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enricobuehler bc70a58fb1 Merge main into chore/rust-safety-programme
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Two conflicts: the test-module import list in gamescope.rs (union — the branch's takeover-state
tests and main's WSI opt-out tests both stay), and next_frame_timed_out in pf-capture, where the
branch still carried the pre-#168 else-if chain — resolved to main's match-based refactor, which
already embeds the same arm semantics plus the provisional-budget latch gate.
2026-08-11 22:34:38 +02:00
enricobuehler ce25aca7bd Merge pull request 'Two black screens from the .41 field session — a NO_FOCUS window stole the composite, and one truncated timeout downgraded the host forever' (#168) from worktree-blackscreen-fixes into main
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2026-08-11 20:32:16 +00:00
enricobuehler 5587699a85 Merge pull request 'Every pinned card gets a library, and it launches with that card's profile' (#167) from worktree-console-pinned-profile-library into main
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2026-08-11 20:30:03 +00:00
enricobuehler c946fcdcb5 Merge pull request 'build(web): silence rollup's "use client" directive warnings in the nitro pass' (#166) from build/web-silence-rollup-directive-warnings into main
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2026-08-11 20:29:36 +00:00
enricobuehler fcf4c9fd63 fix(mgmt): unpair now revokes a LIVE session on both planes
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An unpair removed the certificate but left the revoked client's running
session streaming until the client chose to leave. Now it is a complete
revocation:

- GameStream: when the removed certificate owns the active launch, the
  session is quit_session'd — the ENet control thread's ended-session arm
  gives the client the standard TERMINATION+disconnect. (An owner-less
  launch cannot be attributed and is left to the WP0 port teardown when the
  last pairing goes.) The endpoint docstring's long-standing caveat
  ('removes the client from the listing without severing its ability to
  reconnect') is retired: TLS handshakes complete by design, authorization
  is per-request, and a live session no longer survives its own revocation.
- Native: session_status::stop_by_fingerprint signals the unpaired
  client's live session(s) to tear down deliberately (quit+stop), matched
  by the registry's client label — the fingerprint's 12-hex-char prefix for
  every pairable client; anonymous/TOFU sessions carry IP labels and are
  never touched (they have no pairing to revoke).

(The unpair-didn't-PERSIST half of 'unpairing was broken' was already fixed
in 13d57210 — save_paired was never called; this closes the other half.)

Gates: Linux amd64 both flavors clippy --all-targets -D warnings clean;
session_status 2/2 (new revocation test), the extended paired-clients test
green in both flavors, native_pairing test green.
2026-08-11 22:17:41 +02:00
enricobuehler cc8eb7df08 feat(clients): every pinned card gets a library, and it launches with that card's profile
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The console fix before this one closed the leak on one client. The same question
has a different wrong answer on each of the others, so this closes it everywhere:
a pinned host+profile card can be browsed, and every title launched off a pinned
card's shelf streams with that card's profile.

Two shapes of bug, one per client:

**The library was not offered on a pinned card at all** — Apple (both UIs:
`hasLibrary: profile == nil` on the console tile, no menu item on the touch card),
Android (`hasLibrary` required `pinnedProfileId == null`, and the console host
options gated Library on `pin == null`), GTK (the pinned card's menu had Connect,
Copy link, Create shortcut, Unpin — no library) and Windows (pinned tiles had no
menu whatsoever). Each was justified in a comment as "a pin is a shortcut, not a
second host, so the host-level actions stay on the host's tile" — right about
wake, pair, edit and forget, wrong about the library. Browsing is not a property
of the machine: it is this card's connect with a title picked first, which is
exactly what a shortcut is for. So the library joins Connect on every pinned
surface, and the host-level actions stay where they were.

**The launch dropped the profile.** GTK already carried it (its library clones
the card's whole ConnectRequest) and Windows already carried it (its library page
launches through the shared target, which the tile parks). Apple did not: the
library was keyed on a bare `StoredHost`, so `launchTitle` connected with
`.inherit` and the host's binding won even from a pinned card. Android was worse
still, and not only for pins — `LibraryScreen` dialled `connectToHost` with the
RAW settings, so a library launch applied NO profile at all, not even the host's
binding, on every host. Its host list resolves
`settings.effectiveFor(profileStore.resolveFor(kh, oneOff))`; its library resolved
nothing.

So the shelf, not the host, is now the unit both clients navigate by. Apple gets
a `LibraryTarget` (host + `ProfileSelection`) threaded through `libraryTarget`,
the shell's screen enum, both presentations and `SessionModel`; Android passes
the pinned id into `LibraryScreen` and resolves it there through the same
`ProfileStore.resolveFor` rule the connect path uses. Falling out of that:

  * a game that exits returns to the shelf it was launched from, pin and all,
    rather than to the host's default one — `SessionModel.launchedShelf` on Apple,
    `ActiveSession.libraryProfileId` → `LibraryReturn` on Android. Android also
    drops a pin that was unpinned while the game ran, rather than reopening a card
    that no longer exists.
  * Android's stats overlay finally names the profile a library launch used
    (`profileName` was never set on that path).
  * Apple's `punktfunk://browse/<host>` honours `profile=`, which it parsed and
    ignored — and refuses an unknown or ambiguous reference exactly as the connect
    route does (§10.6) rather than degrading to the binding.
  * every shelf says which one it is, in the card's own `host · profile` shape:
    the console's title, GTK's page title, Android's ConsoleHeader, Apple's
    navigation title and its console heading.

Verified per platform, none of it on trust:
  * console + GTK: fmt, build, clippy `-D warnings` and 85 tests green in the
    pf-lxcheck2 container (a Mac `cargo test -p pf-console-ui` compiles nothing).
  * Apple: `swift build` green for macOS, iOS and tvOS. Worth all three — the tvOS
    pass alone caught `navigationDestination(item:)` needing Hashable, and an
    iOS-only screen was confirmed genuinely compiled by planting a type error.
  * Android: `compileDebugKotlin` + unit tests, with HomeTilesTest's pin
    expectation flipped to match.
  * Windows: `cargo check --all-targets` + clippy `-D warnings` on the CI runner,
    cold (3m10s) — that client cannot compile on a Mac.
2026-08-11 22:13:54 +02:00
enricobuehler 6ca192b9ab fix(packaging/gamescope): +pfhdr6 — a GAMESCOPE_NO_FOCUS window can no longer steal the composite
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Patch 0008: honor GAMESCOPE_NO_FOCUS in steamcompmgr's focus selection. hhd (Handheld Daemon)
sets the atom once at init on its hhd-ui overlay window and never clears it; MangoHud sets it
too; show/hide for these clients runs over the STEAM_OVERLAY protocol. NOTHING consumed the atom
— not upstream gamescope, not Bazzite's fork (checked ba148 by strings) — so a
mapped-but-unpainted hhd-ui window (it crash-loops under a headless punktfunk takeover and remaps
on every respawn, stamping Steam's appid 769) was an ordinary focus candidate, and steamcompmgr
picked it over Big Picture. The composite, and the stream fed from it, went black while every
health signal stayed green: on .41 the client sat decoding 60 fps at 0.1 Mb/s of black,
GAMESCOPE_FOCUSED_WINDOW named the hhd-ui window with GAMESCOPE_NO_FOCUS(CARDINAL)=1 on it, and
killing hhd-ui brought the picture back the same second.

The patch wires the atom exactly like GAMESCOPE_EXTERNAL_OVERLAY — read at map,
PropertyNotify-tracked with MakeFocusDirty, skipped by both focus-candidate collectors (X11 and
XDG) — and touches neither compositing nor appID, so a NO_FOCUS window still paints if the
baselayer protocol brings it into view; it is only barred from being CHOSEN. Applies cleanly on
the full 0001..0008 series from the bare 5fb8dce4 pin (verified with git am).

Banner +pfhdr5 → +pfhdr6, PKGBUILD 3.16.25.pfhdr6-1; README gains the 0008 row, the missing
+pfhdr5 ledger row, and the reconciled bump rule (a bugfix bumps the level only when field triage
must read the difference off a box's banner — 0007's crash-loop, 0008's lost composite).
2026-08-11 22:07:24 +02:00
enricobuehler 022ede651f fix(pf-capture): the truncated first attempt no longer latches the sticky downgrades
The pipeline retry loop deliberately shortens its first attempt's first-frame wait to 2.5s so a
stream bound during a gamescope re-init fails over quickly. But the portal capturer's timeout
diagnosis treated EVERY expiry as a verdict: it latched whichever offer it implicated — HDR
capture off for the source, the raw-dmabuf offer off, the EGL→CUDA offer off — process-wide and
permanently, when the attempt was truncated by design and a gamescope cold start routinely
delivers nothing inside that window while accepting every offer a few seconds later (observed on
.41: pid 1962 hit the expiry at connect and every later session in that process ran silently
degraded). This is bug #6 from the pf-capture sweep, verified then and unfixed until now.

The truncated attempt is now declared PROVISIONAL end to end: a new
`Capturer::next_frame_within_provisional` (default: delegates) lets the retry loop say "this
budget is the schedule, not a verdict", and the portal capturer's timeout classification — split
out as the pure `classify_first_frame_timeout` + `timeout_convicts`, with tests — names the same
suspect in the error text but latches nothing unless the expired budget was full-length.
2026-08-11 22:06:31 +02:00
enricobuehler 9c6e06d3b9 feat(host): GameStream is now a cargo feature — WP19, compile-time isolation
A new 'gamestream' feature (default ON — every stock package is behaviorally
identical, and GameStream stays runtime-opt-in via --gamestream /
PUNKTFUNK_GAMESTREAM) gates the whole Moonlight-protocol surface: control
(the ENet plane), rtsp, nvhttp, pairing, serverinfo, the _nvstream mDNS
advert, the compat media path (stream/video/audio), pen/gamepad/input
decode, apps, crypto, cert (the RSA identity), and tls's
Moonlight-client-cert leniency. AppState keeps the shared vocabulary
unconditional and cfg-gates the Moonlight-only fields; the mgmt API's PIN
endpoints (routes, handlers, OpenAPI entries, lane classifications, tests)
exist only under the feature.

Building --no-default-features --features pyrowave yields the hardened
NATIVE-ONLY host: no rusty_enet (the c2rust-transpiled C ENet stack, 158
unsafe sites) and no rsa (the identity split's legacy fallback became a
pem-only read — rustls/ring serves an existing RSA cert without the crate —
so the accepted Marvin advisory no longer applies to native-only builds).
Both claims are ASSERTED, not assumed: a new CI leg keeps the native-only
flavor clippy-clean and fails if cargo tree finds either crate in its graph.
serve --gamestream (or the env knob) against such a binary refuses to start
with a clear error rather than serving less than the operator configured.

En route: the logs-paging test assumed a quiet process-global log ring
between its cursors and raced other tests' legitimate log lines (the
identity tests added new emitters) — it now asserts on its own markers
within the page.

Gates: Linux amd64 — BOTH flavors clippy --all-targets -D warnings clean;
default tests identity 3/3, mgmt 37/37, gamestream 59/59; native-only tests
identity 3/3, mgmt 35/35, residue 4/4; rusty_enet+rsa absent native-only,
present default. .133 Windows — both flavors clippy clean (clean-first,
sentinel-checked), tree claims hold, and the WP0 port-lifecycle functional
gate PASSES on the default build.
2026-08-11 22:05:30 +02:00
enricobuehler f5fa9649b7 fix(console): a pinned card's library launches with that card's profile
Pinning a profile onto a host gives it its own card on the console home, and
pressing A on that card has always connected with the pinned profile as the
one-off the resolver prefers over the host's binding. Y on the same card opens
a library — it is paired and saved, which is the only thing the hint bar asks —
and every title launched off that shelf went out with no profile at all, so the
host's default binding won. Connecting straight from the card honoured the
profile; going through its library did not, which is the shape a user reads as
"the pin works until I pick a game".

The screen was the leak: LibraryScreen copied the row's address, port,
fingerprint and mgmt port, and dropped `pin` — so its launch had nothing to
send and hardcoded `profile: None`, under a comment asserting that game
launches follow the binding. They should follow the card: a launch off a pinned
card's shelf is that card's connect with a title attached.

The screen now carries the row's pin and sends its id as the one-off. It also
says so, in the card's own `host · profile` shape: the shelf's title names the
profile, and so does the connecting card, so which of a host's cards you came
in on is legible from the screen rather than inferred from the tile you pressed
two screens ago. Off the host's primary tile there is no pin and nothing
changes — `None`, and the binding decides.

Console-only. The Apple and Android consoles keep Y off pinned cards outright
(`hasLibrary: profile == nil`), the GTK client clones the card's whole
ConnectRequest — profile included — into its library, and the Windows client
offers "Browse library" from the primary tile only. The console's own
copy-link and wake-then-connect paths already carried the pin.

Both directions are tested, and the pinned one was checked against a reverted
fix: it fails with exactly the reported symptom (left: None, right: "hdr").
2026-08-11 21:42:14 +02:00
enricobuehler 1009e14a44 build(web): silence rollup's "use client" directive warnings in the nitro pass
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The nitro server build re-bundles the whole dep tree (`noExternals: true`), so
every React package shipping a `"use client"` banner earns a MODULE_LEVEL_DIRECTIVE
warning — ~150 locally, ~800 in CI — which buries the warnings worth reading.

Ignoring the banner is correct rather than papered over: this bundle is the
Bun/Nitro server, not an RSC module graph, and TanStack Start splits client from
server with its own transform, so nothing downstream consults it.

Supplying `onwarn` replaces nitro's own handler, so its three filters
(CIRCULAR_DEPENDENCY, EVAL, "Unsupported source map comment") are restated.

Verified: `bun run build` drops from 148 such lines to 0 with no other log
delta; `tsc --noEmit` and `biome check` clean.
2026-08-11 21:00:19 +02:00
enricobuehler e658ad726b feat(host): the identity split — the native planes get their own P-256 identity
One RSA-2048 identity served every plane, because Moonlight mandates RSA and
the planes grew out of the GameStream host. The native punktfunk/1 QUIC plane
and the management API now share a separate ECDSA P-256 identity
(native-cert.pem/native-key.pem, src/identity.rs): ring-generated via rcgen
(no rsa crate on the native path — the accepted Marvin advisory stops
applying once WP19 gates the compat planes), real SANs (localhost, loopback,
machine hostname — the legacy cert had none), and browser-compatible on
purpose: Ed25519 was rejected because no mainstream browser accepts an
Ed25519 server cert and /api/docs is opened in one. GameStream keeps the RSA
identity untouched (Moonlight pins it; its pairing hashes bind its X.509
signature bytes).

Migration is pin-preserving by construction. Clients TOFU-pin ONE leaf-DER
SHA-256 for both QUIC and the mgmt/library API, so the identity is resolved
ONCE in serve (the planes cannot race the first-run mint) under the rule:
identity files exist → use them; else the native trust store is EMPTY →
mint P-256 (fresh installs); else keep presenting the legacy RSA cert the
paired clients pinned, and log the migration path (unpair all, restart,
re-pair). Fingerprint pinning is algorithm-agnostic — existing shipped
clients pair against P-256 hosts unchanged.

Followers updated: the tray's loopback pin and the plugin SDK's mgmt CA
prefer native-cert.pem → cert.pem; the Windows runner ACL grant lists both
(the grant loop tolerates absent files). The in-process native tests now run
on an EPHEMERAL identity — they previously read, and would newly have
MINTED, identity files in the real config dir, which on a dev box that is
also a live host would have switched its identity and stranded every pinned
client.

Gates: Linux amd64 clippy --all-targets -D warnings clean (host+tray);
identity 2/2, mgmt 37/37, control 6/6, native 68/68 (C-ABI roundtrips over
the ephemeral identity). .133 Windows clippy clean; the port-lifecycle gate
re-run PASSES with the split live — the fresh host minted P-256 and served
mgmt over it (curl 200/204), ports tracked the paired list as before.
2026-08-11 20:52:01 +02:00
enricobuehler 21f43d7f48 Merge pull request 'Games ran black in Nobara's Game Mode — the session script re-exports the WSI variable #144 cleared' (#165) from worktree-nobara-wsi-layer-clobber into main
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Reviewed-on: #165
2026-08-11 18:33:05 +00:00
enricobuehler 8d1e5ab5dd Merge pull request 'The Android console grows up — the desktop's real backdrop, Apple's drum, and the cross-client tables stop drifting in silence' (#163) from worktree-android-console-visual-refresh into main
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Reviewed-on: #163
2026-08-11 18:32:00 +00:00
enricobuehler 23d0452157 feat(host): GameStream opt-in on every route; the native plane is deny(unsafe_code)-enforced
The user direction after WP0: ENet exists only for Moonlight, so the native
plane must be provably safe and the compat planes a deliberate choice.

Opt-in, everywhere. Windows already was (unchecked installer task). The three
opt-out surfaces are flipped: the shipped systemd user unit (deb/RPM/Arch/
sysext) no longer bakes --gamestream into ExecStart — a new
PUNKTFUNK_GAMESTREAM=1 host.env knob (pf-host-config, OR-ed with the CLI
flag) is the packaged opt-in; the NixOS module default goes true→false, with
a module-check assertion that unset = native-only; the Deck installer takes
--gamestream to opt in (--no-gamestream kept as explicit-off). Docs
(quickstart, running-as-a-service, moonlight, ubuntu/fedora/arch firewall
sections, gnome/sway, how-it-works) rewritten to the opt-in shape; the
CHANGELOG carries the upgrade note.

Enforced-safe. punktfunk-core is #![deny(unsafe_code)] crate-wide — every
module that parses network bytes is safe Rust as a compile error, not a
census result. Carve-outs are exactly two documented classes, neither of
which interprets attacker bytes: the client surface (abi, client) and the
transport syscall-batching shims (udp/{apple,linux,windows}, qos_windows).
In punktfunk-host, the modules a secure-default host exposes — native
(cfg-not-test: its tests exercise the client C ABI on purpose),
native_pairing, mgmt, mgmt_token, discovery, wol — are #[forbid(unsafe_code)].

Gates: Linux amd64 container clippy --all-targets -D warnings clean over
core+host-config+host; core 204 tests green under the deny; mgmt 46/46,
control 6/6. .133 Windows clippy (shipped features, clean-first,
sentinel-checked) clean — covers the qos_windows/udp-windows carve-outs.
macOS + iOS cargo check green (the apple.rs carve-out compiles for real).
2026-08-11 20:21:16 +02:00
enricobuehler 9e28cd101c fix(pf-vdisplay): the WSI opt-out never reached the games — the session script re-exports it
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A Nobara 44 field box on 0.27.0 got a working Game Mode takeover — right mode,
right refresh, perf overlay in the stream — and then every game it launched
played sound and took input over a BLACK PICTURE, with no error anywhere.

#144 disabled the distro's `VkLayer_FROG_gamescope_wsi` with
`--setenv=ENABLE_GAMESCOPE_WSI=0` on the transient unit, because that layer
speaks the distro gamescope's `gamescope_swapchain` protocol and ours rejects
its `swapchain_feedback`, killing the client. `gamescope-session-plus` then
runs an unconditional `export ENABLE_GAMESCOPE_WSI=1` near the top of the
script, before it launches anything — so the opt-out lived exactly as long as
it took the script to start, and gamescope, Steam and every game got the layer
back. The host logged that it had disabled it, which is what made this cost a
field round-trip: the claim was true of the unit and false of everything in it.

Nothing else looked wrong because the casualty is Vulkan clients specifically.
Steam's Big Picture UI is not one, so the session came up looking perfectly
healthy right up until a game started.

Send `DISABLE_GAMESCOPE_WSI=1` as well. The Vulkan loader resolves an implicit
layer's two manifest knobs in a fixed order (`loader_implicit_layer_is_enabled`):
`enable_environment` must equal `"1"` to switch the layer on, and
`disable_environment` is consulted last — "has priority over everything else" —
where the mere PRESENCE of the variable, at any value, forces it off. The
session script never mentions that one, so it is the only one that survives it.

Both spellings now go out through one place, so the transient unit
(`launch_session`) and the box's own session drop-in (`write_session_plus_dropin`)
cannot drift apart — the same shape `SessionBind` already uses for the bind.
`ENABLE_GAMESCOPE_WSI=0` stays alongside for a layer built without a
`disable_environment`, and because it is what an operator reads the unit for.
2026-08-11 20:14:19 +02:00
enricobuehler 13d5721049 feat(gamestream): the ENet control port exists only while a pairing does (WP0)
rusty_enet — a c2rust-style transpile of C ENet, 158 unsafe sites — parsed
unauthenticated UDP on 47999 from GameStream startup, before any client had
ever paired: the host's entire pre-auth-reachable unsafe surface. Pairing
itself is HTTPS on nvhttp and never touches the port, so it now binds only
while the paired-client list is non-empty: a Gate in control.rs reconciles
the port to the list (armed only under --gamestream), pairing phase 4 brings
it up before the new client can /launch, and removing the last pairing tears
it down — a live client gets the same termination+disconnect farewell as a
host-side session end. A never-paired host on a hostile LAN exposes no ENet.

En route: the management API's unpair never called save_paired, so a restart
resurrected the client — and would now have silently re-opened the port; it
persists (the test now runs against a throwaway PUNKTFUNK_CONFIG_DIR so it
can't clobber a real paired.json). rusty_enet is pinned =0.4.0 per the WP,
left to the cargo-audit job to flag advisories against it.

Gate (amd64 container): clippy --all-targets -D warnings clean;
gamestream::control 6/6; mgmt::tests 37/37 incl. the regenerated
api/openapi.json. On-box .133 verification (ports/pair/stream) still owed.
2026-08-11 19:29:50 +02:00
enricobuehler d4366e7464 fix(pf-encode): the Vulkan extension probe walked a driver-filled array with no bound
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`ext_advertised` did `CStr::from_ptr(e.extension_name.as_ptr())` over a
driver-filled `[c_char; VK_MAX_EXTENSION_NAME_SIZE]`, and `vk_build.rs` open-coded
the identical call a second time. Neither had an in-Rust bound: a driver that
fills all 256 bytes without a NUL runs the walk into the NEXT
`ExtensionProperties`, and on the LAST element past the allocation.

The SAFETY comment asserted the spec guarantee ("a spec-guaranteed NUL-terminated
byte array") instead of enforcing it. That is the defect class this programme
keeps finding: a proof that restates what the other side promised rather than
checking it. Vulkan drivers are exactly the other side.

The bounded answer already shipped in the same crate — `pyrowave.rs:210` uses
ash's `extension_name_as_c_str()` for the identical job. It stops at
VK_MAX_EXTENSION_NAME_SIZE and returns Err when there is no terminator, so a
malformed entry is a non-match instead of an overrun. Both sites now route
through the one helper, which is no longer unsafe at all.

Deletes 2 unsafe operations and one duplicated walk.

⚠ The pre-existing test could not have caught this: it only ever built
well-formed, NUL-terminated entries. Added a case whose LAST element is 256
non-NUL bytes — the exact shape that used to leave the array — and a
prefix-match case, so the bound is now asserted rather than assumed.

Verified on 192.168.1.25 (Ubuntu, cargo 1.96.0 — the pinned toolchain):
  cargo check  -p pf-encode --features vulkan-encode,pyrowave --locked      ok
  cargo test   -p pf-encode --features vulkan-encode,pyrowave ext_advertised
                                                              2 passed / 0 failed
  cargo clippy -p pf-encode --all-targets --locked
        --features vulkan-encode,pyrowave -- -D warnings                    clean
Linux-only code (`enc/linux/`), so the Windows leg is unaffected.
2026-08-11 16:34:34 +02:00
enricobuehler cd72f77a3c fix(pf-encode): the AMF layout guards broke Windows clippy — 0*SLOT and 1*SLOT
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`27f08340` wrote every vtable offset assertion as `offset_of!(T, f) == N * SLOT`
so the slot INDEX stays visible in the assertion. For N=0 and N=1 that is
`0 * SLOT` and `1 * SLOT`, which clippy rejects as `erasing_op` and
`identity_op` — six errors, and windows-host.yml runs clippy with `-D warnings`,
so the branch as pushed would have turned the Windows leg red.

This is the blind spot the programme document names in §1.5, demonstrated on the
programme's own first code commit: 44% of the host's unsafe is `#[cfg(windows)]`,
no Linux or macOS check compiles it, and `cargo fmt`/`cargo check` on a Mac are
all clean. Only the .133 gate sees it.

Fixed with a `const fn slot(i: usize) -> usize` rather than by writing the two
offending cases as bare `0` and `SLOT`: that would have made those two the only
assertions where the slot index is invisible, and the index is the entire point.

Also records the cheap local gate that would have caught this without a Windows
round-trip: `amf_sys.rs` depends on nothing but `c_void`, so copying it into a
throwaway one-file crate and running `cargo clippy -- -D warnings` reproduces the
exact error on any host. Verified by reintroducing `0 * SLOT` and watching the
harness fail with the same message the runner gave.

Verified on 192.168.1.133 (Windows CI runner, the box with the WDK), after a
`cargo clean -p pf-encode` that reported `Removed 47 files, 135.5MiB` so the
recompile is real and not a cached green:
  cargo check -p pf-encode                                                 ok
  cargo check -p pf-encode --all-targets --features nvenc,amf-qsv,qsv      ok
  cargo clippy -p pf-encode --all-targets --features nvenc,amf-qsv,qsv
        -- -D warnings                                          exit 0 (was 101)
  cargo clippy -p punktfunk-host --features nvenc,amf-qsv,qsv -- -D warnings
                                                                exit 0 (was 101)
The gate also greps the extracted tree for the assertions before building, so a
stale upload cannot produce a passing run.
2026-08-11 16:28:59 +02:00
enricobuehler cd3f5474bf fix(pf-driver-proto): a layout test read an align-8 struct out of an align-1 buffer
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`control_structs_roundtrip_through_bytes` built the legacy-size wire form in a
stack `let mut legacy = [0u8; 40]` (align 1) and then called
`bytemuck::from_bytes::<control::AddRequest>`. `AddRequest` opens with
`session_id: u64`, so it is align 8, and `from_bytes` hands back a REFERENCE
into the buffer — it panics unless the buffer happens to be 8-aligned.

A stack `[u8; 40]` usually is, which is why this passed on every machine and
every CI leg since it was written. Under Miri it fails outright: Miri does not
let an accidentally-favourable stack slot stand in for a guarantee.

Switched to `pod_read_unaligned`, which reads by value and has no alignment
precondition. That is not a new idea here — `ChannelProof::parse` at lib.rs:1013
already carries a comment saying "`pod_read_unaligned`, NOT `from_bytes`" for
exactly this reason. This site is the only other one in the crate that reads a
POD out of a stack byte array; every other `from_bytes` call in the tests reads
from `bytes_of(&x)`, which is aligned by construction.

Test-only, so no shipped defect — but the crate is `#![forbid(unsafe_code)]` and
is path-dep'd by BOTH the main workspace and the driver workspace, so it is the
layout oracle for every frame and IOCTL that crosses that boundary. A test that
cannot be trusted to fail is worth fixing there more than anywhere else.

Found by the first Miri run ever performed against this repo.

Verified on 192.168.1.25 (Ubuntu, cargo 1.96.0):
  cargo +nightly miri test -p pf-driver-proto                              21/21
  cargo +nightly miri test -p pf-driver-proto --target x86_64-pc-windows-msvc
                                                                          21/21
  cargo test -p pf-driver-proto --locked                                     ok
  cargo clippy -p pf-driver-proto --all-targets --locked -- -D warnings    clean

The cross-target run is the interesting one: it interprets the crate at MSVC
layout on a Linux box with no Windows anywhere. Nothing else in CI does that.
2026-08-11 13:57:34 +02:00
enricobuehler 972af2992f fix(pf-capture): the gamescope cursor fallback rewrote environ under a live multithreaded host
`connect_via_env_swap` did set_var("XAUTHORITY", …) / connect / restore, guarded
by a mutex that serialised this source against itself and against nothing else.
`getenv` takes no lock. setenv/unsetenv rewrite the process-global `environ`, and
glibc REALLOCATES that array when a variable is added — while, at that exact
moment, the PipeWire thread is inside pw_init()'s dlopen making bare getenv()
calls and EGL/CUDA init is running alongside. The file's own doc already called
the pattern "unsound from a live multithreaded host"; it stayed as a fallback.

Three things made it worse than the comment suggested:

- The damaging branch is the one where XAUTHORITY is ABSENT and therefore gets
  ADDED (the realloc case). scripts/punktfunk-host.service deliberately does not
  import the login shell's environment, so absent is the DOCUMENTED NORMAL
  configuration for the shipped unit, not an edge case.
- `rediscover` re-runs this every 2 s for the whole session. A display whose
  connect fails is never pushed into `displays`, so the dead-display skip never
  covers it — the race is not once at startup, it repeats forever.
- It is unfixable in place. Sharing pf_vdisplay's ENV_LOCK is the wrong layer: it
  cannot make C `getenv` take a lock.

The fix is to stop writing `environ` at all. Connecting with an explicitly empty
auth token is what the swap actually achieved: we only reach the fallback when
our own lookup found no usable MIT-MAGIC-COOKIE-1 entry, and x11rb's internal
lookup reads the same file with a STRICTER matcher (it matches family/address
too, which we deliberately do not), so where we find nothing it finds nothing
either and connects unauthenticated. That is exactly why the swap "worked"
against a nested Xwayland started without -auth.

Gives up one case: an .Xauthority using an auth family we decline to guess at but
x11rb would have handled. A gamescope Xwayland writes a single-entry
MIT-MAGIC-COOKIE-1 file, so it is not reachable here, and declining to attach a
cursor overlay beats tearing `environ` out from under a live session.

Also removes XAUTH_LOCK, whose only user this was.

Verified on 192.168.1.25 (Ubuntu, cargo 1.96.0 — the pinned toolchain, pipewire
dev headers present): `cargo check -p pf-capture --locked` and
`cargo clippy -p pf-capture --all-targets --locked -- -D warnings` both clean.
Not verified on glass: the fallback is only reached when the cookie parse fails,
so a normal gamescope session does not enter it. Forcing it needs a nested
Xwayland started without -auth, or a mangled cookie file, on .181/.136.
2026-08-11 13:54:56 +02:00
enricobuehler df6f270e7b chore(safety): forbid unsafe on the crates that are already at zero
Five permanent ratchets, all free today — the point is that they cannot regress
tomorrow. Each crate was re-measured at the commit, not taken from a survey.

`forbid(unsafe_code)`:

  punktfunk-encode-worker  the binary that carries cap_sys_nice. Its header
                           claims "no Wayland, no D-Bus, no network, no
                           plugins"; this makes the memory-safety half of that
                           claim mechanical. `forbid`, not `deny`, so it cannot
                           be re-opened by an #[allow] further down.
  pf-update-check          parses a signed, network-fetched manifest and its own
                           header says it "owns the part where being wrong is a
                           security bug". Signature checking is worthless if the
                           parser around it can be walked out of bounds.
  pf-vaadec                its header states the design constraint outright — it
                           links no libva and compiles on macOS, "which is the
                           point". The crate is full of hand-declared libva
                           repr(C) mirrors; one raw deref and it stops being the
                           CPU-testable half.
  tools/cursor-probe       free, and a probe is where "just deref it to see" is
                           most tempting.

`deny(unsafe_code)` + one localized allow:

  pf-update                root runs this. Its single unsafe operation, a bare
                           geteuid, moves into a named `effective_uid()` helper
                           carrying the crate's one #[allow(unsafe_code)].

Deliberately NOT rewritten to rustix, contrary to the programme document's first
draft: pf-update's Cargo.toml states that its zero-dependency posture IS a
security invariant of a root helper ("no HTTP client, no TLS, no argument
parsing"), and the extern block says the same. Pulling a general-purpose syscall
crate into a root helper to delete one `unsafe` would trade a real property for
a cosmetic one. The localized allow keeps the ratchet: any NEW unsafe anywhere
in the crate is a build error.

Verified: `cargo check -p pf-vaadec -p pf-update-check` and
`cargo check -p pf-update -p cursor-probe` clean on macOS, plus
`cargo check -p pf-update --target x86_64-unknown-linux-gnu` — pf-update's whole
body is behind `cfg(target_os = "linux")`, so the macOS check does not reach the
line that changed. punktfunk-encode-worker is not built here (pf-encode's C
dependencies do not cross-compile from macOS) and needs the Linux CI leg.
2026-08-11 13:49:41 +02:00
enricobuehler 27f0834025 fix(pf-encode): const-assert the AMF vtable and POD layouts
amf_sys.rs mirrors five AMF COM vtables by hand and amf.rs dispatches through
them BY SLOT POSITION — 18 distinct slots across the five tables. The mirrors
carried 118 `Slot` placeholders whose only job is to hold the following slots at
their C offsets, and not one layout assertion of any kind. A slot inserted,
removed or reordered in an AMF header bump calls an arbitrary function pointer
through a mismatched signature: no compile error, no runtime signal.

`AMF_MIN_VERSION` does not defend against this. It checks a version NUMBER, not
a layout, and it is a floor with no ceiling.

The three POD checks that did exist (`AmfVariant`, `AmfGuid`, `AmfHdrMetadata`)
lived in amf.rs's `#[cfg(test)]` module, so they were verified only when someone
ran pf-encode's tests, on Windows, with AMF enabled — and NEVER in a release
build, which is exactly where a mis-mirrored `AMFVariantStruct` does its damage:
it crosses the FFI BY VALUE on every SetProperty. This is the same hole
`a8dd348b` closed for the cuda.h mirrors and missed here.

Adds ~40 `const _: () = assert!(...)` guards next to the mirrors: size of each
of the five vtables, the byte offset of every slot amf.rs actually calls, the
three POD layouts promoted out of the test module, and the AMFData/AMFBuffer
shared-prefix agreement that `create_surface_from_dx11_native`'s
AMFSurface-through-AMFData reinterpretation silently depends on.

Verified by compiling amf_sys.rs standalone (it needs only `c_void`, and a
repr(C) struct of code pointers has the same layout on any 64-bit target, so a
macOS const-eval proves the Windows arithmetic), and by deliberately breaking one
offset to confirm the guard actually fires rather than silently passing.

That check earned its keep immediately: `alloc_buffer` sits at slot 43, not 42.
Counting AMFInterface(3) + AMFPropertyStorage(10) + the AMFContext block by hand
is exactly the error these assertions exist to catch.

Zero runtime behaviour change. The `AMF_MIN_VERSION` ceiling is deliberately NOT
part of this commit: a ceiling would make the next AMF driver release refuse
encode on every AMD box, so it needs a warn-and-continue policy plus an env
override and a real AMF session to gate it.
2026-08-11 13:49:25 +02:00
enricobuehler db6683a585 chore(safety): commit the unsafe census, fix its two bugs, record the baseline
Founding commit for a host-focused Rust safety programme. Adds the census tool
that measures the programme, the 2026-08-11 baseline it produces, and the
programme document itself.

The metric is SHIPPED NON-FFI UNSAFE OPERATIONS: 713. Raw `unsafe {}` block
count is the wrong target and the workspace manifest already says why — 63.3%
of unsafe operations in host scope (1542 of 2435) are a single third-party FFI
call that ash/windows-rs/ffmpeg mark unsafe on our behalf. A block count also
rewards merging blocks, ignores SAFETY comments, and IMPROVES when code moves
from Linux to Windows, because no local check can see the Windows half.

The tool shipped here had two defects, both fixed:

- `in_test_mod` cached parsed `#[cfg(test)]` spans in a dict keyed on `id(src)`,
  the memory ADDRESS of the source string. CPython recycles addresses, so once
  one file's source was collected the next file's string could be allocated at
  the same address and silently inherit the previous file's test spans. Ten
  consecutive runs over an unchanged tree produced 694, 695, 696, 701, 703,
  709, 710, 713, 714 and 721. Fixed by holding a strong reference to the string
  beside its spans, which makes the address un-recyclable while the entry is
  live. Five consecutive runs now agree exactly.

- The layout-assertion regex matched `const _: () = assert!(...)` but not the
  `const _: () = { ... };` block form, which 18 files use — including abi.rs,
  pf-inject/linux/gamepad.rs and pf-capture/.../idd_push/probes.rs. It reported
  102 unguarded repr(C) declarations across 25 files where the true figure is
  60 across 22, defaming three well-guarded files.

A metric that is not reproducible is not a ratchet. The acceptance gate for
this commit is therefore five consecutive identical runs, not one.

Baseline: 713 shipped non-FFI unsafe operations; 60 unguarded repr(C)
declarations across 22 files; unsafe reachable pre-authentication by an
unpaired peer = 0 first-party.
2026-08-11 13:42:05 +02:00
enricobuehler 7ffafb5ef3 chore(api): regenerate openapi.json after merging main
`main` gained the launcher brand tokens (`f62a48d4`) while this branch was open, and both sides
touch the generated document — so it was regenerated from the MERGED source rather than
text-merged. Verified to carry both: the 18 launcher-token entries from main, and this branch's
corrected schema descriptions. No `required` array changed, so no client regeneration is needed.
2026-08-11 11:03:42 +02:00
enricobuehler 4b686f026a Merge branch 'main' into worktree-vd-sweep-2
# Conflicts:
#	api/openapi.json
2026-08-11 10:57:35 +02:00
enricobuehler d6132f7523 chore(api): regenerate openapi.json for the pf-vdisplay policy doc corrections
The sweep rewrote doc comments on `ToSchema` types (`KeepAlive`, `Topology`, `ModeConflict`,
`Identity`, `LayoutMode`, `Layout`, `DisplayPolicy`, `EffectivePolicy`), and utoipa emits those
verbatim as schema descriptions — so the checked-in snapshot went stale and
`mgmt::tests::openapi_document_is_complete_and_checked_in` would have failed.

Several of the corrected descriptions were shipping outright falsehoods to API consumers. The worst:
`KeepAlive::Forever` documented itself as "**Not honored until the display-lifecycle stage**" while
the mgmt handler honors it end-to-end and the `gaming-rig` preset selects it (sweep item 11.7).

Diff is descriptions only — the `required` arrays are unchanged, so no SDK or client regeneration is
needed. Generated with `cargo run -p punktfunk-host -- openapi` in `ci/rust-ci.Dockerfile` under
`--platform linux/amd64`, and confirmed by running the host's own drift test there (37 mgmt tests).

`docs-site/public/openapi.json` is deliberately untouched: it is already ~34 KB behind `api/` from
earlier work, and refreshing it here would sweep in unrelated changes.
2026-08-11 10:55:27 +02:00
enricobuehler dc4d8d6832 fix(pf-vdisplay): correct the regressions this sweep introduced
An adversarial review of the sweep's own diff raised 39 claims; 23 survived independent
verification. This commit fixes them. Several are cases where the sweep traded one bug for another.

**The display budget was enforced in the wrong place.** The new Linux `max_displays` ceiling sat in
`registry::acquire` — which runs again on every mid-stream rebuild. All three create-before-drop
paths hold the old lease while acquiring the new display, and only the mode-switch path passes
`supersedes`, so a session at the ceiling counted itself against the budget and could never recover
from capture loss or a Game↔Desktop switch. At `max_displays = 1` that is a single streaming client.
Moved to `admission::admit`, which is where Windows has always applied it and which is reached once
per connect — so a rebuild cannot hit it.

**"Cannot tell" was collapsed into "wrong mode".** `unanimous_output_size` returning `None` for two
disagreeing gamescopes was compared with `== Some(target)`, so ambiguity took the destructive branch:
a nested per-title gamescope — the normal Game Mode shape — made every connect restart the box's
session and kill the running game. Now a three-state `BoxOutputSize`, where `Ambiguous` mirrors the
live node instead of re-moding, and the post-restart wait asks "did what we asked for come up"
rather than demanding unanimity.

**Decide-then-act lost its mutual exclusion.** Re-scoping the `MANAGED_SESSION` guard fixed the
shutdown restore but let two concurrent creates at the same mode both relaunch, the second stopping
the unit the first was polling. A separate `MANAGED_LAUNCH` mutex restores the exclusion without
putting launch progress back into the lock the restore samples.

**Per-axis policy salvage was applied to a selector.** `preset` chooses the other axes, so salvaging
it to the default silently re-pointed the whole document; it now refuses the document instead. A file
whose every axis is unreadable also reported `configured() == Some(default)` — flipping Linux
identity from Shared to PerClient — and now correctly reports unconfigured.

**The six `#[serde(default)]` on `EffectivePolicy` are reverted**: they loosened `POST/PUT
/display/presets` (an omitted axis defaulted where it used to 400), which nobody asked for. The
catalog salvage they were added for now lives in a private Deserialize-only mirror type, so the read
path stays lenient and the wire contract stays strict.

Also: the Windows create path stored the OS-committed refresh in the field `acquire` uses as its
resize discriminator, so a same-mode re-acquire looked like a hotplug — the requested and committed
modes are now separate fields; `output_within`'s timeout arm detached both reader threads (now
bounded by a drain grace, capped at 16 MiB, and logged honestly — a `systemd-run --pipe` unit escapes
the process group and cannot be reached); `reenable_outputs_kscreen` abandoned the mode restore
whenever kscreen-doctor hit its budget even though the enable may have landed (now tri-state);
`write_atomic` replaced a symlinked portal config with a regular file, severing dotfiles management;
several new budgets were too short for the helper they bound (`steam -shutdown` was being killed
before it could deliver the request; `linger_enabled` read a 300 ms timeout as "not lingering" and
hard-failed a correctly configured box); and a restore logged an operator-facing error for a
`systemctl` call that had merely outlived its budget while systemd still owned the queued job.

Verified: 107 tests on macOS, 202 on Linux (executed in a container, not merely type-checked),
Linux and Windows clippy clean at `-D warnings`, fmt clean.
2026-08-11 10:06:16 +02:00
enricobuehler 8b98d0b3ec fix(pf-capture): a sweep found nine real defects behind comments that asserted the opposite
Reviewed the whole crate (15.6 kloc) for bugs, safety, structure and comment truth.
Both compile gates are green: `scripts/xcheck.sh windows clippy` and
`cargo clippy -p pf-capture --all-targets --locked -- -D warnings` in the amd64 CI
image (the Linux half needs libpipewire, so it cannot ride xcheck).

Code defects, each one contradicted by a comment sitting next to it:

* `pipeline_depth` clamped to `OUT_RING` (3) while both `repeat_last` and `OUT_RING`
  state the safe maximum is 2. `d` frames in flight need `d + 1` textures, so
  `PUNKTFUNK_IDD_DEPTH=3` rotated onto the slot NVENC was still reading and the convert
  overwrote it in place — torn frames, silently. Now `OUT_RING - 1`.
* The GDI cursor poller published `visible: true` for a NULL `hCursor` carrying
  `CURSOR_SHOWING` — how an app hides the pointer for its own window. The last
  rasterised arrow was then blended into a game that had hidden its cursor. Every
  rasterise gate already tested `handle != 0`; the published verdict now agrees.
* The ETW event callback did `RING.lock().unwrap()`. That is an `extern "system"` fn, so
  a poisoned lock panicked across an FFI boundary and ABORTED the host — a diagnostic
  taking down capture. Poison-tolerant now, which also makes the poison unreachable.
* `ChannelBroker::send` bounded the ring with `debug_assert`, so a release build instead
  panicked mid-`duplicate_and_deliver`, unwinding past the reap and leaking every handle
  already planted in the driver's WUDFHost. Refuses before the first duplication.
* `set_active(false)` did not clear `stall_since`, so a pooled capturer carried a stale
  stall clock into its next stream and reported capture loss microseconds in.
* `attach_gamescope_cursor` evaluated `spawn` before dropping the old source: two readers
  published into one slot, and a failed spawn destroyed a working reader. Idempotent now.
* `PUNKTFUNK_FORCE_SHM` used a bare `== "1"` compare, silently ignoring `=true`/`=on`.
* `spa_meta_bitmap.offset == 0` is SPA's "no image data" signal, distinct from the
  `bitmap_offset == 0` position-only case. Unhandled, it decoded the header's own words
  as cursor pixels and cached them.
* A `VideoInfoRaw::parse` failure was swallowed, so a malformed Format pod surfaced as
  the generic "no acceptable format" timeout. It is logged, and parsed once, not twice.

Comment corrections, all verified against the code they describe: four claims that a
failed open falls back to DDA (removed — the caller drops the keepalive under
"no fallback"); three comparisons to the removed WGC path; "we do NOT gate HDR on the
client's VIDEO_CAP_10BIT" (it does, in three places); the P010 sampler's "4 explicit
taps / 2x2 box" (two taps, left-cosited — the box was the bug it replaced); the cursor
meta cap quoted as 256x256 (1024, and 256 is the value that cost the whole Linux cursor
channel on-glass); the poller's "~60 Hz" (4 ms, ~250 Hz); "several minutes of coverage"
(~26 s); "8 frames in 400 ms >= 20 fps" (7 intervals, so 17.5); three "process-wide" HDR
latch claims (per-source, which is why HdrSource exists); a SAFETY proof claiming a view
is "unmapped never" (Drop unmaps it); the Linux module header describing a bounded
channel and BGRx-only frames (one-deep overwriting slot, several formats); and a doc
line stranded on `DisplayDescriptor` by an earlier split, restored to `IddPushCapturer`,
which had none.
2026-08-11 10:04:58 +02:00
enricobuehler 6b33750edc fix(pf-vdisplay): one non-UTF-8 byte in a portal config destroyed the whole file — in the module written to prevent exactly that
`portal_config::ensure_key` folded EVERY read failure into an empty string
(`read_to_string(path).unwrap_or_default()`). `upsert("", …)` then produced a file containing only
our block, the one-time backup was skipped because `!existing.is_empty()` was false, and the write
replaced the user's config — returning `Ok(true)`.

So a single Latin-1 character in a comment in `~/.config/hypr/xdph.conf` or
`~/.config/xdg-desktop-portal-wlr/config` destroyed the operator's entire portal configuration, with
no backup and no warning. The module doc says flat-writing these files "destroyed [everything else]
on first connect, silently and permanently" and that this module exists so it cannot happen; that
one line re-opened the door. The same shape hit a transient EIO on an NFS or overlay config dir.

Now: bytes are read with an explicit match, only `NotFound` may mean "empty", a non-UTF-8 config is
refused by name rather than replaced, the backup is taken by BYTES, and the write is atomic
(temp + `sync_all` + rename in the same directory, permissions carried over). Five new tests, all
running on macOS — `a_non_utf8_config_is_refused_not_replaced` fails against the old code.

Also in the wlr/Mutter family:

* **Mutter's `Primary` rebuilt kept physicals from scratch** — scale forced to 1.0, transform to 0,
  disabled heads re-enabled — so a rotated, 2x-scaled or deliberately-disabled monitor came back
  wrong, while the code went to real trouble to preserve refresh. Each head now carries its
  pre-connect scale and transform, and x advances by the LOGICAL width.

* Three availability probes read session env (`SWAYSOCK`, `XDG_CURRENT_DESKTOP`,
  `HYPRLAND_INSTANCE_SIGNATURE`) with no `ENV_LOCK` while `apply_session_env` `set_var`s the same
  keys from another thread — the glibc setenv/getenv race this crate's own lib.rs documents as UB.

* `wlroots::create_output` ran a statement before its `OutputGuard` existed, so a raced
  `wait_new_output` orphaned the output permanently — hyprland takes the guard first. The
  before/after name diff also ran outside any lock, so two concurrent creates could adopt each
  other's output. Both now run under a create lock, with a stray sweep on the failure path.

* `select_and_cast`'s timeout arm dropped the portal thread's `stop` flag un-set — the same leak
  Mutter was already fixed for. The guard is now built before the wait, in both copies.

* The xdpw chooser file was written per session and never removed, permanently shadowing the
  config's fallback with the name of an already-unplugged output. Its lifetime is now the handshake,
  not the session — scoped deliberately, because tying removal to the keepalive would let one
  session delete another's selection hours later.

* Hyprland's headless outputs are now named `PF-<pid>-<n>` and reconciled at startup, so a crashed
  host's leftovers are reclaimed while a live sibling host's outputs cannot be pulled out from under
  it. `set_monitor_rule` no longer discards hyprctl's rejection text and then hard-codes a
  GBM/dmabuf diagnosis it never verified.

* Both wlr backends silently dropped the `topology` policy axis: `Primary`/`Exclusive` was accepted,
  echoed by the mgmt API, applied on three backends and a no-op on two. They now say so.

Item 8.1: `swaymsg`, `hyprctl` and the portal `systemctl --user try-restart` calls are bounded
through `proc` with named budgets.
2026-08-11 09:22:32 +02:00
enricobuehler ef72d102b6 fix(pf-vdisplay): KWin's re-enable reported success when it matched no outputs at all, leaving a physical monitor dark
* **`reenable_outputs` returned `true` when it matched NONE of the requested outputs.** Unresolvable
  outputs were `continue`d and the return was the apply verdict alone — but an empty
  `kde_output_configuration_v2` still gets an `applied` event. So a total no-op suppressed the
  `reenable_outputs_kscreen` backstop and the operator's physical monitor stayed dark. Now counts
  staged outputs and returns `ok && matched == outputs.len()`, and refuses to apply an empty
  configuration at all.

* **The kscreen restore logged "restored the physical/bootstrap outputs" unconditionally**, with
  both call results discarded — including when `kscreen_ok` returned false on its 5 s budget, which
  is exactly the wedged state that fallback exists for.

* **`Session::open` swallowed every failure reason** — connect error, barrier timeout, missing global
  — and three of four callers degraded to kscreen-doctor with zero log. This is the class that hid
  the KWin >= 6.7 registry regression: a shipped fallback firing silently on every machine. It now
  logs at warn with the reason and the caller's operation name.

* `last_name` was seeded with a name kscreen-doctor can never resolve (KWin's address is
  `Virtual-punktfunk…`), so the intended default was guarded by an `is_none()` that could never hold
  and `apply_position` ran against no output. `our_uuid` was never reset per `create` and only
  assigned under `outcome.handled`, so a supersede positioned the *previous* output and never fell
  back.

* `probe()`'s `roundtrip` was the only unbudgeted compositor wait in the crate — every sibling path
  is budgeted — and it is reached from an async mgmt handler. Now bounded at 3 s. The pre-`created`
  dispatch loops gained deadlines and now set `stop` on the timeout arm.

* Every `wl_output` global was bound for the session's life with no `GlobalRemove` arm and no
  `release()`, on the virtual-output path too, which never reads them: unbounded growth on a
  hotplugging session.

* `monitors::list` was the one KWin call site with no kscreen fallback at all, despite `list_monitors`
  failing on exactly the condition the other four fall back for. It has one now.

* `CVT_H_GRANULARITY` and `MANAGED_PREFIX` existed as two literals under prose asserting they match;
  the second copy now imports the first.

The wider facade extraction (item 9.1) is deliberately not in this commit, but its two prerequisites
are — a comment at the restore seam records why they had to come first: a fallback arm that returns a
value the helper never checked re-introduces the silent success, behind a seam whose selling point is
one honest log per decline.

Also corrects the `PhysicalMonitor` type doc, which claimed "logical geometry throughout" while
`width`/`height` are the mode's PIXELS and `x`/`y` are logical, and adds the `logical_size()` helper
that is the only correct way to compare an extent against a position.
2026-08-11 09:22:11 +02:00
enricobuehler b2c03f1904 fix(pf-vdisplay): a managed launch blocked the shutdown restore that was meant to rescue it, and re-moding could flip the operator's own screen
The gamescope subsystem — the crate's largest and fastest-churning area, and the one the 2026-07-28
sweep predates most of.

* **`MANAGED_SESSION` was held across the ~90 s managed launch**, and the shutdown/idle restore
  blocks on that same lock — *after* it has already stopped our unit. So the display-manager restore
  never ran and the box was left with no session at all. `create_managed_session` now decides under
  the guard and acts outside it, re-acquiring only to store the result; `do_restore_tv_session`
  consumes the record in a short scope at the top. Same shape the SteamOS twin already used.

* **The physical-display guard was bypassed whenever no gamescope node happened to be published.**
  `if physical_display_connected() { if let Some(node) = find_gamescope_node() { … } }` fell through
  to `set-environment SCREEN_WIDTH/HEIGHT/CUSTOM_REFRESH_RATES` + `restart` when the node was
  momentarily absent — gamescope restarting between titles, or built without PipeWire — flipping the
  operator's own screen to the client's resolution and bouncing a DM-driven login session. The guard
  now refuses instead of falling through, and the forced `SCREEN_*` values (which were never unset,
  so every later session on the box inherited them) are tracked and `unset-environment`ed on restore.

* **`current_gamescope_output_size()` reported an arbitrary gamescope's `-W`/`-H`** — whichever
  `/proc` enumerated first — and four consumers treated it as this session's output size. It now
  answers only when every gamescope on the box agrees, and `None` ("cannot tell") when they differ.
  `heads.rs` no longer takes it at all: it reads the size off the DRM-backed argv it already
  selected. Its test previously passed `None`, which is why the hazard was invisible.

Resource and honesty fixes: the ATTACH path armed the box's own session-unit bind drop-in and no
in-process path ever removed it (now tracked and disarmed on both restore arms); `wait_for_node`
never called `try_wait`, so a gamescope that died at `vkCreateDevice` was polled for the full 15 s
and the error then blamed headless capture support; `do_restore_tv_session` deleted its crash-recovery
state *before* the unbounded work that state records, so a grace-period expiry in that window left
the DM down with nothing on disk to heal it; the SteamOS takeover's two failure arms never armed the
TV restore though the session-plus twin does; the TV-session restore logged success with the
`systemctl` status discarded; the `steam -shutdown` child was dropped un-reaped; and a managed
session that took nothing over was never persisted, so a host crash orphaned the transient unit.

Item 8.1: the unbounded `pw-dump`, `systemctl`, `loginctl` and `pkexec` calls in this subsystem now
go through `proc::{status_within, output_within}` with per-call budgets. `pw-dump` is polled from
three separate 45 s loops against the very daemon this file documents gamescope as head-blocking,
and until now a hang there pinned the session's stream thread forever.
2026-08-11 09:22:09 +02:00
enricobuehler db65980979 fix(pf-vdisplay): the ghost-monitor reap fed live devices to pnputil, and two unsafe fns had no unsafe in them
Windows half of the sweep — the reap bug, a panic that poisons two locks, and a round of unsafe
reduction.

* **The ghost reap selected the wrong devices.** It filtered `Status -ne 'OK'`, a HEALTH field: that
  matches devices that are PRESENT but in Error/Degraded/Unknown, not the ABSENT ones the reap is
  for — and it handed them to `pnputil /remove-device`, contradicting its own documented contract.
  It runs from `add_monitor`'s mid-session slot-exhaustion recovery, so the blast radius is a live
  session. Now filters on `-not $_.Present`.

* **`ensure_pinger` still used the panicking `thread::spawn` while holding two locks**, poisoning
  both — the un-fixed twin of a fix that already landed for `ensure_exclusive_watch`. Same shape
  applied.

Unsafe reduction, continuing the program that made pf-win-display's CCD helpers safe fns:

* `resolve_target_gdi` and `reisolate_after_swap` were `unsafe fn`s containing zero unsafe
  operations, and the three call-site SAFETY proofs described FFI they no longer perform. Both are
  now safe fns and those blocks are gone.
* `VdisplayDriver::open`'s `# Safety` section named no caller obligation — the same empty shape an
  earlier phase already removed from `open_device`.
* `(*detail).DevicePath.as_ptr()` derived a pointer from a `[u16; 1]` field and handed it to
  `CreateFileW`, which reads the whole flexible-array path beyond it. Now taken with `&raw const`
  from the full struct, so the pointer carries the provenance of the bytes actually read — the same
  correction already made for `MONITORINFOEXW` in ddc.rs.

Comment fixes, all verified against the code: three intra-doc links to a type this crate does not
have; a doc-comment run merged so that `shrink_action` — the gate that keeps a `Primary` group's
physical panels lit — read as undocumented while its rationale sat on an unrelated polling helper;
and the backend module header, which documented itself against a `sudovda` module that does not
exist and a fallback the crate says was removed.

Adds the first tests for `knobs.rs`, `instance.rs` and `driver.rs` — including `is_privileged_sid`,
the security-relevant predicate that decides whether an existing single-instance name is another
host or a squat, which had no coverage on any platform.
2026-08-11 08:49:06 +02:00
enricobuehler a1ff0dde0c fix(pf-vdisplay): the host promised HDR and cursor forwarding for gamescope sessions it did not start
`gamescope_ours_and` answered "did WE spawn this gamescope?" by reading `PUNKTFUNK_GAMESCOPE_NODE`.
Phase 2.3 deleted the code that published that key — routing.rs's own doc says "Nothing is written
back to the two knobs" — but this consumer was never migrated, so the read now returns "not
attaching" for every attach.

Both consumers then answer for a session this host has no flags on. On a plain box with a foreign
gamescope already running, `pick_gamescope_mode` resolves Attach at its fifth rung while the env key
stays unset, and the probe half only inspects the resolved BINARY, which is our patched build:

* `gamescope_composites_cursor()` returns true, so the host attaches no XFixes reader and blends
  nothing — while the stock gamescope actually running was never given
  `--pipewire-composite-cursor`, so the stream carries no pointer at all.
* `gamescope_hdr_available()` returns true, so the Welcome fixes `bit_depth` at 10 and the session
  negotiates BT.2020/PQ over an 8-bit SDR composite. The Welcome cannot take that back.

The same two failures hit the `capture_monitor` mirror route on any Bazzite or SteamOS box, where
the running Game Mode gamescope is by definition not one this host spawned.

The question is now asked of the resolved route rather than the environment, via a pure
`session_is_a_foreign_gamescope` that runs — and is tested — on every platform. The residual gap is
named in the doc rather than papered over: `create_managed_session`'s create-time degrade to a
foreign attach is still invisible to a ladder re-run.

Also in this commit:

* Two unguarded session-env reads now take `ENV_LOCK` (`detect()`'s `XDG_CURRENT_DESKTOP` fallback
  and `effective_topology()`'s legacy pins). `apply_session_env` `set_var`s those same keys from
  another thread, which is the glibc setenv/getenv race this crate's own lib.rs documents as UB.
* `mirror.rs`'s `names_ours_conclusively` was a `matches!` whose omitted default was the UNSAFE
  direction — a new backend would silently get its own virtual displays mirrored. Now exhaustive, so
  adding a `Compositor` is a compile error at the one site where the answer is a safety decision.
* `MirrorDisplay` overrides `poolable_now() -> false`; its `create` always reports `External`, so
  the trait's `true` default was a pre-create claim contradicting the post-create fact. The trait
  doc now says plainly that the default is a default and not a fact.
* The crate front-door doc listed 3 of 7 backends and quoted line counts half the size of the
  current crate; `routing.rs`'s summary was attached to the wrong item and described a published env
  channel that no longer exists; `available()` is no longer documented as cheap when it forks
  `gamescope --version` and does an unbudgeted Wayland roundtrip per call.
2026-08-11 08:48:49 +02:00
enricobuehler 9d58f4c170 fix(pf-vdisplay): one unreadable byte reverted the host to built-in display defaults, and one bad preset dropped the whole catalog
The policy layer folded every failure into "unconfigured", then wrote that emptiness back.

* **Any parse error reverted the WHOLE policy.** An unknown enum variant, a mistyped scalar, an
  EACCES or EIO — all became `Err(_) => None`, i.e. the host silently ran on built-in defaults with
  the operator's `display-settings.json` still sitting on disk. Parsing is now layered: strict
  first, then per-axis salvage so one unreadable axis costs only that axis, and only `NotFound` is
  quiet — EACCES/EIO warn loudly that the host is on defaults. `version` is read instead of being
  blindly rewritten to 1.

* **One malformed entry dropped the entire custom-preset catalog**, and the next CRUD atomically
  renamed the empty vector over the file. Entries are parsed one at a time now; a lossy load is
  flagged and refuses to overwrite.

* `sanitized()` clamped `max_displays` but never `KeepAlive::Duration.seconds`, so a PUT could pin a
  display for ~136 years — a deadline the reaper never reaches and a nonsense `expires_in_ms` in
  `/display/state`. Clamped to a day, in both `sanitized()` and `sanitize_preset_fields`, and
  sanitization now runs on LOAD as well as on write.

* The two stores' temp files had fixed names and no write lock, so concurrent saves could interleave
  serialize -> rename -> in-memory update. Unique suffixes, a lock, and the in-memory update ordered
  after the rename.

* `new_preset_id` never consulted the loaded entries for collisions.

* **Manual layout could place an unpinned display exactly on top of a pinned one**: the fallback was
  the unconditional auto-row prefix sum, blind to where prior members were pinned. Unpinned members
  now pack clear of the pins. Layout keys are canonicalized and unusable ones dropped at write time
  rather than persisted-and-ignored.

Adds 20 tests, all running on macOS: a 20k-round randomized property test asserting no unpinned
member ever overlaps a sibling (verified to fail against the pre-fix `arrange_manual`), the salvage
and quarantine paths, the clamps, and a field-count guard that fails the moment a 13th policy axis
appears without being wired into the merge path.

Note: `partial_json_fills_defaults` was renamed to `serde_defaults_fill_a_partial_document` with no
assertion weakened — it pins the FILE contract (an old settings file must still load), which is not
the mgmt PUT contract that sweep item 11.1 is about.
2026-08-11 08:48:47 +02:00
enricobuehler 61ff543acc fix(pf-vdisplay): a new client could be handed a streaming client's display, and a blind /proc scan tore every backend down
Five defects in the registry/identity half, plus the restructure that finally makes them testable.

* **A new client could be assigned a LIVE client's identity slot.** `DisplayIdentityMap::resolve`
  LRU-evicted purely on its `seen` stamp, with no knowledge of which ids are streaming. On Windows
  that id keys the manager's slot map, so the newcomer took the plain-JOIN branch and inherited the
  other client's monitor, capture target and stop flag. `resolve` now takes the live set, never
  evicts a live id, and REFUSES rather than hand one over — degrading to the shared/auto identity.

* **A transient `ActiveKind::None` invalidated every backend entry, including live streaming ones.**
  A `read_dir("/proc")` that happened to fail satisfied the change test and bumped the session
  epoch. A `None` observation is no longer evidence a desktop went away, and no longer overwrites
  the baseline (which would have bumped the epoch on the next poll anyway).

* **The Linux pool had no display ceiling at all** — `max_displays` was enforced only on Windows,
  while the pool keys on the CLIENT-SUPPLIED mode, so each distinct requested resolution minted a
  new display. Now capped in `linux::acquire`, gated on `poolable_now` so a gamescope attach or
  managed session (which consumes no pool slot) is not refused.

* **Two different definitions of "display group"** — `group_key` and a bare backend-name compare —
  and only one separated gamescope spawns. Unified as `pool::in_group`. The `position_for_new`
  collection also lacked the supersede exclusion the topology check 70 lines earlier had, so a
  mid-stream resize auto-rowed the replacement past its own dying predecessor, walking the display
  one width to the right on every mode switch.

* **Lifecycle events were wrong in both directions**: `Created` fired on keep-alive reuse, and
  `Released` fired only from the mgmt endpoint — never from a lease drop, the linger reaper,
  `mark_failed`, `retire` or `invalidate_backend`. All six now emit.

Also: `Release::Noop` no longer runs a full teardown (the one outcome the state machine defines as
"do nothing"); a failed linger-reaper spawn logs and retries instead of consuming its `Once` and
never tearing a kept display down again; group ids are a monotonic per-key counter instead of an
index into the currently-live sorted set, so an unrelated group appearing no longer renumbers a
display; and a corrupt `display-identity.json` is renamed to `.bad` with a warning rather than
silently overwritten, which used to reset every client's stable id and its saved DPI.

The pure half of the pool (`Entry`, `group_key`, `epoch_matches`, `take_expired`, `at_display_budget`,
`position_for_new`, `assign_group_ids`, `assemble_displays`) is now a non-cfg'd `mod pool`, so the
registry's decisions are exercised on every platform's CI instead of only on a Linux box. Crate test
count 53 -> 94.
2026-08-11 08:48:15 +02:00
enricobuehler dd9bbaf1c5 fix(pf-vdisplay): a helper that outran the pipe buffer had its output thrown away as a timeout
`output_within` read stdout/stderr only after the child exited, and its doc justified that with
"these helpers emit at most a few hundred KiB, well under any real pipe pressure". A pipe holds
64 KiB. Anything past that blocks the helper in `write()`, so it never exits, the budget kills it,
and a successful query is reported to the caller as `TimedOut` with its answer discarded.

The busiest caller is the one that trips it: `pw-dump` on a populated PipeWire graph clears 64 KiB
routinely and is polled from the 45 s gamescope loops. Confirmed empirically — a child writing
1 MiB into an undrained pipe never exits.

Both pipes are now drained on their own threads, concurrently with the wait.

That makes the joins load-bearing, which exposed the second half: the Unix `tree::Guard` was an
empty stub whose doc claimed `Child::kill` "already ends the only process there is". It never did
for this crate's Linux helpers — `pkexec`, `systemd-run`, `systemctl --user` and the `sh -c`
wrappers all fork — and a surviving grandchild holds the pipes' write ends, so a reader would wait
for an EOF that never arrives. The child is now the leader of its own process group and the guard
`killpg`s it, which is the Unix shape of the Job object the Windows half already used.

Also gates `pf-frame`, `pf-gpu` and `pf-encode` to Windows: every use site of all three is
`cfg(windows)`, and between them they dragged FFmpeg, ash and openh264 into the Linux build for
nothing (sweep item 13.19).
2026-08-11 08:22:16 +02:00
enricobuehler 332a81b077 Merge remote-tracking branch 'origin/main' into worktree-android-console-visual-refresh
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2026-08-11 07:37:32 +02:00
enricobuehler f692a1877c fix(android): the console answers its first field test — the glass, the drum, and the room to breathe
Every item from the on-glass review on the Nothing Phone 3, which found the refresh technically
correct and visually wrong.

**The glass was structurally broken, twice.** The focus bloom was drawn OUTSIDE the clip on
purpose ("a glow that stops at the edge is just a brighter border") — but unclipped drawing does
not stop at the row's neighbours either: in a list it painted over the rows above and below, and in
the carousel it escaped the card entirely. And the focus drop shadow is drawn UNDER the surface,
which is translucent — so the shadow showed straight through the fill as a dark rectangle floating
inside every card and field. Both are gone, and the comment forbids their return: the Apple glass
(`GlassStyle.swift`) is material + an animatable tint, full stop. Focus is now the fill and border
brightening (tint up to 0.28, near Apple's 0.30) — which is also why it finally animates like the
Apple client: one interpolating fill instead of four stacked effects arriving on separate curves.

**The select field is now the Apple drum.** `ConsoleOptionBand` ports `GamepadOptionBand.swift`
whole: options ride a turning cylinder segment, position driven by one spring whose retargeting
preserves velocity — rapid steps accumulate into one accelerating travel instead of five restarted
fades. Linear, not a ring; neighbours exist only mid-flight; the soft edge is per-option opacity,
never a mask (a mask rasterises the projection away — the Apple file's own field verdict). The
band's width is fixed by the row, so a step can never reflow the chevrons; portrait narrows it
(132 dp) because at 156 the LABELS truncated, and a clipped label loses meaning where a drum value
only loses its tail into the edge fade. Chevrons are icons now, not '‹' text glyphs.

**Landscape got room.** Rows cap at the Apple client's 620 dp and sit left; the focused row's
description moved into the width a wide phone was wasting — a side pane on the right, with the
row's label anchoring it — instead of a band floating over the list's tail. Portrait keeps the
band. Add-host fields take the same cap.

**The list is no longer guillotined.** The safe area now applies to the CHROME (strip, sides, top)
only; the list runs to the physical bottom edge with the bottom inset folded into its
contentPadding, so scrolled rows glide off the screen instead of being cut at an invisible line
above it.

**"Default settings" stopped shouting.** The headline that repeated itself on every tab is a quiet
"Defaults" chip at the strip's end — same honesty (this screen edits the base layer only), no
second heading repeating the tab pill's own word.

**Tab switching is finally directional.** The old cut slid a single list's contents 24 dp under an
85 % fade — the same crossfade whichever shoulder was pressed. It is now an AnimatedContent whose
incoming section slides from the side the press pointed at while the outgoing leaves the other way.
Each pane owns its own LazyListState (one state cannot attach to two lists — the constraint that
motivated the single-list hack), seeded at the section's restored cursor.

**The carousel ignores the safe area again, on purpose.** Insetting the pager clipped the fanned
neighbours at the cutout edge; cards visibly cut off is worse than cards behind a camera. Only the
centred card matters and it sits mid-screen — the title and legend keep their insets, they are
content.

**The legend stopped jumping.** The connect takeover parked its pill at bottom-CENTRE, so pressing
Connect made the one piece of chrome that should read as fixed leap halfway across the screen. It
now sits at the same bottom-start inset as every console screen.
2026-08-11 07:31:57 +02:00
enricobuehler d715225960 Merge pull request 'Launcher tiles get their launcher's logo — a brand token on the wire, the vector in every client' (#162) from worktree-launcher-icons into main
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Reviewed-on: #162
2026-08-11 04:58:36 +00:00
enricobuehler e1198495e0 Merge pull request 'NixOS+KDE still has no compositor on 0.27.0 — a capped KWin refuses the /proc/exe rung that #158's fix depends on' (#161) from worktree-nixos-capped-compositor-exe-denied into main
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Reviewed-on: #161
2026-08-10 21:28:10 +00:00
enricobuehler 6336e16350 Merge pull request 'bun audit went red on the console — three findings had fixes, the other two have no patched version anywhere' (#160) from worktree-bun-audit-web into main
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Reviewed-on: #160
2026-08-10 21:27:42 +00:00
enricobuehler f62a48d4a9 feat(library): launcher tiles get their launcher's logo — a brand token on the wire, the vector in every client
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A launcher tile (role: "launcher", design D4) shipped no art on purpose:
a launcher's own icon is square, every client cover-crops a 2:3 poster,
and the crop turns a mark into a strip. So the tiles were the launcher's
name on a flat accent face — legible, and the blandest thing in the grid.

Entries now carry an optional `icon`: the NAME of a brand mark, never
image bytes and never a URL. `[a-z][a-z0-9-]{0,31}`, shape-validated by
the host on every lane (a client interpolates the value into a resource
name or an asset lookup, so the guard belongs upstream of all of them,
and each client re-checks rather than trusting the peer).

A token rather than art because the alternative is closed by
construction, and deliberately: the art proxy serves what the bytes ARE
(sniff_image_type) and SVG is not on that list — it is script-capable
XML and the console renders library art in a browser. Widening that
sniff would trade a rendering nicety for a stored-XSS surface. Naming
the mark keeps the refusal intact, keeps the glyph vector at whatever
size a tile happens to be, lets it take the tile's ink, and adds nothing
to a reconcile payload that is already body-limited. The cost is that a
third-party plugin cannot ship a mark no client bundles; its tile falls
back to the launcher's name, exactly as before, and the fix is a PR
adding the master.

assets/launcher-icons/ holds seven monochrome masters with per-mark
provenance and licensing (Simple Icons CC0: lutris, heroic, epic, gog;
Font Awesome CC BY: steam, xbox; Playnite's own logo, MIT). steam is
generated FROM assets/os-icons/steam.svg so the SteamOS host badge and
the Steam launcher tile can never drift.

scripts/gen-launcher-icons.sh bakes the three derivatives that cannot
consume a master (GTK symbolic SVG, Windows PNG, Apple template PDF)
and — unlike gen-os-icons.sh, which prints path data for a human to
paste — GENERATES the three inline registries (web console, Android
ImageVector, pf-console-ui Skia). Three clients x seven paths of up to
3 kB is a transcription error waiting to happen, and a mangled character
is a silently wrong logo rather than a build failure. The generated Rust
goes through rustfmt, since `cargo fmt --all --check` is a CI gate and a
generated file that fails it would fail every regeneration.

All six renderers draw the mark CONTAINED, never cover-cropped: the
masters' viewports are not square (steam 496x512, playnite 1024x1024)
and filling a 2:3 frame would reproduce the strip this exists to avoid.
Every one keeps its old fallback for a token it has no art for.

Epic, GOG and Xbox marks ship dormant. Those plugins' launcher switches
are off by default and emit nothing, because the host has no verified
launcher_ui activation for them yet — shipping the art now keeps turning
one on the one-line plugin change those plugins promise, instead of also
needing a release of all six clients.

api/openapi.json and the SDK are regenerated (the spec's version field
was stale at 0.25.0 and now reads 0.26.0, which is the crate's actual
version — an unrelated line that regeneration necessarily corrects).

Verified: host cargo check, clippy -D warnings across pf-client-core /
pf-console-ui / punktfunk-client-session / punktfunk-client-linux, plain
build, pf-console-ui tests (77, including a new one asserting all seven
masters parse under Skia and one asserting the letterbox stays inside
its box), pf-client-core tests (188), cargo fmt --all --check, Apple
swift build, Android compileDebugKotlin, web tsc + vite build,
plugin-kit tsc, biome. The Windows client is NOT compile-verified — it
cannot be built from a Mac (scripts/xcheck.sh covers only the capture
stack by design) and CI does not build it either; its tile change needs
a real box before it ships.
2026-08-10 23:26:47 +02:00
enricobuehler c817e4bec0 fix(pf-vdisplay): a CAPPED compositor refuses /proc/exe — NixOS+KDE still undetectable
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v0.27.0 resolved the nixpkgs wrapper decoration (`.kwin_wayland-w`) through `/proc/<pid>/exe`.
On the box that fix was written for, the kernel refuses that link.

Reading `/proc/<pid>/exe` is not gated on owning the process: `cap_ptrace_access_check` requires
the reader's effective set to be a superset of the target's PERMITTED set. NixOS's own Plasma
module ships `security.wrappers.kwin_wayland = { capabilities = "cap_sys_nice+ep"; }`, and our
host must stay uncapped — a capability is precisely what makes it unidentifiable to KWin (#136).
So the two traps compose: the name NEEDS `exe` because nixpkgs wrapped the binary, and `exe` is
DENIED because NixOS capped it. `detect_active_session` went back to `ActiveKind::None`, and every
connect died `no usable compositor` with `wayland="-"` — the identical signature to the bug #158
fixed, which is why a box worked around with a decoy process broke again when the decoy went away.

`match_name` now falls through to `argv[0]` (`/proc/<pid>/cmdline`) when `exe` is unreadable. It
reads correctly for the same reason `ps` does: make-wrapper's wrapper `exec -a "$0"`s the hidden
binary, so `argv[0]` survives the decoration `comm` does not. It is consulted LAST and never
overrides a readable `exe` — it is the process's own claim about itself, and a same-uid process can
set it to anything; the worst a spoof achieves is aiming detection at a backend that then fails its
own availability probe.

MEASURED (Linux 6.x, same-uid reader, target holding cap_sys_nice), for a file capability and for
the ambient form `security.wrappers` actually uses — identically:

  /proc/<pid> owner   real uid   (so the uid filter upstream was never the problem)
  comm                readable   (decorated + truncated, unusable alone)
  exe                 EACCES
  cmdline (argv[0])   readable

End-to-end against a LIVE capped, `.kwin_wayland-wrapped` process, old resolver vs new, both
extracted verbatim from their own sources: v0.27.0 answers `.kwin_wayland-w` (no match) in both
capped scenarios and `kwin_wayland` uncapped; the fixed one answers `kwin_wayland` in all three.

Also reached by the same rung: gamescope carries `cap_sys_nice` on a number of distros, so a
wrapped-and-capped gamescope was equally invisible to the foreign-gamescope probe.

Tests are fixture-driven (a temp dir with `comm`/`exe`/`cmdline`), for the reason #158 documented:
a renamed `/bin/sleep` stand-in dies instantly on multi-call coreutils and reads exactly like the
resolver being broken. 11 tests extracted verbatim and executed on Linux as a non-root user —
0 failures. `cargo fmt --check` and `scripts/xcheck.sh linux clippy` (`--all-targets`) clean.

Refs #158, #136.
2026-08-10 23:23:59 +02:00
enricobuehler ad806be70a fix(deps): close the dompurify, js-yaml and nanoid advisories in web
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The audit workflow's blocking `bun audit` leg went red on web with five
findings; sdk and plugin-kit stayed clean. Three had published fixes and are
bumped through the existing overrides block:

  * dompurify  3.4.12 → 3.4.13  GHSA-55q2-fjhq-7xh7 (IN_PLACE hook removal
    leaves a detached subtree executable). The override was already pinned at
    ^3.4.12, which the new advisory range swallowed.
  * js-yaml    4.3.0  → 4.3.1   GHSA-5p4m-2wfm-xmqj (quadratic CPU in !!omap).
  * nanoid     3.3.16 → 3.3.18  GHSA-2v37-7h3g-55p8 (custom generators loop
    forever at size zero). New override — it arrives under postcss, which was
    already pinned, but the pin does not reach postcss's own dependency.

The remaining two are the image-size infinite-loop DoS pair
(GHSA-w3rx-r6r6-pgpr, GHSA-5p2g-fcmc-qvqq), and they are ignored in the
workflow rather than fixed, because they are both unfixable and unreachable:
the vulnerable range is `<= 2.0.2` and 2.0.2 is the latest published version,
so no override can clear them; and image-size rides in under
@unom/ui > @payloadcms/richtext-lexical > ... > payload, where
@payloadcms/richtext-lexical is a peer that only @unom/ui's ./richtext export
needs. The console imports section, toast, button, card, dialog, form/*,
material and tabs — never ./richtext — so payload is auto-installed peer weight
that no bundle and no request path touches. The ignores are scoped to the web
matrix leg so sdk and plugin-kit stay strictly fail-on-any, and the reasoning
is recorded at the step so they can be dropped once image-size ships a fix or
@unom/ui marks that peer optional.

bun.nix is regenerated by the bun2nix postinstall; scripts/ci/check-bun-nix.sh
reports both bun packages in sync. web build, typecheck and server tests pass.
2026-08-10 23:09:57 +02:00
enricobuehler bde4276632 Merge pull request '0.27.0' (#159) from worktree-release-0270 into main
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chore(release): bump workspace version to 0.27.0

87 commits since v0.26.0. C ABI 17 -> 18 (additive), so a minor rather than a 0.26.x patch.

The one red check is nix.yml's `flake` job: `bun run build` for punktfunk-web was OOM-killed
(exit 137) inside the nix sandbox, twice, on two different runner hosts. It is not this diff --
main built the identical web sources in 32s, and this commit touches no file under web/ or
packaging/nix/. nix.yml does not run on tags, so it cannot affect the release. Tracked as a
memory-headroom problem in the gate #158 added.
2026-08-10 19:36:43 +00:00
enricobuehler 147bc82130 chore(release): bump workspace version to 0.27.0
ci / web (pull_request) Successful in 1m9s
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87 commits since v0.26.0. The number is forced rather than chosen: the C ABI moves
17 -> 18, and `scripts/ci/pf-version.sh` already reports PF_BASE=0.27.0.

Fills in what `docs/releases/v0.27.0.md` and the `## v0.27.0 — in development`
CHANGELOG section deferred to the bump -- the lead-in, the TL;DR, "Before you update",
the version table and the commit count -- and merges in the work that landed without
notes: the Windows Xbox HID pad, the Apple console-UI batch, and the v0.26.0 field
repairs. Everything already accumulated on main is kept as written.

Version table, all re-derived at HEAD rather than read off the diff:
  * wire 2 (unchanged), C ABI 17 -> 18 (ADDED symbol, not widened)
  * crate dirs 26 -> 27 (`punktfunk-encode-worker`), 39 members
  * gamescope `+pfhdr4` -> `+pfhdr5` (6 patches -> 7, the PipeWire UAF), pkgrel resets to 1
  * driver proto 6, gamepad channel 3, plugin index 1, SDK 0.1.4, plugin-kit 0.4.0 -- all unchanged
  * `api/openapi.json` stays 0.25.0: it moves only on an API EDIT, and the last one
    (`6cffe29b`) predates the v0.26.0 tag. It is not a mechanical per-release bump.

⚠ `crates/pf-driver-proto` is NO LONGER byte-identical to the previous release -- it was
through both v0.25.0 and v0.26.0, and the last two CHANGELOGs told packagers so. Three
additive `device_type`s. Called out explicitly so a packager who has been skipping it stops.

The Play whatsnew names the one real Android change (the OLED palette is Eclipse now;
display name only, the stored `oled` id is unchanged so saved choices carry over) and is
otherwise explicit that the release is host-side.

`docs-site/.../running-as-a-service.md` claimed "0.26.0-2 revoked it everywhere". No such
version exists -- the Arch registry goes 0.26.0-1 straight to 0.27.0 canaries -- and the
corrected 0.26.0 packages shipped under the SAME version string, which is exactly why a
machine that installed an early one was never offered the fix. Reworded to say that, since
it is the reason this release matters to those users.

Gates, all green on this commit:
  * `cargo fmt --all --check` clean
  * `cargo metadata --locked` resolves
  * `Cargo.lock` diff versions-only -- 72/72 changed lines, 36 crates
  * Play gate's own python3 arithmetic: 400/500 CHARACTERS, not byte-identical to any other
    release (`wc -c` misleads -- `•` is 3 bytes)
  * notes voice check: 1 hit, reviewed and kept -- `getcap /usr/bin/punktfunk-host` is a
    command the reader runs, the same class as the `usermod` line v0.26.0's notes carried
  * `docs-site` builds

NOT DONE: no tag yet.
2026-08-10 20:51:45 +02:00
enricobuehler 30c47eb691 Merge pull request 'NixOS could not detect a graphical session at all — and the module was never checked by CI' (#158) from worktree-nixos-wrapped-comm-detection into main
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Reviewed-on: #158
2026-08-10 18:37:32 +00:00
enricobuehler bd26949e0a Merge pull request 'The library's hide button was invisible AND clickable — a corner nobody could see dropped games' (#157) from worktree-library-hide-affordance into main
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Reviewed-on: #157
2026-08-10 18:37:03 +00:00
enricobuehler 3afc17a06d build: record pf-console-ui's serde_json dev-dependency in the lockfile
The shared-vectors tests added in 0b550dad read console-vectors.json with serde_json, but the
lockfile never caught up: every gate that has run since was either the Android JVM suite (no cargo
at all) or the Linux container, which builds an rsynced COPY of the tree. The first cargo run
inside the worktree itself — building the phone's native library — wrote it.
2026-08-10 20:27:41 +02:00
enricobuehler 61dfc3dadc Merge remote-tracking branch 'origin/main' into worktree-nixos-wrapped-comm-detection
ci / bun-nix (pull_request) Successful in 40s
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android / android (pull_request) Successful in 5m22s
ci / rust (pull_request) Successful in 6m47s
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2026-08-10 20:26:23 +02:00
enricobuehler 1befa8a2c4 docs(nix): bring the Nix docs in line with the module, and fix a stale claim they shared
There are three places Nix is documented — the public docs-site, packaging/nix/
README.md, and packaging/README.md — plus the changelog. All had drifted.

STALE CLAIM, and not only for Nix. install.md said the plugin runner's "user unit
ships **disabled** — enable it once you have" something to run. That is true only
of Arch and source installs: the deb postinst and RPM %post both
`systemctl --global enable punktfunk-scripting.service`, and the Bazzite sysext
bakes in a default.target.wants symlink (build-sysext.sh:113). bazzite.md carried
the same claim about its own image. Both corrected, per channel, with the reason
the default flipped — the library scanners are plugins, so a host without the
runner can come up with an empty library — and the `mask`-not-`disable` opt-out
the sysext's own comment documents.

docs-site:
  * install.md NixOS — `desktopSession` in the example and explained, the runner
    no longer needs enabling, and the host/console line says what autoStart does.
  * running-as-a-service.md — "Restart the host with your desktop" documented the
    drop-in for packaged installs only; NixOS gets its one-liner beside it.
  * bazzite.md — the runner is started for you, not "isn't started".

packaging/nix/README.md:
  * option tables gain `desktopSession`, `gamescopeHdr`, `gamescopePackage`, and
    the `punktfunk` group next to `input` (both are required — the udev rule
    chgrp's the vhci nodes and fails outright if the group was never created).
  * "what the module configures" gains the security.wrappers entry, and a note on
    why the capability sits on the encode worker and never on the host: a wrapper
    raises it into the ambient set, which lands it in the permitted set and fails
    KWin's /proc/<pid>/exe readlink identically to a file capability.
  * the appliance snippet no longer tells you to put pkgs.gamescope on PATH —
    gamescopeHdr does that with the patched build, and desktopSession is called
    out as the thing to leave off there.
  * a caveat recording that `nix flake check` does not check the module, and the
    two rules for editing module-check.nix (assertions stay pure Nix; assert
    list-valued unit fields on the lists, not the rendered text).

packaging/README.md: the flake ships five packages, not "host + client".

CHANGELOG.md v0.27.0: a NixOS section covering the comm/session-detection fix, the
module changes including the scripting default flip as an explicit behaviour
change, and the flake-check gap — plus the documentation bullets above.
2026-08-10 20:24:21 +02:00
enricobuehler f90a4e5f97 refactor(android): ConnectScreen splits, and the console can finally open Controllers and Licenses
WP9.2 and WP8.3 of the console visual-refresh plan.

**WP9.2 — the 1361-line ConnectScreen becomes 979 plus three files.** `HomeTiles.kt` holds a pure
`buildHomeTiles` (non-composable, so it is unit-testable — `HomeTilesTest` pins six behaviours the
console carousel had no cover for at all, including that a saved host also advertising on a NEW
DHCP address is listed once, which exercises the fingerprint match rather than just "the builder
lists what it is given"). `ConnectGrid.kt` holds the touch home. `ConnectPrompts.kt` holds
everything modal. `ConnectScreen`'s signature is untouched, so `App.kt` compiles unchanged.

What stayed, deliberately: the state and the engine — discovery, the permission dance, identity,
the trust decision, the dial and its wake fallback, the deep-link router. Those close over ~20
locals that a dozen callbacks read AND write, so lifting them means inventing a state holder, which
is a second refactor and a second thing to get wrong. A comment above `ConnectScreen` now says so.

🛑 **A real bug the split surfaced, fixed here:** the console carousel was live under a FINISHED
speed test. It looked covered by `!connecting`, and was — until the measurement ended, because
`startSpeedTest` clears `connecting` before the Done card is dismissed. From that moment the card
and the carousel underneath both consumed the pad, so one A dismissed the card *and* started a
connect. `speedTest` now sits in the `navActive` gate with every other modal.

**WP8.3 — two screens the console could not reach.** On a TV box there is no touch interface to
fall back to, so the notices and the controllers view were simply unreachable. Both are now console
screens at nav depth 2 (reached FROM settings, which is what makes the trip a push and the way back
a pop), opened by a Controller-tab row and an About row. `GpSettingsPlace` carries the cursor across
the trip, keyed by row ID rather than index, so Back lands where you left rather than on the first
row of the first tab — and because a tab's length follows the hardware, an index would have been
the stale-pointer bug the tab-switch clamp already exists for.

Four blockers, all real:

* 🛑 `ControllersScreen` installed the shared input probes unconditionally and NULLED them
  unconditionally on dispose — no identity check, unlike `GamepadNavEffect2D`. During the shell's
  push/pop both screens are briefly composed, so its teardown would have killed the incoming
  screen's pad navigation. Now it releases only the slot it still owns.
* 🛑 `LicensesScreen` had exactly ONE focusable node, and Compose only scrolls to keep a FOCUSED
  child visible — so a D-pad could not read past the first screenful of a many-screen file. Both
  screens now drive their scroll state directly: up/down steps 0.28 of the viewport, shoulders page
  0.88 — under a screenful on purpose, so the line you were reading survives the press.
* ⚠ Both were inked from the TOUCH theme (28 `colorScheme` sites plus implicit pulls from
  `OutlinedCard`, `Switch`, `OutlinedButton`, `LinearProgressIndicator`), which is always dark —
  invisible over the six PALE palettes. They are now shown through one `ColorScheme` derived from
  `LocalGamepadInk` rather than 27 call-site branches, because call-site edits cannot reach the
  implicit pulls at all. Screenshot scenes shoot both on a dark and a pale palette; the pale pair is
  the point.
* ⚠ B was already taken — the input test's exit is a 1.2 s hold. The rule is now stated on screen:
  while the test runs the pad is the test's, a short B answers with the boundary thud instead of
  doing nothing, and the legend collapses to one "Hold to finish" cell.

🛑 **Second bug fixed in passing:** that hold ended the test AT the 1.2 s mark, so the B *release*
then fell through to MainActivity's B→BACK remap and closed the whole screen. It bit the touch
screen too. The test now ends on the release, which is therefore consumed.

Residual TV gap, flagged not fixed: the Controllers screen's inner buttons ("Grant USB access",
"Test rumble", "Test haptics") have no console focus list, so they stay touch-only — a denied Sony
USB grant still has no console recovery path.
2026-08-10 20:18:20 +02:00
enricobuehler f8cde0adaf feat(nix): actually check the NixOS module in CI, and close the sweep's open issues
THE CI GAP. `nix flake check` does not check `nixosModules`. It forces the value
and asserts it is a lambda taking an open attribute set — nothing more; nix's own
source carries `// FIXME: if we have a 'nixpkgs' input, use it to check the
module.` Measured: a flake whose module sets a nonexistent OPTION, references a
nonexistent `pkgs` attribute AND calls a nonexistent `lib` function passes clean,
printing `checking NixOS module 'nixosModules.default'... all checks passed!`.
nix.yml's header claimed that leg covered the module; it never did, for the
module's whole life — on a flake whose history is Nix regressions reaching main
invisibly.

Closed with `checks.<system>.nixos-module` (packaging/nix/module-check.nix): it
evaluates the module against real nixpkgs in four scenarios (desktop, appliance,
native-only, client-only) and asserts on the rendered systemd units. The
assertions are PURE NIX so instantiating the check runs them — which means the
eval-only `--no-build` leg CI already runs is sufficient, and no Rust is built.
Stub fake-derivation packages keep it independent of punktfunk-host/-client and
the from-source gamescope; crane and bun2nix are provably not needed (they are
`throw`s in the wiring test and it still instantiates).

17 checks, including regression guards for every divergence the sweep found and
for the KWin identification trap (host ExecStart must stay on the plain store
path, never a capability wrapper, while the encode worker points AT the wrapper).
Mutation-tested: 8 mutants, each re-introducing one real defect, all 8 rejected,
baseline green. The suite already earned it once — its first run failed a correct
module because systemd renders `After=` as one space-separated line, so those
assertions now read the evaluated lists instead of the text.

Also closed from the sweep:

  * services.punktfunk.host.desktopSession (new, default false) — binds the host
    to graphical-session.target, the declarative form of the
    punktfunk-host-desktop-session.conf drop-in. Without it a Plasma/GNOME
    restart leaves the host holding a Wayland socket and portal D-Bus connection
    that died with the old compositor: it still listens, still answers, and every
    session it then serves fails at capture. Off by default because an appliance
    may never reach that target and would be left permanently stopped.

  * scripting.autoStart now defaults ON, matching the deb postinst and RPM %post,
    which both `systemctl --global enable` the runner. It was opt-in here on the
    reasoning that the runner is inert until you add automation — which stopped
    being true when the game-library scanners became plugins. A NixOS host came up
    with an empty library and no obvious reason why. The module and README carried
    the superseded rationale verbatim; both updated.

  * A warning when the host is enabled and xdg.portal is not. A warning rather
    than `xdg.portal.enable = mkDefault true`, because enabling the portal service
    with no `extraPortals` backend is its own broken state and only the operator
    knows which backend their compositor needs.

  * punktfunk-gamescope gets a `build-gamescope` dispatch input. It is on the
    critical path of every host build (`gamescopeHdr` defaults true) yet nothing
    compiled it; it tracks nixpkgs' gamescope, so a flake.lock bump — not a change
    of ours — is what breaks it, and the first to find out would be an operator
    whose system rebuild fails.

All .nix files reformatted with the flake's own declared formatter
(nixfmt-rfc-style from the PINNED nixpkgs, not a channel's).
2026-08-10 19:57:10 +02:00
enricobuehler e93947969f fix(console): the hide button was invisible AND clickable — a corner nobody could see dropped games
ci / bun-nix (pull_request) Successful in 21s
ci / docs-site (pull_request) Successful in 59s
ci / web (pull_request) Successful in 1m0s
ci / rust-arm64 (pull_request) Successful in 1m29s
ci / rust (pull_request) Successful in 4m39s
Hiding a library title shipped in 0.26.0 and was, in practice, unusable: the operator
reported there was simply no button, then found it by CLICKING the empty top-right corner
of a poster.

Both halves of that are the same defect. The card's control row was `opacity-0` until
`group-hover`, and `opacity-0` paints nothing while still HIT-TESTING. So the corner of
every tile in the grid was a live hide button with no visual presence at all: a stray
click there removed that title from every play surface — the client grid, the native
clients, the GameStream app list — with nothing on screen having suggested a control was
under the cursor. What read as "the button finally appeared" was the hide taking effect,
since `hidden` is the one state that drops the `opacity-0`. The feature announced itself
by firing.

And the reveal rested on hover ALONE. `:hover` never fires on a touch screen, so on a
tablet the hide control was unreachable by construction and discoverable only by the blind
click above. The original commit spotted this hazard for UN-hide — it kept those controls
always-visible so nobody could be stranded in the hidden state — but left the hide side
hover-gated, which is the same trap one step earlier.

So opacity and `pointer-events` now move together, always: whatever cannot be seen cannot
be clicked. `pointer-coarse:` shows the row outright wherever the device has no hover to
give, rather than making touch a second-class path. Keyboard reach is unchanged —
`pointer-events: none` does not block focus, so tabbing in still trips `focus-within`,
which now restores interactivity along with opacity.

The eye icon also gains a `title`. On a scanned entry it is the ONLY control on the card,
with no edit/delete beside it to read as a toolbar, and an unlabelled eye-with-slash is
not a promise that a game is about to leave the library.

Verified in the built CSS rather than by eye, because a variant that does not compile
fails exactly like the bug being fixed: `@media(pointer:coarse)` emits both
`pointer-coarse:opacity-100` and `pointer-coarse:pointer-events-auto`, and it lands at the
END of the sheet — media queries add no specificity, so this tie against the base
`.pointer-events-none` / `.opacity-0` is won on source order, not by accident. The
`group-hover:` and `focus-within:` forms compile to `:is(:where(.group):hover *)` and
`:focus-within`, carrying a pseudo-class each, so they win on specificity outright.

Console: tsc clean, production build clean, biome clean on the touched file, i18n 633
messages across en+de.
2026-08-10 19:55:13 +02:00
enricobuehler 430c9831ef refactor(android): the prompts that say the same thing in both interfaces are now one prompt
WP9.1 of the console visual-refresh plan — dialog unification.

Six prompts existed twice: a Material `AlertDialog` in `ConnectDialogs.kt` and a console glass card
in `GamepadDialogs.kt`, maintained by hand. They had drifted, and always in the same direction —
the console losing something:

* "Pair with PIN…" and "Use a PIN…" lost their ellipses, so the console said the buttons finished
  something the touch UI said would open another step;
* "if no prompt appears when you tap Allow" became "after Allow";
* the speed test dropped `speedTestTargetNote` entirely, leaving a console user — often on a TV box,
  which is exactly the machine whose link is worth measuring — no statement of which layer "Apply"
  was about to write to. That is a write in an unknown direction.

What is shared now is the DESCRIPTION of a prompt (a title, a list of `DialogAction`s, a body) and
what stays per-interface is only how it is drawn. `PunktfunkDialog` takes that description and
renders it as an AlertDialog or as the existing console modal. Actions are ordered primary-first:
the console stacks them that way with the cursor on the first, and the touch renderer lifts the
same first action into `confirmButton`. One order, two idioms.

The two renderers cannot be one tree — an AlertDialog composes into its own platform window while
the console modal is a Box in the calling tree, which is why one needs a `BackHandler` and the
caller's `navActive` gate and the other needs neither.

Deliberately NOT unified, and they belong apart: the PIN ceremony (a keyboard field and an editable
device name against four D-pad digit slots is a different input model, not a different skin),
Add/Edit Host (a bottom sheet against a full screen with its own on-screen keyboard), and the host
action list (an anchored dropdown against a modal stack that also grows a row per profile).

Twelve composables become six. `ConnectScreen`'s dialog block loses ten `if (gamepadUi)` branches.
2026-08-10 19:30:34 +02:00
enricobuehler 159bbdbfc2 fix(nix): port three NixOS-module divergences from the shipped systemd units
A sweep of the Nix packaging against the units the deb/rpm actually install
found three decisions that were made, documented and deliberate everywhere
else, and simply not carried into packaging/nix/nixos-module.nix.

punktfunk-web — StartLimitIntervalSec=0.
  The unit's EnvironmentFile for the mgmt token is mandatory ON PURPOSE, so the
  console genuinely fails until the host's first `serve` writes it. systemd's
  default rate limit (5 starts / 10 s) against RestartSec=2 then gives up
  permanently after ~10 s — which on an appliance is exactly the window before
  the host is ready, so a console enabled before the host's first run stayed
  dead until someone restarted it by hand. scripts/punktfunk-web.service has
  carried the override since that defect was found; the Nix module omitted it
  while its own comment went on promising "Restart retries until the host has
  created it".

punktfunk-web — Restart=always, not on-failure.
  A console that exits 0 has still stopped serving, and on-failure leaves it
  down. Matches the shipped unit and web-run.cmd on Windows, both of which
  relaunch bun on ANY exit. An explicit `systemctl --user stop` is unaffected.

punktfunk-scripting — the sandbox was missing entirely.
  The shipped unit confines the runner with NoNewPrivileges, ProtectSystem=
  strict, ReadWritePaths=%h /tmp and an AF_UNIX/AF_INET/AF_INET6 address-family
  restriction, plus PrivateTmp=no (a field report: a private /tmp hides
  /tmp/vhclient and /tmp/.X11-unix, so a plugin launches its vendor binary and
  then cannot reach the daemon behind it). The NixOS unit had none of it — so
  the one unit here that executes arbitrary operator TypeScript by design ran
  strictly LESS confined on NixOS than on every other channel.

Verified by evaluating the module against the pinned nixpkgs and rendering the
units: assertions clean, cap_sys_nice=ep on the encode-worker wrapper, firewall
47984/47989/47990/47992/47993/48010, and each unit carrying exactly the
directives above. That evaluation is NOT something CI does — measured: `nix
flake check` passes a nixosModule containing a nonexistent option, a nonexistent
pkgs attribute and a nonexistent lib function, printing "checking NixOS module
... all checks passed!" while never evaluating it against nixpkgs. nix.yml's
header claims that leg covers the module. It does not; tracked separately.
2026-08-10 19:27:14 +02:00
enricobuehler 4b48748b8a feat(android): the console can finally decide a host's clipboard and profile — and says what it is doing
WP8.2 and the rest of WP8.7 from the console visual-refresh plan.

**The console's Edit Host was missing two decisions entirely.** The touch edit sheet has always
offered a shared-clipboard switch and a profile binding; the console form built only name, address,
port and MAC. Nothing was ever LOST — `KnownHost.copy` preserved both — but a couch-only user could
never CHANGE either, and a TV box has no touch interface to fall back to. Both are now rows in the
console form, driven like settings rows: left/right steps them, A flips or cycles. The binding is
filtered through the live catalog, so a host bound to a since-deleted profile reads as unset rather
than as a name nothing resolves — the same guard the touch sheet applies. "Default settings" leads
the ring as the ABSENCE of a binding, not as a fake catalog entry.

**Accessibility, finished.** The library's coverflow now says which poster a press acts on — from
the art alone a centred cover and a neighbour are indistinguishable, and only the centred one
launches. The group heading is a live region: it is the sole signal that the cursor has crossed
from the launchers into the games, and a coverflow gives a reader no other way to notice, being one
strip rather than two lists. The store badge says why it is there ("Opens Steam" / "From Steam")
instead of reading out a bare vendor name after the title.
2026-08-10 19:26:13 +02:00
enricobuehler 0b550dad84 feat(android): the console tables stop drifting in silence, and the stats overlay gets a pad route
WP8 and WP9 of `punktfunk-planning/design/android-console-ui-visual-refresh.md`, in part.

**WP9.3 — shared parity vectors.** The console's background palettes, its settings section names
and its screen-transition motion each existed in three hand-written copies (`pf-console-ui`, this
client, the Apple client) held together by a comment asking the next person to keep them in step.
`clients/shared/console-vectors.json` now holds them, read the way `deeplink-vectors.json` already
is: `include_str!` in Rust, a relative path in Kotlin, `#filePath` in Swift — never a copy, because
a copy is a fourth contract free to go stale. It carries the DERIVED tables too, the 16-cell mesh
and the 4 blob colours per palette, which is the half that reaches the screen and the half Android
never checked: `GamepadPaletteTest` only ever measured the `stops` they are computed from.

Two drifts it immediately caught, both now closed:

* **The easing was the wrong curve.** `ConsoleMotion.EaseOutCubic` shipped as
  `cubic-bezier(0.215, 0.61, 0.355, 1)` while claiming to be the desktop's `ease_out_cubic`. It is
  not: that is the Penner/Ceaser table's curve, ~0.80 at the midpoint where `1 − (1−t)³` is 0.875 —
  visibly slacker over a 260 ms transition. Compose's `Easing` is a plain function, so it now
  evaluates the real thing analytically rather than approximating it at all. (Apple approximates
  with a different bezier only because SwiftUI's `timingCurve` cannot take a closure; the vectors
  sample the curve with a tolerance so all three can meet it.)
* **The desktop has a seventh tab.** Input — touch mode, mouse, invert-scroll, shortcuts — with
  nothing to set on a phone or a TV. `settings.rs` claims in prose that a setting is found under
  the same word on every client; that was true modulo an omission nobody could see. The vectors
  model it with `desktop_only` rather than picking a side, so neither client has to be wrong.

Rust reads it from three tests placed in the files that own the constants, so nothing had to be
made `pub` to be checkable. Verified green under Linux (the crate is `cfg(linux|windows)` throughout
— `cargo test` on a Mac compiles nothing and passes vacuously): 77 passed, 0 failed. Android's side
gates in CI as a FILTERED task; a plain `:app:testDebugUnitTest` would drag the ~20 Roborazzi
screenshot scenes into every push, and those are a release-artifact job.

**WP8.1 — a pad route to the stats overlay.** The tier could only be cycled by a three-finger tap,
which does not exist on a TV, on a gamepad-only session, or under touch passthrough — while the
settings row promised a live cycle. `Select + X` now cycles it, byte-identical to the Apple
client's `GamepadWire.back | GamepadWire.x`, implemented as the mic chord's twin in `GamepadRouter`
and edge-triggered on the button that completes the mask. The buttons still reach the game, as both
existing chords do. `GamepadChordTest` pins eight cases the kit had no cover for at all, including
that the three chords intersect only on Select and that none is reachable through another.

**WP8.5 — a start-of-stream banner.** The desktop's `skia_overlay` banner, ported with its timing
(opaque 5.4 s, then a 0.6 s fade) and its rule of naming only shortcuts that exist: pad chords when
a pad is present, the touch gesture when there is a touchscreen and the mode can use it. Nothing
`Ctrl+Alt+Shift` is advertised, because Android has none of it. It yields to the motion-unreachable
notice rather than stacking with it — that one reports something broken about *this* session.

**WP8.6 — the home card says which profile it connects with.** `HomeTile` carried a
`pinnedProfileId` the card never drew, so a pinned host+profile card was distinguishable from the
host's own only by a subtitle that had been quietly repurposed to hold the profile name. Both now
show the address like every other card and wear a tinted profile chip — the touch grid's own
convention and the Apple client's, inked from the console palette. Unsaved tiles (discovered, Add
Host) take a dashed edge, which is what the other two surfaces already use to say "not yours yet".

⚠ Not a detail panel: the Apple client REMOVED its own and moved the status onto the card, which is
where the lock and the online pip already were here.

**WP8.7 — accessibility, in part.** The console screens carried three `contentDescription`s and no
`semantics`, `Role` or `stateDescription` at all. A settings row now announces once, merged —
label, value, and the description that lives in the floating band far from it — with `Role.Switch`
and a real toggle state, because a toggle row's on/off string was drawn by nothing at all: the
switch replaces the value text, and the switch was two undescribed `Box`es. Decoration is silenced
rather than labelled (the chevrons were read aloud as punctuation on every focused row). The hint
bar's glyphs, the tab strip and the home tiles are done; `GamepadAddHostScreen` and `LibraryScreen`
are not yet.
2026-08-10 19:20:40 +02:00
enricobuehler 002702bcec fix(pf-vdisplay): NixOS sessions were undetectable — comm is the WRAPPER's name
The session probe decided "is a desktop live?" by reading /proc/<pid>/comm for
every process of our uid and exact-matching it against "kwin_wayland" /
"gamescope" / "gnome-shell" / "Hyprland". comm is the kernel's name for the
executed FILE, truncated to 15 bytes — not argv[0].

nixpkgs wraps essentially every graphical binary: wrapProgram moves the real
ELF aside to `.<name>-wrapped` and installs a wrapper under the original name,
which then `exec -a "$0"`s the hidden file. So on NixOS the kernel reports
`.kwin_wayland-w` (15 bytes of `.kwin_wayland-wrapped`) while ps/pgrep -a show
a perfectly ordinary `kwin_wayland`, because they read argv. Measured against a
live kernel: `.kwin_wayland-w`, `.kwin_wayland_w` (KWin's own
kwin_wayland_wrapper), `.gamescope-wrap`, all 15 bytes.

Nothing downstream could recover from that one string comparison:

  - detect_active_session returned ActiveKind::None on a *running* KDE desktop;
  - wayland_display is only resolved for a detected kind, so the connect log
    reported wayland="-" even though WAYLAND_DISPLAY was correct;
  - pick_compositor's Auto arm returns the DETECTED backend, so a live, fully
    working KWin sitting in available() was never chosen — every connect died
    "no usable compositor";
  - and PUNKTFUNK_COMPOSITOR could not rescue it: pinned_at_a_dead_session
    consults the same probe, turning the miss into a hard error instead.

No environment variable reached the comparison — the XDG_CURRENT_DESKTOP
fallback in detect() is only on the pinned path. Capture itself was never at
fault: a decoy process merely NAMED kwin_wayland satisfied the probe and the
stream came up against the real KWin.

Resolve the name through /proc/<pid>/exe (the full, untruncated file name) and
strip the nixpkgs decoration. Both the leading `.` and the trailing `-wrapped`
are required before anything is stripped, so KWin's own real
`kwin_wayland_wrapper` binary keeps its name rather than collapsing into
`kwin_wayland` and handing the probe the parent's PID. The comm fast path is
kept for every ordinary distro — one read, no readlink, and no name that
matched before can stop matching.

Also applied to foreign_gamescope_running, which had the same defect: nixpkgs
wraps gamescope too, so the attach-vs-spawn ladder saw no foreign session.

Tests are fixture-driven rather than spawn-driven on purpose: a stand-in has to
be a real ELF that tolerates being renamed, and /bin/sleep is not one — modern
coreutils is a multi-call binary that dispatches on the executable's own name,
so a copy called `.kwin_wayland-wrapped` exits instantly and /proc/<pid>/exe is
gone before it can be read. That failure looks exactly like this resolver being
broken; it cost one debugging round here and the same trap is already recorded
in punktfunk-host's /proc matcher.
2026-08-10 18:38:14 +02:00
enricobuehler 88c1e94d94 Merge pull request 'A takeover's mask no longer bars the box's own way back into Game Mode' (#156) from worktree-worktree-gamescope-unmask-midstream into main
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Reviewed-on: #156
2026-08-10 16:23:44 +00:00
enricobuehler cac500acc7 feat(android): the console UI stops moving under the cursor, and gets the desktop's real backdrop
Implements P1–P3 (WP1–WP7) of `punktfunk-planning/design/android-console-ui-visual-refresh.md`.

**The two named bugs.**

Settings rows GREW ON FOCUS. The focused row unfolded its description in place
(`AnimatedVisibility` + `expandVertically`), so every D-pad step shrank one row and grew another
and shifted every row below the cursor — on a list simultaneously being scrolled to keep the
focused row visible, whose target therefore moved out from under it mid-animation. Sideways, the
value's `AnimatedContent` animated its own WIDTH on every step, walking the ‹ chevron back and
forth. Rows are now fixed: the description renders in a floating `ConsoleDetailBand` above the
legend pill — the desktop console's reserved detail band (`screens/settings.rs`) achieved by FLOAT
rather than by subtraction, so an overlay can never displace the list. Apple's per-row
`reservesSpace` was rejected for density. The value slot gets a fixed minimum, end alignment, a
snapped `SizeTransform` and tabular figures, so `1920 × 1080 → 2560 × 1440` changes nothing but
the glyphs. `GamepadSettingsLayoutTest` is the regression net — it drives the real screen and
asserts the neighbouring rows' bounds and the focused label's bounds do not move.

The NP3's HOLE PUNCH sat over settings and add-host content. All twelve console call sites padded
with `systemBarsPadding()`, which EXCLUDES `WindowInsets.displayCutout`; in landscape a punch is a
left/right edge inset with no bar behind it. New `Modifier.consoleSafeArea()` is
`systemBars ∪ displayCutout` (the rule Material3's own components lay out against) and the
floating legends' landscape branch keeps ignoring the bars while still taking the cutout —
`SENSOR_LANDSCAPE` parks the punch on exactly that corner. The backdrop stays full-bleed; it is
ambience, and running under the camera is what ambience should do.

**The premium-feel levers.**

The screen transition is now the desktop console's contract instead of `Crossfade(240)`: push
slides the incoming screen up 36 dp out of a fade at 0.985→1 while the outgoing recedes to 0.96;
pop runs it backwards. Direction comes from a nav depth on `GamepadScreen`. `ConsoleMotion` is the
single motion vocabulary (`shell.rs:29`'s `TRANSITION_S`, `render.rs:120-151`'s geometry, plus the
focus/value/tab tweens that were scattered literals) and `ConsoleShape` the corner radii that were
four literals in as many files. Reduce-motion collapses push/pop to a 90 ms cross-fade.

The backdrop is the desktop's actual field: `mesh_sksl` (`library.rs:433-525`) ported to AGSL —
4×4 bicubic colour mesh, four drifting interior warp points, ±8° hue sway, vignette, scrim, `calm`
— compiled per palette and cached, gated on API 33+ (`RuntimeShader`). `GamepadPalette` already
carried `CELL_RAMP`; it grows `MESH_COLORS`, `MESH_INTERIOR` and `meshColors`, so the 16-cell
table is now literally shared with the Rust. API 28–32 keeps the four-blob field, and a shader
that fails to compile falls back to it rather than taking the console down. The `cross()` builtin
is written out by hand — AGSL's function set is a subset of SkSL's and not worth betting on.
Constants are formatted through `Locale.ROOT`: on a German-locale device `String.format` emits
`0,075`, which is a syntax error in shader source.

`Modifier.consoleGlass` gives every row, field, card and tile a vertical luminance gradient, a
1 px top-edge highlight fading into the border, and — with focus — a drop shadow plus an accent
bloom drawn outside the clip, so focus reads as a lens rather than a recolour. Modals get
`consoleCard()`, which fixes a real bug: the cards were a hardcoded near-black indigo while their
text came from the palette, so on any of the six PALE palettes a dialog rendered dark ink on a
dark card and was unreadable. `GamepadInk` grows `card`, `modalScrim`, `highlight` and `danger`.

Micro-interactions: menu haptics (tick on move, thud on a refused press, pulse on confirm) on the
driving pad's own motors, else the phone body, else silence — a TV has neither; a refused value
step nudges 4 dp toward the press and springs back; the pressed-side chevron ticks 2 dp; the
switch knob squashes at mid-travel; one indicator pill GLIDES between the section tabs instead of
six fills cross-fading; the home carousel dips 0.97 under A and its neighbours turn away on the
Apple client's projected `cos` fan (never `rotation3DEffect` — see its note on the settle flash).

Palette leaks closed: the library's group heading was hardcoded white (invisible on a pale field),
the poster ground a fixed indigo, and the launcher badge read `MaterialTheme.colorScheme.primary`
— the TOUCH theme's wallpaper-seeded colour, nothing to do with the field it sat on. The add-host
caret and the keyboard's fill went the same way. The home header now outranks the controller chip,
which was eating "Select a Host" down to "Selec…" on a 360 dp phone.

Screenshot scenes gain the console home on the mesh (API 36), the same home on the blob fallback
(API 31), a landscape home where the carousel's fan is visible, and a pale-palette pass of each.

Not in this change: WP8 (functional parity gaps) and WP9 (structural) — the plan's own P4/P5, and
the dialog cards' backdrop frost, which would need a `HazeState` plumbed through `ConnectScreen`
to be worth anything behind a 94 %-opaque surface.
2026-08-10 18:20:46 +02:00
enricobuehler 657e82cd29 fix(gamescope): a takeover's mask no longer bars the box's own way back into Game Mode
ci / bun-nix (pull_request) Successful in 17s
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A managed takeover runtime-masks the box's `gamescope-session-plus@*` unit so its
session supervisor cannot restart it underneath our Steam. The only unmask ran in
`do_restore_tv_session`, on client disconnect — so for the whole stream the mask
stayed on, and it silently barred the door the user was most likely to walk
through next.

`mask_unit`'s own doc said the mask "blocks nothing" on images whose sddm helper
execs the session script directly. That is half right, and the half it gets wrong
is this bug: on f43 bazzite-deck the script's last act is

    systemctl --user --wait start gamescope-session-plus@${CLIENT}.service

(verified on the .41 VM). What the mask fails to stop is the RELOGIN LOOP — sddm
keeps trying regardless, which is why stopping the DM is the real defense. What it
very much does stop is the unit, and with it every entry into game mode, including
the user's own deliberate "Return to Gaming Mode" after a mid-stream switch to the
desktop. Steam then sits on its "Switch to Desktop…" modal forever. `--runtime`
lives in tmpfs, so a reboot cleared it — hence "it works right after a reboot" —
and a plain `unmask` does not (measured: still `masked-runtime`).

So the mask's sound lifetime is shorter than the takeover's: it ends the moment the
box stops being ours. The mid-stream session watcher already detects exactly that,
so it now lifts the mask on a confirmed switch to a desktop session — ahead of the
`compositor_for_kind` arm, because a switch we cannot follow still has to unbar the
return. `Gaming` and `None` deliberately do not lift: a takeover's own managed
session reads as `Gaming` and one momentarily down between relaunches reads as
`None`, and lifting on either would void the mask for the whole stream, in exactly
the SDDM-storm window it exists for.

Fixes a second, worse leak on the way: `honor_session_select_switch` consumed
`STOPPED_AUTOLOGIN` — the only record of what carries a mask — without unmasking,
so under a DM-stop takeover the disconnect restore found an empty list and lifted
nothing. That mask outlived not just the stream but the boot. It is also what let
that path's own step 1 work at all, since the DM's autologin heads back into game
mode through precisely this unit.

The lift is idempotent, keeps the restart list intact (the disconnect restore still
owes those units a `start`), and every hand-back path now routes through it.

Verified on Linux: `switch_ends_mask_window` decision table, plus an ignored
end-to-end test driving real `systemctl --user` (masked → survives Gaming/None →
lifted by a desktop switch → restart list intact → idempotent). Proven non-vacuous
by planting "Gaming also lifts", which fails it on the during-stream assert.
2026-08-10 17:16:29 +02:00
enricobuehler e283f17ab4 Merge pull request 'Apple: a Shortcut or a home-screen widget jumps straight into a host's game library' (#155) from worktree-apple-shortcuts-library-widget into main
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Reviewed-on: #155
2026-08-10 14:56:19 +00:00
enricobuehler 1fc184516a feat(apple): the browse route is real — a Shortcut or a widget jumps straight into a host's library
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The reserved punktfunk://browse/<host-ref> route now routes on Apple: it
drives the same libraryTarget every internal surface writes, so the link
lands in whichever presentation the current mode owns — the gamepad
console's in-place library screen, the touch cover, the macOS sheet, or
tvOS's cover. Connect's posture minus the connect: a pin conflict
refuses, a live session is never preempted, an unsaved host gets a
notice (the library rides the paired mTLS identity, so there is nothing
to browse before the host is saved). browse ignores launch=/profile= —
nothing streams until a title is picked, and that connect resolves its
own profile.

On top of the route, the two new front doors:

- OpenLibraryIntent ("Open Game Library") beside Connect/Wake/End in
  Shortcuts/Siri/Spotlight, host-parameterized like the others and
  round-tripping through the URL — one router, no second path.
- A configurable library widget (kind "PunktfunkLibrary",
  AppIntentConfiguration over HostEntity — the configuration the
  HostEntity doc comment anticipated): pick a host, tap into its
  library. Unconfigured it follows the most recent host; a configured
  host that was removed shows the empty state rather than silently
  following a different host. Same .never timeline + HostStore push as
  the hosts widget, now reloading both kinds.

DeepLink.browse(host:) is the one emitter both doors share, covered by
a round-trip test beside connect's; the parse side was already in the
grammar and the vector file. Docs updated (clients, game-library,
profiles-and-links).
2026-08-10 14:11:01 +02:00
enricobuehler 7a8f63e906 Merge pull request 'The console UI answers the iPad field test — and the screen that would never open again was a UIKit read mid-render' (#154) from worktree-apple-gamepad-relanded into main
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Reviewed-on: #154
2026-08-10 10:51:03 +00:00
enricobuehler 5ca0dfdcd2 fix(apple): stream audio coexists with Music instead of fighting it
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Field report, with a competitor cited doing it right: connecting to a host
PAUSED the user's Apple Music, and resuming Music mid-stream silenced the
stream's audio for good. Both are one defect — the audio session was
EXCLUSIVE. Activating it evicted whoever was playing (the pause at
connect), and Music's resume evicted us right back; iOS stops the engines
on that interruption and restarts nothing, so the stream stayed silent
until reconnect.

`.mixWithOthers` on every category path (playAndRecord, playback, tvOS) is
the heart of it: a mixable session interrupts nobody at activation and is
not interrupted by another app's mixable playback — game audio rides over
the playlist, the way a console does it. The trade is that a mixable
session is nobody's Now Playing app, so the lock screen keeps showing the
music. For a game stream that is the correct reading.

The other half is `installInterruptionObserver`: interruptions still exist
for a mixable session — a phone call, Siri, an app claiming a NON-mixable
session of its own — and ending one restarts nothing by itself. On
`.ended` the observer re-runs the full activation (an interruption can drop
the category, and the earpiece steer is per-route) and revives the engines
through the same conservative `reviveStoppedEngines` the route-change and
media-reset observers already use — unconditionally, not only on the
`.shouldResume` hint: a live stream is the one case where the user's intent
to keep hearing it is not in doubt, and the revive already declines when
playback never went down.

The teardown's `.notifyOthersOnDeactivation` stays as a courtesy for the
edge where an old exclusive install interrupted something; a mixable
session has nobody to notify.

macOS build (session paths are #if'd out there), tvOS typecheck, 284 tests.
2026-08-10 12:47:05 +02:00
enricobuehler a14b000c9b feat(apple): the tray gradient blur is back — as a real blur this time
The form screens' pinned title and legend lost their gradient blur when
GamepadTrayScrim went (2590238b): the scrim was `.ultraThinMaterial`, and a
material by definition lifts and tints whatever it blurs — it read grey over
the aurora, and washed with the palette's ground it read coloured. There is
no public way to blur a backdrop without that tint, so the layer was deleted
rather than re-tuned, and the rows have scrolled to a raw edge since.

Glur's GlurView blurs the backdrop through a gradient with NO material stage
on top — the rows soften as they slide under the pinned trays and nothing
carries a colour. Three things about the adoption are deliberate:

  - It is the library's GlurBackdrop product, which uses a private API
    (a variable-blur CAFilter on UIKit/AppKit). The public `.glur()`
    modifier is a Metal shader on a view's OWN content and silently no-ops
    over platform-backed views like ScrollView, so it cannot reach a
    backdrop at all. GlurBackdrop ships as a separate module precisely so
    adopters can weigh the App Store exposure; it disables hit testing
    itself, so the band never eats a touch.

  - The dependency is pinned by REVISION: GlurBackdrop exists only on main —
    no release carries it (the newest tag, `1.1`, predates it and is not
    three-component semver anyway, so `from:` resolution stops at 1.0.4,
    which doesn't have the product). Wired into BOTH manifests — the
    package for `swift build`, and the xcodeproj (remote package reference
    + per-target product deps) for the app targets, which compile these
    sources themselves and know nothing of Package.swift's dependencies.

  - The band takes NO content-side overhang, unlike the scrim it replaces —
    and dropping the scrim's hard-won -44/-72 runway is the point, not an
    oversight. That runway existed because a material carries body at every
    alpha and had to dissolve OUTSIDE the tray; carried over here it blurred
    fully-visible rows at rest (first on-glass verdict). Glur's ramp reaches
    literal zero, so the band ends exactly at the tray's layout edge: open
    content untouched, rows soften only where they actually slide under.
    The 80 pt outer bleed and the pinned shape
    (`transaction { $0.animation = nil }`) are kept — full-bleed by LAYOUT
    rather than `.ignoresSafeArea()`, so a push never shows the band
    growing into place.

Mounted exactly where the scrim was: settings, add-host and pair trays
(top + bottom) and the library title (top). Glur is attributed on the
Acknowledgements screen alongside the bundled font — it is a Swift package,
so the Rust-closure notices generator rightly knows nothing about it.

macOS build, tvOS typecheck; band placement and the blur itself verified on
the iPad on glass.
2026-08-10 12:46:45 +02:00
enricobuehler 35b5ee6a36 Merge pull request 'punktfunk-encode-worker: GPU priority via a capability-carrying worker, with WP3 on-glass complete' (#153) from worktree-worktree-encode-worker into main
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Reviewed-on: #153
2026-08-10 10:45:23 +00:00
enricobuehler 548eb4fa14 Merge pull request 'gamescope aborted on every connect — a PipeWire use-after-free wearing an "unreachable" assert' (#152) from worktree-gamescope-pipewire-buffer-abort into main
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Reviewed-on: #152
2026-08-10 10:45:05 +00:00
enricobuehler 84faeb1bf1 docs(pf-encode): Linux Main10 is live — the 'inert until Phase 5.1' comment outlived the code
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The bit_depth field said '8 on Linux until Phase 5.1 lands a P010 capture path'.
The code outran it: the gamescope HDR capture patches offer 10-bit BT.2020/PQ,
nvenc_fmt maps X2Rgb10/X2Bgr10 to ARGB10/ABGR10, and is_ten_bit_input flips
bit_depth and hdr from the negotiated input. Verified on home-nobara-1:
'resolved session plan ... bit_depth: 10, hdr: true' on the direct backend.

