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>
This commit is contained in:
2026-06-15 10:30:32 +02:00
parent 1e871854cd
commit 104639bcc1
5 changed files with 368 additions and 0 deletions
@@ -0,0 +1,234 @@
package io.unom.punktfunk.kit
import android.graphics.Color
import android.hardware.lights.Light
import android.hardware.lights.LightState
import android.hardware.lights.LightsManager
import android.hardware.lights.LightsRequest
import android.os.Build
import android.os.CombinedVibration
import android.os.VibrationEffect
import android.os.VibratorManager
import android.util.Log
import android.view.InputDevice
import java.nio.ByteBuffer
/**
* Host→client gamepad feedback for one session (single-pad model — pad 0 only). Two daemon poll
* threads drain the blocking native pulls and render in Kotlin: rumble → the controller's
* `VibratorManager`; HID-output → lightbar / player-LED via `LightsManager` (API 33+); adaptive
* triggers are parse-validated and logged (Android has no public adaptive-trigger API).
*
* Mirrors `nativeStartAudio`'s lifecycle: [start]/[stop] driven by the StreamScreen. [stop] flips a
* flag; the ~100 ms native pull timeout lets the threads exit, then they're joined (bounded) — and
* this MUST run before `nativeClose` frees the session handle.
*
* The active pad is resolved from the connected input devices (first gamepad/joystick). With none
* connected (emulator) rumble/lights become logged no-ops — exactly the verification path; the
* `Log.i` receipt lines fire regardless of rendering hardware.
*/
class GamepadFeedback(private val handle: Long) {
private companion object {
const val TAG = "pf.feedback"
const val TAG_LED: Byte = 0x01
const val TAG_PLAYER_LEDS: Byte = 0x02
const val TAG_TRIGGER: Byte = 0x03
}
@Volatile private var running = false
private var rumbleThread: Thread? = null
private var hidoutThread: Thread? = null
private var vm: VibratorManager? = null
private var vibratorIds: IntArray = IntArray(0)
private var amplitudeControlled = false
private var lightsSession: LightsManager.LightsSession? = null
private var rgbLight: Light? = null
private var playerLight: Light? = null
fun start() {
val dev = resolvePad()
bindRumble(dev)
if (Build.VERSION.SDK_INT >= 33) {
bindLights(dev)
} else {
Log.i(TAG, "lights need API 33 (have ${Build.VERSION.SDK_INT}) — lightbar/playerLed no-op")
}
running = true
rumbleThread = Thread({
while (running) {
val ev = NativeBridge.nativeNextRumble(handle)
if (ev < 0L) continue // timeout / closed
renderRumble(((ev ushr 16) and 0xFFFF).toInt(), (ev and 0xFFFF).toInt())
}
}, "pf-rumble").apply { isDaemon = true; start() }
hidoutThread = Thread({
val buf = ByteBuffer.allocateDirect(64)
while (running) {
val n = NativeBridge.nativeNextHidout(handle, buf)
if (n < 0) continue // timeout / closed
dispatchHidout(buf, n)
}
}, "pf-hidout").apply { isDaemon = true; start() }
}
/** Idempotent. Stops + joins the poll threads (must complete before the session handle is freed). */
fun stop() {
running = false
runCatching { vm?.cancel() } // drop any held rumble immediately
runCatching { rumbleThread?.join(500) }
runCatching { hidoutThread?.join(500) }
rumbleThread = null
hidoutThread = null
runCatching { lightsSession?.close() }
lightsSession = null
rgbLight = null
playerLight = null
vm = null
vibratorIds = IntArray(0)
}
/** First connected gamepad/joystick InputDevice, or null (→ logged no-op on the emulator). */
private fun resolvePad(): InputDevice? {
for (id in InputDevice.getDeviceIds()) {
val d = InputDevice.getDevice(id) ?: continue
val s = d.sources
if (s and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD ||
s and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK
) {
return d
}
}
return null
}
// ---- Rumble ----
private fun bindRumble(dev: InputDevice?) {
if (dev == null) {
Log.i(TAG, "rumble: no controller connected — rumble no-op (emulator path)")
return
}
val m = dev.vibratorManager
val ids = m.vibratorIds
if (ids.isEmpty()) {
Log.i(TAG, "rumble: controller '${dev.name}' has no vibrators — rumble no-op")
return
}
vm = m
vibratorIds = ids
amplitudeControlled = ids.all { m.getVibrator(it).hasAmplitudeControl() }
Log.i(TAG, "rumble: bound ${ids.size} vibrators amplitudeControl=$amplitudeControlled")
}
/** low = heavy/left motor, high = light/right motor; both 0..0xFFFF (the host's u16 amplitudes). */
private fun renderRumble(low: Int, high: Int) {
Log.i(TAG, "rumble low=$low high=$high") // verification line — BEFORE any no-op return
val m = vm ?: return
val lo = toAmplitude(low)
val hi = toAmplitude(high)
if (lo == 0 && hi == 0) {
m.cancel() // (0,0) = stop
return
}
val combo = CombinedVibration.startParallel()
if (amplitudeControlled && vibratorIds.size >= 2) {
// ids[0] = light/right, ids[1] = heavy/left (XInput/Moonlight convention).
