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punktfunk/packaging/arch
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Merge origin/main into worktree-native-decode-m0
main moved 93 commits while this branch ran. Two conflicts, both where main's new
work sat next to M10's excision:

packaging/flatpak/io.unom.Punktfunk.yml — main added the vendored gamescope WSI
layer (the only route to HDR on a Deck) and, before it, a vulkan-headers module.
Took both: this branch predates them and deletes neither. But the headers module's
stated consumer was pf-ffvk's bindgen over FFmpeg's hwcontext_vulkan.h, and M10
deleted pf-ffvk — so it now reads as dead weight to the next person. It is not:
the WSI layer IS a Vulkan layer, compiles against those headers, and builds after
it, so module order is the dependency. Rewrote the rationale to say so, including
why dropping it would be expensive to discover — flatpak.yml has no pull_request:
trigger, so a manifest break reaches main invisibly and a tag then ships no Linux
flatpak. Also recorded that the native decoder needs nothing from there: pf-vkdecode
reaches Vulkan through ash, which is pure Rust bindings, no bindgen, no C headers.

crates/pf-console-ui/src/screens/settings.rs — main restructured the gamepad
settings into TABS, which removed the per-row section headers; this branch had left
Some("Video") untouched from the merge base and added the pre-M10 decoder migration
next to it. Git could not tell those apart. Took main's structure (no header, its
deliberate change) with this branch's migration layered on: a stored `vulkan`,
`vaapi` or `d3d11va` names no preset in the tabbed list and would render as "—",
then silently rewrite the user's preference on the next save.

Gates on the merged tree, Linux container: fmt clean; cargo check --workspace
--all-targets clean; clippy --workspace --all-targets -D warnings clean; tests
green across pf-vkdecode (187), pf-client-core (163), pf-console-ui (58) and
punktfunk-host (447 of 448 — the one failure is the pre-existing
gamestream::stream::tests::sender_delivers_batches, a UDP-loopback EINTR under
qemu that fails identically on a pristine HEAD).
2026-08-07 10:50:32 +02:00
..

punktfunk on Arch Linux / SteamOS

Packaging for punktfunk on Arch and Arch-derived immutable distros. The PKGBUILD is a split package producing punktfunk-host (the gaming-rig host) and punktfunk-client (the native GTK4/libadwaita Linux client) — mirrors the rpm subpackages (packaging/rpm/punktfunk.spec) and the deb build scripts. On a Steam Deck used as a client you want punktfunk-client (it's what the Decky plugin launches); on a gaming rig, punktfunk-host.

Steam Deck as a HOST: don't use this PKGBUILD — SteamOS's read-only root makes makepkg/sysext awkward, and a prebuilt binary breaks on OS library bumps. Use the on-device build script instead: scripts/steamdeck/install.sh (it builds in a Debian-trixie distrobox ABI-matched to SteamOS and uses VAAPI on the Deck's AMD GPU). The Deck host path is the one exception to "host encode is NVENC-only" below.

A third member, punktfunk-web (the browser management console — pairing + status), is opt-in: build it by setting PF_WITH_WEB=1, which requires bun at build time (bun-bin from the AUR if it isn't in your repos). bun is also the runtime — the console serves HTTPS (HTTP/1.1 over TLS) via Bun.serve, so the package vendors the bun binary (no nodejs dependency). A default makepkg builds only host+client with no JS tooling — mirroring the RPM spec's %bcond_with web.

Host encode: NVENC on NVIDIA, VAAPI on AMD/Intel (PUNKTFUNK_ENCODER=auto picks one). The host now has a VAAPI encoder + zero-copy dmabuf path alongside NVENC/CUDA, so punktfunk-host works on Arch + NVIDIA and AMD/Intel (incl. the Steam Deck — see the on-device path above). The client decodes via VAAPI on AMD/Intel with a software fallback.

CI (.gitea/workflows/arch.yml) builds this PKGBUILD in an archlinux:base-devel container on every push and publishes the packages to the Gitea Arch package registry — a plain pacman repo, so an Arch box installs and updates punktfunk with pacman -Syu like everything else. Two repos mirror the deb/rpm channels: punktfunk (release tags) and punktfunk-canary (rolling main-branch builds, versioned X.Y.Z-0.<run#> so a later release always outranks them). Enable exactly one.

