The wire half of sub-frame slice output (latency §7 LN1, planning
design/nvenc-subframe-slice-output.md Phase 2): toward a client that
advertises the new cap bit (0x20), a chunked-poll encoder session ships each
AU's completed FEC blocks while the tail of the frame is still encoding —
the AU's last packet leaves the host as the encode finishes instead of
after it.
Wire semantics (negotiated; zero change for anyone else):
- Non-final blocks ride SENTINEL headers: block_count = 0 (a value no legacy
sender emits) + frame_bytes = 0 + exactly max_data_per_block data shards,
so the receiver's shard-offset formula needs no total.
- The final block's headers carry the real frame_bytes/block_count (+
FLAG_EOF) and RETRO-VALIDATE the whole frame: totals under which a
received sentinel block is out of range or not full-K kill the frame
wholesale (no spliced delivery) and the index can't be resurrected.
- Firewall: sentinels are bounded by the negotiated limits (full-K exactly,
never the last block the limits allow, no total to lie about); the exact
derived-geometry check runs unchanged on every non-sentinel packet and
retroactively at pinning. Sentinel opens commit a max_frame_bytes buffer,
bounded by the existing IN_FLIGHT_BUF_FACTOR budget (amplification test).
- Order-agnostic like legacy: a reversed frame (final block first) opens
legacy-shaped and still accepts its sentinels against the pinned totals.
- Small/empty streamed AUs degenerate to byte-identical legacy headers.
Host: Packetizer::{begin,push,finish}_streamed seal full-K blocks (data +
parity per block) as chunks arrive; Session::seal_streamed_* share the
pooled-wire + two-lane seal machinery via the new seal_run; the send thread
paces each flush under the frame's existing deadline (pace_sealed split out
of paced_submit) and runs the whole-AU accounting at the last chunk; the
encode pump forwards poll_chunk output as ChunkMsg when the client has the
cap AND the encoder chunks (re-queried per AU — an escalation falls back
seamlessly). Probes never run mid-AU. PUNKTFUNK_STREAMED_AU=0 = host escape
hatch. Client core ORs the cap into Hello (the shared reassembler carries
the support). Sampled first_slice_us vs encode_us PERF log measures the
overlap; the 0xCF stage-field extension stays a follow-up.
Core tests: streamed round-trip (clean/loss/reorder/duplicate, both orders),
sentinel firewall bounds, lying-final wholesale kill + no-resurrect,
open-amplification budget, header-shape pins. Gates still owed before
default-on: security review pass, loss-harness curve, GameStream smoke
(plane untouched structurally), bitrate A/B.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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; on Windows the host pushes frames straight into its own IDD (sealed IDD-push, no screen-scraping) → GPU encode. 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 atapi/openapi.json) drives status, paired devices, and on-demand pairing; the browser UI is inweb/.
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>:47992) 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 IDD-push)
encode/ · encode.rs per-GPU encoders (nvenc · vaapi · ffmpeg_win (AMF/QSV) · sw)
linux/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
native.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
Related
punktfunk-core— the shared protocol · FEC · crypto core- Clients — the apps that connect (Apple · Linux · Windows · Android · probe)
- Packaging & docs — install & operate
- punktfunk-planning (internal planning repo) — architecture rationale and deep-dive plans