- Add C++ native streaming engine (RTMP client, EGL context, streaming engine, JNI bridge) - Add pre-built arm64-v8a libs (librtmp, libssl, libcrypto, libz) and headers - Add Kotlin streaming layer (NativeStreamingEngine, StreamingManager, StreamingStats) - Add AIDL streaming interface (ILckStreamingService, ILckStreamingCallback, StreamingConfig) - Add LckStreamingServiceImpl with BIND_STREAMING action support - Add APP_STREAMING execution mode with auto-start/stop on plan lifecycle - SDK: add bindStreaming(), submitVideoFrame(), submitAudioFrame() to LckControlClient - Dashboard: replace linked accounts with server status card, move health polling from nav - Remove health check dot overlay from Dashboard nav icon - Accounts: add enable/disable toggle per account (persists locally, excluded from default plans) - Plans: add gameId field linked to game package ID, resolved from ClientTracker for default plans - Service: pass executionMode+gameId through createStreamPlan, filter enabled accounts in createDefaultPlan - Room DB migration 4→5: add isEnabled column to linked_accounts, gameId column to stream_plans - Add docs (hub vs control comparison)
746 lines
25 KiB
Markdown
746 lines
25 KiB
Markdown
# LIV Control Center (Hub) vs LCK Control (Companion App)
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## Comprehensive Architecture Comparison & Unification Strategy
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---
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## 1. Executive Summary
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LIV has two parallel applications for managing game streaming on Quest:
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| | **Hub** (`liv-control-center`) | **Control** (`lck-control`) |
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|---|---|---|
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| **Stage** | Production (Quest Store, low reviews) | Prototype (new architecture) |
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| **Stack** | Rust + Tauri + Leptos (WASM) | Kotlin + Jetpack Compose + Hilt |
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| **Streaming** | App captures screen & encodes | Game encodes directly from render pipeline |
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| **Communication** | Async via backend server | Synchronous IPC via AIDL |
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| **Destinations** | Single target | Multi-destination |
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| **UE5 Plugin** | `LCKStreaming` (HTTP/JSON-RPC) | `LCKControl` (AIDL/JNI) |
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---
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## 2. High-Level Architecture
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### 2.1 Hub Architecture
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```mermaid
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graph TB
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subgraph Quest Headset
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subgraph "Hub App (Tauri + Leptos WASM)"
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UI_H["Leptos UI<br/>(WASM)"]
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Core_H["Rust Core<br/>(Tauri Backend)"]
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Encoder_H["MediaCodec<br/>H.264 + AAC"]
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RTMP_H["minirtmp<br/>(RTMP Client)"]
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Capture["ScreenCaptureService<br/>(MediaProjection)"]
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end
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subgraph "UE5 Game"
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Plugin_S["LCKStreaming Plugin"]
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API_Client["HTTP/JSON-RPC Client"]
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end
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end
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subgraph "Cloud Server"
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Backend_H["Hub Backend<br/>(api.obi.gg)"]
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end
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subgraph "Streaming Platforms"
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YT["YouTube Live"]
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TW["Twitch"]
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end
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UI_H <-->|Tauri IPC| Core_H
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Core_H -->|JSON-RPC 2.0<br/>HTTPS + Cert Pinning| Backend_H
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Plugin_S -->|JSON-RPC 2.0<br/>HTTPS| Backend_H
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Backend_H -->|"Device Pairing<br/>(async polling)"| Plugin_S
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Core_H --> Capture
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Capture --> Encoder_H
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Encoder_H --> RTMP_H
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RTMP_H -->|RTMP| YT
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RTMP_H -->|RTMP| TW
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style Backend_H fill:#f96,stroke:#333
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style Capture fill:#ff9,stroke:#333
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style Encoder_H fill:#ff9,stroke:#333
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```
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**Key: The Hub app captures the screen, encodes it, and streams. The game and hub communicate indirectly through the backend server.**
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### 2.2 Control App Architecture
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```mermaid
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graph TB
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subgraph Quest Headset
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subgraph "Control App (Kotlin + Compose)"
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UI_C["Compose UI"]
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VM["ViewModels + Repos"]
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Service["LckControlService<br/>(Foreground + AIDL)"]
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DB["Room DB<br/>(Local Cache)"]
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end
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subgraph "UE5 Game"
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Plugin_C["LCKControl Plugin"]
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JNI["JNI Bridge"]
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SDK["lck-control-sdk<br/>(AAR)"]
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Encoder_C["LCK Encoder<br/>(H.264 + AAC)"]
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RTMP_C1["RTMP Sink 1"]
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RTMP_C2["RTMP Sink 2"]
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RTMP_CN["RTMP Sink N"]
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end
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end
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subgraph "Self-Hosted Server"
