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Author SHA1 Message Date
enricobuehler 6bd8c18b4d feat(clipboard): Linux + Windows host clipboard backends (Phase 1 host + Phase 3)
Host-side real-session-clipboard integration, reached through the portable
ClipCoordCmd seam so punktfunk1.rs stays platform-agnostic (design
clipboard-and-file-transfer.md §4). Advertised + started only when the operator
policy (PUNKTFUNK_CLIPBOARD, default off) allows it and the session mirrors a
live compositor.

clipboard/ module (gated cfg(any(linux, windows))):
- mod.rs — the unified HostClipboard enum + §3.5 wire<->platform normalization
  and the shared ClipEvent / PasteResponder.
- wayland.rs — ext-data-control-v1 (KWin / wlroots / Sway / Hyprland), the
  preferred Linux backend. On-glass verified on Hyprland.
- mutter.rs — GNOME. Mutter ships no wl/ext data-control at any version, so this
  talks to its DIRECT org.gnome.Mutter.RemoteDesktop clipboard (the xdg portal
  needs an interactive grant a headless host can't answer). On-glass on GNOME.
- windows.rs — the Win32 clipboard on a dedicated message-loop window:
  AddClipboardFormatListener -> WM_CLIPBOARDUPDATE for host copies, OLE delayed
  rendering (WM_RENDERFORMAT) for host pastes, per-window state via GWLP_USERDATA.
- winfmt.rs — pure Win32<->wire byte conversions (CF_HTML offset math, UTF-16
  text, RTF NUL trim), unit-tested on any host (cfg(any(windows, test))).
- session.rs — the backend-agnostic per-session coordinator owning all four data
  paths (host copy->client, client fetch, client copy->host, host paste).

Cargo.toml: windows crate gains Win32_System_DataExchange + Win32_System_Ole.

Verified: Linux builds + clippy + 282 host tests + fmt clean; the full host crate
compiles native on x86_64-pc-windows-msvc (checked on the RTX box).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 19:08:36 +02:00
enricobuehler af3a7d8cd5 feat(clipboard): wire protocol + client-core task for shared clipboard (Phase 0)
The portable shared-clipboard plane in punktfunk-core, all behind the `quic`
feature (design/clipboard-and-file-transfer.md §3):

- Control messages 0x40–0x44 (ClipControl / ClipOffer / ClipFetch...) and the
  HOST_CAP_CLIPBOARD capability bit, negotiated in the Welcome caps.
- Per-transfer QUIC bi-streams ("PKFs" magic) for lazy fetch of offered content,
  with ClipFetchHdr status/size framing (quic::clipstream).
- The §3.5 portable wire-MIME vocabulary (text/plain;utf-8, text/html, text/rtf,
  image/png) shared by both ends.
- Client-side clipboard task (client.rs) + C ABI surface bumped to v6 (abi.rs,
  regenerated include/punktfunk_core.h).
- Loopback transport tests (quic::tests).

No OS clipboard integration yet — that is the host backends (Phase 1/3) and the
macOS client (Phase 1).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 19:08:21 +02:00
682 changed files with 15071 additions and 174056 deletions
-18
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@@ -1,18 +0,0 @@
# 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"]
+1 -4
View File
@@ -94,10 +94,7 @@ jobs:
# Linux NVIDIA; design/linux-direct-nvenc.md). AMD/Intel-safe — NVENC/CUDA is dlopen'd at
# runtime (no link-time dep; identical DT_NEEDED to a plain build), and the encoder is only
# constructed for a CUDA capture frame + PUNKTFUNK_NVENC_DIRECT, never on VAAPI hosts.
# --features punktfunk-host/vulkan-encode: the AMD/Intel twin — raw VK_KHR_video_encode_h265
# with real RFI (design/linux-vulkan-video-encode.md). Pure Rust ash (no new lib / link dep);
# default on for HEVC (PUNKTFUNK_VULKAN_ENCODE=0 → libav VAAPI), failed open falls back to VAAPI.
cargo build --release --locked --features punktfunk-host/nvenc,punktfunk-host/vulkan-encode \
cargo build --release --locked --features punktfunk-host/nvenc \
-p punktfunk-host -p punktfunk-client-linux -p punktfunk-client-session
- name: Build + smoke-boot web console (bun preset)
-10
View File
@@ -30,16 +30,6 @@ 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
+28 -26
View File
@@ -870,6 +870,15 @@ dependencies = [
"itertools 0.10.5",
]
[[package]]
name = "crossbeam-channel"
version = "0.5.15"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "82b8f8f868b36967f9606790d1903570de9ceaf870a7bf9fbbd3016d636a2cb2"
dependencies = [
"crossbeam-utils",
]
[[package]]
name = "crossbeam-deque"
version = "0.8.6"
@@ -2145,7 +2154,7 @@ dependencies = [
[[package]]
name = "latency-probe"
version = "0.12.0"
version = "0.9.2"
[[package]]
name = "lazy_static"
@@ -2277,7 +2286,7 @@ checksum = "0ceec5bc11778974d1bcb055b18002eba7f4b3518b6a0081b3af5f21666da9ad"
[[package]]
name = "loss-harness"
version = "0.12.0"
version = "0.9.2"
dependencies = [
"punktfunk-core",
]
@@ -2756,10 +2765,9 @@ checksum = "9b4f627cb1b25917193a259e49bdad08f671f8d9708acfd5fe0a8c1455d87220"
[[package]]
name = "pf-client-core"
version = "0.12.0"
version = "0.9.2"
dependencies = [
"anyhow",
"ash",
"async-channel",
"ffmpeg-next",
"mdns-sd",
@@ -2767,7 +2775,6 @@ dependencies = [
"pf-ffvk",
"pipewire",
"punktfunk-core",
"pyrowave-sys",
"rustls",
"sdl3",
"serde",
@@ -2780,7 +2787,7 @@ dependencies = [
[[package]]
name = "pf-console-ui"
version = "0.12.0"
version = "0.9.2"
dependencies = [
"anyhow",
"ash",
@@ -2801,7 +2808,7 @@ dependencies = [
[[package]]
name = "pf-ffvk"
version = "0.12.0"
version = "0.9.2"
dependencies = [
"ash",
"bindgen",
@@ -2810,7 +2817,7 @@ dependencies = [
[[package]]
name = "pf-presenter"
version = "0.12.0"
version = "0.9.2"
dependencies = [
"anyhow",
"ash",
@@ -2994,7 +3001,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-android"
version = "0.12.0"
version = "0.9.2"
dependencies = [
"android_logger",
"jni",
@@ -3010,7 +3017,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-linux"
version = "0.12.0"
version = "0.9.2"
dependencies = [
"anyhow",
"async-channel",
@@ -3026,7 +3033,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-session"
version = "0.12.0"
version = "0.9.2"
dependencies = [
"anyhow",
"pf-client-core",
@@ -3041,17 +3048,22 @@ dependencies = [
[[package]]
name = "punktfunk-client-windows"
version = "0.12.0"
version = "0.9.2"
dependencies = [
"anyhow",
"async-channel",
"crossbeam-channel",
"ffmpeg-next",
"mdns-sd",
"opus",
"pf-client-core",
"punktfunk-core",
"sdl3",
"serde",
"serde_json",
"tracing",
"tracing-subscriber",
"wasapi",
"windows 0.62.2 (git+https://github.com/microsoft/windows-rs?rev=a4f7b2cb7c63c6bb7fc77a2affe57145be1d8c4f)",
"windows-reactor",
"windows-reactor-setup",
@@ -3060,7 +3072,7 @@ dependencies = [
[[package]]
name = "punktfunk-core"
version = "0.12.0"
version = "0.9.2"
dependencies = [
"aes-gcm",
"bytes",
@@ -3091,7 +3103,7 @@ dependencies = [
[[package]]
name = "punktfunk-host"
version = "0.12.0"
version = "0.9.2"
dependencies = [
"aes",
"aes-gcm",
@@ -3119,11 +3131,9 @@ dependencies = [
"nvidia-video-codec-sdk",
"openh264",
"opus",
"parking_lot",
"pf-driver-proto",
"pipewire",
"punktfunk-core",
"pyrowave-sys",
"quinn",
"rand 0.8.6",
"rcgen",
@@ -3165,7 +3175,7 @@ dependencies = [
[[package]]
name = "punktfunk-probe"
version = "0.12.0"
version = "0.9.2"
dependencies = [
"anyhow",
"mdns-sd",
@@ -3179,7 +3189,7 @@ dependencies = [
[[package]]
name = "punktfunk-tray"
version = "0.12.0"
version = "0.9.2"
dependencies = [
"anyhow",
"ksni",
@@ -3194,14 +3204,6 @@ dependencies = [
"winresource",
]
[[package]]
name = "pyrowave-sys"
version = "0.12.0"
dependencies = [
"bindgen",
"cmake",
]
[[package]]
name = "quick-error"
version = "1.2.3"
+1 -2
View File
@@ -10,7 +10,6 @@ members = [
"crates/pf-console-ui",
"crates/pf-ffvk",
"crates/pf-driver-proto",
"crates/pyrowave-sys",
"clients/probe",
"clients/linux",
"clients/session",
@@ -36,7 +35,7 @@ exclude = [
ndk = { path = "clients/android/native/vendor/ndk" }
[workspace.package]
version = "0.12.0"
version = "0.9.2"
edition = "2021"
rust-version = "1.82"
license = "MIT OR Apache-2.0"
+297 -679
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File diff suppressed because it is too large Load Diff
+7 -27
View File
@@ -10,7 +10,7 @@
"name": "MIT OR Apache-2.0",
"identifier": "MIT OR Apache-2.0"
},
"version": "0.11.0"
"version": "0.9.1"
},
"paths": {
"/api/v1/clients": {
@@ -2043,12 +2043,11 @@
},
"ApiCodec": {
"type": "string",
"description": "Video codec identifier. The wire token matches the codec's canonical name used across the\nstack (SDP/GameStream advertisement, the stats-capture `CaptureMeta.codec`, and the encoder's\n[`Codec::label`]) — notably `H.265` serializes as `\"hevc\"`, not `\"h265\"`, so the same codec\nreads identically on every console page.",
"description": "Video codec identifier.",
"enum": [
"h264",
"hevc",
"av1",
"pyrowave"
"h265",
"av1"
]
},
"ApiDisplayInfo": {
@@ -2812,7 +2811,6 @@
"app_version",
"gfe_version",
"codecs",
"gamestream",
"ports"
],
"properties": {
@@ -2833,10 +2831,6 @@
},
"description": "Codecs the host can encode (NVENC)."
},
"gamestream": {
"type": "boolean",
"description": "Whether the GameStream/Moonlight-compat planes are running (`--gamestream`). `false` on the\nsecure default (native punktfunk/1 only) — a console can hide Moonlight-only UI (e.g. the\nMoonlight PIN pairing card, which could never receive a PIN when this is `false`)."
},
"gfe_version": {
"type": "string",
"description": "GFE version advertised to Moonlight clients."
@@ -3399,16 +3393,9 @@
"video_streaming",
"audio_streaming",
"pin_pending",
"paired_clients",
"active_sessions"
"paired_clients"
],
"properties": {
"active_sessions": {
"type": "integer",
"format": "int32",
"description": "Number of live streaming sessions across BOTH planes (GameStream + native punktfunk/1). The\nnative server admits concurrent sessions, so this can exceed 1; `session`/`stream` below\ndescribe a single representative session for the detail card.",
"minimum": 0
},
"audio_streaming": {
"type": "boolean",
"description": "True while the audio stream thread is running."
@@ -3430,7 +3417,7 @@
},
{
"$ref": "#/components/schemas/SessionInfo",
"description": "A representative active session. GameStream's launch (Moonlight `/launch`) when present, else\nthe first live native session. `null` when nothing is streaming."
"description": "The active launch session (set by Moonlight's `/launch`, cleared on cancel/stop)."
}
]
},
@@ -3441,7 +3428,7 @@
},
{
"$ref": "#/components/schemas/StreamInfo",
"description": "The active stream's parameters — RTSP-negotiated for GameStream, or the live native session's\nmode/codec/bitrate. `null` when nothing is streaming."
"description": "The RTSP-negotiated stream parameters (present once a client has completed ANNOUNCE)."
}
]
},
@@ -3612,7 +3599,6 @@
"armed",
"sample_count",
"started_unix_ms",
"elapsed_ms",
"kind"
],
"properties": {
@@ -3620,12 +3606,6 @@
"type": "boolean",
"description": "Capture currently running."
},
"elapsed_ms": {
"type": "integer",
"format": "int64",
"description": "Host-measured elapsed time of the in-progress capture, in ms (`0` if idle). Computed from the\nhost's MONOTONIC clock, so a console can show elapsed time without subtracting `started_unix_ms`\nfrom its own (possibly skewed) wall clock.",
"minimum": 0
},
"kind": {
"type": "string",
"description": "Path of the in-progress capture (`\"\"` if idle)."
@@ -27,27 +27,12 @@
<uses-permission android:name="android.permission.RECORD_AUDIO" />
<!-- Gamepad rumble feedback. -->
<uses-permission android:name="android.permission.VIBRATE" />
<!-- Steam Controller 2 over direct BLE (Sc2BleLink talks Valve's vendor GATT service to the
bonded pad). A RUNTIME permission (NEARBY_DEVICES group); the capture engages only when
already granted — USB capture (wired / Puck dongle) needs no Bluetooth at all. -->
<uses-permission android:name="android.permission.BLUETOOTH_CONNECT" />
<!-- We target phone + TV from day one: keep the app installable on TV (no touchscreen) and on
devices without a gamepad. -->
<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" />
<!-- Steam Controller 2 capture: USB host for the wired pad / Puck dongle, Bluetooth for the
direct-BLE pad — both optional (the feature quietly disengages without them). -->
<uses-feature android:name="android.hardware.usb.host" android:required="false" />
<uses-feature android:name="android.hardware.bluetooth_le" 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
@@ -73,16 +58,10 @@
android:name="android.game_mode_config"
android:resource="@xml/game_mode_config" />
<!-- configChanges includes `keyboard` (not just keyboardHidden): claiming a Steam
Controller 2's USB HID interface removes its lizard-mode keyboard/mouse input
devices, which flips CONFIG_KEYBOARD (QWERTY→NOKEYS) — without `keyboard` declared,
Android RECREATES the activity, disposing StreamScreen and killing the stream the
moment the capture engages (tester-diagnosed on-glass, 2026-07-15). Releasing the
interfaces at session end brings the devices back — same flip, same need. -->
<activity
android:name=".MainActivity"
android:exported="true"
android:configChanges="orientation|screenSize|keyboard|keyboardHidden|screenLayout|density|navigation"
android:configChanges="orientation|screenSize|keyboardHidden|screenLayout|density|navigation"
android:theme="@style/Theme.PunktfunkAndroid">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
@@ -303,8 +303,7 @@ internal fun PairPinDialog(
if (fp.isNotEmpty()) {
onPaired(fp) // verified host fp — caller saves + connects
} else {
// Cause-specific: wrong PIN vs not-armed vs unreachable.
err = ConnectErrors.pairMessage(NativeBridge.nativeTakeLastError())
err = "Pairing failed — wrong PIN, or the host isn't armed."
}
}
}
@@ -1,69 +0,0 @@
package io.unom.punktfunk
import io.unom.punktfunk.kit.NativeBridge
/**
* Cause-specific user-facing messages for failed pair/connect attempts, keyed on the stable
* machine token from [NativeBridge.nativeTakeLastError]. One vocabulary for both the PIN
* ceremony and the request-access (delegated approval) path, so a dead network path is never
* reported as "wrong PIN" and an operator denial is never reported as a timeout — the exact
* collapse behind more than one support thread.
*/
object ConnectErrors {
/** Message for a failed SPAKE2 PIN ceremony ([NativeBridge.nativePair] returned `""`). */
fun pairMessage(token: String): String = when (token) {
"crypto" -> "Wrong PIN — check the PIN on the host's Pairing page and try again."
else -> shared(token) ?: transport(token)
}
/**
* Message for a failed connect / request-access ([NativeBridge.nativeConnect] returned `0`).
* [requestAccess] tunes the fallback wording for the delegated-approval path.
*/
fun connectMessage(token: String, requestAccess: Boolean): String =
shared(token) ?: when (token) {
"crypto" ->
"The host's identity doesn't match the saved fingerprint — re-pair with this host."
"timeout", "io", "" ->
if (requestAccess) {
"The request never reached the host, or nobody approved it in time — " +
"check the network path (no VPN, no guest-Wi-Fi isolation) and the " +
"host's console."
} else {
transport(token)
}
else -> "Connection failed — check host/port and logcat."
}
/** The host's typed rejection reasons — identical wording across every punktfunk client. */
private fun shared(token: String): String? = when (token) {
"not-armed" ->
"Pairing isn't armed on the host — arm it on the host's Pairing page, then try again."
"bound-other" ->
"The host's pairing window is armed for a different device — arm it for this one."
"rate-limited" -> "Too many pairing attempts — wait a couple of seconds and try again."
"identity-required" ->
"The host requires pairing — pair this device (PIN or request access) first."
"denied" -> "The host declined this device's request."
"approval-timeout" ->
"Nobody approved the request on the host in time — approve this device in the " +
"host's console or web UI, then request access again."
"superseded" ->
"A newer request from this device replaced this one — approve the latest request " +
"on the host."
"wire-version" -> "Client and host versions don't match — update both to the same release."
"busy" -> "The host is busy with another session."
else -> null
}
/** Transport-level causes (nothing typed arrived from the host). */
private fun transport(token: String): String = when (token) {
"timeout" ->
"The host didn't answer — check that this device and the host are on the same " +
"network (no VPN on this device, no guest-Wi-Fi / AP isolation)."
"io" ->
"Couldn't reach the host — check that this device and the host are on the same " +
"network (no VPN on this device, no guest-Wi-Fi / AP isolation)."
else -> "Pairing failed — the host didn't answer or closed the connection (see logcat)."
}
}
@@ -305,17 +305,13 @@ fun ConnectScreen(
onConnected(handle)
} else {
discovery.start()
val token = NativeBridge.nativeTakeLastError()
val unreachable = token == "timeout" || token == "io" || token.isEmpty()
if (onFailure != null && unreachable) {
// Unreachable — hand off to the wake-and-wait flow — clearing `attempt` above
// and setting `waker.waking` here land in one recompose, so the overlay slides
if (onFailure != null) {
// Hand off to the wake-and-wait flow — clearing `attempt` above and setting
// `waker.waking` here land in one recompose, so the overlay slides
// Connecting → Waking without a blank frame.
onFailure()
} else {
// A typed host rejection (busy / versions differ / pairing required) means the
// host is awake — waking it would be nonsense; show the stated reason instead.
status = ConnectErrors.connectMessage(token, requestAccess = false)
status = "Connection failed — check host/port, PIN, and logcat"
}
}
}
@@ -420,12 +416,7 @@ fun ConnectScreen(
}
onConnected(handle)
} else {
// Cause-specific: an operator denial, an approval timeout, and a request that
// never reached the host are different problems with different fixes.
status = ConnectErrors.connectMessage(
NativeBridge.nativeTakeLastError(),
requestAccess = true,
)
status = "Request timed out — approve this device in the host's console, then retry."
discovery.start()
}
}
@@ -1,6 +1,5 @@
package io.unom.punktfunk
import android.content.Context
import android.hardware.input.InputManager
import android.os.Build
import android.os.CombinedVibration
@@ -45,7 +44,6 @@ import androidx.compose.ui.Modifier
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.unit.dp
import io.unom.punktfunk.kit.Gamepad
import io.unom.punktfunk.kit.Sc2Capture
import kotlinx.coroutines.delay
/**
@@ -149,38 +147,8 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
) {
Text("Controllers", style = MaterialTheme.typography.headlineMedium)
// Steam Controller 2 detection: never an InputDevice (lizard mode is kb/mouse; the
// capture claims even those away), so it's enumerated on the capture side — USB device
// list + bonded BLE — and re-checked on USB hot-plug.
var sc2Generation by remember { mutableIntStateOf(0) }
DisposableEffect(Unit) {
val receiver = object : android.content.BroadcastReceiver() {
override fun onReceive(c: Context?, i: android.content.Intent?) { sc2Generation++ }
}
val filter = android.content.IntentFilter().apply {
addAction(android.hardware.usb.UsbManager.ACTION_USB_DEVICE_ATTACHED)
addAction(android.hardware.usb.UsbManager.ACTION_USB_DEVICE_DETACHED)
}
if (Build.VERSION.SDK_INT >= 33) {
context.registerReceiver(receiver, filter, Context.RECEIVER_NOT_EXPORTED)
} else {
@Suppress("UnspecifiedRegisterReceiverFlag")
context.registerReceiver(receiver, filter)
}
onDispose { runCatching { context.unregisterReceiver(receiver) } }
}
val sc2Probe = remember { Sc2Capture(context) }
val sc2Usb = remember(sc2Generation) { sc2Probe.findUsbDevice() }
val sc2Ble = remember(sc2Generation) {
if (context.checkSelfPermission(android.Manifest.permission.BLUETOOTH_CONNECT) ==
android.content.pm.PackageManager.PERMISSION_GRANTED
) sc2Probe.pairedBleAddress() else null
}
val sc2Present = sc2Usb != null || sc2Ble != null
Group("Gamepads") {
if (sc2Present) Sc2Row(sc2Usb, activity)
if (pads.isEmpty() && !sc2Present) {
if (pads.isEmpty()) {
Text(
"No controller detected. punktfunk can only forward devices Android " +
"classifies as a gamepad or joystick — a pad connected through an adapter " +
@@ -190,11 +158,8 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
// Every real controller is forwarded now (Automatic forwards them all, each on its own
// wire pad index) — not just the first. A joystick-only device Android doesn't classify as
// a gamepad still can't be forwarded (the host wants a gamepad), so gate the badge on it.
pads.forEach { dev ->
PadRow(dev, forwarded = isForwarded(dev), gamepadSetting = gamepadSetting)
pads.forEachIndexed { i, dev ->
PadRow(dev, forwarded = i == 0, gamepadSetting = gamepadSetting)
}
}
@@ -246,79 +211,6 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
}
}
/**
* The Steam Controller 2 card — capture-side state, since a (claimed or lizard-mode) SC2 never
* appears as a gamepad InputDevice. Shows the transport, whether the capture is live (driving
* these menus now; streamed as-is in a session), and a grant button when USB access is missing.
*/
@Composable
private fun Sc2Row(usbDev: android.hardware.usb.UsbDevice?, activity: MainActivity?) {
val context = LocalContext.current
val settingOn = remember { SettingsStore(context).load().sc2Capture }
val active = activity?.sc2MenuActive == true
val usbManager = context.getSystemService(Context.USB_SERVICE) as android.hardware.usb.UsbManager
val permitted = usbDev != null && usbManager.hasPermission(usbDev)
OutlinedCard(modifier = Modifier.fillMaxWidth()) {
Column(
modifier = Modifier.padding(16.dp),
verticalArrangement = Arrangement.spacedBy(6.dp),
) {
Row(modifier = Modifier.fillMaxWidth(), verticalAlignment = Alignment.CenterVertically) {
Text(
"Steam Controller 2",
style = MaterialTheme.typography.bodyLarge,
modifier = Modifier.weight(1f),
)
if (active) {
Text(
"navigating this UI",
style = MaterialTheme.typography.labelSmall,
color = MaterialTheme.colorScheme.primary,
)
}
}
Text(
when {
usbDev == null -> "Paired via Bluetooth"
usbDev.productId == io.unom.punktfunk.kit.Sc2Device.PID_WIRED -> "Wired (USB)"
else -> "Puck dongle (USB)"
},
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
when {
!settingOn -> Text(
"Passthrough is disabled in Settings — enable \"Steam Controller 2 " +
"passthrough\" to capture it.",
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
active -> Text(
"Captured — streams as-is: the host presents a real Steam Controller 2 " +
"that its Steam drives directly (trackpads, gyro, haptics).",
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
usbDev != null && !permitted -> {
Text(
"Needs USB access to be captured.",
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
OutlinedButton(onClick = { activity?.startSc2MenuNav(forceAsk = true) }) {
Text("Grant USB access")
}
}
else -> Text(
"Detected — capture engages automatically.",
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
}
}
}
/** One detected gamepad: identity, what it streams as, and a rumble test. */
@Composable
private fun PadRow(dev: InputDevice, forwarded: Boolean, gamepadSetting: Int) {
@@ -330,12 +222,8 @@ private fun PadRow(dev: InputDevice, forwarded: Boolean, gamepadSetting: Int) {
Row(modifier = Modifier.fillMaxWidth(), verticalAlignment = Alignment.CenterVertically) {
Text(dev.name, style = MaterialTheme.typography.bodyLarge, modifier = Modifier.weight(1f))
if (forwarded) {
// Android's own controller number (1-based; 0 = unassigned), shown so a multi-pad
// user can tell which physical pad is which. The stream's wire pad index is
// assigned separately (lowest-free per device) once streaming starts.
val number = dev.controllerNumber
Text(
if (number > 0) "forwarded · player $number" else "forwarded to host",
"forwarded to host",
style = MaterialTheme.typography.labelSmall,
color = MaterialTheme.colorScheme.primary,
)
@@ -431,15 +319,6 @@ private fun Group(title: String, content: @Composable ColumnScope.() -> Unit) {
}
}
/**
* Whether this device is actually forwarded to the host — the same rule the stream's [GamepadRouter]
* applies: a real, non-virtual controller whose source classes include GAMEPAD. A joystick-only node
* (e.g. a DualSense motion-sensor sibling, or an adapter that enumerates as bare joystick) shows in
* the list but isn't forwarded.
*/
private fun isForwarded(dev: InputDevice): Boolean =
!dev.isVirtual && dev.sources and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD
/** Whether the controller reports a rumble motor — via VibratorManager (API 31+) or the legacy Vibrator. */
private fun deviceHasVibrator(dev: InputDevice): Boolean =
if (Build.VERSION.SDK_INT >= 31) {
@@ -492,10 +371,6 @@ 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"
Gamepad.PREF_STEAMCONTROLLER2 -> "Steam Controller 2"
Gamepad.PREF_STEAMCONTROLLER2_PUCK -> "Steam Controller 2 Puck"
else -> "Automatic"
}
@@ -351,12 +351,7 @@ fun GamepadPairPinDialog(pt: PendingTrust, identity: ClientIdentity?, onPaired:
NativeBridge.nativePair(pt.host, pt.port, id.certPem, id.privateKeyPem, pin, name)
}
pairing = false
if (fp.isNotEmpty()) {
onPaired(fp)
} else {
// Cause-specific: wrong PIN vs not-armed vs unreachable.
err = ConnectErrors.pairMessage(NativeBridge.nativeTakeLastError())
}
if (fp.isNotEmpty()) onPaired(fp) else err = "Pairing failed — wrong PIN, or the host isn't armed."
}
}
@@ -241,10 +241,7 @@ 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
// 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)) {
return if (abs(s.stickY) >= abs(s.stickX)) {
when {
s.stickY <= -STICK_HIGH -> NavDir.UP
s.stickY >= STICK_HIGH -> NavDir.DOWN
@@ -49,14 +49,12 @@ 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
@@ -84,10 +82,7 @@ fun GamepadSettingsScreen(
var s by remember { mutableStateOf(initial) }
fun update(next: Settings) { s = next; onChange(next) }
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)
val rows = buildSettingsRows(s, ::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
@@ -262,13 +257,8 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
}
}
/** Build the console settings rows from the current [Settings], writing through [update].
* [hasBodyVibrator] gates the "Rumble on this phone" row (absent on TVs). */
private fun buildSettingsRows(
s: Settings,
hasBodyVibrator: Boolean,
update: (Settings) -> Unit,
): List<GpRow> {
/** Build the console settings rows from the current [Settings], writing through [update]. */
private fun buildSettingsRows(s: Settings, 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,
@@ -364,18 +354,7 @@ private fun buildSettingsRows(
"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). " +
@@ -10,7 +10,6 @@ import android.os.Looper
import androidx.compose.runtime.Composable
import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.State
import androidx.compose.runtime.derivedStateOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.ui.platform.LocalContext
@@ -47,10 +46,6 @@ fun isTvDevice(context: Context): Boolean {
@Composable
fun rememberControllerConnected(): State<Boolean> {
val context = LocalContext.current
// A menu-captured Steam Controller 2 counts as connected: it drives the console UI through
// the capture link, but never surfaces as an Android InputDevice (lizard mode is kb/mouse,
// and the claim removes even those) — the InputManager path below can't see it.
val activity = context as? MainActivity
val connected = remember { mutableStateOf(Gamepad.firstPad() != null) }
DisposableEffect(Unit) {
val im = context.getSystemService(Context.INPUT_SERVICE) as InputManager
@@ -64,7 +59,5 @@ fun rememberControllerConnected(): State<Boolean> {
connected.value = Gamepad.firstPad() != null
onDispose { im.unregisterInputDeviceListener(listener) }
}
return remember {
derivedStateOf { connected.value || activity?.sc2MenuActive == true }
}
return connected
}
@@ -1,16 +1,8 @@
package io.unom.punktfunk
import android.app.PendingIntent
import android.content.BroadcastReceiver
import android.content.Context
import android.content.Intent
import android.content.IntentFilter
import android.content.pm.PackageManager
import android.hardware.usb.UsbManager
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
@@ -24,13 +16,9 @@ import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.setValue
import androidx.compose.ui.Modifier
import io.unom.punktfunk.kit.Gamepad
import io.unom.punktfunk.kit.GamepadRouter
import io.unom.punktfunk.kit.Keymap
import io.unom.punktfunk.kit.NativeBridge
/** Broadcast action for the menu-time SC2 USB-permission grant (see [MainActivity.startSc2MenuNav]). */
private const val SC2_MENU_PERMISSION = "io.unom.punktfunk.SC2_MENU_USB_PERMISSION"
class MainActivity : ComponentActivity() {
/**
* The active stream session handle (0 = not streaming). Set by [StreamScreen] while it's shown.
@@ -39,12 +27,8 @@ class MainActivity : ComponentActivity() {
*/
var streamHandle: Long = 0L
/**
* Multi-controller router for the active session (built/released by StreamScreen): assigns each
* connected pad a stable wire index, threads it onto every event, declares/removes pads on
* hot-plug, and routes rumble/HID feedback back by pad index. Null while not streaming.
*/
var gamepadRouter: GamepadRouter? = null
/** Joystick-axis state mapper for the active session (built/reset by StreamScreen). */
var axisMapper: Gamepad.AxisMapper? = null
/**
* Input observers for the Controllers debug screen (set while it is shown, like [streamHandle]).
@@ -60,6 +44,9 @@ class MainActivity : ComponentActivity() {
*/
var requestStreamExit: (() -> Unit)? = null
/** Currently-held forwarded pad buttons (bitmask of `Gamepad.BTN_*`), for chord detection. */
private var heldPadButtons = 0
/**
* Whether the last console input came from a real gamepad (face buttons / stick) vs. a TV D-pad
* remote (which has no A/B/X/Y). The console UI reads this to show glyphs the user recognises — pad
@@ -84,30 +71,6 @@ class MainActivity : ComponentActivity() {
/** The panel's highest-refresh display mode (0 = unknown/unsupported), resolved once at startup. */
private var highRefreshModeId = 0
/**
* Menu-time Steam Controller 2 capture (UI mode — no router): a captured SC2 never produces
* ordinary gamepad events (lizard mode is kb/mouse; the claim removes even those), so this
* drives the console UI directly from the parsed reports via [sc2NavKey]. Runs while the app
* is foreground and NOT streaming; StreamScreen pauses it around its own stream-mode capture.
* [sc2MenuActive] is observed by the console-UI gate ([rememberControllerConnected]) and the
* Controllers screen.
*/
private var sc2Menu: io.unom.punktfunk.kit.Sc2Capture? = null
var sc2MenuActive by mutableStateOf(false)
private set
private var sc2Receiver: BroadcastReceiver? = null
private var sc2PermissionAsked = false
/**
* Compose focus hook for the SC2's synthetic D-pad (set by [onCreate]'s composition). A
* synthetic KeyEvent dispatched from OUTSIDE the real input pipeline never reaches
* ViewRootImpl's focus-navigation stage — the one that grants initial focus for a real
* pad's first D-pad press — so on a phone in touch mode it lands on a focus-less window
* and does nothing (first on-glass run: only B worked, since it bypasses key events
* entirely). `FocusManager.moveFocus` is the public API for exactly this.
*/
private var sc2MoveFocus: ((androidx.compose.ui.focus.FocusDirection) -> Boolean)? = null
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
lastPadIsGamepad = !isTvDevice(this)
@@ -125,166 +88,13 @@ class MainActivity : ComponentActivity() {
// UI without a physical pad — `adb shell am start -n io.unom.punktfunk/.MainActivity --ez
// pf_force_gamepad_ui true`. Never set in normal use; real activation is a connected pad / TV.
val forceGamepadUi = intent?.getBooleanExtra("pf_force_gamepad_ui", false) ?: false
// SC2 hot-plug + the menu-time USB-permission grant both (re)start the menu capture.
val receiver = object : BroadcastReceiver() {
override fun onReceive(c: Context?, intent: Intent?) {
when (intent?.action) {
UsbManager.ACTION_USB_DEVICE_ATTACHED -> {
sc2PermissionAsked = false // a fresh attach may ask once again
startSc2MenuNav()
}
SC2_MENU_PERMISSION -> {
if (intent.getBooleanExtra(UsbManager.EXTRA_PERMISSION_GRANTED, false)) {
startSc2MenuNav()
}
}
}
}
}
sc2Receiver = receiver
val filter = IntentFilter().apply {
addAction(UsbManager.ACTION_USB_DEVICE_ATTACHED)
addAction(SC2_MENU_PERMISSION)
}
if (Build.VERSION.SDK_INT >= 33) {
registerReceiver(receiver, filter, Context.RECEIVER_NOT_EXPORTED)
} else {
@Suppress("UnspecifiedRegisterReceiverFlag")
registerReceiver(receiver, filter)
}
setContent {
PunktfunkTheme {
// Focus hook for the SC2's synthetic navigation (see [sc2MoveFocus]). `Next` is
// the bootstrap: directional moves need an already-focused node, while one-
// dimensional traversal assigns initial focus when there is none.
val focusManager = androidx.compose.ui.platform.LocalFocusManager.current
androidx.compose.runtime.DisposableEffect(Unit) {
sc2MoveFocus = { dir ->
focusManager.moveFocus(dir) ||
focusManager.moveFocus(androidx.compose.ui.focus.FocusDirection.Next)
}
onDispose { sc2MoveFocus = null }
}
Surface(modifier = Modifier.fillMaxSize()) { App(forceGamepadUi = forceGamepadUi) }
}
}
}
override fun onResume() {
super.onResume()
startSc2MenuNav()
}
override fun onPause() {
// Release the claim while backgrounded so the OS (and other apps) get the pad back.
stopSc2MenuNav()
super.onPause()
}
override fun onDestroy() {
sc2Receiver?.let { runCatching { unregisterReceiver(it) } }
sc2Receiver = null
stopSc2MenuNav()
super.onDestroy()
}
/**
* Engage the menu-time SC2 capture if possible: setting on, not streaming, and a wired/Puck
* pad attached (asking for USB permission at most once per attach — [forceAsk] re-arms the
* dialog, for the Controllers screen's explicit grant button) — else an already-paired BLE
* controller when BLUETOOTH_CONNECT is granted. Safe to call repeatedly.
*/
fun startSc2MenuNav(forceAsk: Boolean = false) {
if (forceAsk) sc2PermissionAsked = false
if (streamHandle != 0L) return // StreamScreen owns the pad while streaming
if (sc2Menu?.isActive == true) return
if (!SettingsStore(this).load().sc2Capture) return
val cap = sc2Menu ?: io.unom.punktfunk.kit.Sc2Capture(this).also { c ->
c.onUiKey = { key, down -> runOnUiThread { sc2NavKey(key, down) } }
c.onActiveChanged = { on -> runOnUiThread { sc2MenuActive = on } }
sc2Menu = c
}
val usbManager = getSystemService(Context.USB_SERVICE) as UsbManager
val dev = cap.findUsbDevice()
when {
dev != null && usbManager.hasPermission(dev) -> cap.startUsb(dev)
dev != null && !sc2PermissionAsked -> {
sc2PermissionAsked = true
usbManager.requestPermission(
dev,
PendingIntent.getBroadcast(
this, 1,
Intent(SC2_MENU_PERMISSION).setPackage(packageName),
// MUTABLE: the USB stack appends the grant extras to this intent.
PendingIntent.FLAG_MUTABLE,
),
)
}
dev == null && checkSelfPermission(android.Manifest.permission.BLUETOOTH_CONNECT) ==
PackageManager.PERMISSION_GRANTED -> {
cap.pairedBleAddress()?.let { cap.startBle(it) }
}
}
}
/** Release the menu-time SC2 capture (backgrounded / stream taking over). Idempotent. */
fun stopSc2MenuNav() {
sc2Menu?.stop()
sc2MenuActive = false
}
/**
* One SC2 navigation key transition from the menu-time capture (main thread) — routed the
* same way [dispatchKeyEvent]'s not-streaming branch routes a real pad's buttons: B backs,
* A activates the focused element, everything else (D-pad, shoulders, Start/Select) goes to
* the framework's focus navigation. Also claims the console-UI glyphs for the pad.
*/
private fun sc2NavKey(keyCode: Int, down: Boolean) {
if (streamHandle != 0L) return // raced a stream start — the wire path owns input now
lastPadIsGamepad = true
lastPadStyle = Gamepad.PadStyle.XBOX // Valve pads carry A/B/X/Y in Xbox positions
val action = if (down) KeyEvent.ACTION_DOWN else KeyEvent.ACTION_UP
// The console UI navigates through padKeyProbe (GamepadNavEffect's held-state + repeat
// machinery — A/X/Y/D-pad/Select), NOT the focus system: synthesized events must be
// offered there first, exactly like real ones in dispatchKeyEvent (tester-diagnosed:
// routing everything via super.dispatchKeyEvent bypassed the probe, so only B — which
// never rides key events — did anything). The probes gate on keycode only, so a
// synthetic KeyEvent satisfies them.
padKeyProbe?.let { if (it(KeyEvent(action, keyCode))) return }
when (keyCode) {
// B → back, on release (same edge the real-pad path uses).
KeyEvent.KEYCODE_BUTTON_B -> if (!down) onBackPressedDispatcher.onBackPressed()
// A → activate the focused element (the focus system understands DPAD_CENTER; the
// Compose node focused via the moveFocus hook receives it once the ComposeView
// holds view-focus).
KeyEvent.KEYCODE_BUTTON_A ->
super.dispatchKeyEvent(KeyEvent(action, KeyEvent.KEYCODE_DPAD_CENTER))
// D-pad → Compose's own focus API (a synthetic DPAD KeyEvent can't grant initial
// focus — see [sc2MoveFocus]); one move per press edge.
KeyEvent.KEYCODE_DPAD_UP -> if (down) moveSc2Focus(androidx.compose.ui.focus.FocusDirection.Up)
KeyEvent.KEYCODE_DPAD_DOWN -> if (down) moveSc2Focus(androidx.compose.ui.focus.FocusDirection.Down)
KeyEvent.KEYCODE_DPAD_LEFT -> if (down) moveSc2Focus(androidx.compose.ui.focus.FocusDirection.Left)
KeyEvent.KEYCODE_DPAD_RIGHT -> if (down) moveSc2Focus(androidx.compose.ui.focus.FocusDirection.Right)
else -> super.dispatchKeyEvent(KeyEvent(action, keyCode))
}
}
private fun moveSc2Focus(dir: androidx.compose.ui.focus.FocusDirection) {
val hook = sc2MoveFocus
if (hook == null || !hook(dir)) {
// No composition hook (shouldn't happen) — fall back to the raw key dispatch.
super.dispatchKeyEvent(KeyEvent(KeyEvent.ACTION_DOWN, dirToKey(dir)))
super.dispatchKeyEvent(KeyEvent(KeyEvent.ACTION_UP, dirToKey(dir)))
}
}
private fun dirToKey(dir: androidx.compose.ui.focus.FocusDirection): Int = when (dir) {
androidx.compose.ui.focus.FocusDirection.Up -> KeyEvent.KEYCODE_DPAD_UP
androidx.compose.ui.focus.FocusDirection.Down -> KeyEvent.KEYCODE_DPAD_DOWN
androidx.compose.ui.focus.FocusDirection.Left -> KeyEvent.KEYCODE_DPAD_LEFT
else -> KeyEvent.KEYCODE_DPAD_RIGHT
}
/** Resolve the panel's highest-refresh mode (same resolution) once, for [setConsoleHighRefreshRate]. */
private fun resolveHighRefreshMode() {
@Suppress("DEPRECATION")
@@ -315,12 +125,23 @@ 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 and tracks held
// state per pad. The emergency-exit chord (Select + Start + L1 + R1) is handled
// inside the router: holding it briefly (~1 s, with an on-screen hint) 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.
gamepadRouter?.onButton(event, bit)
when (event.action) {
// repeatCount guard: don't re-send a held button as auto-repeat.
KeyEvent.ACTION_DOWN -> {
if (event.repeatCount == 0) NativeBridge.nativeSendGamepadButton(handle, bit, true)
heldPadButtons = heldPadButtons or bit
// Emergency exit: Select + Start + L1 + R1 held together leaves the stream
// (a couch user has no keyboard/Back). Fired once per full chord.
if (heldPadButtons and STREAM_EXIT_CHORD == STREAM_EXIT_CHORD) {
heldPadButtons = 0
requestStreamExit?.let { exit -> window.decorView.post { exit() } }
}
}
KeyEvent.ACTION_UP -> {
NativeBridge.nativeSendGamepadButton(handle, bit, false)
heldPadButtons = heldPadButtons and bit.inv()
}
}
return true // consumed
}
}
@@ -341,18 +162,7 @@ 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
}
}
@@ -393,7 +203,7 @@ class MainActivity : ComponentActivity() {
override fun dispatchGenericMotionEvent(event: MotionEvent): Boolean {
if (streamHandle != 0L) {
if (gamepadRouter?.onMotion(event) == true) return true
if (axisMapper?.onMotion(event) == true) return true
return super.dispatchGenericMotionEvent(event)
}
// The Controllers debug screen sees pad motion before the stick→D-pad synthesis below.
@@ -438,4 +248,9 @@ class MainActivity : ComponentActivity() {
-> true
else -> KeyEvent.isGamepadButton(kc)
}
private companion object {
/** Emergency stream-exit chord: Select + Start + L1 + R1 held together. */
val STREAM_EXIT_CHORD = Gamepad.BTN_BACK or Gamepad.BTN_START or Gamepad.BTN_LB or Gamepad.BTN_RB
}
}
@@ -82,23 +82,6 @@ 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,
/**
* Capture a Steam Controller 2 (wired / Puck dongle over USB, or an already-paired BLE pad)
* and pass it through AS-IS: the host presents a real `28DE:1302` that its Steam drives
* directly (Linux hosts). ON by default — it engages only when such a controller is actually
* present at stream start, so it costs nothing otherwise; the toggle exists for the rare
* setup where the OS-level pad (lizard mode) is preferred.
*/
val sc2Capture: Boolean = true,
)
/** [Settings.touchMode] values; persisted by name. */
@@ -159,8 +142,6 @@ 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),
sc2Capture = prefs.getBoolean(K_SC2_CAPTURE, true),
)
fun save(s: Settings) {
@@ -181,8 +162,6 @@ 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)
.putBoolean(K_SC2_CAPTURE, s.sc2Capture)
.apply()
}
@@ -218,8 +197,6 @@ 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"
const val K_SC2_CAPTURE = "sc2_capture"
/** Legacy Boolean the enum replaced — read once as the migration default, never written. */
const val K_TRACKPAD = "trackpad_mode"
@@ -69,7 +69,6 @@ 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
@@ -415,26 +414,6 @@ 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)) },
)
ToggleRow(
title = "Steam Controller 2 passthrough",
subtitle = "Capture a Steam Controller 2 (wired, Puck dongle, or paired " +
"Bluetooth): it navigates these menus and streams as-is — Steam on the " +
"host drives it like the physical pad (trackpads, gyro, haptics)",
checked = s.sc2Capture,
onCheckedChange = { on -> update(s.copy(sc2Capture = on)) },
)
}
}
}
@@ -1,35 +1,20 @@
package io.unom.punktfunk
import android.Manifest
import android.app.PendingIntent
import android.content.BroadcastReceiver
import android.content.Context
import android.content.Intent
import android.content.IntentFilter
import android.content.pm.ActivityInfo
import android.content.pm.PackageManager
import android.hardware.usb.UsbManager
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.background
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.foundation.shape.RoundedCornerShape
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.LaunchedEffect
@@ -39,21 +24,17 @@ import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.input.pointer.pointerInput
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import androidx.compose.ui.viewinterop.AndroidView
import androidx.core.content.ContextCompat
import androidx.core.view.WindowCompat
import androidx.core.view.WindowInsetsCompat
import androidx.core.view.WindowInsetsControllerCompat
import io.unom.punktfunk.kit.Gamepad
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.Sc2Capture
import io.unom.punktfunk.kit.VideoDecoders
import java.util.concurrent.atomic.AtomicBoolean
import kotlinx.coroutines.delay
@@ -168,10 +149,6 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
}.onEach { it.setReferenceCounted(false) }
}
// True while the gamepad exit chord (Select+Start+L1+R1) is held and counting down — drives the
// "hold to quit" hint overlay. Set from the router's onExitArmed (main thread).
var exitArming by remember { mutableStateOf(false) }
DisposableEffect(handle) {
window?.addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON)
wifiLocks.forEach { lock ->
@@ -189,12 +166,6 @@ 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
@@ -203,99 +174,21 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
val priorOrientation = activity?.requestedOrientation
activity?.requestedOrientation = ActivityInfo.SCREEN_ORIENTATION_SENSOR_LANDSCAPE
activity?.streamHandle = handle // route hardware keys to this session
// Multi-controller router: a stable wire pad index per connected controller, per-device axis
// state, Arrival/Remove on hot-plug, and feedback routed back by pad index. Forwards every
// controller (Automatic). Built here, released on dispose.
val router = GamepadRouter(context, handle, initialSettings.gamepad)
activity?.gamepadRouter = router
activity?.axisMapper = Gamepad.AxisMapper(handle) // route joystick axes
// Select+Start+L1+R1 chord leaves the stream — a deliberate quit (signal it so the host skips
// the keep-alive linger), unlike a host-ended / backgrounded drop. The router debounces it
// (must be held ~1.5 s) and fires onExitChord on its main-thread timer, so leave the stream
// the same way the Back gesture does.
// the keep-alive linger), unlike a host-ended / backgrounded drop.
activity?.requestStreamExit = { NativeBridge.nativeDisconnectQuit(handle); onDisconnect() }
router.onExitChord = { activity?.requestStreamExit?.invoke() }
// Show a "hold to quit" hint the moment the chord completes (the router debounces the actual
// exit); it clears when the buttons release early or the hold elapses. Runs on the main thread.
router.onExitArmed = { armed -> exitArming = armed }
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. "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
// Steam Controller 2 as-is passthrough (opt-out): capture a wired/Puck USB pad — or an
// already-paired BLE one — and forward its raw reports; the host mirrors a real
// 28DE:1302 that its Steam drives directly, and Steam's rumble/settings writes come back
// through feedback.onHidRaw onto the physical controller. Engages only when such a pad is
// actually present; the wire slot is claimed lazily on its first state report.
// The menu-time capture (UI navigation) must let go before the stream-mode capture can
// claim the interfaces; it resumes in onDispose once the stream releases them.
activity?.stopSc2MenuNav()
val sc2 = if (initialSettings.sc2Capture) Sc2Capture(context, router) else null
var sc2UsbReceiver: BroadcastReceiver? = null
if (sc2 != null) {
feedback.onHidRaw = sc2::onHidRaw
val usbManager = context.getSystemService(Context.USB_SERVICE) as UsbManager
val usbDev = sc2.findUsbDevice()
when {
usbDev != null && usbManager.hasPermission(usbDev) -> sc2.startUsb(usbDev)
usbDev != null -> {
// One-time system dialog; capture engages on grant (Android remembers the
// grant for as long as the device stays attached).
val action = "io.unom.punktfunk.SC2_USB_PERMISSION"
val receiver = object : BroadcastReceiver() {
override fun onReceive(c: Context?, intent: Intent?) {
if (intent?.action != action) return
val ok = intent.getBooleanExtra(UsbManager.EXTRA_PERMISSION_GRANTED, false)
if (ok) sc2.startUsb(usbDev) else Log.i("punktfunk", "SC2 USB permission denied")
}
}
sc2UsbReceiver = receiver
ContextCompat.registerReceiver(
context, receiver, IntentFilter(action), ContextCompat.RECEIVER_NOT_EXPORTED,
)
usbManager.requestPermission(
usbDev,
PendingIntent.getBroadcast(
context, 0,
Intent(action).setPackage(context.packageName),
// MUTABLE: the USB stack appends the grant extras to this intent.
