feat(gamepad): controller discovery + client-negotiated pad type + rich DualSense end to end
The Apple client grows full gamepad support and punktfunk/1 learns to negotiate the virtual pad type: - Protocol: Hello carries a GamepadPref byte (offset 21, the same trailing-byte back-compat pattern as the compositor; echoed resolved in Welcome at 54). Host precedence: explicit client choice > PUNKTFUNK_GAMEPAD env > Xbox 360, DualSense (UHID) only where available. ABI: punktfunk_connect_ex2 + punktfunk_connection_gamepad (connect_ex delegates; ABI_VERSION stays 2 — the trailing byte IS the compat mechanism). punktfunk-client-rs gets --gamepad. - Swift client: GamepadManager (app-lifetime discovery + selection — Settings lists every controller with capabilities/battery/"In use"; exactly ONE pad forwards as pad 0, auto = most recently connected, or pinned), GamepadCapture (snapshot-diff button/axis events, DualSense touchpad + ~250 Hz motion on the rich-input plane, held state released on switch/deactivate/stop), GamepadFeedback (rumble → CoreHaptics per-handle engines; lightbar → GCDeviceLight; player LEDs → playerIndex; adaptive-trigger blocks → the table-driven DualSenseTriggerEffect parser → GCDualSenseAdaptiveTrigger, exact for the 10-zone positional modes). The pad type auto-resolves from the physical controller at connect time, user-overridable in Settings. - Host DualSense fixes surfaced by adversarial review against hid-playstation / SDL / Nielk1 ground truth: input-report sensor/touch offsets were off by one (the kernel read garbage motion + phantom touches), the L2/R2 trigger blocks were swapped (the report is right-trigger-first), feedback now gates on the report's valid-flags (a plain rumble write no longer blanks lightbar/ triggers), and the touchpad rescale clamps to the advertised ABS_MT extents. - Tests: Hello/Welcome trailing-byte back-compat, pick_gamepad precedence, byte-exact input-report layout, valid-flag gating, per-mode trigger-parser table (incl. packed 3-bit zones), wire conversions, and a scripted loopback feedback burst (PUNKTFUNK_TEST_FEEDBACK=1) asserted through the xcframework on the rumble + HID-output planes. Validated: cargo test/clippy/fmt green on macOS + Linux (61 host tests), swift build/test green, test-loopback.sh green, tvOS/iOS targets compile. DualSense motion sign/scale is derived from the calibration blob, not yet live-verified (constants isolated in GamepadWire). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -49,7 +49,11 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
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capture→…→reassembled; audio measured live (~200 pkts/s). `punktfunk-client-rs` is the
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working reference client (`--pin`, datagram counters, `--input-test` incl. gamepad).
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The embeddable connector (`NativeClient`) exposes it all over the C ABI: `punktfunk_connect`
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(pin/TOFU) + `next_au`/`next_audio`/`next_rumble`/`send_input`.
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(pin/TOFU) + `next_au`/`next_audio`/`next_rumble`/`next_hidout`/`send_input`/
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`send_rich_input`. **Client-negotiated virtual pad type**: the Hello carries a gamepad
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preference byte (same trailing-byte back-compat pattern as the compositor), the Welcome
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echoes the resolved backend — precedence: explicit client choice > `PUNKTFUNK_GAMEPAD`
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env > uinput Xbox 360; DualSense (UHID) only on Linux hosts.
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## What's left
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@@ -59,7 +63,15 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
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validated live Mac ↔ this box at 720p60 — vkcube on glass, input injected via gamescope
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EIS. The app speaks the full ABI v2 trust surface: Keychain-persisted client identity
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presented on every connect, SPAKE2 PIN pairing UI (host-card context menu + the trust
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prompt's "Pair with PIN instead…"), TOFU fingerprint prompt. Tests: `swift test` in
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prompt's "Pair with PIN instead…"), TOFU fingerprint prompt. **Gamepads (2026-06-11):**
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controller discovery + selection in Settings (`GamepadManager` — exactly one pad
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forwarded as pad 0, auto or pinned; pad TYPE auto-resolves from the physical
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controller, user-overridable), capture incl. DualSense touchpad/motion
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(`GamepadCapture`/`GamepadWire`), feedback rendering (rumble → CoreHaptics; lightbar /
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player LEDs / adaptive triggers → `GCDeviceLight`/`playerIndex`/
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`GCDualSenseAdaptiveTrigger` via the table-driven `DualSenseTriggerEffect` parser).
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Loopback-tested end to end (`PUNKTFUNK_TEST_FEEDBACK=1` scripted burst); DualSense
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motion sign/scale derived, not yet live-verified. Tests: `swift test` in
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`clients/apple` (unit + real-codec round trip),
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`test-loopback.sh` (Swift client vs synthetic m3-hosts on loopback — runs on macOS;
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includes the pairing ceremony + `--require-pairing` gate),
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