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Backend_C["Control Backend<br/>(Node.js + Fastify)"]
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SQLite["SQLite DB"]
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end
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subgraph "Streaming Platforms"
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YT2["YouTube Live"]
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TW2["Twitch"]
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Manual["Custom RTMP"]
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end
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UI_C <--> VM
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VM <-->|REST API<br/>JWT Auth| Backend_C
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VM <--> DB
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VM <--> Service
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Plugin_C --> JNI
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JNI --> SDK
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SDK <-->|"AIDL IPC<br/>(Bound Service)"| Service
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Backend_C <--> SQLite
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Backend_C -->|"OAuth + RTMP<br/>Resolution"| YT2
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Backend_C -->|"OAuth + RTMP<br/>Resolution"| TW2
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Encoder_C --> RTMP_C1
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Encoder_C --> RTMP_C2
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Encoder_C --> RTMP_CN
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RTMP_C1 -->|RTMP| YT2
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RTMP_C2 -->|RTMP| TW2
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RTMP_CN -->|RTMP| Manual
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style Service fill:#9f9,stroke:#333
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style SDK fill:#9f9,stroke:#333
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style Encoder_C fill:#9cf,stroke:#333
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```
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**Key: The game encodes directly from its render pipeline and streams to multiple destinations. The companion app provides stream configuration via direct IPC.**
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---
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## 3. Communication Model Comparison
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### 3.1 Hub: Server-Mediated Async Communication
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```mermaid
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sequenceDiagram
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participant Game as UE5 Game<br/>(LCKStreaming)
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participant Server as Hub Backend<br/>(api.obi.gg)
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participant Hub as Hub App<br/>(Tauri)
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participant Platform as YouTube/Twitch
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Note over Game,Hub: Device Pairing (one-time)
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Game->>Server: create_device_login_attempt()
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Server-->>Game: 6-digit pairing code
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Game->>Game: Display code to user
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Hub->>Server: pair_device(code)
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Server-->>Hub: Device paired
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Note over Game,Hub: Stream Setup
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Hub->>Server: get_user_profile()
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Server-->>Hub: Streaming target + RTMP URL
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Hub->>Hub: Start screen capture
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Hub->>Hub: Encode H.264 + AAC
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Hub->>Platform: RTMP stream
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Note over Game,Server: Game has no direct<br/>connection to Hub
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Game->>Server: Poll for updates (2.5s)
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Server-->>Game: Current state
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```
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### 3.2 Control: Direct IPC Communication
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```mermaid
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sequenceDiagram
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participant Game as UE5 Game<br/>(LCKControl + JNI)
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participant App as Control App<br/>(AIDL Service)
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participant Server as Control Backend<br/>(Fastify)
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participant Platform as YouTube/Twitch
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Note over Game,App: Service Binding (direct)
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Game->>App: bindService() via AIDL
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App-->>Game: ILckControlService binder
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Game->>App: registerAsClient("MyGame", pkg)
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App-->>Game: clientId
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Note over Game,Platform: Stream Lifecycle
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Game->>App: getStreamPlans()
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App-->>Game: List<StreamPlan>
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Game->>App: prepareStreamPlan(planId)
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App->>Server: POST /streams/plans/{id}/prepare
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Server->>Platform: Create broadcast + get RTMP URLs
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Platform-->>Server: RTMP URLs + stream keys
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Server-->>App: PrepareResponse
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App-->>Game: StreamPlan (with RTMP data)
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Game->>Game: Encode from render pipeline
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Game->>Platform: RTMP stream (dest 1)
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Game->>Platform: RTMP stream (dest 2)
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Game->>App: startStreamPlan(planId)
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App->>Server: POST /streams/plans/{id}/start
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Server->>Platform: Transition broadcast to LIVE
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```
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---
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## 4. Technology Stack Comparison
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### 4.1 Application Layer
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| Component | Hub | Control |
