cargo tree -p punktfunk-client-session finds no ffmpeg. The host still does, which is the whole point: pf-encode keeps libavcodec unconditionally and no host workflow, packaging script or licence file was touched. Deleted: crates/pf-ffvk, video_vulkan.rs, video_vaapi.rs, video_libav.rs, the libavcodec half of video_d3d11.rs, the av_log machinery, ffmpeg::codec::Id as the decoder's vocabulary (the quic CODEC_* wire constants now serve, which is why the evidence table was keyed on them), DecodedImage::VkFrame and ::Dmabuf, the presenter's AVVkFrame lane, and the ffmpeg-fallback feature with everything behind it. DrmFrameGuard collapses from an enum to a newtype, which removes an unsafe impl Send. Roughly 25,000 lines. Then the CI, packaging, licensing and docs work the plan's §6 lists: the Windows workflows lose FFMPEG_DIR, PF_FFVK_VULKAN_INCLUDE and their PATH prepend; the MSIX loses its DLL wildcard; the client .deb stops emitting libav sonames on its own because depends come from dpkg-shlibdeps; arch, flatpak and nix drop the dependency; and the README's "FFmpeg 7 or 8" contract narrows to the host. Three defects reached users' machines in the first cut, and none was in the deletion itself. All three desktop Settings UIs offer vulkan, vaapi and d3d11va as stored decoder values, so those strings sit in shipped settings files today. Refusing them by name — which is the correct rule for a stale pin — would have bricked every upgraded client whose owner ever touched that dropdown. They now migrate onto the native rung for the same hardware family, at decoder construction AND at each dialog's lookup, because a legacy value that matches no preset displays as "Automatic" and silently rewrites the user's preference on the next save. M9's evidence filter was deleted on the argument that with no libavcodec twin below, barring an unproven rung removes hardware decode rather than moving down one rung. That is true on Windows and false on Linux for Intel and every unknown vendor id, where prefer_vulkan_first is false and the order is native-vaapi → native-vk: a rung that has decoded nothing anywhere sitting above one that is 250/250 on three drivers. Every Intel Linux desktop would have moved from libavcodec VAAPI, shipping for years, onto pf-vaadec by default — and a rung that constructs and then produces wrong pixels leaves only by the error-streak demotion, which this codebase already documents as not tripping on the B580's strobing. The filter is restored as a narrow, pure, testable rule: an unproven rung yields to a proven one, and to nothing else. Windows deliberately passes no rung below, because that vendor family is the one with a measured wrong-pixel report against Vulkan decode, and trading no evidence for evidence of corruption is the wrong direction. And the notices still said FFmpeg was bundled. The root file is what both desktop clients include_str! and what the MSIX ships, three lines under the new card saying no FFmpeg is bundled; Apple's Acknowledgements said it too, on iOS, tvOS and macOS. The generator now emits four per-client files scoped by transitive closure — 0 FFmpeg mentions in each, verified — while the root file keeps it for the host. That also ends the standing false attribution of ffmpeg-next, GTK4, windows-rs and the NVENC SDK to an iPhone. Windows has no reachable box, so it was compiled instead: a cross clippy at -D warnings on x86_64 and aarch64-pc-windows-msvc with the C toolchain stubbed so build scripts run without linking. That gate immediately caught an include_str! path one directory too deep, which nothing else could have. Gates: container clippy -D warnings, 160 tests, workspace check, both Windows targets clean, client ffmpeg count 0 and host 2. The four decode crates are untouched, so the hardware rungs' 250/250 stands. ⚠ Owed and unrun: no GPU has executed any of this milestone. M8's on-glass software check, M7's D3D11 and VAAPI AV1 hardware legs, and M9's field bake all still want hardware, and the bake window and criteria remain the user's.
264 lines
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Markdown
264 lines
19 KiB
Markdown
<p align="center">
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<img src="assets/punktfunk-logo.svg" alt="Punktfunk" width="320" />
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</p>
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<p align="center"><b>Low-latency desktop and game streaming with first-class Linux and Windows hosts.</b></p>
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Run the host on a Linux machine or a Windows PC, connect from a Mac, PC, phone, tablet, or TV, and
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stream your desktop or games — each device at its **own native resolution and refresh rate**, over
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your local network.
