Files
punktfunk/crates/punktfunk-host
enricobuehler 12843fe253 feat(protocol,clients): codec preference negotiation + Linux client decodes per Welcome (Phase 2a)
Adds a client-selectable **preferred codec** and wires the core + ABI + probe + Linux client to
negotiate and decode it. (Windows/Apple/Android follow in 2b.)

**Core:**
- `Hello.preferred_codec` (a single CODEC_* bit, 0 = auto) — a soft hint appended after
  `video_codecs`. `resolve_codec(client, host, preferred)` now honors the preference when the host
  can also emit it, else falls back to precedence (HEVC > AV1 > H.264). Roundtrip + preference tests.
- `NativeClient::connect` takes `video_codecs` + `preferred_codec`; `NativeClient.codec` exposes the
  resolved `Welcome.codec`.
- ABI: `punktfunk_connect_ex7` (adds the two codec params; `ex6` delegates to it advertising
  HEVC-only) + `punktfunk_connection_codec` getter + `PUNKTFUNK_CODEC_{H264,HEVC,AV1}` constants
  (drift-guarded against the wire values). Header regenerated.

**Host:** passes `hello.preferred_codec` into `resolve_codec`.

**probe:** `--codec h264|hevc|av1|auto` sets the preference (still advertises it can decode all
three); the dump extension already follows the resolved codec.

**Linux client:** advertises the codecs FFmpeg can actually decode (`decodable_codecs()`), threads
the user's `codec` setting as the preference, and builds the decoder — both the software and VAAPI
paths, plus the mid-session VAAPI→software demotion — from the negotiated `Welcome.codec` instead of
hardcoding HEVC. New "Video codec" dropdown in Preferences (Automatic/HEVC/H.264/AV1).

Live-validated on the dev box: probe `--codec hevc` against a software (H.264-only) host resolves to
H.264 (graceful soft-preference fallback), no failure. clippy + core (57) + host (133) tests green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 00:13:26 +00:00
..

punktfunk-host

The streaming host — the program you run on the machine whose desktop or games you want to stream. For each client that connects, it spins up a virtual display sized to that device, captures it on the GPU, encodes with hardware NVENC/VAAPI/AMF/QSV, and sends it out over a low-latency transport — no physical monitor, no letterboxing, no rearranging your real screens.

It speaks two protocols from one process:

  • GameStream — so any Moonlight / Artemis client works day one.
  • punktfunk/1 — punktfunk's own faster protocol (QUIC control plane, GF(2¹⁶) FEC + AES-GCM data plane) that the native clients use.

Runs on Linux (the primary, most battle-tested path) and Windows (x64). The shared protocol, FEC, and crypto live in punktfunk-core; this crate is everything platform-facing around it.

What it does

  • Per-client virtual displays at the exact WxH@Hz. Linux uses per-compositor backends — KWin, gamescope, Mutter, and Sway/wlroots; Windows uses its own all-Rust IddCx virtual display, even on the secure desktop (UAC / lock screen).
  • GPU zero-copy capture → encode. dmabuf → CUDA/Vulkan → NVENC on Linux; DXGI/WGC → GPU encode on Windows. Encoders auto-select by GPU vendor: NVENC (NVIDIA), VAAPI (Linux AMD/Intel), AMF/QSV (Windows AMD/Intel), or software H.264 as a floor. HDR/10-bit and HEVC 4:4:4 supported.
  • Input injection. Mouse/keyboard (libei / gamescope EIS / wlr / Windows SendInput) and virtual gamepads — Xbox 360/One, DualSense, DualShock 4 — with rumble and HID feedback back-channels.
  • Audio both ways. Opus audio host→client, plus a virtual microphone the client can talk into.
  • Trust & discovery. A persistent host identity, SPAKE2 PIN pairing (default) or TOFU, and mDNS auto-advertisement so clients find the host without typing an IP.
  • Management API + web console. A REST API (mgmt.rs, OpenAPI at api/openapi.json) drives status, paired devices, and on-demand pairing; the browser UI is in web/.

Run it

punktfunk-host serve runs inside your desktop session. Bare serve is the secure native-only default (punktfunk/1 + the management API); add --gamestream on a trusted LAN to also accept stock Moonlight clients.

# Linux, from the repo root (see the repo README "Running on this box" for the headless recipe):
cargo run -rp punktfunk-host -- serve                 # native-only (secure default)
cargo run -rp punktfunk-host -- serve --gamestream    # + Moonlight compatibility

Then pair from the web console (https://<host-ip>:3000) or the client app.

Most people should install a package rather than run from source — see packaging/ (apt · rpm/COPR/bootc · Arch/sysext · Windows installer) and the per-platform guides at docs.punktfunk.unom.io/docs/install.

Subcommands

Command Purpose
serve The host (native punktfunk/1 + mgmt API; --gamestream adds Moonlight).
punktfunk1-host Standalone native-protocol listener for testing/measurement (--source virtual, --max-sessions).
openapi Print the management-API OpenAPI spec (regenerates api/openapi.json).
library Inspect the multi-store game library.
service · driver · web Windows: SCM service, driver install, bundled web console.
*-test / *-selftest / *-probe Diagnostics (input, zero-copy, HDR, compositor, gamepads).

--help lists them all.

Layout

src/
  main.rs            CLI + subcommand dispatch
  config.rs · session_plan.rs · session_tuning.rs · pipeline.rs   session setup + the frame pipeline
  vdisplay/          per-compositor virtual outputs (kwin · gamescope · mutter · wlroots)
  capture/ · capture.rs    screen/dmabuf capture (+ Windows DXGI/WGC)
  encode/ · encode.rs      per-GPU encoders (nvenc · vaapi · ffmpeg_win (AMF/QSV) · sw)
  zerocopy/          dmabuf → CUDA → NVENC bridges (EGL/GL tiled, Vulkan LINEAR)
  inject/ · inject.rs      input backends (libei · wlr · uinput gamepads · UHID DualSense/DS4)
  audio/ · audio.rs        Opus out + virtual mic (PipeWire / WASAPI)
  gamestream/        Moonlight compat: nvhttp · pairing · rtsp · control · stream · gamepad · apps
  punktfunk1.rs      the native punktfunk/1 host (QUIC control + native-thread UDP data plane)
  mgmt.rs · native_pairing.rs · stats_recorder.rs   management API, pairing, perf capture
  hdr.rs · library.rs      HDR metadata; multi-store game library
  linux/ · windows/  platform-confined backends
  • punktfunk-core — the shared protocol · FEC · crypto core
  • Clients — the apps that connect (Apple · Linux · Windows · Android · probe)
  • Packaging & docs — install & operate
  • design/ — architecture rationale and deep-dive plans