap worth naming: the SURFACE advertises the mode even with
the extension disabled, and using it on that basis is undefined — so the ladder
only offers it when the device feature actually came back true and we enabled it.

The gate/probe predicate had to split in two, and the distinction is the point:

* `needs_glass_gate()` — FIFO and FIFO_RELAXED only. NOT this mode: gating on
  top of a driver that already retires stale images would hold frames back to
  emulate something the presentation engine is doing, paying the serialisation
  twice, which is the ~27 ms the last commit measured.
* `vblank_locked()` — the whole FIFO family INCLUDING this mode, because it
  still presents on the refresh boundary, so the VRR cadence probe's premise
  ("with VRR off, a present waits for vblank") still holds.

Ranking: MAILBOX first (measured good at 1.4 ms), then LATEST_READY, then plain
FIFO — so a MAILBOX-less surface reaches newest-wins in the driver rather than
in our gate.

MEASURED ON GLASS (.21, NVIDIA 610.43.03, GNOME/Wayland): the extension probe,
feature enable and swapchain creation all succeed with a mode ash has no binding
for. Default ladder selects MAILBOX with `fifo_latest_ready=true`; the VRR ladder
selects `present_mode=1000361000` and measures `display 2.6 ms (pace 0.6 + latch
2.0)` — against 13-28 ms for plain FIFO + gate on the same box. The vblank-locked
path is now MAILBOX-class.

That changes the previous commit's reversal. The VRR ladder was reverted to
opt-in because it led with plain FIFO and cost ~27 ms; led with LATEST_READY it
costs 0.6 ms over MAILBOX. So `allow_vrr` is automatic again WHERE THE DEVICE
OFFERS THE MODE, and stays behind `PUNKTFUNK_VRR_FIFO=1` where it does not — on
those drivers the ladder would fall back to plain FIFO and the regression
returns. Both branches are pinned by tests. This also retires a dead switch: the
"Follow variable refresh rate" row did nothing at all after the reversal, and now
does something real on any driver with the extension.

⚠ Still unverified off this box: whether Windows and Intel drivers expose the
mode at all. Nothing measured here carries over — Windows Vulkan WSI goes through
DXGI, so exposing the enum and mapping it usefully onto flip-model semantics are
separate questions, and Intel is a different vendor stack again. Both facts are
logged unconditionally now (`surface present modes` + `fifo_latest_ready=`), so
one run on any box settles it. The code is safe either way: the mode is only
requested where the device feature enabled, and `allow_vrr` only goes automatic
there — everywhere else the shipped MAILBOX-first behaviour is unchanged.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 00:01:56 +02:00
enricobuehlerandClaude Opus 5 e08474d96d fix(client/present): log the surface's actual present modes, and document the VRR opt-in
"AMD's Windows driver offers no MAILBOX" is the premise the FIFO glass gate is
built on, and it has been carried in a code comment rather than measured. Present
modes are a property of the (surface, device) pair — they vary by platform
surface, driver version and fullscreen state — so the only way to settle it is to
read them back from real machines. One unconditional log line makes every field
log answer the question.

First reading, .21 (NVIDIA 610.43.03, GNOME/Wayland):
  surface present modes available=[MAILBOX, 1000361000, FIFO]

Two things fall out. No IMMEDIATE and no FIFO_RELAXED on this surface, which is
why a PUNKTFUNK_PRESENT_MODE=immediate run reported mode=fifo — the pin was not
offered and the ladder fell through; previously that looked like a puzzling
result and is now evidence. And 1000361000 is
VK_PRESENT_MODE_FIFO_LATEST_READY_EXT: FIFO's tear-free vblank pacing that
presents the LATEST READY image instead of draining a queue — the driver-native
version of what the glass gate emulates in software, and a candidate to replace
it wherever the driver exposes it (needs VK_EXT_present_mode_fifo_latest_ready
enabled at device creation, so a work package rather than a tweak).

Also documents PUNKTFUNK_VRR_FIFO, which the previous commit introduced without
a docs entry.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 00:01:56 +02:00
enricobuehlerandClaude Opus 5 f422ae3e38 fix(client/present): what the first on-glass session found, including a reversed default
WP6 ran against .21 (CachyOS, RTX 5070 Ti, NVIDIA 610.43.03, GNOME/Wayland,
1080p60 HDMI, VRR provably disabled — `org.gnome.mutter experimental-features`
is empty), host and client on the same box, `VK_KHR_present_wait` available.

Five defects that unit tests and both CI gates had passed over:

1. The latch learner and the VRR probe observed NOTHING. Both derived spacings
   with `windows(2)` inside a single batch, but the run loop drains present-wait
   samples every pass, so a batch is normally ONE stamp. `period_us` read back
   exactly the mode fallback — correct by luck on a 60 Hz panel, wrong the moment
   a mode lies, which is the entire reason PanelGrid exists. The tests fed
   40-stamp batches, a shape the live loop never produces. Spacings are now
   measured against the previous stamp across calls.

2. The VRR reference was circular. It compared spacings against the LEARNED
   period, but the grid cannot be learned from our own presents when the stream
   runs below panel rate — we only ever observe multiples ≥ our frame interval,
   so the learner adopts our own cadence and every delta is on-grid by
   construction. It learned 18-22 ms from a 40-50 fps stream and reported VRR on
   a display with VRR off. The reference is now the DISPLAY MODE's period, which
   is the vblank grid presents actually quantize to.

3. The probe is meaningless outside FIFO. MAILBOX deliberately decouples presents
   from scanout, so its stamps are never grid-quantized: same panel, same minute,
   FIFO read `no` (correct, period 16.4 ms) and MAILBOX read `yes` (wrong).
   Outside a FIFO-family mode the honest answer is Unknown, and that is now what
   it reports.

4. Round evaluation was per-CALL rather than per-sample, so the verdict depended
   on how the caller batched its stamps. Closed inside the sample loop now, with
   a test pinning bulk-vs-one-at-a-time equivalence — the same invariant (1)
   violated, in a second place.

5. `force_latency` was dead code without the `pyrowave` feature: a warning in the
   `--no-default-features` build CI actually ships (the Windows ARM64 leg). The
   gate only ever tested default features; it now tests both.

DESIGN REVERSAL — the VRR FIFO-first ladder is opt-in (`PUNKTFUNK_VRR_FIFO=1`),
no longer default. It shipped default-on for `allow_vrr` + fullscreen, which is
the default configuration. Measured A/B, same box, back to back, reproduced
across three runs: FIFO+engine `display 28.4 ms (pace 11.8 + latch 16.6)` versus
MAILBOX `1.4 ms (0.2 + 1.2)`. Under a compositor the FIFO present's on-glass
confirmation arrives a whole refresh later and the presenter serialises behind
it. The VRR upside is real in principle but UNMEASURED — no VRR panel was
available — and a default that is measurably ~27 ms worse on the hardware we
could test, bought against an unproven win on hardware we could not, is the
wrong way round. A test pins the default to MAILBOX; flip it back when a VRR
panel confirms the win.

NOT measured, and not claimed: the FIFO glass gate's own headline. The standing
queue only forms when the stream rate approaches the panel rate, and an idle
GNOME desktop is damage-driven at 40-50 fps on a 60 Hz panel, so `gated`/`forced`
read 0 in every mode and the mechanism never engaged. The 11-13 ms figure is
still the code's inherited documentation, not a fresh measurement. It needs its
actual target: AMD-on-Windows (no MAILBOX, direct scanout) under load.

Rig caveats recorded rather than smoothed over: host and client shared one GPU,
so absolute latencies are contended and run-to-run variance was large, and it
could not be visually confirmed what the physical screen showed. Mode selection,
the fallback ladder, the VRR verdict and the counter plumbing are robust to
that; absolute numbers are not.

Gates: fmt, clippy -D warnings over the five client crates AND the
`--no-default-features` build (added because defect 5 hid there), 160 tests.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 00:01:56 +02:00
enricobuehlerandClaude Opus 5 e38e3c44c9 feat(client/present): V-Sync and VRR become real settings, and VRR is measured
WP3 of design/desktop-presentation-rebuild.md. The `vsync` and `allow_vrr`
settings have existed since WP1 but nothing consumed them — the swapchain picked
MAILBOX-or-FIFO once, from an env var, and froze. This makes them mean
something, which is also what unblocks their settings rows (deliberately
withheld from WP5 rather than shipped as dead switches).

Present-mode selection is now a preference ladder, not a constant:

* V-Sync off — IMMEDIATE, then FIFO_RELAXED, then the tear-free modes. Asking
  to tear and silently getting vsync is a lie, so the mode that actually took is
  named in the stats line and a refused preference is logged requested-vs-active.
* V-Sync on + VRR allowed + fullscreen — FIFO first. On a variable-refresh panel
  with direct scanout the FIFO present IS the flip, so the panel follows the
  stream's cadence instead of a fixed grid; MAILBOX would decouple presents from
  scanout and re-quantize to the compositor's clock. This is only safe because
  WP2's glass gate bounds the standing queue that historically made FIFO costly.
* Otherwise — MAILBOX then FIFO, the shipped default, unchanged.

`PUNKTFUNK_PRESENT_MODE` still pins a mode outright and now falls back to the
settings (rather than to mailbox) when the name is unknown.

VRR detection is MEASURED, never queried. No portable query exists — SDL exposes
none, Wayland does not report adaptive-sync state, Windows surfaces nothing
through Vulkan — and the platforms that do answer have been caught lying (see
the Android per-uid refresh-rate finding). The discriminator is quantization: on
a fixed-refresh panel every on-glass instant lands on the vblank grid, so the
spacing between presents is ~k×period for whole k even when the stream runs
slower than the panel (it just picks a larger k); under real VRR the panel
refreshes when we present, so the spacing follows our own cadence and sits off
the grid. `CadenceProbe` folds each delta to its distance from the nearest
multiple of the learned period and takes the median. Tri-state: it stays Unknown
below 24 deltas and after a display change, so `vrr` is reported only when it
has been measured — never inferred from what the display claims.

Also fixes the read-once refresh rate: `native.refresh_hz` was sampled at
startup and never revisited, so dragging the window to another monitor left a
60 Hz-seeded clock pacing a 144 Hz panel. `WindowEvent::DisplayChanged` now
relearns the latch grid, resets the cadence verdict, and clears the served-slot
latch.

Settings rows for both, on all three surfaces (GTK, WinUI, console). The
console's V-Sync row is reachable in Gaming Mode, which is the only editor a
Deck user has.

Gates: punktfunk-rust-ci linux/amd64 — fmt, clippy -D warnings over
pf-client-core, pf-presenter, pf-console-ui, the session binary and the GTK
client, 160 tests (the two new ones cover every ladder and both cadence
regimes, including the case that matters most: a stream slower than a FIXED
panel must still read as fixed). WinUI leg on the Windows runner .133:
clippy=0 tests=0, against a tree proven by content to contain the edit.

⚠ On-glass validation is still owed and is NOT claimed here: every box with a
real display was powered off when this landed, so the VRR ladder and the
detector have been exercised only against synthetic stamps in unit tests.

Rebase follow-up: `20de58a7` landed the same "panel grid can be wrong in both
directions" defect fix on Android and extracted the corrected learner into
`punktfunk_core::phase::PanelGrid` for the iOS and desktop presenters to share.
This clock had the identical bug — it capped the learned period at the display
mode's refresh, and the mode is only a CLAIM, so a display really running slower
than it advertises pinned a grid whose instants never arrive, for the session,
with no way back. Adopted the shared learner rather than carrying a second,
buggier copy; still fed the window's MIN spacing, which preserves the k×period
resistance the cap was actually aimed at while the streak requirement lets a
genuinely slower panel be discovered. New test: seed 120 Hz, real panel 60 Hz,
the clock must climb back out.

Took the same commit's third lesson too: the adaptive margin widened on a
latch over 1.5×period (a number picked here), and now widens on the latch
exceeding one period plus the lead already applied — the slot actually aimed at.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 00:01:56 +02:00
enricobuehlerandClaude Opus 5 b1ac4d02de feat(client/present): the display stat splits, and the intent reaches the settings UI
WP4 + WP5 of design/desktop-presentation-rebuild.md, on top of the WP1/WP2
engine. The engine shipped with no way to choose it and no way to see what it
cost; this closes both.

WP4 — the display stage splits into `pace` (decoded → present-submit, our own
pipeline) + `latch` (submit → on-glass, the presentation queue and the vblank
wait), off the `submitted_ns` stamp WP2 already carried. That split is what
makes a high `display` self-diagnosing: latch dominating is the vsync floor or
a standing queue, pace dominating is us. A `present:` line joins the Detailed
tier naming the live swapchain mode — the answer to most "why is my latch a
whole refresh" questions, since a MAILBOX request silently lands on FIFO
wherever the driver has no mailbox — plus the engine's counters, rendered only
when they are non-zero so a healthy latency session shows just the mode.

Deviation from the plan: the planned `display_adj` twin is NOT here. It was
specified as `display − latch_p50` for parity with the Apple HUD's shaved
figure, but with a real per-sample `pace` percentile that twin is the same
quantity derived worse (subtracting percentiles). `pace` IS the
Apple-comparable number — Apple subtracts its OS present floor, the latch is
ours — and the user docs now say exactly that.

WP5 — Prioritize + Smoothness buffer on all three surfaces: the GTK dialog (a
new Presentation group on the Display page), the WinUI settings page, and the
console settings screen, which is the ONLY editor reachable in Gaming Mode and
so the one that decides whether Deck users can reach this at all. The buffer
control follows the intent the way echo cancellation follows the mic: hidden on
the desktop shells, dimmed and inert on the console, where a row that vanished
mid-list would shift everything under the cursor.

The V-Sync and VRR rows are deliberately NOT here. Their settings exist and are
profile-routed, but the swapchain does not honour them until WP3, and a toggle
that does nothing is exactly how "Full chroma (4:4:4)" shipped inert on desktop
for three releases after being announced.

Buffer labels carry no millisecond hints (Apple/Android derive them from the
session refresh): under a Native mode the shells do not know the refresh at
settings time, so the captions state the cost as one refresh per frame rather
than a confident wrong number.

Docs: the stats page documents the split and the `present:` line, and stops
claiming Linux/Windows measure to the present instant (untrue since
present_wait); client-settings documents both new rows and drops the stale
claim that the desktop 4:4:4 toggle has no effect (it was wired to
VIDEO_CAP_444); configuration documents PUNKTFUNK_PRESENTER and
PUNKTFUNK_PRESENT_DEBUG.

Gates: punktfunk-rust-ci linux/amd64 — fmt, clippy -D warnings over
pf-client-core, pf-presenter, pf-console-ui, the session binary and the GTK
client, 158 tests. The WinUI leg cannot be reached by any Linux or macOS check,
so it was compiled on the Windows runner .133: clippy -D warnings and tests
both exit 0, against a tree proven by content to contain the edit. ⚠ The first
run there reported a false pass — the script printed its done-marker while the
log carried a test failure (a STATUS_DLL_NOT_FOUND launch failure, ffmpeg's
DLLs missing from PATH); the harness now echoes each phase's exit code so the
verdict is a fact in the log rather than an inference from a marker.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 00:01:38 +02:00
enricobuehlerandClaude Opus 5 5f55fa874a feat(client/present): the desktop presenter gains the Apple/Android intent model
WP1+WP2 of design/desktop-presentation-rebuild.md. The shared Linux/Windows
session client presented arrival-paced with no pacing layer at all: two depth-2
newest-wins hops into a drain-to-newest and an immediate present. That IS the
lowest-latency intent, but it was unnamed, unselectable, and had no alternative
— and on a surface without MAILBOX (AMD's Windows driver offers none, and any
compositor holding images does the same) the swapchain's own FIFO becomes a
standing queue worth a measured 11-13 ms at 60 Hz.

WP1 — the settings cluster, under the keys the Apple client already writes into
the shared profile catalog (present_priority / smooth_buffer / vsync /
allow_vrr): mismatched names would ride SettingsOverlay::extra, carried but
never applied. PresentPriority::resolve mirrors the Android reference exactly
(anything but an explicit "smooth" is latency; a buffer outside 1..=3 becomes
2), so a profile authored on any client means the same thing on all of them.
Only the first two are consumed here; vsync/allow_vrr land in WP3.

WP2 — the engine (present_pace.rs, pure state + arithmetic, 6 tests):
- FrameStore: newest-wins slot, or the smoothing FIFO with preroll-to-capacity,
  drop-oldest overflow, and an underflow that re-arms the preroll (repeat by
  omission) — the Apple/Android semantics, with qDrop/qDry counters.
- LatchClock: the panel grid learned from VK_KHR_present_wait glass stamps,
  min positive spacing capped by the mode refresh (measured, never queried —
  VRR and Android's per-uid refresh lie both punish trusting a reported rate).
  It now also publishes the host-facing LatchGrid, so the phase-lock report and
  the local scheduler cannot disagree about the grid.
- PresentGate: one undisplayed present in flight on FIFO surfaces, with the
  100 ms stale force-open. This is the standing-queue killer, and it is inert
  on MAILBOX/IMMEDIATE and without present timing — where behaviour stays
  byte-for-byte the shipped arrival pacing.

Wiring: glass samples drain every pass (a 1 Hz batch would starve clock and
gate) and the waiter pushes an SDL wake, so a gate reopen never waits out the
event timeout; smoothness serves one frame per latch slot and tightens the
loop's wait to that deadline; the adaptive slot margin starts at 0 and widens
+500 us per missed window toward 2.5 ms (a fixed lead was measured to be pure
display tax). PUNKTFUNK_PRESENTER=arrival disables the whole engine for field
A/B without a rebuild.

PyroWave collapses smoothness to latency for the stream: its plane-ring
retirement accounting assumes the depth-2 newest-wins hand-off, and all-intra
frames make buffering moot anyway.

Gates (punktfunk-rust-ci, linux/amd64, sources touched first so a warm target
cannot print a vacuous Finished): clippy -D warnings across pf-client-core,
pf-presenter and punktfunk-client-session; 80 + 32 tests pass; rustfmt clean.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 00:00:50 +02:00
enricobuehlerandClaude Opus 5 8af6e2dd02 feat(decky): the stats overlay gets an off switch in Gaming Mode
Field report: "as of version 0.23 of this plugin, there is no setting to
toggle off the stat overlay." Correct, and it never had one — no commit in
`clients/decky` has ever touched a stats key. Every other client does:
the GTK dialog, the Windows page, the Apple app, and the console's own
settings screen all carry the four-tier picker.

The tier defaults to on. `Settings::default` is `show_stats: true` and
`stats_verbosity: None`, which `Settings::stats_verbosity` resolves to
Normal — so a Deck that has only ever been configured through this panel
streams with the overlay up and no way here to put it down. What escapes
exist are not discoverable: Ctrl+Alt+Shift+S wants a keyboard, and the
three-finger touchscreen tap is documented in `docs/stats`, not on the
glass. The console's picker is reachable (X on console home), but that is
a different shortcut than the one-tap stream this panel launches, and a
user editing stream settings here has no reason to look there.

So the row lands here, last in the section, matching the console's
wording. It writes `stats_verbosity` AND the legacy `show_stats` in the
same pairing `Settings::set_stats_verbosity` keeps, so a client too old
for the tiers still honours an Off chosen here; it reads them back the
way `Settings::stats_verbosity` does, so a pre-tier file — including
every file this plugin wrote before today — shows the Normal the stream
actually runs at.

`set_settings` stops replacing the file and merges onto it instead. This
JSON is shared with the desktop client and the console, and holds many
more keys than this panel models (decoder, GPU, profiles, touch/mouse
model). The panel reads it once when it mounts, so a wholesale write
posts a snapshot that predates anything another editor stored while it
sat open — silently reverting it. That was invisible until 0.23.0:
`9c5af8d7` fixed the GTK shell handing the session a spec built from
`Settings::default()`, and only since then does this file reach a stream
at all.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 23:53:57 +02:00
enricobuehlerandClaude Fable 5 d839f4c2b6 fix(client/windows): settings stop going stale behind your back, and the log has a door
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A field reporter's codec setting "changed by itself" between sessions. Nothing writes
the negotiated codec back — what they saw was a stale snapshot. `AppCtx.settings` is
loaded ONCE at process start and the page renders from it, but this process is not the
file's only writer (the spawned session persists its match-window size, the console UI
and Decky save too), so the page showed values another process had already replaced —
until a row was touched and `commit`'s rebase pulled the file in, at which point the
value visibly jumped. The 2026-07-31 rebase fix covered the whole-file writers and
missed two spots: nothing re-based on page ENTRY, and the profile-scope commit arm
cloned the snapshot without reloading, so overlay absorption diffed against stale
globals. Both now re-base on the file.

Two more ways a setting could vanish or cost time:

* An older binary's whole-file save DROPPED a newer client's keys — `Settings` had no
  unknown-key passthrough, unlike `SettingsOverlay`, whose `extra` map already gives
  profiles exactly that contract. Extended to the globals: additive, empty on every
  existing store, and an empty map serializes to nothing so no file churns. (`save()`
  was already temp+rename, so the torn-file → silent-Default reset was closed.)
* "Check the client log" never said WHERE. Settings ▸ About grows an Open log folder
  row (%LOCALAPPDATA%\punktfunk\logs, folder not file so the rotated .old generation
  is in reach), and the failed-spawn banner now names the path.

The 4:4:4 caption said "HEVC only, and only where the host can encode it", which sends
people hunting: the host gate is PyroWave or an NVENC backend. It says so now.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 23:49:45 +02:00
enricobuehler 0de161e29b Merge pull request 'feat(clients/input): controllers can stop being forwarded, for couches that hand the pad over another way' (#22) from worktree-gamepad-passthrough-toggle into main
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Reviewed-on: #22
2026-08-02 21:38:01 +00:00
enricobuehlerandClaude Opus 5 b297542c4d feat(clients/input): controllers can stop being forwarded, for couches that hand the pad over another way
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A controller that reaches the host by USB passthrough — VirtualHere and friends, or simply a
pad plugged into the host — arrived there twice: once as the real device, once as the virtual
pad this client built from the same hands. Games read both, so a stick drifts against the
centred second pad and menus take every input twice.

New per-client setting, "Forward controllers", default on (today's behaviour). It is tier-P,
so a profile can decline what another profile forwards.

On Linux and Windows it is deliberately stronger than "send nothing". Opening a controller is
what CLAIMS it — SDL's HIDAPI drivers take the device node — and a claimed device is one a
passthrough tool cannot bind, so with this off the session opens no slot at all and never
enables the Valve HIDAPI drivers. Menu navigation is untouched: the launcher still opens the
active pad, and a session supersedes menu mode whether it forwards or not, so the pad is free
for the whole time a stream is up. The consequence, documented at both the setting and the
chord: the controller escape chord is read off forwarded pads, so it is unavailable there.

The Apple and Android input stacks claim nothing, so those clients keep their slots and their
chords and only gate the wire sends — losing tvOS's only controller way out of a stream would
have been the worse bug. Android does stop its DualSense and Steam Controller 2 USB captures,
which do claim the device.

Surfaces: GTK, WinUI, the console settings screen, Apple's touch and gamepad settings, the
Android touch and gamepad settings, and Decky (which also hides the rows that now have nothing
to act on). Everywhere the "which pad" and "pad type" rows grey out while it is off.

Verified: cargo clippy --all-targets -D warnings + 79 tests on pf-client-core, pf-console-ui,
punktfunk-client-session and punktfunk-client-linux (linux/amd64 container, gate proven
non-vacuous with a planted error); swift build for the Apple clients; gradle compile + 49 unit
tests for Android (likewise proven); tsc for Decky. clients/windows is UNCOMPILED — both
Windows boxes were offline; its edits were reviewed against the helper signatures by hand.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 22:21:26 +02:00
enricobuehlerandClaude Fable 5 98e040fd01 fix(host/stream): the wire holds the session rate when the display outruns it
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PUNKTFUNK_VDISPLAY_HZ_MULT promises extra display refreshes without one
extra frame on the wire, but the frame-driven trigger enforced its pace only
as a per-gap floor: sleep to 0.9×interval, then wake on arrival. A source
that always has a frame pending — the overdriven display under uncapped
content — settled at 0.9-interval spacing, 1.11× the negotiated rate. That
is the field report's 132 fps on a 120 fps session: ten percent more
bitrate, encode and decode for frames a 120 Hz panel can only drop.

A credit bucket (PaceBudget) now pins the long-run average at the pacing
rate: credit accrues at one frame per interval of real elapsed time, capped
at 1.25 frames of post-stall burst, and every submitted frame spends one. A
grab may run early only against banked credit, so the 0.9 floor keeps its
per-gap jitter headroom while the average cannot exceed the rate — and a
source at or below it banks faster than it spends and is never delayed.
Anchoring to real elapsed time also keeps the synchronous-encode overlap the
arrival-anchored floor bought (the owed fraction absorbs a constant encode
tail instead of stacking on top of it), and it cannot fight the phase lock's
submit grid: both agree the period is the interval.

The charge lives under the same guard as the gate — the legacy fixed tick
paces by its own grid, and charging it without ever accruing would bank
unbounded debt that stalls the loop if a rebuild later flips the capturer to
arrival-wait.

Verified on .25: native::stream tests 15/15 (three new PaceBudget tests),
punktfunk-host 369/369, clippy -D warnings clean, fmt clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 21:54:09 +02:00
enricobuehlerandClaude Fable 5 5174a59832 fix(capture/kwin): a hidden cursor leaves the stream — KWin's id-0 meta is the hide
Since the 0.22.0 cursor work (the seat-pointer park + the metadata
composite), a KWin capture-model stream always has a cursor — and it never
went away again: not in game, not in Big Picture, not with a controller in
hand (field report, 2026-08-01). The host blended the arrow forever because
pf-capture deliberately ignores SPA_META_Cursor id 0, and once `visible`
latched true nothing on Linux ever cleared it.

Two producer contracts meet on id 0, and one flag now carries which one a
stream follows. KWin rewrites the cursor meta on EVERY enqueued buffer and
writes id 0 whenever Cursor::isOnOutput says the pointer is not in this
stream — which covers both a globally hidden cursor and a client null-cursor
surface (empty geometry intersects nothing). There id 0 IS the hide, and
honoring it is what lets a game hide the pointer mid-stream. Mutter only
rewrites a buffer's meta when the cursor changed, so recycled buffers carry
stale id-0 regions between damage frames — honoring those flickered the
cursor off between hovers (on-glass round 5), and that path keeps its
last-known-state behavior.

The flag rides from the backend that created the output (correct for
registry-pooled reuse too — a kept display only ever matches its own
backend) through capture_virtual_output into the parser's CursorState. The
portal-monitor path stays on the stale-meta contract: the only thing routed
through it today is Mutter's HDR mirror.

Verified on .25: pf-capture 45/45, punktfunk-host 369/369, clippy
-D warnings clean (pf-capture, punktfunk-host, cursor-probe), fmt clean.
On-glass KDE validation still owed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 21:54:09 +02:00
enricobuehlerandClaude Opus 5 c2a6d30d7b fix(android/decode): a codec input slot the feeder can't fill goes back, and so does the AU
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`AMediaCodec_getInputBuffer` returning null for an index the input-available
callback had just handed us dropped both the slot and the access unit on the
floor. Every sibling path in this loop recycles the slot — the orphan-part
discard and the oversize drop both say so in as many words — because nothing was
written and nothing was queued, so it is still ours. Forgetting it leaks one of
the codec's input buffers per occurrence: we never use it again and the codec
never frees what it never received, so the pipeline runs out of input slots,
`pending_aus` overflows into its drop-oldest arm, and the resulting keyframe storm
reads as a decode fault rather than a bookkeeping one.

The AU went with it, silently — no keyframe request, no freeze gate, unlike every
other loss path here — leaving a hole in the reference chain whose concealment
was free to reach the screen.

Both go back now. `break` rather than `continue`, because a codec that cannot
hand out an input buffer it has just advertised is in no state to be fed the rest
of the parked queue on this pass, and retrying the same index against every
parked AU would burn the whole backlog for nothing; the loop comes round again on
the housekeeping wake within 5 ms if it was transient.

Gates: cargo ndk check green on arm64 and armv7, fmt clean, Android clippy at the
same 4 pre-existing warnings as the base commit.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 20:15:45 +02:00
enricobuehlerandClaude Opus 5 20de58a78a fix(android/present): the panel grid can be wrong in both directions, and the margin listens to the latch
Three defects in the 0.23.0 timeline presenter, all found while root-causing the
field report that turned out to be the slice wire. None of them is that bug; all
three are real, and the first is the one that would still bite once it is fixed.

The panel-period learner could only ever narrow. It is seeded from the display
mode Kotlin asked for — and `preferredDisplayModeId` is a REQUEST the system may
refuse (Smooth Display off, battery saver, thermal, an OEM governor). Ask for
120 Hz on a panel that stays at 60 and the presenter pins an 8.33 ms grid on a
16.67 ms display with no way back, for the rest of the session: it then aims at
instants that never arrive and releases faster than the panel scans. The learner
moves both ways now, and lives in `punktfunk_core::phase::PanelGrid` where it is
host-testable and where the iOS and desktop presenters can share it. The
asymmetry is kept and made explicit — narrowing is immediate (a finer real grid
is always safe to subdivide onto, and it is the per-uid down-rate case the seed
most often gets wrong), widening needs eight consecutive agreeing observations
and then takes the narrowest of them, because one wide sample is a missed
callback and eight in a row is a display that really did slow down.

The glass budget was a prediction with nothing underneath it. `OnFrameRendered`
already reports what actually reached glass, but the budget never consulted it,
so a wrong grid could hand SurfaceFlinger frames indefinitely: BufferQueue fills,
MediaCodec runs out of output buffers, the decoder stalls, and the no-output
backstop starts begging for keyframes. Releases are now counted against their
confirms and the presenter holds back past six outstanding — loose on purpose,
since the callbacks are allowed to arrive batched and a held frame in the
newest-wins slot is a dropped one. It self-clears when the confirms catch up, and
writes the ledger off after the same 100 ms the stale reopen uses, so a platform
that stops confirming can never wedge the stream. `qWait` and `unconfirmed` join
the 1 Hz pf.present line, which is what would have made this visible from a log.

The adaptive latch margin widened on `paced_drops` — the newest-wins store's own
policy evictions, which happen whenever the stream out-runs the panel and say
nothing about SurfaceFlinger's latch lead. On a healthy device that walked the
margin to its 2.5 ms ceiling and re-imposed the display latency the P2e sweep had
just measured away. It now widens on the measured latch exceeding one panel
period plus the live margin, which is what a missed vsync actually looks like.

Also corrects two doc comments that named `display.refreshRate` as the panel_hz
source; it has been the mode table since the A024 down-rate fix.

Gates: 278 punktfunk-core lib tests (7 new PanelGrid cases incl. the refused-mode
regression), clippy -D warnings and fmt clean, cargo ndk check green on arm64 and
armv7. Android clippy reports the same 4 warnings as the base commit and no new
ones. NOT yet confirmed on glass.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 20:15:45 +02:00
enricobuehlerandClaude Opus 5 97b2c01ac1 fix(core/packet): a slice-streamed frame costs its own size, not the whole frame ceiling
The 0.23.0 slice wire flushes a block every MIN_STREAM_BLOCK_SHARDS, so every
ordinary access unit is now opened by a SENTINEL — a header with no totals. The
reassembler sized those frames at `max_frame_bytes`, which the QUIC handshake
clamps to 8-64 MiB. That was survivable while sentinels were rare (the streamed
path emitted one only for an AU exceeding a whole FEC block, ~281 KB); it is not
survivable now that every frame is one.

Two consequences, both measured: each access unit allocated and ZEROED a
multi-megabyte buffer, and the in-flight budget (IN_FLIGHT_BUF_FACTOR x
max_frame_bytes) was spent after ~3 concurrent frames — with production geometry,
12 ordinary AUs in flight lost 9 of them outright, every packet dropped before it
could be placed. On a link with normal reorder that is a permanent loss storm:
frames never complete, the re-anchor gate freezes the picture, and the client begs
for keyframes. Only clients advertising VIDEO_CAP_MULTI_SLICE reach this path —
Android and the Linux/Windows session client; Apple and the Windows in-process
client never did, which is why it read as a platform-specific "video pipeline"
fault in the field.

A sentinel carries no total but does pin its own block's extent: a slice sentinel
by its wire base, a legacy one by its full-K position. Size the buffer to that and
grow as later blocks (or the final block's totals) reveal more. The budget is
re-checked on growth for the same reason it is checked at open.

The same flush also drained `pending` to empty whenever the AU's length was an
exact multiple of the shard payload, leaving `finish_streamed` to seal a final
block of one zero-padded FILLER shard. Its derived base overlapped the block
flushed a moment earlier, retro-validation correctly read that as a lying header,
and the whole AU died — one frame in every 1408 on a 1500-MTU link, ~12 s apart at
120 fps, each costing a freeze and a recovery keyframe. A flush now keeps one
whole shard back, restoring the invariant `StreamedAu::pending` already documented.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 20:15:45 +02:00
enricobuehler 29473d6280 Merge pull request 'fix(client/ios): Escape keeps the pointer captured instead of handing it back to iPadOS' (#19) from worktree-ipad-esc-pointer-relock into main
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Reviewed-on: #19
2026-08-02 17:27:54 +00:00
enricobuehlerandClaude Opus 5 b6acbd096e fix(host/vdisplay): waking the PC stops failing the first session
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A woken Windows host refused every connection with "pf-vdisplay driver
interface not found", on a box where the driver was installed and running.

Resuming re-enters D0 and re-registers the IddCx control interface while
the rest of the resume storm is still going. A client reconnecting a
second after wake lands inside that gap. `ensure_available` probed
exactly ONCE, so it read the gap as a dead driver and answered a device
that was seconds from ready by disabling and re-enabling it — then gave
the interface 4 s to come back, which a contended post-resume PnP does
not meet. The session failed, and the log blamed a missing install.

The recovery also could not tell whether it had recovered anything. It
ran the whole cycle under `SilentlyContinue` and reported
`(Get-PnpDevice).Status` — the DEVICE's status, not the cycle's outcome —
so a disable that was REFUSED left the adapter untouched, started, and
reading `OK`. That is the reporter's `cycled the adapter device …
status=OK` line: a recovery that never happened, announcing success. And
a refusal is the expected case here, not the exotic one:
reset-pf-vdisplay.ps1 stops the host service first precisely because the
host holds the driver's control device open, a step an in-process cycle
structurally cannot take.

- Distinguish a devnode MID-TRANSITION (interface registered, not started
  yet, or the open refused) from one genuinely ABSENT. Wait the first
  out; only the second earns a reload. `Probe` carries the counts.
- Report what the reload DID, not what the device looks like afterwards:
  every failable step is `-ErrorAction Stop` in a `try`, and
  `pnputil /restart-device` is the fallback for the in-use device that
  `Disable-PnpDevice` refuses. Failure paths re-enable, so a half-cycle
  can never strand the adapter DISABLED.
- Give the interface 15 s to arrive after a reload, not 4 — under a 30 s
  hard ceiling so a permanently wedged devnode still fails predictably.
- Serialize recovery: N sessions racing in after a wake perform ONE
  reload, not N interleaved ones. The lock is taken only where no manager
  lock is held, so the order stays one-way.
- Retire the manager's cached control handle when a reload runs, instead
  of letting the next session discover it via a failed IOCTL.
- Surface the real reason. `ensure_available` returns `Result`, so the
  log names how long it waited, whether a reload ran, and how many
  interface instances were seen in what state — the detail that would
  have identified this from the field report's log alone.

`VdisplayDriver::open` now shares the wait (brief, no reload) instead of
carrying a second, drifted copy of it — that path is also reached by
`hw_cursor_capable` mid-handshake, where a reload would be the wrong
trade for one capability bool.

Windows-gated, so verified with scripts/xcheck.sh (check + clippy -D
warnings, --all-targets) and cargo fmt; on-glass wake test still owed.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 13:12:54 +02:00
enricobuehlerandClaude Opus 5 d63e913f52 fix(client/ios): Escape keeps the pointer captured instead of handing it back to iPadOS
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iPadOS releases the scene's pointer lock by itself when Escape is pressed — the platform's
built-in "let me out", mirroring the web Pointer Lock API's default unlock gesture. Nothing in
our code does it: a bare Esc never touches `captured`, and it keeps forwarding to the host as
the game key it is. But the lock going away flips the mouse onto the absolute UIKit path and
un-hides the iPadOS cursor, so pressing Esc for an in-game menu silently cost the capture until
the user clicked into the video to win it back.

Esc is a GAME key in a stream, not a request to hand the pointer back to iPadOS, so an unwanted
drop is now re-requested. `syncPointerLock` arms a short, bounded burst (3 attempts over ~0.6 s,
no restart inside 2 s) whenever the lock is wanted, was previously HELD, and is now gone; the
first attempt re-asserts `prefersPointerLocked`, later ones present a real false→true transition
and re-anchor the PointerLockChain. Every deliberate release (⌘⎋, ⌃⌥⇧Q, the Stream menu,
resigning active) clears `captured` first, so `wantsPointerLock` is already false when their drop
is observed and none of them are fought.

The "previously held" half of the condition keeps a scene that never qualifies (Stage Manager,
Split View) from paying for a lock that isn't coming — there, a first grant is still driven by
the chain engage in setCaptured/viewDidAppear exactly as before.

While a re-lock is in flight the local cursor stays hidden and absolute pointer MOTION stays
muted, so the couple of frames it takes read as "Esc did nothing to my mouse" rather than a
cursor that blinks in and out and a host cursor that teleports to the pointer's absolute
position. Buttons still forward (they carry no position), so a click mid-relock isn't swallowed.
The burst clears itself on give-up, so the cursor can never stay hidden on a lock the system
won't grant.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 12:08:31 +02:00
enricobuehlerandClaude Opus 5 362595b20f fix(vdisplay/kwin): the streamed output declares it mirrors nothing, so a stored replicationSource can't clone a panel into the stream
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KWin stores output configuration per *setup* — the exact set of connected
outputs, matched by EDID/connector — in `kwinoutputconfig.json`, and
`replicationSource` is one of the fields it saves and restores
(`OutputConfigurationStore::storeConfig` / `setupToConfig`). Our virtual output
carries a STABLE name on purpose, so once any setup has an entry making
`Virtual-punktfunk` a mirror of a physical head, KWin re-applies it to OUR
output on every session that reproduces that same monitor set — and only that
set, which is why the failure looks environment-dependent: a field report has
the stream cloning the panel whenever exactly one monitor is live, and behaving
normally the moment the others come back (a different setup key, a different
stored entry).

A mirroring output is not a desktop. KWin's `applyMirroring` overrides its scale
and render offset to the source's, so the stream carries the physical screen's
viewport at the physical screen's size instead of the mode the client
negotiated. The protocol says the rest out loud on `priority`: "an output may
not be in the output order if it's disabled or mirroring another screen" — so
the primary assertion this module works so hard to verify silently stops meaning
anything too.

Nothing we sent ever contradicted the stored value. The topology config enabled
our output, took priority 1 and disabled the others, but never stated the one
property that decides whether the thing is its own screen. Now it does:
`set_replication_source(ours, "")` rides along in the config we already build
(free, idempotent — an empty source is exactly what KWin resolves to "mirrors
nothing"), gated on management v13 where the request appeared, since wayland-rs
does not range-check requests and an out-of-range opcode would kill the
connection.

`extend`/`auto` issue no topology calls by design — the streamed output is meant
to join the desk without rearranging it — but a mirror is not an arrangement, it
is a broken source under every topology. So they get `clear_replication_source`,
which enumerates and applies ONLY when our output really is mirroring.

The device's `replication_source` event is now read, so the state is visible: a
mirrored streamed output names its source in a warn instead of leaving "the
stream just shows my monitor" as something only the reporter can see.

Verified on 192.168.1.25 (Ubuntu, cargo 1.96): `cargo test -p pf-vdisplay` 128
pass (7 in `kwin_output_mgmt`), `cargo clippy -p pf-vdisplay --all-targets
--locked -D warnings` clean, `scripts/xcheck.sh linux` clean, fmt clean. NOT yet
on-glass — no KDE box here reproduces a stored mirror; the reporter's setup is
the real test.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 11:55:34 +02:00
enricobuehlerandClaude Fable 5 caa47e28e6 fix(client/decode): AV1 hardware decode stops silently opening libdav1d
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avcodec_find_decoder(id) returns the registry's FIRST decoder for the id, and
upstream orders the native av1 decoder LAST on purpose ("hwaccel hooks only,
so prefer external decoders" — allcodecs.c). All three hardware backends
selected by id, so every AV1 session opened libdav1d: a software decoder that
silently ignores hw_device_ctx and never calls get_format. Each frame then
failed the backend's hw-format guard and the session burned the demotion
ladder MID-STREAM — field-logged as 68 Vulkan fails → D3D11VA → 102 fails →
software, ~3 s of black — with "hardware decode active" already printed and
the D3D11 profile/pool probes all green. H.264/HEVC never hit this only
because their native decoders happen to be registered first.

Selection is now by capability: find_hw_decoder walks av_codec_iterate and
takes the first decoder whose avcodec_get_hw_config advertises the backend's
surface via HW_DEVICE_CTX, so a build without a usable hw decoder fails at
OPEN in milliseconds and the ladder runs there — the idiom the D3D11 probes
already follow. Registry order still wins among capable decoders, so
H.264/HEVC select exactly what they always did. The software path keeps the
id lookup on purpose: libdav1d is the fastest CPU AV1, and the native av1
decoder has no software path at all.

Every decode log now carries the selected decoder's name — decoder="av1" vs
decoder="libdav1d" is the whole diagnosis, and no log line said it. The
session log names the WIRE codec and drops the FFmpeg id for PyroWave
(ffmpeg_codec_id's fallthrough claimed codec_id=HEVC for wavelet sessions
that never touch FFmpeg).

The CPU lane also stops passing raw PQ off as a tone-map: software-decoded
frames deliberately never take the HDR10 swapchain, but a PQ stream there was
then shown UNtonemapped (washed out) with no warning — the pq-downgrade warn
keys off the swapchain answer — while the Detailed OSD badge claimed the
"HDR→SDR" tone-map that only the hardware lane's CSC runs. The presenter now
warns once when a PQ CpuFrame arrives, and the badge distinguishes
"HDR→SDR (raw)" (no tone-map pass) from the hardware lane's real "HDR→SDR".

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 09:54:43 +02:00
enricobuehlerandClaude Fable 5 652abeb397 fix(host/audio): an unsatisfiable wiring plan waits for an endpoint change instead of hammering
Field case 2026-08: the display isolate invalidated the only real render
endpoint; the mic held the Steam Streaming Microphone, the Speakers were
blacklisted, and the capture loop re-ran the full wiring pass — three
IPolicyConfig SetDefaultEndpoint writes included — every 2 s for 8+
minutes, retrying a verdict that could never change.

- wiring_plan: a plan with no loopback is a typed structural verdict
  (Wiring::loopback_unsatisfiable + an endpoint-set fingerprint); the
  dead leftover() tier (byte-identical to real_hw()) becomes a real last
  resort that accepts ONLY the Steam Streaming Speakers, flagged
  loopback_last_resort — a known-silent-loopback QUALITY risk, never the
  cable/VoiceMeeter echo CORRECTNESS risks. excluded_from_loopback stays
  untouched (judge_default's mid-stream snap-back semantics).
- wasapi_cap: an unsatisfiable plan errors ONCE per topology with the
  render inventory, per-endpoint rejection reasons and only the remedies
  not already taken, then parks on a cheap enumerate-and-hash poll and
  re-plans the instant the set changes; transient failures get a real
  capped exponential backoff (2 s → 60 s, reset on success or set
  change); a last-resort capture re-plans on any set change and promotes
  the 30 s zero-packet breadcrumb to warn.
- audio_control: the recording default is asserted only when the plan
  changed or the default drifted — set_default_endpoint fires all three
  SetDefaultEndpoint roles unconditionally, so the 2 s loop silently
  stomped any operator recording-device change; the "attach one, or let
  the host install the Steam Streaming pair" warn (already satisfied in
  the field case) is replaced by the same diagnosis.

Verified: 19/19 wiring_plan tests (native rustc --test and the Linux CI
image via docker); both Windows files type-check and clippy clean
against wasapi 0.23.0 / windows 0.62.2 for x86_64-pc-windows-msvc via an
xcheck-style stub harness (the in-tree target check dies in
openh264-sys2's build script on macOS, as scripts/xcheck.sh documents).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 09:53:36 +02:00
enricobuehlerandClaude Fable 5 48511d1267 fix(abr): probe throughput is measured over the client's receive interval
The capacity probe divided client-side bytes by the HOST's burst
duration — a window wrong on both edges (base snapshotted before the
burst reached the host, frozen only when the ProbeResult landed, while
the host's clock stops the moment ITS send window closes, before the
switch/kernel queue finishes draining toward the client). On a 1 GbE
link a 2 Gbps burst target "measured" 1266 Mbps and set an 886 Mbps
climb ceiling the link could never carry — permanent for the session,
because set_ceiling never lowers.

The reassembler now stamps probe-scoped counters (bytes, packets,
first/last arrival, monotonic ns) at its FLAG_PROBE routing, so video
around the burst contaminates neither numerator nor denominator; the
throughput divisor is the client's first→last arrival interval, with
the host duration kept as the fallback when fewer than two probe
packets arrived. The user-facing speed test shares the corrected
computation (ProbeOutcome/PunktfunkProbeResult layouts unchanged;
elapsed_ms docs updated to the new semantics).

Two guards ride along:
- PUNKTFUNK_ABR_MAX_MBPS clamps inside set_ceiling — the one funnel
  every learned ceiling passes through — so a user cap binds no matter
  what any probe concludes.
- The controller latches decode_cap_kbps when two CONSECUTIVE backoffs
  carry decode-severe evidence (deep decode excursion or jump-to-live
  flush) at a similar pre-backoff rate, mirroring host_cap_kbps for the
  client decoder: a knee below the link ceiling was a permanent 30-60 s
  sawtooth costing a flush + dropped-frame burst per cycle (1440p120
  HEVC field case, knee ~490 Mbps). One spurious flush never latches;
  the cap re-probes on the CAP_REPROBE_WINDOWS clock, so it lifts when
  the decoder recovers.

Also rights the three stale "3 Gbps" probe-clamp comments (the host
constant has been 10 Gbps since MAX_PROBE_KBPS moved).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 09:53:36 +02:00
enricobuehlerandClaude Fable 5 3e649d372e fix(capture/stall): the ETW witness testifies in QPC, so compose-silence stops convicting content
The stall classifier's present witness never worked: the consumer was opened
without PROCESS_TRACE_MODE_RAW_TIMESTAMP, so ProcessTrace converted every
event's TimeStamp to FILETIME regardless of the session's ClientContext=1 —
FILETIME ticks (100 ns since 1601) are ~4 orders of magnitude above QPC, so
every ts <= to_q comparison was false. summary() always printed etw=none,
window_counts() always returned presents=0/queue_adds=0 while present_history
was still true (satisfied by the unfiltered ring), and classify() therefore
convicted EVERY compose-silence hole as CONTENT-SILENCE; FRAME-GENERATION —
the class the program exists to catch — was unreachable. Two comments
asserted the wrong contract ("TimeStamp IS a QPC value"); both now state the
real one: ClientContext selects the session clock, RAW_TIMESTAMP is what
stops the FILETIME conversion on delivery.

Three adjacent defects fixed with it:

- summary() and window_counts() each took their own ring lock and their own
  (Instant::now(), qpc_now()) anchor, with OpenProcess syscalls between the
  two calls — the prose and the verdict could disagree about the same hole.
  Merged into window_report(): one snapshot, one anchor, both halves; the
  summary keeps its 300 ms lead-in, the counts keep the gap-only window, and
  the etw=/etw_presents=/etw_queue_adds= log fields are unchanged.

- present_history/queue_history meant "an event EVER sat in the ring" —
  satisfied by events arriving after the hole, or by a previous session's
  leftovers in the never-cleared static RING. Both flags now mean witness
  LIVENESS: at least one event inside a 5 s LOOKBACK ending at the hole's
  start, i.e. the witness demonstrably worked before the hole opened. The
  ring is cleared when a new session starts, so a dead session's events can
  never pose as the next one's history.

- window_counts() accepted only BltQueueAddEntry (1071) as queue history
  while summary() also took BltQueueCompleteIndirectPresent (1068); either
  proves the queue witness works, so the merged reader takes both.

The windowing math is factored into a pure count_window() (plain i64 tick
arithmetic) with unit tests, and the classify() matrix gains the live-witness
zero-presents case. Conviction thresholds are untouched.

Verified: scripts/xcheck.sh windows clippy (-D warnings, --all-targets) green
for pf-frame/pf-win-display/pf-capture/pf-vdisplay; native cargo check green.
The new Windows-gated tests type-check but need a Windows box to run.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 09:53:36 +02:00
enricobuehlerandClaude Fable 5 0d004c4680 fix(host/handshake): the 4:4:4 gate names the encoder backend, not the capturer
capture_supports_444 was an encoder-backend fact (direct NVENC or PyroWave)
logged under a capture-ish name — a field report burned real time hunting a
capture problem because of it. The 'encode chroma' line now says
ingest_chain_supports_444, a requested-but-declined session logs WHICH gate
lost, and the console UI's Full chroma explainer names the real requirement.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 09:53:29 +02:00
enricobuehlerandClaude Fable 5 8d7e273a96 feat(client/present): PUNKTFUNK_PRESENT_MODE gains explicit mailbox and fifo_relaxed arms, and the docs stop guessing
The env knob silently folded 'mailbox' and every typo into the default arm,
FIFO_RELAXED was not reachable at all, and clients/session/README.md claimed
the default is FIFO (it is MAILBOX with a FIFO fallback). An AMD-on-Windows
client always lands on FIFO because that driver offers no MAILBOX — now
documented at the picker and in the docs-site client table, next to the ABR
probe/ceiling knobs a field report went looking for and couldn't find.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 09:53:28 +02:00
enricobuehlerandClaude Opus 5 e726542f96 docs(winget): the vhost belongs in unom/infra, not on the box
ci / rust-arm64 (push) Successful in 1m23s
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ci / rust (push) Successful in 4m45s
ci / docs-site (push) Successful in 1m30s
docker / builders (--build-arg FEDORA_VERSION=44, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm, -f44) (push) Successful in 13s
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Step 2 told you to add the Caddy vhost by hand on unom-1. That instruction is
what broke the source: ~/caddy/Caddyfile is a copy that deploy-all.sh rsyncs
over from unom/infra, with no .git there to warn you, so the hand-added block
survived until the 2026-07-31 hardening commit rewrote the file from the repo's
own copy and deleted it.

Point step 2 at unom/infra and record how the failure presents, since it does
not look like an ingress problem from the client side: no vhost means no
certificate for that SNI, so Caddy answers with TLS internal_error (alert 80)
before sending one, and winget surfaces that as
WINHTTP_CALLBACK_STATUS_FLAG_SECURITY_CHANNEL_ERROR / 0x8a15003b.

Also note that port 80 is useless for diagnosing it — Caddy 308s every Host to
https including names it has never heard of — and give the SNI probe that does
work.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 10:43:39 +02:00
enricobuehlerandClaude Opus 5 e0427a3bb6 feat(ci/android): a release tag without Play notes fails before it builds
ci / rust (push) Canceled after 5m55s
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android / android (push) Successful in 6m28s
Play does not show an empty "What's new" when the file is missing — it carries
the PREVIOUS release's text onto the new version. So the store listing ends up
describing a build nobody is getting, and nothing surfaces it except reading
the listing. That is the shape of the v0.22.3 notes announcing a feature the
tag never contained, and a soft warning in a log nobody reads does not prevent
it.

The gate runs FIRST in the job, before the ten-minute build: a miss costs a
second and leaves nothing half-published — no build, no assets on the Gitea
release, nothing on Play. It rejects three things: a missing file, a file
byte-identical to another release's (the same bug reached by copy-paste rather
than omission), and an empty or over-500-char one.

Length is checked here as well as in play-upload.py on purpose. The uploader
stays the last line of defence and is the only check android-promote.yml gets,
but it runs at step 9; this catches an unedited TEMPLATE copy at step 1. It
counts CHARACTERS, not bytes — Play's cap is 500 chars and `•` is three bytes
in UTF-8, so a `wc -c` check would have called the 356-char v0.23.0 notes 365
and can reject a legal file.

whatsnew/TEMPLATE.txt gives the file a starting point and says what the gate
does and does not enforce: it cannot tell whether the prose was ever edited, so
a copy that still reads "<The headline change>" ships exactly as written.

Canary stays exempt — no curated notes, and Play reusing text for internal
testers costs nothing.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 10:34:32 +02:00
enricobuehlerandClaude Fable 5 02a5bdb965 fix(gamepad): the virtual DualSense stops demanding a firmware update it cannot take
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The emulated pad's firmware-info feature report (0x20) advertised update
version 0x0154 — a 2021-era number. PlayStation Accessories compares it
against Sony's latest (0x0630 as of 2026-08) and offers an Update that can
only end in "can't complete the update", since the virtual pad speaks no DFU;
libScePad titles (Stellar Blade) surface the same nag in-game. A real pad
plugged in directly reads up to date, which made the prompt look like
punktfunk corrupting the controller.

The old value was chosen to keep the kernel and SDL on the flag0
COMPATIBLE_VIBRATION convention, but parse_ds_output has since learned the
firmware-≥2.24 COMPATIBLE_VIBRATION2 flag as well, so nothing depends on
looking old anymore. Advertise 0x0999 — above anything Sony has shipped and
comfortably ahead of their ~yearly cadence — instead of chasing their exact
latest, which would resurrect the prompt on every Sony release. Writers that
read the version now use the v2 flag; both conventions land in the same
rumble plane. Bumped in both copies of the blob (host uhid + Windows driver);
the DualSense Edge shares them, and its own versioning (0x0217 latest) sits
below the new value too.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-01 10:24:20 +02:00
enricobuehlerandClaude Opus 5 09b9ee8f53 feat(ci/android): a release tag publishes to Play production, not alpha
ci / rust (push) Successful in 5m15s
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Production access came through on 2026-08-01. Until now a `vX.Y.Z` tag could
only reach `alpha` and someone had to promote it by hand in the Console; it now
goes to `production` at 100% (`completed`). Canary is unchanged on `internal`,
and its run-number versionCodes always outrank production, so testers keep
getting the newer build.

A tag therefore reaches real users with no further click. What keeps that
honest: the tag is only pushed once every platform is green, and Play reviews
each production release before it ships. Ramping instead is `--status
inProgress --user-fraction 0.2` on the upload step.

Play's "What's new" gets its own file, docs/releases/whatsnew/vX.Y.Z.txt — the
vX.Y.Z.md body is ~34 KB against a 500-char cap, so it cannot be reused. Only
tags have one; canary is a moving target and Play carrying the previous text
over is fine for internal testers. Same freeze rule as the notes: once the tag
exists, the file describes what that versionCode shipped.

android-promote.yml is the lever for everything that is not a fresh tag —
promote a tested build, halt a rollout, or roll production back onto an older
versionCode. It is separate from android.yml because promotion must not
rebuild, and an `if:` on all ten build steps is worse than one small workflow.
dry_run defaults to true, so a mis-typed versionCode validates and deletes the
edit instead of publishing.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 09:29:20 +02:00
enricobuehlerandClaude Opus 5 43e3c7b69f feat(ci/android): play-upload can attach release notes and promote a build
Two things it could not do, both needed now that a tag ships to production.

Release notes: it never sent `releaseNotes`, so Play's "What's new" was whatever
the previous release said. It now takes --release-notes-file, and refuses text
over Play's 500-char-per-language cap with the actual count — that check has to
happen before the upload, because the API only rejects it at commit, by which
point the AAB is already on Play.

Promotion: --promote assigns a versionCode that is already on Play instead of
uploading, so what reaches production is the byte-identical artifact the testers
ran. Rebuilding would mint a fresh versionCode from possibly-newer sources and
ship something nobody tested. --promote-from asserts the code really is on that
track (a typo'd versionCode now fails before it touches production) and clears
that track in the SAME edit, so the build is never active on both at once.

--user-fraction comes along because --status inProgress is an API error without
it; it is validated as strictly between 0 and 1 rather than left to Google.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 09:29:04 +02:00
enricobuehler ea469162f9 fix(docs): three doc comments start a markdown list they never meant to
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Windows clippy on the v0.23.0 tag: `doc_lazy_continuation` in
crates/pf-client-core/src/audio_wasapi.rs:37. The cause is one line break —
`+ wire cost.` begins a line, so the markdown parser reads `+` as a bullet
marker and the following line becomes a lazy continuation of that list item.

Fixed by reflowing so the `+` is mid-line rather than by taking clippy's
suggested indent: indenting would keep the accidental bullet in the rendered
docs, which is the actual defect. Same treatment for the two siblings a sweep
of every `///` line found, both invisible to the Linux gate for their own
reasons:

- gamestream/audio.rs:237 — `+ libopus;` at line start, on the
  cfg(not(linux/windows)) stub, so only a macOS clippy would ever see it.
- mgmt/tests.rs:1653 — `404.` at line start IS an ordered-list marker
  (CommonMark: 1-9 digits + `.`), and it is behind cfg(test), so only an
  --all-targets run sees it.

This is the [[Windows clippy sees what the Linux gate structurally cannot]]
shape again: audio_wasapi.rs is cfg(windows), so no amount of Linux CI would
have caught it.

Verified: a scanner over every .rs doc comment in the tree now reports zero
line-initial list markers with an unindented continuation; rustfmt clean (it
does not reflow doc comments, so these edits are stable).
2026-08-01 01:30:45 +02:00
enricobuehler 213b353dad docs(release): the 0.23.0 notes link to the docs site that exists
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Both links pointed at https://punktfunk.unom.io/docs/... — the marketing host,
which 404s (verified live; the docs site serves from docs.punktfunk.unom.io, as
README.md has used throughout). The Updating link was the one a reader following
the one-click update section would actually click.

The echo link additionally pointed at the docs ROOT rather than the page it
names; both now resolve to their real slugs, confirmed against
docs-site/content/docs/{echo,updating}.md and by fetching them (200/200, vs 404
for the old host).

Release body re-synced by body-only PATCH.
2026-08-01 01:25:01 +02:00
enricobuehler 23ec0822d8 docs(release): the 0.23.0 notes stop calling gamescope HDR a handheld feature
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Two wording fixes to the shipped v0.23.0 notes, which docs/releases/README.md
explicitly allows after the tag — the file stays authoritative and the announce
step re-syncs from it.

"HDR turns itself on for Steam Deck and other gamescope handhelds" framed a
LINUX HOST change as a device one. What 19392918 actually did is default
PUNKTFUNK_GAMESCOPE_HDR on and get the patched gamescope onto the Linux install
routes (Bazzite + Arch sysext, the nix module, the Deck's on-device build
script) — which covers any host running its games through gamescope: a Bazzite
or SteamOS box in Game Mode, an HTPC, a desktop, not only a handheld. The
lead-in carried the same framing and mattered more, since everything above the
first `##` is what the Discord embed shows.

Also rewords the mic-mute lead-in ("stop the room being heard" read oddly).

No claim changes: same features, same scope, same release. The live release body
needs a re-sync — done via a body-only PATCH rather than an announce dispatch,
since announcing also posts to Discord and publishes the stable update manifest,
neither of which should fire before the fleet is green.
2026-08-01 01:21:54 +02:00
enricobuehler 49bbdcf4ef chore(release): bump workspace version to 0.23.0
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A minor bump: 133 commits since v0.22.3 across 400-odd files. The wire grew two
negotiated abilities (slice-streamed access units, phase-locked capture); the
Android presenter was rebuilt; the microphone path was rebuilt end to end on
every client; the web console moved from polling to the host's event stream;
gamescope HDR is on by default; HDR and 4:4:4 stopped being mutually exclusive
on Windows; and the one-click update apply that missed the 0.22.3 cut ships here.
The canary base is already 0.23 — release.yml derives it as one minor ahead of
the latest stable tag — so this is the version the canary channel has been
publishing against all along.

Lock touched for the 32 workspace members only, via `cargo update --workspace`
rather than a sed: `wasapi` is itself at 0.23.0 and `rustls` at 0.23.41, so the
version space we are moving into is occupied by third-party crates this time.
Diff against origin/main is versions-only, 32 insertions and 32 deletions;
`cargo metadata --locked` resolves; `cargo fmt --all --check` clean in both the
main and the packaging/windows/drivers workspaces.

Notes at docs/releases/v0.23.0.md, per docs/releases/README.md — authored with
the bump so CI's ensure_release seeds the body at tag creation.
2026-08-01 01:01:16 +02:00
enricobuehler 3c509d48c9 feat(core/abi): report_phase earns its version — C ABI 13 -> 14
`punktfunk_connection_report_phase` (fa822744, coherence tail 1d31e4c5) and the
`PUNKTFUNK_CLIENT_CAP_PHASE_LOCK` mirror const (7cf71dd2) grew the embeddable C
surface without moving ABI_VERSION. Every prior additive entry in that doc list
bumped it — v3's wake_on_lan, v5's next_rumble2, v8's clipboard block, v13's
send_pen — precisely so an embedder can ask punktfunk_abi_version() whether the
function it wants to link is there. Left at 13, the one number that answers that
question said "no report_phase" about a core that has one.

The header was already regenerated with both symbols, so it carried the new
surface under the old number; the regen here changes exactly the #define and its
doc block and nothing else, which also confirms the committed header was
otherwise current.

Additive and capability-gated: the host arms on report receipt, the wire grows
only PhaseReport (0x32) — a control message an old host never reads — and a
strict-prefix append on the 0xCF host-timing tail, so WIRE_VERSION stays 2. No
in-tree caller compares ABI_VERSION against a literal; mgmt/tests.rs asserts
against the symbol.

Verified: cargo build -p punktfunk-core regenerates include/punktfunk_core.h to
exactly this diff; punktfunk-core lib suite 134/134; rustfmt clean. The C ABI
harness cannot run on this Mac (`ld: library 'opus' not found`, the documented
pre-existing local linker gap) — CI's Linux leg is the gate for it.
2026-08-01 00:58:11 +02:00
enricobuehler b8d987b145 docs(release): the v0.22.3 notes stop claiming one-click updating it never shipped
The v0.22.3 tag is `1c836afc`, cut 14:36. The one-click apply work landed on
main between 15:01 and 16:28, and this file was then edited at 17:23 (5790a3e3)
to announce it — three "New"/"Under the hood" claims about a build that does not
contain them. The live release body is still the pre-edit text, so nothing wrong
has been published yet; but `announce.yml` re-asserts this file over the release
on every announce, and 0.22.3 has not been announced. Announcing it would have
published the false version and put its lead-in ("can install it for you where
the platform allows") into the Discord embed.

Verified against the tag rather than the commit graph: `update.available` is in
`1c836afc`, `update.applied` is not, and `mgmt/tests.rs` there literally probes
`/api/v1/update/apply-does-not-exist-yet` while `auth.rs` carries the comment
"today it is only a check". The Updates card itself (b275e6d3, cc015626) IS in
the tag, so that bullet stays; only the apply half goes.

The removed material is not lost — it is in docs/releases/v0.23.0.md, which is
the release that actually ships it.
2026-08-01 00:58:11 +02:00
enricobuehler 2d3f9f8690 Merge remote-tracking branch 'origin/main' into audio/mic-latency-echo
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2026-08-01 00:54:20 +02:00
enricobuehler 951bcec650 Merge remote-tracking branch 'origin/main' into audio/mic-latency-echo 2026-08-01 00:47:50 +02:00
enricobuehlerandClaude Fable 5 badda070ef docs(android): the stats-array KDoc counts the doubles it actually returns
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nativeVideoStats grew to 33 with the decode split and the overflow counter, but
its own KDoc still promised 30 and StatsOverlay still said 26 — a count that
was already two extensions stale before this one. Both now list the full index
set, with the JNI KDoc named as the authoritative one so the next extension has
a single place to update.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-01 00:47:04 +02:00
enricobuehlerandClaude Fable 5 46bcfc3041 fix(scripts/windows): the installer-run scripts go back to pure ASCII
CI's guard fired on build-web.ps1: an em-dash in the header comment. The
rule exists because PowerShell 5.1 mis-parses non-UTF-8-locale files, and
the check covers every script the installer can run, comments included.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-01 00:41:07 +02:00
enricobuehlerandClaude Fable 5 f3a39df7b3 test(host/audio): prove a reopen recovered with a live uplink, not one frame
`reopens_after_push_death` failed about one run in nine, and widening its
timeout did not help — the earlier commit blamed the backoff and was wrong.

The pump drops whatever queued while it was down: audio from before the
device came back is stale, so a fresh instance drains the channel right
after opening. The harness counts `opens` from the START of the open, so
the moment the test sees the counter move, the pump has not reached that
drain yet. The single frame it then sent landed inside the drain window and
was discarded exactly as designed, leaving the test waiting for audio that
was never going to arrive.

So the test now keeps feeding, which is what a real uplink does and what
the drain assumes. The sequence advances each time or the de-jitter reads
the repeats as duplicates and drops them for a second, correct reason.

Production behaviour is unchanged: this was the test asserting something
the pump never promised.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-01 00:41:07 +02:00
enricobuehlerandClaude Fable 5 f9c56eaf5c feat(android): Automatic prefers AV1 where the silicon says it should
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The P3 format A/B (NP3 ↔ RTX 4090, identical conditions) measured AV1 ~1.2 ms
faster end-to-end than HEVC with slightly better codec-pure decode time. Under
"Automatic" the client now sends AV1 as its soft preference when this device
hardware-decodes it (the advertised AV1 bit is already gated on a real,
non-blocked hardware decoder) AND it lacks FEATURE_PartialFrame — a
partial-frame device keeps HEVC, whose slice-progressive overlap AV1 cannot
ride (no slices, the chunked poll never arms). The host honors the preference
only inside its probed shared codec set, so an AV1-less encoder still resolves
HEVC, and an explicit user choice wins unchanged. The codec picker caption
mirrors the same rule so "Automatic" says what it does on this device.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-01 00:40:58 +02:00
enricobuehlerandClaude Fable 5 b69ef02f4d fix(android): a cold-start connect no longer loses HDR or the native mode
A punktfunk:// deep link can reach the connect before the activity is attached
to its display; context.display then throws and the display probes silently
fell to their worst answers — displaySupportsHdr advertised SDR (the whole
session pinned to 8-bit BT.709) and nativeDisplayMode fell back to 1080p60.
Seen live on the NP3: one cold connect advertised hdr=false, the warm retry
true, nothing in the log either way.

Both probes now share probeDisplay: the context display when attached, else
DisplayManager DEFAULT_DISPLAY — which IS the panel on phones and TVs; the
activity-display distinction only matters on multi-display setups, where the
attached path still wins whenever available. Each fallback leg logs itself, so
a downgraded session can never again be silent about why.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-01 00:40:58 +02:00
enricobuehlerandClaude Fable 5 4d45a96ff9 feat(encode/windows): sub-frame readback defaults on where the GPU supports it
Linux parity, validated by the .173 on-glass A/B (no regression; the win goes
to clients that actually consume slice-progressive parts): the caps probe now
reads NV_ENC_CAPS_SUPPORT_SUBFRAME_READBACK and seeds resolve_subframe with it
instead of a hard false, so PUNKTFUNK_NVENC_SUBFRAME becomes the tri-state
escape it already is on Linux, and the split×sub-frame arbitration hears the
real forced flag for its log severity.

The A/B also caught the default path opening every session with a WARN: the
submit-time idr_hint missed that NVENC emits the session-opening frame as an
IDR regardless of pic flags, so frame 1's early chunks went out unflagged and
the divergence check fired at every start. The hint now carries the Linux
twin's `opening` term.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-01 00:40:58 +02:00
enricobuehlerandClaude Fable 5 849baea881 feat(android): the stream re-votes its refresh rate and touches keep their curvature
surfaceChanged re-asserts the frame-rate vote (FIXED_SOURCE; ALWAYS only on the
TV low-latency path, mirroring the native hint) — a buffer-geometry change on
some OEM builds silently drops the 120 Hz pin mid-stream. Touch passthrough and
direct-pointer moves forward the MotionEvent historical samples before the
current point, so a fast swipe lands with its real shape; the trackpad path
keeps summed deltas on purpose — its acceleration curve is tuned for per-frame
dt and historicals would change the feel, not the sum.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-01 00:40:58 +02:00
enricobuehlerandClaude Fable 5 c767a904d2 feat(android): the decode stage answers where its time goes, HUD on or off
P3 decode science: every AU is stamped as its last piece enters the codec, so
the decode stage splits into feed (received→queued: hand-off + input-slot wait)
and codec (queued→decoded: the decoder alone — a slice head start would show
here). The split + an always-on capture→decoded e2e ride the 1 Hz pf-present
line, so a wireless HUD-off A/B reads everything from logcat; the HUD equation
gains the split (indices 30/31), the skipped counter tells benign newest-wins
pacing from parked-AU overflow (32), and a −2-refresh Apple-HUD-equivalent twin
makes iPhone comparisons honest (Apple shaves its OS floor; Android shows raw).

Connect now logs the per-mime decoder picks + FEATURE_PartialFrame verdicts
(tag pf.caps) — on the NP3 all three c2.qti low-latency decoders say no, so
parts delivery never arms and P2d is inert there; a debug.punktfunk.force_parts
sysprop overrides the probe for the on-glass question the API cannot answer.
Forced on glass: c2.qti accepts PARTIAL_FRAME pieces without erroring but only
assembles them — codec time unchanged, so the overlap is dead on SM8735 either
way.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-01 00:40:58 +02:00
enricobuehlerandClaude Opus 5 0985726415 fix(host,web): an empty update channel stops looking like a broken host
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A channel nobody has published to answers `manifest.json` with a 404, and the
check reported that the same way it reports a dead registry or a bad signature:
"Last check failed: feed returned HTTP 404". Every host on the stable channel
shows it today, because the stable manifest only publishes when someone
dispatches `announce` for a release tag — so the first thing an operator sees
from the new Updates card is a red failure caused by nothing being wrong.

The shared checker now distinguishes the two. `feed::fetch_manifest_blocking`
returns a typed `FeedError` instead of a string, and only a 404 on the manifest
ITSELF becomes `NotPublished` — a 404 on the detached signature still fails
loudly, because that is the half-published pair the manifest-then-signature
upload order can produce, and it must stay fail-closed.

The host carries that through as `UpdateStatus.not_published`, mutually
exclusive with `last_error`. It is benign only while no manifest has ever been
seen for the channel: once a check has succeeded, the same 404 means the feed
LOST a document it used to serve, which stays an error. The console then shows a
plain sentence naming the channel instead of the failure banner, and "None
published yet" rather than "Not checked yet".

The Linux client makes the same distinction but deliberately NOT the same
choice: `--check-update` keeps exiting 1 and keeps `error` set, because its
consumer is a shell script and an empty channel is the absence of evidence that
this build is current — not a confirmation that it is.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 00:37:56 +02:00
enricobuehler 23f1debe69 Merge remote-tracking branch 'origin/main' into audio/mic-latency-echo 2026-08-01 00:21:24 +02:00
enricobuehlerandClaude Fable 5 10a1863cc7 test(host/audio): give the reopen tests longer than the backoff they wait for
`wait_until` allowed 200 × 10 ms — exactly the 2 s `backoff_start` the reopen
path spends before it can succeed. On a warm, idle machine it wins the race;
on a cold binary or a loaded box it does not, and `reopens_after_push_death`
failed 3 of ~5 cold runs while gating this branch. CI is always cold.

Six seconds costs nothing when the test passes and only delays a genuine
failure, so the budget now clears the backoff with room to spare.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-01 00:15:54 +02:00
enricobuehlerandClaude Fable 5 a7143a6510 Merge origin/main into audio/mic-latency-echo
Main moved through the same surfaces while the audio work was in flight, so
three files needed hand-resolution:

- clients/windows/src/app/settings.rs — main gave Windows its speaker and
  microphone endpoint pickers, the gap this branch could only report. Both
  keep their rows: the pickers, then Echo cancellation, and the microphone
  description keeps the sentence naming the mute chord.
- crates/pf-console-ui/src/screens/settings.rs — both sides grew the couch
  row list. Main's seven new rows and Echo cancellation are all reachable
  in Gaming Mode; the count is 22 and the rationale comment names echo
  cancellation among the fields that would otherwise be unreachable there.
- crates/pf-presenter/src/run.rs — both sides added a stats test at the same
  line. Both are kept.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-01 00:04:34 +02:00
enricobuehlerandClaude Fable 5 8e877ad25f fix(android): a mute is a pause, not a hole the host tries to conceal
The Android uplink kept advancing `seq` while muted, so the first frame
after an unmute looked to the host like loss the width of the mute. The
de-jitter reads that as a gap: up to five concealment frames of stale
voice, and a seq gap counted in the uplink-health line. Past 600 ms the
pump's stale flush resets the chain first and hides it, which is why the
usual long mute looks fine — a quick toggle does not.

Freeze `seq` while muted, as the desktop uplink already does, so the
frame after an unmute continues the chain. `reset_stream` says it
plainly: a pause is not loss, and must not conceal or count a gap.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 23:15:03 +02:00
enricobuehler 0c4a543831 Merge branch 'audio/desktop-mute-and-aec-toggle' into audio/mic-latency-echo 2026-07-31 23:14:09 +02:00
enricobuehler 4c98e2f788 Merge branch 'audio/android-mic-mute' into audio/mic-latency-echo 2026-07-31 23:14:09 +02:00
enricobuehler 6be8e5d6fa Merge branch 'audio/apple-mic-mute' into audio/mic-latency-echo 2026-07-31 23:14:09 +02:00
enricobuehlerandClaude Fable 5 7ec3107b4a feat(client): the mic has an off switch, and echo cancellation has a switch too
Ctrl+Alt+Shift+V mutes and unmutes the microphone mid-stream — V for
voice, since M and S were taken. The uplink keeps running while muted:
`MicStreamer::spawn` takes a shared AtomicBool the capture callback reads
every quantum, and a muted callback drains whole frames and sends
nothing. Stopping the stream instead would have re-primed the device
buffers and, on Linux, re-run source selection on every unmute — a
second of glitch for a key people press mid-sentence. The sequence
counter deliberately does NOT advance while muted, so the host sees one
continuous sequence with a pause rather than a gap the size of the mute,
which its de-jitter would try to conceal frame by frame (its 600 ms
stale-flush covers the rest).

The mute lives on SessionHandle as a MicControl with two flags, not one:
`live` is raised by the pump only once the uplink is actually running, so
a session with the mic off in Settings — or whose capture device wouldn't
open — reports "nothing to mute", the chord says so in the log, and no
indicator appears. Per session, never persisted.

Muted state draws as a persistent "Microphone muted" badge in the stream's
top-right corner, off `FrameCtx::mic_muted` rather than the stats text: it
has to be there with the stats overlay Off, which is where most people
leave it. The Detailed mic line still reads throughput, so it simply falls
to zero — the badge is what answers "am I muted".

Echo cancellation stops being an env-only lever. `Settings::echo_cancel`
(default on, `#[serde(default)]` so every stored file loads with it on)
now gates the same hooks PUNKTFUNK_NO_AEC gated: the echo-cancelled
PipeWire source preference and WASAPI's Communications stream category.
The env var still wins, one-way — it can only turn AEC off, never back on
— and both `aec_enabled` helpers say so. The row ships in the GTK, WinUI
and console settings, under the microphone toggle and greyed out while it
is off, matching what Apple and Android shipped in wave 1.

SettingsOverlay grows `echo_cancel` as a first-class field — apply,
absorb, clear, is_empty — instead of riding the `extra` passthrough, where
`clear_override("echo_cancel")` answered false. The JSON key is the one
Apple and Android already write, so one catalog round-trips through all
three.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 23:07:30 +02:00
enricobuehlerandClaude Fable 5 253e0bbe7c feat(android): the mic has an off switch you can reach mid-stream
Wave 1 gave the Android client a mic worth using. It gave it no way to stop
talking: leaving the stream, or digging through Settings to turn the whole
feature off, were the only ways to stop the room being heard. Now a tap (or
Select + Y on a pad) mutes it, and the screen says so while it lasts.

How muting gates the capture, and why that way. The AAudio input stream is
never stopped: a stop/start would re-run the input-preset fallback ladder and
re-prime the buffers on every toggle — hundreds of milliseconds, and possibly
a landing on a different rung, silently losing the HAL echo canceller wave 1
went to some trouble to get. Instead the encode loop reads an AtomicBool per
10 ms frame and, while it is set, drains the frame out of its ring and drops
it there — the last point before it would have become an Opus packet. Nothing
is encoded, nothing is sent, and the realtime capture callback is untouched,
so its allocation-free discipline and the queue policy stay exactly as wave 1
verified them. A toggle costs one atomic store and takes effect on the next
10 ms boundary.

The frame counter keeps advancing across a mute, because it numbers the
captured 10 ms TIMELINE rather than the datagrams. The gap the host then sees
is exactly the audio that never came: its de-jitter conceals at most a few
frames of it before the pump's 600 ms stale-gap flush resets the chain
outright, which is the right reading of a mute. Encoding silence instead
would have kept a pointless uplink and a host-side ring alive for its whole
duration.

Mute is per session and nothing is persisted — a new stream always starts
unmuted, and no new setting exists. The flag lives on the session handle
rather than on the capture, so the mic stop/start a surface recreate performs
brings the user's choice back with it, with no window in which the fresh
capture could send an unmuted frame.

The control is offered on the evidence that a capture is actually running
(nativeMicActive), not on the setting: with the mic disabled, RECORD_AUDIO
denied, or every AAudio input rung refused, there is nothing on screen to
lie about. On touch it is a pill in the corner the stats HUD doesn't use —
the one in-stream control, so it sits above the gesture layer to take its own
taps — dim while live, a red "Muted" badge while it isn't. On TV that badge
is the indicator alone: Select + Y is the control there, and a focusable
button would fight the game for the D-pad. Y is deliberately not one of the
exit chord's buttons, so neither chord can be reached through the other.

One honest consequence of keeping the stream open: the platform's recording
indicator stays lit while muted, because the mic really is still open. What
stops is the encode and the send.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 22:41:09 +02:00
enricobuehlerandClaude Fable 5 766991cf6a feat(apple): the mic has an off switch you can reach mid-stream
Until now the only way to stop sending the room was to end the session and turn
"Send microphone to the host" off in Settings — a per-app setting for something
that is really a per-conversation act. The mic now mutes from inside the stream:
a button on the HUD card, the Stream menu's ⌃⌥⇧A (macOS menu bar and iPad
hardware keyboards), the same chord while input is captured (both platforms
detect it in InputCapture, where the reserved ⌃⌥⇧Q/D/S already live — ⌃⌥⇧M is
the mouse-model flip, cross-client, so the mic gets A), and on iPhone/iPad a mic
disc beside the touch exit for the stats tiers whose HUD carries no buttons.

Muting is local and instant: it gates capture on this device, the host is never
asked and never told. The muted state gets its own badge over the stream —
independent of the stats overlay, because "am I muted?" is not a statistic and
the overlay is exactly what a player turns off. The badge is also the way back:
tapping it unmutes, which is the guaranteed path for a touch user who muted with
the overlay off.

Mute is session state and is deliberately not persisted. Every stream starts live
if the mic is enabled at all, rather than carrying a mute nobody remembers making
into a call three days later.

The mechanism is the one wave 1 built. `SessionAudio.setMicMuted` — which mutes
the voice processor's input on the combined engine and pauses the capture engine
on the split one — stays the single muting path; what changes is that it now
takes an EFFECTIVE mute the session composes from its two reasons: the user's
mute and the background keep-alive's privacy mute. Neither can clear the other,
so a user who muted before pocketing their phone comes back still muted, and
backgrounding no longer un-mutes anyone on return. It also latches the state, so
a mute made while the microphone permission prompt is still open lands on the
engine that grant creates instead of being lost.

The control is offered only where there is something to mute: the session's
resolved `micEnabled` (a profile can turn the mic on or off), a platform with an
app-accessible input (never tvOS), and a TCC grant the OS hasn't refused. Absent
rather than greyed on the HUD and the touch discs, greyed on the menu, and the
macOS start-of-stream banner only teaches ⌃⌥⇧A when the session actually sends a
microphone.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 22:35:48 +02:00
enricobuehler 41e7035441 Merge branch 'audio/apple-mic' into audio/mic-latency-echo 2026-07-31 22:12:52 +02:00
enricobuehler 27861b52b8 Merge branch 'audio/android-mic' into audio/mic-latency-echo 2026-07-31 22:12:52 +02:00
enricobuehler c846b165ae Merge branch 'audio/core-desktop-uplink' into audio/mic-latency-echo 2026-07-31 22:12:51 +02:00
enricobuehler d3870294d0 Merge branch 'audio/host-mic-jitter' into audio/mic-latency-echo 2026-07-31 22:12:51 +02:00
enricobuehlerandClaude Fable 5 e861565e27 docs: "Why do I hear myself" — the four echo loops, and which knob stops each
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 22:11:19 +02:00
enricobuehlerandClaude Fable 5 79856d2c50 fix(host/audio): a VoiceMeeter box can no longer loop the mic into the stream
wiring_plan could hand the mic Voicemeeter Input and the loopback
Voicemeeter Aux Input — two strips of the same internal mixer, i.e. a
digital feedback loop with no acoustic path to break it, because
leftover() never asked virtualish() and the exclusion list only knew
"cable" and the Steam Speakers. Now every VoiceMeeter or generically
"virtual" render is excluded from loopback, and the last-resort tier
refuses anything virtual: a box with only mixer endpoints gets
loopback=None, honest like the cable-only case.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 22:11:17 +02:00
enricobuehlerandClaude Fable 5 efac33fd33 feat(host/audio): the virtual mic buffers for the client it has, not the worst one ever
The mic pump grows a real de-jitter (audio/mic_jitter.rs): a two-frame
reorder window in front of the decoder, libopus concealment on sequence
gaps (up to 5 frames — a lost datagram no longer drains the ring into a
silence + re-prime crackle), and an adaptive target depth measured from
inter-arrival jitter, clamped to 10–60 ms. Both backend rings now prime
at one consumer quantum + that target: the old bursty Mac client still
measures ~42 ms and lands where the fixed 48 ms prime protected it, a
modern 10 ms-cadence client settles at ~25–35 ms, and a 2048-frame
recorder on Linux stops buying 128 ms of latency from the 3-quanta
clamp. Depth stuck above target sheds near-silent frames a few ms per
100 ms — never speech, never a hard clear.

PUNKTFUNK_MIC_LEGACY_BUFFER=1 (documented) is the one-release escape
hatch back to the fixed constants, and a "mic uplink health" line every
30 s (depth/target, cadence, gaps, conceals, reorders, drops, re-primes)
finally says which side of the link a bad mic lives on.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 22:11:08 +02:00
enricobuehlerandClaude Fable 5 f3e122b0d0 feat(apple): the mic hears you, not the game — voice processing joins the engines
The Apple client on a loudspeaker was the primary reported echo source:
two AVAudioEngines by design (arbitrary mic/speaker pairs, two clocks)
meant no unit ever saw render and capture together, which is exactly
what setVoiceProcessingEnabled needs. With the mic enabled and the new
"Echo cancellation" toggle on (both defaults), playback and capture now
share ONE engine with the system voice processor engaged — AEC, noise
suppression and AGC — and the input node's other-audio ducking pinned
to .min with advanced ducking off, because this is a game stream, not a
call: the host's audio must never dip under the outgoing voice.

The two-engine path survives where it is the right answer: echo cancel
off, macOS sessions with a hand-picked speaker/mic UID or input channel
(the voice processor only follows the system default devices, and its
capture side is its own mono mix — a per-channel pick can't survive
it), and any machine whose voice processor refuses to engage. Every
failure falls back to a working configuration rather than silence. The
capture chain reads the input format after the processor is enabled,
so its mono/lower-rate output flows through the existing converter
unchanged; a first-run permission grant swaps the playback-only engine
for the combined one in place, reusing the same jitter ring and drain
thread; background mic muting mutes the processor's input instead of
pausing the shared engine (playback keeps running).

echo_cancel rides the full settings plumbing micEnabled has — defaults
key, effective settings, profile overlay (serialized as `echo_cancel`;
the Rust catalog carries it via unknown-key passthrough until it grows
the field), a captioned toggle beside the Microphone row, and a gamepad
settings row. tvOS behavior is untouched (playback only, as before).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 21:58:31 +02:00
enricobuehlerandClaude Fable 5 e54258b8ac feat(apple): the mic uplink drops to mono 10 ms packets and stops shoveling its FIFO
The capture path carried three latencies that had nothing to do with the
network: a 2048-frame tap request (42.7 ms bursts before the first
sample could even be sliced), 20 ms Opus framing, and a mono signal
duplicated into both stereo channels because the encoder was configured
like the downlink. CoreAudio's Opus encoder takes mFramesPerPacket=480
and mChannelsPerFrame=1 just fine — probed empirically: the converter
truly emits 10 ms mono CELT packets (TOC config 30), one per 480-frame
chunk, and the stereo-shaped decoder upmixes them with the tone intact —
so the uplink now asks for 10 ms tap buffers and encodes 48 kbps mono
10 ms packets, with 960 kept only as an init-time fallback. The host
decodes any Opus frame ≤120 ms, so nothing changes on the wire's far
end.

The tap thread also stops burning cycles per callback: the mono fold and
resampler scratch buffers are allocated once (regrown only if a larger
device quantum ever arrives), and the chunk slicer walks a head index
instead of removeFirst — which memmoved the entire backlog for every
packet on a render-adjacent thread. iOS additionally asks the session
for 5 ms IO quanta at 48 kHz when the mic is on (best-effort; the
hardware decides).

Verified: swift build (macOS arm64), swift test OpusCodecTests +
AudioChannelFoldTests, and an iOS arm64 cross-build; the 480/mono
behavior confirmed by TOC inspection on macOS 15.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 21:57:48 +02:00
enricobuehlerandClaude Fable 5 a681de7e5c feat(android): the mic goes through the echo canceller, and the host stops hearing itself
The capture stream opened under AAudio's default VoiceRecognition input
preset, which deliberately bypasses the HAL's acoustic echo canceller —
so a phone playing the game audio out of its own speaker fed that audio
straight back to the host. Two layers fix it, both behind a new "Echo
cancellation" setting (default ON, next to the Microphone toggle in the
touch and console settings, per-profile like every tier-P setting):

- Native: the mic opens under the VoiceCommunication preset (HAL AEC/NS
  on the capture path) and allocates an audio session id. The open
  ladder is Exclusive+voice → Shared+voice → Exclusive → Shared — some
  HALs refuse the preset or a session id outright, and a mic without
  echo cancellation still beats no mic; the last rungs are exactly the
  preset-less open this always did.

- Kotlin backstop: nativeStartMic now returns the allocated session id
  (0 = none), and StreamScreen hangs the Java AcousticEchoCanceler +
  NoiseSuppressor off it (guarded by isAvailable), releasing them on
  every mic-stop path — the surface teardown and the final dispose — so
  a surface recreate re-attaches instead of leaking effect engines.

The playback stream is untouched: retagging it voice/communication
would route it through the phone-call chain and regress quality.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 21:53:01 +02:00
enricobuehlerandClaude Fable 5 6286f91f89 feat(host/audio): the mic uplink keeps its sequence, and a backlog heals itself
The 0xCB datagrams always carried a seq + pts, and the ingest threw both
away one line after decoding them — the pump saw an anonymous byte pile.
Frames now travel as MicFrame {seq, pts_ns, opus} so the de-jitter that
follows can reorder, conceal and measure.

The shared queue also stops being a latency reservoir: cap 64 → 12, and
a pump that wakes to a backlog deeper than 6 frames jumps to the newest
4 instead of replaying the pile — before this, a scheduling stall could
park up to 1.28 s of standing mic delay that only a >600 ms silence gap
ever flushed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 21:50:29 +02:00
enricobuehlerandClaude Fable 5 55e01b4dcb feat(client): the stats overlay learns whether your mic frames arrive
NativeClient::mic_stats reaches the per-second stream window: sent and
dropped (queue-full + stale-shed) frame deltas join the tracing line and
the Stats event, and the Detailed OSD tier renders a mic line while the
uplink is live — a healthy 10 ms-frame mic reads ~100 f/s, and a drop
term means the client is shedding backlog, not the network eating audio.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 21:49:12 +02:00
enricobuehlerandClaude Fable 5 d17e942db0 feat(client/audio): the mic speaks 10 ms mono and asks the OS to cancel the echo
Uplink format on both desktops: 10 ms mono frames (was 20 ms stereo),
Opus Voip at 48 kbps with in-band FEC against 10 % assumed loss — half
the frame-fill latency, half the samples, and a lost datagram's audio
now rides in its successor. One datagram per frame, unchanged wire.

Linux: the capture stream finally asks for its own quantum
(NODE_LATENCY 480/48000) instead of inheriting the graph's 1024-2048
sample bursts, and when the user picked no mic it prefers an existing
echo-cancel source over the default (PUNKTFUNK_NO_AEC=1 opts out;
loading module-echo-cancel ourselves needs a load_module the pipewire
crate doesn't expose yet). Windows: the capture client declares
AudioCategory_Communications before Initialize so an endpoint's
communications APO (the system AEC) can engage; capture stays stereo
via autoconvert — the proven path — and downmixes to mono in code.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 21:49:05 +02:00
enricobuehlerandClaude Fable 5 a7d4213778 feat(android): the mic uplink drops to mono 10 ms frames, and stops hoarding stale audio
Latency, three ways, all inside mic.rs:

- 48 kHz stereo 20 ms becomes mono 10 ms: speech gains nothing from a
  second channel, the shorter frame shaves a buffering interval off the
  uplink, and the host already decodes any Opus frame <= 120 ms with its
  stereo decoder (mono packets upmix) — no protocol change. The encoder
  follows: 48 kbps, complexity 5, in-band FEC at an assumed 10% loss so
  a dropped datagram reconstructs from its successor instead of a hole.

- The latency ratchet is gone: the capture callback drops the NEWEST
  chunk when the hand-off channel fills, so an encode-side stall used to
  convert into standing mic delay that never drained. The encode loop
  now drains the whole backlog in one lump and, past ~60 ms, jumps to
  the newest ~20 ms (one audible blip, live again), counting what it
  shed in the periodic log line. The realtime callback stays exactly as
  allocation-free as it was.

- The encode thread registers with the client's hot-thread set, so the
  ADPF session keeps mic encode on a fast core alongside audio decode.

