enricobuehler 9128bc3836 feat(host): attach to a running gamescope session (Bazzite headless Steam)
Bazzite (and SteamOS-like hosts) run Steam Big Picture inside their OWN
gamescope-session-plus session. Nesting a second gamescope+Steam can't work — the
second Steam sees the first and exits, taking the nested gamescope down with it
(crash in its exit handlers), killing both video and input. The robust model is to
let punktfunk OWN that session: run gamescope-session-plus headless at the client's
resolution (full Steam Deck UI polish: MangoApp, VRR, controller config) and have
the host ATTACH to it rather than spawn its own.

The video half already existed (PUNKTFUNK_GAMESCOPE_NODE=<id> attaches to a
PipeWire node). This finishes it:
- PUNKTFUNK_GAMESCOPE_NODE=auto discovers the gamescope Video/Source node, so the
  (dynamic) node id needn't be hand-wired.
- The attach path now also points the libei injector at the running session's EIS
  socket: find_gamescope_eis_socket() scans XDG_RUNTIME_DIR for gamescope-<N>-ei,
  connect()-probes each (stale dead-session sockets refuse), and writes the newest
  live one to the relay file the injector reads. So input reaches the attached
  session with zero manual config.

scripts/punktfunk-steam-session.service: a systemd --user unit that runs
gamescope-session-plus headless at a configured resolution, with the one-time
headless-appliance setup (linger + multi-user.target) documented inline.

Validated live on bazzite (RTX 4090): the full Steam Big Picture session streams
(1499 frames, p50 ~1ms) with mouse/keyboard injected into it (device resumed, all
caps, emitted=true), node + EIS socket both auto-detected.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 12:55:12 +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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