Files
punktfunk/crates/punktfunk-host
enricobuehler ce5047f3ad fix(host/pads): the Windows driver stops halving motion and stops serving torn reports
G6 + G15 of the gyro program.

G6 — the UMDF gamepad driver's input path. Its timer ran at 8 ms and completed
one pended READ_REPORT per tick, so a game could observe at most ~125 Hz while
clients stream motion at ~250 Hz: every other sample was overwritten in the slot
before anything read it, and the ones that survived carried up to 8 ms of extra
latency. For gyro, a dropped sample is not a dropped frame — it is rotation that
never reaches the game.

The timer now ticks at 2 ms (about a real DualShock 4's Bluetooth cadence). Only
the cheap half runs on every tick: read the input slot, complete one pended
read. The channel handshake and the health marks stay on their historical ~8 ms,
because they cost more, nothing wants them faster, and `driver_heartbeat`'s
documented "+1 per ~8 ms tick" is what the host reads as liveness.

The same slot is a single unqueued buffer that both sides touch without a lock,
so a driver read landing mid-copy handed the game a report that was half the
previous frame and half the next. For a button that is a one-tick glitch; for
motion it is a spike in angular velocity, which an integrator turns into aim
movement. `PadShm` gains an `input_gen` seqlock (v2.3, carved from reserved
space inside the v2 legacy region): the host takes it odd, fences, writes the 64
bytes, and stores it even; the driver samples it either side of its read and
retries once. The old code's own comment called this out as a known residual —
it is now closed rather than documented.

Version posture matches the ring's, with one simplification: no capability stamp
is needed, because an old host never writes the field and a constant 0 is
indistinguishable from "no write in flight", so a new driver against an old host
behaves exactly as it does today, and an old driver ignores the field entirely.

The Steam Deck write path had neither the seqlock nor even the trailing Release
its DualSense sibling carried; all three Windows backends now publish through
one `publish_input`.

G15 — motion-cadence observability. The host already computed the measurement a
"gyro feels floaty" report needs (client inter-arrival percentiles), but kept
ONE global accumulator, so two motion-capable pads in a session interleaved into
each other's gaps and produced a number describing neither. It also sat at
`debug` behind a `tracing::enabled!` check, so a field log arrived with nothing
in it and the only way to get the measurement was to ask for a re-run.

Now per-pad and always on, summarized at `info` when the session ends — the
moment a field report is being written. It costs one subtraction and one array
increment per sample: percentiles come from a fixed log2 histogram instead of a
growing sorted Vec, so there is no allocation, no per-window sort, and no way
for a client streaming as fast as the link allows to make the instrument
expensive. Percentiles are reported as bucket upper bounds (`_le`), which is a
factor-of-two answer to a question whose answers are orders of magnitude apart.
Gaps of 500 ms or more are counted as stalls rather than folded into the
percentiles — an interruption is not a cadence, and averaging it in would report
a healthy feed as a terrible one.

Gates. Windows CI runner .133, the drivers workspace on the real WDK: cargo
build, clippy -D warnings (which enforces the unsafe-audit lints), and fmt —
all green, against a source whose SHA-256 matches this commit's. Linux CI image:
fmt, build, clippy --all-targets -D warnings over pf-inject / punktfunk-core /
punktfunk-probe / pf-client-core / pf-driver-proto / punktfunk-host, and the
test suites including the 5 new motion-cadence tests — all green.

Not measured on glass. G6's stated gate is a sensor-rate reading (SDL
testcontroller or Steam's calibration screen) that matches the client's send
rate; that is still owed, and a driver change only a compile has seen deserves
it before anyone trusts the number.
2026-08-07 13:44:54 +02:00
..

punktfunk-host

The streaming host — the program you run on the machine whose desktop or games you want to stream. For each client that connects, it spins up a virtual display sized to that device, captures it on the GPU, encodes with hardware NVENC/VAAPI/AMF/QSV, and sends it out over a low-latency transport — no physical monitor, no letterboxing, no rearranging your real screens.

It speaks two protocols from one process:

  • GameStream — so any Moonlight / Artemis client works day one.
  • punktfunk/1 — punktfunk's own faster protocol (QUIC control plane, GF(2¹⁶) FEC + AES-GCM data plane) that the native clients use.