A 10-bit frame deliberately takes neither the NV12 nor the YUV444 convert (both
compute CSCs write 8-bit planes) and rides packed RGB to the encoder, which does
its own BT.2020 CSC — pf-capture/src/linux/pipewire.rs owns that gate. So Main10
needed no P010 path to arrive, and P010 is now a perf follow-up (skip NVENC's
internal CSC, as NV12 does for SDR), not the thing that makes 10-bit work.
2026-08-10 12:39:46 +02:00
enricobuehler ad63994cb9 fix(pf-encode): the 10-bit probe was the last ffmpeg NVENC open on a direct-SDK host
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`can_encode_10bit`'s Linux NVIDIA arm answered "can this GPU encode 10-bit?" by
opening an ffmpeg `hevc_nvenc` encoder. On a host that then streams over the
direct SDK, that is the LOG-3 field bug: one ffmpeg NVENC open in a direct-SDK
process wedges every later open process-wide with `NV_ENC_ERR_INVALID_VERSION`
until the host restarts.

`can_encode_444` was moved off the ffmpeg probe for exactly this reason on
2026-07-27. The 10-bit one was deliberately left behind, on the reading that
"Linux HDR genuinely rides the libav P010 path". `open_video` contradicts that:

    if cuda && nvenc_direct_enabled() {          // no 10-bit exclusion
        … NvencCudaEncoder::open(…, bit_depth, …)

A CUDA capture goes to the direct backend at whatever depth was resolved, and
`is_ten_bit_input` already accepts the packed 10-bit RGB (`X2Bgr10`) that a
gamescope HDR capture negotiates. So on a default NVIDIA host the probe was
loading ffmpeg's NVENC client for a session that never uses it.

Observed on home-nobara-1 2026-08-10, gamescope + RTX 5070 Ti, client HDR on:

    resolved session plan … bit_depth: 10, hdr: true
    pipewire format negotiated … xBGR_210LE mapped=Some(X2Bgr10) modifier=0 hdr=true
    encoder submit failed — encoder rebuilt in place … NV_ENC_ERR_INVALID_VERSION
    encoder did not recover after repeated in-place rebuilds — ending the video session

and with `PUNKTFUNK_NVENC_DIRECT=0` (nothing mixes, libav serves everything) the
same HDR session streams clean: 0 errors, bit_depth=10, hdr: true.

The 10-bit cap now rides `nvenc_cuda::probe_support()`'s existing throwaway
session — the same place the 4:4:4 cap already rides, queried per listed GUID
with `NV_ENC_CAPS_SUPPORT_10BIT_ENCODE`, which is what the Windows NVENC arm has
always done (`enc/windows/nvenc.rs`). Unanswered fails CLOSED: an 8-bit session
beats a wedged one. A host that will really serve over libav
(`PUNKTFUNK_NVENC_DIRECT=0`, or a build without `--features nvenc`) keeps the
ffmpeg probe, where it validates the actual path and ffmpeg's client is loaded
anyway.

⚠ NOT YET VALIDATED ON GLASS. Gates are green — clippy `-D warnings` with
`--features nvenc,vulkan-encode,pyrowave` on linux/amd64, 67 pf-encode tests,
fmt — but the end-to-end HDR run is still owed. This branch is 42 commits behind
main and its build cannot complete a punktfunk/1 handshake on home-nobara-1 at
all (it stalls between "audio channels resolved" and "encode bit depth" and
times out at 10 s, on EVERY attempt). That stall is NOT this change: a control
build with only the routing reverted stalls identically, and the released
0.27.0 RPM on the same box handshakes fine and reaches `bit_depth=10`. Rebase
onto main before re-testing.
2026-08-10 12:30:24 +02:00
enricobuehler bac63059a9 feat(apple): drive the console UI from a hardware keyboard
Asked for by a field user: "make the iPadOS client compatible with keyboard to
select games with keyboard arrows, enter to launch". An iPad on a Magic
Keyboard and a couch Mac are the same situation the console layout was built
for — a screen driven from a distance with a fixed set of directional inputs —
and the cursor/confirm/back model already exists here for the pad. A keyboard
is a third input onto it, not a new navigation scheme: arrows move, Return and
Space activate, Esc backs out, everywhere the controller already worked
(carousel, menu lists, prompts) plus the plain poster grid.

`active` mirrors each caller's existing controller gate rather than being a
second, parallel notion of "who has input". Without that, a launcher sitting
under an open screen would keep eating key presses and navigate behind it —
the same defect the pad gate exists to prevent. Esc returns `.ignored` when a
screen has no back action, so it still reaches the `.cancelAction` shortcut
that closes a macOS sheet.

The plain grid needed real arithmetic rather than a flat index. It renders up
to TWO `LazyVGrid` sections (launchers above titles), so a flat index steps by
the wrong amount at the boundary whenever the first section's last row is
partial — up from the titles' first row lands mid-launcher-row instead of
above. `LibraryGridNav` moves within a section and hands off at its edges
preserving the column, clamping into partial rows. It lives in PunktfunkKit
because it is edge-case arithmetic and that is the target tests can reach; 12
cases cover the partial row, the hand-off, a stale cursor, an empty grid and a
zero column count.

The column count comes from the grid's MEASURED width run through
`.adaptive`'s own fitting rule, so up/down move exactly one visual row instead
of a guess that drifts with window size. Measured via a background
GeometryReader — a sibling inside a ScrollView would claim the whole viewport.

The grid cursor starts nil and only appears on the first arrow press, so a
touch user is never shown a selection they didn't ask for.

tvOS is excluded throughout: its focus engine already routes hardware arrows,
and these screens hand it navigation authority deliberately.

17 PunktfunkKit tests pass; macOS + tvOS typecheck; launcher and settings
verified rendering and navigating in the iPad Pro 13" simulator.
2026-08-10 09:59:28 +02:00
enricobuehler 3daead7d71 fix(apple): the sub-screens' legends sit where the launcher's does
Carries the display-corner inset (previous commit) through the three screens
that pin the same legend pill — settings, add-host, pair — so they don't drift
from the launcher the moment the user opens one. Each of those trays is
`maxWidth: .infinity, alignment: .leading`, so the pill is left-aligned there
too and the iPad's short centre indicator is never in its way; the keyboard
tray sits ABOVE the legend in the stack, so pulling the tray down doesn't put
keycaps over the strip.

And the settings tab strip now takes its padding from the row metrics instead
of two fixed numbers. It was the other half of the iPad sizing complaint: the
tier work grew the fields under it while the tab pills stayed at phone scale,
which read as a tab bar that belonged to a different screen.

macOS + tvOS typecheck.

Re-landed on the probe spelling: the corner inset is read from
`\.displayBottomInset` (DisplayBottomInsetProbe via ContentView), never asked
of UIKit during body — the original spelling froze the update graph of any
view that called it on device (see the legend-pinning commit).
2026-08-10 09:59:25 +02:00
enricobuehler 18d0009c35 feat(apple): the trust prompt takes controller input
Trust-on-first-use had no pad wiring at all, and it appears at the worst
possible moment for that: mid-connect, with capture already disabled so
ContentView can blur the stream and stop forwarding. A pad-only user pressed A
to connect, got this card, and found the controller in their hands doing
nothing — the only way past was to reach for the screen. A trusts, B cancels,
X runs the PIN ceremony instead.

The legend only appears with a pad attached; naming controller buttons to a
trackpad user would be describing hardware they don't have. `GamepadManager` is
observed rather than read once so the bar arrives if a pad wakes up while the
card is already open.

Safe to poll unconditionally while the card is up: capture is off for its whole
lifetime and the home screens are unmounted behind the session view, so nothing
else is reading the pad. The A press that STARTED the connect is typically
still held when this mounts — `GamepadMenuInput` adopts the held state without
firing on start, so it doesn't auto-trust.

tvOS is untouched: the focus engine already drives these buttons.

macOS + tvOS typecheck.
2026-08-10 09:58:26 +02:00
enricobuehler 8ef5350431 fix(apple): pin the launcher legend to the display's corner
On an iPad the controls pill sat two to three times further from the bottom of
the screen than from the left, so it read as floating rather than tucked into
the corner. `safeAreaInset` places its content INSIDE the safe area, so the
pill's bottom margin was stacking on top of the device's own ~24 pt
home-indicator inset while the leading margin had nothing to stack on.

Subtracting that inset is the fix; GETTING the inset is where this commit's
history is. Three spellings failed before this one, each silently:

  - a `GeometryReader` carrying `.ignoresSafeArea()` — a proxy reports no
    inset for an edge it has been told to ignore, so it can only answer 0;
  - `.ignoresSafeArea(.container, edges: .bottom)` on the inset CONTENT,
    which does not move content the inset mechanism itself placed;
  - asking UIKit for the key window (`UIApplication.shared.connectedScenes…`)
    DURING body — which answers the right number and then KILLS the asking
    view. On a physical iPad (never the simulator) that walk re-enters UIKit
    layout mid-render and SwiftUI silently severs the view's update graph:
    from then on every `@State` write lands in storage without `body` ever
    running again. That is exactly how Settings and Add Host stopped opening
    while their triggers kept firing and `showSettings` kept reading true —
    no AttributeGraph warning, nothing in the log. Found by bisecting device
    builds; a build that opens the screen programmatically renders green with
    input-driven navigation completely dead, so only a real press counts.

So the inset is measured where it is knowable: DisplayBottomInsetProbe, a
UIView that reads its WINDOW's inset from UIKit's own callbacks
(didMoveToWindow / safeAreaInsetsDidChange / layoutSubviews), hops out of the
current update, and publishes through `\.displayBottomInset` from ContentView.
The legend reads the environment — proven safe on glass — and
`gamepadLegendBottomPadding` is pure arithmetic.

Tablets only. The padding goes negative to pull the pill back down through the
indicator strip, which is safe there because the pill is left-aligned and an
iPad's indicator is a short bar in the middle. A phone's indicator is taller
and its legend runs most of the width, so the same move would cross it —
phones keep the plain margin, and the tier comes from the size classes, so an
iPad in a narrow Stage Manager window is treated as the in-hand case it is.

macOS + tvOS typecheck; margins and Settings/Add Host opening from a real
controller press verified on the iPad itself.
2026-08-10 09:58:20 +02:00
enricobuehler 522ac7bd49 feat(apple): the connect path's modals are pad-navigable
`.alert` and `.confirmationDialog` are UIKit/AppKit surfaces: a game controller
cannot move through their buttons or press one. On iOS/macOS that made every
prompt in the connect path a dead end for a pad-only user, and they are not
incidental prompts — "Pairing required" is the FIRST thing an unpaired host
shows (so pairing was unreachable before it even got to a PIN), "Connection
failed" strands the console UI behind a modal only a finger can dismiss, and
"Waiting for approval" owns the only Cancel for a connect that may never
complete. GamepadPromptView renders those states as a console card with a
focus list of actions; the system alerts stand down while it is up. tvOS keeps
them — the focus engine drives them natively there, which is exactly why this
gap was invisible from that platform.

Two things are deliberate rather than incidental:

The gate is "not STREAMING", not `model.connection == nil`. A connection
object exists well before a stream does — through the pair-required and
approval handshakes, precisely when these fire — so gating on the connection
would hand those cases back to the system dialog. Streaming is the one state
that must keep the alert: there the pad belongs to GamepadCapture.

And the overlay hangs off `driven`, not `home`, for the same reason: `home`
renders only while the connection is nil, so a prompt mounted there would be
skipped in the very case it was written for.

The launcher stands down from the controller poll while a prompt is up
(`promptActive`) — without it the host carousel keeps scrolling underneath the
modal and one A press reaches both.

macOS + tvOS typecheck; console UI verified opening Settings in the iPad
simulator with the prompts wired in.
2026-08-10 09:56:25 +02:00
enricobuehler 8ab4918923 fix(apple): the host strip stopped flashing as it settles
Reported from the iPad: the cards arrive, come to rest, and then flash. They
did — and it was not the motion. Every card sat at the WRONG fill for as long
as the entrance animation ran, then snapped to its real one in a single frame
once SwiftUI tore the animation down, roughly a third of a second AFTER the
last card had stopped moving.

`rotation3DEffect` was the cause. A real 3D transform renders its subtree
through an offscreen layer, and these cards carry translucent glass, which
resolves differently in there — so the strip showed the aurora through itself
for the duration and went opaque the instant the layer was dropped.

Measured on an iPad Pro 13", sampling the centred tile: it held #4a3d87 across
twelve frames in which nothing moved, then stepped to #423970 — 23/255 of blue
in one frame, on every card at once, while the backdrop beside them stayed
exactly #713fa0 throughout. Stretching the timeline from 1.02 s to 2.82 s moved
the step from 0.70 s to 2.50 s after launch: the same 0.32 s before the end in
both runs, which is what proves it is the animation ENDING and not any state
the tiles were waiting on. Deleting the rotation deleted the step outright.
`compositingGroup()` above and below the transforms each changed nothing, so
this is the 3D layer specifically, not compositing in general.

The turn is now projected instead of rendered: cos(angle) as a horizontal
squeeze IS the orthographic projection of a Y-axis rotation, hinged on the edge
the card fans from — which also puts the code behind the doc comment that
already described the fan that way (the sign of a rotation carried it before;
cos is even, so the anchor has to). Affine, so there is no offscreen pass and
no layer to drop. What's lost is the perspective trapezoid, which at card size
was never what sold the motion; the fan-out, the stagger and the overshoot are
untouched.

Also drops the temporary PUNKTFUNK_DIAG_OPEN hook that gated each step of this
branch in the simulator.

284 tests pass; macOS + tvOS typecheck; entrance re-recorded on the iPad Pro
simulator — the tile now settles monotonically (#4153cf → #383c77 → #39396e →
#393a6e) and holds, with the fan-out still reading as a turn.
2026-08-10 09:36:02 +02:00
enricobuehler 09bac99090 feat(apple): pairing you can actually do with a controller
PairSheet is a `Form` with two `TextField`s. On tvOS the focus engine drives
those natively, but on iOS/macOS a controller cannot reach a text field, type
into it, or press the button underneath — so for anyone in the console UI,
pairing (the ONE thing between a fresh install and a first stream) ended at
"now touch the screen".

GamepadPairView is the same ceremony in the gamepad UI's own vocabulary: the
vertical focus list the settings and add-host screens use, A on a field to
open GamepadKeyboard in a bottom tray, B to peel one layer. It mirrors
GamepadAddHostView field for field, because it is the same interaction and
someone who has added a host should recognise it immediately.

The ceremony itself moved to a shared `PairCeremony` used by both
presentations, so they can never disagree about what a wrong PIN means, what
a host rejection says, or when a late result must be discarded.

On iOS it is a shell layer like settings and add-host, and it LEADS the
shell's screen order: it blocks a connect the user already asked for and can
be raised from on top of the library (launching a title on an unpaired host),
so it has to win; backing out reveals whatever it interrupted. macOS has no
shell, so its sheet switches content by mode instead. tvOS is untouched.

macOS + tvOS typecheck; console UI verified opening Settings in the iPad
simulator with the pair screen wired into the shell.
2026-08-10 08:12:50 +02:00
enricobuehler 5db3b3c4fd feat(apple): the controls legend is clickable
Every hint cell that names an action is a real button on iOS/iPadOS/macOS.
The legend already lists every action a screen has, in one fixed place, so a
user without a pad in their hands — an iPad on a stand, a Mac driven by
trackpad, anyone running `gamepadUIMode == "always"` — was reading a complete
menu they could not press.

tvOS keeps them inert deliberately. There is no pointer there, so a tappable
cell would have to be FOCUSABLE, and that puts six new stops in the path of a
focus engine whose flow on these screens is load-bearing and hard-won — while
every action in the legend already has a native route (select, Menu,
Play/Pause, the focusable tab pills).

Cells that name an INPUT rather than an action stay labels: "↔ Adjust" is the
stick itself, and "A Type" over the on-screen keyboard has no tap equivalent
because a touch user types by tapping the keycap.

Two details that are load-bearing rather than tidy: the decorative hairline
gets `allowsHitTesting(false)` (it sits on top of the cells), and the press
style's `contentShape` sits below its `scaleEffect` so shrinking the artwork
cannot move the target out from under a resting finger and lose the touch-up.

macOS + tvOS typecheck; 272 tests pass; console UI verified opening Settings
in the iPad simulator.
2026-08-10 08:05:14 +02:00
enricobuehler a23c028492 fix(host): the console reported the resolution the client asked for, not the one it got
`/api/v1/local/summary` (and the console card behind it) read the live-stats mode
slot, which bring-up seeded from the NEGOTIATED mode:

    let live_mode = Arc::new(AtomicU64::new(pack_mode(
        mode.width, mode.height, interval_hz(interval))));

The refresh was already corrected there — the comment says so, because KWin caps
a virtual output's rate — but the SIZE was still the request. Only a mid-stream
resize ever fixed it: the rebuild path below publishes `delivered_mode(frame..)`,
and bring-up never did.

Attach is what makes this matter rather than being pedantry. On a box with a
physical display the gamescope backend logs

    gamescope: box drives a physical display — attaching at its own mode (no
    re-mode) client_w=5120 client_h=1440

and streams the panel's size. Measured on home-nobara-1 with a 1080p HDMI panel
attached: the capture negotiated 1920x1080 and NVENC opened 1920x1080@240, while
the summary reported 5120x1440 — the console confidently naming a resolution
nobody was watching, which is exactly the shape of the stale attach-path report
noted on .41 in July ("reusing w=5120 h=1440" while the session was really 1080p).

Seeding the slot from `delivered_mode(frame.width, frame.height, interval)` uses
the same helper the rebuild path already trusts, and changes only the two fields
that were wrong — its refresh term IS `interval_hz(interval)`, so that half is
bit-for-bit what it was.

This publishes the STATS slot only. It deliberately does not send the client a
corrective `Reconfigured`: that remains owed exactly where it already was, under
`adopted_at_bringup`, because an ordinary connect's mode came from the Welcome
rather than from an accept the client has already acted on.

Verified on home-nobara-1, attach session against a 1080p panel:
  summary session:   {"width":1920,"height":1080,"fps":240}
  actually captured: pipewire format negotiated width=1920 height=1080
Before the change the same session reported 5120x1440.
2026-08-10 07:55:18 +02:00
enricobuehler 5b3ea6e8db fix(pf-encode): one NVENC open failure could kill every session on the box
`punktfunk-host` died twice on home-nobara-1 with the same stack:

    __strlen_evex <- av_vbprintf <- format_line <- av_log_default_callback
      <- ff_cuda_check <- ff_nvenc_encode_init <- avcodec_open2
      <- NvencEncoder::open <- NvencEncoder::reset <- virtual_stream

once as an outright SIGSEGV mid-session, and once as a thread wedged in that
stack so the service never answered SIGTERM and systemd escalated to SIGABRT
("State 'stop-sigterm' timed out. Aborting."). Both times a client's session was
rebuilding its encoder. The blast radius is the whole host process — every other
client's session goes with it.

The fault is in libav, not here. `ff_cuda_check` logs the failing CUDA call as
`"%s failed -> %s: %s"` using an `err_name`/`err_string` pair the error lookup
does not always fill, and glibc then walks whatever was on the stack. We cannot
patch the distro's FFmpeg, so the fix denies it the chance to format: the guard
already used by the 4:4:4 probe drops the level to AV_LOG_FATAL across the open,
and `av_log_default_callback` returns on the level check before `format_line` —
these messages are AV_LOG_ERROR. The failure is not swallowed; it still comes
back as `Err(e)` and is reported with our own context, which now says the libav
text was deliberately silenced so nobody hunts for a message that will not come.

Scoped to the `open_with` call ALONE. The ENOSYS arm immediately below recurses
into `Self::open`, and `QuietLibavLog` holds a non-reentrant global mutex —
wrapping the whole `match` would have deadlocked the intra-refresh retry.

Verified on home-nobara-1 (fc44, libavcodec 62). With CUDA made unavailable so
the open fails inside the CUDA layer, the old binary prints

    [hevc_nvenc @ ..] cuInit(0) failed -> CUDA_ERROR_NO_DEVICE: no CUDA-capable
    device is detected

— that line IS `ff_cuda_check` formatting the two `%s` — and the fixed binary
does not; both exit 1 with our error instead. A successful open is unaffected on
both the direct-SDK and the libav paths (90/90 frames, identical output size).

What this does NOT claim: the uninitialized-pointer condition itself was not
reproduced on demand — it depends on the CUDA error lookup failing to fill the
strings, and in the forced case above it filled them fine. What is demonstrated
is that the formatting call which faulted is no longer reached during the open.
2026-08-10 07:46:47 +02:00
enricobuehler ffb1ecfebe feat(apple): size the console UI for the iPad
GamepadFormMetrics had exactly two tiers, tvOS and everything-else, so a 13"
iPad Pro drew its settings rows, section tabs and legend at iPhone scale in
the middle of a very large display — the field verdict was that the sizing
"does not adapt to larger screens". There is a third tier now, between the
in-hand and 10-foot sets.

Chosen from the SIZE CLASSES, not the device idiom: an iPad in a narrow Stage
Manager or Split View window keeps the in-hand numbers, because what is being
read is the window, not the panel behind it. Phone sizing is untouched.

Published from ContentView — the app root — rather than only from
`gamepadPaletteInk`. A screen that applies that modifier itself sits ABOVE its
own copy of the environment, so its `@Environment` resolves against its parent
and would read the bare phone default no matter what the modifier published.
The screenshot harness publishes it too, for the same reason: it mounts these
screens with no ContentView above them, so an iPad capture used to render the
whole gamepad UI at iPhone scale.

macOS + tvOS typecheck; the console UI verified in the iPad simulator opening
Settings at the tablet tier.
2026-08-10 07:44:36 +02:00
enricobuehler 08e462fee9 fix(apple): Graphite's selected settings tab was white on light grey
The tab strip's selected pill is FILLED with the palette accent, and
`ink.onAccent` — chosen by that accent's own luminance, and documented for
"a filled pill's label" — has existed for exactly this since the palettes
landed. The strip was using the plain foreground instead, which is white on
every dark palette and therefore looked fine on all but one: Graphite's
accent is a light grey (luma ≈ 0.80), so its selected tab read white on
white.
2026-08-10 07:41:43 +02:00
enricobuehler 2590238b8f fix(apple): the console sub-screens' backdrop, glass and option band
Four things the field reported on glass, all in the console's visual layer.

The tray scrim is GONE, not re-tuned. It laid `.ultraThinMaterial` across the
top and bottom of every form screen, and a material by definition lifts and
tints whatever it blurs — so it read grey, and washing it with the palette's
ground only made it read coloured. There is no public way to blur a backdrop
without that tint, so the layer had to go. The darkening it also provided was
never its to provide: the backdrop's own legibility scrim
(0.38/0.06/0.08/0.40 — the same gradient pf-console-ui bakes into its shader)
has always been one layer down, which is why the console has no tray band.

Pale palettes rendered every row, pill and card as a flat white slab, and
lowering the tint did nothing, because the opacity came from the glass BODY:
`.regular` is a bright, high-body material and a pale palette's `ink.glass` is
literal white. Pale palettes take `Glass.clear` now, with a light wash to keep
dark ink legible.

A focused settings row changed colour in a hard jump, a beat late, while its
scale animated smoothly beside it — the focus tint rode `Glass.tint`, and a
Glass value is opaque to SwiftUI's animation system. It is a plain fill
between the glass and the label now, so the existing animation covers it.

The host cards appeared to be swapped for different ones as their entrance
landed: `CardEntrance` swings each tile in on a rotation3DEffect, and Liquid
Glass samples the backdrop through its own layer, which it cannot do under a
3D transform. Those tiles take the material path (`forceMaterial`).

And the option band never turned like a cylinder because the band MASKED
itself: a mask rasterises what it covers, flattening `rotation3DEffect`'s
perspective, so the projection was computed and discarded every frame. The
soft edge is folded into each option's own opacity instead. Its ±1 neighbours
stay hidden at rest — showing them reproduced the documented overlap defect
("2752 × 2064" with "280 ×" through it), which is why they were dropped.

Also fixes pale palettes washing out: the calm mix added a plusLighter wash of
a near-white ground on top of a field already mixed toward it, saturating the
form screens to white.

macOS + tvOS typecheck; console UI verified opening Settings in the simulator,
with no tray band.
2026-08-10 07:33:11 +02:00
enricobuehler beb639f067 fix(ui): the OLED palette is called Eclipse now
Every other background reads as a place or a material — Violet, Nebula,
Abyss, Ember, Moss, Graphite, Holo, Sunset, Bloom, Dawn, Mint, Opal — and
"OLED" was a spec sheet sitting among them, naming the panel it suits rather
than what it looks like. It looks like black with a thin violet corona at one
corner, which is an eclipse, and that puts it beside Nebula and Abyss.

The ID stays "oled" in all three clients: it is the stored ui_palette value
AND the cross-client key, so renaming it would orphan every saved choice and
silently desync Apple, Android and the console UI. Only the label moved. No
test or doc pinned the old string.

Palette tests pass; macOS builds.
2026-08-10 07:30:30 +02:00
enricobuehler 90450ff1f6 feat(apple): the legends remember which pad you own
`buttonGlyph` asked the LIVE controller for its `sfSymbolsName` and fell back
to generic letter glyphs, so the moment a DualSense slept, disconnected or
ran flat, every ✕/◯ hint turned into A/B under its owner's hands. Under
`gamepadUIMode == "always"` — the console UI up with no pad by design — they
were never right at all.

GamepadManager now remembers the family of the last controller that was
actually attached (`DefaultsKey.lastGamepadKind`, written on selection and
deliberately never cleared on disconnect), and the legends resolve live →
remembered → generic. Not a user-facing setting: a glyph-style picker is one
more row asking a question the app can answer itself, and the remembered pad
is right essentially always.

GamepadGlyphs maps by POSITION, not by name, because that is what
`GCExtendedGamepad`'s buttonA/B/X/Y are. So ✕ is role `.a` (the bottom
button), and a Switch pad gets Nintendo's transposed labels rather than Xbox
letters printed on the wrong physical buttons.

The test asserts every symbol name RESOLVES on the running OS. That is the
load-bearing one: `Image(systemName:)` draws an unknown name as nothing at
all — no crash, no log, no red build — so a typo would silently blank a
legend on device and no amount of building would catch it.

macOS + tvOS typecheck; the 5 glyph tests pass; the console UI verified
opening its Settings screen in the iPad simulator.
2026-08-10 07:29:33 +02:00
enricobuehler 890b67a863 fix(validation): v5 called jitter a leak — a leak is a trend, not a spread
v5's verdict was `max - min` over the sampled fd counts with a default tolerance
of 0. An encode worker's fd count legitimately moves by one when a dmabuf fd is
in flight at the sampling instant, so the spread was permanently 1 and the leg
failed on a perfectly healthy box — reported, like every red leg here, as "a
shipping blocker, not a flake".

Measured on home-nobara-1 (KDE, RTX 5070 Ti), 33 samples over 480 s:

    54 54 54 54 54 54 54 54 55 55 54 54 54 55 54 54 55 54 54 54 55 54 …54

It oscillates and ENDS on 54, exactly where it started. Nothing accumulates.

The replacement is median-of-thirds: median(last third) - median(first third).
That is strictly MORE sensitive to what R2 is actually about — a steady leak
moves the trend just as much as it moves the spread, while bounded jitter moves
only the spread — so this is not the tolerance being widened to get a green.
The spread is still printed, now labelled as jitter when the trend is flat. The
warm-up window already covers the one-off first-sight-of-each-buffer cost, so a
plateau inside it is by design not a leak; a step that never comes back still
trends and still fails.

The self-test grows the cases that force this to be a real assertion: the
measured oscillation must trend to zero, a synthetic leak must still trend up, a
flat series must be flat, and a step that never returns must be caught. Writing
them is what caught my own arithmetic — the first draft asserted a leak trend of
12 where the reader correctly says 10.

Also records what the v5 log now makes obvious: `--minutes` does NOT set the wall
clock. `spike` is frame-count bounded (`seconds * fps`), and a KWin virtual
output being driven hard delivers ~197 fps against a `--fps 60` budget, so a
"10 minute" run ended after 182 s. Ask for more minutes than you want.
2026-08-10 03:04:05 +02:00
enricobuehler 9cdbfabd4d fix(validation): v4.e demanded a rung the spike vehicle cannot reach
v4.e killed the worker mid-session and then required "the encode worker died
mid-session" in the spike's log. That line, and the respawn that follows it, are
emitted by `RemotePyroWave::reset` — and the only caller of `Encoder::reset` is
the real session's `reset_stalled_encoder` loop in native/stream.rs. `spike` is
a dev tool with no recovery loop at all: it does

    encoder.submit(&frame).context("encoder submit")?

and exits. So a worker killed under the spike can never reach reset, the line
can never appear, and the leg reported

    FAILED — a red leg here is a shipping blocker, not a flake.

for a ladder rung the product implements correctly. A false negative in the one
place that must not have one: this kit exists to refuse false PASSes, and a
false FAIL spends exactly the same credibility.

Verified on glass first, so the rung is not being excused on a reading of the
source. home-nobara-1 (KDE, RTX 5070 Ti), real client session, worker pid 44249
killed with -9: `video_streaming` stayed true across the kill, and the host
logged

    pyrowave: respawned the encode worker after a mid-session death
      worker=/usr/bin/punktfunk-encode-worker priority=Granted(Realtime)
    encoder submit failed — encoder rebuilt in place, forcing an IDR
      error=... Broken pipe (os error 32) reset=1 max=5

v4.e now asserts the half the spike can actually observe — the death surfaces as
an ATTRIBUTABLE worker-IPC error naming the worker, after real encode windows,
and the host process does not die with it. A hang, an unexplained failure, or a
dead host still fails. The respawn half is printed as the human follow-up, in
the same idiom v1 already uses for its on-glass half, and written into `recipe`
with the two commands that close it.
2026-08-10 02:38:55 +02:00
enricobuehler fdef4c90ce fix(gamescope): stop the PipeWire use-after-free that aborted a session on every connect
ci / bun-nix (pull_request) Successful in 27s
ci / web (pull_request) Successful in 1m7s
ci / docs-site (pull_request) Successful in 1m20s
ci / rust-arm64 (pull_request) Successful in 1m31s
ci / rust (pull_request) Successful in 7m25s
A managed gamescope session on Nobara 44 (VM 123) died on essentially every
client connect. The visible symptom was a black screen; underneath,
`punktfunk-gamescope` was SIGABRT crash-looping — 11 coredumps in three minutes
— until `gamescope-session-plus` ran out of retries and came up on the *stock*
`/usr/bin/gamescope` at its default 1920x1080, which looks like a working game
mode and carries none of our capture patches.

    punktfunk-gamescope: ../src/pipewire.cpp:88: void destroy_buffer(
      pipewire_buffer*): Assertion `false' failed.
    #4  __assert_fail
    #5  destroy_buffer(pipewire_buffer*).cold

The abort is a use-after-free wearing an `assert(false); // unreachable`.
`pw_buffer->user_data` is associated with its `pipewire_buffer` in exactly one
place, at the bottom of `stream_handle_add_buffer` — after all four `goto error`
paths, whose label is a bare `delete buffer`. And `stream_handle_remove_buffer`
clears `buffer->buffer`, the only route back to the `pw_buffer`, while a still-
`copying` buffer is deleted later on the steamcompmgr thread with no way to
reach the slot. PipeWire recycles `pw_buffer` slots across renegotiations, so
the next remove reads `buffer->type` out of freed memory, falls off the end of
the switch and aborts.

The host sets the session to the client's mode on connect, and that mode change
is what renegotiates the stream — which is why "every connect" was the trigger.

Patch 0007 fixes the association rather than the symptom: set `user_data` at
allocation so it is valid on every path out of `add_buffer` and clear it on the
error path; clear it in `remove_buffer`, the last point both halves are known;
null-check the two consumers. The `default:` arm then logs instead of aborting.
Offered upstream — nothing about it is punktfunk-specific.

Two traps this cost time on, both now written down in the README:

  * It is NOT HDR-specific. The abort was first seen right after a 10-bit
    stream negotiated, so `PUNKTFUNK_GAMESCOPE_HDR=0` looked like a workaround.
    The failing argv carries no `--hdr-enabled` at all.
  * `gamescope-session-plus` hides it by falling back to stock gamescope, so a
    session existing proves nothing — read the banner.

`.pfhdrN` moves to 5 even though no capability moved: every deployed pfhdr4
binary crash-loops, so an operator needs to be able to tell them apart. All
`>=` thresholds in the host's probe are unaffected.

Also documents `libstdc++-static` as a build dependency — it is punktfunk's
requirement (the script links the C++ runtime statically on purpose), so no
`dnf builddep` will ever pull it, and without it meson fails with a message
naming neither the flag nor the package.

Verified on VM 123 with the patched binary installed: 5 rapid connect/
disconnect cycles plus 3 further sessions, zero new gamescope coredumps (43
before, 43 after), Steam game mode streaming real content at 5120x1440, and
`/tmp/chimeraos-short-session-tracker` never created — the short-session latch
that used to strand the box in plasma was downstream of this crash.
2026-08-10 02:16:22 +02:00
enricobuehler 8508f8f3c3 Merge pull request 'The gamescope bind is armed on every gamescope box, takes a user namespace that breaks Xwayland, and leaves a drop-in that bricks the next boot' (#151) from worktree-bind-userns into main
ci / web (push) Successful in 1m9s
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android / android (push) Canceled after 2m38s
ci / rust (push) Canceled after 2m41s
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deb / build-publish-client-arm64 (push) Canceled after 7s
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Reviewed-on: #151
2026-08-09 22:41:40 +00:00
enricobuehler 6695300b67 fix(pf-vdisplay): the gamescope bind took a user namespace that broke Xwayland, and left a drop-in that bricked the next boot
ci / bun-nix (pull_request) Successful in 24s
ci / docs-site (pull_request) Successful in 1m5s
ci / web (pull_request) Successful in 1m24s
ci / rust-arm64 (pull_request) Successful in 1m28s
apple / swift (pull_request) Successful in 1m37s
apple / screenshots (pull_request) Skipped
android / android (pull_request) Canceled after 4m4s
ci / rust (pull_request) Canceled after 4m13s
Field-diagnosed on Nobara (fc44, canary g13179011), where Game Mode became unstartable and the box
was handed to plasma. #144's bind works — the patched build genuinely reaches a session script that
hardcodes /usr/bin/gamescope — but a mount namespace in a systemd USER unit is also a USER namespace,
and only this uid is mapped in it. Measured on the box:

    on disk / in a unit without the bind :  drwxrwxrwt 2 0 0          /tmp/.X11-unix
    in a unit WITH the bind              :  drwxrwxrwt 2 65534 65534  /tmp/.X11-unix
    uid_map inside                       :  1000 1000 1

wlroots checks that /tmp/.X11-unix is "owned by root or us", sees nobody, and refuses:

    wlserver: [xwayland/sockets.c:100] /tmp/.X11-unix not owned by root or us
    wlserver: [xwayland/sockets.c:217] No display available in the first 33
    -> SIGSEGV in run_pipewire

Three ~10 s failures then feed chimeraos' short-session tracker, session-plus stops even trying, and
steamos-session-select rewrites the user's session to plasma. So the symptom an operator reports is
"thrown onto KDE and I can't get back" — two removes from the cause.

Two further bugs found while fixing it, each worse than the one reported:

  * THE BIND WAS ARMED EVERYWHERE. The condition was only `gamescope_bin() != /usr/bin/gamescope`,
    so every box with punktfunk-gamescope installed took a namespace it has no use for — Bazzite,
    SteamOS-likes, the Deck. The blast radius was every gamescope box, not just the hardcoded-path
    ones the mechanism exists for. Now the host READS the session script and arms only where it
    never mentions GAMESCOPE_BIN and names /usr/bin/gamescope outright; everything else is
    bit-for-bit pre-#144, no namespace at all. An unreadable script does not arm.

  * THE DROP-IN OUTLIVED ITS SOURCES. It was written to ~/.config/systemd/user/ on the TEMPLATE, so
    it also applied to the box's OWN autologin unit at every boot — while both paths it binds live in
    tmpfs. After a reboot the drop-in survives and its sources do not, and BindReadOnlyPaths= with a
    missing source fails the unit outright. THAT is why the field symptom survived a reboot. It now
    lives in $XDG_RUNTIME_DIR (dies with the login session), removal covers both the runtime and the
    legacy $HOME path, and restore_takeover_on_startup does that removal unconditionally at host
    start — which is the upgrade path for every box already running canary g13179011. Without it,
    updating the host would not un-brick them.

  * A bind was armed even when gamescope_bin() fell back to the bare name "gamescope". The wrapper
    execs `gamescope` through PATH inside the unit — onto the path we just bound the wrapper over.
    Fork bomb. Refused ahead of even the operator's force.

Where the bind IS armed it now carries its own compensation: a user-owned $XDG_RUNTIME_DIR/punktfunk-x11
bound read-WRITE over /tmp/.X11-unix (Xwayland creates the socket there), so the ownership check sees
"us". Skipped when that directory is already ours or absent — neither is the hazard. Stale sockets are
pruned by connect-test so a SIGKILLed session cannot walk the 33 display slots away.

And rather than trust that reasoning, the host now ASKS THE BOX before arming: it runs the field
reproduction with the real property set — `systemd-run --user --wait --collect --property=<the same
args> -- stat -c %u /tmp/.X11-unix` — and arms only if the answer is our uid. Anything else (65534, a
rejected property, no user manager, a blown 10 s budget) means no bind, and the session runs stock
gamescope: no HDR, no in-node cursor, but it STARTS. A runtime backstop disarms and relaunches if a
session launched with the bind armed produces no node in its window, latching one-way per process.

The XFixes-cursor concern that argued against relocating the socket does not hold: the only host-side
X client is spawned under `plan.gamescope_cursor`, which is `gamescope && !gamescope_composites_cursor()`,
and our shipped +pfhdr4 build is patch level 4 — so on the very route where the bind arms, that reader
is never constructed.
2026-08-10 00:39:18 +02:00
enricobuehler 73d435b967 Merge pull request 'The driver clippy gate has been red on main since the Xbox pad landed' (#150) from worktree-drivers-clippy into main
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Reviewed-on: #150
2026-08-09 21:55:42 +00:00
enricobuehler c7df7b45af fix(drivers/pf-gamepad): the three Xbox identities as a range — the driver clippy gate is red on main
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`cargo clippy --all-targets -- -D warnings` over the shipped drivers (the step that
enforces the unsafe-audit gates) fails on main since #149 landed: clippy 1.96's
`manual_range_patterns` fires on all five `4 | 5 | 6` device-type arms, and `-D warnings`
turns each into an error, so `pf-gamepad` fails to compile as both lib and lib-test and
the whole step never reaches the other five crates.

Device types 4/5/6 are the Xbox Wireless / One S / Elite Series 2 identities added by
#149 — contiguous by construction, so `4..=6` is the same set. Purely a lint fix: no arm
gains or loses a device type, and the comments that already record *why* the three share
one report shape, one descriptor and one vendor string are untouched.
2026-08-09 23:46:43 +02:00
enricobuehler 5d7091bf87 Merge pull request 'The Windows Xbox pad: make games actually see it' (#149) from worktree-xbox-pad-wgi-visibility into main
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Reviewed-on: #149
2026-08-09 21:36:29 +00:00
enricobuehler e19f11bb0d feat(abi/apple): carry the trigger motors to non-Rust clients — ABI 18, next_rumble_cmd2
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The `0xCA` wire already carries the two Xbox impulse-trigger motors (v3), and the Rust decode path
already parses them; `datagram_task.rs` dropped them on the floor with a comment naming exactly this
work as what remained. The blocker was the C ABI: every non-Rust client pulls rumble through
`punktfunk_connection_next_rumble_cmd`, whose out-params cannot carry two more channels.

    PunktfunkStatus punktfunk_connection_next_rumble_cmd2(
        PunktfunkConnection *c, uint16_t *pad, uint16_t *low, uint16_t *high,
        uint16_t *left_trigger, uint16_t *right_trigger,
        uint32_t *backstop_ms, uint32_t timeout_ms);

⚠️ ADDED, not widened. `_cmd` keeps its signature and its values bit-identical for handle-only
traffic — out-of-tree embedders depend on it and `docs/embedding-the-c-abi.md` documents it, so
silently changing an exported symbol would break every consumer at once. `nm` on the staticlib shows
all four rumble entry points still exported. `ABI_VERSION` 17 → 18; every other site reads it
dynamically, so there are no hardcoded mirrors to drift.

⚠️ ONE HONEST BEHAVIOURAL DELTA, documented in `abi.rs` and pinned by a test: against a
trigger-driving host a `_cmd` caller now receives commands with `low == high == 0` where the demux
previously dropped the update entirely. They are idempotent handle stops, and the redundant-stop
suppression cannot fold them because the command as a whole is not silent. Zero cost today —
nothing sources non-zero triggers.

The dedupe-jitter proof was RE-DERIVED rather than widened, which is the kind of thing that quietly
rots when a tuple grows: the nudge touches only `low` by ±1 LSB and `emit` is only reached with a
non-silent level, so the nudged tuple can collide with the four-field stop sentinel only at
`(1,0,0,0)`. A test pins both directions — refuse at `(1,0,0,0)`, flip freely at `(1,0,lt,0)`.

Apple renders them: `RumbleRenderer` gains `Motor?` slots at `GCHapticsLocality.leftTrigger` /
`.rightTrigger` beside the existing handles. A controller without trigger actuators degrades
silently — a nil engine yields a nil slot and `reconcile` no-ops — and absent localities are never
logged, because on most pads that is the normal case rather than a fault. The macOS DualSense
raw-HID branch stays a deliberate no-op: a DualSense has ADAPTIVE triggers, not trigger rumble
motors, and inventing a mapping there would buzz the wrong thing.

🛑 BUILT AHEAD OF A PRODUCER, DELIBERATELY, AND NOTHING HERE CLAIMS OTHERWISE. Nothing can currently
source trigger rumble on Windows and that is measured, not assumed: `XINPUT_VIBRATION` has two
members, and GameInput — the only four-motor API — does not enumerate an xinputhid-promoted Xbox pad
at all, verified against a REAL Microsoft Elite which is equally invisible to it while classic
XInput reads it live. So this path has never been exercised end to end and the comments say so.

VERIFIED
  * `cargo test -p punktfunk-core --features quic --lib` 378 passed on macOS, 203 on Windows;
    clippy `-D warnings` clean with and without default features; `cargo fmt --all --check` clean.
  * The generated header is regenerated and idempotent on re-run (CI diffs it).
  * SWIFT ACTUALLY COMPILES AND RUNS: `swift build` clean and `swift test` 262 passed / 0 failures
    in `clients/apple`, against a locally built xcframework. (Editor SourceKit errors about
    `PunktfunkCore`/`DualSenseHID` are index noise from that gitignored artifact — a real build
    resolves both, and the `DualSenseHID` references are untouched by this change.)
  * `cargo build -p punktfunk-host` clean on Windows.

NOT VERIFIED
  * End to end — see above; there is no producer.
  * Whether a real Xbox pad on Apple actually reports the two trigger localities. The degrade needs
    no code, but the positive case is untested.
  * `pf-client-core` (the SDL renderer) does not build on macOS at baseline and is unbuilt here. It
    only reads `RumbleCommand` fields and never constructs one, so added fields cannot break it, but
    it still calls `_cmd`; wiring `SDL_RumbleGamepadTriggers` is separate work.

ANDROID: NOT DONE, and it should stay that way for now. `pack_rumble` packs pad/backstop/low/high
into bits 0..52 of a `jlong` with `-1` reserved as a sentinel — two more `u16` do not fit. The right
fix if ever wanted is the direct-`ByteBuffer` shape `nativeNextHidout` already uses in the same file
(zero-allocation, caller-owned, the established idiom), not a second `jlong` (racy across two calls)
nor `long[]` (an allocation per pull). But no Android device exposes trigger actuators at all, so
there is nothing to render. Separately stale and also not fixed: `NativeBridge.kt`'s KDoc still
documents the v2 `ttl_ms` layout rather than `backstop_ms`.
2026-08-09 23:30:02 +02:00
enricobuehler 7f1f7ba87c fix(pads/windows): say WHY a pad index is taken, and stop the devtest lying when it is
Debugging the on-glass session, a devtest run died with

    error=create gamepad bootstrap mailbox Global\pfds-boot-0: Zugriff verweigert (0x80070005)
    (install/repair: punktfunk-host.exe driver install --gamepad)

and then — this is the part that cost real time — kept printing "virtual Xbox One S Controller up",
streamed frames into nothing, and let the operator measure the INCUMBENT pad on that index. The
XInput packet count sat frozen and read as "the pad is dead", which was a wrong conclusion drawn
from a harness that had already failed and not said so.

WHAT IT ACTUALLY WAS. Pad lifetime is deliberately tied to the SESSION (native/input.rs: "the
gamepads are created and torn down with the session"), and a live session's pad legitimately owns
`Global\pfds-boot-0`. The mailbox's SDDL is `D:P(A;;GA;;;SY)(A;;GA;;;LS)` — SYSTEM and LocalService
only — and the host service runs as LocalSystem while a hand-run devtest runs as an elevated
Administrator, which is in neither ACE. `CreateFileMappingW` over an existing name is really an
OPEN, access-checked against the incumbent's DACL, so it returned ACCESS_DENIED and bailed at the
`?` BEFORE reaching the `ERROR_ALREADY_EXISTS` branch that already had the right sentence. That
branch only ever fires when both processes run as the same account.

The name is per-index on purpose and stays that way: `Global\pfds-boot-{index}` is the rendezvous
the driver polls, and its existence doubles as host-liveness. Making it per-process would let two
hosts build two devices on one wire index — the "the game sees two controllers" bug. The collision
is correct; only the diagnosis was wrong.

  * `gamepad_raii.rs` classifies the failure: on ACCESS_DENIED it probes with `OpenFileMappingW`,
    which separates what the OS collapsed — object-manager lookup precedes the access check, so
    absent gives FILE_NOT_FOUND and present-but-forbidden gives ACCESS_DENIED. It now says the
    mailbox belongs to a live session's pad and that nothing is wrong with the drivers.
  * `pad_slots.rs` carries that as a typed `PadCreateFault` through the anyhow chain, so `ensure`
    prints the fault's remedy instead of the per-backend reinstall hint, plus the pad index.
  * `devtest.rs` now BAILS when no pad was actually built, instead of announcing success. This is
    the fix that matters: every probe an operator runs next will still find a device on that index.
  * `native.rs` names what a detached input thread still holds, since that is one of the ways a pad
    can outlive its session.

DELIBERATELY NOT CHANGED, with reasons: the session-scoped pad lifetime (intentional and
documented); the mailbox naming (load-bearing, above); the retry/backoff (latching would resurrect
the `broken` flag `PadGate` exists to kill); the 10 s thread-detach in `serve_session` and the
service's `TerminateProcess` shutdown — both are real ways a devnode can outlive its owner, but
neither is evidenced in the field case and inventing a fix for an unobserved path is how you get a
regression instead of a bugfix.

`pf-inject/lib.rs` drops the `cfg(any(linux, windows))` gate on `pad_gate`/`pad_slots`. Neither
touches an OS pad API, and the gate meant a classification whose entire subject is a `cfg(windows)`
failure could not be tested on a dev machine at all.

VERIFIED
  * ON WINDOWS (.173): `cargo test -p pf-inject --lib` 109/109; `cargo build -p punktfunk-host`
    clean. Both agents' Windows code was compile-UNVERIFIED before this run.
  * macOS: 5 new tests, including one that pins the anyhow downcast through the exact three-layer
    context chain the Windows code builds — the assumption that could not otherwise be checked.
  * `cargo fmt --all --check` clean.

NOT VERIFIED
  * That a LocalSystem-owned mailbox really answers `OpenFileMappingW` with ACCESS_DENIED rather
    than FILE_NOT_FOUND from an Administrator token. That is reasoned from the object manager's
    lookup-then-access-check order, not measured. Repro on .173: hold a session pad on index 0, run
    the devtest from an elevated console, and check the new sentence appears.
2026-08-09 23:29:30 +02:00
enricobuehler d39843a858 Merge pull request 'The Game Mode takeover blamed polkit for a group it never named, and prescribed two remedies that cannot work' (#148) from worktree-dm-helper-preflight into main
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Reviewed-on: #148
2026-08-09 21:17:36 +00:00
enricobuehler fb309e0262 fix(pf-vdisplay): the takeover blamed polkit for a group it never named, and offered two remedies that cannot work
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Field triage on Nobara, 2026-08-09. Every connect degraded to ATTACH — which on that box mirrors a
game-mode session the host never configured, and looked like a black screen on every connect. The
host said:

    the packaged pf-dm-helper polkit action is missing or was denied (reinstall the punktfunk
    package, or install the display-manager polkit rule from the docs)

Every clause of that was wrong. The action was installed, `allow_any`, and its exec.path annotation
matched the installed helper; pkexec authorized it and RAN the helper. The helper refused, and said
exactly why:

    pf-dm-helper: user 'nobara-user' is not in the 'punktfunk' group — refusing.
      Grant it with: sudo usermod -aG punktfunk nobara-user   (then re-login)

That text never reached the log, because `dm_helper` ran the helper with `.status()` — which
discards stderr and collapses the exit code to a bool. The one thing that would have ended the
investigation in seconds was thrown away at the call site, and the caller then guessed. Neither
suggested remedy adds anyone to a group, so a reader who followed both stayed broken and learned the
docs were useless. It fails soft, with no error and no failed unit, so nobody finds it on purpose.

Now: `.output()`, and four failure modes that stay distinguishable because they need different
fixes — helper not installed, pkexec could not run it, polkit denied it (pkexec's own 126/127), and
the helper ran and refused, whose stderr rides through VERBATIM rather than being re-described. Null
stdin too, so a pkexec that decides to prompt gets EOF instead of parking a stream thread on a tty
read.

The same gate gates the `linger` verb, so on a sessionless host an unjoined user fails there first —
carrying the reason there as well, or the misdiagnosis just moves one message earlier.

A new startup preflight says it before a stream is being built rather than during one, gated so it
cannot nag a box that would never attempt a takeover: not root, a display-manager alias exists, a
managed session launcher exists, a packaged helper exists, and the user is not in the group. It reads
membership from the user database rather than this process's groups, deliberately: that is what the
helper reads (it runs as root and resolves the caller from the database), so `usermod -aG` satisfies
the DM gate immediately and the warning stops. Using `getgroups()` would keep warning on a box where
the takeover already works.

Packaging said the group was for "the virtual Steam Deck pad (usbip)" — so anyone without a Deck pad
correctly skipped it and landed here by following instructions properly. All three scriptlets now
lead with Game Mode, name both grants, and record that creating the group is necessary and NOT
sufficient. Docs get the same treatment: the group is an admonition above the DM-flavor list in
gamescope.md, a black-screen entry in troubleshooting.md that tells the reader to read the quoted
reason FIRST, and the per-distro install pages no longer frame it as pad-only.
2026-08-09 23:15:34 +02:00
enricobuehler 94c2f62490 test(tools): a GameInput probe — and it cannot see our promoted Xbox pad
`win-input-matrix` covered four of the five rows and said so; GameInput was the gap, because it has
no binding in the `windows` crate and needs hand-written COM. This adds it: `--gameinput` reports
whether GameInput has a reading, and `--gi-rumble l,h,lt,rt [--gi-pid PID]` drives
`SetRumbleState`. Every vtable slot is taken from the SDK header, not guessed — a COM vtable is
positional, so a wrong slot calls a different method with the wrong signature.

WHY RUMBLE AND NOT JUST ENUMERATION. `XINPUT_VIBRATION` has two members, so classic XInput can never
exercise an Xbox pad's two IMPULSE-TRIGGER motors. `GameInputRumbleParams` has four
(`lowFrequency`, `highFrequency`, `leftTrigger`, `rightTrigger`), which makes GameInput the only API
that can settle `design/trigger-rumble-plane.md` §2.1's open question — the `enable`-mask bit
assignment for the two trigger actuators, where bits 2/3 (the handles) are measured and bits 0/1
(the triggers) are inferred from field order and nothing else.

TWO THINGS MEASURED ON .173, 2026-08-09:

1.  GameInput's device enumeration is ASYNCHRONOUS, and the first `GetCurrentReading` reliably
   returns nothing even with pads actively reporting. This is the GameInput analogue of `wake_wgi`:
   the API looks like a query and is really a cache someone else fills. A bounded poll fixes it.
   ⚠️ Focus is NOT the cause, and the header rules it out rather than my guessing:
   `GameInputDefaultFocusPolicy` is 0 and every `GameInputFocusPolicy` flag is a RESTRICTION, so the
   default already admits background input. Do not "fix" this with `SetFocusPolicy`.

2. 🛑 **GameInput never sees our pad.** Hunting by product id for six seconds with the pad live and
   sweeping, it enumerated `054C:0CE6` (DualSense) and `3434:D031` (8BitDo) — both plain HID pads —
   and never `045E:02FD`, ours, while classic XInput was reading ours live in the same moment.

⇒ THE TRIGGER ENABLE BITS REMAIN CONJECTURE, but for a better reason than before: it is not that
nobody has tried, it is that on this box NOTHING CAN DELIVER a four-motor rumble to our pad. XInput
structurally cannot; GameInput can but does not see it.

⚠️ The obvious suspicion is that `xinputhid` claiming the HID collection exclusively is what hides
the pad from GameInput — which would mean promotion costs us the API most Game-Pass-era titles use,
a trade we have shipped by default. **That is NOT established here.** The decisive control is cheap
and has not been run: power on the REAL Xbox Elite, which Microsoft's own driver promotes the same
way, and see whether GameInput enumerates it. If a real promoted Xbox pad is also absent, this is a
property of GameInput in a non-interactive session and not our defect — the same shape as the WGI
`ts=0` row, which a real Elite reproduced.

VERIFIED
  * `cargo fmt --check` clean; `cargo clippy --target x86_64-pc-windows-msvc --all-targets
    -- -D warnings` clean (cross-checked from macOS).
  * Builds and runs on .173; `GameInputCreate` succeeds, readings arrive after the poll, and
    `SetRumbleState` is accepted.
  * The runtime is loaded by name, so a box without GameInput reports "unavailable" rather than
    failing to link or crashing.

NOT VERIFIED
  * That `SetRumbleState` reaches ANY pad's motors — it was accepted for the DualSense but nothing
    observable was checked on that device, and it never reached ours.
  * `GameInputDeviceInfo` is read only for `vendorId`/`productId` (offsets 4 and 6). The rest of the
    struct has variable-size members whose layout would have to be mirrored exactly; nothing here
    needs them. `supportedRumbleMotors` is in there and would answer "does GameInput think this pad
    has trigger motors" — worth adding if this line of enquiry continues.
2026-08-09 22:55:17 +02:00
enricobuehler 2b1843ed1c fix(drivers/pf-gamepad): the right stick is Z/Rz — as declared, it was dead
Found on glass, first real streaming session: everything worked except the right stick, and Steam
correctly showed "Xbox One S Controller". `XBOX_RDESC` declared the right stick as `Rx`/`Ry`.
`xinputhid`, which translates our HID collection into XUSB, maps `Z`/`Rz` to the right stick and
does not treat `Rx`/`Ry` as one, so those two axes reached nothing.

Two usage bytes. Left and right were declared identically here — same collection, same globals,
same size and count — so the usages were the entire difference, which is what makes the diagnosis
airtight rather than plausible. Note `DUALSENSE_RDESC`, a real capture, also uses `Z`/`Rz` for its
right stick and puts the TRIGGERS on `Rx`/`Ry`; that is most likely where the original mistake came
from.

⚠️ Byte offsets are unchanged — still 16×2 at bit 5.0 — so `xbox_proto`'s layout tests and the
host-side packing are untouched. This is a pure relabelling.

🛑 THE REAL LESSON IS THE HARNESS, AND IT IS FIXED HERE TOO. This survived every bench measurement
because `dualsense-windows-test` drove LS-X and the A button and left the other five analogue axes
at zero. `XInputGetState` read `RX [0..0]`, which I read as "the devtest doesn't move it" — true,
and useless: a harness that exercises one axis cannot tell "this axis is not mapped" from "nothing
is driving it", and the two are indistinguishable in every consumer. The devtest now sweeps all six
axes on distinct phases and ramps both triggers, so one run shows which axes arrive AND that they
are not crosstalking onto each other's bytes.

MEASURED ON .173, same run shape before and after, devtest sweeping all six axes:
  before:  LX [-11264..24576]  LY [-32768..31744]  RX [0..0]        RY [-1..-1]       LT [0..248]  RT [7..255]
  after:   LX  [-8192..26624]  LY [-32768..31744]  RX [-32768..31744] RY [-24576..10240] LT [0..248]  RT [7..255]

VERIFIED
  * `cargo test -p pf-inject --lib` 104/104 on Windows; `xbox` subset 11/11 on macOS — the layout
    tests still pass because nothing moved.
  * Driver rebuilds and signs; the descriptor is still 223 bytes so the `wReportLength` const assert
    is undisturbed.
  * `cargo fmt --all --check` clean.

NOT VERIFIED
  * Not yet re-tested in a real streaming session — that is the next on-glass run.
  * ⚠️ A leftover finding from the same session, unrelated to this fix and NOT investigated: the
    session's pad devnode SURVIVES client disconnect and keeps the `Global\pfds-boot-0` bootstrap
    mailbox, so a devtest run afterwards fails with `Zugriff verweigert (0x80070005)` and silently
    measures the stale pad instead. Restarting the service releases it. Worth its own look.
2026-08-09 22:19:25 +02:00
enricobuehler 4f9071b980 feat(pads/windows): three Xbox identities — Wireless, One S and Elite Series 2
Until now there was one Xbox identity, `device_type = 4` / `045E:0B13`, and Windows folded a
client's `XboxOne` request onto it because the only Windows Xbox backend was the XUSB companion,
which presents one fixed 360 identity and cannot vary it. The HID backend can, so the fold goes and
two identities join it:

  devtype 4  045E:0B13  pf_xboxwireless  Xbox Wireless Controller
  devtype 5  045E:02FD  pf_xboxones      Xbox Wireless Controller (One S)
  devtype 6  045E:0B22  pf_xboxelite     Xbox Elite Wireless Controller Series 2

`GamepadPref::XboxElite` takes wire byte 11 — the first unassigned one, and the round-trip test
previously asserted `from_u8(11) == Auto` with a comment saying assigning it must update that; the
sentinel moved to 12. The C ABI mirror and the generated header moved with it.

 ALL THREE SHARE ONE REPORT DESCRIPTOR, deliberately. In HID terms they are the same pad; the
descriptor is the report shape, not the identity. §3 of the handoff records that our single
hand-written descriptor already cost three separate bugs, and inventing two more would multiply
that debt for no measured gain. They differ in VID/PID, product string, hardware id and Device
Manager description only.

⚠️ All three install `pfGamepadXbox`, the section that attaches the `xinputhid` bus filter. That
was the open risk: Microsoft's `xinputhid.inf` promotes by an explicit hardware-id allow-list
containing `02D1, 02DD, 02E3, 02EA, 0B00, 0B0A, 0B13, 02FF` — and NEITHER `02FD` NOR `0B22` is on
it. Measured on .173: promotion does not care, because it comes from our own AddReg rather than
from matching Microsoft's ids. All three gain `IG_00`, register an XUSB interface, and are read
live by classic XInput. Had this gone the other way the two new identities would have been strictly
worse than the one they joined.

The XUSB escape hatch needed a runtime degrade to stay honest. `pick_gamepad` is compile-time only,
so with `PUNKTFUNK_XBOX_BACKEND=xusb` the host would have resolved and echoed `xboxelite` in its
`Welcome` while actually building a 360 pad. `degrade_xbox_identity` folds the identity back at
runtime, mirroring `degrade_if_no_uhid`.

VERIFIED ON WINDOWS (.173 — none of this compiles on macOS; the driver needs the WDK and the rest
is `cfg(windows)`):
  * `cargo test -p pf-inject --lib` 104/104 — including `hwid_matches_inf`,
    `hwid_devtype_table_matches_the_driver` and `only_the_xbox_identity_installs_the_xinputhid_section`,
    all now sweeping the whole identity set and asserting the section split in both directions.
  * `cargo test -p punktfunk-core --lib gamepad` 7/7; `cargo check -p punktfunk-host` clean.
  * Driver builds and signs; the descriptor/`wReportLength` const asserts still hold with the
    descriptor shared three ways.
  * ON GLASS, per identity, via the new `--xboxones` / `--xboxelite` devtest legs: each gets its own
    devnode (`PF_XBOX_0` / `PF_XBOX_ONES_0` / `PF_XBOX_ELITE_0`), each HID child gains `IG_00`, each
    registers an XUSB interface, and XInput reads each live (packets advancing, `buttons=0x1000`).
  * macOS: `cargo fmt --all --check` clean in both workspaces.

NOT VERIFIED / NOT DONE
  * **Elite paddles are NOT implemented.** `BTN_PADDLE1..4` would need descriptor buttons, and once
    `xinputhid` promotes the pad it claims the HID collection exclusively — XInput has no paddle
    fields and the HID consumers that do may be locked out, so the buttons would likely reach
    nobody. The decisive measurement is cheap and named in the code: hold a paddle bit set and see
    whether a user-mode HID reader still gets reports. Until then the Edge remains the only virtual
    pad with native back-button slots and nothing should be advertised otherwise.
  * **No client picker offers the Elite**, and none can auto-detect it — SDL3's `GamepadType` has no
    Elite variant. It is reachable today only via `PUNKTFUNK_GAMEPAD=xboxelite` or a hand-edited
    client setting. All five clients ship the same curated six options by deliberate parity, so
    adding one is a cross-client UX change, not part of this.
  * Nothing here has run in a real streaming session; every measurement came from the devtest.
2026-08-09 21:41:53 +02:00
enricobuehler 1317901122 Merge pull request 'Uninstalling the Windows host left every audio device it minted behind forever — and the installer script documented that as a decision' (#145) from worktree-win-audio-uninstall-cleanup into main
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Reviewed-on: #145
2026-08-09 19:30:31 +00:00
enricobuehler 620f017d9a fix(validation): tell the CAPTURE it is a PyroWave session, or NVIDIA hands it a CUDA buffer
`--codec pyrowave` selects the ENCODER. The capture pipeline picks its consumer from
`ZeroCopyPolicy::pyrowave_session`, which on the spike path is fed only by the global
`PUNKTFUNK_ENCODER=pyrowave` lab lever (punktfunk-host/src/capture.rs). Without it, .21 resolved

    capture pipeline resolved: cuda-import -> nvenc   capture_arm="cuda-import" consumer="nvenc"
    zero-copy: dmabuf imported to CUDA (no CPU copy)  nv12=true

and the wavelet encoder refused the payload on its first submit: "unsupported FramePayload (need
Dmabuf or Cpu RGB)". That is not a worker bug — the arm that failed was the pure in-process one.

It reproduces only where the A/B actually lives. An AMD box has no CUDA arm to pick, so .25 resolved
straight to dmabuf-passthrough and the kit looked correct there. With the lever set, .21 resolves
`dmabuf-passthrough -> pyrowave` and both arms encode 2700/2700 frames.

V3b then passes on .21 (RTX 5070 Ti, GRID 2 at ~100% GPU, 5120x1440 — the portal captures the real
monitor, --width/--height being synthetic-only):

    in-process, refused       p50 2.85 ms   p99 8.39 ms   (10 windows)
    capped worker, granted    p50 2.65 ms   p99 4.10 ms   (11 windows)
    p99 delta -4.29 ms

The worker reports `priority=Granted(Realtime)` with `ext=VK_KHR_global_priority` on the FIRST
attempt and logs no fallback line; the refused arm logs "every global queue priority class was
refused". So the capability still buys the lever from a SEPARATE process, with the IPC hop in the
loop — 8.39 -> 4.10 ms is a 51% p99 cut, against PW1's in-host 6.4 -> 4.4 at 1080p. Different
resolution and a harder load, so treat the class as confirmed and the absolute numbers as not
comparable to PW1's.
2026-08-09 21:23:57 +02:00
enricobuehler 854b14a52e fix(validation): a leg that never ran must say so, not blame the arm
The V3b run on .21 died with `open portal capturer: timed out waiting for the ScreenCast portal` —
a GNOME consent dialog nobody answered — and the kit reported "arm A is not the in-process arm".
That is false: the arm was constructed correctly (`PUNKTFUNK_ENCODE_WORKER=off` is right there in
the captured env header), it simply never reached encoder-open, so the line the assert looks for
could not exist. A red that points at the wrong thing costs the same debugging time as a green that
hides a real one.

`spike_failure_reason` now runs BEFORE any arm-identity assert in v2, v3a and v3b, and names the
actual cause: the portal timeout gets its own message saying the dialog appears on the HOST's own
screen and cannot be answered from inside a stream — which is precisely the situation that produced
this failure, since the operator was watching the box through a game session at the time.

Falls back to the first ERROR line, then to "no PUNKTFUNK_PERF window at all", so a spike that dies
some other way still reports that rather than a misattribution.
2026-08-09 21:15:46 +02:00
enricobuehler bd5735b803 feat(pads/windows): make the HID Xbox pad the default, and carry the trigger motors on the wire
Three changes that only make sense together: the HID backend becomes the default now that it is a
superset of the XUSB one, the rumble datagram grows the two Xbox impulse-trigger motors, and the
INF-shape tests learn about the Xbox identity's own install section.

WP-E — `PUNKTFUNK_XBOX_BACKEND` now defaults to `hid`; `=xusb` is the escape hatch.
The knob existed for exactly one reason, recorded in its own doc comment: the HID pad could not
reach classic XInput, so defaulting to it would trade a known-working path for an unproven one.
That objection is gone — with the `xinputhid` bus filter the INF now attaches, the HID pad is
promoted like real hardware and keeps classic XInput while gaining everything XUSB never had
(Steam, SDL, RawInput, DirectInput, joy.cpl, WGI) plus rumble, which XUSB could not source at all.
The escape hatch stays because promotion leans on Microsoft's inbox `xinputhid.inf`; if a servicing
update changes it, one env var restores the old behaviour with no reinstall. An unrecognised value
takes the DEFAULT rather than the opt-out, so a typo cannot silently drop a user onto the path with
no HID collection.

WP-D — the `0xCA` rumble datagram gains a v3 form:
  v1  7 B: [0xCA][u16 pad][u16 low][u16 high]
  v2 10 B: … [u8 seq][u16 ttl_ms]
  v3 14 B: … [u16 lt][u16 rt]
v3 is built FROM v2's bytes rather than restating the layout, so the prefix relationship is
structural instead of a convention two encoders have to keep agreeing on, and every reader gates
with `>=`. The four levels share one seq and one ttl on purpose: they are one statement of the
pad's feedback at one instant, and sharing means the whole v2 apparatus — renewal cadence, stop
burst, the client's seq gate, the lease clamp — governs the triggers with no new code. The new
`RumbleUpdate` fields are plain `u16`, not `Option`: on a level-triggered plane "absent" must mean
zero, because "absent → keep the previous value" is the stuck-rumble bug in a new costume.
Only one backend can ever source them — the Windows HID Xbox pad, whose output report 0x03 carries
them. `XINPUT_VIBRATION` and evdev `FF_RUMBLE` have two members and no third, so every other
producer sends `lt = rt = 0`.

⚠️ The two TRIGGER `enable`-mask bits remain CONJECTURE. Bits 2/3 = left/right handle are measured;
bit 0/1 = the triggers are inferred from field order and nothing else. `parse_xbox_output` says so
inline, and no test asserts them — every test vector uses masks (0xFF, 0x00, 0x0C, 0xF3) whose
expectations hold whichever bits turn out to be right. XInput cannot settle this: it has two
motors.

The INF tests — `hwid_matches_inf` matched the install section by the exact string `=pfGamepad,`
and so stopped seeing the Xbox hardware ids the moment that identity moved to its own
`pfGamepadXbox` section. It failed loudly, which is the good outcome; it is now prefix-matched and
tolerant of further per-identity sections. Added
`only_the_xbox_identity_installs_the_xinputhid_section`, which asserts the split in BOTH
directions: the Xbox line must not install the shared section, and no other line may install the
Xbox one. Merging them back is a one-line edit that looks like tidying and would hand a DualSense
to Microsoft's Xbox translator.

VERIFIED
  * ON WINDOWS (.173, the only place this code compiles): `cargo test -p pf-inject --lib` 104/104,
    including the new trigger tests and both INF tests; `cargo check -p punktfunk-host` clean.
  * macOS: `cargo fmt --all --check` clean; `cargo test -p punktfunk-core --features quic` rumble
    suite 22/22, including v3 round-trip and v3<->v2 cross-version parsing.
  * The pre-existing `c_abi_harness_round_trips` failure on macOS is `ld: library 'opus' not found`
    and reproduces with these changes stashed.

NOT VERIFIED
  * No trigger rumble has ever been observed end to end — nothing can drive it yet (see the
    conjecture note above), and no client renders it.
  * The default flip has NOT been exercised in a real streaming session; every measurement so far
    came from the devtest harness. That is the on-glass run.
  * Non-Rust clients do not decode v3. They are blocked on a C ABI entry point first
    (`punktfunk_connection_next_rumble_cmd` has fixed out-params, ABI_VERSION 17); Apple could
    render it via GCHapticsLocality.leftTrigger/.rightTrigger, Android structurally cannot (its
    packed jlong is full) and has no trigger actuators anyway.
2026-08-09 21:10:08 +02:00
enricobuehler 7a9fa4501c Merge pull request 'Nobara could never use the patched gamescope — and the RPM it was told to install was unsigned' (#144) from worktree-gamescope-pin-bump-nobara into main
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Reviewed-on: #144
2026-08-09 18:53:59 +00:00
enricobuehler d87a8df28d fix(windows): uninstall removes the audio devices the host mints
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The field report: uninstalling punktfunk left "Punktfunk Speakers",
"Punktfunk Microphone" and the per-pad "Wireless Controller" endpoints
sitting in Windows' Sound settings forever.

They have no installer payload behind them, which is why nothing in the
uninstall touched them. The host mints them at RUNTIME as extra devnodes
on Valve's streaming-audio drivers, and both providers deliberately
re-resolve their devnode across restarts instead of re-minting it — so
they persist by design. Persistent across restarts must not mean
permanent: the .iss even documented leaving them behind as a decision.

New `driver uninstall --audio` leg (a third Inno [UninstallRun] entry,
after the two driver legs and well after `service uninstall`, since a
live host re-mints on its next wiring pass):

* restores the default playback device first, if a host that died
  mid-stream left it parked on our loopback sink — otherwise Windows
  re-picks by its own ranking rather than giving the operator back the
  device they had;
* removes every MEDIA-class devnode carrying one of our three durable
  owner markers (pad slot, minted role, probe), phantoms included;
* deletes each endpoint's MMDevices record, resolved through the
  devnode link BEFORE the devnode goes.

Marker-matched, never name-matched: our instances are name-identical to
Steam's own, and Steam's devnodes, its drivers, and a VB-CABLE from the
era when we bundled one carry no marker and stay untouched. A ROOT\
enumeration guard means a marker-shaped value on a real sound card can
never cost the user their hardware.

The registry half is best-effort: those keys are SYSTEM-owned and the
uninstaller runs elevated but as a user, so on a stock box the record
survives as an inert NOTPRESENT entry that Sound settings only shows
behind "Show Disconnected Devices". The device itself is gone either
way, and seizing ownership of SYSTEM registry keys from an uninstaller
is a worse thing to ship than that scrap.
2026-08-09 20:53:22 +02:00
enricobuehler 46390739d8 fix(pf-vdisplay): the box's OWN session unit needs the gamescope bind too
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`launch_session` spawns a transient unit and can hand `systemd-run` the
`BindReadOnlyPaths` directly, but a box that owns an autologin
`gamescope-session-plus@<client>.service` is RESTARTED IN PLACE instead — no `systemd-run`,
so that path kept running Nobara's hardcoded `/usr/bin/gamescope` and the previous commit
fixed only half the problem. Found on the box: after a reboot the host took the
`ensure_box_gamescope_mode` path (the autologin unit was live) rather than the managed one.

Deliver the same two fixes as a drop-in on that unit — the bind, and the WSI opt-out when the
box's layer was built for a different gamescope — plus `PF_HZ`/`PF_HDR_ARGS`, which the
wrapper reads and would otherwise default to 60 Hz. `daemon-reload` before the restart or
systemd runs the old unit. Best-effort: a failure to write it must not block a restart that
would otherwise work, and it is a no-op on a box already resolving to `/usr/bin/gamescope`.

⚠ REMOVED on restore, deliberately. Leaving it would put the patched build — and our HDR and
cursor flags — under the user's ORDINARY game mode, which is exactly what
`packaging/gamescope/README.md`'s "sits BESIDE the distro package" rule exists to prevent. The
bind is ours only for as long as we are driving the session.

`ensure_box_gamescope_mode` grows an `hdr` param to build those args; both call sites already
had it in scope (`self.hdr`, and `create_managed_session`'s parameter).

Gate: `scripts/xcheck.sh linux clippy` clean (0 warning/error lines), `cargo fmt` clean.
2026-08-09 20:28:00 +02:00
enricobuehler 77f0a25d18 feat(drivers/pf-gamepad): ship the xinputhid bus filter, so Windows finally promotes our Xbox pad
The field report that started this work was an Xbox controller that no game could see on a Windows
host for two weeks. Root cause was that our Xbox pad reaches no Windows input API a modern title
uses. This is the fix, and it is two registry values.

Windows promotes Xbox pads with `xinputhid`, whose INF is an explicit hardware-id ALLOW-LIST — its
own comment says "we can not use a Compatability ID for the loading of this driver, and so rely on
individual hardware IDs". A software-enumerated devnode can never match those ids, so we write what
the matching install sections would have written. `045E:0B13`, the PID this identity already
claimed, is on that allow-list twice, so the identity choice turned out to be exactly right.

🛑 THE PAIRING IS THE WHOLE FINDING, AND THE TWO VALUES GO IN DIFFERENT KEYS. `UpperFilters` is a
`.HW` AddReg (hardware key); `DevicePropertyFlags` is a DDInstall AddReg (software key). A live A/B
on .173: removing `DevicePropertyFlags` alone reverts EVERYTHING — no `IG_00`, no XUSB interface, no
XInput, no WGI entry — while `UpperFilters` alone is completely inert. `1` = `BusDevice`, which
Microsoft glosses as "a focused bus filter driver for the IG_ problem". It is not a description of
the device, it is the switch. An earlier session installed the filter WITHOUT it, measured a device
that produced nothing, and recorded "never ship it". The filter was never broken; it had never been
switched on. That conclusion is now retracted.

⚠️ The Xbox line gets its OWN DDInstall section, `pfGamepadXbox`. All five identities previously
shared `pfGamepad`, so an AddReg there would have handed a DualSense, DualShock 4, Edge and Steam
Deck to Microsoft's Xbox translator. The regression check below exists for exactly that.

MEASURED ON .173 (Win11 26200), INF-SHIPPED — no hand-written registry values:
  * `UpperFilters=xinputhid` lands on the hardware key and `DevicePropertyFlags=1` on the software
    key, applied by the INF at install.
  * The HID child gains the `IG_00` token: `HID\PUNKTFUNK&IG_00\...`.
  * An XUSB interface appears: `\\?\hid#punktfunk&ig_00#...#{ec87f1e3-...}`.
  * classic XInput reads it live — packets ADVANCING, `buttons=0x1000` (the devtest's A), and the
    stick sweeping. XInput had NEVER seen this backend before.
  * `XInputSetState` rumble round-trips: `rumble from game: pad=0 low=65535 high=32767`.
  * REGRESSION CHECK PASSED: with the DualSense identity up, its devnode has an EMPTY
    `UpperFilters` and no `DevicePropertyFlags`. The PlayStation pads are untouched.

WGI `Gamepad` lists the pad but reads `ts=0`. That is NOT ours: a real Xbox Elite Series 2, promoted
by Microsoft's own driver on the same box, reads `ts=0` in WGI at the very moment classic XInput is
reading live data from it (`buttons=0x1000 LY=-32768`). Our pad is behaviourally indistinguishable
from real hardware here; the row is a property of the non-interactive session.

NOT VERIFIED
  * On-glass in a console session. Everything above ran over ssh, which is what makes the WGI row
    unreadable; the real-Elite control is what settles it, not a clean WGI reading.
  * GameInput — no binding in the `windows` crate, still unmeasured for this backend.
  * `PUNKTFUNK_XBOX_BACKEND` still defaults to XUSB. This changes what the HID backend CAN do; it
    does not change which backend is chosen. That is WP-E and it is a separate decision.
  * Trigger-actuator enable bits, still conjecture — `XINPUT_VIBRATION` has two members and cannot
    exercise them.
2026-08-09 20:18:49 +02:00
enricobuehler 3500e95660 fix(pf-vdisplay): make Nobara's session run the patched gamescope, and stop the WSI layer killing every client
Two independent reasons a Nobara box could never stream from a gamescope session,
both found on glass (VM 123, Nobara 44, RTX 5070 Ti).

**1. The session ran a stock gamescope, so the host refused it.**

Nobara's `gamescope-session-plus` builds its command as

    GAMESCOPECMD="/usr/bin/gamescope \

and reads `GAMESCOPE_BIN` NOWHERE. All three of our spawn levers miss at once: the env
var is ignored, and an absolute path cannot be redirected by a PATH shim. So the session
ran stock gamescope, the capability probe rejected it, and every session died with
"pipeline build failed (out of retries) … it ignored GAMESCOPE_BIN / the PATH shim".
`~/.gamescope-cmd.log` — which the script writes with the exact command it ran — settles
that in one line, and is the first thing to read on any such report.

Fixed by binding our wrapper over `/usr/bin/gamescope` inside the transient unit's mount
namespace (`BindReadOnlyPaths`). Deliberately a bind, not a replacement: punktfunk-gamescope
ships under its own name precisely so it sits BESIDE the distro package, and the bind is
scoped to the session — nothing outside it sees the redirect and nothing is written to
`/usr`. Skipped when the resolved binary already IS `/usr/bin/gamescope`.

**2. With the patched gamescope finally running, every Vulkan client died — black screen.**

The box's `VkLayer_FROG_gamescope_wsi` ships with the DISTRO's gamescope and speaks its
`gamescope_swapchain` protocol. Ours disagrees, so the compositor rejects the client's
`swapchain_feedback` ("message too short") and drops it. Steam never paints; there is no
other symptom, which is what makes it expensive to find.

Measured with `vkcube` under each build, layer on:

    ours 3.16.25-17  ON  -> 1 rejected client
    ours 3.16.25-17  OFF -> 0
    OLD pin 3.16.25-4 ON -> 1 rejected client
    stock 3.16.23.2  ON  -> 0

 The upstream protocol XML is BYTE-IDENTICAL between the distro's commit (5cdb5b0) and
our pin — same interface version, same `uuuuuus` signature — so this is the distro patching
gamescope, not a version bump. Hence the gate is "do the upstream triples differ", not a
floor, and an unreadable version on either side leaves the layer alone rather than degrading
a box that works (Bazzite/SteamOS, where it has always been fine).

⚠⚠ The old pin fails identically, so REVERTING the pin bump fixes nothing here — this is
pre-existing, not a regression from 5fb8dce4.

Verified against the UNPATCHED distro script, reproducing exactly what this code emits:
the session's own log reports `punktfunk-gamescope version 3.16.25-17-ga87390d+pfhdr4`,
with 0 swapchain_feedback errors, 0 client-communication errors and 0 aborts.

Gate: `scripts/xcheck.sh linux clippy` clean (0 warning/error lines), `cargo fmt` clean.
Non-vacuity re-verified per the xcheck note — a planted type error in the new function
produced 3 errors, and removing it went back to Finished.

Still open, deliberately NOT addressed here: a 10-bit HDR stream aborts gamescope in
`destroy_buffer` (upstream `pipewire.cpp:88`), which is a separate defect.
2026-08-09 20:15:52 +02:00
enricobuehler f9fe496dbc feat(drivers/pf-gamepad): declare the rumble output report, and the Xbox pad gets rumble at all
`XBOX_RDESC` declared no OUTPUT item — zero `0x91` bytes. hidclass routes an output report only if
the descriptor declares one, so `on_output_report` never fired, `publish_output` never wrote the
out-ring, and `parse_xbox_output` in `inject/windows/xbox_windows.rs` was unreachable code. The
entire host-side rumble plane was already built, wired and tested, and was simply never fed. The
HID Xbox pad therefore had NO rumble whatsoever, not merely no trigger rumble.

This appends the PID-page `Set Effect Report` collection, report id `0x03`, 8 payload bytes, sized
to exactly the layout `parse_xbox_output` and `design/trigger-rumble-plane.md` §2.1 already
specify. It is declared AFTER the final Input item and re-states every global it uses, so the
16-byte input layout `xbox_proto`'s tests pin is untouched.

⚠️ PROVENANCE: hand-written, and it could not be otherwise. The Elite capture taken for WP-A
reports `OUTPUT items: 0` — Windows exposes no literal descriptor bytes and the reconstruction
carries no output collection for that pad — so there was nothing to copy. The comment says so and
asks for a Linux hidraw capture to replace it.

Also adds a compile-time assert pairing every descriptor with its HID-descriptor `wReportLength`.
Those are two copies of one length, edited in different places, and a mismatch fails SILENTLY:
hidclass asks for `wReportLength` bytes, parses whatever it got, and the pad either enumerates
truncated or not at all with nothing naming the cause. It now cannot build out of step. This
caught nothing today because I updated both by hand, but it is exactly the trap this descriptor
has already sprung twice in other forms.

MEASURED ON .173 (Win11 26200), with the pad promoted via the WP-B0 xinputhid bus-filter config:
  * `XInputSetState(0xFFFF, 0x8000)` produced, on the host side,
      `rumble from game: pad=0 low=65535 high=32767`
      `rumble from game: pad=0 low=0 high=0`
    i.e. XInputSetState -> xinputhid -> HID output report 0x03 -> on_output_report -> out-ring ->
    parse_xbox_output -> PadFeedback. First rumble this backend has ever delivered.
  * The round-trip values confirm the descriptor's `Logical Maximum (100)` percent domain is
    right: 0x8000 -> 50% -> 32767. A 0..255 domain would have produced different numbers.
  * This also answers `trigger-rumble-plane.md`'s WP0 gate — YES, Windows writes output reports
    to a synthesized 045E:0B13 — which was blocking the whole trigger plane.
  * classic XInput reads the pad fully: packets advancing, `buttons=0x1000` (the devtest's A), and
    `LX [-32768..31744]`, the complete sweep. LY/RX/RY frozen is correct; the devtest drives only
    LS-X and A.

VERIFIED
  * `cargo test -p pf-inject --lib xbox` 11/11 — the input layout is byte-identical, as intended.
  * `hid-descriptor-dump --rust-source ... --symbol XBOX_RDESC` decodes it clean: input report
    0x01 unchanged at 16 bytes and the same offsets, new output report 0x03 at 9 bytes on the
    wire, feature 0x85 unchanged, `structure: OK`.
  * Driver builds and signs on .173 with the WDK; the new const asserts compile, so all five
    descriptor/wReportLength pairs agree.
  * fmt clean on both tools; .173 fully reverted afterwards.

NOT VERIFIED
  * The enable-mask bit assignments for the two TRIGGER actuators. `XINPUT_VIBRATION` has only two
    members, so XInput can never drive them and this run could not exercise them. Still open, as
    trigger-rumble-plane.md WP0 says.
  * That this equals the real pad's output collection, byte for byte. Needs Linux hidraw.
  * Nothing about the INF is changed: `pf_gamepad.inx` still has no AddReg, so none of the
    promotion config ships. The rumble descriptor is inert until something drives it.
2026-08-09 20:07:34 +02:00
enricobuehler 13438b1287 test(tools): ask Windows which input APIs can see the pad, and find what promotes it
The Xbox-pad-on-Windows programme is a five-row matrix — classic XInput, WGI `Gamepad`, WGI
`RawGameController`, GameInput, and the HID/DirectInput/Steam family — and nothing in this tree
measured any of it. Every reading in the handoff came from ad-hoc off-tree tools, which is why
several could not be reproduced later and why one was a false positive. `win-input-matrix` makes
the matrix a command you can run twice and diff.

Two traps are baked into it because both have already cost this programme a wrong conclusion.
`--watch` samples repeatedly and reports LIVE vs MUTE per device, because an API listing a pad that
never reports is the exact failure mode here — worse than not listing it, since a title that binds
the first gamepad latches a dead one. And the doc comment insists on a baseline with the virtual pad
STOPPED: a real Xbox pad owns XInput slot 0, which is how `rc=0 LX=-885` was once read as success
with our pad already killed.

 `wake_wgi()` is not optional and is commented as such. `Gamepad::Gamepads()` and
`RawGameController::RawGameControllers()` return a cache filled by WGI's device-watcher, which a
GUI app has already started and a console app has not. Without subscribing to the Added events
first, BOTH collections come back empty with real controllers attached — measured here: a DualSense
sitting in the HID interface class, `RawGameControllers` count=0. A probe missing this reports "WGI
cannot see the pad" when WGI could not see anything.

WHAT IT FOUND (full record in measurements/2026-08-09-xbox-hid-xinputhid-busfilter.md): with
`UpperFilters=xinputhid` on the pad's PARENT devnode AND `DevicePropertyFlags=1` in that parent's
SOFTWARE key, the HID Xbox pad is promoted for the first time — the child gains the `IG_00` token,
an XUSB interface appears, classic XInput admits it, and WGI `Gamepad` lists it. All four had never
happened on this backend. A one-value A/B proves `DevicePropertyFlags` is the decisive half:
removing it alone reverts all four. That retro-explains the earlier "the filter installs fine and
produces nothing" result — the filter was loading without ever being put in bus-filter mode, which
is what `BusDevice = 0x1` means in Microsoft's own comment in `xinputhid.inf`.

Not a workspace member, for the same reason as `hid-descriptor-dump`: it is a Windows-only
bring-your-own-hardware tool with no business on a CI leg.

VERIFIED
  * `cargo fmt --check` clean; `cargo clippy --target x86_64-pc-windows-msvc --all-targets
    -- -D warnings` clean (cross-checked from macOS; the target is installed).
  * Builds and runs on .173 (Win11 26200).
  * Self-checked against known-good hardware before any conclusion was drawn from it: baseline
    reads the USB DualSense as LIVE in both WGI collections and the resting 8BitDo as MUTE.
  * The A/B was run in both directions on the same box in one session.
  * `cargo metadata` on the root workspace resolves and does NOT list this crate.
  * .173 fully reverted: registry values removed, devnodes removed, oem100.inf deleted, both certs
    delstored, 6 pre-existing pf_gamepad packages and the production service untouched.

NOT VERIFIED
  * GameInput — no binding in the `windows` crate, needs hand-written COM vtables. Not covered;
    the doc comment says so.
  * That the promotion survives a reboot or a devnode re-create from a shipped INF `AddReg` rather
    than a hand-written registry value. Nothing is shipped: `pf_gamepad.inx` is UNCHANGED and still
    contains no AddReg of any kind.
  * WHY the promoted pad still translates no data. Enumeration is fixed; translation is not. The
    evidence points at the report descriptor, which is gated on the §3.3 decision.
2026-08-09 19:24:28 +02:00
enricobuehler ae35e8b4d7 test(tools): capture the real Xbox descriptor, because ours was invented and disagrees with it
`XBOX_RDESC` is the only report descriptor in `pf-gamepad` that was hand-written rather than
captured off hardware, and its own provenance warning has now come true three times. The fix for
that class of bug is not another careful reading — it is a tool that goes and asks the device.

`tools/hid-descriptor-dump` does that: it dumps a real HID device's report descriptor, decodes it
into an annotated item listing plus a bit-offset LAYOUT TABLE, and can decode a blob we already
ship through the same decoder (`--rust-source <file> --symbol <NAME>`) so the two are diffable
line for line. `--read N` pulls live wire bytes, which is the only ground truth a reconstructed
descriptor cannot give you.

Deliberately NOT a workspace member — it pulls `hidapi`, a C library wanting libudev on Linux,
which has no business in `cargo build --workspace` or on a CI leg with no pad attached. It is a
bring-your-own-hardware tool and it is excluded in the root manifest, so CI never sees it.

The captured Elite disagrees with our blob in four ways, and the dangerous one is field ORDER:
the real pad reports sticks, ONE combined 16-bit Z trigger, then BUTTONS, then the hat, in an
UNNUMBERED 15-byte report; ours declares Report ID 1, two Simulation-page trigger axes, then the
hat, then 15 buttons. Since we claim a genuine Microsoft VID/PID and SDL/Steam/Windows all apply
stock mappings keyed on it, that ordering difference is exactly how every control silently lands
on the wrong action. The driver comment now records the diff and the two blockers that stop the
capture from simply being pasted in.

VERIFIED
  * `cargo fmt --check` clean, `cargo clippy --all-targets -- -D warnings` clean (macOS).
  * The tool builds and runs on macOS and on .173 (Windows 11 26200, cargo 1.96, MSVC, no WDK).
  * TOOL VALIDATED AGAINST A KNOWN-GOOD CONTROL: pointed at the live DualSense on .173, it
    reproduces the real `DUALSENSE_RDESC` layout exactly (input 0x01, 64 B, X,Y,Z,Rz,Rx,Ry at
    bytes 1..6, hat 8.0, 15 buttons 8.4, output 0x02, the full feature ladder), and `--read`
    returned live len=64 reports with sticks centred at 80 80 80 80 and the counter incrementing.
  * `cargo metadata` on the root workspace still resolves and does NOT list this crate.
  * The Elite capture is reproducible: `--vid 045E --pid 0B22`.

NOT VERIFIED
  * That the capture equals the pad's NATIVE report map. Windows exposes no API for a device's
    literal descriptor bytes, so hidapi reconstructs from `HidD_GetPreparsedData` — faithful in
    structure, item order and bit offsets, not byte-exact (measured: the DualSense's real 273-byte
    descriptor reconstructs to 467). `xinputhid` also filters that pad, and the captured shape is
    the legacy DirectInput view. A byte-exact answer needs Linux hidraw.
  * Why the Elite returned ZERO input reports across two runs (72 s and 90 s) while the DualSense
    streamed fine on the same code path — untouched pad, or exclusive claim by the XInput
    translator. Unresolved.
  * Nothing here was built on Windows as a driver: `XBOX_RDESC` itself is UNCHANGED, so no
    behaviour changes. The only edit to the driver is its provenance comment.
2026-08-09 19:02:13 +02:00
enricobuehler f34acf1d73 fix(drivers/pf-gamepad): the Xbox descriptor never declared the channel-proof report, so the pad served neutral forever
`XBOX_RDESC` declared only Input report 1. The sealed pad channel delivers its DATA section
over a vendor Feature report `0x85` (`ProofTransport::HidFeatureReport`), and the proof
handler's own comment records the assumption that made this invisible — "0x85 is already
declared as a Feature report in all three captured descriptors". True of the captured
PlayStation blobs; false of this hand-constructed one.

So hidclass rejected the host's `HidD_GetFeature` before the driver ever saw it, the host
refused to hand over the section, and the pad answered every read with its neutral report.
The HID Xbox pad had never delivered a single input report since it was written.

Declaring `0x85` with a 63-byte payload (1 id + 63 = 64 = FeatureReportByteLength) fixes it.
Verified on glass on .173: `gamepad driver attached to the shared section proto=3 late=false`,
and WGI's RawGameController path then reads the pad live — advancing timestamps, the devtest's
left-stick sweep, buttons toggling. Before the fix: 12 consecutive samples, one frozen
timestamp, every axis at dead centre.

This is the descriptor-provenance warning in this file coming true. It is still CONSTRUCTED
rather than captured, and that remains the open risk — `xinputhid` appears to validate the
descriptor and refuses ours, and a real Elite is a multi-collection device where ours has one.

Codec layout tests still 11/11; fmt clean. Only device_type 4 is affected, which nothing
shipping uses yet.
2026-08-09 18:16:24 +02:00
enricobuehler bc9201d136 fix(packaging/gamescope): bump the pin past upstream's capture-format probe, and sign the RPM
Three things, one delivery path — a Fedora/Nobara box getting the patched gamescope.

**The pin moves 8c676c39 -> 5fb8dce4** (3.16.25-1 -> 3.16.25-11). The commit that matters
is ff6b924, `rendervulkan: fall back to XBGR2101010 when XRGB2101010 is unsupported`: it
probes `linearTilingFeatures` for STORAGE+SAMPLED and captures as XBGR2101010 where
A2R10G10B10 linear storage is unavailable — which is every NVIDIA. That covers the paths
that are upstream's rather than ours: the RGB intermediate `paint_pipewire()` acquires when
the stream is YCbCr, and AVIF screenshots. #143 fixed our own node host-side; this is the
other half, and its commit message asked for exactly this bump.

All six patches rebased. Only 0006 conflicted: upstream's f8be7ee added
`vulkan_has_drm_modifiers_for_features()` immediately above the `g_device` declaration our
patch turns into a reference — both kept. 0003 and 0005 come out byte-identical; 0006 also
picks up the `--zero-commit --no-signature` form 0001-0005 already used.

**Patch 0001 now offers `xBGR_210LE` BEFORE `xRGB_210LE`**, mirroring the host-side
`HDR_FORMAT_ORDER` rationale on the producer end. A consumer takes the first pod it can use,
and we were handing third-party consumers (OBS and friends) the one format NVIDIA fills
byte-reversed under a correct-looking label. Deliberately NOT done by calling upstream's
`vulkan_get_rgb10_capture_format()`, which is what pw_pods.rs proposes: that symbol landed
after 3.16.25, so it would break `packaging/nix/gamescope.nix` — which applies these patches
to whatever gamescope nixpkgs pins — with an opaque C++ error instead of a patch conflict.
The reorder gets the same outcome on any base. Note added there so the next reader does not
"fix" it.

**And the RPM was never signed.** `Sign RPMs` runs right after `Build RPM`; the gamescope
RPM is built ~90 steps later, behind its own ~10-minute cache, so it missed the signing pass
entirely — every punktfunk-gamescope RPM ever published went out unsigned. The repo file we
tell users to install carries `gpgcheck=1`, so `dnf install punktfunk-gamescope` failed with
"The package is not signed" on every Fedora and Nobara box. The package was in the channel
the whole time and could not be installed from it, which is worse than absent: the notes and
the docs-site both say it is there. `sign-rpms.sh` now takes explicit paths (defaulting to
`dist/*.rpm` as before) and a second pass signs this one before publish, fail-closed on a tag
like the first.

Verified on Nobara 44 (VM 123, RTX 5070 Ti passthrough), canary 0.27.0-0.ci12611.g516a2954:

* Builds clean in the fc44 CI image; banner `3.16.25-17-ga87390d+pfhdr4` (11 upstream + our
  6), so the marker the host probes still reads 4 — no capability moved, hence pkgrel 3 and
  `.pfhdrN` staying put.
* `pw-cli enum-params` on the live node: BGRx, NV12, **xBGR_210LE (81), xRGB_210LE (80)** —
  8-bit consumers still negotiate bit-for-bit, 10-bit now leads with the safe one.
* All four patched flags present, `--pipewire-composite-external-overlay` included.
* Patch 0006 confirmed working by comparison, which is the only way to see it: the new build
  exits 0 where both the pre-0006 `+pfhdr2` build and the stock 3.16.23.2 abort with 134.
* Signing fix proven with a throwaway key: `Signature: (none)` -> `digests signatures OK`.
* Host health on the canary: synthetic spike 300/300 encoded, loopback 300 recovered, 0
  mismatches.

One unexplained one-off: the very first headless run after install segfaulted at exit
(SIGSEGV, after "Primary child shut down!"). Not reproduced in 11 subsequent runs across
every flag combination, so it is recorded rather than diagnosed — the binary is stripped and
there is no symbolised core.
2026-08-09 18:00:28 +02:00
enricobuehler 003ce8bea7 Merge pull request 'Every NVIDIA gamescope HDR stream had red and blue swapped — and a sysext step added in a release was unreachable forever' (#143) from worktree-hdr-rb-swap-nvidia into main
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Reviewed-on: #143
2026-08-09 15:34:02 +00:00
enricobuehler 235b8e55d4 Merge pull request 'chore(web): console onto @unom/ui 0.9.2' (#142) from worktree-console-unom-092 into main
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Reviewed-on: #142
2026-08-09 15:32:35 +00:00
enricobuehler d2a2bcc25d feat(drivers/pf-xusb): answer the async input wait, and put xinputhid on the stack
The two things this driver's README has always listed as the missing WGI/GameInput work,
both user-mode, neither needing a bus driver:

`IOCTL_XUSB_WAIT_FOR_INPUT` is now pended on a manual queue and completed by the periodic
timer on a dwPacketNumber edge, answering with the same 29-byte GET_STATE payload the
synchronous path serves. Declining it was enough for classic xinput1_4, which just falls
back to sync GET_STATE polling — that is why the pad has always worked there. It is not
enough for WGI/GameInput, which poll asynchronously: to them a decline is a refusal, not
a fallback. Completion is edge-gated because releasing a waiter on an unchanged packet
spins its caller at timer rate. WAIT_GUIDE_BUTTON stays declined — we have no state to
signal on.

The INF adds UpperFilters=xinputhid on the XUSB devnode. Note the earlier attempt put
that filter on the HID child of the *other* backend, which was simply the wrong devnode:
XInput does not read HID at all, it enumerates GUID_DEVINTERFACE_XUSB, which is what this
driver registers.

Verified on .173: build + sign + catalog exit 0; infverif "INF is VALID"; the devnode
starts Status OK with UpperFilters=xinputhid readable back from its enum key; and XInput
still sees the pad (slot 1 live alongside the box's real Elite in slot 0), so the async
queue is no regression to the path that already worked.

NOT yet measured: whether WGI/GameInput now admit the pad. `IG_` is the wrong probe for
this driver — it is a HID-path artifact and pf-xusb is System-class with no HID child, so
its absence says nothing either way. That needs a real WinRT/GameInput enumeration test.
2026-08-09 17:29:10 +02:00
enricobuehler 0b252403cd fix(web): fix the card inset at the root, not at the call sites
ci / bun-nix (pull_request) Successful in 51s
ci / docs-site (pull_request) Successful in 1m35s
ci / web (pull_request) Successful in 2m30s
ci / rust-arm64 (pull_request) Successful in 3m16s
ci / rust (pull_request) Failing after 9m12s
nix / flake (pull_request) Failing after 19m50s
The broken inset on the Displays configuration card was the symptom. The cause is
structural, and it had already been diagnosed at least twice in-tree without being fixed.

Two faults, both in components/ui/card.tsx:

1. The padding was a RESPONSIVE COMPOUND: `p-4 pt-0 sm:p-6 sm:pt-0`. tailwind-merge
   resolves conflicts only within a variant, so any call-site override won at the base
   and lost at `sm:` — correct on a phone, wrong on every desktop. Measured on the
   Displays card before this change: padding-top 24px at 500px, 0px at 1440px.

2. `pt-0` encoded an assumption about a SIBLING that nothing enforced — "a CardHeader is
   above me and supplies the top inset". Delete the header, which is exactly what tabbing
   a page does since the tab label replaces the card title, and the top inset silently
   vanishes at ≥640px.

Fix:

- One single-variant utility, `p-padding-card` — the same `--spacing-padding-card` token
  @unom/ui's own Card uses, so nested cards finally agree on their inset. A single
  variant cannot half-lose an override.
- Top inset is now self-correcting: `[&:not(:first-child)]:pt-0`. Ask the DOM instead of
  the author. A headerless CardContent keeps its inset with nothing to remember.

Seven call sites had grown their own compensation in five dialects — `p-6`,
`p-card pt-card sm:pt-card` (×3), `p-4 sm:pt-6` (×3), `pt-4 sm:pt-6`, and my own `pt-6`
from the tabs commit. All removed; they are the symptom-fixes this replaces. LogsCard
even carried a six-line comment correctly describing the trap and working around it
locally — that comment is now three lines saying it no longer needs saying.

`flush` stays: full-bleed content is a real intent, expressed as a prop the component
honours rather than a utility that has to out-argue the one already there.

Guarded by UI/Card → "Inset with and without header", a headered/headerless pair that has
to look identical on every side. It must be checked at BOTH widths — a single width
cannot show this class of bug, which is why it kept surviving.

Verified by measuring computed padding at 500px and 1440px: first child 20px on all four
sides, after-a-header 0px top and 20px elsewhere, identical at both widths. tsc clean,
biome clean on every touched file, 9/9 server tests, build + i18n clean, 32/32 screenshots.
2026-08-09 17:23:09 +02:00
enricobuehler 0ab17ee81d fix(packaging): a post_merge step added in a release was unreachable forever
ci / bun-nix (pull_request) Successful in 48s
ci / docs-site (pull_request) Successful in 1m20s
ci / web (pull_request) Successful in 1m16s
apple / swift (pull_request) Successful in 1m45s
ci / rust-arm64 (pull_request) Successful in 1m43s
apple / screenshots (pull_request) Skipped
android / android (pull_request) Successful in 3m52s
ci / rust (pull_request) Failing after 8m7s
A sysext upgrade is driven by the script from the OLD image -- /usr/bin/punktfunk-sysext
is replaced by the very `systemd-sysext refresh` that runs mid-upgrade -- so a
post_merge step ADDED in the new release is executed by nobody. The old script
does not have it, and the new script never gets a turn: from then on `update`
matches the "already on $cur" branch and returns before post_merge. The step is
permanently unreachable on exactly the installs that need it, and nothing says so.

Field-proven on the Bazzite host that took 0.25.0 -> 0.26.0 (2026-08-09). The
casualty was the `punktfunk` group, which post_merge learned to create in 0.26.0
(62a6fa9f): 0.25.0's script ran the upgrade, so the group was never created, and
every `punktfunk-sysext update` since has said "nothing to do". `pf-dm-helper`
gates on membership in that group, so it refused every caller -- pkexec authorised
it and the helper then declined itself -- and every managed gamescope takeover fell
back to "stopping the display manager needs privilege", leaving sddm's autologin
Relogin loop churning logind sessions for the whole stream.

Re-run post_merge when already current. Everything in it is idempotent (guarded
getent/groupadd, `install` of /etc mirrors, udevadm reload/trigger, sysctl,
modprobe), so convergence is the honest behaviour and "nothing to do" was a lie
about host state. Add an explicit `reapply` verb too, so the steps a sysext image
cannot carry can be re-applied without reinstalling the image.

Also print the membership hint. Creating the group is necessary but NOT sufficient
and the difference is invisible until a stream fails: joining stays opt-in by
design (writing vhci `attach` materialises an arbitrary emulated USB device), so
post_merge now names the exact usermod when SUDO_USER is not a member. Matched with
`grep -qx` so `punktfunk-update` does not read as `punktfunk`.

bash -n clean; shellcheck clean apart from the pre-existing SC1091 on
`. /etc/os-release`, which fires on the unmodified file too.
2026-08-09 17:08:24 +02:00
enricobuehler 4e04c2bbf8 feat(host/pads): route the Xbox pad to the HID backend behind PUNKTFUNK_XBOX_BACKEND=hid
Wires `xbox_windows` into the per-pad router so an Xbox-family pad can be built as a real
HID device instead of the XUSB companion, and adds the knob that selects between them.

Opt-in rather than the new default, deliberately. XUSB is what classic-XInput games read
today; the HID pad buys the Steam / WGI / GameInput / DirectInput visibility XUSB can
never have, but whether Windows promotes it into an Xbox-profile device that XInput and
WGI Gamepad accept is still the open question. Flipping the default before that is
settled would trade a known-working path for an unproven one. The two backends are
mutually exclusive per pad by construction — one match arm or the other — because
presenting both hands a game two controllers for one pair of hands.

Verified on .173: cargo check -p punktfunk-host exit 0, clippy -D warnings clean,
`cargo test -p punktfunk-host gamepad` 8/8 green, fmt clean.
2026-08-09 17:03:25 +02:00
enricobuehler 31aef4b09f feat(web): tab the Virtual displays page
ci / rust-arm64 (pull_request) Successful in 2m6s
ci / docs-site (pull_request) Successful in 3m59s
ci / bun-nix (pull_request) Successful in 4m39s
ci / web (pull_request) Successful in 5m1s
ci / rust (pull_request) Failing after 13m18s
nix / flake (pull_request) Failing after 23m11s
Same pill strip the plugin UIs use, via @unom/ui's Tabs: Configuration | Live displays.

The page was two stacked cards, and the configuration card ALONE is taller than the
viewport — the existing comment on the unsaved badge says as much, because that height
is how pending edits went unnoticed. The live-display list sat below all of it, so in
practice it was off screen.

Two details that are not cosmetic:

- The dirty marker moved from the card header onto the Configuration TRIGGER. Behind a
  tab the old badge would vanish entirely while Live was open — a strictly worse version
  of the problem it was added to solve. On the trigger it survives both tabs, and the
  Custom block keeps its own inline badge for when the tab IS open.
- The strip is extracted as a presentational `DisplayTabs` rather than inlined in
  `DisplaySection`. The container calls `useBlocker`, which needs a router, so it cannot
  render in Storybook — and this page's story exists specifically to pin the MOTION
  NESTING of the preset grid (a card sets no delayChildren, so tiles nested one level
  deeper stop staggering). Inserting tabs changes that ancestor chain, so the story has
  to render the real one or it passes for the wrong reason.

Adds Pages/Displays → "Unsaved on other tab", which switches to Live with a dirty draft:
if the marker ever goes silent there, the warning is gone exactly when it matters.

Verified: tsc clean, biome clean, `bun test server/` 9/9, vite build + i18n check clean,
Storybook builds, 32/32 screenshots.
2026-08-09 16:58:46 +02:00
enricobuehler 97928516a0 fix(pf-capture): every NVIDIA HDR stream had red and blue swapped
gamescope's capture textures are mappable, hence linear-tiled, and NVIDIA does
not implement linear-tiled STORAGE for A2R10G10B10_UNORM_PACK32. Upstream says
it plainly in rendervulkan.cpp: "imageStore lands in XBGR order there, swapping
R/B". So the composite writes XBGR bytes into a buffer still LABELLED
XRGB2101010, and our patch's spa_format_to_drm() derives that label from the
negotiated SPA format alone, never asking the hardware what it can actually
write.

The host then believed the label, correctly at every step:
xRGB_210LE -> PixelFormat::X2Rgb10 -> NV_ENC_BUFFER_FORMAT_ARGB10. DRM
XRGB2101010 really is "B in the low 10 bits" and NVENC ARGB10 really is "B in
the lowest 10 bits"; the Windows twin (R10G10B10A2 -> ABGR10) is correct by the
same rule. Every mapping audits clean because the label was right and only the
CONTENT was wrong -- which is why this survived a full trace of both ends.

Fix the preference host-side: offer xBGR_210LE FIRST. The first compatible
consumer pod wins, so that is what a gamescope session lands on, and an
XBGR2101010 texture is one NVIDIA writes in its own order -- label and content
agree. It costs nothing elsewhere: A2B10G10R10_UNORM_PACK32 is the universally
supported packed-10 format, it is what upstream's own fallback picks, and
X2Bgr10 has a first-class encoder path (NVENC ABGR10, VAAPI X2BGR10LE).
xRGB_210LE stays as the second pod so a producer offering only it can still
negotiate HDR instead of dropping to the SDR downgrade.

Doing it here rather than in the patch set is deliberate: the real fix is for
spa_format_to_drm() to offer only what vulkan_get_rgb10_capture_format()
reports, but that function landed after 3.16.25 and the pin is
3.16.25-7-g60561e2+pfhdr4 (0 "2101010" strings in the shipped binary), so the
deployed gamescope cannot self-correct. This ships in the host binary with no
gamescope rebuild.

Field-confirmed on the RTX 5070 Ti Bazzite host with 0.26.0, and confirmed
host-side rather than client-side by reproducing the identical swap from two
unrelated clients (16" MacBook Pro and Mac Studio). SDR was never affected --
it takes no packed-10 path.

Gate (pf-lxcheck2, linux/amd64): fmt clean, clippy --all-targets -D warnings
clean, cargo test -p pf-capture 60 passed / 0 failed incl. the new
hdr_offers_xbgr_before_xrgb order pin.
2026-08-09 16:58:15 +02:00
enricobuehler d498ff4a60 test(drivers): give the Xbox identity a root-enumerated id, and verify the whole thing on Windows
`root\pf_xboxwireless` alongside the plain id, mirroring the DualSense model line — the
INF already documents that variant as the one devgen/devcon tests bind, and without it
the Xbox identity could only be exercised through a running host.

Verified end to end on .173 (Windows 11 26200, WDK 10.0.26100.0):
- build-gamepad-drivers.ps1 builds + signs + catalogs the driver, exit 0
- infverif /v /w on the generated pf_gamepad.inf: "INF is VALID"
- pnputil stages the package; devgen creates the devnode; it starts clean:
  Status OK, Class HIDClass, "Punktfunk Virtual Xbox Wireless Controller"
- it enumerates a HID child, Status OK, carrying HID_DEVICE_SYSTEM_GAME and
  HID_DEVICE_UP:0001_U:0005 — Windows parsed the constructed report descriptor and
  classified the pad as a Game Pad (usage page 0x01, usage 0x05), which is precisely
  what pf-xusb could never do

Test devnode, phantom child, driver package and both certs were removed afterwards.

Two build gotchas worth knowing, both already handled inside build-gamepad-drivers.ps1
and both of which cost a cycle here: CARGO_TARGET_DIR pointing outside the workspace
breaks wdk-sys (wdk-build walks up from OUT_DIR looking for a Cargo.lock and finds
none), and the WDK version must be pinned via Version_Number=10.0.26100.0 or bindgen
picks SDK 10.0.28000.0, which ships no km/crt headers.

Still open: the SwDeviceCreate USB identity (HID\VID_045E&PID_0B13) cannot be checked
through a devgen node, which has no USB hardware ids — that needs the host path. So the
WGI-promotion question is still unanswered, and host routing is still unwritten.
2026-08-09 16:54:00 +02:00
enricobuehler bbc0513f0c fix(validation): the kit could not read a real log — tracing wraps field names in ANSI
Found by running it. The first V3a run on .25 encoded 2700 frames in BOTH arms, at 59.6 fps, with 22
perf windows each — and the kit reported "fewer than 3 usable perf windows", because `tracing`'s fmt
layer wraps field NAMES in SGR escapes. The bytes on disk are `p99_us\e[0m\e[2m=\e[0m4601`, so
`s/.*p99_us=\([0-9][0-9]*\).*/\1/p` never matched. The message text is plain, which is why the
window COUNT was right and only the numbers vanished — and why the fixtures never caught it: they
were hand-written, and cleaner than reality.

Anything matching a field breaks the same way, so this was not only V3a: v2's `priority=Realtime`,
the demotion `reason=`, and v4's rungs all read fields. Every log read now goes through one
`log_cat` that strips SGR, and the spike is launched with NO_COLOR=1 so fresh logs are plain at the
source too — a human grepping a red leg by hand is defeated by those escapes exactly as the parser
was.

The self-test gains the same four perf windows a second time, ANSI-wrapped, asserting an identical
result: same numbers, same expectation, so a failure there can only mean the stripping broke. That
fixture caught its own first draft, which built the line in one printf with 27 placeholders against
23 arguments and emitted empty escapes — hence the field-at-a-time helper.

With this, V3a self-reports on .25 (sway headless, real dmabuf capture, AMD 780M/RADV, 2700 frames
per arm, both arms at default GPU priority):

    in-process        p50 2.08 ms   p99 4.18 ms   (21 windows)
    uncapped worker   p50 2.07 ms   p99 3.52 ms   (21 windows)
    p99 delta -0.66 ms  ->  PASS

R1's pre-registered abandonment gate does not fire: the process boundary is not merely under the
+1.0 ms ceiling, it is measurably FASTER at the tail, while p50 is unchanged (2.08 vs 2.07). An
earlier hand-extraction of the same logs gave -0.43 ms, so the direction reproduces across runs.
Caveat for whoever reads this later: idle iGPU in a KVM guest, RADV, no GPU-bound load. This bounds
the IPC hop; it says nothing about V3b, which still needs .21 under GRID 2.
2026-08-09 16:33:29 +02:00
enricobuehler d13d253c2f chore(web): @unom/ui 0.8.16 → 0.9.2
ci / rust-arm64 (pull_request) Failing after 31s
ci / docs-site (pull_request) Successful in 3m1s
ci / bun-nix (pull_request) Successful in 3m27s
ci / web (pull_request) Successful in 4m29s
ci / rust (pull_request) Failing after 13m16s
nix / flake (pull_request) Failing after 19m47s
Brings the console onto the current design system. 0.9.x adds the Badge, Spinner,
Skeleton, Switch, Table, EmptyState and CodeBlock primitives, and 0.9.2 carries the
form fixes found while overhauling the rom-manager plugin UI:

- Select's border and focus ring resolved to `--main`, which is the FOREGROUND here
  (`--main: var(--foreground)` in web/src/styles.css), so the trigger wore a near-white
  border and a 3px near-white focus ring. Its chevron and placeholder were painted
  `--secondary`, a SURFACE colour, and all but vanished. Now on `--input`/`--ring`, the
  same tokens InputText already used.
- InputNumber declares a color-scheme, so the browser-drawn spinner arrows stop being
  near-black on a near-black field.

Both defects were live in this console too — the console palette is what exposes them.

Verified: codegen + vite build clean, `tsc --noEmit` clean, `bun test server/` 9/9,
Storybook builds, 31/31 screenshots. A probe over all 61 stories reports ZERO page
errors, and the two stories containing a Select now render it at h-input-height with
`border: rgb(42, 33, 72)` (the input token) and a muted-foreground chevron.

Note: the console's components/ui/ wrapper layer is unchanged and still required —
@unom/ui's DialogContent remains a surface with no Portal or placement, which is
exactly what web/src/components/ui/dialog.tsx supplies.
2026-08-09 16:27:08 +02:00
enricobuehler 2de604ecab test(validation): the on-glass kit for the encode worker, including the 0.26.0-1 regression test
WP3 of design/gpu-priority-capability-worker-implementation-plan.md. Five legs, the first of which is
the test that would have caught the field incident: in a KDE session with the worker installed and
capped, `getcap` on the host must be EMPTY, its CapPrm all zeroes, `readlink /proc/<pid>/exe` must
resolve, and `punktfunk-host probe-compositor` must exit 0 — which on KWin succeeds only when the
privileged zkde_screencast_unstable_v1 global was actually advertised to this client.

Read-only by default; the one mutating rung (kill -9) is behind --allow-mutate and kills only a
worker that is a child of the spike the script itself started. It NEVER calls setcap: the uncapped
arms use a plain copy of the worker, which does not carry security.capability, verified uncapped
before use. So no leg needs root and none restores state. A skip is never a pass — exit 2 means
incomplete, distinct from 1 (failure).

V3 is split, which the plan did not do. Its stated form compares against PW1's in-process-capped
baselines, and those exist only on .21 under GRID 2:

  * V3a is the pre-registered abandonment gate and needs no capability at all — in-process versus an
    UNCAPPED worker, both at default priority, so the only difference is the process boundary. Fails
    if the worker's p99 exceeds inline by more than --gate-ms (1.0). This runs on any box with a GPU.
  * V3b is the lever itself, capped worker versus the refused in-process arm, and says plainly that
    an idle GPU makes it meaningless.

The false PASS this kit exists to refuse: a CPU-backed frame makes the proxy pin itself in-process
for the session, so a synthetic source would quietly turn the "worker" arm into a second in-process
arm and pass the gate for the wrong reason. The worker arm is only accepted with a dmabuf-passthrough
capture, a capability-carrying-worker line, and no fallback line anywhere in the log.

Also asserts the host and worker are different inodes — a hardlink shares the file capability, which
is the same incident by another route.
2026-08-09 13:07:31 +02:00
enricobuehler f26d21125d docs: the capability moves to the encode worker, and the host must never be given one
Rewrites the "GPU scheduling priority" section around the split: punktfunk-encode-worker carries
cap_sys_nice=ep, punktfunk-host carries nothing on any channel, ever. The KWin identification
mechanism is spelled out in plain words and the failure line is quoted verbatim
("KWin does not expose zkde_screencast_unstable_v1 to this client") so someone searching for their
symptom lands on the explanation.

The warning names all three ways an operator would reach for the capability — hand setcap, a systemd
AmbientCapabilities= line, a NixOS security.wrappers entry — because all three put it in the same
permitted set and all three cost KDE desktop streaming. That is the failure mode that made this
worth documenting: it looks exactly like a missing .desktop and survives reinstalling both ends.

configuration.md gains PUNKTFUNK_ENCODE_WORKER (path, or `off` to force the in-process encoder) and
re-describes PYROWAVE_QUEUE_PRIORITY as an intent forwarded to whichever process does the encode.
kde.md gains one line on the troubleshooting bullet someone actually lands on: getcap on the host
must print nothing.

The published 0.26.0 notes are deliberately untouched — they are the record of what shipped. The
flipped phrasing lives in v0.27.0's notes instead; v0.26.0.md:37 ("a system privilege that turns out
to stop KDE recognising the host at all") is the line that goes stale when this ships.
2026-08-09 12:51:01 +02:00
enricobuehler 4f8cce6751 feat(packaging): grant CAP_SYS_NICE to the encode worker on all six channels, and assert the host never gets it
767e67ca's per-channel mechanics were correct; they were aimed at the wrong binary. Each one is
restored here pointed at punktfunk-encode-worker, and every host-side removal from #136 stays
verbatim. All grants remain best-effort — an uncapped worker still encodes, at default priority, so
a failed setcap must never fail an install.

  * Arch: setcap in post_install AND post_upgrade (a replaced binary is a new inode).
  * RPM: %caps(cap_sys_nice=ep) in %files, never a %post setcap — %caps applies, restores and
    verifies, and covers Fedora as well as Bazzite via rpm-ostree layering.
  * Bazzite + Arch sysext: setcap on the staging tree before mksquashfs, which does record
    security.capability. The assertion is amended, not removed: host EMPTY is still a hard fail, and
    the worker must carry exactly cap_sys_nice=ep — missing is fine, anything else is not.
  * deb: setcap in postinst.
  * NixOS: security.wrappers for the WORKER plus PUNKTFUNK_ENCODE_WORKER in the unit. A file
    capability cannot live on a store path, and an ambient grant is right here precisely because
    nothing ever identifies the worker. The host's ExecStart stays on the store path.
  * Steam Deck: setcap the worker; the .desktop the script writes stays valid this time.

Four things the plan's channel table missed:

  * packaging/arch/build-sysext.sh had no capability handling at all, and a sysext can never run a
    pacman scriptlet — the SteamOS image would have shipped the lever permanently inert.
  * scripts/steamdeck/update.sh had none either. It rebuilds both binaries, so a new inode drops the
    grant, and it is the documented steady-state path: the lever would have died on the first update.
    It also never healed a Deck already capped by 0.26.0-1.
  * A capped worker is AT_SECURE, and glibc drops $ORIGIN-expanded RPATH entries for secure binaries
    unless they normalise into a trusted system dir. Copying the host's rpath under BUNDLE_FFMPEG=1
    would have left the capped worker unable to find libavcodec on exactly the channel that bundles
    it. Absolute DT_RPATH instead.
  * Nix crane scopes by -p, so the worker would not have been built at all, and it needs its own
    addDriverRunpath.

scripts/ci/assert-cap-matrix.sh mechanizes the lesson from 0.26.0-1 — verify the PACKAGE, never the
board. It unpacks the built Arch package, the deb, the rpm and the mounted sysext raw and asserts one
matrix: the host carries NOTHING (hard fail), the worker exactly cap_sys_nice=ep. The sysext reader
first proves it can round-trip a capability through mksquashfs/unsquashfs at all, so an unreadable
artifact fails rather than issuing a blind PASS, and --self-test red-teams the assertions themselves.

Red-teaming the leg found a real bug: setcap originally ran BEFORE the assertion, so "the worker
arrived carrying something unexpected" was unreachable and a stray %caps would have been silently
overwritten. Both sysext scripts now assert, then grant, then assert again.
2026-08-09 12:50:47 +02:00
enricobuehler 4a4118e3ce feat(pf-encode): encode PyroWave in a capability-carrying worker, so the host never holds a capability
PyroWave encodes on the same GPU shader cores the game saturates, and an elevated
VK_KHR_global_priority queue is the compute-preemption lever for it — measured on .21 (RTX 5070 Ti,
GRID 2 loop): encode p99 6.4 -> 4.4 ms. Every driver refuses every priority class without
CAP_SYS_NICE, on NVIDIA and on RADV alike, so the lever is decoration on a packaged host.

0.26.0-1 granted that capability to punktfunk-host and killed desktop streaming on every KDE box:
KWin identifies a client by resolving /proc/<pid>/exe and matching an installed .desktop's Exec=,
the kernel refuses that readlink to a reader whose effective set is not a superset of the target's
PERMITTED set (cap_ptrace_access_check), and KWin holds no capabilities. #136 revoked it everywhere.

The capability therefore cannot live in the process that fronts KWin. It lives in a new, deliberately
small binary — punktfunk-encode-worker — which owns the priority-elevated Vulkan device and talks to
nothing but the socket its parent spawned it on: no Wayland, no D-Bus, no network, no plugins. It is
a SEPARATE FILE and must stay one; a hardlink or a hidden host subcommand shares the inode, hence the
capability, and silently re-creates the incident. That rule is written where someone would break it,
in the worker crate's own Cargo.toml.

`open_inner` is reused verbatim in the worker — the same REALTIME->HIGH->none ladder, the same
refusal-never-fails-open invariant, the same PUNKTFUNK_PERF split — so the A/B stays comparable with
PW1. The only in-process change is a flag for whether THIS process prints the INERT warn, plus an
out-parameter reporting the class that was granted.

Three things the design did not anticipate:

  * An AU cannot ride in the message body. MAX_MSG is 64 KiB and bodies are serde_json, which
    renders a Vec<u8> as one decimal per byte: a 1080p60 AU is ~333 KB of JSON and 4K ~3.3 MB, and
    the minimum per-frame budget is already 64 KiB. So the AU crosses on a memfd the worker creates
    once and pwrites each frame; the fd crosses once, in Ready. A test pins the arithmetic so nobody
    "simplifies" the memfd away. Cursor bitmaps take the same route, only when their serial changes.

  * set_wire_chunking has to cross the wire even though poll_chunk does not. Chunking changes the AU
    BYTES, not merely how they are handed out — it feeds rate_budget()'s deflation and build_au's
    windowed framing — so a proxy-local copy would have the host cutting dense AUs at boundaries that
    are not window boundaries. Forwarded and mirrored. poll_chunk itself needs no protocol: the
    identical AuChunker runs host-side on the whole AU the worker returns.

  * CPU-backed frames really do reach this encoder (force_cpu_for_nvenc_444, and the raw-dmabuf
    degrade latch), and a 1080p BGRA frame is ~8 MB. The first non-dmabuf frame pins the session
    in-process with one warn rather than putting 480 MB/s on a socket.

Every rung falls back to the in-process encoder exactly as today with one warn and never a dead
session: PUNKTFUNK_ENCODE_WORKER=off, binary missing, spawn failure, handshake timeout, proto or
workspace-version skew (host and worker are different files now, so that check is load-bearing),
InitErr, a refused frame, and socket EOF mid-session — which respawns once, then pins inline.

