Compare commits

...
77 Commits
Author SHA1 Message Date
enricobuehlerandClaude Fable 5 1b73361372 chore(apple): declare non-exempt encryption in Info.plist (export compliance)
ci / web (push) Successful in 45s
ci / docs-site (push) Successful in 51s
ci / bench (push) Successful in 6m6s
windows-host / package (push) Successful in 8m11s
android-screenshots / screenshots (push) Successful in 4m13s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 3m9s
decky / build-publish (push) Successful in 17s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 4m7s
ci / rust (push) Successful in 18m6s
android / android (push) Successful in 11m58s
arch / build-publish (push) Successful in 12m2s
docker / deploy-docs (push) Successful in 9s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 7s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 9s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 10s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 9s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 9s
apple / swift (push) Successful in 5m27s
linux-client-screenshots / screenshots (push) Successful in 7m23s
deb / build-publish (push) Successful in 11m57s
web-screenshots / screenshots (push) Successful in 2m49s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 16m49s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 16m45s
release / apple (push) Successful in 28m50s
apple / screenshots (push) Successful in 20m12s
flatpak / build-publish (push) Successful in 6m0s
ITSAppUsesNonExemptEncryption = true — the app's AES-GCM session crypto is
non-exempt under the App Store Connect encryption questionnaire (category
chosen; French ANSSI declaration in progress). First of the six targets;
the remaining Info.plists follow with the rest of the compliance work.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 00:12:51 +02:00
enricobuehlerandClaude Fable 5 d2b4e3d71c fix(host): warn loudly when a CUDA session runs a build without direct-SDK NVENC
android / android (push) Has been cancelled
ci / docs-site (push) Successful in 50s
ci / web (push) Successful in 52s
apple / swift (push) Has been cancelled
apple / screenshots (push) Has been cancelled
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 7s
arch / build-publish (push) Has been cancelled
ci / rust (push) Has been cancelled
ci / bench (push) Has been cancelled
deb / build-publish (push) Has been cancelled
decky / build-publish (push) Successful in 16s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 8s
docker / deploy-docs (push) Has been cancelled
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Has been cancelled
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Has been cancelled
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Has been cancelled
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Has been cancelled
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Has been cancelled
windows-host / package (push) Has been cancelled
The nvenc feature is off by default, and a Linux host built without
--features punktfunk-host/nvenc silently compiles the direct-SDK path out:
a CUDA session degrades to libav hevc_nvenc — no RFI loss recovery, an
encoder rebuild + IDR on every adaptive-bitrate step, and the libav bitrate
clamp — with nothing in the logs saying why. This bit the Linux packagers
once (fixed in e89b2f60) and an ad-hoc host deploy again on 2026-07-14,
where the on-glass Automatic-climb session showed rebuild-per-step behavior
that read as a pipeline gap (it wasn't: the Portal/PipeWire path delivers
EGL-imported CUDA NV12 frames and goes direct whenever the feature is in
the build). One WARN per process, skipped under an explicit
PUNKTFUNK_NVENC_DIRECT=0.

Validated on .21 (GNOME/Mutter Portal capture, feature build): probe session
logs `Linux direct-SDK NVENC`, and probe --rebitrate lands as `encoder
bitrate reconfigured in place (adaptive bitrate — no IDR)`.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 00:03:26 +02:00
enricobuehlerandClaude Fable 5 0bca67f73e fix(client): Linux auto decoder prefers Vulkan Video on ALL AMD, not just VanGogh
android / android (push) Has been cancelled
arch / build-publish (push) Has been cancelled
ci / web (push) Has been cancelled
ci / docs-site (push) Has been cancelled
ci / bench (push) Has been cancelled
ci / rust (push) Has been cancelled
decky / build-publish (push) Successful in 21s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 13s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 15s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 15s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 10s
apple / swift (push) Has been cancelled
apple / screenshots (push) Has been cancelled
deb / build-publish (push) Has been cancelled
docker / deploy-docs (push) Has been cancelled
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Has been cancelled
flatpak / build-publish (push) Has been cancelled
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Has been cancelled
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Has been cancelled
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Has been cancelled
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Has been cancelled
windows / build (aarch64-pc-windows-msvc) (push) Has been cancelled
windows / build (x86_64-pc-windows-msvc) (push) Has been cancelled
VAAPI-first on desktop RADV (46b7ffc0) was a regression: Vulkan Video decode
outperforms VAAPI on AMD (on-glass verdict). Vulkan-first is safe there since
the same commit's failure-streak demotion lands on VAAPI, not software — a
broken Mesa Vulkan path still ends up on the working driver.

Auto's order is now: Vulkan first on NVIDIA (no usable VAAPI) + all AMD
(perf; VanGogh additionally chroma-fringes over VAAPI); VAAPI first stays on
Intel/unknown (ANV's Vulkan Video is the least-proven Mesa path). Policy test
updated; 26 pf-client-core tests + clippy green on Linux.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 23:51:54 +02:00
enricobuehlerandClaude Fable 5 9d67dc18aa perf(core): two-lane AES-GCM seal for large frames + send-thread stage split
ci / web (push) Successful in 1m10s
ci / docs-site (push) Successful in 1m29s
android / android (push) Has been cancelled
apple / swift (push) Has been cancelled
apple / screenshots (push) Has been cancelled
arch / build-publish (push) Has been cancelled
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 9s
ci / rust (push) Has been cancelled
ci / bench (push) Has been cancelled
deb / build-publish (push) Has been cancelled
decky / build-publish (push) Successful in 17s
docker / deploy-docs (push) Has been cancelled
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Has been cancelled
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Has been cancelled
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Has been cancelled
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Has been cancelled
flatpak / build-publish (push) Has been cancelled
release / apple (push) Has been cancelled
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Has been cancelled
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Has been cancelled
windows-host / package (push) Has been cancelled
windows / build (aarch64-pc-windows-msvc) (push) Has been cancelled
windows / build (x86_64-pc-windows-msvc) (push) Has been cancelled
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Has been cancelled
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Has been cancelled
Phase 0.4 host half: PUNKTFUNK_PERF now splits the send thread per window into
fec/seal/sock (SealPerf via Session::take_seal_perf; the paced video path folds
its chunk-send time in through note_sock_ns), logged with per-packet ns in the
send loop's perf line. Measured on .21 at 2.5 Gbps offered: fec ~100 ns/pkt
(Phase 1.4 landed), seal ~1000 ns/pkt = 21.5% of a core, sock ~1400 ns/pkt —
the Phase 1.5 gate (seal > ~15% of the thread at 2 Gbps) trips.

Phase 1.5: seal_frame_inner is now write-then-seal — packetize writes every
packet's plaintext at its final wire offset, then a frame of >= 256 wire
packets (~300 KB) splits the AES-GCM pass across two lanes: a persistent
punktfunk-seal2 worker (lazy-spawned, rendezvous channels, no per-frame spawn,
zero steady-state allocs via a reused hand-off Vec) seals the back half under
nonces seq_base+i while the send thread seals the front. Nonce order is
deterministic per shard index, so the wire is byte-identical to the sequential
pass — pinned by the wire-equivalence test, now including a 469-packet frame
plus an assertion that the lane actually spawned. Small frames and the probe's
~17-packet AUs stay single-lane; PUNKTFUNK_SEAL_LANES=1 forces single-lane.

Validated: 84 core tests + workspace suites + clippy -D warnings on .21.
Halves the seal wall-clock on big frames — headroom for the 10G pair's ~4.8
Gbps ceiling (seal alone would be ~47% of a core there) and PyroWave 4K rates.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 23:47:33 +02:00
enricobuehlerandClaude Fable 5 b349724fe9 chore(release): bump workspace version to 0.11.0
audit / cargo-audit (push) Successful in 3m36s
audit / bun-audit (push) Successful in 16s
ci / web (push) Successful in 55s
ci / docs-site (push) Successful in 1m2s
arch / build-publish (push) Successful in 10m22s
decky / build-publish (push) Successful in 17s
ci / bench (push) Successful in 5m11s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 9s
android / android (push) Successful in 16m53s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 10s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 8s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 9m28s
deb / build-publish (push) Successful in 12m3s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 8m24s
flatpak / build-publish (push) Failing after 8m6s
ci / rust (push) Successful in 22m45s
apple / swift (push) Has been cancelled
apple / screenshots (push) Has been cancelled
release / apple (push) Has been cancelled
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Has been cancelled
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Has been cancelled
windows-host / package (push) Has been cancelled
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Has been cancelled
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Has been cancelled
windows / build (aarch64-pc-windows-msvc) (push) Has been cancelled
windows / build (x86_64-pc-windows-msvc) (push) Has been cancelled
docker / deploy-docs (push) Successful in 24s
Bumps [workspace.package] version 0.10.1 -> 0.11.0 (14 workspace crates) and
syncs Cargo.lock (versions-only). Apple MARKETING_VERSION / Android versionName
are set from the release tag by CI, so no client manifest changes; the nested
Windows-driver workspace keeps its independent 0.0.1 version.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 23:38:30 +02:00
enricobuehlerandClaude Fable 5 32e5594a9a fix(drivers): per-pad MAC + USB serial in pf-dualsense — SDL/Steam dedup by serial
ci / web (push) Successful in 59s
ci / docs-site (push) Successful in 1m8s
decky / build-publish (push) Successful in 17s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 8s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 7s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 7s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 9s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 8s
ci / bench (push) Successful in 5m31s
arch / build-publish (push) Successful in 10m59s
android / android (push) Successful in 13m54s
windows-drivers / probe-and-proto (push) Successful in 23s
windows-drivers / driver-build (push) Successful in 1m27s
ci / rust (push) Successful in 17m32s
deb / build-publish (push) Successful in 11m37s
docker / deploy-docs (push) Successful in 51s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 19m36s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 19m24s
windows-host / package (push) Successful in 14m21s
apple / swift (push) Has been cancelled
apple / screenshots (push) Has been cancelled
Windows counterpart of 5c7e0afa's Linux per-pad pairing MAC: every virtual
DualSense / Edge / DualShock 4 presented ONE hardcoded serial, so SDL/Steam
(which dedup controllers by serial) could merge a second pad into the first.

* GET_FEATURE pairing replies (DS/Edge 0x09, DS4 0x12) now carry the pad
  index the host stamps into the sealed section in the MAC's low octet.
* GET_STRING serial strings (HidD_GetSerialNumberString — what SDL actually
  reads on Windows) get the same per-pad low octet, agreeing with the
  feature MAC. The Edge's 0x09 reply moves onto its serial-string base
  (0x75 = DS base + 1), fixing the pre-existing feature-vs-string mismatch.
* The Deck identity already did this per-pad; its two inline index reads
  now share the new `pad_index()` helper.

Pad 0 keeps today's serial values for DS / DS4 / Deck (no identity churn
for existing single-pad setups).

Verified on the windows-amd64 runner: cargo build + clippy -D warnings
(pf-umdf-util / pf-xusb / pf-dualsense) + fmt clean on the pinned 1.96.0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 23:31:40 +02:00
enricobuehlerandClaude Fable 5 f4f6c5556f perf(core): FEC encoder reuse — cached codecs + pooled parity, no per-block setup
ci / docs-site (push) Successful in 1m0s
ci / web (push) Successful in 1m0s
decky / build-publish (push) Successful in 19s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 10s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 7s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 8s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 8s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 8s
ci / bench (push) Successful in 6m4s
windows-host / package (push) Successful in 9m3s
flatpak / build-publish (push) Failing after 8m2s
docker / deploy-docs (push) Successful in 24s
deb / build-publish (push) Successful in 12m19s
android / android (push) Successful in 12m46s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 4m22s
arch / build-publish (push) Successful in 14m45s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 3m37s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 13m42s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 17m34s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 4m57s
ci / rust (push) Successful in 23m21s
windows / build (x86_64-pc-windows-msvc) (push) Successful in 5m57s
release / apple (push) Has been cancelled
apple / screenshots (push) Has been cancelled
apple / swift (push) Has been cancelled
Phase 1.4 (throughput-beyond-1gbps.md): the send path built a fresh erasure
codec and allocated fresh parity Vecs for every FEC block. New trait method
ErasureCoder::encode_into generates parity into caller-pooled buffers; the
packetizer keeps one parity pool that grows once to the session's high-water
recovery count.

- gf16: one cached reed_solomon_simd::ReedSolomonEncoder per coder, re-shaped
  per block via reset() (reuses its working space) — the old encode()
  convenience call paid engine CPU-feature detection, FFT planning, and
  work-buffer allocation per block.
- gf8: last-used (k, m) Cauchy codec cached, so the generator-matrix build
  drops out of steady-state frames; parity buffers shaped without re-zeroing
  (encode_sep's first-input pass overwrites every row). The GameStream
  VideoPacketizer now owns a persistent coder so the cache survives frames.
- encode() delegates to encode_into — one code path, and the nanors byte-exact
  parity vector keeps pinning Moonlight wire compatibility.

Validated: 145 core + 308 host tests + clippy -D warnings on .21, loss-harness
recovery curve identical, pipeline bench +0.6-2.4% thrpt (all configs, p<0.05;
the loopback bench is encoder-dominated so the alloc savings mostly land
outside it).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 23:19:21 +02:00
enricobuehlerandClaude Fable 5 5c7e0afa99 fix(host): Linux virtual-pad feedback access — hidraw udev rules, per-pad DS MAC, SET_REPORT acks
ci / web (push) Successful in 1m9s
ci / docs-site (push) Successful in 1m3s
ci / bench (push) Successful in 5m49s
decky / build-publish (push) Successful in 19s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 9s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 10s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 11s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 11s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 8s
docker / deploy-docs (push) Successful in 23s
arch / build-publish (push) Successful in 11m11s
android / android (push) Successful in 14m24s
deb / build-publish (push) Successful in 11m55s
ci / rust (push) Successful in 17m18s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 15m0s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 14m54s
windows-host / package (push) Successful in 15m11s
apple / swift (push) Successful in 4m43s
apple / screenshots (push) Successful in 21m4s
Root-cause fixes for "rumble + adaptive triggers never work with Linux hosts"
(the capture code itself was proven good on-hardware — see the new tests):

* 60-punktfunk.rules now grants the `input` group the VIRTUAL pads' hidraw
  nodes (DS/Edge/DS4/Switch/Deck/SC). Steam/SDL drive DualSense adaptive
  triggers, lightbar, and player LEDs exclusively over hidraw — and Steam
  without hidraw demotes a PlayStation pad to a generic evdev device, losing
  its rumble handling too. Coverage no longer depends on the distro's
  steam-devices rules + logind's active-seat uaccess ACL (which a headless/
  dedicated streaming session never gets). Verified live: nodes now come up
  root:input 0660.

* Per-pad MAC in the DualSense (0x09) and DS4 (0x12) pairing feature replies:
  hid-playstation adopts the MAC as the HID uniq and SDL/Steam dedup
  controllers by that serial — identical MACs made a second virtual pad read
  as the first one re-connecting over another transport.

* DualSense/DS4 UHID backends now ack UHID_SET_REPORT (err=0) instead of
  ignoring it, so a SET_REPORT writer no longer blocks on the kernel's 5 s
  timeout.

* New #[ignore] on-box tests play the GAME's role against a real kernel and
  pin the full feedback surface (all green on real hw): DualSense evdev-FF +
  raw hidraw output report (rumble/lightbar/LEDs/both trigger blocks verbatim,
  per-pad uniq), uinput X-Box FF upload→pump→stop-on-erase, and usbip Deck
  0xEB rumble via the controller interface (idle interfaces ACK silently,
  like real hardware).

Windows note: the UMDF driver keeps its own pairing blob copies — the shared-
MAC dedup hazard exists there too and needs a driver-side follow-up.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 21:47:13 +02:00
enricobuehlerandClaude Fable 5 5a384fe788 feat(host): pace-aware send chunking — high-rate frames pace honestly instead of blasting
ci / docs-site (push) Successful in 50s
ci / web (push) Successful in 52s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 10s
decky / build-publish (push) Successful in 23s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 10s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 12s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 10s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 10s
ci / bench (push) Successful in 6m0s
flatpak / build-publish (push) Failing after 8m9s
docker / deploy-docs (push) Successful in 25s
deb / build-publish (push) Successful in 12m48s
android / android (push) Successful in 13m11s
arch / build-publish (push) Successful in 15m13s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 13m32s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 16m29s
ci / rust (push) Successful in 23m9s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 4m48s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 4m1s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 5m29s
windows / build (x86_64-pc-windows-msvc) (push) Successful in 6m35s
windows-host / package (push) Successful in 14m25s
apple / swift (push) Successful in 5m13s
release / apple (push) Successful in 26m56s
apple / screenshots (push) Successful in 20m2s
Phase 1.2: the native plane's pace chunks are rate-adaptive — 16 packets at
today's rates, coarsening until the per-chunk interval clears the 500 µs sleep
floor, capped at 64 (the GSO segment limit). Decouples the syscall batch from
the pace step, so a ≥1 Gbps frame's overflow keeps real sleeps between chunks
(and costs 4× fewer syscalls) instead of collapsing into an unpaced blast.

Phase 1.3: the auto microburst cap scales with the frame — max(128 KB, the
AU's wire bytes / 4) — so high-rate frames burst a bounded quarter and pace
the rest; PUNKTFUNK_PACE_BURST_KB now pins an absolute override.

GameStream plane untouched (its schedule stays pinned by the deterministic
tests, now also asserting budget-independence). Linux GSO latch-off warns
once (was silent; USO already warned).

Linux GSO default stays OPT-IN: the post-1.2/1.3 A/B on the 2.5GbE-hop pair
(.21 → M3 Ultra) reproduced the regression bit-for-bit — 2452 Mbps sendmmsg
vs 1909 GSO peak, 0.4% loss at 1500 where sendmmsg is clean. The super-buffer
trains lose on the constrained hop in the transport path itself (per-AU
probe sends, no video pacer involved), so the block is fabric evidence, not
pacing readiness. Control sweep on this build matched the sendmmsg baseline
exactly (2452); loss-harness recovery curve identical; workspace clippy +
tests green on .21.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 21:38:06 +02:00
enricobuehlerandClaude Fable 5 a2433d77cf fix(core): reordering no longer reads as packet loss — net late shards out of the loss estimate
ci / web (push) Successful in 50s
ci / docs-site (push) Successful in 53s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 10s
decky / build-publish (push) Successful in 19s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 10s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 9s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 9s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 9s
ci / bench (push) Successful in 5m35s
docker / deploy-docs (push) Successful in 25s
arch / build-publish (push) Successful in 11m22s
android / android (push) Successful in 14m48s
deb / build-publish (push) Successful in 14m45s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 15m12s
ci / rust (push) Successful in 18m20s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 13m11s
flatpak / build-publish (push) Successful in 5m59s
windows-host / package (push) Successful in 8m3s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 3m47s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 4m27s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 5m6s
windows / build (x86_64-pc-windows-msvc) (push) Successful in 5m52s
apple / swift (push) Successful in 5m12s
release / apple (push) Successful in 26m35s
apple / screenshots (push) Successful in 19m28s
Reversed/reordered delivery lets a FEC block reconstruct EARLY
(data + recovery >= k), counting still-in-flight shards into
fec_recovered_shards; window_loss_ppm then reported pure reordering as
loss, inflating LossReports — which size adaptive FEC and, since the
Automatic overhaul, feed the ABR controller (one severe window ends slow
start FOR GOOD, so a reorder burst could permanently kneecap a session's
climb).

Early reconstruct stays (it's the latency-right choice); the accounting
now nets it out. The reassembler counts a new fec_late_shards stat when a
parity-restored data shard ARRIVES after all — matched exactly: the
completed/abandoned-frame memory (ReassemblyWindow::completed, now a map)
remembers which shards each terminal frame reconstructed, and a late
arrival must match one (removed on hit), so wire duplicates of delivered
shards and stragglers of failed blocks count nothing. In-flight blocks
dedup via have_data. window_loss_ppm takes the late delta and estimates
from (recovered - late), saturating across window boundaries; both
callers (client core + probe) pass it.

The e2e reorder tests now assert the NET equals the true kill count in
both delivery orders, dup included (previously documented as a known
inflation). Not mirrored into the C-ABI PunktfunkStats — the loss windows
run in-core on every platform.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 20:59:17 +02:00
enricobuehlerandClaude Fable 5 a87b279c2b test(host): Windows on-hardware NVENC reconfigure smoke — 20→60→10 Mbps in place, zero IDRs
ci / web (push) Successful in 1m16s
ci / docs-site (push) Successful in 1m37s
arch / build-publish (push) Successful in 10m16s
decky / build-publish (push) Successful in 36s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 8s
ci / bench (push) Successful in 5m11s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 10s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 8s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 1m2s
android / android (push) Successful in 15m11s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 6m51s
docker / deploy-docs (push) Successful in 16s
deb / build-publish (push) Successful in 12m48s
ci / rust (push) Successful in 16m56s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 12m32s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 12m47s
apple / swift (push) Successful in 4m30s
windows-host / package (push) Successful in 14m43s
apple / screenshots (push) Successful in 21m55s
The Windows twin of nvenc_cuda_reconfigure_no_idr, green on the .173 RTX
box (release profile — the dev-profile test binary trips a pre-existing
LNK2019 on the sdk crate's unused safe EncodeAPI statics, which release
LTO strips).

Chasing this also uncovered why the live A/B kept rebuilding: the
PunktfunkHost service runs C:\Users\Public\punktfunk-native's exe, not
the Developer clone deploy-host.ps1 had been rebuilding.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 20:20:29 +02:00
enricobuehlerandClaude Fable 5 9bf72cdfb5 fix(host): forward reconfigure_bitrate through TrackedEncoder + probe --rebitrate validator
ci / web (push) Successful in 56s
ci / docs-site (push) Successful in 1m5s
decky / build-publish (push) Successful in 21s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 8s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 8s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 6s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 8s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 9s
arch / build-publish (push) Successful in 13m33s
android / android (push) Successful in 14m55s
ci / bench (push) Successful in 5m19s
ci / rust (push) Successful in 16m59s
flatpak / build-publish (push) Failing after 8m7s
apple / swift (push) Successful in 4m30s
deb / build-publish (push) Successful in 11m24s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 16m31s
docker / deploy-docs (push) Successful in 25s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 17m8s
windows-host / package (push) Successful in 8m14s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 4m3s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 3m46s
release / apple (push) Successful in 24m38s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 5m12s
windows / build (x86_64-pc-windows-msvc) (push) Successful in 5m56s
apple / screenshots (push) Successful in 21m24s
The gpu-session TrackedEncoder wrapper delegates every Encoder method by
hand, so the new reconfigure_bitrate fell through to the trait's false
default and EVERY bitrate change silently took the rebuild+IDR path — the
live .21 A/B caught it (host log said 'rebuilt', never 'in place').

Also:
- punktfunk-probe --rebitrate KBPS:SECS — headless mid-stream SetBitrate
  validator (cursor-wiggles so a damage-driven idle desktop keeps
  publishing frames through the switch). Live-verified on .21: one NVENC
  session open, then 'encoder bitrate reconfigured in place (adaptive
  bitrate — no IDR)' at 20→60 Mbps.
- on-hardware nvenc_cuda reconfigure smoke test (20→60→10 Mbps in place,
  zero IDRs — green on the RTX 5070 Ti).
- BitrateChanged doc no longer claims the switch costs an IDR.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 20:06:56 +02:00
enricobuehlerandClaude Fable 5 a1af916e38 feat(host): in-place encoder rate reconfigure — ABR steps no longer cost an IDR
ci / web (push) Successful in 56s
ci / docs-site (push) Successful in 1m8s
ci / bench (push) Successful in 5m25s
decky / build-publish (push) Successful in 21s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 9s
arch / build-publish (push) Successful in 11m11s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 8s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 8s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 41s
android / android (push) Successful in 14m53s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 6m24s
deb / build-publish (push) Successful in 11m50s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 13m5s
ci / rust (push) Successful in 23m4s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 16m54s
docker / deploy-docs (push) Successful in 22s
apple / swift (push) Successful in 4m31s
windows-host / package (push) Successful in 14m46s
apple / screenshots (push) Successful in 18m26s
Every adaptive-bitrate step used to tear the encoder down and rebuild it,
opening on a full IDR (a 20-40x frame-size spike, in-flight AU forfeit and
an IDR-cooldown anchor) — exactly when the Automatic controller is climbing.
Encoder::reconfigure_bitrate(bps) retargets the LIVE encoder instead
(default false, so libavcodec/software paths keep the rebuild fallback,
which also still owns the bitrate clamping):

- Linux + Windows direct NVENC: nvEncReconfigureEncoder (added to the
  hand-rolled runtime EncodeApi tables) with resetEncoder=0 / forceIDR=0;
  the same init/config is re-authored via the new shared build_config/
  build_init_params with only avg/max bitrate + VBV (PUNKTFUNK_VBV_FRAMES)
  moved. On-hardware test: 20→60→10 Mbps in place, zero IDRs (RTX 5070 Ti).
- Native AMF: TargetBitrate/PeakBitrate/VBVBufferSize are dynamic
  properties — SetProperty on the live component, no Terminate/re-Init.
- Vulkan Video (HEVC + AV1): stage the rate and emit an
  ENCODE_RATE_CONTROL control command on the next recorded frame (begin
  keeps declaring the session's current state, as the spec requires).

The session glue tries the in-place retarget first and skips the rebuild/
inflight-clear/IDR-cooldown bookkeeping when it succeeds — the reference
chain and the wire-index prediction survive, so RFI keeps working across
rate steps.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 19:53:18 +02:00
enricobuehlerandClaude Fable 5 46b7ffc001 fix(client): Linux auto decoder tries VAAPI before FFmpeg-Vulkan on desktop Mesa
ci / web (push) Successful in 48s
ci / docs-site (push) Successful in 56s
decky / build-publish (push) Successful in 16s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 9s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 9s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 9s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 1m1s
arch / build-publish (push) Successful in 11m4s
ci / bench (push) Successful in 6m7s
android / android (push) Successful in 15m32s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 7m29s
flatpak / build-publish (push) Failing after 8m12s
deb / build-publish (push) Successful in 11m17s
ci / rust (push) Successful in 22m25s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 14m11s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 3m41s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 16m36s
docker / deploy-docs (push) Successful in 26s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 4m30s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 5m8s
apple / swift (push) Successful in 4m47s
windows / build (x86_64-pc-windows-msvc) (push) Successful in 5m56s
apple / screenshots (push) Successful in 19m45s
Mesa now exposes Vulkan Video decode queues by default (and the session
binary opts RADV in for the Deck's sake), which silently moved every desktop
AMD/Intel box onto FFmpeg-Vulkan-on-Mesa under `auto` — user-reported
(CachyOS/KDE) to judder or error-streak into the software demotion while an
explicit VAAPI pick streams perfectly. Auto's hardware order is now
device-aware (`VulkanDecodeDevice::prefer_vulkan_over_vaapi`, fed
vendor id + device name by the presenter): Vulkan-first stays only where it
is the established right answer — NVIDIA (no usable VAAPI) and the Deck's
VanGogh (VAAPI dmabuf import chroma-fringes) — and everything else gets the
battle-tested zero-copy VAAPI first, with Vulkan as its fallback.

A mid-session Vulkan failure streak now also demotes to VAAPI before
software, so a broken Mesa Vulkan path can never strand a box with a
perfectly good VAAPI driver on CPU decode.

The GTK shell's decoder setting gains the missing "Vulkan Video" option
(values now mirror the console UI's auto/vulkan/vaapi/software) and drops
its pre-Vulkan "Automatic (VAAPI → software)" label.

Verified on the RTX 5070 Ti box (loopback session, auto → "Vulkan Video
hardware decode active", 60 fps); policy locked by unit test; clippy -D
warnings + pf-client-core/pf-presenter tests green on Linux.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 19:41:37 +02:00
enricobuehlerandClaude Fable 5 9b7fc127ef feat(core): Automatic bitrate scales to measured link capacity — probe ceiling + slow start
ci / web (push) Successful in 49s
ci / docs-site (push) Successful in 52s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 8s
decky / build-publish (push) Successful in 15s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 7s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 10s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 8s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 45s
apple / swift (push) Successful in 4m34s
ci / bench (push) Successful in 6m1s
flatpak / build-publish (push) Failing after 8m11s
docker / deploy-docs (push) Successful in 27s
deb / build-publish (push) Successful in 12m30s
windows-host / package (push) Successful in 14m50s
arch / build-publish (push) Successful in 15m1s
android / android (push) Successful in 15m47s
ci / rust (push) Successful in 17m55s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 4m0s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 17m4s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 13m17s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 4m54s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 5m4s
release / apple (push) Successful in 25m7s
windows / build (x86_64-pc-windows-msvc) (push) Successful in 6m4s
apple / screenshots (push) Successful in 18m44s
The ABR ceiling was the negotiated start rate, so an 'Automatic' session
was permanently boxed at the 20 Mbps default no matter the link — the
most user-visible cap left after the transport work lifted the client
receive ceiling to ~4.8 Gbps wire.

- Startup link-capacity probe: ~2 s into an Automatic session the pump
  fires one speed-test burst (2 Gbps target, 800 ms) over the existing
  ProbeRequest machinery; delivered wire throughput x0.7 (FEC + variance
  headroom) becomes the controller's climb ceiling via set_ceiling().
  Old hosts decline (all-zero reply) or never answer (a 6 s timeout
  clears the stuck probe state so LossReports resume) — the ceiling then
  stays negotiated, exactly the old behavior. PUNKTFUNK_ABR_PROBE=0
  opts out.
- Slow start: until the first congestion signal, every cooled clean
  window DOUBLES the rate toward the ceiling (20 Mbps -> 640 Mbps in
  ~10 s) instead of +6% per ~10 s (which would have taken ~10 minutes).
  Any congestion signal ends it for good; classic AIMD takes over.
- Faster, severity-aware AIMD: a SEVERE window (unrecoverable frame,
  jump-to-live flush, or >=6% loss) backs off x0.7 immediately instead
  of waiting two windows; ordinary congestion (2-6% loss, OWD rise)
  keeps the two-window fuse. Additive climbs need 6 clean windows
  (~4.5 s, was ~10 s); the change cooldown drops 3 s -> 1.5 s.
- PUNKTFUNK_VBV_FRAMES now also scales the direct-NVENC VBV (Windows +
  Linux, previously hardwired to 1 frame) — parity with AMF/VAAPI/QSV.

Each accepted step still costs an encoder rebuild + IDR on the host;
in-place rate reconfigure (NvEncReconfigureEncoder / AMF dynamic
properties / Vulkan per-frame RC) is the planned follow-up that makes
stepping free. Controller tests rewritten to the new policy (severity
classes, slow-start climb, ceiling semantics; 144 green).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 19:28:11 +02:00
enricobuehlerandClaude Fable 5 1a559e8d5e feat(core): scale the receive path to the new multi-Gbps ceiling
- REPLAY_WINDOW 32768 -> 131072: the anti-replay bitmap covered the
  120 ms loss window only to ~2 Gbps; the client now delivers ~4.8 Gbps
  wire, where a late-but-valid Wi-Fi-retried datagram would have been
  dropped as 'older than the window' — false loss. 16 KiB/session
  covers ~12 Gbps.
- RECV_BATCH 32 -> 128: syscall rate stays ~3.4k/s at 430k pkt/s and
  each pump iteration drains the kernel buffer deeper (ring 64->256 KB,
  client sessions only). flush_backlog's iteration cap rescaled to keep
  its ~190 MB guard equivalent.
- PUNKTFUNK_GSO gate is now value-aware: '=0' used to ENABLE GSO on
  Linux (presence check) while disabling Windows USO. GSO stays OPT-IN,
  deliberately: A/B'd twice today — it cuts send-thread CPU ~30% but
  its 16-packet line-rate trains cost delivered throughput on a
  constrained fabric (2.5GbE-hop pair: peak 2453 -> 1908 Mbps and 0.4%
  loss at a rate sendmmsg carries clean). Flipping the default belongs
  with pace-aware chunk spacing (plan Phase 1.2/1.3). docs-site row
  corrected to match.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 19:22:40 +02:00
enricobuehlerandClaude Fable 5 160914c48b perf(build): enable ARMv8 hardware AES-GCM — every aarch64 client ran software crypto
RustCrypto aes 0.8.x and polyval 0.6.x gate their ARMv8 AES / PMULL
paths behind --cfg aes_armv8 / --cfg polyval_armv8 on aarch64 (x86_64
runtime-detects AES-NI with no flag, which is why hosts never showed
it). Without the cfgs every Apple and Android client decrypted the
media plane in SOFTWARE: 240 MiB/s/core measured on an M3 Ultra —
7 µs per 1.4 KB datagram, single-handedly capping receive throughput
at ~1.57 Gbps wire on both host pairs.

Workspace .cargo/config.toml sets both cfgs for
cfg(target_arch = "aarch64"); detection stays runtime (cpufeatures)
with a safe soft fallback. open_in_place: 240 MiB/s -> 2.42 GiB/s
(10.3x). Live sweep .173 -> M3 Ultra over 10GbE: ceiling 1572 ->
4830 Mbps wire, zero loss through a 3.5 Gbps target; the .21 pair now
saturates its physical 2.4 Gbps fabric exactly.

No in-tree build path sets RUSTFLAGS (xcframework + gradle checked),
so the config reaches all client builds; a lane that sets RUSTFLAGS
overrides config rustflags entirely and must carry the cfgs itself
(noted in the file). Shipping Apple/Android binaries stay on software
crypto until rebuilt.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 19:08:35 +02:00
enricobuehlerandClaude Fable 5 ed0ce5dc6d feat(core): zero-copy pooled reassembly — shards land at their final AU offset
Rewrite the client Reassembler around one whole-frame buffer per frame:
frame_bytes rides in every header and packetize geometry is
deterministic (every non-final block is exactly max_data_per_block data
shards), so a data shard's final AU offset is computable on arrival —
copy it there once, straight from the decrypt ring. New
ErasureCoder::reconstruct_into decodes ONLY the missing shards directly
into the frame buffer's holes (gf16 native; gf8 legacy shim); received
recovery shards ride pooled shard-sized buffers. The completed buffer
IS Frame::data.

Deletes the per-shard to_vec + per-block concat + final AU concat
(~178k allocs and a double copy of every byte per second at 2 Gbps —
the pump wall the 2026-07-14 sweeps measured at 98.9% of an M3 Ultra
core). Reassembly now costs ~0.4 µs/packet in-stream.

The eager buffer changes the hostile-header exposure, so two new
firewalls: derived-geometry validation (a header lying about its
data_shards/block_count vs its own frame_bytes is dropped before it can
scribble across another shard's range) and an in-flight allocation
budget (IN_FLIGHT_BUF_FACTOR × max_frame_bytes) so a window of tiny
first-shards can't commit gigabytes.

Behavior parity pinned by the existing suite (all green unchanged) plus
new end-to-end roundtrips through the real Packetizer (multi-block +
partial tail, loss within budget, reversed delivery, duplicates, empty
frame, unrecoverable block ages out, budget enforcement). loss-harness
recovery curve identical; pipeline bench: gf8/1MB +42%, gf16 neutral
(host-encode dominated). Known pre-existing quirk kept as-is: reversed
delivery reconstructs early (data+recovery ≥ k) and counts late-not-lost
shards into fec_recovered_shards.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 19:08:15 +02:00
enricobuehlerandClaude Fable 5 f2fa7828d6 fix(probe,scripts): make speed-test sweeps work headless and tell the truth
Three bugs found running the owed throughput sweeps (all three conspired
to make yesterday's 'transport does 1G+' numbers fabrications):

- the probe never advertised VIDEO_CAP_PROBE_SEQ, so every host DECLINED
  its speed tests; the zeroed decline reply divided a settle-window
  sliver by 1 ms and printed plausible-looking garbage. Advertise the
  cap (the shared-core reassembler windows probe-space frames) and
  detect the all-zero decline explicitly.
- an idle virtual desktop publishes no frames on damage-driven capture
  (Windows IDD-push), so the pipeline build timed out before the burst
  could run. The probe now injects a ±2 px cursor wiggle over the wire
  during --speed-test warmup — injected host-side into the right
  session, works headless everywhere.
- throughput-sweep.py: tracing emits ANSI color into pipes, which broke
  the key=value parser (crash on the first point); strip it, guard
  half-parsed lines, and surface host declines as a flag.

Also logs the whole-run receive stage split (PUNKTFUNK_PERF) at stream
end — the probe is the measurement tool for the client-pump wall.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 19:07:57 +02:00
enricobuehlerandClaude Fable 5 85513d1697 fix(host/linux): headless gamescope must not inherit a desktop DISPLAY/WAYLAND_DISPLAY
A host (re)started after a desktop login inherits the user manager's
compositor env; a stale WAYLAND_DISPLAY makes headless gamescope 3.16
exit at startup ('Failed to connect to wayland socket') before its
PipeWire node appears. Unset both on the systemd-run transient unit
(UnsetEnvironment=) and the direct spawn (env_remove) — gamescope
exports its own DISPLAY/GAMESCOPE_WAYLAND_DISPLAY to the nested app.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 19:07:41 +02:00
enricobuehlerandClaude Fable 5 0058f624a2 feat(core): receive-path stage timing + frame-jitter observability (PUNKTFUNK_PERF)
Session::poll_frame accumulates per-stage ns (recv_batch syscall, AES-GCM
open, Reassembler::push incl. FEC) into a PumpPerf drained via
take_pump_perf(); the client pump logs the split plus completed-AU
inter-arrival jitter (p50/p95/max + late count) every report window.
Gated on PUNKTFUNK_PERF — one branch per stage when off.

Smoothness previously had no metric at all (jump-to-live counters fire
seconds late), and the receive core had no attribution. First live use
pinned the 1.57 Gbps client wall on software AES-GCM (7 µs/pkt) vs
0.4 µs reassembly — see punktfunk-planning/design/throughput-beyond-1gbps.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 19:07:10 +02:00
enricobuehlerandClaude Fable 5 a7a1e871e8 chore(tools): add throughput-sweep diagnostic script
windows-drivers / probe-and-proto (push) Successful in 38s
ci / web (push) Successful in 47s
ci / docs-site (push) Successful in 1m0s
decky / build-publish (push) Successful in 27s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 12s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 13s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 12s
windows-drivers / driver-build (push) Successful in 1m44s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 47s
apple / swift (push) Successful in 4m25s
ci / bench (push) Successful in 5m57s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 8m46s
flatpak / build-publish (push) Failing after 8m10s
windows-host / package (push) Successful in 9m0s
docker / deploy-docs (push) Successful in 29s
deb / build-publish (push) Successful in 13m5s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 2m44s
arch / build-publish (push) Successful in 15m16s
android / android (push) Successful in 16m2s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 2m35s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 12m51s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 5m24s
ci / rust (push) Successful in 22m20s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 13m22s
windows / build (x86_64-pc-windows-msvc) (push) Failing after 1m25s
release / apple (push) Successful in 24m23s
apple / screenshots (push) Successful in 19m17s
Standalone sweep to probe the ~500 Mbps throughput wall (transport vs encoder
CBR undershoot); built and validated, no runtime coupling.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 16:32:30 +02:00
enricobuehlerandClaude Fable 5 840e5d590e fix(host/linux): free a desktop-session Steam before a dedicated gamescope launch
B1b: a Steam running in a plain GNOME/KDE desktop session holds Steam's single
instance, so a dedicated gamescope launch's own Steam exits at birth — the
game-library launch goes to a black screen. Release the desktop instance
(free_desktop_steam) on Steam launches before creating the managed session.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 16:32:29 +02:00
enricobuehlerandClaude Fable 5 d58524c899 feat(client): opt-in "Rumble on this phone" mirrors pad-0 rumble onto the device
iOS + Android: a new opt-in setting mirrors controller 1's rumble onto the
device's own actuator (Apple RumbleRenderer Actuator.device / CoreHaptics,
Android deviceBodyVibrator), so a motor-less clip-on pad still gives haptic
feedback through the phone/tablet it's clamped to. Default off; wired through
the gamepad settings on both platforms.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 16:32:19 +02:00
enricobuehlerandClaude Fable 5 6db91cbf40 feat(client): 3-finger swipe toggles the on-screen keyboard mid-stream
iOS + Android: a three-finger vertical swipe up/down summons/dismisses the
device soft keyboard while streaming (trackpad + pointer modes). Mobile scroll
is now exactly two fingers so it never collides with the 3+-finger gesture
(3+ only fell into the old `>= 2` scroll path by accident).

Android: a TYPE_NULL KeyCaptureView plus IME meta-shift wrapping feeds key
events through. iOS: UIKeyInput plus a SoftKeyMap char->VK table with a
GCKeyboard dup gate so a hardware keyboard and the soft keyboard don't
double-emit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 16:32:01 +02:00
enricobuehlerandClaude Fable 5 60d4653083 feat(decky): native-touch controller layout + restructured shortcuts + artwork
Ship a Steam Input controller layout (controller_config/punktfunk.vdf) whose
always-on `ts_n` command enables native touchscreen delivery on the Deck, and
have the backend auto-install it (apply_controller_config: copy to
controller_base/templates + upsert the per-account configset entry, chown to the
user, back up first). This is what makes the Deck touchscreen reach the client
as native touch under gamescope without disabling Steam Input (impossible on the
Deck) — no manual controller setup.

Two shortcuts sharing the "Punktfunk" name (so one config key covers both): a
hidden stateful stream entry and a visible stateless entry that launches straight
into the gamepad UI. Both get full artwork (grid/gridwide/hero/logo/icon,
replaced with exported PNGs). Drop the art-generation script.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 16:31:44 +02:00
enricobuehlerandClaude Fable 5 927a571414 feat(console): touch-mode setting + request-access pairing + polish
Extend the gamepad/console shell (pf-console-ui) to parity with the other clients:

- Settings gain a Touchscreen → Touch mode row (Trackpad / Direct pointer /
  Touch passthrough), the one couch-relevant Settings field the screen lacked.
- The pair screen adds the no-PIN delegated-approval path: a "Request access"
  action (only when the host advertises a fingerprint to pin) opens a connect the
  host PARKS until the operator approves this device, then persists it as paired.
  A role-based row model keeps the cursor off stale indices; manual hosts stay
  PIN-only, matching the desktop shells.
- Threads request_access through OverlayAction::Launch and ConnectIntent; the
  shell shows a "Waiting for approval…" takeover, and the session binary parks on
  a 185 s budget (PendingApproval → persist-as-paired via on_connected).

Auto-wake (WoL) was already implemented end-to-end and is left as-is.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 16:31:25 +02:00
enricobuehlerandClaude Fable 5 f3b6ccaa7f fix(gamepad/windows): Steam-accepted Deck unit serial un-mangles the controller name
Steam validates the Deck unit serial's format before accepting it. Our
"PFDK..." serial was REJECTED ("Invalid or missing unit serial number"), so
Steam substituted a hash identity and mangled the displayed name to
"Steam Deck Controllerggg" on every host tested. An 'F'-leading serial passes,
so switch to "FVPF..." — keeps the PunktFunk marker one slot in, still distinct
from a real Deck's "FVZZ..." for the Linux self-detection in
physical_steam_controller_present(). The name now shows a clean "Steam Deck
Controller" with a serial-derived handle (verified on .173).

Also fix the UMDF driver's 0xAE GET_STRING_ATTRIBUTE handler to echo the
requested attribute id faithfully instead of collapsing board-serial (0x00)
requests to unit-serial (0x01). Steam still logs a benign "Deck Controller PCB
Serial# invalid" for the board serial — it validates that against a
Valve-internal format for ANY value, including an empty one (verified) — but
that line does not mangle the name, change the handle, or block promotion.

Applied to both transports: host inject/proto/steam_proto.rs::deck_serial
(Linux gadget/usbip) and the pf-dualsense UMDF driver (Windows), which mirror
each other's serial format.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 16:31:07 +02:00
enricobuehlerandClaude Fable 5 d8e8529cd7 feat(gamepad): Windows Steam Deck backend — Steam-Input-promoted UMDF virtual Deck
windows-drivers / probe-and-proto (push) Successful in 18s
windows / build (aarch64-pc-windows-msvc) (push) Has been cancelled
windows / build (x86_64-pc-windows-msvc) (push) Has been cancelled
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Has been cancelled
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Has been cancelled
windows-host / package (push) Has been cancelled
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Has been cancelled
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Has been cancelled
release / apple (push) Has been cancelled
flatpak / build-publish (push) Has been cancelled
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Has been cancelled
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Has been cancelled
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Has been cancelled
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Has been cancelled
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Has been cancelled
docker / deploy-docs (push) Has been cancelled
decky / build-publish (push) Has been cancelled
deb / build-publish (push) Has been cancelled
ci / web (push) Successful in 51s
windows-drivers / driver-build (push) Successful in 1m51s
ci / docs-site (push) Successful in 54s
ci / bench (push) Successful in 5m20s
arch / build-publish (push) Successful in 13m32s
android / android (push) Successful in 15m7s
ci / rust (push) Successful in 21m11s
apple / swift (push) Successful in 4m59s
apple / screenshots (push) Successful in 20m53s
The N4 GO verdict, productized. GamepadPref::SteamDeck on a Windows host
now builds a real virtual Deck instead of folding to DualSense: games
get native Deck glyphs + both trackpads + gyro + all four back grips
through Steam Input's own remapping.

- steam_deck_windows.rs: DeckWinPad/DeckWinProto/SteamDeckWindowsManager
  over the sealed shm channel, sharing the whole Linux Deck codec
  (steam_proto now compiles on Windows too — it was already pure). The
  SwDevice identity carries usb_mi: Some(2): the &MI_02 hardware-id
  token hidclass mirrors into the HID child and Steam parses as the
  wired controller interface — the promotion gate.
- Driver: DEVTYPE_STEAMDECK (3) graduates from the spike — SET_FEATURE
  0xEB rumble / 0x8F haptic pulses are republished to the host through
  the output slot (report-id-0 prefixed, so parse_steam_output sees the
  Linux wire shape), and the 0xAE/GET_STRING serial + 0x83 unit id are
  per-pad (read from the section's pad_index; PFDK<unit-id> matches
  steam_proto::deck_serial).
- Router: SteamDeck arms in the Windows Pads paths; pick_gamepad flips
  SteamDeck-if-windows -> SteamDeck (the DualSense fold retires);
  dualsense-windows-test grows --deck.

ON-GLASS VALIDATED on .173 (rebuilt signed driver 9.9.0714.12xx
installed, Steam live): the manager-created pad (index 1) enumerates
with per-pad serial PFDK50460001, Steam logs Interface: 2 ->
'!! Steam controller device opened' -> 'Steam Controller reserving
XInput slot 0' -> PollState 2 (actively polling our cycling input
frames) -> mapping activated; clean teardown on exit. Rumble round-trip
through a real game remains an on-glass debt (nothing sent 0xEB during
the idle hold).

Known gap vs Linux: no physical-Steam-controller conflict degrade on
Windows yet (degrade_steam_on_conflict is Linux-only — /sys scan); a
Windows equivalent needs SetupDi enumeration and is deferred.

Verified: .21 clippy -D warnings + 304/0 tests + fmt --all; .133 clippy
-D warnings + the WDK driver-workspace check.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 12:36:26 +02:00
enricobuehlerandClaude Fable 5 4201851c7f fix(fmt) + feat(gamepad): CI-matching rustfmt everywhere, enforced by repo git hooks; N4 spike flips to GO via MI_02
windows / build (aarch64-pc-windows-msvc) (push) Has been cancelled
windows / build (x86_64-pc-windows-msvc) (push) Has been cancelled
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Has been cancelled
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Has been cancelled
windows-host / package (push) Has been cancelled
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Has been cancelled
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Has been cancelled
flatpak / build-publish (push) Has been cancelled
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Has been cancelled
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Has been cancelled
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Has been cancelled
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Has been cancelled
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Has been cancelled
docker / deploy-docs (push) Has been cancelled
decky / build-publish (push) Has been cancelled
deb / build-publish (push) Has been cancelled
ci / rust (push) Has been cancelled
ci / web (push) Has been cancelled
ci / docs-site (push) Has been cancelled
ci / bench (push) Has been cancelled
arch / build-publish (push) Has been cancelled
apple / swift (push) Has been cancelled
apple / screenshots (push) Has been cancelled
android / android (push) Has been cancelled
Three things that belong together:

1. rustfmt the gamepad-new-types host files ci.yml's `cargo fmt --all
   --check` gate flags (the .21/.133 verify recipes ran clippy+tests
   but never fmt — the same class of miss as 69f30f30).

2. Enforce it at the source: scripts/git-hooks/{pre-commit,pre-push}
   run the exact CI fmt gates (main workspace + the shipped-driver
   crates of the UMDF workspace); CONTRIBUTING documents the one-time
   `git config core.hooksPath scripts/git-hooks`. pre-push is the
   enforcement point (plumbing commits bypass pre-commit).

3. N4 follow-up — the spike verdict FLIPS TO GO: SwDeviceProfile grows
   `usb_mi`, synthesizing `&MI_02` into the Deck spike's USB hardware
   ids. hidclass mirrors the parent's USB tokens into the HID child's
   hardware ids, and hidapi/SDL/Steam parse `MI_` as bInterfaceNumber
   (defaulting to 0 when absent — the exact gate the first run hit:
   Steam wants the Deck controller on interface 2). Re-run live on
   .173: Steam logs `Interface: 2`, then `!! Steam controller device
   opened`, `Steam Controller reserving XInput slot 0`, and activates
   a mapping — full Steam Input promotion of the software-devnode
   Deck, no driver change needed. The PS identities pass
   `usb_mi: None` (real single-interface devices carry no MI_ token).
   A proper Windows-Deck backend phase is now justified; planned
   separately.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 12:20:33 +02:00
enricobuehlerandClaude Fable 5 eb4bca11c5 feat(android): Switch 2 Pro Controller + Joy-Con 2 pair declare SwitchPro
ci / rust (push) Failing after 42s
ci / web (push) Successful in 53s
apple / swift (push) Successful in 4m31s
ci / docs-site (push) Successful in 59s
decky / build-publish (push) Successful in 19s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 8s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 9s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 7s
ci / bench (push) Successful in 5m19s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 1m4s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 6m40s
docker / deploy-docs (push) Successful in 10s
android / android (push) Successful in 15m28s
arch / build-publish (push) Successful in 13m31s
deb / build-publish (push) Successful in 13m55s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 13m52s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 13m38s
apple / screenshots (push) Successful in 19m37s
057E:2069 (Pro Controller 2) and 057E:2068 (Joy-Con 2 pair) are the
same full pad surface as the OG Pro and ride the same virtual
hid-nintendo pad. Mirrors SDL, which folds both to its public
NINTENDO_SWITCH_PRO type (the SDL clients bundle 3.4.10, whose switch2
hidapi driver already covers them end to end incl. gyro + GL/GR
paddles-as-paddle-buttons). :kit Kotlin compile green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 12:06:22 +02:00
enricobuehlerandClaude Fable 5 69f30f30b6 style(pf-dualsense): rustfmt the N4-spike additions (CI fmt gate)
windows-drivers / probe-and-proto (push) Successful in 18s
windows-drivers / driver-build (push) Successful in 1m37s
windows-host / package (push) Successful in 9m1s
ci / rust (push) Failing after 40s
ci / web (push) Successful in 55s
ci / docs-site (push) Successful in 1m7s
decky / build-publish (push) Successful in 24s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 10s
arch / build-publish (push) Successful in 10m21s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 9s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 8s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 7s
ci / bench (push) Successful in 5m20s
android / android (push) Successful in 16m58s
apple / swift (push) Successful in 4m31s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 7m19s
deb / build-publish (push) Successful in 11m39s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 13m8s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 16m27s
docker / deploy-docs (push) Successful in 10s
apple / screenshots (push) Successful in 20m45s
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 11:55:47 +02:00
enricobuehlerandClaude Fable 5 f7356d0820 Merge branch 'fix/android-tv-implied-features': Play TV compatibility
deb / build-publish (push) Has been cancelled
ci / rust (push) Failing after 42s
decky / build-publish (push) Successful in 27s
ci / web (push) Successful in 1m0s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 9s
ci / docs-site (push) Successful in 1m2s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 16s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 17s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 13s
ci / bench (push) Successful in 5m24s
arch / build-publish (push) Successful in 11m39s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 11m25s
apple / swift (push) Successful in 4m34s
android / android (push) Has been cancelled
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 19m55s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 19m58s
docker / deploy-docs (push) Successful in 25s
apple / screenshots (push) Successful in 18m6s
RECORD_AUDIO / Wi-Fi-state permissions implied hard microphone + wifi
requirements, filtering mic-less TVs (reported: Philips OLED707) and
ethernet-only boxes as "not compatible" on Play; both are optional at
runtime and now declared required=false (aapt2-verified).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 11:54:06 +02:00
enricobuehlerandClaude Fable 5 51cdaea3f3 Merge branch 'feat/gamepad-new-types': DualSense Edge + Switch Pro + classic SC virtual pads
windows-drivers / probe-and-proto (push) Successful in 41s
ci / rust (push) Failing after 1m2s
ci / docs-site (push) Successful in 1m0s
ci / web (push) Successful in 1m8s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 9s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 14s
decky / build-publish (push) Successful in 29s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 8s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 44s
windows-drivers / driver-build (push) Failing after 1m31s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 48s
apple / swift (push) Successful in 4m29s
ci / bench (push) Successful in 6m29s
docker / deploy-docs (push) Successful in 27s
arch / build-publish (push) Has been cancelled
deb / build-publish (push) Has been cancelled
flatpak / build-publish (push) Has been cancelled
release / apple (push) Has been cancelled
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Has been cancelled
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Has been cancelled
android / android (push) Has been cancelled
apple / screenshots (push) Has been cancelled
windows-host / package (push) Has been cancelled
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Has been cancelled
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Has been cancelled
windows / build (aarch64-pc-windows-msvc) (push) Has been cancelled
windows / build (x86_64-pc-windows-msvc) (push) Has been cancelled
gamepad-new-types plan, all phases (7 commits, hashes preserved):
Phase 0 wire bytes 7/8; N1 DualSense Edge (Linux UHID + Windows UMDF
device_type 2 — all four wire paddles on native back/Fn slots); N2
Switch Pro (Linux UHID, full hid-nintendo probe conversation canned);
N3 classic Steam Controller (reserved slot 5 live, UHID); N4
Windows-Deck spike -> NO-GO documented (Steam wants interface 2, a
software devnode reads as 0); SDL/Apple/Android kind pickers.

Verified per commit: .21 clippy -D warnings + 304/0 host tests +
headless bind/probe/evdev smokes for all three new backends; .133
clippy -D warnings + WDK driver-workspace check. On-glass on .173:
Windows Edge identity confirmed live by Steam (HIDAPI claim as
054c:0df2) with the rebuilt signed driver (9.9.0714.1141) staged.
Remaining physical-pad debts tracked in the plan doc.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 11:51:25 +02:00
enricobuehlerandClaude Fable 5 ea2e3578e2 feat(gamepad): dualsense-windows-test grows --edge (drives device_type 2, cycles R4/L4)
Used for the .173 on-glass verify: the Edge devnode enumerates
(SWD\PUNKTFUNK\PF_EDGE_1, driver pf_dualsenseedge attaches, proto 2),
and Steam's live controller.txt confirms the identity end to end —
'type: 054c 0df2', 'Product: DualSense Edge Wireless Controller',
'Controller using HIDAPI driver, vid=0x054c, pid=0x0df2' — with probe
lightbar/player-LED feedback flowing back on the 0xCD plane.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 11:50:06 +02:00
enricobuehlerandClaude Fable 5 8d8168b0e0 feat(gamepad): N4 spike kit — software-devnode Steam Deck probe for Windows
The gamepad-new-types §6 go/no-go rig, ready to run the moment .173 is
back (the box is currently down, so the observation itself is still
owed): does Steam Input on Windows promote a software-devnode HID Deck
(28DE:1205), or does it need a real USB bus identity (the documented
GameInput instance-path gap — the Linux 'Interface: -1' lesson)?

- Driver: scratch device_type=3 serves the Deck identity — the captured
  38-byte controller-interface descriptor, 28DE:1205 attributes, Valve
  strings, the Deck neutral frame, and the Steam 0x83/0xAE feature
  contract (SET_FEATURE latches the command, GET_FEATURE answers it —
  attribute blob + unit serial mirroring steam_proto::feature_reply).
  Never stamped by a session. INF gains pf_steamdeck.
- Host: deck_spike_hold() + the `deck-windows-spike` subcommand — stamps
  devtype 3, spawns the devnode under VID_28DE&PID_1205, streams the
  neutral frame, prints what to observe (Steam logs/controller.txt,
  controller settings) and logs any output reports Steam writes.

Run recipe (on .173, once the updated signed driver is staged): install
driver, start Steam, `punktfunk-host.exe deck-windows-spike`, watch
controller.txt. GO -> plan a proper N4 phase (the Deck codec is already
shared); NO-GO -> document next to the Linux Interface:-1 note and keep
the SteamDeck->DualSense Windows fold.

Verified: .133 clippy -D warnings + the driver workspace cargo check
(WDK) both green; .21 clippy + 304/0 tests unaffected.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 11:44:59 +02:00
enricobuehlerandClaude Fable 5 61c752e91e feat(gamepad): Apple + Android pickers declare DualSense Edge / Switch Pro
Plan 0.4 for the N1/N2 backends (SDL landed with them):

- Apple: GamepadType grows dualSenseEdge=7 / switchPro=8 (wire-byte
  parity + name parsing). padKind splits the Edge out of the shared
  GCDualSenseGamepad subclass by product category, and resolves Switch
  Pro / a paired Joy-Con set by category (GameController has no Nintendo
  subclass; single Joy-Cons stay on the Xbox 360 fallback — half a pad).
  The DualSense-only gates (adaptive-trigger feedback, player LEDs, the
  touchpad+motion rich capture) now include the Edge — same surfaces.
  Paddle CAPTURE stays gated on G22 (needs a real pad to pin the
  paddleButton1..4 correspondence); the declared identity is right
  meanwhile. swift build + 124 tests green.

- Android: PREF_DUALSENSEEDGE/PREF_SWITCHPRO wire bytes; the Sony PID
  table splits 0x0DF2 (Edge) out of DualSense; Nintendo 057E:2009
  declares Switch Pro; ControllersScreen labels the new kinds.
  :kit/:app Kotlin compile green (-PskipRustBuild).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 11:21:42 +02:00
enricobuehlerandClaude Fable 5 8c854e0a19 feat(gamepad): classic Steam Controller backend — Linux UHID via hid-steam (N3)
The reserved GamepadPref::SteamController = 5 slot goes live: the same
hid-steam driver under the wired-SC identity (28DE:1102,
ID_CONTROLLER_STATE), UHID-only in v1 (no captured SC USB interface
layout, so no Steam-Input promotion — the pre-usbip Deck state;
acceptable for discontinued hardware).

Layout pinned against the kernel's ID_CONTROLLER_STATE table: 24-bit
buttons at 8..11 (low bits shared with the Deck; grips at 9.7/10.0 =
the Deck's L5/R5 positions; right-pad click 10.2; joystick click 10.6),
u8 triggers at 11/12, the joystick/left-pad MULTIPLEX at 16..20 (a
left-pad contact shadows the stick, like real hardware's lpad_touched
flag), right pad at 20..24. Mapping: wire left stick -> SC stick; wire
right stick -> right-pad coords + touched bit (the SC's camera surface —
the second-stick loss is inherent); PADDLE1/2 -> the two grips (natively,
masked out of the fold input); PADDLE3/4 + MISC1 -> the remap policy.
The SC parser has NO gamepad_mode gate, so no mode-entry pulse.

SteamDeckPad grew a SteamModel (open_model); ScProto/SteamCtrlManager;
pick_gamepad flips SteamController -> itself on Linux (replacing the
Xbox360 fold); SDL picker splits Valve PIDs (Deck 1205 stays SteamDeck,
SC 1102/1142 now declare SteamController).

Verified: .21 clippy -D warnings + 304/0 tests + on-box UHID smoke
(hid-steam binds 1102, BTN_A + right-pad ABS_RX land on evdev, no mode
pulse); .133 clippy -D warnings green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 11:15:54 +02:00
enricobuehlerandClaude Fable 5 70a74b0d7c feat(gamepad): Switch Pro backend — Linux UHID via hid-nintendo (N2)
A virtual Pro Controller (057E:2009, BUS_USB, verbatim 203-byte USB
descriptor triple-cross-checked from real-device captures) bound by
hid-nintendo (>= 5.16): Nintendo-family client pads get correct glyphs +
POSITIONAL layout (wire south/east/west/north -> Switch B/A/Y/X, so the
physical-position <-> glyph relationship survives), live gyro/accel, and
HD-rumble feedback — instead of folding to Xbox360 (mirrored A/B + X/Y,
no motion).

- switch_proto: report-0x30/0x21/0x81 codec + the entire canned probe
  conversation, pinned line-by-line against hid-nintendo.c: 0x80-family
  USB acks, device info (type 0x03 + per-pad MAC), SPI-flash calibration
  blobs (user magics ABSENT -> factory path; sticks 2048 +/- 1400 with
  the left/right byte-order difference; IMU offsets 0 + the driver's own
  default scales so raw units pass 1:1), rumble amplitude decode through
  the driver's inverted joycon_rumble_amplitudes table, player lights ->
  0xCD PlayerLeds. 11 new pin tests.
- switch_pro: UHID backend answering the probe from the manager's
  service pass; SwitchProManager = UhidManager<SwitchProProto> (the 8 ms
  heartbeat doubles as the steady 0x30 stream the driver's post-probe
  rate limiter wants). switchpro-test CLI smoke.
- Router/fold: SwitchPro arms; pick_gamepad SwitchPro -> itself on Linux;
  degrade_if_no_uhid covers it. SDL picker: NintendoSwitchPro + JoyconPair
  declare SwitchPro.

Headless-validated on .21 (hid-nintendo 7.1): probe completes ('using
factory cal' for sticks + IMU, player-1 LED round-trips to the 0xCD
plane), gamepad + IMU input devices created, and an evdev capture pins
the positional swap (wire A/B -> BTN_SOUTH/BTN_EAST) + full-range stick
scaling. .21 clippy -D warnings + 303/0 tests; .133 clippy -D warnings.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 11:05:28 +02:00
enricobuehlerandClaude Fable 5 41be73fbc6 fix(android): declare microphone + wifi features optional for Play TV filtering
RECORD_AUDIO implies android.hardware.microphone required=true and the
Wi-Fi state permissions imply android.hardware.wifi required=true unless
declared otherwise, so Google Play filtered the app as "not compatible"
on TVs that declare no microphone (reported on a Philips 65OLED707/12,
Android TV 11, closed-testing track) and would do the same on
ethernet-only boxes. Both capabilities are optional at runtime: the mic
uplink is runtime-requested and the Wi-Fi locks are best-effort hedges.

Verified via aapt2 dump badging: microphone + wifi now report
uses-feature-not-required and no implied hard requirements remain.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 10:56:12 +02:00
enricobuehlerandClaude Fable 5 1830e095f8 feat(gamepad): DualSense Edge backend — Linux UHID + Windows UMDF (N1)
The plain-DualSense transport + report codec under the Edge USB identity
(054C:0DF2, verbatim 389-byte real-device descriptor cross-checked against
the raw usbmon capture + hhd's production virtual Edge), so the wire back
grips (BTN_PADDLE1..4: Deck L4/L5/R4/R5, Elite P1-P4) land on the Edge's
NATIVE buttons[2] bits instead of the fold/drop policy: PADDLE1/2 -> the
right/left back buttons, PADDLE3/4 -> the right/left Fn buttons (kernel
BTN_TRIGGER_HAPPY1..4 on >= 7.2; SDL/Steam read hidraw on any kernel).

- proto: Edge descriptor + btn2 bits + edge_paddle_bits(), pinned against
  hid-playstation DS_EDGE_BUTTONS_* and SDL_hidapi_ps5 (tests).
- Linux: DsUhidIdentity parameterizes the UHID create; DsEdgeLinuxProto /
  DualSenseEdgeManager. Headless-validated on .21 (7.1): driver=playstation
  binds 0DF2, all 4 input devices created, probe lightbar/player-LED
  feedback round-trips; dualsense-test grew --edge (cycles all 4 paddles).
- Windows: UMDF driver serves device_type=2 (Edge descriptor/attrs/strings,
  DS feature blobs); WinDsIdentity parameterizes the SwDevice profile +
  devtype stamp; DsEdgeWinProto / DualSenseEdgeWindowsManager; INF gains
  pf_dualsenseedge. Driver change => resign + reinstall before on-glass.
- Router: DualSenseEdge arms in route_handle/apply_rich/pump/heartbeat;
  pick_gamepad folds Edge -> itself on linux||windows; degrade_if_no_uhid
  covers it.
- Client (SDL): 054C:0DF2 declares DualSenseEdge (no distinct SDL type);
  Edge physical pads take the raw DS5 effects path; console-UI glyphs =
  Shapes. Apple/Android pickers follow separately.

Verified: .21 clippy -D warnings + 292/0 host tests + on-box UHID bind
smoke; .133 clippy pending in this push.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 10:49:31 +02:00
enricobuehlerandClaude Fable 5 45bde370e2 feat(gamepad): GamepadPref wire bytes for DualSense Edge (7) + Switch Pro (8)
Phase 0 of gamepad-new-types: the two new kinds exist on the wire (enum,
to_u8/from_u8/from_name/as_str, C-ABI constants + header), and pick_gamepad
folds them to the closest EXISTING backend until their own backends land —
DualSenseEdge -> DualSense (keeps the rich planes; only the paddles go
through the fold policy), SwitchPro -> Xbox360. Wire round-trip pinned
0..=8 + unknown->Auto; fold table extended.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 10:20:24 +02:00
enricobuehlerandClaude Fable 5 57d89217fb Merge branch 'gamepad-g12-skeleton': G12/3.3 UhidManager skeleton extraction
ci / web (push) Successful in 43s
ci / docs-site (push) Successful in 1m19s
apple / swift (push) Successful in 4m28s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 12s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 9s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 12s
decky / build-publish (push) Successful in 38s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 14s
ci / bench (push) Successful in 6m20s
arch / build-publish (push) Successful in 11m25s
deb / build-publish (push) Successful in 13m3s
windows-host / package (push) Successful in 14m33s
android / android (push) Successful in 15m23s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 13m14s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 15m39s
ci / rust (push) Successful in 22m7s
apple / screenshots (push) Successful in 19m33s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 8s
docker / deploy-docs (push) Successful in 23s
The deferred Phase 3.3 of the gamepad review (gamepad-review-cleanup.md
§3a): the seven virtual-pad managers' copy-pasted lifecycle (slot table,
active_mask unplug sweep, gate-checked create, rumble/hidout dedup,
heartbeat) extracted into shared PadSlots<P> + PadProto/UhidManager<B>;
each backend now supplies only its protocol half via a type alias, with
zero Pads-router edits. Includes the 3.3.0 pre-step fixing the drifted
Linux DS4 backend (rich-plane pad clicks + the Steam left pad were dead
on the DS4 kind).

10 commits, each verified as it landed: Linux .21 clippy -D warnings +
full host suite 290 pass / 0 fail + fmt; Windows CI VM .133 clippy
--all-targets -D warnings EXITCODE 0. On-glass kind-cycling smoke
(one real pad per platform) still owed post-merge.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 09:09:34 +02:00
enricobuehlerandClaude Fable 5 650acda334 chore(inject): post-extraction sweep (3.3)
Drop the vestigial Ds4Feedback.hidout field (parse_ds4_output never
filled it and neither DS4 manager read it — the lightbar rides the led
field, now converted to a HidOutput::Led by the protos) and its
now-unused HidOutput import; refresh the pad_gate module doc (managers
now drive it via pad_slots).

Verified: .21 clippy --all-targets -D warnings + full suite 290 pass /
0 fail + cargo fmt --check clean; .133 clippy --all-targets -D warnings
EXITCODE 0.

Part of G12/3.3 (§3a.4 commit 10) — extraction complete.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 02:04:51 +02:00
enricobuehlerandClaude Fable 5 89aa52bc58 refactor(inject): uinput + XUSB managers onto PadSlots (3.3)
The two stateless backends keep their structs and special pumps (uinput
FF-effect mixing via pump_ff/last_mix; the XUSB stale-residual
RUMBLE_IDLE_TIMEOUT force-off) but delegate slot lifecycle — table,
unplug sweep, gate-checked create — to the shared PadSlots. XUSB resets
last_rumble/last_active on the swept indices and on fresh create exactly
as before (the G10/G16-adjacent semantics untouched).

Two accepted deltas, both flagged in the plan (§3a): the uinput
arrival/unplug log lines gain the pad-identity label every other backend
already has ("controller arrival (X-Box 360 pad)"), and XUSB's
f.index.max(0) clamp is replaced by the bounds check every other manager
uses — a negative wire index is now dropped instead of being treated as
pad 0.

Verified: .21 clippy --all-targets -D warnings clean + full suite 290
pass / 0 fail (uinput); .133 clippy --all-targets -D warnings EXITCODE 0
(XUSB).

Part of G12/3.3 (§3a.4 commit 9) — all seven managers now share the
PadSlots lifecycle.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:57:00 +02:00
enricobuehlerandClaude Fable 5 384fc30833 refactor(inject/linux/steam_controller): convert to UhidManager<SteamProto> (3.3)
The most hook-laden conversion: SteamControllerManager becomes a pub
type alias of UhidManager<SteamProto>. The Steam-specific pieces map
cleanly onto the trait — open() delegates to open_transport (usbip →
gadget → UHID fallback, which keeps its own per-transport logging, so no
extra success line, matching the old ensure), merge_frame preserves the
trackpad coords/touch-bits/clicks + motion across button-only frames
(the G2 fix, verbatim), and the gamepad-mode-entry pulse rides the
force_heartbeat hook. DeckTransport goes pub (type Pad in a public-trait
impl). Also un-fuses a doc-comment glitch where the manager's doc had
been merged onto the DeckTransport enum.

Verified on .21: clippy --all-targets -D warnings clean; full suite 290
pass / 0 fail.

Part of G12/3.3 (§3a.4 commit 8) — all five stateful managers now share
one skeleton.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:41:21 +02:00
enricobuehlerandClaude Fable 5 365d4bb8f1 refactor(inject/linux/dualshock4): convert to UhidManager<Ds4LinuxProto> (3.3)
DualShock4Manager becomes a pub type alias of UhidManager<Ds4LinuxProto>
(the same shape as the other three DS-family conversions); the bespoke
last_led lightbar dedup folds into the shared HidoutDedup exactly as the
Windows DS4 conversion did. With 3.3.0 already applied, the proto half
is byte-identical to Ds4WinProto except the transport open — the codec,
the mappers, and now the manager all shared.

Verified on .21: clippy --all-targets -D warnings clean; full suite 290
pass / 0 fail.

Part of G12/3.3 (§3a.4 commit 7).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:38:45 +02:00
enricobuehlerandClaude Fable 5 f1efd3091e refactor(inject/windows/dualshock4): convert to UhidManager<Ds4WinProto> (3.3)
DualShock4WindowsManager becomes a pub type alias of
UhidManager<Ds4WinProto>. The bespoke last_led lightbar dedup folds into
the shared HidoutDedup: the proto's service() converts Ds4Feedback.led
into a HidOutput::Led, and HidoutDedup compares it against the
last-forwarded value with the same reset-on-create/unplug semantics the
Option<(u8,u8,u8)> vec had. Everything else mirrors the DualSense
conversion (same DsState mappers as linux/dualshock4.rs). Ds4WinPad goes
pub (type Pad in a public-trait impl, E0446 otherwise).

Verified on the Windows CI VM .133: cargo clippy -p punktfunk-host
--all-targets -- -D warnings EXITCODE 0 at this tip.

Part of G12/3.3 (§3a.4 commit 6).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:36:45 +02:00
enricobuehlerandClaude Fable 5 446818eea6 refactor(inject/windows/dualsense): convert to UhidManager<DsWinProto> (3.3)
DualSenseWindowsManager becomes a pub type alias of
UhidManager<DsWinProto>; the proto supplies the UMDF sealed-channel open
(+ success log), the DsState mappers (identical to linux/dualsense.rs,
paddle fold included), and the section feedback poll. Lifecycle, dedup,
and heartbeat come from the shared skeleton — behavior-identical, same
log lines (LABEL DualSense/Windows + the driver-install hint).

DsWinPad goes pub (it appears as type Pad in the impl of the public
PadProto trait — E0446 otherwise; the Linux pads were already pub).

Verified on the Windows CI VM .133 (same pinned 1.96.0 MSVC toolchain +
Public-path FFmpeg/LLVM the runner uses): cargo clippy -p punktfunk-host
--all-targets -- -D warnings EXITCODE 0 at the DS4-conversion tip
(.173 was down; .133 carries the identical toolchain).

Part of G12/3.3 (§3a.4 commit 5).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:36:45 +02:00
enricobuehlerandClaude Fable 5 4d6c2394dc refactor(inject/linux/dualsense): convert to UhidManager<DsLinuxProto> (3.3)
The first backend onto the shared skeleton: DualSenseManager becomes
pub type DualSenseManager = UhidManager<DsLinuxProto>, where DsLinuxProto
supplies only the protocol half (UHID open + success log, DsState
neutral/merge/apply_rich with the paddle fold, best-effort write, the
GET_REPORT-answering service pass). handle/apply_rich/heartbeat/pump and
the unplug sweep now come from uhid_manager — behavior-identical
(same log lines, same dedup + reset semantics), zero Pads-router edits.

Verified on .21: clippy --all-targets -D warnings clean; full suite 290
pass / 0 fail.

Part of G12/3.3 (§3a.4 commit 4).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:10:42 +02:00
enricobuehlerandClaude Fable 5 2bea02b0ea feat(inject): generic PadProto + UhidManager<B> stateful manager (3.3 layer 2)
The shared skeleton of the five stateful UHID/UMDF managers (Linux
DualSense / DualShock 4 / Steam Deck, Windows DualSense / DualShock 4),
written once over PadSlots: event routing with the unplug sweep and
was-the-unplug early return, the merge-preserving frame fold, rich-input
application, the silence heartbeat (with a backend force hook for the
Steam mode-entry pulse), and the feedback pump with rumble dedup +
HidoutDedup. A backend supplies only its per-controller half via
PadProto: open / neutral / merge_frame / apply_rich / write_state /
service — exactly where the real protocol differences live.

Method surface (new/handle/apply_rich/pump/heartbeat) matches what the
punktfunk1.rs Pads router already drives, so each backend will convert
as a pub type alias with zero router edits.

Additive only — no backend converted yet. 8 mock-backend tests make the
manager lifecycle unit-testable for the first time; G2 (rich fields
survive a button-only frame) and G10 (Arrival eager-creates) are now
generic regression tests, plus removal-frame no-recreate, absent-pad
rich drop, create-backoff state tracking, rumble/hidout dedup + re-arm
on recreate, and heartbeat gap/force semantics.

Verified on .21: clippy --all-targets -D warnings clean; suite 293
pass / 0 fail (285 prior + 8 new).

Part of G12/3.3 (gamepad-review-cleanup.md §3a.3, commit 3 of the §3a.4
sequence).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:08:25 +02:00
enricobuehlerandClaude Fable 5 528a51d75c feat(inject): shared PadSlots<P> slot table + lifecycle (3.3 layer 1)
The Vec<Option<Pad>> slot table, active_mask unplug sweep, and PadGate-
checked create that all seven backend managers copy-paste, extracted into
one unit-tested inject/pad_slots.rs (cfg any(linux,windows), like
pad_gate). sweep() returns the swept indices as a bitmask and ensure()
returns fresh-create, so managers reset their per-index sibling state
(state / last_rumble / dedup / clocks) without closure gymnastics.
Lifecycle log lines are label/device/hint-parameterized to stay
byte-identical per backend; open() keeps the success line (it knows the
transport detail).

Additive only — no manager converted yet; first unit coverage for the
sweep/create lifecycle (5 tests: freshness, sweep-once semantics, gate
integration, recreate, pump iteration).

Verified on .21: clippy --all-targets -D warnings clean; suite 285
pass / 0 fail (280 prior + 5 new).

Part of G12/3.3 (gamepad-review-cleanup.md §3a.3, commit 2 of the §3a.4
sequence).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:04:22 +02:00
enricobuehlerandClaude Fable 5 b597bb74bd fix(inject/linux/ds4): fold the Linux DS4 backend onto the shared proto codec (3.3.0)
The Linux DualShock 4 backend missed the G2-era shared-mapping work and
drifted from dualshock4_proto three ways, leaving two user-visible gaps
on the DS4 kind (Windows, written later against the proto, is correct):

- its serialize_state duplicated the proto's byte-for-byte EXCEPT byte 7:
  raw st.buttons[2] instead of buttons2_with_click(), so a rich-plane pad
  click never reached the report;
- its inline apply_rich never set touch_click and dropped the Steam LEFT
  pad entirely (surface 1 skipped), where the shared
  dualsense_proto::DsState::apply_rich splits the one touchpad left/right;
- handle() didn't preserve touch_click across button-only frames.

Net effect: Deck client -> Linux host on the DS4 kind = pad clicks and
the left pad dead.

Delete the local serialize_state/parse_ds4_output/Ds4Feedback/pack_touch
and touch-dim consts in favor of dualshock4_proto (dropping the proto's
keep-in-sync FIXME), route rich events through the shared
DsState::apply_rich, and preserve touch_click in the frame merge exactly
like the other three DS-family managers. The proto's serialize_offsets
test gains a touch_click case pinning byte 7 bit 1.

Verified on .21: cargo clippy -p punktfunk-host --all-targets -D warnings
clean; full suite 277 pass / 0 fail.

Pre-step 3.3.0 of the G12 skeleton extraction (gamepad-review-cleanup.md
§3a.2) — the behavior fix lands before the mechanical dedup.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 01:01:37 +02:00
enricobuehlerandClaude Opus 4.8 49533ff90a style(touch): rustfmt the presenter finger dispatch + gesture engine
ci / web (push) Successful in 52s
ci / docs-site (push) Successful in 1m5s
apple / swift (push) Successful in 4m33s
ci / bench (push) Successful in 5m22s
android-screenshots / screenshots (push) Successful in 3m30s
ci / rust (push) Successful in 23m9s
decky / build-publish (push) Successful in 1m23s
android / android (push) Successful in 12m54s
arch / build-publish (push) Successful in 13m16s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 55s
web-screenshots / screenshots (push) Successful in 2m51s
docker / deploy-docs (push) Successful in 9s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 28s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 23s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 24s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 30s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 30s
flatpak / build-publish (push) Successful in 7m4s
windows / build (x86_64-pc-windows-msvc) (push) Successful in 1m19s
linux-client-screenshots / screenshots (push) Successful in 7m45s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 14m47s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 12m47s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 3m51s
deb / build-publish (push) Successful in 12m5s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 4m2s
apple / screenshots (push) Successful in 19m24s
windows-host / package (push) Successful in 9m19s
release / apple (push) Successful in 27m34s
Wrap the long dispatch_finger call args, Abs struct literals, and Act::Button/
Scroll/MoveRel pushes per rustfmt (the CI fmt check on pf-presenter). No behavior
change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 00:01:05 +02:00
enricobuehlerandClaude Opus 4.8 1b890ae919 chore(release): bump workspace version to 0.10.1
android-screenshots / screenshots (push) Has been cancelled
apple / swift (push) Has been cancelled
apple / screenshots (push) Has been cancelled
audit / bun-audit (push) Successful in 10s
audit / cargo-audit (push) Has been cancelled
ci / rust (push) Failing after 40s
ci / docs-site (push) Successful in 48s
ci / web (push) Successful in 51s
decky / build-publish (push) Successful in 16s
ci / bench (push) Successful in 5m12s
linux-client-screenshots / screenshots (push) Successful in 8m48s
flatpak / build-publish (push) Successful in 6m17s
arch / build-publish (push) Successful in 12m42s
release / apple (push) Has been cancelled
deb / build-publish (push) Has been cancelled
web-screenshots / screenshots (push) Successful in 2m51s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 13m58s
windows-host / package (push) Successful in 13m48s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 1m54s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 17m33s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 2m16s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 4m50s
windows / build (x86_64-pc-windows-msvc) (push) Failing after 5m41s
android / android (push) Failing after 15m19s
docker / deploy-docs (push) Successful in 25s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 10s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 9s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 10s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 6m6s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 9s
Bumps [workspace.package] version 0.10.0 -> 0.10.1 (14 workspace crates) and
syncs Cargo.lock (versions-only). Apple MARKETING_VERSION / Android versionName
are set from the release tag by CI, so no client manifest changes; the nested
Windows-driver workspace keeps its independent 0.0.1 version.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 23:58:35 +02:00
enricobuehlerandClaude Opus 4.8 f88d0ae4dc feat(touch): cross-client touch-input modes on Linux + Windows
ci / web (push) Successful in 43s
ci / rust (push) Failing after 53s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 8s
decky / build-publish (push) Successful in 16s
ci / docs-site (push) Successful in 1m5s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 7s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 6s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 9s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 8s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 1m41s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 1m53s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 52s
apple / swift (push) Successful in 4m41s
windows / build (x86_64-pc-windows-msvc) (push) Failing after 54s
ci / bench (push) Successful in 6m30s
docker / deploy-docs (push) Successful in 23s
flatpak / build-publish (push) Failing after 8m9s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Has been cancelled
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Has been cancelled
android / android (push) Has been cancelled
apple / screenshots (push) Has been cancelled
arch / build-publish (push) Has been cancelled
deb / build-publish (push) Has been cancelled
Bring the SDL presenter (Linux/Deck + Windows) to parity with the Android and
Apple clients: a persisted TouchMode selects how a touchscreen drives the host —

  * Trackpad (default): relative cursor with pointer ballistics + the shared
    gesture vocabulary (tap = left click, two-finger tap = right click,
    two-finger drag = scroll, tap-then-drag = held left drag, three-finger tap =
    cycle the stats overlay).
  * Direct pointer: the cursor jumps to and follows the finger (absolute).
  * Touch passthrough: every finger is a real host touchscreen contact.