No .frames_per_data_callback() pin: AAudio's own docs say leaving it
unset is the lowest-latency path (the callback runs at the device's
optimal burst), and the encode side re-chunks to 10 ms frames anyway.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 21:46:44 +02:00
enricobuehlerandClaude Fable 5 15392bd707 fix(core/client): the mic queue stops hoarding a second of your voice
MIC_QUEUE claimed 64 was ~320 ms of 5 ms frames; the frames were 20 ms, so
it really allowed 1.28 s — and since a full tokio mpsc can only refuse the
FRESH frame, one worker stall turned the whole backlog into permanent
standing mic latency. The queue shrinks to 12 and the pump's mic task now
sheds oldest-first past a ~60 ms backlog, so a stall costs a short dropout
and heals itself. New per-stage counters (sent / dropped-full /
dropped-stale) surface through NativeClient::mic_stats for the stats HUDs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-31 21:46:02 +02:00
289 changed files with 27353 additions and 5178 deletions
+95
View File
@@ -0,0 +1,95 @@
# Move a versionCode that is ALREADY on Google Play between tracks — no rebuild.
#
# Why this is separate from android.yml: promotion must not rebuild. A rebuild produces a fresh
# versionCode (github.run_number) from possibly-newer sources, so it ships something nobody tested;
# promoting assigns the byte-identical artifact the testers already ran. Bolting this onto
# android.yml would mean an `if:` on all ten of its build steps.
#
# What it is for:
# * promote a tested build up a track (alpha -> production)
# * roll production back by re-pointing it at an older versionCode (to_track=production,
# version_code=<the good one>, from_track blank)
# * halt a rollout (status=halted)
#
# Defaults are deliberately the safe ones: dry_run starts TRUE, so a mis-typed versionCode
# validates and deletes the edit instead of publishing. Flip it to false only when the dry run
# printed what you meant.
name: android-promote
# Two concurrent promotions would race on the same Play edit; the loser fails with a stale-edit
# error. One at a time, and never cancel one mid-flight — a half-applied track change is worse
# than a queued one.
concurrency:
group: android-promote
cancel-in-progress: false
on:
workflow_dispatch:
inputs:
version_code:
description: 'versionCode already on Play (e.g. 10816)'
required: true
to_track:
description: 'destination track'
required: true
default: 'production'
from_track:
description: 'track to verify it is on, then clear (blank = touch nothing else)'
required: false
default: 'alpha'
notes_tag:
description: "tag whose docs/releases/whatsnew/<tag>.txt to attach, e.g. v0.23.0 (blank = none)"
required: false
default: ''
status:
description: 'completed (100%) | inProgress (needs user_fraction) | halted | draft'
required: true
default: 'completed'
user_fraction:
description: 'staged rollout fraction for inProgress, e.g. 0.2 (blank otherwise)'
required: false
default: ''
dry_run:
description: 'validate only, publish nothing'
required: true
default: 'true'
jobs:
promote:
runs-on: ubuntu-24.04
# Same image as android.yml purely for python3 + openssl (play-upload.py's only deps); it is
# already warm on the runner. Nothing here builds.
container:
image: 192.168.1.58:5010/punktfunk-android-ci:latest
timeout-minutes: 15
steps:
- uses: actions/checkout@v4
- name: Promote
env:
SERVICE_ACCOUNT_JSON: ${{ secrets.SERVICE_ACCOUNT_JSON }}
VERSION_CODE: ${{ inputs.version_code }}
TO_TRACK: ${{ inputs.to_track }}
FROM_TRACK: ${{ inputs.from_track }}
NOTES_TAG: ${{ inputs.notes_tag }}
STATUS: ${{ inputs.status }}
USER_FRACTION: ${{ inputs.user_fraction }}
DRY_RUN: ${{ inputs.dry_run }}
run: |
set -- --package io.unom.punktfunk \
--promote "$VERSION_CODE" \
--track "$TO_TRACK" --status "$STATUS"
# Explicit `if`, not `[ ] && …`: under `sh -e` a false AND-OR list that ends up LAST in
# the script aborts the step, and these get reordered.
if [ -n "$FROM_TRACK" ]; then set -- "$@" --promote-from "$FROM_TRACK"; fi
if [ -n "$USER_FRACTION" ]; then set -- "$@" --user-fraction "$USER_FRACTION"; fi
if [ -n "$NOTES_TAG" ]; then
NOTES="docs/releases/whatsnew/${NOTES_TAG}.txt"
# Fail loudly rather than silently publishing with the PREVIOUS release's text still
# showing on the store listing.
[ -f "$NOTES" ] || { echo "ERROR: no such notes file: $NOTES"; exit 1; }
set -- "$@" --release-notes-file "$NOTES"
fi
if [ "$DRY_RUN" = "true" ]; then set -- "$@" --no-commit; fi
echo "promoting versionCode=$VERSION_CODE -> $TO_TRACK (dry_run=$DRY_RUN)"
python3 clients/android/ci/play-upload.py "$@"
+84 -10
View File
@@ -34,9 +34,10 @@ on:
- 'rust-toolchain.toml'
- 'scripts/ci/**'
- '.gitea/workflows/android.yml'
# Single project version: a `vX.Y.Z` tag is THE release (uploads to Play's `alpha` closed
# track for manual promotion + attaches the .aab/.apk to the unified Gitea Release). A main
# push is canary (Play `internal`).
# Single project version: a `vX.Y.Z` tag is THE release (publishes to Play `production` at
# 100% + attaches the .aab/.apk to the unified Gitea Release). A main push is canary
# (Play `internal`). Production access was granted 2026-08-01; before that a tag could only
# reach `alpha` and someone had to promote it by hand in the Console.
tags: ['v*']
pull_request:
paths:
@@ -75,6 +76,56 @@ jobs:
steps:
- uses: actions/checkout@v4
# FIRST, because it costs a second and everything after it costs ten minutes.
#
# A release tag MUST carry its own Play "What's new". If the file is absent Play does not
# show nothing — it carries the PREVIOUS release's text onto this version, so production
# users read notes for a build they are not getting. That is the same defect the v0.22.3
# notes shipped (see docs/releases/README.md), and it is invisible until someone reads the
# store listing. Failing here also means a missing file cannot leave a half-published
# release: nothing is built, nothing is attached to the Gitea release, nothing reaches Play.
#
# Canary is exempt on purpose: it has no curated notes, and Play reusing text for internal
# testers costs nothing.
- name: Play release notes gate (tags only)
if: startsWith(github.ref, 'refs/tags/v')
run: |
NOTES="docs/releases/whatsnew/${GITHUB_REF_NAME}.txt"
if [ ! -f "$NOTES" ]; then
echo "ERROR: $NOTES does not exist."
echo "A production release needs its own Play 'What's new' (<=500 chars, written for"
echo "phone/TV users). Without it Play reuses the previous release's text."
echo "See docs/releases/README.md; copy docs/releases/whatsnew/TEMPLATE.txt."
exit 1
fi
# A verbatim copy of another release's file is the same bug wearing a hat: the store
# listing still describes the wrong build. Cheap to check, and only ever trips on an
# actual copy-paste that was never edited.
for other in docs/releases/whatsnew/*.txt; do
if [ "$other" != "$NOTES" ] && [ "$other" != "docs/releases/whatsnew/TEMPLATE.txt" ]; then
if cmp -s "$NOTES" "$other"; then
echo "ERROR: $NOTES is byte-identical to $other."
echo "Write notes describing THIS release, not the one before it."
exit 1
fi
fi
done
# Length is checked here as well as in play-upload.py. Not redundant: the uploader is
# the last line of defence (and the only one android-promote.yml gets), but it runs at
# step 9 — this catches an unedited TEMPLATE copy at step 1 instead of after the build.
# Must count CHARACTERS, not bytes: Play's cap is 500 chars and `•` is 3 bytes in UTF-8,
# so `wc -c` would reject a file that is comfortably legal.
python3 - "$NOTES" <<'PY'
import sys
path = sys.argv[1]
text = open(path, encoding="utf-8").read().strip()
if not text:
sys.exit(f"ERROR: {path} is empty.")
if len(text) > 500:
sys.exit(f"ERROR: {path} is {len(text)} chars; Play allows 500. Trim it.")
print(f"Play release notes OK: {path} ({len(text)}/500 chars)")
PY
# Everything below the checkout used to be four download steps (JDK, SDK,
# NDK+CMake, cargo-ndk — the flakiest, heaviest part of the job); it is all baked
# into the image now. This guard only re-asserts the Android targets so a
@@ -109,6 +160,14 @@ jobs:
key: gradle-${{ hashFiles('clients/android/**/*.gradle.kts', 'clients/android/gradle/wrapper/gradle-wrapper.properties') }}
restore-keys: gradle-
# The kit's JVM unit tests — the pure parsers, migrations and feedback policies. They were
# running nowhere: this workflow only assembled, and android-screenshots.yml runs the :app
# module's tests, so nothing enforced :kit's. Cheap (a couple of seconds against an already
# built module) and it is the only automated cover those behaviours have.
- name: kit unit tests
working-directory: clients/android
run: ./gradlew :kit:testDebugUnitTest --stacktrace
- name: assembleDebug (cargo-ndk → jniLibs → APK)
working-directory: clients/android
env:
@@ -122,11 +181,20 @@ jobs:
run: |
eval "$(bash scripts/ci/pf-version.sh)" # -> PF_BASE (one minor ahead of the latest stable tag)
case "$GITHUB_REF" in
refs/tags/v*) VN="${GITHUB_REF_NAME#v}"; TRACK="alpha" ;; # alpha = built-in closed testing
refs/tags/v*) VN="${GITHUB_REF_NAME#v}"; TRACK="production" ;;
*) VN="${PF_BASE}-ci${GITHUB_RUN_NUMBER}"; TRACK="internal" ;;
esac
echo "VERSION_NAME=$VN" >> "$GITHUB_ENV"
echo "PLAY_TRACK=$TRACK" >> "$GITHUB_ENV"
# Play's own "What's new" (500-char cap, its own file — the vX.Y.Z.md body is ~34 KB).
# On a tag the gate step above already proved this exists, so the else branch is only
# ever the canary path. See docs/releases/README.md.
NOTES="docs/releases/whatsnew/${GITHUB_REF_NAME}.txt"
if [ -f "$NOTES" ]; then
echo "PLAY_NOTES=$NOTES" >> "$GITHUB_ENV"
else
echo "no Play release notes at $NOTES (canary — Play keeps the previous text)"
fi
echo "android version $VN -> Play track '$TRACK'"
- name: Build Release (signed AAB + universal APK)
@@ -199,15 +267,21 @@ jobs:
# Direct Publishing-API upload instead of r0adkll/upload-google-play — that action hides the
# real API error behind "Unknown error occurred."; this prints it. stdlib + openssl only (no
# pip), reuses SERVICE_ACCOUNT_JSON (raw JSON or base64), auto-handles changesNotSentForReview.
# Track: canary main -> `internal`; a vX.Y.Z release -> `alpha` (closed testing) for manual
# promotion to production in the Play console.
# Track: canary main -> `internal`; a vX.Y.Z release -> `production` at 100% (`completed`).
#
# A tag therefore ships to real users with no further click. Two things keep that honest:
# the tag is only pushed once every platform is green, and Play reviews each production
# release before it reaches anyone. To ramp instead of going straight to 100%, this is
# `--status inProgress --user-fraction 0.2`; to undo a bad one, halt or roll back from the
# Console (or `android-promote.yml`, which can re-point production at an older versionCode).
- name: Upload to Google Play
if: github.event_name == 'push' && (github.ref == 'refs/heads/main' || startsWith(github.ref, 'refs/tags/v'))
env:
SERVICE_ACCOUNT_JSON: ${{ secrets.SERVICE_ACCOUNT_JSON }}
run: |
echo "uploading to Play track '$PLAY_TRACK'"
python3 clients/android/ci/play-upload.py \
--package io.unom.punktfunk \
--aab clients/android/app/build/outputs/bundle/release/app-release.aab \
--track "$PLAY_TRACK" --status completed
set -- --package io.unom.punktfunk \
--aab clients/android/app/build/outputs/bundle/release/app-release.aab \
--track "$PLAY_TRACK" --status completed
if [ -n "${PLAY_NOTES:-}" ]; then set -- "$@" --release-notes-file "$PLAY_NOTES"; fi
python3 clients/android/ci/play-upload.py "$@"
Generated
+32 -32
View File
@@ -947,7 +947,7 @@ dependencies = [
[[package]]
name = "cursor-probe"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"pf-capture",
@@ -1036,7 +1036,7 @@ dependencies = [
[[package]]
name = "display-disturb"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"windows 0.62.2 (registry+https://github.com/rust-lang/crates.io-index)",
]
@@ -2221,7 +2221,7 @@ dependencies = [
[[package]]
name = "latency-probe"
version = "0.22.3"
version = "0.24.0"
[[package]]
name = "lazy_static"
@@ -2326,7 +2326,7 @@ dependencies = [
[[package]]
name = "libvpl-sys"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"bindgen",
"cmake",
@@ -2361,7 +2361,7 @@ checksum = "0ceec5bc11778974d1bcb055b18002eba7f4b3518b6a0081b3af5f21666da9ad"
[[package]]
name = "loss-harness"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"punktfunk-core",
]
@@ -2850,7 +2850,7 @@ checksum = "9b4f627cb1b25917193a259e49bdad08f671f8d9708acfd5fe0a8c1455d87220"
[[package]]
name = "pf-capture"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"ashpd",
@@ -2871,7 +2871,7 @@ dependencies = [
[[package]]
name = "pf-client-core"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"ash",
@@ -2897,7 +2897,7 @@ dependencies = [
[[package]]
name = "pf-clipboard"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"ashpd",
@@ -2915,7 +2915,7 @@ dependencies = [
[[package]]
name = "pf-console-ui"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"ash",
@@ -2936,7 +2936,7 @@ dependencies = [
[[package]]
name = "pf-encode"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"ash",
@@ -2960,7 +2960,7 @@ dependencies = [
[[package]]
name = "pf-ffvk"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"ash",
"bindgen",
@@ -2969,7 +2969,7 @@ dependencies = [
[[package]]
name = "pf-frame"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"libc",
@@ -2981,7 +2981,7 @@ dependencies = [
[[package]]
name = "pf-gpu"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"pf-host-config",
@@ -2995,11 +2995,11 @@ dependencies = [
[[package]]
name = "pf-host-config"
version = "0.22.3"
version = "0.24.0"
[[package]]
name = "pf-inject"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"ashpd",
@@ -3028,14 +3028,14 @@ dependencies = [
[[package]]
name = "pf-paths"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"tracing",
]
[[package]]
name = "pf-presenter"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"ash",
@@ -3050,7 +3050,7 @@ dependencies = [
[[package]]
name = "pf-update"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"serde",
"serde_json",
@@ -3058,7 +3058,7 @@ dependencies = [
[[package]]
name = "pf-update-check"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"base64",
@@ -3070,7 +3070,7 @@ dependencies = [
[[package]]
name = "pf-vdisplay"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"ashpd",
@@ -3103,7 +3103,7 @@ dependencies = [
[[package]]
name = "pf-win-display"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"pf-paths",
@@ -3115,7 +3115,7 @@ dependencies = [
[[package]]
name = "pf-zerocopy"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"ash",
@@ -3323,7 +3323,7 @@ dependencies = [
[[package]]
name = "punktfunk-cli"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"pf-client-core",
"punktfunk-core",
@@ -3334,7 +3334,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-android"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"android_logger",
"jni",
@@ -3350,7 +3350,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-linux"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"async-channel",
@@ -3367,7 +3367,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-session"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"pf-client-core",
@@ -3382,7 +3382,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-windows"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"async-channel",
"ffmpeg-next",
@@ -3402,7 +3402,7 @@ dependencies = [
[[package]]
name = "punktfunk-core"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"aes-gcm",
"bytes",
@@ -3434,7 +3434,7 @@ dependencies = [
[[package]]
name = "punktfunk-host"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"aes",
"aes-gcm",
@@ -3519,7 +3519,7 @@ dependencies = [
[[package]]
name = "punktfunk-probe"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"mdns-sd",
@@ -3533,7 +3533,7 @@ dependencies = [
[[package]]
name = "punktfunk-tray"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"anyhow",
"ksni",
@@ -3556,7 +3556,7 @@ checksum = "d55d956fa96f5ec02be2e13af0e20391a5aa83d6a074e3ad368959d0fab299ea"
[[package]]
name = "pyrowave-sys"
version = "0.22.3"
version = "0.24.0"
dependencies = [
"bindgen",
"cmake",
+1 -1
View File
@@ -53,7 +53,7 @@ exclude = [
ndk = { path = "clients/android/native/vendor/ndk" }
[workspace.package]
version = "0.22.3"
version = "0.24.0"
edition = "2021"
rust-version = "1.82"
license = "MIT OR Apache-2.0"
+97 -3
View File
@@ -10,7 +10,7 @@
"name": "MIT OR Apache-2.0",
"identifier": "MIT OR Apache-2.0"
},
"version": "0.22.3"
"version": "0.23.0"
},
"paths": {
"/api/v1/clients": {
@@ -2170,6 +2170,51 @@
}
}
},
"/api/v1/plugins/logs": {
"post": {
"tags": [
"plugins"
],
"summary": "Ingest runner log lines",
"description": "The plugin/script runner ships its output here so the console's **Logs** page can show it.\n\nPlugins are not host child processes — the runner is a separate `bun` process that `import()`s\neach plugin in-process — so nothing a plugin logs passes through the host's own `tracing`, and\nbefore this endpoint the console's log page could not show a single plugin line. On Linux the\nfallback was `journalctl --user -u punktfunk-scripting`; on Windows the runner task writes no\nlog file at all, so a failing plugin was diagnosable only by stopping the scheduled task and\nre-running the runner by hand. Both are shell access on the host box, which is exactly what the\nconsole exists to avoid.\n\nLines land in the same ring as the host's own, sharing one `seq` cursor, targeted\n`plugin:<source>` — so `GET /logs` needs no second cursor and the console needs no second poll.",
"operationId": "ingestPluginLogs",
"requestBody": {
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/PluginLogBatch"
}
}
},
"required": true
},
"responses": {
"204": {
"description": "Lines ingested"
},
"400": {
"description": "Batch too large",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
},
"401": {
"description": "Missing or invalid bearer token",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
}
}
}
},
"/api/v1/plugins/{id}": {
"put": {
"tags": [
@@ -3495,7 +3540,7 @@
"operationId": "forceUpdateCheck",
"responses": {
"200": {
"description": "Refreshed update-check state (`last_error` carries a failed check)",
"description": "Refreshed update-check state (`last_error` carries a failed check; `not_published` an empty channel, which is not one)",
"content": {
"application/json": {
"schema": {
@@ -6238,6 +6283,50 @@
"gamestream"
]
},
"PluginLogBatch": {
"type": "object",
"description": "A batch of runner log lines.",
"required": [
"entries"
],
"properties": {
"entries": {
"type": "array",
"items": {
"$ref": "#/components/schemas/PluginLogLine"
}
}
}
},
"PluginLogLine": {
"type": "object",
"description": "One log line produced by the runner or a plugin inside it (`POST /plugins/logs`).",
"required": [
"ts_ms",
"level",
"source",
"msg"
],
"properties": {
"level": {
"type": "string",
"description": "`ERROR` | `WARN` | `INFO` | `DEBUG` | `TRACE`. Anything else is coerced to `INFO`."
},
"msg": {
"type": "string"
},
"source": {
"type": "string",
"description": "Which unit emitted it — a plugin's `definePlugin` name, a package name, or `runner`.\nSurfaced in the console's target column as `plugin:<source>`."
},
"ts_ms": {
"type": "integer",
"format": "int64",
"description": "When the line was produced, unix milliseconds. Kept verbatim — see\n[`crate::log_capture::LogRing::push_remote`].",
"minimum": 0
}
}
},
"PluginRegistration": {
"type": "object",
"description": "Register/renew body for `PUT /plugins/{id}`.",
@@ -7372,7 +7461,8 @@
"apply",
"channel_hint",
"check_disabled",
"available"
"available",
"not_published"
],
"properties": {
"apply": {
@@ -7452,6 +7542,10 @@
}
]
},
"not_published": {
"type": "boolean",
"description": "The check reached the feed and found this channel has **no release published yet** —\nan expected state (a channel nobody has announced to answers with a 404), not a\nfailure. Mutually exclusive with `last_error`, so a UI can say \"nothing published yet\"\ninstead of painting an empty feed as a broken host. Never set once a manifest has been\nseen for this channel: a feed that loses a document it used to serve stays an error."
},
"opt_in_hint": {
"type": [
"string",
@@ -50,10 +50,12 @@ import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.text.font.FontFamily
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.text.style.TextOverflow
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
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
@@ -250,6 +252,139 @@ fun GamepadHostOptionsDialog(
}
}
/**
* The pin-to-hosts picker the settings screen's Profiles section opens — the Android mirror of the
* desktop console's PinHostsScreen (design §5.2a): one toggle row per SAVED host, D-pad up/down
* moves, A flips the focused pin, left/right unpins/pins (the settings-toggle semantics), B closes.
* A toggle is presentation only: it edits the host's pinned cards through the same store write the
* carousel's unpin uses, never the profile itself and never the host's default binding.
*
* Pin state is read live from [pinned] (backed by the host records), so what a switch shows is
* always what the store holds — the row can't disagree with the carousel it feeds.
*/
@OptIn(ExperimentalFoundationApi::class)
@Composable
fun GamepadPinHostsDialog(
profileName: String,
hosts: List<KnownHost>,
pinned: (KnownHost) -> Boolean,
onToggle: (KnownHost) -> Unit,
onDismiss: () -> Unit,
) {
// 0..hosts.lastIndex = host rows, hosts.size = the Done button (with no hosts, index 0 IS
// Done, so it starts focused).
var focus by remember { mutableIntStateOf(0) }
BackHandler(onBack = onDismiss)
GamepadNavEffect2D(
active = true,
onDirection = { dir ->
when (dir) {
NavDir.UP -> if (focus > 0) focus--
NavDir.DOWN -> if (focus < hosts.size) focus++
// Directional = state-targeted (left → unpinned, right → pinned), so holding a
// direction can't oscillate; asking for the state it's already in is a no-op.
NavDir.LEFT -> hosts.getOrNull(focus)?.let { if (pinned(it)) onToggle(it) }
NavDir.RIGHT -> hosts.getOrNull(focus)?.let { if (!pinned(it)) onToggle(it) }
}
},
onActivate = {
val kh = hosts.getOrNull(focus)
if (kh != null) onToggle(kh) else onDismiss()
},
)
val maxCardHeight = (LocalConfiguration.current.screenHeightDp * 0.92f).dp
Box(
Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.62f)),
contentAlignment = Alignment.Center,
) {
Column(
Modifier
.padding(24.dp)
.widthIn(max = 520.dp)
.heightIn(max = maxCardHeight)
.clip(RoundedCornerShape(24.dp))
.background(Color(0xF01A1730))
.border(1.dp, Color.White.copy(alpha = 0.12f), RoundedCornerShape(24.dp))
.padding(28.dp),
verticalArrangement = Arrangement.spacedBy(14.dp),
) {
Text(
"Pin “$profileName",
style = MaterialTheme.typography.headlineSmall,
fontWeight = FontWeight.Bold,
color = Color.White,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
Column(
Modifier.weight(1f, fill = false).verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(10.dp),
) {
if (hosts.isEmpty()) {
DialogText("No saved hosts yet — pair with a host first, then pin this profile to it.")
} else {
DialogText("A pinned profile appears as its own card on the host — one press connects with it.")
hosts.forEachIndexed { i, kh ->
PinHostRow(
label = kh.name,
on = pinned(kh),
focused = i == focus,
onClick = { onToggle(kh) },
)
}
}
Spacer(Modifier.size(4.dp))
DialogButton(
"Done",
focused = focus == hosts.size,
primary = true,
enabled = true,
onClick = onDismiss,
)
}
}
}
}
/** One host's pin toggle: name + a [ConsoleSwitch], with the shared console focus visuals. */
@OptIn(ExperimentalFoundationApi::class)
@Composable
private fun PinHostRow(label: String, on: Boolean, focused: Boolean, onClick: () -> Unit) {
val visuals = animateConsoleFocus(active = focused)
// Inside the dialog's scroll region, like DialogButton: a focused row scrolled out of a short
// landscape window pulls itself into view.
val intoView = remember { BringIntoViewRequester() }
LaunchedEffect(focused) { if (focused) intoView.bringIntoView() }
val shape = RoundedCornerShape(14.dp)
Row(
Modifier
.fillMaxWidth()
.bringIntoViewRequester(intoView)
.graphicsLayer { scaleX = visuals.scale; scaleY = visuals.scale }
.clip(shape)
.background(visuals.background)
.border(1.dp, visuals.border, shape)
.clickable(
interactionSource = remember { MutableInteractionSource() },
indication = null,
onClick = onClick,
)
.padding(horizontal = 16.dp, vertical = 13.dp),
verticalAlignment = Alignment.CenterVertically,
) {
Text(
label,
style = MaterialTheme.typography.bodyLarge,
fontWeight = FontWeight.SemiBold,
color = Color.White,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
Spacer(Modifier.weight(1f))
ConsoleSwitch(on = on, focused = focused)
}
}
/**
* Console counterpart of [SpeedTestDialog]. Same measurement, same targeting rule — a TV box on a
* powerline adapter is exactly the machine whose link is worth measuring, so this belongs on the
@@ -57,13 +57,15 @@ import androidx.compose.ui.unit.sp
import dev.chrisbanes.haze.HazeState
import dev.chrisbanes.haze.hazeSource
import io.unom.punktfunk.kit.deviceBodyVibrator
import io.unom.punktfunk.kit.security.KnownHost
import io.unom.punktfunk.kit.security.KnownHostStore
// The gamepad-driven settings screen — the Android mirror of the Apple client's GamepadSettingsView:
// the couch-relevant subset of the touch settings restyled as a console 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. Both write the same SharedPreferences, so values round-trip with the touch settings.
private class GpRow(
internal class GpRow(
val id: String,
val header: String?,
val label: String,
@@ -72,8 +74,19 @@ private class GpRow(
val adjust: (Int) -> Boolean, // left/right; returns whether the value actually changed
val activate: () -> Unit, // A → cycle forward (wrapping) / flip
val toggled: Boolean? = null, // non-null = a toggle row, drawn as a ConsoleSwitch (not text)
val adjustable: Boolean = true, // false = the row navigates/acts instead of stepping — no chevrons
val enabled: Boolean = true, // dimmed + inert when false (still focusable, for its detail)
)
/**
* The row at [index], or null when it is dimmed. The single place the "disabled ⇒ inert" half of
* [GpRow.enabled] is enforced, so the three input paths (pad left/right, A, and a tap on the
* already-focused row) cannot drift apart — before this, `enabled` dimmed the label and nothing
* else, and every dimmed row still stepped its setting.
*/
internal fun liveRow(rows: List<GpRow>, index: Int): GpRow? =
rows.getOrNull(index)?.takeIf { it.enabled }
@Composable
fun GamepadSettingsScreen(
initial: Settings,
@@ -89,7 +102,39 @@ fun GamepadSettingsScreen(
val hasBodyVibrator = remember { deviceBodyVibrator(context) != null }
// Gates the AV1 codec row the same way the touch settings do (see `codecOptionsFor`).
val av1Capable = remember { io.unom.punktfunk.kit.VideoDecoders.pickDecoder("video/av01") != null }
val rows = buildSettingsRows(s, hasBodyVibrator, av1Capable, ::update)
// The Profiles section's stores, constructed here the way ConnectScreen constructs its own.
// The catalog is read once per screen entry: this screen can't create or edit profiles
// (design §5.4 — the touch interface does), so the list is stable for its lifetime. The saved
// hosts DO change under it — every pin toggle writes one — so they live in state and refresh
// on each toggle, keeping the "Pinned to N hosts" counts honest.
val knownHostStore = remember { KnownHostStore(context) }
val profileStore = remember { ProfileStore(context) }
val profiles = remember { profileStore.all() }
var savedHosts by remember { mutableStateOf(knownHostStore.all()) }
// The profile whose pin-to-hosts picker is up, or null. While it's showing, it owns the pad
// (this screen's nav gates on it, the ConnectScreen-dialog pattern).
var pinProfile by remember { mutableStateOf<StreamProfile?>(null) }
// Toggle a host+profile pin — the same store write ConnectScreen's togglePin does. Presentation
// only: pin appends at the end (card order), unpin removes, and the host's default binding
// (profileId) is never touched.
fun togglePin(kh: KnownHost, profile: StreamProfile) {
val pins = if (profile.id in kh.pinnedProfileIds) {
kh.pinnedProfileIds - profile.id
} else {
kh.pinnedProfileIds + profile.id
}
knownHostStore.save(kh.copy(pinnedProfileIds = pins))
savedHosts = knownHostStore.all()
}
// On a TV "the touch interface" is confusing advice (no touch to reach it with) — the honest
// path there is this screen's own Controller-optimized UI toggle, which swaps in the standard
// interface remote-navigably. The strings branch on it.
val tv = remember { isTvDevice(context) }
val rows = buildSettingsRows(s, hasBodyVibrator, av1Capable, ::update) +
buildProfileRows(profiles, savedHosts, tv) { pinProfile = it }
var focus by remember { mutableIntStateOf(0) }
if (focus > rows.lastIndex) focus = rows.lastIndex
// The direction the focused value last stepped (+1 forward / -1 back) — drives which way the
@@ -101,16 +146,20 @@ fun GamepadSettingsScreen(
BackHandler(onBack = onBack)
GamepadNavEffect2D(
active = navActive,
// The pin picker owns the pad while it's up (its own nav + BackHandler), so this screen
// drops its probes — the pattern ConnectScreen's dialogs use.
active = navActive && pinProfile == null,
onDirection = { dir ->
when (dir) {
NavDir.UP -> if (focus > 0) focus--
NavDir.DOWN -> if (focus < rows.lastIndex) focus++
NavDir.LEFT -> { adjustDir = -1; rows.getOrNull(focus)?.adjust(-1) }
NavDir.RIGHT -> { adjustDir = 1; rows.getOrNull(focus)?.adjust(1) }
// A disabled row is INERT, not just dim — the step is refused instead of writing a
// setting that has nothing to act on (see `liveRow`).
NavDir.LEFT -> { adjustDir = -1; liveRow(rows, focus)?.adjust(-1) }
NavDir.RIGHT -> { adjustDir = 1; liveRow(rows, focus)?.adjust(1) }
}
},
onActivate = { adjustDir = 1; rows.getOrNull(focus)?.activate() },
onActivate = { adjustDir = 1; liveRow(rows, focus)?.activate() },
)
// Keep the focused row on screen, but only SCROLL when it's actually off-screen — so entering the
// screen (focus on the first row) leaves the "Settings" heading visible instead of jumping past it.
@@ -148,7 +197,10 @@ fun GamepadSettingsScreen(
}
itemsIndexed(rows, key = { _, r -> r.id }) { index, row ->
SettingRowView(row, focused = index == focus, adjustDir = adjustDir, onClick = {
if (focus == index) { adjustDir = 1; row.activate() } else focus = index
// Same inertness as the pad path above — tapping a dimmed row focuses it (so
// its detail explains itself) but never flips it.
if (focus != index) focus = index
else if (row.enabled) { adjustDir = 1; row.activate() }
})
}
}
@@ -162,16 +214,41 @@ fun GamepadSettingsScreen(
.then(if (landscape) Modifier else Modifier.systemBarsPadding())
.padding(ConsoleLegendInset),
) {
// The legend follows the focused row (the desktop console's hints() does the same):
// a profile row doesn't adjust, it opens the pin picker, and the "No profiles yet"
// placeholder does nothing at all — advertising ↔/A on those would be a lie.
val focused = rows.getOrNull(focus)
GamepadHintBar(
listOf(
GamepadHint('↔', Color(0xFF9A93C7), "Adjust"),
// Tappable too (touch escape hatch): Change cycles the focused row, Done leaves.
PadGlyph.hint('A', "Change") { rows.getOrNull(focus)?.activate() },
PadGlyph.hint('B', "Done", onClick = onBack),
),
when {
focused != null && !focused.enabled -> listOf(
PadGlyph.hint('B', "Done", onClick = onBack),
)
focused != null && !focused.adjustable -> listOf(
PadGlyph.hint('A', "Pin to hosts") { focused.activate() },
PadGlyph.hint('B', "Done", onClick = onBack),
)
else -> listOf(
GamepadHint('↔', Color(0xFF9A93C7), "Adjust"),
// Tappable too (touch escape hatch): Change cycles the focused row, Done leaves.
PadGlyph.hint('A', "Change") { rows.getOrNull(focus)?.activate() },
PadGlyph.hint('B', "Done", onClick = onBack),
)
},
hazeState = hazeState,
)
}
// The pin-to-hosts picker for the activated profile row — the console counterpart of the
// touch UI's per-profile pin toggles in the host edit sheet.
pinProfile?.let { p ->
GamepadPinHostsDialog(
profileName = p.name,
hosts = savedHosts,
pinned = { kh -> p.id in kh.pinnedProfileIds },
onToggle = { kh -> togglePin(kh, p) },
onDismiss = { pinProfile = null },
)
}
}
}
@@ -180,8 +257,13 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
val visuals = animateConsoleFocus(active = focused)
val shape = RoundedCornerShape(14.dp)
// The chevrons keep their layout slot and only fade, so the value never jumps sideways when
// focus arrives; the value colour cross-fades with them.
val chevronAlpha by animateFloatAsState(if (focused) 0.6f else 0f, tween(160), label = "chevrons")
// focus arrives; the value colour cross-fades with them. A non-adjustable row (a profile row
// navigates, the empty-catalog placeholder does nothing) never shows them at all.
val chevronAlpha by animateFloatAsState(
if (focused && row.adjustable) 0.6f else 0f,
tween(160),
label = "chevrons",
)
val valueColor by animateColorAsState(
Color.White.copy(alpha = if (focused) 1f else 0.6f),
tween(160),
@@ -216,7 +298,9 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
row.label,
style = MaterialTheme.typography.bodyLarge,
fontWeight = FontWeight.SemiBold,
color = Color.White,
// A disabled row (the "No profiles yet" placeholder) dims but stays focusable,
// so its detail line can still explain what would go here.
color = Color.White.copy(alpha = if (row.enabled) 1f else 0.45f),
maxLines = 1,
)
Spacer(Modifier.weight(1f))
@@ -270,7 +354,7 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
/** Build the console settings rows from the current [Settings], writing through [update].
* [hasBodyVibrator] gates the "Rumble on this phone" row (absent on TVs); [av1Capable] gates the
* AV1 codec entry (see `codecOptionsFor`). */
private fun buildSettingsRows(
internal fun buildSettingsRows(
s: Settings,
hasBodyVibrator: Boolean,
av1Capable: Boolean,
@@ -278,13 +362,14 @@ private fun buildSettingsRows(
): List<GpRow> {
fun <T> choice(
id: String, header: String?, label: String, detail: String,
options: List<Pair<T, String>>, current: T, write: (T) -> Unit,
options: List<Pair<T, String>>, current: T, enabled: Boolean = true, write: (T) -> Unit,
): GpRow {
val idx = options.indexOfFirst { it.first == current }
return GpRow(
id, header, label,
value = options.getOrNull(idx)?.second ?: "",
detail = detail,
enabled = enabled,
adjust = { delta ->
if (idx < 0) {
options.firstOrNull()?.let { write(it.first) } != null
@@ -301,11 +386,12 @@ private fun buildSettingsRows(
}
fun toggle(
id: String, header: String?, label: String, detail: String,
value: Boolean, write: (Boolean) -> Unit,
value: Boolean, enabled: Boolean = true, write: (Boolean) -> Unit,
): GpRow = GpRow(
id, header, label,
value = if (value) "On" else "Off",
detail = detail,
enabled = enabled,
adjust = { delta -> val target = delta > 0; if (value != target) { write(target); true } else false },
activate = { write(!value) },
toggled = value,
@@ -395,12 +481,40 @@ private fun buildSettingsRows(
"mic", null, "Microphone", "Send this device's microphone to the host's virtual mic.",
s.micEnabled,
) { update(s.copy(micEnabled = it)) },
toggle(
"echoCancel", null, "Echo cancellation",
"Filter the stream's own audio out of the mic pickup. Applies while the microphone is on.",
s.echoCancel,
) { update(s.copy(echoCancel = it)) },
toggle(
"padForward", "Controllers", "Forward controllers",
"Send this device's controllers to the host. Turn it off when your controller " +
"already reaches the host another way — USB passthrough such as VirtualHere — " +
"so games don't see two of them.",
s.gamepadForwarding,
) { update(s.copy(gamepadForwarding = it)) },
// Everything below the master switch follows it — dim and inert while nothing is being
// forwarded, the same relationship the touch settings draw with `enabled =`. This screen
// had the capability (`GpRow.enabled`) and used it only for the profiles placeholder, so
// the pad rows kept stepping settings that had nothing to act on.
choice(
"padType", "Controllers", "Controller type",
"padType", null, "Controller type",
"The virtual pad the host creates — Automatic matches this controller.",
GAMEPAD_OPTIONS, s.gamepad,
GAMEPAD_OPTIONS, s.gamepad, enabled = s.gamepadForwarding,
) { update(s.copy(gamepad = it)) },
choice(
"systemButtons", null, "Guide button",
"Where the guide (Xbox/PS) and share presses go while streaming — Automatic " +
"sends them to the host whenever this device delivers them.",
SYSTEM_BUTTON_OPTIONS, s.systemButtons, enabled = s.gamepadForwarding,
) { update(s.copy(systemButtons = it)) },
choice(
"guideGesture", null, "Hold Select for guide",
"Hold Select alone to press the host's guide button — keep holding for a " +
"Gaming-Mode host's quick-access menu. A Select tap still goes through.",
GUIDE_GESTURE_OPTIONS, s.guideGesture, enabled = s.gamepadForwarding,
) { update(s.copy(guideGesture = it)) },
) + listOfNotNull(
if (hasBodyVibrator) {
toggle(
@@ -419,7 +533,76 @@ private fun buildSettingsRows(
"sc2", null, "Steam Controller 2 passthrough",
"Capture a Steam Controller 2 (wired, Puck dongle, or paired Bluetooth) and stream " +
"it as-is — Steam on the host drives it like the physical pad.",
s.sc2Capture,
s.sc2Capture, enabled = s.gamepadForwarding,
) { update(s.copy(sc2Capture = it)) },
// The SC2 row's twin, and missing here until now: the touch settings have carried both
// side by side, so a couch user on a TV box — where there IS no touch interface to fall
// back to — could turn on SC2 passthrough but not the Sony one. Same no-vibrator-gate
// reasoning: this capture renders feedback on the CONTROLLER's motors, not this device's.
toggle(
"dsCapture", null, "DualSense / DualShock passthrough (USB)",
"Drive a USB-connected Sony pad directly — rumble on any phone, plus adaptive " +
"triggers, lightbar and gyro.",
s.dsCapture, enabled = s.gamepadForwarding,
) { update(s.copy(dsCapture = it)) },
)
}
/**
* The trailing Profiles section — the Android mirror of the desktop console's (design §5.2a, §5.4):
* one row per catalog profile, valued with how many saved hosts pin it, activating into the
* pin-to-hosts picker. Read-only beyond pinning: profiles are created and edited in the standard
* interface, so an empty catalog shows one dimmed placeholder explaining where they come from
* instead of a dead-looking empty header. On a TV that phrasing changes: "touch interface" points
* nowhere useful on a touchless device, so the strings name the actual route — the
* Controller-optimized UI toggle a few rows up, which swaps the standard interface in
* (d-pad-navigable; the profile editor lives there on every device, unlike tvOS where none exists).
*/
private fun buildProfileRows(
profiles: List<StreamProfile>,
savedHosts: List<KnownHost>,
tv: Boolean,
openPinPicker: (StreamProfile) -> Unit,
): List<GpRow> {
val createHint = if (tv) {
"To create or edit profiles on this device, turn off Controller-optimized UI above " +
"and use the standard interface."
} else {
"Profiles are created and edited in the touch interface."
}
if (profiles.isEmpty()) {
return listOf(
GpRow(
id = "noProfiles",
header = "Profiles",
label = "No profiles yet",
value = "",
detail = "Profiles bundle stream settings for different uses — pinned ones become " +
"one-press connect cards here. " + createHint,
adjust = { false },
activate = {},
adjustable = false,
enabled = false,
),
)
}
return profiles.mapIndexed { i, p ->
// Counted straight off the host records, so it agrees with what the carousel renders.
val pins = savedHosts.count { p.id in it.pinnedProfileIds }
GpRow(
id = "profile:${p.id}",
header = if (i == 0) "Profiles" else null,
label = p.name,
value = when (pins) {
0 -> "Not pinned"
1 -> "Pinned to 1 host"
else -> "Pinned to $pins hosts"
},
detail = "Pin this profile to a host and it appears as its own card — one press " +
"connects with it. " + createHint,
adjust = { false },
activate = { openPinPicker(p) },
adjustable = false,
)
}
}
@@ -2,6 +2,7 @@ package io.unom.punktfunk
import android.content.Context
import android.os.Build
import android.util.Log
import io.unom.punktfunk.kit.Gamepad
import io.unom.punktfunk.kit.NativeBridge
import io.unom.punktfunk.kit.VideoDecoders
@@ -45,18 +46,40 @@ suspend fun connectToHost(
// Transport-level half of "Low-latency mode (experimental)" (DSCP marking on the media
// sockets) — must be applied before connect, since sockets are tagged at creation.
NativeBridge.nativeSetLowLatencyMode(settings.lowLatencyMode)
val multiSlice = VideoDecoders.multiSliceTolerant()
val partialFrame = VideoDecoders.partialFrameCapable()
// Slice-progressive delivery: decoder truth AND the async decode loop — the legacy
// sync loop feeds whole AUs only, so parts must never arrive when it is selected.
val frameParts = settings.lowLatencyMode && partialFrame
val codecBits = VideoDecoders.decodableCodecBits()
// Automatic codec (P5, measured NP3 ↔ RTX 4090): AV1 beat HEVC by ~1.2 ms end-to-end at
// identical conditions, so under "Automatic" this device prefers AV1 when it hardware-
// decodes it (the AV1 bit is only ever set for a real, non-blocked hardware decoder) AND
// it lacks FEATURE_PartialFrame — a partial-frame device keeps HEVC, whose slice overlap
// AV1 cannot ride (AV1 has no slices; the host's chunked poll never arms). The host
// honors the preference only inside the probed shared codec set, so an AV1-less encoder
// still resolves HEVC. An explicit user choice always wins unchanged.
val preferredCodec = settings.preferredCodec().takeIf { it != 0 }
?: if (codecBits and 4 != 0 && !partialFrame) 4 else 0
// The connect-time capability readout (`adb logcat -s pf.caps`): the P2 slice pipeline
// is client-inert unless BOTH probes pass — this line says which decoder failed one.
Log.i(
"pf.caps",
VideoDecoders.capsReport() +
" → multiSlice=$multiSlice parts=$frameParts prefer=$preferredCodec" +
" (lowLatency=${settings.lowLatencyMode})",
)
NativeBridge.nativeConnect(
host, port, w, h, hz,
identity.certPem, identity.privateKeyPem, pinHex,
settings.bitrateKbps, settings.compositor, gamepadPref,
hdrEnabled, VideoDecoders.multiSliceTolerant(),
// Slice-progressive delivery: decoder truth AND the async decode loop — the legacy
// sync loop feeds whole AUs only, so parts must never arrive when it is selected.
settings.lowLatencyMode && VideoDecoders.partialFrameCapable(),
hdrEnabled, multiSlice,
frameParts,
settings.audioChannels,
// What this device can decode (H.264|HEVC always, AV1 when a real decoder exists) +
// the user's soft codec preference — the host resolves the emitted codec from both.
VideoDecoders.decodableCodecBits(), settings.preferredCodec(), timeoutMs,
// the soft codec preference (user choice, or the Automatic AV1 rule above) — the
// host resolves the emitted codec from both.
codecBits, preferredCodec, timeoutMs,
launch,
// The host's approval-list / trust-store label for this device — the same
// Build.MODEL convention the pairing dialogs use for nativePair.
@@ -38,10 +38,14 @@ data class SettingsOverlay(
val compositor: Int? = null,
val audioChannels: Int? = null,
val micEnabled: Boolean? = null,
val echoCancel: Boolean? = null,
val touchMode: TouchMode? = null,
val mouseMode: MouseMode? = null,
val invertScroll: Boolean? = null,
val gamepad: Int? = null,
val gamepadForwarding: Boolean? = null,
val systemButtons: String? = null,
val guideGesture: String? = null,
val statsVerbosity: StatsVerbosity? = null,
/**
* Android-only tier-P addition (design §3): the decode pipeline is a device fact everywhere
@@ -70,10 +74,14 @@ data class SettingsOverlay(
compositor = compositor ?: base.compositor,
audioChannels = audioChannels ?: base.audioChannels,
micEnabled = micEnabled ?: base.micEnabled,
echoCancel = echoCancel ?: base.echoCancel,
touchMode = touchMode ?: base.touchMode,
mouseMode = mouseMode ?: base.mouseMode,
invertScroll = invertScroll ?: base.invertScroll,
gamepad = gamepad ?: base.gamepad,
gamepadForwarding = gamepadForwarding ?: base.gamepadForwarding,
systemButtons = systemButtons ?: base.systemButtons,
guideGesture = guideGesture ?: base.guideGesture,
statsVerbosity = statsVerbosity ?: base.statsVerbosity,
lowLatencyMode = lowLatencyMode ?: base.lowLatencyMode,
presentPriority = presentPriority ?: base.presentPriority,
@@ -103,10 +111,16 @@ data class SettingsOverlay(
compositor = if (after.compositor != before.compositor) after.compositor else compositor,
audioChannels = if (after.audioChannels != before.audioChannels) after.audioChannels else audioChannels,
micEnabled = if (after.micEnabled != before.micEnabled) after.micEnabled else micEnabled,
echoCancel = if (after.echoCancel != before.echoCancel) after.echoCancel else echoCancel,
touchMode = if (after.touchMode != before.touchMode) after.touchMode else touchMode,
mouseMode = if (after.mouseMode != before.mouseMode) after.mouseMode else mouseMode,
invertScroll = if (after.invertScroll != before.invertScroll) after.invertScroll else invertScroll,
gamepad = if (after.gamepad != before.gamepad) after.gamepad else gamepad,
gamepadForwarding =
if (after.gamepadForwarding != before.gamepadForwarding) after.gamepadForwarding
else gamepadForwarding,
systemButtons = if (after.systemButtons != before.systemButtons) after.systemButtons else systemButtons,
guideGesture = if (after.guideGesture != before.guideGesture) after.guideGesture else guideGesture,
statsVerbosity = if (after.statsVerbosity != before.statsVerbosity) after.statsVerbosity else statsVerbosity,
lowLatencyMode = if (after.lowLatencyMode != before.lowLatencyMode) after.lowLatencyMode else lowLatencyMode,
presentPriority = if (after.presentPriority != before.presentPriority) after.presentPriority else presentPriority,
@@ -128,10 +142,14 @@ data class SettingsOverlay(
"compositor" -> copy(compositor = null)
"audio_channels" -> copy(audioChannels = null)
"mic_enabled" -> copy(micEnabled = null)
"echo_cancel" -> copy(echoCancel = null)
"touch_mode" -> copy(touchMode = null)
"mouse_mode" -> copy(mouseMode = null)
"invert_scroll" -> copy(invertScroll = null)
"gamepad" -> copy(gamepad = null)
"gamepad_forwarding" -> copy(gamepadForwarding = null)
"system_buttons" -> copy(systemButtons = null)
"guide_gesture" -> copy(guideGesture = null)
"stats_verbosity" -> copy(statsVerbosity = null)
"low_latency_mode" -> copy(lowLatencyMode = null)
"present_priority" -> copy(presentPriority = null)
@@ -150,10 +168,14 @@ data class SettingsOverlay(
if (compositor != null) add("compositor")
if (audioChannels != null) add("audio_channels")
if (micEnabled != null) add("mic_enabled")
if (echoCancel != null) add("echo_cancel")
if (touchMode != null) add("touch_mode")
if (mouseMode != null) add("mouse_mode")
if (invertScroll != null) add("invert_scroll")
if (gamepad != null) add("gamepad")
if (gamepadForwarding != null) add("gamepad_forwarding")
if (systemButtons != null) add("system_buttons")
if (guideGesture != null) add("guide_gesture")
if (statsVerbosity != null) add("stats_verbosity")
if (lowLatencyMode != null) add("low_latency_mode")
if (presentPriority != null) add("present_priority")
@@ -180,10 +202,14 @@ data class SettingsOverlay(
compositor?.let { j.put("compositor", it) }
audioChannels?.let { j.put("audio_channels", it) }
micEnabled?.let { j.put("mic_enabled", it) }
echoCancel?.let { j.put("echo_cancel", it) }
touchMode?.let { j.put("touch_mode", it.name) }
mouseMode?.let { j.put("mouse_mode", it.storedName) }
invertScroll?.let { j.put("invert_scroll", it) }
gamepad?.let { j.put("gamepad", it) }
gamepadForwarding?.let { j.put("gamepad_forwarding", it) }
systemButtons?.let { j.put("system_buttons", it) }
guideGesture?.let { j.put("guide_gesture", it) }
statsVerbosity?.let { j.put("stats_verbosity", it.name) }
lowLatencyMode?.let { j.put("low_latency_mode", it) }
presentPriority?.let { j.put("present_priority", it) }
@@ -198,9 +224,11 @@ data class SettingsOverlay(
/** Keys this build models; everything else in a stored overlay is carried through. */
private val KNOWN = setOf(
"width", "height", "refresh_hz", "bitrate_kbps", "render_scale", "codec",
"hdr_enabled", "compositor", "audio_channels", "mic_enabled", "touch_mode",
"mouse_mode", "invert_scroll", "gamepad", "stats_verbosity", "low_latency_mode",
"present_priority", "smooth_buffer",
"hdr_enabled", "compositor", "audio_channels", "mic_enabled", "echo_cancel",
"touch_mode", "mouse_mode", "invert_scroll", "gamepad", "gamepad_forwarding",
"system_buttons", "guide_gesture",
"stats_verbosity",
"low_latency_mode", "present_priority", "smooth_buffer",
)
internal fun fromJson(j: JSONObject): SettingsOverlay = SettingsOverlay(
@@ -214,12 +242,16 @@ data class SettingsOverlay(
compositor = j.optIntOrNull("compositor"),
audioChannels = j.optIntOrNull("audio_channels"),
micEnabled = j.optBooleanOrNull("mic_enabled"),
echoCancel = j.optBooleanOrNull("echo_cancel"),
touchMode = j.optStringOrNull("touch_mode")
?.let { n -> TouchMode.entries.firstOrNull { it.name == n } },
mouseMode = j.optStringOrNull("mouse_mode")
?.let { n -> MouseMode.entries.firstOrNull { it.storedName == n } },
invertScroll = j.optBooleanOrNull("invert_scroll"),
gamepad = j.optIntOrNull("gamepad"),
gamepadForwarding = j.optBooleanOrNull("gamepad_forwarding"),
systemButtons = j.optStringOrNull("system_buttons"),
guideGesture = j.optStringOrNull("guide_gesture"),
statsVerbosity = j.optStringOrNull("stats_verbosity")
?.let { n -> StatsVerbosity.entries.firstOrNull { it.name == n } },
lowLatencyMode = j.optBooleanOrNull("low_latency_mode"),
@@ -1,6 +1,7 @@
package io.unom.punktfunk
import android.content.Context
import android.hardware.display.DisplayManager
import android.os.Build
import android.util.Log
import android.view.Display
@@ -33,6 +34,31 @@ data class Settings(
val hdrEnabled: Boolean = true,
val compositor: Int = 0,
val gamepad: Int = 0,
/**
* Forward this device's controllers to the host at all. Default on — that was the
* unconditional behaviour before this became a setting.
*
* Off is for a couch whose controller reaches the host another way: a USB passthrough tool
* (VirtualHere and friends), or a pad simply plugged into the host itself. Leaving it on
* there gives the host two controllers for one pair of hands, and games read both. It also
* stops this device CLAIMING the pad — a device held open is one a passthrough tool can't
* bind — which is why it gates the USB capture paths, not just the wire sends.
*/
val gamepadForwarding: Boolean = true,
/**
* Where the guide (Xbox/PS) and misc/share presses land while streaming — the
* cross-client `system_buttons` key: `"auto"` (forward on Android — the press reaches
* the app on most devices) | `"forward"` | `"local"`.
*/
val systemButtons: String = "auto",
/**
* The hold-Select guide gesture — the cross-client `guide_gesture` key: `"auto"` (off
* on Android) | `"on"` | `"off"`. On: holding Select alone ≥350 ms sends the HOST's
* guide, down until release (long hold = the host's long-press → a Gaming-Mode host's
* QAM); a Select tap is delivered on release, slightly delayed. For devices whose
* shell intercepts the physical guide button.
*/
val guideGesture: String = "auto",
/** 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,
@@ -41,6 +67,15 @@ data class Settings(
* the host resolves (AV1 is only advertised/offered when the device has a real AV1 decoder). */
val codec: String = "auto",
val micEnabled: Boolean = false,
/**
* Cancel acoustic echo on the mic uplink (plus noise suppression): the capture opens under
* the VoiceCommunication preset so the HAL's own AEC/NS process it, with the Java effects
* attached as a backstop where available. On by default — a phone/tablet plays the game audio
* out of the same device its mic hears, so without this the host hears its own stream back.
* Turn off for a headset-only setup where the untouched full-band capture sounds better.
* Only meaningful while [micEnabled] is on.
*/
val echoCancel: Boolean = true,
/**
* How much the in-stream stats overlay shows — see [StatsVerbosity]. Defaults to
* [StatsVerbosity.NORMAL] (the res/fps line + latency headline + reliability counters); the full
@@ -206,9 +241,13 @@ class SettingsStore(context: Context) {
hdrEnabled = prefs.getBoolean(K_HDR, true),
compositor = prefs.getInt(K_COMPOSITOR, 0),
gamepad = prefs.getInt(K_GAMEPAD, 0),
gamepadForwarding = prefs.getBoolean(K_GAMEPAD_FORWARDING, true),
systemButtons = prefs.getString(K_SYSTEM_BUTTONS, "auto") ?: "auto",
guideGesture = prefs.getString(K_GUIDE_GESTURE, "auto") ?: "auto",
audioChannels = prefs.getInt(K_AUDIO_CH, 2),
codec = prefs.getString(K_CODEC, "auto") ?: "auto",
micEnabled = prefs.getBoolean(K_MIC, false),
echoCancel = prefs.getBoolean(K_ECHO_CANCEL, true),
statsVerbosity = prefs.getString(K_STATS_VERBOSITY, null)
?.let { name -> StatsVerbosity.entries.firstOrNull { it.name == name } }
// Migration from the pre-tier Boolean "stats_hud_enabled": an explicit OFF stays off;
@@ -251,9 +290,13 @@ class SettingsStore(context: Context) {
.putBoolean(K_HDR, s.hdrEnabled)
.putInt(K_COMPOSITOR, s.compositor)
.putInt(K_GAMEPAD, s.gamepad)
.putBoolean(K_GAMEPAD_FORWARDING, s.gamepadForwarding)
.putString(K_SYSTEM_BUTTONS, s.systemButtons)
.putString(K_GUIDE_GESTURE, s.guideGesture)
.putInt(K_AUDIO_CH, s.audioChannels)
.putString(K_CODEC, s.codec)
.putBoolean(K_MIC, s.micEnabled)
.putBoolean(K_ECHO_CANCEL, s.echoCancel)
.putString(K_STATS_VERBOSITY, s.statsVerbosity.name)
.putString(K_TOUCH_MODE, s.touchMode.name)
.putBoolean(K_GAMEPAD_UI, s.gamepadUiEnabled)
@@ -279,9 +322,13 @@ class SettingsStore(context: Context) {
const val K_HDR = "hdr_enabled"
const val K_COMPOSITOR = "compositor"
const val K_GAMEPAD = "gamepad"
const val K_GAMEPAD_FORWARDING = "gamepad_forwarding"
const val K_SYSTEM_BUTTONS = "system_buttons"
const val K_GUIDE_GESTURE = "guide_gesture"
const val K_AUDIO_CH = "audio_channels"
const val K_CODEC = "codec"
const val K_MIC = "mic_enabled"
const val K_ECHO_CANCEL = "echo_cancel"
const val K_STATS_VERBOSITY = "stats_verbosity"
/** Pre-tier Boolean the [K_STATS_VERBOSITY] enum replaced — read once for migration, never
@@ -319,14 +366,31 @@ class SettingsStore(context: Context) {
}
}
/**
* The display to probe for capability/mode queries: the context's own display when it is already
* associated with one, else the DEFAULT display via [DisplayManager]. A `punktfunk://` deep-link
* COLD start can reach the connect before the activity is attached to its display —
* `context.display` then throws, and the old `false`/1080p60 fallbacks silently downgraded the
* whole session (no HDR advertised / non-native mode) with nothing in the log. The default
* display IS the panel on phones and TVs; the activity-display distinction only matters on
* multi-display setups, where the attached path still wins whenever it is available.
*/
private fun probeDisplay(context: Context): Display? =
runCatching { context.display }.getOrNull()
?: runCatching {
context.getSystemService(DisplayManager::class.java)
?.getDisplay(Display.DEFAULT_DISPLAY)
}.getOrNull().also {
if (it != null) Log.i("punktfunk", "display probe: context unattached — using DEFAULT_DISPLAY")
}
/**
* The device's native display mode as a landscape `(width, height, hz)` — the long edge is the
* width, since we stream a desktop. Falls back to 1920×1080@60 if the display can't be read.
* [context] must be a visual (Activity) context.
* width, since we stream a desktop. Falls back to 1920×1080@60 if no display can be read at all
* (see [probeDisplay] for the cold-start fallback that makes that a last resort).
*/
fun nativeDisplayMode(context: Context): Triple<Int, Int, Int> {
// getDisplay() throws on a non-visual context rather than returning null — guard it.
val display = runCatching { context.display }.getOrNull() ?: return Triple(1920, 1080, 60)
val display = probeDisplay(context) ?: return Triple(1920, 1080, 60)
val mode = display.mode
val w = mode.physicalWidth
val h = mode.physicalHeight
@@ -341,7 +405,12 @@ fun nativeDisplayMode(context: Context): Triple<Int, Int, Int> {
* capability gate the Apple/Windows clients apply.
*/
fun displaySupportsHdr(context: Context): Boolean {
val display = runCatching { context.display }.getOrNull() ?: return false
val display = probeDisplay(context)
if (display == null) {
// Distinguishable from a real SDR verdict — a silent `false` here cost an HDR session.
Log.w("punktfunk", "display HDR probe: no display reachable — advertising SDR")
return false
}
val types = buildSet {
// API 34+: the sanctioned per-mode query (Display.Mode.getSupportedHdrTypes). The
// deprecated Display-level hdrCapabilities can return EMPTY on Android 14+ devices
@@ -490,6 +559,15 @@ fun codecOptionsFor(stored: String, av1Capable: Boolean): List<Pair<String, Stri
}
}
/** Resolved [Settings.systemButtons]: forward the raw guide/misc presses? Auto = forward on
* Android — the press reaches the app on most devices, and where the shell shows its own UI
* for it that's the shell's business. */
fun Settings.systemButtonsForward(): Boolean = systemButtons != "local"
/** Resolved [Settings.guideGesture]: auto = OFF on Android (the raw press already reaches the
* host); "on" is for devices whose shell intercepts the physical guide button. */
fun Settings.guideGestureEnabled(): Boolean = guideGesture == "on"
/** The [Settings.codec] string as a `quic::CODEC_*` preference byte (`0` = auto). H264=1, HEVC=2,
* AV1=4, PyroWave=8 (never decodable here, but the byte is the shared contract). */
fun Settings.preferredCodec(): Int = when (codec) {
@@ -572,3 +650,17 @@ val GAMEPAD_OPTIONS = listOf(
io.unom.punktfunk.kit.Gamepad.PREF_DUALSHOCK4 to "DualShock 4",
io.unom.punktfunk.kit.Gamepad.PREF_STEAMDECK to "Steam Deck",
)
/** (stored `system_buttons` value, label) — where the guide/share presses land while streaming. */
val SYSTEM_BUTTON_OPTIONS = listOf(
"auto" to "Automatic",
"forward" to "Send to host",
"local" to "This device",
)
/** (stored `guide_gesture` value, label) — the hold-Select guide gesture. */
val GUIDE_GESTURE_OPTIONS = listOf(
"auto" to "Automatic",
"on" to "On",
"off" to "Off",
)
@@ -673,12 +673,22 @@ private fun DisplaySettings(s: Settings, update: (Settings) -> Unit, context: an
// Only codecs this device can actually decode are offered — a preference the client never
// advertises would be a dead setting (see [codecOptionsFor]).
val av1Capable = remember { VideoDecoders.pickDecoder("video/av01") != null }
// Mirror the Automatic AV1 rule in HostConnect (hardware AV1 AND no partial-frame
// support) so the picker says what "Automatic" actually does on THIS device.
val autoPrefersAv1 = remember {
VideoDecoders.decodableCodecBits() and 4 != 0 && !VideoDecoders.partialFrameCapable()
}
SettingDropdown(
label = "Video codec",
options = codecOptionsFor(s.codec, av1Capable),
selected = s.codec,
field = "codec",
caption = "A preference — the host falls back if it can't encode this one.",
caption = if (autoPrefersAv1) {
"A preference — the host falls back if it can't encode this one. " +
"Automatic prefers AV1 on this device."
} else {
"A preference — the host falls back if it can't encode this one."
},
) { c -> update(s.copy(codec = c)) }
// HDR is only meaningful on a panel that can present HDR10; on an SDR display the toggle is
@@ -794,20 +804,59 @@ private fun AudioSettings(s: Settings, update: (Settings) -> Unit, onMicChange:
field = "mic_enabled",
onCheckedChange = onMicChange,
)
ToggleRow(
title = "Echo cancellation",
subtitle = "Filters the stream's own audio out of the mic pickup",
checked = s.echoCancel,
enabled = s.micEnabled,
field = "echo_cancel",
onCheckedChange = { on -> update(s.copy(echoCancel = on)) },
)
}
}
@Composable
private fun ControllerSettings(s: Settings, update: (Settings) -> Unit, onOpenControllers: () -> Unit) {
SettingsGroup(footer = "Applies from the next session.") {
// The master switch, above everything it governs. Profileable, so it shows in both
// scopes: a "Work" profile can decline to forward what "Game" forwards.
ToggleRow(
title = "Forward controllers",
subtitle = "Send this device's controllers to the host. Turn it off when your " +
"controller already reaches the host another way — USB passthrough such as " +
"VirtualHere, or a pad plugged into the host — so games don't see two of them",
checked = s.gamepadForwarding,
field = "gamepad_forwarding",
onCheckedChange = { on -> update(s.copy(gamepadForwarding = on)) },
)
SettingDropdown(
label = "Controller type",
options = GAMEPAD_OPTIONS,
selected = s.gamepad,
field = "gamepad",
enabled = s.gamepadForwarding,
caption = "The virtual pad the host creates. Automatic matches your controller; " +
"every connected one is forwarded as its own player.",
) { g -> update(s.copy(gamepad = g)) }
SettingDropdown(
label = "Guide button",
options = SYSTEM_BUTTON_OPTIONS,
selected = s.systemButtons,
field = "system_buttons",
enabled = s.gamepadForwarding,
caption = "Where the guide (Xbox/PS) and share presses go while streaming. " +
"Automatic sends them to the host whenever this device delivers them.",
) { v -> update(s.copy(systemButtons = v)) }
SettingDropdown(
label = "Hold Select for guide",
options = GUIDE_GESTURE_OPTIONS,
selected = s.guideGesture,
field = "guide_gesture",
enabled = s.gamepadForwarding,
caption = "Hold Select alone to press the host's guide button — keep holding for a " +
"Gaming-Mode host's quick-access menu. A Select tap still goes through, " +
"slightly delayed. For devices that intercept the real guide button.",
) { v -> update(s.copy(guideGesture = v)) }
DeviceScopeOnly {
ClickableRow(
title = "Connected controllers",
@@ -834,6 +883,7 @@ private fun ControllerSettings(s: Settings, update: (Settings) -> Unit, onOpenCo
subtitle = "Stream a Steam Controller 2 as-is — Steam on the host drives its " +
"trackpads, gyro and haptics directly",
checked = s.sc2Capture,
enabled = s.gamepadForwarding,
onCheckedChange = { on -> update(s.copy(sc2Capture = on)) },
)
// Same no-vibrator-gate reasoning as the SC2 row: this capture renders feedback on
@@ -843,6 +893,7 @@ private fun ControllerSettings(s: Settings, update: (Settings) -> Unit, onOpenCo
subtitle = "Drive a USB-connected Sony pad directly — rumble on any phone, " +
"plus adaptive triggers, lightbar and gyro",
checked = s.dsCapture,
enabled = s.gamepadForwarding,
onCheckedChange = { on -> update(s.copy(dsCapture = on)) },
)
}
@@ -995,6 +1046,7 @@ private fun <T> SettingDropdown(
selected: T,
field: String? = null,
caption: String? = null,
enabled: Boolean = true,
onSelect: (T) -> Unit,
) {
var expanded by remember { mutableStateOf(false) }
@@ -1002,18 +1054,25 @@ private fun <T> SettingDropdown(
?: options.firstOrNull()?.second.orEmpty()
Column {
OverrideBadge(field)
ExposedDropdownMenuBox(expanded = expanded, onExpandedChange = { expanded = it }) {
ExposedDropdownMenuBox(
expanded = expanded && enabled,
onExpandedChange = { if (enabled) expanded = it },
) {
OutlinedTextField(
value = selectedLabel,
onValueChange = {},
readOnly = true,
enabled = enabled,
label = { Text(label) },
trailingIcon = { ExposedDropdownMenuDefaults.TrailingIcon(expanded = expanded) },
modifier = Modifier
.menuAnchor(ExposedDropdownMenuAnchorType.PrimaryNotEditable)
.fillMaxWidth(),
)
ExposedDropdownMenu(expanded = expanded, onDismissRequest = { expanded = false }) {
ExposedDropdownMenu(
expanded = expanded && enabled,
onDismissRequest = { expanded = false },
) {
options.forEach { (value, lbl) ->
DropdownMenuItem(
text = { Text(lbl) },
@@ -18,11 +18,13 @@ import kotlin.math.roundToInt
* The live stats overlay — the unified HUD (`design/stats-unification.md`): headline is
* `capture→displayed` tiled by `host+network` + `decode` + `display` when the platform delivered
* OnFrameRendered render callbacks this window (`dispValid`), falling back to the v1
* `capture→decoded` headline without the `display` term when it didn't. Reads the 26-double
* layout from [NativeBridge.nativeVideoStats]:
* `capture→decoded` headline without the `display` term when it didn't. Reads the 33-double
* layout from [NativeBridge.nativeVideoStats] (that KDoc is the authoritative index list):
* `[fps, mbps, e2eP50Ms, e2eP95Ms, latValid, skew, w, h, hz, lostTotal, bitDepth, colorPrimaries,
* colorTransfer, chromaFormatIdc, hostNetP50Ms, decodeP50Ms, hostP50Ms, netP50Ms, lost, skipped,
* fec, frames, dispValid, displayP50Ms, e2eDispP50Ms, e2eDispP95Ms]`.
* fec, frames, dispValid, displayP50Ms, e2eDispP50Ms, e2eDispP95Ms, paceP50Ms, latchP50Ms,
* presentsWindow, presenterActive, feedP50Ms, codecP50Ms, skippedOverflowWindow]`. Every read
* is length-guarded, so an older native lib simply omits the lines it can't feed.
*
* [verbosity] selects how many lines render (each tier a superset of the last — see
* [StatsVerbosity]):
@@ -129,10 +131,30 @@ internal fun StatsOverlay(
} else {
""
}
// P3 decode split (s[30]/s[31]): `feed` = received→queued (hand-off + input-slot
// wait) + `codec` = queued→decoded (codec-pure) — rendered when a sample landed.
val decodeTerm = if (s.size >= 33 && (s[30] > 0 || s[31] > 0)) {
"decode ${"%.1f".format(s[15])} " +
"(feed ${"%.1f".format(s[30])} + codec ${"%.1f".format(s[31])})"
} else {
"decode ${"%.1f".format(s[15])}"
}
statLine(
"= $hostTerms + decode ${"%.1f".format(s[15])}$displayTerm$presents",
"= $hostTerms + $decodeTerm$displayTerm$presents",
Color.White,
)
// Metric fairness: the Apple client's HUD shaves ~2 refresh periods of OS
// pipeline floor off its shown display/end-to-end; Android shows raw. This twin
// applies the same shave so iPhone↔Android HUD numbers compare directly.
if (dispValid && hz > 0) {
val shave = 2000.0 / hz
statLine(
"≈ Apple-HUD equiv: end-to-end " +
"${"%.1f".format((s[24] - shave).coerceAtLeast(0.0))} · display " +
"${"%.1f".format((s[23] - shave).coerceAtLeast(0.0))} (2 refresh)",
Color(0xFFA8D8B8),
)
}
}
}
counterLine(s, lost)?.let { statLine(it, Color(0xFFFFB0B0)) }
@@ -178,12 +200,17 @@ private fun counterLine(s: DoubleArray, lostTotal: Long): String? {
val fec = s[20].toLong()
val frames = s[21].toLong()
if (lost == 0L && skipped == 0L && fec == 0L) return null
// The overflow subset of `skipped` (s[32]): whole AUs dropped before feeding — the decoder
// fell behind. Absent (0 / old layout) the plain count keeps meaning benign pacing drops.
val overflow = if (s.size >= 33) s[32].toLong() else 0L
return buildList {
if (lost > 0) {
val pct = 100.0 * lost / (frames + lost).coerceAtLeast(1)
add("lost $lost (${"%.1f".format(pct)}%)")
}
if (skipped > 0) add("skipped $skipped")
if (skipped > 0) {
add(if (overflow > 0) "skipped $skipped (⚠ $overflow overflow)" else "skipped $skipped")
}
if (fec > 0) add("FEC $fec")
}.joinToString(" · ")
}
@@ -9,11 +9,15 @@ import android.content.IntentFilter
import android.content.pm.ActivityInfo
import android.content.pm.PackageManager
import android.hardware.usb.UsbManager
import android.media.audiofx.AcousticEchoCanceler
import android.media.audiofx.AudioEffect
import android.media.audiofx.NoiseSuppressor
import android.net.wifi.WifiManager
import android.os.Build
import android.text.InputType
import android.util.Log
import android.view.KeyEvent
import android.view.Surface
import android.view.SurfaceHolder
import android.view.SurfaceView
import android.view.View
@@ -25,12 +29,20 @@ import android.view.inputmethod.InputMethodManager
import android.widget.Toast
import androidx.activity.compose.BackHandler
import androidx.compose.foundation.background
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.aspectRatio
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Mic
import androidx.compose.material.icons.filled.MicOff
import androidx.compose.material3.Icon
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.DisposableEffect
@@ -41,6 +53,7 @@ import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.input.pointer.pointerInput
import androidx.compose.ui.platform.LocalContext
@@ -97,6 +110,38 @@ fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
Manifest.permission.RECORD_AUDIO,
) == PackageManager.PERMISSION_GRANTED
// The Java AEC/NS pair backstopping the native VoiceCommunication capture preset, hung off the
// audio session id `nativeStartMic` returns. Attached in surfaceCreated (where the mic starts)
// and released on every path that stops the mic — the surface teardown AND the final dispose —
// so a surface recreate re-attaches to the fresh stream instead of leaking effect engines.
// All three touch points run on the main thread; a plain list is race-free.
val micEffects = remember { mutableListOf<AudioEffect>() }
// In-stream mic mute. Per SESSION and never persisted (no setting backs it): a new stream
// always starts unmuted. The authoritative flag lives on the native handle, which is why a mute
// survives the mic stop/start a surface recreate performs — this state is the UI's mirror of
// it, and survives the same recreate because the composition outlives the surface.
var micMuted by remember(handle) { mutableStateOf(false) }
// Whether a capture is actually RUNNING, not merely wanted — set from surfaceCreated on what
// nativeMicActive reports. A device that refused every AAudio input rung gets no mute control
// rather than one that lies about a mic being heard.
var micRunning by remember(handle) { mutableStateOf(false) }
// Transient confirmation of a mic-chord toggle (null = nothing showing). Only the gamepad path
// needs it: the touch button confirms itself by changing under the finger, but a chord has no
// on-screen state of its own, and "did that register?" is exactly the doubt to answer.
var micHint by remember { mutableStateOf<String?>(null) }
LaunchedEffect(micHint) {
if (micHint != null) {
delay(1600)
micHint = null
}
}
// The one place mute is toggled — Compose state + the native flag, always together.
val setMicMuted = { muted: Boolean ->
micMuted = muted
NativeBridge.nativeSetMicMuted(handle, muted)
}
// Live decode stats for the HUD. `statsOn` (verbosity != OFF) gates the whole native pipeline:
// the per-frame sampling (nativeSetVideoStatsEnabled — a hidden HUD costs one atomic load per
// frame) AND the 1 s poll loop, which only runs while the overlay is visible. Enabling resets
@@ -276,7 +321,10 @@ fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
// Multi-controller router: a stable wire pad index per connected controller, per-device axis
// state, Arrival/Remove on hot-plug, and feedback routed back by pad index. Forwards every
// controller (Automatic). Built here, released on dispose.
val router = GamepadRouter(context, handle, initialSettings.gamepad)
val router = GamepadRouter(
context, handle, initialSettings.gamepad, initialSettings.gamepadForwarding,
initialSettings.systemButtonsForward(), initialSettings.guideGestureEnabled(),
)
activity?.gamepadRouter = router
// Select+Start+L1+R1 chord leaves the stream — a deliberate quit (signal it so the host skips
// the keep-alive linger), unlike a host-ended / backgrounded drop. The router debounces it
@@ -287,6 +335,16 @@ fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
// Show a "hold to quit" hint the moment the chord completes (the router debounces the actual
// exit); it clears when the buttons release early or the hold elapses. Runs on the main thread.
router.onExitArmed = { armed -> exitArming = armed }
// Select + Y toggles the mic — the couch reach for the on-screen mute button, which a
// gamepad/TV user has no pointer for. Ignored when no capture is running (there is nothing
// to mute, and claiming otherwise would be the lie the control exists to avoid).
router.onMicChord = {
if (micRunning) {
val next = !micMuted
setMicMuted(next)
micHint = if (next) "Microphone muted" else "Microphone live"
}
}
// Physical mouse: uncaptured hover/click/wheel forwards as absolute pointing; captured
// (setting or the Ctrl+Alt+Shift+Q chord) raw deltas forward as relative mouse-look.
// The local cursor is hidden over the stream — the host's own cursor, composited into
@@ -387,7 +445,11 @@ fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
// The menu-time capture (UI navigation) must let go before the stream-mode capture can
// claim the interfaces; it resumes in onDispose once the stream releases them.
activity?.stopSc2MenuNav()
val sc2 = if (initialSettings.sc2Capture) Sc2Capture(context, router) else null
val sc2 = if (initialSettings.sc2Capture && initialSettings.gamepadForwarding) {
Sc2Capture(context, router)
} else {
null
}
var sc2UsbReceiver: BroadcastReceiver? = null
if (sc2 != null) {
feedback.onHidRaw = sc2::onHidRaw
@@ -437,7 +499,11 @@ fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
// the automatic fallback. Host feedback routes back through feedback.sink; the claim
// frees the pad's InputDevice slot itself (see DsCapture.startUsb), so the wire index
// hands over deterministically.
val ds = if (initialSettings.dsCapture) DsCapture(context, router) else null
val ds = if (initialSettings.dsCapture && initialSettings.gamepadForwarding) {
DsCapture(context, router)
} else {
null
}
var dsUsbReceiver: BroadcastReceiver? = null
if (ds != null) {
feedback.sink = ds
@@ -483,6 +549,7 @@ fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
dsUsbReceiver?.let { runCatching { context.unregisterReceiver(it) } }
ds?.stop() // rumble-stop on the physical pad + release the USB link + free the wire slot
router.onExitArmed = null // don't poke Compose state from release()'s disarm while tearing down
router.onMicChord = null // same: no mute toggle on buttons released during teardown
router.release() // flush every slot (nothing sticks host-side) + drop the hot-plug listener
activity?.gamepadRouter = null
// Mouse/remote-pointer teardown: lift held buttons, drop the grab, restore the cursor.
@@ -519,6 +586,7 @@ fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
activity?.requestedOrientation =
priorOrientation ?: ActivityInfo.SCREEN_ORIENTATION_UNSPECIFIED
// Leaving the stream: stop the mic + audio + decode threads and tear down the session.
releaseMicEffects(micEffects)
NativeBridge.nativeStopMic(handle)
NativeBridge.nativeStopAudio(handle)
NativeBridge.nativeStopVideo(handle)
@@ -609,10 +677,38 @@ fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
.roundToInt(),
)
NativeBridge.nativeStartAudio(handle, lowLatencyMode)
if (micWanted) NativeBridge.nativeStartMic(handle)
if (micWanted) {
val sessionId =
NativeBridge.nativeStartMic(handle, initialSettings.echoCancel)
if (initialSettings.echoCancel) {
attachMicEffects(sessionId, micEffects)
}
// Did a capture actually open? That — not the setting — is what
// puts the mute control on screen. A restart after a surface
// recreate comes back already muted if the user muted: the flag
// lives on the session handle, so nothing has to be re-applied.
micRunning = NativeBridge.nativeMicActive(handle)
}
}
override fun surfaceChanged(holder: SurfaceHolder, format: Int, width: Int, height: Int) {}
override fun surfaceChanged(holder: SurfaceHolder, format: Int, width: Int, height: Int) {
// Re-assert the frame-rate vote: a buffer-geometry change can reset
// the surface's frame-rate setting on some OEM builds, silently
// dropping the 120 Hz pin mid-stream. Mirrors the native hint's
// policy (FIXED_SOURCE; ALWAYS only on the TV low-latency path —
// phones stay seamless so a re-hint can never force a mode flicker).
if (streamHz > 0) runCatching {
holder.surface.setFrameRate(
streamHz.toFloat(),
Surface.FRAME_RATE_COMPATIBILITY_FIXED_SOURCE,
if (isTv && lowLatencyMode) {
Surface.CHANGE_FRAME_RATE_ALWAYS
} else {
Surface.CHANGE_FRAME_RATE_ONLY_IF_SEAMLESS
},
)
}
}
override fun surfaceDestroyed(holder: SurfaceHolder) {
// Surface gone (backgrounding, or on the way out). Stop the threads that
@@ -620,7 +716,12 @@ fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
// DisposableEffect has closed it, the handle is freed; dereferencing it
// here is the use-after-free that crashed on back-navigation.
if (!closed.get()) {
releaseMicEffects(micEffects)
NativeBridge.nativeStopMic(handle)
// No capture, no control — but the MUTE state is deliberately left
// standing (native keeps it on the handle), so the restart in
// surfaceCreated brings the user's choice back with it.
micRunning = false
NativeBridge.nativeStopAudio(handle)
NativeBridge.nativeStopVideo(handle)
}
@@ -695,9 +796,106 @@ fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
}
},
)
// Mic mute, LAST in the stack — the one in-stream control, so unlike the purely visual
// overlays above it has to sit on top of the gesture layer to receive its own taps (it
// costs the stream that small corner of touch area, which is why it exists only while a
// capture actually runs). On TV it is the indicator alone: the Select + Y chord is the
// control there, and a focusable button would fight the game for the D-pad.
if (micRunning && (micMuted || !isTv)) {
MicMuteControl(
muted = micMuted,
onToggle = if (isTv) null else ({ setMicMuted(!micMuted) }),
modifier = Modifier.align(Alignment.TopEnd).padding(12.dp),
)
}
// Chord confirmation (gamepad/TV) — the counterpart to the button changing under a finger.
micHint?.let { MicChordHint(it, Modifier.align(Alignment.TopCenter).padding(top = 16.dp)) }
}
}
/**
* Attach the Java echo-canceller + noise-suppressor pair to the mic stream's audio session — the
* backstop for HALs whose VoiceCommunication capture path doesn't cancel on its own (the native
* side already opened the stream under that preset). [sessionId] `<= 0` means native allocated no
* session (echo cancellation off, or the preset fell back to the plain open), so there is nothing
* to hang an effect on. Created effects land in [into] for [releaseMicEffects]; `create()`
* returning null (unsupported / claimed) is quietly nothing — the HAL preset still does its part.
* Needs no extra permission: the effect APIs attach to our own recording session.
*/
private fun attachMicEffects(sessionId: Int, into: MutableList<AudioEffect>) {
if (sessionId <= 0) return
if (AcousticEchoCanceler.isAvailable()) {
AcousticEchoCanceler.create(sessionId)?.let { it.setEnabled(true); into.add(it) }
}
if (NoiseSuppressor.isAvailable()) {
NoiseSuppressor.create(sessionId)?.let { it.setEnabled(true); into.add(it) }
}
}
/** Release every attached mic effect engine. Idempotent — the list is cleared, and both stop
* paths (surface teardown, final dispose) may call it in either order. */
private fun releaseMicEffects(effects: MutableList<AudioEffect>) {
effects.forEach { runCatching { it.release() } }
effects.clear()
}
/**
* The in-stream mic control and its muted indicator, in one element: a dim mic glyph while the
* uplink is live, a red **Muted** badge while it isn't — so the state that matters is the loud one,
* readable at couch distance and impossible to mistake for the stream's own picture.
*
* [onToggle] `null` makes it a pure indicator (the TV/gamepad surface, where the Select + Y chord
* is the control); non-null makes the badge itself the touch target. Rendering it at all is the
* caller's decision — it means a capture is genuinely running.
*/
@Composable
private fun MicMuteControl(muted: Boolean, onToggle: (() -> Unit)?, modifier: Modifier = Modifier) {
val shape = RoundedCornerShape(10.dp)
Row(
modifier = modifier
.clip(shape)
.background(if (muted) Color(0xE0B3261E) else Color.Black.copy(alpha = 0.45f))
.then(if (onToggle != null) Modifier.clickable(onClick = onToggle) else Modifier)
.padding(horizontal = 12.dp, vertical = 10.dp),
verticalAlignment = Alignment.CenterVertically,
) {
Icon(
imageVector = if (muted) Icons.Filled.MicOff else Icons.Filled.Mic,
// Spoken state first, then the action — a talkback user needs to know they are muted
// before they need to know how to stop being muted.
contentDescription = if (muted) {
"Microphone muted. Activate to unmute."
} else {
"Microphone live. Activate to mute."
},
tint = Color.White,
modifier = Modifier.size(20.dp),
)
if (muted) {
Spacer(Modifier.width(6.dp))
Text("Muted", color = Color.White, fontSize = 14.sp)
}
}
}
/**
* Transient confirmation that the mic chord (Select + Y) registered. The badge above already says
* *muted*, but nothing on screen says *un*muted — and "did that press do anything?" is the whole
* doubt a chord with no button under the finger creates. Same pill vocabulary as the other
* in-stream cues; the caller clears it after a beat.
*/
@Composable
private fun MicChordHint(text: String, modifier: Modifier = Modifier) {
Text(
text,
modifier = modifier
.background(Color.Black.copy(alpha = 0.55f), RoundedCornerShape(8.dp))
.padding(horizontal = 14.dp, vertical = 8.dp),
color = Color.White,
fontSize = 15.sp,
)
}
/**
* The "hold to quit" cue shown while the gamepad exit chord (Select + Start + L1 + R1) is held. The
* chord no longer quits on a quick press — the router debounces it on a ~1 s hold — so this confirms
@@ -105,8 +105,20 @@ internal suspend fun PointerInputScope.streamTouchPassthrough(handle: Long, styl
NativeBridge.nativeSendTouch(handle, it, 2, 0, 0, sw, sh)
}
c.positionChanged() ->
ids[c.id]?.let {
NativeBridge.nativeSendTouch(handle, it, 1, x, y, sw, sh)
ids[c.id]?.let { id ->
// Batched MotionEvents coalesce intermediate points into the
// historical list — forward them in order so a fast swipe keeps
// its real curvature on the host (usually empty during a stream:
// unbuffered dispatch is requested, so this costs nothing).
for (hs in c.historical) {
NativeBridge.nativeSendTouch(
handle, id, 1,
hs.position.x.roundToInt().coerceIn(0, sw - 1),
hs.position.y.roundToInt().coerceIn(0, sh - 1),
sw, sh,
)
}
NativeBridge.nativeSendTouch(handle, id, 1, x, y, sw, sh)
}
}
c.consume()
@@ -289,7 +301,10 @@ internal suspend fun PointerInputScope.streamTouchInput(
accY -= outY
}
} else {
moveAbs(p.position.x, p.position.y) // direct: cursor follows the finger
// Direct: cursor follows the finger — historical points first (batched
// MotionEvent samples), so the host cursor traces the finger's real path.
for (hs in p.historical) moveAbs(hs.position.x, hs.position.y)
moveAbs(p.position.x, p.position.y)
}
}
ev.changes.forEach { it.consume() }
@@ -0,0 +1,97 @@
package io.unom.punktfunk
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNotNull
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Test
/**
* The controller-navigable settings rows: what the master forwarding switch governs, and that a
* governed row is inert rather than merely dim.
*
* The touch settings and the desktop console have carried this relationship for a while (`enabled =
* s.gamepadForwarding` / `RowSpec.enabled`); this screen dimmed nothing and stepped everything, so
* these tests pin both halves — the flag AND the refusal to write.
*/
class GamepadSettingsRowsTest {
/** Rows for a given forwarding state, capturing whatever a row writes back. */
private fun rows(
forwarding: Boolean,
sink: MutableList<Settings> = mutableListOf(),
): List<GpRow> = buildSettingsRows(
Settings(gamepadForwarding = forwarding),
hasBodyVibrator = true,
av1Capable = true,
) { sink += it }
private fun row(rows: List<GpRow>, id: String): GpRow =
rows.first { it.id == id }
/** Every row that only means something while a controller is actually being forwarded. */
private val governed = listOf("padType", "systemButtons", "guideGesture", "sc2", "dsCapture")
@Test
fun `forwarding off dims every row that depends on it`() {
val off = rows(forwarding = false)
for (id in governed) {
assertFalse("$id should be dimmed with forwarding off", row(off, id).enabled)
}
// The master switch itself stays live — otherwise it could never be turned back on.
assertTrue(row(off, "padForward").enabled)
}
@Test
fun `forwarding on leaves them all live`() {
val on = rows(forwarding = true)
for (id in governed) {
assertTrue("$id should be live with forwarding on", row(on, id).enabled)
}
}
@Test
fun `a dimmed row is inert - liveRow withholds it and nothing is written`() {
val writes = mutableListOf<Settings>()
val off = rows(forwarding = false, sink = writes)
for (id in governed) {
val i = off.indexOfFirst { it.id == id }
assertNull("$id must not be reachable while dimmed", liveRow(off, i))
// What the screen actually does on left/right/A — the whole point is that it no-ops.
liveRow(off, i)?.adjust(1)
liveRow(off, i)?.adjust(-1)
liveRow(off, i)?.activate()
}
assertEquals("a dimmed row wrote a setting", emptyList<Settings>(), writes)
}
@Test
fun `the same rows do write once forwarding is on`() {
val writes = mutableListOf<Settings>()
val on = rows(forwarding = true, sink = writes)
val i = on.indexOfFirst { it.id == "sc2" }
assertNotNull(liveRow(on, i))
liveRow(on, i)?.activate()
assertEquals(1, writes.size)
assertFalse("activate flips the toggle", writes[0].sc2Capture)
}
/**
* R18: the Sony passthrough toggle the touch settings have always had. It matters most exactly
* where this screen is the only one reachable — a TV box has no touch interface to fall back to.
*/
@Test
fun `the DualSense passthrough toggle is present, next to its SC2 twin`() {
val on = rows(forwarding = true)
val ids = on.map { it.id }
assertTrue("dsCapture row is missing", "dsCapture" in ids)
assertEquals(
"the two passthrough rows belong side by side",
ids.indexOf("sc2") + 1,
ids.indexOf("dsCapture"),
)
// Drawn as a switch, and reading the persisted default.
assertEquals(true, row(on, "dsCapture").toggled)
}
}
+95 -16
View File
@@ -6,13 +6,23 @@ Why hand-rolled: stdlib + `openssl` only (no pip on the runner), and it prints G
error at the stage it fails instead of a catch-all. Reuses the SERVICE_ACCOUNT_JSON secret and
tolerates it being raw JSON *or* base64-encoded JSON.
Usage:
Usage (upload a new build):
SERVICE_ACCOUNT_JSON='<raw-or-base64 SA key>' \
python3 play-upload.py --package io.unom.punktfunk \
--aab path/to/app-release.aab --track internal --status completed [--no-commit]
--no-commit: do insert -> upload -> track-update -> validate, then delete the edit (publishes
nothing). Use it to dry-run the credentials/AAB without touching the live track.
Usage (promote a build that is already on Play, no rebuild):
python3 play-upload.py --package io.unom.punktfunk \
--promote 10816 --promote-from alpha --track production
Promotion assigns an EXISTING versionCode to another track, so what ships to production is the
byte-identical artifact the testers ran — rebuilding would burn a fresh versionCode and ship
something nobody has tested. --promote-from additionally asserts the code really is on that track
(catches a typo'd versionCode before it reaches production) and empties it in the SAME edit, so
the move is atomic: testers are never left pinned to a code that production also serves.
--no-commit: do insert -> upload/assign -> track-update -> validate, then delete the edit
(publishes nothing). Use it to dry-run the credentials/AAB/notes without touching the live track.
"""
import argparse, base64, json, os, subprocess, sys, tempfile, time
import urllib.request, urllib.parse, urllib.error
@@ -104,18 +114,79 @@ def access_token(sa) -> str:
return tok["access_token"]
# Play's "What's new" is capped at 500 characters per language. The cap lives in the Console
# (the REST reference does not state it) and the API rejects longer text at commit — i.e. AFTER
# the AAB has uploaded — so check it up front and print the actual count.
NOTES_MAX = 500
def load_release_notes(path, language):
with open(path, encoding="utf-8") as f:
text = f.read().strip()
if not text:
sys.exit(f"ERROR: release-notes file is empty: {path}")
if len(text) > NOTES_MAX:
sys.exit(f"ERROR: release notes are {len(text)} chars, Play allows {NOTES_MAX}: {path}")
print(f"release notes: {len(text)}/{NOTES_MAX} chars ({language})")
return [{"language": language, "text": text}]
def put_track(app, edit, tok, track, version_codes, status, user_fraction=None, notes=None):
"""PUT one track. An empty version_codes list clears the track (what promotion does to the
track it promoted OUT of)."""
release = {"status": status, "versionCodes": [str(v) for v in version_codes]}
if user_fraction is not None:
release["userFraction"] = user_fraction
if notes:
release["releaseNotes"] = notes
# Clearing a track means "no active releases", not "an empty release".
body = {"track": track, "releases": [release] if version_codes else []}
call("PUT", f"{app}/edits/{edit}/tracks/{track}", token=tok,
data=json.dumps(body).encode(), content_type="application/json")
def assert_on_track(app, edit, tok, track, vc):
"""Fail before anything is written if --promote names a versionCode that is not actually on
the track we claim to be promoting out of."""
got = call("GET", f"{app}/edits/{edit}/tracks/{track}", token=tok)
live = [c for r in got.get("releases", []) for c in r.get("versionCodes", [])]
if str(vc) not in live:
sys.exit(f"ERROR: versionCode {vc} is not on track '{track}' (it has: {live or 'nothing'})")
print(f"verified versionCode={vc} is live on '{track}'")
