enricobuehler d1d2ca293d feat(pairing): seamless no-PIN delegated approval (host parks the knock, clients add "Request access")
Web-console "Approve" (delegated pairing, roadmap §8b-1) was unreachable: every
client routed a fresh pair=required host straight to the SPAKE2 PIN ceremony, so
no "knock" was ever recorded; and an unpaired connect was rejected+closed with no
way to resume after approval. The backend + console were complete but had no
client-side trigger and no post-approval admit path.

Host (native_pairing.rs, punktfunk1.rs): an unpaired identified knock is now
PARKED instead of rejected — it releases its NVENC session permit, awaits an
operator decision (NativePairing::wait_for_decision, woken by a Notify on
approve/deny), and on approval re-acquires a slot and admits the SAME connection
with no reconnect. QUIC keep-alive (4s/8s) holds the parked connection warm. The
pairing gate moves out of the HANDSHAKE_TIMEOUT-bounded handshake future;
approve_pending is reordered read-then-add and wait_for_decision double-checks
is_paired to close a "neither pending nor paired" race. New PENDING_APPROVAL_WAIT
(180s). Tests: delegated_approval_admits_after_knock now approves mid-park (no
reconnect) + new wait_for_decision_approve_deny_timeout unit test (108 host tests
green).

Clients (Linux/Apple/Windows/Android): a fresh pair=required host now offers
"Request access" alongside the PIN ceremony — a plain identified connect with a
~185s handshake budget and a cancelable "waiting for approval" UI; on success the
host is saved as paired, and cancel returns the UI immediately while a late-
resolving connect is torn down silently via a per-attempt flag. Apple reuses the
existing C-ABI timeout_ms (no ABI change); Windows adds SessionParams.connect_timeout
+ a RequestAccess screen; Android adds a timeoutMs arg to the nativeConnect JNI
seam (both sides + both callers). Linux built + clippy + fmt clean; Apple/Windows/
Android pending their CI/on-device compiles.

SPAKE2 ceremony reviewed end-to-end against the spake2 0.4 contract — correct, no
changes needed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 06:41:09 +00:00
2026-06-19 15:49:48 +02:00

punktfunk

Low-latency desktop and game streaming with first-class Linux and Windows hosts.

Run the host on a Linux machine or a Windows PC, connect from a Mac, PC, phone, tablet, or TV, and stream your desktop or games — each device at its own native resolution and refresh rate, over your local network.

📖 Documentation: docs.punktfunk.unom.io — start with How It Works or the Quick Start.

💬 Community: Discord — chat, support, and Android beta access · r/Punktfunk.

punktfunk pairs a virtual-display streaming host with native clients on every platform. It speaks the existing GameStream protocol, so any Moonlight client works day one — and adds its own faster punktfunk/1 protocol that breaks the ~1 Gbps FEC wall with a GF(2¹⁶) Leopard-RS transport. A single shared Rust core (punktfunk-core) holds the protocol, FEC, and crypto, linked into the host and every client over a stable C ABI.

What makes it different

  • Your device's exact mode. For each client that connects, the host spins up a virtual display sized to that device — 1080p60 to a laptop, 1440p120 to a desktop, 4K to a TV, all at once. No letterboxing, no scaling, no rearranging your real monitors.
  • A real virtual display on Windows, too. On Linux the host uses per-compositor virtual outputs; on Windows you get the same on-the-fly virtual display — at the client's exact mode, no physical monitor or dummy HDMI plug, even on the secure desktop (UAC / lock screen). It also has its own indirect display driver (IDD) the host pushes finished frames straight into, rather than scraping a screen — tight, push-based integration that's unusual for a Windows streaming host.
  • Low latency, GPU end to end. Frames go straight from the compositor to the NVENC encoder with zero CPU copies (dmabuf → CUDA/Vulkan → NVENC), over a transport tuned for responsiveness rather than throughput. Stable 240 fps at 5120×1440; sub-millisecond capture-to-reassembly on a LAN.
  • Works with what you already have. Any Moonlight/Artemis client connects over GameStream — and native apps for macOS, Linux, Windows, and Android use the lower-latency punktfunk/1 protocol.
  • Secure by default. Hosts require a one-time SPAKE2 PIN pairing; after that, devices reconnect on a pinned identity. No accounts, no cloud. Hosts auto-advertise over mDNS, so clients find them on the network without typing an IP.