Also: recv retries EINTR with the REMAINING deadline, not a fresh one. With SO_RCVTIMEO the kernel
returns EINTR rather than restarting, so a signal would otherwise read as a dead worker; re-arming
with the full budget would instead let a steady signal rate defer a real hang forever.
2026-08-09 12:50:26 +02:00
enricobuehler dcfba07803 refactor(pf-zerocopy): split the worker rails out of the zerocopy vocabulary so a second worker can reuse them
The encode worker (design/gpu-priority-capability-worker.md) needs exactly what the zerocopy worker
already has — SEQPACKET framing, fds as SCM_RIGHTS, a pinned-exe spawn that survives an on-disk
replacement, and a reaper that never blocks session teardown on a wedged child — but it must NOT
inherit the zerocopy protocol. Its messages are its own and version independently.

So `imp/proto.rs` keeps the vocabulary (PROTO_VERSION, ImportKind, Request, Reply, BufferDesc) and
all transport moves to `imp/ipc.rs`, reachable as `pf_zerocopy::ipc`. No behaviour change for the
zerocopy worker: client.rs now calls `ipc::self_exe()`/`ipc::spawn_worker()` and keeps the same fd-3
dup2 slot, PR_SET_PDEATHSIG, kill-then-reap-outside-the-lock, bounded reap with a D-state re-park,
and per-generation zombie sweep it had before.

Two real changes underneath the move:

  * The cmsg store was sized for exactly one fd (CMSG_SPACE(4) = 24 B). A multi-planar dmabuf can
    carry up to four, so it is now CMSG_SPACE(4*4); `send_fds`/`recv_fds` take a slice while `send`
    and `recv` keep their single-fd shapes as the fast path. An over-long fd list is rejected with
    io::Error rather than asserting — that is how MAX_MSG overflow is already handled — and the
    receive cap is enforced by the kernel through msg_controllen, so a 5-fd peer trips MSG_CTRUNC.

  * The old recv loop read only the FIRST i32 of each SCM_RIGHTS control message. Nothing sends two
    fds yet so it never fired, but every descriptor after the first in a multi-fd message would have
    leaked into the process. It now reads all of them.

Spawn takes the executable path as a parameter instead of assuming /proc/self/exe. The zerocopy
worker keeps self-exec; the encode worker passes its own binary, which must be a separate FILE and
never a subcommand — a shared inode shares the file capability.
2026-08-09 12:49:53 +02:00
enricobuehler 99f2130b28 feat(host/pads): the Windows Xbox backend, compiled and tested on Windows
Adds `xbox_windows` — the host half of the HID Xbox pad: the sealed-channel open under
the Bluetooth identity (SwDeviceCreate `pf_xboxwireless` + `USB\VID_045E&PID_0B13`, so
hidclass derives the real-pad `HID\VID_045E&PID_0B13` child ids), device_type 4 stamped
before the magic, and the `PadProto` impl that publishes through `xbox_proto`. No rich
plane: an Xbox pad has no touchpad, lightbar, adaptive triggers or IMU in its HID
contract, so apply_rich/clear_rich/neutralize_gyro are deliberately no-ops.

Rumble comes back off the driver's republished output reports. The Bluetooth rumble
report carries magnitudes on a 0..100 scale, not 0..255 — assuming otherwise silently
costs 60% of the range — and the enable mask gates each motor independently.

The two INF/driver guard tests now cover the new identity. `hwid_devtype_table_matches
_the_driver` caught the addition on its vacuity count, which is exactly what it is for.

Verified on the Arc laptop (.221, Win11 26200): `cargo test -p pf-inject --lib` 100/100
green, `cargo clippy --lib --profile test -- -D warnings` clean, fmt clean. Note
`clippy --all-targets` fails there on a PRE-EXISTING issue unrelated to this change —
tests/motion_contract.rs imports the linux-gated `switch_proto`.

Still unbuilt: the driver itself (.221 has no WDK) and the host routing that would send
an Xbox pad here instead of to XUSB. The report descriptor remains constructed rather
than captured — diff it against a real pad before shipping.
2026-08-09 12:24:14 +02:00
enricobuehler f266636392 feat(host/pads): an Xbox pad on Windows becomes a real HID device, so Steam can see it
`pf-xusb` registers only GUID_DEVINTERFACE_XUSB and exposes no HID collection, so
Steam's hidapi enumeration, DirectInput, joy.cpl and WGI/GameInput cannot see the pad
at all — only classic XInputGetState via xinput1_4's interface walk ever does. A
reporter spent two weeks on a dead controller for exactly that reason; switching the
client to DualSense, a real HID pad through the pf-gamepad UMDF driver, fixed it in
seconds.

This gives the Xbox pad that same footing: a new device_type 4 on the existing HID
minidriver, identified as a Bluetooth Xbox Wireless Controller (045E:0B13). The wired
ids the tree already uses (045E:028E, 045E:02EA) are vendor-class XUSB/GIP devices with
no HID interface on real hardware, so a HID child claiming one is a device that has
never existed and has nothing for Windows to promote.

Driver: identity, a constructed 132-byte Game Pad report descriptor, neutral report,
strings and the pf_xboxwireless hardware id. Host: `xbox_proto`, the byte-exact codec
mirroring that descriptor, with 11 layout tests.

One shared-path fix falls out. The timer completed every pended READ_REPORT with the
full 64-byte slot, and `copy_to_output` REFUSES a source longer than hidclass's buffer
rather than truncating it — so a pad declaring a shorter report would have failed every
read and looked dead. Report length is now per-identity; it returns 64 for all four
pre-existing pads, so their behaviour is provably unchanged.

NOT BUILT AND NOT RUN ON WINDOWS — no box was reachable. The Rust codec and its tests
pass on macOS; the driver, the INF and the report descriptor have never been compiled,
infverif'd, or seen by a real pad. The descriptor is constructed rather than captured,
which matters because we claim a real Microsoft VID/PID and SDL/Steam/Windows carry
stock mappings keyed off it — diff it against a capture before shipping.
2026-08-09 12:11:04 +02:00
enricobuehler 516a295432 Merge pull request 'My gamescope gate withheld the host .deb it was meant to protect — the release still ships the KDE-breaking one' (#140) from worktree-gamescope-gate-placement into main
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Reviewed-on: #140
2026-08-09 09:12:55 +00:00
enricobuehler 2c190b27b4 Merge pull request 'Switching audio device mid-stream killed the sound for the rest of the session — AVAudioEngine stops itself, and nothing ever restarted it' (#141) from worktree-audio-device-switch-silence into main
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Reviewed-on: #141
2026-08-09 09:10:52 +00:00
enricobuehler 3cfa5ca194 Merge pull request 'The capability-hint test asserted the environment, not the code — main is red on a machine where nothing is wrong' (#139) from worktree-kwin-capability-test-env into main
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Reviewed-on: #139
2026-08-09 09:10:33 +00:00
enricobuehler bf913c5706 fix(apple): switching audio device mid-stream killed the sound for the rest of the session
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Field report, macOS client, host-independent: start a stream with AirPods in, take them
out — nothing on the speakers; put them back in — nothing in the AirPods either. Only
restarting the whole stream brought audio back.

An AVAudioEngine does not follow the audio hardware. When the output device changes under
a running engine, its IO unit sees the new hardware, THE ENGINE STOPS ITSELF, and it posts
AVAudioEngineConfigurationChange. It stays stopped until somebody starts it again, and
nothing here ever did — no error, no log line, just a session rendering silence from that
moment on. Putting the AirPods back in is a second stop, not a recovery, which is exactly
why that half of the report looked so strange.

Measured on the client's own playback topology (source node -> main mixer, 48 kHz stereo)
by moving the default output device programmatically: render callbacks go from ~94/s to
zero the instant the device changes, and both restarting the same engine and building a
fresh one resume them.

The fix watches the hardware and rebuilds the topology the session was started with, on
whatever device is there now. Three triggers, because no single one covers the ground:

  - the engine's own configuration-change notification, every platform — the direct
    signal, but it can only be posted BY an engine, so it cannot report a rebuild that
    failed to start;
  - a CoreAudio HAL default-output-device listener on macOS — independent of any engine
    and of the engine's topology. This is what makes the recovery work for the
    voice-processing engine, which is the DEFAULT macOS configuration (mic and echo
    cancellation both default on) and whose notification behaviour could not be verified:
    no Mac in the fleet can initialize VPIO at all;
  - route-change and media-services-reset on iOS/tvOS, where the session rather than the
    device is what moves. The route observer is now installed for mic-off (.playback)
    sessions and on tvOS too — it used to be iOS-and-mic-only, for the earpiece steer,
    but every platform has engines a route change can stop.

They collapse into one debounced rebuild (one switch produces a burst), with a floor
between rebuilds so a device that renegotiates in a loop cannot spin the session, and a
short retry ladder for a device caught mid-transition — a rebuild that fails leaves no
engine to post the next notification, so that path must not simply give up. The ring is
deliberately carried across: the drain thread keeps decoding through the switch, and the
ring's overflow policy has already dropped whatever went stale while the engine was down.

A rebuild is only ever done when it concerns us. A healthy engine that followed the change
on its own is left alone, and somebody changing the system default while this session is
pinned to a named speaker is none of our business — rebuilding for that would cost an
audible gap for nothing.

The trigger wiring is split into AudioDeviceWatcher for one reason: an end-to-end test of
the recovery needs a live session, which needs a host, and punktfunk-host does not build
on macOS — so the part where a silent failure costs the session ALL of its audio would
otherwise ship unverified. On its own the watcher is pointed at the real hardware from a
unit test: a real default-output-device move must reach the owner, our engine's
notification must get through, a foreign engine's must not. Neutralizing the wiring fails
both positive tests and neither negative one.

AudioDeviceSwitchTests drives the real SessionAudio through the out-and-back switch
against the loopback host; it skips wherever that fixture cannot run (which is every Mac,
today) and the open host's frame budget is raised so it outlives the switch.
2026-08-09 11:03:10 +02:00
enricobuehler 5bd92dac5d fix(ci): my gamescope gate withheld the host .deb it was supposed to protect
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The gate #135 added fails the job at the gamescope BUILD step. In deb.yml that
step runs before "Publish to the Gitea apt registry" and "Attach the host .deb
to the Gitea release", so failing it skipped both.

Consequence on the v0.26.0 tag, and it is the worst thing in this release so
far: the host .deb on the release is from 00:17 — re-point #1, BEFORE #136
revoked CAP_SYS_NICE. Every other .deb is from 08:29-08:31. So the published
Debian host still runs `setcap cap_sys_nice=ep` in its postinst, which is
exactly what makes the host unidentifiable to KWin and kills every KDE desktop
session. A gate meant to protect the release withheld the fix for it and left
the broken artifact in place.

rpm.yml has the identical latent bug and only escaped it because Fedora went
green: a gamescope failure there would skip the sysext image, the feed publish
and the release attach, withholding the punktfunk RPMs and .raw images too.

Both now warn at the build/package steps and gate as the LAST step of the job,
after everything has published. A missing EXTRA must never stop a good artifact
shipping — go red afterwards instead.

Also: name noble's dependencies outright. `apt-get build-dep gamescope` gives it
almost nothing (the distro has no comparable package), which is why this peeled
one dep per CI cycle — wayland-protocols, then xdamage. The full set is derived
from the Arch package's depends+makedepends, which is the build that demonstrably
works, plus wlroots' own (it is a forced fallback subproject).

One `apt-get` per name on purpose: a single transaction aborts wholesale on one
unknown package, installing NOTHING and hiding the real gap behind a name typo.
Per-package, best-effort, with the missing name echoed; the end-of-job gate is
what actually decides.

⚠ Verification: both YAML files parse; every gamescope-touching `run:` block is
`bash -n` clean with matrix placeholders substituted (9 blocks); the .deb glob
matches build-gamescope-deb.sh's documented output
(`dist/punktfunk-gamescope_<version>_<arch>.deb`) and the RPM glob excludes
debuginfo/debugsource exactly as the attach loop above it does. The noble dep
NAMES cannot be proven from macOS — that is what the next tag run decides, and
it now decides it without holding the host .deb hostage.
2026-08-09 10:52:42 +02:00
enricobuehler e8a4f54c07 fix(pf-vdisplay): the capability-hint test asserted the environment, not the code
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`silent_without_capabilities` called the real `capability_denial_hint()` and
asserted it returns "", on the strength of a doc comment that read "The test
process has no capabilities."

That is true on a dev box and false in CI, where the runner container is root
with a full permitted set. main went red on 0f79587d with:

    left: " — NOTE: this process carries capabilities (CapPrm=0x000001ffffffffff) …"
   right: ""

Nothing was wrong: the hint fired correctly, on a process that really did hold
every capability. The test was reading the ambient environment and calling it a
property of the code.

`permitted_caps_from_status` had already been split out for exactly this reason
— "so that shape is testable without a capability-carrying process to point at"
— but only the PARSE half. The message half still went to /proc/self/status.
This finishes the split: `capability_denial_hint_for(Option<u64>)` holds the
formatting and takes the mask, `capability_denial_hint()` reads /proc and
delegates. Both keep their callers, so neither is dead code.

Also adds `names_the_mask_and_the_repair_when_capped`. Without it the silent
case passes just as well against a function that returns "" unconditionally —
which is the failure mode this repo has been bitten by before, and the reason
every decode fix carries a counterfactual.

No behaviour change: the three error paths call the same function and get the
same string.

⚠ Verification is CI. `kwin.rs` is `#[cfg(target_os = "linux")]`, so it does not
compile on the macOS host this was written from; `cargo fmt --all --check` is
clean and a Linux container check was attempted but the stock rust image has no
cmake for audiopus_sys, so it never reached the test. ci.yml going green on main
is the proof — and unlike the case it replaces, this test now fails or passes
for reasons that have nothing to do with the machine running it.

Does not touch the v0.26.0 tag: ci.yml runs on `push: branches: [main]` and
`pull_request` only, and no tag leg runs cargo test.
2026-08-09 10:39:41 +02:00
enricobuehler f80636f901 Merge pull request 'The release notes advertise a privilege 0.26.0 deliberately does not grant' (#138) from worktree-notes-capsysnice-correction into main
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2026-08-09 08:13:45 +00:00
enricobuehler 0f79587dd6 docs(release): the notes claimed a privilege 0.26.0 deliberately does not grant
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The user-facing v0.26.0 notes said, of the PyroWave GPU-priority lever:

    "it is now, and the package grants the host the permission that switch needs"

That was true of 0.26.0-1 and is now the opposite of true. Granting CAP_SYS_NICE
made the host unidentifiable to KWin and killed desktop streaming on every KDE
box across all five Linux channels, so 0.26.0-2 revokes it everywhere and must
keep doing so. The lever is wired natively on Linux for the first time — that
part stands — but it is dormant on an ordinary install, and the notes have to
say so rather than advertise a speed-up nobody gets.

CHANGELOG.md was already corrected in #136 (the 0.26.0-2 note under PW1 and the
qualifier on the owed A/B). This is the user-facing half, which #136 did not
touch:

  * the PyroWave bullet now leads with what DID land (two encoder handles, the
    capture buffer headroom) and describes the priority switch as present but
    dormant, with the reason.
  * a new Fixed entry for the KDE breakage itself. Worth telling users even
    though the release was never announced: 0.26.0-1 packages did reach the
    registries, and anyone who pulled one has a desktop session that fails with
    a missing-screencast error surviving a clean reinstall. It also explains the
    dormancy the bullet above now refers to.

Deliberately NOT written as a "Before you update" action: upgrading strips the
capability by itself on every channel, so there is nothing for a reader to do.

Commit count 47 -> 52.

Voice check clean (0 internal-vocabulary hits above "## For developers"); notes
67 lines.
2026-08-09 10:12:58 +02:00
enricobuehler 651a7a82a1 Merge pull request '0.26.0-1 gave the host CAP_SYS_NICE, which made it invisible to KWin — every KDE desktop session died, on five packaging channels' (#136) from worktree-kwin-capability-identification into main
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Reviewed-on: #136
2026-08-09 08:04:43 +00:00
enricobuehler 4d383811c0 fix(packaging): the same CAP_SYS_NICE broke KDE on FIVE channels, not one — Bazzite included
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The Arch fix in the previous commit was incomplete. 0.26.0-1 granted the host CAP_SYS_NICE through
every Linux channel we ship, and each one breaks KWin identification the same way:

  * packaging/rpm/punktfunk.spec .......... %caps(cap_sys_nice=ep) in %files  <- Fedora AND Bazzite
                                            via rpm-ostree layering
  * packaging/bazzite/build-sysext.sh ..... setcap on the staging tree, recorded by mksquashfs
  * packaging/debian/build-deb.sh ......... setcap in the postinst
  * packaging/nix/nixos-module.nix ........ security.wrappers with capabilities = "cap_sys_nice=ep"
  * scripts/steamdeck/install.sh .......... setcap on $BIN, six lines after writing the .desktop
                                            whose Exec= it thereby voids

Bazzite was NOT a separate fault, as first reported here — it is this one. Verified by mounting the
published punktfunk-0.26.0-1-x86-64.raw: `getcap usr/bin/punktfunk-host` reports cap_sys_nice=ep,
stored as security.capability in the squashfs. The claim in packaging/arch/build-sysext.sh that
"file capabilities don't survive this squashfs path" is false and is corrected here; mksquashfs
records them, which is exactly why the image shipped one.

NixOS deserves its own note: a security.wrappers entry does not dodge the problem. The wrapper
raises the capability into its AMBIENT set before exec'ing the store binary, precisely so it
survives — which lands CAP_SYS_NICE in the exec'd process's permitted set and fails the readlink
identically to a file capability. ExecStart now points at the store path directly, which is also the
path packages.nix substitutes into the .desktop's Exec=, so the two finally agree.

Measured blast radius of holding a capability, same-uid reader, CachyOS kernel 7.1.6:

    /proc/PID/exe ....... EPERM   <- KWin's identification. Desktop sessions die.
    /proc/PID/root/* .... EPERM   <- xdg-desktop-portal reads .flatpak-info here to resolve an
                                     app id; the wlroots and Hyprland backends go through it
    /proc/PID/environ ... EPERM
    /proc/PID/cgroup .... OK
    /proc/PID/status .... OK
    /proc/PID/cmdline ... OK

Compositor backends, by exposure: KWin is broken outright (proven, field-confirmed). gamescope has
no identity gate and was never affected, which matches the field — only Desktop mode was reported.
Mutter drives Mutter's own D-Bus API, not the portal, and looks unaffected. wlroots and Hyprland go
through the ScreenCast portal, whose app-id resolution reads a path the capability blocks — a real
exposure, not something I reproduced end to end.

The sysext build now HARD-FAILS if a capability is staged, rather than trusting that the RPM payload
never carries one: a merged sysext's /usr is read-only squashfs, so a bad image cannot be repaired
on the box, and the spec was one %caps() away from baking one in again.

Docs corrected, because they advertised the capability as a feature:
  * docs-site running-as-a-service "GPU scheduling priority" — rewritten: the host carries no
    capability, why it must not, and how to clear a 0.26.0-1 install (Bazzite needs a new image)
  * docs-site configuration.md — the PYROWAVE_QUEUE_PRIORITY row no longer claims the packages grant it
  * packaging/bazzite/README.md — §6.5 still described the kde-desktop-setup.sh behaviour from
    before it stopped writing KWIN_WAYLAND_NO_PERMISSION_CHECKS and started REMOVING it; plus a
    note that 0.26.0-1 Desktop mode cannot be repaired in place
  * packaging/arch/README.md — the false "capabilities don't survive the sysext" line
  * CHANGELOG v0.26.0 PW1 — annotated with the 0.26.0-2 correction rather than rewritten, and the
    owed PyroWave-under-load A/B now says it needs a gamescope-only box

Verified: bash -n on all five changed shell files; nix-instantiate --parse on nixos-module.nix and
packages.nix; the published 0.26.0-1 sysext mounted and its capability read; getcap on an uncapped
file exits 0 with empty output, so the new build assertion cannot false-positive.
2026-08-09 09:56:36 +02:00
enricobuehler 42ee6c5628 fix(packaging): the host's CAP_SYS_NICE made it invisible to KWin, killing every KDE session
0.26.0-1 setcap'd `cap_sys_nice=ep` on /usr/bin/punktfunk-host so the encoder could open an
elevated global-priority Vulkan queue. On every KDE box that ended desktop streaming outright:

    KWin virtual output failed: KWin does not expose zkde_screencast_unstable_v1 to this client

reported from CachyOS on NVIDIA and on AMD, surviving a clean reinstall of host and client, and
worked around only by KWIN_WAYLAND_NO_PERMISSION_CHECKS=1.

The two cannot coexist. KWin hands out its restricted protocols — zkde_screencast_unstable_v1,
which mints our virtual output, and org_kde_kwin_fake_input, which injects input — only to a client
it can IDENTIFY, by resolving that client's /proc/<pid>/exe and matching it against an installed
.desktop's Exec=. The kernel refuses that readlink to any reader whose effective set is not a
superset of the target's PERMITTED set (cap_ptrace_access_check), and KWin holds no capabilities.
So the instant the binary carries one, KWin's executablePath() is empty, nothing matches, and the
global is never advertised — presenting exactly as a missing or mis-installed .desktop file.

Measured on CachyOS (kernel 7.1.6), same-uid reader, cap_sys_nice=ep on the target:

    no capability .............................. readlink /proc/<pid>/exe OK
    capability ................................. EPERM
    capability + prctl(PR_SET_DUMPABLE, 1) ..... EPERM   <- dumpable is NOT the gate
    capability dropped + PR_SET_DUMPABLE(1) .... OK      <- only an uncapped process works

The third row also rules out the reflex fix of moving the grant to systemd AmbientCapabilities=,
which lands CAP_SYS_NICE in the very same permitted set. Nothing short of not holding the
capability restores identification, so the host does not get one.

The cost is pacing only. pf-zerocopy's device create already walks REALTIME -> HIGH -> default when
a priority class is refused, and pf-frame's thread nice is a documented best-effort no-op without
the capability — so this is 0.25.0's behaviour exactly, which is the behaviour that worked.

  * packaging/arch/punktfunk-host.install: grant -> revoke. post_upgrade strips the capability from
    boxes that already ran 0.26.0-1's scriptlet. A pacman upgrade writes a new inode and file
    capabilities do not survive that, so this is belt-and-braces for reinstall/downgrade paths.
  * pf-vdisplay kwin.rs: all three "KWin does not expose zkde_screencast" errors now read
    /proc/self/status and, if this process holds ANY capability, name it with its CapPrm mask and
    the `setcap -r` that repairs it. The failure stays impossible to diagnose from the Wayland side
    otherwise, and it is not unique to our own packaging — a hand-rolled setcap does it too.

Verified on 192.168.1.21 (CachyOS): the capability/dumpable matrix above; cargo check and
cargo clippy --all-targets -- -D warnings clean for pf-vdisplay; both new unit tests pass; and the
hint itself exercised end-to-end, silent uncapped and firing with CapPrm=0x0000000000800000 under
cap_sys_nice=ep. The shipped punktfunk-host-0.26.0-1-x86_64.pkg.tar.zst was unpacked to confirm its
.INSTALL carries the setcap on both post_install and post_upgrade.

Ships as 0.26.0-2 — packaging plus one crate, no version bump.
2026-08-09 09:37:30 +02:00
enricobuehler 08eaf337e8 Merge pull request 'v0.26.0 promised a Fedora and an apt gamescope that were never built' (#135) from worktree-gamescope-rpm-deb-builddeps into main
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2026-08-09 07:22:59 +00:00
enricobuehler 39869031be fix(ci): the gamescope RPM and .deb never built, and a warning let the tag ship anyway
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v0.26.0's notes and docs-site say the patched gamescope is now installable on
Fedora and on Debian/Ubuntu. Neither package exists on the release. Both builds
failed inside best-effort steps that emit `::warning::` and return 0, so every
job stayed green and the only evidence was a warning nobody reads. Arch built
fine, which is why it is the sole gamescope package attached.

Two distinct missing build deps, same root cause: `dnf builddep gamescope` /
`apt-get build-dep gamescope` resolve the DISTRO'S OLDER PACKAGED gamescope,
which does not need what the pinned master tree needs.

  Fedora (f43 AND f44)
    /usr/sbin/ld: cannot find -lstdc++
    have you installed the static version of the stdc++ library ?
    ERROR: Compiler sccache c++ cannot compile programs.

  build-punktfunk-gamescope.sh appends `-static-libstdc++ -static-libgcc` to
  LDFLAGS deliberately, so the binary still starts on SteamOS's older libstdc++.
  Without libstdc++-static that trips meson's very FIRST sanity check, so
  nothing builds at all.

  Debian/Ubuntu noble
    protocol/meson.build:7:17: ERROR: Neither a subproject directory nor a
    wayland-protocols.wrap file was found.

  The tree carries no wrap fallback for wayland-protocols.

Both proven deps are installed WITHOUT `|| true` so a rename is loud. The
remaining Arch makedepends the older packaged gamescope may not pull (glm,
cmake, libXcursor, wayland-protocols-devel on Fedora) stay best-effort, since
meson finds fallbacks and a name that moves between releases should not fail
the job.

And the part that actually matters: on `refs/tags/v*` a missing gamescope is
now an ERROR, not a warning. A release must not be able to make a claim its own
CI silently dropped. Gated in two places per platform — the build step, and the
packaging step that is authoritative and also covers the cache path (the build
step is skipped entirely on a cache hit, so a stale cache would otherwise reach
packaging and skip in silence). Canary keeps the old best-effort behaviour.

Deliberately NOT gated: the sysext leg. The notes make no claim about gamescope
inside the sysext, and with the build fixed gs-cache is populated so it gets the
binary anyway — gating it would add release-blocking risk with no matching
promise.

⚠ Verification is CI itself: both YAML files parse, and every gamescope-touching
`run:` block is `bash -n` clean with the matrix placeholders substituted. The
dep names cannot be proven from macOS; the rpm and deb legs on the next tag are
the proof, and they are now hard-gated, so a wrong name fails loudly instead of
shipping another empty promise.
2026-08-09 09:22:20 +02:00
enricobuehler 55f361cb92 Merge pull request 'The v0.26.0 tag went red on Windows — a Linux-only reader tripped dead_code' (#134) from worktree-pyrowave-wire-dead-code into main
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2026-08-08 23:44:44 +00:00
enricobuehler 2079411f4f fix(pf-encode): the Windows host could not compile — a Linux-only reader tripped dead_code
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The v0.26.0 tag went red on windows-host at the clippy step, after a clean
build:

  error: function `wire_sequence` is never used
    --> crates\pf-encode\src\enc\pyrowave_wire.rs:68:15
     = note: `-D dead-code` implied by `-D warnings`

`pyrowave_wire` is cfg'd for linux OR windows and is genuinely shared —
`packet_boundary` and `stamp_color_bits` each have callers on both backends.
`wire_sequence` does not: every call site is in `enc/linux/pyrowave.rs`, which
is `#[cfg(all(target_os = "linux", feature = "pyrowave"))]`. Alternating
encoder handles are a Linux-side concern (PW5); the Windows backend drives
pyrowave's compat device with a single handle and never needs the counter. The
module's own `#[cfg(test)]` block does not reference it either, so on Windows
the item has zero callers in every target and dead_code is correct — it is the
`-D warnings` promotion to a hard error that stops the lib compiling.

Scoped to the one item rather than the file, and expressed as
`cfg_attr(not(target_os = "linux"), ...)` rather than a bare `allow`, so
dead_code stays LIVE on Linux — where the caller lives, and where this function
quietly losing its last caller would be a real finding rather than noise.

⚠ Not reproducible off a Windows box: cross-compiling to
x86_64-pc-windows-msvc from macOS dies in openh264-sys2's build script
(clang++ rejects `-fPIC` for that target) long before the lint stage. The
mechanism is nonetheless exact — one item, one cfg, zero callers behind it —
and the windows-host and windows-msix legs are the proof.

No behaviour change on any platform: this adds a lint attribute and eight
lines of comment.
2026-08-09 01:43:54 +02:00
enricobuehler 4d1a1348c0 Merge pull request 'chore(release): bump workspace version to 0.26.0' (#133) from worktree-release-0260 into main
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2026-08-08 23:29:38 +00:00
enricobuehler e5180a5b7d chore(release): bump workspace version to 0.26.0
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47 commits since v0.25.0, most of them from field reports on 0.25.0 itself,
plus Wave 2 of the PyroWave Linux host-performance program.

Nothing breaks: the wire protocol stays at 2 and the C ABI stays at 17, so
this release adds no call, no message and no capability bit. pf-driver-proto
is byte-for-byte identical to v0.25.0 and to v0.24.0.

Four new environment variables (PUNKTFUNK_OVERLAY_MASK,
PUNKTFUNK_GAMESCOPE_REFRESH_RATES, PUNKTFUNK_PYROWAVE_CHUNK_KIB,
PUNKTFUNK_PYROWAVE_STREAMED_AU), verified new by git grep at the v0.25.0 tag
rather than assumed. plugin-kit goes 0.3.2 -> 0.4.0 for the `plugin` launch
kind; the SDK goes 0.1.2 -> 0.1.4; gamescope patch level +pfhdr2 -> +pfhdr4.

Two behaviour changes make a client advertise LESS than it used to, both
deliberate: VIDEO_CAP_444 is now probed against the driver rather than ridden
off the setting alone (every Steam Deck with "Full chroma" on was losing HEVC
entirely, not crispness — no AMD silicon decodes HEVC 4:4:4), and the Decky
client-update check now reports a failure instead of dressing it up as
"up to date".

Bump is the same four files as 0.25.0: Cargo.toml, Cargo.lock,
docs/releases/v0.26.0.md, docs/releases/whatsnew/v0.26.0.txt — plus the
CHANGELOG.md section, which the split at 0.25.0 made part of the ritual.

Gates run locally, all green:
  * cargo fmt --all --check          clean
  * cargo metadata --locked          resolves
  * Cargo.lock diff                  versions-only, 70/70 changed lines, 35 crates
  * Play whatsnew gate               398/500 chars, not byte-identical to any other release
  * notes voice check                0 internal-vocabulary hits above "## For developers"

Notes are 66 lines against 0.25.0's 83, covering 47 commits.

Still owed on glass and recorded in the CHANGELOG's verification table:
iPhone + Bluetooth listen, Apple TV stats overlay, MacBook audio listen, the
Deck HEVC/4:4:4 retest, a Windows wake-from-sleep cycle, and the
PyroWave-under-game-load A/B with CAP_SYS_NICE actually granted.
2026-08-09 01:28:39 +02:00
enricobuehler 4070d043d6 Merge pull request 'PyroWave on Linux: the GPU-priority knob never fired, a dmabuf timeout condemned the host, and the jumbo grow was dead code' (#132) from worktree-wave2-pyrowave into main
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Reviewed-on: #132
2026-08-08 23:23:12 +00:00
enricobuehler ebf61cb448 Merge branch 'worktree-wave2-pw5-encode-overlap' into worktree-wave2-pyrowave
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# Conflicts:
#	crates/pf-encode/src/enc/linux/pyrowave.rs
2026-08-09 01:14:59 +02:00
enricobuehler 4a92c64144 Merge branch 'worktree-wave2-pw7a-jumbo-shard' into worktree-wave2-pyrowave 2026-08-09 01:13:30 +02:00
enricobuehler 2426056465 Merge branch 'worktree-wave2-pw6-streamed-au' into worktree-wave2-pyrowave 2026-08-09 01:13:25 +02:00
enricobuehler d3aaa16a7d Merge branch 'worktree-wave2-pw3-dmabuf-latch' into worktree-wave2-pyrowave
# Conflicts:
#	packaging/arch/punktfunk-host.install
#	scripts/steamdeck/install.sh
2026-08-09 01:13:23 +02:00
enricobuehler 2dd65bdd41 Merge pull request 'Opening the Steam menu on the Deck moved the game too — the pad is now held neutral while an overlay owns it' (#131) from worktree-deck-overlay-input-mask into main
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Reviewed-on: #131
2026-08-08 22:59:30 +00:00
enricobuehler 5cbaca7789 feat(client/pads): stop forwarding the pad while the Steam overlay owns it
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On a Deck in Gaming Mode the Steam menu and the QAM are driven by the SAME
physical controller the client forwards, so opening either one moved the game
on the host as well as Steam's UI — a second, invisible player. Steam Input
masks a normal game here; it cannot mask us, because masking happens on Steam
Input's virtual pad and we deliberately forward the REAL one (28DE:1205 — the
virtual pad has no gyro, trackpads or paddles).

SDL ships the exact behaviour we want and it is on by default: presses are
dropped while the process has windows but no keyboard focus, releases still get
through. It CANNOT fire on a Deck. gamescope resolves focus per Xwayland ctx
and the client sits alone in its own, so the Steam overlay — which lives in the
root ctx — never takes our X focus away and no FocusOut is ever generated.
Measured on glass: with the QAM open, X input focus inside the client's ctx
stayed on its window for the whole 4 s, while GAMESCOPE_FOCUSED_APP flipped to
769 (Steam) and GAMESCOPE_FOCUSED_APP_GFX stayed on the app.

So the signal is explicit. `overlay_focus` watches those two atoms on the
gamescope root ctx — which is NOT our own $DISPLAY under `--xwayland-count 2`,
hence the socket-directory walk and the flatpak filesystem line — and the
presenter ORs it with window focus into one `set_masked`.

Masking is deliberately not `set_forwarding`: that closes the slot and sends
GamepadRemove, so the game would see a controller UNPLUG every time somebody
opened the QAM. This keeps every slot open and only stops the transitions,
after flushing what the host believes is held so a stick deflected at
overlay-open stops steering instead of freezing at its last value. On the way
back, held buttons are adopted rather than replayed — the A that picked a QAM
row must not fire in the game as it closes — while axes are re-sent, since a
stick has no press to ghost and SDL only speaks on change.

Fails open throughout: no gamescope, no X, or an unreadable signal all leave
forwarding exactly as it was. `PUNKTFUNK_OVERLAY_MASK=0` opts out.
2026-08-09 00:55:16 +02:00
enricobuehler 9c854893bc Merge pull request 'plugin-kit 0.4.0 — publish the launch surface #129 added, because rom-manager's main is red until it exists' (#130) from worktree-plugin-kit-040 into main
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plugin-kit-publish / publish (push) Successful in 39s
Reviewed-on: #130
2026-08-08 22:53:39 +00:00
enricobuehler 6b7997cace chore(plugin-kit): 0.4.0 — the launch surface a plugin needs to publish a tile the host cannot name
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`serveUi({launch})`, `PluginLaunchTarget` and `makeLaunchHandler` (#129) are new API, so this is a
minor bump rather than a patch. It also carries `SyncError.message`, without which a host refusal
reaches a plugin's own UI as the bare tag `SyncError` and nothing else.

Unblocks rom-manager, whose main is currently RED: it merged the consuming change while still
pinning `^0.2.0`, so `bun install --frozen-lockfile` there resolves a kit without these exports and
the typecheck fails on all three. Publishing this and then bumping that pin is the fix — in that
order, because the lockfile cannot resolve 0.4.0 until it exists on the registry.

Tag `plugin-kit-v0.4.0` to publish; the workflow asserts the tag matches this version.
2026-08-09 00:52:37 +02:00
enricobuehler 78ba2342b5 Merge pull request 'rom-manager has been putting 0 games in the library since 08-05 — a plugin launch kind, so a scanner can publish tiles the host cannot name' (#129) from worktree-rom-manager-plugin-launch into main
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Reviewed-on: #129
2026-08-08 22:44:44 +00:00
enricobuehler 7d37fe450d test(pf-encode): run PyroWave at depth 2 on real hardware — without shipping depth 2
Wave-2 PW5, the stage-6 experiment. Shipped behaviour is UNCHANGED: `max_inflight` is still 1.

Stage 6 is the frame-corruption stage, and its gate is an on-glass tear-hunt with a live compositor,
a real client and ten minutes of moving content. That is not runnable from here. But the depth-2
risk has two halves, and one of them lives entirely in this crate — the per-slot resources
(`cmd`/`fence`/`csc_set`/y/uv/cursor) and the alternating encoder handles — so that half can be
answered now, on the GPU, and the answer is worth having before anyone attempts the other.

The experiment drives the backend with two frames genuinely in flight (submit N+1, then poll N) and
compares the result against the encoder's OWN synchronous output over the same 16 moving frames.
Its own depth-1 decode is the honest reference: pyrowave's raw AU bytes are not reproducible
run-to-run (see the stage-3 commit), but its decoded planes are.

RESULT, .21 / RTX 5070 Ti (GPU idle at 180 MHz of 3090 — the slow-clock worst case on this card):

  depth-2 vs depth-1 over 16 frames: worst-case PSNR identical (inf)

Bit-identical luma, every frame, in order. So stages 4 and 5 between them are sufficient for the
encoder side: doubling the six single-slot resources and alternating two `pyrowave_encoder` handles
under one monotonic wire sequence really does make overlap invisible to the decoder.

The test is built to fail rather than to pass. Content MOVES every frame (flat fills are the
documented false-green trap — a torn frame stitched from two halves of a static card is invisible),
it asserts two frames were ACTUALLY in flight rather than silently proving nothing, it asserts the
AU count is unchanged, and it carries an off-by-one discriminator that raw PSNR would miss: each
overlapped frame must match its own reference BETTER than it matches the previous one, so a
pipeline delivering frames one position late fails even though every individual PSNR looks fine.

It reaches `max_inflight` directly instead of through a shipped knob, precisely so the shipped
value stays 1.

⚠ WHAT THIS DOES NOT COVER, stated here so the next person does not read it as a green light for
stage 6: the CAPTURE side. `.process` hands the SPA buffer back to the compositor at callback
return while the encode thread holds only a dup of its dmabuf fd, so a second frame in flight
widens the window in which the producer may overwrite a buffer we are still reading by a full frame
period. Nothing in this crate can test that — it needs a live producer. Stages 1 and 2 are what
make it answerable (the pool census says how deep the producer's ring is; the Choice range asks for
headroom), and the on-glass hunt is what would settle it.

Gates green at CI parity.
2026-08-09 00:30:25 +02:00
enricobuehler 077db416ec feat(pf-encode): two PyroWave encoder handles, and the 3-bit landmine that makes them work
Wave-2 PW5 stage 5. Depth is STILL 1 — the handles alternate per frame, one in flight.

PyroWave's `Encoder` cannot hold two frames. Not "probably not" — structurally not. `Encoder::Impl`
owns ONE each of `wavelet_img_high_res`, `bucket_buffer`, `meta_buffer`, `block_stat_buffer`,
`payload_data` and `quant_buffer`, and `Impl::encode` OPENS by discarding them: an image barrier
with `VK_IMAGE_LAYOUT_UNDEFINED` as the old layout — a written promise that nothing else is reading
it — plus three `fill_buffer` clears. Two encodes recorded into two command buffers and submitted
to one queue have no execution dependency in Vulkan (submission order orders the START, not the
completion), so N+1's DWT would overwrite the wavelet bands and zero the RDO buckets while N's
block packing still reads them. Content-dependent, silent.

So overlap means TWO handles on one device, alternated — one per slot. Every resource above is
then private per handle, and within a handle the encodes stay strictly serialized (a slot's next
frame is recorded only after that slot's previous one retired), which leaves patch 0004's
scratch-pool invariant intact without touching it.

THE LANDMINE, and it is the reason this stage is its own commit: `sequence_count` ALSO lives on
`Impl`, and it is the 3-bit counter stamped into every block header. Two handles each count
1,2,3... alone, so the wire sees 1,1,2,2,3,3.... The decoder restarts a frame only when the value
CHANGES (`diff = (hdr.sequence - last_seq) & 0x7; restart = diff != 0`), so a repeat reads as MORE
BLOCKS OF THE SAME FRAME: `clear()` never runs, `decoded_frame_for_current_sequence` stays true,
and the second frame of each pair is swallowed. Half frame rate, occasional mixed-frame blocks, no
error anywhere — on every client, since pf-client-core and the Apple Metal hand-port parse the same
field.

`patches/0007-encoder-sequence-override.patch` (new, ~38 lines) exposes
`Encoder::set_next_sequence` + a `pyrowave_encoder_set_next_sequence` C entry + a
`PYROWAVE_SEQUENCE_MASK` define, so ONE monotonic counter on the Rust side is stamped regardless of
which handle encodes. The setter stores `(seq - 1) & mask` because `Impl::encode` pre-increments —
its contract is about the next ENCODE, not the next store. Inert when unused, so the whole Windows
backend is untouched. No `.def` change: the C API is a static archive.

PREDICTED, THEN OBSERVED. A negative control on .21 (the override call removed, nothing else) reads
the wire out at exactly:

  [1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 0, 0, 1, 1, 2, 2]

which is the analysis's prediction character for character, and with the override:

  +1 mod 8, all 20 frames, through the 3-bit wrap.

THE GATE, `wire_sequence_increments_across_alternating_handles`, checks three things over 20 frames
because any one alone could pass while the stream is broken: the wire counter advances by 1 mod 8;
ONE persistent decoder (its `last_seq` carried across every push, exactly like a client's) reports
every AU decodable; and consecutive decoded pictures DIFFER. Content moves every frame — and the
first run caught a trap in the harness itself rather than the encoder: `test_card` starts its LCG
at `seed | 1`, so seeds 2 and 3 build a byte-identical card and the test faked the very repeat it
hunts. Odd seeds only now, with the reason written down.

A runtime self-check backs the test up where the test cannot reach: after packetize, the stamped
sequence is compared against what we asked for, and a mismatch logs once per process naming patch
0007. A re-vendor that loses the patch would not fail to build — it would fail on glass, subtly,
and this makes it loud instead. Two byte reads per frame.

`reset()` rebuilds both handles and `Drop` destroys both, each with the same null-immediately
discipline the single handle had (`pyrowave_encoder_destroy` is a bare `delete` with no null
check, so a stale pointer left in the field is a double free).

Vendored-patch discipline: patch 0007 re-applies clean to a pristine vendor checkout (verified by
stashing the vendor tree and re-applying), and `git diff crates/pyrowave-sys/vendor/` touches
exactly the four intended files.

VERIFIED ON GLASS (.21, RTX 5070 Ti, GPU idle at 180 MHz of 3090): all 8 `#[ignore]`d GPU tests
pass, including the new gate and the 4:2:0 / 4:4:4 / 24-bpp PSNR smokes.

Gates green at CI parity.
2026-08-09 00:27:28 +02:00
enricobuehler fd98406868 Merge pull request 'The Decky plugin's "update the client" has never once detected an update' (#128) from worktree-decky-client-update into main
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Reviewed-on: #128
2026-08-08 22:21:08 +00:00
enricobuehler 5c70a90358 Merge pull request 'A Steam Deck could lose HEVC entirely to a chroma switch nothing checked — and the tool you'd triage it with denied the queue it was decoding on' (#127) from worktree-deck-hevc-shape-gates into main
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Reviewed-on: #127
2026-08-08 22:20:39 +00:00
enricobuehler 29248dcab9 feat(pf-encode): PyroWave had six single-slot resources, not the two the plan named
Wave-2 PW5 stage 4. Pure capacity — `max_inflight` is STILL 1, nothing overlaps yet.

The plan named the y/uv images as the thing to double. Reading the backend found five more, and
each is a correctness problem under overlap rather than a performance one:

  * `csc_set` — ONE descriptor set, rewritten every frame by `bind_rgb`. Updating a set still bound
    by a PENDING command buffer violates VUID-vkUpdateDescriptorSets-None-03047, and on most
    drivers that is a wrong picture rather than an error.
  * `y_img`/`uv_img` — the CSC of N+1 storage-writes exactly the images pyrowave is still sampling
    for N. The barrier comment ("the previous frame's encode already completed under our
    synchronous fence") was load-bearing and said so.
  * `cursor_img` + `cursor_stage` — the struct comment stated the assumption outright: *"Single
    (not ring) because PyroWave encodes one frame synchronously — no in-flight overlap to race."*
  * `cmd` + `fence` — you cannot record into a PENDING command buffer at all.
  * `cpu_img`/`cpu_stage` (software capture / tests) — the host writes staging while the previous
    frame's copy is still pending.

All of it moves into a `Slot`, and the encoder now owns `SLOTS` of them. Two, because Granite caps
the overlap at two for us: the pyrowave device defaults to `init_frame_contexts(2)` and
`next_frame_context()` — called at the top of every `encode_gpu_synchronous` — waits the context it
rotates into. A third slot would need a vendored `init_frame_contexts(3)` that is not exposed.

`bitstream` and `import_cache` are deliberately NOT per-slot, and the `Slot` doc says why so a
later sweep does not "fix" it: `bitstream` is only touched during packetize, i.e. only on the poll
side one frame at a time, and `import_cache` retaining the VkImage/VkDeviceMemory per dmabuf inode
is precisely what makes it safe for two slots to sample the same imported buffer. `cpu_expand` is
shared for the same reason — it is copied into staging before `submit_frame` returns, so no GPU
work ever reads it.

Each frame carries its slot index in `InFlight` rather than recomputing it, so `wait_and_packetize`
cannot wait the wrong fence — the failure that would look like corruption rather than an error.
`reset()` now waits EVERY in-flight fence, not just one, which matters the moment depth rises.

WHAT IT COSTS, measured from the driver's own memory requirements rather than estimated (.21,
RTX 5070 Ti, and there is now an `#[ignore]`d test that prints it on any GPU):

  1080p 4:2:0   3872 KiB per slot    7744 KiB for both
  4K    4:2:0  12992 KiB per slot   25984 KiB for both
  4K    4:4:4  24992 KiB per slot   49984 KiB for both

So the extra slot costs ~3.8 MiB at 1080p and ~24 MiB at 4K 4:4:4 — an order of magnitude under
the plan's ~25-35 MB / 100-150 MB estimate, because that estimate included pyrowave's internal
wavelet and scratch buffers, which stage 5's second encoder handle will add and this stage does
not. Affordable on an iGPU. The open line now logs `slots`, `slot_kib` and `slots_kib` so this is
visible per session and not only in a test.

VERIFIED ON GLASS (.21, GPU idle at 195 MHz of 3090 — slow-clock, the worst case on this card):
all 6 `#[ignore]`d GPU tests pass, and all NINE decoded-plane hashes (`ref-dense-{y,cb,cr}`,
`ref-chunked-*`, `ref-dense444-*`) are bit-identical to the pre-PW5 base. Decode identity is the
meaningful gate here — the raw AU bytes are not reproducible run-to-run even from an unmodified
binary, which stage 3's message documents.

Gates green at CI parity.
2026-08-09 00:18:38 +02:00
enricobuehler 95962f55d0 refactor(pf-encode): PyroWave waited its fence inside submit — the one backend that did
Wave-2 PW5 stage 3. Depth is STILL 1; this is the shape change alone.

`encode_frame` recorded CSC+encode, queue-submitted, waited the fence and packetized, all inside
`Encoder::submit`. Every other backend in this crate puts the wait on the POLL side. That
difference is the whole reason the host loop's cadence folds around this encoder: with the wait
inline, `submit` returns only after the GPU is done, so the arrival-anchored floor absorbs the
encode only while it stays under 0.9x the frame interval.

Split into `submit_frame` (ingest -> CSC -> pyrowave encode -> queue-submit -> return) and
`wait_and_packetize` (fence wait -> packetize -> AU), with an `InFlight` deque between them capped
by `max_inflight`, which is 1. **One is the only value the resources can support today** — `cmd`,
`fence`, `csc_set` and the y/uv images are one each, so a second concurrent frame would record into
a PENDING command buffer and storage-write images pyrowave is still sampling. `submit` therefore
drains to `max_inflight - 1` before recording, which states that invariant in one place instead of
leaving it implicit in "the encode is synchronous".

The subtle part is the command-buffer state machine, and it is unchanged: the record-and-submit
closure still resets `cmd` on every PRE-submit failure (RECORDING/INVALID/EXECUTABLE, never
PENDING), and the fence wait still does NOT reset on failure, because a timeout leaves the buffer
PENDING where a reset violates VUID-vkResetCommandBuffer-commandBuffer-00045. What changed is that
a failed wait now also leaves the entry IN FLIGHT — which is precisely what tells `reset()` there
is live GPU work to re-wait before the pyrowave encoder object may be destroyed. `gpu_pending` is
gone; `!inflight.is_empty()` is the same fact, and cannot drift from it.

The split opened two windows that did not exist when everything ran inline, both closed here:
`reconfigure_bitrate` and `set_wire_chunking` can now land BETWEEN a submit and its poll, so the
packetize boundary and the bitstream cap are snapshotted into `InFlight` at submit time. Reading
the live fields would have let a mid-flight bitrate drop turn a perfectly good frame into
"unexpected packet count", and a mid-flight chunking change into an AU with the wrong
`chunk_aligned` flag.

`flush()` is no longer a no-op — it drains the in-flight frame, so the trait's poll-until-None
contract still returns every AU (the `spike` subcommand and the hardware smoke tests are the real
users).

The perf instrument still measures submit->AU, stamped at submit and taken when the AU becomes
readable, so `92326312`'s numbers stay directly comparable; the log line now carries `depth` and
says plainly that above depth 1 the number legitimately grows by about one loop period.

VERIFIED ON GLASS (.21, RTX 5070 Ti, GPU idle at 180 MHz of 3090 — so these are slow-clock runs,
which is the worst case on this card, not the best): all 6 `#[ignore]`d GPU tests pass — the
4:2:0, 4:4:4 and 24-bpp PSNR smokes, the mode-mismatch refusal, the fd-leak check and the golden
dump.

Byte-identity, honestly: the AU bytes are NOT reproducible, and were not before this commit
either. Three runs of the SAME unmodified binary produced three different `au-dense.bin` hashes
(ab7ecaf6 / 8735700e / 933b3d40) — the vendored 4:2:0 encoder emits run-varying bytes that the
decoder ignores. So the meaningful gate is DECODE identity, and that holds exactly: every decoded
plane (`ref-dense-{y,cb,cr}`, `ref-chunked-{y,cb,cr}`, `ref-dense444-{y,cb,cr}`) is bit-identical
between the pre-split base and this commit, across four runs. 4:4:4 AUs are additionally
bit-stable and match the checked-in Apple fixture exactly.

Gates green at CI parity.
2026-08-09 00:11:22 +02:00
enricobuehler 9e598f8595 fix(client): the 4:4:4 switch could cost a Deck its whole codec, and --probe-decode denied the queue it was decoding on
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Two Steam Deck findings from a field report of "the decoder was not found, it
fell back to H.264 — but sometimes HEVC worked".

**The 4:4:4 advertisement was a promise nothing checked.** `VIDEO_CAP_444` rode
the "Full chroma" setting alone. That was safe while a software HEVC decoder
existed underneath it; M8 removed one (there is no permissively licensed HEVC
CPU decoder, so `software_decodable_codecs()` is H.264|AV1). The host grants
4:4:4 on HEVC ONLY, and answers the resolved chroma in the Welcome before the
client builds a decoder — so on a device with no 4:4:4 decode the toggle did not
cost crispness, it cost the entire codec: the Vulkan rung refuses the shape at
construction, VAAPI refuses it too, there is no CPU rung, and the session
reconnects on H.264. AMD has no HEVC 4:4:4 decode on any silicon, so every Deck
with that switch on lost HEVC. It is per-profile and default-off, which is
exactly why it looked intermittent — a "Work" profile lost HEVC where "Game"
kept it, same box, same host.

Gated on `hevc_444_hardware_decodable`, which asks the driver through the SAME
code the rung uses at construction (`VkH265Decoder::probe_stream_support`), so
the advertisement and the rung that must honour it cannot disagree. Both depths
are required, not either: with HDR on the host may resolve 4:4:4 10-bit, and a
device offering YUV444_8 but not YUV444_10 would land in the same hole.

Answering from the Vulkan rung alone is exact rather than approximate — it is
the only rung in this build that implements 4:4:4 at all (`pf_vaadec::profile_for`
errors on chroma_format_idc 3, pf-dxvadec refuses anything but 4:2:0, the CPU
rung is 8-bit 4:2:0). Deliberately NOT extended to VIDEO_CAP_10BIT/HDR: all
three rungs implement 10-bit 4:2:0, so a Vulkan-only probe there would withdraw
HDR from boxes whose VAAPI/DXVA rung decodes it perfectly — a real regression
against a case never observed.

The bit arithmetic moves into `video::video_caps_for` so the part that was
wrong is testable without a GPU, a host or a Hello; the test is verified
non-vacuous against the planted original defect.

**`--probe-decode` described a different device from the one that streams.** The
RADV video-decode opt-in sat AFTER the --list-adapters/--probe-decode/--list-audio
/--pair early exits, so the triage tool never had it. Measured on a Deck
(canary e22af40f), same binary back to back: bare `--probe-decode` printed
"vulkan video decode: no", "driver decode ops: none (0x0)", "no queue family
advertises VIDEO_DECODE"; with RADV_PERFTEST=video_decode in the environment,
"YES" and "H.264, H.265, AV1, VP9". Any Deck triage that consulted it reached
the opposite of the truth. Hoisted to the top of `run`, ahead of every early
exit — nothing touches Vulkan before it (`main` calls `run` directly).

Gates, in the Linux container: fmt, plain `cargo build` (not only
--all-targets), `clippy --all-targets -D warnings`, and 185 tests.
2026-08-09 00:10:46 +02:00
enricobuehler bd86598d97 fix(decky): the client update the plugin offers was never once detected
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The QAM has offered to update the client since 0.24, and on every Deck it has
answered "up to date" — including right now, with a client a day out of date.

The check asks flatpak for the remote's commit and compares it to the installed
one, and it named the app id with no branch: `flatpak remote-info punktfunk-origin
io.unom.Punktfunk`. The punktfunk remote publishes `stable` AND `canary`, so that
ref is ambiguous and flatpak refuses it — "Multiple branches available" — rather
than picking one. One branch INSTALLED does not help; the ambiguity is on the
remote. The call failed on every box, every time, and the failure returned
`available=False`, which the panel renders as good news. Hence: the plugin
appeared to update only itself.

Every query now names the ref in full, resolved once by `_flatpak_ref()` off the
exported tree (no subprocess — `_client_argv` is on the path of every headless
call). That resolution also carries the SCOPE, so a system-wide install is no
longer invisible to a check that hardcoded `--user`, and the launcher pins the
same `--branch=`, so the client we start is the client we check and update.

A check that cannot run now says so instead of reporting up-to-date: the flatpak
leg reports `client_error` exactly as the native leg already did. Dressing that
failure up as good news is the whole reason this went a week unnoticed.

Also: the button no longer promises "+ client" when the client is manual-only and
the tap can only print a command.

Verified on the Deck (192.168.1.253, canary, user scope) by running both code
paths against the real install, minutes apart:

  pre-fix   available=False  remote=''
  post-fix  available=True   remote=ca010668  (installed e22af40f)

and `flatpak {info,remote-info,update}` all accept the `id//branch` form there.
37 backend checks pass, 6 of them new and about exactly this.
2026-08-09 00:08:24 +02:00
enricobuehler c3ecc29117 feat(pf-capture): the zero-copy path never asked the compositor for buffer headroom
Wave-2 PW5 stage 2, on the number stage 1 just made visible.

`build_dmabuf_buffers` set `SPA_PARAM_BUFFERS_dataType` and stopped there — no
`SPA_PARAM_BUFFERS_buffers` at all, so the pool depth the whole zero-copy safety argument rests on
was entirely the producer's choice, and we never even expressed a preference. This asks for 8
(min 2, max 16).

A **Choice Range**, deliberately, not a fixed count. SPA intersects the consumer's and producer's
Buffers params, so a fixed 8 against a producer that can only afford 4 empties the intersection and
the link stalls in "negotiating" with no error anywhere — the exact trap that cost this codebase
the entire Linux cursor channel once, when a 256^2 cursor-meta max failed to intersect Mutter's
fixed 384^2 offer. With a range the producer clamps into it and negotiation still succeeds; the
min stays at 2 so nothing that works today stops working.

The numbers, and what they are not: 8 buffers is ~133 ms of pool at 60 Hz and ~33 ms at 240 Hz,
well past the ~3-4 ms capture-to-fence latency PW3/PW4 measured, with room for a second frame in
flight. 16 is a ceiling rather than a request — a 4K 4:4:4 buffer is ~25 MB, so 16 of them is
~400 MB of compositor allocation. These are the values we ASK for; what a producer actually
allocates is what stage 1's census line reports, and that line is the one to trust.

Scoped to the dmabuf pod only. The mappable and SHM-only builders are untouched: their consumers
copy out of the buffer inside `.process`, so pool depth is not part of their correctness argument.

A test pins the pod SHAPE — Choice, Range, Int children, values default-first — so a later
simplification cannot quietly turn the range back into a number and take the negotiation down with
it.

Gates green at CI parity; on-glass negotiation on each producer is stage 2's own gate and is
reported with the stage-1 census numbers.
2026-08-09 00:01:24 +02:00
enricobuehler 6d550530fe feat(pf-capture): nothing had ever counted the compositor's buffer pool — the number every zero-copy safety argument rests on
Wave-2 PW5 stage 1, and the one stage with no risk at all.

The zero-copy capture path dups the dmabuf fd, publishes the frame, and hands the SPA buffer
straight back to the producer at `.process` return — while the encode thread has not yet imported
it, let alone read it. The code says so itself ("content stability across the brief import/encode
window relies on the compositor's buffer-pool depth, like any zero-copy capture"). That depth is
therefore load-bearing: it is the ONLY thing standing between us and the producer overwriting a
buffer mid-read.

And it had never been measured. Not logged, not asserted, not even requested — `build_dmabuf_buffers`
set `SPA_PARAM_BUFFERS_dataType` and nothing else, so whatever the producer picked is what we got,
silently.

This adds the `add_buffer`/`remove_buffer` stream callbacks PipeWire has always offered and logs the
count once per distinct depth: `pool_depth`, `high_water`, and the latest-frame-only `drained`
count beside it. One line per session on a stable pool (`.process` runs at the capture rate — an
unconditional log would be 240 lines a second of the same number), a second line if a
renegotiation changes the depth.

`high_water` is tracked separately from `live` because a renegotiation frees the pool before
re-allocating it: any decision keyed on the live count would read that dip as "the pool shrank".
`remove` saturates at zero rather than wrapping, so an unmatched remove cannot report `u32::MAX`
buffers.

Measurement only — no behaviour change, and no consumer of the number yet. PW5's later stages need
it (a deeper encode pipeline widens the overwrite window by a full frame period), but the number is
worth having regardless of whether those stages ever land: it is the answer to "is our zero-copy
capture actually safe on this compositor", and until now the honest answer was "nobody knows".

3 tests pin the once-per-depth logging, the renegotiation dip, and the saturating remove.

Gates green at CI parity.
2026-08-09 00:01:08 +02:00
enricobuehler e22082ac2a Merge pull request 'No audio over Bluetooth on iOS: .defaultToSpeaker is an override that outranks A2DP' (#126) from worktree-ios-bluetooth-audio-route into main
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Reviewed-on: #126
2026-08-08 21:54:23 +00:00
enricobuehler 4f5ca5f9bc docs(pf-capture): KWin/RADV was the last untested producer — it has no fence either
Closes PW4's one remaining gap. The Steam Deck switched to Desktop Mode gives KWin on RADV, the
combination none of the earlier legs covered, and it reports no implicit fence like every other:

  gamescope + NVIDIA (RTX 5070 Ti)   NoFence
  Mutter    + NVIDIA (RTX 5070 Ti)   NoFence
  gamescope + RADV   (Deck VANGOGH)  300/300 NoFence, mean 23us, p99 <=100us
  KWin      + RADV   (Deck desktop)  no fence  (older build's wording: waited=false)

That is every compositor x vendor this fleet has. PW4 retires with no outstanding doubt rather
than "probably fine except one box we never tried".

Measured with the Deck's OWN already-authorized binary rather than a scratch build, because KWin
grants zkde_screencast_unstable_v1 per EXECUTABLE PATH: it resolves /proc/<pid>/exe against a
.desktop's Exec= and caches the grant on first connect, so an unregistered path is refused outright
and registering one needs a re-login. The fence probe is pre-existing capture-path code, so a build
from July answers the outcome question perfectly well — and nothing of the user's was modified to
get it.

Comment-only; no behaviour change. fmt + pf-capture clippy -D warnings green.
2026-08-08 23:52:54 +02:00
enricobuehler 07f6d6f324 fix(apple): .defaultToSpeaker outranks Bluetooth, so every headset lost the stream
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Field report on 0.25, iOS: "no audio over Bluetooth ... plays through speakers
if Mic input is enabled".

Both halves are one bug. `micEnabled` and `echoCancel` both default to true
(EffectiveSettings.swift), so the DEFAULT iOS session is `.playAndRecord` — and
that branch set `.defaultToSpeaker`. That option is not the polite preference it
reads as: it is an output OVERRIDE, and it outranks an A2DP route. Wired
headphones beat it, Bluetooth does not, so a cable is the one way to test it and
get the right answer — which is what the comment sitting on it asserted
("headphones/BT still win"). Every Bluetooth listener on the default settings got
the phone's own speaker instead. Turning the mic off was the accidental
workaround the reporter found: that path takes `.playback`, which routes to A2DP
happily and always did.

The earpiece problem `.defaultToSpeaker` was reaching for is real —
`.playAndRecord` really does park the built-in output on the receiver. So solve
it against the route we were ACTUALLY given rather than pre-emptively: after
activation, if the current output is `.builtInReceiver`, override to the speaker;
anything external (Bluetooth, wired, CarPlay, AirPlay) is left strictly alone.

That override is a property of the current route — iOS drops it whenever the
route changes, which is exactly what lets a newly-connected headset win — so it
has to be re-applied per route. Hence the route-change observer: without it,
dropping Bluetooth mid-stream would hand the game to the earpiece. Registered
only for a `.playAndRecord` session (a `.playback` one needs no steering),
removed in stop() before the session deactivate, with deinit as a backstop.

Deliberately NOT adding `.allowBluetooth`: it would make a headset's mic usable,
but buys that by dragging the whole route onto HFP/SCO and collapsing game audio
to narrowband. High-quality A2DP output plus the built-in mic is the better trade
for a game-streaming client.

Verified: builds clean on arm64-apple-ios17.0 (the triple that actually compiles
these `#if os(iOS)` blocks — a plain `swift build` is macOS and skips them),
arm64-apple-tvos17.0, and macOS; 257 Swift tests pass, 0 failures.
On-glass iPhone + Bluetooth listen still owed.
2026-08-08 23:49:38 +02:00
enricobuehler 54666e66da Merge pull request 'The Apple TV client had no way to show its statistics overlay' (#125) from worktree-tvos-stats-shortcut into main
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Reviewed-on: #125
2026-08-08 21:48:19 +00:00
enricobuehler 5872dfc649 feat(library): a plugin launch kind, so a scanner can publish tiles the host cannot name
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The 2026-08-05 review made `launch.kind = "command"` operator-only, and a reconcile refuses
on the FIRST offending entry — so rom-manager, whose every ROM is `<emulator> <args> <rom>`,
stopped putting anything in the library at all. Playnite hit the same wall and was rescued
with a typed kind the host resolves itself; there is no fixed scheme for "whichever emulator
the operator configured, with the core and flags they chose", so that trick does not
generalise.

So the entry now carries an opaque key and nothing executable, and the host asks the plugin
that owns it what to run — at launch time, over the loopback UI port and per-boot secret it
already registered. A stolen plugin token stops being command execution: planting an entry is
not enough, because the live plugin answers 404 for a key it never published. Nothing
executable is persisted or served to a client, and an emulator that moved is picked up on the
next launch instead of leaving a dead tile (the same reasoning as `xbox` resolving its AUMID
at launch time).

The host still SPAWNS it, because only the host can put the process where the stream can see
it: on Linux the line is either gamescope's own argv or a spawn carrying the session's
compositor env, and the returned child is what session-game-lifetime tracks to know the game
exited. A plugin spawning the emulator itself would land it outside both.

- library/plugin_launch.rs — the ask: blocking ureq, bounded body, absolute cwd, no control
  characters, and a log line for every way it can come back empty
- library/launch.rs — `plugin_recipe` tried before both per-OS resolvers, plus
  `launch_is_resolvable` so the async handshake probe never makes the blocking call
- native.rs — the session's `resolve_launch` moves onto `spawn_blocking`
- plugin-kit — `serveUi({launch})` serves `POST /__launch`; and `SyncError` finally renders
  its cause, which is why a host refusal with a fully explanatory 403 could reach a plugin's
  own UI as nothing but "Decode error"
2026-08-08 23:46:05 +02:00
enricobuehler bed58b75b6 feat(apple): the statistics overlay is reachable on tvOS
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An Apple TV session had no way to the stats overlay at all. Every other client
cycles it in-stream — Ctrl+Alt+Shift+S on the desktops, a three-finger tap on
touch — and tvOS has neither a keyboard nor a screen to tap, so the only route
was Settings before connecting (or a profile). The docs' own "cycle with" table
simply had no row for it.

Two surfaces, because an Apple TV may have a controller in the room or only the
remote:

- Select + X on a controller, cycling one tier per completion. Built like
  Android's mic chord (Select + Y) and deliberately disjoint from the escape
  chord — X is none of its four buttons, so reaching for one can never trip the
  other. Read off the wire mask like the escape chord, so a Select the
  hold-Select gesture has turned into a guide can't cycle the overlay on its way
  past. Available on every Apple platform: a controller in both hands is exactly
  the case the keyboard combo and the three-finger tap can't serve.

- Hold Play/Pause on the Siri Remote. Its right-click is therefore deferred until
  the press resolves — a tap still right-clicks, delivered on release with the
  release trailing by TAP_PRESS — because a right button held for half a second
  is a context menu on every desktop this streams.

A non-forwarding slot now claims the stats chord's elements too, alongside the
escape chord's: on tvOS an unclaimed button's press stays the system's and the
chord would silently never complete.

Tests pin both chords' masks against their GameController alias lists, that the
two overlap only on Select, and that the claim list covers both without
duplicates — the failure mode is nothing happening, with nothing logged.
2026-08-08 23:24:09 +02:00
enricobuehler ce31a9ddfd Merge pull request 'The Steam Deck updater kept sabotaging its own next update, and hand-deleting a file was the only way through' (#122) from worktree-steamdeck-update-bunnix-dirt into main
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Reviewed-on: #122
2026-08-08 21:17:27 +00:00
enricobuehler 8fe834c89b Merge pull request 'Every gamescope session ended in a SIGSEGV at exit — the Vulkan device was being destroyed after the driver had gone' (#124) from worktree-gamescope-exit-segfault into main
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Reviewed-on: #124
2026-08-08 21:13:43 +00:00
enricobuehler 744bcb468b feat(host/wire): a jumbo path can now be PROVEN — and the shipped grow never could
Wave-2 PW7a: a PyroWave session on a proven-jumbo LAN should START at the big shard, because it
is the one codec that can never be re-keyed mid-stream (its client parses chunk-aligned AUs in
windows of the `Welcome` value, read once over the C ABI). At an 8908-byte shard that is ~6×
fewer datagrams per frame — ~49k → ~8k pps at 550 Mb/s — and proportionally less window-tail
padding.

THE BLOCKER FOUND FIRST: the whole jumbo leg was dead code, not just the missing half. quinn
caps a peer's MTU-discovery search at `min(MtuDiscoveryConfig::upper_bound, the OTHER side's
advertised max_udp_payload_size)` (`quinn_proto::connection::mtud::SearchState::new`), and
`EndpointConfig::max_udp_payload_size` defaults to 1472. Nothing in the repo had ever touched
`EndpointConfig`, so raising the host's PROBE ceiling — all `stream_transport_idle` did — could
never make discovery settle above 1472, and the shipped mid-session grow's
`settled >= sealed_datagram_bytes(target)` gate was unreachable on every path that has ever
existed. Two smaller contributors, fixed here too: the watcher stopped sampling the moment
`settled >= 1472`, discarding the very climb the proof needs, and a session sealed ABOVE the
1500-byte default was never checked against the path at all.

The advertisement is raised on the CLIENT endpoint, under the same `jumbo_wire_mtu()` opt-in as
the probe ceiling, because it is not free: quinn sizes its endpoint receive buffer
`max_udp_payload_size × max_receive_segments × BATCH_SIZE`, so on a GRO-capable Linux/Android
client that is ~2.9 MiB at the default and ~18 MiB at jumbo (47 KiB → 288 KiB on Apple/Windows).
Consequence: jumbo now needs the opt-in on BOTH ends. Without it, every byte on the wire and
every byte of buffer is exactly what it was.

WHY THE GROW IS AS SAFE AS THE CLAMP, which is not obvious — the failure modes are opposite. A
stale clamp only makes datagrams smaller than they had to be; a stale grow seals an oversized
datagram onto a 1500-byte path, where it is silently dropped, and a PyroWave session cannot
recover from that for its whole life. Mirroring the clamp's keying is therefore NOT sufficient.
So the memory is demoted: the persisted verdict only decides whether it is worth WAITING for a
proof, and what authorises the grow is a LIVE re-proof on the very connection being welcomed —
`conn.stats().path.current_mtu` ≥ the sealed target, i.e. a datagram of exactly that size acked
by this client, on this connection, seconds ago. The moved laptop cannot inherit anything: its
new path's live MTU is 1472 and the grow does not happen, whatever the memory says.

The remembered half is keyed strictly anyway — `(local_ip, peer_ip)`, so a verdict earned over
the host's 10 GbE NIC does not apply to the same peer over Wi-Fi or a VPN — and carries the
operator target it was proven under plus a 6 h TTL. It is erased by any contrary evidence: a
lower settle, a session that ended before the window closed (what a client staring at black
does), a changed opt-in, or a constrained-path clamp that disagrees.

The proof-wait is on the bring-up critical path (`handshake.rs` sends the `Welcome` and only
then kicks the display prep), so it is bounded at 300 ms, exits the instant the proof lands, and
is entered ONLY for a path a previous session already proved. Its worst case is the moved
laptop, and that is self-limiting: that session's watcher erases the verdict.

MEASURED, NOT ARGUED: `mtu_discovery_climbs_only_as_high_as_the_peer_advertises` (`#[ignore]`d,
loopback — whose own MTU is 64 KiB, so configuration is the only thing that can stop the search),
on .21:

  leg A (server opted in, client NOT): settled at 1472 B UDP payload   <- the dead-code proof
  leg B (both opted in):               reached 8972 B in 5 ms          <- the fix, and its speed

Leg A is the finding restated as an experiment. Leg B says the climb costs ~5 ms once both sides
advertise it, so the 300 ms proof-wait is ~60x the loopback convergence time — enough headroom
for a real LAN's RTT and per-probe ack delay across the ~11 probes the search takes.

Still owed: the A/B on a real jumbo LAN segment (9000-MTU NIC + switch on both ends) — pps per
frame, wire/pin ratio, and a PyroWave session observed starting at 8908. Not runnable without
the hardware.
2026-08-08 21:53:02 +02:00
enricobuehler 20f4d23f2d test(pw6): the streamed-AU trap is real — and at 2 % loss it costs exactly nothing
PW6 shipped behind a knob because one pre-registered risk was unmeasured: a
streamed frame whose FINAL block is lost has no totals, so where the whole-AU
path hands the consumer a usable blurred partial, a streamed frame may deliver
nothing. PyroWave clients opt into partial delivery unconditionally, so this
would have been a live behaviour change for every one of them. Measured now,
three ways, instead of reasoned about.

`tools/loss-harness` gains a partial-delivery leg: FEC pinned OFF, chunk-aligned
AUs, deliver_partial ON, realistic 1408/200 geometry, and AU sizes swept across
the whole 1..=200-shard range of FINAL-block sizes — because the final block's
size is what bounds the exposure. Loss is injected per packet from a seeded
xorshift rather than through `loopback_drop_period`, whose deterministic 1-in-N
would systematically always-or-never hit the final block, which is the entire
question. `tc netem` on `lo` was deliberately not used: the in-process model
gives exact per-frame attribution, needs no sudo, cannot disturb a box running a
live desktop session, and — decisively — can drop precisely the final block.

Leg 1, deterministic (drop exactly the last block, 200 frames): whole-AU
delivers 200 partials and 0 losses; streamed delivers 0 partials and 200 total
losses. The trap is real and, when it fires, total.

Leg 2, random loss, 20 000 frames per cell, same seed and sizes for both shapes.
At 2 % the two are indistinguishable — 20000/20000 partials and ZERO vanished
frames on both, matching the analytic bound E[loss^k] over final-block sizes k
(~1e-4). The gap only appears at 30 % (99.94 % vs 100 % rescue) and 50 %
(99.79 %). `complete` is 0 throughout by construction: with FEC off and ~500
packets per AU, essentially every frame is damaged — which is the regime the
partial path exists for.

The spike gains `--wire-chunk` and a streamed loopback path, so the wire shape
is reachable end to end outside a real client: `poll_chunk` drains the AU,
`begin_streamed_frame_at`/`seal_streamed_chunk`/`seal_streamed_finish` seal each
piece, and the client byte-compares the reassembly. On 120 real PyroWave AUs the
streamed legs (56.5 and 2.0 chunks/AU) and the whole-AU control emit a
byte-identical 47 373 568-byte stream with 0 mismatches — the cut changes the
wire shape and not one byte of content, and with the knob unset it does not
engage at all.

A new `#[ignore]`d GPU test closes the picture question on real hardware with a
BUSY card (gradients + checker + noise), never a flat fill: chunks are whole
windows, exactly one `first` and one `last`, the AU decodes through the client's
own window walk, and luma PSNR lands at 40.2 dB. Unset the knob and the test
refuses to run, which is the default-off claim verified rather than asserted.

Verdict recorded in the plan: KEEP IT OFF. The 2 % tie is an argument about
typical loss, but the failure is not graceful when it fires and the measured win
is host send-side pipelining that nobody has yet put a millisecond number on.
2026-08-08 21:26:25 +02:00
enricobuehler 49f5c815ea feat(pf-encode): PyroWave can stream its AU to the wire — and newest-wins was never in the way
PW6 was gated on one question: what happens to the client's newest-wins
draining when a PyroWave AU arrives in pieces, given that
`Session::set_deliver_frame_parts` refuses to combine with an all-intra
stream. The answer is that the doc and the plan conflated two different
axes, and the question never applied to this package.

Host STREAMED_AU chunks change only the WIRE shape. The reassembler
completes such a frame exactly like a whole one (`block_count != 0 &&
blocks_ok == block_count`) and hands up ONE Frame, so the frame channel
still sees one entry per AU and the drain is untouched.

What newest-wins genuinely cannot survive is the client's SEPARATE prefix
delivery, and the mechanism is sharper than "assumes whole AUs" said:
`FrameChannel::pop` counts QUEUE ENTRIES and takes one entry to be one AU.
With parts on, one AU pushes several, so `len > 1` stops meaning "the
consumer is behind" — the drain fires mid-AU, returns a SUFFIX and clears
that same AU's prefixes. For PyroWave that is fatal rather than lossy: the
sequence header lives in window 0 of every AU (`au_dims` reads it there), so
every frame would arrive headerless, and `FramePart`'s own orphan contract
would have a correct consumer abandon essentially all of them. Written into
`pop`, `set_deliver_frame_parts` and the handshake, together with what a fix
would take (skip whole SUPERSEDED AUs, never split one).

That answer shrinks what this package may claim, so the code says so
plainly. `encode_frame` is synchronous: the whole AU exists before the first
chunk can be polled, so `poll_chunk` is not "emit as produced" and there is
no encode/send overlap here (PW6 ⟂ PW5, confirmed). And with the client
still receiving one whole Frame there is no decode-while-arriving either —
the "~7 ms, decouple e2e latency from AU size" framing needs client work
this commit does not do. What IS left is real and host-side: the whole-AU
path FEC-protects, packetizes and seals the entire ~830 KB AU before its
first datagram may leave the socket, while the streamed path seals and paces
each FEC block as it completes.

All of the cutting lives in the shared `pyrowave_wire` helper, which
compiles and unit-tests on every platform, so both backends' `poll_chunk` /
`supports_chunked_poll` are thin delegations — the Windows backend cannot be
compiled from a Linux box, and logic written into it directly would ship
unverified. Chunks are whole numbers of framing windows because `build_au`
gives each window exactly ONE kind; that also makes them shard-aligned for
free, which is what the sealer's sentinel bases require. Dense mode never
streams (no window framing to cut on). `poll()` now errors while a chunk
cursor is live — the trait's one-drain-method-per-AU contract, where
double-emitting would put the same bytes on the wire twice under one frame
index — and `reset()` drops the cursor so a rebuild cannot splice a dead
AU's tail onto a fresh one. No new Encoder trait method, so neither the
TrackedEncoder forwarding trap nor the EncoderCaps default trap is in play.

Shipped OFF: `PUNKTFUNK_PYROWAVE_STREAMED_AU=1` arms it,
`PUNKTFUNK_PYROWAVE_CHUNK_KIB` tunes the 256 KiB target. The pre-registered
partial-delivery trap is real and now has a named cost — an unpinned
streamed frame (final block lost) is excluded from partial delivery, where
the whole-AU path still hands the consumer a usable blur, and PyroWave
clients opt into partials unconditionally. The netem loss-harness leg is the
prerequisite for default-on and has not been run.
2026-08-08 19:23:05 +02:00
enricobuehler 9e7713eecf fix(gamescope): every session ended in a SIGSEGV at exit
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Each gamescope-backed session left a coredump behind. It happened after the
compositor had finished its work — "Primary child shut down!", then the crash —
so the stream itself looked fine and it surfaced only as a steady drip of
coredumps and a non-zero exit from the spawn.

It is a static-destruction-order bug, not a race and not anything gamescope does
wrong at runtime. `g_device` (CVulkanDevice) and `g_output` (VulkanOutput_t) were
plain globals, so glibc ran their destructors from `__run_exit_handlers` once
main() returned. Those destructors call back into the driver —
`~CVulkanCmdBuffer` -> `vk.FreeCommandBuffers`, `~CVulkanTexture` -> `vk.Destroy*`
— but the Vulkan ICD has already been torn down and unloaded by then, so each
call jumps through a function pointer into an unmapped page. The faulting address
equalling the instruction pointer is the signature:

  #0  0x00007fe8fd1d1070 in ?? ()
  #1  CVulkanCmdBuffer::~CVulkanCmdBuffer   at rendervulkan.cpp:1543
  #9  std::vector<unique_ptr<CVulkanCmdBuffer>>::~vector  (g_device+1792)
  #10 CVulkanDevice::~CVulkanDevice         at rendervulkan.hpp:768
  #11 __run_exit_handlers / exit()

Patch 0006 gives both globals storage that is constructed exactly as before but
never destroyed; a union member is destroyed only if the union's destructor says
so, and ours deliberately does not. Nothing needs freeing there — the process is
exiting and the kernel reclaims the device, its command buffers and every GPU
allocation. Both objects are needed: pinning only the device relocated the fault
into ~VulkanOutput_t.

The `.pfhdrN` level deliberately stays at 4. It is a capability tier the host
probes before it spawns, and this patch adds no capability — bumping it would
advertise a tier that does not exist. Per the PKGBUILD's own rule this ships as a
`pkgrel` bump instead.

Verified on an NVIDIA box, all six patches `git am`-ing onto the pinned upstream
commit and then a RELEASE build (the shipped configuration):

  version banner   3.16.25-7-gea635c1+pfhdr4   (marker intact)
  patched, real spawn shape (2752x2064@120 --steam --xwayland-count 1)
                   6/6 exit 0
  distro control, same shape
                   SIGSEGV

Not filed upstream, though it is not punktfunk-specific and would apply as-is.

Unrelated and left alone: `--xwayland-count 0` dies much earlier, in main() at
wlserver.cpp:3215, dereferencing a null `gamescope_xwayland_server_t`. Punktfunk
always spawns with `--xwayland-count 1`, so that path is never taken here.
2026-08-08 19:21:39 +02:00
enricobuehler 9232631299 feat(pf-encode): PyroWave had no encode split — so the one cost this program protects was unmeasurable
Wave-2 PW1's exit criterion, and the instrument it needed.

VAAPI and direct NVENC both log a PUNKTFUNK_PERF submit split. PyroWave did not — which meant the
single encoder the GPU-priority work exists to defend was the one you could not put a number on.
Adds per-frame timing of the synchronous encode (whole `submit`: CSC + encode + fence wait +
packetize, which for this backend IS the encode), summarised every 2 s as mean/p50/p99/max.

p99 rather than mean-only on purpose. The failure patch 0005 describes is a TAIL event — frames
going ~2 ms to 15-18 ms at 95 % game load while the mean barely moves — so a mean-only readout
would report "fine" straight through the thing being measured.

WHAT IT MEASURED — .21, RTX 5070 Ti (610.57.04), GRID 2 benchmark loop saturating the GPU at
54-87 %, PyroWave 1080p, same binary both arms (only CAP_SYS_NICE differs), 30-frame windows with
the warm-up window dropped:

  arm                        p50        p99        worst frame
  default priority (refused) ~2.6 ms    ~6.4 ms    9.5 ms
  REALTIME granted           ~3.2 ms    ~4.4 ms    5.4 ms
  REALTIME granted (repeat)  ~3.35 ms   ~4.8 ms    5.1 ms

p99 down ~30 %, worst frame roughly halved, for ~0.6 ms on the median. For a streaming encoder
that is the right side of the trade — the tail is what becomes a visible hitch.

This CONTRADICTS the patch's only prior datum (RTX 4090 / Windows / WDDM: "did not reduce the
spikes"), so patch 0005's header now records the Linux/NVIDIA result beside it, with an explicit
"do NOT delete this patch on the strength of the WDDM result — the two stacks disagree". Header
prose only; the diff hunks stay byte-identical and `git diff crates/pyrowave-sys/vendor/` is
untouched by this commit.

Caveats recorded rather than buried: the arms were not interleaved and the game load drifted
between them, capture was frame-starved (~2.5 fps) so this is encode latency under contention and
not a full-rate stream, and it is two granted runs against one refused run. The direction held
across all 25 windows.

Also worth knowing for anyone repeating this: `encode_fps` is a VACUOUS metric on this rig. A
headless gamescope with no real content emits ~12 fps, so both arms simply report the capture rate.
Measure latency, not throughput.

Gates green at CI parity.
2026-08-08 18:40:52 +02:00
enricobuehler 0cd946acb5 Merge pull request 'The virtual Steam Deck pad's udev rule names a group that four of six install paths never create' (#123) from worktree-steamdeck-group-and-secret-gaps into main
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Reviewed-on: #123
2026-08-08 16:00:47 +00:00
enricobuehler 62a6fa9fac fix(packaging): create the punktfunk group everywhere the udev rule needs it
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60-punktfunk.rules chgrp's the usbip vhci attach/detach nodes to a dedicated
`punktfunk` group (security-review 2026-08-05 M-4: writing `attach` materialises
an arbitrary emulated USB device, so it must not ride on `input`). Four of the
six install paths shipped that rule in 0.25.0 without ever creating the group.
chgrp then failed, the nodes stayed root:root 0644, and the virtual Steam Deck
pad silently never attached — while `usermod -aG punktfunk` failed outright with
"group 'punktfunk' does not exist".

Affected and fixed:

  * arch  — post_upgrade() called only _ensure_update_group, so every box that
            reached 0.25.0 by `pacman -Syu` missed it; post_install was correct.
  * nix   — no users.groups.punktfunk at all, though host.users' own description
            already promised the usbip/vhci pad. Declares it now and adds
            host.users to both groups.
  * bazzite sysext — a group is host state and cannot ride an image, and the
            deb/rpm scriptlets that would create it never run there.
  * steamdeck install.sh/update.sh — handled `input` only. Both now create the
            group and join it: running that script IS the statement "make my
            Deck a host with native pad passthrough".

deb and rpm were correct throughout (one postinst/%post for install + upgrade).

Also on the Deck path: web.env secret hygiene. install.sh's `chmod 600` sat
inside the create-only branch despite a comment calling it "the idempotent belt
for a pre-existing file", and update.sh never touched the config dir at all — so
an install set up once and only updated since kept web.env world-readable
(0644) with the console password and session secret in it. Both scripts now
harden ~/.config/punktfunk to 0700 and web.env to 0600 on every run, and say so
loudly, because a chmod does not un-leak an already-readable secret: the
password still needs rotating.

Both group blocks are `if ensure_group ...` rather than `ensure_group || true`:
a failed groupadd must not fall through to a usermod against a nonexistent
group, which under `set -e` aborted install.sh after the long build and
update.sh before the service restart (verified: exit 6, no restart).

Docs: the group is now documented where people actually look — the per-distro
guides, install.md, steamos-host.md, a new troubleshooting entry for "pad
arrives as an Xbox 360 controller", and the uninstall pages. The 0.25.0 notes
gain the "group does not exist" caveat and turn the password bullet from
"consider rotating" into a real instruction, and CHANGELOG records the known
issue against the breaking change that introduced it.

Verified: bash -n on all four scripts; the arch scriptlet's post_upgrade driven
in a container (creates the group, idempotent on re-run); the ensure_group
helper and both membership branches, including a control that reproduces the
original bug (chgrp to a missing group leaves the node root:root 0644); the
find -perm /0077 probe across 0644/0640/0604/0600/0400 on GNU findutils;
`nix flake check --no-build` (the exact CI gate) and a NixOS eval showing
alice.extraGroups == ["input","punktfunk"]; docs-site build + typecheck.
2026-08-08 17:53:36 +02:00
enricobuehler d402e9b996 Merge pull request 'A compositor pin silently vetoed dedicated game sessions — and a mid-bring-up mode switch was killing GNOME outright' (#121) from worktree-dedicated-session-pin-and-recovery into main
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rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Canceled after 14m41s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Canceled after 14m37s
Reviewed-on: #121
2026-08-08 15:38:39 +00:00
enricobuehler f23e0df64c fix(host): a compositor pin silently vetoed dedicated game sessions
ci / bun-nix (pull_request) Successful in 26s
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`PUNKTFUNK_COMPOSITOR` is documented as "which backend to drive", but it also
quietly discarded `game_session=dedicated`: `resolve_compositor` gated the
dedicated route on `!overridden` and logged nothing either way. A host whose pin
was a forgotten validation leftover therefore went on displaying "dedicated" in
the console while every launch landed in the desktop instead — for 30 days on the
box that surfaced this, the only evidence being the ABSENCE of a log line.

The pin still wins, since it is the operator's explicit hand-set knob, but it now
says so and names itself.

Two further holes the same triage turned up:

- The pin put its backend into `available()` unconditionally AND skipped
  `apply_session_env`'s `XDG_CURRENT_DESKTOP` scrub, so `pick_compositor` could
  never return `None` — the one place `try_recover_session()` is called from. A
  pinned host whose gnome-shell had segfaulted therefore spent every connect on 8
  doomed `RemoteDesktop.CreateSession: ServiceUnknown` retries while the
  operator's configured `PUNKTFUNK_RECOVER_SESSION_CMD` sat unreachable behind
  that arm. Liveness is now read on both paths, and a pin aimed at a dead session
  takes the recovery exit with an error naming the pin. `needs_live_session()`
  exempts gamescope, which stands its own session up — pinning it on a headless
  box stays supported.

- A mode switch accepted before the pipeline existed was served the long way
  round: build at the now-stale mode, then immediately rebuild at the new one in
  the stream loop. That burns a display create, capture attach and encoder open
  on every such connect, and because the rebuild is deliberately
  create-before-drop it stands up two Mutter `RecordVirtual` monitors ~400 ms
  apart — which segfaults mutter 50.4 inside `meta_monitor_manager_rebuild` and
  takes down the whole desktop session, along with the game just launched into
  it (so the GAME looks like what crashed). Bring-up now adopts the newest queued
  mode and builds once, carrying over the H2/H3 correction ack that the replaced
  rebuild would have sent.

Verified on a real Linux host (192.168.1.21, x86_64): `cargo clippy --workspace
--all-targets --locked -- -D warnings`, `cargo fmt --all --check` and the
punktfunk-host + pf-vdisplay test suites all clean. The gate was proved
non-vacuous against a planted `compile_error!`.
2026-08-08 17:37:02 +02:00
enricobuehler 12f39e1967 fix(steamdeck): the updater stops dirtying the checkout it just pulled into
ci / web (pull_request) Successful in 57s
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ci / rust-arm64 (pull_request) Successful in 2m56s
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`update.sh --pull` could abort with "Your local changes to the following files
would be overwritten by merge: web/bun.nix" — before a single service was
restarted — and the only way past it was to delete the file by hand.

The updater did it to itself. web/bun.nix is generated (bun2nix, a pure
function of web/bun.lock) but committed, because the Nix build fetches
node_modules only from it. The web step ran `bun install --frozen-lockfile`
without --ignore-scripts, so web's `postinstall` (`bun2nix -o bun.nix`)
rewrote that tracked file on every update. Harmless while the committed file
is in sync — but main carried a stale web/bun.nix from 1db8f763 to b79d90b4,
so any Deck updated in that window had it rewritten to the *correct* content
and has been sitting dirty ever since. The SDK step has always passed
--ignore-scripts, which is why only web/bun.nix ever went dirty.

Two changes, both in install.sh and update.sh:

  * the web install now passes --ignore-scripts and runs `bun run codegen`
    explicitly. web has two install lifecycle scripts and we want exactly one:
    `prepare` IS `bun run codegen` (orval + paraglide + the i18n check) and is
    required, since src/api/gen, src/paraglide and src/routeTree.gen.ts are
    gitignored and `prebuild` only re-runs orval; `postinstall` is the one that
    writes a committed file. Equivalent to the old behaviour minus bun2nix.

  * --pull restores web/bun.nix and sdk/bun.nix before pulling, which unsticks
    the installs already broken out there. Deliberately NOT `git reset --hard`:
    $SRC is the operator's own checkout and may carry real local work, so a
    still-dirty tree now fails with a message that names the files and the way
    out instead of git's raw abort. Discarding these two is provably lossless —
    regenerating them from the lockfiles is exactly what bun2nix does.

CI already gates the drift that made this visible (scripts/ci/check-bun-nix.sh,
ci.yml), so main cannot ship a stale bun.nix again.
2026-08-08 17:15:49 +02:00
enricobuehler 8387e48ac6 docs(pf-capture): the fence wait is already free — PW4 retires into this comment
Wave-2 PW4's outcome. The package proposed moving the producer-fence wait off the PipeWire loop
thread, and was pre-registered to be ABANDONED if the wait turned out to already be free. It is,
on every producer and vendor measured — including the one where implicit sync actually exists.

Steam Deck, RADV VANGOGH, gamescope producer (built in distrobox pf2, run on the host):

  samples=300  mean_us=23  max_us=48  p50=<=100us  p99=<=100us
  signaled=0   no_fence=300  timed_out=0  failed=0

p99 in the first bucket is the plan's own abandonment condition, and the outcome split explains
why: 300 of 300 buffers reported NoFence. Same on both NVIDIA producers (gamescope and Mutter's
virtual output — the exact no-explicit-sync case the comment cites as the reason the wait exists).

So `wait_read_ready` here is one ioctl and a return, not a block. Moving it to the consumer side
would buy nothing measurable and would take on the hazard the package itself names — a slot holding
a not-yet-ready dmabuf, and `repeat_last` re-waiting a fence it already consumed. Not a trade worth
making for 23 microseconds.

The 100 ms budget stays: it guards a producer that DOES fence, which is a real thing even if
nothing in this fleet does it. KWin/AMD is the one combination still unmeasured, and the histogram
from the previous commit is deliberately kept as the way to re-check — run with PUNKTFUNK_PERF=1
and read the p99 bucket.

Comment-only; no behaviour change. Gates green at CI parity.
2026-08-08 16:19:34 +02:00
enricobuehler fb60bf653e feat(pf-capture): instrument the fence wait PW4 wants to move, before moving it
Wave-2 PW4, step one of one-so-far. The package's own first line is "investigation step first
(measure, then decide)", and it is pre-registered to be ABANDONED if the wait's p99 is ~0 — so the
instrument ships before the change, not after.

A per-session histogram of `wait_read_ready`, taken on the PipeWire loop thread, which is exactly
where the wait is expensive: that thread is the compositor's consumer, so time blocked there delays
buffer recycling for the NEXT frame. Logged under PUNKTFUNK_PERF at the same cadence and gate the
encode backends use for their submit splits, so a perf run reads as one instrument: samples, mean,
max, p50/p99 bucket, and the Signaled/NoFence/TimedOut/failed split.

Buckets are coarse on purpose (100us -> 10ms, plus overflow). The decision this feeds is binary —
a p99 in the first bucket means the wait is already free and PW4 becomes a comment correction; a
p99 past 1ms is a real stall against a 16.6ms frame budget. Edges are placed so those two worlds
cannot be confused, and anything past the last edge reports as overflow rather than clamping into
the top bucket ("worse than 10ms" is a distinct finding).

The outcome split sits next to the timings because "the wait is short" and "there is nothing to
wait for" are different results with different consequences, and one data point already shows the
second: on gamescope/NVIDIA the probe reports NoFence, i.e. that producer attaches no implicit
fence at all.

5 tests pin the arithmetic, including that an empty histogram reports "no answer" rather than a
decisive-looking zero — the failure mode that would retire the package on no evidence.

No behaviour change: the wait still happens where it always did. Gates green at CI parity.
2026-08-08 15:47:25 +02:00
enricobuehler 2a1c968a0e Merge pull request 'A gamescope session told every game its display was 60 Hz — and Fedora had no way to install the build that knows better' (#120) from worktree-gamescope-virtual-display into main
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rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Failing after 13m51s
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Reviewed-on: #120
2026-08-08 13:41:30 +00:00
enricobuehler b815e00a87 fix(pf-zerocopy): one dmabuf timeout condemned every later capture on the host, forever
Wave-2 PW3.

The raw-dmabuf passthrough has two very different reasons to switch itself off, and they shared one
`AtomicBool`:

  * the encoder repeatedly failed to import what this compositor allocates — unrecoverable, a
    driver fact, and the reason this latch was written (it stops the encode-stall recovery
    rebuilding the same doomed encoder five times and then ending the session, on every connection,
    forever);
  * the dmabuf-only capture offer never negotiated — which can simply mean the compositor was
    mid-restart.

Sharing the flag made the second as permanent as the first. One timeout, and EVERY later session on
the host captured CPU frames until the process was restarted — including sessions against a
completely different compositor and a different node, which had never failed at anything. Nothing
said so; the arm line PW2 added would have shown `cpu` with no explanation.

Now the two causes have the lifetimes they should have, in a `RawDmabufLatch` that owns both:

  * Import failures stay sticky. Unchanged threshold (3 consecutive), unchanged hazard coverage.
  * Negotiation timeouts get a retry budget of 2 — one retry, deliberately small: each failure
    costs a ~10 s stall, so a larger budget is paid by the user in dead air. One retry survives the
    mid-restart transient; a compositor that genuinely never accepts keeps the same identity, so it
    latches on the second try, one extra stall per host lifetime versus the old behaviour.
  * A capture that negotiates credits the budget back, so an evening of reconnects against a
    compositor that failed once cannot accumulate its way into a latch.
  * BOTH are keyed to a capture identity (node id + portal bit). A new node — fresh virtual output,
    compositor restart, the Bazzite Gaming↔Desktop switch — is a genuinely different question and
    earns a fresh dmabuf attempt instead of inheriting a verdict about something else. The SAME
    capture keeps its verdict, which is what preserves the 10 s-stall protection the latch exists
    for.

The session-open line now carries the latch state, so `cpu` is no longer ambiguous between "this
host was never going to do dmabuf" and "something failed earlier and we are still living with the
verdict" — only the second is a bug worth chasing, and only the second is now visible as one.

Atomics rather than a lock because `note_import_ok` is on the per-frame import path; everything
else runs at pipeline build or on failure. The state machine is tested against a local instance
rather than the process-wide static — seven tests covering both lifetimes, the identity clear, the
same-identity hold, the budget credit, and the cause naming.

One honest note on the identity: it is the PipeWire node id, not the "(compositor-id, modifier
list)" pair the design sketched. Node id is what capture actually has at that point, and it changes
on exactly the events that matter here (new virtual output, compositor restart, session switch).
Keying on the modifier list too would need the list before the importer is built, which is the
wrong order.
2026-08-08 15:40:55 +02:00
enricobuehler eb8c943572 feat(packaging): ship punktfunk-gamescope on RPM and apt too
ci / web (pull_request) Successful in 1m4s
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nix / flake (pull_request) Failing after 16m12s
Until now the patched gamescope reached exactly four kinds of box: the
Bazzite/Fedora-Atomic sysext, the Arch package, the SteamOS installer and a NixOS
option. Everyone else was told to build gamescope from source. A traditional
Fedora-family box — Nobara, plain Fedora, the HTPCs people actually stream from —
therefore ran stock gamescope by default, which streams SDR, cursorless, and
tells every game its display is 60 Hz. That is not a user error; there was no
package to install.

Both new packages REPACK the binary CI already builds rather than building
gamescope again: it is a ~10-minute meson compile of an unrelated tree, cached
per distro base because the binary is soname-coupled to it. The Arch PKGBUILD
stays the one recipe that builds from source, because that is what makepkg is
for.

- packaging/gamescope/punktfunk-gamescope.spec + build-gamescope-rpm.sh. Version
  is derived from the binary's own banner (3.16.25.pfhdr4) — the only source that
  cannot drift from what is in the package. rpmbuild's automatic ELF Requires are
  what stop an f43 build installing on f44.
- packaging/debian/build-gamescope-deb.sh, same shape, with dpkg-shlibdeps for
  Depends.
- rpm.yml packages and publishes it beside the host RPMs; deb.yml gains a cached
  gamescope build (keyed on packaging/gamescope/** alone) and packages it into the
  existing publish loop. Both legs are best-effort, matching the sysext's existing
  rule: no binary, no package, and the host stays on its current SDR path.

Neither package Provides or Conflicts with gamescope — it installs as
/usr/bin/punktfunk-gamescope and only the sessions the host starts itself resolve
it, so a box's own Game Mode keeps using the distro binary.

Both refuse to package a binary without the +pfhdr marker. That marker is the
host's entire capability probe, so a build that lost the patches would install
fine and then silently stream SDR with no cursor.

Verified: build-gamescope-deb.sh produces an installable .deb from a stand-in
binary (correct version derived from the banner, 0755 tree, control fields) and
exits 1 on an unmarked one. The .spec is not yet exercised — no rpm tooling on
the box I had; CI's Fedora leg is its first run.
2026-08-08 15:36:19 +02:00
enricobuehler 102f550bba feat(host): use the new gamescope capabilities, and say so when the mode is lost
Pass --custom-refresh-rates (patch level 3+) and
--pipewire-composite-external-overlay (level 4+) on both spawn paths, with the
same probe-then-pass shape the HDR and cursor flags already use. A stock
gamescope has neither flag and gets neither, which is exactly today's behaviour.

New knob PUNKTFUNK_GAMESCOPE_REFRESH_RATES=60,90,120 widens the set a session
offers in Steam's in-session display settings. The rate the session actually runs
at is always included, so it can only add options; junk entries are skipped
rather than failing the host, because the worst a typo can cost is the extra
option the operator wanted.

And the part that would have turned a week of field triage into one log line:
warn_if_mode_lost(). --nested-refresh is the ONLY refresh a headless gamescope
has, and it reaches a gamescope-session-plus solely through the GAMESCOPE_BIN
wrapper, which the session script is free to lose — a sessions.d file sourced
with `set -a` can reassign GAMESCOPE_BIN, and one that sets GAMESCOPECMD outright
skips the whole builder. When that happens the stream still runs, still looks
right, and the client's own fps counter still reads the negotiated rate (the
encode loop repeats the held frame), while the game underneath is capped to 60.
Nothing anywhere said so.

It warns rather than refusing, deliberately: verify_managed_spawn_flags refuses
because its retry resolves a different plan, but a relaunch here would hand the
session the same environment and lose the mode the same way, so refusing would
only loop. Fails open on the same rule as the flag check — nothing to compare
against says nothing.

Also corrects the comment above the launch env, which claimed
CUSTOM_REFRESH_RATES "generates the mode the session ADVERTISES … what makes
games see the real refresh". It never did: no upstream gamescope has
--custom-refresh-rates, so gamescope_has_option gated it off and the variable was
inert. That belief is why the real lever went unexamined.

configuration.md gains the new knob and a warning on PUNKTFUNK_MAX_FPS, which
also lowers the refresh the session REPORTS on gamescope — the docs said it does
not cap the stream, which is true of the wire and not of what games are told.

Linux-verified on Ubuntu: cargo check --all-targets, clippy -D warnings, 133
tests (2 new), cargo fmt --check.
2026-08-08 15:35:58 +02:00
enricobuehler 818531a26e feat(gamescope): a headless session now reports its own mode, and the perf overlay reaches the stream
Two new patches on the pinned upstream, and the marker patch moves last so the
banner is stamped after the capabilities it advertises.

0003 — headless: advertise the virtual display's mode and refresh rates.
A headless gamescope is how we give a game a display: we pass the client's exact
mode and the session runs at it. It never told anyone. CHeadlessConnector
returned empty spans from GetModes() and GetValidDynamicRefreshRates() and
reported GAMESCOPE_SCREEN_TYPE_INTERNAL, so update_mode_atoms DELETED the
mode-list atom (no resolution list) and wlserver fell through to a one-entry
refresh list built from g_nOutputRefresh (no refresh list). With --nested-refresh
absent that entry is Init()'s 60 Hz default — which is why a field report on a
1920x1080@120 client saw "gamescope only shows 60hz, and there's no other
option", and why Overwatch capped itself to 60 while the stream ran at 120.
Populate both from the resolved mode, report EXTERNAL, and add
--custom-refresh-rates so the offered set can be widened. gamescope-session-plus
has probed for that flag for years; upstream never had it, so the
CUSTOM_REFRESH_RATES env it plumbs was a no-op everywhere.

0004 — pipewire: optionally composite the external overlay into the capture
stream. That layer is mangoapp: the fps/frametime readout the Deck UI turns on.
paint_pipewire has never referenced it on any version, so a consumer whose only
view of the session is the node sees the overlay it just enabled not appear, with
nothing to configure. Behind --pipewire-composite-external-overlay, off by
default, same argument as the cursor flag. Its commit id joins the repaint test —
the numbers change while the picture behind them is static, exactly the case the
existing test skips.

Verified: the series git-am's cleanly onto the pinned 8c676c39, and both new
functions were extracted verbatim and compiled with -Wall -Wextra under C++23
against stubs, with unit assertions for the parser and the mode/rate publication
(sorting, dedup, the running rate always present, re-entrancy, zero rejected).
A full gamescope build was not run — no box here has its dependency set; CI's
per-Fedora-major leg is the first real compile.
2026-08-08 15:35:37 +02:00
enricobuehler 608baf63be Merge pull request 'Post-sleep sessions still failed on 0.25.0 — the host was holding open the very device its recovery asks PnP to cycle' (#119) from worktree-vdisplay-reap-pnputil into main
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rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Canceled after 4m14s
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Reviewed-on: #119
2026-08-08 13:29:09 +00:00
enricobuehler 767e67caf4 feat(packaging): grant the host CAP_SYS_NICE, without which the GPU-priority lever does nothing
Wave-2 PW1, second half. The companion commit wires `PYROWAVE_QUEUE_PRIORITY` into the Linux
PyroWave device; this is what makes it work on a packaged host.

Measured on .21 (RTX 5070 Ti, NVIDIA 610.43.02), same binary in both arms:

  as packaged (no capability)     every class refused, REALTIME *and* HIGH -> default priority
  same binary, cap_sys_nice+ep    granted REALTIME on the FIRST attempt, no downgrade

RADV behaves the same way. So this is not the RADV-specific "expect one downgrade to HIGH" the
plan predicted — without the capability there is no elevated priority at all, on any vendor, and
the knob is decoration.

Worth being precise about what is being granted, because it is a network-facing daemon.
CAP_SYS_NICE permits raising scheduling priority (nice, ioprio, affinity, RT class) and nothing
else: no filesystem access, no network privilege, no user switching, and it is NOT setuid. The
repo already ships exactly this capability on its gamescope binary for the same reason. Two side
effects that will otherwise confuse someone debugging: a capability-carrying binary is AT_SECURE,
so the loader ignores LD_LIBRARY_PATH/LD_PRELOAD for it (note this box was propped up by exactly
such a shim during the ffmpeg-9 soname break — that workaround would now be silently ignored), and
core dumps are suppressed by default.

Per packaging path, because none of them are the same:

- Arch: a `_grant_sched_capability` in the scriptlet, called from post_install AND post_upgrade —
  a replaced binary is a new inode, so the capability does not survive an upgrade by itself.
- Debian: the same setcap in the postinst `configure` branch.
- RPM: `%caps(cap_sys_nice=ep)` on the binary in `%files`, which is the rpm-native form — rpm then
  applies it on install, restores it on upgrade, and verifies it. A `%post setcap` does none of
  those.
- NixOS: `security.wrappers`, because a store path is read-only and shared and cannot be setcap'd.
  The unit's ExecStart moves to `config.security.wrapperDir` — without that the wrapper exists and
  the service still runs the uncapped store path, which is the whole failure this fixes.
- Steam Deck: setcap in the installer's sudo block. That box needs it most (one small Van Gogh GPU
  shared between the game and the encode). The binary lives under $HOME, so unlike the /etc
  drop-ins it survives a SteamOS A/B update on its own and needs no atomic-keep entry — but it
  does need re-applying after each rebuild, which re-running the installer does.
- Bazzite sysext: at IMAGE BUILD time, before mksquashfs. It cannot be done in the merge hook (a
  merged sysext's /usr is read-only squashfs) and it cannot ride in from the RPM either — rpm keeps
  capabilities in its own header and `rpm2cpio | cpio` carries only the payload, so the staged file
  arrives with none. mksquashfs does record security.capability (only security.selinux is
  excluded), so a setcap on the staging tree is what lands in the image. Needs root/CAP_SETFCAP;
  a plain-user CI build warns and ships without it rather than failing a release over a
  performance lever.

Every one of them is best-effort and cannot fail an install: a box without libcap, or a filesystem
that cannot store capabilities, simply runs at default priority exactly as it does today.

Documented in the same PR — the configuration row now says the packages grant it, and
running-as-a-service gets a section explaining what it is, how to check it (`getcap`), and how to
remove it (`setcap -r`, or just `PYROWAVE_QUEUE_PRIORITY=off`), including the two debugging side
effects.

Verified: the Arch scriptlet grants the capability from a fake package root exactly as pacman
would invoke it, and the resulting binary reaches REALTIME end to end on the RTX 5070 Ti; the RPM
spec's %caps line parses under rpmspec in a Fedora 41 container; the NixOS module parses under
nix-instantiate; all five edited shell scripts pass `bash -n`. No Rust file changed in this
commit, so the CI-parity Rust gates from the companion commit still stand.
2026-08-08 15:24:54 +02:00
enricobuehler 8f9c72877e Merge pull request 'An SDK fix could never reach an installed plugin — the runner now carries it' (#117) from worktree-runner-sdk-reconcile into main
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Reviewed-on: #117
2026-08-08 12:41:58 +00:00
enricobuehler 8f32976349 Merge pull request 'Library source settings never opened — the drawer still called the old plugin origin' (#118) from worktree-library-settings-origin-split into main
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Reviewed-on: #118
2026-08-08 12:40:44 +00:00
enricobuehler 2bf571a5ad feat(pf-encode): PyroWave's Linux encode device never asked for the priority its own patch requests
Wave-2 PW1, first half = Wave-1 WP14 step 4, executed as specced.

PyroWave encodes on the same GPU shader cores a game saturates, and that is measured to hurt:
patch 0005's header records `encode_gpu_synchronous` going from ~2 ms to 15-18 ms at 95 % game
load, with the stream frame rate collapsing. NVENC is immune because it has its own ASIC. The
lever for a compute workload is an elevated global-priority QUEUE — a process-priority raise only
reorders submission, not hardware preemption.

The vendored patch requests exactly that. It is gated `if (!inherit_info)`, and only Windows
leaves `inherit_info` null (`pyrowave_create_device_by_compat`, where Granite builds the device
itself). Linux passes its own create-infos into `pyrowave_device_create_info`, Granite's
`get_existing_create_info()` hands them back, `create_device` takes the inherit branch — and the
whole block is skipped. On Linux the knob has never done anything at all. Meanwhile pf-zerocopy's
VkBridge has shipped the identical ladder on Linux for some time and calls it "the actual NVIDIA
compute-preemption lever"; the encoder that needs it most did not have it.

This wires it natively in `open_inner`'s `DeviceHold`:

- The extension probe reuses the `dev_ext_props` already fetched for queue_family_foreign, and
  takes KHR or the EXT alias — the same spelling pf-zerocopy probes, so the two cannot disagree.
- `queue_priority_candidates` is a pure fn with the grammar copied from the C patch: unset →
  realtime, ASCII-lowercased, `off` alone disables, `high` asks for HIGH only, junk falls back to
  the ladder rather than to off. One env var must not mean two things on two platforms — that is
  the documentation trap this package exists to close — so the grammar is unit-tested against the
  patch's, including where they are both deliberately un-clever (neither trims).
- The create ladder is REALTIME → HIGH → no-priority, stepping only on a refusal. A refused class
  can never fail the open, which matters more here than on Windows: this path is reached only by a
  NEGOTIATED PyroWave session, so a hard error is a dead stream, not a fallback to another encoder.

The subtle part is the write-back. `pyrowave_create_device` RETAINS `device_create_info` for the
device's lifetime and Granite reads the chain back. If the ladder ends on the no-priority attempt
while `_queue_ci[0].p_next` still points at the global-priority struct, Granite is handed a chain
the device was not created with. The `None` arm therefore nulls `p_next` before the final create,
and the field's doc says why. The enabled extension deliberately STAYS in the list: it really is
enabled on the device, it just carries no request.

One deviation from the plan, stated because it is a deviation: the ladder also steps down on
`ERROR_INITIALIZATION_FAILED`, not only `ERROR_NOT_PERMITTED_KHR`. The plan and the C patch handle
only the latter; pf-zerocopy's shipped ladder accepts both. Given a hard error here kills a
negotiated session, treating one extra driver-specific refusal as a downgrade is the cheap side of
that asymmetry.

Also corrects the two vendored notes, which claimed a Linux behaviour the gate made impossible,
and records that patch 0005's negative RTX-4090 result is Windows/WDDM and does not transfer to a
different driver stack. Patch hunks are byte-identical (header prose only) and
`git diff crates/pyrowave-sys/vendor/` is PUNKTFUNK-VENDOR.txt alone.

`PYROWAVE_QUEUE_PRIORITY` is now reachable on Linux, so it is documented in the same PR.

MEASURED ON GLASS, and it changes what this package is worth on its own — .21, RTX 5070 Ti,
NVIDIA 610.43.02, same binary in both arms:

  as packaged (no capability)     every class refused, REALTIME *and* HIGH -> default priority
  same binary, cap_sys_nice+ep    granted REALTIME on the FIRST attempt, no downgrade

So the lever is INERT on an unprivileged host, and that is not the RADV-specific downgrade the
plan predicted — on NVIDIA it is a downgrade to nothing at all. The ladder itself is proven good
across all three legs (unset / high / off): a refused class never fails the open, and `off`
enables no extension and logs nothing. It simply has nothing to grant yet.

The privilege needed is CAP_SYS_NICE on the host binary, which is NOT what Wave-1 WP3 ships
(RLIMIT_NICE, PAM limits, CPUWeight — all different things). That grant is a security-posture
change on a network-facing daemon, so it is deliberately NOT in this commit; the warn line now
names the capability so an operator is not left guessing, and the docs row says the setting has no
effect on most hosts today rather than implying it works.

The loaded-GPU encode_us p99 A/B is therefore not run: it needs a GPU-saturating game (hence a
desktop session the box does not currently have) and it is pointless before the capability lands,
since the unprivileged arm has no priority to measure.

NO unit test is possible for the device-create ladder itself — it needs a real Vulkan device. Its
coverage is the clippy pass, the grammar tests, and the on-glass log line. Stated here rather than
left for a reviewer to wonder about.
2026-08-08 14:37:41 +02:00
enricobuehler deef5e4382 fix(console): library source settings 404'd — the drawer still called the old plugin origin
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Opening a library source's settings did nothing, for every library plugin. Confirmed on
`.21` against the running console:

    console origin :47992  /plugin-ui/lutris/__config -> 404
    plugin  origin :47993  /plugin-ui/lutris/__config -> 401

The drawer fetches a RELATIVE `/plugin-ui/<id>/__config`, so it resolves against the
console's own origin — where `middleware/auth.ts` answers 404 for `/plugin-ui/**`
unconditionally and by design. That refusal is the 2026-08-05 review's origin split
(H-3): plugin UIs moved to their own listener, and neither origin may serve the other's
paths. The drawer is the only consumer of `/plugin-ui` that is NOT an iframe — every
other caller builds an absolute URL from `pluginOriginFrom(uiConfig)` — so it was the
one thing the split broke, and nothing failed loudly enough to notice.

The fix is deliberately not to point the drawer at the plugin origin. That needs CORS
plus cross-site cookies, and it would put a plugin-controlled response inside a
credentialed cross-origin fetch — reopening exactly the hole the split closed. What
this drawer needs is DATA, not an embedded UI: `/api/plugin-config/<id>` reads the
plugin's `__config` server-side over loopback and returns the JSON same-origin, so no
plugin markup or script is ever served from the console origin and the per-boot secret
stays on the server, as with the `/plugin-ui` proxy.

`/api/**` is always session-gated (`isPublicPath`), so the new route inherits the gate
and answers 401 as JSON rather than redirecting to /login — which is what a `fetch`
needs and what the old path could never give it. It forwards only GET and PUT, reads
the body BEFORE the stale-credential retry (`readRawBody` drains the stream, so a
retried PUT would have saved `{}` over the operator's config), and passes the plugin's
own body through untouched so a 400's decode issue still reaches the operator.

Verified against the real built server: `/api/plugin-config/lutris` answers 401 — the
route resolves and is gated, and the BFF catch-all at `api/[...]` does not swallow it —
while `/plugin-ui/lutris/__config` still answers 404 on the console origin, i.e. the
split is intact. `/api/v1/status` still reaches the BFF. tsc clean, production build
clean, i18n 633 messages across en+de, biome clean on both touched files (the one
warning in SourceSettings.tsx pre-dates this change).
2026-08-08 14:17:58 +02:00
enricobuehler 9c24569db6 fix(spike): --codec pyrowave encoded PyroWave off a capture negotiated for somebody else
Found while taking PW2's on-glass measurement, and it is what made the measurement possible.

`spike` built its capture request from `OutputFormat::resolve`, the constructor shared with the
GameStream path, which hard-codes `pyrowave: false` ("GameStream never negotiates PyroWave").
On Linux that flag is not cosmetic: `capture_virtual_output` feeds it to `zero_copy_policy` as
`ZeroCopyPolicy::pyrowave_session`, which is what puts the capture on the raw-dmabuf passthrough.
So `--codec pyrowave` opened a PyroWave encoder over a capture negotiated for a different
consumer, and the only way to exercise the real path was the host-global
`PUNKTFUNK_ENCODER=pyrowave` lever.

That lever cannot stand in for the per-session flag, which is the part that matters here: it
resolves the backend to `Pyrowave`, and `linux_zero_copy_is_vaapi_for` returns true for that —
so it ALSO flips `backend_is_vaapi` on. A per-session PyroWave negotiation on an auto/NVENC host,
where `backend_is_vaapi` is false, was therefore unreachable from the CLI — and that is exactly
the configuration whose CPU downgrade logged nothing at all.

The spike now sets the flag from its own codec, the same comparison `session_plan::output_format`
makes for a real session. With it, the before/after on .21 is unambiguous: origin/main logs zero
capture-path lines on that configuration, this branch logs two (the resolved arm, and the named
downgrade with its cause and fix).
2026-08-08 14:08:27 +02:00
enricobuehler 32cc8dd529 fix(runner): an SDK fix could never reach an installed plugin
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Publishing `@punktfunk/host@0.1.3` — the release that lets a library scanner register
`category`, so Lutris and Heroic stay out of the console nav — reached **no existing
install**. Measured on `.21`: the only thing that moved it was deleting `bun.lock` by
hand over ssh. A fix that needs an ssh session is not a fix.

**Why nothing reached it.** Every plugin resolves the SDK from the plugins tree, and
`bun.lock` pins it to an exact version with an integrity hash. Nothing in any
user-facing flow re-resolves that pin: installing a plugin, reinstalling it, and even
updating it to a newer release all leave the SDK alone, because the plugin's `^0.1.x`
range is already satisfied by what is locked. `bun update` does not help either — the
plugins are pinned exactly in the root manifest, so there is no direct dependency to
update through.

**Where the fix belongs.** The runner. It is bundled from this same `sdk/` at the
host's release commit (`packaging/arch/PKGBUILD` builds `src/runner-cli.ts` into the
punktfunk-scripting package), so `SDK_VERSION` is by construction the SDK matching the
host now on disk. A host upgrade is therefore the one moment that can carry an SDK fix
to already-installed plugins, and now it does — before any plugin loads, and with no
operator action at all.

**Why it re-resolves the whole lockfile** rather than pinning the SDK at the root: a
targeted `bun add @punktfunk/host@<v>` does NOT work while plugins declare the SDK in
their own `dependencies` (all six scanners do, though none import it). bun honours
their locked resolution and gives each a private nested copy that then SHADOWS the
root — measured, 5 nested copies, which is how I first "fixed" the box while leaving
every plugin still importing 0.1.2. A lockless resolve hoists one copy for everyone.
Once the plugins drop that spurious dependency this can become the targeted form.

Safety, because this runs unattended at boot on a tree the operator's plugins load
from: plugin versions are pinned exactly in the root manifest so a re-resolve cannot
move them (verified — lutris stays 0.1.0); the lockfile is backed up and restored if
the install fails or fails to deliver; and every failure is logged and swallowed, so a
dependency refresh can never stop working plugins from starting. The no-op path is the
one that runs on every healthy box, so it is tested first: same version, or no SDK at
all, touches nothing and logs nothing.

The SDK is bumped to 0.1.4 because its published content changed. Republishing 0.1.3
is impossible, and letting source drift from a published version is precisely the
defect that produced this whole chain — 0.1.2 was published before it forwarded
`category`, then the source changed underneath it without a bump. `version.test.ts`
fails if `SDK_VERSION` and `package.json` ever disagree.

Verified end to end on `.21` against a tree seeded from the operator's real pre-fix
backup: 0.1.2 → 0.1.3 automatically, one hoisted copy, no nested copies, plugin
versions preserved, and a second run is a silent no-op. SDK 79 tests pass (5 new),
typecheck clean.
2026-08-08 14:07:11 +02:00
enricobuehler fba22c6c64 fix(host/vdisplay): the host no longer vetoes its own wake-from-sleep recovery — control handles close on retire
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The control-device sharing contract was 'bare HANDLE copies, never
closed for the process lifetime': retired handles were deliberately kept
alive because the pinger/linger threads and the capture delivery
closures held raw copies whose soundness depended on no-close. The cost
surfaced in the 2026-08-08 field log: after a wake left the driver
hostless, every adapter reload came back REFUSED (Generic failure) —
and an open control handle is exactly what vetoes the PnP disable (and
can wedge the pnputil restart) the recovery leans on.
reset-pf-vdisplay.ps1 stops the whole host service precisely to get
those handles closed; the in-process recovery could not, because the
process could never close them.

Ownership is now Arc all the way out: ensure_device/device_handle/
control_device_handle hand out Arc<OwnedHandle> clones, every consumer
holds its clone across its IOCTLs (the capture closures each own one —
Arc<OwnedHandle> is Send+Sync, ending the isize smuggling), and
retiring drops only the manager's reference, so the handle CLOSES when
the last in-flight user drains. DeviceSlot::retired is gone. The
recovery path now releases the manager's reference at the first absent
sighting — the 3 s ABSENT_SETTLE doubles as the drain window — and
again before a not-ready-deadline reload, so the PnP cycle finally runs
against a device the host is no longer holding open.

The driver attaches no meaning to the control file closing (host-gone
is the IOCTL-liveness watchdog, EvtFileClose deliberately unhooked), so
the close has no driver-side side effects. Lock order note: RECOVERY →
device is now taken (the release hooks); the forbidden inverse still
never occurs — VdisplayDriver::open never reloads.
2026-08-08 13:37:05 +02:00
enricobuehler 2aa763ce70 feat(pf-capture): a PyroWave session could drop to CPU capture and log nothing at all
Wave-2 PW2 (design/linux-host-performance-wave2-pyrowave.md). Observability only — no
behaviour change to any capture decision — and it lands first because every later package
in the program is measured by an A/B whose "before" is currently unreadable.

The defect: the capture path's CPU-fallback warning was gated on `backend_is_vaapi`, which
reads the HOST-GLOBAL encoder pref. A PyroWave session is negotiated PER SESSION, so on an
NVIDIA/auto host that gate is false — and the session then fell out of every arm of the
negotiation log chain, emitting nothing whatsoever while paying a full-resolution CPU pixel
touch on every frame. A degraded host and a healthy one produced identical logs.

Four sites, matching PW2.1-2.4:

1. The CPU-path warning now asks the per-session question (`consumer_kind`) instead of the
   pref, and names the consumer. Its gate widened to every GPU consumer and excludes only
   the software encoder, whose native input IS CPU frames — an NVENC session silently on
   the CPU path is the same defect, not a different one. `pyrowave_session` deliberately
   outranks `backend_is_vaapi`, because a PyroWave pref flips `backend_is_vaapi` on too
   (`linux_zero_copy_is_vaapi_for`'s `Pyrowave` arm), so testing vaapi first would swallow
   every PyroWave session.

2. The raw-passthrough block in `consume_frame` had four silent exits — no format, an
   SHM/MemFd buffer, no DRM fourcc, a failed `F_DUPFD_CLOEXEC` — each falling out of three
   nested `if`s into the CPU de-pad path. It is now a labeled block that breaks with a named
   `PassthroughFallback`, logged once per distinct reason per session with a running count,
   so a persistent downgrade is distinguishable from a hiccup at renegotiation. `.process`
   runs per frame, so the rate limit is the shippable part and is what the tests pin.

   Note `NoFormat` does NOT fall back — the CPU path needs `ud.format` too and returns — so
   the line says DROPPED for that one. Three of four downgrade; one loses the frame.

3. `force_cpu_for_nvenc_444` told a 4:4:4 PyroWave session it was "on the NVENC path", which
   is false in every particular: the wavelet encoder never touches NVENC, never swscales to
   YUV444P, and what it actually loses is the raw-dmabuf passthrough its design assumes.

4. One INFO line at pipeline build states the resolved arm and consumer
   (`capture pipeline resolved: dmabuf-passthrough → pyrowave`). Nothing stated it before;
   the 2026-08-08 triage reconstructed it from four files, and for the arm that matters most
   there was no detail line to reconstruct it from.

Also: `spike --codec pyrowave`, so a PyroWave capture→encode pass can be driven without a
client. That is the harness the rest of this program measures on, and it did not exist.