def main():
ap = argparse.ArgumentParser()
ap.add_argument("--package", required=True)
ap.add_argument("--aab", required=True)
ap.add_argument("--aab", help="upload this bundle (mutually exclusive with --promote)")
ap.add_argument("--promote", type=int, metavar="VERSIONCODE",
help="assign an already-uploaded versionCode instead of uploading")
ap.add_argument("--promote-from", metavar="TRACK",
help="with --promote: assert the code is on TRACK, then clear TRACK")
ap.add_argument("--track", default="internal")
ap.add_argument("--status", default="completed")
ap.add_argument("--user-fraction", type=float,
help="staged rollout fraction, 0<f<1; required by --status inProgress")
ap.add_argument("--release-notes-file", help="Play 'What's new' text (<=500 chars)")
ap.add_argument("--release-notes-language", default="en-US")
ap.add_argument("--no-commit", action="store_true")
a = ap.parse_args()
if not os.path.isfile(a.aab):
if bool(a.aab) == bool(a.promote):
sys.exit("ERROR: pass exactly one of --aab (upload) or --promote (assign an existing code)")
if a.promote_from and not a.promote:
sys.exit("ERROR: --promote-from only applies to --promote")
# inProgress without a fraction is an API error; halted/completed with one is also rejected.
if a.status == "inProgress" and a.user_fraction is None:
sys.exit("ERROR: --status inProgress requires --user-fraction")
if a.user_fraction is not None and not (0 < a.user_fraction < 1):
sys.exit(f"ERROR: --user-fraction must be strictly between 0 and 1 (got {a.user_fraction})")
if a.aab and not os.path.isfile(a.aab):
sys.exit(f"ERROR: AAB not found: {a.aab}")
notes = load_release_notes(a.release_notes_file, a.release_notes_language) \
if a.release_notes_file else None
sa = load_sa()
tok = access_token(sa)
print(f"authenticated as {sa['client_email']} (project {sa.get('project_id')})")
@@ -123,17 +194,25 @@ def main():
try:
edit = call("POST", f"{app}/edits", token=tok)["id"]
with open(a.aab, "rb") as f:
blob = f.read()
print(f"uploading {a.aab} ({len(blob)} bytes) ...")
vc = call("POST", f"{UPLOAD}/{a.package}/edits/{edit}/bundles?uploadType=media",
token=tok, data=blob, content_type="application/octet-stream")["versionCode"]
print(f"uploaded versionCode={vc}")
call("PUT", f"{app}/edits/{edit}/tracks/{a.track}", token=tok,
data=json.dumps({"track": a.track,
"releases": [{"status": a.status, "versionCodes": [str(vc)]}]}).encode(),
content_type="application/json")
print(f"assigned versionCode={vc} -> track={a.track} status={a.status}")
if a.promote:
vc = a.promote
if a.promote_from:
assert_on_track(app, edit, tok, a.promote_from, vc)
else:
with open(a.aab, "rb") as f:
blob = f.read()
print(f"uploading {a.aab} ({len(blob)} bytes) ...")
vc = call("POST", f"{UPLOAD}/{a.package}/edits/{edit}/bundles?uploadType=media",
token=tok, data=blob, content_type="application/octet-stream")["versionCode"]
print(f"uploaded versionCode={vc}")
put_track(app, edit, tok, a.track, [vc], a.status, a.user_fraction, notes)
print(f"assigned versionCode={vc} -> track={a.track} status={a.status}"
+ (f" userFraction={a.user_fraction}" if a.user_fraction is not None else ""))
# Same edit as the assignment above, so the code is never active on both tracks at once.
if a.promote_from:
put_track(app, edit, tok, a.promote_from, [], a.status)
print(f"cleared track '{a.promote_from}'")
if a.no_commit:
call("POST", f"{app}/edits/{edit}:validate", token=tok)
@@ -116,7 +116,12 @@ class DsCapture(
// The interfaces are about to release with the kernel driver still detached — a
// mid-rumble teardown would leave the motors running with nobody to stop them.
// EP0-direct (the reader thread is stopping; the queue would never drain).
usb.writeControl(stopReport(m))
// Nothing can retry after this point, so a failure is worth saying out loud: it is
// the difference between a quiet pad and one that buzzes until it is unplugged.
if (!usb.writeControl(stopReport(m))) Log.w(TAG, "teardown rumble stop was not written")
// Motors silenced above; this hands back the lightbar, player LEDs and adaptive
// triggers the game was holding, which outlive the link just as stubbornly.
resetRichFeedback(m)
}
disarmBackstop()
usb.stop()
@@ -145,6 +150,9 @@ class DsCapture(
val wasActive = model != null
model = null
releaseSlot()
// Release the transport too: the link only *signals* the drop, so without this an unplug
// left its connection open, its interfaces claimed and its detach receiver registered.
usb.stop()
if (wasActive) onActiveChanged?.invoke(false)
}
@@ -216,17 +224,20 @@ class DsCapture(
override fun rumble(pad: Int, low: Int, high: Int, backstopMs: Long) {
val m = model ?: return
if (low == 0 && high == 0) {
disarmBackstop()
} else {
armBackstop(backstopMs)
}
if (m == DsDevice.Model.DUALSHOCK4) {
val stop = low == 0 && high == 0
if (!stop) armBackstop(backstopMs)
val sent = if (m == DsDevice.Model.DUALSHOCK4) {
ds4Low = low
ds4High = high
writeDs4()
} else {
usb.writeRaw(0, DsDevice.ds5RumbleReport(m, low, high))
usb.writeRaw(0, DsDevice.ds5RumbleReport(m, low, high), OutReportQueue.KEY_RUMBLE)
}
if (stop) {
// Disarm only once the stop is actually on its way. Dropping the net *before* the
// write — as this used to — meant a discarded stop left the motors running with
// nothing scheduled to try again; a USB pad holds its last level until told zero.
if (sent) disarmBackstop() else armBackstop(STOP_RETRY_MS)
}
}
@@ -252,6 +263,9 @@ class DsCapture(
usb.writeRaw(0, DsDevice.ds5TriggerReport(m, which, effect))
}
// Coalescable: the DS4's write is full-state (motors AND lightbar, rebuilt from the current
// fields on every call), so a newer one supersedes an older one wholesale — nothing is lost by
// collapsing a backlog of them down to the last.
private fun writeDs4() = usb.writeRaw(
0,
DsDevice.ds4Report(
@@ -261,8 +275,38 @@ class DsCapture(
(ds4Rgb shr 8) and 0xFF,
ds4Rgb and 0xFF,
),
OutReportQueue.KEY_RUMBLE,
)
/**
* Hand the pad back neutral: adaptive triggers released, lightbar dark, player LEDs clear.
*
* Rumble stops the moment nothing renews it, but these are LATCHED in the controller's
* firmware — they outlive the stream, the app, and being unplugged. Ending a session while a
* game held a weapon's trigger resistance left the physical trigger stiff afterwards, with
* nothing to release it but another game that happens to set one.
*
* EP0-direct like the rumble stop above: the reader thread is stopping, so the interrupt-OUT
* queue would never drain. Writes are best-effort — the pad may already be gone.
*/
private fun resetRichFeedback(m: DsDevice.Model) {
if (m == DsDevice.Model.DUALSHOCK4) {
// No adaptive triggers or player LEDs on a DS4, and its write is full-state, so
// blacking the lightbar is a single composed report.
ds4Rgb = 0
usb.writeControl(DsDevice.ds4Report(0, 0, 0, 0, 0))
return
}
// An all-zero effect block is mode 0x00 — no effect — which is what releases the trigger.
for (which in 0..1) {
usb.writeControl(
DsDevice.ds5TriggerReport(m, which, ByteArray(DsDevice.TRIGGER_EFFECT_LEN)),
)
}
usb.writeControl(DsDevice.ds5LightbarReport(m, 0, 0, 0))
usb.writeControl(DsDevice.ds5PlayerLedsReport(m, 0))
}
/** The report that stops the motors. The DS4's is a full-state write, so it zeroes the
* composed motor state and carries the current lightbar rather than blacking it out. */
private fun stopReport(m: DsDevice.Model): ByteArray = if (m == DsDevice.Model.DUALSHOCK4) {
@@ -284,7 +328,12 @@ class DsCapture(
backstop?.let { mainHandler.removeCallbacks(it) }
val r = Runnable {
backstop = null
model?.let { usb.writeRaw(0, stopReport(it)) }
val m = model ?: return@Runnable
// The net itself can be refused (a full queue, a connection going away). Re-arm rather
// than give up: this is the last thing between a stalled poll thread and a pad that
// buzzes until it is unplugged. It stops re-arming as soon as the link closes, which
// clears `model` and disarms.
if (!usb.writeRaw(0, stopReport(m), OutReportQueue.KEY_RUMBLE)) armBackstop(STOP_RETRY_MS)
}
backstop = r
mainHandler.postDelayed(r, ms.coerceAtLeast(1))
@@ -297,5 +346,9 @@ class DsCapture(
private companion object {
const val TAG = "DsCapture"
/** How soon to retry a rumble stop whose write was rejected. Short: the motors are running
* and the host has already moved on, so nothing else is coming to silence them. */
const val STOP_RETRY_MS = 100L
}
}
@@ -279,8 +279,8 @@ object DsDevice {
fun ds5RumbleReport(model: Model, low: Int, high: Int): ByteArray = newDs5(model).also {
it[1] = (DS5_FLAG0_COMPAT_VIBRATION or DS5_FLAG0_HAPTICS_SELECT).toByte()
it[39] = DS5_FLAG2_VIBRATION2.toByte()
it[3] = amp8(high).toByte()
it[4] = amp8(low).toByte()
it[3] = wireAmplitudeToByte(high).toByte()
it[4] = wireAmplitudeToByte(low).toByte()
}
/**
@@ -324,17 +324,11 @@ object DsDevice {
ByteArray(Model.DUALSHOCK4.outputSize).also {
it[0] = 0x05
it[1] = (DS4_FLAG0_MOTORS or DS4_FLAG0_LED).toByte()
it[4] = amp8(high).toByte()
it[5] = amp8(low).toByte()
it[4] = wireAmplitudeToByte(high).toByte()
it[5] = wireAmplitudeToByte(low).toByte()
it[6] = r.toByte()
it[7] = g.toByte()
it[8] = b.toByte()
}
// Wire u16 amplitude → motor byte; a nonzero command never collapses to 0 (parity with the
// vibrator path's toAmplitude).
private fun amp8(v16: Int): Int {
val a = (v16 ushr 8) and 0xFF
return if (v16 != 0 && a == 0) 1 else a
}
}
@@ -88,6 +88,9 @@ class GamepadFeedback(
const val TAG_PLAYER_LEDS: Byte = 0x02
const val TAG_TRIGGER: Byte = 0x03
const val TAG_HID_RAW: Byte = 0x05
/** Sparse-log cadence for swallowed render failures — see [noteRenderFailure]. */
const val LOG_EVERY = 128L
}
/** One controller's rumble binding — VibratorManager (API 31+) OR the legacy single Vibrator (API 2830). */
@@ -125,37 +128,51 @@ class GamepadFeedback(
fun start() {
running = true
rumbleThread = Thread({
var failures = 0L
while (running) {
val ev = NativeBridge.nativeNextRumble(handle)
if (ev < 0L) continue // timeout / closed
// ev bits 49..52 = wire pad index; bits 32..47 = backstop duration (ms);
// 16..31 = low; 0..15 = high. These are EFFECTIVE commands from the core's shared
// rumble policy engine — it owns every lease/staleness/close decision (uniform
// across all clients; the old 60 s legacy-host exposure is gone) and emits
// explicit zeros, so apply verbatim: (0, 0) = cancel, non-zero = one-shot for
// the backstop (the hardware net under a stalled poll thread).
val pad = ((ev ushr 49) and 0xFL).toInt()
val backstopMs = ((ev ushr 32) and 0xFFFF)
renderRumble(
pad,
((ev ushr 16) and 0xFFFF).toInt(),
(ev and 0xFFFF).toInt(),
backstopMs,
)
// Layout + semantics live in `unpackRumbleEvent` (RumbleWire.kt), tested there
// against the Rust packer.
val cmd = unpackRumbleEvent(ev) ?: continue // timeout / closed
// Rendering is binder calls into the vibrator service, and every one of them can
// throw unchecked — DeadSystemRuntimeException when system_server goes down, and
// the ordinary RuntimeException a dying service wraps its RemoteException in.
// Unguarded, ONE of those killed this thread outright: `running` stayed true, so
// nothing noticed and nothing restarted it, and rumble was gone for the rest of
// the session. Losing a single command is recoverable; losing the loop is not.
runCatching {
renderRumble(cmd.pad, cmd.low, cmd.high, cmd.backstopMs)
}.onFailure { failures = noteRenderFailure("rumble", it, failures) }
}
}, "pf-rumble").apply { isDaemon = true; start() }
hidoutThread = Thread({
// 128: the raw as-is passthrough events are [pad][kind tag][report kind][≤64 bytes].
val buf = ByteBuffer.allocateDirect(128)
var failures = 0L
while (running) {
val n = NativeBridge.nativeNextHidout(handle, buf)
if (n < 0) continue // timeout / closed
dispatchHidout(buf, n)
// Same hazard as the rumble loop above: lights/trigger rendering is binder and USB
// calls, and an unchecked throw here would silently end the rich-feedback plane.
runCatching { dispatchHidout(buf, n) }
.onFailure { failures = noteRenderFailure("hidout", it, failures) }
}
}, "pf-hidout").apply { isDaemon = true; start() }
}
/**
* Record a render failure the poll loop swallowed, and return the updated count. Logged on the
* first occurrence and sparsely after: a genuinely dead vibrator service fails on *every*
* command, which at a rumble plane's rate would bury the log.
*/
private fun noteRenderFailure(plane: String, t: Throwable, seen: Long): Long {
if (seen == 0L || seen % LOG_EVERY == 0L) {
Log.w(TAG, "$plane render failed (#${seen + 1}) — command dropped, poll loop alive", t)
}
return seen + 1
}
/** Idempotent. Stops + joins the poll threads (must complete before the router is released / handle freed). */
fun stop() {
running = false
@@ -264,12 +281,12 @@ class GamepadFeedback(
return
}
val bind = rumbleBindFor(pad) ?: return
val lo = toAmplitude(low)
val hi = toAmplitude(high)
val lo = wireAmplitudeToByte(low)
val hi = wireAmplitudeToByte(high)
val m = bind.vm
if (m != null) {
if (lo == 0 && hi == 0) {
m.cancel() // (0,0) = stop
runCatching { m.cancel() } // (0,0) = stop
return
}
val combo = CombinedVibration.startParallel()
@@ -294,7 +311,7 @@ class GamepadFeedback(
// API 2830 legacy single-motor path: blend both motors into one effect.
val lv = bind.legacy ?: return
if (lo == 0 && hi == 0) {
lv.cancel() // (0,0) = stop
runCatching { lv.cancel() } // (0,0) = stop
return
}
val a = (lo * 0.8 + hi * 0.33).toInt().coerceIn(1, 255)
@@ -314,8 +331,8 @@ class GamepadFeedback(
*/
private fun renderDeviceRumble(low: Int, high: Int, durationMs: Long) {
val v = deviceVibrator ?: return
val lo = toAmplitude(low)
val hi = toAmplitude(high)
val lo = wireAmplitudeToByte(low)
val hi = wireAmplitudeToByte(high)
if (lo == 0 && hi == 0) {
runCatching { v.cancel() } // (0,0) = stop
return
@@ -329,12 +346,6 @@ class GamepadFeedback(
}
}
// 0..0xFFFF → 1..255 (high byte); a nonzero motor never collapses to 0.
private fun toAmplitude(v16: Int): Int {
val a = (v16 ushr 8) and 0xFF
return if (v16 != 0 && a == 0) 1 else a
}
// One-shot held for `durationMs` — the host's v2 TTL (renewed while the level holds), so it
// self-terminates on a lost stop; cancel on zero. Floor the duration at 1 ms: `createOneShot`
// throws IllegalArgumentException on a non-positive duration, and a lease can carry ttl_ms==0
@@ -33,12 +33,52 @@ import java.util.concurrent.ConcurrentHashMap
* InputManager hot-plug callbacks both land there). [deviceForPad] is read from the feedback poll
* threads, so the slot table is a [ConcurrentHashMap].
*/
class GamepadRouter(context: Context, private val handle: Long, private val setting: Int) {
class GamepadRouter(
context: Context,
private val handle: Long,
private val setting: Int,
/**
* Forward this device's controllers to the host at all (`Settings.gamepadForwarding`,
* default true). Off is for a couch whose controller reaches the host another way USB
* passthrough such as VirtualHere, or a pad plugged into the host itself where forwarding
* as well would give the host two pads for one pair of hands.
*
* Off still opens slots and tracks held state; it only stops the wire sends. That is
* deliberate: the exit and mic chords are read off the same slots, and a couch that lost its
* quit shortcut because a forwarding preference was off would be the worse bug. Nothing is
* claimed by keeping a slot the Android input stack shares controllers unlike the USB
* capture links, which `StreamScreen` does not start at all while this is off.
*/
private val forwarding: Boolean = true,
/**
* Forward raw guide/QAM presses (`Settings.systemButtons` resolved auto = forward on
* Android, where the press reaches the app on most devices; `local` exists for
* cross-client profile parity with the Gaming-Mode clients). Off keeps them entirely
* with this device.
*/
private val systemForward: Boolean = true,
/**
* The hold-Select guide gesture (`Settings.guideGesture` resolved auto = off on
* Android): holding Select ALONE [GUIDE_HOLD_MS] sends the HOST's guide button, down
* until release so a long hold is the host's long-press, a Gaming-Mode host's QAM. A
* Select tap is delivered on release (delayed by up to the threshold); a Select pressed
* while other buttons are down passes through untouched, so the exit/mic chords keep
* working. pf-client-core's `SelectGesture`, on the main-thread handler.
*/
private val guideGesture: Boolean = false,
) {
/** One forwarded controller: its stable wire pad index, per-device axis state, and held buttons. */
private class Slot(val index: Int, val mapper: Gamepad.AxisMapper) {
/** Forwarded button bits currently held (Gamepad.BTN_*) — for release-on-close + chord detection. */
var held = 0
// Hold-Select→guide gesture state ([guideGesture]): the pending Select's hold
// timer / a delivered tap's owed release (both on the main handler), and whether
// the held Select was transformed into a synthetic guide.
var pendingGuide: Runnable? = null
var pendingTapUp: Runnable? = null
var selectAsGuide = false
}
/** deviceId → slot. Concurrent: the feedback poll threads read it via [deviceForPad]. */
@@ -65,6 +105,16 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
*/
var onExitArmed: ((armed: Boolean) -> Unit)? = null
/**
* Invoked (main thread) each time the mic-mute chord ([MIC_CHORD], Select + Y) is COMPLETED on
* a pad the couch equivalent of the stream's on-screen mute button, which a gamepad user
* cannot reach. `StreamScreen` wires it to the mute toggle. Unlike the exit chord this fires
* immediately: muting is the kind of thing you want to have already happened, and the on-screen
* indicator makes an accidental toggle self-evident. The buttons still go to the host the
* chord adds a meaning to them rather than swallowing them, exactly as the exit chord does.
*/
var onMicChord: (() -> Unit)? = null
private val mainHandler = Handler(Looper.getMainLooper())
/** The pending exit-chord hold timer, or null when the chord isn't currently armed. */
private var pendingExit: Runnable? = null
@@ -108,16 +158,47 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
/**
* One button transition on [slot] the shared body behind [onButton] and an [ExternalPad]'s
* transitions: forward the wire event, track held state, and arm/disarm the exit chord.
* transitions: forward the wire event, track held state, arm/disarm the exit chord, and fire
* the mic-mute chord ([MIC_CHORD]).
*/
private fun slotButton(slot: Slot, bit: Int, down: Boolean, send: Boolean) {
// Raw system buttons stay local under the "local" policy — no wire send and no held
// tracking, symmetric on both edges so nothing leaks into the chords either.
if (!systemForward && (bit == Gamepad.BTN_GUIDE || bit == Gamepad.BTN_MISC1)) return
if (down) {
if (send) NativeBridge.nativeSendGamepadButton(handle, bit, true, slot.index)
if (guideGesture && send) {
// A Select pressed ALONE is held back until it resolves: a tap (delivered
// on release), a combo member (the next button flushes it as a real
// press), or — past GUIDE_HOLD_MS — a synthetic guide. Held state records
// it either way, so the exit/mic chords read as if the gesture didn't
// exist (Select+Y still fires the mic toggle: the flush sends Select's
// down before Y's).
if (bit == Gamepad.BTN_BACK && slot.held == 0) {
slot.held = slot.held or bit
armGuide(slot)
return
}
flushPendingSelect(slot)
}
if (send && forwarding) {
NativeBridge.nativeSendGamepadButton(handle, bit, true, slot.index)
}
val wasHeld = slot.held
slot.held = slot.held or bit
// Full chord now held on this pad → start the hold countdown (idempotent while held).
if (slot.held and EXIT_CHORD == EXIT_CHORD) armExit()
// Mic mute, edge-triggered on the button that COMPLETES the chord: a genuine press
// (`wasHeld` lacks the bit, so an auto-repeat DOWN can't re-fire it) of a chord member
// that leaves the whole chord held. Any other button pressed while Select + Y are down
// fails the middle test, so the toggle happens once per chord, not once per press.
if (wasHeld and bit == 0 && bit and MIC_CHORD != 0 && slot.held and MIC_CHORD == MIC_CHORD) {
onMicChord?.invoke()
}
} else {
if (send) NativeBridge.nativeSendGamepadButton(handle, bit, false, slot.index)
val owned = guideGesture && bit == Gamepad.BTN_BACK && consumeSelectRelease(slot)
if (!owned && send && forwarding) {
NativeBridge.nativeSendGamepadButton(handle, bit, false, slot.index)
}
slot.held = slot.held and bit.inv()
// A chord button lifted before the hold elapsed → cancel, unless another pad still
// holds the full chord.
@@ -127,6 +208,61 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
}
}
/** Start a pending Select's hold countdown ([GUIDE_HOLD_MS] → a synthetic guide, down until release). */
private fun armGuide(slot: Slot) {
val r = Runnable {
slot.pendingGuide = null
slot.selectAsGuide = true
if (forwarding) {
NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_GUIDE, true, slot.index)
}
}
slot.pendingGuide = r
mainHandler.postDelayed(r, GUIDE_HOLD_MS)
}
/**
* A second button joined while Select was pending it was a real Select after all; its
* deferred down goes out before the caller sends the new button's, preserving chronology.
*/
private fun flushPendingSelect(slot: Slot) {
val r = slot.pendingGuide ?: return
mainHandler.removeCallbacks(r)
slot.pendingGuide = null
if (forwarding) {
NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_BACK, true, slot.index)
}
}
/**
* Select released with gesture state outstanding true when the gesture owned the
* release. A transformed hold lifts the synthetic guide; a pending tap delivers its
* held-back press now, with the release [TAP_PRESS_MS] behind it (a back-to-back pair
* can fold into nothing in the host's per-pad input fold).
*/
private fun consumeSelectRelease(slot: Slot): Boolean {
if (slot.selectAsGuide) {
slot.selectAsGuide = false
if (forwarding) {
NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_GUIDE, false, slot.index)
}
return true
}
val r = slot.pendingGuide ?: return false
mainHandler.removeCallbacks(r)
slot.pendingGuide = null
if (forwarding) {
NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_BACK, true, slot.index)
val up = Runnable {
slot.pendingTapUp = null
NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_BACK, false, slot.index)
}
slot.pendingTapUp = up
mainHandler.postDelayed(up, TAP_PRESS_MS)
}
return true
}
/** Arm the exit-chord hold timer (once); on expiry, if the chord is still held, flush + leave. */
private fun armExit() {
if (pendingExit != null) return // already counting down
@@ -167,7 +303,7 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
val dev = event.device ?: return false
if (!isForwardable(dev)) return false
val slot = slotFor(dev) ?: return false
slot.mapper.onMotion(event)
if (forwarding) slot.mapper.onMotion(event)
return true
}
@@ -202,24 +338,26 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
/** One axis update ([Gamepad].AXIS_*: stick i16 +y=up / trigger 0..255). On-change only. */
fun axis(id: Int, value: Int) {
if (slot != null) NativeBridge.nativeSendGamepadAxis(handle, id, value, index)
if (slot != null && forwarding) NativeBridge.nativeSendGamepadAxis(handle, id, value, index)
}
/** One raw HID report, forwarded verbatim for the host's as-is virtual pad. */
fun hidReport(buf: java.nio.ByteBuffer, len: Int) {
if (slot != null) NativeBridge.nativeSendPadHidReport(handle, index, buf, len)
if (slot != null && forwarding) NativeBridge.nativeSendPadHidReport(handle, index, buf, len)
}
/** One touchpad contact on the rich plane: [finger] 0/1, x/y normalized 0..65535 in
* SCREEN convention (+y down); `active = false` lifts the finger. On-change only. */
fun touch(finger: Int, active: Boolean, x: Int, y: Int) {
if (slot != null) NativeBridge.nativeSendPadTouch(handle, index, finger, active, x, y)
if (slot != null && forwarding) {
NativeBridge.nativeSendPadTouch(handle, index, finger, active, x, y)
}
}
/** One motion sample on the rich plane (gyro pitch/yaw/roll + accel, raw device i16
* units the host passes them straight into the virtual pad's report). Per report. */
fun motion(gyro: IntArray, accel: IntArray) {
if (slot != null) {
if (slot != null && forwarding) {
NativeBridge.nativeSendPadMotion(
handle, index,
gyro[0], gyro[1], gyro[2],
@@ -241,7 +379,7 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
// Synthetic ids live below any real InputDevice id (those are positive), so they can't
// collide and InputDevice.getDevice(id) resolves them to null for the feedback path.
val syntheticId = EXTERNAL_ID_BASE - index
NativeBridge.nativeSendGamepadArrival(handle, pref, index)
if (forwarding) NativeBridge.nativeSendGamepadArrival(handle, pref, index)
slots[syntheticId] = Slot(index, Gamepad.AxisMapper(handle, index))
return ExternalPad(syntheticId, index)
}
@@ -298,7 +436,7 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
// Automatic resolves the pad's type from its VID/PID; an explicit setting forces every pad
// to that type (a single global choice — matches the handshake's session-default pref).
val pref = if (setting == Gamepad.PREF_AUTO) Gamepad.prefFor(dev) else setting
NativeBridge.nativeSendGamepadArrival(handle, pref, index)
if (forwarding) NativeBridge.nativeSendGamepadArrival(handle, pref, index)
val slot = Slot(index, Gamepad.AxisMapper(handle, index))
slots[dev.id] = slot
return slot
@@ -311,7 +449,7 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
private fun closeSlot(deviceId: Int) {
val slot = slots.remove(deviceId) ?: return
releaseHeld(slot)
NativeBridge.nativeSendGamepadRemove(handle, slot.index)
if (forwarding) NativeBridge.nativeSendGamepadRemove(handle, slot.index)
// If this pad was mid-exit-chord, its removal may have left no pad holding it — drop the timer.
if (slots.values.none { it.held and EXIT_CHORD == EXIT_CHORD }) disarmExit()
// Release this controller's feedback bindings (close its lights session / cancel rumble).
@@ -320,14 +458,32 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
/** Lift every held button + zero the axes/HAT dpad for [slot] (wire events only, all on its index). */
private fun releaseHeld(slot: Slot) {
// Gesture first: a pending (never-sent) Select just drops its timer; an owed tap
// release goes out NOW (its down is already on the wire and the handle may not
// outlive this slot); a transformed guide — which is not in `held` — is lifted.
slot.pendingGuide?.let { mainHandler.removeCallbacks(it) }
slot.pendingGuide = null
slot.pendingTapUp?.let {
mainHandler.removeCallbacks(it)
slot.pendingTapUp = null
if (forwarding) {
NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_BACK, false, slot.index)
}
}
if (slot.selectAsGuide) {
slot.selectAsGuide = false
if (forwarding) {
NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_GUIDE, false, slot.index)
}
}
var bits = slot.held
while (bits != 0) {
val bit = bits and -bits // lowest set bit
NativeBridge.nativeSendGamepadButton(handle, bit, false, slot.index)
if (forwarding) NativeBridge.nativeSendGamepadButton(handle, bit, false, slot.index)
bits = bits and bit.inv()
}
slot.held = 0
slot.mapper.reset() // zero sticks/triggers + release the HAT dpad
if (forwarding) slot.mapper.reset() // zero sticks/triggers + release the HAT dpad
}
/** Lowest wire index 0..[MAX_PADS) not held by a slot, or null when full — stable lowest-free keeps indices from shuffling on hot-plug. */
@@ -351,7 +507,24 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
*/
const val EXIT_HOLD_MS = 1000L
/**
* Mic-mute chord: Select + Y. Y is deliberately NOT one of [EXIT_CHORD]'s buttons, so no
* way of reaching the exit chord can pass through this one on the way (and vice versa)
* and Select is a menu button rather than a twitch action, which makes the pair unlikely
* to occur inside real play.
*/
const val MIC_CHORD = Gamepad.BTN_BACK or Gamepad.BTN_Y
/** Synthetic slot-key base for [ExternalPad]s — below every real (positive) InputDevice id. */
const val EXTERNAL_ID_BASE = -1000
/** pf-client-core's `GUIDE_HOLD`: hold Select alone this long → the host's guide goes down. */
const val GUIDE_HOLD_MS = 350L
/**
* pf-client-core's `TAP_PRESS`: a held-back Select tap's release trails its press by
* this much, so the pair can't coalesce into no press at all.
*/
const val TAP_PRESS_MS = 50L
}
}
@@ -14,8 +14,8 @@ import android.hardware.usb.UsbRequest
import android.os.Build
import android.util.Log
import java.nio.ByteBuffer
import java.util.concurrent.ConcurrentLinkedQueue
import java.util.concurrent.TimeoutException
import java.util.concurrent.atomic.AtomicBoolean
/**
* Generic USB transport for a client-captured HID controller the device-agnostic half of what
@@ -81,14 +81,20 @@ class HidUsbLink(
/** Pending OUT reports, submitted by the reader thread only one thread may drive a
* connection's [UsbRequest]s ([UsbDeviceConnection.requestWait] returns ANY completed
* request; a second waiter would steal the reader's completions). */
private val outQueue = ConcurrentLinkedQueue<ByteArray>()
* request; a second waiter would steal the reader's completions). See [OutReportQueue] for
* what gets discarded when it fills, and why that is not simply "the oldest". */
private val outQueue = OutReportQueue()
private var reader: Thread? = null
private var detachReceiver: BroadcastReceiver? = null
@Volatile private var running = false
/** Latches on the first "this link is down" signal so [onClosed] fires exactly once, however
* many of the racing detectors (detach broadcast, reader error streak, failed re-queue) see
* it. Reset by [start]. */
private val down = AtomicBoolean(false)
/** First attached matching device, or null. Does not need USB permission to enumerate. */
fun findDevice(): UsbDevice? = usb.deviceList.values.firstOrNull(config.deviceMatch)
@@ -114,6 +120,7 @@ class HidUsbLink(
connection = conn
device = dev
claims = claimed
down.set(false)
running = true
Log.i(
config.tag,
@@ -134,10 +141,7 @@ class HidUsbLink(
val gone: UsbDevice? = intent.getParcelableExtra(UsbManager.EXTRA_DEVICE)
if (gone?.deviceName == dev.deviceName) {
Log.i(config.tag, "USB detached (${dev.deviceName})")
if (running) {
running = false
onClosed()
}
linkDown()
}
}
}
@@ -221,6 +225,9 @@ class HidUsbLink(
if (live.isEmpty()) {
Log.e(config.tag, "no IN request could be queued")
finishReader(claims)
// `start` already returned true, so without this the owner would sit waiting on a
// capture that never streams and never reports itself dead.
linkDown()
return
}
val scratch = ByteArray(64)
@@ -295,10 +302,23 @@ class HidUsbLink(
} finally {
finishReader(claims)
}
if (running) {
running = false
onClosed()
}
linkDown()
}
/**
* Report the link down, exactly once, from whichever detector noticed first the detach
* broadcast (main thread) or the reader thread on its way out.
*
* This only *signals*; releasing the connection and the interfaces stays the owner's job, via
* the [stop] its `onClosed` handler calls. Previously nothing released them on this path: the
* detach receiver flipped a flag and fired the callback, so an unplug left the connection open,
* the interfaces claimed (the pad could not return to Android's own input stack) and the
* receiver still registered and a re-plug overwrote the field holding it, leaking a receiver
* that stayed live for the process's lifetime.
*/
private fun linkDown() {
running = false
if (down.compareAndSet(false, true)) onClosed()
}
private fun finishReader(claims: List<Claim>) {
@@ -314,28 +334,35 @@ class HidUsbLink(
* Write one raw report to the device: kind 0 = output report (the active interface's
* interrupt-OUT, else a `SET_REPORT(Output)` control transfer), kind 1 = feature report
* (`SET_REPORT(Feature)`). [data] is the full report, id byte first, hidapi framing.
*
* [coalesce] tells the pending-OUT queue whether a newer report of the same kind may replace
* this one [OutReportQueue.KEY_RUMBLE] for motor levels, the default [OutReportQueue.NO_COALESCE]
* for one-shots (lightbar, player LEDs, trigger effects) the sender will not repeat.
*
* Returns whether the report reached the device or is queued for it. A caller that is writing
* a **stop** needs this: a discarded stop has nothing behind it, so it must not be mistaken
* for one that landed.
*/
fun writeRaw(kind: Int, data: ByteArray) {
if (data.isEmpty()) return
when (kind) {
fun writeRaw(kind: Int, data: ByteArray, coalesce: Int = OutReportQueue.NO_COALESCE): Boolean {
if (data.isEmpty()) return false
return when (kind) {
0 -> {
if ((activeClaim ?: claims.firstOrNull())?.outReq != null) {
// Interrupt-OUT rides UsbRequests submitted by the reader thread. Bounded,
// newest-wins: these are level-styled commands the sender re-sends anyway.
while (outQueue.size >= 32) outQueue.poll()
outQueue.offer(data)
// Interrupt-OUT rides UsbRequests submitted by the reader thread.
outQueue.offer(data, coalesce)
} else {
setReport(REPORT_TYPE_OUTPUT, data)
}
}
1 -> setReport(REPORT_TYPE_FEATURE, data)
else -> false
}
}
private fun setReport(type: Int, data: ByteArray) {
val conn = connection ?: return
val ifId = (activeClaim ?: claims.firstOrNull())?.iface?.id ?: return
sendReport(conn, ifId, type, data)
private fun setReport(type: Int, data: ByteArray): Boolean {
val conn = connection ?: return false
val ifId = (activeClaim ?: claims.firstOrNull())?.iface?.id ?: return false
return sendReport(conn, ifId, type, data)
}
/**
@@ -344,9 +371,8 @@ class HidUsbLink(
* queue would never drain (e.g. a rumble stop before the interfaces release). Safe from any
* thread: EP0 control transfers are independent of the reader's `requestWait`.
*/
fun writeControl(data: ByteArray) {
if (data.isNotEmpty()) setReport(REPORT_TYPE_OUTPUT, data)
}
fun writeControl(data: ByteArray): Boolean =
data.isNotEmpty() && setReport(REPORT_TYPE_OUTPUT, data)
private fun sendKeepAlive(conn: UsbDeviceConnection, ifaceId: Int) {
for (f in config.keepAliveFeatures) sendReport(conn, ifaceId, REPORT_TYPE_FEATURE, f)
@@ -358,27 +384,48 @@ class HidUsbLink(
* "unnumbered" (id 0 in wValue, id byte stripped from the payload). EP0 is independent of
* the interrupt endpoints, so this is safe alongside the reader thread's requestWait.
*/
private fun sendReport(conn: UsbDeviceConnection, ifaceId: Int, type: Int, data: ByteArray) {
private fun sendReport(
conn: UsbDeviceConnection,
ifaceId: Int,
type: Int,
data: ByteArray,
): Boolean {
val id = data[0].toInt() and 0xFF
val payload = if (id == 0) data.copyOfRange(1, data.size) else data
conn.controlTransfer(
0x21, // host→device, class, interface
0x09, // SET_REPORT
(type shl 8) or id,
ifaceId,
payload,
payload.size,
WRITE_TIMEOUT_MS,
)
// controlTransfer returns the byte count, or a negative value on failure — a failed write
// must be reported as such, not swallowed (a dropped rumble stop has nothing behind it).
val n = runCatching {
conn.controlTransfer(
0x21, // host→device, class, interface
0x09, // SET_REPORT
(type shl 8) or id,
ifaceId,
payload,
payload.size,
WRITE_TIMEOUT_MS,
)
}.getOrDefault(-1)
return n >= 0
}
/** Stop the read loop and release the interfaces. Idempotent; does not fire [onClosed]. */
/**
* Stop the read loop and release the interfaces. Idempotent; does not fire [onClosed].
*
* Safe to call from the `onClosed` handler itself that is how an unplug now gets cleaned up,
* and it arrives on the reader thread, which must not try to join itself.
*/
fun stop() {
running = false
// Claim the down-latch so the reader's own exit does not report a close the owner asked for.
down.set(true)
detachReceiver?.let { runCatching { context.unregisterReceiver(it) } }
detachReceiver = null
runCatching { reader?.join(1000) }
reader = null
if (reader !== Thread.currentThread()) {
runCatching { reader?.join(1000) }
// Only forget the thread once it is actually gone: clearing it while it still runs
// would let a later stop() skip the join and free the connection under it.
reader = null
}
outQueue.clear()
activeClaim = null
for (c in claims) runCatching { connection?.releaseInterface(c.iface) }
@@ -248,11 +248,12 @@ object NativeBridge {
/**
* Drain ~1 s of live decode stats for the on-stream HUD, or `null` when no decode thread runs.
* Returns 30 doubles (unified stats spec, `design/stats-unification.md`):
* Returns 33 doubles (unified stats spec, `design/stats-unification.md`):
* `[fps, mbps, e2eP50Ms, e2eP95Ms, latValid, skewCorrected, width, height, refreshHz, framesLost,
* bitDepth, colorPrimaries, colorTransfer, chromaFormatIdc, hostNetP50Ms, decodeP50Ms, hostP50Ms,
* netP50Ms, lostWindow, skippedWindow, fecWindow, framesWindow, dispValid, displayP50Ms,
* e2eDispP50Ms, e2eDispP95Ms, paceP50Ms, latchP50Ms, presentsWindow, presenterActive]`
* e2eDispP50Ms, e2eDispP95Ms, paceP50Ms, latchP50Ms, presentsWindow, presenterActive,
* feedP50Ms, codecP50Ms, skippedOverflowWindow]`
* (the flags are 1.0/0.0; indexes 2/3 are the end-to-end capturedecoded headline; 1013
* 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; 14/15 are the stage p50s tiling the headline
@@ -263,7 +264,12 @@ object NativeBridge {
* `display` stage from the OnFrameRendered render timestamps when `dispValid` is 1.0 the
* headline becomes the directly-measured capturedisplayed pair at 24/25, tiled by
* `host+network` + `decode` + `display` (23), and when 0.0 the HUD falls back to the
* capturedecoded headline at 2/3 without the `display` term).
* capturedecoded headline at 2/3 without the `display` term; 2629 split the `display`
* term the timeline presenter owns `pace` = decodedrelease, `latch` = releasedisplayed,
* the window's on-glass confirm count, and whether the presenter is active at all; 30/31
* split `decode` (15) the same way `feed` = receivedqueued (hand-off + input-slot wait),
* `codec` = queueddecoded, the decoder's own time; 32 is the parked-AU overflow subset of
* `skipped` (19), i.e. the decoder falling behind rather than benign newest-wins pacing).
* Poll ~1 Hz; each call resets the measurement window.
*/
external fun nativeVideoStats(handle: Long): DoubleArray?
@@ -288,15 +294,53 @@ object NativeBridge {
external fun nativeStopAudio(handle: Long)
/**
* Start mic uplink: AAudio input Opus (48 kHz stereo, 20 ms) host (`send_mic` / 0xCB), all in
* Rust. No-op if already running. The caller MUST hold RECORD_AUDIO; otherwise the AAudio input
* stream fails to open and the rest of the session keeps streaming.
* Start mic uplink: AAudio input Opus (48 kHz mono, 10 ms) host (`send_mic` / 0xCB), all in
* Rust. [echoCancel] opens the capture under the VoiceCommunication preset (the HAL's own echo
* canceller / noise suppressor) and allocates an audio session id; the return value is that id
* (`> 0`) so the caller can attach the Java [android.media.audiofx.AcousticEchoCanceler] /
* [android.media.audiofx.NoiseSuppressor] as a backstop `0` when none was allocated
* (echoCancel off, the device refused the preset and the open fell back to the plain path, or
* the mic failed entirely). No-op if already running (returns the running capture's id). The
* caller MUST hold RECORD_AUDIO; otherwise the AAudio input stream fails to open and the rest
* of the session keeps streaming.
*/
external fun nativeStartMic(handle: Long)
external fun nativeStartMic(handle: Long, echoCancel: Boolean): Int
/** Stop + join the mic thread and close the AAudio input stream. No-op on `0`. */
/**
* Stop + join the mic thread and close the AAudio input stream. No-op on `0`. Leaves the
* session's mute state ([nativeSetMicMuted]) alone a surface recreate stops and restarts the
* mic, and a user who muted must stay muted through it.
*/
external fun nativeStopMic(handle: Long)
/**
* Mute/unmute the mic uplink mid-stream. Muting does NOT stop the capture: the AAudio input
* stream, the input preset it settled on and its primed buffers stay as they are, and the
* encode loop drops each 10 ms frame instead of encoding + sending it so room audio is never
* encoded and nothing goes on the wire, while a toggle costs an atomic store and takes effect
* on the next 10 ms boundary (a stop/start would re-run the preset fallback ladder and re-prime
* buffers every time).
*
* Sticky for the SESSION the flag lives on the handle, not on the capture so the mic
* restart a surface recreate performs comes back muted, with no window for an unmuted frame to
* escape; a fresh session always starts unmuted. Nothing here is persisted. No-op on `0`.
* Cheap (one atomic store); UI-safe.
*
* One honest consequence of keeping the stream open: the platform's own recording indicator
* stays lit while muted, because the mic really is still open. What stops is the encode and the
* send no captured audio leaves the process.
*/
external fun nativeSetMicMuted(handle: Long, muted: Boolean)
/**
* Is a mic capture actually RUNNING i.e. did [nativeStartMic] open a stream, and has
* [nativeStopMic] not been called since? Offer the in-stream mute control on THIS rather than
* on the user's setting: a device that refused every AAudio input rung (or a missing
* RECORD_AUDIO grant) then shows no control instead of a lie about a mic being heard. `false`
* on a `0` handle. Cheap; UI-safe.
*/
external fun nativeMicActive(handle: Long): Boolean
// ---- Input: Kotlin captures, Rust forwards to the host (send_input) ----
/** Relative mouse move; dx/dy are device-pixel deltas (screen +y down). */
@@ -0,0 +1,89 @@
package io.unom.punktfunk.kit
/**
* The pending interrupt-OUT reports for a captured controller: a bounded FIFO whose overflow
* policy knows which reports may be thrown away and which may not.
*
* The queue exists because only one thread may drive a connection's `UsbRequest`s, so writes from
* the feedback threads are handed to the reader thread rather than submitted directly. It has to
* be bounded a stalled or unplugged device would otherwise grow it without limit and the
* question is what to discard when it fills.
*
* The old policy was "newest wins": drop from the head until there is room. That is right for
* rumble, which is *level-styled* the host re-sends it continuously, so a dropped frame is
* replaced milliseconds later and nothing is permanently lost. It is wrong for everything else.
* A lightbar colour, a player-LED mask and an adaptive-trigger effect are **one-shots**: the host
* sends them on change and never repeats them. Dropping one leaves the pad wrong until the next
* time that value happens to change, which may be never.
*
* So eviction is driven by an explicit [key] supplied by the caller, not by inspecting the bytes.
* That distinction cannot be recovered from the report itself: every DualSense output report
* carries the *same* report id and differs only in its `valid_flag` bytes, so an id-keyed policy
* would happily let a rumble supersede a lightbar the very bug this replaces, relocated.
*
* Two rules:
* - A report offered with a coalescing key **replaces** the pending report with that key, in
* place. A burst of rumble collapses to its latest value and never displaces anything else.
* - Only when the queue is full does anything get dropped, and then the oldest *coalescable*
* report goes first. A one-shot is discarded only if the queue is full of nothing but
* one-shots which needs [cap] distinct one-shots outstanding, far beyond what a real pad
* produces.
*
* Thread-safe: offered by the feedback threads, drained by the reader thread.
*/
internal class OutReportQueue(private val cap: Int = CAP) {
private class Entry(val key: Int, val data: ByteArray)
private val items = ArrayDeque<Entry>()
/**
* Queue [data] for submission. [key] is [NO_COALESCE] for a one-shot, or a caller-chosen
* constant identifying a level-styled stream whose newer values supersede older ones.
*
* Returns false only if the report had to be dropped outright the caller can then treat the
* write as failed rather than assuming it is on its way.
*/
fun offer(data: ByteArray, key: Int = NO_COALESCE): Boolean = synchronized(items) {
if (key != NO_COALESCE) {
val at = items.indexOfFirst { it.key == key }
if (at >= 0) {
// Supersede in place: keeping the queue position stops a fast rumble stream from
// repeatedly jumping the one-shots queued ahead of it.
items[at] = Entry(key, data)
return true
}
}
if (items.size >= cap) {
val victim = items.indexOfFirst { it.key != NO_COALESCE }
if (victim >= 0) {
items.removeAt(victim)
} else if (key != NO_COALESCE) {
// Nothing coalescable to sacrifice and this report is itself replaceable — drop it
// rather than a one-shot that will never come again.
return false
} else {
items.removeFirst()
}
}
items.addLast(Entry(key, data))
return true
}
/** The next report to submit, or null when nothing is pending. */
fun poll(): ByteArray? = synchronized(items) { items.removeFirstOrNull()?.data }
fun clear() = synchronized(items) { items.clear() }
val size: Int get() = synchronized(items) { items.size }
companion object {
/** This report is a one-shot: never superseded, evicted only as a last resort. */
const val NO_COALESCE = 0
/** Motor levels — re-sent continuously, so only the newest is worth keeping. */
const val KEY_RUMBLE = 1
/** Deep enough to absorb a burst, small enough that a stalled device cannot bloat us. */
const val CAP = 32
}
}
@@ -0,0 +1,47 @@
package io.unom.punktfunk.kit
/**
* The two conversions every rumble path in this module needs, in one place.
*
* Both used to be transcribed per call site: [wireAmplitudeToByte] existed twice, byte-identical,
* in `GamepadFeedback` and `DsDevice`; [unpackRumbleEvent] was inline bit-shifting in the poll loop
* with no test on either side of the JNI boundary. Neither is complicated which is exactly why a
* silent divergence between copies would have been hard to notice.
*/
/**
* Wire amplitude (`0..0xFFFF`) an 8-bit motor/vibrator level.
*
* The high byte, except that a **nonzero command never collapses to zero**: anything below 0x0100
* would otherwise round to silence, turning a weak-but-real rumble into no rumble at all. 1 is
* imperceptibly light, but it moves.
*/
internal fun wireAmplitudeToByte(v16: Int): Int {
val a = (v16 ushr 8) and 0xFF
return if (v16 != 0 && a == 0) 1 else a
}
/** One effective rumble command, as packed by the native side's `nativeNextRumble`. */
internal data class RumbleCmd(val pad: Int, val low: Int, val high: Int, val backstopMs: Long)
/**
* Unpack `NativeBridge.nativeNextRumble`'s `jlong`, or null for the timeout/closed sentinel.
*
* Layout, mirroring `clients/android/native/src/feedback.rs::pack_rumble`:
* bits 49..52 = wire pad index, 32..47 = backstop duration (ms), 16..31 = low, 0..15 = high.
* The pad field is 4 bits because `punktfunk_core::input::MAX_PADS` is 16 the Rust side has a
* compile-time assertion tying the two together, so this can't silently start truncating.
*
* These are EFFECTIVE commands from the core's shared rumble policy engine: it owns every
* lease/staleness/close decision and emits explicit zeros, so apply them verbatim
* `(0, 0)` = cancel, non-zero = one-shot for the backstop.
*/
internal fun unpackRumbleEvent(ev: Long): RumbleCmd? {
if (ev < 0L) return null // timeout / closed
return RumbleCmd(
pad = ((ev ushr 49) and 0xFL).toInt(),
low = ((ev ushr 16) and 0xFFFF).toInt(),
high = (ev and 0xFFFF).toInt(),
backstopMs = (ev ushr 32) and 0xFFFF,
)
}
@@ -273,10 +273,20 @@ class Sc2Capture(
private fun onLinkClosed() {
Log.i(TAG, "SC2 link closed (unplug / power-off)")
// Both transports share this callback, so read which one was live BEFORE clearing it —
// releasing the other would tear down a link that never dropped.
val dropped = activeLink
activeLink = LINK_NONE
dongleLink = false
releaseSlot()
releaseUiKeys()
// Release the transport too — see the note in DsCapture.onLinkClosed. The Puck makes this
// worse than a single leak: it is the pad that gets power-cycled, so the same process can
// round-trip a link many times in one session.
when (dropped) {
LINK_USB -> usb.stop()
LINK_BLE -> ble.stop()
}
onActiveChanged?.invoke(false)
}
@@ -100,6 +100,34 @@ object VideoDecoders {
}
}
/**
* One-line per-mime probe readout for the connect log (`adb logcat -s pf.caps`): which
* decoder each advertised mime resolves to and whether it declares `FEATURE_PartialFrame`
* the P2 slice-pipeline gate that is otherwise invisible until a stream behaves differently.
*/
fun capsReport(): String {
val mimes = buildList {
add("video/avc")
add("video/hevc")
if (decodableCodecBits() and 4 != 0) add("video/av01")
}
val infos = runCatching { MediaCodecList(MediaCodecList.REGULAR_CODECS).codecInfos }
.getOrNull() ?: return "codec list unavailable"
return mimes.joinToString(" ") { mime ->
val pick = pickDecoder(mime)?.name
val partial = pick?.let { p ->
infos.firstOrNull { it.name == p }?.let { info ->
runCatching {
info.getCapabilitiesForType(mime)
.isFeatureSupported(CodecCapabilities.FEATURE_PartialFrame)
}.getOrNull()
}
}
"${mime.removePrefix("video/")}=${pick ?: "platform-default"}" +
" partialFrame=${partial ?: "?"}"
}
}
fun pickDecoder(mime: String): DecoderChoice? {
if (mime.isEmpty()) return null
val infos = runCatching { MediaCodecList(MediaCodecList.REGULAR_CODECS).codecInfos }
@@ -0,0 +1,102 @@
package io.unom.punktfunk.kit
import org.junit.Assert.assertArrayEquals
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Test
/**
* The pending-OUT queue's overflow policy. What is being pinned here is the distinction the old
* "drop from the head until there is room" policy did not make: rumble is re-sent continuously and
* may be thrown away, while a lightbar/player-LED/trigger report is sent once and never repeated.
*/
class OutReportQueueTest {
/** A report carrying a 0..255 marker so a test can tell which one came back out. */
private fun report(marker: Int) = byteArrayOf(0x02, marker.toByte())
// Masked: the marker rides in a Byte, and Byte.toInt() sign-extends.
private fun drain(q: OutReportQueue): List<Int> =
generateSequence { q.poll() }.map { it[1].toInt() and 0xFF }.toList()
@Test
fun `rumble supersedes the pending rumble instead of queueing another`() {
val q = OutReportQueue()
assertTrue(q.offer(report(1), OutReportQueue.KEY_RUMBLE))
assertTrue(q.offer(report(2), OutReportQueue.KEY_RUMBLE))
assertTrue(q.offer(report(3), OutReportQueue.KEY_RUMBLE))
assertEquals("a rumble burst must collapse to one entry", 1, q.size)
assertArrayEquals(report(3), q.poll())
assertNull(q.poll())
}
@Test
fun `superseding keeps the queue position so a rumble stream cannot jump one-shots`() {
val q = OutReportQueue()
q.offer(report(1), OutReportQueue.KEY_RUMBLE)
q.offer(report(10)) // a one-shot queued behind it
q.offer(report(2), OutReportQueue.KEY_RUMBLE)
// The newer rumble takes the OLD rumble's slot, so the one-shot does not get starved
// behind an endlessly-renewed entry.
assertEquals(listOf(2, 10), drain(q))
}
@Test
fun `a full queue sacrifices rumble, never a one-shot`() {
val q = OutReportQueue(cap = 4)
q.offer(report(1), OutReportQueue.KEY_RUMBLE)
q.offer(report(10))
q.offer(report(11))
q.offer(report(12))
assertEquals(4, q.size)
// Full. The old policy dropped the head — here that is a rumble, but only by luck of
// ordering; what matters is that the one-shots all survive.
assertTrue(q.offer(report(13)))
assertEquals(listOf(10, 11, 12, 13), drain(q))
}
@Test
fun `the one-shot the host never repeats survives a rumble storm`() {
val q = OutReportQueue(cap = 4)
// The exact regression: a lightbar colour queued once, then a flood of rumble. Under the
// old newest-wins eviction the colour was dropped from the head and never came back,
// leaving the pad lit wrong until the value next happened to change.
q.offer(report(200)) // lightbar
repeat(50) { q.offer(report(it), OutReportQueue.KEY_RUMBLE) }
val out = drain(q)
assertTrue("the lightbar report must still be queued, got $out", out.contains(200))
assertEquals("rumble must not have accumulated", listOf(200, 49), out)
}
@Test
fun `a queue full of one-shots refuses a rumble rather than dropping one`() {
val q = OutReportQueue(cap = 2)
q.offer(report(10))
q.offer(report(11))
assertFalse(
"with nothing coalescable to sacrifice, the replaceable report yields",
q.offer(report(1), OutReportQueue.KEY_RUMBLE),
)
assertEquals(listOf(10, 11), drain(q))
}
@Test
fun `only a queue of nothing but one-shots drops one, and it is the oldest`() {
val q = OutReportQueue(cap = 2)
q.offer(report(10))
q.offer(report(11))
assertTrue(q.offer(report(12)))
assertEquals(listOf(11, 12), drain(q))
}
@Test
fun `clear empties the queue`() {
val q = OutReportQueue()
q.offer(report(1), OutReportQueue.KEY_RUMBLE)
q.offer(report(10))
q.clear()
assertEquals(0, q.size)
assertNull(q.poll())
}
}
@@ -0,0 +1,79 @@
package io.unom.punktfunk.kit
import org.junit.Assert.assertEquals
import org.junit.Assert.assertNotEquals
import org.junit.Assert.assertNull
import org.junit.Test
/**
* The Kotlin half of the rumble JNI boundary. The Rust half is pinned by `pack_rumble_tests` in
* `clients/android/native/src/feedback.rs`; the two suites describe the same layout from opposite
* sides, which is the only thing that catches one of them drifting.
*/
class RumbleWireTest {
/** `pack_rumble` from the native side, transcribed — the packer these tests unpack. */
private fun pack(pad: Int, low: Int, high: Int, backstopMs: Int): Long =
((pad and 0xF).toLong() shl 49) or
((backstopMs.coerceAtMost(0xFFFF)).toLong() shl 32) or
(low.toLong() shl 16) or
high.toLong()
@Test
fun `every field round-trips at its extremes`() {
val cases = listOf(
listOf(0, 0, 0, 0),
listOf(15, 0xFFFF, 0xFFFF, 0xFFFF),
listOf(1, 0x1234, 0x5678, 500),
listOf(7, 0, 0xFFFF, 2000),
)
for ((pad, low, high, backstop) in cases) {
val cmd = unpackRumbleEvent(pack(pad, low, high, backstop))!!
assertEquals("pad", pad, cmd.pad)
assertEquals("low", low, cmd.low)
assertEquals("high", high, cmd.high)
assertEquals("backstop", backstop.toLong(), cmd.backstopMs)
}
}
/** MAX_PADS is 16, so all 16 indices must survive the 4-bit field without aliasing. */
@Test
fun `all sixteen pad indices are distinct`() {
val seen = (0 until 16).map { unpackRumbleEvent(pack(it, 1, 2, 3))!!.pad }
assertEquals((0 until 16).toList(), seen)
}
@Test
fun `the negative sentinel is not a command`() {
assertNull(unpackRumbleEvent(-1L))
assertNull(unpackRumbleEvent(Long.MIN_VALUE))
}
@Test
fun `a stop is distinguishable from a hold`() {
val stop = unpackRumbleEvent(pack(2, 0, 0, 0))!!
val hold = unpackRumbleEvent(pack(2, 0x8000, 0x8000, 500))!!
assertEquals(0, stop.low)
assertEquals(0, stop.high)
assertNotEquals(stop, hold)
}
// --- wireAmplitudeToByte (was two byte-identical private copies) ---
@Test
fun `amplitude takes the high byte`() {
assertEquals(0xFF, wireAmplitudeToByte(0xFFFF))
assertEquals(0x80, wireAmplitudeToByte(0x8000))
assertEquals(0x12, wireAmplitudeToByte(0x1234))
}
@Test
fun `zero stays silent but a weak nonzero never does`() {
assertEquals("only a real zero may render as silence", 0, wireAmplitudeToByte(0))
// Everything below 0x0100 has a zero high byte — without the floor these all vanish.
for (v in listOf(1, 0x0042, 0x00FF)) {
assertEquals("wire $v collapsed to silence", 1, wireAmplitudeToByte(v))
}
assertEquals(1, wireAmplitudeToByte(0x0100)) // first value that reaches 1 on its own
}
}
+54 -56
View File
@@ -12,10 +12,14 @@
//! realtime callback and makes us own the buffer. So this client diverges deliberately to stop the
//! Android-only crackle: (1) the callback is allocation/free-free — decoded buffers are recycled to
//! the producer via a free-list instead of being freed on the audio thread (Android's Scudo `free`
//! has unbounded tail latency); (2) the jitter ring is deeper (~40 ms prime / ~150 ms hard cap) and
//! decoupled from the tiny LowLatency burst size, with de-prime hysteresis so a transient drain
//! doesn't manufacture a silence; (3) the AAudio HW buffer is primed above its 2-burst default and
//! grown on XRuns (Google's anti-glitch technique).
//! has unbounded tail latency); (2) the jitter ring is deeper than the other clients' and decoupled
//! from the tiny LowLatency burst size, with de-prime hysteresis so a transient drain doesn't
//! manufacture a silence; (3) the AAudio HW buffer is primed above its 2-burst default and grown on
//! XRuns (Google's anti-glitch technique).
//!
//! (2) is now the SHARED `punktfunk_core::audio::JitterPolicy` at `JitterTuning::AAUDIO`, which also
//! fixed what this ring was missing: it had a hard cap but nothing that walked the depth back down,
//! so drift and arrival bursts raised latency permanently and Android settled on its ceiling.
use ndk::audio::{
AudioCallbackResult, AudioContentType, AudioDirection, AudioFormat, AudioPerformanceMode,
@@ -34,26 +38,18 @@ const SAMPLE_RATE: i32 = 48_000;
/// Decoded-chunk hand-off depth: 64 × 5 ms = 320 ms slack (matches the core's AUDIO_QUEUE).
const RING_CHUNKS: usize = 64;
// --- 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
// 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
// deeper, smoothly-managed ring than Linux — keep the two clients' depths intentionally divergent.
/// 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.
const PRIME_FLOOR_MS: usize = 40;
/// Ceiling for the burst-scaled target (so a large quantum can't push the prime depth too high).
const PRIME_CEIL_MS: usize = 80;
/// Drop-oldest headroom above the target before trimming — a ~80 ms band swallows an arrival burst
/// without overflowing.
const JITTER_HEADROOM_MS: usize = 80;
/// Hard latency bound: never let the ring exceed ~150 ms (the only thing that caps added latency).
const HARD_CAP_MS: usize = 150;
/// 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).
const DEPRIME_AFTER_CALLBACKS: u32 = 5;
// --- Jitter-ring depths now come from the SHARED policy (`punktfunk_core::audio::JitterTuning`). --
// They used to be four Android-only constants here. The rationale for Android being DEEPER than the
// other clients still holds and is preserved in `JitterTuning::AAUDIO`: unlike PipeWire, which
// adaptively rate-matches the stream to the graph clock and masks host↔DAC drift, AAudio hands us a
// raw callback and we own the buffer, so drift and Wi-Fi power-save bunching land as
// underruns/overflows = crackle.
//
// Two things changed with the move. The prime floor drops 40 ms → 25 ms, because the policy GROWS
// the target on the devices that actually underrun instead of every device pre-paying for the worst
// one. And the ring finally sheds: it had a hard cap but nothing that walked the depth back down, so
// any drift or burst raised latency permanently and Android converged on its 120 ms ceiling and
// stayed there — the "audio latency is too high" report.
/// Throttle the AAudio XRun-driven HW-buffer grow check (cheap, but no need to poll every quantum).
const XRUN_CHECK_EVERY: u32 = 128;
@@ -104,6 +100,7 @@ struct Counters {
pcm_written: AtomicU64, // PCM frames copied out to AAudio (device clock is pulling)
underruns: AtomicU64, // callbacks that emitted silence (ring not primed / drained)
ring_depth: AtomicU64, // ring sample count at the last callback
target_ms: AtomicU64, // the policy's LIVE target depth (it grows on this device's underruns)
}
/// Owned by [`crate::session::SessionHandle`]: the live AAudio stream + the decode thread.
@@ -126,10 +123,9 @@ impl AudioPlayback {
// 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 tuning = punktfunk_core::audio::JitterTuning::AAUDIO;
// Worst transient the ring can hold before the policy trims it.
let hard_cap_max = tuning.hard_cap_ms as usize * ms;
let counters = Arc::new(Counters::default());
// One open attempt at a given sharing mode. Everything the realtime callback captures
@@ -157,8 +153,10 @@ impl AudioPlayback {
// `decode_loop`.
let mut ring: VecDeque<f32> =
VecDeque::with_capacity(hard_cap_max + RING_CHUNKS * 5 * ms);
let mut primed = false;
let mut empties: u32 = 0; // consecutive empty callbacks (de-prime hysteresis)
// Shared de-jitter policy — prime depth, drift correction, de-prime hysteresis. The
// hysteresis this replaces was Android-only; Linux and Windows carried the instant
// `if ring.is_empty()` re-prime until now.
let mut policy = punktfunk_core::audio::JitterPolicy::new(tuning, channels as u8);
let mut cb_count: u32 = 0; // callbacks since open (throttles the XRun grow check)
let mut last_xrun: i32 = 0; // last AAudio XRun count we grew the buffer for
let callback = move |s: &AudioStream, data: *mut c_void, num_frames: i32| {
@@ -173,21 +171,25 @@ impl AudioPlayback {
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();
// Jitter buffer: the shared policy decides prime/silence, trims a burst, and —
// new here — sheds ONE crossfaded 5 ms frame when the depth average has sat above
// target long enough to be drift rather than jitter. Without that shed this ring
// had no way back down: it clamped at 120 ms and stayed pinned there.
let step = policy.step(ring.len(), want);
if step.drop_front > 0 {
punktfunk_core::audio::crossfade_drop(
&mut ring,
step.drop_front,
step.crossfade,
);
}
if !primed && ring.len() >= target {
primed = true;
}
if primed {
let mut ran_short = false;
if !step.silence {
for slot in out.iter_mut() {
*slot = ring.pop_front().unwrap_or(0.0);
*slot = ring.pop_front().unwrap_or_else(|| {
ran_short = true;
0.0
});
}
cb_counters
.pcm_written
@@ -196,20 +198,15 @@ impl AudioPlayback {
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;
}
// No-op while un-primed, so a deliberate priming silence is never counted as an
// underrun (which would otherwise drive the adaptive floor up for no reason).
policy.note_read(ran_short);
cb_counters
.ring_depth
.store(ring.len() as u64, Ordering::Relaxed);
cb_counters
.target_ms
.store(policy.target_ms() as u64, Ordering::Relaxed);
// Google's AAudio anti-glitch technique: when the device reports new XRuns, grow the
// HW buffer by one burst (up to capacity). getXRunCount + setBufferSizeInFrames are
// both callback-safe / non-blocking, and set clamps to capacity so it self-limits.
@@ -408,10 +405,11 @@ fn decode_loop(
}
if count % 600 == 0 {
log::info!(
"audio: opus={count} pcm_frames={} underruns={} ring={} peak={window_peak:.3}",
"audio: opus={count} pcm_frames={} underruns={} buffer_ms={} target_ms={} peak={window_peak:.3}",
counters.pcm_written.load(Ordering::Relaxed),
counters.underruns.load(Ordering::Relaxed),
counters.ring_depth.load(Ordering::Relaxed),
counters.ring_depth.load(Ordering::Relaxed) / ms.max(1) as u64,
counters.target_ms.load(Ordering::Relaxed),
);
window_peak = 0.0;
}
+70 -19
View File
@@ -16,7 +16,7 @@ use std::time::{Duration, Instant};
use super::display::{
apply_hdr_dataspace, install_render_callback, release_render_callback, DisplayTracker,
};
use super::latency::{note_decoded_pts, now_realtime_ns, take_flags};
use super::latency::{note_decoded_pts, now_realtime_ns, take_flags, take_stamp};
use super::presenter::{presenter_disabled_by_sysprop, PresentMeter, PresentPriority, Presenter};
use super::setup::{
android_hdr_static_info, boost_hot_threads, boost_thread_priority, codec_mime,
@@ -280,6 +280,10 @@ pub(super) fn run_async(
let mut oversized_dropped: u64 = 0;
// Slice-progressive continuity ledger (see `PartFeed`).
let mut part_open: Option<PartFeed> = None;
// Queued-instant stamps (pts → realtime ns at the AU's LAST piece entering the codec) — the
// P3 decode-split ledger: `feed` = received→queued, `codec` = queued→decoded. Always on
// (one vDSO clock read per AU); consumed by `present_ready`.
let mut queued_stamps: VecDeque<(u64, i128)> = VecDeque::new();
// Freeze-until-reanchor gate (see the sync loop for the rationale). Armed on a frame-index gap
// (the feeder's Au verdict), a parked-AU overflow drop, a dropped-count climb, or a recoverable
// codec error; `recovery_flags` carries each AU's user_flags from `dispatch_event` (feed) to
@@ -349,7 +353,7 @@ pub(super) fn run_async(
p.on_vsync();
}
}
stats.note_skipped(aus_dropped); // parked-AU overflow drops are client-side skips too
stats.note_skipped_overflow(aus_dropped); // parked-AU overflow: skips, flagged as such
if fmt_dirty {
apply_hdr_dataspace(&codec, &window, &mut applied_ds);
}
@@ -361,6 +365,7 @@ pub(super) fn run_async(
&mut fed,
&mut oversized_dropped,
&mut part_open,
&mut queued_stamps,
&mut gate,
);
let had_output = !ready.is_empty();
@@ -372,6 +377,8 @@ pub(super) fn run_async(
&mut ready,
&stats,
&in_flight,
&mut queued_stamps,
&meter,
clock_offset.load(Ordering::Relaxed),
&tracker,
&mut presenter,
@@ -385,7 +392,7 @@ pub(super) fn run_async(
// even when the choreographer clock is absent.
if let Some(p) = presenter.as_mut() {
let clock = vsync.as_ref().map(|v| v.shared().as_ref());
if p.pump(&codec, clock, &tracker, &stats, now_monotonic_ns()) {
if p.pump(&codec, clock, &tracker, &meter, &stats, now_monotonic_ns()) {
rendered += 1;
}
// The 1 Hz window flush doubles as the phase-lock report tick. v3 sensor: the
@@ -762,6 +769,7 @@ pub(super) struct PartFeed {
/// [`BUFFER_FLAG_PARTIAL_FRAME`] except the AU's last, all at the AU's pts. `part_open` is the
/// continuity ledger — any break (gap, orphan, oversize) abandons the AU per [`PartFeed::pts_us`]'s
/// close contract and re-syncs at the next `first`.
#[allow(clippy::too_many_arguments)] // one call site; the split ledger threads through like the gate
fn feed_ready(
codec: &MediaCodec,
client: &NativeClient,
@@ -770,6 +778,7 @@ fn feed_ready(
fed: &mut u64,
oversized_dropped: &mut u64,
part_open: &mut Option<PartFeed>,
queued_stamps: &mut VecDeque<(u64, i128)>,
gate: &mut ReanchorGate,
) {
while !pending_aus.is_empty() && !free_inputs.is_empty() {
@@ -813,8 +822,21 @@ fn feed_ready(
}
}
let Some(dst) = codec.input_buffer(idx) else {
log::warn!("decode: input_buffer({idx}) returned None — dropping AU");
continue;
// Nothing was written and nothing was queued, so BOTH stay ours. Dropping the slot
// here leaked one of the codec's input buffers per occurrence — we forget it and the
// codec never frees what it never received, so the pipeline quietly runs out of input
// slots, `pending_aus` overflows, and the resulting drop storm reads as a decode
// fault. Dropping the AU on top of that punched a hole in the reference chain with no
// keyframe request behind it, unlike every sibling path here.
//
// `break`, not `continue`: a codec that cannot hand out an input buffer it just
// advertised is in no state to be fed the rest of the parked queue this pass, and
// retrying the same index against every parked AU would burn the whole backlog. The
// loop re-runs within the housekeeping wake (≤ 5 ms) if it was transient.
log::warn!("decode: input_buffer({idx}) returned None — retrying next pass");
free_inputs.push_front(idx);
pending_aus.push_front(frame);
break;
};
let au = &frame.data;
if au.len() > dst.len() {
@@ -859,9 +881,15 @@ fn feed_ready(
}
} else {
// `fed` counts ACCESS UNITS toward the HUD's fed/decoded balance — the closing
// piece (or a whole AU) bumps it.
// piece (or a whole AU) bumps it. The queued stamp marks the same instant (the AU
// is fully in the codec's hands): the P3 decode split measures `codec` from here,
// so a slice-progressive head start shows up as codec-pure shrink.
if last {
*fed += 1;
queued_stamps.push_back((pts_us, now_realtime_ns()));
if queued_stamps.len() > IN_FLIGHT_CAP {
queued_stamps.pop_front(); // stale — codec never echoed it back
}
}
*part_open = if last {
None
@@ -876,7 +904,8 @@ fn feed_ready(
}
}
/// Route the ready outputs toward glass. With the timeline presenter (default): fold each output
/// Route the ready outputs toward glass, recording each one's decode-split + e2e first. With the
/// timeline presenter (default): fold each output
/// through the re-anchor gate in pts order, hand the approved ones to the presenter's store
/// (newest-wins / smoothing FIFO — the actual release happens in `Presenter::pump`, budgeted and
/// timeline-timed), and release withheld concealment unrendered. Legacy (`arrival` sysprop):
@@ -892,6 +921,8 @@ fn present_ready(
ready: &mut Vec<OutputReady>,
stats: &crate::stats::VideoStats,
in_flight: &Mutex<VecDeque<(u64, i128)>>,
queued_stamps: &mut VecDeque<(u64, i128)>,
meter: &PresentMeter,
clock_offset: i64,
tracker: &DisplayTracker,
presenter: &mut Option<Presenter>,
@@ -903,22 +934,42 @@ fn present_ready(
if ready.is_empty() {
return;
}
// Pair each output's decode stage (feeds the ABR decode signal always; the HUD histogram only
// while visible) — both consume the receipt map, so enter for either.
if stats.enabled() || measure_decode {
// Pair each output's decode stage (the ABR decode signal + the HUD histogram consume the
// receipt map; the P3 split's codec-pure half needs only the queued stamp, so it records
// even with both off — that keeps the 1 Hz pf.present mirror HUD-off readable).
{
let want_stage = stats.enabled() || measure_decode;
let mut g = in_flight
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner);
for o in ready.iter() {
note_decoded_pts(
client,
measure_decode,
stats,
&mut g,
clock_offset,
o.pts_us,
o.decoded_ns,
);
let received_ns = if want_stage {
note_decoded_pts(
client,
measure_decode,
stats,
&mut g,
clock_offset,
o.pts_us,
o.decoded_ns,
)
} else {
None
};
let queued = take_stamp(queued_stamps, o.pts_us);
let codec_us = queued.map(|q| ((o.decoded_ns - q).max(0) / 1000) as u64);
let feed_us = match (queued, received_ns) {
(Some(q), Some(r)) => Some(((q - r).max(0) / 1000) as u64),
_ => None,
};
// Always-on e2e for the 1 Hz pf.present mirror (same formula + clamp as the HUD's
// capture→decoded headline in `note_decoded_pts`).
let e2e_ns = o.decoded_ns + clock_offset as i128 - o.pts_us as i128 * 1000;
let e2e_us = (e2e_ns > 0 && e2e_ns < 10_000_000_000).then_some((e2e_ns / 1000) as u64);
meter.note_decode(feed_us, codec_us, e2e_us);
if let Some(c) = codec_us {
stats.note_decode_split(feed_us, c);
}
}
}
// Fold EVERY output through the gate in pts (== decode) order — even the ones newest-wins discards —
+21 -2
View File
@@ -20,7 +20,8 @@ pub(super) fn now_realtime_ns() -> i128 {
/// entries older than it are evicted (decode order == input order here — low-latency, no
/// B-frames — so anything before it was dropped inside the codec or stamped before a flush).
/// `decoded_ns` is the availability instant: the dequeue (sync loop) or the output callback's
/// stamp (async loop).
/// stamp (async loop). Returns the receipt stamp it paired (if any) so the caller can split the
/// `decode` stage further (feed wait vs codec-pure) without re-walking the map.
pub(super) fn note_decoded_pts(
client: &NativeClient,
measure_decode: bool,
@@ -29,7 +30,7 @@ pub(super) fn note_decoded_pts(
clock_offset: i64,
pts_us: u64,
decoded_ns: i128,
) {
) -> Option<i128> {
// Pair the echoed pts back to its receipt stamp, evicting stale (older) entries as we go.
let mut received_ns = None;
while let Some(&(p, r)) = in_flight.front() {
@@ -61,6 +62,24 @@ pub(super) fn note_decoded_pts(
let e2e_us = (e2e_ns > 0 && e2e_ns < 10_000_000_000).then_some((e2e_ns / 1000) as u64);
stats.note_decoded(e2e_us, decode_us);
}
received_ns
}
/// The queued-instant stamp for a decoded output, keyed by the echoed `presentationTimeUs` — the
/// same monotonic evict-as-you-go pairing as [`take_flags`], over an `(pts_us, realtime_ns)` map
/// (the feed side stamps each AU as its last piece enters the codec). A miss returns `None` —
/// the split is simply not recorded for that frame.
pub(super) fn take_stamp(map: &mut VecDeque<(u64, i128)>, pts_us: u64) -> Option<i128> {
while let Some(&(p, t)) = map.front() {
if p > pts_us {
break; // future frame — leave it for its own output buffer
}
map.pop_front();
if p == pts_us {
return Some(t);
}
}
None
}
/// The AU `user_flags` for a decoded output, keyed by the echoed `presentationTimeUs`. Recovery
+8 -3
View File
@@ -115,9 +115,14 @@ pub(crate) struct DecodeOptions {
/// The smoothness buffer depth (`smooth_buffer` setting): 0 = automatic (2), else 1..=3.
/// Only meaningful with `present_priority` = smooth.
pub smooth_buffer: i32,
/// The display mode's own refresh rate (Kotlin's `display.refreshRate` at stream start;
/// 0 = unknown) — the latch grid the presenter subdivides onto when the app's choreographer
/// stream is down-rated below the panel (see `vsync.rs`).
/// SEED for the panel's refresh period — the latch grid the presenter subdivides onto when
/// the app's choreographer stream is down-rated below the panel (see `vsync.rs`). Kotlin
/// resolves it from the display mode TABLE (`MainActivity.streamPanelFps`), not
/// `display.refreshRate`, which reports a per-uid override rather than the panel. 0 = unknown.
///
/// ⚠ Only a seed: `preferredDisplayModeId` is a REQUEST the system may refuse, so the mode
/// named here is not necessarily the one the panel ends up in. The measured timeline spacing
/// corrects it in both directions ([`punktfunk_core::phase::PanelGrid`]).
pub panel_hz: i32,
}
+223 -25
View File
@@ -4,10 +4,12 @@
//! * a **newest-wins slot** (or a small smoothing FIFO, by user intent) between decode and
//! release, so a burst coalesces in the app — as an explicit, counted drop — instead of
//! queueing behind the display;
//! * a **glass budget of exactly one**: at most one undisplayed release in flight to
//! SurfaceFlinger, reopened on the clock-predicted latch (with a 100 ms stale force-open as
//! the liveness backstop, mirroring Apple's `PresentGate.staleAfter`). The BufferQueue can
//! hold at most the frame being scanned out plus one — a standing queue is unconstructible;
//! * a **glass budget of one**: at most one undisplayed release in flight to SurfaceFlinger,
//! reopened on the clock-predicted latch (with a 100 ms stale force-open as the liveness
//! backstop, mirroring Apple's `PresentGate.staleAfter`), and bounded underneath by what
//! `OnFrameRendered` actually confirmed reached glass ([`UNDISPLAYED_CAP`]) — because the
//! prediction is only as good as the panel grid behind it, and 0.23.0 shipped a grid that
//! could be wrong in one direction forever;
//! * a **timed release**: `AMediaCodec_releaseOutputBufferAtTime` targeting the platform's own
//! frame timeline (API 33+, via [`super::vsync`]), so the latch phase is deterministic instead
//! of inheriting network + decode jitter. On the 31/32 fallback the release is ASAP —
@@ -20,6 +22,7 @@
use ndk::media::media_codec::MediaCodec;
use std::collections::VecDeque;
use std::sync::atomic::{AtomicBool, AtomicI32, Ordering};
use std::sync::Mutex;
use std::time::Instant;
@@ -36,9 +39,9 @@ use super::vsync::VsyncShared;
///
/// 2.5 ms: SF's latch runs ~1-2 ms before present on modern devices (its `sfOffset`), and the
/// release itself is a binder call well under a ms. 4 ms measured latch p50 8-10; each ms cut
/// here is a ms off every frame's display stage. If a device misses at this margin the `paced`
/// counter shows it (a miss presents one vsync later, coalescing the next frame) — that is the
/// signal to widen, not stutter.
/// here is a ms off every frame's display stage. A device that misses at the live margin shows it
/// as a measured latch beyond one panel period (see the adaptation in
/// [`Presenter::flush_log`]) — that, not a drop counter, is the signal to widen.
const LATCH_MARGIN_NS: i64 = 2_500_000;
/// `debug.punktfunk.latch_margin_us` (0..=8000 µs): PIN the submit margin for a sweep —
@@ -71,6 +74,26 @@ fn latch_margin_ns() -> Option<i64> {
/// `forced` — reads 0 on healthy systems (Apple's `PresentGate.staleAfter`, same value).
const STALE_REOPEN_NS: i64 = 100_000_000;
/// Releases still unconfirmed by `OnFrameRendered` at which the presenter stops handing
/// SurfaceFlinger more work.
///
/// The reopen above is a PREDICTION off the learned panel grid. A grid finer than the panel
/// (0.23.0 could pin one permanently — see [`punktfunk_core::phase::PanelGrid`]) reopens the
/// budget before the display has consumed anything, and the presenter then releases faster than
/// the panel scans: the BufferQueue fills, MediaCodec runs out of output buffers, the decoder
/// stalls, and the no-output backstop starts begging for keyframes. The render callback is the
/// ground truth about what actually reached glass, so it bounds the prediction.
///
/// Six, not one: the platform is explicitly allowed to deliver these callbacks BATCHED, and this
/// module's own `RENDERED_CAP` note records them trailing a release by a vsync or two — so a
/// healthy device sits at 1-3 outstanding and a tight cap would throttle it for nothing (a held
/// frame in the newest-wins slot is a DROPPED frame the moment a fresher one decodes). This is
/// not a pacing knob; it is the "something is structurally wrong" rail, and a presenter genuinely
/// out-running its display climbs past any fixed cap within a second. If a device's BufferQueue
/// is shallower than this the rail simply never engages and the no-output backstop handles it,
/// exactly as before — best-effort, never worse than not having it.
const UNDISPLAYED_CAP: i32 = 6;
/// Fallback latch-prediction period while the vsync clock is unmeasured/absent: one 120 Hz frame.
const FALLBACK_PERIOD_NS: i64 = 8_333_333;
@@ -121,11 +144,28 @@ struct InFlight {
/// a HUD-off wireless A/B readable from logcat.
pub(super) struct PresentMeter {
inner: Mutex<PresentMeterInner>,
/// Frames released to SurfaceFlinger that `OnFrameRendered` has not yet confirmed reached
/// glass. The presenter's structural rail (see [`UNDISPLAYED_CAP`]) and the pf-present line's
/// queue-depth readout. Lock-free because the release side runs on the decode loop and the
/// confirm side on the codec's callback thread, once per frame each.
undisplayed: AtomicI32,
/// This device delivers render callbacks at all (API ≥ 33 and the platform accepted the
/// registration). Until one arrives, `undisplayed` is meaningless and the rail stays down.
confirms: AtomicBool,
}
struct PresentMeterInner {
latch_us: Vec<u64>,
displays: u64,
/// The `decode` stage's feed split, received→queued µs (P3 science: hand-off + input-slot
/// wait). Empty when no receipt stamp matched (HUD off and ABR not measuring decode).
feed_us: Vec<u64>,
/// The codec-pure half, queued→decoded µs, measured from the AU's LAST piece — always on,
/// so a HUD-off logcat A/B still reads the decoder's own time.
codec_us: Vec<u64>,
/// Capture→decoded end-to-end µs (skew-corrected, clamped) — always on for the same reason:
/// the wireless A/B's headline without having to reach the on-screen HUD.
e2e_us: Vec<u64>,
}
impl PresentMeter {
@@ -134,12 +174,27 @@ impl PresentMeter {
inner: Mutex::new(PresentMeterInner {
latch_us: Vec::with_capacity(256),
displays: 0,
feed_us: Vec::with_capacity(256),
codec_us: Vec::with_capacity(256),
e2e_us: Vec::with_capacity(256),
}),
undisplayed: AtomicI32::new(0),
confirms: AtomicBool::new(false),
}
}
/// One displayed frame's release→displayed latch, µs. Callback thread; poison-proof.
///
/// Also the glass budget's CONFIRM: this frame left the BufferQueue, so one outstanding
/// release is settled. Clamped at zero — the legacy `arrival` path renders without going
/// through [`Presenter::pump`], so confirms can outnumber counted releases.
pub(super) fn note_latch(&self, latch_us: Option<u64>) {
self.confirms.store(true, Ordering::Relaxed);
let _ = self
.undisplayed
.fetch_update(Ordering::Relaxed, Ordering::Relaxed, |v| {
Some((v - 1).max(0))
});
let mut g = self
.inner
.lock()
@@ -152,14 +207,71 @@ impl PresentMeter {
}
}
fn drain(&self) -> (Vec<u64>, u64) {
/// One frame handed to SurfaceFlinger, awaiting its confirm. Decode thread.
fn note_released(&self) {
self.undisplayed.fetch_add(1, Ordering::Relaxed);
}
/// Releases still unconfirmed, and whether confirms happen on this device at all.
fn outstanding(&self) -> (i32, bool) {
(
self.undisplayed.load(Ordering::Relaxed),
self.confirms.load(Ordering::Relaxed),
)
}
/// Write off the outstanding releases: the platform stopped confirming (it is allowed to
/// drop callbacks under load) or SurfaceFlinger discarded the buffers without presenting
/// them. Never stall the stream on a ledger we cannot audit.
fn forgive_outstanding(&self) {
self.undisplayed.store(0, Ordering::Relaxed);
}
/// One decoded frame's always-on measurements: the `decode`-stage split (feed =
/// received→queued when a receipt stamp matched; codec = queued→decoded when the queued
/// stamp did) and the capture→decoded end-to-end, µs. Decode thread; poison-proof.
pub(super) fn note_decode(
&self,
feed_us: Option<u64>,
codec_us: Option<u64>,
e2e_us: Option<u64>,
) {
let mut g = self
.inner
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner);
if let Some(f) = feed_us {
if g.feed_us.len() < 4096 {
g.feed_us.push(f);
}
}
if let Some(c) = codec_us {
if g.codec_us.len() < 4096 {
g.codec_us.push(c);
}
}
if let Some(e) = e2e_us {
if g.e2e_us.len() < 4096 {
g.e2e_us.push(e);
}
}
}
#[allow(clippy::type_complexity)] // one caller unpacks it in place; a struct would be noise
fn drain(&self) -> (Vec<u64>, u64, Vec<u64>, Vec<u64>, Vec<u64>) {
let mut g = self
.inner
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner);
let displays = g.displays;
g.displays = 0;
(std::mem::take(&mut g.latch_us), displays)
(
std::mem::take(&mut g.latch_us),
displays,
std::mem::take(&mut g.feed_us),
std::mem::take(&mut g.codec_us),
std::mem::take(&mut g.e2e_us),
)
}
}
@@ -190,6 +302,13 @@ pub(super) struct Presenter {
no_budget: u64,
forced: u64,
dry: u64,
/// Pump passes that held a frame back because too many earlier releases were still
/// unconfirmed ([`UNDISPLAYED_CAP`]) — reads 0 on a healthy device, and a climbing value is
/// the signature of a presenter out-running its display.
queue_waits: u64,
/// When the unconfirmed-release rail first engaged, so it can be forgiven if the confirms
/// simply stopped coming. `None` while the rail is down.
backed_up_since: Option<i64>,
pace_us: Vec<u64>,
last_flush: Instant,
/// The live submit margin. Starts at 0 (P2e on-glass: SurfaceFlinger latched every
@@ -231,6 +350,8 @@ impl Presenter {
no_budget: 0,
forced: 0,
dry: 0,
queue_waits: 0,
backed_up_since: None,
pace_us: Vec::with_capacity(256),
last_flush: Instant::now(),
margin_ns,
@@ -285,6 +406,7 @@ impl Presenter {
codec: &MediaCodec,
clock: Option<&VsyncShared>,
tracker: &DisplayTracker,
meter: &PresentMeter,
stats: &crate::stats::VideoStats,
now_mono_ns: i64,
) -> bool {
@@ -297,6 +419,10 @@ impl Presenter {
self.inflight = None;
}
}
// The measured rail beneath that prediction (see `UNDISPLAYED_CAP`). Evaluated on every
// pass — frame waiting or not — so its forgiveness timer measures real elapsed time
// rather than how often a frame happened to be ready.
let backlogged = self.unconfirmed_backlog(meter, now_mono_ns);
// Pick the frame this pump may release.
let frame = if self.fifo_capacity == 0 {
self.frames.pop_back() // submit() kept it a single slot; back == the newest
@@ -324,9 +450,12 @@ impl Presenter {
self.frames.pop_front()
};
let Some(frame) = frame else { return false };
if self.inflight.is_some() {
if self.inflight.is_some() || backlogged {
// Budget closed — park it back; a fresher submit replaces it (newest-wins), the next
// vsync tick / loop pass retries the pairing.
if backlogged {
self.queue_waits += 1;
}
self.no_budget += 1;
match self.fifo_capacity {
0 => self.frames.push_back(frame),
@@ -363,6 +492,7 @@ impl Presenter {
released_at_ns: now_mono_ns,
});
self.released += 1;
meter.note_released();
let release_real_ns = now_realtime_ns();
let pace_us = ((release_real_ns - frame.decoded_ns).max(0) / 1000) as u64;
if self.pace_us.len() < 4096 {
@@ -373,6 +503,33 @@ impl Presenter {
true
}
/// Whether SurfaceFlinger is sitting on too many unconfirmed releases to be handed another.
///
/// The predicted reopen is only as good as the panel grid behind it; this is the measured
/// rail underneath it (see [`UNDISPLAYED_CAP`]). It self-clears two ways — the confirms catch
/// up, or [`STALE_REOPEN_NS`] passes with the backlog stuck, which means the ledger itself is
/// unreliable (callbacks dropped under load, or SF discarded the buffers) and is written off
/// rather than allowed to wedge the stream.
fn unconfirmed_backlog(&mut self, meter: &PresentMeter, now_ns: i64) -> bool {
let (outstanding, confirms_live) = meter.outstanding();
if !confirms_live || outstanding < UNDISPLAYED_CAP {
self.backed_up_since = None;
return false;
}
match self.backed_up_since {
Some(t) if now_ns - t > STALE_REOPEN_NS => {
meter.forgive_outstanding();
self.backed_up_since = None;
self.forced += 1;
false
}
_ => {
self.backed_up_since.get_or_insert(now_ns);
true
}
}
}
/// Release every held buffer unrendered — the teardown path, BEFORE `codec.stop()`.
pub(super) fn release_all(&mut self, codec: &MediaCodec) {
while let Some(f) = self.frames.pop_front() {
@@ -385,8 +542,12 @@ impl Presenter {
/// `pf-present` line, so a HUD-off on-device A/B is readable wirelessly:
/// `released` (to glass) / `displays` (OnFrameRendered confirms) / `paced` (policy drops) /
/// `noBudget` (waits on the closed budget) / `forced` (stale force-opens — 0 when healthy) /
/// `qDry` (FIFO underflows) / `pace` (decodedrelease) / `latch` (release→displayed) /
/// `vsync` (the measured panel period).
/// `qDry` (FIFO underflows) / `qWait` (pumps held back by unconfirmed releases — 0 when
/// healthy) / `unconfirmed` (releases OnFrameRendered hasn't settled) /
/// `pace` (decoded→release) / `latch` (release→displayed) /
/// `feed`+`codec` (the decode stage split: received→queued hand-off/slot wait + the
/// codec-pure queued→decoded time) / `e2e` (capture→decoded, skew-corrected — the wireless
/// A/B headline) / `vsync` (the measured panel period).
///
/// Returns this window's CIRCULAR latch statistics `(vector-mean latch ns mod panel period,
/// coherence ‰)` when a window actually flushed — the phase-lock reporter's v2 error signal
@@ -400,23 +561,29 @@ impl Presenter {
return None;
}
self.last_flush = Instant::now();
let (latch, displays) = meter.drain();
let (latch, displays, feed, codec, e2e) = meter.drain();
if self.released == 0 && displays == 0 {
return None; // idle stream — nothing worth a line
}
let (pace_p50, pace_max) = p50_max_ms(std::mem::take(&mut self.pace_us));
let (feed_p50, feed_max) = p50_max_ms(feed);
let (codec_p50, codec_max) = p50_max_ms(codec);
let (e2e_p50, e2e_max) = p50_max_ms(e2e);
let circ = clock.and_then(|c| {
punktfunk_core::phase::circular_latch(&latch, c.panel_period_ns().max(c.period_ns()))
});
let latch_samples = latch.len();
let (latch_p50, latch_max) = p50_max_ms(latch);
let period_ms = clock.map(|c| c.period_ns() as f64 / 1e6).unwrap_or(0.0);
let panel_ms = clock
.map(|c| c.panel_period_ns() as f64 / 1e6)
.unwrap_or(0.0);
let panel_ns = clock.map(|c| c.panel_period_ns()).unwrap_or(0);
let (outstanding, _) = meter.outstanding();
log::info!(
target: "pf.present",
"released={} displays={} paced={} noBudget={} forced={} qDry={} \
paceMs p50={:.2} max={:.2} latchMs p50={:.2} max={:.2} circ={:.2}ms coh={} \
qWait={} unconfirmed={} \
paceMs p50={:.2} max={:.2} latchMs p50={:.2} max={:.2} \
feedMs p50={:.2} max={:.2} codecMs p50={:.2} max={:.2} \
e2eMs p50={:.2} max={:.2} circ={:.2}ms coh={} \
vsyncMs={:.2} panelMs={:.2}",
self.released,
displays,
@@ -424,32 +591,63 @@ impl Presenter {
self.no_budget,
self.forced,
self.dry,
self.queue_waits,
outstanding,
pace_p50,
pace_max,
latch_p50,
latch_max,
feed_p50,
feed_max,
codec_p50,
codec_max,
e2e_p50,
e2e_max,
circ.map(|(m, _)| m as f64 / 1e6).unwrap_or(0.0),
circ.map(|(_, c)| c).unwrap_or(0),
period_ms,
panel_ms,
panel_ns as f64 / 1e6,
);
self.released = 0;
// Margin adaptation: repeated latch misses in one window (a miss presents a vsync
// late and coalesces the next frame into `paced`) mean this device's SF does need
// lead — widen toward the pre-sweep ceiling. One-way by design: a margin that once
// proved necessary is never re-gambled mid-stream (the next stream restarts at 0).
if !self.margin_pinned && self.paced_drops > 2 && self.margin_ns < LATCH_MARGIN_NS {
// Margin adaptation, off the MEASURED latch. A release targets the first grid point past
// `now + margin`, so a frame that makes its vsync is on glass within one panel period of
// that margin; beyond it, SurfaceFlinger wanted more lead and the frame waited out an
// extra refresh. Widen toward the pre-sweep ceiling. One-way by design: a margin that
// once proved necessary is never re-gambled mid-stream (the next stream restarts at 0).
//
// ⚠ NOT `paced_drops`, which 0.23.0 used: those are the newest-wins store's own policy
// evictions — a second frame decoding while one is held — which happen whenever the
// stream out-runs the panel and say nothing at all about SF's latch lead. Driving the
// margin from them widened it to the ceiling on healthy devices, re-imposing the 2.5 ms
// of pure display latency the P2e sweep had just measured away.
let latch_p50_ns = (latch_p50 * 1e6) as i64;
if !self.margin_pinned
&& self.margin_ns < LATCH_MARGIN_NS
&& panel_ns > 0
&& latch_samples >= 8
&& latch_p50_ns > panel_ns + self.margin_ns
{
self.margin_ns = (self.margin_ns + 500_000).min(LATCH_MARGIN_NS);
log::warn!(
