enricobuehler 86f463cf71
ci / rust (push) Has been cancelled
fix(housekeeping): unaligned read UB + recv-drop parity; dedup mmsghdr; doc fixes
From a bug-hunt + unsafe-audit pass (4 reviewers + adversarial verify). It
confirmed ZERO real bugs in the recent batched/paced data-plane work — these are
the surfaced cleanups + one genuine soundness fix:

- SOUNDNESS (reduce unsafe): inject/gamepad.rs::pump_ff did `ptr::read` of an
  InputEventRaw (align 8, holds a timeval) out of a 1-aligned [u8; N] buffer — UB
  per the reference (x86_64 tolerates it, but it can miscompile under LTO). Use
  ptr::read_unaligned + a SAFETY note. Zero behavior change.
- recv parity: recv_batch (recvmmsg) didn't drop an oversized/truncated datagram
  the way scalar recv does — poll_frame now skips a message whose len fills the
  buffer (> MAX_DATAGRAM_BYTES), matching recv's `n >= RECV_BUF` drop. (AEAD
  already rejected these on encrypted sessions; this restores the documented
  invariant on the batched path.)
- dedup unsafe FFI: factor the identical mmsghdr-from-iovec construction out of
  send_batch + recv_batch into one `mmsghdrs()` helper — the raw-pointer
  scaffolding + its lifetime SAFETY note now live in one place.
- docs: TARGET_SOCKBUF no longer calls paced sending future work (it landed,
  m3.rs::paced_submit); gamescope.rs input is no longer "(TODO)" (wired +
  live-validated); the PUNKTFUNK_PERF `wire_mbps` field is renamed `tx_mbps` and
  noted as attempted/sealed bytes (send_dropped shows what didn't reach the wire).

Full suite (35 + loopback round-trip + 6) + clippy + fmt green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 23:04:23 +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 & hardened (FEC, packetization, AES-GCM, session, adversarial-review fixes, punktfunk_core.h)
M2 — GameStream host → stock Moonlight live end-to-end: pairing, RTSP, audio, per-client virtual output at native res, GPU zero-copy NVENC, gamepads
M3 — punktfunk/1 native protocol validated live: QUIC control + GF(2¹⁶) FEC/AES data plane, SPAKE2 PIN pairing, mid-stream mode renegotiation
M4 — client decode + present (Apple) 🟡 macOS first light: AnnexB→VideoToolbox HEVC on glass + input/pairing over punktfunk/1 (clients/apple); iOS + presenter next
Web console + management API TanStack web console (web/) over the OpenAPI mgmt API: host status, paired devices, on-demand native pairing (arm → show PIN)

The GameStream host works with a stock Moonlight client — validated live on NVIDIA (RTX 5070 Ti & RTX 4090, driver 595): trust-on-first-use pairing that persists, an app catalog, RTSP/ENet/audio, and video at the client's exact resolution and refresh via a per-session virtual output (KWin, gamescope, Mutter, Sway backends), encoded with GPU zero-copy (dmabuf → CUDA/Vulkan → NVENC) at up to 5120×1440@240. The native punktfunk/1 protocol adds a QUIC control plane and a GF(2¹⁶) Leopard-FEC + AES-GCM data plane (p50 ~0.8 ms capture→reassembled at 720p120), with a SPAKE2 PIN pairing ceremony. Both run from one process (serve --native), managed through a REST API + web console. Builds against FFmpeg 7 or 8; deployed live on Bazzite. Full status: CLAUDE.md; roadmap: docs/roadmap.md.

Layout

crates/
  punktfunk-core/        protocol · FEC · pacing · crypto · quic — the C ABI (lib + cdylib + staticlib)
  punktfunk-host/        Linux host: vdisplay · capture · encode · inject · gamestream · m3 · mgmt · native_pairing
  punktfunk-client-rs/   punktfunk/1 reference client (M3 headless; M4 adds decode+present)
clients/{apple,android}/   native client scaffolds (import punktfunk_core.h); apple = macOS first light
web/                       TanStack web console (host status · paired devices · pairing) over the mgmt API
packaging/                 Fedora/Bazzite RPM · bootc image · COPR (see packaging/bazzite/README.md)
include/punktfunk_core.h       cbindgen-generated C header (checked in)
tools/{latency-probe,loss-harness}/   measurement (plan §10)
docs/{implementation-plan,roadmap,windows-host,dualsense-haptics}.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
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