The July 2026 windows-rs brings a reconciler keyed-child-order fix (#4728), widget validation (#4727), a DPI collision fix (#4751), icon elements (#4736), multi-window support (#4730) and scroll virtualization (#4710) — the re-render fixes the Windows client has been working around at the architecture level. All three pinned deps (windows-reactor, windows, windows-reactor-setup) move together so windows-core stays unified across the swap-chain hand-off, and pf-client-core moves with them. The bulk of the diff is #4689: windows/windows-sys now generate straight from the Windows SDK, so the `Win32_*` namespace features became one feature per SDK header (winuser, dxgi, d3d11, …), the PascalCase namespace modules became header-named modules, struct-returning COM methods take explicit out-params and return HRESULT, Win32 functions return their raw BOOL/HANDLE instead of Result, and flag constants are plain integers. Both crates' Win32 code is rewritten to that shape; behaviour is unchanged on every path. Riding along, all already stale before the bump: the README and the three Windows workflows stop claiming windows-reactor's build.rs needs CARGO_WORKSPACE_DIR (that build.rs no longer exists — staging moved to windows-reactor-setup via OUT_DIR); the README layout section stops describing modules that moved into the session binary long ago and gains the manual smoke checklist; the notices generator learns the SPDX for crates that ship license files without a `license` field, which turns windows-reactor-setup's UNKNOWN into MIT OR Apache-2.0; and the crate records its real rust-version (1.96) instead of inheriting the workspace's 1.82. Verified: cargo check/clippy/fmt clean on punktfunk-client-windows, pf-client-core and punktfunk-client-session; both bins build; --discover finds the LAN hosts; the GUI shell comes up (WinAppSDK bootstrap intact under the new reactor-setup). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
106 lines
5.7 KiB
TOML
106 lines
5.7 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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# Not workspace-inherited (1.82): windows-reactor at the pinned rev declares rust-version 1.95+
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# and edition 2024. rust-toolchain.toml pins 1.96, so this records reality rather than raising it.
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rust-version = "1.96"
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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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# The couch/HTPC Start-menu entry. Its own executable because an MSIX <Application> cannot
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# pass arguments to a full-trust exe — see the binary's own docs.
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[[bin]]
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name = "punktfunk-console"
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path = "src/bin/punktfunk-console.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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#
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# `default-features = false` drops pf-client-core's default `pyrowave`, which would otherwise
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# build the vendored PyroWave C++ INTO THE SHELL — dead weight here (the shell never decodes;
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# it only offers "pyrowave" as a codec preference string the session binary acts on) and fatal
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# on ARM64, where Granite's math falls back to x86 SSE intrinsics and stops at
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# `simd.hpp: #error "Implement me."`. This does NOT drop PyroWave from the Windows client:
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# decode lives in the spawned punktfunk-session binary, whose own default enables the feature,
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# and cargo's feature unification turns it back on for the shared pf-client-core whenever that
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# binary is in the same build (x64). On the ARM64 leg both are built --no-default-features, so
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# nothing enables it and the C++ is never compiled.
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pf-client-core = { path = "../../crates/pf-client-core", default-features = false }
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# WinUI 3 UI via windows-reactor (a declarative React-like framework backed by WinUI).
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# Unpublished (version 0.0.0) and fast-moving, so pinned to a verified commit. Pin bumped
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# 2026-07-29 (from the 2026-07-01 rev) for: reconciler keyed-child-order fix (#4728), widget
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# validation (#4727), DPI collision fix (#4751), icon elements (#4736), multi-window (#4730),
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# scroll virtualization (#4710). All three windows-rs deps here MUST share this rev, and it
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# must match pf-client-core's `windows` pin, so the workspace builds ONE windows-rs.
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windows-reactor = { git = "https://github.com/microsoft/windows-rs", rev = "acb5a1a7441033d9312b16842af02eb0c2b403dc" }
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# Win32 / DXGI for the GPU picker and the shell's window plumbing. 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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# Features are header-named since the in-house-metadata rework (#4689) — one feature per SDK
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# header, replacing the old `Win32_*` namespace features.
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windows = { git = "https://github.com/microsoft/windows-rs", rev = "acb5a1a7441033d9312b16842af02eb0c2b403dc", features = [
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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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"appmodel",
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# CoCreateInstance/CoInitializeEx (+ objbase/objidl/wtypesbase below) for the
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# "Create shortcut" writer (deeplink.rs).
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"combaseapi",
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# SetWindowSubclass/DefSubclassProc — the deep-link WM_COPYDATA subclass hook.
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"commctrl",
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"consoleapi",
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"dxgi",
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"errhandlingapi",
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"libloaderapi",
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"objbase",
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"objidl",
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# SetCurrentProcessExplicitAppUserModelID + ShellLink/IShellLinkW.
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"shobjidl_core",
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"synchapi",
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"winerror",
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# Windowing, messages, icons — and COPYDATASTRUCT, which lives in winuser now too.
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"winuser",
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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 = "acb5a1a7441033d9312b16842af02eb0c2b403dc" }
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[lints]
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workspace = true
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