refactor(gamepad/windows): drop the dead shell fork, use pf-client-core's service

clients/windows/src/gamepad.rs was a 629-line near-verbatim fork of
pf-client-core's SDL gamepad service, frozen at an old single-pad design.
Commit 9822fc3b removed its attach/detach entry points but left the machinery,
so `Worker.attached` was initialized None and never set — ~300-400 lines
(button/axis/touchpad/motion forwarding, Ds5Feedback, the rumble/HID feedback
loop) were logically unreachable, never flagged because the guards read a
runtime Option the compiler can't prove is always None. The live remainder
(pad enumeration + pin persistence) had drifted from core: it opened every
device for metadata (vs core's no-open id-getters), force-enabled the Valve
HIDAPI drivers unconditionally, lacked the steam_virtual skip (so it could pin
Steam Input's virtual pad and kill gyro), and derived the pin key from an
opened handle — risking a cross-process byte-mismatch with the session, which
resolves the same key from id-getters.

The shell's only live job is enumerating pads for the Settings list and
persisting the pin; the spawned punktfunk-session already runs the full
pf-client-core service and does all real forwarding (session/main.rs). So
delete the fork and point the shell at pf_client_core::gamepad::GamepadService
directly — its start()/pads()/set_pinned()/clone() + PadInfo{key,name,
kind_label()} are a strict superset of what the shell uses. Idle, core's
service is hands-off the hardware (id-getter metadata, no device open, HIDAPI
off), which is the intended behavior and fixes the drift class above.

- delete clients/windows/src/gamepad.rs (-629) and `mod gamepad;`
- main.rs / app/mod.rs: use pf_client_core::gamepad::GamepadService
- drop the now-unused direct sdl3 dep (pf-client-core pulls it on Windows with
  the same build-from-source,hidapi features); sync Cargo.lock

Pre-checks (dev Mac): std mpsc Sender<T>: Sync confirmed on the pinned 1.96.0
(so core's GamepadService is Sync for the WinUI cross-thread sharing, no core
change needed); rustfmt clean; no dangling refs. Windows compile is deferred
to CI (windows-only crate, unbuildable on macOS).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-13 11:25:03 +02:00
parent 68b9f108ab
commit 236c59754b
5 changed files with 10 additions and 638 deletions
+1 -1
View File
@@ -32,9 +32,9 @@ mod stream;
mod style;
use crate::discovery::{self, DiscoveredHost};
use crate::gamepad::GamepadService;
use crate::trust::{KnownHosts, Settings};
use hosts::HostsProps;
use pf_client_core::gamepad::GamepadService;
use punktfunk_core::client::NativeClient;
use speed::{SpeedProps, SpeedState};
use std::collections::HashMap;
-629
View File
@@ -1,629 +0,0 @@
//! App-lifetime gamepad service over SDL3 (mirrors the Swift/GTK clients' `GamepadManager` +
//! capture/feedback). Ported near-verbatim from the GTK Linux client — SDL3 is cross-platform,
//! so the only Windows change is the build (`sdl3` is compiled from source via the bundled
//! CMake, since there is no system SDL3).
//!
//! One worker thread owns SDL for the process lifetime: it tracks connected pads, selects the
//! ONE controller forwarded as pad 0 (user pin, else the most recently connected), and — while
//! a session is attached — forwards buttons/axes, DualSense touchpad contacts and motion
//! samples (0xCC), and renders feedback: rumble on every pad, lightbar via SDL, and on a real
//! DualSense the raw effects packet (adaptive-trigger blocks replayed verbatim, player LEDs).
//! Held state is zeroed on the wire when the active pad switches or the session detaches, so
//! nothing sticks down.
//!
//! This thread is also the single consumer of the rumble and HID-output pull planes.
use punktfunk_core::client::NativeClient;
use punktfunk_core::config::GamepadPref;
use punktfunk_core::input::{gamepad as wire, InputEvent, InputKind};
use punktfunk_core::quic::{HidOutput, RichInput};
use std::collections::HashMap;
use std::sync::mpsc::{Receiver, Sender};
use std::sync::{Arc, Mutex};
use std::time::Duration;
/// Motion scale constants, shared convention with the other clients (`GamepadWire`): derived
/// from hid-playstation's math over the host's fixed calibration blob. SDL hands us gyro in
/// rad/s and accel in m/s²; the DualSense report wants raw LSBs.
