236c59754b
clients/windows/src/gamepad.rs was a 629-line near-verbatim fork of
pf-client-core's SDL gamepad service, frozen at an old single-pad design.
Commit 9822fc3b removed its attach/detach entry points but left the machinery,
so `Worker.attached` was initialized None and never set — ~300-400 lines
(button/axis/touchpad/motion forwarding, Ds5Feedback, the rumble/HID feedback
loop) were logically unreachable, never flagged because the guards read a
runtime Option the compiler can't prove is always None. The live remainder
(pad enumeration + pin persistence) had drifted from core: it opened every
device for metadata (vs core's no-open id-getters), force-enabled the Valve
HIDAPI drivers unconditionally, lacked the steam_virtual skip (so it could pin
Steam Input's virtual pad and kill gyro), and derived the pin key from an
opened handle — risking a cross-process byte-mismatch with the session, which
resolves the same key from id-getters.
The shell's only live job is enumerating pads for the Settings list and
persisting the pin; the spawned punktfunk-session already runs the full
pf-client-core service and does all real forwarding (session/main.rs). So
delete the fork and point the shell at pf_client_core::gamepad::GamepadService
directly — its start()/pads()/set_pinned()/clone() + PadInfo{key,name,
kind_label()} are a strict superset of what the shell uses. Idle, core's
service is hands-off the hardware (id-getter metadata, no device open, HIDAPI
off), which is the intended behavior and fixes the drift class above.
- delete clients/windows/src/gamepad.rs (-629) and `mod gamepad;`
- main.rs / app/mod.rs: use pf_client_core::gamepad::GamepadService
- drop the now-unused direct sdl3 dep (pf-client-core pulls it on Windows with
the same build-from-source,hidapi features); sync Cargo.lock
Pre-checks (dev Mac): std mpsc Sender<T>: Sync confirmed on the pinned 1.96.0
(so core's GamepadService is Sync for the WinUI cross-thread sharing, no core
change needed); rustfmt clean; no dangling refs. Windows compile is deferred
to CI (windows-only crate, unbuildable on macOS).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
212 lines
8.7 KiB
Rust
212 lines
8.7 KiB
Rust
//! `punktfunk-client` — the native Windows punktfunk/1 client.
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//!
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//! Pure Rust: `NativeClient` linked as a crate (no C ABI, like the GTK Linux client) · SDL3
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//! gamepads · a **WinUI 3** shell (windows-reactor). Streaming (decode + present + audio) runs in
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//! the spawned `punktfunk-session` Vulkan binary; the shell owns host selection, trust and
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//! pairing. The trust surface mirrors the
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//! other native clients: persistent identity, trust-on-first-use, SPAKE2 PIN pairing — all in-app
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//! (host list, settings, pairing). Streaming runs in the spawned `punktfunk-session` binary;
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//! `--headless --speed-test` keeps a decode-less CLI measurement path.
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//!
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//! Usage:
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//! punktfunk-client (open the WinUI 3 window: host list, settings, pairing)
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//! punktfunk-client --discover (list punktfunk hosts on the LAN)
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//! punktfunk-client --headless --speed-test --connect host[:port]
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//! (measure the path: probe burst → goodput / loss / recommended bitrate)
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// Link as a GUI (windows) subsystem binary so the default windowed launch (MSIX / double-click)
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// does NOT pop a console window. The CLI paths (--headless/--discover) reattach to the launching
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// terminal's console at startup (see main), so their output is still visible when run from a shell.
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#![cfg_attr(windows, windows_subsystem = "windows")]
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#[cfg(windows)]
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mod app;
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#[cfg(windows)]
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mod discovery;
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#[cfg(windows)]
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mod gpu;
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#[cfg(windows)]
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mod probe;
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#[cfg(windows)]
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mod shell_window;
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#[cfg(windows)]
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mod spawn;
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#[cfg(windows)]
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mod trust;
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#[cfg(windows)]
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mod wol;
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#[cfg(windows)]
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fn main() {
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// With #![windows_subsystem = "windows"] the process starts with no console, so the GUI/MSIX
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// launch is window-free. AttachConsole only binds to an ALREADY-EXISTING parent console (it
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// never creates one), so when launched from a terminal — `--headless`/`--discover` — stdout and
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// the tracing writer below land in that terminal; from Explorer/MSIX it's a harmless no-op.
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unsafe {
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use windows::Win32::System::Console::{AttachConsole, ATTACH_PARENT_PROCESS};
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let _ = AttachConsole(ATTACH_PARENT_PROCESS);
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}
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set_app_user_model_id();
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tracing_subscriber::fmt()
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.with_env_filter(
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tracing_subscriber::EnvFilter::try_from_default_env().unwrap_or_else(|_| "info".into()),
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)
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.init();
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let args: Vec<String> = std::env::args().collect();
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let flag = |name: &str| args.iter().any(|a| a == name);
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if flag("--discover") {
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discover_and_print();
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return;
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}
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let identity = match trust::load_or_create_identity() {
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Ok(i) => i,
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Err(e) => {
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eprintln!("client identity: {e:#}");
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std::process::exit(1);
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}
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};
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if flag("--headless") {
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run_headless_cli(&args, identity);
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return;
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}
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// Windowed (default): the WinUI 3 app owns host selection, settings, and pairing.
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// Framework-dependent deployment: initialize the Windows App SDK runtime before any WinUI
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// call (build.rs stages the bootstrap DLL via windows-reactor-setup).
