# punktfunk Apple client (SwiftUI) The native macOS/iOS client for **`punktfunk/1`** (the post-GameStream protocol). All networking/protocol work — QUIC control plane, UDP data plane, GF(2¹⁶) FEC, AES-GCM, input datagrams, Opus audio, cert pinning — lives in the shared Rust core (statically linked as `PunktfunkCore.xcframework`); this package is the Swift shell: decode (VideoToolbox), present (SwiftUI), input capture. ## Status — first light achieved (2026-06-10) Validated live, Mac ↔ Linux box over the LAN: gamescope virtual output → NVENC HEVC → `punktfunk/1` (GF(2¹⁶) FEC + AES-GCM over UDP, QUIC control) → VideoToolbox → `AVSampleBufferDisplayLayer` on glass at 1280×720@60, with mouse/keyboard flowing back as QUIC datagrams into the host's gamescope EIS injector (thousands of events injected during the session). Headless variant of the same proof: `RemoteFirstLightTests` decoded 60/60 received AUs spanning 983 ms of host capture clock. The connector underneath (`punktfunk_core::client::NativeClient` over the C ABI) carries the full session: video AUs, **Opus audio** (`nextAudio()`), **rumble** (`nextRumble()`), input incl. gamepads, and **cert pinning + TOFU** (`pinSHA256:`/`hostFingerprint`) — see `m3.rs::tests::c_abi_connection_roundtrip` (three sequential sessions: TOFU, pinned reconnect, wrong-pin rejection). The host (`punktfunk-host m3-host`) is a persistent listener: reconnect at will during development. What's here, all compiled and tested on macOS (Xcode 26.5 / Swift 6.3): - **`PunktfunkKit`** (library) - `PunktfunkConnection.swift` — wrapper over the C ABI. AUs/audio are copied into `Data` (the C pointer is only valid until the next call of the same kind). `close()` is safe from any thread: per-plane locks enforce the C contract ("never close with a `next_au`/`next_audio` in flight") instead of leaving it to callers. Pinning + TOFU via `pinSHA256:`/`hostFingerprint`. - `AnnexB.swift` — in-band VPS/SPS/PPS → `CMVideoFormatDescription`; Annex-B → AVCC `CMSampleBuffer` with `DisplayImmediately` set. - `StreamView.swift` — SwiftUI `NSViewRepresentable` over `AVSampleBufferDisplayLayer` (stage-1 presenter: the layer hardware-decodes compressed HEVC itself). One pump thread per view, token-cancelled so reconnects can't double-pump. - `InputCapture.swift` — `GCMouse` raw deltas + `GCKeyboard` HID→VK mapping (the host's `vk_to_evdev` consumes Windows VKs), with fractional-delta accumulation so sub-pixel motion isn't truncated away. Buttons use GameStream ids (1=left … 5=X2). Scroll arrives via the stream view's `scrollWheel` override instead of GC (trackpad/Magic Mouse gestures never reach GCMouse's scroll dpad), WHEEL_DELTA(120)-scaled. - **`PunktfunkClient`** (the app): hosts grid (saved in UserDefaults), "+" toolbar sheet to add hosts, stream mode in Settings (⌘,), two trust flows — the trust-on-first-use fingerprint prompt over the live-but-blurred stream, and SPAKE2 PIN pairing (`PairSheet`, from a host card's context menu or the trust prompt; `ClientIdentityStore` keeps the client identity in the Keychain and presents it on every connect) — then pinned reconnects, fps/Mb-s HUD. Settings also picks the HOST compositor (KWin/wlroots/Mutter/gamescope, default automatic — the host honors it only if that backend is available there). (Audio playback and gamepad capture are not wired into the app yet — the connector surface is there; see notes 5–6.) - **Tests** (`swift test`): byte-level Annex-B units; a real-codec round trip (VTCompressionSession-encoded HEVC rebuilt as the host's wire shape → `AnnexB` → VTDecompressionSession → pixels); loopback integration against real local hosts (`test-loopback.sh` — stream round trip, plus the PIN pairing ceremony and the `--require-pairing` gate against a second, armed host); the remote first-light test above. ## Build / run / test (on a Mac) ```sh rustup target add aarch64-apple-darwin x86_64-apple-darwin bash scripts/build-xcframework.sh # → clients/apple/PunktfunkCore.xcframework cd clients/apple swift build && swift test # loopback/remote tests self-skip without a host swift run PunktfunkClient # the unbundled dev shell (CLI) open Punktfunk.xcodeproj # the real app: ⌘R builds + runs Punktfunk.app bash test-loopback.sh # full loopback proof: builds punktfunk-host # (synthetic source — runs on macOS), streams # byte-verified frames into the Swift client # against the real host (Linux box, see CLAUDE.md "Running on this box") — m3-host is a # persistent listener, reconnect at will: # PUNKTFUNK_COMPOSITOR=gamescope PUNKTFUNK_GAMESCOPE_APP=vkcube PUNKTFUNK_ZEROCOPY=1 \ # cargo run -rp punktfunk-host -- m3-host --source virtual --seconds 60 PUNKTFUNK_REMOTE_HOST= swift test --filter RemoteFirstLightTests # headless # (+ PUNKTFUNK_REMOTE_PORT / PUNKTFUNK_REMOTE_COMPOSITOR=gamescope|kwin|… / # PUNKTFUNK_REMOTE_PIN= for the remote pairing test) PUNKTFUNK_AUTOCONNECT= PUNKTFUNK_MODE=1280x720x60 swift run PunktfunkClient # on glass ``` ## Xcode project (`Punktfunk.xcodeproj`) The app target **Punktfunk** wraps the same sources as the `swift run` shell (`Sources/PunktfunkClient`, a synchronized folder — no duplication) plus `App/` (asset catalog) and links `PunktfunkKit` from the local package. Generated Info.plist, ad-hoc signing, bundle id `io.unom.punktfunk`. Notes: - **App icon**: `App/Assets.xcassets` ships an empty `AppIcon` slot. For an Icon Composer `.icon`: add the file to the project (target Punktfunk), set it as the App Icon in the target's General tab, and delete the placeholder `AppIcon.appiconset`. Heads-up: CLI `actool` (Xcode 26.5) crashed compiling `punktfunk_Logo.icon` — if Xcode does the same, suspect the icon bundle (it has a duplicate-named layer, "…Layer-3 2.svg"), not the project. - **Tests from Xcode**: the package tests run with `swift test`; to get them on ⌘U, add `PunktfunkKitTests` once via Edit Scheme → Test → + (Xcode persists it into the shared scheme — a hand-written package-test reference doesn't resolve headlessly). - `xcodebuild -project Punktfunk.xcodeproj -scheme Punktfunk build` works headlessly; same for `-scheme Punktfunk-iOS -destination 'generic/platform=iOS Simulator'` (run it in a simulator via `xcrun simctl install/launch` — `SIMCTL_CHILD_PUNKTFUNK_AUTOCONNECT=…` passes the dev autoconnect env through). ## Notes for whoever picks this up next 1. **cbindgen import quirk** (the predicted "small compile fixes", now fixed): the C17-compatible header spells `PunktfunkStatus`/`PunktfunkInputKind` as integer typedefs while the enum *constants* import into Swift as a distinct same-named type — bridge with `.rawValue` (see the top of `PunktfunkConnection.swift`). Don't fight the generated header. 2. **ABI contract**: one video pump thread per connection, plus optionally one *separate* audio drain thread for `nextAudio()`/`nextRumble()` (the core keeps per-plane borrow slots, so the planes never alias); `send()` is enqueue-only and safe alongside all of them. The wrapper's per-plane locks make `close()` safe from anywhere (it waits out in-flight polls, ≤ their timeouts). 3. **Decode flow**: the host opens every stream with an IDR carrying VPS/SPS/PPS in-band and recovery keyframes re-send them — "refresh the format description on every IDR" (what `StreamView` does) is sufficient; there is no out-of-band extradata, ever. 4. **Stage 2 (next)**: explicit `VTDecompressionSession` + `CAMetalLayer` for frame-pacing control (ProMotion/120 Hz), glass-to-glass measurement via `tools/latency-probe` (the host stamps `pts_ns` with its capture wall clock; across machines you need a clock offset estimate from the QUIC RTT). 5. **Audio — wired, both directions.** Playback: `SessionAudio` drains `nextAudio()` on its own thread, decodes through CoreAudio's built-in Opus codec (`OpusCodec.swift` — kAudioFormatOpus, no bundled libopus; round-trip unit-tested) into a priming jitter ring feeding an `AVAudioSourceNode`. Mic: a second engine taps the input device, resamples to 48 kHz stereo, Opus-encodes 20 ms chunks and `sendMic()`s them (the host's virtual PipeWire source accepts any frame size ≤ 120 ms). Speaker/mic are chosen in Settings (`AudioDevices.swift` — persisted by UID; "System default" leaves the engines unpinned so they follow macOS device changes), mic on/off toggle included; the app asks for mic permission on first use (NSMicrophoneUsageDescription is in the Xcode target). A/V sync and packet-loss concealment beyond silence-fill are still open (AudioPacket.seq/ptsNs carry what's needed). Decode with libopus or `AVAudioConverter`/`kAudioFormatOpus` into an `AVAudioEngine` source node; conceal gaps (drop/dup) rather than blocking — the Rust side buffers 320 ms and drops the newest packet when the puller lags. Wall-clock `ptsNs` shares the host clock with video AUs for A/V sync. Wiring this into `PunktfunkClient` is the next app-side task. 6. **Gamepads**: `GCController` → `.gamepadButton(...)`/`.gamepadAxis(...)` events (wire contract documented on the constructors; the host accumulates them into a virtual Xbox 360 pad). Poll `nextRumble()` and feed `GCDeviceHaptics` for force feedback. Client-side capture isn't in `InputCapture` yet. 7. **Trust — the full ceremony exists now (SPAKE2).