Finish the client side of the Steam Controller / Steam Deck pipeline. - C-ABI (core abi.rs): PunktfunkRichInputEx — a size-prefixed superset of PunktfunkRichInput that can express the second trackpad (surface), a distinct click vs touch, signed coords + pressure — plus punktfunk_connection_send_rich_input2 (the struct_size ABI-skew-guard precedent). The only way a C client (Apple/embedders) can emit a TouchpadEx; the legacy struct + send_rich_input stay byte-for-byte. punktfunk_core.h regenerated. - Decky (clients/decky): a "Steam Deck" gamepad type in Settings + an unmissable Disable-Steam-Input instruction shown when it's selected (in Game Mode Steam Input holds 0x1205, so the SDL HIDAPI Steam driver can't open the Deck's controls until the user disables Steam Input for the shortcut). Plus a best-effort, feature-detected disableSteamInputForShortcut() in launchStream — never blocks/throws; the manual toggle is the documented source of truth. - Apple parity (PunktfunkConnection.swift): GamepadType.steamController/steamDeck (wire 5/6) + name parsing, so the resolved type round-trips. Capture is blocked (GameController never surfaces a 0x28DE HID device). - Android parity (Gamepad.kt): PREF_STEAMCONTROLLER/STEAMDECK + the Valve 0x28DE PIDs in prefFor(). Rich-input capture stays out of scope (no rich-input plane yet) — standard buttons/sticks resolve to the host's Steam Deck pad. Rust workspace clippy/fmt/test green; Decky src/ typechecks clean (only a pre-existing @decky/api dep resolution error remains); Swift/Kotlin compile on their CI. The full pipeline is now BUILT; what remains is validation that needs hardware we don't have (a running Steam on the host, a live Deck client, the Moonlight paddle regression). Not pushed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
design/ — design notes & deep-dive plans
Repo-internal design docs: architecture rationale, investigations, and the why behind decisions that
the code and ../CLAUDE.md don't capture. Authoritative current status lives in
../CLAUDE.md ("Where the work stands" / "What's left"); the user-facing guides live in
docs-site/. These docs are kept trimmed: once work ships, the redundant implementation detail is dropped
(the code is the source of truth) and only the durable rationale + still-open items remain. Git history
holds the full originals.
Index
| Doc | What it is | Status |
|---|---|---|
implementation-plan.md |
Master design thesis (why GF(2¹⁶) FEC + Linux virtual displays; three-phase de-risking), architecture invariants, latency budget, risk register | Design reference — §0–7,9 kept; milestones → CLAUDE.md |
apollo-comparison.md |
Apollo↔punktfunk architecture map + file index + ~63-item transferable-improvement backlog (Windows-host focus) | Reference + open backlog — ~⅓ shipped (collapsed); rest open |
security-review.md |
Whole-project security audit (2026-06-21), 12 findings | Audit trail — 11 fixed/inherent; #12 open |
ci.md |
CI/CD architecture: Gitea workflows, runners, release model, signing | Evergreen reference |
linux-setup.md |
Linux host bring-up (NVIDIA/headless) + troubleshooting | Setup guide (evergreen) |
gamestream-host-plan.md |
GameStream/Moonlight-compat host (P1.1–P1.6) | Shipped — stub + the 2 deferral decisions |
stats-capture-plan.md |
Web-console performance capture | Shipped — stub |
session-aware-host-followups.md |
Session-aware host known limitations | Open items — #2/#3 shipped; #1,#4–8 parked |
gamescope-multiuser.md |
Per-session gamescope isolation (the 4 plumbing items) | Deferred — reference spec |
host-latency-plan.md |
Latency under GPU contention — 4-tier plan | Partly shipped — superseded by ↓; diagnostics + open tiers kept |
gpu-contention-investigation.md |
GPU-contention root-cause + ranked levers (supersedes ↑) | Active plan — §5.A shipped; §5.B/C/E/F/G open |
hdr-pipeline-plan.md |
Glass-to-glass HDR | Steps 0–3 shipped; Step 4 (Linux) open |
windows-host-rewrite.md |
Windows host — the single architecture/status/reference doc (validated invariants, ops, open work) | Active reference |
windows-build-and-packaging.md |
How the Windows host is built, signed, packaged (drivers-from-source, Inno, CI) | Evergreen reference |
windows-service.md |
SYSTEM SCM service + secure-desktop deployment model | Shipped — stub + graceful-stop open item |
windows-host.md |
(original 2026-06 plan) | Redirect → windows-host-rewrite.md |
windows-virtual-display-rust-port.md |
pf-vdisplay IddCx port + the "IDD-push is impossible on bare metal" finding | Shipped — P2 do-not-retry record kept |
windows-dualsense-scoping.md |
Virtual DualSense (UMDF2) decision + M0 bug lessons | Shipped (M0–M4) — public signing open |
windows-dualsense-game-detection.md |
Native game-detection fix (SwDeviceCreate identity) | Shipped — on-glass test + GameInput open |
windows-client-bootstrap.md |
Windows client architecture record + HDR guide + build gotchas | Shipped — on-glass validation open |
apple-stage2-presenter.md |
Apple stage-2 (VTDecompressionSession + CAMetalLayer) presenter | Shipped (opt-in) — make-default + iOS open |
game-library-stores.md |
Multi-store game library | Phases 1–4 shipped — 6 providers + 8 Qs open |
dualsense-haptics.md |
DualSense advanced-haptics feasibility | HID shipped; audio haptics deferred (3 walls) |
archive/windows-secure-desktop.md |
Two-process WGC secure-desktop design | Archived — shipped but now a fallback (IDD-push primary) |
Plus research/gamestream-protocol-research.json — raw Moonlight/GameStream wire reference (data, not prose).