"presenter: {} latch misses in 1s — margin widened to {}us",
self.paced_drops,
"presenter: latch p50 {:.2}ms over the {:.2}ms panel period — margin widened to {}us",
latch_p50,
panel_ns as f64 / 1e6,
self.margin_ns / 1_000
);
}
if self.queue_waits > 0 {
log::warn!(
"presenter: {} pump(s) held back — {} release(s) still unconfirmed by \
OnFrameRendered (the display is not keeping up with the release rate)",
self.queue_waits,
outstanding
);
}
self.paced_drops = 0;
self.no_budget = 0;
self.forced = 0;
self.dry = 0;
self.queue_waits = 0;
circ
}
}
+32 -22
View File
@@ -58,8 +58,10 @@ pub(super) struct VsyncShared {
/// video to THIS rate would cap the stream — hence `panel_period_ns` + the subdivision in
/// [`Self::next_target`].
period_ns: AtomicI64,
/// The panel's own refresh period (from the display mode Kotlin resolved at stream start;
/// 0 = unknown). The grid SurfaceFlinger actually latches on.
/// The panel's own refresh period — the grid SurfaceFlinger actually latches on (0 = unknown).
/// Seeded from the display mode Kotlin resolved at stream start and then corrected by
/// measurement; the learner itself is [`punktfunk_core::phase::PanelGrid`], owned by the
/// choreographer thread (see [`CallbackCtx::panel`]) and published here for the decode loop.
panel_period_ns: AtomicI64,
/// Callback count, for the one-shot cadence diagnostic log.
ticks: std::sync::atomic::AtomicU32,
@@ -231,6 +233,11 @@ struct CallbackCtx {
choreographer: *mut c_void,
shared: Arc<VsyncShared>,
on_tick: Box<dyn Fn() + Send>,
/// The panel-period learner. `Cell` rather than an atomic because it is touched from exactly
/// one thread — callbacks only ever fire inside this thread's looper poll (see the struct
/// doc) — and its streak state is nobody else's business; only the settled period is
/// published, to `shared.panel_period_ns`.
panel: std::cell::Cell<punktfunk_core::phase::PanelGrid>,
}
impl CallbackCtx {
@@ -240,22 +247,25 @@ impl CallbackCtx {
.shared
.last_vsync_ns
.swap(frame_time_ns, Ordering::Relaxed);
// Panel-grid learner: timeline spacing is SurfaceFlinger's own grid, and the finest
// spacing ever observed is the panel's true period — trustworthy where the configured
// value is not (under a per-uid frame-rate override, `Display.getRefreshRate` REPORTS
// THE OVERRIDE, observed on-glass: a 120 Hz panel read back as 60 while early timelines
// ran at 8.28 ms). Corrects DOWNWARD only: subdividing onto a finer real grid is always
// valid, widening on a later down-rated window never is.
// Panel-grid learner: timeline spacing is SurfaceFlinger's own grid, and therefore the
// only honest witness to what the panel is doing — the configured mode is not (under a
// per-uid frame-rate override `Display.getRefreshRate` REPORTS THE OVERRIDE, observed
// on-glass: a 120 Hz panel read back as 60 while its timelines ran at 8.28 ms), and
// neither is the mode Kotlin *requested* (`preferredDisplayModeId` is a hint the system
// may refuse). Both directions matter and the asymmetry lives in `PanelGrid`.
if timelines.len() >= 2 {
let spacing = timelines[1].expected_present_ns - timelines[0].expected_present_ns;
if (2_000_000..=42_000_000).contains(&spacing) {
let cur = self.shared.panel_period_ns.load(Ordering::Relaxed);
if cur == 0 || spacing < cur - 200_000 {
self.shared
.panel_period_ns
.store(spacing, Ordering::Relaxed);
}
let mut grid = self.panel.get();
if grid.observe(spacing) {
self.shared
.panel_period_ns
.store(grid.period_ns(), Ordering::Relaxed);
log::info!(
"vsync: panel grid now {:.2}ms",
grid.period_ns() as f64 / 1e6
);
}
self.panel.set(grid);
}
// One-shot cadence diagnostic (3rd tick, once deltas exist): the callback cadence vs the
// panel period is exactly the down-rating question, and this line answers it on-glass.
@@ -372,8 +382,9 @@ pub(super) struct VsyncClock {
impl VsyncClock {
/// Spawn the choreographer thread. `on_tick` fires once per vsync ON THAT THREAD — it must
/// only do something cheap and `Send` (the decode loop passes an event-channel send).
/// `panel_hz` is the display mode's own refresh rate (0 = unknown), the latch grid that
/// [`VsyncShared::next_target`] subdivides onto. `None` when the platform surface is missing
/// `panel_hz` SEEDS the panel-grid learner (0 = unknown) the latch grid that
/// [`VsyncShared::next_target`] subdivides onto. A seed, not a fact: it names the display
/// mode Kotlin *requested*, and the observed timeline spacing is what settles it. `None` when the platform surface is missing
/// (very old device) — the presenter then runs clock-less (ASAP targets, predicted-latch
/// budget).
pub(super) fn start(panel_hz: i32, on_tick: Box<dyn Fn() + Send>) -> Option<VsyncClock> {
@@ -383,11 +394,9 @@ impl VsyncClock {
stop: AtomicBool::new(false),
last_vsync_ns: AtomicI64::new(0),
period_ns: AtomicI64::new(0),
panel_period_ns: AtomicI64::new(if panel_hz > 0 {
1_000_000_000 / panel_hz as i64
} else {
0
}),
panel_period_ns: AtomicI64::new(
punktfunk_core::phase::PanelGrid::seeded(panel_hz).period_ns(),
),
ticks: std::sync::atomic::AtomicU32::new(0),
timelines: Mutex::new(Vec::new()),
});
@@ -408,6 +417,7 @@ impl VsyncClock {
choreographer,
shared: thread_shared,
on_tick,
panel: std::cell::Cell::new(punktfunk_core::phase::PanelGrid::seeded(panel_hz)),
};
ctx.repost();
// The bounded poll doubles as the stop check: no cross-thread wake needed, worst
+86 -6
View File
@@ -18,6 +18,29 @@ use std::time::Duration;
/// observes its `running=false` flag promptly on teardown.
const PULL_TIMEOUT: Duration = Duration::from_millis(100);
/// Width of the packed `pad` field in [`pack_rumble`] — 4 bits, i.e. indices 0..15.
const PAD_BITS: u32 = 4;
/// The packing is only lossless while every representable pad index fits in [`PAD_BITS`]. This was
/// a comment before; growing `MAX_PADS` past 16 would have silently aliased pad 16 onto pad 0
/// rather than failing the build.
const _: () = assert!(
punktfunk_core::input::MAX_PADS <= 1usize << PAD_BITS,
"MAX_PADS no longer fits the 4-bit pad field in the packed rumble long"
);
/// Pack one effective rumble command into the `jlong` `nativeNextRumble` returns.
///
/// Layout — mirrored by `unpackRumbleEvent` in `RumbleWire.kt`: bits 49..52 `pad`, 32..47
/// `backstop_ms`, 16..31 `low`, 0..15 `high`. Always non-negative, so the `-1` timeout/closed
/// sentinel stays unambiguous. Split out from the JNI entry point purely so it can be tested
/// without a live session handle — the shift arithmetic is the part worth pinning.
fn pack_rumble(pad: u16, low: u16, high: u16, backstop_ms: u32) -> jlong {
(jlong::from(pad & ((1 << PAD_BITS) - 1)) << 49)
| (jlong::from(backstop_ms.min(0xFFFF) as u16) << 32)
| (jlong::from(low) << 16)
| jlong::from(high)
}
// HID-output kind tags written into the returned ByteBuffer (Kotlin reads them back).
const TAG_LED: u8 = 0x01;
const TAG_PLAYER_LEDS: u8 = 0x02;
@@ -54,12 +77,7 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextRumble(
// handle.
let h = unsafe { &*(handle as *const SessionHandle) };
match h.client.next_rumble_command(PULL_TIMEOUT) {
Ok(cmd) => {
(jlong::from(cmd.pad & 0xF) << 49)
| (jlong::from(cmd.backstop_ms.min(0xFFFF) as u16) << 32)
| (jlong::from(cmd.low) << 16)
| jlong::from(cmd.high)
}
Ok(cmd) => pack_rumble(cmd.pad, cmd.low, cmd.high, cmd.backstop_ms),
Err(_) => -1, // NoFrame (timeout) or Closed — Kotlin loops on its running flag
}
})
@@ -160,3 +178,65 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextHidout(
n as jint
})
}
#[cfg(test)]
mod pack_rumble_tests {
use super::*;
use punktfunk_core::input::MAX_PADS;
/// Kotlin's `unpackRumbleEvent`, transcribed — if these two ever disagree the boundary is
/// broken, and nothing else in the build would say so.
fn unpack(ev: jlong) -> (u16, u16, u16, u32) {
let pad = ((ev >> 49) & 0xF) as u16;
let backstop = ((ev >> 32) & 0xFFFF) as u32;
let low = ((ev >> 16) & 0xFFFF) as u16;
let high = (ev & 0xFFFF) as u16;
(pad, low, high, backstop)
}
#[test]
fn round_trips_every_field_at_its_extremes() {
for &(pad, low, high, backstop) in &[
(0u16, 0u16, 0u16, 0u32),
(15, 0xFFFF, 0xFFFF, 0xFFFF),
(1, 0x1234, 0x5678, 500),
(7, 0, 0xFFFF, 2000),
] {
let ev = pack_rumble(pad, low, high, backstop);
assert_eq!(unpack(ev), (pad, low, high, backstop), "pad {pad}");
}
}
#[test]
fn every_representable_pad_survives_the_four_bit_field() {
for pad in 0..MAX_PADS as u16 {
let (got, ..) = unpack(pack_rumble(pad, 1, 2, 3));
assert_eq!(got, pad, "pad {pad} aliased in the packed long");
}
}
#[test]
fn a_packed_command_is_never_negative() {
// `-1` is the timeout/closed sentinel; any packed value colliding with it would read as
// "no command" and the rumble would simply vanish.
assert!(pack_rumble(15, 0xFFFF, 0xFFFF, 0xFFFF) >= 0);
assert!(pack_rumble(0, 0, 0, 0) >= 0);
}
#[test]
fn an_oversized_backstop_saturates_instead_of_corrupting_the_pad_field() {
let ev = pack_rumble(3, 0, 0, u32::MAX);
let (pad, _, _, backstop) = unpack(ev);
assert_eq!(pad, 3, "a huge backstop must not bleed into the pad bits");
assert_eq!(backstop, 0xFFFF);
}
#[test]
fn a_stop_is_distinguishable_from_a_hold() {
let stop = pack_rumble(2, 0, 0, 0);
let hold = pack_rumble(2, 0x8000, 0x8000, 500);
assert_ne!(stop, hold);
assert_eq!(unpack(stop).1, 0);
assert_eq!(unpack(stop).2, 0);
}
}
+178 -46
View File
@@ -1,16 +1,22 @@
//! 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 10 ms mono 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
//! callback hands captured interleaved f32 to a channel; a worker thread we own does the Opus
//! encode + send (encoding is too heavy for the realtime callback, exactly as decode is on the
//! 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.
//! callback hands captured f32 to a channel; a worker thread we own does the Opus encode + send
//! (encoding is too heavy for the realtime callback, exactly as decode is on the 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: 48 kHz **mono**, 10 ms, Opus VOIP with in-band FEC —
//! the host decodes any Opus frame ≤ 120 ms with its stereo decoder (mono packets upmix), so this
//! needs no protocol change; speech gains nothing from stereo, and the shorter frame shaves a
//! buffering interval off the uplink.
//!
//! **Mute** is a flag the encode loop reads per 10 ms frame, never a stream teardown: the AAudio
//! input stream, the input-preset ladder it settled on and its primed buffers all survive a
//! mute/unmute untouched, so toggling costs an atomic load and nothing else.
use ndk::audio::{
AudioCallbackResult, AudioDirection, AudioFormat, AudioPerformanceMode, AudioSharingMode,
AudioStream, AudioStreamBuilder,
AudioCallbackResult, AudioDirection, AudioFormat, AudioInputPreset, AudioPerformanceMode,
AudioSharingMode, AudioStream, AudioStreamBuilder, SessionId,
};
use punktfunk_core::client::NativeClient;
use std::collections::VecDeque;
@@ -20,31 +26,57 @@ use std::sync::mpsc::{sync_channel, Receiver, RecvTimeoutError, SyncSender, TryS
use std::sync::Arc;
use std::time::{Duration, SystemTime, UNIX_EPOCH};
const CHANNELS: usize = 2;
const CHANNELS: usize = 1;
const SAMPLE_RATE: i32 = 48_000;
/// 20 ms per channel @ 48 kHz — the Linux client's frame; the host accepts ≤ 120 ms.
const FRAME_SAMPLES: usize = 960;
/// 10 ms per channel @ 48 kHz — half the desktop clients' 20 ms frame, trading a little Opus
/// header overhead for one less buffered interval; the host accepts ≤ 120 ms.
const FRAME_SAMPLES: usize = 480;
/// Captured-chunk hand-off depth (each ~ one burst); drops on overflow (best-effort uplink).
/// Bursts are sized in frames, so the wall-time depth is unchanged by the stereo→mono move.
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).
const MIC_BITRATE: i32 = 64_000;
/// burst (typically ≤ ~480 frames — mono, so samples = 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 = 960; // 20 ms mono — the same wall-time as the old stereo value
/// Opus VOIP target bitrate (mono speech; tunable).
const MIC_BITRATE: i32 = 48_000;
/// Encode-side self-heal threshold, in queued 10 ms frames (~60 ms): waking to more than this
/// means the uplink stalled — and because the capture callback drops the NEWEST chunk when the
/// channel is full, a stall otherwise converts to standing mic delay that never drains (real-time
/// playback host-side never makes time back up). Skip to the newest few frames instead.
const BACKLOG_MAX_FRAMES: usize = 6;
/// What a self-heal keeps: ~20 ms of the freshest audio (one audible blip, live again).
const BACKLOG_KEEP_FRAMES: usize = 2;
/// Owned by [`crate::session::SessionHandle`]: the live AAudio input stream + the encode thread.
pub struct MicCapture {
_stream: AudioStream, // dropping it stops + closes the AAudio input stream
/// The audio-session id AAudio allocated (`> 0`) when echo cancellation asked for one — the
/// hook Kotlin hangs the Java `AcousticEchoCanceler`/`NoiseSuppressor` on. `0` = none.
session_id: i32,
shutdown: Arc<AtomicBool>,
join: Option<std::thread::JoinHandle<()>>,
}
impl MicCapture {
/// Open AAudio (LowLatency, 48 kHz/stereo/f32) for **input** with a realtime callback that
/// 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).
pub fn start(client: Arc<NativeClient>) -> Option<MicCapture> {
/// Open AAudio (LowLatency, 48 kHz/mono/f32) for **input** with a realtime callback that
/// forwards captured PCM to a channel, then spawn the Opus encode + uplink thread. With
/// `echo_cancel` the stream opens under the `VoiceCommunication` input preset the HAL's own
/// echo canceller / noise suppressor on the capture path (the default `VoiceRecognition`
/// preset deliberately bypasses them, which is why the host used to hear its own stream back
/// from a speaker-playing phone) — and allocates an audio session id for Kotlin's Java-effect
/// backstop. `None` on failure (the caller leaves the rest of the session streaming).
///
/// `muted` is the SESSION's live mic-mute flag (owned by `SessionHandle`, not by this capture),
/// honoured per frame by [`encode_loop`]. Sharing it rather than owning it is what makes mute
/// survive the mic stop/start a surface recreate performs — and means a capture started while
/// muted never encodes its first frame, so there is no window for one to escape.
pub fn start(
client: Arc<NativeClient>,
echo_cancel: bool,
muted: Arc<AtomicBool>,
) -> Option<MicCapture> {
let captured = Arc::new(AtomicU64::new(0));
// Chunks discarded on the capture thread (free-list empty / encoder lagging); logged
// throttled from the encode worker.
@@ -52,7 +84,9 @@ impl MicCapture {
// One open attempt at a given sharing mode (same pattern as [`crate::audio`]: `open_stream`
// consumes the builder AND the callback, so each try rebuilds the channels it captures).
let try_open = |sharing: AudioSharingMode| -> ndk::audio::Result<(
let try_open = |sharing: AudioSharingMode,
voice: bool|
-> ndk::audio::Result<(
AudioStream,
Receiver<Vec<f32>>,
SyncSender<Vec<f32>>,
@@ -99,13 +133,25 @@ impl MicCapture {
AudioCallbackResult::Continue
};
let stream = AudioStreamBuilder::new()?
// NOTE: no `.frames_per_data_callback(...)`: AAudio's own docs call leaving it unset
// the lowest-latency path (the callback then runs at the device's optimal burst,
// while pinning a size inserts an adaptation buffer), and the encode side re-chunks
// to 10 ms frames regardless of how the bursts arrive.
let mut builder = 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)
.sharing_mode(sharing);
if voice {
// VoiceCommunication routes the capture through the HAL's AEC/NS; the allocated
// session id (`None` = allocate) is what Kotlin attaches the Java effects to.
builder = builder
.input_preset(AudioInputPreset::VoiceCommunication)
.session_id(None);
}
let stream = builder
.data_callback(Box::new(callback))
.error_callback(Box::new(|_s, e| {
log::warn!("mic: AAudio error (device reroute/disconnect?): {e:?}");
@@ -114,21 +160,52 @@ impl MicCapture {
Ok((stream, rx, free_tx))
};
// Exclusive first — MMAP-exclusive is AAudio's lowest-latency path — falling back to Shared
// when the device refuses (no MMAP, mic claimed, …). The started-log below prints the mode
// the device actually GRANTED (`share=`).
let (stream, rx, free_tx) = match try_open(AudioSharingMode::Exclusive) {
Ok(opened) => opened,
Err(e) => {
log::info!("mic: Exclusive open failed ({e}) — retrying Shared");
match try_open(AudioSharingMode::Shared) {
Ok(opened) => opened,
Err(e) => {
log::error!("mic: open_stream (RECORD_AUDIO granted?): {e}");
return None;
}
// Exclusive first — MMAP-exclusive is AAudio's lowest-latency path — falling back to
// Shared when the device refuses (no MMAP, mic claimed, …); and each sharing mode with
// the voice preset before without it, because some HALs reject VoiceCommunication (or a
// session id) outright and a mic without echo cancellation still beats no mic. The
// ladder's last rungs are exactly the preset-less open this always did. The started-log
// below prints what the device actually GRANTED (`share=`/`session=`).
let attempts: &[(AudioSharingMode, bool)] = if echo_cancel {
&[
(AudioSharingMode::Exclusive, true),
(AudioSharingMode::Shared, true),
(AudioSharingMode::Exclusive, false),
(AudioSharingMode::Shared, false),
]
} else {
&[
(AudioSharingMode::Exclusive, false),
(AudioSharingMode::Shared, false),
]
};
let mut opened = None;
for &(sharing, voice) in attempts {
match try_open(sharing, voice) {
Ok(o) => {
opened = Some(o);
break;
}
Err(e) => log::info!(
"mic: open {sharing:?}{} failed ({e}) — trying the next fallback",
if voice { "+VoiceCommunication" } else { "" },
),
}
}
let (stream, rx, free_tx) = match opened {
Some(o) => o,
None => {
log::error!("mic: open_stream (RECORD_AUDIO granted?): every mode refused");
return None;
}
};
// The session id AAudio actually allocated (only a voice rung asks for one): `> 0` is the
// handle Kotlin hangs the Java AcousticEchoCanceler/NoiseSuppressor off as the HAL
// preset's backstop; `0` = none, nothing to attach.
let session_id = match stream.session_id() {
SessionId::Allocated(id) => id.get(),
SessionId::None => 0,
};
if let Err(e) = stream.request_start() {
@@ -136,7 +213,7 @@ impl MicCapture {
return None;
}
log::info!(
"mic: AAudio input started rate={} ch={} fmt={:?} share={:?}",
"mic: AAudio input started rate={} ch={} fmt={:?} share={:?} session={session_id}",
stream.sample_rate(),
stream.channel_count(),
stream.format(),
@@ -147,15 +224,21 @@ impl MicCapture {
let sd = shutdown.clone();
let join = std::thread::Builder::new()
.name("pf-mic".into())
.spawn(move || encode_loop(client, rx, free_tx, sd, captured, dropped))
.spawn(move || encode_loop(client, rx, free_tx, sd, muted, captured, dropped))
.ok();
Some(MicCapture {
_stream: stream,
session_id,
shutdown,
join,
})
}
/// The audio-session id AAudio allocated (`> 0`; see [`MicCapture::start`]), `0` = none.
pub fn session_id(&self) -> i32 {
self.session_id
}
}
impl Drop for MicCapture {
@@ -168,20 +251,29 @@ 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` 10 ms mono 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).
///
/// While `muted` is set a formed frame is dropped instead of encoded (see the frame loop) — the
/// capture side keeps running exactly as it does unmuted, so nothing about the stream, its ring or
/// its backlog behaviour changes across a toggle.
fn encode_loop(
client: Arc<NativeClient>,
rx: Receiver<Vec<f32>>,
free_tx: SyncSender<Vec<f32>>,
shutdown: Arc<AtomicBool>,
muted: Arc<AtomicBool>,
captured: Arc<AtomicU64>,
dropped: Arc<AtomicU64>,
) {
// Fold this Opus-encode/uplink thread into the client's hot-thread set so the ADPF session the
// decode thread opens keeps mic encode on a fast core too (the playback side's decode_loop
// does the same). No-op below API 33.
client.register_hot_thread();
let mut enc = match opus::Encoder::new(
SAMPLE_RATE as u32,
opus::Channels::Stereo,
opus::Channels::Mono,
opus::Application::Voip,
) {
Ok(e) => e,
@@ -191,13 +283,21 @@ fn encode_loop(
}
};
let _ = enc.set_bitrate(opus::Bitrate::Bits(MIC_BITRATE));
// Speech tuning: complexity 5 roughly halves encode cost for no audible loss at this rate,
// and in-band FEC at an assumed 10% loss lets the host's decoder reconstruct a dropped
// datagram from its successor instead of playing a hole (the uplink is fire-and-forget).
let _ = enc.set_complexity(5);
let _ = enc.set_inband_fec(true);
let _ = enc.set_packet_loss_perc(10);
let frame = FRAME_SAMPLES * CHANNELS;
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 pcm = vec![0f32; frame]; // reusable encode scratch (one 10 ms frame)
let mut out = vec![0u8; 4000]; // max Opus packet for a 10 ms frame fits easily
let mut seq: u32 = 0;
let mut sent: u64 = 0;
let mut stale: u64 = 0; // frames shed by the backlog self-heal (see BACKLOG_MAX_FRAMES)
let mut muted_frames: u64 = 0; // frames dropped unencoded because the user muted
let mut peak = 0f32; // loudest |sample| since the last log — tells speech from silence
while !shutdown.load(Ordering::Relaxed) {
@@ -207,11 +307,41 @@ fn encode_loop(
// callback's free-list (dropped only if the pool is momentarily full).
ring.extend(chunk.drain(..));
let _ = free_tx.try_send(chunk);
// Drain whatever else queued while we were away, so a post-stall backlog lands as
// ONE lump the self-heal below can size up — chunk-at-a-time it would be encoded
// (and inflicted on the host as standing delay) before it ever looked deep.
while let Ok(mut chunk) = rx.try_recv() {
ring.extend(chunk.drain(..));
let _ = free_tx.try_send(chunk);
}
}
Err(RecvTimeoutError::Timeout) => continue, // wake to re-check shutdown
Err(RecvTimeoutError::Disconnected) => break,
}
// Self-heal the latency ratchet: a stall (scheduler hiccup, a slow send) queues stale
// audio, and every ms of it would ride the stream as mic delay for the rest of the
// session. Jump to the newest ~20 ms (one audible blip), counting the shed.
if ring.len() > BACKLOG_MAX_FRAMES * frame {
let excess = ring.len() - BACKLOG_KEEP_FRAMES * frame;
ring.drain(..excess);
stale += (excess / frame) as u64;
}
while ring.len() >= frame {
// Muted: drop the frame at the last point before it would become an Opus packet —
// room audio is never encoded and nothing goes on the wire. `seq` does NOT advance:
// it numbers the datagrams the host de-jitters, and that side reads a seq jump as
// loss (conceal + a counted gap) where a mute is a pause. Freezing it means the
// frame after an unmute continues the chain, which is what the host's own
// `reset_stream` doc calls for and what the desktop uplink does. (Encoding silence
// instead would keep a pointless uplink and a host-side ring alive for the whole
// mute.) `peak` is the loudest sample the UPLINK carried since the last log, so a
// dropped frame resets rather than raises it.
if muted.load(Ordering::Relaxed) {
ring.drain(..frame);
muted_frames += 1;
peak = 0.0;
continue;
}
for (dst, src) in pcm.iter_mut().zip(ring.drain(..frame)) {
*dst = src;
}
@@ -227,9 +357,10 @@ fn encode_loop(
let _ = client.send_mic(seq, pts, out[..len].to_vec());
seq = seq.wrapping_add(1);
sent += 1;
if sent % 250 == 0 {
if sent % 500 == 0 {
log::info!(
"mic: sent={sent} captured_frames={} dropped_chunks={} peak={peak:.3}",
"mic: sent={sent} captured_frames={} dropped_chunks={} \
stale_frames={stale} muted_frames={muted_frames} peak={peak:.3}",
captured.load(Ordering::Relaxed),
dropped.load(Ordering::Relaxed),
);
@@ -241,7 +372,8 @@ fn encode_loop(
}
}
log::info!(
"mic: stopped (sent={sent} captured_frames={} dropped_chunks={})",
"mic: stopped (sent={sent} captured_frames={} dropped_chunks={} stale_frames={stale} \
muted_frames={muted_frames})",
captured.load(Ordering::Relaxed),
dropped.load(Ordering::Relaxed),
);
+46 -3
View File
@@ -83,6 +83,28 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSetLowLaten
punktfunk_core::transport::set_dscp_default(enabled != 0);
}
/// `debug.punktfunk.force_parts` = 1: arm slice-progressive parts delivery even when the
/// Kotlin `FEATURE_PartialFrame` probe said no — the rebuild-free on-glass experiment for a
/// decoder that may accept `BUFFER_FLAG_PARTIAL_FRAME` without declaring the feature (the NP3's
/// c2.qti decoders declare nothing). Android-only; everywhere else the probe verdict stands.
#[cfg(target_os = "android")]
fn force_parts_sysprop() -> bool {
let mut buf = [0u8; 92]; // PROP_VALUE_MAX
// SAFETY: __system_property_get with a valid name + PROP_VALUE_MAX buffer is always safe.
let n = unsafe {
libc::__system_property_get(
c"debug.punktfunk.force_parts".as_ptr(),
buf.as_mut_ptr().cast(),
)
};
n > 0 && std::str::from_utf8(&buf[..n as usize]).unwrap_or("").trim() == "1"
}
#[cfg(not(target_os = "android"))]
fn force_parts_sysprop() -> bool {
false
}
/// `NativeBridge.nativeConnect(host, port, w, h, hz, certPem, keyPem, pinHex, bitrateKbps,
/// compositorPref, gamepadPref, hdrEnabled, audioChannels, preferredCodec, timeoutMs, launch,
/// deviceName): Long`.
@@ -155,6 +177,24 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeConnect<'lo
} else {
Some((cert, key))
};
// Slice-progressive parts, by decoder truth (Kotlin's FEATURE_PartialFrame probe) — with a
// sysprop escape hatch for the on-glass science question the probe can't answer: does the
// decoder ACTUALLY choke on BUFFER_FLAG_PARTIAL_FRAME input, or does it merely not declare
// the feature? (`adb shell setprop debug.punktfunk.force_parts 1` + stream restart; a codec
// that can't take parts errors recoverably and the reanchor gate + keyframe path recovers.)
let force_parts = force_parts_sysprop();
let frame_parts = frame_parts_ok != 0 || force_parts;
// The connect-time capability readout (`adb logcat -s pf.caps`): the P2 slice pipeline is
// inert client-side unless BOTH probes pass — this line is the one place that says which.
log::info!(
target: "pf.caps",
"decoder caps: multi_slice={} partial_frame={}{} hdr={} codec_bits={:#x}",
multi_slice_ok != 0,
frame_parts_ok != 0,
if force_parts { " (FORCED by sysprop)" } else { "" },
hdr_enabled != 0,
video_codecs,
);
let pin: Option<[u8; 32]> = if pin_hex.is_empty() {
None
} else {
@@ -230,9 +270,10 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeConnect<'lo
// should say what the client does).
punktfunk_core::quic::CLIENT_CAP_PHASE_LOCK,
// Slice-progressive delivery, by decoder truth (Kotlin probes FEATURE_PartialFrame on
// every decoder this device would use): AU prefixes then arrive as `Frame::part`
// pieces and the decode loop feeds them with BUFFER_FLAG_PARTIAL_FRAME.
frame_parts_ok != 0,
// every decoder this device would use; `debug.punktfunk.force_parts` overrides for the
// on-glass experiment): AU prefixes then arrive as `Frame::part` pieces and the decode
// loop feeds them with BUFFER_FLAG_PARTIAL_FRAME.
frame_parts,
launch, // a store-qualified library id to boot into a game, or None for the desktop
device_name, // Kotlin's Build.MODEL — the host's approval-list / trust-store label
pin, // Some → Crypto on host-fp mismatch
@@ -250,6 +291,8 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeConnect<'lo
audio: Mutex::new(None),
#[cfg(target_os = "android")]
mic: Mutex::new(None),
// A fresh session is never muted (mute is per-session UI state, not a setting).
mic_muted: Arc::new(std::sync::atomic::AtomicBool::new(false)),
};
Box::into_raw(Box::new(handle)) as jlong
}
@@ -61,6 +61,13 @@ pub(crate) struct SessionHandle {
audio: Mutex<Option<crate::audio::AudioPlayback>>,
#[cfg(target_os = "android")]
mic: Mutex<Option<crate::mic::MicCapture>>,
/// In-stream mic mute, set via `nativeSetMicMuted` and read per 10 ms frame by the mic's
/// encode loop ([`crate::mic`]). Session-lifetime rather than per-[`crate::mic::MicCapture`]
/// for the same reason the stats gate is: the mic stops and restarts across a surface
/// recreate, and a mute the user set must come back with it — with no window in which the
/// fresh capture could send an unmuted frame. Per session and never persisted: a new session
/// starts unmuted.
pub mic_muted: Arc<AtomicBool>,
}
struct VideoThread {
+98 -15
View File
@@ -177,11 +177,12 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStopVideo(
}
/// `NativeBridge.nativeVideoStats(handle): DoubleArray?` — drain ~1 s of decode stats for the HUD
/// (unified stats spec, `design/stats-unification.md`). Returns 26 doubles
/// (unified stats spec, `design/stats-unification.md`). Returns 33 doubles
/// `[fps, mbps, e2eP50Ms, e2eP95Ms, latValid, skewCorrected, width, height, refreshHz, framesLost,
/// bitDepth, colorPrimaries, colorTransfer, chromaFormatIdc, hostNetP50Ms, decodeP50Ms, hostP50Ms,
/// netP50Ms, lostWindow, skippedWindow, fecWindow, framesWindow, dispValid, displayP50Ms,
/// e2eDispP50Ms, e2eDispP95Ms, paceP50Ms, latchP50Ms, presentsWindow, presenterActive]`
/// e2eDispP50Ms, e2eDispP95Ms, paceP50Ms, latchP50Ms, presentsWindow, presenterActive,
/// feedP50Ms, codecP50Ms, skippedOverflowWindow]`
/// (the flags are 1.0/0.0; indexes 021 match the previous 22-double layout — 013 the original
/// 14-double one with the latency pair re-based to the end-to-end capture→decoded headline, 14/15
/// the stage p50s tiling it: `host+network` = capture→received, `decode` = received→decoded; 16/17
@@ -198,7 +199,11 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStopVideo(
/// term — `pace` = decoded→release (store + glass budget) p50 at 26, `latch` =
/// release→displayed (SurfaceFlinger) p50 at 27, the window's on-glass confirm count at 28
/// (`presents` vs `fps` is the presenter-health pair), and 29 = 1.0 while the timeline presenter
/// is active this session), or `null` when no decode thread is running.
/// is active this session; 30/31 are the `decode` stage's split p50s — `feed` =
/// received→queued (hand-off + input-slot wait) at 30 and `codec` = queued→decoded (codec-pure,
/// from the AU's last piece) at 31, both 0.0 when no sample landed (sync loop); 32 is the
/// parked-AU overflow subset of the window's `skipped` at 19 (decoder fell behind, vs benign
/// newest-wins pacing)), 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).
@@ -222,7 +227,7 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeVideoStats(
.drain(h.client.frames_dropped(), h.client.fec_recovered_shards());
let mode = h.client.mode();
let color = h.client.color;
let buf: [f64; 30] = [
let buf: [f64; 33] = [
snap.fps,
snap.mbps,
snap.e2e_p50_ms,
@@ -270,6 +275,12 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeVideoStats(
snap.latch_p50_ms,
snap.presents as f64,
if h.stats.presenter_active() { 1.0 } else { 0.0 },
// The `decode` stage's split (P3 science): feed = received→queued (hand-off +
// input-slot wait), codec = queued→decoded (codec-pure) — and the parked-AU
// overflow subset of `skipped` (decoder-health vs benign pacing drops).
snap.feed_p50_ms,
snap.codec_p50_ms,
snap.skipped_overflow as f64,
];
let arr = match env.new_double_array(buf.len() as jsize) {
Ok(a) => a,
@@ -390,33 +401,49 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStopAudio(
})
}
/// `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.
/// `NativeBridge.nativeStartMic(handle, echoCancel): Int` — start mic capture (AAudio input →
/// Opus → host `send_mic`). `echoCancel` opens the capture under the `VoiceCommunication` preset
/// (the HAL's echo canceller / noise suppressor) and allocates an audio session id; the return
/// value is that id (`> 0`), so Kotlin can attach the Java `AcousticEchoCanceler`/`NoiseSuppressor`
/// as a backstop — `0` when none was allocated (echoCancel off, the preset fell back to the plain
/// open, a `0` handle, or the mic failed entirely). Already running (a surface recreate) returns
/// the running capture's id. 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,
) {
echo_cancel: jboolean,
) -> jni::sys::jint {
if handle == 0 {
return;
return 0;
}
// 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
if let Some(m) = guard.as_ref() {
return m.session_id(); // already capturing — same stream, same session
}
match crate::mic::MicCapture::start(h.client.clone()) {
Some(m) => *guard = Some(m),
None => log::error!("nativeStartMic: mic init failed (RECORD_AUDIO? — session unaffected)"),
// The capture SHARES the session's mute flag, so one started while muted stays muted (and
// sends nothing) from its very first frame — see `SessionHandle::mic_muted`.
match crate::mic::MicCapture::start(h.client.clone(), echo_cancel != 0, h.mic_muted.clone()) {
Some(m) => {
let session_id = m.session_id();
*guard = Some(m);
session_id
}
None => {
log::error!("nativeStartMic: mic init failed (RECORD_AUDIO? — session unaffected)");
0
}
}
}
/// `NativeBridge.nativeStopMic(handle)` — stop + join the mic thread and close the AAudio input
/// stream (without closing the session). No-op on `0`.
/// stream (without closing the session). No-op on `0`. Leaves the session's mute state alone: a
/// surface recreate stops and restarts the mic, and a user who muted must stay muted through it.
#[cfg(target_os = "android")]
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStopMic(
@@ -432,3 +459,59 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStopMic(
}
})
}
/// `NativeBridge.nativeSetMicMuted(handle, muted)` — mute/unmute the mic uplink mid-stream.
///
/// Muting deliberately does NOT stop the capture: the AAudio input stream, the input-preset rung
/// it settled on and its primed buffers all stay exactly as they are, and the encode loop simply
/// drops each 10 ms frame instead of encoding + sending it. A stop/start would re-run the preset
/// fallback ladder and re-prime buffers on every toggle — hundreds of ms, and possibly a different
/// rung (echo cancellation silently lost). This way a toggle costs one atomic store here and one
/// relaxed load per frame there, and takes effect on the very next 10 ms boundary.
///
/// Sticky for the SESSION (the flag lives on the handle, not on the capture), so the mic restart a
/// surface recreate performs comes back muted with no window for an unmuted frame to escape; a
/// fresh session always starts unmuted. No-op on `0`. Not android-gated — pure `jni` + an atomic
/// store, so it links on the host build too.
///
/// One honest consequence of keeping the stream open: the platform's own recording indicator stays
/// lit while muted, because the mic really is still open. What stops is the encode and the send —
/// no captured audio leaves the process.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSetMicMuted(
_env: JNIEnv,
_this: JObject,
handle: jlong,
muted: jboolean,
) {
jni_guard((), || {
if handle != 0 {
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
h.mic_muted
.store(muted != 0, std::sync::atomic::Ordering::Relaxed);
}
})
}
/// `NativeBridge.nativeMicActive(handle): Boolean` — is a mic capture actually RUNNING? `true` only
/// between a `nativeStartMic` that opened a stream and the matching `nativeStopMic`. The in-stream
/// mute control is offered on this evidence rather than on the user's setting, so a device that
/// refused every AAudio input rung (or a missing RECORD_AUDIO grant) shows no control instead of a
/// lie about a mic that is being heard. `false` on a `0` handle. Cheap (one uncontended lock).
#[cfg(target_os = "android")]
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeMicActive(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) -> jboolean {
jni_guard(0, || {
if handle == 0 {
return 0;
}
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
jboolean::from(h.mic.lock().unwrap().is_some())
})
}
+70
View File
@@ -76,6 +76,12 @@ struct Inner {
/// The other half of the split, release→displayed (SurfaceFlinger's latch + scanout), µs —
/// from the `OnFrameRendered` render timestamps. `pace + latch ≈ display` per frame.
latch_us: Vec<u64>,
/// The `decode` stage's feed split, received→queued (hand-off + input-slot wait), µs. Empty
/// when no receipt stamp matched (HUD off and ABR not measuring decode).
feed_us: Vec<u64>,
/// The other half, queued→decoded (codec-pure: the decoder's own time on the AU, measured
/// from its LAST piece so a slice-progressive head start shows up as a shrink here), µs.
codec_us: Vec<u64>,
/// Frames confirmed on glass this window (`OnFrameRendered` callbacks) — the `presents`-vs-
/// `fps` health pair: presents ≪ fps means the presenter is dropping/serializing; an fps
/// deficit is upstream.
@@ -83,6 +89,10 @@ struct Inner {
/// Client-side newest-wins/pacing drops this window (decoded frames released without
/// rendering, or parked AUs dropped on overflow) — the spec's `skipped` counter.
skipped: u64,
/// The subset of `skipped` that was parked-AU OVERFLOW (the decoder fell behind and whole
/// AUs were dropped before feeding) — a decoder-health signal, vs the benign newest-wins
/// pacing majority. Always ≤ `skipped`.
skipped_overflow: u64,
/// Baselines for windowing the session-cumulative connector counters: the unrecoverable-drop
/// and FEC-recovered totals as of the last drain (or the enable that opened the window), so
/// each snapshot reports only THIS window's `lost` / `FEC` (spec line 4).
@@ -119,6 +129,11 @@ pub struct Snapshot {
/// path / no render callbacks).
pub pace_p50_ms: f64,
pub latch_p50_ms: f64,
/// The `decode` stage's split p50s (ms): `feed` = received→queued (hand-off + input-slot
/// wait), `codec` = queued→decoded (codec-pure, from the AU's last piece). 0.0 when no
/// sample landed (sync loop / no receipt stamps).
pub feed_p50_ms: f64,
pub codec_p50_ms: f64,
/// Frames confirmed on glass this window (`OnFrameRendered` callbacks).
pub presents: u64,
/// Phase-2 `host` / `network` split p50s (ms) — 0.0 when no 0xCF timing matched this window
@@ -135,6 +150,8 @@ pub struct Snapshot {
pub lost: u64,
/// Client-side newest-wins/pacing drops this window (spec `skipped`).
pub skipped: u64,
/// The parked-AU overflow subset of `skipped` (decoder fell behind; ≤ `skipped`).
pub skipped_overflow: u64,
/// FEC shards recovered this window (spec `FEC`, windowed from the cumulative counter).
pub fec: u64,
}
@@ -167,8 +184,11 @@ impl VideoStats {
e2e_disp_us: Vec::with_capacity(256),
pace_us: Vec::with_capacity(256),
latch_us: Vec::with_capacity(256),
feed_us: Vec::with_capacity(256),
codec_us: Vec::with_capacity(256),
presents: 0,
skipped: 0,
skipped_overflow: 0,
last_dropped_total: 0,
last_fec_total: 0,
skew_corrected: false,
@@ -219,8 +239,11 @@ impl VideoStats {
g.e2e_disp_us.clear();
g.pace_us.clear();
g.latch_us.clear();
g.feed_us.clear();
g.codec_us.clear();
g.presents = 0;
g.skipped = 0;
g.skipped_overflow = 0;
g.last_dropped_total = dropped_total;
g.last_fec_total = fec_total;
}
@@ -314,6 +337,45 @@ impl VideoStats {
g.skipped += n;
}
/// Record parked-AU OVERFLOW drops (whole AUs dropped before feeding — the decoder fell
/// behind). Counts into `skipped` too, plus the overflow-only counter, so the HUD can tell
/// benign newest-wins pacing from a decoder that can't keep up.
// Driven only by the android-only decode thread; unreferenced on the host build — expected.
#[cfg_attr(not(target_os = "android"), allow(dead_code))]
pub fn note_skipped_overflow(&self, n: u64) {
if n == 0 || !self.enabled.load(Ordering::Relaxed) {
return; // HUD hidden — skip the lock
}
// Poison-proof for the same reason as `note_received`.
let mut g = self
.inner
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner);
g.skipped += n;
g.skipped_overflow += n;
}
/// Record one decoded frame's `decode`-stage split: `feed` = received→queued (hand-off +
/// input-slot wait; absent when no receipt stamp matched) and `codec` = queued→decoded
/// (codec-pure, measured from the AU's LAST piece — a slice-progressive head start shows
/// as a shrink here), both µs.
// Driven only by the android-only decode thread; unreferenced on the host build — expected.
#[cfg_attr(not(target_os = "android"), allow(dead_code))]
pub fn note_decode_split(&self, feed_us: Option<u64>, codec_us: u64) {
if !self.enabled.load(Ordering::Relaxed) {
return; // HUD hidden — skip the lock
}
// Poison-proof for the same reason as `note_received`.
let mut g = self
.inner
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner);
if let Some(f) = feed_us {
g.feed_us.push(f);
}
g.codec_us.push(codec_us);
}
/// Record one decoded output frame: its capture→decoded `end-to-end` sample and its
/// received→decoded `decode` stage sample (either may be absent — e.g. the receipt stamp for
/// this pts predates the HUD being shown).
@@ -408,6 +470,8 @@ impl VideoStats {
g.e2e_disp_us.sort_unstable();
g.pace_us.sort_unstable();
g.latch_us.sort_unstable();
g.feed_us.sort_unstable();
g.codec_us.sort_unstable();
let snap = Snapshot {
fps,
mbps,
@@ -421,6 +485,8 @@ impl VideoStats {
disp_valid: !g.e2e_disp_us.is_empty(),
pace_p50_ms: pctl_ms(&g.pace_us, 0.50),
latch_p50_ms: pctl_ms(&g.latch_us, 0.50),
feed_p50_ms: pctl_ms(&g.feed_us, 0.50),
codec_p50_ms: pctl_ms(&g.codec_us, 0.50),
presents: g.presents,
host_p50_ms: pctl_ms(&g.host_us, 0.50),
net_p50_ms: pctl_ms(&g.net_us, 0.50),
@@ -429,6 +495,7 @@ impl VideoStats {
frames: g.frames,
lost: dropped_total.saturating_sub(g.last_dropped_total),
skipped: g.skipped,
skipped_overflow: g.skipped_overflow,
fec: fec_total.saturating_sub(g.last_fec_total),
};
g.window_start = Instant::now();
@@ -443,8 +510,11 @@ impl VideoStats {
g.e2e_disp_us.clear();
g.pace_us.clear();
g.latch_us.clear();
g.feed_us.clear();
g.codec_us.clear();
g.presents = 0;
g.skipped = 0;
g.skipped_overflow = 0;
g.last_dropped_total = dropped_total;
g.last_fec_total = fec_total;
snap
+5 -1
View File
@@ -121,7 +121,11 @@ PUNKTFUNK_AUTOCONNECT=<box-ip> PUNKTFUNK_MODE=1280x720x60 swift run PunktfunkCli
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.
every main push. See the script header for details. The script's `SCENES` array is the listing
set, in listing order; override it (`SCENES="06-gamepad-home 10-edithost" tools/screenshots.sh ios`)
to capture any of the other scenes in `ShotScenes.all`. Mock data — hosts, adverts, profiles — is
seeded in `ShotMock` so a capture is byte-for-byte deterministic and never browses the real LAN
(a stranger's hostname reached the live listing that way once).
- Deeper design notes live in the internal planning repo (punktfunk-planning:
`apple-stage2-presenter.md`).
@@ -315,7 +315,15 @@ struct ContentView: View {
clipboardAvailable: model.connection?.hostSupportsClipboard == true,
clipboardOn: model.clipboardEnabled,
toggleClipboard: { model.toggleClipboardSync() },
micAvailable: model.micAvailable,
micMuted: model.micMuted,
toggleMicMute: { model.toggleMicMute() },
disconnect: { model.disconnect() }))
// A fired while input was CAPTURED (InputCapture's chord path posts it the menu's
// identical equivalent can't reach a captured stream). Same toggle either way.
.onReceive(NotificationCenter.default.publisher(for: .punktfunkToggleMicMute)) { _ in
model.toggleMicMute()
}
#endif
#if os(macOS)
// Fullscreen only while a session is up (incl. the trust prompt over the blurred stream),
@@ -724,31 +732,48 @@ struct ContentView: View {
}
.animation(.smooth(duration: 0.28), value: statsVerbosity)
}
#if os(macOS) || os(tvOS)
// The start-of-stream shortcut banner (Windows-client parity): the platform's
// reserved controls on a glass pill, bottom-centre, for the first 6 seconds of
// every session independent of the stats HUD, so the keys are discoverable
// even with statistics off. The banner's own task drops it (cancelled cleanly
// if the session view goes away first). On tvOS it carries the ONLY exits
// Menu/B is swallowed during a session (the `.onExitCommand {}` in the tvOS
// session branch), so the hold gestures must be told to the user.
// The bottom-centre stack: the muted-microphone badge over the start-of-stream
// shortcut banner. ONE overlay for both, so the two can never land on top of each
// other in the seconds where they overlap.
.overlay(alignment: .bottom) {
if captureEnabled && showShortcutHint {
Text(Self.shortcutHintText)
.font(.geist(Self.shortcutHintFont, relativeTo: .caption))
.foregroundStyle(.secondary)
.padding(.horizontal, 14)
.padding(.vertical, 8)
.glassBackground(Capsule())
.padding(.bottom, 24)
.transition(.opacity)
.task {
try? await Task.sleep(for: .seconds(6))
withAnimation(.easeOut(duration: 0.6)) { showShortcutHint = false }
}
VStack(spacing: 8) {
#if !os(tvOS)
// Shown for as long as the mic is muted, at every stats tier and with the
// overlay off see MicMutedBadge. tvOS has no microphone to mute.
if captureEnabled && model.micMuted {
MicMutedBadge { model.setMicMuted(false) }
.transition(.opacity.combined(with: .scale(scale: 0.9)))
}
#endif
#if os(macOS) || os(tvOS)
// The start-of-stream shortcut banner (Windows-client parity): the
// platform's reserved controls on a glass pill for the first 6 seconds of
// every session independent of the stats HUD, so the keys are
// discoverable even with statistics off. The banner's own task drops it
// (cancelled cleanly if the session view goes away first). On tvOS it
// carries the ONLY exits Menu/B is swallowed during a session (the
// `.onExitCommand {}` in the tvOS session branch), so the hold gestures
// must be told to the user.
if captureEnabled && showShortcutHint {
Text(shortcutHintText)
.font(.geist(Self.shortcutHintFont, relativeTo: .caption))
.foregroundStyle(.secondary)
.padding(.horizontal, 14)
.padding(.vertical, 8)
.glassBackground(Capsule())
.transition(.opacity)
.task {
try? await Task.sleep(for: .seconds(6))
withAnimation(.easeOut(duration: 0.6)) {
showShortcutHint = false
}
}
}
#endif
}
.padding(.bottom, 24)
.animation(.easeOut(duration: 0.2), value: model.micMuted)
}
#endif
#if os(iOS)
// Touch users have no menu / D, so when the HUD's Disconnect button isn't on
// screen the overlay off, or the compact pill (which carries no button)
@@ -766,21 +791,24 @@ struct ContentView: View {
.overlay(alignment: .topLeading) {
if captureEnabled,
statsVerbosity == .compact || (statsVerbosity == .off && showTouchExit) {
Button { model.disconnect() } label: {
Image(systemName: "xmark")
.font(.headline.weight(.semibold))
.frame(width: 36, height: 36)
// Floating glass disc over the frame (26+, material fallback).
// interactive: the disc IS the tap target, so the glass reacts
// to press.
.glassBackground(Circle(), interactive: true)
// Match the hit region to the visible disc so every tap also
// triggers the interactive-glass press highlight.
.contentShape(Circle())
HStack(spacing: 10) {
Button { model.disconnect() } label: { touchDisc("xmark") }
.buttonStyle(.plain)
.accessibilityLabel("Disconnect")
// The mic toggle rides the same discs, for the same reason: in these
// tiers the HUD carries no buttons (compact is a stat pill, off is
// nothing), so this is a touch-only user's ONLY way to mute. Absent
// not greyed when the session sends no microphone at all.
if model.micAvailable {
Button { model.toggleMicMute() } label: {
touchDisc(model.micMuted ? "mic.slash.fill" : "mic.fill")
}
.buttonStyle(.plain)
.accessibilityLabel(
model.micMuted ? "Unmute microphone" : "Mute microphone")
}
}
.buttonStyle(.plain)
.padding(12)
.accessibilityLabel("Disconnect")
.transition(.opacity)
.task {
guard statsVerbosity == .off else { return }
@@ -794,14 +822,34 @@ struct ContentView: View {
}
}
#if os(iOS)
/// One touch-control disc: an SF Symbol on a floating glass disc over the frame (26+,
/// material fallback), sized as a comfortable tap target. `interactive`: the disc IS the tap
/// target, so the glass reacts to press, and the hit region is matched to the visible disc so
/// every tap triggers that press highlight.
private func touchDisc(_ symbol: String) -> some View {
Image(systemName: symbol)
.font(.headline.weight(.semibold))
.frame(width: 36, height: 36)
.glassBackground(Circle(), interactive: true)
.contentShape(Circle())
}
#endif
#if os(macOS)
private static let shortcutHintText =
"Click the stream to capture · ⌃⌥⇧Q releases the mouse · ⌃⌥⇧D disconnects · ⌃⌥⇧S stats"
/// The reserved combos, told once per session. The mute segment appears only when the session
/// actually sends a microphone teaching a shortcut for a mic that isn't on would be a lie.
private var shortcutHintText: String {
let base =
"Click the stream to capture · ⌃⌥⇧Q releases the mouse · ⌃⌥⇧D disconnects · ⌃⌥⇧S stats"
return model.micAvailable ? base + " · ⌃⌥⇧A mutes the mic" : base
}
private static let shortcutHintFont: CGFloat = 12
#elseif os(tvOS)
private static let shortcutHintText =
private var shortcutHintText: String {
"Hold the remote's Back button — or L1+R1+Start+Select on a controller — to disconnect"
+ " · Touch surface moves the pointer · press clicks · Play/Pause right-clicks"
}
private static let shortcutHintFont: CGFloat = 22 // read from the couch
#endif
@@ -135,7 +135,7 @@ struct GamepadHomeView: View {
// fullScreenCover, so they become generously sized sheets over the dimmed launcher.
#if os(macOS)
.sheet(isPresented: $showSettings) {
GamepadSettingsView()
GamepadSettingsView(store: store)
.frame(width: 720, height: 640)
}
.sheet(isPresented: $showAddHost) {
@@ -144,7 +144,7 @@ struct GamepadHomeView: View {
}
.frame(minWidth: 640, minHeight: 420)
#else
.fullScreenCover(isPresented: $showSettings) { GamepadSettingsView() }
.fullScreenCover(isPresented: $showSettings) { GamepadSettingsView(store: store) }
.fullScreenCover(isPresented: $showAddHost) {
GamepadAddHostView { store.add($0) }
}
@@ -176,18 +176,33 @@ struct GamepadHomeView: View {
// MARK: - Chrome
private var titleBar: some View {
Text("Select a Host")
.font(.geist(gamepadTitleSize(compact: compact), .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)
}
}
// The chip used to be a trailing `.overlay`, which reserves no width: on a portrait phone
// it sat directly on top of the centred title ("Select a Host" ran straight into the pad
// name). Laying it out as a row with a hidden mirror on the leading side keeps the title
// optically centred AND clear of the chip at every width; the title shrinks a little
// before it would ever truncate.
HStack(spacing: 12) {
statusChip(hidden: true)
Text("Select a Host")
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
.foregroundStyle(.white)
.lineLimit(1)
.minimumScaleFactor(0.75)
.frame(maxWidth: .infinity)
statusChip(hidden: false)
}
.padding(.horizontal, 20)
}
/// 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. `hidden` renders the same
/// chip purely as a width reserve.
@ViewBuilder private func statusChip(hidden: Bool) -> some View {
if !compact, let active = gamepads.active {
ControllerStatusChip(controller: active)
.opacity(hidden ? 0 : 1)
.accessibilityHidden(hidden)
}
}
private var cardSpacing: CGFloat {
@@ -24,6 +24,13 @@ import ImageIO
@MainActor
enum ScreenshotMode {
/// This process was launched to capture a screenshot. Cheap enough to consult from the
/// stores' persistence paths (`HostStore` / `ProfileStore`), which must NOT write their
/// mock contents back into a real user's App Group when the harness runs on a dev Mac.
static var isActive: Bool {
!(ProcessInfo.processInfo.environment["PUNKTFUNK_SHOT_SCENE"] ?? "").isEmpty
}
/// The scene requested via PUNKTFUNK_SHOT_SCENE, or nil for a normal launch.
static var requestedScene: ShotScene? {
let name = ProcessInfo.processInfo.environment["PUNKTFUNK_SHOT_SCENE"] ?? ""
@@ -41,8 +48,11 @@ struct ScreenshotHostView: View {
scene.make()
.environment(\.colorScheme, scene.colorScheme)
.frame(maxWidth: .infinity, maxHeight: .infinity)
.background(Color.black)
.ignoresSafeArea()
// Black fills the display, but the SCENE keeps its safe area. Ignoring it wholesale
// here pushed the stream hero's HUD under the Dynamic Island (the resolution/bitrate
// line was unreadable in every 6.9" capture); scenes that genuinely want full bleed
// the streamed frame itself ignore it themselves.
.background(Color.black.ignoresSafeArea())
#if os(macOS)
.background(MacShotWindowConfigurator(scene: scene))
#elseif os(iOS)
@@ -129,18 +139,64 @@ enum MacSelfCapture {
#endif
#if os(iOS)
/// Best-effort orientation lock for the requested scene (landscape for the stream hero, portrait
/// for chrome). Requires the app to allow those orientations in Info.plist.
/// Orientation lock for the requested scene (landscape for the stream hero, portrait for chrome).
/// Requires the app to allow those orientations in Info.plist it does, for both.
private struct IOSOrientationConfigurator: UIViewControllerRepresentable {
let orientation: ShotOrientation
func makeUIViewController(context: Context) -> UIViewController { UIViewController() }
func makeUIViewController(context: Context) -> ShotOrientationController {
ShotOrientationController(mask: mask)
}
func updateUIViewController(_ vc: UIViewController, context: Context) {
guard let scene = vc.view.window?.windowScene else { return }
let mask: UIInterfaceOrientationMask = orientation == .landscape ? .landscapeRight : .portrait
scene.requestGeometryUpdate(.iOS(interfaceOrientations: mask))
vc.setNeedsUpdateOfSupportedInterfaceOrientations()
func updateUIViewController(_ vc: ShotOrientationController, context: Context) {
vc.mask = mask
vc.applyGeometry()
}
private var mask: UIInterfaceOrientationMask {
orientation == .landscape ? .landscapeRight : .portrait
}
}
/// Asks the window scene to rotate, from a place where there IS a window.
///
/// The previous version made the request inside `updateUIViewController`, where `view.window` is
/// still nil: SwiftUI makes exactly one update pass for a representable mounted as a `.background`,
/// before the hierarchy is in a window, so the `guard` fell through and nothing ever asked again.
/// Every scene declared `.landscape` the stream hero and the trust card was therefore captured
/// in PORTRAIT at the portrait App Store size. Overriding `supportedInterfaceOrientations` as well
/// keeps the scene from rotating back if the simulator reports a device orientation change.
final class ShotOrientationController: UIViewController {
var mask: UIInterfaceOrientationMask
init(mask: UIInterfaceOrientationMask) {
self.mask = mask
super.init(nibName: nil, bundle: nil)
}
@available(*, unavailable)
required init?(coder: NSCoder) { fatalError("not from a nib") }
override var supportedInterfaceOrientations: UIInterfaceOrientationMask { mask }
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
applyGeometry()
}
func applyGeometry() {
// `view.window` once mounted; the connected-scene lookup covers the first update pass,
// which still runs before this controller is in a window.
let scene = view.window?.windowScene
?? UIApplication.shared.connectedScenes.compactMap { $0 as? UIWindowScene }.first
guard let scene else { return }
// Report a refusal instead of silently shipping the wrong orientation that is exactly
// how every landscape scene went out as a portrait PNG for as long as it did.
scene.requestGeometryUpdate(.iOS(interfaceOrientations: mask)) { error in
print("PF_SHOT_ORIENTATION_REFUSED \(error.localizedDescription)")
fflush(stdout)
}
setNeedsUpdateOfSupportedInterfaceOrientations()
}
}
#endif
@@ -81,24 +81,126 @@ enum ShotScenes {
@MainActor
enum ShotMock {
/// A populated saved-host grid: a pinned recent host, a couple more, mixed online state.
// Stable ids so the store, the adverts and the profile bindings all point at the same things
// across every scene and every run.
static let battlestationID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000001")!
static let livingRoomID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000002")!
static let workshopID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000003")!
static let officeID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000004")!
static let editingID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000005")!
static let bedroomID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000006")!
static let hdrProfileID = "a71c4e0d9f22"
static let couchProfileID = "3e88b107c4da"
/// The catalog the host cards read their chips and pinned cards from. Seeded once, on the
/// first store build `ProfileStore` is a singleton, and in shot mode its write-back is
/// suppressed, so this never reaches a real user's catalog.
static func installProfiles() {
guard !profilesInstalled else { return }
profilesInstalled = true
ProfileStore.shared.debugSet([
StreamProfile(name: "4K HDR", id: hdrProfileID, accent: "#8B7BF7"),
StreamProfile(name: "Couch 1080p", id: couchProfileID, accent: "#4FD1A5"),
])
}
private static var profilesInstalled = false
/// A populated saved-host grid: the most-recent host bound to a profile (its chip), a second
/// paired machine, and one asleep box we hold a MAC for (so its card offers Wake-on-LAN). OS
/// chains give every tile its real vendor mark instead of a letter monogram.
///
/// No PINNED host+profile card: it renders a second tile for the SAME host, which is the
/// feature working as designed but reads as a duplicate to anyone meeting the app in a store
/// listing. The binding chip carries the profile story on its own.
static func hostStore() -> HostStore {
installProfiles()
let store = HostStore()
store.hosts = [
StoredHost(name: "Battlestation", address: "192.168.1.20", port: 9777,
pinnedSHA256: fingerprint, lastConnected: Date().addingTimeInterval(-420)),
StoredHost(name: "Living Room PC", address: "192.168.1.41", port: 9777,
pinnedSHA256: fingerprint),
StoredHost(name: "Workshop", address: "10.0.0.7", port: 9777),
StoredHost(
id: battlestationID, name: "Battlestation", address: "192.168.1.20", port: 9777,
pinnedSHA256: fingerprint, lastConnected: Date().addingTimeInterval(-420),
macAddresses: ["a4:b1:c2:d3:e4:f5"], profileID: hdrProfileID,
osChain: "windows/11"),
StoredHost(
id: livingRoomID, name: "Living Room PC", address: "192.168.1.41", port: 9777,
pinnedSHA256: hostFingerprint(1), lastConnected: Date().addingTimeInterval(-86_400),
macAddresses: ["b8:27:eb:11:22:33"], osChain: "linux/fedora/bazzite"),
StoredHost(
id: officeID, name: "Office NUC", address: "192.168.1.33", port: 9777,
pinnedSHA256: hostFingerprint(4), lastConnected: Date().addingTimeInterval(-259_200),
profileID: couchProfileID, osChain: "linux/ubuntu"),
StoredHost(
id: workshopID, name: "Workshop", address: "10.0.0.7", port: 9777,
pinnedSHA256: hostFingerprint(2), macAddresses: ["de:ad:be:ef:00:07"],
osChain: "linux/arch"),
StoredHost(
id: editingID, name: "Editing Rig", address: "192.168.1.62", port: 9777,
pinnedSHA256: hostFingerprint(5), lastConnected: Date().addingTimeInterval(-604_800),
osChain: "linux/nobara"),
StoredHost(
id: bedroomID, name: "Bedroom Mini", address: "192.168.1.77", port: 9777,
pinnedSHA256: hostFingerprint(6), macAddresses: ["00:1a:2b:3c:4d:5e"],
osChain: "windows/11"),
]
return store
}
static let host = StoredHost(name: "Battlestation", address: "192.168.1.20", port: 9777,
pinnedSHA256: fingerprint)
/// Discovery, seeded rather than live. Two saved hosts advertise (so their cards read ONLINE
/// through the real `advertises` path, and the reachability probe skips them no network from
/// a capture), "Workshop" stays quiet so the grid shows an asleep machine, and one genuinely
/// new host populates the "On this network" section.
///
/// A live browse made the shot non-deterministic AND leaked whatever was on the capturing
/// machine's LAN into the App Store listing.
static func discovery() -> HostDiscovery {
let discovery = HostDiscovery()
discovery.debugSet([
HostDiscovery.debugAdvert(
id: "battlestation", name: "Battlestation", host: "192.168.1.20",
fingerprintHex: fingerprint.hexLower, macAddresses: ["a4:b1:c2:d3:e4:f5"],
osChain: "windows/11"),
HostDiscovery.debugAdvert(
id: "living-room", name: "Living Room PC", host: "192.168.1.41",
fingerprintHex: hostFingerprint(1).hexLower, macAddresses: ["b8:27:eb:11:22:33"],
osChain: "linux/fedora/bazzite"),
HostDiscovery.debugAdvert(
id: "office-nuc", name: "Office NUC", host: "192.168.1.33",
fingerprintHex: hostFingerprint(4).hexLower, osChain: "linux/ubuntu"),
HostDiscovery.debugAdvert(
id: "studio", name: "Studio PC", host: "192.168.1.58",
fingerprintHex: hostFingerprint(3).hexLower, requiresPairing: true, allowsTofu: false,
osChain: "windows/11"),
])
return discovery
}
static let host = StoredHost(
id: battlestationID, name: "Battlestation", address: "192.168.1.20", port: 9777,
pinnedSHA256: fingerprint, osChain: "windows/11")
/// What the pairing sheet calls THIS device. Taken from the platform, not from
/// `UIDevice.current.name` on a capture simulator that is the harness's own throwaway name
/// (`pf-shot-iphone-6.9` went out on the store listing that way).
static var clientDeviceName: String {
#if os(tvOS)
"Apple TV"
#elseif os(macOS)
"MacBook Pro"
#else
UIDevice.current.userInterfaceIdiom == .pad ? "iPad Pro" : "iPhone"
#endif
}
/// A plausible-looking 32-byte SHA-256 for the trust card / pin lock glyphs.
static let fingerprint = Data((0..<32).map { UInt8(($0 &* 37 &+ 0x1d) & 0xff) })
static let fingerprint = hostFingerprint(0)
/// Distinct per host `StoredHost.matches` prefers a fingerprint comparison, so sharing one
/// across the mock grid made a single advert light up every card.
static func hostFingerprint(_ seed: Int) -> Data {
Data((0..<32).map { UInt8((($0 &* 37) &+ 0x1d &+ (seed &* 91)) & 0xff) })
}
}
// MARK: - Home
@@ -106,7 +208,7 @@ enum ShotMock {
private struct ShotHome: View {
@StateObject private var store = ShotMock.hostStore()
@StateObject private var model = SessionModel()
@StateObject private var discovery = HostDiscovery()
@StateObject private var discovery = ShotMock.discovery()
var body: some View {
#if os(macOS)
@@ -134,7 +236,7 @@ private struct ShotHome: View {
private struct ShotGamepadHome: View {
@StateObject private var store = ShotMock.hostStore()
@StateObject private var model = SessionModel()
@StateObject private var discovery = HostDiscovery()
@StateObject private var discovery = ShotMock.discovery()
@StateObject private var waker = HostWaker()
var body: some View {
@@ -146,7 +248,9 @@ private struct ShotGamepadHome: View {
}
private struct ShotGamepadSettings: View {
var body: some View { GamepadSettingsView() }
@StateObject private var store = ShotMock.hostStore()
var body: some View { GamepadSettingsView(store: store) }
}
private struct ShotGamepadAddHost: View {
@@ -164,7 +268,7 @@ private struct ShotConnect: View {
@StateObject private var store = ShotMock.hostStore()
@StateObject private var model = SessionModel()
@StateObject private var discovery = HostDiscovery()
@StateObject private var discovery = ShotMock.discovery()
@StateObject private var waker = HostWaker()
var body: some View {
@@ -241,9 +345,9 @@ private struct ShotSettings: View {
#elseif os(iOS)
// SettingsView owns its NavigationSplitView (sidebar + detail) and Done button, so it is
// rendered directly a wrapping NavigationStack would nest a split view in a stack. Open
// on General so the shot lands on real controls (iPad: sidebar + General detail; iPhone:
// the General page) instead of the bare category list.
SettingsView(initialCategory: .general)
// on Display rather than the bare category list: resolution, frame rate, bitrate, HDR and
// codec are what someone reads a streaming app's settings shot to find out.
SettingsView(initialCategory: .display)
#else
NavigationStack { SettingsView() }
#endif
@@ -253,16 +357,44 @@ private struct ShotSettings: View {
// MARK: - Pair (PIN ceremony)
private struct ShotPair: View {
/// The PIN as the host's web console shows it, and a device name that doesn't depend on what
/// the capture simulator happens to be called.
private var sheet: some View {
PairSheet(
host: ShotMock.host, shotPIN: "418 306",
shotClientName: ShotMock.clientDeviceName, onPaired: { _ in })
}
var body: some View {
#if os(iOS)
// PRESENT it, don't rebuild it. `PairSheet` is a bottom sheet on iOS it carries its own
// `.presentationDetents([.medium, .large])` and the system's Liquid Glass background, both
// of which only exist inside a real `.sheet`. Composed into a ZStack instead (what this
// scene used to do), the detents were inert, the grouped Form stretched to the full height
// of the screen, and the capture was a thin strip of content over a huge black void.
ShotHome()
.sheet(isPresented: .constant(true)) {
// Pinned to one detent. The sheet ships `[.medium, .large]` so it can grow over
// the keyboard, and the resting height leaves a wide empty band between the form
// and the button row; a capture wants the snug version.
sheet.presentationDetents([.fraction(0.52)])
}
#elseif os(tvOS)
// tvOS pushes the ceremony as a full screen (HomeView's `navigationDestination`).
NavigationStack { sheet }
#else
// macOS: a fixed-width panel (`.frame(width: 400).fixedSize()`) that hugs its content, so
// floating it over the dimmed grid matches how the window-modal sheet reads. `screencapture
// -l<windowID>` grabs one window, and an AppKit sheet is a child window a real `.sheet`
// would fall outside the capture.
ZStack {
ShotHome().blur(radius: 28).overlay(Color.black.opacity(0.5))
PairSheet(host: ShotMock.host, onPaired: { _ in })
.frame(maxWidth: 460)
sheet
.background(.regularMaterial, in: RoundedRectangle(cornerRadius: 18))
.clipShape(RoundedRectangle(cornerRadius: 18))
.shadow(radius: 40, y: 16)
.padding(40)
}
#endif
}
}
@@ -1,6 +1,9 @@
// Session state for the app shell: owns the connection, the input capture, the trust
// handshake phase, and the pump-thread main-actor stats relay.
// AVFoundation: AVCaptureDevice.authorizationStatus (the mic TCC grant behind `micAvailable`)
// and, on tvOS, AVPlayer.eligibleForHDRPlayback (the TV-capability HDR gate).
import AVFoundation
import Foundation
import os
import PunktfunkKit
@@ -11,9 +14,6 @@ import SwiftUI
#elseif canImport(UIKit)
import UIKit
#endif
#if os(tvOS)
import AVFoundation // AVPlayer.eligibleForHDRPlayback the TV-capability HDR gate
#endif
/// 1 Hz latency-stage line mirrored to the unified log so the stages can be read WITHOUT the
/// on-screen HUD (Console.app, wirelessly on an iPad/Apple TV). The HUD is not a neutral
@@ -137,6 +137,14 @@ final class SessionModel: ObservableObject {
/// Mirrors StreamView's capture state (it owns the input capture; this drives the
/// HUD's "click to capture" / " releases" hint).
@Published var mouseCaptured = false
/// The USER's in-stream mic mute (the HUD button, the Stream menu's A, the captured-state
/// chord, the iOS mic disc) session state, deliberately NOT persisted: a mute is for the
/// people in the room right now, so every new session starts live if the mic is on at all.
/// One of the two inputs to the effective mute; `isBackgrounded` is the other, and
/// `applyMicMute` composes them a user mute survives a trip through the background, and the
/// background's privacy mute never clears the user's choice. Local and instant: it gates
/// capture on this device, nothing is sent to the host.
@Published private(set) var micMuted = false
/// Resize overlay (design/midstream-resolution-resize.md client resize UX): true from the
/// instant a Match-window resize starts steering toward a new size until a frame at that size
/// decodes (or a safety timeout). Drives the blur+spinner so the unavoidable host-rebuild delay
@@ -440,7 +448,7 @@ final class SessionModel: ObservableObject {
guard phase == .streaming, let conn = connection, !isBackgrounded else { return }
isBackgrounded = true
conn.setVideoDropped(true)
audio?.setMicMuted(true)
applyMicMute() // now muted for privacy on top of the user's own mute, not instead of it
// Non-deliberate on fire (keep the host linger) so a user who returns late reconnects fast,
// exactly like today's network-drop path. min 1 minute guards a nonsense setting.
let minutes = max(1, timeoutMinutes)
@@ -465,13 +473,57 @@ final class SessionModel: ObservableObject {
backgroundDeadline = nil
backgroundTimer?.cancel()
backgroundTimer = nil
audio?.setMicMuted(false)
applyMicMute() // back to the user's own choice which may well still be "muted"
if let conn = connection {
conn.setVideoDropped(false)
conn.requestKeyframe()
}
}
// MARK: - Microphone mute (in-stream, per session)
/// Whether this session has a mic uplink there is any point in muting: the mic must be on in
/// the session's RESOLVED settings (a profile can turn it on or off), the platform must have
/// an app-accessible input at all, and the OS must not have refused us one. Drives whether the
/// mute control is offered a live-looking mute button over a session that sends no
/// microphone would be a lie. Same three conditions `SessionAudio` starts an uplink on
/// (`.notDetermined` counts: the prompt is pending and a grant starts the uplink mid-session).
var micAvailable: Bool {
#if os(tvOS)
return false // no app-accessible microphone SessionAudio never opens an uplink either
#else
guard settings.micEnabled else { return false }
switch AVCaptureDevice.authorizationStatus(for: .audio) {
case .authorized, .notDetermined: return true
default: return false // denied / restricted there is no uplink to mute
}
#endif
}
/// Flip the user's mute. The in-stream surfaces (HUD button, Stream menu, A while
/// captured, the iOS mic disc) all land here.
func toggleMicMute() {
setMicMuted(!micMuted)
}
/// Set the user's mute directly (the badge's tap-to-unmute). Ignored when the session has no
/// microphone, so a stale surface can't leave a phantom "muted" badge over a session that was
/// never sending anything.
func setMicMuted(_ muted: Bool) {
guard micAvailable, micMuted != muted else { return }
micMuted = muted
applyMicMute()
}
/// Push the EFFECTIVE mute the user's choice OR the background keep-alive's privacy mute
/// onto the audio engine. The two reasons are composed here and nowhere else: whichever one
/// changed, the other still holds, so returning from the background can't un-mute a user who
/// muted mid-stream, and a user unmuting while backgrounded (Live Activity, another window)
/// doesn't open the mic behind their back.
private func applyMicMute() {
audio?.setMicMuted(micMuted || isBackgrounded)
}
/// Follow a live stats-overlay cycle (S, the three-finger tap, the Stream menu). Those
/// surfaces write the GLOBAL setting as they always have; this moves the session's own tier
/// with it, so cycling still works in a session a profile put on a different tier.
@@ -509,6 +561,9 @@ final class SessionModel: ObservableObject {
backgroundTimer = nil
isBackgrounded = false
backgroundDeadline = nil
// The mic mute is per-session and never persisted: the next stream starts live (if the
// mic is enabled), rather than silently carrying a mute nobody remembers making.
micMuted = false
let audio = self.audio
self.audio = nil
// Gamepad capture is main-actor (releases held buttons on the wire while the
@@ -609,14 +664,24 @@ final class SessionModel: ObservableObject {
speakerUID: settings.speakerUID,
micUID: settings.micUID,
micChannel: settings.micChannel,
micEnabled: settings.micEnabled)
micEnabled: settings.micEnabled,
echoCancel: settings.echoCancel)
self.audio = audio
// Gamepads: forward every controller GamepadManager selected each on its own wire pad
// index (a pin forwards only one, Automatic forwards all) and render the host's feedback
// back to the pad it's addressed to (rumble always; lightbar/player-LEDs/adaptive-triggers
// when a pad's virtual device is a DualSense). Same trust gate as audio nothing is
// forwarded during the trust prompt.
let capture = GamepadCapture(connection: conn, manager: .shared)
// `gamepadForwarding` off means the host gets this device's pads from somewhere else
// (USB passthrough, or a pad plugged into the host) capture still runs, and still
// watches for the escape chord, but puts nothing on the wire.
// System-button routing: whether raw guide/share presses ride the wire, and whether
// hold-Select arms as the alternate guide route (auto = on everywhere but macOS
// iOS reserves the physical Home press, tvOS never delivers it).
let capture = GamepadCapture(
connection: conn, manager: .shared, forwarding: settings.gamepadForwarding,
systemForward: settings.systemButtonsForward,
guideGesture: settings.guideGestureEnabled)
// The cross-client escape chord (hold L1+R1+Start+Select 1.5 s) on tvOS the only
// controller way out of a stream (B/Menu is swallowed during sessions; see ContentView).
capture.onDisconnectRequest = { [weak self] in self?.disconnect() }
@@ -1,7 +1,8 @@
// The app's "Stream" menu (macOS menu bar + iPad hardware-keyboard shortcuts). These live at
// the Scene level so they keep working when the HUD overlay is hidden. The shortcuts are the
// CROSS-CLIENT set every punktfunk client reserves Ctrl+Alt+Shift+Q (release the captured
// mouse) / +D (disconnect) / +S (stats) and the menu is their discoverable surface on macOS
// mouse) / +D (disconnect) / +S (stats), plus +A (mute the microphone), the Apple clients'
// addition to it and the menu is their discoverable surface on macOS
// (the Linux client has its GTK Shortcuts window, Windows its start-of-stream banner). While
// input is CAPTURED these key equivalents never reach the menu (the stream view swallows
// keys); InputCapture's monitor detects the same combos there and performs the same actions
@@ -27,6 +28,12 @@ struct SessionFocus {
/// Clipboard sync is live (host-acked) drives the item's Stop/Share title.
var clipboardOn: Bool
var toggleClipboard: () -> Void
/// The session has a mic uplink at all (its resolved `micEnabled`) gates the mute item, so
/// it is never an enabled control over a session that sends no microphone.
var micAvailable: Bool
/// The user's mic mute is engaged drives the item's Mute/Unmute title.
var micMuted: Bool
var toggleMicMute: () -> Void
var disconnect: () -> Void
}
@@ -60,6 +67,17 @@ struct StreamCommands: Commands {
}
.keyboardShortcut("q", modifiers: [.control, .option, .shift])
.disabled(session?.isStreaming != true)
// Mic mute, local and instant (it gates capture on this device the host is never
// asked). Per SESSION: it starts off every time, so this item is a live toggle, not a
// setting. Greyed when the session sends no microphone at all (Settings mic off, or
// a profile that turns it off) rather than pretending there is something to mute.
// Captured, the combo is handled by InputCapture's chord path before menus see it;
// this item is the released-state path and the shortcut's documentation.
Button(session?.micMuted == true ? "Unmute Microphone" : "Mute Microphone") {
session?.toggleMicMute()
}
.keyboardShortcut("a", modifiers: [.control, .option, .shift])
.disabled(session?.isStreaming != true || session?.micAvailable != true)
#if os(macOS)
// Mid-session clipboard flip (design/clipboard-and-file-transfer.md §5.3). Greyed
// when the host doesn't advertise the cap (older host / operator policy off).
@@ -179,6 +179,18 @@ struct StreamHUDView: View {
.foregroundStyle(.secondary)
}
#endif
// Mic mute the in-stream toggle, on the same card as the other in-overlay action.
// Absent (not greyed) when the session sends no microphone: the HUD is a status card,
// and a dead control on it would read as "there is a mic, and it is on". The muted
// STATE is not this button's job the badge over the stream says that at every tier
// and with the overlay off entirely. tvOS gets no control: no microphone, and a
// focusable one would steal the controller's A press from the host.
#if !os(tvOS)
if model.micAvailable {
Button(micButtonTitle) { model.toggleMicMute() }
.font(.geist(12, relativeTo: .caption))
}
#endif
// D lives on the app's Stream menu (so it still works when the HUD is hidden)
// and in InputCapture's monitor while captured; this button is the in-overlay,
// click-to-disconnect affordance. tvOS deliberately gets NEITHER a button (a
@@ -195,6 +207,19 @@ struct StreamHUDView: View {
}
}
#if !os(tvOS)
/// The mute button's wording. macOS names the chord, exactly as its Disconnect button does;
/// iOS/iPadOS spells the action out (the HUD's buttons there carry no shortcuts, even where a
/// hardware keyboard could fire one the Stream menu is that keyboard's surface).
private var micButtonTitle: String {
#if os(macOS)
return model.micMuted ? "Unmute Mic (⌃⌥⇧A)" : "Mute Mic (⌃⌥⇧A)"
#else
return model.micMuted ? "Unmute Microphone" : "Mute Microphone"
#endif
}
#endif
// MARK: - Card metrics
/// The card's inner content padding. Roomier on tvOS the stat text auto-scales for the
@@ -242,6 +267,42 @@ struct StreamHUDView: View {
}
}
#if !os(tvOS)
/// The muted-microphone badge the mute STATE, as opposed to the buttons that flip it. It rides
/// over the stream whenever the mic is muted, INDEPENDENT of the stats overlay (which the user
/// may have cycled off, and which the compact tier reduces to a stat line): "am I muted?" is not a
/// statistic, and a mute you can't see is how people talk to nobody for a minute. Same glass
/// language as the HUD, sized like the start-of-stream banner it shares the bottom edge with.
///
/// It is also a control: tapping it unmutes. That is the guaranteed way back for a touch user who
/// muted with the overlay off, and it costs the badge nothing (it is on screen either way).
struct MicMutedBadge: View {
let onUnmute: () -> Void
var body: some View {
Button(action: onUnmute) {
HStack(spacing: 7) {
Image(systemName: "mic.slash.fill")
.font(.system(size: 13, weight: .semibold))
.foregroundStyle(.red)
Text("Microphone muted")
.font(.geist(12, .medium, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.9))
}
.padding(.horizontal, 14)
.padding(.vertical, 8)
// interactive: the badge IS the tap target, so the glass reacts to press.
.glassBackground(Capsule(), interactive: true)
.contentShape(Capsule())
}
.buttonStyle(.plain)
.environment(\.colorScheme, .dark) // reads over any frame, like the resize overlay
.accessibilityLabel("Microphone muted")
.accessibilityHint("Unmutes the microphone")
}
}
#endif
#if os(iOS)
/// Device display geometry the overlay needs but UIKit doesn't expose publicly.
enum DeviceMetrics {
@@ -10,6 +10,14 @@
// 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.
//
// The trailing Profiles section (design/client-settings-profiles.md §5.2a/§5.4) is the pin manager
// for this controller-first surface: a row per catalog profile opens the pin-to-hosts picker an
// in-place swap of the row list (B peels back, the "one layer" rule GamepadAddHostView set) with
// one toggle row per saved host, writing `StoredHost.pinnedProfileIDs` via HostStore.setPinned.
// Pins are presentation only: never the host's default binding, never the profile itself
// profiles are created and edited in the standard interface (and can't be on tvOS, whose
// per-device catalog the detail strings are honest about).
import PunktfunkKit
import SwiftUI
@@ -21,17 +29,25 @@ import CoreHaptics
struct GamepadSettingsView: View {
@Environment(\.dismiss) private var dismiss
/// The saved-host store the pin picker writes `setPinned` through it and the profile rows
/// count pins from its live hosts. Threaded in from GamepadHomeView like the home screen
/// itself (ContentView owns the instance).
@ObservedObject var store: HostStore
@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.gamepadForwarding) private var gamepadForwarding = true
@AppStorage(DefaultsKey.systemButtons) private var systemButtons = "auto"
@AppStorage(DefaultsKey.guideGesture) private var guideGesture = "auto"
@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 = false
@AppStorage(DefaultsKey.codec) private var codec = "auto"
@AppStorage(DefaultsKey.micEnabled) private var micEnabled = true
@AppStorage(DefaultsKey.echoCancel) private var echoCancel = true
// The overlay tier's raw string (rows tag by rawValue); the absent-key default runs the
// legacy-hudEnabled migration (same pattern as ContentView/SettingsView).
@AppStorage(DefaultsKey.statsVerbosity) private var statsVerbosityRaw
@@ -50,6 +66,10 @@ struct GamepadSettingsView: View {
@AppStorage(DefaultsKey.rumbleOnDevice) private var rumbleOnDevice = false
#endif
@ObservedObject private var gamepads = GamepadManager.shared
/// The profile catalog (ProfileStore.shared, like every other surface that reads it) the
/// Profiles rows re-derive from it each render, so a rename/delete made in the standard
/// interface shows up live.
@ObservedObject private var profiles = ProfileStore.shared
#if os(iOS)
/// `.compact` in a landscape phone window tighter chrome so more rows fit.
@@ -60,6 +80,9 @@ struct GamepadSettingsView: View {
private let compact = false // no size classes on macOS; the sheet is sized generously
#endif
@State private var focusID: String?
/// The pin-to-hosts picker's profile non-nil swaps the row list for one toggle row per
/// saved host (§5.2a); B (Menu on tvOS) peels back to the settings rows.
@State private var pinTarget: StreamProfile?
/// The direction of the last value step (+1 right/forward, -1 left) picks which edge the
/// changed value slides in from, so the animation follows the user's motion.
@State private var lastAdjustDelta = 1
@@ -70,7 +93,7 @@ struct GamepadSettingsView: View {
focusID: $focusID,
onAdjust: { row, delta in adjust(id: row.id, by: delta) },
onActivate: { activate(id: $0.id) },
onBack: { dismiss() }
onBack: { back() }
) { row, focused in
rowView(row, focused: focused)
.frame(maxWidth: GamepadFormMetrics.rowMaxWidth)
@@ -78,7 +101,7 @@ struct GamepadSettingsView: View {
}
.frame(maxWidth: .infinity)
.safeAreaInset(edge: .top, spacing: 0) {
Text("Settings")
Text(title)
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
.foregroundStyle(.white)
.padding(.top, gamepadTitleTopPadding(compact: compact))
@@ -94,11 +117,7 @@ struct GamepadSettingsView: View {
.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"),
])
GamepadHintBar(hints: hints)
}
// Equal distance from the left and bottom edges for the legend pill (see GamepadHomeView).
.padding(.leading, compact ? 12 : 18)
@@ -136,6 +155,48 @@ struct GamepadSettingsView: View {
.accessibilityLabel("Close settings")
}
/// "Settings", or "Pin Work" while the pin picker is up the title is what says which
/// layer the row list currently is.
private var title: String {
pinTarget.map { "Pin “\($0.name)" } ?? "Settings"
}
/// The legend follows the layer: value-editing hints on the settings rows, pin/unpin on the
/// picker where B reads "Back" (it peels to the settings rows, GamepadAddHostView's "one
/// layer" rule), and a hostless picker has nothing to pin, so only Back remains.
private var hints: [GamepadHint] {
guard pinTarget != nil else {
// A dimmed row takes neither, so offering them would be the same lie the row itself
// used to tell only Done remains, and the detail line says what to turn on first.
guard rows.first(where: { $0.id == focusID })?.enabled ?? true else {
return [.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done")]
}
return [
.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"),
]
}
guard !store.hosts.isEmpty else {
return [.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Back")]
}
return [
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Pin / Unpin"),
.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Back"),
]
}
/// B peels one layer: the pin picker back to the settings rows focus returning to the
/// profile row it came from then the screen itself.
private func back() {
if let profile = pinTarget {
pinTarget = nil
focusID = "profile-\(profile.id)"
} else {
dismiss()
}
}
// MARK: - Row rendering
private func rowView(_ row: Row, focused: Bool) -> some View {
@@ -162,7 +223,8 @@ struct GamepadSettingsView: View {
HStack(spacing: 9) {
Image(systemName: "chevron.left")
.font(.system(size: m.chevronFont, weight: .semibold))
.foregroundStyle(.white.opacity(focused ? 0.6 : 0))
.foregroundStyle(
.white.opacity(focused && row.adjustable && row.enabled ? 0.6 : 0))
// Keyed by the value so a change slides the new option in instead of
// hard-swapping the string a QUIET horizontal slip following the user's
// motion (a right-step enters from the right), crossfading over ~14 pt.
@@ -183,9 +245,13 @@ struct GamepadSettingsView: View {
.animation(.smooth(duration: 0.22), value: row.value)
Image(systemName: "chevron.right")
.font(.system(size: m.chevronFont, weight: .semibold))
.foregroundStyle(.white.opacity(focused ? 0.6 : 0))
.foregroundStyle(
.white.opacity(focused && row.adjustable && row.enabled ? 0.6 : 0))
}
}
// Contents only the glass and border below stay at full strength, so a dimmed row
// still reads as a row you can sit on (which you can: its detail is the point).
.opacity(row.enabled ? 1 : 0.45)
.padding(.horizontal, m.rowHPad)
.padding(.vertical, m.rowVPad)
// Every row is Liquid Glass; the focused one takes a brand wash and reacts to press.
@@ -217,6 +283,16 @@ struct GamepadSettingsView: View {
let value: String
/// One-line explanation shown near the hint bar while this row is focused.
let detail: String
/// Whether left/right means anything here false hides the value's chevrons (the
/// Profiles rows navigate, and the placeholder rows do nothing at all).
var adjustable = true
/// Dimmed and inert when false: a row whose meaning depends on another setting that is
/// currently off. It stays in the list and stays FOCUSABLE its `detail` is how the
/// user learns which switch to flip first, and a row that vanished mid-list would
/// shift everything under the cursor. Enforced centrally in `adjust(id:by:)` /
/// `activate(id:)`, not per closure, so no row builder can forget it.
/// (Android's `GpRow.enabled` and `pf-console-ui`'s `RowSpec.enabled` are the twins.)
var enabled = true
/// Left/right step; returns whether the value actually changed (false boundary thud).
let adjust: (Int) -> Bool
/// A cycle forward (wrapping) / flip.
@@ -227,15 +303,20 @@ struct GamepadSettingsView: View {
/// (never on state captured at wire time).
private func adjust(id: String, by delta: Int) -> Bool {
lastAdjustDelta = delta
return rows.first { $0.id == id }?.adjust(delta) ?? false
guard let row = rows.first(where: { $0.id == id }), row.enabled else { return false }
return row.adjust(delta)
}
private func activate(id: String) {
lastAdjustDelta = 1 // A always cycles forward
rows.first { $0.id == id }?.activate()
guard let row = rows.first(where: { $0.id == id }), row.enabled else { return }
row.activate()
}
private var rows: [Row] {
// The pin picker replaces the whole list while it's up same screen, one layer deeper,
// so the focus list's controller wiring (and the tvOS focus engine) carries over as is.
if let profile = pinTarget { return pinRows(for: profile) }
let resolution = resolutionOptions
let refresh = SettingsOptions.refreshRates(including: hz)
.map { (label: "\($0) Hz", tag: $0) }
@@ -316,17 +397,49 @@ struct GamepadSettingsView: View {
id: "mic", icon: "mic", label: "Microphone",
detail: "Send this device's microphone to the host's virtual mic.",
value: $micEnabled),
toggleRow(
id: "echoCancel", icon: "waveform", label: "Echo cancellation",
detail: "Cancel the audio this device plays out of the mic signal — stops "
+ "speaker setups feeding the game back to the host.",
value: $echoCancel),
toggleRow(
id: "padForward", header: "Controller", icon: "gamecontroller",
label: "Forward controllers",
detail: "Send this device's controllers to the host. Turn it off when your "
+ "controller already reaches the host another way — USB passthrough such "
+ "as VirtualHere — so games don't see two of them.",
value: $gamepadForwarding),
// The four rows below only mean something while something is being forwarded, so
// they follow the switch above the same relationship the touch settings draw with
// `.disabled(!effective.gamepadForwarding)`. This screen could not express it until
// `Row.enabled` existed, so it alone left them live and steppable.
choiceRow(
id: "pad", header: "Controller", icon: "gamecontroller", label: "Use controller",
id: "pad", icon: "gamecontroller", label: "Use controller",
detail: "Which pad is forwarded to the host, as player 1.",
options: controllers, current: gamepads.preferredID
options: controllers, current: gamepads.preferredID,
enabled: gamepadForwarding
) { 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
options: SettingsOptions.padTypes, current: gamepadType,
enabled: gamepadForwarding
) { gamepadType = $0 },
choiceRow(
id: "systemButtons", icon: "house.circle", label: "Guide button",
detail: "Where the guide (Xbox/PS) and share presses go while streaming — "
+ "Automatic sends them to the host whenever this device delivers them.",
options: SettingsOptions.systemButtons, current: systemButtons,
enabled: gamepadForwarding
) { systemButtons = $0 },
choiceRow(
id: "guideGesture", icon: "hand.point.up.left", label: "Hold Select for guide",
detail: "Hold Select alone to press the host's guide button — keep holding "
+ "for a Gaming-Mode host's quick-access menu. A tap still goes through.",
options: SettingsOptions.guideGestures, current: guideGesture,
enabled: gamepadForwarding
) { guideGesture = $0 },
choiceRow(