PendingIntent.FLAG_MUTABLE,
),
)
}
ContextCompat.checkSelfPermission(context, Manifest.permission.BLUETOOTH_CONNECT) ==
PackageManager.PERMISSION_GRANTED -> {
sc2.pairedBleAddress()?.let { addr ->
Log.i("punktfunk", "SC2: no USB pad — using the paired BLE controller $addr")
sc2.startBle(addr)
}
}
}
}
// Host→client feedback (rumble + DualSense lightbar/LEDs); poll threads stopped before close.
val feedback = GamepadFeedback(handle).also { it.start() }
onDispose {
closed.set(true) // from here the handle gets freed; surfaceDestroyed must not touch it
feedback.onHidRaw = null
feedback.stop() // stop + join the poll threads BEFORE the router is released / handle freed
sc2UsbReceiver?.let { runCatching { context.unregisterReceiver(it) } }
sc2?.stop() // release the USB/BLE link + free the wire slot (host tears the pad down)
router.onExitArmed = null // don't poke Compose state from release()'s disarm while tearing down
router.release() // flush every slot (nothing sticks host-side) + drop the hot-plug listener
activity?.gamepadRouter = null
feedback.stop() // stop + join the poll threads BEFORE nativeClose frees the handle
activity?.axisMapper?.reset() // release-all so nothing sticks on the host
activity?.axisMapper = null
activity?.streamHandle = 0L
activity?.requestStreamExit = null
// Back in the menus: the SC2 (if present) resumes driving the console UI.
activity?.startSc2MenuNav()
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) {
@@ -316,9 +209,6 @@ 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(),
@@ -369,22 +259,8 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
StatsOverlay(it, statsVerbosity, decoderLabel, Modifier.align(Alignment.TopStart).padding(12.dp))
}
}
// "Hold to quit" hint while the gamepad exit chord is armed — the exit debounces on a ~1 s
// hold, so without this cue a couch user reads the (deliberately no-longer-instant) chord as
// broken. Purely visual; it sits above the video and below the gesture layer.
if (exitArming) {
ExitChordHint(Modifier.align(Alignment.TopCenter).padding(top = 16.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. 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.
// vocabulary) or real multi-touch passthrough — see TouchInput.kt.
Box(
Modifier.fillMaxSize().pointerInput(handle, touchMode) {
when (touchMode) {
@@ -393,63 +269,9 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
handle,
trackpad = touchMode == TouchMode.TRACKPAD,
onCycleStats = { statsVerbosity = statsVerbosity.next() },
onKeyboard = { show -> keyCapture?.setImeVisible(show) },
)
}
},
)
}
}
/**
* The "hold to quit" cue shown while the gamepad exit chord (Select + Start + L1 + R1) is held. The
* chord no longer quits on a quick press — the router debounces it on a ~1 s hold — so this confirms
* the press registered and tells the user to keep holding. Purely visual; [GamepadRouter.onExitArmed]
* toggles its visibility.
*/
@Composable
private fun ExitChordHint(modifier: Modifier = Modifier) {
Text(
"Hold to quit…",
modifier = modifier
.background(Color.Black.copy(alpha = 0.55f), RoundedCornerShape(8.dp))
.padding(horizontal = 14.dp, vertical = 8.dp),
color = Color.White,
fontSize = 15.sp,
)
}
/**
* 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)
}
}
}
@@ -19,10 +19,6 @@ 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
@@ -44,9 +40,7 @@ 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);
* three-finger swipe up/down = [onKeyboard] (summon/dismiss the local soft keyboard, for
* typing on the host).
* windows); three-finger tap = [onCycleStats] (cycle the stats-HUD verbosity tier).
*/
/**
* Real multi-touch passthrough ([TouchMode.TOUCH]): every finger forwards as a host touchscreen
@@ -100,7 +94,6 @@ internal suspend fun PointerInputScope.streamTouchInput(
handle: Long,
trackpad: Boolean,
onCycleStats: () -> Unit,
onKeyboard: (show: Boolean) -> Unit,
) {
var lastTapUp = 0L
var lastTapX = 0f
@@ -135,12 +128,6 @@ 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
@@ -161,12 +148,9 @@ 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
@@ -193,36 +177,6 @@ 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).
@@ -36,16 +36,6 @@ object Gamepad {
const val BTN_X = 0x4000
const val BTN_Y = 0x8000
// Extended bits (Moonlight `buttonFlags2 << 16` namespace — `input.rs::gamepad`): the four
// back grips (Steam L4/L5/R4/R5 ≙ Elite P1P4), touchpad click, and the misc/QAM button.
// Android's standard InputDevice path never produces these; the SC2 capture link does.
const val BTN_PADDLE1 = 0x10000
const val BTN_PADDLE2 = 0x20000
const val BTN_PADDLE3 = 0x40000
const val BTN_PADDLE4 = 0x80000
const val BTN_TOUCHPAD = 0x100000
const val BTN_MISC1 = 0x200000
// Axis ids — must equal `input.rs::gamepad::AXIS_*`.
const val AXIS_LS_X = 0
const val AXIS_LS_Y = 1
@@ -62,10 +52,6 @@ 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
const val PREF_STEAMCONTROLLER2 = 9
const val PREF_STEAMCONTROLLER2_PUCK = 10
// USB vendor ids of the controllers we can identify by VID/PID.
private const val VID_SONY = 0x054C
@@ -73,19 +59,10 @@ object Gamepad {
private const val VID_VALVE = 0x28DE
private const val VID_NINTENDO = 0x057E
// 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)
// Sony product ids. DualSense (PS5) and DualShock 4 (PS4) map to distinct host pad types.
private val PID_DUALSENSE = setOf(0x0CE6, 0x0DF2)
private val PID_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
@@ -93,12 +70,6 @@ object Gamepad {
private val PID_STEAMDECK = setOf(0x1205)
private val PID_STEAMCONTROLLER = setOf(0x1102, 0x1142)
// Steam Controller 2: wired (0x1302), BLE (0x1303), and Puck dongles (0x1304/0x1305).
// Sc2Capture normally claims these directly; the plain InputDevice path is only a degraded
// fallback. Keep Puck distinct so even that path requests the native multi-interface identity.
private val PID_STEAMCONTROLLER2 = setOf(0x1302, 0x1303)
private val PID_STEAMCONTROLLER2_PUCK = setOf(0x1304, 0x1305)
// Microsoft Xbox One / Series product ids (wired + the common Bluetooth/dongle revisions). All
// behave like Xbox 360 on the host minus the glyph identity, so they share one pref byte.
private val PID_XBOXONE = setOf(
@@ -120,15 +91,10 @@ 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_VALVE && pid in PID_STEAMCONTROLLER2_PUCK ->
PREF_STEAMCONTROLLER2_PUCK
vid == VID_VALVE && pid in PID_STEAMCONTROLLER2 -> PREF_STEAMCONTROLLER2
vid == VID_NINTENDO && pid in PID_SWITCHPRO -> PREF_SWITCHPRO
else -> PREF_XBOX360
}
}
@@ -205,26 +171,47 @@ object Gamepad {
}
/**
* Maps one controller's joystick MotionEvents to axis (+ HAT→dpad) sends on wire pad index [pad],
* **on change only**. Holds the previous axis/hat state so an unchanged frame emits nothing. One
* instance per forwarded controller (owned by [GamepadRouter], which routes each device's events
* to its own mapper so a second pad can't clobber the first); call [reset] on that slot closing
* (disconnect / session stop) so nothing sticks on the host (which has no client-side held-state
* knowledge).
* Maps joystick MotionEvents to axis (+ HAT→dpad) sends for one session, **on change only**.
* Holds the previous axis/hat state so an unchanged frame emits nothing. One instance per
* session; call [reset] on release-all (focus loss / disconnect / session stop) so nothing
* sticks on the host (which has no client-side held-state knowledge).
*
* The router only ever feeds this a qualifying event from the mapper's own device — a real
* gamepad (its source classes include GAMEPAD), never a controller's joystick-classified sibling
* node (DualSense/DS4 motion sensors), which reports every pad axis as 0. [onMotion] therefore
* folds the event straight in without re-qualifying it.
* Single-source: only ONE qualifying controller feeds pad 0. Events must come from a device
* whose source classes include GAMEPAD (see [onMotion]) and the mapper pins itself to the
* first such device — a controller's joystick-classified sibling nodes (DualSense/DS4 motion
* sensors) and any second pad report every axis as 0, and folding them into the same state
* flapped a held trigger/stick between its value and 0 on every event interleave.
*/
class AxisMapper(private val handle: Long, private val pad: Int) {
class AxisMapper(private val handle: Long) {
// Sentinel so the first real value (incl. 0) always sends once after attach (Linux parity).
private val last = IntArray(6) { Int.MIN_VALUE }
private var hatX = 0 // -1 / 0 / +1
private var hatY = 0
/** Fold one joystick ACTION_MOVE from this mapper's controller onto its pad index. */
fun onMotion(event: MotionEvent) {
/** deviceId of the controller pad 0 is pinned to; 1 until the first qualifying event. */
private var deviceId = -1
/** Returns true if this was a joystick ACTION_MOVE we consumed. */
fun onMotion(event: MotionEvent): Boolean {
if (!event.isFromSource(InputDevice.SOURCE_JOYSTICK)) return false
if (event.actionMasked != MotionEvent.ACTION_MOVE) return false
// Only a true gamepad drives pad 0. A joystick ACTION_MOVE's own source is plain
// JOYSTICK for every sender, so qualify by the DEVICE's source classes: a real pad
// carries the GAMEPAD (button) class too, its sensor/touchpad sibling nodes and
// joystick-class remotes don't — and those report every pad axis as 0 (see the
// class doc for the held-trigger flap this caused).
val dev = event.device ?: return false
if (dev.sources and InputDevice.SOURCE_GAMEPAD != InputDevice.SOURCE_GAMEPAD) return false
// Single-pad model: pin to the first qualifying controller so a second pad (or its
// stick drift) can't fight pad 0; re-adopt only once the pinned device is gone.
if (deviceId != event.deviceId) {
if (deviceId != -1) {
if (InputDevice.getDevice(deviceId) != null) return false
reset() // the pinned pad is gone — lift its held state before adopting
}
deviceId = event.deviceId
}
// Sticks: Android floats 1..1, +y = down → ±32767, negate Y for the wire's +y = up.
sendAxis(AXIS_LS_X, stick(event.getAxisValue(MotionEvent.AXIS_X)))
sendAxis(AXIS_LS_Y, stick(-event.getAxisValue(MotionEvent.AXIS_Y)))
@@ -253,39 +240,23 @@ object Gamepad {
),
)
// 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) {
// HAT → dpad button transitions (track previous, emit only the deltas).
val hx = sign(event.getAxisValue(MotionEvent.AXIS_HAT_X))
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)
hatY = hy
}
return true
}
/** Release-all: zero every axis and clear the held dpad (all on this mapper's pad index). */
/** Release-all: zero every axis and clear the held dpad. */
fun reset() {
for (id in 0..5) sendAxis(id, 0)
if (hatX < 0) btn(BTN_DPAD_LEFT, false) else if (hatX > 0) btn(BTN_DPAD_RIGHT, false)
@@ -297,10 +268,10 @@ object Gamepad {
private fun sendAxis(id: Int, v: Int) {
if (last[id] == v) return
last[id] = v
NativeBridge.nativeSendGamepadAxis(handle, id, v, pad)
NativeBridge.nativeSendGamepadAxis(handle, id, v)
}
private fun btn(bit: Int, down: Boolean) = NativeBridge.nativeSendGamepadButton(handle, bit, down, pad)
private fun btn(bit: Int, down: Boolean) = NativeBridge.nativeSendGamepadButton(handle, bit, down)
// 1..1 float → ±32767 i16 (matches the Apple client's 32767 scale).
private fun stick(v: Float): Int = (v.coerceIn(-1f, 1f) * 32767f).toInt()
@@ -1,6 +1,5 @@
package io.unom.punktfunk.kit
import android.content.Context
import android.graphics.Color
import android.hardware.lights.Light
import android.hardware.lights.LightState
@@ -16,95 +15,67 @@ import android.view.InputDevice
import java.nio.ByteBuffer
/**
* Host→client gamepad feedback for one session, routed per controller by wire pad index. Two daemon
* poll threads drain the blocking native pulls and render in Kotlin: rumble → the addressed
* controller's `VibratorManager` (API 31+) or its single legacy `Vibrator` on API 2830; HID-output
* → that controller's lightbar / player-LED via `LightsManager` (API 33+); adaptive triggers are
* parse-validated and logged (Android has no public adaptive-trigger API).
*
* Each pull carries the wire pad index it is addressed to; [GamepadRouter.deviceForPad] resolves it
* to the physical controller currently holding that index — so a rumble the host aimed at pad 1
* drives pad 1's motors, and an update for an index with no live controller (a pad that just
* unplugged) is dropped. Per-controller rumble/light bindings are built lazily and cached by device
* id (bounded — at most 16 pads).
* Host→client gamepad feedback for one session (single-pad model — pad 0 only). Two daemon poll
* threads drain the blocking native pulls and render in Kotlin: rumble → the controller's
* `VibratorManager` (API 31+) or its single legacy `Vibrator` on API 2830; HID-output → lightbar /
* player-LED via `LightsManager` (API 33+); adaptive
* triggers are parse-validated and logged (Android has no public adaptive-trigger API).
*
* Mirrors `nativeStartAudio`'s lifecycle: [start]/[stop] driven by the StreamScreen. [stop] flips a
* flag; the ~100 ms native pull timeout lets the threads exit, then they're joined (bounded) — and
* this MUST run before the router is released and `nativeClose` frees the session handle.
* this MUST run before `nativeClose` frees the session handle.
*
* 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]).
* The active pad is resolved from the connected input devices (first gamepad/joystick). With none
* connected (emulator) rumble/lights become logged no-ops — exactly the verification path; the
* `Log.i` receipt lines fire regardless of rendering hardware.
*/
class GamepadFeedback(
private val handle: Long,
private val router: GamepadRouter?,
private val deviceVibrator: Vibrator? = null,
) {
class GamepadFeedback(private val handle: Long) {
private companion object {
const val TAG = "pf.feedback"
const val TAG_LED: Byte = 0x01
const val TAG_PLAYER_LEDS: Byte = 0x02
const val TAG_TRIGGER: Byte = 0x03
const val TAG_HID_RAW: Byte = 0x05
// Fallback one-shot duration against a legacy host (no v2 TTL lease): the prior fixed value.
// A new host renews far below this, so it never actually holds this long there.
const val LEGACY_RUMBLE_MS = 60_000L
}
/** One controller's rumble binding — VibratorManager (API 31+) OR the legacy single Vibrator (API 2830). */
private class RumbleBind(
val vm: VibratorManager?,
val legacy: Vibrator?,
val ids: IntArray,
val amplitudeControlled: Boolean,
)
/** One controller's lights binding (API 33+): its open session + the RGB / player-id lights it exposes. */
private class LightBind(
val session: LightsManager.LightsSession,
val rgb: Light?,
val player: Light?,
)
@Volatile private var running = false
private var rumbleThread: Thread? = null
private var hidoutThread: Thread? = null
// 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?>()
private var vm: VibratorManager? = null
// API 2830 fallback: the controller's single legacy Vibrator (no per-motor VibratorManager
// until API 31). Exactly one of [vm] / [legacy] is bound; rumble degrades to one blended motor.
private var legacy: Vibrator? = null
private var vibratorIds: IntArray = IntArray(0)
private var amplitudeControlled = false
private var lightsSession: LightsManager.LightsSession? = null
private var rgbLight: Light? = null
private var playerLight: Light? = null
fun start() {
val dev = resolvePad()
bindRumble(dev)
if (Build.VERSION.SDK_INT >= 33) {
bindLights(dev)
} else {
Log.i(TAG, "lights need API 33 (have ${Build.VERSION.SDK_INT}) — lightbar/playerLed no-op")
}
running = true
rumbleThread = Thread({
while (running) {
val ev = NativeBridge.nativeNextRumble(handle)
if (ev < 0L) continue // timeout / closed
// ev bits 49..52 = wire pad index; bit 48 = has a v2 lease; bits 32..47 = ttl_ms;
// 16..31 = low; 0..15 = high. The lease flag is out-of-band, so any ttl_ms (incl.
// 0xFFFF) is a real lease — no in-band sentinel. No lease (legacy host) → the prior
// long one-shot.
val pad = ((ev ushr 49) and 0xFL).toInt()
// ev bit 48 = has a v2 lease; bits 32..47 = ttl_ms; 16..31 = low; 0..15 = high. The
// lease flag is out-of-band, so any ttl_ms (incl. 0xFFFF) is a real lease — no
// in-band sentinel. No lease (legacy host) → the prior long one-shot.
val hasLease = ((ev ushr 48) and 0x1L) == 0x1L
val ttl = ((ev ushr 32) and 0xFFFF).toInt()
val durationMs = if (hasLease) ttl.toLong() else LEGACY_RUMBLE_MS
renderRumble(
pad,
((ev ushr 16) and 0xFFFF).toInt(),
(ev and 0xFFFF).toInt(),
durationMs,
@@ -113,8 +84,7 @@ class GamepadFeedback(
}, "pf-rumble").apply { isDaemon = true; start() }
hidoutThread = Thread({
// 128: the raw as-is passthrough events are [pad][kind tag][report kind][≤64 bytes].
val buf = ByteBuffer.allocateDirect(128)
val buf = ByteBuffer.allocateDirect(64)
while (running) {
val n = NativeBridge.nativeNextHidout(handle, buf)
if (n < 0) continue // timeout / closed
@@ -123,136 +93,100 @@ class GamepadFeedback(
}, "pf-hidout").apply { isDaemon = true; start() }
}
/** Idempotent. Stops + joins the poll threads (must complete before the router is released / handle freed). */
/** Idempotent. Stops + joins the poll threads (must complete before the session handle is freed). */
fun stop() {
running = false
rumbleThread?.interrupt()
hidoutThread?.interrupt()
runCatching { vm?.cancel() } // drop any held rumble immediately
runCatching { legacy?.cancel() }
// Join WITHOUT a timeout. These poll threads dereference the native session handle on every
// pull (nativeNextRumble/nativeNextHidout) and read the router, so they MUST be dead before
// StreamScreen's onDispose reaches router.release() / nativeClose, which free that state. A
// *bounded* join that times out would let a thread survive into the freed handle → use-after-
// free SIGSEGV (the back-while-streaming crash, on the one path the main-thread `closed` guard
// can't cover). Safe to block unbounded: the native pulls are internally time-bounded
// (PULL_TIMEOUT ~100 ms) and rendering is a quick best-effort binder call, so each thread
// observes running=false and exits within ~one timeout — the join returns promptly.
// pull (nativeNextRumble/nativeNextHidout), so they MUST be dead before StreamScreen's
// onDispose reaches nativeClose, which frees that handle. A *bounded* join that times out
// would let a thread survive into the freed handle → use-after-free SIGSEGV (the
// back-while-streaming crash, on the one path the main-thread `closed` guard can't cover).
// Safe to block unbounded: the native pulls are internally time-bounded (PULL_TIMEOUT ~100 ms)
// and rendering is a quick best-effort binder call, so each thread observes running=false and
// exits within ~one timeout — the join returns promptly (well under any ANR threshold).
runCatching { rumbleThread?.join() }
runCatching { hidoutThread?.join() }
rumbleThread = null
hidoutThread = null
// 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()
}
runCatching { lightsSession?.close() }
lightsSession = null
rgbLight = null
playerLight = null
vm = null
legacy = null
vibratorIds = IntArray(0)
}
/**
* 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() } }
}
}
/** First connected gamepad/joystick InputDevice, or null (→ logged no-op on the emulator). */
private fun resolvePad(): InputDevice? = Gamepad.firstPad()
// ---- Rumble ----
/** 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
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?) {
if (dev == null) {
Log.i(TAG, "rumble: no controller connected — rumble no-op (emulator path)")
return
}
}
private fun bindRumble(dev: InputDevice): RumbleBind? {
if (Build.VERSION.SDK_INT >= 31) {
val m = dev.vibratorManager
val ids = m.vibratorIds
if (ids.isEmpty()) {
Log.i(TAG, "rumble: controller '${dev.name}' has no vibrators — rumble no-op")
return null
}
val amp = ids.all { m.getVibrator(it).hasAmplitudeControl() }
Log.i(TAG, "rumble: bound ${ids.size} vibrators for '${dev.name}' amplitudeControl=$amp")
return RumbleBind(m, null, ids, amp)
return
}
vm = m
vibratorIds = ids
amplitudeControlled = ids.all { m.getVibrator(it).hasAmplitudeControl() }
Log.i(TAG, "rumble: bound ${ids.size} vibrators amplitudeControl=$amplitudeControlled")
} else {
// API 2830: no VibratorManager — fall back to the controller's single legacy Vibrator.
@Suppress("DEPRECATION")
val v = dev.vibrator
if (!v.hasVibrator()) {
Log.i(TAG, "rumble: controller '${dev.name}' has no vibrator — rumble no-op")
return null
return
}
legacy = v
amplitudeControlled = v.hasAmplitudeControl()
Log.i(TAG, "rumble: bound legacy vibrator amplitudeControl=$amplitudeControlled")
}
Log.i(TAG, "rumble: bound legacy vibrator for '${dev.name}' amplitudeControl=${v.hasAmplitudeControl()}")
return RumbleBind(null, v, IntArray(0), v.hasAmplitudeControl())
}
/**
* low = heavy/left motor, high = light/right motor; both 0..0xFFFF (the host's u16 amplitudes),
* addressed to wire pad [pad]. `durationMs` is the host's v2 envelope TTL — the one-shot self-
* terminates after it unless the host renews, so a lost stop (or a dead host) silences at the
* lease instead of the old fixed 60 s. Against a legacy host it is [LEGACY_RUMBLE_MS].
* low = heavy/left motor, high = light/right motor; both 0..0xFFFF (the host's u16 amplitudes).
* `durationMs` is the host's v2 envelope TTL — the one-shot self-terminates after it unless the
* host renews, so a lost stop (or a dead host) silences at the lease instead of the old fixed
* 60 s. Against a legacy host it is [LEGACY_RUMBLE_MS] (the prior fixed duration).
*/
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
private fun renderRumble(low: Int, high: Int, durationMs: Long) {
Log.i(TAG, "rumble low=$low high=$high ttlMs=$durationMs") // verification line — BEFORE any no-op return
val lo = toAmplitude(low)
val hi = toAmplitude(high)
val m = bind.vm
val m = vm
if (m != null) {
if (lo == 0 && hi == 0) {
m.cancel() // (0,0) = stop
return
}
val combo = CombinedVibration.startParallel()
if (bind.amplitudeControlled && bind.ids.size >= 2) {
// 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))
if (amplitudeControlled && vibratorIds.size >= 2) {
// ids[0] = light/right, ids[1] = heavy/left (XInput/Moonlight convention).
if (hi != 0) combo.addVibrator(vibratorIds[0], oneShot(hi, durationMs))
if (lo != 0) combo.addVibrator(vibratorIds[1], oneShot(lo, durationMs))
} else {
// Single motor or no amplitude control: blend both into one effect.
val a = (lo * 0.8 + hi * 0.33).toInt().coerceIn(1, 255)
for (id in bind.ids) combo.addVibrator(id, oneShot(a, durationMs))
for (id in vibratorIds) combo.addVibrator(id, oneShot(a, durationMs))
}
runCatching { m.vibrate(combo.combine()) }
return
}
// API 2830 legacy single-motor path: blend both motors into one effect.
val lv = bind.legacy ?: return
val lv = legacy ?: return
if (lo == 0 && hi == 0) {
lv.cancel() // (0,0) = stop
return
@@ -260,30 +194,7 @@ class GamepadFeedback(
val a = (lo * 0.8 + hi * 0.33).toInt().coerceIn(1, 255)
runCatching {
lv.vibrate(
if (bind.amplitudeControlled) oneShot(a, durationMs)
else oneShot(VibrationEffect.DEFAULT_AMPLITUDE, durationMs)
)
}
}
/**
* 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)
if (amplitudeControlled) oneShot(a, durationMs)
else oneShot(VibrationEffect.DEFAULT_AMPLITUDE, durationMs)
)
}
@@ -296,69 +207,42 @@ class GamepadFeedback(
}
// One-shot held for `durationMs` — the host's v2 TTL (renewed while the level holds), so it
// self-terminates on a lost stop; cancel on zero. Floor the duration at 1 ms: `createOneShot`
// throws IllegalArgumentException on a non-positive duration, and a lease can carry ttl_ms==0
// (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.
// self-terminates on a lost stop; cancel on zero.
private fun oneShot(amp: Int, durationMs: Long): VibrationEffect =
VibrationEffect.createOneShot(durationMs.coerceAtLeast(1), amp)
VibrationEffect.createOneShot(durationMs, amp)
// ---- HID output ----
private fun dispatchHidout(buf: ByteBuffer, n: Int) {
buf.rewind()
val pad = buf.get().toInt() and 0xFF // wire pad index the event is addressed to
when (buf.get()) { // kind tag
TAG_LED -> {
val r = buf.get().toInt() and 0xFF
val g = buf.get().toInt() and 0xFF
val b = buf.get().toInt() and 0xFF
Log.i(TAG, "hidout pad=$pad Led r=$r g=$g b=$b") // verification line
if (Build.VERSION.SDK_INT >= 33) setLightbar(pad, Color.rgb(r, g, b))
Log.i(TAG, "hidout Led r=$r g=$g b=$b") // verification line
if (Build.VERSION.SDK_INT >= 33) setLightbar(Color.rgb(r, g, b))
}
TAG_PLAYER_LEDS -> {
val bits = buf.get().toInt() and 0x1F
val player = playerIndexForBits(bits)
Log.i(TAG, "hidout pad=$pad PlayerLeds bits=$bits player=$player") // verification line
if (Build.VERSION.SDK_INT >= 33) setPlayerId(pad, player)
Log.i(TAG, "hidout PlayerLeds bits=$bits player=$player") // verification line
if (Build.VERSION.SDK_INT >= 33) setPlayerId(player)
}
TAG_TRIGGER -> {
val which = buf.get().toInt() and 0xFF // 0 = L2, 1 = R2
val effLen = n - 3 // [pad][kind][which] header, then the effect block
val effLen = n - 2
val mode = if (effLen > 0) buf.get().toInt() and 0xFF else 0
// No public adaptive-trigger API on Android — parse-validate the mode + log only.
Log.i(
TAG,
"hidout pad=$pad Trigger which=$which effLen=$effLen mode=0x%02x (adaptive triggers unsupported on Android)".format(mode),
"hidout Trigger which=$which effLen=$effLen mode=0x%02x (adaptive triggers unsupported on Android)".format(mode),
)
}
TAG_HID_RAW -> {
// As-is SC2 passthrough: a raw report the host's Steam wrote to the virtual pad —
// [kind: 0=output, 1=feature][report bytes, id first]. Handed to the capture link
// for verbatim replay on the physical controller; dropped when no link owns the pad.
val kind = buf.get().toInt() and 0xFF
val len = n - 3
if (len > 0) {
val data = ByteArray(len)
buf.get(data)
onHidRaw?.invoke(pad, kind, data)
}
}
else -> Log.d(TAG, "hidout: unknown kind, dropped")
}
}
/**
* Raw HID-report replay hook for the as-is Steam Controller 2 passthrough: invoked (on the
* hidout poll thread) with the wire pad index, the report kind (0 = output report, 1 =
* feature report), and the full report bytes (id first) the host's hidraw consumer wrote.
* `StreamScreen` wires this to the SC2 capture so Steam's rumble/settings land on the
* physical controller.
*/
@Volatile
var onHidRaw: ((pad: Int, kind: Int, data: ByteArray) -> Unit)? = null
/** hid-playstation 5-LED pattern → player index 1..4 (0 = off); falls back to a bit count. */
private fun playerIndexForBits(bits: Int): Int = when (bits and 0x1F) {
0b00000 -> 0
@@ -369,63 +253,37 @@ class GamepadFeedback(
else -> Integer.bitCount(bits and 0x1F).coerceIn(1, 4)
}
/** The lights binding for the controller on wire pad [pad], or null (no live pad / no lights / < API 33). Cached by device id. */
private fun lightBindFor(pad: Int): LightBind? {
if (Build.VERSION.SDK_INT < 33) return null
val dev = router?.deviceForPad(pad) ?: return null
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?) {
if (dev == null) {
Log.i(TAG, "lights: no controller connected — lightbar/playerLed no-op (emulator path)")
return
}
}
private fun bindLights(dev: InputDevice): LightBind? {
val lm = dev.lightsManager
var rgb: Light? = null
var player: Light? = null
for (l in lm.lights) {
if (rgb == null && l.hasRgbControl()) rgb = l
if (player == null && l.type == Light.LIGHT_TYPE_PLAYER_ID) player = l
if (rgbLight == null && l.hasRgbControl()) rgbLight = l
if (playerLight == null && l.type == Light.LIGHT_TYPE_PLAYER_ID) playerLight = l
}
if (rgb == null && player == null) {
if (rgbLight == null && playerLight == null) {
Log.i(TAG, "lights: controller '${dev.name}' exposes no controllable lights — no-op")
return null
return
}
val session = lm.openSession()
Log.i(TAG, "lights: bound rgb=${rgb != null} playerLed=${player != null} for '${dev.name}'")
return LightBind(session, rgb, player)
lightsSession = lm.openSession()
Log.i(TAG, "lights: bound rgb=${rgbLight != null} playerLed=${playerLight != null}")
}
private fun setLightbar(pad: Int, argb: Int) {
val bind = lightBindFor(pad) ?: return
val l = bind.rgb ?: return
private fun setLightbar(argb: Int) {
val s = lightsSession ?: return
val l = rgbLight ?: return
runCatching {
bind.session.requestLights(LightsRequest.Builder().addLight(l, LightState.Builder().setColor(argb).build()).build())
s.requestLights(LightsRequest.Builder().addLight(l, LightState.Builder().setColor(argb).build()).build())
}
}
private fun setPlayerId(pad: Int, player: Int) {
val bind = lightBindFor(pad) ?: return
val l = bind.player ?: return
private fun setPlayerId(player: Int) {
val s = lightsSession ?: return
val l = playerLight ?: return
runCatching {
bind.session.requestLights(LightsRequest.Builder().addLight(l, LightState.Builder().setPlayerId(player).build()).build())
s.requestLights(LightsRequest.Builder().addLight(l, LightState.Builder().setPlayerId(player).build()).build())
}
}
}
/**
* 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() }
}
@@ -1,329 +0,0 @@
package io.unom.punktfunk.kit
import android.content.Context
import android.hardware.input.InputManager
import android.os.Handler
import android.os.Looper
import android.view.InputDevice
import android.view.KeyEvent
import android.view.MotionEvent
import java.util.concurrent.ConcurrentHashMap
/**
* Multi-controller router for one stream session — the Android analogue of the Linux client's gamepad
* `Worker`/`Slot` model (`pf-client-core/src/gamepad.rs`) over the shared native-plane wire contract
* (`punktfunk-core/src/input.rs`). Each physical controller (Android `deviceId`) gets a STABLE
* lowest-free wire pad index (0..15) held for its lifetime and freed only on disconnect, so a pad
* dropping never renumbers the others (a game must not see its players shuffle). Every forwarded event
* carries that pad index; a [NativeBridge.nativeSendGamepadArrival] declaring the pad's type is sent
* once BEFORE its first input, a [NativeBridge.nativeSendGamepadRemove] on disconnect. Per-device axis
* state lives in each slot's [Gamepad.AxisMapper] so a second controller can't clobber the first.
* Feedback (rumble / HID) is routed BACK to the originating device by pad index via [deviceForPad].
*
* Selection: forward EVERY real controller (the Linux client's single-player pin has no Android UI
* surface yet — Automatic is the only mode). Lifetime matches the session: constructed on stream
* attach (opening a slot for every already-connected pad, so its Arrival lands before any input),
* released on detach.
*
* A single controller lands on wire index 0, so its per-transition button/axis wire is byte-identical
* to the old single-pad path (plus the Arrival/Remove declarations the contract requires — which an
* older host simply ignores).
*
* Threading: slot mutation + dispatch run on the main thread (Android input dispatch and the
* InputManager hot-plug callbacks both land there). [deviceForPad] is read from the feedback poll
* threads, so the slot table is a [ConcurrentHashMap].
*/
class GamepadRouter(context: Context, private val handle: Long, private val setting: Int) {
/** One forwarded controller: its stable wire pad index, per-device axis state, and held buttons. */
private class Slot(val index: Int, val mapper: Gamepad.AxisMapper) {
/** Forwarded button bits currently held (Gamepad.BTN_*) — for release-on-close + chord detection. */
var held = 0
}
/** 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
/**
* Invoked (main thread) with `true` the moment the exit chord completes and the hold countdown
* starts, and `false` when it's cancelled (a button lifted early) or the timer elapses. `StreamScreen`
* wires this to a "hold to quit" hint so the hold is discoverable — the chord no longer quits on a
* quick press, and without an on-screen cue that reads as the shortcut being broken.
*/
var onExitArmed: ((armed: Boolean) -> 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) {
InputDevice.getDevice(deviceId)?.let { if (isForwardable(it)) openSlot(it) }
}
override fun onInputDeviceRemoved(deviceId: Int) = closeSlot(deviceId)
override fun onInputDeviceChanged(deviceId: Int) {}
}
init {
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()) {
InputDevice.getDevice(id)?.let { if (isForwardable(it)) openSlot(it) }
}
}
/**
* 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, 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
* ([onExitArmed] fires so the UI can show a "hold to quit" hint); [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) {
val slot = slotFor(event.device) ?: return
when (event.action) {
// repeatCount guard: don't re-send a held button as auto-repeat.
KeyEvent.ACTION_DOWN -> slotButton(slot, bit, down = true, send = event.repeatCount == 0)
KeyEvent.ACTION_UP -> slotButton(slot, bit, down = false, send = true)
}
}
/**
* One button transition on [slot] — the shared body behind [onButton] and an [ExternalPad]'s
* transitions: forward the wire event, track held state, and arm/disarm the exit chord.
*/
private fun slotButton(slot: Slot, bit: Int, down: Boolean, send: Boolean) {
if (down) {
if (send) NativeBridge.nativeSendGamepadButton(handle, bit, true, slot.index)
slot.held = slot.held or bit
// Full chord now held on this pad → start the hold countdown (idempotent while held).
if (slot.held and EXIT_CHORD == EXIT_CHORD) armExit()
} else {
if (send) 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()
}
}
}
/** 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
onExitArmed?.invoke(false) // countdown over — drop the hint whether or not we leave
// 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)
onExitArmed?.invoke(true) // chord complete → show the "hold to quit" hint
}
/** Cancel a pending exit-chord hold timer. */
private fun disarmExit() {
val wasArmed = pendingExit != null
pendingExit?.let { mainHandler.removeCallbacks(it) }
pendingExit = null
if (wasArmed) onExitArmed?.invoke(false) // released early — drop the hint
}
/**
* One joystick MotionEvent — routed to the producing device's own [Gamepad.AxisMapper] (per-device
* state). Returns true if consumed. Only a real gamepad drives a pad: a DualSense/DS4 motion-sensor
* sibling node classifies as bare joystick (no GAMEPAD source class) and reports every pad axis as
* 0, so [isForwardable] filters it out before it can open a slot or clobber axes.
*/
fun onMotion(event: MotionEvent): Boolean {
if (!event.isFromSource(InputDevice.SOURCE_JOYSTICK)) return false
if (event.actionMasked != MotionEvent.ACTION_MOVE) return false
val dev = event.device ?: return false
if (!isForwardable(dev)) return false
val slot = slotFor(dev) ?: return false
slot.mapper.onMotion(event)
return true
}
/**
* The controller currently mapped to wire pad [pad], for feedback routing; null if that index
* holds no live slot (a pad that just unplugged — the update is then dropped) OR the slot is
* an [ExternalPad] (its synthetic id resolves to no InputDevice, so rumble binds naturally
* fall through to the capture link's own feedback path). Read from the feedback poll threads.
*/
fun deviceForPad(pad: Int): InputDevice? {
for ((deviceId, slot) in slots) {
if (slot.index == pad) return InputDevice.getDevice(deviceId)
}
return null
}
/**
* A capture-link pad occupying a wire slot without an Android [InputDevice] — the as-is Steam
* Controller 2 passthrough (USB/BLE claimed directly, invisible to the input stack). Shares
* the real slots' lifecycle: a stable lowest-free index, Arrival-before-input, held-state
* flush + Remove on [close], and full participation in the emergency exit chord.
*/
inner class ExternalPad internal constructor(private val syntheticId: Int, val index: Int) {
// Live lookup instead of a captured reference: after [close] (or a router release) the
// slot is gone from the table and every entry point below degrades to a safe no-op.
private val slot get() = slots[syntheticId]
/** One button transition (a wire [Gamepad].BTN_* bit). On-change only — the caller diffs. */
fun button(bit: Int, down: Boolean) {
slot?.let { slotButton(it, bit, down, send = true) }
}
/** One axis update ([Gamepad].AXIS_*: stick i16 +y=up / trigger 0..255). On-change only. */
fun axis(id: Int, value: Int) {
if (slot != null) NativeBridge.nativeSendGamepadAxis(handle, id, value, index)
}
/** One raw HID report, forwarded verbatim for the host's as-is virtual pad. */
fun hidReport(buf: java.nio.ByteBuffer, len: Int) {
if (slot != null) NativeBridge.nativeSendPadHidReport(handle, index, buf, len)
}
/** Flush held state, signal the removal, and free the wire index. Idempotent. */
fun close() = closeSlot(syntheticId)
}
/**
* Open a slot for a capture-link pad, declaring [pref] as its kind; null when all 16 wire
* indices are taken. Main thread (like the hot-plug callbacks).
*/
fun openExternal(pref: Int): ExternalPad? {
val index = lowestFreeIndex() ?: return null
// Synthetic ids live below any real InputDevice id (those are positive), so they can't
// collide and InputDevice.getDevice(id) resolves them to null for the feedback path.
val syntheticId = EXTERNAL_ID_BASE - index
NativeBridge.nativeSendGamepadArrival(handle, pref, index)
slots[syntheticId] = Slot(index, Gamepad.AxisMapper(handle, index))
return ExternalPad(syntheticId, index)
}
/**
* Flush + drop every slot and unregister the hot-plug listener. Call on session teardown, AFTER
* the feedback poll threads are joined (they read [deviceForPad]).
*/
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)
}
// ---- slots ----
/** A real, non-virtual controller we forward — its source classes include GAMEPAD (excludes a pad's bare-joystick sensor node). */
private fun isForwardable(dev: InputDevice): Boolean =
!dev.isVirtual && dev.sources and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD
/**
* The slot for [dev], opening one (and declaring the pad) if this device is unseen; null when [dev]
* isn't a forwardable controller or every wire index is taken. The [isForwardable] gate lives here —
* the single lazy-open chokepoint both [onButton] and [onMotion] funnel through — so no entry point
* can open a phantom slot for a virtual/non-gamepad source (the hot-plug listener and init loop
* pre-filter and call [openSlot] directly).
*/
private fun slotFor(dev: InputDevice?): Slot? {
if (dev == null) return null
slots[dev.id]?.let { return it }
if (!isForwardable(dev)) return null
return openSlot(dev)
}
/**
* Open a slot for [dev] on the lowest free wire index, declaring its kind ([NativeBridge.nativeSendGamepadArrival])
* before any input so the host builds a matching virtual device (mixed types across pads).
* Idempotent; null when all 16 wire indices are already forwarded.
*/
private fun openSlot(dev: InputDevice): Slot? {
slots[dev.id]?.let { return it }
val index = lowestFreeIndex() ?: return null // 16 pads already forwarded — drop this one
// Automatic resolves the pad's type from its VID/PID; an explicit setting forces every pad
// to that type (a single global choice — matches the handshake's session-default pref).
val pref = if (setting == Gamepad.PREF_AUTO) Gamepad.prefFor(dev) else setting
NativeBridge.nativeSendGamepadArrival(handle, pref, index)
val slot = Slot(index, Gamepad.AxisMapper(handle, index))
slots[dev.id] = slot
return slot
}
/**
* Flush a slot's held wire state (so nothing sticks host-side), signal the removal, and free its
* index. Safe against an already-gone device — the flush emits wire events only, no device access.
*/
private fun closeSlot(deviceId: Int) {
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). */
private fun releaseHeld(slot: Slot) {
var bits = slot.held
while (bits != 0) {
val bit = bits and -bits // lowest set bit
NativeBridge.nativeSendGamepadButton(handle, bit, false, slot.index)
bits = bits and bit.inv()
}
slot.held = 0
slot.mapper.reset() // zero sticks/triggers + release the HAT dpad
}
/** Lowest wire index 0..[MAX_PADS) not held by a slot, or null when full — stable lowest-free keeps indices from shuffling on hot-plug. */
private fun lowestFreeIndex(): Int? {
val taken = slots.values.mapTo(HashSet()) { it.index }
for (i in 0 until MAX_PADS) if (i !in taken) return i
return null
}
private companion object {
/** Mirror of `punktfunk-core::input::MAX_PADS` — wire pad indices 0..15. */
const val MAX_PADS = 16
/** 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 — long enough that an
* accidental brush of the four buttons doesn't quit, short enough to feel responsive (the
* on-screen hint covers the gap). Roughly matches SDL/Apple `DISCONNECT_HOLD`.
*/
const val EXIT_HOLD_MS = 1000L
/** Synthetic slot-key base for [ExternalPad]s — below every real (positive) InputDevice id. */
const val EXTERNAL_ID_BASE = -1000
}
}
@@ -85,16 +85,6 @@ object NativeBridge {
name: String,
): String
/**
* The machine token of the most recent failed [nativeConnect]/[nativePair], cleared on read
* (`""` when none) call right after a `0` handle / `""` fingerprint. A typed host rejection
* yields its wire token ("not-armed", "denied", "approval-timeout", "superseded", "busy",
* "rate-limited", "bound-other", "identity-required", "wire-version"); transport-level causes
* yield "crypto" (wrong PIN / identity mismatch), "timeout", "io", or "error". Lets the UI say
* WHY instead of the old catch-all that blamed the PIN for dead network paths.
*/
external fun nativeTakeLastError(): String
/**
* Signal a **deliberate** user disconnect on [handle] before [nativeClose]: the session closes
* with `QUIT_CLOSE_CODE` so the host tears it down immediately instead of holding the keep-alive
@@ -279,52 +269,26 @@ object NativeBridge {
/** One key transition. vk: Windows VK (0 = dropped by Rust). mods: VK modifier mask (0 for now). */
external fun nativeSendKey(handle: Long, vk: Int, down: Boolean, mods: Int)
// ---- Gamepad: each controller forwarded on its own wire pad index (0..15, low byte of flags) ----
// The pad index is assigned per Android device by GamepadRouter; a single controller lands on 0,
// so its wire is byte-identical to the old single-pad path. The core folds the per-transition
// events into seq'd GamepadState snapshots keyed on this index and owns the per-pad seq.
// ---- Gamepad: one pad forwarded as pad 0 (Rust hardcodes flags=0) ----
/** One gamepad button transition on wire pad [pad] (0..15). bit: a [Gamepad].BTN_* bit. down: press/release. */
external fun nativeSendGamepadButton(handle: Long, bit: Int, down: Boolean, pad: Int)
/** One gamepad button transition. bit: a [Gamepad].BTN_* bit. down: press/release. */
external fun nativeSendGamepadButton(handle: Long, bit: Int, down: Boolean)
/** One gamepad axis update on wire pad [pad] (0..15). axisId: [Gamepad].AXIS_* (0..5). value: stick i16 (+y=up) / trigger 0..255. */
external fun nativeSendGamepadAxis(handle: Long, axisId: Int, value: Int, pad: Int)
/**
* Declare the controller KIND presented on wire pad [pad] (0..15) so the host builds a matching
* virtual device (mixed types across pads). pref: a [Gamepad].PREF_* wire byte. Send ONCE when a
* pad opens, BEFORE any of its input; an older host ignores it (that pad then uses the handshake's
* session-default kind the pre-existing single-pad behaviour on pad 0).
*/
external fun nativeSendGamepadArrival(handle: Long, pref: Int, pad: Int)
/** Signal wire pad [pad] (0..15) was unplugged so the host tears its virtual device down. The core stamps the seq + re-sends. */
external fun nativeSendGamepadRemove(handle: Long, pad: Int)
/**
* One raw HID input report from a client-captured controller (the as-is Steam Controller 2
* passthrough), forwarded verbatim on the rich-input plane. [buf] is a DIRECT ByteBuffer whose
* first [len] bytes are the report, id byte first (0x42/0x45/0x47 state, 0x43 battery, );
* len is clamped to 64. Called from the capture thread at the controller's own report rate.
*/
external fun nativeSendPadHidReport(handle: Long, pad: Int, buf: java.nio.ByteBuffer, len: Int)
/** One gamepad axis update. axisId: [Gamepad].AXIS_* (0..5). value: stick i16 (+y=up) / trigger 0..255. */
external fun nativeSendGamepadAxis(handle: Long, axisId: Int, value: Int)
// ---- Host→client gamepad feedback: Rust pulls block ~100ms, Kotlin renders (see GamepadFeedback) ----
/**
* Block up to ~100 ms for the next rumble update. Returns a packed positive long: bits 49..52 =
* wire pad index (0..15), bit 48 = has a v2 lease, bits 32..47 = ttl_ms, bits 16..31 = low, bits
* 0..15 = high (each amplitude 0..0xFFFF; 0/0 = stop), or -1 on timeout / session closed. Kotlin
* routes the update to the controller holding that pad index. Call from a dedicated poll thread.
* Block up to ~100 ms for the next rumble update. Returns `(low shl 16) or high` (each
* 0..0xFFFF; 0 = stop), or -1 on timeout / session closed. Call from a dedicated poll thread.
*/
external fun nativeNextRumble(handle: Long): Long
/**
* Block up to ~100 ms for the next HID-output event, written into [buf] (a direct ByteBuffer,
* capacity >= 128) as `[pad][kind][fields]` (leading pad = the wire pad index to route to):
* Led=pad 01 r g b, PlayerLeds=pad 02 bits, Trigger=pad 03 which effect, raw as-is
* passthrough report=pad 05 kind report-bytes (kind 0 = output report, 1 = feature report).
* Returns the byte count, or -1 on timeout / session closed.
* Block up to ~100 ms for the next DualSense HID-output event, written into [buf] (a direct
* ByteBuffer, capacity >= 64) as `[kind][fields]`: Led=01 r g b, PlayerLeds=02 bits,
* Trigger=03 which effect. Returns the byte count, or -1 on timeout / session closed.
*/
external fun nativeNextHidout(handle: Long, buf: java.nio.ByteBuffer): Int
}
@@ -1,241 +0,0 @@
package io.unom.punktfunk.kit
import android.annotation.SuppressLint
import android.bluetooth.BluetoothDevice
import android.bluetooth.BluetoothGatt
import android.bluetooth.BluetoothGattCallback
import android.bluetooth.BluetoothGattCharacteristic
import android.bluetooth.BluetoothGattDescriptor
import android.bluetooth.BluetoothManager
import android.bluetooth.BluetoothProfile
import android.content.Context
import android.util.Log
import java.util.UUID
import java.util.concurrent.atomic.AtomicBoolean
/**
* BLE transport for a Steam Controller 2 paired directly with the device (no Puck). The standard
* HID service (0x1812) is claimed by the OS (and would feed the pad through the ordinary input
* stack in lizard-crippled form), so this talks Valve's vendor GATT service instead the same
* approach Steam itself uses on hosts without a dongle.
*
* GATT operations are serialized by a small state machine (connect MTU discover subscribe
* each notify char lizard-off ready); duplicate callbacks (the Android stack sometimes fires
* `onMtuChanged` twice) are ignored. Notified state reports arrive with the report-id byte
* stripped by the transport, so `0x45` (`ID_STATE_BLE`) is re-prepended for 40-byte payloads
* the wire then carries the same id-first framing as USB.
*
* Requires BLUETOOTH_CONNECT (the caller gates on it); connection priority is bumped to HIGH to
* pull the connection interval from ~50 ms down to ~11 ms.
*/
@SuppressLint("MissingPermission")
class Sc2BleLink(
private val context: Context,
private val onReport: (report: ByteArray, len: Int) -> Unit,
private val onClosed: () -> Unit,
) {
private enum class State { IDLE, CONNECTING, MTU_REQUESTED, DISCOVERING, SUBSCRIBING, READY }
private val manager = context.getSystemService(Context.BLUETOOTH_SERVICE) as BluetoothManager
private var gatt: BluetoothGatt? = null
private var writeChar: BluetoothGattCharacteristic? = null
private val pendingSubs = mutableListOf<BluetoothGattCharacteristic>()
private var subsIndex = 0
private val writeBusy = AtomicBoolean(false)
private var lizardTicker: Thread? = null
@Volatile private var state = State.IDLE
/** Bonded devices that look like a Steam Controller (name heuristic — BLE exposes no PID here). */
fun pairedControllers(): List<BluetoothDevice> = runCatching {
manager.adapter?.bondedDevices.orEmpty().filter { dev ->
val n = runCatching { dev.name }.getOrNull() ?: return@filter false
NAME_HINTS.any { n.contains(it, ignoreCase = true) }
}
}.getOrDefault(emptyList())
/** Connect to the bonded controller at [address]. Reports start flowing once READY. */
fun start(address: String): Boolean {
val adapter = manager.adapter ?: return false
if (!adapter.isEnabled) return false
val device = runCatching { adapter.getRemoteDevice(address) }.getOrNull() ?: return false
state = State.CONNECTING
gatt = device.connectGatt(context, false, callback, BluetoothDevice.TRANSPORT_LE)
return true
}
/**
* Replay one raw report from the host: output reports (rumble) ride WRITE_NO_RESPONSE so they
* can't queue behind acks at the 25 Hz resend rate; feature reports (settings) use an acked
* write. The report-id byte stays in the payload (the firmware's vendor-channel framing).
