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>
This commit is contained in:
2026-06-11 16:28:33 +02:00
parent d86896da16
commit 1d605fb781
24 changed files with 2321 additions and 142 deletions
@@ -24,6 +24,7 @@ struct ContentView: View {
@AppStorage("punktfunk.height") private var height = 1080
@AppStorage("punktfunk.hz") private var hz = 60
@AppStorage("punktfunk.compositor") private var compositor = 0
@AppStorage("punktfunk.gamepadType") private var gamepadType = 0
@State private var showAddHost = false
@State private var pairingTarget: StoredHost?
#if !os(macOS)
@@ -383,12 +384,17 @@ struct ContentView: View {
}
private func connect(_ host: StoredHost) {
// The gamepad-type setting resolves NOW (Automatic match the active physical
// controller): the host's virtual pad backend is fixed per session.
model.connect(
to: host,
width: UInt32(clamping: width), height: UInt32(clamping: height),
hz: UInt32(clamping: hz),
compositor: PunktfunkConnection.Compositor(
rawValue: UInt32(clamping: compositor)) ?? .auto)
rawValue: UInt32(clamping: compositor)) ?? .auto,
gamepad: GamepadManager.shared.resolveType(
setting: PunktfunkConnection.GamepadType(
rawValue: UInt32(clamping: gamepadType)) ?? .auto))
}
// MARK: - Trust on first use
@@ -525,7 +531,8 @@ struct ContentView: View {
/// PUNKTFUNK_AUTOCONNECT=host[:port] connects immediately (trust-on-first-use,
/// auto-confirmed dev only) at the saved or PUNKTFUNK_MODE=WxHxHz mode, without
/// touching the saved host list. PUNKTFUNK_COMPOSITOR=kwin|gamescope| overrides the
/// compositor preference (same names as the host env knob). (IPv4/hostname only.)
/// compositor preference and PUNKTFUNK_REMOTE_GAMEPAD=xbox360|dualsense the virtual
/// pad type (same names as the host env knobs). (IPv4/hostname only.)
private func autoConnectIfAsked() {
guard let target = ProcessInfo.processInfo.environment["PUNKTFUNK_AUTOCONNECT"],
!target.isEmpty, model.phase == .idle
@@ -547,11 +554,19 @@ struct ContentView: View {
let c = PunktfunkConnection.Compositor(name: name) {
pref = c
}
var pad = GamepadManager.shared.resolveType(
setting: PunktfunkConnection.GamepadType(
rawValue: UInt32(clamping: gamepadType)) ?? .auto)
if let name = ProcessInfo.processInfo.environment["PUNKTFUNK_REMOTE_GAMEPAD"],
let g = PunktfunkConnection.GamepadType(name: name) {
pad = g
}
model.connect(
to: host,
width: UInt32(clamping: width), height: UInt32(clamping: height),
hz: UInt32(clamping: hz),
compositor: pref,
gamepad: pad,
autoTrust: true)
}
}
@@ -60,11 +60,14 @@ final class SessionModel: ObservableObject {
let meter = FrameMeter()
private var statsTimer: Timer?
private var audio: SessionAudio?
private var gamepadCapture: GamepadCapture?
private var gamepadFeedback: GamepadFeedback?
var isBusy: Bool { phase != .idle }
func connect(to host: StoredHost, width: UInt32, height: UInt32, hz: UInt32,
compositor: PunktfunkConnection.Compositor = .auto,
gamepad: PunktfunkConnection.GamepadType = .auto,
autoTrust: Bool = false) {
guard phase == .idle else { return }
phase = .connecting
@@ -80,7 +83,8 @@ final class SessionModel: ObservableObject {
let result = Result { try PunktfunkConnection(
host: host.address, port: host.port,
width: width, height: height, refreshHz: hz,
pinSHA256: pin, identity: identity, compositor: compositor) }
pinSHA256: pin, identity: identity, compositor: compositor,
gamepad: gamepad) }
await MainActor.run { [weak self] in
guard let self else { return }
// The user may have abandoned this attempt (window closed, another host
@@ -135,16 +139,26 @@ final class SessionModel: ObservableObject {
statsTimer = nil
let audio = self.audio
self.audio = nil
// Gamepad capture is main-actor (releases held buttons on the wire while the
// connection is still up); the feedback drain joins off-main like audio.
