//! Pluggable packet I/O. The hot path calls [`Transport::send`] / [`Transport::recv`] //! directly — no async runtime is involved. mod loopback; mod udp; pub use loopback::{loopback_pair, LoopbackTransport}; /// Windows-only: reusable USO (UDP Send Offload) batch send for callers that own their own connected /// socket (the GameStream video sender) rather than going through [`UdpTransport`]. #[cfg(target_os = "windows")] pub use udp::send_uso_all; pub use udp::{spawn_data_punch, UdpTransport, PUNCH_MAGIC}; /// A datagram transport. `recv` is non-blocking: it returns `Ok(None)` when no packet /// is currently available, so the caller (decode/present thread) never blocks here. pub trait Transport: Send + Sync { /// Send one packet. `Ok(true)` = handed to the kernel; `Ok(false)` = dropped locally because /// the send buffer was momentarily full (WouldBlock) — a non-fatal loss the FEC/keyframe path /// recovers, surfaced so the caller can count it (`packets_send_dropped`) instead of it being /// invisible. `Err` = a real send failure. fn send(&self, packet: &[u8]) -> std::io::Result; /// Send a whole frame's packets in as few syscalls as possible, returning how many were /// handed to the kernel (the caller counts `packets.len() - sent` as send-buffer drops). This /// is the 1 Gbps+ lever: the [`UdpTransport`](super::UdpTransport) override uses `sendmmsg` /// (~64 packets/syscall) instead of one `send` each — at ~125k pkt/s that is the difference /// between ~2k and ~125k syscalls/sec. The default is the scalar `send` loop (correct for the /// loopback transport and non-Linux builds). On a full send buffer it stops early and reports /// the partial count rather than blocking — same lossy, FEC-protected contract as `send`. fn send_batch(&self, packets: &[&[u8]]) -> std::io::Result { let mut sent = 0; for p in packets { if self.send(p)? { sent += 1; } } Ok(sent) } /// Send a frame's equal-size packets using UDP Generic Segmentation Offload where available: /// one `sendmsg` hands the kernel a big buffer it splits into `gso_size` UDP datagrams, building /// ~1 GSO skb per ≤64 segments instead of one skb per packet. This is the multi-Gbps lever — /// research shows ~2.4× throughput at equal CPU and ~40× fewer syscalls, and that `sendmmsg` /// batching alone is insufficient (it still builds one skb per datagram). The /// [`UdpTransport`](super::UdpTransport) Linux override implements it (opt-in via `PUNKTFUNK_GSO`, /// auto-fallback on any GSO error); the default just delegates to [`send_batch`](Self::send_batch), /// correct for loopback and non-Linux. Same lossy, FEC-protected short-count contract as `send_batch`. fn send_gso(&self, packets: &[&[u8]]) -> std::io::Result { self.send_batch(packets) } fn recv(&self) -> std::io::Result>>; /// Receive up to `out.len()` datagrams in as few syscalls as possible, writing each into its /// `out[i]` buffer (sized ≥ a max datagram) and its byte count into `lens[i]`; returns how many /// arrived (`0` = none available; non-blocking). The recv counterpart of [`send_batch`]: the /// [`UdpTransport`](super::UdpTransport) override uses `recvmmsg` into a caller-owned, reused /// buffer ring — no per-packet allocation or syscall at line rate. The default does a single /// scalar [`recv`](Self::recv) into `out[0]` (correct for the loopback transport + non-Linux). fn recv_batch(&self, out: &mut [Vec], lens: &mut [usize]) -> std::io::Result { if out.is_empty() { return Ok(0); } match self.recv()? { Some(pkt) => { let n = pkt.len().min(out[0].len()); out[0][..n].copy_from_slice(&pkt[..n]); lens[0] = n; Ok(1) } None => Ok(0), } } }