*/
fun writeRaw(kind: Int, data: ByteArray) {
if (state != State.READY || data.isEmpty()) return
val g = gatt ?: return
val ch = writeChar ?: return
runCatching {
ch.value = data
ch.writeType = if (kind == 0) {
BluetoothGattCharacteristic.WRITE_TYPE_NO_RESPONSE
} else {
BluetoothGattCharacteristic.WRITE_TYPE_DEFAULT
}
g.writeCharacteristic(ch)
}
}
private fun sendLizardOff() {
if (state != State.READY) return
val g = gatt ?: return
val ch = writeChar ?: return
if (!writeBusy.compareAndSet(false, true)) return // previous acked write still in flight
runCatching {
ch.value = Sc2Device.DISABLE_LIZARD
ch.writeType = BluetoothGattCharacteristic.WRITE_TYPE_DEFAULT
if (!g.writeCharacteristic(ch)) writeBusy.set(false)
}.onFailure { writeBusy.set(false) }
}
/** Disconnect and stop the lizard ticker. Idempotent; does not fire [onClosed]. */
fun stop() {
lizardTicker?.interrupt()
lizardTicker = null
runCatching { gatt?.disconnect() }
runCatching { gatt?.close() }
gatt = null
writeChar = null
pendingSubs.clear()
subsIndex = 0
state = State.IDLE
}
private val callback = object : BluetoothGattCallback() {
override fun onConnectionStateChange(g: BluetoothGatt, status: Int, newState: Int) {
when (newState) {
BluetoothProfile.STATE_CONNECTED -> {
// ~11 ms connection interval instead of the ~50 ms default — input latency.
g.requestConnectionPriority(BluetoothGatt.CONNECTION_PRIORITY_HIGH)
if (state == State.CONNECTING) {
state = State.MTU_REQUESTED
if (!g.requestMtu(DESIRED_MTU)) {
state = State.DISCOVERING
g.discoverServices()
}
}
}
BluetoothProfile.STATE_DISCONNECTED -> {
val wasLive = state != State.IDLE
runCatching { g.close() }
gatt = null
writeChar = null
pendingSubs.clear()
subsIndex = 0
state = State.IDLE
if (wasLive) onClosed()
}
}
}
override fun onMtuChanged(g: BluetoothGatt, mtu: Int, status: Int) {
if (state != State.MTU_REQUESTED) return // fired twice on some stacks — act once
state = State.DISCOVERING
g.discoverServices()
}
override fun onServicesDiscovered(g: BluetoothGatt, status: Int) {
if (state != State.DISCOVERING || status != BluetoothGatt.GATT_SUCCESS) return
val valve = g.getService(VALVE_SERVICE) ?: run {
Log.e(TAG, "Valve vendor service missing — not an SC2?")
return
}
pendingSubs.clear()
writeChar = null
for (ch in valve.characteristics) {
val short = shortUuid(ch.uuid) ?: continue
val canNotify = ch.properties and BluetoothGattCharacteristic.PROPERTY_NOTIFY != 0
val canWrite = ch.properties and (
BluetoothGattCharacteristic.PROPERTY_WRITE or
BluetoothGattCharacteristic.PROPERTY_WRITE_NO_RESPONSE
) != 0
if (canNotify && short in NOTIFY_LOW..NOTIFY_HIGH) pendingSubs.add(ch)
if (canWrite && short in WRITE_LOW..WRITE_HIGH && writeChar == null) writeChar = ch
}
subsIndex = 0
state = State.SUBSCRIBING
subscribeNext(g)
}
override fun onDescriptorWrite(g: BluetoothGatt, d: BluetoothGattDescriptor, status: Int) {
if (state == State.SUBSCRIBING) subscribeNext(g)
}
override fun onCharacteristicWrite(g: BluetoothGatt, ch: BluetoothGattCharacteristic, status: Int) {
writeBusy.set(false)
}
override fun onCharacteristicChanged(g: BluetoothGatt, ch: BluetoothGattCharacteristic) {
val data = ch.value ?: return
// BLE strips the report-id prefix; restore 0x45 on state-sized payloads so the raw
// wire framing matches USB. Short payloads (battery/status) pass through as-is.
if (data.size >= 40) {
val framed = ByteArray(data.size + 1)
framed[0] = Sc2Device.ID_STATE_BLE.toByte()
System.arraycopy(data, 0, framed, 1, data.size)
onReport(framed, framed.size)
} else {
onReport(data, data.size)
}
}
}
private fun subscribeNext(g: BluetoothGatt) {
if (subsIndex >= pendingSubs.size) {
state = State.READY
Log.i(TAG, "SC2 BLE link up (${pendingSubs.size} notify chars)")
sendLizardOff()
// The firmware watchdog re-enables lizard mode; refresh on SDL's cadence until the
// host's Steam takes over via the raw plane (its writes land through writeRaw too).
lizardTicker = Thread({
while (state == State.READY) {
try {
Thread.sleep(Sc2Device.LIZARD_REFRESH_MS)
} catch (_: InterruptedException) {
return@Thread
}
sendLizardOff()
}
}, "pf-sc2-lizard").apply { isDaemon = true; start() }
return
}
val ch = pendingSubs[subsIndex++]
g.setCharacteristicNotification(ch, true)
val cccd = ch.getDescriptor(CCCD) ?: return subscribeNext(g)
cccd.value = BluetoothGattDescriptor.ENABLE_NOTIFICATION_VALUE
if (!g.writeDescriptor(cccd)) subscribeNext(g) // lose this one, try the rest
}
/** The 32-bit short id of a Valve vendor UUID, or null for foreign UUIDs. */
private fun shortUuid(uuid: UUID): Long? {
val s = uuid.toString()
if (!s.endsWith(VALVE_UUID_TAIL)) return null
return s.substring(0, 8).toLongOrNull(16)
}
private companion object {
const val TAG = "Sc2BleLink"
val VALVE_SERVICE: UUID = UUID.fromString("100f6c32-1735-4313-b402-38567131e5f3")
const val VALVE_UUID_TAIL = "-1735-4313-b402-38567131e5f3"
const val NOTIFY_LOW = 0x100f6c75L
const val NOTIFY_HIGH = 0x100f6c7aL
const val WRITE_LOW = 0x100f6cb5L
const val WRITE_HIGH = 0x100f6cbeL
val CCCD: UUID = UUID.fromString("00002902-0000-1000-8000-00805f9b34fb")
val NAME_HINTS = listOf("Steam Ctrl", "Steam Controller", "SteamController", "Valve")
/** Enough for a state payload (45 B) + ATT header with margin. */
const val DESIRED_MTU = 100
}
}
@@ -1,316 +0,0 @@
package io.unom.punktfunk.kit
import android.content.Context
import android.hardware.usb.UsbDevice
import android.util.Log
import java.nio.ByteBuffer
/**
* One captured Steam Controller 2 the glue between a transport link ([Sc2UsbLink] /
* [Sc2BleLink]) and one of two consumers:
*
* **Stream mode** (`router != null`, owned by StreamScreen):
* - **Raw plane (the point):** every input report is forwarded verbatim
* ([GamepadRouter.ExternalPad.hidReport]) for the host's as-is virtual `28DE:1302` pad, which
* Steam Input drives like the physical controller.
* - **Typed mirror:** buttons/sticks/triggers are ALSO diffed onto the ordinary per-transition
* plane, so the emergency exit chord works, and a host that degraded the kind (no UHID the
* Xbox 360 pad) still gets a playable controller.
* - **Raw return:** the host's hidraw writes (Steam's `0x80` rumble output reports, lizard/IMU
* feature settings) arrive via [GamepadFeedback.onHidRaw] [onHidRaw] the link, landing on
* the real controller's motors/firmware.
*
* **UI mode** (`router == null`, owned by MainActivity while NOT streaming): the lizard-mode
* kb/mouse never produces gamepad events, so an uncaptured SC2 can't drive the console UI at
* all. Here the parsed state is edge-detected into [onUiKey] navigation transitions instead
* (D-pad + face buttons + Start/Select; the left stick synthesizes one D-pad step per push,
* mirroring MainActivity's stick-to-focus behavior for ordinary pads).
*
* The wire slot is claimed lazily on the FIRST state report a Puck with no controller powered
* on stays invisible to the host and released (with a wireless-disconnect event or on [stop])
* so pad indices never leak. Report callbacks arrive on the link's own thread; the router's slot
* table and chord timer are thread-safe for this (same contract as the feedback poll threads),
* and UI-mode consumers hop to the main thread themselves.
*/
class Sc2Capture(
context: Context,
private val router: GamepadRouter? = null,
) {
private val usb = Sc2UsbLink(context, ::onReport, ::onLinkClosed)
private val ble = Sc2BleLink(context, ::onReport, ::onLinkClosed)
private var activeLink: Int = LINK_NONE
/** True when the USB link is a Puck dongle the only transport whose wireless-status
* reports are authoritative. A WIRED pad also emits them, truthfully reporting "no radio
* link" — acting on that tore the slot down 255 ms after creation (first on-glass run). */
private var dongleLink = false
private var pad: GamepadRouter.ExternalPad? = null
private val rawBuf: ByteBuffer = ByteBuffer.allocateDirect(64)
/** Puck connect arrives before its first state report (and therefore before a wire pad exists).
* Preserve it so the native virtual Puck slot sees the same connect edge before state. */
private val pendingWireless = ByteArray(2)
private var pendingWirelessLen = 0
// Typed-mirror diff state (wire units).
private val state = Sc2Device.State()
private var wireButtons = 0
private val lastAxis = IntArray(6) { Int.MIN_VALUE }
/** Report ids seen so far — each logged once, for remote diagnosis of what the pad emits. */
private val seenIds = HashSet<Int>()
// UI-mode state (router == null): held navigation keys + the stick's current synth direction.
private var uiHeld = HashSet<Int>()
private var uiStickDir = 0
/**
* UI-mode sink: one navigation key transition (an Android `KeyEvent.KEYCODE_*`), invoked on
* the LINK thread the consumer hops to the main thread. Set before [startUsb]/[startBle].
*/
@Volatile
var onUiKey: ((keyCode: Int, down: Boolean) -> Unit)? = null
/**
* Fired (link thread) when the capture engages or drops lets the app surface "SC2
* connected" in the console-UI gate and the Controllers screen.
*/
@Volatile
var onActiveChanged: ((active: Boolean) -> Unit)? = null
val isActive: Boolean get() = activeLink != LINK_NONE
/** First attached SC2/Puck USB device, for the permission flow. */
fun findUsbDevice(): UsbDevice? = usb.findDevice()
/**
* The first already-bonded BLE Steam Controller's address, or null. The caller checks
* BLUETOOTH_CONNECT first (without it the bonded list reads as empty anyway).
*/
fun pairedBleAddress(): String? = ble.pairedControllers().firstOrNull()?.address
/** Start capturing [dev] over USB (permission already granted). */
fun startUsb(dev: UsbDevice): Boolean {
if (activeLink != LINK_NONE) return false
val ok = usb.start(dev)
if (ok) {
activeLink = LINK_USB
dongleLink = dev.productId != Sc2Device.PID_WIRED
onActiveChanged?.invoke(true)
}
return ok
}
/** Start capturing the bonded BLE controller at [address]. */
fun startBle(address: String): Boolean {
if (activeLink != LINK_NONE) return false
val ok = ble.start(address)
if (ok) {
activeLink = LINK_BLE
onActiveChanged?.invoke(true)
}
return ok
}
/** Replay a host raw write on the physical pad — wire to [GamepadFeedback.onHidRaw]. */
fun onHidRaw(padIndex: Int, kind: Int, data: ByteArray) {
if (padIndex != pad?.index) return // addressed to some other controller
when (activeLink) {
LINK_USB -> usb.writeRaw(kind, data)
LINK_BLE -> ble.writeRaw(kind, data)
}
}
/** Stop the link and free the wire slot (host tears the virtual pad down). Idempotent. */
fun stop() {
val wasActive = activeLink != LINK_NONE
when (activeLink) {
LINK_USB -> usb.stop()
LINK_BLE -> ble.stop()
}
activeLink = LINK_NONE
dongleLink = false
releaseSlot()
releaseUiKeys()
if (wasActive) onActiveChanged?.invoke(false)
}
// ---- link callbacks (link thread) ----
private fun onReport(report: ByteArray, len: Int) {
val id = report[0].toInt() and 0xFF
if (seenIds.add(id)) Log.i(TAG, "SC2 report id=0x%02x seen (len=%d)".format(id, len))
// Wireless status: authoritative ONLY through a Puck dongle (powering the pad off frees
// its wire index + the host's virtual device). A wired/BLE pad emits it too — truthfully
// saying "no radio link" — and must NOT tear the slot down (SDL's wired path likewise
// marks the controller connected unconditionally and reconnects on any state report).
if ((id == Sc2Device.ID_WIRELESS || id == Sc2Device.ID_WIRELESS_X) && len >= 2) {
if (dongleLink) {
when (report[1].toInt() and 0xFF) {
Sc2Device.WIRELESS_CONNECT -> {
pendingWireless[0] = report[0]
pendingWireless[1] = report[1]
pendingWirelessLen = 2
}
Sc2Device.WIRELESS_DISCONNECT -> {
pendingWirelessLen = 0
Log.i(TAG, "Puck reports controller powered off — releasing wire slot")
releaseSlot()
releaseUiKeys()
}
}
}
return
}
if (!Sc2Device.parseState(report, len, state)) {
// Battery/status and future report types still belong to the as-is stream.
forwardRaw(report, len)
return
}
if (router == null) {
mirrorUi()
return
}
val pref = if (dongleLink) {
Gamepad.PREF_STEAMCONTROLLER2_PUCK
} else {
Gamepad.PREF_STEAMCONTROLLER2
}
val p = pad ?: router.openExternal(pref)?.also {
pad = it
Log.i(
TAG,
"SC2 captured → wire pad ${it.index} (${if (dongleLink) "Puck" else "direct"} passthrough)",
)
if (pendingWirelessLen > 0) {
forwardRaw(pendingWireless, pendingWirelessLen)
pendingWirelessLen = 0
}
} ?: return // all 16 wire indices taken — drop until one frees
forwardRaw(report, len)
mirrorTyped(p)
}
private fun forwardRaw(report: ByteArray, len: Int) {
val p = pad ?: return
val n = len.coerceAtMost(rawBuf.capacity())
rawBuf.clear()
rawBuf.put(report, 0, n)
p.hidReport(rawBuf, n)
}
/** Diff the parsed state onto the per-transition plane (buttons + axes, on change only). */
private fun mirrorTyped(p: GamepadRouter.ExternalPad) {
val wired = Sc2Device.wireButtons(state.buttons)
var changed = wired xor wireButtons
while (changed != 0) {
val bit = changed and -changed // lowest changed bit
p.button(bit, wired and bit != 0)
changed = changed and bit.inv()
}
wireButtons = wired
axis(p, Gamepad.AXIS_LS_X, state.lsX)
axis(p, Gamepad.AXIS_LS_Y, state.lsY)
axis(p, Gamepad.AXIS_RS_X, state.rsX)
axis(p, Gamepad.AXIS_RS_Y, state.rsY)
axis(p, Gamepad.AXIS_LT, state.lt)
axis(p, Gamepad.AXIS_RT, state.rt)
}
private fun axis(p: GamepadRouter.ExternalPad, id: Int, v: Int) {
if (lastAxis[id] == v) return
lastAxis[id] = v
p.axis(id, v)
}
/**
* UI mode: edge-detect the parsed state into navigation key transitions. Buttons map to
* their Android keycodes (press AND release, so the focus system sees real holds); the left
* stick synthesizes ONE D-pad step per push past half deflection the same single-move
* behavior MainActivity gives ordinary pads' sticks.
*/
private fun mirrorUi() {
val sink = onUiKey ?: return
val held = HashSet<Int>(8)
var i = 0
while (i < UI_KEY_MAP.size) {
if (state.buttons and UI_KEY_MAP[i] != 0) held.add(UI_KEY_MAP[i + 1])
i += 2
}
for (key in held) if (key !in uiHeld) sink(key, true)
for (key in uiHeld) if (key !in held) sink(key, false)
uiHeld = held
// Left stick → a HELD D-pad direction (device convention: +y = up): pressed while
// deflected, released on centre/direction change. The console UI's probe machinery
// turns a held direction into its own auto-repeat, exactly like a physical D-pad; the
// focus-hook path moves once per press edge either way.
val dir = when {
state.lsX <= -STICK_NAV -> android.view.KeyEvent.KEYCODE_DPAD_LEFT
state.lsX >= STICK_NAV -> android.view.KeyEvent.KEYCODE_DPAD_RIGHT
state.lsY >= STICK_NAV -> android.view.KeyEvent.KEYCODE_DPAD_UP
state.lsY <= -STICK_NAV -> android.view.KeyEvent.KEYCODE_DPAD_DOWN
else -> 0
}
if (dir != uiStickDir) {
// The D-pad bits share these keycodes; don't release a direction the physical
// D-pad itself still holds (uiHeld tracks the button-sourced state).
if (uiStickDir != 0 && uiStickDir !in uiHeld) sink(uiStickDir, false)
if (dir != 0 && dir !in uiHeld) sink(dir, true)
uiStickDir = dir
}
}
/** Release every held UI-mode key (link drop / stop) so nothing sticks in the focus system. */
private fun releaseUiKeys() {
val sink = onUiKey
if (sink != null) {
for (key in uiHeld) sink(key, false)
if (uiStickDir != 0 && uiStickDir !in uiHeld) sink(uiStickDir, false)
}
uiHeld = HashSet()
uiStickDir = 0
}
private fun onLinkClosed() {
Log.i(TAG, "SC2 link closed (unplug / power-off)")
activeLink = LINK_NONE
dongleLink = false
releaseSlot()
releaseUiKeys()
onActiveChanged?.invoke(false)
}
private fun releaseSlot() {
pad?.close()
pad = null
wireButtons = 0
lastAxis.fill(Int.MIN_VALUE)
pendingWirelessLen = 0
}
private companion object {
const val TAG = "Sc2Capture"
const val LINK_NONE = 0
const val LINK_USB = 1
const val LINK_BLE = 2
/** Half deflection (device i16 range) — the stick-to-focus threshold. */
const val STICK_NAV = 16384
/** UI-mode mapping: SC2 button bit → Android keycode, as (bit, key) pairs. */
val UI_KEY_MAP = intArrayOf(
Sc2Device.DPAD_UP, android.view.KeyEvent.KEYCODE_DPAD_UP,
Sc2Device.DPAD_DOWN, android.view.KeyEvent.KEYCODE_DPAD_DOWN,
Sc2Device.DPAD_LEFT, android.view.KeyEvent.KEYCODE_DPAD_LEFT,
Sc2Device.DPAD_RIGHT, android.view.KeyEvent.KEYCODE_DPAD_RIGHT,
Sc2Device.A, android.view.KeyEvent.KEYCODE_BUTTON_A,
Sc2Device.B, android.view.KeyEvent.KEYCODE_BUTTON_B,
Sc2Device.X, android.view.KeyEvent.KEYCODE_BUTTON_X,
Sc2Device.Y, android.view.KeyEvent.KEYCODE_BUTTON_Y,
Sc2Device.LB, android.view.KeyEvent.KEYCODE_BUTTON_L1,
Sc2Device.RB, android.view.KeyEvent.KEYCODE_BUTTON_R1,
Sc2Device.MENU, android.view.KeyEvent.KEYCODE_BUTTON_START,
Sc2Device.VIEW, android.view.KeyEvent.KEYCODE_BUTTON_SELECT,
)
}
}
@@ -1,165 +0,0 @@
package io.unom.punktfunk.kit
/**
* Steam Controller 2 (2026, Valve "Ibex" / SDL "Triton") protocol constants + the light state
* parser the CLIENT needs. The full report rides the wire verbatim (`nativeSendPadHidReport`
* the host's as-is virtual pad); this parser only extracts what the client itself consumes: the
* button word for the typed mirror + exit chord, and sticks/triggers for the degrade path.
*
* Protocol ground truth: SDL's `SDL_hidapi_steam_triton.c` + `steam/controller_structs.h`
* (Valve-maintained), mirrored host-side in `punktfunk-host`'s `triton_proto.rs`.
*/
object Sc2Device {
const val VID_VALVE = 0x28DE
/** Wired controller. */
const val PID_WIRED = 0x1302
/** Direct BLE identity (transport handled by [Sc2BleLink], not USB). */
const val PID_BLE = 0x1303
/** The wireless Puck dongles (Proteus / Nereid) — controller on USB interfaces 2..5. */
const val PID_DONGLE_PROTEUS = 0x1304
const val PID_DONGLE_NEREID = 0x1305
val USB_PIDS = setOf(PID_WIRED, PID_DONGLE_PROTEUS, PID_DONGLE_NEREID)
/** Dongle interface range that carries controllers (SDL: "interfaces 2..5, currently"). */
val DONGLE_IFACES = 2..5
// Input report ids (`ETritonReportIDTypes`). State layouts share every offset the client
// reads (seq/buttons/triggers/sticks); 0x47 only diverges from byte 18 (trackpad timestamp).
const val ID_STATE = 0x42
const val ID_BATTERY = 0x43
const val ID_STATE_BLE = 0x45
const val ID_WIRELESS_X = 0x46
const val ID_STATE_TIMESTAMP = 0x47
const val ID_WIRELESS = 0x79
/** Wireless status payload byte: controller connected/disconnected through the Puck. */
const val WIRELESS_DISCONNECT = 1
const val WIRELESS_CONNECT = 2
// Button bits in the state report's u32 (SDL `TritonButtons`).
const val A = 0x00000001
const val B = 0x00000002
const val X = 0x00000004
const val Y = 0x00000008
const val QAM = 0x00000010
const val R3 = 0x00000020
const val VIEW = 0x00000040
const val R4 = 0x00000080
const val R5 = 0x00000100
const val RB = 0x00000200
const val DPAD_DOWN = 0x00000400
const val DPAD_RIGHT = 0x00000800
const val DPAD_LEFT = 0x00001000
const val DPAD_UP = 0x00002000
const val MENU = 0x00004000
const val L3 = 0x00008000
const val STEAM = 0x00010000
const val L4 = 0x00020000
const val L5 = 0x00040000
const val LB = 0x00080000
const val RPAD_CLICK = 0x00400000
/**
* The feature report that turns lizard mode (built-in keyboard/mouse emulation) off:
* `[report id 1][ID_SET_SETTINGS_VALUES 0x87][length 3][SETTING_LIZARD_MODE 9]
* [LIZARD_MODE_OFF u16]`, zero-padded to the 64-byte feature size. The firmware watchdog
* re-enables lizard mode after a few seconds of silence, so this is re-sent every
* [LIZARD_REFRESH_MS] (SDL's cadence) and the host's Steam sends its own through the raw
* plane once it grabs the virtual pad, which lands here too.
*/
val DISABLE_LIZARD: ByteArray = ByteArray(64).also {
it[0] = 0x01 // feature report id
it[1] = 0x87.toByte() // ID_SET_SETTINGS_VALUES
it[2] = 3 // one ControllerSetting {u8 num, u16 value}
it[3] = 9 // SETTING_LIZARD_MODE
// [4..6] = LIZARD_MODE_OFF (0) — already zero
}
/**
* Force firmware-calibrated signed i16 stick coordinates. Steam sends this during physical
* controller initialization (`SETTING_ENABLE_RAW_JOYSTICK` = 0x2e, value 0); without it a
* controller previously opened in raw mode reports ADC coordinates around 0..3200, which a
* Triton consumer interprets as only a few percent of full travel.
*/
val NORMALIZE_JOYSTICKS: ByteArray = ByteArray(64).also {
it[0] = 0x01 // feature report id
it[1] = 0x87.toByte() // ID_SET_SETTINGS_VALUES
it[2] = 3 // one ControllerSetting {u8 num, u16 value}
it[3] = 0x2E // SETTING_ENABLE_RAW_JOYSTICK
// [4..6] = disabled (0) — firmware emits calibrated signed i16 values
}
const val LIZARD_REFRESH_MS = 3000L
/** Wire mapping: SC2 button bit punktfunk `Gamepad.BTN_*`, the inverse of the host's
* typed-fallback mapping (`triton_proto::from_gamepad`): paddles R4/L4/R5/L5 =
* PADDLE1/2/3/4, QAM = MISC1, right-pad click = the touchpad wire bit. */
private val WIRE_MAP = intArrayOf(
A, Gamepad.BTN_A,
B, Gamepad.BTN_B,
X, Gamepad.BTN_X,
Y, Gamepad.BTN_Y,
LB, Gamepad.BTN_LB,
RB, Gamepad.BTN_RB,
VIEW, Gamepad.BTN_BACK,
MENU, Gamepad.BTN_START,
STEAM, Gamepad.BTN_GUIDE,
L3, Gamepad.BTN_LS_CLICK,
R3, Gamepad.BTN_RS_CLICK,
DPAD_UP, Gamepad.BTN_DPAD_UP,
DPAD_DOWN, Gamepad.BTN_DPAD_DOWN,
DPAD_LEFT, Gamepad.BTN_DPAD_LEFT,
DPAD_RIGHT, Gamepad.BTN_DPAD_RIGHT,
QAM, Gamepad.BTN_MISC1,
R4, Gamepad.BTN_PADDLE1,
L4, Gamepad.BTN_PADDLE2,
R5, Gamepad.BTN_PADDLE3,
L5, Gamepad.BTN_PADDLE4,
RPAD_CLICK, Gamepad.BTN_TOUCHPAD,
)
/** Translate an SC2 button word into the wire `Gamepad.BTN_*` bitmask. */
fun wireButtons(sc2: Int): Int {
var out = 0
var i = 0
while (i < WIRE_MAP.size) {
if (sc2 and WIRE_MAP[i] != 0) out = out or WIRE_MAP[i + 1]
i += 2
}
return out
}
/** The typed-mirror fields of one state report (buttons/sticks/triggers only). */
class State {
var buttons = 0 // SC2 bit layout
var lsX = 0; var lsY = 0 // i16, +y = up (device convention = wire convention)
var rsX = 0; var rsY = 0
var lt = 0; var rt = 0 // 0..255 (device 0..32767 scaled down)
}
/**
* Parse the client-consumed fields out of a state report (`0x42`/`0x45`/`0x47` identical
* offsets for everything read here) into [out]. Returns false for non-state / short reports.
*/
fun parseState(report: ByteArray, len: Int, out: State): Boolean {
if (len < 18) return false
when (report[0].toInt() and 0xFF) {
ID_STATE, ID_STATE_BLE, ID_STATE_TIMESTAMP -> {}
else -> return false
}
fun i16(o: Int) = ((report[o + 1].toInt() shl 8) or (report[o].toInt() and 0xFF)).toShort().toInt()
out.buttons = (report[2].toInt() and 0xFF) or
((report[3].toInt() and 0xFF) shl 8) or
((report[4].toInt() and 0xFF) shl 16) or
((report[5].toInt() and 0xFF) shl 24)
out.lt = (i16(6).coerceIn(0, 32767)) shr 7
out.rt = (i16(8).coerceIn(0, 32767)) shr 7
out.lsX = i16(10); out.lsY = i16(12)
out.rsX = i16(14); out.rsY = i16(16)
return true
}
}
@@ -1,379 +0,0 @@
package io.unom.punktfunk.kit
import android.content.BroadcastReceiver
import android.content.Context
import android.content.Intent
import android.content.IntentFilter
import android.hardware.usb.UsbConstants
import android.hardware.usb.UsbDevice
import android.hardware.usb.UsbDeviceConnection
import android.hardware.usb.UsbEndpoint
import android.hardware.usb.UsbInterface
import android.hardware.usb.UsbManager
import android.hardware.usb.UsbRequest
import android.os.Build
import android.util.Log
import java.nio.ByteBuffer
import java.util.concurrent.ConcurrentLinkedQueue
import java.util.concurrent.TimeoutException
/**
* USB transport for a Steam Controller 2 wired (`28DE:1302`) or through the wireless Puck
* dongle (`1304`/`1305`). Claims the controller interface(s) detaching the OS input stack, so
* the pad can't double-drive the ordinary InputDevice path runs a multiplexed [UsbRequest]
* read loop, keeps lizard mode off on the firmware watchdog cadence, and replays the host's raw
* writes (Steam's rumble output reports / settings feature reports) back to the device.
*
* **The Puck claims ALL controller interfaces (2..5):** the dongle hosts up to four pads, one
* HID interface each, and there is no way to know which slot a controller bonded to claiming
* only interface 2 read silence while Android's input stack kept the others (the round-2
* on-glass symptom: the pad surfaced as a generic InputDevice Xbox360). Whichever interface
* streams state becomes the write target for rumble/settings.
*
* **Unplug is signalled, never inferred from silence:** a quiet controller is not a missing one
* (round 2's wired disconnect was the 5 s silence heuristic firing on an idle pad). The real
* signals are [UsbManager.ACTION_USB_DEVICE_DETACHED] for this device, or `requestWait`
* returning sustained hard errors (every transfer fails instantly once the fd is dead).
*/
class Sc2UsbLink(
private val context: Context,
private val onReport: (report: ByteArray, len: Int) -> Unit,
private val onClosed: () -> Unit,
) {
private val usb = context.getSystemService(Context.USB_SERVICE) as UsbManager
/** One claimed interface: its endpoints + the read state the reader thread owns. */
private class Claim(
val iface: UsbInterface,
val epIn: UsbEndpoint,
val epOut: UsbEndpoint?,
) {
val inBuf: ByteBuffer = ByteBuffer.allocate(64)
var inReq: UsbRequest? = null
var outReq: UsbRequest? = null
var outBusy = false
var reports = 0L
}
private var connection: UsbDeviceConnection? = null
private var device: UsbDevice? = null
private var claims: List<Claim> = emptyList()
/** The claim whose IN endpoint last produced data where rumble/settings writes go.
* Written by the reader thread, read by the feedback thread (feature control transfers). */
@Volatile private var activeClaim: Claim? = null
/** Pending OUT reports (Steam's forwarded haptics), submitted by the reader thread only
* one thread may drive a connection's [UsbRequest]s ([UsbDeviceConnection.requestWait]
* returns ANY completed request; a second waiter would steal the reader's completions). */
private val outQueue = ConcurrentLinkedQueue<ByteArray>()
private var reader: Thread? = null
private var detachReceiver: BroadcastReceiver? = null
@Volatile private var running = false
/** First attached SC2 (wired or Puck), or null. Does not need USB permission to enumerate. */
fun findDevice(): UsbDevice? = usb.deviceList.values.firstOrNull {
it.vendorId == Sc2Device.VID_VALVE && it.productId in Sc2Device.USB_PIDS
}
/**
* Claim [dev]'s controller interface(s) and start the read loop. The caller has already
* obtained USB permission. Returns false when nothing could be claimed.
*/
fun start(dev: UsbDevice): Boolean {
if (!usb.hasPermission(dev)) {
Log.e(TAG, "no USB permission for ${dev.deviceName}")
return false
}
val conn = usb.openDevice(dev) ?: run {
Log.e(TAG, "openDevice failed for ${dev.deviceName}")
return false
}
val claimed = claimControllerInterfaces(dev, conn)
if (claimed.isEmpty()) {
Log.e(TAG, "no claimable SC2 interface on ${dev.deviceName} (PID=0x%04x)".format(dev.productId))
conn.close()
return false
}
connection = conn
device = dev
claims = claimed
running = true
Log.i(
TAG,
"SC2 USB link up: PID=0x%04x ifaces=%s".format(
dev.productId,
claimed.joinToString {
"%d(in=0x%02x out=%s)".format(
it.iface.id, it.epIn.address,
it.epOut?.let { e -> "0x%02x".format(e.address) } ?: "-",
)
},
),
)
// The REAL unplug signal — silence never is (an idle pad may simply stop streaming).
val receiver = object : BroadcastReceiver() {
override fun onReceive(c: Context?, intent: Intent?) {
if (intent?.action != UsbManager.ACTION_USB_DEVICE_DETACHED) return
val gone: UsbDevice? = intent.getParcelableExtra(UsbManager.EXTRA_DEVICE)
if (gone?.deviceName == dev.deviceName) {
Log.i(TAG, "SC2 USB detached (${dev.deviceName})")
if (running) {
running = false
onClosed()
}
}
}
}
detachReceiver = receiver
val filter = IntentFilter(UsbManager.ACTION_USB_DEVICE_DETACHED)
if (Build.VERSION.SDK_INT >= 33) {
context.registerReceiver(receiver, filter, Context.RECEIVER_NOT_EXPORTED)
} else {
@Suppress("UnspecifiedRegisterReceiverFlag")
context.registerReceiver(receiver, filter)
}
claimed.forEach { configureInputMode(conn, it.iface.id) }
reader = Thread({ readLoop(conn, claimed) }, "pf-sc2-usb").apply {
isDaemon = true
start()
}
return true
}
/**
* Claim every candidate controller interface: the wired pad's single HID interface, or ALL
* of a Puck's controller slots (interfaces 2..5 the controller may be bonded to any of
* them). `force = true` detaches the kernel/OS driver, so the pad also vanishes from
* Android's own input stack while captured.
*/
private fun claimControllerInterfaces(dev: UsbDevice, conn: UsbDeviceConnection): List<Claim> {
val dongle = dev.productId != Sc2Device.PID_WIRED
val out = mutableListOf<Claim>()
for (i in 0 until dev.interfaceCount) {
val iface = dev.getInterface(i)
if (dongle && iface.id !in Sc2Device.DONGLE_IFACES) continue
val hidOrVendor = iface.interfaceClass == UsbConstants.USB_CLASS_HID ||
iface.interfaceClass == 0xFF
if (!hidOrVendor) continue
var inEp: UsbEndpoint? = null
var outEp: UsbEndpoint? = null
for (e in 0 until iface.endpointCount) {
val ep = iface.getEndpoint(e)
val usable = ep.type == UsbConstants.USB_ENDPOINT_XFER_INT ||
ep.type == UsbConstants.USB_ENDPOINT_XFER_BULK
if (!usable) continue
if (ep.direction == UsbConstants.USB_DIR_IN && inEp == null) inEp = ep
if (ep.direction == UsbConstants.USB_DIR_OUT && outEp == null) outEp = ep
}
if (inEp == null) continue
if (conn.claimInterface(iface, true)) {
out.add(Claim(iface, inEp, outEp))
} else {
Log.w(TAG, "could not claim iface ${iface.id}")
}
}
return out
}
/**
* The multiplexed read loop: one IN request queued per claimed interface at all times, OUT
* writes submitted from [outQueue], completions routed via [UsbRequest.getClientData].
*/
private fun readLoop(conn: UsbDeviceConnection, claims: List<Claim>) {
val live = claims.filter { c ->
val req = UsbRequest()
if (!req.initialize(conn, c.epIn)) {
Log.w(TAG, "UsbRequest.initialize(IN, iface ${c.iface.id}) failed")
return@filter false
}
req.clientData = c
c.inReq = req
c.epOut?.let { ep ->
val o = UsbRequest()
if (o.initialize(conn, ep)) {
o.clientData = c
c.outReq = o
} else {
Log.w(TAG, "UsbRequest.initialize(OUT, iface ${c.iface.id}) failed — output reports via EP0")
}
}
c.inBuf.clear()
req.queue(c.inBuf)
}
if (live.isEmpty()) {
Log.e(TAG, "no IN request could be queued")
finishReader(claims)
return
}
val scratch = ByteArray(64)
var lastLizard = android.os.SystemClock.elapsedRealtime()
var errorsSince = 0L // elapsedRealtime of the first hard error in the current streak
try {
while (running) {
val now = android.os.SystemClock.elapsedRealtime()
if (now - lastLizard >= Sc2Device.LIZARD_REFRESH_MS) {
// Refresh both required firmware modes. The raw-joystick setting is normally
// persistent, but replaying it also repairs a host/driver that enabled ADC
// coordinates after capture started.
val target = activeClaim
if (target != null) configureInputMode(conn, target.iface.id)
else live.forEach { configureInputMode(conn, it.iface.id) }
lastLizard = now
}
// Submit the next pending OUT report on the active (else first) interface.
val outTarget = (activeClaim ?: live.first()).takeIf { it.outReq != null && !it.outBusy }
if (outTarget != null) {
outQueue.poll()?.let { data ->
if (outTarget.outReq!!.queue(ByteBuffer.wrap(data))) outTarget.outBusy = true
}
}
val done = try {
conn.requestWait(READ_TIMEOUT_MS)
} catch (_: TimeoutException) {
// A quiet controller is NOT an unplug — keep listening indefinitely; the
// detach broadcast is the real signal.
errorsSince = 0L
continue
}
if (done == null) {
// Hard error. On a real unplug these storm continuously (the detach
// broadcast usually beats us to it); tolerate transient ones.
if (errorsSince == 0L) errorsSince = now
if (now - errorsSince >= ERROR_UNPLUG_MS) {
Log.i(TAG, "SC2 USB request errors persisting ${now - errorsSince} ms — treating as unplug")
break
}
continue
}
errorsSince = 0L
val claim = done.clientData as? Claim ?: continue
if (done === claim.inReq) {
val n = claim.inBuf.position()
if (n > 0) {
claim.inBuf.flip()
claim.inBuf.get(scratch, 0, n)
if (claim.reports++ == 0L) {
Log.i(
TAG,
"SC2 first report on iface %d: id=0x%02x len=%d".format(
claim.iface.id, scratch[0].toInt() and 0xFF, n,
),
)
}
activeClaim = claim
onReport(scratch, n)
}
claim.inBuf.clear()
if (!claim.inReq!!.queue(claim.inBuf)) {
Log.i(TAG, "re-queue(IN, iface ${claim.iface.id}) failed — treating as unplug")
break
}
} else if (done === claim.outReq) {
claim.outBusy = false
}
}
} finally {
finishReader(claims)
}
if (running) {
running = false
onClosed()
}
}
private fun finishReader(claims: List<Claim>) {
for (c in claims) {
runCatching { c.inReq?.cancel(); c.inReq?.close() }
runCatching { c.outReq?.cancel(); c.outReq?.close() }
c.inReq = null
c.outReq = null
}
}
/**
* Replay one raw report from the host on the device: kind 0 = output report (Steam's `0x80`
* rumble & friends the active interface's interrupt-OUT, else a `SET_REPORT(Output)`
* control transfer), kind 1 = feature report (`SET_REPORT(Feature)`). [data] is the full
* report, id byte first, exactly as hidapi framed it host-side.
*/
fun writeRaw(kind: Int, data: ByteArray) {
if (data.isEmpty()) return
when (kind) {
0 -> {
if ((activeClaim ?: claims.firstOrNull())?.outReq != null) {
// Interrupt-OUT rides UsbRequests submitted by the reader thread. Bounded,
// newest-wins: these are level-styled commands the host re-sends anyway.
while (outQueue.size >= 32) outQueue.poll()
outQueue.offer(data)
} else {
setReport(REPORT_TYPE_OUTPUT, data)
}
}
1 -> setReport(REPORT_TYPE_FEATURE, data)
}
}
private fun setReport(type: Int, data: ByteArray) {
val conn = connection ?: return
val ifId = (activeClaim ?: claims.firstOrNull())?.iface?.id ?: return
sendReport(conn, ifId, type, data)
}
private fun configureInputMode(conn: UsbDeviceConnection, ifaceId: Int) {
sendFeature(conn, ifaceId, Sc2Device.DISABLE_LIZARD)
sendFeature(conn, ifaceId, Sc2Device.NORMALIZE_JOYSTICKS)
}
private fun sendFeature(conn: UsbDeviceConnection, ifaceId: Int, data: ByteArray) {
sendReport(conn, ifaceId, REPORT_TYPE_FEATURE, data)
}
/**
* HID `SET_REPORT` control transfer with hidapi's report-id framing: a non-zero leading byte
* is the report id (sent in wValue AND kept in the payload); a zero leading byte means
* "unnumbered" (id 0 in wValue, id byte stripped from the payload). EP0 is independent of
* the interrupt endpoints, so this is safe alongside the reader thread's requestWait.
*/
private fun sendReport(conn: UsbDeviceConnection, ifaceId: Int, type: Int, data: ByteArray) {
val id = data[0].toInt() and 0xFF
val payload = if (id == 0) data.copyOfRange(1, data.size) else data
conn.controlTransfer(
0x21, // host→device, class, interface
0x09, // SET_REPORT
(type shl 8) or id,
ifaceId,
payload,
payload.size,
WRITE_TIMEOUT_MS,
)
}
/** Stop the read loop and release the interfaces. Idempotent; does not fire [onClosed]. */
fun stop() {
running = false
detachReceiver?.let { runCatching { context.unregisterReceiver(it) } }
detachReceiver = null
runCatching { reader?.join(1000) }
reader = null
outQueue.clear()
activeClaim = null
for (c in claims) runCatching { connection?.releaseInterface(c.iface) }
claims = emptyList()
runCatching { connection?.close() }
connection = null
device = null
}
private companion object {
const val TAG = "Sc2UsbLink"
const val READ_TIMEOUT_MS = 100L
const val WRITE_TIMEOUT_MS = 250
/** Hard `requestWait` ERRORS (not timeouts) persisting this long = the fd is dead. */
const val ERROR_UNPLUG_MS = 2000L
const val REPORT_TYPE_OUTPUT = 0x02
const val REPORT_TYPE_FEATURE = 0x03
}
}
+70 -226
View File
@@ -15,7 +15,6 @@ use ndk::media::media_format::MediaFormat;
use ndk::native_window::NativeWindow;
use punktfunk_core::client::NativeClient;
use punktfunk_core::error::PunktfunkError;
use punktfunk_core::reanchor::{GateVerdict, ReanchorGate};
use punktfunk_core::session::Frame;
use std::collections::VecDeque;
use std::ffi::c_void;
@@ -209,15 +208,9 @@ fn run_sync(
// pressure the AU stays parked here instead of being dropped (a drop forces a keyframe
// round-trip) and we only pop the next one once it's queued.
let mut pending: Option<Frame> = None;
// Freeze-until-reanchor: the shared post-loss gate ([`punktfunk_core::reanchor::ReanchorGate`]).
// Armed on a frame-index gap or a dropped-count climb, it withholds the decoder's concealed output
// (released WITHOUT rendering — the SurfaceView keeps the last rendered frame on glass) until a
// proven clean re-anchor lifts it: an IDR (wire FLAG_SOF), an RFI anchor, or the 2nd recovery mark.
// `last_kf_req` throttles the keyframe intents it emits; `recovery_flags` carries each AU's
// user_flags from feed to present (keyed by the codec-echoed pts) so `on_decoded` reads the
// re-anchor signalling the platform decoder doesn't expose.
let mut gate = ReanchorGate::new(client.frames_dropped());
let mut recovery_flags: VecDeque<(u64, u32)> = VecDeque::new();
// Loss recovery: watch the host→client unrecoverable-drop count and ask for an IDR when it
// climbs.
let mut last_dropped = client.frames_dropped();
let mut last_kf_req: Option<Instant> = None;
// Skew-corrected latency stats (spec: design/stats-unification.md) use the negotiated
// host-minus-client clock offset (0 if the host didn't answer the skew handshake — then the
@@ -229,11 +222,9 @@ fn run_sync(
// reclaimed after the codec is dropped below.
let tracker = DisplayTracker::new(stats.clone(), clock_offset.clone());
let render_cb = install_render_callback(&codec, &tracker);
// Receipt timestamps keyed by the pts we queue into the codec, so the decoded point (output-
// buffer dequeue — MediaCodec round-trips presentationTimeUs) can be paired back to its receipt
// for the `decode` stage. Fed while the HUD is visible OR the adaptive-bitrate controller wants
// the decode signal (`measure_decode`) — the decoder-backlog bottleneck the network can't see.
let measure_decode = client.wants_decode_latency();
// HUD stage split: receipt timestamps keyed by the pts we queue into the codec, so the decoded
// point (output-buffer dequeue — MediaCodec round-trips presentationTimeUs) can be paired back
// to its receipt for the `decode` stage. Only fed while the HUD is visible.
let mut in_flight: VecDeque<(u64, i128)> = VecDeque::new();
// Phase-2 host/network split (design/stats-unification.md): received AUs awaiting their 0xCF
// host timing, as (pts_ns, capture→received µs). The timings are drained non-blockingly right
@@ -254,18 +245,9 @@ fn run_sync(
Ok(frame) => {
// Loss recovery (RFI): feed the frame index so a forward gap fires a throttled
// reference-frame-invalidation request — an RFI-capable host (AMD LTR / NVENC)
// recovers with a cheap clean P-frame instead of a full IDR. The same forward gap
// arms the freeze gate so the decoder's concealment is held off the screen until the
// recovery re-anchors. The frames_dropped keyframe path below stays the backstop.
if client.note_frame_index(frame.frame_index) {
gate.arm(Instant::now());
}
// Park this AU's re-anchor flags for the present side (keyed by the pts the codec
// echoes on the output buffer) — unconditional, unlike the HUD's `in_flight` map.
recovery_flags.push_back((frame.pts_ns / 1000, frame.flags));
if recovery_flags.len() > IN_FLIGHT_CAP {
recovery_flags.pop_front();
}
// recovers with a cheap clean P-frame instead of a full IDR. The frames_dropped
// keyframe path below stays the backstop when the recovery frame itself is lost.
let _ = client.note_frame_index(frame.frame_index);
if fed == 0 {
let p = &frame.data;
log::info!(
@@ -274,25 +256,22 @@ fn run_sync(
&p[..p.len().min(6)]
);
}
// Receipt stamp for the `decode` stage pairing, parked in `in_flight` (keyed by
// the pts the codec echoes on its output buffer) whenever it's needed: the HUD
// being visible, or the ABR decode signal (`measure_decode`). The HUD-only
// samplers (`received` point, host/network split) stay gated on the overlay so
// the hidden steady state adds only a wall-clock read + the receipt push.
if stats.enabled() || measure_decode {
let received_ns = now_realtime_ns();
in_flight.push_back((frame.pts_ns / 1000, received_ns));
if in_flight.len() > IN_FLIGHT_CAP {
in_flight.pop_front(); // stale — codec never echoed it back
}
// HUD stat, `received` point: host+network = client_now + (hostclient)
// capture_pts.
// capture_pts. Gated on the HUD being visible — `enabled` first so the hidden
// steady state skips the wall-clock read and the lock entirely. The receipt
// stamp is also parked in `in_flight` (keyed by the pts the codec will echo on
// the output buffer) for the decoded-point pairing in `drain`.
if stats.enabled() {
let received_ns = now_realtime_ns();
let clock_offset = clock_offset.load(Ordering::Relaxed);
let lat_ns = received_ns + clock_offset as i128 - frame.pts_ns as i128;
let lat_us = (lat_ns > 0 && lat_ns < 10_000_000_000)
.then_some((lat_ns / 1000) as u64);
stats.note_received(frame.data.len(), lat_us, clock_offset != 0);
in_flight.push_back((frame.pts_ns / 1000, received_ns));
if in_flight.len() > IN_FLIGHT_CAP {
in_flight.pop_front(); // stale — codec never echoed it back
}
// Phase-2 split: park this AU's capture→received sample, then match any
// 0xCF host timings that have arrived — host = the host's own
// capture→sent, network = our capture→received minus it (per-frame
@@ -304,8 +283,7 @@ fn run_sync(
}
}
while let Ok(t) = client.next_host_timing(Duration::ZERO) {
if let Some(i) =
pending_split.iter().position(|&(p, _)| p == t.pts_ns)
if let Some(i) = pending_split.iter().position(|&(p, _)| p == t.pts_ns)
{
let (_, hostnet_us) = pending_split.remove(i).unwrap();
stats.note_host_split(
@@ -315,7 +293,6 @@ fn run_sync(
}
}
}
}
pending = Some(frame);
}
Err(PunktfunkError::NoFrame) => {} // timeout — still drain output below
@@ -352,8 +329,6 @@ fn run_sync(
};
let (r, d) = drain(
&codec,
&client,
measure_decode,
&window,
&mut applied_ds,
wait,
@@ -361,8 +336,6 @@ fn run_sync(
&mut in_flight,
clock_offset.load(Ordering::Relaxed),
&tracker,
&mut gate,
&mut recovery_flags,
);
rendered += r;
discarded += d;
@@ -402,19 +375,21 @@ fn run_sync(
work_accum_ns = 0;
}
// Loss recovery + overdue backstop, folded through the gate. Under infinite GOP the only
// recovery keyframe is one we request; the reassembler drops unrecoverable AUs (frames_dropped)
// and the decoder then conceals the reference-missing deltas and renders them without error, so
// a decode-error trigger rarely fires — the gate arms the freeze on the drop-count climb
// instead. An overdue freeze (held REANCHOR_FREEZE_MAX with no clean re-anchor) re-asks while it
// keeps holding: never resume to gray — a dead stream is the QUIC idle-timeout watchdog's job.
// Loss recovery: under infinite GOP the only recovery keyframe is one we request. The
// reassembler drops unrecoverable AUs (frames_dropped); the decoder then conceals the
// reference-missing delta frames that follow and renders them without error, so keying off
// a decode error rarely fires. Request an IDR when the drop count climbs, throttled — the
// decode stays wedged for several frames until the IDR lands, so requesting every frame
// would flood the control stream.
let dropped = client.frames_dropped();
if dropped > last_dropped {
last_dropped = dropped;
let now = Instant::now();
if gate.poll(client.frames_dropped(), now)
&& last_kf_req.is_none_or(|t| now.duration_since(t) >= Duration::from_millis(100))
{
if last_kf_req.is_none_or(|t| now.duration_since(t) >= Duration::from_millis(100)) {
last_kf_req = Some(now);
let _ = client.request_keyframe();
log::debug!("decode: requested keyframe (loss recovery / overdue re-anchor)");
log::debug!("decode: requested keyframe (loss recovery, dropped={dropped})");
}
}
}
@@ -732,10 +707,8 @@ struct OutputReady {
/// internal looper thread) push the codec ones; the feeder thread pushes `Au`. Each carries only
/// owned/`Copy` data so the callback closures satisfy the `Send` bound and never touch the codec.
enum DecodeEvent {
/// A received access unit from the feeder, ready to queue into the decoder. The `bool` is the
/// feeder's [`NativeClient::note_frame_index`] verdict — `true` when this AU revealed a forward
/// frame-index gap, so the loop arms the freeze gate (the feeder already fired the RFI request).
