e414ec0895
Host-side logs proved the macOS client sent keyboard + scroll but ZERO relative mouse-motion and ZERO button events for an entire session — the user was moving the mouse the whole time. Root cause is client-side: GCMouse's mouseMovedHandler/pressedChangedHandler silently never fired on the live Mac (a documented GameController quirk) while GCKeyboard worked and scroll already rode NSEvent. So motion/buttons were the only input on a GCMouse-only path, and that path was dead. macOS: stop relying on GCMouse for motion/buttons (compiled out with #if !os(macOS)); drive them from a local NSEvent monitor installed only while captured — the same channel scrollWheel already uses successfully. Under CGAssociateMouseAndMouseCursorPosition(false) the mouseMoved/dragged deltaX/deltaY ARE the relative motion (OS-acceleration-applied, exactly what Moonlight's macOS client ships). All four motion event types are covered so motion keeps flowing during a button-held drag; buttons map left/right/middle/X1/X2 through the existing engage-click-suppression + release-on-blur logic. NSEvent deltaY is already screen-space (+y down) so, unlike the GCMouse path, it is NOT negated. iPad: the input failure there was a different cause — GCMouse only delivers relative deltas while the scene holds a true pointer LOCK, which the system grants only to a full-screen, frontmost iPad scene and which UIHostingController doesn't consult for children. Gate prefersPointerLocked to iPad + captured, add childViewControllerForPointerLock so a reparenting container forwards the lock decision to this VC, and log the resolved lock state. Touch remains the unconditional fallback. Adds a PUNKTFUNK_INPUT_DEBUG=1 switch (os.Logger, throttled) so motion/buttons being SENT is verifiable on-device without host-side logs. iOS GCMouse path otherwise unchanged; GCKeyboard unchanged on both. Researched + adversarially reviewed; Swift builds only on a Mac, so this is unverified-compiled here. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
405 lines
18 KiB
Swift
405 lines
18 KiB
Swift
// SwiftUI presentation: AVSampleBufferDisplayLayer fed straight from the punktfunk/1 connection.
|
||
//
|
||
// Stage-1 presenter (see README): the layer accepts *compressed* HEVC sample buffers and
|
||
// does hardware decode + display itself — fastest path to pixels, IOSurface-backed
|
||
// zero-copy on Apple silicon. Stage 2 (explicit VTDecompressionSession + CAMetalLayer)
|
||
// replaces this when we start tuning frame pacing / measuring glass-to-glass.
|
||
//
|
||
// The view also owns the input-capture state machine (Moonlight-style): capture is a
|
||
// deliberate, reversible state — engaged when the stream starts and when the user clicks
|
||
// into the video, released by ⌘⎋ or focus loss, and NEVER engaged by mere app
|
||
// activation (the click that activates the window may be a title-bar drag or a resize —
|
||
// warping the cursor there is exactly the intrusiveness this design removes). While
|
||
// released, nothing is forwarded to the host and the local cursor is free.
|
||
//
|
||
// macOS-first (NSViewRepresentable); the iOS variant is the same layer under
|
||
// UIViewRepresentable.
|
||
|
||
#if os(macOS)
|
||
import AppKit
|
||
import AVFoundation
|
||
import SwiftUI
|
||
import os
|
||
|
||
/// Same diagnostic switch as InputCapture: PUNKTFUNK_INPUT_DEBUG=1 logs when the macOS
|
||
/// NSEvent mouse monitor (relative motion + buttons) is installed/removed, so the user can
|
||
/// confirm the new motion path is actually live for a session.
|
||
private let streamInputLog = Logger(subsystem: "io.unom.punktfunk", category: "input")
|
||
private let streamInputDebug =
|
||
ProcessInfo.processInfo.environment["PUNKTFUNK_INPUT_DEBUG"] == "1"
|
||
|
||
/// Hides the LOCAL cursor while captured. The host renders its own cursor, and the local
|
||
/// one both diverges from it (the host applies acceleration/clamping to our deltas) and
|
||
/// can wander out of the window — a click there would focus another app. So while captured
|
||
/// we do what Moonlight does: warp the cursor into the view, freeze it
|
||
/// (`CGAssociateMouseAndMouseCursorPosition(false)` — under which NSEvent mouseMoved/
|
||
/// dragged deltas become the relative motion StreamLayerView forwards), and hide it.
|
||
/// hide/unhide and associate are balanced via `captured`.