Previously the presenter had no finger handling, so SDL synthesized mouse events
from touch and — under the stream's relative-mouse lock — walked the host cursor
into the corner (the reported Deck bug). SDL touch->mouse synthesis is now off;
DIRECT touchscreens route through a new incremental gesture engine (a port of
Android TouchInput.kt / Apple TouchMouse.swift), while INDIRECT trackpads keep
driving the mouse. Fingers map through the aspect-fit letterbox onto the content
rect.

TouchMode lives in the shared trust::Settings (default trackpad, so passthrough
is opt-in like the other clients); the GTK and WinUI settings screens both gained
a "Touch input" picker. Gesture engine, letterbox mapping, and settings
back-compat are unit-tested (28 tests green); clippy -D warnings clean; full
Linux client + session build verified on-host.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 23:51:29 +02:00
enricobuehler 94802795e7 Merge branch 'gamepad-apple-cleanup': cross-client + host gamepad review cleanup (G1–G25)
audit / bun-audit (push) Successful in 13s
ci / docs-site (push) Successful in 49s
ci / web (push) Successful in 53s
decky / build-publish (push) Successful in 21s
audit / cargo-audit (push) Successful in 2m27s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 41s
apple / swift (push) Successful in 4m22s
ci / bench (push) Successful in 5m54s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 9s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 1m1s
windows-host / package (push) Successful in 9m55s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 2m5s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 11m12s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 9m58s
flatpak / build-publish (push) Successful in 6m18s
docker / deploy-docs (push) Successful in 27s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 2m14s
arch / build-publish (push) Successful in 16m1s
android / android (push) Successful in 16m36s
deb / build-publish (push) Successful in 16m58s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 4m46s
ci / rust (push) Successful in 22m42s
windows / build (x86_64-pc-windows-msvc) (push) Successful in 5m19s
release / apple (push) Successful in 20m57s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 13m8s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 12m49s
apple / screenshots (push) Successful in 18m55s
48-finding cross-client + host gamepad audit (2026-07-13). Apple/Android/SDL-core
capture + feedback and the Linux/Windows host injectors: held-guide release, the
permanent broken-latch cliff (PadGate), Steam Deck trackpad clicks, DualSense mute,
Windows DS/DS4 paddle fold, uinput button re-sync, gamestream BTN_* dedup, the dead
Windows shell fork, legacy-Deck rumble ceiling, XUSB arrival, ARM64 fences, the
truncate-everywhere value convention, and more. See
punktfunk-planning/design/gamepad-review-cleanup.md.
2026-07-13 22:29:41 +02:00
enricobuehlerandClaude Opus 4.8 764b5d938b fix(gamepad): resolve the menu diagonal tie-break horizontally on all clients (G25)
The gamepad-UI navigation resolvers disagreed on which way a perfect 45-degree
stick push (|x| == |y|) resolves: the SDL core picked horizontal (`ax >= ay`)
while Apple (`abs(x) > abs(y)`) and Android (`abs(Y) >= abs(X)`) picked vertical.
Align Apple (`>` -> `>=`) and Android (`>=` -> `>`) to the SDL core so an exact
diagonal moves focus the same way on every client (horizontal wins). This is
client-local menu navigation only and never reaches the wire. Completes the last
deferred G25 sub-part.

Verified: Apple `swift build` + full suite (124 pass); Android `:app:compileDebugKotlin`.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 22:24:03 +02:00
enricobuehlerandClaude Opus 4.8 1af11cc64d fix(inject/host/windows): order the pad change-detect fields with Release/Acquire (G21)
The XUSB `packet` publish and the XUSB `rumble_seq` / DualSense `out_seq` reads
used plain unaligned accesses with no fence, so a driver could observe a bumped
change-detect field over a torn body on a weakly-ordered core (ARM64). Publish
`packet` via a Release AtomicU32 store behind a Release fence, and Acquire-load
the seq fields, mirroring the gamepad_raii PadChannel seq-fence precedent. The
DualSense input report embeds its seq mid-report with no driver-gated
change-detect field, so it gets a Release fence after the copy and a documented
residual (a per-frame input generation is deferred). No-op on x86-TSO.

Verified: Windows .173 `cargo clippy -p punktfunk-host --all-targets -- -D warnings` (green).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 22:05:13 +02:00
enricobuehlerandClaude Opus 4.8 2f214532d9 fix(inject/host/windows): eager-create the XUSB pad on Arrival + refresh last_active (G10)
The XUSB manager's `handle` dropped `GamepadEvent::Arrival` via a `let else`, so
the GameStream path never created the pad until the first `State` and missed the
first XInput poll. Match on the event and `ensure` eagerly on Arrival, mirroring
the DualSense backend. Also refresh `last_active` on create and unplug so a
freshly-created pad's residual-rumble idle clock starts fresh rather than
inheriting a stale Instant (which could force off a legitimate rumble at once).

Verified: Windows .173 `cargo clippy -p punktfunk-host --all-targets -- -D warnings` (green).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 22:05:13 +02:00
enricobuehlerandClaude Opus 4.8 31bc863084 fix(inject/host/windows): free the per-section security descriptor (G19)
`sddl_sa` leaked the `LocalAlloc`'d PSECURITY_DESCRIPTOR that
ConvertStringSecurityDescriptorToSecurityDescriptorW returns, once per DATA
section and once per bootstrap mailbox create (amplifiable under pad-flap via
create_named's squat-retry loop). Wrap it in a `SecAttr` RAII owner that
`LocalFree`s on drop; it outlives every CreateFileMappingW (the section copies
the security info at create time), and create_named builds one and reuses it
across retries instead of re-allocating.

Verified: Windows .173 `cargo clippy -p punktfunk-host --all-targets -- -D warnings`
(green) -- confirms the LocalFree/HLOCAL signature at the pinned windows-rs rev.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 22:05:13 +02:00
enricobuehlerandClaude Opus 4.8 60af4de3ba docs(gamepad/android): document the two-motor vibratorIds ordering assumption (G20)
The two-motor split assumes ids[0] = light/right and ids[1] = heavy/left, an
ordering `VibratorManager.getVibratorIds()` does not guarantee. Record the
assumption and its tactile-only failure mode (a heavy-first pad inverts the feel
but nothing silences or crashes) at the call site. No behavior change: a per-pad
fix needs on-glass verification, and a blanket count-based fallback is unsafe
(extra ids may be DualSense trigger actuators that must stay silent).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 22:05:13 +02:00
enricobuehlerandClaude Opus 4.8 aedffc69dd fix(gamepad/client): bound legacy Steam Deck rumble on a lost stop-frame (G16)
Against a legacy (no-TTL) host, a held Deck rumble droned forever if the stop
datagram was lost: the 40 ms keep-alive re-kicked the actuator indefinitely and
only the v2 lease `deadline` ever bounded it. Add a per-slot `updated_at` clock
bumped ONLY by real host datagrams (never by the keep-alive re-kick, unlike
`last_at`), and in the legacy branch (`ttl_ms == 0`) issue a single (0, 0) once
it is stale past LEGACY_RUMBLE_CEILING_MS (1000 ms = 2x the host's flat 500 ms
legacy refresh). A genuinely-held legacy rumble refreshes every 500 ms and never
trips; the v2 `deadline` path is untouched and stays authoritative.

Verified: Windows .173 `cargo clippy -p pf-client-core -- -D warnings` (green).
On-glass owed: real Deck with an induced legacy stop-frame drop.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 22:05:13 +02:00
enricobuehlerandClaude Opus 4.8 26cac9ce20 fix(gamepad): truncate stick/trigger axes uniformly across clients (G25)
Apple's GamepadCapture rounded axis values (`(v * scale).rounded()`) while
SDL-core and Android truncate, so a half-pressed control emitted 128 on Apple
vs 127 elsewhere. Drop `.rounded()` so `Int32(Float)` truncates toward zero on
Apple too; rails are unchanged (full deflection stays 255 / ±32767).

Also clamp SDL-core's LeftX/RightX to a symmetric -32767 like the Y axes and
the other clients already do, instead of letting the raw i16 reach -32768.

Verified: Apple `swift build` + full PunktfunkKit suite (124 pass); SDL half
on Windows .173 `cargo clippy -p pf-client-core -- -D warnings` (green).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 22:05:13 +02:00
enricobuehlerandClaude Opus 4.8 48933dc405 fix(gamepad/android): batched HAT, rumble-duration floor, bind eviction, held exit chord (G4/G9/G18/G24)
Four Android gamepad fixes bringing the client to parity with SDL/Apple:

G4 — HAT batched history. Android batches joystick ACTION_MOVEs, so a
rapid d-pad tap (press+release within one batch) lived only in the event's
historical samples; onMotion read just the final getAxisValue and missed
it. Feed every historical HAT sample through the transition logic (new
`applyHat`) before the current one. Sticks/triggers stay latest-wins.

G9 — floor the rumble one-shot duration. A v2 lease can carry ttl_ms==0
with a nonzero amplitude (past the (0,0) stop guard); createOneShot throws
on a non-positive duration, and on the VibratorManager path the effect is
built outside the vibrate() runCatching, so the throw would kill the whole
rumble poll thread. `durationMs.coerceAtLeast(1)`.

G18 — evict feedback binds on disconnect. Rumble/light bindings were
cached by device id and freed only at session stop, so a controller
unplugged mid-session leaked its open LightsSession. Add
GamepadFeedback.onDeviceRemoved(deviceId) (closes the session, cancels
rumble), invoked from GamepadRouter's slot-close via a new onSlotClosed
callback wired in StreamScreen. The bind maps are now guarded by a lock
(the poll threads write them; eviction runs on the main thread).

G24 — held exit chord + releases. The emergency-exit chord (Select+Start+
L1+R1) quit the stream the instant it completed — an accidental brush
killed the session, and the four held buttons were never released
host-side. Now completing the chord ARMS a 1.5 s hold timer (matching
DISCONNECT_HOLD on SDL/Apple); onExitChord fires only if still held at
expiry, after releasing the held buttons + zeroing the axes on the
triggering pad(s). onButton no longer returns the exit bool (async now);
MainActivity + StreamScreen updated.

G25 (Android half): no change — Android's stick/trigger `.toInt()` already
truncates, the chosen cross-client convention. G23 (rich-input plane) stays
deferred to its own doc.

Verified on this Mac: :kit + :app compileDebugKotlin clean; kit lint
unchanged at its pre-existing baseline. On-glass on a real phone + pad
still owed (per the Android-regressions-only-show-on-hardware history):
watch batched d-pad taps, the 1.5 s exit hold, and a mid-session unplug.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 18:04:30 +02:00
enricobuehlerandClaude Opus 4.8 e5166c6e6e fix(host/steam): load vhci_hcd at boot on sysext hosts so the Deck pad is Steam-Input-promotable
ci / web (push) Successful in 1m2s
ci / docs-site (push) Successful in 1m9s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 8s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 8s
decky / build-publish (push) Successful in 30s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 8s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 8s
apple / swift (push) Successful in 4m25s
ci / bench (push) Successful in 6m50s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 5m49s
docker / deploy-docs (push) Successful in 26s
windows-host / package (push) Successful in 8m40s
arch / build-publish (push) Successful in 11m22s
deb / build-publish (push) Successful in 12m27s
android / android (push) Successful in 16m50s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 19m19s
apple / screenshots (push) Successful in 19m19s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 17m14s
ci / rust (push) Successful in 25m14s
The virtual Steam Deck pad only appears in the host's Game Mode (and is
navigable) when it arrives as a real USB device via the usbip/vhci_hcd
transport — Steam Input won't promote the UHID hid-steam fallback
(Interface: -1). The host runs as an unprivileged --user service, so it
cannot modprobe vhci_hcd itself; the module must be loaded at boot and the
vhci attach/detach sysfs files chgrp'd to the `input` group by the udev
rule.

Packaging ships modules-load.d/punktfunk.conf + 60-punktfunk.rules under
the sysext's /usr/lib, but a systemd-sysext image MERGES after
systemd-modules-load and early udev have already run, so on a plain reboot
of a sysext host (e.g. Bazzite) those files are read too late: vhci_hcd is
never loaded, usbip fails, and the pad silently degrades to non-promoted
UHID — the controller vanishes from Game Mode. (deb/arch/rpm are
unaffected: real /usr is present at early boot.)

Fix: sysext post_merge now mirrors BOTH files into real /etc (read at the
normal early-boot time, shadowing the /usr copies by filename; refreshed
every merge since neither is user config), then reloads udev, modprobes
vhci-hcd, and re-triggers the vhci platform device for the live session.
Also raise the UHID-fallback log INFO->WARN with an actionable hint.

Verified on the .41 sysext host: after the /etc mirror, unloading vhci_hcd
and restarting systemd-modules-load (the real reader of /etc/modules-load.d)
reloads the module; a udev coldplug trigger makes attach/detach root:input
0660; the unprivileged host user can then write attach — the exact working
precondition for the usbip transport, now durable across reboot.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 17:41:51 +02:00
enricobuehlerandClaude Opus 4.8 59fc820226 perf(inject/host): dedup the DualSense HID-output feedback plane (G17)
A game's DualSense output report bundles rumble + lightbar + player-LEDs
+ adaptive-triggers into one report, so a pad that is merely rumbling
re-sends its unchanged lightbar / LED / trigger state on every output
report. The managers already dedup rumble, but forwarded every rich
`HidOutput` event verbatim — flooding the 0xCD feedback plane to the
client during continuous rumble.

Add a shared `HidoutDedup` (dualsense_proto, used by both the Linux UHID
and Windows UMDF managers) that forwards Led/PlayerLeds/Trigger only on a
value change (per side for the two triggers) and always forwards one-shot
TrackpadHaptic pulses — mirroring the rumble dedup two lines above and the
DS4 backend's lightbar dedup. Reset per pad on create/unplug.

Verified on Linux .21 (clippy -D warnings clean, new HidoutDedup unit
test + full suite green); Windows .173 with the rest of Phase 3.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 14:14:28 +02:00
enricobuehlerandClaude Opus 4.8 d611645ffc refactor(inject/host/windows): hoist the shared SwCreateCtx into gamepad_raii (G14)
The `SwDeviceCreate` completion-callback context (`SwCreateCtx`, the
`sw_create_cb` extern callback, and the `instance_id()` accessor) was
copy-pasted byte-for-byte in the XUSB (`gamepad_windows.rs`) and
DualSense/DS4 (`dualsense_windows.rs`) backends. Hoist the one copy into
`gamepad_raii.rs` as `pub(super)`; both `create_swdevice` bodies now build
the shared type and pass the shared callback. Prunes the now-orphaned
HRESULT/SetEvent/HANDLE imports from the two siblings.

Pure move + dedup, no behavior change. Windows-verified with the rest of
Phase 3 (clippy --all-targets -D warnings).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 14:08:00 +02:00
enricobuehlerandClaude Opus 4.8 17457cf4ba refactor(gamestream/host): source gamepad BTN_* from punktfunk_core + pin the wire bits (G13/G15)
`gamestream/gamepad.rs` hand-declared its own copy of the GameStream
buttonFlags/buttonFlags2 layout, which had drifted from the single source
of truth in `punktfunk_core::input::gamepad`: the click bits were named
`BTN_LS_CLK`/`BTN_RS_CLK` (vs core's `…_CLICK`). The two layouts are
bit-identical — GameStream/Limelight and the punktfunk/1 native wire are
one contract — so define the gamestream names as `pub const` aliases of
the core constants. Values now come solely from core (can't drift);
kept as `pub const` (not a `pub use` re-export) because on Windows the
only consumer — the Linux uinput button map — is cfg'd out, where an
unused re-export lints as an error but an unused pub const does not.

Rename the two injector call-sites (`inject/linux/gamepad.rs`) to the
canonical `BTN_LS_CLICK`/`BTN_RS_CLICK`.

G15 host half: replace the 3-bit gamestream-vs-core spot-check with an
exhaustive golden-value test (`gamepad_wire_bits_are_pinned`) that freezes
every button bit + axis id to its exact wire value, so renumbering a bit
in core — which would silently break every shipped client — fails a test
first. The host counterpart to the client-side C-ABI cross-checks.

Verified on Linux .21: clippy -D warnings clean, pin test + gamepad
suite green. (Windows verified together with the rest of Phase 3.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 14:08:00 +02:00
enricobuehlerandClaude Opus 4.8 6263108e15 fix(inject/host/windows): fold Steam back grips on the Windows DS/DS4 backends (G7)
The Windows DualSense and DualShock 4 managers passed the raw wire
buttons straight into `DsState::from_gamepad`, so a client's Steam back
grips (BTN_PADDLE1..4) were silently dropped and `PUNKTFUNK_STEAM_REMAP`
was ignored — the Linux DS/DS4 backends already fold them via
`steam_remap::fold_paddles`. Bring the Windows backends to parity: add a
`remap: steam_remap::RemapConfig` field (`::from_env()` in `new()`) to
both managers and fold the paddles before `from_gamepad`, exactly as
`linux/dualsense.rs` / `linux/dualshock4.rs`. Default policy stays Drop
(don't fire buttons the user didn't ask for); set the env to map the
grips onto stick-clicks or shoulders.

`steam_remap` was gated `target_os = "linux"`; widened to
`any(linux, windows)`. It's pure (only punktfunk_core + std::env); its
Linux-only Deck motion rescale is `pub` so it compiles clean on Windows
with no dead-code warning.

Verified: Linux .21 (clippy -D warnings clean, inject tests 32 pass / 0
fail — the gate widening is a no-op there); Windows .173 (clean-recheck
of punktfunk-host, cargo clippy --all-targets -D warnings EXITCODE 0,
steam_remap + both managers compiling on Windows for the first time).
On-glass with a real DualSense/DS4 + PUNKTFUNK_STEAM_REMAP still owed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 13:36:13 +02:00
enricobuehlerandClaude Opus 4.8 0c427cb3f1 fix(inject/host/linux): re-assert absolute gamepad button state each frame (G8)
The uinput gamepad backend emitted only XOR-changed button edges while
advancing `prev_buttons` unconditionally. Because `emit()` is best-effort
(a full kernel queue silently drops the write), a dropped EV_KEY edge was
never re-synced — the button stayed stuck (pressed-not-released, or vice
versa) until it next toggled. The axes never had this problem: they
re-emit their absolute value every frame.

Re-assert every mapped button's absolute state each frame, exactly like
the axes, and drop the now-unused `prev_buttons` field. Restating an
unchanged key is free downstream: the kernel input core discards an
EV_KEY whose value already matches the device's current state (no
duplicate event reaches consumers, and BTN_* keys don't autorepeat). The
`emit()` "next frame re-syncs state" comment is now honest for buttons
too.

Verified on the Linux host build (.21): cargo clippy -D warnings clean
(no dead-field warning), full punktfunk-host suite 277 passed / 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 13:14:02 +02:00
enricobuehlerandClaude Opus 4.8 5109a4c80a refactor(inject/host): extract the shared PadGate create-retry policy + fix the permanent broken latch (G3/G12)
All seven virtual-pad managers (Linux uinput/uhid: gamepad, dualsense,
dualshock4, steam_controller; Windows XUSB/UMDF: gamepad, dualsense,
dualshock4) carried an identical copy-pasted `broken: bool` latch that
was set on the FIRST pad-creation error and never cleared — so a single
transient failure (a startup race on /dev/uinput, a momentary EBUSY, the
Windows companion driver not yet ready) permanently disabled EVERY
controller for the rest of the session, even after the cause cleared.

Extract that latch into one shared, unit-tested `PadGate`
(inject/pad_gate.rs) with the fix baked in: capped exponential backoff
(1s doubling to 30s) instead of a permanent kill. After a failure,
creation is blocked only until the backoff elapses — so the manager no
longer re-attempts (and re-logs) on every one of the 60–240 input
frames/sec — then a single retry is allowed; a success resets the
backoff. A genuinely broken setup therefore self-heals within one
backoff window of the fix (udev reload / driver install / next client
connect) with no host restart. The gate is manager-wide, matching the
old flag's semantics (these failures are systemic, not per-slot).

This folds G3 (broken latch) into G12 (dedup the manager skeleton): the
latch now lives in one place across all seven backends.

Verified on the Linux host build (.21): cargo clippy -D warnings clean,
full punktfunk-host suite 277 passed / 0 failed, 4 new PadGate tests
green. Windows managers verified separately on the x64 box.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 12:33:49 +02:00
enricobuehlerandClaude Opus 4.8 43e52437c0 fix(gamepad/host): map BTN_MISC1 to the DualSense mute button (G6)
DsState::from_gamepad mapped GUIDE→PS and TOUCHPAD→TOUCHPAD into buttons[2] but
never handled BTN_MISC1, so the mic-mute / capture button clients send was inert
on every PlayStation-family virtual pad (DualSense/DualShock4), and btn2::MUTE
was dead code. Map BTN_MISC1 → btn2::MUTE (rebuilt from the wire bit each frame
like PS/TOUCHPAD, so no persistence gap) and drop the #[allow(dead_code)].

Test extended (from_gamepad_maps_touchpad_click); green on Linux (.21).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 12:04:59 +02:00
enricobuehlerandClaude Opus 4.8 2642ba6ad0 fix(gamepad/host): keep Steam Deck trackpad clicks across a button frame (G2)
SteamControllerManager::handle rebuilds `SteamState.buttons` from the gamepad
frame every tick via from_gamepad, preserving only the rich-plane TOUCH bits —
so a held trackpad CLICK (set on the rich plane by apply_rich, stored in
`buttons`) was wiped on the very next button/stick frame and only flickered
back on the next rich event. This is the exact trap the DualSense backend
already dodges by keeping click in a separate `touch_click` field.

Mirror that: add persisted `lpad_click`/`rpad_click` bools to SteamState set by
apply_rich (instead of pressing LPAD_CLICK/RPAD_CLICK into `buttons`), OR them
into the report's click bits in serialize_deck_state, and preserve them across
the rebuild in handle() like touch/coords/motion. RPAD_CLICK's other owner —
the DualSense touchpad-click wire button via from_gamepad — stays in `buttons`
and is OR'd at serialize, so the two sources release independently (a released
BTN_TOUCHPAD can't strand a rich click, and vice-versa).

Adds a regression test (rich_click_survives_a_buttons_rebuild). All 17
inject::{steam,dualsense,dualshock4}_proto tests pass on Linux (.21).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 12:04:59 +02:00
enricobuehlerandClaude Opus 4.8 236c59754b refactor(gamepad/windows): drop the dead shell fork, use pf-client-core's service
clients/windows/src/gamepad.rs was a 629-line near-verbatim fork of
pf-client-core's SDL gamepad service, frozen at an old single-pad design.
Commit 9822fc3b removed its attach/detach entry points but left the machinery,
so `Worker.attached` was initialized None and never set — ~300-400 lines
(button/axis/touchpad/motion forwarding, Ds5Feedback, the rumble/HID feedback
loop) were logically unreachable, never flagged because the guards read a
runtime Option the compiler can't prove is always None. The live remainder
(pad enumeration + pin persistence) had drifted from core: it opened every
device for metadata (vs core's no-open id-getters), force-enabled the Valve
HIDAPI drivers unconditionally, lacked the steam_virtual skip (so it could pin
Steam Input's virtual pad and kill gyro), and derived the pin key from an
opened handle — risking a cross-process byte-mismatch with the session, which
resolves the same key from id-getters.

The shell's only live job is enumerating pads for the Settings list and
persisting the pin; the spawned punktfunk-session already runs the full
pf-client-core service and does all real forwarding (session/main.rs). So
delete the fork and point the shell at pf_client_core::gamepad::GamepadService
directly — its start()/pads()/set_pinned()/clone() + PadInfo{key,name,
kind_label()} are a strict superset of what the shell uses. Idle, core's
service is hands-off the hardware (id-getter metadata, no device open, HIDAPI
off), which is the intended behavior and fixes the drift class above.

- delete clients/windows/src/gamepad.rs (-629) and `mod gamepad;`
- main.rs / app/mod.rs: use pf_client_core::gamepad::GamepadService
- drop the now-unused direct sdl3 dep (pf-client-core pulls it on Windows with
  the same build-from-source,hidapi features); sync Cargo.lock

Pre-checks (dev Mac): std mpsc Sender<T>: Sync confirmed on the pinned 1.96.0
(so core's GamepadService is Sync for the WinUI cross-thread sharing, no core
change needed); rustfmt clean; no dangling refs. Windows compile is deferred
to CI (windows-only crate, unbuildable on macOS).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 11:25:03 +02:00
enricobuehlerandClaude Opus 4.8 68b9f108ab feat(gamepad/apple): send Share/Create as BTN_MISC1 + pin wire bits to the C ABI
G5: buttonMask mapped the dedicated share/create/capture element onto BTN_BACK,
the same bit as View (buttonOptions). On an Xbox-Series pad those are two
distinct physical buttons, so Share was indistinguishable from View on the
host and never delivered the capture bit the host already decodes (DualSense
mute / Steam quick-access). Route it to BTN_MISC1 instead, matching the Rust
client's `Button::Misc1 => wire::BTN_MISC1`. Adds `misc1` to GamepadWire and
allButtons so a held capture button is released on flush like the others.
(On-glass verify owed on a real Xbox-Series pad; a clone pad that exposes one
button as both buttonOptions and Share now emits back+misc1 for it — harmless
on a plain xpad session and rare otherwise.)

G22 (partial): define paddle1..4 for wire completeness, but leave them out of
buttonMask/allButtons until the GameController paddleButton1..4 ↔ BTN_PADDLE
physical correspondence is confirmed on a real Elite pad.

G15: replace the 3-bit spot-check with an exhaustive assertion of every
GamepadWire button/axis constant against the generated C ABI header
(punktfunk_core.h), so any Swift-side drift from punktfunk_core::input::gamepad
fails CI.

swift build + full PunktfunkKit suite green (124 passed, 5 skipped).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 11:14:26 +02:00
enricobuehlerandClaude Opus 4.8 5cd66eca59 fix(gamepad/apple): stop releasing held guide on concurrent input
`sync()` XOR-diffs the full `GamepadWire.allButtons` set (which includes
guide) against `slot.buttons`, but `buttonMask` deliberately omits guide —
it's driven separately by the Home handler via `sendGuide`. So while guide
was physically held, the first stick/trigger/face-button move made `changed`
carry the guide bit and the diff loop emitted a spurious guide-UP (then the
real release was swallowed by `sendGuide`'s `guard now != slot.buttons`).

Effect: you could not hold PS/guide while doing anything else — e.g. holding
guide to keep the host's Steam overlay engaged released it the instant you
touched a stick. The Rust reference client folds guide through the same diff
as every other button and has no such split.

