Uploading the 0.24.0 set surfaced a pair screen that reads as broken, and a hero that was never the orientation it claimed. The capture harness: - Landscape scenes were captured in PORTRAIT. `IOSOrientationConfigurator` asked for the geometry update from `updateUIViewController`, where `view.window` is still nil — SwiftUI makes one update pass for a `.background` representable, before the hierarchy is in a window, so the guard fell through and nothing ever asked again. Both `.landscape` scenes (the stream hero, the trust card) shipped as portrait. Now a real UIViewController asks from `viewDidAppear` and pins `supportedInterfaceOrientations`. - The shot host applied `.ignoresSafeArea()` to the whole scene, so the hero's HUD — resolution, bitrate, the latency breakdown, the entire point of that screenshot — sat under the Dynamic Island. Only the black backing ignores it now; scenes that want full bleed already ignore it themselves. - `03-pair` was hand-composed into a ZStack rather than presented. PairSheet is a bottom sheet on iOS: its detents and the system's Liquid Glass only exist inside a real `.sheet`. Composed, the grouped Form stretched to full screen height and the capture was a strip of content over a black void, with a DISABLED "Pair & Connect" (empty PIN) and the capture simulator's own name — `pf-shot-iphone-6.9` — rendered in as the device name. - Sheets do not inherit `.environment(\.colorScheme, .dark)` across the presentation boundary; they follow the DEVICE. The pairing sheet came out light grey over the dark app. The simulator is now set to dark appearance. - Discovery browsed the live LAN mid-capture, so a bystanding machine's hostname went out on the listing and no two runs matched. `HostDiscovery` gains a `debugSet` seam (the counterpart to `HostWaker.debugSet`); the mock hosts advertise, so cards read ONLINE through the real `advertises` path and the reachability probe never touches the network. - Created simulators were named `pf-shot-<prefix>`, which the reuse regex never matches: every run created another simulator and none was reused. They are named after the device now — reusable, and not user-visible junk. Two bugs found on the way, neither screenshot-only: - HostStore/ProfileStore PERSISTED the harness's mock data. On a dev Mac that is the same App-Group suite the real app reads, so running the script could replace the tester's saved hosts with "Battlestation" & co. - GamepadHomeView drew the controller chip as a trailing `.overlay`, which reserves no width — on a portrait phone it sat on top of the centred "Select a Host". Laid out as a row with a hidden leading mirror. - The pairing sheet's field prompt said "How the host lists this Mac" on iPhone and iPad. Coverage: the listing set is six scenes in listing order, and is now the stream, the machines it found, the couch/controller mode, waking a sleeping host, the quality controls and pairing — the console and wake screens already existed in `ShotScenes.all` and were simply never captured. Mock hosts carry OS marks, Wake-on-LAN MACs and profile chips so the grid is full rather than three offline rows over an empty half-screen. `SCENES=` overrides the set for the dev scenes.
136 lines
8.6 KiB
Markdown
136 lines
8.6 KiB
Markdown
# punktfunk — Apple client (macOS · iOS · iPadOS · tvOS)
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The native **Apple** app for streaming a punktfunk host to your Mac, iPhone, iPad, or Apple TV. A
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SwiftUI app that finds hosts on your network, pairs with a PIN, and streams at your display's own
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resolution and refresh rate — with VideoToolbox hardware decode and full controller support.
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All the networking and protocol work — QUIC control plane, UDP data plane, GF(2¹⁶) FEC, AES-GCM,
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Opus audio, cert pinning — lives in the shared Rust **`punktfunk-core`** (statically linked as
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`PunktfunkCore.xcframework`). This package is the Swift shell: decode, present, input, and UI.
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## Features
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- **Hardware decode** — VideoToolbox H.264/HEVC (plus **AV1** on devices with an AV1 hardware
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decoder — M3-class Macs, A17 Pro-class iPhones), with a low-latency **stage-2 presenter**
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(`VTDecompressionSession` → `CAMetalLayer`, presented off a `CADisplayLink`, ~11 ms p50) as the
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default and an `AVSampleBufferDisplayLayer` fallback.