gamepadCapture?.stop()
gamepadCapture = nil
let feedback = gamepadFeedback
gamepadFeedback = nil
if let conn = connection {
// Audio teardown waits its drain thread out and close() waits out in-flight
// polls + joins the Rust worker threads keep both off the main actor, in
// this order (no audio poll left when the handle is freed).
// Drain-thread teardown waits the pullers out and close() waits out in-flight
// polls + joins the Rust worker threads keep all of it off the main actor,
// in this order (no poll left on any plane when the handle is freed).
Task.detached {
audio?.stop()
feedback?.stop()
conn.close()
}
} else {
Task.detached { audio?.stop() }
Task.detached {
audio?.stop()
feedback?.stop()
}
}
connection = nil
activeHost = nil
@@ -177,6 +191,16 @@ final class SessionModel: ObservableObject {
micUID: defaults.string(forKey: "punktfunk.micUID") ?? "",
micEnabled: defaults.object(forKey: "punktfunk.micEnabled") as? Bool ?? true)
self.audio = audio
// Gamepads: forward GamepadManager's active controller as pad 0 and render the
// host's feedback (rumble always; lightbar/player-LEDs/adaptive-triggers when the
// session's virtual pad is a DualSense). Same trust gate as audio nothing is
// forwarded during the trust prompt.
let capture = GamepadCapture(connection: conn, manager: .shared)
capture.start()
gamepadCapture = capture
let feedback = GamepadFeedback(connection: conn, manager: .shared)
feedback.start()
gamepadFeedback = feedback
}
private func startStatsTimer() {
@@ -1,6 +1,6 @@
// App settings (,): the stream mode + the host compositor. The host creates a native
// virtual output at exactly this size/refresh there is no scaling anywhere in the
// pipeline.
// App settings (,): the stream mode, the host compositor, and controllers. The host
// creates a native virtual output at exactly this size/refresh there is no scaling
// anywhere in the pipeline.
#if os(macOS)
import AppKit
@@ -8,13 +8,16 @@ import AppKit
import PunktfunkKit
import SwiftUI
@MainActor
struct SettingsView: View {
@Environment(\.dismiss) private var dismiss
@AppStorage("punktfunk.width") private var width = 1920
@AppStorage("punktfunk.height") private var height = 1080
@AppStorage("punktfunk.hz") private var hz = 60
@AppStorage("punktfunk.compositor") private var compositor = 0
@AppStorage("punktfunk.gamepadType") private var gamepadType = 0
@AppStorage("punktfunk.micEnabled") private var micEnabled = true
@ObservedObject private var gamepads = GamepadManager.shared
#if os(macOS)
@AppStorage("punktfunk.speakerUID") private var speakerUID = ""
@AppStorage("punktfunk.micUID") private var micUID = ""
@@ -83,15 +86,107 @@ struct SettingsView: View {
.foregroundStyle(.secondary)
.multilineTextAlignment(.center)
.padding(.top, 8)
ForEach(gamepads.controllers) { controller in
controllerRow(controller)
.padding(.horizontal, 24)
}
TVSelectionRow(
title: "Use controller", options: controllerOptions,
selection: $gamepads.preferredID)
TVSelectionRow(
title: "Controller type", options: Self.padTypes, selection: $gamepadType)
Text(Self.controllersFooter)
.font(.caption)
.foregroundStyle(.secondary)
.multilineTextAlignment(.center)
.padding(.top, 8)
}
.frame(maxWidth: 1000)
.frame(maxWidth: .infinity)
.padding(60)
}
.navigationTitle("Settings")
.onAppear {
gamepads.refresh()
gamepads.startDiscovery()
}
.onDisappear { gamepads.stopDiscovery() }
}
#endif
// MARK: - Controllers
private static let padTypes: [(label: String, tag: Int)] = [
("Automatic", 0),
("Xbox 360", 1),
("DualSense", 2),
]
private static let controllersFooter =
"One controller is forwarded to the host, as player 1 — Automatic picks the most "
+ "recently connected one. The type is the virtual pad the host creates: Automatic "
+ "matches the controller (a DualSense gets adaptive triggers, lightbar, touchpad "
+ "and motion), and changes apply from the next session. Two identical controllers "
+ "may swap a manual selection after reconnecting."
