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feat(apple): session audio — host playback + mic uplink, device pickers in Settings
Both directions of the audio plane, on CoreAudio's built-in Opus codec
(kAudioFormatOpus — no bundled libopus; OpusCodec.swift, round trip unit-tested):

- Playback: a drain thread pulls nextAudio() packets, decodes, and writes a priming
  jitter ring feeding an AVAudioSourceNode (~20 ms prefill, adaptive to the device's
  render quantum so large-buffer devices don't oscillate prime/dropout; a high-water
  clamp sheds stall backlog so one network hiccup can't permanently lag audio behind
  video; underrun re-primes — one dip, not sustained crackle).
- Mic: a second engine taps the input device, resamples to 48 kHz stereo, Opus-encodes
  20 ms chunks and sendMic()s them into the host's virtual PipeWire source. Permission
  via AVCaptureDevice (NSMicrophoneUsageDescription added to the Xcode target).
- Settings: Speaker + Microphone pickers (CoreAudio HAL enumeration, persisted by
  device UID — "System default" leaves the engine unpinned so it follows macOS device
  changes) and a "Send microphone" toggle (default on). Applies from the next session.
- Audio starts with streaming, never during the trust prompt (no host sound — and no
  mic uplink — before the user trusted the host); teardown stops audio before close().

Adversarial-review fixes baked in: stop() and the dangling mic-permission callback
share one lock+flag protocol (no hot mic with no owner), the connect-success handler
bails when the attempt was abandoned mid-handshake (no session/mic for a dead window),
SessionAudio gets a deinit backstop (a dropped instance can't pin the connection via
its drain thread), and the render scratch buffer is block-owned (was leaked per
session).

Verified live against the box: remote test decodes 100 host Opus packets to PCM and
the host opens its virtual mic on the first uplinked frame ("punktfunk/1 virtual mic
ready"); on-glass session runs with both engines up.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 09:39:15 +02:00

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# punktfunk Apple client (SwiftUI)
The native macOS/iOS client for **`punktfunk/1`** (the post-GameStream protocol). All
networking/protocol work — QUIC control plane, UDP data plane, GF(2¹⁶) FEC, AES-GCM,
input datagrams, Opus audio, cert pinning — lives in the shared Rust core (statically
linked as `PunktfunkCore.xcframework`); this package is the Swift shell: decode
(VideoToolbox), present (SwiftUI), input capture.
## Status — first light achieved (2026-06-10)
Validated live, Mac ↔ Linux box over the LAN: gamescope virtual output → NVENC HEVC →
`punktfunk/1` (GF(2¹⁶) FEC + AES-GCM over UDP, QUIC control) → VideoToolbox →
`AVSampleBufferDisplayLayer` on glass at 1280×720@60, with mouse/keyboard flowing back as
QUIC datagrams into the host's gamescope EIS injector (thousands of events injected during
the session). Headless variant of the same proof: `RemoteFirstLightTests` decoded 60/60
received AUs spanning 983 ms of host capture clock.
The connector underneath (`punktfunk_core::client::NativeClient` over the C ABI) carries the
full session: video AUs, **Opus audio** (`nextAudio()`), **rumble** (`nextRumble()`),
input incl. gamepads, and **cert pinning + TOFU** (`pinSHA256:`/`hostFingerprint`) — see
`m3.rs::tests::c_abi_connection_roundtrip` (three sequential sessions: TOFU, pinned
reconnect, wrong-pin rejection). The host (`punktfunk-host m3-host`) is a persistent listener:
reconnect at will during development.
What's here, all compiled and tested on macOS (Xcode 26.5 / Swift 6.3):
- **`PunktfunkKit`** (library)
- `PunktfunkConnection.swift` — wrapper over the C ABI. AUs/audio are copied into `Data`
(the C pointer is only valid until the next call of the same kind). `close()` is safe
from any thread: per-plane locks enforce the C contract ("never close with a
`next_au`/`next_audio` in flight") instead of leaving it to callers. Pinning + TOFU
via `pinSHA256:`/`hostFingerprint`.
- `AnnexB.swift` — in-band VPS/SPS/PPS → `CMVideoFormatDescription`; Annex-B → AVCC
`CMSampleBuffer` with `DisplayImmediately` set.
- `StreamView.swift` — SwiftUI `NSViewRepresentable` over `AVSampleBufferDisplayLayer`
(stage-1 presenter: the layer hardware-decodes compressed HEVC itself). One pump
thread per view, token-cancelled so reconnects can't double-pump.
- `InputCapture.swift``GCMouse` raw deltas + `GCKeyboard` HID→VK mapping (the host's
`vk_to_evdev` consumes Windows VKs), with fractional-delta accumulation so sub-pixel
motion isn't truncated away. Buttons use GameStream ids (1=left … 5=X2). Scroll
arrives via the stream view's `scrollWheel` override instead of GC (trackpad/Magic
Mouse gestures never reach GCMouse's scroll dpad), WHEEL_DELTA(120)-scaled.