if (hi != 0) combo.addVibrator(vibratorIds[0], oneShot(hi))
if (lo != 0) combo.addVibrator(vibratorIds[1], oneShot(lo))
} else {
// Single motor or no amplitude control: blend both into one effect.
val a = (lo * 0.8 + hi * 0.33).toInt().coerceIn(1, 255)
for (id in vibratorIds) combo.addVibrator(id, oneShot(a))
}
runCatching { m.vibrate(combo.combine()) }
}
// 0..0xFFFF → 1..255 (high byte); a nonzero motor never collapses to 0.
private fun toAmplitude(v16: Int): Int {
val a = (v16 ushr 8) and 0xFF
return if (v16 != 0 && a == 0) 1 else a
}
// Long one-shot held until the next packet (the host re-sends ~periodically); cancel on zero.
private fun oneShot(amp: Int): VibrationEffect = VibrationEffect.createOneShot(60_000L, amp)
// ---- HID output ----
private fun dispatchHidout(buf: ByteBuffer, n: Int) {
buf.rewind()
when (buf.get()) { // kind tag
TAG_LED -> {
val r = buf.get().toInt() and 0xFF
val g = buf.get().toInt() and 0xFF
val b = buf.get().toInt() and 0xFF
Log.i(TAG, "hidout Led r=$r g=$g b=$b") // verification line
if (Build.VERSION.SDK_INT >= 33) setLightbar(Color.rgb(r, g, b))
}
TAG_PLAYER_LEDS -> {
val bits = buf.get().toInt() and 0x1F
val player = playerIndexForBits(bits)
Log.i(TAG, "hidout PlayerLeds bits=$bits player=$player") // verification line
if (Build.VERSION.SDK_INT >= 33) setPlayerId(player)
}
TAG_TRIGGER -> {
val which = buf.get().toInt() and 0xFF // 0 = L2, 1 = R2
val effLen = n - 2
val mode = if (effLen > 0) buf.get().toInt() and 0xFF else 0
// No public adaptive-trigger API on Android — parse-validate the mode + log only.
Log.i(
TAG,
"hidout Trigger which=$which effLen=$effLen mode=0x%02x (adaptive triggers unsupported on Android)".format(mode),
)
}
else -> Log.d(TAG, "hidout: unknown kind, dropped")
}
}
/** hid-playstation 5-LED pattern → player index 1..4 (0 = off); falls back to a bit count. */
private fun playerIndexForBits(bits: Int): Int = when (bits and 0x1F) {
0b00000 -> 0
0b00100 -> 1
0b01010 -> 2
0b10101 -> 3
0b11011 -> 4
else -> Integer.bitCount(bits and 0x1F).coerceIn(1, 4)
}
private fun bindLights(dev: InputDevice?) {
if (dev == null) {
Log.i(TAG, "lights: no controller connected — lightbar/playerLed no-op (emulator path)")
return
}
val lm = dev.lightsManager
for (l in lm.lights) {
if (rgbLight == null && l.hasRgbControl()) rgbLight = l
if (playerLight == null && l.type == Light.LIGHT_TYPE_PLAYER_ID) playerLight = l
}
if (rgbLight == null && playerLight == null) {
Log.i(TAG, "lights: controller '${dev.name}' exposes no controllable lights — no-op")
return
}
lightsSession = lm.openSession()
Log.i(TAG, "lights: bound rgb=${rgbLight != null} playerLed=${playerLight != null}")
}
private fun setLightbar(argb: Int) {
val s = lightsSession ?: return
val l = rgbLight ?: return
runCatching {
s.requestLights(LightsRequest.Builder().addLight(l, LightState.Builder().setColor(argb).build()).build())
}
}
private fun setPlayerId(player: Int) {
val s = lightsSession ?: return
val l = playerLight ?: return
runCatching {
s.requestLights(LightsRequest.Builder().addLight(l, LightState.Builder().setPlayerId(player).build()).build())
}
}
}
@@ -68,4 +68,19 @@ object NativeBridge {
/** One gamepad axis update. axisId: [Gamepad].AXIS_* (0..5). value: stick i16 (+y=up) / trigger 0..255. */
external fun nativeSendGamepadAxis(handle: Long, axisId: Int, value: Int)
// ---- Host→client gamepad feedback: Rust pulls block ~100ms, Kotlin renders (see GamepadFeedback) ----
/**
* Block up to ~100 ms for the next rumble update. Returns `(low shl 16) or high` (each
* 0..0xFFFF; 0 = stop), or -1 on timeout / session closed. Call from a dedicated poll thread.
*/
external fun nativeNextRumble(handle: Long): Long
/**
* Block up to ~100 ms for the next DualSense HID-output event, written into [buf] (a direct
* ByteBuffer, capacity >= 64) as `[kind][fields…]`: Led=01 r g b, PlayerLeds=02 bits,
* Trigger=03 which effect…. Returns the byte count, or -1 on timeout / session closed.
*/
external fun nativeNextHidout(handle: Long, buf: java.nio.ByteBuffer): Int
}