Au(Frame, bool),
/// A received access unit from the feeder, ready to queue into the decoder.
Au(Frame),
/// An input buffer slot freed (index) — we can queue an AU into it.
InputAvailable(usize),
/// A decoded frame is ready (buffer index + echoed pts + the callback-time `decoded` stamp).
@@ -875,9 +848,6 @@ fn run_async(
// output back to them. Behind a `Mutex` since two threads touch it — only ever locked while the
// HUD is visible.
let clock_offset = client.clock_offset_shared();
// Whether the adaptive-bitrate controller wants the `decode` stage as its decoder-backlog
// signal (Automatic, non-PyroWave): then `in_flight` is fed regardless of the HUD.
let measure_decode = client.wants_decode_latency();
let in_flight = Arc::new(Mutex::new(VecDeque::<(u64, i128)>::new()));
// Display stage (spec `display` + the capture→displayed headline): the rendered frame is
// parked in the tracker at release; the OnFrameRendered callback pairs it with
@@ -898,15 +868,7 @@ fn run_async(
std::thread::Builder::new()
.name("pf-decode-feed".into())
.spawn(move || {
feeder_loop(
client,
stats,
measure_decode,
in_flight,
clock_offset,
shutdown,
ev_tx,
);
feeder_loop(client, stats, in_flight, clock_offset, shutdown, ev_tx);
})
.ok()
};
@@ -932,12 +894,7 @@ fn run_async(
let mut discarded: u64 = 0;
// AUs larger than the codec input buffer, dropped whole (see `feed`/`feed_ready`).
let mut oversized_dropped: u64 = 0;
// Freeze-until-reanchor gate (see the sync loop for the rationale). Armed on a frame-index gap
// (the feeder's Au verdict), a parked-AU overflow drop, a dropped-count climb, or a recoverable
// codec error; `recovery_flags` carries each AU's user_flags from `dispatch_event` (feed) to
// `present_ready` (present), keyed by the codec-echoed pts.
let mut gate = ReanchorGate::new(client.frames_dropped());
let mut recovery_flags: VecDeque<(u64, u32)> = VecDeque::new();
let mut last_dropped = client.frames_dropped();
let mut last_kf_req: Option<Instant> = None;
// Productive (dispatch+feed+present) time between displayed frames; reported to ADPF once one is
// presented. The blocking event wait is excluded (idle, not work) — same accounting as the sync loop.
@@ -963,8 +920,6 @@ fn run_async(
&mut ready,
&mut fmt_dirty,
&mut fatal,
&mut gate,
&mut recovery_flags,
));
}
// Coalesce every other event already queued into this one work pass — correct newest-only
@@ -977,8 +932,6 @@ fn run_async(
&mut ready,
&mut fmt_dirty,
&mut fatal,
&mut gate,
&mut recovery_flags,
));
}
stats.note_skipped(aus_dropped); // parked-AU overflow drops are client-side skips too
@@ -996,8 +949,6 @@ fn run_async(
let had_output = !ready.is_empty();
present_ready(
&codec,
&client,
measure_decode,
&mut ready,
&stats,
&in_flight,
@@ -1005,8 +956,6 @@ fn run_async(
&tracker,
&mut rendered,
&mut discarded,
&mut gate,
&mut recovery_flags,
);
work_accum_ns += work_t0.elapsed().as_nanos() as i64;
@@ -1038,21 +987,19 @@ fn run_async(
log::info!("decode: fed={fed} rendered={rendered} discarded={discarded}");
}
}
// Loss recovery + overdue backstop, folded through the gate. A parked-AU overflow drop is itself
// a loss, so it arms the freeze directly; the gate's `poll` then arms on a dropped-count climb
// and re-asks on an overdue freeze. All keyframe intents route through the shared 100 ms
// throttle so a multi-frame recovery gap can't flood the control stream.
// Loss recovery: request an IDR when the reassembler's unrecoverable-drop count climbs (or we
// dropped a parked AU on overflow), throttled so a multi-frame recovery gap doesn't flood the
// control stream.
let dropped = client.frames_dropped();
if dropped > last_dropped || aus_dropped > 0 {
last_dropped = dropped;
let now = Instant::now();
if aus_dropped > 0 {
gate.arm(now);
}
if (gate.poll(client.frames_dropped(), now) || aus_dropped > 0)
&& last_kf_req.is_none_or(|t| now.duration_since(t) >= Duration::from_millis(100))
{
if last_kf_req.is_none_or(|t| now.duration_since(t) >= Duration::from_millis(100)) {
last_kf_req = Some(now);
let _ = client.request_keyframe();
}
}
}
let _ = codec.stop();
shutdown.store(true, Ordering::SeqCst); // ensure the feeder wakes and exits, then join it
@@ -1074,7 +1021,6 @@ fn run_async(
fn feeder_loop(
client: Arc<NativeClient>,
stats: Arc<crate::stats::VideoStats>,
measure_decode: bool,
in_flight: Arc<Mutex<VecDeque<(u64, i128)>>>,
clock_offset: Arc<AtomicI64>,
shutdown: Arc<AtomicBool>,
@@ -1087,14 +1033,15 @@ fn feeder_loop(
Ok(frame) => {
// Loss recovery (RFI): a forward frame-index gap fires a throttled reference-frame-
// invalidation request so an RFI-capable host recovers with a cheap clean P-frame
// instead of a full IDR (the frames_dropped keyframe path is the backstop). The gap
// verdict rides the Au event so the decode loop arms its freeze gate on the same signal.
let gap = client.note_frame_index(frame.frame_index);
// Park the receipt stamp (keyed by the pts the codec echoes) whenever the `decode`
// stage is consumed: the HUD, or the ABR decode signal (`measure_decode`). The
// HUD-only `received` point + host/network split stay gated on the overlay.
if stats.enabled() || measure_decode {
// instead of a full IDR (the frames_dropped keyframe path is the backstop).
let _ = client.note_frame_index(frame.frame_index);
if stats.enabled() {
let received_ns = now_realtime_ns();
let clock_offset = clock_offset.load(Ordering::Relaxed) as i128;
let lat_ns = received_ns + clock_offset - frame.pts_ns as i128;
let lat_us =
(lat_ns > 0 && lat_ns < 10_000_000_000).then_some((lat_ns / 1000) as u64);
stats.note_received(frame.data.len(), lat_us, clock_offset != 0);
{
let mut g = in_flight
.lock()
@@ -1104,12 +1051,6 @@ fn feeder_loop(
g.pop_front(); // stale — codec never echoed it back
}
}
if stats.enabled() {
let clock_offset = clock_offset.load(Ordering::Relaxed) as i128;
let lat_ns = received_ns + clock_offset - frame.pts_ns as i128;
let lat_us = (lat_ns > 0 && lat_ns < 10_000_000_000)
.then_some((lat_ns / 1000) as u64);
stats.note_received(frame.data.len(), lat_us, clock_offset != 0);
if let Some(hostnet_us) = lat_us {
pending_split.push_back((frame.pts_ns, hostnet_us));
if pending_split.len() > PENDING_SPLIT_CAP {
@@ -1117,8 +1058,7 @@ fn feeder_loop(
}
}
while let Ok(t) = client.next_host_timing(Duration::ZERO) {
if let Some(i) = pending_split.iter().position(|&(p, _)| p == t.pts_ns)
{
if let Some(i) = pending_split.iter().position(|&(p, _)| p == t.pts_ns) {
let (_, hostnet_us) = pending_split.remove(i).unwrap();
stats.note_host_split(
t.host_us as u64,
@@ -1127,8 +1067,7 @@ fn feeder_loop(
}
}
}
}
if ev_tx.send(DecodeEvent::Au(frame, gap)).is_err() {
if ev_tx.send(DecodeEvent::Au(frame)).is_err() {
break; // the decode loop is gone
}
}
@@ -1140,7 +1079,6 @@ fn feeder_loop(
/// Route one [`DecodeEvent`] into the loop's working sets. Returns `true` only when a parked AU was
/// dropped on overflow (the caller then requests a keyframe).
#[allow(clippy::too_many_arguments)] // two call sites; the freeze gate + flag map are threaded in
fn dispatch_event(
ev: DecodeEvent,
pending_aus: &mut VecDeque<Frame>,
@@ -1148,20 +1086,9 @@ fn dispatch_event(
ready: &mut Vec<OutputReady>,
fmt_dirty: &mut bool,
fatal: &mut bool,
gate: &mut ReanchorGate,
recovery_flags: &mut VecDeque<(u64, u32)>,
) -> bool {
match ev {
DecodeEvent::Au(f, gap) => {
// A forward frame-index gap arms the freeze; park this AU's flags for the present side to
// fold `on_decoded` (keyed by the pts the codec will echo).
if gap {
gate.arm(Instant::now());
}
recovery_flags.push_back((f.pts_ns / 1000, f.flags));
if recovery_flags.len() > IN_FLIGHT_CAP {
recovery_flags.pop_front();
}
DecodeEvent::Au(f) => {
pending_aus.push_back(f);
if pending_aus.len() > FRAME_PARK_CAP {
pending_aus.pop_front(); // sustained overflow — drop oldest, signal a keyframe request
@@ -1182,10 +1109,6 @@ fn dispatch_event(
DecodeEvent::Error { fatal: f } => {
if f {
*fatal = true;
} else {
// A recoverable/transient codec error is a decode hiccup on a broken reference chain —
// arm the freeze so the concealed output it recovers into is held off the screen.
gate.arm(Instant::now());
}
}
}
@@ -1250,8 +1173,6 @@ fn feed_ready(
#[allow(clippy::too_many_arguments)] // one call site; mirrors the sync loop's drain
fn present_ready(
codec: &MediaCodec,
client: &NativeClient,
measure_decode: bool,
ready: &mut Vec<OutputReady>,
stats: &crate::stats::VideoStats,
in_flight: &Mutex<VecDeque<(u64, i128)>>,
@@ -1259,40 +1180,22 @@ fn present_ready(
tracker: &DisplayTracker,
rendered: &mut u64,
discarded: &mut u64,
gate: &mut ReanchorGate,
recovery_flags: &mut VecDeque<(u64, u32)>,
) {
if ready.is_empty() {
return;
}
// Pair each output's decode stage (feeds the ABR decode signal always; the HUD histogram only
// while visible) — both consume the receipt map, so enter for either.
if stats.enabled() || measure_decode {
if stats.enabled() {
let mut g = in_flight
.lock()
.unwrap_or_else(std::sync::PoisonError::into_inner);
for o in ready.iter() {
note_decoded_pts(
client,
measure_decode,
stats,
&mut g,
clock_offset,
o.pts_us,
o.decoded_ns,
);
note_decoded_pts(stats, &mut g, clock_offset, o.pts_us, o.decoded_ns);
}
}
// Fold EVERY output through the gate in pts (== decode) order — even the ones newest-wins discards —
// so the two-mark re-anchor count stays correct; the newest's verdict decides whether it reaches
// glass (`false` = withheld concealment; the SurfaceView keeps the last rendered frame frozen on).
let now = Instant::now();
let last = ready.len() - 1;
let mut skipped: u64 = 0;
for (i, o) in ready.drain(..).enumerate() {
let flags = take_flags(recovery_flags, o.pts_us);
let present = gate.on_decoded(flags, false, now) == GateVerdict::Present;
let render = i == last && present;
let render = i == last;
match codec.release_output_buffer_by_index(o.index, render) {
Ok(()) if render => {
*rendered += 1;
@@ -1312,7 +1215,7 @@ fn present_ready(
}
}
}
stats.note_skipped(skipped); // HUD `skipped` counter (newest-wins + held-off drops); no-op hidden
stats.note_skipped(skipped); // HUD `skipped` counter (newest-wins drops); no-op while hidden
}
/// React to an output-format change by signalling the stream's HDR dataspace on the Surface (SDR
@@ -1501,8 +1404,6 @@ fn feed(
#[allow(clippy::too_many_arguments)] // one call site; mirrors the async loop's present_ready
fn drain(
codec: &MediaCodec,
client: &NativeClient,
measure_decode: bool,
window: &NativeWindow,
applied_ds: &mut Option<DataSpace>,
first_wait: Duration,
@@ -1510,42 +1411,22 @@ fn drain(
in_flight: &mut VecDeque<(u64, i128)>,
clock_offset: i64,
tracker: &DisplayTracker,
gate: &mut ReanchorGate,
recovery_flags: &mut VecDeque<(u64, u32)>,
) -> (u64, u64) {
// Newest ready buffer so far (presented after the loop) with its HUD metadata —
// `Some((pts_us, decoded_ns))` only while the HUD is visible. `held_present` is the freeze gate's
// verdict for that newest buffer (`false` = a post-loss concealment to withhold).
// `Some((pts_us, decoded_ns))` only while the HUD is visible (the stamp read is gated).
let mut held: Option<(OutputBuffer<'_>, Option<(u64, i128)>)> = None;
let mut held_present = true;
let mut discarded: u64 = 0;
let mut wait = first_wait;
loop {
match codec.dequeue_output_buffer(wait) {
Ok(DequeuedOutputBufferInfoResult::Buffer(buf)) => {
// Only the first dequeue may block; later ones poll (wait == ZERO).
wait = Duration::ZERO;
// Fold every dequeued frame through the gate in pts (== decode) order — even the ones
// the newest-wins policy discards — so the two-mark re-anchor count stays correct; the
// verdict of the newest (last folded) buffer decides whether it reaches glass.
let pts_us = buf.info().presentation_time_us().max(0) as u64;
let flags = take_flags(recovery_flags, pts_us);
held_present =
gate.on_decoded(flags, false, Instant::now()) == GateVerdict::Present;
let meta = if stats.enabled() || measure_decode {
wait = Duration::ZERO; // only the first dequeue may block
let meta = if stats.enabled() {
// The dequeue IS the sync loop's decoded-availability instant.
let pts_us = buf.info().presentation_time_us().max(0) as u64;
let decoded_ns = now_realtime_ns();
note_decoded_pts(
client,
measure_decode,
stats,
in_flight,
clock_offset,
pts_us,
decoded_ns,
);
// The tracker's `display` stage is a HUD concern — park only when visible.
stats.enabled().then_some((pts_us, decoded_ns))
note_decoded_pts(stats, in_flight, clock_offset, pts_us, decoded_ns);
Some((pts_us, decoded_ns))
} else {
None
};
@@ -1588,19 +1469,16 @@ fn drain(
}
}
}
// Present the newest ready frame — UNLESS the gate is withholding it as a post-loss concealment,
// in which case release it without rendering (the SurfaceView keeps the last rendered frame frozen
// on glass) and count it as a discard rather than a display.
// Present the newest ready frame, if any, and park its metadata for the render callback.
let mut rendered = 0;
if let Some((buf, meta)) = held {
match codec.release_output_buffer(buf, held_present) {
Ok(()) if held_present => {
match codec.release_output_buffer(buf, true) {
Ok(()) => {
rendered = 1;
if let Some((pts_us, decoded_ns)) = meta {
tracker.note_rendered(pts_us, decoded_ns);
}
}
Ok(()) => discarded += 1, // held off the screen — awaiting a clean re-anchor
Err(e) => log::warn!("decode: release_output_buffer: {e}"),
}
}
@@ -1616,8 +1494,6 @@ fn drain(
/// `decoded_ns` is the availability instant: the dequeue (sync loop) or the output callback's
/// stamp (async loop).
fn note_decoded_pts(
client: &NativeClient,
measure_decode: bool,
stats: &crate::stats::VideoStats,
in_flight: &mut VecDeque<(u64, i128)>,
clock_offset: i64,
@@ -1636,45 +1512,13 @@ fn note_decoded_pts(
break;
}
}
let decode_us = received_ns.map(|r| ((decoded_ns - r).max(0) / 1000) as u64);
// Adaptive bitrate: the `decode` stage (received→decoded, single-clock local) IS the decoder-
// backlog signal — the only bottleneck the host-side network signals can't see (a fast LAN
// feeding a slower mobile decoder). Report it whenever the controller is armed, regardless of
// the HUD; `report_decode_us` is a cheap accumulate the pump windows.
if measure_decode {
if let Some(us) = decode_us {
client.report_decode_us(us.min(u32::MAX as u64) as u32);
}
}
// HUD histogram: only while the overlay is visible (a measure-only caller enters here for the
// ABR report alone). `end-to-end` = capture→decoded (skew-corrected) tiles the `decode` stage.
// pts_us is the truncated frame.pts_ns/1000 we queued, so ×1000 re-approximates capture time to
// < 1 µs — negligible against the ms-scale figures shown.
if stats.enabled() {
// pts_us is the truncated frame.pts_ns/1000 we queued, so ×1000 re-approximates capture time
// to < 1 µs — negligible against the ms-scale figures shown.
let e2e_ns = decoded_ns + clock_offset as i128 - pts_us as i128 * 1000;
let e2e_us = (e2e_ns > 0 && e2e_ns < 10_000_000_000).then_some((e2e_ns / 1000) as u64);
let decode_us = received_ns.map(|r| ((decoded_ns - r).max(0) / 1000) as u64);
stats.note_decoded(e2e_us, decode_us);
}
}
/// The AU `user_flags` for a decoded output, keyed by the echoed `presentationTimeUs`. Recovery
/// signalling (FLAG_SOF IDR marker / RECOVERY_ANCHOR / RECOVERY_POINT) rides the AU's flags, which are
/// only in scope at feed time — so the feed side parks `(pts_us, flags)` here and the present side
/// looks them up to fold [`ReanchorGate::on_decoded`]. Decode order == input order (low-latency, no
/// B-frames), so this evicts entries older than `pts_us` as it goes; a miss (probe filler, or an entry
/// aged past the cap) reads `0` — no recovery flags, decoded normally.
fn take_flags(map: &mut VecDeque<(u64, u32)>, pts_us: u64) -> u32 {
while let Some(&(p, f)) = map.front() {
if p > pts_us {
break; // future frame — leave it for its own output buffer
}
map.pop_front();
if p == pts_us {
return f;
}
}
0
}
/// Map the decoder's reported output colour to a BT.2020 HDR dataspace, or `None` for SDR. The
/// integer values are the Android MediaFormat colour constants the NDK shares: COLOR_TRANSFER
+30 -57
View File
@@ -22,16 +22,14 @@ const PULL_TIMEOUT: Duration = Duration::from_millis(100);
const TAG_LED: u8 = 0x01;
const TAG_PLAYER_LEDS: u8 = 0x02;
const TAG_TRIGGER: u8 = 0x03;
const TAG_HID_RAW: u8 = 0x05;
/// `NativeBridge.nativeNextRumble(handle): Long` — block up to ~100 ms for the next rumble update.
/// Returns a packed positive long: bits 49..52 = wire `pad` index (0..15), bit 48 = "has a v2 lease",
/// bits 32..47 = `ttl_ms`, bits 16..31 = `low`, bits 0..15 = `high` (`low`/`high` 0..=0xFFFF, `0/0` =
/// stop). The lease flag is out-of-band so ANY 16-bit `ttl_ms` — including 0xFFFF — is unambiguous (no
/// in-band sentinel to collide with a real 65535 ms lease). No lease (legacy host) → bit 48 clear, and
/// Kotlin falls back to its long one-shot. `-1` on timeout / session closed (all packed values are
/// positive, so `-1` stays unambiguous). Kotlin routes the update back to the controller holding that
/// wire `pad` index (multi-pad rumble). Run from a Kotlin poll thread.
/// Returns a packed positive long: bit 48 = "has a v2 lease", bits 32..47 = `ttl_ms`, bits 16..31 =
/// `low`, bits 0..15 = `high` (`low`/`high` 0..=0xFFFF, `0/0` = stop). The lease flag is
/// out-of-band so ANY 16-bit `ttl_ms` — including 0xFFFF — is unambiguous (no in-band sentinel to
/// collide with a real 65535 ms lease). No lease (legacy host) → bit 48 clear, and Kotlin falls
/// back to its long one-shot. `-1` on timeout / session closed (all packed values are positive, so
/// `-1` stays unambiguous). Pad index is dropped (single-pad model). Run from a Kotlin poll thread.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextRumble(
_env: JNIEnv,
@@ -48,19 +46,14 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextRumble(
// threads (and joins them — unbounded) before nativeClose frees the handle.
let h = unsafe { &*(handle as *const SessionHandle) };
match h.client.next_rumble_ttl(PULL_TIMEOUT) {
Ok((pad, low, high, ttl)) => {
Ok((_pad, low, high, ttl)) => {
// The reorder gate already ran in the core, so this update is fresh. Encode the
// Option out-of-band: a real lease sets bit 48 and carries ttl_ms verbatim. The pad
// index rides above the lease flag (bits 49..52), keeping the whole word positive.
// Option out-of-band: a real lease sets bit 48 and carries ttl_ms verbatim.
let (lease_flag, ttl_bits) = match ttl {
Some(ms) => (1i64 << 48, jlong::from(ms) << 32),
None => (0, 0),
};
(jlong::from(pad & 0xF) << 49)
| lease_flag
| ttl_bits
| (jlong::from(low) << 16)
| jlong::from(high)
lease_flag | ttl_bits | (jlong::from(low) << 16) | jlong::from(high)
}
Err(_) => -1, // NoFrame (timeout) or Closed — Kotlin loops on its running flag
}
@@ -68,12 +61,10 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextRumble(
}
/// `NativeBridge.nativeNextHidout(handle, buf): Int` — block up to ~100 ms for the next DualSense
/// HID-output event, written into the caller's direct ByteBuffer as `[pad][kind][fields…]` (the
/// leading `pad` is the wire pad index the event is addressed to, so Kotlin routes it to that
/// controller — multi-pad HID feedback):
/// Led → `[pad][0x01][r][g][b]` (len 5)
/// PlayerLeds → `[pad][0x02][bits]` (len 3)
/// Trigger → `[pad][0x03][which][effect…]` (len 3 + effect.len())
/// HID-output event, written into the caller's direct ByteBuffer as `[kind][fields…]`:
/// Led → `[0x01][r][g][b]` (len 4)
/// PlayerLeds → `[0x02][bits]` (len 2)
/// Trigger → `[0x03][which][effect…]` (len 2 + effect.len())
/// Returns the byte count written, or `-1` on timeout / session closed / buffer too small.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextHidout(
@@ -106,37 +97,33 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextHidout(
// SAFETY: `ptr`/`cap` describe the direct ByteBuffer's backing store, valid for this call.
let out = unsafe { std::slice::from_raw_parts_mut(ptr, cap) };
// out[0] = wire pad index; out[1] = kind tag; the rest is the per-kind payload.
let n = match ev {
HidOutput::Led { pad, r, g, b } => {
if cap < 5 {
HidOutput::Led { r, g, b, .. } => {
if cap < 4 {
return -1;
}
out[0] = pad;
out[1] = TAG_LED;
out[2] = r;
out[3] = g;
out[4] = b;
5
out[0] = TAG_LED;
out[1] = r;
out[2] = g;
out[3] = b;
4
}
HidOutput::PlayerLeds { pad, bits } => {
if cap < 3 {
HidOutput::PlayerLeds { bits, .. } => {
if cap < 2 {
return -1;
}
out[0] = pad;
out[1] = TAG_PLAYER_LEDS;
out[2] = bits;
3
out[0] = TAG_PLAYER_LEDS;
out[1] = bits;
2
}
HidOutput::Trigger { pad, which, effect } => {
let n = 3 + effect.len();
HidOutput::Trigger { which, effect, .. } => {
let n = 2 + effect.len();
if cap < n {
return -1; // the raw DS5 trigger block is ~11 bytes; Kotlin allocates 64
}
out[0] = pad;
out[1] = TAG_TRIGGER;
out[2] = which;
out[3..n].copy_from_slice(&effect);
out[0] = TAG_TRIGGER;
out[1] = which;
out[2..n].copy_from_slice(&effect);
n
}
HidOutput::TrackpadHaptic { .. } => {
@@ -144,20 +131,6 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextHidout(
// rumble already rides the universal 0xCA plane).
return -1;
}
HidOutput::HidRaw { pad, kind, data } => {
// As-is SC2 passthrough: the host's hidraw consumer (Steam) wrote this report to
// the virtual pad; Kotlin replays it verbatim on the physical controller.
// `[pad][0x05][kind][report…]` — kind 0 = output report, 1 = feature report.
let n = 3 + data.len();
if cap < n {
return -1; // reports are ≤ 64 bytes; Kotlin allocates 128
}
out[0] = pad;
out[1] = TAG_HID_RAW;
out[2] = kind;
out[3..n].copy_from_slice(&data);
n
}
};
n as jint
})
@@ -11,43 +11,6 @@ use std::time::Duration;
use super::{hex32, jni_guard, parse_hex32, SessionHandle};
/// Machine token of the most recent `nativeConnect`/`nativePair` failure, taken (and cleared)
/// by `nativeTakeLastError` so Kotlin can render a cause-specific message instead of the old
/// catch-all "wrong PIN, or the host isn't armed" (which blamed the PIN for dead network paths
/// — the moko0878-class support threads). The app runs one attempt at a time, so one slot
/// suffices; a stale token is harmless (it is taken immediately after the failed call).
static LAST_ERROR: Mutex<String> = Mutex::new(String::new());
/// Stable token for a failed pair/connect cause, matched by Kotlin (`ConnectErrors.kt`):
/// a typed host rejection yields its `RejectReason::as_str()` token ("not-armed", "denied",
/// "approval-timeout", …); transport-level causes map to "crypto" / "timeout" / "io" / "error".
fn note_error(e: &punktfunk_core::error::PunktfunkError) {
use punktfunk_core::error::PunktfunkError as E;
let token = match e {
E::Rejected(r) => r.as_str(),
E::Crypto => "crypto",
E::Timeout => "timeout",
E::Io(_) => "io",
_ => "error",
};
*LAST_ERROR.lock().unwrap() = token.to_string();
}
/// `NativeBridge.nativeTakeLastError(): String` — the machine token of the most recent failed
/// `nativeConnect`/`nativePair`, cleared on read (`""` when none). Call right after a `0`
/// handle / `""` fingerprint.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeTakeLastError<'local>(
env: JNIEnv<'local>,
_this: JObject<'local>,
) -> jni::sys::jstring {
let token = std::mem::take(&mut *LAST_ERROR.lock().unwrap());
match env.new_string(token) {
Ok(s) => s.into_raw(),
Err(_) => JObject::null().into_raw(),
}
}
/// `NativeBridge.nativeGenerateIdentity(): String` — mint a fresh persistent self-signed identity.
/// Returns `"<certPem>\n-----PUNKTFUNK-KEY-----\n<keyPem>"`, or `""` on failure (logged). Kotlin
/// persists it (Keystore-wrapped) and only calls this again when the store is genuinely empty.
@@ -222,7 +185,6 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeConnect<'lo
}
Err(e) => {
log::error!("nativeConnect to {host}:{port} failed: {e}");
note_error(&e);
0
}
}
@@ -356,9 +318,7 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativePair<'local
Ok(host_fp) => hex32(&host_fp),
Err(e) => {
// Crypto error == wrong PIN / MITM; anything else == transport/host reject.
// The token lets Kotlin say WHICH (`nativeTakeLastError`).
log::error!("nativePair to {host}:{port} failed: {e}");
note_error(&e);
String::new()
}
}
+14 -106
View File
@@ -6,11 +6,10 @@
//! conventions: buttons 1=left/2=middle/3=right/4=X1/5=X2; scroll axis 0=vertical/1=horizontal,
//! signed 120-unit delta, +=up/right; keys are Windows VK (mapped from KEYCODE_* on the Kotlin side).
use jni::objects::{JByteBuffer, JObject};
use jni::objects::JObject;
use jni::sys::{jboolean, jint, jlong};
use jni::JNIEnv;
use punktfunk_core::input::{InputEvent, InputKind};
use punktfunk_core::quic::{RichInput, HID_REPORT_MAX};
use super::SessionHandle;
@@ -146,19 +145,13 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendKey(
}
// ---- Gamepad: Kotlin captures (KeyEvent/MotionEvent) → NativeClient::send_input ---------------
// Multi-pad model: each physical controller is forwarded on its own wire pad index (0..15), carried
// in the low byte of `flags` on every per-pad event — the Kotlin side (`GamepadRouter`) assigns a
// stable lowest-free index per Android device and threads it here. Buttons carry the gamepad::BTN_*
// bit in `code` and pressed/released in `x` (1/0); axes carry the gamepad::AXIS_* id in `code` and
// the value in `x` (sticks i16 32768..32767, +y = up; triggers 0..255). The host accumulates the
// incremental events per pad into a matching virtual device. The core input task folds these into
// the seq'd GamepadState snapshots (keyed on this same `flags` index) and owns the per-pad seq — so
// the only thing this layer must get right is the index. Wire contract: input.rs::gamepad. A single
// controller lands on index 0, so its wire is byte-identical to the old single-pad path.
// Single-pad model: exactly one controller, forwarded as pad 0 (flags = 0). Buttons carry the
// gamepad::BTN_* bit in `code` and pressed/released in `x` (1/0); axes carry the gamepad::AXIS_* id
// in `code` and the value in `x` (sticks i16 32768..32767, +y = up; triggers 0..255). The host
// accumulates the incremental events into its virtual xpad. Wire contract: input.rs::gamepad.
/// `NativeBridge.nativeSendGamepadButton(handle, bit, down, pad)` — one gamepad button transition on
/// wire pad index `pad`. `bit`: a `gamepad::BTN_*` bit (e.g. BTN_A = 0x1000). `down`: 1=press,
/// 0=release. `pad`: wire pad index 0..15 (rides `flags`).
/// `NativeBridge.nativeSendGamepadButton(handle, bit, down)` — one gamepad button transition.
/// `bit`: a `gamepad::BTN_*` bit (e.g. BTN_A = 0x1000). `down`: 1=press, 0=release.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepadButton(
_env: JNIEnv,
@@ -166,21 +159,21 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepad
handle: jlong,
bit: jint,
down: jboolean,
pad: jint,
) {
// flags = 0: pad index 0 — single-pad model.
send_event(
handle,
InputKind::GamepadButton,
bit as u32,
i32::from(down != 0),
0,
pad as u32,
0,
);
}
/// `NativeBridge.nativeSendGamepadAxis(handle, axisId, value, pad)` — one gamepad axis update on wire
/// pad index `pad`. `axisId`: a `gamepad::AXIS_*` id (LS_X=0..RT=5). `value`: stick i16
/// (32768..32767, +y=up) or trigger 0..255. `pad`: wire pad index 0..15 (rides `flags`).
/// `NativeBridge.nativeSendGamepadAxis(handle, axisId, value)` — one gamepad axis update.
/// `axisId`: a `gamepad::AXIS_*` id (LS_X=0..RT=5). `value`: stick i16 (32768..32767, +y=up) or
/// trigger 0..255.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepadAxis(
_env: JNIEnv,
@@ -188,92 +181,7 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepad
handle: jlong,
axis_id: jint,
value: jint,
pad: jint,
) {
send_event(
handle,
InputKind::GamepadAxis,
axis_id as u32,
value,
0,
pad as u32,
);
}
/// `NativeBridge.nativeSendGamepadArrival(handle, pref, pad)` — declare the controller KIND presented
/// on wire pad index `pad` so the host builds a matching virtual device (mixed types — pad 0 a
/// DualSense, pad 1 an Xbox pad). `pref`: the `GamepadPref` wire byte (rides `code`). `pad`: wire pad
/// index 0..15 (rides `flags`). Sent ONCE when a pad opens, BEFORE any of its input; the core re-sends
/// it a few times against datagram loss, and an older host ignores the unknown tag (that pad then uses
/// the session-default kind from the handshake — the pre-existing single-pad behaviour on pad 0).
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepadArrival(
_env: JNIEnv,
_this: JObject,
handle: jlong,
pref: jint,
pad: jint,
) {
send_event(
handle,
InputKind::GamepadArrival,
pref as u32,
0,
0,
pad as u32,
);
}
/// `NativeBridge.nativeSendGamepadRemove(handle, pad)` — signal that wire pad index `pad` was
/// unplugged so the host tears its virtual device down. `pad` (rides `flags`) is the only field; the
/// core stamps the per-pad seq (in the snapshot seq space, so a reordered snapshot can't resurrect the
/// pad) and arms a re-send burst against datagram loss. An older host ignores the unknown tag.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepadRemove(
_env: JNIEnv,
_this: JObject,
handle: jlong,
pad: jint,
) {
send_event(handle, InputKind::GamepadRemove, 0, 0, 0, pad as u32);
}
/// `NativeBridge.nativeSendPadHidReport(handle, pad, buf, len)` — one raw HID input report from a
/// client-captured controller (the as-is Steam Controller 2 passthrough), forwarded verbatim on
/// the rich-input plane (`RichInput::HidReport`, 0xCC). `buf` is a DIRECT ByteBuffer whose first
/// `len` bytes are the report, id byte first (`0x42`/`0x45`/`0x47` state, `0x43` battery, …);
/// `len` is clamped to the 64-byte wire body. Called from the capture thread at the controller's
/// own report rate (~250500 Hz) — the direct-buffer read avoids a JNI array copy per report.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendPadHidReport(
env: JNIEnv,
_this: JObject,
handle: jlong,
pad: jint,
buf: JByteBuffer,
len: jint,
) {
if handle == 0 || len <= 0 {
return;
}
let cap = match env.get_direct_buffer_capacity(&buf) {
Ok(c) => c,
Err(_) => return,
};
let ptr = match env.get_direct_buffer_address(&buf) {
Ok(p) if !p.is_null() => p,
_ => return,
};
let n = (len as usize).min(cap).min(HID_REPORT_MAX);
let mut data = [0u8; HID_REPORT_MAX];
// SAFETY: `ptr`/`cap` describe the direct ByteBuffer's backing store, valid for this call;
// `n` is bounded by both the buffer capacity and the fixed wire body.
data[..n].copy_from_slice(unsafe { std::slice::from_raw_parts(ptr, n) });
// SAFETY: live handle per the nativeConnect/nativeClose contract; send_rich_input is &self.
let h = unsafe { &*(handle as *const SessionHandle) };
let _ = h.client.send_rich_input(RichInput::HidReport {
pad: (pad as u32 & 0xF) as u8,
len: n as u8,
data,
});
// flags = 0: pad index 0 — single-pad model.
send_event(handle, InputKind::GamepadAxis, axis_id as u32, value, 0, 0);
}
+15 -13
View File
@@ -2,22 +2,24 @@
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CADisableMinimumFrameDurationOnPhone</key>
<true/>
<key>GCSupportedGameControllers</key>
<array>
<dict>
<key>ProfileName</key>
<string>ExtendedGamepad</string>
</dict>
<dict>
<key>ProfileName</key>
<string>MicroGamepad</string>
</dict>
</array>
<!-- Custom keys merged into the auto-generated Info.plist (GENERATE_INFOPLIST_FILE=YES
supplies the rest). NSBonjourServices is required for NWBrowser to browse this
service type on iOS/tvOS — without it the system blocks the browse and discovery
returns nothing. Kept OUT of the synchronized App/ + Sources/ groups so it isn't
auto-added as a bundle resource (which collides with Info.plist processing). -->
<key>NSBonjourServices</key>
<array>
<string>_punktfunk._udp</string>
</array>
<!-- Standard-algorithm crypto only (AES-GCM via the Rust core) — exempt from export
compliance, but the key must be declared or every TestFlight build stalls on the
compliance question. -->
<key>ITSAppUsesNonExemptEncryption</key>
<false/>
<!-- Allow CADisplayLink above 60 Hz on ProMotion iPhones: without this key the system
silently caps the link at 60 even when SessionPresenter asks for the stream's rate
via preferredFrameRateRange, so a 120 fps stream would present at half rate. -->
<key>CADisableMinimumFrameDurationOnPhone</key>
<true/>
</dict>
</plist>
+1 -10
View File
@@ -40,15 +40,6 @@ let package = Package(
// its manifest breaks SwiftPM whole-graph validation on macOS, and only the
// Punktfunk-tvOS target links it; the #if os(tvOS) import never compiles here.)
.executableTarget(name: "PunktfunkClient", dependencies: ["PunktfunkKit"]),
// PunktfunkCore is a direct dep too so the wire tests can name the C ABI's
// `PunktfunkInputEvent` / `PUNKTFUNK_INPUT_KIND_*` when asserting the gamepad byte layout.
.testTarget(
name: "PunktfunkKitTests", dependencies: ["PunktfunkKit", "PunktfunkCore"],
resources: [
// PyroWave golden fixtures: host-encoded AUs + upstream-decoded reference
// planes (regenerate with punktfunk-host's `pyrowave_dump_golden` on a
// Vulkan box see PyroWaveDecoderTests.swift).
.copy("PyroWaveFixtures")
]),
.testTarget(name: "PunktfunkKitTests", dependencies: ["PunktfunkKit"]),
]
)
@@ -49,13 +49,6 @@
ReferencedContainer = "container:Punktfunk.xcodeproj">
</BuildableReference>
</BuildableProductRunnable>
<EnvironmentVariables>
<EnvironmentVariable
key = "PUNKTFUNK_BILINEAR_LUMA"
value = "1"
isEnabled = "YES">
</EnvironmentVariable>
</EnvironmentVariables>
</LaunchAction>
<ProfileAction
buildConfiguration = "Release"
@@ -46,7 +46,6 @@ struct ContentView: View {
case "h264": return PunktfunkConnection.codecH264
case "hevc": return PunktfunkConnection.codecHEVC
case "av1": return PunktfunkConnection.codecAV1
case "pyrowave": return PunktfunkConnection.codecPyroWave
default: return 0
}
}
@@ -239,18 +239,6 @@ final class SessionModel: ObservableObject {
// from these + the soft `preferredCodec`; `resolvedCodec` reflects what it chose.
var videoCodecs = PunktfunkConnection.codecH264 | PunktfunkConnection.codecHEVC
if AV1.hardwareDecodeSupported { videoCodecs |= PunktfunkConnection.codecAV1 }
// PyroWave (wired LAN) is a pure opt-in: picking it in the codec setting both
// advertises the bit and prefers it the host never auto-selects it, and the
// picker only offers it when the Metal decode probe passed (simdgroup floor A13;
// every M-series Mac and the ATV 4K gen 3 pass). The codec is 8-bit 4:2:0 SDR
// BT.709 by contract, so the opt-in also drops the HDR/10-bit/4:4:4 caps for this
// session HDR sessions stay HEVC/AV1 (plan §4.7).
if preferredCodec == PunktfunkConnection.codecPyroWave, MetalWaveletDecoder.supported {
videoCodecs |= PunktfunkConnection.codecPyroWave
videoCaps &= ~(PunktfunkConnection.videoCap10Bit
| PunktfunkConnection.videoCapHDR
| PunktfunkConnection.videoCap444)
}
let result = Result { try PunktfunkConnection(
host: host.address, port: host.port,
width: width, height: height, refreshHz: hz,
@@ -296,15 +284,10 @@ final class SessionModel: ObservableObject {
self.errorMessage = "\(host.displayName) is not paired yet. "
+ "Pair with its PIN before streaming."
}
case .failure(let error):
case .failure:
self.phase = .idle
self.activeHost = nil
if case PunktfunkClientError.rejected(let rejection) = error {
// The host answered and stated its reason (declined / approval timed
// out / busy / versions differ) show that, and never wake-retry a
// host that is demonstrably awake.
self.errorMessage = "\(host.displayName): \(rejection.userMessage)"
} else if let onUnreachable, !requestAccess {
if let onUnreachable, !requestAccess {
// The caller owns recovery (wake-and-retry) no error alert here; its
// own overlay explains what's happening.
onUnreachable()
@@ -436,10 +419,9 @@ final class SessionModel: ObservableObject {
micChannel: defaults.integer(forKey: DefaultsKey.micChannel),
micEnabled: defaults.object(forKey: DefaultsKey.micEnabled) as? Bool ?? true)
self.audio = audio
// Gamepads: forward every controller GamepadManager selected each on its own wire pad
// index (a pin forwards only one, Automatic forwards all) and render the host's feedback
// back to the pad it's addressed to (rumble always; lightbar/player-LEDs/adaptive-triggers
// when a pad's virtual device is a DualSense). Same trust gate as audio nothing is
// Gamepads: forward GamepadManager's active controller as pad 0 and render the
// host's feedback (rumble always; lightbar/player-LEDs/adaptive-triggers when the
// session's virtual pad is a DualSense). Same trust gate as audio nothing is
// forwarded during the trust prompt.
let capture = GamepadCapture(connection: conn, manager: .shared)
// The cross-client escape chord (hold L1+R1+Start+Select 1.5 s) on tvOS the only
@@ -15,9 +15,6 @@ 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
@@ -41,9 +38,6 @@ 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)
@@ -236,7 +230,7 @@ struct GamepadSettingsView: View {
.map { (label: "\($0) Hz", tag: $0) }
let bitrate = SettingsOptions.bitrateOptions(current: bitrateKbps)
let controllers = SettingsOptions.controllerOptions(gamepads)
var list: [Row] = [
return [
choiceRow(
id: "resolution", header: "Stream", icon: "aspectratio",
label: "Resolution",
@@ -335,23 +329,6 @@ 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
@@ -79,13 +79,6 @@ enum SettingsOptions {
if AV1.hardwareDecodeSupported {
options.insert(("AV1", "av1"), at: 2)
}
// PyroWave is the opt-in wired-LAN low-latency codec (100400 Mbps all-intra wavelet,
// 8-bit SDR): selecting it advertises + prefers it for the session. Offered only when
// the Metal decode probe passes (same gate SessionModel advertises by) elsewhere the
// host could never emit it.
if MetalWaveletDecoder.supported {
options.append(("PyroWave (wired LAN)", "pyrowave"))
}
return options
}()
@@ -1,9 +1,6 @@
// 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
@@ -474,12 +471,6 @@ 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
@@ -496,11 +487,6 @@ 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
@@ -88,13 +88,6 @@ 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-"
@@ -140,10 +133,8 @@ extension SettingsView {
.foregroundStyle(.secondary)
}
Spacer()
// Every forwarded controller is surfaced (not just the primary `active`) with its
// wire pad index as a player number a pin forwards only one, Automatic forwards all.
if let pad = gamepads.padIndex(for: controller) {
Text("Player \(pad + 1)")
if gamepads.active?.id == controller.id {
Text("In use")
.font(.geist(11, .semibold, relativeTo: .caption2))
.padding(.horizontal, 8)
.padding(.vertical, 3)
@@ -21,10 +21,10 @@ struct SettingsView: View {
@AppStorage(DefaultsKey.streamWidth) var width = 1920
@AppStorage(DefaultsKey.streamHeight) var height = 1080
@AppStorage(DefaultsKey.streamHz) var hz = 60
// Opt-in (default OFF): the explicit mode below is used and never auto-resized. When ON, a
// windowed session instead streams at the window's native pixels (1:1, no scaling) so it stays
// pixel-exact rather than the presenter resampling a fixed-mode frame into the window.
@AppStorage(DefaultsKey.matchWindow) var matchWindow = false
// Default ON: a windowed session streams at the window's native pixels (1:1, no scaling) so it
// stays pixel-exact instead of the presenter resampling a fixed-mode frame into the window.
// Off falls back to the explicit mode below (fixed output, scaled to non-matching windows).
@AppStorage(DefaultsKey.matchWindow) var matchWindow = true
@AppStorage(DefaultsKey.compositor) var compositor = 0
@AppStorage(DefaultsKey.gamepadType) var gamepadType = 0
@AppStorage(DefaultsKey.bitrateKbps) var bitrateKbps = 0
@@ -55,7 +55,6 @@ 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).
@@ -212,18 +212,14 @@ struct PairSheet: View {
case .failure(PunktfunkClientError.wrongPIN):
errorText = "Wrong PIN — check the host's web console (port 3000) "
+ "and try again."
case .failure(PunktfunkClientError.rejected(let rejection)):
// The host answered and said why (not armed / rate-limited / armed for
// another device) show that instead of the guessing-game fallback.
errorText = rejection.userMessage
case .failure(is ClientIdentityStore.IdentityError):
errorText = "Can't store this Mac's identity in the Keychain, so the "
+ "pairing would not survive a relaunch. Unlock the login "
+ "keychain and try again."
case .failure:
errorText = "Pairing failed the host didn't answer. Is it running, "
+ "and is this device on the same network (no VPN, no guest-Wi-Fi "
+ "isolation)?"
errorText = "Pairing failed. Is the host reachable, pairing armed "
+ "(web console → Pairing), and not mid-session? Retries are "
+ "rate-limited to one per 2 seconds."
}
}
}
@@ -54,12 +54,6 @@ public func pair(
switch rc {
case PUNKTFUNK_STATUS_OK.rawValue: return Data(observed)
case PUNKTFUNK_STATUS_CRYPTO.rawValue: throw PunktfunkClientError.wrongPIN
default:
// A typed host rejection (pairing not armed / rate-limited / armed for another
// device) carries its own reason never report it as a bad PIN or dead network.
if let rejection = HostRejection(status: rc) {
throw PunktfunkClientError.rejected(rejection)
}
throw PunktfunkClientError.status(rc)
default: throw PunktfunkClientError.status(rc)
}
}
@@ -59,26 +59,6 @@ public extension PunktfunkInputEvent {
make(PUNKTFUNK_INPUT_KIND_GAMEPAD_AXIS.rawValue, code: axis, x: value, y: 0, flags: pad)
}
/// Declare a pad's controller KIND (`InputKind::GamepadArrival`): `pref` is the
/// `GamepadType` wire byte (Auto=0, Xbox360=1, DualSense=2, XboxOne=3, DualShock4=4,
/// SteamController=5, SteamDeck=6), `pad` the wire index. Sent once when a controller slot
/// opens BEFORE that pad's first input so the host builds a matching virtual device and a
/// session can mix types (pad 0 a DualSense, pad 1 an Xbox pad). The core re-sends it a few
/// times against datagram loss and folds per-pad state behind it; a host that predates the tag
/// ignores it and uses the session-default kind from the handshake. Idempotent on the host.
static func gamepadArrival(pref: UInt32, pad: UInt32) -> PunktfunkInputEvent {
make(PUNKTFUNK_INPUT_KIND_GAMEPAD_ARRIVAL.rawValue, code: pref, x: 0, y: 0, flags: pad)
}
/// A pad disconnected (`InputKind::GamepadRemove`): `flags` = pad index. The client sends the
/// bare index; the core stamps the per-pad removal seq (`encode_gamepad_remove`) in the shared
/// snapshot seq space and arms a loss-resistant re-send burst, so the host tears the pad's
/// virtual device down and no reordered snapshot can resurrect it. A host that predates the tag
/// ignores it (the pad then lingers until session end the pre-existing behaviour).
static func gamepadRemove(pad: UInt32) -> PunktfunkInputEvent {
make(PUNKTFUNK_INPUT_KIND_GAMEPAD_REMOVE.rawValue, code: 0, x: 0, y: 0, flags: pad)
}
// Touch (host-side: libei ei_touchscreen on the virtual output). `id` distinguishes
// fingers and is reusable after touchUp; coordinates are absolute pixels on the
// client's touch surface, whose size rides in `flags` so the host can rescale
@@ -59,68 +59,6 @@ public enum PunktfunkClientError: Error {
case wrongPIN
case closed
case status(Int32)
/// The host deliberately turned the attempt away and said why (its typed QUIC
/// application close) distinct from `.connectFailed` (unreachable/timeout) so the UI
/// can show the stated reason instead of blaming the network.
case rejected(HostRejection)
}
/// Why a host turned a connect/pair attempt away decoded from the
/// `PUNKTFUNK_STATUS_REJECTED_*` block. Lets the UI say "approve the request on the host"
/// or "pairing isn't armed" instead of a generic "could not connect".
public enum HostRejection: Sendable {
case pairingNotArmed
case pairingBoundToOtherDevice
case pairingRateLimited
case identityRequired
case denied
case approvalTimeout
case superseded
case wireVersionMismatch
case busy
init?(status: Int32) {
switch status {
case PUNKTFUNK_STATUS_REJECTED_NOT_ARMED.rawValue: self = .pairingNotArmed
case PUNKTFUNK_STATUS_REJECTED_BOUND_OTHER.rawValue: self = .pairingBoundToOtherDevice
case PUNKTFUNK_STATUS_REJECTED_RATE_LIMITED.rawValue: self = .pairingRateLimited
case PUNKTFUNK_STATUS_REJECTED_IDENTITY_REQUIRED.rawValue: self = .identityRequired
case PUNKTFUNK_STATUS_REJECTED_DENIED.rawValue: self = .denied
case PUNKTFUNK_STATUS_REJECTED_APPROVAL_TIMEOUT.rawValue: self = .approvalTimeout
case PUNKTFUNK_STATUS_REJECTED_SUPERSEDED.rawValue: self = .superseded
case PUNKTFUNK_STATUS_REJECTED_WIRE_VERSION.rawValue: self = .wireVersionMismatch
case PUNKTFUNK_STATUS_REJECTED_BUSY.rawValue: self = .busy
default: return nil
}
}
/// User-facing sentence wording shared with the desktop clients.
public var userMessage: String {
switch self {
case .pairingNotArmed:
return "Pairing isn't armed on the host — arm it on the host's Pairing page, "
+ "then try again."
case .pairingBoundToOtherDevice:
return "The host's pairing window is armed for a different device — arm it "
+ "for this one."
case .pairingRateLimited:
return "Too many pairing attempts — wait a couple of seconds and try again."
case .identityRequired:
return "The host requires pairing — pair this device (PIN or request access) first."
case .denied:
return "The host declined this device's request."
case .approvalTimeout:
return "Nobody approved the request on the host in time — approve this device "
+ "in the host's console or web UI, then request access again."
case .superseded:
return "A newer request from this device replaced this one — approve the "
+ "latest request on the host."
case .wireVersionMismatch:
return "Client and host versions don't match — update both to the same release."
case .busy:
return "The host is busy with another session."