Consolidated open items
Still-open work scattered across the docs above, rolled up by theme so nothing is tracked in only one buried doc. CLAUDE.md "What's left" is the headline list; this is the design-level detail. (→ names the owning doc.)
Latency / performance
- Sub-frame pipelining — overlap encode+transmit within a frame; needs a direct NVENC SDK wrapper (~2–4 ms). →
implementation-plan,gamestream-host-plan - GPU-contention levers: correct async NVENC pipeline, auto-gated REALTIME GPU priority, clock/P-state pinning, frame-source escape (swapchain-hook/NvFBC/compose-flip), iGPU encode offload, PERF uniq-vs-fps instrumentation. →
gpu-contention-investigation(§5.B/C/E/F/G),host-latency-plan(Tiers 1A/1B/3B/3C/3D/4) - Apple stage-2 as default (after resolution/HDR checks) + smoothing/pacing policy + glass-to-glass numbers via
tools/latency-probe. →apple-stage2-presenter
HDR
- Linux 10-bit HDR (Step 4): 8-bit→Main10 shim, true 10-bit PipeWire capture (blocked upstream — gamescope #2126), Linux-client P010 + GTK color management. →
hdr-pipeline-plan - GameStream HDR/10-bit (capture + metadata plumbing). →
gamestream-host-plan - Open Qs: MaxCLL source, GameStream SS_HDR_METADATA vs deliberate SDR, HLG sources, mid-session SDR-downgrade + SDR-for-SDR-client validation. →
hdr-pipeline-plan
Clients
- Windows client on-glass validation (D3D11VA decode + HDR present + GUI on the RTX box) + RAWINPUT relative-mouse pointer-lock + per-host speed-test UI. →
windows-client-bootstrap,implementation-plan - iOS/iPadOS/tvOS stage-2 presenter variants. →
apple-stage2-presenter,implementation-plan - Android real-device validation (gamepad rumble/lightbar/DualSense, HDR10). →
implementation-plan
Windows host
- Graceful stop signal — host is killed via TerminateProcess (skips RAII teardown → a stale virtual monitor can linger). →
windows-service - pf-vdisplay slot-reclaim on-glass reconnect-storm A/B; M4 driver-unification source-build validation; P2/P3 cleanup (D1-host lints, M6 scaffolding, M5 reshape WGC/DDA onto session/pipeline). →
windows-host-rewrite - Session-aware follow-ups: F44 gamescope teardown GPU-context corruption (#1, SIGKILL hypothesis); mid-stream-switch input-loss window; NVENC InitializeEncoder noise at 5K@240; NVENC HEVC ~800 Mbps cap (prefer AV1 above it); restore-guard/keep-warm coupling; Feature B (
PUNKTFUNK_SESSION_WATCH) opt-in → default. →session-aware-host-followups - Apollo backlog (~63 open) — highest-value: #9 Windows app launch (CreateProcessAsUserW), #7/#18 WASAPI device-loss recovery, #3 per-frame
IDXGIFactory::IsCurrent(), #15 watchdog escalation, #14/#30/#56 abs-mouse through the real output rect, #10/#20/#32/#33 tray + browser-UI + in-binary service install + logs endpoint, #67/#68 frame pacing. →apollo-comparison
Windows gamepads
- DualSense public-distribution signing (EV cert + Microsoft Partner Center attestation — blocks public release); GameInput detection (reads VID/PID 0x0000 — may need a rank-3 KMDF USB-emulating bus driver); HidHide integration; minimum-OS / UMDFVERSION targeting; on-glass Cyberpunk glyph test. →
windows-dualsense-scoping,windows-dualsense-game-detection
GameStream
- AV1 + surround 5.1/7.1 live stock-Moonlight confirmation (incl. FEC-under-loss); reconnect-at-new-mode robustness. →
gamestream-host-plan,implementation-plan
Game library
- 6 remaining providers (Desktop/Flatpak, itch.io, Ubisoft Connect, Amazon Games, Battle.net, EA app); the
/library/art/<entryId>/<slot>mgmt endpoint; refactorlibrary.rsinto alibrary/dir; 8 open design questions; optional SteamGridDB v2 enrichment. →game-library-stores
Multi-user / sessions
- gamescope per-session input/audio isolation (independent desktops) — the 4 plumbing items, deferred. →
gamescope-multiuser,implementation-plan
Security
- #12 — scope
NODE_TLS_REJECT_UNAUTHORIZEDto a per-request pinned agent (needsbun add undici); latent-only today, but must fix before the web app gains any off-loopback server-side TLS. →security-review
Deferred / do-not-retry records (kept so the dead ends aren't re-explored)
- DualSense audio-driven haptics — deferred until all 3 GO conditions are met. →
dualsense-haptics - IDD-push direct frame-push on bare-metal console capture — architecturally impossible (no presentation consumer for the swapchain). →
windows-virtual-display-rust-port