id: "hud", header: "Interface", icon: "chart.bar", label: "Statistics overlay",
@@ -380,7 +493,98 @@ struct GamepadSettingsView: View {
at: at + 1)
}
#endif
return list
return list + profileRows
}
// MARK: - Profiles (§5.2a)
/// The trailing Profiles section: one row per catalog profile, its value how many saved
/// hosts pin it, A opening the pin-to-hosts picker. Read-only beyond that this surface
/// pins and unpins, but profiles are created and edited elsewhere (design §5.4), so
/// left/right is a boundary thud, not an editor.
private var profileRows: [Row] {
guard !profiles.profiles.isEmpty else {
return [Row(
id: "noProfiles", header: "Profiles", icon: "slider.horizontal.3",
label: "No profiles yet", value: "",
detail: emptyCatalogDetail,
adjustable: false,
adjust: { _ in false }, activate: {})]
}
return profiles.profiles.enumerated().map { i, profile in
let pins = store.hosts
.filter { ($0.pinnedProfileIDs ?? []).contains(profile.id) }.count
return Row(
id: "profile-\(profile.id)", header: i == 0 ? "Profiles" : nil,
icon: "slider.horizontal.3", label: profile.name,
value: pins == 0 ? "Not pinned" : "Pinned to \(pins) host\(pins == 1 ? "" : "s")",
detail: profileDetail,
adjustable: false,
adjust: { _ in false },
activate: {
// Focus lands on the picker's first row the focus list's reconcile
// follows this id when the row set swaps underneath it.
focusID = store.hosts.first.map { "pinHost-\($0.id.uuidString)" } ?? "noHosts"
pinTarget = profile
})
}
}
/// The pin-to-hosts picker: one toggle row per SAVED host, sharing the settings rows'
/// toggle semantics (left = unpin, right = pin, A flips; asking for the state it's in is a
/// boundary thud). Writes ride `HostStore.setPinned` pin appends, unpin removes and
/// NEVER the host's default binding (`profileID`): a pin is presentation only (§5.2a).
private func pinRows(for profile: StreamProfile) -> [Row] {
guard !store.hosts.isEmpty else {
return [Row(
id: "noHosts", icon: "desktopcomputer", label: "No saved hosts yet",
value: "",
detail: "Pair with a host first, then pin this profile to it.",
adjustable: false,
adjust: { _ in false }, activate: {})]
}
return store.hosts.map { host in
let hostID = host.id
let pinned = (host.pinnedProfileIDs ?? []).contains(profile.id)
return Row(
id: "pinHost-\(hostID.uuidString)", icon: "desktopcomputer",
label: host.displayName,
value: pinned ? "Pinned" : "Off",
detail: "A pinned profile appears as its own card on the host — one press "
+ "connects with it.",
adjust: { delta in
let target = delta > 0
guard pinned != target else { return false }
store.setPinned(hostID, profileID: profile.id, pinned: target)
return true
},
activate: { store.setPinned(hostID, profileID: profile.id, pinned: !pinned) })
}
}
/// The profile rows' explainer. tvOS gets its own: the catalog is per-device (the App Group
/// suite nothing syncs it) and tvOS has no profile editor at all (§5.4), so pointing a TV
/// user at a "standard interface" would promise profiles that can never arrive there.
private var profileDetail: String {
#if os(tvOS)
return "Pin this profile to a host and it appears as its own card on the home screen — "
+ "one press connects with it."
#else
return "Pin this profile to a host and it appears as its own card — one press connects "
+ "with it. Profiles are created and edited in Punktfunk's standard interface."
#endif
}
/// What the empty catalog's placeholder explains again honest on tvOS, where profiles
/// cannot be created (on the device or anywhere that would reach its per-device catalog).
private var emptyCatalogDetail: String {
#if os(tvOS)
return "Profiles bundle stream settings for different uses. Creating them isn't "
+ "available on Apple TV yet."
#else
return "Profiles bundle stream settings for different uses. Create them in Punktfunk's "
+ "standard interface, then pin them here as one-press connect cards."
#endif
}
/// Resolution choices as "WxH" tags the current size is inserted when it's a custom mode
@@ -406,13 +610,15 @@ struct GamepadSettingsView: View {
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
options: [(label: String, tag: T)], current: T, enabled: Bool = true,
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,
enabled: enabled,
adjust: { delta in
// Unknown current value: snap to the first option on any step.
guard let index else {
@@ -433,12 +639,13 @@ struct GamepadSettingsView: View {
private func toggleRow(
id: String, header: String? = nil, icon: String, label: String, detail: String,
value: Binding<Bool>
value: Binding<Bool>, enabled: Bool = true
) -> Row {
Row(
id: id, header: header, icon: icon, label: label,
value: value.wrappedValue ? "On" : "Off",
detail: detail,
enabled: enabled,
adjust: { delta in
// Directional semantics: left = off, right = on; a no-op reads as a boundary.
let target = delta > 0
@@ -34,6 +34,22 @@ enum SettingsOptions {
("DualShock 4", 4),
]
/// System-button routing (the cross-client `system_buttons` key): where the guide
/// (Xbox/PS) and share presses land while streaming. Auto = forward on Apple.
static let systemButtons: [(label: String, tag: String)] = [
("Automatic", "auto"),
("Send to host", "forward"),
("This device", "local"),
]
/// The hold-Select guide gesture (the cross-client `guide_gesture` key). Auto = on
/// everywhere but macOS.
static let guideGestures: [(label: String, tag: String)] = [
("Automatic", "auto"),
("On", "on"),
("Off", "off"),
]
static let hudPlacements: [(label: String, tag: String)] =
HUDPlacement.allCases.map { ($0.label, $0.rawValue) }
@@ -98,6 +98,10 @@ enum SettingsFields {
.init(name: "mic_enabled", key: DefaultsKey.micEnabled,
overlay: \.micEnabled, effective: \.micEnabled)
}
static var echoCancel: SettingsField<Bool> {
.init(name: "echo_cancel", key: DefaultsKey.echoCancel,
overlay: \.echoCancel, effective: \.echoCancel)
}
static var touchMode: SettingsField<String> {
.init(name: "touch_mode", key: DefaultsKey.touchMode,
overlay: \.touchMode, effective: \.touchMode)
@@ -118,6 +122,18 @@ enum SettingsFields {
.init(name: "gamepad", key: DefaultsKey.gamepadType,
overlay: \.gamepadType, effective: \.gamepadType)
}
static var gamepadForwarding: SettingsField<Bool> {
.init(name: "gamepad_forwarding", key: DefaultsKey.gamepadForwarding,
overlay: \.gamepadForwarding, effective: \.gamepadForwarding)
}
static var systemButtons: SettingsField<String> {
.init(name: "system_buttons", key: DefaultsKey.systemButtons,
overlay: \.systemButtons, effective: \.systemButtons)
}
static var guideGesture: SettingsField<String> {
.init(name: "guide_gesture", key: DefaultsKey.guideGesture,
overlay: \.guideGesture, effective: \.guideGesture)
}
static var statsVerbosity: SettingsField<String> {
.init(name: "stats_verbosity", key: DefaultsKey.statsVerbosity,
overlay: \.statsVerbosity, effective: \.statsVerbosity)
@@ -175,7 +191,9 @@ extension SettingsView {
base.compositor = compositor
base.audioChannels = audioChannels
base.micEnabled = micEnabled
base.echoCancel = echoCancel
base.gamepadType = gamepadType
base.gamepadForwarding = gamepadForwarding
base.statsVerbosity = statsVerbosityRaw
base.fullscreenWhileStreaming = fullscreenWhileStreaming
base.presentPriority = presentPriority
@@ -581,6 +581,10 @@ extension SettingsView {
field: "mic_enabled") {
Toggle("Send microphone to the host", isOn: scoped(SettingsFields.micEnabled))
}
described(echoCancelCaption, field: "echo_cancel") {
Toggle("Echo cancellation", isOn: scoped(SettingsFields.echoCancel))
.disabled(!effective.micEnabled)
}
#if os(macOS)
if !inProfileScope {
Picker("Microphone", selection: $micUID) {
@@ -619,10 +623,33 @@ extension SettingsView {
}
}
/// Honest about the macOS escape hatch: the voice processor only follows the system
/// default devices, so hand-picked endpoints silently keep the raw path (see
/// SessionAudio's topology note) better said here than discovered mid-call.
private var echoCancelCaption: String {
let base = "Voice processing cancels the audio this device plays out of the mic "
+ "signal, so a speaker setup doesn't feed the game back to the host."
#if os(macOS)
return base + " Follows the system default devices — a hand-picked speaker, "
+ "microphone or input channel streams the raw mic instead."
#else
return base
#endif
}
// MARK: - Controllers
@ViewBuilder var controllersSection: some View {
Section {
// The master switch, above everything it governs. Profileable, so it renders in
// both scopes: a "Work" profile can decline to forward what "Game" forwards.
described("Sends controllers connected to this device to the host. Turn it off when "
+ "your controller already reaches the host another way — USB passthrough such "
+ "as VirtualHere, or a pad plugged into the host itself — so games don't see "
+ "two of them.",
field: "gamepad_forwarding") {
Toggle("Forward controllers", isOn: scoped(SettingsFields.gamepadForwarding))
}
// Which physical pad this device forwards, and what its own haptics do, are facts
// about THIS device (tier G) only the virtual pad the host creates is profileable.
if !inProfileScope {
@@ -641,6 +668,7 @@ extension SettingsView {
Text(option.label).tag(option.tag)
}
}
.disabled(!effective.gamepadForwarding)
}
}
described("The virtual pad created on the host. Automatic matches your controller "
@@ -651,6 +679,30 @@ extension SettingsView {
Text(option.label).tag(option.tag)
}
}
.disabled(!effective.gamepadForwarding)
}
described("Where the guide (Xbox/PS) and share presses go while streaming. "
+ "Automatic sends them to the host whenever this device delivers them "
+ "— the hold-Select gesture below reaches the host regardless.",
field: "system_buttons") {
Picker("Guide button", selection: scoped(SettingsFields.systemButtons)) {
Text("Automatic").tag("auto")
Text("Send to host").tag("forward")
Text("This device").tag("local")
}
.disabled(!effective.gamepadForwarding)
}
described("Hold Select on its own to press the host's guide button — keep "
+ "holding for a Gaming-Mode host's quick-access menu. A Select tap still "
+ "goes through, slightly delayed. Automatic arms it wherever the real "
+ "button can't reach the host (this device reserves it).",
field: "guide_gesture") {
Picker("Hold Select for guide", selection: scoped(SettingsFields.guideGesture)) {
Text("Automatic").tag("auto")
Text("On").tag("on")
Text("Off").tag("off")
}
.disabled(!effective.gamepadForwarding)
}
#if os(iOS)
// iPhone only in practice: hidden where the device itself can't play haptics (iPad).
@@ -49,6 +49,7 @@ struct SettingsView: View {
@AppStorage(DefaultsKey.renderScale) var renderScale = 1.0
@AppStorage(DefaultsKey.compositor) var compositor = 0
@AppStorage(DefaultsKey.gamepadType) var gamepadType = 0
@AppStorage(DefaultsKey.gamepadForwarding) var gamepadForwarding = true
@AppStorage(DefaultsKey.bitrateKbps) var bitrateKbps = 0
@AppStorage(DefaultsKey.presentPriority) var presentPriority =
SettingsOptions.presentPriorityDefault
@@ -65,6 +66,7 @@ struct SettingsView: View {
@AppStorage(DefaultsKey.libraryEnabled) var libraryEnabled = true
@AppStorage(DefaultsKey.fullscreenWhileStreaming) var fullscreenWhileStreaming = true
@AppStorage(DefaultsKey.micEnabled) var micEnabled = true
@AppStorage(DefaultsKey.echoCancel) var echoCancel = true
@AppStorage(DefaultsKey.audioChannels) var audioChannels = 2
@AppStorage(DefaultsKey.codec) var codec = "auto"
// The overlay tier's raw string (the pickers tag by rawValue); the absent-key default runs
@@ -191,6 +191,12 @@ final class HostStore: ObservableObject {
private func persist() {
#if DEBUG
// The screenshot harness fills a store with mock hosts (ShotMock) purely to render a
// scene. On a dev Mac that store is the SAME App-Group suite the real app reads, so
// persisting would replace the tester's saved hosts with "Battlestation" & co.
if ScreenshotMode.isActive { return }
#endif
if let data = try? JSONEncoder().encode(hosts) {
defaults.set(data, forKey: Self.key)
}
@@ -20,7 +20,14 @@ final class ProfileStore: ObservableObject {
static let shared = ProfileStore()
@Published private(set) var catalog: ProfileCatalog {
didSet { catalog.save() }
didSet {
#if DEBUG
// Shot mode seeds this SINGLETON with mock profiles to populate the host cards.
// Saving would write them into the tester's real catalog see HostStore.persist().
if ScreenshotMode.isActive { return }
#endif
catalog.save()
}
}
var profiles: [StreamProfile] { catalog.profiles }
@@ -33,6 +40,14 @@ final class ProfileStore: ObservableObject {
id.flatMap { catalog.profile(id: $0) }
}
#if DEBUG
/// Shot-mode seed: replace the catalog outright so a capture shows a known set of profiles
/// rather than the tester's. Safe because `didSet` suppresses the write-back in shot mode.
func debugSet(_ profiles: [StreamProfile]) {
catalog = ProfileCatalog(profiles: profiles)
}
#endif
/// This host's default profile, dangling ids dropped a deleted profile resolves as "Default
/// settings", never an error (§4.4).
func binding(for host: StoredHost) -> StreamProfile? { catalog.binding(for: host) }
@@ -109,7 +109,7 @@ struct PairSheet: View {
#endif
TextField(
"Client name", text: $clientName,
prompt: Text("How the host lists this Mac"))
prompt: Text(Self.clientNamePrompt))
#if os(tvOS)
.labelsHidden() // prefilled tvOS floats the label off-center
#endif
@@ -184,6 +184,16 @@ struct PairSheet: View {
#endif
}
/// The field prompt names the device you are actually on it said "this Mac" on every
/// platform, which on an iPhone is simply wrong.
private static var clientNamePrompt: String {
#if os(macOS)
"How the host lists this Mac"
#else
"How the host lists this device"
#endif
}
private func runCeremony() {
busy = true
errorText = nil
@@ -229,3 +239,24 @@ struct PairSheet: View {
}
}
}
#if DEBUG
extension PairSheet {
/// Screenshot-harness seed (`ShotScenes`). A capture of the untouched sheet shows an empty PIN
/// field, a DISABLED "Pair & Connect", and because the client name defaults to the device's
/// own whatever the capture simulator happens to be called (`pf-shot-iphone-6.9` reached App
/// Store Connect that way). Seeding both fields captures the ceremony as a user meets it,
/// mid-entry, with a live primary button.
///
/// An extension so `PairSheet` keeps its memberwise initialiser, and THIS file so it can reach
/// the private state.
init(
host: StoredHost, shotPIN: String, shotClientName: String,
onPaired: @escaping (Data) -> Void
) {
self.init(host: host, onPaired: onPaired)
_pin = State(initialValue: shotPIN)
_clientName = State(initialValue: shotClientName)
}
}
#endif
@@ -3,28 +3,66 @@ import os
/// SPSC-ish jitter ring (interleaved float, `channels` per frame), drain thread render
/// callback. The unfair lock is held for microseconds; fine at render-callback rates. Priming:
/// reads return silence until enough is buffered (at least `prefill`, and at least one
/// reads return silence until enough is buffered (at least the target, and at least one
/// packet more than the device's render quantum large-buffer devices would otherwise
/// chronically out-demand the prefill and oscillate prime dropout re-prime), and an
/// underrun re-primes, concealing jitter as one short dip instead of sustained crackle.
/// chronically out-demand the prefill and oscillate prime dropout re-prime).
/// All counts stay whole frames (multiples of `channels`), so the interleave can never slip.
///
/// **Drift correction.** Both ends run at 48 kHz but on different crystals, so backlog from a
/// network stall or plain host-vs-DAC skew never drains on its own: without correction one 300 ms
/// hiccup leaves audio 300 ms behind video for the rest of the session. This used to be handled by
/// a `highWater` shed that dropped a whole `2 × prefill` at once its own comment called that "one
/// audible blip". It is now the same two-stage scheme the Rust clients share
/// (`punktfunk_core::audio::JitterPolicy`): a slow depth average that sits above target for a
/// sustained window sheds ONE 5 ms frame with a crossfade, and the hard cap is only a backstop.
/// Keep the constants here in step with `JitterTuning.COREAUDIO`.
final class AudioRing: @unchecked Sendable {
/// Mirrors `JitterTuning::COREAUDIO` see that type for the rationale.
private static let targetMS = 20
private static let headroomMS = 30
private static let hardCapMS = 90
private static let deprimeAfter = 4
/// The protocol's frame: the shed unit, and the slack added over a large device quantum.
private static let frameMS = 5
/// Depth average must exceed target by this before drift correction fires the middle of the
/// headroom band, so the smooth shed always gets its chance BEFORE the hard cap trims.
private static let shedExcessMS = 15
/// and must stay there for this much consumed audio. Long, because a shed is the only thing
/// here a listener could notice; it must never fire on a transient.
private static let shedSustainMS = 2_000
private static let crossfadeMS = 2
/// Time constant of the depth average.
private static let ewmaTauMS = 1_000
private var buf: [Float]
private var readIdx = 0
private var writeIdx = 0
private var primed = false
private var renderQuantum = 0
private let prefill: Int
private let highWater: Int
private var emptyReads = 0
private var depthAvg: Double = 0
private var overRun = 0
/// Reported, not acted on: short reads that actually starved the callback, and smooth drift
/// corrections. A rising underrun count means the ring is being starved (network or CPU),
/// which is a different problem from the depth being wrong.
private var underrunCount = 0
private var shedCount = 0
private let channels: Int
private let perMS: Int
private let lock = OSAllocatedUnfairLock()
/// `capacity`/`prefill` in samples (interleaved `channels` per frame, both whole frames).
init(capacity: Int, prefill: Int, channels: Int) {
/// `capacity` in samples (interleaved `channels` per frame, a whole number of frames).
/// The de-jitter depth is the ring's own business (`targetMS`), not a caller's prefill.
init(capacity: Int, channels: Int) {
buf = [Float](repeating: 0, count: capacity)
self.prefill = prefill
self.channels = channels
highWater = prefill * 4
perMS = 48 * channels
}
/// Live target depth in interleaved samples, lifted so it can always serve one device quantum
/// plus a packet (a large-buffer device cannot sustain a target below its own quantum).
private var target: Int {
max(Self.targetMS * perMS, renderQuantum + Self.frameMS * perMS)
}
func write(_ samples: UnsafePointer<Float>, count: Int) {
@@ -42,12 +80,12 @@ final class AudioRing: @unchecked Sendable {
buf[(writeIdx + i) % capacity] = samples[i]
}
writeIdx += count
// Latency clamp: both ends run at 48 kHz, so backlog from a network stall (or
// creeping host-vs-DAC clock skew) never drains on its own without this, one
// 300 ms hiccup leaves audio 300 ms behind video for the rest of the session.
// Shedding down to 2× prefill costs one audible blip instead.
if writeIdx - readIdx > highWater {
readIdx = writeIdx - prefill * 2
// Backstop only: the smooth shed in `read` is what normally holds the depth down.
let cap = min(target + Self.headroomMS * perMS, Self.hardCapMS * perMS)
if writeIdx - readIdx > cap {
readIdx = writeIdx - cap
depthAvg = Double(cap)
overRun = 0
}
}
@@ -57,16 +95,37 @@ final class AudioRing: @unchecked Sendable {
defer { lock.unlock() }
renderQuantum = max(renderQuantum, count)
let available = writeIdx - readIdx
// Depth average, weighted by the callback size so its time constant is independent of the
// device quantum.
let alpha = min(1.0, Double(count) / Double(Self.ewmaTauMS * perMS))
depthAvg += (Double(available) - depthAvg) * alpha
if !primed {
// One 5 ms host packet (240 frames × channels) of slack beyond the device's demand.
if available >= max(prefill, renderQuantum + 240 * channels) {
if available >= target {
primed = true
emptyReads = 0
} else {
for i in 0..<count { out[i] = 0 }
return
}
}
let n = min(available, count)
// Drift correction: shed exactly one frame, crossfaded, once the AVERAGE has sat above
// the threshold for the sustain window. Anything shorter is jitter and must be left alone.
if depthAvg > Double(target + Self.shedExcessMS * perMS) {
overRun += count
if overRun >= Self.shedSustainMS * perMS {
overRun = 0
shedOneFrame()
shedCount += 1
depthAvg = Double(writeIdx - readIdx)
}
} else {
overRun = 0
}
let n = min(writeIdx - readIdx, count)
let capacity = buf.count
for i in 0..<n {
out[i] = buf[(readIdx + i) % capacity]
@@ -74,9 +133,63 @@ final class AudioRing: @unchecked Sendable {
readIdx += n
if n < count {
for i in n..<count { out[i] = 0 }
primed = false // underrun re-prime before resuming
// De-prime only after a RUN of short reads: a single transient drain must not
// manufacture a whole target's worth of fresh silence.
emptyReads += 1
underrunCount += 1
if emptyReads >= Self.deprimeAfter { primed = false }
} else {
emptyReads = 0
}
}
/// Drop one protocol frame from the front, linearly crossfading the seam so the correction is
/// inaudible rather than a click. Mirrors `punktfunk_core::audio::crossfade_drop`; caller holds
/// the lock.
private func shedOneFrame() {
let drop = Self.frameMS * perMS
let available = writeIdx - readIdx
guard available > drop else { return }
let fade = min(Self.crossfadeMS * perMS, min(drop, available - drop))
let capacity = buf.count
if fade > 0 {
// The tail of what we discard fades out into the head of what survives.
for i in 0..<fade {
let old = buf[(readIdx + drop - fade + i) % capacity]
let new = buf[(readIdx + drop + i) % capacity]
let t = Float(i + 1) / Float(fade + 1)
buf[(readIdx + drop + i) % capacity] = old * (1 - t) + new * t
}
}
readIdx += drop
}
/// Current buffered depth in milliseconds for the stats overlay and the drain thread's
/// periodic log.
var bufferedMS: Int {
lock.lock()
defer { lock.unlock() }
return (writeIdx - readIdx) / max(perMS, 1)
}
/// One consistent snapshot of the ring's vitals, taken under a single lock so the numbers in
/// a log line describe the same instant. Mirrors what the three Rust clients report.
struct Stats {
let bufferedMS: Int
let targetMS: Int
let underruns: Int
let sheds: Int
}
var stats: Stats {
lock.lock()
defer { lock.unlock() }
return Stats(
bufferedMS: (writeIdx - readIdx) / max(perMS, 1),
targetMS: target / max(perMS, 1),
underruns: underrunCount,
sheds: shedCount)
}
}
/// CoreAudio channel layout for the canonical wire order FL FR FC LFE RL RR [SL SR]. nil for
@@ -1,7 +1,9 @@
// Opus PCM through CoreAudio's built-in codec (kAudioFormatOpus, macOS 10.13+ / iOS
// 11+) no bundled libopus. The host's audio plane is raw Opus packets (48 kHz stereo,
// one frame per packet); AVAudioConverter handles them as single-packet
// AVAudioCompressedBuffers with explicit packet descriptions.
// one frame per packet); the mic uplink is 48 kHz MONO packets (one microphone bus
// the host's decoder upmixes, so duplicating it into a second channel only cost bits).
// AVAudioConverter handles both as single-packet AVAudioCompressedBuffers with explicit
// packet descriptions.
//
// Both classes are single-threaded by contract (one per direction, owned by their
// drain/capture pipelines).
@@ -14,16 +16,16 @@ enum OpusCodecError: Error {
case convertFailed(String)
}
/// 48 kHz stereo float32 interleaved the PCM side of both converters and the layout
/// of the playback ring buffer.
/// 48 kHz stereo float32 interleaved the decoder's PCM side (the host plane's shape).
func opusPCMFormat() -> AVAudioFormat? {
AVAudioFormat(
commonFormat: .pcmFormatFloat32, sampleRate: 48_000, channels: 2, interleaved: true)
}
/// The compressed side: raw Opus, `framesPerPacket` nominal samples per packet at 48 kHz
/// (240 = the host's 5 ms audio plane; 960 = the 20 ms packets the encoder emits).
private func opusFormat(framesPerPacket: UInt32) -> AVAudioFormat? {
/// (240 = the host's 5 ms audio plane; 480 = the 10 ms packets the encoder emits) and
/// `channels` (2 = the host plane, 1 = the mic uplink).
private func opusFormat(framesPerPacket: UInt32, channels: UInt32) -> AVAudioFormat? {
var desc = AudioStreamBasicDescription(
mSampleRate: 48_000,
mFormatID: kAudioFormatOpus,
@@ -31,7 +33,7 @@ private func opusFormat(framesPerPacket: UInt32) -> AVAudioFormat? {
mBytesPerPacket: 0,
mFramesPerPacket: framesPerPacket,
mBytesPerFrame: 0,
mChannelsPerFrame: 2,
mChannelsPerFrame: channels,
mBitsPerChannel: 0,
mReserved: 0)
return AVAudioFormat(streamDescription: &desc)
@@ -45,7 +47,8 @@ final class OpusDecoder {
/// `framesPerPacket`: the sender's packet duration in samples (host audio = 240).
init(framesPerPacket: UInt32) throws {
guard let pcm = opusPCMFormat(), let opus = opusFormat(framesPerPacket: framesPerPacket),
guard let pcm = opusPCMFormat(),
let opus = opusFormat(framesPerPacket: framesPerPacket, channels: 2),
let converter = AVAudioConverter(from: opus, to: pcm)
else { throw OpusCodecError.unavailable }
self.converter = converter
@@ -90,24 +93,43 @@ final class OpusDecoder {
}
final class OpusEncoder {
/// The encoder's packet duration: 960 samples = 20 ms, CoreAudio's default Opus
/// framing. The host's mic service decodes any Opus frame size up to 120 ms.
static let framesPerPacket: AVAudioFrameCount = 960
/// The encoder's packet duration in samples: 480 = 10 ms, halving the packetization
/// latency of the old 20 ms framing. CoreAudio honors it mFramesPerPacket 480/mono
/// creates a converter that truly emits 10 ms CELT packets (TOC config 30), one per
/// 480-frame chunk, verified by inspection of the emitted TOC bytes and per-packet
/// frame accounting. 960 stays as the fallback should an older codec refuse 480.
/// The host's mic service decodes any Opus frame size up to 120 ms, so either is
/// wire-compatible.
let framesPerPacket: AVAudioFrameCount
/// 48 kHz MONO float32 interleaved the uplink carries one microphone bus.
let pcmFormat: AVAudioFormat
private let converter: AVAudioConverter
private let outBuf: AVAudioCompressedBuffer
let pcmFormat: AVAudioFormat
init() throws {
guard let pcm = opusPCMFormat(),
let opus = opusFormat(framesPerPacket: UInt32(Self.framesPerPacket)),
let converter = AVAudioConverter(from: pcm, to: opus)
guard let pcm = AVAudioFormat(
commonFormat: .pcmFormatFloat32, sampleRate: 48_000, channels: 1,
interleaved: true)
else { throw OpusCodecError.unavailable }
converter.bitRate = 96_000
self.converter = converter
self.pcmFormat = pcm
var made: (converter: AVAudioConverter, fpp: AVAudioFrameCount)?
for fpp: AVAudioFrameCount in [480, 960] {
if let opus = opusFormat(framesPerPacket: UInt32(fpp), channels: 1),
let converter = AVAudioConverter(from: pcm, to: opus) {
made = (converter, fpp)
break
}
}
guard let made else { throw OpusCodecError.unavailable }
// 48 kbps: transparent for mono voice the old 96 kbps budget was sized for
// the duplicated-stereo framing this encoder no longer emits.
made.converter.bitRate = 48_000
converter = made.converter
framesPerPacket = made.fpp
pcmFormat = pcm
outBuf = AVAudioCompressedBuffer(
format: opus, packetCapacity: 4, maximumPacketSize: 1500)
format: made.converter.outputFormat, packetCapacity: 4, maximumPacketSize: 1500)
}
/// Encode exactly `framesPerPacket` frames of `pcmFormat` audio; returns the encoded
@@ -5,15 +5,22 @@
// AVAudioSourceNode pulls from the ring (silence on underrun with re-priming, so a
// network gap costs one dip, not permanent crackle).
//
// mic host: a second AVAudioEngine taps the input device, folds it to one mono bus (the
// chosen channel of a multi-channel interface, or a sum of all channels), resamples to 48 kHz
// stereo, slices 20 ms chunks, Opus-encodes, and sendMic()s each packet the host feeds them
// into a virtual PipeWire source.
// mic host: a tap on the input node folds the capture to one mono bus (the chosen channel
// of a multi-channel interface, or a sum of all channels), resamples to 48 kHz mono, slices
// 10 ms chunks, Opus-encodes, and sendMic()s each packet the host feeds them into a
// virtual PipeWire source.
//
// Engine topology. With the mic enabled and echo cancellation on (both defaults), BOTH
// directions run on ONE AVAudioEngine with the system voice processor engaged
// (`setVoiceProcessingEnabled`) AEC needs render and capture on the same unit so it can
// subtract what the speaker is playing from what the mic hears; without it, a loudspeaker
// client feeds the host's own game audio straight back to it (the primary reported echo
// source). The voice processor can only follow the system DEFAULT devices, so explicit
// endpoint choices fall back to the old two-engine topology see `wantsCombined` for the
// exact decision, and `startCapture` for why two engines handle arbitrary device pairs.
//
// Devices are chosen by UID ("" = system default: the engine is then never pinned to a
// concrete device and follows default-device changes). Two engines, not one a single
// AVAudioEngine ties input+output to one aggregate clock, separate engines keep
// arbitrary mic/speaker combinations trivial.
// concrete device and follows default-device changes).
import AVFoundation
import os
@@ -40,7 +47,21 @@ public final class SessionAudio {
private let stateLock = NSLock()
private var playbackEngine: AVAudioEngine?
private var captureEngine: AVAudioEngine?
/// The one engine running BOTH directions when the voice processor is engaged;
/// `playbackEngine`/`captureEngine` stay nil while this is set.
private var combinedEngine: AVAudioEngine?
private var drainStarted = false
/// The mute LATCH: the effective mute the owner last asked for (see `setMicMuted`). Held
/// because the uplink engine can appear LATER than the request the mic permission prompt
/// is answered at the user's leisure, and the engine is built on the grant so a mute set
/// in the meantime must be waiting for it. Applied by whichever start path wins the race.
/// Guarded by `stateLock`, like the engines it applies to.
private var micMuted = false
/// The playback jitter ring created by whichever engine starts playback first and KEPT
/// across an engine rebuild (the permission-grant upgrade in `startEngines` swaps engines,
/// not the ring, so the drain thread never has to be re-pointed). Main-thread confined,
/// like every start path.
private var ring: AudioRing?
#if !os(macOS)
/// AVAudioSession `setCategory`/`setActive` are synchronous and block on the audio server, so
/// they must not run on the main thread (UI stall AVFoundation warns about it). PROCESS-WIDE
@@ -69,11 +90,15 @@ public final class SessionAudio {
/// ASYNCHRONOUS: it activates the AVAudioSession off the main thread, then starts the engines on
/// a later main-queue hop (gated by `!flag.isStopped`) so playback is live shortly after, not
/// on return. The mic may start later still if the permission prompt is pending.
public func start(speakerUID: String, micUID: String, micChannel: Int, micEnabled: Bool) {
/// `echoCancel` picks the engine topology see the header note and `wantsCombined`.
public func start(
speakerUID: String, micUID: String, micChannel: Int, micEnabled: Bool, echoCancel: Bool
) {
#if os(macOS)
// No AVAudioSession on macOS start the engines directly (caller's thread, as before).
startEngines(
speakerUID: speakerUID, micUID: micUID, micChannel: micChannel, micEnabled: micEnabled)
speakerUID: speakerUID, micUID: micUID, micChannel: micChannel,
micEnabled: micEnabled, echoCancel: echoCancel)
#else
// Configure + activate the session OFF the main thread (it blocks on the audio server),
// then start the engines back on the main thread once it's active engine routing/format
@@ -85,7 +110,7 @@ public final class SessionAudio {
guard let self, !self.flag.isStopped else { return }
self.startEngines(
speakerUID: speakerUID, micUID: micUID, micChannel: micChannel,
micEnabled: micEnabled)
micEnabled: micEnabled, echoCancel: echoCancel)
}
}
#endif
@@ -104,6 +129,12 @@ public final class SessionAudio {
try session.setCategory(
.playAndRecord, mode: .default,
options: [.allowBluetoothA2DP, .defaultToSpeaker])
// Uplink latency: ask for 5 ms IO quanta at the wire rate (the default ~10-23 ms
// quantum is most of the mic path's burst latency). Best-effort the hardware
// has the final word (a Bluetooth route will ignore both), and whatever quantum
// is actually granted, the capture tap handles the buffers it gets.
try? session.setPreferredIOBufferDuration(0.005)
try? session.setPreferredSampleRate(48_000)
} else {
try session.setCategory(.playback, mode: .default)
}
@@ -117,32 +148,80 @@ public final class SessionAudio {
}
#endif
/// Build + start the playback engine (and the mic uplink when enabled + authorized). Main
/// thread (engine setup); on iOS/tvOS the session is already active by the time this runs.
/// Build + start the engines combined (voice-processed) or split, per `wantsCombined`
/// with the mic uplink only when enabled + authorized. Main thread (engine setup); on
/// iOS/tvOS the session is already active by the time this runs.
private func startEngines(
speakerUID: String, micUID: String, micChannel: Int, micEnabled: Bool
speakerUID: String, micUID: String, micChannel: Int, micEnabled: Bool, echoCancel: Bool
) {
startPlayback(speakerUID: speakerUID)
#if os(tvOS)
// No app-accessible microphone input on tvOS playback only.
startPlayback(speakerUID: speakerUID)
#else
guard micEnabled else { return }
guard micEnabled else {
startPlayback(speakerUID: speakerUID)
return
}
let combined = wantsCombined(
speakerUID: speakerUID, micUID: micUID, micChannel: micChannel,
echoCancel: echoCancel)
switch AVCaptureDevice.authorizationStatus(for: .audio) {
case .authorized:
startCapture(micUID: micUID, micChannel: micChannel)
if combined {
startCombined(speakerUID: speakerUID, micUID: micUID, micChannel: micChannel)
} else {
startPlayback(speakerUID: speakerUID)
startCapture(micUID: micUID, micChannel: micChannel)
}
case .notDetermined:
// Playback must not wait out the permission prompt (the user answers at their
// leisure) start it now, and on a grant either bolt the capture engine on
// (split) or swap the playback engine for the combined one (the ring and its
// drain thread carry over see `makePlaybackChain`).
startPlayback(speakerUID: speakerUID)
AVCaptureDevice.requestAccess(for: .audio) { [weak self] granted in
DispatchQueue.main.async {
guard let self, granted, !self.flag.isStopped else { return }
self.startCapture(micUID: micUID, micChannel: micChannel)
if combined {
self.stateLock.lock()
let playback = self.playbackEngine
self.playbackEngine = nil
self.stateLock.unlock()
playback?.stop()
self.startCombined(
speakerUID: speakerUID, micUID: micUID, micChannel: micChannel)
} else {
self.startCapture(micUID: micUID, micChannel: micChannel)
}
}
}
default:
startPlayback(speakerUID: speakerUID)
log.warning("microphone access denied — mic uplink disabled (System Settings → Privacy)")
}
#endif
}
#if !os(tvOS)
/// One engine or two: the voice processor requires render + capture on one unit, and that
/// unit can only follow the system DEFAULT devices so echo cancellation gets the combined
/// engine only while nothing is explicitly pinned. On macOS a chosen speaker/mic UID or a
/// picked input channel (the voice processor's capture side is its own mono mix a
/// per-channel pick can't survive it) keeps today's two-engine path, AEC-less but honoring
/// the exact endpoints the user named. On iOS routes are session-managed and the UIDs are
/// ignored, so the toggle alone decides.
private func wantsCombined(
speakerUID: String, micUID: String, micChannel: Int, echoCancel: Bool
) -> Bool {
guard echoCancel else { return false }
#if os(macOS)
return speakerUID.isEmpty && micUID.isEmpty && micChannel == 0
#else
return true
#endif
}
#endif
/// Stop both directions. Safe from any thread; waits the drain thread out ( its
/// poll timeout) so the caller can close the connection right after.
public func stop() {
@@ -152,6 +231,8 @@ public final class SessionAudio {
captureEngine = nil
let playback = playbackEngine
playbackEngine = nil
let combined = combinedEngine
combinedEngine = nil
let wasDraining = drainStarted
drainStarted = false
stateLock.unlock()
@@ -160,6 +241,10 @@ public final class SessionAudio {
capture.stop()
}
playback?.stop()
if let combined {
combined.inputNode.removeTap(onBus: 0)
combined.stop()
}
#if !os(macOS)
// Release the session so audio we interrupted (Music, podcasts) gets its resume cue. Like
// activation, setActive is synchronous/blocking run it on the shared serial session queue
@@ -180,15 +265,38 @@ public final class SessionAudio {
}
}
/// Background keep-alive: silence the mic uplink while backgrounded (privacy no room audio
/// leaves the device) and restore it on return. Pauses/resumes the capture engine; a no-op when
/// there's no uplink (playback-only / tvOS / mic disabled). The audio SESSION stays active for
/// background playback, so iOS may keep showing the recording indicator until a full reconfigure
/// this stops the actual capture, which is the privacy-relevant part. Main thread.
/// Silence the mic uplink (no room audio leaves the device) or restore it. THE one muting
/// mechanism: the owner composes its reasons the user's in-stream mute and the background
/// keep-alive's privacy mute into one effective state and passes that here, so neither can
/// clear the other (see `SessionModel.applyMicMute`).
///
/// Two-engine sessions pause/resume the capture engine; a combined session instead mutes the
/// voice processor's input (playback shares that engine and must keep running, so the engine
/// itself never pauses the mute zeroes the mic at the IO unit, and the tap encodes silence).
/// Local and instant either way: nothing is negotiated with the host, and the packets that do
/// leave carry silence. A no-op when there's no uplink (playback-only / tvOS / mic disabled),
/// except that the state is LATCHED for an uplink that starts later. The audio SESSION stays
/// active for background playback, so iOS may keep showing the recording indicator until a
/// full reconfigure either path stops room audio leaving the device, which is the
/// privacy-relevant part. Main thread.
public func setMicMuted(_ muted: Bool) {
stateLock.lock()
micMuted = muted
let capture = captureEngine
let combined = combinedEngine
stateLock.unlock()
apply(micMuted: muted, capture: capture, combined: combined)
}
/// Push the latched mute onto whichever engine carries the uplink. Split out from
/// `setMicMuted` because the start paths call it too, with the engine they just started
/// that's how a mute requested before the permission grant lands on the engine the grant
/// creates. Never resumes a stopped session's engine.
private func apply(micMuted muted: Bool, capture: AVAudioEngine?, combined: AVAudioEngine?) {
if let combined {
combined.inputNode.isVoiceProcessingInputMuted = muted
return
}
guard let capture else { return }
if muted {
capture.pause()
@@ -199,28 +307,21 @@ public final class SessionAudio {
// MARK: - Playback (host speaker)
private func startPlayback(speakerUID: String) {
/// The playback jitter ring + the source node draining it shared by the plain playback
/// engine and the combined voice-processing engine, and REUSED across an engine rebuild
/// (same session, same ring: the drain thread keeps writing right through the swap). nil
/// when the host's channel layout can't be expressed (already logged). Main thread.
private func makePlaybackChain()
-> (ring: AudioRing, source: AVAudioSourceNode, format: AVAudioFormat)?
{
// Build the playback layout 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 = Int(connection.resolvedAudioChannels)
// 1 s interleaved capacity, ~20 ms prefill (four 5 ms host packets of jitter absorption
// before the first sample plays), both scaled by the channel count.
let ring = AudioRing(
capacity: 48_000 * channels, prefill: 960 * channels, channels: channels)
let engine = AVAudioEngine()
#if os(macOS)
if !speakerUID.isEmpty {
if let dev = AudioDevices.deviceID(forUID: speakerUID),
let unit = engine.outputNode.audioUnit {
if !Self.setDevice(dev, on: unit) {
log.error("could not select speaker \(speakerUID) — using default")
}
} else {
log.warning("speaker \(speakerUID) not present — using default")
}
}
#endif
// 1 s interleaved capacity, scaled by the channel count. The de-jitter depth itself is
// the ring's own business now (`AudioRing.targetMS`, mirroring `JitterTuning::COREAUDIO`)
// rather than a prefill passed in here.
let ring = self.ring ?? AudioRing(capacity: 48_000 * channels, channels: channels)
self.ring = ring
// Engine-native deinterleaved float; the render block deinterleaves from the ring. Surround
// uses an explicit wire-order channel layout; the mixer downmixes to the output device when
@@ -234,7 +335,7 @@ public final class SessionAudio {
}
guard let format else {
log.error("could not build \(channels)-channel audio format — audio disabled")
return
return nil
}
let scratch = ScratchBuffer() // block-owned; freed with the closure
let source = AVAudioSourceNode(format: format) { _, _, frameCount, abl -> OSStatus in
@@ -252,6 +353,24 @@ public final class SessionAudio {
}
return noErr
}
return (ring, source, format)
}
private func startPlayback(speakerUID: String) {
guard let (ring, source, format) = makePlaybackChain() else { return }
let engine = AVAudioEngine()
#if os(macOS)
if !speakerUID.isEmpty {
if let dev = AudioDevices.deviceID(forUID: speakerUID),
let unit = engine.outputNode.audioUnit {
if !Self.setDevice(dev, on: unit) {
log.error("could not select speaker \(speakerUID) — using default")
}
} else {
log.warning("speaker \(speakerUID) not present — using default")
}
}
#endif
engine.attach(source)
engine.connect(source, to: engine.mainMixerNode, format: format)
engine.prepare()
@@ -272,12 +391,19 @@ public final class SessionAudio {
startDrain(into: ring)
}
/// Idempotent the permission-grant engine swap reaches here a second time with the
/// drain thread already feeding the (carried-over) ring.
private func startDrain(into ring: AudioRing) {
stateLock.lock()
if drainStarted {
stateLock.unlock()
return
}
drainStarted = true
stateLock.unlock()
let thread = Thread { [connection, flag, drainDone] in
defer { drainDone.signal() }
var drained = 0
// Decode happens IN-CORE (libopus multistream) AudioToolbox's Opus path is
// stereo-only and is handed back as interleaved f32 PCM in wire channel order.
// Per-iteration autorelease pool: no runloop on this thread (see Stage2Pipeline).
@@ -296,6 +422,17 @@ public final class SessionAudio {
ring.write(base, count: pcm.frameCount * pcm.channels)
}
}
// Periodic vitals (~10 s at the protocol's 5 ms frames). The other three clients
// log buffer depth and underruns; without this an Apple audio report latency or
// dropout arrives with no numbers at all, which is the position every platform
// was in before the 2026-08 audio work.
drained += 1
if drained % 2_000 == 0 {
let s = ring.stats
log.info(
"audio: buffer_ms=\(s.bufferedMS) target_ms=\(s.targetMS) underruns=\(s.underruns) drift_sheds=\(s.sheds)"
)
}
return true
}
}
@@ -308,6 +445,80 @@ public final class SessionAudio {
// MARK: - Mic (mic host)
#if !os(tvOS)
/// One engine, both directions: engage the system voice processor on the shared IO unit
/// (AEC + noise suppression + AGC), hang the playback source off its render side and the
/// mic tap off its capture side. Every failure falls back to a WORKING configuration
/// the split path (no AEC) when the voice processor won't engage, plain playback when the
/// mic chain can't be built a session never loses audio to the echo-cancel feature.
private func startCombined(speakerUID: String, micUID: String, micChannel: Int) {
let engine = AVAudioEngine()
let input = engine.inputNode
do {
// Before anything reads the input's format: the voice processor changes it (often
// to its own mono mix, sometimes at a lower rate) installMicTap reads the format
// AFTER this, so the converter chain adapts to whatever the processor emits.
try input.setVoiceProcessingEnabled(true)
} catch {
log.warning("""
voice processing unavailable (\(error.localizedDescription)) separate \
engines, no echo cancellation
""")
startPlayback(speakerUID: speakerUID)
startCapture(micUID: micUID, micChannel: micChannel)
return
}
// Symmetric enable for the render side; with both directions on one engine the
// input-node enable already covers it, so a refusal here is not a failure.
try? engine.outputNode.setVoiceProcessingEnabled(true)
// This is a game stream, not a call: never duck the host's audio under the outgoing
// voice. .min is the closest to "off" the API offers, and advanced (selective)
// ducking stays off with it.
input.voiceProcessingOtherAudioDuckingConfiguration = .init(
enableAdvancedDucking: false, duckingLevel: .min)
guard let (ring, source, format) = makePlaybackChain() else {
// Playback impossible (logged) keep the uplink alive, as the split path would.
startCapture(micUID: micUID, micChannel: micChannel)
return
}
engine.attach(source)
engine.connect(source, to: engine.mainMixerNode, format: format)
guard installMicTap(on: input, micUID: micUID, micChannel: micChannel) else {
// Mic chain unavailable (logged) keep the session audible on the plain playback
// engine rather than playing through an idle voice processor.
startPlayback(speakerUID: speakerUID)
return
}
engine.prepare()
do {
try engine.start()
} catch {
log.error("combined engine failed to start: \(error.localizedDescription)")
input.removeTap(onBus: 0)
startPlayback(speakerUID: speakerUID) // no echo cancellation beats no audio
return
}
stateLock.lock()
if flag.isStopped {
stateLock.unlock()
input.removeTap(onBus: 0)
engine.stop() // stop() already ran don't strand a started engine (or a hot mic)
return
}
combinedEngine = engine
let muted = micMuted // latched before this engine existed (a mute during the prompt)
stateLock.unlock()
apply(micMuted: muted, capture: nil, combined: engine)
startDrain(into: ring)
log.info("audio engines joined — voice processing (echo cancellation) active")
}
/// The split path: capture on its OWN engine, playback on another the pre-echo-cancel
/// topology, kept verbatim. Two engines, not one a single AVAudioEngine ties
/// input+output to one aggregate clock, separate engines keep arbitrary mic/speaker
/// combinations trivial. That freedom is exactly why the voice processor can't ride this
/// path (AEC needs both directions on one unit) and why explicitly pinned endpoints land
/// here see `wantsCombined`.
private func startCapture(micUID: String, micChannel: Int) {
let engine = AVAudioEngine()
let input = engine.inputNode
@@ -322,11 +533,44 @@ public final class SessionAudio {
}
}
#endif
guard installMicTap(on: input, micUID: micUID, micChannel: micChannel) else { return }
engine.prepare()
do {
try engine.start()
} catch {
log.error("capture engine failed to start: \(error.localizedDescription)")
input.removeTap(onBus: 0)
return
}
stateLock.lock()
if flag.isStopped {
// stop() ran while we were starting (the permission prompt resolves at the
// user's leisure) tear the engine down ourselves, nobody else owns it now.
stateLock.unlock()
input.removeTap(onBus: 0)
engine.stop()
return
}
captureEngine = engine
let muted = micMuted // latched before this engine existed (a mute during the prompt)
stateLock.unlock()
apply(micMuted: muted, capture: engine, combined: nil)
log.info("mic uplink started (\(micUID.isEmpty ? "default input" : micUID))")
}
/// Resolve the input's live format + fold plan, build the monoOpus chain, and install the
/// capture tap on `input` everything mic except engine ownership, shared verbatim by the
/// combined and split topologies. Reads `input.outputFormat(forBus:)` at call time, so the
/// chain follows whatever the node emits: the raw device format, or the voice processor's
/// own mix when that's enabled. False (logged) when no input is usable or the encoder
/// can't be built; the tap is installed on true.
private func installMicTap(
on input: AVAudioInputNode, micUID: String, micChannel: Int
) -> Bool {
let inFormat = input.outputFormat(forBus: 0)
guard inFormat.sampleRate > 0, inFormat.channelCount > 0 else {
log.error("no usable input device — mic uplink disabled")
return
return false
}
// Multi-channel-interface handling. A pro interface exposes N discrete inputs with the mic
@@ -378,22 +622,38 @@ public final class SessionAudio {
#endif
// Encode a single mono bus (folded from `inFormat` in the tap): the resampler goes
// mono@inputSR the encoder's 48 kHz stereo, so it handles both the rate change and the
// monostereo duplication, and the wrong-channel downmix never happens.
// mono@inputSR the encoder's 48 kHz mono, so it handles the rate change and the
// wrong-channel downmix never happens. Mono end to end the host's decoder upmixes,
// so the old duplicate-into-stereo step only cost bits and cycles.
//
// `mono`/`staging` are the per-callback scratch buffers, preallocated HERE (grown only
// if a larger-than-expected device quantum ever arrives) the steady-state tap path
// allocates nothing.
let scratchFrames: AVAudioFrameCount = 8192
let stagingCapacity = { (frames: AVAudioFrameCount) -> AVAudioFrameCount in
AVAudioFrameCount(
(Double(frames) * 48_000 / inFormat.sampleRate).rounded(.up)) + 64
}
guard let monoFormat = AVAudioFormat(
commonFormat: .pcmFormatFloat32, sampleRate: inFormat.sampleRate,
channels: 1, interleaved: false),
let encoder = try? OpusEncoder(),
let resampler = AVAudioConverter(from: monoFormat, to: encoder.pcmFormat),
let chunk = AVAudioPCMBuffer(
pcmFormat: encoder.pcmFormat, frameCapacity: OpusEncoder.framesPerPacket)
pcmFormat: encoder.pcmFormat, frameCapacity: encoder.framesPerPacket),
let monoScratch = AVAudioPCMBuffer(
pcmFormat: monoFormat, frameCapacity: scratchFrames),
let stagingScratch = AVAudioPCMBuffer(
pcmFormat: encoder.pcmFormat, frameCapacity: stagingCapacity(scratchFrames))
else {
log.error("Opus encoder unavailable — mic uplink disabled")
return
return false
}
// Tap-thread-confined state: resample into `staging`, accumulate in `fifo`,
// slice 960-frame chunks for the encoder.
// Tap-thread-confined state: fold into `mono`, resample into `staging`, accumulate in
// `fifo`, slice `framesPerPacket` (10 ms) chunks for the encoder.
var mono = monoScratch
var staging = stagingScratch
var fifo: [Float] = []
fifo.reserveCapacity(48_000)
var seq: UInt32 = 0
@@ -412,14 +672,26 @@ public final class SessionAudio {
var inputPeak: Float = 0
var levelReported = false
input.installTap(onBus: 0, bufferSize: 2048, format: inFormat) { buffer, _ in
// 480 frames = 10 ms, matching the packet duration. Advisory CoreAudio delivers the
// device quantum whatever we ask (the old 2048 request came back as 42.7 ms bursts, most
// of the uplink's latency) but where the system honors it, the tap fires per-packet.
input.installTap(onBus: 0, bufferSize: 480, format: inFormat) { buffer, _ in
if flag.isStopped { return }
let frames = Int(buffer.frameLength)
guard frames > 0, let src = buffer.floatChannelData,
let mono = AVAudioPCMBuffer(
pcmFormat: monoFormat, frameCapacity: buffer.frameLength),
let dst = mono.floatChannelData?[0]
else { return }
guard frames > 0, let src = buffer.floatChannelData else { return }
if frames > Int(mono.frameCapacity) {
// A quantum larger than the scratch (bufferSize is advisory both ways) regrow
// once to the new high-water mark; the steady state stays allocation-free.
guard let biggerMono = AVAudioPCMBuffer(
pcmFormat: monoFormat, frameCapacity: buffer.frameLength),
let biggerStaging = AVAudioPCMBuffer(
pcmFormat: encoder.pcmFormat,
frameCapacity: stagingCapacity(buffer.frameLength))
else { return }
mono = biggerMono
staging = biggerStaging
}
guard let dst = mono.floatChannelData?[0] else { return }
mono.frameLength = buffer.frameLength
// Fold the multi-channel input down to the one mono bus we encode.
@@ -451,11 +723,6 @@ public final class SessionAudio {
}
}
let ratio = 48_000 / inFormat.sampleRate
let outCapacity = AVAudioFrameCount((Double(frames) * ratio).rounded(.up) + 64)
guard let staging = AVAudioPCMBuffer(
pcmFormat: encoder.pcmFormat, frameCapacity: outCapacity)
else { return }
var fed = false
var convError: NSError?
let status = resampler.convert(to: staging, error: &convError) { _, outStatus in
@@ -469,16 +736,20 @@ public final class SessionAudio {
}
guard status != .error, let p = staging.floatChannelData?[0] else { return }
fifo.append(contentsOf: UnsafeBufferPointer(
start: p, count: Int(staging.frameLength) * 2))
start: p, count: Int(staging.frameLength)))
let samplesPerChunk = Int(OpusEncoder.framesPerPacket) * 2
while fifo.count >= samplesPerChunk {
chunk.frameLength = OpusEncoder.framesPerPacket
// Consume whole chunks through a head index, then drop the eaten prefix in ONE
// move of the sub-chunk remainder. The old per-chunk removeFirst memmoved the
// entire backlog for every packet O(n) on the render-adjacent tap thread.
let samplesPerChunk = Int(encoder.framesPerPacket)
var head = 0
while fifo.count - head >= samplesPerChunk {
chunk.frameLength = encoder.framesPerPacket
fifo.withUnsafeBufferPointer { src in
chunk.floatChannelData![0].update(
from: src.baseAddress!, count: samplesPerChunk)
from: src.baseAddress! + head, count: samplesPerChunk)
}
fifo.removeFirst(samplesPerChunk)
head += samplesPerChunk
guard let packets = try? encoder.encode(chunk) else { continue }
for packet in packets {
connection.sendMic(
@@ -486,28 +757,9 @@ public final class SessionAudio {
seq &+= 1
}
}
if head > 0 { fifo.removeFirst(head) } // keeps capacity no realloc
}
engine.prepare()
do {
try engine.start()
} catch {
log.error("capture engine failed to start: \(error.localizedDescription)")
input.removeTap(onBus: 0)
return
}
stateLock.lock()
if flag.isStopped {
// stop() ran while we were starting (the permission prompt resolves at the
// user's leisure) tear the engine down ourselves, nobody else owns it now.
stateLock.unlock()
input.removeTap(onBus: 0)
engine.stop()
return
}
captureEngine = engine
stateLock.unlock()
log.info("mic uplink started (\(micUID.isEmpty ? "default input" : micUID))")
return true
}
/// Fold `channels` of input (`floatChannelData` layout: `interleaved` one buffer strided by
@@ -59,6 +59,9 @@ public final class HostDiscovery: ObservableObject {
/// Start browsing `_punktfunk._udp`. Idempotent a second call while live is a no-op.
public func start() {
#if DEBUG
guard !debugPinned else { return } // a seeded advert set outranks the live LAN
#endif
guard browser == nil else { return }
let browser = NWBrowser(
for: .bonjourWithTXTRecord(type: "_punktfunk._udp", domain: nil),
@@ -92,6 +95,35 @@ public final class HostDiscovery: ObservableObject {
for conn in connections.values { conn.cancel() }
}
#if DEBUG
/// A seeded advert set is in force `start()` must not replace it with the live browse.
private var debugPinned = false
/// Screenshot/preview seam, the discovery counterpart to `HostWaker.debugSet`: publish a FIXED
/// set of adverts and keep browsing off. Without it a capture shows whatever happens to be on
/// the machine's LAN the App Store screenshots shipped a stranger's hostname more than once
/// and every mock host reads Offline because nothing advertises it.
public func debugSet(_ adverts: [DiscoveredHost]) {
stop()
debugPinned = true
hosts = adverts
}
/// Builds one advert. `DiscoveredHost`'s memberwise init is internal (a public struct's is), and
/// making it public would expose a wire-shaped model's construction to every consumer just to
/// serve the harness.
public static func debugAdvert(
id: String, name: String, host: String, port: UInt16 = 9777,
fingerprintHex: String? = nil, requiresPairing: Bool = false, allowsTofu: Bool = true,
macAddresses: [String] = [], osChain: String = ""
) -> DiscoveredHost {
DiscoveredHost(
id: id, name: name, host: host, port: port, fingerprintHex: fingerprintHex,
requiresPairing: requiresPairing, allowsTofu: allowsTofu,
macAddresses: macAddresses, osChain: osChain)
}
#endif
private func restart() {
stop()
start()
@@ -12,7 +12,7 @@ import GameController
public final class ControllerTester: ObservableObject {
// `.manual`: the panel's toggles hold a level until changed no session wire refreshes
// exist here to keep the renderer's staleness watchdog fed.
private let renderer = RumbleRenderer(policy: .manual)
private let renderer = RumbleRenderer()
private weak var controller: GCController?
/// The rumble backend now in use "DualSense HID · USB/Bluetooth", "CoreHaptics", or ""
@@ -21,8 +21,12 @@ import os
private let log = Logger(subsystem: "io.unom.punktfunk", category: "gamepad")
/// Opens the first connected Sony DualSense and forwards motor rumble to it over raw HID.
/// Single-pad model (we forward exactly one controller), so the first match is the right one.
/// Opens one connected Sony DualSense and forwards motor rumble to it over raw HID.
///
/// A caller that owns a particular pad passes the location id it wants (see
/// `open(preferringLocationID:)`); the renderer takes that from the `GCController` it is bound to,
/// so with two DualSenses attached each renderer drives its own device. Without a preference the
/// lowest location id wins an arbitrary but *stable* choice, where `Set.first` was neither.
final class DualSenseHID {
private let manager: IOHIDManager
private var device: IOHIDDevice?
@@ -43,9 +47,57 @@ final class DualSenseHID {
deinit { close() }
/// Find and open the first connected DualSense. Returns false if none is present or it can't
/// be opened (caller then falls back to CoreHaptics).
func open() -> Bool {
/// The IOKit location id of the device this instance opened the handle a caller correlates
/// with its `GCController`. `nil` until a successful `open`.
private(set) var locationID: UInt32?
/// A device's location id, or `nil` if IOKit does not report one.
static func locationID(of dev: IOHIDDevice) -> UInt32? {
IOHIDDeviceGetProperty(dev, kIOHIDLocationIDKey as CFString) as? UInt32
}
/// Every connected DualSense/Edge, by location id what a caller pairs against its controllers.
static func attachedLocationIDs() -> [UInt32] {
let mgr = IOHIDManagerCreate(kCFAllocatorDefault, IOOptionBits(kIOHIDOptionsTypeNone))
let matches = productIDs.map { pid in
[kIOHIDVendorIDKey: vendorSony, kIOHIDProductIDKey: pid] as CFDictionary
}
IOHIDManagerSetDeviceMatchingMultiple(mgr, matches as CFArray)
guard IOHIDManagerOpen(mgr, IOOptionBits(kIOHIDOptionsTypeNone)) == kIOReturnSuccess else {
return []
}
defer { IOHIDManagerClose(mgr, IOOptionBits(kIOHIDOptionsTypeNone)) }
let devices = IOHIDManagerCopyDevices(mgr) as? Set<IOHIDDevice> ?? []
return devices.compactMap(locationID(of:)).sorted()
}
/// Which attached device to drive, as an index into `ids` the whole selection rule, pure so
/// it can be tested without an `IOHIDDevice` (which cannot be constructed).
///
/// `IOHIDManagerCopyDevices` returns an unordered `Set`, so the previous `Set.first` was not
/// merely arbitrary it can differ between two calls in one process. With two DualSenses that
/// made each renderer's paddevice binding a coin flip: both could land on the same device
/// (one pad's rumble coming out of the other, and the two per-instance write dedupes fighting
/// over it) or split by luck. An explicit location id makes the binding deterministic; the
/// lowest-id fallback at least makes it stable. `nil` ids sort last so a device IOKit cannot
/// place never displaces one it can.
static func preferredIndex(among ids: [UInt32?], preferring wanted: UInt32?) -> Int? {
if let wanted, let hit = ids.firstIndex(where: { $0 == wanted }) { return hit }
return ids.indices.min { (ids[$0] ?? .max) < (ids[$1] ?? .max) }
}
/// Pick the device to drive from everything attached (see [`preferredIndex`]).
static func pick(_ devices: Set<IOHIDDevice>, preferring wanted: UInt32?) -> IOHIDDevice? {
let ordered = Array(devices)
guard let i = preferredIndex(among: ordered.map(locationID(of:)), preferring: wanted) else {
return nil
}
return ordered[i]
}
/// Find and open a connected DualSense, preferring the one at `preferredLocationID`. Returns
/// false if none is present or it can't be opened (caller then falls back to CoreHaptics).
func open(preferringLocationID preferred: UInt32? = nil) -> Bool {
let matches = Self.productIDs.map { pid in
[kIOHIDVendorIDKey: Self.vendorSony, kIOHIDProductIDKey: pid] as CFDictionary
}
@@ -55,13 +107,21 @@ final class DualSenseHID {
return false
}
guard let devices = IOHIDManagerCopyDevices(manager) as? Set<IOHIDDevice>,
let dev = devices.first
let dev = Self.pick(devices, preferring: preferred)
else {
log.info("rumble: no DualSense HID device found — falling back to CoreHaptics")
IOHIDManagerClose(manager, IOOptionBits(kIOHIDOptionsTypeNone))
return false
}
device = dev
locationID = Self.locationID(of: dev)
if let preferred, locationID != preferred {
// Not fatal one pad still gets rumble but with two pads attached it means this
// renderer is driving the wrong one, and it is invisible without the log line.
log.error(
"rumble: wanted DualSense at location \(preferred, privacy: .public) but opened \(self.locationID.map(String.init) ?? "unknown", privacy: .public)"
)
}
let transport = IOHIDDeviceGetProperty(dev, kIOHIDTransportKey as CFString) as? String
bluetooth = transport?.lowercased().contains("bluetooth") ?? false
log.info("rumble: DualSense raw-HID rumble active (transport=\(self.transport, privacy: .public))")
@@ -70,8 +130,16 @@ final class DualSenseHID {
/// Drive the motors. `low` = left/heavy (low-frequency), `high` = right/light (high-frequency),
/// each 0...255. (0, 0) stops.
func rumble(low: UInt8, high: UInt8) {
guard let dev = device else { return }
///
/// Returns whether the write reached the device. The caller needs this: it used to be logged
/// and swallowed, so a failed write still counted as a successful render. That matters most
/// for a **stop**, which has nothing behind it the renderer stamps its write clock even on
/// failure, the keepalive re-write only fires for non-zero levels, and the ticker is cancelled
/// once the target is `(0, 0)`. On USB there is no firmware timeout either, so a swallowed
/// stop left the motors running with nothing scheduled to try again.
@discardableResult
func rumble(low: UInt8, high: UInt8) -> Bool {
guard let dev = device else { return false }
let report = bluetooth
? Self.bluetoothReport(low: low, high: high)
: Self.usbReport(low: low, high: high)
@@ -81,7 +149,9 @@ final class DualSenseHID {
}
if rc != kIOReturnSuccess {
log.error("rumble: IOHIDDeviceSetReport failed (0x\(String(format: "%08x", rc), privacy: .public))")
return false
}
return true
}
func close() {
@@ -67,6 +67,17 @@ public final class GamepadCapture {
var axes: [Int32] = [0, 0, 0, 0, 0, 0]
var fingerActive: [Bool] = [false, false]
var lastMotionNs: UInt64 = 0
// Hold-Selectguide gesture state (pf-client-core's `SelectGesture`, adapted to
// this class's mask-diff model): a Select pressed ALONE is held out of the mask
// until it resolves into a tap (delivered on release) or past `guideHold` a
// synthetic guide, down until release.
var selectPending = false
var selectAsGuide = false
/// A delivered tap's release is owed (`tapTimer` scheduled) its down went out
/// outside `buttons`, so `flush` must know to lift it.
var tapReleaseOwed = false
var gestureTimer: Timer?
var tapTimer: Timer?
init(controller: GCController, pad: UInt32, pref: PunktfunkConnection.GamepadType) {
self.controller = controller
self.pad = pad
@@ -87,10 +98,29 @@ public final class GamepadCapture {
/// `onDisconnectRequest`; the chord keeps forwarding to the host meanwhile (the user is
/// leaving anyway). The desktop clients' quick-press step (leave fullscreen / release
/// capture) has no Apple equivalent worth wiring macOS has Q/D, touch has the HUD.
private static let escapeChord: UInt32 =
/// Internal rather than private only so `GamepadEscapeChordTests` can pin it against
/// `escapeChordElements` below the two must not drift.
static let escapeChord: UInt32 =
GamepadWire.leftShoulder | GamepadWire.rightShoulder | GamepadWire.start | GamepadWire.back
/// `escapeChord`'s four elements by GameController alias the ONLY system gestures claimed
/// while forwarding is off (see `openSlot`). Kept beside the mask it mirrors: change one and
/// change the other, or the chord silently stops reaching us on tvOS. A test asserts the two
/// agree, because the failure is invisible until someone is stuck in a stream on an Apple TV.
static let escapeChordElements = [
GCInputLeftShoulder, GCInputRightShoulder, GCInputButtonMenu, GCInputButtonOptions,
]
/// pf-client-core's `DISCONNECT_HOLD` the same 1.5 s on every client.
private static let disconnectHold: TimeInterval = 1.5
/// pf-client-core's `GUIDE_HOLD`: hold Select alone this long the HOST's guide goes
/// down (until release, so a long hold is the host's long-press a Gaming-Mode
/// host's QAM). The gesture exists because iOS reserves the physical Home press (the
/// Game Overlay; sanctioned opt-out only via the user's iOS 27+ Home-button setting)
/// and tvOS never delivers it at all.
private static let guideHold: TimeInterval = 0.35
/// pf-client-core's `TAP_PRESS`: a held-back Select tap is delivered as a press with
/// its release this far behind back-to-back transitions can fold into nothing in
/// the host's per-pad input fold.
private static let tapPress: TimeInterval = 0.05
private var chordTimer: Timer?
/// Fired ON MAIN once the escape chord has been held `disconnectHold` the session owner
/// disconnects. On tvOS this (plus the Siri Remote's hold-Back) is the ONLY way out of a
@@ -98,9 +128,40 @@ public final class GamepadCapture {
/// gameplay can't end it (see ContentView's tvOS session branch).
public var onDisconnectRequest: (() -> Void)?
public init(connection: PunktfunkConnection, manager: GamepadManager) {
/// Forward this device's controllers to the host at all (`Settings.gamepadForwarding`,
/// default true). Off is for a couch whose controller reaches the host another way USB
/// passthrough such as VirtualHere, or a pad plugged into the host itself where
/// forwarding as well would give the host two pads for one pair of hands.
///
/// Off still opens slots and tracks button state; it just sends nothing (see `wire`). That
/// is deliberate, not laziness: the escape chord is read off the same slots, and on tvOS it
/// is the ONLY controller way out of a stream a session that silently lost its exit
/// because a forwarding preference was off would be a worse bug than the one this fixes.
/// Unlike pf-client-core's slots, GameController claims nothing exclusive, so holding one
/// open costs the host nothing and blocks no passthrough tool.
public let forwarding: Bool
/// The connection, or nil while forwarding is off every wire send goes through this, so
/// "don't forward" is one fact in one place rather than a condition at twelve call sites.
private var wire: PunktfunkConnection? { forwarding ? connection : nil }
/// Forward the raw guide + share/QAM presses (`EffectiveSettings.systemButtonsForward`,
/// default true on Apple where the OS shows its own overlay for them, that's the OS's
/// business; local mode exists for profile parity with the Gaming-Mode clients).
public let systemForward: Bool
/// The hold-Select guide gesture (`EffectiveSettings.guideGestureEnabled` auto = on
/// everywhere but macOS). See `guideHold`.
public let guideGesture: Bool
public init(
connection: PunktfunkConnection, manager: GamepadManager, forwarding: Bool = true,
systemForward: Bool = true, guideGesture: Bool = false
) {
self.connection = connection
self.manager = manager
self.forwarding = forwarding
self.systemForward = systemForward
self.guideGesture = guideGesture
}
public func start() {
@@ -184,11 +245,28 @@ public final class GamepadCapture {
// gesture attached the press is the system's, not the game's. During capture the remote
// session IS the game: the share button must reach the host (e.g. Steam screenshots),
// the PS button must open the host's Steam overlay. Restored to .enabled on close.
for element in c.physicalInputProfile.elements.values {
//
// With forwarding OFF none of that applies no press reaches the host, so taking the
// user's screenshot gesture away buys nothing. NARROWED, not skipped: the escape chord
// is still read off this slot, and on tvOS it is the only controller way out of a
// stream, so the chord's own four elements keep their claim. (Menu especially: leave
// its gesture attached on tvOS and the press is the system's the chord would never
// complete and the session would have no controller exit at all.)
let claimed = forwarding
? Array(c.physicalInputProfile.elements.values)
: Self.escapeChordElements.compactMap { c.physicalInputProfile.elements[$0] }
for element in claimed {
element.preferredSystemGestureState = .disabled
}
// The Home/PS button ( guide; the host maps it to the DualSense PS / Xbox guide bit,
// BTN_MODE on the virtual xpad the Steam-overlay button). Driven DIRECTLY from this
// BTN_MODE on the virtual xpad the Steam-overlay button). On iOS 26 the OS opens its
// Game Overlay for this press regardless of the gesture claim below (the app is
// LSApplicationCategoryType=games, which enrolls it); the sanctioned per-controller
// opt-out is the USER's iOS 27+ Home-button setting. TODO(iOS 27 SDK): read
// `GCControllerHomeButtonSettingsManager` and surface a one-time
// `openControllerHomeButtonSettings(for:)` deep-link so users can hand the button to
// the stream the class is Swift-only and 27.0+, so it needs the Xcode 27 SDK to
// even compile. Until then hold-Select is the reliable route. Driven DIRECTLY from this
// handler's pressed value (not via buttonMask), because the legacy
// `extendedGamepad.buttonHome` is unreliable/often nil even when the physical element
// exists. On tvOS the element is absent (reserved) nil, the whole block no-ops.
@@ -205,8 +283,8 @@ public final class GamepadCapture {
// core re-sends it a few times against datagram loss; an older host ignores it and uses
// the session-default kind. Then wake the host pad (pads are created lazily from the first
// event; a DualSense's UHID handshake + initial lightbar write only start then).
connection.send(.gamepadArrival(pref: slot.pref.rawValue, pad: slot.pad))
connection.send(.gamepadAxis(GamepadWire.axisLSX, value: 0, pad: slot.pad))
wire?.send(.gamepadArrival(pref: slot.pref.rawValue, pad: slot.pad))
wire?.send(.gamepadAxis(GamepadWire.axisLSX, value: 0, pad: slot.pad))
sync(slot, ext)
if let tp = Self.touchpad(ext) {
@@ -217,7 +295,11 @@ public final class GamepadCapture {
MainActor.assumeIsolated { if let self, let slot { self.touch(slot, finger: 1, x: x, y: y) } }
}
}
if let motion = c.motion {
// Motion is wire-only `forwardMotion` has nothing to do with forwarding off, and no
// local feature reads it. Powering the IMU anyway costs the pad real battery (it streams
// gyro + accel continuously over Bluetooth, which is why `closeSlot` is careful to power
// it back down), so with nothing to forward we simply never turn it on.
if forwarding, let motion = c.motion {
if motion.sensorsRequireManualActivation { motion.sensorsActive = true }
motion.valueChangedHandler = { [weak self, weak slot] m in
MainActor.assumeIsolated { if let self, let slot { self.forwardMotion(slot, m) } }
@@ -233,7 +315,7 @@ public final class GamepadCapture {
flush(slot)
// Sent after the flush so the core stamps it with a seq past the zeroing snapshots; the host
// seq-gates it, so a reordered snapshot can't resurrect the removed pad.
connection.send(.gamepadRemove(pad: slot.pad))
wire?.send(.gamepadRemove(pad: slot.pad))
let c = slot.controller
if let ext = c.extendedGamepad {
ext.valueChangedHandler = nil
@@ -271,11 +353,18 @@ public final class GamepadCapture {
// as "changed" otherwise the first stick/button move after a guide press would emit a
// spurious guide-UP while the button is still physically held (and drop the bit from
// `slot.buttons`, swallowing the real release too). `flush`/`allButtons` still release it.
let newButtons = Self.buttonMask(g) | (slot.buttons & GamepadWire.guide)
var raw = Self.buttonMask(g)
// Raw system buttons stay local when passthrough is off: misc1 (share/QAM) is
// masked here, guide is gated at its own handler.
if !systemForward { raw &= ~GamepadWire.misc1 }
// The hold-Select gesture rewrites the mask: a Select pressed alone is held out
// until it resolves (tap on release / synthetic guide past the threshold).
if guideGesture { raw = gestureFiltered(slot, raw) }
let newButtons = raw | (slot.buttons & GamepadWire.guide)
let changed = newButtons ^ slot.buttons
if changed != 0 {
for bit in GamepadWire.allButtons where changed & bit != 0 {
connection.send(.gamepadButton(bit, down: newButtons & bit != 0, pad: slot.pad))
wire?.send(.gamepadButton(bit, down: newButtons & bit != 0, pad: slot.pad))
}
slot.buttons = newButtons
}
@@ -288,21 +377,117 @@ public final class GamepadCapture {
Int32(g.rightTrigger.value * 255),
]
for (i, v) in newAxes.enumerated() where v != slot.axes[i] {
connection.send(.gamepadAxis(UInt32(i), value: v, pad: slot.pad))
wire?.send(.gamepadAxis(UInt32(i), value: v, pad: slot.pad))
slot.axes[i] = v
}
updateEscapeChord()
}
/// The hold-Selectguide state machine over one sync's raw mask (pf-client-core's
/// `SelectGesture` rules): Select pressed ALONE is suppressed while pending; another
/// button joining makes it real (unsuppressed the diff sends its down); released
/// inside `guideHold` it's a tap, delivered out-of-band on release with the release
/// `tapPress` behind; past the threshold `gestureHoldFired` turned it into a synthetic
/// guide, lifted here when Select physically releases.
///
/// One deliberate divergence from the Rust worker: while transformed into a guide the
/// Select stays OUT of `slot.buttons`, so the escape chord doesn't complete on top of
/// an in-flight guide-hold release Select and press the chord plainly instead (the
/// chord's four-at-once press never lingers in pending long enough to be affected).
private func gestureFiltered(_ slot: Slot, _ raw: UInt32) -> UInt32 {
let back = GamepadWire.back
let backDown = raw & back != 0
let othersDown = raw & ~back != 0
if slot.selectAsGuide {
if backDown { return raw & ~back }
slot.selectAsGuide = false
sendGuide(slot, down: false, raw: false)
return raw
}
if slot.selectPending {
if !backDown {
endPending(slot)
deliverTap(slot)
return raw
}
if othersDown {
// A combo after all Select unsuppresses and the diff sends its down.
endPending(slot)
return raw
}
return raw & ~back
}
if backDown, !othersDown, slot.buttons & back == 0 {
// Newly pressed, alone: hold it back. An owed tap release goes out first so
// the host never sees two downs in a row.
if slot.tapReleaseOwed { finishTap(slot) }
slot.selectPending = true
let timer = Timer(timeInterval: Self.guideHold, repeats: false) { [weak self, weak slot] _ in
Task { @MainActor in
if let self, let slot { self.gestureHoldFired(slot) }
}
}
RunLoop.main.add(timer, forMode: .common)
slot.gestureTimer?.invalidate()
slot.gestureTimer = timer
return raw & ~back
}
return raw
}
/// The hold threshold passed with Select still pending it IS the guide now, down
/// until the physical release (`gestureFiltered`'s `selectAsGuide` branch lifts it).
private func gestureHoldFired(_ slot: Slot) {
guard slot.selectPending else { return }
slot.selectPending = false
slot.gestureTimer = nil
slot.selectAsGuide = true
sendGuide(slot, down: true, raw: false)
}
private func endPending(_ slot: Slot) {
slot.selectPending = false
slot.gestureTimer?.invalidate()
slot.gestureTimer = nil
}
/// Deliver a held-back Select tap: the press now, its release `tapPress` behind. Both
/// sends bypass `slot.buttons` (the raw mask no longer carries Select, so the diff
/// stays consistent); `tapReleaseOwed` is what `flush` checks so the press can't
/// outlive the slot.
private func deliverTap(_ slot: Slot) {
wire?.send(.gamepadButton(GamepadWire.back, down: true, pad: slot.pad))
slot.tapReleaseOwed = true
let timer = Timer(timeInterval: Self.tapPress, repeats: false) { [weak self, weak slot] _ in
Task { @MainActor in
if let self, let slot { self.finishTap(slot) }
}
}
RunLoop.main.add(timer, forMode: .common)
slot.tapTimer?.invalidate()
slot.tapTimer = timer
}
private func finishTap(_ slot: Slot) {
guard slot.tapReleaseOwed else { return }
slot.tapReleaseOwed = false
slot.tapTimer?.invalidate()
slot.tapTimer = nil
wire?.send(.gamepadButton(GamepadWire.back, down: false, pad: slot.pad))
}
/// Forward the guide (Home/PS) transition directly it's kept out of `buttonMask` (the legacy
/// `buttonHome` element is unreliable). Folds into the slot's `buttons` so a held PS button is
/// released by `flush` on focus loss / close just like the others.
private func sendGuide(_ slot: Slot, down: Bool) {
/// released by `flush` on focus loss / close just like the others. `raw: true` marks the
/// physical Home handler's calls, which the system-buttons policy can keep local; the
/// gesture's synthetic transitions pass `raw: false` and always go out.
private func sendGuide(_ slot: Slot, down: Bool, raw: Bool = true) {
if raw, !systemForward { return }
guard !suspended else { return }
let bit = GamepadWire.guide
let now = down ? (slot.buttons | bit) : (slot.buttons & ~bit)
guard now != slot.buttons else { return }
connection.send(.gamepadButton(bit, down: down, pad: slot.pad))
wire?.send(.gamepadButton(bit, down: down, pad: slot.pad))
slot.buttons = now
}
@@ -365,13 +550,13 @@ public final class GamepadCapture {
if lifted {
if slot.fingerActive[finger] {
slot.fingerActive[finger] = false
connection.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(finger), active: false, x: 0, y: 0)
wire?.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(finger), active: false, x: 0, y: 0)
}
return
}
slot.fingerActive[finger] = true
let w = GamepadWire.touchpad(x: x, y: y)
connection.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(finger), active: true, x: w.x, y: w.y)
wire?.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(finger), active: true, x: w.x, y: w.y)
}
private func forwardMotion(_ slot: Slot, _ m: GCMotion) {
@@ -394,7 +579,7 @@ public final class GamepadCapture {
}
let gs = GamepadWire.gyroLSBPerRadS
let as_ = GamepadWire.accelLSBPerG
connection.sendMotion(
wire?.sendMotion(
pad: UInt8(slot.pad),
gyro: (
GamepadWire.motionRaw(Float(m.rotationRate.x), scale: gs),
@@ -431,16 +616,22 @@ public final class GamepadCapture {
/// (no GC calls) safe against an already-removed device. Does NOT close the slot or send
/// GamepadRemove (that's `closeSlot`).
private func flush(_ slot: Slot) {
// Gesture first: a pending (never-sent) Select just drops, an owed tap release
// goes out, and a transformed guide's bit folded into `buttons` by `sendGuide`
// is lifted by the loop below like any held button.
endPending(slot)
slot.selectAsGuide = false
if slot.tapReleaseOwed { finishTap(slot) }
for bit in GamepadWire.allButtons where slot.buttons & bit != 0 {
connection.send(.gamepadButton(bit, down: false, pad: slot.pad))
wire?.send(.gamepadButton(bit, down: false, pad: slot.pad))
}
slot.buttons = 0
for (i, v) in slot.axes.enumerated() where v != 0 {
connection.send(.gamepadAxis(UInt32(i), value: 0, pad: slot.pad))
wire?.send(.gamepadAxis(UInt32(i), value: 0, pad: slot.pad))
slot.axes[i] = 0
}
for (f, active) in slot.fingerActive.enumerated() where active {
connection.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(f), active: false, x: 0, y: 0)
wire?.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(f), active: false, x: 0, y: 0)
slot.fingerActive[f] = false
}
}
@@ -65,7 +65,7 @@ public final class GamepadFeedback {
#if os(iOS)
if UserDefaults.standard.bool(forKey: DefaultsKey.rumbleOnDevice),
CHHapticEngine.capabilitiesForHardware().supportsHaptics {
deviceRumble = RumbleRenderer(policy: .session, actuator: .device)
deviceRumble = RumbleRenderer(actuator: .device)
} else {
deviceRumble = nil
}
@@ -117,7 +117,15 @@ public final class GamepadFeedback {
reset(slot.controller)
slots[pad] = nil
let renderer = withRouting { rumbleByPad.removeValue(forKey: pad) }
renderer?.stop()
// OFF the main actor. `RumbleRenderer.stop()` is a `queue.sync`, and its body is a
// per-motor `CHHapticEngine.stop()` an XPC round trip to gamecontrollerd, which the
// renderer's own notes record as able to hang plus `DualSenseHID.close()`, whose
// blocking `IOHIDDeviceSetReport` goes to a device that has just departed. It also
// queues behind any in-flight `setup()`. This runs on every unplug and every pin
// change, and the main thread is what drives the presenter's CADisplayLink, so
// blocking here hitches the picture mid-stream. The renderer is already detached from
// routing above, so nothing observes it after this point.
if let renderer { Task.detached { renderer.stop() } }
}
for (pad, controller) in want {
if let slot = slots[pad] {
@@ -128,7 +136,7 @@ public final class GamepadFeedback {
replay(slot)
} else {
slots[pad] = Slot(controller: controller)
let renderer = RumbleRenderer(policy: .session)
let renderer = RumbleRenderer()
renderer.retarget(controller)
withRouting { rumbleByPad[pad] = renderer }
}
@@ -282,6 +290,12 @@ public final class GamepadFeedback {
private func reset(_ controller: GCController?) {
guard let c = controller else { return }
c.playerIndex = .indexUnset
// Put the lightbar out too. This class is what turned it on (see the `Led` and
// `PlayerLeds` arms), and every DS write is valid-flag-selective, so a colour the game
// set stays lit in firmware after the stream ends back at the launcher, or for a pad
// that merely left the forwarded set. A DS4 is cleared incidentally because its player
// indicator IS the lightbar; a DualSense is not.
c.light?.color = GCColor(red: 0, green: 0, blue: 0)
if let ds = c.extendedGamepad as? GCDualSenseGamepad {
ds.leftTrigger.setModeOff()
ds.rightTrigger.setModeOff()
@@ -43,8 +43,14 @@ enum RumbleTuning {
/// Wire amplitude (0...0xFFFF) CoreHaptics intensity (0...1).
static func amplitude(_ wire: UInt16) -> Float { Float(wire) / 65535 }
/// Wire amplitude DualSense HID motor byte.
static func hidByte(_ wire: UInt16) -> UInt8 { UInt8(wire >> 8) }
/// Wire amplitude DualSense HID motor byte. A nonzero command never collapses to silence:
/// the top byte of anything below 0x0100 is 0, so a weak-but-real rumble used to render as
/// nothing at all on this path. Floored at 1 imperceptibly light, but moving. (Android's
/// `toAmplitude` has always done this; this was the odd one out.)
static func hidByte(_ wire: UInt16) -> UInt8 {
let b = UInt8(wire >> 8)
return wire != 0 && b == 0 ? 1 : b
}
/// Single-actuator pads render whichever motor is stronger.
static func combined(low: UInt16, high: UInt16) -> UInt16 { max(low, high) }
/// Are two baked levels the same (skip the rebuild)?
@@ -81,10 +87,11 @@ enum RumbleTuning {
/// 4. **Escalating stop.** A throwing `player.stop` means the engine's state is unknown the
/// whole engine is stopped (silencing every player it hosts) and lazily rebuilt behind the
/// exponential backoff.
/// 5. **Staleness watchdog** (`Policy.session`): audible with no wire command for
/// `sessionStaleSeconds` force silence. A lost stop can outlive the host's 500 ms heal
/// only if the channel itself died, and then the pad must not buzz forever. `Policy.manual`
/// (the settings test panel) instead holds a level until it is changed.
/// 5. **No staleness watchdog here.** There was one, keyed off a `Policy` type and a
/// `sessionStaleSeconds`; both are gone. Every liveness decision lease expiry, legacy-host
/// staleness, session close now belongs to punktfunk-core's shared policy engine
/// (`client/rumble.rs`), which emits explicit zero commands, so this renderer applies what it
/// is told and never decides on its own when a level should end.
///
/// Engines are created lazily on the first nonzero amplitude and torn down on retarget;
/// failures (pads without haptics, engine resets) downgrade to silence rumble is best-effort
@@ -93,17 +100,6 @@ enum RumbleTuning {
/// `@unchecked Sendable` is sound because every property is read and written only inside
/// `queue` closures the serial queue is the synchronization.
final class RumbleRenderer: @unchecked Sendable {
/// Who ends an un-refreshed nonzero target. Session mode applies the core policy engine's
/// commands verbatim the engine (punktfunk-core `client/rumble.rs`) owns every lease,
/// staleness, and close decision and emits explicit zeros, so the renderer keeps NO
/// staleness policy of its own anymore. The controller test panel (`manual`) holds a slider
/// level indefinitely; both are identical renderer-side today, the distinction is kept for
/// the call sites' intent.
struct Policy {
static let session = Policy()
static let manual = Policy()
}
/// Which physical actuator this renderer drives: the forwarded controller's haptics engine
/// (the default), or THIS device's own Taptic Engine (`CHHapticEngine()`) the opt-in
/// "rumble on this device" mirror for phone-clip pads that ship without rumble motors.
@@ -115,7 +111,6 @@ final class RumbleRenderer: @unchecked Sendable {
}
private let queue = DispatchQueue(label: "io.unom.punktfunk.haptics", qos: .userInteractive)
private let policy: Policy
private let actuator: Actuator
/// One finite haptic play on a motor: the player plus when (engine timeline) it expires.
@@ -190,8 +185,7 @@ final class RumbleRenderer: @unchecked Sendable {
((0, 0), DispatchTime(uptimeNanoseconds: 0))
#endif
init(policy: Policy = .session, actuator: Actuator = .controller) {
self.policy = policy
init(actuator: Actuator = .controller) {
self.actuator = actuator
}
@@ -459,6 +453,18 @@ final class RumbleRenderer: @unchecked Sendable {
if split {
low = makeMotor(haptics, .leftHandle, sharpness: RumbleTuning.sharpnessLow)
high = makeMotor(haptics, .rightHandle, sharpness: RumbleTuning.sharpnessHigh)
// HALF a split is worse than none, and it used to pass silently: only the all-nil case
// below counts as failure, so one surviving handle left `ok` true and `reportHealth(nil)`
// announced HEALTHY. What actually rendered was wrong in a direction that depends on
// which handle died lose `high` and `render` falls to the combined branch (selected
// purely by `high != nil`), playing max(low, high) on the LEFT handle at the combined
// sharpness; lose `low` and the split branch's reconcile no-ops on the nil slot, so the
// heavy motor is discarded outright. Tear the survivor down and take the combined path,
// which at least renders both motors somewhere.
if low == nil || high == nil {
log.warning("rumble: only one split-handle engine came up — falling back to combined")
teardown() // disarms handlers, stops the survivor's players + engine, nils both
}
} else {
low = makeMotor(haptics, .default, sharpness: RumbleTuning.sharpnessCombined)
}
@@ -587,7 +593,9 @@ final class RumbleRenderer: @unchecked Sendable {
#if os(macOS)
guard let c, c.extendedGamepad is GCDualSenseGamepad else { return false }
let hid = DualSenseHID()
guard hid.open() else { return false }
// Ask for the device this renderer's controller actually is, so two attached DualSenses
// do not both get driven through whichever one an unordered Set happened to yield first.
guard hid.open(preferringLocationID: Self.hidLocationID(for: c)) else { return false }
dualSenseHID = hid
return true
#else
@@ -595,6 +603,24 @@ final class RumbleRenderer: @unchecked Sendable {
#endif
}
#if os(macOS)
/// Correlate a `GCController` with an IOKit location id.
///
/// GameController exposes no location id, so there is no direct mapping. What it does expose is
/// a stable per-controller ordering, and IOKit's location ids are stable per port: pairing the
/// two by rank makes each renderer pick a *distinct* device, which is the property that was
/// missing. With one pad attached this is the same device it always was.
static func hidLocationID(for c: GCController) -> UInt32? {
let ids = DualSenseHID.attachedLocationIDs()
guard ids.count > 1 else { return ids.first }
let peers = GCController.controllers().filter { $0.extendedGamepad is GCDualSenseGamepad }
guard let rank = peers.firstIndex(where: { $0 === c }), rank < ids.count else {
return ids.first
}
return ids[rank]
}
#endif
/// Write the target to the DualSense over HID if that's the active backend; false not a
/// HID pad, so the caller renders via CoreHaptics. Deduped on the pad's 0...255 resolution,
/// with a periodic keepalive re-write while nonzero (the ticker calls back in here).
@@ -605,8 +631,20 @@ final class RumbleRenderer: @unchecked Sendable {
let keepalive = levels != (0, 0)
&& seconds(since: lastHidWrite.at) > RumbleTuning.hidKeepaliveSeconds
if levels != lastHidWrite.levels || keepalive {
hid.rumble(low: levels.0, high: levels.1)
lastHidWrite = (levels, .now())
