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Follows the security audit (#5/#9): the GameStream-compat plane carries inherent on-path weaknesses that can't be fixed on the wire without breaking stock Moonlight — its pairing runs over plain HTTP (#9, MITM-able during the pairing window) and its legacy control encryption can reuse GCM nonces (#5, a passive eavesdropper can recover/forge input). The native punktfunk/1 plane (SPAKE2 PIN pairing + per-direction AEAD nonces) has neither. So flip the default to secure-by-default: - `serve` → native punktfunk/1 plane + management API ONLY (no GameStream surface). - `serve --gamestream` → ALSO the GameStream/Moonlight-compat planes (nvhttp pairing, RTSP, ENet control, _nvstream mDNS). Opt-in, logged with a trusted-LAN caveat. `--moonlight` is an alias. - The native plane is now ALWAYS on in `serve` (`--native` is a kept-for-compat no-op); the unified GameStream+native host is `serve --gamestream`. `gamestream::serve` gates the GameStream spawns (nvhttp/rtsp/control/mdns) on the flag; the native plane + mgmt + native-pairing handle always run. To avoid silently regressing validated Moonlight deployments, the explicit deployment configs PRESERVE Moonlight via `--gamestream` (each documents dropping it for a secure native-only host): the Linux systemd unit, the Steam Deck installer, and the Windows service default (DEFAULT_HOST_CMD). The bare `serve` default (new/manual use) is secure. Docs swept to match (host-cli, moonlight, quickstart, install, packaging READMEs, CLAUDE.md, README, …): Moonlight setup now instructs `--gamestream`; native/console refs use bare `serve`. OpenAPI regenerated (a stale "run `serve --native`" string). fmt + clippy clean; 94 host tests green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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title, description
| title | description |
|---|---|
| Roadmap | What's shipped, what's in progress, and what's next for punktfunk. |
A quick map of where punktfunk is today and where it's heading. For the detailed, dated changelog, see Status & Progress.
Legend: ✅ shipped · 🟡 in progress · 🔭 planned · ⛔ blocked upstream
At a glance
| Area | |
|---|---|
| Protocol core — FEC · crypto · C ABI | ✅ |
| GameStream host (works with Moonlight) | ✅ |
Native punktfunk/1 protocol |
✅ |
| Linux host (KWin · GNOME · gamescope · Sway) | ✅ |
| Windows host (NVIDIA) | ✅ beta |
| Apple client (macOS · iOS · iPadOS · tvOS) | ✅ |
| Linux client (GTK4) | ✅ |
| Android client (phone · TV) | ✅ |
| Windows client | 🟡 |
| Web console + pairing | ✅ |
| Concurrent sessions (shared desktop) | ✅ |
| Network speed test + bitrate | ✅ |
| HDR / 10-bit streaming | ✅ Windows host · ⛔ Linux host |
| Sub-frame pipelining (latency) | 🔭 |
✅ Shipped
- The host, two ways. The lower-latency native
punktfunk/1protocol (QUIC control + UDP data with GF(2¹⁶) Leopard FEC + AES-GCM) — the secure default — and, opt-in viaserve --gamestream, a GameStream host any Moonlight client can use. Both run from one process. - Native-resolution virtual displays on Linux across KWin, GNOME/Mutter, gamescope, and Sway/wlroots, with a fully zero-copy GPU path to NVENC (stable 240 fps at 5120×1440).
- A native Windows host (NVIDIA, x64) — a signed installer with secure-desktop capture and a bundled virtual-display driver, and the only host that can stream HDR (10-bit BT.2020 PQ, captured from an HDR Windows desktop and encoded as HEVC Main10). See Windows Host. (Beta — newer than the Linux host.)
- Clients on every platform — native apps for Apple (macOS, iOS, iPadOS, tvOS), Linux, Android (phone + TV), and Windows, each with hardware decode, controllers including DualSense, audio + mic, and automatic host discovery. See Clients.
- Secure by default — SPAKE2 PIN pairing with pinned reconnects, one-click delegated approval from the web console, and mDNS LAN auto-discovery.
- Tuned for latency — concurrent sessions (stream one desktop to several devices at once), mid-stream resolution renegotiation, a cross-machine clock-skew handshake, a 1 Gbps+ data plane, and an in-app network speed test that informs the bitrate picker.
🟡 In progress
- Windows client on-glass validation. The hardware (D3D11VA) decode, HDR present, and GUI are built and ship as a signed MSIX — they just need verification on real GPU hardware.
- Apple stage-2 presenter as the default. The lower-latency
VTDecompressionSession→CAMetalLayerpath is live behind an opt-in flag and graduating to the default. - Web console parity. Surfacing the speed test and bitrate picker the apps already have.
- Windows host hardening. Broader real-world testing, AMD/Intel encode (NVIDIA-only today), and bundling the ViGEm gamepad driver.
🔭 Planned
- Sub-frame pipelining. Overlap encode and transmit within a single frame (a direct NVENC slice path) — the next big latency lever at high resolutions.
- True glass-to-glass latency measured end to end (capture → on-screen present).
- gamescope multi-user isolation. Per-session input and audio so concurrent clients are fully independent desktops (the shared-desktop case already works).
- Peer-approved pairing. Approve a new device from an already-paired device's own app.
⛔ Parked / blocked
- HDR / 10-bit on the Linux host. HDR streaming already works from a Windows host to an HDR-capable client (Windows, Android). On Linux it's blocked upstream — no shipping compositor emits a 10-bit/HDR capture stream yet — and ready the moment one does.
- Advanced DualSense voice-coil haptics. Scoped and shelved (it rides the controller's USB audio interface, with near-zero game support on Linux). Adaptive triggers, rumble, and the lightbar already ship.