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Two bodies of work in one commit (the rename moved files the fixes also touched). Naming/structure cleanup (pre-launch): - Host modules m3.rs->punktfunk1.rs, m0.rs->spike.rs; CLI m3-host->punktfunk1-host, m0->spike; bare `punktfunk-host` now prints help. Types M3Options/M3Source-> Punktfunk1Options/Punktfunk1Source. - Clients consolidated out of crates/ into clients/: punktfunk-client-rs-> clients/probe (crate punktfunk-probe), client-linux->clients/linux, client-windows->clients/windows, punktfunk-android->clients/android/native (crate punktfunk-client-android; kept [lib] name=punktfunk_android so the JNI contract is unchanged). crates/ now holds only core + host. - Milestone codes M0-M4 purged from code/CLI/CLAUDE.md/README/docs/docs-site, kept only in docs/implementation-plan.md. docs/m2-plan.md-> docs/gamestream-host-plan.md. CI/gradle/flatpak paths updated. Client loss-recovery (video froze and never recovered after a brief drop): - Export punktfunk_connection_frames_dropped through the C ABI (the core already tracked it for the client keyframe-recovery loop; it was never reachable from the ABI clients). Regenerated punktfunk_core.h. - Apple (StreamPump + Stage2Pipeline) and Android (decode.rs) now poll frames_dropped and request a keyframe when it climbs -- the same loss-driven recovery Linux/Windows already had. Under infinite GOP the decoder silently conceals reference-missing frames, so the decode-error trigger rarely fires. Apple rumble robustness (worked then went spotty -- DualSense + Xbox): - Add CHHapticEngine stopped/reset handlers (rebuild on app background / audio interruption / server reset) and drop the permanent `broken` latch on a transient drive failure; latch only when the controller truly has no haptics. - Surface swallowed SDL set_rumble errors on Linux/Windows + diagnostic logging. Verified: cargo build/clippy/fmt --workspace, C-ABI harness, header drift. Not runnable on this box (verify in CI): Gitea workflows, gradle/Android, flatpak, Swift/decky. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
78 lines
6.1 KiB
Markdown
78 lines
6.1 KiB
Markdown
---
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title: "Windows Host"
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description: "Feasibility and scoping for a Windows host backend."
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---
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**Status: scoped, deferred — but de-risked.** A Windows host is architecturally an *"add a backend"*
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job, not a parallel port. The one thing that used to make it **large** — the per-client *virtual*
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output, which has no user-mode Windows API and seemingly needed a self-signed kernel Indirect
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Display Driver (IDD) — is **solved by reusing [SudoVDA](https://github.com/VirtualDrivers), the
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Sunshine Virtual Display Adapter**: a pre-built, signed IDD that creates virtual displays at
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arbitrary `WxH@Hz` on demand. We install it and drive its control interface; **no driver to write or
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WHQL-sign.** That turns the headline feature from XL into a medium backend. This doc records what's
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left so the work can be picked up deliberately.
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(Grounded in a 4-agent read of the host crate, 2026-06-10; SudoVDA path added 2026-06-11.)
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## What's already done for us
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punktfunk is cleanly layered. **~95% of the codebase is platform-agnostic and reuses verbatim:**
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| Reusable as-is | Why |
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|---|---|
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| `punktfunk-core` (protocol, FEC, crypto, session, transport, **C ABI**) | Zero platform deps — no `cfg(linux)` anywhere; the C ABI is already cross-platform |
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| QUIC control plane (`quic.rs`, pairing, mode negotiation) | quinn + tokio are portable |
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| GameStream P1.1 (mDNS, serverinfo, pairing, RTSP, ENet) — *except* `stream.rs`/`audio.rs` | pure wire logic |
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| Management REST API (`mgmt.rs`) + OpenAPI | axum/tokio, portable |
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| Pipeline + `punktfunk1.rs` orchestration | trait-generic — calls `capturer.next_frame()`, `encoder.submit/poll()`; **needs zero changes** |
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| The **trait boundaries** themselves: `Capturer`, `Encoder`, `VirtualDisplay`, `InputInjector`, `AudioCapturer`, `VirtualMic` | platform-neutral signatures; Linux deps are already isolated under `[target.'cfg(target_os="linux")'.dependencies]` |
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So a Windows host is **new `#[cfg(target_os = "windows")]` backend modules behind the existing
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traits** — the per-frame path, protocol, and control plane don't move. No architectural refactor is
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required; the boundaries are already in the right places.
