`packaging/windows/drivers/*` has run `deny(unsafe_op_in_unsafe_fn)` +
`deny(clippy::undocumented_unsafe_blocks)` for a while, with `forbid(unsafe_code)`
on the modules that need no unsafe at all. The main workspace had no lint config
whatsoever, so nothing stopped a clean crate from quietly growing an `unsafe`, and
nothing distinguished the handful of genuinely-unsafe lines inside a 600-line
`unsafe fn` from the safe ones surrounding them.
Three things, all mechanical:
* `#![forbid(unsafe_code)]` on the eight crates that already contain zero unsafe
(`pf-driver-proto`, `pf-host-config`, `pf-paths`, the three clean clients, both
tools). These were clean by accident, not by contract; now they are clean by
contract.
* `unsafe_op_in_unsafe_fn = "warn"` workspace-wide. `unsafe fn` states a contract
the CALLER must uphold — it was never meant to switch off checking for the whole
body. Measured fallout is 300 sites on Linux, and they are concentrated: six
files carry all of them, while `punktfunk-core`, `pf-frame`, `pf-clipboard` and
`pf-vdisplay` are already at zero. `warn` (not `deny`) so the build stays green
while those six are worked down; it flips to `deny` once they are. This is also
the Rust 2024 default, so it pays off the edition migration early.
* `proc::current_uid()` replaces eight `unsafe { libc::getuid() }` blocks. Each
site had copied out the same SAFETY note verbatim, which is the tell: `getuid()`
is parameterless, always succeeds and touches no memory, so there is no contract
for a caller to uphold and no reason for the unsafe to be visible eight times.
One `unsafe` behind a safe wrapper, none at the call sites.
Verified: `pf-vdisplay` builds clean on Linux (Nobara) at zero E0133; the
macOS-buildable crates build clean locally. No behaviour change.
punktfunk — Windows client
The native Windows app for streaming a punktfunk host to your PC. A modern WinUI 3 app that discovers hosts on your network, pairs with a PIN, and streams at your display's own resolution and refresh rate — with a hardware-accelerated D3D11 video path and HDR.
It's pure Rust: the UI is WinUI 3 driven through windows-reactor
(a declarative, React-like framework), and it links the shared punktfunk-core directly to speak
the fast punktfunk/1 protocol.
Features
- Hardware decode, GPU present — FFmpeg HEVC with a D3D11VA zero-copy path (decoder and
presenter share one D3D11 device; NV12/P010 textures sampled straight into a
SwapChainPanelcomposition swapchain), with a robust software-decode fallback. - HDR10 — advertise 10-bit/HDR, detect PQ in-band, and flip the swapchain to
R10G10B10A2+ ST.2084 with HDR10 metadata. - Your display's native mode — the host builds a virtual display at exactly your WxH@Hz.
- Audio both ways — WASAPI render + mic capture.
- Full controller support — SDL3 gamepads with rumble, lightbar, and DualSense feedback.
- Your display's native mode, really — "Native display" resolves the actual size + refresh of the monitor the window is on at connect time.
- Find hosts automatically — mDNS discovery lists hosts on your LAN, alongside saved and manual entries. First connect does a one-time SPAKE2 PIN pairing (or TOFU on trusted LANs), then reconnects on a pinned identity. Saved hosts carry per-host actions: a network speed test (probe burst over the real data plane → recommended bitrate, applied in one tap) and forget.
- Polished shell — host cards, settings (resolution / refresh / host compositor / decoder / codec / bitrate / HDR / forwarded controller / gamepad type / system shortcuts / audio channels / mic / stats-overlay level), the tiered stats overlay (Off / Compact / Normal / Detailed — Ctrl+Alt+Shift+S cycles it live in the session window), and the full trust surface. Stream input uses Win32 low-level hooks with Moonlight-style capture: Ctrl+Alt+Shift+Q releases the pointer, a click on the stream re-captures it, and system shortcuts (Alt+Tab, Win, …) can act locally or forward to the host.
Builds and ships for both x64 and ARM64 as a signed MSIX.
Get it
Install the signed MSIX from the package registry — see docs.punktfunk.unom.io/docs/install-client. A stock Moonlight client also works over GameStream if you prefer.
Build from source
Windows-only (the crate builds as a stub on other platforms so the workspace stays green). You need
the MSVC toolchain, an FFMPEG_DIR FFmpeg tree, and CMake (SDL3 builds from source). windows-reactor's
build.rs downloads the Windows App SDK NuGets and needs CARGO_WORKSPACE_DIR set.
cargo build -p punktfunk-client-windows --target x86_64-pc-windows-msvc
# CLI paths for testing (no window):
punktfunk-client --discover # list hosts on the LAN
punktfunk-client --headless --connect host[:port] [--pin HEX] # connect, count frames, print stats
punktfunk-client --headless --speed-test --connect host[:port] # probe burst → recommended bitrate
CARGO_HOMEmust be an ASCII path — non-ASCII characters break SDL3's MSVC precompiled-header build. Packaging (MSIX manifest, signing) lives inpackaging/.
Layout
src/
main.rs entry point + CLI paths (--discover · --headless · --speed-test)
app/ WinUI 3 shell (windows-reactor), one module per screen:
mod (root/router) · hosts · connect · pair · speed · settings ·
licenses · stream · style (shared cards/pills/monograms)
present.rs · gpu.rs SwapChainPanel D3D11 composition swapchain; shared D3D11 device
video.rs FFmpeg HEVC decode (D3D11VA zero-copy + software fallback)
audio.rs WASAPI render + mic capture
gamepad.rs SDL3 controllers + rumble/lightbar/DualSense feedback
input.rs Win32 low-level hooks → host input (pointer lock · click-to-capture)
session.rs session lifecycle over the NativeClient connector (+ speed probe)
trust.rs · discovery.rs persistent identity, TOFU/PIN pairing, mDNS browse
packaging/ MSIX manifest, signing, pack script
Related
- Documentation — quick start, pairing, troubleshooting
- Project README — the host, the other clients, and how it all fits together