Runs on Linux (the primary, most battle-tested path) and Windows (x64). The shared protocol, FEC, and crypto live in punktfunk-core; this crate is everything platform-facing around it.

What it does

  • Per-client virtual displays at the exact WxH@Hz. Linux uses per-compositor backends — KWin, gamescope, Mutter, and Sway/wlroots; Windows uses its own all-Rust IddCx virtual display, even on the secure desktop (UAC / lock screen).
  • GPU zero-copy capture → encode. dmabuf → CUDA/Vulkan → NVENC on Linux; on Windows the host pushes frames straight into its own IDD (sealed IDD-push, no screen-scraping) → GPU encode. Encoders auto-select by GPU vendor: NVENC (NVIDIA), VAAPI (Linux AMD/Intel), AMF/QSV (Windows AMD/Intel), or software H.264 as a floor. HDR/10-bit and HEVC 4:4:4 supported.
  • Input injection. Mouse/keyboard (libei / gamescope EIS / wlr / Windows SendInput) and virtual gamepads — Xbox 360/One, DualSense, DualShock 4 — with rumble and HID feedback back-channels.
  • Audio both ways. Opus audio host→client, plus a virtual microphone the client can talk into.
  • Trust & discovery. A persistent host identity, SPAKE2 PIN pairing (default) or TOFU, and mDNS auto-advertisement so clients find the host without typing an IP.
  • Management API + web console. A REST API (mgmt.rs, OpenAPI at api/openapi.json) drives status, paired devices, and on-demand pairing; the browser UI is in web/.

Run it

punktfunk-host serve runs inside your desktop session. Bare serve is the secure native-only default (punktfunk/1 + the management API); add --gamestream on a trusted LAN to also accept stock Moonlight clients.

# Linux, from the repo root (see the repo README "Running on this box" for the headless recipe):
cargo run -rp punktfunk-host -- serve                 # native-only (secure default)
cargo run -rp punktfunk-host -- serve --gamestream    # + Moonlight compatibility

Then pair from the web console (https://<host-ip>:47992) or the client app.

Most people should install a package rather than run from source — see packaging/ (apt · rpm/COPR/bootc · Arch/sysext · Windows installer) and the per-platform guides at docs.punktfunk.unom.io/docs/install.

Subcommands

Command Purpose
serve The host (native punktfunk/1 + mgmt API; --gamestream adds Moonlight).
punktfunk1-host Standalone native-protocol listener for testing/measurement (--source virtual, --max-sessions).
openapi Print the management-API OpenAPI spec (regenerates api/openapi.json).
library Inspect the multi-store game library.
service · driver · web Windows: SCM service, driver install, bundled web console.
*-test / *-selftest / *-probe Diagnostics (input, zero-copy, HDR, compositor, gamepads).

--help lists them all.

Layout

src/
  main.rs            CLI + subcommand dispatch
  config.rs · session_plan.rs · session_tuning.rs · pipeline.rs   session setup + the frame pipeline
  vdisplay/          per-compositor virtual outputs (kwin · gamescope · mutter · wlroots)
  capture/ · capture.rs    screen/dmabuf capture (+ Windows IDD-push)
  encode/ · encode.rs      per-GPU encoders (nvenc · vaapi · ffmpeg_win (AMF/QSV) · sw)
  linux/zerocopy/    dmabuf → CUDA → NVENC bridges (EGL/GL tiled, Vulkan LINEAR)
  inject/ · inject.rs      input backends (libei · wlr · uinput gamepads · UHID DualSense/DS4)
  audio/ · audio.rs        Opus out + virtual mic (PipeWire / WASAPI)
  gamestream/        Moonlight compat: nvhttp · pairing · rtsp · control · stream · gamepad · apps
  native.rs      the native punktfunk/1 host (QUIC control + native-thread UDP data plane)
  mgmt.rs · native_pairing.rs · stats_recorder.rs   management API, pairing, perf capture
  hdr.rs · library.rs      HDR metadata; multi-store game library
  linux/ · windows/  platform-confined backends
  • punktfunk-core — the shared protocol · FEC · crypto core
  • Clients — the apps that connect (Apple · Linux · Windows · Android · probe)
  • Packaging & docs — install & operate
  • punktfunk-planning (internal planning repo) — architecture rationale and deep-dive plans