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📖 **Documentation: [docs.punktfunk.unom.io](https://docs.punktfunk.unom.io)** — start with
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[How It Works](https://docs.punktfunk.unom.io/docs/how-it-works) or the
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[Quick Start](https://docs.punktfunk.unom.io/docs/quickstart).
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💬 **Community: [Discord](https://discord.gg/kaPNvzMuGU)** — chat, support, and **Android beta
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access** · **[r/Punktfunk](https://www.reddit.com/r/Punktfunk/)**.
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🔒 **Security:** found a vulnerability? Report it privately to **security@punktfunk.com** — see
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[SECURITY.md](SECURITY.md). Please don't open a public issue.
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Punktfunk pairs a **virtual-display streaming host** with native clients on every platform. It speaks
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the existing **GameStream** protocol, so any [Moonlight](https://moonlight-stream.org/) client works
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day one — and adds its own faster **`punktfunk/1`** protocol that breaks the ~1 Gbps FEC wall with a
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**GF(2¹⁶) Leopard-RS** transport. A single shared **Rust core** (`punktfunk-core`) holds the
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protocol, FEC, and crypto, linked into the host and every native client — directly as a Rust crate
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on Linux and Windows, and over a stable C ABI from the Apple and Android apps.
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## What makes it different
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- **Your device's exact mode.** For each client that connects, the host spins up a virtual display
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sized to that device — 1080p60 to a laptop, 1440p120 to a desktop, 4K to a TV, all at once. No
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letterboxing, no scaling, no rearranging your real monitors.
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- **Displays you configure, not just create.** Keep a game's display (and the game) alive across
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disconnects so a reconnect drops straight back in; make the stream your sole desktop or extend
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alongside your monitors; let several devices become monitors of one desktop; keep each client's
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scaling. One-click presets in the console — a dedicated couch box, a shared desktop, a multi-monitor
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workstation. See [Virtual displays](docs-site/content/docs/virtual-displays.md).
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- **A real virtual display on Windows, too.** On Linux the host uses per-compositor virtual outputs;
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on Windows you get the same on-the-fly virtual display — at the client's exact mode, no physical
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monitor or dummy HDMI plug, even on the secure desktop (UAC / lock screen). It also has **its own
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indirect display driver (IDD)** the host pushes finished frames straight into, rather than scraping
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a screen — tight, push-based integration that's unusual for a Windows streaming host.
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- **Low latency, GPU end to end.** Frames go straight from the compositor to the NVENC encoder with
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zero CPU copies (dmabuf → CUDA/Vulkan → NVENC), over a transport tuned for responsiveness rather
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than throughput. Stable 240 fps at 5120×1440; sub-millisecond capture-to-reassembly on-box,
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~1.3 ms cross-machine on a LAN. (On Linux AMD/Intel, Vulkan Video for HEVC and AV1 with VAAPI for
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H.264 and as the fallback; a GPU-less software H.264 encoder exists as a last resort.)
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- **A library that fills itself.** Steam and non-Steam titles show up as a grid on every client, and
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plugins add their own sources — ROM Manager (your ROM collection, matched to installed emulators),
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Playnite, VirtualHere. Install them from the console's **Plugins** page or with
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`punktfunk-host plugins add`. See
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[Plugins](https://docs.punktfunk.unom.io/docs/plugins).
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- **Works with what you already have.** Any Moonlight/Artemis client connects over GameStream — and
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native apps for macOS, Linux, Windows, and Android use the lower-latency `punktfunk/1` protocol.
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- **Secure by default.** Hosts require a one-time SPAKE2 **PIN pairing**; after that, devices
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reconnect on a pinned identity. No accounts, no cloud. Hosts auto-advertise over mDNS, so clients
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find them on the network without typing an IP.
