Phases 1–4 of design/encoder-recovery-hardening.md — make the shipped RFI/ freeze-until-reanchor recovery honest and rebuild-safe across every backend. F1 — frame-index domain desync: the encode loop now owns a session-lifetime `au_seq`; `Encoder::submit_indexed(au_seq + inflight)` pins NVENC inputTimeStamp and AMF LTR slots to the WIRE frame index, so `invalidate_ref_frames` compares client frame numbers in the same domain and survives adaptive-bitrate rebuilds (an internal counter desynced on the first rebuild → RFI silently dead / an AMF force-ref onto a never-decoded frame). `FrameMsg.frame_index` → `Session::seal_frame_at`; GameStream gets the same via `VideoPacketizer:: packetize(.., Some(idx))`. F2 — Windows NVENC left the client frozen ~1s per loss: NVENC RFI was transparent (no anchor tag) while the session glue armed the 750ms IDR cooldown, so the freeze only lifted on the ~1s keyframe re-ask. NVENC now mirrors AMF — `pending_anchor` tags the first post-invalidate AU (the clean re-anchor P-frame) `recovery_anchor`, incl. the covering-range dedupe re-arm; the client lifts at ~RTT. F3 — speed-test probe filler burned video frame indexes: moved to its own index space (`Packetizer::alloc_probe_index` + `Session::submit_probe_frame`) with a second client reassembly window routed on FLAG_PROBE, gated on the new VIDEO_CAP_PROBE_SEQ Hello bit (mid-session probes declined for older clients). F4 — RFI range sanity cap: forward gaps wider than `packet::RFI_MAX_RANGE` (256) resync via keyframe instead of an out-of-range RFI, host- and client-side (client huge-gap → keyframe in `RfiRecovery::observe` + the pf-client-core pump). F5 — reset() parity: Windows NVENC (teardown + lazy re-init), Linux VAAPI (drop-inner), Linux NVENC (reopen from stored OpenArgs) now give the stall watchdog a heal lever instead of ending the session. F6 — sw.rs `pending: VecDeque` (was `Option`), killing the silent AU drop at capturer pipeline depth > 1. F7 — doc sweep on the RFI/anchor comments. Verified: punktfunk-core lib tests (macOS + Linux), full punktfunk-host suite on Linux (RTX 5070 Ti), Windows compile. Owed: the on-glass client matrix (F2 freeze A/B, AMF LTR spike across a bitrate rebuild). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
punktfunk-host
The streaming host — the program you run on the machine whose desktop or games you want to stream. For each client that connects, it spins up a virtual display sized to that device, captures it on the GPU, encodes with hardware NVENC/VAAPI/AMF/QSV, and sends it out over a low-latency transport — no physical monitor, no letterboxing, no rearranging your real screens.
It speaks two protocols from one process:
- GameStream — so any Moonlight / Artemis client works day one.
punktfunk/1— punktfunk's own faster protocol (QUIC control plane, GF(2¹⁶) FEC + AES-GCM data plane) that the native clients use.
Runs on Linux (the primary, most battle-tested path) and Windows (x64). The shared protocol,
FEC, and crypto live in punktfunk-core; this crate is everything
platform-facing around it.
What it does
- Per-client virtual displays at the exact WxH@Hz. Linux uses per-compositor backends — KWin, gamescope, Mutter, and Sway/wlroots; Windows uses its own all-Rust IddCx virtual display, even on the secure desktop (UAC / lock screen).
- GPU zero-copy capture → encode. dmabuf → CUDA/Vulkan → NVENC on Linux; on Windows the host pushes frames straight into its own IDD (sealed IDD-push, no screen-scraping) → GPU encode. Encoders auto-select by GPU vendor: NVENC (NVIDIA), VAAPI (Linux AMD/Intel), AMF/QSV (Windows AMD/Intel), or software H.264 as a floor. HDR/10-bit and HEVC 4:4:4 supported.
- Input injection. Mouse/keyboard (libei / gamescope EIS / wlr / Windows SendInput) and virtual gamepads — Xbox 360/One, DualSense, DualShock 4 — with rumble and HID feedback back-channels.
- Audio both ways. Opus audio host→client, plus a virtual microphone the client can talk into.
- Trust & discovery. A persistent host identity, SPAKE2 PIN pairing (default) or TOFU, and mDNS auto-advertisement so clients find the host without typing an IP.
- Management API + web console. A REST API (
mgmt.rs, OpenAPI atapi/openapi.json) drives status, paired devices, and on-demand pairing; the browser UI is inweb/.
Run it
punktfunk-host serve runs inside your desktop session. Bare serve is the secure native-only
default (punktfunk/1 + the management API); add --gamestream on a trusted LAN to also accept
stock Moonlight clients.
# Linux, from the repo root (see the repo README "Running on this box" for the headless recipe):
cargo run -rp punktfunk-host -- serve # native-only (secure default)
cargo run -rp punktfunk-host -- serve --gamestream # + Moonlight compatibility
Then pair from the web console (https://<host-ip>:47992) or the client app.
Most people should install a package rather than run from source — see
packaging/ (apt · rpm/COPR/bootc · Arch/sysext · Windows installer) and
the per-platform guides at docs.punktfunk.unom.io/docs/install.
Subcommands
| Command | Purpose |
|---|---|
serve |
The host (native punktfunk/1 + mgmt API; --gamestream adds Moonlight). |
punktfunk1-host |
Standalone native-protocol listener for testing/measurement (--source virtual, --max-sessions). |
openapi |
Print the management-API OpenAPI spec (regenerates api/openapi.json). |
library |
Inspect the multi-store game library. |
service · driver · web |
Windows: SCM service, driver install, bundled web console. |
*-test / *-selftest / *-probe |
Diagnostics (input, zero-copy, HDR, compositor, gamepads). |
--help lists them all.
Layout
src/
main.rs CLI + subcommand dispatch
config.rs · session_plan.rs · session_tuning.rs · pipeline.rs session setup + the frame pipeline
vdisplay/ per-compositor virtual outputs (kwin · gamescope · mutter · wlroots)
capture/ · capture.rs screen/dmabuf capture (+ Windows IDD-push)
encode/ · encode.rs per-GPU encoders (nvenc · vaapi · ffmpeg_win (AMF/QSV) · sw)
linux/zerocopy/ dmabuf → CUDA → NVENC bridges (EGL/GL tiled, Vulkan LINEAR)
inject/ · inject.rs input backends (libei · wlr · uinput gamepads · UHID DualSense/DS4)
audio/ · audio.rs Opus out + virtual mic (PipeWire / WASAPI)
gamestream/ Moonlight compat: nvhttp · pairing · rtsp · control · stream · gamepad · apps
punktfunk1.rs the native punktfunk/1 host (QUIC control + native-thread UDP data plane)
mgmt.rs · native_pairing.rs · stats_recorder.rs management API, pairing, perf capture
hdr.rs · library.rs HDR metadata; multi-store game library
linux/ · windows/ platform-confined backends
Related
punktfunk-core— the shared protocol · FEC · crypto core- Clients — the apps that connect (Apple · Linux · Windows · Android · probe)
- Packaging & docs — install & operate
- punktfunk-planning (internal planning repo) — architecture rationale and deep-dive plans