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ci / rust (push) Has been cancelled
docs(roadmap): §8a done (mandatory pairing); split §8b into host+web / peer layers
§8a (require native pairing by default, serve --open) shipped + deployed. §8b
(delegated approval) refined into §8b-1 (host pending-requests + mgmt endpoints +
web Approve/Deny — achievable now) and §8b-2 (peer push to a paired Device A —
needs the native/Apple client UI).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 10:28:39 +00:00

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# punktfunk roadmap — next goals
Decided 2026-06-10 (research-grounded; see commit history), extended since.
**Done & live (on `main`):** #1 KDE reliability (Phase 1+2), #2 client compositor options (full
stack incl. the macOS client), #4 mic passthrough, #5 touch (host path) + **rich UHID DualSense**
— input + adaptive-trigger/LED feedback over the new `0xCC`/`0xCD` planes + C ABI, Phase C/D/E
live-validated. #3 Bazzite packaging (`packaging/`) **deployed live** on a Bazzite F43 box (builds
against FFmpeg 7 **or** 8; gamescope capture → zero-copy NVENC, sub-ms latency; Sunshine replaced).
**Unified host:** `serve --native` runs the GameStream host + the punktfunk/1 QUIC host in one
process, with native pairing driven from the **web console** (arm → show PIN), not the service log.
Advanced DualSense (audio-driven voice-coil) haptics **scoped NO-GO** (`docs/dualsense-haptics.md`).
**Next:** **§8 pairing & trust hardening** (mandatory PIN by default + delegated approval), the M4
client presenter + iOS (§6), and a Windows host (§7 — now **de-risked via SudoVDA**, no custom
signed driver needed).
## 1. Reliable headless KDE/compositor spawning ✅ *(done — Phase 1 + 2)*
Startup is a chain of timing-sensitive handoffs with no readiness checks — each is a blind
`sleep`, one-shot timeout, or silent fire-and-forget that fails into a black screen.
- **Phase 1 (S):** replace `run-headless-kde.sh`'s blind `sleep 2` with an active readiness
wait (kwin socket + `wl_display` roundtrip + `zkde_screencast` global advertised +
KWIN_PID alive); add a `punktfunk-host probe-compositor` subcommand (reuses kwin.rs's
registry roundtrip); move the portal restart to *after* readiness and precede it with
`systemctl --user import-environment` + `dbus-update-activation-environment` (the missing
env import — the Sway script does this, the KDE one doesn't).
- **Phase 2 (M):** bounded retry-with-backoff around `vd.create()` + first-frame
(permanent vs transient); a PipeWire negotiation watchdog with zero-copy→CPU auto-fallback
("no PipeWire frame within 10s" → recovery or precise diagnosis); fix `set_custom_refresh`
to wait for the output, read back the active mode, reconcile encoder fps; harden gamescope
node discovery + detect the known-bad-gamescope signature; graceful PipeWire-thread stop.
- **Phase 3 (L):** supervised systemd user session (kwin + portal + host) with the readiness
probe as an `ExecStartPost` gate, `Restart=on-failure`.
## 2. Offer available compositors in the client ✅ *(done)*
Host enumerates which backends are actually available (binary present + version OK:
gamescope ≥3.16.22, KWin ≥6.5.6, gnome-shell, sway), advertises the list in the punktfunk/1
Welcome + a mgmt-API field; client sends its pick in the Hello; host honors it per session.
Picker in the Apple client + web console.
## 3. Bazzite / install on other devices ✅ *(packaging written — `packaging/`)*
Bazzite already ships gamescope + PipeWire + the NVIDIA driver (incl. `libnvidia-encode`);
it's Fedora-atomic and the community installs Sunshine via COPR rpm-ostree — the analog.
Written: `packaging/rpm/punktfunk.spec` (builds the host from source), `packaging/bootc/Containerfile`
(`FROM bazzite-nvidia`), `packaging/bazzite/host.env` (gamescope default), `packaging/copr/` +
`packaging/README.md`. The build itself is operator-run (COPR / a Fedora toolbox; not buildable on
the Ubuntu dev box). `LICENSE-{MIT,APACHE}` added to match the declared dual license.
- **M-Bazzite-1:** a **COPR RPM** (primary) — binary + `60-punktfunk.rules` (→
`/usr/lib/udev/rules.d`) + systemd `--user` unit + `host.env.example`; `Requires` the
NVENC ffmpeg-libs Bazzite already pulls; links host `libcuda`/`libnvidia-encode` directly.
