d1d2ca293d
Web-console "Approve" (delegated pairing, roadmap §8b-1) was unreachable: every client routed a fresh pair=required host straight to the SPAKE2 PIN ceremony, so no "knock" was ever recorded; and an unpaired connect was rejected+closed with no way to resume after approval. The backend + console were complete but had no client-side trigger and no post-approval admit path. Host (native_pairing.rs, punktfunk1.rs): an unpaired identified knock is now PARKED instead of rejected — it releases its NVENC session permit, awaits an operator decision (NativePairing::wait_for_decision, woken by a Notify on approve/deny), and on approval re-acquires a slot and admits the SAME connection with no reconnect. QUIC keep-alive (4s/8s) holds the parked connection warm. The pairing gate moves out of the HANDSHAKE_TIMEOUT-bounded handshake future; approve_pending is reordered read-then-add and wait_for_decision double-checks is_paired to close a "neither pending nor paired" race. New PENDING_APPROVAL_WAIT (180s). Tests: delegated_approval_admits_after_knock now approves mid-park (no reconnect) + new wait_for_decision_approve_deny_timeout unit test (108 host tests green). Clients (Linux/Apple/Windows/Android): a fresh pair=required host now offers "Request access" alongside the PIN ceremony — a plain identified connect with a ~185s handshake budget and a cancelable "waiting for approval" UI; on success the host is saved as paired, and cancel returns the UI immediately while a late- resolving connect is torn down silently via a per-attempt flag. Apple reuses the existing C-ABI timeout_ms (no ABI change); Windows adds SessionParams.connect_timeout + a RequestAccess screen; Android adds a timeoutMs arg to the nativeConnect JNI seam (both sides + both callers). Linux built + clippy + fmt clean; Apple/Windows/ Android pending their CI/on-device compiles. SPAKE2 ceremony reviewed end-to-end against the spake2 0.4 contract — correct, no changes needed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
327 lines
16 KiB
Swift
327 lines
16 KiB
Swift
// Session state for the app shell: owns the connection, the input capture, the trust
|
|
// handshake phase, and the pump-thread → main-actor stats relay.
|
|
|
|
import Foundation
|
|
import PunktfunkKit
|
|
import SwiftUI
|
|
|
|
#if canImport(AppKit)
|
|
import AppKit
|
|
#elseif canImport(UIKit)
|
|
import UIKit
|
|
#endif
|
|
|
|
/// Pump-thread-side frame counters; a 1 Hz main-actor timer drains them into @Published
|
|
/// values. NSLock instead of an actor — the writer is the (non-async) pump thread.
|
|
final class FrameMeter: @unchecked Sendable {
|
|
private let lock = NSLock()
|
|
private var frames = 0
|
|
private var bytes = 0
|
|
private var totalFrames = 0
|
|
|
|
func note(byteCount: Int) {
|
|
lock.lock()
|
|
frames += 1
|
|
bytes += byteCount
|
|
totalFrames += 1
|
|
lock.unlock()
|
|
}
|
|
|
|
/// Returns and resets the per-interval counters (the running total stays).
|
|
func drain() -> (frames: Int, bytes: Int, total: Int) {
|
|
lock.lock()
|
|
defer {
|
|
frames = 0
|
|
bytes = 0
|
|
lock.unlock()
|
|
}
|
|
return (frames, bytes, totalFrames)
|
|
}
|
|
}
|
|
|
|
@MainActor
|
|
final class SessionModel: ObservableObject {
|
|
enum Phase: Equatable {
|
|
case idle
|
|
case connecting
|
|
/// Connected to an unpinned host: the stream is live (and pumping — the opening
|
|
/// IDR must not be missed) but input/cursor capture wait for the user to confirm
|
|
/// the observed fingerprint.
|
|
case awaitingTrust(fingerprint: Data)
|
|
case streaming
|
|
}
|
|
|
|
@Published private(set) var phase: Phase = .idle
|
|
@Published private(set) var connection: PunktfunkConnection?
|
|
/// The host this session is for (a value copy; identity = id).
|
|
@Published private(set) var activeHost: StoredHost?
|
|
@Published var errorMessage: String?
|
|
@Published var fps = 0
|
|
@Published var mbps = 0.0
|
|
@Published var totalFrames = 0
|
|
/// Capture→client-receipt latency (ms), skew-corrected across machines via the connect-time
|
|
/// clock offset — p50/p95 for the HUD. `latencyValid` is false until the first sample drains
|
|
/// (and whenever no host frames arrived in the last interval). `latencySkewCorrected` = the host
|
|
/// answered the skew handshake (the number is cross-machine valid, not just same-host).
