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feat(apple): client-side cursor for gamescope sessions (toggle + shortcut)
gamescope's PipeWire capture carries no cursor (verified upstream — it never
composites the cursor or adds SPA_META_Cursor), so the cursor must be drawn on the
client. New macOS "cursor-visible" capture mode: instead of disassociating+hiding
the system cursor and sending relative deltas (the game path, unchanged), it keeps
the system cursor visible over the stream and sends ABSOLUTE positions
(MouseMoveAbs), mapped through the video's aspect-fit (AVMakeRect) to host pixels
with the letterbox bars dropped. The visible system cursor IS the client cursor —
zero added latency, no double cursor (gamescope draws none), accurate (the client
drives the host's absolute mouse).

- Default: on iff the session's resolved compositor is gamescope (via the new
  punktfunk_connection_compositor getter, fc30307).
- Settings: "Cursor in stream" → Auto (gamescope) / Always / Never.
- Shortcut: ⌘⇧C toggles it live mid-session (re-engages capture so disassociation
  + abs/rel forwarding swap atomically); shown in the HUD.

macOS-only (the visible-cursor mode lives in the macOS StreamView). Verified to
compile + link via xcodebuild Release on the Mac; runtime behavior (cursor landing,
hover forwarding) to be confirmed live. Rust ABI side committed separately.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 12:07:15 +00:00

punktfunk

A ground-up low-latency desktop streaming stack, built Linux-first, with a shared Rust protocol core and native clients per platform.

punktfunk is a placeholder codename. The bet: ship a Linux virtual-display streaming host that speaks the existing Moonlight protocol (every Moonlight/Artemis client works day one), then break the ~1 Gbps FEC wall with a GF(2¹⁶) Leopard-RS transport as a negotiated extension. See docs/implementation-plan.md.

Status

Milestone State
M1 — punktfunk-core + C ABI done & hardened (FEC, packetization, AES-GCM, session, adversarial-review fixes, punktfunk_core.h)
M2 — GameStream host → stock Moonlight live end-to-end: pairing, RTSP, audio, per-client virtual output at native res, GPU zero-copy NVENC, gamepads
M3 — punktfunk/1 native protocol validated live: QUIC control + GF(2¹⁶) FEC/AES data plane, SPAKE2 PIN pairing, mid-stream mode renegotiation
M4 — client decode + present (Apple) 🟡 macOS first light: AnnexB→VideoToolbox HEVC on glass + input/pairing over punktfunk/1 (clients/apple); iOS + presenter next
Web console + management API TanStack web console (web/) over the OpenAPI mgmt API: host status, paired devices, on-demand native pairing (arm → show PIN)

The GameStream host works with a stock Moonlight client — validated live on NVIDIA (RTX 5070 Ti & RTX 4090, driver 595): trust-on-first-use pairing that persists, an app catalog, RTSP/ENet/audio, and video at the client's exact resolution and refresh via a per-session virtual output (KWin, gamescope, Mutter, Sway backends), encoded with GPU zero-copy (dmabuf → CUDA/Vulkan → NVENC) at up to 5120×1440@240. The native punktfunk/1 protocol adds a QUIC control plane and a GF(2¹⁶) Leopard-FEC + AES-GCM data plane (p50 ~0.8 ms capture→reassembled at 720p120), with a SPAKE2 PIN pairing ceremony. Both run from one process (serve --native), managed through a REST API + web console. Builds against FFmpeg 7 or 8; deployed live on Bazzite. Full status: CLAUDE.md; roadmap, setup guides & progress: the docs site (docs-site/ — Fumadocs; bun run dev), with the canonical roadmap and status there. Design notes stay in docs/.

Layout

crates/
  punktfunk-core/        protocol · FEC · pacing · crypto · quic — the C ABI (lib + cdylib + staticlib)
  punktfunk-host/        Linux host: vdisplay · capture · encode · inject · gamestream · m3 · mgmt · native_pairing
  punktfunk-client-rs/   punktfunk/1 reference client (M3 headless; M4 adds decode+present)
clients/{apple,android}/   native client scaffolds (import punktfunk_core.h); apple = macOS first light
web/                       TanStack web console (host status · paired devices · pairing) over the mgmt API
packaging/                 Fedora/Bazzite RPM · bootc image · COPR (see packaging/bazzite/README.md)
include/punktfunk_core.h       cbindgen-generated C header (checked in)
tools/{latency-probe,loss-harness}/   measurement (plan §10)
docs/{implementation-plan,roadmap,windows-host,dualsense-haptics}.md

Build & test

cargo build --workspace          # green on Linux and macOS
cargo test  --workspace          # unit + loopback + proptest + C ABI harness
cargo clippy --workspace --all-targets

cargo run -p loss-harness        # FEC loss-resilience sweep (no network needed)
bash crates/punktfunk-core/tests/c/run.sh   # standalone C-ABI link+round-trip proof

The C header regenerates from crates/punktfunk-core/src/abi.rs on every build (cbindgen via build.rs) into include/punktfunk_core.h.

Design invariants

  • One core, linked everywhere. Protocol/FEC/crypto/pacing live in punktfunk-core exactly once, exposed over a stable, versioned C ABI (punktfunk_abi_version(), PunktfunkConfig carries its own struct_size).
  • No async on the hot path. The per-frame pipeline uses native threads only; tokio/quinn are gated behind the off-by-default quic feature (control plane only).
  • FEC is the wall-breaker. GF(2⁸) (≤255 shards/block) for Moonlight compat; GF(2¹⁶) (≤65535 shards/block, SIMD, O(n log n)) to push past ~1 Gbps.

License

MIT OR Apache-2.0.

S
Description
next gen game streaming - built using rust, back compatible with game stream clients, and supporting virtual displays for kde/kwin, gnome and gamescope.
Readme 16 MiB
v0.2.1 Latest
2026-06-28 12:51:55 +00:00
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