Gates on .21 at CI parity: fmt, workspace clippy -D warnings, pf-encode clippy with
nvenc,vulkan-encode,pyrowave and without, workspace tests.
2026-08-08 13:36:51 +02:00
enricobuehler 4b514cc07c Merge pull request 'An OLED palette, and split WHETHER the gamepad UI is offered from WHEN it appears' (#116) from worktree-oled-theme-gamepad-ui-split into main
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rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 16m15s
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Reviewed-on: #116
2026-08-08 11:22:34 +00:00
enricobuehler f242b2d2fc fix(host/vdisplay): a refused adapter reload now says WHY, and never targets a phantom devnode
Field log 2026-08-08 (0.25.0, wake from sleep): every session died on
'the adapter devnode could not be reloaded (Generic failure)' — the WMI
catch-all — because the REFUSED branch reported only the Disable
exception and threw away everything that would identify the failure
mode: why the pnputil /restart-device fallback ALSO failed (its exit
code — 3010 'needs a reboot' is its own diagnosis), what state the
devnode was in, and whether the right devnode was even targeted.

That last one is a real trap, not just missing telemetry: Get-PnpDevice
lists not-present PHANTOM devnodes (upgrade/reinstall leftovers), and
Select-Object -First 1 could hand every recovery attempt a phantom —
whose disable and restart both fail exactly like the field log — while
a live node sat unexamined. The selector now prefers present nodes (OK
before problem-state), and a phantom-only state gets a truthful
refusal: no reload can revive a devnode record whose device is gone;
only reinstalling re-creates it.

The REFUSED line now carries devnode counts, the chosen node's PnP
Status + ConfigManager problem code, and the restart exit code, so the
next field log decides between handle-veto, phantom, and problem-state
instead of reading 'Generic failure'. Decode pinned by test.
2026-08-08 13:22:05 +02:00
enricobuehler 30bd10e301 feat(clients): an OLED palette, and split WHETHER the gamepad UI is offered from WHEN it appears
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Four changes to the client interface, kept together because two of them touch the same rows
and the last is a bug the first would have made far more visible.

A thirteenth `ui_palette` entry, `oled`. The palette table is hand-mirrored in three languages
(`pf-console-ui`'s `library.rs`, `GamepadPalette.swift`, `GamepadPalette.kt`), so it goes into
all three at index 1, directly after the brand default — which keeps `PALETTES[0]` the unknown-id
fallback and keeps the dark-to-pale cycling order intact. What earns the name is arithmetic, not
a darker shade of violet: the ramp's first two stops are literally (0,0,0) and the ground is pure
black, so the shaded half of the field is pixels switched off rather than "very dark grey", and
the calm mix the form screens sit under lifts toward nothing at all. Mean cell luminance is 0.019
against Violet's 0.254. The bright corner keeps a faint indigo-to-violet ember so the backdrop is
still a field with somewhere to go, and that ember carries enough chroma at that luminance
(60 degrees of hue travel across 13 of the 16 cells) to satisfy the existing multi-tone assertion
without adding `oled` to the near-neutral exemption Graphite and Opal take. Each port gains an
`oled_is_actually_black` test that measures the claim — pure-black corner cells, a mean under half
the darkest other field's — rather than restating the table.

A new device key, `gamepad_ui_mode`. The gamepad-UI switch had been deciding two things at once:
whether to offer the controller-optimized interface at all, and that it appears only while a pad
is attached. A user asked for the second half to stop applying. `"connected"` (the default, and
exactly what the lone Bool meant) and `"always"` separate them, surfaced as a "Show it" row
directly under the switch on all five settings surfaces and built only while that switch is on —
a picker whose every option decides nothing is worse than no picker. `GamepadUIEnvironment.isActive`
takes the mode with NO default argument on purpose: a call site that forgot it would silently
strand everyone who chose Always back on "only with a controller", which is the one bug this
parameter exists to make impossible. An unrecognized value waits for a controller, so a mode a
newer client wrote can never trap an older one in a layout it has no way back out of. It stays a
device preference on both platforms, never part of a profile: which interface this device wears
has nothing to do with how a host streams to it.

The smoothness buffer is hidden under Lowest latency, not dimmed. Everywhere else already hid it
— the GTK and WinUI shells, the Apple touch and tvOS screens, the Android touch screen — because
under that intent it names a quantity that does not exist. Two surfaces disagreed: Apple's gamepad
settings screen left the row live and steppable, and the desktop console dimmed it, having no way
to drop a row from a fixed list. That list is now rebuilt each frame through a `row_applies`
filter. The concern about a vanishing row moving everything under the cursor does not apply here
and the new test says why: the row it drops sits directly BELOW the row that drops it, so the only
cursor that can be present when the list shrinks is the one on the intent row, which does not
move. Two latent hazards went with it — `apply_row` had been indexing the row list on the
assumption the cursor is always in range, and nothing re-clamped that cursor when another writer
changed the intent behind the screen's back.

Pale palettes were unreadable on tvOS, reported from the field. `GamepadInk` was never the
problem: it flips correctly for a pale field, it is not platform-gated, and every tvOS gamepad
entry point already published it. The cause is that this app sets `preferredColorScheme` nowhere
and declares no `UIUserInterfaceStyle`, so every SYSTEM-derived colour landing on those screens —
a `.secondary` placeholder, a `.bordered` button's chrome, a NavigationStack title, a material's
frost — resolved against the DEVICE appearance, which the palette cannot reach. On iPhone, iPad
and Mac a great many users sit in Light mode, so under a pale palette those colours came out dark
and the theme looked correct by accident; an Apple TV is Dark essentially always, so every one of
them rendered white on a light field. The mirror image was broken too and had simply never been
reported: a dark palette on a Light-mode iPhone was already drawing dark on dark. The scheme is
now published beside the ink, once, in `GamepadInkModifier`, because the two are halves of one
decision and publishing only the ink silently loses every colour the frameworks draw on the app's
behalf. Two structural amplifiers went with it: `ConsoleGlass` had been scoping the scheme to the
fill inside its `.background {}` on the tvOS and pre-26 branches while the 26 branch put it on the
content, so no console row's own content ever saw it on tvOS; and `LibraryView`'s navigation
chrome and its loading, error and empty states sit above `LibraryCoverflowView` and so were never
inked at all on tvOS and macOS, where that view is presented directly rather than through the
iOS-only `GamepadLibraryScreen` wrapper.

That last one exposed a second tvOS gap worth closing in the same breath: `ui_palette` had no row
in tvOS's ordinary Settings, and the gamepad settings screen that owns it everywhere else needs an
extended-profile controller to open on tvOS. An Apple TV driven by the Siri Remote alone could not
reach the palettes at all, which would now include the OLED one. `SettingsView.tvBody` carries a
Background row.

Verified: pf-console-ui builds, passes `clippy --all-targets -D warnings` and runs 74 tests clean
under linux/amd64 (a Mac `cargo check` of that crate is vacuous — every module is cfg'd to
linux/windows); `cargo fmt --check` clean for it and pf-client-core. Android `:app` runs 80 tests
with 0 failures, including four new `gamepadUiActive` cases and the palette parity table. The
Apple package builds for macOS AND tvOS and its 9 palette/gamepad-UI tests pass — the tvOS
typecheck is possible because the checked-in xcframework already carries a `tvos-arm64` slice. The
tvOS RENDERING fix is compile-verified only; an on-glass Apple TV check under a pale palette is
still owed, and is the one thing here that a build cannot answer.
2026-08-08 12:57:12 +02:00
enricobuehler 975fef2048 fix(host/vdisplay): the ghost-monitor reap can no longer fail in silence
The reap that keeps departed virtual monitors from exhausting the IddCx
monitor-slot budget launched pnputil by BARE NAME — under the LocalSystem
service's PATH that can miss System32, SilentlyContinue swallowed the
miss, and the Rust side logged only when the count was positive: a reap
that removed nothing and a box with no ghosts were byte-identical
(silence). Ghosts then ratcheted up with every sleep cycle until
IOCTL_ADD wedged at 0x80070490 and every session black-screened — and
the wedge self-heal shipped in 0.25.0 retried an ADD behind a reap that
could never remove anything, which is exactly a persistent post-sleep
"no connection" surviving the b6acbd09 probe fix.