if hid.rumble(low: levels.0, high: levels.1) {
lastHidWrite = (levels, .now())
} else {
// The write did not reach the device. Do NOT stamp the clock that would claim a
// render that never happened, and for a stop there is nothing behind it: the
// keepalive only re-writes non-zero levels and the ticker is cancelled once the
// target is (0, 0), so the motors would keep running with nothing scheduled.
// Drop the handle instead: the pad reverts to CoreHaptics, and a reconnect
// rebuilds it. Health is reported so the state is visible rather than silent.
log.error("rumble: HID write failed — dropping the handle, falling back")
closeHID()
reportHealth("Lost the direct connection to this DualSense; using the system path.")
return false
}
}
return true
#else
@@ -128,11 +128,19 @@ public final class InputCapture {
/// carries the same key equivalents for discoverability) can't see them, so the monitor is the
/// captured-state delivery path; released, the events pass through and the menu handles them.
/// Q releases the captured mouse/keyboard; D disconnects; S cycles the stats
/// overlay tier (off compact normal detailed). Main queue.
/// overlay tier (off compact normal detailed). A (`onToggleMicMute`, below) rides
/// the same path. Main queue.
public var onReleaseCapture: (() -> Void)?
public var onDisconnect: (() -> Void)?
public var onCycleStats: (() -> Void)?
/// Fired on A mute/unmute the microphone uplink, the one in-stream control a captured
/// session can't otherwise reach (the HUD's button is behind a grabbed cursor). Same delivery
/// rule as the combos above: only WHILE FORWARDING, because that's when the menu's identical
/// key equivalent can't fire. M the obvious letter is long since the mouse-model flip
/// (cross-client), so A ("audio in") is the mic's. Main queue.
public var onToggleMicMute: (() -> Void)?
/// Fired on F (macOS) toggle the streaming window in/out of fullscreen. Detected in the
/// monitor only WHILE FORWARDING, for the same reason as the combos: a captured stream view
/// swallows keys, so the Stream menu's identical F equivalent never reaches it; released, the
@@ -140,13 +148,13 @@ public final class InputCapture {
public var onToggleFullscreen: (() -> Void)?
#if os(iOS)
/// Windows VKs of the three modifier classes in the Q release chord, both L/R sides:
/// Windows VKs of the three modifier classes in the chords, both L/R sides:
/// control (0xA2/0xA3), option (0xA4/0xA5), shift (0xA0/0xA1). Used to sift the HID key stream.
private static let chordModifierVKs: Set<UInt32> = [0xA2, 0xA3, 0xA4, 0xA5, 0xA0, 0xA1]
/// Whether Control AND Option AND Shift are all currently held (either side of each counts)
/// the modifier precondition for the iPad Q release chord.
private var hasReleaseChordModifiers: Bool {
/// the modifier precondition for the iPad chords (Q releases capture, A mutes the mic).
private var hasChordModifiers: Bool {
let m = chordModifiersDown
return (m.contains(0xA2) || m.contains(0xA3)) // control
&& (m.contains(0xA4) || m.contains(0xA5)) // option
@@ -284,6 +292,10 @@ public final class InputCapture {
self.suppressedVK = 0x53
self.onCycleStats?()
return nil
case 0 /* A */:
self.suppressedVK = 0x41
self.onToggleMicMute?()
return nil
default:
break
}
@@ -704,7 +716,7 @@ public final class InputCapture {
}
}
#if os(iOS)
// Track Control/Option/Shift for the Q release chord below in both forwarding
// Track Control/Option/Shift for the chords below in both forwarding
// states (like `cmdKeysDown`) so a modifier held before capture engaged still counts.
if Self.chordModifierVKs.contains(vk) {
if pressed { self.chordModifiersDown.insert(vk) } else { self.chordModifiersDown.remove(vk) }
@@ -732,11 +744,19 @@ public final class InputCapture {
// otherwise). The Q is latched (`suppressedVK`) so its keyUp can't type into the host;
// the modifiers were forwarded as they went down and are flushed by the release
// path (setCaptured(false) releaseAll). VK 0x51 is layout-independent (physical Q).
if pressed, vk == 0x51, self.hasReleaseChordModifiers {
if pressed, vk == 0x51, self.hasChordModifiers {
self.suppressedVK = 0x51
self.onReleaseCapture?()
return
}
// A mutes/unmutes the mic uplink same detection, same latching, and needed here
// for the same reason as on macOS: a captured iPad swallows the Stream menu's
// identical key equivalent. VK 0x41 is layout-independent (physical A).
if pressed, vk == 0x41, self.hasChordModifiers {
self.suppressedVK = 0x41
self.onToggleMicMute?()
return
}
#endif
// Release direction of the toggle: GC's Esc-down can beat the NSEvent
// monitor never type Esc into the host while is held ( is reserved).
@@ -881,6 +881,12 @@ public final class StreamLayerView: NSView {
guard self?.window?.isKeyWindow == true else { return }
NotificationCenter.default.post(name: .punktfunkToggleFullscreen, object: nil)
}
capture.onToggleMicMute = { [weak self] in
// Session-level state the view doesn't own post to the app (same routing as the
// fullscreen chord), so the captured and released paths end at one toggle.
guard self?.window?.isKeyWindow == true else { return }
NotificationCenter.default.post(name: .punktfunkToggleMicMute, object: nil)
}
capture.onCycleStats = { [weak self] in
guard self?.window?.isKeyWindow == true else { return }
// Advance the shared tier setting directly every @AppStorage reader (the HUD's
@@ -175,6 +175,56 @@ public final class StreamViewController: StreamViewControllerBase {
/// renegotiates the host mode (1:1, no presenter resample). iOS only (iPhone naturally no-ops
/// its fixed full-screen scene; tvOS drives display modes via AVDisplayManager instead).
private var matchFollower: MatchWindowFollower?
// MARK: Escape-drop re-lock
//
// iPadOS releases the pointer lock BY ITSELF when the user presses Escape the platform's
// built-in "let me out", mirroring the web Pointer Lock API's default unlock gesture. Nothing
// in our code does it: a bare Esc never touches `captured`, so it keeps forwarding to the host
// as the game key it is. But the lock going away flips the mouse onto the absolute UIKit path
// and un-hides the iPadOS cursor, so hitting Esc for an in-game menu silently costs the capture
// until the user clicks to win it back. Esc is a GAME key here, not a request to hand the
// pointer back to iPadOS, so an unwanted drop is re-requested below. The DELIBERATE releases
// (, Q, the Stream menu, backgrounding) all clear `captured` first, so `wantsPointerLock`
// is already false when their drop is observed and none of them are fought here.
//
// Recovery is TWO-STAGE, because either stage alone leaves a hole:
// 1. the burst below, fired the instant the drop is observed wins back a lock the system
// is willing to return immediately (a transient drop that wasn't Escape at all);
// 2. a CLICK into the video while still captured (`onPointerButton`) the fallback for the
// Escape case proper, where the platform declines during the moment right after its own
// release gesture and the burst therefore expires having achieved nothing.
// Stage 2 is what keeps a lost burst from being permanent: `captured` is still true, so no
// other path would ever ask again, and the capture would spend the rest of its life on the
// absolute pointer clicking correctly, aiming not at all.
/// Whether this capture ever actually held the lock. Only a lock we HELD is worth winning back
/// never having been granted one means the scene doesn't qualify, not that Esc took it.
/// Cleared when capture ends, so each capture starts from a clean slate.
private var pointerLockWasEngaged = false
/// Attempts spent in the current re-lock burst, and when the burst began.
private var pointerRelockAttempt = 0
private var pointerRelockBurstStart: CFTimeInterval = 0
/// True from an unwanted drop until the lock is back (or the burst gives up). While pending,
/// the local cursor stays hidden and absolute pointer MOTION stays muted, so a re-lock that
/// lands a frame or two later is invisible instead of flashing the iPadOS cursor and
/// teleporting the host's to the pointer's absolute position.
private var pointerRelockPending = false
/// Forces `prefersPointerLocked` to report false for one resolve pass, so the escalated attempt
/// presents the system with a genuine falsetrue transition instead of re-asserting a value it
/// already holds. See `requestPointerRelock()`.
private var pointerLockForcedOff = false
/// A burst is 3 attempts, and a burst can't restart inside 2 s. A scene the system will never
/// lock (Stage Manager, Split View) therefore costs three cheap re-resolves and then falls back
/// to today's click-to-recapture, rather than retrying forever.
private static let pointerRelockAttemptLimit = 3
private static let pointerRelockBurstWindow: CFTimeInterval = 2
/// Gap between attempts in a burst long enough for the system to answer the previous
/// re-resolve, short enough that the whole burst fits in ~0.6 s. Must exceed
/// `pointerLockForcedOffHold` so an escalated attempt is back to preferring the lock before the
/// next attempt evaluates.
private static let pointerRelockRetryDelay: TimeInterval = 0.2
/// How long an escalated attempt reports `prefersPointerLocked == false` before flipping back,
/// so the system observes a real transition instead of coalescing the flip away.
private static let pointerLockForcedOffHold: TimeInterval = 0.05
#endif
/// Reads whether the scene's pointer is actually locked right now; nil = state
@@ -260,7 +310,7 @@ public final class StreamViewController: StreamViewControllerBase {
captured && pointerCaptureEnabled && UIDevice.current.userInterfaceIdiom == .pad
}
public override var prefersPointerLocked: Bool { wantsPointerLock }
public override var prefersPointerLocked: Bool { wantsPointerLock && !pointerLockForcedOff }
public override var prefersHomeIndicatorAutoHidden: Bool { true }
// NOTE: we deliberately do NOT override `childViewControllerForPointerLock`. The default
@@ -383,6 +433,11 @@ public final class StreamViewController: StreamViewControllerBase {
// is the exact mirror of the GCMouse handlers, which fire only while locked.
streamView.onPointerMoveAbs = { [weak self] p in
guard let self, self.inputCapture?.gcMouseForwarding == false else { return }
// A re-lock is in flight after an Esc-drop: the absolute path would teleport the host
// cursor to wherever the local pointer sits, undoing the relative aiming we're about to
// resume. Motion only BUTTONS still forward (they carry no position, so a click during
// the couple of frames a re-lock takes must not be swallowed mid-firefight).
guard !self.pointerRelockPending else { return }
self.inputCapture?.sendMouseAbs(
x: p.x, y: p.y, surfaceWidth: p.w, surfaceHeight: p.h)
}
@@ -401,6 +456,31 @@ public final class StreamViewController: StreamViewControllerBase {
}
guard self.inputCapture?.gcMouseForwarding == false else { return }
self.inputCapture?.sendMouseButton(button, pressed: down)
// and if we're captured but NOT locked, this click is also the recovery gesture for an
// Escape-drop the burst lost. iPadOS refuses to re-lock in the moment right after its
// own "let me out" gesture, so the burst fired at the drop can spend its whole budget
// and give up while the capture is still wanted. Nothing else would ever re-ask
// setCaptured is the only other requester and a bare Esc never clears `captured` so
// without this the session stays on the absolute path for the rest of the capture:
// clicks still land where you aim (absolute positions keep forwarding) but the game
// gets no relative deltas, so camera look is dead. A click is a real user gesture,
// which is exactly what the platform wants before it will hand the lock back.
//
// On the button UP, so the click has fully forwarded on ONE transport first: asking on
// the DOWN can flip `gcMouseForwarding` mid-click and strand the release on the GCMouse
// path. Gated on `pointerLockWasEngaged` exactly as the drop path is, so a scene that
// never qualifies (Stage Manager, Split View) is never bursted at, and on a burst not
// already being in flight a pending burst mutes absolute motion, so re-arming one on
// every click of a menu the user is still aiming around would freeze the cursor between
// clicks. Only once it has settled does a further click buy a fresh budget (clearing the
// attempt counter, so a gesture isn't refused inside the 2 s window the drop's own burst
// may have just spent).
if !down, self.wantsPointerLock, self.pointerLockWasEngaged,
!self.pointerRelockPending, self.pointerLockEngaged() != true {
self.pointerRelockAttempt = 0
self.updatePointerLockChain() // a reparent since the drop would break the walk to us
self.requestPointerRelock()
}
}
// Scroll is the ONE indirect channel that is NOT gated on the lock. The scroll pan keeps
// firing while the scene is pointer-locked (it is the only way trackpad two-finger scrolling
@@ -424,6 +504,12 @@ public final class StreamViewController: StreamViewControllerBase {
capture.onReleaseCapture = { [weak self] in
self?.setCaptured(false)
}
// A mutes/unmutes the mic uplink. Session state this controller doesn't own, so it
// posts to the app exactly as the macOS chord does the Stream menu's identical
// equivalent (which a captured scene swallows) ends at the same toggle.
capture.onToggleMicMute = {
NotificationCenter.default.post(name: .punktfunkToggleMicMute, object: nil)
}
capture.onPreempted = { [weak self] in
self?.setCaptured(false)
}
@@ -687,6 +773,24 @@ public final class StreamViewController: StreamViewControllerBase {
/// change and capture toggle. Main queue.
private func syncPointerLock() {
let locked = pointerLockEngaged() == true
// Wanted, previously HELD, and now gone is the Esc-drop signature. The "previously held"
// half matters: a lock that was never granted is a scene that doesn't qualify (Stage
// Manager, Split View), and burst-requesting there would hide the cursor for the burst's
// duration to win a lock that isn't coming. A first grant is already driven by the chain
// engage in setCaptured/viewDidAppear.
if locked {
pointerLockWasEngaged = true
pointerRelockPending = false
pointerRelockAttempt = 0
} else if wantsPointerLock, pointerLockWasEngaged {
requestPointerRelock()
} else {
// Capture is gone (or the lock was never ours) settle, and let the next capture
// start from a clean "never held" slate.
if !wantsPointerLock { pointerLockWasEngaged = false }
pointerRelockPending = false
pointerRelockAttempt = 0
}
let useGCMouse = captured && locked
// Lock dropped (or capture ended) while the GCMouse path held a button down: once
// gcMouseForwarding flips false its release handler is gated off, so flush any held
@@ -698,7 +802,83 @@ public final class StreamViewController: StreamViewControllerBase {
pointerInteraction?.invalidate() // re-resolve the hidden/visible cursor for the state
if iosInputDebug {
iosInputLog.debug(
"pointer lock isLocked=\(locked, privacy: .public) captured=\(self.captured, privacy: .public)")
"""
pointer lock isLocked=\(locked, privacy: .public) \
captured=\(self.captured, privacy: .public) \
relockPending=\(self.pointerRelockPending, privacy: .public) \
relockAttempt=\(self.pointerRelockAttempt, privacy: .public)
""")
}
}
/// Ask the system for the lock back after it dropped one we still want (see the Escape-drop
/// note on the state above). Bounded to a short burst; idempotent within it. Main queue.
private func requestPointerRelock() {
// Only a frontmost scene can hold the lock at all. Anywhere else the drop is the system
// saying we don't qualify, not the Esc key re-asking would be noise, and the qualifying
// states (foreground, appearance, reparent) each re-resolve on their own already.
guard view.window?.windowScene?.activationState == .foregroundActive else {
pointerRelockPending = false
return
}
let now = CACurrentMediaTime()
// attempt == 0 is a fresh burst (first drop, or one the settle branch cleared); the window
// is the backstop for the pathological case where a grant is immediately revoked again and
// re-arms us. Even then this stays timer-driven at a few Hz never a spin.
if pointerRelockAttempt == 0 || now - pointerRelockBurstStart > Self.pointerRelockBurstWindow {
pointerRelockBurstStart = now
pointerRelockAttempt = 0
}
guard pointerRelockAttempt < Self.pointerRelockAttemptLimit else {
// Out of budget: fall back to exactly today's behavior the iPadOS cursor comes back
// and a click into the video re-captures. The caller invalidates the interaction, so
// the cursor can never stay hidden on a lock the system won't grant.
pointerRelockPending = false
return
}
pointerRelockAttempt += 1
pointerRelockPending = true
let escalate = pointerRelockAttempt > 1
// Deferred a turn so a whose GC keystroke lands after the system's unlock notification
// has already cleared `captured` then the guard below drops this attempt instead of
// fighting the user's own release.
DispatchQueue.main.async { [weak self] in
guard let self, self.pointerRelockPending else { return }
guard self.wantsPointerLock, self.pointerLockEngaged() != true else {
// The grant landed, or the capture went away under us ( / Q / resign).
// Settle through the one decision point rather than returning with `pending` still
// set that flag hides the cursor, so it must never outlive the burst.
self.syncPointerLock()
return
}
if escalate {
// Re-asserting a value the system already holds didn't take. Present a real
// falsetrue transition instead the documented way to change your mind about the
// lock and re-anchor the chain in case a reparent broke the downward walk to us.
// Held for a beat rather than cleared on the next turn: the system resolves the
// property asynchronously, and a same-turn flip back to true can be coalesced into
// no transition at all. We are already unlocked, so the false pass costs nothing.
self.pointerLockForcedOff = true
self.setNeedsUpdateOfPrefersPointerLocked()
self.updatePointerLockChain()
DispatchQueue.main.asyncAfter(deadline: .now() + Self.pointerLockForcedOffHold) {
[weak self] in
guard let self else { return }
self.pointerLockForcedOff = false
self.setNeedsUpdateOfPrefersPointerLocked()
}
} else {
self.setNeedsUpdateOfPrefersPointerLocked()
}
// A GRANT arrives as a didChange syncPointerLock, which settles the burst and makes
// this retry a no-op. Routed back through syncPointerLock (not straight into another
// requestPointerRelock) so the give-up path re-resolves the cursor through the one
// place that does it.
DispatchQueue.main.asyncAfter(deadline: .now() + Self.pointerRelockRetryDelay) {
[weak self] in
guard let self, self.pointerRelockPending else { return }
self.syncPointerLock()
}
}
}
#endif
@@ -718,7 +898,11 @@ extension StreamViewController: UIPointerInteractionDelegate {
// host renders its own cursor from GCMouse deltas and a visible local one would just
// diverge. When the lock isn't held the cursor stays VISIBLE so the user can aim; the
// pointer is forwarded as an absolute position, both cursors tracking together.
captured && pointerLockEngaged() == true ? .hidden() : nil
// except across an Esc-drop we're actively re-locking (`pointerRelockPending`): staying
// hidden for those couple of frames is what turns the fix into "Esc did nothing to my
// mouse" rather than a cursor that blinks in and out. The burst is bounded and clears
// itself on give-up, so the cursor can never stay hidden on a lock that isn't coming.
captured && (pointerLockEngaged() == true || pointerRelockPending) ? .hidden() : nil
}
}
#endif
@@ -32,6 +32,23 @@ public enum DefaultsKey {
public static let compositor = "punktfunk.compositor"
public static let gamepadType = "punktfunk.gamepadType"
public static let gamepadID = "punktfunk.gamepadID"
/// Forward this device's controllers to the host at all (default true). Off is for a
/// couch whose controller reaches the host another way USB passthrough such as
/// VirtualHere, or a pad plugged into the host where forwarding as well would give the
/// host two pads for one pair of hands. Read at connect: `SessionModel` then never starts
/// `GamepadCapture`, so no slot opens, no arrival is sent and no virtual pad is built.
public static let gamepadForwarding = "punktfunk.gamepadForwarding"
/// Where a controller's SYSTEM buttons (guide + the share/QAM misc) land while streaming:
/// `"auto"` | `"forward"` | `"local"` the cross-client `system_buttons` key. Auto
/// forwards on every Apple platform: the local Game Overlay is the OS's business (and on
/// iOS 27+ the user can hand the Home button to the app in Settings), so suppressing our
/// send would gain nothing.
public static let systemButtons = "punktfunk.systemButtons"
/// The hold-Select guide gesture: `"auto"` | `"on"` | `"off"` the cross-client
/// `guide_gesture` key. Auto arms it everywhere but macOS: iOS reserves the physical Home
/// press for the Game Overlay (uncapturable pre-27) and tvOS never delivers it at all, so
/// holding Select is the controller route to the host's guide there.
public static let guideGesture = "punktfunk.guideGesture"
public static let bitrateKbps = "punktfunk.bitrateKbps"
/// 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 in-core decode + AVAudioEngine layout.
@@ -42,6 +59,13 @@ public enum DefaultsKey {
/// falls back. Drives the decoder via `Welcome.codec`.
public static let codec = "punktfunk.codec"
public static let micEnabled = "punktfunk.micEnabled"
/// Echo cancellation for the mic uplink (on by default): playback + capture share ONE
/// audio engine so the system voice processor can subtract what this device is playing
/// from what its mic hears without it a loudspeaker client feeds the game audio straight
/// back to the host. Off = the raw two-engine capture path. macOS: an explicitly pinned
/// speaker/mic or mic channel also bypasses it (the voice processor only follows the
/// system default devices) see SessionAudio's topology note.
public static let echoCancel = "punktfunk.echoCancel"
public static let speakerUID = "punktfunk.speakerUID"
public static let micUID = "punktfunk.micUID"
/// macOS: which input channel of the chosen mic device feeds the host. 0 = "Auto" (sum every
@@ -193,6 +217,12 @@ extension Notification.Name {
/// state. macOS only.
public static let punktfunkToggleFullscreen = Notification.Name("io.unom.punktfunk.toggle-fullscreen")
/// Posted by InputCapture's chord path (A) when the combo fires while input is CAPTURED
/// the state in which the Stream menu's identical key equivalent never reaches the app. The
/// live session's owner (ContentView) flips the session's mic mute. Released, the menu item
/// handles the same combo directly; both end at `SessionModel.toggleMicMute`.
public static let punktfunkToggleMicMute = Notification.Name("io.unom.punktfunk.toggle-mic-mute")
/// Posted by the Live Activity's / Shortcuts' End-stream intent (`EndStreamIntent.perform`,
/// which runs in the app's process): the app tears the active session down deliberately
/// (quit-close the host). Same cross-process-signal pattern as `punktfunkReleaseCapture`
@@ -29,10 +29,16 @@ public struct EffectiveSettings: Equatable, Sendable {
public var compositor = 0
public var audioChannels = 2
public var micEnabled = true
public var echoCancel = true
public var touchMode = "trackpad"
public var mouseMode = "capture"
public var invertScroll = false
public var gamepadType = 0
public var gamepadForwarding = true
/// Cross-client `system_buttons`: "auto" | "forward" | "local".
public var systemButtons = "auto"
/// Cross-client `guide_gesture`: "auto" | "on" | "off".
public var guideGesture = "auto"
/// A `StatsVerbosity` raw value; the enum lives in PunktfunkKit, which this module can't see.
public var statsVerbosity = "normal"
public var fullscreenWhileStreaming = true
@@ -87,10 +93,14 @@ public struct EffectiveSettings: Equatable, Sendable {
compositor = int(DefaultsKey.compositor, compositor)
audioChannels = int(DefaultsKey.audioChannels, audioChannels)
micEnabled = bool(DefaultsKey.micEnabled, micEnabled)
echoCancel = bool(DefaultsKey.echoCancel, echoCancel)
touchMode = str(DefaultsKey.touchMode, touchMode)
mouseMode = str(DefaultsKey.mouseMode, mouseMode)
invertScroll = bool(DefaultsKey.invertScroll, invertScroll)
gamepadType = int(DefaultsKey.gamepadType, gamepadType)
gamepadForwarding = bool(DefaultsKey.gamepadForwarding, gamepadForwarding)
systemButtons = str(DefaultsKey.systemButtons, systemButtons)
guideGesture = str(DefaultsKey.guideGesture, guideGesture)
statsVerbosity = Self.storedStatsVerbosity(defaults)
fullscreenWhileStreaming = bool(
DefaultsKey.fullscreenWhileStreaming, fullscreenWhileStreaming)
@@ -117,6 +127,36 @@ public struct EffectiveSettings: Equatable, Sendable {
return "normal"
}
/// The `system_buttons` policy resolved for this platform: forward the raw guide (and
/// share/QAM misc) presses? Auto = forward on every Apple platform where the OS shows
/// its own overlay for the press that is the OS's business, and suppressing our send
/// would only break users who handed the button to the app (iOS 27's Home-button
/// setting; macOS with the gestures claimed).
public var systemButtonsForward: Bool {
switch systemButtons {
case "local": return false
default: return true
}
}
/// The hold-Select guide gesture resolved for this platform ([`guideGesture`]). Auto =
/// on everywhere but macOS: iOS reserves the physical Home press (the Game Overlay,
/// uncapturable pre-27) and tvOS never delivers it, so holding Select is the controller
/// route to the host's guide and, held on, to a Gaming-Mode host's QAM. On macOS the
/// raw press reaches the host, so auto stays off and Select keeps its exact timing.
public var guideGestureEnabled: Bool {
switch guideGesture {
case "on": return true
case "off": return false
default:
#if os(macOS)
return false
#else
return true
#endif
}
}
/// The one resolution seam: this overlay on top of these settings. Pure no store reads, no
/// clock so it is testable field by field. A `.some` that happens to equal the base is a
/// legitimate PIN: it keeps its value when the global later moves.
@@ -133,10 +173,14 @@ public struct EffectiveSettings: Equatable, Sendable {
if let v = overlay.compositor { s.compositor = v }
if let v = overlay.audioChannels { s.audioChannels = v }
if let v = overlay.micEnabled { s.micEnabled = v }
if let v = overlay.echoCancel { s.echoCancel = v }
if let v = overlay.touchMode { s.touchMode = v }
if let v = overlay.mouseMode { s.mouseMode = v }
if let v = overlay.invertScroll { s.invertScroll = v }
if let v = overlay.gamepadType { s.gamepadType = v }
if let v = overlay.gamepadForwarding { s.gamepadForwarding = v }
if let v = overlay.systemButtons { s.systemButtons = v }
if let v = overlay.guideGesture { s.guideGesture = v }
if let v = overlay.statsVerbosity { s.statsVerbosity = v }
if let v = overlay.fullscreenWhileStreaming { s.fullscreenWhileStreaming = v }
if let v = overlay.enable444 { s.enable444 = v }
@@ -105,10 +105,14 @@ public struct SettingsOverlay: Codable, Equatable, Sendable {
public var compositor: Int?
public var audioChannels: Int?
public var micEnabled: Bool?
public var echoCancel: Bool?
public var touchMode: String?
public var mouseMode: String?
public var invertScroll: Bool?
public var gamepadType: Int?
public var gamepadForwarding: Bool?
public var systemButtons: String?
public var guideGesture: String?
/// A `StatsVerbosity` raw value ("off"/"compact"/"normal"/"detailed") the enum lives in
/// PunktfunkKit, which this module must not depend on.
public var statsVerbosity: String?
@@ -145,10 +149,14 @@ public struct SettingsOverlay: Codable, Equatable, Sendable {
case compositor
case audioChannels = "audio_channels"
case micEnabled = "mic_enabled"
case echoCancel = "echo_cancel"
case touchMode = "touch_mode"
case mouseMode = "mouse_mode"
case invertScroll = "invert_scroll"
case gamepadType = "gamepad"
case gamepadForwarding = "gamepad_forwarding"
case systemButtons = "system_buttons"
case guideGesture = "guide_gesture"
case statsVerbosity = "stats_verbosity"
case fullscreenWhileStreaming = "fullscreen_on_stream"
case enable444 = "enable_444"
@@ -177,10 +185,14 @@ public struct SettingsOverlay: Codable, Equatable, Sendable {
compositor = int(.compositor)
audioChannels = int(.audioChannels)
micEnabled = bool(.micEnabled)
echoCancel = bool(.echoCancel)
touchMode = str(.touchMode)
mouseMode = str(.mouseMode)
invertScroll = bool(.invertScroll)
gamepadType = int(.gamepadType)
gamepadForwarding = bool(.gamepadForwarding)
systemButtons = str(.systemButtons)
guideGesture = str(.guideGesture)
statsVerbosity = str(.statsVerbosity)
fullscreenWhileStreaming = bool(.fullscreenWhileStreaming)
enable444 = bool(.enable444)
@@ -211,10 +223,15 @@ public struct SettingsOverlay: Codable, Equatable, Sendable {
try c.encodeIfPresent(compositor, forKey: AnyKey(Key.compositor.rawValue))
try c.encodeIfPresent(audioChannels, forKey: AnyKey(Key.audioChannels.rawValue))
try c.encodeIfPresent(micEnabled, forKey: AnyKey(Key.micEnabled.rawValue))
try c.encodeIfPresent(echoCancel, forKey: AnyKey(Key.echoCancel.rawValue))
try c.encodeIfPresent(touchMode, forKey: AnyKey(Key.touchMode.rawValue))
try c.encodeIfPresent(mouseMode, forKey: AnyKey(Key.mouseMode.rawValue))
try c.encodeIfPresent(invertScroll, forKey: AnyKey(Key.invertScroll.rawValue))
try c.encodeIfPresent(gamepadType, forKey: AnyKey(Key.gamepadType.rawValue))
try c.encodeIfPresent(
gamepadForwarding, forKey: AnyKey(Key.gamepadForwarding.rawValue))
try c.encodeIfPresent(systemButtons, forKey: AnyKey(Key.systemButtons.rawValue))
try c.encodeIfPresent(guideGesture, forKey: AnyKey(Key.guideGesture.rawValue))
try c.encodeIfPresent(statsVerbosity, forKey: AnyKey(Key.statsVerbosity.rawValue))
try c.encodeIfPresent(
fullscreenWhileStreaming, forKey: AnyKey(Key.fullscreenWhileStreaming.rawValue))
@@ -262,10 +279,14 @@ public enum OverlayField {
case "compositor": overlay.compositor = nil
case "audio_channels": overlay.audioChannels = nil
case "mic_enabled": overlay.micEnabled = nil
case "echo_cancel": overlay.echoCancel = nil
case "touch_mode": overlay.touchMode = nil
case "mouse_mode": overlay.mouseMode = nil
case "invert_scroll": overlay.invertScroll = nil
case "gamepad": overlay.gamepadType = nil
case "gamepad_forwarding": overlay.gamepadForwarding = nil
case "system_buttons": overlay.systemButtons = nil
case "guide_gesture": overlay.guideGesture = nil
case "stats_verbosity": overlay.statsVerbosity = nil
case "fullscreen_on_stream": overlay.fullscreenWhileStreaming = nil
case "enable_444": overlay.enable444 = nil
@@ -296,10 +317,14 @@ public enum OverlayField {
case "compositor": return o.compositor != nil
case "audio_channels": return o.audioChannels != nil
case "mic_enabled": return o.micEnabled != nil
case "echo_cancel": return o.echoCancel != nil
case "touch_mode": return o.touchMode != nil
case "mouse_mode": return o.mouseMode != nil
case "invert_scroll": return o.invertScroll != nil
case "gamepad": return o.gamepadType != nil
case "gamepad_forwarding": return o.gamepadForwarding != nil
case "system_buttons": return o.systemButtons != nil
case "guide_gesture": return o.guideGesture != nil
case "stats_verbosity": return o.statsVerbosity != nil
case "fullscreen_on_stream": return o.fullscreenWhileStreaming != nil
case "enable_444": return o.enable444 != nil
@@ -0,0 +1,95 @@
// The Apple half of the shared de-jitter policy (`punktfunk_core::audio::JitterPolicy`, whose
// constants `AudioRing` mirrors). These pin the two behaviours a listener actually notices, in the
// one client where the policy is hand-written in a second language rather than shared as code so
// a divergence from the Rust side shows up here rather than as a field report.
//
// The defect being pinned: the ring primed *up* to a target and clamped at a ceiling, with nothing
// walking the depth back *down*. Host-vs-DAC clock skew of a few dozen ppm therefore added latency
// permanently, and the only correction was a `highWater` shed that dropped `2 x prefill` at once
// its own comment called that "one audible blip".
#if !os(tvOS)
import XCTest
@testable import PunktfunkKit
final class AudioRingDriftTests: XCTestCase {
private let channels = 2
private var perMS: Int { 48 * channels }
/// Run `ms` of audio through the ring at a `quantumMS` device where the producer delivers
/// `driftPPM` more than the consumer takes. Returns `(final ms, peak ms, silent callbacks)`.
private func simulate(ms: Int, quantumMS: Int, driftPPM: Int) -> (Int, Int, Int) {
let ring = AudioRing(capacity: 48_000 * channels, channels: channels)
let want = quantumMS * perMS
var scratch = [Float](repeating: 0, count: want)
// Non-zero so a silent callback is distinguishable from real audio.
let producer = [Float](repeating: 0.25, count: want + 8)
var carry = 0, peak = 0, final = 0, silent = 0
for i in 0..<(ms / quantumMS) {
carry += want * driftPPM
let extra = carry / 1_000_000
carry -= extra * 1_000_000
producer.withUnsafeBufferPointer { ring.write($0.baseAddress!, count: want + extra) }
scratch.withUnsafeMutableBufferPointer { ring.read(into: $0.baseAddress!, count: want) }
// Skip the priming window at the very start.
if i > 20, scratch.allSatisfy({ $0 == 0 }) { silent += 1 }
peak = max(peak, ring.bufferedMS)
final = ring.bufferedMS
}
return (final, peak, silent)
}
/// THE regression: with the host clock running fast, buffered latency must return to target
/// instead of climbing to the hard cap and staying pinned there. +200 ppm is deliberately
/// harsher than real hardware (tens of ppm).
func testDriftDoesNotRatchetLatencyToTheCeiling() {
let (final, peak, silent) = simulate(ms: 5 * 60 * 1_000, quantumMS: 5, driftPPM: 200)
// Must settle inside the headroom band (target 20 + headroom 30), never near the 90 ms cap.
XCTAssertLessThanOrEqual(final, 50, "settled at \(final) ms — that is the ratchet")
XCTAssertLessThanOrEqual(peak, 50, "peaked at \(peak) ms")
XCTAssertEqual(silent, 0, "drift correction must never starve the callback")
}
/// The mirror case: a host clock running SLOW must keep audio flowing rather than being
/// "corrected" into a stutter.
func testNegativeDriftKeepsPlaying() {
let (_, _, silent) = simulate(ms: 2 * 60 * 1_000, quantumMS: 5, driftPPM: -200)
XCTAssertEqual(silent, 0, "a draining ring must re-prime, not chatter")
}
/// A device that pulls a large quantum cannot sustain a target below it the ring must lift
/// its target rather than oscillating prime dropout re-prime forever.
func testLargeDeviceQuantumStillPlays() {
let (_, _, silent) = simulate(ms: 60 * 1_000, quantumMS: 40, driftPPM: 0)
XCTAssertEqual(silent, 0, "a 40 ms quantum must not starve a 20 ms target")
}
/// One transient drain must not manufacture a whole target's worth of fresh silence: the ring
/// de-primes only after a RUN of short reads.
func testSingleShortReadDoesNotDeprime() {
let ring = AudioRing(capacity: 48_000 * channels, channels: channels)
let want = 5 * perMS
var scratch = [Float](repeating: 0, count: want)
// Prime well past target.
let big = [Float](repeating: 0.5, count: 60 * perMS)
big.withUnsafeBufferPointer { ring.write($0.baseAddress!, count: big.count) }
scratch.withUnsafeMutableBufferPointer { ring.read(into: $0.baseAddress!, count: want) }
XCTAssertTrue(scratch.contains { $0 != 0 }, "should be playing after priming")
// Drain it dry with one oversized read, then feed a normal quantum again. The length comes
// off the buffer pointer, not off `huge`: touching the array inside the closure that is
// already holding it exclusively is an exclusivity violation.
var huge = [Float](repeating: 0, count: 200 * perMS)
huge.withUnsafeMutableBufferPointer { ring.read(into: $0.baseAddress!, count: $0.count) }
let feed = [Float](repeating: 0.5, count: want)
feed.withUnsafeBufferPointer { ring.write($0.baseAddress!, count: want) }
scratch.withUnsafeMutableBufferPointer { ring.read(into: $0.baseAddress!, count: want) }
XCTAssertTrue(
scratch.contains { $0 != 0 },
"a single short read must not force a full re-prime")
}
}
#endif
@@ -43,5 +43,33 @@ final class DualSenseHIDTests: XCTestCase {
let crc = DualSenseHID.crc32(seed: UInt8(ascii: "1"), Array("23456789".utf8))
XCTAssertEqual(crc, 0xCBF4_3926)
}
// MARK: - Device selection (B14)
/// With two DualSenses attached, each renderer must drive its OWN device. The old code took
/// `Set.first` from an unordered set, so the paddevice binding was a coin flip that could
/// point both renderers at the same pad.
func testPreferredIndexHonoursAnExplicitLocation() {
let ids: [UInt32?] = [0x1D18_0000, 0x1420_0000, 0x1411_0000]
XCTAssertEqual(DualSenseHID.preferredIndex(among: ids, preferring: 0x1420_0000), 1)
XCTAssertEqual(DualSenseHID.preferredIndex(among: ids, preferring: 0x1D18_0000), 0)
}
/// No preference (or one the pad no longer has): fall back to the LOWEST id arbitrary, but
/// stable across calls, which `Set.first` was not.
func testPreferredIndexFallsBackToTheLowestIdDeterministically() {
let ids: [UInt32?] = [0x1D18_0000, 0x1420_0000, 0x1411_0000]
XCTAssertEqual(DualSenseHID.preferredIndex(among: ids, preferring: nil), 2)
// A wanted id that is gone (pad unplugged between enumeration and open) must not fail the
// open it degrades to the same stable fallback.
XCTAssertEqual(DualSenseHID.preferredIndex(among: ids, preferring: 0xDEAD_BEEF), 2)
}
/// A device IOKit reports no location for must never displace one it can place.
func testPreferredIndexSortsUnplaceableDevicesLast() {
XCTAssertEqual(DualSenseHID.preferredIndex(among: [nil, 0x1420_0000], preferring: nil), 1)
XCTAssertEqual(DualSenseHID.preferredIndex(among: [nil, nil], preferring: nil), 0)
XCTAssertNil(DualSenseHID.preferredIndex(among: [], preferring: nil))
}
}
#endif
@@ -0,0 +1,52 @@
import GameController
import XCTest
@testable import PunktfunkKit
/// The escape chord's mask and its GameController alias list have to describe the same four
/// buttons. `GamepadCapture.openSlot` claims the system gesture of every element while forwarding
/// is on, but only of `escapeChordElements` while it is off so if the alias list ever stops
/// covering the mask, the missing button's press stays the system's and the chord never completes.
///
/// That matters most on tvOS, where this chord is the only controller way out of a stream: the
/// symptom is a session nobody can leave with the pad in their hands, and nothing logs or crashes.
/// Hence a test on the invariant rather than trusting the comment beside it.
@MainActor
final class GamepadEscapeChordTests: XCTestCase {
/// The intended aliasbit pairing, spelled out independently of the implementation.
private let pairing: [(alias: String, bit: UInt32)] = [
(GCInputLeftShoulder, GamepadWire.leftShoulder),
(GCInputRightShoulder, GamepadWire.rightShoulder),
(GCInputButtonMenu, GamepadWire.start),
(GCInputButtonOptions, GamepadWire.back),
]
func testChordMaskIsExactlyTheFourPairedButtons() {
XCTAssertEqual(
pairing.reduce(UInt32(0)) { $0 | $1.bit },
GamepadCapture.escapeChord,
"the chord mask and the alias pairing describe different buttons")
}
func testEveryChordBitHasAnElementToClaim() {
// One alias per bit a mask that grew a fifth button without a matching alias would
// leave that button's gesture with the OS while forwarding is off.
XCTAssertEqual(
GamepadCapture.escapeChordElements.count,
GamepadCapture.escapeChord.nonzeroBitCount,
"alias list and chord mask differ in size")
XCTAssertEqual(GamepadCapture.escapeChordElements, pairing.map(\.alias))
}
/// The claim list is a strict subset of what a forwarding slot takes it is a NARROWING of
/// the full sweep, never an extra grab, and it must not be empty (that would be "skip", which
/// is the behaviour this deliberately avoids).
func testClaimListIsNonEmptyAndAllDistinct() {
XCTAssertFalse(GamepadCapture.escapeChordElements.isEmpty)
XCTAssertEqual(
Set(GamepadCapture.escapeChordElements).count,
GamepadCapture.escapeChordElements.count,
"a repeated alias would mean a chord bit has no element")
}
}
@@ -79,7 +79,7 @@ final class GamepadWireTests: XCTestCase {
XCTAssertEqual(GamepadWire.axisRSY, UInt32(PUNKTFUNK_AXIS_RS_Y))
XCTAssertEqual(GamepadWire.axisLT, UInt32(PUNKTFUNK_AXIS_LT))
XCTAssertEqual(GamepadWire.axisRT, UInt32(PUNKTFUNK_AXIS_RT))
XCTAssertEqual(GamepadWire.maxPads, Int(MAX_PADS))
XCTAssertEqual(GamepadWire.maxPads, Int(PUNKTFUNK_MAX_PADS))
}
func testPadIndexRidesFlagsOnEveryPerPadEvent() {
@@ -9,32 +9,34 @@ import XCTest
@testable import PunktfunkKit
final class OpusCodecTests: XCTestCase {
/// Encode a 440 Hz stereo tone, decode it back, and require the result to be
/// recognizably the same signal (Opus is lossy check correlation, not bytes).
/// Encode a 440 Hz mono tone (the uplink's shape), decode it back through the
/// STEREO-configured decoder (the host-plane shape Opus upmixes mono packets), and
/// require the result to be recognizably the same signal (Opus is lossy check
/// correlation, not bytes).
func testEncodeDecodeRoundTripPreservesTone() throws {
let encoder = try OpusEncoder()
let decoder = try OpusDecoder(framesPerPacket: UInt32(OpusEncoder.framesPerPacket))
let decoder = try OpusDecoder(framesPerPacket: UInt32(encoder.framesPerPacket))
let pcmFormat = encoder.pcmFormat
let frames = OpusEncoder.framesPerPacket
let frames = encoder.framesPerPacket
var packets: [Data] = []
var phase: Float = 0
let step = 2 * Float.pi * 440 / 48_000
// 50 packets = 1 s of tone.
for _ in 0..<50 {
// 1 s of tone, whatever packet duration the encoder chose (10 ms 100 chunks).
let chunks = Int(48_000 / frames)
for _ in 0..<chunks {
let buf = AVAudioPCMBuffer(pcmFormat: pcmFormat, frameCapacity: frames)!
buf.frameLength = frames
let p = buf.floatChannelData![0] // interleaved: one plane, L R L R
let p = buf.floatChannelData![0] // mono: one plane
for f in 0..<Int(frames) {
let s = sin(phase) * 0.5
p[f] = sin(phase) * 0.5
phase += step
p[f * 2] = s
p[f * 2 + 1] = s
}
packets.append(contentsOf: try encoder.encode(buf))
}
XCTAssertGreaterThanOrEqual(packets.count, 45, "encoder must emit ~one packet per buffer")
XCTAssertGreaterThanOrEqual(
packets.count, chunks - 5, "encoder must emit ~one packet per buffer")
XCTAssertTrue(packets.allSatisfy { !$0.isEmpty })
var decoded: [Float] = []
@@ -62,29 +62,30 @@ final class RemoteFirstLightTests: XCTestCase {
host: host, port: port, width: 1280, height: 720, refreshHz: 60)
defer { conn.close() }
// Mic uplink: 2 s of 440 Hz tone (the host's mic service opens its virtual
// Mic uplink: 2 s of 440 Hz mono tone (the host's mic service opens its virtual
// source on the first frame check its log).
let encoder = try OpusEncoder()
let chunk = AVAudioPCMBuffer(
pcmFormat: encoder.pcmFormat, frameCapacity: OpusEncoder.framesPerPacket)!
pcmFormat: encoder.pcmFormat, frameCapacity: encoder.framesPerPacket)!
var phase: Float = 0
let step = 2 * Float.pi * 440 / 48_000
var seq: UInt32 = 0
for _ in 0..<100 {
chunk.frameLength = OpusEncoder.framesPerPacket
let p = chunk.floatChannelData![0]
for f in 0..<Int(OpusEncoder.framesPerPacket) {
let s = sin(phase) * 0.25
let chunks = 2 * 48_000 / Int(encoder.framesPerPacket)
let packetNs = UInt64(encoder.framesPerPacket) * 1_000_000_000 / 48_000
for _ in 0..<chunks {
chunk.frameLength = encoder.framesPerPacket
let p = chunk.floatChannelData![0] // mono: one plane
for f in 0..<Int(encoder.framesPerPacket) {
p[f] = sin(phase) * 0.25
phase += step
p[f * 2] = s
p[f * 2 + 1] = s
}
for packet in try encoder.encode(chunk) {
conn.sendMic(packet, seq: seq, ptsNs: UInt64(seq) * 20_000_000)
conn.sendMic(packet, seq: seq, ptsNs: UInt64(seq) * packetNs)
seq &+= 1
}
}
XCTAssertGreaterThanOrEqual(seq, 95, "mic encoder must emit ~one packet per chunk")
XCTAssertGreaterThanOrEqual(
seq, UInt32(chunks - 5), "mic encoder must emit ~one packet per chunk")
// Downlink: pull host audio packets and decode them (the host streams its sink
// monitor silence still produces packets).
@@ -56,7 +56,7 @@ final class RumbleTuningTests: XCTestCase {
/// storm, an audible target left to the ticker (watchdog path), then `stop()` which runs
/// `queue.sync` against the same serial queue the ticker fires on and must not deadlock.
func testRendererSurvivesCallStormAndTeardownWithoutController() {
let renderer = RumbleRenderer(policy: .session)
let renderer = RumbleRenderer()
renderer.retarget(nil)
for i in 0..<500 {
renderer.apply(
@@ -72,7 +72,7 @@ final class RumbleTuningTests: XCTestCase {
/// every policy stop (lease expiry, legacy staleness, session close), and the renderer's only
/// job is to apply them. Drive the real queue/ticker (no physical pad) and confirm no wedge.
func testZeroCommandSilencesAndTeardownDoesNotDeadlock() {
let renderer = RumbleRenderer(policy: .session)
let renderer = RumbleRenderer()
renderer.retarget(nil)
renderer.apply(low: 0x8000, high: 0x8000)
Thread.sleep(forTimeInterval: 0.1)
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@@ -0,0 +1,51 @@
# App Store copy
Source of truth for what goes into App Store Connect. Every character-limited field in here has
been counted with `check-limits.py`; run it after any edit.
```sh
python3 clients/apple/store/check-limits.py
```
| File | Covers |
|------|--------|
| [`ios.md`](ios.md) | iOS/iPadOS Promotional Text (DE + EN), with alternates |
| [`macos.md`](macos.md) | macOS Promotional Text, Description, Keywords (DE + EN) |
| [`tvos.md`](tvos.md) | tvOS Promotional Text, Description, Keywords (DE + EN) |
| [`review-notes.md`](review-notes.md) | App Review notes template + pre-submission checklist |
| [`privacy-app-addendum.md`](privacy-app-addendum.md) | App-specific privacy text to add to the existing policy page |
German is primary throughout and uses the same informal "du" voice as the website
(`punktfunk-website/messages/de.json`). English is a localisation, not a translation exercise — a
few lines diverge where the German idiom does not carry.
## Three things that contradicted the original brief
1. **A Mac cannot be a host.** The brief suggested Mac copy could cover "running as a host/server
or client on Mac". There is no macOS host — `punktfunk-host` has no macOS capture, virtual
display, or encode backend. The macOS copy is client-only and says so explicitly.
2. **The existing privacy policy is website-only.** It covers server logs, Plausible, and a
language cookie, and never mentions the apps. Linking it unchanged from App Store Connect is
the kind of thing that draws a reviewer's attention to analytics that have nothing to do with
the app. See `privacy-app-addendum.md` for the text to append.
3. **App Review notes cap at 4000 characters**, not the unlimited field the brief implied. The
template is 3919 and fits.
## Claims used, and where they come from
Everything asserted in the copy was checked against the source rather than the marketing site:
- Hardware decode, HDR/4:4:4, controller and input support — `clients/apple/README.md`
- Entitlements and their justifications — `Config/Punktfunk.entitlements`,
`Config/Punktfunk-macOS.entitlements` (both carry detailed rationale comments)
- Background audio mode and its 2.5.4 constraints — `Config/Info.plist`
- "Collects no data" — verified by absence: no analytics SDK in `Package.swift`, no telemetry
symbols in `Sources/`, `URLSession` used only against the paired host
- Host platforms and protocol details — root `README.md`, `docs/releases/v0.24.0.md`
- Feature ship dates — `git tag --contains` on the relevant commits
## Not done here
`clients/apple` has no `PrivacyInfo.xcprivacy`. The app uses `UserDefaults`, which is a
required-reason API, so a manifest is expected. Flagged at the end of `review-notes.md`; left
alone because it is a code change, not copy.
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@@ -0,0 +1,82 @@
#!/usr/bin/env python3
"""Check every App Store copy block in this directory against its field limit.
App Store Connect silently truncates or hard-rejects over-long fields, and the German copy is the
easy one to get wrong because umlauts read as one character but two bytes. Apple counts characters,
so `len()` on a `str` is the right measure do not switch this to a byte count.
Each fenced code block in the .md files here is one field. Which limit applies is inferred from the
nearest heading above it. Exit status is non-zero if anything is over, so CI can gate on it.
"""
from __future__ import annotations
import pathlib
import re
import sys
LIMITS = {"PROMO": 170, "DESC": 4000, "KW": 100, "NOTES": 4000}
def blocks(text: str):
"""Yield (heading, body) for every fenced block, tagged with the heading above it."""
heading = None
buf: list[str] | None = None
for line in text.split("\n"):
if line.startswith("#") and buf is None:
heading = line.lstrip("#").strip()
if line.strip() == "```":
if buf is None:
buf = []
else:
yield heading or "", "\n".join(buf)
buf = None
continue
if buf is not None:
buf.append(line)
def kind_of(heading: str, body: str) -> str:
low = heading.lower()
if "keyword" in low or re.fullmatch(r"(de|en) \(\d+\)", low):
return "KW"
if "template" in low:
return "NOTES"
return "DESC" if len(body) > 400 else "PROMO"
def main() -> int:
here = pathlib.Path(__file__).parent
failures = 0
stale = 0
for path in sorted(here.glob("*.md")):
found = list(blocks(path.read_text(encoding="utf-8")))
if not found:
continue
print(f"\n=== {path.name} ===")
for heading, body in found:
kind = kind_of(heading, body)
limit = LIMITS[kind]
n = len(body)
over = n > limit
failures += over
# Headings carry the count in parentheses; flag any that drifted from the real length.
claimed = re.search(r"\((\d+)\)\s*$", heading)
drift = ""
if claimed and int(claimed.group(1)) != n:
drift = f" [heading claims {claimed.group(1)}]"
stale += 1
status = "OVER" if over else "ok"
print(f" [{kind:5}] {status:>4} {n:>4}/{limit} {heading[:48]}{drift}")
if failures:
print(f"\n{failures} block(s) OVER the limit")
elif stale:
print(f"\nAll within limits, but {stale} heading count(s) are stale")
else:
print("\nAll blocks within limits, all heading counts accurate")
return 1 if failures or stale else 0
if __name__ == "__main__":
sys.exit(main())
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@@ -0,0 +1,71 @@
# iOS / iPadOS — App Store metadata
Existing, unchanged:
- **Name:** Punktfunk
- **Subtitle (DE):** Schnell, lokal & offen.
Only the Promotional Text is new here. It is the one field that can be changed **without** a new
build or a review, so it is the right place for "what landed most recently".
---
## Promotional Text (DE) — max 170 characters
### Primary (160)
```
Neu: Profile pro Host Auflösung, Bitrate und Ton einmal einstellen, dann mit einem Tipp verbinden. Dazu Live Activity, Sperrbildschirm-Widget und Wake-on-LAN.
```
### Alternate A — evergreen hook, no "new" claim (156)
```
Dein Gaming-PC auf dem iPhone, in dessen exakter Auflösung ohne Konto, ohne Cloud, nur dein Netzwerk. Hardware-Decoding, HDR und dein DualSense mit allem.
```
### Alternate B — leads on the DualSense (161)
```
Dein DualSense, vollständig: Rumble, adaptive Trigger, Lightbar, Touchpad und Gyro gehen bis ins Spiel durch. Dazu Profile pro Host und Wake-on-LAN vom Sofa aus.
```
### Alternate C — leads on latency (153)
```
Kein Konto, keine Cloud, kein Umweg: punktfunk/1 fährt über QUIC direkt zu deinem PC. Auflösungswechsel mitten im Stream, ohne die Verbindung zu trennen.
```
---
## Promotional Text (EN) — max 170 characters
### Primary (152)
```
New: per-host profiles — set resolution, bitrate and audio once, then connect with one tap. Plus Live Activities, a Lock Screen widget, and Wake-on-LAN.
```
### Alternate A — evergreen hook (159)
```
Your gaming PC on your iPhone, at your iPhone's exact resolution — no account, no cloud, just your network. Hardware decoding, HDR, and your DualSense in full.
```
### Alternate B — leads on the DualSense (160)
```
Your DualSense, in full: rumble, adaptive triggers, lightbar, touchpad and gyro all reach the game. Plus per-host profiles and Wake-on-LAN from across the room.
```
---
## Notes on the claims
- "Profile pro Host" shipped in **v0.22.0** (`25b12780`, `80c0ca69`) and is in every tag since. It is
the strongest recent user-facing Apple feature, so "Neu" is defensible for one release cycle — but
drop the word once 0.25 ships something newer.
- Live Activities and the Hosts widget shipped long ago (`ba1caf02`, in v0.15.0+). They are safe to
*mention* but should not be called "neu".
- The only Apple-visible feature unique to **v0.24.0** is the "Forward controllers" off switch
(`b297542c`), which is too niche to headline.
+159
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@@ -0,0 +1,159 @@
# macOS — App Store metadata
> **Scope correction.** The Mac app is a **client only**. There is no macOS host: `punktfunk-host`
> has no macOS capture, virtual-display, or encode backend (the two `cfg!(target_os = "macos")` hits
> in the host crate are OS *detection* for the host tile and a path helper; the loopback-test host
> is a synthetic frame source for `test-loopback.sh`, not a shippable host). A macOS host is a
> feasibility study — it needs four new backends and the private `CGVirtualDisplay` API.
> None of the copy below claims a Mac can host, and it should not until that ships.
- **Name:** Punktfunk
- **Subtitle (DE):** Schnell, lokal & offen.
- **Subtitle (EN):** Fast, local & open.
---
## Promotional Text (DE) — max 170 characters
### Primary (164)
```
Neu: Profile pro Host ein Mac, mehrere Gaming-PCs, jeder mit eigenen Einstellungen. Dazu AV1-Hardware-Decoding auf M3 und neuer, HDR und volles 4:4:4 für Schrift.
```
### Alternate (156)
```
Dein Gaming-PC im Fenster oder im Vollbild, in der exakten Auflösung deines Displays. Maus und Tastatur gehen durch, Auflösungswechsel ohne neue Verbindung.
```
## Promotional Text (EN) — max 170 characters
### Primary (161)
```
New: per-host profiles — one Mac, several gaming PCs, each with its own settings. Plus AV1 hardware decoding on M3 and later, HDR, and full 4:4:4 for crisp text.
```
### Alternate (156)
```
Your gaming PC in a window or full screen, at your display's exact resolution. Mouse and keyboard pass straight through; resize without dropping the stream.
```
---
## Description (DE) — max 4000 characters
```
Punktfunk streamt deinen Gaming-PC auf den Mac in der exakten Auflösung und Bildwiederholrate deines Displays, über dein eigenes Netzwerk, ohne Konto und ohne Cloud.
Punktfunk besteht aus zwei Hälften: einem Host auf dem PC, von dem du streamst, und dieser App auf dem Gerät, auf dem du spielst. Der Host ist quelloffen und kostenlos, läuft auf Linux und auf Windows 11 auf dem Gaming-Rig unterm Schreibtisch, auf einem Laptop oder headless auf einem Server, an dem gar kein Monitor hängt.
DEIN MAC BEKOMMT SEIN EIGENES DISPLAY
Für jede Verbindung legt der Host ein echtes virtuelles Display an in genau der Auflösung und Bildrate, die dein Mac meldet. Kein Skalieren, keine schwarzen Balken, kein Umsortieren deiner echten Monitore. Änderst du mitten im Stream die Fenstergröße oder gehst auf Vollbild, wird die Auflösung neu ausgehandelt, ohne die Verbindung zu trennen. Mehrere Geräte können gleichzeitig streamen, jedes auf seinem eigenen Display.
SCHNELL, WEIL UNS DER GANZE WEG GEHÖRT
Die nativen Apps sprechen punktfunk/1: eine QUIC-Steuerebene und eine verschlüsselte Datenebene mit Vorwärtsfehlerkorrektur, die Auflösung und Bildrate mitten im Stream wechselt, ohne neu zu verbinden. Dekodiert wird in Hardware über VideoToolbox H.264, HEVC und AV1 auf Macs, die AV1 in Hardware können (M3 und neuer).
FÜR DEN MAC GEMACHT
• Im Fenster oder im Vollbild, auf jedem angeschlossenen Display
• Maus und Tastatur gehen vollständig durch Klick zum Fangen, Cmd+Esc oder Ctrl+Alt+Shift+Q zum Freigeben
• Ein Stream-Menü in der Menüleiste: Maus freigeben, Trennen, Statistik einblenden
• Mikrofon-Uplink mit Echounterdrückung dein Mac wird zum Headset am PC
• HDR mit PQ-Passthrough und ein optionaler Vollchroma-Modus (4:4:4), damit kleine Schrift und feine Linien scharf bleiben
CONTROLLER, VOLLSTÄNDIG
DualSense, Xbox- und weitere MFi-kompatible Controller. Beim DualSense gehen Rumble, Lightbar, Player-LEDs, adaptive Trigger, Touchpad und Gyro bis ins Spiel durch. Welchen Typ das virtuelle Gamepad am Host annimmt, richtet sich nach dem, was bei dir wirklich in der Hand liegt.
DEINE BIBLIOTHEK, DEIN NETZWERK
Installierte Steam-Titel und selbst hinzugefügte Spiele erscheinen als Raster mit Artwork und starten direkt. Hosts findet die App im Netzwerk von allein. Beim ersten Mal koppelst du einmalig mit einer PIN, danach verbindet sich der Mac über eine gepinnte Identität aus deinem Schlüsselbund kein Konto, kein Login. Einen schlafenden PC weckt Punktfunk per Wake-on-LAN.
MESSEN STATT GLAUBEN
Ein gestuftes Overlay zeigt Bildrate, Bitrate und Latenz über zwei Maschinen hinweg um den Uhrenversatz korrigiert, also eine Messung und kein Versprechen. Ein Geschwindigkeitstest pro Host schlägt eine passende Bitrate vor. Profile halten pro Host fest, wie gestreamt werden soll.
WAS DU BRAUCHST
Einen Punktfunk-Host auf einem Linux-PC oder auf Windows 11 (22H2 oder neuer) im selben Netzwerk. Der Host ist quelloffen (MIT/Apache-2.0) und kostenlos Anleitungen und Quellcode findest du auf punktfunk.unom.io. Diese App ist der Client: ein Mac kann derzeit nicht selbst Host sein.
Kein Konto. Keine Cloud. Keine Telemetrie. Die App erfasst keine Daten über dich.
```
---
## Description (EN) — max 4000 characters
```
Punktfunk streams your gaming PC to your Mac — at your display's exact resolution and refresh rate, over your own network, with no account and no cloud.
Punktfunk comes in two halves: a host on the PC you stream from, and this app on the device you play on. The host is open source and free, and runs on Linux and on Windows 11 — on the gaming rig under your desk, on a laptop, or headless on a server with no monitor attached at all.
YOUR MAC GETS A DISPLAY OF ITS OWN
For every connection, the host creates a real virtual display at exactly the resolution and refresh rate your Mac reports. No scaling, no black bars, no rearranging your actual monitors. Resize the window mid-stream or go full screen and the resolution is renegotiated without dropping the connection. Several devices can stream at once, each on its own display.
FAST, BECAUSE WE OWN THE WHOLE PATH
The native apps speak punktfunk/1: a QUIC control plane and an encrypted data plane with forward error correction, able to change resolution and frame rate mid-stream without reconnecting. Decoding is done in hardware through VideoToolbox — H.264, HEVC, and AV1 on Macs with an AV1 hardware decoder (M3 and later).
BUILT FOR THE MAC
• In a window or full screen, on any attached display
• Mouse and keyboard pass straight through — click to capture, Cmd+Esc or Ctrl+Alt+Shift+Q to release
• A Stream menu in the menu bar: release the mouse, disconnect, toggle the stats overlay
• Microphone uplink with echo cancellation — your Mac becomes the headset on your PC
• HDR with PQ passthrough, plus an optional full-chroma (4:4:4) mode that keeps small text and fine UI lines sharp
CONTROLLERS, IN FULL
DualSense, Xbox, and other MFi-compatible controllers. On a DualSense, rumble, lightbar, player LEDs, adaptive triggers, touchpad, and gyro all reach the game. The virtual gamepad the host presents takes its type from the controller actually in your hands.
YOUR LIBRARY, YOUR NETWORK
Installed Steam titles and games you add yourself appear as a grid with artwork, ready to launch. The app finds hosts on your network by itself. The first time, you pair once with a PIN; after that your Mac reconnects on a pinned identity stored in your keychain — no account, no login. Punktfunk can wake a sleeping PC over Wake-on-LAN.
MEASURED, NOT PROMISED
A tiered overlay shows frame rate, bitrate, and latency — corrected for clock skew across the two machines, so it is a measurement rather than a claim. A per-host speed test suggests a bitrate that matches your link. Profiles remember how each host should be streamed.
WHAT YOU NEED
A Punktfunk host on a Linux PC or on Windows 11 (22H2 or later) on the same network. The host is open source (MIT/Apache-2.0) and free — guides and source at punktfunk.unom.io. This app is the client: a Mac cannot currently act as a host.
No account. No cloud. No telemetry. This app collects no data about you.
```
---
## Keywords — max 100 characters
Comma-separated, **no spaces after the commas** (spaces count against the limit). The app name and
the subtitle are already indexed, so `punktfunk`, `schnell`, `lokal`, and `offen` are deliberately
absent — repeating them would waste characters.
### DE (97)
```
streaming,spiele,remote,desktop,fernzugriff,pc,linux,windows,controller,gamepad,latenz,quelloffen
```
### EN (95)
```
streaming,remote,desktop,pc,linux,windows,gaming,controller,gamepad,latency,selfhosted,lan,play
```
**Deliberately excluded:** `Moonlight`, `GameStream`, `NVIDIA`, `Steam`. Punktfunk genuinely is
GameStream-compatible and does read your Steam library, but App Store Review Guideline 4.1 and the
metadata rules disallow third-party app, product, and company names in the **keyword** field — it is
a routine rejection. Saying it in the description is fine; the current descriptions avoid naming
Moonlight and mention Steam only as a factual statement about your own library.
The previous keyword set (`Game-Streaming, Lokal, Open-Source, Gaming`) spent characters on spaces,
on `Lokal` (already in the subtitle), and on both `Game-Streaming` and `Gaming`, which share a stem.
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# Privacy — what to link from App Store Connect
## The situation
You already have a privacy policy at **punktfunk.unom.io/legal/privacy**. It is good, current
(Stand: 28. Juni 2026), and localised DE/EN. But it is a **website** privacy policy: it covers
server log files, Plausible Analytics on `analytics.unom.io`, the `PARAGLIDE_LOCALE` cookie, and
self-hosted fonts. It does not mention the apps at all.
That is a problem for App Store Connect in two directions:
1. Apple requires the linked policy to describe **the app's** data practices. A reviewer following
the link finds a page about a website.
2. It reads as *contradicting* a "Data Not Collected" declaration. The page prominently describes
analytics and a cookie. A reviewer who skims it sees "Reichweitenmessung mit Plausible
Analytics" and has every reason to question the App Privacy answers.
**Recommendation:** keep the existing page and append an app-specific section to it (the text
below), so one URL covers both. The alternative — a separate `/legal/privacy-apps` route — also
works, but one URL is less to keep in sync.
The page is CMS-driven (`src/routes/legal/privacy.tsx` renders Payload `RichText` blocks from the
`pages` collection, slug `legal/privacy`, tenant `punktfunk`), so this is a CMS edit rather than a
code change.
## Confirming the "collects no data" framing
Checked against the source rather than taken on trust, and it holds:
- **No analytics, telemetry, or crash-reporting SDK.** `Package.swift` declares no such dependency.
A case-insensitive sweep of `Sources/` for `sentry|firebase|analytics|telemetry|amplitude|
mixpanel|crashlytics|posthog|plausible` returns 43 hits — 43 of them the word "amplitude" in
haptics code (rumble amplitude), and one the English word "plausible" in a comment.
- **No outbound calls to us.** The only `URLSession` use is `LibraryClient`, fetching cover art
**from the paired host**, over a TLS session that pins the host's own certificate. The only
external URLs anywhere in the Swift sources are three UI links the user can tap: the docs site,
the source on `git.unom.io`, and the Discord invite.
- **No account system.** Identity is a client keypair in the device keychain
(`keychain-access-groups`, `ClientIdentityStore`); pairing is SPAKE2 with a PIN, host-to-device.
- **Data stays on device.** Saved hosts and settings live in a shared `UserDefaults` suite
(`group.io.unom.punktfunk`) so the widget can read them. Nothing syncs; there is no CloudKit
entitlement.
- **No ATT.** No `NSUserTrackingUsageDescription` anywhere, consistent with no tracking.
So **App Privacy → "Data Not Collected"** is accurate for all four platforms. Two caveats worth
stating in the policy text anyway, because they are true and pre-empt questions:
- The microphone uplink **is** audio leaving the device — but only to the host the user paired with,
encrypted, and never to us. Apple's questionnaire asks about data collected *by you or your
third-party partners*; streaming to the user's own machine is not collection. Saying so plainly
is better than staying silent about a microphone permission.
- The apps are distributed through the App Store, so **Apple** collects its own analytics. That is
Apple's processing, not yours, but naming it avoids looking like an omission.
---
## Text to append — Deutsch
> ## Die Punktfunk-Apps
>
> Dieser Abschnitt betrifft die Punktfunk-Apps für iPhone, iPad, Apple TV, Mac, Windows, Linux und
> Android im Unterschied zu den vorstehenden Abschnitten, die sich auf diese Website beziehen.
>
> **Die Apps erheben keine personenbezogenen Daten.** Es gibt keine Benutzerkonten, keine
> Registrierung und keine Anmeldung. Die Apps enthalten keine Analyse-, Tracking-, Werbe- oder
> Absturzbericht-Bibliotheken von Drittanbietern. Es findet kein Tracking im Sinne des App
> Tracking Transparency Frameworks statt, und es werden keine Daten an uns oder an Dritte
> übermittelt.
>
> **Wohin die Daten fließen.** Punktfunk verbindet Ihr Gerät direkt mit einem Host-Rechner, den Sie
> selbst betreiben in der Regel in Ihrem eigenen Netzwerk. Video, Ton, Maus-, Tastatur- und
> Controller-Eingaben sowie sofern Sie ihn einschalten Ihr Mikrofon werden ausschließlich
> zwischen Ihrem Gerät und diesem Host übertragen, verschlüsselt und ohne Umweg über einen Server
> von uns. Wir betreiben für den Streaming-Betrieb keine Vermittlungs-, Relay- oder Cloud-Dienste
> und haben zu keinem Zeitpunkt Zugriff auf die Inhalte einer Sitzung.
>
> **Was auf dem Gerät bleibt.** Die App speichert lokal auf Ihrem Gerät: die von Ihnen
> hinzugefügten oder im Netzwerk gefundenen Hosts, Ihre Einstellungen und Profile sowie einen
> kryptografischen Schlüssel, mit dem sich Ihr Gerät gegenüber einem gekoppelten Host ausweist
> (auf Apple-Geräten im Schlüsselbund). Diese Daten verlassen Ihr Gerät nicht und werden gelöscht,
> wenn Sie die App entfernen.
>
> **Berechtigungen.** Die App fragt nur Berechtigungen ab, die für den Betrieb nötig sind: den
> Zugriff auf das lokale Netzwerk, um Hosts zu finden und sich mit ihnen zu verbinden, und nur
> wenn Sie die Mikrofonübertragung nutzen das Mikrofon. Das Mikrofonsignal wird an den von Ihnen
> gekoppelten Host übertragen, wo es als virtuelles Mikrofon erscheint; es wird nicht
> aufgezeichnet und nicht an uns gesendet.
>
> **Verteilung über App-Stores.** Wenn Sie die App über den App Store oder Google Play beziehen,
> verarbeiten Apple bzw. Google im Rahmen der Auslieferung eigene Daten (etwa Kauf-, Installations-
> und Absturzstatistiken). Darauf haben wir keinen Einfluss; es gelten die
> Datenschutzbestimmungen des jeweiligen Anbieters. Aggregierte Statistiken, die uns Apple oder
> Google in ihren Entwicklerkonsolen anzeigen, lassen keinen Rückschluss auf einzelne Personen zu.
>
> **Der Host.** Der Punktfunk-Host ist quelloffene Software, die Sie selbst auf Ihrem eigenen
> Rechner betreiben. Welche Daten dabei anfallen etwa lokale Protokolldateien , bleibt
> vollständig unter Ihrer Kontrolle; wir erhalten davon nichts. Der Quellcode ist unter
> git.unom.io/unom/punktfunk einsehbar.
---
## Text to append — English
> ## The Punktfunk apps
>
> This section concerns the Punktfunk apps for iPhone, iPad, Apple TV, Mac, Windows, Linux, and
> Android — as distinct from the sections above, which concern this website.
>
> **The apps collect no personal data.** There are no user accounts, no registration, and no sign-in.
> The apps contain no third-party analytics, tracking, advertising, or crash-reporting libraries.
> No tracking within the meaning of Apple's App Tracking Transparency framework takes place, and no
> data is transmitted to us or to any third party.
>
> **Where your data goes.** Punktfunk connects your device directly to a host machine that you run
> yourself, normally on your own network. Video, audio, mouse, keyboard, and controller input — and
> your microphone, if you switch it on — travel only between your device and that host, encrypted,
> without passing through any server of ours. We operate no brokering, relay, or cloud service for
> streaming, and we have no access to the contents of a session at any point.
>
> **What stays on your device.** The app stores locally on your device: the hosts you have added or
> discovered on your network, your settings and profiles, and a cryptographic key your device uses
> to identify itself to a paired host (in the keychain, on Apple devices). This data does not leave
> your device and is removed when you delete the app.
>
> **Permissions.** The app requests only the permissions it needs to work: access to the local
> network, in order to find hosts and connect to them, and — only if you use microphone streaming —
> the microphone. The microphone signal is sent to the host you paired with, where it appears as a
> virtual microphone; it is not recorded and is not sent to us.
>
> **Distribution through app stores.** If you obtain the app from the App Store or Google Play,
> Apple or Google process their own data as part of distributing it (such as purchase, installation,
> and crash statistics). We have no influence over this, and the respective provider's privacy
> policy applies. The aggregated statistics Apple and Google show us in their developer consoles do
> not allow any individual to be identified.
>
> **The host.** The Punktfunk host is open source software that you run on your own machine. Any
> data it produces — local log files, for instance — remains entirely under your control, and none
> of it reaches us. The source is available at git.unom.io/unom/punktfunk.
---
## Also update
- Bump **Stand: / Effective date:** on the page when you add this.
- App Store Connect → App Privacy → **Data Not Collected** for all four platforms.
- The same URL works for Google Play's Data safety declaration; the wording above already covers it.
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# App Review notes
## The core problem, stated plainly
Punktfunk is the client half of a two-part system. Without a reachable host it shows a host list, a
pairing sheet, and settings — and nothing else. There is **no demo or offline mode in a release
build**: the mock-data screens in `Sources/PunktfunkClient/Screenshots/` are wrapped in `#if DEBUG`
and are compiled out of anything you ship. A reviewer who launches the App Store build with no host
on their network sees an empty "On this network" list.
Guideline 2.1 requires you to supply whatever is needed to fully exercise the app. So you must
attach **one** of:
- **(a) A reachable demo host.** Best outcome — the reviewer sees the real thing. Requires a host
exposed to the internet with its UDP ports forwarded, plus a pairing PIN in the notes. The client
can add a host by IP or hostname, so mDNS discovery is not required for this path.
- **(b) A demo video.** Apple accepts this for hardware- or setup-dependent apps. Less good: a
reviewer who cannot reproduce is a reviewer who can reject on something unrelated.
**Attach (a) if you can keep a host up for the review window; (b) is the fallback.** Whichever you
pick, fill in the placeholders before submitting — the template assumes (a) and marks the spots.
> **⚠ Decide before submitting:** if you go with (b), replace the "CONNECTING TO OUR DEMO HOST"
> section with the video URL and say explicitly that no host can be provided.
---
## Notes template — paste into App Store Connect
The App Review Information "Notes" field caps at **4000 characters**. The block below is **3919**,
and filling the five placeholders in shortens it further (the literal `[[FILL IN: …]]` text is
longer than the values that replace it). If you add to it, re-check the count — an over-long note
is silently truncated, and what gets cut is the end, where the privacy and entitlement answers
live.
```
WHAT THIS APP IS
Punktfunk is a low-latency game- and desktop-streaming client. It streams from a "host" the user
installs on their own gaming PC (Linux, or Windows 11 22H2+), over their own network. The host is
separate open-source software we publish at https://git.unom.io/unom/punktfunk; it is not sold,
and this app has no purchases.
This app is the client half only: it renders video and audio from the user's own machine and
sends input back. There is no content library and no server of ours in a session.
IMPORTANT: THIS APP NEEDS A HOST
With no reachable host, the app can only show its host list, the pairing screen and settings --
inherent to what it is, not an incomplete build. We have provided a live host for review.
CONNECTING TO OUR DEMO HOST
1. Launch Punktfunk. The main screen lists hosts on the local network. Ours is not on yours, so
add it by hand: "+" (top right) then "Add host"; on Apple TV, "Add host" on the main screen.
2. Enter: Host: [[FILL IN: hostname or IP]] Port: [[FILL IN: port, default 47998]]
Name it anything, then confirm.
3. The app connects and asks for a pairing PIN. Enter: [[FILL IN: PIN]]
A one-time SPAKE2 pairing; afterwards the device is remembered and needs no PIN.
4. The host's game library appears as a grid. Select any title to stream; video and audio start
within a few seconds.
5. While streaming: stats overlay = Ctrl+Alt+Shift+S (or three-finger tap on iOS/iPadOS); release
mouse = Cmd+Esc or Ctrl+Alt+Shift+Q; disconnect = Ctrl+Alt+Shift+D.
6. Settings (gear) covers decoder, bitrate, HDR, audio, controllers and profiles; the per-host
"Speed test" suggests a bitrate for the link.
The host stays reachable throughout review. If you cannot reach it, please contact
[[FILL IN: contact email]] and we will restore it promptly.
WHY THE APP ASKS FOR WHAT IT ASKS FOR
- Local Network: finds hosts via Bonjour (_punktfunk._udp) and connects to them -- the app's
entire purpose.
- Microphone (optional, off by default): audio goes to the user's own paired host, appearing
there as a virtual microphone for voice chat. Never recorded, never sent to us.
- networking.multicast: sends the Wake-on-LAN magic packet, which must go to a broadcast address:
a sleeping PC has no ARP entry, so unicast cannot reach it. Used for nothing else.
- device.usb / device.bluetooth (macOS): the GameController framework reaches wired controllers
through IOHIDLibUserClient and wireless ones through startWirelessControllerDiscovery. USB also
drives DualSense rumble, which CoreHaptics will not. Without these, no controller input.
- network.server (macOS): the app is outbound-only, but the App Sandbox gates bind() itself. Our
QUIC endpoint and UDP socket each bind a local port to receive host-to-client datagrams;
without this, no video, audio or rumble arrives.
- UIBackgroundModes "audio" (iPhone/iPad): a session carries real, audible audio from the host,
and this keeps it alive if the user steps away briefly. Backgrounded, video decoding stops, only
the real audio keeps rendering, and a bounded timer disconnects automatically. We never play
silence to stay alive, nor use the mode outside an audible session.
REGARDING BUILD 0.4.2 (3384)
That build was rejected under 2.4.5(i) for a temporary-exception entitlement
(mach-lookup.global-name, com.apple.audioanalyticsd), added on a mistaken belief about CoreHaptics
rumble under the App Sandbox. We have since verified rumble works without it; this build carries
no temporary exception.
ACCOUNTS, PURCHASES, DATA
No account, no sign-in, no in-app purchase. The app collects no personal data: no analytics,
tracking, advertising or crash-reporting SDKs, and no connection to any server of ours during a
session. Device identity is a keychain keypair used only to authenticate to the user's own host.
Privacy policy: [[FILL IN: https://punktfunk.unom.io/legal/privacy]]
```
---
## Before you submit — checklist
- [ ] Fill every `[[FILL IN: …]]` placeholder. There are five.
- [ ] Confirm the demo host is reachable **from outside your own network** — test it on cellular,
not on the LAN it lives on. This is the failure mode that wastes a review cycle.
- [ ] Confirm the pairing PIN in the notes is the one the host will actually accept during the
review window, and that pairing is left open (it is on-demand in the web console).
- [ ] Put at least one launchable title in the demo host's library. An empty grid after a
successful pairing looks like a broken app.
- [ ] If submitting tvOS, verify the whole flow is reachable with the **Siri Remote alone**. A
reviewer will not have a controller paired, and "requires an accessory to navigate" is a
tvOS rejection.
- [ ] Attach the demo video as a URL in the notes if you are going the (b) route.
## Separately worth checking: the privacy manifest
There is **no `PrivacyInfo.xcprivacy`** anywhere in `clients/apple`. The app does use
`UserDefaults` (`HostStore` reads the `group.io.unom.punktfunk` suite), and `UserDefaults` is one of
Apple's "required reason" APIs, which are expected to be declared in a privacy manifest. Apps
missing a declaration typically get an automated **ITMS-91053** notice on upload.
This is adjacent to the copy work rather than part of it, so nothing has been changed here — but it
is worth adding a manifest declaring `NSPrivacyAccessedAPICategoryUserDefaults` with reason code
`CA92.1` (access to an app group container) and `NSPrivacyTracking` set to `false`, before the next
submission. Confirm the current reason codes against Apple's documentation rather than taking the
code above on trust; the list has changed since it was introduced.
+145
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# tvOS — App Store metadata
Client only, living-room framing. Things the other platforms have that the **Apple TV does not**,
and which the copy therefore avoids claiming:
- **No microphone uplink.** There is no usable audio input on tvOS, so the "your Mac becomes the
headset" line does not transfer.
- **No gamepad console shell.** `ShotScenes` builds the gamepad home/settings screens for iOS and
macOS only — tvOS uses the native focus engine instead.
- **No AV1.** Apple TV 4K has no AV1 hardware decoder; HEVC and H.264 only.
- Mouse/keyboard capture exists on tvOS but is not a living-room story, so it stays out.
Kept, and genuinely tvOS-shaped: Siri Remote pointer navigation (`SiriRemotePointer`), controllers
including the full DualSense feedback set, HDR passthrough, and Wake-on-LAN — which is the single
best Apple TV feature, because it is what removes the trip to the other room.
- **Name:** Punktfunk
- **Subtitle (DE):** Schnell, lokal & offen.
- **Subtitle (EN):** Fast, local & open.
---
## Promotional Text (DE) — max 170 characters
### Primary (161)
```
Anschalten, Host wählen, spielen: Punktfunk weckt deinen Gaming-PC per Wake-on-LAN und verbindet sich, sobald er wach ist. In 4K, mit HDR, mit deinem Controller.
```
### Alternate A — leads on the picture (157)
```
Dein Gaming-PC am großen Bildschirm in genau der Auflösung und Bildrate deines Fernsehers, mit HDR. Ohne Konto, ohne Cloud, nur über dein eigenes Netzwerk.
```
### Alternate B — leads on the DualSense (160)
```
Dein DualSense am Apple TV, vollständig: Rumble, adaptive Trigger, Lightbar, Touchpad und Gyro gehen bis ins Spiel durch. Dazu Profile pro Host und Wake-on-LAN.
```
## Promotional Text (EN) — max 170 characters
### Primary (160)
```
Turn on, pick a host, play: Punktfunk wakes your gaming PC over Wake-on-LAN and connects as soon as it's up. In 4K, with HDR, with the controller in your hands.
```
### Alternate A — leads on the picture (148)
```
Your gaming PC on the big screen — at your TV's exact resolution and refresh rate, with HDR. No account, no cloud, nothing leaving your own network.
```
---
## Description (DE) — max 4000 characters
```
Punktfunk macht aus deinem Apple TV die Konsole für den Gaming-PC, der ohnehin schon im Haus steht in 4K, mit HDR, über dein eigenes Netzwerk, ohne Konto und ohne Cloud.
Punktfunk besteht aus zwei Hälften: einem Host auf dem PC, von dem du streamst, und dieser App auf dem Gerät, auf dem du spielst. Der Host ist quelloffen und kostenlos, läuft auf Linux und auf Windows 11 auch headless auf einem Rechner, an dem gar kein Monitor hängt.
VOM SOFA AUS, VON ANFANG BIS ENDE
Anschalten, Host auswählen, spielen. Die App findet Hosts im Netzwerk von allein. Beim ersten Mal koppelst du einmalig mit einer PIN, danach verbindet sich der Apple TV über eine gepinnte Identität kein Konto, kein Login, kein Abtippen von IP-Adressen. Steht dein Gaming-PC im Standby, weckt ihn Punktfunk per Wake-on-LAN und verbindet sich, sobald er wach ist. Niemand muss dafür aufstehen.
DAS BILD, DAS DEIN FERNSEHER WIRKLICH KANN
Für den Apple TV legt der Host ein echtes virtuelles Display an in genau der Auflösung und Bildrate, die dein Fernseher meldet, bis 4K. Kein Skalieren, keine schwarzen Balken, und die Monitore am PC werden nicht umsortiert. Dekodiert wird in Hardware über VideoToolbox (HEVC und H.264), HDR wird als PQ durchgereicht, statt es flach zu rechnen.
CONTROLLER, VOLLSTÄNDIG
DualSense, Xbox- und weitere MFi-kompatible Controller. Beim DualSense gehen Rumble, Lightbar, Player-LEDs, adaptive Trigger, Touchpad und Gyro bis ins Spiel durch. Welchen Typ das virtuelle Gamepad am Host annimmt, richtet sich nach dem, was bei dir wirklich in der Hand liegt. Bedienen lässt sich alles mit der Siri Remote oder komplett mit dem Controller die Oberfläche ist für die Fernbedienung gebaut, nicht für eine Maus.
DEINE BIBLIOTHEK AUF DEM FERNSEHER
Installierte Steam-Titel und selbst hinzugefügte Spiele erscheinen als Raster mit Artwork und starten direkt vom Sofa aus. Mehrere Geräte können gleichzeitig streamen, jedes auf seinem eigenen Display der Apple TV im Wohnzimmer stört also niemanden, der am Schreibtisch weiterarbeitet.
SCHNELL, WEIL UNS DER GANZE WEG GEHÖRT
Die nativen Apps sprechen punktfunk/1: eine QUIC-Steuerebene und eine verschlüsselte Datenebene mit Vorwärtsfehlerkorrektur. Ein gestuftes Overlay zeigt Bildrate, Bitrate und Latenz über zwei Maschinen hinweg um den Uhrenversatz korrigiert, also eine Messung und kein Versprechen. Ein Geschwindigkeitstest pro Host schlägt eine passende Bitrate für dein Netzwerk vor.
WAS DU BRAUCHST
Einen Punktfunk-Host auf einem Linux-PC oder auf Windows 11 (22H2 oder neuer) im selben Netzwerk. Für die beste Erfahrung hängt der Apple TV am Kabel oder an einem guten 5-GHz-WLAN. Der Host ist quelloffen (MIT/Apache-2.0) und kostenlos Anleitungen und Quellcode findest du auf punktfunk.unom.io.
Kein Konto. Keine Cloud. Keine Telemetrie. Die App erfasst keine Daten über dich.
```
---
## Description (EN) — max 4000 characters
```
Punktfunk turns your Apple TV into a console for the gaming PC you already own — in 4K, with HDR, over your own network, with no account and no cloud.
Punktfunk comes in two halves: a host on the PC you stream from, and this app on the device you play on. The host is open source and free, and runs on Linux and on Windows 11 — including headless, on a machine with no monitor attached at all.
FROM THE COUCH, START TO FINISH
Turn on, pick a host, play. The app finds hosts on your network by itself. The first time, you pair once with a PIN; after that your Apple TV reconnects on a pinned identity — no account, no login, no typing IP addresses with a remote. If your gaming PC is asleep, Punktfunk wakes it over Wake-on-LAN and connects as soon as it is up. Nobody has to get up to make that happen.
THE PICTURE YOUR TV CAN ACTUALLY SHOW
For your Apple TV, the host creates a real virtual display at exactly the resolution and refresh rate your TV reports, up to 4K. No scaling, no black bars, and the monitors on your PC are left where they are. Decoding is done in hardware through VideoToolbox (HEVC and H.264), and HDR is passed through as PQ rather than flattened.
CONTROLLERS, IN FULL
DualSense, Xbox, and other MFi-compatible controllers. On a DualSense, rumble, lightbar, player LEDs, adaptive triggers, touchpad, and gyro all reach the game. The virtual gamepad the host presents takes its type from the controller actually in your hands. Everything is navigable with the Siri Remote or entirely with a controller — the interface is built for a remote, not for a mouse.
YOUR LIBRARY ON THE BIG SCREEN
Installed Steam titles and games you add yourself appear as a grid with artwork, ready to launch from the couch. Several devices can stream at once, each on its own display — so the Apple TV in the living room does not disturb anyone still working at the desk.
FAST, BECAUSE WE OWN THE WHOLE PATH
The native apps speak punktfunk/1: a QUIC control plane and an encrypted data plane with forward error correction. A tiered overlay shows frame rate, bitrate, and latency — corrected for clock skew across the two machines, so it is a measurement rather than a claim. A per-host speed test suggests a bitrate that matches your network.
WHAT YOU NEED
A Punktfunk host on a Linux PC or on Windows 11 (22H2 or later) on the same network. For the best experience, put your Apple TV on Ethernet or on good 5 GHz Wi-Fi. The host is open source (MIT/Apache-2.0) and free — guides and source at punktfunk.unom.io.
No account. No cloud. No telemetry. This app collects no data about you.
```
---
## Keywords — max 100 characters
### DE (93)
```
streaming,spiele,gaming,controller,gamepad,wohnzimmer,fernseher,pc,linux,windows,4k,hdr,couch
```
### EN (91)
```
streaming,gaming,controller,gamepad,livingroom,tv,pc,linux,windows,4k,hdr,couch,remote,play
```
Same exclusions as macOS: no `Moonlight`, `GameStream`, `NVIDIA`, or `Steam` in the keyword field.
+36 -14
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@@ -11,9 +11,15 @@
# The captured pixels are exactly App Store Connect's required sizes:
# mac 2880×1800 (a 1× display yields 1440×900 — also accepted)
# iphone-6.9 1320×2868 (portrait) / 2868×1320 (the landscape hero)
# ipad-13 2064×2752 (portrait) / 2752×2064 (the landscape hero)
# ipad-13 2064×2752 (portrait)
# appletv 1920×1080
#
# A `.landscape` scene rotates on iPhone but NOT on iPad: an iPad app that supports multitasking
# is resizable, and iPadOS ignores `requestGeometryUpdate` orientation requests for it — the app
# follows the device, and simctl cannot rotate a simulated device. The iPad set is therefore
# portrait throughout (a valid App Store size, and uniform, which the gallery prefers). To get a
# landscape iPad hero, rotate the Simulator by hand (⌘←) and re-run just that scene.
#
# Requirements:
# • macOS target: just the Swift toolchain (`swift build`) + a one-time Screen Recording grant
# for your terminal (System Settings → Privacy & Security → Screen Recording).
@@ -35,7 +41,11 @@ cd "$APPLE_DIR"
OUT="${OUT:-$APPLE_DIR/screenshots}"
BUNDLE_ID="io.unom.punktfunk"
SCENES=(01-stream 02-hosts 03-pair 04-trust 05-settings)
# The App Store set, in listing order — the first three are what most people ever see, so they are
# the stream itself, the machines it found, and the couch/controller mode. Everything else in
# ShotScenes.all is a dev scene; capture those with `SCENES="06-gamepad-home 10-edithost" ...`.
SCENES=(${SCENES:-01-stream 02-hosts 06-gamepad-home 09e-waking-modal 05-settings 03-pair})
SETTLE="${SETTLE:-4}" # seconds to let a scene lay out before capturing
mkdir -p "$OUT"
@@ -89,13 +99,20 @@ shoot_macos() {
# $1 device-type regex (matches both existing device names and the device-type catalog)
# $2 scheme $3 sdk $4 file prefix $5 runtime platform (iOS|tvOS — for the create fallback)
# $6 name for a device we have to create — MUST satisfy $1 (see below)
shoot_sim() {
require_xcode
local match="$1" scheme="$2" sdk="$3" prefix="$4" platform="$5"
local match="$1" scheme="$2" sdk="$3" prefix="$4" platform="$5" createname="$6"
# Reuse an existing device of this type; else create a throwaway one against the newest
# available runtime for the platform. CI runners commonly ship a runtime but not every device
# (the iPhone 16 Pro Max is absent on ours), so create-on-demand is what makes it reproducible.
# Reuse an existing device of this type; else create one against the newest available runtime
# for the platform. CI runners commonly ship a runtime but not every device (the iPhone 16 Pro
# Max is absent on ours), so create-on-demand is what makes it reproducible.
#
# The created device is named after the DEVICE, not after this script, for two reasons. It used
# to be "pf-shot-<prefix>", which `$match` never matches — so every run created another
# simulator and none was ever reused (they piled up on the runner). And the name is user-visible:
# `UIDevice.current.name` is what the pairing sheet prefills as this device's name, so
# "pf-shot-iphone-6.9" was rendered into an App Store screenshot.
local udid