|
||
private final class CursorCapture {
|
||
private var captured = false
|
||
|
||
func capture(in view: NSView) {
|
||
guard !captured, let window = view.window, view.bounds.width > 0 else { return }
|
||
// Park the cursor mid-view so a click can't land in (and activate) another app.
|
||
let rectOnScreen = window.convertToScreen(view.convert(view.bounds, to: nil))
|
||
let primaryHeight = NSScreen.screens.first?.frame.height ?? 0
|
||
CGWarpMouseCursorPosition(
|
||
CGPoint(x: rectOnScreen.midX, y: primaryHeight - rectOnScreen.midY))
|
||
CGAssociateMouseAndMouseCursorPosition(0)
|
||
NSCursor.hide()
|
||
captured = true
|
||
}
|
||
|
||
func release() {
|
||
guard captured else { return }
|
||
CGAssociateMouseAndMouseCursorPosition(1)
|
||
NSCursor.unhide()
|
||
captured = false
|
||
}
|
||
}
|
||
|
||
public struct StreamView: NSViewRepresentable {
|
||
private let connection: PunktfunkConnection
|
||
private let captureEnabled: Bool
|
||
private let onCaptureChange: ((Bool) -> Void)?
|
||
private let onFrame: (@Sendable (AccessUnit) -> Void)?
|
||
private let onSessionEnd: (@Sendable () -> Void)?
|
||
|
||
/// `onFrame`/`onSessionEnd` fire on the pump thread — hop to the main actor for UI.
|
||
/// `captureEnabled: false` disables input capture entirely while UI (e.g. a trust
|
||
/// prompt) is layered over the stream; flipping it to true auto-engages capture
|
||
/// once. `onCaptureChange` (main thread) reports engage/release — drive the HUD's
|
||
/// "click to capture" / "⌘⎋ releases" hint with it.
|
||
public init(
|
||
connection: PunktfunkConnection,
|
||
captureEnabled: Bool = true,
|
||
onCaptureChange: ((Bool) -> Void)? = nil,
|
||
onFrame: (@Sendable (AccessUnit) -> Void)? = nil,
|
||
onSessionEnd: (@Sendable () -> Void)? = nil
|
||
) {
|
||
self.connection = connection
|
||
self.captureEnabled = captureEnabled
|
||
self.onCaptureChange = onCaptureChange
|
||
self.onFrame = onFrame
|
||
self.onSessionEnd = onSessionEnd
|
||
}
|
||
|
||
public func makeNSView(context: Context) -> StreamLayerView {
|
||
let view = StreamLayerView()
|
||
view.onCaptureChange = onCaptureChange
|
||
view.captureEnabled = captureEnabled
|
||
view.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
|
||
return view
|
||
}
|
||
|
||
public func updateNSView(_ view: StreamLayerView, context: Context) {
|
||
view.onCaptureChange = onCaptureChange
|
||
view.captureEnabled = captureEnabled
|
||
// SwiftUI reuses the NSView across state changes — repoint the pump only when the
|
||
// connection identity actually changed.
|
||
if view.connection !== connection {
|
||
view.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
|
||
}
|
||
}
|
||
|
||
public static func dismantleNSView(_ view: StreamLayerView, coordinator: ()) {
|
||
view.stop()
|
||
}
|
||
}
|
||
|
||
public final class StreamLayerView: NSView {
|
||
private let displayLayer = AVSampleBufferDisplayLayer()
|
||
private var pump: StreamPump?
|
||
public private(set) var connection: PunktfunkConnection?
|
||
private let cursorCapture = CursorCapture()
|
||
private var inputCapture: InputCapture?
|
||
private var appObservers: [NSObjectProtocol] = []
|
||
private var windowObservers: [NSObjectProtocol] = []
|
||
/// Local NSEvent monitor carrying relative mouse MOTION + BUTTONS to the host while
|
||
/// captured (GCMouse's own delivery proved unreliable on macOS — see InputCapture).
|
||
/// Installed on engage, removed on release; nil while not captured.
|
||
private var mouseEventMonitor: Any?
|
||
|
||
/// Whether input capture is currently engaged (cursor hidden+frozen, mouse/keyboard
|
||
/// forwarded). Main-thread only.
|
||
public private(set) var captured = false
|
||
/// One-shot auto-engage request (stream start, trust confirmed) — attempted as soon
|
||
/// as the view is in a window with real bounds, then dropped, so it can never fire
|
||
/// surprisingly later (e.g. on a resize).
|
||
private var pendingAutoCapture = false
|
||
|
||
/// Reports engage/release on the main thread.