const GYRO_LSB_PER_RAD_S: f32 = 20.0 * 180.0 / std::f32::consts::PI;
const ACCEL_LSB_PER_G: f32 = 10_000.0;
const G: f32 = 9.80665;
#[derive(Clone, Debug)]
pub struct PadInfo {
/// Stable identity (`vid:pid:name`, the same format as `pf-client-core`'s `PadInfo::key`)
/// — persisted as `Settings::forward_pad` so the pin survives restarts AND reaches the
/// spawned session binary, whose own gamepad service applies the same key.
pub key: String,
pub name: String,
/// The virtual pad "Automatic" resolves to for this physical controller (DualSense → DualSense,
/// DS4 → DualShock 4, Xbox One/Series → Xbox One, else → Xbox 360).
pub pref: GamepadPref,
}
impl PadInfo {
/// True for a real DualSense — the only pad whose lightbar / player-LED / adaptive-trigger
/// feedback we replay as raw DS5 HID effect packets (a DS4 uses SDL's generic `set_led`).
fn is_dualsense(&self) -> bool {
self.pref == GamepadPref::DualSense
}
/// A short human label for the detected pad family, shown next to the name in the settings
/// GUI's controller list ("" for a generic pad the name already describes).
pub fn kind_label(&self) -> &'static str {
match self.pref {
GamepadPref::DualSense => "DualSense",
GamepadPref::DualShock4 => "DualShock 4",
GamepadPref::XboxOne => "Xbox One",
GamepadPref::SteamDeck => "Steam Deck",
GamepadPref::SteamController => "Steam Controller",
_ => "",
}
}
}
/// Map the SDL-reported controller type to the virtual pad we'd ask the host to create.
fn pref_for_type(t: sdl3::gamepad::GamepadType) -> GamepadPref {
use sdl3::gamepad::GamepadType as T;
match t {
T::PS5 => GamepadPref::DualSense,
T::PS4 => GamepadPref::DualShock4,
T::XboxOne => GamepadPref::XboxOne,
_ => GamepadPref::Xbox360,
}
}
enum Ctl {
Pin(Option<String>),
}
#[derive(Clone)]
pub struct GamepadService {
pads: Arc<Mutex<Vec<PadInfo>>>,
// `Arc<Mutex<…>>` (not a bare `Sender`, which is `!Sync`) so the service is `Sync` — the
// WinUI app shares it across the UI thread and the settings-pin path.
ctl: Arc<Mutex<Sender<Ctl>>>,
}
impl GamepadService {
pub fn start() -> GamepadService {
let pads = Arc::new(Mutex::new(Vec::new()));
let (ctl, ctl_rx) = std::sync::mpsc::channel();
let p = pads.clone();
if let Err(e) = std::thread::Builder::new()
.name("punktfunk-gamepad".into())
.spawn(move || {
if let Err(e) = run(&p, &ctl_rx) {
tracing::warn!(error = %e, "gamepad service ended — pads disabled");
}
})
{
tracing::warn!(error = %e, "gamepad service failed to start");
}
GamepadService {
pads,
ctl: Arc::new(Mutex::new(ctl)),
}
}
/// Connected controllers, most recently attached first (the settings GUI's list order).
pub fn pads(&self) -> Vec<PadInfo> {
self.pads.lock().unwrap().clone()
}
/// Pin the forwarded controller by stable key (`PadInfo::key`) — `None` = automatic.
/// The pin survives the pad disconnecting: it re-applies the moment a matching
/// controller shows up again (same semantics as `pf-client-core`'s service). The spawned
/// `punktfunk-session` binary owns the actual forwarding; this persists the selection.
pub fn set_pinned(&self, key: Option<String>) {
let _ = self.ctl.lock().unwrap().send(Ctl::Pin(key));
}
}
fn send(connector: &NativeClient, kind: InputKind, code: u32, x: i32) {
let _ = connector.send_input(&InputEvent {
kind,
_pad: [0; 3],
code,
x,
y: 0,
flags: 0, // pad index 0 — single-pad model
});
}
fn button_bit(b: sdl3::gamepad::Button) -> Option<u32> {
use sdl3::gamepad::Button;
Some(match b {
Button::South => wire::BTN_A,
Button::East => wire::BTN_B,
Button::West => wire::BTN_X,
Button::North => wire::BTN_Y,
Button::Back => wire::BTN_BACK,
Button::Start => wire::BTN_START,
Button::Guide => wire::BTN_GUIDE,
Button::LeftStick => wire::BTN_LS_CLICK,
Button::RightStick => wire::BTN_RS_CLICK,
Button::LeftShoulder => wire::BTN_LB,
Button::RightShoulder => wire::BTN_RB,
Button::DPadUp => wire::BTN_DPAD_UP,
Button::DPadDown => wire::BTN_DPAD_DOWN,
Button::DPadLeft => wire::BTN_DPAD_LEFT,
Button::DPadRight => wire::BTN_DPAD_RIGHT,
Button::Touchpad => wire::BTN_TOUCHPAD,
// Back grips / paddles (Steam Deck L4/L5/R4/R5, Xbox Elite P1P4) + the misc/Share button.
