feat(windows-client): SDL3 gamepads + docs — full stage-1 parity, MSVC-green
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Adds the SDL3 gamepad service (near-verbatim port of the GTK client's — SDL3 is cross-platform) and wires it into the winit app: per-session capture (buttons/axes, DualSense touchpad + motion 0xCC), feedback (rumble, lightbar, raw DualSense effects), single-pad-forwarded model with auto pad-type from the physical controller. Built from source on Windows (no system SDL3). - gamepad.rs: GamepadService (app-lifetime SDL thread) attach/detach on session connect/end; auto_pref resolves "Automatic" to the attached pad's type. - app.rs: hold the service, attach on Connected, detach on Ended/Failed/close. Also simplify the keydown path (drop the identical if/else arms). - main.rs: start the service for the windowed path, resolve GamepadPref from settings + the physical pad. Build gotcha documented + fixed in the dev loop: SDL3's build-from-source MSVC precompiled-header chokes on the `ü` in the dev box's username embedded in the cargo registry path (MSB8084/C4828) — CARGO_HOME must be an ASCII path (C:\Users\Public\.cargo). Unrelated to our code. Docs: CLAUDE.md M4 + docs/windows-client-bootstrap.md status banner (winit-not-Reactor rationale, CARGO_HOME gotcha, what's pending) + docs-site clients.md "Windows desktop client (in development)". Crate is build + clippy + fmt + test green on x86_64-pc-windows-msvc. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -21,6 +21,8 @@ mod audio;
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#[cfg(windows)]
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mod discovery;
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#[cfg(windows)]
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mod gamepad;
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#[cfg(windows)]
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mod keymap;
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#[cfg(windows)]
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mod present;
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@@ -153,20 +155,31 @@ fn main() {
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}
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}
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let headless = flag("--headless");
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// The app-lifetime gamepad service runs only for the windowed client; it also resolves the
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// "Automatic" pad type to whatever physical controller is attached (other-client parity).
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let gamepad_service = (!headless).then(gamepad::GamepadService::start);
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let gamepad_pref = match GamepadPref::from_name(&settings.gamepad) {
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Some(GamepadPref::Auto) | None => gamepad_service
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.as_ref()
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.map_or(GamepadPref::Auto, |s| s.auto_pref()),
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Some(explicit) => explicit,
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};
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tracing::info!(%host, port, ?mode, tofu = pin.is_none(), "connecting");
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let handle = session::start(session::SessionParams {
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host: host.clone(),
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port,
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mode,
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compositor: CompositorPref::Auto,
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gamepad: GamepadPref::Auto,
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gamepad: gamepad_pref,
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bitrate_kbps,
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mic_enabled,
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pin,
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identity,
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});
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if flag("--headless") {
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if headless {
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run_headless(handle);
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return;
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}
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@@ -177,7 +190,8 @@ fn main() {
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port,
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tofu: pin.is_none(),
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};
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if let Err(e) = app::WinApp::new(handle, info, true).run() {
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let gamepad_service = gamepad_service.expect("started for the windowed path");
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if let Err(e) = app::WinApp::new(handle, info, gamepad_service).run() {
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tracing::error!(error = %e, "windowed app failed");
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std::process::exit(1);
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}
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