|
||
public var onCaptureChange: ((Bool) -> Void)?
|
||
|
||
/// Main-thread only. False = input capture disabled outright (UI layered over the
|
||
/// stream); flipping to true auto-engages once.
|
||
public var captureEnabled = true {
|
||
didSet {
|
||
guard captureEnabled != oldValue else { return }
|
||
if captureEnabled {
|
||
requestAutoCapture()
|
||
} else {
|
||
releaseCapture()
|
||
}
|
||
}
|
||
}
|
||
|
||
public override init(frame: NSRect) {
|
||
super.init(frame: frame)
|
||
displayLayer.videoGravity = .resizeAspect
|
||
layer = displayLayer // layer-hosting: assign before wantsLayer
|
||
wantsLayer = true
|
||
// Focus loss releases capture. Becoming active does NOT re-engage: the click
|
||
// that activates the window may be on the title bar (a drag) or a resize edge —
|
||
// the user clicks into the video (or hits ⌘⎋) when they want capture back.
|
||
appObservers.append(NotificationCenter.default.addObserver(
|
||
forName: NSApplication.didResignActiveNotification, object: nil, queue: .main
|
||
) { [weak self] _ in
|
||
self?.releaseCapture()
|
||
})
|
||
}
|
||
|
||
public required init?(coder: NSCoder) { fatalError("not used") }
|
||
|
||
public override func viewDidMoveToWindow() {
|
||
super.viewDidMoveToWindow()
|
||
windowObservers.forEach(NotificationCenter.default.removeObserver(_:))
|
||
windowObservers.removeAll()
|
||
guard let window else {
|
||
releaseCapture()
|
||
return
|
||
}
|
||
// ⌘-key-equivalents stay live while captured, so Settings (⌘,), a new window
|
||
// (⌘N), or Minimize (⌘M) can take key status without the APP resigning active —
|
||
// capture must release then too, or the new window inherits a hidden, frozen
|
||
// cursor and its local typing is double-delivered to the host.
|
||
for name in [NSWindow.didResignKeyNotification, NSWindow.didMiniaturizeNotification] {
|
||
windowObservers.append(NotificationCenter.default.addObserver(
|
||
forName: name, object: window, queue: .main
|
||
) { [weak self] _ in
|
||
self?.releaseCapture()
|
||
})
|
||
}
|
||
attemptPendingCapture()
|
||
}
|
||
|
||
public override func layout() {
|
||
super.layout()
|
||
attemptPendingCapture() // bounds become real here on first presentation
|
||
}
|
||
|
||
// MARK: - Capture state machine
|
||
|
||
/// Clicking into the video engages capture; that click is local (engagement), so
|
||
/// InputCapture suppresses its press/release toward the host. Clicks while captured
|
||
/// are the host's (GC forwards them) — nothing to do here.
|
||
public override func mouseDown(with event: NSEvent) {
|
||
if captureEnabled, !captured {
|
||
engageCapture(fromClick: true)
|
||
return
|
||
}
|
||
super.mouseDown(with: event)
|
||
}
|
||
|
||
/// A click from another app counts (one click into the video captures, not two).
|
||
public override func acceptsFirstMouse(for event: NSEvent?) -> Bool { true }
|
||
|
||
/// The engage click is complete — drop its suppression latch (see InputCapture;
|
||
/// guards against GC delivering both halves of the click before our mouseDown).
|
||
public override func mouseUp(with event: NSEvent) {
|
||
inputCapture?.endClickSuppression()
|
||
super.mouseUp(with: event)
|
||
}
|
||
|
||
/// Scroll is forwarded from here, not from GCMouse: trackpad/Magic Mouse gestures
|
||
/// never reach GameController's scroll dpad. While captured the cursor is parked
|
||
/// mid-view, so this view receives every scroll event. Precise (gesture) deltas are
|
||
/// pixels — ~0.1 wheel notch per pixel (SDL's factor) → ×12 for WHEEL_DELTA(120);
|
||
/// classic wheels report lines, one notch = ±1 → ×120. Signs pass through as-is,
|
||
/// preserving the user's local (natural-)scrolling preference.