// PADDLE1/2/3/4 = R4/L4/R5/L5 (see the host `input::gamepad`).
Button::RightPaddle1 => wire::BTN_PADDLE1,
Button::LeftPaddle1 => wire::BTN_PADDLE2,
Button::RightPaddle2 => wire::BTN_PADDLE3,
Button::LeftPaddle2 => wire::BTN_PADDLE4,
Button::Misc1 => wire::BTN_MISC1,
_ => return None,
})
}
/// SDL axis → (wire axis id, wire value). SDL sticks are +y = down; the wire (XInput
/// convention) is +y = up. SDL triggers span 0..32767; the wire wants 0..255.
fn axis_value(axis: sdl3::gamepad::Axis, v: i16) -> (u32, i32) {
use sdl3::gamepad::Axis;
match axis {
Axis::LeftX => (wire::AXIS_LS_X, v as i32),
Axis::LeftY => (wire::AXIS_LS_Y, -(v as i32).max(-32767)),
Axis::RightX => (wire::AXIS_RS_X, v as i32),
Axis::RightY => (wire::AXIS_RS_Y, -(v as i32).max(-32767)),
Axis::TriggerLeft => (wire::AXIS_LT, (v as i32).clamp(0, 32767) >> 7),
Axis::TriggerRight => (wire::AXIS_RT, (v as i32).clamp(0, 32767) >> 7),
}
}
/// The DualSense effects packet (SDL `DS5EffectsState_t`, 47 bytes) — the same layout the host
/// parses off its virtual pad; the wire's 11-byte trigger blocks drop in verbatim. Enable bits
/// select only the fields each update touches, so rumble (driven separately through SDL) and
/// untouched fields keep their state.
#[derive(Default)]
struct Ds5Feedback;
impl Ds5Feedback {
const RIGHT_TRIGGER: usize = 10;
const LEFT_TRIGGER: usize = 21;
const PAD_LIGHTS: usize = 43;
const LED_RGB: usize = 44;
fn trigger_packet(which: u8, effect: &[u8]) -> [u8; 47] {
let mut p = [0u8; 47];
let (flag, off) = if which == 1 {
(0x04, Self::RIGHT_TRIGGER)
} else {
(0x08, Self::LEFT_TRIGGER)
};
p[0] = flag;
let n = effect.len().min(11);
p[off..off + n].copy_from_slice(&effect[..n]);
p
}
fn lightbar_packet(r: u8, g: u8, b: u8) -> [u8; 47] {
let mut p = [0u8; 47];
p[1] = 0x04; // lightbar enable
p[Self::LED_RGB] = r;
p[Self::LED_RGB + 1] = g;
p[Self::LED_RGB + 2] = b;
p
}
fn player_packet(bits: u8) -> [u8; 47] {
let mut p = [0u8; 47];
p[1] = 0x10; // player-LED enable
p[Self::PAD_LIGHTS] = bits & 0x1F;
p
}
}
struct Worker {
subsystem: sdl3::GamepadSubsystem,
opened: HashMap<u32, sdl3::gamepad::Gamepad>,
/// Connection order; the most recently connected is the auto selection.
order: Vec<u32>,
/// The user pin by stable key (`PadInfo::key`); resolved to an instance id per lookup
/// so it re-applies whenever a matching pad (re)connects.
pinned: Option<String>,
attached: Option<Arc<NativeClient>>,
/// Wire state of the active pad — zeroed on the wire at switch/detach.
last_axis: [i32; 6],
held_buttons: Vec<u32>,
/// Touchpad contacts the host believes are down, keyed by `(surface, finger)` — lifted on pad
/// switch / detach. surface 0 = the legacy single touchpad, 1/2 = a Steam left/right pad.
