C0 of design/client-architecture-split.md. Wake-then-connect exists three times today — GTK's `WakeConnect`/`wake_fallback`, the WinUI shell's `wake_and_connect` (whose comment says it "mirrors the Apple HostWaker"), and Apple's `HostWaker` itself — and the deep-link and profile work was about to make it five. `pf-client-core` already held the ingredients (wol, discovery, trust, library, session); what was missing was the layer that composes them, so every front-end composed them itself. `ConnectPlan` is a resolved intent: which host, which pin, which launch id, which profile, the effective settings, whether to wake. One constructor per door — a card click, a CLI verb, a URL — one type out. `ConnectPlan::resolve` is pure (stores in, plan out), which is what lets the URL router be tested without a config directory; `for_host` is the convenience that loads them. `plan_from_link` is where the deep-link security rules actually live, rather than in each shell: a contradicted fingerprint refuses and says which host it was about, an ambiguous name refuses instead of picking the first, a profile the catalog can't honor refuses BEFORE anything is dialled, and an unknown — or known-but-never-pinned — host becomes a confirmation sheet carrying the claimed name and expected pin, so the first connect is verified rather than blind TOFU. Preempting a live session stays with the caller: only the front-end knows one is running. `WakeWait` is Apple's `HostWaker` cadence as a pure step function — packet at 0 s and every 6 s, presence polled every second, 90 s budget, and a PARK (not an error) at the end, because "it didn't wake in 90 s" is usually "give it 10 more". As a step function each front-end drives it from its own loop and they still agree, and the whole cadence is testable without waiting 90 seconds. Session spawn, its argv and its stdout contract move here too, and the GTK shell now spawns through them — so "which flags does a stream get" and "what does ready mean" have one answer for the shells, the console and the coming CLI. `--profile` deliberately does NOT ride a plain card click: the session resolves the host's binding through the same helper, and passing it would be a second source of truth for one decision. Not yet adopted: the two shells' wake paths. That swap changes the most-used path in the product and the handoff wants it verified on glass with a genuinely sleeping host, which this session couldn't do — so the state machine lands, the duplication stays until it can be verified away. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
punktfunk — Linux client
The native Linux app for streaming a punktfunk host to your desktop, laptop, or Steam Deck.
It's a clean relm4/GTK4/libadwaita shell that finds hosts on your network, pairs with a PIN,
and manages your settings and library — the stream itself runs in the sibling
punktfunk-session Vulkan binary (clients/session), which the shell
spawns, putting the picture on glass at your display's own resolution and refresh rate.
Built in Rust end to end (no C ABI): the shell shares its plumbing with the session binary through
crates/pf-client-core, which links the punktfunk-core protocol crate and speaks the fast
punktfunk/1 protocol — QUIC control plane, GF(2¹⁶) FEC + AES-GCM data plane.
Features
- Zero-copy hardware decode — the session presenter decodes via Vulkan Video on every GPU vendor (including NVIDIA), falling back to FFmpeg VAAPI → DRM-PRIME dmabuf and then software when Vulkan Video is unavailable.
- Your display's native mode — the host builds a virtual output at exactly your WxH@Hz; no scaling, no letterboxing. Steady 60 fps at 1080p60, ~6 ms capture→decoded on the LAN.
- Audio both ways — PipeWire playback with a jitter ring, plus mic uplink to the host.
- Full controller support — SDL3 gamepads with rumble and DualSense fidelity (lightbar, player LEDs, touchpad, motion, adaptive-trigger replay). Click-to-capture keyboard and mouse, with a release chord (Ctrl+Alt+Shift+Q) and focus-loss release.
- Find hosts automatically — mDNS discovery lists hosts on your LAN; saved hosts persist. First connect does a one-time SPAKE2 PIN pairing (or TOFU on trusted LANs), then reconnects on a pinned identity.
- Per-host speed test to pick a bitrate, plus compositor and mode preferences in Settings.
- Game library browser (experimental, off by default) — "Browse library…" on a saved host shows its games (Steam + custom) as a poster grid; click one to launch it in the session. Fetched from the host's management API over mTLS — paired devices are authorized by their certificate, no extra host setup.
- Gamepad library launcher (
--browse host) — a console-style, controller-driven library view of a paired host's games, rendered by the session binary's Skia console UI: A plays the focused title, B quits, L1/R1 jump. Built for the Steam Deck plugin's "Open library" launch; session end returns to the launcher. Arrow keys/Enter/Esc drive it too (no pad needed).
Get it
Most people should install a package rather than build from source:
| Distro | Install |
|---|---|
| Flatpak (any distro, Steam Deck) | io.unom.Punktfunk — see packaging/flatpak |
| Ubuntu / Debian (apt) | sudo apt install punktfunk-client (after adding the repo) |
| Fedora / Bazzite (rpm) | rpm-ostree install punktfunk-client |
| Arch (PKGBUILD) | see packaging/arch |
Per-device install steps and pairing walkthrough: docs.punktfunk.unom.io/docs/install-client.
Build & run from source
Requires GTK ≥ 4.16, libadwaita ≥ 1.5, FFmpeg 7 or 8 (with VAAPI for hardware decode), PipeWire, and SDL3 (with hidapi) development packages.
# from the repo root
cargo run -p punktfunk-client-linux # launch the app
cargo run -p punktfunk-client-linux -- --connect HOST[:PORT] # skip the host list and connect
cargo run -p punktfunk-client-linux -- --browse HOST # the gamepad library launcher
The binary is named punktfunk-client — the relm4/libadwaita desktop shell (hosts,
pairing/trust, settings, the desktop library page). Every stream and the console game
library run in the sibling punktfunk-session Vulkan binary; the shell spawns it
for connects, and --connect/--browse on the shell exec it directly (so the Decky
wrapper keeps working unchanged). Headless flags stay in the shell:
--pair <PIN> --connect host[:port] (pairing ceremony), --wake host[:port], and
--library host[:mgmt_port] (print a host's game library).
Layout
src/
main.rs · app.rs entry point, relm4 AppModel (window, trust gate, session child
lifecycle, typed messages), primary menu, CSS
cli.rs headless paths (--pair/--wake/--library), the --connect/--browse
exec handoff to punktfunk-session, screenshot scenes
ui_hosts.rs hosts page component (FactoryVecDeque cards, saved + discovered
grids, add-host dialog, banner)
ui_library.rs game-library poster grid (per-host, launches titles)
ui_trust.rs TOFU / PIN-pairing / request-access dialogs
ui_settings.rs resolution · refresh · decoder · bitrate · compositor · mic
spawn.rs the session-child plumbing (stdout contract → AppMsg)
tools/screenshots.sh store screenshot capture (app self-capture; Xvfb fallback)
The UI-agnostic plumbing — session pump, FFmpeg decode, PipeWire audio, SDL3 gamepads +
keymap, trust store, mDNS discovery, library client, Wake-on-LAN — lives in
crates/pf-client-core, shared with the Vulkan session binary.
Related
- Documentation — quick start, pairing, troubleshooting
- Steam Deck plugin — launches this client fullscreen in Gaming Mode
- Project README — the host, the other clients, and how it all fits together