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punktfunk/clients/apple/Sources/PunktfunkClient/Home/GamepadHomeView.swift
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fix(clients): host discovery heals itself, and every client can rescan
A field report from an iPad: the host is not found on first run, and
restarting the client finds it. Pull-to-refresh appeared to do nothing.

Both were real. The Apple client's discovery had three ways to go
permanently deaf, each needing an app relaunch to clear:

- A failed resolve was never retried. `browseResultsChangedHandler`
  only fires when the result SET changes, and a host whose resolve
  failed is still in the set — so nothing ever re-offered it.
- A stuck resolve never ended. `NWConnection` has no timeout, so the
  throwaway UDP flow used to resolve an address could sit in
  `.preparing`/`.waiting` forever, and a service with a connection in
  flight was skipped.
- `NWBrowser` parking in `.waiting` was ignored (only `.failed`
  re-armed). On iOS that is where the local-network privacy prompt
  lands on first launch after install: the browse starts, the system
  asks, and the browser waits. Granting does not revive that browser —
  only a new one sees the grant. That is the reported first-run bug.

HostDiscovery now runs a 1 Hz sweep that times out stuck resolves,
retries failed ones on a 1→30 s backoff, and re-arms a browser that
stopped working; the advert's TXT is re-read on every browse report, so
a host that re-keys or flips its pairing policy is followed. Returning
to the foreground re-arms the browse (iOS/tvOS: `onAppear` does not
fire across background/foreground, and a suspended browse stays dead).

Pull-to-refresh did nothing because there was no `.refreshable` in the
client at all. Added, plus the explicit control the report asked for:
a toolbar Refresh on iOS/macOS, an action-row button on tvOS, a Rescan
tile in the gamepad launcher, Scan Again on the empty state, a
header-bar button in the GTK client, a hosts-page button on Windows,
and Scan again on Android. Decky already had one.

The desktop/Android browses needed a rescan trigger to make those
buttons mean anything: mdns-sd re-queries on a doubling backoff capped
at ONE HOUR, so a long-lived browse is effectively passive and a host
that appears later can stay invisible. `discovery::Rescan` forces a
fresh query; the wake-and-wait loops use it too, so a host that just
booted is noticed in seconds rather than at the next backoff tick.

Also fixed, found on the way: clients/windows/src/discovery.rs is a
second copy of the browse that d0fa8bd3 ("pin mDNS discovery to IPv4 on
every client") missed. It took an arbitrary first address, so when a
host's OS responder answered AAAA the Windows GUI rendered a card that
failed on every click. It also never noticed a dropped receiver, leaking
a thread and a :5353 socket per wake-and-wait.

Gates: Apple macOS + iOS (arm64-apple-ios17.0, proven non-vacuous) build
clean, 195 tests pass incl. a new one asserting a rescan re-finds a
still-advertising host. On .21: fmt, clippy --all-targets -D warnings
and build clean for pf-client-core + client-linux + client-session,
117 tests pass. Android :kit: and :app: compileDebugKotlin clean.
The Windows client is UNGATED — its CI runner was unreachable.
2026-08-06 13:30:10 +02:00

