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refactor: drop milestone names + consolidate clients; loss-recovery & rumble fixes
Two bodies of work in one commit (the rename moved files the fixes also touched).

Naming/structure cleanup (pre-launch):
- Host modules m3.rs->punktfunk1.rs, m0.rs->spike.rs; CLI m3-host->punktfunk1-host,
  m0->spike; bare `punktfunk-host` now prints help. Types M3Options/M3Source->
  Punktfunk1Options/Punktfunk1Source.
- Clients consolidated out of crates/ into clients/: punktfunk-client-rs->
  clients/probe (crate punktfunk-probe), client-linux->clients/linux,
  client-windows->clients/windows, punktfunk-android->clients/android/native
  (crate punktfunk-client-android; kept [lib] name=punktfunk_android so the JNI
  contract is unchanged). crates/ now holds only core + host.
- Milestone codes M0-M4 purged from code/CLI/CLAUDE.md/README/docs/docs-site,
  kept only in docs/implementation-plan.md. docs/m2-plan.md->
  docs/gamestream-host-plan.md. CI/gradle/flatpak paths updated.

Client loss-recovery (video froze and never recovered after a brief drop):
- Export punktfunk_connection_frames_dropped through the C ABI (the core already
  tracked it for the client keyframe-recovery loop; it was never reachable from
  the ABI clients). Regenerated punktfunk_core.h.
- Apple (StreamPump + Stage2Pipeline) and Android (decode.rs) now poll
  frames_dropped and request a keyframe when it climbs -- the same loss-driven
  recovery Linux/Windows already had. Under infinite GOP the decoder silently
  conceals reference-missing frames, so the decode-error trigger rarely fires.

Apple rumble robustness (worked then went spotty -- DualSense + Xbox):
- Add CHHapticEngine stopped/reset handlers (rebuild on app background / audio
  interruption / server reset) and drop the permanent `broken` latch on a
  transient drive failure; latch only when the controller truly has no haptics.
- Surface swallowed SDL set_rumble errors on Linux/Windows + diagnostic logging.

Verified: cargo build/clippy/fmt --workspace, C-ABI harness, header drift.
Not runnable on this box (verify in CI): Gitea workflows, gradle/Android,
flatpak, Swift/decky.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 21:05:58 +00:00

6.1 KiB
Raw Blame History

title, description
title description
Windows Host Feasibility and scoping for a Windows host backend.

Status: scoped, deferred — but de-risked. A Windows host is architecturally an "add a backend" job, not a parallel port. The one thing that used to make it large — the per-client virtual output, which has no user-mode Windows API and seemingly needed a self-signed kernel Indirect Display Driver (IDD) — is solved by reusing SudoVDA, the Sunshine Virtual Display Adapter: a pre-built, signed IDD that creates virtual displays at arbitrary WxH@Hz on demand. We install it and drive its control interface; no driver to write or WHQL-sign. That turns the headline feature from XL into a medium backend. This doc records what's left so the work can be picked up deliberately.

(Grounded in a 4-agent read of the host crate, 2026-06-10; SudoVDA path added 2026-06-11.)

What's already done for us

punktfunk is cleanly layered. ~95% of the codebase is platform-agnostic and reuses verbatim:

Reusable as-is Why
punktfunk-core (protocol, FEC, crypto, session, transport, C ABI) Zero platform deps — no cfg(linux) anywhere; the C ABI is already cross-platform
QUIC control plane (quic.rs, pairing, mode negotiation) quinn + tokio are portable
GameStream P1.1 (mDNS, serverinfo, pairing, RTSP, ENet) — except stream.rs/audio.rs pure wire logic
Management REST API (mgmt.rs) + OpenAPI axum/tokio, portable
Pipeline + punktfunk1.rs orchestration trait-generic — calls capturer.next_frame(), encoder.submit/poll(); needs zero changes
The trait boundaries themselves: Capturer, Encoder, VirtualDisplay, InputInjector, AudioCapturer, VirtualMic platform-neutral signatures; Linux deps are already isolated under [target.'cfg(target_os="linux")'.dependencies]

So a Windows host is new #[cfg(target_os = "windows")] backend modules behind the existing traits — the per-frame path, protocol, and control plane don't move. No architectural refactor is required; the boundaries are already in the right places.

