Dedicated single-game sessions now end cleanly when the launched game quits, and Steam launches get gamescope's Steam integration without an operator env knob. End-on-exit: the existing APP_EXITED close only fired when gamescope's PipeWire node vanished, which never happens for Steam — the nested `steam` is the resident singleton client and stays up after a game quits, so gamescope (and its node) never die and the stream sat on a hidden Steam session forever. Add a Steam AppId reaper watcher (pf-vdisplay .../gamescope/discovery.rs): steam_appid_from_launch() parses steam://rungameid/<id>; wait_for_steam_game_exit() waits for the game to start (<=300s grace) then exit (3s confirm); steam_game_running() scans same-uid /proc for Steam's launch reaper matching both the `SteamLaunch` and `AppId=<id>` argv tokens (exact-match; reaper lifetime == game lifetime, so shader precompile can't false-trigger). The host spawns a pf1-gamewatch thread for nested Steam launches that closes the connection with APP_EXITED (launcher clients return to their library) and sets quit/stop; cancelled via stop if the session ends first. Non-Steam nested launches keep the node-death path (gamescope's child IS the game). Flags: auto-enable `--steam` whenever the launch is a Steam launch (was only the global PUNKTFUNK_GAMESCOPE_STEAM knob, default-off) — in-game overlay / Steam+X / gamepad-UI nav for Steam titles with no operator config. New opt-in PUNKTFUNK_GAMESCOPE_GRAB_CURSOR adds `--force-grab-cursor` for a real game launch (FPS mouselook); default OFF because it forces relative mode, which breaks absolute-pointer games/menus. Verified: fmt clean; clippy -D warnings clean on the three crates; pf-vdisplay 64/0 (incl. new steam-appid parse test); punktfunk-host builds + 186/0; reaper /proc detection smoke-tested (detect, exact non-match, gone-after-exit). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
punktfunk-host
The streaming host — the program you run on the machine whose desktop or games you want to stream. For each client that connects, it spins up a virtual display sized to that device, captures it on the GPU, encodes with hardware NVENC/VAAPI/AMF/QSV, and sends it out over a low-latency transport — no physical monitor, no letterboxing, no rearranging your real screens.
It speaks two protocols from one process:
- GameStream — so any Moonlight / Artemis client works day one.
punktfunk/1— punktfunk's own faster protocol (QUIC control plane, GF(2¹⁶) FEC + AES-GCM data plane) that the native clients use.
Runs on Linux (the primary, most battle-tested path) and Windows (x64). The shared protocol,
FEC, and crypto live in punktfunk-core; this crate is everything
platform-facing around it.
What it does
- Per-client virtual displays at the exact WxH@Hz. Linux uses per-compositor backends — KWin, gamescope, Mutter, and Sway/wlroots; Windows uses its own all-Rust IddCx virtual display, even on the secure desktop (UAC / lock screen).
- GPU zero-copy capture → encode. dmabuf → CUDA/Vulkan → NVENC on Linux; on Windows the host pushes frames straight into its own IDD (sealed IDD-push, no screen-scraping) → GPU encode. Encoders auto-select by GPU vendor: NVENC (NVIDIA), VAAPI (Linux AMD/Intel), AMF/QSV (Windows AMD/Intel), or software H.264 as a floor. HDR/10-bit and HEVC 4:4:4 supported.
- Input injection. Mouse/keyboard (libei / gamescope EIS / wlr / Windows SendInput) and virtual gamepads — Xbox 360/One, DualSense, DualShock 4 — with rumble and HID feedback back-channels.
- Audio both ways. Opus audio host→client, plus a virtual microphone the client can talk into.
- Trust & discovery. A persistent host identity, SPAKE2 PIN pairing (default) or TOFU, and mDNS auto-advertisement so clients find the host without typing an IP.
- Management API + web console. A REST API (
mgmt.rs, OpenAPI atapi/openapi.json) drives status, paired devices, and on-demand pairing; the browser UI is inweb/.
Run it
punktfunk-host serve runs inside your desktop session. Bare serve is the secure native-only
default (punktfunk/1 + the management API); add --gamestream on a trusted LAN to also accept
stock Moonlight clients.
# Linux, from the repo root (see the repo README "Running on this box" for the headless recipe):
cargo run -rp punktfunk-host -- serve # native-only (secure default)
cargo run -rp punktfunk-host -- serve --gamestream # + Moonlight compatibility
Then pair from the web console (https://<host-ip>:47992) or the client app.
Most people should install a package rather than run from source — see
packaging/ (apt · rpm/COPR/bootc · Arch/sysext · Windows installer) and
the per-platform guides at docs.punktfunk.unom.io/docs/install.
Subcommands
| Command | Purpose |
|---|---|
serve |
The host (native punktfunk/1 + mgmt API; --gamestream adds Moonlight). |
punktfunk1-host |
Standalone native-protocol listener for testing/measurement (--source virtual, --max-sessions). |
openapi |
Print the management-API OpenAPI spec (regenerates api/openapi.json). |
library |
Inspect the multi-store game library. |
service · driver · web |
Windows: SCM service, driver install, bundled web console. |
*-test / *-selftest / *-probe |
Diagnostics (input, zero-copy, HDR, compositor, gamepads). |
--help lists them all.
Layout
src/
main.rs CLI + subcommand dispatch
config.rs · session_plan.rs · session_tuning.rs · pipeline.rs session setup + the frame pipeline
vdisplay/ per-compositor virtual outputs (kwin · gamescope · mutter · wlroots)
capture/ · capture.rs screen/dmabuf capture (+ Windows IDD-push)
encode/ · encode.rs per-GPU encoders (nvenc · vaapi · ffmpeg_win (AMF/QSV) · sw)
linux/zerocopy/ dmabuf → CUDA → NVENC bridges (EGL/GL tiled, Vulkan LINEAR)
inject/ · inject.rs input backends (libei · wlr · uinput gamepads · UHID DualSense/DS4)
audio/ · audio.rs Opus out + virtual mic (PipeWire / WASAPI)
gamestream/ Moonlight compat: nvhttp · pairing · rtsp · control · stream · gamepad · apps
native.rs the native punktfunk/1 host (QUIC control + native-thread UDP data plane)
mgmt.rs · native_pairing.rs · stats_recorder.rs management API, pairing, perf capture
hdr.rs · library.rs HDR metadata; multi-store game library
linux/ · windows/ platform-confined backends
Related
punktfunk-core— the shared protocol · FEC · crypto core- Clients — the apps that connect (Apple · Linux · Windows · Android · probe)
- Packaging & docs — install & operate
- punktfunk-planning (internal planning repo) — architecture rationale and deep-dive plans