485 lines
23 KiB
Swift

// The gamepad-driven home screen: a distinct, "10-foot" console-style host
// launcher shown INSTEAD of HomeView while GamepadUIEnvironment is active — a separate screen built
// around a center-snapping carousel of hosts, driven from the couch with a controller. No touch is
// required anywhere: A connects, Y opens a saved host's library (when the flag is on), X opens the
// gamepad settings screen, and the carousel always ends in an Add Host tile that opens the
// controller-keyboard add flow. (A tap still works as a fallback for all of it.)
//
// All the scrolling/snapping/navigation/haptics live in GamepadCarousel; this file is the launcher's
// chrome. Layout discipline (so nothing is EVER clipped, portrait or landscape): the gradient is a
// `.background` modifier — NOT a ZStack sibling — because an `.ignoresSafeArea()` sibling expands the
// stack to full-screen and hands the GeometryReader the full height, laying content out under the
// status bar / home indicator. As a background it draws behind without affecting layout, so the
// GeometryReader is sized to the safe area. The title and the controller-glyph hints are pinned with
// `.safeAreaInset` (top / bottom-leading) — guaranteed inside the safe area and out of the carousel's
// vertical budget — and the card is sized off the remaining height. macOS mounts it too (the
// couch Mac-mini case) — same screen, with the settings/add-host covers presented as sheets
// (macOS has no fullScreenCover). tvOS mounts it as well, driven by the native focus engine
// (see GamepadCarousel's tvOS mode) so the Siri Remote works alongside the pad; Play/Pause
// mirrors X for Settings since the focus engine has no concept of that button.
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
import GameController
/// One navigable tile: a saved host, a discovered-but-unsaved one, or one of the trailing
/// actions. Hashable so it can be the carousel's scroll-position identity.
private enum GamepadHomeTarget: Hashable {
/// A saved host's own tile, or one of its pinned host+profile cards (§5.2a) — which on a
/// controller-first surface are THE profile affordance: focus and press, no menus.
case saved(UUID, profile: String?)
case discovered(String)
case addHost
case rescan
}
/// A fully-resolved launcher tile — display fields + the activate action, built fresh each render
/// from the live stores so nothing goes stale.
private struct HomeTile: Identifiable {
let id: GamepadHomeTarget
let title: String
let subtitle: String
/// The profile this tile connects with — shown as a tinted chip. Set on a pinned card; nil on
/// a plain host tile unless the host is bound to one (then it answers "what will A do?").
var profile: StreamProfile?
/// This tile IS a pinned host+profile card, not a host wearing its binding's chip — the chip
/// reads loud on the former (it is the reason the tile exists) and quiet on the latter.
var isPinnedCard = false
var isOnline = false
var isPaired = false
var isConnecting = false
/// Saved (solid monogram) vs. discovered-but-unsaved / action (tinted outline).
var filled = false
/// Only saved hosts have a library (matches the touch grid's context-menu gate).
var hasLibrary = false
/// Shows this SF symbol in the badge instead of the title monogram (the Add Host tile).
var icon: String?
/// The host's OS-identity chain. When we ship art for it, the badge wears the OS mark instead
/// of the title's initial — the same substitution the touch cards make.
var osChain: String?
/// Offline saved host we hold a MAC for (and WoL is available) — activating it wakes first.
var canWake = false
let activate: () -> Void
}
struct GamepadHomeView: View {
@ObservedObject var store: HostStore
@ObservedObject var model: SessionModel
@ObservedObject var discovery: HostDiscovery
@Binding var libraryTarget: StoredHost?
/// Wake-and-wait driver — gates the carousel while its overlay is up, and the carousel's
/// activate routes an offline+wakeable host through it (see ContentView.startSession).
@ObservedObject var waker: HostWaker
let connect: (StoredHost, ProfileSelection) -> Void
let connectDiscovered: (DiscoveredHost) -> Void
/// The profile catalog — pinned host+profile combos render as their own tiles here, which is
/// how a controller picks a profile: one focus-and-press instead of a menu (design §5.4).
@ObservedObject private var profiles = ProfileStore.shared
/// Same gate the touch grid's "Browse Library…" context-menu item uses (default ON; the
/// Settings "Game library" toggle opts out).
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = true
/// Auto-wake on connect (default ON) — when off, activating an offline host just dials (no wake),
/// so the tile drops its "Wake & Connect" affordance for a plain "Connect".
