Files
punktfunk/clients/apple/Sources/PunktfunkClient/Session/StreamHUDView.swift
T
enricobuehler aaa58ad817 feat(client/apple): say when a pad's gyro can't reach the session, and stop powering it
G8's Apple half — the UI hint 77797a9e left owed, plus the suppression, which on
this client is worth more than it was on the SDL one.

The failure being fixed is entirely silent. A controller with a gyro, in a session
whose virtual pad has no motion plane, simply does nothing when tilted: nothing
in the app says so, and from the couch a session that resolved an X-Box backend
is indistinguishable from a broken sensor. The fix is the Controller type setting,
so the hint has to name it — a badge that only said "motion unavailable" would
leave the player exactly as stuck.

Asked per pad, off what the slot declared, via the predicate punktfunk-core now
carries. `GamepadCapture` is the one client where this is naturally per pad
already: `openSlot` computes `manager.declaredKind(for:)` and puts it in
`slot.pref`, so the question is answered where the pad is opened rather than on
every sample. `GamepadType.motionReaches(declared:asked:resolved:)` is static and
pure so it can be tested without a live session; the connection's instance method
fills in the two halves it owns, and `requestedGamepad` is stored beside
`resolvedGamepad` for the same reason it exists in the Rust client — the echo is
only this pad's answer when the pad declared what we asked for.

Where Apple differs from the SDL client, and better: it never powers the IMU. The
existing code already declined to activate sensors when forwarding was off,
reasoning that with nothing to forward there is no reason to make the pad stream
gyro over Bluetooth and burn its battery — `closeSlot` is careful to power them
back down for exactly that reason. A host that built this pad a backend without a
motion plane is the same situation, so it takes the same branch. No per-sample
check, no handler attached, and a DualSense in an X-Box-class session stops paying
for a sensor nobody reads.

The hint fires only for a pad that really has a gyro (`motion.hasRotationRate`).
A gravity-only GCMotion — what an X-Box controller exposes — would otherwise
produce a notice about a feature the player never had. That is a narrower
condition than the capture path itself uses, deliberately: making the capture
gate agree is G13's job and its own change.

The badge sits in the bottom-centre stack with the muted-mic badge and the
start-of-stream banner, at every stats tier and with the overlay off, because
this is not a statistic. Unlike the mic badge it is not a control: the setting is
not reachable mid-stream on every platform and applies from the next session
anyway. So it states the fact, names the setting, and leaves after the banner's
same 6 s. Every platform including tvOS — a DualSense on an Apple TV is an
ordinary way to play, and is exactly the pad this happens to. The model owns the
expiry rather than the view, so a second pad's hint replaces the first cleanly
instead of stacking, and ending the session cancels a pending clear rather than
carrying a stale hint into the next stream.

Non-vacuity proven by mutation, not assumed: collapsing the predicate to
`resolved.hasMotion` fails 4 assertions, including the mixed-pad row that is the
whole reason it is not a session-level check. The table mirrors the Rust one row
for row — a client that disagrees with the host here either kills a working gyro
or streams ~250 Hz into a void, and both are silent.

Gate: macOS `swift build` + the FULL suite (210 tests, 5 skipped, 0 failures) with
the two new cases observed in the run's own output, and the iOS-triple typecheck
green (`arm64-apple-ios17.0`, iOS slices + hand-assembled xcframework per the
memory recipe) — the badge and the overlay it joins are on every platform, so the
macOS build alone would not have covered them. tvOS remains unverifiable from
this Mac; the badge deliberately reuses the neighbouring banner's shape rather
than introducing anything tvOS-specific.
2026-08-07 16:55:03 +02:00

360 lines
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// The streaming overlay HUD, tiered by StatsVerbosity (the Android client's 3-tier semantics):
// * compact — one glass-pill line: fps · end-to-end p50 · throughput (+ loss when lossy);
// * normal — mode + fps/throughput, the unified latency HEADLINE (design/stats-unification.md
// — end-to-end under stage-2, capture→received under the stage-1 fallback), the loss
// counter, a capture hint (shown until input is captured), and disconnect;
// * detailed — everything normal has plus the stage equation line(s) under the headline.