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## Status
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| Component | State |
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|-----------|-------|
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| **Core** — `punktfunk-core` + C ABI (protocol · FEC · crypto · QUIC) | ✅ Complete & hardened |
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| **GameStream host** → stock Moonlight | ✅ Live end-to-end: pairing, RTSP, audio, per-client virtual output at native resolution, GPU zero-copy NVENC, gamepads |
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| **Native protocol** — `punktfunk/1` | ✅ Validated live: QUIC control + GF(2¹⁶) FEC/AES-GCM data plane, PIN pairing, mDNS discovery, mid-stream mode renegotiation |
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| **Windows host** (Windows 11 22H2+, x64) | ✅ Beta — shipping as a signed installer: its own all-Rust IddCx **virtual display** (secure-desktop capable) with a **sealed IDD-push** capture path — finished frames pushed straight into its own driver, not screen-scraped (no DDA/WGC) · GPU encode (NVENC on NVIDIA, AMF/QSV on AMD/Intel, software H.264 without a GPU) · WASAPI audio · bundled virtual-gamepad drivers (no ViGEmBus) · HDR incl. Vulkan-game HDR. NVIDIA live-validated; AMD/Intel CI-green |
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| **macOS / iOS / tvOS client** (`clients/apple`) | ✅ Streaming live: VideoToolbox decode (HEVC, and AV1 on hardware that decodes it), controllers incl. DualSense, discovery, pairing, speed test |
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| **Linux client** (`clients/linux` + `clients/session`) | ✅ Streaming live: relm4/GTK4 launcher shell that spawns a Vulkan session binary — Vulkan Video / VAAPI / software decode, PipeWire audio, SDL3 controllers, Skia console UI; ships as Flatpak/apt/rpm/Arch |
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| **Android client** (`clients/android`, phone + TV) | ✅ Streaming live: AMediaCodec decode + HDR10, AAudio audio, controllers, discovery, pairing |
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| **Windows client** (`clients/windows`, WinUI 3) | ✅ Streaming live: WinUI 3 shell + Vulkan session presenter, hardware decode on all GPU vendors via Vulkan Video → D3D11VA → software (NVIDIA + Intel validated on glass), WASAPI audio, SDL3 controllers, discovery, pairing; ships as signed MSIX (x64 + ARM64). Hardware decode and HDR10 present validated on glass on NVIDIA and Intel, including HDR pass-through on the Intel D3D11VA path |
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| **Web console + management API** (`web/`) | ✅ TanStack console over the OpenAPI mgmt API: host status, paired devices, on-demand PIN pairing, game library, virtual-display presets, plugin store, GPU selection, performance capture graphs, live host logs, host updates |
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Every native client also ships a tiered **stats overlay** (Compact / Normal / Detailed) with a
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shared vocabulary across platforms, and the session client carries a full gamepad-driven **console
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shell** (`pf-console-ui`): host list, PIN pairing, settings, and an on-screen keyboard.
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The **GameStream host works with a stock Moonlight client** — validated live on NVIDIA hardware
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(RTX 5070 Ti, RTX 4090): PIN pairing that persists across restarts, an app catalog, RTSP/ENet/audio,
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and **video at the client's exact resolution and refresh** via a per-session virtual output (KWin,
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gamescope, Mutter, and Sway/wlroots backends), encoded with GPU **zero-copy** (dmabuf → CUDA/Vulkan →
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NVENC) up to 5120×1440@240. The native **`punktfunk/1`** protocol adds a QUIC control plane and a
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GF(2¹⁶) Leopard-FEC + AES-GCM data plane (p50 ~0.8 ms capture→received at 720p120), with
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mid-stream mode renegotiation and a wall-clock skew handshake so latency stays valid across machines.
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Both run from **one process**: bare `punktfunk-host serve` is the **secure native-only default**
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(`punktfunk/1` + the management API/web console), and `serve --gamestream` additionally enables the
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GameStream/Moonlight-compat planes (opt-in, trusted-LAN only — GameStream has inherent on-path
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weaknesses). The host is managed through a REST API and web console. The **host** builds against
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FFmpeg 7 or 8; the **clients** link no FFmpeg at all — they decode natively (Vulkan Video, DXVA,
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VAAPI, VideoToolbox, MediaCodec, openh264 + rav1d).
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What works where: **[the support matrix](https://docs.punktfunk.unom.io/docs/support-matrix)** ·
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where it's heading: **[the roadmap](https://docs.punktfunk.unom.io/docs/roadmap)**.