}
}
}
/// `withCString` over an optional nil maps to a NULL C pointer.
@@ -250,19 +188,6 @@ 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
/// New Steam Controller (2026, `28DE:1302`), passed through as-is on Linux hosts (raw
/// report mirroring; Steam Input is the consumer). Parity only on Apple GameController
/// never surfaces the raw Valve device, so the client can't capture one; exists so the
/// resolved type round-trips and name parsing matches the host.
case steamController2 = 9
/// Loose name parsing for env/dev hooks, mirroring the host's
/// `GamepadPref::from_name`.
@@ -275,11 +200,6 @@ 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 "steamcontroller2", "steam-controller-2", "steamcon2", "sc2", "ibex":
self = .steamController2
case "dualsenseedge", "dualsense-edge", "edge", "dsedge": self = .dualSenseEdge
case "switchpro", "switch-pro", "switch", "procontroller", "pro-controller":
self = .switchPro
default: return nil
}
}
@@ -337,15 +257,9 @@ public final class PunktfunkConnection {
public private(set) var resolvedAudioChannels: UInt8 = 2
/// The video codec the host resolved for this session (`Welcome.codec`, `PUNKTFUNK_CODEC_*`):
/// `2` = HEVC (default / older host), `1` = H.264, `4` = AV1, `8` = PyroWave (only when this
/// client opted in). Build the decoder from THIS. The resolved value honors the client's
/// `preferredCodec` when the host could emit it.
/// `2` = HEVC (default / older host), `1` = H.264, `4` = AV1. Build the decoder from THIS. The
/// resolved value honors the client's `preferredCodec` when the host could emit it.
public private(set) var resolvedCodec: UInt8 = 2 // PUNKTFUNK_CODEC_HEVC
/// The session's negotiated wire shard payload (`Welcome.shard_payload`, bytes) the
/// parse-window size for `USER_FLAG_CHUNK_ALIGNED` PyroWave AUs (plan §4.4). Other codecs
/// never need it.
public private(set) var shardPayload: UInt32 = 1408
/// The resolved codec as a `VideoCodec` (H.264 / HEVC / AV1) drives the bitstream framing
/// (Annex-B NAL parsing vs the AV1 OBU repack).
public var videoCodec: VideoCodec { VideoCodec(wire: resolvedCodec) }
@@ -387,10 +301,6 @@ public final class PunktfunkConnection {
) throws {
if let pin = pinSHA256, pin.count != 32 { throw PunktfunkClientError.invalidPin }
var observed = [UInt8](repeating: 0, count: 32)
// Why a failed connect failed (PunktfunkStatus): lets a typed host rejection
// ("denied in the console", "approval timed out", "host busy") surface as
// `.rejected` instead of the undifferentiated `.connectFailed`.
var connectStatus: Int32 = 0
// `videoCaps` advertises decode/present capability (PUNKTFUNK_VIDEO_CAP_10BIT | _HDR): the
// host upgrades to a 10-bit / BT.2020 PQ stream only when set. 0 = 8-bit BT.709 SDR.
// `launchID` (a host library id like "steam:570") asks the host to launch that title in
@@ -401,29 +311,24 @@ public final class PunktfunkConnection {
withOptionalCString(launchID) { launch in
if let pin = pinSHA256 {
return pin.withUnsafeBytes { p in
punktfunk_connect_ex8(
punktfunk_connect_ex7(
cs, port, width, height, refreshHz, compositor.rawValue,
gamepad.rawValue, bitrateKbps, videoCaps, audioChannels,
videoCodecs, preferredCodec, launch,
p.bindMemory(to: UInt8.self).baseAddress, &observed,
cert, key, timeoutMs, &connectStatus)
cert, key, timeoutMs)
}
}
return punktfunk_connect_ex8(
return punktfunk_connect_ex7(
cs, port, width, height, refreshHz, compositor.rawValue,
gamepad.rawValue, bitrateKbps, videoCaps, audioChannels,
videoCodecs, preferredCodec, launch,
nil, &observed, cert, key, timeoutMs, &connectStatus)
nil, &observed, cert, key, timeoutMs)
}
}
}
}
guard handle != nil else {
if let rejection = HostRejection(status: connectStatus) {
throw PunktfunkClientError.rejected(rejection)
}
throw PunktfunkClientError.connectFailed
}
guard handle != nil else { throw PunktfunkClientError.connectFailed }
hostFingerprint = Data(observed)
var w: UInt32 = 0, h: UInt32 = 0, hz: UInt32 = 0
_ = punktfunk_connection_mode(handle, &w, &h, &hz)
@@ -458,9 +363,6 @@ public final class PunktfunkConnection {
var codec: UInt8 = 2 // PUNKTFUNK_CODEC_HEVC
_ = punktfunk_connection_codec(handle, &codec)
resolvedCodec = codec
var shard: UInt32 = 1408
_ = punktfunk_connection_shard_payload(handle, &shard)
shardPayload = shard
}
/// A bandwidth speed-test measurement (see `startSpeedTest`). Partial until `done`.
@@ -548,21 +450,6 @@ public final class PunktfunkConnection {
_ = punktfunk_connection_note_frame_index(h, frameIndex, nil)
}
/// Like `noteFrameIndex`, but also reports whether the core saw a FORWARD frame-index gap the
/// signal that intervening frames were lost and the following AUs reference a picture that never
/// arrived. The post-loss re-anchor gate arms its display freeze on a gap (the earliest, most
/// precise loss trigger ahead of the `framesDropped` climb). Same core side effect as
/// `noteFrameIndex` (the throttled RFI request); call it for every received AU. Returns false
/// after close.
public func noteFrameIndexGap(_ frameIndex: UInt32) -> Bool {
abiLock.lock()
defer { abiLock.unlock() }
guard let h = handle, !closeRequested else { return false }
var gap = false
_ = punktfunk_connection_note_frame_index(h, frameIndex, &gap)
return gap
}
/// Cumulative access units the hostclient reassembler dropped as unrecoverable (FEC couldn't
/// rebuild them). The video pump polls this and calls `requestKeyframe()` when it climbs the
/// correct loss trigger under the host's infinite GOP, where unrecoverable loss yields
@@ -578,30 +465,6 @@ public final class PunktfunkConnection {
return out
}
/// Report one decoded frame's decode-stage latency, in microseconds (the AU leaving `nextAU`
/// through its VideoToolbox output). This feeds the Automatic bitrate controller's decode
/// signal the only one that sees this device's decoder so the rate is capped at the real
/// decode limit instead of climbing to the network link ceiling and choking the decoder. Cheap;
/// silently dropped after close. Only worth calling when `wantsDecodeLatency()` is true.
public func reportDecodeUs(_ us: UInt32) {
abiLock.lock()
defer { abiLock.unlock() }
guard let h = handle, !closeRequested else { return }
_ = punktfunk_connection_report_decode_us(h, us)
}
/// Whether `reportDecodeUs` is worth calling this session: true only when the adaptive-bitrate
/// controller is armed (Automatic bitrate, non-PyroWave). Query once constant for the session
/// and skip the per-frame decode measurement entirely when it's false. False after close.
public func wantsDecodeLatency() -> Bool {
abiLock.lock()
defer { abiLock.unlock() }
guard let h = handle, !closeRequested else { return false }
var out = false
_ = punktfunk_connection_wants_decode_latency(h, &out)
return out
}
/// The currently active session mode (updated by accepted `requestMode` switches).
public func currentMode() -> (width: UInt32, height: UInt32, refreshHz: UInt32) {
abiLock.lock()
@@ -823,15 +686,6 @@ public final class PunktfunkConnection {
public static let codecH264: UInt8 = UInt8(PUNKTFUNK_CODEC_H264)
public static let codecHEVC: UInt8 = UInt8(PUNKTFUNK_CODEC_HEVC)
public static let codecAV1: UInt8 = UInt8(PUNKTFUNK_CODEC_AV1)
/// PyroWave (opt-in wired-LAN wavelet codec, 8-bit SDR): the host only ever resolves it
/// when the client both advertises the bit AND names it `preferredCodec` never
/// auto-selected. Decoded by the Metal wavelet decoder, not VideoToolbox.
public static let codecPyroWave: UInt8 = UInt8(PUNKTFUNK_CODEC_PYROWAVE)
/// `AccessUnit.flags` bit: the AU is shard-aligned self-delimiting chunks (the wire's
/// `USER_FLAG_CHUNK_ALIGNED`, PyroWave datagram-aligned mode §4.4) walk it
/// window-by-window at `shardPayload`. (The C `#define` doesn't import into Swift.)
public static let userFlagChunkAligned: UInt32 = 64
/// Static HDR mastering metadata (SMPTE ST.2086 + content light level) the host sent for an HDR
/// session. Mirrors the wire/ABI `PunktfunkHdrMeta`; primaries are in ST.2086 **G, B, R** order,
@@ -1,33 +1,24 @@
// Gamepad capture punktfunk/1 datagrams. Forwards EVERY controller GamepadManager selected
// each on its own stable wire pad index (pf-client-core's slot model) for the lifetime of a
// streaming session. One physical controller with no pin is player 0 (byte-identical to the old
// single-pad path); a pin forwards only that one, also as pad 0.
// Gamepad capture punktfunk/1 datagrams. Forwards exactly ONE controller whatever
// GamepadManager selected as pad 0, for the lifetime of a streaming session.
//
// Each forwarded controller gets a `Slot`: its open GC handlers plus the wire state (buttons,
// axes, touchpad fingers, motion throttle) for its pad index isolated per device so two
// controllers never clobber each other. On connect a slot opens (GamepadArrival declares its
// kind, then input flows); on disconnect / pin change / stop it closes (held state flushed to
// rest on the wire, then GamepadRemove tells the host to tear the pad's virtual device down).
//
// The wire is incremental (one button/axis transition per 18-byte event, accumulated host-side
// into the virtual pad see punktfunk_core::input::gamepad), so we snapshot the full
// GCExtendedGamepad state on every valueChanged and diff against the previous snapshot. Sticks
// are ±32767 with +y = up (GC already matches, no flip), triggers 0...255. The core folds these
// per-pad transitions into idempotent, sequence-numbered snapshots keyed on the same pad index,
// so all this layer must get right is the index one controller per slot, one slot per index.
// The wire is incremental (one button/axis transition per 18-byte event, accumulated
// host-side into the virtual pad see punktfunk_core::input::gamepad), so we snapshot the
// full GCExtendedGamepad state on every valueChanged and diff against the previous
// snapshot. Sticks are ±32767 with +y = up (GC already matches, no flip), triggers 0...255.
//
// PlayStation-pad extras ride the rich-input plane (0xCC): touchpad contacts normalized
// 0...65535 (origin top-left, +y down GC's ±1/+y-up is converted here) and motion samples in
// raw DualSense sensor units (gyro 20 LSB per deg/s, accel 10000 LSB per g derived from the
// host's fixed calibration blob; the conversion lives in ONE place, `Wire`, so a live sign/scale
// correction is a one-line change). The host ignores both unless a pad's virtual device is a
// DualSense or DualShock 4 both carry a touchpad and motion, so the capture below covers either
// (`GCDualShockGamepad` exposes the same `touchpad*` surface as `GCDualSenseGamepad`).
// 0...65535 (origin top-left, +y down GC's ±1/+y-up is converted here) and motion
// samples in raw DualSense sensor units (gyro 20 LSB per deg/s, accel 10000 LSB per g
// derived from the host's fixed calibration blob; the conversion lives in ONE place,
// `Wire`, so a live sign/scale correction is a one-line change). The host ignores both
// unless the session's virtual pad is a DualSense or DualShock 4 both carry a touchpad
// and motion, so the capture below covers either (`GCDualShockGamepad` exposes the same
// `touchpad*` surface as `GCDualSenseGamepad`).
//
// Unlike mouse/keyboard capture, gamepad forwarding is NOT gated on the mouse-capture toggle a
// controller can't click local UI, so it always drives the host while the app is active. On
// deactivation, controller switch, or stop, every held control is released on the wire (the host
// pad would otherwise stay stuck on the last state).
// Unlike mouse/keyboard capture, gamepad forwarding is NOT gated on the mouse-capture
// toggle a controller can't click local UI, so it always drives the host while the app
// is active. On deactivation, controller switch, or stop, every held control is released
// on the wire (the host pad would otherwise stay stuck on the last state).
#if os(macOS)
import AppKit
@@ -42,35 +33,17 @@ import GameController
public final class GamepadCapture {
private let connection: PunktfunkConnection
private let manager: GamepadManager
private var forwardedSub: AnyCancellable?
private var activeSub: AnyCancellable?
private var observers: [NSObjectProtocol] = []
private var bound: GCController?
/// App inactive GC stops delivering; everything is released and stays silent.
private var suspended = false
/// One forwarded controller: the open device plus the last wire state for its pad index (the
/// diff base also what `flush` unwinds). Held per Slot so two controllers never clobber each
/// other's held buttons/axes/fingers. Mirrors pf-client-core's `Slot`.
private final class Slot {
let controller: GCController
/// Wire pad index (GamepadManager's stable lowest-free assignment), threaded onto every
/// event this controller sends the low byte of `flags`.
let pad: UInt32
/// The controller KIND declared to the host (GamepadArrival) when the slot opened.
let pref: PunktfunkConnection.GamepadType
var buttons: UInt32 = 0
var axes: [Int32] = [0, 0, 0, 0, 0, 0]
var fingerActive: [Bool] = [false, false]
var lastMotionNs: UInt64 = 0
init(controller: GCController, pad: UInt32, pref: PunktfunkConnection.GamepadType) {
self.controller = controller
self.pad = pad
self.pref = pref
}
}
/// Open forwarded controllers, one Slot per physical pad on its own wire index. Reconciled
/// against `manager.forwarded` (empty until a session's `start`, cleared by `stop`).
private var slots: [Slot] = []
// Last wire state (the diff base also what releaseAll() unwinds).
private var buttons: UInt32 = 0
private var axes: [Int32] = [0, 0, 0, 0, 0, 0]
private var fingerActive: [Bool] = [false, false]
private var lastMotionNs: UInt64 = 0
/// Motion forwarding floor: 4 ms between samples ( 250 Hz, the DualSense's own rate).
private static let motionIntervalNs: UInt64 = 4_000_000
@@ -98,14 +71,10 @@ public final class GamepadCapture {
}
public func start() {
// Session-scoped index assignment: a controller pinned before the session forwards as
// pad 0 (pf-client-core assigns indices at slot-open time, not app-launch time).
manager.resetForwardingAssignment()
// Fires immediately with the current forwarded set, then on every change a connect,
// disconnect, or pin change reconciles the open slots against it (opening/closing devices
// and flushing wire state so nothing sticks down).
forwardedSub = manager.$forwarded.sink { [weak self] list in
MainActor.assumeIsolated { self?.reconcile(list) }
// Fires immediately with the current selection, then on every change a switch
// releases the old controller's wire state before the new one takes over.
activeSub = manager.$active.sink { [weak self] dc in
MainActor.assumeIsolated { self?.rebind(to: dc?.controller) }
}
#if os(macOS)
let resign = NSApplication.willResignActiveNotification
@@ -128,56 +97,53 @@ public final class GamepadCapture {
MainActor.assumeIsolated {
guard let self else { return }
self.suspended = false
// Re-send every open pad's current state (GC delivered nothing while inactive).
for slot in self.slots {
if let ext = slot.controller.extendedGamepad { self.sync(slot, ext) }
}
if let ext = self.bound?.extendedGamepad { self.sync(ext) }
}
})
}
public func stop() {
closeAllSlots()
forwardedSub = nil
releaseAll()
rebind(to: nil)
activeSub = nil
observers.forEach { NotificationCenter.default.removeObserver($0) }
observers.removeAll()
}
/// Bring `slots` in line with the forwarded set: close any slot no longer wanted (flushing its
/// held wire state and sending GamepadRemove first) and open any newly-forwarded controller into
/// its assigned wire index. A controller that stays forwarded keeps its slot untouched, so a
/// second pad connecting never disturbs the first. Mirrors pf-client-core's `reconcile_slots`.
private func reconcile(_ forwarded: [GamepadManager.DiscoveredController]) {
let wantIDs = Set(forwarded.map { ObjectIdentifier($0.controller) })
for slot in slots where !wantIDs.contains(ObjectIdentifier(slot.controller)) {
closeSlot(slot)
private func rebind(to controller: GCController?) {
guard controller !== bound else { return }
releaseAll()
if let ext = bound?.extendedGamepad {
ext.valueChangedHandler = nil
let tp = Self.touchpad(ext)
tp?.primary.valueChangedHandler = nil
tp?.secondary.valueChangedHandler = nil
}
for dc in forwarded where !slots.contains(where: { $0.controller === dc.controller }) {
openSlot(dc)
// Hand the system gestures back to the OS before letting the old pad go outside a
// stream the share button's screenshot and the Home overlay are the user's, not ours.
if let old = bound {
for element in old.physicalInputProfile.elements.values {
element.preferredSystemGestureState = .enabled
}
// A chord-holding pad may have just unplugged re-evaluate so a stale hold disarms.
updateEscapeChord()
}
if let motion = bound?.motion {
motion.valueChangedHandler = nil
// Power the sensors back down left active they keep the pad streaming
// gyro/accel over Bluetooth (battery drain) long after the session.
if motion.sensorsRequireManualActivation { motion.sensorsActive = false }
}
bound = controller
guard let c = controller, let ext = c.extendedGamepad else { return }
/// Open one forwarded controller on its assigned wire index: attach GC handlers, claim its
/// system gestures, declare its kind (GamepadArrival before any input), then wake the host
/// pad and send its initial state. Skipped when the pad has no wire index (every slot taken)
/// or exposes no extended profile.
private func openSlot(_ dc: GamepadManager.DiscoveredController) {
guard let pad = manager.padIndex(for: dc), let ext = dc.controller.extendedGamepad else { return }
let c = dc.controller
let slot = Slot(controller: c, pad: UInt32(pad), pref: dc.kind)
slots.append(slot)
ext.valueChangedHandler = { [weak self, weak slot] g, _ in
MainActor.assumeIsolated { if let self, let slot { self.sync(slot, g) } }
ext.valueChangedHandler = { [weak self] g, _ in
MainActor.assumeIsolated { self?.sync(g) }
}
// Claim EVERY element's system gesture while this pad drives a stream. The OS attaches
// gestures to several controller buttons share/create local screenshot/recording,
// Home Game Center overlay (iOS) / Launchpad's Games folder (macOS) and with a
// gesture attached the press is the system's, not the game's. During capture the remote
// session IS the game: the share button must reach the host (e.g. Steam screenshots),
// the PS button must open the host's Steam overlay. Restored to .enabled on close.
// the PS button must open the host's Steam overlay. Restored to .enabled on unbind.
for element in c.physicalInputProfile.elements.values {
element.preferredSystemGestureState = .disabled
}
@@ -187,114 +153,67 @@ public final class GamepadCapture {
// `extendedGamepad.buttonHome` is unreliable/often nil even when the physical element
// exists. On tvOS the element is absent (reserved) nil, the whole block no-ops.
if let home = c.physicalInputProfile.buttons[GCInputButtonHome] {
home.pressedChangedHandler = { [weak self, weak slot] _, _, pressed in
MainActor.assumeIsolated { if let self, let slot { self.sendGuide(slot, down: pressed) } }
home.pressedChangedHandler = { [weak self] _, _, pressed in
MainActor.assumeIsolated { self?.sendGuide(down: pressed) }
}
}
// Declare this pad's controller KIND before any of its input, so the host builds a
// matching virtual device (mixed types pad 0 a DualSense, pad 1 an Xbox pad). The core
// re-sends it a few times against datagram loss; an older host ignores it and uses the
// session-default kind. Then wake the host pad (pads are created lazily from the first
// event; a DualSense's UHID handshake + initial lightbar write only start then).
connection.send(.gamepadArrival(pref: slot.pref.rawValue, pad: slot.pad))
connection.send(.gamepadAxis(GamepadWire.axisLSX, value: 0, pad: slot.pad))
sync(slot, ext)
// Wake the host pad immediately (pads are created lazily from the first event;
// a DualSense's UHID handshake + initial lightbar write only start then).
connection.send(.gamepadAxis(GamepadWire.axisLSX, value: 0, pad: 0))
sync(ext)
if let tp = Self.touchpad(ext) {
tp.primary.valueChangedHandler = { [weak self, weak slot] _, x, y in
MainActor.assumeIsolated { if let self, let slot { self.touch(slot, finger: 0, x: x, y: y) } }
tp.primary.valueChangedHandler = { [weak self] _, x, y in
MainActor.assumeIsolated { self?.touch(finger: 0, x: x, y: y) }
}
tp.secondary.valueChangedHandler = { [weak self, weak slot] _, x, y in
MainActor.assumeIsolated { if let self, let slot { self.touch(slot, finger: 1, x: x, y: y) } }
tp.secondary.valueChangedHandler = { [weak self] _, x, y in
MainActor.assumeIsolated { self?.touch(finger: 1, x: x, y: y) }
}
}
if let motion = c.motion {
if motion.sensorsRequireManualActivation { motion.sensorsActive = true }
motion.valueChangedHandler = { [weak self, weak slot] m in
MainActor.assumeIsolated { if let self, let slot { self.forwardMotion(slot, m) } }
motion.valueChangedHandler = { [weak self] m in
MainActor.assumeIsolated { self?.forwardMotion(m) }
}
}
}
/// Flush a slot's held wire state (so nothing sticks down host-side) and signal the host to tear
/// its virtual device down (GamepadRemove), then detach GC handlers, hand the system gestures
/// back, and power the sensors down. Wire-only until the GC cleanup, so it is safe even when the
/// device already physically unplugged. Mirrors pf-client-core's `close_slot_at`.
private func closeSlot(_ slot: Slot) {
flush(slot)
// Sent after the flush so the core stamps it with a seq past the zeroing snapshots; the host
// seq-gates it, so a reordered snapshot can't resurrect the removed pad.
connection.send(.gamepadRemove(pad: slot.pad))
let c = slot.controller
if let ext = c.extendedGamepad {
ext.valueChangedHandler = nil
let tp = Self.touchpad(ext)
tp?.primary.valueChangedHandler = nil
tp?.secondary.valueChangedHandler = nil
}
c.physicalInputProfile.buttons[GCInputButtonHome]?.pressedChangedHandler = nil
// Hand the system gestures back to the OS before letting the pad go outside a stream the
// share button's screenshot and the Home overlay are the user's, not ours.
for element in c.physicalInputProfile.elements.values {
element.preferredSystemGestureState = .enabled
}
if let motion = c.motion {
motion.valueChangedHandler = nil
// Power the sensors back down left active they keep the pad streaming gyro/accel
// over Bluetooth (battery drain) long after the session.
if motion.sensorsRequireManualActivation { motion.sensorsActive = false }
}
slots.removeAll { $0 === slot }
}
private func closeAllSlots() {
while let slot = slots.first { closeSlot(slot) }
chordTimer?.invalidate()
chordTimer = nil
}
/// Snapshot the profile into a slot's wire state and send every transition since the last one,
/// tagged with the slot's wire pad index.
private func sync(_ slot: Slot, _ g: GCExtendedGamepad) {
/// Snapshot the profile into wire state and send every transition since the last one.
private func sync(_ g: GCExtendedGamepad) {
guard !suspended else { return }
// 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
let newButtons = Self.buttonMask(g)
updateEscapeChord(newButtons)
let changed = newButtons ^ buttons
if changed != 0 {
for bit in GamepadWire.allButtons where changed & bit != 0 {
connection.send(.gamepadButton(bit, down: newButtons & bit != 0, pad: slot.pad))
connection.send(.gamepadButton(bit, down: newButtons & bit != 0, pad: 0))
}
slot.buttons = newButtons
buttons = newButtons
}
let newAxes: [Int32] = [
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),
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()),
]
for (i, v) in newAxes.enumerated() where v != slot.axes[i] {
connection.send(.gamepadAxis(UInt32(i), value: v, pad: slot.pad))
slot.axes[i] = v
for (i, v) in newAxes.enumerated() where v != axes[i] {
connection.send(.gamepadAxis(UInt32(i), value: v, pad: 0))
axes[i] = v
}
updateEscapeChord()
}
/// Forward the guide (Home/PS) transition directly it's kept out of `buttonMask` (the legacy
/// `buttonHome` element is unreliable). Folds into the slot's `buttons` so a held PS button is
/// released by `flush` on focus loss / close just like the others.
private func sendGuide(_ slot: Slot, down: Bool) {
/// `buttonHome` element is unreliable). Folds into `buttons` so a held PS button is released by
/// `releaseAll` on focus loss just like the others.
private func sendGuide(down: Bool) {
guard !suspended else { return }
let bit = GamepadWire.guide
let now = down ? (slot.buttons | bit) : (slot.buttons & ~bit)
guard now != slot.buttons else { return }
connection.send(.gamepadButton(bit, down: down, pad: slot.pad))
slot.buttons = now
let now = down ? (buttons | bit) : (buttons & ~bit)
guard now != buttons else { return }
connection.send(.gamepadButton(bit, down: down, pad: 0))
buttons = now
}
private static func buttonMask(_ g: GCExtendedGamepad) -> UInt32 {
@@ -305,21 +224,17 @@ 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 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 }
// 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 }
if g.leftThumbstickButton?.isPressed == true { b |= GamepadWire.leftStickClick }
if g.rightThumbstickButton?.isPressed == true { b |= GamepadWire.rightStickClick }
if g.leftShoulder.isPressed { b |= GamepadWire.leftShoulder }
if g.rightShoulder.isPressed { b |= GamepadWire.rightShoulder }
// guide (Home/PS) is NOT read here it's forwarded directly by the Home button's
// pressedChangedHandler (the legacy `buttonHome` element is unreliable). See `openSlot`.
// pressedChangedHandler (the legacy `buttonHome` element is unreliable). See `rebind`.
if g.buttonA.isPressed { b |= GamepadWire.a }
if g.buttonB.isPressed { b |= GamepadWire.b }
if g.buttonX.isPressed { b |= GamepadWire.x }
@@ -347,29 +262,29 @@ public final class GamepadCapture {
return nil
}
/// One touchpad finger moved on a slot's pad. GC reports ±1 positions and snaps to exactly
/// (0, 0) on lift treated as the lift signal (a real finger landing on the precise center
/// One touchpad finger moved. GC reports ±1 positions and snaps to exactly (0, 0) on
/// lift treated as the lift signal (a real finger landing on the precise center
/// momentarily reads as a lift; harmless for a 1-in-65k coincidence).
private func touch(_ slot: Slot, finger: Int, x: Float, y: Float) {
private func touch(finger: Int, x: Float, y: Float) {
guard !suspended else { return }
let lifted = x == 0 && y == 0
if lifted {
if slot.fingerActive[finger] {
slot.fingerActive[finger] = false
connection.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(finger), active: false, x: 0, y: 0)
if fingerActive[finger] {
fingerActive[finger] = false
connection.sendTouchpad(finger: UInt8(finger), active: false, x: 0, y: 0)
}
return
}
slot.fingerActive[finger] = true
fingerActive[finger] = true
let w = GamepadWire.touchpad(x: x, y: y)
connection.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(finger), active: true, x: w.x, y: w.y)
connection.sendTouchpad(finger: UInt8(finger), active: true, x: w.x, y: w.y)
}
private func forwardMotion(_ slot: Slot, _ m: GCMotion) {
private func forwardMotion(_ m: GCMotion) {
guard !suspended else { return }
let now = DispatchTime.now().uptimeNanoseconds
guard now &- slot.lastMotionNs >= Self.motionIntervalNs else { return }
slot.lastMotionNs = now
guard now &- lastMotionNs >= Self.motionIntervalNs else { return }
lastMotionNs = now
// Total acceleration in g: gravity + user when split, else the raw vector.
let ax: Float
let ay: Float
@@ -386,7 +301,6 @@ public final class GamepadCapture {
let gs = GamepadWire.gyroLSBPerRadS
let as_ = GamepadWire.accelLSBPerG
connection.sendMotion(
pad: UInt8(slot.pad),
gyro: (
GamepadWire.motionRaw(Float(m.rotationRate.x), scale: gs),
GamepadWire.motionRaw(Float(m.rotationRate.y), scale: gs),
@@ -399,12 +313,13 @@ public final class GamepadCapture {
))
}
/// Arm the disconnect timer when ANY forwarded pad holds the full escape chord, disarm the
/// moment none do a release, or the holding pad unplugged (pf-client-core's `chord_held` is
/// likewise any-slot). GC events only arrive on state CHANGES, so a held chord needs the timer:
/// the handler won't fire again until something moves.
private func updateEscapeChord() {
let held = slots.contains { $0.buttons & Self.escapeChord == Self.escapeChord }
/// Unwind everything held on the wire: button-ups, neutral axes, lifted fingers. The
/// host's virtual pad returns to rest instead of running with the last state.
/// Arm the disconnect timer when the full chord lands, disarm the moment any of the four
/// releases. Events only arrive on state CHANGES, so a held chord needs the timer the
/// handler won't fire again until something moves.
private func updateEscapeChord(_ newButtons: UInt32) {
let held = newButtons & Self.escapeChord == Self.escapeChord
if held, chordTimer == nil {
let timer = Timer(timeInterval: Self.disconnectHold, repeats: false) { [weak self] _ in
Task { @MainActor in self?.onDisconnectRequest?() }
@@ -417,31 +332,20 @@ public final class GamepadCapture {
}
}
/// Unwind everything a slot holds on the wire: button-ups, neutral axes, lifted fingers. The
/// host's virtual pad returns to rest instead of running with the last state. Wire events only
/// (no GC calls) safe against an already-removed device. Does NOT close the slot or send
/// GamepadRemove (that's `closeSlot`).
private func flush(_ slot: Slot) {
for bit in GamepadWire.allButtons where slot.buttons & bit != 0 {
connection.send(.gamepadButton(bit, down: false, pad: slot.pad))
}
slot.buttons = 0
for (i, v) in slot.axes.enumerated() where v != 0 {
connection.send(.gamepadAxis(UInt32(i), value: 0, pad: slot.pad))
slot.axes[i] = 0
}
for (f, active) in slot.fingerActive.enumerated() where active {
connection.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(f), active: false, x: 0, y: 0)
slot.fingerActive[f] = false
}
}
/// Flush every open slot's held state (app deactivation) keeps the slots open (GC just stops
/// delivering; resume re-syncs), disarms the escape chord. Distinct from `closeAllSlots`, which
/// also sends GamepadRemove and detaches handlers.
private func releaseAll() {
chordTimer?.invalidate()
chordTimer = nil
for slot in slots { flush(slot) }
for bit in GamepadWire.allButtons where buttons & bit != 0 {
connection.send(.gamepadButton(bit, down: false, pad: 0))
}
buttons = 0
for (i, v) in axes.enumerated() where v != 0 {
connection.send(.gamepadAxis(UInt32(i), value: 0, pad: 0))
axes[i] = 0
}
for (f, active) in fingerActive.enumerated() where active {
connection.sendTouchpad(finger: UInt8(f), active: false, x: 0, y: 0)
fingerActive[f] = false
}
}
}
@@ -1,82 +1,47 @@
// Hostclient gamepad feedback rendering: one drain thread polls the rumble (0xCA) and
// HID-output (0xCD) planes and replays each update on the forwarded physical controller it is
// ADDRESSED TO by wire pad index
// HID-output (0xCD) planes and replays them on the active physical controller
//
// rumble CHHapticEngine players (per-handle localities when the pad has them,
// one combined engine otherwise), a RumbleRenderer per pad,
// one combined engine otherwise),
// lightbar GCDeviceLight,
// player LEDs GCController.playerIndex (the DS bit patterns map to player 14),
// trigger FX DualSenseTriggerEffect.parse GCDualSenseAdaptiveTrigger.
//
// Every forwarded controller gets a per-pad feedback slot (its RumbleRenderer + last light /
// player-LED / trigger state) keyed on the same wire index GamepadCapture streams it on, so a
// rumble the host aimed at pad 1 drives pad 1's actuator and nothing else. An update for a pad
// with no live slot (one that just closed) is dropped. HID-output traffic exists only on
// PlayStation-pad sessions (a DualSense, or a DualShock 4 = lightbar only); the drain always
// polls both planes with short timeouts and never spins, so an Xbox pad just renders rumble.
// GameController profile mutation happens on main; CHHapticEngine work on the renderer's serial
// queue; the drain thread itself touches neither (it routes rumble to the pad's renderer under a
// lock and hops HID to main). When a controller leaves the forwarded set the old pad is reset
// (triggers off, player index unset) and its renderer silenced.
// Only pad 0 is rendered (exactly one controller is forwarded). HID-output traffic exists
// only on PlayStation-pad sessions (a DualSense, or a DualShock 4 = lightbar only) the
// drain always polls both planes with short timeouts and never spins, so an Xbox session
// just renders rumble. GameController profile mutation
// happens on main; CHHapticEngine work on its own serial queue; the drain thread itself
// touches neither. When GamepadManager switches the active controller mid-session, the
// old pad is reset (triggers off, player index unset) and the last known feedback state
// is replayed onto the new one.
import Combine
import CoreHaptics
import Foundation
import GameController
public final class GamepadFeedback {
private let connection: PunktfunkConnection
private let manager: GamepadManager
private let flag = StopFlag()
private let drainDone = DispatchSemaphore(value: 0)
private var drainStarted = false
private var forwardedSub: AnyCancellable?
private let rumble = RumbleRenderer(policy: .session)
private var activeSub: AnyCancellable?
/// One forwarded controller's non-rumble feedback state (main-actor) the GC target plus the
/// last applied lightbar / player-LED / trigger, replayed if the controller on this pad swaps.
@MainActor private final class Slot {
var controller: GCController?
var lastLight: (r: UInt8, g: UInt8, b: UInt8)?
var lastPlayerBits: UInt8?
var lastTrigger: [DualSenseTriggerEffect?] = [nil, nil]
init(controller: GCController?) { self.controller = controller }
}
/// HID / lightbar / player-LED slots, keyed by wire pad index. Main-actor only.
@MainActor private var slots: [UInt8: Slot] = [:]
/// Rumble renderers keyed by wire pad index, guarded by `routingLock` so the background drain
/// thread can route an incoming envelope to the right pad's renderer while the main actor
/// reconciles the set. RumbleRenderer serializes on its own queue, so calling `apply` from the
/// drain thread is safe only the map lookup needs the lock.
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?
// Last applied feedback (main-actor) replayed when the active controller changes.
@MainActor private var target: GCController?
@MainActor private var lastLight: (r: UInt8, g: UInt8, b: UInt8)?
@MainActor private var lastPlayerBits: UInt8?
@MainActor private var lastTrigger: [DualSenseTriggerEffect?] = [nil, nil]
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
guard let self else { return }
self.forwardedSub = manager.$forwarded.sink { [weak self] list in
MainActor.assumeIsolated { self?.reconcile(list) }
self.activeSub = manager.$active.sink { [weak self] dc in
MainActor.assumeIsolated { self?.retarget(dc?.controller) }
}
}
}
@@ -102,38 +67,6 @@ public final class GamepadFeedback {
}
}
/// Bring the per-pad feedback slots in line with the forwarded set: drop pads no longer
/// forwarded (silence + release their renderer, reset their controller), add a slot +
/// renderer for each new pad, and retarget a pad whose controller changed (a re-plug into the
/// same freed index) replaying its cached feedback onto the new device.
@MainActor
private func reconcile(_ forwarded: [GamepadManager.DiscoveredController]) {
var want: [UInt8: GCController] = [:]
for dc in forwarded {
if let pad = manager.padIndex(for: dc) { want[pad] = dc.controller }
}
for (pad, slot) in slots where want[pad] == nil {
reset(slot.controller)
slots[pad] = nil
let renderer = withRouting { rumbleByPad.removeValue(forKey: pad) }
renderer?.stop()
}
for (pad, controller) in want {
if let slot = slots[pad] {
guard slot.controller !== controller else { continue }
reset(slot.controller)
slot.controller = controller
withRouting { rumbleByPad[pad]?.retarget(controller) }
replay(slot)
} else {
slots[pad] = Slot(controller: controller)
let renderer = RumbleRenderer(policy: .session)
renderer.retarget(controller)
withRouting { rumbleByPad[pad] = renderer }
}
}
}
public func start() {
guard !drainStarted else { return }
drainStarted = true
@@ -155,19 +88,19 @@ public final class GamepadFeedback {
// rumble/HID latency low while leaving the lock free between polls.
//
// Rumble is idempotent state, so drain the plane DRY and apply only the newest
// level PER PAD. The old one-datagram-per-cycle shape let a burst outpace the
// ~125 Hz drain: levels rendered up to ~130 ms late through the core's 16-deep
// queue, and its drop-newest overflow could shed a stop while stale nonzero
// states queued ahead of it buzzing until the host's next 500 ms refresh.
var newestByPad: [UInt8: (low: UInt16, high: UInt16, ttl: UInt32)] = [:]
// level. The old one-datagram-per-cycle shape let a burst outpace the ~125 Hz
// drain: levels rendered up to ~130 ms late through the core's 16-deep queue,
// and its drop-newest overflow could shed a stop while stale nonzero states
// queued ahead of it buzzing until the host's next 500 ms refresh.
var newest: (low: UInt16, high: UInt16, ttl: UInt32)?
var rumbleBurst = 0
while rumbleBurst < 64, !flag.isStopped,
let r = try connection.nextRumble2(timeoutMs: 0) {
newestByPad[UInt8(truncatingIfNeeded: r.pad)] = (r.low, r.high, r.ttlMs)
if r.pad == 0 { newest = (r.low, r.high, r.ttlMs) }
rumbleBurst += 1
}
for (pad, n) in newestByPad {
self?.routeRumble(pad: pad, low: n.low, high: n.high, ttlMs: n.ttl)
if let n = newest {
self?.rumble.apply(low: n.low, high: n.high, ttlMs: n.ttl)
}
// Drain a BOUNDED burst of hidout events so sustained 0xCD traffic (a game writing
// per-frame LED/trigger reports) can't spin here or block stop() past one cycle.
@@ -193,7 +126,7 @@ public final class GamepadFeedback {
thread.start()
}
/// Stop the drain and silence every pad's motors. Blocks until the drain thread exits ( one
/// Stop the drain and silence the motors. Blocks until the drain thread exits ( one
/// poll cycle) call off the main actor, before `connection.close()`.
public func stop() {
flag.stop()
@@ -201,39 +134,19 @@ public final class GamepadFeedback {
drainDone.wait()
drainStarted = false
}
let renderers = withRouting { () -> [RumbleRenderer] in
let r = Array(rumbleByPad.values)
rumbleByPad.removeAll()
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.
rumble.stop()
// Drop the retarget subscription and the dead session's cached feedback a
// controller change after teardown must not replay this session's triggers/LEDs.
Task { @MainActor in
self.forwardedSub = nil
for slot in self.slots.values { self.reset(slot.controller) }
self.slots.removeAll()
self.activeSub = nil
self.lastLight = nil
self.lastPlayerBits = nil
self.lastTrigger = [nil, nil]
self.reset(self.target)
self.target = nil
}
}
/// Route one rumble envelope to its pad's renderer (drain thread). An update for a pad with no
/// live renderer one that just left the forwarded set is dropped.
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 {
routingLock.lock()
defer { routingLock.unlock() }
return body()
}
private func render(_ ev: PunktfunkConnection.HidOutputEvent) {
DispatchQueue.main.async {
MainActor.assumeIsolated { self.apply(ev) }
@@ -244,37 +157,40 @@ public final class GamepadFeedback {
private func apply(_ ev: PunktfunkConnection.HidOutputEvent) {
switch ev {
case let .led(pad, r, g, b):
guard let slot = slots[pad] else { return }
slot.lastLight = (r, g, b)
slot.controller?.light?.color = GCColor(
guard pad == 0 else { return }
lastLight = (r, g, b)
target?.light?.color = GCColor(
red: Float(r) / 255, green: Float(g) / 255, blue: Float(b) / 255)
case let .playerLEDs(pad, bits):
guard let slot = slots[pad] else { return }
slot.lastPlayerBits = bits
slot.controller?.playerIndex = Self.playerIndex(forBits: bits)
guard pad == 0 else { return }
lastPlayerBits = bits
target?.playerIndex = Self.playerIndex(forBits: bits)
case let .triggerEffect(pad, which, effect):
guard which < 2, let slot = slots[pad] else { return }
guard pad == 0, which < 2 else { return }
let parsed = DualSenseTriggerEffect.parse(effect)
slot.lastTrigger[Int(which)] = parsed
if let trigger = adaptiveTrigger(slot.controller, which) {
lastTrigger[Int(which)] = parsed
if let trigger = adaptiveTrigger(which) {
parsed.apply(to: trigger)
}
}
}
/// Replay a pad's cached feedback onto its (swapped-in) controller so a re-plug looks the same.
@MainActor
private func replay(_ slot: Slot) {
if let (r, g, b) = slot.lastLight {
slot.controller?.light?.color = GCColor(
private func retarget(_ controller: GCController?) {
guard controller !== target else { return }
reset(target)
target = controller
rumble.retarget(controller)
// Replay the session's feedback state so a swapped-in controller looks the same.
if let (r, g, b) = lastLight {
controller?.light?.color = GCColor(
red: Float(r) / 255, green: Float(g) / 255, blue: Float(b) / 255)
}
if let bits = slot.lastPlayerBits {
slot.controller?.playerIndex = Self.playerIndex(forBits: bits)
if let bits = lastPlayerBits {
controller?.playerIndex = Self.playerIndex(forBits: bits)
}
for which in 0..<2 {
if let effect = slot.lastTrigger[which],
let trigger = adaptiveTrigger(slot.controller, UInt8(which)) {
if let effect = lastTrigger[which], let trigger = adaptiveTrigger(UInt8(which)) {
effect.apply(to: trigger)
}
}
@@ -291,8 +207,8 @@ public final class GamepadFeedback {
}
@MainActor
private func adaptiveTrigger(_ controller: GCController?, _ which: UInt8) -> GCDualSenseAdaptiveTrigger? {
guard let ds = controller?.extendedGamepad as? GCDualSenseGamepad else { return nil }
private func adaptiveTrigger(_ which: UInt8) -> GCDualSenseAdaptiveTrigger? {
guard let ds = target?.extendedGamepad as? GCDualSenseGamepad else { return nil }
return which == 0 ? ds.leftTrigger : ds.rightTrigger
}
}
@@ -1,18 +1,14 @@
// Controller discovery + selection, app-lifetime. One GamepadManager (`.shared`) watches
// GCController connect/disconnect from launch, so the Settings page shows live controller
// state without a session, and the session components (GamepadCapture / GamepadFeedback)
// follow `forwarded` every forwarded controller is streamed to the host, each on its own
// wire pad index (pf-client-core parity; up to `GamepadWire.maxPads`).
// follow `active` exactly ONE physical controller is forwarded to the host, as pad 0.
//
// Selection (mirrors pf-client-core's `forwarded_ids` + slot model): with no pin, EVERY
// extended controller is forwarded each assigned a stable lowest-free pad index held for
// its forwarded lifetime, so a disconnect frees only its own index and never renumbers the
// others. A pin (Settings, persisted under DefaultsKey.gamepadID) forwards ONLY that one pad
// an explicit single-player choice. `active` stays the single "primary" pad (the pinned
// one, else the most recently connected extended gamepad) that the Settings / launcher / menu
// UI reads. GCController has no stable hardware serial, so the pin is a fingerprint of
// vendorName|productCategory (+ a connect-order suffix for twins); identical twin controllers
// may swap a pin across reconnects, which the Settings footer documents.
// Selection: the user can pin a controller in Settings (persisted under
// DefaultsKey.gamepadID); with no pin or the pinned one absent the most recently
// connected extended gamepad wins. GCController has no stable hardware serial, so the pin
// is a fingerprint of vendorName|productCategory (+ a connect-order suffix for twins);
// identical twin controllers may swap a pin across reconnects, which the Settings footer
// documents.
//
// A singleton (not a SwiftUI environment object) because macOS shows Settings in its own
// `Settings{}` scene there is no common ancestor view to inject from.
@@ -42,14 +38,13 @@ public final class GamepadManager: ObservableObject {
public let hasHaptics: Bool
public let hasMotion: Bool
public let hasAdaptiveTriggers: Bool
/// 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
/// 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
/// rich-input CAPTURE (touchpad contacts + gyro/accel on plane 0xCC).
public var hasTouchpadAndMotion: Bool {
kind == .dualSense || kind == .dualSenseEdge || kind == .dualShock4
kind == .dualSense || kind == .dualShock4
}
/// 0...1, nil when the controller doesn't report a battery (e.g. wired).
public let batteryLevel: Float?
@@ -65,23 +60,9 @@ public final class GamepadManager: ObservableObject {
/// Every detected controller, in connect order (Settings lists these).
@Published public private(set) var controllers: [DiscoveredController] = []
/// The single "primary" controller the pinned one, else the most recently connected
/// extended gamepad; nil when none qualifies. The Settings / launcher / menu UI and the
/// connect-time `resolveType` read this; the streaming input path uses `forwarded`.
/// The one controller forwarded to the host (pad 0); nil when none qualifies.
@Published public private(set) var active: DiscoveredController?
/// The controllers forwarded to the host this session, in wire-pad-index preference order
/// (pf-client-core's `forwarded_ids`): a pin forwards ONLY the pinned pad; Automatic forwards
/// every extended controller. GamepadCapture opens a slot per entry and GamepadFeedback routes
/// feedback back to it, each on the index from `padIndex(for:)`.
@Published public private(set) var forwarded: [DiscoveredController] = []
/// Stable wire pad index (0..<`GamepadWire.maxPads`) per forwarded controller, keyed by
/// GCController identity. Lowest-free, held while the controller stays forwarded a
/// disconnect frees only its own index so the others never renumber (pf-client-core's
/// `lowest_free_index`). Recomputed by `assignPadIndices` whenever `forwarded` changes.
private var padIndexByController: [ObjectIdentifier: UInt8] = [:]
/// The user's pinned controller fingerprint ("" = automatic). Persisted; updating it
/// reselects immediately, so a Settings Picker can bind straight to this.
@Published public var preferredID: String {
@@ -178,57 +159,12 @@ public final class GamepadManager: ObservableObject {
let candidates = controllers.filter(\.isExtended)
// The pin wins when present; otherwise the most recently connected extended pad
// (list is in connect order). A stale pin falls back to automatic.
let pinned = candidates.last { $0.id == preferredID }
active = pinned ?? candidates.last
// Forwarded set (pf-client-core's `forwarded_ids`): a pin forwards ONLY the pinned pad
// (explicit single-player); Automatic forwards every extended controller in connect order
// (oldestnewest), so a game's player numbers are stable across hot-plug churn.
let next = pinned.map { [$0] } ?? candidates
// Update the pad-index assignment BEFORE publishing `forwarded`: @Published emits in
// `willSet`, so GamepadCapture/GamepadFeedback reconcile against `padIndex(for:)` the
// instant this assignment lands a stale map here would skip a newly-forwarded pad.
assignPadIndices(for: next)
forwarded = next
}
/// Assign each forwarded controller a stable wire pad index (lowest-free, held while it stays
/// forwarded) mirrors pf-client-core's slot model, where a disconnect frees only its own
/// index and the others keep theirs. A controller already holding an index keeps it across the
/// churn; a slot beyond `GamepadWire.maxPads` goes unassigned (that pad is not forwarded).
private func assignPadIndices(for next: [DiscoveredController]) {
let live = Set(next.map { ObjectIdentifier($0.controller) })
padIndexByController = padIndexByController.filter { live.contains($0.key) }
for dc in next {
let key = ObjectIdentifier(dc.controller)
guard padIndexByController[key] == nil,
let free = Self.lowestFreeIndex(Set(padIndexByController.values)) else { continue }
padIndexByController[key] = free
}
}
/// The lowest wire pad index not already taken, or nil when all `GamepadWire.maxPads` are in
/// use (pf-client-core's `lowest_free_index`).
private static func lowestFreeIndex(_ taken: Set<UInt8>) -> UInt8? {
(0..<UInt8(GamepadWire.maxPads)).first { !taken.contains($0) }
}
/// The wire pad index a forwarded controller streams on, or nil when it isn't forwarded.
public func padIndex(for controller: DiscoveredController) -> UInt8? {
padIndexByController[ObjectIdentifier(controller.controller)]
}
/// Drop every pad-index assignment and recompute from the current forwarded set called when
/// a streaming session begins so the assignment starts fresh (a controller pinned before the
/// session forwards as pad 0, not whatever index it held for the Settings list). pf-client-core
/// assigns indices at slot-open time; this reproduces that session-scoped start.
public func resetForwardingAssignment() {
padIndexByController.removeAll()
reselect()
active = candidates.last { $0.id == preferredID } ?? candidates.last
}
private static func describe(_ c: GCController, id: String) -> DiscoveredController {
let extended = c.extendedGamepad
let kind = padKind(extended, productCategory: c.productCategory)
let kind = padKind(extended)
return DiscoveredController(
id: id,
name: c.vendorName ?? c.productCategory,
@@ -238,40 +174,28 @@ 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
// Edge included); the DualShock 4 has none.
hasAdaptiveTriggers: kind == .dualSense || kind == .dualSenseEdge,
// GCDualSenseGamepad's triggers are GCDualSenseAdaptiveTrigger by declaration; the
// DualShock 4 has none.
hasAdaptiveTriggers: kind == .dualSense,
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 (+ 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).
/// 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).
private static func padKind(
_ extended: GCExtendedGamepad?,
productCategory: String
_ extended: GCExtendedGamepad?