@AppStorage(DefaultsKey.autoWake) private var autoWakeEnabled = true
#if os(iOS)
/// `.compact` in a landscape phone window — drives tighter chrome so everything still fits.
@Environment(\.verticalSizeClass) private var vSizeClass
private var compact: Bool { vSizeClass == .compact }
#else
private let compact = false // no size classes on macOS; the window minimum keeps room
#endif
@ObservedObject private var gamepads = GamepadManager.shared
@State private var selection: GamepadHomeTarget?
@State private var showSettings = false
@State private var showAddHost = false
var body: some View {
GeometryReader { geo in
hero(for: geo.size)
}
// Pinned inside the safe area, out of the carousel's vertical budget — never clipped.
.safeAreaInset(edge: .top, spacing: 0) {
titleBar
.padding(.top, gamepadTitleTopPadding(compact: compact))
.padding(.bottom, compact ? 4 : 8)
}
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
GamepadHintBar(hints: hints)
// Equal distance from the left and bottom edges — the pill's corner inset was the
// real asymmetry (leading 22 vs bottom 10), not its internal padding.
.padding(.leading, compact ? 12 : 18)
.padding(.bottom, compact ? 12 : 18)
.padding(.top, compact ? 4 : 8)
}
.background { GamepadScreenBackground() }
.onAppear { discovery.start() }
.onDisappear { discovery.stop() }
// Reachability sweep (mDNS-independent) so routed/VPN hosts that never advertise still show
// Online — the console mirror of HomeView's `.task`; cancelled on disappear.
.task {
while !Task.isCancelled {
await store.refreshReachability(discovery: discovery)
try? await Task.sleep(for: .seconds(10))
}
}
// The remote's Play/Pause mirrors the pad's X (Settings): the focus engine never surfaces
// X, and historically tvOS maps a pad's X to this same press — the poll and this command
// double-firing just sets the same Bool twice.
#if os(tvOS)
.onPlayPauseCommand { showSettings = true }
#endif
// The settings / add-host screens take over the controller (the carousel's `isActive`
// gate above). iOS presents them full screen — the immersive console feel; macOS has no
// fullScreenCover, so they become generously sized sheets over the dimmed launcher.
#if os(macOS)
.sheet(isPresented: $showSettings) {
GamepadSettingsView(store: store)
.frame(width: 720, height: 640)
}
.sheet(isPresented: $showAddHost) {
GamepadAddHostView { store.add($0) }
.frame(width: 660, height: 620)
}
.frame(minWidth: 640, minHeight: 420)
#else
.fullScreenCover(isPresented: $showSettings) { GamepadSettingsView(store: store) }
.fullScreenCover(isPresented: $showAddHost) {
GamepadAddHostView { store.add($0) }
}
#endif
}
// MARK: - Hero (carousel + detail), sized to fit the space between the pinned title and hints
@ViewBuilder private func hero(for size: CGSize) -> some View {
#if os(tvOS)
// 10-foot scale: the phone-sized card reads like a postage stamp from the couch.
let cardWidth = min(560, size.width * 0.34)
let cardHeight = min(350, max(240, size.height - 260))
#else
let cardWidth = min(340, size.width * 0.84)
// 48 ≈ the carousel's own vertical breathing (+40) plus a small margin; clamp so the strip
// always fits the region the pinned title / hints safe-area insets leave. (The old detail
// line below the strip is gone — it only re-printed what the centered card already shows.)
let cardHeight = min(compact ? 176 : 224, max(118, size.height - 48))
#endif
VStack(spacing: compact ? 8 : 10) {
Spacer(minLength: 0)
carousel(cardWidth: cardWidth, cardHeight: cardHeight)
Spacer(minLength: 0)
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
// MARK: - Chrome
private var titleBar: some View {
// The chip used to be a trailing `.overlay`, which reserves no width: on a portrait phone
// it sat directly on top of the centred title ("Select a Host" ran straight into the pad
// name). Laying it out as a row with a hidden mirror on the leading side keeps the title
// optically centred AND clear of the chip at every width; the title shrinks a little
// before it would ever truncate.
HStack(spacing: 12) {
statusChip(hidden: true)
Text("Select a Host")
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
.foregroundStyle(.white)
.lineLimit(1)
.minimumScaleFactor(0.75)
.frame(maxWidth: .infinity)
statusChip(hidden: false)
}
.padding(.horizontal, 20)
}
/// Which pad is driving this UI (name + battery) — quiet, and only where there's room; a
/// compact-height phone gives the pixels to the carousel instead. `hidden` renders the same
/// chip purely as a width reserve.
@ViewBuilder private func statusChip(hidden: Bool) -> some View {
if !compact, let active = gamepads.active {
ControllerStatusChip(controller: active)
.opacity(hidden ? 0 : 1)
.accessibilityHidden(hidden)
}
}
private var cardSpacing: CGFloat {
#if os(tvOS)
44
#else
30
#endif
}
// MARK: - Carousel