// `.off` never reaches this view (ContentView gates the overlay on the tier).
import PunktfunkKit
import SwiftUI
#if canImport(UIKit)
import UIKit
#endif
struct StreamHUDView: View {
@ObservedObject var model: SessionModel
let connection: PunktfunkConnection
var placement: HUDPlacement = .topTrailing
let verbosity: StatsVerbosity
var body: some View {
// .off is gated upstream (ContentView only mounts the HUD when the tier is on) —
// render nothing if it ever slips through.
if verbosity != .off {
// ONE shared glass card wraps the tier-dependent content, so a verbosity change MORPHS
// this card — its frame (and, on iOS, its clamped corner) animate to the new size — rather
// than cross-fading a whole new card in. Only the inner content switches per tier.
tierContent
.padding(cardPadding)
.glassBackground(cardShape)
.padding(edgeInset)
}
}
/// The tier-dependent content, unwrapped (the shared card in `body` supplies the padding +
/// glass background). Compact is a one-line pill; normal/detailed the full stack.
@ViewBuilder private var tierContent: some View {
if verbosity == .compact {
compactContent
} else {
fullContent
}
}
// MARK: - Compact tier
/// One line: `{fps} fps · {e2e p50} ms · {mbps} Mb/s`. The ms segment is the best available
/// latency headline (stage-2 end-to-end, else the stage-1 capture→received) and is omitted until
/// either is valid. Loss appends in the same quiet styling the full HUD's lost line uses.
private var compactContent: some View {
HStack(spacing: 6) {
Circle()
.fill(Color.accentColor)
.frame(width: 7, height: 7)
Text(compactLine)
.font(.system(.caption, design: .monospaced))
if model.lostFrames > 0 {
Text("· lost \(model.lostFrames)")
.font(.system(.caption2, design: .monospaced))
.foregroundStyle(.secondary)
}
}
}
private var compactLine: String {
var parts = ["\(model.fps) fps"]
if model.endToEndValid {
// Floor-shaved (design/apple-presentation-rebuild.md): the OS present pipeline's
// fixed depth is excluded, so the headline describes Punktfunk's own latency.
parts.append(String(format: "%.1f ms", model.endToEndAdjP50Ms))
} else if model.hostNetworkValid {
parts.append(String(format: "%.1f ms", model.hostNetworkP50Ms))
}
parts.append(String(format: "%.1f Mb/s", model.mbps))
return parts.joined(separator: " · ")
}
// MARK: - Normal / detailed tiers
private var fullContent: some View {
VStack(alignment: placement.isTrailing ? .trailing : .leading, spacing: 4) {
HStack(spacing: 6) {
Circle()
.fill(Color.accentColor)
.frame(width: 7, height: 7)
Text("\(connection.width)×\(connection.height)@\(connection.refreshHz) \(model.fps) fps \(model.mbps, specifier: "%.1f") Mb/s")
.font(.system(.caption, design: .monospaced))
// Which settings profile this session resolved to, if any (design §5.2). Near-zero
// cost, and it answers "which profile am I on?" without leaving the stream —
// otherwise the only evidence is the settings themselves, which is a guessing game.
if let profile = model.settings.profileName {
Text(\(profile)")
.font(.system(.caption, design: .monospaced))
.foregroundStyle(
Color(hex: model.settings.profileAccent ?? "") ?? Color.accentColor)
.lineLimit(1)
}
}
if model.endToEndValid {
// Stage-2: the end-to-end headline (capture→on-glass, measured directly, skew-
// corrected) — "(same-host clock)" when the host didn't answer the skew
// handshake. FLOOR-SHAVED (design/apple-presentation-rebuild.md): the OS present
// pipeline's fixed depth is excluded so the number describes Punktfunk's own
// latency; the detailed tier shows the excluded floor as its own line, and the
// stats log keeps the raw values.