|
|
@Published var latencyP50Ms = 0.0
|
|
@Published var latencyP95Ms = 0.0
|
|
@Published var latencyValid = false
|
|
@Published var latencySkewCorrected = false
|
|
/// Capture→present (glass-to-glass, modulo the host render→capture term) — only the stage-2
|
|
/// presenter can stamp this (it owns decode + a CAMetalLayer/display-link present). Stays
|
|
/// invalid under stage-1, where the layer presents internally with no per-frame callback.
|
|
@Published var presentLatencyP50Ms = 0.0
|
|
@Published var presentLatencyP95Ms = 0.0
|
|
@Published var presentLatencyValid = false
|
|
@Published var presentLatencySkewCorrected = false
|
|
/// Mirrors StreamView's capture state (it owns the input capture; this drives the
|
|
/// HUD's "click to capture" / "⌘⎋ releases" hint).
|
|
@Published var mouseCaptured = false
|
|
|
|
let meter = FrameMeter()
|
|
let latency = LatencyMeter()
|
|
/// Fed by the stage-2 presenter's display link (capture→present). Passed to StreamView.
|
|
let presentLatency = LatencyMeter()
|
|
private var statsTimer: Timer?
|
|
private var audio: SessionAudio?
|
|
private var gamepadCapture: GamepadCapture?
|
|
private var gamepadFeedback: GamepadFeedback?
|
|
|
|
var isBusy: Bool { phase != .idle }
|
|
|
|
/// `allowTofu` gates the trust-on-first-use prompt for an unpinned host: it is only true
|
|
/// when the host EXPLICITLY advertised `pair=optional` (rule 3a). For any other unpinned host
|
|
/// — `pair=required`, a manually-typed host, or a discovered host with no/unknown `pair`
|
|
/// field — TOFU is forbidden (rule 3b): the connect refuses rather than offering trust, and
|
|
/// the user is routed to PIN pairing by the caller. (A pinned host connects regardless: its
|
|
/// stored fingerprint is the trust decision.)
|
|
///
|
|
/// `requestAccess` is the no-PIN delegated-approval path: open an identified connect the host
|
|
/// PARKS until the operator clicks Approve in its console, then admits the SAME connection (no
|
|
/// reconnect). The handshake budget is widened to exceed the host's park window, and a
|
|
/// successful connect streams directly (the approval IS the trust decision) — the caller pins
|
|
/// the observed fingerprint as paired. `host.pinnedSHA256`, when set, pins the advertised cert
|
|
/// for the wait; nil = trust-on-first-use.
|
|
func connect(to host: StoredHost, width: UInt32, height: UInt32, hz: UInt32,
|
|
compositor: PunktfunkConnection.Compositor = .auto,
|
|
gamepad: PunktfunkConnection.GamepadType = .auto,
|
|
bitrateKbps: UInt32 = 0,
|
|
audioChannels: UInt8 = 2,
|
|
hdrEnabled: Bool = true,
|
|
launchID: String? = nil,
|
|
allowTofu: Bool = false,
|
|
autoTrust: Bool = false,
|
|
requestAccess: Bool = false) {
|
|
guard phase == .idle else { return }
|
|
phase = .connecting
|
|
activeHost = host
|
|
errorMessage = nil
|
|
let pin = host.pinnedSHA256
|
|
// Capability gate (main-actor — screen APIs): only advertise HDR when this display can
|
|
// actually present it, so the host sends a proper SDR stream to an SDR display rather than
|
|
// BT.2020 PQ the panel would mis-tone-map. The display self-tone-maps HDR from the mastering
|
|
// metadata we apply (Step 2) when it IS HDR.
|
|
let displayHDR: Bool = {
|
|
#if os(macOS)
|
|
return (NSScreen.main?.maximumExtendedDynamicRangeColorComponentValue ?? 1.0) > 1.0
|
|
#else
|
|
return UIScreen.main.potentialEDRHeadroom > 1.0
|
|
#endif
|
|
}()
|
|
let hdrCapable = hdrEnabled && displayHDR
|
|
Task.detached(priority: .userInitiated) {
|
|
// PunktfunkConnection.init blocks on the QUIC handshake — keep it off the main
|
|
// actor. The persistent identity is presented on every connect so a paired
|
|
// host recognizes this Mac (nil = anonymous, fine for hosts without
|
|
// --require-pairing; Keychain/generation failure must not block connecting).
