Files
punktfunk/clients/windows/src/app/mod.rs
T
enricobuehler e9c5030190
apple / swift (push) Successful in 1m7s
ci / rust (push) Failing after 49s
ci / web (push) Successful in 52s
audit / cargo-audit (push) Successful in 1m14s
windows-host / package (push) Failing after 2m58s
ci / docs-site (push) Successful in 1m5s
android / android (push) Successful in 4m7s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 1m15s
windows-msix / package (x64, C:\Users\Public\ffmpeg, x86_64-pc-windows-msvc, C:\t) (push) Successful in 1m15s
windows / build (aarch64-pc-windows-msvc) (push) Failing after 48s
windows / build (x86_64-pc-windows-msvc) (push) Failing after 49s
ci / bench (push) Successful in 5m5s
decky / build-publish (push) Successful in 29s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 4s
release / apple (push) Successful in 8m30s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 4s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 3s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 4s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 4s
deb / build-publish (push) Has been cancelled
rpm / build-publish (bazzite, punktfunk-fedora-rpm) (push) Has been cancelled
rpm / build-publish (fedora-44, punktfunk-fedora44-rpm) (push) Has been cancelled
flatpak / build-publish (push) Has been cancelled
apple / screenshots (push) Has been cancelled
docker / deploy-docs (push) Successful in 19s
feat(clients): Wake-on-LAN in apple/linux/windows/android/decky
Each client learns a host's MAC from the mDNS `mac` TXT while it's awake, persists it on the saved-host record, and — when reconnecting to an offline host — sends a magic packet before connecting, plus an explicit "Wake host" action. Apple wraps the C-ABI; linux/windows call the core fn directly (linux also gains a --wake CLI mode); android via a new nativeWakeOnLan JNI export (the mDNS browse record gains a 7th mac field); decky shells out to the linux client's --wake before launching the stream.

iOS/tvOS need the managed com.apple.developer.networking.multicast entitlement (pending Apple approval), so the wake path + UI are gated off via PunktfunkConnection.wakeOnLANAvailable and the entitlement is commented out — keeping iOS/tvOS releasable. MAC-learning stays active on every platform so it lights up the moment it's ungated. macOS works today.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-04 13:39:44 +02:00

414 lines
19 KiB
Rust

//! The WinUI 3 (windows-reactor) application shell.
//!
//! Declarative React-like model: this root component routes on a `Screen` value held in
//! `use_async_state` so background threads (discovery, the session pump) can drive navigation.
//! Each screen lives in its own submodule:
//!
//! * [`hosts`] — saved/discovered/manual host list, plus per-host forget + speed test
//! * [`connect`] — the trust gate and session lifecycle glue (connect / request-access flows)
//! * [`pair`] — the SPAKE2 PIN pairing ceremony
//! * [`speed`] — the per-host network speed test (probe burst over the real data plane)
//! * [`settings`] — persisted preferences · [`licenses`] — the license notices screen
//! * [`stream`] — the live stream: `SwapChainPanel` + D3D11 presenter + HUD overlay
//! * [`style`] — the shared look (cards, pills, monograms), following the windows-reactor
//! gallery: Mica backdrop, a centred max-width column, theme brushes (`ThemeRef`)
//!
//! **Re-render discipline** (reactor's rules): each hook-using screen is mounted as its own
//! `component(...)` so its hooks live in an isolated slot list. A child's *sync* `use_state`
//! marks it dirty and re-renders it; an `AsyncSetState` written from a background thread does
//! NOT (the child is pruned when its props are unchanged) — so everything thread-driven
//! (discovery, HUD stats, speed-test results) is held as *root* state and passed down as props.