Fix: preserve the current held guide bit through the diff
(`buttonMask(g) | (slot.buttons & GamepadWire.guide)`) so guide is never seen
as "changed"; `sendGuide` stays the sole toggler and `flush`/`allButtons`
still release it on close/deactivation.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 11:12:47 +02:00
127 changed files with 11557 additions and 3039 deletions
+18
View File
@@ -0,0 +1,18 @@
# Workspace-wide build flags.
#
# aes_armv8: RustCrypto's `aes` 0.8.x enables ARMv8-Crypto hardware AES on aarch64 only behind
# this cfg (x86_64 AES-NI is runtime-detected with no flag; the 0.9 line will make aarch64
# automatic too). Without it every aarch64 client (all Apple + virtually all Android) ran
# SOFTWARE AES on the per-packet decrypt path — measured 2026-07-14 on an M3 Ultra at
# ~240 MiB/s/core (~7 µs per 1.4 KB datagram), which single-handedly capped receive throughput
# at ~1.57 Gbps wire. The cfg still runtime-detects via `cpufeatures`, so a chip without the
# extensions falls back safely.
#
# NOTE: a RUSTFLAGS environment variable OVERRIDES config rustflags entirely — build scripts /
# CI lanes that set RUSTFLAGS for aarch64 targets (cargo-ndk, xcframework) must carry
# `--cfg aes_armv8` themselves.
# polyval_armv8: same story for GCM's other half — `polyval` 0.6.x gates its PMULL (carry-less
# multiply) GHASH path behind this cfg on aarch64. AES alone took open_in_place from 240 to
# ~790 MiB/s on the M3 Ultra; software GHASH still dominated until this flag joined it.
[target.'cfg(target_arch = "aarch64")']
rustflags = ["--cfg", "aes_armv8", "--cfg", "polyval_armv8"]
+10
View File
@@ -30,6 +30,16 @@ file with `scripts/gen-third-party-notices.sh` when the dependency tree changes.
## Before you push
Enable the repo git hooks once per clone — they run the exact rustfmt gates CI runs (main
workspace + the UMDF driver workspace) on every commit and push, so a push can never fail CI
on formatting alone:
```sh
git config core.hooksPath scripts/git-hooks
```
Then the usual full pass:
```sh
cargo fmt --all --check
cargo clippy --workspace --all-targets -- -D warnings
Generated
+14 -15
View File
@@ -2145,7 +2145,7 @@ dependencies = [
[[package]]
name = "latency-probe"
version = "0.10.0"
version = "0.11.0"
[[package]]
name = "lazy_static"
@@ -2277,7 +2277,7 @@ checksum = "0ceec5bc11778974d1bcb055b18002eba7f4b3518b6a0081b3af5f21666da9ad"
[[package]]
name = "loss-harness"
version = "0.10.0"
version = "0.11.0"
dependencies = [
"punktfunk-core",
]
@@ -2756,7 +2756,7 @@ checksum = "9b4f627cb1b25917193a259e49bdad08f671f8d9708acfd5fe0a8c1455d87220"
[[package]]
name = "pf-client-core"
version = "0.10.0"
version = "0.11.0"
dependencies = [
"anyhow",
"async-channel",
@@ -2778,7 +2778,7 @@ dependencies = [
[[package]]
name = "pf-console-ui"
version = "0.10.0"
version = "0.11.0"
dependencies = [
"anyhow",
"ash",
@@ -2799,7 +2799,7 @@ dependencies = [
[[package]]
name = "pf-ffvk"
version = "0.10.0"
version = "0.11.0"
dependencies = [
"ash",
"bindgen",
@@ -2808,7 +2808,7 @@ dependencies = [
[[package]]
name = "pf-presenter"
version = "0.10.0"
version = "0.11.0"
dependencies = [
"anyhow",
"ash",
@@ -2992,7 +2992,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-android"
version = "0.10.0"
version = "0.11.0"
dependencies = [
"android_logger",
"jni",
@@ -3008,7 +3008,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-linux"
version = "0.10.0"
version = "0.11.0"
dependencies = [
"anyhow",
"async-channel",
@@ -3024,7 +3024,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-session"
version = "0.10.0"
version = "0.11.0"
dependencies = [
"anyhow",
"pf-client-core",
@@ -3039,14 +3039,13 @@ dependencies = [
[[package]]
name = "punktfunk-client-windows"
version = "0.10.0"
version = "0.11.0"
dependencies = [
"async-channel",
"ffmpeg-next",
"mdns-sd",
"pf-client-core",
"punktfunk-core",
"sdl3",
"serde",
"serde_json",
"tracing",
@@ -3059,7 +3058,7 @@ dependencies = [
[[package]]
name = "punktfunk-core"
version = "0.10.0"
version = "0.11.0"
dependencies = [
"aes-gcm",
"bytes",
@@ -3090,7 +3089,7 @@ dependencies = [
[[package]]
name = "punktfunk-host"
version = "0.10.0"
version = "0.11.0"
dependencies = [
"aes",
"aes-gcm",
@@ -3162,7 +3161,7 @@ dependencies = [
[[package]]
name = "punktfunk-probe"
version = "0.10.0"
version = "0.11.0"
dependencies = [
"anyhow",
"mdns-sd",
@@ -3176,7 +3175,7 @@ dependencies = [
[[package]]
name = "punktfunk-tray"
version = "0.10.0"
version = "0.11.0"
dependencies = [
"anyhow",
"ksni",
+1 -1
View File
@@ -35,7 +35,7 @@ exclude = [
ndk = { path = "clients/android/native/vendor/ndk" }
[workspace.package]
version = "0.10.0"
version = "0.11.0"
edition = "2021"
rust-version = "1.82"
license = "MIT OR Apache-2.0"
@@ -33,6 +33,13 @@
<uses-feature android:name="android.hardware.touchscreen" android:required="false" />
<uses-feature android:name="android.software.leanback" android:required="false" />
<uses-feature android:name="android.hardware.gamepad" android:required="false" />
<!-- Neutralize Play's IMPLIED hard requirements, which filtered real TVs as "not compatible"
(reported on a Philips OLED707): RECORD_AUDIO implies android.hardware.microphone and the
Wi-Fi state permissions imply android.hardware.wifi, both required=true unless declared
otherwise. Some TVs declare no microphone (mic uplink is optional and runtime-gated) and
ethernet-only boxes declare no wifi (discovery/WifiLock are best-effort hedges there). -->
<uses-feature android:name="android.hardware.microphone" android:required="false" />
<uses-feature android:name="android.hardware.wifi" android:required="false" />
<!-- appCategory="game": a game-streaming client IS a game as far as the SoC is concerned.
On Snapdragon devices (and other OEMs with a Game Mode / Game Dashboard) this makes the app
@@ -387,6 +387,8 @@ private fun prefLabel(pref: Int): String = when (pref) {
Gamepad.PREF_DUALSHOCK4 -> "DualShock 4"
Gamepad.PREF_STEAMCONTROLLER -> "Steam Controller"
Gamepad.PREF_STEAMDECK -> "Steam Deck"
Gamepad.PREF_DUALSENSEEDGE -> "DualSense Edge"
Gamepad.PREF_SWITCHPRO -> "Switch Pro"
else -> "Automatic"
}
@@ -241,7 +241,10 @@ private fun resolveDir(s: NavInputState): NavDir? {
if (s.hatY >= 0.5f) return NavDir.DOWN
if (s.hatX <= -0.5f) return NavDir.LEFT
if (s.hatX >= 0.5f) return NavDir.RIGHT
return if (abs(s.stickY) >= abs(s.stickX)) {
// Horizontal wins an exact |x| == |y| diagonal tie (Y must be strictly greater to take the
// vertical branch), matching the SDL core and Apple nav so a perfect 45° push resolves the
// same on every client.
return if (abs(s.stickY) > abs(s.stickX)) {
when {
s.stickY <= -STICK_HIGH -> NavDir.UP
s.stickY >= STICK_HIGH -> NavDir.DOWN
@@ -49,12 +49,14 @@ 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.text.font.FontWeight
import androidx.compose.ui.text.style.TextOverflow
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import dev.chrisbanes.haze.HazeState
import dev.chrisbanes.haze.hazeSource
import io.unom.punktfunk.kit.deviceBodyVibrator
// The gamepad-driven settings screen — the Android mirror of the Apple client's GamepadSettingsView:
// the couch-relevant subset of the touch settings restyled as a console page and fully navigable with
@@ -82,7 +84,10 @@ fun GamepadSettingsScreen(
var s by remember { mutableStateOf(initial) }
fun update(next: Settings) { s = next; onChange(next) }
val rows = buildSettingsRows(s, ::update)
val context = LocalContext.current
// Gates the "Rumble on this phone" row — a TV box has no body vibrator to mirror onto.
val hasBodyVibrator = remember { deviceBodyVibrator(context) != null }
val rows = buildSettingsRows(s, hasBodyVibrator, ::update)
var focus by remember { mutableIntStateOf(0) }
if (focus > rows.lastIndex) focus = rows.lastIndex
// The direction the focused value last stepped (+1 forward / -1 back) — drives which way the
@@ -257,8 +262,13 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
}
}
/** Build the console settings rows from the current [Settings], writing through [update]. */
private fun buildSettingsRows(s: Settings, update: (Settings) -> Unit): List<GpRow> {
/** Build the console settings rows from the current [Settings], writing through [update].
* [hasBodyVibrator] gates the "Rumble on this phone" row (absent on TVs). */
private fun buildSettingsRows(
s: Settings,
hasBodyVibrator: Boolean,
update: (Settings) -> Unit,
): List<GpRow> {
fun <T> choice(
id: String, header: String?, label: String, detail: String,
options: List<Pair<T, String>>, current: T, write: (T) -> Unit,
@@ -354,7 +364,18 @@ private fun buildSettingsRows(s: Settings, update: (Settings) -> Unit): List<GpR
"The virtual pad the host creates — Automatic matches this controller.",
GAMEPAD_OPTIONS.mapIndexed { i, lbl -> i to lbl }, s.gamepad,
) { update(s.copy(gamepad = it)) },
) + listOfNotNull(
if (hasBodyVibrator) {
toggle(
"phoneRumble", null, "Rumble on this phone",
"Also play controller 1's rumble on this phone's own vibration motor — " +
"for clip-on pads without rumble motors.",
s.rumbleOnPhone,
) { update(s.copy(rumbleOnPhone = it)) }
} else {
null
},
) + listOf(
choice(
"hud", "Interface", "Statistics overlay",
"How much the overlay shows: Compact (one line) → Normal → Detailed (full HUD). " +
@@ -3,6 +3,7 @@ package io.unom.punktfunk
import android.os.Build
import android.os.Bundle
import android.view.InputDevice
import android.view.KeyCharacterMap
import android.view.KeyEvent
import android.view.MotionEvent
import androidx.activity.ComponentActivity
@@ -127,12 +128,12 @@ class MainActivity : ComponentActivity() {
if (event.isFromSource(InputDevice.SOURCE_GAMEPAD)) {
val bit = Gamepad.buttonBit(event.keyCode)
if (bit != 0) {
// The router forwards the bit on this device's own wire pad index, tracks held
// state per pad, and reports when the emergency-exit chord (Select + Start + L1 +
// R1) completed on any one pad (a couch user has no keyboard/Back).
if (gamepadRouter?.onButton(event, bit) == true) {
requestStreamExit?.let { exit -> window.decorView.post { exit() } }
}
// The router forwards the bit on this device's own wire pad index and tracks held
// state per pad. The emergency-exit chord (Select + Start + L1 + R1) is handled
// inside the router: holding it for ~1.5 s fires router.onExitChord (wired in
// StreamScreen), so a couch user with no keyboard/Back can still leave — but an
// accidental brush of the four buttons no longer quits instantly.
gamepadRouter?.onButton(event, bit)
return true // consumed
}
}
@@ -153,7 +154,18 @@ class MainActivity : ComponentActivity() {
// physical-keyboard layout), keycode fallback — see Keymap docs.
val vk = Keymap.toVk(event)
if (vk != 0) {
// Soft-keyboard events (the IME's virtual device — the stream's
// KeyCaptureView path) carry Shift only as META state, where a real
// keyboard sends discrete Shift transitions — so mirror the meta bit as
// a VK_LSHIFT wrap or every IME capital/symbol lands unshifted on the
// host. Never applied to hardware events: their Shift already went over
// the wire, and a synthetic release here would un-hold a physical Shift
// the user is still pressing.
val imeShift = event.deviceId == KeyCharacterMap.VIRTUAL_KEYBOARD &&
event.isShiftPressed && vk != 0xA0 && vk != 0xA1
if (down && imeShift) NativeBridge.nativeSendKey(handle, 0xA0, true, 0)
NativeBridge.nativeSendKey(handle, vk, down, 0)
if (!down && imeShift) NativeBridge.nativeSendKey(handle, 0xA0, false, 0)
return true // consumed — don't let the system also act on it
}
}
@@ -82,6 +82,14 @@ data class Settings(
* otherwise misfire and wait out its timeout despite the host already being reachable.
*/
val autoWakeEnabled: Boolean = true,
/**
* Opt-in: ALSO play the rumble the host addresses to controller 1 (wire pad 0) on this
* phone's own vibration motor — for clip-on gamepads that ship without rumble motors, where
* the phone body is the only actuator in the player's hands. Off by default; read once per
* session by StreamScreen (it hands GamepadFeedback the device vibrator only when set). The
* toggle is hidden on devices without a vibrator (TVs), where this would be a silent no-op.
*/
val rumbleOnPhone: Boolean = false,
)
/** [Settings.touchMode] values; persisted by name. */
@@ -142,6 +150,7 @@ class SettingsStore(context: Context) {
libraryEnabled = prefs.getBoolean(K_LIBRARY, true),
lowLatencyMode = prefs.getBoolean(K_LOW_LATENCY, true),
autoWakeEnabled = prefs.getBoolean(K_AUTO_WAKE, true),
rumbleOnPhone = prefs.getBoolean(K_RUMBLE_ON_PHONE, false),
)
fun save(s: Settings) {
@@ -162,6 +171,7 @@ class SettingsStore(context: Context) {
.putBoolean(K_LIBRARY, s.libraryEnabled)
.putBoolean(K_LOW_LATENCY, s.lowLatencyMode)
.putBoolean(K_AUTO_WAKE, s.autoWakeEnabled)
.putBoolean(K_RUMBLE_ON_PHONE, s.rumbleOnPhone)
.apply()
}
@@ -197,6 +207,7 @@ class SettingsStore(context: Context) {
*/
const val K_LOW_LATENCY = "low_latency_mode_v2"
const val K_AUTO_WAKE = "auto_wake_enabled"
const val K_RUMBLE_ON_PHONE = "rumble_on_phone"
/** Legacy Boolean the enum replaced — read once as the migration default, never written. */
const val K_TRACKPAD = "trackpad_mode"
@@ -69,6 +69,7 @@ import androidx.compose.ui.text.input.KeyboardType
import androidx.compose.ui.unit.dp
import androidx.core.content.ContextCompat
import io.unom.punktfunk.kit.VideoDecoders
import io.unom.punktfunk.kit.deviceBodyVibrator
/**
* Stream settings, organised as an iOS-Settings / Android-system-settings style list of category
@@ -414,6 +415,18 @@ private fun ControlsSettings(s: Settings, update: (Settings) -> Unit, onOpenCont
subtitle = "What the app detects, with a live input test",
onClick = onOpenControllers,
)
// Only where the device has a body vibrator to mirror onto (a TV box doesn't).
val context = LocalContext.current
val hasBodyVibrator = remember { deviceBodyVibrator(context) != null }
if (hasBodyVibrator) {
ToggleRow(
title = "Rumble on this phone",
subtitle = "Also play controller 1's rumble on this phone's own vibration " +
"motor — for clip-on pads without rumble motors",
checked = s.rumbleOnPhone,
onCheckedChange = { on -> update(s.copy(rumbleOnPhone = on)) },
)
}
}
}
@@ -6,15 +6,22 @@ import android.content.pm.ActivityInfo
import android.content.pm.PackageManager
import android.net.wifi.WifiManager
import android.os.Build
import android.text.InputType
import android.util.Log
import android.view.SurfaceHolder
import android.view.SurfaceView
import android.view.View
import android.view.WindowManager
import android.view.inputmethod.BaseInputConnection
import android.view.inputmethod.EditorInfo
import android.view.inputmethod.InputConnection
import android.view.inputmethod.InputMethodManager
import android.widget.Toast
import androidx.activity.compose.BackHandler
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.runtime.Composable
import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.LaunchedEffect
@@ -34,6 +41,7 @@ import androidx.core.view.WindowInsetsCompat
import androidx.core.view.WindowInsetsControllerCompat
import io.unom.punktfunk.kit.GamepadFeedback
import io.unom.punktfunk.kit.GamepadRouter
import io.unom.punktfunk.kit.deviceBodyVibrator
import io.unom.punktfunk.kit.NativeBridge
import io.unom.punktfunk.kit.VideoDecoders
import java.util.concurrent.atomic.AtomicBoolean
@@ -166,6 +174,12 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
it.systemBarsBehavior = WindowInsetsControllerCompat.BEHAVIOR_SHOW_TRANSIENT_BARS_BY_SWIPE
it.hide(WindowInsetsCompat.Type.systemBars())
}
// The soft keyboard (three-finger swipe up → KeyCaptureView below) must OVERLAY the
// stream, never pan/resize it — the video is a fixed-mode surface, not a document.
// Scoped to the stream; the app's other screens keep the default for their text fields.
val priorSoftInput = window?.attributes?.softInputMode
?: WindowManager.LayoutParams.SOFT_INPUT_ADJUST_UNSPECIFIED
window?.setSoftInputMode(WindowManager.LayoutParams.SOFT_INPUT_ADJUST_NOTHING)
// Lock to landscape while streaming — the host streams a landscape desktop, so pin the device
// there (either landscape direction is fine) and stop it rotating to portrait mid-session. The
// activity declares configChanges=orientation, so this re-lays out the surface in place without
@@ -180,13 +194,24 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
val router = GamepadRouter(context, handle, initialSettings.gamepad)
activity?.gamepadRouter = router
// Select+Start+L1+R1 chord leaves the stream — a deliberate quit (signal it so the host skips
// the keep-alive linger), unlike a host-ended / backgrounded drop.
// the 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
// the same way the Back gesture does.
activity?.requestStreamExit = { NativeBridge.nativeDisconnectQuit(handle); onDisconnect() }
router.onExitChord = { activity?.requestStreamExit?.invoke() }
activity?.setConsoleHighRefreshRate(false) // let the decoder's setFrameRate pick the panel rate
// Host→client feedback (rumble + DualSense lightbar/LEDs), routed to each controller by pad
// index via the router; poll threads stopped + joined before the router is released and the
// session closed.
val feedback = GamepadFeedback(handle, router).also { it.start() }
// session closed. "Rumble on this phone" (opt-in) additionally mirrors controller 1's
// rumble onto the device's own vibrator — for clip-on pads without rumble motors.
val feedback = GamepadFeedback(
handle,
router,
deviceVibrator = if (initialSettings.rumbleOnPhone) deviceBodyVibrator(context) else null,
).also { it.start() }
// Free a disconnected controller's rumble/lights bindings promptly (else the open lights
// session leaks until the session ends). The router owns hot-plug; the feedback owns the binds.
router.onSlotClosed = feedback::onDeviceRemoved
onDispose {
closed.set(true) // from here the handle gets freed; surfaceDestroyed must not touch it
feedback.stop() // stop + join the poll threads BEFORE the router is released / handle freed
@@ -195,6 +220,8 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
activity?.streamHandle = 0L
activity?.requestStreamExit = null
activity?.setConsoleHighRefreshRate(true) // back to the console UI's max refresh
controller?.hide(WindowInsetsCompat.Type.ime()) // drop any keyboard left showing
window?.setSoftInputMode(priorSoftInput)
controller?.show(WindowInsetsCompat.Type.systemBars())
window?.clearFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON)
if (lowLatencyMode && Build.VERSION.SDK_INT >= Build.VERSION_CODES.R) {
@@ -215,6 +242,9 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
// Back gesture = a deliberate exit → signal the quit so the host tears down now (no linger).
BackHandler { NativeBridge.nativeDisconnectQuit(handle); onDisconnect() }
// Focus anchor the three-finger keyboard swipe summons the IME onto (see KeyCaptureView).
var keyCapture by remember { mutableStateOf<KeyCaptureView?>(null) }
Box(modifier = Modifier.fillMaxSize()) {
AndroidView(
modifier = Modifier.fillMaxSize(),
@@ -265,8 +295,16 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
StatsOverlay(it, statsVerbosity, decoderLabel, Modifier.align(Alignment.TopStart).padding(12.dp))
}
}
// Invisible 1-px focus anchor for the host-typing soft keyboard (three-finger swipe
// up in the mouse modes) — it never draws or takes touches, it just owns IME focus.
AndroidView(
modifier = Modifier.size(1.dp),
factory = { ctx -> KeyCaptureView(ctx).also { keyCapture = it } },
)
// Touch input per the Settings model: trackpad/direct-pointer mouse (the shared gesture
// vocabulary) or real multi-touch passthrough — see TouchInput.kt.
// vocabulary) or real multi-touch passthrough — see TouchInput.kt. Passthrough gets no
// keyboard gesture: its fingers belong to the host verbatim (a swipe there may BE a
// host-OS gesture), so intercepting three fingers would corrupt real multi-touch.
Box(
Modifier.fillMaxSize().pointerInput(handle, touchMode) {
when (touchMode) {
@@ -275,9 +313,45 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
handle,
trackpad = touchMode == TouchMode.TRACKPAD,
onCycleStats = { statsVerbosity = statsVerbosity.next() },
onKeyboard = { show -> keyCapture?.setImeVisible(show) },
)
}
},
)
}
}
/**
* Invisible focus anchor for typing on the host: the three-finger swipe summons the device IME
* onto this view. `TYPE_NULL` puts the IME in "dumb keyboard" mode — it delivers raw [KeyEvent]s
* (no composing text, no autocorrect), which flow through `MainActivity.dispatchKeyEvent` →
* `Keymap.toVk` → the host, the exact path a hardware keyboard takes. Text an IME insists on
* committing instead still arrives: the non-editable [BaseInputConnection] synthesizes KeyEvents
* for it via `KeyCharacterMap` (with Shift carried as meta state — see the IME-shift wrap in
* `MainActivity.dispatchKeyEvent`).
*/
private class KeyCaptureView(context: Context) : View(context) {
init {
isFocusable = true
isFocusableInTouchMode = true
}
override fun onCheckIsTextEditor(): Boolean = true
override fun onCreateInputConnection(outAttrs: EditorInfo): InputConnection {
outAttrs.inputType = InputType.TYPE_NULL
outAttrs.imeOptions = EditorInfo.IME_FLAG_NO_EXTRACT_UI or EditorInfo.IME_FLAG_NO_FULLSCREEN
return BaseInputConnection(this, false)
}
fun setImeVisible(show: Boolean) {
val imm = context.getSystemService(Context.INPUT_METHOD_SERVICE) as? InputMethodManager
?: return
if (show) {
requestFocus()
imm.showSoftInput(this, 0)
} else {
imm.hideSoftInputFromWindow(windowToken, 0)
}
}
}
@@ -19,6 +19,10 @@ private const val TAP_SLOP = 12f
private const val TAP_DRAG_MS = 250L
private const val SCROLL_DIV = 4f
// Three-finger vertical swipe: the fraction of the view height the centroid must travel to
// summon (up) / dismiss (down) the local soft keyboard.
private const val KB_SWIPE_FRACTION = 0.10f
// Trackpad-mode pointer ballistics (relative one-finger motion). POINTER_SENS: base finger-px →
// host-px gain (~1:1, never twitchy). The rest is mild acceleration so a flick crosses the screen
// while a slow drag stays precise: above ACCEL_SPEED_FLOOR px/ms the gain ramps by ACCEL_GAIN per
@@ -40,7 +44,9 @@ private const val ACCEL_MAX = 3.0f
*
* Both share the same gesture vocabulary: tap = left click; two-finger tap = right click;
* two-finger drag = scroll; tap-then-press-and-drag = left-drag (text selection / moving
* windows); three-finger tap = [onCycleStats] (cycle the stats-HUD verbosity tier).
* windows); three-finger tap = [onCycleStats] (cycle the stats-HUD verbosity tier);
* three-finger swipe up/down = [onKeyboard] (summon/dismiss the local soft keyboard, for
* typing on the host).
*/
/**
* Real multi-touch passthrough ([TouchMode.TOUCH]): every finger forwards as a host touchscreen
@@ -94,6 +100,7 @@ internal suspend fun PointerInputScope.streamTouchInput(
handle: Long,
trackpad: Boolean,
onCycleStats: () -> Unit,
onKeyboard: (show: Boolean) -> Unit,
) {
var lastTapUp = 0L
var lastTapX = 0f
@@ -128,6 +135,12 @@ internal suspend fun PointerInputScope.streamTouchInput(
var maxFingers = 1
var scrolling = false
var scrollCount = 0 // pointer count the scroll centroid is anchored at
// Keyboard-swipe state: the 3+-finger centroid anchor (per finger count, like the
// scroll anchor) and a once-per-gesture latch.
var kbCount = 0
var kbAnchorX = 0f
var kbAnchorY = 0f
var kbFired = false
var prevCx = startX
var prevCy = startY
var upTime = down.uptimeMillis
@@ -148,9 +161,12 @@ internal suspend fun PointerInputScope.streamTouchInput(
break
}
if (pressed.size > maxFingers) maxFingers = pressed.size
// Dropping below three fingers forgets the keyboard-swipe anchor, so a 3→2→3
// bounce re-anchors instead of reading the count change as swipe travel.
if (pressed.size < 3) kbCount = 0
if (pressed.size >= 2) {
// Two+ fingers → scroll by the centroid delta; never move the cursor.
if (pressed.size == 2) {
// Two fingers → scroll by the centroid delta; never move the cursor.
val cx = (pressed.sumOf { it.position.x.toDouble() } / pressed.size).toFloat()
val cy = (pressed.sumOf { it.position.y.toDouble() } / pressed.size).toFloat()
// (Re-)anchor whenever the finger COUNT changes, not just on scroll start: the
@@ -177,6 +193,36 @@ internal suspend fun PointerInputScope.streamTouchInput(
prevCx = cx
moved = true
}
} else if (pressed.size >= 3) {
// Three+ fingers → the keyboard swipe, never scroll (the documented
// vocabulary is TWO-finger scroll; 3+ only fell into the scroll path as an
// accident of its old `>= 2` bound). Anchor the centroid per finger count
// (same reasoning as the scroll anchor above) and fire once per gesture when
// the vertical travel crosses the threshold: up = show, down = hide.
val cx = (pressed.sumOf { it.position.x.toDouble() } / pressed.size).toFloat()
val cy = (pressed.sumOf { it.position.y.toDouble() } / pressed.size).toFloat()
if (pressed.size != kbCount) {
kbCount = pressed.size
kbAnchorX = cx
kbAnchorY = cy
} else {
val dy = cy - kbAnchorY
// Real centroid travel disqualifies the tap classification below (else a
// sub-threshold swipe would still fire the three-finger stats tap).
if (abs(dy) > TAP_SLOP || abs(cx - kbAnchorX) > TAP_SLOP) moved = true
if (!kbFired && abs(dy) >= size.height * KB_SWIPE_FRACTION) {
kbFired = true
onKeyboard(dy < 0) // finger up → show, finger down → hide
}
}
// Leaving the scroll state stale would read the 3→2 centroid jump as a wheel
// notch; clearing it makes a return to two fingers re-anchor fresh. Same for
// the trackpad's tracked finger: its prev position froze while 3+ fingers were
// down, so dropping straight back to one finger must re-anchor (zero delta),
// not replay the whole 3-finger phase as one cursor jump.
scrolling = false
scrollCount = 0
trackId = PointerId(Long.MIN_VALUE)
} else if (!scrolling) {
// One finger (skipped once a gesture turned into a scroll, so dropping
// back to one finger doesn't jerk the cursor).
@@ -52,6 +52,8 @@ object Gamepad {
const val PREF_DUALSHOCK4 = 4
const val PREF_STEAMCONTROLLER = 5
const val PREF_STEAMDECK = 6
const val PREF_DUALSENSEEDGE = 7
const val PREF_SWITCHPRO = 8
// USB vendor ids of the controllers we can identify by VID/PID.
private const val VID_SONY = 0x054C
@@ -59,10 +61,19 @@ object Gamepad {
private const val VID_VALVE = 0x28DE
private const val VID_NINTENDO = 0x057E
// Sony product ids. DualSense (PS5) and DualShock 4 (PS4) map to distinct host pad types.
private val PID_DUALSENSE = setOf(0x0CE6, 0x0DF2)
// Sony product ids. DualSense (PS5), DualSense Edge, and DualShock 4 (PS4) map to distinct
// host pad types — the Edge's back paddles get native slots on the virtual Edge (Android
// forwards no paddle input yet, but the identity + rich planes match the physical pad).
private val PID_DUALSENSE = setOf(0x0CE6)
private val PID_DUALSENSEEDGE = setOf(0x0DF2)
private val PID_DUALSHOCK4 = setOf(0x05C4, 0x09CC)
// Nintendo: Switch Pro Controller — the host builds the virtual hid-nintendo pad (correct
// glyphs + positional layout). The Switch 2 Pro Controller (0x2069) and a Joy-Con 2 pair
// (0x2068) are the same full pad surface and ride the same virtual pad (SDL folds them to
// its NINTENDO_SWITCH_PRO type too).
private val PID_SWITCHPRO = setOf(0x2009, 0x2069, 0x2068)
// Valve: Steam Deck built-in controller (0x1205); classic Steam Controller wired (0x1102) /
// dongle (0x1142). The host builds the virtual hid-steam pad; rich-input capture (paddles /
// trackpads / gyro) is out of scope on Android (no rich-input plane yet), so only the standard
@@ -91,10 +102,12 @@ object Gamepad {
val pid = dev.productId
return when {
vid == VID_SONY && pid in PID_DUALSENSE -> PREF_DUALSENSE
vid == VID_SONY && pid in PID_DUALSENSEEDGE -> PREF_DUALSENSEEDGE
vid == VID_SONY && pid in PID_DUALSHOCK4 -> PREF_DUALSHOCK4
vid == VID_MICROSOFT && pid in PID_XBOXONE -> PREF_XBOXONE
vid == VID_VALVE && pid in PID_STEAMDECK -> PREF_STEAMDECK
vid == VID_VALVE && pid in PID_STEAMCONTROLLER -> PREF_STEAMCONTROLLER
vid == VID_NINTENDO && pid in PID_SWITCHPRO -> PREF_SWITCHPRO
else -> PREF_XBOX360
}
}
@@ -219,14 +232,31 @@ object Gamepad {
),
)
// HAT → dpad button transitions (track previous, emit only the deltas).
val hx = sign(event.getAxisValue(MotionEvent.AXIS_HAT_X))
// HAT → dpad button transitions. Android BATCHES joystick ACTION_MOVEs, so a rapid d-pad
// tap (press+release inside one batch window) lives only in the historical samples — the
// final getAxisValue would show the HAT already back at rest and miss the tap entirely.
// Feed every historical HAT sample (oldest→newest) through the same transition logic
// before the current one, so each edge is emitted. (Sticks/triggers stay latest-wins:
// only the final value matters for an analog axis.)
for (h in 0 until event.historySize) {
applyHat(
sign(event.getHistoricalAxisValue(MotionEvent.AXIS_HAT_X, h)),
sign(event.getHistoricalAxisValue(MotionEvent.AXIS_HAT_Y, h)),
)
}
applyHat(
sign(event.getAxisValue(MotionEvent.AXIS_HAT_X)),
sign(event.getAxisValue(MotionEvent.AXIS_HAT_Y)),
)
}
/** Emit dpad button deltas for one HAT sample (`hx`/`hy` each 1/0/+1), tracking held state. */
private fun applyHat(hx: Int, hy: Int) {
if (hx != hatX) {
if (hatX < 0) btn(BTN_DPAD_LEFT, false) else if (hatX > 0) btn(BTN_DPAD_RIGHT, false)
if (hx < 0) btn(BTN_DPAD_LEFT, true) else if (hx > 0) btn(BTN_DPAD_RIGHT, true)
hatX = hx
}
val hy = sign(event.getAxisValue(MotionEvent.AXIS_HAT_Y))
if (hy != hatY) {
if (hatY < 0) btn(BTN_DPAD_UP, false) else if (hatY > 0) btn(BTN_DPAD_DOWN, false)
if (hy < 0) btn(BTN_DPAD_UP, true) else if (hy > 0) btn(BTN_DPAD_DOWN, true)
@@ -1,5 +1,6 @@
package io.unom.punktfunk.kit
import android.content.Context
import android.graphics.Color
import android.hardware.lights.Light
import android.hardware.lights.LightState
@@ -33,8 +34,18 @@ import java.nio.ByteBuffer
*
* With no controller connected (emulator) rumble/lights become logged no-ops — exactly the
* verification path; the `Log.i` receipt lines fire regardless of rendering hardware.
*
* [deviceVibrator] is the opt-in phone mirror ("Rumble on this phone", off by default): when
* non-null, rumble the host addresses to wire pad 0 (controller 1) is ALSO played on this
* device's own vibration motor — for clip-on gamepads that ship without rumble motors, where the
* phone body is the only actuator in the player's hands. StreamScreen passes it only when the
* setting is on (see [deviceBodyVibrator]).
*/
class GamepadFeedback(private val handle: Long, private val router: GamepadRouter?) {
class GamepadFeedback(
private val handle: Long,
private val router: GamepadRouter?,
private val deviceVibrator: Vibrator? = null,
) {
private companion object {
const val TAG = "pf.feedback"
const val TAG_LED: Byte = 0x01
@@ -64,10 +75,16 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
private var rumbleThread: Thread? = null
private var hidoutThread: Thread? = null
// Per-controller bindings, keyed by device id, built lazily. rumbleBinds is touched ONLY by the
// rumble thread and lightBinds ONLY by the hidout thread while running; stop() reads both from the
// main thread AFTER joining those threads (join establishes the happens-before), so plain maps are
// race-free. A null value caches "this controller has no vibrator / no controllable lights".
// Per-controller bindings, keyed by device id, built lazily. rumbleBinds is written by the rumble
// thread and lightBinds by the hidout thread while running; [onDeviceRemoved] also evicts+closes
// from the MAIN thread on a hot-unplug, and stop() clears both from the main thread after joining
// the threads. That main-vs-poll concurrency is why every access goes through `bindsLock` (a plain
// HashMap can corrupt under a concurrent structural write, and ConcurrentHashMap can't hold the
// null value that caches "this controller has no vibrator / no controllable lights"). The lock
// guards only the map ops — rendering runs on the returned reference outside it; a stale reference
// is harmless (a closed LightsSession's requestLights and a cancelled Vibrator are runCatching'd
// no-ops). A null value caches the negative result so a pad with no hardware isn't re-probed.
private val bindsLock = Any()
private val rumbleBinds = HashMap<Int, RumbleBind?>()
private val lightBinds = HashMap<Int, LightBind?>()
@@ -121,14 +138,38 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
runCatching { hidoutThread?.join() }
rumbleThread = null
hidoutThread = null
// Threads are dead — drop any held rumble and close every lights session.
for (b in rumbleBinds.values) b?.let {
runCatching { it.vm?.cancel() }
runCatching { it.legacy?.cancel() }
// Threads are dead — drop any held rumble (incl. the phone mirror's) and close every
// lights session.
runCatching { deviceVibrator?.cancel() }
synchronized(bindsLock) {
for (b in rumbleBinds.values) b?.let {
runCatching { it.vm?.cancel() }
runCatching { it.legacy?.cancel() }
}
for (b in lightBinds.values) b?.let { runCatching { it.session.close() } }
rumbleBinds.clear()
lightBinds.clear()
}
}
/**
* Evict and release the bindings for a controller that just disconnected — invoked from
* [GamepadRouter]'s slot-close on the main thread (routed via `StreamScreen`). Closes its
* `LightsSession` and cancels any held rumble, so a hot-unplug mid-session frees the session
* immediately instead of leaking it until [stop]. A no-op for a device with no cached binding.
* The next feedback for that pad index rebinds against whatever controller now holds it.
*/
// Same runtime-guarded cleanup as [stop] (VIBRATE is app-declared; the light bind only exists
// under the SDK 33 guard) — suppress the module-isolation lint false positives it re-triggers.
@Suppress("MissingPermission", "NewApi")
fun onDeviceRemoved(deviceId: Int) {
synchronized(bindsLock) {
rumbleBinds.remove(deviceId)?.let {
runCatching { it.vm?.cancel() }
runCatching { it.legacy?.cancel() }
}
lightBinds.remove(deviceId)?.let { runCatching { it.session.close() } }
}
for (b in lightBinds.values) b?.let { runCatching { it.session.close() } }
rumbleBinds.clear()
lightBinds.clear()
}
// ---- Rumble ----
@@ -136,10 +177,12 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
/** The rumble binding for the controller on wire pad [pad], or null (no live pad / no vibrator). Cached by device id. */
private fun rumbleBindFor(pad: Int): RumbleBind? {
val dev = router?.deviceForPad(pad) ?: return null
if (rumbleBinds.containsKey(dev.id)) return rumbleBinds[dev.id]
val bind = bindRumble(dev)
rumbleBinds[dev.id] = bind
return bind
synchronized(bindsLock) {
if (rumbleBinds.containsKey(dev.id)) return rumbleBinds[dev.id]
val bind = bindRumble(dev)
rumbleBinds[dev.id] = bind
return bind
}
}
private fun bindRumble(dev: InputDevice): RumbleBind? {
@@ -173,6 +216,11 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
*/
private fun renderRumble(pad: Int, low: Int, high: Int, durationMs: Long) {
Log.i(TAG, "rumble pad=$pad low=$low high=$high ttlMs=$durationMs") // verification line — BEFORE any no-op return
// Opt-in phone mirror, BEFORE the controller-bind early-return: the exact pads this
// serves have no vibrator of their own, so their bind below is null. It follows
// controller 1 unconditionally rather than only motor-less pads — capability probing
// already decided the bind, and the user opted in.
if (pad == 0) renderDeviceRumble(low, high, durationMs)
val bind = rumbleBindFor(pad) ?: return
val lo = toAmplitude(low)
val hi = toAmplitude(high)
@@ -184,7 +232,13 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
}
val combo = CombinedVibration.startParallel()
if (bind.amplitudeControlled && bind.ids.size >= 2) {
// ids[0] = light/right, ids[1] = heavy/left (XInput/Moonlight convention).
// Two-motor split — ASSUMPTION: ids[0] = light/right, ids[1] = heavy/left
// (XInput/Moonlight convention). Android does not guarantee the order of
// VibratorManager.getVibratorIds(), so a pad that enumerates heavy-first would
// invert the feel: the stronger amplitude drives the physically-lighter motor.
// Failure mode is tactile only — both motors still fire, nothing silences or
// crashes — so this stays the default pending per-pad on-glass verification (G20).
// ids beyond the first two (rare) are left alone here.
if (hi != 0) combo.addVibrator(bind.ids[0], oneShot(hi, durationMs))
if (lo != 0) combo.addVibrator(bind.ids[1], oneShot(lo, durationMs))
} else {
@@ -210,6 +264,29 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
}
}
/**
* The opt-in phone mirror: play a wire-pad-0 rumble on this device's own vibration motor —
* one physical actuator, so both wire motors blend into one effect (the same blend as the
* single-motor controller path). Same envelope semantics too: a one-shot held for the host's
* TTL, cancel on (0,0).
*/
private fun renderDeviceRumble(low: Int, high: Int, durationMs: Long) {
val v = deviceVibrator ?: return
val lo = toAmplitude(low)
val hi = toAmplitude(high)
if (lo == 0 && hi == 0) {
runCatching { v.cancel() } // (0,0) = stop
return
}
val a = (lo * 0.8 + hi * 0.33).toInt().coerceIn(1, 255)
runCatching {
v.vibrate(
if (v.hasAmplitudeControl()) oneShot(a, durationMs)
else oneShot(VibrationEffect.DEFAULT_AMPLITUDE, durationMs)
)
}
}
// 0..0xFFFF → 1..255 (high byte); a nonzero motor never collapses to 0.
private fun toAmplitude(v16: Int): Int {
val a = (v16 ushr 8) and 0xFF
@@ -217,9 +294,13 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
}
// One-shot held for `durationMs` — the host's v2 TTL (renewed while the level holds), so it
// self-terminates on a lost stop; cancel on zero.
// self-terminates on a lost stop; cancel on zero. Floor the duration at 1 ms: `createOneShot`
// throws IllegalArgumentException on a non-positive duration, and a lease can carry ttl_ms==0
// (e.g. the legacy-Deck ceiling) with a nonzero amplitude — which reaches here past the (0,0)
// stop guard. On the VibratorManager path the effect is built OUTSIDE the vibrate() runCatching,
// so an uncaught throw here would kill the whole rumble poll thread.
private fun oneShot(amp: Int, durationMs: Long): VibrationEffect =
VibrationEffect.createOneShot(durationMs, amp)
VibrationEffect.createOneShot(durationMs.coerceAtLeast(1), amp)
// ---- HID output ----
@@ -268,10 +349,12 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
private fun lightBindFor(pad: Int): LightBind? {
if (Build.VERSION.SDK_INT < 33) return null
val dev = router?.deviceForPad(pad) ?: return null
if (lightBinds.containsKey(dev.id)) return lightBinds[dev.id]
val bind = bindLights(dev)
lightBinds[dev.id] = bind
return bind
synchronized(bindsLock) {
if (lightBinds.containsKey(dev.id)) return lightBinds[dev.id]
val bind = bindLights(dev)
lightBinds[dev.id] = bind
return bind
}
}
private fun bindLights(dev: InputDevice): LightBind? {
@@ -307,3 +390,18 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
}
}
}
/**
* This device's own body vibrator (the phone, not a controller), or null where there is none
* (TVs) — gates the "Rumble on this phone" setting's visibility and feeds
* [GamepadFeedback.deviceVibrator] when it's on.
*/
fun deviceBodyVibrator(context: Context): Vibrator? {
val v = if (Build.VERSION.SDK_INT >= 31) {
context.getSystemService(VibratorManager::class.java)?.defaultVibrator
} else {
@Suppress("DEPRECATION")
context.getSystemService(Context.VIBRATOR_SERVICE) as? Vibrator
}
return v?.takeIf { it.hasVibrator() }
}
@@ -44,6 +44,23 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
/** deviceId → slot. Concurrent: the feedback poll threads read it via [deviceForPad]. */
private val slots = ConcurrentHashMap<Int, Slot>()
/**
* Invoked (main thread) with the deviceId whenever a slot closes — hot-unplug or session teardown.
* `StreamScreen` wires this to `GamepadFeedback.onDeviceRemoved` so a disconnected pad's rumble /
* lights bindings are released promptly instead of leaking until the feedback threads stop.
*/
var onSlotClosed: ((deviceId: Int) -> Unit)? = null
/**
* Invoked (main thread) when the emergency-exit chord has been HELD for [EXIT_HOLD_MS] — the caller
* leaves the stream. `StreamScreen` wires this to the deliberate-quit exit.
*/
var onExitChord: (() -> Unit)? = null
private val mainHandler = Handler(Looper.getMainLooper())
/** The pending exit-chord hold timer, or null when the chord isn't currently armed. */
private var pendingExit: Runnable? = null
private val inputManager = context.getSystemService(InputManager::class.java)
private val listener = object : InputManager.InputDeviceListener {
override fun onInputDeviceAdded(deviceId: Int) {
@@ -55,7 +72,7 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
}
init {
inputManager?.registerInputDeviceListener(listener, Handler(Looper.getMainLooper()))
inputManager?.registerInputDeviceListener(listener, mainHandler)
// Open a slot for every controller already connected when the session starts — the pads that
// will never fire onInputDeviceAdded during this session; their Arrival lands before any input.
for (id in InputDevice.getDeviceIds()) {
@@ -66,28 +83,55 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
/**
* One gamepad button transition for the device that produced [event] (already resolved to BTN_*
* bit [bit]). Opens the device's slot (declaring its type) if unseen, forwards the bit on the
* slot's pad index, tracks held state, and returns true when this press completed the emergency
* stream-exit chord (Select + Start + L1 + R1) on THIS pad — the caller then leaves the stream
* (mirrors the Linux client's escape chord: any one controller can leave).
* slot's pad index, and tracks held state. Completing the emergency stream-exit chord (Select +
* Start + L1 + R1) on any one pad ARMS a [EXIT_HOLD_MS] hold timer rather than leaving instantly;
* [onExitChord] fires only if the chord is still held at expiry (a brief accidental brush is
* ignored), matching `DISCONNECT_HOLD` on the SDL/Apple clients. Any controller can leave.
*/
fun onButton(event: KeyEvent, bit: Int): Boolean {
val slot = slotFor(event.device) ?: return false
fun onButton(event: KeyEvent, bit: Int) {
val slot = slotFor(event.device) ?: return
when (event.action) {
KeyEvent.ACTION_DOWN -> {
// repeatCount guard: don't re-send a held button as auto-repeat.
if (event.repeatCount == 0) NativeBridge.nativeSendGamepadButton(handle, bit, true, slot.index)
slot.held = slot.held or bit
if (slot.held and EXIT_CHORD == EXIT_CHORD) {
slot.held = 0
return true
}
// Full chord now held on this pad → start the hold countdown (idempotent while held).
if (slot.held and EXIT_CHORD == EXIT_CHORD) armExit()
}
KeyEvent.ACTION_UP -> {
NativeBridge.nativeSendGamepadButton(handle, bit, false, slot.index)
slot.held = slot.held and bit.inv()
// A chord button lifted before the hold elapsed → cancel, unless another pad still
// holds the full chord.
if (bit and EXIT_CHORD != 0 && slots.values.none { it.held and EXIT_CHORD == EXIT_CHORD }) {
disarmExit()
}
}
}
return false
}
/** Arm the exit-chord hold timer (once); on expiry, if the chord is still held, flush + leave. */
private fun armExit() {
if (pendingExit != null) return // already counting down
val r = Runnable {
pendingExit = null
// Fire only if the chord survived the full hold on some pad.
val held = slots.values.filter { it.held and EXIT_CHORD == EXIT_CHORD }
if (held.isNotEmpty()) {
// Release the held buttons + zero the axes on every triggering pad so nothing sticks
// host-side once we leave, then signal the deliberate exit.
for (s in held) releaseHeld(s)
onExitChord?.invoke()
}
}
pendingExit = r
mainHandler.postDelayed(r, EXIT_HOLD_MS)
}
/** Cancel a pending exit-chord hold timer. */
private fun disarmExit() {
pendingExit?.let { mainHandler.removeCallbacks(it) }
pendingExit = null
}
/**
@@ -124,6 +168,7 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
*/
fun release() {
inputManager?.unregisterInputDeviceListener(listener)
disarmExit() // drop any pending exit-chord timer so it can't fire after teardown
// Snapshot the ids first — closeSlot mutates the map.
for (id in slots.keys.toList()) closeSlot(id)
}
@@ -173,6 +218,10 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
val slot = slots.remove(deviceId) ?: return
releaseHeld(slot)
NativeBridge.nativeSendGamepadRemove(handle, slot.index)
// If this pad was mid-exit-chord, its removal may have left no pad holding it — drop the timer.
if (slots.values.none { it.held and EXIT_CHORD == EXIT_CHORD }) disarmExit()
// Release this controller's feedback bindings (close its lights session / cancel rumble).
onSlotClosed?.invoke(deviceId)
}
/** Lift every held button + zero the axes/HAT dpad for [slot] (wire events only, all on its index). */
@@ -200,5 +249,8 @@ class GamepadRouter(context: Context, private val handle: Long, private val sett
/** Emergency stream-exit chord: Select + Start + L1 + R1 held together (matches the legacy single-pad chord). */
const val EXIT_CHORD = Gamepad.BTN_BACK or Gamepad.BTN_START or Gamepad.BTN_LB or Gamepad.BTN_RB
/** How long the exit chord must be held before the stream leaves — matches SDL/Apple `DISCONNECT_HOLD`. */
const val EXIT_HOLD_MS = 1500L
}
}
+2
View File
@@ -15,6 +15,8 @@
<string>MicroGamepad</string>
</dict>
</array>
<key>ITSAppUsesNonExemptEncryption</key>
<true/>
<key>NSBonjourServices</key>
<array>
<string>_punktfunk._udp</string>
@@ -15,6 +15,9 @@ import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
import GameController
#if os(iOS)
import CoreHaptics
#endif
struct GamepadSettingsView: View {
@Environment(\.dismiss) private var dismiss
@@ -38,6 +41,9 @@ struct GamepadSettingsView: View {
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
@AppStorage(DefaultsKey.autoWake) private var autoWakeEnabled = true
@AppStorage(DefaultsKey.presenter) private var presenter = SettingsOptions.presenterDefault
#if os(iOS)
@AppStorage(DefaultsKey.rumbleOnDevice) private var rumbleOnDevice = false
#endif
@ObservedObject private var gamepads = GamepadManager.shared
#if os(iOS)
@@ -230,7 +236,7 @@ struct GamepadSettingsView: View {
.map { (label: "\($0) Hz", tag: $0) }
let bitrate = SettingsOptions.bitrateOptions(current: bitrateKbps)
let controllers = SettingsOptions.controllerOptions(gamepads)
return [
var list: [Row] = [
choiceRow(
id: "resolution", header: "Stream", icon: "aspectratio",
label: "Resolution",
@@ -329,6 +335,23 @@ struct GamepadSettingsView: View {
detail: "Turn off to use the touch interface even with a controller connected.",
value: $gamepadUIEnabled),
]
#if os(iOS)
// The device-rumble mirror slots in after "Controller type" (staying inside the
// Controller group the next row carries the "Interface" header). iPhone only in
// practice: hidden where the device itself can't play haptics (iPad).
if CHHapticEngine.capabilitiesForHardware().supportsHaptics,
let at = list.firstIndex(where: { $0.id == "padType" }) {
list.insert(
toggleRow(
id: "deviceRumble", icon: "iphone.radiowaves.left.and.right",
label: "Rumble on this iPhone",
detail: "Also play player 1's rumble on the phone's own Taptic Engine — "
+ "for clip-on pads without rumble motors.",
value: $rumbleOnDevice),
at: at + 1)
}
#endif
return list
}
/// Resolution choices as "WxH" tags the current size is inserted when it's a custom mode
@@ -1,6 +1,9 @@
// SettingsView's shared sections each setting's Section is defined exactly once here and
// composed by the per-platform bodies in SettingsView.swift.
#if os(iOS)
import CoreHaptics
#endif
import PunktfunkKit
import SwiftUI
@@ -471,6 +474,12 @@ extension SettingsView {
Text(option.label).tag(option.tag)
}
}
#if os(iOS)
// iPhone only in practice: hidden where the device itself can't play haptics (iPad).
if CHHapticEngine.capabilitiesForHardware().supportsHaptics {
Toggle("Rumble on this iPhone", isOn: $rumbleOnDevice)
}
#endif
#if !os(tvOS)
Toggle("Gamepad-optimized browsing", isOn: $gamepadUIEnabled)
#endif
@@ -487,6 +496,11 @@ extension SettingsView {
// for its own footer and has no such toggle to describe.
VStack(alignment: .leading, spacing: 6) {
Text(Self.controllersFooter)
#if os(iOS)
if CHHapticEngine.capabilitiesForHardware().supportsHaptics {
Text(Self.deviceRumbleFooter)
}
#endif
#if !os(tvOS)
Text(Self.gamepadUIFooter)
#endif
@@ -88,6 +88,13 @@ extension SettingsView {
+ "controller (a DualSense keeps adaptive triggers, lightbar, touchpad and motion). "
+ "Applies from the next session."
#if os(iOS)
static let deviceRumbleFooter =
"Rumble on this iPhone plays player 1's rumble on the phone's own Taptic Engine as "
+ "well — for clip-on controllers that have no rumble motors of their own. Applies "
+ "from the next session."
#endif
#if !os(tvOS)
static let gamepadUIFooter =
"When a controller connects, the host list and library switch to a controller-"
@@ -55,6 +55,7 @@ struct SettingsView: View {
#if os(iOS)
@AppStorage(DefaultsKey.pointerCapture) var pointerCapture = true
@AppStorage(DefaultsKey.touchMode) var touchMode = TouchInputMode.trackpad.rawValue
@AppStorage(DefaultsKey.rumbleOnDevice) var rumbleOnDevice = false
// The sidebar selection drives the detail pane on iPad and the pushed sub-page on iPhone.
// Width class decides the initial value: nil on iPhone (show the category list first),
// General on iPad (a two-column layout should never open with an empty detail).
@@ -188,6 +188,14 @@ public final class PunktfunkConnection {
// exist so the resolved type round-trips and name parsing matches the host.
case steamController = 5
case steamDeck = 6
/// DualSense Edge (Linux UHID / Windows UMDF hosts): the DualSense plus native back/Fn
/// buttons. GameController exposes the Edge as a `GCDualSenseGamepad` with its own
/// product category; paddle CAPTURE is still gated on G22, but the declared identity +
/// rich planes match the physical pad.
case dualSenseEdge = 7
/// Nintendo Switch Pro Controller (Linux UHID hid-nintendo hosts): correct Nintendo
/// glyphs + positional layout on the host side.
case switchPro = 8
/// Loose name parsing for env/dev hooks, mirroring the host's
/// `GamepadPref::from_name`.
@@ -200,6 +208,9 @@ public final class PunktfunkConnection {
case "dualshock4", "dualshock", "ds4", "ps4": self = .dualShock4
case "steamdeck", "steam-deck", "deck": self = .steamDeck
case "steamcontroller", "steam-controller", "steamcon": self = .steamController
case "dualsenseedge", "dualsense-edge", "edge", "dsedge": self = .dualSenseEdge
case "switchpro", "switch-pro", "switch", "procontroller", "pro-controller":
self = .switchPro
default: return nil
}
}
@@ -257,7 +257,12 @@ public final class GamepadCapture {
/// tagged with the slot's wire pad index.
private func sync(_ slot: Slot, _ g: GCExtendedGamepad) {
guard !suspended else { return }
let newButtons = Self.buttonMask(g)
// guide is driven separately (`sendGuide`, off the Home handler) and deliberately kept out
// of `buttonMask`. Preserve its current held state here so the XOR diff below never sees it
// as "changed" otherwise the first stick/button move after a guide press would emit a
// spurious guide-UP while the button is still physically held (and drop the bit from
// `slot.buttons`, swallowing the real release too). `flush`/`allButtons` still release it.
let newButtons = Self.buttonMask(g) | (slot.buttons & GamepadWire.guide)
let changed = newButtons ^ slot.buttons
if changed != 0 {
for bit in GamepadWire.allButtons where changed & bit != 0 {
@@ -266,12 +271,12 @@ public final class GamepadCapture {
slot.buttons = newButtons
}
let newAxes: [Int32] = [
Int32((g.leftThumbstick.xAxis.value * 32767).rounded()),
Int32((g.leftThumbstick.yAxis.value * 32767).rounded()),
Int32((g.rightThumbstick.xAxis.value * 32767).rounded()),
Int32((g.rightThumbstick.yAxis.value * 32767).rounded()),
Int32((g.leftTrigger.value * 255).rounded()),
Int32((g.rightTrigger.value * 255).rounded()),
Int32(g.leftThumbstick.xAxis.value * 32767),
Int32(g.leftThumbstick.yAxis.value * 32767),
Int32(g.rightThumbstick.xAxis.value * 32767),
Int32(g.rightThumbstick.yAxis.value * 32767),
Int32(g.leftTrigger.value * 255),
Int32(g.rightTrigger.value * 255),
]
for (i, v) in newAxes.enumerated() where v != slot.axes[i] {
connection.send(.gamepadAxis(UInt32(i), value: v, pad: slot.pad))
@@ -300,11 +305,15 @@ public final class GamepadCapture {
if g.dpad.right.isPressed { b |= GamepadWire.dpadRight }
if g.buttonMenu.isPressed { b |= GamepadWire.start }
if g.buttonOptions?.isPressed == true { b |= GamepadWire.back }
// The share/create/capture element (Xbox Series share, a clone pad's screenshot button
// e.g. the GameSir G8's, below its d-pad) folds into back/select too. On pads that expose
// the create button BOTH as buttonOptions and as the share element this OR is harmless
// same wire bit.
if g.buttons[GCInputButtonShare]?.isPressed == true { b |= GamepadWire.back }
// The dedicated share/create/capture element (Xbox-Series Share, DualSense Create, a clone
// pad's screenshot button e.g. the GameSir G8's, below its d-pad) the wire's capture
// bit, matching the Rust client's `Button::Misc1 => wire::BTN_MISC1`. On an Xbox-Series pad
// this is a button physically DISTINCT from View (buttonOptions, above), so it must not
// collapse onto back the host reads MISC1 as its own control (DualSense mute / Steam
// quick-access). Caveat: a pad that surfaces ONE physical button as both buttonOptions and
// this share element now emits back+misc1 for it harmless on a plain xpad session (no
// misc button) and rare otherwise. NOTE: on-glass verify on a real Xbox-Series pad.
if g.buttons[GCInputButtonShare]?.isPressed == true { b |= GamepadWire.misc1 }
if g.leftThumbstickButton?.isPressed == true { b |= GamepadWire.leftStickClick }
if g.rightThumbstickButton?.isPressed == true { b |= GamepadWire.rightStickClick }
if g.leftShoulder.isPressed { b |= GamepadWire.leftShoulder }
@@ -20,6 +20,7 @@
// (triggers off, player index unset) and its renderer silenced.
import Combine
import CoreHaptics
import Foundation
import GameController
@@ -50,9 +51,26 @@ public final class GamepadFeedback {
private let routingLock = NSLock()
private var rumbleByPad: [UInt8: RumbleRenderer] = [:]
/// Opt-in device mirror (`DefaultsKey.rumbleOnDevice`, iPhone only): rumble the host
/// addresses to controller 1 (wire pad 0) is ALSO rendered on this device's own Taptic
/// Engine for phone-clip pads that ship without rumble motors, where the phone body is the
/// only actuator in the player's hands. Session-scoped (the setting is read once here); nil
/// when off or where the device has no haptic actuator.
private let deviceRumble: RumbleRenderer?
public init(connection: PunktfunkConnection, manager: GamepadManager) {
self.connection = connection
self.manager = manager
#if os(iOS)
if UserDefaults.standard.bool(forKey: DefaultsKey.rumbleOnDevice),
CHHapticEngine.capabilitiesForHardware().supportsHaptics {
deviceRumble = RumbleRenderer(policy: .session, actuator: .device)
} else {
deviceRumble = nil
}
#else
deviceRumble = nil
#endif
// Capture self weakly in the hop too, so the inner sink's weak capture isn't shadowing
// an implicit strong one and the subscription (stored on self) never retain-cycles.
Task { @MainActor [weak self] in
@@ -189,6 +207,7 @@ public final class GamepadFeedback {
return r
}
for r in renderers { r.stop() }
deviceRumble?.stop()
// Drop the subscription and every dead pad's cached feedback a controller change after
// teardown must not replay this session's triggers/LEDs.
Task { @MainActor in
@@ -203,6 +222,10 @@ public final class GamepadFeedback {
private func routeRumble(pad: UInt8, low: UInt16, high: UInt16, ttlMs: UInt32) {
let renderer = withRouting { rumbleByPad[pad] }
renderer?.apply(low: low, high: high, ttlMs: ttlMs)
// The opt-in device mirror follows controller 1 unconditionally the pads it exists for
// have no motors (their renderer above no-ops), and mirroring deliberately isn't gated on
// that: capability probing can't see a motor-less MFi pad, and the user opted in.
if pad == 0 { deviceRumble?.apply(low: low, high: high, ttlMs: ttlMs) }
}
private func withRouting<R>(_ body: () -> R) -> R {
@@ -42,13 +42,14 @@ public final class GamepadManager: ObservableObject {
public let hasHaptics: Bool
public let hasMotion: Bool
public let hasAdaptiveTriggers: Bool
/// Specifically a DualSense gates the DualSense-only feedback (adaptive triggers,
/// player LEDs) and the PlayStation glyph in Settings.
public var isDualSense: Bool { kind == .dualSense }
/// A PlayStation pad with a touchpad + motion (DualSense OR DualShock 4) gates
/// Specifically a DualSense (incl. the Edge same feedback surface) gates the
/// DualSense-only feedback (adaptive triggers, player LEDs) and the PlayStation glyph
/// in Settings.
public var isDualSense: Bool { kind == .dualSense || kind == .dualSenseEdge }
/// A PlayStation pad with a touchpad + motion (DualSense family OR DualShock 4) gates
/// rich-input CAPTURE (touchpad contacts + gyro/accel on plane 0xCC).
public var hasTouchpadAndMotion: Bool {
kind == .dualSense || kind == .dualShock4
kind == .dualSense || kind == .dualSenseEdge || kind == .dualShock4
}
/// 0...1, nil when the controller doesn't report a battery (e.g. wired).
public let batteryLevel: Float?
@@ -227,7 +228,7 @@ public final class GamepadManager: ObservableObject {
private static func describe(_ c: GCController, id: String) -> DiscoveredController {
let extended = c.extendedGamepad
let kind = padKind(extended)
let kind = padKind(extended, productCategory: c.productCategory)
return DiscoveredController(
id: id,
name: c.vendorName ?? c.productCategory,
@@ -237,28 +238,40 @@ public final class GamepadManager: ObservableObject {
hasLight: c.light != nil,
hasHaptics: c.haptics != nil,
hasMotion: c.motion != nil,
// GCDualSenseGamepad's triggers are GCDualSenseAdaptiveTrigger by declaration; the
// DualShock 4 has none.
hasAdaptiveTriggers: kind == .dualSense,
// GCDualSenseGamepad's triggers are GCDualSenseAdaptiveTrigger by declaration (the
// Edge included); the DualShock 4 has none.
hasAdaptiveTriggers: kind == .dualSense || kind == .dualSenseEdge,
batteryLevel: c.battery.flatMap { $0.batteryLevel >= 0 ? $0.batteryLevel : nil },
isCharging: c.battery?.batteryState == .charging,
controller: c)
}
/// Resolve a physical controller's matching virtual-pad type from its GameController
/// subclass. Detection order (all are `: GCExtendedGamepad`): DualSense first, then
/// DualShock 4, then any Xbox pad, else fall back to Xbox 360. A non-extended / absent
/// profile also falls back to `.xbox360` (it's never forwarded anyway).
/// subclass (+ the product-category string where the subclass is shared). Detection order
/// (all are `: GCExtendedGamepad`): DualSense family first (the Edge is a
/// `GCDualSenseGamepad` too its distinct product category splits it out), then
/// DualShock 4, any Xbox pad, then Nintendo Switch pads by category (GameController has no
/// dedicated subclass for them). A non-extended / absent profile falls back to `.xbox360`
/// (it's never forwarded anyway).
private static func padKind(
_ extended: GCExtendedGamepad?
_ extended: GCExtendedGamepad?,
productCategory: String
) -> PunktfunkConnection.GamepadType {
guard let extended else { return .xbox360 }
let category = productCategory.lowercased()
// Deployment floor (macOS 14 / iOS 17 / tvOS 17) clears every introduction version
// here, so no `@available` guard is needed matching the unguarded
// `GCDualSenseGamepad` use elsewhere in the package.
if extended is GCDualSenseGamepad { return .dualSense }
if extended is GCDualSenseGamepad {
return category.contains("edge") ? .dualSenseEdge : .dualSense
}
if extended is GCDualShockGamepad { return .dualShock4 }
if extended is GCXboxGamepad { return .xboxOne }
// Nintendo Switch Pro Controller / a paired Joy-Con set (a full pad surface). Single
// Joy-Cons ("Joy-Con (L)" / "(R)") stay on the Xbox 360 fallback half a pad.
if category.contains("switch pro") || category.contains("joy-con (l/r)") {
return .switchPro
}
return .xbox360
}
}
@@ -140,7 +140,9 @@ public final class GamepadMenuInput {
let stick = gamepad.leftThumbstick
let x = stick.xAxis.value
let y = stick.yAxis.value
if abs(x) > abs(y), abs(x) > deadzone {
// Horizontal wins an exact |x| == |y| diagonal tie (>=), matching the SDL core and Android
// nav so a perfect 45° push resolves to the same direction on every client.
if abs(x) >= abs(y), abs(x) > deadzone {
return x > 0 ? .right : .left
} else if abs(y) > deadzone {
return y > 0 ? .up : .down
@@ -26,11 +26,27 @@ public enum GamepadWire {
public static let y: UInt32 = 0x8000
/// DualSense touchpad click (Moonlight's extended-button bit position).
public static let touchpadClick: UInt32 = 0x10_0000
/// Misc / capture button Xbox-Series Share, DualSense Create, Steam-Deck quick-access
/// (Moonlight's extended-button namespace; `input::gamepad::BTN_MISC1`). The host routes it to
/// the DualSense mute / Steam quick-access menu; a plain virtual xpad has no such button.
public static let misc1: UInt32 = 0x0020_0000
/// Back-grip paddles (Xbox Elite P1P4 / DualSense Edge / Steam-Deck L4-L5-R4-R5), in
/// Moonlight's extended-button namespace (`input::gamepad::BTN_PADDLE1..4`, R4/L4/R5/L5).
/// Defined for wire completeness and pinned by the tests; `GamepadCapture.buttonMask` does not
/// read them yet the GameController `paddleButton1..4` BTN_PADDLE physical correspondence
/// needs confirming on a real Elite pad first (see the gamepad-review-cleanup plan, G22), so
/// they are intentionally absent from `allButtons` until that forwarding lands.
public static let paddle1: UInt32 = 0x0001_0000
public static let paddle2: UInt32 = 0x0002_0000
public static let paddle3: UInt32 = 0x0004_0000
public static let paddle4: UInt32 = 0x0008_0000
/// Every button `buttonMask`/`sendGuide` can set walked by `sync`'s transition diff and by
/// `flush` on release. Paddles are excluded until their capture lands (see above).
public static let allButtons: [UInt32] = [
dpadUp, dpadDown, dpadLeft, dpadRight, start, back,
leftStickClick, rightStickClick, leftShoulder, rightShoulder, guide,
a, b, x, y, touchpadClick,
a, b, x, y, touchpadClick, misc1,
]
public static let axisLSX: UInt32 = 0
@@ -119,8 +119,19 @@ final class RumbleRenderer: @unchecked Sendable {
static let manual = Policy(staleAfter: nil)
}
/// Which physical actuator this renderer drives: the forwarded controller's haptics engine
/// (the default), or THIS device's own Taptic Engine (`CHHapticEngine()`) the opt-in
/// "rumble on this device" mirror for phone-clip pads that ship without rumble motors.
/// Device mode ignores `retarget`'s controller and always renders one combined motor
/// (a phone body has a single actuator).
enum Actuator {
case controller
case device
}
private let queue = DispatchQueue(label: "io.unom.punktfunk.haptics", qos: .userInteractive)
private let policy: Policy
private let actuator: Actuator
/// One finite haptic play on a motor: the player plus when (engine timeline) it expires.
/// A PLAIN pattern player on purpose: the controller haptics server (gamecontrollerd)
@@ -198,8 +209,9 @@ final class RumbleRenderer: @unchecked Sendable {
((0, 0), DispatchTime(uptimeNanoseconds: 0))
#endif
init(policy: Policy = .session) {
init(policy: Policy = .session, actuator: Actuator = .controller) {
self.policy = policy
self.actuator = actuator
}
/// `onBackend`, if given, is invoked (on the internal queue) with a human-readable name of the
@@ -468,6 +480,10 @@ final class RumbleRenderer: @unchecked Sendable {
/// high = right/light the Xbox/XInput convention the wire carries); one combined
/// engine otherwise, driven by whichever amplitude is stronger.
private func setup() {
if actuator == .device {
setupDevice()
return
}
guard let haptics = controller?.haptics else {
// No haptics engine at all an Xbox controller on an OS/firmware that doesn't expose
// rumble through GameController (works on Android via the standard Vibrator path, but
@@ -517,10 +533,41 @@ final class RumbleRenderer: @unchecked Sendable {
}
}
/// Device-actuator mode: one combined motor on this device's own Taptic Engine. Only an
/// iPhone has one everything else (iPad, Mac, TV) reports no haptic hardware and latches
/// off (nothing to retry; the settings toggle is hidden there anyway, this is the backstop).
private func setupDevice() {
#if os(iOS)
guard CHHapticEngine.capabilitiesForHardware().supportsHaptics else {
log.info("rumble: this device has no haptic actuator — device rumble unavailable")
broken = true
reportHealth("This device has no haptic actuator.")
return
}
do {
low = startMotor(try CHHapticEngine(), sharpness: RumbleTuning.sharpnessCombined)
} catch {
log.warning("rumble: device haptic engine creation failed: \(error, privacy: .public)")
}
if low == nil {
// Same shape as the controller path: haptics exist but the engine couldn't be built
// right now back off and retry, don't latch off.
scheduleRetryBackoff()
}
#else
broken = true
#endif
}
private func makeMotor(
_ haptics: GCDeviceHaptics, _ locality: GCHapticsLocality, sharpness: Float
) -> Motor? {
guard let engine = haptics.createEngine(withLocality: locality) else { return nil }
return startMotor(engine, sharpness: sharpness)
}
/// Configure + start an engine (controller-locality or the device's own) into a [`Motor`].
private func startMotor(_ engine: CHHapticEngine, sharpness: Float) -> Motor? {
// A controller's motors carry no audio, so keep this engine OUT of the app's audio session
// (the default is to join it). Streaming keeps an AVAudioSession active the whole time;
// letting a haptics-only engine join it is a needless coupling that can get its
@@ -546,7 +593,7 @@ final class RumbleRenderer: @unchecked Sendable {
try engine.start()
return Motor(engine: engine, sharpness: sharpness)
} catch {
log.warning("haptic engine setup failed (\(locality.rawValue, privacy: .public)): \(error, privacy: .public)")
log.warning("haptic engine setup failed: \(error, privacy: .public)")
return nil
}
}
@@ -118,3 +118,44 @@ extension InputCapture {
]
#endif
}
#if os(iOS)
/// US-layout character Windows VK for the on-screen keyboard (`StreamLayerUIView`'s
/// UIKeyInput). Unlike every other key source, `insertText` delivers CHARACTERS, not key
/// positions, so this is the inverse of a US layout: `shift` means "wrap in VK_LSHIFT so the
/// host types the shifted symbol". Same contract as `hidToVK`: emit only VKs the host's
/// vk_to_evdev knows; anything unmapped is dropped by the caller.
enum SoftKeyMap {
static func vk(for ch: Character) -> (vk: UInt32, shift: Bool)? {
guard let ascii = ch.asciiValue else { return nil }
switch ascii {
case UInt8(ascii: "a")...UInt8(ascii: "z"): return (UInt32(ascii) - 0x20, false)
case UInt8(ascii: "A")...UInt8(ascii: "Z"): return (UInt32(ascii), true)
case UInt8(ascii: "0")...UInt8(ascii: "9"): return (UInt32(ascii), false)
case 0x0A, 0x0D: return (0x0D, false) // return
case 0x09: return (0x09, false) // tab
case 0x20: return (0x20, false) // space
default: return symbols[ch]
}
}
/// US punctuation, plain and shifted, on the OEM VKs (mirrors `hidToVK`'s OEM block) plus
/// the shifted digit row.
private static let symbols: [Character: (vk: UInt32, shift: Bool)] = [
"-": (0xBD, false), "_": (0xBD, true),
"=": (0xBB, false), "+": (0xBB, true),
"[": (0xDB, false), "{": (0xDB, true),
"]": (0xDD, false), "}": (0xDD, true),
"\\": (0xDC, false), "|": (0xDC, true),
";": (0xBA, false), ":": (0xBA, true),
"'": (0xDE, false), "\"": (0xDE, true),
"`": (0xC0, false), "~": (0xC0, true),
",": (0xBC, false), "<": (0xBC, true),
".": (0xBE, false), ">": (0xBE, true),
"/": (0xBF, false), "?": (0xBF, true),
"!": (0x31, true), "@": (0x32, true), "#": (0x33, true), "$": (0x34, true),
"%": (0x35, true), "^": (0x36, true), "&": (0x37, true), "*": (0x38, true),
"(": (0x39, true), ")": (0x30, true),
]
}
#endif
@@ -3,7 +3,8 @@
// identical. Two mouse modes share one gesture vocabulary tap = left click · two-finger
// tap = right click · two-finger drag = scroll · tap-then-press-and-drag = held left drag
// (text selection / window moves) · three-finger tap = cycles the stats overlay tiers
// (off compact normal detailed, matching Android):
// (off compact normal detailed, matching Android) · three-finger swipe up/down =
// summon/dismiss the local soft keyboard for typing on the host (`onKeyboardGesture`):
//
// * trackpad (default): the cursor STAYS PUT on touch-down and moves by the finger's
// relative delta with mild acceleration swipe to nudge, lift and re-swipe to walk it
@@ -61,6 +62,9 @@ final class TouchMouse {
static let accelGain: CGFloat = 0.6
static let accelSpeedFloor: CGFloat = 0.3
static let accelMax: CGFloat = 3.0
/// Three-finger vertical swipe: the fraction of the view height the centroid must
/// travel to summon (up) / dismiss (down) the local soft keyboard.
static let keyboardSwipeFraction: CGFloat = 0.10
/// Acceleration multiplier for a finger speed in physical px per ms.
static func accel(forSpeed speed: CGFloat) -> CGFloat {
@@ -72,6 +76,9 @@ final class TouchMouse {
var send: ((PunktfunkInputEvent) -> Void)?
/// View-space point host-mode pixels through the letterbox (pointer mode's moves).
var hostPoint: ((CGPoint) -> StreamLayerUIView.HostPoint?)?
/// Three-finger vertical swipe crossed the threshold: `true` = show the local soft
/// keyboard (swipe up), `false` = dismiss it (swipe down). Fires at most once per gesture.
var onKeyboardGesture: ((Bool) -> Void)?
/// No gesture in flight (all fingers up) the view uses this to release its mode latch.
var isIdle: Bool { !sessionActive && lastPos.isEmpty }
@@ -95,6 +102,11 @@ final class TouchMouse {
private var carryY: CGFloat = 0
/// Scroll anchor (centroid) re-anchored every time a notch fires.
private var scrollAnchor = CGPoint.zero
// Keyboard-swipe state: the 3+-finger centroid anchor (per finger count, like the scroll
// anchor) and a once-per-gesture latch.
private var kbCount = 0
private var kbAnchor = CGPoint.zero
private var kbFired = false
// Tap-drag arming: a quick tap leaves a window in which the next nearby touch drags.
private var lastTapUp: TimeInterval = 0
private var lastTapPoint = CGPoint.zero
@@ -114,6 +126,8 @@ final class TouchMouse {
maxFingers = 0
moved = false
scrolling = false
kbCount = 0
kbFired = false
// A touch landing just after a quick tap nearby = tap-and-drag: hold the left
// button for this whole gesture (laptop-trackpad convention).
dragHeld = first.timestamp - lastTapUp < Tuning.tapDragWindow
@@ -140,8 +154,13 @@ final class TouchMouse {
for touch in touches where lastPos[ObjectIdentifier(touch)] != nil {
lastPos[ObjectIdentifier(touch)] = touch.location(in: view)
}
if lastPos.count >= 2 {
// Dropping below three fingers forgets the keyboard-swipe anchor, so a 323 bounce
// re-anchors instead of reading the count change as swipe travel.
if lastPos.count < 3 { kbCount = 0 }
if lastPos.count == 2 {
scrollByCentroid()
} else if lastPos.count >= 3 {
keyboardSwipe(in: view)
} else if !scrolling, let touch = touches.first(where: {
lastPos[ObjectIdentifier($0)] != nil
}) {
@@ -208,9 +227,9 @@ final class TouchMouse {
// MARK: - Per-event work
/// Two fingers (or more) scroll by the centroid delta; never move the cursor. Fires a
/// notch per `scrollNotchPt` of pan and re-anchors on fire; finger up scrolls up, finger
/// right scrolls right (the host WHEEL(120) convention).
/// Two fingers scroll by the centroid delta; never move the cursor. Fires a notch per
/// `scrollNotchPt` of pan and re-anchors on fire; finger up scrolls up, finger right
/// scrolls right (the host WHEEL(120) convention).
private func scrollByCentroid() {
let n = CGFloat(lastPos.count)
let cx = lastPos.values.reduce(0) { $0 + $1.x } / n
@@ -233,6 +252,38 @@ final class TouchMouse {
}
}
/// Three+ fingers the keyboard swipe, never scroll (the documented vocabulary is
/// TWO-finger scroll; 3+ only fell into the scroll path as an accident of its old `>= 2`
/// bound). The centroid is anchored per finger count real fingers never land or lift in
/// the same event, so a count change must re-anchor rather than read as travel and the
/// gesture fires at most once, when the vertical travel crosses the threshold: up = show
/// the local soft keyboard, down = dismiss it.
private func keyboardSwipe(in view: UIView) {
let n = CGFloat(lastPos.count)
let cx = lastPos.values.reduce(0) { $0 + $1.x } / n
let cy = lastPos.values.reduce(0) { $0 + $1.y } / n
if lastPos.count != kbCount {
kbCount = lastPos.count
kbAnchor = CGPoint(x: cx, y: cy)
} else {
let dy = cy - kbAnchor.y
// Real centroid travel disqualifies the tap classification in `ended` (else a
// sub-threshold swipe would still fire the three-finger stats tap).
if abs(dy) > Tuning.tapSlop || abs(cx - kbAnchor.x) > Tuning.tapSlop { moved = true }
if !kbFired, abs(dy) >= view.bounds.height * Tuning.keyboardSwipeFraction {
kbFired = true
onKeyboardGesture?(dy < 0) // finger up show, finger down dismiss
}
}
// Leaving the scroll state stale would read the 32 centroid jump as a wheel notch;
// clearing it makes a return to two fingers re-anchor fresh. Same for the trackpad's
// tracked finger: its prev position froze while 3+ fingers were down, so dropping
// straight back to one finger must re-anchor (zero delta), not replay the whole
// 3-finger phase as one cursor jump.
scrolling = false
trackKey = nil
}
/// One finger (and the gesture never became a scroll dropping back from two fingers to
/// one must not jerk the cursor).
private func singleFinger(_ touch: UITouch, in view: UIView) {
@@ -97,6 +97,12 @@ public enum DefaultsKey {
/// layout (the console launcher, gamepad-navigable settings, a coverflow-style library)
/// whenever a gamepad is connected. On by default; see `GamepadUIEnvironment.isActive`.
public static let gamepadUIEnabled = "punktfunk.gamepadUIEnabled"
/// iPhone: ALSO play the rumble the host addresses to controller 1 (wire pad 0) on this
/// device's own Taptic Engine for phone-clip pads that ship without rumble motors, where
/// the phone body is the only actuator in the player's hands. Off by default (opt-in); read
/// once per session by `GamepadFeedback`. The toggle is shown only where the device actually
/// has a haptic actuator (no iPad/Mac/TV).
public static let rumbleOnDevice = "punktfunk.rumbleOnDevice"
/// Auto-wake on connect: when connecting to a saved host that isn't advertising on mDNS, fire
/// Wake-on-LAN and, if the dial fails, wait for it to come back before retrying (the "Waking"
/// overlay). On by default. Turn off if a host that's already on just isn't seen on mDNS (a
@@ -698,6 +698,7 @@ final class StreamLayerUIView: UIView {
let mouse = TouchMouse()
mouse.send = { [weak self] event in self?.onTouchEvent?(event) }
mouse.hostPoint = { [weak self] point in self?.hostPoint(from: point) }
mouse.onKeyboardGesture = { [weak self] show in self?.setSoftKeyboardVisible(show) }
return mouse
}()
/// The finger route latched at gesture start a Settings change mid-gesture applies to
@@ -708,6 +709,22 @@ final class StreamLayerUIView: UIView {
func resetTouchInput() {
touchMouse.reset()
fingerRoute = nil
setSoftKeyboardVisible(false) // a stream that's gone takes its keyboard with it
}
/// The soft keyboard is keyed off first-responder status: the three-finger swipe
/// (TouchMouse) summons/dismisses it here, and the UIKeyInput conformance below turns
/// what it types into wire key events. Also the reason `canBecomeFirstResponder` is true
/// on iOS (tvOS anchors the responder chain on the CONTROLLER instead see
/// StreamViewController.viewDidAppear).
override var canBecomeFirstResponder: Bool { true }
func setSoftKeyboardVisible(_ visible: Bool) {
if visible {
becomeFirstResponder()
} else if isFirstResponder {
resignFirstResponder()
}
}
#endif
@@ -879,4 +896,46 @@ final class StreamLayerUIView: UIView {
}
#endif
}
#if os(iOS)
// The soft keyboard's output wire key events. UIKeyInput is deliberately minimal (no
// UITextInput): the stream needs keystrokes, not an editing buffer insertions map through
// `SoftKeyMap` to US-positional VKs (with a VK_LSHIFT wrap for shifted characters) and
// characters outside the map (emoji, non-Latin scripts) are dropped, matching the wire's VK
// contract. Events ride the same `onTouchEvent` path as the touch-driven mouse, so they're
// gated on captureEnabled with everything else and can't leak past a trust prompt.
extension StreamLayerUIView: UIKeyInput {
// Keep the IME literal no autocorrect/smart substitutions; a remote desktop is not prose,
// and the host does its own text handling.
var autocorrectionType: UITextAutocorrectionType { get { .no } set {} }
var autocapitalizationType: UITextAutocapitalizationType { get { .none } set {} }
var spellCheckingType: UITextSpellCheckingType { get { .no } set {} }
var smartQuotesType: UITextSmartQuotesType { get { .no } set {} }
var smartDashesType: UITextSmartDashesType { get { .no } set {} }
var smartInsertDeleteType: UITextSmartInsertDeleteType { get { .no } set {} }
var keyboardType: UIKeyboardType { get { .asciiCapable } set {} }
var hasText: Bool { false }
func insertText(_ text: String) {
// A hardware keyboard's presses reach the host through GCKeyboard AND arrive here as
// UIKeyInput insertions while we're first responder forwarding both would double
// every character, so the HID path owns keys whenever a hardware keyboard is attached.
guard GCKeyboard.coalesced == nil else { return }
for ch in text {
guard let key = SoftKeyMap.vk(for: ch) else { continue }
if key.shift { onTouchEvent?(.key(0xA0, down: true)) } // VK_LSHIFT
onTouchEvent?(.key(key.vk, down: true))
onTouchEvent?(.key(key.vk, down: false))
if key.shift { onTouchEvent?(.key(0xA0, down: false)) }
}
}
func deleteBackward() {
guard GCKeyboard.coalesced == nil else { return } // see insertText
onTouchEvent?(.key(0x08, down: true)) // VK_BACK
onTouchEvent?(.key(0x08, down: false))
}
}
#endif
#endif
@@ -27,11 +27,16 @@ final class GamepadWireTests: XCTestCase {
XCTAssertEqual(GamepadWire.x, 0x4000)
XCTAssertEqual(GamepadWire.y, 0x8000)
XCTAssertEqual(GamepadWire.touchpadClick, 0x10_0000)
XCTAssertEqual(GamepadWire.misc1, 0x0020_0000)
// Every button is enumerated exactly once (releaseAll walks this list).
let combined: UInt32 = GamepadWire.allButtons.reduce(0) { $0 | $1 }
XCTAssertEqual(combined, 0x0010_F7FF)
XCTAssertEqual(GamepadWire.allButtons.count, 16)
XCTAssertEqual(combined, 0x0030_F7FF)
XCTAssertEqual(GamepadWire.allButtons.count, 17)
XCTAssertEqual(GamepadWire.allButtons.count, Set(GamepadWire.allButtons).count)
// Paddles are defined but not yet forwarded, so they stay out of allButtons for now.
for paddle in [GamepadWire.paddle1, GamepadWire.paddle2, GamepadWire.paddle3, GamepadWire.paddle4] {
XCTAssertFalse(GamepadWire.allButtons.contains(paddle))
}
// Axis ids.
XCTAssertEqual(GamepadWire.axisLSX, 0)
XCTAssertEqual(GamepadWire.axisLSY, 1)
@@ -41,6 +46,42 @@ final class GamepadWireTests: XCTestCase {
XCTAssertEqual(GamepadWire.axisRT, 5)
}
func testButtonBitsMatchTheCABIVerbatim() {
// Assert EVERY wire constant against the generated C ABI header (punktfunk_core.h, the same
// source `punktfunk_core::input::gamepad` emits), so a Swift-side edit that drifts from the
// Rust contract fails CI not just the handful spot-checked above. (Cross-cutting review
// finding G15: the button values were re-declared per client with only a 3-of-19 check.)
XCTAssertEqual(GamepadWire.dpadUp, UInt32(PUNKTFUNK_BTN_DPAD_UP))
XCTAssertEqual(GamepadWire.dpadDown, UInt32(PUNKTFUNK_BTN_DPAD_DOWN))
XCTAssertEqual(GamepadWire.dpadLeft, UInt32(PUNKTFUNK_BTN_DPAD_LEFT))
XCTAssertEqual(GamepadWire.dpadRight, UInt32(PUNKTFUNK_BTN_DPAD_RIGHT))
XCTAssertEqual(GamepadWire.start, UInt32(PUNKTFUNK_BTN_START))
XCTAssertEqual(GamepadWire.back, UInt32(PUNKTFUNK_BTN_BACK))
XCTAssertEqual(GamepadWire.leftStickClick, UInt32(PUNKTFUNK_BTN_LS_CLICK))