/// "Use controller" choices: Automatic, every forwardable controller, and so a stale
/// pin stays visible instead of leaving the Picker selection tag-less any pinned id
/// that is NOT among the selectable (extended) entries, present-but-unusable included.
private var controllerOptions: [(label: String, tag: String)] {
let selectable = gamepads.controllers.filter(\.isExtended)
var options: [(label: String, tag: String)] = [("Automatic", "")]
options += selectable.map { ($0.name, $0.id) }
if !gamepads.preferredID.isEmpty,
!selectable.contains(where: { $0.id == gamepads.preferredID }) {
options.append(("Unavailable controller", gamepads.preferredID))
}
return options
}
private func controllerRow(_ controller: GamepadManager.DiscoveredController) -> some View {
HStack(spacing: 10) {
Image(systemName: controller.isDualSense ? "playstation.logo" : "gamecontroller.fill")
.foregroundStyle(.secondary)
VStack(alignment: .leading, spacing: 2) {
Text(controller.name)
HStack(spacing: 8) {
if !controller.isExtended {
Text(controller.productCategory)
}
if controller.hasAdaptiveTriggers {
Image(systemName: "r2.button.roundedtop.horizontal")
}
if controller.hasLight {
Image(systemName: "lightbulb.fill")
}
if controller.hasMotion {
Image(systemName: "gyroscope")
}
if controller.hasHaptics {
Image(systemName: "waveform")
}
if let level = controller.batteryLevel {
Text("\(Int(level * 100))%")
if controller.isCharging {
Image(systemName: "bolt.fill")
}
}
}
.font(.caption2)
.foregroundStyle(.secondary)
}
Spacer()
if gamepads.active?.id == controller.id {
Text("In use")
.font(.caption2.weight(.semibold))
.padding(.horizontal, 8)
.padding(.vertical, 3)
.background(Capsule().fill(.green.opacity(0.2)))
.foregroundStyle(.green)
}
}
}
private var sharedBody: some View {
Form {
Section {
@@ -170,8 +265,39 @@ struct SettingsView: View {
.font(.caption)
.foregroundStyle(.secondary)
}
Section {
if gamepads.controllers.isEmpty {
Text("No controllers detected")
.foregroundStyle(.secondary)
} else {
ForEach(gamepads.controllers) { controller in
controllerRow(controller)
}
}
Picker("Use controller", selection: $gamepads.preferredID) {
ForEach(controllerOptions, id: \.tag) { option in
Text(option.label).tag(option.tag)
}
}
Picker("Controller type", selection: $gamepadType) {
ForEach(Self.padTypes, id: \.tag) { option in
Text(option.label).tag(option.tag)
}
}
} header: {
Text("Controllers")
} footer: {
Text(Self.controllersFooter)
.font(.caption)
.foregroundStyle(.secondary)
}
}
.formStyle(.grouped)
.onAppear {
gamepads.refresh()
gamepads.startDiscovery()
}
.onDisappear { gamepads.stopDiscovery() }
#if os(macOS)
.frame(width: 380)
.fixedSize()