Merge pull request 'fix(client/ios): Escape keeps the pointer captured instead of handing it back to iPadOS' (#19) from worktree-ipad-esc-pointer-relock into main
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Reviewed-on: #19
This commit was merged in pull request #19.
This commit is contained in:
@@ -175,6 +175,46 @@ public final class StreamViewController: StreamViewControllerBase {
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/// renegotiates the host mode (1:1, no presenter resample). iOS only (iPhone naturally no-ops
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/// its fixed full-screen scene; tvOS drives display modes via AVDisplayManager instead).
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private var matchFollower: MatchWindowFollower?
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// MARK: Escape-drop re-lock
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//
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// iPadOS releases the pointer lock BY ITSELF when the user presses Escape — the platform's
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// built-in "let me out", mirroring the web Pointer Lock API's default unlock gesture. Nothing
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// in our code does it: a bare Esc never touches `captured`, so it keeps forwarding to the host
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// as the game key it is. But the lock going away flips the mouse onto the absolute UIKit path
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// and un-hides the iPadOS cursor, so hitting Esc for an in-game menu silently costs the capture
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// until the user clicks to win it back. Esc is a GAME key here, not a request to hand the
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// pointer back to iPadOS, so an unwanted drop is re-requested below. The DELIBERATE releases
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// (⌘⎋, ⌃⌥⇧Q, the Stream menu, backgrounding) all clear `captured` first, so `wantsPointerLock`
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// is already false when their drop is observed and none of them are fought here.
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/// Whether this capture ever actually held the lock. Only a lock we HELD is worth winning back
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/// — never having been granted one means the scene doesn't qualify, not that Esc took it.
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/// Cleared when capture ends, so each capture starts from a clean slate.
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private var pointerLockWasEngaged = false
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/// Attempts spent in the current re-lock burst, and when the burst began.
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private var pointerRelockAttempt = 0
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private var pointerRelockBurstStart: CFTimeInterval = 0
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/// True from an unwanted drop until the lock is back (or the burst gives up). While pending,
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/// the local cursor stays hidden and absolute pointer MOTION stays muted, so a re-lock that
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/// lands a frame or two later is invisible instead of flashing the iPadOS cursor and
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/// teleporting the host's to the pointer's absolute position.
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private var pointerRelockPending = false
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/// Forces `prefersPointerLocked` to report false for one resolve pass, so the escalated attempt
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/// presents the system with a genuine false→true transition instead of re-asserting a value it
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/// already holds. See `requestPointerRelock()`.
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private var pointerLockForcedOff = false
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/// A burst is 3 attempts, and a burst can't restart inside 2 s. A scene the system will never
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/// lock (Stage Manager, Split View) therefore costs three cheap re-resolves and then falls back
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/// to today's click-to-recapture, rather than retrying forever.
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private static let pointerRelockAttemptLimit = 3
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private static let pointerRelockBurstWindow: CFTimeInterval = 2
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/// Gap between attempts in a burst — long enough for the system to answer the previous
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/// re-resolve, short enough that the whole burst fits in ~0.6 s. Must exceed
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/// `pointerLockForcedOffHold` so an escalated attempt is back to preferring the lock before the
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/// next attempt evaluates.
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private static let pointerRelockRetryDelay: TimeInterval = 0.2
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/// How long an escalated attempt reports `prefersPointerLocked == false` before flipping back,
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/// so the system observes a real transition instead of coalescing the flip away.
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private static let pointerLockForcedOffHold: TimeInterval = 0.05
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#endif
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/// Reads whether the scene's pointer is actually locked right now; nil = state
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@@ -260,7 +300,7 @@ public final class StreamViewController: StreamViewControllerBase {
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captured && pointerCaptureEnabled && UIDevice.current.userInterfaceIdiom == .pad
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}
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public override var prefersPointerLocked: Bool { wantsPointerLock }
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public override var prefersPointerLocked: Bool { wantsPointerLock && !pointerLockForcedOff }
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public override var prefersHomeIndicatorAutoHidden: Bool { true }
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// NOTE: we deliberately do NOT override `childViewControllerForPointerLock`. The default
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@@ -383,6 +423,11 @@ public final class StreamViewController: StreamViewControllerBase {
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// is the exact mirror of the GCMouse handlers, which fire only while locked.
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streamView.onPointerMoveAbs = { [weak self] p in
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guard let self, self.inputCapture?.gcMouseForwarding == false else { return }
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// A re-lock is in flight after an Esc-drop: the absolute path would teleport the host
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// cursor to wherever the local pointer sits, undoing the relative aiming we're about to
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// resume. Motion only — BUTTONS still forward (they carry no position, so a click during
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// the couple of frames a re-lock takes must not be swallowed mid-firefight).
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guard !self.pointerRelockPending else { return }
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self.inputCapture?.sendMouseAbs(
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x: p.x, y: p.y, surfaceWidth: p.w, surfaceHeight: p.h)
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}
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@@ -693,6 +738,24 @@ public final class StreamViewController: StreamViewControllerBase {
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/// change and capture toggle. Main queue.
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private func syncPointerLock() {
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let locked = pointerLockEngaged() == true
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// Wanted, previously HELD, and now gone is the Esc-drop signature. The "previously held"
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// half matters: a lock that was never granted is a scene that doesn't qualify (Stage
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// Manager, Split View), and burst-requesting there would hide the cursor for the burst's
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// duration to win a lock that isn't coming. A first grant is already driven by the chain
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// engage in setCaptured/viewDidAppear.