The registry signs the repo database and every package, so first import its key into pacman's keyring (a one-time step — after this, packages install signature-verified):

# 1. Trust the registry signing key.
curl -fsS https://git.unom.io/api/packages/unom/arch/repository.key \
  | sudo pacman-key --add -
sudo pacman-key --lsign-key E0CA04465C99C936E0B0C6510A317015A34DDD69

# 2. Add the repo (pick ONE channel — punktfunk for releases, punktfunk-canary for main builds).
#    printf, not a heredoc, so this works in fish too (CachyOS's default shell has no `<<EOF`).
printf '\n[punktfunk]\nServer = https://git.unom.io/api/packages/unom/arch/$repo/$arch\n' \
  | sudo tee -a /etc/pacman.conf >/dev/null

# 3. Sync + install.
sudo pacman -Sy punktfunk-host        # gaming rig
sudo pacman -Sy punktfunk-client      # the native GTK4 Linux client
sudo pacman -Sy punktfunk-web         # optional browser management console

(No SigLevel line needed — pacman's default Required DatabaseOptional verifies the signed packages against the key you just trusted. Arch is rolling, so the packages are built against current Arch sonames — keep the box itself updated too.)

Then the same first-run steps as a source build (printed by the install scriptlet): input group, host.env, systemctl --user enable --now punktfunk-host — see the next section.

Build from source — Arch Linux (mutable)

cd packaging/arch
# Build the working tree (CI / dev) — no git fetch:
PF_SRCDIR="$(git rev-parse --show-toplevel)" makepkg -f --holdver
# …or build the tagged release the AUR way:
makepkg -si
# …add the web console too (needs bun / bun-bin):
PF_WITH_WEB=1 PF_SRCDIR="$(git rev-parse --show-toplevel)" makepkg -f --holdver

aarch64 (Arch Linux ARM) — the client

The PKGBUILD declares arch=('x86_64' 'aarch64'). On aarch64 it builds the client onlypkgname drops punktfunk-host, so makepkg never enters the host's build or package path, and build() skips the host/tray cargo invocations and their NVENC/Vulkan-encode features. The host stays x86-only because its encode stack (NVENC/QSV/AMF) is.

Nothing else changes — run the same command on an Arch Linux ARM box:

cd packaging/arch
PF_SRCDIR="$(git rev-parse --show-toplevel)" makepkg -f --holdver
# -> punktfunk-client-<ver>-<rel>-aarch64.pkg.tar.zst   (no punktfunk-host package)

There is no cross-compile path here: makepkg builds for CARCH, so this wants a real aarch64 Arch machine (or an emulated Arch Linux ARM container, which is slow). Unlike the deb, it has not been verified end to end yet — there is no official arm64 Arch container to test in. Then the standard first-run (printed by the install scriptlet):

sudo usermod -aG input "$USER"          # virtual gamepads; re-login after
mkdir -p ~/.config/punktfunk
cp /usr/share/punktfunk/host.env.bazzite ~/.config/punktfunk/host.env   # gamescope backend
systemctl --user enable --now punktfunk-host
# Web console (if you installed the punktfunk-web package): enable it + read the login password.
systemctl --user enable --now punktfunk-web
journalctl --user -u punktfunk-web-init | sed -n 's/.*password generated: //p'   # open https://<host-ip>:47992

NVENC/EGL come from the NVIDIA driver: sudo pacman -S --needed nvidia-utils. Arch's stock ffmpeg already has NVENC built in — no RPM-Fusion-style swap needed (unlike Fedora).

Runtime dependency map (Fedora/Debian → Arch)

Need Arch package
FFmpeg + NVENC ffmpeg (NVENC built in)
PipeWire + session mgr pipewire wireplumber
PulseAudio-API audio for games pipewire-pulse (host optdepend — real pulseaudio also works; never a hard dep, it CONFLICTS with pulseaudio)
Opus / input injection opus libei
GL/EGL + gbm + xkb + wayland libglvnd mesa libxkbcommon wayland
NVIDIA driver (NVENC/EGL/CUDA) nvidia-utils (optdepend — never a hard dep)
Compositor backends gamescope (≥3.16.22) / kwin / mutter / sway (optdepends)

Immutable Arch (SteamOS 3) — the systemd-sysext mechanism

SteamOS has a read-only /usr on A/B partitions, and every OS update reimages the rootfs — so steamos-readonly disable + pacman is fragile for anything that must survive updates. The SteamOS-blessed overlay mechanism is a systemd-sysext: an image merged read-only over /usr at boot, living in the writable /var/lib/extensions/.

