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>
82 lines
4.4 KiB
TOML
82 lines
4.4 KiB
TOML
[package]
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name = "punktfunk-client-windows"
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description = "Native Windows punktfunk/1 client — WinUI 3 (windows-reactor) shell, SDL3 gamepads; streaming runs in the spawned punktfunk-session binary"
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version.workspace = true
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edition.workspace = true
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rust-version.workspace = true
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license.workspace = true
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authors.workspace = true
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repository.workspace = true
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[[bin]]
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name = "punktfunk-client"
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path = "src/main.rs"
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# Everything is Windows-gated so `cargo build --workspace` stays green on Linux/macOS (the
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# other native clients live in clients/linux and clients/apple); on other
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# platforms this builds as a stub binary. Mirrors the Linux client's cfg(target_os="linux")
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# gating exactly.
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[target.'cfg(windows)'.dependencies]
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# The protocol core, linked directly (no C ABI) — same as the GTK Linux client. NativeClient
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# is Sync (mutexed plane receivers), so it drops into a UI app cleanly.
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punktfunk-core = { path = "../../crates/punktfunk-core", features = ["quic"] }
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# The shared client service layer: the trust/settings stores (ONE `Settings` struct for the
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# shell and the spawned session binary — src/trust.rs re-exports it) and the game-library
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# data model (fetch + art pipeline) behind the library page.
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pf-client-core = { path = "../../crates/pf-client-core" }
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# WinUI 3 UI via windows-reactor (a declarative React-like framework backed by WinUI). Its
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# `build.rs` downloads the Windows App SDK NuGets and stages the bootstrap DLL + resources.pri
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# next to the exe; it requires `CARGO_WORKSPACE_DIR` to be set in the build env. Unpublished
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# (version 0.0.0) and fast-moving, so pinned to a verified commit.
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windows-reactor = { git = "https://github.com/microsoft/windows-rs", rev = "a4f7b2cb7c63c6bb7fc77a2affe57145be1d8c4f" }
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# Win32 / Direct3D11 / DXGI for the SwapChainPanel composition swapchain. Pulled from the SAME
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# windows-rs commit as windows-reactor so their `windows-core` unifies — the `IDXGISwapChain1`
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# we hand to `SwapChainPanelHandle::set_swap_chain` must satisfy reactor's `windows_core::Interface`.
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windows = { git = "https://github.com/microsoft/windows-rs", rev = "a4f7b2cb7c63c6bb7fc77a2affe57145be1d8c4f", features = [
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"Win32_Foundation",
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"Win32_Graphics_Dxgi",
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"Win32_Graphics_Dxgi_Common",
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# GetCurrentPackageFullName — the packaged-run probe guarding the explicit
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# AppUserModelID (main.rs; MSIX identity must win over the dev-run tag).
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"Win32_Storage_Packaging_Appx",
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"Win32_Graphics_Direct3D",
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"Win32_Graphics_Direct3D11",
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"Win32_Graphics_Direct3D_Fxc",
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"Win32_Graphics_Gdi",
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"Win32_System_Console",
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"Win32_System_LibraryLoader",
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"Win32_System_Threading",
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"Win32_UI_HiDpi",
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"Win32_UI_Input_KeyboardAndMouse",
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# Win32 window subclassing (SetWindowSubclass/DefSubclassProc) — the stream input hooks
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# subclass the WinUI window + its content-island children to swallow WM_SETCURSOR so the
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# local cursor stays hidden while the pointer is locked (WinUI otherwise re-asserts the arrow
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# on every pointer move, defeating a one-shot ShowCursor(false)).
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"Win32_UI_Shell",
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"Win32_UI_WindowsAndMessaging",
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] }
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# FFmpeg — used only to enumerate which codecs this client can decode (probe::decodable_codecs),
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# advertised to the host on the speed-test connect. Same pin as the host/Linux client. (Real
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# decode + present live in the spawned punktfunk-session binary.)
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ffmpeg-next = "8"
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# Gamepad enumeration + pin persistence for Settings runs on pf-client-core's shared SDL service
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# (see the `gamepad` field in app/); the spawned punktfunk-session does the actual forwarding. SDL3
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# itself (built from source via the bundled CMake on Windows) is pulled transitively by
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# pf-client-core with the same `build-from-source,hidapi` features, so it is not a direct dep here.
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mdns-sd = "0.20"
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async-channel = "2"
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serde = { version = "1", features = ["derive"] }
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serde_json = "1"
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tracing = "0.1"
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tracing-subscriber = { version = "0.3", features = ["env-filter"] }
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# Embeds the app icon as an exe resource (build.rs) — Windows hosts only (rc.exe from the SDK).
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# windows-reactor-setup stages the Windows App SDK runtime bootstrap (framework-dependent) next
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# to the exe — the new-model replacement for the old windows-reactor build.rs; same pinned rev.
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[target.'cfg(windows)'.build-dependencies]
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winresource = "0.1"
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windows-reactor-setup = { git = "https://github.com/microsoft/windows-rs", rev = "a4f7b2cb7c63c6bb7fc77a2affe57145be1d8c4f" }
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