A 4-agent read of the host crate: a Windows host is an "add a backend" job, not a parallel port — ~95% reuse (core/protocol/FEC/crypto/C-ABI, QUIC, GameStream, mgmt, m3/pipeline are all platform-agnostic and already cfg-isolated). New cfg(windows) backends behind the existing traits: DXGI Desktop Duplication (capture), Media Foundation / NVENC-SDK (encode), SendInput + ViGEm (input), WASAPI loopback + virtual mic (audio). The blocker is the virtual-display feature — no user-mode Windows API; it needs a signed kernel-mode IDD driver (XL). docs/windows-host.md records the per-subsystem effort + a phased plan (Phase 0 = a "basic Windows host" capturing an existing monitor, smallest surface). Deferred: large and unbuildable on the Linux dev box, per the request to only take it on if manageable. roadmap.md marks #1/#2/#4 done, #3 packaged, and adds #7 Windows. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
6.4 KiB
punktfunk roadmap — next goals
Decided 2026-06-10 (research-grounded; see commit history). Sequence: KDE reliability → client compositor options → mic passthrough → Bazzite COPR RPM (then bootc) → touch → full UHID DualSense → iOS (+ Windows host, scoped & deferred).
Done (2026-06-10): #1 KDE reliability (Phase 1 + 2), #2 compositor options (full stack incl.
macOS client), #4 mic passthrough — all on main, live-validated. #3 Bazzite packaging written
(packaging/); the COPR/bootc build is operator-run. Remaining: #5 touch → UHID DualSense, #6 iOS,
and a Windows host (docs/windows-host.md).
1. Reliable headless KDE/compositor spawning ✅ (done — Phase 1 + 2)
Startup is a chain of timing-sensitive handoffs with no readiness checks — each is a blind
sleep, one-shot timeout, or silent fire-and-forget that fails into a black screen.
- Phase 1 (S): replace
run-headless-kde.sh's blindsleep 2with an active readiness wait (kwin socket +wl_displayroundtrip +zkde_screencastglobal advertised + KWIN_PID alive); add apunktfunk-host probe-compositorsubcommand (reuses kwin.rs's registry roundtrip); move the portal restart to after readiness and precede it withsystemctl --user import-environment+dbus-update-activation-environment(the missing env import — the Sway script does this, the KDE one doesn't). - Phase 2 (M): bounded retry-with-backoff around
vd.create()+ first-frame (permanent vs transient); a PipeWire negotiation watchdog with zero-copy→CPU auto-fallback ("no PipeWire frame within 10s" → recovery or precise diagnosis); fixset_custom_refreshto wait for the output, read back the active mode, reconcile encoder fps; harden gamescope node discovery + detect the known-bad-gamescope signature; graceful PipeWire-thread stop. - Phase 3 (L): supervised systemd user session (kwin + portal + host) with the readiness
probe as an
ExecStartPostgate,Restart=on-failure.
2. Offer available compositors in the client ✅ (done)
Host enumerates which backends are actually available (binary present + version OK: gamescope ≥3.16.22, KWin ≥6.5.6, gnome-shell, sway), advertises the list in the punktfunk/1 Welcome + a mgmt-API field; client sends its pick in the Hello; host honors it per session. Picker in the Apple client + web console.
3. Bazzite / install on other devices ✅ (packaging written — packaging/)
Bazzite already ships gamescope + PipeWire + the NVIDIA driver (incl. libnvidia-encode);
it's Fedora-atomic and the community installs Sunshine via COPR rpm-ostree — the analog.
Written: packaging/rpm/punktfunk.spec (builds the host from source), packaging/bootc/Containerfile
(FROM bazzite-nvidia), packaging/bazzite/host.env (gamescope default), packaging/copr/ +
packaging/README.md. The build itself is operator-run (COPR / a Fedora toolbox; not buildable on
the Ubuntu dev box). LICENSE-{MIT,APACHE} added to match the declared dual license.
- M-Bazzite-1: a COPR RPM (primary) — binary +
60-punktfunk.rules(→/usr/lib/udev/rules.d) + systemd--userunit +host.env.example;Requiresthe NVENC ffmpeg-libs Bazzite already pulls; links hostlibcuda/libnvidia-encodedirectly. Install =rpm-ostree install+ reboot + add toinput/render. Default backend = Bazzite's already-present gamescope (minimal session plumbing). - M-Bazzite-2: wrap the RPM in a bootc/OCI image layer (
FROM ghcr.io/ublue-os/bazzite-nvidia:stable) for the appliance/"just rebase" experience. - Flatpak only later as an explicitly-degraded convenience build (sandbox fights zero-copy NVENC/dmabuf/uinput).
4. Mic passthrough — client mic → host input device ✅ (done — host side)
The exact mirror of the host→client desktop-audio path. A PipeWire virtual source apps can
select = a pw_stream with Direction::Output + media.class=Audio/Source.
- New
0xCBMIC_AUDIO datagram (mirror of0xC9) +NativeClient::send_audio+ ABIpunktfunk_send_audio. audio/source_linux.rs— near-copy of the capture file, Direction::Output, fed from a jitter buffer (silence-fill underrun, Opus PLC).- Host
mic_thread(Opus decode → ring → source); teardown RAII, setnode.dont-reconnect. - Apple capture (AVAudioEngine → Opus). Opt-in + paired-only (a remote mic is a privacy surface). punktfunk/1-only.
5. Touch + rich DualSense (decision: commit to full UHID DualSense)
- Touch (M):
reisalready exposesei_touchscreen— add Touch InputKinds + wireei::Touchscreenininject/libei.rs(reuse the abs-pointer region mapping). Multi-touch on KWin/Mutter; single-pointer fallback elsewhere. - Rich DualSense (XL, committed): uinput can't carry HID output reports. Use UHID +
the kernel
hid-playstationdriver (the inputtino/Wolf approach): present a genuine DualSense (real report descriptor, vendor 054C/0CE6, BT mode + CRC32) so games drive LED + adaptive triggers + touchpad + gyro; forwardUHID_OUTPUT(LED color, trigger effects) to the client'sGCDualSense*APIs. Needs a variable-length gamepad/touch event family (the fixed 18-byte InputEvent can't hold touchpad/motion), per-client controller-type negotiation, and a/dev/uhidudev rule. Phase after touch + a protocol-growth step.
6. iOS/iPadOS → tvOS (deferred)
PunktfunkKit is already platform-shared; iOS needs the UIViewRepresentable presenter twin
- touch capture (#5) + UI. tvOS later.
7. Windows as a host (scoped & deferred — docs/windows-host.md)
Architecturally an "add a backend" job, not a parallel port: punktfunk-core (protocol/FEC/
crypto/C-ABI) + QUIC + GameStream + mgmt + the m3/pipeline orchestration are all platform-agnostic
and already cfg-isolated (~95% reuse). New #[cfg(windows)] backends behind the existing traits:
capture (DXGI Desktop Duplication), encode (Media Foundation / NVENC-SDK with a D3D11 context),
input (SendInput + ViGEm), audio (WASAPI loopback + a virtual mic). The blocker is the
virtual-display feature — no user-mode Windows API; it needs a signed kernel-mode IDD driver
(XL). Recommended start: Phase 0 — a "basic Windows host" capturing an existing monitor (no
virtual display), proving the whole stack with the smallest surface. Deferred because it's large and
unbuildable on the Linux dev box; the trait boundaries are already in the right places.