Files
punktfunk/clients/apple/Sources/LumenClient/SessionModel.swift
T
enricobuehler bf8a974e8b
ci / rust (push) Has been cancelled
feat: M4 stage 1 — the SwiftUI client is real: compiles, tested, first light on glass
The clients/apple scaffold is now a working macOS client, validated live against this
repo's host across the LAN: gamescope virtual output → NVENC HEVC → lumen/1 (GF(2¹⁶) FEC +
AES-GCM over UDP, QUIC control) → VideoToolbox → AVSampleBufferDisplayLayer at 720p60,
mouse/keyboard flowing back as QUIC datagrams into the host's gamescope EIS injector
(~3.7k events injected in one session).

LumenKit:
- LumenConnection: the predicted cbindgen compile fixes (C17 header spells the typedefs as
  integers while the enum constants import as a distinct Swift type — bridge by rawValue);
  close() is now safe from any thread (a close flag + pumpLock held across the blocking
  poll enforce the C contract "never close with a next_au in flight"; flag prevents
  lock-starvation by back-to-back polls).
- StreamView: per-pump cancellation token (reconnects can't double-pump), flush + re-gate
  on the next in-band parameter sets when the layer fails, no stale enqueue after restart.
- InputCapture: fractional-delta accumulation (sub-pixel motion isn't truncated away),
  pressed-state tracking with release-all on focus loss and stop() (nothing sticks down
  host-side), global-singleton ownership guard (GC has one handler slot per process),
  X1/X2 buttons, horizontal scroll, full keypad/CapsLock/ISO-102nd/PrintScreen/Menu VKs.
- LumenClient app shell (swift run LumenClient): connect form, fps/Mb-s HUD,
  LUMEN_AUTOCONNECT/LUMEN_MODE for scripted first-light runs.
- Tests: Annex-B byte-level units; real-codec round trip (VTCompressionSession-encoded
  HEVC rebuilt as the host's wire shape → AnnexB → VTDecompressionSession → pixels);
  test-loopback.sh (Swift client vs a real local m3-host over loopback — the Swift twin of
  c_abi_connection_roundtrip); RemoteFirstLightTests (full pipeline over the LAN).

Host/build fixes that fell out:
- The workspace builds on non-Linux again: gamestream audio (opus) and sendmmsg batching
  are now platform-gated with stubs/fallback, per the crate's "compiles everywhere" rule.
- Horizontal scroll was inverted end-to-end: the injectors negated BOTH axes onto the
  ei/wl axes, but GameStream's horizontal convention is positive = right
  (moonlight-qt/Sunshine pass it through unnegated) — only vertical flips now. This also
  un-inverts real Moonlight clients.
- AnnexB drops all zeros preceding a start code (trailing_zero_8bits padding), ffmpeg's
  policy, instead of leaking them into the preceding NAL.
- build-xcframework.sh: deployment targets pinned to the package floor + an otool guard —
  cargo does not fingerprint MACOSX_DEPLOYMENT_TARGET, so warm caches can silently ship
  too-new minos objects.

Adversarially reviewed (5-dimension multi-agent pass, every finding refutation-verified):
14 confirmed findings, all fixed above; the send-while-polling core-contract gap flagged
here is closed by the lumen/1 session-planes work (&self pulls + per-plane borrow slots).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 14:46:45 +02:00

116 lines
3.7 KiB
Swift

// Session state for the app shell: owns the connection, the input capture, and the
// pump-thread main-actor stats relay.
import Foundation
import LumenKit
import SwiftUI
/// Pump-thread-side frame counters; a 1 Hz main-actor timer drains them into @Published
/// values. NSLock instead of an actor the writer is the (non-async) pump thread.
final class FrameMeter: @unchecked Sendable {
private let lock = NSLock()
private var frames = 0
private var bytes = 0
private var totalFrames = 0
func note(byteCount: Int) {
lock.lock()
frames += 1
bytes += byteCount
totalFrames += 1
lock.unlock()
}
/// Returns and resets the per-interval counters (the running total stays).
func drain() -> (frames: Int, bytes: Int, total: Int) {
lock.lock()
defer {
frames = 0
bytes = 0
lock.unlock()
}
return (frames, bytes, totalFrames)
}
}
@MainActor
final class SessionModel: ObservableObject {
@Published var connection: LumenConnection?
@Published var connecting = false
@Published var errorMessage: String?
@Published var fps = 0
@Published var mbps = 0.0
@Published var totalFrames = 0
let meter = FrameMeter()
private var inputCapture: InputCapture?
private var statsTimer: Timer?
func connect(host: String, port: UInt16, width: UInt32, height: UInt32, hz: UInt32) {
guard !connecting else { return }
connecting = true
errorMessage = nil
Task.detached(priority: .userInitiated) {
// LumenConnection.init blocks on the QUIC handshake keep it off the main actor.
let result = Result { try LumenConnection(
host: host, port: port, width: width, height: height, refreshHz: hz) }
await MainActor.run { [weak self] in
guard let self else { return }
self.connecting = false
switch result {
case .success(let conn):
self.connection = conn
self.startInput(conn)
self.startStatsTimer()
case .failure:
self.errorMessage = "Connection failed — is the host running? " +
"(lumen-host m3-host on \(host):\(port))"
}
}
}
}
func disconnect() {
inputCapture?.stop()
inputCapture = nil
statsTimer?.invalidate()
statsTimer = nil
if let conn = connection {
// close() waits out an in-flight poll (100 ms) and joins the Rust worker
// threads keep that off the main actor.
Task.detached { conn.close() }
}
connection = nil
fps = 0
mbps = 0
}
/// Called (via the main actor) when the pump hits end-of-session.
func sessionEnded() {
guard connection != nil else { return }
disconnect()
errorMessage = "Session ended by host."
}
private func startInput(_ conn: LumenConnection) {
let capture = InputCapture(connection: conn)
capture.start()
inputCapture = capture
}
private func startStatsTimer() {
let timer = Timer(timeInterval: 1.0, repeats: true) { [weak self] _ in
guard let self else { return }
Task { @MainActor in
let (frames, bytes, total) = self.meter.drain()
self.fps = frames
self.mbps = Double(bytes) * 8 / 1_000_000
self.totalFrames = total
}
}
// .common so the HUD keeps updating during window drags / menu tracking.
RunLoop.main.add(timer, forMode: .common)
statsTimer = timer
}
}