|
|
let identity = (try? ClientIdentityStore.shared.load())?.identity
|
|
// Advertise 10-bit + HDR10 when enabled: the host upgrades to a BT.2020 PQ Main10 stream
|
|
// only for actual HDR content (its own gate); the VideoToolbox/Metal present path is
|
|
// HDR-capable (P010 + itur_2100_PQ + EDR). 0 keeps the 8-bit BT.709 SDR stream.
|
|
let videoCaps: UInt8 = hdrCapable
|
|
? (PunktfunkConnection.videoCap10Bit | PunktfunkConnection.videoCapHDR)
|
|
: 0
|
|
let result = Result { try PunktfunkConnection(
|
|
host: host.address, port: host.port,
|
|
width: width, height: height, refreshHz: hz,
|
|
pinSHA256: pin, identity: identity, compositor: compositor,
|
|
gamepad: gamepad, bitrateKbps: bitrateKbps, videoCaps: videoCaps,
|
|
audioChannels: audioChannels, launchID: launchID,
|
|
// Delegated approval: the host holds this connect open until the operator approves
|
|
// it (~180 s) — outwait that window so a slow approval still lands here. Normal
|
|
// connects keep the snappy default.
|
|
timeoutMs: requestAccess ? 185_000 : 10_000) }
|
|
await MainActor.run { [weak self] in
|
|
guard let self else { return }
|
|
// The user may have abandoned this attempt (window closed, another host
|
|
// clicked) while the handshake was in flight — don't resurrect a session
|
|
// for a dead window, and especially don't start its mic uplink.
|
|
guard self.phase == .connecting, self.activeHost?.id == host.id else {
|
|
if case .success(let conn) = result {
|
|
Task.detached { conn.close() } // joins Rust threads — off-main
|
|
}
|
|
return
|
|
}
|
|
switch result {
|
|
case .success(let conn):
|
|
if pin != nil || autoTrust || requestAccess {
|
|
// requestAccess: the operator approved this device on the host, so the
|
|
// session is trusted — stream directly (the caller pins it as paired).
|
|
self.connection = conn
|
|
self.startStatsTimer()
|
|
self.beginStreaming()
|
|
} else if allowTofu {
|
|
// Host advertised pair=optional — offer the reduced-security TOFU prompt
|
|
// over the live (blurred) stream (rule 3a).
|
|
self.connection = conn
|
|
self.startStatsTimer()
|
|
self.phase = .awaitingTrust(fingerprint: conn.hostFingerprint)
|
|
} else {
|
|
// Unpinned and TOFU not permitted (rule 3b): never let this silently
|
|
// become trustable. Drop the connection; the caller routes to pairing.
|
|
Task.detached { conn.close() } // joins Rust threads — off-main
|
|
self.phase = .idle
|
|
self.activeHost = nil
|
|
self.errorMessage = "\(host.displayName) is not paired yet. "
|
|
+ "Pair with its PIN before streaming."
|
|
}
|
|
case .failure:
|
|
self.phase = .idle
|
|
self.activeHost = nil
|
|
if requestAccess {
|
|
// The delegated-approval connect ended without being admitted: the
|
|
// operator didn't approve it before the host's park window elapsed (or
|
|
// the host was unreachable).
|
|
self.errorMessage = "\(host.displayName) didn't let this device in. "
|
|
+ "Approve it in the host's web console (port 3000 → Pairing), then "
|
|
+ "request access again — the request expires after a few minutes."
|
|
} else {
|
|
self.errorMessage = pin != nil
|
|
? "Could not connect to \(host.displayName) — host unreachable, "
|
|
+ "not running, its identity no longer matches the pinned "
|
|
+ "fingerprint, or it requires pairing and no longer "
|
|
+ "recognizes this Mac (right-click the host card to pair "
|
|
+ "again)."
|
|
: "Could not connect to \(host.displayName) — is punktfunk-host "
|
|
+ "running on \(host.address):\(host.port)? If it requires "
|
|
+ "pairing, right-click the host card and pair with its PIN "
|
|
+ "first."
