Four faults in the Android feedback path, all of them silent. Rumble stopped for the rest of the session if one vibrator call threw. The poll thread called cancel() unguarded while every call around it was already wrapped, so an unchecked throw — DeadSystemRuntimeException, or the RuntimeException a dying service wraps a RemoteException in — unwound the thread. `running` stayed true, so nothing noticed it was gone and nothing restarted it. Guarding the two bare cancels is not enough on its own: the binder calls that bind a vibrator can throw just the same, so the loop itself now survives a failed render, and the same guard covers the hidout thread. A rumble stop that was never written was treated as one that landed. The DualSense capture disarmed its backstop timer *before* the write, on a queue that discarded failed submits without saying so, so a dropped stop left the motors running with nothing scheduled to try again — and a USB pad holds its last level until told zero. Writes now report whether they were accepted, the backstop is disarmed only once the stop is actually on its way, and the backstop re-arms rather than giving up if its own write is refused. A full write queue dropped lightbar colours, player-LED masks and trigger effects. Its overflow rule was "drop the oldest", which is right for rumble — re-sent continuously, so a lost frame returns milliseconds later — and wrong for everything else, which the host sends once on change and never repeats. Eviction is now driven by an explicit key from the caller rather than by inspecting the bytes: rumble supersedes the pending rumble in place, and a one-shot is discarded only if the queue holds nothing but one-shots. The key cannot be recovered from the report itself, which is why this is not keyed by report id — every DualSense output report carries the *same* id and differs only in its valid_flag bytes, so an id-keyed rule would let a rumble supersede a lightbar, which is this bug again by another route. An unplug leaked the USB connection and the detach receiver. The link only signalled the drop; neither capture released anything, so the interfaces stayed claimed (the pad could not return to Android's own input stack) and a re-plug overwrote the field holding the receiver, stranding one live for the rest of the process. The captures now release the transport, stop() is safe to call from the callback it arrives on — the reader thread must not join itself — and a close is reported exactly once however many detectors see it. A reader that could not queue a single request now reports itself down too, instead of leaving the owner waiting on a capture that never streams.
punktfunk — Android client (phone & TV)
The native Android app for streaming a punktfunk host to your phone, tablet, or Android TV. A Compose app that finds hosts on your network, pairs with a PIN, and streams at the display's own resolution — with hardware HEVC decode, HDR10, and controller support, built for both touch and the couch (D-pad / gamepad focus navigation).
Features
- Hardware decode — NDK
AMediaCodecHEVC →SurfaceView, including HDR10 (Main10 / BT.2020 PQ), with low-latency tuning and a live stats HUD. - Audio both ways — Opus + AAudio playback with a jitter ring, plus mic uplink to the host.
- Controller support — buttons + axes with rumble and HID feedback (lightbar / adaptive triggers); D-pad / gamepad focus navigation for TV and phone.
- Find hosts automatically — native mDNS discovery; first connect does a one-time SPAKE2 PIN pairing (or TOFU on trusted LANs), then reconnects on a Keystore-wrapped, pinned identity.
- Compose UI — Connect / Settings / Stream screens with Material You theming.
Built for arm64-v8a + armeabi-v7a + x86_64 — the 32-bit armeabi-v7a slice is what keeps the
app installable on the many 32-bit Google TV / Android TV streamers (Walmart onn. 4K, Chromecast with
Google TV, budget Amlogic boxes) that otherwise reject a 64-bit-only build as "not compatible".
Get it
Published to Google Play (Internal Testing) — join the beta via the Discord. Per-device setup and pairing: docs.punktfunk.unom.io/docs/install-client.
How it's built — Rust-heavy
Kotlin can't import the cbindgen C header the way Swift can, so a native bridge is unavoidable. We
write it in Rust and link punktfunk-core directly — so the Android client reuses the Linux
client's orchestration (audio jitter ring, VK keymap inverse, latency/skew math, capture state
machine, trust logic) instead of re-porting it into Kotlin.
| Side | Owns |
|---|---|
Rust (native/ → libpunktfunk_android.so) |
the JNI seam, NativeClient (QUIC control + UDP data plane), AnnexB → AMediaCodec decode (incl. HDR10), Opus + AAudio audio + mic, controller feedback, latency math, trust/pairing, mdns-sd discovery |
Kotlin (app/, kit/) |
Compose UI, SurfaceView lifecycle, input capture, the Wi-Fi MulticastLock + permission UX, Keystore identity |
The single seam is io.unom.punktfunk.kit.NativeBridge ⇄ Java_io_unom_punktfunk_kit_NativeBridge_*.
native/ Rust cdylib (workspace member) — links punktfunk-core directly
src/lib.rs crate doc · JNI_OnLoad · version probes
src/session/ session lifecycle: connect/pair + trust, plane start/stop, input shims
src/decode.rs AnnexB → AMediaCodec HEVC hardware decode → SurfaceView (incl. HDR10)
src/audio.rs · src/mic.rs Opus + AAudio playback / mic uplink
src/feedback.rs · src/stats.rs rumble + HID feedback; live video stats
src/discovery.rs native mdns-sd browse of the host's _punktfunk._udp advert
app/ :app — Compose UI: Connect / Settings / Stream (phone + TV)
kit/ :kit — NativeBridge · native mDNS discovery · Gamepad · Keymap · Keystore identity
Build & run
Prerequisites: Android SDK + NDK r30 (30.0.14904198), platforms;android-37.0,
build-tools;37.0.0, cmake;3.22.1 (builds libopus); JDK 21 (AGP 9.2 runs on JDK 17–21, not
a newer default); Rust with rustup target add aarch64-linux-android armv7-linux-androideabi x86_64-linux-android and
cargo install cargo-ndk. Toolchain is pinned (AGP 9.2 · Gradle 9.4.1 · Kotlin 2.3.21 · Compose BOM
2026.05.01 · compileSdk 37 · minSdk 28).
Android Studio: open clients/android — it uses its bundled JBR 21, and the cargoNdk* task
builds the .so as part of the normal build.
CLI (point Gradle at JDK 21 if your machine default is newer):
export JAVA_HOME="$(/usr/libexec/java_home -v 21)" # or your Temurin 21 path
cd clients/android
./gradlew :app:assembleDebug # cargo-ndk cross-compiles libpunktfunk_android.so first
./gradlew :app:installDebug # onto a running emulator/device
# emulators from env setup: emulator -avd pf_phone | emulator -avd pf_tv
The debug APK lands in app/build/outputs/apk/debug/. Launch it, pick a host, pair, and stream.
Related
- Documentation — quick start, pairing, troubleshooting
- Project README — the host, the other clients, and how it all fits together