For a SteamOS HOST this is NOT the supported path — that is scripts/steamdeck/install.sh (the on-device distrobox build, which also builds the HDR gamescope). A host sysext carries a prebuilt binary that breaks on the next SteamOS soname bump, and /var — where sysexts live — is per-A/B-partition-set. The mechanism below is what the Deck client image uses (next section), and an option for operators on other immutable Arch derivatives who accept the prebuilt trade-off.

Build the package, then wrap its /usr payload into a sysext image:

# 1. build the pacman packages (needs an Arch environment / container)
cd packaging/arch && PF_SRCDIR="$(git rev-parse --show-toplevel)" makepkg -f --holdver
( cd ../gamescope && makepkg -f -d --holdver )   # optional: the HDR gamescope companion
# 2. turn it into a sysext .raw (extracts the packages' /usr into an image + extension-release);
#    --gamescope folds the HDR build into a HOST image (verified by its +pfhdr banner)
bash build-sysext.sh --gamescope ../gamescope/punktfunk-gamescope-*.pkg.tar.zst punktfunk-host-*.pkg.tar.zst
# 3. on the box:
sudo cp punktfunk-host.raw /var/lib/extensions/
sudo systemctl enable --now systemd-sysext      # merges it
systemctl --user enable --now punktfunk-host     # the user unit is now under /usr/lib

The udev rule, sysctl, and systemd user unit all live under /usr/lib, so the merged sysext exposes them. systemd-sysext refresh re-merges after a reboot. (One HDR nuance of the sysext path: file capabilities don't survive it, so gamescope runs without CAP_SYS_NICE — everything works, frame pacing is marginally worse than the pacman install, whose .install sets the cap.)

Steam Deck — the client (what the Decky plugin launches)

To stream to a Deck, you install punktfunk-client there — same sysext mechanism, but wrapping the client package instead. The split makepkg produces both .pkg.tar.zst files; on the Deck use the client one:

cd packaging/arch && PF_SRCDIR="$(git rev-parse --show-toplevel)" makepkg -f --holdver
bash build-sysext.sh punktfunk-client-*.pkg.tar.zst        # → punktfunk-client.raw
# on the Deck:
sudo cp punktfunk-client.raw /var/lib/extensions/
sudo systemctl enable --now systemd-sysext
sudo pacman -S --needed libva-mesa-driver                  # VAAPI hw decode on the Deck's AMD APU

Now punktfunk-client is on PATH, so the Decky plugin finds and launches it (punktfunk-client --connect host:port) — gamescope composites its video like a game. The client needs no /dev/uinput or compositor-spawning rights (it captures input and decodes), so it's a much lighter sysext than the host.

Firewall

Stock Arch ships no firewall — every port is open by default, so there is nothing to do. Spins that enable one do not get their ports opened for you: an Arch package never touches the admin's running firewall. CachyOS is the common case — it ships ufw enabled by default (not firewalld), so out of the box the host is unreachable until you allow it. Some other spins (e.g. EndeavourOS) enable firewalld instead.

The punktfunk-host package ships openers for both — a ufw application profile (/etc/ufw/applications.d/punktfunk) and firewalld service definitions (/usr/lib/firewalld/services/) — so enabling is one command whichever you run:

# ufw (CachyOS, and Ubuntu once you enable ufw) — reads the profile at once, no reload needed:
sudo ufw allow punktfunk-native        # the native-only host (the default)
sudo ufw allow punktfunk-gamestream    # …or add this for the Moonlight/GameStream host

# firewalld (EndeavourOS and other Fedora-like spins):
sudo firewall-cmd --reload                                        # pick up the installed def
sudo firewall-cmd --permanent --add-service=punktfunk-native
#                              --add-service=punktfunk-gamestream  # …for the Moonlight host
sudo firewall-cmd --reload

punktfunk-gamestream opens the fixed Moonlight ports + mDNS; punktfunk-native opens the QUIC control port (UDP 9777) + mDNS + the mgmt/library API (TCP 47990, HTTPS + mTLS). Enable both if the host runs serve --gamestream (which serves both planes). The data plane is an ephemeral UDP port the client opens with a hole-punch, so there is no fixed data port in either service — the host streams back out through the path the client opened, which any firewall that allows outbound UDP (the default) passes. The mgmt REST API (TCP 47990, HTTPS + mTLS) binds all interfaces by default so paired clients can browse the game library — the punktfunk-native profile opens it. Off-loopback it serves only read-only status/library to a paired client cert and keeps the admin surface loopback-only (--mgmt-bind 127.0.0.1:47990 to opt out).

