Files
punktfunk/clients/windows
enricobuehler d4467a44e2 feat(core): mid-stream clock re-sync — live offset survives wall-clock steps and drift
Networking-audit deferred plan §2. The host↔client offset was measured once
at connect; an NTP step or slow drift silently corrupted the clock-based
jump-to-live signal, the ABR one-way-delay signal, and every latency stat —
4a3b1ae2's disarm backstop stopped the IDR storm but lost the detector for
the session. Now the client re-estimates mid-stream and recovers it.

- quic: ClockResync — the connect-time 8-round probe/echo estimate as a
  select!-driven state machine (rounds matched by echoed t1, stale batches
  ignored), plus accept_resync (batch min-RTT ≤ max(2 ms, 1.5× connect RTT)
  so a congested window can never bias the offset). No wire change: the
  host has always answered ClockProbe at any time on the control stream.
- client: the offset lives in an Arc<AtomicI64> seeded at connect; the
  control task re-probes every 60 s and immediately after the pump's FIRST
  no-op clock flush (the "clock stepped under me" signal, sent on the next
  report tick). On apply: store, reset stale_frames/noop_clock_flushes,
  re-arm the clock detector if a step had disarmed it. The disarm heuristic
  stays as the final backstop. Public NativeClient::clock_offset_ns keeps
  the connect-time value (ABI untouched); new clock_offset_now_ns() /
  clock_offset_shared() expose the live value.
- consumers migrated to the live offset: pf-client-core session stats, the
  pf-presenter e2e stamp, Windows session/render, Android feeder/drain/
  DisplayTracker (the tracker holds the shared handle, not the client, so
  the leaked render-callback refcount can't pin the session).
- probe: --clock-resync runs a second full handshake mid-connection and
  asserts a sane, consistent estimate. Live against the local canary host:
  offsets 8646/2139 ns, disagreement 6 µs, 8/8 rounds — OK.

Unit tests cover the round collection, stale-echo rejection, batch restart,
min-RTT selection, and the acceptance guard. cargo ndk check green.
Remaining manual validation: `sudo date -s "+2 sec"` on a live streaming
client → expect one no-op flush, a re-sync, re-armed detector, no IDR pulse.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 15:45:12 +02:00
..

punktfunk — Windows client

The native Windows app for streaming a punktfunk host to your PC. A modern WinUI 3 app that discovers hosts on your network, pairs with a PIN, and streams at your display's own resolution and refresh rate — with a hardware-accelerated D3D11 video path and HDR.

It's pure Rust: the UI is WinUI 3 driven through windows-reactor (a declarative, React-like framework), and it links the shared punktfunk-core directly to speak the fast punktfunk/1 protocol.

Features

  • Hardware decode, GPU present — FFmpeg HEVC with a D3D11VA zero-copy path (decoder and presenter share one D3D11 device; NV12/P010 textures sampled straight into a SwapChainPanel composition swapchain), with a robust software-decode fallback.
  • HDR10 — advertise 10-bit/HDR, detect PQ in-band, and flip the swapchain to R10G10B10A2 + ST.2084 with HDR10 metadata.
  • Your display's native mode — the host builds a virtual display at exactly your WxH@Hz.
  • Audio both ways — WASAPI render + mic capture.
  • Full controller support — SDL3 gamepads with rumble, lightbar, and DualSense feedback.
  • Your display's native mode, really — "Native display" resolves the actual size + refresh of the monitor the window is on at connect time.
  • Find hosts automatically — mDNS discovery lists hosts on your LAN, alongside saved and manual entries. First connect does a one-time SPAKE2 PIN pairing (or TOFU on trusted LANs), then reconnects on a pinned identity. Saved hosts carry per-host actions: a network speed test (probe burst over the real data plane → recommended bitrate, applied in one tap) and forget.
  • Polished shell — host cards, settings (resolution / refresh / host compositor / decoder / codec / bitrate / HDR / forwarded controller / gamepad type / system shortcuts / audio channels / mic / stats-overlay level), the tiered stats overlay (Off / Compact / Normal / Detailed — Ctrl+Alt+Shift+S cycles it live in the session window), and the full trust surface. Stream input uses Win32 low-level hooks with Moonlight-style capture: Ctrl+Alt+Shift+Q releases the pointer, a click on the stream re-captures it, and system shortcuts (Alt+Tab, Win, …) can act locally or forward to the host.

Builds and ships for both x64 and ARM64 as a signed MSIX.

Get it

Install the signed MSIX from the package registry — see docs.punktfunk.unom.io/docs/install-client. A stock Moonlight client also works over GameStream if you prefer.

Build from source

Windows-only (the crate builds as a stub on other platforms so the workspace stays green). You need the MSVC toolchain, an FFMPEG_DIR FFmpeg tree, and CMake (SDL3 builds from source). windows-reactor's build.rs downloads the Windows App SDK NuGets and needs CARGO_WORKSPACE_DIR set.

cargo build -p punktfunk-client-windows --target x86_64-pc-windows-msvc

# CLI paths for testing (no window):
punktfunk-client --discover                                   # list hosts on the LAN
punktfunk-client --headless --connect host[:port] [--pin HEX] # connect, count frames, print stats
punktfunk-client --headless --speed-test --connect host[:port]  # probe burst → recommended bitrate

CARGO_HOME must be an ASCII path — non-ASCII characters break SDL3's MSVC precompiled-header build. Packaging (MSIX manifest, signing) lives in packaging/.

Layout

src/
  main.rs                 entry point + CLI paths (--discover · --headless · --speed-test)
  app/                    WinUI 3 shell (windows-reactor), one module per screen:
                          mod (root/router) · hosts · connect · pair · speed · settings ·
                          licenses · stream · style (shared cards/pills/monograms)
  present.rs · gpu.rs      SwapChainPanel D3D11 composition swapchain; shared D3D11 device
  video.rs                FFmpeg HEVC decode (D3D11VA zero-copy + software fallback)
  audio.rs                WASAPI render + mic capture
  gamepad.rs              SDL3 controllers + rumble/lightbar/DualSense feedback
  input.rs                Win32 low-level hooks → host input (pointer lock · click-to-capture)
  session.rs              session lifecycle over the NativeClient connector (+ speed probe)
  trust.rs · discovery.rs persistent identity, TOFU/PIN pairing, mDNS browse
packaging/                MSIX manifest, signing, pack script