private func carousel(cardWidth: CGFloat, cardHeight: CGFloat) -> some View {
GamepadCarousel(
items: tiles,
selection: $selection,
itemWidth: cardWidth,
spacing: cardSpacing,
onActivate: { $0.activate() },
onSecondary: { openLibraryForSelected() },
onTertiary: { showSettings = true },
// Stop consuming the controller while another screen (or the connect/wake takeover) is on
// top — otherwise the launcher navigates behind it (invisibly on iPhone, visibly on iPad),
// and a second A during a dial would launch a concurrent connect. `.connecting` covers the
// takeover's Connecting phase; `waker.waking` covers its Waking phase.
isActive: libraryTarget == nil && !showSettings && !showAddHost
&& waker.waking == nil && model.phase != .connecting
) { tile in
hostCard(tile, size: CGSize(width: cardWidth, height: cardHeight))
}
.frame(height: cardHeight + 40)
}
/// The host tile plus its focus treatment. Every continuous visual reads the scroll view's own
/// per-frame `phase` (real distance-from-centered), so the look always matches what's on screen
/// mid-scroll. `.shadow`/`.overlay` aren't part of `VisualEffect`, so the focus pop is scale +
/// brightness/saturation + a depth blur on the recessed neighbors.
private func hostCard(_ tile: HomeTile, size: CGSize) -> some View {
GamepadHostTile(tile: tile, size: size)
.scrollTransition { content, phase in
let d = CGFloat(min(abs(phase.value), 1))
let scale = 1 - d * 0.12
let bright = Double(-d * 0.24)
let sat = Double(1 - d * 0.42)
let soft = d * 3
let fade = Double(1 - d * 0.22)
return content
.scaleEffect(scale)
.brightness(bright)
.saturation(sat)
.blur(radius: soft)
.opacity(fade)
}
}
// MARK: - Hint bar (pinned bottom-leading via safeAreaInset)
private var hints: [GamepadHint] {
let selected = tiles.first { $0.id == selection }
let action: String? = switch selected?.id {
case .addHost: "Add Host"
case .rescan: "Rescan"
default: nil
}
var hints = [GamepadHint(
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"),
text: action ?? (selected?.canWake == true ? "Wake & Connect" : "Connect"))]
if libraryEnabled, selected?.hasLibrary == true {
hints.append(.init(glyph: buttonGlyph(\.buttonY, fallback: "y.circle"), text: "Library"))
}
hints.append(.init(glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Settings"))
return hints
}
// MARK: - Data + actions
/// Built fresh each render from the live stores (no stale value capture) — saved hosts first,
/// then discovered-but-unsaved ones, then the Add Host action tile (so the strip is never
/// empty and manual entry is always one press away).
private var tiles: [HomeTile] {
var saved: [HomeTile] = []
for host in store.hosts {
// Online = advertising on mDNS OR proven reachable by the probe (a routed/VPN host
// never advertises); the wake item is offered only when neither holds.
let online = discovery.advertises(host) || store.probedOnline.contains(host.id)
let bound = profiles.binding(for: host)
let connecting = model.phase == .connecting && model.activeHost?.id == host.id
// The host's own tile, then one per pinned profile — the same order the touch grid
// uses, so a pin reads as belonging to its host on both surfaces.
for profile in [StreamProfile?.none] + profiles.pinned(for: host).map(Optional.some) {
saved.append(HomeTile(
id: .saved(host.id, profile: profile?.id),
title: host.displayName,
subtitle: "\(host.address):\(String(host.port))",
profile: profile ?? bound,
isPinnedCard: profile != nil,
isOnline: online,
isPaired: host.pinnedSHA256 != nil,
isConnecting: connecting,
filled: true,
// A pinned card is a shortcut, not a second host — Y (library) stays on the
// host's own tile, where the host-level actions live.
hasLibrary: profile == nil,
osChain: host.osChain,
canWake: autoWakeEnabled && PunktfunkConnection.wakeOnLANAvailable
&& !online && !host.wakeMacs.isEmpty,
activate: {
connect(host, profile.map { .profile($0.id) } ?? .inherit)
}))
}
}
let discovered = discovery.unsaved(among: store.hosts).map { d in
HomeTile(
id: .discovered(d.id),
title: d.name,
subtitle: "\(d.host):\(String(d.port))",
isOnline: true,
osChain: d.osChain,
activate: { connectDiscovered(d) })
}
let add = HomeTile(
id: .addHost,
title: "Add Host",
subtitle: "Register a host by address",
icon: "plus",
activate: { showAddHost = true })
// A controller surface has no toolbar and no pull-to-refresh, so the rescan the field
// asked for is a tile like any other — one press from wherever the stick already is.
let rescan = HomeTile(
id: .rescan,
title: "Rescan",
subtitle: discovery.isScanning ? "Scanning…" : "Look for hosts on this network",
icon: "arrow.clockwise",
activate: { discovery.refresh() })
return saved + discovered + [add, rescan]
}
/// Only saved hosts have a library — matches the touch grid, where "Browse Library…" is a