If you installed the web console (punktfunk-web) and want it reachable from another device, open its port with the matching one-liner — sudo ufw allow punktfunk-web or sudo firewall-cmd --permanent --add-service=punktfunk-web && sudo firewall-cmd --reload — which opens TCP 47992 (HTTPS, login-gated). The mgmt API (47990) is opened for paired clients by the punktfunk-native profile (game-library browsing over mTLS); off-loopback it serves only read-only status/library and keeps admin loopback-only.

Prefer explicit rules (or a firewall the shipped profiles don't cover)? Open the ports directly. The native punktfunk/1 plane:

  • QUIC control plane: UDP 9777 (serve --native-port N to change).
  • Data plane: a separate UDP port. By default it's random — the host binds 0.0.0.0:0 and tells the client which port it got. Video flows host → client, but the client sends the first packet (a hole-punch), so the host learns the client's real source and streams back — this traverses NAT / inter-VLAN with no forwarded port. You normally don't open it: if a deny-inbound firewall drops the punch, the host waits ~2.5 s and falls back to the client-reported address, and a stateful firewall then admits the return (it just adds ~2.5 s to session start). To skip that delay, pin it with serve --data-port <PORT> (or PUNKTFUNK_DATA_PORT): the host binds that fixed port and streams direct (no punch-wait) — open exactly that one port. A fixed port serves one session at a time (concurrent ones fall back to random + hole-punch), and direct mode needs the client's reported address to be reachable (flat LAN / a non-remapping port-forward).

And the GameStream / Moonlight ports (fixed) — only needed if you run the host with serve --gamestream (opt-in, trusted LAN only); bare serve is native-only and doesn't open these:

Port Proto Purpose
47984 TCP HTTPS nvhttp (paired, mutual-TLS)
47989 TCP HTTP nvhttp (/serverinfo, /pair PIN flow)
48010 TCP RTSP handshake
4799848010 UDP Video RTP (+ FEC), ENet control (47999), audio (48000)
5353 UDP mDNS auto-discovery

The mgmt API (TCP 47990, HTTPS + mTLS) binds all interfaces by default so paired clients can browse the game library — the punktfunk-native profile opens it. Off-loopback it serves only read-only status/library to a paired client cert; the admin surface stays loopback-only. Pass --mgmt-bind 127.0.0.1:47990 to keep it loopback-only (then leave 47990 closed).

With ufw (explicit ports, instead of the shipped punktfunk-native/punktfunk-gamestream profile):

sudo ufw allow 9777/udp                                 # punktfunk/1 control plane
sudo ufw allow 47990/tcp                                # mgmt/library API (HTTPS + mTLS; LAN = read-only, paired)
sudo ufw allow 47984/tcp && sudo ufw allow 47989/tcp && sudo ufw allow 48010/tcp
sudo ufw allow 47998,47999,48000/udp                    # GameStream video/control/audio
sudo ufw allow 5353/udp                                 # mDNS discovery
# The punktfunk/1 data plane uses a random UDP port; leave it closed on a LAN — the host hole-punches
# and falls back (~2.5s at session start if firewalled). To skip that, pin it: `serve --data-port
# 9778` and `ufw allow 9778/udp`.

With raw nftables (add to your inet filter input chain):

udp dport 9777 accept                  # punktfunk/1 control plane
tcp dport 47990 accept                 # mgmt/library API (HTTPS + mTLS; LAN = read-only, paired)
tcp dport { 47984, 47989, 48010 } accept
udp dport { 47998-48000, 5353 } accept # GameStream video/control/audio + mDNS
# The punktfunk/1 data plane is a random UDP port — normally left closed (hole-punch + ~2.5s
# fallback). Pin it with `serve --data-port <PORT>` to open exactly one instead.

Files

  • PKGBUILD — split package: punktfunk-host + punktfunk-client (builds the working tree via PF_SRCDIR, or a git tag for AUR).
  • punktfunk-host.install / punktfunk-client.install — pacman scriptlets (udev reload + sysctl + first-run hint, incl. the ufw/firewalld enable command for whichever is present), mirror the RPM %post / deb postinst.
  • The firewall openers are shared across all Linux packaging and live in ../linux/: the ufw application profile (punktfunk.ufw/etc/ufw/applications.d/punktfunk) and the firewalld service definitions (punktfunk-native.xml / punktfunk-gamestream.xml / punktfunk-web.xml/usr/lib/firewalld/services/). None auto-enabled; see Firewall above.
  • build-sysext.sh — wraps either built .pkg.tar.zst into a systemd-sysext .raw for SteamOS (derives the name from the package, so it works for host or client).