# punktfunk roadmap — next goals Decided 2026-06-10 (research-grounded; see commit history), extended since. **Done & live (on `main`):** #1 KDE reliability (Phase 1+2), #2 client compositor options (full stack incl. the macOS client), #4 mic passthrough, #5 touch (host path) + **rich UHID DualSense** — input + adaptive-trigger/LED feedback over the new `0xCC`/`0xCD` planes + C ABI, Phase C/D/E live-validated. #3 Bazzite packaging (`packaging/`) **deployed live** on a Bazzite F43 box (builds against FFmpeg 7 **or** 8; gamescope capture → zero-copy NVENC, sub-ms latency; Sunshine replaced). **Unified host:** `serve --native` runs the GameStream host + the punktfunk/1 QUIC host in one process, with native pairing driven from the **web console** (arm → show PIN), not the service log. Advanced DualSense (audio-driven voice-coil) haptics **scoped NO-GO** (`docs/dualsense-haptics.md`). **Next:** **§8 pairing & trust hardening** (mandatory PIN by default + delegated approval), the M4 client presenter + iOS (§6), and a Windows host (§7 — now **de-risked via SudoVDA**, no custom signed driver needed). ## 1. Reliable headless KDE/compositor spawning ✅ *(done — Phase 1 + 2)* Startup is a chain of timing-sensitive handoffs with no readiness checks — each is a blind `sleep`, one-shot timeout, or silent fire-and-forget that fails into a black screen. - **Phase 1 (S):** replace `run-headless-kde.sh`'s blind `sleep 2` with an active readiness wait (kwin socket + `wl_display` roundtrip + `zkde_screencast` global advertised + KWIN_PID alive); add a `punktfunk-host probe-compositor` subcommand (reuses kwin.rs's registry roundtrip); move the portal restart to *after* readiness and precede it with `systemctl --user import-environment` + `dbus-update-activation-environment` (the missing env import — the Sway script does this, the KDE one doesn't). - **Phase 2 (M):** bounded retry-with-backoff around `vd.create()` + first-frame (permanent vs transient); a PipeWire negotiation watchdog with zero-copy→CPU auto-fallback ("no PipeWire frame within 10s" → recovery or precise diagnosis); fix `set_custom_refresh` to wait for the output, read back the active mode, reconcile encoder fps; harden gamescope node discovery + detect the known-bad-gamescope signature; graceful PipeWire-thread stop. - **Phase 3 (L):** supervised systemd user session (kwin + portal + host) with the readiness probe as an `ExecStartPost` gate, `Restart=on-failure`. ## 2. Offer available compositors in the client ✅ *(done)* Host enumerates which backends are actually available (binary present + version OK: gamescope ≥3.16.22, KWin ≥6.5.6, gnome-shell, sway), advertises the list in the punktfunk/1 Welcome + a mgmt-API field; client sends its pick in the Hello; host honors it per session. Picker in the Apple client + web console. ## 3. Bazzite / install on other devices ✅ *(packaging written — `packaging/`)* Bazzite already ships gamescope + PipeWire + the NVIDIA driver (incl. `libnvidia-encode`); it's Fedora-atomic and the community installs Sunshine via COPR rpm-ostree — the analog. Written: `packaging/rpm/punktfunk.spec` (builds the host from source), `packaging/bootc/Containerfile` (`FROM bazzite-nvidia`), `packaging/bazzite/host.env` (gamescope default), `packaging/copr/` + `packaging/README.md`. The build itself is operator-run (COPR / a Fedora toolbox; not buildable on the Ubuntu dev box). `LICENSE-{MIT,APACHE}` added to match the declared dual license. - **M-Bazzite-1:** a **COPR RPM** (primary) — binary + `60-punktfunk.rules` (→ `/usr/lib/udev/rules.d`) + systemd `--user` unit + `host.env.example`; `Requires` the NVENC ffmpeg-libs Bazzite already pulls; links host `libcuda`/`libnvidia-encode` directly. Install = `rpm-ostree install` + reboot + add to `input`/`render`. Default backend = Bazzite's already-present **gamescope** (minimal session plumbing). - **M-Bazzite-2:** wrap the RPM in a **bootc/OCI image layer** (`FROM ghcr.io/ublue-os/bazzite-nvidia:stable`) for the appliance/"just rebase" experience. - Flatpak only later as an explicitly-degraded convenience build (sandbox fights zero-copy NVENC/dmabuf/uinput). ## 4. Mic passthrough — client mic → host input device ✅ *(done — host side)* The exact mirror of the host→client desktop-audio path. A PipeWire virtual source apps can select = a `pw_stream` with `Direction::Output` + `media.class=Audio/Source`. - New `0xCB` MIC_AUDIO datagram (mirror of `0xC9`) + `NativeClient::send_audio` + ABI `punktfunk_send_audio`. - `audio/source_linux.rs` — near-copy of the capture file, Direction::Output, fed from a jitter buffer (silence-fill underrun, Opus PLC). - Host `mic_thread` (Opus decode → ring → source); teardown RAII, set `node.dont-reconnect`. - Apple capture (AVAudioEngine → Opus). **Opt-in + paired-only** (a remote mic is a privacy surface). punktfunk/1-only. ## 5. Touch + rich DualSense *(decision: commit to full UHID DualSense)* - **Touch — implemented (host path), pending a backend that lands it.** `TouchDown/Move/Up` InputKinds (reuse the abs-pointer `flags=(w<<16)|h` mapping, `code`=touch id); host `inject/libei.rs` requests the `Touchscreen` device type + binds the `Touch` capability and injects `ei_touchscreen` down/motion/up; `punktfunk-client-rs --touch-test` drags a finger. **Validated:** KWin's RemoteDesktop portal *grants* the Touchscreen device type, but its EIS server creates **no touchscreen device** (headless KWin) — so touch currently no-ops on KWin (now logged once). The code is correct; it needs a backend that exposes `ei_touchscreen` (gamescope / newer KWin / the real iPad client path) to land. wlroots: no virtual-touch wired. - **Rich DualSense — HID backend built & validated live.** `inject/dualsense.rs`: a hand-rolled `/dev/uhid` codec (no bindgen) presenting a genuine USB DualSense (vendor 054C/0CE6, the 232-byte inputtino report descriptor) bound by the kernel `hid-playstation` driver. The mandatory GET_REPORT feature handshake (calibration 0x05 / pairing 0x09 / firmware 0x20) is answered, so the kernel creates the full device (gamepad/motion/touchpad/lightbar). Input report `0x01` is built from gamepad frames; output report `0x02` is parsed for LED RGB, player LEDs, and **adaptive trigger effects (L2/R2)**. Protocol carries new side-planes: rich-input `0xCC` (touchpad/motion) + HID-output `0xCD` (LED/triggers). `/dev/uhid` udev rule shipped. - **Rich DualSense — Phase C/D/E end-to-end, validated live.** `PUNKTFUNK_GAMEPAD=dualsense` selects a per-session `DualSenseManager` (the `PadBackend` enum in `m3.rs`): client gamepad frames build the DualSense report; the kernel's feedback comes back as `HidOutput` on the **0xCD** plane (lightbar / player LEDs / adaptive triggers) while **rumble stays on the universal 0xCA plane** (so non-DualSense clients still feel it); touchpad + motion ride the **0xCC** rich-input plane (`DualSenseManager::apply_rich`, merged with button state). The connector + C ABI gained `punktfunk_connection_next_hidout` (→ `PunktfunkHidOutput`) and `punktfunk_connection_send_rich_input` (← `PunktfunkRichInput`); header regenerated. Validated on-box: a synthetic-source `m3-host` + `punktfunk-client-rs --rich-input-test` created the real kernel DualSense, drove 0xCC, and decoded 12 live 0xCD events (the kernel's actual lightbar/trigger init reports) — data plane unaffected (600/600 frames). *Remaining:* the Apple client renders adaptive triggers + rumble on a real DualSense (`GCDualSenseAdaptiveTrigger`) — handed off to the client agent for the real playtest. - **Advanced (audio-driven voice-coil) haptics — scoped, NO-GO for now (`docs/dualsense-haptics.md`).** Driven by the DualSense's USB *audio* interface (4-ch, back 2 channels = haptic PCM), not HID — so the UHID backend structurally can't carry it. Three independent walls: host capture needs a kernel rebuild (`CONFIG_USB_DUMMY_HCD` is off → no UDC for an `f_uac2` gadget); **near-zero Linux supply** (only ~5–10 Proton titles via custom Wine patches emit it; `hid-playstation`/Steam Input/RPCS3 don't); and the Apple client can't faithfully replay PCM haptics (CoreHaptics is discrete/pattern- based, no public channel-3/4 routing). Deferred; revisit only if a real DS for capture + a UDC/host path + a PCM-capable client all land. Adaptive triggers (HID, above) deliver the reachable 80%. ## 6. iOS/iPadOS → tvOS *(deferred)* PunktfunkKit is already platform-shared; iOS needs the `UIViewRepresentable` presenter twin + touch capture (#5) + UI. tvOS later. ## 7. Windows as a host *(scoped — `docs/windows-host.md`; de-risked via SudoVDA)* Architecturally an "add a backend" job, not a parallel port: `punktfunk-core` (protocol/FEC/ crypto/C-ABI) + QUIC + GameStream + mgmt + the `m3`/pipeline orchestration are all platform-agnostic and already `cfg`-isolated (~95% reuse). New `#[cfg(windows)]` backends behind the existing traits: capture (DXGI Desktop Duplication / Windows.Graphics.Capture), encode (Media Foundation / NVENC-SDK with a D3D11 context), input (SendInput + ViGEm), audio (WASAPI loopback + a virtual mic). **The old blocker is gone.