/// `HostCardView`-only action never offered on `DiscoveredCardView`.
private func openLibraryForSelected() {
guard libraryEnabled, case .saved(let id, let profile) = selection, profile == nil,
let host = store.hosts.first(where: { $0.id == id })
else { return }
libraryTarget = host
}
}
/// One "console tile" in the host carousel — a dark-glass landscape card, bigger and bolder than the
/// touch grid's `HostCardView`. Renders only its base look; the centered-tile pop is layered on by
/// the caller's `.scrollTransition` so it always tracks the real scroll position.
private struct GamepadHostTile: View {
let tile: HomeTile
let size: CGSize
// 10-foot metrics on tvOS, in-hand metrics elsewhere — one tile, two viewing distances.
#if os(tvOS)
private static let titleFont: CGFloat = 33
private static let subtitleFont: CGFloat = 19
private static let statusFont: CGFloat = 15
private static let pipSide: CGFloat = 12
private static let badgeSide: CGFloat = 70
private static let badgeCorner: CGFloat = 19
private static let monogramFont: CGFloat = 34
private static let iconFont: CGFloat = 32
private static let pad: CGFloat = 28
private static let corner: CGFloat = 30
#else
private static let titleFont: CGFloat = 23
private static let subtitleFont: CGFloat = 13
private static let statusFont: CGFloat = 11
private static let pipSide: CGFloat = 9
private static let badgeSide: CGFloat = 52
private static let badgeCorner: CGFloat = 15
private static let monogramFont: CGFloat = 25
private static let iconFont: CGFloat = 24
private static let pad: CGFloat = 20
private static let corner: CGFloat = 26
#endif
var body: some View {
VStack(alignment: .leading, spacing: 0) {
HStack(alignment: .top, spacing: 8) {
monogramBadge
Spacer(minLength: 0)
// The status the removed detail panel used to spell out, now on the card itself: a
// lock for a paired (pinned-identity) host + a green pip when it's live on the LAN.
HStack(spacing: 7) {
if tile.isPaired {
Image(systemName: "lock.fill")
.font(.system(size: Self.statusFont, weight: .semibold))
.foregroundStyle(.white.opacity(0.5))
}
if tile.isOnline {
Circle()
.fill(Color.green)
.frame(width: Self.pipSide, height: Self.pipSide)
.shadow(color: .green.opacity(0.7), radius: 5)
}
}
}
Spacer(minLength: 0)
Text(tile.title)
.font(.geist(Self.titleFont, .bold, relativeTo: .title2))
.foregroundStyle(.white)
.lineLimit(1)
.minimumScaleFactor(0.7)
if let profile = tile.profile {
ProfileChip(
profile: profile, size: Self.statusFont, prominent: tile.isPinnedCard)
.padding(.top, 4)
}
Text(tile.subtitle)
.font(.geist(Self.subtitleFont, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.55))
.lineLimit(1)
.padding(.top, 2)
}
.padding(Self.pad)
.frame(width: size.width, height: size.height, alignment: .leading)
// Liquid Glass console tile — a brand wash marks a saved host as primary; discovered /
// Add-Host tiles stay neutral glass with a dashed edge. Glass clips to the shape itself.
.consoleGlass(
RoundedRectangle(cornerRadius: Self.corner, style: .continuous),
tint: tile.filled ? Color.brand.opacity(0.20) : nil)
.overlay {
RoundedRectangle(cornerRadius: Self.corner, style: .continuous)
.strokeBorder(
LinearGradient(
colors: [.white.opacity(0.22), .white.opacity(0.04)],
startPoint: .top, endPoint: .bottom),
style: StrokeStyle(lineWidth: 1, dash: tile.filled ? [] : [6, 5]))
}
.shadow(color: .black.opacity(0.45), radius: 20, y: 14)
}
private var monogramBadge: some View {
let shape = RoundedRectangle(cornerRadius: Self.badgeCorner, style: .continuous)
return ZStack {
shape.fill(tile.filled
? AnyShapeStyle(LinearGradient(
colors: [Color.brand, Color.brand.opacity(0.68)],
startPoint: .top, endPoint: .bottom))
: AnyShapeStyle(Color.brand.opacity(0.16)))
if tile.isConnecting {
ProgressView().tint(.white)
} else if let icon = tile.icon {
Image(systemName: icon)
.font(.system(size: Self.iconFont, weight: .semibold))
.foregroundStyle(Color.brand)
} else if let mark = osIconImage(for: tile.osChain) {
// The OS mark stands in for the initial (template asset — tints like the text it
// replaces), and carries the label, since nothing else on the tile names the OS.
mark
.resizable()
.scaledToFit()
.frame(width: Self.monogramFont, height: Self.monogramFont)
.foregroundStyle(tile.filled ? .white : Color.brand)
.accessibilityLabel(tile.osChain ?? "")
} else {
Text(monogram(tile.title))
.font(.geistFixed(Self.monogramFont, .bold))
.foregroundStyle(tile.filled ? .white : Color.brand)
}
}
.frame(width: Self.badgeSide, height: Self.badgeSide)
.overlay {
if !tile.filled {
shape.strokeBorder(Color.brand.opacity(0.5), lineWidth: 1)
}
}
}
private func monogram(_ name: String) -> String {
guard let first = name.trimmingCharacters(in: .whitespacesAndNewlines).first else { return "•" }
return String(first).uppercased()
}
}
#endif