Text("end-to-end \(model.endToEndAdjP50Ms, specifier: "%.1f") ms p50 · \(model.endToEndAdjP95Ms, specifier: "%.1f") p95 · capture→on-glass\(model.endToEndSkewCorrected ? "" : " (same-host clock)")")
.font(.system(.caption2, design: .monospaced))
.foregroundStyle(.secondary)
// The equation (detailed tier only): the stages tiling the headline interval
// (per-window p50s — they only approximately sum to the directly-measured
// total). With a host that reports per-AU timings (0xCF) the first term splits
// into host + network (phase 2); an old host keeps the combined term. The
// display term is floor-shaved like the headline, so the equation still sums.
if verbosity == .detailed && model.hostNetworkValid && model.decodeValid && model.displayValid {
if model.splitValid {
Text("= host \(model.hostP50Ms, specifier: "%.1f") + network \(model.networkP50Ms, specifier: "%.1f") + decode \(model.decodeP50Ms, specifier: "%.1f") + display \(model.displayAdjP50Ms, specifier: "%.1f")")
.font(.system(.caption2, design: .monospaced))
.foregroundStyle(.secondary)
} else {
Text("= host+network \(model.hostNetworkP50Ms, specifier: "%.1f") + decode \(model.decodeP50Ms, specifier: "%.1f") + display \(model.displayAdjP50Ms, specifier: "%.1f")")
.font(.system(.caption2, design: .monospaced))
.foregroundStyle(.secondary)
}
if model.osFloorValid {
// The excluded OS term, kept visible for honesty: display-pipeline
// minimum no client can pace under (~2 refresh intervals composited).
Text("os present +\(model.osFloorP50Ms, specifier: "%.1f") excluded (display pipeline minimum)")
.font(.system(.caption2, design: .monospaced))
.foregroundStyle(.tertiary)
}
// Client-queue wait (reassembly receipt → decode pull, ABI v9 split): ~0 on
// a healthy stream and hidden as noise; shown from 2 ms — a persistent value
// is a client-side standing backlog that pre-split builds displayed as
// "network" (the 2026-07 two-pair plateau). The core's standing-latency
// bleed logs alongside when it acts on the same state.
if model.clientQueueValid && model.clientQueueP50Ms >= 2 {
Text("client queue +\(model.clientQueueP50Ms, specifier: "%.1f") (receive backlog — standing if it persists)")
.font(.system(.caption2, design: .monospaced))
.foregroundStyle(.tertiary)
}
}
} else if model.hostNetworkValid {
// Stage-1 fallback presenter: the layer decodes + presents internally with no
// per-frame stamp, so the honest headline ends at receipt. The host/network
// split still applies there (receipt is presenter-independent) — it becomes the
// only equation line (detailed tier); without it, host+network IS the whole
// measured interval.
Text("capture→received \(model.hostNetworkP50Ms, specifier: "%.1f") ms p50 · \(model.hostNetworkP95Ms, specifier: "%.1f") p95\(model.hostNetworkSkewCorrected ? "" : " (same-host clock)")")
.font(.system(.caption2, design: .monospaced))
.foregroundStyle(.secondary)
if verbosity == .detailed && model.splitValid {
Text("= host \(model.hostP50Ms, specifier: "%.1f") + network \(model.networkP50Ms, specifier: "%.1f")")
.font(.system(.caption2, design: .monospaced))
.foregroundStyle(.secondary)
}
}
if model.lostFrames > 0 {
// Unrecoverable network drops this window; hidden while the link is clean.
// String(format:) rather than specifier interpolation: the literal % would
// otherwise land in the LocalizedStringKey's format string as a bogus conversion.
Text(String(format: "lost %d (%.1f%%)", model.lostFrames, model.lostPct))
.font(.system(.caption2, design: .monospaced))
.foregroundStyle(.secondary)
}
// Capture hint, shown only until input is captured — how to grab it. The RELEASE
// shortcut is intentionally not surfaced in the overlay (it lives on the Stream menu
// and, on macOS, the start-of-stream banner), keeping the HUD uncluttered while playing.
