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>
266 lines
12 KiB
Swift
266 lines
12 KiB
Swift
// Swift wrapper around the lumen-core C ABI's lumen/1 connection API.
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//
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// Threading contract (mirrors the C header): one LumenConnection is pumped from a single
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// video thread via nextAU(); nextAudio()/nextRumble() may each run on their own (single)
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// drain thread — the core keeps per-plane borrow slots, so the planes never alias;
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// send() is enqueue-only and safe alongside all of them. The pointers inside an AU/audio
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// packet are only valid until the next call of the same kind, so we copy into Data here —
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// the copies are small and keep the Swift side memory-safe.
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//
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// Trust: pass the host's pinned certificate fingerprint (the host logs it at startup, and
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// `hostFingerprint` reports what a trust-on-first-use connect observed — persist it, e.g.
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// in UserDefaults keyed by host, and pin it from then on).
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//
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// close() is safe from any thread: it flags the pullers to exit at their next poll
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// boundary, then takes the per-plane locks (each held across its blocking C poll), so the
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// handle is never freed under an in-flight call — the C contract ("never close with a
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// next_au/next_audio call in flight") is enforced here rather than left to callers. After
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// close, the pull methods throw `.closed` and the threads unwind on their own.
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import Foundation
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import LumenCore
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// cbindgen's C17-compatible header spells the typedefs as plain integers
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// (`typedef int32_t LumenStatus`, `typedef uint8_t LumenInputKind`) while the enum
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// constants import as a distinct same-named Swift type — bridge by raw value once here.
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private let statusOK: Int32 = LUMEN_STATUS_OK.rawValue
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private let statusNoFrame: Int32 = LUMEN_STATUS_NO_FRAME.rawValue
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private let statusClosed: Int32 = LUMEN_STATUS_CLOSED.rawValue
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/// One reassembled, FEC-recovered, decrypted access unit (Annex-B HEVC from the host).
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public struct AccessUnit: Sendable {
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public let data: Data
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public let ptsNs: UInt64
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public let frameIndex: UInt32
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public let flags: UInt32
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}
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/// One Opus audio packet (48 kHz stereo, 5 ms frames) — decode with AVAudioConverter
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/// (`kAudioFormatOpus`) or libopus into an AVAudioEngine source node.
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public struct AudioPacket: Sendable {
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public let data: Data
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public let ptsNs: UInt64
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public let seq: UInt32
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}
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public enum LumenClientError: Error {
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/// Connect failed — wrong host/port, timeout, or a certificate-pin mismatch.
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case connectFailed
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/// `pinSHA256` was non-nil but not exactly 32 bytes. Failing closed: connecting
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/// unpinned when the caller asked for verification would be a silent trust downgrade.
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case invalidPin
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case closed
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case status(Int32)
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}
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public final class LumenConnection {
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private var handle: OpaquePointer?
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/// Set by close() before it contends for the plane locks: the pullers see it at their
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/// next poll boundary and exit, so close() can't be starved by back-to-back polls
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/// (NSLock is not fair).
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private var closeRequested = false
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/// Serializes send()/close() against each other and guards `handle`/`closeRequested`.
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private let abiLock = NSLock()
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/// Held across the blocking next_au call; close() takes it (same plane-lock → abiLock
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/// order as the pullers) so it can never free the handle under an in-flight poll.
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private let pumpLock = NSLock()
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/// Same role for the audio/rumble drain thread (its own plane in the core).
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private let audioLock = NSLock()
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/// Negotiated session mode (host-confirmed).
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public private(set) var width: UInt32 = 0
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public private(set) var height: UInt32 = 0
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public private(set) var refreshHz: UInt32 = 0
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/// SHA-256 fingerprint of the certificate the host presented (32 bytes). After a
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/// trust-on-first-use connect, persist this and pass it as `pinSHA256` next time.
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public private(set) var hostFingerprint: Data = Data()
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/// Connect and start a session at the requested mode (the host creates a native virtual
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/// output at exactly this size/refresh). Blocks up to `timeoutMs`.
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///
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/// `pinSHA256`: the host's expected certificate fingerprint (exactly 32 bytes, else
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/// `invalidPin` is thrown — never silently downgraded); nil = trust on first use
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/// (check `hostFingerprint` afterwards). A pinned mismatch throws.