) -> 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 category.contains("edge") ? .dualSenseEdge : .dualSense
}
if extended is GCDualSenseGamepad { return .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
}
}
@@ -140,9 +140,7 @@ public final class GamepadMenuInput {
let stick = gamepad.leftThumbstick
let x = stick.xAxis.value
let y = stick.yAxis.value
// 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 {
if abs(x) > abs(y), abs(x) > deadzone {
return x > 0 ? .right : .left
} else if abs(y) > deadzone {
return y > 0 ? .up : .down
@@ -1,14 +1,10 @@
// The gamepad wire contract shared by capture (GamepadCapture), feedback (GamepadFeedback),
// and the tests the pad count, button bits, axis ids, and the touchpad/motion unit conversions.
// and the tests button bits, axis ids, and the touchpad/motion unit conversions.
import Foundation
/// The gamepad wire contract (mirrors `punktfunk_core::input::gamepad`).
public enum GamepadWire {
/// Gamepads addressable on the wire the pad index rides the low byte of `flags` on every
/// per-pad event, 0...15 (`punktfunk_core::input::MAX_PADS`).
public static let maxPads: Int = 16
public static let dpadUp: UInt32 = 0x0001
public static let dpadDown: UInt32 = 0x0002
public static let dpadLeft: UInt32 = 0x0004
@@ -26,27 +22,11 @@ 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, misc1,
a, b, x, y, touchpadClick,
]
public static let axisLSX: UInt32 = 0
@@ -119,19 +119,8 @@ 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)
@@ -209,9 +198,8 @@ final class RumbleRenderer: @unchecked Sendable {
((0, 0), DispatchTime(uptimeNanoseconds: 0))
#endif
init(policy: Policy = .session, actuator: Actuator = .controller) {
init(policy: Policy = .session) {
self.policy = policy
self.actuator = actuator
}
/// `onBackend`, if given, is invoked (on the internal queue) with a human-readable name of the
@@ -480,10 +468,6 @@ 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
@@ -533,41 +517,10 @@ 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
@@ -593,7 +546,7 @@ final class RumbleRenderer: @unchecked Sendable {
try engine.start()
return Motor(engine: engine, sharpness: sharpness)
} catch {
log.warning("haptic engine setup failed: \(error, privacy: .public)")
log.warning("haptic engine setup failed (\(locality.rawValue, privacy: .public)): \(error, privacy: .public)")
return nil
}
}
@@ -85,12 +85,6 @@ public final class InputCapture {
/// its Esc suppression need it in both states).
private var cmdKeysDown: Set<UInt32> = []
/// Physical Control/Option/Shift keys currently held (Windows VKs, both L/R sides). iPad only:
/// the Q release chord is recognized from the HID stream here (iOS has no NSEvent monitor,
/// like the toggle), so it needs the live modifier state tracked in both forwarding states,
/// exactly like `cmdKeysDown`, and flushed by `releaseAll` when GC delivery stops.
private var chordModifiersDown: Set<UInt32> = []
/// While true, mouse/keyboard flow to the host and key NSEvents are swallowed
/// locally; while false the user is interacting with the local UI (dragging the
/// window, clicking the HUD) and nothing is forwarded. Main-queue only.
@@ -125,21 +119,6 @@ public final class InputCapture {
public var onDisconnect: (() -> Void)?
public var onCycleStats: (() -> Void)?
#if os(iOS)
/// Windows VKs of the three modifier classes in the Q release chord, both L/R sides:
/// control (0xA2/0xA3), option (0xA4/0xA5), shift (0xA0/0xA1). Used to sift the HID key stream.
private static let chordModifierVKs: Set<UInt32> = [0xA2, 0xA3, 0xA4, 0xA5, 0xA0, 0xA1]
/// Whether Control AND Option AND Shift are all currently held (either side of each counts)
/// the modifier precondition for the iPad Q release chord.
private var hasReleaseChordModifiers: Bool {
let m = chordModifiersDown
return (m.contains(0xA2) || m.contains(0xA3)) // control
&& (m.contains(0xA4) || m.contains(0xA5)) // option
&& (m.contains(0xA0) || m.contains(0xA1)) // shift
}
#endif
/// Fired when a newer InputCapture takes the process-global GC handler slots (the
/// singletons hold ONE handler each): the preempted owner must drop its capture
/// state its handlers are gone, so it would otherwise sit "captured" with dead
@@ -315,7 +294,6 @@ public final class InputCapture {
/// in another app would otherwise stay "held" here forever hijacking Esc).
private func releaseAll() {
cmdKeysDown.removeAll()
chordModifiersDown.removeAll()
suppressedVK = nil
for vk in pressedVKs {
connection.send(.key(vk, down: false))
@@ -598,13 +576,6 @@ public final class InputCapture {
self.cmdKeysDown.remove(vk)
}
}
#if os(iOS)
// Track Control/Option/Shift for the Q release chord below in both forwarding
// states (like `cmdKeysDown`) so a modifier held before capture engaged still counts.
if Self.chordModifierVKs.contains(vk) {
if pressed { self.chordModifiersDown.insert(vk) } else { self.chordModifiersDown.remove(vk) }
}
#endif
// The toggle's Esc checked before the forwarding gate, because in the
// engage direction forwarding is already true when this fires.
if vk == self.suppressedVK {
@@ -621,18 +592,6 @@ public final class InputCapture {
}
#endif
guard self.forwarding else { return }
#if os(iOS)
// Q releases the captured mouse/keyboard (cross-client parity the same combo the
// macOS keyDown monitor handles). Recognized only while forwarding (nothing to release
// otherwise). The Q is latched (`suppressedVK`) so its keyUp can't type into the host;
// the modifiers were forwarded as they went down and are flushed by the release
// path (setCaptured(false) releaseAll). VK 0x51 is layout-independent (physical Q).
if pressed, vk == 0x51, self.hasReleaseChordModifiers {
self.suppressedVK = 0x51
self.onReleaseCapture?()
return
}
#endif
// Release direction of the toggle: GC's Esc-down can beat the NSEvent
// monitor never type Esc into the host while is held ( is reserved).
if vk == 0x1B, !self.cmdKeysDown.isEmpty {
@@ -118,44 +118,3 @@ 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
@@ -3,8 +3,7 @@
// 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) · three-finger swipe up/down =
// summon/dismiss the local soft keyboard for typing on the host (`onKeyboardGesture`):
// (off compact normal detailed, matching Android):
//
// * 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
@@ -62,9 +61,6 @@ 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 {
@@ -76,9 +72,6 @@ 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 }
@@ -102,11 +95,6 @@ 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
@@ -126,8 +114,6 @@ 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
@@ -154,13 +140,8 @@ final class TouchMouse {
for touch in touches where lastPos[ObjectIdentifier(touch)] != nil {
lastPos[ObjectIdentifier(touch)] = touch.location(in: view)
}
// 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 {
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
}) {
@@ -227,9 +208,9 @@ final class TouchMouse {
// MARK: - Per-event work
/// 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).
/// 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).
private func scrollByCentroid() {
let n = CGFloat(lastPos.count)
let cx = lastPos.values.reduce(0) { $0 + $1.x } / n
@@ -252,38 +233,6 @@ 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) {
@@ -27,10 +27,8 @@ public enum DefaultsKey {
/// Requested audio channel count: 2 (stereo), 6 (5.1) or 8 (7.1). The host clamps to what it
/// can capture; the resolved count drives the in-core decode + AVAudioEngine layout.
public static let audioChannels = "punktfunk.audioChannels"
/// Preferred video codec: `"auto"` (host decides), `"hevc"`, `"h264"`, `"av1"`, or
/// `"pyrowave"` (the opt-in wired-LAN wavelet codec picking it advertises AND prefers it,
/// and forces the session SDR). A soft preference the host emits it when it can, else
/// falls back. Drives the decoder via `Welcome.codec`.
/// Preferred video codec: `"auto"` (host decides), `"hevc"`, or `"h264"`. A soft preference
/// the host emits it when it can, else falls back. Drives the decoder via `Welcome.codec`.
public static let codec = "punktfunk.codec"
public static let micEnabled = "punktfunk.micEnabled"
public static let speakerUID = "punktfunk.speakerUID"
@@ -99,12 +97,6 @@ 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
@@ -543,24 +543,19 @@ public enum AV1 {
extension VideoCodec {
/// Codec-dispatching format-description refresh: the AV1 path keys on an in-band sequence
/// header, the NAL codecs on in-band parameter sets one call site in each pump. PyroWave
/// has no CoreMedia representation at all (its pump feeds the Metal wavelet decoder raw).
/// header, the NAL codecs on in-band parameter sets one call site in each pump.
public func formatDescription(fromKeyframe au: Data) -> CMVideoFormatDescription? {
switch self {
case .av1: return AV1.formatDescription(fromKeyframe: au)
case .pyrowave: return nil
default: return AnnexB.formatDescription(fromIDR: au, codec: self)
}
self == .av1
? AV1.formatDescription(fromKeyframe: au)
: AnnexB.formatDescription(fromIDR: au, codec: self)
}
/// Codec-dispatching sample wrap (see `formatDescription(fromKeyframe:)`).
public func sampleBuffer(
au: AccessUnit, format: CMVideoFormatDescription
) -> CMSampleBuffer? {
switch self {
case .av1: return AV1.sampleBuffer(au: au, format: format)
case .pyrowave: return nil
default: return AnnexB.sampleBuffer(au: au, format: format, codec: self)
}
self == .av1
? AV1.sampleBuffer(au: au, format: format)
: AnnexB.sampleBuffer(au: au, format: format, codec: self)
}
}
@@ -26,18 +26,12 @@ public enum VideoCodec: Equatable {
case h264
case hevc
case av1
/// PyroWave wavelet (opt-in wired-LAN low-latency codec): not a NAL/OBU codec and not
/// VideoToolbox-decoded at all the Metal wavelet decoder consumes the raw AUs
/// (Stage2Pipeline's PyroWave pump). Only ever resolved when this client both advertised
/// and preferred it.
case pyrowave
/// Resolve from the wire `Welcome.codec` byte (`PUNKTFUNK_CODEC_*`; unknown HEVC).
public init(wire: UInt8) {
switch wire {
case 0x01: self = .h264 // PUNKTFUNK_CODEC_H264
case 0x04: self = .av1 // PUNKTFUNK_CODEC_AV1
case 0x08: self = .pyrowave // PUNKTFUNK_CODEC_PYROWAVE
default: self = .hevc // PUNKTFUNK_CODEC_HEVC the default / older-host codec
}
}
@@ -153,8 +147,8 @@ public enum AnnexB {
sets = [vps, sps, pps]
case .h264:
sets = [sps, pps]
case .av1, .pyrowave:
return nil // no parameter-set NALs dispatched in AV1.swift, never reaches here
case .av1:
return nil // OBU stream, no parameter-set NALs handled in AV1.swift, never here
}
var format: CMVideoFormatDescription?
@@ -190,8 +184,8 @@ public enum AnnexB {
parameterSetSizes: sizes,
nalUnitHeaderLength: 4,
formatDescriptionOut: &format)
case .av1, .pyrowave:
break // unreachable the arm above already returned
case .av1:
break // unreachable the .av1 arm above already returned
}
}
return status == noErr ? format : nil
@@ -124,16 +124,7 @@ float2 chromaUV(texture2d<float> lumaTex, texture2d<float> chromaTex, float2 uv)
float3 sampleRgb(texture2d<float> lumaTex, texture2d<float> chromaTex, float2 uv,
constant CscUniform& csc) {
constexpr sampler s(filter::linear, address::clamp_to_edge);
#ifdef PF_BILINEAR_LUMA
// DEBUG (PUNKTFUNK_BILINEAR_LUMA=1): plain bilinear luma Catmull-Rom OFF. A/B lever to see if
// the bicubic overshoot contributes to edge fringing. NOTE: at a true 1:1 present both paths
// reduce to the identity texel, so if this toggle VISIBLY changes the picture, the present is
// NOT 1:1 (there's a resample); if it looks identical, the fringing is upstream (codec/source/OS).
float lumaY = lumaTex.sample(s, uv).r;
#else
float lumaY = catmullRomLuma(lumaTex, s, uv);
#endif
float3 yuv = float3(lumaY,
float3 yuv = float3(catmullRomLuma(lumaTex, s, uv),
chromaTex.sample(s, chromaUV(lumaTex, chromaTex, uv)).rg);
return saturate(float3(dot(csc.r0.xyz, yuv) + csc.r0.w,
dot(csc.r1.xyz, yuv) + csc.r1.w,
@@ -149,28 +140,6 @@ fragment float4 pf_frag(VOut in [[stage_in]],
return float4(sampleRgb(lumaTex, chromaTex, in.uv, csc), 1.0);
}
// PyroWave planar SDR: three separate R8 planes (Y full-res, Cb/Cr half-res 4:2:0) from the
// Metal wavelet decoder the Metal twin of pf-presenter's planar_csc.frag. Same bicubic luma
// and left-cosited chroma correction as the biplanar path (chromaUV self-disables at 4:4:4).
fragment float4 pf_frag_planar(VOut in [[stage_in]],
texture2d<float> lumaTex [[texture(0)]],
texture2d<float> cbTex [[texture(1)]],
texture2d<float> crTex [[texture(2)]],
constant CscUniform& csc [[buffer(0)]]) {
constexpr sampler s(filter::linear, address::clamp_to_edge);
#ifdef PF_BILINEAR_LUMA
float lumaY = lumaTex.sample(s, in.uv).r;
#else
float lumaY = catmullRomLuma(lumaTex, s, in.uv);
#endif
float2 cuv = chromaUV(lumaTex, cbTex, in.uv);
float3 yuv = float3(lumaY, cbTex.sample(s, cuv).r, crTex.sample(s, cuv).r);
float3 rgb = saturate(float3(dot(csc.r0.xyz, yuv) + csc.r0.w,
dot(csc.r1.xyz, yuv) + csc.r1.w,
dot(csc.r2.xyz, yuv) + csc.r2.w));
return float4(rgb, 1.0);
}
// HDR: 10-bit P010 / 4:4:4 (BT.2020, PQ-encoded YCbCr) full-range PQ RGB, output as-is
// the CAMetalLayer's itur_2100_PQ colour space + edrMetadata tell the compositor the samples are
// PQ, so it does the PQdisplay tone-map. No EOTF here. The rows fold in the exact 10-bit
@@ -237,16 +206,8 @@ public final class MetalVideoPresenter {
/// tvOS only: the in-shader PQSDR tone-map fallback (pf_frag_hdr_tv bgra8), used whenever
/// the display is composited without HDR headroom see `setDisplayHeadroom`. nil elsewhere.
private let pipelineHDRToneMap: MTLRenderPipelineState?
/// PyroWave's 3-plane SDR path (pf_frag_planar bgra8) see `renderPlanar`.
private let pipelinePlanar: MTLRenderPipelineState
private var textureCache: CVMetalTextureCache?
/// The PyroWave Metal decoder records on the presenter's device + queue: one device means
/// decode, CSC and present share textures with zero interop, and one queue means Metal's
/// hazard tracking orders a ring-slot rewrite after the render still sampling it.
var metalDevice: MTLDevice { device }
var metalQueue: MTLCommandQueue { queue }
/// Current layer configuration switched in `configure(hdr:)` when a frame's HDR-ness differs.
/// Render-thread confined once the pipeline runs (Stage2Pipeline.start's one pre-thread
/// `configure` call is ordered before the thread starts, so it doesn't race).
@@ -288,18 +249,8 @@ public final class MetalVideoPresenter {
let pipelineSDR: MTLRenderPipelineState
let pipelineHDR: MTLRenderPipelineState
let pipelineHDRToneMap: MTLRenderPipelineState?
let pipelinePlanar: MTLRenderPipelineState
do {
// DEBUG A/B lever: PUNKTFUNK_BILINEAR_LUMA=1 compiles the shader with Catmull-Rom OFF
// (plain bilinear luma) by prepending a #define ahead of the source. Default (unset) is
// the normal bicubic path. Read at presenter creation set it in the environment and
// relaunch to flip; the log line confirms which path built.
let bilinearLuma = ProcessInfo.processInfo.environment["PUNKTFUNK_BILINEAR_LUMA"] == "1"
let source = (bilinearLuma ? "#define PF_BILINEAR_LUMA 1\n" : "") + shaderSource
if bilinearLuma {
presenterLog.info("stage2: PUNKTFUNK_BILINEAR_LUMA=1 — Catmull-Rom luma DISABLED (bilinear)")
}
let library = try device.makeLibrary(source: source, options: nil)
let library = try device.makeLibrary(source: shaderSource, options: nil)
let vtx = library.makeFunction(name: "pf_vtx")
let sdr = MTLRenderPipelineDescriptor()
sdr.vertexFunction = vtx
@@ -323,11 +274,6 @@ public final class MetalVideoPresenter {
#else
pipelineHDRToneMap = nil
#endif
let planar = MTLRenderPipelineDescriptor()
planar.vertexFunction = vtx
planar.fragmentFunction = library.makeFunction(name: "pf_frag_planar")
planar.colorAttachments[0].pixelFormat = .bgra8Unorm // PyroWave is 8-bit SDR
pipelinePlanar = try device.makeRenderPipelineState(descriptor: planar)
} catch {
return nil
}
@@ -367,14 +313,12 @@ public final class MetalVideoPresenter {
return MetalVideoPresenter(
device: device, queue: queue, pipelineSDR: pipelineSDR, pipelineHDR: pipelineHDR,
pipelineHDRToneMap: pipelineHDRToneMap, pipelinePlanar: pipelinePlanar,
textureCache: textureCache, layer: layer)
pipelineHDRToneMap: pipelineHDRToneMap, textureCache: textureCache, layer: layer)
}
private init(
device: MTLDevice, queue: MTLCommandQueue, pipelineSDR: MTLRenderPipelineState,
pipelineHDR: MTLRenderPipelineState, pipelineHDRToneMap: MTLRenderPipelineState?,
pipelinePlanar: MTLRenderPipelineState,
textureCache: CVMetalTextureCache, layer: CAMetalLayer
) {
self.device = device
@@ -382,7 +326,6 @@ public final class MetalVideoPresenter {
self.pipelineSDR = pipelineSDR
self.pipelineHDR = pipelineHDR
self.pipelineHDRToneMap = pipelineHDRToneMap
self.pipelinePlanar = pipelinePlanar
self.textureCache = textureCache
self.layer = layer
}
@@ -553,67 +496,6 @@ public final class MetalVideoPresenter {
pixelBuffer, plane: 1, format: tenBit ? .rg16Unorm : .rg8Unorm, cache: textureCache)
else { return false }
#if os(tvOS)
// HDR splits by the display's headroom (kept in step with the layer by `configure` above):
// PQ passthrough into an HDR-composited display, the tone-map shader otherwise.
let hdrPipeline = hdrPassthroughActive ? pipelineHDR : (pipelineHDRToneMap ?? pipelineHDR)
let pipeline = hdrActive ? hdrPipeline : pipelineSDR
#else
let pipeline = hdrActive ? pipelineHDR : pipelineSDR
#endif
let decodedSize = CGSize(
width: CVPixelBufferGetWidth(pixelBuffer), height: CVPixelBufferGetHeight(pixelBuffer))
return encodePresent(
decodedSize: decodedSize, targetFromLayout: targetFromLayout, pipeline: pipeline,
presentAtMediaTime: presentAtMediaTime, onPresented: onPresented,
// Hold the CVMetalTextures + source pixel buffer (its IOSurface) alive until the GPU
// finishes sampling releasing them at scope exit could free the backing mid-read.
keepAlive: [luma, chroma, pixelBuffer]
) { encoder in
encoder.setFragmentTexture(CVMetalTextureGetTexture(luma), index: 0)
encoder.setFragmentTexture(CVMetalTextureGetTexture(chroma), index: 1)
encoder.setFragmentBytes(&csc, length: MemoryLayout<CscUniform>.stride, index: 0)
}
}
/// Draw one PyroWave planar frame (three R8 planes off the Metal wavelet decoder) and
/// present it. RENDER THREAD, same contract as `render` PyroWave is 8-bit SDR, so the
/// layer always takes the plain SDR config, and the CSC rows arrive precomputed from the
/// stream's own sequence-header signaling (no CVPixelBuffer to inspect).
@discardableResult
func renderPlanar(
_ planes: WaveletPlanes,
presentAtMediaTime: CFTimeInterval? = nil,
onPresented: ((Int64?) -> Void)? = nil
) -> Bool {
stagingLock.lock()
let targetFromLayout = drawableTarget
stagingLock.unlock()
configure(hdr: false)
var csc = planes.csc
return encodePresent(
decodedSize: CGSize(width: planes.width, height: planes.height),
targetFromLayout: targetFromLayout, pipeline: pipelinePlanar,
presentAtMediaTime: presentAtMediaTime, onPresented: onPresented,
// The ring textures stay valid by ring depth; retaining them here also pins the
// slot's set until the sample completes (mirrors the biplanar keep-alive).
keepAlive: [planes.y, planes.cb, planes.cr]
) { encoder in
encoder.setFragmentTexture(planes.y, index: 0)
encoder.setFragmentTexture(planes.cb, index: 1)
encoder.setFragmentTexture(planes.cr, index: 2)
encoder.setFragmentBytes(&csc, length: MemoryLayout<CscUniform>.stride, index: 0)
}
}
/// The shared present tail of `render`/`renderPlanar`: size the drawable, encode one
/// fullscreen triangle with `pipeline` (`bind` supplies the fragment resources), schedule
/// the present and the on-glass callback.
private func encodePresent(
decodedSize: CGSize, targetFromLayout: CGSize, pipeline: MTLRenderPipelineState,
presentAtMediaTime: CFTimeInterval?, onPresented: ((Int64?) -> Void)?,
keepAlive: [Any], bind: (MTLRenderCommandEncoder) -> Void
) -> Bool {
// Size the drawable to the LAYER's pixels (its laid-out frame × contentsScale, pushed here by
// SessionPresenter.layout via `setDrawableTarget` not read off the layer, whose geometry the
// main thread owns) so the Catmull-Rom shader performs the decodedon-screen scale in one pass:
@@ -622,6 +504,8 @@ public final class MetalVideoPresenter {
// Before the first layout (zero target) fall back to the decoded size. drawableSize does NOT
// track bounds (defaults to 0), so set it BEFORE nextDrawable; re-set only on a change
// (layout / Reconfigure / HDR flip and every frame of a live resize, which is fine).
let decodedSize = CGSize(
width: CVPixelBufferGetWidth(pixelBuffer), height: CVPixelBufferGetHeight(pixelBuffer))
let targetSize = (targetFromLayout.width > 0 && targetFromLayout.height > 0)
? targetFromLayout : decodedSize
if layer.drawableSize != targetSize { layer.drawableSize = targetSize }
@@ -640,8 +524,17 @@ public final class MetalVideoPresenter {
guard let encoder = commandBuffer.makeRenderCommandEncoder(descriptor: pass) else {
return false
}
encoder.setRenderPipelineState(pipeline)
bind(encoder)
#if os(tvOS)
// HDR splits by the display's headroom (kept in step with the layer by `configure` above):
// PQ passthrough into an HDR-composited display, the tone-map shader otherwise.
let hdrPipeline = hdrPassthroughActive ? pipelineHDR : (pipelineHDRToneMap ?? pipelineHDR)
encoder.setRenderPipelineState(hdrActive ? hdrPipeline : pipelineSDR)
#else
encoder.setRenderPipelineState(hdrActive ? pipelineHDR : pipelineSDR)
#endif
encoder.setFragmentTexture(CVMetalTextureGetTexture(luma), index: 0)
encoder.setFragmentTexture(CVMetalTextureGetTexture(chroma), index: 1)
encoder.setFragmentBytes(&csc, length: MemoryLayout<CscUniform>.stride, index: 0)
encoder.drawPrimitives(type: .triangle, vertexStart: 0, vertexCount: 3)
encoder.endEncoding()
if let onPresented {
@@ -669,8 +562,9 @@ public final class MetalVideoPresenter {
} else {
commandBuffer.present(drawable)
}
// Keep the bound sources alive until the GPU finishes sampling (see the callers).
commandBuffer.addCompletedHandler { _ in _ = keepAlive }
// Hold the CVMetalTextures + source pixel buffer (its IOSurface) alive until the GPU finishes
// sampling releasing them at scope exit could free the backing mid-read.
commandBuffer.addCompletedHandler { _ in _ = (luma, chroma, pixelBuffer) }
commandBuffer.commit()
return true
}
@@ -696,17 +590,8 @@ public final class MetalVideoPresenter {
let sig = "\(Int(decoded.width))x\(Int(decoded.height))\(Int(drawable.width))x\(Int(drawable.height))|hdr\(hdrActive ? 1 : 0)"
if sig != lastSizeSig {
lastSizeSig = sig
// Explicit verdict: is the shader presenting 1:1 (decoded == drawable) or resampling? The
// scale ratio makes a residual match-window mismatch obvious. If this says 1:1 but the
// picture is still soft, the resample is downstream of us (macOS compositor a scaled
// display mode, or a fractional-pixel window position), not the shader.
let sx = decoded.width > 0 ? drawable.width / decoded.width : 0
let sy = decoded.height > 0 ? drawable.height / decoded.height : 0
let verdict = decoded == drawable
? "1:1 (no resample)"
: String(format: "RESAMPLE scale=%.4fx%.4f", sx, sy)
let msg =
"stage2: decoded \(Int(decoded.width))x\(Int(decoded.height)) → drawable \(Int(drawable.width))x\(Int(drawable.height)) [\(verdict)] hdr=\(hdrActive)"
"stage2: decoded \(Int(decoded.width))x\(Int(decoded.height)) → drawable \(Int(drawable.width))x\(Int(drawable.height)) hdr=\(hdrActive)"
presenterLog.info("\(msg, privacy: .public)")
}
}
@@ -1,604 +0,0 @@
// PyroWave native Metal decoder the Apple twin of pf-client-core's Vulkan decoder
// (crates/pf-client-core/src/video_pyrowave.rs), reimplemented on the presenter's own MTLDevice
// so decode + CSC + present share one device with zero interop (design/pyrowave-codec-plan.md
// §4.7). No upstream C/C++ ships in the app: the bitstream parse below reimplements
// pyrowave_decoder.cpp's push_packet/decode_packet walk, and the two compute kernels
// (MetalWaveletShaders.swift) are hand-ported from the vendored GLSL. The §4.2 upstream pin
// covers this hand-port: a vendored bump means re-diffing two decode shaders and the two 8-byte
// header structs, and it is already a protocol-version event.
//
// Wire shape (all fixed by the host encoder, punktfunk-host encode/linux/pyrowave.rs):
// One AU = one frame = a self-delimiting stream of packets. Each packet is one 32x32
// coefficient block for one (component, level, band), self-sized by its 8-byte
// BitstreamHeader; a per-frame START_OF_FRAME sequence header carries dims + total block
// count + the VUI bits (chroma 4:2:0, BT.709/BT.2020, limited/full).
// With `USER_FLAG_CHUNK_ALIGNED` (Phase 4) the AU is a whole number of `shard_payload`-sized
// windows, each 4-byte-prefixed (used-len u16 LE + kind u16 LE): kind 0 = whole packets,
// 1/2/3 = FRAG chain for a packet bigger than one window. A missing shard of a partial frame
// arrives as an all-zero window (used = 0) skipped, its blocks reconstruct as zeros
// (localized blur, the Phase-4 design intent). The reassembler enables partial delivery
// core-side automatically for PyroWave sessions.
// Decode acceptance mirrors upstream decode_is_ready(allow_partial=true): a frame with no
// SOF or with no more than half its blocks is dropped rather than decoded to garbage.
//
// GPU structure per frame (mirroring pyrowave_decoder.cpp's barriers): one concurrent compute
// encoder with all ~42 dequant dispatches (each writes a distinct band layer no intra-stage
// hazards), then one concurrent encoder per iDWT level (5) encoder boundaries provide the
// writesampled-read synchronization the Vulkan version expresses as pipeline barriers. The
// output is a ring of 4 plane sets (Y full-res + Cb/Cr half-res R8Unorm); ring depth plus
// same-queue hazard tracking keeps a set alive while the presenter still samples it (the same
// scheme as the Vulkan client's ring).
#if canImport(Metal)
import Foundation
import Metal
import os
private let waveletLog = Logger(subsystem: "io.unom.punktfunk", category: "pyrowave")
/// The per-(component, level, band) 32x32-block table the exact Swift port of
/// `WaveletBuffers::init_block_meta` (pyrowave_common.cpp): the walk order (level 40,
/// component 02 skipping level-0 chroma in 4:2:0, band (level==4 ? 0 : 1)3) DEFINES the
/// global `block_index` space the wire packets address, so it must match the encoder exactly.
struct WaveletLayout {
static let decompositionLevels = 5
static let alignment = 32
static let minimumImageSize = 128
let width: Int
let height: Int
let alignedWidth: Int
let alignedHeight: Int
/// blockMeta[component][level][band] = (blockOffset32x32, blockStride32x32); -1 offset =
/// band not coded (level-0 chroma in 4:2:0).
let blockMeta: [[[(offset: Int, stride: Int)]]]
let blockCount32: Int
/// Band-image extent at `level` mip `level` of the (aligned/2)-sized coefficient image.
/// Exact halving: the aligned dims are 32-aligned, so /2 is 16-aligned and survives 4 shifts.
func levelWidth(_ level: Int) -> Int { (alignedWidth / 2) >> level }
func levelHeight(_ level: Int) -> Int { (alignedHeight / 2) >> level }
init(width: Int, height: Int) {
self.width = width
self.height = height
let align = { (v: Int) in
max((v + Self.alignment - 1) & ~(Self.alignment - 1), Self.minimumImageSize)
}
alignedWidth = align(width)
alignedHeight = align(height)
var meta = [[[(offset: Int, stride: Int)]]](
repeating: [[(offset: Int, stride: Int)]](
repeating: [(offset: Int, stride: Int)](repeating: (-1, 0), count: 4),
count: Self.decompositionLevels),
count: 3)
var count32 = 0
let aw = alignedWidth
let ah = alignedHeight
for level in stride(from: Self.decompositionLevels - 1, through: 0, by: -1) {
for component in 0..<3 {
if level == 0 && component != 0 { continue } // 4:2:0: no top-level chroma
for band in (level == Self.decompositionLevels - 1 ? 0 : 1)..<4 {
let levelW = (aw / 2) >> level
let levelH = (ah / 2) >> level
let blocksX8 = (levelW + 7) / 8
let blocksY8 = (levelH + 7) / 8
let blocksX32 = (levelW + 31) / 32
meta[component][level][band] = (count32, blocksX32)
// accumulate_block_mapping's 32x32 count.
count32 += ((blocksX8 + 3) / 4) * ((blocksY8 + 3) / 4)
}
}
}
blockMeta = meta
blockCount32 = count32
}
}
/// One parsed frame, CPU side: the per-block payload offset table + the flat payload words the
/// dequant kernel consumes (packet words INCLUDING each 8-byte header, as upstream uploads
/// them), plus the sequence header's facts.
struct ParsedWaveletFrame {
var layout: WaveletLayout
/// Per 32x32 block: u32 word offset into `payload`, or UInt32.max = block missing.
var offsets: [UInt32]
var payload: [UInt32]
var totalBlocks: Int
var decodedBlocks: Int
/// VUI bits from the sequence header (BitstreamSequenceHeader).
var bt2020: Bool
var fullRange: Bool
/// The frame's YCbCrRGB signal for the presenter's planar CSC. PyroWave today is always
/// BT.709 limited (the host's fixed contract), but the sequence header signals it, so honor
/// what it says.
var cscSignal: CscRows.Signal {
CscRows.Signal(matrix: bt2020 ? 9 : 1, fullRange: fullRange)
}
}
enum WaveletBitstream {
/// Window kinds of the chunk-aligned framing (host WIN_* constants).
private static let winPacked: UInt16 = 0
private static let winFragFirst: UInt16 = 1
private static let winFragCont: UInt16 = 2
private static let winFragLast: UInt16 = 3
/// Parse one AU into the dequant kernel's inputs. `windowSize` > 0 with `chunkAligned`
/// walks the Phase-4 shard-window framing first; otherwise the AU is one packet stream.
/// nil = drop the frame (malformed, no SOF, or not enough blocks survived loss to be worth
/// decoding upstream's `decoded_blocks > total/2` partial rule).
static func parse(au: Data, chunkAligned: Bool, windowSize: Int) -> ParsedWaveletFrame? {
var state = ParseState()
let ok = au.withUnsafeBytes { (raw: UnsafeRawBufferPointer) -> Bool in
guard let base = raw.baseAddress?.assumingMemoryBound(to: UInt8.self) else {
return false
}
let count = raw.count
if chunkAligned, windowSize >= 8 {
// Whole windows only; a trailing partial window would be a framing bug.
guard count % windowSize == 0 else { return false }
var frag: [UInt8] = []
var fragLive = false
var pos = 0
while pos < count {
let win = UnsafeBufferPointer(start: base + pos, count: windowSize)
pos += windowSize
let used = Int(win[0]) | (Int(win[1]) << 8)
let kind = UInt16(win[2]) | (UInt16(win[3]) << 8)
// A zeroed (missing) shard or an overrun drops the window AND breaks any
// fragment chain riding across it (mirrors video_pyrowave.rs push_window).
guard used > 0, 4 + used <= windowSize else {
frag.removeAll(keepingCapacity: true)
fragLive = false
continue
}
let body = UnsafeBufferPointer(start: win.baseAddress! + 4, count: used)
switch kind {
case winPacked:
frag.removeAll(keepingCapacity: true)
fragLive = false
guard state.pushPackets(body) else { return false }
case winFragFirst:
frag.removeAll(keepingCapacity: true)
frag.append(contentsOf: body)
fragLive = true
case winFragCont:
if fragLive { frag.append(contentsOf: body) }
case winFragLast:
if fragLive {
frag.append(contentsOf: body)
let ok = frag.withUnsafeBufferPointer { state.pushPackets($0) }
guard ok else { return false }
}
frag.removeAll(keepingCapacity: true)
fragLive = false
default:
frag.removeAll(keepingCapacity: true)
fragLive = false
}
}
return true
}
return state.pushPackets(UnsafeBufferPointer(start: base, count: count))
}
guard ok, let frame = state.finish() else { return nil }
// Upstream decode_is_ready(allow_partial=true): with no SOF the frame is undecodable;
// at half the blocks or fewer it is presumed garbage.
guard frame.totalBlocks > 0, frame.decodedBlocks > frame.totalBlocks / 2 else {
return nil
}
return frame
}
/// Streaming packet-walk state (pyrowave_decoder.cpp push_packet + decode_packet). The
/// SOF sequence header arrives first in every host AU, which fixes the dims layout
/// offset-table size before any coefficient packet lands; a coefficient packet before the
/// SOF (its window was lost) is skipped its block just stays missing.
private struct ParseState {
var layout: WaveletLayout?
var offsets: [UInt32] = []
var payload: [UInt32] = []
var totalBlocks = 0
var decodedBlocks = 0
var bt2020 = false
var fullRange = false
var sawSOF = false
mutating func pushPackets(_ buf: UnsafeBufferPointer<UInt8>) -> Bool {
guard let base = buf.baseAddress else { return true }
var pos = 0
let count = buf.count
while count - pos >= 8 {
let word0 = loadWord(base, pos)
let word1 = loadWord(base, pos + 4)
let extended = (word0 >> 31) & 1
if extended != 0 {
// BitstreamSequenceHeader: w-1[0:14] h-1[14:28] seq[28:31] ext[31];
// total[0:24] code[24:26] chroma[26] prim[27] trc[28] mtx[29] range[30]
// siting[31].
let code = (word1 >> 24) & 0x3
guard code == 0 else { return false } // only START_OF_FRAME is defined
let chromaRes = (word1 >> 26) & 1
guard chromaRes == 0 else { return false } // host contract: 4:2:0
let w = Int(word0 & 0x3fff) + 1
let h = Int((word0 >> 14) & 0x3fff) + 1
guard w >= 2, h >= 2, w % 2 == 0, h % 2 == 0 else { return false }
if sawSOF {
// One frame, one geometry a second SOF must agree.
guard layout?.width == w, layout?.height == h else { return false }
} else {
sawSOF = true
let l = WaveletLayout(width: w, height: h)
layout = l
offsets = [UInt32](repeating: .max, count: l.blockCount32)
payload.reserveCapacity(64 * 1024 / 4)
totalBlocks = Int(word1 & 0xff_ffff)
bt2020 = (word1 >> 29) & 1 != 0
fullRange = (word1 >> 30) & 1 == 0 // YCBCR_RANGE_FULL = 0
}
pos += 8
continue
}
// BitstreamHeader: ballot[0:16] payload_words[16:28] seq[28:31] ext[31];
// quant_code[0:8] block_index[8:32]. payload_words counts u32s INCLUDING the
// 8-byte header.
let payloadWords = Int((word0 >> 16) & 0xfff)
guard payloadWords >= 2, pos + payloadWords * 4 <= count else { return false }
let blockIndex = Int(word1 >> 8)
if let layout, blockIndex < layout.blockCount32 {
// First write wins (duplicate packets are ignored, like upstream).
if offsets[blockIndex] == .max {
offsets[blockIndex] = UInt32(payload.count)
decodedBlocks += 1
payload.reserveCapacity(payload.count + payloadWords)
for w in 0..<payloadWords {
payload.append(loadWord(base, pos + w * 4))
}
}
} else if layout != nil {
return false // out-of-bounds block index corrupt stream
}
// No layout yet (SOF lost): skip the packet, the block stays missing.
pos += payloadWords * 4
}
// In the windowed framing, `used` delimits exactly; dense AUs must also consume
// fully (upstream errors on trailing bytes).
return pos == count
}
private func loadWord(_ base: UnsafePointer<UInt8>, _ offset: Int) -> UInt32 {
UInt32(base[offset])
| (UInt32(base[offset + 1]) << 8)
| (UInt32(base[offset + 2]) << 16)
| (UInt32(base[offset + 3]) << 24)
}
func finish() -> ParsedWaveletFrame? {
guard let layout else { return nil }
return ParsedWaveletFrame(
layout: layout, offsets: offsets, payload: payload,
totalBlocks: totalBlocks, decodedBlocks: decodedBlocks,
bt2020: bt2020, fullRange: fullRange)
}
}
}
/// One decoded frame's output planes, handed to the presenter's planar render path. The
/// textures belong to the decoder's ring ring depth (4) plus same-queue hazard tracking keep
/// them valid while referenced. Public because it rides inside `ReadyImage`.
public struct WaveletPlanes: @unchecked Sendable {
public let y: MTLTexture
public let cb: MTLTexture
public let cr: MTLTexture
public let csc: CscUniform
public var width: Int { y.width }
public var height: Int { y.height }
}
public final class MetalWaveletDecoder {
/// Matches the Vulkan client's ring: deep enough that a slot is never rewritten while the
/// presenter still samples it in practice; same-queue hazard tracking is the hard backstop.
private static let ringDepth = 4
/// Device-capability gate for advertisement (SessionModel) and the settings picker: the
/// dequant kernel needs simdgroup prefix sums with its 16 header lanes inside one
/// simdgroup, so compile the real kernels once and check the pipeline facts. Apple6 (A13)
/// and every Mac2 device pass the family check; the compile probe is authoritative.
public static let supported: Bool = {
guard let device = MTLCreateSystemDefaultDevice() else { return false }
guard device.supportsFamily(.apple6) || device.supportsFamily(.mac2) else { return false }
do {
let lib = try device.makeLibrary(source: waveletShaderSource, options: nil)
guard let dequant = lib.makeFunction(name: "wavelet_dequant") else { return false }
let p = try device.makeComputePipelineState(function: dequant)
var shift = false
let fc = MTLFunctionConstantValues()
fc.setConstantValue(&shift, type: .bool, index: 0)
_ = try lib.makeFunction(name: "idwt", constantValues: fc)
return p.threadExecutionWidth >= 16 && p.maxTotalThreadsPerThreadgroup >= 128
} catch {
waveletLog.info("pyrowave probe: kernels rejected (\(error, privacy: .public))")
return false
}
}()
private let device: MTLDevice
private let queue: MTLCommandQueue
private let dequantPipeline: MTLComputePipelineState
private let idwtPipeline: MTLComputePipelineState
private let idwtShiftPipeline: MTLComputePipelineState
private let mirrorSampler: MTLSamplerState
// Size-dependent state, rebuilt when the SOF dims change (this is also the mid-stream
// Reconfigure/resize path the wavelet decoder is fixed-size per geometry).
private var layout: WaveletLayout?
/// coefficients[component][level]: 4-slice R16Float (levels 01) / R32Float (levels 24)
/// texture2d_array the band images (precision-1 split, see MetalWaveletShaders).
private var coefficients: [[MTLTexture]] = []
/// llViews[component][level]: slice-0 (LL band) 2D write view of `coefficients` the iDWT
/// output target chaining level L+1 into level L.
private var llViews: [[MTLTexture]] = []
private struct Slot {
var y: MTLTexture
var cb: MTLTexture
var cr: MTLTexture
var offsets: MTLBuffer
var payload: MTLBuffer
}
private var slots: [Slot] = []
private var nextSlot = 0
/// The current geometry (from the last SOF that built the resources) the pump reports
/// decoded-size changes to the resize overlay from this. PUMP THREAD.
var decodedSize: (width: Int, height: Int)? {
layout.map { ($0.width, $0.height) }
}
/// The pump thread owns `decode`; everything mutable is confined to it.
init?(device: MTLDevice, queue: MTLCommandQueue) {
self.device = device
self.queue = queue
do {
let lib = try device.makeLibrary(source: waveletShaderSource, options: nil)
guard let dequantFn = lib.makeFunction(name: "wavelet_dequant") else { return nil }
dequantPipeline = try device.makeComputePipelineState(function: dequantFn)
var shift = false
let fcOff = MTLFunctionConstantValues()
fcOff.setConstantValue(&shift, type: .bool, index: 0)
idwtPipeline = try device.makeComputePipelineState(
function: try lib.makeFunction(name: "idwt", constantValues: fcOff))
shift = true
let fcOn = MTLFunctionConstantValues()
fcOn.setConstantValue(&shift, type: .bool, index: 0)
idwtShiftPipeline = try device.makeComputePipelineState(
function: try lib.makeFunction(name: "idwt", constantValues: fcOn))
} catch {
waveletLog.error("pyrowave: pipeline build failed (\(error, privacy: .public))")
return nil
}
guard dequantPipeline.threadExecutionWidth >= 16,
dequantPipeline.maxTotalThreadsPerThreadgroup >= 128
else { return nil }
// Upstream's mirror_repeat_sampler: mirrored repeat, NEAREST everything, normalized
// coords the idwt gather footprint + coordinate nudge depend on exactly this.
let samp = MTLSamplerDescriptor()
samp.sAddressMode = .mirrorRepeat
samp.tAddressMode = .mirrorRepeat
samp.minFilter = .nearest
samp.magFilter = .nearest
samp.mipFilter = .notMipmapped
samp.normalizedCoordinates = true
guard let sampler = device.makeSamplerState(descriptor: samp) else { return nil }
mirrorSampler = sampler
}
/// Decode one AU. Synchronous CPU parse + async GPU decode: returns false when the frame
/// was dropped (malformed / SOF lost / not enough blocks); on true, `completion` fires on a
/// Metal callback thread once the planes are decoded (nil = the GPU pass errored).
/// PUMP THREAD only.
func decode(
au: Data, chunkAligned: Bool, windowSize: Int,
completion: @escaping @Sendable (WaveletPlanes?) -> Void
) -> Bool {
guard
let frame = WaveletBitstream.parse(
au: au, chunkAligned: chunkAligned, windowSize: windowSize)
else { return false }
if layout?.width != frame.layout.width || layout?.height != frame.layout.height {
guard rebuild(layout: frame.layout) else { return false }
}
guard let layout, !slots.isEmpty else { return false }
var slot = slots[nextSlot]
// Grow the payload buffer to the frame (+16-byte zeroed guard: the kernel's 64-bit
// sign-window load and eager plane-byte prefetch may read past the payload end
// upstream pads its Vulkan buffer for exactly this).
let payloadBytes = frame.payload.count * 4
if slot.payload.length < payloadBytes + 16 {
guard
let grown = device.makeBuffer(
length: max(64 * 1024, (payloadBytes + 16) * 2), options: .storageModeShared)
else { return false }
slot.payload = grown
slots[nextSlot] = slot
}
frame.offsets.withUnsafeBytes { src in
slot.offsets.contents().copyMemory(
from: src.baseAddress!, byteCount: min(src.count, slot.offsets.length))
}
frame.payload.withUnsafeBytes { src in
slot.payload.contents().copyMemory(from: src.baseAddress!, byteCount: src.count)
}
memset(slot.payload.contents() + payloadBytes, 0, 16)
guard let cmd = queue.makeCommandBuffer() else { return false }
// Stage 1: dequant every (component, level, band) block grid in one concurrent
// encoder (each dispatch writes its own band layer; no intra-stage hazards, exactly
// like the barrier-free Vulkan dispatch loop).
guard let dequant = cmd.makeComputeCommandEncoder(dispatchType: .concurrent) else {
return false
}
dequant.label = "pyrowave dequant"
dequant.setComputePipelineState(dequantPipeline)
dequant.setBuffer(slot.offsets, offset: 0, index: 0)
dequant.setBuffer(slot.payload, offset: 0, index: 1)
for level in 0..<WaveletLayout.decompositionLevels {
for component in 0..<3 {
if level == 0 && component != 0 { continue } // 4:2:0
for band in (level == WaveletLayout.decompositionLevels - 1 ? 0 : 1)..<4 {
let meta = layout.blockMeta[component][level][band]
let w = layout.levelWidth(level)
let h = layout.levelHeight(level)
var regs = DequantRegisters(
resolution: SIMD2(Int32(w), Int32(h)),
outputLayer: Int32(band),
blockOffset32x32: Int32(meta.offset),
blockStride32x32: Int32(meta.stride))
dequant.setTexture(coefficients[component][level], index: 0)
dequant.setBytes(
&regs, length: MemoryLayout<DequantRegisters>.stride, index: 2)
dequant.dispatchThreadgroups(
MTLSize(width: (w + 31) / 32, height: (h + 31) / 32, depth: 1),
threadsPerThreadgroup: MTLSize(width: 128, height: 1, depth: 1))
}
}
}
dequant.endEncoding()
// Stage 2: iDWT, coarsest level in one encoder per level; the encoder boundary is
// the writesampled-read barrier chaining each level's LL into the next.
for inputLevel in stride(from: WaveletLayout.decompositionLevels - 1, through: 0, by: -1) {
guard let idwt = cmd.makeComputeCommandEncoder(dispatchType: .concurrent) else {
return false
}
idwt.label = "pyrowave idwt L\(inputLevel)"
idwt.setSamplerState(mirrorSampler, index: 0)
// Resolution rides TRANSPOSED (the kernel transposes on load and store).
let rx = layout.levelHeight(inputLevel)
let ry = layout.levelWidth(inputLevel)
var regs = IdwtRegisters(
resolution: SIMD2(Int32(rx), Int32(ry)),
invResolution: SIMD2(1.0 / Float(rx), 1.0 / Float(ry)))
idwt.setBytes(&regs, length: MemoryLayout<IdwtRegisters>.stride, index: 0)
let grid = MTLSize(width: (rx + 15) / 16, height: (ry + 15) / 16, depth: 1)
let group = MTLSize(width: 64, height: 1, depth: 1)
if inputLevel == 0 {
// 4:2:0: the final full-res pass is luma only (chroma finished at level 1).
idwt.setComputePipelineState(idwtShiftPipeline)
idwt.setTexture(coefficients[0][0], index: 0)
idwt.setTexture(slot.y, index: 1)
idwt.dispatchThreadgroups(grid, threadsPerThreadgroup: group)
} else {
for component in 0..<3 {
idwt.setTexture(coefficients[component][inputLevel], index: 0)
if component != 0 && inputLevel == 1 {
// 4:2:0 chroma emits its final half-res plane one level early.
idwt.setComputePipelineState(idwtShiftPipeline)
idwt.setTexture(component == 1 ? slot.cb : slot.cr, index: 1)
} else {
idwt.setComputePipelineState(idwtPipeline)
idwt.setTexture(llViews[component][inputLevel - 1], index: 1)
}
idwt.dispatchThreadgroups(grid, threadsPerThreadgroup: group)
}
}
idwt.endEncoding()
}
let planes = WaveletPlanes(
y: slot.y, cb: slot.cb, cr: slot.cr,
csc: CscRows.rows(frame.cscSignal, depth: 8, msbPacked: false))
cmd.addCompletedHandler { buffer in
completion(buffer.error == nil ? planes : nil)
}
cmd.commit()
nextSlot = (nextSlot + 1) % Self.ringDepth
return true
}
/// (Re)allocate every size-dependent resource for `layout`'s geometry. Also the mid-stream
/// resize path: a Reconfigure shows up here as new SOF dims.
private func rebuild(layout newLayout: WaveletLayout) -> Bool {
waveletLog.info(
"pyrowave: building decoder \(newLayout.width)x\(newLayout.height) (aligned \(newLayout.alignedWidth)x\(newLayout.alignedHeight), \(newLayout.blockCount32) blocks)")
var coeff: [[MTLTexture]] = []
var lls: [[MTLTexture]] = []
for component in 0..<3 {
var perLevel: [MTLTexture] = []
var perLevelLL: [MTLTexture] = []
for level in 0..<WaveletLayout.decompositionLevels {
let desc = MTLTextureDescriptor()
desc.textureType = .type2DArray
desc.arrayLength = 4
// Upstream precision 1: fp16 storage for the two finest levels, fp32 for the
// coarse levels whose values feed every later reconstruction step.
desc.pixelFormat = level < 2 ? .r16Float : .r32Float
desc.width = newLayout.levelWidth(level)
desc.height = newLayout.levelHeight(level)
desc.usage = [.shaderRead, .shaderWrite]
desc.storageMode = .private
guard let tex = device.makeTexture(descriptor: desc) else { return false }
tex.label = "pyrowave coeff c\(component) L\(level)"
guard
let ll = tex.makeTextureView(
pixelFormat: desc.pixelFormat, textureType: .type2D,
levels: 0..<1, slices: 0..<1)
else { return false }
ll.label = "pyrowave LL c\(component) L\(level)"
perLevel.append(tex)
perLevelLL.append(ll)
}
coeff.append(perLevel)
lls.append(perLevelLL)
}
var newSlots: [Slot] = []
for i in 0..<Self.ringDepth {
let plane = { (w: Int, h: Int, name: String) -> MTLTexture? in
let desc = MTLTextureDescriptor.texture2DDescriptor(
pixelFormat: .r8Unorm, width: w, height: h, mipmapped: false)
desc.usage = [.shaderRead, .shaderWrite]
desc.storageMode = .private
let t = self.device.makeTexture(descriptor: desc)
t?.label = name
return t
}
guard
let y = plane(newLayout.width, newLayout.height, "pyrowave Y[\(i)]"),
let cb = plane(newLayout.width / 2, newLayout.height / 2, "pyrowave Cb[\(i)]"),
let cr = plane(newLayout.width / 2, newLayout.height / 2, "pyrowave Cr[\(i)]"),
let offsets = device.makeBuffer(
length: max(newLayout.blockCount32 * 4, 4), options: .storageModeShared),
let payload = device.makeBuffer(length: 64 * 1024, options: .storageModeShared)
else { return false }
newSlots.append(Slot(y: y, cb: cb, cr: cr, offsets: offsets, payload: payload))
}
coefficients = coeff
llViews = lls
slots = newSlots
nextSlot = 0
layout = newLayout
return true
}
// MSL-side layouts (MetalWaveletShaders.swift) keep in lockstep.
private struct DequantRegisters {
var resolution: SIMD2<Int32>
var outputLayer: Int32
var blockOffset32x32: Int32
var blockStride32x32: Int32
}
private struct IdwtRegisters {
var resolution: SIMD2<Int32>
var invResolution: SIMD2<Float>
}
}
#endif
@@ -1,551 +0,0 @@
// PyroWave decode compute kernels the Metal port of the vendored Vulkan shaders
// (crates/pyrowave-sys/vendor/pyrowave/shaders/wavelet_dequant.comp + idwt.comp, upstream pin
// 509e4f88, MIT © 2025 Hans-Kristian Arntzen). Runtime-compiled Swift strings per client
// convention (no metallib build step see GamepadChrome.swift's rationale); these are the
// client's first compute pipelines.