Status

Component State
Corepunktfunk-core + C ABI (protocol · FEC · crypto · QUIC) Complete & hardened
GameStream host → stock Moonlight Live end-to-end: pairing, RTSP, audio, per-client virtual output at native resolution, GPU zero-copy NVENC, gamepads
Native protocolpunktfunk/1 Validated live: QUIC control + GF(2¹⁶) FEC/AES-GCM data plane, PIN pairing, mDNS discovery, mid-stream mode renegotiation
Windows host (x64) 🟡 Implemented & shipping as a signed installer: DXGI/WGC capture · its own all-Rust IddCx virtual display (secure-desktop capable) · GPU encode (NVENC on NVIDIA, AMF/QSV on AMD/Intel) · WASAPI audio · bundled virtual-gamepad drivers (no ViGEmBus) · HDR incl. Vulkan-game HDR. NVIDIA live-validated; AMD/Intel CI-green
macOS / iOS / tvOS client (clients/apple) Streaming live: VideoToolbox decode, controllers incl. DualSense, discovery, pairing, speed test
Linux client (clients/linux, GTK4) Streaming live: FFmpeg + VAAPI zero-copy decode, PipeWire audio, SDL3 controllers; ships as Flatpak/apt/rpm/Arch
Android client (clients/android, phone + TV) Streaming live: AMediaCodec decode + HDR10, Oboe audio, controllers, discovery, pairing
Windows client (clients/windows, WinUI 3) 🟡 Stage 1 complete, ships as signed MSIX (x64 + ARM64); D3D11VA decode + HDR present pending on-glass validation
Web console + management API (web/) TanStack console over the OpenAPI mgmt API: host status, paired devices, on-demand PIN pairing

The GameStream host works with a stock Moonlight client — validated live on NVIDIA hardware (RTX 5070 Ti, RTX 4090): PIN pairing that persists across restarts, 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, and Sway/wlroots backends), encoded with GPU zero-copy (dmabuf → CUDA/Vulkan → NVENC) 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 mid-stream mode renegotiation and a wall-clock skew handshake so latency stays valid across machines. Both run from one process: bare punktfunk-host serve is the secure native-only default (punktfunk/1 + the management API/web console), and serve --gamestream additionally enables the GameStream/Moonlight-compat planes (opt-in, trusted-LAN only — GameStream has inherent on-path weaknesses). The host is managed through a REST API and web console. Builds against FFmpeg 7 or 8.

Full milestone status: docs.punktfunk.unom.io/docs/status · roadmap: /docs/roadmap.

Install the host

Pick your platform and install from its package registry — the per-platform guide covers adding the repo, first run, and the web console. The Linux host is the primary, most battle-tested path; a Windows host also ships as a signed installer (all-vendor: NVIDIA, AMD, Intel).

Platform Install Guide
Ubuntu / Debian (apt) sudo apt install punktfunk-host (after adding the repo) Ubuntu — GNOME · KDE
Fedora / Bazzite (rpm-ostree) rpm-ostree install punktfunk punktfunk-web (or the bootc image) Fedora — KDE · Bazzite
Arch / Steam Deck (PKGBUILD / sysext) makepkg -si (Arch) · sysext .raw (SteamOS) packaging/arch
Windows (x64) signed setup.exe from the package registry Windows Host

punktfunk-host is the streaming host; punktfunk-web is the browser console (pairing + status). After install, run punktfunk-host serve inside your desktop session (the secure native default; add --gamestream on a trusted LAN if you also want stock Moonlight clients), then pair from the web console. Full instructions: docs.punktfunk.unom.io/docs/install.