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## Install the host
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Pick your platform and install from its package registry — the per-platform guide covers adding the
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repo, first run, and the web console. The Linux host is the primary, most battle-tested path; on
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SteamOS the host is built on-device by a script instead, and a Windows host ships as a signed
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installer (all-vendor: NVIDIA, AMD, Intel).
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| Platform | Install | Guide |
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|--------|---------|-------|
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| **Ubuntu / Debian** (apt) | `sudo apt install punktfunk-host` *(after adding the repo)* | [Ubuntu / Debian](https://docs.punktfunk.unom.io/docs/ubuntu) · [packaging/debian](packaging/debian/README.md) |
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| **Bazzite / Fedora Atomic** (systemd-sysext) | `curl -fsSLO https://git.unom.io/unom/punktfunk/raw/branch/main/packaging/bazzite/punktfunk-sysext.sh && sudo bash punktfunk-sysext.sh install` *(no layering, no reboot; rpm-ostree + bootc also supported)* | [Bazzite](https://docs.punktfunk.unom.io/docs/bazzite) |
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| **Fedora** (dnf) | `sudo dnf install punktfunk` *(after adding the repo; the console comes with it)* | [Fedora](https://docs.punktfunk.unom.io/docs/fedora) · [packaging/rpm](packaging/rpm/README.md) |
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| **Arch / CachyOS** (pacman) | `sudo pacman -Syu punktfunk-host` *(binary repo — always a full `-Syu`)* | [Arch Linux](https://docs.punktfunk.unom.io/docs/arch) · [packaging/arch](packaging/arch/README.md) |
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| **SteamOS / Steam Deck** (on-device build) | `bash ~/punktfunk/scripts/steamdeck/install.sh` *(after cloning this repo to `~/punktfunk`)* | [SteamOS (Host)](https://docs.punktfunk.unom.io/docs/steamos-host) |
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| **Windows** (11 22H2+, x64) | `winget install unom.PunktfunkHost` *(after `winget source add -n punktfunk https://winget.punktfunk.unom.io -t Microsoft.Rest`)* · or the signed `setup.exe` from the package registry | [Windows Host](https://docs.punktfunk.unom.io/docs/windows-host) · [packaging/winget](packaging/winget/README.md) |
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`punktfunk-host` is the streaming host; `punktfunk-web` is the browser console (pairing + status).
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**Linux:** every package ships systemd **user** units, so you don't launch the host by hand. The
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host unit won't start until `~/.config/punktfunk/host.env` exists, so copy the template your package
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installed first:
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```sh
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mkdir -p ~/.config/punktfunk
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# /usr/share/punktfunk/ on Fedora/Arch/Bazzite, /usr/share/punktfunk-host/ on Debian/Ubuntu
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# (on Bazzite take host.env.bazzite instead)
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cp /usr/share/punktfunk/host.env.example ~/.config/punktfunk/host.env
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systemctl --user enable --now punktfunk-host # the streaming host
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systemctl --user enable --now punktfunk-web # the web console (Arch: install punktfunk-web first)
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```
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The shipped host unit runs `serve --gamestream` — the native `punktfunk/1` plane **plus** the
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GameStream/Moonlight-compat planes, which belong on a trusted LAN only; for a native-only host drop
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the flag with a `systemctl --user edit punktfunk-host` drop-in (which needs an empty `ExecStart=`
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line before the replacement — the install guide has the snippet). Then open
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`https://<host-ip>:47992` and pair.
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How the virtual display and input are wired up depends on your desktop — see
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[KDE](https://docs.punktfunk.unom.io/docs/kde) · [GNOME](https://docs.punktfunk.unom.io/docs/gnome) ·
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[Steam / gamescope](https://docs.punktfunk.unom.io/docs/gamescope) ·
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[Sway](https://docs.punktfunk.unom.io/docs/sway).
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**Windows:** the installer registers and starts the host as a `LocalSystem` service, so there is
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nothing to run by hand — open the web console and pair. Use
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`punktfunk-host service start|stop|restart|status` if you need to control it. Upgrades happen in
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place — the console's **Updates** card, `winget upgrade unom.PunktfunkHost`, or the newer
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`setup.exe` over the old install; uninstall from Add/Remove Programs.
