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punktfunk/clients/apple/README.md
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enricobuehler a730ca8557
ci / rust (push) Has been cancelled
fix(apple): scroll from trackpads/Magic Mouse — forward NSEvent scrollWheel, drop GC scroll
Scroll was wired to GCMouse's scroll dpad, which only fires for plain HID wheel
deltas — trackpad and Magic Mouse scrolling are gesture events that never reach
GameController, so scrolling was dead on the default Mac setups. The stream view now
overrides scrollWheel (while captured the cursor is parked mid-view, so it receives
every scroll event) and feeds InputCapture.sendScroll: precise gesture deltas are
pixels (~0.1 notch/px, SDL's factor → ×12 for WHEEL_DELTA(120)), classic wheels are
lines (×120), fractional remainders accumulate, and the GC scroll handler is gone so
wheel mice can't double-deliver. Signs pass through as-is, preserving the local
(natural-)scrolling preference.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 23:17:23 +02:00

12 KiB
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punktfunk Apple client (SwiftUI)

The native macOS/iOS client for punktfunk/1 (the post-GameStream protocol). All networking/protocol work — QUIC control plane, UDP data plane, GF(2¹⁶) FEC, AES-GCM, input datagrams, Opus audio, cert pinning — lives in the shared Rust core (statically linked as PunktfunkCore.xcframework); this package is the Swift shell: decode (VideoToolbox), present (SwiftUI), input capture.

Status — first light achieved (2026-06-10)

Validated live, Mac ↔ Linux box over the LAN: gamescope virtual output → NVENC HEVC → punktfunk/1 (GF(2¹⁶) FEC + AES-GCM over UDP, QUIC control) → VideoToolbox → AVSampleBufferDisplayLayer on glass at 1280×720@60, with mouse/keyboard flowing back as QUIC datagrams into the host's gamescope EIS injector (thousands of events injected during the session). Headless variant of the same proof: RemoteFirstLightTests decoded 60/60 received AUs spanning 983 ms of host capture clock.

The connector underneath (punktfunk_core::client::NativeClient over the C ABI) carries the full session: video AUs, Opus audio (nextAudio()), rumble (nextRumble()), input incl. gamepads, and cert pinning + TOFU (pinSHA256:/hostFingerprint) — see m3.rs::tests::c_abi_connection_roundtrip (three sequential sessions: TOFU, pinned reconnect, wrong-pin rejection). The host (punktfunk-host m3-host) is a persistent listener: reconnect at will during development.

What's here, all compiled and tested on macOS (Xcode 26.5 / Swift 6.3):

  • PunktfunkKit (library)
    • PunktfunkConnection.swift — wrapper over the C ABI. AUs/audio are copied into Data (the C pointer is only valid until the next call of the same kind). close() is safe from any thread: per-plane locks enforce the C contract ("never close with a next_au/next_audio in flight") instead of leaving it to callers. Pinning + TOFU via pinSHA256:/hostFingerprint.
    • AnnexB.swift — in-band VPS/SPS/PPS → CMVideoFormatDescription; Annex-B → AVCC CMSampleBuffer with DisplayImmediately set.
    • StreamView.swift — SwiftUI NSViewRepresentable over AVSampleBufferDisplayLayer (stage-1 presenter: the layer hardware-decodes compressed HEVC itself). One pump thread per view, token-cancelled so reconnects can't double-pump.
    • InputCapture.swiftGCMouse raw deltas + GCKeyboard HID→VK mapping (the host's vk_to_evdev consumes Windows VKs), with fractional-delta accumulation so sub-pixel motion isn't truncated away. Buttons use GameStream ids (1=left … 5=X2). Scroll arrives via the stream view's scrollWheel override instead of GC (trackpad/Magic Mouse gestures never reach GCMouse's scroll dpad), WHEEL_DELTA(120)-scaled.
  • PunktfunkClient (the app): hosts grid (saved in UserDefaults), "+" toolbar sheet to add hosts, stream mode in Settings (⌘,), two trust flows — the trust-on-first-use fingerprint prompt over the live-but-blurred stream, and SPAKE2 PIN pairing (PairSheet, from a host card's context menu or the trust prompt; ClientIdentityStore keeps the client identity in the Keychain and presents it on every connect) — then pinned reconnects, fps/Mb-s HUD. Settings also picks the HOST compositor (KWin/wlroots/Mutter/gamescope, default automatic — the host honors it only if that backend is available there). (Audio playback and gamepad capture are not wired into the app yet — the connector surface is there; see notes 56.)
  • Tests (swift test): byte-level Annex-B units; a real-codec round trip (VTCompressionSession-encoded HEVC rebuilt as the host's wire shape → AnnexB → VTDecompressionSession → pixels); loopback integration against real local hosts (test-loopback.sh — stream round trip, plus the PIN pairing ceremony and the --require-pairing gate against a second, armed host); the remote first-light test above.