XCTAssertEqual(GamepadWire.rightStickClick, UInt32(PUNKTFUNK_BTN_RS_CLICK))
XCTAssertEqual(GamepadWire.leftShoulder, UInt32(PUNKTFUNK_BTN_LB))
XCTAssertEqual(GamepadWire.rightShoulder, UInt32(PUNKTFUNK_BTN_RB))
XCTAssertEqual(GamepadWire.guide, UInt32(PUNKTFUNK_BTN_GUIDE))
XCTAssertEqual(GamepadWire.a, UInt32(PUNKTFUNK_BTN_A))
XCTAssertEqual(GamepadWire.b, UInt32(PUNKTFUNK_BTN_B))
XCTAssertEqual(GamepadWire.x, UInt32(PUNKTFUNK_BTN_X))
XCTAssertEqual(GamepadWire.y, UInt32(PUNKTFUNK_BTN_Y))
XCTAssertEqual(GamepadWire.touchpadClick, UInt32(PUNKTFUNK_BTN_TOUCHPAD))
XCTAssertEqual(GamepadWire.misc1, UInt32(PUNKTFUNK_GAMEPAD_BTN_MISC1))
XCTAssertEqual(GamepadWire.paddle1, UInt32(PUNKTFUNK_GAMEPAD_BTN_PADDLE1))
XCTAssertEqual(GamepadWire.paddle2, UInt32(PUNKTFUNK_GAMEPAD_BTN_PADDLE2))
XCTAssertEqual(GamepadWire.paddle3, UInt32(PUNKTFUNK_GAMEPAD_BTN_PADDLE3))
XCTAssertEqual(GamepadWire.paddle4, UInt32(PUNKTFUNK_GAMEPAD_BTN_PADDLE4))
// Axis ids and pad count share the same header.
XCTAssertEqual(GamepadWire.axisLSX, UInt32(PUNKTFUNK_AXIS_LS_X))
XCTAssertEqual(GamepadWire.axisLSY, UInt32(PUNKTFUNK_AXIS_LS_Y))
XCTAssertEqual(GamepadWire.axisRSX, UInt32(PUNKTFUNK_AXIS_RS_X))
XCTAssertEqual(GamepadWire.axisRSY, UInt32(PUNKTFUNK_AXIS_RS_Y))
XCTAssertEqual(GamepadWire.axisLT, UInt32(PUNKTFUNK_AXIS_LT))
XCTAssertEqual(GamepadWire.axisRT, UInt32(PUNKTFUNK_AXIS_RT))
XCTAssertEqual(GamepadWire.maxPads, Int(MAX_PADS))
}
func testPadIndexRidesFlagsOnEveryPerPadEvent() {
// The wire pad index is the low byte of `flags` (punktfunk_core::input) on button + axis.
let btn = PunktfunkInputEvent.gamepadButton(GamepadWire.a, down: true, pad: 3)
Binary file not shown.

Before

Width:  |  Height:  |  Size: 45 KiB

After

Width:  |  Height:  |  Size: 395 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 40 KiB

After

Width:  |  Height:  |  Size: 13 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 62 KiB

After

Width:  |  Height:  |  Size: 869 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 14 KiB

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 12 KiB

After

Width:  |  Height:  |  Size: 22 KiB

+15 -8
View File
@@ -12,7 +12,7 @@
# Per-session parameters arrive as environment variables, set as the shortcut's Steam launch
# options by the plugin (SteamClient.Apps.SetAppLaunchOptions), so ONE generic shortcut serves
# every host (and every pinned game):
# PF_HOST host[:port] to connect to (required)
# PF_HOST host[:port] to connect to (required for streaming; optional for browse)
# PF_LAUNCH library id to launch on connect (optional, e.g. steam:570 — pinned games)
# PF_BROWSE non-empty = open the gamepad library (optional; --browse instead of --connect)
# PF_MGMT management-API port for --browse (optional; client defaults to 47990)
@@ -36,24 +36,31 @@ set -u
APPID="${PF_APPID:-io.unom.Punktfunk}"
FLATPAK="${PF_FLATPAK:-flatpak}"
if [ -z "${PF_HOST:-}" ]; then
echo "punktfunkrun: PF_HOST is not set (the plugin sets it as a launch option)" >&2
exit 2
fi
# exec so the flatpak client IS the game process — when it exits, Steam ends the "game" and
# Gaming Mode reclaims focus automatically (no manual refocus needed).
# --fullscreen: present the stream chrome-less and fullscreen (the client also auto-detects the
# Deck/gamescope env, and ignores the flag harmlessly on older builds that predate it).
if [ -n "${PF_BROWSE:-}" ]; then
# The gamepad library launcher: browse the host's games on-screen, A streams one,
# session end returns to the launcher, B quits back to Gaming Mode.
# The gamepad UI. BARE `--browse` (no PF_HOST) opens the console home — the self-contained
# host picker + pairing + settings, gamepad-navigable — which is what the stateless, visible
# library shortcut launches. `--browse <host>` opens straight into that host's library (the
# per-host "open on screen" action). A streams a game, session end returns here, B quits.
if [ -z "${PF_HOST:-}" ]; then
echo "punktfunkrun: gamepad UI $APPID --browse (console home)" >&2
exec "$FLATPAK" run --arch=x86_64 "$APPID" --browse --fullscreen
fi
echo "punktfunkrun: library $APPID --browse $PF_HOST" >&2
if [ -n "${PF_MGMT:-}" ]; then
exec "$FLATPAK" run --arch=x86_64 "$APPID" --browse "$PF_HOST" --mgmt "$PF_MGMT" --fullscreen
fi
exec "$FLATPAK" run --arch=x86_64 "$APPID" --browse "$PF_HOST" --fullscreen
fi
# Streaming modes need a host (browse above is the only host-less path).
if [ -z "${PF_HOST:-}" ]; then
echo "punktfunkrun: PF_HOST is not set (the plugin sets it as a launch option)" >&2
exit 2
fi
if [ -n "${PF_LAUNCH:-}" ]; then
# A pinned game: the id rides the session Hello and the host launches that title.
echo "punktfunkrun: streaming $APPID --connect $PF_HOST --launch $PF_LAUNCH" >&2
+757
View File
@@ -0,0 +1,757 @@
"controller_mappings"
{
"version" "3"
"revision" "2"
"title" "Punktfunk"
"description" "Native touchscreen + full gamepad passthrough for the Punktfunk streaming client."
"creator" "0"
"progenitor" "template://controller_neptune_gamepad_fps.vdf"
"url" "template://controller_neptune_gamepad_fps.vdf"
"export_type" "unknown"
"controller_type" "controller_neptune"
"controller_caps" "23117823"
"major_revision" "0"
"minor_revision" "0"
"Timestamp" "0"
"localization"
{
"english"
{
"title" "Punktfunk"
"description" "Native touchscreen + full gamepad for Punktfunk streaming."
}
}
"group"
{
"id" "0"
"mode" "four_buttons"
"name" ""
"description" ""
"inputs"
{
"button_a"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button A, , "
}
}
}
"disabled_activators"
{
}
}
"button_b"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button B, , "
}
}
}
"disabled_activators"
{
}
}
"button_x"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button X, , "
}
}
}
"disabled_activators"
{
}
}
"button_y"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button Y, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "1"
"mode" "dpad"
"name" ""
"description" ""
"inputs"
{
"dpad_north"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button dpad_up, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_south"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button dpad_down, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_east"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button dpad_right, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_west"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button dpad_left, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "2"
"mode" "joystick_move"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Soft_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "3"
"mode" "joystick_move"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_LEFT, , "
}
}
}
"disabled_activators"
{
}
}
}
"settings"
{
"deadzone_inner_radius" "7199"
}
}
"group"
{
"id" "4"
"mode" "trigger"
"name" ""
"description" ""
"inputs"
{
}
"settings"
{
"output_trigger" "1"
}
}
"group"
{
"id" "5"
"mode" "trigger"
"name" ""
"description" ""
"inputs"
{
}
"settings"
{
"output_trigger" "2"
}
}
"group"
{
"id" "6"
"mode" "joystick_move"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Soft_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "8"
"mode" "joystick_move"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "9"
"mode" "dpad"
"name" ""
"description" ""
"inputs"
{
"dpad_north"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button DPAD_UP, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_south"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button DPAD_DOWN, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_east"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button DPAD_RIGHT, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_west"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button DPAD_LEFT, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
}
"settings"
{
"requires_click" "0"
"haptic_intensity_override" "0"
}
}
"group"
{
"id" "10"
"mode" "single_button"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Soft_Press"
{
"bindings"
{
"binding" "xinput_button START, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "11"
"mode" "single_button"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Soft_Press"
{
"bindings"
{
"binding" "xinput_button SELECT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "12"
"mode" "mouse_joystick"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Soft_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "13"
"mode" "flickstick"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "14"
"mode" "flickstick"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_LEFT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "15"
"mode" "flickstick"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "16"
"mode" "flickstick"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_LEFT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "7"
"mode" "switches"
"name" ""
"description" ""
"inputs"
{
"button_escape"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button start, , "
}
}
}
"disabled_activators"
{
}
}
"button_menu"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button select, , "
}
}
}
"disabled_activators"
{
}
}
"left_bumper"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button shoulder_left, , "
}
}
}
"disabled_activators"
{
}
}
"right_bumper"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button shoulder_right, , "
}
}
}
"disabled_activators"
{
}
}
"button_back_left"
{
"activators"
{
}
"disabled_activators"
{
}
}
"button_back_right"
{
"activators"
{
}
"disabled_activators"
{
}
}
"button_back_left_upper"
{
"activators"
{
}
"disabled_activators"
{
}
}
"button_back_right_upper"
{
"activators"
{
}
"disabled_activators"
{
}
}
"always_on_action"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "controller_action ts_n, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"preset"
{
"id" "0"
"name" "Default"
"group_source_bindings"
{
"7" "switch active"
"0" "button_diamond active"
"1" "left_trackpad active"
"11" "left_trackpad inactive"
"16" "left_trackpad inactive"
"2" "right_trackpad inactive"
"6" "right_trackpad inactive"
"10" "right_trackpad inactive"
"12" "right_trackpad active"
"15" "right_trackpad inactive"
"3" "joystick active"
"14" "joystick inactive"
"4" "left_trigger active"
"5" "right_trigger active"
"8" "right_joystick active"
"13" "right_joystick inactive"
"9" "dpad active"
}
}
"settings"
{
"left_trackpad_mode" "0"
"right_trackpad_mode" "0"
}
}
+139 -4
View File
@@ -89,6 +89,93 @@ def _pins_path() -> Path:
return _client_config_dir() / "decky-pinned.json"
# --- Steam Input controller config injection (native touchscreen via the ts_n command) --------
# The Deck's touchscreen only reaches the app as native wl_touch when a Steam Input layout with
# the "Touchscreen Native Support" (controller_action ts_n) command is active for the game. We
# ship that layout (controller_config/punktfunk.vdf, built on Steam's gamepad-fps template) and
# point our shortcuts at it, EmuDeck-style: drop it in controller_base/templates/ (so it is also
# a selectable "Punktfunk" template) AND set each account's configset entry for our shortcut's
# game key to that template. Steam keys non-Steam games by their LOWERCASE NAME (verified on the
# Deck: our "Punktfunk" shortcut → the "punktfunk" configset key), so both our shortcuts (same
# name) share one entry. controller_neptune = the Deck's built-in controller type.
CONTROLLER_TEMPLATE = "punktfunk.vdf"
def _steam_root() -> Path:
"""Steam's base dir on SteamOS (~/.steam/steam symlinks here)."""
return Path(decky.DECKY_USER_HOME) / ".local" / "share" / "Steam"
def _controller_template_src() -> Path:
return Path(decky.DECKY_PLUGIN_DIR) / "controller_config" / CONTROLLER_TEMPLATE
def _chown_like_parent(path: Path) -> None:
"""The Decky backend runs as root, so files it CREATES in the deck-owned Steam tree land
root-owned which would stop Steam (running as the user) from rewriting them. Match the
parent dir's owner so Steam retains write access. Best-effort."""
try:
st = path.parent.stat()
os.chown(path, st.st_uid, st.st_gid)
except OSError:
pass
def _configset_dirs() -> list[Path]:
"""Every Steam account's controller-config dir holding configset_controller_neptune.vdf."""
base = _steam_root() / "steamapps" / "common" / "Steam Controller Configs"
return [p / "config" for p in sorted(base.glob("*")) if (p / "config").is_dir()]
def _upsert_configset_entry(text: str, key: str, source_type: str, source_val: str) -> str:
"""Set the top-level ``"<key>" { "<source_type>" "<source_val>" }`` block in a
configset_controller_neptune.vdf, replacing any existing block for that key (case-insensitive)
or inserting one before the file's final closing brace. Targeted (only our key is touched) so
the hundreds of other game entries stay byte-for-byte intact. Creates the wrapping
``"controller_config" { }`` skeleton when the file is empty/new."""
block = f'\t"{key}"\n\t{{\n\t\t"{source_type}"\t\t"{source_val}"\n\t}}\n'
if '"controller_config"' not in text:
return '"controller_config"\n{\n' + block + "}\n"
lower = text.lower()
needle = f'"{key.lower()}"'
# Find the key token that begins a top-level entry (its own line), then its "{ … }" block.
search_from = 0
while True:
idx = lower.find(needle, search_from)
if idx == -1:
break
# Must be a standalone key line (preceded only by whitespace back to a newline).
line_start = text.rfind("\n", 0, idx) + 1
if text[line_start:idx].strip() != "":
search_from = idx + len(needle)
continue
brace = text.find("{", idx)
if brace == -1:
break
depth = 0
i = brace
while i < len(text):
if text[i] == "{":
depth += 1
elif text[i] == "}":
depth -= 1
if depth == 0:
break
i += 1
end = i + 1
# Consume the trailing newline after the block so we don't accumulate blank lines.
if end < len(text) and text[end] == "\n":
end += 1
return text[:line_start] + block + text[end:]
# Not present — insert before the last closing brace (the controller_config block's end).
last_close = text.rstrip().rfind("}")
if last_close == -1:
return text.rstrip() + "\n" + block
return text[:last_close] + block + text[last_close:]
def _parse_library_tsv(stdout: str) -> list[dict]:
"""Parse the flatpak client's ``--library`` output: one ``id\\tstore\\ttitle`` line per
game plus a trailing ``N game(s)`` count line (no tabs it self-skips here). A title
@@ -726,10 +813,10 @@ class Plugin:
return {"ok": False, "error": str(exc)}
async def shortcut_art(self) -> dict:
"""The Steam-shortcut artwork shipped with the plugin (``assets/``, generated by
``scripts/gen-steam-art.py``): base64 PNGs for SetCustomArtworkForApp plus the
icon's absolute path for SetShortcutIcon (which wants a file, not bytes). Missing
files are simply omitted artwork is cosmetic and must never block a launch."""
"""The Steam-shortcut artwork shipped with the plugin (committed under ``assets/``):
base64 PNGs (grid/gridwide/hero/logo) for SetCustomArtworkForApp plus the icon's
absolute path for SetShortcutIcon (which wants a file, not bytes). Missing files are
simply omitted artwork is cosmetic and must never block a launch."""
art: dict = {}
base = Path(decky.DECKY_PLUGIN_DIR) / "assets"
for key, fname in (
@@ -746,6 +833,54 @@ class Plugin:
art["icon_path"] = str(icon) if icon.exists() else ""
return art
async def apply_controller_config(self, name: str = "Punktfunk") -> dict:
"""Install our Steam Input layout (native touchscreen `ts_n` + gamepad passthrough) and
point the shortcut(s) at it, so the Deck touchscreen reaches the client as native touch
with zero manual controller setup. Best-effort + idempotent a controller tweak must
never block a launch, so failures are reported, not raised. Both shortcuts share the same
name the same lowercase configset key, so one entry per account covers both."""
src = _controller_template_src()
if not src.exists():
return {"ok": False, "error": "template-missing", "detail": str(src)}
key = name.strip().lower()
applied: list[str] = []
errors: list[str] = []
# 1) Ship it as a selectable template (also the safe fallback if Steam clobbers the
# configset write on exit): controller_base/templates/punktfunk.vdf.
try:
tdir = _steam_root() / "controller_base" / "templates"
tdir.mkdir(parents=True, exist_ok=True)
dst = tdir / CONTROLLER_TEMPLATE
shutil.copyfile(src, dst)
_chown_like_parent(dst)
applied.append("template")
except OSError as e:
errors.append(f"template: {e}")
# 2) Point each Steam account's configset at that template for our game key.
dirs = _configset_dirs()
for d in dirs:
f = d / "configset_controller_neptune.vdf"
try:
text = f.read_text(encoding="utf-8") if f.exists() else ""
new = _upsert_configset_entry(text, key, "template", CONTROLLER_TEMPLATE)
if new != text:
if f.exists(): # keep one recoverable backup before our first edit
bak = f.with_name(f.name + ".pf-bak")
if not bak.exists():
shutil.copyfile(f, bak)
_chown_like_parent(bak)
existed = f.exists()
f.write_text(new, encoding="utf-8")
if not existed: # a freshly-created file is root-owned — hand it to the user
_chown_like_parent(f)
applied.append(f"configset:{d.parent.name}")
except OSError as e:
errors.append(f"{d.parent.name}: {e}")
decky.logger.info(
"apply_controller_config key=%s applied=%s errors=%s", key, applied, errors
)
return {"ok": not errors, "applied": applied, "errors": errors, "accounts": len(dirs)}
async def runner_info(self) -> dict:
"""The wrapper-script path + flatpak app id the frontend needs to create the Steam
shortcut. The shortcut invokes the script through ``/bin/sh`` (see steam.ts), so no
-297
View File
@@ -1,297 +0,0 @@
#!/usr/bin/env python3
"""Generate the Steam-shortcut artwork for the Decky plugin (committed, like the tray icons).
The plugin registers a non-Steam shortcut ("Punktfunk") whose grid/hero/logo/icon Steam
would otherwise render as a gray placeholder tile. These assets brand it: the lens mark
(same geometry as scripts/gen-tray-icons.py / web's brand-mark.tsx) over the brand-navy
gradient, plus a monoline "punktfunk" wordmark built from stroke segments ("punktfunk"
needs only p·u·n·k·t·f). The frontend applies them via
SteamClient.Apps.SetCustomArtworkForApp / SetShortcutIcon (src/steam.ts).
Outputs (checked in; re-run only when the brand changes):
clients/decky/assets/grid.png 600 x 900 library capsule (portrait)
clients/decky/assets/gridwide.png 920 x 430 wide capsule (recent games / search)
clients/decky/assets/hero.png 1920 x 620 game-page banner
clients/decky/assets/logo.png transparent overlaid on the hero by Steam
clients/decky/assets/icon.png 256 x 256 list icon (SetShortcutIcon)
Pure stdlib. Unlike the tiny tray icons this rasterizes big surfaces, so edges are
antialiased analytically from signed distances (one sample per pixel) instead of 4x4
supersampling.
"""
import math
import struct
import zlib
from pathlib import Path
HERE = Path(__file__).resolve().parent.parent # clients/decky
OUT = HERE / "assets"
# Brand-mark geometry in its 1000-unit viewbox (identical to gen-tray-icons.py).
R = 194.41
C1 = (403.037, 597.262) # light circle, behind
C2 = (597.8075, 402.8525) # deep circle, in front
BB_MIN = (C1[0] - R, C2[1] - R)
BB_MAX = (C2[0] + R, C1[1] + R)
MARK_CENTER = ((BB_MIN[0] + BB_MAX[0]) / 2, (BB_MIN[1] + BB_MAX[1]) / 2)
MARK_SPAN = BB_MAX[0] - BB_MIN[0]
COL_LIGHT = (0xA7, 0x9F, 0xF8)
COL_DEEP = (0x6C, 0x5B, 0xF3)
COL_HI = (0xD2, 0xC9, 0xFB)
WORD = (0xEF, 0xEC, 0xFD) # wordmark: near-white lavender
BG_TOP = (0x28, 0x1E, 0x46)
BG_BOT = (0x12, 0x0D, 0x22)
# ------------------------------------------------------------------------------------------
# Wordmark: monoline glyphs as polylines in a unit box (y down; x-height top y=0, baseline
# y=1, ascender to -0.5, descender to +1.5). Arcs are sampled into the polylines, so the
# rasterizer only ever measures distance-to-segment; round caps/joins fall out of that.
# ------------------------------------------------------------------------------------------
def _arc(cx, cy, r, a0, a1, n=24):
"""Polyline along a circle arc; degrees, 0 = +x, angles grow clockwise on screen."""
pts = []
for i in range(n + 1):
a = math.radians(a0 + (a1 - a0) * i / n)
pts.append((cx + r * math.cos(a), cy + r * math.sin(a)))
return pts
GLYPHS = {
# letter: (advance, [polyline, ...])
"p": (1.05, [[(0, 0), (0, 1.5)], _arc(0.5, 0.5, 0.5, 0, 360)]),
"u": (1.05, [[(0, 0), (0, 0.5)], _arc(0.5, 0.5, 0.5, 0, 180), [(1, 0), (1, 0.5)]]),
"n": (1.05, [[(0, 0), (0, 1)], _arc(0.5, 0.5, 0.5, 180, 360), [(1, 0.5), (1, 1)]]),
"k": (1.0, [[(0, -0.5), (0, 1)], [(0, 0.62), (0.78, 0)], [(0.30, 0.38), (0.85, 1)]]),
"t": (0.85, [[(0.42, -0.42), (0.42, 1)], [(0, 0), (0.84, 0)]]),
"f": (
0.85,
[[(0.42, 1), (0.42, -0.15)] + _arc(0.75, -0.15, 0.33, 180, 270, 12), [(0, 0), (0.78, 0)]],
),
}
GAP = 0.34 # inter-letter gap, in glyph units
STROKE = 0.26 # stroke thickness, in glyph units
ASCENT, DESCENT = -0.5, 1.5 # glyph-space vertical extent
def word_segments(text):
"""The word's stroke segments [(x1,y1,x2,y2)] in glyph units, plus its unit width."""
segs = []
x = 0.0
for ch in text:
adv, lines = GLYPHS[ch]
for line in lines:
for (x1, y1), (x2, y2) in zip(line, line[1:]):
segs.append((x + x1, y1, x + x2, y2))
x += adv + GAP
return segs, x - GAP
def render_word_alpha(text, unit_px):
"""Coverage (0..255) buffer of the word at `unit_px` pixels per glyph unit."""
segs, width_u = word_segments(text)
half = STROKE / 2 * unit_px
pad = half + 1.5
w = math.ceil(width_u * unit_px + 2 * pad)
h = math.ceil((DESCENT - ASCENT) * unit_px + 2 * pad)
ox, oy = pad, pad - ASCENT * unit_px
px_segs = [(ox + a * unit_px, oy + b * unit_px, ox + c * unit_px, oy + d * unit_px) for a, b, c, d in segs]
# Bucket segments per pixel column range so each pixel tests only nearby strokes.
buf = bytearray(w * h)
for x1, y1, x2, y2 in px_segs:
lo_x = max(0, math.floor(min(x1, x2) - pad))
hi_x = min(w, math.ceil(max(x1, x2) + pad))
lo_y = max(0, math.floor(min(y1, y2) - pad))
hi_y = min(h, math.ceil(max(y1, y2) + pad))
dx, dy = x2 - x1, y2 - y1
len2 = dx * dx + dy * dy
for py in range(lo_y, hi_y):
row = py * w
fy = py + 0.5
for px in range(lo_x, hi_x):
fx = px + 0.5
if len2 > 0:
t = max(0.0, min(1.0, ((fx - x1) * dx + (fy - y1) * dy) / len2))
else:
t = 0.0
d = math.hypot(fx - (x1 + t * dx), fy - (y1 + t * dy))
cov = 0.5 + (half - d)
if cov > 0:
v = min(255, round(min(1.0, cov) * 255))
if v > buf[row + px]:
buf[row + px] = v
return buf, w, h
# ------------------------------------------------------------------------------------------
# Canvas: RGBA bytearray, straight alpha, painted back to front.
# ------------------------------------------------------------------------------------------
class Canvas:
def __init__(self, w, h):
self.w, self.h = w, h
self.buf = bytearray(w * h * 4)
def fill_gradient(self, top, bottom):
for y in range(self.h):
t = y / max(1, self.h - 1)
c = bytes(
(
round(top[0] + (bottom[0] - top[0]) * t),
round(top[1] + (bottom[1] - top[1]) * t),
round(top[2] + (bottom[2] - top[2]) * t),
255,
)
)
self.buf[y * self.w * 4 : (y + 1) * self.w * 4] = c * self.w
def _blend(self, i, rgb, a):
"""`rgb` over the pixel at byte offset i with coverage a (0..1)."""
if a <= 0:
return
b = self.buf
ia = 1.0 - a
da = b[i + 3] / 255.0
oa = a + da * ia
if oa <= 0:
return
for k in range(3):
b[i + k] = round((rgb[k] * a + b[i + k] * da * ia) / oa)
b[i + 3] = round(oa * 255)
def glow(self, cx, cy, radius, rgb, strength):
"""Soft gaussian-ish radial glow (for the mark's halo on the big surfaces)."""
lo_x = max(0, math.floor(cx - 2.2 * radius))
hi_x = min(self.w, math.ceil(cx + 2.2 * radius))
lo_y = max(0, math.floor(cy - 2.2 * radius))
hi_y = min(self.h, math.ceil(cy + 2.2 * radius))
for y in range(lo_y, hi_y):
for x in range(lo_x, hi_x):
d2 = ((x + 0.5 - cx) ** 2 + (y + 0.5 - cy) ** 2) / (radius * radius)
a = strength * math.exp(-2.5 * d2)
if a > 1 / 255:
self._blend((y * self.w + x) * 4, rgb, a)
def mark(self, cx, cy, span):
"""The lens mark centered at (cx, cy) with the given pixel span."""
scale = span / MARK_SPAN
c1 = (cx + (C1[0] - MARK_CENTER[0]) * scale, cy + (C1[1] - MARK_CENTER[1]) * scale)
c2 = (cx + (C2[0] - MARK_CENTER[0]) * scale, cy + (C2[1] - MARK_CENTER[1]) * scale)
r = R * scale
lo_x = max(0, math.floor(min(c1[0], c2[0]) - r - 2))
hi_x = min(self.w, math.ceil(max(c1[0], c2[0]) + r + 2))
lo_y = max(0, math.floor(min(c1[1], c2[1]) - r - 2))
hi_y = min(self.h, math.ceil(max(c1[1], c2[1]) + r + 2))
for y in range(lo_y, hi_y):
for x in range(lo_x, hi_x):
fx, fy = x + 0.5, y + 0.5
cov1 = min(1.0, max(0.0, 0.5 + r - math.hypot(fx - c1[0], fy - c1[1])))
cov2 = min(1.0, max(0.0, 0.5 + r - math.hypot(fx - c2[0], fy - c2[1])))
if cov1 <= 0 and cov2 <= 0:
continue
i = (y * self.w + x) * 4
self._blend(i, COL_LIGHT, cov1)
self._blend(i, COL_DEEP, cov2)
self._blend(i, COL_HI, min(cov1, cov2))
def word(self, text, unit_px, cx, cy):
"""The wordmark centered at (cx, cy); `unit_px` = pixels per glyph unit."""
alpha, w, h = render_word_alpha(text, unit_px)
ox = round(cx - w / 2)
# Optical vertical centering on the x-height band (0..1 in glyph units), not the
# ascender/descender box — the word reads centered that way.
pad = STROKE / 2 * unit_px + 1.5
band_mid = pad - ASCENT * unit_px + 0.5 * unit_px
oy = round(cy - band_mid)
for y in range(h):
ty = y + oy
if not 0 <= ty < self.h:
continue
for x in range(w):
a = alpha[y * w + x]
if a:
tx = x + ox
if 0 <= tx < self.w:
self._blend((ty * self.w + tx) * 4, WORD, a / 255.0)
def round_corners(self, radius):
"""Multiply alpha with a rounded-rect mask (icon)."""
for y in range(self.h):
for x in range(self.w):
dx = max(0.0, max(radius - (x + 0.5), (x + 0.5) - (self.w - radius)))
dy = max(0.0, max(radius - (y + 0.5), (y + 0.5) - (self.h - radius)))
if dx > 0 and dy > 0:
cov = min(1.0, max(0.0, 0.5 + radius - math.hypot(dx, dy)))
i = (y * self.w + x) * 4
self.buf[i + 3] = round(self.buf[i + 3] * cov)
def png(self):
def chunk(tag, data):
return (
struct.pack(">I", len(data))
+ tag
+ data
+ struct.pack(">I", zlib.crc32(tag + data) & 0xFFFFFFFF)
)
ihdr = struct.pack(">IIBBBBB", self.w, self.h, 8, 6, 0, 0, 0)
raw = b"".join(
b"\x00" + bytes(self.buf[y * self.w * 4 : (y + 1) * self.w * 4]) for y in range(self.h)
)
return (
b"\x89PNG\r\n\x1a\n"
+ chunk(b"IHDR", ihdr)
+ chunk(b"IDAT", zlib.compress(raw, 9))
+ chunk(b"IEND", b"")
)
def save(name, canvas):
OUT.mkdir(parents=True, exist_ok=True)
out = OUT / name
out.write_bytes(canvas.png())
print(f"wrote {out.relative_to(HERE.parent.parent)} ({canvas.w}x{canvas.h})")
def main():
# Portrait capsule: mark in the upper half, wordmark beneath.
c = Canvas(600, 900)
c.fill_gradient(BG_TOP, BG_BOT)
c.glow(300, 340, 260, COL_DEEP, 0.35)
c.mark(300, 340, 320)
c.word("punktfunk", 44, 300, 640)
save("grid.png", c)
# Wide capsule: mark left, wordmark right of it.
c = Canvas(920, 430)
c.fill_gradient(BG_TOP, BG_BOT)
c.glow(230, 215, 200, COL_DEEP, 0.35)
c.mark(230, 215, 240)
c.word("punktfunk", 40, 620, 220)
save("gridwide.png", c)
# Hero: ambient banner — the mark rides the right third; Steam overlays logo.png itself.
c = Canvas(1920, 620)
c.fill_gradient(BG_TOP, BG_BOT)
c.glow(1500, 310, 330, COL_DEEP, 0.4)
c.mark(1500, 310, 400)
save("hero.png", c)
# Logo (transparent): mark + wordmark side by side, overlaid on the hero by Steam.
c = Canvas(1120, 300)
c.mark(150, 150, 240)
c.word("punktfunk", 62, 660, 155)
save("logo.png", c)
# Icon: brand tile, rounded corners, mark only.
c = Canvas(256, 256)
c.fill_gradient(BG_TOP, BG_BOT)
c.glow(128, 128, 110, COL_DEEP, 0.3)
c.mark(128, 128, 190)
c.round_corners(36)
save("icon.png", c)
if __name__ == "__main__":
main()
+5 -1
View File
@@ -26,8 +26,12 @@ cp main.py plugin.json package.json LICENSE "$DEST/"
# The stream-launch wrapper (target of the Steam shortcut) — must stay executable.
cp bin/punktfunkrun.sh "$DEST/bin/punktfunkrun.sh"
chmod 0755 "$DEST/bin/punktfunkrun.sh"
# Steam-shortcut artwork (grid/hero/logo/icon — scripts/gen-steam-art.py, committed).
# Steam-shortcut artwork (grid/gridwide/hero/logo/icon — committed under assets/).
cp assets/*.png "$DEST/assets/"
# The Steam Input controller layout (native touchscreen `ts_n` + gamepad passthrough) the
# backend installs (apply_controller_config → controller_base/templates + the shortcut config).
mkdir -p "$DEST/controller_config"
cp controller_config/punktfunk.vdf "$DEST/controller_config/punktfunk.vdf"
[ -f decky.pyi ] && cp decky.pyi "$DEST/"
[ -f README.md ] && cp README.md "$DEST/"
+8
View File
@@ -150,6 +150,14 @@ export const setPins = callable<[pins: PinnedGame[]], { ok: boolean; error?: str
);
export const runnerInfo = callable<[], RunnerInfo>("runner_info");
export const shortcutArt = callable<[], ShortcutArt>("shortcut_art");
// Install the Steam Input layout (native touchscreen `ts_n` + gamepad passthrough) and point our
// shortcut(s) at it, so the Deck touchscreen reaches the client as native touch with no manual
// controller setup. Best-effort + idempotent; keyed by the shared shortcut NAME (both shortcuts
// use the same name → the same lowercase configset key), so one call covers both.
export const applyControllerConfig = callable<
[name: string],
{ ok: boolean; applied?: string[]; errors?: string[]; accounts?: number; error?: string; detail?: string }
>("apply_controller_config");
export const getSettings = callable<[], StreamSettings>("get_settings");
export const setSettings = callable<[settings: StreamSettings], { ok: boolean }>(
"set_settings",
+5
View File
@@ -31,6 +31,7 @@ import {
import { streamPin } from "./library";
import { PunktfunkRoute, ROUTE } from "./page";
import { PairModal } from "./pair";
import { ensureGamepadUiShortcut } from "./steam";
// ----------------------------------------------------------------------------------------
// QAM panel — quick status + entry into the full page + one-tap stream for known hosts
@@ -196,6 +197,10 @@ const QamPanel: FC = () => {
export default definePlugin(() => {
routerHook.addRoute(ROUTE, PunktfunkRoute, { exact: true });
// Ensure the visible, stateless "Punktfunk" library entry (opens the gamepad UI / console
// home) exists and is repointed to the current plugin dir — also installs the native-touch
// controller config. Fire-and-forget: cosmetic library upkeep must never block plugin load.
void ensureGamepadUiShortcut();
return {
// `name` is the plugin's INTERNAL id — it must stay in sync with plugin.json (the loader
// keys plugins by it), so it stays lowercase; user-facing strings say "Punktfunk".
+123 -63
View File
@@ -1,14 +1,23 @@
// Launch the stream as a Steam game so gamescope focuses + fullscreens it.
// Launch Punktfunk as Steam games so gamescope focuses + fullscreens them.
//
// THE LAUNCH MECHANISM (verified against MoonDeck): gamescope only gives focus/fullscreen to
// the window tree Steam launched via `reaper` (it detects the "current app" by AppID — see
// gamescope#484). So we cannot launch the flatpak from the plugin backend; we register ONE
// hidden non-Steam shortcut whose exe is `/bin/sh` running our wrapper script
// (bin/punktfunkrun.sh), pass the per-session host as the shortcut's Steam launch options,
// and start it with RunGame. The wrapper then execs
// `flatpak run io.unom.Punktfunk --connect <host>` as a reaper descendant.
// gamescope#484). So we cannot launch the flatpak from the plugin backend; we register non-Steam
// shortcuts whose exe is `/bin/sh` running our wrapper script (bin/punktfunkrun.sh), and start
// them with RunGame. The wrapper then execs the flatpak client as a reaper descendant.
//
// TWO shortcuts, both named "Punktfunk" (so they share ONE Steam Input controller-config key —
// see applyControllerConfig):
// • STREAM — hidden, stateful: the per-session launcher. Its launch options carry the host /
// pinned game (PF_HOST/PF_LAUNCH/PF_BROWSE), rewritten per launch, so one shortcut serves
// every host. Driven by the QAM/pins/host-library actions. Hidden — an implementation detail.
// • GAMEPAD UI — visible, stateless: fixed launch options = bare `--browse` (PF_BROWSE, no
// host) → the client's console home (host picker + pairing + settings, gamepad-navigable).
// This is the library-visible "Punktfunk" app the user opens directly.
//
// Both get the shipped artwork and the native-touch controller config.
import { runnerInfo, shortcutArt, wake } from "./backend";
import { applyControllerConfig, runnerInfo, shortcutArt, wake } from "./backend";
// SteamClient is a Steam-internal global injected into the CEF context; it is not fully typed
// by @decky/ui, so declare the surface we use. Signatures verified against MoonDeck + the
@@ -46,32 +55,33 @@ declare const collectionStore:
| { SetAppsAsHidden?: (appIds: number[], hidden: boolean) => void }
| undefined;
// The shortcut used to be hidden ("implementation detail"); it is user-visible now — it
// carries proper artwork and living in the library is how users relaunch their last host.
// Existing installs still have theirs hidden, so unhide is applied every ensure (idempotent).
function unhideShortcut(appId: number): void {
/** Set a shortcut's library visibility (best-effort, deferred the overview registers a moment
* after AddShortcut). Hides the stateful stream shortcut; keeps the gamepad-UI one visible. */
function setShortcutHidden(appId: number, hidden: boolean): void {
const attempt = () => {
try {
collectionStore?.SetAppsAsHidden?.([appId], false);
collectionStore?.SetAppsAsHidden?.([appId], hidden);
} catch {
/* overview not registered yet, or the API changed — cosmetic, ignore */
}
};
attempt(); // succeeds immediately for an already-registered (reused) shortcut
setTimeout(attempt, 2500); // fresh shortcut: retry once its app overview lands
};
// Bump when the shipped artwork changes so existing shortcuts re-apply it once (per appId).
const ART_VERSION = 2;
function artKey(appId: number): string {
return `punktfunk:shortcutArt:${appId}`;
}
// Bump when the shipped artwork changes so existing shortcuts re-apply it once.
const ART_VERSION = 1;
const ART_KEY = "punktfunk:shortcutArt";
/**
* Apply the plugin's grid/hero/logo/icon to the shortcut (idempotent, once per ART_VERSION).
* Cosmetic and fully best-effort: any failure is swallowed and retried on the next launch.
* Apply the plugin's grid/hero/logo/icon to a shortcut (idempotent, once per ART_VERSION per
* appId). Cosmetic and fully best-effort: any failure is swallowed and retried on the next call.
*/
async function applyArtwork(appId: number): Promise<void> {
try {
if (localStorage.getItem(ART_KEY) === `${appId}:${ART_VERSION}`) {
if (localStorage.getItem(artKey(appId)) === `${ART_VERSION}`) {
return;
}
const art = await shortcutArt();
@@ -89,13 +99,14 @@ async function applyArtwork(appId: number): Promise<void> {
if (art.icon_path) {
SteamClient.Apps.SetShortcutIcon(appId, art.icon_path);
}
localStorage.setItem(ART_KEY, `${appId}:${ART_VERSION}`);
localStorage.setItem(artKey(appId), `${ART_VERSION}`);
} catch (e) {
console.warn("punktfunk: shortcut artwork not applied", e);
}
}
// The shortcut name is user-visible (Steam overlay + library while streaming) — brand-case it.
// The shortcut name is user-visible (Steam overlay + library) — brand-case it. BOTH shortcuts
// share it so Steam keys them to the SAME controller config (configset key = lowercase name).
const SHORTCUT_NAME = "Punktfunk";
// The shortcut's exe is /bin/sh, NOT the script itself: Decky extracts plugin zips without
@@ -111,76 +122,128 @@ function gameIdFromAppId(appId: number): string {
return ((BigInt(appId) << 32n) | 0x02000000n).toString();
}
// Persist our shortcut appId across reloads so we reuse ONE shortcut instead of churning the
// library (the appId is stable for the life of the shortcut).
const STORAGE_KEY = "punktfunk:shortcutAppId";
// Persist each shortcut's appId across reloads so we reuse ONE per role instead of churning the
// library (an appId is stable for the life of the shortcut). The STREAM key is the historical
// one, so existing single-shortcut installs migrate into the (now hidden) stream role, and the
// visible gamepad-UI shortcut is created alongside.
const STORAGE_KEY_STREAM = "punktfunk:shortcutAppId";
const STORAGE_KEY_UI = "punktfunk:uiAppId";
function rememberAppId(appId: number) {
function remember(key: string, appId: number) {
try {
localStorage.setItem(STORAGE_KEY, String(appId));
localStorage.setItem(key, String(appId));
} catch {
/* ignore */
}
}
function recallAppId(): number | null {
function recall(key: string): number | null {
try {
const v = localStorage.getItem(STORAGE_KEY);
const v = localStorage.getItem(key);
return v ? Number(v) : null;
} catch {
return null;
}
}
// Install the native-touch controller config once per plugin session (idempotent file writes in
// the root backend). Keyed by the shared shortcut NAME, so this single call covers both
// shortcuts. Gated in localStorage so we don't rewrite Steam's config dir on every launch; bump
// CONFIG_VERSION to force a reinstall after the shipped .vdf changes.
const CONFIG_KEY = "punktfunk:controllerConfig";
const CONFIG_VERSION = 1;
async function ensureControllerConfig(): Promise<void> {
try {
if (localStorage.getItem(CONFIG_KEY) === `${CONFIG_VERSION}`) {
return;
}
const r = await applyControllerConfig(SHORTCUT_NAME);
if (r?.ok) {
localStorage.setItem(CONFIG_KEY, `${CONFIG_VERSION}`);
} else {
console.warn("punktfunk: controller config not fully applied", r);
}
} catch (e) {
console.warn("punktfunk: controller config not applied", e);
}
}
/**
* Ensure exactly one "Punktfunk" shortcut exists (exe = /bin/sh; the wrapper script is
* appended per-launch via the launch options), branded and visible in the library, and
* return its appId + the current runner path. Reuses the remembered shortcut, re-pointing
* it each time the plugin dir can change across reinstalls, pre-0.4 shortcuts pointed at
* the script directly, and pre-0.7 shortcuts were hidden and artless.
* Ensure the STREAM shortcut (hidden, stateful) the per-session launcher whose launch options
* are rewritten per stream. Branded, artworked, native-touch config applied, and HIDDEN (it is
* an implementation detail; the visible entry is the gamepad-UI shortcut). Returns its appId +
* the current runner path. Reuses/repoints the remembered shortcut (the plugin dir can change
* across reinstalls, and pre-two-shortcut installs had this one visible).
*/
async function ensureShortcut(): Promise<{ appId: number; runner: string }> {
async function ensureStreamShortcut(): Promise<{ appId: number; runner: string }> {
const info = await runnerInfo();
if (!info.exists) {
throw new Error(`launch wrapper missing at ${info.runner}`);
}
const startDir = info.runner.replace(/\/[^/]*$/, ""); // the plugin's bin/ dir
void ensureControllerConfig(); // fire-and-forget — never blocks the launch
const remembered = recallAppId();
const remembered = recall(STORAGE_KEY_STREAM);
if (remembered != null) {
// Re-point + rename the existing shortcut (cheap + idempotent — migrates old installs).
SteamClient.Apps.SetShortcutExe(remembered, SHELL);
SteamClient.Apps.SetShortcutStartDir(remembered, startDir);
SteamClient.Apps.SetShortcutName(remembered, SHORTCUT_NAME);
unhideShortcut(remembered); // pre-0.7 installs hid it
void applyArtwork(remembered); // fire-and-forget — cosmetic, never blocks the launch
setShortcutHidden(remembered, true); // migrate pre-two-shortcut installs (were visible)
void applyArtwork(remembered);
return { appId: remembered, runner: info.runner };
}
const appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, "");
SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
unhideShortcut(appId);
void applyArtwork(appId); // fire-and-forget — cosmetic, never blocks the launch
rememberAppId(appId);
setShortcutHidden(appId, true);
void applyArtwork(appId);
remember(STORAGE_KEY_STREAM, appId);
return { appId, runner: info.runner };
}
/**
* Best-effort: turn Steam Input OFF for our shortcut so SDL's HIDAPI Steam Deck driver can open the
* Deck's controls (paddles · trackpads · gyro) directly. There is no confirmed-stable SteamClient
* API for this, so it is feature-detected and MUST never block or throw into the launch the manual
* toggle (game page Controller Settings Steam Input Off, surfaced in the plugin Settings) is
* the documented source of truth. No-op when the optional API is absent.
* Ensure the GAMEPAD-UI shortcut (visible, stateless) the library-facing "Punktfunk" entry
* that opens the client's console home (bare `--browse`: host picker + pairing + settings).
* Fixed launch options (no per-session state), branded, artworked, native-touch config applied,
* kept VISIBLE. Idempotent call on plugin mount so the library entry always exists and stays
* repointed to the current plugin dir. Best-effort: returns null on any failure.
*/
function disableSteamInputForShortcut(appId: number): void {
export async function ensureGamepadUiShortcut(): Promise<number | null> {
try {
const input = (
SteamClient as unknown as {
Input?: { SetSteamInputEnabledForApp?: (appId: number, enabled: boolean) => void };
}
).Input;
input?.SetSteamInputEnabledForApp?.(appId, false);
} catch {
/* a controller tweak must never break the launch */
const info = await runnerInfo();
if (!info.exists) {
return null;
}
const startDir = info.runner.replace(/\/[^/]*$/, "");
void ensureControllerConfig();
// Bare browse: PF_BROWSE with no PF_HOST → the wrapper runs `--browse --fullscreen` (console
// home). %command% expands to the shortcut exe (/bin/sh); the wrapper rides behind as an arg.
const launchOpts = `PF_BROWSE=1 %command% "${info.runner}"`;
let appId = recall(STORAGE_KEY_UI);
if (appId != null) {
SteamClient.Apps.SetShortcutExe(appId, SHELL);
SteamClient.Apps.SetShortcutStartDir(appId, startDir);
SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
} else {
appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, "");
SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
remember(STORAGE_KEY_UI, appId);
}
SteamClient.Apps.SetAppLaunchOptions(appId, launchOpts);
setShortcutHidden(appId, false); // the visible library entry
void applyArtwork(appId);
return appId;
} catch (e) {
console.warn("punktfunk: gamepad-UI shortcut not ensured", e);
return null;
}
}
/** Launch the stateless gamepad-UI shortcut (console home) from the plugin, e.g. a QAM button. */
export async function launchGamepadUi(): Promise<void> {
const appId = await ensureGamepadUiShortcut();
if (appId != null) {
SteamClient.Apps.RunGame(gameIdFromAppId(appId), "", -1, 100);
}
}
@@ -210,9 +273,9 @@ export function isSafeLaunchId(id: string): boolean {
/**
* Launch a stream to `host:port` fullscreen in Gaming Mode (optionally straight into a
* library title, or into the gamepad library launcher). Encodes the target into the
* shortcut's launch options (so one generic shortcut serves every host and every pinned
* game), then RunGame.
* library title, or into a host's gamepad library). Encodes the target into the STREAM
* shortcut's launch options (so one hidden shortcut serves every host and every pinned game),
* then RunGame.
*/
export async function launchStream(
host: string,
@@ -224,10 +287,7 @@ export async function launchStream(
// Best-effort — the flatpak client's --wake looks up the host's learned MAC (a no-op if none is
// known), and the connect that follows has its own retry window, so a failure never blocks launch.
const waking = wake(host, port).catch(() => ({ ok: false }));
const { appId, runner } = await ensureShortcut();
// Best-effort so the Deck's rich controls reach the client; no-op if the API is absent (the user
// disables Steam Input manually — see the Settings instruction).
disableSteamInputForShortcut(appId);
const { appId, runner } = await ensureStreamShortcut();
const target = port && port !== 9777 ? `${host}:${port}` : host;
const env = [`PF_HOST=${target}`];
if (opts.browse) {
@@ -251,7 +311,7 @@ export async function launchStream(
/** Stop the running stream shortcut (best-effort; the in-stream chord/back also works). */
export function stopStream(): void {
const appId = recallAppId();
const appId = recall(STORAGE_KEY_STREAM);
if (appId != null) {
SteamClient.Apps.TerminateApp(gameIdFromAppId(appId), false);
}
+26 -4
View File
@@ -29,7 +29,11 @@ const COMPOSITORS: &[&str] = &["auto", "kwin", "wlroots", "mutter", "gamescope"]
/// Codec setting values (persisted) paired with their display labels below.
const CODECS: &[&str] = &["auto", "hevc", "h264", "av1"];
const CODEC_LABELS: &[&str] = &["Automatic", "HEVC (H.265)", "H.264 (AVC)", "AV1"];
const DECODERS: &[&str] = &["auto", "vaapi", "software"];
const DECODERS: &[&str] = &["auto", "vulkan", "vaapi", "software"];
/// Touch-input model values (persisted) paired with their display labels below — the
/// cross-client set (Android/Apple). Only meaningful on a touchscreen (Deck/tablet).
const TOUCH_MODES: &[&str] = &["trackpad", "pointer", "touch"];
const TOUCH_MODE_LABELS: &[&str] = &["Trackpad", "Direct pointer", "Touch passthrough"];
/// punktfunk's own license (MIT OR Apache-2.0), shown on the About dialog's Legal page.
const APP_LICENSE: &str = concat!(
@@ -320,10 +324,12 @@ pub fn show(
&dialog,
inline,
"Video decoder",
"Automatic tries VAAPI hardware decode, then software",
"Automatic picks the best hardware decode for this GPU (VAAPI on AMD/Intel, \
Vulkan Video on NVIDIA), falling back to software",
&[
"Automatic (VAAPI → software)",
"Hardware (VAAPI)",
"Automatic (hardware → software)",
"Vulkan Video",
"VAAPI",
"Software",
],
);
@@ -420,12 +426,21 @@ pub fn show(
"Steam Deck",
],
);
let touch_row = ChoiceRow::new(
&dialog,
inline,
"Touch input",
"How the touchscreen drives the host — Trackpad nudges a cursor (tap to click); \
Direct pointer jumps to your finger; Touch passthrough sends real touches",
TOUCH_MODE_LABELS,
);
let inhibit_row = adw::SwitchRow::builder()
.title("Capture system shortcuts")
.subtitle("Forward Alt+Tab, Super, … to the host while input is captured")
.build();
input.add(forward_row.widget());
input.add(pad_row.widget());
input.add(touch_row.widget());
input.add(&inhibit_row);
let audio = adw::PreferencesGroup::builder().title("Audio").build();
@@ -488,6 +503,11 @@ pub fn show(
bitrate_row.set_value(f64::from(s.bitrate_kbps) / 1000.0);
let pad_i = GAMEPADS.iter().position(|&g| g == s.gamepad).unwrap_or(0);
pad_row.set_selected(pad_i as u32);
let touch_i = TOUCH_MODES
.iter()
.position(|&t| t == s.touch_mode)
.unwrap_or(0);
touch_row.set_selected(touch_i as u32);
let comp_i = COMPOSITORS
.iter()
.position(|&c| c == s.compositor)
@@ -527,6 +547,8 @@ pub fn show(
s.refresh_hz = REFRESH[(hz_row.selected() as usize).min(REFRESH.len() - 1)];
s.bitrate_kbps = (bitrate_row.value() * 1000.0) as u32;
s.gamepad = GAMEPADS[(pad_row.selected() as usize).min(GAMEPADS.len() - 1)].to_string();
s.touch_mode =
TOUCH_MODES[(touch_row.selected() as usize).min(TOUCH_MODES.len() - 1)].to_string();
s.forward_pad = chosen_pin.borrow().clone();
s.compositor = COMPOSITORS[(compositor_row.selected() as usize).min(COMPOSITORS.len() - 1)]
.to_string();
+125 -7
View File
@@ -39,6 +39,7 @@
//! exits without connecting.
//!
//! Usage: `punktfunk-probe [--connect HOST:PORT] [--mode WxHxFPS] [--remode WxHxFPS:SECS]
//! [--rebitrate KBPS:SECS]
//! [--out FILE] [--bitrate KBPS] [--codec auto|h264|hevc|av1] [--audio-channels 2|6|8]
//! [--launch APP] [--name NAME] [--speed-test KBPS:MS]
//! [--input-test | --mic-test [--mic-burst] | --touch-test | --rich-input-test]
@@ -51,8 +52,8 @@ use punktfunk_core::config::Role;
use punktfunk_core::input::{InputEvent, InputKind};
use punktfunk_core::packet::FLAG_PROBE;
use punktfunk_core::quic::{
endpoint, io, window_loss_ppm, Hello, LossReport, ProbeRequest, ProbeResult, Reconfigure,
Reconfigured, RequestKeyframe, Start, Welcome,
endpoint, io, window_loss_ppm, BitrateChanged, Hello, LossReport, ProbeRequest, ProbeResult,
Reconfigure, Reconfigured, RequestKeyframe, SetBitrate, Start, Welcome,
};
use punktfunk_core::transport::UdpTransport;
use punktfunk_core::{CompositorPref, Mode, PunktfunkError, Session};
@@ -84,6 +85,11 @@ struct Args {
pin: Option<[u8; 32]>,
/// `--remode WxHxFPS:SECS` — request this mode SECS seconds into the stream.
remode: Option<(Mode, u32)>,
/// `--rebitrate KBPS:SECS` — send a mid-stream [`SetBitrate`] (the adaptive-bitrate control
/// message) SECS seconds into the stream: the headless validator for the host's in-place
/// encoder rate retarget (Phase 3.2) / rebuild fallback. Wiggles the cursor around the switch
/// so a damage-driven idle desktop actually publishes frames through it.
rebitrate: Option<(u32, u32)>,
/// `--pair PIN` — run the pairing ceremony instead of a session.
pair: Option<String>,
/// `--name LABEL` — how the host labels this client when pairing.
@@ -201,6 +207,10 @@ fn parse_args() -> Args {
let (m, secs) = s.split_once(':')?;
Some((parse_mode(m)?, secs.parse().ok()?))
});
let rebitrate = get("--rebitrate").and_then(|s| {
let (kbps, secs) = s.split_once(':')?;
Some((kbps.parse().ok()?, secs.parse().ok()?))
});
// A present-but-malformed --pin must abort, not silently downgrade to trust-on-first-use
// (the user asked for verification; fail closed).
let pin = match get("--pin") {
@@ -252,6 +262,7 @@ fn parse_args() -> Args {
seconds: get("--seconds").and_then(|s| s.parse().ok()),
pin,
remode,
rebitrate,
pair: get("--pair").map(String::from),
name: get("--name").unwrap_or("punktfunk-probe").to_string(),
compositor,
@@ -470,7 +481,10 @@ async fn session(args: Args) -> Result<()> {
video_caps: {
// Always ask for per-AU host timings (0xCF) — this is a measurement tool, and the
// host/network split is exactly what it exists to report. Old hosts ignore the bit.
let mut caps = punktfunk_core::quic::VIDEO_CAP_HOST_TIMING;
// PROBE_SEQ: the shared-core reassembler windows probe-space frames, so the probe
// qualifies for `--speed-test` bursts; without the bit the host declines them.
let mut caps = punktfunk_core::quic::VIDEO_CAP_HOST_TIMING
| punktfunk_core::quic::VIDEO_CAP_PROBE_SEQ;
if std::env::var_os("PUNKTFUNK_CLIENT_10BIT").is_some() {
caps |= punktfunk_core::quic::VIDEO_CAP_10BIT;
}
@@ -626,6 +640,64 @@ async fn session(args: Args) -> Result<()> {
other => tracing::error!(?other, "bad Reconfigured"),
}
});
} else if let Some((new_kbps, after_secs)) = args.rebitrate {
// Mid-stream adaptive-bitrate test: after a delay, send the SetBitrate the Automatic
// controller would and await the host's BitrateChanged ack. Host-side this exercises the
// in-place `reconfigure_bitrate` (no IDR) or the rebuild fallback — the host log says
// which. The cursor wiggle keeps a damage-driven idle desktop publishing frames through
// the whole window: the encode loop only drains bitrate requests between frames, and the
// post-switch AUs are what prove the stream carried on.
let mut rs = send;
let mut rr = recv;
let conn2 = conn.clone();
tokio::spawn(async move {
let wiggle = |i: u32| InputEvent {
kind: InputKind::MouseMove,
_pad: [0; 3],
code: 0,
x: if i % 2 == 0 { 2 } else { -2 },
y: 0,
flags: 0,
};
let end =
std::time::Instant::now() + std::time::Duration::from_secs(after_secs as u64 + 6);
let switch_at =
std::time::Instant::now() + std::time::Duration::from_secs(after_secs as u64);
let mut sent = false;
let mut i = 0u32;
while std::time::Instant::now() < end {
let _ = conn2.send_datagram(wiggle(i).encode().to_vec().into());
i += 1;
tokio::time::sleep(std::time::Duration::from_millis(100)).await;
if !sent && std::time::Instant::now() >= switch_at {
sent = true;
tracing::info!(new_kbps, "requesting mid-stream bitrate change");
if io::write_msg(
&mut rs,
&SetBitrate {
bitrate_kbps: new_kbps,
}
.encode(),
)
.await
.is_err()
{
tracing::error!("SetBitrate write failed");
return;
}
match io::read_msg(&mut rr)
.await
.map(|b| BitrateChanged::decode(&b))
{
Ok(Ok(ack)) => tracing::info!(
applied_kbps = ack.bitrate_kbps,
"BITRATE CHANGE acked by host"
),
other => tracing::error!(?other, "bad BitrateChanged"),
}
}
}
});
} else if let Some((target_kbps, duration_ms)) = args.speed_test {
// Bandwidth probe: after the stream warms up, ask the host to burst FLAG_PROBE filler; measure
// delivered WIRE packets (session-stat delta) vs. what the host reports putting on the wire.
@@ -639,11 +711,28 @@ async fn session(args: Args) -> Result<()> {
} else {
0
};
let conn2 = conn.clone();
tokio::spawn(async move {
use std::sync::atomic::Ordering::Relaxed;
tokio::time::sleep(std::time::Duration::from_secs(2)).await; // let the stream warm up
// Baseline the packet-level counters right before the burst (video is paused during it,
// so the delta is pure probe traffic plus a sliver of resumed video in the settle).
// Warm up the stream — and generate desktop activity while doing so. Damage-driven
// capture paths (Windows IDD-push, a static headless desktop anywhere) publish NO
// frame until something composes, and the host's pipeline build waits for a first
// frame — so an idle virtual display would time the whole speed test out. A ±2 px
// cursor wiggle over the wire is injected host-side into the right session/desktop.
for i in 0..20u32 {
let mv = InputEvent {
kind: InputKind::MouseMove,
_pad: [0; 3],
code: 0,
x: if i % 2 == 0 { 2 } else { -2 },
y: 0,
flags: 0,
};
let _ = conn2.send_datagram(mv.encode().to_vec().into());
tokio::time::sleep(std::time::Duration::from_millis(100)).await;
}
// Baseline the packet-level counters right before the burst (video is paused during it,
// so the delta is pure probe traffic plus a sliver of resumed video in the settle).
let base_pkts = rxp.load(Relaxed);
let base_bytes = rxb.load(Relaxed);
tracing::info!(target_kbps, duration_ms, "requesting speed-test probe");
@@ -668,6 +757,15 @@ async fn session(args: Args) -> Result<()> {
return;
}
};
// A declined burst comes back all-zero (duration_ms = 0) — e.g. the host predates
// speed tests. Say so instead of dividing a settle-window sliver by 1 ms.
if res.duration_ms == 0 {
tracing::error!(
"SPEED TEST declined by host (all-zero ProbeResult) — host too old, or it \
rejected the request; check the host log"
);
return;
}
// The reliable result can beat the last UDP shards — let the tail arrive before reading.
// Keep this short: video resumes the instant the burst ends, so a long settle counts
// resumed-video packets against the probe (inflating recv past the host's wire count).
@@ -1150,7 +1248,8 @@ async fn session(args: Args) -> Result<()> {
let cap_secs = args.seconds.unwrap_or(120);
// Adaptive-FEC loss window: publish a fresh estimate every 750 ms for the LossReport task.
let mut last_loss_report = std::time::Instant::now();
let (mut last_recovered, mut last_received, mut last_dropped) = (0u64, 0u64, 0u64);
let (mut last_recovered, mut last_late, mut last_received, mut last_dropped) =
(0u64, 0u64, 0u64, 0u64);
loop {
// Mirror packet-level receive counters for the speed-test reporter (reads their delta),
// and publish a windowed loss estimate for the adaptive-FEC LossReport task.
@@ -1164,6 +1263,7 @@ async fn session(args: Args) -> Result<()> {
lp_dt.store(
window_loss_ppm(
s.fec_recovered_shards.wrapping_sub(last_recovered),
s.fec_late_shards.wrapping_sub(last_late),
s.packets_received.wrapping_sub(last_received),
s.frames_dropped.wrapping_sub(last_dropped),
),
@@ -1171,6 +1271,7 @@ async fn session(args: Args) -> Result<()> {
);
last_loss_report = std::time::Instant::now();
last_recovered = s.fec_recovered_shards;
last_late = s.fec_late_shards;
last_received = s.packets_received;
last_dropped = s.frames_dropped;
}
@@ -1242,6 +1343,23 @@ async fn session(args: Args) -> Result<()> {
s.flush().ok();
}
// PUNKTFUNK_PERF: cumulative receive-path stage split for the whole run — where the
// receive core's time went (kernel drain vs AES-GCM open vs reassembly+FEC). This is
// the measurement tool's view of the client-pump wall the 2026-07-14 sweeps pinned.
if let Some(p) = session.take_pump_perf() {
let per_pkt = |ns: u64| ns.checked_div(p.packets).unwrap_or(0);
tracing::info!(
recv_ms = p.recv_ns / 1_000_000,
decrypt_ms = p.decrypt_ns / 1_000_000,
reasm_ms = p.reasm_ns / 1_000_000,
packets = p.packets,
pkts_per_batch = p.packets.checked_div(p.batches.max(1)).unwrap_or(0),
decrypt_ns_pkt = per_pkt(p.decrypt_ns),
reasm_ns_pkt = per_pkt(p.reasm_ns),
"receive stage split (whole run, PUNKTFUNK_PERF)"
);
}
latencies_us.sort_unstable();
let pct = |p: f64| -> u64 {
if latencies_us.is_empty() {
+49 -8
View File
@@ -29,6 +29,15 @@ use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::{Arc, Mutex};
use std::time::{Duration, Instant};
/// A request-access connect awaiting the operator's approval on the host: stamped by the
/// launch handler and consumed by `on_connected`, which persists the host as paired.
struct PendingApproval {
name: String,
addr: String,
port: u16,
fp_hex: String,
}
pub fn run(target: Option<&str>) -> u8 {
let identity = match trust::load_or_create_identity() {
Ok(i) => i,
@@ -128,6 +137,14 @@ pub fn run(target: Option<&str>) -> u8 {
// `{"ready":true}` and restores on exit) — plain CLI/gamescope runs stay silent.
let json_status = arg_flag("--json-status");
let settings_at_start = trust::Settings::load();
// Request-access hand-off: the launch handler stamps this when it starts a delegated-approval
// connect; `on_connected` reads it once the host lets us in and persists the host as PAIRED,
// so the next connect is an ordinary one. `None` for every normal launch, so `on_connected`
// then only touches last-used.
let pending_approval: Arc<Mutex<Option<PendingApproval>>> = Arc::new(Mutex::new(None));
let pending_cb = pending_approval.clone();
let opts = pf_presenter::SessionOpts {
window_title: window_label.map_or_else(
|| "Punktfunk".to_string(),
@@ -140,9 +157,18 @@ pub fn run(target: Option<&str>) -> u8 {
trust::StatsVerbosity::Off if arg_flag("--stats") => trust::StatsVerbosity::Normal,
v => v,
},
touch_mode: settings_at_start.touch_mode(),
json_status,
on_connected: Some(Box::new(|fingerprint: [u8; 32]| {
trust::touch_last_used(&trust::hex(&fingerprint));
on_connected: Some(Box::new(move |fingerprint: [u8; 32]| {
let fp_hex = trust::hex(&fingerprint);
trust::touch_last_used(&fp_hex);
// A request-access connect just succeeded → the operator approved us. Save the
// host as paired (it was unsaved/discovered), keyed to the fingerprint we pinned.
if let Some(p) = pending_cb.lock().unwrap().take() {
if p.fp_hex == fp_hex {
trust::persist_host(&p.name, &p.addr, p.port, &fp_hex, true);
}
}
})),
overlay: Some(Box::new(overlay)),
window_size: crate::session_main::window_size(&settings_at_start),
@@ -160,21 +186,23 @@ pub fn run(target: Option<&str>) -> u8 {
fp_hex,
launch,
title,
request_access,
} => {
let Some(pin) = trust::parse_hex32(&fp_hex) else {
// The console only offers Connect on paired rows; a pinless
// launch is a logic slip, never a silent TOFU.
// Connect (and request-access) pin the host's advertised fingerprint;
// a pinless launch is a logic slip, never a silent TOFU.
tracing::warn!(%addr, "launch without a stored pin — refusing");
return ActionOutcome::Handled;
};
tracing::info!(%addr, %title, launch = launch.as_deref().unwrap_or("desktop"),
tracing::info!(%addr, %title, request_access,
launch = launch.as_deref().unwrap_or("desktop"),
"launching from the console");
// Settings re-load per launch: the console's own settings screen
// may have changed them since the last stream.
let settings = trust::Settings::load();
ActionOutcome::Start(Box::new(session_params(
let mut params = session_params(
&settings,
addr,
addr.clone(),
port,
pin,
identity.clone(),
@@ -183,7 +211,20 @@ pub fn run(target: Option<&str>) -> u8 {
native,
force_software,
vulkan,
)))
);
if request_access {
// The host PARKS the connect until the operator approves — outlast its
// approval window (host `PENDING_APPROVAL_WAIT`), matching the desktop
// shells' 185 s. On success `on_connected` persists the host as paired.
params.connect_timeout = Duration::from_secs(185);
*pending_approval.lock().unwrap() = Some(PendingApproval {
name: title.clone(),
addr,
port,
fp_hex: fp_hex.clone(),
});
}
ActionOutcome::Start(Box::new(params))
}
OverlayAction::CancelConnect => ActionOutcome::Handled, // run-loop-side
OverlayAction::Quit => ActionOutcome::Quit,
+1
View File
@@ -358,6 +358,7 @@ mod session_main {
trust::StatsVerbosity::Off if arg_flag("--stats") => trust::StatsVerbosity::Normal,
v => v,
},
touch_mode: settings.touch_mode(),
json_status: true,
on_connected: Some(Box::new(|fingerprint: [u8; 32]| {
// This host's card carries the accent bar in the desktop client now.
+4 -4
View File
@@ -62,10 +62,10 @@ windows = { git = "https://github.com/microsoft/windows-rs", rev = "a4f7b2cb7c63
# decode + present live in the spawned punktfunk-session binary.)
ffmpeg-next = "8"
# Gamepads: capture + feedback (full DualSense fidelity needs hidapi). SDL3 is cross-platform;
# built from source via the bundled CMake on Windows (no system SDL3).
sdl3 = { version = "0.18", features = ["build-from-source", "hidapi"] }
# Gamepad enumeration + pin persistence for Settings runs on pf-client-core's shared SDL service
# (see the `gamepad` field in app/); the spawned punktfunk-session does the actual forwarding. SDL3
# itself (built from source via the bundled CMake on Windows) is pulled transitively by
# pf-client-core with the same `build-from-source,hidapi` features, so it is not a direct dep here.
mdns-sd = "0.20"
async-channel = "2"
serde = { version = "1", features = ["derive"] }
+1 -1
View File
@@ -32,9 +32,9 @@ mod stream;
mod style;
use crate::discovery::{self, DiscoveredHost};
use crate::gamepad::GamepadService;
use crate::trust::{KnownHosts, Settings};
use hosts::HostsProps;
use pf_client_core::gamepad::GamepadService;
use punktfunk_core::client::NativeClient;
use speed::{SpeedProps, SpeedState};
use std::collections::HashMap;
+16
View File
@@ -55,6 +55,13 @@ const STATS_TIERS: &[(StatsVerbosity, &str)] = &[
(StatsVerbosity::Normal, "Normal"),
(StatsVerbosity::Detailed, "Detailed"),
];
/// Touch-input presets: `(stored value, display label)` — how a touchscreen's fingers drive
/// the host. The cross-client set (Android/Apple); only meaningful on a touchscreen device.
const TOUCH_MODES: &[(&str, &str)] = &[
("trackpad", "Trackpad"),
("pointer", "Direct pointer"),
("touch", "Touch passthrough"),
];
/// Host compositor presets: `(stored value, display label)`. Advisory — the host falls back to
/// auto-detect when the choice is unavailable. Only meaningful against a Linux host.
const COMPOSITORS: &[(&str, &str)] = &[
@@ -324,6 +331,14 @@ pub(crate) fn settings_page(
"The virtual pad the host creates. \u{201C}Automatic\u{201D} matches your physical \
controller.",
);
let (touch_names, touch_i) = presets(TOUCH_MODES, |v| *v == s.touch_mode);
let touch_combo = setting_combo(ctx, "Touch input", touch_names, touch_i, |s, i| {
s.touch_mode = TOUCH_MODES[i].0.to_string();
})
.tooltip(
"How a touchscreen drives the host: Trackpad nudges a cursor (tap to click), Direct \
pointer jumps to your finger, Touch passthrough sends real touches.",
);
let shortcuts_toggle = setting_toggle(
ctx,
"Capture system shortcuts (Alt+Tab, Win, \u{2026})",
@@ -405,6 +420,7 @@ pub(crate) fn settings_page(
settings_card(vec![
forward_combo.into(),
pad_combo.into(),
touch_combo.into(),
shortcuts_toggle.into(),
]),
),
-629
View File
@@ -1,629 +0,0 @@
//! App-lifetime gamepad service over SDL3 (mirrors the Swift/GTK clients' `GamepadManager` +
//! capture/feedback). Ported near-verbatim from the GTK Linux client — SDL3 is cross-platform,
//! so the only Windows change is the build (`sdl3` is compiled from source via the bundled
//! CMake, since there is no system SDL3).
//!
//! One worker thread owns SDL for the process lifetime: it tracks connected pads, selects the
//! ONE controller forwarded as pad 0 (user pin, else the most recently connected), and — while
//! a session is attached — forwards buttons/axes, DualSense touchpad contacts and motion
//! samples (0xCC), and renders feedback: rumble on every pad, lightbar via SDL, and on a real
//! DualSense the raw effects packet (adaptive-trigger blocks replayed verbatim, player LEDs).
//! Held state is zeroed on the wire when the active pad switches or the session detaches, so
//! nothing sticks down.
//!
//! This thread is also the single consumer of the rumble and HID-output pull planes.
use punktfunk_core::client::NativeClient;
use punktfunk_core::config::GamepadPref;
use punktfunk_core::input::{gamepad as wire, InputEvent, InputKind};
use punktfunk_core::quic::{HidOutput, RichInput};
use std::collections::HashMap;
use std::sync::mpsc::{Receiver, Sender};
use std::sync::{Arc, Mutex};
use std::time::Duration;
/// Motion scale constants, shared convention with the other clients (`GamepadWire`): derived
/// from hid-playstation's math over the host's fixed calibration blob. SDL hands us gyro in
/// rad/s and accel in m/s²; the DualSense report wants raw LSBs.
const GYRO_LSB_PER_RAD_S: f32 = 20.0 * 180.0 / std::f32::consts::PI;
const ACCEL_LSB_PER_G: f32 = 10_000.0;
const G: f32 = 9.80665;
#[derive(Clone, Debug)]
pub struct PadInfo {
/// Stable identity (`vid:pid:name`, the same format as `pf-client-core`'s `PadInfo::key`)
/// — persisted as `Settings::forward_pad` so the pin survives restarts AND reaches the
/// spawned session binary, whose own gamepad service applies the same key.
pub key: String,
pub name: String,
/// The virtual pad "Automatic" resolves to for this physical controller (DualSense → DualSense,
/// DS4 → DualShock 4, Xbox One/Series → Xbox One, else → Xbox 360).
pub pref: GamepadPref,
}
impl PadInfo {
/// True for a real DualSense — the only pad whose lightbar / player-LED / adaptive-trigger
/// feedback we replay as raw DS5 HID effect packets (a DS4 uses SDL's generic `set_led`).
fn is_dualsense(&self) -> bool {
self.pref == GamepadPref::DualSense
}
/// A short human label for the detected pad family, shown next to the name in the settings
/// GUI's controller list ("" for a generic pad the name already describes).
pub fn kind_label(&self) -> &'static str {
match self.pref {
GamepadPref::DualSense => "DualSense",
GamepadPref::DualShock4 => "DualShock 4",
GamepadPref::XboxOne => "Xbox One",
GamepadPref::SteamDeck => "Steam Deck",
GamepadPref::SteamController => "Steam Controller",
_ => "",
}
}
}
/// Map the SDL-reported controller type to the virtual pad we'd ask the host to create.
fn pref_for_type(t: sdl3::gamepad::GamepadType) -> GamepadPref {
use sdl3::gamepad::GamepadType as T;
match t {
T::PS5 => GamepadPref::DualSense,
T::PS4 => GamepadPref::DualShock4,
T::XboxOne => GamepadPref::XboxOne,
_ => GamepadPref::Xbox360,
}
}
enum Ctl {
Pin(Option<String>),
}
#[derive(Clone)]
pub struct GamepadService {
pads: Arc<Mutex<Vec<PadInfo>>>,
// `Arc<Mutex<…>>` (not a bare `Sender`, which is `!Sync`) so the service is `Sync` — the
// WinUI app shares it across the UI thread and the settings-pin path.
ctl: Arc<Mutex<Sender<Ctl>>>,
}
impl GamepadService {
pub fn start() -> GamepadService {
let pads = Arc::new(Mutex::new(Vec::new()));
let (ctl, ctl_rx) = std::sync::mpsc::channel();
let p = pads.clone();
if let Err(e) = std::thread::Builder::new()
.name("punktfunk-gamepad".into())
.spawn(move || {
if let Err(e) = run(&p, &ctl_rx) {
tracing::warn!(error = %e, "gamepad service ended — pads disabled");
}
})
{
tracing::warn!(error = %e, "gamepad service failed to start");
}
GamepadService {
pads,
ctl: Arc::new(Mutex::new(ctl)),
}
}
/// Connected controllers, most recently attached first (the settings GUI's list order).
pub fn pads(&self) -> Vec<PadInfo> {
self.pads.lock().unwrap().clone()
}
/// Pin the forwarded controller by stable key (`PadInfo::key`) — `None` = automatic.
/// The pin survives the pad disconnecting: it re-applies the moment a matching
/// controller shows up again (same semantics as `pf-client-core`'s service). The spawned
/// `punktfunk-session` binary owns the actual forwarding; this persists the selection.
pub fn set_pinned(&self, key: Option<String>) {
let _ = self.ctl.lock().unwrap().send(Ctl::Pin(key));
}
}
fn send(connector: &NativeClient, kind: InputKind, code: u32, x: i32) {
let _ = connector.send_input(&InputEvent {
kind,
_pad: [0; 3],
code,
x,
y: 0,
flags: 0, // pad index 0 — single-pad model
});
}
fn button_bit(b: sdl3::gamepad::Button) -> Option<u32> {
use sdl3::gamepad::Button;
Some(match b {
Button::South => wire::BTN_A,
Button::East => wire::BTN_B,
Button::West => wire::BTN_X,
Button::North => wire::BTN_Y,
Button::Back => wire::BTN_BACK,
Button::Start => wire::BTN_START,
Button::Guide => wire::BTN_GUIDE,
Button::LeftStick => wire::BTN_LS_CLICK,
Button::RightStick => wire::BTN_RS_CLICK,
Button::LeftShoulder => wire::BTN_LB,
Button::RightShoulder => wire::BTN_RB,
Button::DPadUp => wire::BTN_DPAD_UP,
Button::DPadDown => wire::BTN_DPAD_DOWN,
Button::DPadLeft => wire::BTN_DPAD_LEFT,
Button::DPadRight => wire::BTN_DPAD_RIGHT,
Button::Touchpad => wire::BTN_TOUCHPAD,
// Back grips / paddles (Steam Deck L4/L5/R4/R5, Xbox Elite P1P4) + the misc/Share button.
// PADDLE1/2/3/4 = R4/L4/R5/L5 (see the host `input::gamepad`).
Button::RightPaddle1 => wire::BTN_PADDLE1,
Button::LeftPaddle1 => wire::BTN_PADDLE2,
Button::RightPaddle2 => wire::BTN_PADDLE3,
Button::LeftPaddle2 => wire::BTN_PADDLE4,
Button::Misc1 => wire::BTN_MISC1,
_ => return None,
})
}
/// SDL axis → (wire axis id, wire value). SDL sticks are +y = down; the wire (XInput
/// convention) is +y = up. SDL triggers span 0..32767; the wire wants 0..255.
fn axis_value(axis: sdl3::gamepad::Axis, v: i16) -> (u32, i32) {
use sdl3::gamepad::Axis;
match axis {
Axis::LeftX => (wire::AXIS_LS_X, v as i32),
Axis::LeftY => (wire::AXIS_LS_Y, -(v as i32).max(-32767)),
Axis::RightX => (wire::AXIS_RS_X, v as i32),
Axis::RightY => (wire::AXIS_RS_Y, -(v as i32).max(-32767)),
Axis::TriggerLeft => (wire::AXIS_LT, (v as i32).clamp(0, 32767) >> 7),
Axis::TriggerRight => (wire::AXIS_RT, (v as i32).clamp(0, 32767) >> 7),
}
}
/// The DualSense effects packet (SDL `DS5EffectsState_t`, 47 bytes) — the same layout the host
/// parses off its virtual pad; the wire's 11-byte trigger blocks drop in verbatim. Enable bits
/// select only the fields each update touches, so rumble (driven separately through SDL) and
/// untouched fields keep their state.
#[derive(Default)]
struct Ds5Feedback;
impl Ds5Feedback {
const RIGHT_TRIGGER: usize = 10;
const LEFT_TRIGGER: usize = 21;
const PAD_LIGHTS: usize = 43;
const LED_RGB: usize = 44;
fn trigger_packet(which: u8, effect: &[u8]) -> [u8; 47] {
let mut p = [0u8; 47];
let (flag, off) = if which == 1 {
(0x04, Self::RIGHT_TRIGGER)
} else {
(0x08, Self::LEFT_TRIGGER)
};
p[0] = flag;
let n = effect.len().min(11);
p[off..off + n].copy_from_slice(&effect[..n]);
p
}
fn lightbar_packet(r: u8, g: u8, b: u8) -> [u8; 47] {
let mut p = [0u8; 47];
p[1] = 0x04; // lightbar enable
p[Self::LED_RGB] = r;
p[Self::LED_RGB + 1] = g;
p[Self::LED_RGB + 2] = b;
p
}
fn player_packet(bits: u8) -> [u8; 47] {
let mut p = [0u8; 47];
p[1] = 0x10; // player-LED enable
p[Self::PAD_LIGHTS] = bits & 0x1F;
p
}
}
struct Worker {
subsystem: sdl3::GamepadSubsystem,
opened: HashMap<u32, sdl3::gamepad::Gamepad>,
/// Connection order; the most recently connected is the auto selection.
order: Vec<u32>,
/// The user pin by stable key (`PadInfo::key`); resolved to an instance id per lookup
/// so it re-applies whenever a matching pad (re)connects.
pinned: Option<String>,
attached: Option<Arc<NativeClient>>,
/// Wire state of the active pad — zeroed on the wire at switch/detach.
last_axis: [i32; 6],
held_buttons: Vec<u32>,
/// Touchpad contacts the host believes are down, keyed by `(surface, finger)` — lifted on pad
/// switch / detach. surface 0 = the legacy single touchpad, 1/2 = a Steam left/right pad.
held_touches: std::collections::HashSet<(u8, u8)>,
last_accel: [i16; 3],
}
impl Worker {
fn active_id(&self) -> Option<u32> {
self.pinned
.as_deref()
.and_then(|key| {
self.order
.iter()
.rev() // prefer the most recently connected pad with this identity
.find(|&&id| self.pad_info(id).is_some_and(|p| p.key == key))
.copied()
})
.or_else(|| self.order.last().copied())
}
fn pad_info(&self, id: u32) -> Option<PadInfo> {
let pad = self.opened.get(&id)?;
let mut pref = pref_for_type(
self.subsystem
.type_for_id(sdl3::sys::joystick::SDL_JoystickID(id)),
);
let (vid, pid) = (pad.vendor_id().unwrap_or(0), pad.product_id().unwrap_or(0));
// No SDL type for the Steam Deck / Steam Controller — detect Valve by VID/PID (Deck 0x1205,
// SC wired 0x1102, SC dongle 0x1142) so the host builds the virtual hid-steam pad.
if vid == 0x28DE && matches!(pid, 0x1205 | 0x1102 | 0x1142) {
pref = GamepadPref::SteamDeck;
}
let name = pad.name().unwrap_or_else(|| "Controller".into());
Some(PadInfo {
// Must match pf-client-core's `PadInfo::key` byte-for-byte — the persisted
// `forward_pad` is applied by BOTH services (this one and the session's).
key: format!("{vid:04x}:{pid:04x}:{name}"),
name,
pref,
})
}
/// Zero everything the host believes is held — on pad switch and detach.
fn flush_held(&mut self) {
if let Some(c) = &self.attached {
for b in self.held_buttons.drain(..) {
send(c, InputKind::GamepadButton, b, 0);
}
for (id, v) in self.last_axis.iter_mut().enumerate() {
if *v != 0 && *v != i32::MIN {
send(c, InputKind::GamepadAxis, id as u32, 0);
}
*v = i32::MIN;
}
for (surface, finger) in self.held_touches.drain() {
let rich = if surface == 0 {
RichInput::Touchpad {
pad: 0,
finger,
active: false,
x: 0,
y: 0,
}
} else {
RichInput::TouchpadEx {
pad: 0,
surface,
finger,
touch: false,
click: false,
x: 0,
y: 0,
pressure: 0,
}
};
let _ = c.send_rich_input(rich);
}
} else {
self.held_buttons.clear();
self.last_axis = [i32::MIN; 6];
self.held_touches.clear();
}
}
/// Sensors stream only while a session wants them (they cost USB/BT bandwidth).
fn set_sensors(&mut self, enabled: bool) {
let Some(id) = self.active_id() else { return };
if let Some(pad) = self.opened.get_mut(&id) {
use sdl3::sensor::SensorType;
for s in [SensorType::Gyroscope, SensorType::Accelerometer] {
if unsafe { pad.has_sensor(s) } {
let _ = pad.sensor_set_enabled(s, enabled);
}
}
}
}
/// Forward one touchpad contact on the rich-input plane. A multi-touchpad pad (Steam Deck / Steam
/// Controller) sends `TouchpadEx` with the surface (SDL touchpad 0 = left → 1, 1 = right → 2) and
/// signed coordinates; a single-touchpad pad (DualSense) keeps the legacy `Touchpad` (unsigned).
fn forward_touch(
&mut self,
which: u32,
touchpad: u32,
finger: u8,
x: f32,
y: f32,
active: bool,
) {
let Some(c) = self.attached.as_ref() else {
return;
};
let multi = self
.opened
.get(&which)
.map(|p| p.touchpads_count() >= 2)
.unwrap_or(false);
let (cx, cy) = (x.clamp(0.0, 1.0), y.clamp(0.0, 1.0));
let surface = if multi { (touchpad as u8) + 1 } else { 0 };
let rich = if multi {
RichInput::TouchpadEx {
pad: 0,
surface,
finger,
touch: active,
click: false,
x: (cx * 65535.0 - 32768.0) as i16,
y: (cy * 65535.0 - 32768.0) as i16,
pressure: 0,
}
} else {
RichInput::Touchpad {
pad: 0,
finger,
active,
x: (cx * 65535.0) as u16,
y: (cy * 65535.0) as u16,
}
};
let _ = c.send_rich_input(rich);
if active {
self.held_touches.insert((surface, finger));
} else {
self.held_touches.remove(&(surface, finger));
}
}
}
#[allow(clippy::too_many_lines)]
fn run(pads_out: &Mutex<Vec<PadInfo>>, ctl: &Receiver<Ctl>) -> Result<(), String> {
// Off-main-thread + no video subsystem: keep SDL away from signals, poll pads on its own
// thread.
sdl3::hint::set("SDL_NO_SIGNAL_HANDLERS", "1");
sdl3::hint::set("SDL_JOYSTICK_THREAD", "1");
// Let SDL's HIDAPI drivers open Valve Steam Controller / Steam Deck devices directly, so the
// paddles, both trackpads, and gyro arrive as first-class SDL gamepad inputs.
sdl3::hint::set("SDL_JOYSTICK_HIDAPI_STEAMDECK", "1");
sdl3::hint::set("SDL_JOYSTICK_HIDAPI_STEAM", "1");
let sdl = sdl3::init().map_err(|e| e.to_string())?;
let subsystem = sdl.gamepad().map_err(|e| e.to_string())?;
let mut pump = sdl.event_pump().map_err(|e| e.to_string())?;
let mut w = Worker {
subsystem,
opened: HashMap::new(),
order: Vec::new(),
pinned: None,
attached: None,
last_axis: [i32::MIN; 6],
held_buttons: Vec::new(),
held_touches: std::collections::HashSet::new(),
last_accel: [0; 3],
};
let publish = |w: &Worker| {
let mut list: Vec<PadInfo> = w.order.iter().filter_map(|&id| w.pad_info(id)).collect();
list.reverse(); // most recent first — the Settings list order
*pads_out.lock().unwrap() = list;
};
loop {
// Control plane from the UI thread.
loop {
match ctl.try_recv() {
Ok(Ctl::Pin(key)) => {
let before = w.active_id();
w.pinned = key;
if w.active_id() != before {
w.flush_held();
if w.attached.is_some() {
w.set_sensors(true);
}
}
publish(&w);
}
Err(std::sync::mpsc::TryRecvError::Empty) => break,
Err(std::sync::mpsc::TryRecvError::Disconnected) => return Ok(()), // app gone
}
}
while let Some(event) = pump.poll_event() {
use sdl3::event::Event;
let active = w.active_id();
match event {
Event::ControllerDeviceAdded { which, .. } => {
if !w.opened.contains_key(&which) {
match w.subsystem.open(sdl3::sys::joystick::SDL_JoystickID(which)) {
Ok(pad) => {
tracing::info!(
name = pad.name().unwrap_or_default(),
"gamepad attached"
);
w.opened.insert(which, pad);
w.order.push(which);
if w.attached.is_some() && w.active_id() == Some(which) {
w.set_sensors(true);
}
publish(&w);
}
Err(e) => tracing::warn!(error = %e, "gamepad open failed"),
}
}
}
Event::ControllerDeviceRemoved { which, .. } => {
if w.opened.remove(&which).is_some() {
w.order.retain(|&id| id != which);
if active == Some(which) {
w.flush_held();
}
tracing::info!("gamepad detached");
publish(&w);
}
}
Event::ControllerButtonDown { which, button, .. }
if active == Some(which) && w.attached.is_some() =>
{
if let Some(bit) = button_bit(button) {
w.held_buttons.push(bit);
send(
w.attached.as_ref().unwrap(),
InputKind::GamepadButton,
bit,
1,
);
}
}
Event::ControllerButtonUp { which, button, .. }
if active == Some(which) && w.attached.is_some() =>
{
if let Some(bit) = button_bit(button) {
w.held_buttons.retain(|&b| b != bit);
send(
w.attached.as_ref().unwrap(),
InputKind::GamepadButton,
bit,
0,
);
}
}
Event::ControllerAxisMotion {
which, axis, value, ..
} if active == Some(which) && w.attached.is_some() => {
let (id, v) = axis_value(axis, value);
if w.last_axis[id as usize] != v {
w.last_axis[id as usize] = v;
send(w.attached.as_ref().unwrap(), InputKind::GamepadAxis, id, v);
}
}
// Touchpad contacts → the rich-input plane. One pad (DualSense) keeps the legacy
// `Touchpad`; two pads (Steam Deck / Steam Controller) send `TouchpadEx` per surface.
Event::ControllerTouchpadDown {
which,
touchpad,
finger,
x,
y,
..
}
| Event::ControllerTouchpadMotion {
which,
touchpad,
finger,
x,
y,
..
} if active == Some(which) && w.attached.is_some() => {
w.forward_touch(which, touchpad as u32, finger as u8, x, y, true);
}
Event::ControllerTouchpadUp {
which,
touchpad,
finger,
x,
y,
..
} if active == Some(which) && w.attached.is_some() => {
w.forward_touch(which, touchpad as u32, finger as u8, x, y, false);
}
// Motion: accel events update the cache; each gyro event ships a sample (the
// DualSense reports both at ~250 Hz). Scale convention shared with the other
// clients — sign/scale derived, not yet live-verified.
Event::ControllerSensorUpdated {
which,
sensor,
data,
..
} if active == Some(which) && w.attached.is_some() => {
use sdl3::sensor::SensorType;
match sensor {
SensorType::Accelerometer => {
for (i, v) in data.iter().enumerate() {
w.last_accel[i] =
(v / G * ACCEL_LSB_PER_G).clamp(-32768.0, 32767.0) as i16;
}
}
SensorType::Gyroscope => {
let mut gyro = [0i16; 3];
for (i, v) in data.iter().enumerate() {
gyro[i] = (v * GYRO_LSB_PER_RAD_S).clamp(-32768.0, 32767.0) as i16;
}
let _ =
w.attached
.as_ref()
.unwrap()
.send_rich_input(RichInput::Motion {
pad: 0,
gyro,
accel: w.last_accel,
});
}
_ => {}
}
}
_ => {}
}
}