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Full instructions: **[docs.punktfunk.unom.io/docs/install](https://docs.punktfunk.unom.io/docs/install)**.
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The console's **Host** page also shows when a newer host is out, along with the exact command for
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how *this* box was installed (or a one-click **Update now** on Windows) — see
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[Updating the host](https://docs.punktfunk.unom.io/docs/updating). To remove it again, or to go back
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to an earlier version, see [Uninstalling](https://docs.punktfunk.unom.io/docs/uninstall) and
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[Release Channels](https://docs.punktfunk.unom.io/docs/channels#pin-a-version-or-roll-back).
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## Connect a client
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| Streaming to… | Use |
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|---|---|
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| Mac, iPhone, iPad, Apple TV | The **Apple app** (`clients/apple`) — also on TestFlight |
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| Linux desktop / laptop | **`punktfunk-client`** (Flatpak / apt / rpm / Arch) |
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| Steam Deck | The **Decky plugin** in Gaming Mode — it launches the client for you ([Steam Deck](https://docs.punktfunk.unom.io/docs/steam-deck)); in Desktop Mode, the Flatpak directly |
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| Android phone or TV | The **Android app** (`clients/android`) |
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| Windows | Native **`punktfunk-client`** (signed MSIX) or **Moonlight** |
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| Scripts, automation, another launcher | **`punktfunk`** — the headless CLI shipped in the Linux client packages (`punktfunk pair`, `punktfunk hosts list --json`, `punktfunk launch <host>`) |
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| Anything else (browser, old phone, smart TV) | **Moonlight** over GameStream |
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Each client discovers hosts on the network automatically and does a one-time
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[PIN pairing](https://docs.punktfunk.unom.io/docs/pairing). Per-device install steps:
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**[/docs/install-client](https://docs.punktfunk.unom.io/docs/install-client)**.
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## Build & test (from source)
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For development, or as an install fallback where no package is available:
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```sh
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cargo build --workspace # core, host, tray, shared client crates, Linux shell + session client, the `punktfunk` CLI, probe (Linux & macOS)
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cargo test --workspace # unit + loopback + proptest + C ABI harness
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cargo clippy --workspace --all-targets -- -D warnings
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cargo fmt --all --check
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cargo run -p loss-harness # FEC loss-resilience sweep (no network needed)
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bash crates/punktfunk-core/tests/c/run.sh # standalone C-ABI link + round-trip proof
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```
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The C header regenerates from `crates/punktfunk-core/src/abi.rs` on every build (cbindgen via
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`build.rs`) into `include/punktfunk_core.h`. The Apple, Android, and Windows clients have their own
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toolchains (Xcode/`swift build`, Gradle, and `cargo` on the MSVC target) — see each client's README
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and the [docs site](https://docs.punktfunk.unom.io).
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## Layout
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```
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crates/
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punktfunk-core/ protocol · FEC · pacing · crypto · QUIC control plane — the C ABI (lib + cdylib + staticlib)
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punktfunk-host/ the host (Linux + Windows): virtual displays · capture · encode · input · GameStream · punktfunk/1 · mgmt
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pf-client-core/ shared client plumbing (Linux + Windows): session pump · native decode ladder · audio · SDL3 gamepads · trust · discovery
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pf-presenter/ Vulkan session presenter: SDL3 window · ash swapchain · frame present · input capture
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pf-console-ui/ Skia console UI for the session client: gamepad shell · stats OSD · pairing · on-screen keyboard
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pf-bitstream/ H.264 / H.265 / AV1 bitstream parsing + per-AU decode plans — the one parser every native rung submits from
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pf-vkdecode/ native Vulkan Video decode (H.264 / H.265 / AV1) on the presenter's own device
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pf-dxvadec/ native DXVA buffer layouts + AuPlan → picparams conversion (the Windows D3D11VA rung)
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pf-vaadec/ native libva buffer layouts + AuPlan → picparams conversion (the Linux VAAPI rung)