Build / run / test (on a Mac)

rustup target add aarch64-apple-darwin x86_64-apple-darwin
bash scripts/build-xcframework.sh        # → clients/apple/PunktfunkCore.xcframework
cd clients/apple
swift build && swift test                # loopback/remote tests self-skip without a host
swift run PunktfunkClient                # the unbundled dev shell (CLI)
open Punktfunk.xcodeproj                 # the real app: ⌘R builds + runs Punktfunk.app

bash test-loopback.sh                    # full loopback proof: builds punktfunk-host
                                         # (synthetic source — runs on macOS), streams
                                         # byte-verified frames into the Swift client

# against the real host (Linux box, see CLAUDE.md "Running on this box") — m3-host is a
# persistent listener, reconnect at will:
#   PUNKTFUNK_COMPOSITOR=gamescope PUNKTFUNK_GAMESCOPE_APP=vkcube PUNKTFUNK_ZEROCOPY=1 \
#   cargo run -rp punktfunk-host -- m3-host --source virtual --seconds 60
PUNKTFUNK_REMOTE_HOST=<box-ip> swift test --filter RemoteFirstLightTests   # headless
#   (+ PUNKTFUNK_REMOTE_PORT / PUNKTFUNK_REMOTE_COMPOSITOR=gamescope|kwin|… /
#    PUNKTFUNK_REMOTE_PIN=<arming-pin> for the remote pairing test)
PUNKTFUNK_AUTOCONNECT=<box-ip> PUNKTFUNK_MODE=1280x720x60 swift run PunktfunkClient # on glass

Xcode project (Punktfunk.xcodeproj)

The app target Punktfunk wraps the same sources as the swift run shell (Sources/PunktfunkClient, a synchronized folder — no duplication) plus App/ (asset catalog) and links PunktfunkKit from the local package. Generated Info.plist, ad-hoc signing, bundle id io.unom.punktfunk. Notes:

  • App icon: App/Assets.xcassets ships an empty AppIcon slot. For an Icon Composer .icon: add the file to the project (target Punktfunk), set it as the App Icon in the target's General tab, and delete the placeholder AppIcon.appiconset. Heads-up: CLI actool (Xcode 26.5) crashed compiling punktfunk_Logo.icon — if Xcode does the same, suspect the icon bundle (it has a duplicate-named layer, "…Layer-3 2.svg"), not the project.
  • Tests from Xcode: the package tests run with swift test; to get them on ⌘U, add PunktfunkKitTests once via Edit Scheme → Test → + (Xcode persists it into the shared scheme — a hand-written package-test reference doesn't resolve headlessly).
  • xcodebuild -project Punktfunk.xcodeproj -scheme Punktfunk build works headlessly.

