Connecting from the 0.22.0 Windows client bounces straight back to the host list, on every host. The shell is fine; the binary it spawns is not.b0ea1e6bwas a `clients/linux` change that also dropped a verbatim copy of the GTK shell into `clients/session/src/` — app.rs, cli.rs, the four ui_*.rs, shortcuts.rs, spawn.rs — and, fatally, OVERWROTE `clients/session/src/main.rs` with the shell's. That file is `[[bin]] punktfunk-session`. So the binary every shell execs for a stream stopped being the Vulkan session and became the GTK shell: - Windows: the shell's `#[cfg(not(target_os = "linux"))]` arm — print "punktfunk-client is Linux-only" to stderr, `exit(2)`. It never writes a single line of the stdout contract, so the shell sees EOF with no `ready`, no `error`, no `ended`, and returns to the host list with a BLANK banner. Exactly the report. - Linux: `app::run()` sees `--connect` in argv and calls `exec_session()`, which execs `punktfunk-session` — itself. A stream is an exec loop. CI could not catch it. The Windows leg of the clobbered file is a three-line stub that compiles perfectly; `cargo build -p punktfunk-client-session` stayed green while building the wrong program. Only running it fails, and nothing runs it.61bdf11ethen read the 327 E0433s on the Linux leg as a missing-manifest bug and declared gtk4/libadwaita/relm4 on this crate. That fixed the build of the wrong file and cemented the clobber. Both go: the copy is deleted, `main.rs` is restored frombf981027(the last commit that touched the real one), and the manifest loses the GTK block plus the gresource build-dep and `data/` that arrived with944c03ddto feed it. serde_json returns to `optional`/`ui`, which is what it always was — the reason `--no-default-features` didn't compile was cli.rs, and cli.rs was never ours. Also closes the hole that made this silent. `SpawnEvent::Exited` now carries the child's exit code, and a child that exits nonzero having said NOTHING gets a banner naming that code instead of an empty string. Code 0 (stream window closed) and -1 (our own Disconnect/Cancel kill) stay silent, as before. A wrong or crashing session binary is now a legible failure rather than a connect that quietly does nothing. Verified. Windows x86_64 on the CI runner: check, clippy -D warnings, rustfmt, tests (5 passed, incl. the new one) all green, and the rebuilt punktfunk-session.exe answers `--connect` with `{"error":"presenter: SDL window: …"}` — the real contract — where 0.22.0's answered with nothing. Linux amd64 in the CI image: check with default AND --no-default-features, clippy -D warnings, rustfmt, tests green, and the built binary emits `{"error":"presenter: SDL video: …"}` + exit 4 instead of exec-looping. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
punktfunk — Windows client
The native Windows app for streaming a punktfunk host to your PC. A modern WinUI 3 app that discovers hosts on your network, pairs with a PIN, and streams at your display's own resolution and refresh rate — with a hardware-accelerated D3D11 video path and HDR.
It's pure Rust: the UI is WinUI 3 driven through windows-reactor
(a declarative, React-like framework), and it links the shared punktfunk-core directly to speak
the fast punktfunk/1 protocol.
Features
- Hardware decode, GPU present — FFmpeg HEVC with a D3D11VA zero-copy path (decoder and
presenter share one D3D11 device; NV12/P010 textures sampled straight into a
SwapChainPanelcomposition swapchain), with a robust software-decode fallback. - HDR10 — advertise 10-bit/HDR, detect PQ in-band, and flip the swapchain to
R10G10B10A2+ ST.2084 with HDR10 metadata. - Your display's native mode — the host builds a virtual display at exactly your WxH@Hz.
- Audio both ways — WASAPI render + mic capture.
- Full controller support — SDL3 gamepads with rumble, lightbar, and DualSense feedback.
- Your display's native mode, really — "Native display" resolves the actual size + refresh of the monitor the window is on at connect time.
