# Controller-only mode (Deck / desktop as a remote gamepad) > **Status:** **DESIGN — not yet implemented.** Locked decisions (2026-06-29): build the > **full-fidelity** path directly (no plain-Xbox interim), capture this as a doc before code. > This is the **session-shape** complement to `design/steam-controller-deck-support.md` (which is > the **input-fidelity** work: capturing the Deck's paddles/trackpads/gyro and injecting a virtual > `hid-steam`/DualSense device). Controller-only mode reuses that capture + inject pipeline > verbatim; it only adds a negotiated "no video / no audio" session shape so the Deck can be a > wireless gamepad for a PC **without** the wasteful return video stream. ## 1. Goal + the use case Let a punktfunk client (a Steam Deck, but also any desktop with a controller) connect to a punktfunk host and forward **only controller input** — no video stream, no audio stream. The host user watches their **own** monitor; the Deck is just a wireless, full-fidelity gamepad. Rumble / lightbar / adaptive-trigger / HID feedback still flows back on the existing side planes. Concretely this turns the Deck into: - a **couch controller** for a PC wired to a TV — gyro aim, both trackpads, the 4 back grips, with **lower** latency than streaming (no encode/decode round-trip at all), and no bandwidth wasted on a video feed you aren't looking at; - one of **several** Decks/pads driving one shared-screen PC for local co-op (rides the multi-pad work already in flight); - a way to use the Deck's superior input surface (trackpads + gyro) on a game running on a beefier host. **Non-goal (for v1):** forwarding a real keyboard/mouse. The Deck's trackpads/gyro are carried as *gamepad* fidelity (DualSense/Steam touchpad + motion planes), which is display-independent (§5). A genuine keyboard/mouse forward rides the libei/portal pointer path, which is *not* display-independent — deferred to a follow-on (§9). ## 2. Does SteamOS already do this? — No, and that's the opening Researched 2026-06-29 (web). Summary of why this is worth building: - **Officially**, Valve's only endorsed "Deck as a controller for another PC" path is **Steam Remote Play / Steam Link in reverse** — but it **always streams the game's video to the Deck** even though you're looking at the PC's monitor. A dedicated controller-only mode has been requested since **July 2022** (Steam community thread) and the matching `ValveSoftware/SteamOS` issue **#1623 is "Closed as not planned."** SteamOS 3.8 (Jun 2026) and the new standalone Steam Controller (2026 hardware) did **not** add it. - **Community/DIY** splits three ways, all low-popularity (25–129★), several stale or "currently broken": USB-C HID gadget (**GadgetDeck** — wired-only, BIOS Dual-Role toggle, no gyro/trackpad, unmaintained), Bluetooth HID (**steamdeck-bt-controller-emulator** — pairing/recognition pain + BT latency), and network (**Deckpad** → commercial *paid* VirtualHere USB-over-IP, "currently broken"; **swicd-remote-gamepad** → ViGEm, Windows-only, experimental). - **The ceiling every existing tool hits:** none cleanly carries the Deck's **gyro + dual trackpads + the 4 back buttons (L4/L5/R4/R5)** to the remote host, because Steam's emulated Xbox pad (`28DE:11FF`) hides them. punktfunk is uniquely positioned: it already has a low-latency QUIC input back-channel, host-side virtual Xbox-360 / DualSense / DS4 (and, in flight, `hid-steam`) pad injection with rumble/lightbar/ adaptive-trigger feedback, and SDL3 capture. Controller-only mode + the `steam-controller-deck-support.md` capture work together deliver exactly the gap nobody else fills. Sources (load-bearing): SteamOS issue #1623 (closed not-planned) ; Steam community controller-only-mode request ; Valve FAQ ; GadgetDeck ; Deckpad ; Steam Deck HID deep-dive . ## 3. The key synergy: controller-only mode *dissolves* the Game-Mode capture wall `steam-controller-deck-support.md` §6 / Wall A: on the Deck, SDL3's HIDAPI driver can open the raw `28DE:1205` and expose paddles + both trackpads + gyro as a first-class SDL gamepad — **but in Deck Game Mode, Steam Input grabs the device exclusively** and re-presents it as the gutted `28DE:11FF` virtual XInput pad, so the rich controls silently vanish. The only escape there is the disable-Steam-Input-per-title UX. **Controller-only mode's natural launch context avoids that wall entirely.