NATIVE REAL-TIME MEDIA ENGINE

Not a wrapper.
A real engine.

LUNA is the native systems layer behind RealGamers. It coordinates capture, GPU rendering, audio, hardware encoding, live transport, recording, replay, recovery, scenes, credentials, and local services as one real-time platform.

STATUS Audited through Phase 14

Static/source audit. Not presented as a penetration test or runtime certification.

LUNA Engine
GPUD3D11 / DXGI
ENCODEH.264 + AAC
STREAMRTMP / RTMPS
RECORDMKV + Recovery
14 Audit phases completed

From project census through WebView/XSS trust review.

106 Native Tauri commands

All observed commands were registered in the audited authority map.

~357 Tests detected

Covering GPU, timing, replay, RTMP, recovery, scene state, and more.

25s Default replay ring

Time-pruned, keyframe-aware replay behavior.

WHAT LUNA IS

The engine underneath the interface.

The audited product is a native Windows real-time media system with a React/Tauri control surface. The important part is what sits beneath that interface: a substantial native media stack rather than a frontend that simply delegates the hard work elsewhere.

01
◉

Capture

Windows capture, DXGI Desktop Duplication, webcam, capture-card paths, and D3D11 texture transport.

02
◇

GPU + RLGE

Reusable GPU surfaces, a latest-only mailbox, native composition, overlays, media surfaces, preview and program output.

03
≋

Audio

WASAPI capture, mixing, resampling, QPC timing, monitoring, and bounded real-time audio behavior.

04
▰

Encode

D3D11 NV12 conversion, Media Foundation H.264/AAC, hardware MFT selection, keyframe detection, and output fan-out.

05
↗

Stream

Custom RTMP/RTMPS transport with handshake, AMF0, chunking, AVC/AAC setup, pacing, and publish flow.

06
▣

Record + Recover

Custom MKV/EBML writing, recovery checkpoints, interrupted-recording recovery, and MP4 remux paths.

07
↺

Replay

Time-pruned replay rings, keyframe-aligned event starts, pre/post roll, overlapping events, and reel writing.

08
⌘

Authority

Native scene authority, transactional mutations, DPAPI-backed secrets, OAuth state checks, and loopback services.

THE REAL-TIME PIPELINE

Every frame has somewhere to go.

LUNA is designed around freshness, bounded work, and explicit ownership. Video moves across GPU-backed stages, encoded output fans out to multiple destinations, and audio follows its own timing-disciplined path.

VIDEO PIPELINE
01 Capture Windows / Webcam / Card
02 GPU Mailbox D3D11 surfaces
03 RLGE Scene + overlays
04 NV12 GPU conversion
05 H.264 Media Foundation
ENCODED FAN-OUT
LIVERTMP / RTMPS
RECORDMKV + recovery
REPLAYKeyframe-aware ring
CONSUMERSPer-destination queues
AUDIO WASAPI
ALIGN Mix + Resample
TIME QPC
ENCODE AAC
FAN-OUT Stream / Record / Replay
REAL-TIME INSTINCTS

Built to stay live, not build a backlog.

The audit repeatedly found design choices aimed at keeping latency bounded and state recoverable when consumers slow down or resources become contested.

FRESHNESS

Latest-frame semantics

The GPU mailbox favors the newest usable frame instead of letting stale work pile up.

BOUNDS

Queues with limits

Capture, encoder input, per-consumer video, and audio paths use explicit bounds in key areas.

RECOVERY

Keyframe resync

When encoded video overflows, stale GOP state can be cleared and decoding resumes on a clean keyframe.

AUDIO

Drop oldest

When audio overflows, the system keeps the freshest packets rather than preserving latency.

MEMORY

Reusable surfaces

GPU surfaces are reused instead of allocating new surfaces for every frame.

DURABILITY

Crash-aware recording

MKV-first recording and recovery checkpoints are designed around surviving interrupted sessions.

WHY THIS IS A BIG DEAL

Most of the hard parts are actually ours.

The audit explicitly found that RealGamers is not merely a Tauri frontend around third-party streaming libraries.

The system contains custom native work across GPU transport, rendering, audio, encoding orchestration, RTMP/RTMPS, MKV/EBML recording, replay, recovery, scenes, local HTTP media serving, OAuth, credential protection, and browser/native discovery.

That is why LUNA matters: the product is accumulating platform capability, not just interface features. The deeper the engine gets, the more future products can reuse the same real-time foundations.

THE AUDIT'S OVERALL POSITION
“A serious native real-time streaming/media platform”

The audit characterized the architecture as coherent and low-latency oriented, while describing the remaining issues as a concrete hardening and performance roadmap rather than evidence of a broken foundation.

DEPTH, NOT JUST FEATURES

The numbers show the surface area.

These numbers are not a performance score. They show how much native authority and specialized behavior already exists in the audited system.

16 NV12 surfaces

Observed encoder conversion pool.

3 H.264 live-input queue

A deliberately small live queue.

120 Video packets / consumer

Observed encoded video queue bound.

256 Audio packets / consumer

Observed encoded audio queue bound.

4 Capture encoder frames

Observed bounded capture-to-encoder queue.

6 Encoder surfaces

Observed encoder surface pool.

THE AUDIT DID NOT PULL PUNCHES

Strong architecture. Clear next moves.

A credible engine page should show both sides. The audit found a serious native platform, and it also identified exactly where the next reliability and security work should go.

CONFIRMED STRENGTHS

What is already working well

  • Reusable GPU surfaces and ownership tracking
  • Latest-only mailbox behavior
  • Bounded queues in important live paths
  • Keyframe-aware H.264 overflow recovery
  • QPC-based A/V timing
  • Custom RTMP pacing
  • MKV-first crash recovery strategy
  • DPAPI-protected stored secrets
  • Clean classic-XSS sink scan
NEXT HARDENING TARGETS

What comes next

  • Reduce replay / encoded-packet memory amplification
  • Bound remaining replay and H.264 event channels
  • Add an explicit production WebView CSP
  • Use cryptographic randomness for local editor tokens
  • RAII-hardening around DXGI frame release
  • Remove MKV helper panic paths
  • Bound long-running FFmpeg stderr history
  • Add more fuzzing, device-loss, and abuse testing
AUDIT SCOPE

The source review ran through 14 phases covering architecture reconstruction, native lifetime behavior, concurrency, backpressure, memory/channel bounds, trust boundaries, Tauri authority, and WebView/XSS surface review. It was a static/source audit and did not replace runtime fuzzing, device-loss testing, hostile-network testing, dynamic memory diagnostics, dependency-CVE scanning, or penetration testing.

REAL LABS // LUNA

We are not building a streaming skin.

We are building the engine layer that makes a real-time media product possible: native capture, GPU composition, timing, encoding, transport, replay, recording, recovery, and system authority.

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