Install = `rpm-ostree install` + reboot + add to `input`/`render`. Default backend =
Bazzite's already-present **gamescope** (minimal session plumbing).
- **M-Bazzite-2:** wrap the RPM in a **bootc/OCI image layer** (`FROM
ghcr.io/ublue-os/bazzite-nvidia:stable`) for the appliance/"just rebase" experience.
- Flatpak only later as an explicitly-degraded convenience build (sandbox fights
zero-copy NVENC/dmabuf/uinput).
## 4. Mic passthrough — client mic → host input device ✅ *(done — host side)*
The exact mirror of the host→client desktop-audio path. A PipeWire virtual source apps can
select = a `pw_stream` with `Direction::Output` + `media.class=Audio/Source`.
- New `0xCB` MIC_AUDIO datagram (mirror of `0xC9`) + `NativeClient::send_audio` + ABI
`punktfunk_send_audio`.
- `audio/source_linux.rs` — near-copy of the capture file, Direction::Output, fed from a
jitter buffer (silence-fill underrun, Opus PLC).
- Host `mic_thread` (Opus decode → ring → source); teardown RAII, set `node.dont-reconnect`.
- Apple capture (AVAudioEngine → Opus). **Opt-in + paired-only** (a remote mic is a privacy
surface). punktfunk/1-only.
## 5. Touch + rich DualSense *(decision: commit to full UHID DualSense)*
- **Touch — implemented (host path), pending a backend that lands it.** `TouchDown/Move/Up`
InputKinds (reuse the abs-pointer `flags=(w<<16)|h` mapping, `code`=touch id); host
`inject/libei.rs` requests the `Touchscreen` device type + binds the `Touch` capability and
injects `ei_touchscreen` down/motion/up; `punktfunk-client-rs --touch-test` drags a finger.
**Validated:** KWin's RemoteDesktop portal *grants* the Touchscreen device type, but its EIS
server creates **no touchscreen device** (headless KWin) — so touch currently no-ops on KWin
(now logged once). The code is correct; it needs a backend that exposes `ei_touchscreen`
(gamescope / newer KWin / the real iPad client path) to land. wlroots: no virtual-touch wired.
- **Rich DualSense — HID backend built & validated live.** `inject/dualsense.rs`: a hand-rolled
`/dev/uhid` codec (no bindgen) presenting a genuine USB DualSense (vendor 054C/0CE6, the 232-byte
inputtino report descriptor) bound by the kernel `hid-playstation` driver. The mandatory
GET_REPORT feature handshake (calibration 0x05 / pairing 0x09 / firmware 0x20) is answered, so the
kernel creates the full device (gamepad/motion/touchpad/lightbar). Input report `0x01` is built
from gamepad frames; output report `0x02` is parsed for LED RGB, player LEDs, and **adaptive
trigger effects (L2/R2)**. Protocol carries new side-planes: rich-input `0xCC`
(touchpad/motion) + HID-output `0xCD` (LED/triggers). `/dev/uhid` udev rule shipped.
- **Rich DualSense — Phase C/D/E end-to-end, validated live.** `PUNKTFUNK_GAMEPAD=dualsense`
selects a per-session `DualSenseManager` (the `PadBackend` enum in `m3.rs`): client gamepad frames
build the DualSense report; the kernel's feedback comes back as `HidOutput` on the **0xCD** plane
(lightbar / player LEDs / adaptive triggers) while **rumble stays on the universal 0xCA plane**
(so non-DualSense clients still feel it); touchpad + motion ride the **0xCC** rich-input plane
(`DualSenseManager::apply_rich`, merged with button state). The connector + C ABI gained
`punktfunk_connection_next_hidout` (→ `PunktfunkHidOutput`) and `punktfunk_connection_send_rich_input`
(← `PunktfunkRichInput`); header regenerated. Validated on-box: a synthetic-source `m3-host` +
`punktfunk-client-rs --rich-input-test` created the real kernel DualSense, drove 0xCC, and decoded
12 live 0xCD events (the kernel's actual lightbar/trigger init reports) — data plane unaffected
(600/600 frames). *Remaining:* the Apple client renders adaptive triggers + rumble on a real
DualSense (`GCDualSenseAdaptiveTrigger`) — handed off to the client agent for the real playtest.
