Files
punktfunk/crates/punktfunk-host
enricobuehler 4d89dcd3d7 fix(audio/windows): explicit-endpoint capture, client-only playback, self-healing watchdog
Root cause of the field report (Android client, Windows host: no audio until
the user manually cycled Sound-output devices, then audio on BOTH PC and
phone): the WASAPI loopback captured whatever the default render endpoint
was at open time — not the wiring plan's chosen endpoint — the plan's
IPolicyConfig default-set is warn-only and racy, and nothing reacted to
mid-stream default-device changes.

- Explicit-endpoint capture: the capture thread opens the plan's
  loopback_render by id, never "the default" (KEEP_DEFAULT preserves the old
  default-capturing behavior with the echo guard).
- Client-only playback default: wiring_plan::plan(..., host_audio) prefers a
  silent sink (Steam Streaming Microphone render side — loopback-validated,
  silent on host) over real hardware, so stream audio plays on the client
  only; PUNKTFUNK_HOST_AUDIO=1 restores real-hw-first (audible on the host).
  The capture side auto-installs the Steam pair once per process when no
  silent sink exists; open() handshake timeout 3s -> 30s to cover it, and a
  handshake timeout now stops the detached thread (it used to run for the
  process lifetime with the default still parked).
- Self-healing capture thread (wasapi_cap): outer capture_once loop
  (Assert|Follow) with a ~1s watchdog on the default render id. A user
  switch to a capturable endpoint is followed (their choice wins, audio on
  both); a switch to a dud (cable/SSS/mic target) re-asserts the plan;
  IPolicyConfig-denied converges to Follow instead of churning. Device
  errors reopen with 2s backoff; only the FIRST open failure is fatal.
  Zero-packets breadcrumb after 30s distinguishes broken-loopback from
  quiet-desktop.
- Park/restore of the default playback device (audio_control):
  wire_now(set_playback) parks the default on the loopback sink only for the
  capture's lifetime (the mic pump passes false — it runs while the host is
  idle); crash marker audio-default.prev + recover_orphaned_default() at
  first wire; restore is skipped if the operator changed the default
  themselves. A mic-default hygiene pass keeps VB-Cable installs audible and
  never records the mic target as the restore target.
- Session-end park_audio_capture(): Windows DROPS the capturer (thread join
  restores the default) instead of caching it; Linux keeps the parked
  PipeWire thread. Composes with the stream-sink idle() hook at all three
  park sites (idle is a no-op on Windows).

Verified: Linux (.21) clippy -D warnings + 176 punktfunk-host tests green
(incl. the new wiring-plan preference tests); Windows (.173) clippy with
nvenc,amf-qsv --all-targets -D warnings green at this exact tree.
On-glass winbox/Android validation still owed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 17:05:02 +02:00
..

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; 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 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>: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
  • 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