Connect a client

Streaming to… Use
Mac, iPhone, iPad, Apple TV The Apple app (clients/apple) — also on TestFlight
Linux desktop / laptop, Steam Deck punktfunk-client (Flatpak / apt / rpm / Arch)
Android phone or TV The Android app (clients/android)
Windows Native punktfunk-client (signed MSIX) or Moonlight
Anything else (browser, old phone, smart TV) Moonlight over GameStream

Each client discovers hosts on the network automatically and does a one-time PIN pairing. Per-device install steps: /docs/install-client.

Build & test (from source)

For development, or as an install fallback where no package is available:

cargo build --workspace          # the Rust core, host, Linux client, and probe (Linux & macOS)
cargo test  --workspace          # unit + loopback + proptest + C ABI harness
cargo clippy --workspace --all-targets -- -D warnings
cargo fmt --all --check

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. The Apple, Android, and Windows clients have their own toolchains (Xcode/swift build, Gradle, and cargo on the MSVC target) — see each client's README and the docs site.

Layout

crates/
  punktfunk-core/   protocol · FEC · pacing · crypto · QUIC control plane — the C ABI (lib + cdylib + staticlib)
  punktfunk-host/   the host (Linux + Windows): virtual displays · capture · encode · input · GameStream · punktfunk/1 · mgmt
clients/
  apple/    macOS / iOS / tvOS app (Swift · VideoToolbox · Metal · GameController)
  linux/    Linux desktop app (Rust · GTK4/libadwaita · FFmpeg/VAAPI · PipeWire · SDL3)
  windows/  Windows desktop app (Rust · WinUI 3 · D3D11 · WASAPI · SDL3)
  android/  Android phone + TV app (Kotlin · Rust JNI core · AMediaCodec · Oboe)
  probe/    headless reference / measurement client for punktfunk/1
  decky/    Steam Deck Decky plugin
web/                         web console (TanStack) over the management API — status · devices · pairing
packaging/                   apt · rpm / COPR · Arch · Flatpak · Bazzite bootc image
docs-site/                   public documentation site (Fumadocs) — https://docs.punktfunk.unom.io
design/                        design notes & deep-dive plans (index: design/README.md)
include/punktfunk_core.h     cbindgen-generated C header (checked in)
tools/                       latency-probe · loss-harness (measurement)

Design invariants

  • One core, linked everywhere. Protocol, FEC, and crypto live in punktfunk-core exactly once, exposed over a stable, versioned C ABI (punktfunk_abi_version(), PunktfunkConfig carries its own struct_size). Every native client links the same core.
  • 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).
  • Native client resolution, no scaling. Each session gets a virtual output at exactly the client's WxH@Hz; each compositor keeps its own backend behind a shared VirtualDisplay trait.
  • FEC is the wall-breaker. GF(2⁸) (≤255 shards/block) for Moonlight compatibility; GF(2¹⁶) (≤65535 shards/block, SIMD, O(n log n)) for punktfunk/1 to push past ~1 Gbps.

License

Licensed under either of

at your option — SPDX-License-Identifier: MIT OR Apache-2.0.

Contribution

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions. See CONTRIBUTING.md.

Third-party components

punktfunk's own source is MIT/Apache-2.0. Shipped binaries additionally link third-party components under their own (permissive) licenses — see THIRD-PARTY-NOTICES.txt (regenerate with scripts/gen-third-party-notices.sh). The Windows host and client builds also bundle FFmpeg under the LGPL v2.1+ (dynamically linked, replaceable DLLs; the license text and notice ship in the installed licenses/ folder).

Trademarks

punktfunk is an independent project and is not affiliated with, endorsed by, or sponsored by NVIDIA, Microsoft, Sony, Valve, or the Moonlight project. "GameStream", "Moonlight", "Xbox", "DualSense", "DualShock", and "PlayStation" are trademarks of their respective owners and are used here only to describe interoperability.

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
v0.3.0 Latest
2026-06-29 06:53:01 +00:00
Languages
Rust 71.6%
Swift 12.4%
TypeScript 4%
Kotlin 3.4%
Shell 3.2%
Other 5.3%