held_touches: std::collections::HashSet<(u8, u8)>,
last_accel: [i16; 3],
}
impl Worker {
fn active_id(&self) -> Option<u32> {
self.pinned
.as_deref()
.and_then(|key| {
self.order
.iter()
.rev() // prefer the most recently connected pad with this identity
.find(|&&id| self.pad_info(id).is_some_and(|p| p.key == key))
.copied()
})
.or_else(|| self.order.last().copied())
}
fn pad_info(&self, id: u32) -> Option<PadInfo> {
let pad = self.opened.get(&id)?;
let mut pref = pref_for_type(
self.subsystem
.type_for_id(sdl3::sys::joystick::SDL_JoystickID(id)),
);
let (vid, pid) = (pad.vendor_id().unwrap_or(0), pad.product_id().unwrap_or(0));
// No SDL type for the Steam Deck / Steam Controller — detect Valve by VID/PID (Deck 0x1205,
// SC wired 0x1102, SC dongle 0x1142) so the host builds the virtual hid-steam pad.
if vid == 0x28DE && matches!(pid, 0x1205 | 0x1102 | 0x1142) {
pref = GamepadPref::SteamDeck;
}
let name = pad.name().unwrap_or_else(|| "Controller".into());
Some(PadInfo {
// Must match pf-client-core's `PadInfo::key` byte-for-byte — the persisted
// `forward_pad` is applied by BOTH services (this one and the session's).
key: format!("{vid:04x}:{pid:04x}:{name}"),
name,
pref,
})
}
/// Zero everything the host believes is held — on pad switch and detach.
fn flush_held(&mut self) {
if let Some(c) = &self.attached {
for b in self.held_buttons.drain(..) {
send(c, InputKind::GamepadButton, b, 0);
}
for (id, v) in self.last_axis.iter_mut().enumerate() {
if *v != 0 && *v != i32::MIN {
send(c, InputKind::GamepadAxis, id as u32, 0);
}
*v = i32::MIN;
}
for (surface, finger) in self.held_touches.drain() {
let rich = if surface == 0 {
RichInput::Touchpad {
pad: 0,
finger,
active: false,
x: 0,
y: 0,
}
} else {
RichInput::TouchpadEx {
pad: 0,
surface,
finger,
touch: false,
click: false,
x: 0,
y: 0,
pressure: 0,
}
};
let _ = c.send_rich_input(rich);
}
} else {
self.held_buttons.clear();
self.last_axis = [i32::MIN; 6];
self.held_touches.clear();
}
}
/// Sensors stream only while a session wants them (they cost USB/BT bandwidth).
fn set_sensors(&mut self, enabled: bool) {
let Some(id) = self.active_id() else { return };
if let Some(pad) = self.opened.get_mut(&id) {
use sdl3::sensor::SensorType;
for s in [SensorType::Gyroscope, SensorType::Accelerometer] {
if unsafe { pad.has_sensor(s) } {
let _ = pad.sensor_set_enabled(s, enabled);
}
}
}
}
/// Forward one touchpad contact on the rich-input plane. A multi-touchpad pad (Steam Deck / Steam
/// Controller) sends `TouchpadEx` with the surface (SDL touchpad 0 = left → 1, 1 = right → 2) and
/// signed coordinates; a single-touchpad pad (DualSense) keeps the legacy `Touchpad` (unsigned).
fn forward_touch(
&mut self,
which: u32,
touchpad: u32,
finger: u8,
x: f32,
y: f32,
active: bool,
) {
let Some(c) = self.attached.as_ref() else {
return;
};
let multi = self
.opened
.get(&which)
.map(|p| p.touchpads_count() >= 2)
.unwrap_or(false);
let (cx, cy) = (x.clamp(0.0, 1.0), y.clamp(0.0, 1.0));
let surface = if multi { (touchpad as u8) + 1 } else { 0 };
let rich = if multi {
RichInput::TouchpadEx {
pad: 0,
surface,
finger,
touch: active,
click: false,
x: (cx * 65535.0 - 32768.0) as i16,
y: (cy * 65535.0 - 32768.0) as i16,
pressure: 0,
}
} else {
RichInput::Touchpad {
pad: 0,
finger,
active,
x: (cx * 65535.0) as u16,
y: (cy * 65535.0) as u16,
}
};
let _ = c.send_rich_input(rich);
if active {
self.held_touches.insert((surface, finger));
} else {
self.held_touches.remove(&(surface, finger));
}
}
}
#[allow(clippy::too_many_lines)]
fn run(pads_out: &Mutex<Vec<PadInfo>>, ctl: &Receiver<Ctl>) -> Result<(), String> {
// Off-main-thread + no video subsystem: keep SDL away from signals, poll pads on its own
// thread.
