fix(apple/gamepad): resolve DualSense type reliably at connect (no Auto race)
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The DualSense intermittently showed up as an Xbox 360 pad on the host: the client's `.auto` gamepad-type resolution read `GamepadManager.active`, which is populated only by the async `.GCControllerDidConnect` notification (or the init-time snapshot). At connect time `active` could still be nil with a DualSense attached, so the client sent `.auto` and the host's pick_gamepad mapped that to Xbox 360. Confirmed live: same box, two connects minutes apart logged `gamepad="xbox360"` (auto) vs `honoring client gamepad request gamepad="dualsense"`. resolveType() now calls rebuild() first to re-read GCController.controllers() synchronously before reading `active`, closing the race for the common case (controller attached before connecting). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -107,6 +107,11 @@ public final class GamepadManager: ObservableObject {
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setting: PunktfunkConnection.GamepadType
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) -> PunktfunkConnection.GamepadType {
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guard setting == .auto else { return setting }
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// Refresh from the LIVE controller list first. `active` is otherwise only populated by the
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// async `.GCControllerDidConnect` notification, so at connect time it can still be nil even
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// with a DualSense attached — which would send `.auto` and the host would create an Xbox 360
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// pad. `rebuild()` re-reads `GCController.controllers()` synchronously, closing that race.
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rebuild()
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guard let active else { return .auto }
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return active.isDualSense ? .dualSense : .xbox360
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}
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