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- **HDR & 4:4:4** — PQ passthrough with a correct reference-white anchor, mid-session SDR↔HDR
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reconfiguration, and hardware-probed 4:4:4 support.
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- **Your display's native mode** — the host builds a virtual output at exactly your WxH@Hz;
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mid-stream resize renegotiates without reconnecting.
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- **Audio both ways** — Opus playback (CoreAudio, no bundled libopus) with a jitter ring, plus mic
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uplink; speaker/mic selectable in Settings.
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- **Full controller support** — one selected controller forwarded as pad 0, including **DualSense**
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feedback (rumble → CoreHaptics, lightbar, player LEDs, adaptive triggers) and touchpad/motion. The
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virtual pad type auto-resolves from your physical controller.
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- **Mouse & keyboard** — `GCMouse`/`GCKeyboard` capture with click-to-capture and a ⌃⌥⇧Q release
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(the cross-client Ctrl+Alt+Shift+Q; ⌘⎋ still works as the macOS/iPad toggle), plus iPad pointer
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lock and touch input.
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- **Find hosts automatically** — mDNS discovery (`NWBrowser` over `_punktfunk._udp`); first connect
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does a one-time **SPAKE2 PIN pairing** (or TOFU on trusted LANs), then reconnects on a pinned,
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Keychain-stored identity.
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- **Tune the stream** — a fps / Mb·s / **latency** HUD (skew-corrected across machines), a bitrate
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control, a per-host **network speed test** with a recommended bitrate, and a host-compositor picker.
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Runs from one shared codebase across **macOS, iOS, iPadOS, and tvOS**.
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## Get it
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Install from the App Store / TestFlight, or build from source below. Per-device install steps and the
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pairing walkthrough:
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**[docs.punktfunk.unom.io/docs/install-client](https://docs.punktfunk.unom.io/docs/install-client)**.
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## Build / run / test (on a Mac)
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Requires Xcode 26.5 / Swift 6.3. First build the Rust core into an xcframework, then build the app:
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```sh
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rustup target add aarch64-apple-darwin x86_64-apple-darwin
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bash scripts/build-xcframework.sh # → clients/apple/PunktfunkCore.xcframework
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# BUILD_IOS=1 also builds the iOS slices (add the ios rustup targets)
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# BUILD_TVOS=1 also builds tvOS (tier-3 targets, built from source — see below)
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cd clients/apple
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open Punktfunk.xcodeproj # the real app: ⌘R builds + runs Punktfunk.app
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swift run PunktfunkClient # or the unbundled dev shell (CLI)
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swift build && swift test # unit + loopback/remote tests (self-skip w/o a host)
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```
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tvOS slices are tier-3 Rust targets, built from source:
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`rustup toolchain install nightly && rustup component add rust-src --toolchain nightly`.
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### Test against a host
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```sh
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# full loopback proof — builds punktfunk-host (synthetic source, runs on macOS) and streams
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# byte-verified frames into the Swift client, incl. the PIN pairing ceremony:
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bash test-loopback.sh
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# against a real Linux host on the LAN (see the repo README "Running on this box"):
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PUNKTFUNK_REMOTE_HOST=<box-ip> swift test --filter RemoteFirstLightTests # headless
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PUNKTFUNK_AUTOCONNECT=<box-ip> PUNKTFUNK_MODE=1280x720x60 swift run PunktfunkClient # on glass
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```
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## Project layout
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- **`PunktfunkKit`** (library) — the reusable pieces:
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- `PunktfunkConnection` — the wrapper over the C ABI (thread-safe `close()`, per-plane locks,
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pinning + TOFU).
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- `AnnexB` / `StreamView` / `VideoDecoder` / `MetalVideoPresenter` — format handling, the stage-1
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(`AVSampleBufferDisplayLayer`) and stage-2 (`VTDecompressionSession` → `CAMetalLayer`) presenters.
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- `InputCapture` — `GCMouse`/`GCKeyboard` → host VK/mouse, with fractional-delta accumulation.
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- `GamepadManager` / `GamepadCapture` / `GamepadFeedback` / `DualSenseTriggerEffect` — controller
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discovery + selection, capture (buttons/axes/touchpad/motion), and host-feedback rendering.
