PyroWave AUs now packetize on the negotiated shard payload, so a lost datagram
costs a few wavelet blocks of localized blur rather than a whole frame — and the
client can render an aged-out lossy frame instead of freezing until the next one.
Host (opt-in, PyroWave only):
- The encoder packetizes at the shard payload behind a 4-byte window prefix
(used-len u16 + kind u16). Whole packets pack into WIN_PACKED windows; a packet
too large for one shard (PyroWave 32x32 blocks are atomic and can exceed a
shard) rides a WIN_FRAG_FIRST/CONT/LAST chain. `set_wire_chunking()` joins the
Encoder trait (forwarded through TrackedEncoder — the silent-no-op trap);
EncodedFrame.chunk_aligned marks the AU.
- virtual_stream tags the AU with USER_FLAG_CHUNK_ALIGNED and re-applies chunking
after every encoder (re)build, the adaptive-bitrate rebuild included.
Core:
- USER_FLAG_CHUNK_ALIGNED (0x40) wire bit. Reassembler opt-in
(set_deliver_partial): a chunk-aligned frame that ages out with holes is handed
over as Frame{complete:false} — received shards at their exact offsets, missing
ranges zero-filled — instead of being dropped. Partials age out on a tight 30ms
fuse (PARTIAL_WINDOW_NS) instead of the 120ms loss window: each frame is
independently decodable, so an ancient partial has no value in a live stream.
Newest-wins. A partial still counts as dropped for loss reporting.
Client (PyroWave decode):
- The session opts in when codec == PyroWave. The decoder walks the AU
window-by-window, skipping zero (missing) windows and reassembling FRAG chains,
then decodes whatever survived. A newest-decoded-index guard drops partials the
pump has already moved past (no time-travel present).
Also fixes a redundant-closure clippy nit in the PyroWave planar-present path.
Validated on an RTX 5070 Ti under 2% netem loss with FEC pinned off: 60fps
sustained entirely via partials, e2e 43ms p50 (146ms before the fuse) vs 23ms
lossless, no keyframe-recovery chatter. Tests green: core 149, host 310 + the
GPU-gated encoder smoke (framed-window walk + FRAG reassembly + upstream
round-trip), client 26; clippy clean on the pyrowave feature combos.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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 atapi/openapi.json) drives status, paired devices, and on-demand pairing; the browser UI is inweb/.
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
punktfunk1.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
Related
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