bf8a974e8b
ci / rust (push) Has been cancelled
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>
116 lines
3.7 KiB
Swift
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
|
|
}
|
|
}
|