//
// Port notes (design/pyrowave-codec-plan.md §4.7):
// Only the STORAGE_MODE 0 path exists: MSL device pointers replace the 8/16-bit-storage SSBO
// aliases; the texel-buffer (mode 1) and linear-image (mode 2) fallbacks are non-Apple IHV
// workarounds and are dropped, as is the fragment-iDWT path (Mali/Adreno only).
// Subgroup ops map 1:1: subgroupInclusiveAdd simd_prefix_inclusive_sum, and the fixed
// 32-wide Apple simdgroups take the GLSL's `SubgroupSize <= 32` scan branch; the shuffle-up
// and LDS fallbacks for exotic wave sizes are dead code here. The dequant kernel needs the
// 16 header lanes inside ONE simdgroup MetalWaveletDecoder's probe enforces
// threadExecutionWidth >= 16.
// Precision matches upstream's desktop default (PYROWAVE_PRECISION=1): float arithmetic,
// half2 threadgroup storage; the coefficient textures are R16Float for DWT levels 01 and
// R32Float for levels 24 (the low-res levels feed long reconstruction chains upstream
// keeps them fp32 for exactly that reason).
// The gather + mirrored-repeat addressing in idwt is the precision-sensitive spot (upstream
// fought a Mali compiler bug there); the golden-frame PSNR fixtures are the guard.
import Foundation
let waveletShaderSource = """
#include <metal_stdlib>
using namespace metal;
// ---------------------------------------------------------------------------------------------
// Shared helpers (dwt_swizzle.h / constants.h / dwt_quant_scale.h)
// ---------------------------------------------------------------------------------------------
static inline int2 unswizzle8x8(uint index)
{
uint y = extract_bits(index, 0, 1);
uint x = extract_bits(index, 1, 2);
y |= extract_bits(index, 3, 2) << 1;
x |= extract_bits(index, 5, 1) << 2;
return int2(int(x), int(y));
}
// GLSL bitfieldExtract(x, 0, n) where n may be 0; MSL extract_bits(bits=0) is not guaranteed
// to return 0, so mask explicitly.
static inline uint mask_lo(uint x, int n)
{
return (n <= 0) ? 0u : (x & (0xffffffffu >> (32 - n)));
}
// pyrowave_common.hpp decode_quant: custom FP formulation, MaxScaleExp = 4.
static inline float decode_quant(uint quant_code)
{
int e = 4 - int(quant_code >> 3);
int m = int(quant_code) & 0x7;
return (1.0f / (8.0f * 1024.0f * 1024.0f)) * float((8 + m) * (1 << (20 + e)));
}
// dwt_quant_scale.h: per-8x8 quant scale, min 0.25, max ~2.2.
static inline float decode_quant_scale(uint code)
{
return float(code) / 8.0f + 0.25f;
}
// constants.h
constant int QUANT_SCALE_OFFSET = 20;
constant int QUANT_SCALE_BITS = 4;
// ---------------------------------------------------------------------------------------------
// wavelet_dequant one 128-thread threadgroup decodes one 32x32 coefficient block
// ---------------------------------------------------------------------------------------------
struct DequantRegisters {
int2 resolution;
int output_layer;
int block_offset_32x32;
int block_stride_32x32;
};
struct DecodedPair { float4 col0; float4 col1; }; // GLSL mat2x4: m[j][i] -> colJ[i]
// Bit-plane magnitude decode for one thread's 4x2 coefficient group (decode_payload in the
// GLSL). `code_word` is the 8x8 block's 16-bit control word (2 bits of extra planes per 4x2
// group), `q_bits` the base plane count, `offset` the block's plane-payload start byte,
// `block_index` this thread's group (0..7). Nonzero magnitudes get the +0.5 deadzone
// reconstruction bias.
static DecodedPair decode_payload(const device uchar *payload_u8,
uint code_word, uint q_bits, uint offset, uint block_index)
{
DecodedPair m;
m.col0 = float4(0.0f);
m.col1 = float4(0.0f);
if (code_word == 0)
return m;
int bit_offset = 2 * int(block_index);
uint lsbs = code_word & 0x5555u;
uint msbs = code_word & 0xaaaau;
uint msbs_shift = msbs >> 1;
msbs |= msbs_shift;
uint byte_offset =
popcount(mask_lo(lsbs, bit_offset)) +
popcount(mask_lo(msbs, bit_offset)) +
q_bits * block_index + offset;
uint payload = uint(payload_u8[byte_offset]);
uint local_control_word = extract_bits(code_word, uint(bit_offset), 2);
int decoded_abs[8] = {0, 0, 0, 0, 0, 0, 0, 0};
int plane_iterations = int(q_bits + local_control_word);
for (int q = plane_iterations - 1; q >= 0; q--)
{
for (int b = 0; b < 8; b++)
{
int decoded = int(extract_bits(payload, uint(b), 1));
decoded_abs[b] = insert_bits(decoded_abs[b], decoded, uint(q), 1);
}
byte_offset++;
payload = uint(payload_u8[byte_offset]);
}
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 2; j++)
{
float v = float(decoded_abs[i * 2 + j]);
if (v != 0.0f)
v += 0.5f;
if (j == 0) m.col0[i] = v; else m.col1[i] = v;
}
}
return m;
}
kernel void wavelet_dequant(
texture2d_array<float, access::write> uDequantImg [[texture(0)]],
const device uint *payload_offsets [[buffer(0)]],
const device uint *payload_u32 [[buffer(1)]],
constant DequantRegisters &registers [[buffer(2)]],
uint3 wg_id [[threadgroup_position_in_grid]],
uint local_index [[thread_index_in_threadgroup]],
uint simd_lane [[thread_index_in_simdgroup]],
uint simd_group [[simdgroup_index_in_threadgroup]],
uint simd_size [[threads_per_simdgroup]])
{
// STORAGE_MODE 0's three aliased SSBO views over one buffer, as typed pointers.
const device ushort *payload_u16 = reinterpret_cast<const device ushort *>(payload_u32);
const device uchar *payload_u8 = reinterpret_cast<const device uchar *>(payload_u32);
threadgroup uint shared_sign_offset;
threadgroup uint shared_plane_byte_offsets[16];
threadgroup uint shared_sign_scan[128 / 4];
int block_index_32x32 = int(uint(registers.block_offset_32x32) +
wg_id.y * uint(registers.block_stride_32x32) +
wg_id.x);
uint block_local_index = extract_bits(local_index, 0, 3);
uint block_x = extract_bits(local_index, 3, 2);
uint block_y = extract_bits(local_index, 5, 2);
uint linear_block = block_y * 4 + block_x;
// Each thread individually decodes 8 values (a 4x2 group of its 8x8 block).
int2 local_coord = unswizzle8x8(block_local_index << 3);
int2 coord = int2(wg_id.xy) * 32;
coord += 8 * int2(int(block_x), int(block_y));
coord += local_coord;
uint offset_u32 = payload_offsets[block_index_32x32];
// Missing / lost block: zero coefficients (this is how a partial frame's holes decode).
if (offset_u32 == ~0u)
{
for (int j = 0; j < 2; j++)
for (int i = 0; i < 4; i++)
uDequantImg.write(float4(0.0f), uint2(coord + int2(i, j)), uint(registers.output_layer));
return;
}
uint ballot = payload_u32[offset_u32] & 0xffffu;
uint q_code = payload_u32[offset_u32 + 1] & 0xffu;
// Threads 0..15 (one per 8x8 block, all inside simdgroup 0) prefix-scan the per-block
// plane-payload byte costs into shared_plane_byte_offsets, and lane 15 records where the
// sign bitstream starts.
if (local_index < 16)
{
uint control_word = 0;
uint q_bits = 0;
if (extract_bits(ballot, local_index, 1) != 0)
{
uint local_code_offset = popcount(mask_lo(ballot, int(local_index)));
control_word = uint(payload_u16[offset_u32 * 2 + 4 + local_code_offset]);
q_bits = uint(payload_u8[offset_u32 * 4 + 8 + popcount(ballot) * 2 + local_code_offset]) & 0xfu;
}
uint lsbs = control_word & 0x5555u;
uint msbs = control_word & 0xaaaau;
uint msbs_shift = msbs >> 1;
msbs |= msbs_shift;
uint byte_cost = popcount(lsbs) + popcount(msbs) + q_bits * 8;
uint byte_scan = offset_u32 * 4 + 8 + 3 * popcount(ballot) + simd_prefix_inclusive_sum(byte_cost);
if (local_index == 15)
shared_sign_offset = 8 * byte_scan;
shared_plane_byte_offsets[local_index] = byte_scan - byte_cost;
}
threadgroup_barrier(mem_flags::mem_threadgroup);
DecodedPair v;
int significant_count;
if (extract_bits(ballot, linear_block, 1) != 0)
{
uint local_code_offset = popcount(mask_lo(ballot, int(linear_block)));
uint control_word = uint(payload_u16[offset_u32 * 2 + 4 + local_code_offset]);
uint control_word2 = uint(payload_u8[offset_u32 * 4 + 8 + popcount(ballot) * 2 + local_code_offset]);
v = decode_payload(payload_u8, control_word, control_word2 & 0xfu,
shared_plane_byte_offsets[linear_block], block_local_index);
significant_count = 0;
for (int j = 0; j < 2; j++)
for (int i = 0; i < 4; i++)
significant_count += int(((j == 0) ? v.col0[i] : v.col1[i]) != 0.0f);
float q = decode_quant(q_code);
float inv_scale = q * decode_quant_scale(extract_bits(control_word2, uint(QUANT_SCALE_OFFSET - 16), uint(QUANT_SCALE_BITS)));
v.col0 *= inv_scale;
v.col1 *= inv_scale;
}
else
{
v.col0 = float4(0.0f);
v.col1 = float4(0.0f);
significant_count = 0;
}
// Cross-threadgroup scan of significant-coefficient counts each thread's first sign-bit
// position. Apple simdgroups are >= 16 wide, so this is the GLSL's `SubgroupSize <= 32`
// branch; the shuffle/LDS fallbacks are unnecessary.
int significant_scan = int(simd_prefix_inclusive_sum(uint(significant_count)));
if (simd_lane == simd_size - 1)
shared_sign_scan[simd_group] = uint(significant_scan);
threadgroup_barrier(mem_flags::mem_threadgroup);
uint num_simdgroups = (128 + simd_size - 1) / simd_size;
if (local_index < num_simdgroups)
shared_sign_scan[local_index] = simd_prefix_inclusive_sum(shared_sign_scan[local_index]);
threadgroup_barrier(mem_flags::mem_threadgroup);
uint sign_offset = shared_sign_offset + uint(significant_scan - significant_count);
if (simd_group != 0)
sign_offset += shared_sign_scan[simd_group - 1];
// Load 64 bits of sign stream and bit-align (may read one word past the payload the
// buffer carries a 16-byte zeroed guard tail for exactly this).
uint sign_word = payload_u32[sign_offset / 32 + 0];
uint sign_word_upper = payload_u32[sign_offset / 32 + 1];
uint masked_sign_offset = sign_offset & 31u;
if (masked_sign_offset != 0)
{
sign_word >>= masked_sign_offset;
sign_word |= sign_word_upper << (32 - masked_sign_offset);
}
int sign_counter = 0;
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 2; j++)
{
float val = (j == 0) ? v.col0[i] : v.col1[i];
if (val != 0.0f)
{
val *= 1.0f - 2.0f * float(extract_bits(sign_word, uint(sign_counter), 1));
sign_counter++;
if (j == 0) v.col0[i] = val; else v.col1[i] = val;
}
}
}
for (int j = 0; j < 2; j++)
for (int i = 0; i < 4; i++)
uDequantImg.write(float4((j == 0) ? v.col0[i] : v.col1[i]),
uint2(coord + int2(i, j)), uint(registers.output_layer));
}
// ---------------------------------------------------------------------------------------------
// idwt inverse CDF 9/7; one 64-thread threadgroup reconstructs one 32x32 output tile from the
// four half-res band layers (LL/HL/LH/HH), with a 4-sample mirror apron. The caller passes the
// band-image resolution TRANSPOSED (the kernel transposes on load and store, so one kernel does
// both the horizontal and vertical passes).
// ---------------------------------------------------------------------------------------------
constant bool DCShift [[function_constant(0)]];
struct IdwtRegisters {
int2 resolution;
float2 inv_resolution;
};
constant int APRON = 4;
constant int APRON_HALF = APRON / 2;
constant int BLOCK_SIZE = 32;
constant int BLOCK_SIZE_HALF = BLOCK_SIZE >> 1;
// CDF 9/7 lifting constants (dwt_common.h).
constant float ALPHA = -1.586134342059924f;
constant float BETA = -0.052980118572961f;
constant float GAMMA = 0.882911075530934f;
constant float DELTA = 0.443506852043971f;
constant float K = 1.230174104914001f;
constant float inv_K = 1.0f / 1.230174104914001f;
constant int SHARED_ROWS = (BLOCK_SIZE + 2 * APRON) / 2; // 20
constant int SHARED_COLS = (BLOCK_SIZE + 2 * APRON) + 1; // 41 (+1 avoids bank conflicts)
static inline float2 load_shared(threadgroup half2 (&blk)[SHARED_ROWS][SHARED_COLS], int y, int x)
{
return float2(blk[y][x]);
}
static inline void store_shared(threadgroup half2 (&blk)[SHARED_ROWS][SHARED_COLS], int y, int x, float2 v)
{
blk[y][x] = half2(v);
}
// Even/odd-phase coordinate nudge so mirrored-repeat gather reproduces JPEG2000 whole-sample
// mirroring at the image borders, then transpose (uv.yx) on load.
static inline float2 generate_mirror_uv(int2 coord, bool even_x, bool even_y,
int2 resolution, float2 inv_resolution)
{
coord.x -= int(even_x && coord.x < 0);
coord.y -= int(even_y && coord.y < 0);
coord += 1;
coord.x += int(!even_x && coord.x >= resolution.x);
coord.y += int(!even_y && coord.y >= resolution.y);
float2 uv = float2(coord) * inv_resolution;
return uv.yx;
}
static inline void write_shared_4x4(threadgroup half2 (&blk)[SHARED_ROWS][SHARED_COLS],
int2 coord, float4 t0, float4 t1, float4 t2, float4 t3)
{
store_shared(blk, coord.y + 0, 2 * coord.x + 0, float2(t0.x, t2.x));
store_shared(blk, coord.y + 0, 2 * coord.x + 1, float2(t1.x, t3.x));
store_shared(blk, coord.y + 0, 2 * coord.x + 2, float2(t0.y, t2.y));
store_shared(blk, coord.y + 0, 2 * coord.x + 3, float2(t1.y, t3.y));
store_shared(blk, coord.y + 1, 2 * coord.x + 0, float2(t0.z, t2.z));
store_shared(blk, coord.y + 1, 2 * coord.x + 1, float2(t1.z, t3.z));
store_shared(blk, coord.y + 1, 2 * coord.x + 2, float2(t0.w, t2.w));
store_shared(blk, coord.y + 1, 2 * coord.x + 3, float2(t1.w, t3.w));
}
// textureGather(...).wxzy Metal's gather returns the same counter-clockwise-from-(i0,j1)
// component order as Vulkan, so the reorder is identical.
static inline float4 gather_layer(texture2d_array<float, access::sample> tex, sampler smp,
float2 uv, uint layer)
{
float4 g = tex.gather(smp, uv, layer);
return float4(g.w, g.x, g.z, g.y);
}
static void load_image_with_apron(texture2d_array<float, access::sample> tex, sampler smp,
threadgroup half2 (&blk)[SHARED_ROWS][SHARED_COLS],
uint local_index, uint2 wg_id,
int2 resolution, float2 inv_resolution)
{
int2 base_coord = int2(wg_id) * BLOCK_SIZE_HALF - APRON_HALF;
int2 local_coord0 = 2 * unswizzle8x8(local_index);
int2 coord0 = base_coord + local_coord0;
// Band layers gathered in 0/2/1/3 order (LL/LH/HL/HH interleave for the 2x2 scatter).
float4 texels0 = gather_layer(tex, smp, generate_mirror_uv(coord0, true, true, resolution, inv_resolution), 0);
float4 texels1 = gather_layer(tex, smp, generate_mirror_uv(coord0, false, true, resolution, inv_resolution), 2);
float4 texels2 = gather_layer(tex, smp, generate_mirror_uv(coord0, true, false, resolution, inv_resolution), 1);
float4 texels3 = gather_layer(tex, smp, generate_mirror_uv(coord0, false, false, resolution, inv_resolution), 3);
write_shared_4x4(blk, local_coord0, texels0, texels1, texels2, texels3);
int2 local_coord_horiz = int2(BLOCK_SIZE_HALF + 2 * int(local_index % 2u), 2 * int(local_index / 2u));
if (local_coord_horiz.y < BLOCK_SIZE_HALF + 2 * APRON_HALF)
{
int2 c = base_coord + local_coord_horiz;
texels0 = gather_layer(tex, smp, generate_mirror_uv(c, true, true, resolution, inv_resolution), 0);
texels1 = gather_layer(tex, smp, generate_mirror_uv(c, false, true, resolution, inv_resolution), 2);
texels2 = gather_layer(tex, smp, generate_mirror_uv(c, true, false, resolution, inv_resolution), 1);
texels3 = gather_layer(tex, smp, generate_mirror_uv(c, false, false, resolution, inv_resolution), 3);
write_shared_4x4(blk, local_coord_horiz, texels0, texels1, texels2, texels3);
}
int2 local_coord_vert = local_coord_horiz.yx;
if (local_coord_vert.x < BLOCK_SIZE_HALF)
{
int2 c = base_coord + local_coord_vert;
texels0 = gather_layer(tex, smp, generate_mirror_uv(c, true, true, resolution, inv_resolution), 0);
texels1 = gather_layer(tex, smp, generate_mirror_uv(c, false, true, resolution, inv_resolution), 2);
texels2 = gather_layer(tex, smp, generate_mirror_uv(c, true, false, resolution, inv_resolution), 1);
texels3 = gather_layer(tex, smp, generate_mirror_uv(c, false, false, resolution, inv_resolution), 3);
write_shared_4x4(blk, local_coord_vert, texels0, texels1, texels2, texels3);
}
threadgroup_barrier(mem_flags::mem_threadgroup);
}
static void inverse_transform8x2(threadgroup half2 (&blk)[SHARED_ROWS][SHARED_COLS], uint local_index)
{
const int SIZE = 8;
const int PADDED_SIZE = SIZE + 2 * APRON;
const int PADDED_SIZE_HALF = PADDED_SIZE / 2;
float2 values[PADDED_SIZE];
int2 local_coord = int2(8 * int(local_index % 4u), int(local_index / 4u));
for (int i = 0; i < PADDED_SIZE; i += 2)
{
float2 v0 = load_shared(blk, local_coord.y, local_coord.x + i + 0);
float2 v1 = load_shared(blk, local_coord.y, local_coord.x + i + 1);
values[i + 0] = v0 * K;
values[i + 1] = v1 * inv_K;
}
// CDF 9/7 inverse lifting steps.
for (int i = 2; i < PADDED_SIZE - 1; i += 2)
values[i] -= DELTA * (values[i - 1] + values[i + 1]);
for (int i = 3; i < PADDED_SIZE - 2; i += 2)
values[i] -= GAMMA * (values[i - 1] + values[i + 1]);
for (int i = 4; i < PADDED_SIZE - 3; i += 2)
values[i] -= BETA * (values[i - 1] + values[i + 1]);
for (int i = 5; i < PADDED_SIZE - 4; i += 2)
values[i] -= ALPHA * (values[i - 1] + values[i + 1]);
// Avoid WAR hazard.
threadgroup_barrier(mem_flags::mem_threadgroup);
for (int i = APRON_HALF; i < PADDED_SIZE_HALF - APRON_HALF; i++)
{
float2 a = values[2 * i + 0];
float2 b = values[2 * i + 1];
// Transpose the 2x2 block, transpose write.
float2 t0 = float2(a.x, b.x);
float2 t1 = float2(a.y, b.y);
int y_coord = (local_coord.x >> 1) + (i - APRON_HALF);
store_shared(blk, y_coord, 2 * local_coord.y + 0, t0);
store_shared(blk, y_coord, 2 * local_coord.y + 1, t1);
}
}
static void inverse_transform4x2(threadgroup half2 (&blk)[SHARED_ROWS][SHARED_COLS],
uint local_index, bool active_lane, int y_offset)
{
const int SIZE = 4;
const int PADDED_SIZE = SIZE + 2 * APRON;
const int PADDED_SIZE_HALF = PADDED_SIZE / 2;
float2 values[PADDED_SIZE];
int2 local_coord = int2(4 * int(local_index % 8u), int(local_index / 8u) + y_offset);
if (active_lane)
{
for (int i = 0; i < PADDED_SIZE; i += 2)
{
float2 v0 = load_shared(blk, local_coord.y, local_coord.x + i + 0);
float2 v1 = load_shared(blk, local_coord.y, local_coord.x + i + 1);
values[i + 0] = v0 * K;
values[i + 1] = v1 * inv_K;
}
for (int i = 2; i < PADDED_SIZE - 1; i += 2)
values[i] -= DELTA * (values[i - 1] + values[i + 1]);
for (int i = 3; i < PADDED_SIZE - 2; i += 2)
values[i] -= GAMMA * (values[i - 1] + values[i + 1]);
for (int i = 4; i < PADDED_SIZE - 3; i += 2)
values[i] -= BETA * (values[i - 1] + values[i + 1]);
for (int i = 5; i < PADDED_SIZE - 4; i += 2)
values[i] -= ALPHA * (values[i - 1] + values[i + 1]);
}
threadgroup_barrier(mem_flags::mem_threadgroup);
if (active_lane)
{
for (int i = APRON_HALF; i < PADDED_SIZE_HALF - APRON_HALF; i++)
{
float2 a = values[2 * i + 0];
float2 b = values[2 * i + 1];
float2 t0 = float2(a.x, b.x);
float2 t1 = float2(a.y, b.y);
int y_coord = (local_coord.x >> 1) + (i - APRON_HALF);
store_shared(blk, y_coord, 2 * local_coord.y + 0, t0);
store_shared(blk, y_coord, 2 * local_coord.y + 1, t1);
}
}
}
kernel void idwt(
texture2d_array<float, access::sample> uTexture [[texture(0)]],
texture2d<float, access::write> uOutput [[texture(1)]],
sampler uSampler [[sampler(0)]],
constant IdwtRegisters &registers [[buffer(0)]],
uint3 wg_id [[threadgroup_position_in_grid]],
uint local_index [[thread_index_in_threadgroup]])
{
threadgroup half2 shared_block[SHARED_ROWS][SHARED_COLS];
load_image_with_apron(uTexture, uSampler, shared_block, local_index, wg_id.xy,
registers.resolution, registers.inv_resolution);
// Horizontal transform.
inverse_transform8x2(shared_block, local_index);
// Also need to transform the apron.
inverse_transform4x2(shared_block, local_index, local_index < 32, BLOCK_SIZE_HALF);
threadgroup_barrier(mem_flags::mem_threadgroup);
// Vertical transform.
inverse_transform8x2(shared_block, local_index);
threadgroup_barrier(mem_flags::mem_threadgroup);
int2 local_coord = unswizzle8x8(local_index);
for (int y = local_coord.y; y < BLOCK_SIZE_HALF; y += 8)
{
for (int x = local_coord.x; x < BLOCK_SIZE; x += 8)
{
float2 v = load_shared(shared_block, y, x);
if (DCShift)
v += 0.5f;
// Transposed store (wg_id.yx) undoes the transpose-on-load; out-of-range writes
// at the aligned-size overhang are dropped by Metal (matching the Vulkan behavior).
int2 out0 = int2(2 * y + 0, x) + BLOCK_SIZE * int2(int(wg_id.y), int(wg_id.x));
int2 out1 = int2(2 * y + 1, x) + BLOCK_SIZE * int2(int(wg_id.y), int(wg_id.x));
uOutput.write(float4(v.x), uint2(out0));
uOutput.write(float4(v.y), uint2(out1));
}
}
}
"""
@@ -1,99 +0,0 @@
// Swift wrapper around the punktfunk-core C ABI's post-loss re-anchor gate
// (`punktfunk_reanchor_gate_*`, ABI v6). The shared Rust gate (crates/punktfunk-core/src/reanchor.rs)
// is what the Linux/Windows desktop pump and the Android client use directly; the Swift clients reach
// it across the C ABI so the freeze-until-reanchor policy is defined ONCE for every platform.
//
// Why a freeze at all: after unrecoverable loss the host keeps sending delta frames that reference a
// picture the client never got. Hardware decoders (VideoToolbox included) don't reliably error on
// that they CONCEAL, returning a gray/garbage frame with a success status. Presenting those is the
// visible "gray flash with motion" of the loss reports. The gate withholds concealed frames and holds
// the last good picture on glass until a PROVEN clean re-anchor lands an IDR (wire `FLAG_SOF`), an
// RFI recovery anchor (`USER_FLAG_RECOVERY_ANCHOR`), or the 2nd of two intra-refresh recovery marks
// (`USER_FLAG_RECOVERY_POINT`) with a bounded backstop so a lost re-anchor can never freeze forever.
// See punktfunk-planning design/client-reanchor-freeze-parity.md.
//
// Threading: one gate per session. Its calls arrive from two threads the pump thread (`arm` on a
// frame-index gap / a submit failure, `poll` per iteration) and a VideoToolbox decode thread
// (`onDecoded` per decoded frame, `onNoOutput` on a decode error). The raw Rust gate is a plain
// struct behind an opaque pointer with no internal synchronization, so every call is serialized under
// `lock` here the calls are cheap field updates, so contention is negligible. `@unchecked Sendable`:
// the lock enforces the contract.
import Foundation
import PunktfunkCore
final class ReanchorGate: @unchecked Sendable {
private let lock = NSLock()
/// The opaque `ReanchorGate *`. `var` so `reseed` can swap it at session start. Never NULL
/// (`punktfunk_reanchor_gate_new` never returns NULL).
private var ptr: OpaquePointer
/// Seed the baseline with the connection's current `framesDropped` so the first `poll` doesn't
/// read the session's starting drop count as a fresh loss.
init(framesDropped: UInt64) {
ptr = punktfunk_reanchor_gate_new(framesDropped)
}
deinit { punktfunk_reanchor_gate_free(ptr) }
/// Re-anchor the drop-count baseline to `framesDropped` for a (re)started session. The gate is
/// created in the pipeline's init (before a connection exists, seeded 0); `start` calls this once
/// the live connection's count is known so a mid-life connection's non-zero baseline isn't
/// mistaken for loss on the first poll.
func reseed(framesDropped: UInt64) {
lock.lock()
defer { lock.unlock() }
punktfunk_reanchor_gate_free(ptr)
ptr = punktfunk_reanchor_gate_new(framesDropped)
}
/// Arm the freeze: a loss was detected (a frame-index gap, or a decoder wedge). Zeroes the
/// recovery-mark count and (re)sets the backstop deadline.
func arm() {
lock.lock()
punktfunk_reanchor_gate_arm(ptr)
lock.unlock()
}
/// Fold one decoded frame. `flags` is the AU's wire `user_flags`. Returns true to PRESENT the
/// frame, false to WITHHOLD it as a post-loss concealment (hold the last good picture). Pass
/// `decoderKeyframe: false` VideoToolbox doesn't flag IDRs, so the wire `FLAG_SOF` covers it.
func onDecoded(flags: UInt32, decoderKeyframe: Bool = false) -> Bool {
lock.lock()
defer { lock.unlock() }
var present = false
_ = punktfunk_reanchor_gate_on_decoded(ptr, flags, decoderKeyframe, &present)
return present
}
/// A received AU produced no decoded frame (a VideoToolbox decode error). Returns true when the
/// no-output streak has tripped (the gate armed the freeze) and the caller should throttled
/// request a keyframe.
func onNoOutput() -> Bool {
lock.lock()
defer { lock.unlock() }
var requestKf = false
_ = punktfunk_reanchor_gate_on_no_output(ptr, &requestKf)
return requestKf
}
/// Periodic fold of the session's `framesDropped` plus the overdue backstop. Returns true when the
/// caller should throttled request a keyframe (a drop-count climb armed a fresh freeze, or the
/// freeze is overdue and re-asks while it keeps holding).
func poll(framesDropped: UInt64) -> Bool {
lock.lock()
defer { lock.unlock() }
var requestKf = false
_ = punktfunk_reanchor_gate_poll(ptr, framesDropped, &requestKf)
return requestKf
}
/// Whether the gate is currently withholding concealed frames (frozen on the last good picture).
var isHolding: Bool {
lock.lock()
defer { lock.unlock() }
var holding = false
_ = punktfunk_reanchor_gate_is_holding(ptr, &holding)
return holding
}
}
@@ -205,33 +205,17 @@ final class SessionPresenter {
return nil
}()
let fit: CGRect = aspect.map { AVMakeRect(aspectRatio: $0, insideRect: bounds) } ?? bounds
// Snap the sublayer frame to the BACKING PIXEL GRID. AVMakeRect centers the aspect-fit rect,
// so its origin/size are usually fractional points; a metal sublayer whose frame doesn't land
// on whole device pixels is RESAMPLED by the macOS/UIKit compositor during composite a
// uniform "everything looks soft" blur even when the drawable itself is pixel-exact 1:1
// (verified via the stage2 "[1:1 (no resample)]" log while the picture was still soft). Round
// origin AND size to device pixels so the composite is a true 1:1 blit. Idempotent when the
// frame is already aligned (e.g. fullscreen fit == integer bounds), so it's a no-op there.
let scale = contentsScale > 0 ? contentsScale : 1
let snapped = CGRect(
x: (fit.origin.x * scale).rounded() / scale,
y: (fit.origin.y * scale).rounded() / scale,
width: (fit.width * scale).rounded() / scale,
height: (fit.height * scale).rounded() / scale)
// No implicit resize animation; contentsScale tracks the view's backing/display scale.
CATransaction.begin()
CATransaction.setDisableActions(true)
metalLayer.contentsScale = contentsScale
metalLayer.frame = snapped
metalLayer.frame = fit
CATransaction.commit()
// Hand the resulting pixel size to the render thread (it must not read layer geometry
// cross-thread) this is what the presenter sizes its drawable to. Uses the SNAPPED size so
// the drawable's texel count equals the on-screen device-pixel count exactly (1 texel 1
// device pixel); with the frame snapped, this equals the pre-snap rounded value, so the
// decodeddrawable 1:1 the log confirmed is preserved.
// cross-thread) this is what the presenter sizes its drawable to.
stage2?.setDrawableTarget(CGSize(
width: (snapped.width * scale).rounded(),
height: (snapped.height * scale).rounded()))
width: (fit.width * contentsScale).rounded(),
height: (fit.height * contentsScale).rounded()))
#if os(tvOS)
// Push the display's live EDR headroom alongside: > 1 means the TV is composited in an
// HDR mode (the session's AVDisplayManager request landed see StreamViewIOS), and HDR
@@ -37,7 +37,6 @@
#if canImport(Metal) && canImport(QuartzCore)
import AVFoundation
import Foundation
import Metal
import QuartzCore
/// PUNKTFUNK_PRESENT_DEBUG=1: the render thread prints a once-per-second line with the decode
@@ -250,28 +249,6 @@ private final class PresentDebugStats: @unchecked Sendable {
}
}
/// Bridges the VideoToolbox decode-completion callback to the core Automatic-bitrate controller's
/// decode signal. Created as a pipeline property so the decoder's `onDecoded` callback (built in
/// `init`, before the connection exists) can capture it, then `start` binds the live connection +
/// the arming flag once known the same "reference captured in init, configured in start" shape as
/// `recovery`/`gate`. `record` runs on VideoToolbox's callback thread; `bind` runs once on the main
/// thread before the pump feeds the first AU, so the plain fields are safe (set-once, then read).
private final class DecodeReport: @unchecked Sendable {
private weak var connection: PunktfunkConnection?
private var enabled = false
func bind(_ connection: PunktfunkConnection) {
self.connection = connection
self.enabled = connection.wantsDecodeLatency()
}
/// Report receiveddecoded for one frame, in µs. Both stamps are client `CLOCK_REALTIME`
/// (no skew). Skips when the controller isn't armed, so it's free to call on every decode.
func record(receivedNs: Int64, decodedNs: Int64) {
guard enabled, let c = connection else { return }
let us = (decodedNs - receivedNs) / 1000
if us > 0 { c.reportDecodeUs(UInt32(min(us, Int64(UInt32.max)))) }
}
}
public final class Stage2Pipeline {
private let ring = ReadyRing()
private let presenter: MetalVideoPresenter
@@ -280,16 +257,8 @@ public final class Stage2Pipeline {
/// the pipeline's lifetime; SessionPresenter resolves it per session (see PresentPacing).
private let pacing: PresentPacing
private let endToEndMeter: LatencyMeter?
private let decodeMeter: LatencyMeter?
private let displayMeter: LatencyMeter?
private let recovery = KeyframeRecovery()
/// Feeds the core Automatic-bitrate controller's decode signal from the decode callback; `start`
/// binds the live connection + arming flag (see DecodeReport).
private let decodeReport = DecodeReport()
/// Post-loss freeze-until-reanchor gate (shared core policy via the C ABI). Created here seeded 0;
/// `start` reseeds it to the live connection's drop count. Captured by the decoder callbacks
/// (which withhold concealed frames) and driven by the pump (arm on a gap, poll per iteration).
private let gate = ReanchorGate(framesDropped: 0)
private var token = StopFlag()
private var offsetNs: Int64 = 0
/// Signalled when the pump thread exits, so `stop()` can join it (bounded) before `decoder.reset()`
@@ -333,39 +302,25 @@ public final class Stage2Pipeline {
self.presenter = presenter
self.pacing = pacing
self.endToEndMeter = endToEndMeter
self.decodeMeter = decodeMeter
self.displayMeter = displayMeter
let ring = ring
let recovery = recovery
let renderSignal = renderSignal
let gate = gate
let decodeReport = decodeReport
self.decoder = VideoDecoder(
onDecoded: { frame in
// Decode stage = receiveddecoded, both client CLOCK_REALTIME (offset 0 no
// skew applies). Stamped at decode completion, so it covers every decoded frame,
// including ones the re-anchor gate withholds or the newest-wins ring drops.
// including ones the newest-wins ring drops before present.
decodeMeter?.record(
ptsNs: UInt64(frame.receivedNs), atNs: frame.decodedNs, offsetNs: 0)
// Same interval, reported to the core bitrate controller so Automatic caps at this
// device's real decode limit instead of the network link ceiling. Every decoded
// frame (not just presented ones), so a newest-wins drop can't hide the backlog.
decodeReport.record(receivedNs: frame.receivedNs, decodedNs: frame.decodedNs)
// Freeze-until-reanchor: WITHHOLD a decoder-concealed post-loss frame (the gray/
// garbage VideoToolbox returns Ok for a reference-missing delta) don't submit it,
// so the CAMetalLayer keeps its last good drawable on glass. The gate lifts (returns
// present) on a proven clean re-anchor (IDR / RFI anchor / 2nd recovery mark) or the
// bounded backstop. decoderKeyframe=false: VT doesn't flag IDRs, the wire FLAG_SOF does.
guard gate.onDecoded(flags: frame.flags) else { return }
ring.submit(frame)
// FRAME ARRIVAL is the render trigger (never the display link see the header).
renderSignal.signal()
},
// Async decode failure (a bad P-frame referencing a lost/corrupt IDR): fold it into the
// gate's no-output streak (which arms the freeze after a short run, matching the desktop),
// and when that trips ask the host for a fresh IDR now (infinite GOP it wouldn't
// Async decode failure (a bad P-frame referencing a lost/corrupt IDR): the pump resets to
// re-gate on the next IDR, and we ask the host to send one now (infinite GOP it wouldn't
// otherwise come soon). Throttled in KeyframeRecovery.
onDecodeError: { _ in if gate.onNoOutput() { recovery.request() } })
onDecodeError: { _ in recovery.request() })
}
/// Start pulling AUs into the decoder. MAIN THREAD. `onFrame` fires per AU at receipt (the
@@ -379,8 +334,6 @@ public final class Stage2Pipeline {
) {
offsetNs = connection.clockOffsetNs
recovery.bind(connection) // arm host-keyframe recovery for this session
decodeReport.bind(connection) // arm the Automatic-bitrate decode signal for this session
gate.reseed(framesDropped: connection.framesDropped()) // baseline the freeze to this session
token = StopFlag() // fresh token per start a stop is permanent (like StreamPump)
// Configure the decoder's chroma + the layer's initial colorimetry before the first frame. The
@@ -395,22 +348,7 @@ public final class Stage2Pipeline {
let recovery = recovery
let presenter = presenter
let pumpStopped = pumpStopped
let reanchorGate = gate
// PyroWave rides a different decode half: no CMFormatDescription/VideoToolbox machinery
// (a wavelet AU has no parameter sets), no keyframe recovery or re-anchor freeze (the
// stream is all-intra and Phase 4's partial delivery WANTS lossy frames on glass as
// localized blur, not a freeze). The ready ring, render thread, pacing and meters are
// shared unchanged.
let thread: Thread
if connection.videoCodec == .pyrowave {
thread = Self.makePyroWavePump(
connection: connection, token: token, pumpStopped: pumpStopped,
ring: ring, renderSignal: renderSignal,
device: presenter.metalDevice, queue: presenter.metalQueue,
decodeMeter: decodeMeter,
onFrame: onFrame, onSessionEnd: onSessionEnd, onDecodedSize: onDecodedSize)
} else {
thread = Thread {
let thread = Thread {
defer { pumpStopped.signal() } // let stop() join the pump (bounded) before decoder.reset()
var format: CMVideoFormatDescription?
// Report coded dims to the resize overlay only on a CHANGE (new-mode IDR), not per
@@ -441,9 +379,6 @@ public final class Stage2Pipeline {
awaitingIDR = true
}
if awaitingIDR { recovery.request() }
// Freeze backstop: a drop-count climb arms the gate (in case the frame-index gap
// below was itself lost), and an overdue freeze re-asks for the re-anchor.
if reanchorGate.poll(framesDropped: dropped) { recovery.request() }
// Drain HDR mastering metadata (0xCE) and hand it to the PRESENTER ( CAEDRMetadata).
// Polled UNCONDITIONALLY (not gated on connection.isHDR, the fixed Welcome flag): the
// host sends 0xCE only for HDR, INCLUDING a mid-session SDRHDR transition (a game
@@ -456,10 +391,8 @@ public final class Stage2Pipeline {
// Loss recovery (RFI): a forward frame-index gap fires a throttled reference-
// frame-invalidation request so an RFI-capable host (AMD LTR / NVENC) recovers
// with a cheap clean P-frame instead of a full IDR. The framesDropped-driven
// recovery above stays the backstop for when the recovery frame itself is lost.
// The same gap is the earliest, most precise signal to ARM the display freeze
// the following concealed frames are withheld until a clean re-anchor.
if connection.noteFrameIndexGap(au.frameIndex) { reanchorGate.arm() }
// recovery below stays the backstop for when the recovery frame itself is lost.
connection.noteFrameIndex(au.frameIndex)
onFrame?(au)
if let f = connection.videoCodec.formatDescription(fromKeyframe: au.data) {
format = f // refreshed on every IDR (mode changes included)
@@ -494,7 +427,6 @@ public final class Stage2Pipeline {
}
}
}
}
thread.name = "punktfunk-stage2-pump"
thread.qualityOfService = .userInteractive
pumpJoinable = true
@@ -553,7 +485,9 @@ public final class Stage2Pipeline {
let presentAt = vsyncEnabled
? vsyncClock.nextVsync(after: CACurrentMediaTime()) : nil
let renderStarted = CACurrentMediaTime()
let onGlass: (Int64?) -> Void = { presentedNs in
let rendered = presenter.render(
frame.pixelBuffer, isHDR: frame.isHDR, presentAtMediaTime: presentAt
) { presentedNs in
// Stage-3: the flip reached glass (or was dropped) free the present slot,
// then re-signal so the freshest waiting ring frame goes out immediately.
if let gate {
@@ -572,18 +506,6 @@ public final class Stage2Pipeline {
displayMeter?.record(ptsNs: UInt64(frame.decodedNs), atNs: atNs, offsetNs: 0)
debugStats?.presented(atNs: presentedNs)
}
// One present tail, two decode sources: the VideoToolbox biplanar buffer or the
// PyroWave Metal planes the ring, pacing and meters are agnostic to which.
let rendered: Bool
switch frame.image {
case .video(let pixelBuffer, let isHDR):
rendered = presenter.render(
pixelBuffer, isHDR: isHDR, presentAtMediaTime: presentAt,
onPresented: onGlass)
case .planar(let planes):
rendered = presenter.renderPlanar(
planes, presentAtMediaTime: presentAt, onPresented: onGlass)
}
debugStats?.renderReturned(
ok: rendered, tookMs: (CACurrentMediaTime() - renderStarted) * 1000)
if !rendered {
@@ -651,93 +573,6 @@ public final class Stage2Pipeline {
renderSignal.signal() // wake the render thread so it can observe the stop and exit
}
/// The PyroWave pump: AUs go straight into the Metal wavelet decoder (no VideoToolbox, no
/// format descriptions), decoded planes ride the same ready ring / render thread. All-intra
/// stream, so none of the VT pump's recovery machinery applies: keyframe/RFI requests are
/// silenced host-side for this codec, and a lossy (partial-delivery) frame is MEANT to
/// present as localized blur never a freeze. Static + capture-by-parameter for the same
/// reason the VT pump avoids capturing `self` (a missed stop must not leak a live pipeline).
private static func makePyroWavePump(
connection: PunktfunkConnection, token: StopFlag, pumpStopped: DispatchSemaphore,
ring: ReadyRing, renderSignal: DispatchSemaphore,
device: MTLDevice, queue: MTLCommandQueue,
decodeMeter: LatencyMeter?,
onFrame: (@Sendable (AccessUnit) -> Void)?,
onSessionEnd: (@Sendable () -> Void)?,
onDecodedSize: (@Sendable (Int, Int) -> Void)?
) -> Thread {
// The chunk-aligned parse window = the session's negotiated shard payload (Welcome);
// the 64-byte floor mirrors the Rust client's guard against a nonsense value.
let windowSize = max(64, Int(connection.shardPayload))
return Thread {
defer { pumpStopped.signal() }
// Compiles the two compute kernels on the session's first frames' thread ~tens of
// ms, once per session. Failure = this device can't run the negotiated codec (the
// advertisement probe should have prevented this); end the session cleanly.
guard let decoder = MetalWaveletDecoder(device: device, queue: queue) else {
if !token.isStopped { onSessionEnd?() }
return
}
// Newest decoded frame index a late partial (the reassembler's 30 ms fuse can
// deliver one behind a newer complete frame) must not travel back in time.
var newestIndex: UInt32?
var lastDims: (w: Int, h: Int)?
var alive = true
while alive, !token.isStopped {
alive = autoreleasepool { () -> Bool in
do {
guard let au = try connection.nextAU(timeoutMs: 100) else { return true }
onFrame?(au)
if let newest = newestIndex,
Int32(bitPattern: au.frameIndex &- newest) <= 0 {
return true // stale (or duplicate) frame skip
}
guard !token.isStopped else { return true }
let chunkAligned =
au.flags & PunktfunkConnection.userFlagChunkAligned != 0
let ptsNs = au.ptsNs
let receivedNs = au.receivedNs
let flags = au.flags
let submitted = decoder.decode(
au: au.data, chunkAligned: chunkAligned, windowSize: windowSize
) { planes in
// Metal completed-handler thread stamp + enqueue, don't block
// (the exact contract of the VT output callback).
guard let planes else { return }
var ts = timespec()
clock_gettime(CLOCK_REALTIME, &ts)
let decodedNs =
Int64(ts.tv_sec) * 1_000_000_000 + Int64(ts.tv_nsec)
decodeMeter?.record(
ptsNs: UInt64(receivedNs), atNs: decodedNs, offsetNs: 0)
ring.submit(
ReadyFrame(
ptsNs: ptsNs, receivedNs: receivedNs, decodedNs: decodedNs,
image: .planar(planes), flags: flags))
renderSignal.signal()
}
if submitted {
newestIndex = au.frameIndex
// Decoded-size changes come from the SOF dims (this is also how a
// mid-stream Reconfigure lands here) report like the VT pump.
if let size = decoder.decodedSize,
lastDims?.w != size.width || lastDims?.h != size.height {
lastDims = (size.width, size.height)
onDecodedSize?(size.width, size.height)
}
}
// A dropped AU (malformed / SOF lost / too few blocks) is just skipped:
// every PyroWave frame is independently decodable, the next one heals.
return true
} catch {
if !token.isStopped { onSessionEnd?() }
return false // session closed
}
}
}
}
}
/// Convert a `CADisplayLink.targetTimestamp` (CACurrentMediaTime basis) to a `CLOCK_REALTIME`
/// nanosecond instant the present clock the AU pts + skew offset live in. Projects to the target
/// present time (when the frame is actually on glass), not the moment we drew.
@@ -28,11 +28,6 @@ final class StreamPump {
// Coalesced host keyframe requests (100 ms throttle see KeyframeRecovery).
let recovery = KeyframeRecovery()
recovery.bind(connection)
// Post-loss freeze-until-reanchor (shared core policy via the C ABI). Stage-1 has no per-frame
// decode callback, so the gate is folded at ENQUEUE (from the AU's wire flags): a withheld
// frame is still enqueued but flagged DoNotDisplay so the layer's decoder keeps the reference
// chain fed while the last GOOD picture stays on glass until a clean re-anchor lifts it.
let gate = ReanchorGate(framesDropped: connection.framesDropped())
// The layer is non-Sendable but its enqueue/flush are documented thread-safe, and after
// this point only the pump thread drives it assert that so the @Sendable Thread closure
// may capture it.
@@ -82,17 +77,13 @@ final class StreamPump {
awaitingIDR = true
}
if awaitingIDR { recovery.request() }
// Freeze backstop: a drop-count climb arms the gate (should the frame-index gap
// below be lost too), and an overdue freeze re-asks for the re-anchor.
if gate.poll(framesDropped: dropped) { recovery.request() }
guard let au = try connection.nextAU(timeoutMs: 100) else { return true }
// Loss recovery (RFI): a forward frame-index gap fires a throttled reference-
// frame-invalidation request so an RFI-capable host (AMD LTR / NVENC) recovers
// with a cheap clean P-frame instead of a full IDR. The framesDropped-driven
// recovery above stays the backstop for when the recovery frame itself is lost.
