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>
273 lines
9.6 KiB
Rust
273 lines
9.6 KiB
Rust
//! `punktfunk-client` — the native Windows punktfunk/1 client.
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//!
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//! Pure Rust: `NativeClient` linked as a crate (no C ABI, like the GTK Linux client) · FFmpeg
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//! decode · WASAPI audio · SDL3 gamepads · a **WinUI 3** shell (windows-reactor) with the video
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//! on a `SwapChainPanel` bound to a D3D11 composition swapchain. The trust surface mirrors the
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//! other native clients: persistent identity, trust-on-first-use, SPAKE2 PIN pairing — all in-app
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//! (host list, settings, pairing). `--headless` keeps a CLI connect path for tests/measurement.
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//!
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//! Usage:
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//! punktfunk-client (open the WinUI 3 window: host list, settings, pairing)
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//! punktfunk-client --discover (list punktfunk hosts on the LAN)
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//! punktfunk-client --headless --connect host[:port] [--pin HEX] [--pair PIN] [--mode WxHxHz]
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//! [--bitrate MBPS] [--mic] [--decoder auto|hardware|software] [--no-hdr]
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//! (no window; count frames + print stats)
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// Link as a GUI (windows) subsystem binary so the default windowed launch (MSIX / double-click)
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// does NOT pop a console window. The CLI paths (--headless/--discover) reattach to the launching
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// terminal's console at startup (see main), so their output is still visible when run from a shell.
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#![cfg_attr(windows, windows_subsystem = "windows")]
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#[cfg(windows)]
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mod app;
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#[cfg(windows)]
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mod audio;
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#[cfg(windows)]
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mod discovery;
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#[cfg(windows)]
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mod gamepad;
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#[cfg(windows)]
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mod gpu;
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#[cfg(windows)]
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mod input;
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#[cfg(windows)]
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mod present;
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#[cfg(windows)]
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mod session;
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#[cfg(windows)]
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mod trust;
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#[cfg(windows)]
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mod video;
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#[cfg(windows)]
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fn main() {
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// With #![windows_subsystem = "windows"] the process starts with no console, so the GUI/MSIX
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// launch is window-free. AttachConsole only binds to an ALREADY-EXISTING parent console (it
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// never creates one), so when launched from a terminal — `--headless`/`--discover` — stdout and
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// the tracing writer below land in that terminal; from Explorer/MSIX it's a harmless no-op.
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unsafe {
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use windows::Win32::System::Console::{AttachConsole, ATTACH_PARENT_PROCESS};
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let _ = AttachConsole(ATTACH_PARENT_PROCESS);
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}
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tracing_subscriber::fmt()
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.with_env_filter(
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tracing_subscriber::EnvFilter::try_from_default_env().unwrap_or_else(|_| "info".into()),
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)
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.init();
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let args: Vec<String> = std::env::args().collect();
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let flag = |name: &str| args.iter().any(|a| a == name);
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if flag("--discover") {
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discover_and_print();
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return;
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}
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let identity = match trust::load_or_create_identity() {
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Ok(i) => i,
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Err(e) => {
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eprintln!("client identity: {e:#}");
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std::process::exit(1);
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}
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};
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if flag("--headless") {
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run_headless_cli(&args, identity);
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return;
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}
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// Windowed (default): the WinUI 3 app owns host selection, settings, and pairing.
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let gamepad = gamepad::GamepadService::start();
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if let Err(e) = app::run(identity, gamepad) {
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tracing::error!(error = %e, "WinUI app failed");
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std::process::exit(1);
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}
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}
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/// `--headless --connect host[:port] …`: connect from the CLI, count frames, print stats — the
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/// Windows analogue of `punktfunk-probe`.