- **`PunktfunkClient`** (the app): hosts grid (saved in UserDefaults), "+" toolbar
sheet to add hosts, stream mode in Settings (⌘,), two trust flows — the
trust-on-first-use fingerprint prompt over the live-but-blurred stream, and SPAKE2 PIN
pairing (`PairSheet`, from a host card's context menu or the trust prompt;
`ClientIdentityStore` keeps the client identity in the Keychain and presents it on
every connect) — then pinned reconnects, fps/Mb-s HUD. Settings also picks the HOST
compositor (KWin/wlroots/Mutter/gamescope, default automatic — the host honors it
only if that backend is available there). (Audio playback and
gamepad capture are not wired into the app yet — the connector surface is there; see
notes 56.)
- **Tests** (`swift test`): byte-level Annex-B units; a real-codec round trip
(VTCompressionSession-encoded HEVC rebuilt as the host's wire shape → `AnnexB`
VTDecompressionSession → pixels); loopback integration against real local hosts
(`test-loopback.sh` — stream round trip, plus the PIN pairing ceremony and the
`--require-pairing` gate against a second, armed host); the remote first-light test
above.
## Build / run / test (on a Mac)
```sh
rustup target add aarch64-apple-darwin x86_64-apple-darwin
bash scripts/build-xcframework.sh # → clients/apple/PunktfunkCore.xcframework
cd clients/apple
swift build && swift test # loopback/remote tests self-skip without a host
swift run PunktfunkClient # the unbundled dev shell (CLI)
open Punktfunk.xcodeproj # the real app: ⌘R builds + runs Punktfunk.app
bash test-loopback.sh # full loopback proof: builds punktfunk-host
# (synthetic source — runs on macOS), streams
# byte-verified frames into the Swift client
# against the real host (Linux box, see CLAUDE.md "Running on this box") — m3-host is a
# persistent listener, reconnect at will:
# PUNKTFUNK_COMPOSITOR=gamescope PUNKTFUNK_GAMESCOPE_APP=vkcube PUNKTFUNK_ZEROCOPY=1 \
# cargo run -rp punktfunk-host -- m3-host --source virtual --seconds 60
PUNKTFUNK_REMOTE_HOST=<box-ip> swift test --filter RemoteFirstLightTests # headless
# (+ PUNKTFUNK_REMOTE_PORT / PUNKTFUNK_REMOTE_COMPOSITOR=gamescope|kwin|… /
# PUNKTFUNK_REMOTE_PIN=<arming-pin> for the remote pairing test)
PUNKTFUNK_AUTOCONNECT=<box-ip> PUNKTFUNK_MODE=1280x720x60 swift run PunktfunkClient # on glass
```
## Xcode project (`Punktfunk.xcodeproj`)
The app target **Punktfunk** wraps the same sources as the `swift run` shell
(`Sources/PunktfunkClient`, a synchronized folder — no duplication) plus `App/` (asset
catalog) and links `PunktfunkKit` from the local package. Generated Info.plist, ad-hoc
signing, bundle id `io.unom.punktfunk`. Notes:
- **App icon**: `App/Assets.xcassets` ships an empty `AppIcon` slot. For an Icon Composer
`.icon`: add the file to the project (target Punktfunk), set it as the App Icon in the
target's General tab, and delete the placeholder `AppIcon.appiconset`. Heads-up: CLI
`actool` (Xcode 26.5) crashed compiling `punktfunk_Logo.icon` — if Xcode does the same,
suspect the icon bundle (it has a duplicate-named layer, "…Layer-3 2.svg"), not the
project.
- **Tests from Xcode**: the package tests run with `swift test`; to get them on ⌘U, add
`PunktfunkKitTests` once via Edit Scheme → Test → + (Xcode persists it into the shared
scheme — a hand-written package-test reference doesn't resolve headlessly).
- `xcodebuild -project Punktfunk.xcodeproj -scheme Punktfunk build` works headlessly.
## Notes for whoever picks this up next
1. **cbindgen import quirk** (the predicted "small compile fixes", now fixed): the
C17-compatible header spells `PunktfunkStatus`/`PunktfunkInputKind` as integer typedefs while
the enum *constants* import into Swift as a distinct same-named type — bridge with
`.rawValue` (see the top of `PunktfunkConnection.swift`). Don't fight the generated header.
2. **ABI contract**: one video pump thread per connection, plus optionally one *separate*
audio drain thread for `nextAudio()`/`nextRumble()` (the core keeps per-plane borrow
slots, so the planes never alias); `send()` is enqueue-only and safe alongside all of
them. The wrapper's per-plane locks make `close()` safe from anywhere (it waits out
in-flight polls, ≤ their timeouts).
3. **Decode flow**: the host opens every stream with an IDR carrying VPS/SPS/PPS in-band
and recovery keyframes re-send them — "refresh the format description on every IDR"
(what `StreamView` does) is sufficient; there is no out-of-band extradata, ever.
4. **Stage 2 (next)**: explicit `VTDecompressionSession` + `CAMetalLayer` for frame-pacing
control (ProMotion/120 Hz), glass-to-glass measurement via `tools/latency-probe` (the
host stamps `pts_ns` with its capture wall clock; across machines you need a clock
offset estimate from the QUIC RTT).
