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punktfunk/docs/roadmap.md
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docs: scope Windows-as-host (deferred) + update roadmap status
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>
2026-06-10 22:29:01 +00:00

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Markdown

# 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 blind `sleep 2` with an active readiness
wait (kwin socket + `wl_display` roundtrip + `zkde_screencast` global advertised +
KWIN_PID alive); add a `punktfunk-host probe-compositor` subcommand (reuses kwin.rs's
registry roundtrip); move the portal restart to *after* readiness and precede it with
`systemctl --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); fix `set_custom_refresh`
to 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 `ExecStartPost` gate, `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 `--user` unit + `host.env.example`; `Requires` the
NVENC ffmpeg-libs Bazzite already pulls; links host `libcuda`/`libnvidia-encode` directly.
Install = `rpm-ostree install` + reboot + add to `input`/`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 `0xCB` MIC_AUDIO datagram (mirror of `0xC9`) + `NativeClient::send_audio` + ABI
`punktfunk_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, set `node.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):** `reis` already exposes `ei_touchscreen` — add Touch InputKinds + wire
`ei::Touchscreen` in `inject/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-playstation` driver (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; forward `UHID_OUTPUT` (LED color, trigger effects) to
the client's `GCDualSense*` 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/uhid` udev 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.