Notes for whoever picks this up next

  1. cbindgen import quirk (the predicted "small compile fixes", now fixed): the C17-compatible header spells PunktfunkStatus/PunktfunkInputKind as integer typedefs while the enum constants import into Swift as a distinct same-named type — bridge with .rawValue (see the top of PunktfunkConnection.swift). Don't fight the generated header.
  2. ABI contract: one video pump thread per connection, plus optionally one separate audio drain thread for nextAudio()/nextRumble() (the core keeps per-plane borrow slots, so the planes never alias); send() is enqueue-only and safe alongside all of them. The wrapper's per-plane locks make close() safe from anywhere (it waits out in-flight polls, ≤ their timeouts).
  3. Decode flow: the host opens every stream with an IDR carrying VPS/SPS/PPS in-band and recovery keyframes re-send them — "refresh the format description on every IDR" (what StreamView does) is sufficient; there is no out-of-band extradata, ever.
  4. Stage 2 (next): explicit VTDecompressionSession + CAMetalLayer for frame-pacing control (ProMotion/120 Hz), glass-to-glass measurement via tools/latency-probe (the host stamps pts_ns with its capture wall clock; across machines you need a clock offset estimate from the QUIC RTT).
  5. Audio: nextAudio() yields raw Opus packets (48 kHz stereo, one 5 ms frame each, sequence-numbered). Decode with libopus or AVAudioConverter/kAudioFormatOpus into an AVAudioEngine source node; conceal gaps (drop/dup) rather than blocking — the Rust side buffers 320 ms and drops the newest packet when the puller lags. Wall-clock ptsNs shares the host clock with video AUs for A/V sync. Wiring this into PunktfunkClient is the next app-side task.
  6. Gamepads: GCController.gamepadButton(...)/.gamepadAxis(...) events (wire contract documented on the constructors; the host accumulates them into a virtual Xbox 360 pad). Poll nextRumble() and feed GCDeviceHaptics for force feedback. Client-side capture isn't in InputCapture yet.
  7. Trust — the full ceremony exists now (SPAKE2). generateIdentity() once (persist both PEMs in the Keychain), then pair(host:identity:pin:name:) with the 4-digit PIN the host prints when it ARMS pairing (--allow-pairing/--require-pairing; one PIN per arming window, shown at startup — the user reads it before pairing). Returns the host's VERIFIED fingerprint; persist it and pass pinSHA256: + identity: to every connect. Pairing is a real PAKE: a wrong PIN gets ONE online guess (no offline dictionary attack), throwing .wrongPIN; a wrong-size pin throws .invalidPin. PunktfunkClient implements both flows: the TOFU fingerprint sheet keeps working against hosts not running --require-pairing, and the PIN ceremony is wired in — ClientIdentityStore (Keychain) on every connect, PairSheet from a host card's context menu or the trust prompt's "Pair with PIN instead…" (the host's accept loop is sequential, so that path drops the live session before pairing). With --require-pairing the host now authorizes clients too (the "other direction" is no longer open, opt-in per host); the whole gate is regression-tested in testPairingCeremonyAndRequirePairingGate. 7b. Resize without reconnect: requestMode(width:height:refreshHz:) mid-stream — the host rebuilds at the new mode in ~90 ms; the first new-mode AU is an IDR with fresh parameter sets (the refresh-on-IDR decode flow handles it untouched) and currentMode() reflects the switch. Wire it to window-resize events.
  8. Input capture (stage 1): capture is a deliberate, reversible STATE owned by StreamLayerView, Moonlight-style. Engaged when the stream starts / trust is confirmed and when the user clicks into the video (that click is suppressed toward the host); released by ⌘⎋ (toggles) or focus loss; NEVER engaged by mere app activation — activating clicks may be title-bar drags or resizes, which used to get their cursor warped away mid-drag. While captured: the local cursor is hidden + frozen mid-view (the host renders its own), all input is forwarded, and the view consumes key events as first responder so unhandled keyDowns don't beep — ⌘-combos still work locally (⌘D disconnect, ⌘Q) and reach the host via GC. While released: nothing is forwarded (InputCapture.forwarding gates the GC handlers; held keys/buttons are flushed host-side on release so nothing sticks down), the cursor is free, and the HUD shows "Click the stream to capture input". GC handlers only fire while the app has focus, and focus loss also auto-releases everything held. One live capture per process (the GC mouse/keyboard singletons have a single handler slot — ownership is tracked so a stale capture's stop() can't clobber a newer one).
  9. iOS: same package (BUILD_IOS=1 for the xcframework slice); StreamView needs the UIViewRepresentable twin and touch→input mapping.

Known limitations of the current host (relevant to client UX)

  • One session at a time (the listener is persistent, but a second concurrent client waits in the accept queue until the current session ends — the virtual output and encoder are single-tenant).
  • Mid-stream renegotiation (resolution change without reconnect) is designed-for but not implemented (the Welcome is one-shot today).
  • Host-side gamepad injection needs /dev/uinput access on the box (udev rule from docs/linux-setup.md).