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- `HostDiscovery` — `NWBrowser` over `_punktfunk._udp`.
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- **`PunktfunkClient`** (the app) — hosts grid with an *On this network* section, add-host sheet,
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the two trust flows (TOFU prompt + SPAKE2 `PairSheet`), the stream view with the HUD, a
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tabbed Settings pane (General / Display / Audio / Controllers / Advanced), and the network speed
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test. A Scene-level **Stream** menu carries the cross-client shortcut set: Release Mouse (⌃⌥⇧Q),
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Disconnect (⌃⌥⇧D) and the HUD toggle (⌃⌥⇧S) — the same Ctrl+Alt+Shift combos the Windows and
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Linux clients reserve, also shown on a 6-second banner at stream start.
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On iOS/iPadOS **and macOS** a connected controller swaps the whole home for the **gamepad UI**
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(`Home/Gamepad*`, `Settings/GamepadSettingsView`): a console-style host carousel (A connect · Y
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library · X settings), a controller-navigable settings screen, an add-host flow with an
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on-screen controller keyboard (no touch required anywhere), and the coverflow library browser —
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all driven by the shared `GamepadMenuInput` poller + `GamepadCarousel`/`GamepadMenuList` focus
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machinery, with dual-channel haptics (device Taptic + controller `MenuHaptics`), over an
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animated "aurora" backdrop (`GamepadScreenBackground` — TimelineView-driven drifting color
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blobs; deliberately pure SwiftUI, since a .metal library only reliably bundles in one of the
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two build systems these sources compile under). macOS presents the settings/add-host screens as
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sheets (no `fullScreenCover` there); `PUNKTFUNK_FORCE_GAMEPAD_UI=1` forces the mode without a
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physical pad (dev/screenshots).
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- **Tests** (`swift test`) — Annex-B units, a real-codec VideoToolbox round trip, DualSense
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trigger-effect and gamepad-wire conversions, loopback integration against real local hosts, and the
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remote first-light test.
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## Notes for contributors
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- **Xcode project** (`Punktfunk.xcodeproj`) wraps the same sources as the `swift run` shell (a
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synchronized folder — no duplication). The macOS target is **App-Sandboxed** (needs
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`network.server` — the raw-UDP plane and quinn both `bind()`); iOS/tvOS use the shared
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entitlements file (keep `app-sandbox` **out** of it). Verify with
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`codesign -d --entitlements :- <built .app>`.
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- **Decode flow**: the host opens every stream with an IDR carrying VPS/SPS/PPS in-band, and recovery
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keyframes re-send them — refresh the format description on every IDR; there is no out-of-band
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extradata, ever.
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- **ABI threading**: one video pump thread per connection, one optional audio drain thread, and one
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optional feedback drain thread (rumble + HID-output). `send()` is enqueue-only and safe alongside
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all of them. The wrapper's per-plane locks make `close()` safe from anywhere.
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- **DualSense motion scale** (`GamepadWire`) is derived from hid-playstation's math, not yet
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live-verified — if gyro/accel feel wrong in a game, correct sign/scale there and `evtest` the
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host's virtual pad.
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- **App Store screenshots** are automated — `tools/screenshots.sh all` renders the real UI at the
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required pixel sizes via a DEBUG-only shot mode; the `apple` CI workflow captures the iOS sizes on
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every main push. See the script header for details. The script's `SCENES` array is the listing
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set, in listing order; override it (`SCENES="06-gamepad-home 10-edithost" tools/screenshots.sh ios`)
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to capture any of the other scenes in `ShotScenes.all`. Mock data — hosts, adverts, profiles — is
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seeded in `ShotMock` so a capture is byte-for-byte deterministic and never browses the real LAN
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(a stranger's hostname reached the live listing that way once).
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- Deeper design notes live in the internal planning repo (punktfunk-planning:
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`apple-stage2-presenter.md`).
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## Related
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- **[Documentation](https://docs.punktfunk.unom.io)** — quick start, pairing, troubleshooting
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- **[Project README](../../README.md)** — the host, the other clients, and how it all fits together
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