enricobuehler 5f6d2cb88b
ci / rust (push) Has been cancelled
feat(proto): variable-length rich-input (0xCC) + HID-output (0xCD) datagrams
Foundation for rich DualSense support (roadmap #5). The fixed 18-byte InputEvent (0xC8) can't
hold the DualSense touchpad/motion or HID feedback, so two new variable-length, kind-tagged
datagram families join the side-plane (mouse/keyboard/gamepad/touch keep the fixed InputEvent):

- RICH_INPUT_MAGIC 0xCC, client→host: `[0xCC][kind][fields]`
    Touchpad{pad,finger,active,x,y}  (x/y normalized 0..65535; host scales to the pad)
    Motion{pad, gyro[3], accel[3]}   (raw i16, straight into the DualSense report)
- HIDOUT_MAGIC 0xCD, host→client: `[0xCD][kind][pad][fields]` — the rich analog of the 0xCA
  rumble datagram (rumble stays on 0xCA):
    Led{rgb}  PlayerLeds{bits}  Trigger{which, effect}  (adaptive-trigger params to replay)

`RichInput`/`HidOutput` enums with encode/decode; unknown kinds + truncation decode to None
(forward-compatible). +2 round-trip/disjointness tests; quic suite green, clippy/fmt clean.
Wiring (host UHID device, capture, C ABI, client) lands in following commits.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 06:55:04 +00:00

punktfunk

A ground-up low-latency desktop streaming stack, built Linux-first, with a shared Rust protocol core and native clients per platform.

punktfunk is a placeholder codename. The bet: ship a Linux virtual-display streaming host that speaks the existing Moonlight protocol (every Moonlight/Artemis client works day one), then break the ~1 Gbps FEC wall with a GF(2¹⁶) Leopard-RS transport as a negotiated extension. See docs/implementation-plan.md.

Status

Milestone State
M1 — punktfunk-core + C ABI done & tested (FEC, packetization, crypto, session, punktfunk_core.h)
M0 — pipeline spike (wlroots→PipeWire→NVENC→file→punktfunk-core) done & verified on NVIDIA (RTX 5070 Ti / driver 595)
M2 — P1 host → stock Moonlight 🟡 capture+encode landed in M0; pairing/RTSP/vdisplay pending
M3 — measurement harness 🟡 tools/loss-harness runs; latency-probe scaffolded
M4 — P2 transport + Rust client 🟡 GF(2¹⁶) core done; punktfunk-client-rs scaffolded
M5 — Apple client 🟡 macOS first light: HEVC on glass + input over punktfunk/1 (clients/apple)

punktfunk-core is complete and verified: it builds and its full test suite (FEC recovery, loopback round-trip under loss, property tests, and a C ABI harness) passes on macOS/aarch64. M0 is done: punktfunk-host captures a headless wlroots output via the ScreenCast portal + PipeWire, encodes it with NVENC, writes a playable H.265 file, and round-trips every access unit through a punktfunk_core host→client session (see docs/linux-setup.md). M2 is in flight: the GameStream control plane (gamestream/) and the management REST API (mgmt.rs, OpenAPI spec in docs/api/) are implemented; the remaining Linux host backends (KWin/Mutter virtual displays, libei input) are #[cfg(target_os = "linux")] seams — defined and compiling, implementations pending.

Layout

crates/
  punktfunk-core/        protocol · FEC · pacing · crypto — the C ABI (lib + cdylib + staticlib)
  punktfunk-host/        Linux host: vdisplay · capture · encode · inject · gamestream · mgmt
  punktfunk-client-rs/   reference client (M4): VAAPI decode + wgpu present
clients/{apple,android}/   native client scaffolds (import punktfunk_core.h)
include/punktfunk_core.h       cbindgen-generated C header (checked in)
tools/{latency-probe,loss-harness}/   measurement (plan §10)
docs/implementation-plan.md

Build & test

cargo build --workspace          # green on Linux and macOS
cargo test  --workspace          # unit + loopback + proptest + C ABI harness
cargo clippy --workspace --all-targets

cargo run -p loss-harness        # FEC loss-resilience sweep (no network needed)
bash crates/punktfunk-core/tests/c/run.sh   # standalone C-ABI link+round-trip proof

The C header regenerates from crates/punktfunk-core/src/abi.rs on every build (cbindgen via build.rs) into include/punktfunk_core.h.

Design invariants

  • One core, linked everywhere. Protocol/FEC/crypto/pacing live in punktfunk-core exactly once, exposed over a stable, versioned C ABI (punktfunk_abi_version(), PunktfunkConfig carries its own struct_size).
  • No async on the hot path. The per-frame pipeline uses native threads only; tokio/quinn are gated behind the off-by-default quic feature (control plane only).
  • FEC is the wall-breaker. GF(2⁸) (≤255 shards/block) for Moonlight compat; GF(2¹⁶) (≤65535 shards/block, SIMD, O(n log n)) to push past ~1 Gbps.

License

MIT OR Apache-2.0.

S
Description
next gen game streaming - built using rust, back compatible with game stream clients, and supporting virtual displays for kde/kwin, gnome and gamescope.
Readme 16 MiB
v0.2.1 Latest
2026-06-28 12:51:55 +00:00
Languages
Rust 72%
Swift 12.3%
TypeScript 4.1%
Kotlin 3.2%
Shell 3.2%
Other 5.1%