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