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|-----------|-----|---------|
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| **Language** | Rust (95%) + Kotlin (JNI) | Kotlin (100%) |
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| **UI Framework** | Leptos 0.8.2 (Rust WASM) | Jetpack Compose (2024.09 BOM) |
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| **App Framework** | Tauri v2.6.2 | Native Android |
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| **Styling** | TailwindCSS v4 | Material Design 3 |
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| **State Mgmt** | Leptos reactive signals | StateFlow + collectAsStateWithLifecycle |
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| **DI** | None (manual wiring) | Hilt 2.59.2 |
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| **Navigation** | Leptos Router | Compose Navigation 2.8.4 |
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| **Local Storage** | Platform credential store | Room 2.8.4 + EncryptedSharedPreferences |
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| **HTTP Client** | reqwest (rustls TLS) | Retrofit 2.11.0 + OkHttp 4.12.0 |
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| **JSON** | serde_json | Moshi 1.15.1 |
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| **Auth SDK** | Meta Horizon Platform SDK 77.0.1 | Meta Horizon Platform SDK 77.0.1 |
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| **Crash Reporting** | Sentry (Android SDK bridge) | None |
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### 4.2 Backend Layer
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| Component | Hub Backend | Control Backend |
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|-----------|-------------|-----------------|
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| **Hosting** | Cloud (`api.obi.gg`) | Self-hosted (Docker on NAS, port 3100) |
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| **Protocol** | JSON-RPC 2.0 | REST (JSON) |
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| **Stack** | Unknown (external) | Node.js 20 + Fastify 5 + TypeScript 5.7 |
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| **Database** | Unknown | SQLite (Prisma 6.4 ORM) |
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| **Auth** | JWT (via JSON-RPC response headers) | JWT HS256 (jose 6.0) |
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| **Token Security** | Unknown | AES-256-GCM encryption + SHA256 hashing |
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| **OAuth** | Server handles YouTube/Twitch | Server handles YouTube/Twitch |
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| **Rate Limiting** | Unknown | 100 req/min (Fastify plugin) |
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| **Deployment** | Managed cloud | Docker + docker-compose |
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### 4.3 UE5 Plugin Layer
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| Component | LCKStreaming (Hub) | LCKControl (Companion) |
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|-----------|-------------------|----------------------|
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| **Communication** | HTTP/JSON-RPC 2.0 | AIDL via JNI |
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| **Transport** | HTTPS (cross-network) | Local IPC (same device) |
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| **Auth Flow** | Device code (6-digit) + polling | Direct service binding |
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| **Token Storage** | EncryptedSharedPreferences | None (companion owns tokens) |
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| **RTMP Sinks** | 1 (single destination) | N (multi-destination) |
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| **Blocking Model** | Async HTTP callbacks | Synchronous JNI calls |
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| **Platform Support** | Cross-platform capable | Android only |
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| **Latency** | Network round-trip (100ms+) | IPC (~1ms) |
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| **Offline Capable** | No (requires server) | Partial (companion has local cache) |
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---
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## 5. Streaming Architecture Deep Dive
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### 5.1 Hub: Screen Capture + Re-Encoding
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```mermaid
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graph LR
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subgraph "UE5 Game Process"
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Render["Game Renderer<br/>(GPU)"]
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end
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subgraph "Android OS"
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FB["Framebuffer /<br/>Display Compositor"]
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MP["MediaProjection<br/>(Screen Capture API)"]
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end
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subgraph "Hub App Process"
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VD["VirtualDisplay"]
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MC_V["MediaCodec<br/>(H.264 Encoder)"]
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MC_A["MediaCodec<br/>(AAC Encoder)"]
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AR["AudioRecord<br/>(System Audio)"]
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MR["minirtmp<br/>(RTMP Client)"]
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end
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subgraph "CDN"
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RTMP["YouTube / Twitch<br/>RTMP Ingest"]
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end
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Render --> FB
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FB --> MP
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MP --> VD
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VD --> MC_V
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AR --> MC_A
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MC_V --> MR
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MC_A --> MR
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MR --> RTMP
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style FB fill:#fbb,stroke:#333
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style MP fill:#fbb,stroke:#333
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```
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**Problems:**
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- Extra GPU copy through display compositor
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- Re-encoding already rendered frames (quality loss)
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- Higher latency (capture → encode → send)
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- Higher battery/thermal impact (two encoding passes)
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- Captures UI overlays, notifications, system bars