What a Windows host needs (new code)

Each row is a Linux backend that needs a Windows sibling. Effort is the implementation effort; all reuse the existing trait.

Subsystem Linux today Windows equivalent Effort Notes
Capture xdg ScreenCast portal → PipeWire (dmabuf) DXGI Desktop Duplication (or Windows.Graphics.Capture) → D3D11 texture M DXGI gives a GPU B8G8R8A8 texture directly
Virtual display KWin/Mutter/Sway/gamescope protocols SudoVDA (pre-built signed IDD) — install + drive its control API to add/remove a WxH@Hz virtual monitor per session M no longer the blocker: SudoVDA is the same IDD Sunshine ships, so no driver to author or sign. The VirtualDisplay backend = enable the adapter, create a monitor at the client's mode, capture it (DXGI), tear it down on session end. Fallback if SudoVDA is absent: capture an existing monitor (loses native-resolution)
Encode ffmpeg-next NVENC, CUDA hwframes Media Foundation H.264/HEVC/AV1, or NVENC SDK direct with a D3D11 device context (AVD3D11VADeviceContext) ML encode.rs AU/codec logic + NVENC option strings are portable; only the hwdevice + frame-pool glue swaps
Zero-copy bridge dmabuf → EGL/Vulkan → CUDA D3D11 texture → NVENC (shared texture / cudaImportExternalMemory + D3D12 fence) M optional — a portable CPU-copy path already exists, so v1 can skip this
Input (ptr/kbd) libei (RemoteDesktop portal) / wlr protocols SendInput (keybd_event/mouse_event) S the VK→evdev table just becomes VK→VIRTUAL_KEY (already Win32-native)
Input (gamepads) uinput X-Box-360 pad + FF rumble ViGEm (Virtual Gamepad Emulation) + HID reports M rumble back-channel maps to ViGEm notifications
Audio capture PipeWire sink-monitor WASAPI loopback (IAudioCaptureClient) SM also produces interleaved f32 — same AudioCapturer contract
Virtual mic PipeWire Audio/Source virtual audio device (VB-Cable-style WDM driver) or WASAPI render-to-fake-device M needs a driver or a bundled 3rd-party cable
sendmmsg batching gamestream/stream.rs already has a cfg(not(linux)) per-packet fallback nothing to do

Rough total: ~2,0004,000 LOC of new Rust (no C++ driver — SudoVDA is reused as-is), spread over capture/encode/vdisplay/input/audio. With the driver problem solved, the overall effort is now medium; the input+audio layer alone is smallmedium.

  1. Phase 0 — "basic Windows host" (no virtual display). Capture an existing monitor (DXGI Desktop Duplication) → Media Foundation/NVENC encode → SendInput + WASAPI loopback. This proves the whole stack on Windows with the smallest surface, reusing all of core/QUIC/GameStream/mgmt. It loses the per-client native-resolution output but is a working Windows host quickly.
  2. Phase 1 — the virtual display via SudoVDA. A VirtualDisplay backend that enables SudoVDA, creates a monitor at the client's exact WxH@Hz, captures it (DXGI), and tears it down on session end — restoring punktfunk's headline feature with no driver authoring or signing. (Ship/guide the SudoVDA install as a host prerequisite, like the udev rule on Linux.)
  3. Phase 2 — input + audio parity. ViGEm gamepads + rumble; WASAPI virtual mic; D3D11→NVENC zero-copy.

Why it's deferred (not started now)

  • The remaining work is medium and mechanical, but none of it is buildable or testable on the Linux dev box — it would be unvalidated code until there's a Windows box in the loop.
  • SudoVDA removed the hard blocker (the signed kernel driver); what's left is a backend port, picked up whenever a Windows target is in scope.

The architecture is ready whenever the work is scheduled; this doc + the clean trait boundaries are the down payment. Start at Phase 0 for the fastest path to a working Windows host.