// The same gap is the earliest, most precise signal to ARM the display freeze.
if connection.noteFrameIndexGap(au.frameIndex) { gate.arm() }
connection.noteFrameIndex(au.frameIndex)
onFrame?(au)
let idrFormat = connection.videoCodec.formatDescription(fromKeyframe: au.data)
if let f = idrFormat {
@@ -116,7 +107,6 @@ final class StreamPump {
// delta into a failed layer can't recover it.
if !wasFailed { pumpLog.warning("video: display layer .failed — flushing + re-anchoring") }
layer.flush()
gate.arm() // a wedged decoder is a loss freeze until the re-anchor
if idrFormat == nil {
format = nil
awaitingIDR = true
@@ -127,13 +117,6 @@ final class StreamPump {
let sample = connection.videoCodec.sampleBuffer(au: au, format: f),
!token.isStopped // don't enqueue a stale frame after a restart
else { return true }
// Freeze-until-reanchor: while holding, WITHHOLD this concealed post-loss frame by
// flagging it DoNotDisplay the layer still decodes it (keeping the reference
// chain fed) but shows the last GOOD picture until a clean re-anchor lifts the
// gate. Folded from the AU's wire flags (stage-1 has no decode callback).
if !gate.onDecoded(flags: au.flags) {
StreamPump.setDoNotDisplay(sample)
}
layer.enqueue(sample)
return true
} catch {
@@ -150,21 +133,6 @@ final class StreamPump {
thread.start()
}
/// Flag a sample decode-but-don't-display (`kCMSampleAttachmentKey_DoNotDisplay`). Used to
/// withhold decoder-concealed post-loss frames while the re-anchor gate holds: the layer keeps
/// its reference chain fed without flipping the frozen picture. No-op if the attachments array
/// can't be materialized (then the frame just displays the freeze degrades to the old behavior).
private static func setDoNotDisplay(_ sample: CMSampleBuffer) {
guard let attachments = CMSampleBufferGetSampleAttachmentsArray(
sample, createIfNecessary: true), CFArrayGetCount(attachments) > 0
else { return }
let dict = unsafeBitCast(CFArrayGetValueAtIndex(attachments, 0), to: CFMutableDictionary.self)
CFDictionarySetValue(
dict,
Unmanaged.passUnretained(kCMSampleAttachmentKey_DoNotDisplay).toOpaque(),
Unmanaged.passUnretained(kCFBooleanTrue).toOpaque())
}
/// Stop pumping ( one poll timeout). Does not close the connection.
func stop() {
token.stop()
@@ -12,23 +12,7 @@ import CoreVideo
import Foundation
import VideoToolbox
/// A decoded frame's pixels which present path they take. VideoToolbox codecs deliver a
/// biplanar `CVPixelBuffer` (NV12/P010/444v/x444); the PyroWave Metal decoder delivers three
/// separate R8 plane textures straight off its compute pass (there is no CVPixelBuffer the
/// planes never leave the GPU).
public enum ReadyImage: @unchecked Sendable {
/// 8-bit NV12 / 4:4:4 biplanar (SDR) or 10-bit P010 / x444 (HDR), Metal-compatible.
/// `isHDR` = the stream is BT.2020 PQ and the presenter must configure EDR output.
case video(CVPixelBuffer, isHDR: Bool)
#if canImport(Metal)
/// PyroWave planar output (Y full-res + Cb/Cr half-res, 8-bit SDR) with its precomputed
/// CSC rows presented by `MetalVideoPresenter.renderPlanar`.
case planar(WaveletPlanes)
#endif
}
/// One decoded frame waiting to be presented. Owns its image (a retained `CVPixelBuffer`, or
/// the PyroWave ring textures) until shown.
/// One decoded frame waiting to be presented. Owns a retained `CVPixelBuffer` until shown.
public struct ReadyFrame: @unchecked Sendable {
/// Host capture clock (the AU's pts), in nanoseconds.
public let ptsNs: UInt64
@@ -38,56 +22,24 @@ public struct ReadyFrame: @unchecked Sendable {
public let receivedNs: Int64
/// Client `CLOCK_REALTIME` instant decode completed, in nanoseconds.
public let decodedNs: Int64
/// The decoded image and which present path it takes.
public let image: ReadyImage
/// The AU's wire `user_flags` (`AccessUnit.flags`), threaded through the decode via the frame
/// context so the re-anchor gate can classify this decoded frame (IDR / RFI anchor / recovery
/// mark) at present time the async decode callback has no other access to it. 0 when unknown.
public let flags: UInt32
/// The VideoToolbox path's buffer; nil for a PyroWave planar frame. (Kept as the accessor
/// the decode round-trip tests assert against.)
public var pixelBuffer: CVPixelBuffer? {
if case .video(let buffer, _) = image { return buffer }
return nil
}
/// Whether this frame presents on the HDR path. PyroWave planar frames are 8-bit SDR by
/// contract.
public var isHDR: Bool {
if case .video(_, let hdr) = image { return hdr }
return false
}
}
/// Per-frame context threaded through the VideoToolbox frame refcon: the AU's receipt instant (for
/// the decode-stage meter) and its wire `user_flags` (for the re-anchor gate). Retained across the
/// async decode and reclaimed exactly once by the output callback for every frame VideoToolbox
/// accepts, or by `decode`'s error branch for a frame `DecodeFrame` rejected outright (the callback
/// then never fires). A tiny per-frame allocation, the price of smuggling two values (a 64-bit
/// instant plus the flags) through the single `void*` a bit-pattern scalar can't hold.
private final class FrameContext {
let receivedNs: Int64
let flags: UInt32
init(receivedNs: Int64, flags: UInt32) {
self.receivedNs = receivedNs
self.flags = flags
}
/// The decoded image 8-bit NV12 biplanar (SDR) or 10-bit P010 biplanar (HDR), Metal-compatible.
public let pixelBuffer: CVPixelBuffer
/// True when the stream is HDR (BT.2020 PQ): the buffer is 10-bit P010 and the presenter must
/// configure EDR + BT.2020 PQ output. Derived from the decoded buffer's pixel format.
public let isHDR: Bool
}
/// The C output callback can't capture context, so VideoToolbox hands it the refcon we set at
/// session creation a pointer back to the owning `VideoDecoder`. The per-frame refcon is the
/// retained `FrameContext` set at submit; reclaim it here (balancing `passRetained`) and unpack the
/// AU's receipt instant (for the decode stage) and wire flags (for the re-anchor gate).
/// session creation a pointer back to the owning `VideoDecoder`. The per-frame refcon carries
/// the AU's `receivedNs` as a pointer bit pattern (a scalar smuggled through the C void*, never
/// dereferenced) so the decode stage can be computed against decode-completion.
private let decoderOutputCallback: VTDecompressionOutputCallback = {
refcon, frameRefcon, status, _, imageBuffer, pts, _ in
guard let refcon else { return }
let ctx = frameRefcon.map { Unmanaged<FrameContext>.fromOpaque($0).takeRetainedValue() }
let receivedNs = frameRefcon.map { Int64(Int(bitPattern: $0)) } ?? 0
Unmanaged<VideoDecoder>.fromOpaque(refcon)
.takeUnretainedValue()
.handleDecoded(
status: status, imageBuffer: imageBuffer, pts: pts,
receivedNs: ctx?.receivedNs ?? 0, flags: ctx?.flags ?? 0)
.handleDecoded(status: status, imageBuffer: imageBuffer, pts: pts, receivedNs: receivedNs)
}
/// Owns a `VTDecompressionSession` rebuilt whenever the format description changes (every IDR /
@@ -165,21 +117,16 @@ public final class VideoDecoder: @unchecked Sendable {
let sample = codec.sampleBuffer(au: au, format: newFormat)
else { lock.unlock(); return false }
var infoOut = VTDecodeInfoFlags()
// The AU's receipt instant + wire flags ride through as a retained context; the output
// callback reclaims it. Retain immediately before submit so no early return can leak it.
let ctx = FrameContext(receivedNs: au.receivedNs, flags: au.flags)
let refcon = Unmanaged.passRetained(ctx).toOpaque()
let status = VTDecompressionSessionDecodeFrame(
session,
sampleBuffer: sample,
flags: [._EnableAsynchronousDecompression],
frameRefcon: refcon,
// The AU's receipt instant rides through as a bit pattern (nil for 0 the output
// callback maps that back to 0); the callback needs it to stamp the decode stage.
frameRefcon: UnsafeMutableRawPointer(bitPattern: Int(au.receivedNs)),
infoFlagsOut: &infoOut)
lock.unlock()
if status != noErr {
// DecodeFrame rejected the frame outright the output callback will NOT fire, so
// reclaim the context here (balancing passRetained) to avoid leaking it.
Unmanaged<FrameContext>.fromOpaque(refcon).release()
onDecodeError(status)
return false
}
@@ -284,10 +231,9 @@ public final class VideoDecoder: @unchecked Sendable {
}
/// VT thread. Stamp decode-completion and enqueue, or report the error. `receivedNs` is the
/// AU's receipt instant and `flags` its wire `user_flags`, both threaded through the frame refcon
/// (0 = unknown).
/// AU's receipt instant threaded through the frame refcon (0 = unknown).
fileprivate func handleDecoded(
status: OSStatus, imageBuffer: CVImageBuffer?, pts: CMTime, receivedNs: Int64, flags: UInt32
status: OSStatus, imageBuffer: CVImageBuffer?, pts: CMTime, receivedNs: Int64
) {
guard status == noErr, let imageBuffer else {
onDecodeError(status)
@@ -313,6 +259,6 @@ public final class VideoDecoder: @unchecked Sendable {
onDecoded(
ReadyFrame(
ptsNs: ptsNs, receivedNs: receivedNs, decodedNs: decodedNs,
image: .video(imageBuffer, isHDR: isHDR), flags: flags))
pixelBuffer: imageBuffer, isHDR: isHDR))
}
}
@@ -661,16 +661,15 @@ public final class StreamLayerView: NSView {
DispatchQueue.main.async { self?.noteDecodedContentSize(width: w, height: h) }
overlayDecodedSize?(w, h)
})
// Match-window (C3): when ON, follow the window's pixel size so a windowed session streams
// 1:1 (pixel-exact) instead of the presenter resampling a fixed-mode frame into a
// Match-window (C3): follow the window's pixel size DEFAULT ON, so a windowed session
// streams 1:1 (pixel-exact) instead of the presenter resampling a fixed-mode frame into a
// non-matching window. The first real `layout()` feeds the initial size, so the stream
// converges to the window even though the connect used the explicit/display mode; entering
// fullscreen reports the full-display px, restoring a native-res 1:1 present there too.
// OPT-IN `?? false` matches the Settings toggle (which also defaults off); an unset
// default keeps the explicit mode.
// `?? true` so an unset default matches the Settings toggle (which also defaults on).
let follower = MatchWindowFollower(
connection: connection,
enabled: UserDefaults.standard.object(forKey: DefaultsKey.matchWindow) as? Bool ?? false)
enabled: UserDefaults.standard.object(forKey: DefaultsKey.matchWindow) as? Bool ?? true)
follower.onResizeTarget = onResizeTarget // resize overlay START signal (instant, on the follower)
matchFollower = follower
layoutPresenter()
@@ -24,9 +24,7 @@
// (== locked): GCMouse forwards only WHILE locked, the UIKit indirect path (motion, buttons AND
// scroll) only while NOT locked so a pointer that emits both channels under lock can't double-send.
// Hardware keyboard forwarding shares InputCapture with macOS auto-engaged when streaming
// starts, toggles and Q releases (both detected from the HID stream; there is no NSEvent
// monitor here). Q is the cross-client Ctrl+Alt+Shift+Q it un-captures so the Magic Keyboard
// trackpad drives the local iPad UI again.
// starts, toggles (detected from the HID stream; there is no NSEvent monitor here).
//
// The public type is named StreamView like its macOS twin (each is platform-gated), so
// the SwiftUI app layer is identical on both platforms.
@@ -339,19 +337,7 @@ public final class StreamViewController: StreamViewControllerBase {
x: p.x, y: p.y, surfaceWidth: p.w, surfaceHeight: p.h)
}
streamView.onPointerButton = { [weak self] button, down in
guard let self else { return }
// Released a trackpad/mouse click into the video RE-ENGAGES capture (the iPad
// analogue of macOS's `mouseDown engageCapture(fromClick:)`, and the click-mirror of
// the / Q keyboard toggles). Only the button-DOWN engages; that click is the local
// engage gesture, so it's suppressed toward the host (`fromClick`) and never forwarded
// its release is swallowed by InputCapture's suppress latch, whichever path delivers it.
// (Finger taps are untouched: touch always plays directly, so only the indirect pointer
// re-captures.) Captured already the absolute path forwards the button as before.
if !self.captured {
if down, self.captureEnabled { self.setCaptured(true, fromClick: true) }
return
}
guard self.inputCapture?.gcMouseForwarding == false else { return }
guard let self, self.inputCapture?.gcMouseForwarding == false else { return }
self.inputCapture?.sendMouseButton(button, pressed: down)
}
streamView.onScroll = { [weak self] dx, dy in
@@ -364,27 +350,19 @@ public final class StreamViewController: StreamViewControllerBase {
guard let self else { return }
self.setCaptured(!self.captured)
}
// Q (cross-client parity with macOS/Windows/Linux) releases the captured pointer +
// keyboard so the Magic Keyboard trackpad returns to driving the local iPad UI. Detected
// from the HID stream in InputCapture (no NSEvent monitor on iOS); unlike the toggle it
// only ever RELEASES re-pressing it while already released is a no-op (setCaptured guards).
capture.onReleaseCapture = { [weak self] in
self?.setCaptured(false)
}
capture.onPreempted = { [weak self] in
self?.setCaptured(false)
}
capture.start()
inputCapture = capture
// Match-window (C3): when ON, follow the scene's pixel size so a resizable iPad scene
// Match-window (C3): follow the scene's pixel size DEFAULT ON, so a resizable iPad scene
// streams 1:1 (pixel-exact) instead of the presenter resampling a fixed-mode frame into it.
// `viewDidLayoutSubviews` feeds it covers Stage Manager / Split View resizes and rotation.
// iPhone is a fixed full-screen scene, so this naturally no-ops (reports the device mode).
// OPT-IN `?? false` matches the Settings toggle (which also defaults off); an unset
// default keeps the explicit mode.
// `?? true` so an unset default matches the Settings toggle (which also defaults on).
let follower = MatchWindowFollower(
connection: connection,
enabled: UserDefaults.standard.object(forKey: DefaultsKey.matchWindow) as? Bool ?? false)
enabled: UserDefaults.standard.object(forKey: DefaultsKey.matchWindow) as? Bool ?? true)
follower.onResizeTarget = onResizeTarget
matchFollower = follower
#endif
@@ -444,19 +422,6 @@ public final class StreamViewController: StreamViewControllerBase {
) { [weak self] _ in
self?.syncPointerLock()
})
// The Stream menu's "Release Mouse" (Q) posts this the discoverable menu surface for
// the RELEASED state. While CAPTURED the combo is recognized from the HID stream in
// InputCapture (onReleaseCapture) before the menu sees it, so in practice this fires as a
// not-captured no-op (setCaptured guards it); wired for honesty + a non-GC fallback. Only the
// foreground-active scene's stream acts the iPad analogue of macOS's key-window guard, so a
// second Stage Manager scene isn't released out from under the user.
observers.append(NotificationCenter.default.addObserver(
forName: .punktfunkReleaseCapture, object: nil, queue: .main
) { [weak self] _ in
guard let self,
self.view.window?.windowScene?.activationState == .foregroundActive else { return }
self.setCaptured(false)
})
if captureEnabled {
setCaptured(true) // entering a session is the deliberate "capture me" moment
@@ -591,15 +556,11 @@ public final class StreamViewController: StreamViewControllerBase {
}
#if os(iOS)
/// `fromClick` marks a click-driven engage (the released-state pointer click that re-captures):
/// that click's press/release are suppressed toward the host it's the local engage gesture,
/// not a host click exactly as macOS's `engageCapture(fromClick:)` does. Keyboard-driven
/// engages () pass false so a normal click still reaches the host.
private func setCaptured(_ on: Bool, fromClick: Bool = false) {
private func setCaptured(_ on: Bool) {
if on {
// `connection != nil` is the session-active gate (presenter internals are opaque here).
guard captureEnabled, !captured, connection != nil else { return }
inputCapture?.setForwarding(true, suppressClick: fromClick)
inputCapture?.setForwarding(true)
captured = true
} else {
guard captured else { return }
@@ -698,7 +659,6 @@ 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
@@ -709,22 +669,6 @@ 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
@@ -896,46 +840,4 @@ 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
@@ -237,11 +237,10 @@ final class AV1Tests: XCTestCase {
let ready = try XCTUnwrap(frame)
XCTAssertEqual(ready.ptsNs, 42_000_000)
XCTAssertFalse(ready.isHDR)
let buffer = try XCTUnwrap(ready.pixelBuffer, "a VT decode delivers a .video frame")
XCTAssertEqual(CVPixelBufferGetWidth(buffer), 320)
XCTAssertEqual(CVPixelBufferGetHeight(buffer), 180)
XCTAssertEqual(CVPixelBufferGetWidth(ready.pixelBuffer), 320)
XCTAssertEqual(CVPixelBufferGetHeight(ready.pixelBuffer), 180)
XCTAssertEqual(
CVPixelBufferGetPixelFormatType(buffer),
CVPixelBufferGetPixelFormatType(ready.pixelBuffer),
kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange, "SDR AV1 must decode to NV12")
decoder.reset()
}
@@ -3,7 +3,6 @@
// player-LED-bits GCControllerPlayerIndex map. All pure functions.
import GameController
import PunktfunkCore
import XCTest
@testable import PunktfunkKit
@@ -27,16 +26,11 @@ 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, 0x0030_F7FF)
XCTAssertEqual(GamepadWire.allButtons.count, 17)
XCTAssertEqual(combined, 0x0010_F7FF)
XCTAssertEqual(GamepadWire.allButtons.count, 16)
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)
@@ -46,79 +40,6 @@ 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)
XCTAssertEqual(btn.kind, UInt8(PUNKTFUNK_INPUT_KIND_GAMEPAD_BUTTON.rawValue))
XCTAssertEqual(btn.code, GamepadWire.a)
XCTAssertEqual(btn.x, 1)
XCTAssertEqual(btn.flags, 3)
let axis = PunktfunkInputEvent.gamepadAxis(GamepadWire.axisRT, value: 200, pad: 5)
XCTAssertEqual(axis.kind, UInt8(PUNKTFUNK_INPUT_KIND_GAMEPAD_AXIS.rawValue))
XCTAssertEqual(axis.code, GamepadWire.axisRT)
XCTAssertEqual(axis.x, 200)
XCTAssertEqual(axis.flags, 5)
// Single-controller path stays byte-identical: pad 0 flags 0, exactly as before.
XCTAssertEqual(PunktfunkInputEvent.gamepadButton(GamepadWire.a, down: false, pad: 0).flags, 0)
XCTAssertEqual(PunktfunkInputEvent.gamepadAxis(GamepadWire.axisLSX, value: 0, pad: 0).flags, 0)
}
func testArrivalAndRemoveWireLayout() {
// GamepadArrival (kind 14): code = the GamepadType wire byte, flags = pad index.
let arrival = PunktfunkInputEvent.gamepadArrival(
pref: PunktfunkConnection.GamepadType.dualSense.rawValue, pad: 2)
XCTAssertEqual(arrival.kind, UInt8(PUNKTFUNK_INPUT_KIND_GAMEPAD_ARRIVAL.rawValue))
XCTAssertEqual(arrival.code, PunktfunkConnection.GamepadType.dualSense.rawValue) // 2
XCTAssertEqual(arrival.flags, 2)
// The GamepadType raw values ARE the GamepadPref wire bytes the host resolves.
XCTAssertEqual(PunktfunkConnection.GamepadType.xbox360.rawValue, 1)
XCTAssertEqual(PunktfunkConnection.GamepadType.dualSense.rawValue, 2)
XCTAssertEqual(PunktfunkConnection.GamepadType.xboxOne.rawValue, 3)
XCTAssertEqual(PunktfunkConnection.GamepadType.dualShock4.rawValue, 4)
// GamepadRemove (kind 13): flags = pad index (the core stamps the per-pad seq).
let remove = PunktfunkInputEvent.gamepadRemove(pad: 7)
XCTAssertEqual(remove.kind, UInt8(PUNKTFUNK_INPUT_KIND_GAMEPAD_REMOVE.rawValue))
XCTAssertEqual(remove.flags, 7)
// 16 addressable pads (punktfunk_core::input::MAX_PADS).
XCTAssertEqual(GamepadWire.maxPads, 16)
}
func testTouchpadConversionCorners() {
// GC ±1 with +y up wire 0...65535 with origin top-left, +y down.
let topLeft = GamepadWire.touchpad(x: -1, y: 1)
@@ -1,292 +0,0 @@
// PyroWave Metal decoder tests two layers:
//
// 1. Bitstream/window-walk parser tests (pure CPU): hand-crafted packet streams assert the
// exact wire semantics of pyrowave_decoder.cpp's push_packet walk + the Phase-4
// chunk-aligned framing (4-byte window prefix, FRAG chains, zeroed missing shards).
//
// 2. Golden-frame PSNR tests (Metal GPU): host-encoded fixtures (crates/punktfunk-host
// encode/linux/pyrowave.rs `pyrowave_dump_golden`, run on a Vulkan box) decoded by the
// Metal port and PSNR-matched against upstream's own decoder output. Float wavelet math is
// not bit-exact across implementations (upstream ships precision variants), so the gate is
// PSNR, not equality. This is the §4.7 validation oracle for the hand-ported kernels
// the gather/mirror addressing in idwt is the spot most likely to drift.
#if canImport(Metal)
import Metal
import XCTest
@testable import PunktfunkKit
final class PyroWaveParserTests: XCTestCase {
// 256x144 aligned 256x160; block space identical to the committed fixtures.
private let width = 256
private let height = 144
/// A BitstreamSequenceHeader (START_OF_FRAME) for `width`x`height`, 4:2:0 BT.709 limited.
private func sof(totalBlocks: Int, sequence: UInt32 = 1) -> [UInt8] {
let word0 =
UInt32(width - 1) | (UInt32(height - 1) << 14) | (sequence << 28) | (1 << 31)
// code=0 (SOF), chroma=0 (420), primaries/trc/matrix=0 (BT.709), range=1 (LIMITED),
// siting=0.
let word1 = UInt32(totalBlocks) | (1 << 30)
return le32(word0) + le32(word1)
}
/// A minimal coefficient packet: ballot=0 (all 8x8 blocks empty legal and decodable),
/// payload_words=2 (header only).
private func packet(blockIndex: Int, sequence: UInt32 = 1) -> [UInt8] {
let word0 = UInt32(0) | (2 << 16) | (sequence << 28)
let word1 = UInt32(0) | (UInt32(blockIndex) << 8)
return le32(word0) + le32(word1)
}
private func le32(_ v: UInt32) -> [UInt8] {
[UInt8(v & 0xff), UInt8((v >> 8) & 0xff), UInt8((v >> 16) & 0xff), UInt8(v >> 24)]
}
/// Wrap bodies into `windowSize`-sized windows with the 4-byte used/kind prefix.
private func window(_ body: [UInt8], kind: UInt16, size: Int) -> [UInt8] {
precondition(body.count + 4 <= size)
var out = [UInt8(body.count & 0xff), UInt8(body.count >> 8)]
out += [UInt8(kind & 0xff), UInt8(kind >> 8)]
out += body
out += [UInt8](repeating: 0, count: size - out.count)
return out
}
func testLayoutMatchesUpstreamBlockSpace() {
// init_block_meta's walk for 256x144 (aligned 256x160): level extents halve from
// 128x80; per (comp,level,band) count32 = ceil(ceil(w/8)/4) * ceil(ceil(h/8)/4).
let layout = WaveletLayout(width: width, height: height)
XCTAssertEqual(layout.alignedWidth, 256)
XCTAssertEqual(layout.alignedHeight, 160)
XCTAssertEqual(layout.levelWidth(0), 128)
XCTAssertEqual(layout.levelHeight(0), 80)
XCTAssertEqual(layout.levelWidth(4), 8)
XCTAssertEqual(layout.levelHeight(4), 5)
// Hand-summed: L4 (8x5 1 block) × 3 comps × 4 bands = 12; L3 (16x10 1) × 9 = 9;
// L2 (32x20 1) × 9 = 9; L1 (64x40 2x2=4... ) trust the invariant instead:
// every band's count is ceil(w8/4)*ceil(h8/4) and the total is their sum.
var expected = 0
for level in stride(from: 4, through: 0, by: -1) {
let w8 = (layout.levelWidth(level) + 7) / 8
let h8 = (layout.levelHeight(level) + 7) / 8
let per = ((w8 + 3) / 4) * ((h8 + 3) / 4)
for component in 0..<3 {
if level == 0 && component != 0 { continue }
expected += per * (level == 4 ? 4 : 3)
}
}
XCTAssertEqual(layout.blockCount32, expected)
// The finest luma level's stride is its 32-block row width.
XCTAssertEqual(layout.blockMeta[0][0][1].stride, (128 + 31) / 32)
// Level-0 chroma is not coded in 4:2:0.
XCTAssertEqual(layout.blockMeta[1][0][1].offset, -1)
}
func testDenseParseFillsOffsetsAndCountsBlocks() throws {
let layout = WaveletLayout(width: width, height: height)
var au = sof(totalBlocks: 4)
au += packet(blockIndex: 0)
au += packet(blockIndex: 3)
au += packet(blockIndex: 3) // duplicate first wins, not double-counted
au += packet(blockIndex: layout.blockCount32 - 1)
let frame = try XCTUnwrap(
WaveletBitstream.parse(au: Data(au), chunkAligned: false, windowSize: 0))
XCTAssertEqual(frame.layout.width, width)
XCTAssertEqual(frame.totalBlocks, 4)
XCTAssertEqual(frame.decodedBlocks, 3)
XCTAssertEqual(frame.offsets[0], 0)
XCTAssertEqual(frame.offsets[3], 2) // u32 words: each header-only packet is 2 words
XCTAssertEqual(frame.offsets[1], UInt32.max)
XCTAssertEqual(frame.payload.count, 6)
XCTAssertFalse(frame.bt2020)
XCTAssertFalse(frame.fullRange) // range bit 1 = LIMITED
}
func testHalfOrFewerBlocksIsDropped() {
var au = sof(totalBlocks: 4)
au += packet(blockIndex: 0)
au += packet(blockIndex: 1)
// 2 of 4 decoded = exactly half upstream requires MORE than half.
XCTAssertNil(WaveletBitstream.parse(au: Data(au), chunkAligned: false, windowSize: 0))
}
func testMissingSOFIsDropped() {
let au = packet(blockIndex: 0) + packet(blockIndex: 1)
XCTAssertNil(WaveletBitstream.parse(au: Data(au), chunkAligned: false, windowSize: 0))
}
func testTruncatedPacketIsRejected() {
var au = sof(totalBlocks: 1)
// Claims 4 payload words but only the 8-byte header follows.
let word0 = UInt32(0) | (4 << 16) | (1 << 28)
au += le32(word0) + le32(0)
XCTAssertNil(WaveletBitstream.parse(au: Data(au), chunkAligned: false, windowSize: 0))
}
func testWindowWalkPackedFragAndMissingShard() throws {
let size = 64
// Window 1: SOF + one packet, PACKED. Window 2: a FRAG chain carrying one packet split
// across two windows. Window 3: all zeros (a lost shard of a partial frame). Window 4:
// a PACKED packet the chain break must not eat it.
let fragPacket = packet(blockIndex: 2)
var au = window(sof(totalBlocks: 3) + packet(blockIndex: 0), kind: 0, size: size)
au += window(Array(fragPacket[0..<5]), kind: 1, size: size)
au += window(Array(fragPacket[5...]), kind: 3, size: size)
au += [UInt8](repeating: 0, count: size) // missing shard
au += window(packet(blockIndex: 1), kind: 0, size: size)
let frame = try XCTUnwrap(
WaveletBitstream.parse(au: Data(au), chunkAligned: true, windowSize: size))
XCTAssertEqual(frame.decodedBlocks, 3)
XCTAssertEqual(frame.offsets[0], 0)
XCTAssertEqual(frame.offsets[2], 2)
XCTAssertEqual(frame.offsets[1], 4)
}
func testBrokenFragChainIsDiscarded() throws {
let size = 64
let fragPacket = packet(blockIndex: 2)
var au = window(sof(totalBlocks: 1) + packet(blockIndex: 0), kind: 0, size: size)
au += window(Array(fragPacket[0..<5]), kind: 1, size: size)
au += [UInt8](repeating: 0, count: size) // the chain's middle shard was lost
au += window(Array(fragPacket[5...]), kind: 3, size: size) // dangling LAST dropped
let frame = try XCTUnwrap(
WaveletBitstream.parse(au: Data(au), chunkAligned: true, windowSize: size))
XCTAssertEqual(frame.decodedBlocks, 1)
XCTAssertEqual(frame.offsets[2], UInt32.max)
}
}
/// Golden-frame decode against the committed host-encoder fixtures. Skipped when the machine
/// has no Metal device (headless CI) everywhere else this is the hand-ported kernels' guard.
final class PyroWaveGoldenTests: XCTestCase {
private static let fixtureDir = "PyroWaveFixtures"
private func fixture(_ name: String) throws -> Data {
let url = try XCTUnwrap(
Bundle.module.url(
forResource: name, withExtension: "bin", subdirectory: Self.fixtureDir),
"missing fixture \(name).bin — regenerate with pyrowave_dump_golden")
return try Data(contentsOf: url)
}
/// Completion box the decode callback lands on a Metal thread.
private final class ResultBox: @unchecked Sendable {
let lock = NSLock()
var planes: WaveletPlanes?
}
/// Decode `au` synchronously and read all three planes back to CPU bytes.
private func decode(
au: Data, chunkAligned: Bool, windowSize: Int
) throws -> (y: [UInt8], cb: [UInt8], cr: [UInt8]) {
let device = try XCTUnwrap(MTLCreateSystemDefaultDevice())
let queue = try XCTUnwrap(device.makeCommandQueue())
let decoder = try XCTUnwrap(MetalWaveletDecoder(device: device, queue: queue))
let done = expectation(description: "decode completes")
let box = ResultBox()
let submitted = decoder.decode(
au: au, chunkAligned: chunkAligned, windowSize: windowSize
) { planes in
box.lock.lock()
box.planes = planes
box.lock.unlock()
done.fulfill()
}
XCTAssertTrue(submitted, "the fixture AU must parse")
wait(for: [done], timeout: 10)
box.lock.lock()
let result = box.planes
box.lock.unlock()
let planes = try XCTUnwrap(result, "the GPU pass must complete without error")
return (
try readback(planes.y, device: device, queue: queue),
try readback(planes.cb, device: device, queue: queue),
try readback(planes.cr, device: device, queue: queue)
)
}
private func readback(
_ texture: MTLTexture, device: MTLDevice, queue: MTLCommandQueue
) throws -> [UInt8] {
let bytesPerRow = texture.width
let length = bytesPerRow * texture.height
let buffer = try XCTUnwrap(device.makeBuffer(length: length, options: .storageModeShared))
let cmd = try XCTUnwrap(queue.makeCommandBuffer())
let blit = try XCTUnwrap(cmd.makeBlitCommandEncoder())
blit.copy(
from: texture, sourceSlice: 0, sourceLevel: 0,
sourceOrigin: MTLOrigin(x: 0, y: 0, z: 0),
sourceSize: MTLSize(width: texture.width, height: texture.height, depth: 1),
to: buffer, destinationOffset: 0, destinationBytesPerRow: bytesPerRow,
destinationBytesPerImage: length)
blit.endEncoding()
cmd.commit()
cmd.waitUntilCompleted()
return [UInt8](UnsafeRawBufferPointer(start: buffer.contents(), count: length))
}
private func psnr(_ a: [UInt8], _ b: [UInt8]) -> Double {
precondition(a.count == b.count)
var sse = 0.0
for i in 0..<a.count {
let d = Double(a[i]) - Double(b[i])
sse += d * d
}
if sse == 0 { return .infinity }
let mse = sse / Double(a.count)
return 10 * log10(255.0 * 255.0 / mse)
}
private func assertMatchesReference(
_ decoded: (y: [UInt8], cb: [UInt8], cr: [UInt8]), prefix: String,
file: StaticString = #filePath, line: UInt = #line
) throws {
for (name, plane, ref) in [
("y", decoded.y, try fixture("\(prefix)-y")),
("cb", decoded.cb, try fixture("\(prefix)-cb")),
("cr", decoded.cr, try fixture("\(prefix)-cr")),
] {
XCTAssertEqual(plane.count, ref.count, file: file, line: line)
let db = psnr(plane, [UInt8](ref))
print("pyrowave golden \(prefix) \(name): \(db) dB")
// The Metal port and upstream's decoder run the same math at the same precision
// tier; residual differences are float rounding + the gather/mirror edge handling.
// Well-matched ports measure 50 dB; 45 catches a real divergence long before it
// is visible.
XCTAssertGreaterThan(db, 45.0, "plane PSNR \(db) dB", file: file, line: line)
}
}
func testDenseGoldenFrame() throws {
try XCTSkipIf(!MetalWaveletDecoder.supported, "no capable Metal device")
let au = try fixture("au-dense")
let decoded = try decode(au: au, chunkAligned: false, windowSize: 0)
try assertMatchesReference(decoded, prefix: "ref-dense")
}
func testChunkAlignedGoldenFrame() throws {
try XCTSkipIf(!MetalWaveletDecoder.supported, "no capable Metal device")
let au = try fixture("au-chunked")
let decoded = try decode(au: au, chunkAligned: true, windowSize: 1408)
try assertMatchesReference(decoded, prefix: "ref-chunked")
}
/// Phase-4 partial delivery: zero a mid-AU window (a lost shard) the frame must still
/// decode (blocks > half) and stay recognizably the same picture (holes reconstruct as
/// localized blur, not garbage).
func testPartialFrameStillDecodes() throws {
try XCTSkipIf(!MetalWaveletDecoder.supported, "no capable Metal device")
var au = try fixture("au-chunked")
let windows = au.count / 1408
try XCTSkipIf(windows < 3, "fixture too small to punch a hole in")
let hole = (windows / 2) * 1408
au.replaceSubrange(hole..<(hole + 1408), with: [UInt8](repeating: 0, count: 1408))
let decoded = try decode(au: au, chunkAligned: true, windowSize: 1408)
let ref = try fixture("ref-chunked-y")
let db = psnr(decoded.y, [UInt8](ref))
XCTAssertGreaterThan(db, 25.0, "lossy frame should still resemble the source (\(db) dB)")
}
}
#endif
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@@ -47,21 +47,18 @@ final class Stage444Tests: XCTestCase {
box.lock.lock(); let frame = box.frame; let error = box.error; box.lock.unlock()
XCTAssertNil(error.map { "decode error \($0)" })
let ready = try XCTUnwrap(frame, "a 4:4:4 ReadyFrame must be delivered")
guard case .video(let buffer, let isHDR) = ready.image else {
return XCTFail("a VideoToolbox decode must deliver a .video frame")
}
XCTAssertEqual(CVPixelBufferGetWidth(buffer), 256)
XCTAssertEqual(CVPixelBufferGetHeight(buffer), 256)
let pf = CVPixelBufferGetPixelFormatType(buffer)
XCTAssertEqual(CVPixelBufferGetWidth(ready.pixelBuffer), 256)
XCTAssertEqual(CVPixelBufferGetHeight(ready.pixelBuffer), 256)
let pf = CVPixelBufferGetPixelFormatType(ready.pixelBuffer)
XCTAssertTrue(
pf == kCVPixelFormatType_444YpCbCr8BiPlanarVideoRange
|| pf == kCVPixelFormatType_444YpCbCr8BiPlanarFullRange,
"expected a biplanar 4:4:4 8-bit buffer, got \(fourCCString(pf))")
XCTAssertFalse(isHDR, "an 8-bit BT.709 4:4:4 stream is SDR")
XCTAssertFalse(ready.isHDR, "an 8-bit BT.709 4:4:4 stream is SDR")
// The chroma plane (plane 1) must be FULL resolution for 4:4:4 (vs half for 4:2:0) this is
// what lets the unchanged shader sample chroma at the luma UV.
XCTAssertEqual(CVPixelBufferGetWidthOfPlane(buffer, 1), 256)
XCTAssertEqual(CVPixelBufferGetHeightOfPlane(buffer, 1), 256)
XCTAssertEqual(CVPixelBufferGetWidthOfPlane(ready.pixelBuffer, 1), 256)
XCTAssertEqual(CVPixelBufferGetHeightOfPlane(ready.pixelBuffer, 1), 256)
}
private func fourCCString(_ t: OSType) -> String {
@@ -99,9 +99,8 @@ final class VideoToolboxRoundTripTests: XCTestCase {
box.lock.unlock()
XCTAssertNil(error.map { "decode error \($0)" })
let ready = try XCTUnwrap(frame, "the async output callback must deliver a ReadyFrame")
let buffer = try XCTUnwrap(ready.pixelBuffer, "a VT decode delivers a .video frame")
XCTAssertEqual(CVPixelBufferGetWidth(buffer), width)
XCTAssertEqual(CVPixelBufferGetHeight(buffer), height)
XCTAssertEqual(CVPixelBufferGetWidth(ready.pixelBuffer), width)
XCTAssertEqual(CVPixelBufferGetHeight(ready.pixelBuffer), height)
XCTAssertEqual(ready.ptsNs, 42_000_000, "pts round-trips through the decoder")
XCTAssertEqual(
ready.receivedNs, 41_000_000, "receivedNs round-trips through the frame refcon")
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+8 -15
View File
@@ -12,7 +12,7 @@
# Per-session parameters arrive as environment variables, set as the shortcut's Steam launch
# options by the plugin (SteamClient.Apps.SetAppLaunchOptions), so ONE generic shortcut serves
# every host (and every pinned game):
# PF_HOST host[:port] to connect to (required for streaming; optional for browse)
# PF_HOST host[:port] to connect to (required)
# PF_LAUNCH library id to launch on connect (optional, e.g. steam:570 — pinned games)
# PF_BROWSE non-empty = open the gamepad library (optional; --browse instead of --connect)
# PF_MGMT management-API port for --browse (optional; client defaults to 47990)
@@ -36,31 +36,24 @@ set -u
APPID="${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 "${PF_BROWSE:-}" ]; then
# The gamepad UI. BARE `--browse` (no PF_HOST) opens the console home — the self-contained
# host picker + pairing + settings, gamepad-navigable — which is what the stateless, visible
# library shortcut launches. `--browse <host>` opens straight into that host's library (the
# per-host "open on screen" action). A streams a game, session end returns here, B quits.
if [ -z "${PF_HOST:-}" ]; then
echo "punktfunkrun: gamepad UI $APPID --browse (console home)" >&2
exec "$FLATPAK" run --arch=x86_64 "$APPID" --browse --fullscreen
fi
# 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.
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
@@ -1,757 +0,0 @@
"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"
}
}
+4 -139
View File
@@ -89,93 +89,6 @@ 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
@@ -813,10 +726,10 @@ class Plugin:
return {"ok": False, "error": str(exc)}
async def shortcut_art(self) -> dict:
"""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."""
"""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."""
art: dict = {}
base = Path(decky.DECKY_PLUGIN_DIR) / "assets"
for key, fname in (
@@ -833,54 +746,6 @@ 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
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@@ -0,0 +1,297 @@
#!/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()
+1 -5
View File
@@ -26,12 +26,8 @@ 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/gridwide/hero/logo/icon — committed under assets/).
# Steam-shortcut artwork (grid/hero/logo/icon — scripts/gen-steam-art.py, committed).
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
@@ -150,14 +150,6 @@ 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
@@ -31,7 +31,6 @@ 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
@@ -197,10 +196,6 @@ 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".
+62 -122
View File
@@ -1,23 +1,14 @@
// Launch Punktfunk as Steam games so gamescope focuses + fullscreens them.
// Launch the stream as a Steam game so gamescope focuses + fullscreens it.
//
// 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 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.
// 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.
import { applyControllerConfig, runnerInfo, shortcutArt, wake } from "./backend";
import { 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
@@ -55,33 +46,32 @@ declare const collectionStore:
| { SetAppsAsHidden?: (appIds: number[], hidden: boolean) => void }
| undefined;
/** 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 {
// 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 {
const attempt = () => {
try {
collectionStore?.SetAppsAsHidden?.([appId], hidden);
collectionStore?.SetAppsAsHidden?.([appId], false);
} 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 a shortcut (idempotent, once per ART_VERSION per
* appId). Cosmetic and fully best-effort: any failure is swallowed and retried on the next call.
* 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.
*/
async function applyArtwork(appId: number): Promise<void> {
try {
if (localStorage.getItem(artKey(appId)) === `${ART_VERSION}`) {
if (localStorage.getItem(ART_KEY) === `${appId}:${ART_VERSION}`) {
return;
}
const art = await shortcutArt();
@@ -99,14 +89,13 @@ async function applyArtwork(appId: number): Promise<void> {
if (art.icon_path) {
SteamClient.Apps.SetShortcutIcon(appId, art.icon_path);
}
localStorage.setItem(artKey(appId), `${ART_VERSION}`);
localStorage.setItem(ART_KEY, `${appId}:${ART_VERSION}`);
} catch (e) {
console.warn("punktfunk: shortcut artwork not applied", e);
}
}
// 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).
// The shortcut name is user-visible (Steam overlay + library while streaming) — brand-case it.
const SHORTCUT_NAME = "Punktfunk";
// The shortcut's exe is /bin/sh, NOT the script itself: Decky extracts plugin zips without
@@ -122,128 +111,76 @@ function gameIdFromAppId(appId: number): string {
return ((BigInt(appId) << 32n) | 0x02000000n).toString();
}
// 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";
// 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";
function remember(key: string, appId: number) {
function rememberAppId(appId: number) {
try {
localStorage.setItem(key, String(appId));
localStorage.setItem(STORAGE_KEY, String(appId));
} catch {
/* ignore */
}
}
function recall(key: string): number | null {
function recallAppId(): number | null {
try {
const v = localStorage.getItem(key);
const v = localStorage.getItem(STORAGE_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 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).
* 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.
*/
async function ensureStreamShortcut(): Promise<{ appId: number; runner: string }> {
async function ensureShortcut(): 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 = recall(STORAGE_KEY_STREAM);
const remembered = recallAppId();
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);
setShortcutHidden(remembered, true); // migrate pre-two-shortcut installs (were visible)
void applyArtwork(remembered);
unhideShortcut(remembered); // pre-0.7 installs hid it
void applyArtwork(remembered); // fire-and-forget — cosmetic, never blocks the launch
return { appId: remembered, runner: info.runner };
}
const appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, "");
SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
setShortcutHidden(appId, true);
void applyArtwork(appId);
remember(STORAGE_KEY_STREAM, appId);
unhideShortcut(appId);
void applyArtwork(appId); // fire-and-forget — cosmetic, never blocks the launch
rememberAppId(appId);
return { appId, runner: info.runner };
}
/**
* 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.
* 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.
*/
export async function ensureGamepadUiShortcut(): Promise<number | null> {
function disableSteamInputForShortcut(appId: number): void {
try {
const info = await runnerInfo();
if (!info.exists) {
return null;
const input = (
SteamClient as unknown as {
Input?: { SetSteamInputEnabledForApp?: (appId: number, enabled: boolean) => void };
}
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);
).Input;
input?.SetSteamInputEnabledForApp?.(appId, false);
} catch {
/* a controller tweak must never break the launch */
}
}
@@ -273,9 +210,9 @@ export function isSafeLaunchId(id: string): boolean {
/**
* Launch a stream to `host:port` fullscreen in Gaming Mode (optionally straight into a
* library title, or into 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.
* 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.
*/
export async function launchStream(
host: string,
@@ -287,7 +224,10 @@ 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 ensureStreamShortcut();
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 target = port && port !== 9777 ? `${host}:${port}` : host;
const env = [`PF_HOST=${target}`];
if (opts.browse) {
@@ -311,7 +251,7 @@ export async function launchStream(
/** Stop the running stream shortcut (best-effort; the in-stream chord/back also works). */
export function stopStream(): void {
const appId = recall(STORAGE_KEY_STREAM);
const appId = recallAppId();
if (appId != null) {
SteamClient.Apps.TerminateApp(gameIdFromAppId(appId), false);
}
+1 -4
View File
@@ -128,10 +128,7 @@ pub fn headless_pair(pin: &str) -> glib::ExitCode {
glib::ExitCode::SUCCESS
}
Err(e) => {
eprintln!(
"pairing failed: {} ({e:?})",
crate::trust::pair_error_message(&e)
);
eprintln!("pairing failed: {e:?} (wrong PIN, or pairing not armed on the host?)");
glib::ExitCode::FAILURE
}
}
+10 -33
View File
@@ -29,11 +29,7 @@ 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", "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"];
const DECODERS: &[&str] = &["auto", "vaapi", "software"];
/// punktfunk's own license (MIT OR Apache-2.0), shown on the About dialog's Legal page.
const APP_LICENSE: &str = concat!(
@@ -324,12 +320,10 @@ pub fn show(
&dialog,
inline,
"Video decoder",
"Automatic picks the best hardware decode for this GPU (VAAPI on AMD/Intel, \
Vulkan Video on NVIDIA), falling back to software",
"Automatic tries VAAPI hardware decode, then software",
&[
"Automatic (hardware → software)",
"Vulkan Video",
"VAAPI",
"Automatic (VAAPI → software)",
"Hardware (VAAPI)",
"Software",
],
);
@@ -353,14 +347,13 @@ pub fn show(
stream.add(stats_row.widget());
let input = adw::PreferencesGroup::builder().title("Input").build();
// Controller forwarding: Automatic forwards EVERY real controller, each as its own pad
// (Steam's virtual pad skipped); pinning one restricts the session to that single
// controller (single-player). The pin is persisted by stable key (`Settings::forward_pad`),
// so it survives restarts — and disconnects: an offline pinned pad keeps its entry here
// instead of silently snapping back to Automatic.
// Which physical controller forwards as pad 0: automatic = the most recently connected
// real pad (Steam's virtual pad skipped). A pin is persisted by stable key
// (`Settings::forward_pad`), so it survives restarts — and disconnects: an offline
// pinned pad keeps its entry here instead of silently snapping back to Automatic.
let pads = gamepads.pads();
let saved_pin = settings.borrow().forward_pad.clone();
let mut pad_names = vec!["Automatic (all controllers)".to_string()];
let mut pad_names = vec!["Automatic (most recent)".to_string()];
let mut pad_keys: Vec<String> = Vec::new();
for p in &pads {
let kind = p.kind_label();
@@ -386,7 +379,7 @@ pub fn show(
if pads.is_empty() {
"No controllers detected"
} else {
"All controllers are forwarded, each as its own player; pick one to force single-player"
"Exactly one controller is forwarded to the host"
},
&pad_names.iter().map(String::as_str).collect::<Vec<_>>(),
);
@@ -426,21 +419,12 @@ 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();
@@ -503,11 +487,6 @@ 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)
@@ -547,8 +526,6 @@ 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();
+1 -3
View File
@@ -214,10 +214,8 @@ pub fn pin_dialog(
};
let (host, port) = (req.addr.clone(), req.port);
std::thread::spawn(move || {
// Cause-specific wording (wrong PIN vs not-armed vs unreachable vs a typed host
// rejection) — never blame the PIN for a dead network path.
let result = trust::pair_with_host(&host, port, &identity, &pin, &name)
.map_err(|e| trust::pair_error_message(&e));
.map_err(|e| format!("Pairing failed: {e:?} (wrong PIN, or pairing not armed?)"));
let _ = tx.send_blocking(result);
});
glib::spawn_future_local(async move {
+5 -123
View File
@@ -39,7 +39,6 @@
//! 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]
@@ -52,8 +51,8 @@ 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, BitrateChanged, Hello, LossReport, ProbeRequest, ProbeResult,
Reconfigure, Reconfigured, RequestKeyframe, SetBitrate, Start, Welcome,
endpoint, io, window_loss_ppm, Hello, LossReport, ProbeRequest, ProbeResult, Reconfigure,
Reconfigured, RequestKeyframe, Start, Welcome,
};
use punktfunk_core::transport::UdpTransport;
use punktfunk_core::{CompositorPref, Mode, PunktfunkError, Session};
@@ -85,11 +84,6 @@ 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.
@@ -207,10 +201,6 @@ 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") {
@@ -262,7 +252,6 @@ 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,
@@ -481,10 +470,7 @@ 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.
// 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;
let mut caps = punktfunk_core::quic::VIDEO_CAP_HOST_TIMING;
if std::env::var_os("PUNKTFUNK_CLIENT_10BIT").is_some() {
caps |= punktfunk_core::quic::VIDEO_CAP_10BIT;
}
@@ -640,64 +626,6 @@ 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.
@@ -711,26 +639,9 @@ async fn session(args: Args) -> Result<()> {
} else {
0
};
let conn2 = conn.clone();
tokio::spawn(async move {
use std::sync::atomic::Ordering::Relaxed;
// 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;
}
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).
let base_pkts = rxp.load(Relaxed);
@@ -757,15 +668,6 @@ 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).
@@ -1248,8 +1150,7 @@ 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_late, mut last_received, mut last_dropped) =
(0u64, 0u64, 0u64, 0u64);
let (mut last_recovered, mut last_received, mut last_dropped) = (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.
@@ -1263,7 +1164,6 @@ 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),
),
@@ -1271,7 +1171,6 @@ 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;
}
@@ -1343,23 +1242,6 @@ 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() {
+1 -6
View File
@@ -13,12 +13,7 @@ name = "punktfunk-session"
path = "src/main.rs"
[features]
default = ["ui", "pyrowave"]
# PyroWave client decode (the wired-LAN wavelet codec) — enables the decode backend + the
# planar present path. ON by default; each session still opts in explicitly (the Settings
# codec pick, or PUNKTFUNK_PREFER_PYROWAVE=1). The Windows ARM64 leg builds
# --no-default-features and so skips it (video decode is Linux-only anyway).
pyrowave = ["pf-client-core/pyrowave", "pf-presenter/pyrowave"]
default = ["ui"]
# The Skia console UI (stats OSD, capture HUD, later the gamepad library). Dropping it
# (`--no-default-features`) is the ~15 MB-smaller power-user build: same streaming,
# stats on stdout only.

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