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- Resolution limited to display resolution
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### 5.2 Control: Direct Render Pipeline Encoding
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```mermaid
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graph LR
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subgraph "UE5 Game Process"
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Render["Game Renderer<br/>(GPU)"]
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SCC["SceneCaptureComponent2D<br/>(Render Target)"]
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ENC["LCK Encoder<br/>(H.264 + AAC)"]
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S1["RTMP Sink 1<br/>(YouTube)"]
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S2["RTMP Sink 2<br/>(Twitch)"]
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S3["RTMP Sink 3<br/>(Custom)"]
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end
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subgraph "CDN"
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YT["YouTube RTMP"]
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TW["Twitch RTMP"]
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CU["Custom RTMP"]
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end
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Render --> SCC
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SCC --> ENC
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ENC --> S1
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ENC --> S2
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ENC --> S3
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S1 --> YT
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S2 --> TW
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S3 --> CU
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style SCC fill:#bfb,stroke:#333
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style ENC fill:#bfb,stroke:#333
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```
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**Advantages:**
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- Direct GPU texture access (no compositor overhead)
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- Single encode pass (game scene only, no UI clutter)
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- Lower latency
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- Lower battery/thermal impact
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- Configurable resolution independent of display
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- Multi-destination from single encode
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- Clean game footage (no system overlays)
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---
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## 6. Feature Comparison Matrix
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| Feature | Hub | Control | Notes |
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|---------|:---:|:-------:|-------|
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| **Meta/Quest Login** | Yes | Yes | Both use Horizon Platform SDK 77.0.1 |
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| **YouTube OAuth** | Yes | Yes | Both server-side token exchange |
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| **Twitch OAuth** | Yes | Yes | Both server-side token exchange |
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| **Multi-Destination Streaming** | No (1) | Yes (N) | Major difference |
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| **Stream Plans** | No | Yes | Control has full lifecycle management |
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| **Direct Game Encoding** | No | Yes | Control encodes from render pipeline |
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| **Screen Capture Streaming** | Yes | No | Hub captures and re-encodes |
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| **Custom RTMP Targets** | Yes | Yes | Both support manual RTMP |
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| **Game Client Management** | Yes (pairing) | Yes (AIDL) | Different mechanisms |
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| **IGDB Game Database** | Yes | No | Hub has game cover art |
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| **Watermark** | Yes | No | Hub has overlay support |
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| **Subscription Model** | Yes | No | Hub has paid tier |
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| **Sentry Crash Reporting** | Yes | No | Hub has telemetry |
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| **Certificate Pinning** | Yes | No | Hub has SPKI pinning |
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| **Offline Caching** | No | Yes | Control has Room DB |
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| **Background Token Refresh** | Unknown | Yes | Control backend has scheduler |
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| **CI/CD Pipeline** | Yes (Jenkins) | Partial (deploy.ps1) | Hub has full CI |
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| **Desktop Support** | Yes | No | Tauri supports desktop |
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| **Cross-Platform** | Yes (Desktop + Android) | No (Android only) | Hub has wider reach |
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---
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## 7. Pros and Cons
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### 7.1 Hub (liv-control-center)
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#### Pros
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- **Cross-platform**: Tauri supports Desktop + Android, one codebase
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- **Self-contained streaming**: No dependency on game integration
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- **Works with any game**: Screen capture works regardless of game engine support
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- **Production infrastructure**: Jenkins CI/CD, Sentry, cloud backend
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- **Rich features**: IGDB, watermarks, subscription model
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- **Rust performance**: Memory-safe, low-level control over encoding
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#### Cons
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- **Screen capture quality**: Re-encoding degrades quality, captures overlays
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- **Higher resource usage**: Extra GPU copy + encode pass drains battery faster
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- **Single destination**: Can only stream to one platform at a time
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- **Complex stack**: Rust + WASM + Tauri + Kotlin JNI is hard to maintain
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- **Server dependency**: All communication goes through cloud backend
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- **Latency**: Network round-trips for game communication (polling every 2.5s)
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- **Low store reviews**: Users experiencing issues (reason for this analysis)