sdl3::hint::set("SDL_NO_SIGNAL_HANDLERS", "1");
sdl3::hint::set("SDL_JOYSTICK_THREAD", "1");
// Let SDL's HIDAPI drivers open Valve Steam Controller / Steam Deck devices directly, so the
// paddles, both trackpads, and gyro arrive as first-class SDL gamepad inputs.
sdl3::hint::set("SDL_JOYSTICK_HIDAPI_STEAMDECK", "1");
sdl3::hint::set("SDL_JOYSTICK_HIDAPI_STEAM", "1");
let sdl = sdl3::init().map_err(|e| e.to_string())?;
let subsystem = sdl.gamepad().map_err(|e| e.to_string())?;
let mut pump = sdl.event_pump().map_err(|e| e.to_string())?;
let mut w = Worker {
subsystem,
opened: HashMap::new(),
order: Vec::new(),
pinned: None,
attached: None,
last_axis: [i32::MIN; 6],
held_buttons: Vec::new(),
held_touches: std::collections::HashSet::new(),
last_accel: [0; 3],
};
let publish = |w: &Worker| {
let mut list: Vec<PadInfo> = w.order.iter().filter_map(|&id| w.pad_info(id)).collect();
list.reverse(); // most recent first — the Settings list order
*pads_out.lock().unwrap() = list;
};
loop {
// Control plane from the UI thread.
loop {
match ctl.try_recv() {
Ok(Ctl::Pin(key)) => {
let before = w.active_id();
w.pinned = key;
if w.active_id() != before {
w.flush_held();
if w.attached.is_some() {
w.set_sensors(true);
}
}
publish(&w);
}
Err(std::sync::mpsc::TryRecvError::Empty) => break,
Err(std::sync::mpsc::TryRecvError::Disconnected) => return Ok(()), // app gone
}
}
while let Some(event) = pump.poll_event() {
use sdl3::event::Event;
let active = w.active_id();
match event {
Event::ControllerDeviceAdded { which, .. } => {
if !w.opened.contains_key(&which) {
match w.subsystem.open(sdl3::sys::joystick::SDL_JoystickID(which)) {
Ok(pad) => {
tracing::info!(
name = pad.name().unwrap_or_default(),
"gamepad attached"
);
w.opened.insert(which, pad);
w.order.push(which);
if w.attached.is_some() && w.active_id() == Some(which) {
w.set_sensors(true);
}
publish(&w);
}
Err(e) => tracing::warn!(error = %e, "gamepad open failed"),
}
}
}
Event::ControllerDeviceRemoved { which, .. } => {
if w.opened.remove(&which).is_some() {
w.order.retain(|&id| id != which);
if active == Some(which) {
w.flush_held();
}
tracing::info!("gamepad detached");
publish(&w);
}
}
Event::ControllerButtonDown { which, button, .. }
if active == Some(which) && w.attached.is_some() =>
{
if let Some(bit) = button_bit(button) {
w.held_buttons.push(bit);
send(
w.attached.as_ref().unwrap(),
InputKind::GamepadButton,
bit,
1,
);
}
}
Event::ControllerButtonUp { which, button, .. }
if active == Some(which) && w.attached.is_some() =>
{
if let Some(bit) = button_bit(button) {
w.held_buttons.retain(|&b| b != bit);
send(
w.attached.as_ref().unwrap(),
InputKind::GamepadButton,
bit,
0,
);
}
}
Event::ControllerAxisMotion {
which, axis, value, ..
} if active == Some(which) && w.attached.is_some() => {
let (id, v) = axis_value(axis, value);
if w.last_axis[id as usize] != v {
w.last_axis[id as usize] = v;
send(w.attached.as_ref().unwrap(), InputKind::GamepadAxis, id, v);
}
}
// Touchpad contacts → the rich-input plane. One pad (DualSense) keeps the legacy
// `Touchpad`; two pads (Steam Deck / Steam Controller) send `TouchpadEx` per surface.
Event::ControllerTouchpadDown {
which,
touchpad,
finger,
x,
y,
..
}
| Event::ControllerTouchpadMotion {
which,
touchpad,
finger,
x,
y,
..
} if active == Some(which) && w.attached.is_some() => {
w.forward_touch(which, touchpad as u32, finger as u8, x, y, true);
}
Event::ControllerTouchpadUp {
which,
touchpad,
finger,
x,
y,
..
} if active == Some(which) && w.attached.is_some() => {
w.forward_touch(which, touchpad as u32, finger as u8, x, y, false);
}
// Motion: accel events update the cache; each gyro event ships a sample (the
// DualSense reports both at ~250 Hz). Scale convention shared with the other
// clients — sign/scale derived, not yet live-verified.