** Rather than author + sign our own kernel IDD for the per-client virtual display, use **SudoVDA** (the Sunshine Virtual Display Adapter) — a pre-built, signed Indirect Display Driver that creates virtual displays at arbitrary WxH@Hz on demand. The `VirtualDisplay` backend becomes *"install + drive SudoVDA's control API"* (M effort), not *"write + WHQL-sign a kernel driver"* (XL). That removes the only hard blocker — the Windows host is now a medium, mostly-mechanical port. Recommended start: **Phase 0** — capture an existing monitor to prove the stack end to end; **Phase 1** wires SudoVDA for the native-resolution output. Deferred only because it's unbuildable on the Linux dev box; the trait boundaries are already in the right places. ## 8. Pairing & trust hardening *(next)* The unified host + web-console pairing (arm a window → display the host PIN → user enters it on the client) is built and live. Two changes harden it from "works" to "secure by default": - ✅ **Mandatory PIN pairing by default — done & live** (`§8a`, `serve --native` now requires pairing; `serve --open` disables it). An unpaired client is rejected at the session gate; pairing is via the SPAKE2 PIN ceremony (one online guess, no offline attack) armed from the web console. Validated live: unpaired → "this host requires pairing", then web-armed PIN → "client trusted". Deployed to the dev box + Bazzite. - **Delegated pairing approval** *(next — the ergonomic enabler for "mandatory": pair a device without fetching the host PIN out of band).* Target flow: 1. Device A is already paired (authenticated) to Host X. 2. The user tries to connect Device B to Host X. 3. Host X surfaces a request: *"Allow Device B to pair with Host X?"* 4. The user approves/denies; on approve, Host X admits Device B — binding B's certificate fingerprint — with no PIN typed. Two buildable layers: - **§8b-1 (host + web — achievable now):** an unpaired B that connects to an approval-enabled host is held as a **pending request** `{id, name, fingerprint, requested_at}` in `NativePairing` instead of a flat reject; mgmt gains `GET /native/pending` + `POST /native/pending/{id}/{approve, deny}`; the web console lists pending requests with Approve/Deny. The **operator approves from the console** — delegated approval via the management surface. - **§8b-2 (peer push — needs the client):** the host also pushes the pending request over a paired **Device A**'s live QUIC connection (a new control-plane message); A's app renders the prompt and replies approve/deny — the user's exact "Device A gets a notification" flow. The native/Apple UI is a client-agent task. PIN pairing (§8a) stays the bootstrap — the first device, or when no approver is online. ## 9. Client→host network speed test *(next — prerequisite for a user-settable bitrate)* Before exposing a user-settable bitrate, the client needs a way to **measure what the network actually sustains** between it and the host, so the bitrate picker is informed (suggest/cap a safe value) instead of guesswork that ends in a stuttering stream. - A short **bandwidth probe over the punktfunk/1 data path**: the host bursts a few seconds of FEC-encoded payload (sized like a real high-bitrate stream) while the client measures sustained throughput + packet loss + jitter, and reports the achievable Mbps (plus the FEC-recovered headroom — the GF(2¹⁶) Leopard wall-breaker is exactly what makes a high-loss link still usable). - Surface it in the client UI ("Test network" → "~XXX Mbps · recommended bitrate YYY") and the web console; feed the result into the bitrate control (clamp/suggest) once that lands. - Reuse the existing `Session`/FEC plumbing — a probe is just a non-video AU stream the client byte-counts + times; no new transport. Pairs with bitrate negotiation (bitrate in Hello/Welcome, alongside the mode renegotiation already in place).