//! The present + decoded-frame handoff crosses to the UI thread through a `Mutex` side-channel
//! and thread-locals (the windows-reactor SwapChainPanel sample's pattern), since the per-frame
//! present must not go through state/rerender.
mod connect;
mod hosts;
mod licenses;
mod pair;
mod settings;
mod speed;
mod stream;
mod style;
use crate::discovery::{self, DiscoveredHost};
use crate::gamepad::GamepadService;
use crate::session::Stats;
use crate::trust::Settings;
use hosts::HostsProps;
use punktfunk_core::client::NativeClient;
use speed::{SpeedProps, SpeedState};
use std::sync::atomic::AtomicBool;
use std::sync::{Arc, Mutex};
use stream::StreamProps;
use windows_reactor::*;
#[derive(Clone, PartialEq)]
pub(crate) enum Screen {
Hosts,
Connecting,
/// The no-PIN "request access" wait: an identified connect is in flight, parked by the host
/// until the operator approves this device in its console. Cancelable.
RequestAccess,
Stream,
Settings,
/// Open-source / third-party license notices (reached from Settings).
Licenses,
Pair,
/// Per-host network speed test (probe burst + recommended bitrate).
SpeedTest,
}
/// The host we're about to connect to / pair with / speed-test (carried into those screens
/// via `Shared::target`).
#[derive(Clone, Default)]
pub(crate) struct Target {
pub(crate) name: String,
pub(crate) addr: String,
pub(crate) port: u16,
pub(crate) fp_hex: Option<String>,
pub(crate) pair_optional: bool,
/// Wake-on-LAN MAC(s) for this host (from the saved store or the live advert) — used to send a
/// magic packet before connecting to an offline host. Empty when none is known.
pub(crate) mac: Vec<String>,
}
/// Stable app services handed to the page components as props. Each routed screen that uses
/// hooks (`hosts_page`/`pair_page`/`stream_page`/`speed_page`) is mounted as its own
/// `component(...)`, so its hooks live in an isolated slot list — calling them on the shared
/// parent `cx` would change the hook order whenever the screen changes (reactor's
/// Rules-of-Hooks guard aborts).
///
/// `Svc` compares equal by `ctx` identity (it never meaningfully changes across renders), so a
/// page whose props are just `Svc` re-renders only via its own state hooks, never spuriously
/// from the parent.
#[derive(Clone)]
pub(crate) struct Svc {
pub(crate) ctx: Arc<AppCtx>,
pub(crate) set_screen: AsyncSetState<Screen>,
pub(crate) set_status: AsyncSetState<String>,
/// Speed-test lifecycle lives in root state (thread-driven — see the module docs); the hosts
/// page resets it to `Running` before navigating, the probe worker completes it.
pub(crate) set_speed: AsyncSetState<SpeedState>,
}
impl PartialEq for Svc {
fn eq(&self, other: &Self) -> bool {
Arc::ptr_eq(&self.ctx, &other.ctx)
}
}
/// Cross-thread handoff from the session pump (off-thread) to the stream page (UI thread):
/// the connector (input sends), the decoded-frame channel (render thread), and the session's
/// stop flag (the disconnect shortcut trips it).
#[derive(Default)]
pub(crate) struct Shared {
#[allow(clippy::type_complexity)]
pub(crate) handoff:
Mutex<Option<(Arc<NativeClient>, crate::session::FrameRx, Arc<AtomicBool>)>>,
pub(crate) target: Mutex<Target>,
/// Latest stream stats, written by the session's event loop and mirrored into reactor state
/// by the HUD poll thread to drive the overlay.
pub(crate) stats: Mutex<Stats>,
/// Cancel flag for the in-flight "request access" connect. A FRESH flag is installed per
/// request: the waiting screen's Cancel button reads it back from here and sets it, and that
/// request's event loop (which captured the same `Arc` at spawn) then tears down silently when
/// the parked connect finally resolves. `None` outside a request-access flow.
pub(crate) cancel: Mutex<Option<Arc<AtomicBool>>>,
/// Speed-test run generation, bumped by the hosts page when it starts a run. A probe worker
/// only publishes its outcome while its generation is still current, so a test abandoned
/// mid-run can't overwrite a newer run's result when it finally resolves.