Event::ControllerSensorUpdated {
which,
sensor,
data,
..
} if active == Some(which) && w.attached.is_some() => {
use sdl3::sensor::SensorType;
match sensor {
SensorType::Accelerometer => {
for (i, v) in data.iter().enumerate() {
w.last_accel[i] =
(v / G * ACCEL_LSB_PER_G).clamp(-32768.0, 32767.0) as i16;
}
}
SensorType::Gyroscope => {
let mut gyro = [0i16; 3];
for (i, v) in data.iter().enumerate() {
gyro[i] = (v * GYRO_LSB_PER_RAD_S).clamp(-32768.0, 32767.0) as i16;
}
let _ =
w.attached
.as_ref()
.unwrap()
.send_rich_input(RichInput::Motion {
pad: 0,
gyro,
accel: w.last_accel,
});
}
_ => {}
}
}
_ => {}
}
}
// Feedback planes (this thread is their single consumer). Rumble arrives as
// self-terminating v2 envelopes: the host renews an active level and lets an abandoned one
// lapse, so the SDL duration is the host's TTL — a lost stop (or a dead host) self-silences
// at the lease instead of droning. A legacy host (`ttl == None`) sends no lease → keep the
// proven 5 s duration and rely on its periodic re-send as before.
if let Some(connector) = w.attached.clone() {
while let Ok((pad, low, high, ttl)) = connector.next_rumble_ttl(Duration::ZERO) {
if pad == 0 {
// Floor the lease so a jittered renewal can't gap the actuator between writes.
let dur_ms = ttl.map_or(5_000, |ms| (ms as u32).max(240));
if let Some(p) = w.active_id().and_then(|id| w.opened.get_mut(&id)) {
// Surface a failed SDL rumble write: a swallowed error here (DualSense not in
// the right HIDAPI mode, etc.) reads exactly like "rumble doesn't work". The
// host logs the send side on 0xCA, so the two together pinpoint host-game vs
// client-render.
if let Err(e) = p.set_rumble(low, high, dur_ms) {
tracing::warn!(low, high, error = %e, "rumble: SDL set_rumble failed");
} else {
tracing::debug!(low, high, "rumble: rendered");
}
} else {
tracing::debug!(low, high, "rumble: received but no active pad to render");
}
}
}
while let Ok(hid) = connector.next_hidout(Duration::ZERO) {
let Some(id) = w.active_id() else { continue };
let is_ds = w.pad_info(id).is_some_and(|p| p.is_dualsense());
let Some(pad) = w.opened.get_mut(&id) else {
continue;
};
match hid {
HidOutput::Led { pad: 0, r, g, b } if is_ds => {
let _ = pad.send_effect(&Ds5Feedback::lightbar_packet(r, g, b));
}
HidOutput::Led { pad: 0, r, g, b } => {
let _ = pad.set_led(r, g, b);
}
HidOutput::PlayerLeds { pad: 0, bits } if is_ds => {
let _ = pad.send_effect(&Ds5Feedback::player_packet(bits));
}
HidOutput::Trigger {
pad: 0,
which,
ref effect,
} if is_ds => {
let _ = pad.send_effect(&Ds5Feedback::trigger_packet(which, effect));
}
_ => {}
}
}
}
std::thread::sleep(Duration::from_millis(if w.attached.is_some() {
2
} else {
30
}));
}
}
+5 -3
View File
@@ -24,8 +24,6 @@ mod app;
#[cfg(windows)]
mod discovery;
#[cfg(windows)]
mod gamepad;
#[cfg(windows)]
mod gpu;
#[cfg(windows)]
mod probe;
@@ -85,7 +83,11 @@ fn main() {
tracing::error!(error = %e, "Windows App SDK bootstrap failed");
std::process::exit(1);
}
let gamepad = gamepad::GamepadService::start();
// The shared SDL gamepad service (pf-client-core). The shell only enumerates pads (Settings
// list) and persists the pin; the spawned punktfunk-session runs the SAME service and does the
// actual forwarding — so, unlike the old shell fork, we never `attach()` here. Idle it stays
// hands-off the hardware (id-getter metadata, no device open, Valve HIDAPI drivers off).
let gamepad = pf_client_core::gamepad::GamepadService::start();
if let Err(e) = app::run(identity, gamepad) {
tracing::error!(error = %e, "WinUI app failed");
std::process::exit(1);