Everything the macOS app does that stage 1 lacked, before any new feature work (user directive): - Input capture is now a deliberate, reversible STATE (Moonlight- style): engaged on stream start and click-into-video (the engaging click is suppressed), released by Ctrl+Alt+Shift+Q (toggles) or focus loss; held keys/buttons are flushed host-side on release; cursor hiding + shortcut inhibition follow the state; HUD hint when released. Per-session window handlers disconnect with the page. - Gamepads: app-lifetime SDL service (GamepadManager parity) — pad list + "Forwarded controller" pin in Settings (auto = most recent), "Automatic" pad TYPE resolves from the physical pad at connect; DualSense touchpad contacts + ~250 Hz motion samples on the 0xCC plane (Swift GamepadWire scale constants); feedback grows adaptive- trigger replay and player LEDs via raw DS5 effects packets (the wire's 11-byte blocks drop into SDL_SendGamepadEffect verbatim); held pad state zeroed on pad switch/detach. sdl3 "hidapi" feature. - Microphone uplink: PipeWire capture -> Opus 20 ms -> 0xCB datagrams (validated live: host received 711 mic packets), Settings toggle. - Speed test per saved host (Swift's "Test Network Speed…"): 2 s probe burst, goodput/loss + recommended ~70 % bitrate, one-tap apply. - Settings: host compositor preference (sent in the Hello), native- display resolution/refresh resolved from the window's monitor at connect (new default), bitrate ceiling to 3 Gbit/s. - Hosts page: saved/trusted hosts section for direct pinned reconnect (mDNS not required), rebuilt on every page return. Deliberately not ported: audio device pickers (PipeWire routing owns this on Linux), resize-to-request_mode (not wired in Swift either), pointer-lock relative mouse (stage-2 presenter, needs raw Wayland). DualSense fidelity needs a physical pad to live-verify. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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, setup guides & progress: the docs site (docs-site/ — Fumadocs;
bun run dev), with the canonical roadmap and
status there. Design notes stay in docs/.
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-coreexactly once, exposed over a stable, versioned C ABI (punktfunk_abi_version(),PunktfunkConfigcarries its ownstruct_size). - No async on the hot path. The per-frame pipeline uses native threads only;
tokio/quinnare gated behind the off-by-defaultquicfeature (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.