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// The user confirmed the fingerprint: returns it for pinning and enters streaming.
|
|
func confirmTrust() -> Data? {
|
|
guard case .awaitingTrust(let fingerprint) = phase else { return nil }
|
|
beginStreaming()
|
|
return fingerprint
|
|
}
|
|
|
|
func rejectTrust() {
|
|
disconnect()
|
|
}
|
|
|
|
func disconnect() {
|
|
statsTimer?.invalidate()
|
|
statsTimer = nil
|
|
let audio = self.audio
|
|
self.audio = nil
|
|
// Gamepad capture is main-actor (releases held buttons on the wire while the
|
|
// connection is still up); the feedback drain joins off-main like audio.
|
|
gamepadCapture?.stop()
|
|
gamepadCapture = nil
|
|
let feedback = gamepadFeedback
|
|
gamepadFeedback = nil
|
|
if let conn = connection {
|
|
// Drain-thread teardown waits the pullers out and close() waits out in-flight
|
|
// polls + joins the Rust worker threads — keep all of it off the main actor,
|
|
// in this order (no poll left on any plane when the handle is freed).
|
|
Task.detached {
|
|
audio?.stop()
|
|
feedback?.stop()
|
|
conn.close()
|
|
}
|
|
} else {
|
|
Task.detached {
|
|
audio?.stop()
|
|
feedback?.stop()
|
|
}
|
|
}
|
|
connection = nil
|
|
activeHost = nil
|
|
phase = .idle
|
|
fps = 0
|
|
mbps = 0
|
|
latencyValid = false
|
|
mouseCaptured = false
|
|
}
|
|
|
|
/// Called (via the main actor) when the pump hits end-of-session.
|
|
func sessionEnded() {
|
|
guard connection != nil else { return }
|
|
let name = activeHost?.displayName ?? "host"
|
|
disconnect()
|
|
errorMessage = "Session ended by \(name)."
|
|
}
|
|
|
|
private func beginStreaming() {
|
|
guard let conn = connection else { return }
|
|
// Input capture itself is owned by StreamView (engaged by the captureEnabled
|
|
// flip this phase change causes, released/re-engaged by the user from there).
|
|
phase = .streaming
|
|
// Audio starts with streaming, not during the trust prompt — no host sound (or
|
|
// mic uplink!) before the user trusted the host. Devices come from Settings;
|
|
// "" = system default.
|
|
let defaults = UserDefaults.standard
|
|
let audio = SessionAudio(connection: conn)
|
|
audio.start(
|
|
speakerUID: defaults.string(forKey: DefaultsKey.speakerUID) ?? "",
|
|
micUID: defaults.string(forKey: DefaultsKey.micUID) ?? "",
|
|
micEnabled: defaults.object(forKey: DefaultsKey.micEnabled) as? Bool ?? true)
|
|
self.audio = audio
|
|
// Gamepads: forward GamepadManager's active controller as pad 0 and render the
|
|
// host's feedback (rumble always; lightbar/player-LEDs/adaptive-triggers when the
|
|
// session's virtual pad is a DualSense). Same trust gate as audio — nothing is
|
|
// forwarded during the trust prompt.
|
|
let capture = GamepadCapture(connection: conn, manager: .shared)
|
|
capture.start()
|
|
gamepadCapture = capture
|
|
let feedback = GamepadFeedback(connection: conn, manager: .shared)
|
|
feedback.start()
|
|
gamepadFeedback = feedback
|
|
}
|
|
|
|
private func startStatsTimer() {
|
|
let timer = Timer(timeInterval: 1.0, repeats: true) { [weak self] _ in
|
|
guard let self else { return }
|
|
Task { @MainActor in
|
|
let (frames, bytes, total) = self.meter.drain()
|
|
self.fps = frames
|
|
self.mbps = Double(bytes) * 8 / 1_000_000
|
|
self.totalFrames = total
|
|
if let lat = self.latency.drain() {
|
|
self.latencyP50Ms = lat.p50Ms
|
|
self.latencyP95Ms = lat.p95Ms
|
|
self.latencySkewCorrected = lat.skewCorrected
|
|
self.latencyValid = true
|
|
} else {
|
|
self.latencyValid = false
|
|
}
|
|
if let p = self.presentLatency.drain() {
|
|
self.presentLatencyP50Ms = p.p50Ms
|
|
self.presentLatencyP95Ms = p.p95Ms
|
|
self.presentLatencySkewCorrected = p.skewCorrected
|
|
self.presentLatencyValid = true
|
|
} else {
|
|
self.presentLatencyValid = false
|
|
}
|
|
}
|
|
}
|
|
// .common so the HUD keeps updating during window drags / menu tracking.
|
|
RunLoop.main.add(timer, forMode: .common)
|
|
statsTimer = timer
|
|
}
|
|
}
|