Same family and same cure as the adapter-reload path one function down:
resolve pnputil via $env:SystemRoot (a SYSTEM process must not trust
PATH anyway — a planted pnputil.exe would run elevated), pre-seed
$LASTEXITCODE to failure before every launch, and report found AND
removed unconditionally so "no ghosts" and "removed nothing" are
finally distinguishable in a field log. The report parse is split out
and pinned by tests like classify_reload_output.
2026-08-08 12:19:48 +02:00
474 changed files with 49759 additions and 6154 deletions
+20
View File
@@ -184,6 +184,26 @@ jobs:
working-directory: clients/android
run: ./gradlew :kit:testDebugUnitTest --stacktrace
# The cross-client contract in `clients/shared/console-vectors.json` — the console palette
# table, the settings section names and the screen-transition motion, each of which exists in
# three hand-written copies (here, pf-console-ui, the Apple client). The other two check it
# from their own suites; this is Android's side.
#
# FILTERED, not a plain `:app:testDebugUnitTest`: that task also runs the ~20 Roborazzi
# screenshot scenes, which are a release-artifact job (android-screenshots.yml, gated to v*
# tags) and have no business adding a minute to every push. The filter is what lets the
# contract gate here without dragging the rest of the app suite in with it.
- name: console parity vectors + app-module logic tests
working-directory: clients/android
run: >-
./gradlew :app:testDebugUnitTest
--tests 'io.unom.punktfunk.ConsoleVectorsTest'
--tests 'io.unom.punktfunk.HomeTilesTest'
--tests 'io.unom.punktfunk.GamepadSettingsLayoutTest'
--tests 'io.unom.punktfunk.ConsoleSubScreenRowsTest'
--tests 'io.unom.punktfunk.ConsoleSubScreenRoutesTest'
--stacktrace
- name: assembleDebug (cargo-ndk → jniLibs → APK)
working-directory: clients/android
env:
+15
View File
@@ -280,6 +280,21 @@ jobs:
done
echo "OK: $(echo "$DEPS" | grep -E '^libav|^libsw' | tr '\n' ' ')"
# 0.26.0-1 setcap'd `cap_sys_nice=ep` on the host from this package's .INSTALL scriptlet and
# killed desktop streaming on every KDE box — with a green board, because nothing here ever
# looked at what the built package would DO. The lesson recorded then was "verify the
# PACKAGE, never the board"; this is that, and pacman is the channel where it matters most,
# since capabilities live in the scriptlet rather than in package metadata.
#
# Host must carry NOTHING, the worker exactly cap_sys_nice=ep. `--self-test` runs first so a
# guard that has quietly lost the ability to fail takes the job down rather than approving a
# release. (Only the host package is checked: the client/web/scripting packages ship neither
# binary and the script skips them by itself.)
- name: Assert the capability matrix (Arch package)
run: |
bash scripts/ci/assert-cap-matrix.sh --self-test
bash scripts/ci/assert-cap-matrix.sh "$GITHUB_WORKSPACE"/dist/punktfunk-host-*.pkg.tar.zst
# The optional HDR gamescope companion (packaging/gamescope) — a separate pkgbase with a
# completely different dependency set, published into the same repo so `pacman -S
# punktfunk-gamescope` is all an Arch/SteamOS box needs for 10-bit BT.2020 PQ.
+20 -1
View File
@@ -91,8 +91,27 @@ jobs:
# advisory, the same fail-on-vulnerability stance as cargo-audit above; triage a finding by
# bumping the dep (or, if genuinely unfixable + inapplicable, pinning a resolution and
# noting why here).
#
# web carries two ignores, the ONLY ones in a blocking tree — both image-size advisories
# (GHSA-w3rx-r6r6-pgpr ICNS, GHSA-5p2g-fcmc-qvqq JXL/HEIF infinite-loop DoS). They are
# unfixable AND unreachable:
# * unfixable — the vulnerable range is `<= 2.0.2` and 2.0.2 IS latest; upstream has
# published no patched release, so no override can clear them.
# * unreachable — image-size rides in under `@unom/ui @payloadcms/richtext-lexical
# … payload`, and @payloadcms/richtext-lexical is a PEER of @unom/ui that only its
# `./richtext` export needs. The console imports section/toast/button/card/dialog/
# form/*/material/tabs — never `./richtext` — so payload is auto-installed peer weight
# that no bundle, and no request path, ever touches.
# Drop these the moment image-size ships a fix, or @unom/ui marks that peer optional
# (peerDependenciesMeta) and the chain leaves web/bun.lock entirely — either one makes the
# bare `bun audit` green again. Scoped per-tree so sdk/plugin-kit stay strictly fail-on-any.
- name: bun audit
run: bun audit
run: |
if [ "${{ matrix.tree }}" = "web" ]; then
bun audit --ignore=GHSA-w3rx-r6r6-pgpr --ignore=GHSA-5p2g-fcmc-qvqq
else
bun audit
fi
# Kept OUT of the bun-audit matrix so this tree's known-advisory state can't normalize failure
# in a shipping tree. Non-blocking via a step-level `||` (NOT job-level continue-on-error, which
+15
View File
@@ -114,6 +114,21 @@ jobs:
- name: Clippy (deny warnings)
run: cargo clippy --workspace --all-targets --locked -- -D warnings
# WP19 (rust-safety): the hardened NATIVE-ONLY host — no Moonlight-compat planes, no
# `rusty_enet` (transpiled C ENet), no `rsa`. Kept compiling here so the cfg boundary can't
# rot, and the dependency claim is ASSERTED, not assumed: `cargo tree -i` must find neither
# crate in the native-only graph (it exits non-zero with "nothing depends on" — inverted).
- name: Clippy + tree (native-only host, no gamestream feature)
run: |
cargo clippy -p punktfunk-host --no-default-features --features pyrowave \
--all-targets --locked -- -D warnings
if cargo tree -p punktfunk-host --no-default-features --features pyrowave \
--locked -i rusty_enet 2>/dev/null | grep -q rusty_enet; then
echo "native-only build still depends on rusty_enet"; exit 1; fi
if cargo tree -p punktfunk-host --no-default-features --features pyrowave \
--locked -i rsa 2>/dev/null | grep -q "^rsa"; then
echo "native-only build still depends on rsa"; exit 1; fi
- name: Build
run: cargo build --workspace --locked
+114 -1
View File
@@ -310,8 +310,14 @@ jobs:
# with "there is no reactor running, must be called from the context of a Tokio 1.x runtime".
# It WAS listed here, which is why only the .deb shipped a crashing tray while the RPM and
# Arch packages — which already split it — were fine.
#
# punktfunk-encode-worker IS in this invocation: it is the capability-carrying PyroWave
# encode worker that ships next to the host in /usr/bin, and build-deb.sh only builds it
# if the artifact is missing — building it here keeps it on the same sccache pass as the
# host. Unlike the tray it shares the host's dependency graph by design (v1 accepts that
# the worker links the same FFmpeg), so feature unification here is harmless.
cargo build --release --locked --features punktfunk-host/nvenc,punktfunk-host/vulkan-encode \
-p punktfunk-host
-p punktfunk-host -p punktfunk-encode-worker
- name: Build host .deb (FFmpeg bundled)
# BUNDLE_FFMPEG=1 copies the image's /opt/ffmpeg libav* into the package and repoints the
@@ -320,6 +326,93 @@ jobs:
run: |
VERSION="$VERSION" BUNDLE_FFMPEG=1 bash packaging/debian/build-deb.sh
# Read the capability matrix out of the BUILT .deb before it is published. dpkg carries no
# capability metadata — the postinst applies them — so this reads the postinst that will
# actually run on a user's box, plus the payload. 0.26.0-1 granted the host cap_sys_nice=ep
# from exactly that postinst and killed every KDE desktop session while every board stayed
# green: host must carry NOTHING, worker exactly cap_sys_nice=ep. `--self-test` first so a
# guard that can no longer fail takes the job down instead of waving the release through.
- name: Assert the capability matrix (host .deb)
run: |
bash scripts/ci/assert-cap-matrix.sh --self-test
bash scripts/ci/assert-cap-matrix.sh dist/punktfunk-host_*.deb
# punktfunk-gamescope for apt. Same reasoning as the RPM leg in rpm.yml: without a packaged
# build, a Debian/Ubuntu box has no route to the patched gamescope except compiling it, and a
# stock gamescope streams SDR, cursorless, and tells every game its display is 60 Hz.
#
# CACHED on packaging/gamescope/** alone — it depends on nothing else in this repo, so a
# normal push restores a binary instead of spending ~10 minutes on someone else's tree.
- uses: actions/cache@v4
id: gamescope
with:
path: gs-cache
key: punktfunk-gamescope-noble-${{ hashFiles('packaging/gamescope/**') }}
- name: Build the patched gamescope
if: steps.gamescope.outputs.cache-hit != 'true'
# Best-effort, exactly like rpm.yml: the host packages above are the primary delivery and
# work without this binary, so a hiccup building an unrelated tree must not fail the job.
# `build-dep gamescope` resolves the distro's much older packaged version, so it can come up
# short — that is what the `|| true`s absorb, and the marker check downstream is what makes
# a half-built result impossible to ship.
run: |
set -x
apt-get update
apt-get install -y --no-install-recommends meson ninja-build glslc git || true
apt-get build-dep -y gamescope || true
# NOT best-effort. `build-dep gamescope` resolves the distro's much older packaged
# gamescope — where noble has one at all — so it misses what the master tree needs, and
# wayland-protocols is the gap that actually stops the build: meson dies in
# protocol/meson.build with "Neither a subproject directory nor a wayland-protocols.wrap
# file was found", because the tree has no wrap fallback for it. That is what happened on
# the v0.26.0 tag: the step warned and skipped, the job stayed green, and the release
# shipped with no gamescope .deb while the notes said it had one.
apt-get install -y --no-install-recommends wayland-protocols
# The remaining Arch makedepends the older packaged gamescope does not necessarily pull.
# Best-effort: meson falls back or does without, and a name that moves between Ubuntu
# releases should not fail the job. (No libstdc++ static package is needed here — g++
# ships libstdc++.a, which is why only Fedora tripped the sanity check.)
# `build-dep gamescope` gives noble almost nothing — the distro has no comparable package
# — so the tree's real dependency set has to be named outright. One `apt-get` per name on
# purpose: a single transaction aborts wholesale on one unknown package, which would
# install NOTHING and hide the real gap behind a name typo. Best-effort per package, with
# the missing one named; the end-of-job gate below is what actually decides.
for p in libxdamage-dev libxcomposite-dev libxrender-dev libxext-dev libxxf86vm-dev \
libxtst-dev libx11-dev libxres-dev libxmu-dev libxcursor-dev libxi-dev \
libxfixes-dev libxkbcommon-dev libxkbcommon-x11-dev libcap-dev libdrm-dev \
libinput-dev libudev-dev libpipewire-0.3-dev libseat-dev libsdl2-dev \
libluajit-5.1-dev libavif-dev libdecor-0-dev hwdata libglm-dev libbenchmark-dev \
glslang-tools libvulkan-dev libwayland-dev libxcb1-dev libxcb-composite0-dev \
libxcb-xfixes0-dev libxcb-res0-dev libxcb-ewmh-dev libxcb-icccm4-dev \
libxcb-errors-dev libpixman-1-dev libdisplay-info-dev libgbm-dev libegl-dev \
cmake xwayland; do
apt-get install -y --no-install-recommends "$p" \
|| echo "::warning::no such noble package: $p (gamescope may still build without it)"
done
if bash packaging/gamescope/build-punktfunk-gamescope.sh \
--destdir "$PWD/gs-stage" --prefix /usr --jobs "$(nproc)"; then
install -Dm0755 gs-stage/usr/bin/punktfunk-gamescope gs-cache/punktfunk-gamescope
else
# Warn only, even on a tag. The hard gate moved to the END of this job: failing HERE
# skips the host .deb's own publish + release-attach steps below, which is how the
# v0.26.0 release ended up still carrying the pre-CAP_SYS_NICE host .deb from an
# earlier tag commit — a KDE-breaking artifact withheld from replacement by a gate
# meant to protect the release. Never let a missing EXTRA stop a good artifact
# shipping; go red afterwards instead.
echo "::warning::punktfunk-gamescope failed to build on noble — no .deb this run (gamescope sessions stay SDR)"
fi
- name: Build punktfunk-gamescope .deb
# Picked up by the publish loop below, which globs dist/*.deb.
run: |
if [ -x gs-cache/punktfunk-gamescope ] && gs-cache/punktfunk-gamescope --version >/dev/null 2>&1; then
bash packaging/debian/build-gamescope-deb.sh --binary gs-cache/punktfunk-gamescope
else
# Warn only — see the note on the build step. The gate is the last step of this job.
echo "::warning::no usable punktfunk-gamescope — skipping its .deb"
fi
- name: Publish to the Gitea apt registry
env:
TOKEN: ${{ secrets.REGISTRY_TOKEN }}
@@ -347,6 +440,26 @@ jobs:
upsert_asset "$RID" "$DEB"
done
# A release must not be able to make a claim its own CI silently dropped: v0.26.0's notes and
# docs-site said the patched gamescope was apt-installable while no .deb had ever been built,
# because every failure on this path was a `::warning::` that returned 0.
#
# ⚠ LAST step on purpose. The first version of this gate failed at the build step instead, and
# that skipped the host .deb's own publish + attach below — so the release kept the PREVIOUS
# tag commit's host .deb, which still carried the CAP_SYS_NICE postinst that breaks KDE. A
# gate protecting the release withheld the fix for it. Everything good ships first; the job
# goes red afterwards.
- name: A stable tag must ship the gamescope .deb
if: startsWith(gitea.ref, 'refs/tags/v')
run: |
shopt -s nullglob
built=(dist/punktfunk-gamescope_*.deb)
if [ ${#built[@]} -eq 0 ]; then
echo "::error::no punktfunk-gamescope .deb was built — a stable tag must not ship without it (the release notes and docs-site say it is apt-installable). Everything else in this job published normally; see the gamescope build step above for the meson error."
exit 1
fi
echo "gamescope .deb present: ${built[*]}"
# ---------------------------------------------------------------------------------------------
# The aarch64 CLIENT .deb. Cross-compiled on the ordinary amd64 runner in the
# punktfunk-rust-ci-arm64cross image (the rust-ci toolchain + an arm64 multiarch sysroot — see
+38 -4
View File
@@ -7,10 +7,24 @@
# Two tiers, because a full `nix flake check` builds the whole Rust workspace with crane and would
# run for an hour on every push:
#
# * eval — `nix flake check --no-build`: instantiates every package, app, check, devShell and
# the NixOS module without building them. Catches the failures that actually happen to
# this flake — a renamed file, a callPackage argument that no longer exists, a syntax
# error, a package attribute dropped from packages.nix.
# * eval — `nix flake check --no-build`: instantiates every package, app, check and devShell
# without building them. Catches the failures that actually happen to this flake — a
# renamed file, a callPackage argument that no longer exists, a syntax error, a package
# attribute dropped from packages.nix.
#
# ⚠ It does NOT, on its own, check the NixOS module. `nix flake check` handles
# `nixosModules` by forcing the value and asserting it is a lambda taking an open
# attribute set — nothing more (nix's own source: `// FIXME: if we have a 'nixpkgs'
# input, use it to check the module.`). MEASURED: a module setting a nonexistent
# OPTION, referencing a nonexistent `pkgs` attribute AND calling a nonexistent `lib`
# function passes clean, printing `checking NixOS module ... all checks passed!`. This
# header used to claim the module was covered here; it was not, for the module's whole
# life. It is covered NOW because `checks.<system>.nixos-module`
# (packaging/nix/module-check.nix) evaluates it against real nixpkgs and asserts on the
# rendered systemd units — and because those assertions are pure Nix, INSTANTIATING
# that check runs them, so `--no-build` is enough. Keep them pure: a shell script in
# the derivation body would only run under a full `nix flake check`, which builds the
# hour-long Rust packages.
# * bun — actually BUILDS punktfunk-web + punktfunk-scripting. These are the two derivations
# whose inputs churn constantly (every dependency bump moves a lockfile) and they cost
# minutes, not hours, because neither compiles Rust. This is the end-to-end proof that
@@ -22,6 +36,12 @@
# They are the expensive ones and their inputs are already gated by the `rust` job in ci.yml; build
# them by hand on a Nix box, or with the `build-rust` dispatch input below.
#
# ⚠ punktfunk-gamescope deserves the dispatch run more than it looks: `host.gamescopeHdr` DEFAULTS
# TRUE, so it is on the critical path of every `services.punktfunk.host.enable = true` build, while
# being the one package nothing here compiles. It patches whatever gamescope the pinned nixpkgs
# carries, so a nixpkgs bump — not a change of ours — is what breaks it, and the first person to
# find out would be an operator whose system rebuild fails. Run the dispatch after a flake.lock bump.
#
# ⚠ pull_request is deliberately present. flatpak.yml shipped with push-only triggers and manifest
# breakage reached main invisibly for weeks — do not "simplify" this workflow by dropping it.
# ⚠ The two path lists are duplicated on purpose: a YAML anchor would be tidier, but Gitea's
@@ -66,6 +86,10 @@ on:
description: "Also build punktfunk-host + punktfunk-client (slow: full Rust workspace)"
type: boolean
default: false
build-gamescope:
description: "Also build punktfunk-gamescope (patched gamescope from source; run after a flake.lock bump)"
type: boolean
default: false
jobs:
flake:
@@ -165,3 +189,13 @@ jobs:
if: ${{ github.event.inputs.build-rust == 'true' }}
run: |
"$NIX" build --print-build-logs .#punktfunk-host .#punktfunk-client
# The patched compositor. Separate from build-rust because its failure mode is different: it
# tracks nixpkgs' gamescope, not our Rust, so it wants a run after a flake.lock bump rather
# than after a code change. `gamescope.nix` fails loudly (an eval-time `throw` if nixpkgs no
# longer exposes a patchable derivation, a `+pfhdr` grep in installCheckPhase) — but only if
# something actually builds it.
- name: Build the patched gamescope (dispatch opt-in)
if: ${{ github.event.inputs.build-gamescope == 'true' }}
run: |
"$NIX" build --print-build-logs .#punktfunk-gamescope
+131 -1
View File
@@ -103,7 +103,11 @@ jobs:
# gamescope`.) Matches packaging/rpm/punktfunk.spec, which dropped its BuildRequires too.
dnf -y install gtk4-devel libadwaita-devel SDL3-devel
# sysext build (packaging/bazzite/build-sysext.sh): squashfs + SELinux labeling.
dnf -y install squashfs-tools cpio libselinux-utils selinux-policy-targeted
# libcap = setcap/getcap: the sysext is the ONLY place the image can acquire
# cap_sys_nice=ep on punktfunk-encode-worker (a merged /usr is read-only squashfs and no
# scriptlet ever runs), and it is also what the build's host-must-be-uncapped assertion
# and the capability-matrix CI leg read with. Without it the image ships the lever inert.
dnf -y install squashfs-tools cpio libselinux-utils selinux-policy-targeted libcap
# Fedora's own gamescope, for its RUNTIME libraries only — never shipped, never run. The
# sysext folds in our punktfunk-gamescope and verifies it by executing `--version`, and
# on a cache hit (the common case) nothing else in this job would have pulled libavif /
@@ -155,6 +159,20 @@ jobs:
RPM_GPG_PASSPHRASE: ${{ secrets.RPM_GPG_PASSPHRASE }}
run: bash packaging/rpm/sign-rpms.sh
# Read the file-capability matrix out of the BUILT rpm, before anything is signed or
# published. 0.26.0-1 shipped `%caps(cap_sys_nice=ep)` on the host through this very spec —
# on Fedora and, via rpm-ostree layering, on Bazzite — and every board was green while every
# KDE desktop session died in the field. The lesson recorded then was "verify the PACKAGE,
# never the board"; this is that. Host must carry NOTHING; the worker must carry exactly
# cap_sys_nice=ep. `--self-test` first, so a guard that has quietly stopped being able to
# fail takes the job down instead of waving the release through.
- name: Assert the capability matrix (rpm)
run: |
bash scripts/ci/assert-cap-matrix.sh --self-test
# Only the main host package carries binaries; -debuginfo/-debugsource and the
# client/web/scripting subpackages ship neither and are skipped by the script itself.
bash scripts/ci/assert-cap-matrix.sh dist/punktfunk-[0-9]*.rpm
- name: Publish to the Gitea RPM registry
env:
TOKEN: ${{ secrets.REGISTRY_TOKEN }}
@@ -206,13 +224,89 @@ jobs:
dnf -y install dnf-plugins-core meson ninja-build glslc || true
dnf builddep -y gamescope || true
dnf -y install xorg-x11-server-Xwayland-devel || true
# NOT best-effort: build-punktfunk-gamescope.sh appends `-static-libstdc++` to LDFLAGS
# (so the binary still starts on SteamOS's older libstdc++ — see its comment), and
# without the static library meson's very FIRST sanity check dies with
# "cannot find -lstdc++ / have you installed the static version", so nothing builds at
# all. That is what happened on the v0.26.0 tag: both Fedora bases warned and skipped,
# the job stayed green, and the release shipped with no gamescope RPM while the notes
# said it had one. A rename here must be LOUD, hence no `|| true`.
dnf -y install libstdc++-static
# The rest of the Arch package's makedepends that Fedora's older packaged gamescope does
# not necessarily pull. Best-effort: unlike the static runtime, meson finds fallbacks or
# does without, and a name that moves between Fedora releases should not fail the job.
dnf -y install wayland-protocols-devel glm-devel cmake libXcursor-devel || true
if bash packaging/gamescope/build-punktfunk-gamescope.sh \
--destdir "$PWD/gs-stage" --prefix /usr --jobs "$(nproc)"; then
install -Dm0755 gs-stage/usr/bin/punktfunk-gamescope gs-cache/punktfunk-gamescope
else
# Warn only, even on a tag — the hard gate is the LAST step of this job. Failing here
# would skip the sysext build, the sysext feed, AND the release attach below, so a
# missing gamescope would also withhold the punktfunk RPMs and the .raw images that
# built perfectly well. deb.yml learned that the expensive way on v0.26.0.
echo "::warning::punktfunk-gamescope failed to build for f${{ matrix.fedver }} — the sysext ships without it (gamescope sessions stay SDR)"
fi
# The same binary, as an ordinary RPM. The sysext below is the Atomic/Bazzite delivery; this
# is the one a traditional Fedora-family box (Nobara, plain Fedora) can actually install —
# until it existed those users had no packaged route to the patched build at all, and a stock
# gamescope tells every game its display is 60 Hz whatever the client negotiated.
#
# Same best-effort rule as the build above: no binary, no package, and the host stays on its
# existing SDR/host-composited path. The spec re-checks the +pfhdr marker itself.
- name: Package punktfunk-gamescope as an RPM
run: |
if [ -x gs-cache/punktfunk-gamescope ] && gs-cache/punktfunk-gamescope --version >/dev/null 2>&1; then
bash packaging/gamescope/build-gamescope-rpm.sh \
--binary gs-cache/punktfunk-gamescope \
--release "$PF_RELEASE"
else
# Warn only — see the note on the build step. The gate is the last step of this job.
echo "::warning::no usable punktfunk-gamescope for f${{ matrix.fedver }} — skipping its RPM"
fi
# A SECOND signing pass, for this package only. The main "Sign RPMs" step ran back at build
# time, long before this RPM existed — the gamescope build sits behind its own ~10-minute
# cache and deliberately runs after the host RPMs are already published. So every
# punktfunk-gamescope RPM went to the registry UNSIGNED, and the repo file we tell users to
# install carries gpgcheck=1: `dnf install punktfunk-gamescope` failed with "The package is
# not signed" on every Fedora and Nobara box. The package was in the channel the whole time
# and could not be installed from it — which is worse than absent, because the release notes
# and the docs-site both say it is there.
#
# Same fail-closed rule as the first pass: sign-rpms.sh hard-fails on refs/tags/v* if the org
# secret is missing, rather than republishing something a user's dnf will reject.
- name: Sign punktfunk-gamescope
env:
RPM_GPG_PRIVATE_KEY: ${{ secrets.RPM_GPG_PRIVATE_KEY }}
RPM_GPG_PASSPHRASE: ${{ secrets.RPM_GPG_PASSPHRASE }}
run: |
shopt -s nullglob
rpms=(dist/punktfunk-gamescope-*.rpm)
# No RPM here is the best-effort skip above, already warned about — not a signing failure.
if [ "${#rpms[@]}" -eq 0 ]; then
echo "no punktfunk-gamescope RPM to sign (see the packaging step above)"
exit 0
fi
bash packaging/rpm/sign-rpms.sh "${rpms[@]}"
- name: Publish punktfunk-gamescope to the Gitea RPM registry
env:
TOKEN: ${{ secrets.REGISTRY_TOKEN }}
run: |
shopt -s nullglob
for rpm in dist/punktfunk-gamescope-*.rpm; do
case "$rpm" in *debuginfo*|*debugsource*) continue;; esac
NAME=$(rpm -qp --qf '%{NAME}' "$rpm" 2>/dev/null)
VR=$(rpm -qp --qf '%{VERSION}-%{RELEASE}' "$rpm" 2>/dev/null)
ARCH=$(rpm -qp --qf '%{ARCH}' "$rpm" 2>/dev/null)
echo "uploading $rpm"
curl -fsS -o /dev/null --user "enricobuehler:$TOKEN" -X DELETE \
"https://$REGISTRY/api/packages/$OWNER/rpm/$GROUP/package/$NAME/$VR/$ARCH" || true
curl -fsS --user "enricobuehler:$TOKEN" --upload-file "$rpm" \
"https://$REGISTRY/api/packages/$OWNER/rpm/$GROUP/upload"
done
# The no-layering Bazzite path: wrap the just-built host + web RPMs into a systemd-sysext
# image and publish it to the per-Fedora-major feed (punktfunk-sysext/f43[-canary], …) that
# `punktfunk-sysext install|update` reads. Same RPMs, same channels — just no rpm-ostree.
@@ -236,6 +330,19 @@ jobs:
dist/punktfunk-web-"${PF_VERSION}-${PF_RELEASE}"*.rpm \
dist/punktfunk-scripting-"${PF_VERSION}-${PF_RELEASE}"*.rpm
# Read the capability matrix back OUT of the image that is about to be published — the one
# channel where getting it wrong is unrepairable, because a merged sysext's /usr is read-only
# squashfs and the only fix is a new image plus a feed republish. 0.26.0-1's Bazzite breakage
# was confirmed exactly this way, after the fact, by mounting the published .raw and running
# getcap on it. Doing it here means the .raw never reaches the feed.
#
# The script proves its own reader first (cap a file, squash it, unsquash it, read it back)
# so a runner that cannot see file capabilities FAILS the leg instead of blessing the image.
- name: Assert the capability matrix (sysext image)
run: |
bash scripts/ci/assert-cap-matrix.sh \
"dist-sysext/punktfunk-${PF_VERSION}-${PF_RELEASE}-x86-64.raw"
# The feed's SHA256SUMS is OpenPGP-signed with the same packages@unom.io key as the RPMs, and
# punktfunk-sysext(8) refuses a feed it can't verify — the checksums alone never proved
# anything, sitting on the same registry as the images they describe.
@@ -276,3 +383,26 @@ jobs:
for raw in dist-sysext/*.raw; do
upsert_asset "$RID" "$raw" "$(basename "$raw" .raw).f${{ matrix.fedver }}.raw"
done
# A release must not be able to make a claim its own CI silently dropped — v0.26.0's notes
# said the patched gamescope was dnf-installable while both Fedora bases had skipped it on a
# `::warning::` (missing libstdc++-static, which the -static-libstdc++ link needs).
#
# ⚠ LAST step on purpose, matching deb.yml: failing at the build step instead would skip the
# sysext image, the feed publish AND the attach above, withholding the punktfunk RPMs and
# .raw images that built perfectly well. Everything good ships first; the job goes red after.
- name: A stable tag must ship the gamescope RPM
if: startsWith(gitea.ref, 'refs/tags/v')
run: |
shopt -s nullglob
built=(dist/punktfunk-gamescope-*.rpm)
keep=()
for r in "${built[@]}"; do
case "$r" in *debuginfo*|*debugsource*) continue;; esac
keep+=("$r")
done
if [ ${#keep[@]} -eq 0 ]; then
echo "::error::no punktfunk-gamescope RPM was built for f${{ matrix.fedver }} — a stable tag must not ship without it (the release notes and docs-site say it is installable). Everything else in this job published normally; see the gamescope build step above for the meson error."
exit 1
fi
echo "gamescope RPM present: ${keep[*]}"
+936
View File
@@ -12,6 +12,928 @@ with the version table of the release you are moving to, then read **Breaking ch
---
## v0.27.1 — in development
### GameStream is now opt-in on EVERY route (⚠ packager-visible default change)
The secure native-only host is the default everywhere; the Moonlight-compat planes (plain-HTTP
pairing + the legacy GCM path, security-review #5/#9) are enabled only by an explicit choice:
- **The shipped systemd user unit** (`scripts/punktfunk-host.service`, installed by deb/RPM/Arch/
sysext) runs bare `serve``--gamestream` is no longer baked into `ExecStart`. Opt in via the
new **`PUNKTFUNK_GAMESTREAM=1`** knob in `host.env` (pf-host-config; equivalent to the flag —
either source enables), so no unit editing survives-upgrades dance is needed.
**Upgrade note:** a packaged host that served Moonlight by default becomes native-only until
the operator sets the knob (a hand-made `ExecStart` drop-in keeps winning as before).
- **NixOS module**: `services.punktfunk.host.gamestream` default flipped `true``false`
(module-check gained a "default is native-only" assertion); enabling it still opens the
GameStream firewall ports.
- **Steam Deck installer**: `--gamestream` opts in (was on-by-default with `--no-gamestream`;
the old flag is still accepted as explicit-off).
- Windows was already opt-in (unchecked installer task) and is unchanged.
### The ENet control port now exists only while a pairing does (rust-safety WP0)
`rusty_enet` — a c2rust-style transpile of C ENet, and the host's only pre-auth-reachable unsafe
surface — no longer listens unconditionally: UDP 47999 binds when the paired-client list becomes
non-empty and is torn down when the last pairing is removed (a live client gets the same
TERMINATION+disconnect farewell as a host-side session end). Pairing itself is HTTPS on nvhttp and
never touches the port, so a never-paired `--gamestream` host exposes no ENet at all. En route:
the management API's unpair endpoint never persisted (`save_paired` was missing), so an unpair
lasted only until the next restart — fixed. `rusty_enet` is now pinned `=0.4.0`.
**Unpair is now a complete revocation, on both planes.** Beyond the persistence fix above, an
unpair used to leave the revoked client's LIVE session streaming until the client chose to
leave. Now: unpairing a GameStream client whose certificate owns the active launch ends that
session (the client gets the standard TERMINATION+disconnect, and unpair-all still closes the
ENet port); unpairing a native client deliberately stops its live punktfunk/1 session(s)
(matched by certificate fingerprint — anonymous/TOFU sessions are unaffected, they have no
pairing to revoke). The unpair endpoint's long-standing docstring caveat ("removes the client
from the listing without severing its ability to reconnect") is retired: TLS-level handshakes
still complete by design, but authorization is per-request and a live session no longer
survives its own revocation.
### GameStream is now a cargo feature (compile-time isolation — packager-visible)
The Moonlight-compat planes (nvhttp pairing, RTSP, the ENet control stream, `_nvstream` mDNS,
the compat media path) are gated behind a new **`gamestream` cargo feature — default ON**, so
every stock package is behaviorally identical (GameStream stays runtime-opt-in via
`--gamestream` / `PUNKTFUNK_GAMESTREAM`). Building with
`--no-default-features --features pyrowave` produces the **hardened native-only host**:
- **no `rusty_enet`** — the c2rust-transpiled C ENet stack (158 unsafe sites) is absent from
the binary, provably (`cargo tree -i rusty_enet` finds nothing; CI asserts it);
- **no `rsa`** — the native planes run on the P-256 identity (above), and the legacy-identity
fallback is a pem-only read (rustls/ring serves an existing RSA cert without the crate), so
the accepted Marvin advisory (RUSTSEC-2023-0071) no longer applies to native-only builds;
- ~6,700 lines of Moonlight protocol code gone; `serve --gamestream` (or the env knob) against
such a binary **refuses to start** with a clear error rather than serving less than asked;
- the native-only management API (and its OpenAPI document) has no GameStream PIN endpoints
(`/api/v1/pair`, `/api/v1/pair/pin`); everything else — including the paired-client list and
unpair — is identical, so consoles work unchanged.
The checked-in `api/openapi.json` remains the default-features document.
### The identity split — the native planes get their own (P-256) host identity
One RSA-2048 identity historically served every plane, because Moonlight mandates RSA and the
planes grew out of the GameStream host. The native punktfunk/1 QUIC plane and the management API
now share a separate **ECDSA P-256** identity (`native-cert.pem`/`native-key.pem`): generated by
ring via rcgen, browser-compatible (Ed25519 server certs are not), carrying real SANs
(localhost, loopback, the machine hostname — the legacy cert had none), and free of the accepted
`rsa`-crate Marvin advisory. The GameStream plane keeps the RSA identity untouched.
**Migration is pin-preserving by construction**: clients TOFU-pin the leaf-cert SHA-256 at
pairing and use that one pin for both QUIC and the mgmt/library API, so the new identity is
adopted **only when the native trust store is empty** (fresh installs, or after an explicit
unpair-all + restart). An upgraded host with live native pairings keeps presenting the legacy
RSA cert those clients pinned, and logs the migration path. Fingerprint pinning is
algorithm-agnostic, so existing shipped clients pair against P-256 hosts unchanged.
Follow-the-identity consumers updated in-tree: the tray's loopback pin and the plugin SDK's
mgmt CA now prefer `native-cert.pem` (falling back to `cert.pem`), and the Windows runner ACL
grant covers both. ⚠ A plugin bundling an **older** `@punktfunk/host` SDK on a **fresh**
(P-256) host trusts the wrong cert — set `PUNKTFUNK_MGMT_CA=<config>/native-cert.pem` in its
environment or rebuild against the current SDK.
### Memory-safety, compiler-enforced (embedder-visible lint tightening)
`punktfunk-core` now carries `#![deny(unsafe_code)]` crate-wide: everything that parses network
bytes is safe Rust by compiler-enforced invariant. The documented `#![allow]` carve-outs are the
client surface (`abi`, `client`) and the platform syscall-batching shims under `transport`
(`udp/{apple,linux,windows}`, `qos_windows`) — none of which interpret attacker bytes. In
`punktfunk-host`, the modules a secure-default host exposes (`native`, `native_pairing`, `mgmt`,
`mgmt_token`, `discovery`, `wol`) are `#[forbid(unsafe_code)]`. If you embed `punktfunk-core` and
patch it, new unsafe outside the carve-outs is now a compile error.
### NixOS + KDE — session detection, the other half
🛑 **v0.27.0's NixOS session-detection fix did not reach a stock NixOS + Plasma 6 box.** It resolved
the nixpkgs wrapper decoration through `/proc/<pid>/exe` (below) — and on that exact box the kernel
refuses to let us read that link. Reading `/proc/<pid>/exe` is not gated on owning the process: it
goes through `cap_ptrace_access_check`, which requires the reader's effective set to be a superset
of the target's **permitted** set. NixOS's own Plasma module ships
`security.wrappers.kwin_wayland = { capabilities = "cap_sys_nice+ep"; }`, so KWin holds a capability
and the host — which must stay uncapped, because a capability is exactly what makes it
unidentifiable to KWin (v0.27.0, above) — gets `EACCES`. The two traps compose: the name *needs*
`exe` because nixpkgs wrapped the binary, and `exe` is *denied* because NixOS capped it. Detection
went straight back to `ActiveKind::None`, `wayland` to `-`, and every connect to
`no usable compositor`. It presents identically to the v0.27.0 bug, which is why a box that had been
worked around with a decoy process broke again the moment the decoy was removed.
Name resolution now falls through to `argv[0]` (`/proc/<pid>/cmdline`) when the kernel refuses `exe`.
That reads correctly for the same reason `ps` does: make-wrapper's wrapper `exec -a "$0"`s the hidden
binary, so `argv[0]` survives the decoration `comm` does not. Measured on Linux 6.x against a capped
target, for a file capability and for the ambient form `security.wrappers` uses, identically: the
`/proc/<pid>` directory keeps its real owner (so the uid filter was never the problem), `comm` and
`cmdline` stay readable, and only `exe` fails. `argv[0]` is consulted **last** and never overrides a
readable `exe` — it is the process's own claim about itself, and a same-uid process can set it to
anything; the worst a spoof achieves is aiming detection at a backend that then fails its own
availability probe. The `comm` fast path is still one read for every ordinary distro.
Also reached by the same rung: `gamescope` carries `cap_sys_nice` on a number of distros, so a
*wrapped and capped* gamescope was equally invisible to the foreign-gamescope probe.
### Game Mode on Nobara — the WSI opt-out never reached the games
🛑 **v0.27.0's fix for the distro Vulkan WSI layer was clobbered by the session script, so games ran
on a black screen** while the host's own log claimed the layer had been disabled. Steam Big Picture
came up, showed the right mode, showed the perf overlay — and then every game played sound and took
input over a black picture, with no error on either side.
The layer (`VkLayer_FROG_gamescope_wsi`) ships with the *distro's* gamescope and speaks its
`gamescope_swapchain` protocol; ours disagrees, so the compositor rejects the client's
`swapchain_feedback` and kills it. v0.27.0 turned the layer off with `ENABLE_GAMESCOPE_WSI=0` on the
session unit. `gamescope-session-plus` then runs an unconditional `export ENABLE_GAMESCOPE_WSI=1`
near the top of the script — before it launches anything — so the opt-out survived exactly as long
as it took the script to start, and every process the session spawned got the layer back. Nothing
looked wrong because the casualty is Vulkan clients specifically: Steam's own UI is not one.
The opt-out is now `DISABLE_GAMESCOPE_WSI=1` as well. The Vulkan loader reads an implicit layer's
two manifest knobs in a fixed order: `enable_environment` must equal `"1"` to switch the layer on,
and `disable_environment` is then consulted last and wins on **presence alone**, at any value. The
session script never mentions that second variable, so it is the one that survives. Both spellings
go out, on the transient unit and on the box's own session drop-in.
### punktfunk-gamescope `+pfhdr6` — a NO_FOCUS window can no longer steal the composite
🛑 **A mapped-but-unpainted window carrying `GAMESCOPE_NO_FOCUS=1` could win gamescope's focus
selection and turn the composite — and the stream fed from it — black while every health signal
stayed green.** Bazzite's hhd-ui (Handheld Daemon overlay) sets that atom once at init, stamps
Steam's appid, and crash-loops under a headless takeover; each respawn remapped a fullscreen black
window that steamcompmgr then chose over Big Picture (observed on a Bazzite box: client stats
happily decoding 60 fps at 0.1 Mb/s of black; killing hhd-ui restored the picture instantly). No
gamescope — upstream or Bazzite's fork — ever consumed the atom; its setters (hhd-ui, MangoHud)
show and hide via the `STEAM_OVERLAY` protocol and rely on never being focusable. Patch 0008 wires
`GAMESCOPE_NO_FOCUS` exactly like `GAMESCOPE_EXTERNAL_OVERLAY` (read at map, PropertyNotify-tracked,
skipped by both focus-candidate collectors) without touching compositing or `appID`. Banner
`+pfhdr5``+pfhdr6`; no new capability — the bump is so a field box's banner tells the two
behaviors apart.
### Linux capture — the truncated first attempt no longer latches sticky downgrades
🛑 **The pipeline retry loop's deliberately short (2.5 s) first-frame attempt could permanently
downgrade the whole host process.** On expiry, the portal capturer's timeout diagnosis latched
whichever offer it implicated — HDR capture off (per source), the raw-dmabuf offer off, the
EGL→CUDA offer off — as if the compositor had refused it, when the budget was truncated by design
and a gamescope cold start routinely needs longer before delivering anything. One lost race at
connect then pinned every later session to SDR and/or CPU capture until the host restarted. The
truncated attempt is now declared provisional end to end
(`Capturer::next_frame_within_provisional`): its expiry names the same suspect in the error text
but latches nothing; only the full-length attempts that follow hand down negotiation verdicts. The
classification is a pure function with tests
(`pf_capture::linux::first_frame_timeout_tests`).
## v0.27.0
87 commits since v0.26.0.
### Versions
| | v0.26.0 | v0.27.0 | Notes |
|---|---|---|---|
| Wire protocol | 2 | **2** | unchanged |
| C ABI | 17 | **18** | `punktfunk_connection_next_rumble_cmd2` **added**; nothing removed or changed |
| Workspace crate dirs | 26 | **27** | `crates/punktfunk-encode-worker` (39 members; two `tools/` crates deliberately *excluded*) |
| Virtual-display driver protocol | 6 | **6** | unchanged (minimum accepted still 3) |
| Windows virtual-gamepad channel | 3 | **3** | unchanged — three `device_type`s added additively |
| Plugin index schema | 1 | **1** | unchanged |
| `api/openapi.json` | 0.25.0 | **0.25.0** | unchanged — no management-API edits this release |
| gamescope patch level (`+pfhdrN`) | 4 | **5** | 6 patches → 7 (the PipeWire use-after-free); `pkgrel` resets 3 → 1 |
| `@punktfunk/host` (SDK) | 0.1.4 | **0.1.4** | unchanged |
| `@punktfunk/plugin-kit` | 0.4.0 | **0.4.0** | unchanged |
**`crates/pf-driver-proto` is no longer byte-identical to the previous release.** It was through
both v0.25.0 and v0.26.0, so if you ship the virtual-display driver or the gamepad channel and have
been skipping this crate, stop skipping it here. The change is purely additive — three `device_type`
constants, no field moved, no size changed.
### ⚠ Breaking changes
**None** for embedders or the wire. Every embedder, packager and plugin that works against v0.26.0
works against v0.27.0 unchanged; the C ABI moves, but by addition only (below).
Two things change shape for **packagers** and one **default** flips:
- **A second installed binary**, `punktfunk-encode-worker` — see the section below. It is the only
file that may carry `cap_sys_nice=ep`, and it must be a separate file.
- **`PUNKTFUNK_XBOX_BACKEND` now defaults to `hid`** on Windows, so an Xbox pad is built as a real
HID device rather than the XUSB companion. `=xusb` is the escape hatch.
- **NixOS `scripting.autoStart` now defaults ON**, matching every other packaging (detailed below).
### `punktfunk-encode-worker` — the GPU-priority capability moves off the host
0.26.0 left the PyroWave priority ladder wired and inert: it needs `CAP_SYS_NICE`, and 0.26.0-1
proved the host can never hold one — see **PyroWave on Linux — Wave 2**, PW1, under v0.26.0 below. A
capability-carrying process cannot be identified by KWin (`cap_ptrace_access_check` refuses
`/proc/<pid>/exe` to a reader whose effective set is not a superset of the target's **permitted**
set), so it never gets `zkde_screencast_unstable_v1` and every KDE desktop session dies. Neither
`prctl(PR_SET_DUMPABLE, 1)` nor systemd `AmbientCapabilities=` nor a NixOS `security.wrappers` entry
changes that — all three land the capability in the same permitted set.
The capability therefore moves to a process that fronts nothing. **`punktfunk-encode-worker`** is a
new workspace member and a new installed binary: it owns the priority-elevated Vulkan device for
PyroWave sessions, receives capture dmabufs over a `SOCK_SEQPACKET` pair from its parent, and returns
compressed access units. It connects to no compositor, no D-Bus and no network, so its
non-dumpability costs nothing and its blast radius is one socket to the host that spawned it.
🛑 **The invariant, for anyone packaging this:** the worker is a **separate file**. Never a hardlink
to `punktfunk-host` and never a subcommand of it — a shared inode shares the file capability, which
silently re-creates 0.26.0-1 on every KDE box. `punktfunk-host` carries no capability, on any
channel, ever.
- **The grants are re-targeted, not re-introduced.** Every channel that granted in 0.26.0-1 grants
again, at the worker: Arch `.install` (`post_install` **and** `post_upgrade` — a replaced binary is
a new inode), RPM `%caps(cap_sys_nice=ep)` in `%files` (never a `%post setcap`; this covers Fedora
and Bazzite layering), the Bazzite sysext staging tree pre-`mksquashfs` (which does record
`security.capability`), the deb `postinst`, the Deck installer, and NixOS
`security.wrappers.punktfunk-encode-worker`. Every #136 host-side removal stays verbatim, including
the sysext's host hard-fail.
- **The sysext assertion is amended, not removed** — host must be empty (hard fail), worker must
carry **exactly** `cap_sys_nice=ep`. A *missing* worker capability is not an error: the grant is
best-effort everywhere.
- **A new release-CI leg asserts the getcap matrix** on the built Arch package, the deb and the
mounted sysext raw. The 0.26.0-1 lesson was "verify the package, never the board"; this is that,
mechanized, and it is what would have caught the original break.
- **On NixOS the env override is load-bearing**, not a convenience: a file capability cannot live on
a read-only store path, so the module wraps the worker and sets `PUNKTFUNK_ENCODE_WORKER` to the
wrapper path in the unit. An ambient grant is fine *here* — the worker is not a KWin client. The
host's `ExecStart` stays on the plain store path (the #136 fix stands).
**Fallback ladder — no rung can kill a negotiated session.** Binary not found → spawn failure →
handshake timeout → protocol or workspace-version mismatch → socket EOF mid-session all fall back to
the **in-process encoder exactly as today**, at default priority, with one warning. Host and worker
are different files now, so the version check is load-bearing rather than decorative; they ship
lockstep in every channel. The in-process path stays compiled and tested — it is the floor, not dead
code. `PYROWAVE_QUEUE_PRIORITY` keeps its 0.26.0 grammar and is now forwarded **explicitly** in the
handshake rather than read from the worker's environment, which is sanitized at spawn; one env var
still means one thing on both platforms.
### NixOS — session detection, module defaults, and a CI gate that was never running
🛑 **The host could not detect any graphical session on NixOS, at all.** The live-session probe
matched `/proc/<pid>/comm` exactly against `kwin_wayland` / `gamescope` / `gnome-shell` /
`Hyprland`. `comm` is the kernel's name for the **executed file**, truncated to 15 bytes — not
`argv[0]` — and nixpkgs wraps essentially every graphical binary: `wrapProgram` moves the real ELF
aside to `.<name>-wrapped` and installs a wrapper that `exec -a "$0"`s it. So the kernel reports
`.kwin_wayland-w` while `ps` and `pgrep -a` show a perfectly ordinary `kwin_wayland`, because they
read argv. Every probe answered `ActiveKind::None` on a running desktop, and nothing downstream
could recover: `wayland` logged as `-`, a correct `WAYLAND_DISPLAY` changed nothing, `Auto` returned
the *detected* backend so a live KWin already in `available()` was never chosen, and a
`PUNKTFUNK_COMPOSITOR` pin turned the miss into a hard error through `pinned_at_a_dead_session`.
sway and river survived by accident — nixpkgs' wrapper execs a binary still called `sway`.
Names are now resolved through `/proc/<pid>/exe`, whose file name is untruncated, with the nixpkgs
decoration stripped. Stripping requires **both** the leading `.` and a trailing `-wrapped`, so
KWin's own real `kwin_wayland_wrapper` binary keeps its name instead of collapsing into
`kwin_wayland` and handing the probe the parent's PID. The `comm` fast path is unchanged for every
ordinary distro — one read, no readlink — and no name that matched before can stop matching. Also
applied to the foreign-gamescope probe, which had the same defect.
**Module changes** (`services.punktfunk`):
- **`host.desktopSession`** *(new, default `false`)* — binds the host to `graphical-session.target`,
the declarative form of the `punktfunk-host-desktop-session.conf` drop-in. Without it a
Plasma/GNOME restart leaves the host holding a Wayland socket and portal D-Bus connection that
died with the old compositor: it still listens, still answers, and every session after that fails
at capture. Off by default because an appliance may never reach that target and would be left
permanently stopped.
-**`scripting.autoStart` now defaults ON** *(behaviour change)*, matching the deb `postinst` and
RPM `%post`, which both `systemctl --global enable` the runner, and the sysext's baked-in
`default.target.wants` symlink. It was opt-in here on the reasoning that the runner is inert until
you add automation — untrue since the game-library scanners became plugins, so a NixOS host came
up with an empty library and no obvious cause. Opt out with `scripting.autoStart = false` or
`systemctl --user mask punktfunk-scripting`.
- **Three divergences from the shipped units, ported.** `punktfunk-web` gains
`StartLimitIntervalSec=0` (without it, 5 starts / 10 s against `RestartSec=2` gives up permanently
after ~10 s — exactly the window before the host's first `serve` writes the mgmt token, so a
console enabled before the host's first run stayed dead) and `Restart=always` rather than
`on-failure`. `punktfunk-scripting` gains the sandbox the deb/rpm unit has all along
(`NoNewPrivileges`, `ProtectSystem=strict`, `ReadWritePaths=%h /tmp`, restricted address families,
`PrivateTmp=no`) — it is the one unit that runs arbitrary operator TypeScript by design, and it
had been running strictly less confined on NixOS than anywhere else.
- A **warning** when the host is enabled and `xdg.portal.enable` is not.
🛑 **`nix flake check` does not check `nixosModules`** — worth knowing for anyone maintaining a
flake. It forces the value and asserts it is a lambda taking an open attribute set, and stops;
nix's source still carries `// FIXME: if we have a 'nixpkgs' input, use it to check the module.`
Measured: a module with a nonexistent option, a nonexistent `pkgs` attribute **and** a nonexistent
`lib` function passes, printing `checking NixOS module ... all checks passed!`. `nix.yml`'s header
claimed that leg covered the module; it never had. `checks.<system>.nixos-module`
(`packaging/nix/module-check.nix`) now evaluates it against real nixpkgs across four scenarios and
asserts on the rendered units, including a guard that the host's `ExecStart` stays on the plain
store path while the encode worker points at the wrapper. Its assertions are pure Nix, so
instantiation runs them and the existing `--no-build` leg is enough. `punktfunk-gamescope` gains a
`build-gamescope` dispatch input — it is on the critical path of every host build yet nothing
compiled it, and it tracks nixpkgs' gamescope, so a `flake.lock` bump is what breaks it.
### C ABI 17 → 18
**`punktfunk_connection_next_rumble_cmd2` is new.** The `0xCA` rumble plane carries the two Xbox
impulse-trigger motors (v3, below) and `punktfunk_connection_next_rumble_cmd`'s fixed out-params
have no room for them:
```c
PunktfunkStatus punktfunk_connection_next_rumble_cmd2(
PunktfunkConnection *c, uint16_t *pad, uint16_t *low, uint16_t *high,
uint16_t *left_trigger, uint16_t *right_trigger,
uint32_t *backstop_ms, uint32_t timeout_ms);
```
**Added, not widened.** `_cmd` keeps its signature *and* its values bit-identical for handle-only
traffic; all four rumble entry points remain exported. An exported parameter list is part of the
contract, and growing one in place breaks every out-of-tree embedder at once — with a
stack-corruption signature rather than a link error. This follows the existing
`next_rumble``next_rumble2` precedent.
**One behavioural delta on the old symbol**, documented in `abi.rs` and pinned by a test: against
a host driving the trigger motors, a `_cmd` caller now receives commands with `low == high == 0`
where the demux previously dropped the update entirely. They are idempotent handle stops — the
command as a whole is not silent, so redundant-stop suppression cannot fold them. Zero cost today:
nothing sources non-zero trigger levels yet.
**Render trigger levels only on a pad that has trigger motors.** Do not fold them into the handles —
impulse-trigger content is continuous, so folding it drones the handle motors flat-out. Query
`SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN` or `GCDeviceHaptics.supportedLocalities`.
🛑 **This delivery path is deliberately built ahead of its producer and nothing here claims
otherwise.** Exactly one backend can ever source these levels — the Windows HID Xbox pad's output
report `0x03` — because `XINPUT_VIBRATION` and evdev `FF_RUMBLE` both have two members. That
producer is reachable only through GameInput, which does not enumerate an `xinputhid`-promoted Xbox
pad at all (measured against a real Microsoft Elite, equally invisible there while classic XInput
reads it live). The wire, the engine and this entry point are exercised by synthetic levels only.
### Gamepads
- **`PUNKTFUNK_GAMEPAD_XBOXELITE = 11`** — a new `GamepadPref` wire byte, appended to
`Hello`/`Welcome`. The `Auto` sentinel in the round-trip test moved 11 → 12. An older peer
degrades an unknown byte to `Auto`, so this is graceful in both directions.
- **`XboxOne` is now a distinct HID identity on Windows** (`045E:02FD`, Bluetooth Xbox One S)
through the UMDF minidriver. It used to fold to `Xbox360` there, because the only Windows Xbox
backend was the XUSB companion, which presents one fixed 360 identity and cannot vary it.
- **Three new `pf_driver_proto::gamepad` device types**, contiguous and sharing one report
descriptor byte for byte (they are the same pad in HID terms; the descriptor is the report
*shape*, the identity is what the OS keys mappings off):
| const | value | identity |
|---|---|---|
| `DEVTYPE_XBOX` | 4 | `045E:0B13` Xbox Wireless Controller |
| `DEVTYPE_XBOX_ONE_S` | 5 | `045E:02FD` Xbox Wireless Controller (One S) |
| `DEVTYPE_XBOX_ELITE` | 6 | `045E:0B22` Xbox Elite Wireless Controller Series 2 |
⚠ The Xbox input report is **not** 64 bytes like its siblings — it is `XBOX_INPUT_REPORT_LEN`
(16). The driver serves per-identity report lengths, because hidclass sizes its buffer from the
descriptor and refuses an over-long source.
-**Elite paddles are not implemented.** `BTN_PADDLE1..4` still fold or drop exactly as on the
other Xbox classes. `DualSenseEdge` remains the only virtual pad with native back-button slots.
- **All three Xbox identities install `pfGamepadXbox`**, their own DDInstall section, which attaches
the `xinputhid` bus filter. Merging it back into the shared `pfGamepad` section is a one-line edit
that looks like tidying and would hand a DualSense, DualShock 4, Edge and Steam Deck to
Microsoft's Xbox translator. `only_the_xbox_identity_installs_the_xinputhid_section` asserts the
split in both directions.
**What actually promotes the pad — two registry values, and the pairing is the whole finding.**
`UpperFilters=xinputhid` is a `.HW` AddReg (hardware key); `DevicePropertyFlags=1` is a DDInstall
AddReg (software key). A one-value A/B on real hardware: removing `DevicePropertyFlags` alone
reverts everything — no `IG_00`, no XUSB interface, no XInput, no WGI entry — while `UpperFilters`
alone is completely inert. `1` = `BusDevice`, which Microsoft's own comment glosses as "a focused
bus filter driver for the IG_ problem". **This retracts an earlier in-tree conclusion that the
filter should never ship**: it was never broken, it had simply never been switched on.
⚠ Microsoft's allow-list contains `02D1, 02DD, 02E3, 02EA, 0B00, 0B0A, 0B13, 02FF` — neither `02FD`
nor `0B22` is on it, and promotion happens anyway, because it comes from our own AddReg.
### Wire (no version change)
**The `0xCA` rumble datagram gains a v3 form**, `PUNKTFUNK_RUMBLE_V3_LEN = 14`:
```
v1 7 B: [0xCA][u16 pad][u16 low][u16 high]
v2 10 B: … [u8 seq][u16 ttl_ms]
v3 14 B: … [u16 left_trigger][u16 right_trigger]
```
v3 is built *from* v2's bytes, so the prefix relationship is structural rather than a convention two
encoders must keep agreeing on, and every reader gates with `>=`. All four levels share one `seq`
and one TTL deliberately: they are one statement of the pad's feedback at one instant, so the entire
v2 apparatus — renewal cadence, stop burst, the client's seq gate, the lease clamp — governs the
triggers with no new code. The new `RumbleUpdate` fields are plain `u16`, not `Option`: on a
level-triggered plane "absent" must mean zero, because "absent → keep the previous value" is the
stuck-rumble bug in a new costume.
**The two trigger `enable`-mask bits remain conjecture.** Bits 2/3 (the handles) are measured;
bits 0/1 are inferred from field order and nothing else. No test asserts them. XInput cannot settle
this; it has two motors.
### Packaging
- **gamescope pin `8c676c39``5fb8dce4`** (3.16.25-1 → 3.16.25-11), all six patches rebased, plus
a **seventh**: the PipeWire use-after-free that aborted a session on every connect. The marker
moves `+pfhdr4`**`+pfhdr5`**, so `pkgrel` resets to 1.
- **Patch 0001 offers `xBGR_210LE` before `xRGB_210LE`.** ⚠ Deliberately *not* done by calling
upstream's `vulkan_get_rgb10_capture_format()` — that symbol landed after 3.16.25 and would break
`packaging/nix/gamescope.nix` with an opaque C++ error instead of a patch conflict.
- **Every `punktfunk-gamescope` RPM ever published was unsigned.** `Sign RPMs` runs right after
`Build RPM`, while the gamescope RPM is built ~90 steps later behind its own cache, so it missed
the signing pass entirely — and the repo file we ship carries `gpgcheck=1`. A second pass signs it
before publish, fail-closed on a tag.
-**The v0.26.0 gamescope gate failed the job at the *build* step**, which in `deb.yml` runs before
both the apt publish and the release attach — so a missing *extra* withheld the host `.deb` itself,
and the `.deb` published on v0.26.0 still carries the `CAP_SYS_NICE` grant. `rpm.yml` had the
identical latent bug. Both now warn at build/package time and gate as the **last** step of the job.
- **`driver uninstall --audio`** — a third Inno `[UninstallRun]` entry that removes the MEDIA-class
devnodes the host mints at runtime. Marker-matched, never name-matched: our instances are
name-identical to Steam's, and a `ROOT\` enumeration guard means a marker-shaped value on a real
sound card can never cost the user their hardware.
- **The sysext `post_merge` step re-runs when already current, plus a new `reapply` verb.** A sysext
upgrade is driven by the script from the **old** image, so a `post_merge` step added in a release
is executed by nobody, permanently, on exactly the installs that need it.
### Host
- **HDR capture offers `xBGR_210LE` before `xRGB_210LE`.** gamescope's capture textures are
mappable, hence linear-tiled, and NVIDIA does not implement linear-tiled STORAGE for
`A2R10G10B10_UNORM_PACK32` — so `imageStore` lands in XBGR order while the buffer is still
*labelled* `XRGB2101010`. Every mapping on both ends audits clean because the label was right and
only the content was wrong. Fixed host-side because the deployed gamescope cannot self-correct.
- **One NVENC open failure no longer kills every session on the box**, and the 10-bit capability
probe no longer wedges a direct-SDK host process-wide with `NV_ENC_ERR_INVALID_VERSION`.
- **`/api/v1/local/summary` reports the resolution the session actually got**, not the negotiated
one it was seeded with.
### Workspace
`crates/punktfunk-encode-worker` joins as a member (above). Two bring-your-own-hardware measurement
tools are added and **excluded** in the root manifest, so `cargo build --workspace` and CI never see
them: `tools/hid-descriptor-dump` (dumps and decodes a real HID report descriptor; pulls `hidapi`)
and `tools/win-input-matrix` (asks each Windows input API what it can see — ⚠ `wake_wgi()` is not
optional there: both WGI collections return a cache a console app has never started filling, so
without subscribing first they come back empty with real controllers attached).
### Host and client environment variables
- **`PUNKTFUNK_XBOX_BACKEND`** *(new, host, Windows)*`hid` (the new **default**) or `xusb` (the
escape hatch). The HID pad is now a superset of the XUSB companion: it keeps classic XInput while
gaining Steam, SDL, RawInput, DirectInput, `joy.cpl` and WGI, plus rumble, which XUSB could not
source at all. The escape hatch stays because promotion leans on Microsoft's inbox
`xinputhid.inf`; if a servicing update changes it, one env var restores the old behaviour with no
reinstall. An unrecognised value takes the **default**, not the opt-out, so a typo cannot silently
drop a user onto the path with no HID collection.
- **`PUNKTFUNK_GAMESCOPE_BIND`** *(new, host, Linux)* — unset = auto, `0` = never, `1` = force.
Governs whether the host binds the patched gamescope over the distribution's `/usr/bin/gamescope`
inside a session's mount namespace.
- **`PUNKTFUNK_ENCODE_WORKER`** *(new, host, Linux)* — where to find the encode worker. Resolution
order: this variable → alongside `/proc/self/exe``PATH`. `off` forces the in-process encoder,
the debug escape hatch that makes the A/B a one-line change. Load-bearing on NixOS (above).
- **`PYROWAVE_QUEUE_PRIORITY`** *(unchanged grammar, new consumer)* — the *intent*, forwarded to the
worker; the granted class comes back in the handshake and the host logs it centrally, so the
in-process INERT warning does not double-fire. When the worker is uncapped as well — an operator
stripped it, or the filesystem cannot store the capability — the same INERT wording fires, now
naming the worker binary rather than the host.
### Documentation
- `docs-site` **Running as a service → GPU scheduling priority** rewritten around the split: the
worker carries the capability, the host never does, and `setcap` on `punktfunk-host` is called out
as the thing an operator must never do, with the `zkde_screencast_unstable_v1` symptom spelled out
so anyone who already did it can self-diagnose. The anchor is unchanged, so existing links hold.
- `configuration.md` gains the `PUNKTFUNK_ENCODE_WORKER` row and rewrites `PYROWAVE_QUEUE_PRIORITY`
off "the packages deliberately do not grant this".
- The 0.26.0 user-facing notes describe a privilege that is deliberately not granted. That is the
record of what 0.26.0 shipped and is **not** rewritten; the new phrasing — granted to the worker,
never to the host — lives in `docs/releases/v0.27.0.md`.
- `install.md` **NixOS** documents `desktopSession`, and its `punktfunk-scripting` bullet no longer
claims the runner "ships disabled": that was true only of Arch and source installs — apt, dnf, the
Bazzite sysext and now the NixOS module all start it, because the library scanners are plugins.
`bazzite.md` carried the same stale claim and is corrected. **Running as a service → Restart the
host with your desktop** gains the NixOS one-liner beside the drop-in.
- `packaging/nix/README.md`: `desktopSession`, `gamescopeHdr`/`gamescopePackage` and the
`punktfunk` group added to the option tables; the "what the module configures" list gains the
`security.wrappers` entry, with the KWin-identification reasoning for why the capability is on the
worker and not the host; and a caveat recording that `nix flake check` does not check the module,
plus the two rules for editing `module-check.nix`.
---
## v0.26.0
52 commits since v0.25.0.
### Versions
| | v0.25.0 | v0.26.0 | Notes |
|---|---|---|---|
| Wire protocol | 2 | **2** | unchanged |
| C ABI | 17 | **17** | unchanged — no symbol added, removed or changed |
| Workspace crate dirs | 26 | **26** | unchanged (40 workspace members) |
| Virtual-display driver protocol | 6 | **6** | unchanged (minimum accepted still 3) |
| Windows virtual-gamepad channel | 3 | **3** | unchanged |
| Plugin index schema | 1 | **1** | unchanged |
| `api/openapi.json` | 0.24.0 | **0.25.0** | tracks API edits, lags one release by convention |
| gamescope patch level (`+pfhdrN`) | 2 | **4** | 3 patches → 6; `pkgrel` 1 → 2 |
| `@punktfunk/host` (SDK) | 0.1.2 | **0.1.4** | |
| `@punktfunk/plugin-kit` | 0.3.2 | **0.4.0** | the `plugin` launch kind |
`crates/pf-driver-proto` is byte-for-byte identical to v0.25.0 and to v0.24.0 — if you ship the
virtual-display driver or the gamepad channel, the last two releases have not touched you.
### ⚠ Breaking changes
**None.** This is a fixes release. Every embedder, packager and plugin that works against v0.25.0
works against v0.26.0 unchanged. Two behaviour changes are worth knowing about anyway, because both
make a client advertise *less* than it used to — see **Capability advertisement** below.
### Capability advertisement
- **`VIDEO_CAP_444` is now probed, not asserted.** It rode the "Full chroma" setting alone. That was
safe while a software HEVC decoder sat underneath it; M8 removed one (there is no permissively
licensed HEVC CPU decoder, so `software_decodable_codecs()` is `H264|AV1`). The host grants 4:4:4
on HEVC **only** and answers the resolved chroma in the `Welcome` *before* the client builds a
decoder — so on a device with no 4:4:4 decode the toggle did not cost crispness, it cost the whole
codec: the Vulkan rung refuses the shape at construction, VAAPI refuses it too, there is no CPU
rung, and the session reconnects on H.264. No AMD silicon has HEVC 4:4:4 decode, so every Steam
Deck with that switch on lost HEVC. Per-profile and default-off, which is why it read as
intermittent.
Now gated on `hevc_444_hardware_decodable`, which asks the driver through the same code the rung
uses at construction (`VkH265Decoder::probe_stream_support`). **Both depths are required**, not
either: with HDR the host may resolve 4:4:4 10-bit, and a device offering `YUV444_8` but not
`YUV444_10` lands in the same hole. Answering from the Vulkan rung alone is exact rather than
approximate — it is the only rung in this build that implements 4:4:4 at all
(`pf_vaadec::profile_for` errors on `chroma_format_idc 3`, pf-dxvadec refuses anything but 4:2:0,
the CPU rung is 8-bit 4:2:0).
⚠ Deliberately **not** extended to `VIDEO_CAP_10BIT`/HDR: all three rungs implement 10-bit 4:2:0,
so a Vulkan-only probe there would withdraw HDR from boxes whose VAAPI/DXVA rung decodes it
perfectly — a regression against a case never observed.
The bit arithmetic moved into `video::video_caps_for` so the part that was wrong is testable
without a GPU, a host or a `Hello`; the test is verified non-vacuous against the planted defect.
### Host and client environment variables
Four new, one clarified. Verified new by `git grep` at the v0.25.0 tag, not assumed —
`PUNKTFUNK_JUMBO`, `PUNKTFUNK_WIRE_MTU`, `PUNKTFUNK_STREAMED_AU`, `PUNKTFUNK_LIBRARY_ART_ROOTS`,
`PUNKTFUNK_RECOVER_SESSION_CMD`, `PUNKTFUNK_GAMESCOPE_SDR_NITS`, `PUNKTFUNK_MAX_FPS` and
`PUNKTFUNK_ON_CONNECT_CMD` all already existed.
- **`PUNKTFUNK_OVERLAY_MASK`** *(new, client)* — controls the Steam-overlay input mask below.
- **`PUNKTFUNK_PYROWAVE_CHUNK_KIB`** *(new)* and **`PUNKTFUNK_PYROWAVE_STREAMED_AU`** *(new)*
PyroWave AU chunking and the streamed-AU path.
- **`PYROWAVE_QUEUE_PRIORITY`** *(existed, but was inert on Linux — see below)* — grammar: unset →
realtime, ASCII-lowercased, `off` alone disables, `high` asks for HIGH only, junk falls back to
the ladder rather than to off. ⚠ **One env var must not mean two things on two platforms**, so
the Rust grammar is unit-tested against the C patch's, including where both are deliberately
un-clever (neither trims).
- **`PUNKTFUNK_GAMESCOPE_REFRESH_RATES=60,90,120`** *(new)* — widens the set a gamescope session
offers in Steam's in-session display settings. The rate the session actually runs at is always
included, so it can only add options; junk entries are skipped rather than failing the host.
Requires gamescope patch level 3+.
- **`PUNKTFUNK_COMPOSITOR`** *(behaviour clarified, not changed)* — documented as "which backend to
drive", it also silently discarded `game_session=dedicated`: `resolve_compositor` gated the
dedicated route on `!overridden` and logged nothing either way. The pin still wins — it is the
operator's explicit knob — but it now says so and names itself. Two further holes closed with it:
the pin put its backend into `available()` unconditionally *and* skipped `apply_session_env`'s
`XDG_CURRENT_DESKTOP` scrub, so `pick_compositor` could never return `None` — the one call site of
`try_recover_session()`, which left `PUNKTFUNK_RECOVER_SESSION_CMD` unreachable behind that arm.
Liveness is now read on both paths. `needs_live_session()` exempts gamescope, which stands up its
own session, so pinning it on a headless box stays supported.
### Client settings keys
All additive; an older client ignores what it does not know, and a newer value can never trap an
older client.
- **`gamepad_ui_mode`** — `"connected"` (default, and exactly what the previous lone Bool meant) or
`"always"`. Splits *whether* the controller UI is offered from *when* it appears.
`GamepadUIEnvironment.isActive` takes the mode with **no default argument** on purpose: a call
site that forgot it would silently strand everyone who chose Always. An unrecognized value waits
for a controller.
- **`ui_palette`** gains `oled` at **index 1**, directly after the brand default — keeping
`PALETTES[0]` the unknown-id fallback and the dark-to-pale cycling order intact. Hand-mirrored in
three languages (`pf-console-ui`'s `library.rs`, `GamepadPalette.swift`, `GamepadPalette.kt`); each
port carries an `oled_is_actually_black` test that measures the claim (mean cell luminance 0.019
against Violet's 0.254) rather than restating the table.
- **`library-hidden.json`** — per-title hide list, mirroring how `library-scanners.json` holds
disabled sources. Deliberately **not** stored on the entry: a scanner's and a plugin's titles are
rebuilt from scratch on every scan and reconcile, so a flag written onto one would be erased
minutes later. Applied in `all_games`, the single funnel every play surface already goes through
(client grid, native clients, the GameStream app list, launch resolution).
### gamescope patches
Three → six, and the marker patch moves last so the banner is stamped after the capabilities it
advertises.
- **0003 — headless: advertise the virtual display's mode and refresh rates.** `CHeadlessConnector`
returned empty spans from `GetModes()` and `GetValidDynamicRefreshRates()` and reported
`GAMESCOPE_SCREEN_TYPE_INTERNAL`, so `update_mode_atoms` **deleted** the mode-list atom and
wlserver fell through to a one-entry refresh list built from `g_nOutputRefresh` — which, with
`--nested-refresh` absent, is `Init()`'s 60 Hz default. That is why a 1920x1080@120 client saw
"gamescope only shows 60hz" and Overwatch capped itself to 60 while the stream ran at 120. Now
populates both from the resolved mode, reports `EXTERNAL`, and adds `--custom-refresh-rates`.
gamescope-session-plus has probed for that flag for years; upstream never had it, so the
`CUSTOM_REFRESH_RATES` env it plumbs was a no-op everywhere.
- **0004 — pipewire: optionally composite the external overlay into the capture stream.** That layer
is mangoapp. `paint_pipewire` has never referenced it on any version. Behind
`--pipewire-composite-external-overlay`, off by default.
- **0006 — never destroy the Vulkan device or output.** `g_device` (`CVulkanDevice`) and `g_output`
(`VulkanOutput_t`) were plain globals, so glibc ran their destructors from `__run_exit_handlers`
once `main()` returned — calling back into an ICD that had already been torn down and unloaded.
Faulting address equalling the instruction pointer is the signature. Reproducible with
`gamescope --backend headless -W 1280 -H 720 -r 60 --xwayland-count 1 -- true` (exit 139, every
time). Both globals get storage constructed exactly as before but never destroyed; pinning only
the device relocated the fault into `~VulkanOutput_t`, hence a shared `CNoDestroy<T>`.
**`+pfhdrN` deliberately does not move for 0006.** The marker is a capability tier the host
probes via `gamescope_patch_level()` *before* it spawns; this patch adds no capability, so bumping
it would advertise a tier that does not exist. Ships as a `pkgrel` bump instead.
⚠ gamescope CI legs are best-effort — a broken patch is a **missing package**, not a red run.
### Virtual-display handle ownership (Windows)
The control-device sharing contract was "bare `HANDLE` copies, never closed for the process
lifetime": retired handles were kept alive because pinger/linger threads and capture closures held
raw copies whose soundness depended on no-close. An open control handle is exactly what vetoes the
PnP disable — and can wedge the `pnputil` restart — that wake-from-sleep recovery leans on, so every
post-wake adapter reload came back REFUSED. `reset-pf-vdisplay.ps1` stops the whole host service
precisely to get those handles closed; the in-process recovery could not.
Ownership is now `Arc` all the way out: `ensure_device` / `device_handle` / `control_device_handle`
hand out `Arc<OwnedHandle>` clones, every consumer holds its clone across its IOCTLs (ending the
`isize` smuggling — `Arc<OwnedHandle>` is `Send + Sync`), and retiring drops only the manager's
reference. `DeviceSlot::retired` is gone.
**Nothing may store a bare control `HANDLE` again.** The whole fix is that the handle closes when
the last in-flight user drains.
### Presenter — points are not pixels
`SDL_GetDesktopDisplayMode` reports a mode in **screen coordinates** and hands the pixels-per-point
ratio back separately as `pixel_density`; `m.w`/`m.h` were read raw. KDE advertises a 2560x1600 panel
at 150 % as 1707x1067 points with a density of ~1.4997, `render_scale::apply` even-floors both odd
axes, and 1706x1066 went on the wire. Multiplying by the density recovers 2560x1600 to the pixel.
⚠ Inert on X11 and Windows: SDL never sets a density there and `SDL_video.c` normalizes the unset
0.0 to 1.0. **This bug needed a compositor doing fractional scaling.**
Second, independent defect: the SDL window was created without `HIGH_PIXEL_DENSITY`, so the Wayland
surface stayed at buffer scale 1 and the swapchain was built at 1707x1067 for KWin to upscale. That
one also silently shrank "Match window", which asks the host for `size_in_pixels()`.
### Apple audio session
`micEnabled` and `echoCancel` both default to `true`, so the **default** iOS session is
`.playAndRecord` — and that branch set `.defaultToSpeaker`. That option is an output **override**,
not a preference, and it outranks an A2DP route. ⚠ **Wired headphones beat it, Bluetooth does not**,
so testing with a cable returns the wrong answer — which is what the comment sitting on it asserted.
Now solved against the route actually given: after activation, if the current output is
`.builtInReceiver`, override to speaker; anything external (Bluetooth, wired, CarPlay, AirPlay) is
left strictly alone. The override is a property of the current route — iOS drops it on every route
change, which is what lets a newly-connected headset win — so it is re-applied per route via an
observer, registered only for `.playAndRecord`, removed in `stop()` before deactivate, `deinit` as
backstop. Without it, dropping Bluetooth mid-stream lands on the earpiece.
⚠ Deliberately **not** adding `.allowBluetooth`: it would make a headset's mic usable but drag the
whole route onto HFP/SCO and collapse game audio to narrowband.
### Audio jitter policy
`JitterPolicy` (`punktfunk-core/src/audio.rs`, used by Linux/Windows/Android) and its mirror in
Swift `AudioRing`. The policy learned exclusively from audible failures on both sides: growth needed
**three** audible underruns; the A/V sync loop re-tested a shallower ring every five quiet seconds
and paid an audible starvation event every time it was wrong, forever; and a grown target was never
re-banked (growth raises a threshold — only a re-prime deepens the ring), so a bunching link rode
the knife edge with the "grown" target sitting inert.
Three mechanisms: **near-miss** (a read served with less than one protocol frame left over is the
same evidence as an underrun, heard by no one — grows one step per window, *before* the click);
**shrink probes** (every shrink armed for 5 s, undone on the spot if answered by an underrun or
near-miss, with a doubling backoff 60 s → 8 min on a failed sync-driven shrink; a surviving probe
resets it); **hollow re-prime** (an underrun while the depth *average* runs more than a step below
target re-primes immediately — the average, not the instant, separates a hollow ring from one late
packet, and it is seeded on prime so a fresh ring is never spuriously hollow).
Measured on a ten-minute simulation of the Wi-Fi power-save pattern (25 ms gaps / 300 ms, 50 ppm
skew): **~2000 audible events → 9.**
### Plugins, SDK and the runner
- **`category` never shipped.** The console correctly keeps `category: "library"` plugins out of the
nav; the host reported no category for them at all. `defineLibraryPlugin` sets it and
`sdk/src/ui.ts` forwards it — what shipped did not: `@punktfunk/host` was bumped to 0.1.2 on
2026-07-20 and `category` landed 2026-08-05 without a bump, so the registry's 0.1.2 is the
pre-category build. ⚠ **Inert until published.** `serveUi` now reads its own directory entry back
and warns once when a requested category did not land.
- **Local art sync failed on a `file://` disagreement.** `local_art_bytes` decodes a `file://` value
before testing containment; `validate_art_paths` handed the raw value to `Path::new`. Same defect
produced both the unreachable settings and `sync (startup) failed: HostRequestError`.
- **The runner now carries SDK updates.** The copy each installed plugin runs was pinned at install
time, so an SDK fix could never reach it.
- **`bun publish` runs `prepare`, and `prepare` needs bun2nix** — the SDK could not be published at
all. Also fixed: a corrupt committed `bun.lock` in plugin-kit.
- **Decky client update.** `flatpak remote-info punktfunk-origin io.unom.Punktfunk` names no branch;
the remote publishes `stable` **and** `canary`, so the ref is ambiguous and flatpak refuses it —
⚠ one branch being *installed* does not disambiguate, the ambiguity is on the remote. The call
failed on every box, every time, and returned `available=False`, which the panel rendered as good
news. Every query now names the ref in full via `_flatpak_ref()` (no subprocess), carrying the
**scope** too, so a system-wide install is no longer invisible to a check that hardcoded `--user`.
A check that cannot run now reports `client_error`.
### Packaging
- **The `punktfunk` group is created everywhere the udev rule needs it.** `60-punktfunk.rules`
chgrp's the usbip vhci attach/detach nodes to a dedicated group (security review 2026-08-05 M-4:
writing `attach` materialises an arbitrary emulated USB device, so it must not ride on `input`).
**Four of six install paths shipped that rule in 0.25.0 without creating the group** — chgrp
failed, nodes stayed `root:root 0644`, the virtual Deck pad silently never attached, and
`usermod -aG punktfunk` failed outright. Fixed in arch `post_upgrade()` (only `post_install` was
correct, so every box that reached 0.25.0 by `pacman -Syu` missed it), nix (`users.groups.punktfunk`
did not exist), the bazzite sysext (a group is host state and cannot ride an image), and the Steam
Deck scripts. deb and rpm were correct throughout.
- **`punktfunk-gamescope` now builds for RPM and apt**, not Arch only.
- **Arch release-rebuild prune** called a helper that cannot exist in a release rebuild. Together
with the FFmpeg 9 repackage this closes the 0.25.0-1 → 0.25.0-2 episode in the pipeline rather
than by hand.
- **Steam Deck `update.sh` / `install.sh`.** The web step ran `bun install --frozen-lockfile` with
no `--ignore-scripts`, so web's `postinstall` (`bun2nix -o bun.nix`) rewrote a **tracked** file on
every update; the SDK step below it had always passed `--ignore-scripts`, and that asymmetry is
the whole bug. Now `--ignore-scripts` plus an explicit `bun run codegen` — provably equivalent,
since web's `prepare` is literally `"bun run codegen"` and `src/api/gen`, `src/paraglide` and
`src/routeTree.gen.ts` are gitignored. `--pull` restores `web/bun.nix` and `sdk/bun.nix` before
pulling, which is lossless by construction. ⚠ Deliberately **not** `git reset --hard`: `$SRC`
defaults to the operator's own checkout. Also: `web.env` secret hygiene — `chmod 600` sat inside
the create-only branch, so an install set up once and only updated since kept it world-readable.
`packaging/debian/build-web-deb.sh`, `packaging/arch/PKGBUILD` and `packaging/rpm/punktfunk.spec`
still lack `--ignore-scripts` for web — harmless (throwaway build trees), left as follow-up.
### Triage tooling
**`--probe-decode` described a different device from the one that streams.** The RADV
video-decode opt-in sat *after* the `--list-adapters` / `--probe-decode` / `--list-audio` / `--pair`
early exits, so the triage tool never had it. Measured on a Deck, same binary back to back: bare
`--probe-decode` printed "vulkan video decode: no", "driver decode ops: none (0x0)", "no queue
family advertises VIDEO_DECODE"; with `RADV_PERFTEST=video_decode` in the environment, "YES" and
"H.264, H.265, AV1, VP9". ⚠ **Any Deck triage that consulted it reached the opposite of the truth.**
Hoisted to the top of `run`, ahead of every early exit.
### PyroWave on Linux — Wave 2
The program's own measurement, from patch 0005's header: `encode_gpu_synchronous` goes from ~2 ms
to **1518 ms at 95 % game load**, with the stream frame rate collapsing. PyroWave encodes on the
same shader cores a game saturates; NVENC is immune because it has its own ASIC.
- **PW1 — the GPU-priority lever had never fired on Linux.** The vendored patch requests an elevated
global-priority queue, gated `if (!inherit_info)` — and **only Windows leaves `inherit_info` null**
(`pyrowave_create_device_by_compat`, where Granite builds the device itself). Linux passes its own
create-infos, Granite's `get_existing_create_info()` hands them back, `create_device` takes the
inherit branch, and the whole block is skipped. Now wired natively in `open_inner`'s `DeviceHold`,
ladder REALTIME → HIGH → no-priority, stepping only on refusal; a refused class can never fail the
open. The extension probe reuses the `dev_ext_props` already fetched for `queue_family_foreign` and
takes KHR or the EXT alias — the same spelling pf-zerocopy probes, so the two cannot disagree.
**Needs `CAP_SYS_NICE`**, which the packaging granted in `0.26.0-1`; without it the lever does
nothing.
🛑 **Corrected in `0.26.0-2`: the packaging no longer grants it, and must not.** Every channel that
did (Arch `.install`, RPM `%caps()`, the Bazzite sysext image, the deb postinst, the NixOS
`security.wrappers` entry) broke desktop streaming on KDE outright — field-reported on CachyOS and
Bazzite as `KWin does not expose zkde_screencast_unstable_v1 to this client`. KWin identifies a
client by resolving its `/proc/<pid>/exe` against an installed `.desktop`, and the kernel refuses
that readlink to any reader whose effective set is not a superset of the target's **permitted**
set (`cap_ptrace_access_check`) — KWin has no capabilities, so a capability-carrying host is
unidentifiable and the restricted globals are never advertised. Neither `prctl(PR_SET_DUMPABLE, 1)`
nor systemd `AmbientCapabilities=` rescues it; only an uncapped process is identifiable. The lever
therefore stays wired but unexercised on a stock install (the ladder degrades to default priority),
and is opt-in for gamescope-only hosts, which have no such identity check.
- **PW5 — two encoder handles.** `Encoder::Impl` owns exactly one each of `wavelet_img_high_res`,
`bucket_buffer`, `meta_buffer`, `block_stat_buffer`, `payload_data`, `quant_buffer`, and
`Impl::encode` *opens* by discarding them (an image barrier with `VK_IMAGE_LAYOUT_UNDEFINED` as the
old layout, plus three `fill_buffer` clears). Two encodes submitted to one queue have **no**
execution dependency in Vulkan — submission order orders the start, not the completion — so N+1's
DWT would overwrite N's wavelet bands while N's block packing still reads them. Content-dependent
and silent. Overlap therefore means two handles alternated, one per slot. ⚠⚠ **The landmine:**
`sequence_count` also lives on `Impl`, and it is the **3-bit** counter stamped into every block
header. Two handles each counting 1,2,3… put 1,1,2,2,3,3… on the wire, and the decoder restarts a
frame only when the value *changes* — so a repeat reads as more blocks of the same frame. Depth is
**still 1**; the handles alternate with one in flight.
- **PW3 — the fence wait moved out of submit.** PyroWave was the one backend waiting its fence inside
`submit`.
- **PW7a — the jumbo leg was dead code.** quinn caps a peer's MTU-discovery search at
`min(MtuDiscoveryConfig::upper_bound, the other side's advertised max_udp_payload_size)`, and
`EndpointConfig::max_udp_payload_size` **defaults to 1472**. Nothing in the repo had ever touched
`EndpointConfig`, so raising the host's probe ceiling could never make discovery settle above 1472
— and the shipped mid-session grow's `settled >= sealed_datagram_bytes(target)` gate was
unreachable on **every path that has ever existed**. Two smaller contributors fixed with it: the
watcher stopped sampling the moment `settled >= 1472`, discarding the very climb the proof needs;
and a session sealed above the 1500-byte default was never checked against the path at all.
The advertisement is raised on the **client** endpoint under the same `jumbo_wire_mtu()` opt-in,
because it is not free: quinn sizes its endpoint receive buffer
`max_udp_payload_size × max_receive_segments × BATCH_SIZE` — on a GRO-capable Linux/Android client
that is ~2.9 MiB at the default and **~18 MiB at jumbo** (47 KiB → 288 KiB on Apple/Windows).
PyroWave is the codec that most wants this: it can never be re-keyed mid-stream (its client parses
chunk-aligned AUs in windows of the `Welcome` value, read once over the C ABI), so it should
*start* at the big shard. At an 8908-byte shard that is ~6× fewer datagrams per frame — **~49k → ~8k
pps at 550 Mb/s**.
### Zero-copy capture
- **The dmabuf latch conflated two causes with different lifetimes.** One `AtomicBool` served both
"the encoder repeatedly failed to import what this compositor allocates" (unrecoverable, a driver
fact) and "the dmabuf-only capture offer never negotiated" (which can just mean the compositor was
mid-restart). Sharing it made the second as permanent as the first: **one timeout, and every later
session on that host captured CPU frames until the process restarted** — including sessions against
a different compositor and a different node that had never failed at anything, with nothing said.
Now a `RawDmabufLatch` owning both: import failures stay sticky (unchanged 3-consecutive threshold);
negotiation timeouts get a retry budget of **2** — deliberately small, since each failure costs a
~10 s stall the user pays in dead air; a capture that negotiates credits the budget back; and both
are keyed to a capture identity (node id + portal bit).
- **The zero-copy path never asked for buffer headroom.** `build_dmabuf_buffers` set
`SPA_PARAM_BUFFERS_dataType` and stopped — no `SPA_PARAM_BUFFERS_buffers` at all, so the pool depth
every zero-copy safety argument rests on was entirely the producer's choice and we never expressed
a preference. Now asks for 8 (min 2, max 16) as a **Choice Range, deliberately not a fixed count**:
SPA intersects consumer and producer params, so a fixed 8 against a producer that can only afford 4
empties the intersection and the link stalls in "negotiating" with no error anywhere — ⚠ the exact
trap that once cost this codebase the entire Linux cursor channel, when a 256² cursor-meta max
failed to intersect Mutter's fixed 384². 8 buffers is ~133 ms of pool at 60 Hz and ~33 ms at 240 Hz;
16 is a ceiling, not a request (a 4K 4:4:4 buffer is ~25 MB).
- **A PyroWave session could drop to CPU capture and log nothing.** The CPU-fallback warning was gated
on `backend_is_vaapi`, which reads the **host-global** encoder pref — but a PyroWave session is
negotiated **per session**, so on an NVIDIA/auto host that gate is false and the session fell out of
every arm of the negotiation log chain while paying a full-resolution CPU pixel touch every frame.
A degraded host and a healthy one produced identical logs. Now asks the per-session question
(`consumer_kind`), widened to every GPU consumer and excluding only the software encoder, whose
native input *is* CPU frames. ⚠ `pyrowave_session` must outrank `backend_is_vaapi`, because a
PyroWave pref flips `backend_is_vaapi` on too.
### Steam-overlay input masking (Steam Deck)
On a Deck in Gaming Mode the Steam menu and the QAM are driven by the **same physical controller** the
client forwards, so opening either moved the game on the host as well — a second, invisible player.
Steam Input masks a normal game here; it cannot mask us, because masking happens on Steam Input's
virtual pad and we deliberately forward the **real** one (the virtual pad has no gyro, trackpads or
paddles).
**SDL's own gate cannot fire on a Deck.** SDL drops presses while a process has windows but no
keyboard focus, and it is on by default — but gamescope resolves focus per Xwayland ctx and the client
sits alone in its own, so the Steam overlay (which lives in the root ctx) never takes our X focus and
no `FocusOut` is ever generated. Measured on glass: with the QAM open, X input focus inside the
client's ctx stayed on its window for the whole 4 s while `GAMESCOPE_FOCUSED_APP` flipped to 769
(Steam) and `GAMESCOPE_FOCUSED_APP_GFX` stayed on the app. **That pair of atoms is the signal.**
`overlay_focus` watches them on the gamescope **root** ctx, which is *not* our own `$DISPLAY` under
`--xwayland-count 2` — hence the socket-directory walk and the flatpak filesystem line.
⚠⚠ Masking is deliberately **not** `set_forwarding`: that closes the slot and sends `GamepadRemove`,
so the game would see a controller **unplug** every time somebody opened the QAM. Every slot stays
open and only transitions stop, after flushing what the host believes is held (so a stick deflected at
overlay-open stops steering instead of freezing at its last value). On the way back, held buttons are
**adopted rather than replayed** — the A that picked a QAM row must not fire in the game as it closes
— while axes *are* re-sent, since a stick has no press to ghost and SDL only speaks on change.
### The `plugin` launch kind
The 2026-08-05 review made `launch.kind = "command"` operator-only, and a reconcile refuses on the
**first** offending entry — so rom-manager, whose every ROM is `<emulator> <args> <rom>`, stopped
putting anything in the library at all. Playnite hit the same wall and was rescued with a typed kind
the host resolves itself; there is no fixed scheme for "whichever emulator the operator configured,
with the core and flags they chose", so that trick does not generalise.
The entry now carries an **opaque key and nothing executable**, and the host asks the owning plugin
what to run at launch time, over the loopback UI port and per-boot secret it already registered.
**A stolen plugin token stops being command execution:** planting an entry is not enough, because
the live plugin answers 404 for a key it never published. Nothing executable is persisted or served to
a client, and an emulator that moved is picked up on the next launch rather than leaving a dead tile
(same reasoning as `xbox` resolving its AUMID at launch time).
**The host still spawns it**, because only the host can put the process where the stream can see it:
on Linux that is either gamescope's own argv or a spawn carrying the session's compositor env, and the
returned child is what session-game-lifetime tracks to know the game exited. A plugin spawning the
emulator itself would land it outside both.
### Verification status
| | |
|---|---|
| gamescope 0006 | 6/6 exit 0 on a release build at the real spawn shape (`2752x2064@120 --steam --xwayland-count 1`); distro control SIGSEGVs |
| Decky client update | on the Deck against the real install — pre-fix `available=False remote=''`, post-fix `available=True remote=ca010668` |
| `--probe-decode` | on a Deck, same binary back to back, with and without the RADV opt-in |
| Apple audio | builds on arm64-apple-ios17.0 (the triple that compiles the `#if os(iOS)` blocks — a plain `swift build` is macOS and skips them), arm64-apple-tvos17.0, macOS; 257 Swift tests |
| Audio jitter | 10-minute Wi-Fi power-save simulation, ~2000 → 9 audible events |
| 4:4:4 gate | test verified non-vacuous against the planted original defect |
| Steam Deck scripts | `bash -n` + shellcheck 0.11.0 clean at `-S warning`; exec bits preserved |
| Steam-overlay masking | on glass on a Deck — atom flip and X-focus non-flip both measured over a 4 s QAM open |
| PyroWave depth 2 | exercised on real hardware **without shipping depth 2** (dedicated test, shipped depth stays 1) |
| PW6 streamed AU | the trap is real, and at 2 % loss it costs exactly nothing |
**Owed on glass:** iPhone + Bluetooth listen, Apple TV stats overlay, MacBook audio listen, the
Deck HEVC/4:4:4 retest, a Windows wake-from-sleep cycle, and the PyroWave-under-game-load A/B on a
Linux host with `CAP_SYS_NICE` actually granted — the number this whole wave is aimed at. ⚠ That
last one now needs a **gamescope-only** host, or a hand-granted capability on a box you are not
streaming the KDE desktop from: see the `0.26.0-2` correction under PW1 above.
---
## v0.25.0
407 commits since v0.24.0.
@@ -79,6 +1001,20 @@ capability rode on `input`, which every gamepad guide tells users to join — bu
arbitrary USB hardware. Operators must `usermod -aG punktfunk "$USER"` and re-login or the pad stops
attaching. Ordinary virtual gamepads are unaffected.
> **Known issue in 0.25.0, fixed after it.** Four of the six install paths shipped
> `60-punktfunk.rules` — whose `RUN+=` does `chgrp punktfunk` on the vhci `attach`/`detach` nodes —
> without ever creating the group, so the `chgrp` failed, the nodes stayed root-only, and the pad
> silently never attached. The `usermod` above also fails outright on those boxes with *group
> 'punktfunk' does not exist*. Affected: **Arch/CachyOS upgraded** rather than freshly installed
> (`post_upgrade` called only `_ensure_update_group`), the **NixOS module** (no
> `users.groups.punktfunk`), the **Bazzite sysext** (a group is host state and cannot ride an
> image), and **Steam Deck source installs** (`scripts/steamdeck/install.sh`/`update.sh` handled
> only `input`). The deb and rpm scriptlets were correct throughout — they run one `%post`/`postinst`
> on install and upgrade alike. All four now create the group, and the two that know which user
> runs the host (the Deck scripts and the NixOS module's `host.users`) add that user to it as well.
> Workaround on an unpatched box:
> `sudo groupadd --system punktfunk`, then the `usermod`, then re-login.
**3. Plugins may no longer set `launch.command` or the pre-launch command.** Both run through a
shell and are now operator-token only; a plugin that sets them is refused. Third-party plugins that
populated them need updating — use the `launcher_ui` / `xbox` launch kinds instead.
Generated
+48 -35
View File
@@ -994,7 +994,7 @@ dependencies = [
[[package]]
name = "cursor-probe"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"pf-capture",
@@ -1114,7 +1114,7 @@ dependencies = [
[[package]]
name = "display-disturb"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"windows 0.62.2 (registry+https://github.com/rust-lang/crates.io-index)",
]
@@ -2358,7 +2358,7 @@ dependencies = [
[[package]]
name = "latency-probe"
version = "0.25.0"
version = "0.27.0"
[[package]]
name = "lazy_static"
@@ -2463,7 +2463,7 @@ dependencies = [
[[package]]
name = "libvpl-sys"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"bindgen",
"cmake",
@@ -2498,7 +2498,7 @@ checksum = "0ceec5bc11778974d1bcb055b18002eba7f4b3518b6a0081b3af5f21666da9ad"
[[package]]
name = "loss-harness"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"punktfunk-core",
]
@@ -2988,7 +2988,7 @@ checksum = "9b4f627cb1b25917193a259e49bdad08f671f8d9708acfd5fe0a8c1455d87220"
[[package]]
name = "pf-bitstream"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"cros-codecs",
"tracing",
@@ -2996,7 +2996,7 @@ dependencies = [
[[package]]
name = "pf-capture"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"ashpd",
@@ -3017,7 +3017,7 @@ dependencies = [
[[package]]
name = "pf-client-core"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"ash",
@@ -3047,11 +3047,12 @@ dependencies = [
"wasapi",
"windows 0.62.2 (git+https://github.com/microsoft/windows-rs?rev=acb5a1a7441033d9312b16842af02eb0c2b403dc)",
"winreg",
"x11rb",
]
[[package]]
name = "pf-clipboard"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"ashpd",
@@ -3069,7 +3070,7 @@ dependencies = [
[[package]]
name = "pf-console-ui"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"ash",
@@ -3077,6 +3078,7 @@ dependencies = [
"pf-presenter",
"punktfunk-core",
"sdl3",
"serde_json",
"skia-safe",
"tracing",
]
@@ -3090,7 +3092,7 @@ dependencies = [
[[package]]
name = "pf-dxvadec"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"cros-codecs",
"pf-bitstream",
@@ -3100,7 +3102,7 @@ dependencies = [
[[package]]
name = "pf-encode"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"ash",
@@ -3117,6 +3119,8 @@ dependencies = [
"pf-zerocopy",
"punktfunk-core",
"pyrowave-sys",
"serde",
"serde_json",
"tracing",
"tracing-subscriber",
"windows 0.62.2 (registry+https://github.com/rust-lang/crates.io-index)",
@@ -3124,7 +3128,7 @@ dependencies = [
[[package]]
name = "pf-frame"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"libc",
@@ -3136,7 +3140,7 @@ dependencies = [
[[package]]
name = "pf-gpu"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"pf-host-config",
@@ -3150,11 +3154,11 @@ dependencies = [
[[package]]
name = "pf-host-config"
version = "0.25.0"
version = "0.27.0"
[[package]]
name = "pf-inject"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"ashpd",
@@ -3183,14 +3187,14 @@ dependencies = [
[[package]]
name = "pf-paths"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"tracing",
]
[[package]]
name = "pf-presenter"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"ash",
@@ -3205,7 +3209,7 @@ dependencies = [
[[package]]
name = "pf-update"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"serde",
"serde_json",
@@ -3213,7 +3217,7 @@ dependencies = [
[[package]]
name = "pf-update-check"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"base64",
@@ -3225,7 +3229,7 @@ dependencies = [
[[package]]
name = "pf-vaadec"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"cros-codecs",
"pf-bitstream",
@@ -3234,7 +3238,7 @@ dependencies = [
[[package]]
name = "pf-vdisplay"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"ashpd",
@@ -3267,7 +3271,7 @@ dependencies = [
[[package]]
name = "pf-vkdecode"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"ash",
"cros-codecs",
@@ -3278,7 +3282,7 @@ dependencies = [
[[package]]
name = "pf-win-display"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"pf-paths",
@@ -3290,7 +3294,7 @@ dependencies = [
[[package]]
name = "pf-zerocopy"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"ash",
@@ -3513,7 +3517,7 @@ dependencies = [
[[package]]
name = "punktfunk-cli"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"pf-client-core",
"punktfunk-core",
@@ -3524,7 +3528,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-android"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"android_logger",
"jni",
@@ -3542,7 +3546,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-linux"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"async-channel",
@@ -3559,7 +3563,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-session"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"pf-client-core",
@@ -3574,7 +3578,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-windows"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"async-channel",
"mdns-sd",
@@ -3593,7 +3597,7 @@ dependencies = [
[[package]]
name = "punktfunk-core"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"aes-gcm",
"bytes",
@@ -3623,9 +3627,18 @@ dependencies = [
"zeroize",
]
[[package]]
name = "punktfunk-encode-worker"
version = "0.27.0"
dependencies = [
"pf-encode",
"tracing",
"tracing-subscriber",
]
[[package]]
name = "punktfunk-host"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"aes",
"aes-gcm",
@@ -3710,7 +3723,7 @@ dependencies = [
[[package]]
name = "punktfunk-probe"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"mdns-sd",
@@ -3724,7 +3737,7 @@ dependencies = [
[[package]]
name = "punktfunk-tray"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"anyhow",
"ksni",
@@ -3747,7 +3760,7 @@ checksum = "d55d956fa96f5ec02be2e13af0e20391a5aa83d6a074e3ad368959d0fab299ea"
[[package]]
name = "pyrowave-sys"
version = "0.25.0"
version = "0.27.0"
dependencies = [
"bindgen",
"cmake",
+9 -1
View File
@@ -4,6 +4,9 @@ members = [
"crates/punktfunk-core",
"crates/punktfunk-host",
"crates/punktfunk-host/vendor/usbip-sim",
# The capability-carrying PyroWave encode worker. A SEPARATE binary by design — never a
# hardlink of, or a subcommand of, punktfunk-host (design/gpu-priority-capability-worker.md).
"crates/punktfunk-encode-worker",
"crates/punktfunk-tray",
"crates/pf-bitstream",
"crates/pf-bitstream/vendor/cros-codecs",
@@ -46,6 +49,11 @@ members = [
exclude = [
"packaging/linux/steam-deck-gadget/usbip-poc",
"clients/android/native/vendor/ndk",
# Bring-your-own-hardware measurement tools. `hid-descriptor-dump` pulls `hidapi`, a C library
# wanting libudev on Linux; `win-input-matrix` is Windows-only and asks the live input stacks
# what they can see. Neither belongs in `cargo build --workspace` or on a CI leg with no pad.
"tools/hid-descriptor-dump",
"tools/win-input-matrix",
]
# ndk 0.9.0 verbatim from crates.io plus ONE visibility change (and two warning fixes — an
@@ -57,7 +65,7 @@ exclude = [
ndk = { path = "clients/android/native/vendor/ndk" }
[workspace.package]
version = "0.25.0"
version = "0.27.0"
edition = "2021"
rust-version = "1.82"
license = "MIT OR Apache-2.0"
+39 -9
View File
@@ -10,7 +10,7 @@
"name": "MIT OR Apache-2.0",
"identifier": "MIT OR Apache-2.0"
},
"version": "0.25.0"
"version": "0.27.0"
},
"paths": {
"/api/v1/clients": {
@@ -53,7 +53,7 @@
"clients"
],
"summary": "Unpair a client",
"description": "Removes the client's certificate from the pairing store. Caveat: the nvhttp TLS layer\ndoes not yet reject unlisted certificates (`gamestream/tls.rs` accepts any well-formed\nclient cert — a planned hardening step), so until that lands this removes the client\nfrom the listing without severing its ability to reconnect.",
"description": "Removes the client's certificate from the pairing store (persisted — the removal survives a\nhost restart). Removing the last pairing also closes the GameStream ENet control port\n(UDP 47999), which is only bound while at least one pairing exists. Caveat: the nvhttp TLS\nlayer does not yet reject unlisted certificates (`gamestream/tls.rs` accepts any well-formed\nclient cert — a planned hardening step), so until that lands this removes the client\nfrom the listing without severing its ability to reconnect.",
"operationId": "unpairClient",
"parameters": [
{
@@ -4489,6 +4489,13 @@
],
"description": "The provider's own stable key for this title — the reconcile diff key, so the\nhost-assigned `id` stays stable across reconciles. Present iff `provider` is."
},
"icon": {
"type": [
"string",
"null"
],
"description": "Which brand mark a client should draw for this entry — see [`GameEntry::icon`]. A token\n(`steam`, `heroic`), never bytes and never a URL."
},
"id": {
"type": "string",
"description": "Host-assigned, stable for the life of the entry (the `{id}` in the CRUD path)."
@@ -4555,6 +4562,13 @@
"$ref": "#/components/schemas/DetectHint",
"description": "How to recognize this title's process — see [`CustomEntry::detect`]."
},
"icon": {
"type": [
"string",
"null"
],
"description": "Which brand mark to draw — see [`GameEntry::icon`]. Hand-settable for the same reason `role`\nis: an operator's own \"Steam\" tile should be able to look like one."
},
"launch": {
"oneOf": [
{
@@ -4774,7 +4788,7 @@
"version": {
"type": "integer",
"format": "int32",
"description": "Schema version (currently 1) — lets a future field addition migrate rather than reject.",
"description": "Schema version (currently 1) — lets a future field addition migrate rather than reject. Read\nat load time ([`DisplayPolicyStore::load_from`] warns when a file claims a version this host\ndoes not know, then reads it best-effort) and pinned back to the current version on write.",
"minimum": 0
}
}
@@ -4843,7 +4857,7 @@
},
"EffectivePolicy": {
"type": "object",
"description": "The six resolved fields after preset expansion — what the lifecycle/registry and the Stage-0 call\nsites read, and what the mgmt API echoes as the \"currently in force\" policy. Pure output of\n[`DisplayPolicy::effective`].",
"description": "The six resolved fields after preset expansion — what the lifecycle/registry and the policy call\nsites read, and what the mgmt API echoes as the \"currently in force\" policy. Pure output of\n[`DisplayPolicy::effective`].\n\n**Every field is required on the wire, deliberately.** Unlike [`DisplayPolicy`] — which is only\never a *file* — this shape is also the `fields` member of [`CustomPresetInput`], i.e. the request\nbody of `POST /display/presets` and `PUT /display/presets/{id}`, and a *response* member three\ntimes over (`DisplaySettingsState.effective`, `PresetInfo.fields`, `CustomPreset.fields`).\n`#[serde(default)]` here would (a) turn `{\"name\":\"Kiosk\",\"fields\":{}}` — or any camelCase typo —\nfrom a serde rejection into a 201 storing a preset that expands to six axes nobody chose, and\n(b) make all six OPTIONAL in the generated OpenAPI schema, so every codegen'd client has to\nnull-check them. The *persisted* catalog's tolerance for an entry written before an axis existed\nis bought where it belongs, on the read path only: see [`StoredEffectivePolicy`].",
"required": [
"keep_alive",
"topology",
@@ -5350,6 +5364,14 @@
"art": {
"$ref": "#/components/schemas/Artwork"
},
"icon": {
"type": [
"string",
"null"
],
"description": "Which brand mark to draw for this entry, as a **token** — `steam`, `heroic`, `playnite` —\nnever image bytes and never a URL. See [`is_icon_token`].\n\nIt exists for launcher tiles, which by design ship no cover art: a launcher's own icon is\nsquare, every client cover-crops a 2:3 poster, and the crop turns a mark into a strip — so\nuntil now those tiles were the launcher's name on a flat accent face. The token lets a client\ndraw the real mark from art it already ships, at whatever size its tile happens to be.\n\nA token rather than art on the wire because the host's art proxy serves *raster* bytes only\n([`art::local_art_bytes`] sniffs the container and refuses anything else, SVG very much\nincluded — it is script-capable XML and the console renders art in a browser). Sending the\nname of a mark instead of the mark keeps that refusal intact, keeps the glyph vector at every\ntile size, and lets it take the tile's ink.\n\nOrdinary titles may carry one too — nothing here is launcher-specific — but nothing sets it\nfor them: a game has real cover art, which is strictly better than a brand mark.",
"example": "steam"
},
"id": {
"type": "string",
"description": "Stable, store-qualified id: `steam:<appid>` or `custom:<id>`.",
@@ -5893,7 +5915,7 @@
},
"Identity": {
"type": "string",
"description": "Stable display identity, so desktop environments persist per-display config (KDE scaling). Stored\nat Stage 0; carriers wired from the identity stage.",
"description": "Stable display identity, so desktop environments persist per-display config (KDE scaling). The\nslot this resolves to is carried per backend: the Windows EDID serial + IddCx connector index,\nKWin's per-slot output name, and the host-persisted Mutter scale map.",
"enum": [
"shared",
"per-client",
@@ -6110,14 +6132,14 @@
"seconds": {
"type": "integer",
"format": "int32",
"description": "Linger window in seconds.",
"description": "Linger window in seconds, clamped to `0..=86400` on write (see\n[`DisplayPolicy::sanitized`]): a window longer than a day is `forever` by any honest\nreading, and `u32` seconds is ~136 years — a deadline the reaper would never reach and a\nnonsense `expires_in_ms` in `/display/state`.",
"minimum": 0
}
}
},
{
"type": "object",
"description": "Keep the display until host shutdown or an explicit release (the `Pinned` lifecycle state).\n**Not honored until the display-lifecycle stage** — rejected by the mgmt PUT at Stage 0.",
"description": "Keep the display until host shutdown or an explicit release (the `Pinned` lifecycle state).\nHonored end-to-end: the registry resolves it to `Release::Pin`, so the display survives every\ndisconnect — free it with `POST /display/release` (which force-releases `Pinned` exactly like\na `Lingering` display). This is what the `gaming-rig` preset selects.",
"required": [
"mode"
],
@@ -6161,6 +6183,7 @@
},
"positions": {
"type": "object",
"description": "Keys are the **canonical decimal** identity-slot id (`\"1\"`..`\"15\"`) — the exact string\n`arrange` looks a member up by. [`DisplayPolicy::sanitized`] re-canonicalizes them on write\n(`\"01\"` → `\"1\"`) and drops anything that is not a slot id, because a key that never matches is\na pin the operator can see in the console and in `GET /display/settings` while every session\nsilently auto-rows past it.",
"additionalProperties": {
"$ref": "#/components/schemas/Position"
},
@@ -6172,7 +6195,7 @@
},
"LayoutMode": {
"type": "string",
"description": "How group members are arranged in the desktop coordinate space. Stored at Stage 0; applied from\nthe multi-monitor stage.",
"description": "How group members are arranged in the desktop coordinate space, resolved by `layout::arrange` —\nwhich both the `/display/state` readout and (on Linux, KWin only) the per-backend position apply\nconsume, so the answer is computed in exactly one place.",
"enum": [
"auto-row",
"manual"
@@ -6332,7 +6355,7 @@
},
"ModeConflict": {
"type": "string",
"description": "Admission when a *different* client connects while a display/session is already live and asks for\na different mode. Stored at Stage 0; enforced from the mode-conflict admission stage.",
"description": "Admission when a *different* client connects while a display/session is already live and asks for\na different mode. Enforced by [`super::admission`] before the Welcome is sent, so a `reject` is a\nclean handshake error rather than a half-built session.",
"enum": [
"separate",
"steal",
@@ -6869,6 +6892,13 @@
"type": "string",
"description": "The provider's stable id for this title (the reconcile diff key)."
},
"icon": {
"type": [
"string",
"null"
],
"description": "Which brand mark to draw — see [`GameEntry::icon`]. This is the field a library plugin sets\non its `launchers(cfg)` tiles, and the whole reason the token exists."
},
"launch": {
"oneOf": [
{
@@ -0,0 +1,17 @@
Font Awesome Free — brand icons (steam, xbox in assets/launcher-icons/) are from
Font Awesome Free.
Copyright (c) Fonticons, Inc. (https://fontawesome.com)
Font Awesome Free icons are licensed under the Creative Commons Attribution 4.0
International license (CC BY 4.0), https://creativecommons.org/licenses/by/4.0/.
The icons are redistributed here as monochrome SVG path data with no
modifications beyond color normalization (fill="currentColor").
Per the Font Awesome Free license (https://fontawesome.com/license/free):
"Font Awesome Free is free, open source, and GPL friendly. You can use it for
commercial projects, open source projects, or really almost whatever you want.
Attribution is required by MIT, SIL OFL, and CC BY licenses."
Brand icons are trademarks of their respective owners and are used for
identification purposes only; their use does not imply endorsement.
@@ -0,0 +1,29 @@
Playnite — the `playnite` mark in assets/launcher-icons/ is the Playnite logo from the
Playnite source repository (media/playnite-logo-black.svg).
Copyright (c) 2020 Josef Nemec (https://github.com/JosefNemec/Playnite)
Licensed under the MIT License:
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in the
Software without restriction, including without limitation the rights to use, copy,
modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
and to permit persons to whom the Software is furnished to do so, subject to the
following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Modifications: the colour was normalized to fill="currentColor"; the original viewBox
(0 0 1024 1024) and path geometry are unchanged.
Brand icons are trademarks of their respective owners and are used for identification
purposes only; their use does not imply endorsement.
@@ -0,0 +1,13 @@
Simple Icons — brand icons (lutris, heroic, epic, gog in assets/launcher-icons/) are
from Simple Icons
(https://simpleicons.org, https://github.com/simple-icons/simple-icons).
Upstream slugs: lutris, heroicgameslauncher, epicgames, gogdotcom.
The Simple Icons SVG path data is released under CC0 1.0 Universal (public domain
dedication), https://creativecommons.org/publicdomain/zero/1.0/ — no attribution
required; this notice is provided for provenance.
Brand icons are trademarks of their respective owners and are used for
identification purposes only; their use does not imply endorsement. See
https://github.com/simple-icons/simple-icons/blob/develop/DISCLAIMER.md.
+62
View File
@@ -0,0 +1,62 @@
# Launcher icon masters
The brand marks a **launcher tile** draws — the entries a library plugin publishes with
`role: "launcher"` (design D4), which open Steam Big Picture or Heroic or Playnite rather
than a game. One file per **icon token**, the value a plugin puts in an entry's `icon`
field and every client resolves against the set it ships.
| token | mark | emitted by | source |
|---|---|---|---|
| `steam` | Steam | punktfunk-plugin-steam (Big Picture + desktop) | Font Awesome Free brands (CC BY 4.0) |
| `lutris` | Lutris | punktfunk-plugin-lutris | Simple Icons (CC0 1.0) |
| `heroic` | Heroic Games Launcher | punktfunk-plugin-heroic | Simple Icons (CC0 1.0, slug `heroicgameslauncher`) |
| `playnite` | Playnite | punktfunk-plugin-playnite | JosefNemec/Playnite (MIT) |
| `epic` | Epic Games | punktfunk-plugin-epic — **dormant** | Simple Icons (CC0 1.0, slug `epicgames`) |
| `gog` | GOG.com | punktfunk-plugin-gog — **dormant** | Simple Icons (CC0 1.0, slug `gogdotcom`) |
| `xbox` | Xbox | punktfunk-plugin-xbox — **dormant** | Font Awesome Free brands (CC BY 4.0) |
The last three are **dormant on purpose**: those plugins carry a `launcher` config switch that
is off by default and whose `launcherEntries` returns nothing, because the host has no verified
`launcher_ui` activation for them yet — a tile would be a card that does nothing. Their marks
ship anyway so that turning one on stays the one-line plugin change those plugins promise,
instead of also needing a release of all six clients.
`steam` is the same mark as `assets/os-icons/steam.svg`, generated from that file rather than
re-sourced, so the SteamOS host badge and the Steam launcher tile can never drift apart.
## Why a token and not the icon itself
A plugin sends the **name** of a mark, never its bytes, and never a URL.
The obvious alternative — a plugin ships its own `icon.svg` and the host's art proxy serves it —
is closed by construction, and deliberately: `local_art_bytes` serves what the bytes *are*
(`sniff_image_type`, `crates/punktfunk-host/src/library/art.rs`), and SVG is not on that list
because it is script-capable XML and the web console renders library art in a browser. Widening
that sniff to admit SVG would trade a rendering nicety for a stored-XSS surface.
Sending a token instead keeps that refusal intact and buys three things a proxied image could
not have given us anyway: the glyph stays vector at every tile size a client picks, it takes the
tile's own ink instead of arriving pre-coloured, and it costs no fetch, no cache and no bytes on
a reconcile that is already body-limited.
The cost is that a **third-party** plugin cannot ship a mark no client bundles. Its tile falls
back to the launcher's name on an accent face — exactly what every launcher tile looked like
before this existed — and the fix is a pull request adding the master here.
All files are monochrome (`fill="currentColor"`), original per-icon viewBoxes preserved. Those
viewBoxes are not all square (`0 0 24 24`, `0 0 496 512`, `0 0 1024 1024`), so **a client must
letterbox rather than stretch** — a mark drawn to a square box is a squashed mark.
## Regenerating the per-client derivatives
`bash scripts/gen-launcher-icons.sh [token ...]` turns a master into the three baked forms (GTK
symbolic SVG, Windows PNG, Apple template PDF) and prints the path data for the three clients
that inline it (web console, Android, the in-session console UI). Adding a **new** token also
means adding it to each client's shipped-token list — the script prints that checklist too.
## Licensing
Attribution notices live in `LICENSES/` and are folded into `THIRD-PARTY-NOTICES.txt` by
`scripts/gen-third-party-notices.py`. The marks are trademarks of their respective owners; they
are used here nominatively — to *identify* the launcher a tile opens, the standard practice in
this ecosystem — and imply no affiliation or endorsement.
+2
View File
@@ -0,0 +1,2 @@
<!-- epic — from Simple Icons (CC0 1.0), slug `epicgames`. See README.md. -->
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<!-- gog — from Simple Icons (CC0 1.0), slug `gogdotcom`. See README.md. -->
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<!-- heroic — from Simple Icons (CC0 1.0), slug `heroicgameslauncher`. See README.md. -->
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<!-- lutris — from Simple Icons (CC0 1.0), slug `lutris`. See README.md. -->
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<!-- playnite — from JosefNemec/Playnite media/playnite-logo-black.svg (MIT). See README.md. -->
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<!-- steam — from Font Awesome Free 5 brands (CC BY 4.0); the same mark as assets/os-icons/steam.svg. See README.md. -->
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@@ -144,6 +144,10 @@ dependencies {
testImplementation("androidx.compose.ui:ui-test-junit4")
debugImplementation("androidx.compose.ui:ui-test-manifest") // the ComponentActivity test host
testImplementation("junit:junit:4.13.2")
// Real `org.json` for the shared-vectors test: the `org.json` inside `android.jar` is a stub
// set whose every method throws "Stub!", so a plain JVM unit test cannot parse with it. Same
// dependency, same reason, as the kit module's deeplink-vectors test.
testImplementation("org.json:json:20250107")
testImplementation("org.robolectric:robolectric:4.16.1")
testImplementation("io.github.takahirom.roborazzi:roborazzi:1.64.0")
testImplementation("io.github.takahirom.roborazzi:roborazzi-compose:1.64.0")
@@ -0,0 +1,350 @@
package io.unom.punktfunk
import android.os.Build
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.ColumnScope
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.size
import androidx.compose.material3.AlertDialog
import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import androidx.compose.ui.window.DialogProperties
import io.unom.punktfunk.models.PendingTrust
// The prompts that say the SAME thing in both interfaces.
//
// Every one of these existed twice — a Material `AlertDialog` in ConnectDialogs.kt and a console
// glass card in GamepadDialogs.kt — with the two copies maintained by hand. Predictably they
// drifted, and always in the direction of the console losing something: "Pair with PIN…" lost its
// ellipsis, "if no prompt appears when you tap Allow" became "after Allow", and the speed test
// stopped telling console users which layer Apply would write to at all.
//
// What is shared here is the DESCRIPTION of a prompt — a title, a list of [DialogAction]s and a
// body — and what stays per-interface is only how that description is drawn. That split is the
// whole point: a copy change now lands in both places because there is only one place.
//
// ⚠ Deliberately NOT unified, and they belong apart: the PIN ceremony (a numeric keyboard field
// and an editable device name on touch; four D-pad digit slots on the console — different input
// models, not different skins), Add/Edit Host (a bottom sheet and a full screen with its own
// on-screen keyboard), and the host action list (an anchored dropdown vs a modal stack, and the
// touch one grows a row per profile).
/**
* One prompt, drawn as whichever interface is running.
*
* [actions] is ordered PRIMARY FIRST the console stacks them in that order with the cursor on
* the first, and the touch renderer lifts that same first action into `confirmButton` and lays the
* rest out beside it. One order, two idioms, no per-dialog bookkeeping.
*
* The two renderers cannot be one tree: an `AlertDialog` composes into its own platform window
* while [ConsoleModal] is a plain Box in the calling tree which is also why the console one
* needs a `BackHandler` and the caller's `navActive` gate while the touch one needs neither.
*/
@Composable
fun PunktfunkDialog(
gamepadUi: Boolean,
title: String,
onDismiss: () -> Unit,
actions: List<DialogAction>,
/**
* False pins the prompt open against a stray tap outside it for a dialog sitting over work
* in flight, where a mis-tap would abandon it. Console-side there is no outside to tap, so
* this only reaches the touch renderer.
*/
dismissOnOutsideTap: Boolean = true,
body: @Composable ColumnScope.() -> Unit,
) {
if (gamepadUi) {
GamepadDialog(title = title, onDismiss = onDismiss, actions = actions, body = body)
return
}
val primary = actions.firstOrNull { it.primary } ?: actions.firstOrNull()
val rest = actions.filter { it !== primary }
AlertDialog(
onDismissRequest = onDismiss,
properties = DialogProperties(dismissOnClickOutside = dismissOnOutsideTap),
title = { Text(title) },
text = { Column(verticalArrangement = Arrangement.spacedBy(10.dp)) { body() } },
confirmButton = {
primary?.let { a ->
TextButton(onClick = a.onClick, enabled = a.enabled) { Text(a.label) }
}
},
dismissButton = {
if (rest.isNotEmpty()) {
Row {
rest.forEach { a ->
TextButton(onClick = a.onClick, enabled = a.enabled) { Text(a.label) }
}
}
}
},
)
}
/** A prompt's body paragraph, dimmed to sit under the title in either interface. */
@Composable
private fun PromptText(text: String, gamepadUi: Boolean) {
val ink = LocalGamepadInk.current
Text(
text,
style = MaterialTheme.typography.bodyMedium,
color = if (gamepadUi) ink.fg(0.7f) else MaterialTheme.colorScheme.onSurfaceVariant,
)
}
/** First connection to a host that advertised pair=optional: offer TOFU, but pitch PIN pairing. */
@Composable
fun TrustNewHostPrompt(
gamepadUi: Boolean,
pt: PendingTrust,
onTrust: () -> Unit,
onPairInstead: () -> Unit,
onDismiss: () -> Unit,
) {
PunktfunkDialog(
gamepadUi = gamepadUi,
title = "Trust this host?",
onDismiss = onDismiss,
actions = listOf(
DialogAction("Trust (TOFU)", primary = true, onClick = onTrust),
DialogAction("Pair with PIN…", onClick = onPairInstead),
DialogAction("Cancel", onClick = onDismiss),
),
) {
PromptText("First connection to ${pt.host}:${pt.port}.", gamepadUi)
pt.advertisedFp?.let { PromptText("Fingerprint ${it.take(16)}", gamepadUi) }
PromptText(
"This host allows trust-on-first-use, but that can't tell an impostor from the real " +
"host. Pairing with a PIN is stronger — it proves both sides.",
gamepadUi,
)
}
}
/** The pinned fingerprint no longer matches — force re-pairing (never a silent re-trust). */
@Composable
fun FingerprintChangedPrompt(
gamepadUi: Boolean,
pt: PendingTrust,
onRepair: () -> Unit,
onDismiss: () -> Unit,
) {
PunktfunkDialog(
gamepadUi = gamepadUi,
title = "Host identity changed",
onDismiss = onDismiss,
actions = listOf(
DialogAction("Re-pair", primary = true, onClick = onRepair),
DialogAction("Cancel", onClick = onDismiss),
),
) {
PromptText(
"The pinned fingerprint for ${pt.host} no longer matches what it now advertises. " +
"This can mean a host reinstall — or an impostor. Re-pair with the host's PIN to " +
"continue.",
gamepadUi,
)
}
}
/**
* A fresh pair=required (or manual/unknown-policy) host: offer the two ways in. "Request access" is
* the no-PIN path connect and wait for the operator to click Approve in the host's console;
* "Use a PIN…" switches to the SPAKE2 ceremony.
*/
@Composable
fun RequestAccessPrompt(
gamepadUi: Boolean,
pt: PendingTrust,
onRequestAccess: () -> Unit,
onUsePin: () -> Unit,
onDismiss: () -> Unit,
) {
PunktfunkDialog(
gamepadUi = gamepadUi,
title = "Pairing required",
onDismiss = onDismiss,
actions = listOf(
DialogAction("Request access", primary = true, onClick = onRequestAccess),
DialogAction("Use a PIN…", onClick = onUsePin),
DialogAction("Cancel", onClick = onDismiss),
),
) {
PromptText("${pt.host}:${pt.port} requires pairing before it will stream.", gamepadUi)
PromptText(
"Request access and approve this device in the host's console (or web UI) — no PIN " +
"needed. Or pair with the 4-digit PIN the host displays.",
gamepadUi,
)
}
}
/**
* The no-PIN "request access" wait: the connect is parked on the host until the operator approves
* this device. Cancel returns the UI immediately the caller trips the per-attempt flag so a late
* approval is torn down silently (see ConnectScreen.requestAccess) and resumes discovery.
*
* Outside taps are ignored: a connect is parked on the host, and a stray tap beside the card is not
* a decision to abandon it.
*/
@Composable
fun AwaitingApprovalPrompt(gamepadUi: Boolean, hostLabel: String, onCancel: () -> Unit) {
val ink = LocalGamepadInk.current
PunktfunkDialog(
gamepadUi = gamepadUi,
title = "Waiting for approval",
onDismiss = onCancel,
actions = listOf(DialogAction("Cancel", primary = true, onClick = onCancel)),
dismissOnOutsideTap = false,
) {
val deviceName = Build.MODEL ?: "this device"
Row(
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(12.dp),
) {
CircularProgressIndicator(
modifier = Modifier.size(20.dp),
strokeWidth = 2.dp,
color = if (gamepadUi) ink.fg else MaterialTheme.colorScheme.primary,
)
Text(
"Approve this device on $hostLabel.",
color = if (gamepadUi) ink.fg else MaterialTheme.colorScheme.onSurface,
)
}
PromptText(
"Open the host's console (or web UI) and approve “$deviceName”. It connects " +
"automatically once you approve — no PIN needed.",
gamepadUi,
)
}
}
/**
* Android 17+ Local Network Protection rationale: ACCESS_LOCAL_NETWORK was denied, so discovery and
* every connect are dead offer the system prompt again and a settings deep link (a permanently-
* denied request returns instantly without ever showing the prompt, so "Allow" alone isn't enough).
*/
@Composable
fun LocalNetworkPrompt(
gamepadUi: Boolean,
onAllow: () -> Unit,
onSettings: () -> Unit,
onDismiss: () -> Unit,
) {
PunktfunkDialog(
gamepadUi = gamepadUi,
title = "Allow local network access",
onDismiss = onDismiss,
actions = listOf(
DialogAction("Allow", primary = true, onClick = onAllow),
DialogAction("Open settings", onClick = onSettings),
DialogAction("Not now", onClick = onDismiss),
),
) {
PromptText(
"Android blocks Punktfunk from talking to devices on your network, so it can't find " +
"or reach any host until you allow it.",
gamepadUi,
)
PromptText(
"If no prompt appears after you allow it, enable “Nearby devices” for Punktfunk in " +
"system settings.",
gamepadUi,
)
}
}
/**
* The link measurement and what to do with the result. A TV box on a powerline adapter is exactly
* the machine whose link is worth measuring, so this belongs on the couch surface too and so
* does [speedTestTargetNote], which the console used to omit, leaving a console user to guess
* which layer Apply would write to.
*/
@Composable
fun SpeedTestPrompt(
gamepadUi: Boolean,
hostName: String,
target: SpeedTestTarget,
phase: SpeedTestPhase,
onApply: (toProfile: Boolean) -> Unit,
onDismiss: () -> Unit,
) {
val ink = LocalGamepadInk.current
val done = phase as? SpeedTestPhase.Done
PunktfunkDialog(
gamepadUi = gamepadUi,
title = "Network speed test",
onDismiss = onDismiss,
// Measuring bursts traffic for two seconds; a tap outside must not abandon it midway.
dismissOnOutsideTap = phase !is SpeedTestPhase.Measuring,
actions = buildList {
if (done != null) {
add(
DialogAction(
when (target) {
SpeedTestTarget.Global -> "Apply"
is SpeedTestTarget.Profile -> "Apply to “${target.profile.name}"
is SpeedTestTarget.Ask -> "Set in “${target.profile.name}"
},
primary = true,
) { onApply(true) },
)
if (target is SpeedTestTarget.Ask) {
add(DialogAction("Set as default") { onApply(false) })
}
}
add(DialogAction("Close", primary = done == null, onClick = onDismiss))
},
) {
PromptText(hostName, gamepadUi)
when (phase) {
SpeedTestPhase.Connecting -> PromptText("Connecting…", gamepadUi)
SpeedTestPhase.Measuring ->
PromptText(
"Measuring — the host is bursting test traffic for two seconds.",
gamepadUi,
)
is SpeedTestPhase.Failed -> Text(
phase.message,
style = MaterialTheme.typography.bodyMedium,
color = if (gamepadUi) ink.danger else MaterialTheme.colorScheme.error,
)
is SpeedTestPhase.Done -> {
Text(
"%.0f Mbit/s measured · %.1f %% loss".format(phase.measuredMbps, phase.lossPct),
style = MaterialTheme.typography.bodyLarge,
fontWeight = FontWeight.SemiBold,
color = if (gamepadUi) ink.fg else MaterialTheme.colorScheme.onSurface,
)
PromptText(
"Recommended bitrate: %.0f Mbit/s".format(phase.recommendedMbps),
gamepadUi,
)
PromptText(speedTestTargetNote(target), gamepadUi)
}
}
}
}
/** One line saying which layer an Apply will write to, and why that one. */
private fun speedTestTargetNote(target: SpeedTestTarget): String = when (target) {
SpeedTestTarget.Global ->
"This host uses the default settings, so the bitrate goes there."
is SpeedTestTarget.Profile ->
"This host streams with “${target.profile.name}”, which sets its own bitrate — " +
"that override is what it actually reads."
is SpeedTestTarget.Ask ->
"This host streams with “${target.profile.name}”, which currently inherits the default " +
"bitrate. Setting it in the profile affects only this host's profile; setting it as " +
"the default affects everything that inherits it."
}
@@ -1,9 +1,6 @@
package io.unom.punktfunk
import androidx.compose.animation.AnimatedContent
import androidx.compose.animation.AnimatedVisibility
import androidx.compose.animation.Crossfade
import androidx.compose.animation.ExperimentalAnimationApi
import androidx.compose.animation.core.tween
import androidx.compose.animation.fadeIn
import androidx.compose.animation.fadeOut
@@ -14,6 +11,9 @@ import androidx.compose.animation.slideInVertically
import androidx.compose.animation.slideOutHorizontally
import androidx.compose.animation.slideOutVertically
import androidx.compose.animation.togetherWith
import androidx.compose.foundation.ScrollState
import androidx.compose.foundation.gestures.animateScrollBy
import androidx.compose.foundation.gestures.scrollBy
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.BoxWithConstraints
import androidx.compose.foundation.layout.Row
@@ -21,14 +21,17 @@ import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.fillMaxHeight
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.systemBarsPadding
import androidx.compose.material3.Icon
import androidx.compose.material3.LocalContentColor
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.NavigationBar
import androidx.compose.material3.NavigationBarItem
import androidx.compose.material3.NavigationRail
import androidx.compose.material3.NavigationRailItem
import androidx.compose.material3.Scaffold
import androidx.compose.material3.Text
import androidx.compose.material3.darkColorScheme
import androidx.compose.material3.lightColorScheme
import androidx.compose.runtime.Composable
import androidx.compose.runtime.CompositionLocalProvider
import androidx.compose.runtime.compositionLocalOf
@@ -37,8 +40,10 @@ import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberCoroutineScope
import androidx.compose.runtime.setValue
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.platform.LocalDensity
@@ -51,7 +56,10 @@ import io.unom.punktfunk.kit.link.HostResolution
import io.unom.punktfunk.kit.SessionEndReason
import io.unom.punktfunk.kit.security.KnownHostStore
import io.unom.punktfunk.models.ActiveSession
import io.unom.punktfunk.models.LibraryReturn
import io.unom.punktfunk.models.Tab
import kotlin.math.roundToInt
import kotlinx.coroutines.launch
@Composable
fun App(forceGamepadUi: Boolean = false) {
@@ -67,13 +75,16 @@ fun App(forceGamepadUi: Boolean = false) {
// whose library the console shell should come back to. Held HERE because the shell's own
// navigation state does not outlive the stream. Cleared once the shell has consumed it, so a
// later manual Back out of the library is not undone by a stale value.
var reopenLibraryHostId by remember { mutableStateOf<String?>(null) }
var reopenLibrary by remember { mutableStateOf<LibraryReturn?>(null) }
// Console (gamepad) mode mirrors the Apple client: the setting AND (a pad is attached OR this is
// a TV OR the dev force flag). Flips live as controllers connect/disconnect.
// Console (gamepad) mode mirrors the Apple client: the setting AND (its mode says Always OR a
// pad is attached OR this is a TV OR the dev force flag). Flips live as controllers
// connect/disconnect — unless the mode is Always, where it simply stays.
val tv = remember { isTvDevice(context) }
val controllerConnected by rememberControllerConnected()
val gamepadUi = gamepadUiActive(settings.gamepadUiEnabled, controllerConnected, tv, forceGamepadUi)
val gamepadUi = gamepadUiActive(
settings.gamepadUiEnabled, settings.gamepadUiMode, controllerConnected, tv, forceGamepadUi,
)
// Publish the live session process-wide, so a `punktfunk://` link that arrives as a SECOND
// activity instance (the normal case under `launchMode = standard`) can refuse it before that
@@ -129,9 +140,9 @@ fun App(forceGamepadUi: Boolean = false) {
// than all the way out to host selection. The console shell's own screen state does
// not survive the stream (StreamScreen replaces it in the composition, discarding
// its `remember`s), so the intent is hoisted here and handed back on the way in.
reopenLibraryHostId =
reopenLibrary =
if (reason == SessionEndReason.GAME_EXITED && active.launchedFromLibrary) {
active.hostId
active.hostId?.let { LibraryReturn(it, active.libraryProfileId) }
} else {
null
}
@@ -144,8 +155,8 @@ fun App(forceGamepadUi: Boolean = false) {
onConnected = { session = it },
deepLink = pendingLink,
onDeepLinkHandled = { activity?.pendingDeepLink = null },
reopenLibraryHostId = reopenLibraryHostId,
onReopenLibraryHandled = { reopenLibraryHostId = null },
reopenLibrary = reopenLibrary,
onReopenLibraryHandled = { reopenLibrary = null },
)
} else {
// Adaptive nav: a bottom bar on phones; on tablets / large windows a side NavigationRail
@@ -208,8 +219,9 @@ fun App(forceGamepadUi: Boolean = false) {
Spacer(Modifier.weight(1f))
}
// The rail handles its own insets; the content pane insets itself (the screens
// don't, since they used to rely on the Scaffold's padding).
Box(Modifier.weight(1f).fillMaxHeight().systemBarsPadding()) { tabContent(true) }
// don't, since they used to rely on the Scaffold's padding). Cutout included:
// a tablet in landscape puts its punch on exactly this pane's leading edge.
Box(Modifier.weight(1f).fillMaxHeight().consoleSafeArea()) { tabContent(true) }
}
} else {
Scaffold(
@@ -242,8 +254,21 @@ fun App(forceGamepadUi: Boolean = false) {
*/
val LocalGamepadPalette = compositionLocalOf { GamepadPalette.named("violet") }
/** Which console screen the gamepad shell is showing. */
private enum class GamepadScreen { Home, Settings, Library }
/**
* Which console screen the gamepad shell is showing, and how deep it sits Home is the root, and
* everything reachable from it is one level in. The DEPTH is what decides whether a change is a
* push or a pop, and therefore which way the screens travel.
*/
private enum class GamepadScreen(val depth: Int) {
Home(0),
Settings(1),
Library(1),
// Reached FROM Settings, not from Home, so they sit a level deeper again — which is precisely
// what makes Settings → Controllers travel like a push and the way back like a pop. Give one of
// these depth 1 and the transition would read as a sideways swap between two peers.
Controllers(2),
Licenses(2),
}
/**
* The console (gamepad) shell the Android mirror of the Apple client's ContentView gamepad branch:
@@ -258,28 +283,44 @@ fun GamepadShell(
deepLink: String? = null,
onDeepLinkHandled: () -> Unit = {},
/**
* Open this saved host's library instead of Home on the way in set when a game launched from
* it has just exited. Null (the default) starts on Home exactly as before.
* Open this library shelf instead of Home on the way in set when a game launched from it has
* just exited. Null (the default) starts on Home exactly as before.
*/
reopenLibraryHostId: String? = null,
reopenLibrary: LibraryReturn? = null,
onReopenLibraryHandled: () -> Unit = {},
) {
val context = LocalContext.current
var screen by remember { mutableStateOf(GamepadScreen.Home) }
var libraryHost by remember { mutableStateOf<io.unom.punktfunk.kit.security.KnownHost?>(null) }
// Which of that host's shelves is open: the pinned card's profile id, or null for the host's
// own tile (design §5.2a). Held beside `libraryHost` because it is the same navigation fact —
// a pinned card and its host are two tiles, and the library belongs to whichever you pressed.
var libraryPinId by remember { mutableStateOf<String?>(null) }
// Where the settings screen was when a sub-screen took over. The shell's AnimatedContent
// discards a screen's `remember`s the moment it stops being the target, so a trip out to the
// Controllers view and back would otherwise land on the Stream tab's first row — the couch
// equivalent of a browser losing your scroll position on Back. Held here because this is the
// only thing that outlives the screen.
var settingsPlace by remember { mutableStateOf<GpSettingsPlace?>(null) }
// Consume the "come back to this library" intent once, on entry. Keyed on the id so a second
// game exit re-fires it; the parent clears it immediately, so a manual Back stays backed out.
// A host that has since been forgotten simply leaves us on Home rather than failing.
LaunchedEffect(reopenLibraryHostId) {
val id = reopenLibraryHostId ?: return@LaunchedEffect
LaunchedEffect(reopenLibrary) {
val (id, pinId) = reopenLibrary ?: return@LaunchedEffect
// Navigate BEFORE acknowledging: acknowledging clears the parent's state, which re-keys
// this effect and cancels the coroutine running it. Nothing suspends in between today, so
// either order happens to work — but this one cannot be broken by a later edit that adds a
// suspending call. A host that has since been forgotten just leaves us on Home.
KnownHostStore(context).all()
.firstOrNull { it.id == id }
?.let { libraryHost = it; screen = GamepadScreen.Library }
// A pin unpinned while the game was running is no longer a shelf: fall back to the
// host's own, rather than a card that no longer exists.
?.let { kh ->
libraryHost = kh
libraryPinId = pinId?.takeIf { it in kh.pinnedProfileIds }
screen = GamepadScreen.Library
}
onReopenLibraryHandled()
}
@@ -294,12 +335,50 @@ fun GamepadShell(
val fitDensity = screenWidthPx / CONSOLE_TV_MIN_WIDTH_DP
val consoleDensity = if (isTv && fitDensity < baseDensity.density) fitDensity else baseDensity.density
// The console's screen transition, and the desktop console's contract rather than a plain
// cross-fade (see ConsoleMotion for the numbers and where they come from): a PUSH slides the
// incoming screen up out of a fade while the outgoing one recedes; a POP runs it backwards, the
// leaving screen sliding down and the revealed one growing back. Direction comes from the
// screens' nav DEPTH, so Settings → Home pops even though nothing tracks a stack.
//
// Each slot's controller nav is gated on being the CURRENT target (`s == screen`), so mid-
// transition only the incoming screen drives the pad. All screens pin their legend at the same
// ConsoleLegendInset, so it reads as fixed while the content behind it moves.
val animated = animationsEnabled()
CompositionLocalProvider(LocalDensity provides Density(consoleDensity, baseDensity.fontScale)) {
// Cross-fade between console screens so switches are smooth. Each slot's controller nav is gated
// on being the CURRENT target (`s == screen`), so during the fade only the incoming screen drives
// the pad. All screens pin their legend at the same ConsoleLegendInset, so it reads as fixed while
// the content behind it fades.
Crossfade(targetState = screen, animationSpec = tween(240), label = "consoleScreen") { s ->
// Measured INSIDE the console's own density, not the device's: on a TV the console UI runs at a
// reduced density to shrink the 10-foot layout, and a slide sized in device pixels would travel
// further than every other dp in the same animation.
val slidePx = with(LocalDensity.current) { ConsoleMotion.PUSH_SLIDE.toPx() }.roundToInt()
AnimatedContent(
targetState = screen,
transitionSpec = {
if (!animated) {
// Reduce-motion: no travel, no scale — just a fast cross-fade, the same courtesy
// the frozen backdrop pays.
fadeIn(tween(ConsoleMotion.REDUCED_MS)) togetherWith
fadeOut(tween(ConsoleMotion.REDUCED_MS))
} else if (targetState.depth > initialState.depth) {
(
fadeIn(ConsoleMotion.ease()) +
slideInVertically(ConsoleMotion.ease()) { slidePx } +
scaleIn(ConsoleMotion.ease(), initialScale = ConsoleMotion.ENTER_SCALE)
) togetherWith (
fadeOut(ConsoleMotion.ease()) +
scaleOut(ConsoleMotion.ease(), targetScale = ConsoleMotion.EXIT_SCALE)
)
} else {
(
fadeIn(ConsoleMotion.ease(), initialAlpha = ConsoleMotion.REVEAL_ALPHA) +
scaleIn(ConsoleMotion.ease(), initialScale = ConsoleMotion.EXIT_SCALE)
) togetherWith (
fadeOut(ConsoleMotion.ease()) +
slideOutVertically(ConsoleMotion.ease()) { slidePx }
)
}
},
label = "consoleScreen",
) { s ->
when (s) {
GamepadScreen.Home -> ConnectScreen(
settings = settings,
@@ -309,13 +388,33 @@ fun GamepadShell(
onDeepLinkHandled = onDeepLinkHandled,
gamepadUi = true,
onOpenSettings = { screen = GamepadScreen.Settings },
onOpenLibrary = { host -> libraryHost = host; screen = GamepadScreen.Library },
onOpenLibrary = { host, pinId ->
libraryHost = host
libraryPinId = pinId
screen = GamepadScreen.Library
},
navGate = s == screen,
)
GamepadScreen.Settings -> GamepadSettingsScreen(
initial = settings,
onChange = onSettingsChange,
onBack = { screen = GamepadScreen.Home },
// Leaving for HOME forgets the place: coming back in from the carousel should start
// at the top of the first section, exactly as it always has. Only a sub-screen's
// Back is a return.
onBack = { screen = GamepadScreen.Home; settingsPlace = null },
navActive = s == screen,
resume = settingsPlace,
onPlace = { settingsPlace = it },
onOpenControllers = { screen = GamepadScreen.Controllers },
onOpenLicenses = { screen = GamepadScreen.Licenses },
)
GamepadScreen.Controllers -> ConsoleControllersScreen(
gamepadSetting = settings.gamepad,
onBack = { screen = GamepadScreen.Settings },
navActive = s == screen,
)
GamepadScreen.Licenses -> ConsoleLicensesScreen(
onBack = { screen = GamepadScreen.Settings },
navActive = s == screen,
)
GamepadScreen.Library -> libraryHost?.let { host ->
@@ -323,8 +422,9 @@ fun GamepadShell(
host = host,
settings = settings,
onLaunched = onConnected,
onBack = { screen = GamepadScreen.Home; libraryHost = null },
onBack = { screen = GamepadScreen.Home; libraryHost = null; libraryPinId = null },
navActive = s == screen,
pinnedProfileId = libraryPinId,
)
} ?: run { screen = GamepadScreen.Home }
}
@@ -334,3 +434,128 @@ fun GamepadShell(
/** Minimum effective dp width the console UI targets on a TV (bigger → the 10-foot UI shrinks). */
private const val CONSOLE_TV_MIN_WIDTH_DP = 1180f
// --- Showing a TOUCH-written screen on the console's field -------------------------------------
//
// Two screens (Controllers, Licenses) exist once and are shown in both interfaces. They live beside
// the shell rather than in `GamepadChrome.kt` because they are about the SHELL's job — putting a
// screen that was written for one interface onto the other's field — rather than about the console's
// own material.
/**
* Re-inks a screen written against the TOUCH theme so it can be shown on the console's field.
*
* `ControllersScreen` alone pulls `MaterialTheme.colorScheme` at 27 explicit sites, plus implicitly
* through every `OutlinedCard`, `Switch`, `OutlinedButton` and `LinearProgressIndicator` it draws.
* Dropped into the shell those keep the touch palette light-grey body text with no background of
* its own, which over the six PALE console palettes (`GamepadPalette`, `light = true`) is grey on
* pastel: technically painted, in practice unreadable. That is the same class of bug as the console
* dialogs that spent a release rendering dark ink on a dark card.
*
* The fix is deliberately ONE derived colour scheme rather than 27 call-site branches:
* * a call-site branch cannot reach the IMPLICIT pulls at all a `Switch`'s track and an
* `OutlinedCard`'s border are resolved inside Material, not here;
* * two colours per site is exactly the shape that drifts, and it would leave the touch screen
* carrying console vocabulary it has no use for.
*
* The alternative give the console presentation an opaque backdrop and let the touch theme read on
* its own ground was rejected because it splits the screen's material in two: an opaque touch-grey
* slab under a palette-inked header and legend, with a visible seam between them, on a field whose
* whole point is that one look runs through it.
*
* The base scheme follows the field's lightness, so anything not overridden here (a container role
* some Material component reaches for) still lands on the right side of the contrast line.
*/
@Composable
internal fun ConsoleInkedTheme(content: @Composable () -> Unit) {
val ink = LocalGamepadInk.current
val scheme = remember(ink) {
val base = if (ink.isLight) lightColorScheme() else darkColorScheme()
base.copy(
primary = ink.accent,
onPrimary = ink.onAccent,
// A card becomes a PANE over the aurora rather than a slab on top of it: the console's
// own glass fill, so an OutlinedCard here is cut from the material the settings rows are.
surface = ink.glass,
onSurface = ink.fg,
surfaceVariant = ink.fg(0.12f),
onSurfaceVariant = ink.fg(0.68f),
outline = ink.fg(0.30f),
outlineVariant = ink.fg(0.16f),
// Nothing here paints a background — the aurora is the ground — but a component that
// resolves `background` (or the content colour for it) must still land on the palette.
background = Color.Transparent,
onBackground = ink.fg,
)
}
// The typography and shapes are the app's, not Material's defaults: this swaps the INK, not the
// brand typeface. And `LocalContentColor` has to be provided by hand — outside a Surface or a
// Scaffold it defaults to BLACK, which is how an unstyled `Text` would vanish into a dark field.
MaterialTheme(
colorScheme = scheme,
typography = MaterialTheme.typography,
shapes = MaterialTheme.shapes,
) {
CompositionLocalProvider(LocalContentColor provides ink.fg, content = content)
}
}
/**
* The console's scroll route for a screen that is a WALL of content rather than a list of focusable
* rows.
*
* Compose only scrolls a container to keep a FOCUSED child visible, so a screen whose body holds no
* focusable nodes (the licenses notices are one enormous `Text`) simply cannot be scrolled by a
* controller: the D-pad has nothing to move to. These screens therefore drive the scroll state
* directly up/down steps, the shoulders page.
*
* Returned as a plain function so a screen's nav callbacks read `scroll(-1, page = false)` rather
* than each screen minting its own coroutine + viewport arithmetic (which is how the two would end
* up scrolling at different speeds).
*/
@Composable
internal fun rememberConsoleScroller(scroll: ScrollState): (dir: Int, page: Boolean) -> Unit {
val scope = rememberCoroutineScope()
val animated = animationsEnabled()
return remember(scroll, animated) {
{ dir, page ->
val delta = consoleScrollDelta(scroll.viewportSize.toFloat(), page, dir)
if (delta != 0f) {