// Feedback planes (this thread is their single consumer). Rumble arrives as
// self-terminating v2 envelopes: the host renews an active level and lets an abandoned one
// lapse, so the SDL duration is the host's TTL — a lost stop (or a dead host) self-silences
// at the lease instead of droning. A legacy host (`ttl == None`) sends no lease → keep the
// proven 5 s duration and rely on its periodic re-send as before.
if let Some(connector) = w.attached.clone() {
while let Ok((pad, low, high, ttl)) = connector.next_rumble_ttl(Duration::ZERO) {
if pad == 0 {
// Floor the lease so a jittered renewal can't gap the actuator between writes.
let dur_ms = ttl.map_or(5_000, |ms| (ms as u32).max(240));
if let Some(p) = w.active_id().and_then(|id| w.opened.get_mut(&id)) {
// Surface a failed SDL rumble write: a swallowed error here (DualSense not in
// the right HIDAPI mode, etc.) reads exactly like "rumble doesn't work". The
// host logs the send side on 0xCA, so the two together pinpoint host-game vs
// client-render.
if let Err(e) = p.set_rumble(low, high, dur_ms) {
tracing::warn!(low, high, error = %e, "rumble: SDL set_rumble failed");
} else {
tracing::debug!(low, high, "rumble: rendered");
}
} else {
tracing::debug!(low, high, "rumble: received but no active pad to render");
}
}
}
while let Ok(hid) = connector.next_hidout(Duration::ZERO) {
let Some(id) = w.active_id() else { continue };
let is_ds = w.pad_info(id).is_some_and(|p| p.is_dualsense());
let Some(pad) = w.opened.get_mut(&id) else {
continue;
};
match hid {
HidOutput::Led { pad: 0, r, g, b } if is_ds => {
let _ = pad.send_effect(&Ds5Feedback::lightbar_packet(r, g, b));
}
HidOutput::Led { pad: 0, r, g, b } => {
let _ = pad.set_led(r, g, b);
}
HidOutput::PlayerLeds { pad: 0, bits } if is_ds => {
let _ = pad.send_effect(&Ds5Feedback::player_packet(bits));
}
HidOutput::Trigger {
pad: 0,
which,
ref effect,
} if is_ds => {
let _ = pad.send_effect(&Ds5Feedback::trigger_packet(which, effect));
}
_ => {}
}
}
}
std::thread::sleep(Duration::from_millis(if w.attached.is_some() {
2
} else {
30
}));
}
}
+5 -3
View File
@@ -24,8 +24,6 @@ mod app;
#[cfg(windows)]
mod discovery;
#[cfg(windows)]
mod gamepad;
#[cfg(windows)]
mod gpu;
#[cfg(windows)]
mod probe;
@@ -85,7 +83,11 @@ fn main() {
tracing::error!(error = %e, "Windows App SDK bootstrap failed");
std::process::exit(1);
}
let gamepad = gamepad::GamepadService::start();
// The shared SDL gamepad service (pf-client-core). The shell only enumerates pads (Settings
// list) and persists the pin; the spawned punktfunk-session runs the SAME service and does the
// actual forwarding — so, unlike the old shell fork, we never `attach()` here. Idle it stays
// hands-off the hardware (id-getter metadata, no device open, Valve HIDAPI drivers off).
let gamepad = pf_client_core::gamepad::GamepadService::start();
if let Err(e) = app::run(identity, gamepad) {
tracing::error!(error = %e, "WinUI app failed");
std::process::exit(1);
+56 -6
View File
@@ -71,6 +71,15 @@ const DISCONNECT_HOLD: Duration = Duration::from_millis(1500);
/// left untouched.
const DECK_RUMBLE_KEEPALIVE_MS: u64 = 40;
/// Ceiling on a *legacy* (no-TTL) host's Steam Deck rumble: silence the actuator once a real host
/// update has been absent this long. A legacy host re-sends the held level as a flat 500 ms refresh,
/// so a genuinely-held rumble refreshes the per-slot update clock (`RumbleState::updated_at`) every
/// 500 ms and never approaches this — only a lost *stop* datagram (the host went quiet entirely)
/// lets the 40 ms keep-alive drone on. 2× the 500 ms refresh bounds that lost stop to ~1 s,
/// mirroring the Windows host's `RUMBLE_IDLE_TIMEOUT` residual cutoff. The v2 path is bounded by its
/// lease `deadline` instead and never trips this (see [`Worker::render_feedback`]).
const LEGACY_RUMBLE_CEILING_MS: u64 = 1_000;
/// Stick deflection below this is ignored for menu navigation (0.5 of full scale — Apple
/// `GamepadMenuInput` parity; menus want deliberate flicks, not drift).
const MENU_DEADZONE: u16 = 16384;
@@ -255,9 +264,12 @@ impl PadInfo {
pub fn kind_label(&self) -> &'static str {
match self.pref {
GamepadPref::DualSense => "DualSense",
GamepadPref::DualSenseEdge => "DualSense Edge",
GamepadPref::DualShock4 => "DualShock 4",
GamepadPref::XboxOne => "Xbox One",
GamepadPref::SteamDeck => "Steam Deck",
GamepadPref::SteamController => "Steam Controller",
GamepadPref::SwitchPro => "Switch Pro",
_ => "",
}
}
@@ -288,6 +300,9 @@ fn pref_for_type(t: sdl3::gamepad::GamepadType) -> GamepadPref {
T::PS5 => GamepadPref::DualSense,
T::PS4 => GamepadPref::DualShock4,
T::XboxOne => GamepadPref::XboxOne,
// A paired Joy-Con set exposes the full Pro button surface through SDL, so it rides
// the same virtual pad; single Joy-Cons stay on the Xbox 360 fallback (half a pad).
T::NintendoSwitchPro | T::NintendoSwitchJoyconPair => GamepadPref::SwitchPro,
_ => GamepadPref::Xbox360,
}
}
@@ -558,9 +573,9 @@ fn button_bit(b: sdl3::gamepad::Button) -> Option<u32> {
fn axis_value(axis: sdl3::gamepad::Axis, v: i16) -> (u32, i32) {
use sdl3::gamepad::Axis;
match axis {
Axis::LeftX => (wire::AXIS_LS_X, v as i32),
Axis::LeftX => (wire::AXIS_LS_X, (v as i32).max(-32767)),
Axis::LeftY => (wire::AXIS_LS_Y, -(v as i32).max(-32767)),
Axis::RightX => (wire::AXIS_RS_X, v as i32),
Axis::RightX => (wire::AXIS_RS_X, (v as i32).max(-32767)),
Axis::RightY => (wire::AXIS_RS_Y, -(v as i32).max(-32767)),
Axis::TriggerLeft => (wire::AXIS_LT, (v as i32).clamp(0, 32767) >> 7),
Axis::TriggerRight => (wire::AXIS_RT, (v as i32).clamp(0, 32767) >> 7),
@@ -617,6 +632,12 @@ struct RumbleState {
/// drives the Steam Deck haptic keep-alive in [`Worker::render_feedback`].
last: (u16, u16),
last_at: Option<Instant>,
/// When the last *real* host rumble datagram landed on this slot — set only in the feedback
/// drain, never bumped by the Deck keep-alive re-kick (unlike `last_at`, which the keep-alive
/// refreshes every ~40 ms). A legacy host carries no lease, so this per-slot clock is what
/// bounds a lost stop-frame: once it is stale past `LEGACY_RUMBLE_CEILING_MS` the keep-alive
/// stops and issues one (0, 0). See [`Worker::render_feedback`].
updated_at: Option<Instant>,
/// Toggles the 1-LSB low-motor nudge that forces SDL past its identical-value dedupe on a
/// Deck keep-alive re-issue (see [`Worker::issue_rumble`]).
jitter: bool,
@@ -763,11 +784,20 @@ impl Worker {
self.subsystem.product_for_id(jid).unwrap_or(0),
);
// There is no SDL gamepad type for the Steam Deck / Steam Controller, so detect Valve by
// VID/PID (Deck 0x1205, SC wired 0x1102, SC dongle 0x1142) — the host then builds the virtual
// hid-steam pad with the back grips + dual trackpads and the right glyph identity.
if vid == 0x28DE && matches!(pid, 0x1205 | 0x1102 | 0x1142) {
// VID/PID — the host then builds the matching virtual hid-steam pad (grips + trackpads +
// the right glyph identity): Deck 0x1205; classic SC wired 0x1102 / dongle 0x1142.
if vid == 0x28DE && pid == 0x1205 {
pref = GamepadPref::SteamDeck;
}
if vid == 0x28DE && matches!(pid, 0x1102 | 0x1142) {
pref = GamepadPref::SteamController;
}
// The DualSense Edge has no distinct SDL gamepad type either (it reports PS5) — detect by
// VID/PID so the host builds the virtual Edge and this pad's back paddles land on native
// slots instead of the fold/drop policy.
if vid == 0x054C && pid == 0x0DF2 {
pref = GamepadPref::DualSenseEdge;
}
let name = self
.subsystem
.name_for_id(jid)
@@ -1492,6 +1522,10 @@ impl Worker {
}
_ => None,
};
// Mark this as a real host update. Unlike `last_at` (which the Deck keep-alive
// re-kick refreshes every ~40 ms), this clock advances only here, so a legacy
// lost-stop can be bounded by `LEGACY_RUMBLE_CEILING_MS` in the keep-alive below.
slot.rumble.updated_at = Some(Instant::now());
Self::issue_rumble(slot, low, high, deck);
}
}
@@ -1511,6 +1545,17 @@ impl Worker {
slot.rumble.deadline = None;
slot.rumble.ttl_ms = 0;
Self::issue_rumble(slot, 0, 0, true);
} else if slot.rumble.ttl_ms == 0
&& slot
.rumble
.updated_at
.is_some_and(|t| t.elapsed() >= Duration::from_millis(LEGACY_RUMBLE_CEILING_MS))
{
// Legacy host (no v2 lease): a held rumble refreshes `updated_at` every ~500 ms, so
// this only trips on a lost stop-frame the host never followed up — silence the
// actuator once instead of letting the 40 ms keep-alive drone forever. `issue_rumble`
// sets `last` to (0, 0), so the top-of-loop guard skips this slot on later ticks.
Self::issue_rumble(slot, 0, 0, true);
} else if slot
.rumble
.last_at
@@ -1526,7 +1571,12 @@ impl Worker {
let Some(slot) = self.slots.iter_mut().find(|s| s.index == idx) else {
continue;
};
let is_ds = slot.pref == GamepadPref::DualSense;
// A physical Edge takes the same raw DS5 effects packets (SDL's DS5EffectsState_t
// layout is shared; SDL keys the enhanced path off the Edge PID itself).
let is_ds = matches!(
slot.pref,
GamepadPref::DualSense | GamepadPref::DualSenseEdge
);
match hid {
HidOutput::Led { r, g, b, .. } if is_ds => {
let _ = slot.pad.send_effect(&Ds5Feedback::lightbar_packet(r, g, b));
+80
View File
@@ -343,6 +343,53 @@ impl StatsVerbosity {
}
}
/// How a touchscreen's fingers drive the host — the cross-client touch-input model (Android
/// `TouchMode`, Apple `TouchInputMode`). Stored stringly in [`Settings::touch_mode`] so the
/// file stays readable; parsed with [`TouchMode::from_name`].
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
pub enum TouchMode {
/// Relative cursor like a laptop touchpad: the cursor stays put on touch-down and moves
/// by the finger's delta (with mild acceleration), tap to click. The default — a cursor
/// is the universally workable model on a screen the host isn't sized for.
Trackpad,
/// Direct pointing: the cursor jumps to the finger and follows it (absolute).
Pointer,
/// Real multi-touch passthrough: every finger is a host touchscreen contact, no gesture
/// interpretation — only helps hosts/apps that actually understand touch.
Touch,
}
impl TouchMode {
/// Cycle/picker order (also the settings pickers' option order).
pub const ALL: [TouchMode; 3] = [TouchMode::Trackpad, TouchMode::Pointer, TouchMode::Touch];
/// Parse the persisted name, defaulting to `Trackpad` for unset/unknown values.
pub fn from_name(s: &str) -> TouchMode {
match s {
"pointer" => TouchMode::Pointer,
"touch" => TouchMode::Touch,
_ => TouchMode::Trackpad,
}
}
/// The persisted name (the inverse of [`from_name`](Self::from_name)).
pub fn as_name(self) -> &'static str {
match self {
TouchMode::Trackpad => "trackpad",
TouchMode::Pointer => "pointer",
TouchMode::Touch => "touch",
}
}
pub fn label(self) -> &'static str {
match self {
TouchMode::Trackpad => "Trackpad",
TouchMode::Pointer => "Direct pointer",
TouchMode::Touch => "Touch passthrough",
}
}
}
/// App settings, persisted as JSON. Stringly-typed gamepad/compositor prefs so the file
/// stays readable; parsed with `*Pref::from_name` at connect time.
#[derive(Clone, Serialize, Deserialize)]
@@ -363,6 +410,12 @@ pub struct Settings {
/// Which host compositor backend to request (advisory; the host falls back to
/// auto-detect when unavailable).
pub compositor: String,
/// How a touchscreen's fingers drive the host (Deck/tablet): a [`TouchMode`] name —
/// `"trackpad"` (default), `"pointer"`, or `"touch"`. Read at connect via
/// [`Settings::touch_mode`]; irrelevant on a mouse-only client. `default` so pre-existing
/// stores load as trackpad.
#[serde(default = "default_touch_mode")]
pub touch_mode: String,
/// Grab compositor shortcuts (Alt+Tab, Super…) while input is captured.
pub inhibit_shortcuts: bool,
/// Stream the default microphone to the host's virtual mic source.
@@ -425,6 +478,10 @@ fn default_codec() -> String {
"auto".into()
}
fn default_touch_mode() -> String {
"trackpad".into()
}
fn default_true() -> bool {
true
}
@@ -447,6 +504,11 @@ impl Settings {
self.show_stats = v != StatsVerbosity::Off;
}
/// The touch-input model for this session (parsed from the stored name).
pub fn touch_mode(&self) -> TouchMode {
TouchMode::from_name(&self.touch_mode)
}
/// The `codec` setting as a `quic::CODEC_*` preference bit (`0` = auto).
pub fn preferred_codec(&self) -> u8 {
match self.codec.as_str() {
@@ -468,6 +530,7 @@ impl Default for Settings {
gamepad: "auto".into(),
forward_pad: String::new(),
compositor: "auto".into(),
touch_mode: "trackpad".into(),
inhibit_shortcuts: true,
mic_enabled: false,
audio_channels: 2,
@@ -519,6 +582,23 @@ impl Settings {
mod tests {
use super::*;
/// A settings file predating the touch-input model loads as `trackpad` (the shipped
/// default), and the name round-trips through the enum both ways.
#[test]
fn settings_touch_mode_defaults_trackpad() {
let old = r#"{"width":1280,"height":720,"gamepad":"auto","compositor":"auto"}"#;
let s: Settings = serde_json::from_str(old).unwrap();
assert_eq!(s.touch_mode, "trackpad");
assert_eq!(s.touch_mode(), TouchMode::Trackpad);
// Explicit values parse; an unknown name falls back to trackpad.
assert_eq!(TouchMode::from_name("pointer"), TouchMode::Pointer);
assert_eq!(TouchMode::from_name("touch"), TouchMode::Touch);
assert_eq!(TouchMode::from_name("bogus"), TouchMode::Trackpad);
for m in TouchMode::ALL {
assert_eq!(TouchMode::from_name(m.as_name()), m);
}
}
/// A pre-`forward_pad` settings file (≤ 0.5.0) loads with the pin on automatic.
#[test]
fn settings_forward_pad_defaults_empty() {
+130 -9
View File
@@ -1,6 +1,8 @@
//! Video decode: reassembled HEVC access units → frames for the presenter.
//!
//! Three backends, picked at session start (auto: vulkan → vaapi → software;
//! Three backends, picked at session start (auto on Linux: vaapi → vulkan → software on
//! desktop Mesa, vulkan first on NVIDIA/VanGogh — see
//! [`VulkanDecodeDevice::prefer_vulkan_over_vaapi`];
//! override: `PUNKTFUNK_DECODER=vulkan|vaapi|software`):
//!
//! * **Vulkan Video**: FFmpeg's Vulkan decoder running on the PRESENTER's own VkDevice
@@ -384,8 +386,11 @@ impl Decoder {
/// `vk` is the presenter's shared Vulkan device when its stack can run FFmpeg's
/// Vulkan Video decoder — decode lands as VkImages the presenter samples directly.
/// Precedence: the `PUNKTFUNK_DECODER` env override wins (support/debug escape
/// hatch, and the documented knob), then the setting; both default to auto
/// (Vulkan → VAAPI → software; no VAAPI on Windows).
/// hatch, and the documented knob), then the setting; both default to auto.
/// Auto's hardware order on Linux depends on the device
/// ([`VulkanDecodeDevice::prefer_vulkan_over_vaapi`]): VAAPI → Vulkan → software on
/// desktop Mesa (AMD/Intel), Vulkan → VAAPI → software on NVIDIA and the Deck's
/// VanGogh. Windows is Vulkan → D3D11VA → software (no VAAPI there).
pub fn new(
codec_id: ffmpeg::codec::Id,
pref: &str,
@@ -405,6 +410,31 @@ impl Decoder {
want_keyframe: false,
})
};
// Linux `auto`: try VAAPI FIRST unless this device is one where Vulkan Video is
// the established right answer (NVIDIA — no usable VAAPI; VanGogh — VAAPI
// chroma-fringes). Mesa now exposes decode queues by default (and the session
// binary opts RADV in for the Deck's sake), which silently moved every desktop
// AMD/Intel box onto FFmpeg-Vulkan-on-Mesa — user-reported to judder/error-streak
// (then demote to software) where explicit VAAPI streams perfectly.
#[cfg(target_os = "linux")]
let mut vaapi_tried = false;
#[cfg(target_os = "linux")]
if matches!(choice.as_str(), "auto" | "" | "hardware")
&& !vk
.filter(|v| v.video_decode)
.is_some_and(|v| v.prefer_vulkan_over_vaapi())
{
vaapi_tried = true;
match VaapiDecoder::new(codec_id) {
Ok(v) => {
tracing::info!(?codec_id, "VAAPI hardware decode active (zero-copy dmabuf)");
return done(Backend::Vaapi(v));
}
Err(e) => {
tracing::info!(reason = %e, "VAAPI unavailable — trying Vulkan Video");
}
}
}
if matches!(choice.as_str(), "auto" | "" | "vulkan" | "hardware") {
// `video_decode` gates the Vulkan Video attempt: the presenter now exports its
// handle bundle even when the device has no decode queue (Windows D3D11 interop
@@ -423,7 +453,7 @@ impl Decoder {
return Err(e.context("PUNKTFUNK_DECODER=vulkan but it failed"));
}
tracing::info!(reason = %format!("{e:#}"),
"Vulkan Video unavailable — trying VAAPI");
"Vulkan Video unavailable — falling back");
}
},
None if choice == "vulkan" => {
@@ -435,12 +465,13 @@ impl Decoder {
None => {}
}
}
// Deck note: `auto` reaches VAAPI when Vulkan Video isn't available. A presenter
// that can't display the dmabufs demotes this decoder to software mid-session
// via [`Decoder::force_software`]. Windows has no VAAPI — auto falls straight
// through to software there.
// Deck/NVIDIA note: `auto` reaches VAAPI here when Vulkan Video isn't available
// (on desktop Mesa it was already tried above — `vaapi_tried` skips the repeat).
// A presenter that can't display the dmabufs demotes this decoder to software
// mid-session via [`Decoder::force_software`]. Windows has no VAAPI — auto falls
// straight through to software there.
#[cfg(target_os = "linux")]
if choice != "software" && choice != "vulkan" {
if choice != "software" && choice != "vulkan" && !vaapi_tried {
match VaapiDecoder::new(codec_id) {
Ok(v) => {
tracing::info!(?codec_id, "VAAPI hardware decode active (zero-copy dmabuf)");
@@ -558,6 +589,24 @@ impl Decoder {
self.vaapi_fails += 1;
self.want_keyframe = true;
if self.vaapi_fails >= VAAPI_DEMOTE_AFTER {
// A failing Vulkan backend still has a hardware rung below it on
// Linux — demote to VAAPI first (user-reported: FFmpeg-Vulkan-on-Mesa
// error-streaking where VAAPI streams perfectly); only when that
// can't be built either does the session land on software.
#[cfg(target_os = "linux")]
if matches!(self.backend, Backend::Vulkan(_)) {
match VaapiDecoder::new(self.codec_id) {
Ok(v) => {
tracing::warn!(error = %e, fails = self.vaapi_fails,
"Vulkan Video decode failing repeatedly — demoting to VAAPI");
self.backend = Backend::Vaapi(v);
self.vaapi_fails = 0;
return Ok(None);
}
Err(va) => tracing::info!(reason = %va,
"VAAPI unavailable for demotion — software decode"),
}
}
tracing::warn!(error = %e, fails = self.vaapi_fails,
"{which} decode failing repeatedly — demoting to software");
self.backend = Backend::Software(SoftwareDecoder::new(self.codec_id)?);
@@ -1002,6 +1051,12 @@ pub struct VulkanDecodeDevice {
pub instance: usize,
pub physical_device: usize,
pub device: usize,
/// PCI vendor of the presenter's physical device (0x10DE NVIDIA, 0x1002 AMD,
/// 0x8086 Intel) — drives [`Self::prefer_vulkan_over_vaapi`].
pub vendor_id: u32,
/// The driver's device-name string (e.g. "AMD RADV VANGOGH") — the VanGogh/Deck
/// detection for [`Self::prefer_vulkan_over_vaapi`].
pub device_name: String,
/// The presenter's graphics+present family (FFmpeg's "required" tx/comp family too).
pub graphics_qf: u32,
/// Raw `VkQueueFlags` of that family (the qf[] entry wants the real capabilities).
@@ -1035,6 +1090,27 @@ pub struct VulkanDecodeDevice {
pub queue_lock: std::sync::Arc<QueueLock>,
}
impl VulkanDecodeDevice {
/// Should `auto` try Vulkan Video BEFORE VAAPI on this device?
/// * **NVIDIA** — Vulkan is its only hardware path (no usable VAAPI; the
/// nvidia-vaapi-driver is broken for this, Moonlight blacklists it).
/// * **AMD (RADV, VanGogh included)** — Vulkan decode outperforms VAAPI on RADV
/// (on-glass verdict), and on VanGogh VAAPI's separate-plane dmabuf import
/// additionally shows chroma fringing; the session binary opts RADV into
/// `video_decode` precisely to get the Vulkan path. Vulkan-first is safe here
/// because a mid-session Vulkan failure streak demotes to VAAPI (not software),
/// so a broken Mesa Vulkan path still lands on the working driver.
///
/// Intel (ANV) and unknown vendors keep the battle-tested zero-copy VAAPI first —
/// ANV's Vulkan Video is the least-proven Mesa path and VAAPI is what every other
/// Linux client uses there.
pub fn prefer_vulkan_over_vaapi(&self) -> bool {
const VENDOR_NVIDIA: u32 = 0x10DE;
const VENDOR_AMD: u32 = 0x1002;
self.vendor_id == VENDOR_NVIDIA || self.vendor_id == VENDOR_AMD
}
}
/// `fourcc(a,b,c,d)` — the DRM FourCC packing (little-endian, `a | b<<8 | c<<16 | d<<24`).
const fn fourcc(a: u8, b: u8, c: u8, d: u8) -> u32 {
(a as u32) | ((b as u32) << 8) | ((c as u32) << 16) | ((d as u32) << 24)
@@ -1505,6 +1581,51 @@ unsafe extern "C" fn pick_vulkan(
mod tests {
use super::*;
fn decode_device(vendor_id: u32, device_name: &str) -> VulkanDecodeDevice {
VulkanDecodeDevice {
get_instance_proc_addr: 0,
instance: 0,
physical_device: 0,
device: 0,
vendor_id,
device_name: device_name.into(),
graphics_qf: 0,
graphics_queue_flags: 0,
decode_qf: 0,
decode_video_caps: 0,
instance_extensions: Vec::new(),
device_extensions: Vec::new(),
f_sampler_ycbcr: true,
f_timeline_semaphore: true,
f_synchronization2: true,
video_decode: true,
d3d11_import: false,
adapter_luid: None,
queue_lock: std::sync::Arc::new(QueueLock::new()),
}
}
/// Auto's Linux hardware order: Vulkan-first on NVIDIA (no usable VAAPI) and ALL AMD
/// (Vulkan decode outperforms VAAPI on RADV — on-glass verdict; VanGogh additionally
/// chroma-fringes over VAAPI); Intel/unknown keep VAAPI first (ANV's Vulkan Video is
/// the least-proven Mesa path). A Vulkan failure streak still demotes to VAAPI, so
/// Vulkan-first can never strand a box on software decode.
#[test]
fn vulkan_over_vaapi_on_nvidia_and_amd() {
assert!(decode_device(0x10DE, "NVIDIA GeForce RTX 5070 Ti").prefer_vulkan_over_vaapi());
assert!(decode_device(0x1002, "AMD RADV VANGOGH").prefer_vulkan_over_vaapi());
assert!(
decode_device(0x1002, "AMD Custom GPU 0405 (RADV VANGOGH)").prefer_vulkan_over_vaapi()
);
assert!(
decode_device(0x1002, "AMD Radeon RX 7800 XT (RADV NAVI32)").prefer_vulkan_over_vaapi()
);
assert!(
!decode_device(0x8086, "Intel(R) Arc(tm) A770 Graphics (DG2)")
.prefer_vulkan_over_vaapi()
);
}
fn desc(matrix: u8, full_range: bool) -> ColorDesc {
ColorDesc {
primaries: 1,
+3 -1
View File
@@ -22,7 +22,9 @@ pub(crate) enum GlyphStyle {
impl GlyphStyle {
pub(crate) fn from_pref(pref: Option<GamepadPref>) -> GlyphStyle {
match pref {
Some(GamepadPref::DualSense | GamepadPref::DualShock4) => GlyphStyle::Shapes,
Some(GamepadPref::DualSense | GamepadPref::DualSenseEdge | GamepadPref::DualShock4) => {
GlyphStyle::Shapes
}
Some(_) => GlyphStyle::Letters,
None => GlyphStyle::Keyboard,
}
+4
View File
@@ -53,6 +53,10 @@ pub(crate) struct ConnectIntent {
pub launch: Option<String>,
/// What the connecting card says (host or game title).
pub title: String,
/// The no-PIN delegated-approval connect (the pair screen's "Request access"): the
/// shell shows a "waiting for approval" takeover instead of "connecting", and the
/// binary parks on a long budget and persists the host as paired once let in.
pub request_access: bool,
}
pub(crate) enum Nav {
+1
View File
@@ -100,6 +100,7 @@ impl HomeScreen {
fp_hex: h.fp_hex.clone(),
launch: None,
title: h.name.clone(),
request_access: false,
});
}
}
@@ -119,6 +119,7 @@ impl LibraryScreen {
fp_hex: self.fp_hex.clone(),
launch: Some(g.id.clone()),
title: g.title.clone(),
request_access: false,
});
Some(MenuPulse::Confirm)
}
+137 -22
View File
@@ -6,7 +6,7 @@
use crate::glyphs::{Hint, HintKey};
use crate::model::{ConsoleCmd, HostRow, PairPhase};
use crate::screens::{Ctx, Outbox};
use crate::screens::{ConnectIntent, Ctx, Outbox};
use crate::theme::{Fonts, DIM, ERROR, W};
use crate::widgets::{permits, Charset, KeyMsg, Keyboard, ListMsg, MenuList, RowSpec};
use pf_client_core::gamepad::{MenuEvent, MenuPulse};
@@ -18,10 +18,24 @@ enum Field {
Device,
}
/// The ordered actions a pair screen presents. `RequestAccess` leads only when the host
/// has an advertised fingerprint to pin (a discovered host); a manually-typed host with
/// no advert is PIN-only, exactly like the desktop shells.
#[derive(Clone, Copy, PartialEq, Eq)]
enum Role {
RequestAccess,
Pin,
Device,
Pair,
}
pub(crate) struct PairScreen {
host_name: String,
addr: String,
port: u16,
/// The host's advertised certificate fingerprint (lowercase hex); empty = a manual
/// entry with no advert → no request-access path.
fp_hex: String,
list: MenuList,
keyboard: Keyboard,
pin: String,
@@ -39,6 +53,7 @@ impl PairScreen {
host_name: host.name.clone(),
addr: host.addr.clone(),
port: host.port,
fp_hex: host.fp_hex.clone(),
list: MenuList::new(),
keyboard: Keyboard::new(),
pin: String::new(),
@@ -49,6 +64,25 @@ impl PairScreen {
}
}
/// Whether the no-PIN "request access" action is offered (host advertises an identity
/// to pin). Stable across `busy` so the row list never reshuffles mid-ceremony.
fn can_request(&self) -> bool {
!self.fp_hex.is_empty()
}
/// The ordered roles for the current host — the single source both `rows` (render) and
/// `menu` (activate dispatch) index, so a cursor never acts on a stale row.
fn roles(&self) -> Vec<Role> {
let mut roles = Vec::with_capacity(4);
if self.can_request() {
roles.push(Role::RequestAccess);
}
roles.push(Role::Pin);
roles.push(Role::Device);
roles.push(Role::Pair);
roles
}
pub(crate) fn host_name(&self) -> &str {
&self.host_name
}
@@ -170,13 +204,29 @@ impl PairScreen {
fx.pop();
return None;
}
let (msg, pulse) = self.list.menu(ev, 3);
let roles = self.roles();
let (msg, pulse) = self.list.menu(ev, roles.len());
match msg {
ListMsg::Activate => {
match self.list.cursor {
0 => self.editing = Some(Field::Pin),
1 => self.editing = Some(Field::Device),
_ if self.can_pair() => {
match roles.get(self.list.cursor) {
Some(Role::RequestAccess) if !self.busy => {
// The no-PIN path: connect and park until the operator approves this
// device on the host. The shell shows the approval takeover; on
// success the binary persists the host as paired. Leave the pair
// screen so a canceled or finished session returns to Home.
fx.connect = Some(ConnectIntent {
addr: self.addr.clone(),
port: self.port,
fp_hex: self.fp_hex.clone(),
launch: None,
title: self.host_name.clone(),
request_access: true,
});
fx.pop();
}
Some(Role::Pin) => self.editing = Some(Field::Pin),
Some(Role::Device) => self.editing = Some(Field::Device),
Some(Role::Pair) if self.can_pair() => {
self.busy = true;
self.error = None;
fx.cmds.push(ConsoleCmd::Pair {
@@ -191,8 +241,11 @@ impl PairScreen {
});
}
_ => {
// No PIN yet — jump into the PIN field instead of a dead press.
self.list.cursor = 0;
// Pair with no PIN yet (or a request while busy) — jump into the
// PIN field instead of a dead press.
if let Some(i) = roles.iter().position(|r| *r == Role::Pin) {
self.list.cursor = i;
}
self.editing = Some(Field::Pin);
}
}
@@ -233,9 +286,14 @@ impl PairScreen {
ctx: &mut Ctx,
) {
let cx = f64::from(rect.left) + f64::from(rect.width()) / 2.0;
let intro = if self.can_request() {
"Request access and approve this device on the host, or enter the PIN it shows."
} else {
"Enter the PIN from the host's web console (Pairing page) or its log."
};
fonts.centered(
canvas,
"Enter the PIN from the host's web console (Pairing page) or its log.",
intro,
W::Regular,
13.0 * k,
DIM,
@@ -317,19 +375,39 @@ impl PairScreen {
.collect::<String>()
.trim_end()
.to_string();
let mut pin = RowSpec::field("PIN", pin_display, "From the host");
pin.caret = self.editing == Some(Field::Pin);
let mut device = RowSpec::field(
"Device name",
self.device.clone(),
"How the host lists this device",
);
device.caret = self.editing == Some(Field::Device);
vec![
pin,
device,
RowSpec::action(if self.busy { "Pairing…" } else { "Pair" }, self.can_pair()),
]
let has_request = self.can_request();
self.roles()
.into_iter()
.map(|role| match role {
Role::RequestAccess => {
let mut r = RowSpec::action("Request access — approve on the host", !self.busy);
r.header = Some("No PIN needed");
r
}
Role::Pin => {
let mut pin = RowSpec::field("PIN", pin_display.clone(), "From the host");
pin.caret = self.editing == Some(Field::Pin);
// When a request-access path is offered above, head the PIN group so
// the two ways to pair read as alternatives.
if has_request {
pin.header = Some("Or pair with a PIN");
}
pin
}
Role::Device => {
let mut device = RowSpec::field(
"Device name",
self.device.clone(),
"How the host lists this device",
);
device.caret = self.editing == Some(Field::Device);
device
}
Role::Pair => {
RowSpec::action(if self.busy { "Pairing…" } else { "Pair" }, self.can_pair())
}
})
.collect()
}
}
@@ -388,6 +466,43 @@ mod tests {
assert!(fx.cmds.is_empty());
}
/// A host with an advertised fingerprint offers Request Access as the first row; A on
/// it raises a request-access connect intent (pinning the advert) and leaves the screen.
#[test]
fn request_access_connects_and_leaves() {
let mut host = host();
host.fp_hex = "abcd".into();
let mut settings = Settings::default();
let pads = Vec::new();
let library = crate::library::LibraryShared::default();
let mut ctx = Ctx {
hosts: &[],
library: &library,
settings: &mut settings,
pads: &pads,
deck: false,
device_name: "deck",
t: 0.0,
};
let mut s = PairScreen::new(&host, "deck");
assert_eq!(s.roles().len(), 4, "Request Access + PIN + Device + Pair");
s.list.cursor = 0; // the Request Access row leads
let mut fx = Outbox::default();
s.menu(MenuEvent::Confirm, &mut ctx, &mut fx);
let intent = fx.connect.expect("request-access raises a connect intent");
assert!(intent.request_access);
assert_eq!(intent.fp_hex, "abcd");
assert!(matches!(fx.nav, Some(crate::screens::Nav::Pop)));
}
/// A manual host (no advert) is PIN-only — the Request Access row never appears.
#[test]
fn no_request_access_without_an_advert() {
let s = PairScreen::new(&host(), "deck"); // host() has an empty fp_hex
assert!(!s.can_request());
assert_eq!(s.roles().len(), 3, "PIN + Device + Pair only");
}
#[test]
fn pin_is_digits_only() {
let mut s = PairScreen::new(&host(), "d");
+47 -2
View File
@@ -10,7 +10,7 @@ use crate::screens::{Ctx, Outbox};
use crate::theme::{Fonts, DIM, W};
use crate::widgets::{ListMsg, MenuList, RowSpec};
use pf_client_core::gamepad::{MenuEvent, MenuPulse};
use pf_client_core::trust::StatsVerbosity;
use pf_client_core::trust::{StatsVerbosity, TouchMode};
use skia_safe::{Canvas, Rect};
/// Stable row identity — adjust/activate dispatch by id so nothing acts on a stale
@@ -28,10 +28,11 @@ enum RowId {
Mic,
Pad,
PadType,
Touch,
Stats,
}
const ROWS: [RowId; 12] = [
const ROWS: [RowId; 13] = [
RowId::Resolution,
RowId::Refresh,
RowId::Bitrate,
@@ -43,6 +44,7 @@ const ROWS: [RowId; 12] = [
RowId::Mic,
RowId::Pad,
RowId::PadType,
RowId::Touch,
RowId::Stats,
];
@@ -241,6 +243,11 @@ fn row_spec(id: RowId, ctx: &Ctx) -> RowSpec {
"Controller type",
label_for(&PAD_TYPES, &s.gamepad).into(),
),
RowId::Touch => (
Some("Touchscreen"),
"Touch mode",
s.touch_mode().label().into(),
),
RowId::Stats => (
Some("Interface"),
"Statistics overlay",
@@ -278,6 +285,10 @@ fn detail(id: RowId) -> &'static str {
RowId::Mic => "Send this device's microphone to the host's virtual mic.",
RowId::Pad => "Which pad is forwarded to the host, as player 1.",
RowId::PadType => "The virtual pad the host creates — Automatic matches this controller.",
RowId::Touch => {
"How the touchscreen drives the host: Trackpad (relative cursor), \
Direct pointer (cursor jumps to your finger), or Touch passthrough (raw contacts)."
}
RowId::Stats => {
"How much the overlay shows: Compact (one line) → Normal → Detailed. \
Ctrl+Alt+Shift+S cycles it live while streaming."
@@ -348,6 +359,11 @@ fn adjust(id: RowId, delta: i32, wrap: bool, ctx: &mut Ctx) -> bool {
step_option(cur, keys.len(), delta, wrap).map(|i| s.forward_pad = keys[i].clone())
}
RowId::PadType => step_str(&PAD_TYPES, &mut s.gamepad, delta, wrap),
RowId::Touch => {
let cur = TouchMode::ALL.iter().position(|m| *m == s.touch_mode());
step_option(cur, TouchMode::ALL.len(), delta, wrap)
.map(|i| s.touch_mode = TouchMode::ALL[i].as_name().to_string())
}
RowId::Stats => {
let cur = StatsVerbosity::ALL
.iter()
@@ -462,6 +478,35 @@ mod tests {
assert!(!ctx.settings.mic_enabled);
}
#[test]
fn touch_mode_steps_and_wraps() {
let (mut settings, pads) = ctx_parts();
assert_eq!(settings.touch_mode, "trackpad");
let library = crate::library::LibraryShared::default();
let mut ctx = Ctx {
hosts: &[],
library: &library,
settings: &mut settings,
pads: &pads,
deck: false,
device_name: "t",
t: 0.0,
};
// Trackpad → Pointer → Touch, then a step past the end is a boundary.
assert!(
!adjust(RowId::Touch, -1, false, &mut ctx),
"already first = thud"
);
assert!(adjust(RowId::Touch, 1, false, &mut ctx));
assert_eq!(ctx.settings.touch_mode, "pointer");
assert!(adjust(RowId::Touch, 1, false, &mut ctx));
assert_eq!(ctx.settings.touch_mode, "touch");
assert!(!adjust(RowId::Touch, 1, false, &mut ctx), "last = thud");
// A wraps back to the first.
assert!(adjust(RowId::Touch, 1, true, &mut ctx));
assert_eq!(ctx.settings.touch_mode, "trackpad");
}
#[test]
fn unknown_value_snaps_to_first() {
let (mut settings, pads) = ctx_parts();
+20
View File
@@ -45,6 +45,9 @@ struct Connecting {
title: String,
canceling: bool,
appear: f64,
/// A request-access wait (parked on the host until the operator approves) — the
/// takeover reads "Waiting for approval" rather than "Connecting".
request_access: bool,
}
/// What the session binary hands the shell at construction.
@@ -152,6 +155,7 @@ impl Shell {
title,
canceling: false,
appear: 0.0,
request_access: false,
})
}
None => self.connecting = None,
@@ -236,6 +240,7 @@ impl Shell {
fp_hex: h.fp_hex.clone(),
launch: None,
title: h.name.clone(),
request_access: false,
})
});
self.bus.send(ConsoleCmd::CancelWake);
@@ -254,12 +259,16 @@ impl Shell {
fn start_connect(&mut self, intent: ConnectIntent) {
self.set_connecting(Some(intent.title.clone()));
if let Some(c) = &mut self.connecting {
c.request_access = intent.request_access;
}
self.actions.push_back(OverlayAction::Launch {
addr: intent.addr,
port: intent.port,
fp_hex: intent.fp_hex,
launch: intent.launch,
title: intent.title,
request_access: intent.request_access,
});
}
@@ -629,6 +638,17 @@ impl Shell {
String::new(),
vec![],
))
} else if c.request_access {
Some((
c.appear,
true,
"Waiting for approval…".to_string(),
format!(
"Approve this device in {}'s console or web UI — no PIN needed.",
c.title
),
vec![Hint::new(HintKey::Back, "Cancel")],
))
} else {
Some((
c.appear,
+9 -1
View File
@@ -531,10 +531,18 @@ pub mod gamepad {
pub const PAD_MAGIC: u32 = 0x5046_4453;
/// `device_type` selector the `pf_dualsense` driver reads to pick its HID identity. The section is
/// zeroed, so `0` = DualSense is the default; one driver serves either identity.
/// zeroed, so `0` = DualSense is the default; one driver serves every identity.
pub const DEVTYPE_DUALSENSE: u8 = 0;
/// `device_type` = DualShock 4 (`VID_054C&PID_09CC` HID identity).
pub const DEVTYPE_DUALSHOCK4: u8 = 1;
/// `device_type` = DualSense Edge (`VID_054C&PID_0DF2` HID identity — the DualSense report
/// codec plus the four native back/Fn button bits).
pub const DEVTYPE_DUALSENSE_EDGE: u8 = 2;
/// `device_type` = Steam Deck controller (`VID_28DE&PID_1205` HID identity, the captured
/// controller-interface descriptor + the Steam `0x83`/`0xAE` feature contract). Promoted by
/// Steam Input on Windows when the devnode's synthesized USB hardware ids carry `&MI_02`
/// (the wired controller interface — the N4-spike finding).
pub const DEVTYPE_STEAMDECK: u8 = 3;
/// The value a gamepad driver writes into its section's `driver_proto` field once it attaches —
/// the host's positive "driver is alive on this section" signal (health check + version audit).
+163 -2
View File
@@ -16,11 +16,21 @@
//! otherwise send a datagram per event).
use crate::keymap_sdl;
use crate::touch::{Abs, Act, Gestures};
use pf_client_core::trust::TouchMode;
use punktfunk_core::client::NativeClient;
use punktfunk_core::input::{InputEvent, InputKind};
use std::collections::HashSet;
use std::collections::{HashMap, HashSet};
use std::sync::Arc;
/// Which transition a forwarded touchscreen finger is (SDL delivers one finger per event).
#[derive(Clone, Copy, PartialEq, Eq)]
pub enum FingerPhase {
Down,
Move,
Up,
}
pub struct Capture {
connector: Arc<NativeClient>,
captured: bool,
@@ -34,6 +44,16 @@ pub struct Capture {
/// Fractional wheel remainder per axis (x, y) in 120-unit WHEEL_DELTA space —
/// precision surfaces deliver sub-unit deltas; truncating each event drops the tail.
scroll_acc: (f64, f64),
/// Active touchscreen contacts: SDL finger id → the small wire touch id (slot) we
/// forward it under. SDL finger ids are opaque and large; the host wants compact,
/// per-contact-unique ids reusable after up (input.rs::TouchDown). Slots are freed on
/// up and flushed up on release so no contact stays pressed on the host. Only used in
/// [`TouchMode::Touch`]; the other modes drive `gestures` instead.
touch_slots: HashMap<u64, u32>,
/// The touchscreen input model for this session, and — for trackpad/pointer — the
/// gesture state machine finger events feed.
touch_mode: TouchMode,
gestures: Gestures,
}
fn send(connector: &NativeClient, kind: InputKind, code: u32, x: i32, y: i32, flags: u32) {
@@ -48,7 +68,7 @@ fn send(connector: &NativeClient, kind: InputKind, code: u32, x: i32, y: i32, fl
}
impl Capture {
pub fn new(connector: Arc<NativeClient>) -> Capture {
pub fn new(connector: Arc<NativeClient>, touch_mode: TouchMode) -> Capture {
Capture {
connector,
captured: false,
@@ -57,6 +77,9 @@ impl Capture {
held_buttons: HashSet::new(),
pending_rel: (0, 0),
scroll_acc: (0.0, 0.0),
touch_slots: HashMap::new(),
touch_mode,
gestures: Gestures::new(touch_mode == TouchMode::Trackpad),
}
}
@@ -93,6 +116,12 @@ impl Capture {
for b in self.held_buttons.drain() {
send(&self.connector, InputKind::MouseButtonUp, b, 0, 0, 0);
}
for slot in self.touch_slots.drain().map(|(_, slot)| slot) {
send(&self.connector, InputKind::TouchUp, slot, 0, 0, 0);
}
// The gesture engine's held left button (a tap-drag in progress) rides in
// `held_buttons` above, so it was just flushed — here we only forget its state.
self.gestures.reset();
true
}
@@ -180,4 +209,136 @@ impl Capture {
}
self.scroll_acc = (ax, ay);
}
/// The compact wire touch id for an SDL finger — its existing slot, or the lowest free
/// one (contacts are few, so a linear scan is nothing). Held until the finger lifts.
fn touch_slot(&mut self, finger_id: u64) -> u32 {
if let Some(&slot) = self.touch_slots.get(&finger_id) {
return slot;
}
let used: HashSet<u32> = self.touch_slots.values().copied().collect();
let slot = (0u32..).find(|s| !used.contains(s)).unwrap_or(0);
self.touch_slots.insert(finger_id, slot);
slot
}
/// Touch flags pack the client surface size the coordinates are relative to, so the
/// host can rescale into its output — identical layout to Android's nativeSendTouch.
fn touch_flags(w: u32, h: u32) -> u32 {
((w & 0xffff) << 16) | (h & 0xffff)
}
/// A new touchscreen contact — `x`/`y` are absolute in the `w`×`h` content surface.
/// Ignored unless captured (the stream owns the glass; the menu is gamepad-driven).
pub fn on_touch_down(&mut self, finger_id: u64, x: i32, y: i32, w: u32, h: u32) {
if !self.captured {
return;
}
let slot = self.touch_slot(finger_id);
send(
&self.connector,
InputKind::TouchDown,
slot,
x,
y,
Self::touch_flags(w, h),
);
}
/// A contact moved. Only forwarded for a finger we already sent a down for — a move
/// with no live slot (capture engaged mid-touch) would have no matching host contact.
pub fn on_touch_move(&mut self, finger_id: u64, x: i32, y: i32, w: u32, h: u32) {
if !self.captured {
return;
}
if let Some(&slot) = self.touch_slots.get(&finger_id) {
send(
&self.connector,
InputKind::TouchMove,
slot,
x,
y,
Self::touch_flags(w, h),
);
}
}
/// A contact lifted — release its slot and the host contact. Forwarded even when not
/// captured: a `release()` may have already flushed it (then the slot is gone and this
/// no-ops), but a stray up must never strand a pressed contact on the host.
pub fn on_touch_up(&mut self, finger_id: u64) {
if let Some(slot) = self.touch_slots.remove(&finger_id) {
send(&self.connector, InputKind::TouchUp, slot, 0, 0, 0);
}
}
/// Route one forwarded touchscreen finger by the session's touch model. `wx`/`wy` are
/// physical window pixels (the trackpad ballistics + gesture geometry); `abs` is the same
/// finger mapped into the letterboxed content rect (pointer moves + raw passthrough). In
/// `Touch` mode fingers go on the wire as real contacts; in `Trackpad`/`Pointer` they
/// drive the gesture engine. Returns true when a three-finger tap asks to cycle the stats
/// overlay — the only signal the run loop must act on.
pub fn dispatch_finger(
&mut self,
phase: FingerPhase,
id: u64,
wx: f32,
wy: f32,
abs: Abs,
t_ms: f64,
) -> bool {
match self.touch_mode {
TouchMode::Touch => {
match phase {
FingerPhase::Down => self.on_touch_down(id, abs.x, abs.y, abs.w, abs.h),
FingerPhase::Move => self.on_touch_move(id, abs.x, abs.y, abs.w, abs.h),
FingerPhase::Up => self.on_touch_up(id),
}
false
}
TouchMode::Trackpad | TouchMode::Pointer => {
// Down/Move only while captured (the stream owns the glass); an Up always runs
// so a lift can conclude a gesture / release a held drag even if capture just
// dropped (focus loss mid-touch).
if !self.captured && phase != FingerPhase::Up {
return false;
}
let acts = match phase {
FingerPhase::Down => self.gestures.down(id, wx, wy, abs, t_ms),
FingerPhase::Move => self.gestures.motion(id, wx, wy, abs, t_ms),
FingerPhase::Up => self.gestures.up(id, t_ms),
};
let mut cycle_stats = false;
for act in acts {
cycle_stats |= self.apply_touch_act(act);
}
cycle_stats
}
}
}
/// Send one gesture [`Act`] on the wire, tracking button holds in `held_buttons` so a
/// capture release flushes them (a tap-drag's left button never sticks down). Returns
/// true for [`Act::CycleStats`], which is a run-loop signal, not a wire event.
fn apply_touch_act(&mut self, act: Act) -> bool {
match act {
Act::CycleStats => return true,
Act::Button { gs, down } => {
if down {
self.flush_motion(); // the press lands where the cursor now is
self.held_buttons.insert(gs);
send(&self.connector, InputKind::MouseButtonDown, gs, 0, 0, 0);
} else if self.held_buttons.remove(&gs) {
self.flush_motion();
send(&self.connector, InputKind::MouseButtonUp, gs, 0, 0, 0);
}
}
other => {
if let Some((kind, code, x, y, flags)) = other.wire() {
send(&self.connector, kind, code, x, y, flags);
}
}
}
false
}
}
+2
View File
@@ -29,6 +29,8 @@ pub mod overlay;
#[cfg(any(target_os = "linux", windows))]
mod run;
#[cfg(any(target_os = "linux", windows))]
pub mod touch;
#[cfg(any(target_os = "linux", windows))]
pub mod vk;
#[cfg(windows)]
mod win32;
+5
View File
@@ -73,6 +73,11 @@ pub enum OverlayAction {
fp_hex: String,
launch: Option<String>,
title: String,
/// The no-PIN delegated-approval path: pin the host's advertised fingerprint and
/// open a connect the host PARKS until the operator approves this device in its
/// console (a long connect budget), then persist it as paired. `false` = an
/// ordinary connect to an already-paired host.
request_access: bool,
},
/// Abort an in-flight connect (B while Connecting) — the console keeps browsing.
/// The run loop stops the pump; a dial that already won the race is quit-closed.
+242 -20
View File
@@ -13,13 +13,14 @@
//! the stdout line always carries the full Detailed text so parsers see a stable
//! shape). Logs go to stderr (the binary configures tracing so).
use crate::input::Capture;
use crate::input::{Capture, FingerPhase};
use crate::overlay::{FrameCtx, Overlay, OverlayAction, OverlayFrame, SessionPhase};
use crate::touch::Abs;
use crate::vk::{FrameInput, Presenter};
use anyhow::{Context as _, Result};
use pf_client_core::gamepad::GamepadService;
use pf_client_core::session::{self, SessionEvent, SessionHandle, SessionParams, Stats};
use pf_client_core::trust::StatsVerbosity;
use pf_client_core::trust::{StatsVerbosity, TouchMode};
use pf_client_core::video::VulkanDecodeDevice;
use pf_client_core::video::{DecodedFrame, DecodedImage};
use punktfunk_core::client::NativeClient;
@@ -43,6 +44,10 @@ pub struct SessionOpts {
/// Stats overlay tier at start — gates the OSD panel AND the stdout `stats:` lines
/// (Ctrl+Alt+Shift+S cycles Off → Compact → Normal → Detailed live).
pub stats_verbosity: StatsVerbosity,
/// Touchscreen input model (Deck/tablet): `Trackpad` (relative cursor + gestures),
/// `Pointer` (absolute cursor), or `Touch` (real multi-touch passthrough). Latched per
/// session — a mouse-only client leaves this at the default and never sees a finger.
pub touch_mode: TouchMode,
/// Emit the `{"ready":true}` stdout line after the first presented frame.
pub json_status: bool,
/// Called once on `Connected` with the host's fingerprint (trust persistence is the
@@ -204,6 +209,11 @@ struct StreamState {
/// Resize-in-progress overlay (scrim + spinner) — armed by [`resize_tick`] when it
/// requests a switch, cleared when a decoded frame reaches the target (or on timeout).
resize_overlay: ResizeIndicator,
/// The last presented frame's video dimensions — the source rect touch passthrough
/// maps a finger into (the video is letterboxed within the window, so a finger's
/// window-normalized position must be re-based onto the content rect). `None` until
/// the first frame; touches before then have nothing to map onto and are dropped.
last_video: Option<(u32, u32)>,
}
impl StreamState {
@@ -253,6 +263,7 @@ impl StreamState {
resize_requested: None,
shown_mode: None,
resize_overlay: ResizeIndicator::default(),
last_video: None,
}
}
@@ -299,6 +310,13 @@ fn run_inner(mut opts: SessionOpts, mut mode: ModeCtl) -> Result<Option<Outcome>
#[cfg(windows)]
crate::win32::set_app_user_model_id();
sdl3::hint::set("SDL_JOYSTICK_THREAD", "1");
// A touchscreen (the Deck's glass) is forwarded as REAL touch passthrough below — so
// suppress SDL's default synthesis of mouse events from touch. Left on, every touch
// ALSO warps a synthetic mouse to the touch point, which under the stream's relative
// mouse lock becomes a large positive delta that walks the host cursor into the
// bottom-right corner (the reported bug). The menu/library is keyboard+gamepad-driven
// and consumes no mouse, so nothing wanted these synthetic events anyway.
sdl3::hint::set("SDL_TOUCH_MOUSE_EVENTS", "0");
let sdl = sdl3::init().context("SDL init")?;
let video = sdl.video().context("SDL video")?;
let events = sdl.event().context("SDL events")?;
@@ -512,24 +530,8 @@ fn run_inner(mut opts: SessionOpts, mut mode: ModeCtl) -> Result<Option<Outcome>
continue;
}
if chord && sc == Scancode::S {
stats_verbosity = stats_verbosity.next();
bump_stats_tier(&mut stats_verbosity, &mut stream, &presenter);
tracing::info!(tier = ?stats_verbosity, "chord: stats verbosity");
// Re-render the OSD from the last window immediately — waiting
// for the next Stats event would lag the keypress by up to 1 s.
if let Some(st) = &mut stream {
let text = match &st.last_stats {
Some(s) => stats_text(
stats_verbosity,
&st.mode_line,
s,
&st.presented,
st.hdr,
presenter.hdr_active(),
),
None => String::new(),
};
st.osd_text = text;
}
continue;
}
// F11 or Alt+Enter (some keyboards' Fn layer sends a media key for
@@ -581,6 +583,78 @@ fn run_inner(mut opts: SessionOpts, mut mode: ModeCtl) -> Result<Option<Outcome>
cap.on_wheel(x, y);
}
}
// Touchscreen fingers (the Deck's glass) → the session's touch model
// (Trackpad/Pointer mouse, or real Touch passthrough), routed by `Capture`.
// `x`/`y` are window-normalized (0..1); the dispatcher gets physical window
// pixels AND the letterbox mapping. Only DIRECT devices (touchscreens) — an
// INDIRECT trackpad drives the mouse and must not be mistaken for one. A
// three-finger tap returns `cycle` → bump the stats tier, same as Ctrl+⌥+⇧+S.
Event::FingerDown {
touch_id,
finger_id,
x,
y,
timestamp,
..
} => {
if is_direct_touch(touch_id)
&& dispatch_finger(
FingerPhase::Down,
&window,
&mut stream,
finger_id,
x,
y,
timestamp,
)
{
bump_stats_tier(&mut stats_verbosity, &mut stream, &presenter);
}
}
Event::FingerMotion {
touch_id,
finger_id,
x,
y,
timestamp,
..
} => {
if is_direct_touch(touch_id)
&& dispatch_finger(
FingerPhase::Move,
&window,
&mut stream,
finger_id,
x,
y,
timestamp,
)
{
bump_stats_tier(&mut stats_verbosity, &mut stream, &presenter);
}
}
Event::FingerUp {
touch_id,
finger_id,
x,
y,
timestamp,
..
} => {
if is_direct_touch(touch_id)
&& dispatch_finger(
FingerPhase::Up,
&window,
&mut stream,
finger_id,
x,
y,
timestamp,
)
{
bump_stats_tier(&mut stats_verbosity, &mut stream, &presenter);
}
}
// The wake forwarder's FrameWake (and any other user event): pure
// wake-up — the frame drain below runs this iteration either way.
Event::User { .. } => {}
@@ -713,7 +787,7 @@ fn run_inner(mut opts: SessionOpts, mut mode: ModeCtl) -> Result<Option<Outcome>
.ok();
gamepad.attach(c.clone());
st.clock_offset = Some(c.clock_offset_shared());
let mut cap = Capture::new(c.clone());
let mut cap = Capture::new(c.clone(), opts.touch_mode);
cap.engage(); // capture engages when the stream starts (ui_stream parity)
apply_capture(&mut window, &mouse, true);
st.capture = Some(cap);
@@ -887,6 +961,7 @@ fn run_inner(mut opts: SessionOpts, mut mode: ModeCtl) -> Result<Option<Outcome>
// picture is here — lift the scrim. A no-op unless a switch is in flight.
let (fw, fh) = f.image.dimensions();
st.resize_overlay.decoded(fw, fh);
st.last_video = Some((fw, fh)); // touch passthrough's source rect
let DecodedFrame {
pts_ns,
decoded_ns,
@@ -1291,6 +1366,111 @@ fn apply_capture(window: &mut sdl3::video::Window, mouse: &sdl3::mouse::MouseUti
window.set_keyboard_grab(on);
}
/// Is this SDL touch device a real touchscreen (DIRECT, window-relative coordinates)?
/// Trackpads report INDIRECT and drive the mouse — their finger events must not be
/// forwarded as touch passthrough. An unknown/invalid id (INVALID) reads as not-direct.
fn is_direct_touch(touch_id: u64) -> bool {
use sdl3::sys::touch::{SDL_GetTouchDeviceType, SDL_TouchDeviceType, SDL_TouchID};
unsafe { SDL_GetTouchDeviceType(SDL_TouchID(touch_id)) == SDL_TouchDeviceType::DIRECT }
}
/// Route one SDL touchscreen finger into the active session's [`Capture`] per the touch
/// model. SDL delivers window-normalized `x`/`y` (0..1) and a nanosecond `timestamp`; the
/// dispatcher hands `Capture` physical window pixels (trackpad ballistics + gesture geometry)
/// AND the finger mapped into the letterboxed content rect (pointer moves + raw passthrough).
/// Returns whether a three-finger tap asked to cycle the stats tier. Down/Move before the
/// first decoded frame have nothing to map onto and are dropped; an Up always dispatches so a
/// lift can release a held contact/drag.
fn dispatch_finger(
phase: FingerPhase,
window: &sdl3::video::Window,
stream: &mut Option<StreamState>,
finger_id: u64,
x: f32,
y: f32,
timestamp: u64,
) -> bool {
let Some(st) = stream.as_mut() else {
return false;
};
let (pw, ph) = window.size_in_pixels();
let (wx, wy) = (x * pw as f32, y * ph as f32);
let abs = match st.last_video {
Some(video) => {
let (ax, ay, aw, ah) = finger_to_content((pw, ph), video, x, y);
Abs {
x: ax,
y: ay,
w: aw,
h: ah,
}
}
None if phase == FingerPhase::Up => Abs {
x: 0,
y: 0,
w: 0,
h: 0,
},
None => return false,
};
let Some(cap) = st.capture.as_mut() else {
return false;
};
cap.dispatch_finger(
phase,
finger_id,
wx,
wy,
abs,
timestamp as f64 / 1_000_000.0,
)
}
/// Advance the stats-overlay tier and re-render the OSD immediately from the last window
/// (waiting for the next Stats event would lag the trigger by up to 1 s). Shared by the
/// Ctrl+Alt+Shift+S chord and the three-finger touch tap.
fn bump_stats_tier(
verbosity: &mut StatsVerbosity,
stream: &mut Option<StreamState>,
presenter: &Presenter,
) {
*verbosity = verbosity.next();
if let Some(st) = stream {
st.osd_text = match &st.last_stats {
Some(s) => stats_text(
*verbosity,
&st.mode_line,
s,
&st.presented,
st.hdr,
presenter.hdr_active(),
),
None => String::new(),
};
}
}
/// The pure Contain-fit mapping (window pixels in, content pixels out) — split out so the
/// letterbox math is testable without a live SDL window. Mirrors
/// [`vk::letterbox`]; a finger in the letterbox bars clamps to the nearest content edge.
fn finger_to_content(
surface: (u32, u32),
video: (u32, u32),
x: f32,
y: f32,
) -> (i32, i32, u32, u32) {
let (pw, ph) = (f64::from(surface.0), f64::from(surface.1));
let (vw, vh) = video;
let scale = (pw / f64::from(vw.max(1))).min(ph / f64::from(vh.max(1)));
let dw = (f64::from(vw) * scale).max(1.0);
let dh = (f64::from(vh) * scale).max(1.0);
let ox = (pw - dw) / 2.0;
let oy = (ph - dh) / 2.0;
let cx = ((f64::from(x) * pw - ox) / dw).clamp(0.0, 1.0) * dw;
let cy = ((f64::from(y) * ph - oy) / dh).clamp(0.0, 1.0) * dh;
(cx.round() as i32, cy.round() as i32, dw as u32, dh as u32)
}
/// The presenter's share of the unified stats window — folded into each printed line.
#[derive(Default)]
struct PresentedWindow {
@@ -1614,4 +1794,46 @@ mod tests {
"120 fps · 24 Mb/s"
);
}
#[test]
fn finger_maps_across_a_perfectly_filled_surface() {
// Video exactly fills the window (no letterbox): normalized finger → content
// corners/center map straight through, and the surface size is the video size.
let video = (1920, 1080);
assert_eq!(
finger_to_content((1920, 1080), video, 0.0, 0.0),
(0, 0, 1920, 1080)
);
assert_eq!(
finger_to_content((1920, 1080), video, 1.0, 1.0),
(1920, 1080, 1920, 1080)
);
assert_eq!(
finger_to_content((1920, 1080), video, 0.5, 0.5),
(960, 540, 1920, 1080)
);
}
#[test]
fn finger_rebases_onto_the_letterboxed_content_rect() {
// 16:9 video in the Deck's 16:10 glass (1280×800) letterboxes: content is
// 1280×720, centered with 40px bars top/bottom. A finger at the window's vertical
// center is the content's vertical center; a finger inside the top bar clamps to
// the content's top edge (not a negative coordinate).
let surface = (1280, 800);
let video = (1920, 1080);
let (_, cy, w, h) = finger_to_content(surface, video, 0.5, 0.5);
assert_eq!((w, h), (1280, 720));
assert_eq!(cy, 360);
// y=0.01 → window pixel 8, above the 40px bar → clamps to content top (0).
assert_eq!(
finger_to_content(surface, video, 0.5, 0.01),
(640, 0, 1280, 720)
);
// Bottom-right corner of the video content.
assert_eq!(
finger_to_content(surface, video, 1.0, 1.0),
(1280, 720, 1280, 720)
);
}
}
+546
View File
@@ -0,0 +1,546 @@
//! Touchscreen fingers → host mouse for the `trackpad`/`pointer` touch-input models — an
//! incremental port of the Android client's gesture engine (clients/android
//! `TouchInput.kt`) and its Apple twin (`TouchMouse.swift`) so all three touch clients feel
//! identical. The third model, `touch`, never reaches here: those fingers go on the wire as
//! real multi-touch contacts (`Capture::on_touch_*`).
//!
//! Two mouse models share one gesture vocabulary:
//! * **trackpad** (default): the cursor STAYS PUT on touch-down and moves by the finger's
//! relative delta with mild acceleration — swipe to nudge, lift and re-swipe to walk it
//! across, tap to click where it is. What makes a cursor reachable on a small screen.
//! * **pointer**: the cursor jumps to the finger and follows it (absolute moves through the
//! aspect-fit letterbox) — direct pointing.
//!
//! Shared gestures: tap = left click · two-finger tap = right click · two-finger drag =
//! scroll · tap-then-press-and-drag = held left drag · three-finger tap = cycle the stats
//! overlay tier. (The Android/Apple twins additionally map a three-finger vertical SWIPE to
//! their local soft keyboard and gate scroll to exactly two fingers for it; SDL builds have
//! no soft keyboard to summon, so here 2+ fingers scroll.)
//!
//! Unlike the Android/Apple hosts (which hand the engine a whole event's worth of changed
//! touches at once), SDL delivers ONE finger transition per event, so this is a strictly
//! incremental state machine: it keeps every live finger's position and recomputes the
//! centroid itself. Positions are in physical window pixels (the caller multiplies SDL's
//! normalized 0..1 finger coordinates by the window's pixel size) so the pixel-based
//! ballistics constants port from Android 1:1; timestamps are milliseconds.
use punktfunk_core::input::InputKind;
use std::collections::HashMap;
// Gesture/ballistics tuning (physical px / ms), matching the Android reference exactly.
/// Movement under this (px) still counts as a tap, not a drag.
const TAP_SLOP: f32 = 12.0;
/// A new touch this soon (ms) after a tap, near it, starts a held left-button drag.
const TAP_DRAG_MS: f64 = 250.0;
/// Two-finger pan distance (px) per 120-unit wheel notch (smaller = faster scroll).
const SCROLL_DIV: f32 = 4.0;
/// Base finger-px → host-px gain (~1:1, never twitchy).
const POINTER_SENS: f32 = 1.3;
/// Above `ACCEL_SPEED_FLOOR` px/ms the gain ramps by `ACCEL_GAIN` per px/ms, capped at
/// `ACCEL_MAX` so a fast swipe can't fling the cursor uncontrollably.
const ACCEL_GAIN: f32 = 0.6;
const ACCEL_SPEED_FLOOR: f32 = 0.3;
const ACCEL_MAX: f32 = 3.0;
/// GameStream mouse button ids.
const BTN_LEFT: u32 = 1;
const BTN_RIGHT: u32 = 3;
/// A finger's position in the letterboxed video content rect (absolute host pixels + the
/// content surface size) — what `pointer` mode's absolute moves carry. Mirrors the
/// `MouseMoveAbs` packing the host rescales into its output.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct Abs {
pub x: i32,
pub y: i32,
pub w: u32,
pub h: u32,
}
/// A wire intent the engine emits; the owner ([`Capture`](crate::input::Capture)) translates
/// each into an actual `send_input`, and folds [`CycleStats`](Act::CycleStats) back to the
/// run loop.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Act {
/// Relative cursor motion (`MouseMove`).
MoveRel { dx: i32, dy: i32 },
/// Absolute cursor position through the letterbox (`MouseMoveAbs`).
MoveAbs(Abs),
/// A mouse button transition (`gs` = GameStream id; `down` = press/release).
Button { gs: u32, down: bool },
/// A wheel step: `axis` 0 = vertical, 1 = horizontal; `delta` in WHEEL(120) units.
Scroll { axis: u32, delta: i32 },
/// Three-finger tap: cycle the stats-overlay verbosity tier (the run loop owns it).
CycleStats,
}
impl Act {
/// The `(InputKind, code, x, y, flags)` this intent sends. `Button`/`CycleStats` don't map
/// to a single motion send, so callers special-case them; this covers the motion/scroll
/// intents shared with the raw pointer path.
pub fn wire(self) -> Option<(InputKind, u32, i32, i32, u32)> {
match self {
Act::MoveRel { dx, dy } => Some((InputKind::MouseMove, 0, dx, dy, 0)),
Act::MoveAbs(a) => Some((
InputKind::MouseMoveAbs,
0,
a.x,
a.y,
((a.w & 0xffff) << 16) | (a.h & 0xffff),
)),
Act::Scroll { axis, delta } => Some((InputKind::MouseScroll, axis, delta, 0, 0)),
Act::Button { .. } | Act::CycleStats => None,
}
}
}
/// The trackpad/pointer gesture state machine. One per session; `trackpad` picks the model
/// (false = pointer). Fed only DIRECT touchscreen fingers.
pub struct Gestures {
trackpad: bool,
/// Live fingers → current window-pixel position (the centroid needs every finger, but a
/// move event only carries the one that changed).
positions: HashMap<u64, (f32, f32)>,
/// A gesture is in flight (≥ 1 finger down since the first touch).
active: bool,
start: (f32, f32),
max_fingers: usize,
moved: bool,
scrolling: bool,
/// Finger count the scroll centroid is anchored at — re-anchor on a count change so a
/// 2→3 transition isn't read as a scroll notch.
scroll_count: usize,
scroll_anchor: (f32, f32),
/// A tap-then-press-and-drag is holding the left button down for this whole gesture.
drag_held: bool,
// Trackpad relative-motion state: the tracked finger, its last position/time, and the
// sub-pixel remainder so a slow drag isn't lost to integer truncation.
track_id: Option<u64>,
prev: (f32, f32),
prev_t: f64,
carry: (f32, f32),
// Tap-drag arming: a quick tap leaves a window in which the next nearby touch drags.
last_tap_up: f64,
last_tap_pt: (f32, f32),
}
impl Gestures {
pub fn new(trackpad: bool) -> Gestures {
Gestures {
trackpad,
positions: HashMap::new(),
active: false,
start: (0.0, 0.0),
max_fingers: 0,
moved: false,
scrolling: false,
scroll_count: 0,
scroll_anchor: (0.0, 0.0),
drag_held: false,
track_id: None,
prev: (0.0, 0.0),
prev_t: 0.0,
carry: (0.0, 0.0),
last_tap_up: 0.0,
last_tap_pt: (0.0, 0.0),
}
}
/// A finger touched down. `abs` is its letterbox mapping (pointer mode jumps the cursor
/// there on the first finger). `t` is milliseconds.
pub fn down(&mut self, id: u64, wx: f32, wy: f32, abs: Abs, t: f64) -> Vec<Act> {
let mut acts = Vec::new();
let first = self.positions.is_empty() && !self.active;
self.positions.insert(id, (wx, wy));
if first {
self.active = true;
self.start = (wx, wy);
self.max_fingers = 0;
self.moved = false;
self.scrolling = false;
self.scroll_count = 0;
// A touch landing just after a quick tap nearby = tap-and-drag.
self.drag_held = t - self.last_tap_up < TAP_DRAG_MS
&& (wx - self.last_tap_pt.0).abs() < TAP_SLOP
&& (wy - self.last_tap_pt.1).abs() < TAP_SLOP;
self.last_tap_up = 0.0; // consume the arming either way
if !self.trackpad {
acts.push(Act::MoveAbs(abs)); // pointer: place the cursor before any press
}
if self.drag_held {
acts.push(Act::Button {
gs: BTN_LEFT,
down: true,
});
}
self.track_id = Some(id);
self.prev = (wx, wy);
self.prev_t = t;
self.carry = (0.0, 0.0);
}
self.max_fingers = self.max_fingers.max(self.positions.len());
acts
}
/// A finger moved.
pub fn motion(&mut self, id: u64, wx: f32, wy: f32, abs: Abs, t: f64) -> Vec<Act> {
if !self.active || !self.positions.contains_key(&id) {
return Vec::new();
}
self.positions.insert(id, (wx, wy));
if self.positions.len() >= 2 {
self.scroll_by_centroid()
} else if !self.scrolling {
// One finger, and the gesture never became a scroll (dropping back from two
// fingers to one must not jerk the cursor).
self.single_finger(id, wx, wy, abs, t)
} else {
Vec::new()
}
}
/// A finger lifted. Only when the LAST finger lifts does the gesture conclude (into a
/// click / drag-end / stats cycle). `t` is the up-time in milliseconds.
pub fn up(&mut self, id: u64, t: f64) -> Vec<Act> {
let mut acts = Vec::new();
self.positions.remove(&id);
if self.track_id == Some(id) {
self.track_id = None;
}
if !self.positions.is_empty() || !self.active {
return acts; // other fingers still down (or no live gesture)
}
self.active = false;
if self.drag_held {
self.drag_held = false;
acts.push(Act::Button {
gs: BTN_LEFT,
down: false,
}); // end the held drag
} else if !self.moved {
match self.max_fingers {
n if n >= 3 => acts.push(Act::CycleStats),
2 => {
acts.push(Act::Button {
gs: BTN_RIGHT,
down: true,
});
acts.push(Act::Button {
gs: BTN_RIGHT,
down: false,
});
}
_ => {
acts.push(Act::Button {
gs: BTN_LEFT,
down: true,
});
acts.push(Act::Button {
gs: BTN_LEFT,
down: false,
});
self.last_tap_up = t; // arm tap-drag
self.last_tap_pt = self.start;
}
}
}
acts
}
/// Forget all in-flight gesture state (capture release / session teardown). Any left
/// button the engine is holding is released by the owner's held-button flush, so this
/// only clears state — it never re-emits wire events.
pub fn reset(&mut self) {
self.positions.clear();
self.track_id = None;
self.active = false;
self.scrolling = false;
self.moved = false;
self.drag_held = false;
self.last_tap_up = 0.0;
}
/// Two (or more) fingers → scroll by the centroid delta; never move the cursor. Fires a
/// notch per `SCROLL_DIV` px of pan and re-anchors on fire; finger up scrolls up, finger
/// right scrolls right (the host WHEEL(120) convention).
fn scroll_by_centroid(&mut self) -> Vec<Act> {
let mut acts = Vec::new();
let n = self.positions.len() as f32;
let (mut sx, mut sy) = (0.0f32, 0.0f32);
for &(px, py) in self.positions.values() {
sx += px;
sy += py;
}
let (cx, cy) = (sx / n, sy / n);
// (Re-)anchor on scroll start AND whenever the finger count changes.
if !self.scrolling || self.positions.len() != self.scroll_count {
self.scrolling = true;
self.scroll_count = self.positions.len();
self.scroll_anchor = (cx, cy);
}
let notches_y = ((self.scroll_anchor.1 - cy) / SCROLL_DIV) as i32;
let notches_x = ((cx - self.scroll_anchor.0) / SCROLL_DIV) as i32;
if notches_y != 0 {
acts.push(Act::Scroll {
axis: 0,
delta: notches_y * 120,
});
self.scroll_anchor.1 = cy;
self.moved = true;
}
if notches_x != 0 {
acts.push(Act::Scroll {
axis: 1,
delta: notches_x * 120,
});
self.scroll_anchor.0 = cx;
self.moved = true;
}
acts
}
/// One finger, not scrolling: trackpad relative ballistics, or pointer absolute follow.
fn single_finger(&mut self, id: u64, wx: f32, wy: f32, abs: Abs, t: f64) -> Vec<Act> {
let mut acts = Vec::new();
if (wx - self.start.0).abs() > TAP_SLOP || (wy - self.start.1).abs() > TAP_SLOP {
self.moved = true;
}
if !self.trackpad {
acts.push(Act::MoveAbs(abs)); // the cursor follows the finger
return acts;
}
// Re-anchor (zero delta this frame) if the tracked finger changed, so lifting one of
// several fingers never jumps the cursor.
if self.track_id != Some(id) {
self.track_id = Some(id);
self.prev = (wx, wy);
self.prev_t = t;
return acts;
}
let dx = wx - self.prev.0;
let dy = wy - self.prev.1;
let dt_ms = (t - self.prev_t).max(1.0) as f32;
self.prev = (wx, wy);
self.prev_t = t;
let speed = dx.hypot(dy) / dt_ms; // finger px per ms
let accel = (1.0 + ACCEL_GAIN * (speed - ACCEL_SPEED_FLOOR).max(0.0)).min(ACCEL_MAX);
let gain = POINTER_SENS * accel;
self.carry.0 += dx * gain;
self.carry.1 += dy * gain;
let out_x = self.carry.0 as i32; // truncates toward zero → remainder kept with sign
let out_y = self.carry.1 as i32;
if out_x != 0 || out_y != 0 {
acts.push(Act::MoveRel {
dx: out_x,
dy: out_y,
});
self.carry.0 -= out_x as f32;
self.carry.1 -= out_y as f32;
}
acts
}
}
#[cfg(test)]
mod tests {
use super::*;
const ABS: Abs = Abs {
x: 100,
y: 200,
w: 1280,
h: 720,
};
fn abs_at(x: i32, y: i32) -> Abs {
Abs {
x,
y,
w: 1280,
h: 720,
}
}
#[test]
fn trackpad_tap_is_a_left_click_with_no_motion() {
let mut g = Gestures::new(true);
let mut acts = g.down(1, 50.0, 50.0, ABS, 0.0);
acts.extend(g.up(1, 40.0));
// A trackpad tap places no cursor and moves nothing — just a click.
assert_eq!(
acts,
vec![
Act::Button {
gs: BTN_LEFT,
down: true
},
Act::Button {
gs: BTN_LEFT,
down: false
},
]
);
}
#[test]
fn pointer_tap_places_the_cursor_then_clicks() {
let mut g = Gestures::new(false);
let mut acts = g.down(1, 50.0, 50.0, abs_at(640, 360), 0.0);
acts.extend(g.up(1, 40.0));
assert_eq!(
acts,
vec![
Act::MoveAbs(abs_at(640, 360)),
Act::Button {
gs: BTN_LEFT,
down: true
},
Act::Button {
gs: BTN_LEFT,
down: false
},
]
);
}
#[test]
fn two_finger_tap_is_a_right_click() {
let mut g = Gestures::new(true);
let mut acts = g.down(1, 50.0, 50.0, ABS, 0.0);
acts.extend(g.down(2, 80.0, 52.0, ABS, 5.0));
acts.extend(g.up(1, 40.0));
acts.extend(g.up(2, 42.0));
assert_eq!(
acts,
vec![
Act::Button {
gs: BTN_RIGHT,
down: true
},
Act::Button {
gs: BTN_RIGHT,
down: false
},
]
);
}
#[test]
fn three_finger_tap_cycles_stats() {
let mut g = Gestures::new(true);
let mut acts = g.down(1, 50.0, 50.0, ABS, 0.0);
acts.extend(g.down(2, 80.0, 50.0, ABS, 2.0));
acts.extend(g.down(3, 110.0, 50.0, ABS, 4.0));
acts.extend(g.up(1, 40.0));
acts.extend(g.up(2, 41.0));
acts.extend(g.up(3, 42.0));
assert_eq!(acts, vec![Act::CycleStats]);
}
#[test]
fn trackpad_drag_emits_relative_motion() {
let mut g = Gestures::new(true);
assert!(g.down(1, 100.0, 100.0, ABS, 0.0).is_empty());
// A big move over 16 ms — relative, with acceleration, so it should exceed 1:1.
let acts = g.motion(1, 140.0, 100.0, ABS, 16.0);
match acts.as_slice() {
[Act::MoveRel { dx, dy }] => {
assert!(*dx >= 40, "expected accelerated dx ≥ raw 40, got {dx}");
assert_eq!(*dy, 0);
}
other => panic!("expected one MoveRel, got {other:?}"),
}
// The gesture moved, so the lift is not a tap (no click).
assert!(g.up(1, 32.0).is_empty());
}
#[test]
fn pointer_motion_follows_the_finger_absolutely() {
let mut g = Gestures::new(false);
let _ = g.down(1, 100.0, 100.0, abs_at(300, 300), 0.0);
let acts = g.motion(1, 140.0, 120.0, abs_at(360, 340), 16.0);
assert_eq!(acts, vec![Act::MoveAbs(abs_at(360, 340))]);
}
#[test]
fn two_finger_pan_scrolls_by_the_centroid() {
let mut g = Gestures::new(true);
let _ = g.down(1, 100.0, 200.0, ABS, 0.0);
let _ = g.down(2, 120.0, 200.0, ABS, 2.0);
// Both fingers slide up 40 px → the centroid rises 40 px → +ve (finger-up) notches.
let a1 = g.motion(1, 100.0, 160.0, ABS, 10.0);
let a2 = g.motion(2, 120.0, 160.0, ABS, 12.0);
let scrolls: Vec<_> = a1.into_iter().chain(a2).collect();
assert!(
scrolls
.iter()
.any(|a| matches!(a, Act::Scroll { axis: 0, delta } if *delta > 0)),
"expected an upward vertical scroll, got {scrolls:?}"
);
}
#[test]
fn tap_then_press_drag_holds_the_left_button() {
let mut g = Gestures::new(true);
// Tap at (50,50), lifting at t=10.
let _ = g.down(1, 50.0, 50.0, ABS, 0.0);
let click = g.up(1, 10.0);
assert_eq!(
click,
vec![
Act::Button {
gs: BTN_LEFT,
down: true
},
Act::Button {
gs: BTN_LEFT,
down: false
},
]
);
// A new touch nearby within the window arms a held drag: button down on touch, and
// the whole gesture holds it until the lift.
let down2 = g.down(2, 52.0, 51.0, ABS, 120.0);
assert_eq!(
down2,
vec![Act::Button {
gs: BTN_LEFT,
down: true
}]
);
let _ = g.motion(2, 90.0, 51.0, ABS, 140.0); // drag
let end = g.up(2, 160.0);
assert_eq!(
end,
vec![Act::Button {
gs: BTN_LEFT,
down: false
}]
);
}
#[test]
fn reset_clears_a_drag_without_re_emitting() {
let mut g = Gestures::new(true);
let _ = g.down(1, 50.0, 50.0, ABS, 0.0);
let _ = g.up(1, 5.0); // arm
let _ = g.down(2, 51.0, 50.0, ABS, 50.0); // drag begins (left held)
g.reset();
// After a reset a fresh tap is an ordinary click (no stuck drag state).
let mut acts = g.down(3, 400.0, 400.0, ABS, 500.0);
acts.extend(g.up(3, 510.0));
assert_eq!(
acts,
vec![
Act::Button {
gs: BTN_LEFT,
down: true
},
Act::Button {
gs: BTN_LEFT,
down: false
},
]
);
}
}
+5
View File
@@ -661,6 +661,11 @@ impl Presenter {
instance: instance.handle().as_raw() as usize,
physical_device: pdev.as_raw() as usize,
device: device.handle().as_raw() as usize,
vendor_id: dev_props.vendor_id,
device_name: dev_props
.device_name_as_c_str()
.map(|c| c.to_string_lossy().into_owned())
.unwrap_or_default(),
graphics_qf: qfi,
graphics_queue_flags: qf_props[qfi as usize].queue_flags.as_raw(),
decode_qf,
+13 -5
View File
@@ -882,13 +882,19 @@ pub const PUNKTFUNK_GAMEPAD_XBOXONE: u32 = 3;
/// DualSense (minus adaptive triggers / player LEDs / mute). Honored only where available (Linux
/// hosts); otherwise the host falls back to X-Box 360.
pub const PUNKTFUNK_GAMEPAD_DUALSHOCK4: u32 = 4;
/// UHID classic Steam Controller (Valve `28DE:1102`, kernel `hid-steam`): dual trackpads, gyro,
/// two grip paddles. Reserved — currently folds to `XBOX360` until its backend lands.
/// UHID classic Steam Controller (Valve `28DE:1102`, kernel `hid-steam`): one stick + dual
/// trackpads + two grip paddles. Honored only where available (Linux hosts); else Xbox 360.
pub const PUNKTFUNK_GAMEPAD_STEAMCONTROLLER: u32 = 5;
/// UHID Steam Deck controller (Valve `28DE:1205`, kernel `hid-steam`): full Deck gamepad incl. the
/// four back grips, a right trackpad, and the IMU; re-grabbed by Steam Input with native glyphs when
/// Steam runs on the host. Honored only where available (Linux hosts); else folds to X-Box 360.
/// Steam Deck controller (Valve `28DE:1205`): full Deck gamepad incl. the four back grips, both
/// trackpads, and the IMU; re-grabbed by Steam Input with native glyphs when Steam runs on the
/// host. Honored on Linux AND Windows hosts; else folds to X-Box 360.
pub const PUNKTFUNK_GAMEPAD_STEAMDECK: u32 = 6;
/// DualSense Edge (Sony `054C:0DF2`): the DualSense plus two back buttons + two Fn buttons, so a
/// client's back paddles land on native slots. Folds to `DUALSENSE` until its backend lands.
pub const PUNKTFUNK_GAMEPAD_DUALSENSEEDGE: u32 = 7;
/// Nintendo Switch Pro Controller (Nintendo `057E:2009`, kernel `hid-nintendo`): Nintendo glyphs +
/// positional layout, gyro/accel, HD rumble. Folds to `XBOX360` until its backend lands.
pub const PUNKTFUNK_GAMEPAD_SWITCHPRO: u32 = 8;
/// Extended `InputEvent` gamepad button bits for embedders building raw events: the four back grips
/// (Steam L4/L5/R4/R5 ≙ Xbox-Elite P1P4) + the misc/capture button, in Moonlight's
@@ -945,6 +951,8 @@ const _: () = {
assert!(PUNKTFUNK_GAMEPAD_DUALSHOCK4 == GamepadPref::DualShock4.to_u8() as u32);
assert!(PUNKTFUNK_GAMEPAD_STEAMCONTROLLER == GamepadPref::SteamController.to_u8() as u32);
assert!(PUNKTFUNK_GAMEPAD_STEAMDECK == GamepadPref::SteamDeck.to_u8() as u32);
assert!(PUNKTFUNK_GAMEPAD_DUALSENSEEDGE == GamepadPref::DualSenseEdge.to_u8() as u32);
assert!(PUNKTFUNK_GAMEPAD_SWITCHPRO == GamepadPref::SwitchPro.to_u8() as u32);
// Extended button bits mirror the wire `input::gamepad` constants.
assert!(PUNKTFUNK_GAMEPAD_BTN_PADDLE1 == g::BTN_PADDLE1);
assert!(PUNKTFUNK_GAMEPAD_BTN_PADDLE2 == g::BTN_PADDLE2);
+160 -47
View File
@@ -15,12 +15,16 @@
//! - **a jump-to-live flush** — the pump discarded its backlog, the strongest "we were behind"
//! evidence there is.
//!
//! AIMD shape: two consecutive bad windows ⇒ multiplicative decrease (×0.7, floored); ~10 s of
//! clean windows ⇒ additive-ish increase (+~6 %, ceilinged at the session's starting rate — the
//! controller recovers *back to* what was negotiated, never beyond it). Changes are rate-limited
//! (each one costs the IDR the host's rebuilt encoder opens with) and the whole controller
//! disables itself against a host that never answers [`crate::quic::BitrateChanged`] (an older
//! build that ignores unknown control messages).
//! AIMD shape: a SEVERE window (an unrecoverable frame, a flush, or ≥6 % loss) backs off ×0.7
//! immediately; ordinary congestion (heavy-but-recoverable loss, an OWD rise) needs two
//! consecutive bad windows. Recovery is two-mode: **slow start** — until the first congestion
//! signal the rate DOUBLES each clean window (cooldown-paced), which is how an Automatic session
//! climbs from the conservative start to the [`set_ceiling`](BitrateController::set_ceiling)
//! measured by the startup link-capacity probe in seconds instead of minutes — then classic
//! additive recovery (+~6 % after ~4.5 s clean, ceilinged). Changes are rate-limited (each one
//! costs the IDR the host's rebuilt encoder opens with) and the whole controller disables itself
//! against a host that never answers [`crate::quic::BitrateChanged`] (an older build that
//! ignores unknown control messages).
use std::collections::VecDeque;
use std::time::{Duration, Instant};
@@ -28,15 +32,21 @@ use std::time::{Duration, Instant};
/// Never ask for less than this — below it the stream is unusable anyway and the floor keeps a
/// mis-measured window from cratering the session.
const FLOOR_KBPS: u32 = 5_000;
/// Consecutive bad windows before a decrease — one window can be a scheduler blip or a single
/// Wi-Fi scan; two in a row (1.5 s) is a condition.
/// Consecutive bad windows before an ORDINARY decrease — one window can be a scheduler blip or a
/// single Wi-Fi scan; two in a row (1.5 s) is a condition. A SEVERE window skips the wait.
const BAD_WINDOWS_TO_DECREASE: u32 = 2;
/// Consecutive clean windows before probing back up (~10 s at the 750 ms cadence): recovery is
/// deliberately much slower than backoff, classic AIMD.
const CLEAN_WINDOWS_TO_INCREASE: u32 = 13;
/// Window shard loss at/above which ONE window is enough to back off — 6 % is past any
/// blip/retry tail, and every 750 ms spent there is visible damage. Unrecoverable frames and
/// jump-to-live flushes are severe for the same reason.
const SEVERE_LOSS_PPM: u32 = 60_000;
/// Consecutive clean windows before probing back up in congestion-avoidance mode (~4.5 s at the
/// 750 ms cadence): recovery stays slower than backoff, classic AIMD. (Slow start ignores this —
/// it doubles on every cooled clean window until the first congestion signal.)
const CLEAN_WINDOWS_TO_INCREASE: u32 = 6;
/// Minimum gap between requested changes — every accepted change costs an encoder rebuild + IDR
/// on the host, and back-to-back steps would outrun the ack/effect round trip.
const CHANGE_COOLDOWN: Duration = Duration::from_secs(3);
/// on the host today (in-place reconfigure is planned), and back-to-back steps would outrun the
/// ack/effect round trip.
const CHANGE_COOLDOWN: Duration = Duration::from_millis(1500);
/// Window shard loss beyond which the window counts bad even without an unrecoverable frame:
/// 2 % sustained is congestion territory, not the random tail FEC exists for.
const HEAVY_LOSS_PPM: u32 = 20_000;
@@ -56,9 +66,14 @@ pub(crate) struct BitrateController {
enabled: bool,
/// The rate we believe the host encodes at (updated by acks; requests are not assumed).
current_kbps: u32,
/// The session's starting (negotiated) rate — the recovery ceiling.
/// The climb ceiling: the negotiated start rate until the startup link-capacity probe
/// raises it via [`set_ceiling`](Self::set_ceiling) — that measurement is what lets an
/// Automatic session scale past its conservative start.
ceiling_kbps: u32,
floor_kbps: u32,
/// Slow start: true until the first congestion signal — clean windows DOUBLE the rate
/// (cooldown-paced) instead of the +6 % additive step.
probing: bool,
/// Recent window mean OWDs (µs); the rolling min is the uncongested baseline.
owd_means: VecDeque<i64>,
bad_windows: u32,
@@ -78,6 +93,7 @@ impl BitrateController {
current_kbps: start_kbps,
ceiling_kbps: start_kbps,
floor_kbps: FLOOR_KBPS.min(start_kbps.max(1)),
probing: true,
owd_means: VecDeque::with_capacity(BASELINE_WINDOWS),
bad_windows: 0,
clean_windows: 0,
@@ -86,6 +102,17 @@ impl BitrateController {
}
}
/// Raise the climb ceiling to a measured link capacity (the startup speed-test probe's
/// delivered throughput with headroom already subtracted by the caller). Without this call
/// the ceiling stays the negotiated start rate — exactly the old behavior. Never lowers:
/// a congested-moment measurement must not shrink authority below what was negotiated
/// (descent is the congestion signals' job).
pub(crate) fn set_ceiling(&mut self, kbps: u32) {
if self.enabled && kbps > self.ceiling_kbps {
self.ceiling_kbps = kbps;
}
}
/// The host's [`crate::quic::BitrateChanged`] ack: its clamp is authoritative for what the
/// encoder now targets, and any ack proves the host renegotiates (resets the silence counter).
pub(crate) fn on_ack(&mut self, kbps: u32) {
@@ -134,10 +161,16 @@ impl BitrateController {
}
None => false,
};
let bad = dropped > 0 || loss_ppm >= HEAVY_LOSS_PPM || owd_bad || flushed;
// SEVERE = the user already saw damage (an unrecoverable frame, a jump-to-live flush) or
// loss far past any blip — one window is enough. Ordinary congestion (heavy-but-
// recoverable loss, an OWD rise) still needs two consecutive windows.
let severe = dropped > 0 || flushed || loss_ppm >= SEVERE_LOSS_PPM;
let bad = severe || loss_ppm >= HEAVY_LOSS_PPM || owd_bad;
if bad {
self.bad_windows += 1;
self.clean_windows = 0;
// Any congestion signal ends slow start for good — from here on, climbs are additive.
self.probing = false;
} else {
self.clean_windows += 1;
self.bad_windows = 0;
@@ -148,16 +181,27 @@ impl BitrateController {
if !cooled {
return None;
}
if self.bad_windows >= BAD_WINDOWS_TO_DECREASE && self.current_kbps > self.floor_kbps {
if (self.bad_windows >= BAD_WINDOWS_TO_DECREASE || (severe && self.bad_windows >= 1))
&& self.current_kbps > self.floor_kbps
{
let next = ((self.current_kbps as u64 * 7 / 10) as u32).max(self.floor_kbps);
self.bad_windows = 0;
return self.request(next, now);
}
if self.clean_windows >= CLEAN_WINDOWS_TO_INCREASE && self.current_kbps < self.ceiling_kbps
{
let next = (self.current_kbps + self.current_kbps / 16 + 1).min(self.ceiling_kbps);
self.clean_windows = 0;
return self.request(next, now);
if self.current_kbps < self.ceiling_kbps {
// Slow start: double on every cooled clean window until the first congestion signal