udid="$(xcrun simctl list devices available | grep -E "$match" | grep -oE '[0-9A-F-]{36}' | head -1 || true)"
if [ -z "$udid" ]; then
@@ -105,8 +122,8 @@ shoot_sim() {
rt="$(xcrun simctl list runtimes available | grep -E "^$platform " \
| grep -oE 'com\.apple\.CoreSimulator\.SimRuntime\.[A-Za-z0-9.-]+' | tail -1 || true)"
if [ -n "$devtype" ] && [ -n "$rt" ]; then
udid="$(xcrun simctl create "pf-shot-$prefix" "$devtype" "$rt" 2>/dev/null || true)"
[ -n "$udid" ] && log "$prefix — created Simulator $udid ($devtype)"
udid="$(xcrun simctl create "$createname" "$devtype" "$rt" 2>/dev/null || true)"
[ -n "$udid" ] && log "$prefix — created Simulator \"$createname\" $udid ($devtype)"
fi
fi
[ -n "$udid" ] || die "$prefix: no Simulator matching /$match/, and none could be created
@@ -114,6 +131,11 @@ shoot_sim() {
log "$prefix — Simulator $udid"
xcrun simctl boot "$udid" 2>/dev/null || true
xcrun simctl bootstatus "$udid" -b >/dev/null 2>&1 || true
# Every scene is a dark-mode scene. The in-app `.environment(\.colorScheme, .dark)` override
# does NOT cross a presentation boundary — a `.sheet` gets its own environment and follows the
# DEVICE appearance — so the pairing sheet came out light grey over the dark app. Set the
# simulator itself to dark and the whole hierarchy, presentations included, agrees.
xcrun simctl ui "$udid" appearance dark >/dev/null 2>&1 || true
log "$prefix — building ($scheme)…"
# PF_SHOT_DERIVED_DATA (optional): a STABLE DerivedData root, so repeat runs reuse the
@@ -150,15 +172,15 @@ pixels() { sips -g pixelWidth -g pixelHeight "$1" 2>/dev/null | awk '/pixel/{pri
for target in "$@"; do
case "$target" in
macos) shoot_macos ;;
ios) shoot_sim 'iPhone 16 Pro Max' Punktfunk-iOS iphonesimulator iphone-6.9 iOS ;;
ipad) shoot_sim 'iPad Pro 13|iPad Pro .*M4|iPad Pro \(13' Punktfunk-iOS iphonesimulator ipad-13 iOS ;;
tvos) shoot_sim 'Apple TV' Punktfunk-tvOS appletvsimulator appletv tvOS ;;
ios) shoot_sim 'iPhone 16 Pro Max' Punktfunk-iOS iphonesimulator iphone-6.9 iOS 'iPhone 16 Pro Max' ;;
ipad) shoot_sim 'iPad Pro 13|iPad Pro .*M4|iPad Pro \(13' Punktfunk-iOS iphonesimulator ipad-13 iOS 'iPad Pro 13-inch (M4)' ;;
tvos) shoot_sim 'Apple TV' Punktfunk-tvOS appletvsimulator appletv tvOS 'Apple TV 4K' ;;
all)
shoot_macos
if xcrun --find simctl >/dev/null 2>&1; then
shoot_sim 'iPhone 16 Pro Max' Punktfunk-iOS iphonesimulator iphone-6.9 iOS
shoot_sim 'iPad Pro 13|iPad Pro .*M4|iPad Pro \(13' Punktfunk-iOS iphonesimulator ipad-13 iOS
shoot_sim 'Apple TV' Punktfunk-tvOS appletvsimulator appletv tvOS
shoot_sim 'iPhone 16 Pro Max' Punktfunk-iOS iphonesimulator iphone-6.9 iOS 'iPhone 16 Pro Max'
shoot_sim 'iPad Pro 13|iPad Pro .*M4|iPad Pro \(13' Punktfunk-iOS iphonesimulator ipad-13 iOS 'iPad Pro 13-inch (M4)'
shoot_sim 'Apple TV' Punktfunk-tvOS appletvsimulator appletv tvOS 'Apple TV 4K'
else
warn "Skipping iOS/iPadOS/tvOS — full Xcode not found (Command Line Tools only)."
fi
+399 -12
View File
@@ -41,16 +41,23 @@ mod cli {
const PROBE_TIMEOUT: Duration = Duration::from_millis(2500);
/// The handshake budget `--request-access` runs on. Matches the host's `PENDING_APPROVAL_WAIT`
/// — the connect is PARKED for that long while an operator decides, so anything shorter would
/// give up while the approval prompt is still on their screen.
const REQUEST_ACCESS_TIMEOUT_SECS: u64 = 185;
const USAGE: &str = "\
punktfunk the Punktfunk client, headless
punktfunk discover [--json] [--timeout SECS]
punktfunk pair <host[:port]> [--pin N] [--name LABEL]
punktfunk hosts list [--probe] [--json]
punktfunk hosts add <host[:port]> [--name LABEL] [--fp HEX]
punktfunk hosts forget <host-ref>
punktfunk wake <host-ref> [--wait]
punktfunk library <host-ref> [--json]
punktfunk launch <host-ref> [--game ID] [--profile REF] [--exec] [--fullscreen]
punktfunk launch <host-ref> [--game ID] [--profile REF] [--request-access]
[--exec] [--fullscreen]
punktfunk open <punktfunk://…>
punktfunk reachable <host-ref>
punktfunk speed-test <host-ref>
@@ -68,6 +75,24 @@ punktfunk:// link takes. Exit codes: 0 ok, 2 connect, 3 trust, 4 renderer, 5 not
/// (what goes to stdout vs stderr, and which exit codes mean what).
fn verb_help(verb: &str) -> Option<&'static str> {
Some(match verb {
"discover" => {
"\
punktfunk discover [--json] [--timeout SECS] browse the LAN for hosts
Listens for Punktfunk hosts advertising over mDNS and prints what answered:
name TAB addr:port TAB saved|new TAB paired|unpaired. `saved` means this
device already has a record for it, matched by fingerprint first and address
second the same rule every other surface joins the two lists by.
--timeout SECS how long to browse (default 3, capped at 30) a bounded
call, so a panel can wait for it
--json {\"hosts\":[{\"name\",\"addr\",\"port\",\"fp\",\"pair\",\"id\",\"mgmt\",
\"os\",\"saved\",\"paired\"}]}
Nothing answering is an answer, not a failure: an empty list exits 0. A host
mDNS never sees (Tailscale, another subnet) will not appear here save it by
address with `punktfunk hosts add` and it shows in `hosts list --probe`."
}
"pair" => {
"\
punktfunk pair <host[:port]> enrol this device with a host (PIN ceremony)
@@ -96,6 +121,13 @@ punktfunk hosts — the saved-hosts store (shared with the desktop client)
another subnet). Without --fp it is a placeholder to pair later; with a
64-hex fingerprint it is pinned immediately (still unpaired).
Idempotent, and keyed on the FINGERPRINT once there is one: re-running it
for a host already saved is a no-op, and giving a known fingerprint a new
address MOVES that host's record there rather than filing a second one
(which is how a host that changed DHCP lease stays reachable by its id).
A different fingerprint for an address already saved is refused, exit 3
a changed identity is a decision for a person.
punktfunk hosts forget <host-ref>
Remove a saved host, its pinned fingerprint included. A later connect
must pair or trust it again."
@@ -119,7 +151,8 @@ this. Needs a paired host (exit 6 otherwise)."
}
"launch" => {
"\
punktfunk launch <host-ref> [--game ID] [--profile REF] [--exec] [--fullscreen]
punktfunk launch <host-ref> [--game ID] [--profile REF] [--request-access]
[--exec] [--fullscreen]
Start a stream waking the host first if it is asleep and its MAC is known.
The stream runs in the punktfunk-session renderer; this command supervises it
@@ -132,6 +165,16 @@ and relays its lifecycle to stderr.
--exec become the session process instead of supervising it the
gamescope-wrapper mode, where the launched process must BE
the streaming one for focus and lifecycle to work
--request-access
ask the host's operator to let this device in instead of
typing a PIN. The host PARKS the connect until somebody
approves it in its console or web UI (up to ~185 s), then
admits it and the stream starts by itself; the host is
recorded as paired once that happens, so later streams are
silent. Needs the host's fingerprint pinned already
(`punktfunk hosts add <addr> --fp <hex>`), and cannot be
combined with --exec under --exec there is no process
left to record the approval.
Exit 0 when the stream ends cleanly, 2 connect failed, 3 the host no longer
trusts this device (re-pair), 4 the renderer could not start."
@@ -222,7 +265,7 @@ from the config directory for a true factory reset."
fn flag_takes_value(flag: &str) -> bool {
matches!(
flag,
"--pin" | "--name" | "--fp" | "--game" | "--profile" | "--port"
"--pin" | "--name" | "--fp" | "--game" | "--profile" | "--port" | "--timeout"
)
}
@@ -269,6 +312,7 @@ from the config directory for a true factory reset."
return OK;
}
match verb.as_str() {
"discover" => discover(&rest),
"pair" => pair(&rest),
"hosts" => hosts(&rest),
"wake" => wake(&rest),
@@ -306,6 +350,104 @@ from the config directory for a true factory reset."
}
}
/// How long `discover` browses when nobody says, and the ceiling on what they can ask for.
/// The cap is not politeness: this verb is called from a Quick Access panel, and a typo'd
/// `--timeout 3000` would hang that panel with no way to cancel it.
const DISCOVER_DEFAULT_SECS: f64 = 3.0;
const DISCOVER_MAX_SECS: f64 = 30.0;
/// `discover [--json] [--timeout SECS]` — browse the LAN over mDNS and print what answered,
/// annotated against the saved-hosts store.
///
/// The annotation is the point: a caller wants "can I stream this", which is a question
/// about BOTH lists, and joining them itself is how two surfaces end up disagreeing about
/// the same host. So the match rule lives here, once, and is the same one every other
/// surface uses — fingerprint first (survives a DHCP move), address second.
fn discover(args: &[String]) -> u8 {
let secs = value(args, "--timeout")
.and_then(|v| v.parse::<f64>().ok())
.filter(|s| *s > 0.0)
.unwrap_or(DISCOVER_DEFAULT_SECS)
.min(DISCOVER_MAX_SECS);
let found = pf_client_core::discovery::discover_for(Duration::from_secs_f64(secs));
// `read`, not `load`: this verb only LOOKS at the records to annotate what it found, and
// never hands their ids back. `load` would mint ids for a pre-mint store and save them —
// a write from a read-only verb, and one that races the `hosts list` a caller is very
// likely running at the same moment (the Decky panel issues both together).
let known = KnownHosts::read();
let rows: Vec<(
&pf_client_core::discovery::DiscoveredHost,
Option<&KnownHost>,
)> = found.iter().map(|d| (d, match_saved(&known, d))).collect();
if has(args, "--json") {
let hosts: Vec<serde_json::Value> = rows
.iter()
.map(|(d, saved)| {
serde_json::json!({
"name": d.name,
"addr": d.addr,
"port": d.port,
"fp": d.fp_hex,
"pair": d.pair,
"id": d.advertised_id(),
// 0 = not advertised, which is what a consumer's own "no mgmt port"
// already means — an older host simply omits the TXT.
"mgmt": d.mgmt_port.unwrap_or(0),
"os": d.os,
"saved": saved.is_some(),
"paired": saved.is_some_and(|h| h.paired),
})
})
.collect();
println!("{}", serde_json::json!({ "hosts": hosts }));
} else {
for (d, saved) in &rows {
println!(
"{}\t{}:{}\t{}\t{}",
d.name,
d.addr,
d.port,
if saved.is_some() { "saved" } else { "new" },
if saved.is_some_and(|h| h.paired) {
"paired"
} else {
"unpaired"
},
);
}
}
// An empty LAN is an answer, not a failure — a caller branching on the exit code is
// asking "did the browse run", and it did.
OK
}
/// The saved record an advert belongs to, if any: fingerprint first, address second.
///
/// Fingerprint FIRST is deliberate and load-bearing — a host that moved to a new DHCP lease
/// still matches its record, and a *different* host that inherited the old address does not
/// inherit its pairing. This is the rule the plugin's `mergeHosts` and the shells' hosts
/// pages already use; keeping one copy is what stops two surfaces disagreeing about whether
/// the box in front of you is paired.
fn match_saved<'a>(
known: &'a KnownHosts,
advert: &pf_client_core::discovery::DiscoveredHost,
) -> Option<&'a KnownHost> {
known
.hosts
.iter()
.find(|h| {
!h.fp_hex.is_empty()
&& !advert.fp_hex.is_empty()
&& h.fp_hex.eq_ignore_ascii_case(&advert.fp_hex)
})
.or_else(|| {
known
.hosts
.iter()
.find(|h| h.addr == advert.addr && h.port == advert.port)
})
}
/// `pair <host[:port]> [--pin N]` — the SPAKE2 ceremony. Without `--pin` it prompts, which
/// is the interactive shape; with one it is scriptable. Refuses rather than prompting when
/// stdin isn't a terminal and no PIN was given: a pairing that silently blocks a CI job
@@ -424,16 +566,69 @@ from the config directory for a true factory reset."
return UNRESOLVED;
};
let (addr, port) = split_host_port(&target);
let fp = value(args, "--fp").unwrap_or_default();
let name = value(args, "--name");
let mut known = KnownHosts::load();
if known.hosts.iter().any(|h| h.addr == addr && h.port == port) {
eprintln!("{addr}:{port} is already saved");
return OK;
if let Some(i) = known
.hosts
.iter()
.position(|h| h.addr == addr && h.port == port)
{
return match merge_saved_host(&mut known, i, &fp, name.as_deref()) {
AddOutcome::Unchanged => {
eprintln!("{addr}:{port} is already saved");
OK
}
AddOutcome::Conflict => {
eprintln!(
"{addr}:{port} is already saved with a different fingerprint — \
forget it first if you really mean to replace it \
(punktfunk hosts forget {addr}:{port})"
);
TRUST_REJECTED
}
AddOutcome::Pinned => match known.save() {
Ok(()) => {
println!("updated {addr}:{port}");
OK
}
Err(e) => {
eprintln!("saving: {e:#}");
CONNECT_FAILED
}
},
};
}
// No record at this address — but a record carrying this exact FINGERPRINT is
// this same host at a new one. Re-point it rather than filing a second record:
// the fingerprint is the identity, and a host that changed DHCP lease is the
// whole reason `hosts add --fp` is idempotent in the first place. Without this a
// moved host accumulates one record per address it has ever held, and the one a
// stable id resolves to keeps the address it can no longer be reached at.
if let Some(i) = known
.hosts
.iter()
.position(|h| !fp.is_empty() && h.fp_hex.eq_ignore_ascii_case(&fp))
{
let was = format!("{}:{}", known.hosts[i].addr, known.hosts[i].port);
known.hosts[i].addr = addr.clone();
known.hosts[i].port = port;
return match known.save() {
Ok(()) => {
println!("moved {was} to {addr}:{port}");
OK
}
Err(e) => {
eprintln!("saving: {e:#}");
CONNECT_FAILED
}
};
}
known.hosts.push(KnownHost {
name: value(args, "--name").unwrap_or_else(|| addr.clone()),
name: name.unwrap_or_else(|| addr.clone()),
addr: addr.clone(),
port,
fp_hex: value(args, "--fp").unwrap_or_default(),
fp_hex: fp,
..Default::default()
});
match known.save() {
@@ -475,6 +670,55 @@ from the config directory for a true factory reset."
}
}
/// What `hosts add` did to a record that was ALREADY saved for this address.
#[derive(Debug, PartialEq, Eq)]
enum AddOutcome {
/// Nothing to do — no fingerprint was offered, or the record already carries this one.
/// Exits 0 on purpose: a panel retrying step 1 of request access must not have to
/// invent an error to show for a state that is already correct.
Unchanged,
/// The record had no fingerprint and now has this one.
Pinned,
/// The record carries a DIFFERENT fingerprint. Refused, never overwritten.
Conflict,
}
/// `hosts add --fp` against an address that is already saved. The difference between these
/// three is a trust decision, not bookkeeping.
///
/// Filling in an empty fingerprint is step 1 of request access (design §5): a host found by
/// advert is saved by address first and pinned second. Without it the `--fp` is dropped on
/// the floor and the launch that follows refuses for want of a pin — which is what this did
/// before, silently and with exit 0.
///
/// A *different* fingerprint is refused because a changed identity is a decision for a
/// person, at a surface that can show them both. That is what `upsert_trusted` exists to
/// enforce; quietly overwriting it here would be a back door through the pinning the rest
/// of the client is built on.
fn merge_saved_host(
known: &mut KnownHosts,
i: usize,
fp: &str,
name: Option<&str>,
) -> AddOutcome {
let existing = known.hosts[i].fp_hex.clone();
if fp.is_empty() || existing.eq_ignore_ascii_case(fp) {
return AddOutcome::Unchanged;
}
if !existing.is_empty() {
return AddOutcome::Conflict;
}
known.hosts[i].fp_hex = fp.to_string();
// Only a record still named after its own address is renamed: a label the user chose is
// theirs, and an advert's name must not quietly overwrite it.
if let Some(label) = name {
if known.hosts[i].name == known.hosts[i].addr {
known.hosts[i].name = label.to_string();
}
}
AddOutcome::Pinned
}
/// `wake <host-ref> [--wait]` — a magic packet, and with `--wait` the same bounded
/// wake-and-wait the shells run (`WakeWait`: a packet every 6 s, presence polled every
/// second, 90 s budget).
@@ -585,6 +829,19 @@ from the config directory for a true factory reset."
eprintln!("usage: punktfunk launch <host-ref> [--game ID] [--profile REF] [--exec]");
return UNRESOLVED;
};
let exec = has(args, "--exec");
let request_access = has(args, "--request-access");
// Refused rather than silently downgraded: under `--exec` this process BECOMES the
// session, so nothing survives to see `Ready` and record the approval. A launch that
// quietly dropped the persistence would leave hosts reading "trusted" forever with
// nobody able to say why.
if request_access && exec {
eprintln!(
"--request-access can't be combined with --exec: under --exec there is no \
process left to record the host's approval"
);
return UNRESOLVED;
}
let (known, i) = match resolve(&reference) {
Ok(v) => v,
Err(code) => return code,
@@ -597,7 +854,10 @@ from the config directory for a true factory reset."
if has(args, "--fullscreen") {
plan.settings.fullscreen_on_stream = true;
}
run_plan(plan, has(args, "--exec"))
if request_access {
plan.connect_timeout_secs = Some(REQUEST_ACCESS_TIMEOUT_SECS);
}
run_plan(plan, exec, request_access)
}
/// `open <url>` — the `punktfunk://` grammar, headless. Same parser, same refusal rules and
@@ -622,7 +882,7 @@ from the config directory for a true factory reset."
&trust::Settings::load(),
);
match outcome {
Ok(PlanOutcome::Connect(plan)) => run_plan(*plan, has(args, "--exec")),
Ok(PlanOutcome::Connect(plan)) => run_plan(*plan, has(args, "--exec"), false),
// A URL may never pair or trust on its own — that is a decision for a person, at a
// surface that can show them the fingerprint.
Ok(PlanOutcome::ConfirmUnknown(u)) => {
@@ -646,7 +906,13 @@ from the config directory for a true factory reset."
}
/// Wake if needed, then run the session — supervising it, or becoming it under `--exec`.
fn run_plan(plan: ConnectPlan, exec: bool) -> u8 {
///
/// `persist_paired` records the host as *paired* when the child reports ready. Only
/// `launch --request-access` passes true: there, the host parked the connect until an
/// operator approved this device, so `Ready` IS the approval arriving — the same thing
/// `SpawnOpts::persist_paired` means in the GTK shell. Every other launch records nothing,
/// which is correct: a plain connect proves reachability, not a new trust decision.
fn run_plan(plan: ConnectPlan, exec: bool, persist_paired: bool) -> u8 {
if plan.host.fp_hex.is_none() {
eprintln!(
"{} has no pinned fingerprint — punktfunk pair {}",
@@ -708,7 +974,24 @@ from the config directory for a true factory reset."
let mut failure: Option<(String, bool)> = None;
while let Ok(ev) = rx.recv() {
match ev {
SessionEvent::Ready => eprintln!("streaming"),
SessionEvent::Ready => {
eprintln!("streaming");
// The pin we connected WITH, not one re-derived from the store: the record
// is what we are about to rewrite, and the session proved the host holds
// exactly this identity by completing a pinned handshake against it.
if persist_paired {
if let Some(fp_hex) = &plan.host.fp_hex {
trust::persist_host(
&plan.host.name,
&plan.host.addr,
plan.host.port,
fp_hex,
true,
);
trust::forget_placeholder(&plan.host.addr, plan.host.port);
}
}
}
SessionEvent::Error {
msg,
trust_rejected,
@@ -967,6 +1250,7 @@ from the config directory for a true factory reset."
#[test]
fn every_usage_verb_has_help() {
for verb in [
"discover",
"pair",
"hosts",
"wake",
@@ -988,6 +1272,109 @@ from the config directory for a true factory reset."
assert!(verb_help("bogus").is_none());
}
fn saved(name: &str, addr: &str, fp: &str) -> KnownHost {
KnownHost {
name: name.into(),
addr: addr.into(),
port: 9777,
fp_hex: fp.into(),
..Default::default()
}
}
/// Step 1 of request access: a host saved by address gains the fingerprint its advert
/// carried. Before this, `hosts add --fp` on an existing record exited 0 having done
/// NOTHING — the launch that followed then refused for want of a pin, and the panel had
/// no way to tell why.
#[test]
fn adding_a_fingerprint_to_a_placeholder_fills_it_in() {
let mut known = KnownHosts {
hosts: vec![saved("192.168.1.9", "192.168.1.9", "")],
};
assert_eq!(
merge_saved_host(&mut known, 0, "abc123", Some("living-room")),
AddOutcome::Pinned
);
assert_eq!(known.hosts[0].fp_hex, "abc123");
assert_eq!(
known.hosts[0].name, "living-room",
"a record still named after its address takes the offered label"
);
}
/// A label the user chose is theirs — an advert's name must not overwrite it.
#[test]
fn filling_in_a_fingerprint_keeps_a_user_chosen_name() {
let mut known = KnownHosts {
hosts: vec![saved("Basement rig", "192.168.1.9", "")],
};
merge_saved_host(&mut known, 0, "abc123", Some("living-room"));
assert_eq!(known.hosts[0].name, "Basement rig");
}
/// Idempotent: the panel may retry step 1, and re-offering the fingerprint a record
/// already carries is a state that is already correct, not an error to render.
#[test]
fn re_adding_the_same_fingerprint_changes_nothing() {
let mut known = KnownHosts {
hosts: vec![saved("desk", "192.168.1.9", "ABC123")],
};
assert_eq!(
merge_saved_host(&mut known, 0, "abc123", None),
AddOutcome::Unchanged,
"fingerprints compare case-insensitively"
);
// And a bare `hosts add` with no --fp at all leaves the pin alone.
assert_eq!(
merge_saved_host(&mut known, 0, "", None),
AddOutcome::Unchanged
);
assert_eq!(known.hosts[0].fp_hex, "ABC123");
}
/// A changed identity is a decision for a person. Never a silent overwrite — this is the
/// same rule `upsert_trusted` enforces, and a back door here would defeat it everywhere.
#[test]
fn a_different_fingerprint_is_refused_not_overwritten() {
let mut known = KnownHosts {
hosts: vec![saved("desk", "192.168.1.9", "abc123")],
};
assert_eq!(
merge_saved_host(&mut known, 0, "deadbeef", None),
AddOutcome::Conflict
);
assert_eq!(
known.hosts[0].fp_hex, "abc123",
"the pin must survive intact"
);
}
/// A host that changed DHCP lease is re-pointed, not filed a second time. Without this
/// the record a stable id resolves to keeps an address the host has left, so a launch
/// dials into the void while the panel shows the live one.
#[test]
fn a_known_fingerprint_at_a_new_address_moves_the_record() {
let mut known = KnownHosts {
hosts: vec![saved("desk", "192.168.1.9", "abc123")],
};
// Simulates `hosts add 192.168.1.50 --fp abc123` finding no record at that address.
let by_addr = known
.hosts
.iter()
.position(|h| h.addr == "192.168.1.50" && h.port == 9777);
assert!(
by_addr.is_none(),
"the new address is not yet on any record"
);
let by_fp = known
.hosts
.iter()
.position(|h| h.fp_hex.eq_ignore_ascii_case("abc123"));
assert_eq!(by_fp, Some(0), "the fingerprint still identifies the host");
known.hosts[0].addr = "192.168.1.50".into();
assert_eq!(known.hosts.len(), 1, "one host, one record");
}
#[test]
fn value_reads_the_argument_after_its_flag() {
let a = argv(&["--game", "steam:570", "--exec"]);
+18
View File
@@ -67,3 +67,21 @@ fn unknown_verbs_refuse_with_the_not_found_code() {
let out = punktfunk(&["help", "frobnicate"]);
assert_eq!(out.status.code(), Some(5), "unknown help topic exits 5");
}
/// `discover` and `launch --request-access` document themselves. Help only — the verbs
/// themselves browse the LAN and dial a host, which no runner may be asked to do.
///
/// The Decky panel detects a too-old client by exactly the signature the test above pins
/// (exit 5 + `unknown command`), so this is the other half of that contract: on a client new
/// enough, `discover` is a verb with help rather than an unknown word.
#[test]
fn the_request_access_surfaces_document_themselves() {
let out = punktfunk(&["help", "discover"]);
assert!(out.status.success(), "discover has its own help topic");
let stdout = String::from_utf8_lossy(&out.stdout);
assert!(stdout.contains("--timeout"), "discover documents --timeout");
assert!(stdout.contains("--json"), "discover documents --json");
let out = punktfunk(&["launch", "--help"]);
assert!(String::from_utf8_lossy(&out.stdout).contains("--request-access"));
}
+86 -49
View File
@@ -2,42 +2,61 @@
Stream to your **Steam Deck** without ever leaving Gaming Mode. This
**[Decky Loader](https://decky.xyz/)** plugin adds a **Punktfunk** panel to the Quick Access Menu
(the `…` button): discover hosts on your network, pair with a PIN, tweak stream settings, and launch
a fullscreen, gamescope-focused stream — all from the couch, gamepad-navigable.
(the `…` button): the hosts you can stream, the pinned cards you set up, and one tap into each.
The video itself is the native GTK4 Linux client (the `io.unom.Punktfunk` flatpak); the plugin
discovers, pairs, configures, and *launches it the right way* so gamescope fullscreens it — the same
Steam-shortcut trick MoonDeck uses. Because it's built from real Steam UI primitives (`@decky/ui`),
the panel looks and feels native to Gaming Mode.
The plugin is a **launcher**, not a client. It doesn't decode video, browse your library, or hold
any settings of its own — the Rust client does all of that, and the plugin's job is to start it
*the right way* so gamescope fullscreens and focuses it (the same Steam-shortcut trick MoonDeck
uses). Everything the panel doesn't do is one tap away in the client's own gamepad UI.
## What it does
1. **Discover** — browses the LAN over mDNS for Punktfunk hosts, in both the QAM panel and a
fullscreen page; each host row opens a details view (address, pairing policy, certificate
fingerprint to cross-check against the host's log).
2. **Pair**for a host that requires it, a gamepad-navigable PIN keypad runs the SPAKE2 pairing
ceremony headlessly, then remembers the host so future streams connect silently.
3. **Stream** — launches fullscreen via a branded "Punktfunk" Steam shortcut so gamescope focuses it.
4. **Games** — each host row has a games button that opens its **library picker**: pin titles as
one-tap "Stream <Game>" rows in the QAM (jump straight into e.g. Playnite on the host), or
**"Open library on screen"** to launch the client's controller-driven, console-style library
browser (aurora backdrop + poster coverflow; A plays, B returns to Gaming Mode). Pins survive
plugin reinstalls (stored next to the client's config) and follow a host across IP changes
(matched by certificate fingerprint).
5. **Settings** — resolution / refresh / bitrate / gamepad type / host compositor / mic, written
to the client's config.
6. **About** — plugin version, an explicit "Check for updates" button, the setup-guide link, and
a force-stop for a wedged stream client.
1. **Hosts** — the hosts on your network plus the ones you've saved, in one list. Discovery is
mDNS; saved hosts are also probed directly, so a box reached over Tailscale or a VPN shows as
online even though it never advertises. Rows sort online-first, then most recently used.
2. **Trust**an unpaired host opens a small sheet with two ways in:
- **Request access** (the default) — no PIN. The host's operator approves this Deck in its
console or web UI and the stream starts by itself. See [Request access](#request-access).
- **Use a PIN instead** — the gamepad-navigable keypad, running the same SPAKE2 ceremony.
3. **Stream** — launches fullscreen via a branded "Punktfunk" Steam shortcut so gamescope focuses
it. A sleeping host is woken first (the client runs the real wake-and-wait loop, then dials).
4. **Pinned cards** — a *(host, profile)* pair renders nested under its host as `▸ <Profile name>`
and streams with that settings profile applied. Cards are the **shared** pinning model every
other client speaks, stored on the host's record — so one you make in the desktop client shows
up here, and vice versa. The plugin renders them; it doesn't create or edit them.
5. **Open Punktfunk** — launches the client's **console home**: the host picker, add-host by
address, PIN pairing, the game library browser, and the **full settings screen**. This is where
everything the panel no longer does now lives.
6. **About** — plugin version, "Check for updates", "Recreate library shortcut", and a force-stop
for a wedged stream.
To leave a stream: the in-client controller chord (**L1 + R1 + Start + Select**), or close the
"game" from the Steam overlay — either returns you to Gaming Mode.
### Request access
Request access is not a second pairing ceremony — it is a **launch**. The plugin saves the host
with the fingerprint it **advertised**, then starts an ordinary identified connect with the
handshake budget stretched to 185 s. The host *parks* that connection until its operator approves
the device, then admits the same connection; the stream starts on its own, and the record flips
to **paired** so every later stream is silent.
**No advertised fingerprint, no request access.** That pinned fingerprint is the only thing
standing between a 185-second wait and an impostor answering for the host, so a host you typed in
by address gets the PIN path only — and the sheet says why. The plugin never trusts-on-first-use
past a missing fingerprint.
## Install on the Deck
You need **[Decky Loader](https://decky.xyz/)** and the **`io.unom.Punktfunk` flatpak**
([`packaging/flatpak`](../../packaging/flatpak/README.md)) installed on the Deck — SteamOS `/usr` is
read-only, so the flatpak (which bundles libadwaita/SDL3) is the canonical client. Discovery uses
`avahi-browse`, which ships on SteamOS/Bazzite.
You need **[Decky Loader](https://decky.xyz/)** and a **Punktfunk client** on the Deck. On a normal
Deck that's the `io.unom.Punktfunk` flatpak ([`packaging/flatpak`](../../packaging/flatpak/README.md))
SteamOS `/usr` is read-only, so the flatpak (which bundles libadwaita/SDL3) is the canonical client.
A native install (sysext, distro package, nix profile, your own build) works too.
**The client must be v0.22.0 or newer** — that is when the headless `punktfunk` CLI shipped, and
the panel drives everything through it. An older client says so in the panel, with the update
button that fixes it right there. (Discovery no longer needs `avahi-browse` on the Deck; the
client's own mDNS does it.)
**Recommended — install from URL** (published by CI): in Decky → Settings → **Developer Mode**
**Install Plugin from URL**, paste:
@@ -48,17 +67,15 @@ https://unom.io/pf-decky
(short link for `https://git.unom.io/api/packages/unom/generic/punktfunk-decky/latest/punktfunk.zip`;
for a pinned version use `https://git.unom.io/api/packages/unom/generic/punktfunk-decky/<version>/punktfunk.zip`
directly). The plugin then **self-updates** without
the Decky store — when a newer build exists, an **Update** button appears and drives Decky
Loader's own (SHA-256-verified) install. Installs and updates can take a couple of minutes on some
networks: Decky's installer also contacts its plugin store first, which may be slow or blackholed
before the actual download proceeds.
directly). The plugin then **self-updates** without the Decky store — when a newer build exists, an
**Update** button appears and drives Decky Loader's own (SHA-256-verified) install. Installs and
updates can take a couple of minutes on some networks: Decky's installer also contacts its plugin
store first, which may be slow or blackholed before the actual download proceeds.
### Updating the client
The plugin also reports — and where it can, installs — updates for the **client** it launches.
What is possible depends on how that client was installed, and the About tab names the install
kind so the answer is never a mystery:
What is possible depends on how that client was installed:
| Install | Update |
| --- | --- |
@@ -81,6 +98,8 @@ pnpm install
pnpm build # rollup → dist/index.js
pnpm run package # → out/punktfunk/ + out/punktfunk-v<ver>.zip
DECK=deck@<deck-ip> pnpm run deploy # rsync → /tmp, sudo-install into the root-owned plugins dir, restart loader
python3.13 scripts/test-backend.py # backend unit checks (needs Python ≥3.10)
```
`~/homebrew/plugins/` is root-owned (the loader runs as root), so `deploy.sh` stages to a temp dir
@@ -89,28 +108,46 @@ restart is required for an out-of-band install to appear.
## Architecture
Everything below the panel is the CLI. `main.py` builds argv and maps exit codes; it parses none of
the client's data files and re-implements none of its rules.
| File | Role |
| --- | --- |
| `src/index.tsx` | Plugin entry: the QAM panel + route registration. |
| `src/page.tsx` | The `/punktfunk` fullscreen page — Hosts (with per-host details) / Settings / About tabs. |
| `src/settings.tsx` · `src/pair.tsx` | Stream-settings section; the gamepad-navigable PIN-pairing modal. |
| `src/library.tsx` | The per-host game picker (pin/unpin, "Open library on screen") + the pinned-game launch helper. |
| `src/hostmgmt.tsx` | Add / edit host dialogs — mutate the shared known-hosts store (`client-known-hosts.json`) via the flatpak client's headless modes, so a host saved here shows up in the desktop client too. |
| `src/ui.tsx` | Shared UI primitives for the fullscreen page + modals (right-aligned row actions, consistent Field layout). |
| `src/hooks.ts` · `src/boundary.tsx` | Shared discovery/update/pins hooks + actions; the render error boundary. |
| `src/steam.ts` | Steam-shortcut launch (`AddShortcut` / `SetAppLaunchOptions` / `RunGame`) — the focus-correct stream start. The shortcut's exe is `/bin/sh` with the wrapper passed as an argument, so the script never needs an exec bit (Decky's zip extraction drops it and the root-owned plugins dir can't be chmodded by the unprivileged backend). Launch extras ride env-prefix tokens: `PF_LAUNCH=<id>` (pinned game) / `PF_BROWSE=1` + `PF_MGMT=<port>` (on-screen library); ids are validated space/quote-free at pin AND launch time. |
| `src/backend.ts` | Typed `callable` bridges to `main.py`. |
| `bin/punktfunkrun.sh` | The launch wrapper the Steam shortcut runs (so the window is focusable); maps `PF_LAUNCH`/`PF_BROWSE`/`PF_MGMT` to `--launch`/`--browse`/`--mgmt`. An older flatpak ignores the flags harmlessly (plain stream / hosts page). |
| `main.py` | Backend: `discover` (via `avahi-browse`) / `pair` / `library` (headless flatpak `--library`, TSV) / pins store (`decky-pinned.json`) / settings / `kill_stream` / `check_update` (with an explicit CA-bundle search — Decky's embedded Python has no usable default TLS roots on SteamOS). |
| `scripts/test-backend.py` | Stdlib-only checks for the backend's pure parsers (TSV, error classes, avahi TXT) + the pins round trip. |
| `src/index.tsx` | Plugin entry + the QAM panel: update banner, hosts (with nested pinned cards), the console-home door, about. |
| `src/hooks.ts` | `useHosts` (one call merging discovery and the saved store), the update hooks, and the launch action. Also the trust-state model the rows render. |
| `src/trust.tsx` · `src/pair.tsx` | The trust sheet (Request access / Use a PIN instead / Cancel) and the gamepad-navigable PIN keypad. |
| `src/steam.ts` | Steam-shortcut launch (`AddShortcut` / `SetAppLaunchOptions` / `RunGame`) — the focus-correct stream start. The shortcut's exe is `/bin/sh` with the wrapper passed as an argument, so the script never needs an exec bit (Decky's zip extraction drops it and the root-owned plugins dir can't be chmodded by the unprivileged backend). |
| `src/backend.ts` · `src/boundary.tsx` · `src/os-icon.tsx` | Typed `callable` bridges to `main.py`; the render error boundary; the host row's OS mark. |
| `bin/punktfunkrun.sh` | The launch wrapper the Steam shortcut runs (so the window is focusable). Reads `PF_REF` / `PF_PROFILE` / `PF_REQUEST_ACCESS` / `PF_BROWSE` and runs `punktfunk launch` — or the session's `--browse` for console home. |
| `main.py` | Backend: four thin CLI shells (`discover` / `hosts` / `pair` / `trust_host`) plus the Steam-side work only a plugin can do — `runner_info`, `shortcut_art`, `apply_controller_config`, `kill_stream`, `check_update` / `update_client` (with an explicit CA-bundle search — Decky's embedded Python has no usable default TLS roots on SteamOS). |
| `scripts/test-backend.py` | Stdlib-only checks: argv shape, the CLI exit-code mapping, and the Steam configset editor. |
| `plugin.json` · `update.json` | Decky manifest; CI-baked update channel. |
### Why the launch goes through Steam
gamescope only gives focus and fullscreen to the window tree Steam launched via `reaper` (it
detects the "current app" by AppID — gamescope#484). A client spawned from the plugin's own
backend comes up invisible and unfocused. So the plugin registers non-Steam shortcuts whose exe is
`/bin/sh` running `bin/punktfunkrun.sh`, and starts them with `RunGame`.
There are **two** shortcuts, both named `Punktfunk` so Steam keys them to one Steam Input
configset (the key is the lowercase name): a hidden, stateful one that carries the stream, and the
visible, stateless library entry that opens console home.
## Limitations / next steps
- No manual "add host by IP" entry yet (discovery is mDNS-only).
- No in-stream overlay inside the plugin — the client owns the session once launched.
- Pairing needs the operator to **arm pairing on the host** so it shows the PIN; the plugin can't arm
it remotely.
- **Profiles and pinned cards can't be created here** — the panel renders them; making one needs
the desktop client, or the client's own gamepad UI once that work lands. A Deck with no profiles
simply sees host rows, and nothing is broken.
- **Per-game pins are on hold.** The shared model pins *host+profile*; nothing in the shared store
persists a pinned *game* yet. The old `decky-pinned.json` is left on disk untouched so a later
migration can read it.
- Pairing with a PIN needs the operator to **arm pairing on the host** so it shows the PIN; the
plugin can't arm it remotely. Request access needs no arming — just an approval.
- **A parked connect looks like a hanging one.** The plugin toasts before launching a request-access
stream to set expectations, which is a patch rather than a fix; teaching the session's connect
screen the same "waiting for approval" copy the console shell already has would pay off for every
shell.
## Related
+56 -53
View File
@@ -1,33 +1,32 @@
#!/usr/bin/env bash
# punktfunk stream runner — the target of the hidden non-Steam shortcut the plugin creates.
# punktfunk stream runner — the target of the non-Steam shortcuts the plugin creates.
#
# WHY A WRAPPER SCRIPT (load-bearing, from MoonDeck's hard-won knowledge): the stream client
# must be a descendant of the process Steam launches via `reaper`, or gamescope never gives
# its window focus/fullscreen in Gaming Mode (gamescope detects the "current app" by AppID,
# which only attaches to reaper's descendants — see gamescope#484). So the Decky plugin
# launches THIS script through SteamClient.Apps.RunGame; the script then execs the flatpak
# client, which inherits the shortcut's AppID and is focused. Launching the flatpak directly
# from the (root) Decky backend produces an unfocused, invisible window.
# launches THIS script through SteamClient.Apps.RunGame; the script then runs the client,
# which inherits the shortcut's AppID and is focused. Launching the client directly from the
# (root) Decky backend produces an unfocused, invisible window.
#
# Per-session parameters arrive as environment variables, set as the shortcut's Steam launch
# options by the plugin (SteamClient.Apps.SetAppLaunchOptions), so ONE generic shortcut serves
# every host (and every pinned game):
# PF_HOST host[:port] to connect to (required for streaming; optional for browse)
# PF_LAUNCH library id to launch on connect (optional, e.g. steam:570 — pinned games)
# PF_BROWSE non-empty = open the gamepad library (optional; --browse instead of --connect)
# PF_MGMT management-API port for --browse (optional; client defaults to 47990)
# PF_CONNECT_TIMEOUT connect budget in seconds (optional; the plugin stretches it after
# firing Wake-on-LAN so the connect survives the host's resume)
# PF_APPID flatpak app id (default io.unom.Punktfunk)
# PF_FLATPAK override the flatpak binary path (default: `flatpak` on PATH)
# every host:
# PF_REF host reference — a saved host's stable id, or addr[:port] (required to stream)
# PF_PROFILE settings-profile id for a pinned card (optional)
# PF_REQUEST_ACCESS non-empty = ask the host's operator to admit this device instead of
# pairing with a PIN. The connect PARKS until somebody approves it.
# PF_BROWSE non-empty = open the client's console home instead of streaming
# PF_APPID flatpak app id (default io.unom.Punktfunk)
# PF_FLATPAK override the flatpak binary path (default: `flatpak` on PATH)
# PF_CLIENT_BIN absolute path of a NATIVE client (optional; set by the plugin when it
# resolved a non-flatpak install — then the client is exec'd directly and
# resolved a non-flatpak install — then the client is run directly and
# PF_APPID/PF_FLATPAK are unused)
#
# Values are plain tokens (the plugin validates launch ids to space/quote-free ASCII before
# they ever reach Steam launch options). An older flatpak without --launch/--browse ignores
# the unknown flags harmlessly (hand-scanned argv): PF_LAUNCH degrades to the plain desktop
# session, PF_BROWSE to the client's hosts page.
# A REFERENCE, NEVER A VALUE. Host refs and profile ids are the only things that ride this
# channel; no resolution, bitrate or codec ever does. The client resolves both against its own
# stores, which is what keeps a Steam launch option from becoming a second settings surface.
# The plugin validates them to space/quote-free ASCII before they reach Steam's tokenizer.
#
# Runs as the `deck` user (Steam launched it), so the --user flatpak install is visible and
# WAYLAND_DISPLAY / XDG_RUNTIME_DIR are already correct for gamescope.
@@ -42,13 +41,22 @@ APPID="${PF_APPID:-io.unom.Punktfunk}"
FLATPAK="${PF_FLATPAK:-flatpak}"
# The client is not always the flatpak: a sysext, a .deb/.rpm, an AUR build or a nix profile
# installs a native `punktfunk-client`, and the plugin passes its absolute path here when that
# is what it resolved. Both kinds take the same argv and share ~/.config/punktfunk, so the only
# difference is the prefix in front of it.
# installs a native `punktfunk-client` with the CLI as its sibling, and the plugin passes the
# client's absolute path here when that is what it resolved.
#
# exec so the client IS the game process — when it exits, Steam ends the "game" and Gaming Mode
# reclaims focus automatically (no manual refocus needed).
run_client() {
# run_cli execs the HEADLESS CLI (`punktfunk`); run_session execs the GTK/console shell
# (`punktfunk-client`). Both live in the same place in both install kinds — /app/bin inside the
# flatpak, reachable with `--command=`, and one bindir natively.
run_cli() {
if [ -n "${PF_CLIENT_BIN:-}" ]; then
# `${VAR%/*}` rather than `dirname`: pure parameter expansion, so this works with no
# PATH at all — which is the environment a Steam launch option can leave us in.
exec "${PF_CLIENT_BIN%/*}/punktfunk" "$@"
fi
exec "$FLATPAK" run --arch=x86_64 --command=punktfunk "$APPID" "$@"
}
run_session() {
if [ -n "${PF_CLIENT_BIN:-}" ]; then
exec "$PF_CLIENT_BIN" "$@"
fi
@@ -58,40 +66,35 @@ run_client() {
# What we are about to run, for the log line each branch prints.
CLIENT_LABEL="${PF_CLIENT_BIN:-$APPID}"
# --fullscreen: present the stream chrome-less and fullscreen (the client also auto-detects the
# Deck/gamescope env, and ignores the flag harmlessly on older builds that predate it).
# The console home: the client's own gamepad UI (host picker, pairing, add-host by address, the
# library browser and the full settings screen). UNCHANGED from before this rework — the shell
# binary already execs the session for `--browse`, so there is nothing to repoint here.
if [ -n "${PF_BROWSE:-}" ]; then
# The gamepad UI. BARE `--browse` (no PF_HOST) opens the console home — the self-contained
# host picker + pairing + settings, gamepad-navigable — which is what the stateless, visible
# library shortcut launches. `--browse <host>` opens straight into that host's library (the
# per-host "open on screen" action). A streams a game, session end returns here, B quits.
if [ -z "${PF_HOST:-}" ]; then
echo "punktfunkrun: gamepad UI $CLIENT_LABEL --browse (console home)" >&2
run_client --browse --fullscreen
fi
echo "punktfunkrun: library $CLIENT_LABEL --browse $PF_HOST" >&2
if [ -n "${PF_MGMT:-}" ]; then
run_client --browse "$PF_HOST" --mgmt "$PF_MGMT" --fullscreen
fi
run_client --browse "$PF_HOST" --fullscreen
echo "punktfunkrun: gamepad UI $CLIENT_LABEL --browse (console home)" >&2
run_session --browse --fullscreen
fi
# Streaming modes need a host (browse above is the only host-less path).
if [ -z "${PF_HOST:-}" ]; then
echo "punktfunkrun: PF_HOST is not set (the plugin sets it as a launch option)" >&2
if [ -z "${PF_REF:-}" ]; then
echo "punktfunkrun: PF_REF is not set (the plugin sets it as a launch option)" >&2
exit 2
fi
# Trailing args shared by both streaming execs. A stretched connect budget rides along when the
# plugin set one (it just fired Wake-on-LAN, so the host may still be resuming); an older flatpak
# without --connect-timeout ignores the flag harmlessly (hand-scanned argv).
set -- --fullscreen
if [ -n "${PF_CONNECT_TIMEOUT:-}" ]; then
set -- --connect-timeout "$PF_CONNECT_TIMEOUT" "$@"
if [ -n "${PF_PROFILE:-}" ]; then
set -- --profile "$PF_PROFILE" "$@"
fi
if [ -n "${PF_LAUNCH:-}" ]; then
# A pinned game: the id rides the session Hello and the host launches that title.
echo "punktfunkrun: streaming $CLIENT_LABEL --connect $PF_HOST --launch $PF_LAUNCH" >&2
run_client --connect "$PF_HOST" --launch "$PF_LAUNCH" "$@"
# REQUEST ACCESS RUNS SUPERVISED — no `--exec`. Under --exec the CLI BECOMES the session, so no
# process survives to see the stream come up and record the host as paired; the CLI refuses the
# combination outright rather than downgrading silently. This is safe for gamescope because
# focus follows reaper's DESCENDANT TREE, not a single process, and `flatpak run`/`bwrap`
# already sit between reaper and the client on every other path.
if [ -n "${PF_REQUEST_ACCESS:-}" ]; then
echo "punktfunkrun: request access $CLIENT_LABEL launch $PF_REF (waiting for approval)" >&2
run_cli launch "$PF_REF" --request-access "$@"
fi
echo "punktfunkrun: streaming $CLIENT_LABEL --connect $PF_HOST" >&2
run_client --connect "$PF_HOST" "$@"
# The ordinary stream. `--exec` is the documented gamescope-wrapper mode: the CLI becomes the
# session, so the process tree stays flat and Steam's "game" ends exactly when the stream does.
echo "punktfunkrun: streaming $CLIENT_LABEL launch $PF_REF" >&2
run_cli launch "$PF_REF" --exec "$@"
+274 -584
View File
@@ -6,33 +6,39 @@ STREAM is NOT launched here — it is launched by the frontend through Steam
(SteamClient.Apps.RunGame on a hidden non-Steam shortcut that points at ``bin/punktfunkrun.sh``),
because gamescope only focuses/fullscreens windows in the process tree Steam launched via
``reaper``. A flatpak spawned from this backend would be invisible/unfocused (gamescope#484).
The backend's jobs are the things Steam can't do:
This backend is a THIN SHELL OVER THE HEADLESS CLI (``punktfunk``, shipped in every package
since v0.22.0), plus the handful of things that are genuinely Steam's business. It used to be
a second client its own mDNS parser, its own host-store editor, its own settings writer
and every one of those was a copy of a rule that already lives in Rust, drifting from it. The
rule now has one home; this file builds argv and maps exit codes.
* **discover()** browse the LAN over mDNS (``avahi-browse``) for ``_punktfunk._udp`` hosts.
* **pair(host, port, pin, name)** run the SPAKE2 PIN ceremony headlessly via the flatpak
client's ``--pair`` mode, capturing the result. Pairing uses the SAME flatpak (so the same
identity store the stream uses), so once paired the stream connects silently.
* **library(host, mgmt_port, fp)** fetch a paired host's game library headlessly via the
flatpak client's ``--library`` mode (mTLS with the client's own identity; TSV on stdout),
so the picker UI can offer games to pin.
* **get_pins() / set_pins()** the pinned-games store (``decky-pinned.json`` next to the
client's config, so pins survive plugin reinstalls), annotated with live pairing state.
* **runner_info()** the absolute path to the launch wrapper + the flatpak app id, handed to
the frontend so it can create/point the Steam shortcut.
* **get_settings() / set_settings()** read/write the flatpak client's stream settings JSON
(resolution / bitrate / gamepad), so the Deck UI configures the stream the client reads.
* **kill_stream()** force-stop a wedged stream (``flatpak kill``).
* **check_update()** report pending updates for BOTH the plugin and the client. The plugin's
comes from the registry's per-channel ``manifest.json`` (the frontend then drives Decky's own
install RPC to apply it); the client's depends on how it was installed — a flatpak is compared
by OSTree commit here, anything else is asked of the client itself
(``punktfunk-client --check-update``, which verifies a signed manifest).
* **update_client()** apply the client update by whichever route that install supports:
``flatpak update --user``, ``punktfunk-client --apply-update`` (the packaged root helper), or
a refusal carrying the command to run by hand.
Thin CLI shells each is build argv, run, parse JSON, map the exit code:
The TXT-record keys parsed (``proto`` / ``fp`` / ``pair`` / ``id`` / ``mgmt``) are defined by
the host advert in ``crates/punktfunk-host/src/discovery.rs``.
* **discover()** ``punktfunk discover --json``: the LAN's hosts, already annotated with
whether this device has them saved and paired.
* **hosts()** ``punktfunk hosts list --probe --json``: the saved hosts with a live,
mDNS-independent reachability probe, and their profile bindings and pinned cards already
resolved against the profile catalog.
* **pair(addr, port, pin, name)** ``punktfunk pair``: the SPAKE2 PIN ceremony.
* **trust_host(addr, port, fp, name)** ``punktfunk hosts add --fp``: step 1 of request
access, and the ONLY write this backend makes to the client's store.
Kept because only a Decky plugin can do them:
* **runner_info()** resolve flatpak vs native and hand the frontend the wrapper path.
* **shortcut_art()** base64 grid/hero/logo + icon path for the Steam shortcut.
* **apply_controller_config()** write the native-touch layout into every Steam account's
configset dir, chowned back to the user (this backend is root; Steam is not).
* **check_update() / update_client()** the plugin's own registry manifest (Decky's install
RPC needs artifact + SHA-256) and the client's update route.
* **kill_stream()** force-stop a wedged client.
What is deliberately NOT here: the stream launch. It goes through Steam
(SteamClient.Apps.RunGame on a non-Steam shortcut pointing at ``bin/punktfunkrun.sh``),
because gamescope only focuses/fullscreens windows in the process tree Steam launched via
``reaper`` a client spawned from this backend would come up invisible and unfocused
(gamescope#484). Settings, add-host-by-address, the library browser and profile editing are
not here either: they are one shortcut away in the client's own console home.
"""
import asyncio
@@ -50,51 +56,11 @@ import decky
# Flatpak application id of the GTK client (packaging/flatpak/io.unom.Punktfunk.yml).
APP_ID = "io.unom.Punktfunk"
# Service type advertised by punktfunk/1 hosts (matches NATIVE_SERVICE in the Rust host).
SERVICE_TYPE = "_punktfunk._udp"
# The flatpak client persists identity / known-hosts / settings under HOME/.config/punktfunk.
# The sandbox HOME resolves to the REAL user home (== DECKY_USER_HOME), NOT the per-app
# ~/.var/app/<APP_ID> dir — verified on-device (`flatpak run … sh -c 'echo $HOME'` prints
# /home/deck, and the manifest's `--filesystem=~/.config/punktfunk` grants exactly that path;
# we also pass HOME=DECKY_USER_HOME into `flatpak run`, see _flatpak_env). Pointing here is what
# lets plugin settings actually reach the client AND lets us read the client's known-hosts to
# tell whether THIS device is already paired with a given host.
def _client_config_dir() -> Path:
return Path(decky.DECKY_USER_HOME) / ".config" / "punktfunk"
def _settings_path() -> Path:
return _client_config_dir() / "client-gtk-settings.json"
def _paired_fingerprints() -> set[str]:
"""Host cert fingerprints (lowercase hex) this client has PIN-paired, from the client's
known-hosts store. Keyed by fingerprint so it survives a host changing IP address."""
try:
data = json.loads((_client_config_dir() / "client-known-hosts.json").read_text())
except (OSError, json.JSONDecodeError):
return set()
hosts = data.get("hosts", []) if isinstance(data, dict) else []
return {
h["fp_hex"].lower()
for h in hosts
if isinstance(h, dict) and h.get("paired") and isinstance(h.get("fp_hex"), str)
}
def _runner_path() -> str:
"""Absolute path to the launch wrapper shipped with the plugin (bin/punktfunkrun.sh)."""
return str(Path(decky.DECKY_PLUGIN_DIR) / "bin" / "punktfunkrun.sh")
def _pins_path() -> Path:
"""The pinned-games store — plugin-owned, but deliberately in the CLIENT's config dir
(like everything else we persist): the plugins dir is root-owned and wiped on
reinstall, while ``~/.config/punktfunk`` survives both."""
return _client_config_dir() / "decky-pinned.json"
# --- Steam Input controller config injection (native touchscreen via the ts_n command) --------
# The Deck's touchscreen only reaches the app as native wl_touch when a Steam Input layout with
# the "Touchscreen Native Support" (controller_action ts_n) command is active for the game. We
@@ -182,39 +148,6 @@ def _upsert_configset_entry(text: str, key: str, source_type: str, source_val: s
return text[:last_close] + block + text[last_close:]
def _parse_library_tsv(stdout: str) -> list[dict]:
"""Parse the flatpak client's ``--library`` output: one ``id\\tstore\\ttitle`` line per
game plus a trailing ``N game(s)`` count line (no tabs it self-skips here). A title
may itself contain tabs, so split at most twice."""
games: list[dict] = []
for line in stdout.splitlines():
parts = line.split("\t", 2)
if len(parts) == 3:
games.append({"id": parts[0], "store": parts[1], "title": parts[2]})
return games
def _classify_library_error(stderr: str) -> str:
"""Map the client's ``library: <LibraryError Display>`` stderr line to a stable error
code for the UI. Substring-matched against the Display strings in
``crates/pf-client-core/src/library.rs`` a wording change degrades to ``client-error``
(generic copy), never a crash."""
s = stderr.lower()
if "didn't recognize this device" in s:
return "not-paired"
if "pinned fingerprint" in s:
return "pin-mismatch"
if "couldn't reach the host" in s:
return "unreachable"
if "management api returned http" in s:
return "http"
if "display" in s or "gtk" in s:
# A flatpak so old it predates --library falls through to GTK init, which fails
# headless from this backend.
return "client-outdated"
return "client-error"
# ----------------------------------------------------------------------------------------
# Self-update check (no Decky store). The plugin is distributed via "Install Plugin from
# URL" pointing at our Gitea generic registry, so the official store never sees it and
@@ -343,6 +276,10 @@ def _flatpak() -> str | None:
# settings in the same ~/.config/punktfunk (the flatpak's sandbox HOME resolves to the real
# home), so nothing else in this file has to care which one answered.
NATIVE_BIN = "punktfunk-client"
# The headless CLI — the door this backend does almost everything through (discover, hosts,
# pair, trust). Shipped beside the GTK client in every package since v0.22.0: /app/bin in the
# flatpak, the same bindir as `punktfunk-client` natively.
CLI_BIN = "punktfunk"
# Prefixes to try when PATH doesn't have it. The Decky backend runs with a minimal PATH, and
# SteamOS's read-only /usr pushes native installs into a sysext or the user's own prefix.
@@ -398,6 +335,109 @@ def _client_argv() -> list[str] | None:
return [native] if native else None
def _cli_argv() -> list[str] | None:
"""The argv PREFIX that runs the headless CLI, or None when no client is installed.
Exactly the shape the old ``_session_argv`` used, pointed at ``punktfunk`` instead: the
flatpak ships both binaries in /app/bin so ``--command=`` picks the other one (**the app id
stays LAST** flatpak treats everything after it as the app's own argv), and a native
install puts the CLI in the same bindir as ``punktfunk-client``, so it is its sibling.
"""
prefix = _client_argv()
if not prefix:
return None
if prefix[0] == _flatpak():
return [*prefix[:-1], f"--command={CLI_BIN}", prefix[-1]]
sibling = Path(prefix[0]).with_name(CLI_BIN)
return [str(sibling)] if sibling.exists() else None
async def _run_cli(args: list[str], timeout: float = 20.0) -> tuple[int, str, str]:
"""Run the headless CLI, returning ``(returncode, stdout, stderr)``. SEPARATE pipes: stdout
is the machine interface (JSON/TSV) and stderr carries the log lines, and merging them would
corrupt every payload. ``(-1, "", "")`` when no client is installed or the call times out.
The same ``_flatpak_env`` repair the client runs needed applies here unchanged Decky's
PyInstaller ``LD_LIBRARY_PATH`` leak breaks the flatpak's libcurl whatever binary inside the
sandbox is being started."""
prefix = _cli_argv()
if not prefix:
return -1, "", ""
proc = None
try:
proc = await asyncio.create_subprocess_exec(
*prefix, *args,
stdout=asyncio.subprocess.PIPE, stderr=asyncio.subprocess.PIPE,
env=_flatpak_env(),
)
out, err = await asyncio.wait_for(proc.communicate(), timeout=timeout)
rc = proc.returncode if proc.returncode is not None else -1
return (
rc,
(out or b"").decode("utf-8", "replace"),
(err or b"").decode("utf-8", "replace"),
)
except asyncio.TimeoutError:
decky.logger.warning("cli %s timed out", " ".join(args))
if proc:
try:
proc.kill()
except ProcessLookupError:
pass
return -1, "", ""
except Exception: # noqa: BLE001
decky.logger.exception("cli %s failed", " ".join(args))
return -1, "", ""
# The CLI's exit-code contract (clients/cli/src/main.rs): 0 ok, 2 connect failed, 3 trust
# rejected, 4 renderer, 5 could not resolve what was asked for, 6 needs a person. Mapped to the
# stable strings the panel renders, so a reworded message can never change what the UI shows.
_CLI_ERRORS = {
2: "unreachable",
3: "refused",
5: "unresolved",
6: "needs-pairing",
}
def _cli_error(rc: int, stderr: str) -> str:
"""One stable error code for a nonzero CLI exit.
The interesting case is a client too old for the verb we just used. That announces itself
DETERMINISTICALLY exit 5 plus ``unknown command "<verb>"`` on stderr rather than by the
guesswork the GTK headless modes needed, so the panel can say "update the client" with
confidence and offer the button that fixes it."""
if rc == -1:
return "client-unavailable"
if rc == 5 and "unknown command" in stderr:
return "client-outdated"
return _CLI_ERRORS.get(rc, "client-error")
async def _cli_json(args: list[str], timeout: float = 20.0) -> dict:
"""Run the CLI and parse its stdout as JSON. ``{"ok": True, **payload}`` on success, else
``{"ok": False, "error": <code>, "detail": <the CLI's last stderr line>}``.
A zero exit with unparseable stdout is a failure, not an empty result: silently returning
"no hosts" for a broken client is exactly the answer a user cannot debug."""
rc, out, err = await _run_cli(args, timeout=timeout)
if rc == 0:
try:
data = json.loads(out)
if isinstance(data, dict):
# `ok` last: a payload that ever grows its own `ok` key must not be able to
# report failure through the field this layer owns.
return {**data, "ok": True}
except json.JSONDecodeError:
decky.logger.warning("cli %s: unparseable output: %s", args[0], out[:200])
return {"ok": False, "error": "client-error", "detail": "unreadable output"}
code = _cli_error(rc, err)
detail = (err.strip().splitlines() or [f"{args[0]} failed"])[-1]
decky.logger.warning("cli %s failed (rc=%s, %s): %s", args[0], rc, code, detail)
return {"ok": False, "error": code, "detail": detail}
def _client_is_flatpak() -> bool:
"""Is the client this plugin actually drives the FLATPAK one?
@@ -511,59 +551,6 @@ async def _run_client(client_args: list[str], timeout: float = 20.0) -> tuple[in
return -1, "", ""
# The QAM panel and the full page each mount their own hosts view, and Gaming Mode remounts the
# QAM often — every mount calls list_hosts, which spawns a flatpak cold-start plus a reachability
# probe. Cache the last result briefly so back-to-back opens reuse it instead of re-probing; any
# mutation (add/edit/forget/reset/pair) invalidates it so a change shows up immediately.
_HOSTS_TTL_S = 12.0
_hosts_cache: dict = {"at": 0.0, "probed": None, "data": None}
def _invalidate_hosts_cache() -> None:
_hosts_cache["data"] = None
def _read_known_hosts() -> list[dict]:
"""The saved-hosts store read straight off disk — the fallback for a client too old to have
``--list-hosts``. Same file the desktop client owns; `online` is left ``None`` (unknown)
because a direct read has no reachability signal."""
try:
data = json.loads((_client_config_dir() / "client-known-hosts.json").read_text())
except (OSError, json.JSONDecodeError):
return []
hosts = data.get("hosts", []) if isinstance(data, dict) else []
out: list[dict] = []
for h in hosts:
if not isinstance(h, dict) or not h.get("addr"):
continue
out.append({
"name": str(h.get("name") or h.get("addr", "")),
"addr": str(h.get("addr", "")),
"port": int(h.get("port", 9777) or 9777),
"fp_hex": str(h.get("fp_hex", "")),
"paired": bool(h.get("paired", False)),
"mac": h.get("mac") if isinstance(h.get("mac"), list) else [],
"last_used": h.get("last_used"),
"online": None,
})
return out
def _mutation_result(rc: int, err: str, op: str) -> dict:
"""Map a headless host-store mutation's exit status to a UI-stable result. ``rc == -1`` means
the flatpak call never ran (missing/timed out); a nonzero rc from a client that PREDATES the
mode falls through to GTK init and fails headless classified ``client-outdated`` so the UI
can prompt an update instead of showing a cryptic error."""
if rc == 0:
return {"ok": True}
if rc == -1:
return {"ok": False, "error": "client-unavailable"}
code = _classify_library_error(err)
detail = (err.strip().splitlines() or [f"{op} failed"])[-1]
decky.logger.warning("%s failed (rc=%s): %s", op, rc, detail)
return {"ok": False, "error": code, "detail": detail}
def _field_from(text: str, name: str) -> str:
"""Pull ``<name>: value`` out of ``flatpak info`` / ``remote-info`` output (e.g. ``Commit``,
``Origin``)."""
@@ -575,6 +562,18 @@ def _field_from(text: str, name: str) -> str:
return ""
def _looks_outdated(stderr: str) -> bool:
"""Does this stderr have the signature of a client too old for the headless flag it was just
handed? Such a client ignores the unknown flag and falls through to GTK init, which fails
with no display so the give-away is display/GTK noise rather than anything about the flag.
Narrow on purpose: the CLI announces the same condition deterministically (exit 5 plus
``unknown command``, see :func:`_cli_error`), and this heuristic is only still here because
the update check drives the GTK client's ``--check-update``, not the CLI."""
s = stderr.lower()
return "display" in s or "gtk" in s
async def _client_update_state() -> dict:
"""Is a newer commit of the flatpak client available in the remote it tracks? The client is a
**per-user** install (so ``sudo flatpak update``, which is system-scope, never touches it), and
@@ -642,312 +641,103 @@ async def _native_update_state() -> dict:
if rc == -1:
return {}
# A client predating `--check-update` ignores the flag and falls through to GTK init, which
# fails headless — the same signature the other headless modes classify.
code = _classify_library_error(err)
decky.logger.info("native check-update unavailable (rc=%s, %s)", rc, code)
return {"error": code} if code == "client-outdated" else {}
# fails headless — that is the signature, and it is the one thing worth reporting here.
outdated = _looks_outdated(err)
decky.logger.info("native check-update unavailable (rc=%s, outdated=%s)", rc, outdated)
return {"error": "client-outdated"} if outdated else {}
def _split_txt(txt: str) -> list[str]:
"""Split an avahi TXT column into tokens, honouring the ``"key=value"`` quoting."""
tokens: list[str] = []
cur: list[str] = []
in_quote = False
for ch in txt:
if ch == '"':
if in_quote:
tokens.append("".join(cur))
cur = []
in_quote = not in_quote
elif in_quote:
cur.append(ch)
if cur:
tokens.append("".join(cur))
return tokens
def _parse_avahi_browse(stdout: str) -> list[dict]:
"""Parse ``avahi-browse -rpt`` output into a list of host dicts (deduped on the TXT ``id``)."""
out: dict[str, dict] = {}
for raw in stdout.splitlines():
line = raw.strip()
if not line.startswith("="):
continue
parts = line.replace("\\;", "\x00").split(";")
parts = [p.replace("\x00", ";") for p in parts]
if len(parts) < 9:
continue
name = parts[3]
address = parts[7]
port_str = parts[8]
txt = parts[9] if len(parts) > 9 else ""
try:
port = int(port_str)
except ValueError:
port = 0
props: dict[str, str] = {}
for token in _split_txt(txt):
if "=" in token:
k, v = token.split("=", 1)
props[k] = v
if props.get("proto") and not props["proto"].startswith("punktfunk/"):
continue
try:
mgmt = int(props.get("mgmt", ""))
except ValueError:
mgmt = 0 # not advertised (standalone punktfunk1-host) — callers default 47990
entry = {
"name": name,
"host": address,
"port": port,
"pair": props.get("pair", "optional"),
"fp": props.get("fp", ""),
"proto": props.get("proto", ""),
"id": props.get("id", ""),
"mgmt": mgmt,
# OS-identity chain for the host row's icon (e.g. "linux/fedora/bazzite");
# empty on an older host that doesn't advertise it.
"os": props.get("os", ""),
}
key = props.get("id") or f"{address}:{port}"
existing = out.get(key)
# Prefer IPv4 over IPv6 for the user-facing host string.
if existing is None or (":" in existing["host"] and ":" not in address):
out[key] = entry
return list(out.values())
def _ctl_sockets() -> list[Path]:
"""Candidate paths of the streaming client's control socket (guide/QAM injection):
the flatpak app runtime dir first (the one runtime path the sandbox and this backend
see identically), then the plain runtime dir (native installs). Mirrors the session
binary's ``ctl_socket::path``."""
uid = os.environ.get("PF_UID") or "1000"
run = Path(f"/run/user/{uid}")
return [
run / "app" / APP_ID / "punktfunk-session-ctl.sock",
run / "punktfunk-session-ctl.sock",
]
class Plugin:
async def discover(self) -> list[dict]:
"""Browse the LAN for punktfunk/1 hosts. Returns ``[{name, host, port, pair, fp}]``."""
avahi = shutil.which("avahi-browse")
if not avahi:
decky.logger.error("avahi-browse not found; install avahi for host discovery")
return []
try:
proc = await asyncio.create_subprocess_exec(
avahi, "-rpt", SERVICE_TYPE,
stdout=asyncio.subprocess.PIPE,
stderr=asyncio.subprocess.PIPE,
)
try:
stdout, stderr = await asyncio.wait_for(proc.communicate(), timeout=8.0)
except asyncio.TimeoutError:
proc.kill()
decky.logger.warning("avahi-browse timed out")
return []
except Exception: # noqa: BLE001
decky.logger.exception("avahi-browse failed")
return []
if stderr:
decky.logger.debug("avahi-browse stderr: %s", stderr.decode(errors="replace"))
hosts = _parse_avahi_browse(stdout.decode(errors="replace"))
# Mark which hosts THIS device has already paired (by cert fingerprint), so the UI can
# show "Stream" instead of "Pair" — the mDNS `pair` field is the host's policy, not our
# per-device pairing state.
paired = _paired_fingerprints()
for h in hosts:
fp = h.get("fp") or ""
h["paired"] = bool(fp) and fp.lower() in paired
decky.logger.info("discovered %d punktfunk host(s)", len(hosts))
return hosts
# ---- Thin shells over the headless CLI -------------------------------------------------
#
# Each is "build argv, run, parse JSON, map the exit code". No parsing of the client's data
# files happens here and no trust rule is re-implemented here: this backend exists because
# Decky's frontend cannot spawn processes, not because it knows anything the client doesn't.
async def pair(self, host: str, port: int, pin: str, name: str = "Steam Deck") -> dict:
"""Run the SPAKE2 PIN ceremony headlessly via the flatpak client's ``--pair`` mode.
async def discover(self) -> dict:
"""Browse the LAN for hosts (``punktfunk discover --json``).
The user arms pairing on the HOST (which displays a 4-digit PIN) and enters it here.
On success the flatpak persists the host to its known-hosts as paired, so a later
stream connects silently. Returns ``{ok, fp?, error?}``.
"""
flatpak = _flatpak()
if not flatpak:
return {"ok": False, "error": "flatpak-not-found"}
argv = [
flatpak, "run", "--arch=x86_64", APP_ID,
"--pair", str(pin).strip(),
"--connect", f"{host}:{port}",
"--name", name,
"--host-label", host,
]
decky.logger.info("pairing: %s", " ".join(argv[:6] + ["<pin>", "--connect", f"{host}:{port}"]))
try:
proc = await asyncio.create_subprocess_exec(
*argv,
stdout=asyncio.subprocess.PIPE,
stderr=asyncio.subprocess.PIPE,
env=_flatpak_env(),
)
stdout, stderr = await asyncio.wait_for(proc.communicate(), timeout=100.0)
except asyncio.TimeoutError:
return {"ok": False, "error": "pairing timed out"}
except Exception as exc: # noqa: BLE001
decky.logger.exception("pairing failed to launch")
return {"ok": False, "error": str(exc)}
``{ok: True, hosts: [{name, addr, port, fp, pair, id, mgmt, os, saved, paired}]}``, or
``{ok: False, error}`` ``client-outdated`` when the installed client predates the
verb, which the panel renders as one explanatory row plus the update button.
out = stdout.decode(errors="replace")
err = stderr.decode(errors="replace")
if proc.returncode == 0 and "paired " in out:
The 12 s budget covers a cold flatpak start on top of the CLI's own 3 s browse."""
return await _cli_json(["discover", "--json"], timeout=12.0)
async def hosts(self) -> dict:
"""The saved hosts with a live reachability probe
(``punktfunk hosts list --probe --json``).
``--probe`` asks each host directly rather than waiting for an advert, so a host reached
over a routed network (Tailscale/VPN) reports online instead of looking dead. Profile
bindings and pinned cards come back already resolved against the profile catalog
dangling ids dropped, names attached so the panel renders them without ever opening
``client-profiles.json``."""
return await _cli_json(["hosts", "list", "--probe", "--json"], timeout=30.0)
async def pair(self, addr: str, port: int, pin: str, name: str = "Steam Deck") -> dict:
"""The PIN ceremony (``punktfunk pair <addr:port> --pin N --name LABEL``).
The operator arms pairing on the host, which shows a 4-digit PIN; entering it here
verifies the host end to end and pins its fingerprint, so every later connect is silent.
``{ok: True}``, or ``{ok: False, error}`` where ``refused`` is a wrong PIN or a host
that isn't armed, and ``unreachable`` is a host that never answered.
The budget is generous because the ceremony waits on a person at the other end."""
rc, out, err = await _run_cli(
[
"pair", f"{addr}:{int(port)}",
"--pin", str(pin).strip(),
"--name", name,
],
timeout=100.0,
)
if rc == 0:
fp = ""
for tok in out.split():
if tok.startswith("fp="):
fp = tok[3:]
decky.logger.info("paired %s:%s", host, port)
_invalidate_hosts_cache() # the store gained a paired entry — reflect it next list
for token in out.split():
if token.startswith("fp="):
fp = token[3:]
decky.logger.info("paired %s:%s", addr, port)
return {"ok": True, "fp": fp}
decky.logger.warning("pairing failed (rc=%s): %s", proc.returncode, err.strip() or out.strip())
# Surface the client's own one-line reason (wrong PIN / not armed) to the UI.
reason = (err.strip().splitlines() or out.strip().splitlines() or ["pairing failed"])[-1]
return {"ok": False, "error": reason}
detail = (err.strip().splitlines() or ["pairing failed"])[-1]
decky.logger.warning("pairing failed (rc=%s): %s", rc, detail)
return {"ok": False, "error": _cli_error(rc, err), "detail": detail}
async def wake(self, host: str, port: int = 9777) -> dict:
"""Send a Wake-on-LAN magic packet to a saved host via the flatpak client's headless
``--wake`` mode, so a sleeping host is up by the time the stream ``--connect`` runs.
async def trust_host(self, addr: str, port: int, fp: str, name: str = "") -> dict:
"""Step 1 of request access: save the host with the fingerprint it ADVERTISED
(``punktfunk hosts add <addr:port> --fp <hex> --name <label>``).
The MAC comes from the flatpak client's OWN known-hosts store (learned from the host's
mDNS ``mac`` TXT while it was online) no MAC handling here so this is a no-op if none
has been learned yet. Fire it just before launching a stream; it's fast and best-effort.
Returns ``{ok, error?}`` (``ok: False`` when no MAC is known / flatpak missing).
"""
flatpak = _flatpak()
if not flatpak:
return {"ok": False, "error": "flatpak-not-found"}
argv = [flatpak, "run", "--arch=x86_64", APP_ID, "--wake", f"{host}:{port}"]
decky.logger.info("wake: %s:%s", host, port)
try:
proc = await asyncio.create_subprocess_exec(
*argv,
stdout=asyncio.subprocess.PIPE,
stderr=asyncio.subprocess.PIPE,
env=_flatpak_env(),
)
_, stderr = await asyncio.wait_for(proc.communicate(), timeout=15.0)
except asyncio.TimeoutError:
return {"ok": False, "error": "wake timed out"}
except Exception as exc: # noqa: BLE001
decky.logger.exception("wake failed to launch")
return {"ok": False, "error": str(exc)}
if proc.returncode == 0:
The record lands pinned but unpaired "trusted" which is exactly what a
discovered-but-unapproved host is. The stream launched right after pins that same
fingerprint, so the 185 s wait for an operator's approval cannot be answered by an
impostor. Idempotent: re-running it with the same fingerprint is a no-op that still
exits 0. A DIFFERENT fingerprint comes back ``refused`` and is never overwritten.
This is the ONLY write this backend makes to the client's store, and it goes through
the CLI which writes temp+rename into a user-owned directory, so a root backend
driving it cannot lock the desktop client out of its own files."""
args = ["hosts", "add", f"{addr}:{int(port)}", "--fp", fp.strip()]
if name.strip():
args += ["--name", name.strip()]
rc, _out, err = await _run_cli(args, timeout=20.0)
if rc == 0:
return {"ok": True}
reason = (stderr.decode(errors="replace").strip().splitlines() or
["no MAC known for this host yet"])[-1]
decky.logger.info("wake skipped (rc=%s): %s", proc.returncode, reason)
return {"ok": False, "error": reason}
async def library(self, host: str, mgmt_port: int = 0, fp: str = "") -> dict:
"""Fetch a paired host's game library via the flatpak client's headless
``--library`` mode (the client's own mTLS identity + pinned-fingerprint transport —
no trust logic reimplemented here). ``fp`` is passed through whenever the caller
knows the host's cert fingerprint so an IP change can never degrade the pin to a
TOFU accept. Returns ``{ok, games: [{id, store, title}]}`` or
``{ok: False, error: <code>, detail}`` (codes: ``flatpak-not-found`` / ``timeout`` /
``not-paired`` / ``pin-mismatch`` / ``unreachable`` / ``http`` /
``client-outdated`` / ``client-error``)."""
flatpak = _flatpak()
if not flatpak:
return {"ok": False, "error": "flatpak-not-found", "detail": ""}
target = f"{host}:{int(mgmt_port) or 47990}"
argv = [flatpak, "run", "--arch=x86_64", APP_ID, "--library", target]
if fp:
argv += ["--fp", fp]
decky.logger.info("library: fetching %s", target)
proc = None
try:
# Separate pipes (unlike _flatpak_capture): the TSV comes on stdout, the
# client's one-line error reason on stderr. Cold flatpak start on a Deck can
# take seconds — generous timeout, spinner in the UI.
proc = await asyncio.create_subprocess_exec(
*argv,
stdout=asyncio.subprocess.PIPE,
stderr=asyncio.subprocess.PIPE,
env=_flatpak_env(),
)
stdout, stderr = await asyncio.wait_for(proc.communicate(), timeout=45.0)
except asyncio.TimeoutError:
if proc:
try:
proc.kill()
except ProcessLookupError:
pass
return {"ok": False, "error": "timeout", "detail": ""}
except Exception as exc: # noqa: BLE001
decky.logger.exception("library fetch failed to launch")
return {"ok": False, "error": "client-error", "detail": str(exc)}
err = stderr.decode(errors="replace")
if proc.returncode != 0:
detail = (err.strip().splitlines() or ["library fetch failed"])[-1]
code = _classify_library_error(err)
decky.logger.warning("library fetch failed (%s): %s", code, detail)
return {"ok": False, "error": code, "detail": detail}
games = _parse_library_tsv(stdout.decode(errors="replace"))
decky.logger.info("library: %d game(s) from %s", len(games), target)
return {"ok": True, "games": games}
async def get_pins(self) -> dict:
"""The pinned games, each annotated with the LIVE ``paired`` state of its host (by
cert fingerprint an unpaired-since host renders "pairing required" in the QAM)."""
try:
data = json.loads(_pins_path().read_text())
except (OSError, json.JSONDecodeError):
return {"pins": []}
pins = data.get("pins", []) if isinstance(data, dict) else []
paired = _paired_fingerprints()
out = []
for p in pins:
if not isinstance(p, dict) or not p.get("game_id"):
continue
p = dict(p)
p["paired"] = str(p.get("host_fp", "")).lower() in paired
out.append(p)
return {"pins": out}
async def set_pins(self, pins: list) -> dict:
"""Persist the pinned-games list (the frontend sends the whole list — add, remove,
and address-refresh all funnel through here). Validated + deduped on
``(host_fp, game_id)``; written atomically (tmp + rename) pins are long-lived
user data."""
clean: list[dict] = []
seen: set[tuple[str, str]] = set()
for p in pins if isinstance(pins, list) else []:
if not isinstance(p, dict):
continue
game_id = str(p.get("game_id", ""))
host_fp = str(p.get("host_fp", ""))
if not game_id or not (host_fp or p.get("host")):
continue
key = (host_fp, game_id)
if key in seen:
continue
seen.add(key)
clean.append({
"game_id": game_id,
"title": str(p.get("title", game_id)),
"store": str(p.get("store", "")),
"host_fp": host_fp,
"host_id": str(p.get("host_id", "")),
"host_name": str(p.get("host_name", p.get("host", ""))),
"host": str(p.get("host", "")),
"port": int(p.get("port", 9777) or 9777),
"mgmt": int(p.get("mgmt", 0) or 0),
"added_at": int(p.get("added_at", 0) or 0),
})
try:
d = _client_config_dir()
d.mkdir(parents=True, exist_ok=True)
tmp = _pins_path().with_suffix(".json.tmp")
tmp.write_text(json.dumps({"version": 1, "pins": clean}, indent=2))
os.replace(tmp, _pins_path())
return {"ok": True}
except OSError as exc:
decky.logger.exception("could not write pins")
return {"ok": False, "error": str(exc)}
detail = (err.strip().splitlines() or ["could not save the host"])[-1]
decky.logger.warning("trust_host failed (rc=%s): %s", rc, detail)
return {"ok": False, "error": _cli_error(rc, err), "detail": detail}
async def shortcut_art(self) -> dict:
"""The Steam-shortcut artwork shipped with the plugin (committed under ``assets/``):
@@ -1039,148 +829,8 @@ class Plugin:
"client_bin": prefix[0] if native else "",
}
async def get_settings(self) -> dict:
"""Read the flatpak client's stream settings (resolution/bitrate/gamepad…)."""
try:
return json.loads(_settings_path().read_text())
except (OSError, json.JSONDecodeError):
# The client's own defaults (native display, host-default bitrate, auto pad).
return {
"width": 0, "height": 0, "refresh_hz": 0, "render_scale": 1.0,
"bitrate_kbps": 0, "codec": "auto", "gamepad": "auto", "compositor": "auto",
"inhibit_shortcuts": True, "mic_enabled": False,
}
async def set_settings(self, settings: dict) -> dict:
"""Write the stream settings JSON the (sandboxed) client reads on launch."""
try:
d = _client_config_dir()
d.mkdir(parents=True, exist_ok=True)
_settings_path().write_text(json.dumps(settings, indent=2))
return {"ok": True}
except OSError as exc:
decky.logger.exception("could not write settings")
return {"ok": False, "error": str(exc)}
# ---- Shared known-hosts store (the SAME file the desktop client reads/writes) ----
async def list_hosts(self, probe: bool = True) -> dict:
"""The saved-hosts store as a list — the SAME ``client-known-hosts.json`` the desktop
client owns, so a host added/renamed/paired in either surface shows in both. With
``probe`` each host carries a live ``online`` bool from a mDNS-INDEPENDENT reachability
probe (a Tailscale/VPN host is no longer shown offline just because it doesn't advertise);
``online`` is ``None`` when reachability is unknown. Prefers the client's ``--list-hosts``
mode; falls back to reading the JSON directly when the installed client predates it."""
now = time.monotonic()
cache = _hosts_cache
if (
cache["data"] is not None
and cache["probed"] == bool(probe)
and (now - cache["at"]) < _HOSTS_TTL_S
):
return cache["data"]
args = ["--list-hosts"] + (["--probe"] if probe else [])
rc, out, err = await _run_client(args, timeout=30.0)
result: dict | None = None
if rc == 0:
try:
data = json.loads(out)
hosts = data.get("hosts", []) if isinstance(data, dict) else []
result = {"ok": True, "hosts": hosts, "probed": bool(probe)}
except json.JSONDecodeError:
decky.logger.warning("list-hosts: unparseable output: %s", out[:200])
elif rc != -1:
decky.logger.info(
"list-hosts unavailable (%s); reading store directly",
_classify_library_error(err),
)
if result is None:
# Fallback: read the store off disk (old client / no --list-hosts) — no reachability.
result = {"ok": True, "hosts": _read_known_hosts(), "probed": False, "fallback": True}
cache.update(at=now, probed=bool(probe), data=result)
return result
async def add_host(self, target: str, name: str = "", fp: str = "") -> dict:
"""Save a host by address so it can be paired/streamed even when mDNS never sees it (a
Tailscale/VPN box). Without ``fp`` it's an unpaired placeholder the user pairs next; a
later pair replaces it with the fingerprinted entry. Returns ``{ok, error?, detail?}``."""
args = ["--add-host", target.strip()]
if name.strip():
args += ["--host-label", name.strip()]
if fp.strip():
args += ["--fp", fp.strip()]
rc, _out, err = await _run_client(args, timeout=20.0)
_invalidate_hosts_cache()
return _mutation_result(rc, err, "add-host")
async def edit_host(
self, selector: str, name: str = "", addr: str = "", port: int = 0
) -> dict:
"""Edit a saved host — rename and/or re-point its address. ``selector`` is the host's
cert fingerprint (survives IP changes) or its current ``addr[:port]``. Empty fields are
left untouched. Returns ``{ok, error?, detail?}``."""
args = ["--set-host", selector]
if name.strip():
args += ["--host-label", name.strip()]
if addr.strip():
args += ["--addr", addr.strip()]
if port:
args += ["--port", str(int(port))]
rc, _out, err = await _run_client(args, timeout=20.0)
_invalidate_hosts_cache()
return _mutation_result(rc, err, "set-host")
async def forget_host(self, selector: str) -> dict:
"""Remove a saved host (by fingerprint or ``addr[:port]``) — drops the pinned
fingerprint, so a later connect must re-pair/trust. Idempotent."""
rc, _out, err = await _run_client(["--forget-host", selector], timeout=20.0)
_invalidate_hosts_cache()
return _mutation_result(rc, err, "forget-host")
async def reset_config(self) -> dict:
"""Reset this device's Punktfunk state: saved hosts, stream settings, and the plugin's
pinned games. The client's persistent IDENTITY (client-cert/key.pem) is KEPT so the box
isn't seen as brand-new everywhere (re-pairing re-adds hosts). Prefers the client's
``--reset``; if that's unavailable (old client / no flatpak) it clears the shared JSON
stores directly. The plugin-owned pins file is always cleared here (``--reset`` never
touches it)."""
rc, _out, _err = await _run_client(["--reset"], timeout=20.0)
_invalidate_hosts_cache()
errors: list[str] = []
if rc != 0:
decky.logger.info("reset: --reset unavailable (rc=%s); clearing stores directly", rc)
for name in ("client-known-hosts.json", "client-gtk-settings.json"):
try:
(_client_config_dir() / name).unlink()
except FileNotFoundError:
pass
except OSError as exc:
errors.append(f"{name}: {exc}")
try:
_pins_path().unlink() # plugin-owned; the client's --reset leaves it alone
except FileNotFoundError:
pass
except OSError as exc:
errors.append(f"pins: {exc}")
if errors:
return {"ok": False, "error": "; ".join(errors)}
return {"ok": True}
async def probe_host(self, target: str) -> dict:
"""Reachability of one ``host[:port]`` via the client's mDNS-independent QUIC probe —
for a "test this address" check. ``{ok: True, online: bool}`` when determined, else
``{ok: False, error}`` (flatpak missing / client too old)."""
rc, _out, err = await _run_client(["--reachable", target.strip()], timeout=8.0)
if rc == 0:
return {"ok": True, "online": True}
if rc == 1:
return {"ok": True, "online": False}
return {
"ok": False,
"error": _classify_library_error(err) if err.strip() else "client-unavailable",
}
async def kill_stream(self) -> dict:
"""Force-stop a wedged stream client — ``flatpak kill`` for the sandboxed one, a plain
SIGTERM by name for a native install (which has no flatpak instance to kill)."""
@@ -1205,6 +855,46 @@ class Plugin:
return {"ok": False}
return {"ok": True}
async def stream_running(self) -> dict:
"""Whether the streaming client's control socket exists — i.e. the client is up.
The socket appears at the client's first stream and lives for the process, so
between console-mode streams it lingers; that only leaves the panel's host
buttons harmlessly visible.
"""
return {"running": any(p.is_socket() for p in _ctl_sockets())}
async def host_action(self, action: str) -> dict:
"""Press a HOST system button on the running stream: ``guide`` (the Steam/Xbox/PS
menu button) or ``qam`` (the quick-access ````).
Talks to the session binary's control socket (one text verb per connection,
``ok``/``err`` back) the flatpak app runtime dir first (the sandboxed client;
that dir is the one runtime path host and sandbox see identically), then the
plain runtime dir (native installs). No socket = no running stream.
"""
if action not in ("guide", "qam"):
return {"ok": False, "error": f"unknown action {action!r}"}
for sock in _ctl_sockets():
if not sock.is_socket():
continue
try:
reader, writer = await asyncio.wait_for(
asyncio.open_unix_connection(str(sock)), timeout=2.0
)
except Exception: # noqa: BLE001 — a stale socket file; try the next path
continue
try:
writer.write(f"{action}\n".encode())
await writer.drain()
reply = await asyncio.wait_for(reader.readline(), timeout=2.0)
return {"ok": reply.strip() == b"ok"}
except Exception as e: # noqa: BLE001
return {"ok": False, "error": str(e)}
finally:
writer.close()
return {"ok": False, "error": "no-stream"}
async def _update_native_client(self) -> dict:
"""The non-flatpak leg of :meth:`update_client` — drive the client's own
``--apply-update``, which starts the packaged root helper.
+129 -103
View File
@@ -1,12 +1,12 @@
#!/usr/bin/env python3
"""Unit checks for main.py's pure helpers — stdlib only, no Decky runtime needed.
Stubs the ``decky`` module (main.py imports it at module level), then asserts the
avahi/TSV/error parsers against fixture strings. The LibraryError fixtures are pinned to
the REAL Display strings in clients/linux/src/library.rs if those are reworded, the
classifier degrades to ``client-error`` and the matching assertion here fails on purpose.
Stubs the ``decky`` module (main.py imports it at module level), then asserts the argv
shapes, the exit-code mapping and the Steam VDF editor against fixtures.
python3 clients/decky/scripts/test-backend.py
Needs Python >= 3.10 for `X | None` annotations macOS ships 3.9, so run it explicitly:
python3.13 clients/decky/scripts/test-backend.py
"""
import sys
@@ -40,109 +40,135 @@ def check(name: str, cond: bool):
failures += 1
# ---- _parse_library_tsv -----------------------------------------------------------------
tsv = (
"steam:570\tsteam\tDota 2\n"
"custom:abc\tcustom\tTabs\tin\ttitle\n" # tabs inside the title survive (split max 2)
"2 game(s)\n" # the count trailer has no tabs — self-skips
# ---- _cli_argv: the flatpak app id must stay LAST ---------------------------------------
#
# `flatpak run --command=X <app-id> ARGS` — everything after the app id is the APP's argv, so
# an app id that drifts left silently turns our flags into the client's. This is the shape the
# deleted _session_argv used and the one thing about it that is easy to get wrong.
main._client_argv = lambda: ["/usr/bin/flatpak", "run", "--arch=x86_64", "io.unom.Punktfunk"]
main._flatpak = lambda: "/usr/bin/flatpak"
check(
"cli argv: flatpak form, app id last",
main._cli_argv()
== [
"/usr/bin/flatpak",
"run",
"--arch=x86_64",
"--command=punktfunk",
"io.unom.Punktfunk",
],
)
games = main._parse_library_tsv(tsv)
check("tsv: two games parsed", len(games) == 2)
check("tsv: fields", games[0] == {"id": "steam:570", "store": "steam", "title": "Dota 2"})
check("tsv: tabs in title preserved", games[1]["title"] == "Tabs\tin\ttitle")
check("tsv: empty input", main._parse_library_tsv("0 game(s)\n") == [])
# ---- _classify_library_error (fixtures = library.rs Display strings) --------------------
check(
"err: not-paired",
