b295a5b7a9
ci / rust (push) Has been cancelled
Bigger-bet #1 from the latency plan. virtual_stream ran capture+encode+seal+ paced-send on ONE thread, so frame N+1's capture/encode couldn't start until frame N's entire paced tail had left the wire — the pacing budget (~0.9×interval) was serialized in front of the next encode. Port GameStream's spawn_sender model to the native path: - A dedicated send thread (`send_loop`) owns the WHOLE Session (so no socket clone or shared/Arc stats needed — `seal_frame` mutates the nonce, `send_sealed` + the probe bursts all live there) and does FEC+seal + microburst-paced send. - The encode thread captures+encodes + handles reconfig and hands each AU over a bounded sync_channel(3) as a FrameMsg (data, capture_ns, flags, deadline, encode_us). It BLOCKS on backpressure if the send falls behind — frames slow down rather than a dropped frame freezing the infinite-GOP stream (we don't drop). Clean shutdown: drop the channel → send thread drains/exits → join. - Probes (run_probe_burst) move to the send thread since they need the Session; a burst naturally pauses video (the encode thread blocks on the full channel). - Per-frame encode_us/pace_us histogram moved to the send thread (carries encode_us in the FrameMsg) and now reflects the overlap. Removes the encode↔paced-tail serialization (~2-8 ms @60-120 fps), independent of the pacing policy, no quality cost. Substrate for the future NVENC slice wrapper. Verified live on this box (appliance restarted onto it): a client streamed the KWin desktop (1.49 MB H.265, clean, no panic) and a 200 Mbps speed-test probe completed through the send thread (0 drops). Build + clippy + fmt green. Real-NIC sustained soak (reconfig under load, line-rate, mode switches) pending the Ubuntu third host. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>