- Find hosts automatically — mDNS discovery lists hosts on your LAN, alongside saved and manual entries. First connect does a one-time SPAKE2 PIN pairing (or TOFU on trusted LANs), then reconnects on a pinned identity. Saved hosts carry per-host actions: a network speed test (probe burst over the real data plane → recommended bitrate, applied in one tap) and forget.
- Polished shell — host cards, settings (resolution / refresh / host compositor / decoder / codec / bitrate / HDR / forwarded controller / gamepad type / system shortcuts / audio channels / mic / stats-overlay level), the tiered stats overlay (Off / Compact / Normal / Detailed — Ctrl+Alt+Shift+S cycles it live in the session window), and the full trust surface. Stream input uses Win32 low-level hooks with Moonlight-style capture: Ctrl+Alt+Shift+Q releases the pointer, a click on the stream re-captures it, and system shortcuts (Alt+Tab, Win, …) can act locally or forward to the host.
Builds and ships for both x64 and ARM64 as a signed MSIX.
Get it
Install the signed MSIX from the package registry — see docs.punktfunk.unom.io/docs/install-client. A stock Moonlight client also works over GameStream if you prefer.
Build from source
Windows-only (the crate builds as a stub on other platforms so the workspace stays green). You need
the MSVC toolchain, an FFMPEG_DIR FFmpeg tree, and CMake (SDL3 builds from source). The Windows
App SDK runtime bootstrap is staged next to the exe by windows-reactor-setup from this crate's
own build.rs — no extra environment needed.
cargo build -p punktfunk-client-windows --target x86_64-pc-windows-msvc
# CLI paths for testing (no window):
punktfunk-client --discover # list hosts on the LAN
punktfunk-client --headless --connect host[:port] [--pin HEX] # connect, count frames, print stats
punktfunk-client --headless --speed-test --connect host[:port] # probe burst → recommended bitrate
CARGO_HOMEmust be an ASCII path — non-ASCII characters break SDL3's MSVC precompiled-header build. Packaging (MSIX manifest, signing) lives inpackaging/.
Layout
Decode/present/input live in the spawned punktfunk-session binary (clients/session), not here —
this crate is the shell that discovers, pairs, and launches it.
src/
main.rs entry point + CLI paths (--discover · --headless · --speed-test)
bin/punktfunk-console.rs the couch/HTPC Start-menu entry (re-execs with --console)
app/ WinUI 3 shell (windows-reactor), one module per screen:
mod (root/router) · hosts · connect · pair · speed · settings ·
library · help · licenses · stream · style (shared cards/pills)
deeplink.rs punktfunk:// activation, single-instance hand-off, shortcut writer
spawn.rs punktfunk-session child process + its stdout event contract
shell_window.rs hide/restore the shell HWND around a session
gpu.rs DXGI adapter enumeration for the GPU picker
trust.rs · discovery.rs persistent identity, TOFU/PIN pairing, mDNS browse
probe.rs · wol.rs speed probe · Wake-on-LAN
logfile.rs log tee to %LOCALAPPDATA%
packaging/ MSIX manifest, signing, pack script
Manual smoke checklist
The windows-reactor pin is a moving target and WinUI regressions rarely show up in cargo check —
walk this after a reactor bump or a change to the render/state architecture:
- Hosts — discovery populates tiles; tile hover fill; "…" menu → Forget and Rename; add-host modal connects; WOL wait screen cancels.
- Settings — every section renders; combos still show their selection after a section switch AND a scope switch (the historic blank-combo reconciler bug); profile create / rename / delete (with confirm); colour swatches repaint; the Overridden marker appears on edit and clears on Reset; GPU combo lists adapters.
- Pair — PIN entry pairs (the typed PIN must reach the Connect click —
use_refmirror path). - Session — connect → session spawns → HUD stats tick; Ctrl+Alt+Shift+Q releases the pointer; shell window restores on exit.
- Shell — speed test completes; library grid loads;
punktfunk://deep link routes (second instance hands off and exits); window icon appears; screen-entrance animations play.
Related
- Documentation — quick start, pairing, troubleshooting
- Project README — the host, the other clients, and how it all fits together