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- **Niche UI framework**: Leptos (WASM) has small ecosystem vs Compose
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- **No stream plans**: Simple streaming model without plan lifecycle
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### 7.2 Control App (lck-control)
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#### Pros
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- **Direct render pipeline**: Game encodes from GPU, best possible quality
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- **Multi-destination**: Stream to YouTube + Twitch + custom simultaneously
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- **Low latency IPC**: AIDL communication in ~1ms vs 100ms+ network calls
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- **Stream plans**: Full lifecycle (DRAFT → READY → LIVE → ENDED)
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- **Clean architecture**: Standard Android stack (Compose, Hilt, Room, Retrofit)
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- **Own backend**: Full control over API, auth, token management
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- **SDK module**: Clean AAR for UE5 consumption via JNI
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- **Lower resource usage**: No screen capture or re-encoding overhead
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- **Maintainable**: Kotlin + Compose is mainstream Android with large ecosystem
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- **Offline caching**: Room DB + encrypted token store
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#### Cons
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- **Android only**: No desktop support
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- **Requires game integration**: Game must use LCKControl plugin (not universal)
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- **Prototype stage**: Not production-ready yet
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- **Self-hosted backend**: Requires infrastructure management (Docker on NAS)
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- **No CI/CD**: Manual builds via PowerShell script
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- **No crash reporting**: No Sentry or equivalent
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- **No subscription model**: No monetization built in
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- **No IGDB integration**: No game metadata/artwork
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- **Blocking IPC**: Synchronous JNI calls could cause ANRs if slow
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---
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## 8. UE5 Plugin Comparison
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### 8.1 LCKStreaming Plugin (uses Hub)
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```mermaid
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stateDiagram-v2
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[*] --> Idle
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Idle --> LoggingIn: StartLogin()
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LoggingIn --> WaitingForCode: create_device_login_attempt
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WaitingForCode --> Polling: Display 6-digit code
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Polling --> Authenticated: check_device_login_attempt<br/>(every 2.5s)
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Polling --> Polling: Not yet paired
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Authenticated --> FetchingProfile: get_user_profile
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FetchingProfile --> Ready: Got RTMP target
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Ready --> Streaming: StartStreaming()
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Streaming --> Ready: StopStreaming()
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Ready --> Idle: Logout()
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note right of Polling
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User must manually enter
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code in Hub app or website
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end note
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```
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**Architecture:**
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- `ULCKStreamingSubsystem` — GameInstance subsystem, owns API client + RTMP sink
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- `FLCKStreamingApiClient` — HTTP client, JSON-RPC 2.0, cert pinning
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- `FLCKRtmpSink` / `FLCKRtmpClient` — Single RTMP connection via librtmp
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- Auth token stored in platform credential store
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- Single streaming target resolved by backend
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### 8.2 LCKControl Plugin (uses Companion App)
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```mermaid
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stateDiagram-v2
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[*] --> Disconnected
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Disconnected --> Connecting: ConnectToCompanionApp()
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Connecting --> Connected: AIDL service bound<br/>(poll every 1s)
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Connected --> HasPlans: GetStreamPlans()
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HasPlans --> Prepared: PrepareStreamPlan(planId)<br/>→ RTMP URLs resolved
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Prepared --> Streaming: StartStreamPlan(planId)<br/>+ Attach N RTMP sinks
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Streaming --> Prepared: EndStreamPlan(planId)
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Connected --> Disconnected: DisconnectFromCompanionApp()
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note right of Connected
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Direct AIDL binding,
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no pairing code needed
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end note
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note right of Streaming
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Multiple RTMP sinks active
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simultaneously
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end note
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```
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|
|
**Architecture:**
|
|
- `ULCKControlSubsystem` — GameInstance subsystem, owns JNI bridge + multiple RTMP sinks
|
|
- `LCKControlAndroid.cpp` — ~700 lines of JNI bindings to `LckControlClient` (AAR)
|
|
- Multiple `FLCKRtmpSink` instances — one per stream destination
|
|
- No token management — companion app handles all auth
|
|
- Full stream plan lifecycle control
|
|
|
|
### 8.3 Shared Infrastructure (LCK Base Plugin)
|
|
|
|
Both plugins share:
|
|
- `ILCKStreamingFeature` — Common interface (StartLogin, StartStreaming, StopStreaming, etc.)
