# punktfunk *A ground-up low-latency desktop streaming stack, built Linux-first, with a shared Rust protocol core and native clients per platform.* `punktfunk` is a placeholder codename. The bet: ship a **Linux virtual-display streaming host** that speaks the existing Moonlight protocol (every Moonlight/Artemis client works day one), then break the ~1 Gbps FEC wall with a **GF(2¹⁶) Leopard-RS** transport as a negotiated extension. See [`docs/implementation-plan.md`](docs/implementation-plan.md). ## Status | Milestone | State | |-----------|-------| | **M1 — `punktfunk-core` + C ABI** | ✅ done & tested (FEC, packetization, crypto, session, `punktfunk_core.h`) | | **M0 — pipeline spike** (wlroots→PipeWire→NVENC→file→`punktfunk-core`) | ✅ done & verified on NVIDIA (RTX 5070 Ti / driver 595) | | M2 — P1 host → stock Moonlight | 🟡 capture+encode landed in M0; pairing/RTSP/vdisplay pending | | M3 — measurement harness | 🟡 `tools/loss-harness` runs; `latency-probe` scaffolded | | M4 — P2 transport + Rust client | 🟡 GF(2¹⁶) core done; `punktfunk-client-rs` scaffolded | | M5 — Apple client | 🟡 macOS first light: HEVC on glass + input over `punktfunk/1` (`clients/apple`) | `punktfunk-core` is complete and verified: it builds and its full test suite (FEC recovery, loopback round-trip under loss, property tests, and a **C ABI harness**) passes on macOS/aarch64. **M0 is done:** `punktfunk-host` captures a headless wlroots output via the ScreenCast portal + PipeWire, encodes it with NVENC, writes a playable H.265 file, and round-trips every access unit through a `punktfunk_core` host→client session (see `docs/linux-setup.md`). M2 is in flight: the GameStream control plane (`gamestream/`) and the management REST API (`mgmt.rs`, OpenAPI spec in `docs/api/`) are implemented; the remaining Linux host backends (KWin/Mutter virtual displays, libei input) are `#[cfg(target_os = "linux")]` seams — defined and compiling, implementations pending. ## Layout ``` crates/ punktfunk-core/ protocol · FEC · pacing · crypto — the C ABI (lib + cdylib + staticlib) punktfunk-host/ Linux host: vdisplay · capture · encode · inject · gamestream · mgmt punktfunk-client-rs/ reference client (M4): VAAPI decode + wgpu present clients/{apple,android}/ native client scaffolds (import punktfunk_core.h) include/punktfunk_core.h cbindgen-generated C header (checked in) tools/{latency-probe,loss-harness}/ measurement (plan §10) docs/implementation-plan.md ``` ## Build & test ```sh cargo build --workspace # green on Linux and macOS cargo test --workspace # unit + loopback + proptest + C ABI harness cargo clippy --workspace --all-targets cargo run -p loss-harness # FEC loss-resilience sweep (no network needed) bash crates/punktfunk-core/tests/c/run.sh # standalone C-ABI link+round-trip proof ``` The C header regenerates from `crates/punktfunk-core/src/abi.rs` on every build (cbindgen via `build.rs`) into `include/punktfunk_core.h`. ## Design invariants - **One core, linked everywhere.** Protocol/FEC/crypto/pacing live in `punktfunk-core` exactly once, exposed over a stable, versioned C ABI (`punktfunk_abi_version()`, `PunktfunkConfig` carries its own `struct_size`). - **No async on the hot path.** The per-frame pipeline uses native threads only; `tokio`/`quinn` are gated behind the off-by-default `quic` feature (control plane only). - **FEC is the wall-breaker.** GF(2⁸) (≤255 shards/block) for Moonlight compat; GF(2¹⁶) (≤65535 shards/block, SIMD, O(n log n)) to push past ~1 Gbps. ## License MIT OR Apache-2.0.