enricobuehler a4eacabecd
ci / rust (push) Has been cancelled
feat(apple): explicit input-capture state machine — no more cursor grabs on window chrome
Capture used to engage whenever the app became active, so the click that activates the
window — on the title bar (a drag) or a resize edge — got the cursor warped away
mid-gesture, and raw deltas kept streaming to the host while the user fought the window.
Reworked Moonlight-style, with capture as a deliberate, reversible state owned by
StreamLayerView:

- Engage: automatically once when the stream starts / trust is confirmed (one-shot, can
  never fire surprisingly later), or by clicking into the video (that click's
  press/release are suppressed toward the host; acceptsFirstMouse makes it one click
  from another app). NEVER on app re-activation.
- Release: ⌘⎋ (toggles, key-window-scoped), focus loss — now including same-app window
  switches (⌘, / ⌘N / ⌘M resign key without resigning the app; previously the new
  window inherited a hidden frozen cursor and its typing was double-delivered to the
  host) — and disconnect.
- While released: nothing is forwarded (InputCapture.forwarding gates the GC handlers;
  held keys/buttons are flushed host-side so nothing sticks), the cursor is free, and
  the HUD (now showing the capture state) is clickable.
- The no-beep behavior moved from the NSEvent monitor to first-responder key
  consumption — swallowing at the monitor risked starving GC's own delivery (the
  "input broken altogether" report). The monitor now only intercepts ⌘⎋.
- Adversarial-review fixes: a second session preempts the previous one cleanly instead
  of leaving it captured with dead GC handlers (onPreempted); the engage click's
  suppression latch can't outlive the click (mouseUp backstop); ⌘⎋'s physical Esc can't
  type into the host in either toggle direction (suppressedVK latch + Esc-while-⌘
  guard); capture callbacks defer out of the SwiftUI update pass.

Validated live against the box: 16185 input datagrams injected during a captured
session (gamescope EIS), title-bar drag/resize free while released, and visible
cursor + typing on a streamed KWin desktop, all user-confirmed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 22:42:44 +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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