|
||
public override func scrollWheel(with event: NSEvent) {
|
||
guard captured, let inputCapture else {
|
||
super.scrollWheel(with: event)
|
||
return
|
||
}
|
||
let scale: Float = event.hasPreciseScrollingDeltas ? 12 : 120
|
||
inputCapture.sendScroll(
|
||
dx: Float(event.scrollingDeltaX) * scale,
|
||
dy: Float(event.scrollingDeltaY) * scale)
|
||
}
|
||
|
||
// While captured, the view is first responder and consumes key events — GC delivers
|
||
// them to the host independently, and consuming here stops the responder chain's
|
||
// "unhandled keyDown" beep without touching the event stream GC may rely on.
|
||
// ⌘-combos arrive via performKeyEquivalent instead and stay fully functional (⌘D).
|
||
public override var acceptsFirstResponder: Bool { true }
|
||
public override func keyDown(with event: NSEvent) {
|
||
if captured { return }
|
||
super.keyDown(with: event)
|
||
}
|
||
public override func keyUp(with event: NSEvent) {
|
||
if captured { return }
|
||
super.keyUp(with: event)
|
||
}
|
||
|
||
private func requestAutoCapture() {
|
||
pendingAutoCapture = true
|
||
attemptPendingCapture()
|
||
}
|
||
|
||
private func attemptPendingCapture() {
|
||
guard pendingAutoCapture, window != nil, bounds.width > 0 else { return }
|
||
pendingAutoCapture = false // one shot, even if the engage below is refused
|
||
engageCapture(fromClick: false)
|
||
}
|
||
|
||
private func engageCapture(fromClick: Bool) {
|
||
// A click is explicit intent AND may arrive mid-activation (acceptsFirstMouse:
|
||
// NSApp.isActive / isKeyWindow are still false for the click coming in from
|
||
// another app) — only the auto-engage paths require already-held key status.
|
||
guard captureEnabled, !captured, pump != nil, window != nil,
|
||
fromClick || (NSApp.isActive && window?.isKeyWindow == true)
|
||
else { return }
|
||
cursorCapture.capture(in: self)
|
||
inputCapture?.setForwarding(true, suppressClick: fromClick)
|
||
// Install AFTER the warp + setForwarding: the engage warp generates no forwarded
|
||
// delta (the monitor isn't up yet), and the engage click's suppression latch is
|
||
// already armed, so the monitor only ever sees genuine post-engage input.
|
||
installMouseMonitor()
|
||
captured = true
|
||
window?.makeFirstResponder(self)
|
||
notifyCaptureChange(true)
|
||
}
|
||
|
||
private func releaseCapture() {
|
||
guard captured else { return }
|
||
removeMouseMonitor()
|
||
cursorCapture.release()
|
||
inputCapture?.setForwarding(false)
|
||
captured = false
|
||
notifyCaptureChange(false)
|
||
}
|
||
|
||
/// A single local monitor for motion + buttons, installed only while captured. A local
|
||
/// monitor is more robust than view overrides for relative motion: it sidesteps the
|
||
/// `window.acceptsMouseMovedEvents`/tracking-area/responder-chain requirements, and
|
||
/// since the cursor is frozen mid-view while captured every such event belongs here.
|
||
/// ALL four motion types are covered so motion keeps flowing during a button-held drag,
|
||
/// not just `.mouseMoved`. NSEvent deltas under disassociation are OS-pointer-
|
||
/// acceleration-applied (not raw HID) — what Moonlight's macOS client ships; if the
|
||
/// host re-accelerates there's mild double-acceleration, acceptable and fixable later
|
||
/// via IOHID. Events are returned (not swallowed): the cursor is frozen, so they're
|
||
/// inert locally.
|
||
private func installMouseMonitor() {
|
||
guard mouseEventMonitor == nil else { return }
|
||
mouseEventMonitor = NSEvent.addLocalMonitorForEvents(matching: [
|
||
.mouseMoved, .leftMouseDragged, .rightMouseDragged, .otherMouseDragged,
|
||
.leftMouseDown, .leftMouseUp, .rightMouseDown, .rightMouseUp,
|
||
.otherMouseDown, .otherMouseUp,
|
||
]) { [weak self] event in
|
||
guard let self, self.captured, let ic = self.inputCapture else { return event }
|
||
switch event.type {
|
||
case .mouseMoved, .leftMouseDragged, .rightMouseDragged, .otherMouseDragged:
|
||
ic.sendMotion(dx: Float(event.deltaX), dy: Float(event.deltaY)) // no y-negation
|
||
case .leftMouseDown: ic.sendMouseButton(1, pressed: true)
|
||
case .leftMouseUp: ic.sendMouseButton(1, pressed: false)
|
||
case .rightMouseDown: ic.sendMouseButton(3, pressed: true)
|
||
case .rightMouseUp: ic.sendMouseButton(3, pressed: false)
|
||
case .otherMouseDown: ic.sendMouseButton(self.wireButton(for: event), pressed: true)
|
||
case .otherMouseUp: ic.sendMouseButton(self.wireButton(for: event), pressed: false)
|
||
default: break
|
||
}
|
||
return event
|
||
}
|
||
if streamInputDebug { streamInputLog.debug("mouse NSEvent monitor installed (capture engaged)") }
|
||
}
|
||
|
||
private func removeMouseMonitor() {
|
||
if let monitor = mouseEventMonitor {
|
||
NSEvent.removeMonitor(monitor)
|
||
mouseEventMonitor = nil
|
||
if streamInputDebug { streamInputLog.debug("mouse NSEvent monitor removed (capture released)") }
|
||
}
|
||
}
|
||
|
||
/// NSEvent `buttonNumber` → GameStream wire id for the "other" buttons: 2 = middle,
|
||
/// 3 = first side (X1), 4 = second side (X2). Unknown extras fall back to middle.