pub(crate) speed_gen: std::sync::atomic::AtomicU64,
}
pub struct AppCtx {
pub(crate) identity: (String, String),
pub(crate) settings: Mutex<Settings>,
pub(crate) gamepad: GamepadService,
pub(crate) shared: Arc<Shared>,
}
pub fn run(identity: (String, String), gamepad: GamepadService) -> windows_reactor::Result<()> {
let ctx = Arc::new(AppCtx {
identity,
settings: Mutex::new(Settings::load()),
gamepad,
shared: Arc::new(Shared::default()),
});
apply_window_icon_when_ready();
App::new()
.title("Punktfunk")
.inner_size(1000.0, 720.0)
.backdrop(Backdrop::Mica)
.render(move |cx| root(cx, &ctx))
}
/// Stamp the embedded app icon (build.rs, resource ordinal 1) onto the top-level window once it
/// exists: `WM_SETICON` drives the title bar and Alt-Tab (plus the taskbar for unpackaged runs;
/// the MSIX taskbar/Start icons come from the package assets). windows-reactor creates its
/// window icon-less and exposes no handle before `App::render` blocks, so a short background
/// poll finds our own window by its (unique) title.
fn apply_window_icon_when_ready() {
use windows::Win32::Foundation::{LPARAM, WPARAM};
use windows::Win32::System::LibraryLoader::GetModuleHandleW;
use windows::Win32::UI::WindowsAndMessaging::{
FindWindowW, GetSystemMetrics, LoadImageW, SendMessageW, ICON_BIG, ICON_SMALL, IMAGE_ICON,
LR_DEFAULTCOLOR, SM_CXICON, SM_CXSMICON, WM_SETICON,
};
let _ = std::thread::Builder::new()
.name("pf-window-icon".into())
.spawn(|| unsafe {
for _ in 0..100 {
if let Ok(hwnd) = FindWindowW(None, windows::core::w!("Punktfunk")) {
let Ok(module) = GetModuleHandleW(None) else {
return;
};
// Small (title bar) and big (Alt-Tab) at their native metrics, both from
// the multi-size .ico so nothing is scaled at draw time.
for (which, metric) in [(ICON_SMALL, SM_CXSMICON), (ICON_BIG, SM_CXICON)] {
let px = GetSystemMetrics(metric);
if let Ok(icon) = LoadImageW(
Some(module.into()),
windows::core::PCWSTR(1 as *const u16),
IMAGE_ICON,
px,
px,
LR_DEFAULTCOLOR,
) {
SendMessageW(
hwnd,
WM_SETICON,
Some(WPARAM(which as usize)),
Some(LPARAM(icon.0 as isize)),
);
}
}
return;
}
std::thread::sleep(std::time::Duration::from_millis(50));
}
});
}
fn root(cx: &mut RenderCx, ctx: &Arc<AppCtx>) -> Element {
let (screen, set_screen) = cx.use_async_state(Screen::Hosts);
let (hosts, set_hosts) = cx.use_async_state(Vec::<DiscoveredHost>::new());
let (status, set_status) = cx.use_async_state(String::new());
let (hud, set_hud) = cx.use_async_state(stream::HudSample::default());
let (speed, set_speed) = cx.use_async_state(SpeedState::Running);
// Per-host action state for the hosts page. Root, not page-local: the "…" overflow is a WinUI
// MenuFlyout whose item clicks are wired straight in the reactor backend, bypassing the normal
// event-dispatch flush — a sync page-local setter marks state dirty but never re-renders. See
// `hosts::HostsProps`.
let (forget, set_forget) = cx.use_async_state(Option::<(String, String)>::None);
let (rename, set_rename) = cx.use_async_state(Option::<(String, String)>::None);
let (show_add, set_show_add) = cx.use_async_state(false);
// Hovered host tile (its stable id), driving the WinUI-style card hover fill. Root state for
// the same reason as `forget`/`rename`: pointer enter/exit handlers are wired straight in the
// reactor backend, so only a root `AsyncSetState` reliably re-renders the page.
