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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@@ -60,11 +60,14 @@ final class SessionModel: ObservableObject {
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let meter = FrameMeter()
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private var statsTimer: Timer?
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private var audio: SessionAudio?
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private var gamepadCapture: GamepadCapture?
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private var gamepadFeedback: GamepadFeedback?
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var isBusy: Bool { phase != .idle }
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func connect(to host: StoredHost, width: UInt32, height: UInt32, hz: UInt32,
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compositor: PunktfunkConnection.Compositor = .auto,
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gamepad: PunktfunkConnection.GamepadType = .auto,
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autoTrust: Bool = false) {
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guard phase == .idle else { return }
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phase = .connecting
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@@ -80,7 +83,8 @@ final class SessionModel: ObservableObject {
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let result = Result { try PunktfunkConnection(
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host: host.address, port: host.port,
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width: width, height: height, refreshHz: hz,
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pinSHA256: pin, identity: identity, compositor: compositor) }
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pinSHA256: pin, identity: identity, compositor: compositor,
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gamepad: gamepad) }
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await MainActor.run { [weak self] in
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guard let self else { return }
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// The user may have abandoned this attempt (window closed, another host
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@@ -135,16 +139,26 @@ final class SessionModel: ObservableObject {
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statsTimer = nil
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let audio = self.audio
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self.audio = nil
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// Gamepad capture is main-actor (releases held buttons on the wire while the
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// connection is still up); the feedback drain joins off-main like audio.
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gamepadCapture?.stop()
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gamepadCapture = nil
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let feedback = gamepadFeedback
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gamepadFeedback = nil
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if let conn = connection {
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// Audio teardown waits its drain thread out and close() waits out in-flight
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// polls + joins the Rust worker threads — keep both off the main actor, in
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// this order (no audio poll left when the handle is freed).
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// Drain-thread teardown waits the pullers out and close() waits out in-flight
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// polls + joins the Rust worker threads — keep all of it off the main actor,
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// in this order (no poll left on any plane when the handle is freed).
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Task.detached {
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audio?.stop()
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feedback?.stop()
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conn.close()
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}
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} else {
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Task.detached { audio?.stop() }
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Task.detached {
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audio?.stop()
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feedback?.stop()
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}
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}
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connection = nil
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activeHost = nil
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@@ -177,6 +191,16 @@ final class SessionModel: ObservableObject {
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micUID: defaults.string(forKey: "punktfunk.micUID") ?? "",
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micEnabled: defaults.object(forKey: "punktfunk.micEnabled") as? Bool ?? true)
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self.audio = audio
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// Gamepads: forward GamepadManager's active controller as pad 0 and render the
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// host's feedback (rumble always; lightbar/player-LEDs/adaptive-triggers when the
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// session's virtual pad is a DualSense). Same trust gate as audio — nothing is
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// forwarded during the trust prompt.
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let capture = GamepadCapture(connection: conn, manager: .shared)
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capture.start()
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gamepadCapture = capture
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let feedback = GamepadFeedback(connection: conn, manager: .shared)
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feedback.start()
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gamepadFeedback = feedback
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}
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private func startStatsTimer() {
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