#if os(macOS)
if !model.mouseCaptured {
Text("Click the stream to capture input")
.font(.geist(11, relativeTo: .caption2))
.foregroundStyle(.secondary)
}
#elseif os(iOS)
// Touch always plays directly; ⌘⎋ (hardware keyboard) captures kb/mouse.
if !model.mouseCaptured {
Text("⌘⎋ captures keyboard & mouse")
.font(.geist(11, relativeTo: .caption2))
.foregroundStyle(.secondary)
}
#endif
// Mic mute — the in-stream toggle, on the same card as the other in-overlay action.
// Absent (not greyed) when the session sends no microphone: the HUD is a status card,
// and a dead control on it would read as "there is a mic, and it is on". The muted
// STATE is not this button's job — the badge over the stream says that at every tier
// and with the overlay off entirely. tvOS gets no control: no microphone, and a
// focusable one would steal the controller's A press from the host.
#if !os(tvOS)
if model.micAvailable {
Button(micButtonTitle) { model.toggleMicMute() }
.font(.geist(12, relativeTo: .caption))
}
#endif
// ⌃⌥⇧D lives on the app's Stream menu (so it still works when the HUD is hidden)
// and in InputCapture's monitor while captured; this button is the in-overlay,
// click-to-disconnect affordance. tvOS deliberately gets NEITHER a button (a
// focusable control would steal the controller's A press from the host) NOR a hint
// line: the exits are the hold gestures the start-of-stream banner teaches (hold
// the remote's Back; hold L1+R1+Start+Select on a pad).
#if os(macOS)
Button("Disconnect (⌃⌥⇧D)") { model.disconnect() }
.font(.geist(12, relativeTo: .caption))
#elseif os(iOS)
Button("Disconnect") { model.disconnect() }
.font(.geist(12, relativeTo: .caption))
#endif
}
}
#if !os(tvOS)
/// The mute button's wording. macOS names the chord, exactly as its Disconnect button does;
/// iOS/iPadOS spells the action out (the HUD's buttons there carry no shortcuts, even where a
/// hardware keyboard could fire one — the Stream menu is that keyboard's surface).
private var micButtonTitle: String {
#if os(macOS)
return model.micMuted ? "Unmute Mic (⌃⌥⇧A)" : "Mute Mic (⌃⌥⇧A)"
#else
return model.micMuted ? "Unmute Microphone" : "Mute Microphone"
#endif
}
#endif
// MARK: - Card metrics
/// The card's inner content padding. Roomier on tvOS — the stat text auto-scales for the
/// couch (relative system styles), so the card's chrome must keep pace or it reads cramped.
private var cardPadding: CGFloat {
#if os(tvOS)
return 16
#else
return 10
#endif
}
/// The OUTER gap between the card and the screen edge. On iOS the card hugs a physically
/// rounded display corner, so it sits a little further in and pairs with a concentric corner
/// radius (below); tvOS floats it well clear of the TV's overscan-ish edge; macOS windows
/// keep the classic 10.
private var edgeInset: CGFloat {
#if os(iOS)
return 14
#elseif os(tvOS)
return 24
#else
return 10
#endif
}
/// The card's corner radius. On iOS it's concentric with the physical display corner —
/// `displayCornerRadius edgeInset`, so the gap to the screen edge stays uniform right around the
/// corner instead of a small-radius card cutting into the very rounded glass. Clamped so a
/// flat-cornered device (or a hidden radius) still gets a sensibly rounded card.
private var cardCornerRadius: CGFloat {
#if os(iOS)
return max(12, DeviceMetrics.displayCornerRadius - edgeInset)
#elseif os(tvOS)
return 16 // scales with the roomier padding
#else
return 10
#endif
}
/// The card background shape — a continuous (squircle) rounded rectangle, matching the curve
/// Apple's hardware display corners use so the concentric inset actually reads as parallel.
private var cardShape: RoundedRectangle {
RoundedRectangle(cornerRadius: cardCornerRadius, style: .continuous)
}
}
/// "This pad's gyro can't reach the game" — shown briefly when a forwarded controller with motion
/// meets a session whose virtual controller has no motion plane (an X-Box class pad has no gyro in
/// its HID contract, so every sample would be decoded and dropped).
