feat: universal bitstream streaming — any input → any output
New crate: engine/ds-stream/
- Binary protocol: 16-byte header, typed frame/input enums
- Frame types: Pixels, Delta, Audio, Signal, Neural (0x01-0x43)
- Input types: Pointer, Key, Scroll, Gamepad, MIDI, BCI (0x01-0x90)
- WebSocket relay server (tokio + tungstenite)
- Source → receivers: frame broadcast
- Receivers → source: input routing
- Codec: encode/decode, XOR delta compression, RLE, convenience builders
- 17 unit tests, all passing
Streaming modes (stream-source.html):
1. Pixel mode: raw RGBA framebuffer (~28 MB/s)
2. Delta mode: XOR + RLE compression (~1-9 MB/s, 70-95% savings)
3. Signal mode: compact JSON signal diffs (~2 KB/s, 12000x reduction)
4. Neural mode: procedural SDF pixel generator (concept demo)
5. Audio channel: spring velocity→frequency synthesis
6. Multi-receiver: broadcast to all connected clients
Thin receiver client (stream-receiver.html, ~300 lines):
- Zero framework, zero build step
- Renders any incoming bitstream mode
- Local signal-diff renderer for signal mode
- AudioContext playback for audio frames
- Full input capture: click/drag, keyboard, scroll
- Per-channel bitstream bus visualization
DREAMSTACK.md: Phase 7 section with protocol spec
2026-02-25 10:29:44 -08:00
|
|
|
[package]
|
|
|
|
|
name = "ds-stream"
|
engine: v0.90–v1.0.0 milestone 🎉
v0.90: World Layers, Stream Encryption V2, Multi-Channel
- ds-physics: set/get layer, gravity scale, angular vel, body type, world gravity, freeze/unfreeze, body tag (183 tests)
- ds-stream: XorCipherV2, ChannelRouter, AckTracker, FramePoolV2, BandwidthEstimatorV2, PriorityMux, NonceGenerator, StreamValidator, RetryQueue (246 tests)
- ds-stream-wasm: 9 exports (156 tests)
v0.95: Scene Graph, Stream Compression V2, Telemetry
- ds-physics: body count all, step count, get gravity, is frozen, get color, AABB, raycast, restitution, emitter count (192 tests)
- ds-stream: Lz4Lite, TelemetrySink, FrameDiffer, BackoffTimer, StreamMirror, QuotaManager, HeartbeatV2, TagFilter, MovingAverage (255 tests)
- ds-stream-wasm: 9 exports (165 tests)
v1.0.0: Production Ready — ECS Foundation, Stream Pipeline, Protocol Finalization
- ds-physics: get tag, body list, impulse, mass, friction, world bounds, body exists, reset world, engine version (201 tests)
- ds-stream: StreamPipeline, ProtocolHeader, FrameSplitterV2, CongestionWindowV2, StreamStatsV2, AckWindow, CodecRegistryV2, FlowControllerV2, VersionNegotiator (264 tests)
- ds-stream-wasm: 9 exports (174 tests)
Total: 639 tests across 3 packages
2026-03-11 14:58:39 -07:00
|
|
|
version = "1.0.0"
|
feat: universal bitstream streaming — any input → any output
New crate: engine/ds-stream/
- Binary protocol: 16-byte header, typed frame/input enums
- Frame types: Pixels, Delta, Audio, Signal, Neural (0x01-0x43)
- Input types: Pointer, Key, Scroll, Gamepad, MIDI, BCI (0x01-0x90)
- WebSocket relay server (tokio + tungstenite)
- Source → receivers: frame broadcast
- Receivers → source: input routing
- Codec: encode/decode, XOR delta compression, RLE, convenience builders
- 17 unit tests, all passing
Streaming modes (stream-source.html):
1. Pixel mode: raw RGBA framebuffer (~28 MB/s)
2. Delta mode: XOR + RLE compression (~1-9 MB/s, 70-95% savings)
3. Signal mode: compact JSON signal diffs (~2 KB/s, 12000x reduction)
4. Neural mode: procedural SDF pixel generator (concept demo)
5. Audio channel: spring velocity→frequency synthesis
6. Multi-receiver: broadcast to all connected clients
Thin receiver client (stream-receiver.html, ~300 lines):
- Zero framework, zero build step
- Renders any incoming bitstream mode
- Local signal-diff renderer for signal mode
- AudioContext playback for audio frames
- Full input capture: click/drag, keyboard, scroll
- Per-channel bitstream bus visualization
DREAMSTACK.md: Phase 7 section with protocol spec
2026-02-25 10:29:44 -08:00
|
|
|
edition.workspace = true
|
|
|
|
|
license.workspace = true
|
|
|
|
|
description = "Universal bitstream streaming — any input to any output"
|
|
|
|
|
|
|
|
|
|
[[bin]]
|
|
|
|
|
name = "ds-stream-relay"
|
|
|
|
|
path = "src/main.rs"
|
|
|
|
|
|
|
|
|
|
[lib]
|
|
|
|
|
path = "src/lib.rs"
|
|
|
|
|
|
|
|
|
|
[dependencies]
|
|
|
|
|
tokio = { version = "1", features = ["full"] }
|
|
|
|
|
tokio-tungstenite = "0.24"
|
|
|
|
|
futures-util = "0.3"
|
2026-02-26 10:07:47 -08:00
|
|
|
serde_json = "1"
|
feat: universal bitstream streaming — any input → any output
New crate: engine/ds-stream/
- Binary protocol: 16-byte header, typed frame/input enums
- Frame types: Pixels, Delta, Audio, Signal, Neural (0x01-0x43)
- Input types: Pointer, Key, Scroll, Gamepad, MIDI, BCI (0x01-0x90)
- WebSocket relay server (tokio + tungstenite)
- Source → receivers: frame broadcast
- Receivers → source: input routing
- Codec: encode/decode, XOR delta compression, RLE, convenience builders
- 17 unit tests, all passing
Streaming modes (stream-source.html):
1. Pixel mode: raw RGBA framebuffer (~28 MB/s)
2. Delta mode: XOR + RLE compression (~1-9 MB/s, 70-95% savings)
3. Signal mode: compact JSON signal diffs (~2 KB/s, 12000x reduction)
4. Neural mode: procedural SDF pixel generator (concept demo)
5. Audio channel: spring velocity→frequency synthesis
6. Multi-receiver: broadcast to all connected clients
Thin receiver client (stream-receiver.html, ~300 lines):
- Zero framework, zero build step
- Renders any incoming bitstream mode
- Local signal-diff renderer for signal mode
- AudioContext playback for audio frames
- Full input capture: click/drag, keyboard, scroll
- Per-channel bitstream bus visualization
DREAMSTACK.md: Phase 7 section with protocol spec
2026-02-25 10:29:44 -08:00
|
|
|
|
|
|
|
|
[dev-dependencies]
|