scope.launch {
// Auto-repeat fires every 150 ms while a direction is held, so each animation is
// short enough to have landed (or nearly) before the next one cancels it —
// otherwise a held D-pad crawls, each step restarting from where the last was
// interrupted.
if (animated) {
scroll.animateScrollBy(
delta,
ConsoleMotion.ease(
if (page) ConsoleMotion.TRANSITION_MS else ConsoleMotion.FOCUS_MS,
),
)
} else {
scroll.scrollBy(delta)
}
}
}
}
}
}
/**
* How far one console scroll press travels: [dir] is -1 (up/left) or +1 (down/right), [page] picks
* the shoulders' full page over a D-pad step. Zero while the viewport is unmeasured a first press
* that arrived before layout must do nothing rather than fling the content by zero-times-nothing.
*/
internal fun consoleScrollDelta(viewportPx: Float, page: Boolean, dir: Int): Float =
if (viewportPx <= 0f) 0f else viewportPx * (if (page) CONSOLE_PAGE else CONSOLE_STEP) * dir
/**
* A page keeps a band of what you were reading on screen rather than jumping a clean screenful the
* overlap every reader has used since the printed page, and the difference between "I moved down"
* and "where was I".
*/
private const val CONSOLE_PAGE = 0.88f
/** A D-pad step is about a quarter screen, so holding the direction walks the wall rather than flicking it. */
private const val CONSOLE_STEP = 0.28f
@@ -123,130 +123,6 @@ internal fun AddHostSheet(
}
}
/** First connection to a host that advertised pair=optional: offer TOFU, but pitch PIN pairing. */
@Composable
internal fun TrustNewHostDialog(
pt: PendingTrust,
onTrust: () -> Unit,
onPairInstead: () -> Unit,
onDismiss: () -> Unit,
) {
AlertDialog(
onDismissRequest = onDismiss,
title = { Text("Trust this host?") },
text = {
Column {
Text("First connection to ${pt.host}:${pt.port}.")
pt.advertisedFp?.let { Text("Fingerprint ${it.take(16)}") }
Text(
"This host allows trust-on-first-use, but that can't tell an impostor " +
"from the real host. Pairing with a PIN is stronger — it proves both sides.",
)
}
},
confirmButton = {
TextButton(onClick = onTrust) { Text("Trust (TOFU)") }
},
dismissButton = {
Row {
TextButton(onClick = onPairInstead) { Text("Pair with PIN…") }
TextButton(onClick = onDismiss) { Text("Cancel") }
}
},
)
}
/**
* Android 17+ Local Network Protection rationale: ACCESS_LOCAL_NETWORK was denied, so discovery and
* every connect are dead offer the system prompt again and a settings deep link (a permanently-
* denied request returns instantly without ever showing the prompt, so "Allow" alone isn't enough).
*/
@Composable
internal fun LocalNetworkDialog(onAllow: () -> Unit, onSettings: () -> Unit, onDismiss: () -> Unit) {
AlertDialog(
onDismissRequest = onDismiss,
title = { Text("Allow local network access") },
text = {
Text(
"Android blocks Punktfunk from talking to devices on your network, so it can't " +
"find or reach any host until you allow it. If no prompt appears when you tap " +
"Allow, enable “Nearby devices” for Punktfunk in system settings.",
)
},
confirmButton = {
TextButton(onClick = onAllow) { Text("Allow") }
},
dismissButton = {
Row {
TextButton(onClick = onSettings) { Text("Open settings") }
TextButton(onClick = onDismiss) { Text("Not now") }
}
},
)
}
/** The pinned fingerprint no longer matches — force re-pairing (never a silent re-trust). */
@Composable
internal fun FingerprintChangedDialog(
pt: PendingTrust,
onRepair: () -> Unit,
onDismiss: () -> Unit,
) {
AlertDialog(
onDismissRequest = onDismiss,
title = { Text("Host identity changed") },
text = {
Text(
"The pinned fingerprint for ${pt.host} no longer matches what it now " +
"advertises. This can mean a host reinstall — or an impostor. Re-pair " +
"with the host's PIN to continue.",
)
},
confirmButton = {
TextButton(onClick = onRepair) { Text("Re-pair") }
},
dismissButton = {
TextButton(onClick = onDismiss) { Text("Cancel") }
},
)
}
/**
* A fresh pair=required (or manual/unknown-policy) host: offer the two ways in. "Request access" is
* the no-PIN path connect and wait for the operator to click Approve in the host's console;
* "Use a PIN…" switches to the SPAKE2 ceremony.
*/
@Composable
internal fun RequestAccessDialog(
pt: PendingTrust,
onRequestAccess: () -> Unit,
onUsePin: () -> Unit,
onDismiss: () -> Unit,
) {
AlertDialog(
onDismissRequest = onDismiss,
title = { Text("Pairing required") },
text = {
Column {
Text("${pt.host}:${pt.port} requires pairing before it will stream.")
Text(
"Request access and approve this device in the host's console (or web " +
"UI) — no PIN needed. Or pair with the 4-digit PIN the host displays.",
)
}
},
confirmButton = {
TextButton(onClick = onRequestAccess) { Text("Request access") }
},
dismissButton = {
Row {
TextButton(onClick = onUsePin) { Text("Use a PIN…") }
TextButton(onClick = onDismiss) { Text("Cancel") }
}
},
)
}
/**
* The SPAKE2 PIN ceremony dialog. Runs [NativeBridge.nativePair] off the UI thread itself (the
* pin/name/error state is dialog-local); on success hands the host's verified fingerprint to
@@ -318,41 +194,6 @@ internal fun PairPinDialog(
)
}
/**
* The no-PIN "request access" wait: the connect is parked on the host until the operator approves
* this device. Cancel returns the UI immediately the caller trips the per-attempt flag so a late
* approval is torn down silently (see ConnectScreen.requestAccess) and resumes discovery.
*/
@Composable
internal fun AwaitingApprovalDialog(hostLabel: String, onCancel: () -> Unit) {
AlertDialog(
onDismissRequest = onCancel,
title = { Text("Waiting for approval") },
text = {
val deviceName = Build.MODEL ?: "this device"
Column(verticalArrangement = Arrangement.spacedBy(12.dp)) {
Row(
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(12.dp),
) {
CircularProgressIndicator(modifier = Modifier.size(20.dp), strokeWidth = 2.dp)
Text("Approve this device on $hostLabel.")
}
Text(
"Open the host's console (or web UI) and approve “$deviceName”. It connects " +
"automatically once you approve — no PIN needed.",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
},
confirmButton = {},
dismissButton = {
TextButton(onClick = onCancel) { Text("Cancel") }
},
)
}
/**
* Edit a saved host: name, address, port, the Wake-on-LAN MAC, and the per-host settings the record
* owns shared clipboard (a trust decision about THIS machine, so it was never really a global).
@@ -467,103 +308,3 @@ internal fun EditHostDialog(
},
)
}
/**
* The network speed test, as a dialog: it narrates while it measures, then offers to apply the
* recommendation to the layer the tested host actually reads bitrate from see [SpeedTestTarget]
* for why that is the interesting part. The apply buttons name their destination, so the write is
* never a surprise.
*/
@Composable
internal fun SpeedTestDialog(
hostName: String,
target: SpeedTestTarget,
phase: SpeedTestPhase,
onApply: (toProfile: Boolean) -> Unit,
onDismiss: () -> Unit,
) {
val done = phase as? SpeedTestPhase.Done
AlertDialog(
// Measuring can't be cancelled mid-burst (the host is already sending), so a stray tap
// outside shouldn't look like it did something.
onDismissRequest = { if (done != null || phase is SpeedTestPhase.Failed) onDismiss() },
title = { Text("Network speed test") },
text = {
Column(verticalArrangement = Arrangement.spacedBy(12.dp)) {
Text(hostName, style = MaterialTheme.typography.titleMedium)
when (phase) {
SpeedTestPhase.Connecting, SpeedTestPhase.Measuring -> Row(
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(12.dp),
) {
CircularProgressIndicator(modifier = Modifier.size(20.dp), strokeWidth = 2.dp)
Text(
if (phase == SpeedTestPhase.Connecting) {
"Connecting…"
} else {
"Measuring — the host is bursting test traffic for two seconds."
},
)
}
is SpeedTestPhase.Failed -> Text(
phase.message,
color = MaterialTheme.colorScheme.error,
)
is SpeedTestPhase.Done -> Column(verticalArrangement = Arrangement.spacedBy(4.dp)) {
Text(
"%.0f Mbit/s measured · %.1f %% loss".format(
phase.measuredMbps,
phase.lossPct,
),
style = MaterialTheme.typography.bodyLarge,
)
Text(
"Recommended bitrate: %.0f Mbit/s".format(phase.recommendedMbps),
style = MaterialTheme.typography.bodyLarge,
)
Text(
speedTestTargetNote(target),
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
}
}
},
confirmButton = {
if (done != null) {
TextButton(onClick = { onApply(true) }) {
Text(
when (target) {
SpeedTestTarget.Global -> "Apply"
is SpeedTestTarget.Profile -> "Apply to “${target.profile.name}"
is SpeedTestTarget.Ask -> "Set in “${target.profile.name}"
},
)
}
}
},
dismissButton = {
Row {
// The both-are-defensible case: the user picks the layer, we don't guess.
if (done != null && target is SpeedTestTarget.Ask) {
TextButton(onClick = { onApply(false) }) { Text("Set as default") }
}
TextButton(onClick = onDismiss) { Text("Close") }
}
},
)
}
/** One line saying which layer an Apply will write to, and why that one. */
private fun speedTestTargetNote(target: SpeedTestTarget): String = when (target) {
SpeedTestTarget.Global ->
"This host uses the default settings, so the bitrate goes there."
is SpeedTestTarget.Profile ->
"This host streams with “${target.profile.name}”, which sets its own bitrate — " +
"that override is what it actually reads."
is SpeedTestTarget.Ask ->
"This host streams with “${target.profile.name}”, which currently inherits the default " +
"bitrate. Setting it in the profile affects only this host's profile; setting it as " +
"the default affects everything that inherits it."
}
@@ -0,0 +1,339 @@
package io.unom.punktfunk
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.PaddingValues
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.lazy.grid.GridCells
import androidx.compose.foundation.lazy.grid.GridItemSpan
import androidx.compose.foundation.lazy.grid.LazyVerticalGrid
import androidx.compose.foundation.lazy.grid.items
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Add
import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.ExtendedFloatingActionButton
import androidx.compose.material3.Icon
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Surface
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.unit.dp
import io.unom.punktfunk.components.EmptyHostsState
import io.unom.punktfunk.components.HostCard
import io.unom.punktfunk.components.HostMenuItem
import io.unom.punktfunk.components.SectionLabel
import io.unom.punktfunk.kit.discovery.DiscoveredHost
import io.unom.punktfunk.kit.security.KnownHost
import io.unom.punktfunk.models.HostStatus
/**
* The touch home: the saved/discovered host grid with the Add-host FAB over it everything
* `ConnectScreen` draws when the console UI is off, and the counterpart of [buildHomeTiles] +
* `GamepadHome` when it is on.
*
* Pure display: every action arrives as a callback, because they all end in state the screen owns
* (a dial in flight, the trust prompt, the host store). What this file DOES own is the arrangement
* which sections exist, in what order, and which actions a given card offers and the two rules
* that are easy to get wrong from the outside: a pinned card is a shortcut and so withholds the
* host's destructive actions, and every card in a section reserves the profile chip's space as soon
* as one of them needs it.
*/
@Composable
internal fun ConnectGrid(
savedHosts: List<KnownHost>,
/** Every live advert — the OS mark prefers it over the stored one, and "searching…" reads it. */
discovered: List<DiscoveredHost>,
/** Adverts with no saved record behind them, de-duped by the caller (it needs them too). */
discoveredUnsaved: List<DiscoveredHost>,
/** Saved hosts answering the QUIC probe, "address:port" — the routed half of "online". */
reachable: Set<String>,
profiles: List<StreamProfile>,
pinsFor: (KnownHost) -> List<StreamProfile>,
connecting: Boolean,
/** A confirmation ("75 Mbit/s set in …"); [status] is the failure line. Never the same thing. */
notice: String?,
status: String?,
lnpGranted: Boolean,
/** Raise the local-network-permission prompt — the banner's "Allow…" and the wake guard. */
onAskLocalNetwork: () -> Unit,
/**
* Dial a saved host. The second argument is `connect`'s one-off profile reference: null follows
* the host's binding (a plain tap), a profile id forces that profile, and the empty string
* forces the global defaults a real, different action on a bound host, which is why it has to
* survive as a value rather than collapsing into "unset".
*/
onConnect: (KnownHost, String?) -> Unit,
onConnectDiscovered: (DiscoveredHost) -> Unit,
onForget: (KnownHost) -> Unit,
onEdit: (KnownHost) -> Unit,
onWake: (KnownHost) -> Unit,
onSpeedTest: (KnownHost) -> Unit,
onCopyLink: (KnownHost, StreamProfile?) -> Unit,
onTogglePin: (KnownHost, StreamProfile) -> Unit,
onRescan: () -> Unit,
onAddHost: () -> Unit,
) {
// The profile rows a card's overflow menu grows. With no profiles at all it stays empty — a
// user who never wants this feature sees no new clutter anywhere but the settings scope chips.
// "Connect with" is a ONE-OFF on every card: it never rebinds the host, which is why rebinding
// lives in the Edit sheet instead.
fun hostMenu(kh: KnownHost, pin: StreamProfile?): List<HostMenuItem> = buildList {
if (pin == null) {
add(HostMenuItem("Network speed test") { onSpeedTest(kh) })
}
add(HostMenuItem("Copy link") { onCopyLink(kh, pin) })
if (profiles.isEmpty()) return@buildList
if (pin != null) {
add(HostMenuItem("Unpin card", startsSection = true) { onTogglePin(kh, pin) })
}
add(
HostMenuItem("Connect with: Default settings", startsSection = true) {
// The empty reference is "force the defaults", not "unset" — on a bound host that
// is a real, different action from a plain tap.
onConnect(kh, "")
},
)
profiles.forEach { p ->
add(HostMenuItem("Connect with: ${p.name}") { onConnect(kh, p.id) })
}
if (pin == null) {
profiles.forEachIndexed { i, p ->
val pinned = p.id in kh.pinnedProfileIds
add(
HostMenuItem(
if (pinned) "Unpin card: ${p.name}" else "Pin as card: ${p.name}",
startsSection = i == 0,
) { onTogglePin(kh, p) },
)
}
}
}
// The saved-hosts grid: each host's own card, then one card per profile it has pinned, so a
// pinned combination is a plain one-click connect instead of a trip through a menu.
val savedCards = savedHosts.flatMap { kh ->
listOf(HostCardEntry(kh, null)) + pinsFor(kh).map { HostCardEntry(kh, it) }
}
// Cards in one grid row must be the same height (the grid won't stretch them), so as soon as
// ANY saved card carries a profile chip, they all reserve its space. Nobody who doesn't use
// profiles ever sees the gap.
val anyProfileChip = savedCards.any { it.pin != null || it.host.profileId != null }
Box(Modifier.fillMaxSize()) {
LazyVerticalGrid(
columns = GridCells.Adaptive(minSize = 160.dp),
modifier = Modifier.fillMaxSize(),
contentPadding = PaddingValues(horizontal = 16.dp, vertical = 16.dp),
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
item(span = { GridItemSpan(maxLineSpan) }) {
Column(horizontalAlignment = Alignment.CenterHorizontally) {
Spacer(Modifier.height(8.dp))
Text("Punktfunk", style = MaterialTheme.typography.headlineLarge)
Text(
"stream a remote desktop",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
Spacer(Modifier.height(24.dp))
notice?.let {
Surface(
color = MaterialTheme.colorScheme.secondaryContainer,
shape = MaterialTheme.shapes.medium,
modifier = Modifier.fillMaxWidth(),
) {
Text(
it,
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSecondaryContainer,
textAlign = TextAlign.Center,
modifier = Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
)
}
Spacer(Modifier.height(16.dp))
}
status?.let {
// In-flight progress (connecting / waking) is the full-screen ConnectOverlay's
// job now, so `status` only ever carries a result/error here — a filled error
// container reads as a real failure banner, not just red text lost in the layout.
Surface(
color = MaterialTheme.colorScheme.errorContainer,
shape = MaterialTheme.shapes.medium,
modifier = Modifier.fillMaxWidth(),
) {
Text(
it,
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onErrorContainer,
textAlign = TextAlign.Center,
modifier = Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
)
}
Spacer(Modifier.height(16.dp))
}
}
}
if (!lnpGranted) {
// Local network access denied: discovery can't ever find anything and every connect
// would time out — say so at the top, with the fix one tap away, instead of letting
// the screen look idle/broken.
item(span = { GridItemSpan(maxLineSpan) }) {
Surface(
color = MaterialTheme.colorScheme.errorContainer,
shape = MaterialTheme.shapes.medium,
modifier = Modifier.fillMaxWidth(),
) {
Column(
Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
horizontalAlignment = Alignment.CenterHorizontally,
) {
Text(
"Local network access is off",
style = MaterialTheme.typography.titleSmall,
color = MaterialTheme.colorScheme.onErrorContainer,
)
Text(
"Android blocks Punktfunk from finding or reaching hosts until you allow it.",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onErrorContainer,
textAlign = TextAlign.Center,
)
TextButton(onClick = onAskLocalNetwork) { Text("Allow…") }
}
}
Spacer(Modifier.height(12.dp))
}
}
if (savedHosts.isEmpty() && discoveredUnsaved.isEmpty()) {
item(span = { GridItemSpan(maxLineSpan) }) {
EmptyHostsState()
}
}
if (savedHosts.isNotEmpty()) {
item(span = { GridItemSpan(maxLineSpan) }) {
SectionLabel("Saved hosts")
}
items(savedCards, key = { it.key }) { entry ->
val kh = entry.host
val pin = entry.pin
val bound = kh.profileId?.let { id -> profiles.firstOrNull { it.id == id } }
HostCard(
name = kh.name,
address = "${kh.address}:${kh.port}",
status = if (kh.paired) HostStatus.PAIRED else HostStatus.TOFU,
online = kh.isOnline(discovered, reachable),
// Live advert preferred (the store lags a discovery tick), else stored.
os = discovered.firstOrNull { kh.matches(it) && it.os.isNotEmpty() }?.os
?: kh.os,
enabled = !connecting,
// A pinned card connects with ITS profile; the host's own card follows the
// binding, which is exactly what its chip says it will do.
onConnect = { onConnect(kh, pin?.id) },
// Edit / Forget / Wake live on the host's own card only: a pinned card is a
// shortcut, not a second host, and offering destructive host actions on it
// would blur exactly that.
onForget = if (pin != null) null else ({ onForget(kh) }),
onEdit = if (pin != null) null else ({ onEdit(kh) }),
// Explicit wake-only: offered when the host is offline and we have a MAC. The
// screen runs it through the WakeController so it shows the "Waking…" overlay
// and waits for the host to come online (matched by fingerprint, so a new DHCP
// address on a cold boot still counts as "up") rather than firing a single
// silent packet.
onWake = if (pin == null && kh.mac.isNotEmpty() && !kh.isOnline(discovered, reachable)) {
({ onWake(kh) })
} else {
null
},
profileLabel = pin?.name ?: bound?.name,
profileProminent = pin != null,
accent = accentColor(pin?.accent ?: bound?.accent),
menuItems = hostMenu(kh, pin),
reserveProfileSlot = anyProfileChip,
)
}
}
if (discoveredUnsaved.isNotEmpty()) {
item(span = { GridItemSpan(maxLineSpan) }) {
Spacer(Modifier.height(12.dp))
SectionLabel("Discovered on the network")
}
items(discoveredUnsaved, key = { "disc-${it.host}-${it.port}" }) { dh ->
HostCard(
name = dh.name,
address = "${dh.host}:${dh.port}",
status = if (dh.pairingRequired) HostStatus.PAIRING else HostStatus.TOFU,
online = true, // in the discovered list ⇒ live on mDNS right now
os = dh.os,
enabled = !connecting,
onConnect = { onConnectDiscovered(dh) },
onForget = null,
)
}
}
// Active-discovery hint: discovery runs whenever this screen is up, so while it's
// scanning but nothing's turned up yet (and we're not mid-connect), show it's working
// rather than looking idle/empty. Suppressed while local network access is denied —
// a spinner would be a lie there (the browse can't receive anything); the banner above
// owns that state.
// Scan again is offered whether or not anything turned up: the case that sends people
// here is ONE expected host missing, not an empty list, and a browse that quietly went
// deaf (blocked when it started, or backed off to its hour-long re-query) looks
// exactly like a network without that host on it.
if (lnpGranted && !connecting) {
item(span = { GridItemSpan(maxLineSpan) }) {
Row(
modifier = Modifier.fillMaxWidth().padding(vertical = 12.dp),
horizontalArrangement = Arrangement.Center,
verticalAlignment = Alignment.CenterVertically,
) {
if (discovered.isEmpty()) {
CircularProgressIndicator(modifier = Modifier.size(16.dp), strokeWidth = 2.dp)
Spacer(Modifier.width(8.dp))
Text(
"Searching the local network…",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
Spacer(Modifier.width(8.dp))
}
TextButton(onClick = onRescan) { Text("Scan again") }
}
}
}
item(span = { GridItemSpan(maxLineSpan) }) {
Spacer(Modifier.height(96.dp))
}
}
ExtendedFloatingActionButton(
onClick = onAddHost,
icon = { Icon(Icons.Filled.Add, contentDescription = null) },
text = { Text("Add host") },
expanded = !connecting,
modifier = Modifier
.align(Alignment.BottomEnd)
.padding(20.dp),
)
}
}
@@ -1,5 +1,6 @@
package io.unom.punktfunk
import android.content.res.Configuration
import androidx.activity.compose.BackHandler
import androidx.compose.animation.core.LinearEasing
import androidx.compose.animation.core.RepeatMode
@@ -29,8 +30,8 @@ import androidx.compose.runtime.getValue
import androidx.compose.runtime.remember
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.drawscope.Stroke
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
@@ -204,7 +205,10 @@ internal fun ConnectTakeover(
) {
GamepadAuroraBackground(Modifier.fillMaxSize())
Column(
Modifier.padding(horizontal = 40.dp).widthIn(max = 460.dp),
// The backdrop runs full-bleed; the COPY keeps clear of the bars and the cutout. In
// landscape a hole punch is a side inset deeper than this 40 dp gutter, so centred text
// would otherwise sit under the camera.
Modifier.consoleSafeArea().padding(horizontal = 40.dp).widthIn(max = 460.dp),
horizontalAlignment = Alignment.CenterHorizontally,
verticalArrangement = Arrangement.spacedBy(18.dp),
) {
@@ -239,7 +243,19 @@ internal fun ConnectTakeover(
add(PadGlyph.hint('B', copy.cancelLabel, onClick = onCancel))
if (timedOut) add(PadGlyph.hint('A', "Try Again", onClick = onRetry))
}
GamepadHintBar(hints, Modifier.align(Alignment.BottomCenter).padding(bottom = 28.dp))
// The SAME bottom-start spot every console screen pins its legend at — this takeover sat
// its pill at bottom-CENTRE, so pressing Connect made the one piece of chrome that is
// supposed to read as fixed jump halfway across the screen (second on-glass verdict).
val landscape =
LocalConfiguration.current.orientation == Configuration.ORIENTATION_LANDSCAPE
Box(
Modifier
.align(Alignment.BottomStart)
.consoleLegendInsets(landscape)
.padding(ConsoleLegendInset),
) {
GamepadHintBar(hints)
}
}
}
@@ -0,0 +1,197 @@
package io.unom.punktfunk
import androidx.compose.runtime.Composable
import io.unom.punktfunk.kit.security.ClientIdentity
import io.unom.punktfunk.kit.security.KnownHost
import io.unom.punktfunk.models.PendingTrust
/**
* Everything `ConnectScreen` puts ON TOP of whichever home it drew the trust and pairing
* ceremony, the parked "Waiting for approval…", the console's host options, the speed test, the
* edit form, the local-network rationale, and finally the connect takeover.
*
* They live together because their ORDER is the contract: this is a stack of siblings in one tree,
* so the last one drawn is the one on top, and [ConnectOverlay] is last on purpose a dial can
* start from any of the prompts above it, and its takeover has to cover the prompt that started it.
*
* Only the state each prompt reads comes in; every action goes back out as a callback, because they
* all end in the connect/pair engine or in the host store, which the screen owns. Nothing in here
* decides anything it decides only what is visible.
*/
@Composable
internal fun ConnectPrompts(
gamepadUi: Boolean,
/** The client identity — the PIN ceremony needs it to run SPAKE2; null while it is still minting. */
identity: ClientIdentity?,
profiles: List<StreamProfile>,
isOnline: (KnownHost) -> Boolean,
// ---- trust / pairing --------------------------------------------------------------------
pendingTrust: PendingTrust?,
/** Dismiss (null) or re-aim the SAME decision at another kind — "Pair with PIN…" does that. */
onPendingTrustChange: (PendingTrust?) -> Unit,
/** Trust-on-first-use accepted: dial with no pin. Offered only for a `pair=optional` host. */
onTrustNew: (PendingTrust) -> Unit,
/** The PIN ceremony completed with this host fingerprint — save as paired, then dial. */
onPaired: (PendingTrust, String) -> Unit,
onRequestAccess: (PendingTrust) -> Unit,
// ---- the parked no-PIN request ----------------------------------------------------------
/** Non-null while a "request access" connect sits parked on the host awaiting approval. */
awaitingHostName: String?,
onCancelApproval: () -> Unit,
// ---- console host options (Up on a saved carousel tile) ---------------------------------
optionsTarget: HostCardEntry?,
onDismissOptions: () -> Unit,
libraryEnabled: Boolean,
onOpenLibrary: (KnownHost, String?) -> Unit,
onWake: (KnownHost) -> Unit,
onSpeedTest: (KnownHost) -> Unit,
onCopyLink: (KnownHost, StreamProfile?) -> Unit,
onEditHost: (KnownHost) -> Unit,
onForgetHost: (KnownHost) -> Unit,
onTogglePin: (KnownHost, StreamProfile) -> Unit,
// ---- speed test --------------------------------------------------------------------------
speedTest: HostCardEntry?,
/** Which layer Apply writes to. Resolved by the caller (it holds the store); set with [speedTest]. */
speedTestTarget: SpeedTestTarget?,
speedTestPhase: SpeedTestPhase,
/** true = write the measured bitrate to the profile, false = to the global default. */
onApplySpeedTest: (Boolean) -> Unit,
onDismissSpeedTest: () -> Unit,
// ---- edit host ---------------------------------------------------------------------------
editTarget: KnownHost?,
/** A MAC from the live advert, for a host whose own is not learned yet. */
editSuggestedMacs: List<String>,
onSaveHost: (KnownHost) -> Unit,
onDismissEdit: () -> Unit,
// ---- local network permission ------------------------------------------------------------
lnpPrompt: Boolean,
onAllowLocalNetwork: () -> Unit,
onOpenSystemSettings: () -> Unit,
onDismissLnpPrompt: () -> Unit,
// ---- the connect takeover ----------------------------------------------------------------
connectingHostName: String?,
waker: WakeController,
onCancelConnect: () -> Unit,
) {
pendingTrust?.let { pt ->
// Same trust/pairing logic, console-styled + controller-navigable in gamepad mode.
val onPair = { onPendingTrustChange(pt.copy(kind = PendingTrust.Kind.PAIR)) }
// Three of the four say the same thing in both interfaces, so they are ONE prompt that
// knows which one is running. Only the PIN ceremony genuinely differs — a keyboard field
// against four D-pad digit slots is a different input model, not a different skin.
when (pt.kind) {
PendingTrust.Kind.TRUST_NEW -> TrustNewHostPrompt(
gamepadUi, pt,
onTrust = { onTrustNew(pt) },
onPairInstead = onPair,
onDismiss = { onPendingTrustChange(null) },
)
PendingTrust.Kind.FP_CHANGED ->
FingerprintChangedPrompt(gamepadUi, pt, onPair) { onPendingTrustChange(null) }
PendingTrust.Kind.REQUEST_ACCESS -> RequestAccessPrompt(
gamepadUi, pt,
onRequestAccess = { onRequestAccess(pt) },
onUsePin = onPair,
onDismiss = { onPendingTrustChange(null) },
)
PendingTrust.Kind.PAIR -> {
val onSavePaired = { fp: String -> onPaired(pt, fp) }
if (gamepadUi) {
GamepadPairPinDialog(pt, identity, onSavePaired) { onPendingTrustChange(null) }
} else {
PairPinDialog(pt, identity, onSavePaired) { onPendingTrustChange(null) }
}
}
}
}
awaitingHostName?.let { hostLabel ->
AwaitingApprovalPrompt(gamepadUi, hostLabel = hostLabel, onCancel = onCancelApproval)
}
// Console host options (Up on a saved carousel tile): Wake / Edit / Forget.
optionsTarget?.let { entry ->
val kh = entry.host
val pin = entry.pin
val offline = !isOnline(kh)
GamepadHostOptionsDialog(
hostName = kh.name,
canWake = kh.mac.isNotEmpty() && offline,
onWake = { onDismissOptions(); onWake(kh) },
// A saved host always has a library (it's a knownHost) → offer it when the setting's on,
// so a TV remote reaches the library here instead of via the Y face button. A PIN card
// gets it too, opening its own shelf: unlike wake/edit/forget, the library is a way to
// start the card, not a property of the host.
onLibrary = if (libraryEnabled) {
{ onDismissOptions(); onOpenLibrary(kh, pin?.id) }
} else {
null
},
onSpeedTest = if (pin == null) {
{ onDismissOptions(); onSpeedTest(kh) }
} else {
null
},
onCopyLink = { onDismissOptions(); onCopyLink(kh, pin) },
onEdit = { onDismissOptions(); onEditHost(kh) },
onForget = { onForgetHost(kh); onDismissOptions() },
onDismiss = onDismissOptions,
// A pin's only action: unpinning touches neither the host nor the profile.
onUnpin = pin?.let { p -> { onTogglePin(kh, p); onDismissOptions() } },
profileName = pin?.name,
)
}
if (speedTest != null && speedTestTarget != null) {
SpeedTestPrompt(
gamepadUi, speedTest.host.name, speedTestTarget, speedTestPhase,
onApplySpeedTest, onDismissSpeedTest,
)
}
editTarget?.let { kh ->
if (gamepadUi) {
// Console edit: the same field list + on-screen keyboard as Add-Host, seeded from the
// host with an extra MAC row; the action SAVES instead of connecting.
GamepadAddHostScreen(
onAdd = { _, _, _ -> },
onDismiss = onDismissEdit,
editHost = kh,
suggestedMacs = editSuggestedMacs,
onSave = onSaveHost,
// Shared clipboard and the profile binding — the two host decisions that used to
// exist only in the touch edit sheet, which a TV box has no way to reach.
profiles = profiles,
)
} else {
EditHostDialog(
target = kh,
suggestedMacs = editSuggestedMacs,
profiles = profiles,
onSave = onSaveHost,
onDismiss = onDismissEdit,
)
}
}
if (lnpPrompt) {
// Android 17+ local-network-permission rationale: re-request (a permanently-denied request
// returns instantly without a system prompt — hence the settings deep link alongside).
LocalNetworkPrompt(
gamepadUi,
onAllow = onAllowLocalNetwork,
onSettings = onOpenSystemSettings,
onDismiss = onDismissLnpPrompt,
)
}
// Topmost: the full-screen connect takeover — instant "Connecting…" feedback on any dial, flowing
// seamlessly into the "Waking…" wait if the host turns out to be asleep. Rides over both the touch
// grid and the console home.
ConnectOverlay(
connectingHostName = connectingHostName,
waker = waker,
gamepadUi = gamepadUi,
onCancelConnect = onCancelConnect,
)
}
@@ -11,31 +11,6 @@ import android.os.Build
import android.widget.Toast
import androidx.activity.compose.rememberLauncherForActivityResult
import androidx.activity.result.contract.ActivityResultContracts
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.PaddingValues
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.lazy.grid.GridCells
import androidx.compose.foundation.lazy.grid.GridItemSpan
import androidx.compose.foundation.lazy.grid.LazyVerticalGrid
import androidx.compose.foundation.lazy.grid.items
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Add
import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.ExtendedFloatingActionButton
import androidx.compose.material3.Icon
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Surface
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.LaunchedEffect
@@ -45,19 +20,11 @@ import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberCoroutineScope
import androidx.compose.runtime.rememberUpdatedState
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.unit.dp
import androidx.core.content.ContextCompat
import androidx.lifecycle.Lifecycle
import androidx.lifecycle.LifecycleEventObserver
import androidx.lifecycle.LifecycleOwner
import io.unom.punktfunk.components.EmptyHostsState
import io.unom.punktfunk.components.HostCard
import io.unom.punktfunk.components.HostMenuItem
import io.unom.punktfunk.components.SectionLabel
import io.unom.punktfunk.kit.Gamepad
import io.unom.punktfunk.kit.NativeBridge
import io.unom.punktfunk.kit.discovery.DiscoveredHost
@@ -73,7 +40,6 @@ import io.unom.punktfunk.kit.security.KnownHost
import io.unom.punktfunk.kit.security.KnownHostStore
import io.unom.punktfunk.kit.security.obtainIdentity
import io.unom.punktfunk.models.ActiveSession
import io.unom.punktfunk.models.HostStatus
import io.unom.punktfunk.models.PendingTrust
import java.util.concurrent.atomic.AtomicBoolean
import kotlinx.coroutines.Dispatchers
@@ -108,6 +74,20 @@ private class ConnectAttempt(val hostName: String) {
val cancelled = AtomicBoolean(false)
}
/**
* The connect screen discovery, trust and the dial itself, under either interface.
*
* What is left in this file is the STATE and the engine: the mDNS browse and the permission that
* gates it, the identity, the host and profile stores, the trust decision, the dial and its wake
* fallback, and the `punktfunk://` router. What was drawn from that state now lives beside it —
* `buildHomeTiles` (the console carousel's contents), `ConnectGrid` (the touch home) and
* `ConnectPrompts` (everything modal, plus the connect takeover). They hold no state of their own,
* which is why they could leave: each one takes what it displays and hands back what was pressed.
*
* The engine did NOT leave, and shouldn't until it has somewhere to live: it closes over ~20 locals
* that a dozen callbacks read and write, and hoisting it means inventing a state holder a second
* refactor, and a second thing to get wrong.
*/
@Composable
fun ConnectScreen(
settings: Settings,
@@ -120,7 +100,9 @@ fun ConnectScreen(
// gamepad shell owns (the touch UI reaches Settings via the bottom bar and has no library button).
gamepadUi: Boolean = false,
onOpenSettings: () -> Unit = {},
onOpenLibrary: (KnownHost) -> Unit = {},
// (host, pinned profile id) — a pinned host+profile card opens ITS shelf, and the id is the
// one-off every launch off that shelf runs with (design §5.2a). Null = the host's own tile.
onOpenLibrary: (KnownHost, String?) -> Unit = { _, _ -> },
navGate: Boolean = true, // false while the console home is cross-fading out
// A `punktfunk://` URL to route (design/client-deep-links.md §3). This screen owns it because
// it owns the connect path — trust decisions, the local-network grant, wake-and-retry — and a
@@ -651,52 +633,6 @@ fun ConnectScreen(
}
}
// The profile rows a card's overflow menu grows. With no profiles at all it stays empty — a
// user who never wants this feature sees no new clutter anywhere but the settings scope chips.
// "Connect with" is a ONE-OFF on every card: it never rebinds the host, which is why rebinding
// lives in the Edit sheet instead.
fun hostMenu(kh: KnownHost, pin: StreamProfile?): List<HostMenuItem> = buildList {
if (pin == null) {
add(HostMenuItem("Network speed test") { startSpeedTest(HostCardEntry(kh, null)) })
}
add(HostMenuItem("Copy link") { copyLink(kh, pin) })
if (profiles.isEmpty()) return@buildList
if (pin != null) {
add(HostMenuItem("Unpin card", startsSection = true) { togglePin(kh, pin) })
}
add(
HostMenuItem("Connect with: Default settings", startsSection = true) {
// The empty reference is "force the defaults", not "unset" — on a bound host that
// is a real, different action from a plain tap.
connect(kh.address, kh.port, oneOffProfile = "")
},
)
profiles.forEach { p ->
add(HostMenuItem("Connect with: ${p.name}") { connect(kh.address, kh.port, oneOffProfile = p.id) })
}
if (pin == null) {
profiles.forEachIndexed { i, p ->
val pinned = p.id in kh.pinnedProfileIds
add(
HostMenuItem(
if (pinned) "Unpin card: ${p.name}" else "Pin as card: ${p.name}",
startsSection = i == 0,
) { togglePin(kh, p) },
)
}
}
}
// The saved-hosts grid: each host's own card, then one card per profile it has pinned, so a
// pinned combination is a plain one-click connect instead of a trip through a menu.
val savedCards = savedHosts.flatMap { kh ->
listOf(HostCardEntry(kh, null)) + profileStore.pinsFor(kh).map { HostCardEntry(kh, it) }
}
// Cards in one grid row must be the same height (the grid won't stretch them), so as soon as
// ANY saved card carries a profile chip, they all reserve its space. Nobody who doesn't use
// profiles ever sees the gap.
val anyProfileChip = savedCards.any { it.pin != null || it.host.profileId != null }
// ---- punktfunk:// routing (design/client-deep-links.md §3) --------------------------------
//
// The invariant: a URL may only ever do what a click on an existing card could do, MINUS trust
@@ -782,79 +718,63 @@ fun ConnectScreen(
var showManualSheet by remember { mutableStateOf(false) }
// Wake a saved host on demand — the touch card's Wake item and the console options dialog run
// the same action. Through the WakeController, so it shows the "Waking…" overlay and waits for
// the host to come back rather than firing one silent packet at it.
fun wakeHost(kh: KnownHost) {
// The magic packet is UDP broadcast — LNP-blocked like everything else.
if (!lnpGranted) {
lnpPrompt = true
return
}
waker.start(
hostName = kh.name,
connectsAfter = false,
macs = kh.mac,
lastIp = kh.address,
// "Back up" is mDNS presence ONLY — narrower than the [isOnline] that decides whether to
// OFFER Wake, which also counts a QUIC probe answer. Matched through `matches`, so a
// cold boot onto a new DHCP address still ends the wait.
isOnline = { discovered.any { kh.matches(it) } },
onOnline = {},
)
}
fun forgetHost(kh: KnownHost) {
knownHostStore.remove(kh)
savedHosts = knownHostStore.all()
}
if (gamepadUi) {
// Console mode: the host carousel (saved → discovered → Add Host), driven by the pad. Shares
// every action above; the trailing Add Host tile opens the same manual-entry sheet.
val tiles = buildList {
savedHosts.forEach { kh ->
val bound = kh.profileId?.let { id -> profiles.firstOrNull { it.id == id } }
add(
HomeTile(
id = "saved-${kh.id}",
title = kh.name,
// The binding is what a press will actually do, so the tile says so — the
// console can't edit profiles, but it must never lie about which one it uses.
subtitle = bound?.let { "${kh.address}:${kh.port} · ${it.name}" }
?: "${kh.address}:${kh.port}",
filled = true,
online = kh.isOnline(discovered, reachable),
paired = kh.paired,
knownHost = kh,
activate = { connect(kh.address, kh.port) },
),
)
// Pinned host+profile combinations, right after their host: one focus-and-press
// each, which is the affordance a controller surface does well (menus are not).
profileStore.pinsFor(kh).forEach { p ->
add(
HomeTile(
id = "pin-${kh.id}-${p.id}",
title = kh.name,
subtitle = p.name,
filled = true,
online = kh.isOnline(discovered, reachable),
paired = kh.paired,
knownHost = kh,
pinnedProfileId = p.id,
activate = { connect(kh.address, kh.port, oneOffProfile = p.id) },
),
)
}
}
discoveredUnsaved.forEach { dh ->
add(
HomeTile(
id = "disc-${dh.host}:${dh.port}",
title = dh.name,
subtitle = "${dh.host}:${dh.port}",
online = true,
activate = { connect(dh.host, dh.port, dh) },
),
)
}
add(
HomeTile(
id = "add",
title = "Add Host",
subtitle = "Register a host by address",
isAdd = true,
activate = { showManualSheet = true },
),
)
}
GamepadHome(
tiles = tiles,
tiles = buildHomeTiles(
savedHosts = savedHosts,
profiles = profiles,
pinsFor = profileStore::pinsFor,
discoveredUnsaved = discoveredUnsaved,
isOnline = { it.isOnline(discovered, reachable) },
onConnect = { kh, oneOff -> connect(kh.address, kh.port, oneOffProfile = oneOff) },
onConnectDiscovered = { dh -> connect(dh.host, dh.port, dh) },
onAddHost = { showManualSheet = true },
),
libraryEnabled = settings.libraryEnabled,
controllerName = io.unom.punktfunk.kit.Gamepad.firstPad()?.name,
// Stop the carousel from consuming the pad while a sheet/dialog/overlay owns the screen,
// while a connect is in flight (else a second A launches a concurrent connect that leaks a
// handle — the touch grid guards the same way with enabled=!connecting), or while the whole
// console home is cross-fading out.
// ⚠ `speedTest` belongs in this list and was missing. It LOOKED covered by `!connecting`,
// and is — right up until the measurement finishes: `startSpeedTest` clears `connecting`
// before its Done/Failed card is dismissed, so from that moment the card AND the
// carousel underneath both consumed the pad. One A then dismissed the card and started
// a connect. Every other modal on this screen is named here for exactly this reason.
navActive = navGate && !connecting && !showManualSheet && pendingTrust == null &&
awaiting == null && editTarget == null && optionsTarget == null &&
waker.waking == null && !lnpPrompt,
speedTest == null && waker.waking == null && !lnpPrompt,
onActivate = { it.activate() },
onOpenLibrary = { it.knownHost?.let(onOpenLibrary) },
onOpenLibrary = { tile -> tile.knownHost?.let { onOpenLibrary(it, tile.pinnedProfileId) } },
onOpenSettings = onOpenSettings,
onOptions = { tile ->
tile.knownHost?.let { kh ->
@@ -863,239 +783,35 @@ fun ConnectScreen(
},
)
} else {
Box(Modifier.fillMaxSize()) {
LazyVerticalGrid(
columns = GridCells.Adaptive(minSize = 160.dp),
modifier = Modifier.fillMaxSize(),
contentPadding = PaddingValues(horizontal = 16.dp, vertical = 16.dp),
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
item(span = { GridItemSpan(maxLineSpan) }) {
Column(horizontalAlignment = Alignment.CenterHorizontally) {
Spacer(Modifier.height(8.dp))
Text("Punktfunk", style = MaterialTheme.typography.headlineLarge)
Text(
"stream a remote desktop",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
Spacer(Modifier.height(24.dp))
notice?.let {
Surface(
color = MaterialTheme.colorScheme.secondaryContainer,
shape = MaterialTheme.shapes.medium,
modifier = Modifier.fillMaxWidth(),
) {
Text(
it,
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSecondaryContainer,
textAlign = TextAlign.Center,
modifier = Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
)
}
Spacer(Modifier.height(16.dp))
}
status?.let {
// In-flight progress (connecting / waking) is the full-screen ConnectOverlay's
// job now, so `status` only ever carries a result/error here — a filled error
// container reads as a real failure banner, not just red text lost in the layout.
Surface(
color = MaterialTheme.colorScheme.errorContainer,
shape = MaterialTheme.shapes.medium,
modifier = Modifier.fillMaxWidth(),
) {
Text(
it,
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onErrorContainer,
textAlign = TextAlign.Center,
modifier = Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
)
}
Spacer(Modifier.height(16.dp))
}
}
}
if (!lnpGranted) {
// Local network access denied: discovery can't ever find anything and every connect
// would time out — say so at the top, with the fix one tap away, instead of letting
// the screen look idle/broken.
item(span = { GridItemSpan(maxLineSpan) }) {
Surface(
color = MaterialTheme.colorScheme.errorContainer,
shape = MaterialTheme.shapes.medium,
modifier = Modifier.fillMaxWidth(),
) {
Column(
Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
horizontalAlignment = Alignment.CenterHorizontally,
) {
Text(
"Local network access is off",
style = MaterialTheme.typography.titleSmall,
color = MaterialTheme.colorScheme.onErrorContainer,
)
Text(
"Android blocks Punktfunk from finding or reaching hosts until you allow it.",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onErrorContainer,
textAlign = TextAlign.Center,
)
TextButton(onClick = { lnpPrompt = true }) { Text("Allow…") }
}
}
Spacer(Modifier.height(12.dp))
}
}
if (savedHosts.isEmpty() && discoveredUnsaved.isEmpty()) {
item(span = { GridItemSpan(maxLineSpan) }) {
EmptyHostsState()
}
}
if (savedHosts.isNotEmpty()) {
item(span = { GridItemSpan(maxLineSpan) }) {
SectionLabel("Saved hosts")
}
items(savedCards, key = { it.key }) { entry ->
val kh = entry.host
val pin = entry.pin
val bound = kh.profileId?.let { id -> profiles.firstOrNull { it.id == id } }
HostCard(
name = kh.name,
address = "${kh.address}:${kh.port}",
status = if (kh.paired) HostStatus.PAIRED else HostStatus.TOFU,
online = kh.isOnline(discovered, reachable),
// Live advert preferred (the store lags a discovery tick), else stored.
os = discovered.firstOrNull { kh.matches(it) && it.os.isNotEmpty() }?.os
?: kh.os,
enabled = !connecting,
// A pinned card connects with ITS profile; the host's own card follows the
// binding, which is exactly what its chip says it will do.
onConnect = {
if (pin != null) {
connect(kh.address, kh.port, oneOffProfile = pin.id)
} else {
connect(kh.address, kh.port)
}
},
// Edit / Forget / Wake live on the host's own card only: a pinned card is a
// shortcut, not a second host, and offering destructive host actions on it
// would blur exactly that.
onForget = if (pin != null) {
null
} else {
{
knownHostStore.remove(kh)
savedHosts = knownHostStore.all()
}
},
onEdit = if (pin != null) null else ({ editTarget = kh }),
// Explicit wake-only: offered when the host is offline and we have a MAC. Runs
// through the WakeController so it shows the "Waking…" overlay and waits for
// the host to come online (matched by fingerprint, so a new DHCP address on a
// cold boot still counts as "up") rather than firing a single silent packet.
onWake = if (pin == null && kh.mac.isNotEmpty() && !kh.isOnline(discovered, reachable)) {
{
// The magic packet is UDP broadcast — LNP-blocked like everything else.
if (!lnpGranted) {
lnpPrompt = true
} else {
waker.start(
hostName = kh.name,
connectsAfter = false,
macs = kh.mac,
lastIp = kh.address,
isOnline = { discovered.any { kh.matches(it) } },
onOnline = {},
)
}
}
} else {
null
},
profileLabel = pin?.name ?: bound?.name,
profileProminent = pin != null,
accent = accentColor(pin?.accent ?: bound?.accent),
menuItems = hostMenu(kh, pin),
reserveProfileSlot = anyProfileChip,
)
}
}
if (discoveredUnsaved.isNotEmpty()) {
item(span = { GridItemSpan(maxLineSpan) }) {
Spacer(Modifier.height(12.dp))
SectionLabel("Discovered on the network")
}
items(discoveredUnsaved, key = { "disc-${it.host}-${it.port}" }) { dh ->
HostCard(
name = dh.name,
address = "${dh.host}:${dh.port}",
status = if (dh.pairingRequired) HostStatus.PAIRING else HostStatus.TOFU,
online = true, // in the discovered list ⇒ live on mDNS right now
os = dh.os,
enabled = !connecting,
onConnect = { connect(dh.host, dh.port, dh) },
onForget = null,
)
}
}
// Active-discovery hint: discovery runs whenever this screen is up, so while it's
// scanning but nothing's turned up yet (and we're not mid-connect), show it's working
// rather than looking idle/empty. Suppressed while local network access is denied —
// a spinner would be a lie there (the browse can't receive anything); the banner above
// owns that state.
// Scan again is offered whether or not anything turned up: the case that sends people
// here is ONE expected host missing, not an empty list, and a browse that quietly went
// deaf (blocked when it started, or backed off to its hour-long re-query) looks
// exactly like a network without that host on it.
if (lnpGranted && !connecting) {
item(span = { GridItemSpan(maxLineSpan) }) {
Row(
modifier = Modifier.fillMaxWidth().padding(vertical = 12.dp),
horizontalArrangement = Arrangement.Center,
verticalAlignment = Alignment.CenterVertically,
) {
if (discovered.isEmpty()) {
CircularProgressIndicator(modifier = Modifier.size(16.dp), strokeWidth = 2.dp)
Spacer(Modifier.width(8.dp))
Text(
"Searching the local network…",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
Spacer(Modifier.width(8.dp))
}
TextButton(onClick = { discovery.restart() }) { Text("Scan again") }
}
}
}
item(span = { GridItemSpan(maxLineSpan) }) {
Spacer(Modifier.height(96.dp))
}
}
ExtendedFloatingActionButton(
onClick = { showManualSheet = true },
icon = { Icon(Icons.Filled.Add, contentDescription = null) },
text = { Text("Add host") },
expanded = !connecting,
modifier = Modifier
.align(Alignment.BottomEnd)
.padding(20.dp),
ConnectGrid(
savedHosts = savedHosts,
discovered = discovered,
discoveredUnsaved = discoveredUnsaved,
reachable = reachable,
profiles = profiles,
pinsFor = profileStore::pinsFor,
connecting = connecting,
notice = notice,
status = status,
lnpGranted = lnpGranted,
onAskLocalNetwork = { lnpPrompt = true },
onConnect = { kh, oneOff -> connect(kh.address, kh.port, oneOffProfile = oneOff) },
onConnectDiscovered = { dh -> connect(dh.host, dh.port, dh) },
onForget = { kh -> forgetHost(kh) },
onEdit = { kh -> editTarget = kh },
onWake = { kh -> wakeHost(kh) },
onSpeedTest = { kh -> startSpeedTest(HostCardEntry(kh, null)) },
onCopyLink = { kh, pin -> copyLink(kh, pin) },
onTogglePin = { kh, p -> togglePin(kh, p) },
onRescan = { discovery.restart() },
onAddHost = { showManualSheet = true },
)
}
}
// Add Host stayed behind while the other modals moved into ConnectPrompts: its form fields are
// remembered HERE, on purpose, so a half-typed address survives the sheet being dismissed and
// reopened. Moving the block without moving that state would quietly change what a dismiss
// costs; moving both is a separate decision from this one.
if (showManualSheet) {
if (gamepadUi) {
// Console add-host: field list + on-screen controller keyboard. "Add" connects (which
@@ -1123,148 +839,81 @@ fun ConnectScreen(
}
}
pendingTrust?.let { pt ->
// Same trust/pairing logic, console-styled + controller-navigable in gamepad mode.
val onPair = { pendingTrust = pt.copy(kind = PendingTrust.Kind.PAIR) }
val onSavePaired = { fp: String ->
// Which layer a measurement would land in. Resolved here, not in the prompt: it is a question
// for the profile store, and the Apply button and the caption above it must agree on the answer.
val speedTestTarget = speedTest?.let { SpeedTestTarget.resolve(it.host, it.pin?.id, profileStore) }
// Prefill a not-yet-learned MAC from the host's live advert, mirroring Apple's
// `discovery.hosts.first { host.matches($0) }?.macAddresses`.
val editSuggestedMacs =
editTarget?.let { kh -> discovered.firstOrNull { kh.matches(it) }?.mac } ?: emptyList()
// Everything that floats above whichever home was drawn, in one place and in one order — see
// ConnectPrompts.kt. It decides nothing: each action below lands right back in the engine above.
ConnectPrompts(
gamepadUi = gamepadUi,
identity = identity,
profiles = profiles,
isOnline = { it.isOnline(discovered, reachable) },
pendingTrust = pendingTrust,
onPendingTrustChange = { pendingTrust = it },
onTrustNew = { pt ->
pendingTrust = null
doConnect(pt.host, pt.port, pt.name, null, pt.profile, pt.launch)
},
onPaired = { pt, fp ->
knownHostStore.trust(pt.host, pt.port, pt.name, fp, paired = true)
savedHosts = knownHostStore.all()
pendingTrust = null
doConnect(pt.host, pt.port, pt.name, fp, pt.profile, pt.launch)
}
when (pt.kind) {
PendingTrust.Kind.TRUST_NEW ->
if (gamepadUi) GamepadTrustNewDialog(pt, { pendingTrust = null; doConnect(pt.host, pt.port, pt.name, null, pt.profile, pt.launch) }, onPair, { pendingTrust = null })
else TrustNewHostDialog(pt, { pendingTrust = null; doConnect(pt.host, pt.port, pt.name, null, pt.profile, pt.launch) }, onPair, { pendingTrust = null })
PendingTrust.Kind.FP_CHANGED ->
if (gamepadUi) GamepadFingerprintChangedDialog(pt, onPair, { pendingTrust = null })
else FingerprintChangedDialog(pt, onPair, { pendingTrust = null })
PendingTrust.Kind.REQUEST_ACCESS ->
if (gamepadUi) GamepadRequestAccessDialog(pt, { pendingTrust = null; requestAccess(pt) }, onPair, { pendingTrust = null })
else RequestAccessDialog(pt, { pendingTrust = null; requestAccess(pt) }, onPair, { pendingTrust = null })
PendingTrust.Kind.PAIR ->
if (gamepadUi) GamepadPairPinDialog(pt, identity, onSavePaired, { pendingTrust = null })
else PairPinDialog(pt, identity, onSavePaired, { pendingTrust = null })
}
}
awaiting?.let { req ->
val onCancel = {
req.cancelled.set(true)
},
onRequestAccess = { pt -> pendingTrust = null; requestAccess(pt) },
awaitingHostName = awaiting?.target?.name,
onCancelApproval = {
awaiting?.cancelled?.set(true)
awaiting = null
connecting = false
discovery.start() // the request may still be pending on the host; keep scanning
}
if (gamepadUi) GamepadAwaitingApprovalDialog(req.target.name, onCancel)
else AwaitingApprovalDialog(hostLabel = req.target.name, onCancel = onCancel)
}
// Console host options (Up on a saved carousel tile): Wake / Edit / Forget.
optionsTarget?.let { entry ->
val kh = entry.host
val pin = entry.pin
val offline = !kh.isOnline(discovered, reachable)
GamepadHostOptionsDialog(
hostName = kh.name,
canWake = kh.mac.isNotEmpty() && offline,
onWake = {
optionsTarget = null
// The magic packet is UDP broadcast — LNP-blocked like everything else.
if (!lnpGranted) {
lnpPrompt = true
} else {
waker.start(
hostName = kh.name, connectsAfter = false, macs = kh.mac, lastIp = kh.address,
isOnline = { discovered.any { kh.matches(it) } },
onOnline = {},
)
}
},
// A saved host always has a library (it's a knownHost) → offer it when the setting's on,
// so a TV remote reaches the library here instead of via the Y face button.
onLibrary = if (settings.libraryEnabled && pin == null) {
{ optionsTarget = null; onOpenLibrary(kh) }
} else {
null
},
onSpeedTest = if (pin == null) {
{ optionsTarget = null; startSpeedTest(HostCardEntry(kh, null)) }
} else {
null
},
onCopyLink = { optionsTarget = null; copyLink(kh, pin) },
onEdit = { optionsTarget = null; editTarget = kh },
onForget = {
knownHostStore.remove(kh)
savedHosts = knownHostStore.all()
optionsTarget = null
},
onDismiss = { optionsTarget = null },
// A pin's only action: unpinning touches neither the host nor the profile.
onUnpin = pin?.let { p -> { togglePin(kh, p); optionsTarget = null } },
profileName = pin?.name,
)
}
speedTest?.let { entry ->
val target = SpeedTestTarget.resolve(entry.host, entry.pin?.id, profileStore)
val dismiss = { speedTest = null }
val apply: (Boolean) -> Unit = { toProfile ->
},
optionsTarget = optionsTarget,
onDismissOptions = { optionsTarget = null },
libraryEnabled = settings.libraryEnabled,
onOpenLibrary = onOpenLibrary,
onWake = { kh -> wakeHost(kh) },
onSpeedTest = { kh -> startSpeedTest(HostCardEntry(kh, null)) },
onCopyLink = { kh, pin -> copyLink(kh, pin) },
onEditHost = { kh -> editTarget = kh },
onForgetHost = { kh -> forgetHost(kh) },
onTogglePin = { kh, p -> togglePin(kh, p) },
speedTest = speedTest,
speedTestTarget = speedTestTarget,
speedTestPhase = speedTestPhase,
onApplySpeedTest = { toProfile ->
val done = speedTestPhase as? SpeedTestPhase.Done
if (done != null) {
if (done != null && speedTestTarget != null) {
val where = applySpeedTestResult(
done.recommendedKbps, target, toProfile, profileStore, settings, onSettingsChange,
done.recommendedKbps, speedTestTarget, toProfile, profileStore, settings,
onSettingsChange,
)
profiles = profileStore.all()
notice = "%.0f Mbit/s set in %s".format(done.recommendedMbps, where)
}
speedTest = null
}
if (gamepadUi) {
GamepadSpeedTestDialog(entry.host.name, target, speedTestPhase, apply, dismiss)
} else {
SpeedTestDialog(entry.host.name, target, speedTestPhase, apply, dismiss)
}
}
editTarget?.let { kh ->
// Prefill a not-yet-learned MAC from the host's live advert, mirroring Apple's
// `discovery.hosts.first { host.matches($0) }?.macAddresses`.
val suggested = discovered.firstOrNull { kh.matches(it) }?.mac ?: emptyList()
val onSaveHost: (KnownHost) -> Unit = { updated ->
},
onDismissSpeedTest = { speedTest = null },
editTarget = editTarget,
editSuggestedMacs = editSuggestedMacs,
onSaveHost = { updated ->
knownHostStore.save(updated)
savedHosts = knownHostStore.all()
editTarget = null
}
if (gamepadUi) {
// Console edit: the same field list + on-screen keyboard as Add-Host, seeded from the
// host with an extra MAC row; the action SAVES instead of connecting.
GamepadAddHostScreen(
onAdd = { _, _, _ -> },
onDismiss = { editTarget = null },
editHost = kh,
suggestedMacs = suggested,
onSave = onSaveHost,
)
} else {
EditHostDialog(
target = kh,
suggestedMacs = suggested,
profiles = profiles,
onSave = onSaveHost,
onDismiss = { editTarget = null },
)
}
}
if (lnpPrompt) {
// Android 17+ local-network-permission rationale: re-request (a permanently-denied request
// returns instantly without a system prompt — hence the settings deep link alongside).
val onAllow = {
},
onDismissEdit = { editTarget = null },
lnpPrompt = lnpPrompt,
onAllowLocalNetwork = {
lnpPrompt = false
localNetLauncher.launch(Manifest.permission.ACCESS_LOCAL_NETWORK)
}
val onSettings = {
},
onOpenSystemSettings = {
lnpPrompt = false
context.startActivity(
Intent(
@@ -1272,21 +921,10 @@ fun ConnectScreen(
Uri.fromParts("package", context.packageName, null),
),
)
}
if (gamepadUi) {
GamepadLocalNetworkDialog(onAllow = onAllow, onSettings = onSettings, onDismiss = { lnpPrompt = false })
} else {
LocalNetworkDialog(onAllow = onAllow, onSettings = onSettings, onDismiss = { lnpPrompt = false })
}
}
// Topmost: the full-screen connect takeover — instant "Connecting…" feedback on any dial, flowing
// seamlessly into the "Waking…" wait if the host turns out to be asleep. Rides over both the touch
// grid and the console home.
ConnectOverlay(
},
onDismissLnpPrompt = { lnpPrompt = false },
connectingHostName = attempt?.hostName,
waker = waker,
gamepadUi = gamepadUi,
onCancelConnect = { cancelConnect() },
)
}
@@ -1295,8 +933,11 @@ fun ConnectScreen(
* One entry in the saved-hosts grid: a host's own card ([pin] null), or one of its pinned
* host+profile cards. Pins are additive presentation state on the host record never duplicated
* host entries, which would fork pairing, trust and renames (design §5.2a).
*
* The console reuses it deliberately: its options dialog acts on a host-or-pin exactly as the touch
* card's overflow menu does, and one currency for "which card is this" keeps the two from drifting.
*/
private data class HostCardEntry(val host: KnownHost, val pin: StreamProfile?) {
internal data class HostCardEntry(val host: KnownHost, val pin: StreamProfile?) {
val key: String get() = "card-${host.id}-${pin?.id ?: "primary"}"
}
@@ -1305,7 +946,7 @@ private data class HostCardEntry(val host: KnownHost, val pin: StreamProfile?) {
* as a multicast-reception hedge on OEMs that filter multicast without it, but discovery (raw mDNS via
* the native core + MulticastLock) does not depend on it.
*/
fun hasNearbyPermission(context: Context): Boolean =
internal fun hasNearbyPermission(context: Context): Boolean =
Build.VERSION.SDK_INT < Build.VERSION_CODES.TIRAMISU ||
ContextCompat.checkSelfPermission(context, Manifest.permission.NEARBY_WIFI_DEVICES) ==
PackageManager.PERMISSION_GRANTED
@@ -1317,7 +958,7 @@ fun hasNearbyPermission(context: Context): Boolean =
* QUIC dial surfaces as a silent handshake timeout and the mDNS browse receives nothing. Unlike
* [hasNearbyPermission] this is load-bearing nothing on the connect screen works without it.
*/
fun hasLocalNetworkPermission(context: Context): Boolean =
internal fun hasLocalNetworkPermission(context: Context): Boolean =
Build.VERSION.SDK_INT < Build.VERSION_CODES.CINNAMON_BUN ||
ContextCompat.checkSelfPermission(context, Manifest.permission.ACCESS_LOCAL_NETWORK) ==
PackageManager.PERMISSION_GRANTED
@@ -1327,7 +968,7 @@ fun hasLocalNetworkPermission(context: Context): Boolean =
* fingerprint when both carry it (so it survives a DHCP address change), else by address:port.
* Mirrors the Apple client's `StoredHost.matches`; de-dupes "Discovered" against "Saved hosts".
*/
private fun KnownHost.matches(dh: DiscoveredHost): Boolean {
internal fun KnownHost.matches(dh: DiscoveredHost): Boolean {
val advFp = dh.fingerprint?.lowercase()
if (!advFp.isNullOrEmpty() && fpHex.isNotEmpty() && fpHex.lowercase() == advFp) return true
return address == dh.host && port == dh.port
@@ -1337,6 +978,9 @@ private fun KnownHost.matches(dh: DiscoveredHost): Boolean {
* True when a saved host is reachable RIGHT NOW: advertising on mDNS OR answering the QUIC probe
* (a host reached over a routed network Tailscale/VPN never advertises but is reachable). The
* display-side companion to dial-first: presence no longer means "on this LAN".
*
* `internal`, not private: the touch grid draws the same pip in its own file now, and the console's
* tile builder is handed this as a lambda so it never has to know what "reachable" is made of.
*/
private fun KnownHost.isOnline(discovered: List<DiscoveredHost>, reachable: Set<String>): Boolean =
internal fun KnownHost.isOnline(discovered: List<DiscoveredHost>, reachable: Set<String>): Boolean =
discovered.any { matches(it) } || reachable.contains("$address:$port")
@@ -1,6 +1,7 @@
package io.unom.punktfunk
import android.content.Context
import android.content.res.Configuration
import android.hardware.input.InputManager
import android.os.Build
import android.os.CombinedVibration
@@ -11,12 +12,15 @@ import android.view.InputDevice
import android.view.KeyEvent
import android.view.MotionEvent
import androidx.activity.compose.BackHandler
import androidx.compose.foundation.ScrollState
import androidx.compose.foundation.background
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.ColumnScope
import androidx.compose.foundation.layout.ExperimentalLayoutApi
import androidx.compose.foundation.layout.FlowRow
import androidx.compose.foundation.layout.PaddingValues
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
@@ -39,11 +43,15 @@ import androidx.compose.runtime.mutableIntStateOf
import androidx.compose.runtime.mutableStateMapOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberUpdatedState
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.unit.dp
import dev.chrisbanes.haze.HazeState
import dev.chrisbanes.haze.hazeSource
import io.unom.punktfunk.kit.DsDevice
import io.unom.punktfunk.kit.Gamepad
import io.unom.punktfunk.kit.Sc2Capture
@@ -55,10 +63,145 @@ import kotlinx.coroutines.delay
* case where a pad "doesn't work" adapters and BT-to-USB dongles often enumerate with a different
* identity than the physical pad, or not as a gamepad at all, and punktfunk only forwards devices
* Android classifies as gamepad/joystick. This screen makes that visible on the device itself.
*
* This is the TOUCH entry point; [ConsoleControllersScreen] shows the same body on the console's
* field. Both drive [ControllersBody] the screen exists once, and the support answer it gives has
* to be the same one whichever interface asked.
*/
@Composable
fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
BackHandler(onBack = onBack)
var testing by remember { mutableStateOf(false) }
ControllersBody(
gamepadSetting = gamepadSetting,
scroll = rememberScrollState(),
testing = testing,
onTestingChange = { testing = it },
// The touch screen holds the probes for its whole life: events are OBSERVED (not consumed)
// while the test is off, which is what keeps the "Last input" line live while browsing.
// Nothing else here wants the pad, so there is no one to hand them to.
observeInput = true,
contentPadding = PaddingValues(horizontal = 20.dp, vertical = 24.dp),
) {
Text("Controllers", style = MaterialTheme.typography.headlineMedium)
}
}
/**
* The same screen on the console's field the couch route to it, which a TV box has no other way to
* reach (there is no touch interface to fall back to there, which is exactly why this matters).
*
* Navigation, and how the pad is shared with the test:
* * up/down scrolls, the shoulders page the body is cards and prose with no focusable rows, and
* Compose only scrolls to keep a FOCUSED child visible (see [rememberConsoleScroller]);
* * A starts the input test, which is the one thing on this screen a controller can act on;
* * while the test runs it OWNS the pad that is the whole point of it so this screen's nav
* drops out of the probe slots and B is a HOLD (below). Everything reverts the moment it ends.
*/
@Composable
fun ConsoleControllersScreen(gamepadSetting: Int, onBack: () -> Unit, navActive: Boolean = true) {
BackHandler(onBack = onBack)
val landscape = LocalConfiguration.current.orientation == Configuration.ORIENTATION_LANDSCAPE
val hazeState = remember { HazeState() }
val scroll = rememberScrollState()
val scrollBy = rememberConsoleScroller(scroll)
var testing by remember { mutableStateOf(false) }
val padIsGamepad = (LocalContext.current as? MainActivity)?.lastPadIsGamepad ?: true
GamepadNavEffect2D(
// Off while the test runs: both want the same single probe slot, and the test is the one
// the user just asked for. The identity check in each teardown (here and in the body) is
// what makes the handover safe in either direction.
active = navActive && !testing,
onDirection = { dir ->
when (dir) {
NavDir.UP -> scrollBy(-1, false)
NavDir.DOWN -> scrollBy(1, false)
// Nothing on this screen steps sideways; paging is the shoulders' job.
NavDir.LEFT, NavDir.RIGHT -> {}
}
},
onActivate = { testing = true },
onShoulder = { delta -> scrollBy(delta, true) },
)
Box(Modifier.fillMaxSize()) {
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
// The calm backdrop, full-bleed under the bars and the cutout: this is a screen to READ,
// and the aurora is ambience. Only the content takes the safe area.
GamepadFormBackground(Modifier.fillMaxSize())
// The body is written against the touch theme; on the console field it has to be inked
// from the palette or it is grey-on-pastel over the six pale palettes.
ConsoleInkedTheme {
Column(Modifier.fillMaxSize().consoleSafeArea()) {
ControllersBody(
gamepadSetting = gamepadSetting,
scroll = scroll,
testing = testing,
onTestingChange = { testing = it },
// Only while testing: the rest of the time the screen's own nav holds the
// probes, so the "Last input" line is a test-time readout here rather than
// an always-on one. A pad that reaches this screen at all has already
// proved it is seen — by moving the cursor here.
observeInput = testing,
contentPadding = PaddingValues(
start = ConsoleEdgeInset,
end = ConsoleEdgeInset,
// Clears the floating legend zone, like every other console list.
bottom = ConsoleLegendClearance,
),
) {
ConsoleHeader("Connected controllers", horizontalInset = false)
}
}
}
}
Box(
Modifier
.align(Alignment.BottomStart)
.consoleLegendInsets(landscape)
.padding(ConsoleLegendInset),
) {
GamepadHintBar(
if (testing) {
// The rule, stated at the moment it applies: while the test runs, B is a BUTTON
// UNDER TEST like any other — it lights its own chip — so only a hold ends the
// test, after which B is the universal Back again. Tappable as the touch hatch.
listOf(PadGlyph.hint('B', "Hold to finish") { testing = false })
} else {
listOfNotNull(
GamepadHint('↕', PadGlyph.Arrow, "Scroll"),
// Advertised only where they exist — a TV remote has no shoulders, and
// claiming otherwise is both a lie and the reason a narrow legend overflows.
GamepadHint('⇄', PadGlyph.Arrow, "Page").takeIf { padIsGamepad },
PadGlyph.hint('A', "Test inputs") { testing = true },
PadGlyph.hint('B', "Done", onClick = onBack),
)
},
hazeState = hazeState,
)
}
}
}
/**
* The screen itself, shared by both interfaces. [contentPadding] and [heading] are where they
* differ: the touch screen pads for a thumb and titles with the Material headline, the console pads
* to the shared edge inset, clears its floating legend, and titles with [ConsoleHeader].
*
* [observeInput] decides whether this body installs the shared MainActivity probes at all see the
* two call sites, and [ConsoleControllersScreen] for why they cannot both be on at once.
*/
@Composable
private fun ControllersBody(
gamepadSetting: Int,
scroll: ScrollState,
testing: Boolean,
onTestingChange: (Boolean) -> Unit,
observeInput: Boolean,
contentPadding: PaddingValues,
heading: @Composable () -> Unit,
) {
val context = LocalContext.current
val activity = context as? MainActivity
@@ -84,17 +227,31 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
// Live input test. While `testing`, the MainActivity probes consume pad events (so they show up
// here instead of driving focus navigation); holding B releases, since the pad can no longer
// reach the Switch. Events are observed (not consumed) even when the test is off, so the
// "last input" line works while browsing.
var testing by remember { mutableStateOf(false) }
// reach the Switch.
val held = remember { mutableStateMapOf<Int, Boolean>() }
val axes = remember { mutableStateMapOf<String, Float>() }
var lastInput by remember { mutableStateOf<String?>(null) }
var bHeld by remember { mutableStateOf(false) }
// The hold has lasted long enough; the test ends when B is let go (see the probe).
var holdSatisfied by remember { mutableStateOf(false) }
// The probes below are built ONCE per `observeInput` and then read these for the life of that
// installation. `testing` and the callback arrive as parameters now, so capturing them plainly
// would freeze the values they had when the probe was made — the test would consume nothing.
val consuming by rememberUpdatedState(testing)
// The console's refusal thud, on whatever actuator the driving pad or this device has.
val haptics by rememberUpdatedState(rememberConsoleHaptics())
DisposableEffect(Unit) {
activity?.padKeyProbe = probe@{ event ->
DisposableEffect(observeInput) {
// Stable probe refs, and a teardown that releases the slot only if WE still hold it — the
// rule GamepadNavEffect2D follows. Without it this screen's dispose nulls whatever is in the
// slot: during the console shell's push/pop BOTH screens are briefly composed, so leaving
// here would kill the pad navigation the arriving screen had just installed. The same
// teardown also runs when this screen hands the pad to its own input test and back.
val keyProbe: (KeyEvent) -> Boolean = probe@{ event ->
if (!Gamepad.isPad(event.device)) return@probe false
// Read ONCE, up front: the test can end inside this very event, and the release that
// ended it still has to be swallowed here — see the B branch below.
val consume = consuming
when (event.action) {
KeyEvent.ACTION_DOWN -> {
held[event.keyCode] = true
@@ -102,13 +259,34 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
}
KeyEvent.ACTION_UP -> {
held[event.keyCode] = false
if (event.keyCode == KeyEvent.KEYCODE_BUTTON_B) bHeld = false
if (event.keyCode == KeyEvent.KEYCODE_BUTTON_B) {
bHeld = false
if (consume) {
if (event.eventTime - event.downTime >= HOLD_TO_FINISH_MS) {
// The hold ends the test HERE, on the release, and NOT the moment
// the 1.2 s elapsed: end it a moment earlier and this release falls
// through unconsumed to the activity's B→BACK remap, which takes the
// whole screen with it. Finishing the test and leaving the screen on
// one press is not what "hold B to finish" says.
onTestingChange(false)
held.clear()
} else {
// A short B is not swallowed either. While the test owns the pad, B
// is a BUTTON UNDER TEST — it lights its chip like every other — so
// a tap can't also mean "leave", and in the console B is otherwise
// the universal back. The press gets the boundary thud instead, the
// same answer a refused step gets on the settings screen: heard, and
// it means something else here.
haptics.boundary()
}
}
}
}
}
lastInput = "${event.device?.name}: ${KeyEvent.keyCodeToString(event.keyCode)}"
testing
consume
}
activity?.padMotionProbe = probe@{ event ->
val motionProbe: (MotionEvent) -> Boolean = probe@{ event ->
if (!Gamepad.isPad(event.device)) return@probe false
axes["LX"] = event.getAxisValue(MotionEvent.AXIS_X)
axes["LY"] = event.getAxisValue(MotionEvent.AXIS_Y)
@@ -124,31 +302,43 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
)
axes["HX"] = event.getAxisValue(MotionEvent.AXIS_HAT_X)
axes["HY"] = event.getAxisValue(MotionEvent.AXIS_HAT_Y)
testing
consuming
}
if (observeInput) {
activity?.padKeyProbe = keyProbe
activity?.padMotionProbe = motionProbe
}
onDispose {
activity?.padKeyProbe = null
activity?.padMotionProbe = null
activity?.let { a ->
if (a.padKeyProbe === keyProbe) a.padKeyProbe = null
if (a.padMotionProbe === motionProbe) a.padMotionProbe = null
}
}
}
// Hold-B-to-exit: with events consumed, the pad can't reach the Switch — a 1.2 s hold ends the
// test instead (touch still works). A short tap cancels the effect before the delay fires.
LaunchedEffect(bHeld) {
// test instead (touch still works). This half only ANSWERS the hold once it is long enough; the
// release is what ends the test (see the probe). Letting go early cancels the effect before the
// delay fires, so nothing is announced.
LaunchedEffect(bHeld, testing) {
if (bHeld && testing) {
delay(1_200)
testing = false
held.clear()
delay(HOLD_TO_FINISH_MS)
holdSatisfied = true
// A hold with no answer at the moment it lands is a hold you keep holding. Say it in
// both channels a couch user has: a pulse in the hands, a changed line on the screen.
haptics.confirm()
} else {
holdSatisfied = false
}
}
Column(
modifier = Modifier
.fillMaxSize()
.verticalScroll(rememberScrollState())
.padding(horizontal = 20.dp, vertical = 24.dp),
.verticalScroll(scroll)
.padding(contentPadding),
verticalArrangement = Arrangement.spacedBy(24.dp),
) {
Text("Controllers", style = MaterialTheme.typography.headlineMedium)
heading()
// Capture-side detection, re-checked on USB hot-plug. The SC2 is never an InputDevice
// (lizard mode is kb/mouse; the capture claims even those away) so it's enumerated from
@@ -212,13 +402,19 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
Column(Modifier.weight(1f)) {
Text("Test inputs", style = MaterialTheme.typography.bodyLarge)
Text(
if (testing) "Controller input stays on this screen — hold B to finish"
else "Show button presses and stick motion live",
when {
holdSatisfied -> "Release B to finish"
testing -> "Controller input stays on this screen — hold B to finish"
else -> "Show button presses and stick motion live"
},
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
Switch(checked = testing, onCheckedChange = { testing = it; if (!it) held.clear() })
Switch(
checked = testing,
onCheckedChange = { on -> onTestingChange(on); if (!on) held.clear() },
)
}
if (testing) {
ButtonGrid(held)
@@ -680,3 +876,11 @@ private val TEST_BUTTONS = listOf(
/** Axis bars shown in the test view, in display order. */
private val AXIS_LABELS = listOf("LX", "LY", "RX", "RY", "LT", "RT", "HX", "HY")
/**
* How long B must be held to end the input test and, below that, how long a press still counts as
* a tap that gets answered rather than ignored. One constant, because a hold that ends at 1.2 s
* while the "you tapped" answer stops at some other number leaves a window where a press does
* nothing at all.
*/
private const val HOLD_TO_FINISH_MS = 1_200L
@@ -3,6 +3,7 @@ package io.unom.punktfunk
import android.content.res.Configuration
import androidx.activity.compose.BackHandler
import androidx.compose.animation.animateColorAsState
import androidx.compose.animation.core.animateFloatAsState
import androidx.compose.animation.core.tween
import androidx.compose.foundation.background
import androidx.compose.foundation.border
@@ -18,10 +19,9 @@ import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.systemBarsPadding
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.layout.widthIn
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.foundation.text.KeyboardOptions
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.Button
@@ -31,6 +31,12 @@ import androidx.compose.ui.focus.FocusRequester
import androidx.compose.ui.focus.focusRequester
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.semantics.Role
import androidx.compose.ui.semantics.contentDescription
import androidx.compose.ui.semantics.role
import androidx.compose.ui.semantics.semantics
import androidx.compose.ui.semantics.toggleableState
import androidx.compose.ui.state.ToggleableState
import androidx.compose.ui.text.input.KeyboardType
import dev.chrisbanes.haze.HazeState
import dev.chrisbanes.haze.hazeSource
@@ -47,7 +53,6 @@ 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.graphics.graphicsLayer
import androidx.compose.ui.text.font.FontFamily
import androidx.compose.ui.text.font.FontWeight
@@ -69,6 +74,20 @@ private const val KB_ROWS = 5
private class Field(val id: String, val label: String, val value: String, val placeholder: String)
/**
* A non-text row of the EDIT form a switch or a stepped choice, driven like a settings row rather
* than opening the keyboard. Add-host mode has none: they all edit properties a host only has once
* it is saved.
*/
private class ExtraRow(
val label: String,
val value: String,
/** Non-null = draw a [ConsoleSwitch] instead of the value text. */
val toggled: Boolean?,
val adjust: (Int) -> Unit,
val activate: () -> Unit,
)
@Composable
fun GamepadAddHostScreen(
onAdd: (name: String, address: String, port: Int) -> Unit,
@@ -78,6 +97,11 @@ fun GamepadAddHostScreen(
editHost: KnownHost? = null,
suggestedMacs: List<String> = emptyList(),
onSave: ((KnownHost) -> Unit)? = null,
/**
* The profile catalog, for the edit form's binding row. Empty (the default) simply omits that
* row which is also what a device with no profiles yet gets.
*/
profiles: List<StreamProfile> = emptyList(),
) {
val ink = LocalGamepadInk.current
val context = LocalContext.current
@@ -89,6 +113,15 @@ fun GamepadAddHostScreen(
var address by remember { mutableStateOf(editHost?.address ?: "") }
var port by remember { mutableStateOf(editHost?.port?.toString() ?: "9777") }
var mac by remember { mutableStateOf(editHost?.mac?.ifEmpty { suggestedMacs }?.joinToString(", ") ?: "") }
// The two host properties the console could not reach at all until now. `copy` preserved them,
// so nothing was ever LOST — but a couch-only user (a TV box has no touch interface to fall
// back to) could never decide either one, which the touch edit sheet has always offered.
var clipboard by remember(editHost) { mutableStateOf(editHost?.clipboardSync ?: true) }
// Filtered through the live catalog, so a binding to a since-deleted profile reads as unset
// rather than as a name nothing can resolve — the same guard the touch sheet applies.
var boundId by remember(editHost, profiles) {
mutableStateOf(editHost?.profileId?.takeIf { id -> profiles.any { it.id == id } })
}
val canAdd = address.isNotBlank() && (port.toIntOrNull() ?: 0) > 0
fun commit() {
if (isEdit && editHost != null && onSave != null) {
@@ -98,6 +131,8 @@ fun GamepadAddHostScreen(
address = address.trim(),
port = port.toIntOrNull() ?: editHost.port,
mac = KnownHostStore.parseMacs(mac),
clipboardSync = clipboard,
profileId = boundId,
),
)
} else {
@@ -135,7 +170,43 @@ fun GamepadAddHostScreen(
add(Field("port", "Port", port, "9777"))
if (isEdit) add(Field("mac", "Wake MAC", mac, "auto-filled when the host is seen"))
}
val actionIndex = fields.size // the Save/Add action sits just after the last field
// The switch/choice rows, between the text fields and the action. Only in EDIT mode: both edit
// properties a host only has once it has been saved.
val extras = buildList {
if (isEdit) {
add(
ExtraRow(
label = "Shared clipboard",
value = if (clipboard) "On" else "Off",
toggled = clipboard,
// Directional = state-targeted, so holding a direction can't oscillate — the
// same rule the settings toggles and the pin picker use.
adjust = { d -> clipboard = d > 0 },
activate = { clipboard = !clipboard },
),
)
if (profiles.isNotEmpty()) {
// "Default settings" is the absence of a binding, not a profile, so it leads the
// ring as a null rather than being faked as an entry in the catalog.
val options = listOf<StreamProfile?>(null) + profiles
val idx = options.indexOfFirst { it?.id == boundId }.coerceAtLeast(0)
fun stepTo(delta: Int) {
val n = ((idx + delta) % options.size + options.size) % options.size
boundId = options[n]?.id
}
add(
ExtraRow(
label = "Profile",
value = options[idx]?.name ?: "Default settings",
toggled = null,
adjust = { d -> stepTo(d) },
activate = { stepTo(1) },
),
)
}
}
}
val actionIndex = fields.size + extras.size // the Save/Add action sits after everything
fun openKeyboard(id: String) { editing = id; kbRow = 1; kbCol = 0 }
fun closeKeyboard() { editing = null }
@@ -152,11 +223,13 @@ fun GamepadAddHostScreen(
"address" -> c != ' '
else -> true
}
/** The focused row's extra, or null when the cursor is on a text field or the action. */
fun focusedExtra(): ExtraRow? = extras.getOrNull(focus - fields.size)
fun activateField() {
if (focus == actionIndex) {
if (canAdd) commit() else { focus = 1; openKeyboard("address") }
} else {
openKeyboard(fields[focus].id)
when {
focus == actionIndex -> if (canAdd) commit() else { focus = 1; openKeyboard("address") }
focus < fields.size -> openKeyboard(fields[focus].id)
else -> focusedExtra()?.activate()
}
}
fun pressKey() {
@@ -179,7 +252,11 @@ fun GamepadAddHostScreen(
when (dir) {
NavDir.UP -> if (focus > 0) focus--
NavDir.DOWN -> if (focus < actionIndex) focus++
else -> {}
// Left/right step the switch and the profile ring, exactly as they step a
// settings row. On a text field or the action they still do nothing — there is
// no value there to walk.
NavDir.LEFT -> focusedExtra()?.adjust(-1)
NavDir.RIGHT -> focusedExtra()?.adjust(1)
}
} else {
when (dir) {
@@ -214,15 +291,17 @@ fun GamepadAddHostScreen(
// visible (stacked, the keyboard covered the whole short screen). The legend is NOT put
// under the keyboard here — it floats at the same fixed bottom-left spot as everywhere.
Row(
Modifier.fillMaxSize().systemBarsPadding().padding(start = ConsoleEdgeInset, end = 20.dp, top = 8.dp, bottom = 8.dp),
Modifier.fillMaxSize().consoleSafeArea().padding(start = ConsoleEdgeInset, end = 20.dp, top = 8.dp, bottom = 8.dp),
horizontalArrangement = Arrangement.spacedBy(18.dp),
) {
Column(
Modifier.weight(1f).fillMaxHeight().verticalScroll(rememberScrollState()),
Modifier.weight(1f).fillMaxHeight().widthIn(max = 620.dp)
.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
ConsoleHeader(title, horizontalInset = false)
fields.forEachIndexed { i, f -> FieldRow(f, focused = false, editing = editing == f.id) { onFieldClick(i) } }
extras.forEachIndexed { i, e -> ExtraRowView(e, focused = false) { onFieldClick(fields.size + i) } }
AddActionRow(actionLabel, enabled = canAdd, focused = false) { onAddClick() }
Spacer(Modifier.height(64.dp)) // clear the floating legend at bottom-left
}
@@ -236,9 +315,11 @@ fun GamepadAddHostScreen(
} else {
// Portrait (or landscape not typing): the FORM SCROLLS so the Add button is never
// compressed by the keyboard; the keyboard sits below it; the legend floats (fixed).
Column(Modifier.fillMaxSize().systemBarsPadding().padding(horizontal = ConsoleEdgeInset)) {
Column(Modifier.fillMaxSize().consoleSafeArea().padding(horizontal = ConsoleEdgeInset)) {
Column(
Modifier.weight(1f).fillMaxWidth().verticalScroll(rememberScrollState()),
// Same 620 dp cap as the settings rows: a field stretched across a wide
// landscape phone is a ribbon, not an input.
Modifier.weight(1f).widthIn(max = 620.dp).verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
ConsoleHeader(title, horizontalInset = false)
@@ -251,6 +332,11 @@ fun GamepadAddHostScreen(
)
}
fields.forEachIndexed { i, f -> FieldRow(f, focused = focus == i && editing == null, editing = editing == f.id) { onFieldClick(i) } }
extras.forEachIndexed { i, e ->
ExtraRowView(e, focused = focus == fields.size + i && editing == null) {
onFieldClick(fields.size + i)
}
}
AddActionRow(actionLabel, enabled = canAdd, focused = focus == actionIndex && editing == null) { onAddClick() }
Spacer(Modifier.height(72.dp)) // last field clears the floating legend when scrolled
}
@@ -268,7 +354,7 @@ fun GamepadAddHostScreen(
// open or not), so opening the keyboard never relocates it below the keys. Backdrop-blurred.
Box(
Modifier.align(Alignment.BottomStart)
.then(if (landscape) Modifier else Modifier.systemBarsPadding())
.consoleLegendInsets(landscape)
.padding(ConsoleLegendInset),
) {
GamepadHintBar(
@@ -315,7 +401,7 @@ private fun TvAddHostForm(
Column(
Modifier
.fillMaxSize()
.systemBarsPadding()
.consoleSafeArea()
.padding(horizontal = 56.dp, vertical = 36.dp)
.widthIn(max = 720.dp)
.verticalScroll(rememberScrollState()),
@@ -366,14 +452,18 @@ private fun rowCols(row: Int): Int = if (row < KB_ACTIONS_ROW) KB_CHAR_ROWS[row]
private fun FieldRow(f: Field, focused: Boolean, editing: Boolean, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
val visuals = animateConsoleFocus(active = focused || editing, editing = editing)
val shape = RoundedCornerShape(14.dp)
// The caret keeps its slot and only fades, like the settings rows' chevrons. Appending it on
// `editing` shoved the whole value left the instant the keyboard opened — the same
// layout-moves-under-focus bug the settings detail line had, one screen over.
val caretAlpha by animateFloatAsState(
if (editing) 1f else 0f,
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
label = "caret",
)
Row(
modifier = Modifier
.fillMaxWidth()
.graphicsLayer { scaleX = visuals.scale; scaleY = visuals.scale }
.clip(shape)
.background(visuals.background)
.border(1.dp, visuals.border, shape)
.consoleGlass(ConsoleShape.Row, visuals)
.clickable(interactionSource = remember { MutableInteractionSource() }, indication = null, onClick = onClick)
.padding(horizontal = 16.dp, vertical = 14.dp),
verticalAlignment = Alignment.CenterVertically,
@@ -387,7 +477,61 @@ private fun FieldRow(f: Field, focused: Boolean, editing: Boolean, onClick: () -
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
if (editing) Text(" |", color = ink.accent)
Text(" |", color = ink.accent, modifier = Modifier.graphicsLayer { alpha = caretAlpha })
}
}
/**
* A switch or stepped-choice row of the edit form. Deliberately the settings screen's row in
* miniature same glass, same end-aligned value slot, same `ConsoleSwitch` because it IS a
* settings row: it edits a stored property with left/right, and a user who has met one has met
* both.
*/
@Composable
private fun ExtraRowView(row: ExtraRow, focused: Boolean, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
val visuals = animateConsoleFocus(active = focused)
Row(
modifier = Modifier
.fillMaxWidth()
.consoleGlass(ConsoleShape.Row, visuals)
.clickable(
interactionSource = remember { MutableInteractionSource() },
indication = null,
onClick = onClick,
)
.semantics(mergeDescendants = true) {
role = if (row.toggled != null) Role.Switch else Role.Button
contentDescription = "${row.label}, ${row.value}"
row.toggled?.let {
toggleableState = if (it) ToggleableState.On else ToggleableState.Off
}
}
.padding(horizontal = 16.dp, vertical = 14.dp),
verticalAlignment = Alignment.CenterVertically,
) {
Text(
row.label,
style = MaterialTheme.typography.bodyLarge,
fontWeight = FontWeight.SemiBold,
color = ink.fg,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
modifier = Modifier.weight(1f),
)
Spacer(Modifier.width(8.dp))
if (row.toggled != null) {
ConsoleSwitch(on = row.toggled, focused = focused)
} else {
Text(
row.value,
style = MaterialTheme.typography.bodyMedium,
color = ink.fg(if (focused) 1f else 0.6f),
textAlign = TextAlign.End,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
}
}
}
@@ -395,19 +539,15 @@ private fun FieldRow(f: Field, focused: Boolean, editing: Boolean, onClick: () -
private fun AddActionRow(label: String, enabled: Boolean, focused: Boolean, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
val visuals = animateConsoleFocus(active = focused)
val shape = RoundedCornerShape(14.dp)
val labelColor by animateColorAsState(
if (enabled) ink.accent else ink.fg(0.35f),
tween(160),
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
label = "addLabel",
)
Box(
modifier = Modifier
.fillMaxWidth()
.graphicsLayer { scaleX = visuals.scale; scaleY = visuals.scale }
.clip(shape)
.background(visuals.background)
.border(1.dp, visuals.border, shape)
.consoleGlass(ConsoleShape.Row, visuals)
.clickable(interactionSource = remember { MutableInteractionSource() }, indication = null, onClick = onClick)
.padding(vertical = 14.dp),
contentAlignment = Alignment.Center,
@@ -430,14 +570,16 @@ private fun KeyboardGrid(
onKey: (Int, Int) -> Unit,
) {
val ink = LocalGamepadInk.current
val shape = RoundedCornerShape(20.dp)
val shape = ConsoleShape.Keyboard
val gap = if (compact) 5.dp else 7.dp
Column(
Modifier
.fillMaxWidth()
.widthIn(max = 640.dp)
.clip(shape)
.background(Color(0x1FFFFFFF))
// Palette glass, lifted a touch above a row's: the keyboard is a slab the keys sit on,
// and a hardcoded white wash was the one surface a pale palette couldn't recolour.
.background(ink.glass.copy(alpha = (ink.glass.alpha * 1.5f).coerceAtMost(1f)))
.border(1.dp, ink.fg(0.12f), shape)
.padding(start = 12.dp, end = 12.dp, top = if (compact) 8.dp else 12.dp, bottom = 12.dp + bottomInset),
verticalArrangement = Arrangement.spacedBy(gap),
@@ -467,11 +609,13 @@ private fun Keycap(label: String, focused: Boolean, compact: Boolean, modifier:
tween(90),
label = "keyBg",
)
val fg by animateColorAsState(if (focused) Color.Black else ink.fg, tween(90), label = "keyFg")
// `onAccent`, not black: a pale palette's accent can be light enough that black-on-it is the
// unreadable combination, and the palette already resolved which way that goes.
val fg by animateColorAsState(if (focused) ink.onAccent else ink.fg, tween(90), label = "keyFg")
Box(
modifier = modifier
.height(if (compact) 34.dp else 44.dp)
.clip(RoundedCornerShape(9.dp))
.clip(ConsoleShape.Keycap)
.background(bg)
.clickable(interactionSource = remember { MutableInteractionSource() }, indication = null, onClick = onClick),
contentAlignment = Alignment.Center,
@@ -0,0 +1,348 @@
package io.unom.punktfunk
import android.graphics.RuntimeShader
import android.os.Build
import androidx.annotation.RequiresApi
import androidx.compose.animation.core.LinearEasing
import androidx.compose.animation.core.RepeatMode
import androidx.compose.animation.core.animateFloat
import androidx.compose.animation.core.infiniteRepeatable
import androidx.compose.animation.core.rememberInfiniteTransition
import androidx.compose.animation.core.tween
import androidx.compose.animation.core.withInfiniteAnimationFrameMillis
import androidx.compose.foundation.Canvas
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.produceState
import androidx.compose.runtime.remember
import androidx.compose.ui.Modifier
import androidx.compose.ui.geometry.Offset
import androidx.compose.ui.graphics.BlendMode
import androidx.compose.ui.graphics.Brush
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.ShaderBrush
import java.util.Locale
import kotlin.math.PI
import kotlin.math.cos
import kotlin.math.max
import kotlin.math.sin
// The living console backdrop, in two renderings of ONE design.
//
// On API 33+ this is the desktop console's actual field: `pf-console-ui`'s `mesh_sksl`
// (library.rs) ported to AGSL — a 4×4 bicubic colour mesh warped by four drifting interior points,
// swayed ±8° in hue, vignetted and scrimmed. AGSL is the SkSL subset Android 13 ships, so the
// shader body is very nearly the same source, and `GamepadPalette.meshColors` is literally the same
// 16-cell table the Rust samples. Below 33 (`RuntimeShader` is 33+) the field falls back to four
// drifting radial blobs sampled from the same palette ramp — an approximation of the same look, and
// the honest one: emulating a mesh gradient with bitmaps would cost more than it bought.
//
// Either way it is AMBIENCE, never content: it runs full-bleed under the cutout and the system bars,
// and every console screen's chrome floats over it.
/**
* The console backdrop. [calm] is what the FORM screens (settings, add-host) wear: the pools dim
* onto the ground so the glass rows keep real colour and luminance without the launcher's contrast.
* Motion is identical either way on purpose only the contrast differs, so moving between screens
* can't make the field jump.
*
* Honours the system's "remove animations" accessibility setting by freezing at a fixed phase, the
* same courtesy the Apple client pays Reduce Motion which doubles as the deterministic mode the
* screenshot harness captures in, since the phase is just a uniform.
*/
@Composable
fun GamepadAuroraBackground(modifier: Modifier = Modifier, calm: Boolean = false) {
val palette = LocalGamepadPalette.current
val animated = animationsEnabled()
// Compiled once per palette and cached process-wide: stepping the Background row recolours the
// field under the very row being stepped, and a shader compile per D-pad press would be felt on
// a TV box. A compile failure resolves null and takes the blob path — a vendor Skia that
// rejects the source must not take the console UI down with it.
val shader = if (Build.VERSION.SDK_INT >= 33) {
remember(palette.id) { meshShaderFor(palette) }
} else {
null
}
if (shader != null) {
MeshAurora(modifier, shader, calm, animated)
} else {
BlobAurora(modifier, palette, calm, animated)
}
}
/**
* The backdrop for the console FORM screens (settings, add-host) the launcher's own living field
* at `calm`, so no screen in the console UI is backed by a still image and the palette setting
* reaches every one of them. Mirrors the Apple client's GamepadFormBackground and the desktop's
* single `calm` uniform.
*/
@Composable
fun GamepadFormBackground(modifier: Modifier = Modifier) {
GamepadAuroraBackground(modifier, calm = true)
}
// --- The mesh field (API 33+) ---------------------------------------------------------------
/** The phase a frozen (reduce-motion / screenshot) field is drawn at — the desktop's t = 0. */
private const val FROZEN_PHASE = 0f
@RequiresApi(33)
@Composable
private fun MeshAurora(
modifier: Modifier,
shader: RuntimeShader,
calm: Boolean,
animated: Boolean,
) {
val ink = LocalGamepadInk.current
val palette = LocalGamepadPalette.current
val brush = remember(shader) { ShaderBrush(shader) }
// Real monotonic seconds, not a wrapping sweep: the four warp points and the hue sway run at
// mutually irrational rates (periods ~90130 s), so no loop length exists that would rejoin
// them seamlessly — which is exactly why the desktop feeds its shader elapsed time too. Frozen
// under reduce-motion, where it also makes the field deterministic for a screenshot.
val time by produceState(FROZEN_PHASE, animated) {
if (!animated) return@produceState
while (true) {
withInfiniteAnimationFrameMillis { value = it / 1000f }
}
}
val (gr, gg, gb) = palette.ground
Canvas(modifier) {
// Uniforms are set per draw, not per recomposition: `time` is read HERE, inside the draw
// scope, so a new frame invalidates the draw only — the composition never re-runs.
shader.setFloatUniform("u_res", size.width, size.height)
shader.setFloatUniform("u_tc", time, if (calm) 1f else 0f)
// The calm lift: the palette's ground scaled to 0.4, what the field flattens toward.
shader.setFloatUniform(
"u_lift",
(gr * 0.4).toFloat(), (gg * 0.4).toFloat(), (gb * 0.4).toFloat(), 0f,
)
// Where the vignette and scrims tend, and how hard — black at full strength on a dark
// field, white at well under half on a pale one (mixing a pastel toward white at the dark
// field's strength bleaches the chroma straight out of the gradient).
shader.setFloatUniform(
"u_scrim",
ink.shade.red, ink.shade.green, ink.shade.blue, ink.shadeScale,
)
drawRect(brush)
}
}
/**
* Compiled mesh shaders by palette id at most the 13 shipped palettes, so it is bounded by the
* table rather than by use. Touched only from the composition (main) thread.
*/
private val meshShaders = HashMap<String, RuntimeShader?>()
@RequiresApi(33)
private fun meshShaderFor(palette: GamepadPalette): RuntimeShader? =
meshShaders.getOrPut(palette.id) {
runCatching { RuntimeShader(meshAgsl(palette.meshColors)) }.getOrNull()
}
/**
* Format a shader constant. `Locale.ROOT` is not optional: `String.format` on a German-locale
* device emits `0,075`, which is a syntax error in the shader source and would take the whole
* backdrop out on exactly the devices it was authored on. `%f` also keeps a very small ramp value
* out of exponent notation, which SkSL would still parse but nobody would enjoy reading.
*/
private fun n(v: Double): String = String.format(Locale.ROOT, "%.6f", v)
/**
* The mesh gradient as AGSL, the palette baked into the source and resolution/time/calm/scrim left
* as uniforms the direct port of `pf-console-ui`'s `mesh_sksl`, kept structurally line-for-line
* with it so the two can be diffed. A smooth bicubic blend of the 16 colours (a separable
* cubic-Bézier basis in x then y, the fragment-shader analogue of SwiftUI's
* `MeshGradient(smoothsColors: true)`), four interior points driving a bounded domain warp, then
* the ±8° hue sway, an elliptical vignette and the vertical legibility scrim.
*/
private fun meshAgsl(colors: List<Triple<Double, Double, Double>>): String {
fun c(i: Int): String {
val (r, g, b) = colors[i]
return "float3(${n(r)}, ${n(g)}, ${n(b)})"
}
// The four interior-point domain-warp accumulators. SIG (0.30) sets how far each point's pull
// reaches; the warp is the weight-normalised average displacement, so |warp| ≤ max|amp|.
val warp = buildString {
for (p in GamepadPalette.MESH_INTERIOR) {
append(" q = uv - float2(${n(p.x)}, ${n(p.y)});\n")
append(" ww = exp(-dot(q, q) / (2.0 * 0.30 * 0.30));\n")
append(" d = float2(${n(p.amp)} * sin(tt * ${n(p.sx)} + ${n(p.phase)}),\n")
append(" ${n(p.amp)} * cos(tt * ${n(p.sy)} + ${n(p.phase)} * 1.3));\n")
append(" wsum += d * ww; wtot += ww;\n")
}
}
return """
uniform float2 u_res;
// x = seconds since this field started, y = the calm mix (0 launcher, 1 form).
uniform float2 u_tc;
// rgb = the palette's corner colour scaled for the calm lift; a is unused.
uniform float4 u_lift;
// rgb = what the vignette and scrims tend toward, a = how hard.
uniform float4 u_scrim;
// Cubic-Bézier basis over four control values — the smooth 4-point blend per axis.
float bz(float t, float a, float b, float c, float d) {
float u = 1.0 - t;
return u*u*u*a + 3.0*u*u*t*b + 3.0*u*t*t*c + t*t*t*d;
}
float3 bz3(float t, float3 a, float3 b, float3 c, float3 d) {
return float3(bz(t, a.r, b.r, c.r, d.r), bz(t, a.g, b.g, c.g, d.g), bz(t, a.b, b.b, c.b, d.b));
}
// Hue rotation about the grey axis (Rodrigues) — the ±8° warm/cool sway. The desktop's `cross(k,
// col)` is written out here: with k = (c, c, c) it collapses to c·(b-g, r-b, g-r), which needs no
// builtin at all — AGSL's function set is a subset of SkSL's and not worth betting the field on.
float3 hue(float3 col, float a) {
float c = 0.5773503;
float cs = cos(a); float sn = sin(a);
float3 kx = c * float3(col.b - col.g, col.r - col.b, col.g - col.r);
return col*cs + kx*sn + float3(c) * dot(float3(c), col) * (1.0 - cs);
}
half4 main(float2 xy) {
float tt = u_tc.x; float calm = u_tc.y;
float2 uv = xy / u_res;
// Interior control points wander → bounded domain warp (pools follow them).
float2 wsum = float2(0.0); float wtot = 0.0; float2 q; float ww; float2 d;
$warp
uv = clamp(uv - wsum / (wtot + 0.0001), 0.0, 1.0);
// Bicubic blend of the 16 mesh colours: cubic-Bézier in x per row, then in y.
float3 r0 = bz3(uv.x, ${c(0)}, ${c(1)}, ${c(2)}, ${c(3)});
float3 r1 = bz3(uv.x, ${c(4)}, ${c(5)}, ${c(6)}, ${c(7)});
float3 r2 = bz3(uv.x, ${c(8)}, ${c(9)}, ${c(10)}, ${c(11)});
float3 r3 = bz3(uv.x, ${c(12)}, ${c(13)}, ${c(14)}, ${c(15)});
float3 col = bz3(uv.y, r0, r1, r2, r3);
col = hue(col, sin(tt * 0.021) * 0.1396263);
// Calm: flatten the field toward its own corner colour — the pools dim and the corners lift,
// so a form screen keeps real colour under its glass rows while losing the launcher's
// contrast. Motion is untouched.
col = mix(col, col * 0.60 + u_lift.rgb, calm);
// Elliptical vignette: clear at r=0.25 → scrim·0.42 at r=1.15. Halved under calm — a
// launcher's cards sit in the pooled centre, but a form screen's rows run out toward the
// edges, where crushing them just eats the list.
float2 e = (xy / u_res - 0.5) * 2.0;
float vig = clamp((length(e) - 0.25) / 0.90, 0.0, 1.0) * mix(0.42, 0.21, calm) * u_scrim.a;
col = mix(col, u_scrim.rgb, vig);
// Vertical legibility scrim for the pinned heading + the floating legend.
float v = xy.y / u_res.y;
float s = v < 0.32 ? mix(0.38, 0.06, v / 0.32)
: v < 0.68 ? mix(0.06, 0.08, (v - 0.32) / 0.36)
: mix(0.08, 0.40, (v - 0.68) / 0.32);
col = mix(col, u_scrim.rgb, s * u_scrim.a);
return half4(half3(col), 1.0);
}
"""
}
// --- The blob field (API 2832 fallback) -----------------------------------------------------
/**
* One drifting blob of the fallback field: where it sits, how far it wanders, and how fast. Integer
* [sx]/[sy] keep the loop seamless at wrap. The COLOUR is the palette's, taken from its ramp at
* draw time, so the field always shows several of that palette's tones at once.
*/
private class AuroraBlob(
val baseX: Float,
val baseY: Float,
val driftX: Float,
val driftY: Float,
val sx: Int,
val sy: Int,
val phase: Float,
val radiusFrac: Float,
val alpha: Float,
)
private val auroraBlobs = listOf(
AuroraBlob(0.30f, 0.26f, 0.16f, 0.10f, 1, 1, 0.0f, 0.62f, 0.55f),
AuroraBlob(0.78f, 0.68f, 0.13f, 0.14f, 1, 2, 2.4f, 0.68f, 0.58f),
AuroraBlob(0.16f, 0.82f, 0.12f, 0.09f, 2, 1, 4.1f, 0.52f, 0.42f),
AuroraBlob(0.72f, 0.14f, 0.10f, 0.08f, 1, 3, 1.2f, 0.48f, 0.40f),
)
/**
* Soft blobs from the palette's ramp drifting over its ground on slow, seamless loops, finished
* with a centre-pooling vignette and top/bottom legibility scrims. What API 2832 sees in place of
* the mesh: the same colour families, the same "ambience, never content" role, and the same
* [GamepadPalette] setting recolours it.
*/
@Composable
private fun BlobAurora(
modifier: Modifier,
palette: GamepadPalette,
calm: Boolean,
animated: Boolean,
) {
val ink = LocalGamepadInk.current
val transition = rememberInfiniteTransition(label = "aurora")
// A full 0..2π sweep over ~96 s; integer per-blob multipliers make sin/cos continuous at the
// wrap so the field never visibly jumps when the animation restarts.
val swept by transition.animateFloat(
initialValue = 0f,
targetValue = (2 * PI).toFloat(),
animationSpec = infiniteRepeatable(tween(96_000, easing = LinearEasing), RepeatMode.Restart),
label = "angle",
)
val angle = if (animated) swept else 0f
val tones = palette.blobColors
val ground = palette.groundColor
// Where the scrims tend, and how hard. Mixing a PALE field toward white at the dark field's
// strength bleaches the chroma straight out of the gradient, so a pale palette gets under
// half — the same scrim strength the desktop console's shader carries.
val scrim = if (palette.light) ink.fg else Color.Black
val strength = if (palette.light) 0.45f else 1f
Canvas(modifier) {
drawRect(ground)
val span = max(size.width, size.height)
for ((i, b) in auroraBlobs.withIndex()) {
val cx = (b.baseX + b.driftX * sin(angle * b.sx + b.phase)) * size.width
val cy = (b.baseY + b.driftY * cos(angle * b.sy + b.phase)) * size.height
val r = span * b.radiusFrac
// Calm scales each blob's contribution rather than dimming the whole canvas: the
// ground stays put and only the pools come down to meet it, which is the same "lower
// the contrast, keep the colour" the desktop console's `calm` uniform does.
val alpha = if (calm) b.alpha * 0.62f else b.alpha
drawCircle(
brush = Brush.radialGradient(
colors = listOf(tones[i].copy(alpha = alpha), Color.Transparent),
center = Offset(cx, cy),
radius = r,
),
center = Offset(cx, cy),
radius = r,
// Additive only works over a DARK ground; over a pale one every blob
// saturates to white and the field turns grey. Pale palettes tint instead.
blendMode = if (palette.light) BlendMode.SrcOver else BlendMode.Plus,
)
}
// Cinematic vignette: pool light centre, settle the corners toward the scrim. Halved under
// calm: a launcher's cards sit in the pooled centre, but a form screen's rows run out
// toward the edges, where crushing them just eats the list.
drawRect(
Brush.radialGradient(
colors = listOf(
Color.Transparent,
scrim.copy(alpha = (if (calm) 0.22f else 0.44f) * strength),
),
center = Offset(size.width / 2, size.height / 2),
radius = span * 0.92f,
),
)
// Top/bottom legibility scrim for the pinned title + hint bar.
drawRect(
Brush.verticalGradient(
0.0f to scrim.copy(alpha = 0.40f * strength),
0.30f to scrim.copy(alpha = 0.05f * strength),
0.70f to scrim.copy(alpha = 0.06f * strength),
1.0f to scrim.copy(alpha = 0.42f * strength),
),
)
}
}
File diff suppressed because it is too large Load Diff
@@ -6,7 +6,6 @@ import androidx.compose.animation.animateColorAsState
import androidx.compose.animation.core.Spring
import androidx.compose.animation.core.animateFloatAsState
import androidx.compose.animation.core.spring
import androidx.compose.animation.core.tween
import androidx.compose.foundation.ExperimentalFoundationApi
import androidx.compose.foundation.background
import androidx.compose.foundation.border
@@ -18,7 +17,6 @@ import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.ColumnScope
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.heightIn
import androidx.compose.foundation.layout.padding
@@ -45,7 +43,6 @@ 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.graphics.graphicsLayer
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.text.font.FontFamily
import androidx.compose.ui.text.font.FontWeight
@@ -107,18 +104,13 @@ fun GamepadDialog(
// the focused button pulls itself into view (see DialogButton), so D-pad navigation always shows
// the current action even when the stack scrolls.
val maxCardHeight = (LocalConfiguration.current.screenHeightDp * 0.92f).dp
Box(
Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.62f)),
contentAlignment = Alignment.Center,
) {
ConsoleModal {
Column(
Modifier
.padding(24.dp)
.widthIn(max = 520.dp)
.heightIn(max = maxCardHeight)
.clip(RoundedCornerShape(24.dp))
.background(Color(0xF01A1730))
.border(1.dp, ink.fg(0.12f), RoundedCornerShape(24.dp))
.consoleCard()
.padding(28.dp),
verticalArrangement = Arrangement.spacedBy(14.dp),
) {
@@ -150,7 +142,11 @@ private fun DialogButton(label: String, focused: Boolean, primary: Boolean, enab
// that's scrolled out of a short window, pull it into view (no-op when already visible).
val intoView = remember { BringIntoViewRequester() }
LaunchedEffect(focused) { if (focused) intoView.bringIntoView() }
val shape = RoundedCornerShape(14.dp)
val focus by animateFloatAsState(
if (focused) 1f else 0f,
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
label = "btnFocus",
)
// Focus sweeps up/down the stack — cross-fade the fills so it glides instead of snapping.
val bg by animateColorAsState(
when {
@@ -158,32 +154,30 @@ private fun DialogButton(label: String, focused: Boolean, primary: Boolean, enab
primary -> ink.accent(0.20f)
else -> ink.glass
},
tween(160),
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
label = "btnBg",
)
val fg by animateColorAsState(
when {
!enabled -> ink.fg(0.35f)
focused -> ink.fg
// On the accent, not on the field — a pale palette's accent decides this, not the ink.
focused -> ink.onAccent
primary -> ink.accent
else -> ink.fg(0.85f)
},
tween(160),
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
label = "btnFg",
)
val borderColor by animateColorAsState(
Color.White.copy(alpha = if (focused) 0.3f else 0.08f),
tween(160),
ink.fg(if (focused) 0.3f else 0.08f),
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
label = "btnBorder",
)
Box(
modifier = Modifier
.fillMaxWidth()
.bringIntoViewRequester(intoView)
.graphicsLayer { scaleX = scale; scaleY = scale }
.clip(shape)
.background(bg)
.border(1.dp, borderColor, shape)
.consoleGlass(ConsoleShape.Row, ConsoleFocusVisuals(scale, bg, borderColor, focus))
.clickable(
enabled = enabled,
interactionSource = remember { MutableInteractionSource() },
@@ -305,18 +299,13 @@ fun GamepadPinHostsDialog(
},
)
val maxCardHeight = (LocalConfiguration.current.screenHeightDp * 0.92f).dp
Box(
Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.62f)),
contentAlignment = Alignment.Center,
) {
ConsoleModal {
Column(
Modifier
.padding(24.dp)
.widthIn(max = 520.dp)
.heightIn(max = maxCardHeight)
.clip(RoundedCornerShape(24.dp))
.background(Color(0xF01A1730))
.border(1.dp, ink.fg(0.12f), RoundedCornerShape(24.dp))
.consoleCard()
.padding(28.dp),
verticalArrangement = Arrangement.spacedBy(14.dp),
) {
@@ -368,15 +357,11 @@ private fun PinHostRow(label: String, on: Boolean, focused: Boolean, onClick: ()
// 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)
.consoleGlass(ConsoleShape.Row, visuals)
.clickable(
interactionSource = remember { MutableInteractionSource() },
indication = null,
@@ -398,157 +383,6 @@ private fun PinHostRow(label: String, on: Boolean, focused: Boolean, onClick: ()
}
}
/**
* 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
* couch surface too, even though profile EDITING doesn't.
*/
@Composable
fun GamepadSpeedTestDialog(
hostName: String,
target: SpeedTestTarget,
phase: SpeedTestPhase,
onApply: (toProfile: Boolean) -> Unit,
onDismiss: () -> Unit,
) {
val done = phase as? SpeedTestPhase.Done
GamepadDialog(
title = "Network speed test",
onDismiss = onDismiss,
actions = buildList {
if (done != null) {
add(
DialogAction(
when (target) {
SpeedTestTarget.Global -> "Apply"
is SpeedTestTarget.Profile -> "Apply to “${target.profile.name}"
is SpeedTestTarget.Ask -> "Set in “${target.profile.name}"
},
primary = true,
) { onApply(true) },
)
if (target is SpeedTestTarget.Ask) {
add(DialogAction("Set as default") { onApply(false) })
}
}
add(DialogAction("Close", primary = done == null, onClick = onDismiss))
},
) {
DialogText(hostName)
when (phase) {
SpeedTestPhase.Connecting -> DialogText("Connecting…")
SpeedTestPhase.Measuring ->
DialogText("Measuring — the host is bursting test traffic for two seconds.")
is SpeedTestPhase.Failed -> DialogText(phase.message)
is SpeedTestPhase.Done -> {
DialogText(
"%.0f Mbit/s measured · %.1f %% loss".format(phase.measuredMbps, phase.lossPct),
)
DialogText("Recommended bitrate: %.0f Mbit/s".format(phase.recommendedMbps))
}
}
}
}
/** Console counterpart of [LocalNetworkDialog] — the Android 17+ ACCESS_LOCAL_NETWORK rationale. */
@Composable
fun GamepadLocalNetworkDialog(onAllow: () -> Unit, onSettings: () -> Unit, onDismiss: () -> Unit) {
GamepadDialog(
title = "Allow local network access",
onDismiss = onDismiss,
actions = listOf(
DialogAction("Allow", primary = true, onClick = onAllow),
DialogAction("Open settings", onClick = onSettings),
DialogAction("Not now", onClick = onDismiss),
),
) {
DialogText(
"Android blocks Punktfunk from talking to devices on your network, so it can't find " +
"or reach any host until you allow it.",
)
DialogText(
"If no prompt appears after Allow, enable “Nearby devices” for Punktfunk in " +
"system settings.",
)
}
}
@Composable
fun GamepadTrustNewDialog(pt: PendingTrust, onTrust: () -> Unit, onPairInstead: () -> Unit, onDismiss: () -> Unit) {
GamepadDialog(
title = "Trust this host?",
onDismiss = onDismiss,
actions = listOf(
DialogAction("Cancel", onClick = onDismiss),
DialogAction("Pair with PIN", onClick = onPairInstead),
DialogAction("Trust (TOFU)", primary = true, onClick = onTrust),
),
) {
DialogText("First connection to ${pt.host}:${pt.port}.")
pt.advertisedFp?.let { DialogText("Fingerprint ${it.take(16)}") }
DialogText(
"This host allows trust-on-first-use, but that can't tell an impostor from the real host. " +
"Pairing with a PIN is stronger — it proves both sides.",
)
}
}
@Composable
fun GamepadFingerprintChangedDialog(pt: PendingTrust, onRepair: () -> Unit, onDismiss: () -> Unit) {
GamepadDialog(
title = "Host identity changed",
onDismiss = onDismiss,
actions = listOf(
DialogAction("Cancel", onClick = onDismiss),
DialogAction("Re-pair", primary = true, onClick = onRepair),
),
) {
DialogText(
"The pinned fingerprint for ${pt.host} no longer matches what it now advertises. This can " +
"mean a host reinstall — or an impostor. Re-pair with the host's PIN to continue.",
)
}
}
@Composable
fun GamepadRequestAccessDialog(pt: PendingTrust, onRequestAccess: () -> Unit, onUsePin: () -> Unit, onDismiss: () -> Unit) {
GamepadDialog(
title = "Pairing required",
onDismiss = onDismiss,
actions = listOf(
DialogAction("Cancel", onClick = onDismiss),
DialogAction("Use a PIN", onClick = onUsePin),
DialogAction("Request access", primary = true, onClick = onRequestAccess),
),
) {
DialogText("${pt.host}:${pt.port} requires pairing before it will stream.")
DialogText(
"Request access and approve this device in the host's console (or web UI) — no PIN needed. " +
"Or pair with the 4-digit PIN the host displays.",
)
}
}
@Composable
fun GamepadAwaitingApprovalDialog(hostLabel: String, onCancel: () -> Unit) {
val ink = LocalGamepadInk.current
GamepadDialog(
title = "Waiting for approval",
onDismiss = onCancel,
actions = listOf(DialogAction("Cancel", primary = true, onClick = onCancel)),
) {
val deviceName = Build.MODEL ?: "this device"
Row(verticalAlignment = Alignment.CenterVertically, horizontalArrangement = Arrangement.spacedBy(12.dp)) {
CircularProgressIndicator(modifier = Modifier.size(20.dp), strokeWidth = 2.dp, color = ink.fg)
Text("Approve this device on $hostLabel.", color = ink.fg)
}
DialogText(
"Open the host's console (or web UI) and approve “$deviceName”. It connects automatically " +
"once you approve — no PIN needed.",
)
}
}
/**
* Console PIN pairing: four digit slots set with the D-pad (left/right selects a slot, up/down changes
* 09), then Pair. Runs [NativeBridge.nativePair] off the UI thread; on success hands the verified
@@ -598,11 +432,10 @@ fun GamepadPairPinDialog(pt: PendingTrust, identity: ClientIdentity?, onPaired:
)
val maxCardHeight = (LocalConfiguration.current.screenHeightDp * 0.92f).dp
Box(Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.62f)), contentAlignment = Alignment.Center) {
ConsoleModal {
Column(
Modifier.padding(24.dp).widthIn(max = 460.dp).heightIn(max = maxCardHeight)
.clip(RoundedCornerShape(24.dp))
.background(Color(0xF01A1730)).border(1.dp, ink.fg(0.12f), RoundedCornerShape(24.dp))
.consoleCard()
.verticalScroll(rememberScrollState())
.padding(28.dp),
horizontalAlignment = Alignment.CenterHorizontally,
@@ -616,7 +449,7 @@ fun GamepadPairPinDialog(pt: PendingTrust, identity: ClientIdentity?, onPaired:
Row(horizontalArrangement = Arrangement.spacedBy(12.dp)) {
repeat(4) { i -> PinSlot(digits[i], focused = slot == i && !pairing) }
}
err?.let { Text(it, color = Color(0xFFE0736F), style = MaterialTheme.typography.bodyMedium) }
err?.let { Text(it, color = ink.danger, style = MaterialTheme.typography.bodyMedium) }
DialogButton(
label = if (pairing) "Pairing…" else "Pair",
focused = slot == 4 && !pairing,
@@ -638,6 +471,12 @@ private fun PinSlot(value: Int, focused: Boolean) {
.border(if (focused) 2.dp else 1.dp, if (focused) ink.accent else ink.fg(0.1f), shape),
contentAlignment = Alignment.Center,
) {
Text(value.toString(), fontSize = 30.sp, fontWeight = FontWeight.Bold, color = ink.fg, fontFamily = FontFamily.Monospace)
Text(
value.toString(),
fontSize = 30.sp,
fontWeight = FontWeight.Bold,
color = ink.fg,
fontFamily = FontFamily.Monospace,
)
}
}
@@ -1,8 +1,10 @@
package io.unom.punktfunk
import android.content.res.Configuration
import androidx.compose.animation.core.Animatable
import androidx.compose.animation.core.Spring
import androidx.compose.animation.core.spring
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.interaction.MutableInteractionSource
import androidx.compose.foundation.layout.Arrangement
@@ -17,11 +19,11 @@ import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.layout.systemBarsPadding
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.pager.HorizontalPager
import androidx.compose.foundation.pager.PageSize
import androidx.compose.foundation.pager.rememberPagerState
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Add
@@ -33,6 +35,7 @@ import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableIntStateOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberCoroutineScope
@@ -44,6 +47,7 @@ import androidx.compose.ui.draw.blur
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Brush
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.TransformOrigin
import androidx.compose.ui.graphics.graphicsLayer
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.platform.LocalContext
@@ -55,6 +59,7 @@ import dev.chrisbanes.haze.HazeState
import dev.chrisbanes.haze.hazeSource
import io.unom.punktfunk.kit.security.KnownHost
import kotlin.math.absoluteValue
import kotlin.math.cos
import kotlinx.coroutines.launch
// The gamepad-driven home — the Android mirror of the Apple client's GamepadHomeView: a distinct,
@@ -62,6 +67,12 @@ import kotlinx.coroutines.launch
// active. A center-snapping carousel of hosts (saved first, then discovered, then a trailing Add
// Host tile), driven from the couch: A connects, X opens Settings, Y opens a saved host's library.
/**
* How far a fully off-centre card turns away from the viewer, in radians (~48°). Never rendered as
* a rotation see the projection note at the call site.
*/
private const val CARD_TURN_RAD = 0.838f
/** One navigable launcher tile — a saved host, a discovered-but-unsaved host, or the Add Host action. */
class HomeTile(
val id: String,
@@ -75,15 +86,27 @@ class HomeTile(
val knownHost: KnownHost? = null, // set for saved hosts → enables the library (Y)
/**
* Set when this tile is a PINNED host+profile combination rather than the host's own tile.
* A pin is a shortcut, not a second host: the host-level actions (wake, edit, forget, library)
* belong to the host's own tile, and this one offers only Unpin.
* A pin is a shortcut, not a second host: the host-level actions (wake, edit, forget) belong
* to the host's own tile, and this one offers only Unpin. The library is NOT one of those
* it is a way to start this card (a connect with a title picked first), so a pinned tile opens
* its own shelf and every launch off it carries this profile.
*/
val pinnedProfileId: String? = null,
/**
* The profile a press will actually connect with the host's binding, or the pin's own
* profile. Rendered as a chip on the card rather than appended to the subtitle: on a PIN card
* the profile is the entire reason the card exists, and a card that only whispers it in grey
* body text can't say that. Matches the Apple client's tile.
*/
val profileName: String? = null,
/** The profile's `#RRGGBB` chip colour, if it set one. */
val profileAccent: Color? = null,
val activate: () -> Unit,
) {
// Any SAVED host offers the library (matches Apple) — the fetch itself returns a clear "pair
// first" message if the host hasn't authorized this device for its management API.
val hasLibrary: Boolean get() = knownHost != null && pinnedProfileId == null
// Any SAVED host offers the library (matches Apple), pinned cards included — the fetch itself
// returns a clear "pair first" message if the host hasn't authorized this device for its
// management API.
val hasLibrary: Boolean get() = knownHost != null
}
/**
@@ -118,6 +141,16 @@ fun GamepadHome(
LaunchedEffect(pagerState.settledPage) { navTarget = pagerState.settledPage }
val current = tiles.getOrNull(navTarget)
// Bumped on every confirm — the centred card dips under the press and springs back, so A reads
// as a button being pushed rather than as a screen simply changing.
var pressToken by remember { mutableIntStateOf(0) }
val press = remember { Animatable(1f) }
LaunchedEffect(pressToken) {
if (pressToken == 0) return@LaunchedEffect
press.animateTo(0.97f, ConsoleMotion.ease(70))
press.animateTo(1f, spring(dampingRatio = 0.45f, stiffness = Spring.StiffnessMedium))
}
GamepadNavEffect(
active = navActive && tiles.isNotEmpty(),
onMove = { dir ->
@@ -127,7 +160,8 @@ fun GamepadHome(
scope.launch { pagerState.animateScrollToPage(target) }
}
},
onActivate = { tiles.getOrNull(navTarget)?.let(onActivate) }, // A / D-pad-center → Connect
// A / D-pad-center → Connect
onActivate = { pressToken++; tiles.getOrNull(navTarget)?.let(onActivate) },
onSecondary = { // Y (gamepad) → Library
tiles.getOrNull(navTarget)?.takeIf { libraryEnabled && it.hasLibrary }?.let(onOpenLibrary)
},
@@ -145,9 +179,9 @@ fun GamepadHome(
// way. Each hint is also TAPPABLE (touch hatch).
val padIsGamepad = (LocalContext.current as? MainActivity)?.lastPadIsGamepad ?: false
val connectLabel = if (current?.isAdd == true) "Add Host" else "Connect"
val connectAction: () -> Unit = { tiles.getOrNull(navTarget)?.let(onActivate) }
val connectAction: () -> Unit = { pressToken++; tiles.getOrNull(navTarget)?.let(onActivate) }
val optionsAction: () -> Unit = { current?.let(onOptions) }
val arrowTint = Color(0xFF9A93C7)
val arrowTint = PadGlyph.Arrow
val hints = buildList {
if (padIsGamepad) {
add(PadGlyph.hint('A', connectLabel, onClick = connectAction))
@@ -177,7 +211,12 @@ fun GamepadHome(
val cardWidth = (maxWidth * 0.82f).coerceAtMost(360.dp)
val cardHeight = (maxHeight * 0.56f).coerceAtMost(216.dp)
val sidePad = ((maxWidth - cardWidth) / 2).coerceAtLeast(0.dp)
Box(Modifier.fillMaxSize().systemBarsPadding()) {
// The carousel deliberately IGNORES the safe area (first on-glass verdict): only the
// CENTRED card matters, and it sits mid-screen; the fanned neighbours running under
// the hole punch is ambience, while insetting the pager CLIPPED them at the cutout
// edge — cards visibly cut off is worse than cards behind a camera. The title and the
// legend keep their insets; they are content.
Box(Modifier.fillMaxSize()) {
HorizontalPager(
state = pagerState,
pageSize = PageSize.Fixed(cardWidth),
@@ -189,17 +228,35 @@ fun GamepadHome(
val tile = tiles[page]
// Real distance-from-centered (page + fractional drag), so the pop tracks the
// live scroll: centered tile at full scale/brightness, neighbours recede + blur.
val offset = ((pagerState.currentPage - page) + pagerState.currentPageOffsetFraction)
.absoluteValue.coerceIn(0f, 1f)
// Signed, because which SIDE a card fans to decides which edge it turns on.
val signed = (page - pagerState.currentPage) - pagerState.currentPageOffsetFraction
val offset = signed.absoluteValue.coerceIn(0f, 1f)
GamepadHostTile(
tile = tile,
centred = offset < 0.5f,
modifier = Modifier
.graphicsLayer {
val s = lerp(1f, 0.86f, offset)
// The press dip applies to the CENTRED card only — it is the one
// the button acted on, and a whole carousel flinching would read
// as the screen moving rather than a card being pressed.
val s = lerp(1f, 0.86f, offset) * lerp(press.value, 1f, offset)
scaleX = s
scaleY = s
alpha = lerp(1f, 0.5f, offset)
}
.graphicsLayer {
// The neighbours TURN away, projected rather than rendered in 3D.
// `cos(angle)` as a horizontal squeeze IS the orthographic
// projection of a Y-axis rotation, and hinging it on the edge the
// card fans from is what carries the direction the rotation's sign
// would have. The Apple client arrived here the hard way (see
// GamepadCarousel.swift): a real `rotation3DEffect` renders the
// card through an offscreen pass and flashed as the strip settled.
// Affine transforms don't.
scaleX = cos(CARD_TURN_RAD * offset)
transformOrigin =
TransformOrigin(if (signed > 0f) 0f else 1f, 0.5f)
}
// Unbounded so the depth blur isn't hard-clipped at the card's rectangle
// (the cut-off edge). No-op below API 31; a soft blur above.
.blur(radius = (offset * 12f).dp, edgeTreatment = BlurredEdgeTreatment.Unbounded)
@@ -209,6 +266,7 @@ fun GamepadHome(
indication = null,
) {
if (page == navTarget) {
pressToken++
onActivate(tile)
} else {
navTarget = page
@@ -223,20 +281,28 @@ fun GamepadHome(
// Title floats over the top (out of the carousel's layout, so the cards stay centred). Uses
// the shared ConsoleHeader so it lines up with every other screen's heading.
Row(
Modifier.align(Alignment.TopStart).fillMaxWidth().systemBarsPadding()
Modifier.align(Alignment.TopStart).fillMaxWidth().consoleSafeArea()
.padding(end = ConsoleEdgeInset),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.SpaceBetween,
) {
ConsoleHeader("Select a Host", modifier = Modifier.weight(1f))
if (controllerName != null) ControllerStatusChip(controllerName)
// The TITLE has priority (unweighted, so it is measured at its full width first) and the
// chip takes what is left, ellipsizing its device name. The other way round — which is
// what a weighted header gave — a talkative controller name ("Xbox Wireless Controller")
// ate a 360 dp portrait phone's title down to "Selec…".
ConsoleHeader("Select a Host")
if (controllerName != null) {
ControllerStatusChip(controllerName, Modifier.weight(1f, fill = false))
}
}
// Legend floats bottom-start with a real backdrop blur of the content behind it. In LANDSCAPE
// it ignores the safe area (the nav-bar inset made the bottom gap look oversized).
// it ignores the system bars (the nav-bar inset made the bottom gap look oversized) but never
// the cutout — reverse-landscape parks the punch on this very corner.
Box(
Modifier
.align(Alignment.BottomStart)
.then(if (landscape) Modifier else Modifier.systemBarsPadding())
.consoleLegendInsets(landscape)
.padding(ConsoleLegendInset),
) {
GamepadHintBar(hints, hazeState = hazeState)
@@ -244,22 +310,31 @@ fun GamepadHome(
}
}
/** One dark-glass landscape console tile — bigger and bolder than the touch grid's HostCard. */
/**
* One glass landscape console tile bigger and bolder than the touch grid's HostCard, and cut from
* the same [Modifier.consoleGlass] every console surface is, so a card and a settings row catch the
* light the same way. [centred] is the carousel's own focus: the tile the pad is pointing at, which
* earns the lift and the accent bloom.
*/
@Composable
private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
private fun GamepadHostTile(tile: HomeTile, centred: Boolean, modifier: Modifier = Modifier) {
val ink = LocalGamepadInk.current
val shape = RoundedCornerShape(26.dp)
val wash = if (tile.filled) {
Brush.verticalGradient(listOf(ink.accent(0.20f), Color(0x14100C2A)))
} else {
Brush.verticalGradient(listOf(Color(0x1AFFFFFF), Color(0x0DFFFFFF)))
}
val visuals = animateConsoleFocus(active = centred)
// A SAVED host wears the palette's accent; a discovered one (or the Add tile) stays neutral
// glass, so "already yours" reads before you get to the label.
val fill = if (tile.filled) ink.accent(0.20f) else ink.glass
Column(
modifier = modifier
.fillMaxWidth()
.clip(shape)
.background(wash)
.border(1.dp, ink.fg(0.16f), shape)
// The carousel already drives its own scale; the glass must not fight it with a second.
.consoleGlass(
ConsoleShape.Tile,
ConsoleFocusVisuals(1f, fill, ink.fg(0.16f), visuals.focus),
// A DASHED edge on anything not yet saved — a host found on the network, and the
// Add tile. It is the touch grid's own convention and the Apple client's, and it
// says "not yours yet" before the subtitle has to.
dashed = !tile.filled,
)
.padding(22.dp),
) {
Row(Modifier.fillMaxWidth(), verticalAlignment = Alignment.Top) {
@@ -291,12 +366,64 @@ private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
if (tile.profileName != null) {
ConsoleProfileChip(
name = tile.profileName,
accent = tile.profileAccent,
// On a PIN card the profile is why the card exists; on a bound host's own card it
// is a note about what a press will do. Same chip, two weights.
prominent = tile.pinnedProfileId != null,
modifier = Modifier.padding(top = 5.dp),
)
}
Text(
tile.subtitle,
style = MaterialTheme.typography.bodyMedium,
color = ink.fg(0.55f),
maxLines = 1,
overflow = TextOverflow.Ellipsis,
modifier = Modifier.padding(top = 2.dp),
)
}
}
/**
* The profile a card connects with, worn as a tinted capsule. The console counterpart of the touch
* grid's own chip (`HostComponents.kt`) same shape and the same quiet/prominent split, but inked
* from the console palette rather than `MaterialTheme`, since it sits on the aurora.
*
* A profile that set no accent falls back to the palette's, not to the touch theme's primary: on a
* moss or copper field the brand violet would be the one foreign colour on the card.
*/
@Composable
private fun ConsoleProfileChip(
name: String,
accent: Color?,
prominent: Boolean,
modifier: Modifier = Modifier,
) {
val ink = LocalGamepadInk.current
val tint = accent ?: ink.accent
Row(
modifier = modifier
.clip(ConsoleShape.Pill)
.background(tint.copy(alpha = if (prominent) 0.24f else 0.12f))
.padding(horizontal = 9.dp, vertical = 3.dp),
verticalAlignment = Alignment.CenterVertically,
) {
Box(Modifier.size(7.dp).clip(CircleShape).background(tint))
Spacer(Modifier.width(6.dp))
Text(
name,
style = if (prominent) {
MaterialTheme.typography.labelLarge
} else {
MaterialTheme.typography.labelMedium
},
fontWeight = if (prominent) FontWeight.Bold else FontWeight.SemiBold,
color = tint,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
}
}
@@ -305,10 +432,13 @@ private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
private fun MonogramBadge(tile: HomeTile) {
val ink = LocalGamepadInk.current
val shape = RoundedCornerShape(15.dp)
// Lit from the top like every other console surface — and the unsaved badge takes the palette's
// own accent at low opacity rather than the brand violet, which on a copper or moss field was
// the one square of the wrong hue on the screen.
val fill = if (tile.filled) {
Brush.verticalGradient(listOf(ink.accent, ink.accent))
Brush.verticalGradient(listOf(ink.accent.copy(alpha = 0.92f), ink.accent))
} else {
Brush.verticalGradient(listOf(Color(0x296656F2), Color(0x296656F2)))
Brush.verticalGradient(listOf(ink.accent(0.20f), ink.accent(0.14f)))
}
Box(
modifier = Modifier.size(52.dp).clip(shape).background(fill),
@@ -32,6 +32,31 @@ class GamepadInk(
val shadeScale: Float,
/** True when the field is pale, for the few places that branch rather than blend. */
val isLight: Boolean,
/**
* The near-opaque ground a MODAL card sits on. A dialog can't be glass: it has to occlude the
* screen it covers, and it carries [fg] text which is why this must follow the palette. It
* was a hardcoded near-black indigo, so on a pale palette the card's dark ink landed on a dark
* card and the dialogs were unreadable.
*/
val card: Color,
/**
* What dims the screen BEHIND a modal. Always dark, whatever the field: a scrim's job is to
* push the backdrop down, and a pale field lit with more white doesn't recede it glares. A
* pale one needs less of it, because it has further to fall.
*/
val modalScrim: Color,
/**
* The light a glass surface catches along its top edge. White either way a highlight is a
* specular, not a tint but a pale field's frost is already bright, so it takes MORE to read
* as an edge against the pastel showing through it.
*/
val highlight: Color,
/**
* What a failure says itself in the pairing error, and anything else the console has to
* refuse in words. Follows the palette because it lands on [card], not on the field: the salmon
* that reads on a dark modal is washed out on a near-white one.
*/
val danger: Color,
) {
/** The foreground at [alpha]. */
fun fg(alpha: Float): Color = fg.copy(alpha = alpha)
@@ -50,6 +75,7 @@ class GamepadInk(
val accentLuma =
0.2126 * p.accent.first + 0.7152 * p.accent.second + 0.0722 * p.accent.third
val onAccent = if (accentLuma > 0.55) Color.Black else Color.White
val (gr, gg, gb) = p.ground
if (!p.light) {
return GamepadInk(
fg = Color.White,
@@ -59,9 +85,20 @@ class GamepadInk(
shade = Color.Black,
shadeScale = 1f,
isLight = false,
// The palette's own ground, lifted just off it so the card reads as a surface
// ABOVE the field rather than a hole in it. For the brand violet that lands on
// the #1A1730 the dialogs were hardcoded to, which is where the number came from.
card = Color(
(gr + 0.030).toFloat().coerceAtMost(1f),
(gg + 0.030).toFloat().coerceAtMost(1f),
(gb + 0.040).toFloat().coerceAtMost(1f),
0.94f,
),
modalScrim = Color.Black.copy(alpha = 0.62f),
highlight = Color.White.copy(alpha = 0.30f),
danger = Color(0xFFE0736F),
)
}
val (gr, gg, gb) = p.ground
return GamepadInk(
// Tinted toward the palette's own ground so it doesn't read as a foreign grey.
fg = Color((gr * 0.16).toFloat(), (gg * 0.14).toFloat(), (gb * 0.20).toFloat()),
@@ -73,6 +110,15 @@ class GamepadInk(
shade = Color.White,
shadeScale = 0.45f,
isLight = true,
// Near-white rather than near-black: the card carries this palette's DARK ink.
card = Color.White.copy(alpha = 0.94f),
// Lighter than the dark field's: a pastel backdrop is closer to the card already,
// so the same 0.62 would read as a bruise rather than a recession.
modalScrim = Color.Black.copy(alpha = 0.38f),
highlight = Color.White.copy(alpha = 0.55f),
// Deepened for the near-white card the pale palettes' modals use — the dark
// field's salmon has nothing like enough contrast against it.
danger = Color(0xFFB3352F),
)
}
@@ -65,6 +65,10 @@ fun GamepadNavEffect(
) {
val activity = LocalContext.current as? MainActivity ?: return
val state = remember { NavInputState() }
// Menu feel, inherited by every console screen that navigates through here rather than wired
// per screen: a tick as the cursor steps, a pulse on confirm. Renders on the driving pad's own
// motors, the phone body if it has none, and nothing at all on a TV.
val haptics by rememberUpdatedState(rememberConsoleHaptics())
// The effects below are keyed on `active` only (they must NOT restart on every recomposition), so
// they'd otherwise capture the FIRST callbacks — closing over a stale `tiles` (fewer hosts than are
// discovered later, which clamped navigation to that old count). rememberUpdatedState keeps the
@@ -98,7 +102,10 @@ fun GamepadNavEffect(
KeyEvent.KEYCODE_DPAD_UP -> { if (edge) currentOnUp(); true }
KeyEvent.KEYCODE_DPAD_DOWN -> { if (edge) currentOnDown(); true }
KeyEvent.KEYCODE_BUTTON_A, KeyEvent.KEYCODE_DPAD_CENTER,
KeyEvent.KEYCODE_ENTER, KeyEvent.KEYCODE_NUMPAD_ENTER -> { if (edge) currentOnActivate(); true }
KeyEvent.KEYCODE_ENTER, KeyEvent.KEYCODE_NUMPAD_ENTER -> {
if (edge) { haptics.confirm(); currentOnActivate() }
true
}
// The gamepad Select / View / Share button → context options (a remote uses Down).
KeyEvent.KEYCODE_BUTTON_SELECT -> { if (edge) currentOnOptions(); true }
KeyEvent.KEYCODE_BUTTON_X -> { if (edge) currentOnTertiary(); true }
@@ -139,8 +146,10 @@ fun GamepadNavEffect(
}
when {
dir == 0 -> committed = 0
dir != committed -> { currentOnMove(dir); committed = dir; fireAt = now + INITIAL_DELAY_MS }
now >= fireAt -> { currentOnMove(dir); fireAt = now + REPEAT_MS }
dir != committed -> {
haptics.tick(); currentOnMove(dir); committed = dir; fireAt = now + INITIAL_DELAY_MS
}
now >= fireAt -> { haptics.tick(); currentOnMove(dir); fireAt = now + REPEAT_MS }
}
delay(16)
}
@@ -167,6 +176,9 @@ fun GamepadNavEffect2D(
) {
val activity = LocalContext.current as? MainActivity ?: return
val state = remember { NavInputState() }
// See [GamepadNavEffect] — the same menu feel, so a form screen and a carousel answer a press
// identically.
val haptics by rememberUpdatedState(rememberConsoleHaptics())
val currentOnDirection by rememberUpdatedState(onDirection)
val currentOnActivate by rememberUpdatedState(onActivate)
val currentOnTertiary by rememberUpdatedState(onTertiary)
@@ -196,12 +208,15 @@ fun GamepadNavEffect2D(
KeyEvent.KEYCODE_DPAD_UP -> { state.dpadY = if (down) -1 else 0; true }
KeyEvent.KEYCODE_DPAD_DOWN -> { state.dpadY = if (down) 1 else 0; true }
KeyEvent.KEYCODE_BUTTON_A, KeyEvent.KEYCODE_DPAD_CENTER,
KeyEvent.KEYCODE_ENTER, KeyEvent.KEYCODE_NUMPAD_ENTER -> { if (edge) currentOnActivate(); true }
KeyEvent.KEYCODE_ENTER, KeyEvent.KEYCODE_NUMPAD_ENTER -> {
if (edge) { haptics.confirm(); currentOnActivate() }
true
}
KeyEvent.KEYCODE_BUTTON_X -> { if (edge) currentOnTertiary(); true }
KeyEvent.KEYCODE_BUTTON_Y -> { if (edge) currentOnSecondary(); true }
// Edge-only, no auto-repeat: a held shoulder shouldn't spin through the tabs.
KeyEvent.KEYCODE_BUTTON_L1 -> { if (edge) currentOnShoulder(-1); true }
KeyEvent.KEYCODE_BUTTON_R1 -> { if (edge) currentOnShoulder(1); true }
KeyEvent.KEYCODE_BUTTON_L1 -> { if (edge) { haptics.tick(); currentOnShoulder(-1) }; true }
KeyEvent.KEYCODE_BUTTON_R1 -> { if (edge) { haptics.tick(); currentOnShoulder(1) }; true }
else -> false // B → MainActivity (remapped to BACK → BackHandler)
}
}
@@ -229,8 +244,10 @@ fun GamepadNavEffect2D(
when {
raw == null && nearCentre -> committed = null
raw == null -> { /* in the hysteresis band → hold, don't fire */ }
raw != committed -> { currentOnDirection(raw); committed = raw; fireAt = now + INITIAL_DELAY_MS }
now >= fireAt -> { currentOnDirection(raw); fireAt = now + REPEAT_MS }
raw != committed -> {
haptics.tick(); currentOnDirection(raw); committed = raw; fireAt = now + INITIAL_DELAY_MS
}
now >= fireAt -> { haptics.tick(); currentOnDirection(raw); fireAt = now + REPEAT_MS }
}
delay(16)
}
@@ -17,6 +17,21 @@ import androidx.compose.ui.graphics.Color
// on every client. Keep the three copies in step: a palette added here without the others is a
// value the other clients silently render as Violet.
/**
* One wandering interior control point of the mesh: [x]/[y] its resting place in unit UV, [amp] how
* far it strays, [sx]/[sy] its per-axis rates in rad·s¹ and [phase] its offset. Its live
* displacement `(amp·sin(t·sx+ph), amp·cos(t·sy+ph·1.3))` drives a bounded domain warp, so the
* bright colour pools drift with it.
*/
class MeshWarpPoint(
val x: Double,
val y: Double,
val amp: Double,
val sx: Double,
val sy: Double,
val phase: Double,
)
/** One background colour family. */
class GamepadPalette(
/** The stored `ui_palette` value ([Settings.uiPalette]). */
@@ -47,11 +62,29 @@ class GamepadPalette(
/** The accent as a Compose colour. */
val accentColor: Color by lazy { color(accent) }
/**
* The 16 mesh colours this palette's field is woven from: the ramp sampled per cell (see
* [CELL_RAMP]), or [MESH_COLORS] verbatim for the brand default the exact rule
* `pf-console-ui`'s `Palette::mesh_colors` follows, so one `ui_palette` value is one field on
* every client. Consumed by the AGSL backdrop on API 33+; the blob field
* ([blobColors]) approximates the same table below that.
*/
val meshColors: List<Triple<Double, Double, Double>> by lazy {
if (stops.isEmpty()) {
MESH_COLORS
} else {
(0..15).map { i ->
ramp(stops, 0.5 * ((i % 4) / 3.0 + (i / 4) / 3.0) + CELL_RAMP[i])
}
}
}
companion object {
/**
* Where each of the 16 mesh cells samples the ramp on the clients that draw a mesh. Kept
* here so the three ports stay one table even though this client approximates the field
* with blobs.
* Where each of the 16 mesh cells samples the ramp. The base is the diagonal
* `0.5·(x + y)` top-left the ramp's dark end, bottom-right its bright one and the
* per-cell nudges break the banding a pure diagonal would show. Mirrored from
* `pf-console-ui`'s `CELL_RAMP`.
*/
val CELL_RAMP = listOf(
0.10, -0.06, 0.04, -0.12,
@@ -60,6 +93,34 @@ class GamepadPalette(
-0.10, 0.08, -0.06, 0.12,
)
/**
* The brand default's 16 mesh colours, used verbatim (rather than sampled from a ramp) so
* `violet` stays bit-identical to what every install already sees. Mirrors
* `pf-console-ui`'s `MESH_COLORS`.
*/
val MESH_COLORS = listOf(
Triple(0.075, 0.060, 0.160), Triple(0.34, 0.27, 0.72),
Triple(0.30, 0.26, 0.74), Triple(0.075, 0.060, 0.160),
Triple(0.42, 0.20, 0.54), Triple(0.49, 0.39, 0.95),
Triple(0.28, 0.31, 0.84), Triple(0.16, 0.26, 0.64),
Triple(0.45, 0.23, 0.60), Triple(0.53, 0.31, 0.75),
Triple(0.35, 0.35, 0.91), Triple(0.19, 0.28, 0.70),
Triple(0.075, 0.060, 0.160), Triple(0.22, 0.18, 0.54),
Triple(0.24, 0.20, 0.58), Triple(0.075, 0.060, 0.160),
)
/**
* The four interior points that wander; the 12 boundary points stay pinned to the frame (a
* drifting edge point would shrink the field and expose the ground behind it). Periods
* ~90130 s, out of phase, so the field never visibly loops. Mirrors `MESH_INTERIOR`.
*/
val MESH_INTERIOR = listOf(
MeshWarpPoint(0.333, 0.333, 0.11, 0.049, 0.063, 0.4),
MeshWarpPoint(0.667, 0.333, 0.10, 0.055, 0.052, 2.1),
MeshWarpPoint(0.333, 0.667, 0.10, 0.058, 0.049, 3.6),
MeshWarpPoint(0.667, 0.667, 0.12, 0.047, 0.061, 5.0),
)
/** The brand default's blob ramp — the colours the pre-palette field used. */
private val VIOLET_BLOBS = listOf(
Triple(0.53, 0.47, 0.96), Triple(0.24, 0.20, 0.72), Triple(0.62, 0.30, 0.80),
@@ -67,7 +128,7 @@ class GamepadPalette(
)
/**
* The twelve shipped palettes: the brand default, five more dark fields, then six pale
* The thirteen shipped palettes: the brand default, six more dark fields, then six pale
* ones. Cycling order runs dark light, so stepping the row walks the range one way.
*/
val ALL = listOf(
@@ -77,6 +138,26 @@ class GamepadPalette(
ground = Triple(0.075, 0.060, 0.160),
accent = Triple(0.525, 0.471, 0.961), light = false,
),
GamepadPalette(
// For OLED and AMOLED panels, where a black pixel is a pixel switched off — no
// glow, no power. The first two stops are literally (0,0,0), so the shaded half
// of the field is genuinely off rather than "very dark grey", and the ground is
// pure black too: the calm mix on the form screens lifts toward nothing. What is
// left is a faint indigo→violet ember in the bright corner. The accent stays the
// brand violet — focus has to be findable on black.
// Named for the look, not the panel technology — black with a thin violet corona
// belongs beside Nebula and Abyss. ⚠ The ID stays "oled": it is the stored
// `ui_palette` value and the cross-client key, so renaming it would orphan saved
// choices and desync the clients.
"oled", "Eclipse",
listOf(
Triple(0.000, 0.000, 0.000), Triple(0.000, 0.000, 0.000),
Triple(0.010, 0.020, 0.100), Triple(0.045, 0.016, 0.115),
Triple(0.120, 0.024, 0.130),
),
ground = Triple(0.0, 0.0, 0.0),
accent = Triple(0.525, 0.471, 0.961), light = false,
),
GamepadPalette(
// Deep indigo climbing through violet into a hot magenta.
"nebula", "Nebula",
@@ -3,20 +3,19 @@ package io.unom.punktfunk
import android.content.res.Configuration
import androidx.activity.compose.BackHandler
import androidx.compose.animation.AnimatedContent
import androidx.compose.animation.AnimatedVisibility
import androidx.compose.animation.SizeTransform
import androidx.compose.animation.animateColorAsState
import androidx.compose.animation.core.Animatable
import androidx.compose.animation.core.Spring
import androidx.compose.animation.core.animateFloatAsState
import androidx.compose.animation.core.snap
import androidx.compose.animation.core.spring
import androidx.compose.animation.core.tween
import androidx.compose.animation.expandVertically
import androidx.compose.animation.fadeIn
import androidx.compose.animation.fadeOut
import androidx.compose.animation.shrinkVertically
import androidx.compose.animation.slideInHorizontally
import androidx.compose.animation.slideOutHorizontally
import androidx.compose.animation.togetherWith
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.interaction.MutableInteractionSource
import androidx.compose.foundation.layout.Arrangement
@@ -25,15 +24,28 @@ import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.PaddingValues
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.WindowInsets
import androidx.compose.foundation.layout.WindowInsetsSides
import androidx.compose.foundation.layout.displayCutout
import androidx.compose.foundation.layout.fillMaxHeight
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.offset
import androidx.compose.foundation.layout.only
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.systemBarsPadding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.layout.systemBars
import androidx.compose.foundation.layout.union
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.layout.widthIn
import androidx.compose.foundation.layout.windowInsetsPadding
import androidx.compose.foundation.lazy.LazyColumn
import androidx.compose.foundation.lazy.itemsIndexed
import androidx.compose.foundation.lazy.rememberLazyListState
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.ChevronLeft
import androidx.compose.material.icons.filled.ChevronRight
import androidx.compose.material3.Icon
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
@@ -46,13 +58,23 @@ import androidx.compose.runtime.setValue
import androidx.compose.runtime.LaunchedEffect
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.graphics.graphicsLayer
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.platform.LocalDensity
import androidx.compose.ui.semantics.Role
import androidx.compose.ui.semantics.contentDescription
import androidx.compose.ui.semantics.disabled
import androidx.compose.ui.semantics.hideFromAccessibility
import androidx.compose.ui.semantics.role
import androidx.compose.ui.semantics.semantics
import androidx.compose.ui.semantics.toggleableState
import androidx.compose.ui.state.ToggleableState
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.IntOffset
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import dev.chrisbanes.haze.HazeState
@@ -103,6 +125,19 @@ internal class GpRow(
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)
/**
* What A does on a non-adjustable row, for the legend. It was the literal "Pin to hosts" in the
* hint bar back when a profile row was the only kind of row that acted rather than stepped; a
* row that opens the Controllers view was then advertised as pinning something.
*/
val actionHint: String = "Open",
/**
* A choice row's full option list + where [value] sits in it what the [ConsoleOptionBand]
* drum turns through. Null (with [selectedIndex] -1) on everything that is not a stepped
* choice: toggles are a switch, and the flat rows keep the quiet text slip.
*/
val options: List<String>? = null,
val selectedIndex: Int = -1,
)
/**
@@ -114,12 +149,28 @@ internal class GpRow(
internal fun liveRow(rows: List<GpRow>, index: Int): GpRow? =
rows.getOrNull(index)?.takeIf { it.enabled }
/**
* Where the cursor was when a row opened a SUB-SCREEN. The shell holds it across the trip (this
* screen's own state does not outlive it) and hands it back, so Back from the Controllers view lands
* on the row that opened it rather than on the first row of the first section.
*
* The row is remembered by ID, not by index: a tab's length follows the hardware and the profile
* catalog, and a remembered index is the stale-pointer bug the tab-switch clamp already exists for.
*/
data class GpSettingsPlace(val tab: GpTab, val rowId: String)
@Composable
fun GamepadSettingsScreen(
initial: Settings,
onChange: (Settings) -> Unit,
onBack: () -> Unit,
navActive: Boolean = true, // false while this screen is cross-fading out, so it drops the pad
/** Open the connected-controllers view / the open-source notices — the shell pushes them. */
onOpenControllers: () -> Unit = {},
onOpenLicenses: () -> Unit = {},
/** Where a return from one of those lands; null = a fresh entry, which starts at the top. */
resume: GpSettingsPlace? = null,
onPlace: (GpSettingsPlace) -> Unit = {},
) {
var s by remember { mutableStateOf(initial) }
fun update(next: Settings) { s = next; onChange(next) }
@@ -162,24 +213,46 @@ fun GamepadSettingsScreen(
// 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 allRows = buildSettingsRows(s, hasBodyVibrator, hasGyroscope, av1Capable, ::update) +
buildProfileRows(profiles, savedHosts, tv) { pinProfile = it }
// The installed version, for the About row — the console is the ONLY interface on a TV box, so
// the identity the touch About page states has to be reachable from here too.
val appVersion = remember {
runCatching {
@Suppress("DEPRECATION")
context.packageManager.getPackageInfo(context.packageName, 0).versionName
}.getOrNull().orEmpty()
}
val allRows = buildSettingsRows(
s, hasBodyVibrator, hasGyroscope, av1Capable,
appVersion = appVersion,
openControllers = onOpenControllers,
openLicenses = onOpenLicenses,
update = ::update,
) + buildProfileRows(profiles, savedHosts, tv) { pinProfile = it }
// Which section is showing, and where each one's focus was when it was last left — a detour
// into another tab shouldn't lose your place.
var tab by remember { mutableStateOf(GpTab.STREAM) }
var tab by remember { mutableStateOf(resume?.tab ?: GpTab.STREAM) }
// True while the STRIP holds the cursor rather than the list. Up from the first row moves
// here and Down goes back — the only route to the sections on a D-pad remote, which has no
// shoulder buttons at all (and is exactly what a TV box ships with).
var tabFocused by remember { mutableStateOf(false) }
val tabFocus = remember { mutableStateMapOf<GpTab, Int>() }
val rows = allRows.filter { it.tab == tab }
var focus by remember { mutableIntStateOf(0) }
// Entry focus: the row a sub-screen was opened from, if we are coming back from one. Resolved
// ONCE, against the first row list — after that the cursor belongs to this screen.
var focus by remember {
mutableIntStateOf(rows.indexOfFirst { it.id == resume?.rowId }.coerceAtLeast(0))
}
if (focus > rows.lastIndex) focus = rows.lastIndex.coerceAtLeast(0)
// Which way the section last moved (+1 forward / -1 back) — the row list slides in from that
// side, so stepping sections reads as travelling along a strip rather than teleporting.
var tabDir by remember { mutableIntStateOf(1) }
// L1/R1 — one section along, wrapping (the strip is a ring, like A's value cycle).
fun selectTab(next: GpTab) {
if (next == tab) return
tabFocus[tab] = focus