let (hover, set_hover) = cx.use_async_state(Option::<String>::None);
// Which Settings section the NavigationView shows (persists across visits this run).
let (settings_nav, set_settings_nav) = cx.use_async_state("display".to_string());
// Continuous LAN discovery (spawned once).
cx.use_effect((), {
let set_hosts = set_hosts.clone();
move || {
let rx = discovery::browse();
std::thread::spawn(move || {
let mut acc: Vec<DiscoveredHost> = Vec::new();
while let Ok(h) = rx.recv_blocking() {
if let Some(e) = acc.iter_mut().find(|e| e.key == h.key) {
*e = h;
} else {
acc.push(h);
}
set_hosts.call(acc.clone());
}
});
}
});
// HUD sample: the session event loop writes `shared.stats` and the input hooks track capture
// state; this poll thread mirrors both into root state so the stream page gets them as a
// *prop* (thread-driven state must be root state — see the module docs). The compare in
// `AsyncSetState::call` makes the idle case free.
cx.use_effect((), {
let shared = ctx.shared.clone();
let set_hud = set_hud.clone();
move || {
std::thread::Builder::new()
.name("pf-hud".into())
.spawn(move || loop {
std::thread::sleep(std::time::Duration::from_millis(400));
set_hud.call(stream::HudSample {
stats: *shared.stats.lock().unwrap(),
captured: crate::input::is_captured(),
present: crate::render::present_stats(),
});
})
.ok();
}
});
// Screen-entrance animation: each navigation slides the new screen up a few px while fading it
// in (the Windows-Settings drill-in). It's a manual tween, not a composition animation, because
// reactor's DSL exposes no static transform/translation setter and its one-shot animations run
// from the visual's CURRENT value (a shown element is already at opacity 1, so nothing to fade
// from). So a worker thread steps a 0 → 1 `progress` after each navigation; the wrapper maps it
// to opacity (= progress) and a top margin (= (1-progress)·offset). The page components are
// memoised on unchanged props, so each step is just a cheap root re-render updating two props.
// A generation guard (bumped per navigation) stops a superseded tween so rapid nav can't fight.
let anim_gen = cx.use_ref(std::sync::Arc::new(std::sync::atomic::AtomicU64::new(0)));
let (anim, set_anim) = cx.use_async_state((Option::<Screen>::None, 1.0f64));
cx.use_effect(screen.clone(), {
let (s, set_anim, gen) = (screen.clone(), set_anim.clone(), anim_gen.borrow().clone());
move || {
use std::sync::atomic::Ordering::SeqCst;
let mine = gen.fetch_add(1, SeqCst) + 1;
std::thread::spawn(move || {
const STEPS: u32 = 14;
for i in 0..=STEPS {
if gen.load(SeqCst) != mine {
return; // a newer navigation superseded this tween
}
let p = f64::from(i) / f64::from(STEPS);
let eased = 1.0 - (1.0 - p).powi(3); // ease-out cubic
set_anim.call((Some(s.clone()), eased));
std::thread::sleep(std::time::Duration::from_millis(16));
}
});
}
});
// Progress for THIS screen: 0 until the tween for it starts (fresh navigation starts hidden +
// offset, no flash), 1 once settled. A stale value for another screen reads as 0.
let progress = if anim.0.as_ref() == Some(&screen) {
anim.1
} else {
0.0
};
// Settings-section entrance: the same tween again, keyed on the selected section, so
// switching panes slides the CONTENT column up (the sidebar stays put — this must not wrap
// the NavigationView, so it can't ride the screen-level tween above). Entering Settings
// fresh leaves it settled at 1 (only the screen tween plays; no double animation).