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pf-driver-proto/ host ↔ pf-vdisplay driver contract: control IOCTLs + IDD-push frame transport (no_std)
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punktfunk-tray/ host tray icon (Windows notification area / Linux StatusNotifierItem)
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clients/
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apple/ macOS / iOS / tvOS app (Swift · VideoToolbox · Metal · GameController)
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linux/ Linux launcher shell (Rust · relm4 / GTK4 / libadwaita) — spawns the session client to stream
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session/ punktfunk-session, the Vulkan streaming session (Rust · SDL3 · ash · Skia console UI) — also runs standalone (gamescope, Decky)
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windows/ Windows desktop app (Rust · WinUI 3 · D3D11 · WASAPI · SDL3)
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android/ Android phone + TV app (Kotlin · Rust JNI core · AMediaCodec · AAudio)
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cli/ punktfunk, the headless client CLI — pair · hosts · wake · library · launch · punktfunk:// links
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probe/ headless reference / measurement client for punktfunk/1
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decky/ Steam Deck Decky plugin
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web/ web console (TanStack) over the management API — status · devices · pairing · library · displays · plugins · GPUs · performance · logs · updates
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api/openapi.json management-API OpenAPI spec (regenerated via `punktfunk-host openapi`, checked in)
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sdk/ `@punktfunk/host` — TypeScript management-API client + event stream (Effect)
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plugin-kit/ `@punktfunk/plugin-kit` — the plugin authoring kit (bun / TypeScript)
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packaging/ apt · rpm / COPR · Arch · Flatpak · Bazzite sysext + bootc · Windows installer + drivers · winget · Nix · gamescope
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docs-site/ public documentation site (Fumadocs) — https://docs.punktfunk.unom.io
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include/punktfunk_core.h cbindgen-generated C header (checked in)
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tools/ latency-probe · loss-harness (measurement)
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ci/ CI container images (rust-ci · fedora-rpm)
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```
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## Design invariants
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- **One core, linked everywhere.** Protocol, FEC, and crypto live in `punktfunk-core` exactly once,
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exposed over a stable, versioned C ABI (`punktfunk_abi_version()`, `PunktfunkConfig` carries its own
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`struct_size`). Every native client links the same core.
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- **No async on the hot path.** The per-frame pipeline uses native threads only; `tokio`/`quinn` are
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gated behind the off-by-default `quic` feature (control plane only).
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- **Native client resolution, no scaling.** Each session gets a virtual output at exactly the
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client's WxH@Hz; each compositor keeps its own backend behind a shared `VirtualDisplay` trait.
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- **FEC is the wall-breaker.** GF(2⁸) (≤255 shards/block) for Moonlight compatibility; GF(2¹⁶)
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(≤65535 shards/block, SIMD, O(n log n)) for `punktfunk/1` to push past ~1 Gbps.
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## License
|
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Licensed under either of
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- Apache License, Version 2.0 ([LICENSE-APACHE](LICENSE-APACHE) or
|
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<https://www.apache.org/licenses/LICENSE-2.0>)
|
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- MIT license ([LICENSE-MIT](LICENSE-MIT) or <https://opensource.org/licenses/MIT>)
|
||
|
||
at your option — `SPDX-License-Identifier: MIT OR Apache-2.0`.
|
||
|
||
### Contribution
|
||
|
||
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in
|
||
the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any
|
||
additional terms or conditions. See [CONTRIBUTING.md](CONTRIBUTING.md).
|
||
|
||
### Third-party components
|
||
|
||
Punktfunk's own source is MIT/Apache-2.0. Shipped binaries additionally link third-party components
|
||
under their own (permissive) licenses — see [`THIRD-PARTY-NOTICES.txt`](THIRD-PARTY-NOTICES.txt)
|
||
(regenerate with `scripts/gen-third-party-notices.sh`). The Windows **host** build also
|
||
bundles FFmpeg under the **LGPL v2.1+** (dynamically linked, replaceable DLLs; the license text and
|
||
notice ship in the installed `licenses/` folder). The **clients** bundle no FFmpeg — they link
|
||
none.
|
||
|
||
### Trademarks
|
||
|
||
Punktfunk is an independent project and is **not affiliated with, endorsed by, or sponsored by**
|
||
NVIDIA, Microsoft, Sony, Valve, or the Moonlight project. "GameStream", "Moonlight", "Xbox",
|
||
"DualSense", "DualShock", and "PlayStation" are trademarks of their respective owners and are used
|
||
here only to describe interoperability.
|