// (this is how an Automatic session reaches a probe-measured ceiling in seconds).
// Congestion avoidance: +~6 % after a sustained clean run.
if self.probing && self.clean_windows >= 1 {
let next = self.current_kbps.saturating_mul(2).min(self.ceiling_kbps);
self.clean_windows = 0;
return self.request(next, now);
}
if self.clean_windows >= CLEAN_WINDOWS_TO_INCREASE {
let next = (self.current_kbps + self.current_kbps / 16 + 1).min(self.ceiling_kbps);
self.clean_windows = 0;
return self.request(next, now);
}
}
None
}
@@ -204,44 +248,66 @@ mod tests {
}
#[test]
fn two_bad_windows_step_down_multiplicatively() {
fn two_ordinary_bad_windows_step_down_multiplicatively() {
let mut c = BitrateController::new(20_000);
let start = Instant::now();
// One bad window is a blip — no reaction.
assert_eq!(c.on_window(ticks(start, 0), 1, 0, None, false), None);
// Heavy-but-recoverable loss (26 %) is ORDINARY: one window is a blip — no reaction.
assert_eq!(c.on_window(ticks(start, 0), 0, 25_000, None, false), None);
// The second consecutive bad window backs off ×0.7.
assert_eq!(
c.on_window(ticks(start, 1), 1, 0, None, false),
c.on_window(ticks(start, 1), 0, 25_000, None, false),
Some(14_000)
);
c.on_ack(14_000);
// Still bad after the cooldown → another ×0.7 step from the ACKED rate.
assert_eq!(c.on_window(ticks(start, 6), 1, 0, None, false), None); // bad #1 again
assert_eq!(c.on_window(ticks(start, 7), 1, 0, None, false), Some(9_800));
assert_eq!(c.on_window(ticks(start, 6), 0, 25_000, None, false), None); // bad #1 again
assert_eq!(
c.on_window(ticks(start, 7), 0, 25_000, None, false),
Some(9_800)
);
}
#[test]
fn severe_window_backs_off_immediately() {
// An unrecoverable frame (the user SAW a freeze) skips the two-window wait…
let mut c = BitrateController::new(20_000);
let start = Instant::now();
assert_eq!(
c.on_window(ticks(start, 0), 1, 0, None, false),
Some(14_000)
);
// …and so does a jump-to-live flush.
let mut c = BitrateController::new(20_000);
assert_eq!(c.on_window(ticks(start, 0), 0, 0, None, true), Some(14_000));
// …and ≥6 % window loss.
let mut c = BitrateController::new(20_000);
assert_eq!(
c.on_window(ticks(start, 0), 0, 80_000, None, false),
Some(14_000)
);
}
#[test]
fn cooldown_blocks_back_to_back_steps() {
let mut c = BitrateController::new(20_000);
let start = Instant::now();
assert_eq!(c.on_window(ticks(start, 0), 1, 0, None, false), None);
assert_eq!(
c.on_window(ticks(start, 1), 1, 0, None, false),
c.on_window(ticks(start, 0), 1, 0, None, false),
Some(14_000)
);
c.on_ack(14_000);
// Two more bad windows land INSIDE the 3 s cooldown (ticks 2,3 = 1.5/2.25 s) → held.
assert_eq!(c.on_window(ticks(start, 2), 1, 0, None, false), None);
assert_eq!(c.on_window(ticks(start, 3), 1, 0, None, false), None);
// A severe window INSIDE the 1.5 s cooldown (tick 1 = 750 ms) → held; at the cooldown
// boundary (tick 2 = 1.5 s) it fires.
assert_eq!(c.on_window(ticks(start, 1), 1, 0, None, false), None);
assert_eq!(c.on_window(ticks(start, 2), 1, 0, None, false), Some(9_800));
}
#[test]
fn floor_is_never_crossed() {
let mut c = BitrateController::new(6_000);
let start = Instant::now();
assert_eq!(c.on_window(ticks(start, 0), 1, 0, None, false), None);
// ×0.7 of 6000 = 4200 < floor → clamped to 5000.
assert_eq!(c.on_window(ticks(start, 1), 1, 0, None, false), Some(5_000));
assert_eq!(c.on_window(ticks(start, 0), 1, 0, None, false), Some(5_000));
c.on_ack(5_000);
// At the floor, further bad windows request nothing.
assert_eq!(c.on_window(ticks(start, 6), 1, 0, None, false), None);
@@ -252,21 +318,76 @@ mod tests {
fn sustained_clean_recovers_toward_ceiling_only() {
let mut c = BitrateController::new(20_000);
let start = Instant::now();
assert_eq!(c.on_window(ticks(start, 0), 1, 0, None, false), None);
assert_eq!(
c.on_window(ticks(start, 1), 1, 0, None, false),
c.on_window(ticks(start, 0), 1, 0, None, false),
Some(14_000)
);
c.on_ack(14_000);
// 13 clean windows → one additive step up (14000 + 14000/16 + 1 = 14876).
let up = run_clean(&mut c, start, 2, 13);
// The backoff ended slow start → additive recovery: 6 clean windows → one +~6 % step
// (14000 + 14000/16 + 1 = 14876).
let up = run_clean(&mut c, start, 2, 7);
assert_eq!(up, Some(14_876));
c.on_ack(14_876);
// Fully recovered → clean windows at the ceiling stay quiet (never probe past start).
// Fully recovered → clean windows at the ceiling stay quiet (never probe past it).
c.on_ack(20_000);
assert_eq!(run_clean(&mut c, start, 40, 20), None);
}
#[test]
fn slow_start_doubles_to_a_probed_ceiling_then_stops() {
let mut c = BitrateController::new(20_000);
// The startup link-capacity probe measured ~430 Mbps delivered → ×0.7 ceiling.
c.set_ceiling(300_000);
let start = Instant::now();
// Every cooled clean window doubles until the ceiling caps the climb, then quiet.
let mut got = Vec::new();
for i in 0..14 {
if let Some(k) = c.on_window(ticks(start, i), 0, 0, Some(10_000), false) {
c.on_ack(k);
got.push(k);
}
}
assert_eq!(got, vec![40_000, 80_000, 160_000, 300_000]);
}
#[test]
fn first_congestion_ends_slow_start_for_good() {
let mut c = BitrateController::new(20_000);
c.set_ceiling(300_000);
let start = Instant::now();
assert_eq!(
c.on_window(ticks(start, 0), 0, 0, Some(10_000), false),
Some(40_000)
);
c.on_ack(40_000);
// Severe window → immediate ×0.7, and slow start is over.
assert_eq!(
c.on_window(ticks(start, 2), 1, 0, Some(10_000), false),
Some(28_000)
);
c.on_ack(28_000);
// Clean again — but the next climb is additive, after the 6-window clean run.
let mut next = None;
for i in 3..12 {
next = c.on_window(ticks(start, i), 0, 0, Some(10_000), false);
if next.is_some() {
assert!(i >= 8, "additive climb must wait for the clean run");
break;
}
}
assert_eq!(next, Some(29_751)); // 28000 + 28000/16 + 1
}
#[test]
fn set_ceiling_is_ignored_when_disabled_and_never_lowers() {
let mut c = BitrateController::new(0);
c.set_ceiling(1_000_000);
assert_eq!(c.on_window(Instant::now(), 0, 0, None, false), None);
let mut c = BitrateController::new(20_000);
c.set_ceiling(10_000); // below the negotiated start → ignored
assert_eq!(c.ceiling_kbps, 20_000);
}
#[test]
fn owd_rise_alone_is_a_congestion_signal() {
let mut c = BitrateController::new(20_000);
@@ -304,12 +425,4 @@ mod tests {
}
assert_eq!(sent, MAX_UNACKED);
}
#[test]
fn flush_counts_as_a_bad_window() {
let mut c = BitrateController::new(20_000);
let start = Instant::now();
assert_eq!(c.on_window(ticks(start, 0), 0, 0, None, true), None);
assert_eq!(c.on_window(ticks(start, 1), 0, 0, None, true), Some(14_000));
}
}
+129 -1
View File
@@ -1934,7 +1934,15 @@ async fn worker_main(args: WorkerArgs) {
// size FEC to the link. Suppressed during a speed test (its FLAG_PROBE filler would skew it).
const ADAPT_REPORT_INTERVAL: Duration = Duration::from_millis(750);
let mut last_report = Instant::now();
let (mut last_recovered, mut last_received, mut last_dropped) = (0u64, 0u64, 0u64);
let (mut last_recovered, mut last_late, mut last_received, mut last_dropped) =
(0u64, 0u64, 0u64, 0u64);
// PUNKTFUNK_PERF: per-window pump observability — the Session's receive stage split
// (recv / decrypt / reassemble+FEC, see `Session::take_pump_perf`) and completed-AU
// inter-arrival jitter. Smoothness has no metric otherwise: jump-to-live counters only
// fire after the stream is already seconds behind.
let pump_perf_on = std::env::var("PUNKTFUNK_PERF").is_ok_and(|v| v != "0");
let mut arrivals_us: Vec<u32> = Vec::new();
let mut last_arrival: Option<Instant> = None;
// Adaptive bitrate (see `crate::abr`): armed only when the embedder asked for Automatic
// (`bitrate_kbps == 0`) and the host echoed the rate it actually configured (an old host
// echoes 0 → controller stays permanently off). Fed once per report window with the same
@@ -1945,6 +1953,22 @@ async fn worker_main(args: WorkerArgs) {
} else {
0
});
// Startup link-capacity probe (Automatic sessions): the controller's ceiling is the
// negotiated start rate — the conservative 20 Mbps default, historically a box Automatic
// could NEVER climb out of. One speed-test burst shortly after the stream settles
// measures what the link actually delivers; ×0.7 (headroom for FEC overhead + variance)
// becomes the climb ceiling and slow start does the rest. Old hosts decline (all-zero
// reply) or never answer (timeout clears the state so LossReports resume) — either way
// the ceiling stays negotiated, exactly the old behavior. PUNKTFUNK_ABR_PROBE=0 opts out.
const CAPACITY_PROBE_KBPS: u32 = 2_000_000;
const CAPACITY_PROBE_MS: u32 = 800;
const CAPACITY_PROBE_DELAY: Duration = Duration::from_secs(2);
const CAPACITY_PROBE_TIMEOUT: Duration = Duration::from_secs(6);
let mut capacity_probe_at: Option<Instant> = (bitrate_kbps == 0
&& resolved_bitrate_kbps > 0
&& std::env::var("PUNKTFUNK_ABR_PROBE").map_or(true, |v| v != "0"))
.then(|| Instant::now() + CAPACITY_PROBE_DELAY);
let mut capacity_probe_deadline: Option<Instant> = None;
let (mut owd_sum_ns, mut owd_frames) = (0i128, 0u32);
let mut flush_in_window = false;
// Jump-to-live state (see the guard in the loop below): the clock-based over-bound run
@@ -1999,6 +2023,65 @@ async fn worker_main(args: WorkerArgs) {
}
p.active && !p.done
};
// Fire the startup link-capacity probe once the stream has settled (see the constants
// above), and fold its measurement into the ABR ceiling when the result lands.
if let Some(at) = capacity_probe_at {
if Instant::now() >= at {
capacity_probe_at = None;
*pump_probe.lock().unwrap() = ProbeState {
active: true,
..Default::default()
};
if ctrl_tx
.try_send(CtrlRequest::Probe(ProbeRequest {
target_kbps: CAPACITY_PROBE_KBPS,
duration_ms: CAPACITY_PROBE_MS,
}))
.is_ok()
{
capacity_probe_deadline = Some(Instant::now() + CAPACITY_PROBE_TIMEOUT);
tracing::info!(
target_kbps = CAPACITY_PROBE_KBPS,
duration_ms = CAPACITY_PROBE_MS,
"adaptive bitrate: startup link-capacity probe"
);
} else {
pump_probe.lock().unwrap().active = false; // ctrl queue full — skip
}
}
}
if let Some(deadline) = capacity_probe_deadline {
let mut p = pump_probe.lock().unwrap();
if p.done {
capacity_probe_deadline = None;
// An all-zero reply is a decline (old host / probe-less build) — keep the
// negotiated ceiling. Otherwise: delivered wire kbps × 0.7.
if p.host_duration_ms > 0 && p.delivered_bytes > 0 {
let delivered_kbps = (p.delivered_bytes.saturating_mul(8)
/ p.host_duration_ms.max(1) as u64)
as u32;
let ceiling = delivered_kbps.saturating_mul(7) / 10;
abr.set_ceiling(ceiling);
tracing::info!(
delivered_kbps,
ceiling_kbps = ceiling,
"adaptive bitrate: link-capacity probe done — climb ceiling set"
);
} else {
tracing::info!(
"adaptive bitrate: capacity probe declined — keeping negotiated ceiling"
);
}
} else if Instant::now() >= deadline {
// The host never answered (a build that ignores ProbeRequest): clear the
// stuck-active state so LossReports resume, keep the negotiated ceiling.
p.active = false;
capacity_probe_deadline = None;
tracing::info!(
"adaptive bitrate: capacity probe timed out (old host?) — keeping negotiated ceiling"
);
}
}
if !probe_active && last_report.elapsed() >= ADAPT_REPORT_INTERVAL {
// A no-op clock flush earlier in this window suspected a wall-clock step: fire
// the mid-stream re-sync now (once — the 60 s periodic covers everything else).
@@ -2009,6 +2092,7 @@ async fn worker_main(args: WorkerArgs) {
let window_dropped = st.frames_dropped.wrapping_sub(last_dropped);
let loss_ppm = window_loss_ppm(
st.fec_recovered_shards.wrapping_sub(last_recovered),
st.fec_late_shards.wrapping_sub(last_late),
st.packets_received.wrapping_sub(last_received),
window_dropped,
);
@@ -2035,14 +2119,58 @@ async fn worker_main(args: WorkerArgs) {
flush_in_window = false;
last_report = Instant::now();
last_recovered = st.fec_recovered_shards;
last_late = st.fec_late_shards;
last_received = st.packets_received;
last_dropped = st.frames_dropped;
if pump_perf_on {
if let Some(p) = session.take_pump_perf() {
let per_pkt_ns = |ns: u64| ns.checked_div(p.packets).unwrap_or(0);
tracing::info!(
recv_ms = p.recv_ns / 1_000_000,
decrypt_ms = p.decrypt_ns / 1_000_000,
reasm_ms = p.reasm_ns / 1_000_000,
packets = p.packets,
batches = p.batches,
pkts_per_batch = p.packets.checked_div(p.batches).unwrap_or(0),
decrypt_ns_pkt = per_pkt_ns(p.decrypt_ns),
reasm_ns_pkt = per_pkt_ns(p.reasm_ns),
"pump stage split (window)"
);
}
// Inter-arrival jitter over the window's completed AUs. `late` counts gaps
// over 2× the window median — the "a frame arrived visibly off-beat" tally.
if arrivals_us.len() >= 8 {
arrivals_us.sort_unstable();
let pct = |q: usize| arrivals_us[(arrivals_us.len() - 1) * q / 100];
let (p50, p95) = (pct(50), pct(95));
let late = arrivals_us.iter().filter(|&&d| d > p50 * 2).count();
tracing::info!(
frames = arrivals_us.len() + 1,
arrival_p50_us = p50,
arrival_p95_us = p95,
arrival_max_us = arrivals_us.last().copied().unwrap_or(0),
late,
"frame inter-arrival jitter (window)"
);
}
arrivals_us.clear();
}
}
match session.poll_frame() {
Ok(frame) => {
if frame.flags & FLAG_PROBE as u32 != 0 {
continue; // speed-test filler, not video — measured via the counters above
}
if pump_perf_on {
let now = Instant::now();
if let Some(prev) = last_arrival.replace(now) {
// 4096 ≈ 17 s at 240 fps — a stuck window can't grow it unbounded.
if arrivals_us.len() < 4096 {
arrivals_us.push((now - prev).as_micros().min(u32::MAX as u128)
as u32);
}
}
}
// Jump-to-live guard. A standing receive/hand-off queue never drains by itself —
// the pump consumes strictly in order at the arrival rate, so once behind, the
// stream stays behind for good (observed live: stuck 67 s). Pre-decode AUs are
+28 -10
View File
@@ -138,8 +138,8 @@ impl CompositorPref {
/// honored only if that backend is available on the host (DualSense / DualShock 4 need Linux UHID);
/// otherwise the host falls back and reports the real choice in `Welcome`. The wire form is a single
/// byte (`0 = Auto`, `1 = Xbox360`, `2 = DualSense`, `3 = XboxOne`, `4 = DualShock4`,
/// `5 = SteamController`, `6 = SteamDeck`), appended to `Hello`/`Welcome` — older peers simply
/// omit/ignore it (an unknown byte degrades to `Auto`).
/// `5 = SteamController`, `6 = SteamDeck`, `7 = DualSenseEdge`, `8 = SwitchPro`), appended to
/// `Hello`/`Welcome` — older peers simply omit/ignore it (an unknown byte degrades to `Auto`).
#[derive(Clone, Copy, Debug, PartialEq, Eq, Default)]
pub enum GamepadPref {
/// Let the host pick (its `PUNKTFUNK_GAMEPAD` env var, else X-Box 360).
@@ -156,19 +156,27 @@ pub enum GamepadPref {
/// UHID DualShock 4 (kernel `hid-playstation`, ≥ 6.2) — lightbar, touchpad, motion, rumble. Like
/// `DualSense` minus adaptive triggers / player LEDs / mute. Needs Linux UHID on the host.
DualShock4,
/// UHID classic Steam Controller (Valve `28DE:1102`, kernel `hid-steam`) — dual trackpads, gyro,
/// two grip paddles, trackpad-only haptics. Needs Linux UHID. *(Reserved; its backend is not yet
/// built — currently folds to `Xbox360`; the Deck identity below is the implemented one.)*
/// UHID classic Steam Controller (Valve `28DE:1102`, kernel `hid-steam`) — one stick + dual
/// trackpads + two grip paddles. The wire right stick drives the right pad; a left-pad contact
/// shadows the stick (hardware multiplex). Needs Linux UHID.
SteamController,
/// UHID Steam Deck controller (Valve `28DE:1205`, kernel `hid-steam`) — full Deck gamepad incl.
/// the four back grips (L4/L5/R4/R5), a right trackpad, and the IMU; re-grabbed by Steam Input
/// with native glyphs when Steam runs on the host. Needs Linux UHID.
/// Steam Deck controller (Valve `28DE:1205`) — full Deck gamepad incl. the four back grips
/// (L4/L5/R4/R5), both trackpads, and the IMU; re-grabbed by Steam Input with native glyphs
/// when Steam runs on the host. Linux (kernel `hid-steam` via UHID/usbip/gadget) or Windows
/// (UMDF minidriver, Steam-Input-promoted).
SteamDeck,
/// DualSense Edge (Sony `054C:0DF2`, kernel `hid-playstation` ≥ 6.3 / Windows UMDF) — the
/// DualSense plus two back buttons + two Fn buttons, so a client's back paddles (Deck grips,
/// Elite P1P4) land on a native slot instead of the fold/drop policy.
DualSenseEdge,
/// Nintendo Switch Pro Controller (Nintendo `057E:2009`, kernel `hid-nintendo` ≥ 5.16) —
/// correct Nintendo glyphs + positional layout, gyro/accel, HD rumble back. Needs Linux UHID.
SwitchPro,
}
impl GamepadPref {
/// Wire byte. `0 = Auto`, `1 = Xbox360`, `2 = DualSense`, `3 = XboxOne`, `4 = DualShock4`,
/// `5 = SteamController`, `6 = SteamDeck`.
/// `5 = SteamController`, `6 = SteamDeck`, `7 = DualSenseEdge`, `8 = SwitchPro`.
pub const fn to_u8(self) -> u8 {
match self {
GamepadPref::Auto => 0,
@@ -178,6 +186,8 @@ impl GamepadPref {
GamepadPref::DualShock4 => 4,
GamepadPref::SteamController => 5,
GamepadPref::SteamDeck => 6,
GamepadPref::DualSenseEdge => 7,
GamepadPref::SwitchPro => 8,
}
}
@@ -191,6 +201,8 @@ impl GamepadPref {
4 => GamepadPref::DualShock4,
5 => GamepadPref::SteamController,
6 => GamepadPref::SteamDeck,
7 => GamepadPref::DualSenseEdge,
8 => GamepadPref::SwitchPro,
_ => GamepadPref::Auto,
}
}
@@ -208,12 +220,16 @@ impl GamepadPref {
"dualshock4" | "dualshock" | "ds4" | "ps4" => GamepadPref::DualShock4,
"steamdeck" | "steam-deck" | "deck" => GamepadPref::SteamDeck,
"steamcontroller" | "steam-controller" | "steamcon" => GamepadPref::SteamController,
"dualsenseedge" | "dualsense-edge" | "edge" | "dsedge" => GamepadPref::DualSenseEdge,
"switchpro" | "switch-pro" | "switch" | "procontroller" | "pro-controller" => {
GamepadPref::SwitchPro
}
_ => return None,
})
}
/// Canonical lowercase identifier (`"auto"`, `"xbox360"`, `"dualsense"`, `"xboxone"`,
/// `"dualshock4"`, `"steamcontroller"`, `"steamdeck"`).
/// `"dualshock4"`, `"steamcontroller"`, `"steamdeck"`, `"dualsenseedge"`, `"switchpro"`).
pub fn as_str(self) -> &'static str {
match self {
GamepadPref::Auto => "auto",
@@ -223,6 +239,8 @@ impl GamepadPref {
GamepadPref::DualShock4 => "dualshock4",
GamepadPref::SteamController => "steamcontroller",
GamepadPref::SteamDeck => "steamdeck",
GamepadPref::DualSenseEdge => "dualsenseedge",
GamepadPref::SwitchPro => "switchpro",
}
}
}
+107 -6
View File
@@ -2,10 +2,23 @@
//! shards/block — this is what removes the GameStream 255-shard / ~1 Gbps wall.
//! Shard length must be even.
use super::{validate_block_shape, validate_encode_shape, ErasureCoder, FecError};
use super::{
validate_block_shape, validate_encode_shape, validate_into_shape, ErasureCoder, FecError,
};
use crate::config::FecScheme;
use reed_solomon_simd::ReedSolomonEncoder;
use std::sync::Mutex;
pub struct Gf16Coder;
#[derive(Default)]
pub struct Gf16Coder {
/// Cached Leopard encoder (plan Phase 1.4): `reset()` re-shapes it per block while
/// reusing its working space, so steady-state frames cost no encoder construction (the
/// old `reed_solomon_simd::encode` convenience call built one — engine CPU-feature
/// detection, FFT planning, work-buffer allocs — per block). `Mutex` only to keep the
/// `&self` trait surface; a session's coder is driven by its one send thread, so the
/// lock is uncontended.
enc: Mutex<Option<ReedSolomonEncoder>>,
}
impl ErasureCoder for Gf16Coder {
fn scheme(&self) -> FecScheme {
@@ -13,16 +26,62 @@ impl ErasureCoder for Gf16Coder {
}
fn encode(&self, data: &[&[u8]], recovery_count: usize) -> Result<Vec<Vec<u8>>, FecError> {
let mut out = Vec::new();
self.encode_into(data, recovery_count, &mut out)?;
Ok(out)
}
fn encode_into(
&self,
data: &[&[u8]],
recovery_count: usize,
out: &mut Vec<Vec<u8>>,
) -> Result<(), FecError> {
if recovery_count == 0 {
return Ok(Vec::new());
out.clear();
return Ok(());
}
validate_encode_shape(data)?;
let k = data.len();
if data[0].len() % 2 != 0 {
let shard_len = data[0].len();
if shard_len % 2 != 0 {
return Err(FecError::Config("GF(2^16) shard length must be even"));
}
reed_solomon_simd::encode(k, recovery_count, data)
.map_err(|_| FecError::Backend("gf16 encode"))
let mut guard = self.enc.lock().unwrap_or_else(|p| p.into_inner());
let enc = match guard.as_mut() {
Some(enc) => {
enc.reset(k, recovery_count, shard_len)
.map_err(|_| FecError::Backend("gf16 encoder reset"))?;
enc
}
None => guard.insert(
ReedSolomonEncoder::new(k, recovery_count, shard_len)
.map_err(|_| FecError::Backend("gf16 encoder init"))?,
),
};
for shard in data {
enc.add_original_shard(shard)
.map_err(|_| FecError::Backend("gf16 add shard"))?;
}
let result = enc.encode().map_err(|_| FecError::Backend("gf16 encode"))?;
// Copy the parity into the caller's pooled buffers: existing `Vec`s are reused
// (clear keeps capacity), the pool grows once to the session's high-water M.
out.truncate(recovery_count);
let mut parity = result.recovery_iter();
for buf in out.iter_mut() {
let shard = parity
.next()
.ok_or(FecError::Backend("gf16 parity count"))?;
buf.clear();
buf.extend_from_slice(shard);
}
for shard in parity {
out.push(shard.to_vec());
}
if out.len() != recovery_count {
return Err(FecError::Backend("gf16 parity count"));
}
Ok(())
}
fn reconstruct(
@@ -81,4 +140,46 @@ impl ErasureCoder for Gf16Coder {
}
Ok(out)
}
fn reconstruct_into(
&self,
recovery_count: usize,
data: &mut [&mut [u8]],
have: &[bool],
recovery: &[(usize, &[u8])],
) -> Result<(), FecError> {
validate_into_shape(data, have, recovery, recovery_count)?;
if have.iter().all(|h| *h) {
return Ok(()); // nothing missing — no codec work, no copies
}
if data[0].len() % 2 != 0 {
return Err(FecError::Config("GF(2^16) shard length must be even"));
}
let data_count = data.len();
// Present originals as indexed refs (shared reborrows of the caller's slots); the decoder
// returns the restored shards owned, so the borrows end before the write-back below.
let original_in: Vec<(usize, &[u8])> = data
.iter()
.zip(have)
.enumerate()
.filter(|(_, (_, &h))| h)
.map(|(i, (s, _))| (i, &**s))
.collect();
let restored = reed_solomon_simd::decode(
data_count,
recovery_count,
original_in,
recovery.iter().copied(),
)
.map_err(|_| FecError::Backend("gf16 decode"))?;
for (i, h) in have.iter().enumerate() {
if !*h {
let shard = restored
.get(&i)
.ok_or(FecError::Backend("gf16 decode left an original missing"))?;
data[i].copy_from_slice(shard);
}
}
Ok(())
}
}
+84 -10
View File
@@ -4,11 +4,21 @@
//! client (unlike Vandermonde RS, whose parity is not interoperable). Hard ceiling: data +
//! recovery ≤ 255 shards/block.
use super::{validate_block_shape, validate_encode_shape, ErasureCoder, FecError};
use super::{
validate_block_shape, validate_encode_shape, validate_into_shape, ErasureCoder, FecError,
};
use crate::config::FecScheme;
use fec_rs::ReedSolomon;
use std::sync::Mutex;
pub struct Gf8Coder;
#[derive(Default)]
pub struct Gf8Coder {
/// Last-used Cauchy codec, keyed by its `(k, m)` shape (plan Phase 1.4): video blocks
/// keep one shape for long stretches (it only moves with frame size / adaptive-FEC
/// steps), so caching the matrix kills the per-block generator construction. `Mutex`
/// only to keep the `&self` trait surface; uncontended on the one send thread.
rs: Mutex<Option<(usize, usize, ReedSolomon)>>,
}
impl ErasureCoder for Gf8Coder {
fn scheme(&self) -> FecScheme {
@@ -16,20 +26,46 @@ impl ErasureCoder for Gf8Coder {
}
fn encode(&self, data: &[&[u8]], recovery_count: usize) -> Result<Vec<Vec<u8>>, FecError> {
let mut out = Vec::new();
self.encode_into(data, recovery_count, &mut out)?;
Ok(out)
}
fn encode_into(
&self,
data: &[&[u8]],
recovery_count: usize,
out: &mut Vec<Vec<u8>>,
) -> Result<(), FecError> {
if recovery_count == 0 {
return Ok(Vec::new());
out.clear();
return Ok(());
}
validate_encode_shape(data)?;
let k = data.len();
let shard_len = data[0].len();
let rs = ReedSolomon::new(k, recovery_count)
.map_err(|_| FecError::Config("invalid GF(2^8) shard counts"))?;
let mut guard = self.rs.lock().unwrap_or_else(|p| p.into_inner());
let cached = matches!(&*guard, Some((ck, cm, _)) if *ck == k && *cm == recovery_count);
if !cached {
let rs = ReedSolomon::new(k, recovery_count)
.map_err(|_| FecError::Config("invalid GF(2^8) shard counts"))?;
*guard = Some((k, recovery_count, rs));
}
let rs = &guard.as_ref().expect("cache populated above").2;
// Shape the caller's pooled parity buffers without zero-filling: `encode_sep`'s
// first-input pass overwrites every parity row, so stale bytes never survive.
out.truncate(recovery_count);
for buf in out.iter_mut() {
buf.resize(shard_len, 0);
}
while out.len() < recovery_count {
out.push(vec![0u8; shard_len]);
}
// `encode_sep` reads the data shards by reference and fills the parity in place —
// same Cauchy codec as `encode`, without copying the data into a shards scratch.
let mut parity: Vec<Vec<u8>> = (0..recovery_count).map(|_| vec![0u8; shard_len]).collect();
rs.encode_sep(data, &mut parity)
rs.encode_sep(data, out)
.map_err(|_| FecError::Backend("gf8 encode"))?;
Ok(parity)
Ok(())
}
fn reconstruct(
@@ -56,6 +92,44 @@ impl ErasureCoder for Gf8Coder {
.map_err(|_| FecError::Backend("gf8 reconstruct"))?;
collect_originals(received, data_count)
}
fn reconstruct_into(
&self,
recovery_count: usize,
data: &mut [&mut [u8]],
have: &[bool],
recovery: &[(usize, &[u8])],
) -> Result<(), FecError> {
validate_into_shape(data, have, recovery, recovery_count)?;
if have.iter().all(|h| *h) {
return Ok(());
}
// Legacy-scheme shim: fec-rs reconstructs through owned `Option<Vec<u8>>` slots, so copy
// the present shards into that shape and the recovered ones back out. Only P1/gf8
// sessions on loss pay this — the hot gf16 path decodes straight into the caller's slots.
let data_count = data.len();
let mut received: Vec<Option<Vec<u8>>> = Vec::with_capacity(data_count + recovery_count);
for (s, h) in data.iter().zip(have) {
received.push(h.then(|| s.to_vec()));
}
received.resize(data_count + recovery_count, None);
for &(j, bytes) in recovery {
received[data_count + j] = Some(bytes.to_vec());
}
let rs = ReedSolomon::new(data_count, recovery_count)
.map_err(|_| FecError::Config("invalid GF(2^8) shard counts"))?;
rs.reconstruct_data(&mut received)
.map_err(|_| FecError::Backend("gf8 reconstruct"))?;
for (i, h) in have.iter().enumerate() {
if !*h {
let shard = received[i]
.as_ref()
.ok_or(FecError::Backend("reconstruction left an original missing"))?;
data[i].copy_from_slice(shard);
}
}
Ok(())
}
}
fn collect_originals(
@@ -81,7 +155,7 @@ mod tests {
/// these vectors would break and our parity would no longer be Moonlight-decodable.
#[test]
fn nanors_exact_parity_vectors() {
let coder = Gf8Coder;
let coder = Gf8Coder::default();
// The definitive nanors vector (k=4, m=2): single-byte shards [10,20,30,40] → [136, 0].
let data: [&[u8]; 4] = [&[10u8], &[20], &[30], &[40]];
let parity = coder.encode(&data, 2).unwrap();
@@ -103,7 +177,7 @@ mod tests {
/// Round-trip: erase `m` data shards and confirm reconstruction recovers the originals.
#[test]
fn recovers_erased_data_shards() {
let coder = Gf8Coder;
let coder = Gf8Coder::default();
let data: Vec<Vec<u8>> = (0..6).map(|i| vec![i as u8; 8]).collect();
let refs: Vec<&[u8]> = data.iter().map(|s| s.as_slice()).collect();
let parity = coder.encode(&refs, 3).unwrap();
+171 -11
View File
@@ -34,6 +34,23 @@ pub trait ErasureCoder: Send + Sync {
/// buffer instead of copying every data byte into per-shard `Vec`s first.
fn encode(&self, data: &[&[u8]], recovery_count: usize) -> Result<Vec<Vec<u8>>, FecError>;
/// [`encode`](Self::encode) into caller-pooled parity buffers: on success `out` holds
/// exactly `recovery_count` shards, reusing its existing `Vec` allocations (extras are
/// truncated away, missing ones are grown once to the high-water mark). The per-frame
/// hot path (plan Phase 1.4) — backends also reuse their internal codec state here, so
/// steady-state frames cost no encoder construction and no parity allocations. The
/// default delegates to `encode` (correct, unpooled) for backends without an override.
/// On error `out`'s contents are unspecified and must not be sent.
fn encode_into(
&self,
data: &[&[u8]],
recovery_count: usize,
out: &mut Vec<Vec<u8>>,
) -> Result<(), FecError> {
*out = self.encode(data, recovery_count)?;
Ok(())
}
/// Reconstruct the K original shards. `received` has length K+M: indices `0..K` are
/// originals, `K..K+M` are recovery shards; `Some` = present, `None` = lost.
/// Returns the K original shards in order.
@@ -43,13 +60,32 @@ pub trait ErasureCoder: Send + Sync {
recovery_count: usize,
received: &mut [Option<Vec<u8>>],
) -> Result<Vec<Vec<u8>>, FecError>;
/// Reconstruct ONLY the missing data shards of a block, writing each straight into its final
/// slot in the caller's buffer — the receive-side half of [`encode`](Self::encode)'s ref-based
/// contract (the reassembler's slots are slices of one contiguous frame buffer, so recovery
/// lands at its final AU offset with no per-shard `Vec`s and no block/AU concat copies).
///
/// `data` holds the block's K equal-length shard slots; `have[i]` marks the slots whose bytes
/// were received (valid codec input — a missing slot's contents are unspecified on entry).
/// `recovery` is the received parity as `(recovery_index, bytes)` with `recovery_index <
/// recovery_count` (the block's declared M, which the codec math needs even when not all M
/// arrived). On success every missing slot has been filled; on error missing slots are
/// unspecified and the caller must discard the block.
fn reconstruct_into(
&self,
recovery_count: usize,
data: &mut [&mut [u8]],
have: &[bool],
recovery: &[(usize, &[u8])],
) -> Result<(), FecError>;
}
/// Construct the coder for a scheme.
pub fn coder_for(scheme: FecScheme) -> Box<dyn ErasureCoder> {
match scheme {
FecScheme::Gf8 => Box::new(Gf8Coder),
FecScheme::Gf16 => Box::new(Gf16Coder),
FecScheme::Gf8 => Box::new(Gf8Coder::default()),
FecScheme::Gf16 => Box::new(Gf16Coder::default()),
}
}
@@ -80,6 +116,43 @@ pub(crate) fn validate_block_shape(
Ok(())
}
/// Validate the shape [`ErasureCoder::reconstruct_into`] promises: `have` matches `data`, one
/// shard length across data slots and recovery shards, recovery indices within the declared M,
/// and enough shards present to reconstruct at all. Both backends call this first.
pub(crate) fn validate_into_shape(
data: &[&mut [u8]],
have: &[bool],
recovery: &[(usize, &[u8])],
recovery_count: usize,
) -> Result<(), FecError> {
if data.is_empty() {
return Err(FecError::Config("no data shards"));
}
if have.len() != data.len() {
return Err(FecError::Config("have length must equal data length"));
}
let len = data[0].len();
if data.iter().any(|s| s.len() != len) {
return Err(FecError::Config("shards in a block must be equal length"));
}
for &(j, bytes) in recovery {
if j >= recovery_count {
return Err(FecError::Config("recovery index out of range"));
}
if bytes.len() != len {
return Err(FecError::Config("shards in a block must be equal length"));
}
}
let present = have.iter().filter(|h| **h).count();
if present + recovery.len() < data.len() {
return Err(FecError::TooFewShards {
have: present + recovery.len(),
need: data.len(),
});
}
Ok(())
}
/// Validate `encode` inputs: at least one data shard, all of equal length.
pub(crate) fn validate_encode_shape(data: &[&[u8]]) -> Result<(), FecError> {
let first = data
@@ -117,22 +190,109 @@ mod tests {
assert_eq!(restored, data);
}
/// Round-trip through `reconstruct_into`: encode, zero out `lose_data` slots in a contiguous
/// buffer (the reassembler's frame-buffer shape), drop `lose_recovery` parity shards, and
/// assert the missing slots are restored in place while the present ones are untouched.
fn roundtrip_into(
coder: &dyn ErasureCoder,
k: usize,
m: usize,
shard_len: usize,
lose_data: &[usize],
lose_recovery: &[usize],
) {
let src: Vec<Vec<u8>> = (0..k)
.map(|i| (0..shard_len).map(|b| (i * 31 + b * 7) as u8).collect())
.collect();
let refs: Vec<&[u8]> = src.iter().map(|s| s.as_slice()).collect();
let parity = coder.encode(&refs, m).unwrap();
let mut buf = vec![0u8; k * shard_len];
let mut have = vec![true; k];
for (i, s) in src.iter().enumerate() {
if lose_data.contains(&i) {
have[i] = false; // slot stays zeroed — codec must fill it
} else {
buf[i * shard_len..(i + 1) * shard_len].copy_from_slice(s);
}
}
let recovery: Vec<(usize, &[u8])> = parity
.iter()
.enumerate()
.filter(|(j, _)| !lose_recovery.contains(j))
.map(|(j, p)| (j, p.as_slice()))
.collect();
let mut slots: Vec<&mut [u8]> = buf.chunks_mut(shard_len).collect();
coder
.reconstruct_into(m, &mut slots, &have, &recovery)
.unwrap();
for (i, s) in src.iter().enumerate() {
assert_eq!(
&buf[i * shard_len..(i + 1) * shard_len],
s.as_slice(),
"shard {i}"
);
}
}
#[test]
fn gf16_reconstruct_into_fills_only_the_holes() {
roundtrip_into(&Gf16Coder::default(), 16, 4, 256, &[1, 9], &[3]);
roundtrip_into(&Gf16Coder::default(), 4, 2, 16, &[0, 3], &[]);
roundtrip_into(&Gf16Coder::default(), 4, 2, 16, &[], &[0, 1]); // nothing missing, no parity needed
}
#[test]
fn gf8_reconstruct_into_fills_only_the_holes() {
roundtrip_into(&Gf8Coder::default(), 16, 4, 256, &[0, 7], &[1]);
roundtrip_into(&Gf8Coder::default(), 4, 2, 16, &[2], &[1]);
}
#[test]
fn reconstruct_into_rejects_bad_shapes() {
let mut buf = [0u8; 4 * 8];
// Too few shards: 2 of 4 data present, no recovery.
let mut slots: Vec<&mut [u8]> = buf.chunks_mut(8).collect();
let have = [true, true, false, false];
assert!(Gf16Coder::default()
.reconstruct_into(2, &mut slots, &have, &[])
.is_err());
// Recovery index out of the declared range.
let parity = [0u8; 8];
let mut slots: Vec<&mut [u8]> = buf.chunks_mut(8).collect();
assert!(Gf16Coder::default()
.reconstruct_into(2, &mut slots, &have, &[(2, &parity), (3, &parity)])
.is_err());
// Mismatched recovery shard length.
let short = [0u8; 6];
let mut slots: Vec<&mut [u8]> = buf.chunks_mut(8).collect();
assert!(Gf8Coder::default()
.reconstruct_into(2, &mut slots, &have, &[(0, &short), (1, &parity)])
.is_err());
// `have` length disagreeing with `data`.
let mut slots: Vec<&mut [u8]> = buf.chunks_mut(8).collect();
assert!(Gf8Coder::default()
.reconstruct_into(2, &mut slots, &[true; 3], &[(0, &parity)])
.is_err());
}
#[test]
fn gf8_recovers_within_budget() {
// 16 data + 4 recovery; lose 2 data + 2 recovery (== budget).
roundtrip(&Gf8Coder, 16, 4, 256, &[0, 7, 16, 19]);
roundtrip(&Gf8Coder::default(), 16, 4, 256, &[0, 7, 16, 19]);
}
#[test]
fn gf16_recovers_within_budget() {
roundtrip(&Gf16Coder, 16, 4, 256, &[1, 9, 17, 18]);
roundtrip(&Gf16Coder::default(), 16, 4, 256, &[1, 9, 17, 18]);
}
#[test]
fn gf8_too_much_loss_errors() {
let data: Vec<Vec<u8>> = (0..8).map(|_| vec![0u8; 64]).collect();
let refs: Vec<&[u8]> = data.iter().map(|s| s.as_slice()).collect();
let recovery = Gf8Coder.encode(&refs, 2).unwrap();
let recovery = Gf8Coder::default().encode(&refs, 2).unwrap();
let mut received: Vec<Option<Vec<u8>>> = data
.iter()
.cloned()
@@ -143,8 +303,8 @@ mod tests {
received[0] = None;
received[1] = None;
received[2] = None;
assert!(Gf16Coder.scheme() == FecScheme::Gf16);
let err = Gf8Coder.reconstruct(8, 2, &mut received);
assert!(Gf16Coder::default().scheme() == FecScheme::Gf16);
let err = Gf8Coder::default().reconstruct(8, 2, &mut received);
assert!(err.is_err());
}
@@ -153,9 +313,9 @@ mod tests {
// data=2, recovery=2 expects a 4-element slice; a 3-element one must error, not
// panic on the recovery-slice index (both backends).
let mut recv: Vec<Option<Vec<u8>>> = vec![Some(vec![0u8; 8]), None, Some(vec![0u8; 8])];
assert!(Gf16Coder.reconstruct(2, 2, &mut recv).is_err());
assert!(Gf16Coder::default().reconstruct(2, 2, &mut recv).is_err());
let mut recv: Vec<Option<Vec<u8>>> = vec![Some(vec![0u8; 8]), None, Some(vec![0u8; 8])];
assert!(Gf8Coder.reconstruct(2, 2, &mut recv).is_err());
assert!(Gf8Coder::default().reconstruct(2, 2, &mut recv).is_err());
}
#[test]
@@ -163,9 +323,9 @@ mod tests {
// The GF16 fast path used to clone shards verbatim without a length check.
let mut recv: Vec<Option<Vec<u8>>> =
vec![Some(vec![0u8; 8]), Some(vec![0u8; 6]), None, None];
assert!(Gf16Coder.reconstruct(2, 2, &mut recv).is_err());
assert!(Gf16Coder::default().reconstruct(2, 2, &mut recv).is_err());
let mut recv: Vec<Option<Vec<u8>>> =
vec![Some(vec![0u8; 8]), Some(vec![0u8; 6]), None, None];
assert!(Gf8Coder.reconstruct(2, 2, &mut recv).is_err());
assert!(Gf8Coder::default().reconstruct(2, 2, &mut recv).is_err());
}
}
+496 -107
View File
@@ -20,7 +20,7 @@ use crate::error::{PunktfunkError, Result};
use crate::fec::ErasureCoder;
use crate::session::Frame;
use crate::stats::StatsCounters;
use std::collections::{BTreeMap, HashMap, HashSet};
use std::collections::HashMap;
use zerocopy::{FromBytes, Immutable, IntoBytes, KnownLayout};
/// Identifies a punktfunk video packet (vs. an input datagram, see [`crate::input`]).
@@ -147,6 +147,10 @@ pub struct Packetizer {
/// Every other data shard is a `shard_payload`-sized slice straight into the frame buffer —
/// blocks are consecutive shard ranges, so only the frame's last shard can be partial.
tail: Vec<u8>,
/// Reusable parity buffers for [`ErasureCoder::encode_into`] (plan Phase 1.4): grows once
/// to the session's high-water recovery count, then every block's parity is generated
/// into it with zero allocations.
recovery: Vec<Vec<u8>>,
}
impl Packetizer {
@@ -159,6 +163,7 @@ impl Packetizer {
fec: config.fec,
version: config.phase as u8,
tail: Vec::new(),
recovery: Vec::new(),
}
}
@@ -262,6 +267,7 @@ impl Packetizer {
self.tail[..rem].copy_from_slice(&frame[full_shards * payload..]);
}
let tail = &self.tail;
let recovery_pool = &mut self.recovery;
let shard_at = |s: usize| -> &[u8] {
if s < full_shards {
&frame[s * payload..(s + 1) * payload]
@@ -279,7 +285,8 @@ impl Packetizer {
let data_shards: Vec<&[u8]> = (first..last).map(shard_at).collect();
let recovery_count = self.fec.recovery_for(block_data_count);
let recovery = coder.encode(&data_shards, recovery_count)?;
coder.encode_into(&data_shards, recovery_count, recovery_pool)?;
let recovery = &*recovery_pool;
let total_shards = block_data_count + recovery_count;
if total_shards > u16::MAX as usize {
return Err(PunktfunkError::Unsupported("block shard count exceeds u16"));
@@ -331,14 +338,28 @@ impl Packetizer {
// Client side: reassembly + FEC recovery
// ---------------------------------------------------------------------------
struct BlockBuf {
/// Per-block reassembly state. The block's DATA bytes live in the owning [`FrameBuf::buf`]
/// (each shard copied once, straight to its final AU offset); this tracks presence and holds
/// the received recovery shards until the block resolves.
struct BlockState {
/// The block's K/M — pinned by the frame geometry derived from `frame_bytes` and validated
/// against every packet of the block.
data_shards: usize,
recovery_shards: usize,
shard_bytes: usize,
/// Length `data_shards + recovery_shards`; `Some` = received.
shards: Vec<Option<Vec<u8>>>,
received: usize,
/// Per-data-shard presence: which ranges of the frame buffer hold received bytes (also the
/// FEC input map — the codec reads only present slots).
have_data: Vec<bool>,
data_received: usize,
/// Received recovery shards (pooled shard-sized buffers, reclaimed when the block resolves).
recovery: Vec<Option<Vec<u8>>>,
recovery_received: usize,
/// Terminal — either reconstructed (its buffer range is fully written) or unrecoverable
/// (corrupt shards; the frame can never complete). Later shards for it are ignored.
done: bool,
/// The block resolved by actually consuming parity (`missing > 0` at reconstruct) — the only
/// case where a data shard arriving after `done` was counted into `fec_recovered_shards` and
/// must be netted back out as [`fec_late_shards`](crate::stats::Stats::fec_late_shards).
reconstructed: bool,
}
struct FrameBuf {
@@ -346,9 +367,16 @@ struct FrameBuf {
block_count: usize,
pts_ns: u64,
user_flags: u32,
blocks: HashMap<u16, BlockBuf>,
/// Reconstructed payload per completed block, ordered by block index.
block_data: BTreeMap<u16, Vec<u8>>,
/// The whole frame's data region — `total_data_shards × shard_bytes` zeroed bytes. Data
/// shards are copied to their final offset on arrival; FEC reconstruction writes only the
/// missing shards' ranges. On completion this Vec IS [`Frame::data`] (truncated to
/// `frame_bytes`) — the old shard→block→AU copy chain and its ~per-packet allocations are
/// gone (the 2026-07-14 sweeps pinned the client pump as the ~1.5 Gbps wall, ~85% userspace).
buf: Vec<u8>,
blocks: HashMap<u16, BlockState>,
/// Blocks fully reconstructed into `buf`. The frame completes when this reaches
/// `block_count` (a failed block never counts — the frame then ages out as dropped).
blocks_ok: usize,
}
/// Per-session bounds the reassembler enforces on every packet header *before*
@@ -392,15 +420,33 @@ impl ReassemblerLimits {
#[derive(Default)]
struct ReassemblyWindow {
frames: HashMap<u32, FrameBuf>,
/// Recently-emitted frames, so stray/late shards can't resurrect them. Pruned to
/// Recently-terminated frames (emitted OR abandoned by the loss window), so stray/late shards
/// can't resurrect them. The value is the frame's parity-restored data shards (frame-wide
/// index `block × max_data_shards + shard`, usually empty): each was counted into
/// `fec_recovered_shards` at reconstruct, so when one ARRIVES after all — late, not lost —
/// it's removed here and counted into `fec_late_shards` for the loss windows to net out
/// (reordering alone must not read as packet loss). The removal makes the accounting exact:
/// a wire duplicate of a shard that did arrive matches nothing and counts nothing. Pruned to
/// the reorder window alongside `frames`.
completed: HashSet<u32>,
completed: HashMap<u32, Vec<u32>>,
/// The newest frame seen, as `(frame_index, capture pts)` — the loss-window anchor: an
/// incomplete frame is declared lost once it sits [`LOSS_WINDOW_NS`] behind this pts (or
/// [`HARD_LOSS_WINDOW`] indices, whichever trips first).
newest_frame: Option<(u32, u64)>,
}
/// Frame buffers are allocated whole (zeroed) at a frame's first shard, so bound how much a
/// window of tiny first-shards can commit: the sum of in-flight `FrameBuf::buf` bytes (both index
/// spaces) may not exceed `IN_FLIGHT_BUF_FACTOR × max_frame_bytes`. Honest streams hold 13
/// partially-arrived frames of ACTUAL size (≪ max); without this cap, [`HARD_LOSS_WINDOW`]
/// max-sized declarations from one header-sized packet each could commit gigabytes — an
/// amplification the old sparse per-shard allocation didn't have.
const IN_FLIGHT_BUF_FACTOR: usize = 4;
/// Recovery-shard buffer pool ceiling (shard-sized buffers): enough for several max-recovery
/// blocks in flight, small enough (~720 KB at a 1408-byte shard) to keep after a loss burst.
const RECOVERY_POOL_MAX: usize = 512;
/// Buffers incoming shards, recovers lost ones via FEC, and emits whole access units.
/// Client-side only.
pub struct Reassembler {
@@ -414,6 +460,12 @@ pub struct Reassembler {
/// video loss anchor). Aged-out probe frames are NOT `frames_dropped` — probe loss is measured
/// bytes-wise by the probe accumulator and must not fire video recovery.
probe: ReassemblyWindow,
/// Reusable shard-sized buffers for received recovery shards — the only shard bytes that
/// still need their own storage (data shards land straight in the frame buffer). Capped at
/// [`RECOVERY_POOL_MAX`].
recovery_pool: Vec<Vec<u8>>,
/// Sum of in-flight `FrameBuf::buf` bytes across both windows (see [`IN_FLIGHT_BUF_FACTOR`]).
in_flight_bytes: usize,
}
impl Reassembler {
@@ -422,6 +474,8 @@ impl Reassembler {
limits,
video: ReassemblyWindow::default(),
probe: ReassemblyWindow::default(),
recovery_pool: Vec::new(),
in_flight_bytes: 0,
}
}
@@ -449,7 +503,16 @@ impl Reassembler {
}
};
let lim = self.limits;
// Disjoint field borrows: the window (`video`/`probe`), the recovery pool, and the
// in-flight budget are all touched while a frame entry is mutably borrowed.
let Reassembler {
limits,
video,
probe,
recovery_pool,
in_flight_bytes,
} = self;
let lim = *limits;
let shard_bytes = hdr.shard_bytes as usize;
let data_shards = hdr.data_shards as usize;
let recovery_shards = hdr.recovery_shards as usize;
@@ -480,130 +543,219 @@ impl Reassembler {
drop(stats);
return Ok(None);
}
let payload = pkt[HEADER_LEN..HEADER_LEN + shard_bytes].to_vec();
// Derived-geometry firewall: every sender (our Packetizer, any version) slices a frame
// into consecutive blocks of exactly `max_data_per_block` data shards with only the LAST
// block smaller, and stamps the exact `frame_bytes` in every header. That makes every
// data shard's final AU offset computable on arrival —
// offset = (block_index × max_data_per_block + shard_index) × shard_bytes
// — which is what lets shards land straight in the frame buffer below. Enforce the
// invariant so a header lying about its geometry is dropped instead of scribbling into
// another shard's range.
let total_data = frame_bytes.div_ceil(shard_bytes).max(1);
let expect_blocks = total_data.div_ceil(lim.max_data_shards).max(1);
let block_idx = hdr.block_index as usize;
let expect_data_shards = if block_idx + 1 == expect_blocks {
total_data - (expect_blocks - 1) * lim.max_data_shards
} else {
lim.max_data_shards
};
if block_count != expect_blocks || data_shards != expect_data_shards {
drop(stats);
return Ok(None);
}
let body = &pkt[HEADER_LEN..HEADER_LEN + shard_bytes];
// Route by index space: speed-test probe filler (FLAG_PROBE in user_flags) reassembles in
// its own window so its indexes never interact with the video loss window — a probe burst
// can neither advance the video anchor nor be dropped as stale against it (and its aged-out
// frames never count as `frames_dropped`, which would fire video loss recovery).
let is_probe = hdr.user_flags & (FLAG_PROBE as u32) != 0;
let win = if is_probe {
&mut self.probe
} else {
&mut self.video
};
win.advance_window(hdr.frame_index, hdr.pts_ns, stats, !is_probe);
let win = if is_probe { probe } else { video };
win.advance_window(
hdr.frame_index,
hdr.pts_ns,
stats,
!is_probe,
recovery_pool,
in_flight_bytes,
lim.max_data_shards,
);
// Drop shards for frames we've already emitted (e.g. the recovery shards of a
// frame that completed early via the all-originals-present fast path) or that
// have fallen out of the loss window.
if win.completed.contains(&hdr.frame_index) || win.is_stale(hdr.frame_index, hdr.pts_ns) {
// Drop shards for frames already terminated (emitted e.g. the recovery shards of a
// frame that completed early via the all-originals-present fast path or abandoned by
// the loss window) and for frames that have fallen out of the loss window entirely.
if let Some(reconstructed) = win.completed.get_mut(&hdr.frame_index) {
// A data shard the parity reconstruct already restored (and counted into
// `fec_recovered_shards`) was late, not lost: count the arrival so the loss windows
// net it out (`recovered - late`), or plain reordering reads as packet loss and
// spooks adaptive FEC + the bitrate controller. Removing the match keeps it exact —
// wire duplicates of delivered shards match nothing, recovery shards are never in
// the list. No probe/video split: `fec_recovered_shards` counts both windows.
if shard_index < data_shards {
let fw = block_idx as u32 * lim.max_data_shards as u32 + shard_index as u32;
if let Some(pos) = reconstructed.iter().position(|&s| s == fw) {
reconstructed.swap_remove(pos);
StatsCounters::add(&stats.fec_late_shards, 1);
}
}
drop(stats);
return Ok(None);
}
if win.is_stale(hdr.frame_index, hdr.pts_ns) {
drop(stats);
return Ok(None);
}
// First packet of a frame establishes its geometry; later packets must agree.
let frame = win
.frames
.entry(hdr.frame_index)
.or_insert_with(|| FrameBuf {
frame_bytes,
block_count,
pts_ns: hdr.pts_ns,
user_flags: hdr.user_flags,
blocks: HashMap::new(),
block_data: BTreeMap::new(),
});
// First packet of a frame allocates its whole (zeroed) buffer, budget-gated; later
// packets must agree with its geometry.
let buf_len = total_data * shard_bytes;
let frame = match win.frames.entry(hdr.frame_index) {
std::collections::hash_map::Entry::Occupied(e) => e.into_mut(),
std::collections::hash_map::Entry::Vacant(e) => {
if *in_flight_bytes + buf_len > IN_FLIGHT_BUF_FACTOR * lim.max_frame_bytes {
// Budget exhausted (several max-size frames all partially in flight) — a
// stream this bites is already deep in loss; dropping the packet is strictly
// milder than what the loss window would do to the frame moments later.
drop(stats);
return Ok(None);
}
*in_flight_bytes += buf_len;
e.insert(FrameBuf {
frame_bytes,
block_count,
pts_ns: hdr.pts_ns,
user_flags: hdr.user_flags,
buf: vec![0; buf_len],
blocks: HashMap::new(),
blocks_ok: 0,
})
}
};
if frame.block_count != block_count || frame.frame_bytes != frame_bytes {
drop(stats);
return Ok(None);
}
let FrameBuf {
buf,
blocks,
blocks_ok,
..
} = frame;
if frame.block_data.contains_key(&hdr.block_index) {
return Ok(None); // block already reconstructed; late/duplicate shard
}
// First packet of a block sizes its shard vector; later packets must match its
// (data, recovery, shard_bytes) geometry, so `shard_index` is always in bounds.
frame
.blocks
.entry(hdr.block_index)
.or_insert_with(|| BlockBuf {
data_shards,
recovery_shards,
shard_bytes,
shards: vec![None; total],
received: 0,
done: false,
});
let block = frame.blocks.get_mut(&hdr.block_index).unwrap();
if block.data_shards != data_shards
|| block.recovery_shards != recovery_shards
|| block.shard_bytes != shard_bytes
{
// First packet of a block sizes its state; `data_shards` is already pinned by the
// derived geometry above, but `recovery_shards` is per-block wire input (adaptive FEC
// varies it per frame) — later packets must match the block's first.
let block = blocks.entry(hdr.block_index).or_insert_with(|| BlockState {
data_shards,
recovery_shards,
have_data: vec![false; data_shards],
data_received: 0,
recovery: vec![None; recovery_shards],
recovery_received: 0,
done: false,
reconstructed: false,
});
if block.recovery_shards != recovery_shards {
drop(stats);
return Ok(None);
}
if block.done {
// A data shard the parity reconstruct already restored (`!have_data`) was late, not
// lost — net it out of the `fec_recovered_shards` it was counted into (see the
// completed-frame twin above; this arm covers multi-block frames whose other blocks
// are still in flight). `have_data == true` = wire duplicate; a failed reconstruct
// (`!reconstructed`) never counted its missing shards, so neither do we.
if block.reconstructed
&& shard_index < block.data_shards
&& !block.have_data[shard_index]
{
block.have_data[shard_index] = true; // it HAS arrived now — dedups a re-dup
StatsCounters::add(&stats.fec_late_shards, 1);
}
return Ok(None);
}
if block.shards[shard_index].is_none() {
block.shards[shard_index] = Some(payload);
block.received += 1;
if shard_index < data_shards {
// A data shard lands at its final AU offset — the only copy its bytes ever make
// past decrypt.
if !block.have_data[shard_index] {
let off = (block_idx * lim.max_data_shards + shard_index) * shard_bytes;
buf[off..off + shard_bytes].copy_from_slice(body);
block.have_data[shard_index] = true;
block.data_received += 1;
}
} else {
let slot = shard_index - data_shards;
if block.recovery[slot].is_none() {
let mut rb = recovery_pool.pop().unwrap_or_default();
rb.clear();
rb.extend_from_slice(body);
block.recovery[slot] = Some(rb);
block.recovery_received += 1;
}
}
// Reconstruct as soon as we hold enough shards.
if !block.done && block.received >= block.data_shards {
let present_data = block.shards[..block.data_shards]
.iter()
.filter(|s| s.is_some())
.count();
let recovered = match coder.reconstruct(
block.data_shards,
block.recovery_shards,
&mut block.shards,
) {
Ok(r) => r,
if block.data_received + block.recovery_received >= block.data_shards {
let missing = block.data_shards - block.data_received;
let outcome = if missing == 0 {
Ok(()) // every original arrived — its bytes are already in place
} else {
let base = block_idx * lim.max_data_shards * shard_bytes;
let region = &mut buf[base..base + block.data_shards * shard_bytes];
let mut slots: Vec<&mut [u8]> = region.chunks_mut(shard_bytes).collect();
let parity: Vec<(usize, &[u8])> = block
.recovery
.iter()
.enumerate()
.filter_map(|(j, s)| s.as_deref().map(|b| (j, b)))
.collect();
coder.reconstruct_into(block.recovery_shards, &mut slots, &block.have_data, &parity)
};
// The parity buffers are spent either way — reclaim them for the next block.
for slot in block.recovery.iter_mut() {
if let Some(rb) = slot.take() {
if recovery_pool.len() < RECOVERY_POOL_MAX {
recovery_pool.push(rb);
}
}
}
block.done = true;
match outcome {
Ok(()) => {
// With in-order delivery `missing` is exactly the block's lost shards; under
// reordering the early trigger also "recovers" shards that are merely still
// in flight — their later arrival counts `fec_late_shards` (both arms above)
// so loss estimators can net the two (`window_loss_ppm`).
block.reconstructed = missing > 0;
StatsCounters::add(&stats.fec_recovered_shards, missing as u64);
*blocks_ok += 1;
}
Err(_) => {
// Corrupt/incompatible shards that slipped past the header checks: discard this
// block (mark done so later shards for it are ignored) and keep the session
// alive — a lossy link must not be torn down by one unrecoverable block; the
// frame stays incomplete and the client recovers at the next keyframe/RFI.
block.done = true;
// Corrupt/incompatible shards that slipped past the header checks: discard
// this block (done, but never counted ok — the frame can't complete and ages
// out) and keep the session alive; the client recovers at the next
// keyframe/RFI.
StatsCounters::add(&stats.packets_dropped, 1);
return Ok(None);
}
};
block.done = true;
StatsCounters::add(
&stats.fec_recovered_shards,
(block.data_shards - present_data) as u64,
);
// Concatenate the block's data shards into its contiguous payload.
let mut block_payload = Vec::with_capacity(block.data_shards * block.shard_bytes);
for shard in &recovered {
block_payload.extend_from_slice(shard);
}
frame.block_data.insert(hdr.block_index, block_payload);
frame.blocks.remove(&hdr.block_index);
}
// Whole frame ready?
if frame.block_data.len() == frame.block_count {
let frame = win.frames.remove(&hdr.frame_index).unwrap();
win.completed.insert(hdr.frame_index);
// Reserve based on the bytes we actually hold, not the (already-bounded but
// still caller-supplied) frame_bytes, so a small frame can't over-reserve.
let actual: usize = frame.block_data.values().map(|b| b.len()).sum();
let mut data = Vec::with_capacity(actual);
for (_, block_payload) in frame.block_data.into_iter() {
data.extend_from_slice(&block_payload);
}
data.truncate(frame.frame_bytes); // trim trailing-shard zero padding
if *blocks_ok == block_count {
let mut done = win.frames.remove(&hdr.frame_index).unwrap();
win.completed.insert(
hdr.frame_index,
reconstructed_shards(&done.blocks, lim.max_data_shards),
);
*in_flight_bytes -= done.buf.len();
done.buf.truncate(done.frame_bytes); // trim trailing-shard zero padding
return Ok(Some(Frame {
data,
data: done.buf,
frame_index: hdr.frame_index,
pts_ns: frame.pts_ns,
flags: frame.user_flags,
pts_ns: done.pts_ns,
flags: done.user_flags,
}));
}
Ok(None)
@@ -618,20 +770,45 @@ impl Reassembler {
pub fn reset(&mut self) {
self.video = ReassemblyWindow::default();
self.probe = ReassemblyWindow::default();
// The dropped frames' buffers (and their parity bufs) go back to the allocator, not the
// pool — a flush is the rare path. The budget resets with them.
self.in_flight_bytes = 0;
}
}
/// The data shards of a terminating frame that only exist because parity restored them
/// (`reconstructed` blocks' still-absent originals), as frame-wide indexes
/// (`block × max_data_shards + shard`) for the [`ReassemblyWindow::completed`] late-shard
/// memory. Empty (no allocation) for the overwhelmingly common clean frame.
fn reconstructed_shards(blocks: &HashMap<u16, BlockState>, max_data_shards: usize) -> Vec<u32> {
let mut v = Vec::new();
for (&bi, b) in blocks {
if b.reconstructed {
for (i, have) in b.have_data.iter().enumerate() {
if !have {
v.push(bi as u32 * max_data_shards as u32 + i as u32);
}
}
}
}
v
}
impl ReassemblyWindow {
/// Track the newest frame, declare incomplete frames that fell out of the loss window
/// ([`LOSS_WINDOW_NS`] behind the newest pts, or [`HARD_LOSS_WINDOW`] indices) lost — for the
/// video window (`count_drops`) counting them dropped, which is what drives the client's
/// recovery-keyframe request — and prune the completed-index memory to [`REORDER_WINDOW`].
#[allow(clippy::too_many_arguments)]
fn advance_window(
&mut self,
frame_index: u32,
pts_ns: u64,
stats: &StatsCounters,
count_drops: bool,
recovery_pool: &mut Vec<Vec<u8>>,
in_flight_bytes: &mut usize,
max_data_shards: usize,
) {
let (newest, newest_pts) = match self.newest_frame {
// `frame_index` is newer iff it's within the forward half of the index space.
@@ -648,8 +825,21 @@ impl ReassemblyWindow {
if !keep {
// Remember the abandoned index so a straggler shard is dropped (below, and in
// `push`) instead of resurrecting the frame — which would re-allocate its buffers
// and double-count the drop when it aged out again.
completed.insert(idx);
// and double-count the drop when it aged out again. Blocks that reconstructed
// before the frame died still counted `fec_recovered_shards`, so their restored
// shards join the late-shard memory exactly like an emitted frame's.
completed.insert(idx, reconstructed_shards(&f.blocks, max_data_shards));
// Release its buffer budget and reclaim its parity bufs for the pool.
*in_flight_bytes -= f.buf.len();
for block in f.blocks.values_mut() {
for slot in block.recovery.iter_mut() {
if let Some(rb) = slot.take() {
if recovery_pool.len() < RECOVERY_POOL_MAX {
recovery_pool.push(rb);
}
}
}
}
}
keep
});
@@ -658,7 +848,7 @@ impl ReassemblyWindow {
StatsCounters::add(&stats.frames_dropped, pruned as u64);
}
self.completed
.retain(|&idx| newest.wrapping_sub(idx) <= REORDER_WINDOW);
.retain(|&idx, _| newest.wrapping_sub(idx) <= REORDER_WINDOW);
}
/// True if this packet's frame lies outside the loss window (behind the newest frame by more
@@ -957,6 +1147,205 @@ mod tests {
);
}
/// Build a host config for the end-to-end roundtrips: 16-byte shards, 4-data-shard blocks.
fn e2e_config(scheme: FecScheme, fec_percent: u8) -> Config {
use crate::config::{FecConfig, ProtocolPhase, Role};
Config {
role: Role::Host,
phase: ProtocolPhase::P2Punktfunk,
fec: FecConfig {
scheme,
fec_percent,
max_data_per_block: 4,
},
shard_payload: 16,
max_frame_bytes: 4096,
encrypt: false,
key: [0u8; 16],
salt: [0u8; 4],
loopback_drop_period: 0,
}
}
/// Packetize a synthetic AU, deliver a mangled subset (losses within the FEC budget,
/// optionally reversed, with a duplicate), and assert the reassembled AU is byte-identical
/// to the source — the shards landed straight in the frame buffer at the right offsets and
/// FEC filled the holes.
///
/// `fec_recovered_shards` accounting: with in-order delivery it equals the kill count
/// exactly (and nothing is late). With reversed delivery parity arrives first, so the
/// `data + recovery ≥ k` trigger reconstructs EARLY and restores late-not-lost shards too —
/// deliberate (latency), but each such shard's later arrival must count `fec_late_shards`
/// so the NET (`recovered - late`) still equals the true kill count: reordering alone must
/// not read as loss (it pollutes LossReports → adaptive FEC + the ABR controller).
fn e2e_roundtrip(
scheme: FecScheme,
frame_len: usize,
fec_percent: u8,
kill: &[usize],
reverse: bool,
) {
let cfg = e2e_config(scheme, fec_percent);
let coder = coder_for(scheme);
let mut pk = Packetizer::new(&cfg);
let src: Vec<u8> = (0..frame_len).map(|i| (i * 131 + 7) as u8).collect();
let pkts = pk.packetize(&src, 12345, 0, coder.as_ref()).unwrap();
let mut delivery: Vec<Vec<u8>> = pkts
.iter()
.enumerate()
.filter(|(i, _)| !kill.contains(i))
.map(|(_, p)| p.clone())
.collect();
if reverse {
delivery.reverse(); // recovery shards (and the tail) arrive first
}
if let Some(dup) = delivery.first().cloned() {
delivery.push(dup); // a duplicate must be ignored, not double-counted
}
let mut r = Reassembler::new(ReassemblerLimits::from_config(&cfg));
let stats = StatsCounters::default();
let mut got = None;
for p in &delivery {
if let Some(f) = r.push(p, coder.as_ref(), &stats).unwrap() {
assert!(got.is_none(), "frame must complete exactly once");
got = Some(f);
}
}
let f = got.expect("frame must complete within the FEC budget");
assert_eq!(f.data, src, "reassembled AU must be byte-identical");
assert_eq!(f.pts_ns, 12345);
let snap = stats.snapshot();
let (recovered, late) = (snap.fec_recovered_shards, snap.fec_late_shards);
if reverse {
assert!(
recovered >= kill.len() as u64,
"early reconstruct counts more"
);
} else {
assert_eq!(recovered, kill.len() as u64);
}
assert_eq!(
recovered - late,
kill.len() as u64,
"net recovered (recovered - late) must equal the true loss regardless of order \
(recovered={recovered} late={late} killed={})",
kill.len()
);
}
/// Multi-block frame with a partial tail shard, heavy loss, both delivery orders + dups.
/// 100 bytes / 16 = 7 shards → blocks of (4 data + 2 rec) and (3 data + 2 rec).
#[test]
fn e2e_multiblock_loss_reorder_dup_gf16() {
// Packet order: blk0 = idx 0..6 (4 data + 2 rec), blk1 = idx 6..11 (3 data + 2 rec).
// Kill 2 data in block 0 and 1 data in block 1 — all within the 50% budget.
e2e_roundtrip(FecScheme::Gf16, 100, 50, &[0, 2, 7], false);
e2e_roundtrip(FecScheme::Gf16, 100, 50, &[0, 2, 7], true);
}
#[test]
fn e2e_multiblock_loss_reorder_dup_gf8() {
e2e_roundtrip(FecScheme::Gf8, 100, 50, &[1, 3, 8], false);
e2e_roundtrip(FecScheme::Gf8, 100, 50, &[1, 3, 8], true);
}
/// Zero losses, in order: the pure fast path (no codec call, recovered == 0) must still
/// emit an identical AU.
#[test]
fn e2e_clean_delivery_gf16() {
e2e_roundtrip(FecScheme::Gf16, 100, 50, &[], false);
}
/// An empty AU rides one zero-padded shard and reassembles to zero bytes.
#[test]
fn e2e_empty_frame() {
let cfg = e2e_config(FecScheme::Gf16, 0);
let coder = coder_for(FecScheme::Gf16);
let mut pk = Packetizer::new(&cfg);
let pkts = pk.packetize(&[], 7, 0, coder.as_ref()).unwrap();
assert_eq!(pkts.len(), 1);
let mut r = Reassembler::new(ReassemblerLimits::from_config(&cfg));
let stats = StatsCounters::default();
let f = r
.push(&pkts[0], coder.as_ref(), &stats)
.unwrap()
.expect("empty frame completes");
assert!(f.data.is_empty());
}
/// Loss beyond the FEC budget: the frame never emits, ages out as dropped, and the
/// unrecoverable-block path must not fire (block never gathers k shards at all).
#[test]
fn e2e_unrecoverable_loss_ages_out() {
let cfg = e2e_config(FecScheme::Gf16, 50);
let coder = coder_for(FecScheme::Gf16);
let mut pk = Packetizer::new(&cfg);
let src = vec![0x5Au8; 64]; // one block: 4 data + 2 recovery
let pkts = pk.packetize(&src, 1_000, 0, coder.as_ref()).unwrap();
let mut r = Reassembler::new(ReassemblerLimits::from_config(&cfg));
let stats = StatsCounters::default();
// Deliver only 3 of 6 shards (k=4): can never reconstruct.
for p in &pkts[..3] {
assert!(r.push(p, coder.as_ref(), &stats).unwrap().is_none());
}
// A newer frame past the loss window ages it out as a video drop.
let next = pk
.packetize(&src, 1_000 + LOSS_WINDOW_NS + 1, 0, coder.as_ref())
.unwrap();
let mut done = false;
for p in &next {
done |= r.push(p, coder.as_ref(), &stats).unwrap().is_some();
}
assert!(done);
assert_eq!(stats.snapshot().frames_dropped, 1);
}
/// The in-flight buffer budget: a window of tiny first-shards all declaring max-size frames
/// stops allocating at [`IN_FLIGHT_BUF_FACTOR`] × max_frame_bytes instead of committing
/// gigabytes (the eager whole-frame buffer's amplification defense).
#[test]
fn in_flight_buffer_budget_bounds_allocation() {
let lim = limits(); // max_frame_bytes 4096, shards 16 B, ≤8 data shards × ≤4 blocks
let mut r = Reassembler::new(lim);
let coder = coder_for(FecScheme::Gf8);
let stats = StatsCounters::default();
// Largest geometry-consistent frame: 4 blocks × 8 shards × 16 B = 512 B per buffer.
// Budget = 4 × 4096 = 16384 B → exactly 32 such frames fit; the 33rd must be refused.
for i in 0..33u32 {
let mut h = base_header();
h.frame_index = i;
h.frame_bytes = 512;
h.block_count = 4;
h.data_shards = 8;
r.push(&packet(h), coder.as_ref(), &stats).unwrap();
}
assert_eq!(
stats.snapshot().packets_dropped,
1,
"the frame past the budget is dropped, everything under it accepted"
);
}
/// A header whose (data_shards, block_count) disagree with the geometry derived from its own
/// frame_bytes is dropped — the derived-offset invariant that lets shards land directly in
/// the frame buffer.
#[test]
fn rejects_geometry_inconsistent_with_frame_bytes() {
let mut r = Reassembler::new(limits());
let coder = coder_for(FecScheme::Gf8);
let stats = StatsCounters::default();
let mut h = base_header();
h.frame_bytes = 16; // exactly one shard…
h.data_shards = 2; // …but claims two
assert!(r
.push(&packet(h), coder.as_ref(), &stats)
.unwrap()
.is_none());
assert_eq!(stats.snapshot().packets_dropped, 1);
}
#[test]
fn rejects_wrong_shard_bytes_and_oversized_frame() {
let coder = coder_for(FecScheme::Gf8);
+17 -10
View File
@@ -415,9 +415,10 @@ pub struct SetBitrate {
}
/// `host → client`: answer to [`SetBitrate`] — the bitrate the host actually configured (the
/// request clamped to its supported band). The encoder switches on the next frame (an IDR); the
/// stream never pauses. Also the controller's liveness signal: no answer ⇒ an old host that
/// doesn't renegotiate bitrate.
/// request clamped to its supported band). The encoder retargets in place where the backend can
/// (no IDR — the stream carries straight on); a backend without in-place reconfigure rebuilds and
/// switches on the next frame (an IDR). The stream never pauses either way. Also the controller's
/// liveness signal: no answer ⇒ an old host that doesn't renegotiate bitrate.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct BitrateChanged {
pub bitrate_kbps: u32,
@@ -1147,13 +1148,19 @@ impl BitrateChanged {
}
/// Compute a [`LossReport`] `loss_ppm` from one window's session-stat deltas: shards FEC recovered
/// (the loss it absorbed), shards received, and frames that went unrecoverable. Loss ≈ recovered /
/// (received + recovered) — the fraction of shards that arrived missing. A frame drop means loss
/// exceeded the current FEC budget (so `recovered` plateaus), so add a fixed bump to push the host's
/// FEC up past the cap on the next adjustment. Returns parts-per-million, capped at 1e6.
pub fn window_loss_ppm(recovered: u64, received: u64, frames_dropped: u64) -> u32 {
let denom = received.saturating_add(recovered);
let mut ppm = recovered
/// (the loss it absorbed), recovered-but-then-arrived shards (`late` — reordered delivery lets a
/// block reconstruct early, so those were never lost; netting them out keeps plain reordering from
/// reading as packet loss and spooking adaptive FEC + the bitrate controller), shards received,
/// and frames that went unrecoverable. Loss ≈ (recovered late) / (received + recovered late) —
/// the fraction of shards that truly never arrived (a late shard is inside `received`, so the
/// denominator nets it too; saturating, so reorder straddling a window boundary can't go
/// negative). A frame drop means loss exceeded the current FEC budget (so `recovered` plateaus),
/// so add a fixed bump to push the host's FEC up past the cap on the next adjustment. Returns
/// parts-per-million, capped at 1e6.
pub fn window_loss_ppm(recovered: u64, late: u64, received: u64, frames_dropped: u64) -> u32 {
let lost = recovered.saturating_sub(late);
let denom = received.saturating_add(lost);
let mut ppm = lost
.saturating_mul(1_000_000)
.checked_div(denom)
.unwrap_or(0) as u32;
+43 -9
View File
@@ -275,18 +275,45 @@ fn gamepad_pref_wire_and_names() {
GamepadPref::DualSense,
GamepadPref::XboxOne,
GamepadPref::DualShock4,
GamepadPref::SteamController,
GamepadPref::SteamDeck,
GamepadPref::DualSenseEdge,
GamepadPref::SwitchPro,
] {
assert_eq!(GamepadPref::from_u8(p.to_u8()), p);
assert_eq!(GamepadPref::from_name(p.as_str()), Some(p));
}
// Distinct wire bytes (forward-compat with peers that only know 0..=2).
assert_eq!(GamepadPref::XboxOne.to_u8(), 3);
assert_eq!(GamepadPref::DualShock4.to_u8(), 4);
// Every wire byte 0..=8 is assigned, distinct, and pinned (forward-compat with peers
// that only know a prefix of the range).
for (v, p) in [
(0, GamepadPref::Auto),
(1, GamepadPref::Xbox360),
(2, GamepadPref::DualSense),
(3, GamepadPref::XboxOne),
(4, GamepadPref::DualShock4),
(5, GamepadPref::SteamController),
(6, GamepadPref::SteamDeck),
(7, GamepadPref::DualSenseEdge),
(8, GamepadPref::SwitchPro),
] {
assert_eq!(p.to_u8(), v);
assert_eq!(GamepadPref::from_u8(v), p);
}
// The next unassigned byte degrades to Auto today; assigning it later must update this.
assert_eq!(GamepadPref::from_u8(9), GamepadPref::Auto);
// Aliases + unknowns.
assert_eq!(GamepadPref::from_name("PS5"), Some(GamepadPref::DualSense));
assert_eq!(GamepadPref::from_name("x360"), Some(GamepadPref::Xbox360));
assert_eq!(GamepadPref::from_name("ps4"), Some(GamepadPref::DualShock4));
assert_eq!(GamepadPref::from_name("DS4"), Some(GamepadPref::DualShock4));
assert_eq!(
GamepadPref::from_name("edge"),
Some(GamepadPref::DualSenseEdge)
);
assert_eq!(
GamepadPref::from_name("Switch-Pro"),
Some(GamepadPref::SwitchPro)
);
assert_eq!(
GamepadPref::from_name("xbox-one"),
Some(GamepadPref::XboxOne)
@@ -680,15 +707,22 @@ fn loss_report_roundtrip() {
#[test]
fn window_loss_ppm_estimates_and_caps() {
// No traffic → 0. A clean window (nothing recovered) → 0.
assert_eq!(window_loss_ppm(0, 0, 0), 0);
assert_eq!(window_loss_ppm(0, 1000, 0), 0);
assert_eq!(window_loss_ppm(0, 0, 0, 0), 0);
assert_eq!(window_loss_ppm(0, 0, 1000, 0), 0);
// 50 recovered of 1000 total (950 received + 50 recovered) = 5%.
assert_eq!(window_loss_ppm(50, 950, 0), 50_000);
assert_eq!(window_loss_ppm(50, 0, 950, 0), 50_000);
// An unrecoverable frame adds the +5% bump (push FEC past the current cap).
assert_eq!(window_loss_ppm(50, 950, 1), 100_000);
assert_eq!(window_loss_ppm(50, 0, 950, 1), 100_000);
// A total-loss window with a drop but nothing received still reports the bump, capped at 1e6.
assert_eq!(window_loss_ppm(0, 0, 3), 50_000);
assert!(window_loss_ppm(u64::MAX, 1, 9) <= 1_000_000);
assert_eq!(window_loss_ppm(0, 0, 0, 3), 50_000);
assert!(window_loss_ppm(u64::MAX, 0, 1, 9) <= 1_000_000);
// Reordering: shards "recovered" early that then arrived are late, not lost — netted out, so
// a pure-reorder window reads 0. Partially late nets to the true loss (20 of 1000 = 2%).
assert_eq!(window_loss_ppm(50, 50, 1000, 0), 0);
assert_eq!(window_loss_ppm(50, 30, 980, 0), 20_000);
// `late` can outrun `recovered` across a window boundary (reorder straddling the report
// tick) or via a rare wire duplicate — saturate at a clean window, never underflow.
assert_eq!(window_loss_ppm(10, 25, 1000, 0), 0);
}
#[test]
+370 -52
View File
@@ -37,7 +37,8 @@ pub struct Frame {
pub struct Session {
config: Config,
coder: Box<dyn ErasureCoder>,
crypto: Option<SessionCrypto>,
/// `Arc` so the second seal lane (Phase 1.5) can share the cipher; uncontended otherwise.
crypto: Option<std::sync::Arc<SessionCrypto>>,
/// Anti-replay window over the peer's authenticated sequence (receive side). `Some` exactly when
/// `crypto` is — the plaintext probe path carries no sequence to filter on.
replay: Option<ReplayWindow>,
@@ -59,19 +60,190 @@ pub struct Session {
/// then returns them via [`reclaim_wires`](Self::reclaim_wires)). After warmup each buffer keeps
/// its capacity, so the per-packet ciphertext + wire `Vec` allocations vanish from the hot path.
wire_pool: Vec<Vec<u8>>,
/// Receive-path stage timing (`PUNKTFUNK_PERF`), read+reset via [`take_pump_perf`]
/// (Self::take_pump_perf). `None` when disabled — the hot path then pays one branch per stage.
perf: Option<PumpPerf>,
/// Send-path stage timing (`PUNKTFUNK_PERF`), read+reset via [`take_seal_perf`]
/// (Self::take_seal_perf). Same arming + branch-cost contract as `perf`.
seal_perf: Option<SealPerf>,
/// The second seal lane (plan Phase 1.5), lazily spawned by the first frame that crosses
/// [`TWO_LANE_MIN_PACKETS`]. Host sessions only (client sessions never seal frames).
seal_lane: Option<SealLane>,
/// Two-lane sealing enabled (default). `PUNKTFUNK_SEAL_LANES=1` forces single-lane.
seal_two_lane: bool,
/// Reused header-Vec for the lane hand-off (the worker's half round-trips through this,
/// so steady-state two-lane frames move `n/2` Vec headers with zero allocation).
lane_scratch: Vec<Vec<u8>>,
}
/// Datagrams drained per `recvmmsg` syscall on the client (the reused ring's size). At ~125k
/// pkt/s this is ~4k syscalls/s instead of 125k; the buffers cost `RECV_BATCH × RECV_BUF` (~64 KB).
const RECV_BATCH: usize = 32;
/// Wire-packet count at which a frame's sealing splits across two lanes (plan Phase 1.5):
/// below it the channel rendezvous (~µs) isn't worth it; at it the halved AES-GCM span
/// (≥ ~125 µs of ~1 µs/packet work) dwarfs the hand-off. ≈300 KB of wire, i.e. ≥150 Mbps
/// at 60 fps — small frames and the probe's ~17-packet AUs stay strictly single-lane.
const TWO_LANE_MIN_PACKETS: usize = 256;
/// One two-lane seal hand-off: the frame's back-half wire buffers, sealed by the worker with
/// nonces `seq_base + i` (the nonce order is deterministic per shard index, which is what
/// makes the split sound). Round-trips through the channels so the buffers return to the pool.
struct SealJob {
bufs: Vec<Vec<u8>>,
seq_base: u64,
timed: bool,
/// Worker-lane CPU ns (when `timed`) and the seal outcome, filled in by the worker.
ns: u64,
result: Result<()>,
}
/// The persistent second seal lane: a worker thread that AES-GCM-seals the back half of a
/// large frame's packets while the send thread seals the front half. Rendezvous channels
/// (bound 1) — the send thread submits, seals its half, then waits; no per-frame spawn.
/// Dropping the struct closes the channel and the worker exits.
struct SealLane {
to_worker: std::sync::mpsc::SyncSender<SealJob>,
from_worker: std::sync::mpsc::Receiver<SealJob>,
}
impl SealLane {
fn spawn(crypto: std::sync::Arc<SessionCrypto>) -> Option<SealLane> {
let (to_worker, jobs) = std::sync::mpsc::sync_channel::<SealJob>(1);
let (done_tx, from_worker) = std::sync::mpsc::sync_channel::<SealJob>(1);
std::thread::Builder::new()
.name("punktfunk-seal2".into())
.spawn(move || {
while let Ok(mut job) = jobs.recv() {
let t0 = job.timed.then(std::time::Instant::now);
job.result = seal_wire_slice(&crypto, &mut job.bufs, job.seq_base);
if let Some(t0) = t0 {
job.ns = t0.elapsed().as_nanos() as u64;
}
if done_tx.send(job).is_err() {
break; // session gone mid-frame — nothing left to seal for
}
}
})
.ok()?;
Some(SealLane {
to_worker,
from_worker,
})
}
}
/// Seal a run of pre-written wire buffers in place: buffer `i` is `seq(8) ‖ plaintext ‖ tag
/// scratch` and seals over `[8..]` with sequence `seq_base + i` — the exact per-packet layout
/// and nonce order of the fused single-lane path. Shared by both lanes.
fn seal_wire_slice(c: &SessionCrypto, wires: &mut [Vec<u8>], seq_base: u64) -> Result<()> {
for (i, wire) in wires.iter_mut().enumerate() {
c.seal_in_place(seq_base.wrapping_add(i as u64), &mut wire[8..])?;
}
Ok(())
}
/// Accumulated client receive-path stage timings since the last [`Session::take_pump_perf`].
/// Answers "where does the pump core go" at line rate: kernel drain (`recv_ns`) vs AES-GCM
/// (`decrypt_ns`) vs reassembly+FEC (`reasm_ns`, the `Reassembler::push` round-trip including
/// shard copies and block reconstruction). 2026-07-14 sweep context: the pump pegs one core at
/// ~1.5 Gbps wire, ~85% of it userspace — this split is what Phase 2.1 (pooled reassembly) is
/// validated against.
#[derive(Debug, Default, Clone, Copy)]
pub struct PumpPerf {
/// ns inside `recv_batch` (recvmmsg / recvmsg_x), i.e. syscall + kernel copy.
pub recv_ns: u64,
/// ns inside `open_in_place` across all datagrams (AES-128-GCM + replay-window upkeep).
pub decrypt_ns: u64,
/// ns inside `Reassembler::push` (header parse, shard copy, FEC reconstruct, AU assembly).
pub reasm_ns: u64,
/// recv_batch calls (batches) and datagrams processed over the accumulation window.
pub batches: u64,
pub packets: u64,
}
/// Accumulated host send-path stage timings since the last [`Session::take_seal_perf`] (plan
/// Phase 0.4, host half). Answers "where does the send thread go" at rate: FEC parity
/// generation (`fec_ns`, inside [`ErasureCoder::encode_into`]) vs AES-GCM (`seal_ns`,
/// per-packet `seal_in_place`) vs the socket handoff (`sock_ns` — `send_gso`/`sendmmsg`
/// syscalls; the internal submit paths time it here, the paced video path folds its chunk
/// sends in via [`Session::note_sock_ns`]). The Phase 1.5 gate reads off this split: build
/// two-lane seal only if `seal_ns` exceeds ~15% of the send thread at 2 Gbps.
#[derive(Debug, Default, Clone, Copy)]
pub struct SealPerf {
/// ns inside `ErasureCoder::encode_into` (parity generation).
pub fec_ns: u64,
/// ns inside `seal_in_place` across all wire packets (AES-128-GCM).
pub seal_ns: u64,
/// ns inside `send_sealed` (socket syscalls), where the session can see it.
pub sock_ns: u64,
/// Frames sealed and wire packets sealed over the accumulation window.
pub frames: u64,
pub packets: u64,
}
/// [`ErasureCoder`] shim accumulating the time spent in `encode_into` (the send-path FEC
/// stage) — only constructed when `PUNKTFUNK_PERF` armed the session's [`SealPerf`]. The
/// counter is atomic purely to satisfy the trait's `Sync` bound; it lives on one thread.
struct TimedCoder<'a> {
inner: &'a dyn ErasureCoder,
ns: &'a std::sync::atomic::AtomicU64,
}
impl ErasureCoder for TimedCoder<'_> {
fn scheme(&self) -> crate::config::FecScheme {
self.inner.scheme()
}
fn encode(
&self,
data: &[&[u8]],
recovery_count: usize,
) -> std::result::Result<Vec<Vec<u8>>, crate::fec::FecError> {
self.inner.encode(data, recovery_count)
}
fn encode_into(
&self,
data: &[&[u8]],
recovery_count: usize,
out: &mut Vec<Vec<u8>>,
) -> std::result::Result<(), crate::fec::FecError> {
let t0 = std::time::Instant::now();
let r = self.inner.encode_into(data, recovery_count, out);
self.ns.fetch_add(
t0.elapsed().as_nanos() as u64,
std::sync::atomic::Ordering::Relaxed,
);
r
}
fn reconstruct(
&self,
data_count: usize,
recovery_count: usize,
received: &mut [Option<Vec<u8>>],
) -> std::result::Result<Vec<Vec<u8>>, crate::fec::FecError> {
self.inner.reconstruct(data_count, recovery_count, received)
}
fn reconstruct_into(
&self,
recovery_count: usize,
data: &mut [&mut [u8]],
have: &[bool],
recovery: &[(usize, &[u8])],
) -> std::result::Result<(), crate::fec::FecError> {
self.inner
.reconstruct_into(recovery_count, data, have, recovery)
}
}
/// Datagrams drained per `recvmmsg` syscall on the client (the reused ring's size). 128 keeps
/// the syscall rate ≤ ~3.4k/s even at the ~430k pkt/s the post-2026-07-14 receive path delivers
/// (~4.8 Gbps wire), and gives the kernel buffer a deeper drain per pump iteration; the buffers
/// cost `RECV_BATCH × RECV_BUF` (~256 KB, client sessions only).
const RECV_BATCH: usize = 128;
impl Session {
pub fn new(config: Config, transport: Box<dyn Transport>) -> Result<Session> {
config.validate()?;
let coder = coder_for(config.fec.scheme);
let crypto = config
.encrypt
.then(|| SessionCrypto::new(&config.key, config.salt, config.role));
let crypto = config.encrypt.then(|| {
std::sync::Arc::new(SessionCrypto::new(&config.key, config.salt, config.role))
});
// A receive-side replay window exists exactly when the datagrams are sealed (they carry the
// authenticated sequence the window keys on). Both roles receive from their peer.
