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feat(launch): punktfunk/1 launch integration — client picks a title, host runs it
Plan step 4 (plumbing + host behavior). A client can ask the host to launch a
library title on connect; the host resolves it against ITS OWN library and runs it
in the session — the client sends only the store-qualified id, never a command, so a
remote peer can't inject one.

- Protocol (quic.rs): `Hello.launch: Option<String>` (the GameEntry id). Appended
  after `name`; when launch is present but name absent, a zero-length name placeholder
  keeps the offset deterministic — so a Hello with neither field stays byte-identical
  to the bitrate-era 26-byte form (test-asserted). Old peers ignore it; new hosts
  decode None from old clients. Round-trip + back-compat + truncation tests.
- Host: `library::launch_command(id)` resolves id → command via the host's own library —
  `steam_appid` → `steam steam://rungameid/<appid>` (appid validated as digits, the only
  client-influenced part), `command` → the host-stored command verbatim (trusted, never
  from the client). m3.rs sets PUNKTFUNK_GAMESCOPE_APP from it before bringup, exactly
  as the GameStream /launch path does (one session at a time). Unit-tested incl. an
  injection-attempt guard. Takes effect on the bare-spawn gamescope path; a no-op on a
  shared desktop / attach-to-existing session.
- C ABI: `punktfunk_connect_ex4` adds `launch_id` (NULL = none); `_ex3` now delegates to
  it. Threaded through NativeClient::connect → WorkerArgs → Hello.
- client-rs gains `--launch ID` (headless testing); client-linux passes None (no picker
  yet). Header regenerated.

Next: the Apple library grid passes the picked id via punktfunk_connect_ex4.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 14:56:18 +00:00

punktfunk

A ground-up low-latency desktop streaming stack, built Linux-first, with a shared Rust protocol core and native clients per platform.

punktfunk is a placeholder codename. The bet: ship a Linux virtual-display streaming host that speaks the existing Moonlight protocol (every Moonlight/Artemis client works day one), then break the ~1 Gbps FEC wall with a GF(2¹⁶) Leopard-RS transport as a negotiated extension. See docs/implementation-plan.md.

Status

Milestone State
M1 — punktfunk-core + C ABI done & hardened (FEC, packetization, AES-GCM, session, adversarial-review fixes, punktfunk_core.h)
M2 — GameStream host → stock Moonlight live end-to-end: pairing, RTSP, audio, per-client virtual output at native res, GPU zero-copy NVENC, gamepads
M3 — punktfunk/1 native protocol validated live: QUIC control + GF(2¹⁶) FEC/AES data plane, SPAKE2 PIN pairing, mid-stream mode renegotiation
M4 — client decode + present (Apple) 🟡 macOS first light: AnnexB→VideoToolbox HEVC on glass + input/pairing over punktfunk/1 (clients/apple); iOS + presenter next
Web console + management API TanStack web console (web/) over the OpenAPI mgmt API: host status, paired devices, on-demand native pairing (arm → show PIN)

The GameStream host works with a stock Moonlight client — validated live on NVIDIA (RTX 5070 Ti & RTX 4090, driver 595): trust-on-first-use pairing that persists, an app catalog, RTSP/ENet/audio, and video at the client's exact resolution and refresh via a per-session virtual output (KWin, gamescope, Mutter, Sway backends), encoded with GPU zero-copy (dmabuf → CUDA/Vulkan → NVENC) at up to 5120×1440@240. The native punktfunk/1 protocol adds a QUIC control plane and a GF(2¹⁶) Leopard-FEC + AES-GCM data plane (p50 ~0.8 ms capture→reassembled at 720p120), with a SPAKE2 PIN pairing ceremony. Both run from one process (serve --native), managed through a REST API + web console. Builds against FFmpeg 7 or 8; deployed live on Bazzite. Full status: CLAUDE.md; roadmap, setup guides & progress: the docs site (docs-site/ — Fumadocs; bun run dev), with the canonical roadmap and status there. Design notes stay in docs/.

Layout

crates/
  punktfunk-core/        protocol · FEC · pacing · crypto · quic — the C ABI (lib + cdylib + staticlib)
  punktfunk-host/        Linux host: vdisplay · capture · encode · inject · gamestream · m3 · mgmt · native_pairing
  punktfunk-client-rs/   punktfunk/1 reference client (M3 headless; M4 adds decode+present)
clients/{apple,android}/   native client scaffolds (import punktfunk_core.h); apple = macOS first light
web/                       TanStack web console (host status · paired devices · pairing) over the mgmt API
packaging/                 Fedora/Bazzite RPM · bootc image · COPR (see packaging/bazzite/README.md)
include/punktfunk_core.h       cbindgen-generated C header (checked in)
tools/{latency-probe,loss-harness}/   measurement (plan §10)
docs/{implementation-plan,roadmap,windows-host,dualsense-haptics}.md

Build & test

cargo build --workspace          # green on Linux and macOS
cargo test  --workspace          # unit + loopback + proptest + C ABI harness
cargo clippy --workspace --all-targets

cargo run -p loss-harness        # FEC loss-resilience sweep (no network needed)
bash crates/punktfunk-core/tests/c/run.sh   # standalone C-ABI link+round-trip proof

The C header regenerates from crates/punktfunk-core/src/abi.rs on every build (cbindgen via build.rs) into include/punktfunk_core.h.

Design invariants

  • One core, linked everywhere. Protocol/FEC/crypto/pacing live in punktfunk-core exactly once, exposed over a stable, versioned C ABI (punktfunk_abi_version(), PunktfunkConfig carries its own struct_size).
  • No async on the hot path. The per-frame pipeline uses native threads only; tokio/quinn are gated behind the off-by-default quic feature (control plane only).
  • FEC is the wall-breaker. GF(2⁸) (≤255 shards/block) for Moonlight compat; GF(2¹⁶) (≤65535 shards/block, SIMD, O(n log n)) to push past ~1 Gbps.

License

MIT OR Apache-2.0.

S
Description
next gen game streaming - built using rust, back compatible with game stream clients, and supporting virtual displays for kde/kwin, gnome and gamescope.
Readme 16 MiB
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