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punktfunk/crates/punktfunk-host
enricobuehlerandClaude Opus 4.8 588a7077e8
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fix(host/gamepad): only degrade a virtual Steam pad on a same-PID conflict
The Steam-conflict gate matched any physical Valve `28DE` HID device, so a
Steam Machine with a physical Steam Controller 2 (`28DE:1302`) plugged in
degraded a client's requested virtual Steam Deck (`28DE:1205`) to a DualSense
— the reporter's controller passthrough came up as the wrong pad.

Steam Input drives *distinct* Steam controllers side by side; only two
*identical* `28DE` devices confuse it (the Deck-as-host case: built-in
`28DE:1205` + a second virtual Deck, observed live on Bazzite). Narrow the
gate to key on the exact VID+PID instead of the `28DE` vendor alone:

- `steam_backend_product()` maps each virtual Steam backend to the PID it
  enumerates as (Deck 1205, classic SC 1102, SC2 1302, SC2 Puck 1304).
- `physical_steam_controller_present()` -> `physical_steam_product_present(pid)`
  matches `:28DE:{PID}`, keeping the FVPF-serial / `vhci_hcd` / `/virtual/`
  exclusions so our own virtual pads never count.
- `degrade_steam_on_conflict` degrades only on a same-PID duplicate and logs
  the conflicting identity. `PUNKTFUNK_STEAM_FORCE=1` override unchanged.

A physical SC2 no longer blocks a virtual Deck (and vice versa); a genuine
same-identity duplicate (physical Deck + virtual Deck, or physical SC2 +
SC2 passthrough) still degrades. Adds a unit test for the PID mapping.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-23 14:11:44 +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