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#[cfg(windows)]
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fn run_headless_cli(args: &[String], identity: (String, String)) {
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use punktfunk_core::config::{CompositorPref, GamepadPref, Mode};
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use std::time::{Duration, Instant};
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let arg = |name: &str| -> Option<String> {
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args.iter()
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.position(|a| a == name)
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.and_then(|i| args.get(i + 1))
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.cloned()
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};
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let flag = |name: &str| args.iter().any(|a| a == name);
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let Some(target) = arg("--connect") else {
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eprintln!("--headless requires --connect host[:port]");
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std::process::exit(2);
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};
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let (host, port) = match target.rsplit_once(':') {
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Some((a, p)) => (a.to_string(), p.parse().unwrap_or(9777)),
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None => (target.clone(), 9777u16),
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};
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let mode = arg("--mode")
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.and_then(|m| {
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let mut it = m.split(['x', 'X']);
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Some(Mode {
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width: it.next()?.parse().ok()?,
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height: it.next()?.parse().ok()?,
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refresh_hz: it.next()?.parse().ok()?,
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})
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})
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.unwrap_or(Mode {
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width: 1280,
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height: 720,
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refresh_hz: 60,
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});
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let bitrate_kbps = arg("--bitrate")
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.and_then(|b| b.parse::<u32>().ok())
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.map(|m| m * 1000)
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.unwrap_or(0);
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let known = trust::KnownHosts::load();
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let mut pin = arg("--pin")
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.and_then(|h| trust::parse_hex32(&h))
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.or_else(|| {
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known
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.find_by_addr(&host, port)
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.and_then(|k| trust::parse_hex32(&k.fp_hex))
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});
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if let Some(code) = arg("--pair") {
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let name = std::env::var("COMPUTERNAME").unwrap_or_else(|_| "windows-client".into());
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match punktfunk_core::client::NativeClient::pair(
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&host,
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port,
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(&identity.0, &identity.1),
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code.trim(),
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&name,
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Duration::from_secs(90),
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) {
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Ok(fp) => {
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let mut k = trust::KnownHosts::load();
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k.upsert(trust::KnownHost {
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name: host.clone(),
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addr: host.clone(),
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port,
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fp_hex: trust::hex(&fp),
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paired: true,
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});
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let _ = k.save();
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tracing::info!(fp = %trust::hex(&fp), "paired");
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pin = Some(fp);
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}
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Err(e) => {
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eprintln!("Pairing failed: {e:?}");
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std::process::exit(1);
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}
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}
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}
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let decoder = arg("--decoder")
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.map(|d| crate::video::DecoderPref::from_name(&d))
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.unwrap_or_default();
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tracing::info!(%host, port, ?mode, tofu = pin.is_none(), ?decoder, "connecting (headless)");
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let handle = session::start(session::SessionParams {
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host,
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port,
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mode,
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compositor: CompositorPref::Auto,
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gamepad: GamepadPref::Auto,
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bitrate_kbps,
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// Headless CLI path (test/scripting) — stereo baseline; the GUI sources this from settings.
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audio_channels: 2,
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mic_enabled: flag("--mic"),
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hdr_enabled: !flag("--no-hdr"),
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decoder,
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pin,
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identity,
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// Headless CLI uses the normal (short) handshake budget; the long request-access wait is a
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// GUI-only flow.
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connect_timeout: Duration::from_secs(15),
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});
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let deadline = Instant::now() + Duration::from_secs(60);
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let mut frames_seen = 0u64;
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loop {
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while let Ok(ev) = handle.events.try_recv() {
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match ev {
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session::SessionEvent::Connected {
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mode, fingerprint, ..
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} => tracing::info!(?mode, fp = %trust::hex(&fingerprint), "connected"),
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session::SessionEvent::Stats(s) => tracing::info!(
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fps = format!("{:.0}", s.fps),
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mbps = format!("{:.1}", s.mbps),
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decode_ms = format!("{:.2}", s.decode_ms),
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lat_ms = format!("{:.2}", s.latency_ms),
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frames_seen,
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"stats"
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),
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session::SessionEvent::Failed { msg, .. } => {
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tracing::error!(%msg, "connect failed");
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return;
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}
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session::SessionEvent::Ended(err) => {
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tracing::info!(reason = err.as_deref().unwrap_or("done"), "session ended");
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return;
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}
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}
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}
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while handle.frames.try_recv().is_ok() {
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frames_seen += 1;
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}
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if Instant::now() > deadline {
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tracing::info!(frames_seen, "harness deadline — stopping");
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handle.stop.store(true, std::sync::atomic::Ordering::SeqCst);
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return;
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}
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std::thread::sleep(Duration::from_millis(2));
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}
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}
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/// `--discover`: browse the LAN for punktfunk hosts (mDNS) and print them, then exit.
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#[cfg(windows)]
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fn discover_and_print() {
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use std::time::{Duration, Instant};
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println!("Browsing the LAN for punktfunk hosts (~5 s)…");
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let rx = discovery::browse();
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let deadline = Instant::now() + Duration::from_secs(5);
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let mut seen = std::collections::HashSet::new();
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while Instant::now() < deadline {
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while let Ok(h) = rx.try_recv() {
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if seen.insert(h.key.clone()) {
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println!(
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" {} {}:{} pair={} fp={}",
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h.name,
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h.addr,
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h.port,
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if h.pair.is_empty() {
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"optional"
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} else {
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&h.pair
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},
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if h.fp_hex.is_empty() { "-" } else { &h.fp_hex },
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);
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}
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}
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std::thread::sleep(Duration::from_millis(100));
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}
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if seen.is_empty() {
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println!(" (none found — is a host running with --native / punktfunk1-host?)");
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}
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}
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/// WinUI 3 / Direct3D11 / WASAPI / SDL3 are Windows turf; this stub keeps `cargo build
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/// --workspace` green on Linux/macOS (the other native clients live in
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/// clients/linux and clients/apple).
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#[cfg(not(windows))]
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fn main() {
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eprintln!(
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"punktfunk-client-windows is Windows-only — the Linux client lives in \
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clients/linux, the macOS client in clients/apple"
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);
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std::process::exit(2);
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}
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