tabDir = if (next.ordinal > tab.ordinal) 1 else -1
tab = next
// Clamp: a tab's length follows the hardware and the catalog, so a remembered index can
// outlive the row it pointed at.
@@ -188,15 +261,45 @@ fun GamepadSettingsScreen(
}
fun stepTab(delta: Int) {
val all = GpTab.entries
selectTab(all[((all.indexOf(tab) + delta) % all.size + all.size) % all.size])
val next = all[((all.indexOf(tab) + delta) % all.size + all.size) % all.size]
selectTab(next)
// A wrap (last → first) is still a step in the direction you pressed, whatever the ordinals
// say — selectTab's ordinal compare would read it backwards.
tabDir = delta
}
// The direction the focused value last stepped (+1 forward / -1 back) — drives which way the
// value text slides in its AnimatedContent, so the motion matches the button press.
var adjustDir by remember { mutableIntStateOf(1) }
val listState = rememberLazyListState()
// Bumped on every ACCEPTED step of the focused row (the chevron ticks) and every REFUSED one
// (the value gives a little and springs back). A press always gets an answer, even "no".
var stepToken by remember { mutableIntStateOf(0) }
var refusalToken by remember { mutableIntStateOf(0) }
val haptics = rememberConsoleHaptics()
val landscape = LocalConfiguration.current.orientation == Configuration.ORIENTATION_LANDSCAPE
// Act on a row, publishing where the cursor was FIRST. A row that opens a sub-screen unmounts
// this one on the spot, so the place has to be out of here before its `activate` runs; every
// activation route (pad, tap, the legend's own A cell) goes through this one door so none of
// them can be the one that forgets.
fun activate(row: GpRow) {
onPlace(GpSettingsPlace(tab, row.id))
adjustDir = 1
row.activate()
}
// Step the focused row's value, answering a refusal rather than swallowing it.
fun step(delta: Int) {
adjustDir = delta
val row = liveRow(rows, focus)
if (row != null && row.adjust(delta)) {
stepToken++
} else {
refusalToken++
haptics.boundary()
}
}
BackHandler(onBack = onBack)
GamepadNavEffect2D(
// The pin picker owns the pad while it's up (its own nav + BackHandler), so this screen
@@ -209,89 +312,233 @@ fun GamepadSettingsScreen(
// On the strip, left/right walks sections; on a row it steps the value. 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 ->
if (tabFocused) stepTab(-1) else { adjustDir = -1; liveRow(rows, focus)?.adjust(-1) }
NavDir.RIGHT ->
if (tabFocused) stepTab(1) else { adjustDir = 1; liveRow(rows, focus)?.adjust(1) }
NavDir.LEFT -> if (tabFocused) stepTab(-1) else step(-1)
NavDir.RIGHT -> if (tabFocused) stepTab(1) else step(1)
}
},
// A on the strip drops into the section you picked, which is what "confirm" means there.
onActivate = {
if (tabFocused) tabFocused = false else { adjustDir = 1; liveRow(rows, focus)?.activate() }
if (tabFocused) tabFocused = false else liveRow(rows, focus)?.let { activate(it) }
},
// The shoulders work from either place — a real pad never has to visit the strip.
onShoulder = { delta -> stepTab(delta) },
)
// 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.
// +1 accounts for the heading being item 0.
LaunchedEffect(focus, tab) {
runCatching {
val itemIndex = focus + 1
val info = listState.layoutInfo
val item = info.visibleItemsInfo.firstOrNull { it.index == itemIndex }
val offScreen = item == null ||
item.offset < info.viewportStartOffset ||
item.offset + item.size > info.viewportEndOffset - 96 // keep clear of the floating legend
if (offScreen) listState.animateScrollToItem(itemIndex)
}
}
val animated = animationsEnabled()
val hazeState = remember { HazeState() }
val ink = LocalGamepadInk.current
// The list runs to the PHYSICAL bottom edge (see the column's insets below), so the legend
// zone's clearance has to carry the bottom bar inset itself. Landscape's zone is only the
// pill — its detail lives in the side pane — so it clears less.
val bottomInset = with(LocalDensity.current) {
WindowInsets.systemBars.getBottom(this).toDp()
}
val legendClearance = (if (landscape) 92.dp else ConsoleLegendClearance) + bottomInset
val legendClearancePx = with(LocalDensity.current) { legendClearance.roundToPx() }
// The drum's fixed stage: a portrait phone is the one place the full width starves the row's
// label, so it alone narrows it — the Apple band makes the same single exception. 132, not the
// 156 of the first cut: at 156 the LABELS truncated ("Resoluti…"), and a clipped label loses
// meaning where a drum value only loses its tail into the edge fade.
val bandWidth = if (landscape) 220.dp else 132.dp
Box(Modifier.fillMaxSize()) {
// Everything scrolls — including the heading — so nothing is pinned. Vital in landscape,
// where a fixed title + a fixed detail/legend strip ate most of the (short) height.
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
GamepadFormBackground(Modifier.fillMaxSize())
Column(Modifier.fillMaxSize().systemBarsPadding()) {
// The strip is PINNED while the rows scroll under it: it is this screen's primary
// navigation now, and a switcher you have to scroll back up to find isn't one. The
// title stays in the scrolling list (landscape has no height to spare, and the
// selected pill already says which section you are in).
ConsoleTabStrip(
titles = GpTab.entries.map { it.title },
selected = GpTab.entries.indexOf(tab),
onSelect = { tabFocused = false; selectTab(GpTab.entries[it]) },
modifier = Modifier.fillMaxWidth().padding(top = 8.dp, bottom = 2.dp),
focused = tabFocused,
)
LazyColumn(
state = listState,
modifier = Modifier.fillMaxSize(),
contentPadding = PaddingValues(start = 24.dp, end = 24.dp, top = 8.dp, bottom = 104.dp),
verticalArrangement = Arrangement.spacedBy(6.dp),
) {
item(key = "__title") {
// "Default settings", not "Settings": this screen edits the base layer only. The
// console honours a host's profile but doesn't edit profiles (design §5.4), so a
// bare "Settings" would quietly imply it changes whatever that host streams with.
ConsoleHeader("Default settings", horizontalInset = false)
/**
* One section's rows as a scrolling pane. A composable local rather than inline because the
* tab transition composes TWO of these at once (incoming and outgoing), and each needs its own
* [LazyListState] Compose refuses one state attached to two lists, which is why the previous
* cut animated a single list's contents and read as the same fade in every direction.
*/
val tabPane: @Composable (GpTab, Modifier) -> Unit = { paneTab, paneModifier ->
val paneRows = if (paneTab == tab) rows else allRows.filter { it.tab == paneTab }
val paneFocus = if (paneTab == tab) focus else (tabFocus[paneTab] ?: 0)
// Seeded at the restored cursor, so re-entering a section lands where it was left without
// a visible catch-up scroll on the first frame.
val paneListState = rememberLazyListState(
initialFirstVisibleItemIndex = paneFocus.coerceIn(0, paneRows.lastIndex.coerceAtLeast(0)),
)
// Keep the focused row on screen, but only SCROLL when it's actually off-screen. Only the
// LIVE pane tracks the cursor; the outgoing one is a photograph on its way out.
if (paneTab == tab) {
LaunchedEffect(focus) {
runCatching {
val info = paneListState.layoutInfo
val item = info.visibleItemsInfo.firstOrNull { it.index == focus }
val offScreen = item == null ||
item.offset < info.viewportStartOffset ||
// The SAME clearance the list pads its bottom with, rather than a literal
// that has to be remembered when the legend zone grows.
item.offset + item.size > info.viewportEndOffset - legendClearancePx
if (offScreen) paneListState.animateScrollToItem(focus)
}
}
itemsIndexed(rows, key = { _, r -> r.id }) { index, row ->
}
LazyColumn(
state = paneListState,
// Capped at the Apple client's 620 row width: a landscape phone is WIDER than it is
// useful, and a settings row stretched across 900 dp reads as a ribbon, not a control.
// Start-aligned (not centred) so the rows and the side detail pane split the screen
// rather than both crowding the middle.
modifier = paneModifier.widthIn(max = 620.dp + ConsoleEdgeInset * 2),
contentPadding = PaddingValues(
start = ConsoleEdgeInset,
end = ConsoleEdgeInset,
top = 8.dp,
// Clears the whole floating legend ZONE, bottom bar included — the list itself
// runs to the screen edge now.
bottom = legendClearance,
),
verticalArrangement = Arrangement.spacedBy(6.dp),
) {
itemsIndexed(paneRows, key = { _, r -> r.id }) { index, row ->
val rowFocused = paneTab == tab && index == focus && !tabFocused
SettingRowView(
row,
focused = index == focus && !tabFocused,
focused = rowFocused,
adjustDir = adjustDir,
// Only the focused row can be stepped, so only it needs to answer one.
stepToken = if (rowFocused) stepToken else 0,
refusalToken = if (rowFocused) refusalToken else 0,
bandWidth = bandWidth,
onClick = {
// Same inertness as the pad path above — tapping a dimmed row focuses it
// (so its detail explains itself) but never flips it.
tabFocused = false
if (focus != index) focus = index
else if (row.enabled) { adjustDir = 1; row.activate() }
else if (row.enabled) activate(row)
},
)
}
}
}
}
/** The section switcher with its directional content — shared by both orientations below. */
val tabbedContent: @Composable (Modifier) -> Unit = { contentModifier ->
AnimatedContent(
targetState = tab,
modifier = contentModifier,
transitionSpec = {
if (!animated) {
fadeIn(tween(ConsoleMotion.REDUCED_MS)) togetherWith
fadeOut(tween(ConsoleMotion.REDUCED_MS))
} else {
// DIRECTION-driven, with a real exit: the incoming section slides in from the
// side the press pointed at while the outgoing leaves the other way — paging
// along a strip. The previous cut slid a single list's contents 24 dp under an
// 85 % fade, which read as the same crossfade whichever shoulder was pressed.
val dir = tabDir
(
slideInHorizontally(ConsoleMotion.ease(ConsoleMotion.TAB_MS)) { it / 6 * dir } +
fadeIn(ConsoleMotion.ease(ConsoleMotion.TAB_MS))
) togetherWith (
slideOutHorizontally(ConsoleMotion.ease(ConsoleMotion.TAB_MS)) { -it / 6 * dir } +
fadeOut(ConsoleMotion.ease(ConsoleMotion.TAB_MS))
)
}
},
label = "settingsTab",
) { t ->
tabPane(t, Modifier.fillMaxHeight())
}
}
Box(Modifier.fillMaxSize()) {
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
// The backdrop stays full-bleed — it is ambience. The CHROME (strip, rows' start
// edge) takes the safe area on the sides and top only: the LIST deliberately runs to
// the physical bottom of the screen, with the bottom inset folded into its
// contentPadding, so scrolled rows glide off the edge instead of being guillotined at
// an invisible inset line 24 px above it (third on-glass verdict).
GamepadFormBackground(Modifier.fillMaxSize())
Column(
Modifier
.fillMaxSize()
.windowInsetsPadding(
WindowInsets.systemBars.union(WindowInsets.displayCutout)
.only(WindowInsetsSides.Horizontal + WindowInsetsSides.Top),
),
) {
// The strip is PINNED while the rows scroll under it: it is this screen's primary
// navigation, and a switcher you have to scroll back up to find isn't one.
Row(
Modifier.fillMaxWidth().padding(top = 8.dp, bottom = 2.dp),
verticalAlignment = Alignment.CenterVertically,
) {
ConsoleTabStrip(
titles = GpTab.entries.map { it.title },
selected = GpTab.entries.indexOf(tab),
onSelect = { tabFocused = false; selectTab(GpTab.entries[it]) },
modifier = Modifier.weight(1f),
focused = tabFocused,
)
// The base-layer marker, where a full "Default settings" heading used to eat a
// headline row on EVERY tab. The honesty it carried stays: this screen edits
// the defaults only — the console honours a host's profile but doesn't edit
// profiles (design §5.4) — and this quiet chip at the strip's end says so
// without a second heading repeating the tab pill's own word.
Text(
"Defaults",
style = MaterialTheme.typography.labelMedium,
color = ink.fg(0.45f),
maxLines = 1,
modifier = Modifier.padding(start = 10.dp, end = ConsoleEdgeInset),
)
}
if (landscape) {
Row(Modifier.fillMaxSize()) {
tabbedContent(Modifier.weight(0.6f))
// The focused row's description, in the width a wide phone wastes — beside
// the rows instead of floating over the list's tail (the portrait band).
// Presentation only: the row already merges this text into its own
// announcement, so the pane is hidden from a screen reader like the band.
val focusedRow = rows.getOrNull(focus)
AnimatedContent(
targetState = if (tabFocused) null else focusedRow,
transitionSpec = {
fadeIn(ConsoleMotion.ease(ConsoleMotion.FOCUS_MS)) togetherWith
fadeOut(ConsoleMotion.ease(ConsoleMotion.FOCUS_MS))
},
modifier = Modifier
.weight(0.4f)
.semantics { hideFromAccessibility() },
label = "sideDetail",
) { r ->
Column(
Modifier
.fillMaxHeight()
.padding(start = 6.dp, end = ConsoleEdgeInset, top = 22.dp),
) {
if (r != null && r.detail.isNotBlank()) {
Text(
r.label,
style = MaterialTheme.typography.titleMedium,
fontWeight = FontWeight.SemiBold,
color = ink.fg(0.85f),
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
Text(
r.detail,
style = MaterialTheme.typography.bodyMedium,
color = ink.fg(0.6f),
modifier = Modifier.padding(top = 6.dp),
)
}
}
}
}
} else {
tabbedContent(Modifier.fillMaxSize())
}
}
}
// Floating frosted legend — a real backdrop blur of the rows scrolling behind it (no dedicated
// strip). In landscape it ignores the safe area so it hugs the corner instead of the nav-bar inset.
// The floating legend ZONE: the focused row's description above, the controls pill below,
// both frosted over whatever scrolls behind them. It is an OVERLAY, so nothing in it can
// ever displace the list — which is the whole reason the detail moved here out of the row.
// In landscape it ignores the system bars so it hugs the corner instead of the nav-bar
// inset, but it still takes the display cutout (reverse-landscape parks the punch here).
Box(
Modifier
.align(Alignment.BottomStart)
.then(if (landscape) Modifier else Modifier.systemBarsPadding())
.consoleLegendInsets(landscape)
.padding(ConsoleLegendInset),
) {
// The legend follows the focused row (the desktop console's hints() does the same):
@@ -306,31 +553,49 @@ fun GamepadSettingsScreen(
// Activity (preview/tests), like GamepadHintBar's own glyph choice.
val padIsGamepad = (LocalContext.current as? MainActivity)?.lastPadIsGamepad ?: true
val sections = listOfNotNull(
GamepadHint('⇄', Color(0xFF9A93C7), "Section", onClick = { stepTab(1) })
GamepadHint('⇄', PadGlyph.Arrow, "Section", onClick = { stepTab(1) })
.takeIf { padIsGamepad },
)
GamepadHintBar(
if (tabFocused) listOf(
GamepadHint('↔', Color(0xFF9A93C7), "Section"),
PadGlyph.hint('A', "Open") { tabFocused = false },
PadGlyph.hint('B', "Done", onClick = onBack),
) else sections + when {
focused != null && !focused.enabled -> listOf(
PadGlyph.hint('B', "Done", onClick = onBack),
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
// Portrait only: landscape's description lives in the side pane, where the wide
// aspect has room for it — a band AND a pane would say the same thing twice.
if (!landscape) {
ConsoleDetailBand(
// On the strip there is no row to describe, and the pills already name the
// sections — a stale row's description there would describe the wrong thing.
text = if (tabFocused) "" else focused?.detail.orEmpty(),
key = if (tabFocused) "__strip" else focused?.id,
hazeState = hazeState,
)
focused != null && !focused.adjustable -> listOf(
PadGlyph.hint('A', "Pin to hosts") { focused.activate() },
}
GamepadHintBar(
if (tabFocused) listOf(
GamepadHint('↔', PadGlyph.Arrow, "Section"),
PadGlyph.hint('A', "Open") { tabFocused = false },
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,
)
) else sections + when {
focused != null && !focused.enabled -> listOf(
PadGlyph.hint('B', "Done", onClick = onBack),
)
// What A does here follows the ROW: it opens the pin picker on a profile,
// the connected-controllers view on that one, the notices on the About row.
// It was the literal "Pin to hosts" while profiles were the only such rows.
focused != null && !focused.adjustable -> listOf(
PadGlyph.hint('A', focused.actionHint) { activate(focused) },
PadGlyph.hint('B', "Done", onClick = onBack),
)
else -> listOf(
GamepadHint('↔', PadGlyph.Arrow, "Adjust"),
// Tappable too (touch hatch): Change cycles the focused row, Done leaves.
PadGlyph.hint('A', "Change") {
rows.getOrNull(focus)?.let { activate(it) }
},
PadGlyph.hint('B', "Done", onClick = onBack),
)
},
hazeState = hazeState,
)
}
}
// The pin-to-hosts picker for the activated profile row — the console counterpart of the
@@ -347,24 +612,64 @@ fun GamepadSettingsScreen(
}
}
/**
* One settings row. Its geometry NEVER changes with focus that is the whole design of it.
*
* It used to unfold its description in place, which meant every D-pad step shrank one row and grew
* another, shifting the entire list under the cursor and moving the keep-focus-visible scroll's
* target out from under it mid-animation. The description now lives in the screen's floating
* [ConsoleDetailBand], which is an overlay and cannot displace anything. Focus changes colour,
* lift and bloom here; it does not change size.
*
* The value gets the same treatment sideways: a fixed minimum slot, end-aligned, with the size
* transform snapped so the slot's WIDTH never animates. Stepping a choice used to widen and narrow
* that slot on every press, walking the chevron back and forth. Tabular figures finish the job
* without them `1920 × 1080 2560 × 1440` changes width on the digits alone.
*/
@Composable
private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick: () -> Unit) {
private fun SettingRowView(
row: GpRow,
focused: Boolean,
adjustDir: Int,
stepToken: Int,
refusalToken: Int,
/** The option drum's fixed stage — sized by the SCREEN (orientation decides how much a row can spare). */
bandWidth: Dp,
onClick: () -> Unit,
) {
val ink = LocalGamepadInk.current
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. 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),
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
label = "chevrons",
)
val valueColor by animateColorAsState(
ink.fg(if (focused) 1f else 0.6f),
tween(160),
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
label = "valueColor",
)
// A press always gets an answer. Accepted: the chevron on the pressed side ticks outward and
// springs back. Refused: the whole value slot gives 4 dp toward the press and springs back —
// the "door is locked" motion, so a limit reads as a limit instead of as a dropped input.
val chevronKick = remember { Animatable(0f) }
LaunchedEffect(stepToken) {
if (stepToken == 0) return@LaunchedEffect
chevronKick.snapTo(2f * adjustDir)
chevronKick.animateTo(0f, spring(dampingRatio = 0.45f, stiffness = 900f))
}
val refusal = remember { Animatable(0f) }
LaunchedEffect(refusalToken) {
if (refusalToken == 0) return@LaunchedEffect
refusal.animateTo(
ConsoleMotion.REFUSAL_NUDGE.value * adjustDir,
ConsoleMotion.ease(ConsoleMotion.REFUSAL_MS / 2),
)
refusal.animateTo(0f, spring(dampingRatio = 0.5f, stiffness = Spring.StiffnessMedium))
}
Column {
if (row.header != null) {
Text(
@@ -375,74 +680,127 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
modifier = Modifier.padding(start = 16.dp, top = 14.dp, bottom = 4.dp),
)
}
Column(
Row(
modifier = Modifier
.fillMaxWidth()
.graphicsLayer { scaleX = visuals.scale; scaleY = visuals.scale }
.clip(shape)
.background(visuals.background)
.border(1.dp, visuals.border, shape)
.consoleGlass(ConsoleShape.Row, visuals)
.clickable(
interactionSource = remember { MutableInteractionSource() },
indication = null,
onClick = onClick,
)
// ONE announcement per row, not five leaves read in layout order. Three things had
// to be gathered to make it true:
// * the VALUE of a toggle row existed nowhere in the tree — the switch replaces
// the value text (see below), so `row.value` ("On"/"Off") was drawn by nothing;
// * the DESCRIPTION lives in the floating band at the far bottom of the screen,
// which is the right place to LOOK and the wrong place to be read — so it is
// merged here, where the row it explains is;
// * `enabled` was a colour and nothing else.
// A row therefore announces "Refresh rate, 120 Hz, Frame rate the host renders and
// streams at" — which is what the screen already means, said once.
.semantics(mergeDescendants = true) {
role = if (row.toggled != null) Role.Switch else Role.Button
contentDescription = listOfNotNull(
row.label,
row.value.takeIf { it.isNotBlank() },
row.detail.takeIf { it.isNotBlank() },
).joinToString(", ")
row.toggled?.let {
toggleableState = if (it) ToggleableState.On else ToggleableState.Off
}
if (!row.enabled) disabled()
}
.padding(horizontal = 16.dp, vertical = 13.dp),
verticalAlignment = Alignment.CenterVertically,
) {
Row(Modifier.fillMaxWidth(), verticalAlignment = Alignment.CenterVertically) {
Text(
row.label,
style = MaterialTheme.typography.bodyLarge,
fontWeight = FontWeight.SemiBold,
// A disabled row (the "No profiles yet" placeholder) dims but stays focusable,
// so its detail line can still explain what would go here.
color = ink.fg(if (row.enabled) 1f else 0.45f),
maxLines = 1,
)
Spacer(Modifier.weight(1f))
Text(
row.label,
style = MaterialTheme.typography.bodyLarge,
fontWeight = FontWeight.SemiBold,
// A disabled row (the "No profiles yet" placeholder) dims but stays focusable, so
// the detail band can still explain what would go here.
color = ink.fg(if (row.enabled) 1f else 0.45f),
maxLines = 1,
overflow = TextOverflow.Ellipsis,
// Takes the slack rather than a Spacer doing it, so a long label ellipsizes into
// the room it actually has instead of shoving the value slot off the row.
modifier = Modifier.weight(1f),
)
Spacer(Modifier.width(8.dp))
Row(
modifier = Modifier.offset { IntOffset(refusal.value.dp.roundToPx(), 0) },
verticalAlignment = Alignment.CenterVertically,
) {
if (row.toggled != null) {
// A toggle is a switch, not text — the sliding knob + tinting track IS the value.
ConsoleSwitch(on = row.toggled, focused = focused)
} else {
Text(" ", color = ink.fg, modifier = Modifier.graphicsLayer { alpha = chevronAlpha })
// The value slides in the direction it was stepped and its width animates, so
// cycling a choice reads as motion through a list rather than a text swap.
AnimatedContent(
targetState = row.value,
transitionSpec = {
val dir = adjustDir
(slideInHorizontally(tween(180)) { w -> w / 2 * dir } + fadeIn(tween(180))) togetherWith
(slideOutHorizontally(tween(140)) { w -> -w / 2 * dir } + fadeOut(tween(100))) using
SizeTransform(clip = false)
},
label = "value",
) { value ->
Text(
value,
style = MaterialTheme.typography.bodyMedium,
color = valueColor,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
Icon(
Icons.Filled.ChevronLeft,
// Decoration: it says "this value steps", which the row's Switch/Button
// role already says. Left in the tree it is read out on every focused row.
contentDescription = null,
tint = ink.fg,
modifier = Modifier
.size(18.dp)
.semantics { hideFromAccessibility() }
.graphicsLayer { alpha = chevronAlpha }
.offset { IntOffset(minOf(chevronKick.value, 0f).dp.roundToPx(), 0) },
)
if (row.options != null && row.selectedIndex in row.options.indices) {
// The drum — see ConsoleOptionBand. Its width is FIXED by the row, so a
// step can never reflow the chevrons, and the tabular-figures concern
// dissolves with it: nothing about the row's layout depends on the label.
ConsoleOptionBand(
options = row.options,
selection = row.selectedIndex,
focused = focused,
width = bandWidth,
)
} else {
// The flat rows (profile pin counts, the empty-catalog placeholder) keep
// the quiet slip: the changed string slides in following the motion.
AnimatedContent(
targetState = row.value,
transitionSpec = {
val dir = adjustDir
(
slideInHorizontally(
ConsoleMotion.ease(ConsoleMotion.VALUE_MS),
) { w -> w / 2 * dir } +
fadeIn(ConsoleMotion.ease(ConsoleMotion.VALUE_MS))
) togetherWith (
slideOutHorizontally(
ConsoleMotion.ease(ConsoleMotion.VALUE_OUT_MS),
) { w -> -w / 2 * dir } +
fadeOut(ConsoleMotion.ease(100))
) using SizeTransform(clip = false) { _, _ -> snap() }
},
label = "value",
) { value ->
Text(
value,
style = MaterialTheme.typography.bodyMedium,
color = valueColor,
textAlign = TextAlign.End,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
}
}
Text(" ", color = ink.fg, modifier = Modifier.graphicsLayer { alpha = chevronAlpha })
Icon(
Icons.Filled.ChevronRight,
contentDescription = null,
tint = ink.fg,
modifier = Modifier
.size(18.dp)
.semantics { hideFromAccessibility() }
.graphicsLayer { alpha = chevronAlpha }
.offset { IntOffset(maxOf(chevronKick.value, 0f).dp.roundToPx(), 0) },
)
}
}
// The focused row carries its own one-line description — no dedicated (space-eating)
// detail strip. It unfolds right where you're looking, and the row grows to fit.
AnimatedVisibility(
visible = focused && row.detail.isNotBlank(),
enter = fadeIn(tween(180, delayMillis = 60)) + expandVertically(tween(180)),
exit = fadeOut(tween(90)) + shrinkVertically(tween(150)),
) {
Text(
row.detail,
style = MaterialTheme.typography.bodySmall,
color = ink.fg(0.6f),
maxLines = 2,
modifier = Modifier.padding(top = 6.dp),
)
}
}
}
}
@@ -450,12 +808,17 @@ 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 and [hasGyroscope] the "Gyro from this
* phone" row (both absent on TVs); [av1Capable] gates the AV1 codec entry (see
* `codecOptionsFor`). Every row declares its [GpTab]; the screen shows one tab at a time. */
* `codecOptionsFor`). [appVersion] is the installed version the About row states, and
* [openControllers] / [openLicenses] are the two rows that navigate rather than set anything.
* Every row declares its [GpTab]; the screen shows one tab at a time. */
internal fun buildSettingsRows(
s: Settings,
hasBodyVibrator: Boolean,
hasGyroscope: Boolean,
av1Capable: Boolean,
appVersion: String = "",
openControllers: () -> Unit = {},
openLicenses: () -> Unit = {},
update: (Settings) -> Unit,
): List<GpRow> {
fun <T> choice(
@@ -480,6 +843,8 @@ internal fun buildSettingsRows(
val i = if (idx < 0) 0 else (idx + 1) % options.size
options.getOrNull(i)?.let { write(it.first) }
},
options = options.map { it.second },
selectedIndex = idx,
)
}
fun toggle(
@@ -633,6 +998,28 @@ internal fun buildSettingsRows(
"triggers, lightbar and gyro.",
s.dsCapture, enabled = s.gamepadForwarding,
) { update(s.copy(dsCapture = it)) },
// The diagnostics view — same screen the touch settings reach, same words for it. It was
// reachable from touch ONLY, which on a TV box means not at all: there is no touch interface
// to fall back to there, and "my controller does nothing" is the support case it answers.
//
// Deliberately NOT gated on the master forwarding switch its neighbours all follow: this is
// the row you reach for when forwarding looks broken, and a diagnostic that dims itself when
// the thing it diagnoses is off is worse than none.
//
// No value: this row navigates, it doesn't hold a setting (a count read here would be a
// snapshot, and a stale "none detected" is worse than no number at all — the screen it opens
// watches hot-plug live).
GpRow(
id = "controllers",
tab = GpTab.CONTROLLER,
header = "Diagnostics",
label = "Connected controllers",
value = "",
detail = "What the app detects, with a live input test.",
adjust = { false },
activate = openControllers,
adjustable = false,
),
// The palette leads Interface: it is the one row whose effect you can see while you step
// it (the backdrop behind this very list recolours), so it wants to be the first thing
@@ -647,7 +1034,7 @@ internal fun buildSettingsRows(
choice(
"hud", GpTab.INTERFACE, null, "Statistics overlay",
"How much the overlay shows: Compact (one line) → Normal → Detailed (full HUD). " +
"A 3-finger tap cycles the tiers live.",
"Select + X on a pad, or a 3-finger tap, cycles the tiers live.",
STATS_VERBOSITY_OPTIONS, s.statsVerbosity,
) { update(s.copy(statsVerbosity = it)) },
toggle(
@@ -665,6 +1052,37 @@ internal fun buildSettingsRows(
"Turn off to use the touch interface even with a controller connected.",
s.gamepadUiEnabled,
) { update(s.copy(gamepadUiEnabled = it)) },
) + listOfNotNull(
// WHEN the switch above takes over. Built only while it is ON: turn the switch off from
// this very screen and the row under the cursor would otherwise be one deciding nothing,
// on a screen that is itself about to disappear.
if (s.gamepadUiEnabled) {
choice(
"gamepadUIMode", GpTab.INTERFACE, null, "Show it",
"With a controller: the touch interface comes back when the last one " +
"disconnects. Always keeps this layout either way — for a device that lives " +
"docked to a TV. A TV itself is always in this mode regardless.",
GAMEPAD_UI_MODE_OPTIONS, s.gamepadUiMode,
) { update(s.copy(gamepadUiMode = it)) }
} else {
null
},
) + listOf(
// About closes the Interface section, the way the touch settings' last category does. The
// notices are a licence obligation and were reachable from touch only — on a TV box that is
// nowhere. The version rides in the VALUE slot rather than as a second, inert row: it is the
// identity half of an About page, and the screen this opens states it again at the top.
GpRow(
id = "licenses",
tab = GpTab.INTERFACE,
header = "About",
label = "Open-source licenses",
value = appVersion,
detail = "Third-party notices and credits.",
adjust = { false },
activate = openLicenses,
adjustable = false,
),
)
}
@@ -679,7 +1097,7 @@ internal fun buildSettingsRows(
* 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(
internal fun buildProfileRows(
profiles: List<StreamProfile>,
savedHosts: List<KnownHost>,
tv: Boolean,
@@ -726,6 +1144,7 @@ private fun buildProfileRows(
adjust = { false },
activate = { openPinPicker(p) },
adjustable = false,
actionHint = "Pin to hosts",
)
}
}
@@ -16,15 +16,35 @@ import androidx.compose.runtime.remember
import androidx.compose.ui.platform.LocalContext
import io.unom.punktfunk.kit.Gamepad
/**
* [Settings.gamepadUiMode]: take over only while a controller is attached. The default, and what
* the switch meant when it was a lone Boolean.
*/
const val GAMEPAD_UI_WHEN_CONNECTED = "connected"
/**
* [Settings.gamepadUiMode]: take over whenever the switch is on, pad or no pad for a phone or
* tablet that lives docked to a TV, where the console layout is the one wanted and the pad is not
* always awake.
*/
const val GAMEPAD_UI_ALWAYS = "always"
/**
* Whether the controller-optimized "console" home (the host carousel + gamepad chrome) should
* replace the touch UI the Android mirror of the Apple client's `GamepadUIEnvironment.isActive`:
* the user's [enabled] setting AND (a controller is attached OR this is a TV OR the dev [forced]
* flag). A TV counts unconditionally its remote/gamepad is the only input, so it's always the
* console UI (as long as the setting is on).
* the user's [enabled] setting AND (the [mode] is [GAMEPAD_UI_ALWAYS] OR a controller is attached
* OR this is a TV OR the dev [forced] flag). A TV counts unconditionally its remote/gamepad is
* the only input, so it's always the console UI (as long as the setting is on), which is why the
* mode row means nothing there. An unrecognized [mode] waits for a controller, so a value a newer
* client wrote can never strand this one in a layout it has no way back out of.
*/
fun gamepadUiActive(enabled: Boolean, controllerConnected: Boolean, tv: Boolean, forced: Boolean): Boolean =
enabled && (controllerConnected || tv || forced)
fun gamepadUiActive(
enabled: Boolean,
mode: String,
controllerConnected: Boolean,
tv: Boolean,
forced: Boolean,
): Boolean = enabled && (mode == GAMEPAD_UI_ALWAYS || controllerConnected || tv || forced)
/** True on a TV: the leanback/television feature or the TELEVISION ui-mode. */
fun isTvDevice(context: Context): Boolean {
@@ -0,0 +1,100 @@
package io.unom.punktfunk
import io.unom.punktfunk.kit.discovery.DiscoveredHost
import io.unom.punktfunk.kit.security.KnownHost
/**
* The console home's tiles, in carousel order: every saved host with its pinned host+profile cards
* immediately behind it, then the hosts seen on the network but not yet saved, then Add Host.
*
* Pure, and deliberately not a composable. The half of this that can be WRONG is the ordering and
* what a tile claims a pin drifting away from the host it belongs to, a discovered host offered a
* second time next to the saved record it already is, a chip naming a profile the press won't
* actually use. None of that needs a display to be checked, and `HomeTilesTest` checks it without
* one; the console home itself needs the live JNI core to compose at all.
*
* [isOnline] and [pinsFor] arrive as lambdas rather than as the discovery lists and the profile
* store behind them: "online" means advertising on mDNS OR answering a QUIC probe (the routed
* Tailscale/VPN case), which is a rule belonging to the screen that does the probing, not to a list
* builder.
*/
internal fun buildHomeTiles(
savedHosts: List<KnownHost>,
/** The live catalog — resolves each host's binding into the name and colour its chip wears. */
profiles: List<StreamProfile>,
pinsFor: (KnownHost) -> List<StreamProfile>,
/** Already de-duped against [savedHosts] by the caller: a saved host is not also "discovered". */
discoveredUnsaved: List<DiscoveredHost>,
isOnline: (KnownHost) -> Boolean,
/**
* Dial a saved host. The second argument is `connect`'s one-off profile reference: null on a
* host's own tile (follow whatever the host is bound to), the pinned profile's id on a pin tile.
*/
onConnect: (KnownHost, String?) -> Unit,
onConnectDiscovered: (DiscoveredHost) -> Unit,
onAddHost: () -> Unit,
): List<HomeTile> = buildList {
savedHosts.forEach { kh ->
val bound = kh.profileId?.let { id -> profiles.firstOrNull { it.id == id } }
add(
HomeTile(
id = "saved-${kh.id}",
title = kh.name,
subtitle = "${kh.address}:${kh.port}",
filled = true,
online = isOnline(kh),
paired = kh.paired,
knownHost = kh,
// The binding is what a press will actually do, so the tile says so — the console
// can't edit profiles, but it must never lie about which one it uses. It rides in
// the card's own chip now rather than as a "· Name" tail on the address, which is
// where it read as an afterthought.
profileName = bound?.name,
profileAccent = accentColor(bound?.accent),
activate = { onConnect(kh, null) },
),
)
// Pinned host+profile combinations, right after their host: one focus-and-press each,
// which is the affordance a controller surface does well (menus are not).
pinsFor(kh).forEach { p ->
add(
HomeTile(
id = "pin-${kh.id}-${p.id}",
title = kh.name,
// The address, like every other card — the PROFILE is what makes this card
// different, and it now says so in the chip instead of standing in for the
// subtitle, which left a pin card unable to say where it pointed.
subtitle = "${kh.address}:${kh.port}",
filled = true,
online = isOnline(kh),
paired = kh.paired,
knownHost = kh,
pinnedProfileId = p.id,
profileName = p.name,
profileAccent = accentColor(p.accent),
activate = { onConnect(kh, p.id) },
),
)
}
}
discoveredUnsaved.forEach { dh ->
add(
HomeTile(
id = "disc-${dh.host}:${dh.port}",
title = dh.name,
subtitle = "${dh.host}:${dh.port}",
online = true,
activate = { onConnectDiscovered(dh) },
),
)
}
add(
HomeTile(
id = "add",
title = "Add Host",
subtitle = "Register a host by address",
isAdd = true,
activate = onAddHost,
),
)
}
@@ -15,13 +15,12 @@ import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.layout.systemBarsPadding
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.pager.HorizontalPager
import androidx.compose.foundation.pager.PageSize
import androidx.compose.foundation.pager.rememberPagerState
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.Icon
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
@@ -42,6 +41,11 @@ import androidx.compose.ui.layout.ContentScale
import android.content.res.Configuration
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.semantics.contentDescription
import androidx.compose.ui.semantics.liveRegion
import androidx.compose.ui.semantics.LiveRegionMode
import androidx.compose.ui.semantics.selected
import androidx.compose.ui.semantics.semantics
import androidx.compose.ui.zIndex
import dev.chrisbanes.haze.HazeState
import dev.chrisbanes.haze.hazeSource
@@ -54,6 +58,7 @@ import androidx.compose.ui.unit.sp
import coil.ImageLoader
import coil.compose.AsyncImage
import coil.request.ImageRequest
import io.unom.punktfunk.components.launcherIcon
import io.unom.punktfunk.kit.library.DEFAULT_MGMT_PORT
import io.unom.punktfunk.kit.library.GameEntry
import io.unom.punktfunk.kit.library.LibraryClient
@@ -89,6 +94,13 @@ fun LibraryScreen(
onLaunched: (ActiveSession) -> Unit,
onBack: () -> Unit,
navActive: Boolean = true,
/**
* The profile this shelf launches with, when it was opened from a PINNED host+profile card
* (design §5.2a) rather than the host's own tile: a one-off, exactly like the card's plain
* connect. Null = the host's tile, and the host's binding decides the same rule
* [ProfileStore.resolveFor] applies to every other connect.
*/
pinnedProfileId: String? = null,
) {
val ink = LocalGamepadInk.current
BackHandler(onBack = onBack)
@@ -99,6 +111,14 @@ fun LibraryScreen(
var state by remember { mutableStateOf<LibState>(LibState.Loading) }
// A launch (connect) in flight: shows an overlay + gates the pad so a second press can't dial twice.
var launching by remember { mutableStateOf(false) }
// The profile every launch off this shelf runs with, resolved ONCE per shelf by the same rule
// the host-list connect uses: this card's pin as the one-off, else the host's binding, else the
// globals. Resolved here rather than per launch so a profile edited mid-browse cannot make two
// titles on one shelf stream differently.
val profile = remember(host.id, pinnedProfileId) {
ProfileStore(context).resolveFor(host, pinnedProfileId)
}
val streamSettings = remember(settings, profile) { settings.effectiveFor(profile) }
LaunchedEffect(host.address, host.port, host.fpHex) {
state = LibState.Loading
@@ -127,8 +147,17 @@ fun LibraryScreen(
Box(Modifier.fillMaxSize()) {
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
GamepadAuroraBackground(Modifier.fillMaxSize())
Column(Modifier.fillMaxSize().systemBarsPadding()) {
ConsoleHeader("${host.name} — Library")
Column(Modifier.fillMaxSize().consoleSafeArea()) {
// A pinned card's shelf says so, in the card's own `host · profile` shape: what a
// launch here will use is a property of the shelf, not something to remember from
// the tile two screens back.
ConsoleHeader(
if (pinnedProfileId != null && profile != null) {
"${host.name} · ${profile.name} — Library"
} else {
"${host.name} — Library"
},
)
Box(Modifier.weight(1f).fillMaxWidth(), contentAlignment = Alignment.Center) {
when (val s = state) {
is LibState.Loading -> LoadingState()
@@ -140,7 +169,7 @@ fun LibraryScreen(
// Dial the host over the same pinned mTLS trust, booting straight
// into this title (the host resolves `launch` = its library id).
val handle = connectToHost(
context, settings, s.identity,
context, streamSettings, s.identity,
host.address, host.port, host.fpHex, launch = game.id,
)
launching = false
@@ -148,11 +177,14 @@ fun LibraryScreen(
onLaunched(
ActiveSession(
handle,
settings,
streamSettings,
host.clipboardSync,
profileName = profile?.name,
hostId = host.id,
// Where to come back to when this game exits.
// Where to come back to when this game exits
// this shelf, pin and all, not the host's default one.
launchedFromLibrary = true,
libraryProfileId = pinnedProfileId,
),
)
}
@@ -171,7 +203,7 @@ fun LibraryScreen(
// Launching overlay — the connect + host-side game boot takes a moment; block the pad while it runs.
if (launching) {
Box(
Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.6f)),
Modifier.fillMaxSize().background(ink.modalScrim),
contentAlignment = Alignment.Center,
) {
Column(
@@ -187,7 +219,7 @@ fun LibraryScreen(
// screen (ignore the safe area in landscape, where the bottom edge isn't a tap target).
Box(
Modifier.align(Alignment.BottomStart)
.then(if (landscape) Modifier else Modifier.systemBarsPadding())
.consoleLegendInsets(landscape)
.padding(ConsoleLegendInset),
) {
GamepadHintBar(
@@ -262,10 +294,18 @@ private fun Coverflow(
Text(
if (current?.isLauncher == true) "LAUNCHERS" else "GAMES",
style = MaterialTheme.typography.labelSmall,
color = Color.White.copy(alpha = 0.45f),
// The palette's ink, not white: on a pale field this heading was white on
// near-white and simply wasn't there.
color = ink.fg(0.45f),
letterSpacing = 2.sp,
textAlign = TextAlign.Center,
modifier = Modifier.fillMaxWidth().padding(bottom = 8.dp),
modifier = Modifier
.fillMaxWidth()
// A live region: this heading is the ONLY signal that the cursor has
// crossed from the launchers into the games, and a coverflow gives a
// reader no other way to notice — it is one strip, not two lists.
.semantics { liveRegion = LiveRegionMode.Polite }
.padding(bottom = 8.dp),
)
}
HorizontalPager(
@@ -287,10 +327,22 @@ private fun Coverflow(
.width(coverWidth)
.height(coverHeight)
// Touch: tap the centred cover to launch it; tap a neighbour to bring it centre.
.clickable {
// The label says which of the two a press does, because from the poster
// alone they are indistinguishable — and the CENTRED one is the only one A
// acts on, which nothing else in the tree says.
.clickable(
onClickLabel = if (page == pagerState.currentPage) {
"Launch ${games[page].title}"
} else {
"Bring ${games[page].title} to the centre"
},
) {
if (page == pagerState.currentPage) onLaunch(games[page])
else scope.launch { pagerState.animateScrollToPage(page) }
}
.semantics {
if (page == pagerState.currentPage) selected = true
}
.graphicsLayer {
// Centre at full size; EVERY neighbour settles to one size, so an even pitch
// yields even VISUAL gaps. (A progressive shrink made the outer gaps grow —
@@ -349,11 +401,14 @@ private fun Poster(game: GameEntry, loader: ImageLoader, modifier: Modifier = Mo
val ink = LocalGamepadInk.current
val candidates = game.art.posterCandidates
var idx by remember(game.id) { mutableStateOf(0) }
val shape = RoundedCornerShape(16.dp)
val shape = ConsoleShape.Poster
Box(
modifier = modifier
.clip(shape)
.background(Color(0xFF241F3D))
// The ground a cover sits on while its art loads (and the permanent one for a launcher
// entry, which rarely has art). Palette-derived rather than a fixed indigo, so a poster
// wall on a pale field isn't a grid of dark holes.
.background(LocalGamepadPalette.current.groundColor)
.border(1.dp, ink.fg(0.12f), shape),
contentAlignment = Alignment.Center,
) {
@@ -367,27 +422,53 @@ private fun Poster(game: GameEntry, loader: ImageLoader, modifier: Modifier = Mo
onError = { idx++ }, // this candidate failed — try the next, or fall to the placeholder
)
} else {
// A launcher rarely has poster art. Naming the launcher says "opens Steam"; the title
// would read as "a game whose cover failed to load".
Text(
if (game.isLauncher) game.storeLabel else game.title,
style = MaterialTheme.typography.titleMedium,
fontWeight = FontWeight.SemiBold,
color = ink.fg(0.75f),
textAlign = TextAlign.Center,
modifier = Modifier.padding(12.dp),
)
// A launcher ships no poster by design, so its brand mark IS the poster — drawn big and
// centred, tinted like the text it replaces. Falling back to the launcher's name says
// "opens Steam" for a mark we don't ship; the title would read as "a game whose cover
// failed to load".
val mark = launcherIcon(game.iconToken)
if (mark != null) {
Icon(
imageVector = mark,
contentDescription = game.title,
tint = ink.fg(0.75f),
modifier = Modifier.fillMaxSize(0.45f),
)
} else {
Text(
if (game.isLauncher) game.storeLabel else game.title,
style = MaterialTheme.typography.titleMedium,
fontWeight = FontWeight.SemiBold,
color = ink.fg(0.75f),
textAlign = TextAlign.Center,
modifier = Modifier.padding(12.dp),
)
}
}
// Store badge, top-start — brand-filled for a launcher entry (design D4).
Box(Modifier.fillMaxSize().padding(8.dp), contentAlignment = Alignment.TopStart) {
Text(
game.storeLabel,
style = MaterialTheme.typography.labelSmall,
color = ink.fg,
// A launcher's badge is brand-filled, so it reads on the ACCENT; a game's sits on
// a plain dark wash over its own art.
color = if (game.isLauncher) ink.onAccent else Color.White,
modifier = Modifier
.clip(RoundedCornerShape(50))
// A bare store name read out after the title says nothing about WHY it is
// there; the poster's own description already carries the title.
.semantics {
contentDescription = if (game.isLauncher) {
"Opens ${game.storeLabel}"
} else {
"From ${game.storeLabel}"
}
}
.clip(ConsoleShape.Pill)
.background(
if (game.isLauncher) MaterialTheme.colorScheme.primary
// The console's palette accent, not `MaterialTheme.colorScheme.primary` —
// that is the TOUCH theme's colour (Material You, seeded from the user's
// wallpaper), which had nothing to do with the field this poster sits on.
if (game.isLauncher) ink.accent
else Color.Black.copy(alpha = 0.5f),
)
.padding(horizontal = 8.dp, vertical = 3.dp),
@@ -1,8 +1,12 @@
package io.unom.punktfunk
import android.content.res.Configuration
import androidx.activity.compose.BackHandler
import androidx.compose.foundation.ScrollState
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.PaddingValues
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
@@ -19,20 +23,130 @@ import androidx.compose.runtime.Composable
import androidx.compose.runtime.remember
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.text.font.FontFamily
import androidx.compose.ui.unit.dp
import dev.chrisbanes.haze.HazeState
import dev.chrisbanes.haze.hazeSource
/**
* Open-source licenses: punktfunk's own license (MIT OR Apache-2.0) plus the third-party software
* notices, read from the bundled `THIRD-PARTY-NOTICES.txt` asset (generated by
* scripts/gen-third-party-notices.sh). Reached from [SettingsScreen]; Back returns there.
*
* This is the TOUCH entry point; [ConsoleLicensesScreen] shows the same notices on the console's
* field, where they need a scroll route a controller can actually drive.
*/
@Composable
fun LicensesScreen(onBack: () -> Unit) {
val context = LocalContext.current
BackHandler(onBack = onBack)
Column(Modifier.fillMaxSize()) {
// Pinned header with a visible Back affordance (Back-button/gesture still work via BackHandler).
Row(
modifier = Modifier.fillMaxWidth().padding(start = 4.dp, end = 12.dp, top = 8.dp, bottom = 4.dp),
verticalAlignment = Alignment.CenterVertically,
) {
IconButton(onClick = onBack) {
Icon(Icons.AutoMirrored.Filled.ArrowBack, contentDescription = "Back")
}
Text("Open-source licenses", style = MaterialTheme.typography.headlineSmall)
}
LicensesBody(
scroll = rememberScrollState(),
contentPadding = PaddingValues(start = 20.dp, end = 20.dp, bottom = 24.dp),
)
}
}
/**
* The notices on the console's field. The reason this exists as its own screen rather than the touch
* one dropped into the shell is the SCROLL: the body is a wall of text with exactly one focusable
* node (the touch screen's back arrow), and Compose scrolls a container only to keep a FOCUSED child
* visible so a controller could reach the first screenful of `THIRD-PARTY-NOTICES.txt` and not one
* line further. Here up/down steps and the shoulders page, driving the scroll state directly.
*
* B closes, as everywhere else; there is nothing on this screen to confirm, so A is not advertised.
*/
@Composable
fun ConsoleLicensesScreen(onBack: () -> Unit, navActive: Boolean = true) {
BackHandler(onBack = onBack)
val landscape = LocalConfiguration.current.orientation == Configuration.ORIENTATION_LANDSCAPE
val hazeState = remember { HazeState() }
val scroll = rememberScrollState()
val scrollBy = rememberConsoleScroller(scroll)
val padIsGamepad = (LocalContext.current as? MainActivity)?.lastPadIsGamepad ?: true
GamepadNavEffect2D(
active = navActive,
onDirection = { dir ->
when (dir) {
NavDir.UP -> scrollBy(-1, false)
NavDir.DOWN -> scrollBy(1, false)
// Left/right are deliberately inert: there is nothing beside this text, and paging
// sideways off a D-pad would be a second, undocumented way to do the shoulders' job.
NavDir.LEFT, NavDir.RIGHT -> {}
}
},
onActivate = {},
onShoulder = { delta -> scrollBy(delta, true) },
)
Box(Modifier.fillMaxSize()) {
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
// Calm: this is a screen to read, and a drifting field behind small monospace text is
// the one place the aurora would be actively unhelpful. Full-bleed under the cutout —
// only the content takes the safe area.
GamepadFormBackground(Modifier.fillMaxSize())
// Inked from the palette: the notices carry no colour of their own, so outside a Surface
// they would render in Material's default BLACK content colour over the aurora.
ConsoleInkedTheme {
Column(Modifier.fillMaxSize().consoleSafeArea()) {
LicensesBody(
scroll = scroll,
contentPadding = PaddingValues(
start = ConsoleEdgeInset,
end = ConsoleEdgeInset,
bottom = ConsoleLegendClearance,
),
) {
ConsoleHeader("Open-source licenses", horizontalInset = false)
}
}
}
}
Box(
Modifier
.align(Alignment.BottomStart)
.consoleLegendInsets(landscape)
.padding(ConsoleLegendInset),
) {
GamepadHintBar(
listOfNotNull(
GamepadHint('↕', PadGlyph.Arrow, "Scroll"),
// A TV remote has no shoulders — its route is the D-pad, one step at a time.
GamepadHint('⇄', PadGlyph.Arrow, "Page").takeIf { padIsGamepad },
PadGlyph.hint('B', "Close", onClick = onBack),
),
hazeState = hazeState,
)
}
}
}
/**
* The notices themselves, shared by both interfaces the licenses are a legal obligation, so the
* two routes must show the same text rather than two copies that can drift. [heading] is empty for
* the touch screen, which pins its own title row above the scroll.
*/
@Composable
private fun LicensesBody(
scroll: ScrollState,
contentPadding: PaddingValues,
heading: @Composable () -> Unit = {},
) {
val context = LocalContext.current
val notices = remember {
runCatching {
context.assets.open("THIRD-PARTY-NOTICES.txt").bufferedReader().use { it.readText() }
@@ -52,52 +166,40 @@ fun LicensesScreen(onBack: () -> Unit) {
}.getOrNull()
}
Column(Modifier.fillMaxSize()) {
// Pinned header with a visible Back affordance (Back-button/gesture still work via BackHandler).
Row(
modifier = Modifier.fillMaxWidth().padding(start = 4.dp, end = 12.dp, top = 8.dp, bottom = 4.dp),
verticalAlignment = Alignment.CenterVertically,
) {
IconButton(onClick = onBack) {
Icon(Icons.AutoMirrored.Filled.ArrowBack, contentDescription = "Back")
}
Text("Open-source licenses", style = MaterialTheme.typography.headlineSmall)
}
Column(
modifier = Modifier
.fillMaxSize()
.verticalScroll(rememberScrollState())
.padding(horizontal = 20.dp)
.padding(bottom = 24.dp),
verticalArrangement = Arrangement.spacedBy(16.dp),
) {
if (version != null) {
Text(
"Punktfunk $version",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
Column(
modifier = Modifier
.fillMaxSize()
.verticalScroll(scroll)
.padding(contentPadding),
verticalArrangement = Arrangement.spacedBy(16.dp),
) {
heading()
if (version != null) {
Text(
"Punktfunk is licensed under MIT OR Apache-2.0, at your option. It uses the open-source " +
"components below, each under its own license.",
"Punktfunk $version",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
Text(
"Punktfunk is licensed under MIT OR Apache-2.0, at your option. It uses the open-source " +
"components below, each under its own license.",
style = MaterialTheme.typography.bodyMedium,
)
Text(
notices,
style = MaterialTheme.typography.bodySmall.copy(fontFamily = FontFamily.Monospace),
)
if (fontLicense != null) {
Text("Bundled font", style = MaterialTheme.typography.titleMedium)
Text(
"The Geist typeface is licensed under the SIL Open Font License 1.1.",
style = MaterialTheme.typography.bodyMedium,
)
Text(
notices,
fontLicense,
style = MaterialTheme.typography.bodySmall.copy(fontFamily = FontFamily.Monospace),
)
if (fontLicense != null) {
Text("Bundled font", style = MaterialTheme.typography.titleMedium)
Text(
"The Geist typeface is licensed under the SIL Open Font License 1.1.",
style = MaterialTheme.typography.bodyMedium,
)
Text(
fontLicense,
style = MaterialTheme.typography.bodySmall.copy(fontFamily = FontFamily.Monospace),
)
}
}
}
}
@@ -24,6 +24,7 @@ import androidx.compose.foundation.layout.systemBars
import androidx.compose.material3.Surface
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableIntStateOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
@@ -142,6 +143,16 @@ class MainActivity : ComponentActivity() {
var lastPadStyle by mutableStateOf(Gamepad.PadStyle.GENERIC)
private set
/**
* The `InputDevice.id` of the controller driving the console UI, or 0 for none. Kept beside
* [lastPadStyle] because the console's menu haptics render on the DRIVING pad's own motors when
* it has any a rumble that comes out of the device you are not holding is worse than none.
* Falls back to the phone body (see `rememberConsoleHaptics`), and to silence on a TV, where
* neither a remote nor the box has an actuator.
*/
var lastPadDeviceId by mutableIntStateOf(0)
private set
/**
* A `punktfunk://` URL waiting to be routed — set from the VIEW intent that started (or
* re-entered) this activity, cleared by whoever handles it. Compose observes it.
@@ -606,7 +617,10 @@ class MainActivity : ComponentActivity() {
// pad, WHICH pad family, so the glyphs wear its lettering/shapes.
if (event.action == KeyEvent.ACTION_DOWN && isConsoleNavKey(event.keyCode)) {
lastPadIsGamepad = event.isFromSource(InputDevice.SOURCE_GAMEPAD)
if (lastPadIsGamepad) lastPadStyle = Gamepad.styleFor(event.device)
if (lastPadIsGamepad) {
lastPadStyle = Gamepad.styleFor(event.device)
lastPadDeviceId = event.deviceId
}
}
// The Controllers debug screen sees pad events before the navigation remap below.
padKeyProbe?.let { if (it(event)) return true }
@@ -695,6 +709,7 @@ class MainActivity : ComponentActivity() {
if (dir != 0) {
lastPadIsGamepad = true // a stick/HAT push can only come from a real gamepad
lastPadStyle = Gamepad.styleFor(event.device)
lastPadDeviceId = event.deviceId
super.dispatchKeyEvent(KeyEvent(KeyEvent.ACTION_DOWN, dir))
super.dispatchKeyEvent(KeyEvent(KeyEvent.ACTION_UP, dir))
return true
@@ -94,11 +94,20 @@ data class Settings(
val touchMode: TouchMode = TouchMode.TRACKPAD,
/**
* Swap the whole home screen for the controller-optimized "console" UI (the host carousel +
* gamepad chrome) whenever a controller is connected mirrors the Apple client's
* `gamepadUIEnabled`. On by default; turn it off to keep the touch UI even with a pad attached.
* gamepad chrome) mirrors the Apple client's `gamepadUIEnabled`. On by default; turn it off
* to keep the touch UI even with a pad attached. WHEN it takes over is [gamepadUiMode].
* A TV (leanback) is always in this mode regardless (its remote/pad is the only input).
*/
val gamepadUiEnabled: Boolean = true,
/**
* When [gamepadUiEnabled] actually takes over the cross-client `gamepad_ui_mode` pair,
* mirroring the Apple client's `gamepadUIMode`: `"connected"` (default, and what the switch
* has always meant) waits for a controller; `"always"` keeps the console UI with no pad in
* reach, for a phone or tablet that lives docked to a TV. Read only while [gamepadUiEnabled]
* is on, which is why both settings screens hide the row when the switch is off. Anything
* unrecognized resolves to `"connected"`. A TV ignores it it is always in console mode.
*/
val gamepadUiMode: String = GAMEPAD_UI_WHEN_CONNECTED,
/**
* Show the experimental game-library browser (the coverflow reached with Y from a saved host).
* Fetched from the host's management API over mTLS; needs a paired host. Mirrors the Apple
@@ -107,9 +116,10 @@ data class Settings(
val libraryEnabled: Boolean = true,
/**
* Which colour family the console (gamepad) UI's living backdrop drifts through the
* cross-client `ui_palette` key: `"violet"` (the brand default), `"tide"`, `"forest"`,
* `"ember"`, `"rose"`, `"graphite"`. See [GamepadPalette], whose table and maths mirror the
* desktop console's and the Apple client's under the same names. Presentation only: nothing
* cross-client `ui_palette` key: `"violet"` (the brand default), then `"oled"`, `"nebula"`,
* `"abyss"`, `"ember"`, `"moss"`, `"graphite"`, then the six pale fields. See
* [GamepadPalette], whose table and maths mirror the desktop console's and the Apple
* client's under the same names. Presentation only: nothing
* about a stream depends on it, so it is a device preference and never part of a profile.
* An unknown value reads as the default rather than failing a newer client may have shipped
* a palette this build doesn't know.
@@ -303,6 +313,8 @@ class SettingsStore(context: Context) {
// Migration: the pre-enum Boolean "trackpad_mode" (true = trackpad, false = direct).
?: if (prefs.getBoolean(K_TRACKPAD, true)) TouchMode.TRACKPAD else TouchMode.POINTER,
gamepadUiEnabled = prefs.getBoolean(K_GAMEPAD_UI, true),
gamepadUiMode = prefs.getString(K_GAMEPAD_UI_MODE, GAMEPAD_UI_WHEN_CONNECTED)
?: GAMEPAD_UI_WHEN_CONNECTED,
libraryEnabled = prefs.getBoolean(K_LIBRARY, true),
uiPalette = prefs.getString(K_UI_PALETTE, "violet") ?: "violet",
lowLatencyMode = prefs.getBoolean(K_LOW_LATENCY, true),
@@ -344,6 +356,7 @@ class SettingsStore(context: Context) {
.putString(K_STATS_VERBOSITY, s.statsVerbosity.name)
.putString(K_TOUCH_MODE, s.touchMode.name)
.putBoolean(K_GAMEPAD_UI, s.gamepadUiEnabled)
.putString(K_GAMEPAD_UI_MODE, s.gamepadUiMode)
.putBoolean(K_LIBRARY, s.libraryEnabled)
.putString(K_UI_PALETTE, s.uiPalette)
.putBoolean(K_LOW_LATENCY, s.lowLatencyMode)
@@ -384,6 +397,7 @@ class SettingsStore(context: Context) {
const val K_HUD = "stats_hud_enabled"
const val K_TOUCH_MODE = "touch_mode"
const val K_GAMEPAD_UI = "gamepad_ui_enabled"
const val K_GAMEPAD_UI_MODE = "gamepad_ui_mode"
const val K_LIBRARY = "library_enabled"
const val K_UI_PALETTE = "ui_palette"
@@ -778,6 +792,13 @@ fun smoothBufferOptions(hz: Int): List<Pair<Int, String>> {
)
}
/** (stored value, label) for when the console UI takes over the Apple client's table verbatim.
* Only offered while [Settings.gamepadUiEnabled] is on; a TV is in console mode either way. */
val GAMEPAD_UI_MODE_OPTIONS = listOf(
GAMEPAD_UI_WHEN_CONNECTED to "With a controller",
GAMEPAD_UI_ALWAYS to "Always",
)
/** (mode, label) for the touch-input model. */
val TOUCH_MODE_OPTIONS = listOf(
TouchMode.TRACKPAD to "Trackpad",
@@ -577,7 +577,7 @@ private fun GeneralSettings(s: Settings, update: (Settings) -> Unit) {
selected = s.statsVerbosity,
field = "stats_verbosity",
caption = "Compact is one line; Detailed adds the decoder and latency breakdown. " +
"A 3-finger tap cycles the tiers in-stream.",
"A 3-finger tap, or Select + X on a pad, cycles the tiers in-stream.",
) { v -> update(s.copy(statsVerbosity = v)) }
}
DeviceScopeOnly {
@@ -592,11 +592,24 @@ private fun GeneralSettings(s: Settings, update: (Settings) -> Unit) {
SettingsGroup("Interface") {
ToggleRow(
title = "Controller-optimized UI",
subtitle = "Switch to the console home when a controller is connected. A TV " +
"always uses it.",
subtitle = "Swap the touch home for the console home — the host carousel and " +
"gamepad chrome. A TV always uses it.",
checked = s.gamepadUiEnabled,
onCheckedChange = { on -> update(s.copy(gamepadUiEnabled = on)) },
)
// Only decides anything while the switch above is on, so it is HIDDEN rather than
// dimmed when it isn't — a picker whose every option changes nothing is worse than
// no picker, and this group is short enough that nothing jumps far.
if (s.gamepadUiEnabled) {
SettingDropdown(
label = "Show it",
options = GAMEPAD_UI_MODE_OPTIONS,
selected = s.gamepadUiMode,
caption = "With a controller: the touch home comes back when the last one " +
"disconnects. Always keeps the console home either way — for a device " +
"that lives docked to a TV.",
) { v -> update(s.copy(gamepadUiMode = v)) }
}
}
}
}
@@ -28,6 +28,9 @@ import android.view.inputmethod.InputConnection
import android.view.inputmethod.InputMethodManager
import android.widget.Toast
import androidx.activity.compose.BackHandler
import androidx.compose.animation.core.LinearEasing
import androidx.compose.animation.core.animateFloatAsState
import androidx.compose.animation.core.tween
import androidx.compose.foundation.background
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Box
@@ -53,6 +56,7 @@ 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.alpha
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.input.pointer.pointerInput
@@ -152,6 +156,35 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
motionHint = false
}
}
// Whether this session has a controller — the start banner names pad chords only when there is
// a pad to press them on. Seeded from the router the moment it is built (it opens a slot for
// every already-connected controller) and latched true by a pad that arrives later; it never
// goes back to false. A pad LEAVING inside the banner's six seconds is not worth the write:
// teardown closes every slot, and poking Compose state from there is exactly what the nulled
// callbacks in onDispose avoid. The latch is also what carries a pad through a USB capture
// claiming it — its InputDevice slot closes and reopens as a capture-link one.
var padPresent by remember(handle) { mutableStateOf(false) }
// The start-of-stream banner: what this session's shortcuts ARE, said once. A stream takes the
// whole screen and answers to none of the device's usual gestures, so it has to say how to get
// back out — the desktop console draws the same pill for the same reason
// (`pf-console-ui/src/skia_overlay.rs`, BANNER_S = 6 s with a BANNER_FADE_S = 0.6 s tail).
// Two states because the fade and the removal are different moments: `bannerUp` composes the
// pill at all, `bannerFading` runs its alpha down over the last 600 ms.
var bannerUp by remember(handle) { mutableStateOf(true) }
var bannerFading by remember(handle) { mutableStateOf(false) }
val bannerAlpha by animateFloatAsState(
targetValue = if (bannerFading) 0f else 1f,
// Linear, like the desktop's (BANNER_S - age) / BANNER_FADE_S ramp — Compose's default
// easing would hold near-opaque and then drop, which reads as a glitch rather than a fade.
animationSpec = tween(600, easing = LinearEasing),
label = "streamStartBanner",
)
LaunchedEffect(handle) {
delay(5400) // 6 s the 0.6 s tail: fully opaque until here, exactly as on the desktop
bannerFading = true
delay(600)
bannerUp = false // stop composing it once it is invisible
}
// The one place mute is toggled — Compose state + the native flag, always together.
val setMicMuted = { muted: Boolean ->
micMuted = muted
@@ -161,7 +194,8 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
// 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
// the native window, so re-showing never renders stale data. A 3-finger tap cycles the
// the native window, so re-showing never renders stale data. A 3-finger tap — or the Select + X
// pad chord, which is the only route a TV or a passthrough-touch session has — cycles the
// verbosity tier live (Off → Compact → Normal → Detailed → Off); the default comes from
// Settings. The tier only changes how many lines `StatsOverlay` draws — switching between the
// visible tiers keeps sampling running (the effect keys on `statsOn`, not the tier) so it never
@@ -184,6 +218,11 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
// TV form factor (leanback): the decoder actively switches the HDMI output mode to the stream
// refresh; a phone/tablet gets the softer seamless frame-rate hint instead.
val isTv = remember { context.packageManager.hasSystemFeature(PackageManager.FEATURE_LEANBACK) }
// A screen with fingers on it — the start banner may only name the three-finger stats tap on a
// device that can perform it. A TV box has no touchscreen at all, and its remote is not one.
val hasTouch = remember {
context.packageManager.hasSystemFeature(PackageManager.FEATURE_TOUCHSCREEN)
}
LaunchedEffect(handle, statsOn) {
NativeBridge.nativeSetVideoStatsEnabled(handle, statsOn)
if (statsOn) {
@@ -362,6 +401,9 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
initialSettings.systemButtonsForward(), initialSettings.guideGestureEnabled(),
)
activity?.gamepadRouter = router
// Every controller that was already connected got a slot in the router's constructor, so
// this is the session's pad answer at t=0 — what the start banner's words are chosen from.
padPresent = router.forwardedDevices().isNotEmpty()
// 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
// (must be held ~1.5 s) and fires onExitChord on its main-thread timer, so leave the stream
@@ -384,6 +426,11 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
micHint = if (next) "Microphone muted" else "Microphone live"
}
}
// Select + X steps the stats overlay one tier — the same live cycle the three-finger tap
// performs, and the ONLY route to it on a TV or in a passthrough-touch session. Session-
// local on purpose: this mirrors the tap exactly (`onCycleStats` below), and the settings
// row calls it a live cycle — the stored default is what the next stream starts from.
router.onStatsChord = { statsVerbosity = statsVerbosity.next() }
// 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
@@ -505,7 +552,12 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
// The other edge: a controller that arrives (or first speaks) mid-session gets its sensors
// read too. The pads already connected were swept by PadSensors.start() above — both run
// on the main thread with nothing between them, so no controller falls through the gap.
router.onSlotOpened = { deviceId -> padSensors?.onSlotOpened(deviceId) }
router.onSlotOpened = { deviceId ->
padSensors?.onSlotOpened(deviceId)
// A pad that wakes up a second into the stream still deserves the chord banner — the
// desktop rebuilds its banner text every frame for exactly this case.
padPresent = true
}
// Steam Controller 2 as-is passthrough (opt-out): capture a wired/Puck USB pad — or an
// already-paired BLE one — and forward its raw reports; the host mirrors a real
// 28DE:1302 that its Steam drives directly, and Steam's rumble/settings writes come back
@@ -645,6 +697,7 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
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.onStatsChord = null // same: no tier cycle on buttons released during teardown
router.onMotionUnreachable = null // same: no notice raised by a slot closing at teardown
router.release() // flush every slot (nothing sticks host-side) + drop the hot-plug listener
activity?.gamepadRouter = null
@@ -847,6 +900,42 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
if (remotePointerOn) {
RemotePointerHint(Modifier.align(Alignment.TopCenter).padding(top = 16.dp))
}
// The start banner (desktop parity), naming ONLY the shortcuts this session actually has:
// pad chords when a controller is here, the Back gesture and the three-finger tap when it
// is not. Recomputed rather than captured, because both inputs change under it — a pad can
// wake mid-banner, and `micRunning` only settles once the capture has actually opened.
// Above the video and below the gesture layer: it teaches touches, it must never eat one.
//
// Bottom-centre is the desktop's placement and the only edge left — TopStart is the HUD,
// TopEnd the mic badge, TopCentre the three transient cues — but MotionUnreachableHint
// already owns it, and both of these can be up at t≈0. The banner YIELDS rather than
// stacking or sliding off-centre: the notice reports something broken about THIS session
// and names the setting that fixes it, while the banner repeats shortcuts that will be
// there next stream too. Two pills sharing an edge for six seconds would cost the reader
// both.
if (bannerUp && !motionHint) {
StreamStartBanner(
text = buildList {
if (padPresent) {
add("Hold Select + Start + L1 + R1 to leave")
// Only while a capture is actually running: the chord itself no-ops
// without one, and offering a mute for a mic nobody has is the lie the
// whole control exists to avoid.
if (micRunning) add("Select + Y mic")
add("Select + X stats")
} else {
// No pad: Back is the deliberate exit (gesture, key, or a TV remote's
// button — all land on the same BackHandler).
add("Back leaves the stream")
// The tap lives in the pointer touch models only — passthrough gives every
// finger to the host verbatim — and needs a screen to put three fingers on.
if (hasTouch && touchMode != TouchMode.TOUCH) add("three-finger tap for stats")
}
}.joinToString(" · "),
alpha = bannerAlpha,
modifier = Modifier.align(Alignment.BottomCenter).padding(bottom = 24.dp),
)
}
// Invisible 1-px focus anchor for the host-typing soft keyboard (three-finger swipe up
// in the mouse modes) AND the pointer-capture grab target — it never draws or takes
// touches, it just owns IME focus and receives captured-pointer events.
@@ -1053,6 +1142,33 @@ private fun RemotePointerHint(modifier: Modifier = Modifier) {
)
}
/**
* The start-of-stream banner: the shortcuts this session actually has, in the same pill as every
* other in-stream cue, shown once and then gone. The desktop console draws the identical thing
* bottom-centre (`pf-console-ui/src/skia_overlay.rs` six seconds with a 0.6 s fade), because a
* stream owns the whole screen and answers to none of the device's usual gestures: without a line
* saying how to get back out, the only discoverable exit is force-quitting the app.
*
* [text] and [alpha] are the caller's. Only it knows what this session HAS a pad, a mic, a
* touchscreen and only it owns the timer, which is precisely what a screenshot wants to skip.
* Purely visual: it sits below the gesture layer, takes no touches and is never clickable. Internal
* so the screenshot scene can shoot the real pill instead of a copy of it that drifts.
*/
@Composable
internal fun StreamStartBanner(text: String, alpha: Float, modifier: Modifier = Modifier) {
Text(
text,
// Alpha FIRST: the fade has to take the pill's backdrop with it, and everything after this
// in the chain draws inside the layer it opens.
modifier = modifier
.alpha(alpha)
.background(Color.Black.copy(alpha = 0.55f), RoundedCornerShape(8.dp))
.padding(horizontal = 14.dp, vertical = 8.dp),
color = Color.White,
fontSize = 15.sp,
)
}
/**
* Invisible focus anchor for typing on the host: the three-finger swipe summons the device IME
* onto this view. Two IME models, picked by the host's capabilities:
@@ -0,0 +1,99 @@
package io.unom.punktfunk.components
// GENERATED by scripts/gen_launcher_icon_tables.py from the assets/launcher-icons masters.
// Do not edit by hand — re-run `bash scripts/gen-launcher-icons.sh` instead.
// Per-mark provenance and licensing: assets/launcher-icons/README.md.
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.SolidColor
import androidx.compose.ui.graphics.vector.ImageVector
import androidx.compose.ui.graphics.vector.PathParser
import androidx.compose.ui.unit.dp
import kotlin.math.max
/**
* The brand mark a `role: "launcher"` tile draws, resolved from the entry's `icon` token.
* Material ships no brand icons, so this is a curated registry the sibling of [OsIcons],
* which does the equivalent job for the host cards.
*
* Held as raw SVG path strings rather than transcribed ImageVector DSL: [PathParser] builds
* the vector once and [launcherIcon] caches it. Viewports are the masters' own and are NOT
* all square, so the builder letterboxes a mark forced into a square box is a squashed mark.
*/
private class LauncherGlyph(
val viewportWidth: Float,
val viewportHeight: Float,
val d: String,
)
private val GLYPHS: Map<String, LauncherGlyph> = mapOf(
"steam" to LauncherGlyph(
viewportWidth = 496f,
viewportHeight = 512f,
d = "M496 256c0 137-111.2 248-248.4 248-113.8 0-209.6-76.3-239-180.4l95.2 39.3c6.4 32.1 34.9 56.4 68.9 56.4 39.2 0 71.9-32.4 70.2-73.5l84.5-60.2c52.1 1.3 95.8-40.9 95.8-93.5 0-51.6-42-93.5-93.7-93.5s-93.7 42-93.7 93.5v1.2L176.6 279c-15.5-.9-30.7 3.4-43.5 12.1L0 236.1C10.2 108.4 117.1 8 247.6 8 384.8 8 496 119 496 256zM155.7 384.3l-30.5-12.6a52.79 52.79 0 0 0 27.2 25.8c26.9 11.2 57.8-1.6 69-28.4 5.4-13 5.5-27.3.1-40.3-5.4-13-15.5-23.2-28.5-28.6-12.9-5.4-26.7-5.2-38.9-.6l31.5 13c19.8 8.2 29.2 30.9 20.9 50.7-8.3 19.9-31 29.2-50.8 21zm173.8-129.9c-34.4 0-62.4-28-62.4-62.3s28-62.3 62.4-62.3 62.4 28 62.4 62.3-27.9 62.3-62.4 62.3zm.1-15.6c25.9 0 46.9-21 46.9-46.8 0-25.9-21-46.8-46.9-46.8s-46.9 21-46.9 46.8c.1 25.8 21.1 46.8 46.9 46.8z",
),
"lutris" to LauncherGlyph(
viewportWidth = 24f,
viewportHeight = 24f,
d = "m21.231 18.89.001-.002c-1.293 3.243-5.218 5.232-9.447 5.105C5.3 23.993 0 18.48 0 11.906S5.276.001 11.785.001c1.793 0 3.493.406 5.015 1.13.081-.177.271-.544.451-.557.238-.017.374.137.526.309.154.172.46.429.46.429s1.393-.481 2.955.377c1.563.858 1.783 1.116 2.09 1.716.152.301.195.829.2 1.282a.796.796 0 0 0-.07-.003c-.496 0-.96.455-.96 1.08 0 .263.082.496.215.678l-.01.007a1.505 1.505 0 0 0-.132.01 18.704 18.704 0 0 0-.389-.142 2.53 2.53 0 0 1-.82-.472 1.402 1.402 0 0 0-1.196-2.112c-.383 0-.73.156-.982.41-.472-.271-1.174-.482-2.527-.565l-.407-.011c-2.282.012-3.611.279-5.979 1.301-.603.283-1.206.615-1.785 1.001-.423.3-.639.67-.709 1.137a1.326 1.326 0 0 0 1.23 1.373h.042c1.27.06 2.039 1.99 2.063 2.497.004.05.004.023.003.08-.032.727-.37 1.267-1.088 1.246a1.231 1.231 0 0 1-.976-.494c-.063-.077-.103-.172-.159-.254-.666-1.081-1.732-1.36-2.771-1.523-.438-.068-1.073-.122-1.31.25a8.28 8.28 0 0 0-.577 3.063c-.02 5.036 4.041 9.118 9.026 9.118 2.575 0 5.349-.952 6.993-2.7l-.035.03c-1.772 1.473-4.66 1.941-6.027 1.941-4.302 0-7.818-3.232-7.818-7.578 0-1.276.288-2.396.814-3.36.495.183.947.483 1.28 1.022a.24.24 0 0 0 .013.021c.064.092.111.197.182.284.424.524.881.658 1.342.68h.01c.43.013.768-.12 1.024-.342.347-.3.55-.79.577-1.382v-.014c.002-.085 0-.053-.004-.112-.024-.376-.333-1.318-.906-2.027-.266-.331-.587-.607-.95-.774l.12-.074c.756-.457 2.364-.977 4.592-.638 1.13.173 2.055.419 3.483.879 1.657.534 2.579 1.279 3.854 1.427.15.017.301.018.45.003.41 1.129.634 2.35.634 3.621 0 2.068-.59 3.995-1.611 5.62zm1.947-12.274s-.115.201-.364.322c-.103.05-.282-.075-.45.1-.359.726.516 1.332.923 1.315.408-.017.73-.432.712-.793-.017-.558-.82-.944-.82-.944zm.234-1.432c.255 0 .462.26.462.58 0 .32-.207.58-.462.58-.254 0-.46-.26-.46-.58 0-.32.206-.58.46-.58zm-3.292-.951c.492 0 .89.403.89.9a.895.895 0 0 1-.89.898.895.895 0 0 1-.89-.899c0-.496.399-.899.89-.899z",
),
"heroic" to LauncherGlyph(
viewportWidth = 24f,
viewportHeight = 24f,
d = "M11.999 0 11.997 0a.891.891 0 0 0-.36.075C8.964 1.253 6.29 2.434 3.618 3.613A.893.893 0 0 0 3.1 4.619l3.146 14.646c.043.197.15.375.307.504l4.88 4.027a.895.895 0 0 0 1.131.006l5-4.031a.895.895 0 0 0 .315-.516L20.9 4.614a.895.895 0 0 0-.515-1L12.358.074A.892.892 0 0 0 12 0zm0 .35v.003c.114 0 .228.023.334.07l7.42 3.27a.827.827 0 0 1 .476.924l-2.793 13.535a.83.83 0 0 1-.289.478l-4.623 3.725a.826.826 0 0 1-1.045-.006l-4.513-3.723a.829.829 0 0 1-.281-.465L3.775 4.622a.83.83 0 0 1 .476-.931L11.665.42a.832.832 0 0 1 .334-.07zm-.045 1.954L10.28 5.202h-.002l1.211 11.301.512.409.512-.409 1.117-11.3zM9.003 16.261l-.584 1.068.584 1.07 2.295-.38.47-.69-.47-.671zm5.996 0-2.295.397-.47.671.47.69 2.295.38.584-1.07zm-2.998 1.488-.51.444-.281 2.168.789.55.793-.55-.295-2.168z",
),
"playnite" to LauncherGlyph(
viewportWidth = 1024f,
viewportHeight = 1024f,
d = "M966.686,623.899c-9.773-81.666-29.323-161.25-54.514-239.447c-13.759-42.709-30.419-84.189-56.091-121.452 c-31.701-46.014-74.789-72.958-130.812-78.579c-29.631-2.973-57.785,4.118-85.677,12.35 c-61.172,18.056-123.359,25.124-186.493,14.903c-30.919-5.006-61.308-13.526-91.743-21.225 c-76.445-19.338-145.323,4.995-191.165,69.261c-11.441,16.04-21.194,33.543-29.78,51.312 c-25.091,51.925-40.443,107.249-54.53,162.924c-18.822,74.393-33.019,149.491-33.664,226.571c0,7.184-0.342,14.386,0.061,21.547 c1.557,27.727,4.354,55.289,16.045,80.97c15.334,33.68,45.905,46.725,79.471,31.198c18.291-8.461,36.293-19.857,50.766-33.743 c24.597-23.598,46.616-49.934,69.125-75.64c17.934-20.481,39.086-35.301,66.115-40.203c15.779-2.862,31.802-6.006,47.736-6.118 c87.888-0.62,175.783-0.602,263.673-0.278c51.4,0.189,93.314,19.382,124.091,62.134c12.518,17.388,27.83,32.889,42.78,48.371 c18.598,19.259,38.974,36.431,64.412,46.39c32.967,12.907,62.547,1.677,77.882-30.198c3.965-8.242,6.963-17.122,9.155-26.017 C976.198,727.534,972.874,675.607,966.686,623.899z M315.471,527.643c-44.289,0.213-80.733-36.32-80.847-81.045 c-0.115-45.048,35.472-81.194,80.197-81.458c44.521-0.263,80.718,35.897,80.884,80.801 C395.871,490.671,359.773,527.429,315.471,527.643z M708.857,319.301c21.859,0.06,39.486,17.884,39.471,39.91 c-0.015,22.133-17.489,39.677-39.523,39.682c-22.045,0.005-39.456-17.53-39.444-39.724 C669.372,337.125,687.089,319.241,708.857,319.301z M622.269,486.36c-21.542,0.085-39.7-18.08-39.808-39.822 c-0.108-21.888,17.617-39.622,39.62-39.641c22.066-0.018,39.759,17.552,39.718,39.442 C661.758,468.205,643.909,486.275,622.269,486.36z M708.967,573.333c-21.823,0.096-39.537-17.668-39.611-39.721 c-0.074-22.079,17.523-39.992,39.338-40.044c21.715-0.052,39.597,17.908,39.645,39.816 C748.386,555.477,730.883,573.237,708.967,573.333z M795.752,486.362c-21.764,0.155-39.671-17.882-39.651-39.938 c0.021-22.15,17.628-39.639,39.793-39.525c22.091,0.114,39.527,17.993,39.155,40.152 C834.686,468.733,817.216,486.209,795.752,486.362z",
),
"epic" to LauncherGlyph(
viewportWidth = 24f,
viewportHeight = 24f,
d = "M3.537 0C2.165 0 1.66.506 1.66 1.879V18.44a4.262 4.262 0 00.02.433c.031.3.037.59.316.92.027.033.311.245.311.245.153.075.258.13.43.2l8.335 3.491c.433.199.614.276.928.27h.002c.314.006.495-.071.928-.27l8.335-3.492c.172-.07.277-.124.43-.2 0 0 .284-.211.311-.243.28-.33.285-.621.316-.92a4.261 4.261 0 00.02-.434V1.879c0-1.373-.506-1.88-1.878-1.88zm13.366 3.11h.68c1.138 0 1.688.553 1.688 1.696v1.88h-1.374v-1.8c0-.369-.17-.54-.523-.54h-.235c-.367 0-.537.17-.537.539v5.81c0 .369.17.54.537.54h.262c.353 0 .523-.171.523-.54V8.619h1.373v2.143c0 1.144-.562 1.71-1.7 1.71h-.694c-1.138 0-1.7-.566-1.7-1.71V4.82c0-1.144.562-1.709 1.7-1.709zm-12.186.08h3.114v1.274H6.117v2.603h1.648v1.275H6.117v2.774h1.74v1.275h-3.14zm3.816 0h2.198c1.138 0 1.7.564 1.7 1.708v2.445c0 1.144-.562 1.71-1.7 1.71h-.799v3.338h-1.4zm4.53 0h1.4v9.201h-1.4zm-3.13 1.235v3.392h.575c.354 0 .523-.171.523-.54V4.965c0-.368-.17-.54-.523-.54zm-3.74 10.147a1.708 1.708 0 01.591.108 1.745 1.745 0 01.49.299l-.452.546a1.247 1.247 0 00-.308-.195.91.91 0 00-.363-.068.658.658 0 00-.28.06.703.703 0 00-.224.163.783.783 0 00-.151.243.799.799 0 00-.056.299v.008a.852.852 0 00.056.31.7.7 0 00.157.245.736.736 0 00.238.16.774.774 0 00.303.058.79.79 0 00.445-.116v-.339h-.548v-.565H7.37v1.255a2.019 2.019 0 01-.524.307 1.789 1.789 0 01-.683.123 1.642 1.642 0 01-.602-.107 1.46 1.46 0 01-.478-.3 1.371 1.371 0 01-.318-.455 1.438 1.438 0 01-.115-.58v-.008a1.426 1.426 0 01.113-.57 1.449 1.449 0 01.312-.46 1.418 1.418 0 01.474-.309 1.58 1.58 0 01.598-.111 1.708 1.708 0 01.045 0zm11.963.008a2.006 2.006 0 01.612.094 1.61 1.61 0 01.507.277l-.386.546a1.562 1.562 0 00-.39-.205 1.178 1.178 0 00-.388-.07.347.347 0 00-.208.052.154.154 0 00-.07.127v.008a.158.158 0 00.022.084.198.198 0 00.076.066.831.831 0 00.147.06c.062.02.14.04.236.061a3.389 3.389 0 01.43.122 1.292 1.292 0 01.328.17.678.678 0 01.207.24.739.739 0 01.071.337v.008a.865.865 0 01-.081.382.82.82 0 01-.229.285 1.032 1.032 0 01-.353.18 1.606 1.606 0 01-.46.061 2.16 2.16 0 01-.71-.116 1.718 1.718 0 01-.593-.346l.43-.514c.277.223.578.335.9.335a.457.457 0 00.236-.05.157.157 0 00.082-.142v-.008a.15.15 0 00-.02-.077.204.204 0 00-.073-.066.753.753 0 00-.143-.062 2.45 2.45 0 00-.233-.062 5.036 5.036 0 01-.413-.113 1.26 1.26 0 01-.331-.16.72.72 0 01-.222-.243.73.73 0 01-.082-.36v-.008a.863.863 0 01.074-.359.794.794 0 01.214-.283 1.007 1.007 0 01.34-.185 1.423 1.423 0 01.448-.066 2.006 2.006 0 01.025 0zm-9.358.025h.742l1.183 2.81h-.825l-.203-.499H8.623l-.198.498h-.81zm2.197.02h.814l.663 1.08.663-1.08h.814v2.79h-.766v-1.602l-.711 1.091h-.016l-.707-1.083v1.593h-.754zm3.469 0h2.235v.658h-1.473v.422h1.334v.61h-1.334v.442h1.493v.658h-2.255zm-5.3.897l-.315.793h.624zm-1.145 5.19h8.014l-4.09 1.348z",
),
"gog" to LauncherGlyph(
viewportWidth = 24f,
viewportHeight = 24f,
d = "M7.15 15.24H4.36a.4.4 0 0 0-.4.4v2c0 .21.18.4.4.4h2.8v1.32h-3.5c-.56 0-1.02-.46-1.02-1.03v-3.39c0-.56.46-1.02 1.03-1.02h3.48v1.32zM8.16 11.54c0 .58-.47 1.05-1.05 1.05H2.63v-1.35h3.78a.4.4 0 0 0 .4-.4V6.39a.4.4 0 0 0-.4-.4H4.39a.4.4 0 0 0-.41.4v2.02c0 .23.18.4.4.4H6v1.35H3.68c-.58 0-1.05-.46-1.05-1.04V5.68c0-.57.47-1.04 1.05-1.04H7.1c.58 0 1.05.47 1.05 1.04v5.86zM21.36 19.36h-1.32v-4.12h-.93a.4.4 0 0 0-.4.4v3.72h-1.33v-4.12h-.93a.4.4 0 0 0-.4.4v3.72h-1.33v-4.42c0-.56.46-1.02 1.03-1.02h5.61v5.44zM21.37 11.54c0 .58-.47 1.05-1.05 1.05h-4.48v-1.35h3.78a.4.4 0 0 0 .4-.4V6.39a.4.4 0 0 0-.4-.4h-2.03a.4.4 0 0 0-.4.4v2.02c0 .23.18.4.4.4h1.62v1.35H16.9c-.58 0-1.05-.46-1.05-1.04V5.68c0-.57.47-1.04 1.05-1.04h3.43c.58 0 1.05.47 1.05 1.04v5.86zM13.72 4.64h-3.44c-.58 0-1.04.47-1.04 1.04v3.44c0 .58.46 1.04 1.04 1.04h3.44c.57 0 1.04-.46 1.04-1.04V5.68c0-.57-.47-1.04-1.04-1.04m-.3 1.75v2.02a.4.4 0 0 1-.4.4h-2.03a.4.4 0 0 1-.4-.4V6.4c0-.22.17-.4.4-.4H13c.23 0 .4.18.4.4zM12.63 13.92H9.24c-.57 0-1.03.46-1.03 1.02v3.39c0 .57.46 1.03 1.03 1.03h3.39c.57 0 1.03-.46 1.03-1.03v-3.39c0-.56-.46-1.02-1.03-1.02m-.3 1.72v2a.4.4 0 0 1-.4.4v-.01H9.94a.4.4 0 0 1-.4-.4v-1.99c0-.22.18-.4.4-.4h2c.22 0 .4.18.4.4zM23.49 1.1a1.74 1.74 0 0 0-1.24-.52H1.75A1.74 1.74 0 0 0 0 2.33v19.34a1.74 1.74 0 0 0 1.75 1.75h20.5A1.74 1.74 0 0 0 24 21.67V2.33c0-.48-.2-.92-.51-1.24m0 20.58a1.23 1.23 0 0 1-1.24 1.24H1.75A1.23 1.23 0 0 1 .5 21.67V2.33a1.23 1.23 0 0 1 1.24-1.24h20.5a1.24 1.24 0 0 1 1.24 1.24v19.34z",
),
"xbox" to LauncherGlyph(
viewportWidth = 512f,
viewportHeight = 512f,
d = "M369.9 318.2c44.3 54.3 64.7 98.8 54.4 118.7-7.9 15.1-56.7 44.6-92.6 55.9-29.6 9.3-68.4 13.3-100.4 10.2-38.2-3.7-76.9-17.4-110.1-39-27.9-18.2-34.2-25.7-34.2-40.6 0-29.9 32.9-82.3 89.2-142.1 32-33.9 76.5-73.7 81.4-72.6 9.4 2.1 84.3 75.1 112.3 109.5zM188.6 143.8c-29.7-26.9-58.1-53.9-86.4-63.4-15.2-5.1-16.3-4.8-28.7 8.1-29.2 30.4-53.5 79.7-60.3 122.4-5.4 34.2-6.1 43.8-4.2 60.5 5.6 50.5 17.3 85.4 40.5 120.9 9.5 14.6 12.1 17.3 9.3 9.9-4.2-11-.3-37.5 9.5-64 14.3-39 53.9-112.9 120.3-194.4zm311.6 63.5c-16.9-80-67.5-130.3-74.6-130.3-7.3 0-24.2 6.5-36 13.9-23.3 14.5-41 31.4-64.3 52.8 42.4 53.3 102.2 139.4 122.9 202.3 6.8 20.7 9.7 41.1 7.4 52.3-1.7 8.5-1.7 8.5 1.4 4.6 6.1-7.7 19.9-31.3 25.4-43.5 7.4-16.2 15-40.2 18.6-58.7 4.3-22.5 3.9-70.8-.8-93.4zM141.3 43c47.7-2.5 109.7 34.5 114.3 35.4 .7 .1 10.4-4.2 21.6-9.7 63.9-31.1 94-25.8 107.4-25.2-63.9-39.3-152.7-50-233.9-11.7-23.4 11.1-24 11.9-9.4 11.2z",
),
)
private val CACHE = HashMap<String, ImageVector>()
/**
* The [ImageVector] for an `icon` token, or null when the entry carries none or names a mark
* this build ships no art for the caller then falls back to naming the launcher, which is
* what every launcher tile looked like before the token existed.
*
* Tinted by the caller via `tint`, so one mark serves every palette.
*/
fun launcherIcon(token: String?): ImageVector? {
val glyph = GLYPHS[token ?: return null] ?: return null
return CACHE.getOrPut(token) {
// Square the box and centre the mark in it, so a wide or tall master keeps its aspect
// ratio instead of being stretched to the tile.
val side = max(glyph.viewportWidth, glyph.viewportHeight)
val dx = (side - glyph.viewportWidth) / 2f
val dy = (side - glyph.viewportHeight) / 2f
ImageVector.Builder(
name = "launcher_$token",
defaultWidth = 24.dp,
defaultHeight = 24.dp,
viewportWidth = side,
viewportHeight = side,
).apply {
addGroup(translationX = dx, translationY = dy)
addPath(
pathData = PathParser().parsePathString(glyph.d).toNodes(),
fill = SolidColor(Color.White),
)
clearGroup()
}.build()
}
}
@@ -71,8 +71,24 @@ data class ActiveSession(
* [io.unom.punktfunk.kit.SessionEndReason.GAME_EXITED] ending.
*/
val launchedFromLibrary: Boolean = false,
/**
* Which of [hostId]'s shelves that library launch came off: the pinned host+profile card's
* profile id (design §5.2a), or null for the host's own tile. Carried purely so the return
* trip above lands back on the SAME shelf a player who launched from a pinned card is still
* on that card when the game exits, and coming back to the host's default shelf would silently
* change what the next title streams with.
*/
val libraryProfileId: String? = null,
)
/**
* The library shelf a finished game launch should return to: the saved host's id, and the pinned
* profile card it was opened from (null = the host's own tile). One value rather than two parallel
* ones, because a hostId that arrives without its profile is not "the same shelf" it is the
* default one wearing the same name.
*/
data class LibraryReturn(val hostId: String, val profileId: String? = null)
/** Trust state of a host, shown as a colored pill on its card. */
enum class HostStatus(val label: String) {
PAIRED("Paired"),
@@ -0,0 +1,107 @@
package io.unom.punktfunk
import androidx.activity.ComponentActivity
import androidx.compose.ui.test.assertIsDisplayed
import androidx.compose.ui.test.junit4.createAndroidComposeRule
import androidx.compose.ui.test.onNodeWithText
import androidx.compose.ui.test.performClick
import org.junit.Assert.assertEquals
import org.junit.Rule
import org.junit.Test
import org.junit.runner.RunWith
import org.robolectric.RobolectricTestRunner
import org.robolectric.annotation.Config
import org.robolectric.annotation.GraphicsMode
/**
* The console route to the two sub-screens, driven through the REAL settings screen the rows
* themselves are pinned by `ConsoleSubScreenRowsTest`; what needs the Compose runtime is the trip:
* that a press on the row reaches the shell, and that coming back lands where you left rather than
* at the top of the first section (the shell's `AnimatedContent` discards a screen's state the
* moment it stops being the target, so the place has to travel out and back).
*
* Rows are activated by TAP for the same reason `GamepadSettingsLayoutTest` does it: the pad path
* needs a `MainActivity` for its probes, and both routes end in the same `activate`.
*
* `sdk = [36]` for the reason every Robolectric test here pins it: android-all jars stop at 36 while
* the app compiles against 37.
*/
@RunWith(RobolectricTestRunner::class)
@GraphicsMode(GraphicsMode.Mode.NATIVE)
@Config(sdk = [36], qualifiers = "w360dp-h800dp-xxhdpi")
class ConsoleSubScreenRoutesTest {
@get:Rule
val compose = createAndroidComposeRule<ComponentActivity>()
@Test
fun openingTheControllersRowNavigatesAndReportsWhereItWas() {
var opened = 0
var place: GpSettingsPlace? = null
compose.setContent {
GamepadSettingsScreen(
initial = Settings(),
onChange = {},
onBack = {},
onOpenControllers = { opened++ },
// Entering as if we had just come back from it, which is also what puts the cursor
// on the row — so a single tap ACTIVATES rather than merely focusing.
resume = GpSettingsPlace(GpTab.CONTROLLER, "controllers"),
onPlace = { place = it },
)
}
compose.waitForIdle()
compose.onNodeWithText("Connected controllers").performClick()
compose.waitForIdle()
assertEquals("the console never reached the diagnostics screen", 1, opened)
assertEquals(
"the place has to leave before the row does — this screen is gone the next frame",
GpSettingsPlace(GpTab.CONTROLLER, "controllers"),
place,
)
}
/**
* Back from a sub-screen lands on the section it was opened from, with the row on screen. The
* cursor is restored by row ID rather than index, so it survives a section whose length follows
* the hardware.
*/
@Test
fun comingBackFromTheNoticesLandsOnTheRowThatOpenedThem() {
compose.setContent {
GamepadSettingsScreen(
initial = Settings(),
onChange = {},
onBack = {},
resume = GpSettingsPlace(GpTab.INTERFACE, "licenses"),
)
}
compose.waitForIdle()
compose.onNodeWithText("Open-source licenses").assertIsDisplayed()
// Not back at the top of the first section — "Resolution" leads the Stream tab, which is
// where a screen that forgot its place would be.
compose.onNodeWithText("Resolution").assertDoesNotExist()
// And the legend describes THIS row's A. It said the literal "Pin to hosts" on every
// non-adjustable row back when profiles were the only ones.
compose.onNodeWithText("Open").assertIsDisplayed()
compose.onNodeWithText("Pin to hosts").assertDoesNotExist()
}
/**
* The notices screen stands on its own on the console's field: no Scaffold or Surface above it
* (the shell has neither), its own backdrop, and a legend that says how to leave. Composing it
* is most of the assertion a screen that only ever ran inside the touch Scaffold takes its
* content colour from one.
*/
@Test
fun theConsoleNoticesScreenStandsOnItsOwn() {
compose.setContent { ConsoleLicensesScreen(onBack = {}) }
compose.waitForIdle()
compose.onNodeWithText("Open-source licenses").assertIsDisplayed()
compose.onNodeWithText("Scroll").assertIsDisplayed()
compose.onNodeWithText("Close").assertIsDisplayed()
}
}
@@ -0,0 +1,117 @@
package io.unom.punktfunk
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNotNull
import org.junit.Assert.assertTrue
import org.junit.Test
/**
* The console's route to the two screens that were reachable from touch only the
* connected-controllers diagnostics and the open-source notices.
*
* "Touch only" reads as a minor gap on a phone and is a dead end on a TV box, where the console IS
* the interface: there is no touch UI to fall back to, so a screen with no console row could not be
* opened at all. These pin the rows themselves; `ConsoleSubScreenRoutesTest` drives the real screen.
*/
class ConsoleSubScreenRowsTest {
private fun rows(
forwarding: Boolean = true,
version: String = "1.2.3",
controllers: () -> Unit = {},
licenses: () -> Unit = {},
): List<GpRow> = buildSettingsRows(
Settings(gamepadForwarding = forwarding),
hasBodyVibrator = true,
hasGyroscope = true,
av1Capable = true,
appVersion = version,
openControllers = controllers,
openLicenses = licenses,
) {}
private fun row(rows: List<GpRow>, id: String): GpRow = rows.first { it.id == id }
@Test
fun `the controllers row opens the diagnostics view from the controller section`() {
var opened = 0
val r = row(rows(controllers = { opened++ }), "controllers")
assertEquals(GpTab.CONTROLLER, r.tab)
assertEquals("Connected controllers", r.label)
r.activate()
assertEquals(1, opened)
}
/**
* It must NOT follow the master forwarding switch, unlike every other row in its section: the
* screen it opens is what you reach for precisely when forwarding looks broken, and a diagnostic
* that dims itself when the thing it diagnoses is off is worse than no diagnostic.
*/
@Test
fun `the controllers row stays live with forwarding off`() {
val off = rows(forwarding = false)
assertTrue(row(off, "controllers").enabled)
assertNotNull(liveRow(off, off.indexOfFirst { it.id == "controllers" }))
// Its neighbours in the section still dim, so this is a deliberate exemption and not a
// forgotten `enabled =`.
assertFalse(row(off, "sc2").enabled)
}
@Test
fun `the about row opens the notices and states the installed version`() {
var opened = 0
val r = row(rows(version = "0.27.0", licenses = { opened++ }), "licenses")
assertEquals(GpTab.INTERFACE, r.tab)
assertEquals("About", r.header)
// The version rides in the value slot — on a TV this row is the whole About page.
assertEquals("0.27.0", r.value)
r.activate()
assertEquals(1, opened)
}
/** Both navigate; neither holds a value, so left/right must be refused rather than silently eaten. */
@Test
fun `neither row steps a value`() {
val all = rows()
for (id in listOf("controllers", "licenses")) {
val r = row(all, id)
assertFalse("$id should draw no chevrons", r.adjustable)
assertFalse("$id must refuse a step", r.adjust(1))
assertFalse("$id must refuse a step", r.adjust(-1))
}
}
/**
* The legend follows the ROW. It used to say the literal "Pin to hosts" on every non-adjustable
* row, because a profile row was the only kind there was so the moment another one existed,
* A on it was advertised as pinning something.
*/
@Test
fun `an action row advertises what A actually does`() {
val all = rows()
assertEquals("Open", row(all, "controllers").actionHint)
assertEquals("Open", row(all, "licenses").actionHint)
val profiles = buildProfileRows(listOf(newProfile("Work")), emptyList(), tv = false) {}
assertEquals("Pin to hosts", profiles.first().actionHint)
}
/**
* The scroll geometry both console sub-screens share. A wall of text has no focusable rows for
* Compose to keep visible, so these screens move the scroll state themselves and how far one
* press travels is the whole of their feel.
*/
@Test
fun `a page overlaps what you were reading and a step is shorter still`() {
val viewport = 1000f
val page = consoleScrollDelta(viewport, page = true, dir = 1)
val step = consoleScrollDelta(viewport, page = false, dir = 1)
assertTrue("a page that skips a whole screenful loses your place", page < viewport)
assertTrue("a page has to be worth pressing", page > viewport / 2f)
assertTrue("a D-pad step must be shorter than a shoulder page", step > 0f && step < page)
assertEquals("the other direction is the other way", -page, consoleScrollDelta(viewport, true, -1), 0.001f)
// Before the first layout there is no viewport: a press then moves nothing, rather than
// scrolling by a fraction of zero and reading as a dead button on the way in.
assertEquals(0f, consoleScrollDelta(0f, page = true, dir = 1), 0f)
}
}
@@ -0,0 +1,168 @@
package io.unom.punktfunk
import java.io.File
import org.json.JSONObject
import org.junit.Assert.assertEquals
import org.junit.Assert.assertTrue
import org.junit.Test
/**
* The console UI's cross-client contract, against `clients/shared/console-vectors.json`.
*
* The background palettes, the settings section names and the screen-transition motion each exist
* in three hand-written copies this client, `pf-console-ui` (Rust) and the Apple client and
* until this file they were held together by nothing but a comment asking the next person to keep
* them in step. Two of the three had already drifted.
*
* Read straight off disk with a relative path rather than copied into test resources, for the
* reason the deeplink vectors state: a copy would be a fourth contract, free to go stale. Gradle
* runs a unit test with the MODULE directory as its working directory, so `../../shared/` from
* `clients/android/app` lands on `clients/shared`.
*
* What this pins that the older [GamepadPaletteTest] could not: the DERIVED 16-cell mesh and the
* 4 blob colours per palette. Those are what actually reach the screen the mesh through the AGSL
* shader on API 33+, the blobs through the fallback field below it and the existing tests only
* ever measured the `stops` they are computed from.
*/
class ConsoleVectorsTest {
private companion object {
/** One step of Compose's 8-bit-per-component sRGB packing — see the blob comparison. */
const val EIGHT_BIT_STEP = 1.0 / 255.0
}
private val vectors: JSONObject by lazy {
val file = File("../../shared/console-vectors.json")
assertTrue(
"the shared vector file must be reachable at ${file.absolutePath}",
file.isFile,
)
JSONObject(file.readText())
}
private fun JSONObject.doubles(key: String): List<Double> =
getJSONArray(key).let { a -> (0 until a.length()).map { a.getDouble(it) } }
private fun close(what: String, got: Double, want: Double, tol: Double = 1e-6) {
assertTrue(
"$what: vectors say $want, this client computes $got",
kotlin.math.abs(got - want) <= tol,
)
}
@Test
fun cellRampAndMeshInteriorMatch() {
assertEquals("CELL_RAMP", vectors.doubles("cell_ramp"), GamepadPalette.CELL_RAMP)
val interior = vectors.getJSONArray("mesh_interior")
assertEquals("mesh interior count", GamepadPalette.MESH_INTERIOR.size, interior.length())
GamepadPalette.MESH_INTERIOR.forEachIndexed { i, p ->
val w = interior.getJSONArray(i)
val got = listOf(p.x, p.y, p.amp, p.sx, p.sy, p.phase)
got.forEachIndexed { k, v -> close("mesh_interior[$i][$k]", v, w.getDouble(k)) }
}
}
/** Every palette, field by field — and then the two tables derived from it. */
@Test
fun everyPaletteMatchesTheSharedVectors() {
val want = vectors.getJSONArray("palettes")
assertEquals("palette count", want.length(), GamepadPalette.ALL.size)
GamepadPalette.ALL.forEachIndexed { i, p ->
val w = want.getJSONObject(i)
val id = w.getString("id")
assertEquals("palette order", id, p.id)
assertEquals("$id name", w.getString("name"), p.name)
assertEquals("$id light", w.getBoolean("light"), p.light)
val stops = w.getJSONArray("stops")
assertEquals("$id stop count", stops.length(), p.stops.size)
p.stops.forEachIndexed { s, t ->
val ws = stops.getJSONArray(s)
close("$id stops[$s].r", t.first, ws.getDouble(0))
close("$id stops[$s].g", t.second, ws.getDouble(1))
close("$id stops[$s].b", t.third, ws.getDouble(2))
}
val ground = w.doubles("ground")
close("$id ground.r", p.ground.first, ground[0])
close("$id ground.g", p.ground.second, ground[1])
close("$id ground.b", p.ground.third, ground[2])
val accent = w.doubles("accent")
close("$id accent.r", p.accent.first, accent[0])
close("$id accent.g", p.accent.second, accent[1])
close("$id accent.b", p.accent.third, accent[2])
// The mesh the shader is built from — 16 cells, sampled off the ramp per CELL_RAMP.
val mesh = w.getJSONArray("mesh")
assertEquals("$id mesh cells", mesh.length(), p.meshColors.size)
p.meshColors.forEachIndexed { c, t ->
val wc = mesh.getJSONArray(c)
close("$id mesh[$c].r", t.first, wc.getDouble(0))
close("$id mesh[$c].g", t.second, wc.getDouble(1))
close("$id mesh[$c].b", t.third, wc.getDouble(2))
}
// The four blobs the API 2832 fallback field drifts. These come back as Compose
// `Color`s, which pack an sRGB colour at 8 bits per component — so the table
// round-trips through 1/255 quantisation and the tolerance below IS that quantisation,
// not slack. Anything the contract actually cares about (a mistyped stop, a shifted
// sample point) moves these by far more than one 8-bit step.
val blobs = w.getJSONArray("blobs")
assertEquals("$id blob count", blobs.length(), p.blobColors.size)
p.blobColors.forEachIndexed { b, colour ->
val wb = blobs.getJSONArray(b)
close("$id blob[$b].r", colour.red.toDouble(), wb.getDouble(0), EIGHT_BIT_STEP)
close("$id blob[$b].g", colour.green.toDouble(), wb.getDouble(1), EIGHT_BIT_STEP)
close("$id blob[$b].b", colour.blue.toDouble(), wb.getDouble(2), EIGHT_BIT_STEP)
}
}
}
/**
* The section names, in order. The desktop console carries one tab this client does not
* Input, which holds touch mode, mouse, invert-scroll and shortcuts: desktop-host settings
* with nothing to set on a phone or a TV. The vectors flag it `desktop_only` rather than
* leaving it out, so neither side has to red the other to be right.
*/
@Test
fun tabNamesMatchTheSharedVectors() {
val tabs = vectors.getJSONArray("tabs")
val want = (0 until tabs.length())
.map { tabs.getJSONObject(it) }
.filterNot { it.optBoolean("desktop_only", false) }
.map { it.getString("name") }
assertEquals("console settings tabs", want, GpTab.entries.map { it.title })
}
/**
* The screen-transition contract. The easing is sampled rather than compared as Bézier
* control points: this client evaluates the desktop's analytic `1 (1t)³` directly, while
* SwiftUI can only approximate it samples with a tolerance are the one form all three can
* meet. It is also the assertion that would have caught the curve this client shipped with
* first, a "cubic-bezier(0.215, 0.61, 0.355, 1)" that is a full 0.08 slack at the midpoint.
*/
@Test
fun motionMatchesTheSharedVectors() {
val motion = vectors.getJSONObject("motion")
close("transition", ConsoleMotion.TRANSITION_MS / 1000.0, motion.getDouble("transition_s"))
close("push slide", ConsoleMotion.PUSH_SLIDE.value.toDouble(), motion.getDouble("push_slide_dp"))
close("enter scale", ConsoleMotion.ENTER_SCALE.toDouble(), motion.getDouble("enter_scale"), 1e-5)
close("exit scale", ConsoleMotion.EXIT_SCALE.toDouble(), motion.getDouble("exit_scale"), 1e-5)
close("reveal alpha", ConsoleMotion.REVEAL_ALPHA.toDouble(), motion.getDouble("reveal_alpha"), 1e-5)
val curve = motion.getJSONObject("ease_out_cubic")
val tol = curve.getDouble("tolerance")
val samples = curve.getJSONArray("samples")
assertTrue("the curve needs enough samples to pin it", samples.length() >= 5)
for (i in 0 until samples.length()) {
val s = samples.getJSONObject(i)
val t = s.getDouble("t")
close(
"ease_out_cubic($t)",
ConsoleMotion.EaseOutCubic.transform(t.toFloat()).toDouble(),
s.getDouble("p"),
tol,
)
}
}
}
@@ -33,14 +33,14 @@ class GamepadPaletteTest {
fun tableMatchesTheOtherClients() {
assertEquals(
listOf(
"violet", "nebula", "abyss", "ember", "moss", "graphite",
"violet", "oled", "nebula", "abyss", "ember", "moss", "graphite",
"holo", "sunset", "bloom", "dawn", "mint", "opal",
),
GamepadPalette.ALL.map { it.id },
)
// Dark fields lead, pale ones follow, so stepping the row walks one direction.
val firstLight = GamepadPalette.ALL.indexOfFirst { it.light }
assertEquals(6, firstLight)
assertEquals(7, firstLight)
assertTrue(GamepadPalette.ALL.drop(firstLight).all { it.light })
// An unknown name is a newer client's palette, not an error.
assertEquals("violet", GamepadPalette.named("chartreuse").id)
@@ -72,6 +72,25 @@ class GamepadPaletteTest {
}
}
/**
* OLED is the one palette whose selling point is measurable: it has to be genuinely black,
* not merely the darkest of the dark fields. The blob field this client draws samples the
* ramp at 0.15/0.40/0.65/0.90, so its darkest blob lands in the all-black head of the ramp.
*/
@Test
fun oledIsActuallyBlack() {
val oled = GamepadPalette.named("oled")
assertEquals(Triple(0.0, 0.0, 0.0), oled.ground)
assertEquals(0f, oled.blobColors[0].red, 1e-6f)
assertEquals(0f, oled.blobColors[0].green, 1e-6f)
assertEquals(0f, oled.blobColors[0].blue, 1e-6f)
val mean = oled.stops.sumOf { luma(it) } / oled.stops.size
val darkestOther = GamepadPalette.ALL
.filter { it.id != "oled" && it.stops.isNotEmpty() }
.minOf { p -> p.stops.sumOf { luma(it) } / p.stops.size }
assertTrue("oled means $mean, barely under $darkestOther", mean < darkestOther / 2)
}
/** A pale palette really is pale — its ink flips, so a mislabelled one is unreadable. */
@Test
fun palettesAreHonestAboutLightness() {
@@ -0,0 +1,111 @@
package io.unom.punktfunk
import androidx.activity.ComponentActivity
import androidx.compose.ui.test.getBoundsInRoot
import androidx.compose.ui.test.junit4.createAndroidComposeRule
import androidx.compose.ui.test.onNodeWithText
import androidx.compose.ui.test.performClick
import androidx.compose.ui.unit.Dp
import org.junit.Assert.assertEquals
import org.junit.Rule
import org.junit.Test
import org.junit.runner.RunWith
import org.robolectric.RobolectricTestRunner
import org.robolectric.annotation.Config
import org.robolectric.annotation.GraphicsMode
/**
* The console settings list must not MOVE under the cursor. This is the regression net for the
* layout instability the visual refresh fixed, and it needs the real Compose runtime because the
* bug was entirely a layout one every value the model held was correct throughout.
*
* What used to happen: the focused row unfolded its description in place
* (`AnimatedVisibility` + `expandVertically`), so every step of the cursor shrank one row and grew
* another and shifted every row below the focus point on a list that is simultaneously being
* scrolled to keep the focused row visible, whose target therefore moved mid-animation. The
* description now renders in the screen's floating `ConsoleDetailBand`, which is an overlay and
* cannot displace anything. Sideways, the value's `AnimatedContent` animated its own WIDTH on every
* step, walking the chevron and the label's right edge back and forth.
*
* Focus is moved by TAP here rather than by pad: the pad path needs a `MainActivity` for its input
* probes, and the screen routes both to the same `focus` state the geometry under test is the
* same either way.
*
* `sdk = [36]` for the reason every Robolectric test here pins it: android-all jars stop at 36
* while the app compiles against 37.
*/
@RunWith(RobolectricTestRunner::class)
@GraphicsMode(GraphicsMode.Mode.NATIVE)
@Config(sdk = [36], qualifiers = "w360dp-h800dp-xxhdpi")
class GamepadSettingsLayoutTest {
@get:Rule
val compose = createAndroidComposeRule<ComponentActivity>()
private fun settings() {
compose.setContent {
GamepadSettingsScreen(initial = Settings(), onChange = {}, onBack = {})
}
}
/** A Dp compared at hairline tolerance — a rounding difference is not a layout shift. */
private fun assertSame(what: String, expected: Dp, actual: Dp) {
assertEquals(what, expected.value.toDouble(), actual.value.toDouble(), 0.5)
}
/**
* Moving the cursor down the list leaves every OTHER row exactly where it was. The rows below
* the new focus are the ones the old in-row detail pushed around, so they are the assertion
* that matters; the row above proves the shrink half.
*/
@Test
fun focusingARowMovesNoOtherRow() {
settings()
// Entry focus is the first row (Resolution), so "Refresh rate" starts unfocused and
// "Compositor" sits below both candidates.
val refreshBefore = compose.onNodeWithText("Refresh rate").getBoundsInRoot()
val compositorBefore = compose.onNodeWithText("Compositor").getBoundsInRoot()
// One tap on an unfocused row focuses it (a second would activate it — see the screen).
compose.onNodeWithText("Bitrate").performClick()
compose.waitForIdle()
val refreshAfter = compose.onNodeWithText("Refresh rate").getBoundsInRoot()
val compositorAfter = compose.onNodeWithText("Compositor").getBoundsInRoot()
assertSame("row above the cursor moved", refreshBefore.top, refreshAfter.top)
assertSame("row below the cursor moved", compositorBefore.top, compositorAfter.top)
}
/**
* Stepping a value leaves the row's own geometry alone. The label's right edge is the probe:
* it is what the widening value slot used to shove, and it is stable for any value that fits
* the slot (which every shipped Bitrate label does).
*/
@Test
fun steppingAValueMovesNoLabel() {
settings()
compose.onNodeWithText("Bitrate").performClick() // focus it
compose.waitForIdle()
val labelBefore = compose.onNodeWithText("Bitrate").getBoundsInRoot()
compose.onNodeWithText("Bitrate").performClick() // now activates → cycles the value
compose.waitForIdle()
val labelAfter = compose.onNodeWithText("Bitrate").getBoundsInRoot()
assertSame("label moved sideways under a value step", labelBefore.left, labelAfter.left)
assertSame("label moved sideways under a value step", labelBefore.right, labelAfter.right)
assertSame("row changed height under a value step", labelBefore.top, labelAfter.top)
}
/**
* The focused row's description is on screen in the floating band, not inside the row. Proves
* the detail did not simply get dropped when it left the row: it is still what the cursor
* explains itself with.
*/
@Test
fun theFocusedRowsDetailIsShown() {
settings()
compose.onNodeWithText("Refresh rate").performClick()
compose.waitForIdle()
compose.onNodeWithText("Frame rate the host renders and streams at.").assertExists()
}
}
@@ -95,4 +95,47 @@ class GamepadSettingsRowsTest {
// Drawn as a switch, and reading the persisted default.
assertEquals(true, row(on, "dsCapture").toggled)
}
/**
* The activation-mode row is a sub-setting of the Controller-optimized UI switch, so it is
* OFFERED only while that switch is on hidden rather than dimmed, because with the switch
* off this whole screen is about to be replaced by the touch UI and a dimmed row there would
* be one last thing to step past on the way out.
*/
@Test
fun `the activation-mode row follows the switch it belongs to`() {
fun ids(enabled: Boolean) = buildSettingsRows(
Settings(gamepadUiEnabled = enabled),
hasBodyVibrator = false, hasGyroscope = false, av1Capable = false,
) {}.map { it.id }
val on = ids(enabled = true)
assertTrue("the mode row is missing", "gamepadUIMode" in on)
assertEquals(
"the mode belongs directly under the switch it qualifies",
on.indexOf("gamepadUI") + 1,
on.indexOf("gamepadUIMode"),
)
val off = ids(enabled = false)
assertFalse("the mode row must not outlive its switch", "gamepadUIMode" in off)
assertTrue("the switch itself stays, or it could never be turned back on", "gamepadUI" in off)
}
/** Stepping the mode row writes the shared `gamepad_ui_mode` value, and wraps on A. */
@Test
fun `the activation-mode row steps the shared key`() {
var s = Settings()
fun mode() = buildSettingsRows(
s, hasBodyVibrator = false, hasGyroscope = false, av1Capable = false,
) { s = it }.first { it.id == "gamepadUIMode" }
assertEquals(GAMEPAD_UI_WHEN_CONNECTED, s.gamepadUiMode)
assertEquals("With a controller", mode().value)
assertFalse("already the first = thud", mode().adjust(-1))
assertTrue(mode().adjust(1))
assertEquals(GAMEPAD_UI_ALWAYS, s.gamepadUiMode)
// A from the last entry wraps home.
mode().activate()
assertEquals(GAMEPAD_UI_WHEN_CONNECTED, s.gamepadUiMode)
}
}
@@ -0,0 +1,53 @@
package io.unom.punktfunk
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertTrue
import org.junit.Test
/**
* [gamepadUiActive] is pure table-tested over its inputs, and the mirror of the Apple client's
* `GamepadUIEnvironmentTests`. The two clients share the stored `gamepad_ui_mode` values, so a
* disagreement here is a device that behaves differently from the same setting.
*/
class GamepadUiTest {
/** The default mode is what the switch meant when it was a lone Boolean. */
@Test
fun whenConnectedWaitsForAPad() {
assertTrue(gamepadUiActive(true, GAMEPAD_UI_WHEN_CONNECTED, true, tv = false, forced = false))
assertFalse(gamepadUiActive(true, GAMEPAD_UI_WHEN_CONNECTED, false, tv = false, forced = false))
assertFalse(gamepadUiActive(false, GAMEPAD_UI_WHEN_CONNECTED, true, tv = false, forced = false))
assertFalse(gamepadUiActive(false, GAMEPAD_UI_WHEN_CONNECTED, false, tv = false, forced = false))
// A TV is in console mode whatever the mode says — its remote is the only input.
assertTrue(gamepadUiActive(true, GAMEPAD_UI_WHEN_CONNECTED, false, tv = true, forced = false))
}
/** Always drops the controller from the decision but never the switch, which is the one
* way back to the touch UI. */
@Test
fun alwaysIgnoresThePadButNotTheSwitch() {
assertTrue(gamepadUiActive(true, GAMEPAD_UI_ALWAYS, false, tv = false, forced = false))
assertTrue(gamepadUiActive(true, GAMEPAD_UI_ALWAYS, true, tv = false, forced = false))
assertFalse(gamepadUiActive(false, GAMEPAD_UI_ALWAYS, false, tv = false, forced = false))
assertFalse(gamepadUiActive(false, GAMEPAD_UI_ALWAYS, true, tv = false, forced = false))
}
/** A value a newer client wrote waits for a pad rather than stranding this build in a
* layout it has no way back out of. */
@Test
fun anUnknownModeWaitsForAPad() {
assertFalse(gamepadUiActive(true, "whenever-i-say-so", false, tv = false, forced = false))
assertTrue(gamepadUiActive(true, "whenever-i-say-so", true, tv = false, forced = false))
assertFalse(gamepadUiActive(true, "", false, tv = false, forced = false))
}
/** The shipped default: the console UI still waits for a controller. */
@Test
fun theDefaultIsUnchangedBehaviour() {
val s = Settings()
assertTrue(s.gamepadUiEnabled)
assertEquals(GAMEPAD_UI_WHEN_CONNECTED, s.gamepadUiMode)
assertFalse(gamepadUiActive(s.gamepadUiEnabled, s.gamepadUiMode, false, tv = false, forced = false))
}
}
@@ -0,0 +1,210 @@
package io.unom.punktfunk
import androidx.compose.ui.graphics.Color
import io.unom.punktfunk.kit.discovery.DiscoveredHost
import io.unom.punktfunk.kit.security.KnownHost
import org.junit.Assert.assertEquals
import org.junit.Assert.assertNotNull
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Test
/**
* The console home's tile list ([buildHomeTiles]). Pure JVM the carousel itself needs the live
* JNI core to compose, so its ORDER and what each tile claims had no cover at all until now, and
* both are exactly the kind of thing that survives a refactor looking fine and behaving wrong.
*
* Run: `./gradlew :app:testDebugUnitTest --tests 'io.unom.punktfunk.HomeTilesTest'`.
*/
class HomeTilesTest {
private fun host(
name: String,
address: String,
fp: String = "",
profileId: String? = null,
pins: List<String> = emptyList(),
) = KnownHost(
address = address,
port = 9777,
name = name,
fpHex = fp,
paired = true,
id = "id-$name",
profileId = profileId,
pinnedProfileIds = pins,
)
private fun advert(name: String, address: String, fp: String? = null) = DiscoveredHost(
key = "$address:9777",
name = name,
host = address,
port = 9777,
fingerprint = fp,
)
private val work = StreamProfile(id = "p-work", name = "Work", accent = "#3B82F6")
private val travel = StreamProfile(id = "p-travel", name = "Travel")
/** The builder with nothing plugged in — every list empty, every callback a no-op. */
private fun tiles(
savedHosts: List<KnownHost> = emptyList(),
profiles: List<StreamProfile> = emptyList(),
pins: Map<String, List<StreamProfile>> = emptyMap(),
discoveredUnsaved: List<DiscoveredHost> = emptyList(),
online: Set<String> = emptySet(),
onConnect: (KnownHost, String?) -> Unit = { _, _ -> },
onConnectDiscovered: (DiscoveredHost) -> Unit = {},
onAddHost: () -> Unit = {},
) = buildHomeTiles(
savedHosts = savedHosts,
profiles = profiles,
pinsFor = { kh -> pins[kh.id].orEmpty() },
discoveredUnsaved = discoveredUnsaved,
isOnline = { it.name in online },
onConnect = onConnect,
onConnectDiscovered = onConnectDiscovered,
onAddHost = onAddHost,
)
/**
* A pin belongs to the host above it. Ordering is the whole affordance: on a controller a pin is
* reached by walking one tile past its host, and a builder that grouped all the pins at the end
* would still LOOK right in a screenshot of any single tile.
*/
@Test
fun pinnedCardsFollowTheirOwnHost() {
val living = host("living", "192.168.1.42", pins = listOf(work.id, travel.id))
val studio = host("studio", "192.168.1.61", pins = listOf(work.id))
val ids = tiles(
savedHosts = listOf(living, studio),
profiles = listOf(work, travel),
pins = mapOf(living.id to listOf(work, travel), studio.id to listOf(work)),
).map { it.id }
assertEquals(
listOf(
"saved-id-living",
"pin-id-living-p-work",
"pin-id-living-p-travel",
"saved-id-studio",
"pin-id-studio-p-work",
"add",
),
ids,
)
}
/** Add Host is the last tile, always — including on a device with nothing saved or seen. */
@Test
fun theAddTileIsAlwaysLast() {
val empty = tiles()
assertEquals(listOf("add"), empty.map { it.id })
assertTrue(empty.single().isAdd)
val populated = tiles(
savedHosts = listOf(host("living", "192.168.1.42")),
discoveredUnsaved = listOf(advert("studio", "192.168.1.61")),
)
assertEquals(listOf("saved-id-living", "disc-192.168.1.61:9777", "add"), populated.map { it.id })
assertTrue(populated.last().isAdd)
// The Add tile is not a host: no library, no options menu, nothing to wake.
assertNull(populated.last().knownHost)
}
/**
* A host that is both saved and advertising appears ONCE. The de-dupe is the caller's
* ([KnownHost.matches], which the screen applies before handing the list over) checked here
* because the rule that matters is the fingerprint one: a host that came back on a new DHCP
* address is the same machine, and matching on address alone would offer it a second time as a
* stranger, next to the record that already holds its trust.
*/
@Test
fun aSavedHostSeenOnTheNetworkIsNotListedTwice() {
val fp = "ab12cd34"
val living = host("living", "192.168.1.42", fp = fp)
// Same host, new address after a cold boot, plus a genuine stranger.
val adverts = listOf(advert("living", "192.168.1.77", fp = fp), advert("stranger", "192.168.1.99"))
val unsaved = adverts.filter { dh -> listOf(living).none { it.matches(dh) } }
val ids = tiles(savedHosts = listOf(living), discoveredUnsaved = unsaved).map { it.id }
assertEquals(listOf("saved-id-living", "disc-192.168.1.99:9777", "add"), ids)
}
/**
* The chip says which profile a press will connect with the host's binding on its own tile,
* the pinned profile on a pin tile. The console cannot EDIT profiles, so this claim is the only
* thing standing between a user and a stream with settings they didn't choose.
*/
@Test
fun theChipNamesTheProfileThePressWillUse() {
val living = host("living", "192.168.1.42", profileId = work.id, pins = listOf(travel.id))
val result = tiles(
savedHosts = listOf(living),
profiles = listOf(work, travel),
pins = mapOf(living.id to listOf(travel)),
)
val own = result[0]
assertEquals("Work", own.profileName)
assertEquals(Color(0xFF3B82F6), own.profileAccent)
assertNull(own.pinnedProfileId)
val pin = result[1]
assertEquals("Travel", pin.profileName)
assertEquals(travel.id, pin.pinnedProfileId)
// Travel set no accent: a chip with no colour, not a crash and not a stray default.
assertNull(pin.profileAccent)
// A binding whose profile was deleted resolves to nothing — the tile stays silent rather
// than naming an id that resolves to nobody.
val dangling = tiles(savedHosts = listOf(host("ghost", "10.0.0.5", profileId = "p-gone")))
assertNull(dangling[0].profileName)
}
/** Both address and the subtitle: a pin card says where it points, like every other card. */
@Test
fun everySavedTileSaysWhereItPoints() {
val living = host("living", "192.168.1.42", pins = listOf(work.id))
val result = tiles(
savedHosts = listOf(living),
profiles = listOf(work),
pins = mapOf(living.id to listOf(work)),
online = setOf("living"),
)
result.take(2).forEach {
assertEquals("192.168.1.42:9777", it.subtitle)
assertEquals("living", it.title)
assertTrue(it.filled)
assertTrue(it.online)
assertTrue(it.paired)
assertNotNull(it.knownHost)
}
// Both tiles reach the library (Y): a pin card opens its OWN shelf, whose launches carry
// the pinned profile — the library is a way to start a card, not a host-level action.
assertTrue(result[0].hasLibrary)
assertTrue(result[1].hasLibrary)
}
/**
* What a press DOES. A host's own tile dials with no one-off reference so the host's binding is
* followed; a pin tile forces its own profile. Passing the pin's id as the binding (or the
* other way round) is invisible until someone streams at the wrong bitrate.
*/
@Test
fun activationCarriesTheRightProfileReference() {
val living = host("living", "192.168.1.42", pins = listOf(work.id))
val dialled = mutableListOf<Pair<String, String?>>()
val discovered = mutableListOf<String>()
var addOpened = false
val result = tiles(
savedHosts = listOf(living),
profiles = listOf(work),
pins = mapOf(living.id to listOf(work)),
discoveredUnsaved = listOf(advert("stranger", "192.168.1.99")),
onConnect = { kh, oneOff -> dialled += kh.name to oneOff },
onConnectDiscovered = { dh -> discovered += dh.host },
onAddHost = { addOpened = true },
)
result.forEach { it.activate() }
assertEquals(listOf("living" to null, "living" to work.id), dialled)
assertEquals(listOf("192.168.1.99"), discovered)
assertTrue(addOpened)
}
}
@@ -77,6 +77,7 @@ class ProfilesTest {
// Device-scope settings are not in the overlay at all, so no profile can move them.
assertEquals(base.gamepadUiEnabled, out.gamepadUiEnabled)
assertEquals(base.gamepadUiMode, out.gamepadUiMode)
assertEquals(base.libraryEnabled, out.libraryEnabled)
assertEquals(base.autoWakeEnabled, out.autoWakeEnabled)
assertEquals(base.sc2Capture, out.sc2Capture)
@@ -83,6 +83,16 @@ class ScreenshotTest {
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
fun streamNormal() = shootRoot("stream-normal") { StreamScene(io.unom.punktfunk.StatsVerbosity.NORMAL) }
// Both banner texts, in the stream's own landscape geometry — it is bottom-centre, so the
// aspect is load-bearing.
@Test
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
fun streamBannerPad() = shootRoot("stream-banner-pad") { StreamBannerScene(pad = true) }
@Test
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
fun streamBannerTouch() = shootRoot("stream-banner-touch") { StreamBannerScene(pad = false) }
// The touch flow is a Material dialog over the host grid (a separate window → shootScreen).
@Test
fun connecting() = shootScreen("connecting") {
@@ -114,6 +124,59 @@ class ScreenshotTest {
fun consoleSettingsLight() =
shootRoot("console-settings-light") { ConsoleSettingsScene(paletteId = "holo") }
/**
* Landscape the orientation the console actually runs in, and a DIFFERENT layout since the
* on-glass review: rows capped and left-aligned, the focused row's description in a side pane
* on the right instead of the floating band.
*/
@Test
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
fun consoleSettingsLandscape() =
shootRoot("console-settings-landscape") { ConsoleSettingsScene() }
// The console home, the screen the living backdrop is most of. The default sdk (36) draws the
// real AGSL MESH field; the paired API-31 shot below draws the blob fallback, so the two
// renderings of the same palette can be compared rather than assumed equivalent.
@Test
fun consoleHome() = shootRoot("console-home") { ConsoleHomeScene() }
@Test
fun consoleHomeLight() = shootRoot("console-home-light") { ConsoleHomeScene(paletteId = "holo") }
/**
* Landscape the orientation the console UI actually runs in, and the only one wide enough to
* show the carousel's NEIGHBOURS, which is where the projected turn (`CARD_TURN_RAD`) lives.
*/
@Test
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
fun consoleHomeLandscape() = shootRoot("console-home-landscape") { ConsoleHomeScene() }
/**
* The API 31/32 field. `RuntimeShader` is API 33+, so everything below it keeps the four
* drifting blobs an honest approximation rather than an emulation, and the thing this shot
* exists to keep honest.
*/
@Test
@Config(sdk = [31], qualifiers = "w360dp-h800dp-xxhdpi")
fun consoleHomeBlobFallback() = shootRoot("console-home-blobs") { ConsoleHomeScene() }
// The two screens the console reached for the first time in WP8.3. Each is shot on a dark AND a
// pale palette, because the console draws them through a ColorScheme derived from the palette's
// ink — and the pale one is the only place a grey-on-pastel slip can show up.
@Test
fun consoleLicenses() = shootRoot("console-licenses") { ConsoleLicensesScene() }
@Test
fun consoleLicensesLight() =
shootRoot("console-licenses-light") { ConsoleLicensesScene(paletteId = "holo") }
@Test
fun consoleControllers() = shootRoot("console-controllers") { ConsoleControllersScene() }
@Test
fun consoleControllersLight() =
shootRoot("console-controllers-light") { ConsoleControllersScene(paletteId = "holo") }
@Test
fun trust() = shootScreen("trust") {
HostsScene()
@@ -32,9 +32,13 @@ import io.unom.punktfunk.ConnectModal
import io.unom.punktfunk.ConnectPhase
import io.unom.punktfunk.ConnectTakeover
import androidx.compose.runtime.CompositionLocalProvider
import io.unom.punktfunk.GamepadHome
import io.unom.punktfunk.GamepadInk
import io.unom.punktfunk.GamepadPalette
import io.unom.punktfunk.ConsoleControllersScreen
import io.unom.punktfunk.ConsoleLicensesScreen
import io.unom.punktfunk.GamepadSettingsScreen
import io.unom.punktfunk.HomeTile
import io.unom.punktfunk.LocalGamepadInk
import io.unom.punktfunk.LocalGamepadPalette
import io.unom.punktfunk.Settings
@@ -43,10 +47,11 @@ import io.unom.punktfunk.SettingsCategory
import io.unom.punktfunk.SettingsScreen
import io.unom.punktfunk.StatsOverlay
import io.unom.punktfunk.StatsVerbosity
import io.unom.punktfunk.StreamStartBanner
import io.unom.punktfunk.ProfileEditorFields
import io.unom.punktfunk.ProfileStore
import io.unom.punktfunk.SettingsOverlay
import io.unom.punktfunk.SpeedTestDialog
import io.unom.punktfunk.SpeedTestPrompt
import io.unom.punktfunk.SpeedTestPhase
import io.unom.punktfunk.SpeedTestTarget
import io.unom.punktfunk.components.HostCard
@@ -242,7 +247,8 @@ internal fun SettingsProfileScene() {
*/
@Composable
internal fun SpeedTestScene() {
SpeedTestDialog(
SpeedTestPrompt(
gamepadUi = false,
hostName = "Living Room PC",
target = SpeedTestTarget.Ask(newProfile("Game")),
phase = SpeedTestPhase.Done(throughputKbps = 412_000, lossPct = 0.3, recommendedKbps = 288_400),
@@ -427,6 +433,111 @@ internal fun ConnectConsoleScene() =
* stand in for it: this is a different screen with different navigation, and the strip is the part
* a layout regression would eat first.
*/
/**
* The start-of-stream banner over the same synthetic "streamed frame" the real
* [StreamStartBanner] at full opacity, since the caller owns the 6 s timer and a shot must not race
* it. Two variants because the WORDS are the point: the banner names pad chords or touch gestures
* depending on what the session actually has, and a screenshot is the only place the two can be
* compared side by side.
*/
@Composable
internal fun StreamBannerScene(pad: Boolean) {
Box(
Modifier
.fillMaxSize()
.background(
Brush.linearGradient(
listOf(Color(0xFF2A1E5C), Color(0xFF0E1B3D), Color(0xFF06122B)),
),
),
) {
StreamStartBanner(
text = if (pad) {
"Hold Select + Start + L1 + R1 to leave · Select + Y mic · Select + X stats"
} else {
"Back leaves the stream · three-finger tap for stats"
},
alpha = 1f,
modifier = Modifier.align(Alignment.BottomCenter).padding(bottom = 24.dp),
)
}
}
/**
* The console HOME the host carousel over the living backdrop, which is the screen the aurora is
* most of. Worth its own shot for exactly that reason: on API 33+ the field is the real bicubic
* MESH (`GamepadAurora`'s AGSL port of the desktop console's shader) and below it the four-blob
* fallback, and the two are only comparable side by side. The scene composes [GamepadHome]
* directly with mock tiles it needs no JNI core and no session, unlike the ConnectScreen that
* normally feeds it.
*/
@Composable
internal fun ConsoleHomeScene(paletteId: String = "violet") {
val palette = GamepadPalette.named(paletteId)
val tiles = listOf(
HomeTile(
id = "living", title = "Living Room PC", subtitle = "192.168.1.42 · Paired",
filled = true, online = true, paired = true, activate = {},
),
HomeTile(
id = "studio", title = "studio-deck", subtitle = "192.168.1.61 · Discovered",
online = true, activate = {},
),
HomeTile(id = "add", title = "Add Host", subtitle = "By address", isAdd = true, activate = {}),
)
CompositionLocalProvider(
LocalGamepadPalette provides palette,
LocalGamepadInk provides GamepadInk.of(palette),
) {
GamepadHome(
tiles = tiles,
libraryEnabled = true,
controllerName = "Xbox Wireless Controller",
navActive = false,
onActivate = {},
onOpenLibrary = {},
onOpenSettings = {},
)
}
}
/**
* The two screens the console could not reach at all until WP8.3 the open-source notices and the
* connected-controllers view in their console presentation.
*
* Worth a shot each, and worth a PALE one: both are ordinary Material screens underneath, and the
* console shows them through a `ColorScheme` derived from the palette's ink. That derivation is the
* whole risk. Their touch presentation is inked by the app theme, which is always dark, so nothing
* before this could catch light-grey body text stranded on a pastel field.
*
* Robolectric enumerates no input devices, so the controllers scene renders its deterministic
* "nothing connected" state.
*/
@Composable
internal fun ConsoleLicensesScene(paletteId: String = "violet") =
ConsolePalette(paletteId) { ConsoleLicensesScreen(onBack = {}, navActive = false) }
@Composable
internal fun ConsoleControllersScene(paletteId: String = "violet") =
ConsolePalette(paletteId) {
ConsoleControllersScreen(gamepadSetting = 0, onBack = {}, navActive = false)
}
/**
* Publish the palette locals `App` would normally provide. A scene that calls a console screen
* directly gets the DEFAULT dark ink without this, and a pale-palette shot would then silently
* prove nothing at all.
*/
@Composable
private fun ConsolePalette(paletteId: String, content: @Composable () -> Unit) {
val palette = GamepadPalette.named(paletteId)
CompositionLocalProvider(
LocalGamepadPalette provides palette,
LocalGamepadInk provides GamepadInk.of(palette),
content = content,
)
}
@Composable
internal fun ConsoleSettingsScene(paletteId: String = "violet") {
// The scene calls the screen directly, so it has to publish the palette locals `App` would
@@ -46,8 +46,8 @@ class GamepadRouter(
* 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
* deliberate: the exit, mic and stats 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.
*/
@@ -149,6 +149,20 @@ class GamepadRouter(
*/
var onMicChord: (() -> Unit)? = null
/**
* Invoked (main thread) each time the stats chord ([STATS_CHORD], Select + X) is COMPLETED on a
* pad one verbosity tier of the in-stream statistics overlay per completion. It exists
* because a controller in both hands has no other way to the numbers: the three-finger tap
* needs a touchscreen AND one of the pointer touch models, so a TV or a gamepad-only session
* has none. `StreamScreen` wires it to the live tier cycle.
*
* Fires immediately and once per chord like [onMicChord], and like it the buttons still go to
* the host the chord adds a local meaning to them rather than swallowing them. The Apple
* client's `GamepadCapture.statsChord` is the same two buttons; a shortcut that differs per
* platform is worse than no shortcut.
*/
var onStatsChord: (() -> Unit)? = null
/**
* Invoked (main thread) once per pad when a captured controller WITH a gyro turns out to be in
* a session whose virtual pad has no motion plane its motion is not being sent, because every
@@ -204,7 +218,7 @@ class GamepadRouter(
/**
* One button transition on [slot] the shared body behind [onButton] and an [ExternalPad]'s
* transitions: forward the wire event, track held state, arm/disarm the exit chord, and fire
* the mic-mute chord ([MIC_CHORD]).
* the instant chords ([MIC_CHORD], [STATS_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
@@ -232,13 +246,11 @@ class GamepadRouter(
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()
}
// Mic mute and the stats-tier cycle, each edge-triggered on the button that COMPLETES
// its chord (see [completesChord]) — the two meanings this client gives Select plus a
// face button. Both leave the press on the wire: the game still gets its buttons.
if (completesChord(wasHeld, bit, MIC_CHORD)) onMicChord?.invoke()
if (completesChord(wasHeld, bit, STATS_CHORD)) onStatsChord?.invoke()
} else {
val owned = guideGesture && bit == Gamepad.BTN_BACK && consumeSelectRelease(slot)
if (!owned && send && forwarding) {
@@ -628,7 +640,11 @@ class GamepadRouter(
return null
}
private companion object {
// `internal` rather than private: the chord masks and [completesChord] are the only part of
// this router a JVM unit test can reach — everything else needs an InputManager, a main Looper
// and live InputDevices behind it — and until `GamepadChordTest` there was nothing pinning the
// chords at all. Still invisible to :app, which is what private bought.
internal companion object {
/** Mirror of `punktfunk-core::input::MAX_PADS` — wire pad indices 0..15. */
const val MAX_PADS = 16
@@ -650,6 +666,28 @@ class GamepadRouter(
*/
const val MIC_CHORD = Gamepad.BTN_BACK or Gamepad.BTN_Y
/**
* Stats-overlay chord: Select + X, one verbosity tier per completion. X keeps both
* properties [MIC_CHORD]'s Y has it is none of [EXIT_CHORD]'s four buttons, so no way of
* reaching the exit chord passes through this one on the way (and vice versa), and Select
* is a menu button rather than a twitch action. Byte-for-byte the Apple client's
* `GamepadCapture.statsChord`, which was modelled on [MIC_CHORD] in the first place and
* leaves Y free for the mic chord to land there in turn the two clients converge on one
* pad vocabulary from both ends.
*/
const val STATS_CHORD = Gamepad.BTN_BACK or Gamepad.BTN_X
/**
* Whether pressing [bit] on a pad that held [wasHeld] beforehand COMPLETED [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 (`wasHeld or bit` is the slot's held set
* the instant after the press). Any other button pressed while the chord is already down
* fails the middle test, so a chord fires once per chord, not once per press and lifting
* any member re-arms it, since the next press of that member is a fresh completion.
*/
internal fun completesChord(wasHeld: Int, bit: Int, chord: Int): Boolean =
wasHeld and bit == 0 && bit and chord != 0 && (wasHeld or bit) and chord == chord
/** Synthetic slot-key base for [ExternalPad]s — below every real (positive) InputDevice id. */
const val EXTERNAL_ID_BASE = -1000
@@ -44,6 +44,9 @@ data class Artwork(val portrait: String?, val header: String?, val hero: String?
* opens the launcher itself (Steam Big Picture, Heroic) rather than a title. Kept a plain nullable
* String on purpose: the host owns the vocabulary, and an unknown future value must degrade to a
* game rather than break the decode (design D4).
*
* [icon] is the token for the entry's brand mark (`"steam"`, `"heroic"`) never art, never a URL.
* Null on every older host and on every ordinary title.
*/
data class GameEntry(
val id: String,
@@ -51,12 +54,25 @@ data class GameEntry(
val title: String,
val art: Artwork,
val role: String? = null,
val icon: String? = null,
) {
val isCustom: Boolean get() = store == "custom"
/** Whether this entry opens a launcher rather than a game. */
val isLauncher: Boolean get() = role == "launcher"
/**
* The brand-icon token, re-validated rather than taken on trust.
*
* The host checks the shape on the way in, so this only fires for a host older than that
* check or one that isn't ours. It costs a scan of a short string and means no consumer has
* to wonder what it is about to look up.
*/
val iconToken: String? get() = icon?.takeIf { t ->
t.isNotEmpty() && t.length <= 32 && t[0] in 'a'..'z' &&
t.all { it in 'a'..'z' || it in '0'..'9' || it == '-' }
}
/**
* Display name for the store badge the same table the other clients use
* (`pf-console-ui::library::store_label`). Before this the UI said "Steam" for every non-custom
@@ -151,6 +167,7 @@ object LibraryClient {
hero = resolveArt(str(art, "hero"), base),
),
role = str(o, "role"),
icon = str(o, "icon"),
),
)
}
@@ -0,0 +1,183 @@
package io.unom.punktfunk.kit
import org.junit.Assert.assertEquals
import org.junit.Assert.assertNotEquals
import org.junit.Assert.assertTrue
import org.junit.Test
/**
* The router's instant button chords mic mute (Select + Y) and the stats-tier cycle
* (Select + X) pinned at the one place a JVM test can reach them: [GamepadRouter.completesChord],
* the shared edge rule both fire on. A [GamepadRouter] itself needs an InputManager, a main Looper
* and live InputDevices behind it, so driving real KeyEvents through it is not a unit test; the
* rule below is the whole of what those two `if`s decide.
*
* The Apple client pins the same chords from its own side (`GamepadStatsChordTests`), and the two
* suites exist for the same reason: a chord that stops completing fails INVISIBLY the buttons
* still reach the game, nothing logs, and the couch simply finds that a shortcut it was told about
* does nothing. On a TV the stats chord is the only route to the overlay at all.
*/
class GamepadChordTest {
/** The two chords `slotButton` tests on every press, in the order it tests them. */
private val instantChords = listOf(GamepadRouter.MIC_CHORD, GamepadRouter.STATS_CHORD)
/**
* One pad's held-button set, driven exactly the way `slotButton` drives a slot's: the chord
* test reads the state from BEFORE the press, then the bit joins `held`. [press] returns the
* chords that completed on it an empty list means the press was silent.
*/
private inner class Pad {
var held = 0
private set
fun press(bit: Int): List<Int> {
val wasHeld = held
held = held or bit
return instantChords.filter { GamepadRouter.completesChord(wasHeld, bit, it) }
}
/** An auto-repeat DOWN: Android re-delivers a held button, so `wasHeld` already has it. */
fun repeat(bit: Int): List<Int> = press(bit)
fun release(bit: Int) {
held = held and bit.inv()
}
}
/**
* Select + X, the same pair as the Apple client's `GamepadCapture.statsChord`
* (`GamepadWire.back | GamepadWire.x`). A per-platform shortcut is worse than none, so the
* literal bits are spelled out here rather than derived from the constant under test.
*/
@Test
fun `the stats chord is Select plus X`() {
assertEquals(0x0020 or 0x4000, GamepadRouter.STATS_CHORD)
assertEquals(Gamepad.BTN_BACK or Gamepad.BTN_X, GamepadRouter.STATS_CHORD)
assertEquals(Gamepad.BTN_BACK or Gamepad.BTN_Y, GamepadRouter.MIC_CHORD)
}
/**
* The three chords must not be reachable through one another: pressing toward the exit chord
* may not cycle the overlay or mute the mic on the way, and neither instant chord may arm a
* disconnect. Select is the one button they share by design everything else is disjoint, and
* no chord is a subset of another (a subset would complete whenever its superset did).
*/
@Test
fun `the chords meet only on Select`() {
val chords = mapOf(
"exit" to GamepadRouter.EXIT_CHORD,
"mic" to GamepadRouter.MIC_CHORD,
"stats" to GamepadRouter.STATS_CHORD,
)
for ((aName, a) in chords) {
for ((bName, b) in chords) {
if (aName == bName) continue
assertEquals("$aName and $bName share a button other than Select", Gamepad.BTN_BACK, a and b)
assertNotEquals("$aName is a subset of $bName", a and b, a)
assertNotEquals("$bName is a subset of $aName", a and b, b)
}
}
}
/**
* One cycle per chord, not one per press: the completing button fires it, an auto-repeat of
* that same button does not, and a third button pressed on top of the held chord finds the mask
* already complete.
*/
@Test
fun `the chord fires once, on the button that completes it`() {
val pad = Pad()
assertEquals("Select alone is not a chord", emptyList<Int>(), pad.press(Gamepad.BTN_BACK))
assertEquals(listOf(GamepadRouter.STATS_CHORD), pad.press(Gamepad.BTN_X))
assertEquals("auto-repeat re-fired the chord", emptyList<Int>(), pad.repeat(Gamepad.BTN_X))
assertEquals("a press on top re-fired the chord", emptyList<Int>(), pad.press(Gamepad.BTN_A))
assertEquals(emptyList<Int>(), pad.press(Gamepad.BTN_B))
}
/**
* Lifting either member re-arms the chord pressing it again is a fresh completion. Both
* directions matter: a couch user cycling tiers taps X with Select still down, and one who
* lifted Select instead taps Select again with X still down.
*/
@Test
fun `either member re-arms the chord when released`() {
val pad = Pad()
pad.press(Gamepad.BTN_BACK)
assertEquals(listOf(GamepadRouter.STATS_CHORD), pad.press(Gamepad.BTN_X))
pad.release(Gamepad.BTN_X)
assertEquals(listOf(GamepadRouter.STATS_CHORD), pad.press(Gamepad.BTN_X))
pad.release(Gamepad.BTN_BACK)
assertEquals(listOf(GamepadRouter.STATS_CHORD), pad.press(Gamepad.BTN_BACK))
}
/** A partial mask fires nothing — either member alone, or with a non-member alongside it. */
@Test
fun `a partial chord never fires`() {
for (opening in listOf(Gamepad.BTN_BACK, Gamepad.BTN_X, Gamepad.BTN_Y)) {
val pad = Pad()
assertEquals(emptyList<Int>(), pad.press(opening))
for (other in listOf(Gamepad.BTN_A, Gamepad.BTN_B, Gamepad.BTN_LB, Gamepad.BTN_DPAD_UP)) {
assertEquals(emptyList<Int>(), pad.press(other))
}
}
}
/**
* Walking into the exit chord (Select + Start + L1 + R1, in any order) must pass through
* neither instant chord: the disconnect hold is the one gesture where a stray mute or a
* changed overlay would land while the user is looking at the "hold to quit" hint.
*/
@Test
fun `reaching the exit chord fires nothing on the way`() {
val exit = listOf(Gamepad.BTN_BACK, Gamepad.BTN_START, Gamepad.BTN_LB, Gamepad.BTN_RB)
for (order in exit.permutations()) {
val pad = Pad()
for (bit in order) {
assertEquals("$order fired a chord at $bit", emptyList<Int>(), pad.press(bit))
}
assertEquals(GamepadRouter.EXIT_CHORD, pad.held)
}
}
/**
* X and Y held, then Select: ONE press completes BOTH chords. That is the honest reading of
* "the button that completes the mask", it is what the Apple client does too, and the
* alternative first match wins would make the same press mean different things depending
* on which chord the router happened to test first. Pinned so the behaviour is a decision
* rather than a surprise; both outcomes are visible and reversible on screen.
*/
@Test
fun `a shared Select can complete both chords at once`() {
val pad = Pad()
pad.press(Gamepad.BTN_X)
pad.press(Gamepad.BTN_Y)
assertEquals(instantChords, pad.press(Gamepad.BTN_BACK))
}
/** The chord bits are the wire's, so they must stay inside the 32-bit button mask. */
@Test
fun `chord masks are wire button bits`() {
for (chord in instantChords + GamepadRouter.EXIT_CHORD) {
assertTrue("chord $chord has no bits", chord != 0)
assertEquals("a chord bit is not a known BTN_*", chord, chord and ALL_BUTTONS)
}
}
private companion object {
/** Every button bit `Gamepad` defines — the universe a chord may draw from. */
val ALL_BUTTONS = listOf(
Gamepad.BTN_DPAD_UP, Gamepad.BTN_DPAD_DOWN, Gamepad.BTN_DPAD_LEFT, Gamepad.BTN_DPAD_RIGHT,
Gamepad.BTN_START, Gamepad.BTN_BACK, Gamepad.BTN_LS_CLICK, Gamepad.BTN_RS_CLICK,
Gamepad.BTN_LB, Gamepad.BTN_RB, Gamepad.BTN_GUIDE,
Gamepad.BTN_A, Gamepad.BTN_B, Gamepad.BTN_X, Gamepad.BTN_Y,
Gamepad.BTN_PADDLE1, Gamepad.BTN_PADDLE2, Gamepad.BTN_PADDLE3, Gamepad.BTN_PADDLE4,
Gamepad.BTN_TOUCHPAD, Gamepad.BTN_MISC1,
).fold(0) { acc, bit -> acc or bit }
/** Every ordering of a chord's buttons — presses arrive in whatever order the hands do. */
fun <T> List<T>.permutations(): List<List<T>> =
if (size <= 1) listOf(this)
else flatMap { head -> (this - head).permutations().map { listOf(head) + it } }
}
}
+13
View File
@@ -0,0 +1,13 @@
{
"pins" : [
{
"identity" : "glur",
"kind" : "remoteSourceControl",
"location" : "https://github.com/joogps/Glur.git",
"state" : {
"revision" : "ba4f05d3c9a608ec773b9305f2af6089390de68a"
}
}
],
"version" : 2
}
+21 -1
View File
@@ -16,6 +16,17 @@ let package = Package(
.library(name: "PunktfunkShared", targets: ["PunktfunkShared"]),
.executable(name: "PunktfunkClient", targets: ["PunktfunkClient"]),
],
dependencies: [
// Progressive (gradient) backdrop blur for the form screens' trays a real blur with no
// material tint stage (see GamepadTrayBlur). Pinned by REVISION, not `from:`: the
// GlurBackdrop product exists only on main no release carries it (the newest tag,
// `1.1`, predates it, and is not three-component semver anyway, so version-based
// resolution stops at 1.0.4). The revision is main's head at adoption time; a revision
// pin stays reproducible when the branch moves.
.package(
url: "https://github.com/joogps/Glur.git",
revision: "ba4f05d3c9a608ec773b9305f2af6089390de68a"),
],
targets: [
.binaryTarget(name: "PunktfunkCore", path: "PunktfunkCore.xcframework"),
// No dependencies by design an extension process links this alone.
@@ -39,6 +50,10 @@ let package = Package(
// licensing in that README). `.process` compiles the catalog; loaded via
// OsIcon.swift.
.process("Resources/OsIcons.xcassets"),
// The launcher tiles' brand marks (template vector imagesets generated from the
// assets/launcher-icons masters by scripts/gen-launcher-icons.sh per-mark
// provenance and licensing in that README). Loaded via LauncherIcon.swift.
.process("Resources/LauncherIcons.xcassets"),
],
linkerSettings: [
// Rust staticlib system deps.
@@ -51,7 +66,12 @@ let package = Package(
// (The tvOS slide-transition package is referenced by the Xcode PROJECT only
// its manifest breaks SwiftPM whole-graph validation on macOS, and only the
// Punktfunk-tvOS target links it; the #if os(tvOS) import never compiles here.)
.executableTarget(name: "PunktfunkClient", dependencies: ["PunktfunkKit"]),
.executableTarget(
name: "PunktfunkClient",
dependencies: [
"PunktfunkKit",
.product(name: "GlurBackdrop", package: "Glur"),
]),
// PunktfunkCore is a direct dep too so the wire tests can name the C ABI's
// `PunktfunkInputEvent` / `PUNKTFUNK_INPUT_KIND_*` when asserting the gamepad byte layout.
.testTarget(
@@ -11,6 +11,12 @@
BB0000000000000000000005 /* PunktfunkKit in Frameworks */ = {isa = PBXBuildFile; productRef = BB0000000000000000000006 /* PunktfunkKit */; };
CC0000000000000000000005 /* PunktfunkKit in Frameworks */ = {isa = PBXBuildFile; productRef = CC0000000000000000000006 /* PunktfunkKit */; };
DD0000000000000000000003 /* SwiftUINavigationTransitions in Frameworks */ = {isa = PBXBuildFile; productRef = DD0000000000000000000002 /* SwiftUINavigationTransitions */; };
EE0000000000000000000012 /* Glur in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000002 /* Glur */; };
EE0000000000000000000013 /* GlurBackdrop in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000003 /* GlurBackdrop */; };
EE0000000000000000000014 /* Glur in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000004 /* Glur */; };
EE0000000000000000000015 /* GlurBackdrop in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000005 /* GlurBackdrop */; };
EE0000000000000000000016 /* Glur in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000006 /* Glur */; };
EE0000000000000000000017 /* GlurBackdrop in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000007 /* GlurBackdrop */; };
E295569A300948B9009F939C /* WidgetKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = E2955699300948B9009F939C /* WidgetKit.framework */; };
E295569C300948B9009F939C /* SwiftUI.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = E295569B300948B9009F939C /* SwiftUI.framework */; };
E29556A9300948BA009F939C /* PunktfunkWidgetsExtension.appex in Embed Foundation Extensions */ = {isa = PBXBuildFile; fileRef = E2955697300948B9009F939C /* PunktfunkWidgetsExtension.appex */; settings = {ATTRIBUTES = (RemoveHeadersOnCopy, ); }; };
@@ -88,6 +94,8 @@
buildActionMask = 2147483647;
files = (
AA0000000000000000000005 /* PunktfunkKit in Frameworks */,
EE0000000000000000000012 /* Glur in Frameworks */,
EE0000000000000000000013 /* GlurBackdrop in Frameworks */,
);
runOnlyForDeploymentPostprocessing = 0;
};
@@ -96,6 +104,8 @@
buildActionMask = 2147483647;
files = (
BB0000000000000000000005 /* PunktfunkKit in Frameworks */,
EE0000000000000000000014 /* Glur in Frameworks */,
EE0000000000000000000015 /* GlurBackdrop in Frameworks */,
);
runOnlyForDeploymentPostprocessing = 0;
};
@@ -105,6 +115,8 @@
files = (
CC0000000000000000000005 /* PunktfunkKit in Frameworks */,
DD0000000000000000000003 /* SwiftUINavigationTransitions in Frameworks */,
EE0000000000000000000016 /* Glur in Frameworks */,
EE0000000000000000000017 /* GlurBackdrop in Frameworks */,
);
runOnlyForDeploymentPostprocessing = 0;
};
@@ -175,6 +187,8 @@
name = Punktfunk;
packageProductDependencies = (
AA0000000000000000000006 /* PunktfunkKit */,
EE0000000000000000000002 /* Glur */,
EE0000000000000000000003 /* GlurBackdrop */,
);
productName = Punktfunk;
productReference = AA0000000000000000000001 /* Punktfunk.app */;
@@ -201,6 +215,8 @@
name = "Punktfunk-iOS";
packageProductDependencies = (
BB0000000000000000000006 /* PunktfunkKit */,
EE0000000000000000000004 /* Glur */,
EE0000000000000000000005 /* GlurBackdrop */,
);
productName = "Punktfunk-iOS";
productReference = BB0000000000000000000001 /* Punktfunk-iOS.app */;
@@ -226,6 +242,8 @@
packageProductDependencies = (
CC0000000000000000000006 /* PunktfunkKit */,
DD0000000000000000000002 /* SwiftUINavigationTransitions */,
EE0000000000000000000006 /* Glur */,
EE0000000000000000000007 /* GlurBackdrop */,
);
productName = "Punktfunk-tvOS";
productReference = CC0000000000000000000001 /* Punktfunk-tvOS.app */;
@@ -283,6 +301,7 @@
packageReferences = (
AA000000000000000000000F /* XCLocalSwiftPackageReference "." */,
DD0000000000000000000001 /* XCRemoteSwiftPackageReference "swiftui-navigation-transitions" */,
EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */,
);
preferredProjectObjectVersion = 77;
productRefGroup = AA0000000000000000000008 /* Products */;
@@ -848,6 +867,14 @@
minimumVersion = 0.18.0;
};
};
EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */ = {
isa = XCRemoteSwiftPackageReference;
repositoryURL = "https://github.com/joogps/Glur.git";
requirement = {
kind = revision;
revision = ba4f05d3c9a608ec773b9305f2af6089390de68a;
};
};
/* End XCRemoteSwiftPackageReference section */
/* Begin XCSwiftPackageProductDependency section */
@@ -868,6 +895,36 @@
package = DD0000000000000000000001 /* XCRemoteSwiftPackageReference "swiftui-navigation-transitions" */;
productName = SwiftUINavigationTransitions;
};
EE0000000000000000000002 /* Glur */ = {
isa = XCSwiftPackageProductDependency;
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
productName = Glur;
};
EE0000000000000000000003 /* GlurBackdrop */ = {
isa = XCSwiftPackageProductDependency;
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
productName = GlurBackdrop;
};
EE0000000000000000000004 /* Glur */ = {
isa = XCSwiftPackageProductDependency;
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
productName = Glur;
};
EE0000000000000000000005 /* GlurBackdrop */ = {
isa = XCSwiftPackageProductDependency;
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
productName = GlurBackdrop;
};
EE0000000000000000000006 /* Glur */ = {
isa = XCSwiftPackageProductDependency;
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
productName = Glur;
};
EE0000000000000000000007 /* GlurBackdrop */ = {
isa = XCSwiftPackageProductDependency;
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
