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punktfunk/clients/apple
enricobuehler ee61e8c9ba
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fix(clients/pads): the phone mirror never needed the controller path's frame change
Reverts half of 1eab4b66 and closes G10's open frame question, both settled by the same
measurement.

1eab4b66 made two corrections to the Apple phone-gyro mirror. The negation was right and
stays: Apple reports the gravity VECTOR, pointing down, while an accelerometer measures
proper acceleration, pointing up at rest, and the wire carries the latter. The frame
change was wrong, and this removes it.

The mistake was a name collision. Two different frames are both called "the controller
frame". GCMotion reports a CONTROLLER in (Right, Forward, Up) — measured on a real
DualSense — which is not the wire's frame, which is why `GamepadCapture.forwardMotion`
converts. The mirror's orientation remap resolves THIS DEVICE into the frame its header
describes, x right, y up, z out of the screen. For the pose that mirror exists to serve —
a phone clipped upright with the screen facing the player — "out of the screen" points at
the player, so that frame is (Right, Up, Backward), which IS the wire's. It was already
correct. Applying the controller path's conversion on top rotated it out of true: a phone
sitting still would have reported gravity as −1 g on the roll axis rather than +1 g up,
i.e. claimed to be lying on its edge.

Reasoning by analogy is what produced it — "the mirror says controller frame, the capture
path says controller frame, so the same fix applies". Both files say it; they mean
different things.

What caught it was measuring the Android twin, which does the same thing straight through.
On glass: a DualSense on Bluetooth to a phone, streaming to a Linux host, reads +1 g on the
up axis end to end. Had the Apple mirror needed a conversion, the Android one would have
needed the same one and would have been visibly wrong. It is not.

The same run settles G10's frame, which shipped straight-through and explicitly unverified
because nobody had put a Bluetooth pad in front of the platform sensor framework. Now
somebody has. `PadSensors`' own first-sample log read `accel 0, 10000, 0` — exactly 1 g on
slot 1 — and at the far end hid-playstation published gravity as +0.991 g on ABS_Y, with
every rotation driving its correctly-named axis and the signs agreeing with gravity's
independent witness on 95 of 100 rotating samples. Android hands a controller's sensors
over in the pad's own frame, as documented. No remap, and the comment now says measured
instead of assumed.

Worth recording why the earlier suspicion was wrong, since it is the same trap in the other
direction: Android's DEVICE sensor frame really does put +z out of the screen, so a flat
phone puts gravity on z — but a CONTROLLER's sensors are reported in the controller's
frame, not the phone's. One platform, two conventions, chosen by what the sensor is
attached to.

Gate: Apple macOS `swift build` + full suite (215 tests, 5 skipped, 0 failures) and the
iOS-triple typecheck, which is what actually compiles `DeviceGyro.swift`; Android
`:kit:compileDebugKotlin`, `:kit:testDebugUnitTest`, `:app:compileDebugKotlin`. Green.

Still owed: `DeviceGyroRemap`'s four orientation matrices remain derived — this run used a
controller's own sensors, not the mirror, so it says nothing about them. They need a
gyro-less pad on wire index 0 and a phone turned through all four orientations.
2026-08-07 21:28:13 +02:00
..

punktfunk — Apple client (macOS · iOS · iPadOS · tvOS)

The native Apple app for streaming a punktfunk host to your Mac, iPhone, iPad, or Apple TV. A SwiftUI app that finds hosts on your network, pairs with a PIN, and streams at your display's own resolution and refresh rate — with VideoToolbox hardware decode and full controller support.

All the networking and protocol work — QUIC control plane, UDP data plane, GF(2¹⁶) FEC, AES-GCM, Opus audio, cert pinning — lives in the shared Rust punktfunk-core (statically linked as PunktfunkCore.xcframework). This package is the Swift shell: decode, present, input, and UI.

Features

  • Hardware decode — VideoToolbox H.264/HEVC (plus AV1 on devices with an AV1 hardware decoder — M3-class Macs, A17 Pro-class iPhones), with a low-latency stage-2 presenter (VTDecompressionSessionCAMetalLayer, presented off a CADisplayLink, ~11 ms p50) as the default and an AVSampleBufferDisplayLayer fallback.
  • HDR & 4:4:4 — PQ passthrough with a correct reference-white anchor, mid-session SDR↔HDR reconfiguration, and hardware-probed 4:4:4 support.
  • Your display's native mode — the host builds a virtual output at exactly your WxH@Hz; mid-stream resize renegotiates without reconnecting.
  • Audio both ways — Opus playback (CoreAudio, no bundled libopus) with a jitter ring, plus mic uplink; speaker/mic selectable in Settings.
  • Full controller support — one selected controller forwarded as pad 0, including DualSense feedback (rumble → CoreHaptics, lightbar, player LEDs, adaptive triggers) and touchpad/motion. The virtual pad type auto-resolves from your physical controller.
  • Mouse & keyboardGCMouse/GCKeyboard capture with click-to-capture and a ⌃⌥⇧Q release (the cross-client Ctrl+Alt+Shift+Q; ⌘⎋ still works as the macOS/iPad toggle), plus iPad pointer lock and touch input.
  • Find hosts automatically — mDNS discovery (NWBrowser over _punktfunk._udp); first connect does a one-time SPAKE2 PIN pairing (or TOFU on trusted LANs), then reconnects on a pinned, Keychain-stored identity.
  • Tune the stream — a fps / Mb·s / latency HUD (skew-corrected across machines), a bitrate control, a per-host network speed test with a recommended bitrate, and a host-compositor picker.

Runs from one shared codebase across macOS, iOS, iPadOS, and tvOS.