5. **Audio — wired, both directions.** Playback: `SessionAudio` drains `nextAudio()`
on its own thread, decodes through CoreAudio's built-in Opus codec (`OpusCodec.swift`
— kAudioFormatOpus, no bundled libopus; round-trip unit-tested) into a priming
jitter ring feeding an `AVAudioSourceNode`. Mic: a second engine taps the input
device, resamples to 48 kHz stereo, Opus-encodes 20 ms chunks and `sendMic()`s them
(the host's virtual PipeWire source accepts any frame size ≤ 120 ms). Speaker/mic
are chosen in Settings (`AudioDevices.swift` — persisted by UID; "System default"
leaves the engines unpinned so they follow macOS device changes), mic on/off toggle
included; the app asks for mic permission on first use
(NSMicrophoneUsageDescription is in the Xcode target). A/V sync and packet-loss
concealment beyond silence-fill are still open (AudioPacket.seq/ptsNs carry what's
needed). Decode with libopus or `AVAudioConverter`/`kAudioFormatOpus` into an
`AVAudioEngine` source node; conceal gaps (drop/dup) rather than blocking — the Rust
side buffers 320 ms and drops the newest packet when the puller lags. Wall-clock
`ptsNs` shares the host clock with video AUs for A/V sync. Wiring this into
`PunktfunkClient` is the next app-side task.
6. **Gamepads**: `GCController``.gamepadButton(...)`/`.gamepadAxis(...)` events (wire
contract documented on the constructors; the host accumulates them into a virtual
Xbox 360 pad). Poll `nextRumble()` and feed `GCDeviceHaptics` for force feedback.
Client-side capture isn't in `InputCapture` yet.
7. **Trust — the full ceremony exists now (SPAKE2).** `generateIdentity()` once (persist
both PEMs in the Keychain), then `pair(host:identity:pin:name:)` with the 4-digit PIN
the host prints when it ARMS pairing (`--allow-pairing`/`--require-pairing`; one PIN
per arming window, shown at startup — the user reads it before pairing). Returns the
host's VERIFIED fingerprint; persist it and pass `pinSHA256:` + `identity:` to every
connect. Pairing is a real PAKE: a wrong PIN gets ONE online guess (no offline
dictionary attack), throwing `.wrongPIN`; a wrong-size pin throws `.invalidPin`. `PunktfunkClient` implements both flows:
the TOFU fingerprint sheet keeps working against hosts not running
`--require-pairing`, and the PIN ceremony is wired in — `ClientIdentityStore`
(Keychain) on every connect, `PairSheet` from a host card's context menu or the trust
prompt's "Pair with PIN instead…" (the host's accept loop is sequential, so that path
drops the live session before pairing). With `--require-pairing` the host now
authorizes clients too (the "other direction" is no longer open, opt-in per host);
the whole gate is regression-tested in `testPairingCeremonyAndRequirePairingGate`.
7b. **Resize without reconnect**: `requestMode(width:height:refreshHz:)` mid-stream —
the host rebuilds at the new mode in ~90 ms; the first new-mode AU is an IDR with
fresh parameter sets (the refresh-on-IDR decode flow handles it untouched) and
`currentMode()` reflects the switch. Wire it to window-resize events.
8. **Input capture** (stage 1): capture is a deliberate, reversible STATE owned by
`StreamLayerView`, Moonlight-style. Engaged when the stream starts / trust is
confirmed and when the user clicks into the video (that click is suppressed toward
the host); released by ⌘⎋ (toggles) or focus loss; NEVER engaged by mere app
activation — activating clicks may be title-bar drags or resizes, which used to get
their cursor warped away mid-drag. While captured: the local cursor is hidden +
frozen mid-view (the host renders its own), all input is forwarded, and the view
consumes key events as first responder so unhandled keyDowns don't beep — ⌘-combos
still work locally (⌘D disconnect, ⌘Q) *and* reach the host via GC. While released:
nothing is forwarded (`InputCapture.forwarding` gates the GC handlers; held
keys/buttons are flushed host-side on release so nothing sticks down), the cursor is
free, and the HUD shows "Click the stream to capture input". GC handlers only fire
while the app has focus, and focus loss also auto-releases everything held. One live capture per process (the GC
mouse/keyboard singletons have a single handler slot — ownership is tracked so a stale
capture's stop() can't clobber a newer one).
9. **iOS**: same package (`BUILD_IOS=1` for the xcframework slice); `StreamView` needs the
`UIViewRepresentable` twin and touch→input mapping.
## Known limitations of the current host (relevant to client UX)
- One session **at a time** (the listener is persistent, but a second concurrent client
waits in the accept queue until the current session ends — the virtual output and
encoder are single-tenant).
- Mid-stream renegotiation (resolution change without reconnect) is designed-for but not
implemented (the Welcome is one-shot today).
- Host-side gamepad injection needs `/dev/uinput` access on the box (udev rule from
`docs/linux-setup.md`).