let nav_gen = cx.use_ref(std::sync::Arc::new(std::sync::atomic::AtomicU64::new(0)));
let (nav_anim, set_nav_anim) = cx.use_async_state((String::new(), 1.0f64));
cx.use_effect(settings_nav.clone(), {
let (s, set_nav_anim, gen) = (
settings_nav.clone(),
set_nav_anim.clone(),
nav_gen.borrow().clone(),
);
move || {
use std::sync::atomic::Ordering::SeqCst;
let mine = gen.fetch_add(1, SeqCst) + 1;
std::thread::spawn(move || {
const STEPS: u32 = 14;
for i in 0..=STEPS {
if gen.load(SeqCst) != mine {
return; // a newer section switch superseded this tween
}
let p = f64::from(i) / f64::from(STEPS);
let eased = 1.0 - (1.0 - p).powi(3);
set_nav_anim.call((s.clone(), eased));
std::thread::sleep(std::time::Duration::from_millis(16));
}
});
}
});
let nav_progress = if nav_anim.0 == settings_nav {
nav_anim.1
} else {
0.0
};
// "Add host" modal entrance: the same manual tween as the screen navigation (see above for
// why it can't be a composition animation), stepping 0 → 1 when the modal opens. The hosts
// page maps it to the modal's opacity + a downward start offset (the slide-up) and the
// scrim's fade. Closing resets to 0 instantly — the modal unmounts, nothing to animate.
let add_gen = cx.use_ref(std::sync::Arc::new(std::sync::atomic::AtomicU64::new(0)));
let (add_anim, set_add_anim) = cx.use_async_state(0.0f64);
cx.use_effect(show_add, {
let (set_add_anim, gen) = (set_add_anim.clone(), add_gen.borrow().clone());
move || {
use std::sync::atomic::Ordering::SeqCst;
let mine = gen.fetch_add(1, SeqCst) + 1;
if !show_add {
set_add_anim.call(0.0);
return;
}
std::thread::spawn(move || {
const STEPS: u32 = 12;
for i in 0..=STEPS {
if gen.load(SeqCst) != mine {
return; // reopened/closed mid-tween — a newer run owns the value
}
let p = f64::from(i) / f64::from(STEPS);
set_add_anim.call(1.0 - (1.0 - p).powi(3)); // ease-out cubic
std::thread::sleep(std::time::Duration::from_millis(16));
}
});
}
});
// Each hook-using screen is mounted as its own component so its hooks are isolated from
// root's (root's own hooks above stay a stable prefix regardless of which screen renders).
let svc = Svc {
ctx: ctx.clone(),
set_screen: set_screen.clone(),
set_status: set_status.clone(),
set_speed: set_speed.clone(),
};
let body = match &screen {
Screen::Hosts => component(
hosts::hosts_page,
HostsProps {
svc,
hosts,
status,
forget,
rename,
show_add,
add_anim,
hover,
set_forget,
set_rename,
set_show_add,
set_hover,
},
),
// connecting_page / request_access_page / settings_page / licenses_page use no hooks
// (they never touch `cx`), so calling them inline is sound.
Screen::Connecting => connect::connecting_page(ctx, &status),
Screen::RequestAccess => connect::request_access_page(ctx, &set_screen),
Screen::Settings => settings::settings_page(
ctx,
&set_screen,
&settings_nav,
&set_settings_nav,
nav_progress,
),
Screen::Licenses => licenses::licenses_page(&set_screen),
Screen::Pair => component(pair::pair_page, svc),
Screen::SpeedTest => component(speed::speed_page, SpeedProps { svc, state: speed }),
Screen::Stream => component(stream::stream_page, StreamProps { svc, hud }),
};
// The Stream screen owns the SwapChainPanel + per-frame present; never wrap it in an animated
// opacity/offset layer. Everything else slides + fades in on navigation.
if matches!(screen, Screen::Stream) {
return body;
}
let offset = (1.0 - progress) * 22.0;
border(body)
.opacity(progress)
.margin(Thickness {
left: 0.0,
top: offset,
right: 0.0,
bottom: 0.0,
})
.into()
}