|
||
private func wireButton(for event: NSEvent) -> UInt32 {
|
||
switch event.buttonNumber {
|
||
case 2: return 2 // middle
|
||
case 3: return 4 // X1
|
||
case 4: return 5 // X2
|
||
default: return 2
|
||
}
|
||
}
|
||
|
||
/// Engage/release can run inside a SwiftUI update pass (captureEnabled flips in
|
||
/// updateNSView; release in dismantleNSView) — publishing model state synchronously
|
||
/// there is undefined behavior, so the callback is deferred a runloop turn.
|
||
private func notifyCaptureChange(_ captured: Bool) {
|
||
guard let onCaptureChange else { return }
|
||
DispatchQueue.main.async { onCaptureChange(captured) }
|
||
}
|
||
|
||
// MARK: - Pump
|
||
|
||
/// Pump thread: pull AUs from the connection, wrap, enqueue. The first IDR yields the
|
||
/// format description; non-IDR AUs before it are dropped (the host opens with an IDR).
|
||
public func start(
|
||
connection: PunktfunkConnection,
|
||
onFrame: (@Sendable (AccessUnit) -> Void)? = nil,
|
||
onSessionEnd: (@Sendable () -> Void)? = nil
|
||
) {
|
||
stop()
|
||
self.connection = connection
|
||
|
||
// The view owns the session's input capture: handlers attach now, but nothing is
|
||
// forwarded until capture engages (captureEnabled + auto-engage or a click).
|
||
let capture = InputCapture(connection: connection)
|
||
capture.onToggleCapture = { [weak self] in
|
||
// The ⌘⎋ monitor is app-wide — only the key window's stream owns the toggle
|
||
// (two stream windows would otherwise flip each other's capture).
|
||
guard let self, self.window?.isKeyWindow == true else { return }
|
||
if self.captured {
|
||
self.releaseCapture()
|
||
} else {
|
||
self.engageCapture(fromClick: false)
|
||
}
|
||
}
|
||
capture.onPreempted = { [weak self] in
|
||
// A newer session took the GC handler slots — staying "captured" here would
|
||
// be a cursor trap with dead input.
|
||
self?.releaseCapture()
|
||
}
|
||
capture.start()
|
||
inputCapture = capture
|
||
|
||
let pump = StreamPump()
|
||
pump.start(
|
||
connection: connection, layer: displayLayer,
|
||
onFrame: onFrame, onSessionEnd: onSessionEnd)
|
||
self.pump = pump
|
||
requestAutoCapture() // entering a session is the deliberate "capture me" moment
|
||
}
|
||
|
||
/// Stop pumping (≤ one poll timeout). Does not close the connection — that stays with
|
||
/// whoever owns it (PunktfunkConnection.close() is safe alongside a draining pump).
|
||
public func stop() {
|
||
releaseCapture()
|
||
removeMouseMonitor() // belt-and-suspenders: releaseCapture no-ops if not captured
|
||
inputCapture?.stop()
|
||
inputCapture = nil
|
||
pump?.stop()
|
||
pump = nil
|
||
connection = nil
|
||
}
|
||
|
||
deinit {
|
||
removeMouseMonitor()
|
||
appObservers.forEach(NotificationCenter.default.removeObserver(_:))
|
||
windowObservers.forEach(NotificationCenter.default.removeObserver(_:))
|
||
pump?.stop()
|
||
}
|
||
}
|
||
#endif
|