- **Advanced (audio-driven voice-coil) haptics — scoped, NO-GO for now (`docs/dualsense-haptics.md`).**
Driven by the DualSense's USB *audio* interface (4-ch, back 2 channels = haptic PCM), not HID — so
the UHID backend structurally can't carry it. Three independent walls: host capture needs a kernel
rebuild (`CONFIG_USB_DUMMY_HCD` is off → no UDC for an `f_uac2` gadget); **near-zero Linux supply**
(only ~510 Proton titles via custom Wine patches emit it; `hid-playstation`/Steam Input/RPCS3
don't); and the Apple client can't faithfully replay PCM haptics (CoreHaptics is discrete/pattern-
based, no public channel-3/4 routing). Deferred; revisit only if a real DS for capture + a UDC/host
path + a PCM-capable client all land. Adaptive triggers (HID, above) deliver the reachable 80%.
## 6. iOS/iPadOS → tvOS *(deferred)*
PunktfunkKit is already platform-shared; iOS needs the `UIViewRepresentable` presenter twin
+ touch capture (#5) + UI. tvOS later.
## 7. Windows as a host *(scoped — `docs/windows-host.md`; de-risked via SudoVDA)*
Architecturally an "add a backend" job, not a parallel port: `punktfunk-core` (protocol/FEC/
crypto/C-ABI) + QUIC + GameStream + mgmt + the `m3`/pipeline orchestration are all platform-agnostic
and already `cfg`-isolated (~95% reuse). New `#[cfg(windows)]` backends behind the existing traits:
capture (DXGI Desktop Duplication / Windows.Graphics.Capture), encode (Media Foundation / NVENC-SDK
with a D3D11 context), input (SendInput + ViGEm), audio (WASAPI loopback + a virtual mic).
**The old blocker is gone.** Rather than author + sign our own kernel IDD for the per-client virtual
display, use **SudoVDA** (the Sunshine Virtual Display Adapter) — a pre-built, signed Indirect
Display Driver that creates virtual displays at arbitrary WxH@Hz on demand. The `VirtualDisplay`
backend becomes *"install + drive SudoVDA's control API"* (M effort), not *"write + WHQL-sign a
kernel driver"* (XL). That removes the only hard blocker — the Windows host is now a medium,
mostly-mechanical port. Recommended start: **Phase 0** — capture an existing monitor to prove the
stack end to end; **Phase 1** wires SudoVDA for the native-resolution output. Deferred only because
it's unbuildable on the Linux dev box; the trait boundaries are already in the right places.
## 8. Pairing & trust hardening *(next)*
The unified host + web-console pairing (arm a window → display the host PIN → user enters it on the
client) is built and live. Two changes harden it from "works" to "secure by default":
- ✅ **Mandatory PIN pairing by default — done & live** (`§8a`, `serve --native` now requires
pairing; `serve --open` disables it). An unpaired client is rejected at the session gate; pairing
is via the SPAKE2 PIN ceremony (one online guess, no offline attack) armed from the web console.
Validated live: unpaired → "this host requires pairing", then web-armed PIN → "client trusted".
Deployed to the dev box + Bazzite.
- **Delegated pairing approval** *(next — the ergonomic enabler for "mandatory": pair a device
without fetching the host PIN out of band).* Target flow:
1. Device A is already paired (authenticated) to Host X.
2. The user tries to connect Device B to Host X.
3. Host X surfaces a request: *"Allow Device B to pair with Host X?"*
4. The user approves/denies; on approve, Host X admits Device B — binding B's certificate
fingerprint — with no PIN typed.
Two buildable layers:
- **§8b-1 (host + web — achievable now):** an unpaired B that connects to an approval-enabled host
is held as a **pending request** `{id, name, fingerprint, requested_at}` in `NativePairing`
instead of a flat reject; mgmt gains `GET /native/pending` + `POST /native/pending/{id}/{approve,
deny}`; the web console lists pending requests with Approve/Deny. The **operator approves from
the console** — delegated approval via the management surface.
- **§8b-2 (peer push — needs the client):** the host also pushes the pending request over a paired
**Device A**'s live QUIC connection (a new control-plane message); A's app renders the prompt and
replies approve/deny — the user's exact "Device A gets a notification" flow. The native/Apple UI
is a client-agent task.
PIN pairing (§8a) stays the bootstrap — the first device, or when no approver is online.