** The use case is "the Deck is a controller, no game runs on the Deck" → it runs as a **desktop-mode / standalone app**, where Steam Input is **not** managing the internal pad, so SDL3 binds `28DE:1205` and gets full fidelity with no UX gymnastics. So the two features are mutually reinforcing: controller-only mode is the very scenario in which full-fidelity Deck capture "just works." The capture-side rule is therefore the same one §6 documents, and the client **must verify at runtime it opened `28DE:1205` (HIDAPI GUID ending `6800`), not `28DE:11FF`** — if it only sees `11FF`, Steam owns the pad and gyro/trackpad/grips are unavailable; surface that to the user. ## 4. Architecture — input plane is already decoupled from video A punktfunk/1 native session already runs **two independent transports** (verified in-tree): - a **QUIC** control connection that carries the `Hello`/`Welcome`/`Start` handshake **and every side plane** as datagrams demuxed by first byte: input `0xC8`, rich input `0xCC` (DualSense/Deck touchpad + motion), mic uplink `0xCB`, audio `0xC9`, rumble `0xCA`, HID-out `0xCD`; - a **raw-UDP data plane** (`Session`, FEC + AES-GCM) that carries **only** the video AUs. **Input never touches the UDP data plane** — it rides QUIC datagrams. So an input-only session is "run the QUIC handshake + side planes, never bind/open the UDP data plane." The honest work is making **both** ends *skip the data plane* and, on the host, *not spin up a virtual display + encoder* (a desktop PC the operator is watching has no reason to allocate a headless virtual output or burn an NVENC slot). Critically: **gamepads are system-global kernel devices, not tied to any virtual output.** The per-session `PadBackend` (`punktfunk1.rs:1396`) creates an Xbox-360 pad on `/dev/uinput`, or a DualSense/DS4/Steam pad on `/dev/uhid` — all visible to Steam/Proton/every game on the host's real seat with **zero** display involvement. Rumble/HID feedback (`0xCA`/`0xCD`) and DualSense/Deck touchpad+motion (`0xCC` rich input, `apply_rich` at `:1467`/`:1606`) flow on the same per-session input thread, also display-independent. So a controller-only session needs **no virtual display, no compositor, no portal grant, no encoder** — just the input thread + the pad backend. `clients/probe --input-test` already proves the shape: it connects, streams scripted gamepad datagrams the host injects into a real pad, and never decodes video. ## 5. Protocol / ABI change — one `session_flags` byte (additive, fwd-compatible) Reuse the **exact** trailing-byte back-compat discipline `Hello`/`Welcome` already apply to `compositor`/`gamepad`/`video_caps`/`audio_channels` (`quic.rs:655-882`). Add a **session-flags** byte as the new last trailing field on both. ``` quic.rs (core): pub const SESSION_INPUT_ONLY: u8 = 0x01; // bit 0 of session_flags Hello { …, audio_channels: u8, session_flags: u8 } // new trailing byte after audio_channels Welcome { …, audio_channels: u8, session_flags: u8 } // echoes the resolved shape (offset 66) ``` ### 5.1 Encode (placeholder discipline) `Hello::encode` already emits `video_caps` / `audio_channels` only when non-default, emitting upstream placeholders so each lands at a deterministic offset. Extend the same logic: ``` need_placeholders = video_caps != 0 || audio_channels != 2 || session_flags != 0; // video_caps emitted when video_caps != 0 || audio_channels != 2 || session_flags != 0 // audio_channels emitted when audio_channels != 2 || session_flags != 0 // session_flags emitted when session_flags != 0 (one more trailing byte, after audio_channels) ``` `Hello::decode` reads it one past `audio_channels` (i.e. `video_caps_off + 2`), defaulting to `0` (no flags) when absent → an older peer requests an ordinary video session, byte-identical wire. `Welcome` is simpler (fixed-position trailing bytes): append `session_flags` at **offset 66**, `b.get(66).copied().unwrap_or(0)`. > **Why a flags byte, not an overloaded `Mode{0,0,0}` sentinel:** a flag is explicit and leaves > room for future session-shape bits (e.g. audio-only, input+audio). `Mode` stays strictly a > display mode. (Open question 7.1 — confirm with the user, but this is the recommendation.) ### 5.2 ABI - New `connect_ex` rung in the existing ladder (the `connect_exN` precedent) that takes a `session_flags` (or a bool `input_only`) and stores it on `NativeClient`; legacy `connect_ex*` stay byte-for-byte. Regenerate `include/punktfunk_core.h` (CI fails on drift). - New constant `PUNKTFUNK_SESSION_INPUT_ONLY = 0x01`. - `next_au` / `next_frame` / `next_audio` simply return `NoFrame`/`Closed` in an input-only connection; `send_input` / `send_rich_input` / `next_rumble` / `next_hidout` are unchanged — they are already the full input-only surface. ## 6. Host changes — `serve_session` branch (`punktfunk1.rs:508`) Branch on `hello.session_flags & SESSION_INPUT_ONLY`. When set: | Step | Today (video session) | Input-only | |---|---|---| | `--max-concurrent` permit (`:640` `_permit`) | acquired (NVENC slot) | **skip** — input-only must not consume a GPU slot (§7.4) | | `validate_dimensions` (`:654`) | required | **skip** | | `resolve_compositor` (`:668`) | required (Virtual source) | **skip** — no virtual display | | bit-depth / chroma / HDR / 444 probes, bitrate clamp | run | **skip** | | `Welcome` (`:794`) | real mode + udp_port + caps | **sentinel** mode `{0,0,0}` + `udp_port=0` + `session_flags=INPUT_ONLY`; still carries the resolved `gamepad` backend | | `Start::decode` (`:845`) | read client udp port | read + **ignore** (harmless no-op) | | `input_thread` spawn (`:980`) | spawn | **spawn (unchanged)** — this is the whole point | | client→host datagram demux (`:989`) | spawn | **spawn (unchanged)** — `0xC8`/`0xCC`/`0xCB` in, `0xCA`/`0xCD` out | | `audio_thread` (`:1032`, already gated on `source==Virtual`) | spawn | **skip** (add `&& !input_only`) | | `virtual_stream(SessionContext{…})` (`:1155`) — the only place a display+encoder open and the UDP socket binds | run | **replace** with `await stop / conn.closed()` — no UDP bind happens (the bind lives inside that block), no display, no encoder | | teardown (`:1190+`) | releases input thread + pads + held keys | **unchanged** — already correct | Net host change is mostly **guards and deletions in one function**; no hot-path, FEC, crypto, or injector changes. `cfg`-clean on Windows (no compositor/`virtual_stream` there either; the XUSB/UMDF pads are likewise system-global, SendInput is irrelevant in a gamepad-only mode). ### 6.1 Pad backend / fidelity (reuses `steam-controller-deck-support.md` verbatim) The full-fidelity path is **entirely** the in-flight Deck/DualSense inject work — controller-only mode adds nothing here, it just runs it without video: - Deck → host resolves the **Steam `hid-steam`** backend (Linux UHID) when available so Steam Input re-emits `28DE:11FF` with the user's bindings + correct glyphs; trackpads → `RichInput::TouchpadEx` (`0xCC 0x03`), gyro/accel → `RichInput::Motion` (`0xCC 0x02`), back grips → `BTN_PADDLE1..4` (`0xC8` bits). See that doc §4–§7. - Where a real Steam pad is unavailable, the **DualSense remap fallback** (`steam_remap.rs`) folds Steam-only inputs into a virtual DualSense (gyro→motion, right pad→touchpad, grips→configured fallback) so nothing is silently dropped. - `GamepadPref` resolution policy is that doc's §7 — **unchanged**; the Welcome echoes the real resolved backend (honest downgrade). ## 7. Client changes ### 7.1 Core connector (`client.rs::worker_main:714`) Thread an `input_only` flag in. When set: do the full `Hello`/`Welcome` handshake and spawn the input/mic/rich/ctrl/datagram-demux tasks (so `send_input`/`send_rich_input` + `next_rumble`/ `next_hidout` keep working), but **skip** the UDP port reservation + `Start`-derived `UdpTransport::connect` + `Session` + the data-plane pump (`:810-849,1041`). `next_frame`/ `next_audio` return `Closed`/`NoFrame`. ### 7.2 Deck / Linux client (`clients/linux`) — a "Use as controller" path Add a connect path that opens the connection **input-only** and runs **only** the app-lifetime `GamepadService` (`clients/linux/src/gamepad.rs`) — it already `attach`es the connector, forwards pads via `send_input` (`:161`), DualSense/Deck touchpad+motion via `send_rich_input`, and drains `next_rumble` (`:566`)/`next_hidout` (`:583`). **Do not** run `session.rs`'s video/audio pump (`:135-200`) — no decoder, no video window, no PipeWire player. UI is a minimal "Connected as controller — · " status surface (battery, latency, a Disconnect button), no video widget. On the Deck specifically: set `SDL_JOYSTICK_HIDAPI_STEAMDECK`/`HIDAPI_STEAM` before `sdl3::init()`, resolve `GamepadPref::SteamDeck` from VID `0x28DE`, and **assert the opened device is `28DE:1205` (HIDAPI GUID `…6800`), not `11FF`** — if `11FF`, show "Steam is managing this controller; full gyro/trackpad/grip fidelity needs desktop mode / Steam Input off." (Capture mechanics = `steam-controller-deck-support.md` §6.) ### 7.3 Other clients `clients/windows` gets the same input-only connect + SDL `GamepadService`-only path (XUSB/UMDF pads are system-global; no SwapChainPanel/decode). Apple/Android: parity is optional and lower-priority — the connector ABI already exposes everything; a "controller-only" UI mode is a small add once the core flag lands. Scope per the user's roadmap, not blocking. ### 7.4 Session lifetime / accounting An input-only session is long-lived (until disconnect), like a video session, but must **not** count against `--max-concurrent` (it holds no NVENC) and should be **exempt** from any `--seconds` duration cap. The mgmt API / web console should list it distinctly (it is **not** a "stream" — no fps/bitrate/mode), and `--max-sessions` accounting should likely treat it as its own class (open question 8.x). mDNS advertisement is unchanged (the host already advertises native service; input-only is a per-session negotiation, not a service variant). ## 8. Security / trust — unchanged A controller-only session is a **full punktfunk/1 session**: same SPAKE2 PIN pairing / TOFU / `--require-pairing` gate, same QUIC client-auth + pinned-fingerprint trust. The *only* difference is the absent data plane. No new attack surface — if anything less (no UDP socket, no FEC reassembler, no decoder fed attacker bytes). The host still requires `/dev/uinput` (+ `/dev/uhid` for DualSense/ Steam) writable — the documented `input` group + `60-punktfunk.rules` setup. ## 9. Milestones - **M1 — protocol + ABI:** `session_flags` byte + `SESSION_INPUT_ONLY` on `Hello`/`Welcome` with round-trip + old-peer-default unit tests; new `connect_ex` rung; regenerate the C header. - **M2 — host branch:** `serve_session` input-only path (skip display/encoder/audio/permit, keep input thread + pads), `cfg`-clean on Windows. Loopback test: handshake completes, **no UDP data plane binds**, gamepad events still inject into a real uinput pad. - **M3 — Deck/Linux client:** "Use as controller" connect + `GamepadService`-only run; `28DE:1205` vs `11FF` runtime check + user messaging. - **M4 — full fidelity on-glass:** with `steam-controller-deck-support.md`'s Deck capture + inject, validate Deck (desktop mode) → host: paddles + both trackpads + gyro reach the host pad, Steam Input re-emits with bindings/glyphs, rumble returns. Glass-to-glass input latency vs a wired pad. - **M5 — Windows client parity + mgmt/web "controller session" surfacing.** - **M6 (deferred) — keyboard/mouse forward** over the libei/portal path (needs the active-session RemoteDesktop grant; not display-independent). ## 10. Risks / open questions **Open questions (decide with the user):** 1. **`session_flags` byte vs `Mode{0,0,0}` sentinel** for "no video" — recommend the explicit flags byte (room for future shapes). *(Recommended; confirm.)* 2. Should an input-only session be **exempt** from `--max-concurrent` and `--seconds`? (Recommend yes — it holds no GPU.) 3. Should mgmt/web track controller-only sessions as a distinct class (no fps/bitrate/mode), and should `--max-sessions` count them? 4. Deck default backend: **Steam `hid-steam`** (best — Steam Input bindings/glyphs) vs **DualSense** (works off-Steam too). Tie to `steam-controller-deck-support.md`'s resolution policy. **Risks:** - **Capture wall (inherited):** full fidelity requires SDL to bind `28DE:1205`; if the Deck is in Game Mode / Steam owns the pad, it degrades to `11FF` (sticks/buttons only). Mitigated by the desktop-mode use case + runtime check + user messaging (§3, §7.2). - **Host `/dev/uinput`(+`/dev/uhid`) perms** — a normal desktop PC operator must do the one-time input-group/udev setup for the virtual pad to appear (already documented). - **Handshake assumes a data plane:** `Start{client_udp_port}` + non-zero `udp_port` in `Welcome` must become harmless no-ops (send 0 / ignore) without shifting the legacy wire — the trailing-byte placeholder discipline is fragile; **add round-trip + old-peer tests** (M1). - **Control-channel messages** (LossReport/Reconfigure/Probe/ClockProbe) assume a data plane; the host (`:881`) + client (`:935`) control tasks must tolerate an input-only session with none — mostly already fine since those are reactive. - **Windows parity:** verify the input-only branch compiles `cfg`-clean where there is no compositor/`virtual_stream`. ## 11. Validation plan **Loopback (no hardware):** - `quic.rs`: `session_flags` encode/decode round-trip; old-peer (no flags byte) → ordinary session; flags coexist with non-default `video_caps`/`audio_channels` (placeholder offsets hold). - Host: an input-only synthetic host+client asserting (a) handshake completes, (b) **no UDP socket binds**, (c) no display/encoder opens, (d) scripted `0xC8`/`0xCC` events inject into a real pad, (e) `0xCA`/`0xCD` feedback returns. Extend the `clients/probe` / `test-loopback.sh` harness. **On-box / on-glass (with `steam-controller-deck-support.md` landed):** - Deck (desktop mode) → this host, controller-only: confirm `28DE:1205` opens (not `11FF`); paddles + both trackpads + gyro reach the host pad; Steam Input on the host re-emits with bindings/glyphs; rumble round-trips; measure input-only latency vs a wired pad and vs the streaming path. - Confirm the host opens **no** virtual output / encoder (logs) and the session does **not** consume a `--max-concurrent` slot (run alongside N video sessions).