let replay = config.encrypt.then(ReplayWindow::new);
@@ -91,10 +263,45 @@ impl Session {
recv_count: 0,
recv_idx: 0,
wire_pool: Vec::new(),
// Same opt-in the host's stage logs use; read once — set it before connecting.
perf: std::env::var("PUNKTFUNK_PERF")
.is_ok_and(|v| v != "0")
.then(PumpPerf::default),
seal_perf: std::env::var("PUNKTFUNK_PERF")
.is_ok_and(|v| v != "0")
.then(SealPerf::default),
seal_lane: None,
// Two-lane sealing of large frames is the default; =1 forces single-lane (the
// escape hatch — behavior is byte-identical, this only changes who seals).
seal_two_lane: std::env::var("PUNKTFUNK_SEAL_LANES")
.map(|v| v != "1")
.unwrap_or(true),
lane_scratch: Vec::new(),
config,
})
}
/// Drain the receive-path stage timings accumulated since the last call (window semantics —
/// the pump reads this once per report interval). `None` when `PUNKTFUNK_PERF` is off.
pub fn take_pump_perf(&mut self) -> Option<PumpPerf> {
self.perf.as_mut().map(std::mem::take)
}
/// Drain the send-path stage timings accumulated since the last call (window semantics —
/// the host send loop reads this once per perf window). `None` when `PUNKTFUNK_PERF` is off.
pub fn take_seal_perf(&mut self) -> Option<SealPerf> {
self.seal_perf.as_mut().map(std::mem::take)
}
/// Fold externally-timed socket time into [`SealPerf::sock_ns`] — the paced video path
/// times its own `send_sealed` chunk calls (they happen behind a `&self` borrow inside the
/// pacing closure, where the session can't self-time). No-op when perf is off.
pub fn note_sock_ns(&mut self, ns: u64) {
if let Some(p) = self.seal_perf.as_mut() {
p.sock_ns += ns;
}
}
pub fn role(&self) -> Role {
self.config.role
}
@@ -199,50 +406,124 @@ impl Session {
// nonce counter advances per emitted packet exactly as before (pinned by the
// wire-equivalence tests below). Destructure into disjoint field borrows first — the
// emit closure needs `crypto`/`next_seq`/the pool while `packetizer` is `&mut`.
let perf_armed = self.seal_perf.is_some();
let fec_ns = std::sync::atomic::AtomicU64::new(0);
let mut seal_ns = 0u64;
let two_lane = self.seal_two_lane;
let Session {
packetizer,
coder,
crypto,
next_seq,
wire_pool,
seal_lane,
lane_scratch,
..
} = self;
// Stage timing (SealPerf): the coder shim times FEC, the seal phase times itself.
let timed_coder;
let coder_ref: &dyn ErasureCoder = if perf_armed {
timed_coder = TimedCoder {
inner: coder.as_ref(),
ns: &fec_ns,
};
&timed_coder
} else {
coder.as_ref()
};
let mut wires = std::mem::take(wire_pool);
let mut used = 0usize;
let result =
packetizer.packetize_each(data, pts_ns, user_flags, frame_index, coder.as_ref(), {
let wires = &mut wires;
let used = &mut used;
move |hdr, body| {
if *used == wires.len() {
wires.push(Vec::new());
}
let wire = &mut wires[*used];
*used += 1;
let seq = *next_seq;
*next_seq = next_seq.wrapping_add(1);
wire.clear();
match crypto {
Some(c) => {
// seq(8) ‖ header(40) ‖ shard ‖ tag scratch(16), sealed over [8..].
wire.extend_from_slice(&seq.to_be_bytes());
wire.extend_from_slice(hdr.as_bytes());
wire.extend_from_slice(body);
wire.resize(wire.len() + crate::crypto::TAG_LEN, 0);
c.seal_in_place(seq, &mut wire[8..])?;
}
None => {
wire.extend_from_slice(hdr.as_bytes());
wire.extend_from_slice(body);
}
}
Ok(())
// Phase 1 — packetize: write each packet's plaintext at its final wire offset
// (`seq(8) ‖ header(40) ‖ shard ‖ tag scratch(16)` with crypto on; `header ‖ shard`
// off). The nonce counter advances per packet in emission order exactly as before;
// sealing itself is a separate pass so it can split across lanes.
let seq_base = *next_seq;
let encrypting = crypto.is_some();
let result = packetizer.packetize_each(data, pts_ns, user_flags, frame_index, coder_ref, {
let wires = &mut wires;
let used = &mut used;
move |hdr, body| {
if *used == wires.len() {
wires.push(Vec::new());
}
});
let wire = &mut wires[*used];
*used += 1;
let seq = *next_seq;
*next_seq = next_seq.wrapping_add(1);
wire.clear();
if encrypting {
wire.extend_from_slice(&seq.to_be_bytes());
wire.extend_from_slice(hdr.as_bytes());
wire.extend_from_slice(body);
wire.resize(wire.len() + crate::crypto::TAG_LEN, 0);
} else {
wire.extend_from_slice(hdr.as_bytes());
wire.extend_from_slice(body);
}
Ok(())
}
});
result?;
// A smaller frame uses fewer buffers than the pool holds: drop the unused tail, same
// as the previous `resize_with(packets.len(), ..)` did.
// as the previous `resize_with(packets.len(), ..)` did. (Before the seal phase, so a
// two-lane split hands the worker exactly the frame's back half.)
wires.truncate(used);
// Phase 2 — seal. Large frames split across two lanes (plan Phase 1.5): the worker
// seals the back half under nonces `seq_base + i` while this thread seals the front —
// byte-identical output to the sequential pass (pinned by the wire-equivalence test).
if let Some(c) = crypto {
if two_lane && used >= TWO_LANE_MIN_PACKETS && seal_lane.is_none() {
*seal_lane = SealLane::spawn(c.clone()); // stays None if spawn fails → single-lane
}
let mut split_done = false;
if two_lane && used >= TWO_LANE_MIN_PACKETS {
if let Some(lane) = seal_lane.as_ref() {
let half = used / 2;
let mut tail = std::mem::take(lane_scratch);
tail.extend(wires.drain(half..));
let job = SealJob {
bufs: tail,
seq_base: seq_base.wrapping_add(half as u64),
timed: perf_armed,
ns: 0,
result: Ok(()),
};
if lane.to_worker.send(job).is_ok() {
// Seal the front half while the worker runs; collect BOTH results
// before erroring so the lane is always drained and reusable.
let t0 = perf_armed.then(std::time::Instant::now);
let front = seal_wire_slice(c, &mut wires, seq_base);
if let Some(t0) = t0 {
seal_ns += t0.elapsed().as_nanos() as u64;
}
let mut done = lane
.from_worker
.recv()
.map_err(|_| PunktfunkError::Unsupported("seal lane died"))?;
seal_ns += done.ns;
wires.append(&mut done.bufs);
*lane_scratch = done.bufs;
front?;
done.result?;
split_done = true;
}
// A failed send means the worker is gone — fall through to single-lane.
}
}
if !split_done {
let t0 = perf_armed.then(std::time::Instant::now);
seal_wire_slice(c, &mut wires, seq_base)?;
if let Some(t0) = t0 {
seal_ns += t0.elapsed().as_nanos() as u64;
}
}
}
if let Some(p) = self.seal_perf.as_mut() {
p.fec_ns += fec_ns.load(std::sync::atomic::Ordering::Relaxed);
p.seal_ns += seal_ns;
p.frames += 1;
p.packets += used as u64;
}
StatsCounters::add(&self.stats.frames_submitted, 1);
let bytes: u64 = wires.iter().map(|w| w.len() as u64).sum();
StatsCounters::add(&self.stats.packets_sent, wires.len() as u64);
@@ -278,8 +559,12 @@ impl Session {
pub fn submit_frame(&mut self, data: &[u8], pts_ns: u64, user_flags: u32) -> Result<()> {
let wires = self.seal_frame(data, pts_ns, user_flags)?;
let refs: Vec<&[u8]> = wires.iter().map(|w| w.as_slice()).collect();
let t0 = self.seal_perf.is_some().then(std::time::Instant::now);
let r = self.send_sealed(&refs);
drop(refs); // release the borrow of `wires` before returning the buffers to the pool
if let Some(t0) = t0 {
self.note_sock_ns(t0.elapsed().as_nanos() as u64);
}
self.reclaim_wires(wires);
r.map(|_| ())
}
@@ -295,8 +580,12 @@ impl Session {
let wires =
self.seal_frame_inner(data, pts_ns, crate::packet::FLAG_PROBE as u32, Some(idx))?;
let refs: Vec<&[u8]> = wires.iter().map(|w| w.as_slice()).collect();
let t0 = self.seal_perf.is_some().then(std::time::Instant::now);
let r = self.send_sealed(&refs);
drop(refs);
if let Some(t0) = t0 {
self.note_sock_ns(t0.elapsed().as_nanos() as u64);
}
self.reclaim_wires(wires);
r.map(|_| ())
}
@@ -362,9 +651,14 @@ impl Session {
loop {
// Refill the ring with one `recvmmsg` batch when the current one is drained.
if self.recv_idx >= self.recv_count {
let t0 = self.perf.is_some().then(std::time::Instant::now);
self.recv_count = self
.transport
.recv_batch(&mut self.recv_scratch, &mut self.recv_lens)?;
if let (Some(p), Some(t0)) = (self.perf.as_mut(), t0) {
p.recv_ns += t0.elapsed().as_nanos() as u64;
p.batches += 1;
}
self.recv_idx = 0;
if self.recv_count == 0 {
return Err(PunktfunkError::NoFrame);
@@ -384,6 +678,9 @@ impl Session {
// one). The plaintext lands at [8..8+n] of the sealed wire (behind the seq prefix); an
// unencrypted (probe) datagram IS the packet. Field-precise borrows keep the slice into
// `recv_scratch` alive across the replay/reassembler calls below.
// Perf note: the two `continue`s below (short / undecryptable noise) skip the decrypt
// accounting — they are the exception path, not line-rate traffic.
let t_dec = self.perf.is_some().then(std::time::Instant::now);
let (pkt_range, seq) = match &self.crypto {
Some(c) => {
// A sealed datagram is at least seq prefix + tag; anything shorter is noise.
@@ -398,6 +695,9 @@ impl Session {
}
None => (0..len, None),
};
if let (Some(p), Some(t)) = (self.perf.as_mut(), t_dec) {
p.decrypt_ns += t.elapsed().as_nanos() as u64;
}
// Anti-replay (same rationale as poll_input): reject a datagram whose authenticated
// sequence was already seen. Video also dedups per-frame downstream, but filtering here
// is uniform and cheap.
@@ -412,10 +712,16 @@ impl Session {
StatsCounters::add(&self.stats.bytes_received, pkt.len() as u64);
// The reassembler validates the packet via its parsed header (`magic`),
// ignoring anything that isn't a well-formed video packet.
if let Some(frame) = self
let t_push = self.perf.is_some().then(std::time::Instant::now);
let pushed = self
.reassembler
.push(pkt, self.coder.as_ref(), &self.stats)?
{
.push(pkt, self.coder.as_ref(), &self.stats)?;
if let (Some(p), Some(t)) = (self.perf.as_mut(), t_push) {
p.reasm_ns += t.elapsed().as_nanos() as u64;
// Counts datagrams that reached the reassembler (replay-rejected ones don't).
p.packets += 1;
}
if let Some(frame) = pushed {
StatsCounters::add(&self.stats.frames_completed, 1);
return Ok(frame);
}
@@ -433,8 +739,8 @@ impl Session {
/// (observed live: a stream stuck 67 s behind, socket buffers full end to end). Discarding
/// is memcpy-speed (no decrypt/reassembly/allocation), so this empties even a 32 MB buffer in
/// milliseconds; the caller then requests a keyframe and the stream resumes live. The iteration
/// cap (4096 batches ≈ 128k datagrams ≈ 190 MB) only guards against a line-rate sender
/// outpacing the discard loop indefinitely.
/// cap (1024 batches ≈ 131k datagrams ≈ 190 MB at the 128-deep ring) only guards against a
/// line-rate sender outpacing the discard loop indefinitely.
pub fn flush_backlog(&mut self) -> Result<u64> {
if self.config.role != Role::Client {
return Err(PunktfunkError::InvalidArg(
@@ -446,7 +752,7 @@ impl Session {
self.recv_count = 0;
self.recv_idx = 0;
if !self.recv_scratch.is_empty() {
for _ in 0..4096 {
for _ in 0..1024 {
let n = self
.transport
.recv_batch(&mut self.recv_scratch, &mut self.recv_lens)?;
@@ -492,10 +798,12 @@ fn seq_of(wire: &[u8]) -> u64 {
/// ([`LOSS_WINDOW_NS`](crate::packet)) at line-rate packet rates — otherwise the replay filter
/// silently re-tightens the "late ≠ lost" fix: a Wi-Fi-retry-delayed shard the reassembler would
/// still use gets dropped here as "older than the window" first (4096 was only ~33 ms at the
/// ~125k pkt/s of a 1 Gbps stream). 32768 covers 120 ms up to ~270k pkt/s (≈2 Gbps+) and is
/// effectively unbounded for the sparse input stream, while still bounding how far back a replay
/// could hide; the bitmap costs 4 KiB per session.
const REPLAY_WINDOW: u64 = 32768;
/// ~125k pkt/s of a 1 Gbps stream; 32768 topped out around ~2 Gbps — which the client now
/// exceeds: the 2026-07-14 zero-copy + hardware-AES work measured ~4.8 Gbps wire ≈ 430k pkt/s
/// delivered). 131072 covers 120 ms up to ~1.09M pkt/s (≈12 Gbps wire) and is effectively
/// unbounded for the sparse input stream, while still bounding how far back a replay could
/// hide; the bitmap costs 16 KiB per session.
const REPLAY_WINDOW: u64 = 131072;
const REPLAY_WORDS: usize = (REPLAY_WINDOW / 64) as usize;
/// Sliding-window anti-replay filter over the AEAD-authenticated wire sequence. The sender counts
@@ -637,11 +945,12 @@ mod wire_equivalence_tests {
// shard_payload 64 × max_data_per_block 8: >512 bytes spans FEC blocks.
let frames: Vec<Vec<u8>> = vec![
pattern(3000), // multi-block + partial tail shard
pattern(1024), // exact multiple (2 full blocks)
pattern(100), // single block, partial tail
Vec::new(), // empty frame → 1 zeroed shard
pattern(64), // exactly one full shard
pattern(3000), // multi-block + partial tail shard
pattern(1024), // exact multiple (2 full blocks)
pattern(100), // single block, partial tail
Vec::new(), // empty frame → 1 zeroed shard
pattern(64), // exactly one full shard
pattern(20000), // > TWO_LANE_MIN_PACKETS wire packets → two-lane seal
];
for (i, frame) in frames.iter().enumerate() {
let got = opt.seal_frame(frame, 1000 * i as u64, i as u32).unwrap();
@@ -654,6 +963,15 @@ mod wire_equivalence_tests {
// (including a bigger frame after a smaller one and vice versa).
opt.reclaim_wires(got);
}
// The 20000-byte frame (~469 wire packets at shard 64) crosses
// TWO_LANE_MIN_PACKETS: the equality above must have held THROUGH the
// two-lane split, not via a silent single-lane fallback.
if encrypt {
assert!(
opt.seal_lane.is_some(),
"two-lane seal lane should have spawned for the large frame"
);
}
}
}
}
+9
View File
@@ -17,6 +17,13 @@ pub struct Stats {
/// send path; raise `net.core.wmem_max` / lower the bitrate, or wait for paced batched sending.
pub packets_send_dropped: u64,
pub fec_recovered_shards: u64,
/// Shards counted into [`fec_recovered_shards`](Self::fec_recovered_shards) that later ARRIVED
/// — reordered delivery lets a block reconstruct early from parity, so the still-in-flight
/// shards it "recovered" were late, not lost. Loss estimators must net this out
/// (`recovered - late`, see [`window_loss_ppm`](crate::quic::window_loss_ppm)) or plain
/// reordering reads as packet loss and spooks adaptive FEC + the bitrate controller.
/// Deliberately NOT mirrored into the C-ABI `PunktfunkStats` (loss windows run in-core).
pub fec_late_shards: u64,
pub bytes_sent: u64,
pub bytes_received: u64,
}
@@ -34,6 +41,7 @@ pub struct StatsCounters {
pub packets_dropped: AtomicU64,
pub packets_send_dropped: AtomicU64,
pub fec_recovered_shards: AtomicU64,
pub fec_late_shards: AtomicU64,
pub bytes_sent: AtomicU64,
pub bytes_received: AtomicU64,
}
@@ -55,6 +63,7 @@ impl StatsCounters {
packets_dropped: self.packets_dropped.load(l),
packets_send_dropped: self.packets_send_dropped.load(l),
fec_recovered_shards: self.fec_recovered_shards.load(l),
fec_late_shards: self.fec_late_shards.load(l),
bytes_sent: self.bytes_sent.load(l),
bytes_received: self.bytes_received.load(l),
}
+2 -1
View File
@@ -46,7 +46,8 @@ pub trait Transport: Send + Sync {
/// ~1 GSO skb per ≤64 segments instead of one skb per packet. This is the multi-Gbps lever —
/// research shows ~2.4× throughput at equal CPU and ~40× fewer syscalls, and that `sendmmsg`
/// batching alone is insufficient (it still builds one skb per datagram). The
/// [`UdpTransport`](super::UdpTransport) Linux override implements it (opt-in via `PUNKTFUNK_GSO`,
/// [`UdpTransport`](super::UdpTransport) Linux override implements it (opt-in via
/// `PUNKTFUNK_GSO=1` pending pace-aware chunk spacing — see the `gso` module doc — with
/// auto-fallback on any GSO error); the default just delegates to [`send_batch`](Self::send_batch),
/// correct for loopback and non-Linux. Same lossy, FEC-protected short-count contract as `send_batch`.
fn send_gso(&self, packets: &[&[u8]]) -> std::io::Result<usize> {
+18 -5
View File
@@ -1,7 +1,7 @@
//! Real UDP datagram transport — native sockets, no async runtime.
//!
//! Send is batched via `sendmmsg` ([`Transport::send_batch`], ≤64/syscall) and recv via `recvmmsg`
//! ([`Transport::recv_batch`], ≤32/syscall into a reused ring) on Linux AND Android (which is
//! ([`Transport::recv_batch`], ≤128/syscall into a reused ring) on Linux AND Android (which is
//! `target_os = "android"`, not `"linux"` — it needs its own bionic binding, see [`android_mmsg`])
//! — the 1 Gbps+ syscall lever (~125k → a few-k syscalls/sec at line rate). The host additionally
//! paces each frame's send across the frame interval (see `punktfunk1.rs::paced_submit`) so a real
@@ -111,8 +111,17 @@ fn mmsghdrs(iovs: &mut [libc::iovec]) -> Vec<mmsghdr> {
.collect()
}
/// UDP GSO enable state (process-wide). Opt-in via `PUNKTFUNK_GSO` — it's new unsafe hot-path code,
/// and the auto-fallback (latch off on any GSO syscall error) covers kernels/paths without support.
/// UDP GSO enable state (process-wide). **Opt-in** (`PUNKTFUNK_GSO=1`) — and deliberately so,
/// measured three times on 2026-07-14: GSO cuts send-thread CPU ~30% at 1250 Mbps, but its
/// line-rate super-buffer trains cost real delivered throughput on a constrained fabric (the
/// 2.5GbE-hop pair: peak 2452 → 1909 Mbps, and 0.4% loss at a rate sendmmsg carries clean).
/// The third A/B ran WITH pace-aware chunk scaling landed (plan Phase 1.2/1.3 in
/// `design/throughput-beyond-1gbps.md`) and reproduced the regression bit-for-bit — the trains
/// lose on the hop's queue in the transport path itself (per-AU super-buffers, no video pacer
/// involved), so the default stays opt-in on fabric evidence, not on pacing readiness. Revisit
/// with a bare-metal Linux host on a clean 10G path. NOTE the gate is value-aware:
/// `PUNKTFUNK_GSO=0` explicitly disables (it used to key on env *presence*, so `=0` ENABLED
/// it here while disabling Windows USO).
#[cfg(target_os = "linux")]
mod gso {
use std::sync::atomic::{AtomicU8, Ordering};
@@ -123,15 +132,19 @@ mod gso {
1 => true,
2 => false,
_ => {
let on = std::env::var_os("PUNKTFUNK_GSO").is_some();
// Opt-in: on only when PUNKTFUNK_GSO is set to something other than "0".
let on = std::env::var("PUNKTFUNK_GSO").is_ok_and(|v| v != "0");
STATE.store(if on { 1 } else { 2 }, Ordering::Relaxed);
on
}
}
}
/// Latch GSO off for the process after a GSO syscall error (unsupported kernel/path).
/// Warns once — a mid-session downshift to sendmmsg should be visible, not silent.
pub fn disable() {
STATE.store(2, Ordering::Relaxed);
if STATE.swap(2, Ordering::Relaxed) != 2 {
tracing::warn!("Linux UDP GSO unsupported on this path — falling back to sendmmsg");
}
}
}
+49
View File
@@ -301,6 +301,17 @@ pub trait Encoder: Send {
fn reset(&mut self) -> bool {
false
}
/// Retarget the encoder's rate control to `bps` (average == max, CBR) **in place** — same
/// codec/resolution/fps, only the bitrate and its derived VBV move. Returns `true` when the
/// live encoder accepted the change: the reference chain, the in-flight frames and the
/// caller's wire-index prediction all survive, so an adaptive-bitrate step costs *nothing* on
/// the wire (no IDR, no in-flight forfeit — the whole point vs. a rebuild). `false` = the
/// backend can't (or the driver rejected the new rate, e.g. above the codec-level ceiling) —
/// the caller falls back to its full rebuild path, which also owns the bitrate clamping.
/// Default: no in-place retarget (the libavcodec/software paths).
fn reconfigure_bitrate(&mut self, _bps: u64) -> bool {
false
}
/// Signal end-of-stream. After this, drain the remaining AUs with [`poll`](Self::poll)
/// until it returns `None` — NVENC buffers frames internally even at `delay=0`.
fn flush(&mut self) -> Result<()>;
@@ -332,6 +343,19 @@ impl Codec {
}
}
/// `PUNKTFUNK_VBV_FRAMES` — HRD/VBV size in frame intervals (default 1.0, the strict low-latency
/// shape every backend ships: each frame must fit its rate share, keeping frame sizes uniform for
/// the pacer). The AMF/VAAPI/QSV paths parse the same variable locally; this helper brings the
/// direct-NVENC paths (which used to hardwire 1 frame) to parity. Larger values let complex
/// frames borrow bits — better rate utilization at the cost of per-frame size variance.
pub(crate) fn vbv_frames_env() -> f64 {
std::env::var("PUNKTFUNK_VBV_FRAMES")
.ok()
.and_then(|s| s.parse::<f64>().ok())
.filter(|v| v.is_finite() && *v > 0.0)
.unwrap_or(1.0)
}
/// Validate a requested encode resolution before we allocate buffers or open NVENC. Rejects
/// zero/odd-sized and out-of-range modes with a clear error instead of letting buffer math
/// overflow or the encoder open fail with an opaque NVENC code. A client can request any
@@ -452,6 +476,9 @@ impl Encoder for TrackedEncoder {
fn reset(&mut self) -> bool {
self.inner.reset()
}
fn reconfigure_bitrate(&mut self, bps: u64) -> bool {
self.inner.reconfigure_bitrate(bps)
}
fn flush(&mut self) -> Result<()> {
self.inner.flush()
}
@@ -790,6 +817,28 @@ fn open_nvenc_probed(
chroma,
)?) as Box<dyn Encoder>);
}
// The silent-degrade trap: a build without `--features nvenc` compiles the direct-SDK
// path OUT, and a CUDA session quietly loses real RFI + the no-IDR bitrate reconfigure
// with nothing in the logs. This bit the Linux packagers once (fixed e89b2f60) and an
// ad-hoc host deploy again on 2026-07-14 — say it loudly instead. (Skipped when the
// operator explicitly chose libav via PUNKTFUNK_NVENC_DIRECT=0.)
#[cfg(not(feature = "nvenc"))]
if cuda
&& !std::env::var("PUNKTFUNK_NVENC_DIRECT")
.map(|v| matches!(v.trim(), "0" | "false" | "no" | "off"))
.unwrap_or(false)
{
// Once per process — featureless builds rebuild the encoder on every bitrate step,
// and one line is enough to diagnose the build.
static WARNED: std::sync::atomic::AtomicBool = std::sync::atomic::AtomicBool::new(false);
if !WARNED.swap(true, std::sync::atomic::Ordering::Relaxed) {
tracing::warn!(
"direct-SDK NVENC is NOT compiled into this build (`--features punktfunk-host/nvenc`) \
CUDA frames take the libav path: no RFI loss recovery, and every adaptive-bitrate \
step costs an encoder rebuild + IDR"
);
}
}
const MIN_PROBE_BPS: u64 = 50_000_000;
let mut candidates = vec![bitrate_bps];
let cap = codec.max_bitrate_bps();
@@ -61,6 +61,8 @@ struct EncodeApi {
) -> nv::NVENCSTATUS,
initialize_encoder:
unsafe extern "C" fn(*mut c_void, *mut nv::NV_ENC_INITIALIZE_PARAMS) -> nv::NVENCSTATUS,
reconfigure_encoder:
unsafe extern "C" fn(*mut c_void, *mut nv::NV_ENC_RECONFIGURE_PARAMS) -> nv::NVENCSTATUS,
destroy_encoder: unsafe extern "C" fn(*mut c_void) -> nv::NVENCSTATUS,
get_encode_caps: unsafe extern "C" fn(
*mut c_void,
@@ -187,6 +189,7 @@ fn load_api() -> std::result::Result<EncodeApi, String> {
let api = EncodeApi {
open_encode_session_ex: list.nvEncOpenEncodeSessionEx.ok_or(MISSING)?,
initialize_encoder: list.nvEncInitializeEncoder.ok_or(MISSING)?,
reconfigure_encoder: list.nvEncReconfigureEncoder.ok_or(MISSING)?,
destroy_encoder: list.nvEncDestroyEncoder.ok_or(MISSING)?,
get_encode_caps: list.nvEncGetEncodeCaps.ok_or(MISSING)?,
get_encode_preset_config_ex: list.nvEncGetEncodePresetConfigEx.ok_or(MISSING)?,
@@ -294,6 +297,10 @@ pub struct NvencCudaEncoder {
/// GPU capabilities probed once via `nvEncGetEncodeCaps` before configuring.
rfi_supported: bool,
custom_vbv: bool,
/// The split-encode mode the live session was initialized with — `reconfigure_bitrate` must
/// present the SAME init params as the open (only the config's rate fields may move).
/// Meaningless while `inited` is false.
split_mode: u32,
/// The last reference-frame range we invalidated — dedupes repeated RFI requests for one loss.
last_rfi_range: Option<(i64, i64)>,
}
@@ -361,6 +368,7 @@ impl NvencCudaEncoder {
inited: false,
rfi_supported: false,
custom_vbv: false,
split_mode: nv::NV_ENC_SPLIT_ENCODE_MODE::NV_ENC_SPLIT_DISABLE_MODE as u32,
last_rfi_range: None,
})
}
@@ -465,21 +473,11 @@ impl NvencCudaEncoder {
Ok(())
}
/// Open + configure + initialize ONE NVENC CUDA session at `bitrate` (bps) and `split_mode`.
/// Returns the session handle, or destroys it and returns the error.
unsafe fn try_open_session(&self, bitrate: u64, split_mode: u32) -> Result<*mut c_void> {
let mut params = nv::NV_ENC_OPEN_ENCODE_SESSION_EX_PARAMS {
version: nv::NV_ENC_OPEN_ENCODE_SESSION_EX_PARAMS_VER,
deviceType: nv::NV_ENC_DEVICE_TYPE::NV_ENC_DEVICE_TYPE_CUDA,
device: self.cu_ctx,
apiVersion: nv::NVENCAPI_VERSION,
..Default::default()
};
let mut enc: *mut c_void = ptr::null_mut();
(api().open_encode_session_ex)(&mut params, &mut enc)
.nv_ok()
.map_err(|e| anyhow!("NVENC open_encode_session_ex: {e:?} (no NVIDIA GPU?)"))?;
/// Author the session's `NV_ENC_CONFIG` at `bitrate` (bps): the P1/ULL preset (queried on
/// `enc`) seeded with the RC/tier/chroma/VUI/DPB shape this backend always runs. ONE builder
/// shared by [`try_open_session`] and [`Encoder::reconfigure_bitrate`], so an in-place rate
/// retarget re-authors the exact same config with only the bitrate + derived VBV moved.
unsafe fn build_config(&self, enc: *mut c_void, bitrate: u64) -> Result<nv::NV_ENC_CONFIG> {
// Seed the P1 + ultra-low-latency preset config.
let mut preset = nv::NV_ENC_PRESET_CONFIG {
version: nv::NV_ENC_PRESET_CONFIG_VER,
@@ -489,7 +487,7 @@ impl NvencCudaEncoder {
},
..Default::default()
};
if let Err(e) = (api().get_encode_preset_config_ex)(
(api().get_encode_preset_config_ex)(
enc,
self.codec_guid,
nv::NV_ENC_PRESET_P1_GUID,
@@ -497,10 +495,7 @@ impl NvencCudaEncoder {
&mut preset,
)
.nv_ok()
{
let _ = (api().destroy_encoder)(enc);
return Err(anyhow!("get_encode_preset_config_ex: {e:?}"));
}
.map_err(|e| anyhow!("get_encode_preset_config_ex: {e:?}"))?;
let mut cfg = preset.presetCfg;
// CBR, infinite GOP, P-only, ~1-frame VBV (mirror the Windows/Linux-libav RC config).
@@ -511,7 +506,9 @@ impl NvencCudaEncoder {
cfg.rcParams.averageBitRate = bps;
cfg.rcParams.maxBitRate = bps;
if self.custom_vbv {
let vbv = (bitrate as f64 / self.fps.max(1) as f64) as u32;
// ~1-frame VBV by default; PUNKTFUNK_VBV_FRAMES scales it (parity with AMF/VAAPI/QSV).
let vbv = ((bitrate as f64 / self.fps.max(1) as f64) * crate::encode::vbv_frames_env())
.clamp(1.0, u32::MAX as f64) as u32;
cfg.rcParams.vbvBufferSize = vbv;
cfg.rcParams.vbvInitialDelay = vbv;
}
@@ -621,7 +618,18 @@ impl NvencCudaEncoder {
}
}
}
Ok(cfg)
}
/// Author the `NV_ENC_INITIALIZE_PARAMS` pointing at `cfg`. Shared by [`try_open_session`]
/// and [`Encoder::reconfigure_bitrate`] — a reconfigure must present the SAME init params as
/// the open. The returned struct borrows `cfg` raw; the caller keeps `cfg` alive across the
/// NVENC call it feeds this into.
fn build_init_params(
&self,
cfg: &mut nv::NV_ENC_CONFIG,
split_mode: u32,
) -> nv::NV_ENC_INITIALIZE_PARAMS {
let mut init = nv::NV_ENC_INITIALIZE_PARAMS {
version: nv::NV_ENC_INITIALIZE_PARAMS_VER,
encodeGUID: self.codec_guid,
@@ -634,10 +642,36 @@ impl NvencCudaEncoder {
frameRateNum: self.fps,
frameRateDen: 1,
enablePTD: 1,
encodeConfig: &mut cfg,
encodeConfig: cfg,
..Default::default()
};
init.set_splitEncodeMode(split_mode);
init
}
/// Open + configure + initialize ONE NVENC CUDA session at `bitrate` (bps) and `split_mode`.
/// Returns the session handle, or destroys it and returns the error.
unsafe fn try_open_session(&self, bitrate: u64, split_mode: u32) -> Result<*mut c_void> {
let mut params = nv::NV_ENC_OPEN_ENCODE_SESSION_EX_PARAMS {
version: nv::NV_ENC_OPEN_ENCODE_SESSION_EX_PARAMS_VER,
deviceType: nv::NV_ENC_DEVICE_TYPE::NV_ENC_DEVICE_TYPE_CUDA,
device: self.cu_ctx,
apiVersion: nv::NVENCAPI_VERSION,
..Default::default()
};
let mut enc: *mut c_void = ptr::null_mut();
(api().open_encode_session_ex)(&mut params, &mut enc)
.nv_ok()
.map_err(|e| anyhow!("NVENC open_encode_session_ex: {e:?} (no NVIDIA GPU?)"))?;
let mut cfg = match self.build_config(enc, bitrate) {
Ok(cfg) => cfg,
Err(e) => {
let _ = (api().destroy_encoder)(enc);
return Err(e);
}
};
let mut init = self.build_init_params(&mut cfg, split_mode);
match (api().initialize_encoder)(enc, &mut init).nv_ok() {
Ok(()) => Ok(enc),
@@ -750,6 +784,10 @@ impl NvencCudaEncoder {
}
};
self.encoder = enc;
// (Best effort: the floor fallback above may have succeeded split-disabled without
// updating `split_mode` — a later reconfigure then presents the forced mode, NVENC
// rejects it, and the caller's rebuild fallback covers the mismatch.)
self.split_mode = split_mode;
// Output bitstream pool.
for _ in 0..POOL {
@@ -1114,6 +1152,50 @@ impl Encoder for NvencCudaEncoder {
true
}
fn reconfigure_bitrate(&mut self, bps: u64) -> bool {
if !self.inited {
// No live session yet — the lazy init simply opens at the new rate.
self.bitrate_bps = bps;
return true;
}
// SAFETY: `inited` ⟹ `self.encoder` is the live session and every call here runs on the
// encode thread with no NVENC call in flight (the session loop calls this between
// submit/poll). `build_config` only queries the preset on that session; `cfg` outlives
// the synchronous reconfigure call whose `reInitEncodeParams.encodeConfig` points at it.
unsafe {
let mut cfg = match self.build_config(self.encoder, bps) {
Ok(cfg) => cfg,
Err(e) => {
tracing::warn!(error = %format!("{e:#}"),
"NVENC reconfigure: config re-author failed — falling back to a rebuild");
return false;
}
};
let mut params = nv::NV_ENC_RECONFIGURE_PARAMS {
version: nv::NV_ENC_RECONFIGURE_PARAMS_VER,
reInitEncodeParams: self.build_init_params(&mut cfg, self.split_mode),
..Default::default()
};
// Keep the encoder's RC state and reference chain: no reset, no IDR — the in-flight
// frames and the caller's wire-index prediction survive the retarget.
params.set_resetEncoder(0);
params.set_forceIDR(0);
match (api().reconfigure_encoder)(self.encoder, &mut params).nv_ok() {
Ok(()) => {
self.bitrate_bps = bps;
true
}
Err(e) => {
// E.g. the new rate is above the codec-level ceiling — the caller's rebuild
// fallback owns the clamp search.
tracing::warn!(status = ?e, mbps = bps / 1_000_000,
"nvEncReconfigureEncoder rejected — falling back to a rebuild");
false
}
}
}
}
fn flush(&mut self) -> Result<()> {
Ok(()) // P1/ULL + frameIntervalP=1: each submit yields its AU; no internal queue to drain.
}
@@ -1269,6 +1351,68 @@ mod tests {
println!("nvenc_cuda 4:4:4 smoke: {aus} AUs, caps.chroma_444=true");
}
/// ON-HARDWARE (RTX box `.21`): the Phase 3.2 in-place rate retarget — encode a few frames,
/// `reconfigure_bitrate` mid-stream (up AND down), keep encoding, and assert every
/// post-reconfigure AU is a P-frame: `nvEncReconfigureEncoder` with `resetEncoder=0` /
/// `forceIDR=0` must NOT restart the stream (the whole point vs. the rebuild path). Run:
/// cargo test -p punktfunk-host --features nvenc -- --ignored nvenc_cuda_reconfigure --nocapture
#[test]
#[ignore = "requires an NVIDIA GPU + driver — run manually on the RTX box (.21)"]
fn nvenc_cuda_reconfigure_no_idr() {
const W: u32 = 1280;
const H: u32 = 720;
crate::zerocopy::cuda::make_current().expect("shared CUDA context current");
let mut enc = NvencCudaEncoder::open(
Codec::H265,
PixelFormat::Nv12,
W,
H,
60,
20_000_000,
true,
8,
ChromaFormat::Yuv420,
)
.expect("open NVENC CUDA session");
let submit_and_poll = |enc: &mut NvencCudaEncoder, range: std::ops::Range<u32>| {
let mut keyframes = 0usize;
let mut aus = 0usize;
for i in range {
let frame = nv12_frame(W, H, i);
enc.submit_indexed(&frame, i).expect("submit");
while let Some(au) = enc.poll().expect("poll") {
aus += 1;
keyframes += au.keyframe as usize;
}
}
(aus, keyframes)
};
let (aus, kfs) = submit_and_poll(&mut enc, 0..4);
assert!(aus > 0, "no AUs before the reconfigure");
assert_eq!(kfs, 1, "exactly the opening IDR before the reconfigure");
assert!(
enc.reconfigure_bitrate(60_000_000),
"in-place reconfigure to 60 Mbps must succeed on RTX NVENC"
);
let (aus, kfs) = submit_and_poll(&mut enc, 4..8);
assert!(aus > 0, "no AUs after the up-reconfigure");
assert_eq!(kfs, 0, "an in-place rate retarget must not emit an IDR");
assert!(
enc.reconfigure_bitrate(10_000_000),
"in-place reconfigure down to 10 Mbps must succeed"
);
let (aus, kfs) = submit_and_poll(&mut enc, 8..12);
assert!(aus > 0, "no AUs after the down-reconfigure");
assert_eq!(kfs, 0, "an in-place rate retarget must not emit an IDR");
enc.flush().ok();
println!("nvenc_cuda reconfigure smoke: 20→60→10 Mbps in place, zero IDRs");
}
/// A pre-session RFI request and nonsense ranges all correctly decline (→ caller forces IDR).
/// Needs no GPU session (it short-circuits on the null encoder / range checks), so it runs in the
/// normal suite — but `open` gates on the NVENC `.so`, so it skips gracefully where the NVIDIA
@@ -192,6 +192,12 @@ pub struct VulkanVideoEncoder {
// --- rate control (CBR), rebuilt-safe ---
bitrate: u64,
fps: u32,
/// A [`reconfigure_bitrate`](Encoder::reconfigure_bitrate) rate not yet installed in the video
/// session. The next `record_submit` emits an `ENCODE_RATE_CONTROL` control command carrying it
/// (mid-stream) or folds it into the first frame's RESET+RC install, then promotes it into
/// `bitrate` — which must keep naming the session's CURRENT state, because every begin-coding
/// declares it (the spec requires the declared state to match).
pending_bitrate: Option<u64>,
// --- state ---
width: u32,
@@ -654,6 +660,7 @@ impl VulkanVideoEncoder {
compute_pool,
bitrate,
fps,
pending_bitrate: None,
width: w,
height: h,
render_w: rw,
@@ -901,6 +908,15 @@ impl VulkanVideoEncoder {
let nv12_view = self.frames[slot].nv12_view;
// ---- 1. decide frame type + reference (RFI) ----
// Mid-stream rate retarget (`reconfigure_bitrate`): a first frame installs its RC state
// fresh (RESET + ENCODE_RATE_CONTROL in the record fns), so a pending rate folds straight
// into it; mid-stream it stays pending — the record fns emit an ENCODE_RATE_CONTROL
// control command against the declared current state, and step 5 promotes it.
if self.first_frame {
if let Some(nb) = self.pending_bitrate.take() {
self.bitrate = nb;
}
}
let mut is_idr = self.first_frame || self.force_kf;
let mut ref_slot = self.prev_slot;
let mut recovery = false;
@@ -1202,6 +1218,15 @@ impl VulkanVideoEncoder {
self.enc_count += 1;
self.first_frame = false;
self.force_kf = false;
if let Some(nb) = self.pending_bitrate.take() {
// The retarget control command is recorded (execution follows submission order): the
// session's RC state IS the new rate from this frame on — later begins declare it.
self.bitrate = nb;
tracing::info!(
mbps = nb / 1_000_000,
"vulkan-encode: rate control retargeted in place (no IDR)"
);
}
Ok(())
}
@@ -1436,6 +1461,27 @@ impl VulkanVideoEncoder {
);
ctrl.p_next = rc_ptr;
(self.vq_dev.fp().cmd_control_video_coding_khr)(cmd, &ctrl);
} else if let Some(nb) = self.pending_bitrate {
// Mid-stream retarget (`reconfigure_bitrate`): `begin` above declared the session's
// CURRENT rate-control state (the spec requires the match); this control command
// installs the NEW rate — the same CBR shape with only the bitrate moved. No RESET,
// no IDR: the DPB and reference chain carry straight on. `record_submit` promotes
// `nb` into `self.bitrate` after recording, so later begins declare the new state.
let rc_layer2 = [vk::VideoEncodeRateControlLayerInfoKHR::default()
.average_bitrate(nb)
.max_bitrate(nb)
.frame_rate_numerator(self.fps)
.frame_rate_denominator(1)];
let mut rc2 = vk::VideoEncodeRateControlInfoKHR::default()
.rate_control_mode(vk::VideoEncodeRateControlModeFlagsKHR::CBR)
.layers(&rc_layer2)
.virtual_buffer_size_in_ms(1000)
.initial_virtual_buffer_size_in_ms(500);
rc2.p_next = &h265_rc as *const _ as *const c_void;
let mut ctrl = vk::VideoCodingControlInfoKHR::default()
.flags(vk::VideoCodingControlFlagsKHR::ENCODE_RATE_CONTROL);
ctrl.p_next = &rc2 as *const _ as *const c_void;
(self.vq_dev.fp().cmd_control_video_coding_khr)(cmd, &ctrl);
}
dev.cmd_begin_query(cmd, query_pool, 0, vk::QueryControlFlags::empty());
let src_res = vk::VideoPictureResourceInfoKHR::default()
@@ -1674,6 +1720,25 @@ impl VulkanVideoEncoder {
);
ctrl.p_next = rc_ptr;
(self.vq_dev.fp().cmd_control_video_coding_khr)(cmd, &ctrl);
} else if let Some(nb) = self.pending_bitrate {
// Mid-stream retarget (`reconfigure_bitrate`) — see the HEVC twin for the state
// discipline (begin declares CURRENT, this control installs NEW, `record_submit`
// promotes after recording). No RESET, no IDR.
let rc_layer2 = [vk::VideoEncodeRateControlLayerInfoKHR::default()
.average_bitrate(nb)
.max_bitrate(nb)
.frame_rate_numerator(self.fps)
.frame_rate_denominator(1)];
let mut rc2 = vk::VideoEncodeRateControlInfoKHR::default()
.rate_control_mode(vk::VideoEncodeRateControlModeFlagsKHR::CBR)
.layers(&rc_layer2)
.virtual_buffer_size_in_ms(1000)
.initial_virtual_buffer_size_in_ms(500);
rc2.p_next = &av1_rc as *const _ as *const c_void;
let mut ctrl = vk::VideoCodingControlInfoKHR::default()
.flags(vk::VideoCodingControlFlagsKHR::ENCODE_RATE_CONTROL);
ctrl.p_next = &rc2 as *const _ as *const c_void;
(self.vq_dev.fp().cmd_control_video_coding_khr)(cmd, &ctrl);
}
dev.cmd_begin_query(cmd, query_pool, 0, vk::QueryControlFlags::empty());
let src_res = vk::VideoPictureResourceInfoKHR::default()
@@ -1832,6 +1897,16 @@ impl Encoder for VulkanVideoEncoder {
self.poc = 0;
self.slot_wire.iter_mut().for_each(|s| *s = -1);
self.slot_poc.iter_mut().for_each(|s| *s = -1);
// A pending `reconfigure_bitrate` rate deliberately survives: the restart's first frame
// folds it into the fresh RESET + rate-control install.
true
}
fn reconfigure_bitrate(&mut self, bps: u64) -> bool {
// The RC block is re-declared on every recorded frame, so the retarget is just a staged
// rate: the next `record_submit` emits an ENCODE_RATE_CONTROL control command carrying it
// — no session churn, no IDR. Same floor as `open` (a 0-rate CBR layer is rejected).
self.pending_bitrate = Some(bps.max(1_000_000));
true
}
@@ -1328,6 +1328,14 @@ impl AmfEncoder {
!ltr_disabled() && matches!(self.codec, Codec::H264 | Codec::H265)
}
/// The VBV/HRD buffer (bits) at `bps`: ~1 frame interval, `PUNKTFUNK_VBV_FRAMES`-scaled — the
/// same shape every backend ships. Shared by [`apply_static_props`](Self::apply_static_props)
/// and [`Encoder::reconfigure_bitrate`] so a dynamic retarget rescales the buffer it opened with.
fn vbv_bits(&self, bps: u64) -> i64 {
((bps as f64 / self.fps.max(1) as f64) * crate::encode::vbv_frames_env())
.clamp(1.0, i32::MAX as f64) as i64
}
/// Apply the static encoder configuration (design §3.4 — the native mirror of the ffmpeg
/// opts block in `open_win_encoder`). Called before `Init`, and again on a `reset()`
/// re-`Init` (Terminate does not guarantee property retention across every driver).
@@ -1357,14 +1365,12 @@ impl AmfEncoder {
true,
)?;
// ~1-frame VBV (PUNKTFUNK_VBV_FRAMES override, same knob as the ffmpeg path).
let vbv_frames = std::env::var("PUNKTFUNK_VBV_FRAMES")
.ok()
.and_then(|s| s.parse::<f32>().ok())
.filter(|v| v.is_finite() && *v > 0.0)
.unwrap_or(1.0);
let vbv_bits = ((self.bitrate_bps as f64 / self.fps.max(1) as f64) * vbv_frames as f64)
.clamp(1.0, i32::MAX as f64) as i64;
set_prop(comp, p.vbv_size, AmfVariant::from_i64(vbv_bits), false)?;
set_prop(
comp,
p.vbv_size,
AmfVariant::from_i64(self.vbv_bits(self.bitrate_bps)),
false,
)?;
set_prop(comp, p.enforce_hrd, AmfVariant::from_bool(true), false)?;
set_prop(comp, p.filler_data, AmfVariant::from_bool(false), false)?;
// Latency-first quality; low-latency submission mode (optional — newer VCN/drivers).
@@ -2499,6 +2505,47 @@ impl Encoder for AmfEncoder {
true
}
fn reconfigure_bitrate(&mut self, bps: u64) -> bool {
let bps_i = bps.min(i64::MAX as u64) as i64;
let vbv = self.vbv_bits(bps);
let Some(inner) = self.inner.as_ref() else {
// Nothing live yet — the lazy open applies the new rate via `apply_static_props`.
self.bitrate_bps = bps;
return true;
};
// `TargetBitrate`/`PeakBitrate`/`VBVBufferSize` are DYNAMIC AMF properties (runtime-
// changeable on AVC/HEVC/AV1 alike): a SetProperty on the live component retargets the
// rate controller with no Terminate/re-Init — the reference chain, LTR slots and
// in-flight frames all survive (no IDR).
// SAFETY: `inner.comp.0` is the live component, used only on this thread with no AMF
// call in flight (the session loop is synchronous); `set_prop` is a prefix-vtable call.
let applied = unsafe {
let p = &self.props;
let comp = inner.comp.0;
let ok = set_prop(comp, p.target_bitrate, AmfVariant::from_i64(bps_i), false)
.unwrap_or(false)
&& set_prop(comp, p.peak_bitrate, AmfVariant::from_i64(bps_i), false)
.unwrap_or(false);
if ok {
// Rescale the VBV with the rate. Optional, like at open — a driver that declines
// keeps the old buffer (a size mismatch the HRD absorbs), not worth a rebuild.
let _ = set_prop(comp, p.vbv_size, AmfVariant::from_i64(vbv), false);
}
ok
};
if !applied {
// A half-applied pair doesn't matter: the caller's rebuild fallback re-authors
// everything from scratch.
tracing::warn!(
mbps = bps / 1_000_000,
"AMF declined the dynamic bitrate retarget — falling back to a rebuild"
);
return false;
}
self.bitrate_bps = bps; // future reset()/re-Init paths re-apply the new rate
true
}
fn flush(&mut self) -> Result<()> {
let Some(inner) = self.inner.as_mut() else {
return Ok(());
+241 -29
View File
@@ -74,6 +74,8 @@ struct EncodeApi {
) -> nv::NVENCSTATUS,
initialize_encoder:
unsafe extern "C" fn(*mut c_void, *mut nv::NV_ENC_INITIALIZE_PARAMS) -> nv::NVENCSTATUS,
reconfigure_encoder:
unsafe extern "C" fn(*mut c_void, *mut nv::NV_ENC_RECONFIGURE_PARAMS) -> nv::NVENCSTATUS,
destroy_encoder: unsafe extern "C" fn(*mut c_void) -> nv::NVENCSTATUS,
get_encode_caps: unsafe extern "C" fn(
*mut c_void,
@@ -207,6 +209,7 @@ fn load_api() -> std::result::Result<EncodeApi, String> {
Ok(EncodeApi {
open_encode_session_ex: list.nvEncOpenEncodeSessionEx.ok_or(MISSING)?,
initialize_encoder: list.nvEncInitializeEncoder.ok_or(MISSING)?,
reconfigure_encoder: list.nvEncReconfigureEncoder.ok_or(MISSING)?,
destroy_encoder: list.nvEncDestroyEncoder.ok_or(MISSING)?,
get_encode_caps: list.nvEncGetEncodeCaps.ok_or(MISSING)?,
get_encode_preset_config_ex: list.nvEncGetEncodePresetConfigEx.ok_or(MISSING)?,
@@ -454,6 +457,11 @@ pub struct NvencD3d11Encoder {
/// of failing later as an opaque `InvalidParam`. Set by [`query_caps`](Self::query_caps).
rfi_supported: bool,
custom_vbv: bool,
/// The split-encode mode + async-retrieve flag the live session was initialized with —
/// `reconfigure_bitrate` must present the SAME init params as the open (only the config's
/// rate fields may move). Meaningless while `inited` is false.
split_mode: u32,
session_async: bool,
/// The last reference-frame range we invalidated — dedupes repeated RFI requests for the same
/// loss event (the client resends until it sees recovery).
last_rfi_range: Option<(i64, i64)>,
@@ -526,6 +534,8 @@ impl NvencD3d11Encoder {
inited: false,
rfi_supported: false,
custom_vbv: false,
split_mode: nv::NV_ENC_SPLIT_ENCODE_MODE::NV_ENC_SPLIT_DISABLE_MODE as u32,
session_async: false,
last_rfi_range: None,
init_device: ptr::null_mut(),
session_units: 0,
@@ -679,28 +689,11 @@ impl NvencD3d11Encoder {
Ok(())
}
/// Open + configure + initialize ONE NVENC session at `bitrate` (bps) and `split_mode`. Returns
/// the session handle, or destroys it and returns the error. NVENC has no re-init after a failed
/// `initialize_encoder`, so the bitrate-clamp search in `init_session` calls this once per probe.
unsafe fn try_open_session(
&self,
device: &ID3D11Device,
bitrate: u64,
split_mode: u32,
enable_async: bool,
) -> Result<*mut c_void> {
let mut params = nv::NV_ENC_OPEN_ENCODE_SESSION_EX_PARAMS {
version: nv::NV_ENC_OPEN_ENCODE_SESSION_EX_PARAMS_VER,
deviceType: nv::NV_ENC_DEVICE_TYPE::NV_ENC_DEVICE_TYPE_DIRECTX,
device: device.as_raw(),
apiVersion: nv::NVENCAPI_VERSION,
..Default::default()
};
let mut enc: *mut c_void = ptr::null_mut();
(api().open_encode_session_ex)(&mut params, &mut enc)
.nv_ok()
.map_err(|e| anyhow!("NVENC open_encode_session_ex: {e:?} (no NVIDIA GPU?)"))?;
/// Author the session's `NV_ENC_CONFIG` at `bitrate` (bps): the P1/ULL preset (queried on
/// `enc`) seeded with the RC/tier/chroma/VUI/DPB shape this backend always runs. ONE builder
/// shared by [`try_open_session`] and [`Encoder::reconfigure_bitrate`], so an in-place rate
/// retarget re-authors the exact same config with only the bitrate + derived VBV moved.
unsafe fn build_config(&self, enc: *mut c_void, bitrate: u64) -> Result<nv::NV_ENC_CONFIG> {
// Seed the P1 + ultra-low-latency preset config.
let mut preset = nv::NV_ENC_PRESET_CONFIG {
version: nv::NV_ENC_PRESET_CONFIG_VER,
@@ -710,7 +703,7 @@ impl NvencD3d11Encoder {
},
..Default::default()
};
if let Err(e) = (api().get_encode_preset_config_ex)(
(api().get_encode_preset_config_ex)(
enc,
self.codec_guid,
nv::NV_ENC_PRESET_P1_GUID,
@@ -718,10 +711,7 @@ impl NvencD3d11Encoder {
&mut preset,
)
.nv_ok()
{
let _ = (api().destroy_encoder)(enc);
return Err(anyhow!("get_encode_preset_config_ex: {e:?}"));
}
.map_err(|e| anyhow!("get_encode_preset_config_ex: {e:?}"))?;
let mut cfg = preset.presetCfg;
// Mirror the Linux RC config: CBR, infinite GOP, P-only, ~1-frame VBV.
@@ -734,7 +724,9 @@ impl NvencD3d11Encoder {
// Shrink the VBV with the bitrate — NVENC validates it against the same level ceiling. Only
// when the GPU advertises custom-VBV support (else leave the preset default, per the caps probe).
if self.custom_vbv {
let vbv = (bitrate as f64 / self.fps.max(1) as f64) as u32;
// ~1-frame VBV by default; PUNKTFUNK_VBV_FRAMES scales it (parity with AMF/VAAPI/QSV).
let vbv = ((bitrate as f64 / self.fps.max(1) as f64) * crate::encode::vbv_frames_env())
.clamp(1.0, u32::MAX as f64) as u32;
cfg.rcParams.vbvBufferSize = vbv;
cfg.rcParams.vbvInitialDelay = vbv;
}
@@ -895,7 +887,19 @@ impl NvencD3d11Encoder {
}
}
}
Ok(cfg)
}
/// Author the `NV_ENC_INITIALIZE_PARAMS` pointing at `cfg`. Shared by [`try_open_session`]
/// and [`Encoder::reconfigure_bitrate`] — a reconfigure must present the SAME init params as
/// the open. The returned struct borrows `cfg` raw; the caller keeps `cfg` alive across the
/// NVENC call it feeds this into.
fn build_init_params(
&self,
cfg: &mut nv::NV_ENC_CONFIG,
split_mode: u32,
enable_async: bool,
) -> nv::NV_ENC_INITIALIZE_PARAMS {
let mut init = nv::NV_ENC_INITIALIZE_PARAMS {
version: nv::NV_ENC_INITIALIZE_PARAMS_VER,
encodeGUID: self.codec_guid,
@@ -911,11 +915,44 @@ impl NvencD3d11Encoder {
// Two-thread async retrieve (§5.B): completion events signal the retrieve thread
// instead of `lock_bitstream` blocking the submit thread.
enableEncodeAsync: enable_async as u32,
encodeConfig: &mut cfg,
encodeConfig: cfg,
..Default::default()
};
// splitEncodeMode is a C bitfield — set via the generated accessor, not a struct field.
init.set_splitEncodeMode(split_mode);
init
}
/// Open + configure + initialize ONE NVENC session at `bitrate` (bps) and `split_mode`. Returns
/// the session handle, or destroys it and returns the error. NVENC has no re-init after a failed
/// `initialize_encoder`, so the bitrate-clamp search in `init_session` calls this once per probe.
unsafe fn try_open_session(
&self,
device: &ID3D11Device,
bitrate: u64,
split_mode: u32,
enable_async: bool,
) -> Result<*mut c_void> {
let mut params = nv::NV_ENC_OPEN_ENCODE_SESSION_EX_PARAMS {
version: nv::NV_ENC_OPEN_ENCODE_SESSION_EX_PARAMS_VER,
deviceType: nv::NV_ENC_DEVICE_TYPE::NV_ENC_DEVICE_TYPE_DIRECTX,
device: device.as_raw(),
apiVersion: nv::NVENCAPI_VERSION,
..Default::default()
};
let mut enc: *mut c_void = ptr::null_mut();
(api().open_encode_session_ex)(&mut params, &mut enc)
.nv_ok()
.map_err(|e| anyhow!("NVENC open_encode_session_ex: {e:?} (no NVIDIA GPU?)"))?;
let mut cfg = match self.build_config(enc, bitrate) {
Ok(cfg) => cfg,
Err(e) => {
let _ = (api().destroy_encoder)(enc);
return Err(e);
}
};
let mut init = self.build_init_params(&mut cfg, split_mode, enable_async);
match (api().initialize_encoder)(enc, &mut init).nv_ok() {
Ok(()) => Ok(enc),
@@ -1069,6 +1106,12 @@ impl NvencD3d11Encoder {
}
};
self.encoder = enc;
// Session init params a later `reconfigure_bitrate` must re-present verbatim. (Best
// effort: the floor fallback above may have succeeded split-disabled without updating
// `split_mode` — a reconfigure then presents the forced mode, NVENC rejects it, and
// the caller's rebuild fallback covers the mismatch.)
self.split_mode = split_mode;
self.session_async = use_async;
// Session-budget accounting (Stage W3): record what this open holds so admission can
// decline a parallel display the hardware can't afford. Weighted by the FINAL split
// mode (a split session occupies one hardware session per engine).
@@ -1619,6 +1662,55 @@ impl Encoder for NvencD3d11Encoder {
true
}
fn reconfigure_bitrate(&mut self, bps: u64) -> bool {
if !self.inited {
// No live session yet — the lazy init simply opens at the new rate.
self.bitrate_bps = bps;
return true;
}
// SAFETY: `inited` ⟹ `self.encoder` is the live session and this runs on the encode
// thread between submit/poll (`nvEncReconfigureEncoder` is a submit-side call, the
// sanctioned side of the two-thread async split — the retrieve thread only ever locks
// bitstreams). `build_config` only queries the preset on that session; `cfg` outlives the
// synchronous reconfigure call whose `reInitEncodeParams.encodeConfig` points at it.
unsafe {
let mut cfg = match self.build_config(self.encoder, bps) {
Ok(cfg) => cfg,
Err(e) => {
tracing::warn!(error = %format!("{e:#}"),
"NVENC reconfigure: config re-author failed — falling back to a rebuild");
return false;
}
};
let mut params = nv::NV_ENC_RECONFIGURE_PARAMS {
version: nv::NV_ENC_RECONFIGURE_PARAMS_VER,
reInitEncodeParams: self.build_init_params(
&mut cfg,
self.split_mode,
self.session_async,
),
..Default::default()
};
// Keep the encoder's RC state and reference chain: no reset, no IDR — the in-flight
// frames and the caller's wire-index prediction survive the retarget.
params.set_resetEncoder(0);
params.set_forceIDR(0);
match (api().reconfigure_encoder)(self.encoder, &mut params).nv_ok() {
Ok(()) => {
self.bitrate_bps = bps;
true
}
Err(e) => {
// E.g. the new rate is above the codec-level ceiling — the caller's rebuild
// fallback owns the clamp search.
tracing::warn!(status = ?e, mbps = bps / 1_000_000,
"nvEncReconfigureEncoder rejected — falling back to a rebuild");
false
}
}
}
}
fn flush(&mut self) -> Result<()> {
Ok(()) // P1/ULL + frameIntervalP=1: each submit yields its AU; no internal queue to drain.
}
@@ -1874,6 +1966,126 @@ mod tests {
}
}
/// ON-HARDWARE (RTX box `.173`): the Phase 3.2 in-place rate retarget — encode a few frames,
/// `reconfigure_bitrate` mid-stream (up AND down), keep encoding, and assert every
/// post-reconfigure AU is a P-frame (`nvEncReconfigureEncoder` with `resetEncoder=0` /
/// `forceIDR=0` must NOT restart the stream). The Windows twin of the Linux backend's
/// `nvenc_cuda_reconfigure_no_idr`. Run:
/// cargo test -p punktfunk-host --features nvenc -- --ignored nvenc_reconfigure --nocapture
#[test]
#[ignore = "requires an NVIDIA GPU + driver — run manually on the RTX box (.173)"]
fn nvenc_reconfigure_no_idr() {
let _ = tracing_subscriber::fmt().with_test_writer().try_init();
const W: u32 = 1280;
const H: u32 = 720;
// SAFETY: (test-only) same straight-line D3D11/DXGI setup as `encode_pattern`.
unsafe {
let factory: IDXGIFactory1 = CreateDXGIFactory1().expect("DXGI factory");
let mut adapter = None;
for i in 0.. {
let Ok(a) = factory.EnumAdapters1(i) else {
break;
};
let desc = a.GetDesc1().expect("adapter desc");
if desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE.0 as u32 == 0 {
adapter = Some(a);
break;
}
}
let adapter = adapter.expect("no hardware DXGI adapter");
let (device, _ctx) = crate::capture::dxgi::make_device(&adapter).expect("make_device");
let bytes = probe_pattern(W as usize, H as usize);
let init = D3D11_SUBRESOURCE_DATA {
pSysMem: bytes.as_ptr() as *const _,
SysMemPitch: W * 4,
SysMemSlicePitch: 0,
};
let desc = D3D11_TEXTURE2D_DESC {
Width: W,
Height: H,
MipLevels: 1,
ArraySize: 1,
Format: DXGI_FORMAT_B8G8R8A8_UNORM,
SampleDesc: DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Usage: D3D11_USAGE_DEFAULT,
BindFlags: D3D11_BIND_RENDER_TARGET.0 as u32,
CPUAccessFlags: 0,
MiscFlags: 0,
};
let mut tex = None;
device
.CreateTexture2D(&desc, Some(&init), Some(&mut tex))
.expect("pattern texture");
let tex = tex.expect("null pattern texture");
let mut enc = NvencD3d11Encoder::open(
Codec::H265,
PixelFormat::Bgra,
W,
H,
60,
20_000_000,
8,
ChromaFormat::Yuv420,
)
.expect("NVENC open");
let submit_and_poll = |enc: &mut NvencD3d11Encoder, range: std::ops::Range<u64>| {
let mut keyframes = 0usize;
let mut aus = 0usize;
for i in range {
let frame = CapturedFrame {
width: W,
height: H,
pts_ns: i * 16_666_667,
format: PixelFormat::Bgra,
payload: FramePayload::D3d11(D3d11Frame {
texture: tex.clone(),
device: device.clone(),
}),
};
enc.submit_indexed(&frame, i as u32).expect("submit");
while let Some(au) = enc.poll().expect("poll") {
aus += 1;
keyframes += au.keyframe as usize;
}
}
enc.flush().ok();
while let Ok(Some(au)) = enc.poll() {
aus += 1;
keyframes += au.keyframe as usize;
}
(aus, keyframes)
};
let (aus, kfs) = submit_and_poll(&mut enc, 0..4);
assert!(aus > 0, "no AUs before the reconfigure");
assert_eq!(kfs, 1, "exactly the opening IDR before the reconfigure");
assert!(
enc.reconfigure_bitrate(60_000_000),
"in-place reconfigure to 60 Mbps must succeed on RTX NVENC"
);
let (aus, kfs) = submit_and_poll(&mut enc, 4..8);
assert!(aus > 0, "no AUs after the up-reconfigure");
assert_eq!(kfs, 0, "an in-place rate retarget must not emit an IDR");
assert!(
enc.reconfigure_bitrate(10_000_000),
"in-place reconfigure down to 10 Mbps must succeed"
);
let (aus, kfs) = submit_and_poll(&mut enc, 8..12);
assert!(aus > 0, "no AUs after the down-reconfigure");
assert_eq!(kfs, 0, "an in-place rate retarget must not emit an IDR");
println!("nvenc (Windows) reconfigure smoke: 20→60→10 Mbps in place, zero IDRs");
}
}
/// ON-GLASS (RTX box): the measurement gating the AYUV 4:4:4 work — encodes the probe
/// pattern through the REAL ARGB-input NVENC session once with `chromaFormatIDC=3`/FREXT
/// and once as plain 4:2:0, so offline analysis of the two bitstreams answers (1) whether
+32 -23
View File
@@ -50,29 +50,38 @@ pub struct GamepadFrame {
pub rs_y: i16,
}
// buttonFlags bits (Limelight.h).
pub const BTN_DPAD_UP: u32 = 0x0001;
pub const BTN_DPAD_DOWN: u32 = 0x0002;
pub const BTN_DPAD_LEFT: u32 = 0x0004;
pub const BTN_DPAD_RIGHT: u32 = 0x0008;
pub const BTN_START: u32 = 0x0010;
pub const BTN_BACK: u32 = 0x0020;
pub const BTN_LS_CLK: u32 = 0x0040;
pub const BTN_RS_CLK: u32 = 0x0080;
pub const BTN_LB: u32 = 0x0100;
pub const BTN_RB: u32 = 0x0200;
pub const BTN_GUIDE: u32 = 0x0400;
pub const BTN_A: u32 = 0x1000;
pub const BTN_B: u32 = 0x2000;
pub const BTN_X: u32 = 0x4000;
pub const BTN_Y: u32 = 0x8000;
// Extended buttons in the `buttonFlags2 << 16` namespace (mirror `punktfunk_core::input::gamepad`):
// the four back-grip paddles. `decode` already merges `buttonFlags2 << 16` into `buttons`, but the
// injector map dropped these bits — Sunshine/Moonlight paddle clients were silently no-op'd.
pub const BTN_PADDLE1: u32 = 0x0001_0000;
pub const BTN_PADDLE2: u32 = 0x0002_0000;
pub const BTN_PADDLE3: u32 = 0x0004_0000;
pub const BTN_PADDLE4: u32 = 0x0008_0000;
// GameStream's `buttonFlags | buttonFlags2 << 16` layout (Limelight.h) is bit-identical to
// punktfunk's native gamepad wire, so source these from the single point of truth in `punktfunk_core`
// instead of re-declaring the values (the two drifted while separately hand-typed: the click bits
// were named `BTN_LS_CLK`/`BTN_RS_CLK` here vs the core `…_CLICK`). `decode` merges the two 16-bit
// halves into `buttons` raw; these names exist for the uinput injector's button map + hat math. The
// extended touchpad-click / Share bits (`BTN_TOUCHPAD` / `BTN_MISC1`) ride `buttons` too but are
// consumed straight from `punktfunk_core` by the DualSense/DS4 protos, so they aren't re-named here.
//
// These are `pub const` aliases rather than a `pub use` re-export on purpose: on Windows the sole
// consumer (the Linux uinput map) is cfg'd out, and an unused re-export lints as an error there,
// whereas an unused `pub const` does not. The values still come only from core, so they can't drift;
// the exact wire values are pinned by `punktfunk1.rs::gamepad_wire_bits_are_pinned`.
use punktfunk_core::input::gamepad as wire;
pub const BTN_DPAD_UP: u32 = wire::BTN_DPAD_UP;
pub const BTN_DPAD_DOWN: u32 = wire::BTN_DPAD_DOWN;
pub const BTN_DPAD_LEFT: u32 = wire::BTN_DPAD_LEFT;
pub const BTN_DPAD_RIGHT: u32 = wire::BTN_DPAD_RIGHT;
pub const BTN_START: u32 = wire::BTN_START;
pub const BTN_BACK: u32 = wire::BTN_BACK;
pub const BTN_LS_CLICK: u32 = wire::BTN_LS_CLICK;
pub const BTN_RS_CLICK: u32 = wire::BTN_RS_CLICK;
pub const BTN_LB: u32 = wire::BTN_LB;
pub const BTN_RB: u32 = wire::BTN_RB;
pub const BTN_GUIDE: u32 = wire::BTN_GUIDE;
pub const BTN_A: u32 = wire::BTN_A;
pub const BTN_B: u32 = wire::BTN_B;
pub const BTN_X: u32 = wire::BTN_X;
pub const BTN_Y: u32 = wire::BTN_Y;
pub const BTN_PADDLE1: u32 = wire::BTN_PADDLE1;
pub const BTN_PADDLE2: u32 = wire::BTN_PADDLE2;
pub const BTN_PADDLE3: u32 = wire::BTN_PADDLE3;
pub const BTN_PADDLE4: u32 = wire::BTN_PADDLE4;
/// Decode one decrypted control plaintext into a controller event, if it is one. Mouse,
/// keyboard, keepalives etc. yield `None` (they're handled by [`super::input::decode`]).
@@ -49,6 +49,9 @@ pub struct VideoPacketizer {
frame_index: u32,
/// Monotonic per-stream packet counter (the RTP sequence / streamPacketIndex source).
seq: u32,
/// Persistent GF(2⁸) coder so its `(k, m)` Cauchy-matrix cache survives across frames
/// (plan Phase 1.4) — a stream's block shape only moves with frame size.
coder: Gf8Coder,
}
impl VideoPacketizer {
@@ -65,6 +68,7 @@ impl VideoPacketizer {
min_fec: min_fec as usize,
frame_index: 0,
seq: 0,
coder: Gf8Coder::default(),
}
}
@@ -158,7 +162,7 @@ impl VideoPacketizer {
let wire_pct = if m > 0 { (100 * m) / k } else { 0 };
let parity = if m > 0 {
let refs: Vec<&[u8]> = shards.iter().map(|s| s.as_slice()).collect();
Gf8Coder.encode(&refs, m).unwrap_or_default()
self.coder.encode(&refs, m).unwrap_or_default()
} else {
Vec::new()
};
@@ -328,7 +332,9 @@ mod tests {
// Drop data shard 1; reconstruct from the rest via the same Cauchy coder.
let mut received: Vec<Option<Vec<u8>>> = pkts.iter().map(|p| Some(p.clone())).collect();
received[1] = None;
let recovered = Gf8Coder.reconstruct(k, m, &mut received).unwrap();
let recovered = Gf8Coder::default()
.reconstruct(k, m, &mut received)
.unwrap();
// The recovered shard equals the original data shard's RS-covered bytes: its flags
// byte (offset 24) is PIC (middle shard), proving the NV header recovers correctly.
assert_eq!(recovered[1][24], FLAG_PIC);
+45 -5
View File
@@ -473,6 +473,11 @@ fn gs_button_to_evdev(b: u32) -> Option<u32> {
#[cfg(target_os = "linux")]
#[path = "inject/linux/dualsense.rs"]
pub mod dualsense;
/// Windows: virtual DualSense **Edge** via the same UMDF minidriver + shared-memory channel
/// (device-type 2) — the wire back grips land on the Edge's native back/Fn buttons.
#[cfg(target_os = "windows")]
#[path = "inject/windows/dualsense_edge_windows.rs"]
pub mod dualsense_edge_windows;
/// Transport-independent DualSense HID contract, shared by the Linux UHID backend ([`dualsense`])
/// and the Windows UMDF-driver backend ([`dualsense_windows`]).
#[cfg(any(target_os = "linux", target_os = "windows"))]
@@ -485,8 +490,8 @@ pub mod dualsense_windows;
#[cfg(target_os = "linux")]
#[path = "inject/linux/dualshock4.rs"]
pub mod dualshock4;
/// Transport-independent DualShock 4 HID codec used by the Windows UMDF-driver backend
/// ([`dualshock4_windows`]). (The Linux backend still carries its own copy — see the module FIXME.)
/// Transport-independent DualShock 4 HID codec, shared by the Linux UHID backend ([`dualshock4`])
/// and the Windows UMDF-driver backend ([`dualshock4_windows`]).
#[cfg(any(target_os = "linux", target_os = "windows"))]
#[path = "inject/proto/dualshock4_proto.rs"]
pub mod dualshock4_proto;
@@ -506,10 +511,27 @@ pub mod gamepad;
#[cfg(target_os = "windows")]
#[path = "inject/windows/gamepad_raii.rs"]
mod gamepad_raii;
/// Shared virtual-pad creation-retry policy ([`pad_gate::PadGate`]), driven by [`pad_slots`] for
/// every backend manager — replaces the per-backend permanent `broken` latch with capped-backoff
/// retry.
#[cfg(any(target_os = "linux", target_os = "windows"))]
#[path = "inject/pad_gate.rs"]
pub mod pad_gate;
/// Shared virtual-pad slot table + creation lifecycle ([`pad_slots::PadSlots`]) — the
/// `Vec<Option<Pad>>` table, `active_mask` unplug sweep, and gate-checked create every backend
/// manager used to copy-paste (G12).
#[cfg(any(target_os = "linux", target_os = "windows"))]
#[path = "inject/pad_slots.rs"]
pub mod pad_slots;
/// Linux: virtual Steam Deck via UHID — the kernel `hid-steam` driver binds it as a real Deck.
#[cfg(target_os = "linux")]
#[path = "inject/linux/steam_controller.rs"]
pub mod steam_controller;
/// Windows: virtual Steam Deck via the same UMDF minidriver + shared-memory channel
/// (device-type 3) — promoted by Steam Input thanks to the `&MI_02` hardware-id synthesis.
#[cfg(target_os = "windows")]
#[path = "inject/windows/steam_deck_windows.rs"]
pub mod steam_deck_windows;
/// Linux: virtual Steam Deck via the USB gadget subsystem (`raw_gadget` + `dummy_hcd`) — the only
/// virtual-Deck transport Steam Input promotes (presents the controller on USB interface 2).
/// SteamOS-host only (needs `dummy_hcd` + `raw_gadget`).
@@ -517,12 +539,15 @@ pub mod steam_controller;
#[path = "inject/linux/steam_gadget.rs"]
pub mod steam_gadget;
/// Transport-independent Steam Controller / Steam Deck HID contract (descriptor, byte-exact Deck
/// serializer, XInput/rich mappers, rumble parser), used by the Linux UHID backend ([`steam_controller`]).
#[cfg(target_os = "linux")]
/// serializer, XInput/rich mappers, rumble parser), used by the Linux UHID backend
/// ([`steam_controller`]) and the Windows UMDF backend ([`steam_deck_windows`]).
#[cfg(any(target_os = "linux", target_os = "windows"))]
#[path = "inject/proto/steam_proto.rs"]
pub mod steam_proto;
/// Pure fallback-remap policy (Steam-only inputs onto a non-Steam backend) + the Deck motion rescale.
#[cfg(target_os = "linux")]
/// Shared by the Linux and Windows DualSense/DS4 backends (the slot-less pads that must fold the
/// Steam back grips); the Deck motion rescale is Linux-only but harmless to compile on Windows.
#[cfg(any(target_os = "linux", target_os = "windows"))]
#[path = "inject/proto/steam_remap.rs"]
pub mod steam_remap;
/// Linux: virtual Steam Deck over **USB/IP** (`vhci_hcd`) — the shippable, Secure-Boot-clean,
@@ -531,6 +556,21 @@ pub mod steam_remap;
#[cfg(target_os = "linux")]
#[path = "inject/linux/steam_usbip.rs"]
pub mod steam_usbip;
/// Linux: virtual Nintendo Switch Pro Controller via UHID (kernel `hid-nintendo`).
#[cfg(target_os = "linux")]
#[path = "inject/linux/switch_pro.rs"]
pub mod switch_pro;
/// Transport-independent Switch Pro Controller codec + the canned `hid-nintendo` handshake
/// replies, used by the Linux UHID backend ([`switch_pro`]).
#[cfg(target_os = "linux")]
#[path = "inject/proto/switch_proto.rs"]
pub mod switch_proto;
/// The generic stateful virtual-pad manager ([`uhid_manager::UhidManager`]) — event routing, frame
/// merge, heartbeat, and feedback pump shared by the five UHID/UMDF backends; each supplies only
/// its per-controller protocol via [`uhid_manager::PadProto`] (G12).
#[cfg(any(target_os = "linux", target_os = "windows"))]
#[path = "inject/uhid_manager.rs"]
pub mod uhid_manager;
/// Stub — virtual gamepads need Linux uinput or the Windows UMDF drivers; events are dropped elsewhere.
#[cfg(not(any(target_os = "linux", target_os = "windows")))]
pub mod gamepad {
@@ -13,17 +13,16 @@
//! UMDF-driver backend; this module is just the `/dev/uhid` plumbing around it.
use super::dualsense_proto::{
parse_ds_output, serialize_state, DsFeedback, DsState, DS_FEATURE_CALIBRATION,
DS_FEATURE_FIRMWARE, DS_FEATURE_PAIRING, DS_INPUT_REPORT_LEN, DS_PRODUCT, DS_TOUCH_H,
DS_TOUCH_W, DS_VENDOR, DUALSENSE_RDESC,
ds_pairing_reply, edge_paddle_bits, parse_ds_output, serialize_state, DsFeedback, DsState,
DS_EDGE_PRODUCT, DS_FEATURE_CALIBRATION, DS_FEATURE_FIRMWARE, DS_INPUT_REPORT_LEN, DS_PRODUCT,
DS_TOUCH_H, DS_TOUCH_W, DS_VENDOR, DUALSENSE_EDGE_RDESC, DUALSENSE_RDESC,
};
use crate::gamestream::gamepad::{GamepadEvent, MAX_PADS};
use crate::inject::uhid_manager::{PadFeedback, PadProto, UhidManager};
use anyhow::{Context, Result};
use punktfunk_core::quic::{HidOutput, RichInput};
use punktfunk_core::quic::RichInput;
use std::fs::{File, OpenOptions};
use std::io::{Read, Write};
use std::os::unix::fs::OpenOptionsExt;
use std::time::{Duration, Instant};
// /dev/uhid event ABI (linux/uhid.h). `struct uhid_event` is __packed__: a u32 `type` then a
// union whose largest member is uhid_create2_req (128+64+64 + 2+2 + 4*4 + rd_data[4096] = 4372).
@@ -34,6 +33,8 @@ const UHID_GET_REPORT: u32 = 9;
const UHID_GET_REPORT_REPLY: u32 = 10;
const UHID_CREATE2: u32 = 11;
const UHID_INPUT2: u32 = 12;
const UHID_SET_REPORT: u32 = 13;
const UHID_SET_REPORT_REPLY: u32 = 14;
const HID_MAX_DESCRIPTOR_SIZE: usize = 4096;
const UHID_EVENT_SIZE: usize = 4 + 4372; // type + union (create2)
const BUS_USB: u16 = 0x03;
@@ -44,9 +45,45 @@ fn put_cstr(ev: &mut [u8], off: usize, cap: usize, s: &str) {
ev[off..off + n].copy_from_slice(&s.as_bytes()[..n]); // rest already zero (NUL-terminated)
}
/// A virtual DualSense backed by `/dev/uhid` (hand-rolled codec — no bindgen, mirroring the
/// uinput pad's style). Dropping it destroys the device (the kernel tears down the bound
/// `hid-playstation` interface).
/// The UHID identity a [`DualSensePad`] is created with — the plain DualSense or the Edge (same
/// driver, same report codec; the Edge differs by PID + descriptor and carries the four extra
/// `buttons[2]` bits). Mirrors the uinput pad's `PadIdentity` shape.
pub struct DsUhidIdentity {
product: u32,
rdesc: &'static [u8],
/// Device name prefix ("Punktfunk <name> <index>").
name: &'static str,
/// Path token for the phys string ("punktfunk/<phys>/<index>").
phys: &'static str,
/// Short slug for the uniq string ("punktfunk-<slug>-<index>").
slug: &'static str,
}
impl DsUhidIdentity {
pub const fn dualsense() -> DsUhidIdentity {
DsUhidIdentity {
product: DS_PRODUCT,
rdesc: DUALSENSE_RDESC,
name: "DualSense",
phys: "dualsense",
slug: "ds",
}
}
pub const fn dualsense_edge() -> DsUhidIdentity {
DsUhidIdentity {
product: DS_EDGE_PRODUCT,
rdesc: DUALSENSE_EDGE_RDESC,
name: "DualSense Edge",
phys: "dualsense-edge",
slug: "dsedge",
}
}
}
/// A virtual DualSense / DualSense Edge backed by `/dev/uhid` (hand-rolled codec — no bindgen,
/// mirroring the uinput pad's style). Dropping it destroys the device (the kernel tears down the
/// bound `hid-playstation` interface).
pub struct DualSensePad {
fd: File,
seq: u8,
@@ -54,8 +91,9 @@ pub struct DualSensePad {
}
impl DualSensePad {
/// Create the UHID DualSense for pad `index` (used only to make the device name/uniq unique).
pub fn open(index: u8) -> Result<DualSensePad> {
/// Create the UHID pad for wire index `index` under `id`'s identity (`index` is used only to
/// make the device name/uniq unique).
pub fn open(index: u8, id: &DsUhidIdentity) -> Result<DualSensePad> {
let fd = OpenOptions::new()
.read(true)
.write(true)
@@ -65,24 +103,28 @@ impl DualSensePad {
format!("open {UHID_PATH} (is the 60-punktfunk.rules uhid rule installed + are you in 'input'?)")
})?;
let mut ds = DualSensePad { fd, seq: 0, ts: 0 };
ds.send_create2(index).context("UHID_CREATE2 DualSense")?;
ds.send_create2(index, id)
.context("UHID_CREATE2 DualSense")?;
Ok(ds)
}
fn send_create2(&mut self, index: u8) -> Result<()> {
/// Send UHID_CREATE2 under `id`'s identity. The uniq written here is cosmetic:
/// `hid-playstation` replaces it with the MAC from the pairing feature report (see
/// [`ds_pairing_reply`]) as soon as it binds.
fn send_create2(&mut self, index: u8, id: &DsUhidIdentity) -> Result<()> {
let mut ev = [0u8; UHID_EVENT_SIZE];
ev[0..4].copy_from_slice(&UHID_CREATE2.to_ne_bytes());
// union (uhid_create2_req) starts at byte 4.
put_cstr(&mut ev, 4, 128, &format!("Punktfunk DualSense {index}")); // name[128]
put_cstr(&mut ev, 132, 64, &format!("punktfunk/dualsense/{index}")); // phys[64]
put_cstr(&mut ev, 196, 64, &format!("punktfunk-ds-{index}")); // uniq[64]
ev[260..262].copy_from_slice(&(DUALSENSE_RDESC.len() as u16).to_ne_bytes()); // rd_size
put_cstr(&mut ev, 4, 128, &format!("Punktfunk {} {index}", id.name)); // name[128]
put_cstr(&mut ev, 132, 64, &format!("punktfunk/{}/{index}", id.phys)); // phys[64]
put_cstr(&mut ev, 196, 64, &format!("punktfunk-{}-{index}", id.slug)); // uniq[64]
ev[260..262].copy_from_slice(&(id.rdesc.len() as u16).to_ne_bytes()); // rd_size
ev[262..264].copy_from_slice(&BUS_USB.to_ne_bytes()); // bus
ev[264..268].copy_from_slice(&DS_VENDOR.to_ne_bytes());
ev[268..272].copy_from_slice(&DS_PRODUCT.to_ne_bytes());
ev[268..272].copy_from_slice(&id.product.to_ne_bytes());
ev[272..276].copy_from_slice(&0x0100u32.to_ne_bytes()); // version
ev[276..280].copy_from_slice(&0u32.to_ne_bytes()); // country
ev[280..280 + DUALSENSE_RDESC.len()].copy_from_slice(DUALSENSE_RDESC); // rd_data
ev[280..280 + id.rdesc.len()].copy_from_slice(id.rdesc); // rd_data
self.fd.write_all(&ev).context("write UHID_CREATE2")?;
Ok(())
}
@@ -124,15 +166,25 @@ impl DualSensePad {
UHID_GET_REPORT => {
// uhid_get_report_req: id u32 [4..8], rnum u8 [8].
let id = u32::from_ne_bytes([ev[4], ev[5], ev[6], ev[7]]);
// Per-pad MAC: hid-playstation adopts it as the HID uniq, and SDL/Steam
// dedup controllers by that serial (see `ds_pairing_reply`).
let pairing = ds_pairing_reply(pad);
let data: &[u8] = match ev[8] {
0x05 => DS_FEATURE_CALIBRATION,
0x09 => DS_FEATURE_PAIRING,
0x09 => &pairing,
0x20 => DS_FEATURE_FIRMWARE,
_ => &[],
};
let _ = self.reply_get_report(id, data);
}
_ => {} // Start/Stop/Open/Close/SetReport — ignore
UHID_SET_REPORT => {
// Ack (err=0) so a SET_REPORT writer doesn't block on the kernel's 5 s
// timeout. Nothing to parse: every known DualSense writer sends its feedback
// as OUTPUT reports (handled above), never SET_REPORT.
let id = u32::from_ne_bytes([ev[4], ev[5], ev[6], ev[7]]);
let _ = self.reply_set_report(id);
}
_ => {} // Start/Stop/Open/Close — ignore
}
}
fb
@@ -152,6 +204,18 @@ impl DualSensePad {
.context("write UHID_GET_REPORT_REPLY")?;
Ok(())
}
fn reply_set_report(&mut self, id: u32) -> Result<()> {
let mut ev = [0u8; UHID_EVENT_SIZE];
ev[0..4].copy_from_slice(&UHID_SET_REPORT_REPLY.to_ne_bytes());
// uhid_set_report_reply_req: id u32 [4..8], err u16 [8..10].
ev[4..8].copy_from_slice(&id.to_ne_bytes());
ev[8..10].copy_from_slice(&0u16.to_ne_bytes()); // err 0 (ack)
self.fd
.write_all(&ev)
.context("write UHID_SET_REPORT_REPLY")?;
Ok(())
}
}
impl Drop for DualSensePad {
@@ -162,189 +226,427 @@ impl Drop for DualSensePad {
}
}
/// All virtual DualSense pads of a session — the rich-controller analog of
/// [`GamepadManager`](super::gamepad::GamepadManager), selected with `PUNKTFUNK_GAMEPAD=dualsense`.
///
/// Unlike the uinput pad, a DualSense carries touchpad + motion, which arrive on a *separate*
/// rich-input plane ([`apply_rich`](Self::apply_rich)) from the button/stick frames
/// ([`handle`](Self::handle)). So the manager keeps each pad's full [`DsState`] and re-emits the
/// merged report whenever either source changes. [`pump`](Self::pump) services the kernel
/// handshake and routes a game's feedback back out: motor rumble on the universal plane, the rich
/// LED/player-LED/trigger feedback on the HID-output plane.
pub struct DualSenseManager {
pads: Vec<Option<DualSensePad>>,
/// Each pad's current full report — buttons/sticks merged with persisted touch + motion.
state: Vec<DsState>,
/// Last rumble forwarded per pad, so a report that only changes the LED doesn't re-send it.
last_rumble: Vec<(u16, u16)>,
/// When each pad last wrote an input report — drives [`DualSenseManager::heartbeat`], which
/// re-emits the current state during input silence so the kernel never sees the device go quiet.
last_write: Vec<Instant>,
/// Pad creation failed (e.g. /dev/uhid permissions) — warn once, drop events.
broken: bool,
/// The DualSense-specific half of the shared stateful manager (see [`PadProto`]): UHID transport
/// open, the [`DsState`] mappers, and the kernel-handshake service pass. Everything lifecycle-
/// shaped (slot table, unplug sweep, heartbeat, feedback dedup) lives in [`UhidManager`].
pub struct DsLinuxProto {
/// Fallback policy for the Steam back grips a client may send (the DualSense has no back-button
/// HID slot). `PUNKTFUNK_STEAM_REMAP=paddles=…`; default drop.
remap: crate::inject::steam_remap::RemapConfig,
}
impl Default for DualSenseManager {
fn default() -> DualSenseManager {
DualSenseManager::new()
}
}
impl DualSenseManager {
pub fn new() -> DualSenseManager {
DualSenseManager {
pads: (0..MAX_PADS).map(|_| None).collect(),
state: vec![DsState::neutral(); MAX_PADS],
last_rumble: vec![(0, 0); MAX_PADS],
last_write: vec![Instant::now(); MAX_PADS],
broken: false,
impl Default for DsLinuxProto {
fn default() -> DsLinuxProto {
DsLinuxProto {
remap: crate::inject::steam_remap::RemapConfig::from_env(),
}
}
}
/// Handle one decoded controller event (create/destroy by mask, then merge button/stick state).
pub fn handle(&mut self, ev: &GamepadEvent) {
match ev {
GamepadEvent::Arrival { index, kind, .. } => {
tracing::info!(index, kind, "controller arrival (DualSense)");
self.ensure(*index as usize);
}
GamepadEvent::State(f) => {
let idx = f.index as usize;
if idx >= MAX_PADS {
return;
}
// Unplugs: drop any allocated pad whose mask bit cleared, resetting its state.
for (i, slot) in self.pads.iter_mut().enumerate() {
if slot.is_some() && f.active_mask & (1 << i) == 0 {
tracing::info!(index = i, "controller unplugged (DualSense)");
*slot = None;
self.state[i] = DsState::neutral();
self.last_rumble[i] = (0, 0);
}
}
if f.active_mask & (1 << idx) == 0 {
return; // this event WAS the unplug
}
self.ensure(idx);
// Merge buttons/sticks/triggers from the frame, preserving touch + motion (those
// come on the rich-input plane and must survive a button-only frame).
let prev = self.state[idx];
// Steam back grips have no DualSense slot — fold them onto standard buttons per the
// configured policy (default drop) so they aren't silently lost.
let buttons =
crate::inject::steam_remap::fold_paddles(f.buttons, self.remap.paddles);
let mut s = DsState::from_gamepad(
buttons,
f.ls_x,
f.ls_y,
f.rs_x,
f.rs_y,
f.left_trigger,
f.right_trigger,
);
s.touch = prev.touch;
s.gyro = prev.gyro;
s.accel = prev.accel;
s.touch_click = prev.touch_click;
self.state[idx] = s;
self.write(idx);
}
}
impl PadProto for DsLinuxProto {
type Pad = DualSensePad;
type State = DsState;
const LABEL: &'static str = "DualSense";
const DEVICE: &'static str = "DualSense";
const CREATE_HINT: &'static str = "";
fn open(&mut self, idx: u8) -> Result<DualSensePad> {
let p = DualSensePad::open(idx, &DsUhidIdentity::dualsense())?;
tracing::info!(
index = idx,
"virtual DualSense created (UHID hid-playstation)"
);
Ok(p)
}
/// Apply one rich client→host event (touchpad contact / motion sample) to an existing pad,
/// preserving its button/stick state. Rich events never create a pad (a controller must have
/// arrived first); they're dropped if the pad isn't present.
pub fn apply_rich(&mut self, rich: RichInput) {
let idx = match rich {
RichInput::Touchpad { pad, .. }
| RichInput::Motion { pad, .. }
| RichInput::TouchpadEx { pad, .. } => pad as usize,
};
if idx >= MAX_PADS || self.pads[idx].is_none() {
return;
}
// The shared DualSense-family mapping (dualsense_proto::DsState::apply_rich): Steam
// dual pads split the one touchpad left/right, pad clicks ride touch_click.
self.state[idx].apply_rich(rich, DS_TOUCH_W, DS_TOUCH_H);
self.write(idx);
fn neutral(&self) -> DsState {
DsState::neutral()
}
fn write(&mut self, idx: usize) {
let st = self.state[idx];
if let Some(pad) = self.pads[idx].as_mut() {
let _ = pad.write_state(&st);
}
// Reset the heartbeat timer on every write (real input or heartbeat), so an actively-used
// pad emits no extra reports — the heartbeat only fills genuine input-silence gaps.
self.last_write[idx] = Instant::now();
/// Merge buttons/sticks/triggers from the frame, preserving touch + motion + pad clicks (those
/// come on the rich-input plane and must survive a button-only frame).
fn merge_frame(&self, prev: &DsState, f: &crate::gamestream::gamepad::GamepadFrame) -> DsState {
// Steam back grips have no DualSense slot — fold them onto standard buttons per the
// configured policy (default drop) so they aren't silently lost.
let buttons = crate::inject::steam_remap::fold_paddles(f.buttons, self.remap.paddles);
let mut s = DsState::from_gamepad(
buttons,
f.ls_x,
f.ls_y,
f.rs_x,
f.rs_y,
f.left_trigger,
f.right_trigger,
);
s.touch = prev.touch;
s.gyro = prev.gyro;
s.accel = prev.accel;
s.touch_click = prev.touch_click;
s
}
/// Re-emit each live pad's CURRENT report if it's been silent for `max_gap`. A real DualSense
/// streams report `0x01` continuously (~250 Hz); the kernel `hid-playstation` driver / Proton /
/// SDL treat a multi-second silence (a held-steady stick produces no wire events) as an
/// unplugged controller — the "controller disconnected every few seconds" symptom. Re-sending
/// the current state is idempotent (a stale-but-correct frame, never a phantom input);
/// `write_state` bumps the report's seq + timestamp, so each is a fresh, well-formed report.
pub fn heartbeat(&mut self, max_gap: Duration) {
let now = Instant::now();
for i in 0..self.pads.len() {
if self.pads[i].is_some() && now.duration_since(self.last_write[i]) >= max_gap {
self.write(i);
}
}
/// The shared DualSense-family mapping (dualsense_proto::DsState::apply_rich): Steam dual pads
/// split the one touchpad left/right, pad clicks ride touch_click.
fn apply_rich(&self, st: &mut DsState, rich: RichInput) {
st.apply_rich(rich, DS_TOUCH_W, DS_TOUCH_H);
}
fn ensure(&mut self, idx: usize) {
if idx >= MAX_PADS || self.pads[idx].is_some() || self.broken {
return;
}
match DualSensePad::open(idx as u8) {
Ok(p) => {
tracing::info!(
index = idx,
"virtual DualSense created (UHID hid-playstation)"
);
self.pads[idx] = Some(p);
self.state[idx] = DsState::neutral();
self.last_rumble[idx] = (0, 0);
self.last_write[idx] = Instant::now();
}
Err(e) => {
tracing::error!(error = %format!("{e:#}"), "virtual DualSense creation failed — controller input disabled");
self.broken = true;
}
}
fn write_state(&self, pad: &mut DualSensePad, st: &DsState) {
let _ = pad.write_state(st);
}
/// Service every pad: answer the kernel's init handshake and parse a game's feedback. `rumble`
/// is invoked `(index, low, high)` only when the motor level *changes* (the universal 0xCA
/// plane — both backends use it); `hidout` is invoked for each DualSense-only rich feedback
/// event (lightbar / player LEDs / adaptive triggers — the 0xCD plane). Call frequently:
/// the kernel blocks `hid-playstation` init until its GET_REPORTs are answered.
pub fn pump(
&mut self,
mut rumble: impl FnMut(u16, u16, u16),
mut hidout: impl FnMut(HidOutput),
) {
for i in 0..self.pads.len() {
let Some(pad) = self.pads[i].as_mut() else {
continue;
};
let fb = pad.service(i as u8);
if let Some(r) = fb.rumble {
if self.last_rumble[i] != r {
self.last_rumble[i] = r;
rumble(i as u16, r.0, r.1);
}
}
for h in fb.hidout {
hidout(h);
}
/// Answer the kernel's init handshake (it blocks `hid-playstation` init until its GET_REPORTs
/// are answered — call frequently) and parse a game's feedback: motor rumble on the universal
/// 0xCA plane, the rich lightbar/player-LED/trigger events on the 0xCD plane.
fn service(&self, pad: &mut DualSensePad, idx: u8) -> PadFeedback {
let fb = pad.service(idx);
PadFeedback {
rumble: fb.rumble,
hidout: fb.hidout,
}
}
}
/// All virtual DualSense pads of a session — the rich-controller analog of