Get it

Install from the App Store / TestFlight, or build from source below. Per-device install steps and the pairing walkthrough: docs.punktfunk.unom.io/docs/install-client.

Build / run / test (on a Mac)

Requires Xcode 26.5 / Swift 6.3. First build the Rust core into an xcframework, then build the app:

rustup target add aarch64-apple-darwin x86_64-apple-darwin
bash scripts/build-xcframework.sh            # → clients/apple/PunktfunkCore.xcframework
#   BUILD_IOS=1  also builds the iOS slices  (add the ios rustup targets)
#   BUILD_TVOS=1 also builds tvOS            (tier-3 targets, built from source — see below)

cd clients/apple
open Punktfunk.xcodeproj                      # the real app: ⌘R builds + runs Punktfunk.app
swift run PunktfunkClient                     # or the unbundled dev shell (CLI)
swift build && swift test                     # unit + loopback/remote tests (self-skip w/o a host)

tvOS slices are tier-3 Rust targets, built from source: rustup toolchain install nightly && rustup component add rust-src --toolchain nightly.

Test against a host

# full loopback proof — builds punktfunk-host (synthetic source, runs on macOS) and streams
# byte-verified frames into the Swift client, incl. the PIN pairing ceremony:
bash test-loopback.sh

# against a real Linux host on the LAN (see the repo README "Running on this box"):
PUNKTFUNK_REMOTE_HOST=<box-ip> swift test --filter RemoteFirstLightTests            # headless
PUNKTFUNK_AUTOCONNECT=<box-ip> PUNKTFUNK_MODE=1280x720x60 swift run PunktfunkClient # on glass

Project layout

  • PunktfunkKit (library) — the reusable pieces:
    • PunktfunkConnection — the wrapper over the C ABI (thread-safe close(), per-plane locks, pinning + TOFU).
    • AnnexB / StreamView / VideoDecoder / MetalVideoPresenter — format handling, the stage-1 (AVSampleBufferDisplayLayer) and stage-2 (VTDecompressionSessionCAMetalLayer) presenters.
    • InputCaptureGCMouse/GCKeyboard → host VK/mouse, with fractional-delta accumulation.
    • GamepadManager / GamepadCapture / GamepadFeedback / DualSenseTriggerEffect — controller discovery + selection, capture (buttons/axes/touchpad/motion), and host-feedback rendering.
    • HostDiscoveryNWBrowser over _punktfunk._udp.
  • PunktfunkClient (the app) — hosts grid with an On this network section, add-host sheet, the two trust flows (TOFU prompt + SPAKE2 PairSheet), the stream view with the HUD, a tabbed Settings pane (General / Display / Audio / Controllers / Advanced), and the network speed test. A Scene-level Stream menu carries the cross-client shortcut set: Release Mouse (⌃⌥⇧Q), Disconnect (⌃⌥⇧D) and the HUD toggle (⌃⌥⇧S) — the same Ctrl+Alt+Shift combos the Windows and Linux clients reserve, also shown on a 6-second banner at stream start. On iOS/iPadOS and macOS a connected controller swaps the whole home for the gamepad UI (Home/Gamepad*, Settings/GamepadSettingsView): a console-style host carousel (A connect · Y library · X settings), a controller-navigable settings screen, an add-host flow with an on-screen controller keyboard (no touch required anywhere), and the coverflow library browser — all driven by the shared GamepadMenuInput poller + GamepadCarousel/GamepadMenuList focus machinery, with dual-channel haptics (device Taptic + controller MenuHaptics), over an animated "aurora" backdrop (GamepadScreenBackground — TimelineView-driven drifting color blobs; deliberately pure SwiftUI, since a .metal library only reliably bundles in one of the two build systems these sources compile under). macOS presents the settings/add-host screens as sheets (no fullScreenCover there); PUNKTFUNK_FORCE_GAMEPAD_UI=1 forces the mode without a physical pad (dev/screenshots).
  • Tests (swift test) — Annex-B units, a real-codec VideoToolbox round trip, DualSense trigger-effect and gamepad-wire conversions, loopback integration against real local hosts, and the remote first-light test.

Notes for contributors

  • Xcode project (Punktfunk.xcodeproj) wraps the same sources as the swift run shell (a synchronized folder — no duplication). The macOS target is App-Sandboxed (needs network.server — the raw-UDP plane and quinn both bind()); iOS/tvOS use the shared entitlements file (keep app-sandbox out of it). Verify with codesign -d --entitlements :- <built .app>.
  • Decode flow: the host opens every stream with an IDR carrying VPS/SPS/PPS in-band, and recovery keyframes re-send them — refresh the format description on every IDR; there is no out-of-band extradata, ever.
  • ABI threading: one video pump thread per connection, one optional audio drain thread, and one optional feedback drain thread (rumble + HID-output). send() is enqueue-only and safe alongside all of them. The wrapper's per-plane locks make close() safe from anywhere.
  • DualSense motion scale (GamepadWire) is derived from hid-playstation's math, not yet live-verified — if gyro/accel feel wrong in a game, correct sign/scale there and evtest the host's virtual pad.
  • App Store screenshots are automated — tools/screenshots.sh all renders the real UI at the required pixel sizes via a DEBUG-only shot mode; the apple CI workflow captures the iOS sizes on every main push. See the script header for details. The script's SCENES array is the listing set, in listing order; override it (SCENES="06-gamepad-home 10-edithost" tools/screenshots.sh ios) to capture any of the other scenes in ShotScenes.all. Mock data — hosts, adverts, profiles — is seeded in ShotMock so a capture is byte-for-byte deterministic and never browses the real LAN (a stranger's hostname reached the live listing that way once).
  • Deeper design notes live in the internal planning repo (punktfunk-planning: apple-stage2-presenter.md).