///
/// Not a control, unlike `MicMutedBadge`: the fix is the Controller type setting, which is not
/// reachable mid-stream on every platform, and changing it applies from the next session anyway.
/// So this states the fact and names the setting, in the HUD's glass language, and gets out of the
/// way — the alternative is what shipped before, which was a gyro that silently did nothing with
/// no way to tell that from a broken sensor.
///
/// Every platform: a DualSense on an Apple TV is an ordinary way to play, and it is exactly the
/// pad this can happen to.
struct MotionUnreachableBadge: View {
var body: some View {
HStack(spacing: 7) {
Image(systemName: "gyroscope")
.font(.system(size: 13, weight: .semibold))
.foregroundStyle(.yellow)
Text("Motion won't reach this session — set Controller type to DualSense")
.font(.geist(12, .medium, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.9))
}
.padding(.horizontal, 14)
.padding(.vertical, 8)
.glassBackground(Capsule())
.environment(\.colorScheme, .dark) // reads over any frame, like the resize overlay
.accessibilityElement(children: .combine)
.accessibilityLabel(
"This controller's motion will not reach the game. "
+ "Set Controller type to DualSense to enable it.")
}
}
#if !os(tvOS)
/// The muted-microphone badge — the mute STATE, as opposed to the buttons that flip it. It rides
/// over the stream whenever the mic is muted, INDEPENDENT of the stats overlay (which the user
/// may have cycled off, and which the compact tier reduces to a stat line): "am I muted?" is not a
/// statistic, and a mute you can't see is how people talk to nobody for a minute. Same glass
/// language as the HUD, sized like the start-of-stream banner it shares the bottom edge with.
///
/// It is also a control: tapping it unmutes. That is the guaranteed way back for a touch user who
/// muted with the overlay off, and it costs the badge nothing (it is on screen either way).
struct MicMutedBadge: View {
let onUnmute: () -> Void
var body: some View {
Button(action: onUnmute) {
HStack(spacing: 7) {
Image(systemName: "mic.slash.fill")
.font(.system(size: 13, weight: .semibold))
.foregroundStyle(.red)
Text("Microphone muted")
.font(.geist(12, .medium, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.9))
}
.padding(.horizontal, 14)
.padding(.vertical, 8)
// interactive: the badge IS the tap target, so the glass reacts to press.
.glassBackground(Capsule(), interactive: true)
.contentShape(Capsule())
}
.buttonStyle(.plain)
.environment(\.colorScheme, .dark) // reads over any frame, like the resize overlay
.accessibilityLabel("Microphone muted")
.accessibilityHint("Unmutes the microphone")
}
}
#endif
#if os(iOS)
/// Device display geometry the overlay needs but UIKit doesn't expose publicly.
enum DeviceMetrics {
/// The physical display's corner radius. There's no public API for it, so read the private
/// `_displayCornerRadius` via KVC on the active window scene's screen, guarded by a fallback that
/// approximates a modern rounded device — a future OS that hides the key just yields a slightly
/// less-perfect inset, never a crash. The key is assembled from parts so it isn't a plain literal
/// in the binary; note the App Store private-API consideration regardless.
static var displayCornerRadius: CGFloat {
let key = ["_display", "Corner", "Radius"].joined()
guard
let screen = UIApplication.shared.connectedScenes
.compactMap({ $0 as? UIWindowScene })
.first?.screen,
let radius = screen.value(forKey: key) as? NSNumber,
radius.doubleValue > 0
else { return 44 }
return CGFloat(radius.doubleValue)
}
}
#endif