enricobuehler 9aa2d71f49
ci / rust (push) Has been cancelled
fix: hide + freeze the local cursor while streaming
The host renders its own cursor from our raw deltas, so the local macOS cursor both
stays visible and drifts away from the remote one — and it can wander out of the window,
where a click focuses another app. While the stream has focus, do what Moonlight does:
warp the cursor mid-view, disconnect it from mouse movement
(CGAssociateMouseAndMouseCursorPosition(false) — GCMouse still delivers raw HID deltas),
and hide it. Released on app deactivation (Cmd+Tab is the escape hatch), view teardown,
and disconnect; re-captured when the stream regains focus. The HUD's Disconnect gains ⌘D
since a hidden, frozen cursor can't click it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 15:38:03 +02:00

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 & tested (FEC, packetization, crypto, session, punktfunk_core.h)
M0 — pipeline spike (wlroots→PipeWire→NVENC→file→punktfunk-core) done & verified on NVIDIA (RTX 5070 Ti / driver 595)
M2 — P1 host → stock Moonlight 🟡 capture+encode landed in M0; pairing/RTSP/vdisplay pending
M3 — measurement harness 🟡 tools/loss-harness runs; latency-probe scaffolded
M4 — P2 transport + Rust client 🟡 GF(2¹⁶) core done; punktfunk-client-rs scaffolded
M5 — Apple client 🟡 macOS first light: HEVC on glass + input over punktfunk/1 (clients/apple)

punktfunk-core is complete and verified: it builds and its full test suite (FEC recovery, loopback round-trip under loss, property tests, and a C ABI harness) passes on macOS/aarch64. M0 is done: punktfunk-host captures a headless wlroots output via the ScreenCast portal + PipeWire, encodes it with NVENC, writes a playable H.265 file, and round-trips every access unit through a punktfunk_core host→client session (see docs/linux-setup.md). M2 is in flight: the GameStream control plane (gamestream/) and the management REST API (mgmt.rs, OpenAPI spec in docs/api/) are implemented; the remaining Linux host backends (KWin/Mutter virtual displays, libei input) are #[cfg(target_os = "linux")] seams — defined and compiling, implementations pending.

Layout

crates/
  punktfunk-core/        protocol · FEC · pacing · crypto — the C ABI (lib + cdylib + staticlib)
  punktfunk-host/        Linux host: vdisplay · capture · encode · inject · gamestream · mgmt
  punktfunk-client-rs/   reference client (M4): VAAPI decode + wgpu present
clients/{apple,android}/   native client scaffolds (import punktfunk_core.h)
include/punktfunk_core.h       cbindgen-generated C header (checked in)
tools/{latency-probe,loss-harness}/   measurement (plan §10)
docs/implementation-plan.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
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