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if let Err(e) = windows_reactor::bootstrap() {
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tracing::error!(error = %e, "Windows App SDK bootstrap failed");
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std::process::exit(1);
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}
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// The shared SDL gamepad service (pf-client-core). The shell only enumerates pads (Settings
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// list) and persists the pin; the spawned punktfunk-session runs the SAME service and does the
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// actual forwarding — so, unlike the old shell fork, we never `attach()` here. Idle it stays
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// hands-off the hardware (id-getter metadata, no device open, Valve HIDAPI drivers off).
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let gamepad = pf_client_core::gamepad::GamepadService::start();
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if let Err(e) = app::run(identity, gamepad) {
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tracing::error!(error = %e, "WinUI app failed");
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std::process::exit(1);
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}
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}
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/// Tag unpackaged (dev) runs with the explicit AppUserModelID that `pf-presenter`'s
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/// session window also adopts, so the shell and the stream window group as ONE taskbar
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/// app across the shell⇄session visibility handoff. MSIX runs already carry the package
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/// identity — overriding it would detach the window from the Start-menu pin, so packaged
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/// processes are left alone. Must run before any window exists.
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#[cfg(windows)]
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fn set_app_user_model_id() {
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use windows::Win32::Foundation::APPMODEL_ERROR_NO_PACKAGE;
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use windows::Win32::Storage::Packaging::Appx::GetCurrentPackageFullName;
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use windows::Win32::UI::Shell::SetCurrentProcessExplicitAppUserModelID;
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unsafe {
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let mut len: u32 = 0;
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// No buffer: just probe whether the process has package identity.
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if GetCurrentPackageFullName(&mut len, None) != APPMODEL_ERROR_NO_PACKAGE {
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return; // packaged (or indeterminate) — leave the identity alone
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}
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// Must stay in sync with pf-presenter's win32.rs, or the windows stop grouping.
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let _ = SetCurrentProcessExplicitAppUserModelID(windows::core::w!("unom.punktfunk.client"));
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}
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}
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/// `--headless --speed-test --connect host[:port]`: measure the path over the real data plane and
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/// print the outcome — the Windows analogue of `punktfunk-probe`. The former in-process
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/// frame-count connect path went with the legacy builtin stream; real streaming is windowed-only.
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#[cfg(windows)]
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fn run_headless_cli(args: &[String], identity: (String, String)) {
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let arg = |name: &str| -> Option<String> {
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args.iter()
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.position(|a| a == name)
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.and_then(|i| args.get(i + 1))
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.cloned()
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};
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let flag = |name: &str| args.iter().any(|a| a == name);
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let Some(target) = arg("--connect") else {
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eprintln!("--headless requires --connect host[:port]");
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std::process::exit(2);
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};
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let (host, port) = match target.rsplit_once(':') {
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Some((a, p)) => (a.to_string(), p.parse().unwrap_or(9777)),
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None => (target.clone(), 9777u16),
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};
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// Speed test: measure the path over the real data plane, print the outcome, exit. The saved
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// fingerprint for this address (if any) pins the connect, like the GUI's per-host test.
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if flag("--speed-test") {
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let fp = trust::KnownHosts::load()
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.find_by_addr(&host, port)
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.map(|k| k.fp_hex.clone());
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match probe::run_speed_probe(&host, port, fp.as_deref(), identity) {
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Ok(r) => {
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let mbps = f64::from(r.throughput_kbps) / 1000.0;
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let recommended = f64::from(r.throughput_kbps / 10 * 7) / 1000.0;
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println!(
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"{mbps:.0} Mbit/s measured · {:.1} % loss · recommended bitrate {recommended:.0} Mbit/s (--bitrate {:.0})",
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r.loss_pct,
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recommended
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);
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}
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Err(e) => {
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eprintln!("speed test failed: {e}");
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std::process::exit(1);
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}
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}
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return;
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}
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// Only --speed-test remains headless: real streaming runs in the windowed app's spawned
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// punktfunk-session binary, which the deleted in-process frame-count path was replaced by.
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eprintln!("--headless supports only --speed-test now \u{2014} run the windowed app to stream");
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std::process::exit(2);
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}
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/// `--discover`: browse the LAN for punktfunk hosts (mDNS) and print them, then exit.
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#[cfg(windows)]
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fn discover_and_print() {
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use std::time::{Duration, Instant};
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println!("Browsing the LAN for punktfunk hosts (~5 s)…");
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let rx = discovery::browse();
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let deadline = Instant::now() + Duration::from_secs(5);
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let mut seen = std::collections::HashSet::new();
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while Instant::now() < deadline {
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while let Ok(h) = rx.try_recv() {
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if seen.insert(h.key.clone()) {
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println!(
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" {} {}:{} pair={} fp={}",
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h.name,
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h.addr,
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h.port,
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if h.pair.is_empty() {
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"optional"
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} else {
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&h.pair
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},
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if h.fp_hex.is_empty() { "-" } else { &h.fp_hex },
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);
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}
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}
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std::thread::sleep(Duration::from_millis(100));
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}
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if seen.is_empty() {
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println!(" (none found — is a host running with --native / punktfunk1-host?)");
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}
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}
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/// WinUI 3 / Direct3D11 / WASAPI / SDL3 are Windows turf; this stub keeps `cargo build
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/// --workspace` green on Linux/macOS (the other native clients live in
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/// clients/linux and clients/apple).
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#[cfg(not(windows))]
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fn main() {
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eprintln!(
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"punktfunk-client-windows is Windows-only — the Linux client lives in \
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clients/linux, the macOS client in clients/apple"
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);
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std::process::exit(2);
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}
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