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public init(
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host: String, port: UInt16 = 9777,
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width: UInt32, height: UInt32, refreshHz: UInt32,
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pinSHA256: Data? = nil,
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timeoutMs: UInt32 = 10_000
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) throws {
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if let pin = pinSHA256, pin.count != 32 { throw LumenClientError.invalidPin }
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var observed = [UInt8](repeating: 0, count: 32)
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handle = host.withCString { cs in
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if let pin = pinSHA256 {
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return pin.withUnsafeBytes { p in
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lumen_connect(
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cs, port, width, height, refreshHz,
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p.bindMemory(to: UInt8.self).baseAddress, &observed, timeoutMs)
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}
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}
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return lumen_connect(cs, port, width, height, refreshHz, nil, &observed, timeoutMs)
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}
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guard handle != nil else { throw LumenClientError.connectFailed }
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hostFingerprint = Data(observed)
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var w: UInt32 = 0, h: UInt32 = 0, hz: UInt32 = 0
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_ = lumen_connection_mode(handle, &w, &h, &hz)
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self.width = w
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self.height = h
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self.refreshHz = hz
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}
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/// Pull the next access unit; nil on timeout, throws `.closed` once the session ended.
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/// Call from a single pump thread.
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public func nextAU(timeoutMs: UInt32 = 100) throws -> AccessUnit? {
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pumpLock.lock()
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defer { pumpLock.unlock() }
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guard let h = liveHandle() else { throw LumenClientError.closed }
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var frame = LumenFrame()
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let rc = lumen_connection_next_au(h, &frame, timeoutMs)
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switch rc {
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case statusOK:
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guard let base = frame.data, frame.len > 0 else { return nil }
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let data = Data(bytes: base, count: Int(frame.len)) // copy: ptr valid only until next call
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return AccessUnit(
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data: data, ptsNs: frame.pts_ns,
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frameIndex: frame.frame_index, flags: frame.flags)
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case statusNoFrame:
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return nil
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case statusClosed:
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throw LumenClientError.closed
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default:
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throw LumenClientError.status(rc)
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}
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}
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/// Pull the next Opus audio packet; nil on timeout, throws `.closed` once the session
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/// ended. Drain from a dedicated audio thread — packets arrive every 5 ms (the core
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/// buffers 320 ms and drops the newest when the puller lags).
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public func nextAudio(timeoutMs: UInt32 = 100) throws -> AudioPacket? {
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audioLock.lock()
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defer { audioLock.unlock() }
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guard let h = liveHandle() else { throw LumenClientError.closed }
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var pkt = LumenAudioPacket()
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let rc = lumen_connection_next_audio(h, &pkt, timeoutMs)
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switch rc {
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case statusOK:
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guard let base = pkt.data, pkt.len > 0 else { return nil }
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let data = Data(bytes: base, count: Int(pkt.len)) // copy: ptr valid only until next call
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return AudioPacket(data: data, ptsNs: pkt.pts_ns, seq: pkt.seq)
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case statusNoFrame:
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return nil
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case statusClosed:
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throw LumenClientError.closed
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default:
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throw LumenClientError.status(rc)
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}
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}
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/// Pull the next force-feedback update for the GCController haptics engine:
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/// `(pad, lowFrequency, highFrequency)` with 0...0xFFFF amplitudes, (0, 0) = stop.
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/// Shares the audio drain thread's plane (call from that thread).
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public func nextRumble(timeoutMs: UInt32 = 0) throws -> (pad: UInt16, low: UInt16, high: UInt16)? {
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audioLock.lock()
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defer { audioLock.unlock() }
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guard let h = liveHandle() else { throw LumenClientError.closed }
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var pad: UInt16 = 0, low: UInt16 = 0, high: UInt16 = 0
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let rc = lumen_connection_next_rumble(h, &pad, &low, &high, timeoutMs)
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switch rc {
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case statusOK:
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return (pad, low, high)
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case statusNoFrame:
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return nil
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case statusClosed:
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throw LumenClientError.closed
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default:
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throw LumenClientError.status(rc)
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}
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}
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/// Send one input event (delivered to the host as a QUIC datagram). Thread-safe;
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/// silently dropped after close.