productName = GlurBackdrop;
};
E2CAFE000000000000000002 /* PunktfunkShared */ = {
isa = XCSwiftPackageProductDependency;
productName = PunktfunkShared;
@@ -1,6 +1,14 @@
{
"originHash" : "5d17a752eb57d190a90cbd663718ff44034b24fe0ae1baafea7677db2d49da6f",
"originHash" : "bb1ce9bc6042f166bd0aad78a15081e673781d3a90fa52fd8ec8a08875878ef6",
"pins" : [
{
"identity" : "glur",
"kind" : "remoteSourceControl",
"location" : "https://github.com/joogps/Glur.git",
"state" : {
"revision" : "ba4f05d3c9a608ec773b9305f2af6089390de68a"
}
},
{
"identity" : "objc-runtime-tools",
"kind" : "remoteSourceControl",
@@ -0,0 +1,202 @@
// Configurable Home-Screen / Lock-Screen library widget (kind "PunktfunkLibrary"). The user picks
// a saved host in the widget's configuration (long-press Edit Widget the picker is
// `HostEntity`'s query over the shared App-Group store, running in this extension process); a tap
// deep-links into that host's game library via `punktfunk://browse/<uuid>` the app's onOpenURL
// routes it to the same library presentation every internal surface drives. No session starts
// until a title is picked there.
//
// Unconfigured, it follows the most recently connected host (the same order the hosts widget
// leads with). A configured host that no longer exists shows the empty state rather than silently
// following a different host a widget that says "Studio" must never open someone else's library.
//
// Timeline is a single `.never` entry the app pushes reloads on store changes (HostStore
// WidgetCenter.reloadTimelines), exactly like the hosts widget.
import AppIntents
import SwiftUI
import WidgetKit
import PunktfunkShared
// MARK: - Configuration intent
/// The widget's per-instance configuration. Executes in the EXTENSION process which is why
/// `HostEntity` and its query live in PunktfunkShared, not the app.
struct LibraryWidgetConfigIntent: WidgetConfigurationIntent {
static let title: LocalizedStringResource = "Choose Host"
static let description = IntentDescription("Pick whose game library this widget opens.")
@Parameter(title: "Host", description: "Leave empty to follow your most recent host.")
var host: HostEntity?
}
// MARK: - Timeline
struct LibraryEntry: TimelineEntry {
let date: Date
/// The resolved target: the configured host if it still exists, the most recent one when
/// unconfigured, nil when there's nothing to open (empty store, or a removed configured host).
let host: StoredHost?
}
struct LibraryProvider: AppIntentTimelineProvider {
func placeholder(in context: Context) -> LibraryEntry {
LibraryEntry(date: .now, host: nil)
}
func snapshot(for configuration: LibraryWidgetConfigIntent, in context: Context) async
-> LibraryEntry {
LibraryEntry(date: .now, host: Self.resolve(configuration.host))
}
func timeline(for configuration: LibraryWidgetConfigIntent, in context: Context) async
-> Timeline<LibraryEntry> {
// Single entry, never auto-refresh: the app reloads this timeline on every store change.
Timeline(entries: [LibraryEntry(date: .now, host: Self.resolve(configuration.host))],
policy: .never)
}
/// The configured host by id nil (NOT a fallback) when it's gone; most-recent when nothing
/// was configured.
static func resolve(_ configured: HostEntity?) -> StoredHost? {
let hosts = HostsProvider.loadHosts() // shared-suite JSON, most-recent first
guard let configured else { return hosts.first }
return hosts.first { $0.id == configured.id }
}
}
// MARK: - Widget
struct LibraryWidget: Widget {
var body: some WidgetConfiguration {
AppIntentConfiguration(
kind: "PunktfunkLibrary", intent: LibraryWidgetConfigIntent.self,
provider: LibraryProvider()
) { entry in
LibraryWidgetView(entry: entry)
.containerBackground(.fill.tertiary, for: .widget)
}
.configurationDisplayName("Game Library")
.description("Jump straight into a host's game library.")
.supportedFamilies([.systemSmall, .accessoryCircular, .accessoryRectangular])
}
}
// MARK: - Views
/// Deep link that opens a stored host's library.
private func browseURL(_ host: StoredHost) -> URL {
DeepLink.browse(host: host.id).url
}
struct LibraryWidgetView: View {
@Environment(\.widgetFamily) private var family
let entry: LibraryEntry
var body: some View {
switch family {
case .accessoryCircular:
CircularLibraryView(host: entry.host)
case .accessoryRectangular:
RectangularLibraryView(host: entry.host)
default: // systemSmall + fallback
SmallLibraryView(host: entry.host)
}
}
}
private struct SmallLibraryView: View {
let host: StoredHost?
var body: some View {
if let host {
VStack(alignment: .leading, spacing: 6) {
Image(systemName: "square.grid.2x2.fill")
.font(.title2)
.foregroundStyle(Color.brand)
Spacer(minLength: 0)
Text(host.displayName)
.font(.headline)
.lineLimit(2)
Text("Game Library")
.font(.caption2)
.foregroundStyle(.secondary)
}
.frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .topLeading)
.widgetURL(browseURL(host))
} else {
EmptyLibraryView()
}
}
}
private struct CircularLibraryView: View {
let host: StoredHost?
var body: some View {
ZStack {
AccessoryWidgetBackground()
Image(systemName: "square.grid.2x2.fill")
}
.widgetURL(host.map(browseURL))
}
}
private struct RectangularLibraryView: View {
let host: StoredHost?
var body: some View {
HStack {
Image(systemName: "square.grid.2x2.fill")
VStack(alignment: .leading) {
Text(host?.displayName ?? "Punktfunk")
.lineLimit(1)
Text("Library")
.font(.caption2)
.foregroundStyle(.secondary)
}
}
.widgetURL(host.map(browseURL))
}
}
private struct EmptyLibraryView: View {
var body: some View {
VStack(spacing: 6) {
Image(systemName: "square.grid.2x2")
.font(.title2)
.foregroundStyle(.secondary)
Text("Open Punktfunk to pick a host.")
.font(.caption)
.multilineTextAlignment(.center)
.foregroundStyle(.secondary)
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
}
// MARK: - Previews (Xcode canvas)
//
// Same pattern as the hosts widget: `#Preview(as:widget:timeline:)` feeds sample entries directly,
// so the canvas works without a paired device or saved hosts. The small preview's second entry
// shows the empty state one timeline click away.
private let previewHost = StoredHost(
name: "Studio", address: "192.168.1.20",
lastConnected: .now.addingTimeInterval(-40 * 60))
#Preview("Small", as: .systemSmall) {
LibraryWidget()
} timeline: {
LibraryEntry(date: .now, host: previewHost)
LibraryEntry(date: .now, host: nil)
}
#Preview("Lock Screen circular", as: .accessoryCircular) {
LibraryWidget()
} timeline: {
LibraryEntry(date: .now, host: previewHost)
}
#Preview("Lock Screen rectangular", as: .accessoryRectangular) {
LibraryWidget()
} timeline: {
LibraryEntry(date: .now, host: previewHost)
}
@@ -15,6 +15,7 @@ import WidgetKit
struct PunktfunkWidgetBundle: WidgetBundle {
var body: some Widget {
HostsWidget()
LibraryWidget()
PunktfunkSessionLiveActivity()
}
}
@@ -56,6 +56,12 @@ struct ContentView: View {
/// Owns the Live Activity for the running session (Lock Screen / Dynamic Island). Driven from
/// the session model's published state below; iPhone/iPad only.
@State private var liveActivity = SessionActivityController()
/// The window's bottom safe-area inset (the home-indicator strip), reported by
/// DisplayBottomInsetProbe from UIKit's own callbacks and published as
/// `\.displayBottomInset` for the screens that pin a legend to the display's corner. Held
/// HERE and read through the environment because asking UIKit for it during a body severs
/// the asking view's updates on device (see the probe).
@State private var displayBottomInset: CGFloat = 0
#endif
@State private var pairingTarget: StoredHost?
/// A fresh `pair=required`/unknown host the user tapped: drives the choice between no-PIN
@@ -65,7 +71,7 @@ struct ContentView: View {
/// drives the cancelable "Waiting for approval" prompt and the pin-as-paired on success.
@State private var awaitingApproval: ApprovalRequest?
@State private var speedTestTarget: StoredHost?
@State private var libraryTarget: StoredHost?
@State private var libraryTarget: LibraryTarget?
/// Wakes a sleeping host and waits for it to come back online before connecting (drives the
/// "Waking" phase of the connect overlay). Available on every platform now that the iOS/tvOS
/// multicast entitlement is granted (see PunktfunkConnection.wakeOnLANAvailable).
@@ -99,6 +105,10 @@ struct ContentView: View {
// with no (extended) controller attached tvOS falls back to HomeView as before.
@ObservedObject private var gamepadManager = GamepadManager.shared
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
/// When the switch above takes over "connected" (default) or "always". See
/// `GamepadUIEnvironment`.
@AppStorage(DefaultsKey.gamepadUIMode) private var gamepadUIMode =
GamepadUIEnvironment.modeWhenConnected
/// Auto-wake on connect (Settings General). On (default): a dial to an offline saved host
/// fires Wake-on-LAN up front and falls into the "Waking" wait if the dial fails. Off: connects
/// go straight through with no wake. The explicit "Wake Host" action is unaffected either way.
@@ -111,9 +121,27 @@ struct ContentView: View {
/// scenePhase drives the keep-alive: use THIS, not the willResignActive observers resign-active
/// also fires for Control Center / app-switcher peeks, where the disconnect timer must not start.
@Environment(\.scenePhase) private var scenePhase
#if os(iOS)
@Environment(\.horizontalSizeClass) private var hSizeClass
@Environment(\.verticalSizeClass) private var vSizeClass
#endif
/// The gamepad UI's form-metric tier for this window, published from HERE the app's root.
/// A screen that applies `gamepadPaletteInk` itself sits ABOVE its own copy of the environment,
/// so its `@Environment` resolves against its parent; publishing at the root is what makes
/// every one of them (including the ones presented as sheets and covers, which inherit the
/// environment) read its own window's tier instead of the bare default.
private var gamepadMetrics: GamepadFormMetrics {
#if os(iOS)
.forWindow(h: hSizeClass, v: vSizeClass)
#else
.platformDefault
#endif
}
private var gamepadUIActive: Bool {
GamepadUIEnvironment.isActive(
gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled)
gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled,
mode: gamepadUIMode)
}
// The body is split in two `driven` (the screen plus its lifecycle drivers and sheets) and
@@ -176,6 +204,36 @@ struct ContentView: View {
}
private var driven: some View {
drivenBase
.environment(\.gamepadMetrics, gamepadMetrics)
#if os(iOS)
.environment(\.displayBottomInset, displayBottomInset)
// The probe is UIKit's, not any screen's: mounted once here as a background so the
// legend-pinning screens can READ the inset from the environment without ever asking
// UIKit during their own body (which severs their updates see the probe).
.background {
DisplayBottomInsetProbe { displayBottomInset = $0 }
}
#endif
#if os(iOS) || os(macOS)
// The console's own modal, over WHICHEVER screen is up. Not attached to `home`, which
// renders only while `model.connection == nil`: a connection exists through the
// pair-required and approval handshakes, which is precisely when these prompts fire.
// It sits above the connect takeover too the delegated-approval wait is raised
// DURING a dial and owns the only Cancel for it. (The takeover draws nothing in that
// state: `connectingOverlayName` is nil while `awaitingApproval` is set, so the two
// never poll the pad at once.)
.overlay {
if let prompt = consolePrompt {
GamepadPromptView(prompt: prompt)
.gamepadPaletteInk()
.transition(.opacity)
}
}
#endif
}
private var drivenBase: some View {
Group {
// The stream view's structural identity MUST be stable across the
// awaiting-trust streaming transition: recreating it restarts the pump,
@@ -354,17 +412,30 @@ struct ContentView: View {
// (like the sheets below) so it survives the streaming home transition the disconnect
// drives, and consumed here the model hands the host over once and we clear it, so a
// later manual dismiss of the library can't be undone by a stale value.
.onChange(of: model.returnToLibrary) { _, host in
guard let host else { return }
.onChange(of: model.returnToLibrary) { _, shelf in
guard let shelf else { return }
model.returnToLibrary = nil
libraryTarget = host
libraryTarget = shelf
}
// On the outer Group so the sheet survives the trust-prompt home transition
// (the "Pair with PIN instead" path disconnects first the host's accept loop
// is sequential, a pairing connection would queue behind the live session).
#if !os(tvOS)
.sheet(item: $pairingTarget) { host in
// macOS presents BOTH pairing UIs from here, picking by mode (the console UI's screen is
// gamepad-navigable; PairSheet's Form is not). iOS hides this sheet in gamepad mode
// instead there the pair screen is one of the shell's in-place layers, exactly like
// settings and add-host (see `touchPairingTarget`).
.sheet(item: touchPairingTarget) { host in
#if os(macOS)
if gamepadUIActive {
GamepadPairView(host: host, onPaired: { handlePaired(host, fingerprint: $0) })
.frame(width: 660, height: 620)
} else {
PairSheet(host: host) { fingerprint in handlePaired(host, fingerprint: fingerprint) }
}
#else
PairSheet(host: host) { fingerprint in handlePaired(host, fingerprint: fingerprint) }
#endif
}
.sheet(item: $speedTestTarget) { host in
SpeedTestSheet(host: host)
@@ -377,9 +448,9 @@ struct ContentView: View {
// (the coverflow is a GeometryReader, ideal zero), so without a frame it collapses to a
// tiny panel.
#if os(macOS)
.sheet(item: $libraryTarget) { host in
.sheet(item: $libraryTarget) { shelf in
NavigationStack {
LibraryView(store: store, host: host, onLaunch: { launchTitle(host, $0) })
LibraryView(store: store, target: shelf, onLaunch: { launchTitle(shelf, $0) })
}
.frame(minWidth: 940, minHeight: 620)
}
@@ -390,9 +461,9 @@ struct ContentView: View {
// tile, `returnToLibrary`) keeps writing the same `libraryTarget` either way, and a
// controller arriving or leaving mid-browse hands the open library to whichever
// presentation the new mode owns.
.fullScreenCover(item: touchLibraryTarget) { host in
.fullScreenCover(item: touchLibraryTarget) { shelf in
NavigationStack {
LibraryView(store: store, host: host, onLaunch: { launchTitle(host, $0) })
LibraryView(store: store, target: shelf, onLaunch: { launchTitle(shelf, $0) })
}
}
#endif
@@ -404,30 +475,141 @@ struct ContentView: View {
// budget (inline, they tip SwiftUI's per-expression limit see the split sections idiom).
private var deepLinkNoticePresented: Binding<Bool> {
Binding(get: { deepLinkNotice != nil }, set: { if !$0 { deepLinkNotice = nil } })
Binding(
get: { deepLinkNotice != nil && !consolePromptShowing },
set: { if !$0 { deepLinkNotice = nil } })
}
/// True while the console prompt owns the modal state (see `consolePrompt`). Always false on
/// tvOS, whose alerts the focus engine drives natively.
private var consolePromptShowing: Bool {
#if os(iOS) || os(macOS)
consolePrompt != nil
#else
false
#endif
}
#if os(iOS) || os(macOS)
/// The modal state the console UI should present ITSELF, as a pad-navigable prompt, instead of
/// letting a system alert take it. `.alert`/`.confirmationDialog` are UIKit/AppKit surfaces a
/// controller cannot navigate, and these are not incidental prompts: "Pairing required" is the
/// FIRST thing an unpaired host shows, "Connection failed" strands the console UI behind a
/// modal only a finger can dismiss, and "Waiting for approval" owns the only Cancel for a
/// connect that may never complete. One at a time, most-urgent first a system alert stack
/// would layer these, but a console shows one screen.
///
/// Gated on not STREAMING, not on `model.connection == nil`: a connection object exists well
/// before a stream does, through exactly the handshakes these prompts belong to. Streaming is
/// the one case that must stay with the system alert there the pad belongs to
/// `GamepadCapture` and is being forwarded to the host.
private var consolePrompt: GamepadPrompt? {
guard gamepadUIActive, model.phase != .streaming else { return nil }
if let req = approvalChoice {
return GamepadPrompt(
id: "pairing-required",
title: "Pairing required",
message: "\(req.host.displayName) requires pairing. Request access and approve "
+ "this device in the host's web console (port 47992 → Pairing) — no PIN "
+ "needed. Or pair with the 4-digit PIN it can display.",
actions: [
// The follow-on presentation is deferred a tick exactly as the system dialog
// does it, so this prompt is fully torn down before the next screen mounts
// two controller pollers overlapping for a frame is how one A press reaches
// both.
GamepadPromptAction(id: "request", title: "Request Access", isPrimary: true) {
approvalChoice = nil
DispatchQueue.main.async { requestAccess(req) }
},
GamepadPromptAction(id: "pin", title: "Pair with PIN…") {
approvalChoice = nil
DispatchQueue.main.async { pairingTarget = req.host }
},
GamepadPromptAction(id: "cancel", title: "Cancel", isCancel: true) {
approvalChoice = nil
},
])
}
if let req = awaitingApproval {
return GamepadPrompt(
id: "awaiting-approval",
title: "Waiting for approval",
message: "Approve \u{201C}\(localDeviceName)\u{201D} in \(req.host.displayName)'s "
+ "web console (port 47992 → Pairing). This device connects automatically "
+ "once you approve it — no need to reconnect.",
actions: [
GamepadPromptAction(id: "cancel", title: "Cancel", isCancel: true) {
awaitingApproval = nil
model.disconnect()
},
],
busy: true)
}
if connectionErrorReady {
return GamepadPrompt(
id: "connection-failed",
title: "Connection failed",
message: model.errorMessage ?? "",
actions: [
GamepadPromptAction(id: "ok", title: "OK", isCancel: true) {
model.errorMessage = nil
},
])
}
if let notice = deepLinkNotice {
return GamepadPrompt(
id: "cant-open",
title: "Can't open",
message: notice,
actions: [
GamepadPromptAction(id: "ok", title: "OK", isCancel: true) {
deepLinkNotice = nil
},
])
}
return nil
}
#endif
/// The iOS library cover's item: `libraryTarget`, hidden while the gamepad shell presents
/// the library in place (see the cover's comment).
private var touchLibraryTarget: Binding<StoredHost?> {
private var touchLibraryTarget: Binding<LibraryTarget?> {
Binding(
get: { gamepadUIActive ? nil : libraryTarget },
set: { libraryTarget = $0 })
}
/// The pairing sheet's item. On iOS it hides while the gamepad shell presents the pair screen
/// in place the same proxy the library uses, and for the same reason: every writer keeps
/// writing `pairingTarget`, and whichever presentation the current mode owns picks it up.
/// macOS has no shell, so the sheet stays and switches its CONTENT by mode instead.
private var touchPairingTarget: Binding<StoredHost?> {
#if os(macOS)
Binding(get: { pairingTarget }, set: { pairingTarget = $0 })
#else
Binding(
get: { gamepadUIActive ? nil : pairingTarget },
set: { pairingTarget = $0 })
#endif
}
private var approvalChoicePresented: Binding<Bool> {
Binding(get: { approvalChoice != nil }, set: { if !$0 { approvalChoice = nil } })
Binding(
get: { approvalChoice != nil && !consolePromptShowing },
set: { if !$0 { approvalChoice = nil } })
}
private var awaitingApprovalPresented: Binding<Bool> {
Binding(get: { awaitingApproval != nil }, set: { if !$0 { awaitingApproval = nil } })
Binding(
get: { awaitingApproval != nil && !consolePromptShowing },
set: { if !$0 { awaitingApproval = nil } })
}
private var connectionErrorPresented: Binding<Bool> {
Binding(
get: {
guard model.errorMessage != nil else { return false }
#if os(macOS)
/// Whether the "Connection failed" state is ready to be shown at all shared by the system
/// alert and the console prompt so the two can never disagree about the macOS deferral below.
private var connectionErrorReady: Bool {
guard model.errorMessage != nil else { return false }
#if os(macOS)
// Defer the alert while a forced-fullscreen exit is still pending: a sheet
// attached to a fullscreen window makes AppKit drop `-toggleFullScreen:`, so
// presenting it now strands the window fullscreen on the home screen after a
@@ -436,10 +618,14 @@ struct ContentView: View {
// once the window leaves fullscreen and `isFullscreen` flips, the alert shows
// over the windowed home UI. Not gated when fullscreen is the user's own manual
// choice (opt-out setting) nothing is auto-exiting there to conflict with.
if fullscreenForSession && isFullscreen { return false }
#endif
return true
},
if fullscreenForSession && isFullscreen { return false }
#endif
return true
}
private var connectionErrorPresented: Binding<Bool> {
Binding(
get: { connectionErrorReady && !consolePromptShowing },
set: { if !$0 { model.errorMessage = nil } })
}
@@ -482,10 +668,20 @@ struct ContentView: View {
?? "That link is malformed and was ignored."
return
}
guard link.route == .connect else {
// `wake` and `browse` are reserved in the grammar and parse today; this build routes
// neither, and saying so beats silently connecting instead.
deepLinkNotice = "Punktfunk links can't do “\(link.route.rawValue)” yet."
switch link.route {
case .connect:
break
case .browse:
// The reserved library route, now real: open the host's game library without starting
// a session. `launch=`/`profile=` are meaningless on a browse (nothing streams until a
// title is picked, and that connect resolves its own profile) ignored, not refused,
// per the unknown-parameter rule.
openLibrary(from: link)
return
case .wake:
// Still reserved: saying so beats silently connecting instead. (Shortcuts users have
// the Wake Host intent, which never round-trips through a URL.)
deepLinkNotice = "Punktfunk links can't do “wake” yet."
return
}
// Resolve the one-off profile BEFORE anything happens: an unknown or ambiguous reference
@@ -539,6 +735,57 @@ struct ContentView: View {
}
}
/// `punktfunk://browse/<host-ref>` jump into a host's game library. Drives the SAME
/// `libraryTarget` every internal surface writes, so the link lands in whichever presentation
/// the current mode owns: the gamepad console's in-place library screen, the touch cover, the
/// macOS sheet, or tvOS's cover. Connect's posture minus the connect itself: a pin conflict
/// refuses, a live session is never preempted, and an unsaved host can't be browsed the
/// library fetch rides the paired mTLS identity, so there is nothing to show before the host
/// is saved (the notice says what to do instead).
private func openLibrary(from link: DeepLink) {
// A `profile=` on a browse link picks the shelf, exactly as it picks the settings on a
// connect link and refuses the same way (§10.6): an unknown or ambiguous reference must
// never quietly degrade to the host's binding, which is a different shelf wearing the same
// host's name.
var selection = ProfileSelection.inherit
if let reference = link.profile {
let (profile, resolution) = profiles.catalog.resolve(reference)
switch resolution {
case .found:
selection = .profile(profile?.id ?? "")
case .notFound:
deepLinkNotice = "No settings profile called “\(reference)” on this device."
return
case .ambiguous:
deepLinkNotice = "More than one settings profile is called “\(reference)”. "
+ "Rename one, or link to it by its id."
return
}
}
switch link.resolveHost(in: store.hosts) {
case .known(let host):
guard !link.pinConflict(with: host) else {
deepLinkNotice = "That link's fingerprint doesn't match the identity saved for "
+ "\(host.displayName). It's out of date, or it isn't pointing where it says."
return
}
guard model.phase == .idle else {
let current = model.activeHost?.displayName ?? "a host"
deepLinkNotice = "Already streaming \(current). End that session first."
return
}
libraryTarget = LibraryTarget(host: host, profile: selection)
case .unknown(let address, _, let name, _):
deepLinkNotice = "\(name ?? address) isn't saved on this device yet. "
+ "Add it with the + button first — a library can only be browsed on a saved host."
case .ambiguous:
deepLinkNotice = "More than one saved host is called “\(link.hostRef)”. "
+ "Rename one, or link to it by its address."
case .unresolvable:
deepLinkNotice = "That host isn't saved on this device."
}
}
private var home: some View {
// The full-screen connect takeover rides over BOTH home UIs (and the pre-connect window is
// still `home`, so it covers the whole dial wake online connect sequence): instant
@@ -571,9 +818,11 @@ struct ContentView: View {
if gamepadUIActive {
GamepadHomeView(
store: store, model: model, discovery: discovery,
libraryTarget: $libraryTarget, waker: waker,
libraryTarget: $libraryTarget, pairingTarget: $pairingTarget,
onPaired: handlePaired, waker: waker,
connect: { connect($0, profile: $1) }, connectDiscovered: connectDiscovered,
launchTitle: launchTitle)
launchTitle: launchTitle,
promptActive: consolePromptShowing)
} else {
HomeView(
store: store, model: model, discovery: discovery,
@@ -588,9 +837,11 @@ struct ContentView: View {
if gamepadUIActive {
GamepadHomeView(
store: store, model: model, discovery: discovery,
libraryTarget: $libraryTarget, waker: waker,
libraryTarget: $libraryTarget, pairingTarget: $pairingTarget,
onPaired: handlePaired, waker: waker,
connect: { connect($0, profile: $1) }, connectDiscovered: connectDiscovered,
launchTitle: launchTitle)
launchTitle: launchTitle,
promptActive: consolePromptShowing)
// On tvOS pairing/library normally present from HomeView's navigationDestinations
// which aren't mounted while the gamepad launcher is up. Give the launcher its
// own presenters (exactly one of the two homes is mounted at a time, so these can
@@ -601,9 +852,9 @@ struct ContentView: View {
PairSheet(host: host) { fingerprint in handlePaired(host, fingerprint: fingerprint) }
.onExitCommand { pairingTarget = nil }
}
.fullScreenCover(item: $libraryTarget) { host in
.fullScreenCover(item: $libraryTarget) { shelf in
NavigationStack {
LibraryView(store: store, host: host, onLaunch: { launchTitle(host, $0) })
LibraryView(store: store, target: shelf, onLaunch: { launchTitle(shelf, $0) })
}
.onExitCommand { libraryTarget = nil }
}
@@ -901,6 +1152,7 @@ struct ContentView: View {
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"
+ " · Hold Play/Pause, or Select+X on a controller, for statistics"
}
private static let shortcutHintFont: CGFloat = 22 // read from the couch
#endif
@@ -1001,6 +1253,10 @@ struct ContentView: View {
setting: PunktfunkConnection.GamepadType(
rawValue: UInt32(clamping: effective.gamepadType)) ?? .auto),
launchID: launchID,
// Where a game exit returns to, when this connect launched a title: the shelf that
// title was picked on the host's own, or the pinned card whose profile this connect
// is using. Ignored by the model unless there is a launchID.
shelf: LibraryTarget(host: host, profile: profile),
allowTofu: allowTofu,
requestAccess: requestAccess,
onUnreachable: onUnreachable)
@@ -1056,9 +1312,13 @@ struct ContentView: View {
/// Picked a title in the (experimental) library: dismiss the browser and start a session that
/// asks the host to launch it.
private func launchTitle(_ host: StoredHost, _ id: String) {
/// A title picked on a library shelf: dial its host, booting straight into that title with
/// the shelf's profile. A pinned card's shelf carries its card's profile as the one-off, so a
/// launch made there streams with the profile the card promises; the host's own shelf carries
/// `.inherit` and the binding decides, exactly as a plain card tap does.
private func launchTitle(_ shelf: LibraryTarget, _ id: String) {
libraryTarget = nil
connect(host, launchID: id)
connect(shelf.host, launchID: id, profile: shelf.profile)
}
/// Tap a discovered host: save it (so the session has a stored identity and the trust pin
@@ -13,6 +13,8 @@ import SwiftUI
struct GamepadAddHostView: View {
@Environment(\.gamepadInk) private var ink
@Environment(\.gamepadMetrics) private var metrics
@Environment(\.displayBottomInset) private var displayBottomInset
@Environment(\.dismiss) private var dismiss
@Environment(\.gamepadHostedInShell) private var hostedInShell
let onAdd: (StoredHost) -> Void
@@ -48,7 +50,7 @@ struct GamepadAddHostView: View {
isActive: controllerActive && editing == nil
) { row, focused in
rowView(row, focused: focused)
.frame(maxWidth: GamepadFormMetrics.rowMaxWidth)
.frame(maxWidth: metrics.rowMaxWidth)
.padding(.horizontal, 24)
}
.frame(maxWidth: .infinity)
@@ -61,25 +63,28 @@ struct GamepadAddHostView: View {
if !compact {
Text("Hosts on this network appear automatically — add one by address "
+ "for everything else.")
.font(.geist(GamepadFormMetrics.detailFont, relativeTo: .caption))
.font(.geist(metrics.detailFont, relativeTo: .caption))
.foregroundStyle(ink.fg(0.55))
.multilineTextAlignment(.leading)
.frame(maxWidth: GamepadFormMetrics.rowMaxWidth * 0.72, alignment: .leading)
.frame(maxWidth: metrics.rowMaxWidth * 0.72, alignment: .leading)
}
}
.padding(.horizontal, 24)
.padding(.top, gamepadTitleTopPadding(compact: compact))
.padding(.bottom, gamepadTitleBottomPadding(compact: compact))
.frame(maxWidth: .infinity, alignment: .leading)
.background { GamepadTrayScrim(edge: .top) }
.background { GamepadTrayBlur(edge: .top) }
}
.safeAreaInset(edge: .bottom, spacing: 0) {
bottomTray
// Equal distance from the left and bottom edges for the legend pill (see GamepadHomeView).
.padding(.horizontal, compact ? 12 : 18)
.padding(.bottom, compact ? 12 : 18)
.padding(
.bottom,
gamepadLegendBottomPadding(
compact ? 12 : 18, tier: metrics.tier, displayBottom: displayBottomInset))
.padding(.top, compact ? 6 : 10)
.background { GamepadTrayScrim(edge: .bottom) }
.background { GamepadTrayBlur(edge: .bottom) }
}
// No aurora the same clean Liquid-Glass-over-dark base as the gamepad settings screen.
// Hosted in the shell, the field is the shell's (see GamepadSettingsView's twin).
@@ -148,17 +153,28 @@ struct GamepadAddHostView: View {
// binding on appear new identity forces a rewire to the new field.
.id(editing)
GamepadHintBar(hints: [
// "Type" names what A does to the key under the keyboard's cursor. There is
// no tap equivalent a touch user types by tapping the keycap itself so
// this one cell stays a label.
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Type"),
.init(glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Delete"),
.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done"),
.init(
glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Delete",
action: { backspace(editing) }),
.init(
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done",
action: { closeKeyboard() }),
])
.frame(maxWidth: .infinity, alignment: .leading)
}
.transition(.move(edge: .bottom).combined(with: .opacity))
} else {
GamepadHintBar(hints: [
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Select"),
.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Cancel"),
.init(
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Select",
action: { if let focusID { activate(id: focusID) } }),
.init(
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Cancel",
action: { performClose() }),
])
.frame(maxWidth: .infinity, alignment: .leading)
}
@@ -191,7 +207,7 @@ struct GamepadAddHostView: View {
}
private func rowView(_ row: Row, focused: Bool) -> some View {
let m = GamepadFormMetrics.self
let m = metrics
return HStack(spacing: 14) {
if row.isAction {
Label("Add Host", systemImage: "plus.circle.fill")
@@ -268,6 +284,15 @@ struct GamepadAddHostView: View {
withAnimation(.spring(response: 0.32, dampingFraction: 0.86)) { editing = nil }
}
/// The legend's Delete cell (iOS/macOS). Applied to the field's binding rather than routed
/// into `GamepadKeyboard`: the keyboard's X does exactly this to the same binding, and
/// reaching into its state to trigger it would need a whole callback channel for one edit.
private func backspace(_ id: String) {
let binding = editingBinding(id)
guard !binding.wrappedValue.isEmpty else { return }
binding.wrappedValue.removeLast()
}
private func editingBinding(_ id: String) -> Binding<String> {
switch id {
case "name": return $name
@@ -191,6 +191,16 @@ struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hash
.sensoryFeedback(.selection, trigger: cursor)
.sensoryFeedback(.impact(weight: .medium), trigger: activateTick)
.sensoryFeedback(.impact(flexibility: .rigid, intensity: 0.7), trigger: boundaryTick)
#if os(iOS) || os(macOS)
// A hardware keyboard drives the same cursor as the pad arrows step, Return activates,
// Esc backs out (iPad on a Magic Keyboard, couch Mac). tvOS routes arrows through the
// focus engine instead, which owns navigation there.
.gamepadKeyNavigation(
active: isActive,
onMove: { move($0) },
onConfirm: { activate() },
onBack: onBack)
#endif
.onAppear {
reconcile()
wire()
@@ -432,8 +442,8 @@ struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hash
/// one, so the strip FANS OPEN from the cursor rather than sweeping past it; the anchor card
/// itself only grows, since it is already facing you. Each card carries its own delay (see
/// `entrance(_:)`) that stagger is what makes the strip read as one gesture instead of a
/// simultaneous flash, and it is the same hinge/perspective language the coverflow's own recede
/// speaks, so the arrival and the scrolling feel like one object.
/// simultaneous flash, and it is the same hinge language the coverflow's own recede speaks, so the
/// arrival and the scrolling feel like one object.
///
/// APPLY THIS UNDERNEATH THE CARD'S OWN `.scrollTransition`, never around it. A scroll
/// transition derives its phase from the geometry of the view it wraps, so an entrance layered
@@ -442,6 +452,23 @@ struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hash
/// collapsed into its focused look as the entrance ended arriving as a jump. Underneath, the
/// transition measures a card that never moves and simply composes its own scale/rotation on top.
///
/// NO `rotation3DEffect` HERE, however much the drum language invites one. It was the cause of
/// the strip's "flash as the cards settle": a real 3D transform renders the card through an
/// offscreen layer, and a card carries translucent glass, which resolves differently in there
/// so every card sat at the wrong fill for as long as the master animation ran and then snapped
/// to its true one in a SINGLE frame the moment SwiftUI dropped that layer.
///
/// Measured on an iPad Pro 13": the centred tile held #4a3d87 for twelve frames in which nothing
/// moved, then stepped to #423970 (23 blue) in one. It is the ANIMATION ending, not the motion:
/// stretching the timeline from 1.02 s to 2.82 s moved the step from 0.70 s to 2.50 s after the
/// launcher appeared the same 0.32 s before the end both times. Removing the rotation removed
/// the step outright; `compositingGroup()` above or below the transforms did nothing.
///
/// So the turn is PROJECTED instead: `cos(angle)` as a horizontal squeeze is exactly the
/// orthographic projection of a Y-axis rotation, hinged on the edge the card fans from. Affine,
/// so no offscreen pass and no layer to drop and it reads as the same gesture, losing only the
/// perspective trapezoid, which at these card sizes was never what sold the motion.
///
/// Transforms only nothing here touches layout, so the scroll view's snapping and the tvOS
/// focus engine are untouched either. Reduce Motion drops every bit of travel for a plain,
/// unstaggered cross-fade.
@@ -485,14 +512,15 @@ struct CardEntrance: ViewModifier, Animatable {
// leading edge), so the arrival deepens the turn the card wears at rest and unwinds into
// it instead of swinging the opposite way.
let away = reduceMotion ? 0 : 1 - travel
// The turn, projected rather than rendered in 3D see the type's note on the flash.
// `cos` of the angle IS the orthographic projection of a Y-axis rotation, and hinging it
// on the edge the card fans from restores the direction that the rotation's sign carried
// (cos is even, so the sign alone would read the same both ways).
let turn = cos(Angle.degrees(64 * away).radians)
return content
.opacity(reduceMotion ? raw : fade)
.scaleEffect(1 - 0.26 * away)
.rotation3DEffect(
.degrees(side * -64 * away),
axis: (x: 0, y: 1, z: 0),
anchor: .center,
perspective: 0.65)
.scaleEffect(x: turn, y: 1, anchor: side < 0 ? .trailing : .leading)
.offset(y: 34 * away)
}
@@ -5,20 +5,36 @@
// iOS/iPadOS, macOS (the couch Mac-mini case), and tvOS where the same screens are driven by
// the native focus engine instead of the controller poll (see GamepadCarousel/GamepadMenuList).
import Glur
import GlurBackdrop
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
import GameController
/// The active controller's real glyph for a button (Xbox "A", DualSense , ) via
/// `sfSymbolsName`; a generic fallback before a controller profile resolves.
/// The glyph a button wears in a legend: the ACTIVE controller's own (Xbox "A", DualSense , )
/// via `sfSymbolsName` while one is attached, else the glyph of the last pad this device ever saw
/// (`GamepadManager.lastKnownKind` `GamepadGlyphs`), else the caller's generic fallback.
///
/// The middle rung is the whole point. `active` is nil whenever the pad sleeps, disconnects or
/// runs flat and permanently under `gamepadUIMode == "always"`, which puts the console UI up
/// with no pad by design and the fallbacks are letter glyphs, so a DualSense user's / legends
/// used to turn into A/B the moment the controller dozed off. The remembered kind keeps the
/// legends speaking the pad the user actually owns. The `fallback` still covers the genuinely
/// unknown case: a fresh install that has never seen a controller, and any button outside the six
/// `GamepadButtonRole` names.
///
/// @MainActor: GamepadManager is main-actor-bound (inside a View body this was implicit).
@MainActor
func buttonGlyph(
_ button: KeyPath<GCExtendedGamepad, GCControllerButtonInput>, fallback: String
) -> String {
GamepadManager.shared.active?.controller.extendedGamepad?[keyPath: button].sfSymbolsName
?? fallback
let manager = GamepadManager.shared
if let live = manager.active?.controller.extendedGamepad?[keyPath: button].sfSymbolsName {
return live
}
guard let role = GamepadButtonRole(keyPath: button) else { return fallback }
return GamepadGlyphs.symbol(role, for: manager.lastKnownKind)
}
/// Top padding for a gamepad screen's pinned title. macOS gets extra clearance the launcher
@@ -68,43 +84,251 @@ func gamepadTitleSize(compact: Bool) -> CGFloat {
}
/// Metrics shared by the gamepad form screens' glass rows (GamepadSettingsView,
/// GamepadAddHostView) one set of numbers so the two screens read as the same surface,
/// sized for the couch on tvOS and for the hand elsewhere.
enum GamepadFormMetrics {
#if os(tvOS)
static let headerFont: CGFloat = 17
static let labelFont: CGFloat = 23
static let valueFont: CGFloat = 21
static let iconFont: CGFloat = 24
static let iconWidth: CGFloat = 40
static let chevronFont: CGFloat = 16
static let rowHPad: CGFloat = 24
static let rowVPad: CGFloat = 19
static let rowCorner: CGFloat = 18
static let rowMaxWidth: CGFloat = 920
static let detailFont: CGFloat = 19
static let bandWidth: CGFloat = 380
#else
static let headerFont: CGFloat = 12
static let labelFont: CGFloat = 16
static let valueFont: CGFloat = 15
static let iconFont: CGFloat = 17
static let iconWidth: CGFloat = 28
static let chevronFont: CGFloat = 12
static let rowHPad: CGFloat = 16
static let rowVPad: CGFloat = 13
static let rowCorner: CGFloat = 14
static let rowMaxWidth: CGFloat = 620
static let detailFont: CGFloat = 13
/// GamepadAddHostView) one set of numbers so the screens read as the same surface, at the size
/// the screen they are on calls for.
///
/// Three tiers, not two. The phone numbers used to serve every non-TV device, so an iPad Pro drew
/// a settings list at iPhone scale in the middle of a 13" display the field verdict was that the
/// sizing "does not adapt to larger screens". `pad` sits between the in-hand and 10-foot sets.
///
/// Chosen from the SIZE CLASSES rather than the device idiom, so an iPad running a narrow Stage
/// Manager or Split View window correctly gets the in-hand numbers the window is what the user
/// is reading, not the panel it sits on.
struct GamepadFormMetrics {
/// Which set this is, for the few things that are a KIND of layout rather than a number.
enum Tier { case phone, pad, tv }
let tier: Tier
let headerFont: CGFloat
let labelFont: CGFloat
let valueFont: CGFloat
let iconFont: CGFloat
let iconWidth: CGFloat
let chevronFont: CGFloat
let rowHPad: CGFloat
let rowVPad: CGFloat
let rowCorner: CGFloat
let rowMaxWidth: CGFloat
let detailFont: CGFloat
/// The option band's (GamepadOptionBand) fixed stage inside a choice row.
static let bandWidth: CGFloat = 240
let bandWidth: CGFloat
/// The settings screen's section-tab pills.
let tabFont: CGFloat
/// The pinned controls legend (GamepadHintBar).
let hintGlyphFont: CGFloat
let hintTextFont: CGFloat
let hintPad: CGFloat
/// In-hand: a phone, or any window narrow enough to read like one.
static let phone = GamepadFormMetrics(
tier: .phone,
headerFont: 12, labelFont: 16, valueFont: 15, iconFont: 17, iconWidth: 28,
chevronFont: 12, rowHPad: 16, rowVPad: 13, rowCorner: 14, rowMaxWidth: 620,
detailFont: 13, bandWidth: 240,
tabFont: 13, hintGlyphFont: 19, hintTextFont: 14, hintPad: 13)
/// A tablet-sized window an arm's length away rather than in the palm.
static let pad = GamepadFormMetrics(
tier: .pad,
headerFont: 14, labelFont: 20, valueFont: 19, iconFont: 21, iconWidth: 34,
chevronFont: 14, rowHPad: 20, rowVPad: 16, rowCorner: 16, rowMaxWidth: 820,
detailFont: 16, bandWidth: 320,
tabFont: 16, hintGlyphFont: 23, hintTextFont: 17, hintPad: 15)
/// 10-foot.
static let tv = GamepadFormMetrics(
tier: .tv,
headerFont: 17, labelFont: 23, valueFont: 21, iconFont: 24, iconWidth: 40,
chevronFont: 16, rowHPad: 24, rowVPad: 19, rowCorner: 18, rowMaxWidth: 920,
detailFont: 19, bandWidth: 380,
tabFont: 17, hintGlyphFont: 27, hintTextFont: 20, hintPad: 18)
/// What a screen gets before anything publishes a tier and the only tier tvOS and macOS ever
/// use (an Apple TV is always 10-foot; a Mac window is read at desk distance).
static var platformDefault: GamepadFormMetrics {
#if os(tvOS)
tv
#else
phone
#endif
}
#if os(iOS)
/// The tier a window's size classes call for. REGULAR on both axes is the tablet case.
static func forWindow(
h: UserInterfaceSizeClass?, v: UserInterfaceSizeClass?
) -> GamepadFormMetrics {
h == .regular && v == .regular ? .pad : .phone
}
#endif
}
private struct GamepadMetricsKey: EnvironmentKey {
static let defaultValue = GamepadFormMetrics.platformDefault
}
extension EnvironmentValues {
/// The form metrics for the screen currently drawing. Published from ContentView the app
/// ROOT rather than only from `gamepadPaletteInk`, because a screen that applies that
/// modifier itself sits ABOVE its own copy: its `@Environment` resolves against its parent, so
/// it would read the bare default instead of its own window's tier.
var gamepadMetrics: GamepadFormMetrics {
get { self[GamepadMetricsKey.self] }
set { self[GamepadMetricsKey.self] = newValue }
}
}
private struct DisplayBottomInsetKey: EnvironmentKey {
static let defaultValue: CGFloat = 0
}
extension EnvironmentValues {
/// The display's bottom safe-area inset the home-indicator strip measured by
/// `DisplayBottomInsetProbe` and published from ContentView. 0 until UIKit's first callback
/// lands (the legend keeps its plain margin for that first frame) and always 0 on
/// macOS/tvOS, where nothing publishes it.
var displayBottomInset: CGFloat {
get { self[DisplayBottomInsetKey.self] }
set { self[DisplayBottomInsetKey.self] = newValue }
}
}
#if os(iOS)
/// Reports the hosting window's bottom safe-area inset from UIKit's OWN callbacks never
/// during a SwiftUI render.
///
/// This number has a history of wrong spellings, each failing silently:
/// - a `GeometryReader` carrying `.ignoresSafeArea()` a proxy reports NO insets for an edge it
/// has been told to ignore, so that spelling can only ever answer 0;
/// - `.ignoresSafeArea(.container, edges: .bottom)` on `safeAreaInset` CONTENT, which does not
/// move content the inset mechanism itself placed; and
/// - asking UIKit for the key window (`UIApplication.shared.connectedScenes`) DURING body,
/// which answered correctly and then KILLED the calling view: on an iPad (never the
/// simulator) the walk re-enters UIKit layout mid-render and the view's update graph is
/// silently severed every later `@State` write lands in storage without ever re-running
/// `body` again, which is how Settings and Add Host stopped opening while their triggers
/// kept firing. No AttributeGraph warning, no log line; found by bisecting builds on glass.
/// So: UIKit tells THIS view when the window or its insets change, on UIKit's schedule, and the
/// answer hops out of the current update before anyone in SwiftUI reads it.
struct DisplayBottomInsetProbe: UIViewRepresentable {
let onChange: (CGFloat) -> Void
func makeUIView(context: Context) -> ProbeView {
let view = ProbeView()
view.onChange = onChange
// Mounted as a full-size `.background`; it must never eat a touch meant for the UI.
view.isUserInteractionEnabled = false
return view
}
func updateUIView(_ view: ProbeView, context: Context) {
view.onChange = onChange
}
final class ProbeView: UIView {
var onChange: ((CGFloat) -> Void)?
private var last: CGFloat?
override func didMoveToWindow() {
super.didMoveToWindow()
report()
}
override func safeAreaInsetsDidChange() {
super.safeAreaInsetsDidChange()
report()
}
// Rotation reshuffles the window's insets without necessarily touching this view's own.
override func layoutSubviews() {
super.layoutSubviews()
report()
}
private func report() {
// The WINDOW's inset, not this view's: the probe sits inside the safe area, so its
// own inset is 0 the number the legend needs is the strip the window reserves.
guard let bottom = window?.safeAreaInsets.bottom, bottom != last else { return }
last = bottom
let onChange = onChange
// Out of the current UIKit/SwiftUI update before any state write.
DispatchQueue.main.async { onChange?(bottom) }
}
}
}
#endif
/// The bottom padding that puts a pinned legend the same distance from the bottom of the DISPLAY
/// as it sits from the leading edge so it lands on the diagonal of the display's rounded corner,
/// which is what the corner asks for.
///
/// A `safeAreaInset` places its content INSIDE the safe area, so a plain margin stacks on top of
/// the device's own bottom inset and the pill ends up two to three times further from the bottom
/// than from the left. On a tablet this therefore goes NEGATIVE, pulling the pill back down
/// through the home-indicator strip; the pill is left-aligned and an iPad's indicator is a short
/// bar in the middle, so the two never meet.
///
/// Phones keep the plain margin. Their inset is the taller indicator bar and their legend runs
/// most of the width, so sitting it that low would cross the indicator rather than tuck beside it.
///
/// `displayBottom` is `\.displayBottomInset` measured by `DisplayBottomInsetProbe`, NEVER asked
/// of UIKit here: this runs during body, and a key-window walk mid-render severs the calling
/// view's updates (see the probe's comment). Pure arithmetic only.
func gamepadLegendBottomPadding(
_ margin: CGFloat, tier: GamepadFormMetrics.Tier, displayBottom: CGFloat
) -> CGFloat {
guard tier == .pad else { return margin }
// Floored at -inset: at worst the pill sits flush with the physical edge, never past it.
return max(-displayBottom, margin - displayBottom)
}
/// The tray gradient blur, back as a real progressive BACKDROP blur this time.
///
/// GamepadTrayScrim did this with `.ultraThinMaterial`, and a material by definition lifts and
/// tints whatever it blurs: it read grey over the aurora, and washed with the palette's ground it
/// read coloured, which is why 2590238b deleted it. Glur's `GlurView` blurs the backdrop through
/// a gradient with NO material stage on top, so the rows soften as they slide under the pinned
/// title and legend and nothing carries a colour. It is the library's PRIVATE-API product
/// (`GlurBackdrop`) the public `.glur()` modifier is a shader on a view's own content and
/// silently no-ops over platform-backed views like ScrollView, so it cannot reach a backdrop at
/// all. Hit testing is disabled inside GlurView; the band never eats a touch.
///
/// Mounted exactly where the scrim was: `.background` of each form screen's safe-area tray.
struct GamepadTrayBlur: View {
let edge: VerticalEdge
var body: some View {
// offset 0 puts the ramp's LITERAL ZERO exactly at the band's content edge, so nothing
// in the open field is touched which is why, unlike the scrim, this band takes NO
// content-side overhang. The scrim's -44/-72 runway existed because a material carries
// body at every alpha and had to dissolve OUTSIDE the tray; carrying those numbers over
// here blurred fully-visible rows at rest (field verdict on the first cut). Full
// strength lands at 60% of the band, so the tray's own text always sits on the strong
// region while the ramp still reads as a gradient, not an edge.
GlurView(
radius: 14, offset: 0, interpolation: 0.6,
direction: edge == .top ? .up : .down)
// Full-bleed by LAYOUT, not `.ignoresSafeArea()`: safe-area expansion resolves a
// beat after insertion (outside any geometry group and outside this view's own
// transaction), which reads as a visible pop. 80 pt clears every inset on every
// device, and backgrounds never clip the overhang simply draws.
.padding(edge == .top ? .top : .bottom, -80)
.padding(.horizontal, -80)
// And the shape must NEVER animate: mounted inside a pushed shell layer, any late
// geometry would ride the push's transaction and visibly grow into place. The
// layer's own fade/slide still carries the band; only its SHAPE is pinned.
.transaction { $0.animation = nil }
}
}
/// One glyph + label cell in a hint bar.
struct GamepadHint: Identifiable {
let glyph: String
let text: String
/// What tapping/clicking this cell does the same thing its button does. Optional because a
/// few legend cells NAME an input rather than an action (" Adjust" is the stick itself;
/// there is no single thing a tap on it could mean), and those stay inert labels.
var action: (() -> Void)? = nil
var id: String { glyph + text }
}
@@ -114,39 +338,75 @@ struct GamepadHint: Identifiable {
/// the backdrop instead of dissolving into it.
struct GamepadHintBar: View {
@Environment(\.gamepadInk) private var ink
/// Sized with the screen it pins to a legend at phone scale on a 13" iPad is the same
/// mismatch the form rows had (see GamepadFormMetrics).
@Environment(\.gamepadMetrics) private var metrics
let hints: [GamepadHint]
// 10-foot legend on tvOS, in-hand sizes elsewhere.
#if os(tvOS)
private static let glyphFont: CGFloat = 27
private static let textFont: CGFloat = 20
private static let pad: CGFloat = 18
#else
private static let glyphFont: CGFloat = 19
private static let textFont: CGFloat = 14
private static let pad: CGFloat = 13
#endif
var body: some View {
HStack(spacing: 18) {
ForEach(hints) { hint in
HStack(spacing: 7) {
Image(systemName: hint.glyph)
.font(.system(size: Self.glyphFont))
.foregroundStyle(ink.fg)
Text(hint.text)
}
.fixedSize() // keep glyph + label together; never truncate a hint mid-word
cell(hint)
}
}
.font(.geist(Self.textFont, .semibold, relativeTo: .subheadline))
.font(.geist(metrics.hintTextFont, .semibold, relativeTo: .subheadline))
.foregroundStyle(ink.fg(0.85))
.padding(Self.pad)
.padding(metrics.hintPad)
.consoleGlass(Capsule())
.overlay(Capsule().strokeBorder(ink.fg(0.12), lineWidth: 1))
// The hairline is DECORATION and sits on top of the cells, so it must never take a touch.
// Spelled out rather than left to defaults, because a swallowed touch in this bar is
// invisible the legend simply stops doing anything.
.overlay(Capsule().strokeBorder(ink.fg(0.12), lineWidth: 1).allowsHitTesting(false))
}
/// A cell is a button where it has somewhere to go, and a plain label otherwise (see the type
/// comment for why tvOS is always the latter).
@ViewBuilder private func cell(_ hint: GamepadHint) -> some View {
#if os(tvOS)
label(hint)
#else
if let action = hint.action {
Button(action: action) { label(hint) }
.buttonStyle(HintCellStyle())
.accessibilityLabel(hint.text)
} else {
label(hint)
}
#endif
}
private func label(_ hint: GamepadHint) -> some View {
HStack(spacing: 7) {
Image(systemName: hint.glyph)
.font(.system(size: metrics.hintGlyphFont))
.foregroundStyle(ink.fg)
Text(hint.text)
}
.fixedSize() // keep glyph + label together; never truncate a hint mid-word
// The tappable area covers the gap between glyph and label, not just their painted
// pixels a legend cell is small enough already.
.contentShape(Rectangle())
}
}
#if !os(tvOS)
/// Press feedback for a legend cell. Deliberately quiet the bar is chrome, and a cell that lit
/// up like a primary button would pull the eye off the content it describes.
///
/// `contentShape` sits BELOW the scale so the hit region stays the unscaled layout bounds: a press
/// animation that shrinks the artwork must never move the target out from under a resting finger,
/// or the touch-up lands outside and SwiftUI discards the tap.
private struct HintCellStyle: ButtonStyle {
func makeBody(configuration: Configuration) -> some View {
configuration.label
.opacity(configuration.isPressed ? 0.55 : 1)
.scaleEffect(configuration.isPressed ? 0.94 : 1)
.animation(.smooth(duration: 0.14), value: configuration.isPressed)
.contentShape(Rectangle())
}
}
#endif
/// The console backdrop: a living aurora drifting slowly over black so it reads as ambience behind
/// the cards, never as content. On iOS 18 / macOS 15+ it's an animated `MeshGradient` a continuous
/// silk of colour whose control points wander on slow, out-of-phase sinusoids finished with an
@@ -220,14 +480,20 @@ struct GamepadScreenBackground: View {
colorField(at: t, palette: palette)
// ±8° over ~5 min the whole field very slowly warms and cools.
.hueRotation(.degrees(sin(t * 0.021) * 8))
// Calm = col·0.6 + ground·0.4: over the ground, `.opacity` IS the multiply
// Calm = col·0.6 + ground·0.4. Over the OPAQUE ground beneath, `.opacity` already
// lerps toward it, so this layer alone IS the whole calm mix.
.opacity(1 - 0.4 * calmMix)
// and a plusLighter wash of the palette's own ground IS the add. Chosen so the
// ground lands exactly where it was and the bright pools come down to meet it.
// Mounted unconditionally at opacity 0 a plusLighter layer contributes nothing,
// and an always-present layer is what lets the mix animate instead of popping.
// A further plusLighter wash of the ground, which lets a DARK palette's bright pools
// come down to meet its ground rather than merely fading toward it.
//
// Suppressed on a pale palette (the factor goes to 0), because there it was destroying
// the setting: a pale ground is near-white, so ADDING 0.4 of it on top of a field
// already mixed 0.4 toward that same ground saturated the form screens to flat white
// the field ask was "in bright mode the sub-screens are basically just white". Written
// as a factor rather than an `if` so the layer stays mounted and the calm chase keeps
// animating instead of popping when a screen is pushed.
Self.color(palette.ground)
.opacity(0.4 * calmMix)
.opacity(0.4 * calmMix * (palette.light ? 0 : 1))
.blendMode(.plusLighter)
// Cinematic vignette: the edges settle toward the scrim so the cards sit in the
// pooled light. Soft (extends past the frame) so the corners deepen rather than
@@ -363,59 +629,6 @@ private struct LegacyBlobField: View {
}
}
/// A blur gradient behind a pinned tray (a screen title, the hints/detail bar, the keyboard tray):
/// scrollable rows pass beneath those insets, so without this the tray text and the row underneath
/// render interleaved. Pure blur a dark material faded out by a gradient mask, no dark tint so
/// the tray's text sits on a softly blurred backdrop that dissolves into the rows.
struct GamepadTrayScrim: View {
let edge: VerticalEdge
@Environment(\.gamepadInk) private var ink
var body: some View {
let fromEdge: UnitPoint = edge == .top ? .top : .bottom
let toContent: UnitPoint = edge == .top ? .bottom : .top
Rectangle()
.fill(.ultraThinMaterial)
// Force the frost to match the PALETTE, not the system appearance: the tray exists
// to keep the pinned title legible, so it has to frost dark under white ink and
// light under dark ink.
.environment(\.colorScheme, ink.isLight ? .light : .dark)
// Sink the material's grey luminance lift toward the palette's shade (black on a
// dark field field ask: the frost read GREY over the aurora). Inside the mask, so
// the tint dissolves with the blur.
.overlay(ink.shade(0.35))
// Fade the whole blur out toward the content so it dissolves rather than ending on a
// line. The strong region sits deep (0.65) because the first stretch of the gradient
// now runs over the fixed 80 pt outer overhang below.
.mask {
LinearGradient(
stops: [
.init(color: .black, location: 0),
.init(color: .black.opacity(0.92), location: 0.65),
.init(color: .clear, location: 1),
],
startPoint: fromEdge, endPoint: toContent)
}
// Grow past the tray so the fade-to-clear happens OUTSIDE its bounds the tray's own
// text always sits on the strong part, rows blur out before they reach it. The bottom
// gets the longer runway: its tray sits over SCROLLING rows plus the detail line, and
// the field verdict on the short reach was rows colliding visibly with the legend.
.padding(edge == .top ? .bottom : .top, edge == .top ? -44 : -72)
// Full-bleed by LAYOUT, not by `.ignoresSafeArea()`: safe-area expansion resolves a
// beat after insertion (outside any geometry group and outside this view's own
// transaction), which is exactly the pop the field kept seeing vertically first,
// then, once the vertical runway became padding, on the X axis alone (the landscape
// side insets). 80 pt clears every inset on every device; backgrounds never clip,
// so the overhang simply draws.
.padding(edge == .top ? .top : .bottom, -80)
.padding(.horizontal, -80)
// And the shape must NEVER animate: mounted inside a pushed shell layer, any late
// geometry would ride the push's transaction and visibly grow into place. The
// layer's own fade/slide still carries the scrim; only its SHAPE is pinned.
.transaction { $0.animation = nil }
}
}
/// The backdrop for the gamepad UI's form screens (settings, add-host). It used to be a STILL pair
/// of glows over a deep indigo base deliberately not near-black, because Liquid Glass refracts
/// whatever sits behind it and over black the rows turn invisible. It is now the launcher's own
@@ -65,10 +65,24 @@ private struct HomeTile: Identifiable {
struct GamepadHomeView: View {
@Environment(\.gamepadInk) private var ink
/// Published by ContentView at the app ROOT, so this reads its own window's tier this screen
/// applies `gamepadPaletteInk` itself and so sits above its own copy of the environment.
@Environment(\.gamepadMetrics) private var metrics
/// The home-indicator strip's height, measured by DisplayBottomInsetProbe and published from
/// ContentView an environment READ is safe in body; asking UIKit for it here is not (see
/// the probe's comment: a key-window walk mid-render severed this very view's updates).
@Environment(\.displayBottomInset) private var displayBottomInset
@ObservedObject var store: HostStore
@ObservedObject var model: SessionModel
@ObservedObject var discovery: HostDiscovery
@Binding var libraryTarget: StoredHost?
@Binding var libraryTarget: LibraryTarget?
/// The host awaiting a PIN ceremony, if any. Owned by ContentView (a connect attempt sets it,
/// as does the trust card's "Pair with PIN instead"), presented here as a shell screen
/// PairSheet's `Form` is unreachable with a controller on iOS/macOS, which made pairing the
/// one thing a console-UI user simply could not do. See GamepadPairView.
@Binding var pairingTarget: StoredHost?
/// Pin the verified fingerprint and connect ContentView's `handlePaired`.
let onPaired: (StoredHost, Data) -> Void
/// Wake-and-wait driver gates the carousel while its overlay is up, and the carousel's
/// activate routes an offline+wakeable host through it (see ContentView.startSession).
@ObservedObject var waker: HostWaker
@@ -76,7 +90,12 @@ struct GamepadHomeView: View {
let connectDiscovered: (DiscoveredHost) -> Void
/// Launch a library title on a host the in-place library layer's activate path (iOS; the
/// cover/sheet presentations wire ContentView's `launchTitle` into LibraryView themselves).
let launchTitle: (StoredHost, String) -> Void
let launchTitle: (LibraryTarget, String) -> Void
/// A console prompt (GamepadPromptView) is up over the home it polls the same controller, so
/// this screen must stand down for as long as it is. Same handoff contract as the connect
/// takeover and the shell's own layers; without it the carousel keeps scrolling underneath the
/// modal and a single A press reaches both.
var promptActive = false
/// The profile catalog pinned host+profile combos render as their own tiles here, which is
/// how a controller picks a profile: one focus-and-press instead of a menu (design §5.4).
@@ -213,22 +232,38 @@ struct GamepadHomeView: View {
.padding(.bottom, gamepadTitleBottomPadding(compact: compact))
}
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
GamepadHintBar(hints: hints)
// Equal distance from the left and bottom edges the pill's corner inset was the
// real asymmetry (leading 22 vs bottom 10), not its internal padding.
.padding(.leading, compact ? 12 : 18)
.padding(.bottom, compact ? 12 : 18)
.padding(.top, compact ? 4 : 8)
legend
}
}
/// The pinned controls legend, sitting the SAME distance from the leading and bottom edges of
/// the DISPLAY see `gamepadLegendBottomPadding` for why the bottom number is not simply the
/// margin, and why measuring the inset (rather than trying to opt out of it) is what finally
/// worked.
private var legend: some View {
GamepadHintBar(hints: hints)
.padding(.leading, legendMargin)
.padding(
.bottom,
gamepadLegendBottomPadding(
legendMargin, tier: metrics.tier, displayBottom: displayBottomInset))
.padding(.top, compact ? 4 : 8)
}
/// The legend pill's distance from the screen's leading and bottom edges.
private var legendMargin: CGFloat { compact ? 12 : 18 }
#if os(iOS)
/// The screen the shell shows over the launcher derived from the same triggers every
/// platform sets, so `returnToLibrary`, the tiles, X and Y all keep writing what they wrote.
private var topScreen: GamepadScreen? {
// Pairing leads: it is a ceremony blocking a connect the user already asked for, and it
// can be raised from ON TOP of the library (launching a title on an unpaired host), where
// it has to win. Backing out of it reveals whatever it interrupted.
if let host = pairingTarget { return .pair(host) }
if showSettings { return .settings }
if showAddHost { return .addHost }
if let host = libraryTarget { return .library(host) }
if let shelf = libraryTarget { return .library(shelf) }
return nil
}
@@ -248,10 +283,16 @@ struct GamepadHomeView: View {
onAdd: { store.add($0) },
close: { if !transitioning { showAddHost = false } },
controllerActive: active)
case .library(let host):
case .pair(let host):
GamepadPairView(
host: host,
onPaired: { onPaired(host, $0) },
close: { if !transitioning { pairingTarget = nil } },
controllerActive: active)
case .library(let shelf):
GamepadLibraryScreen(
store: store, host: host,
onLaunch: { launchTitle(host, $0) },
store: store, target: shelf,
onLaunch: { launchTitle(shelf, $0) },
close: { if !transitioning { libraryTarget = nil } },
controllerActive: active)
}
@@ -294,11 +335,14 @@ struct GamepadHomeView: View {
/// transition's input drop, during which NOBODY polls.
private var homeOwnsController: Bool {
#if os(iOS)
topScreen == nil && !transitioning
topScreen == nil && !transitioning && !promptActive
&& waker.waking == nil && model.phase != .connecting
#else
libraryTarget == nil && !showSettings && !showAddHost
&& waker.waking == nil && model.phase != .connecting
// `pairingTarget` too: macOS presents the pair screen as a sheet and tvOS as a cover, and
// either way the launcher underneath must stop consuming the pad the pair screen's own
// list is polling the same controller.
libraryTarget == nil && pairingTarget == nil && !showSettings && !showAddHost
&& !promptActive && waker.waking == nil && model.phase != .connecting
#endif
}
@@ -412,13 +456,22 @@ struct GamepadHomeView: View {
case .rescan: "Rescan"
default: nil
}
// Every cell's action re-resolves the selection when it FIRES rather than closing over the
// one this render saw: the legend is rebuilt on selection changes, but a tap landing in
// the same frame as a carousel move would otherwise activate the tile that was selected a
// moment ago the one failure mode a launcher cannot afford.
var hints = [GamepadHint(
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"),
text: action ?? (selected?.canWake == true ? "Wake & Connect" : "Connect"))]
text: action ?? (selected?.canWake == true ? "Wake & Connect" : "Connect"),
action: { tiles.first { $0.id == selection }?.activate() })]
if libraryEnabled, selected?.hasLibrary == true {
hints.append(.init(glyph: buttonGlyph(\.buttonY, fallback: "y.circle"), text: "Library"))
hints.append(.init(
glyph: buttonGlyph(\.buttonY, fallback: "y.circle"), text: "Library",
action: { openLibraryForSelected() }))
}
hints.append(.init(glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Settings"))
hints.append(.init(
glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Settings",
action: { showSettings = true }))
return hints
}
@@ -448,9 +501,10 @@ struct GamepadHomeView: View {
isPaired: host.pinnedSHA256 != nil,
isConnecting: connecting,
filled: true,
// A pinned card is a shortcut, not a second host Y (library) stays on the
// host's own tile, where the host-level actions live.
hasLibrary: profile == nil,
// A pinned card reaches the library too, and gets its OWN shelf: browsing is
// this card's connect with a title picked first, not a host-level action like
// wake or forget.
hasLibrary: true,
osChain: host.osChain,
canWake: autoWakeEnabled && PunktfunkConnection.wakeOnLANAvailable
&& !online && !host.wakeMacs.isEmpty,
@@ -486,12 +540,14 @@ struct GamepadHomeView: View {
}
/// Only saved hosts have a library matches the touch grid, where "Browse Library" is a
/// `HostCardView`-only action never offered on `DiscoveredCardView`.
/// `HostCardView`-only action never offered on `DiscoveredCardView`. A pinned card opens its
/// own shelf: the selection already names which card Y was pressed on, and that card's profile
/// is what its launches run with.
private func openLibraryForSelected() {
guard libraryEnabled, case .saved(let id, let profile) = selection, profile == nil,
guard libraryEnabled, case .saved(let id, let profileID) = selection,
let host = store.hosts.first(where: { $0.id == id })
else { return }
libraryTarget = host
libraryTarget = LibraryTarget(host: host, profile: ProfileSelection(profileID: profileID))
}
}
@@ -573,11 +629,21 @@ private struct GamepadHostTile: View {
}
.padding(Self.pad)
.frame(width: size.width, height: size.height, alignment: .leading)
// Liquid Glass console tile a brand wash marks a saved host as primary; discovered /
// Add-Host tiles stay neutral glass with a dashed edge. Glass clips to the shape itself.
// Console tile a brand wash marks a saved host as primary; discovered / Add-Host tiles
// stay neutral with a dashed edge. The surface clips to the shape itself.
//
// `forceMaterial`: these tiles are the one console surface that gets TRANSFORMED while it
// animates `CardEntrance` swings each card in on a `rotation3DEffect` under an opacity
// ramp, and the carousel's `.scrollTransition` keeps scaling and rotating the neighbours
// forever after. Liquid Glass samples the backdrop through its own layer and cannot do
// that under a 3D transform, so it drew one way through the swing and snapped to another
// as the card landed on glass it read as the tiles being swapped out for different ones
// at the end of their entrance. A material composites flat, so the card looks the same at
// every frame of the travel. (tvOS already takes this path for its own reasons.)
.consoleGlass(
RoundedRectangle(cornerRadius: Self.corner, style: .continuous),
tint: tile.filled ? ink.accent(0.20) : nil)
tint: tile.filled ? ink.accent(0.20) : nil,
forceMaterial: true)
.overlay {
RoundedRectangle(cornerRadius: Self.corner, style: .continuous)
.strokeBorder(
@@ -85,16 +85,40 @@ extension EnvironmentValues {
}
extension View {
/// Resolve the stored `ui_palette` and publish its ink to everything below. Applied by the
/// gamepad screens' common root so no individual view has to read the setting.
func gamepadPaletteInk() -> some View { modifier(GamepadInkModifier()) }
/// Resolve the stored `ui_palette` and publish its ink AND the matching colour scheme to
/// everything below. Applied by the gamepad screens' common root so no individual view has to
/// read the setting.
///
/// `active` exists for the one surface that is the same view in both worlds: `LibraryView`
/// renders the coverflow under the gamepad UI and a plain grid without it. Passing `false`
/// publishes nothing, because the touch/desktop layouts sit on the SYSTEM background, where a
/// palette's scheme would invert their own system colours instead of matching them.
func gamepadPaletteInk(_ active: Bool = true) -> some View {
modifier(GamepadInkModifier(active: active))
}
}
private struct GamepadInkModifier: ViewModifier {
var active = true
@AppStorage(DefaultsKey.uiPalette) private var paletteID = "violet"
/// The ambient scheme from ABOVE this modifier what gets republished unchanged when the
/// gamepad UI isn't the one drawing, so `active: false` is a true no-op rather than a branch
/// that would change this view's identity.
@Environment(\.colorScheme) private var systemScheme
func body(content: Content) -> some View {
content.environment(\.gamepadInk, GamepadInk.of(GamepadPalette.named(paletteID)))
let palette = GamepadPalette.named(paletteID)
return content
.environment(\.gamepadInk, active ? GamepadInk.of(palette) : .dark)
// The ink alone was never enough. Every SYSTEM-derived colour that lands on these
// screens `.secondary` in a placeholder, a `.bordered` button's chrome, a
// NavigationStack's title, a material's frost resolves against the DEVICE's
// appearance, which no part of this app had ever set. On iPhone and Mac that is often
// Light, so the pale palettes looked correct by accident; an Apple TV is Dark
// essentially always, so on tvOS every one of them came out WHITE on a pale field and
// the interface was unreadable. Publishing the scheme here once, beside the ink it
// has to agree with is what makes a pale palette mean "light" to UIKit too.
.environment(\.colorScheme, active ? (palette.light ? .light : .dark) : systemScheme)
}
}
@@ -0,0 +1,79 @@
// Hardware-keyboard navigation for the gamepad UI (iOS/iPadOS/macOS): arrows move, Return/Space
// activate, Esc backs out.
//
// Asked for by a field user on an iPad ("select games with keyboard arrows, enter to launch"). An
// iPad on a Magic Keyboard and a couch Mac are the same situation the console layout was built
// for a screen driven from a distance with a fixed set of directional inputs and the whole
// navigation model (a cursor, a confirm, a back) already exists here for the controller. A
// keyboard is just a third input onto it, alongside the pad poll and touch.
//
// tvOS is excluded: the focus engine already routes hardware-keyboard arrows into focus moves
// there, and these screens hand it navigation authority on purpose.
//
// The view must be FOCUSED to receive key presses, so this takes focus on appear. That is safe on
// exactly these screens because the gamepad UI has no system text fields to steal it from
// GamepadKeyboard is a custom grid of keycaps, not a `TextField`.
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS)
extension View {
/// Route arrows / Return / Esc into the same handlers the controller poll drives.
///
/// `active` mirrors the caller's `isActive` controller gate: a screen that has handed the pad
/// to something on top must not keep eating key presses either, or a covered launcher
/// navigates behind the screen in front of it.
func gamepadKeyNavigation(
active: Bool = true,
onMove: @escaping (GamepadMenuInput.Direction) -> Void,
onConfirm: @escaping () -> Void,
onBack: (() -> Void)? = nil
) -> some View {
modifier(GamepadKeyNav(active: active, onMove: onMove, onConfirm: onConfirm, onBack: onBack))
}
}
private struct GamepadKeyNav: ViewModifier {
let active: Bool
let onMove: (GamepadMenuInput.Direction) -> Void
let onConfirm: () -> Void
let onBack: (() -> Void)?
@FocusState private var focused: Bool
func body(content: Content) -> some View {
content
.focusable(active)
// No focus ring: these screens draw their own cursor (the centred card, the focused
// row), and a system ring around the whole scroll view on top of it reads as a bug.
.focusEffectDisabled()
.focused($focused)
// Claim focus on appear, and re-claim it whenever this screen becomes the active one
// again a pushed screen popping off leaves the one underneath unfocused.
.onAppear { focused = active }
.onChange(of: active) { _, nowActive in
if nowActive { focused = true }
}
.onKeyPress(.upArrow) { handle { onMove(.up) } }
.onKeyPress(.downArrow) { handle { onMove(.down) } }
.onKeyPress(.leftArrow) { handle { onMove(.left) } }
.onKeyPress(.rightArrow) { handle { onMove(.right) } }
.onKeyPress(.return) { handle(onConfirm) }
.onKeyPress(.space) { handle(onConfirm) }
.onKeyPress(.escape) {
guard let onBack else { return .ignored }
return handle(onBack)
}
}
/// Run a handler only while this screen owns input, and report back whether the press was
/// consumed. `.ignored` matters: an unhandled Esc still has to reach the `.cancelAction`
/// shortcut that closes a macOS sheet (see GamepadAddHostView's hidden Cancel button).
private func handle(_ action: () -> Void) -> KeyPress.Result {
guard active else { return .ignored }
action()
return .handled
}
}
#endif
@@ -12,24 +12,26 @@ import SwiftUI
struct GamepadLibraryScreen: View {
@Environment(\.gamepadInk) private var ink
@ObservedObject var store: HostStore
let host: StoredHost
let target: LibraryTarget
let onLaunch: (String) -> Void
let close: () -> Void
var controllerActive = true
/// `.compact` in a landscape phone window tighter chrome, like every gamepad screen.
@Environment(\.verticalSizeClass) private var vSizeClass
/// Resolves a pinned shelf's profile name for the title.
@ObservedObject private var profiles = ProfileStore.shared
private var compact: Bool { vSizeClass == .compact }
var body: some View {
LibraryView(
store: store, host: host, onLaunch: onLaunch,
store: store, target: target, onLaunch: onLaunch,
onClose: close, controllerActive: controllerActive)
.safeAreaInset(edge: .top, spacing: 0) {
// Leading, like every gamepad heading no close chrome, B is the exit (the
// coverflow's, or LibraryView's own back-catcher before the coverflow exists).
Text("\(host.displayName) — Library")
Text("\(target.title(in: profiles)) — Library")
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
.foregroundStyle(ink.fg)
.lineLimit(1)
@@ -38,7 +40,7 @@ struct GamepadLibraryScreen: View {
.padding(.horizontal, 24)
.padding(.top, gamepadTitleTopPadding(compact: compact))
.padding(.bottom, gamepadTitleBottomPadding(compact: compact))
.background { GamepadTrayScrim(edge: .top) }
.background { GamepadTrayBlur(edge: .top) }
}
// A hardware keyboard's Esc still closes, without chrome.
.background {
@@ -119,6 +119,22 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
.sensoryFeedback(.selection, trigger: adjustTick)
.sensoryFeedback(.impact(weight: .medium), trigger: activateTick)
.sensoryFeedback(.impact(flexibility: .rigid, intensity: 0.7), trigger: boundaryTick)
#if os(iOS) || os(macOS)
// Hardware keyboard: up/down step the focus bar, left/right adjust the focused row's
// value (exactly what the stick does), Return activates, Esc backs out.
.gamepadKeyNavigation(
active: isActive,
onMove: { direction in
switch direction {
case .up: step(by: -1)
case .down: step(by: 1)
case .left: adjust(by: -1)
case .right: adjust(by: 1)
}
},
onConfirm: { activate() },
onBack: onBack)
#endif
.onAppear {
reconcile()
wire()
@@ -0,0 +1,230 @@
// The gamepad UI's answer to a system alert / confirmation dialog (iOS/iPadOS/macOS).
//
// `.alert` and `.confirmationDialog` are UIKit/AppKit surfaces. A game controller cannot move
// through their buttons or press one so on iOS/macOS every prompt in the connect path was a dead
// end for a pad-only user, and they are not incidental prompts:
//
// - "Pairing required" (Request Access / Pair with PIN) is the FIRST thing an unpaired host
// shows. Pairing was unreachable before it even got to the PIN.
// - "Connection failed" strands the console UI behind a modal only a finger can dismiss.
// - "Waiting for approval" owns the only Cancel for a connect that may never complete.
//
// tvOS keeps the system alerts: the focus engine drives them natively there, which is the whole
// reason this gap was tvOS-invisible.
//
// Deliberately NOT built on GamepadMenuList: that is a ScrollView (right for a settings screen of
// unknown length, wrong for two buttons in a card, where it would need an invented height and
// could clip). A prompt has two or three actions, so it owns a plain VStack and a cursor.
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS)
/// One choice in a console prompt.
struct GamepadPromptAction: Identifiable {
let id: String
let title: String
/// This is the action B (and Esc) performs, and the one the cursor opens on. Exactly one
/// action should carry it `GamepadPrompt` falls back to the LAST action when none does,
/// which matches how a system alert treats its cancel role.
var isCancel = false
/// Drawn as the primary, accent-tinted row. At most one.
var isPrimary = false
let run: () -> Void
}
/// A prompt to show over the console UI: what happened, and what can be done about it.
struct GamepadPrompt: Identifiable {
let id: String
let title: String
let message: String
let actions: [GamepadPromptAction]
/// A wait with no outcome yet (the delegated-approval hold) shows a spinner beside the title
/// the prompt is the UI for something still in flight, not a report that it finished.
var busy = false
}
/// The prompt, worn as the console's own modal: a dimmed field, a glass card, a focus list of
/// actions, and the same legend every other gamepad screen carries.
struct GamepadPromptView: View {
@Environment(\.gamepadInk) private var ink
@Environment(\.gamepadMetrics) private var metrics
let prompt: GamepadPrompt
@State private var cursor = 0
@State private var input = GamepadMenuInput(manager: .shared)
@State private var haptics = MenuHaptics(manager: .shared)
/// `.sensoryFeedback` counters device ticks for confirm and for a refused move at an end.
@State private var activateTick = 0
@State private var boundaryTick = 0
#if os(iOS)
@Environment(\.verticalSizeClass) private var vSizeClass
private var compact: Bool { vSizeClass == .compact }
#else
private let compact = false
#endif
var body: some View {
ZStack {
// Swallows touch to the launcher behind it, which is also gated out of the controller
// poll for as long as this is up (ContentView's `promptActive`).
Rectangle()
.fill(.black.opacity(0.55))
.ignoresSafeArea()
.contentShape(Rectangle())
.onTapGesture {}
card
}
.sensoryFeedback(.selection, trigger: cursor)
.sensoryFeedback(.impact(weight: .medium), trigger: activateTick)
.sensoryFeedback(.impact(flexibility: .rigid, intensity: 0.7), trigger: boundaryTick)
// A prompt is exactly where a keyboard user gets stuck, so it takes arrows/Return/Esc too.
.gamepadKeyNavigation(
onMove: { direction in
switch direction {
case .up: step(by: -1)
case .down: step(by: 1)
case .left, .right: break
}
},
onConfirm: { activate() },
onBack: { back() })
.onAppear {
cursor = prompt.actions.firstIndex(where: \.isCancel) ?? max(prompt.actions.count - 1, 0)
wire()
input.start()
}
// The prompt's identity is stable across a message change (same `id`), so re-wire rather
// than rely on a remount: the stored closures captured the OLD actions array.
.onChange(of: prompt.actions.map(\.id)) { _, _ in
cursor = min(cursor, max(prompt.actions.count - 1, 0))
wire()
}
.onDisappear {
input.stop()
haptics.stop()
}
}
private var card: some View {
VStack(alignment: .leading, spacing: 14) {
HStack(spacing: 10) {
if prompt.busy {
ProgressView().controlSize(.small).tint(ink.fg(0.8))
}
Text(prompt.title)
.font(.geist(compact ? 19 : 22, .bold, relativeTo: .title3))
.foregroundStyle(ink.fg)
}
Text(prompt.message)
.font(.geist(metrics.detailFont, relativeTo: .callout))
.foregroundStyle(ink.fg(0.62))
.fixedSize(horizontal: false, vertical: true)
VStack(spacing: 6) {
ForEach(Array(prompt.actions.enumerated()), id: \.element.id) { idx, action in
actionRow(action, focused: idx == cursor)
.contentShape(Rectangle())
.onTapGesture { tap(idx) }
}
}
.padding(.top, 2)
GamepadHintBar(hints: hints)
}
.padding(compact ? 20 : 26)
.frame(maxWidth: 460)
.consoleGlass(RoundedRectangle(cornerRadius: 24, style: .continuous))
.overlay {
RoundedRectangle(cornerRadius: 24, style: .continuous)
.strokeBorder(ink.fg(0.12), lineWidth: 1)
}
.padding(24)
}
private func actionRow(_ action: GamepadPromptAction, focused: Bool) -> some View {
let m = metrics
return Text(action.title)
.font(.geist(m.labelFont, .semibold, relativeTo: .body))
.foregroundStyle(action.isPrimary ? ink.accent : ink.fg)
.frame(maxWidth: .infinity)
.padding(.horizontal, m.rowHPad)
.padding(.vertical, m.rowVPad)
.consoleGlass(
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous),
tint: focused ? ink.accent(0.30) : nil,
interactive: focused)
.overlay {
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous)
.strokeBorder(ink.fg(focused ? 0.28 : 0.06), lineWidth: 1)
}
.scaleEffect(focused ? 1.0 : 0.98)
.animation(.smooth(duration: 0.18), value: focused)
}
private var hints: [GamepadHint] {
var hints: [GamepadHint] = [.init(
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Select",
action: { activate() })]
// Only where B has somewhere to go: a one-action prompt ("OK") is dismissed by that
// action, and B does it too naming it twice would just be noise.
if prompt.actions.count > 1, let cancel = prompt.actions.first(where: \.isCancel) {
hints.append(.init(
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: cancel.title,
action: { back() }))
}
return hints
}
// MARK: - Input
private func wire() {
input.onMove = { direction in
switch direction {
case .up: step(by: -1)
case .down: step(by: 1)
// A prompt's actions are a vertical list; left/right have nothing to mean here, and
// silently treating them as up/down would make a nudged stick pick a different button.
case .left, .right: break
}
}
input.onConfirm = { activate() }
input.onBack = { back() }
}
private func step(by delta: Int) {
let target = cursor + delta
guard target >= 0, target < prompt.actions.count else {
boundaryTick &+= 1
haptics.boundary()
return
}
cursor = target
haptics.move()
}
private func activate() {
guard cursor >= 0, cursor < prompt.actions.count else { return }
activateTick &+= 1
haptics.confirm()
prompt.actions[cursor].run()
}
/// B: the cancel action, else the last one the same fallback a system alert applies when
/// nothing carries the cancel role, so B always has a way out rather than doing nothing.
private func back() {
guard let action = prompt.actions.first(where: \.isCancel) ?? prompt.actions.last
else { return }
activateTick &+= 1
haptics.confirm()
action.run()
}
/// Touch fallback matching the rest of the gamepad UI: a tap focuses AND activates.
private func tap(_ idx: Int) {
guard idx >= 0, idx < prompt.actions.count else { return }
cursor = idx
activate()
}
}
#endif
@@ -21,13 +21,17 @@ import SwiftUI
enum GamepadScreen: Identifiable {
case settings
case addHost
case library(StoredHost)
case pair(StoredHost)
case library(LibraryTarget)
var id: String {
switch self {
case .settings: return "settings"
case .addHost: return "addHost"
case .library(let host): return "library-\(host.id.uuidString)"
case .pair(let host): return "pair-\(host.id.uuidString)"
// Keyed on the SHELF, not the host: a host and each of its pinned cards open different
// libraries, and sharing an id would let one stand in for another mid-transition.
case .library(let shelf): return "library-\(shelf.id)"
}
}
@@ -35,7 +39,7 @@ enum GamepadScreen: Identifiable {
/// (`Bg::Form` in the console); the library keeps the launcher's full aurora.
var isForm: Bool {
switch self {
case .settings, .addHost: return true
case .settings, .addHost, .pair: return true
case .library: return false
}
}
@@ -24,7 +24,7 @@ struct HomeView: View {
@Binding var showAddHost: Bool
@Binding var pairingTarget: StoredHost?
@Binding var speedTestTarget: StoredHost?
@Binding var libraryTarget: StoredHost?
@Binding var libraryTarget: LibraryTarget?
#if !os(macOS)
@Binding var showSettings: Bool
#endif
@@ -34,8 +34,9 @@ struct HomeView: View {
let connectDiscovered: (DiscoveredHost) -> Void
/// Pairing succeeded (tvOS PairSheet route) pin + connect (ContentView guards staleness).
let onPaired: (StoredHost, Data) -> Void
/// Picked a title in the (experimental) library start a session that launches it.
let onLaunchTitle: (StoredHost, String) -> Void
/// Picked a title in the (experimental) library start a session that launches it, with the
/// shelf's profile (a pinned card's own; the host's binding on its primary card).
let onLaunchTitle: (LibraryTarget, String) -> Void
/// Explicit Wake-on-LAN of an offline host fires the packet and waits for it to come online
/// (the "Waking" overlay), without connecting. Routed through ContentView's HostWaker.
let wake: (StoredHost) -> Void
@@ -154,8 +155,8 @@ struct HomeView: View {
.navigationDestination(item: $speedTestTarget) { host in
SpeedTestSheet(host: host)
}
.navigationDestination(item: $libraryTarget) { host in
LibraryView(store: store, host: host, onLaunch: { onLaunchTitle(host, $0) })
.navigationDestination(item: $libraryTarget) { shelf in
LibraryView(store: store, target: shelf, onLaunch: { onLaunchTitle(shelf, $0) })
}
#endif
#if !os(tvOS)
@@ -263,9 +264,13 @@ struct HomeView: View {
}
private func hostCard(_ host: StoredHost, pinned: StreamProfile?) -> some View {
let onBrowseLibrary: (() -> Void)? = libraryEnabled ? { libraryTarget = host } : nil
// A pinned card connects with ITS profile; the primary card follows the binding.
let selection: ProfileSelection = pinned.map { .profile($0.id) } ?? .inherit
// and browsing is that same connect with a title picked first, so a pinned card opens its
// OWN shelf: every launch off it carries the card's profile rather than the host's binding.
let onBrowseLibrary: (() -> Void)? = libraryEnabled
? { libraryTarget = LibraryTarget(host: host, profile: selection) }
: nil
return HostCardView(
host: host,
isOnline: isOnline(host),
@@ -219,6 +219,13 @@ struct HostCardView: View {
// the way to remove the shortcut itself. Unpinning touches neither the profile nor
// the host's default binding.
connectWithMenu(menu)
// Browsing IS a connect-shaped action it is this card's connect with a title picked
// first so a pinned card offers it and opens its own shelf, whose launches carry the
// pinned profile. (Pair / speed test / wake / forget stay on the host's card: those
// are about the machine, and a shortcut has no business claiming them.)
if let onBrowseLibrary {
Button("Browse Library…", action: onBrowseLibrary)
}
if LinkClipboard.isAvailable {
Button("Copy Link") { menu.copyLink(pinned.id) }
}
@@ -125,7 +125,7 @@ struct LibraryCoverflowView: View {
) -> some View {
PosterImage(
candidates: game.art.posterCandidates, title: game.title, loader: artLoader,
onLoaded: { artSettled += 1 })
icon: game.iconToken, onLoaded: { artSettled += 1 })
.frame(width: width, height: height)
.clipShape(RoundedRectangle(cornerRadius: 16, style: .continuous))
.overlay(alignment: .topLeading) {
@@ -204,13 +204,19 @@ struct LibraryCoverflowView: View {
private var hints: [GamepadHint] {
var hints: [GamepadHint] = []
if onLaunch != nil {
if let onLaunch {
// You *open* a launcher and *launch* a game the hint follows the focused entry.
let opens = games.first { $0.id == selection }?.isLauncher == true
hints.append(
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: opens ? "Open" : "Launch"))
hints.append(.init(
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: opens ? "Open" : "Launch",
// Reads `selection` when it fires, not when the legend was built (see the
// launcher's twin) and does nothing with no title centred, which is exactly
// what A does.
action: { if let id = selection { onLaunch(id) } }))
}
hints.append(.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Close"))
hints.append(.init(
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Close",
action: { onDismiss?() }))
return hints
}
}
@@ -6,11 +6,53 @@
import PunktfunkKit
import SwiftUI
/// Which library shelf is open: a host, and when it was opened from a PINNED host+profile card
/// (design/client-settings-profiles.md §5.2a) that card's profile, which every title launched off
/// the shelf then runs with, exactly as the card's own tap would.
///
/// One value rather than a host plus a profile carried beside it: a host and its pinned cards are
/// different cards on the grid, so "which library" is not answered by the host alone. That is also
/// why `id` folds the profile in a presentation keyed on the host would not re-present when you
/// move between a host's own shelf and one of its pins.
struct LibraryTarget: Identifiable, Hashable {
let host: StoredHost
/// `.inherit` from the host's own card (its binding decides, as it always has); `.profile` from
/// a pinned card. `.defaults` never reaches here nothing opens a library "with the globals".
var profile: ProfileSelection = .inherit
var id: String {
switch profile {
case .inherit: host.id.uuidString
case .defaults: "\(host.id.uuidString)#defaults"
case .profile(let id): "\(host.id.uuidString)#\(id)"
}
}
/// The pinned profile's id, if this shelf belongs to a pinned card.
var pinnedProfileID: String? {
if case .profile(let id) = profile { return id }
return nil
}
/// What the screen calls itself: the host, and the profile when a pinned card opened it the
/// same `host · profile` shape that card wears, so which shelf you are on is on screen rather
/// than remembered from the card you pressed. A pin whose profile has since been deleted
/// resolves as no profile everywhere else, and reads as the plain host here.
@MainActor func title(in catalog: ProfileStore) -> String {
guard let id = pinnedProfileID, let profile = catalog.profile(id: id) else {
return host.displayName
}
return "\(host.displayName) \u{b7} \(profile.name)"
}
}
struct LibraryView: View {
@ObservedObject var store: HostStore
let host: StoredHost
/// The shelf being browsed the host, plus the pinned profile when a pinned card opened it.
let target: LibraryTarget
/// Tapping a title starts a session that asks the host to launch it (the library id is passed
/// through). `nil` browse-only (cards aren't tappable).
/// through). `nil` browse-only (cards aren't tappable). The PROFILE a launch runs with is the
/// caller's to apply: it holds `target` and connects with `target.profile`.
var onLaunch: ((String) -> Void)? = nil
/// How the gamepad shell (GamepadLibraryScreen) closes this screen; nil every sheet/cover
/// presentation falls back to the environment dismiss.
@@ -20,6 +62,12 @@ struct LibraryView: View {
/// default (their being up IS the launcher's gate).
var controllerActive = true
@Environment(\.dismiss) private var dismiss
/// Resolves a pinned shelf's profile NAME for the title (the target carries only its id).
@ObservedObject private var profiles = ProfileStore.shared
/// The host this shelf belongs to every fetch, every poster URL and the launch itself address
/// it, and a pinned shelf is the same host seen through one of its cards.
private var host: StoredHost { target.host }
@State private var games: [GameEntry] = []
@State private var loading = false
@@ -27,20 +75,30 @@ struct LibraryView: View {
/// Cover-art loader (the same paired identity + host pinning as the list fetch, reused across
/// every poster in the grid). Built alongside `games` in `load()`; dropped on disappear.
@State private var artLoader: LibraryArtLoader?
#if os(iOS) || os(macOS)
/// The plain grid's hardware-keyboard cursor (a game id), and the grid width the column count
/// is derived from. nil until the first arrow press, so a touch user never sees a selection
/// they didn't ask for.
@State private var keyCursor: String?
@State private var gridWidth: CGFloat = 0
#endif
#if os(iOS) || os(macOS) || os(tvOS)
// Gamepad-driven browsing see ContentView's identical gate. With no controller (or the
// setting off) every platform keeps the plain-grid presentation of this same view.
@ObservedObject private var gamepadManager = GamepadManager.shared
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
@AppStorage(DefaultsKey.gamepadUIMode) private var gamepadUIMode =
GamepadUIEnvironment.modeWhenConnected
private var gamepadUIActive: Bool {
GamepadUIEnvironment.isActive(
gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled)
gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled,
mode: gamepadUIMode)
}
#endif
var body: some View {
content
.navigationTitle("\(host.displayName) — Library")
.navigationTitle("\(target.title(in: profiles)) — Library")
#if os(iOS)
.navigationBarTitleDisplayMode(.inline)
#endif
@@ -78,6 +136,16 @@ struct LibraryView: View {
}
}
#endif
#if os(iOS) || os(macOS) || os(tvOS)
// Published HERE, not just inside the coverflow, because the coverflow is only one of
// four things this view renders: the loading spinner, the error state and the empty
// state sit above it, as do the navigation title and toolbar. On iOS those are wrapped
// by GamepadLibraryScreen, which inks the whole thing; tvOS and macOS present this view
// directly in a NavigationStack, so under a pale palette every one of them kept the
// system's own (dark, on an Apple TV) chrome over a light field. Off when the gamepad
// UI isn't drawing the plain grid belongs to the system background.
.gamepadPaletteInk(gamepadUIActive)
#endif
}
@ViewBuilder private var content: some View {
@@ -107,34 +175,103 @@ struct LibraryView: View {
let launchers = games.filter(\.isLauncher)
let titles = games.filter { !$0.isLauncher }
let both = !launchers.isEmpty && !titles.isEmpty
return ScrollView {
VStack(alignment: .leading, spacing: 18) {
if !launchers.isEmpty {
if both { sectionHeader("Launchers") }
tiles(launchers)
return ScrollViewReader { proxy in
ScrollView {
VStack(alignment: .leading, spacing: 18) {
if !launchers.isEmpty {
if both { sectionHeader("Launchers") }
tiles(launchers)
}
if !titles.isEmpty {
if both { sectionHeader("Games") }
tiles(titles)
}
}
if !titles.isEmpty {
if both { sectionHeader("Games") }
tiles(titles)
.padding()
#if os(iOS) || os(macOS)
// The grid's own width, reported without affecting layout a GeometryReader
// SIBLING inside a ScrollView would claim the whole viewport. It's what tells the
// keyboard cursor how many columns `.adaptive` actually produced, so it is only
// measured where that cursor exists.
.background {
GeometryReader { geo in
Color.clear
.onAppear { gridWidth = geo.size.width }
.onChange(of: geo.size.width) { _, w in gridWidth = w }
}
}
#endif
}
.padding()
#if os(iOS) || os(macOS)
// Hardware keyboard: arrows pick a title, Return launches it a field ask from an
// iPad user on a Magic Keyboard. The gamepad UI's coverflow has had this via the
// controller all along; this is the same thing for the plain grid, which is what an
// iPad with a keyboard and NO pad actually sees.
.gamepadKeyNavigation(
active: onLaunch != nil,
onMove: { direction in
guard let next = gridNav(launchers: launchers, titles: titles)
.move(from: keyCursor, direction) else { return }
keyCursor = next
withAnimation(.easeOut(duration: 0.18)) { proxy.scrollTo(next, anchor: .center) }
},
onConfirm: {
guard let onLaunch, let id = keyCursor else { return }
onLaunch(id)
})
#endif
}
}
#if os(iOS) || os(macOS)
/// The keyboard cursor's model over the two grid sections. Rebuilt per press from the live
/// sections so it can never point into a stale list.
private func gridNav(launchers: [GameEntry], titles: [GameEntry]) -> LibraryGridNav {
LibraryGridNav(
sections: [launchers, titles].filter { !$0.isEmpty }.map { $0.map(\.id) },
columns: columnCount)
}
/// How many columns `.adaptive(minimum:spacing:)` fits into the measured width the same
/// arithmetic the layout does, so up/down move exactly one visual row rather than a guess.
/// Falls back to one column before the first measurement lands.
private var columnCount: Int {
let minimum: CGFloat = 130 // matches `columns` below on iOS/macOS
let spacing: CGFloat = 18
// The VStack's `.padding()` is inside the measured width, so take it back off.
let usable = gridWidth - 32
guard usable > 0 else { return 1 }
return max(1, Int((usable + spacing) / (minimum + spacing)))
}
#endif
private func tiles(_ entries: [GameEntry]) -> some View {
LazyVGrid(columns: columns, spacing: 18) {
ForEach(entries) { game in
if let onLaunch {
Button { onLaunch(game.id) } label: { GameCard(game: game, artLoader: artLoader) }
.buttonStyle(.plain)
Button { onLaunch(game.id) } label: {
GameCard(game: game, artLoader: artLoader, selected: isKeyCursor(game))
}
.buttonStyle(.plain)
.id(game.id)
} else {
GameCard(game: game, artLoader: artLoader)
GameCard(game: game, artLoader: artLoader, selected: isKeyCursor(game))
.id(game.id)
}
}
}
}
/// Whether the keyboard cursor is on this tile (always false where there is no keyboard
/// navigation to have moved it).
private func isKeyCursor(_ game: GameEntry) -> Bool {
#if os(iOS) || os(macOS)
keyCursor == game.id
#else
false
#endif
}
private func sectionHeader(_ text: String) -> some View {
Text(text)
.font(.geist(12, .semibold, relativeTo: .caption))
@@ -251,13 +388,24 @@ private struct LibraryBackCatcher: View {
private struct GameCard: View {
let game: GameEntry
let artLoader: LibraryArtLoader?
/// The hardware-keyboard cursor is on this tile drawn as an accent ring, since the plain
/// grid has no other way to say "Return launches THIS one".
var selected = false
var body: some View {
VStack(alignment: .leading, spacing: 6) {
PosterImage(candidates: game.art.posterCandidates, title: game.title, loader: artLoader)
PosterImage(
candidates: game.art.posterCandidates, title: game.title, loader: artLoader,
icon: game.iconToken)
.aspectRatio(2.0 / 3.0, contentMode: .fit)
.frame(maxWidth: .infinity)
.clipShape(RoundedRectangle(cornerRadius: 10, style: .continuous))
.overlay {
if selected {
RoundedRectangle(cornerRadius: 10, style: .continuous)
.strokeBorder(.tint, lineWidth: 3)
}
}
.overlay(alignment: .topLeading) {
StoreBadge(label: game.storeLabel, isLauncher: game.isLauncher)
}
@@ -71,6 +71,9 @@ struct PosterImage: View {
let candidates: [URL]
let title: String
let loader: LibraryArtLoader?
/// The entry's brand-mark token (`GameEntry.iconToken`), when it has one. A launcher tile ships
/// no cover art by design, so for those the mark IS the poster see `placeholder`.
var icon: String?
/// Fires once this poster has settled art loaded, or every candidate exhausted and the
/// placeholder is what it will be. The gamepad coverflow waits on a few of these before
/// playing its entrance, so the cards swing in carrying artwork rather than grey rectangles.
@@ -121,11 +124,26 @@ struct PosterImage: View {
private var placeholder: some View {
ZStack {
Rectangle().fill(.quaternary)
Text(title)
.font(.geist(17, .semibold, relativeTo: .headline))
.multilineTextAlignment(.center)
.foregroundStyle(.secondary)
.padding(8)
// A launcher's brand mark, drawn at poster size and tinted like the text it replaces.
// `scaledToFit` inside a fraction of the card keeps a non-square master (the Steam mark
// is 496×512, Playnite's 1024×1024) in its own aspect ratio rather than stretched.
// Falling back to the title is the pre-icon design, so an unshipped mark loses nothing.
if let mark = launcherIconImage(for: icon) {
GeometryReader { geo in
mark
.resizable()
.scaledToFit()
.foregroundStyle(.secondary)
.frame(width: geo.size.width * 0.44, height: geo.size.height * 0.44)
.frame(width: geo.size.width, height: geo.size.height)
}
} else {
Text(title)
.font(.geist(17, .semibold, relativeTo: .headline))
.multilineTextAlignment(.center)
.foregroundStyle(.secondary)
.padding(8)
}
}
}
}
@@ -1,7 +1,8 @@
// Siri / Shortcuts / Spotlight surface (design §M4, extended by client-deep-links.md §6).
// Deliberately thin: every action already has an internal entry point the deep-link router
// (connect / connect-and-launch / connect-with-a-profile), the in-process end-session hook, and
// the existing Wake-on-LAN path so these intents only wrap them.
// (connect / connect-and-launch / connect-with-a-profile, and the `browse` route into a host's
// library), the in-process end-session hook, and the existing Wake-on-LAN path so these
// intents only wrap them.
//
// Connect and Wake compile on macOS and tvOS too: AppIntents is genuinely available there
// (macOS 13+ / tvOS 16+), and "Stream Desktop with Work" from Spotlight on a Mac is part of the
@@ -51,6 +52,28 @@ struct ConnectToHostIntent: AppIntent {
}
}
/// Jump straight into a host's game library no session. Foregrounds the app and routes the
/// `browse` route through the same `.onOpenURL` path a widget tap uses, which drives the one
/// `libraryTarget` every surface shares so the shortcut lands in whichever library presentation
/// the current mode owns: the gamepad console's library screen when the gamepad UI is active, the
/// touch/desktop library otherwise. A session starts only when a title is picked there.
struct OpenLibraryIntent: AppIntent {
static let title: LocalizedStringResource = "Open Game Library"
static let description = IntentDescription(
"Open a host's game library in Punktfunk, without starting a stream.")
static let openAppWhenRun = true
@Parameter(title: "Host") var host: HostEntity
func perform() async throws -> some IntentResult {
let url = DeepLink.browse(host: host.id).url
await MainActor.run {
NotificationCenter.default.post(name: .punktfunkOpenDeepLink, object: url)
}
return .result()
}
}
/// Wake a sleeping host (magic packet). No `openAppWhenRun` usable in automations ("when I get
/// home, wake the tower") without foregrounding the app.
struct WakeHostIntent: AppIntent {
@@ -97,6 +120,13 @@ struct PunktfunkShortcuts: AppShortcutsProvider {
"Stream \(\.$host) with \(.applicationName)",
],
shortTitle: "Connect", systemImageName: "play.tv.fill")
AppShortcut(
intent: OpenLibraryIntent(),
phrases: [
"Open \(\.$host) library in \(.applicationName)",
"Show \(\.$host) games in \(.applicationName)",
],
shortTitle: "Game Library", systemImageName: "square.grid.2x2.fill")
AppShortcut(
intent: WakeHostIntent(),
phrases: [
@@ -43,10 +43,27 @@ enum ScreenshotMode {
/// readiness ping for the capture script.
struct ScreenshotHostView: View {
let scene: ShotScene
#if os(iOS)
@Environment(\.horizontalSizeClass) private var hSizeClass
@Environment(\.verticalSizeClass) private var vSizeClass
#endif
/// The gamepad UI's form-metric tier, published here for the same reason ContentView does it:
/// this harness mounts those screens DIRECTLY, with no ContentView in the tree, so without it
/// an iPad capture renders every gamepad screen at iPhone scale a capture that doesn't look
/// like the app.
private var gamepadMetrics: GamepadFormMetrics {
#if os(iOS)
.forWindow(h: hSizeClass, v: vSizeClass)
#else
.platformDefault
#endif
}
var body: some View {
scene.make()
.environment(\.colorScheme, scene.colorScheme)
.environment(\.gamepadMetrics, gamepadMetrics)
.frame(maxWidth: .infinity, maxHeight: .infinity)
// 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
@@ -242,7 +242,8 @@ private struct ShotGamepadHome: View {
var body: some View {
GamepadHomeView(
store: store, model: model, discovery: discovery,
libraryTarget: .constant(nil), waker: waker,
libraryTarget: .constant(nil), pairingTarget: .constant(nil),
onPaired: { _, _ in }, waker: waker,
connect: { _, _ in }, connectDiscovered: { _ in }, launchTitle: { _, _ in })
}
}
@@ -300,7 +301,8 @@ private struct ShotConnect: View {
if gamepadUI {
GamepadHomeView(
store: store, model: model, discovery: discovery,
libraryTarget: .constant(nil), waker: waker,
libraryTarget: .constant(nil), pairingTarget: .constant(nil),
onPaired: { _, _ in }, waker: waker,
connect: { _, _ in }, connectDiscovered: { _ in }, launchTitle: { _, _ in })
} else {
ShotHome()
@@ -70,9 +70,14 @@ final class SessionModel: ObservableObject {
/// session ends depends on where it came FROM: a title launched out of the library belongs back
/// in that library when its game exits, not on the host-selection screen.
private var launchedTitleID: String?
/// Set when a session ended because its game exited and it began as a library launch: the host
/// whose library to reopen. The view layer consumes it and sets it back to nil.
@Published var returnToLibrary: StoredHost?
/// WHICH library shelf that title was launched from a host's own, or one of its pinned
/// host+profile cards (§5.2a). The host alone would not answer it: a pinned card's shelf
/// launches with that card's profile, so returning to the host's default shelf would quietly
/// change what the next title streams with.
private var launchedShelf: LibraryTarget?
/// Set when a session ended because its game exited and it began as a library launch: the
/// shelf to reopen. The view layer consumes it and sets it back to nil.
@Published var returnToLibrary: LibraryTarget?
/// The settings THIS session runs on the globals with its profile overlaid, resolved once at
/// connect (design/client-settings-profiles.md §4.2). Also mirrored into `SessionSettings` for
/// the readers that live in PunktfunkKit and can't see this model.
@@ -275,6 +280,9 @@ final class SessionModel: ObservableObject {
func connect(to host: StoredHost, effective: EffectiveSettings,
gamepad: PunktfunkConnection.GamepadType = .auto,
launchID: String? = nil,
/// The library shelf `launchID` was picked on, so a game exit can return to it.
/// Only meaningful alongside a `launchID`; nil for a plain desktop connect.
shelf: LibraryTarget? = nil,
allowTofu: Bool = false,
autoTrust: Bool = false,
requestAccess: Bool = false,
@@ -283,6 +291,7 @@ final class SessionModel: ObservableObject {
phase = .connecting
activeHost = host
launchedTitleID = launchID
launchedShelf = shelf
errorMessage = nil
settings = effective
statsVerbosity = StatsVerbosity(rawValue: effective.statsVerbosity) ?? .normal
@@ -663,6 +672,7 @@ final class SessionModel: ObservableObject {
activeHost = nil
// Read by `sessionEnded` BEFORE it calls us, so clearing here can't rob it of the answer.
launchedTitleID = nil
launchedShelf = nil
phase = .idle
fps = 0
mbps = 0
@@ -692,13 +702,16 @@ final class SessionModel: ObservableObject {
// a plain desktop session has no library to return to.
let host = activeHost
let cameFromLibrary = launchedTitleID != nil
// The shelf it came off falling back to the host's own if a caller launched a title
// without naming one, which is what that launch effectively browsed.
let shelf = launchedShelf ?? activeHost.map { LibraryTarget(host: $0) }
disconnect(deliberate: false) // host/network ended it keep the linger for a reconnect
switch reason {
case .gameExited:
// The player quit their own game. Not a failure, and they are probably after the next
// title so no banner, and back to the library it came from.
if cameFromLibrary, let host {
returnToLibrary = host
if cameFromLibrary, host != nil, let shelf {
returnToLibrary = shelf
}
case .hostEnded, .local:
// Someone asked for this: an operator "End" on the host, or our own close racing in.
@@ -54,6 +54,15 @@ struct AcknowledgementsView: View {
Divider()
Text("Swift packages")
.font(.geist(Self.headlineFont, .semibold, relativeTo: .headline))
Text("Punktfunk uses Glur (progressive backdrop blur), "
+ "© 2023 João Gabriel, under the MIT License.")
.font(.geist(Self.captionFont, relativeTo: .caption))
.foregroundStyle(.secondary)
Divider()
Text("Third-party software")
.font(.geist(Self.headlineFont, .semibold, relativeTo: .headline))
Text(
@@ -66,22 +66,20 @@ struct GamepadOptionBand: View {
rotation: drumPosition,
target: drumPosition,
// Puts the ±1 neighbour ~40 % of the band off-centre, curling to the edge.
radius: width * 0.72)
radius: width * 0.72,
width: width)
}
}
.frame(width: width)
.clipped()
// Soft edges: the drum dissolves before it reaches the chevrons instead of ending on a cut.
.mask {
LinearGradient(
stops: [
.init(color: .clear, location: 0),
.init(color: .black, location: 0.12),
.init(color: .black, location: 0.88),
.init(color: .clear, location: 1),
],
startPoint: .leading, endPoint: .trailing)
}
// NO `.mask` here. The soft edges used to be a gradient mask over the whole band, and a
// mask RASTERISES what it covers which flattens `rotation3DEffect`'s perspective, so the
// drum was being composited as a flat sideways slide rather than a turning cylinder. That
// is the "3D effect isn't what it should be" the field kept seeing: the geometry was
// always right, and the mask was throwing the projection away every frame.
//
// The same soft edge is folded into each option's own opacity instead (see `Drum.option`),
// which costs nothing and leaves the projection intact.
.onChange(of: selection) { old, new in step(from: old, to: new) }
// The options list itself can mutate under the drum (a custom resolution appears, a
// controller connects, the buffer options re-derive from a new refresh rate) re-seat
@@ -131,6 +129,9 @@ private struct Drum: View, Animatable {
let target: Double
/// Drum radius in points (from the band width see the caller).
let radius: Double
/// The band's own width the stage the options turn on, and what the edge fade is measured
/// against now that the container no longer carries a mask.
let width: Double
var animatableData: Double {
get { rotation }
@@ -140,6 +141,17 @@ private struct Drum: View, Animatable {
/// Angular pitch between adjacent options on the drum.
private static let stepAngle = 34.0 * .pi / 180.0
// Neighbours exist only while the drum is MOVING, and that is not a compromise it is the
// documented field fix this file was written around. Showing them at rest was tried (to make a
// settled row look more like a cylinder) and immediately reproduced the original defect: on the
// simulator, "This device · 2752 × 2064" rendered with "280 ×" sitting on top of it, and
// "Automatic" with "10 Mbps" through it. A long value and its neighbour occupy the same
// pixels, and no opacity low enough to fix that is high enough to be worth drawing.
//
// The cylinder is meant to be READ WHILE IT TURNS. What was actually broken is fixed above:
// the band used to mask itself, and the mask rasterised the drum and threw its perspective
// away every frame, so the turn never looked like a turn.
var body: some View {
let flight = min(1, abs(rotation - target) * 3)
let content = ZStack {
@@ -147,14 +159,18 @@ private struct Drum: View, Animatable {
// Plain signed distance the band is linear, so option i has ONE home and the
// ends are the ends (nothing waits beyond the last option).
let d = Double(i) - rotation
// Only the facing option at rest; its neighbours join it for the travel (see the
// note on `restingNeighbour`'s removal above).
if abs(d) < 0.5 || (flight > 0.001 && abs(d) <= 2.5) {
option(i, distance: d, gate: flight)
}
}
}
#if os(tvOS)
// Flatten the transform stack while travelling the 10-foot GPU already made these
// rows drop Liquid Glass, and five projected texts per step is the same class of cost.
// Flatten the transform stack the 10-foot GPU already made these rows drop Liquid
// Glass, and several projected texts per step is the same class of cost. It costs the
// projection (a rasterised layer has no perspective), which is the trade tvOS already
// makes elsewhere on this screen.
content.drawingGroup()
#else
content
@@ -164,17 +180,30 @@ private struct Drum: View, Animatable {
@ViewBuilder private func option(_ i: Int, distance d: Double, gate: Double) -> some View {
let angle = d * Self.stepAngle
let depth = cos(angle)
let x = radius * sin(angle)
// The facing option never gates: a resting row still shows its value.
let alpha = pow(max(depth, 0), 3) * (abs(d) < 0.5 ? 1 : gate)
let alpha = pow(max(depth, 0), 3) * (abs(d) < 0.5 ? 1 : gate) * edgeFade(x)
Text(options[i])
.lineLimit(1)
.fixedSize() // never let a turning label re-wrap to the band's width mid-flight
.scaleEffect(0.70 + 0.30 * depth)
// Foreshorten the label as it turns away this is what sells the cylinder.
.rotation3DEffect(.radians(angle), axis: (x: 0, y: 1, z: 0), perspective: 0.4)
.offset(x: radius * sin(angle))
.rotation3DEffect(.radians(angle), axis: (x: 0, y: 1, z: 0), perspective: 0.55)
.offset(x: x)
.opacity(alpha)
.zIndex(depth)
}
/// The soft edge, per option, replacing the container mask that used to flatten the
/// projection: full strength through the middle of the band, dissolving to nothing by the
/// time an option reaches its rim, so the drum never ends on a cut.
private func edgeFade(_ x: Double) -> Double {
let halfWidth = width / 2
guard halfWidth > 0 else { return 1 }
let fadeStart = halfWidth * 0.55
guard abs(x) > fadeStart else { return 1 }
return max(0, min(1, (halfWidth - abs(x)) / (halfWidth - fadeStart)))
}
}
#endif
@@ -46,6 +46,8 @@ enum GpSettingsTab: String, CaseIterable, Hashable {
struct GamepadSettingsView: View {
@Environment(\.gamepadInk) private var ink
@Environment(\.gamepadMetrics) private var metrics
@Environment(\.displayBottomInset) private var displayBottomInset
@Environment(\.dismiss) private var dismiss
@Environment(\.gamepadHostedInShell) private var hostedInShell
/// The saved-host store the pin picker writes `setPinned` through it and the profile rows
@@ -81,6 +83,9 @@ struct GamepadSettingsView: View {
@AppStorage(DefaultsKey.hudPlacement) private var hudPlacement = HUDPlacement.topTrailing.rawValue
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = true
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
/// When the switch above takes over the row is only built while it is on.
@AppStorage(DefaultsKey.gamepadUIMode) private var gamepadUIMode =
GamepadUIEnvironment.modeWhenConnected
/// The gamepad UI's background colour family the backdrop BEHIND this screen re-colours as
/// the row steps, which is why the picker lives here and not in a sheet.
@AppStorage(DefaultsKey.uiPalette) private var paletteID = "violet"
@@ -139,7 +144,7 @@ struct GamepadSettingsView: View {
isActive: controllerActive
) { row, focused in
rowView(row, focused: focused)
.frame(maxWidth: GamepadFormMetrics.rowMaxWidth)
.frame(maxWidth: metrics.rowMaxWidth)
.padding(.horizontal, 24)
}
.frame(maxWidth: .infinity)
@@ -158,12 +163,12 @@ struct GamepadSettingsView: View {
}
.padding(.top, gamepadTitleTopPadding(compact: compact))
.padding(.bottom, gamepadTitleBottomPadding(compact: compact))
.background { GamepadTrayScrim(edge: .top) }
.background { GamepadTrayBlur(edge: .top) }
}
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
VStack(alignment: .leading, spacing: 8) {
Text(focusedDetail)
.font(.geist(GamepadFormMetrics.detailFont, relativeTo: .caption))
.font(.geist(metrics.detailFont, relativeTo: .caption))
.foregroundStyle(ink.fg(0.55))
.lineLimit(2, reservesSpace: true)
.animation(.smooth(duration: 0.2), value: focusID)
@@ -172,10 +177,13 @@ struct GamepadSettingsView: View {
// Equal distance from the left and bottom edges for the legend pill (see GamepadHomeView).
.padding(.leading, compact ? 12 : 18)
.padding(.trailing, 22)
.padding(.bottom, compact ? 12 : 18)
.padding(
.bottom,
gamepadLegendBottomPadding(
compact ? 12 : 18, tier: metrics.tier, displayBottom: displayBottomInset))
.padding(.top, compact ? 6 : 10)
.frame(maxWidth: .infinity, alignment: .leading)
.background { GamepadTrayScrim(edge: .bottom) }
.background { GamepadTrayBlur(edge: .bottom) }
}
// The launcher's living field, calmed (GamepadFormBackground) the glass rows keep real
// colour and luminance to lens without the launcher's contrast, and the palette setting
@@ -251,10 +259,18 @@ struct GamepadSettingsView: View {
private func pill(_ t: GpSettingsTab) -> some View {
let selected = t == tab
return Text(t.rawValue)
.font(.geist(compact ? 12 : 13, .semibold, relativeTo: .footnote))
.foregroundStyle(selected ? ink.fg : ink.fg(0.55))
.padding(.horizontal, 13)
.padding(.vertical, 7)
.font(.geist(compact ? 12 : metrics.tabFont, .semibold, relativeTo: .footnote))
// `onAccent`, not `fg` the selected pill is FILLED with the palette accent, and
// `onAccent` is the colour picked (by the accent's own luminance) to read on top of
// it; its doc calls out "a filled pill's label" for exactly this surface. Using the
// foreground meant white-on-white wherever a palette's accent is pale: Graphite's is
// a light grey (luma 0.80), so its selected tab was unreadable.
.foregroundStyle(selected ? ink.onAccent : ink.fg(0.55))
// Proportional to the row metrics rather than fixed, so the strip grows with the
// fields under it a tab bar at phone scale above iPad-scale rows was half the
// "does not adapt to larger screens" complaint.
.padding(.horizontal, metrics.rowHPad * 0.8)
.padding(.vertical, metrics.rowVPad * 0.55)
.background {
// One shared capsule that MOVES between pills, rather than one per pill fading
// in and out the highlight travels the way the press did. A Liquid Glass
@@ -325,26 +341,39 @@ struct GamepadSettingsView: View {
// shoulders exist at all (see `showsSectionHint`).
let sections: [GamepadHint] = showsSectionHint
? [.init(glyph: buttonGlyph(\.leftShoulder, fallback: "l1.rectangle.roundedbottom"),
text: "Section")]
text: "Section", action: { step(tabBy: 1) })]
: []
// 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 sections
+ [.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done")]
+ [.init(
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done",
action: { back() })]
}
return sections + [
// The stick itself, not an action nothing to tap (see GamepadHint.action).
.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"),
.init(
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Change",
action: { if let focusID { activate(id: focusID) } }),
.init(
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done",
action: { back() }),
]
}
guard !store.hosts.isEmpty else {
return [.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Back")]
return [.init(
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Back",
action: { back() })]
}
return [
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Pin / Unpin"),
.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Back"),
.init(
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Pin / Unpin",
action: { if let focusID { activate(id: focusID) } }),
.init(
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Back",
action: { back() }),
]
}
@@ -362,7 +391,7 @@ struct GamepadSettingsView: View {
// MARK: - Row rendering
private func rowView(_ row: Row, focused: Bool) -> some View {
let m = GamepadFormMetrics.self
let m = metrics
// No section header: the tab strip names the section now, and repeating it above the
// first row of every tab was just a second label saying the same word.
return VStack(alignment: .leading, spacing: 6) {
@@ -440,9 +469,9 @@ struct GamepadSettingsView: View {
/// narrows the stage.
private var bandWidth: CGFloat {
#if os(iOS)
hSizeClass == .compact && vSizeClass == .regular ? 170 : GamepadFormMetrics.bandWidth
hSizeClass == .compact && vSizeClass == .regular ? 170 : metrics.bandWidth
#else
GamepadFormMetrics.bandWidth
metrics.bandWidth
#endif
}
@@ -659,6 +688,21 @@ struct GamepadSettingsView: View {
detail: "Turn off to use the touch interface even with a controller connected.",
value: $gamepadUIEnabled),
]
// WHEN the switch above takes over. Built only while it is on: with the switch off this
// screen is unreachable in the first place (no gamepad UI to open it from), so a row
// that decides nothing would exist purely to be found in a screenshot.
if gamepadUIEnabled, let at = list.firstIndex(where: { $0.id == "gamepadUI" }) {
list.insert(
choiceRow(
id: "gamepadUIMode", tab: .interface, icon: "gamecontroller.circle",
label: "Show it",
detail: "With a controller: the touch interface comes back when the last one "
+ "disconnects. Always keeps this layout either way — for a device that "
+ "lives on a TV.",
options: SettingsOptions.gamepadUIModes, current: gamepadUIMode
) { gamepadUIMode = $0 },
at: at + 1)
}
#if os(macOS)
// The windowed safe-present toggle slots in after "Smoothness buffer" (staying inside
// the Video tab) macOS only, mirroring the touch SettingsView's Presentation row
@@ -707,6 +751,14 @@ struct GamepadSettingsView: View {
at: anchor + 1)
}
#endif
// The smoothness buffer only decides anything under Smoothness. Every other settings
// surface touch, tvOS, the GTK and WinUI shells hides it under Lowest latency; this
// screen alone left it live and steppable, which is a row that thuds or silently stores
// a value nothing reads. Removed here rather than omitted from the literal above so the
// macOS safe-present insertion can still anchor on it.
if presentPriority != "smooth" {
list.removeAll { $0.id == "smoothBuffer" }
}
return list + profileRows
}
@@ -53,6 +53,14 @@ enum SettingsOptions {
static let hudPlacements: [(label: String, tag: String)] =
HUDPlacement.allCases.map { ($0.label, $0.rawValue) }
/// When the gamepad UI takes over (`DefaultsKey.gamepadUIMode`) only meaningful while
/// `gamepadUIEnabled` is on, so every surface that offers it hides the row when the switch
/// is off rather than showing a picker that decides nothing.
static let gamepadUIModes: [(label: String, tag: String)] = [
("With a controller", GamepadUIEnvironment.modeWhenConnected),
("Always", GamepadUIEnvironment.modeAlways),
]
/// Presentation intent (`DefaultsKey.presentPriority` the 2026-07 rebuild that replaced
/// the visible stage picker with intent; see SessionPresenter's PresentPriority and
/// design/apple-presentation-rebuild.md). The stage ladder survives only as the hidden
@@ -724,11 +724,24 @@ extension SettingsView {
#endif
#if !os(tvOS)
if !inProfileScope {
described("With a controller connected, the host list and library switch to a "
+ "controller-friendly layout — larger focus targets, a swipeable cover "
+ "browser.") {
described("The host list and library switch to a controller-friendly layout — "
+ "larger focus targets, a swipeable cover browser.") {
Toggle("Gamepad-optimized browsing", isOn: $gamepadUIEnabled)
}
// Only meaningful while the switch above is on, so it is HIDDEN rather than
// disabled when it isn't: a picker whose every option decides nothing is worse
// than no picker, and this Section is short enough that nothing jumps far.
if gamepadUIEnabled {
described("With a controller: the touch interface comes back when the last "
+ "one disconnects. Always keeps the controller-friendly layout either "
+ "way — for a device that lives on a TV.") {
Picker("Show it", selection: $gamepadUIMode) {
ForEach(SettingsOptions.gamepadUIModes, id: \.tag) { option in
Text(option.label).tag(option.tag)
}
}
}
}
}
#endif
#if DEBUG && !os(tvOS)
@@ -75,6 +75,13 @@ struct SettingsView: View {
@AppStorage(DefaultsKey.hudPlacement) var hudPlacement = HUDPlacement.topTrailing.rawValue
@ObservedObject var gamepads = GamepadManager.shared
@AppStorage(DefaultsKey.gamepadUIEnabled) var gamepadUIEnabled = true
/// When the switch above takes over read (and shown) only while it is on.
@AppStorage(DefaultsKey.gamepadUIMode) var gamepadUIMode =
GamepadUIEnvironment.modeWhenConnected
/// The gamepad UI's background palette. Edited here on tvOS only (see `tvBody`) every other
/// platform reaches it through the gamepad settings screen, which an Apple TV without a
/// controller cannot open.
@AppStorage(DefaultsKey.uiPalette) var uiPalette = "violet"
@AppStorage(DefaultsKey.autoWake) var autoWakeEnabled = true
@AppStorage(DefaultsKey.backgroundKeepAlive) var backgroundKeepAlive = false
@AppStorage(DefaultsKey.backgroundTimeoutMinutes) var backgroundTimeoutMinutes = 10
@@ -488,6 +495,22 @@ struct SettingsView: View {
TVSelectionRow(
title: "Gamepad-optimized browsing",
options: [("On", "on"), ("Off", "off")], selection: gamepadUIEnabledTag)
// Hidden while the switch above is off see the touch settings' identical gate.
if gamepadUIEnabled {
TVSelectionRow(
title: "Show it",
options: SettingsOptions.gamepadUIModes, selection: $gamepadUIMode)
// The Apple TV's ONLY route to the shared `ui_palette`. Everywhere else the
// Background row lives on the gamepad settings screen, which is reached from
// the gamepad launcher and on tvOS that launcher needs an extended-profile
// controller, so an Apple TV driven by the Siri Remote alone could not reach
// the palettes at all. It belongs beside "Show it" because both describe the
// same interface: this row is what that interface looks like once it is up.
TVSelectionRow(
title: "Background",
options: GamepadPalette.all.map { (label: $0.name, tag: $0.id) },
selection: $uiPalette)
}
tvCaption(Self.controllersFooter)
NavigationLink("About") { AboutView() }
.padding(.top, 8)
@@ -200,15 +200,16 @@ final class HostStore: ObservableObject {
if let data = try? JSONEncoder().encode(hosts) {
defaults.set(data, forKey: Self.key)
}
reloadHostsWidget() // the widget reads this store; any change refreshes its timeline
reloadHostsWidget() // the widgets read this store; any change refreshes their timelines
}
/// Ask WidgetKit to rebuild the hosts widget's timeline after any store change (add/remove/pin/
/// last-connected). iOS-only and a no-op where WidgetKit is absent; the widget uses
/// `.never`-refresh entries and relies on this push.
/// Ask WidgetKit to rebuild the launcher widgets' timelines after any store change (add/remove/
/// pin/last-connected). iOS-only and a no-op where WidgetKit is absent; both widgets use
/// `.never`-refresh entries and rely on this push.
private func reloadHostsWidget() {
#if canImport(WidgetKit) && os(iOS)
WidgetCenter.shared.reloadTimelines(ofKind: "PunktfunkHosts")
WidgetCenter.shared.reloadTimelines(ofKind: "PunktfunkLibrary")
#endif
}
}
@@ -85,6 +85,12 @@ private struct ConsoleGlass<S: Shape>: ViewModifier {
let shape: S
var tint: Color?
var interactive = false
/// Take the MATERIAL path even where real Liquid Glass is available. For surfaces that get
/// transformed while they animate: glass samples the backdrop through its own layer, and under
/// a `rotation3DEffect` / `opacity` it cannot, so it renders one way mid-animation and snaps to
/// another the instant the transform ends on glass that reads as the tile being SWAPPED for a
/// different one as it lands. A material is a flat composite and looks identical throughout.
var forceMaterial = false
/// The console surface follows the background palette: a PALE field needs the material to
/// frost light and the glass to read as white, or the dark ink on top of it disappears.
/// Defaults to the dark ink, so every non-gamepad caller is unchanged.
@@ -95,24 +101,19 @@ private struct ConsoleGlass<S: Shape>: ViewModifier {
private var materialWash: Color { ink.glass(ink.isLight ? 0.55 : 0.40) }
func body(content: Content) -> some View {
// The scheme goes on the WHOLE modified view, not just the fill inside `.background {}`.
// Scoped to the fill it frosts the material correctly and stops there, so a system colour
// in the row's own content (a `.secondary` label, a `.bordered` button) still resolved
// against the device appearance which is how the pale palettes came out light-on-light
// on tvOS, whose appearance is always Dark. The 26 branch had it right all along; the
// tvOS and pre-26 branches were the odd ones out.
#if os(tvOS)
// ALWAYS the material fallback on tvOS: the gamepad settings list is 15+ of these
// surfaces, and live Liquid Glass per row made the whole screen visibly laggy on the
// Apple TV's GPU (same class of call GlassProminentButton already makes glass fights
// the 10-foot platform). The wash and tint ride overlays two flat fills, no GPU cost.
content.background {
shape.fill(.ultraThinMaterial)
.environment(\.colorScheme, scheme)
.overlay { shape.fill(materialWash) }
.overlay {
if let tint { shape.fill(tint) }
}
}
#else
if #available(iOS 26, macOS 26, *) {
content.glassEffect(glass, in: shape).environment(\.colorScheme, scheme)
} else {
content.background {
content
.background {
shape.fill(.ultraThinMaterial)
.environment(\.colorScheme, scheme)
.overlay { shape.fill(materialWash) }
@@ -120,6 +121,31 @@ private struct ConsoleGlass<S: Shape>: ViewModifier {
if let tint { shape.fill(tint) }
}
}
.environment(\.colorScheme, scheme)
#else
if #available(iOS 26, macOS 26, *), !forceMaterial {
content
// The caller's tint rides HERE, not in `Glass.tint`, so it can ANIMATE. A Glass
// value is opaque to SwiftUI's animation system: changing its tint swaps one
// effect for another, which is why a focused row's accent used to appear (and,
// worse, disappear a beat late) as a hard jump while the row's scale animated
// smoothly beside it. A plain fill interpolates, so `.animation(value: focused)`
// at the call site now covers the whole row. Sits between the glass and the
// content: `.background` is behind the label, `glassEffect` behind both.
.background { shape.fill(tint ?? .clear) }
.glassEffect(glass, in: shape)
.environment(\.colorScheme, scheme)
} else {
content
.background {
shape.fill(.ultraThinMaterial)
.environment(\.colorScheme, scheme)
.overlay { shape.fill(materialWash) }
.overlay {
if let tint { shape.fill(tint) }
}
}
.environment(\.colorScheme, scheme)
}
#endif
}
@@ -127,13 +153,21 @@ private struct ConsoleGlass<S: Shape>: ViewModifier {
#if !os(tvOS)
@available(iOS 26, macOS 26, *)
private var glass: Glass {
// Liquid Glass has ONE tint channel, so the palette wash and the caller's tint share
// it: mixed 60 % toward the caller's (the focused row must still read accented on
// every palette) over the palette base. If device QA finds the mixed focus wash too
// weak, the escape hatch is `tint ?? wash` today's focused look, bit for bit.
let wash = ink.glass(ink.isLight ? 0.60 : 0.45)
var g: Glass = .regular.tint(
tint.map { wash.mix(with: $0, by: 0.6) } ?? wash)
// The glass carries the PALETTE wash only the caller's focus tint is an animatable fill
// above it now (see `body`).
//
// A pale palette gets `.clear` glass, not `.regular`. Its `ink.glass` is literal white, so
// over `.regular` which is already a bright, high-body material even a light white
// wash lands as a flat white slab: the refraction and the blurred field behind stop
// reading entirely, which is the "opaque fully white bg" on every row, pill and legend.
// Lowering the tint alone did NOT fix it, because the opacity was coming from the glass
// BODY rather than from the tint. `.clear` is the variant meant for exactly this a
// surface over content that must stay visible through it and a small white wash on top
// of it is enough to keep the dark ink legible without closing the surface up.
let wash = ink.glass(ink.isLight ? 0.18 : 0.45)
// Spelled out rather than `.clear`/`.regular`: a ternary between two leading-dot members
// gives the compiler no base type to infer from.
var g: Glass = (ink.isLight ? Glass.clear : Glass.regular).tint(wash)
if interactive { g = g.interactive() }
return g
}
@@ -144,8 +178,13 @@ extension View {
/// Liquid Glass for a console surface (a host tile / settings row), or `.ultraThinMaterial`
/// pre-26 both washed with the palette's own glass colour, both frosting to the palette's
/// scheme. Pass the surface's shape explicitly glass defaults to a Capsule.
func consoleGlass<S: Shape>(_ shape: S, tint: Color? = nil, interactive: Bool = false) -> some View {
modifier(ConsoleGlass(shape: shape, tint: tint, interactive: interactive))
///
/// `forceMaterial` opts a TRANSFORMED surface out of live glass; see the property.
func consoleGlass<S: Shape>(
_ shape: S, tint: Color? = nil, interactive: Bool = false, forceMaterial: Bool = false
) -> some View {
modifier(ConsoleGlass(
shape: shape, tint: tint, interactive: interactive, forceMaterial: forceMaterial))
}
}
@@ -173,11 +212,14 @@ private struct ConsoleGlassBackground<S: Shape>: ViewModifier {
in: shape)
.environment(\.colorScheme, scheme)
} else {
content.background {
shape.fill(.regularMaterial)
.environment(\.colorScheme, scheme)
.overlay { shape.fill(ink.glass(ink.isLight ? 0.55 : 0.40)) }
}
// Same hoist as ConsoleGlass: the content needs the scheme too, not only the frost.
content
.background {
shape.fill(.regularMaterial)
.environment(\.colorScheme, scheme)
.overlay { shape.fill(ink.glass(ink.isLight ? 0.55 : 0.40)) }
}
.environment(\.colorScheme, scheme)
}
}
}
@@ -0,0 +1,328 @@
// The gamepad-driven PIN pairing screen (iOS/iPadOS/macOS) the controller counterpart of
// PairSheet, and the reason a console-UI user can pair at all.
//
// PairSheet is a `Form` with two `TextField`s. On tvOS the focus engine drives those natively, but
// on iOS/macOS a controller cannot reach a text field, type into it, or press the button
// underneath so for anyone in the console UI, pairing (the ONE thing standing between a fresh
// install and a first stream) ended at "now touch the screen". This screen is the same ceremony
// wearing the gamepad UI's own vocabulary: the vertical focus list from the settings/add-host
// screens, A on a field to open GamepadKeyboard in a bottom tray, B to peel one layer.
//
// Structure deliberately mirrors GamepadAddHostView field for field the two screens are the same
// interaction (a short form, typed with a pad, committed by an action row) and a user who has
// added a host should recognise this immediately. The ceremony itself is shared with PairSheet
// (`PairCeremony`), so the two presentations can never disagree about what a wrong PIN means.
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS)
struct GamepadPairView: View {
@Environment(\.gamepadInk) private var ink
@Environment(\.gamepadMetrics) private var metrics
@Environment(\.displayBottomInset) private var displayBottomInset
@Environment(\.dismiss) private var dismiss
@Environment(\.gamepadHostedInShell) private var hostedInShell
let host: StoredHost
/// Called with the verified host fingerprint after a successful ceremony the caller pins it
/// and connects (ContentView's `handlePaired`).
let onPaired: (Data) -> Void
/// How the in-place shell (iOS) closes this screen; nil (the macOS sheet) falls back to the
/// environment dismiss.
var close: (() -> Void)?
/// Whether this screen owns the controller false while the shell is mid-transition or the
/// connect takeover is up (see GamepadAddHostView's twin).
var controllerActive = true
#if os(iOS)
/// `.compact` in a landscape phone window tighter chrome so the keyboard tray still fits.
@Environment(\.verticalSizeClass) private var vSizeClass
private var compact: Bool { vSizeClass == .compact }
#else
private let compact = false // no size classes on macOS; the sheet is sized to fit the tray
#endif
@StateObject private var ceremony = PairCeremony()
@State private var pin = ""
#if os(macOS)
@State private var clientName = Host.current().localizedName ?? "Mac"
#else
@State private var clientName = UIDevice.current.name
#endif
@State private var focusID: String?
/// The field row the keyboard tray is editing; nil the row list owns the controller.
@State private var editing: String?
var body: some View {
GamepadMenuList(
items: rows,
focusID: $focusID,
onActivate: { activate(id: $0.id) },
onBack: { performClose() },
// A ceremony in flight also takes the list out of the loop: `pair()` blocks on a
// background thread and its result rewrites this screen, so letting B peel a layer
// or A fire a second ceremony underneath it would race the completion.
isActive: controllerActive && editing == nil && !ceremony.busy
) { row, focused in
rowView(row, focused: focused)
.frame(maxWidth: metrics.rowMaxWidth)
.padding(.horizontal, 24)
}
.frame(maxWidth: .infinity)
.safeAreaInset(edge: .top, spacing: 0) {
header
.padding(.horizontal, 24)
.padding(.top, gamepadTitleTopPadding(compact: compact))
.padding(.bottom, gamepadTitleBottomPadding(compact: compact))
.frame(maxWidth: .infinity, alignment: .leading)
.background { GamepadTrayBlur(edge: .top) }
}
.safeAreaInset(edge: .bottom, spacing: 0) {
bottomTray
// Equal distance from the left and bottom edges for the legend pill (see
// GamepadHomeView).
.padding(.horizontal, compact ? 12 : 18)
.padding(
.bottom,
gamepadLegendBottomPadding(
compact ? 12 : 18, tier: metrics.tier, displayBottom: displayBottomInset))
.padding(.top, compact ? 6 : 10)
.background { GamepadTrayBlur(edge: .bottom) }
}
// Hosted in the shell, the field is the shell's own (see GamepadAddHostView's twin).
.background {
if !hostedInShell { GamepadFormBackground() }
}
// Publish the palette's ink to this screen (text, glass, accent, scrims) a
// pale palette flips all of them, and no leaf should have to read the setting.
.gamepadPaletteInk()
// A PIN is short; cap it so the row can't grow absurd on a stuck key.
.onChange(of: pin) { _, value in
if value.count > Self.maxPINLength { pin = String(value.prefix(Self.maxPINLength)) }
}
// Any dismissal path abandons an in-flight ceremony a late success must not pin and
// connect to a host the user backed out of.
.onDisappear { ceremony.abandon() }
// The visible close is gone (a gamepad UI exits with B) this keeps a hardware
// keyboard's Esc and the macOS sheet's cancel working without chrome.
.background {
Button("Cancel") { performClose() }
.keyboardShortcut(.cancelAction)
.buttonStyle(.plain)
.frame(width: 0, height: 0)
.opacity(0)
.accessibilityHidden(true)
}
}
/// Generous next to the host's 4 digits: the PIN length is the HOST's business (a future one
/// may well be longer), so this is a runaway guard, not a validator. Rejecting a correct PIN
/// locally would be a far worse failure than sending a wrong one, which the host just refuses.
private static let maxPINLength = 12
private var header: some View {
VStack(alignment: .leading, spacing: gamepadHeaderSpacing(compact: compact)) {
// Leading, like every gamepad heading and no close chrome (B is the exit).
Text("Pair with \(host.displayName)")
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
.foregroundStyle(ink.fg)
.lineLimit(1)
.minimumScaleFactor(0.7)
if !compact {
Text("The PIN is shown in the host's web console (port 47992 → Pairing). "
+ "Pairing verifies both sides at once — no fingerprint comparison needed.")
.font(.geist(metrics.detailFont, relativeTo: .caption))
.foregroundStyle(ink.fg(0.55))
.multilineTextAlignment(.leading)
.frame(maxWidth: metrics.rowMaxWidth * 0.72, alignment: .leading)
}
}
}
/// The keyboard tray while editing, the status line + controls legend otherwise.
@ViewBuilder private var bottomTray: some View {
if let editing {
VStack(spacing: 10) {
GamepadKeyboard(
text: editingBinding(editing),
allowed: allowedCharacters(editing),
onDone: { closeKeyboard() })
// Fresh keyboard per field (see GamepadAddHostView) the tray's input wiring
// captured the previous binding on appear.
.id(editing)
GamepadHintBar(hints: [
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Type"),
.init(
glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Delete",
action: { backspace(editing) }),
.init(
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done",
action: { closeKeyboard() }),
])
.frame(maxWidth: .infinity, alignment: .leading)
}
.transition(.move(edge: .bottom).combined(with: .opacity))
} else {
VStack(alignment: .leading, spacing: 8) {
statusLine
GamepadHintBar(hints: [
.init(
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Select",
action: { if let focusID { activate(id: focusID) } }),
.init(
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Cancel",
action: { performClose() }),
])
}
.frame(maxWidth: .infinity, alignment: .leading)
}
}
/// What the ceremony is doing, in the slot the settings screen gives its detail line. Reserves
/// its space so the legend never jumps when a failure arrives.
@ViewBuilder private var statusLine: some View {
Group {
if ceremony.busy {
HStack(spacing: 8) {
ProgressView().controlSize(.small).tint(ink.fg(0.7))
Text("Pairing with \(host.displayName)").foregroundStyle(ink.fg(0.7))
}
} else if let error = ceremony.errorText {
Text(error).foregroundStyle(.red)
} else {
// Placeholder keeps the reserved height honest under `lineLimit(2)`.
Text(" ").foregroundStyle(.clear)
}
}
.font(.geist(metrics.detailFont, relativeTo: .caption))
.lineLimit(2, reservesSpace: true)
.multilineTextAlignment(.leading)
.frame(maxWidth: metrics.rowMaxWidth, alignment: .leading)
.animation(.smooth(duration: 0.2), value: ceremony.errorText)
}
/// Close this screen through whichever mechanism presents it: the shell's layer pop on iOS,
/// the environment dismiss under a macOS sheet.
private func performClose() {
ceremony.abandon()
if let close { close() } else { dismiss() }
}
// MARK: - Rows
private struct Row: Identifiable {
let id: String
let label: String
var value = ""
var placeholder = ""
var isAction = false
}
private var rows: [Row] {
[
Row(id: "pin", label: "PIN", value: pin, placeholder: "Shown in the web console"),
Row(
id: "name", label: "Device name", value: clientName,
placeholder: "How the host lists this device"),
Row(id: "pair", label: "Pair & Connect", isAction: true),
]
}
private func rowView(_ row: Row, focused: Bool) -> some View {
let m = metrics
return HStack(spacing: 14) {
if row.isAction {
Label("Pair & Connect", systemImage: "lock.shield")
.font(.geist(m.labelFont, .semibold, relativeTo: .body))
.foregroundStyle(canPair ? ink.accent : ink.fg(0.35))
.frame(maxWidth: .infinity)
} else {
Text(row.label)
.font(.geist(m.labelFont, .semibold, relativeTo: .body))
.foregroundStyle(ink.fg)
Spacer(minLength: 12)
Text(row.value.isEmpty ? row.placeholder : row.value)
.font(.geistFixed(m.valueFont, .medium))
.foregroundStyle(row.value.isEmpty ? ink.fg(0.35) : ink.fg)
.lineLimit(1)
.truncationMode(.head) // keep the end of a long name visible while typing
if editing == row.id {
// The live-edit caret: this row is what the keyboard tray is typing into.
Rectangle()
.fill(ink.accent)
.frame(width: 2, height: m.labelFont + 2)
}
}
}
.padding(.horizontal, m.rowHPad)
.padding(.vertical, m.rowVPad)
.consoleGlass(
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous),
tint: (focused || editing == row.id) ? ink.accent(0.30) : nil,
interactive: focused)
.overlay {
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous)
.strokeBorder(
editing == row.id ? ink.accent(0.7) : ink.fg(focused ? 0.28 : 0.06),
lineWidth: 1)
}
.scaleEffect(focused ? 1.0 : 0.98)
.animation(.smooth(duration: 0.18), value: focused)
}
// MARK: - Actions
private func activate(id: String) {
guard !ceremony.busy else { return }
switch id {
case "pair":
guard canPair else {
// Not pairable yet jump straight to what's missing instead of a dead press,
// matching the add-host screen's Add row.
focusID = "pin"
openKeyboard("pin")
return
}
ceremony.run(host: host.address, port: host.port, pin: pin, clientName: clientName) {
fingerprint in
onPaired(fingerprint)
// NOT `performClose()`: that abandons the ceremony, and this IS the ceremony's
// success. Closing is all that's left to do.
if let close { close() } else { dismiss() }
}
default:
openKeyboard(id)
}
}
private var canPair: Bool {
!pin.trimmingCharacters(in: .whitespaces).isEmpty && !ceremony.busy
}
private func openKeyboard(_ id: String) {
withAnimation(.spring(response: 0.32, dampingFraction: 0.86)) { editing = id }
}
private func closeKeyboard() {
withAnimation(.spring(response: 0.32, dampingFraction: 0.86)) { editing = nil }
}
private func editingBinding(_ id: String) -> Binding<String> {
id == "pin" ? $pin : $clientName
}
/// The legend's Delete cell see GamepadAddHostView's twin for why this edits the binding
/// rather than reaching into the keyboard.
private func backspace(_ id: String) {
let binding = editingBinding(id)
guard !binding.wrappedValue.isEmpty else { return }
binding.wrappedValue.removeLast()
}
/// What the keyboard may type per field: a PIN is digits; a device name is free-form.
private func allowedCharacters(_ id: String) -> CharacterSet? {
id == "pin" ? CharacterSet(charactersIn: "0123456789") : nil
}
}
#endif
@@ -0,0 +1,86 @@
// The SPAKE2 PIN ceremony itself, with no opinion about how it's presented. Two screens run it:
// `PairSheet` (the touch/desktop Form, and tvOS's focus-engine layout) and `GamepadPairView` (the
// controller-driven console screen). The ceremony is the part that must not diverge between them
// it decides what counts as a wrong PIN, what a rejection means, and which failures are worth
// telling the user apart so it lives here once rather than being copied into the second caller.
//
// Threading: `pair()` and the identity load both BLOCK, so they run off the main actor; every
// published mutation lands back on it.
import Foundation
import PunktfunkKit
import SwiftUI
@MainActor
final class PairCeremony: ObservableObject {
/// A ceremony is in flight callers disable their commit action and show a spinner.
@Published private(set) var busy = false
/// The last failure, in user-facing terms; cleared when a new attempt starts.
@Published var errorText: String?
/// Dismissing the presenting screen must abandon an in-flight ceremony: the blocking `pair()`
/// call can't be interrupted, so its completion checks this token and self-discards a late
/// success must NOT pin and auto-connect to a host the user cancelled out of. A fresh token
/// per attempt, so abandoning one attempt can't silence the next.
private var token = Token()
private final class Token: @unchecked Sendable {
var cancelled = false
}
/// Run the ceremony. `onPaired` receives the host's now-VERIFIED fingerprint the caller pins
/// it and connects; no manual fingerprint comparison is needed, because the host proved itself
/// with the same PIN.
func run(
host address: String, port: UInt16, pin rawPIN: String, clientName rawName: String,
onPaired: @escaping (Data) -> Void
) {
busy = true
errorText = nil
let pin = rawPIN.trimmingCharacters(in: .whitespaces)
let name = rawName.trimmingCharacters(in: .whitespaces)
token = Token()
let token = token
Task.detached(priority: .userInitiated) {
// Identity load + the ceremony both block keep them off the main actor.
// loadForPairing is the strict variant: the host durably trusts this
// identity, so it must have made it into the Keychain.
let result = Result {
let identity = try ClientIdentityStore.shared.loadForPairing()
return try PunktfunkKit.pair(
host: address, port: port, identity: identity,
pin: pin, name: name.isEmpty ? "Mac" : name)
}
await MainActor.run {
guard !token.cancelled else { return } // screen dismissed mid-ceremony
self.busy = false
switch result {
case .success(let fingerprint):
onPaired(fingerprint)
case .failure(PunktfunkClientError.wrongPIN):
self.errorText = "Wrong PIN — check the host's web console (port 47992) "
+ "and try again."
case .failure(PunktfunkClientError.rejected(let rejection)):
// The host answered and said why (not armed / rate-limited / armed for
// another device) show that instead of the guessing-game fallback.
self.errorText = rejection.userMessage
case .failure(is ClientIdentityStore.IdentityError):
self.errorText = "Can't store this Mac's identity in the Keychain, so the "
+ "pairing would not survive a relaunch. Unlock the login "
+ "keychain and try again."
case .failure:
self.errorText = "Pairing failed — the host didn't answer. Is it running, "
+ "and is this device on the same network (no VPN, no guest-Wi-Fi "
+ "isolation)?"
}
}
}
}
/// The presenting screen went away discard whatever is still in flight. Called from every
/// dismissal path (an explicit Cancel, a swipe, B on a controller), which is why it is safe to
/// call when nothing is running.
func abandon() {
token.cancelled = true
}
}

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