|
|
- `ILCKEncoderFactory` — Encoder creation
|
|
- `ULCKRecorderSubsystem` — Encoder lifecycle management
|
|
- `FLCKRtmpSink` / `FLCKRtmpClient` — RTMP transport layer
|
|
- H.264 + AAC encoding via platform-specific backends (NVCodec, MediaCodec)
|
|
|
|
---
|
|
|
|
## 9. Backend Comparison
|
|
|
|
### 9.1 Hub Backend (`api.obi.gg`)
|
|
|
|
```mermaid
|
|
graph TB
|
|
subgraph "Cloud (Managed)"
|
|
API_H["Hub Backend API"]
|
|
DB_H["Database<br/>(Unknown)"]
|
|
IGDB["IGDB API<br/>(Game Metadata)"]
|
|
end
|
|
|
|
Hub["Hub App"] -->|"JSON-RPC 2.0<br/>POST /api/rpc"| API_H
|
|
Game_S["LCKStreaming<br/>Plugin"] -->|"JSON-RPC 2.0<br/>POST /api/rpc"| API_H
|
|
API_H --> DB_H
|
|
API_H --> IGDB
|
|
|
|
style API_H fill:#f96,stroke:#333
|
|
```
|
|
|
|
**Known RPC Methods:**
|
|
- `LoginUser`, `RefreshUser` — Auth
|
|
- `ListMyStreamingTargets`, `CreateStreamingTarget`, `UpdateStreamingTarget`, `DeleteStreamingTarget` — Targets
|
|
- `PairDevice`, `UnpairDevice`, `GetConnectedGames` — Device management
|
|
- `StartStreaming`, `StopStreaming` — Stream events
|
|
- `SearchIgdbGames` — Game metadata
|
|
- `CreateOauthConnectIntent`, `GetOauthConnectIntent` — OAuth
|
|
|
|
### 9.2 Control Backend (`lck-control-backend`)
|
|
|
|
```mermaid
|
|
graph TB
|
|
subgraph "Self-Hosted (Docker on NAS)"
|
|
API_C["Fastify 5 API<br/>(TypeScript)"]
|
|
Prisma["Prisma 6.4 ORM"]
|
|
SQLite["SQLite DB"]
|
|
Scheduler["Token Refresh<br/>Scheduler (10min)"]
|
|
end
|
|
|
|
App["Control App"] -->|"REST API<br/>JWT Bearer Auth"| API_C
|
|
API_C --> Prisma --> SQLite
|
|
Scheduler --> API_C
|
|
|
|
API_C -->|OAuth| Google["Google OAuth"]
|
|
API_C -->|OAuth| Twitch_API["Twitch OAuth"]
|
|
API_C -->|Nonce Validate| Meta_Graph["Meta Graph API"]
|
|
API_C -->|Live API| YT_API["YouTube Live API"]
|
|
API_C -->|Helix API| TW_API["Twitch Helix API"]
|
|
|
|
style API_C fill:#9cf,stroke:#333
|
|
```
|
|
|
|
**REST Endpoints:**
|
|
| Group | Endpoints |
|
|
|-------|-----------|
|
|
| Auth | `POST /auth/meta/callback`, `POST /auth/refresh`, `GET /auth/me`, `POST /auth/logout` |
|
|
| Providers | `GET /providers/accounts`, `GET /providers/{yt\|tw}/auth-url`, `POST /providers/{yt\|tw}/callback`, `DELETE /providers/:serviceId` |
|
|
| Streams | `GET /streams/plans`, `POST /streams/plans`, `GET /streams/plans/:id`, `DELETE /streams/plans/:id` |
|
|
| Lifecycle | `POST /streams/plans/:id/prepare`, `POST /streams/plans/:id/start`, `POST /streams/plans/:id/end` |
|
|
|
|
---
|
|
|
|
## 10. Data Flow Comparison
|
|
|
|
### 10.1 Hub: Centralized Server Model
|
|
|
|
```mermaid
|
|
graph LR
|
|
subgraph "Data Ownership"
|
|
direction TB
|
|
Server_H["Hub Backend<br/>(owns ALL data)"]
|
|
end
|
|
|
|
Hub_App["Hub App<br/>(thin client)"] <-->|"All state via<br/>JSON-RPC"| Server_H
|
|
Game_H["UE5 Game<br/>(paired device)"] <-->|"All state via<br/>JSON-RPC"| Server_H
|
|
YT_H["YouTube API"] <--> Server_H
|
|
TW_H["Twitch API"] <--> Server_H
|
|
|
|
style Server_H fill:#f96,stroke:#333
|
|
```
|
|
|
|
- **Single source of truth**: Backend server
|
|
- **No local cache**: App relies on network for all state
|
|
- **Game is decoupled**: Only communicates with server, never with app