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public func send(_ event: LumenInputEvent) {
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var ev = event
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abiLock.lock()
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defer { abiLock.unlock() }
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guard let h = handle, !closeRequested else { return }
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_ = lumen_connection_send_input(h, &ev)
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}
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/// Close the connection and free the handle. Safe from any thread, idempotent; waits
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/// for in-flight pulls (≤ their timeouts) before tearing down.
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public func close() {
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abiLock.lock()
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closeRequested = true
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abiLock.unlock()
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pumpLock.lock() // pullers exit at their next poll boundary, releasing these
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audioLock.lock()
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abiLock.lock()
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let h = handle
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handle = nil
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abiLock.unlock()
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audioLock.unlock()
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pumpLock.unlock()
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if let h {
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lumen_connection_close(h) // joins the connection's internal Rust threads
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}
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}
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deinit { close() }
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/// Snapshot the handle unless close is pending (callers hold their plane lock).
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private func liveHandle() -> OpaquePointer? {
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abiLock.lock()
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defer { abiLock.unlock() }
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return closeRequested ? nil : handle
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}
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}
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// Convenience constructors for the wire input events (field semantics match
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// lumen_core::input::InputEvent; see lumen_core.h).
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public extension LumenInputEvent {
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private static func make(
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_ kind: UInt32, code: UInt32, x: Int32, y: Int32, flags: UInt32 = 0
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) -> LumenInputEvent {
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LumenInputEvent(kind: UInt8(kind), _pad: (0, 0, 0), code: code, x: x, y: y, flags: flags)
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}
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static func mouseMove(dx: Int32, dy: Int32) -> LumenInputEvent {
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make(LUMEN_INPUT_KIND_MOUSE_MOVE.rawValue, code: 0, x: dx, y: dy)
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}
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/// GameStream button ids: 1=left 2=middle 3=right 4=X1 5=X2 (host maps to evdev BTN_*).
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static func mouseButton(_ button: UInt32, down: Bool) -> LumenInputEvent {
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make(
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(down ? LUMEN_INPUT_KIND_MOUSE_BUTTON_DOWN : LUMEN_INPUT_KIND_MOUSE_BUTTON_UP).rawValue,
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code: button, x: 0, y: 0)
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}
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/// `vk` is a Windows virtual-key code (the host's vk_to_evdev table consumes these).
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static func key(_ vk: UInt32, down: Bool) -> LumenInputEvent {
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make((down ? LUMEN_INPUT_KIND_KEY_DOWN : LUMEN_INPUT_KIND_KEY_UP).rawValue, code: vk, x: 0, y: 0)
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}
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/// WHEEL_DELTA(120)-scaled; positive = up (vertical) / right (horizontal) — the
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/// convention Moonlight/SDL use; the host maps onto the ei/wl axes.
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static func scroll(_ delta: Int32, horizontal: Bool = false) -> LumenInputEvent {
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make(LUMEN_INPUT_KIND_MOUSE_SCROLL.rawValue, code: horizontal ? 1 : 0, x: delta, y: 0)
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}
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// Gamepad (wire contract in lumen_core::input::gamepad): one transition per event,
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// `pad` = controller index, accumulated host-side into a virtual Xbox 360 pad.
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/// `button` is a GameStream buttonFlags bit (A=0x1000 B=0x2000 X=0x4000 Y=0x8000,
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/// dpad=0x1/2/4/8, start=0x10 back=0x20 LS=0x40 RS=0x80 LB=0x100 RB=0x200 guide=0x400).
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static func gamepadButton(_ button: UInt32, down: Bool, pad: UInt32 = 0) -> LumenInputEvent {
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make(
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LUMEN_INPUT_KIND_GAMEPAD_BUTTON.rawValue,
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code: button, x: down ? 1 : 0, y: 0, flags: pad)
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}
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/// Axis ids: 0=LSX 1=LSY 2=RSX 3=RSY (−32768...32767, XInput convention: +y = UP —
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/// `GCControllerDirectionPad.yAxis` already matches, no flip), 4=LT 5=RT (0...255).
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static func gamepadAxis(_ axis: UInt32, value: Int32, pad: UInt32 = 0) -> LumenInputEvent {
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make(LUMEN_INPUT_KIND_GAMEPAD_AXIS.rawValue, code: axis, x: value, y: 0, flags: pad)
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}
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}
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