Files
punktfunk/clients/apple/README.md
T
enricobuehler b21fffc3d1
ci / rust (push) Has been cancelled
feat: Xcode app project for the macOS client (Punktfunk.app)
clients/apple was a bare Swift package — fine for swift run/test, but app icons, a real
bundle (Info.plist, signing identity, TCC), and the normal Xcode build/run flow need an
app target. Punktfunk.xcodeproj (synchronized-folder format) wraps the SAME sources as
the CLI dev shell (Sources/PunktfunkClient) plus App/Assets.xcassets, and links
PunktfunkKit from the local package — no source duplication, both flows stay green:
swift build / swift test / swift run PunktfunkClient, and xcodebuild -scheme Punktfunk.

The asset catalog ships an empty AppIcon slot ready for the Icon Composer .icon
(drag in + set as App Icon + drop the placeholder; see README — including the actool
crash observed with the current icon bundle). Package tests on ⌘U need one GUI step
(Edit Scheme → Test → +); a hand-written package-test scheme reference doesn't resolve
headlessly.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 15:50:50 +02:00

144 lines
9.3 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# 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.swift``GCMouse` 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 is
WHEEL_DELTA(120)-scaled.
- **`PunktfunkClient`** (development app shell): connect form → stream + input, fps/Mb-s HUD.
(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 a real local host
(`test-loopback.sh`); the remote first-light test above.
## Build / run / test (on a Mac)
```sh
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_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**: connect once with `pinSHA256: nil` (TOFU), persist `hostFingerprint` keyed
by host, pass it on every later connect — a mismatch throws `.connectFailed`. The host
logs its fingerprint at startup ("clients pin this fingerprint") for out-of-band
verification UX; a PIN-style pairing ceremony is a later punktfunk-core task. `PunktfunkClient`
doesn't persist fingerprints yet — add it alongside the "add host" UX.
8. **Input capture caveats** (stage 1): GC handlers only fire while the app has focus —
on focus loss `InputCapture` auto-releases everything still held (keys + buttons) so
nothing sticks down host-side. While the stream has focus the LOCAL cursor is hidden
and frozen mid-view (`CursorCapture` in StreamView.swift — the host renders its own
cursor; the local one diverges from it and a stray click would focus another app);
Cmd+Tab frees it, ⌘D disconnects. Local shortcuts (⌘-anything) still also reach the
host; a capture toggle is a small follow-up. 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`).