|
|
- **Offline = broken**: Cannot function without server connectivity
|
|
|
|
### 10.2 Control: Distributed Ownership Model
|
|
|
|
```mermaid
|
|
graph LR
|
|
subgraph "Data Ownership"
|
|
direction TB
|
|
Server_C["Control Backend<br/>(tokens, plans,<br/>OAuth)"]
|
|
App_C["Control App<br/>(local cache,<br/>session tokens)"]
|
|
Game_C["UE5 Game<br/>(RTMP streams)"]
|
|
end
|
|
|
|
App_C <-->|REST API| Server_C
|
|
Game_C <-->|"AIDL IPC<br/>(stream plans,<br/>RTMP config)"| App_C
|
|
Server_C <--> YT_C["YouTube API"]
|
|
Server_C <--> TW_C["Twitch API"]
|
|
Game_C -->|"RTMP<br/>(direct)"| CDN["YouTube / Twitch<br/>RTMP Ingest"]
|
|
|
|
style App_C fill:#9f9,stroke:#333
|
|
style Game_C fill:#9cf,stroke:#333
|
|
```
|
|
|
|
- **Distributed state**: Backend (tokens, plans), App (cache, session), Game (streams)
|
|
- **Local caching**: Room DB provides offline access to plans and accounts
|
|
- **Game is tightly coupled**: Direct IPC with companion app
|
|
- **Partial offline**: Can view cached plans without network
|
|
|
|
---
|
|
|
|
## 11. Unification Strategy
|
|
|
|
### 11.1 Recommended Direction: Evolve Control App into Production
|
|
|
|
The Control architecture is fundamentally superior for game streaming because:
|
|
|
|
1. **Direct encode > screen capture** — Quality, performance, and battery life
|
|
2. **Multi-destination > single target** — Key user-facing feature
|
|
3. **IPC > server polling** — Reliability and responsiveness
|
|
4. **Stream plans > ad-hoc streaming** — Better UX for recurring setups
|
|
5. **Standard Android stack > Rust/WASM** — Easier maintenance and hiring
|
|
|
|
### 11.2 Migration Roadmap
|
|
|
|
```mermaid
|
|
gantt
|
|
title Unification Roadmap
|
|
dateFormat YYYY-MM-DD
|
|
axisFormat %b %Y
|
|
|
|
section Phase 1: Production Readiness
|
|
CI/CD pipeline (Jenkins/GH Actions) :p1a, 2026-03-01, 14d
|
|
Sentry crash reporting :p1b, 2026-03-01, 7d
|
|
Backend deploy to cloud :p1c, 2026-03-08, 7d
|
|
Certificate pinning (OkHttp) :p1d, 2026-03-08, 3d
|
|
|
|
section Phase 2: Feature Parity
|
|
IGDB game metadata integration :p2a, 2026-03-15, 7d
|
|
Watermark / overlay support in encoder :p2b, 2026-03-15, 10d
|
|
Subscription model + paywall :p2c, 2026-03-22, 14d
|
|
|
|
section Phase 3: Hub Migration
|
|
Add fallback screen-capture mode :p3a, 2026-04-05, 14d
|
|
Port device pairing (for non-integrated games) :p3b, 2026-04-05, 10d
|
|
Migrate Hub users to Control :p3c, 2026-04-19, 14d
|
|
Deprecate Hub app :p3d, 2026-05-03, 7d
|
|
|
|
section Phase 4: Polish
|
|
Desktop companion (optional) :p4a, 2026-05-10, 21d
|
|
Advanced stream analytics :p4b, 2026-05-10, 14d
|
|
Store listing + marketing :p4c, 2026-05-24, 7d
|
|
```
|
|
|
|
### 11.3 What to Keep from Each
|
|
|
|
```mermaid
|
|
graph TB
|
|
subgraph "Unified App"
|
|
direction TB
|
|
A["Control App Architecture<br/>(Kotlin + Compose + Hilt)"]
|
|
B["Control Backend<br/>(Fastify + Prisma + SQLite)"]
|
|
C["LCKControl Plugin<br/>(AIDL + multi-destination)"]
|
|
D["Stream Plan System<br/>(DRAFT → READY → LIVE → ENDED)"]
|
|
end
|
|
|
|
subgraph "Adopt from Hub"
|
|
E["Sentry Crash Reporting"]
|
|
F["IGDB Game Database"]
|
|