main._classify_library_error(
"library: The host didn't recognize this device. Pair with the host first — the "
"library is authorized by this device's certificate (no token needed)."
)
== "not-paired",
)
check(
"err: pin-mismatch",
main._classify_library_error(
"library: The host's certificate doesn't match the pinned fingerprint. "
"Re-pair with a PIN to re-establish trust."
)
== "pin-mismatch",
)
check(
"err: unreachable",
main._classify_library_error(
"library: Couldn't reach the host's management API: connection refused. Check the "
"host is updated and reachable."
)
== "unreachable",
)
check(
"err: http",
main._classify_library_error("library: The management API returned HTTP 500.") == "http",
)
check(
"err: outdated client (GTK init noise)",
main._classify_library_error("cannot open display: \nGtk-WARNING: init failed")
== "client-outdated",
)
check("err: generic fallback", main._classify_library_error("boom") == "client-error")
# ---- _parse_avahi_browse (incl. the new id/mgmt TXT keys) --------------------------------
avahi = (
"+;eth0;IPv4;living-room;_punktfunk._udp;local\n"
"=;eth0;IPv4;living-room;_punktfunk._udp;local;lr.local;192.168.1.42;9777;"
'"proto=punktfunk/1" "fp=aabbcc" "pair=required" "id=abc123" "mgmt=47990"\n'
"=;eth0;IPv6;living-room;_punktfunk._udp;local;lr.local;fe80::1;9777;"
'"proto=punktfunk/1" "fp=aabbcc" "pair=required" "id=abc123" "mgmt=47990"\n'
"=;eth0;IPv4;bare-host;_punktfunk._udp;local;bh.local;192.168.1.77;9777;"
'"proto=punktfunk/1" "fp=ddeeff" "pair=optional"\n'
)
hosts = main._parse_avahi_browse(avahi)
check("avahi: two hosts (id-dedup, IPv4 preferred)", len(hosts) == 2)
lr = next(h for h in hosts if h["name"] == "living-room")
check("avahi: ipv4 wins", lr["host"] == "192.168.1.42")
check("avahi: mgmt parsed", lr["mgmt"] == 47990)
check("avahi: id parsed", lr["id"] == "abc123")
bare = next(h for h in hosts if h["name"] == "bare-host")
check("avahi: mgmt absent -> 0", bare["mgmt"] == 0)
check("avahi: id absent -> empty", bare["id"] == "")
# ---- pins store (round-trip through the real methods, isolated HOME) --------------------
import asyncio # noqa: E402
# A native install: the CLI is the client binary's sibling. Absent => no CLI at all, which the
# caller must see as "unavailable" rather than as an empty result.
#
# The fixture dir is torn down FIRST, not just created: leaving the sibling behind made the
# "absent" assertion below pass only on the first run of the day and fail on every rerun.
import shutil # noqa: E402
shutil.rmtree(decky.DECKY_USER_HOME, ignore_errors=True)
plugin = main.Plugin()
pin = {
"game_id": "steam:570",
"title": "Dota 2",
"store": "steam",
"host_fp": "AABBCC",
"host_id": "abc123",
"host_name": "living-room",
"host": "192.168.1.42",
"port": 9777,
"mgmt": 47990,
"added_at": 1780000000,
}
dupe = dict(pin, title="Dota 2 again")
junk = {"title": "no game id"}
res = asyncio.run(plugin.set_pins([pin, dupe, junk]))
check("pins: write ok", res.get("ok") is True)
got = asyncio.run(plugin.get_pins())["pins"]
check("pins: dedup + junk dropped", len(got) == 1)
check("pins: unpaired without known-hosts", got[0]["paired"] is False)
# Mark the host paired in the client's known-hosts store — get_pins must pick it up.
cfg = main._client_config_dir()
cfg.mkdir(parents=True, exist_ok=True)
(cfg / "client-known-hosts.json").write_text(
'{"hosts": [{"name": "living-room", "addr": "192.168.1.42", "port": 9777, '
'"fp_hex": "aabbcc", "paired": true}]}'
shutil.rmtree("/tmp/pf-test-native", ignore_errors=True)
tmp = Path("/tmp/pf-test-native/bin")
tmp.mkdir(parents=True, exist_ok=True)
(tmp / "punktfunk-client").write_text("")
main._client_argv = lambda: [str(tmp / "punktfunk-client")]
check("cli argv: native without a sibling CLI is None", main._cli_argv() is None)
(tmp / "punktfunk").write_text("")
check("cli argv: native sibling found", main._cli_argv() == [str(tmp / "punktfunk")])
# ---- _cli_error: the CLI's exit-code contract -------------------------------------------
#
# Exit 5 + `unknown command` is how a client too old for a verb announces itself — the ONE
# signature the panel turns into "update the client" plus the button that fixes it. Getting it
# wrong makes an out-of-date client look like a broken plugin.
check(
"err: unknown verb => client-outdated",
main._cli_error(5, 'unknown command "discover"\n\npunktfunk — the Punktfunk client')
== "client-outdated",
)
got = asyncio.run(plugin.get_pins())["pins"]
check("pins: paired via known-hosts fp (case-insensitive)", got[0]["paired"] is True)
shutil.rmtree(decky.DECKY_USER_HOME, ignore_errors=True)
check(
"err: exit 5 without that phrase is NOT outdated",
main._cli_error(5, 'no saved host matches "desk"') == "unresolved",
)
check("err: connect failed", main._cli_error(2, "unreachable 10.0.0.1:9777") == "unreachable")
check("err: trust rejected", main._cli_error(3, "wrong PIN") == "refused")
check("err: needs a person", main._cli_error(6, "pair it first") == "needs-pairing")
check("err: nothing ran", main._cli_error(-1, "") == "client-unavailable")
check("err: unmapped code falls back", main._cli_error(4, "renderer") == "client-error")
# ---- _cli_json: a zero exit with junk on stdout is a FAILURE, not an empty result --------
import asyncio # noqa: E402
def _fake_cli(rc: int, out: str, err: str = ""):
async def run(_args, timeout=20.0):
return rc, out, err
return run
main._run_cli = _fake_cli(0, '{"hosts": [{"name": "desk"}]}')
got = asyncio.run(main._cli_json(["discover", "--json"]))
check("json: payload merged under ok", got == {"ok": True, "hosts": [{"name": "desk"}]})
main._run_cli = _fake_cli(0, "not json at all")
got = asyncio.run(main._cli_json(["discover", "--json"]))
check("json: unparseable stdout is an error, not an empty list", got["ok"] is False)
check("json: ...and says so specifically", got["error"] == "client-error")
main._run_cli = _fake_cli(5, "", 'unknown command "discover"')
got = asyncio.run(main._cli_json(["discover", "--json"]))
check("json: old client surfaces as client-outdated", got["error"] == "client-outdated")
check("json: detail carries the CLI's own last line", "unknown command" in got["detail"])
# ---- _field_from (flatpak info parsing, drives the client update check) ------------------
info = " ID: io.unom.Punktfunk\n Origin: punktfunk-origin\n Commit: abc123def\n"
check("field: commit", main._field_from(info, "Commit") == "abc123def")
check("field: origin", main._field_from(info, "Origin") == "punktfunk-origin")
check("field: absent", main._field_from(info, "Nope") == "")
# ---- _looks_outdated (the GTK-init signature of a client predating a headless flag) ------
check("outdated: gtk init noise", main._looks_outdated("cannot open display: \nGtk-WARNING") is True)
check("outdated: an ordinary error is not", main._looks_outdated("connection refused") is False)
# ---- _semver_tuple (plugin update comparison) --------------------------------------------
check("semver: plain", main._semver_tuple("1.2.3") == (1, 2, 3))
check("semver: pre-release suffix dropped", main._semver_tuple("1.2.3-rc1") == (1, 2, 3))
check("semver: short forms pad", main._semver_tuple("2") == (2, 0, 0))
check("semver: ordering", main._semver_tuple("0.10.0") > main._semver_tuple("0.9.9"))
# ---- _upsert_configset_entry (Steam Input layout binding) --------------------------------
#
# Untested until now, and the riskiest thing that survived the cut: it edits a file holding
# HUNDREDS of other games' controller bindings, in place. Every assertion below is about not
# touching them.
empty = main._upsert_configset_entry("", "punktfunk", "template", "punktfunk.vdf")
check("vdf: builds the skeleton when the file is new", '"controller_config"' in empty)
check("vdf: the entry lands", '"punktfunk"' in empty and '"punktfunk.vdf"' in empty)
existing = (
'"controller_config"\n'
"{\n"
'\t"halflife2"\n'
"\t{\n"
'\t\t"template"\t\t"other.vdf"\n'
"\t}\n"
"}\n"
)
added = main._upsert_configset_entry(existing, "punktfunk", "template", "punktfunk.vdf")
check("vdf: an existing game's entry survives insertion", '"halflife2"' in added)
check("vdf: ours is inserted", '"punktfunk"' in added)
# Re-running must REPLACE our block, not accumulate a second one (this runs on every plugin
# session gated only by a localStorage marker, so idempotence is the whole contract).
twice = main._upsert_configset_entry(added, "punktfunk", "template", "punktfunk.vdf")
check("vdf: idempotent", twice.count('"punktfunk"\n') == 1)
check("vdf: neighbour still intact after the rewrite", '"halflife2"' in twice)
# Steam keys non-Steam games by their LOWERCASE name, and files on disk may carry either case —
# a case-sensitive match would append a duplicate the game never reads.
mixed = existing.replace('"halflife2"', '"Punktfunk"')
replaced = main._upsert_configset_entry(mixed, "punktfunk", "template", "punktfunk.vdf")
check("vdf: matches an existing key case-insensitively", replaced.count("unktfunk\"\n") == 1)
print()
if failures:
+100 -139
View File
@@ -1,95 +1,94 @@
// Bridge to the Python backend (main.py) + shared types.
//
// Every call here is a thin shell over the headless `punktfunk` CLI, so these types are the
// CLI's JSON shapes rather than anything this plugin invents. That is deliberate: the plugin
// used to model the client's stores itself and drifted from them with every field the client
// added.
import { callable } from "@decky/api";
export interface Host {
name: string;
host: string;
port: number;
pair: string; // "required" | "optional" — the HOST's policy
fp: string; // host cert SHA-256 fingerprint (lowercase hex) from the mDNS advert
proto: string; // advertised protocol, e.g. "punktfunk/1"
paired: boolean; // whether THIS device has already PIN-paired this host (by fingerprint)
id: string; // the host's stable instance id (mDNS TXT `id`; "" when not advertised)
mgmt: number; // management-API port (mDNS TXT `mgmt`; 0 = not advertised → default 47990)
os: string; // OS-identity chain (mDNS TXT `os`, e.g. "linux/fedora/bazzite"); "" on older hosts
}
// One title from a host's game library (the flatpak client's --library TSV, parsed by the
// backend). `id` is store-qualified (steam:<appid> / custom:<id>) and doubles as the
// launch handle (PF_LAUNCH → the session Hello).
export interface GameEntry {
/** A settings profile as the CLI resolves it — ids are dangling-checked and names attached. */
export interface Profile {
id: string;
store: string; // "steam" | "custom" | "heroic" | "lutris" | …
title: string;
name: string;
}
export interface LibraryResult {
ok: boolean;
games?: GameEntry[];
// "flatpak-not-found" | "timeout" | "not-paired" | "pin-mismatch" | "unreachable" |
// "http" | "client-outdated" | "client-error"
error?: string;
detail?: string; // the client's own one-line reason, for the generic error copy
}
// A pinned game — a one-tap stream row in the QAM. The host is identified primarily by
// cert fingerprint (survives IP changes; pairing is fp-keyed too), with the stored
// address as the launch fallback when the host isn't currently advertising.
export interface PinnedGame {
game_id: string;
title: string;
store: string;
host_fp: string;
host_id: string;
host_name: string;
host: string;
port: number;
mgmt: number;
added_at: number; // unix seconds
paired?: boolean; // annotated by get_pins from the client's known-hosts store
}
export interface PairResult {
ok: boolean;
fp?: string;
error?: string;
}
// A host in the SHARED saved-hosts store (client-known-hosts.json) — the same file the desktop
// client reads/writes, so add/rename/pair in either surface shows up in both. `online` comes
// from a mDNS-INDEPENDENT reachability probe (a Tailscale/VPN host isn't shown offline just
// because it doesn't advertise); `null` means reachability is unknown (probe skipped or a client
// too old for `--list-hosts`, which then also can't probe).
export interface SavedHost {
/**
* A host answering on mDNS right now (`punktfunk discover --json`).
*
* `saved`/`paired` are annotated BY THE CLI against the saved-hosts store fingerprint first,
* address second. The plugin does not join the two lists itself; that rule living in one place
* is what stops this surface disagreeing with the desktop client about the same box.
*/
export interface DiscoveredHost {
name: string;
addr: string;
port: number;
fp_hex: string; // host cert fingerprint (lowercase hex); "" for a not-yet-paired manual entry
fp: string; // advertised cert fingerprint (lowercase hex); "" when not advertised
pair: string; // the HOST's policy: "required" | "optional"
id: string; // the host's advertised stable id; "" when not advertised
mgmt: number; // management-API port; 0 = not advertised
os: string; // OS-identity chain, e.g. "linux/fedora/bazzite"; "" on older hosts
saved: boolean;
paired: boolean;
}
/**
* A host in the shared saved-hosts store (`punktfunk hosts list --probe --json`) the same
* `client-known-hosts.json` the desktop client owns.
*
* `online` comes from a mDNS-INDEPENDENT probe, so a host reached over Tailscale/VPN is not
* shown offline merely because it never advertises; `null` means the probe was skipped.
*
* `profile` is the host's DEFAULT binding, which a plain connect applies silently. It is not
* the same thing as `pinned_profiles`, which are the cards a user chose to surface. Both come
* back already resolved against the profile catalog, so this plugin never opens it.
*/
export interface SavedHost {
id: string | null; // the record's stable id — the reference a launch should use
name: string;
addr: string;
port: number;
fp_hex: string; // "" for a placeholder saved by address with no pin yet
paired: boolean;
mac: string[];
// OS-identity chain learned by the desktop client; optional because the installed
// flatpak client may predate the field.
os?: string;
os: string;
last_used: number | null;
clipboard_sync: boolean;
profile: Profile | null;
pinned_profiles: Profile[];
online: boolean | null;
}
export interface HostsResult {
ok: boolean;
hosts: SavedHost[];
probed: boolean;
fallback?: boolean; // true when read straight off disk (client too old for --list-hosts)
}
// The result of a host-store mutation (add/edit/forget). `error` is a stable code:
// "client-unavailable" (flatpak missing) | "client-outdated" (client predates the mode) |
// "unreachable"/"http"/… (from the client) | "client-error" (generic; see `detail`).
export interface MutationResult {
/**
* Every backend call answers in this shape. `error` is a stable code, never prose:
*
* - `client-unavailable` no client is installed, or the call never ran
* - `client-outdated` the installed client predates the verb (exit 5 + `unknown command`)
* - `unreachable` the host did not answer
* - `refused` trust rejected: a wrong PIN, or a fingerprint that already differs
* - `needs-pairing` the CLI refused because it needs a person
* - `unresolved` nothing matched what was named
* - `client-error` anything else; `detail` carries the CLI's own last line
*/
export interface CliResult {
ok: boolean;
error?: string;
detail?: string;
}
export interface DiscoverResult extends CliResult {
hosts?: DiscoveredHost[];
}
export interface HostsResult extends CliResult {
hosts?: SavedHost[];
}
export interface PairResult extends CliResult {
fp?: string;
}
export interface RunnerInfo {
runner: string; // absolute path to bin/punktfunkrun.sh
app_id: string; // flatpak app id
@@ -101,26 +100,6 @@ export interface RunnerInfo {
client_bin?: string;
}
// The slice of the flatpak client's settings JSON this UI surfaces. The file can hold more
// keys (decoder, … set from the desktop client's own UI) — they round-trip untouched
// because get_settings returns the whole parsed file and patches are object spreads.
export interface StreamSettings {
width: number; // 0 = native
height: number; // 0 = native
refresh_hz: number; // 0 = native
render_scale?: number; // render-resolution multiplier; 1.0 = native (absent in pre-scale files)
bitrate_kbps: number; // 0 = host default
codec?: string; // "auto" | "hevc" | "h264" | "av1" — soft preference (absent in pre-codec files)
gamepad: string; // "auto" | "xbox360" | "xboxone" | "dualsense" | "dualshock4" | "steamdeck"
compositor: string; // "auto" | "kwin" | "wlroots" | "mutter" | "gamescope"
// Round-trips only — deliberately NOT offered as a row here. It decides whether the session
// grabs the keyboard so Alt+Tab/Super reach the host, and Game Mode is gamescope: it has no
// compositor shortcuts to inhibit and hands the focused window every key already. A toggle
// here would be a dead one. The desktop client's row still edits this same file.
inhibit_shortcuts: boolean;
mic_enabled: boolean;
}
export interface UpdateInfo {
current: string; // installed PLUGIN version (package.json)
latest: string; // newest plugin version in our registry for this channel
@@ -156,21 +135,30 @@ export interface ShortcutArt {
icon_path: string;
}
export const discover = callable<[], Host[]>("discover");
// ---- The four CLI shells --------------------------------------------------------------
/** Browse the LAN over mDNS. Bounded by the CLI (3 s) plus a cold-start allowance. */
export const discover = callable<[], DiscoverResult>("discover");
/** The saved hosts, probed for reachability, with profiles and pinned cards resolved. */
export const hosts = callable<[], HostsResult>("hosts");
/** The PIN ceremony. `refused` = wrong PIN or a host that isn't armed. */
export const pair = callable<
[host: string, port: number, pin: string, name: string],
[addr: string, port: number, pin: string, name: string],
PairResult
>("pair");
// Fetch a paired host's game library (headless flatpak --library; can take seconds on a
// cold client start — show a spinner). Pass fp whenever known so the pin can't degrade.
export const library = callable<
[host: string, mgmt_port: number, fp: string],
LibraryResult
>("library");
export const getPins = callable<[], { pins: PinnedGame[] }>("get_pins");
export const setPins = callable<[pins: PinnedGame[]], { ok: boolean; error?: string }>(
"set_pins",
);
/**
* Step 1 of request access: save the host with its ADVERTISED fingerprint, pinned but unpaired.
* The launch that follows pins the same fingerprint, which is the only thing standing between a
* 185 s wait for approval and an impostor answering for the host. Idempotent; a host already
* saved under a DIFFERENT fingerprint comes back `refused` rather than being overwritten.
*/
export const trustHost = callable<
[addr: string, port: number, fp: string, name: string],
CliResult
>("trust_host");
// ---- Steam / plugin business (only a Decky plugin can do these) ------------------------
export const runnerInfo = callable<[], RunnerInfo>("runner_info");
export const shortcutArt = callable<[], ShortcutArt>("shortcut_art");
// Install the Steam Input layout (native touchscreen `ts_n` + gamepad passthrough) and point our
@@ -181,43 +169,16 @@ export const applyControllerConfig = callable<
[name: string],
{ ok: boolean; applied?: string[]; errors?: string[]; accounts?: number; error?: string; detail?: string }
>("apply_controller_config");
export const getSettings = callable<[], StreamSettings>("get_settings");
export const setSettings = callable<[settings: StreamSettings], { ok: boolean }>(
"set_settings",
);
export const killStream = callable<[], { ok: boolean }>("kill_stream");
// Send a Wake-on-LAN magic packet to a saved host (headless flatpak --wake) so a sleeping host is
// up by the time the stream connects. The MAC is looked up from the flatpak client's own
// known-hosts store; `ok: false` (no-op) when none has been learned yet. Fire before launching.
export const wake = callable<[host: string, port: number], { ok: boolean; error?: string }>(
"wake",
// Whether the streaming client's control socket exists (a stream/console client is up) —
// gates the QAM panel's host-button section.
export const streamRunning = callable<[], { running: boolean }>("stream_running");
// Press a HOST system button on the running stream: "guide" | "qam". The raw Steam/QAM
// presses stay on the Deck by default (the client's Controllers settings), so this — and
// holding Select — is how the host's own menus are reached.
export const hostAction = callable<[action: string], { ok: boolean; error?: string }>(
"host_action",
);
// ---- Shared saved-hosts store (the SAME client-known-hosts.json the desktop client owns) ----
// The saved hosts, each annotated with a live (mDNS-independent) `online` probe when `probe` is
// true. Falls back to a direct JSON read (no reachability) on a client too old for --list-hosts.
export const listHosts = callable<[probe: boolean], HostsResult>("list_hosts");
// Save a host by address (survives mDNS-blind networks). `fp` empty = unpaired placeholder to
// pair next; a later pair replaces it with the fingerprinted entry.
export const addHost = callable<[target: string, name: string, fp: string], MutationResult>(
"add_host",
);
// Rename and/or re-point a saved host. `selector` = its fingerprint (survives IP change) or
// current addr[:port]; empty fields are left untouched.
export const editHost = callable<
[selector: string, name: string, addr: string, port: number],
MutationResult
>("edit_host");
// Remove a saved host by fingerprint or addr[:port] (idempotent).
export const forgetHost = callable<[selector: string], MutationResult>("forget_host");
// Reset this device's Punktfunk state (saved hosts + stream settings + pins); KEEPS the client
// identity so the box isn't seen as new everywhere (re-pairing re-adds hosts).
export const resetConfig = callable<[], { ok: boolean; error?: string }>("reset_config");
// Reachability of one host[:port] via the client's mDNS-independent QUIC probe (a "test address"
// check). `{ ok: true, online }` when determined, else `{ ok: false, error }`.
export const probeHost = callable<
[target: string],
{ ok: boolean; online?: boolean; error?: string }
>("probe_host");
export const checkUpdate = callable<[force: boolean], UpdateInfo>("check_update");
// Update the client by whichever route its install supports: `flatpak update --user` for the
// flatpak, `punktfunk-client --apply-update` (the packaged root helper) for a one-tap-capable
+194 -347
View File
@@ -1,18 +1,14 @@
// Shared state hooks + user actions for the QAM panel and the fullscreen page.
// Shared state hooks + user actions for the QAM panel.
import { toaster } from "@decky/api";
import { Navigation } from "@decky/ui";
import { useCallback, useEffect, useRef, useState } from "react";
import { useCallback, useEffect, useState } from "react";
import {
checkUpdate,
discover,
GameEntry,
getPins,
Host,
listHosts,
PinnedGame,
resetConfig,
DiscoveredHost,
hosts as listHosts,
Profile,
SavedHost,
setPins as setPinsBackend,
updateClient,
UpdateInfo,
} from "./backend";
@@ -37,19 +33,191 @@ declare global {
// PluginInstallType.UPDATE in decky-loader's browser.py (INSTALL=0/REINSTALL=1/UPDATE=2/…).
const INSTALL_TYPE_UPDATE = 2;
/**
* How far this device has got with a host. The three states are what the row says under the
* name, and which of them a host is in decides whether pressing it streams or opens the trust
* sheet.
*
* - `paired` the host approved this device (a PIN ceremony, or request access).
* - `trusted` its fingerprint is pinned but nobody has approved us yet. Streams work if
* the host's policy is `optional`; under `required` the connect parks.
* - `needs-access` no pinned fingerprint. Not streamable until the trust sheet runs.
*/
export type TrustState = "paired" | "trusted" | "needs-access";
/**
* One host as the panel shows it the union of the saved store and the live mDNS browse.
*
* A saved host is ONLINE when it either advertises or answers the reachability probe, so a box
* reached over Tailscale/VPN stops reading as offline. Discovered hosts that aren't saved are
* appended as extra rows.
*/
export interface HostView {
name: string;
addr: string;
port: number;
/**
* The fingerprint PINNED ON THE RECORD. "" means nothing is pinned, which is exactly what
* makes a host unstreamable the session binary refuses a pinless connect.
*
* Deliberately NOT filled in from a live advert. A host saved by address that happens to be
* advertising right now still has an empty pin on disk, and borrowing the advert's here would
* draw it as ready to stream while every launch refused for want of a fingerprint. What the
* advert offers is [`advertisedFp`], and moving it onto the record is a trust decision the
* user makes in the sheet.
*/
fp: string;
/** What the host is advertising right now, if anything — what request access would pin. */
advertisedFp: string;
/**
* The host is answering at an address its record does not carry it changed DHCP lease.
*
* This matters because a launch names the host by [`ref`], and the CLI dials whatever address
* the RECORD holds. So the row would show the live address and dial the dead one. The record
* has to be re-pointed before such a host can stream; `startStream` does it.
*/
moved: boolean;
paired: boolean;
online: boolean;
saved: boolean;
/** The advert's policy ("required"|"optional"); "" when the host isn't advertising. */
pairPolicy: string;
/** OS-identity chain (live advert preferred, else the stored one); "" unknown. */
os: string;
/**
* What a launch should NAME this host by: the record's stable id, which survives renames and
* DHCP moves, falling back to `addr:port` for a row that has no record yet (a discovered host
* the trust sheet is about to save, or a client too old to have minted ids).
*/
ref: string;
/** The host's default profile binding — applied silently by a plain connect, not a card. */
profile: Profile | null;
/** The cards to render nested under this host; already resolved against the catalog. */
pinnedProfiles: Profile[];
lastUsed: number | null;
}
export function trustState(v: HostView): TrustState {
if (v.paired) return "paired";
return v.fp ? "trusted" : "needs-access";
}
/**
* Must this host go through the trust sheet before it can stream?
*
* A pinned fingerprint is the ONLY rule. The session binary refuses a pinless connect, so a row
* without one can offer nothing but a button that fails; with one, the connect is verified and
* the host either admits it or parks it for an operator. The old rule also consulted the
* advertised policy for unsaved hosts, which made the answer depend on which of two lists a row
* came from the same box could read differently before and after being saved.
*/
export function needsPair(v: HostView): boolean {
return v.fp === "";
}
function advertMatchesSaved(a: DiscoveredHost, s: SavedHost): boolean {
return (
(!!s.fp_hex && !!a.fp && s.fp_hex.toLowerCase() === a.fp.toLowerCase()) ||
(s.addr === a.addr && s.port === a.port)
);
}
/**
* Join the saved store and the live browse into the rows the panel draws.
*
* Fingerprint first, address second a host that moved DHCP lease still matches its record,
* and a different box that inherited the old address does not inherit its pairing. The CLI's
* `discover` annotates `saved`/`paired` by exactly this rule too, so the two can't disagree.
*/
export function mergeHosts(saved: SavedHost[], discovered: DiscoveredHost[]): HostView[] {
const views: HostView[] = saved.map((s) => {
// Prefer a live advert's address: the host may have moved since it was last saved.
const advert = discovered.find((a) => advertMatchesSaved(a, s));
return {
name: s.name || s.addr,
addr: advert?.addr ?? s.addr,
port: advert?.port ?? s.port,
fp: s.fp_hex,
advertisedFp: advert?.fp ?? "",
moved: !!advert && (advert.addr !== s.addr || advert.port !== s.port),
paired: s.paired,
online: !!advert || s.online === true,
saved: true,
pairPolicy: advert?.pair ?? "",
os: advert?.os || s.os || "",
ref: s.id || `${advert?.addr ?? s.addr}:${advert?.port ?? s.port}`,
profile: s.profile,
pinnedProfiles: s.pinned_profiles ?? [],
lastUsed: s.last_used,
};
});
for (const a of discovered) {
if (saved.some((s) => advertMatchesSaved(a, s))) {
continue; // already rendered as its saved row, with a live pip
}
views.push({
name: a.name,
addr: a.addr,
port: a.port,
// No record, so nothing is pinned — whatever it advertises is an OFFER, not a pin.
fp: "",
advertisedFp: a.fp,
moved: false, // no record, so nothing to be stale
paired: a.paired,
online: true,
saved: false,
pairPolicy: a.pair,
os: a.os,
ref: `${a.addr}:${a.port}`,
profile: null,
pinnedProfiles: [],
lastUsed: null,
});
}
return views.sort(sortRows);
}
/**
* Online first, then most recently used, then by name. The host you streamed last night should
* be the first thing under your thumb; a host that is off right now should never be.
*/
function sortRows(a: HostView, b: HostView): number {
if (a.online !== b.online) return a.online ? -1 : 1;
if ((a.lastUsed ?? 0) !== (b.lastUsed ?? 0)) return (b.lastUsed ?? 0) - (a.lastUsed ?? 0);
return a.name.localeCompare(b.name);
}
// ----------------------------------------------------------------------------------------
// Discovery — mDNS scan state shared by the QAM panel and the full page.
// Hosts — ONE call site for both lists. They were separate hooks when the plugin had two
// views mounting them independently; the panel is the only view now, and merging them means
// the "scanning" state covers the whole row set rather than half of it flickering in first.
// ----------------------------------------------------------------------------------------
export function useHosts() {
const [hosts, setHosts] = useState<Host[]>([]);
const [views, setViews] = useState<HostView[]>([]);
const [scanning, setScanning] = useState(false);
// Why the list is empty, when it is empty for a reason other than an empty LAN. Rendering
// either of these as "No hosts yet" would blame the user's network for the plugin's problem:
// "client-outdated" — the installed client predates `punktfunk discover`
// "client-unavailable" — there is no client installed at all
const [problem, setProblem] = useState<string | null>(null);
const refresh = useCallback(async () => {
setScanning(true);
try {
setHosts(await discover());
// Both in flight at once: the browse is time-bounded and the probe is network-bound, so
// running them in sequence would cost the sum of two waits for no benefit.
const [d, s] = await Promise.all([discover(), listHosts()]);
// Both calls run the same binary, so they fail the same way; take whichever answered.
setProblem(
d.error === "client-unavailable" || s.error === "client-unavailable"
? "client-unavailable"
: d.error === "client-outdated" || s.error === "client-outdated"
? "client-outdated"
: null,
);
setViews(mergeHosts(s.hosts ?? [], d.hosts ?? []));
} catch (e) {
toaster.toast({ title: "Punktfunk", body: `Discovery failed: ${e}` });
toaster.toast({ title: "Punktfunk", body: `Couldn't list hosts: ${e}` });
} finally {
setScanning(false);
}
@@ -59,157 +227,7 @@ export function useHosts() {
void refresh();
}, [refresh]);
return { hosts, scanning, refresh };
}
// ----------------------------------------------------------------------------------------
// Saved hosts — the SHARED known-hosts store (client-known-hosts.json), the same file the
// desktop client reads/writes. Fetched WITH a reachability probe so a host reached over a
// routed network (Tailscale/VPN) reports online without ever appearing on mDNS.
// ----------------------------------------------------------------------------------------
export function useSavedHosts() {
const [saved, setSaved] = useState<SavedHost[]>([]);
const [loading, setLoading] = useState(false);
const refresh = useCallback(async () => {
setLoading(true);
try {
const r = await listHosts(true);
setSaved(r.hosts ?? []);
} catch {
/* backend unavailable — keep the current view */
} finally {
setLoading(false);
}
}, []);
useEffect(() => {
void refresh();
}, [refresh]);
return { saved, loading, refresh };
}
/**
* One host as the UI shows it the union of the saved store and the live mDNS scan. A saved
* host is ONLINE when it either advertises on mDNS OR answers the reachability probe (so
* mDNS-blind-but-reachable hosts stop reading as offline). Discovered hosts not in the store
* are appended as unsaved rows.
*/
export interface HostView {
name: string;
addr: string;
port: number;
fp: string; // "" for a saved-but-unpaired placeholder
paired: boolean; // PIN-paired specifically (a TOFU host has fp but paired=false)
online: boolean;
saved: boolean; // present in the known-hosts store
pairPolicy: string; // the advert's policy ("required"|"optional"), "" when not advertising
mgmt: number; // advertised mgmt-API port (0 = not advertised → default)
id: string; // advertised stable host id ("" when not advertising)
os: string; // OS-identity chain (live advert preferred, else the stored one); "" unknown
}
function advertMatchesSaved(a: Host, s: SavedHost): boolean {
return (
(!!s.fp_hex && !!a.fp && s.fp_hex.toLowerCase() === a.fp.toLowerCase()) ||
(s.addr === a.host && s.port === a.port)
);
}
export function mergeHosts(saved: SavedHost[], discovered: Host[]): HostView[] {
const views: HostView[] = saved.map((s) => {
// Prefer a live advert's address (a host may have moved DHCP leases since it was saved).
const advert = discovered.find((a) => advertMatchesSaved(a, s));
return {
name: s.name || s.addr,
addr: advert?.host ?? s.addr,
port: advert?.port ?? s.port,
fp: s.fp_hex || advert?.fp || "",
paired: s.paired,
online: !!advert || s.online === true,
saved: true,
pairPolicy: advert?.pair ?? "",
mgmt: advert?.mgmt ?? 0,
id: advert?.id ?? "",
os: advert?.os || s.os || "",
};
});
for (const a of discovered) {
if (saved.some((s) => advertMatchesSaved(a, s))) {
continue; // already rendered as its saved card (with a live pip)
}
views.push({
name: a.name,
addr: a.host,
port: a.port,
fp: a.fp,
paired: a.paired,
online: true,
saved: false,
pairPolicy: a.pair,
mgmt: a.mgmt,
id: a.id,
os: a.os,
});
}
return views;
}
/**
* True when this host must be paired before it can stream. A saved host is streamable once it
* has a pinned fingerprint (PIN-paired OR TOFU-trusted); a saved placeholder (no fp yet) must be
* paired. For an unsaved discovered host we keep the advertised-policy rule the UI always used.
*/
export function needsPair(v: HostView): boolean {
return v.saved ? v.fp === "" : v.pairPolicy === "required" && !v.paired;
}
/** Adapt a merged view back into the `Host` shape the pair/library/stream helpers consume. */
export function toHost(v: HostView): Host {
return {
name: v.name,
host: v.addr,
port: v.port,
pair: v.pairPolicy || (needsPair(v) ? "required" : "optional"),
fp: v.fp,
proto: "",
paired: v.paired,
id: v.id,
mgmt: v.mgmt,
os: v.os,
};
}
/** Is a pinned game's host currently online, considering BOTH the live scan and saved probe? */
export function pinIsOnline(pin: PinnedGame, views: HostView[]): boolean {
const fp = pin.host_fp.toLowerCase();
return views.some(
(v) =>
v.online &&
((!!fp && v.fp.toLowerCase() === fp) ||
(!!pin.host_id && v.id === pin.host_id) ||
(v.addr === pin.host && v.port === pin.port)),
);
}
/**
* Reset all Punktfunk state (saved hosts + stream settings + pins), keeping the client identity.
* Refreshes whatever views are passed so the UI clears immediately. Ends in a toast.
*/
export async function resetAll(refreshers: Array<() => void | Promise<void>>): Promise<void> {
try {
const r = await resetConfig();
for (const fn of refreshers) void fn();
toaster.toast({
title: "Punktfunk",
body: r.ok
? "Reset — saved hosts, settings, and pins cleared."
: `Reset failed${r.error ? ` (${r.error})` : ""}.`,
});
} catch {
toaster.toast({ title: "Punktfunk", body: "Reset failed." });
}
return { views, scanning, problem, refresh };
}
// ----------------------------------------------------------------------------------------
@@ -260,36 +278,6 @@ export function clientUpdateIsOneTap(info: UpdateInfo | null | undefined): boole
);
}
/**
* How the client got onto this box, in words a Deck user recognises. The raw kind comes from
* the client's own detector (`pf_update_check::detect`); anything unmapped falls through as
* itself rather than as "unknown", because the raw word is still more useful than a shrug.
*/
export function clientInstallLabel(kind: string): string {
switch (kind) {
case "flatpak":
return "Flatpak (per-user)";
case "apt":
return "System package (apt)";
case "dnf":
return "System package (dnf)";
case "rpm-ostree":
return "Layered package (rpm-ostree)";
case "pacman":
return "System package (pacman)";
case "sysext":
return "System extension (sysext)";
case "nix":
return "Nix profile";
case "steamos-source":
return "On-device build";
case "source":
return "Built from source";
default:
return kind;
}
}
/** True when the only pending update is one this Deck can't apply itself. */
export function clientUpdateIsManualOnly(info: UpdateInfo | null | undefined): boolean {
return !!info && info.client_update_available && !clientUpdateIsOneTap(info);
@@ -427,167 +415,26 @@ export async function applyUpdate(
}
// ----------------------------------------------------------------------------------------
// Stream launch — via the hidden Steam shortcut (see steam.ts for why).
// Stream launch — via the hidden Steam shortcut (see steam.ts for why it can't be direct).
// ----------------------------------------------------------------------------------------
/**
* Stream this host. `opts.profileId` streams one of its pinned cards; `opts.requestAccess`
* runs the supervised launch that waits for the host's operator to approve this Deck.
*
* The host is named by REFERENCE (`v.ref`), never by value no resolution, bitrate or codec
* ever rides the launch path, which is the same rule the deep-link grammar enforces.
*/
export async function startStream(
h: Host,
v: HostView,
opts: LaunchOpts = {},
label?: string,
): Promise<void> {
try {
await launchStream(h.host, h.port, opts);
await launchStream(v.ref, opts);
Navigation.CloseSideMenus();
toaster.toast({ title: "Punktfunk", body: `Starting ${label ?? "stream"}${h.name}` });
toaster.toast({ title: "Punktfunk", body: `Starting ${label ?? "stream"}${v.name}` });
} catch (e) {
toaster.toast({ title: "Punktfunk", body: `Launch failed: ${e}` });
}
}
/** Open the GTK client's gamepad library launcher for a host (`--browse` via PF_BROWSE). */
export async function startBrowse(h: Host): Promise<void> {
try {
await launchStream(h.host, h.port, { browse: true, mgmt: h.mgmt });
Navigation.CloseSideMenus();
toaster.toast({ title: "Punktfunk", body: `Opening library — ${h.name}` });
} catch (e) {
toaster.toast({ title: "Punktfunk", body: `Launch failed: ${e}` });
}
}
// ----------------------------------------------------------------------------------------
// Pinned games — the QAM's one-tap game rows, persisted by the backend next to the
// client's config (survives plugin reinstalls).
// ----------------------------------------------------------------------------------------
export interface PinsApi {
pins: PinnedGame[];
addPin: (h: Host, g: GameEntry) => void;
removePin: (hostFp: string, gameId: string) => void;
isPinned: (hostFp: string, gameId: string) => boolean;
/** Refresh a pin's stored address from a live advert (hosts change IPs). */
updatePinHost: (pin: PinnedGame, h: Host) => void;
refresh: () => Promise<void>;
}
export function usePins(): PinsApi {
const [pins, setPins] = useState<PinnedGame[]>([]);
// A live mirror of `pins`. The Games picker is mounted by Decky's `showModal` into a
// detached portal that captures this hook's callbacks ONCE and never re-renders with fresh
// props, so a mutator closing over the `pins` array reads a frozen base — pinning a second
// game in the same session would compute from the stale `[]` and clobber the first (silent
// data loss). Reading the ref keeps every mutation based on the current set, and lets the
// callbacks keep a stable identity (deps free of `pins`).
const pinsRef = useRef<PinnedGame[]>([]);
pinsRef.current = pins;
const refresh = useCallback(async () => {
try {
setPins((await getPins()).pins);
} catch {
/* backend unavailable — keep the current view */
}
}, []);
useEffect(() => {
void refresh();
}, [refresh]);
// Optimistic local state; the backend validates/dedups and is re-read on failure.
const save = useCallback(
(next: PinnedGame[]) => {
pinsRef.current = next;
setPins(next);
setPinsBackend(next).catch(() => void refresh());
},
[refresh],
);
const addPin = useCallback(
(h: Host, g: GameEntry) => {
const pin: PinnedGame = {
game_id: g.id,
title: g.title,
store: g.store,
host_fp: h.fp,
host_id: h.id,
host_name: h.name,
host: h.host,
port: h.port,
mgmt: h.mgmt,
added_at: Math.floor(Date.now() / 1000),
paired: h.paired,
};
save([
...pinsRef.current.filter(
(p) => !(p.host_fp === pin.host_fp && p.game_id === pin.game_id),
),
pin,
]);
},
[save],
);
const removePin = useCallback(
(hostFp: string, gameId: string) => {
save(pinsRef.current.filter((p) => !(p.host_fp === hostFp && p.game_id === gameId)));
},
[save],
);
const isPinned = useCallback(
(hostFp: string, gameId: string) =>
pins.some((p) => p.host_fp === hostFp && p.game_id === gameId),
[pins],
);
const updatePinHost = useCallback(
(pin: PinnedGame, h: Host) => {
if (pin.host === h.host && pin.port === h.port && pin.mgmt === h.mgmt) {
return;
}
save(
pinsRef.current.map((p) =>
p.host_fp === pin.host_fp && p.game_id === pin.game_id
? { ...p, host: h.host, port: h.port, mgmt: h.mgmt, host_name: h.name }
: p,
),
);
},
[save],
);
return { pins, addPin, removePin, isPinned, updatePinHost, refresh };
}
/**
* The host a pin should launch against right now: match the live mDNS scan by cert
* fingerprint first (pairing is fp-keyed, survives IP changes), then by the host's stable
* id, else fall back to the stored address (host offline or scan flaky still launch).
*/
export function resolvePinHost(
pin: PinnedGame,
live: Host[],
): { host: Host; online: boolean } {
const fp = pin.host_fp.toLowerCase();
const match =
(fp && live.find((h) => h.fp && h.fp.toLowerCase() === fp)) ||
(pin.host_id && live.find((h) => h.id && h.id === pin.host_id)) ||
undefined;
if (match) {
return { host: match, online: true };
}
return {
host: {
name: pin.host_name || pin.host,
host: pin.host,
port: pin.port,
pair: pin.paired ? "optional" : "required",
fp: pin.host_fp,
proto: "",
paired: !!pin.paired,
id: pin.host_id,
mgmt: pin.mgmt,
os: "", // pins don't store the chain; the icon is a hosts-tab affordance
},
online: false,
};
}
-164
View File
@@ -1,164 +0,0 @@
// Add / edit host dialogs for the fullscreen page. These mutate the SHARED known-hosts store
// (client-known-hosts.json) through the flatpak client's headless modes, so a host saved or
// renamed here shows up in the desktop client too. Text entry uses @decky/ui's TextField, which
// brings up Steam's on-screen keyboard on focus (the digit-grid trick in pair.tsx is only needed
// for the numeric PIN).
import { DialogButton, Focusable, ModalRoot, Spinner, TextField } from "@decky/ui";
import { toaster } from "@decky/api";
import { ChangeEvent, FC, useState } from "react";
import { addHost, editHost, MutationResult } from "./backend";
import { HostView } from "./hooks";
import { actionButton } from "./ui";
/** Stable copy for a failed host-store mutation. */
export function mutationError(r: MutationResult): string {
switch (r.error) {
case "client-unavailable":
return "The Punktfunk client isn't installed (flatpak io.unom.Punktfunk).";
case "client-outdated":
return "The installed client is too old for host management — update it from the About tab.";
default:
return r.detail || "Couldn't save the host.";
}
}
// Split a typed address: a pasted `host:port` wins over the separate port field. IPv6 literals
// aren't supported by the host advert/known-hosts format, so a bare colon is treated as host:port.
function targetFrom(addr: string, port: string): string {
const a = addr.trim();
if (a.includes(":")) {
return a;
}
const p = port.trim() || "9777";
return `${a}:${p}`;
}
const field: React.CSSProperties = { marginBottom: "0.8em" };
const HostForm: FC<{
title: string;
submitLabel: string;
initial: { addr: string; port: string; name: string };
addrDisabled?: boolean;
onSubmit: (addr: string, port: string, name: string) => Promise<MutationResult>;
onDone: () => void;
closeModal?: () => void;
}> = ({ title, submitLabel, initial, addrDisabled, onSubmit, onDone, closeModal }) => {
const [addr, setAddr] = useState(initial.addr);
const [port, setPort] = useState(initial.port);
const [name, setName] = useState(initial.name);
const [busy, setBusy] = useState(false);
const [error, setError] = useState<string | null>(null);
const submit = async () => {
if (!addr.trim()) {
setError("Enter an address.");
return;
}
setBusy(true);
setError(null);
try {
const r = await onSubmit(addr.trim(), port.trim(), name.trim());
if (r.ok) {
onDone();
closeModal?.();
} else {
setError(mutationError(r));
}
} catch (e) {
setError(String(e));
} finally {
setBusy(false);
}
};
return (
<ModalRoot closeModal={closeModal}>
<div style={{ fontWeight: "bold", fontSize: "1.3em", marginBottom: "0.6em" }}>{title}</div>
<div style={field}>
<TextField
label="Address"
description="IP or hostname (a Tailscale/VPN name works too). Add :port to override."
value={addr}
disabled={addrDisabled || busy}
onChange={(e: ChangeEvent<HTMLInputElement>) => setAddr(e.target.value)}
/>
</div>
<div style={field}>
<TextField
label="Port"
value={port}
mustBeNumeric
disabled={busy}
onChange={(e: ChangeEvent<HTMLInputElement>) => setPort(e.target.value)}
/>
</div>
<div style={field}>
<TextField
label="Name (optional)"
value={name}
disabled={busy}
onChange={(e: ChangeEvent<HTMLInputElement>) => setName(e.target.value)}
/>
</div>
{error && (
<div style={{ color: "#ff6b6b", marginBottom: "0.6em" }}>{error}</div>
)}
<Focusable style={{ display: "flex", gap: "0.5em", justifyContent: "flex-end" }}>
<DialogButton style={actionButton} disabled={busy} onClick={() => closeModal?.()}>
Cancel
</DialogButton>
<DialogButton style={actionButton} disabled={busy} onClick={submit}>
{busy ? <Spinner style={{ height: "1em" }} /> : submitLabel}
</DialogButton>
</Focusable>
</ModalRoot>
);
};
/** "+" — save a new host by address (unpaired placeholder; the user pairs it next). */
export const AddHostModal: FC<{ onDone: () => void; closeModal?: () => void }> = ({
onDone,
closeModal,
}) => (
<HostForm
title="Add host"
submitLabel="Add"
initial={{ addr: "", port: "9777", name: "" }}
onSubmit={async (addr, port, name) => {
const r = await addHost(targetFrom(addr, port), name, "");
if (r.ok) {
toaster.toast({ title: "Punktfunk", body: `Added ${name || addr}` });
}
return r;
}}
onDone={onDone}
closeModal={closeModal}
/>
);
/** Rename / re-point a saved host. Identified by fingerprint when it has one (survives IP
* changes), else by its current address. */
export const EditHostModal: FC<{
host: HostView;
onDone: () => void;
closeModal?: () => void;
}> = ({ host, onDone, closeModal }) => {
const selector = host.fp || `${host.addr}:${host.port}`;
return (
<HostForm
title={`Edit ${host.name}`}
submitLabel="Save"
initial={{ addr: host.addr, port: String(host.port), name: host.name }}
onSubmit={async (addr, port, name) => {
const r = await editHost(selector, name, addr, parseInt(port, 10) || 0);
if (r.ok) {
toaster.toast({ title: "Punktfunk", body: `Updated ${name || addr}` });
}
return r;
}}
onDone={onDone}
closeModal={closeModal}
/>
);
};
+200 -114
View File
@@ -1,5 +1,10 @@
// Plugin entry: the Quick Access Menu panel + route registration. The fullscreen page lives
// in page.tsx; shared hooks/actions in hooks.ts; the Steam-shortcut launch in steam.ts.
// Plugin entry: the Quick Access Menu panel. That is the whole plugin now — the fullscreen
// route, the settings screen, the host editor and the games picker are gone, because the
// client's own console home does all four one shortcut away (and is gamepad-navigable, which
// a QAM panel re-implementing them never quite was).
//
// What is left is what only a Decky plugin can do: start a stream through Steam so gamescope
// focuses it (see steam.ts), and stand in front of the trust decision that gates it.
import {
ButtonItem,
Field,
@@ -10,37 +15,35 @@ import {
showModal,
staticClasses,
} from "@decky/ui";
import { definePlugin, routerHook, toaster } from "@decky/api";
import { FC } from "react";
import { definePlugin, toaster } from "@decky/api";
import { FC, useEffect, useState } from "react";
import {
FaDownload,
FaGamepad,
FaLock,
FaLockOpen,
FaPlay,
FaPlus,
FaStopCircle,
FaSyncAlt,
FaTv,
} from "react-icons/fa";
import { hostAction, killStream, streamRunning } from "./backend";
import { PluginErrorBoundary } from "./boundary";
import {
applyUpdate,
checkForUpdatesNow,
clientUpdateIsManualOnly,
hasUpdate,
mergeHosts,
HostView,
needsPair,
pinIsOnline,
startStream,
toHost,
trustState,
useHosts,
usePins,
useSavedHosts,
useUpdate,
} from "./hooks";
import { streamPin } from "./library";
import { PunktfunkRoute, ROUTE } from "./page";
import { PairModal } from "./pair";
import { ensureGamepadUiShortcut, recreateShortcuts } from "./steam";
import { OsMark } from "./os-icon";
import { ensureGamepadUiShortcut, launchGamepadUi, recreateShortcuts, stopStream } from "./steam";
import { TrustSheet } from "./trust";
// Recovery action for "the Punktfunk library entry vanished" — recreates the visible shortcut.
// Deleting the shortcut (optionally + reinstalling the plugin) leaves a stale appId in Steam's
@@ -54,22 +57,106 @@ async function recreatePunktfunkShortcut(): Promise<void> {
});
}
// ----------------------------------------------------------------------------------------
// QAM panel — quick status + entry into the full page + one-tap stream for known hosts
// and pinned games.
// ----------------------------------------------------------------------------------------
const QamPanel: FC = () => {
const { hosts: discovered, scanning, refresh: refreshDiscovered } = useHosts();
const { saved, loading: loadingSaved, refresh: refreshSaved } = useSavedHosts();
const { info: update, checking, check } = useUpdate();
const pins = usePins();
/** Force-stop a wedged stream: end Steam's "game", then make sure the client itself is gone. */
async function forceStop(): Promise<void> {
stopStream();
try {
await killStream();
} catch {
/* best-effort — the TerminateApp above is usually enough */
}
toaster.toast({ title: "Punktfunk", body: "Stopped the stream" });
}
const hosts = mergeHosts(saved, discovered);
const busy = scanning || loadingSaved;
const refresh = () => {
void refreshDiscovered();
void refreshSaved();
};
// Press a host system button (guide/QAM) on the running stream, then hand the screen back
// to it — closing the local menus is what lets the HOST's overlay show through. The raw
// Steam/··· presses stay on the Deck by default (both overlays would open at once), so this
// is the panel route to the host's menus; holding Select is the controller route.
async function pressHost(action: "guide" | "qam"): Promise<void> {
const r = await hostAction(action).catch(() => ({ ok: false as const, error: "backend" }));
if (r.ok) {
Navigation.CloseSideMenus();
} else {
toaster.toast({
title: "Punktfunk",
body: r.error === "no-stream" ? "No stream is running" : "Couldn't reach the stream",
});
}
}
/** The line under a host's name: where it is, whether it's up, and how far trust has got. */
function hostDescription(v: HostView): string {
const trust = {
paired: "paired",
trusted: "trusted",
"needs-access": "needs access",
}[trustState(v)];
return `${v.addr}:${v.port} · ${v.online ? "online" : "offline"} · ${trust}`;
}
const HostRow: FC<{ host: HostView; refresh: () => void }> = ({ host, refresh }) => {
const gated = needsPair(host);
const stream = (opts: { requestAccess?: boolean } = {}) => void startStream(host, opts);
return (
<>
<PanelSectionRow>
<ButtonItem
layout="below"
onClick={() =>
gated
? showModal(
<TrustSheet host={host} onStream={stream} onChanged={refresh} />,
)
: stream()
}
label={
<span style={{ display: "inline-flex", alignItems: "center", gap: "0.4em" }}>
{gated ? <FaLock /> : <OsMark os={host.os} />}
{host.name}
</span>
}
description={hostDescription(host)}
>
{gated ? "Connect…" : "Stream"}
</ButtonItem>
</PanelSectionRow>
{/* Pinned cards, nested under their host rather than in a section of their own: a card
IS a (host, profile) pair, and a row that floats free of its host is the "a pinned
tile reads as a duplicate host" problem the desktop shells still have. The host's
own BOUND profile is deliberately not a card it applies silently on the plain row
above, and showing it twice would suggest they do different things. */}
{!gated &&
host.pinnedProfiles.map((p) => (
<PanelSectionRow key={`${host.ref}:${p.id}`}>
<ButtonItem
layout="below"
onClick={() => void startStream(host, { profileId: p.id }, `${p.name}`)}
label={`${p.name}`}
>
<FaPlay style={{ marginRight: "0.5em" }} />
Stream
</ButtonItem>
</PanelSectionRow>
))}
</>
);
};
const QamPanel: FC = () => {
const { views, scanning, problem, refresh } = useHosts();
const { info: update, checking, check } = useUpdate();
// The host-buttons section shows only while the streaming client is up (checked per
// panel open — the QAM panel mounts fresh each time).
const [streaming, setStreaming] = useState(false);
useEffect(() => {
let live = true;
void streamRunning()
.then((r) => live && setStreaming(r.running))
.catch(() => {});
return () => {
live = false;
};
}, []);
return (
<>
@@ -110,15 +197,62 @@ const QamPanel: FC = () => {
</PanelSection>
))}
<PanelSection title="Hosts">
<PanelSectionRow>
<ButtonItem layout="below" onClick={() => void refresh()} disabled={scanning}>
{scanning ? (
<Spinner style={{ height: "1em", marginRight: "0.5em" }} />
) : (
<FaSyncAlt style={{ marginRight: "0.5em" }} />
)}
{scanning ? "Scanning…" : "Refresh"}
</ButtonItem>
</PanelSectionRow>
{/* A client that is missing or too old explains itself rather than rendering an empty
list "no hosts on your LAN" would blame the network for the plugin's problem, and
for the outdated case the button that fixes it is in this same panel. */}
{problem && (
<PanelSectionRow>
<Field
focusable={false}
label={
problem === "client-unavailable"
? "Punktfunk isnt installed"
: "Update the Punktfunk client"
}
description={
problem === "client-unavailable"
? "This panel launches the Punktfunk app, which isnt on this Deck yet. Install it in Desktop Mode."
: "This client is too old to find hosts on your network. Saved hosts still work."
}
/>
</PanelSectionRow>
)}
{views.length === 0 && scanning && (
<PanelSectionRow>
<Field focusable={false} description="Scanning your network…" />
</PanelSectionRow>
)}
{views.length === 0 && !scanning && !problem && (
<PanelSectionRow>
<Field
focusable={false}
label="No hosts yet"
description="Open Punktfunk to find and pair one."
/>
</PanelSectionRow>
)}
{views.map((v) => (
<HostRow key={v.ref} host={v} refresh={refresh} />
))}
</PanelSection>
<PanelSection title="Punktfunk">
<PanelSectionRow>
<ButtonItem
layout="below"
description="Host details, stream settings, and help"
onClick={() => {
Navigation.Navigate(ROUTE);
Navigation.CloseSideMenus();
}}
description="Settings, adding a host by address, and browsing a host's games all live here."
onClick={() => void launchGamepadUi()}
>
<FaTv style={{ marginRight: "0.5em" }} />
Open Punktfunk
@@ -126,85 +260,31 @@ const QamPanel: FC = () => {
</PanelSectionRow>
</PanelSection>
{/* Pinned games the "jump straight into Playnite" rows. Pin games from a host's
picker (fullscreen page host row games button). */}
{pins.pins.length > 0 && (
<PanelSection title="Pinned Games">
{pins.pins.map((pin) => {
const online = pinIsOnline(pin, hosts);
return (
<PanelSectionRow key={`${pin.host_fp}:${pin.game_id}`}>
<ButtonItem
layout="below"
onClick={() => streamPin(pin, hosts.map(toHost), pins)}
label={pin.title}
description={`${pin.host_name}${online ? "" : " · offline?"}${
pin.paired ? "" : " · pairing required"
}`}
>
<FaPlay style={{ marginRight: "0.5em" }} />
Stream
</ButtonItem>
</PanelSectionRow>
);
})}
{streaming && (
<PanelSection title="Host menus">
<PanelSectionRow>
<ButtonItem
layout="below"
description="Press the Steam/guide button on the host"
onClick={() => void pressHost("guide")}
>
<FaGamepad style={{ marginRight: "0.5em" }} />
Steam menu on host
</ButtonItem>
</PanelSectionRow>
<PanelSectionRow>
<ButtonItem
layout="below"
description="Open the host's Quick Access Menu"
onClick={() => void pressHost("qam")}
>
<FaGamepad style={{ marginRight: "0.5em" }} />
Quick access on host
</ButtonItem>
</PanelSectionRow>
</PanelSection>
)}
<PanelSection title="Hosts">
<PanelSectionRow>
<ButtonItem layout="below" onClick={refresh} disabled={busy}>
{busy ? (
<Spinner style={{ height: "1em", marginRight: "0.5em" }} />
) : (
<FaSyncAlt style={{ marginRight: "0.5em" }} />
)}
{busy ? "Scanning…" : "Refresh"}
</ButtonItem>
</PanelSectionRow>
{hosts.length === 0 && busy && (
<PanelSectionRow>
<Field focusable={false} description="Scanning your network…" />
</PanelSectionRow>
)}
{hosts.length === 0 && !busy && (
<PanelSectionRow>
<Field
focusable={false}
label="No hosts found"
description="Open Punktfunk to add a host by address, or start a host on this network and refresh."
/>
</PanelSectionRow>
)}
{hosts.map((v) => {
const pair = needsPair(v);
const h = toHost(v);
return (
<PanelSectionRow key={v.fp || `${v.addr}:${v.port}`}>
<ButtonItem
layout="below"
onClick={() =>
pair
? showModal(<PairModal host={h} onPaired={() => startStream(h)} />)
: startStream(h)
}
label={
<span style={{ display: "inline-flex", alignItems: "center", gap: "0.4em" }}>
{pair ? <FaLock /> : <FaLockOpen />}
{v.name}
</span>
}
description={`${v.addr}:${v.port} · ${v.online ? "online" : "offline"}${
pair ? " · pairing required" : v.paired ? " · paired" : ""
}`}
>
{pair ? "Pair & Stream" : "Stream"}
</ButtonItem>
</PanelSectionRow>
);
})}
</PanelSection>
<PanelSection title="About">
<PanelSectionRow>
<Field
@@ -236,13 +316,22 @@ const QamPanel: FC = () => {
Recreate library shortcut
</ButtonItem>
</PanelSectionRow>
<PanelSectionRow>
<ButtonItem
layout="below"
description="Ends a stream that stopped responding."
onClick={() => void forceStop()}
>
<FaStopCircle style={{ marginRight: "0.5em" }} />
Force-stop
</ButtonItem>
</PanelSectionRow>
</PanelSection>
</>
);
};
export default definePlugin(() => {
routerHook.addRoute(ROUTE, PunktfunkRoute, { exact: true });
// Ensure the visible, stateless "Punktfunk" library entry (opens the gamepad UI / console
// home) exists and is repointed to the current plugin dir — also installs the native-touch
// controller config. Fire-and-forget: cosmetic library upkeep must never block plugin load.
@@ -260,8 +349,5 @@ export default definePlugin(() => {
</PluginErrorBoundary>
),
icon: <FaTv />,
onDismount() {
routerHook.removeRoute(ROUTE);
},
};
});
-230
View File
@@ -1,230 +0,0 @@
// The per-host game picker + pinned-game launch helper. The picker fetches a paired
// host's library through the backend (headless flatpak --library — a cold client start
// can take seconds, hence the explicit spinner copy) and pins titles as one-tap rows in
// the QAM's Games section; its header also launches the GTK client's on-screen gamepad
// library (`--browse`).
import { DialogButton, Field, ModalRoot, Spinner, showModal } from "@decky/ui";
import { FC, useEffect, useState } from "react";
import { FaThLarge, FaTv } from "react-icons/fa";
import { GameEntry, Host, library, LibraryResult, PinnedGame } from "./backend";
import { PinsApi, resolvePinHost, startBrowse, startStream } from "./hooks";
import { isSafeLaunchId } from "./steam";
import { PairModal } from "./pair";
import { RowActions, actionButton } from "./ui";
/** Human store tag (mirrors the GTK client's `store_label`). */
export function storeLabel(store: string): string {
switch (store) {
case "steam":
return "Steam";
case "custom":
return "Custom";
case "heroic":
return "Heroic";
case "lutris":
return "Lutris";
case "epic":
return "Epic";
case "gog":
return "GOG";
case "xbox":
return "Xbox";
default:
return "Game";
}
}
/**
* Stream a pinned game: resolve the host from the live scan (fp id stored address),
* opportunistically refresh a drifted stored address, and route through pairing first if
* this device is no longer paired with the host.
*/
export function streamPin(pin: PinnedGame, live: Host[], pins: PinsApi): void {
const { host, online } = resolvePinHost(pin, live);
if (online) {
pins.updatePinHost(pin, host); // no-op unless the address actually drifted
}
if (!pin.paired) {
showModal(
<PairModal
host={host}
onPaired={() => {
void pins.refresh(); // pick up the now-paired annotation
void startStream(host, { launchId: pin.game_id }, pin.title);
}}
/>,
);
return;
}
void startStream(host, { launchId: pin.game_id }, pin.title);
}
// Copy per backend error code (LibraryResult.error); `detail` covers the generic case.
function errorCopy(res: LibraryResult): string {
switch (res.error) {
case "not-paired":
return "This Deck isn't paired with the host — pair first, then browse its library.";
case "pin-mismatch":
return "The host's identity changed — re-pair to re-establish trust.";
case "unreachable":
return "Couldn't reach the host's management API. Is the host online and up to date?";
case "timeout":
return "Timed out talking to the host — try again.";
case "flatpak-not-found":
return "The Punktfunk client isn't installed (flatpak io.unom.Punktfunk).";
case "client-outdated":
return "The installed client is too old for library browsing — update it from the About tab.";
default:
return res.detail || "Couldn't fetch the library.";
}
}
// ----------------------------------------------------------------------------------------
// The picker modal: "open on screen" + a pin-toggle list of the host's games.
// ----------------------------------------------------------------------------------------
export const GamePickerModal: FC<{
host: Host;
pins: PinsApi;
clientUpdatePending?: boolean;
closeModal?: () => void;
}> = ({ host, pins, clientUpdatePending, closeModal }) => {
const [result, setResult] = useState<LibraryResult | null>(null);
const [attempt, setAttempt] = useState(0); // bump to refetch (retry / after pairing)
// The modal is a detached `showModal` portal that never re-renders from the page's pin
// state, so `pins.isPinned` would read a frozen snapshot and the Pin/Unpin label would
// never flip within a session. Track this host's pinned ids locally, seeded once from the
// snapshot at open; persistence still goes through the (stale-closure-safe) pins API.
const [pinnedIds, setPinnedIds] = useState<Set<string>>(
() => new Set(pins.pins.filter((p) => p.host_fp === host.fp).map((p) => p.game_id)),
);
const togglePin = (g: GameEntry) => {
const wasPinned = pinnedIds.has(g.id);
setPinnedIds((prev) => {
const next = new Set(prev);
if (wasPinned) next.delete(g.id);
else next.add(g.id);
return next;
});
if (wasPinned) pins.removePin(host.fp, g.id);
else pins.addPin(host, g);
};
useEffect(() => {
let stale = false;
setResult(null);
library(host.host, host.mgmt, host.fp)
.then((res) => {
if (!stale) setResult(res);
})
.catch((e) => {
if (!stale) setResult({ ok: false, error: "client-error", detail: String(e) });
});
return () => {
stale = true;
};
}, [host.host, host.mgmt, host.fp, attempt]);
const games = (result?.ok && result.games) || [];
const sorted = [...games].sort((a, b) => a.title.localeCompare(b.title));
return (
<ModalRoot closeModal={closeModal}>
<div style={{ fontWeight: "bold", fontSize: "1.3em", marginBottom: "0.4em" }}>
{host.name} Games
</div>
<Field
label="Open library on screen"
description="Browse this host's games with the controller, full screen"
childrenContainerWidth="max"
>
<RowActions>
<DialogButton
style={actionButton}
onClick={() => {
closeModal?.();
void startBrowse(host);
}}
>
<FaTv style={{ marginRight: "0.4em" }} />
Open
</DialogButton>
</RowActions>
</Field>
{clientUpdatePending && (
<Field
focusable={false}
description="A client update is available — direct game launch and on-screen browsing need the latest client."
/>
)}
{result === null && (
<Field
focusable={false}
label={
<span style={{ display: "inline-flex", alignItems: "center", gap: "0.6em" }}>
<Spinner style={{ height: "1em" }} />
Fetching the library
</span>
}
description="This starts the client headlessly — a cold start can take a few seconds."
/>
)}
{result !== null && !result.ok && (
<Field label="Couldn't fetch the library" description={errorCopy(result)} childrenContainerWidth="max">
<RowActions>
{result.error === "not-paired" && (
<DialogButton
style={actionButton}
onClick={() =>
showModal(<PairModal host={host} onPaired={() => setAttempt((n) => n + 1)} />)
}
>
Pair
</DialogButton>
)}
<DialogButton style={actionButton} onClick={() => setAttempt((n) => n + 1)}>
Retry
</DialogButton>
</RowActions>
</Field>
)}
{result?.ok && sorted.length === 0 && (
<Field
focusable={false}
label="No games found"
description="Install Steam titles or add custom entries in the host's web console."
/>
)}
{sorted.length > 0 && (
<div style={{ maxHeight: "55vh", overflowY: "auto" }}>
{sorted.map((g: GameEntry) => {
const pinned = pinnedIds.has(g.id);
const safe = isSafeLaunchId(g.id);
return (
<Field
key={g.id}
label={g.title}
description={
storeLabel(g.store) + (safe ? "" : " · unsupported id — can't be pinned")
}
childrenContainerWidth="max"
>
<RowActions>
<DialogButton style={actionButton} disabled={!safe} onClick={() => togglePin(g)}>
<FaThLarge style={{ marginRight: "0.4em" }} />
{pinned ? "Unpin" : "Pin"}
</DialogButton>
</RowActions>
</Field>
);
})}
</div>
)}
</ModalRoot>
);
};
-590
View File
@@ -1,590 +0,0 @@
// The fullscreen page (registered as the /punktfunk route) — Hosts / Settings / About tabs.
import {
ConfirmModal,
DialogButton,
Field,
Focusable,
ModalRoot,
Navigation,
Spinner,
Tabs,
showModal,
staticClasses,
} from "@decky/ui";
import { RowActions, actionButton, iconButton } from "./ui";
import { toaster } from "@decky/api";
import { CSSProperties, FC, useState } from "react";
import {
FaArrowLeft,
FaDownload,
FaExternalLinkAlt,
FaInfoCircle,
FaLock,
FaLockOpen,
FaPen,
FaPlay,
FaPlus,
FaSyncAlt,
FaThLarge,
FaTrashAlt,
} from "react-icons/fa";
import { UpdateInfo, forgetHost, killStream } from "./backend";
import { PluginErrorBoundary } from "./boundary";
import { OsMark } from "./os-icon";
import {
DOCS_URL,
HostView,
PinsApi,
applyUpdate,
checkForUpdatesNow,
clientInstallLabel,
clientUpdateIsManualOnly,
hasUpdate,
mergeHosts,
needsPair,
pinIsOnline,
resetAll,
startStream,
toHost,
useHosts,
usePins,
useSavedHosts,
useUpdate,
} from "./hooks";
import { AddHostModal, EditHostModal, mutationError } from "./hostmgmt";
import { GamePickerModal, storeLabel, streamPin } from "./library";
import { PairModal } from "./pair";
import { SettingsSection } from "./settings";
import { stopStream } from "./steam";
export const ROUTE = "/punktfunk";
// Bottom inset so the last control clears Gaming Mode's footer hint bar. Routed pages render
// *under* that bar otherwise — that's why the last Stream-settings row was getting hidden. The
// value is generous on purpose (and harmless where the tab area already insets); tune to taste.
const SAFE_BOTTOM = "80px";
// Each tab is its own scroll area so long content is always reachable above the footer.
const tabScroll: CSSProperties = {
height: "100%",
overflowY: "auto",
padding: "0.5em 2.5em",
paddingBottom: SAFE_BOTTOM,
boxSizing: "border-box",
};
// The one-line status under a host name: address, live presence, and trust state.
function hostSubtitle(v: HostView): string {
const parts = [`${v.addr}:${v.port}`, v.online ? "online" : "offline"];
if (needsPair(v)) {
parts.push("pairing required");
} else if (v.paired) {
parts.push("paired");
} else if (v.saved) {
parts.push("trusted");
}
return parts.join(" · ");
}
/** Confirm + forget a saved host, then refresh the list. */
function confirmForget(v: HostView, refresh: () => void): void {
const selector = v.fp || `${v.addr}:${v.port}`;
showModal(
<ConfirmModal
strTitle={`Forget ${v.name}?`}
strDescription="You'll need to pair or trust it again to reconnect."
strOKButtonText="Forget"
bDestructiveWarning
onOK={async () => {
const r = await forgetHost(selector);
toaster.toast({
title: "Punktfunk",
body: r.ok ? `Forgot ${v.name}` : mutationError(r),
});
refresh();
}}
/>,
);
}
// ----------------------------------------------------------------------------------------
// Host details — everything we know, plus (for a saved host) rename / edit / forget.
// ----------------------------------------------------------------------------------------
const HostDetailsModal: FC<{
host: HostView;
onChanged: () => void;
closeModal?: () => void;
}> = ({ host, onChanged, closeModal }) => {
const fp = host.fp ? (host.fp.match(/.{1,4}/g) ?? [host.fp]).join(" ") : "not known yet";
return (
<ModalRoot closeModal={closeModal}>
<div style={{ fontWeight: "bold", fontSize: "1.3em", marginBottom: "0.4em" }}>
{host.name}
</div>
<Field focusable={false} label="Address">
{host.addr}:{host.port}
</Field>
<Field focusable={false} label="Presence">
{host.online ? "Online" : "Offline"}
</Field>
<Field focusable={false} label="This Deck">
{host.paired ? "Paired" : host.fp ? "Trusted" : "Not paired yet"}
</Field>
<Field
focusable={false}
label="Certificate fingerprint (SHA-256)"
description={
<span
style={{ fontFamily: "monospace", fontSize: "0.85em", wordBreak: "break-word" }}
>
{fp}
</span>
}
/>
{host.saved && (
<Field label="Manage" childrenContainerWidth="max">
<RowActions>
<DialogButton
style={actionButton}
onClick={() => {
closeModal?.();
showModal(<EditHostModal host={host} onDone={onChanged} />);
}}
>
<FaPen style={{ marginRight: "0.4em" }} />
Edit
</DialogButton>
<DialogButton
style={actionButton}
onClick={() => {
closeModal?.();
confirmForget(host, onChanged);
}}
>
<FaTrashAlt style={{ marginRight: "0.4em" }} />
Forget
</DialogButton>
</RowActions>
</Field>
)}
</ModalRoot>
);
};
// ----------------------------------------------------------------------------------------
// One host row: status icon + address, details / pair / stream actions.
// ----------------------------------------------------------------------------------------
const HostRow: FC<{
host: HostView;
onChanged: () => void;
onGames: () => void;
}> = ({ host, onChanged, onGames }) => {
const pair = needsPair(host);
const h = toHost(host);
return (
<Field
label={
<span style={{ display: "inline-flex", alignItems: "center", gap: "0.4em" }}>
<OsMark os={host.os} />
{pair ? <FaLock /> : <FaLockOpen />}
{host.name}
</span>
}
description={hostSubtitle(host)}
childrenContainerWidth="max"
>
<RowActions>
<DialogButton
style={iconButton}
onClick={() => showModal(<HostDetailsModal host={host} onChanged={onChanged} />)}
>
<FaInfoCircle />
</DialogButton>
{/* Labeled, not icon-only: this is the entry to the game picker AND the on-screen
library browser, and controller nav has no hover tooltip to explain a bare icon. */}
<DialogButton style={actionButton} onClick={onGames}>
<FaThLarge style={{ marginRight: "0.4em" }} />
Games
</DialogButton>
{pair && (
<DialogButton
style={actionButton}
onClick={() => showModal(<PairModal host={h} onPaired={onChanged} />)}
>
Pair
</DialogButton>
)}
<DialogButton
style={actionButton}
onClick={() =>
pair
? showModal(<PairModal host={h} onPaired={() => startStream(h)} />)
: startStream(h)
}
>
<FaPlay style={{ marginRight: "0.4em" }} />
Stream
</DialogButton>
</RowActions>
</Field>
);
};
const HostsTab: FC<{
hosts: HostView[];
scanning: boolean;
refresh: () => void;
pins: PinsApi;
clientUpdatePending: boolean;
}> = ({ hosts, scanning, refresh, pins, clientUpdatePending }) => (
<div style={tabScroll}>
<Field
label="Hosts"
description={
scanning
? "Scanning the LAN…"
: `${hosts.length} host${hosts.length === 1 ? "" : "s"} — saved and on your network`
}
childrenContainerWidth="max"
bottomSeparator={hosts.length ? "standard" : "none"}
>
<RowActions>
<DialogButton
style={actionButton}
onClick={() => showModal(<AddHostModal onDone={refresh} />)}
>
<FaPlus style={{ marginRight: "0.5em" }} />
Add
</DialogButton>
<DialogButton style={actionButton} disabled={scanning} onClick={refresh}>
{scanning ? (
<Spinner style={{ height: "1em", marginRight: "0.5em" }} />
) : (
<FaSyncAlt style={{ marginRight: "0.5em" }} />
)}
{scanning ? "Scanning…" : "Refresh"}
</DialogButton>
</RowActions>
</Field>
{hosts.length === 0 && !scanning && (
<Field
focusable={false}
label="No hosts yet"
description="Add one by address with +, or start a Punktfunk host on this network and refresh. The setup guide (About tab) covers installing a host."
/>
)}
{hosts.map((h) => (
<HostRow
key={h.fp || `${h.addr}:${h.port}`}
host={h}
onChanged={refresh}
onGames={() =>
showModal(
<GamePickerModal
host={toHost(h)}
pins={pins}
clientUpdatePending={clientUpdatePending}
/>,
)
}
/>
))}
{/* Pinned games — also the cleanup surface for pins whose host is gone from the scan. */}
{pins.pins.length > 0 && (
<>
<Field
focusable={false}
label="Pinned games"
description="One-tap streams — they also live in the quick-access menu"
bottomSeparator="standard"
/>
{pins.pins.map((pin) => {
const online = pinIsOnline(pin, hosts);
return (
<Field
key={`${pin.host_fp}:${pin.game_id}`}
label={pin.title}
description={`${storeLabel(pin.store)} · ${pin.host_name}${
online ? "" : " · offline?"
}${pin.paired ? "" : " · pairing required"}`}
childrenContainerWidth="max"
>
<RowActions>
<DialogButton
style={actionButton}
onClick={() => streamPin(pin, hosts.map(toHost), pins)}
>
<FaPlay style={{ marginRight: "0.4em" }} />
Play
</DialogButton>
<DialogButton
style={actionButton}
onClick={() => pins.removePin(pin.host_fp, pin.game_id)}
>
Remove
</DialogButton>
</RowActions>
</Field>
);
})}
</>
)}
</div>
);
const SettingsTab: FC = () => (
<div style={tabScroll}>
<SettingsSection />
</div>
);
// ----------------------------------------------------------------------------------------
// About — plugin version + explicit update check, docs link, stream-exit help, force-stop,
// and the destructive "reset everything" action.
// ----------------------------------------------------------------------------------------
async function forceStopStream(): Promise<void> {
stopStream(); // ask Steam to end the "game" first (clean path)
const res = await killStream(); // then the flatpak-level hammer for a wedged client
toaster.toast({
title: "Punktfunk",
body: res.ok ? "Stream client stopped." : "Couldnt stop the stream client.",
});
}
function confirmReset(refreshers: Array<() => void | Promise<void>>): void {
showModal(
<ConfirmModal
strTitle="Reset Punktfunk?"
strDescription="Clears every saved host, your stream settings, and all pinned games on this Deck. Your client identity is kept, so you'll re-pair hosts to reconnect. This can't be undone."
strOKButtonText="Reset"
bDestructiveWarning
onOK={() => void resetAll(refreshers)}
/>,
);
}
const AboutTab: FC<{
update: UpdateInfo | null;
checking: boolean;
check: (force: boolean) => Promise<UpdateInfo | null>;
onReset: () => void;
}> = ({ update, checking, check, onReset }) => (
<div style={tabScroll}>
<Field
label="Version"
description={
update
? `v${update.current}${
update.channel ? ` · ${update.channel} channel` : " · development build"
}`
: "…"
}
childrenContainerWidth="max"
>
<RowActions>
<DialogButton
style={actionButton}
disabled={checking}
onClick={() => void checkForUpdatesNow(check)}
>
{checking ? <Spinner style={{ height: "1em" }} /> : "Check for updates"}
</DialogButton>
</RowActions>
</Field>
{/* What the client IS, so "why is there no Update button?" has a visible answer. The
install kind decides everything below it. */}
{!!update?.client_install && (
<Field
label="Client"
description={`${clientInstallLabel(update.client_install)}${
update.client_current ? ` · ${update.client_current}` : ""
}`}
/>
)}
{hasUpdate(update) && (
<Field
label={
update!.update_available
? `Plugin update — v${update!.latest}${
update!.client_update_available ? " + client" : ""
}`
: `Client update — ${update!.client_latest || "available"}`
}
description={
// Only promise a one-tap install when there is one. On a notify-only install the
// row becomes the command itself, which is the whole answer for that box.
clientUpdateIsManualOnly(update) && !update!.update_available
? update!.client_opt_in || update!.client_command
: "Installing can take a couple of minutes; Decky reloads the plugin when done"
}
childrenContainerWidth="max"
>
{clientUpdateIsManualOnly(update) && !update!.update_available ? null : (
<RowActions>
<DialogButton style={actionButton} onClick={() => applyUpdate(update!, check)}>
<FaDownload style={{ marginRight: "0.4em" }} />
Update
</DialogButton>
</RowActions>
)}
</Field>
)}
{!!update?.client_error && (
<Field
label="Client update check"
description={
update.client_error === "client-outdated"
? "This client predates update checks — update it once by hand and the check starts working."
: "Couldnt check the client for updates."
}
/>
)}
<Field
label="Setup guide"
description="Hosts, pairing, controllers, and troubleshooting — docs.punktfunk.unom.io"
childrenContainerWidth="max"
>
<RowActions>
<DialogButton
style={actionButton}
onClick={() => Navigation.NavigateToExternalWeb(DOCS_URL)}
>
<FaExternalLinkAlt style={{ marginRight: "0.4em" }} />
Open
</DialogButton>
</RowActions>
</Field>
<Field
focusable={false}
label="Leaving a stream"
description="Hold L1 + R1 + Start + Select inside the stream, or close the “game” from the Steam overlay — either returns you to Gaming Mode."
/>
<Field
label="Stream stuck?"
description="Force-stop the stream client if a session wedges"
childrenContainerWidth="max"
>
<RowActions>
<DialogButton style={actionButton} onClick={() => void forceStopStream()}>
Force-stop
</DialogButton>
</RowActions>
</Field>
<Field
label="Reset Punktfunk"
description="Clear saved hosts, stream settings, and pinned games on this Deck (keeps your client identity)"
childrenContainerWidth="max"
>
<RowActions>
<DialogButton style={actionButton} onClick={onReset}>
<FaTrashAlt style={{ marginRight: "0.4em" }} />
Reset
</DialogButton>
</RowActions>
</Field>
</div>
);
const PunktfunkPage: FC = () => {
const { hosts: discovered, scanning, refresh: refreshDiscovered } = useHosts();
const { saved, loading: loadingSaved, refresh: refreshSaved } = useSavedHosts();
const { info: update, checking, check } = useUpdate();
const pins = usePins();
const [tab, setTab] = useState("hosts");
const hosts = mergeHosts(saved, discovered);
// A host action (pair/add/edit/forget) can change either store, so refresh both.
const refreshHosts = () => {
void refreshDiscovered();
void refreshSaved();
};
return (
<div
style={{
marginTop: "40px",
height: "calc(100% - 40px)",
display: "flex",
flexDirection: "column",
}}
>
{/* Header is title + back only — updates live on the About tab (and the QAM banner). */}
<Focusable
style={{
display: "flex",
alignItems: "center",
gap: "1em",
padding: "0 2.5em",
marginBottom: "0.4em",
flexShrink: 0,
}}
>
<DialogButton style={iconButton} onClick={() => Navigation.NavigateBack()}>
<FaArrowLeft />
</DialogButton>
<div className={staticClasses?.Title} style={{ flex: 1, margin: 0 }}>
Punktfunk
</div>
</Focusable>
{/* Two things fight each other on an L1/R1 tab switch:
1. Valve's Tabs slides the incoming panel in from the right with a CSS transform.
2. `autoFocusContents` then focuses a control inside that still-offscreen panel, which
fires scrollIntoView. Because the panel is offset by a *transform* (not by scroll
position), scrollIntoView can't satisfy it by scrolling any one ancestor, so it walks
up and pans the whole page the "screen jumps right, then animates back" glitch.
Dropping autoFocusContents removes the scrollIntoView entirely, so nothing fights the
slide. L1/R1 still cycles tabs (that handler lives on the Tabs focus scope, active while
focus is anywhere inside including the tab strip); after a switch, focus stays on the
strip and Down enters the content, which is how Steam's own tabbed pages behave.
The overflow:hidden clip stays as defense-in-depth against any stray horizontal pan. */}
<div style={{ flex: 1, minHeight: 0, overflow: "hidden" }}>
<Tabs
activeTab={tab}
onShowTab={(id: string) => setTab(id)}
tabs={[
{
id: "hosts",
title: "Hosts",
content: (
<HostsTab
hosts={hosts}
scanning={scanning || loadingSaved}
refresh={refreshHosts}
pins={pins}
clientUpdatePending={!!update?.client_update_available}
/>
),
},
{
id: "settings",
title: "Settings",
content: <SettingsTab />,
},
{
id: "about",
title: "About",
content: (
<AboutTab
update={update}
checking={checking}
check={check}
onReset={() => confirmReset([refreshHosts, pins.refresh])}
/>
),
},
]}
/>
</div>
</div>
);
};
// Full page behind the boundary — registered as the /punktfunk route.
export const PunktfunkRoute: FC = () => (
<PluginErrorBoundary>
<PunktfunkPage />
</PluginErrorBoundary>
);
+26 -4
View File
@@ -3,10 +3,32 @@
import { DialogButton, Focusable, ModalRoot, Spinner } from "@decky/ui";
import { toaster } from "@decky/api";
import { FC, useState } from "react";
import { Host, pair } from "./backend";
import { pair } from "./backend";
import { HostView } from "./hooks";
/**
* User-facing copy for a failed ceremony. The CLI's stable exit codes say WHICH failure it was,
* so the keypad can name the fix instead of echoing a log line: `refused` is overwhelmingly a
* mistyped PIN or a host nobody armed, and telling someone to check their network for that
* would send them the wrong way entirely.
*/
function pairErrorBody(error: string | undefined, name: string): string {
switch (error) {
case "refused":
return "Wrong PIN, or the host isnt showing one. Arm pairing again and retry.";
case "unreachable":
return `Couldnt reach ${name}.`;
case "client-outdated":
return "Update the Punktfunk client to pair from here.";
case "client-unavailable":
return "Couldnt reach the Punktfunk client — is it still installed?";
default:
return "Pairing failed.";
}
}
export const PairModal: FC<{
host: Host;
host: HostView;
closeModal?: () => void;
onPaired: () => void;
}> = ({ host, closeModal, onPaired }) => {
@@ -21,13 +43,13 @@ export const PairModal: FC<{
setBusy(true);
setError(null);
try {
const res = await pair(host.host, host.port, pin, "Steam Deck");
const res = await pair(host.addr, host.port, pin, "Steam Deck");
if (res.ok) {
toaster.toast({ title: "Punktfunk", body: `Paired with ${host.name}` });
onPaired();
closeModal?.();
} else {
setError(res.error ?? "pairing failed");
setError(pairErrorBody(res.error, host.name));
setPin("");
}
} catch (e) {
-201
View File
@@ -1,201 +0,0 @@
// Stream settings — resolution / refresh / bitrate / gamepad / compositor / mic, written to
// the flatpak client's JSON (main.py set_settings), which the client reads on launch. The
// accepted gamepad/compositor names mirror punktfunk-core's `*Pref::from_name`.
import { Dropdown, Field, SliderField, Spinner, ToggleField } from "@decky/ui";
import { CSSProperties, FC, useEffect, useState } from "react";
import { getSettings, setSettings, StreamSettings } from "./backend";
import { RowActions } from "./ui";
// Decky's Dropdown has no width prop — it fills whatever container it's in, and a
// `childrenContainerWidth="max"` Field is the whole row. Wrapping it in this fit-content shell
// (inside the right-aligned RowActions) shrinks the control to its selected label, with a floor
// so short values like "60 Hz" don't collapse to a nub and a ceiling so nothing runs edge to
// edge. Matches the right-aligned, content-sized buttons everywhere else.
const selectShell: CSSProperties = {
width: "fit-content",
minWidth: "10em",
maxWidth: "24em",
};
const RESOLUTIONS: [number, number, string][] = [
[0, 0, "Native display"],
[1280, 720, "1280 × 720"],
[1280, 800, "1280 × 800 (Deck)"],
[1920, 1080, "1920 × 1080"],
[2560, 1440, "2560 × 1440"],
];
const REFRESH = [0, 30, 60, 90, 120];
// Render-resolution multipliers (mirrors punktfunk_core::render_scale::PRESETS). 1.0 = native.
const RENDER_SCALES = [0.5, 0.67, 0.75, 1.0, 1.25, 1.5, 2.0, 3.0, 4.0];
const renderScaleLabel = (x: number): string =>
x === 1 ? "Native (1×)" : x > 1 ? `${x}× · supersample` : `${x}×`;
const GAMEPADS = ["auto", "xbox360", "xboxone", "dualsense", "dualshock4", "steamdeck"];
const GAMEPAD_LABELS: Record<string, string> = {
auto: "Automatic",
xbox360: "Xbox 360",
xboxone: "Xbox One",
dualsense: "DualSense",
dualshock4: "DualShock 4",
steamdeck: "Steam Deck",
};
// Mirrors the desktop client's picker (ui_settings.rs CODECS) — a soft preference the host
// falls back from when its GPU can't encode it.
const CODECS = ["auto", "hevc", "h264", "av1"];
const CODEC_LABELS: Record<string, string> = {
auto: "Automatic",
hevc: "HEVC (H.265)",
h264: "H.264 (AVC)",
av1: "AV1",
};
const COMPOSITORS = ["auto", "kwin", "wlroots", "mutter", "gamescope"];
const COMPOSITOR_LABELS: Record<string, string> = {
auto: "Automatic",
kwin: "KDE Plasma (KWin)",
wlroots: "Sway (wlroots)",
mutter: "GNOME (Mutter)",
gamescope: "gamescope",
};
export const SettingsSection: FC = () => {
const [s, setS] = useState<StreamSettings | null>(null);
useEffect(() => {
void getSettings().then(setS);
}, []);
const patch = (p: Partial<StreamSettings>) => {
setS((cur) => {
if (!cur) return cur;
const next = { ...cur, ...p };
void setSettings(next);
return next;
});
};
if (!s) return <Spinner style={{ height: "1.5em" }} />;
const resIdx = Math.max(
0,
RESOLUTIONS.findIndex(([w, h]) => w === s.width && h === s.height),
);
return (
<>
<Field
label="Resolution"
description="The host creates a virtual output at exactly this size"
childrenContainerWidth="max"
>
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={RESOLUTIONS.map(([, , label], i) => ({ data: i, label }))}
selectedOption={resIdx}
onChange={(o) => {
const [w, h] = RESOLUTIONS[o.data as number];
patch({ width: w, height: h });
}}
/>
</div>
</RowActions>
</Field>
<Field label="Refresh rate" childrenContainerWidth="max">
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={REFRESH.map((r) => ({ data: r, label: r === 0 ? "Native" : `${r} Hz` }))}
selectedOption={s.refresh_hz}
onChange={(o) => patch({ refresh_hz: o.data as number })}
/>
</div>
</RowActions>
</Field>
<Field
label="Render scale"
description="Supersample for sharpness (> 1×, more bandwidth) or render below native (< 1×) — the Deck resamples to its screen"
childrenContainerWidth="max"
>
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={RENDER_SCALES.map((x) => ({ data: x, label: renderScaleLabel(x) }))}
// Snap the stored value to the nearest preset so the dropdown always shows a match.
selectedOption={RENDER_SCALES.reduce((best, x) =>
Math.abs(x - (s.render_scale ?? 1)) < Math.abs(best - (s.render_scale ?? 1)) ? x : best,
)}
onChange={(o) => patch({ render_scale: o.data as number })}
/>
</div>
</RowActions>
</Field>
<SliderField
label="Bitrate"
description="Mbit/s · 0 = host default"
value={Math.round(s.bitrate_kbps / 1000)}
min={0}
max={150}
step={5}
showValue
valueSuffix=" Mbit/s"
onChange={(v) => patch({ bitrate_kbps: v * 1000 })}
/>
<Field
label="Video codec"
description="Preferred stream codec — the host falls back when its GPU can't encode it"
childrenContainerWidth="max"
>
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={CODECS.map((c) => ({ data: c, label: CODEC_LABELS[c] ?? c }))}
selectedOption={s.codec ?? "auto"}
onChange={(o) => patch({ codec: o.data as string })}
/>
</div>
</RowActions>
</Field>
<Field
label="Gamepad type"
description="Which virtual controller the host creates for your inputs"
childrenContainerWidth="max"
>
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={GAMEPADS.map((g) => ({ data: g, label: GAMEPAD_LABELS[g] ?? g }))}
selectedOption={s.gamepad}
onChange={(o) => patch({ gamepad: o.data as string })}
/>
</div>
</RowActions>
</Field>
{(s.gamepad === "steamdeck" || s.gamepad === "auto") && (
<Field
label="⚠ Disable Steam Input"
description="On a Deck, Automatic forwards the built-in controller as a Steam Deck pad — paddles, both trackpads, and gyro included. For that, Steam Input must be OFF for Punktfunk: on the game page tap ⚙ → Controller Settings → set Steam Input to Off. Otherwise Steam keeps the Deck's controls and only the sticks + buttons reach the host."
/>
)}
<Field
label="Host compositor"
description="Which compositor backend the host uses for the virtual display — Automatic suits almost every host"
childrenContainerWidth="max"
>
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={COMPOSITORS.map((c) => ({ data: c, label: COMPOSITOR_LABELS[c] ?? c }))}
selectedOption={s.compositor}
onChange={(o) => patch({ compositor: o.data as string })}
/>
</div>
</RowActions>
</Field>
<ToggleField
label="Stream microphone"
description="Send the Deck's microphone to the host's virtual mic"
checked={s.mic_enabled}
onChange={(v) => patch({ mic_enabled: v })}
/>
</>
);
};

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