/// [`GamepadManager`](super::gamepad::GamepadManager), selected with `PUNKTFUNK_GAMEPAD=dualsense`.
///
/// Unlike the uinput pad, a DualSense carries touchpad + motion, which arrive on a *separate*
/// rich-input plane (`apply_rich`) from the button/stick frames (`handle`); the shared
/// [`UhidManager`] keeps each pad's full [`DsState`], re-emits the merged report whenever either
/// source changes, and heartbeats it through input silence (a real DualSense streams report `0x01`
/// continuously — `hid-playstation`/Proton/SDL treat a multi-second gap as an unplug).
pub type DualSenseManager = UhidManager<DsLinuxProto>;
/// The DualSense **Edge** half of the shared stateful manager: the plain-DualSense transport and
/// report codec under the Edge USB identity (`054C:0DF2` + the Edge descriptor), with the four
/// wire back-grip bits mapped onto the Edge's native `buttons[2]` slots instead of the
/// fold/drop policy — the whole point of this backend (a client's Deck grips / Elite paddles
/// stop vanishing). No remap config: every paddle has a native home.
///
/// Kernel note: `hid-playstation` binds the Edge PID since 6.1 (forced vibration-v2 output), but
/// only kernels ≥ 7.2 surface the Fn/back bits as evdev keys (`BTN_TRIGGER_HAPPY1..4`); SDL /
/// Steam Input read the report off hidraw and see them on any kernel.
#[derive(Default)]
pub struct DsEdgeLinuxProto;
impl PadProto for DsEdgeLinuxProto {
type Pad = DualSensePad;
type State = DsState;
const LABEL: &'static str = "DualSense Edge";
const DEVICE: &'static str = "DualSense Edge";
const CREATE_HINT: &'static str = "";
fn open(&mut self, idx: u8) -> Result<DualSensePad> {
let p = DualSensePad::open(idx, &DsUhidIdentity::dualsense_edge())?;
tracing::info!(
index = idx,
"virtual DualSense Edge created (UHID hid-playstation)"
);
Ok(p)
}
fn neutral(&self) -> DsState {
DsState::neutral()
}
/// Merge buttons/sticks/triggers from the frame, preserving the rich-plane fields — like the
/// plain DualSense, EXCEPT the wire paddles are not folded away: they land on the Edge's own
/// `buttons[2]` bits (rebuilt from every button frame, so no extra persistence).
fn merge_frame(&self, prev: &DsState, f: &crate::gamestream::gamepad::GamepadFrame) -> DsState {
let mut s = DsState::from_gamepad(
f.buttons,
f.ls_x,
f.ls_y,
f.rs_x,
f.rs_y,
f.left_trigger,
f.right_trigger,
);
s.buttons[2] |= edge_paddle_bits(f.buttons);
s.touch = prev.touch;
s.gyro = prev.gyro;
s.accel = prev.accel;
s.touch_click = prev.touch_click;
s
}
/// The shared DualSense-family mapping (dualsense_proto::DsState::apply_rich): Steam dual pads
/// split the one touchpad left/right, pad clicks ride touch_click.
fn apply_rich(&self, st: &mut DsState, rich: RichInput) {
st.apply_rich(rich, DS_TOUCH_W, DS_TOUCH_H);
}
fn write_state(&self, pad: &mut DualSensePad, st: &DsState) {
let _ = pad.write_state(st);
}
/// Same kernel handshake + feedback parse as the plain DualSense — the Edge's GET_REPORT set
/// (calibration 0x05 / pairing 0x09 / firmware 0x20) and output report 0x02 are identical
/// (the Edge's rumble arrives via the vibration-v2 valid_flag2 bit, which
/// [`parse_ds_output`] already handles).
fn service(&self, pad: &mut DualSensePad, idx: u8) -> PadFeedback {
let fb = pad.service(idx);
PadFeedback {
rumble: fb.rumble,
hidout: fb.hidout,
}
}
}
/// All virtual DualSense Edge pads of a session — `PUNKTFUNK_GAMEPAD=edge`, or the per-pad kind a
/// client declares for a paddle-bearing physical controller.
pub type DualSenseEdgeManager = UhidManager<DsEdgeLinuxProto>;
#[cfg(test)]
mod tests {
use super::*;
use punktfunk_core::quic::HidOutput;
use std::os::unix::io::AsRawFd;
use std::time::{Duration, Instant};
/// evdev nodes whose input-device name contains `name`: (full name, /dev/input/eventN).
fn find_nodes(name: &str) -> Vec<(String, String)> {
let s = std::fs::read_to_string("/proc/bus/input/devices").unwrap_or_default();
let mut out = Vec::new();
let mut cur = String::new();
for line in s.lines() {
if let Some(n) = line.strip_prefix("N: Name=") {
cur = n.trim_matches('"').to_string();
} else if let Some(h) = line.strip_prefix("H: Handlers=") {
if cur.contains(name) {
if let Some(ev) = h.split_whitespace().find(|t| t.starts_with("event")) {
out.push((cur.clone(), format!("/dev/input/{ev}")));
}
}
}
}
out
}
/// Whether the evdev at `node` advertises EV_FF (0x15) — the rumble-capable gamepad node
/// (the touchpad / motion / headset siblings don't).
fn has_ff(node: &str) -> bool {
let Ok(f) = std::fs::OpenOptions::new().read(true).open(node) else {
return false;
};
let mut bits = [0u8; 8];
// EVIOCGBIT(0, 8): the device's event-type bitmap.
let req: libc::c_ulong = (2 << 30) | (8 << 16) | (0x45 << 8) | 0x20;
// SAFETY: EVIOCGBIT(0) copies at most 8 bytes (EV_MAX/8 < 8) into the live `bits` buffer
// behind the valid evdev fd `f`; the kernel never writes past the ioctl's size argument.
let rc = unsafe { libc::ioctl(f.as_raw_fd(), req, bits.as_mut_ptr()) };
rc >= 0 && (bits[0x15 / 8] >> (0x15 % 8)) & 1 == 1
}
/// Upload an FF_RUMBLE effect on `node` and play it, exactly like SDL's evdev haptic backend.
/// Returns the OPEN fd with the id — closing the fd erases the process's effects (stopping
/// the rumble), so the caller must hold it while asserting.
fn evdev_rumble(node: &str, strong: u16, weak: u16) -> std::io::Result<(std::fs::File, i16)> {
use std::io::Write as _;
let mut f = std::fs::OpenOptions::new()
.read(true)
.write(true)
.open(node)?;
// struct ff_effect (48 B): type u16, id s16, direction u16, trigger, replay{len,delay},
// pad to 16, union (ff_rumble_effect { strong, weak }).
let mut eff = [0u8; 48];
eff[0..2].copy_from_slice(&0x50u16.to_ne_bytes()); // FF_RUMBLE
eff[2..4].copy_from_slice(&(-1i16).to_ne_bytes()); // id: kernel assigns
eff[10..12].copy_from_slice(&5000u16.to_ne_bytes()); // replay.length ms
eff[16..18].copy_from_slice(&strong.to_ne_bytes());
eff[18..20].copy_from_slice(&weak.to_ne_bytes());
// EVIOCSFF = _IOW('E', 0x80, struct ff_effect)
let req: libc::c_ulong = (1 << 30) | (48 << 16) | (0x45 << 8) | 0x80;
// SAFETY: EVIOCSFF reads/writes the 48-byte ff_effect behind the valid fd `f`; `eff` is
// exactly sizeof(struct ff_effect) and outlives the synchronous call.
let rc = unsafe { libc::ioctl(f.as_raw_fd(), req, eff.as_mut_ptr()) };
if rc < 0 {
return Err(std::io::Error::last_os_error());
}
let id = i16::from_ne_bytes([eff[2], eff[3]]);
// struct input_event (24 B on 64-bit): timeval 16, type u16, code u16, value s32.
let mut ev = [0u8; 24];
ev[16..18].copy_from_slice(&0x15u16.to_ne_bytes()); // EV_FF
ev[18..20].copy_from_slice(&(id as u16).to_ne_bytes());
ev[20..24].copy_from_slice(&1i32.to_ne_bytes()); // play
f.write_all(&ev)?;
Ok((f, id))
}
/// `(HID_NAME, HID_UNIQ, /dev/hidrawN)` for every hidraw class device.
fn hidraw_devices() -> Vec<(String, String, String)> {
let mut out = Vec::new();
let Ok(dir) = std::fs::read_dir("/sys/class/hidraw") else {
return out;
};
for e in dir.flatten() {
let ue = std::fs::read_to_string(e.path().join("device/uevent")).unwrap_or_default();
let field = |k: &str| {
ue.lines()
.find_map(|l| l.strip_prefix(k))
.unwrap_or_default()
.to_string()
};
out.push((
field("HID_NAME="),
field("HID_UNIQ="),
format!("/dev/{}", e.file_name().to_string_lossy()),
));
}
out
}
/// Service `pad` for `ms`, accumulating every captured feedback pass (all rumble levels in
/// order + all rich events) while keeping the input heartbeat going.
fn collect(pad: &mut DualSensePad, st: &DsState, ms: u64) -> (Vec<(u16, u16)>, Vec<HidOutput>) {
let start = Instant::now();
let (mut levels, mut hidout) = (Vec::new(), Vec::<HidOutput>::new());
while start.elapsed() < Duration::from_millis(ms) {
let fb = pad.service(0);
levels.extend(fb.rumble);
hidout.extend(fb.hidout);
let _ = pad.write_state(st);
std::thread::sleep(Duration::from_millis(4));
}
(levels, hidout)
}
/// On-box proof of the full Linux feedback surface, playing the GAME's role against a real
/// kernel: chain A drives rumble through evdev force feedback (`hid-playstation`'s ff-memless
/// → UHID_OUTPUT — what SDL/Steam fall back to without hidraw); chain B writes a raw DS5
/// output report to the pad's hidraw node (SDL/Steam's real path, and the ONLY way adaptive
/// triggers can arrive) and expects rumble + lightbar + player LEDs + both trigger blocks
/// back verbatim. Also pins the per-pad pairing MAC: two pads must present distinct uniqs or
/// SDL/Steam dedup them into one controller.
#[test]
#[ignore = "creates real /dev/uhid devices; needs hid-playstation, the input group, and the 60-punktfunk.rules hidraw rules"]
fn feedback_flows_via_evdev_ff_and_hidraw() {
let mut pad0 = DualSensePad::open(0, &DsUhidIdentity::dualsense()).expect("open pad 0");
let mut pad1 = DualSensePad::open(1, &DsUhidIdentity::dualsense()).expect("open pad 1");
let st = DsState::neutral();
// Let hid-playstation complete its GET_REPORT handshakes and register input devices.
let start = Instant::now();
while start.elapsed() < Duration::from_millis(1500) {
let _ = pad0.service(0);
let _ = pad1.service(1);
let _ = pad0.write_state(&st);
let _ = pad1.write_state(&st);
std::thread::sleep(Duration::from_millis(4));
}
let nodes = find_nodes("Punktfunk DualSense 0");
assert!(
!nodes.is_empty(),
"hid-playstation did not bind the uhid device"
);
let ff_node = nodes
.iter()
.map(|(_, n)| n.as_str())
.find(|n| has_ff(n))
.expect("no FF-capable evdev among the pad's input devices");
// Per-pad MAC: hid-playstation adopts the pairing-report MAC as HID_UNIQ; the two pads
// must differ (the SDL/Steam serial-dedup regression, see `ds_pairing_reply`).
let hidraws = hidraw_devices();
let uniq = |name: &str| {
hidraws
.iter()
.find(|(n, _, _)| n == name)
.map(|(_, u, _)| u.clone())
.unwrap_or_else(|| panic!("no hidraw for {name} in {hidraws:?}"))
};
assert_ne!(
uniq("Punktfunk DualSense 0"),
uniq("Punktfunk DualSense 1"),
"pads share one pairing MAC — SDL/Steam will dedup them into one controller"
);
// ---- Chain A: evdev force feedback ----
let (ff_fd, _) = evdev_rumble(ff_node, 0xC000, 0x4000).expect("EVIOCSFF/play");
let (levels, _) = collect(&mut pad0, &st, 1000);
assert!(
levels.iter().any(|&(l, h)| l > 0 || h > 0),
"evdev FF rumble never surfaced as UHID_OUTPUT: {levels:?}"
);
drop(ff_fd); // closing erases the effect: the stop must surface too
let (levels, _) = collect(&mut pad0, &st, 800);
assert!(
levels.contains(&(0, 0)),
"erase-on-close never produced a rumble stop: {levels:?}"
);
// ---- Chain B: raw DS5 output report over hidraw ----
let hr = hidraws
.iter()
.find(|(n, _, _)| n == "Punktfunk DualSense 0")
.map(|(_, _, d)| d.clone())
.unwrap();
let mut rep = [0u8; 48];
rep[0] = 0x02; // USB output report id
rep[1] = 0x03 | 0x04 | 0x08; // flag0: compat vibration + haptics select + R2 + L2
rep[2] = 0x04 | 0x10; // flag1: lightbar + player LEDs
rep[3] = 0x60; // motor right (high)
rep[4] = 0xA0; // motor left (low)
rep[11] = 0x21; // R2 trigger block: weapon mode + params
rep[12] = 0x04;
rep[13] = 0x07;
rep[22] = 0x26; // L2 trigger block: vibration mode + params
rep[23] = 0x02;
rep[44] = 0x04; // player LED middle
rep[45] = 0x10;
rep[46] = 0x20;
rep[47] = 0x30;
std::fs::OpenOptions::new()
.write(true)
.open(&hr)
.and_then(|mut f| std::io::Write::write_all(&mut f, &rep))
.unwrap_or_else(|e| {
panic!(
"cannot write {hr} as this user ({e}) — Steam/SDL would be equally blocked; \
are the 60-punktfunk.rules hidraw rules installed?"
)
});
let (levels, hidout) = collect(&mut pad0, &st, 1000);
assert!(
levels.contains(&(0xA000, 0x6000)),
"hidraw rumble did not surface: {levels:?}"
);
let triggers: Vec<_> = hidout
.iter()
.filter_map(|h| match h {
HidOutput::Trigger { which, effect, .. } => Some((*which, effect.clone())),
_ => None,
})
.collect();
assert_eq!(
triggers.len(),
2,
"expected both trigger blocks: {hidout:?}"
);
assert!(
triggers.contains(&(1, rep[11..22].to_vec())),
"R2 block not verbatim"
);
assert!(
triggers.contains(&(0, rep[22..33].to_vec())),
"L2 block not verbatim"
);
assert!(
hidout.iter().any(|h| matches!(
h,
HidOutput::Led {
r: 0x10,
g: 0x20,
b: 0x30,
..
}
)),
"lightbar not surfaced: {hidout:?}"
);
assert!(
hidout
.iter()
.any(|h| matches!(h, HidOutput::PlayerLeds { bits: 0x04, .. })),
"player LEDs not surfaced: {hidout:?}"
);
}
}
@@ -8,19 +8,22 @@
//! It carries everything the DualSense does *except* adaptive triggers, player LEDs and the mute
//! button (the DS4 hardware has none), so the only feedback it surfaces is motor rumble (universal
//! 0xCA plane) and the lightbar (HID-output 0xCD `Led`). The button/stick/dpad/touchpad mapping is
//! identical to the DualSense, so we reuse its pure [`DsState`] + [`DsState::from_gamepad`]; only the
//! report *byte layout*, the report descriptor, the feature-report handshake and the touchpad
//! resolution differ. The report descriptor + struct offsets are the canonical real-DS4-USB layout
//! the kernel `struct dualshock4_input_report_usb` / `_output_report_common` parse.
//! identical to the DualSense, so we reuse its pure [`DsState`] + [`DsState::from_gamepad`]; the
//! report codec (input `0x01` serializer, output `0x05` parser, touch dims) is the pure
//! [`super::dualshock4_proto`], shared with the Windows UMDF backend — this module is only the
//! `/dev/uhid` transport plus the report descriptor + feature-report handshake the kernel needs.
use super::dualsense_proto::{DsState, Touch};
use crate::gamestream::gamepad::{GamepadEvent, MAX_PADS};
use super::dualsense_proto::DsState;
use super::dualshock4_proto::{
parse_ds4_output, serialize_state, Ds4Feedback, DS4_INPUT_REPORT_LEN, DS4_PRODUCT, DS4_TOUCH_H,
DS4_TOUCH_W, DS4_VENDOR,
};
use crate::inject::uhid_manager::{PadFeedback, PadProto, UhidManager};
use anyhow::{Context, Result};
use punktfunk_core::quic::{HidOutput, RichInput};
use std::fs::{File, OpenOptions};
use std::io::{Read, Write};
use std::os::unix::fs::OpenOptionsExt;
use std::time::{Duration, Instant};
// /dev/uhid event ABI (linux/uhid.h) — identical to the DualSense backend's; see `super::dualsense`.
const UHID_PATH: &str = "/dev/uhid";
@@ -30,6 +33,8 @@ const UHID_GET_REPORT: u32 = 9;
const UHID_GET_REPORT_REPLY: u32 = 10;
const UHID_CREATE2: u32 = 11;
const UHID_INPUT2: u32 = 12;
const UHID_SET_REPORT: u32 = 13;
const UHID_SET_REPORT_REPLY: u32 = 14;
const HID_MAX_DESCRIPTOR_SIZE: usize = 4096;
const UHID_EVENT_SIZE: usize = 4 + 4372; // type + union (create2)
const BUS_USB: u16 = 0x03;
@@ -43,6 +48,17 @@ const BUS_USB: u16 = 0x03;
const DS4_FEATURE_PAIRING: &[u8] = &[ // report 0x12 (MAC at bytes 1..7, LE → DE:AD:BE:EF:00:01)
0x12, 0x01, 0x00, 0xEF, 0xBE, 0xAD, 0xDE, 0x08, 0x25, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
];
/// The pairing reply for wire pad `pad`: [`DS4_FEATURE_PAIRING`] with the MAC's low octet offset
/// by the pad index — same per-pad-serial contract as the DualSense's
/// [`ds_pairing_reply`](super::dualsense_proto::ds_pairing_reply): the kernel adopts the MAC as
/// the HID uniq, and SDL/Steam dedup controllers by that serial.
fn ds4_pairing_reply(pad: u8) -> [u8; 16] {
let mut r = [0u8; 16];
r.copy_from_slice(DS4_FEATURE_PAIRING);
r[1] = r[1].wrapping_add(pad); // MAC lives at bytes 1..7, LSB first
r
}
#[rustfmt::skip]
const DS4_FEATURE_CALIBRATION: &[u8] = &[ // report 0x02 (IMU calibration; all signed le16 words)
0x02,
@@ -128,96 +144,6 @@ const DS4_RDESC: &[u8] = &[
0xB1, 0x02, 0xC0,
];
const DS4_VENDOR: u32 = 0x054C; // Sony Interactive Entertainment
const DS4_PRODUCT: u32 = 0x09CC; // DualShock 4 v2 (CUH-ZCT2)
/// USB input report `0x01` is 64 bytes total (report id + 63-byte body).
const DS4_INPUT_REPORT_LEN: usize = 64;
/// The DualShock 4 touchpad resolution the kernel advertises (ABS_MT 0..1919 / 0..941). Narrower
/// than the DualSense's 1920×1080.
pub const DS4_TOUCH_W: u16 = 1920;
pub const DS4_TOUCH_H: u16 = 942;
/// Pack one touchpad contact into the DS4's 4-byte point (same bit layout as the DualSense's:
/// byte0 bit7 = NOT-active, bits0-6 = id; 12-bit X then 12-bit Y).
fn pack_touch(dst: &mut [u8], t: &Touch) {
dst[0] = (t.id & 0x7F) | if t.active { 0 } else { 0x80 };
// Never emit the extent itself — the kernel advertises 0..=W-1 / 0..=H-1.
let (x, y) = (t.x.min(DS4_TOUCH_W - 1), t.y.min(DS4_TOUCH_H - 1));
dst[1] = (x & 0xFF) as u8;
dst[2] = (((x >> 8) & 0x0F) as u8) | (((y & 0x0F) as u8) << 4);
dst[3] = ((y >> 4) & 0xFF) as u8;
}
/// Serialize a full DS4 input report `0x01` (pure — unit-testable without `/dev/uhid`). Field
/// offsets per the kernel's `struct dualshock4_input_report_usb` { report_id; common; num_touch;
/// touch[3]; rsvd[3] } where `common` = { x,y,rx,ry; buttons[3]; z,rz; sensor_ts le16; temp;
/// gyro[3] le16; accel[3] le16; rsvd[5]; status[2]; rsvd }. The report id is byte 0, so a `common`
/// field at struct offset N sits at report byte N+1.
fn serialize_state(r: &mut [u8; DS4_INPUT_REPORT_LEN], st: &DsState, counter: u8, ts: u16) {
r[0] = 0x01; // report id
r[1] = st.lx;
r[2] = st.ly;
r[3] = st.rx;
r[4] = st.ry;
r[5] = (st.dpad & 0x0F) | (st.buttons[0] & 0xF0); // dpad hat (low) + face buttons (high)
r[6] = st.buttons[1]; // L1/R1, L2/R2 digital, Share/Options, L3/R3
r[7] = (st.buttons[2] & 0x03) | ((counter & 0x3F) << 2); // PS + touchpad-click + report counter
r[8] = st.l2; // L2 analog (z)
r[9] = st.r2; // R2 analog (rz)
r[10..12].copy_from_slice(&ts.to_le_bytes()); // sensor_timestamp (struct off 9)
// r[12] temperature stays 0
for (i, v) in st.gyro.iter().enumerate() {
r[13 + i * 2..15 + i * 2].copy_from_slice(&v.to_le_bytes()); // gyro at struct off 12
}
for (i, v) in st.accel.iter().enumerate() {
r[19 + i * 2..21 + i * 2].copy_from_slice(&v.to_le_bytes()); // accel at struct off 18
}
// r[25..30] reserved2.
// status[0] (struct off 29 → r[30]): bit4 = cable/wired, low nibble = battery capacity. Report
// wired + full (0x1B) so SteamOS / the kernel never warn "low battery" on a virtual pad.
r[30] = 0x10 | 0x0B;
// r[31] status[1] = 0 (no headphone/mic), r[32] reserved3 = 0.
r[33] = 1; // num_touch_reports: one frame carrying the two contacts (a real DS4 always sends one)
r[34] = ts as u8; // touch_reports[0].timestamp
pack_touch(&mut r[35..39], &st.touch[0]); // touch point 0
pack_touch(&mut r[39..43], &st.touch[1]); // touch point 1
// remaining touch frames (r[43..61]) + reserved (r[61..64]) stay zero
}
/// What one [`DualShock4Pad::service`] pass extracted from the device's HID output reports. Rumble
/// rides the universal 0xCA plane; the lightbar rides the HID-output 0xCD plane (DS4 has no player
/// LEDs or adaptive triggers, so those never appear).
#[derive(Default)]
pub struct Ds4Feedback {
pub hidout: Vec<HidOutput>,
/// `(low, high)` motor levels (0..=0xFF00), if a report carried them.
pub rumble: Option<(u16, u16)>,
/// Lightbar RGB, if the report carried it (deduped by the manager).
pub led: Option<(u8, u8, u8)>,
}
/// Parse a DualShock 4 USB output report (`0x05`) into a [`Ds4Feedback`]. Layout per the kernel
/// `struct dualshock4_output_report_common`: valid_flag0 (bit0 motor, bit1 LED, bit2 blink) at [1],
/// valid_flag1 [2], reserved [3], motor_right (weak/small) [4], motor_left (strong/large) [5],
/// lightbar R/G/B [6..9], blink on/off [9..11]. Gated on the valid-flags so a rumble-only write
/// doesn't masquerade as a lightbar change.
fn parse_ds4_output(data: &[u8], fb: &mut Ds4Feedback) {
if data.first() != Some(&0x05) || data.len() < 11 {
return; // not the USB output report (BT 0x11 is shifted) / too short
}
let flag0 = data[1];
if flag0 & 0x01 != 0 {
// motor_left (strong/large/low-freq) at [5], motor_right (weak/small/high-freq) at [4];
// scale 0..255 → 0..0xFF00, same (low, high) convention as the other backends.
let low = (data[5] as u16) << 8;
let high = (data[4] as u16) << 8;
fb.rumble = Some((low, high));
}
if flag0 & 0x02 != 0 {
fb.led = Some((data[6], data[7], data[8]));
}
}
/// Copy a NUL-padded C string field into the event buffer.
fn put_cstr(ev: &mut [u8], off: usize, cap: usize, s: &str) {
let n = s.len().min(cap - 1);
@@ -264,8 +190,8 @@ impl DualShock4Pad {
put_cstr(&mut ev, 196, 64, &format!("punktfunk-ds4-{index}")); // uniq[64]
ev[260..262].copy_from_slice(&(DS4_RDESC.len() as u16).to_ne_bytes()); // rd_size
ev[262..264].copy_from_slice(&BUS_USB.to_ne_bytes()); // bus
ev[264..268].copy_from_slice(&DS4_VENDOR.to_ne_bytes());
ev[268..272].copy_from_slice(&DS4_PRODUCT.to_ne_bytes());
ev[264..268].copy_from_slice(&(DS4_VENDOR as u32).to_ne_bytes());
ev[268..272].copy_from_slice(&(DS4_PRODUCT as u32).to_ne_bytes());
ev[272..276].copy_from_slice(&0x0100u32.to_ne_bytes()); // version
ev[276..280].copy_from_slice(&0u32.to_ne_bytes()); // country
ev[280..280 + DS4_RDESC.len()].copy_from_slice(DS4_RDESC); // rd_data
@@ -291,9 +217,9 @@ impl DualShock4Pad {
/// Service the device, non-blocking: answer the kernel's feature-report GET_REPORTs (pairing /
/// calibration / firmware — the pairing reply is required during `hid-playstation` init, or no
/// input devices appear) and parse any HID OUTPUT reports (rumble / lightbar) into a
/// [`Ds4Feedback`]. Call frequently — especially right after [`open`] so the init handshake
/// completes.
pub fn service(&mut self) -> Ds4Feedback {
/// [`Ds4Feedback`] for pad `pad`. Call frequently — especially right after [`open`] so the
/// init handshake completes.
pub fn service(&mut self, pad: u8) -> Ds4Feedback {
let mut fb = Ds4Feedback::default();
let mut ev = [0u8; UHID_EVENT_SIZE];
while let Ok(n) = self.fd.read(&mut ev) {
@@ -310,15 +236,22 @@ impl DualShock4Pad {
UHID_GET_REPORT => {
// uhid_get_report_req: id u32 [4..8], rnum u8 [8].
let id = u32::from_ne_bytes([ev[4], ev[5], ev[6], ev[7]]);
let pairing = ds4_pairing_reply(pad);
let data: &[u8] = match ev[8] {
0x12 => DS4_FEATURE_PAIRING,
0x12 => &pairing,
0x02 => DS4_FEATURE_CALIBRATION,
0xA3 => DS4_FEATURE_FIRMWARE,
_ => &[],
};
let _ = self.reply_get_report(id, data);
}
_ => {} // Start/Stop/Open/Close/SetReport — ignore
UHID_SET_REPORT => {
// Ack (err=0) so a SET_REPORT writer doesn't block on the kernel's 5 s
// timeout; DS4 feedback arrives as OUTPUT reports (handled above).
let id = u32::from_ne_bytes([ev[4], ev[5], ev[6], ev[7]]);
let _ = self.reply_set_report(id);
}
_ => {} // Start/Stop/Open/Close — ignore
}
}
fb
@@ -338,6 +271,18 @@ impl DualShock4Pad {
.context("write UHID_GET_REPORT_REPLY")?;
Ok(())
}
fn reply_set_report(&mut self, id: u32) -> Result<()> {
let mut ev = [0u8; UHID_EVENT_SIZE];
ev[0..4].copy_from_slice(&UHID_SET_REPORT_REPLY.to_ne_bytes());
// uhid_set_report_reply_req: id u32 [4..8], err u16 [8..10].
ev[4..8].copy_from_slice(&id.to_ne_bytes());
ev[8..10].copy_from_slice(&0u16.to_ne_bytes()); // err 0 (ack)
self.fd
.write_all(&ev)
.context("write UHID_SET_REPORT_REPLY")?;
Ok(())
}
}
impl Drop for DualShock4Pad {
@@ -348,304 +293,109 @@ impl Drop for DualShock4Pad {
}
}
/// All virtual DualShock 4 pads of a session — the PS4 analog of
/// [`DualSenseManager`](super::dualsense::DualSenseManager), selected with `PUNKTFUNK_GAMEPAD=ps4`.
/// Like the DualSense it keeps each pad's full [`DsState`] and re-emits the merged report whenever
/// buttons/sticks ([`handle`](Self::handle)) or touchpad/motion ([`apply_rich`](Self::apply_rich))
/// change. [`pump`](Self::pump) services the kernel handshake and routes a game's feedback back:
/// motor rumble on the universal plane, the lightbar on the HID-output plane.
pub struct DualShock4Manager {
pads: Vec<Option<DualShock4Pad>>,
/// Each pad's current full report — buttons/sticks merged with persisted touch + motion.
state: Vec<DsState>,
/// Last rumble forwarded per pad, so a report that only changes the lightbar doesn't re-send it.
last_rumble: Vec<(u16, u16)>,
/// Last lightbar RGB forwarded per pad — the kernel bundles the lightbar into every output
/// report (incl. rumble-only writes), so dedup here to avoid flooding the HID-output plane.
last_led: Vec<Option<(u8, u8, u8)>>,
/// When each pad last wrote an input report — drives [`heartbeat`](Self::heartbeat).
last_write: Vec<Instant>,
/// Pad creation failed (e.g. /dev/uhid permissions) — warn once, drop events.
broken: bool,
/// The DualShock-4-specific half of the shared stateful manager (see [`PadProto`]): UHID transport
/// open, the [`DsState`] mappers, and the kernel-handshake service pass. Lifecycle (slot table,
/// unplug sweep, heartbeat, dedup) lives in [`UhidManager`]; the lightbar dedup that used to be a
/// bespoke `last_led` vec (the kernel bundles the lightbar into every output report, incl.
/// rumble-only writes) now rides the shared `HidoutDedup` — identical semantics, `Led` compared
/// against the last-forwarded value and re-armed on create/unplug.
pub struct Ds4LinuxProto {
/// Fallback policy for the Steam back grips a client may send (the DS4 has no back-button HID
/// slot). `PUNKTFUNK_STEAM_REMAP=paddles=…`; default drop.
remap: crate::inject::steam_remap::RemapConfig,
}
impl Default for DualShock4Manager {
fn default() -> DualShock4Manager {
DualShock4Manager::new()
}
}
impl DualShock4Manager {
pub fn new() -> DualShock4Manager {
DualShock4Manager {
pads: (0..MAX_PADS).map(|_| None).collect(),
state: vec![DsState::neutral(); MAX_PADS],
last_rumble: vec![(0, 0); MAX_PADS],
last_led: vec![None; MAX_PADS],
last_write: vec![Instant::now(); MAX_PADS],
broken: false,
impl Default for Ds4LinuxProto {
fn default() -> Ds4LinuxProto {
Ds4LinuxProto {
remap: crate::inject::steam_remap::RemapConfig::from_env(),
}
}
}
/// Handle one decoded controller event (create/destroy by mask, then merge button/stick state).
pub fn handle(&mut self, ev: &GamepadEvent) {
match ev {
GamepadEvent::Arrival { index, kind, .. } => {
tracing::info!(index, kind, "controller arrival (DualShock 4)");
self.ensure(*index as usize);
}
GamepadEvent::State(f) => {
let idx = f.index as usize;
if idx >= MAX_PADS {
return;
}
// Unplugs: drop any allocated pad whose mask bit cleared, resetting its state.
for (i, slot) in self.pads.iter_mut().enumerate() {
if slot.is_some() && f.active_mask & (1 << i) == 0 {
tracing::info!(index = i, "controller unplugged (DualShock 4)");
*slot = None;
self.state[i] = DsState::neutral();
self.last_rumble[i] = (0, 0);
self.last_led[i] = None;
}
}
if f.active_mask & (1 << idx) == 0 {
return; // this event WAS the unplug
}
self.ensure(idx);
// Merge buttons/sticks/triggers, preserving touch + motion (those arrive on the
// rich-input plane and must survive a button-only frame).
let prev = self.state[idx];
// Steam back grips have no DS4 slot — fold them onto standard buttons per the
// configured policy (default drop) so they aren't silently lost.
let buttons =
crate::inject::steam_remap::fold_paddles(f.buttons, self.remap.paddles);
let mut s = DsState::from_gamepad(
buttons,
f.ls_x,
f.ls_y,
f.rs_x,
f.rs_y,
f.left_trigger,
f.right_trigger,
);
s.touch = prev.touch;
s.gyro = prev.gyro;
s.accel = prev.accel;
self.state[idx] = s;
self.write(idx);
}
}
impl PadProto for Ds4LinuxProto {
type Pad = DualShock4Pad;
type State = DsState;
const LABEL: &'static str = "DualShock 4";
const DEVICE: &'static str = "DualShock 4";
const CREATE_HINT: &'static str = "";
fn open(&mut self, idx: u8) -> Result<DualShock4Pad> {
let p = DualShock4Pad::open(idx)?;
tracing::info!(
index = idx,
"virtual DualShock 4 created (UHID hid-playstation)"
);
Ok(p)
}
/// Apply one rich client→host event (touchpad contact / motion sample) to an existing pad,
/// preserving its button/stick state. Rich events never create a pad; they're dropped if the
/// pad isn't present.
pub fn apply_rich(&mut self, rich: RichInput) {
let idx = match rich {
RichInput::Touchpad { pad, .. }
| RichInput::Motion { pad, .. }
| RichInput::TouchpadEx { pad, .. } => pad as usize,
};
if idx >= MAX_PADS || self.pads[idx].is_none() {
return;
}
match rich {
RichInput::Touchpad {
finger,
active,
x,
y,
..
} => {
// The DS4 touchpad carries two contacts; clamp to a valid slot and keep the
// reported contact id consistent (the wire `finger` is untrusted).
let slot = (finger as usize).min(1);
let t = &mut self.state[idx].touch[slot];
t.active = active;
t.id = slot as u8;
// Normalized 0..=65535 → the DS4 touchpad range (0..=W-1 / 0..=H-1).
t.x = ((x as u32 * (DS4_TOUCH_W - 1) as u32) / u16::MAX as u32) as u16;
t.y = ((y as u32 * (DS4_TOUCH_H - 1) as u32) / u16::MAX as u32) as u16;
}
RichInput::Motion { gyro, accel, .. } => {
self.state[idx].gyro = gyro;
self.state[idx].accel = accel;
}
RichInput::TouchpadEx {
surface,
finger,
touch,
x,
y,
..
} => {
// A Steam right/single pad maps onto the one DS4 touchpad (signed centre-0 →
// 0..=65535); surface 1 (the Steam left pad) has no DS4 equivalent.
if surface != 1 {
let slot = (finger as usize).min(1);
let n = |v: i16| ((v as i32) + 32768) as u32;
let t = &mut self.state[idx].touch[slot];
t.active = touch;
t.id = slot as u8;
t.x = (n(x) * (DS4_TOUCH_W - 1) as u32 / u16::MAX as u32) as u16;
t.y = (n(y) * (DS4_TOUCH_H - 1) as u32 / u16::MAX as u32) as u16;
}
}
}
self.write(idx);
fn neutral(&self) -> DsState {
DsState::neutral()
}
fn write(&mut self, idx: usize) {
let st = self.state[idx];
if let Some(pad) = self.pads[idx].as_mut() {
let _ = pad.write_state(&st);
}
self.last_write[idx] = Instant::now();
/// Merge buttons/sticks/triggers from the frame, preserving touch + motion + pad clicks (those
/// arrive on the rich-input plane and must survive a button-only frame).
fn merge_frame(&self, prev: &DsState, f: &crate::gamestream::gamepad::GamepadFrame) -> DsState {
// Steam back grips have no DS4 slot — fold them onto standard buttons per the configured
// policy (default drop) so they aren't silently lost.
let buttons = crate::inject::steam_remap::fold_paddles(f.buttons, self.remap.paddles);
let mut s = DsState::from_gamepad(
buttons,
f.ls_x,
f.ls_y,
f.rs_x,
f.rs_y,
f.left_trigger,
f.right_trigger,
);
s.touch = prev.touch;
s.gyro = prev.gyro;
s.accel = prev.accel;
s.touch_click = prev.touch_click;
s
}
/// Re-emit each live pad's CURRENT report if it's been silent for `max_gap` — a real DS4 streams
/// report `0x01` continuously, and `hid-playstation` / SDL treat a multi-second silence (a
/// held-steady stick) as an unplugged controller. Idempotent (a stale-but-correct frame);
/// `write_state` bumps the counter + timestamp so each is a fresh, well-formed report.
pub fn heartbeat(&mut self, max_gap: Duration) {
let now = Instant::now();
for i in 0..self.pads.len() {
if self.pads[i].is_some() && now.duration_since(self.last_write[i]) >= max_gap {
self.write(i);
}
}
/// The shared DualSense-family mapping (dualsense_proto::DsState::apply_rich): Steam dual pads
/// split the one touchpad left/right, pad clicks ride touch_click.
fn apply_rich(&self, st: &mut DsState, rich: RichInput) {
st.apply_rich(rich, DS4_TOUCH_W, DS4_TOUCH_H);
}
fn ensure(&mut self, idx: usize) {
if idx >= MAX_PADS || self.pads[idx].is_some() || self.broken {
return;
}
match DualShock4Pad::open(idx as u8) {
Ok(p) => {
tracing::info!(
index = idx,
"virtual DualShock 4 created (UHID hid-playstation)"
);
self.pads[idx] = Some(p);
self.state[idx] = DsState::neutral();
self.last_rumble[idx] = (0, 0);
self.last_led[idx] = None;
self.last_write[idx] = Instant::now();
}
Err(e) => {
tracing::error!(error = %format!("{e:#}"), "virtual DualShock 4 creation failed — controller input disabled");
self.broken = true;
}
}
fn write_state(&self, pad: &mut DualShock4Pad, st: &DsState) {
let _ = pad.write_state(st);
}
/// Service every pad: answer the kernel's init handshake and parse a game's feedback. `rumble`
/// is invoked `(index, low, high)` only when the motor level *changes* (universal 0xCA plane);
/// `hidout` carries the lightbar (0xCD `Led`), deduped. Call frequently — the kernel blocks
/// `hid-playstation` init until its GET_REPORTs are answered.
pub fn pump(
&mut self,
mut rumble: impl FnMut(u16, u16, u16),
mut hidout: impl FnMut(HidOutput),
) {
for i in 0..self.pads.len() {
let Some(pad) = self.pads[i].as_mut() else {
continue;
};
let fb = pad.service();
if let Some(r) = fb.rumble {
if self.last_rumble[i] != r {
self.last_rumble[i] = r;
rumble(i as u16, r.0, r.1);
}
}
if let Some(rgb) = fb.led {
if self.last_led[i] != Some(rgb) {
self.last_led[i] = Some(rgb);
hidout(HidOutput::Led {
pad: i as u8,
r: rgb.0,
g: rgb.1,
b: rgb.2,
});
}
}
/// Answer the kernel's init handshake (it blocks `hid-playstation` init until its GET_REPORTs
/// are answered — call frequently) and parse a game's feedback: motor rumble on the universal
/// 0xCA plane, the lightbar as a 0xCD `Led` event (a DS4 has no player LEDs / adaptive
/// triggers).
fn service(&self, pad: &mut DualShock4Pad, idx: u8) -> PadFeedback {
let fb = pad.service(idx);
PadFeedback {
rumble: fb.rumble,
hidout: fb
.led
.map(|(r, g, b)| HidOutput::Led { pad: idx, r, g, b })
.into_iter()
.collect(),
}
}
}
/// All virtual DualShock 4 pads of a session — the PS4 analog of
/// [`DualSenseManager`](super::dualsense::DualSenseManager), selected with `PUNKTFUNK_GAMEPAD=ps4`.
/// Like the DualSense, the shared [`UhidManager`] keeps each pad's full [`DsState`], re-emits the
/// merged report whenever buttons/sticks or touchpad/motion change, and heartbeats it through
/// input silence (a real DS4 streams report `0x01` continuously — `hid-playstation`/SDL treat a
/// multi-second gap as an unplug).
pub type DualShock4Manager = UhidManager<Ds4LinuxProto>;
#[cfg(test)]
mod tests {
use super::*;
/// Report 0x01 places sticks/buttons/triggers/motion/touch at the kernel's DS4 offsets.
#[test]
fn serialize_offsets() {
use punktfunk_core::input::gamepad as gs;
let mut st = DsState::from_gamepad(
gs::BTN_A | gs::BTN_DPAD_UP | gs::BTN_LB,
16384, // lx (right)
0,
0,
-32768, // ry (down) — inverted to 0xFF
200, // L2
0,
);
st.gyro = [0x0102, 0x0304, 0x0506];
st.accel = [0x1112, 0x1314, 0x1516];
st.touch[0] = Touch {
active: true,
id: 0,
x: 100,
y: 200,
};
let mut r = [0u8; DS4_INPUT_REPORT_LEN];
serialize_state(&mut r, &st, 0, 0);
assert_eq!(r[0], 0x01); // report id
assert_eq!(r[8], 200); // L2 analog at byte 8 (not the DualSense's byte 5)
assert_eq!(r[5] & 0x0F, 0); // dpad hat = N (up)
assert_eq!(r[5] & 0x20, 0x20); // Cross (A) face bit
assert_eq!(r[6] & 0x01, 0x01); // L1
// gyro le16 at 13..19, accel le16 at 19..25.
assert_eq!(&r[13..19], &[0x02, 0x01, 0x04, 0x03, 0x06, 0x05]);
assert_eq!(&r[19..25], &[0x12, 0x11, 0x14, 0x13, 0x16, 0x15]);
assert_eq!(r[33], 1); // one touch frame
assert_eq!(r[35] & 0x80, 0); // contact 0 active (bit7 clear)
assert_eq!(r[35] & 0x7F, 0); // contact id 0
assert_eq!(r[30] & 0x10, 0x10); // cable/wired bit set
}
/// A DS4 USB output report (`0x05`) with motor + LED flags parses into rumble (0xCA) and a
/// lightbar `Led` (0xCD); a rumble-only report (no LED flag) leaves the lightbar untouched.
#[test]
fn parse_output_rumble_and_lightbar() {
let mut report = [0u8; 32];
report[0] = 0x05;
report[1] = 0x01 | 0x02; // MOTOR | LED
report[4] = 0x40; // motor_right (weak/high)
report[5] = 0x80; // motor_left (strong/low)
report[6] = 0x11; // R
report[7] = 0x22; // G
report[8] = 0x33; // B
let mut fb = Ds4Feedback::default();
parse_ds4_output(&report, &mut fb);
assert_eq!(fb.rumble, Some((0x8000, 0x4000))); // (low=strong, high=weak)
assert_eq!(fb.led, Some((0x11, 0x22, 0x33)));
let mut motor_only = [0u8; 32];
motor_only[0] = 0x05;
motor_only[1] = 0x01; // MOTOR only
motor_only[5] = 0x10;
let mut fb2 = Ds4Feedback::default();
parse_ds4_output(&motor_only, &mut fb2);
assert!(fb2.rumble.is_some());
assert_eq!(fb2.led, None); // lightbar not asserted → no spurious change
}
// The report 0x01 serializer + output 0x05 parser are covered in `dualshock4_proto` (the codec
// is shared with the Windows backend); only the UHID-transport-specific pieces are tested here.
/// Feature-report arrays carry the right report id + length the kernel expects.
#[test]
@@ -657,4 +407,16 @@ mod tests {
assert_eq!(DS4_FEATURE_FIRMWARE.len(), 49);
assert_eq!(DS4_FEATURE_FIRMWARE[0], 0xA3);
}
/// The pairing reply keeps the report id and differs across pads ONLY in the MAC low octet —
/// distinct serials so SDL/Steam never dedup two virtual pads into one controller.
#[test]
fn pairing_reply_mac_is_per_pad() {
assert_eq!(ds4_pairing_reply(0).as_slice(), DS4_FEATURE_PAIRING);
let (a, b) = (ds4_pairing_reply(1), ds4_pairing_reply(2));
assert_eq!(a[0], 0x12); // report id untouched
assert_eq!(a[1], DS4_FEATURE_PAIRING[1].wrapping_add(1));
assert_eq!(b[1], DS4_FEATURE_PAIRING[1].wrapping_add(2));
assert_eq!(a[2..], b[2..]); // everything but the low octet identical
}
}
+136 -41
View File
@@ -19,6 +19,7 @@
#![deny(clippy::undocumented_unsafe_blocks)]
use crate::gamestream::gamepad::{self, GamepadFrame, MAX_PADS};
use crate::inject::pad_slots::PadSlots;
use anyhow::{bail, Result};
use std::collections::HashMap;
use std::os::fd::{AsRawFd, OwnedFd};
@@ -88,8 +89,8 @@ const BUTTON_MAP: [(u32, u16); 15] = [
(gamepad::BTN_BACK, BTN_SELECT),
(gamepad::BTN_START, BTN_START),
(gamepad::BTN_GUIDE, BTN_MODE),
(gamepad::BTN_LS_CLK, BTN_THUMBL),
(gamepad::BTN_RS_CLK, BTN_THUMBR),
(gamepad::BTN_LS_CLICK, BTN_THUMBL),
(gamepad::BTN_RS_CLICK, BTN_THUMBR),
(gamepad::BTN_PADDLE1, BTN_TRIGGER_HAPPY5),
(gamepad::BTN_PADDLE2, BTN_TRIGGER_HAPPY6),
(gamepad::BTN_PADDLE3, BTN_TRIGGER_HAPPY7),
@@ -265,7 +266,6 @@ struct Effect {
/// One virtual X-Box-360 pad backed by a uinput device.
pub struct VirtualPad {
fd: OwnedFd,
prev_buttons: u32,
effects: HashMap<i16, Effect>,
next_effect_id: i16,
gain: u32,
@@ -369,7 +369,6 @@ impl VirtualPad {
Ok(VirtualPad {
fd,
prev_buttons: 0,
effects: HashMap::new(),
next_effect_id: 0,
gain: 0xFFFF,
@@ -412,15 +411,17 @@ impl VirtualPad {
};
}
/// Apply one decoded frame: button transitions, axes, D-pad hat, one SYN_REPORT.
/// Apply one decoded frame: button state, axes, D-pad hat, one SYN_REPORT.
pub fn apply(&mut self, f: &GamepadFrame) {
let changed = self.prev_buttons ^ f.buttons;
// Re-assert every mapped button's absolute state each frame — exactly like the axes below —
// instead of only writing XOR-changed edges. `emit` is best-effort (a full kernel queue drops
// the write), so an edge-only scheme would strand a dropped press/release until that button
// next toggles; re-asserting re-syncs it on the following frame. Restating an unchanged key is
// free downstream: the kernel input core discards an EV_KEY whose value already matches the
// device's current state (no duplicate event reaches consumers, and BTN_* keys don't autorepeat).
for (bit, key) in BUTTON_MAP {
if changed & bit != 0 {
self.emit(EV_KEY, key, ((f.buttons & bit) != 0) as i32);
}
self.emit(EV_KEY, key, ((f.buttons & bit) != 0) as i32);
}
self.prev_buttons = f.buttons;
// Moonlight: +Y = up; evdev: +Y = down → negate (i32 math avoids -(-32768) overflow).
self.emit(EV_ABS, ABS_X, f.ls_x as i32);
@@ -550,15 +551,20 @@ impl Drop for VirtualPad {
}
}
/// All virtual pads of a session, driven from decoded controller events.
#[derive(Default)]
/// All virtual pads of a session, driven from decoded controller events. Stateless per frame
/// (uinput/evdev holds last-known state kernel-side), so it rides [`PadSlots`] directly — no state
/// vec, heartbeat, or rich plane like the UHID managers.
pub struct GamepadManager {
pads: Vec<Option<VirtualPad>>,
slots: PadSlots<VirtualPad>,
/// The USB identity every pad in this session presents (X-Box 360 by default, One/Series when
/// the client asked for `XboxOne`). All pads in a session share one identity.
identity: PadIdentity,
/// Pad creation failed (e.g. /dev/uinput permissions) — warn once, drop events.
broken: bool,
}
impl Default for GamepadManager {
fn default() -> GamepadManager {
GamepadManager::new()
}
}
impl GamepadManager {
@@ -570,9 +576,8 @@ impl GamepadManager {
/// A manager whose pads present `identity` (see [`PadIdentity::xbox_one`]).
pub fn with_identity(identity: PadIdentity) -> GamepadManager {
GamepadManager {
pads: (0..MAX_PADS).map(|_| None).collect(),
slots: PadSlots::new(identity.log, "gamepad", ""),
identity,
broken: false,
}
}
@@ -581,7 +586,7 @@ impl GamepadManager {
use crate::gamestream::gamepad::GamepadEvent;
match ev {
GamepadEvent::Arrival { index, kind, .. } => {
tracing::info!(index, kind, "controller arrival");
tracing::info!(index, kind, "controller arrival ({})", self.slots.label());
self.ensure(*index as usize);
}
GamepadEvent::State(f) => {
@@ -589,18 +594,14 @@ impl GamepadManager {
if idx >= MAX_PADS {
return;
}
// Unplugs: drop any allocated pad whose mask bit cleared.
for (i, slot) in self.pads.iter_mut().enumerate() {
if slot.is_some() && f.active_mask & (1 << i) == 0 {
tracing::info!(index = i, "controller unplugged");
*slot = None;
}
}
// Unplugs: drop any allocated pad whose mask bit cleared (no per-index sibling
// state to reset — the pads mix rumble internally).
self.slots.sweep(f.active_mask);
if f.active_mask & (1 << idx) == 0 {
return; // this event WAS the unplug
}
self.ensure(idx);
if let Some(pad) = self.pads[idx].as_mut() {
if let Some(pad) = self.slots.get_mut(idx) {
pad.apply(f);
}
}
@@ -608,27 +609,121 @@ impl GamepadManager {
}
fn ensure(&mut self, idx: usize) {
if idx >= MAX_PADS || self.pads[idx].is_some() || self.broken {
return;
}
match VirtualPad::create(idx, self.identity) {
Ok(p) => self.pads[idx] = Some(p),
Err(e) => {
tracing::error!(error = %format!("{e:#}"), "virtual gamepad creation failed — controller input disabled");
self.broken = true;
}
}
let identity = self.identity;
// `VirtualPad::create` logs its own success line (it knows the identity + transport).
self.slots
.ensure(idx, |i| VirtualPad::create(i as usize, identity));
}
/// Service every pad's FF protocol; `send(index, low, high)` is invoked for each pad whose
/// mixed rumble level changed. Call frequently (games block in `EVIOCSFF` until answered).
pub fn pump_rumble(&mut self, mut send: impl FnMut(u16, u16, u16)) {
for (i, slot) in self.pads.iter_mut().enumerate() {
if let Some(pad) = slot {
if let Some((low, high)) = pad.pump_ff() {
send(i as u16, low, high);
}
for (i, pad) in self.slots.iter_mut() {
if let Some((low, high)) = pad.pump_ff() {
send(i as u16, low, high);
}
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use std::time::Duration;
/// The FF-capable evdev node whose input-device name contains `name`.
fn find_ff_node(name: &str) -> Option<String> {
let s = std::fs::read_to_string("/proc/bus/input/devices").unwrap_or_default();
let mut cur = String::new();
let mut node = None;
for line in s.lines() {
if let Some(n) = line.strip_prefix("N: Name=") {
cur = n.trim_matches('"').to_string();
} else if let Some(h) = line.strip_prefix("H: Handlers=") {
if cur.contains(name) {
node = h
.split_whitespace()
.find(|t| t.starts_with("event"))
.map(|ev| format!("/dev/input/{ev}"));
}
} else if line.starts_with("B: FF=")
&& cur.contains(name)
&& node.is_some()
&& !line.trim_end().ends_with("FF=0")
{
return node;
}
}
node
}
/// Upload + play an FF_RUMBLE like SDL's evdev haptic backend. Returns the OPEN fd (closing
/// it erases the process's effects, stopping the rumble) with the kernel-assigned id.
/// NOTE: EVIOCSFF BLOCKS until the uinput owner answers UI_FF_UPLOAD — the caller must be a
/// separate thread from the one running [`VirtualPad::pump_ff`], exactly like a real game vs
/// the host input loop.
fn evdev_rumble(node: &str, strong: u16, weak: u16) -> std::io::Result<(std::fs::File, i16)> {
use std::io::Write as _;
let mut f = std::fs::OpenOptions::new()
.read(true)
.write(true)
.open(node)?;
let mut eff = [0u8; 48]; // struct ff_effect; union (rumble magnitudes) at offset 16
eff[0..2].copy_from_slice(&FF_RUMBLE.to_ne_bytes());
eff[2..4].copy_from_slice(&(-1i16).to_ne_bytes()); // id: kernel assigns
eff[10..12].copy_from_slice(&5000u16.to_ne_bytes()); // replay.length ms
eff[16..18].copy_from_slice(&strong.to_ne_bytes());
eff[18..20].copy_from_slice(&weak.to_ne_bytes());
// EVIOCSFF = _IOW('E', 0x80, struct ff_effect)
let req: libc::c_ulong = (1 << 30) | (48 << 16) | (0x45 << 8) | 0x80;
// SAFETY: EVIOCSFF reads/writes the 48-byte ff_effect behind the valid fd `f`; `eff` is
// exactly sizeof(struct ff_effect) and outlives the synchronous call.
let rc = unsafe { libc::ioctl(f.as_raw_fd(), req, eff.as_mut_ptr()) };
if rc < 0 {
return Err(std::io::Error::last_os_error());
}
let id = i16::from_ne_bytes([eff[2], eff[3]]);
let mut ev = [0u8; 24]; // struct input_event: timeval 16, type u16, code u16, value s32
ev[16..18].copy_from_slice(&EV_FF.to_ne_bytes());
ev[18..20].copy_from_slice(&(id as u16).to_ne_bytes());
ev[20..24].copy_from_slice(&1i32.to_ne_bytes()); // play
f.write_all(&ev)?;
Ok((f, id))
}
/// On-box proof of the uinput FF back-channel, playing the GAME's role: an evdev FF_RUMBLE
/// upload+play against the virtual X-Box 360 pad must surface through `pump_ff` (the
/// EV_UINPUT UI_FF_UPLOAD protocol) — the path every `auto`-kind session's rumble rides on
/// Linux — and erasing the effect (fd close) must surface the stop.
#[test]
#[ignore = "creates a real /dev/uinput device; needs the input group"]
fn ff_upload_reaches_pump_and_stops_on_erase() {
let mut pad = VirtualPad::create(0, PadIdentity::xbox360()).expect("create uinput pad");
std::thread::sleep(Duration::from_millis(700)); // let udev settle the node
let node = find_ff_node("Microsoft X-Box 360 pad").expect("no X-Box 360 evdev node");
let game = std::thread::spawn(move || {
let r = evdev_rumble(&node, 0xC000, 0x4000);
std::thread::sleep(Duration::from_millis(1200)); // hold the effect, then erase
r.expect("EVIOCSFF/play (fd held meanwhile)");
});
let start = Instant::now();
let mut seen = Vec::new();
while start.elapsed() < Duration::from_millis(2500) {
if let Some(mix) = pad.pump_ff() {
seen.push(mix);
}
std::thread::sleep(Duration::from_millis(4));
}
game.join().unwrap();
// Requested magnitudes scaled by the 0xFFFF default gain (>> 16).
assert!(
seen.contains(&(0xBFFF, 0x3FFF)),
"evdev FF rumble never surfaced through pump_ff: {seen:?}"
);
assert_eq!(
seen.last(),
Some(&(0, 0)),
"erase-on-close never produced a stop mix: {seen:?}"
);
}
}
@@ -20,12 +20,12 @@
//! command (the DualSense backend only services GET_REPORT + OUTPUT).
use super::steam_proto::{
btn, parse_steam_output, serial_reply, serialize_deck_state, SteamState, STEAMDECK_PRODUCT,
STEAMDECK_RDESC, STEAM_REPORT_LEN, STEAM_VENDOR,
btn, parse_steam_output, sc_from_gamepad, serial_reply, serialize_deck_state,
serialize_sc_state, SteamModel, SteamState, STEAMDECK_RDESC, STEAM_REPORT_LEN, STEAM_VENDOR,
};
use crate::gamestream::gamepad::{GamepadEvent, MAX_PADS};
use crate::inject::uhid_manager::{PadFeedback, PadProto, UhidManager};
use anyhow::{Context, Result};
use punktfunk_core::quic::{HidOutput, RichInput};
use punktfunk_core::quic::RichInput;
use std::fs::{File, OpenOptions};
use std::io::{Read, Write};
use std::os::unix::fs::OpenOptionsExt;
@@ -77,10 +77,12 @@ fn try_clear_lizard_mode() {
}
}
/// A virtual Steam Deck backed by `/dev/uhid`. Dropping it destroys the device (the kernel tears
/// down the bound `hid-steam` interface + both evdevs).
/// A virtual Steam Deck **or classic Steam Controller** backed by `/dev/uhid` (same driver, two
/// identities/report layouts — see [`SteamModel`]). Dropping it destroys the device (the kernel
/// tears down the bound `hid-steam` interface + its evdevs).
pub struct SteamDeckPad {
fd: File,
model: SteamModel,
seq: u32,
created: Instant,
/// When `b9.6` started being continuously held in our OUTPUT (anti-toggle guard); `None` = not.
@@ -89,7 +91,16 @@ pub struct SteamDeckPad {
impl SteamDeckPad {
pub fn open(index: u8) -> Result<SteamDeckPad> {
try_clear_lizard_mode();
SteamDeckPad::open_model(index, SteamModel::Deck)
}
/// Open under a specific Steam identity. The classic Controller's `ID_CONTROLLER_STATE` path
/// has NO `gamepad_mode` gate in the kernel (only the Deck's parser early-returns under
/// lizard mode), so the SC skips the whole mode-entry machinery.
pub fn open_model(index: u8, model: SteamModel) -> Result<SteamDeckPad> {
if model == SteamModel::Deck {
try_clear_lizard_mode();
}
let fd = OpenOptions::new()
.read(true)
.write(true)
@@ -100,24 +111,29 @@ impl SteamDeckPad {
})?;
let mut pad = SteamDeckPad {
fd,
model,
seq: 0,
created: Instant::now(),
menu_hold_since: None,
};
pad.send_create2(index).context("UHID_CREATE2 Steam Deck")?;
pad.send_create2(index).context("UHID_CREATE2 Steam pad")?;
Ok(pad)
}
fn send_create2(&mut self, index: u8) -> Result<()> {
let (name, phys, uniq) = match self.model {
SteamModel::Deck => ("Steam Deck", "steam", "steam"),
SteamModel::Controller => ("Steam Controller", "steamctrl", "steamctrl"),
};
let mut ev = [0u8; UHID_EVENT_SIZE];
ev[0..4].copy_from_slice(&UHID_CREATE2.to_ne_bytes());
put_cstr(&mut ev, 4, 128, &format!("Punktfunk Steam Deck {index}")); // name[128]
put_cstr(&mut ev, 132, 64, &format!("punktfunk/steam/{index}")); // phys[64]
put_cstr(&mut ev, 196, 64, &format!("punktfunk-steam-{index}")); // uniq[64]
put_cstr(&mut ev, 4, 128, &format!("Punktfunk {name} {index}")); // name[128]
put_cstr(&mut ev, 132, 64, &format!("punktfunk/{phys}/{index}")); // phys[64]
put_cstr(&mut ev, 196, 64, &format!("punktfunk-{uniq}-{index}")); // uniq[64]
ev[260..262].copy_from_slice(&(STEAMDECK_RDESC.len() as u16).to_ne_bytes()); // rd_size
ev[262..264].copy_from_slice(&BUS_USB.to_ne_bytes()); // bus
ev[264..268].copy_from_slice(&STEAM_VENDOR.to_ne_bytes());
ev[268..272].copy_from_slice(&STEAMDECK_PRODUCT.to_ne_bytes());
ev[268..272].copy_from_slice(&self.model.product().to_ne_bytes());
ev[272..276].copy_from_slice(&0x0100u32.to_ne_bytes()); // version
ev[276..280].copy_from_slice(&0u32.to_ne_bytes()); // country
ev[280..280 + STEAMDECK_RDESC.len()].copy_from_slice(STEAMDECK_RDESC);
@@ -125,13 +141,19 @@ impl SteamDeckPad {
Ok(())
}
/// Serialize `st` (with the gamepad-mode entry overlay + anti-toggle guard applied) and write it.
/// Serialize `st` under this pad's model (Deck reports get the gamepad-mode entry overlay +
/// anti-toggle guard applied) and write it.
pub fn write_state(&mut self, st: &SteamState) -> Result<()> {
self.seq = self.seq.wrapping_add(1);
let mut s = *st;
s.buttons = self.effective_buttons(st.buttons);
let mut r = [0u8; STEAM_REPORT_LEN];
serialize_deck_state(&mut r, &s, self.seq);
match self.model {
SteamModel::Deck => {
let mut s = *st;
s.buttons = self.effective_buttons(st.buttons);
serialize_deck_state(&mut r, &s, self.seq);
}
SteamModel::Controller => serialize_sc_state(&mut r, st, self.seq),
}
let mut ev = [0u8; UHID_EVENT_SIZE];
ev[0..4].copy_from_slice(&UHID_INPUT2.to_ne_bytes());
@@ -142,8 +164,9 @@ impl SteamDeckPad {
}
/// True while still pulsing the mode-switch at creation (the caller force-writes during this).
/// Deck-only — the SC's kernel parser has no mode gate.
fn in_mode_entry(&self) -> bool {
self.created.elapsed() < MODE_ENTER
self.model == SteamModel::Deck && self.created.elapsed() < MODE_ENTER
}
/// During mode entry, force `b9.6` held (override). Afterwards, pass the real buttons through but
@@ -234,16 +257,12 @@ impl Drop for SteamDeckPad {
}
}
/// All virtual Steam Deck pads of a session — the Steam analogue of
/// [`DualSenseManager`](super::dualsense::DualSenseManager), selected with `PUNKTFUNK_GAMEPAD=steamdeck`.
/// Button/stick frames arrive via [`handle`](Self::handle); the right trackpad + motion via
/// [`apply_rich`](Self::apply_rich); [`pump`](Self::pump) services the kernel handshake + routes
/// rumble back; [`heartbeat`](Self::heartbeat) keeps the pad alive (and drives the mode-entry pulse).
/// The transport a manager pad drives. UHID is universal but Steam Input won't promote it (a UHID
/// device has no USB interface number, `Interface: -1`); the USB **gadget** (`raw_gadget`, SteamOS)
/// and **usbip** (`vhci_hcd`, universal) both present the controller on USB interface 2, which Steam
/// Input *does* promote. Selected per-pad by [`open_transport`].
enum DeckTransport {
/// Input *does* promote. Selected per-pad by [`open_transport`]. (`pub`: the type appears as
/// `type Pad` in the `PadProto` impl, a public trait.)
pub enum DeckTransport {
Uhid(SteamDeckPad),
Gadget(crate::inject::steam_gadget::SteamDeckGadget),
Usbip(crate::inject::steam_usbip::SteamDeckUsbip),
@@ -339,161 +358,216 @@ fn open_transport(idx: u8) -> Result<DeckTransport> {
}
}
}
// 3. UHID — universal fallback (works everywhere; Steam Input won't promote it).
// 3. UHID — universal fallback (works everywhere; Steam Input won't promote it). This is a
// DEGRADED outcome, not a normal one: a UHID device has no USB interface number (Interface: -1),
// so Steam Input ignores it and the controller never appears in Game Mode / can't navigate.
// Reaching here almost always means `vhci_hcd` isn't loaded (the host runs unprivileged and
// can't modprobe it) — load it at boot (packaging ships modules-load.d/punktfunk.conf +
// 60-punktfunk.rules; on a systemd-sysext host `punktfunk-sysext` mirrors both into /etc).
let p = SteamDeckPad::open(idx)?;
tracing::info!(
tracing::warn!(
index = idx,
"virtual Steam Deck created (UHID hid-steam — not Steam-Input-promoted)"
"virtual Steam Deck created as UHID hid-steam — Steam Input WON'T promote it (no USB \
interface), so it won't appear in Game Mode. Load vhci_hcd (usbip) so the pad arrives as a \
real USB device: `sudo modprobe vhci_hcd`, and ensure it loads at boot."
);
Ok(DeckTransport::Uhid(p))
}
pub struct SteamControllerManager {
pads: Vec<Option<DeckTransport>>,
state: Vec<SteamState>,
last_rumble: Vec<(u16, u16)>,
last_write: Vec<Instant>,
broken: bool,
}
/// The Steam-Deck-specific half of the shared stateful manager (see [`PadProto`]): the transport
/// open (usbip → gadget → UHID fallback via [`open_transport`], which logs its own per-transport
/// outcome), the [`SteamState`] mappers, and the kernel-handshake service pass. Lifecycle (slot
/// table, unplug sweep, heartbeat, rumble dedup) lives in [`UhidManager`]; the gamepad-mode-entry
/// pulse rides the [`force_heartbeat`](PadProto::force_heartbeat) hook.
#[derive(Default)]
pub struct SteamProto;
impl Default for SteamControllerManager {
fn default() -> SteamControllerManager {
SteamControllerManager::new()
impl PadProto for SteamProto {
type Pad = DeckTransport;
type State = SteamState;
const LABEL: &'static str = "Steam Deck";
const DEVICE: &'static str = "Steam Deck";
const CREATE_HINT: &'static str = "";
fn open(&mut self, idx: u8) -> Result<DeckTransport> {
open_transport(idx)
}
fn neutral(&self) -> SteamState {
SteamState::neutral()
}
/// Merge buttons/sticks/triggers, preserving the rich-plane fields (trackpad + motion arrive
/// separately and must survive a button-only frame).
fn merge_frame(
&self,
prev: &SteamState,
f: &crate::gamestream::gamepad::GamepadFrame,
) -> SteamState {
let mut s = SteamState::from_gamepad(
f.buttons,
f.ls_x,
f.ls_y,
f.rs_x,
f.rs_y,
f.left_trigger,
f.right_trigger,
);
s.rpad_x = prev.rpad_x;
s.rpad_y = prev.rpad_y;
s.lpad_x = prev.lpad_x;
s.lpad_y = prev.lpad_y;
s.gyro = prev.gyro;
s.accel = prev.accel;
s.buttons |= prev.buttons & (btn::RPAD_TOUCH | btn::LPAD_TOUCH);
// Trackpad CLICK arrives on the rich plane too and must survive a button-only frame,
// exactly like touch/coords/motion above. It lives in its own fields (not `buttons`,
// which `from_gamepad` just rebuilt) so preserving it can't strand the BTN_TOUCHPAD
// wire-button's RPAD_CLICK — the two are OR'd only at serialize.
s.lpad_click = prev.lpad_click;
s.rpad_click = prev.rpad_click;
s
}
fn apply_rich(&self, st: &mut SteamState, rich: RichInput) {
st.apply_rich(rich);
}
fn write_state(&self, pad: &mut DeckTransport, st: &SteamState) {
pad.write_state(st);
}
/// Answer the kernel handshake and forward rumble on the universal plane. The Steam Deck has
/// no rich host→client feedback plane (no lightbar / adaptive triggers), so `hidout` stays
/// empty.
fn service(&self, pad: &mut DeckTransport, _idx: u8) -> PadFeedback {
PadFeedback {
rumble: pad.service(),
hidout: Vec::new(),
}
}
/// Force a steady stream while a pad is still pulsing its gamepad-mode entry (so the `b9.6`
/// toggle completes even with no game input).
fn force_heartbeat(&self, pad: &DeckTransport) -> bool {
pad.in_mode_entry()
}
}
impl SteamControllerManager {
pub fn new() -> SteamControllerManager {
SteamControllerManager {
pads: (0..MAX_PADS).map(|_| None).collect(),
state: vec![SteamState::neutral(); MAX_PADS],
last_rumble: vec![(0, 0); MAX_PADS],
last_write: vec![Instant::now(); MAX_PADS],
broken: false,
}
}
/// All virtual Steam Deck pads of a session — the Steam analogue of
/// [`DualSenseManager`](super::dualsense::DualSenseManager), selected with
/// `PUNKTFUNK_GAMEPAD=steamdeck`. Button/stick frames arrive via `handle`; the trackpads + motion
/// via `apply_rich`; `pump` services the kernel handshake + routes rumble back; `heartbeat` keeps
/// the pad alive (and drives the mode-entry pulse) — all from the shared [`UhidManager`].
pub type SteamControllerManager = UhidManager<SteamProto>;
pub fn handle(&mut self, ev: &GamepadEvent) {
match ev {
GamepadEvent::Arrival { index, kind, .. } => {
tracing::info!(index, kind, "controller arrival (Steam Deck)");
self.ensure(*index as usize);
}
GamepadEvent::State(f) => {
let idx = f.index as usize;
if idx >= MAX_PADS {
return;
}
for (i, slot) in self.pads.iter_mut().enumerate() {
if slot.is_some() && f.active_mask & (1 << i) == 0 {
tracing::info!(index = i, "controller unplugged (Steam Deck)");
*slot = None;
self.state[i] = SteamState::neutral();
self.last_rumble[i] = (0, 0);
}
}
if f.active_mask & (1 << idx) == 0 {
return;
}
self.ensure(idx);
// Merge buttons/sticks/triggers, preserving the rich-plane fields (trackpad + motion
// arrive separately and must survive a button-only frame).
let prev = self.state[idx];
let mut s = SteamState::from_gamepad(
f.buttons,
f.ls_x,
f.ls_y,
f.rs_x,
f.rs_y,
f.left_trigger,
f.right_trigger,
);
s.rpad_x = prev.rpad_x;
s.rpad_y = prev.rpad_y;
s.lpad_x = prev.lpad_x;
s.lpad_y = prev.lpad_y;
s.gyro = prev.gyro;
s.accel = prev.accel;
s.buttons |= prev.buttons & (btn::RPAD_TOUCH | btn::LPAD_TOUCH);
self.state[idx] = s;
self.write(idx);
}
}
}
/// The **classic Steam Controller** half of the shared stateful manager: the same `hid-steam`
/// driver under the wired-SC identity (`28DE:1102`, `ID_CONTROLLER_STATE`), UHID-only in v1 —
/// the usbip/gadget transports present the Deck's captured 3-interface USB device, and the SC's
/// wired interface layout hasn't been captured, so there is no Steam-Input promotion (the same
/// degraded-but-working state the Deck had pre-usbip; acceptable for discontinued hardware).
///
/// Deltas vs the Deck (see [`sc_from_gamepad`]/[`serialize_sc_state`]): one stick + two pads +
/// two grips — the wire right stick drives the right pad, a left-pad contact shadows the left
/// stick, wire PADDLE1/2 land on the two grips (3/4 fold via the remap policy), and the kernel
/// registers neither FF rumble nor a sensors evdev for this model (feedback stays empty).
pub struct ScProto {
/// Fallback policy for the wire paddles beyond the SC's two grips (PADDLE3/4).
remap: crate::inject::steam_remap::RemapConfig,
}
/// Apply a rich client→host event (right trackpad / motion) to an existing pad.
pub fn apply_rich(&mut self, rich: RichInput) {
let idx = match rich {
RichInput::Touchpad { pad, .. }
| RichInput::Motion { pad, .. }
| RichInput::TouchpadEx { pad, .. } => pad as usize,
};
if idx >= MAX_PADS || self.pads[idx].is_none() {
return;
}
self.state[idx].apply_rich(rich);
self.write(idx);
}
fn write(&mut self, idx: usize) {
let st = self.state[idx];
if let Some(pad) = self.pads[idx].as_mut() {
pad.write_state(&st);
}
self.last_write[idx] = Instant::now();
}
/// Re-emit each live pad's current report when silent past `max_gap`, and force a steady stream
/// while a pad is still pulsing its gamepad-mode entry (so the `b9.6` toggle completes even with
/// no game input).
pub fn heartbeat(&mut self, max_gap: Duration) {
let now = Instant::now();
for i in 0..self.pads.len() {
let Some(pad) = self.pads[i].as_ref() else {
continue;
};
if pad.in_mode_entry() || now.duration_since(self.last_write[i]) >= max_gap {
self.write(i);
}
}
}
fn ensure(&mut self, idx: usize) {
if idx >= MAX_PADS || self.pads[idx].is_some() || self.broken {
return;
}
match open_transport(idx as u8) {
Ok(t) => {
self.pads[idx] = Some(t);
self.state[idx] = SteamState::neutral();
self.last_rumble[idx] = (0, 0);
self.last_write[idx] = Instant::now();
}
Err(e) => {
tracing::error!(error = %format!("{e:#}"), "virtual Steam Deck creation failed — controller input disabled");
self.broken = true;
}
}
}
/// Service every pad: answer the kernel handshake and forward rumble on the universal plane.
/// `rumble` fires `(index, low, high)` only on a level change. The Steam Deck has no rich
/// host→client feedback plane (no lightbar / adaptive triggers), so `hidout` goes unused.
pub fn pump(&mut self, mut rumble: impl FnMut(u16, u16, u16), _hidout: impl FnMut(HidOutput)) {
for i in 0..self.pads.len() {
let Some(pad) = self.pads[i].as_mut() else {
continue;
};
if let Some(r) = pad.service() {
if self.last_rumble[i] != r {
self.last_rumble[i] = r;
rumble(i as u16, r.0, r.1);
}
}
impl Default for ScProto {
fn default() -> ScProto {
ScProto {
remap: crate::inject::steam_remap::RemapConfig::from_env(),
}
}
}
impl PadProto for ScProto {
type Pad = SteamDeckPad;
type State = SteamState;
const LABEL: &'static str = "Steam Controller";
const DEVICE: &'static str = "Steam Controller";
const CREATE_HINT: &'static str = "";
fn open(&mut self, idx: u8) -> Result<SteamDeckPad> {
let p = SteamDeckPad::open_model(idx, SteamModel::Controller)?;
tracing::info!(
index = idx,
"virtual Steam Controller created (UHID hid-steam)"
);
Ok(p)
}
fn neutral(&self) -> SteamState {
SteamState::neutral()
}
/// Merge buttons/sticks/triggers, preserving the rich-plane fields. PADDLE1/2 map natively to
/// the SC's two grips inside [`sc_from_gamepad`]; only 3/4 go through the fold policy — mask
/// the native pair out of the fold input so the policy can't double-fire them.
fn merge_frame(
&self,
prev: &SteamState,
f: &crate::gamestream::gamepad::GamepadFrame,
) -> SteamState {
use punktfunk_core::input::gamepad as gs;
let native = f.buttons & (gs::BTN_PADDLE1 | gs::BTN_PADDLE2);
let folded = crate::inject::steam_remap::fold_paddles(
f.buttons & !(gs::BTN_PADDLE1 | gs::BTN_PADDLE2),
self.remap.paddles,
);
let mut s = sc_from_gamepad(
folded | native,
f.ls_x,
f.ls_y,
f.rs_x,
f.rs_y,
f.left_trigger,
f.right_trigger,
);
s.lpad_x = prev.lpad_x;
s.lpad_y = prev.lpad_y;
s.gyro = prev.gyro;
s.accel = prev.accel;
s.buttons |= prev.buttons & btn::LPAD_TOUCH;
s.lpad_click = prev.lpad_click;
// The right pad carries the wire right stick each frame; a rich right-pad contact
// (TouchpadEx surface 2) overrides it only while the stick is centered — the stick is
// the primary camera surface on this mapping.
if f.rs_x == 0 && f.rs_y == 0 {
s.rpad_x = prev.rpad_x;
s.rpad_y = prev.rpad_y;
s.buttons |= prev.buttons & btn::RPAD_TOUCH;
s.rpad_click = prev.rpad_click;
}
s
}
fn apply_rich(&self, st: &mut SteamState, rich: RichInput) {
st.apply_rich(rich);
}
fn write_state(&self, pad: &mut SteamDeckPad, st: &SteamState) {
let _ = pad.write_state(st);
}
/// Answer the kernel handshake (serial GET_REPORT + settings SET_REPORTs). The kernel
/// registers no FF device for the classic SC, so rumble feedback can only arrive from a
/// hidraw client (`0xEB`) — surfaced if it ever does.
fn service(&self, pad: &mut SteamDeckPad, _idx: u8) -> PadFeedback {
PadFeedback {
rumble: pad.service(),
hidout: Vec::new(),
}
}
}
/// All virtual classic Steam Controllers of a session — `PUNKTFUNK_GAMEPAD=steamcontroller`, or
/// the per-pad kind a client declares for a physical SC.
pub type SteamCtrlManager = UhidManager<ScProto>;
#[cfg(test)]
mod tests {
use super::*;
@@ -603,4 +677,40 @@ mod tests {
"device not torn down on drop"
);
}
/// On-box smoke for the classic-SC identity: binds `hid-steam` as `28DE:1102`, input flows
/// with NO mode-entry pulse (the SC parser has no gamepad_mode gate), a held A + right-stick
/// deflection land on the evdev (BTN_A + ABS_RX — the right PAD surface), and a grip lands
/// on BTN_GRIPR (0x2c5? — kernel BTN_GRIPR = 0x2c5 on new kernels / check via bitmap).
#[test]
#[ignore = "creates a real /dev/uhid device; needs hid-steam + the input group"]
fn sc_backend_binds_and_input_flows() {
use punktfunk_core::input::gamepad as gs;
const BTN_A: u16 = 0x130;
const ABS_RX: u16 = 0x03;
let mut pad = SteamDeckPad::open_model(0, SteamModel::Controller)
.expect("open SC pad (/dev/uhid + input group?)");
let st = sc_from_gamepad(gs::BTN_A | gs::BTN_PADDLE1, 0, 0, 9000, 0, 0, 0);
let start = Instant::now();
while start.elapsed() < Duration::from_millis(900) {
let _ = pad.service();
pad.write_state(&st).expect("write_state");
std::thread::sleep(Duration::from_millis(4));
}
let devs = std::fs::read_to_string("/proc/bus/input/devices").unwrap_or_default();
assert!(
devs.contains("Steam Controller"),
"SC gamepad evdev not created"
);
let node = find_node("Steam Controller").expect("SC evdev node");
assert!(
key_is_down(&node, BTN_A),
"BTN_A not down — SC serialize failed (no mode gate should apply)"
);
assert_eq!(
abs_value(&node, ABS_RX),
Some(9000),
"wire right stick did not land on the right pad (ABS_RX)"
);
}
}
@@ -730,4 +730,74 @@ mod tests {
"device not torn down on drop"
);
}
/// On-box smoke test (needs root + `vhci_hcd`): rumble the attached virtual Deck exactly like
/// Steam does — a `0xEB` feature SET_REPORT on the hid-steam hidraw node — and confirm
/// [`SteamDeckUsbip::service`] surfaces `(left, right)` for the 0xCA plane. The Deck presents
/// 3 interfaces (0 mouse / 1 kbd / 2 controller); only the CONTROLLER interface's EP0 handler
/// parses feedback (the idle interfaces ACK silently, like real hardware), and Steam filters
/// on interface 2 — so the write must land there. `#[ignore]`d in CI.
#[test]
#[ignore = "attaches a real vhci_hcd device; needs root + vhci_hcd"]
fn usbip_deck_rumble_flows_via_controller_interface() {
use super::super::steam_proto::ID_TRIGGER_RUMBLE_CMD;
ensure_modules();
let mut pad = SteamDeckUsbip::open(0).expect("open SteamDeckUsbip (root + vhci_hcd?)");
let st = SteamState::from_gamepad(0, 0, 0, 0, 0, 0, 0);
let start = Instant::now();
while start.elapsed() < Duration::from_millis(1500) {
pad.write_state(&st);
let _ = pad.service();
std::thread::sleep(Duration::from_millis(8));
}
// The hid-steam hidraw node on USB interface 2 (bInterfaceNumber is the HID device's
// parent attribute).
let node = std::fs::read_dir("/sys/class/hidraw")
.expect("/sys/class/hidraw")
.flatten()
.find_map(|e| {
let ue =
std::fs::read_to_string(e.path().join("device/uevent")).unwrap_or_default();
let iface = std::fs::read_to_string(e.path().join("device/../bInterfaceNumber"))
.ok()
.and_then(|s| u8::from_str_radix(s.trim(), 16).ok());
(ue.lines().any(|l| l == "DRIVER=hid-steam") && iface == Some(2))
.then(|| format!("/dev/{}", e.file_name().to_string_lossy()))
})
.expect("no hid-steam hidraw on interface 2");
let f = std::fs::OpenOptions::new()
.read(true)
.write(true)
.open(&node)
.expect("open hidraw");
// steam_haptic_rumble: [report-id 0, 0xEB, len 9, 0, intensity(2), left(2), right(2), gain(2)]
let mut buf = [0u8; 12];
buf[1] = ID_TRIGGER_RUMBLE_CMD;
buf[2] = 0x09;
buf[6..8].copy_from_slice(&0xC000u16.to_le_bytes());
buf[8..10].copy_from_slice(&0x4000u16.to_le_bytes());
// HIDIOCSFEATURE(12)
let req: libc::c_ulong =
(3 << 30) | ((buf.len() as libc::c_ulong) << 16) | (0x48 << 8) | 0x06;
// SAFETY: HIDIOCSFEATURE reads the 12-byte report from the live `buf` behind the valid
// hidraw fd `f`; the length is encoded in the request, so nothing is written past it.
let rc = unsafe { libc::ioctl(f.as_raw_fd(), req, buf.as_mut_ptr()) };
assert!(
rc >= 0,
"HIDIOCSFEATURE: {}",
std::io::Error::last_os_error()
);
let start = Instant::now();
let mut got = None;
while got.is_none() && start.elapsed() < Duration::from_millis(1500) {
got = pad.service().rumble;
pad.write_state(&st);
std::thread::sleep(Duration::from_millis(8));
}
assert_eq!(
got,
Some((0xC000, 0x4000)),
"Deck rumble never surfaced from the interface-2 SET_REPORT"
);
}
}
@@ -0,0 +1,319 @@
//! Virtual Nintendo Switch Pro Controller via UHID — bound by the kernel's `hid-nintendo`
//! (≥ 5.16), so a Nintendo-family client pad gets correct glyphs + positional layout, live
//! gyro/accel, and HD-rumble feedback, instead of folding to the Xbox 360 pad (mirrored A/B
//! + X/Y, no motion).
//!
//! Unlike `hid-playstation` (whose init is three GET_REPORTs), `hid-nintendo` runs a real
//! PROBE CONVERSATION against the device: the `0x80`-family USB commands, then ~a dozen
//! subcommands (device info, SPI-flash calibration reads, IMU/vibration enable, input mode,
//! player lights) — each a blocking send that must see its reply (input report `0x81`/`0x21`)
//! within 12 s or probe aborts and NO input devices appear. The whole codec + the canned
//! replies live in [`super::switch_proto`]; this module is the `/dev/uhid` plumbing that
//! answers them from the [`UhidManager`]'s frequent `service` pass (the same cadence that
//! already completes the DualSense handshake).
//!
//! Post-probe, the driver stalls every LED/rumble write for up to 250 ms unless input reports
//! are flowing — the shared manager's 8 ms silence heartbeat provides exactly that steady
//! `0x30` stream. On host suspend/resume the driver re-runs the whole init; the service pass
//! answers it identically (nothing probe-specific is latched).
use super::switch_proto::{
build_subcmd_reply, build_usb_ack, device_info_payload, parse_output, player_leds_bits,
serialize_report_0x30, spi_flash_read, switch_mac, SwitchOutput, SwitchState, PROCON_RDESC,
SWITCH_PRODUCT, SWITCH_REPORT_LEN, SWITCH_VENDOR,
};
use crate::inject::uhid_manager::{PadFeedback, PadProto, UhidManager};
use anyhow::{Context, Result};
use punktfunk_core::quic::{HidOutput, RichInput};
use std::fs::{File, OpenOptions};
use std::io::{Read, Write};
use std::os::unix::fs::OpenOptionsExt;
// /dev/uhid event ABI (linux/uhid.h) — identical to the DualSense backend's; see `super::dualsense`.
const UHID_PATH: &str = "/dev/uhid";
const UHID_DESTROY: u32 = 1;
const UHID_OUTPUT: u32 = 6;
const UHID_GET_REPORT: u32 = 9;
const UHID_GET_REPORT_REPLY: u32 = 10;
const UHID_CREATE2: u32 = 11;
const UHID_INPUT2: u32 = 12;
const HID_MAX_DESCRIPTOR_SIZE: usize = 4096;
const UHID_EVENT_SIZE: usize = 4 + 4372; // type + union (create2)
const BUS_USB: u16 = 0x03;
/// Copy a NUL-padded C string field into the event buffer.
fn put_cstr(ev: &mut [u8], off: usize, cap: usize, s: &str) {
let n = s.len().min(cap - 1);
ev[off..off + n].copy_from_slice(&s.as_bytes()[..n]); // rest already zero (NUL-terminated)
}
/// A virtual Pro Controller backed by `/dev/uhid`. Dropping it destroys the device (the kernel
/// tears down the bound `hid-nintendo` interface).
pub struct SwitchProPad {
fd: File,
index: u8,
/// Rolling report timer (byte 1 of every input report).
timer: u8,
/// The last written state — subcommand replies embed the current input-state header, so the
/// probe conversation always reports coherent (neutral, at first) controller state.
state: SwitchState,
}
impl SwitchProPad {
/// Create the UHID Pro Controller for pad `index` (used for the name/uniq + the virtual MAC).
pub fn open(index: u8) -> Result<SwitchProPad> {
let fd = OpenOptions::new()
.read(true)
.write(true)
.custom_flags(libc::O_NONBLOCK)
.open(UHID_PATH)
.with_context(|| {
format!("open {UHID_PATH} (is the 60-punktfunk.rules uhid rule installed + are you in 'input'?)")
})?;
let mut pad = SwitchProPad {
fd,
index,
timer: 0,
state: SwitchState::neutral(),
};
pad.send_create2(index).context("UHID_CREATE2 Switch Pro")?;
Ok(pad)
}
fn send_create2(&mut self, index: u8) -> Result<()> {
let mut ev = [0u8; UHID_EVENT_SIZE];
ev[0..4].copy_from_slice(&UHID_CREATE2.to_ne_bytes());
// union (uhid_create2_req) starts at byte 4.
put_cstr(
&mut ev,
4,
128,
&format!("Punktfunk Switch Pro Controller {index}"),
); // name[128]
put_cstr(&mut ev, 132, 64, &format!("punktfunk/switchpro/{index}")); // phys[64]
put_cstr(&mut ev, 196, 64, &format!("punktfunk-swpro-{index}")); // uniq[64]
ev[260..262].copy_from_slice(&(PROCON_RDESC.len() as u16).to_ne_bytes()); // rd_size
ev[262..264].copy_from_slice(&BUS_USB.to_ne_bytes()); // bus (selects the driver's USB init path)
ev[264..268].copy_from_slice(&SWITCH_VENDOR.to_ne_bytes());
ev[268..272].copy_from_slice(&SWITCH_PRODUCT.to_ne_bytes());
ev[272..276].copy_from_slice(&0x0200u32.to_ne_bytes()); // version (bcdDevice 2.00)
ev[276..280].copy_from_slice(&0u32.to_ne_bytes()); // country
ev[280..280 + PROCON_RDESC.len()].copy_from_slice(PROCON_RDESC); // rd_data
self.fd.write_all(&ev).context("write UHID_CREATE2")?;
Ok(())
}
/// Write one full input report to the kernel (UHID_INPUT2).
fn write_report(&mut self, r: &[u8; SWITCH_REPORT_LEN]) -> Result<()> {
let mut ev = [0u8; UHID_EVENT_SIZE];
ev[0..4].copy_from_slice(&UHID_INPUT2.to_ne_bytes());
ev[4..6].copy_from_slice(&(r.len() as u16).to_ne_bytes()); // input2.size
ev[6..6 + r.len()].copy_from_slice(r); // input2.data
self.fd.write_all(&ev).context("write UHID_INPUT2")?;
Ok(())
}
/// Serialize the state into the standard `0x30` report and stream it.
pub fn write_state(&mut self, st: &SwitchState) -> Result<()> {
self.state = *st;
self.timer = self.timer.wrapping_add(1);
let r = serialize_report_0x30(st, self.timer);
self.write_report(&r)
}
/// Answer one subcommand from the driver with its canned `0x21` reply.
fn answer_subcmd(&mut self, id: u8, args: &[u8]) {
self.timer = self.timer.wrapping_add(1);
let st = self.state;
let reply = match id {
// Device info — the fatal one (probe aborts without it): type = Pro Controller +
// this pad's virtual MAC. Real hardware acks it with 0x82.
0x02 => build_subcmd_reply(
&st,
self.timer,
0x82,
id,
&device_info_payload(&switch_mac(self.index)),
),
// SPI flash read: echoed addr + len + the canned calibration bytes. An unmapped
// range answers zeroes (echoed header, zero data) — the driver then warns and uses
// its defaults instead of stalling through 2 × 1 s timeouts.
0x10 => {
let addr = args
.get(..4)
.map(|a| u32::from_le_bytes([a[0], a[1], a[2], a[3]]))
.unwrap_or(0);
let len = args.get(4).copied().unwrap_or(0);
let payload = spi_flash_read(addr, len).unwrap_or_else(|| {
tracing::debug!(
addr = format!("{addr:#x}"),
len,
"unmapped SPI read — zero fill"
);
let mut p = Vec::with_capacity(5 + len as usize);
p.extend_from_slice(&addr.to_le_bytes());
p.push(len);
p.extend(std::iter::repeat_n(0u8, len as usize));
p
});
build_subcmd_reply(&st, self.timer, 0x90, id, &payload)
}
// Everything else the driver sends (input mode 0x03, IMU 0x40, vibration 0x48,
// player lights 0x30, home light 0x38, …) just needs the ack + echoed id.
_ => build_subcmd_reply(&st, self.timer, 0x80, id, &[]),
};
let _ = self.write_report(&reply);
}
/// Service the device, non-blocking: answer the driver's probe conversation (USB commands +
/// subcommands) and surface a game's rumble / player-lights feedback for pad `pad`. Call
/// frequently — each probe step blocks the driver until answered.
pub fn service(&mut self, pad: u8) -> PadFeedback {
let mut fb = PadFeedback::default();
let mut ev = [0u8; UHID_EVENT_SIZE];
while let Ok(n) = self.fd.read(&mut ev) {
if n < UHID_EVENT_SIZE {
break;
}
match u32::from_ne_bytes([ev[0], ev[1], ev[2], ev[3]]) {
UHID_OUTPUT => {
// uhid_output_req: data[4096] at [4..4100], size u16 at [4100..4102].
let size = u16::from_ne_bytes([ev[4100], ev[4101]]) as usize;
let end = 4 + size.min(HID_MAX_DESCRIPTOR_SIZE);
match parse_output(&ev[4..end]) {
Some(SwitchOutput::UsbCmd(cmd)) => {
// Ack every 0x80 command, incl. no-timeout (0x04) — the driver
// ignores that ack but replying skips its 2 × 100 ms wait.
let _ = self.write_report(&build_usb_ack(cmd));
}
Some(SwitchOutput::Subcmd { id, args, rumble }) => {
fb.rumble = Some(rumble);
if id == 0x30 {
// Player lights ride the subcommand itself; still ack it.
if let Some(&arg) = args.first() {
fb.hidout.push(HidOutput::PlayerLeds {
pad,
bits: player_leds_bits(arg),
});
}
}
self.answer_subcmd(id, &args);
}
Some(SwitchOutput::Rumble(r)) => fb.rumble = Some(r),
None => {}
}
}
UHID_GET_REPORT => {
// hid-nintendo never GET_REPORTs; answer EIO so nothing ever blocks on us.
let req_id = u32::from_ne_bytes([ev[4], ev[5], ev[6], ev[7]]);
let _ = self.reply_get_report_err(req_id);
}
_ => {} // Start/Stop/Open/Close/SetReport — ignore
}
}
fb
}
fn reply_get_report_err(&mut self, id: u32) -> Result<()> {
let mut ev = [0u8; UHID_EVENT_SIZE];
ev[0..4].copy_from_slice(&UHID_GET_REPORT_REPLY.to_ne_bytes());
// uhid_get_report_reply_req: id u32 [4..8], err u16 [8..10], size u16 [10..12].
ev[4..8].copy_from_slice(&id.to_ne_bytes());
ev[8..10].copy_from_slice(&5u16.to_ne_bytes()); // EIO
self.fd
.write_all(&ev)
.context("write UHID_GET_REPORT_REPLY")?;
Ok(())
}
}
impl Drop for SwitchProPad {
fn drop(&mut self) {
let mut ev = [0u8; UHID_EVENT_SIZE];
ev[0..4].copy_from_slice(&UHID_DESTROY.to_ne_bytes());
let _ = self.fd.write_all(&ev);
}
}
/// The Switch-Pro-specific half of the shared stateful manager (see [`PadProto`]): UHID
/// transport open, the [`SwitchState`] mappers, and the probe-conversation service pass.
/// Lifecycle (slot table, unplug sweep, heartbeat, dedup) lives in [`UhidManager`].
pub struct SwitchProProto {
/// Fallback policy for the Steam back grips a client may send (a Pro Controller has no
/// back-button slot). `PUNKTFUNK_STEAM_REMAP=paddles=…`; default drop.
remap: crate::inject::steam_remap::RemapConfig,
}
impl Default for SwitchProProto {
fn default() -> SwitchProProto {
SwitchProProto {
remap: crate::inject::steam_remap::RemapConfig::from_env(),
}
}
}
impl PadProto for SwitchProProto {
type Pad = SwitchProPad;
type State = SwitchState;
const LABEL: &'static str = "Switch Pro";
const DEVICE: &'static str = "Switch Pro Controller";
const CREATE_HINT: &'static str = "";
fn open(&mut self, idx: u8) -> Result<SwitchProPad> {
let p = SwitchProPad::open(idx)?;
tracing::info!(
index = idx,
"virtual Switch Pro Controller created (UHID hid-nintendo)"
);
Ok(p)
}
fn neutral(&self) -> SwitchState {
SwitchState::neutral()
}
/// Merge buttons/sticks/triggers from the frame, preserving motion (it arrives on the rich
/// plane and must survive a button-only frame). Paddles fold via the configured policy.
fn merge_frame(
&self,
prev: &SwitchState,
f: &crate::gamestream::gamepad::GamepadFrame,
) -> SwitchState {
let buttons = crate::inject::steam_remap::fold_paddles(f.buttons, self.remap.paddles);
let mut s = SwitchState::from_gamepad(
buttons,
f.ls_x,
f.ls_y,
f.rs_x,
f.rs_y,
f.left_trigger,
f.right_trigger,
);
s.gyro = prev.gyro;
s.accel = prev.accel;
s
}
/// Motion lands on the IMU sample frames; a Pro Controller has no touchpad, so touch events
/// are dropped (the client folds trackpads into stick/mouse modes itself).
fn apply_rich(&self, st: &mut SwitchState, rich: RichInput) {
if let RichInput::Motion { gyro, accel, .. } = rich {
st.apply_motion(gyro, accel);
}
}
fn write_state(&self, pad: &mut SwitchProPad, st: &SwitchState) {
let _ = pad.write_state(st);
}
/// Answer the driver's probe conversation (it blocks `hid-nintendo` init until every step is
/// answered — call frequently) and surface a game's feedback: HD-rumble amplitude on the
/// universal 0xCA plane, player lights on the 0xCD plane.
fn service(&self, pad: &mut SwitchProPad, idx: u8) -> PadFeedback {
pad.service(idx)
}
}
/// All virtual Switch Pro Controllers of a session — `PUNKTFUNK_GAMEPAD=switchpro`, or the
/// per-pad kind a client declares for a Nintendo-family physical pad.
pub type SwitchProManager = UhidManager<SwitchProProto>;

Some files were not shown because too many files have changed in this diff Show More