G["Certificate Pinning"]
|
|
H["Jenkins CI/CD"]
|
|
I["Watermark Renderer"]
|
|
J["Screen Capture Fallback"]
|
|
end
|
|
|
|
subgraph "Discard"
|
|
K["Rust/Tauri/Leptos Stack"]
|
|
L["JSON-RPC 2.0 Protocol"]
|
|
M["minirtmp (Rust RTMP)"]
|
|
N["Device Code Pairing<br/>(replaced by AIDL)"]
|
|
O["Single-Destination Limit"]
|
|
end
|
|
|
|
E --> A
|
|
F --> B
|
|
G --> A
|
|
H --> A
|
|
I --> C
|
|
J --> A
|
|
|
|
style A fill:#9f9,stroke:#333
|
|
style B fill:#9cf,stroke:#333
|
|
style C fill:#9f9,stroke:#333
|
|
style D fill:#9f9,stroke:#333
|
|
style K fill:#fbb,stroke:#333
|
|
style L fill:#fbb,stroke:#333
|
|
style M fill:#fbb,stroke:#333
|
|
style N fill:#fbb,stroke:#333
|
|
style O fill:#fbb,stroke:#333
|
|
```
|
|
|
|
### 11.4 Hybrid Mode: Screen Capture Fallback
|
|
|
|
To maintain the Hub's "works with any game" advantage, add a fallback path:
|
|
|
|
```mermaid
|
|
graph TB
|
|
Start["Game Launches"] --> Check{"LCKControl Plugin<br/>integrated?"}
|
|
Check -->|Yes| AIDL["AIDL IPC Path<br/>(direct encode,<br/>multi-destination)"]
|
|
Check -->|No| Capture["Screen Capture Path<br/>(MediaProjection,<br/>single destination)"]
|
|
AIDL --> Stream["Stream to Platforms"]
|
|
Capture --> Stream
|
|
|
|
style AIDL fill:#9f9,stroke:#333
|
|
style Capture fill:#ff9,stroke:#333
|
|
```
|
|
|
|
This gives the unified app both modes:
|
|
- **Primary**: Direct encoding via AIDL (high quality, multi-destination)
|
|
- **Fallback**: Screen capture for games without plugin integration (compatibility)
|
|
|
|
---
|
|
|
|
## 12. Risk Assessment
|
|
|
|
| Risk | Impact | Mitigation |
|
|
|------|--------|------------|
|
|
| Hub users lose access during migration | High | Run both apps in parallel during transition, provide migration guide |
|
|
| AIDL only works on Android (no desktop) | Medium | Screen capture fallback for desktop; evaluate PCVR needs later |
|
|
| Self-hosted backend scalability | Medium | Move to managed cloud (Railway, Fly.io) before store launch |
|
|
| Synchronous JNI blocking causes ANR | Medium | Add timeout handling, move to async callback pattern |
|
|
| No subscription model in Control | Low | Implement before store launch using existing Hub billing logic |
|
|
| Losing crash telemetry | Low | Add Sentry SDK early in Phase 1 |
|
|
|
|
---
|
|
|
|
## 13. Summary Decision Matrix
|
|
|
|
```mermaid
|
|
quadrantChart
|
|
title Streaming Quality vs Maintenance Complexity
|
|
x-axis Low Maintenance --> High Maintenance
|
|
y-axis Low Quality --> High Quality
|
|
quadrant-1 Ideal
|
|
quadrant-2 Overengineered
|
|
quadrant-3 Avoid
|
|
quadrant-4 Quick & Dirty
|
|
|
|
Control App: [0.35, 0.85]
|
|
Hub App: [0.75, 0.45]
|
|
Unified - Recommended: [0.45, 0.90]
|
|
```
|
|
|
|
**Recommendation**: The Control App architecture with adopted Hub features provides the best path forward — higher streaming quality with a more maintainable stack. The Hub's Rust/Tauri/Leptos stack adds significant complexity without proportional benefits for an Android-focused product.
|
|
|
|
---
|
|
|
|
*Document generated 2026-02-26. Based on analysis of `liv-control-center`, `lck-control`, `lck-control-backend`, and `LCKGame` codebases.*
|