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## What a Windows host needs (new code)
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Each row is a Linux backend that needs a Windows sibling. Effort is the *implementation* effort;
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all reuse the existing trait.
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| Subsystem | Linux today | Windows equivalent | Effort | Notes |
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|---|---|---|---|---|
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| **Capture** | xdg ScreenCast portal → PipeWire (dmabuf) | **DXGI Desktop Duplication** (or Windows.Graphics.Capture) → D3D11 texture | M | DXGI gives a GPU `B8G8R8A8` texture directly |
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| **Virtual display** | KWin/Mutter/Sway/gamescope protocols | **SudoVDA** (pre-built signed IDD) — install + drive its control API to add/remove a `WxH@Hz` virtual monitor per session | **M** | ✅ **no longer the blocker**: SudoVDA is the same IDD Sunshine ships, so no driver to author or sign. The `VirtualDisplay` backend = enable the adapter, create a monitor at the client's mode, capture it (DXGI), tear it down on session end. Fallback if SudoVDA is absent: capture an existing monitor (loses native-resolution) |
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| **Encode** | `ffmpeg-next` NVENC, CUDA hwframes | Media Foundation H.264/HEVC/AV1, **or** NVENC SDK direct with a D3D11 device context (`AVD3D11VADeviceContext`) | M–L | `encode.rs` AU/codec logic + NVENC option strings are portable; only the hwdevice + frame-pool glue swaps |
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| **Zero-copy bridge** | dmabuf → EGL/Vulkan → CUDA | D3D11 texture → NVENC (shared texture / `cudaImportExternalMemory` + D3D12 fence) | M | **optional** — a portable CPU-copy path already exists, so v1 can skip this |
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| **Input (ptr/kbd)** | libei (RemoteDesktop portal) / wlr protocols | **SendInput** (`keybd_event`/`mouse_event`) | S | the VK→evdev table just becomes VK→`VIRTUAL_KEY` (already Win32-native) |
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| **Input (gamepads)** | uinput X-Box-360 pad + FF rumble | **ViGEm** (Virtual Gamepad Emulation) + HID reports | M | rumble back-channel maps to ViGEm notifications |
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| **Audio capture** | PipeWire sink-monitor | **WASAPI loopback** (`IAudioCaptureClient`) | S–M | also produces interleaved f32 — same `AudioCapturer` contract |
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| **Virtual mic** | PipeWire `Audio/Source` | virtual audio device (VB-Cable-style WDM driver) or WASAPI render-to-fake-device | M | needs a driver or a bundled 3rd-party cable |
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| **`sendmmsg` batching** | `gamestream/stream.rs` | already has a `cfg(not(linux))` per-packet fallback | — | nothing to do |
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**Rough total: ~2,000–4,000 LOC of new Rust** (no C++ driver — SudoVDA is reused as-is), spread over
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capture/encode/vdisplay/input/audio. With the driver problem solved, the overall effort is now
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**medium**; the input+audio layer alone is *small–medium*.
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## Recommended phasing (when picked up)
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1. **Phase 0 — "basic Windows host" (no virtual display).** Capture an *existing* monitor (DXGI
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Desktop Duplication) → Media Foundation/NVENC encode → SendInput + WASAPI loopback. This proves
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the whole stack on Windows with the smallest surface, reusing all of core/QUIC/GameStream/mgmt.
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It loses the per-client native-resolution output but is a working Windows host quickly.
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2. **Phase 1 — the virtual display via SudoVDA.** A `VirtualDisplay` backend that enables SudoVDA,
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creates a monitor at the client's exact `WxH@Hz`, captures it (DXGI), and tears it down on session
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end — restoring punktfunk's headline feature with **no driver authoring or signing**. (Ship/guide
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the SudoVDA install as a host prerequisite, like the udev rule on Linux.)
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3. **Phase 2 — input + audio parity.** ViGEm gamepads + rumble; WASAPI virtual mic; D3D11→NVENC
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zero-copy.
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## Why it's deferred (not started now)
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- The remaining work is **medium** and mechanical, but **none of it is buildable or testable on the
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Linux dev box** — it would be unvalidated code until there's a Windows box in the loop.
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- SudoVDA removed the hard blocker (the signed kernel driver); what's left is a backend port, picked
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up whenever a Windows target is in scope.
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The architecture is ready whenever the work is scheduled; this doc + the clean trait boundaries are
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the down payment. Start at **Phase 0** for the fastest path to a working Windows host.
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