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if locked {
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pointerLockWasEngaged = true
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pointerRelockPending = false
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pointerRelockAttempt = 0
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} else if wantsPointerLock, pointerLockWasEngaged {
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requestPointerRelock()
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} else {
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// Capture is gone (or the lock was never ours) — settle, and let the next capture
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// start from a clean "never held" slate.
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if !wantsPointerLock { pointerLockWasEngaged = false }
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pointerRelockPending = false
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pointerRelockAttempt = 0
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}
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let useGCMouse = captured && locked
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// Lock dropped (or capture ended) while the GCMouse path held a button down: once
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// gcMouseForwarding flips false its release handler is gated off, so flush any held
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@@ -704,7 +767,83 @@ public final class StreamViewController: StreamViewControllerBase {
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pointerInteraction?.invalidate() // re-resolve the hidden/visible cursor for the state
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if iosInputDebug {
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iosInputLog.debug(
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"pointer lock isLocked=\(locked, privacy: .public) captured=\(self.captured, privacy: .public)")
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"""
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pointer lock isLocked=\(locked, privacy: .public) \
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captured=\(self.captured, privacy: .public) \
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relockPending=\(self.pointerRelockPending, privacy: .public) \
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relockAttempt=\(self.pointerRelockAttempt, privacy: .public)
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""")
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}
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}
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/// Ask the system for the lock back after it dropped one we still want (see the Escape-drop
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/// note on the state above). Bounded to a short burst; idempotent within it. Main queue.
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private func requestPointerRelock() {
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// Only a frontmost scene can hold the lock at all. Anywhere else the drop is the system
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// saying we don't qualify, not the Esc key — re-asking would be noise, and the qualifying
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// states (foreground, appearance, reparent) each re-resolve on their own already.
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guard view.window?.windowScene?.activationState == .foregroundActive else {
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pointerRelockPending = false
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return
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}
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let now = CACurrentMediaTime()
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// attempt == 0 is a fresh burst (first drop, or one the settle branch cleared); the window
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// is the backstop for the pathological case where a grant is immediately revoked again and
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// re-arms us. Even then this stays timer-driven at a few Hz — never a spin.
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if pointerRelockAttempt == 0 || now - pointerRelockBurstStart > Self.pointerRelockBurstWindow {
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pointerRelockBurstStart = now
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pointerRelockAttempt = 0
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}
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guard pointerRelockAttempt < Self.pointerRelockAttemptLimit else {
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// Out of budget: fall back to exactly today's behavior — the iPadOS cursor comes back
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// and a click into the video re-captures. The caller invalidates the interaction, so
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// the cursor can never stay hidden on a lock the system won't grant.
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pointerRelockPending = false
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return
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}
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pointerRelockAttempt += 1
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pointerRelockPending = true
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let escalate = pointerRelockAttempt > 1
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// Deferred a turn so a ⌘⎋ whose GC keystroke lands after the system's unlock notification
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// has already cleared `captured` — then the guard below drops this attempt instead of
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// fighting the user's own release.
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DispatchQueue.main.async { [weak self] in
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guard let self, self.pointerRelockPending else { return }
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guard self.wantsPointerLock, self.pointerLockEngaged() != true else {
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// The grant landed, or the capture went away under us (⌘⎋ / ⌃⌥⇧Q / resign).
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// Settle through the one decision point rather than returning with `pending` still
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// set — that flag hides the cursor, so it must never outlive the burst.
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self.syncPointerLock()
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return
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}
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if escalate {
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// Re-asserting a value the system already holds didn't take. Present a real
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// false→true transition instead — the documented way to change your mind about the
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// lock — and re-anchor the chain in case a reparent broke the downward walk to us.
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// Held for a beat rather than cleared on the next turn: the system resolves the
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// property asynchronously, and a same-turn flip back to true can be coalesced into
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// no transition at all. We are already unlocked, so the false pass costs nothing.
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self.pointerLockForcedOff = true
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self.setNeedsUpdateOfPrefersPointerLocked()
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self.updatePointerLockChain()
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DispatchQueue.main.asyncAfter(deadline: .now() + Self.pointerLockForcedOffHold) {
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[weak self] in
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guard let self else { return }
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self.pointerLockForcedOff = false
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self.setNeedsUpdateOfPrefersPointerLocked()
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}
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} else {
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self.setNeedsUpdateOfPrefersPointerLocked()
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}
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// A GRANT arrives as a didChange → syncPointerLock, which settles the burst and makes
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// this retry a no-op. Routed back through syncPointerLock (not straight into another
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// requestPointerRelock) so the give-up path re-resolves the cursor through the one
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// place that does it.
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DispatchQueue.main.asyncAfter(deadline: .now() + Self.pointerRelockRetryDelay) {
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[weak self] in
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guard let self, self.pointerRelockPending else { return }
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self.syncPointerLock()
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}
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}
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}
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#endif
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@@ -724,7 +863,11 @@ extension StreamViewController: UIPointerInteractionDelegate {
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// host renders its own cursor from GCMouse deltas and a visible local one would just
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// diverge. When the lock isn't held the cursor stays VISIBLE so the user can aim; the
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// pointer is forwarded as an absolute position, both cursors tracking together.
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captured && pointerLockEngaged() == true ? .hidden() : nil
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// …except across an Esc-drop we're actively re-locking (`pointerRelockPending`): staying
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// hidden for those couple of frames is what turns the fix into "Esc did nothing to my
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// mouse" rather than a cursor that blinks in and out. The burst is bounded and clears
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// itself on give-up, so the cursor can never stay hidden on a lock that isn't coming.
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captured && (pointerLockEngaged() == true || pointerRelockPending) ? .hidden() : nil
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}
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}
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#endif
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