feat(android): DualSense host->client feedback — rumble + lightbar/LEDs/triggers
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M4 Android stage 1 (DualSense feedback, host->client). Two Kotlin poll threads drain the connector's rumble (0xCA) + HID-output (0xCD) planes via blocking native pulls and render in Kotlin (Option B — no JNI upcalls, Android APIs stay in Kotlin). - crates/punktfunk-android: feedback.rs — nativeNextRumble (returns (low<<16)|high, or -1) + nativeNextHidout (writes [kind][fields] into a caller's direct ByteBuffer). Ungated; no new Cargo deps (next_rumble/next_hidout are on the quic feature already). - clients/android: GamepadFeedback.kt — rumble -> VibratorManager (two-motor amplitude), HID Led -> lightbar + PlayerLeds -> player LED via LightsManager (API 33+), adaptive triggers parsed + logged (no public Android API); resolves the connected pad, emulator -> logged no-op. Started/stopped in the StreamScreen lifecycle (stop + join before nativeClose). Verified live (emulator -> synthetic host, PUNKTFUNK_TEST_FEEDBACK=1): client received + decoded the full burst -- rumble low=16384 high=32768, Led r=10 g=20 b=30, PlayerLeds bits=4 player=1, Trigger which=1 mode=0x21 -- matching the host hook exactly. Rendering is a logged no-op on the emulator (no controller); real haptics/lightbar/player-LED need a physical pad. Deferred (need a physical DualSense + device enumeration): client->host rich input (touchpad/motion send_rich_input) and DualSense controller-type negotiation. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -43,6 +43,7 @@ import androidx.compose.ui.text.input.KeyboardType
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import androidx.compose.ui.unit.dp
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import androidx.compose.ui.viewinterop.AndroidView
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import io.unom.punktfunk.kit.Gamepad
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import io.unom.punktfunk.kit.GamepadFeedback
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import io.unom.punktfunk.kit.Keymap
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import io.unom.punktfunk.kit.NativeBridge
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import kotlin.math.abs
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@@ -205,7 +206,10 @@ private fun StreamScreen(handle: Long, onDisconnect: () -> Unit) {
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window?.addFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON)
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activity?.streamHandle = handle // route hardware keys to this session
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activity?.axisMapper = Gamepad.AxisMapper(handle) // route joystick axes
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// Host→client feedback (rumble + DualSense lightbar/LEDs); poll threads stopped before close.
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val feedback = GamepadFeedback(handle).also { it.start() }
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onDispose {
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feedback.stop() // stop + join the poll threads BEFORE nativeClose frees the handle
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activity?.axisMapper?.reset() // release-all so nothing sticks on the host
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activity?.axisMapper = null
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activity?.streamHandle = 0L
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