** `generateIdentity()` once (persist both PEMs in the Keychain), then `pair(host:identity:pin:name:)` with the 4-digit PIN the host prints when it ARMS pairing (`--allow-pairing`/`--require-pairing`; one PIN per arming window, shown at startup — the user reads it before pairing). Returns the host's VERIFIED fingerprint; persist it and pass `pinSHA256:` + `identity:` to every connect. Pairing is a real PAKE: a wrong PIN gets ONE online guess (no offline dictionary attack), throwing `.wrongPIN`; a wrong-size pin throws `.invalidPin`. `PunktfunkClient` implements both flows: the TOFU fingerprint sheet keeps working against hosts not running `--require-pairing`, and the PIN ceremony is wired in — `ClientIdentityStore` (Keychain) on every connect, `PairSheet` from a host card's context menu or the trust prompt's "Pair with PIN instead…" (the host's accept loop is sequential, so that path drops the live session before pairing). With `--require-pairing` the host now authorizes clients too (the "other direction" is no longer open, opt-in per host); the whole gate is regression-tested in `testPairingCeremonyAndRequirePairingGate`. 7b. **Resize without reconnect**: `requestMode(width:height:refreshHz:)` mid-stream — the host rebuilds at the new mode in ~90 ms; the first new-mode AU is an IDR with fresh parameter sets (the refresh-on-IDR decode flow handles it untouched) and `currentMode()` reflects the switch. Wire it to window-resize events. 8. **Input capture** (stage 1): capture is a deliberate, reversible STATE owned by `StreamLayerView`, Moonlight-style. Engaged when the stream starts / trust is confirmed and when the user clicks into the video (that click is suppressed toward the host); released by ⌘⎋ (toggles) or focus loss; NEVER engaged by mere app activation — activating clicks may be title-bar drags or resizes, which used to get their cursor warped away mid-drag. While captured: the local cursor is hidden + frozen mid-view (the host renders its own), all input is forwarded, and the view consumes key events as first responder so unhandled keyDowns don't beep — ⌘-combos still work locally (⌘D disconnect, ⌘Q) *and* reach the host via GC. While released: nothing is forwarded (`InputCapture.forwarding` gates the GC handlers; held keys/buttons are flushed host-side on release so nothing sticks down), the cursor is free, and the HUD shows "Click the stream to capture input". GC handlers only fire while the app has focus, and focus loss also auto-releases everything held. One live capture per process (the GC mouse/keyboard singletons have a single handler slot — ownership is tracked so a stale capture's stop() can't clobber a newer one). 9. **iOS/iPadOS — ported and first-lit** (iPad simulator ↔ the real host, 60 fps). `BUILD_IOS=1 bash scripts/build-xcframework.sh` builds device + universal-simulator slices; the Xcode project has a second target, **Punktfunk-iOS**, sharing the same synchronized sources. The iOS `StreamView` (StreamViewIOS.swift — same name/signature as the macOS one, so the SwiftUI shell is identical) hosts the shared `StreamPump` in a view controller for `prefersPointerLocked`: with a hardware mouse/trackpad that is the iPadOS cursor capture (system honors it fullscreen-and-frontmost; in Stage Manager it degrades to both-cursors forwarding). Touch is always forwarded — every finger gets a wire touch id and coordinates map through the aspect-fit letterbox into host-mode pixels (surface == host mode, so the host rescale is the identity). `InputCapture` is cross-platform (GC works the same on iPadOS; ⌘⎋ is detected from the HID stream there); audio routes via `AVAudioSession` (the Settings device pickers are macOS-only). For the iPad-with-external-display setup: the target enables multiple scenes + indirect input events — on Stage Manager iPads, drag the punktfunk window onto the external screen and the stream runs there with full keyboard/mouse/touch. While streaming the session is immersive (edge-to-edge, status bar + home indicator hidden) and the iPadOS cursor is hidden over the video (`UIPointerInteraction` `.hidden()` — visible again when ⌘⎋ releases capture); on iOS first run the stream mode defaults to the device's native screen so the video fills the display. Known gaps: true pointer LOCK (`prefersPointerLocked`) isn't consulted through UIHostingController, so the hidden cursor can still drift onto a second screen (fixing it means putting the controller into the UIKit presentation chain); and AVAudioSession interruptions (calls, Siri) don't auto-restart the audio engines yet (reconnect recovers). ## Known limitations of the current host (relevant to client UX) - One session **at a time** (the listener is persistent, but a second concurrent client waits in the accept queue until the current session ends — the virtual output and encoder are single-tenant). - Mid-stream renegotiation (resolution change without reconnect) is designed-for but not implemented (the Welcome is one-shot today). - Host-side gamepad injection needs `/dev/uinput` access on the box (udev rule from `docs/linux-setup.md`).