feat(inject): generic PadProto + UhidManager<B> stateful manager (3.3 layer 2)

The shared skeleton of the five stateful UHID/UMDF managers (Linux
DualSense / DualShock 4 / Steam Deck, Windows DualSense / DualShock 4),
written once over PadSlots: event routing with the unplug sweep and
was-the-unplug early return, the merge-preserving frame fold, rich-input
application, the silence heartbeat (with a backend force hook for the
Steam mode-entry pulse), and the feedback pump with rumble dedup +
HidoutDedup. A backend supplies only its per-controller half via
PadProto: open / neutral / merge_frame / apply_rich / write_state /
service — exactly where the real protocol differences live.

Method surface (new/handle/apply_rich/pump/heartbeat) matches what the
punktfunk1.rs Pads router already drives, so each backend will convert
as a pub type alias with zero router edits.

Additive only — no backend converted yet. 8 mock-backend tests make the
manager lifecycle unit-testable for the first time; G2 (rich fields
survive a button-only frame) and G10 (Arrival eager-creates) are now
generic regression tests, plus removal-frame no-recreate, absent-pad
rich drop, create-backoff state tracking, rumble/hidout dedup + re-arm
on recreate, and heartbeat gap/force semantics.

Verified on .21: clippy --all-targets -D warnings clean; suite 293
pass / 0 fail (285 prior + 8 new).

Part of G12/3.3 (gamepad-review-cleanup.md §3a.3, commit 3 of the §3a.4
sequence).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-14 01:08:25 +02:00
parent 528a51d75c
commit 2bea02b0ea
2 changed files with 474 additions and 0 deletions
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//! The generic stateful virtual-pad manager ([`UhidManager`]) shared by the five backends that
//! keep a full per-pad report state (Linux UHID DualSense / DualShock 4 / Steam Deck, Windows UMDF
//! DualSense / DualShock 4): event routing, the frame merge, rich-input application, the silence
//! heartbeat, and the feedback pump with rumble + hidout dedup are written once here; a backend
//! supplies only its per-controller pieces via [`PadProto`]. The stateless backends (Linux uinput,
//! Windows XUSB) write frames straight through with no state vec / heartbeat / rich plane, so they
//! use [`PadSlots`] directly instead.
use crate::gamestream::gamepad::{GamepadEvent, GamepadFrame, MAX_PADS};
use crate::inject::dualsense_proto::HidoutDedup;
use crate::inject::pad_slots::PadSlots;
use anyhow::Result;
use punktfunk_core::quic::{HidOutput, RichInput};
use std::time::{Duration, Instant};
/// What one feedback pass extracted from a pad's driver/kernel channel. `rumble` rides the
/// universal 0xCA plane (deduped against the last-forwarded level); `hidout` carries the rich
/// 0xCD feedback events (lightbar / player LEDs / adaptive triggers), deduped via [`HidoutDedup`].
#[derive(Default)]
pub struct PadFeedback {
/// `(low, high)` motor levels (0..=0xFF00), if the pass saw a rumble report.
pub rumble: Option<(u16, u16)>,
pub hidout: Vec<HidOutput>,
}
/// The per-controller half of a stateful virtual-pad backend — everything [`UhidManager`] cannot
/// share because it differs per protocol: the transport open, the report-state model and its
/// GameStream/rich-input mappers, the state write, and the feedback poll.
///
/// The `&mut self` receivers let a backend carry configuration (the Steam-paddle remap policy, a
/// pad identity); most implementations are otherwise stateless.
pub trait PadProto {
/// The per-pad transport (a UHID fd, a UMDF shared-memory channel, the Deck transport enum).
type Pad;
/// The pad's full report state (`DsState`, `SteamState`) — `Copy` like both of those, so the
/// manager can hand a snapshot to [`write_state`](Self::write_state) without borrow gymnastics.
type State: Copy;
/// Backend tag in the shared lifecycle log lines, e.g. `"DualSense/Windows"`.
const LABEL: &'static str;
/// Device name in the create-failure line ("virtual `<DEVICE>` creation failed …").
const DEVICE: &'static str;
/// Suffix for the create-failure line — empty on Linux, the driver-install hint on Windows.
const CREATE_HINT: &'static str;
/// Open the virtual pad for wire index `idx`, logging its own success line (it knows the
/// transport detail worth printing); failures are logged by the manager's create gate.
fn open(&mut self, idx: u8) -> Result<Self::Pad>;
/// The all-neutral report state a fresh or unplugged pad (re)starts from.
fn neutral(&self) -> Self::State;
/// Fold one decoded button/stick frame into a new state, preserving from `prev` every field
/// that arrives on the rich plane instead (touch contacts / clicks, motion) — the G2 hook, in
/// one place per backend. Paddle remap policy is applied here too.
fn merge_frame(&self, prev: &Self::State, f: &GamepadFrame) -> Self::State;
/// Apply one rich client→host event (touchpad contact / motion sample) to the state.
fn apply_rich(&self, st: &mut Self::State, rich: RichInput);
/// Write the full state to the pad (best-effort; the next frame or heartbeat re-syncs).
fn write_state(&self, pad: &mut Self::Pad, st: &Self::State);
/// Poll the pad's driver/kernel channel: answer any pending handshake and return the feedback
/// it carried. `idx` is the wire pad index (the DualSense GET_REPORT replies need it).
fn service(&self, pad: &mut Self::Pad, idx: u8) -> PadFeedback;
/// Whether this pad needs a heartbeat write NOW regardless of the silence gap (the Steam
/// backend streams through its gamepad-mode-entry pulse).
fn force_heartbeat(&self, _pad: &Self::Pad) -> bool {
false
}
}
/// All virtual pads of one stateful backend, driven from decoded controller events — the shared
/// skeleton of the five UHID/UMDF managers. Method surface (`new` / `handle` / `apply_rich` /
/// `pump` / `heartbeat`) is exactly what the session input thread already drives, so each backend
/// re-exports itself as a `pub type … = UhidManager<…Proto>;` alias.
pub struct UhidManager<B: PadProto> {
backend: B,
slots: PadSlots<B::Pad>,
/// Each pad's current full report — buttons/sticks merged with persisted rich-plane fields.
state: Vec<B::State>,
/// Last rumble forwarded per pad, so a report that only changes rich feedback doesn't re-send it.
last_rumble: Vec<(u16, u16)>,
/// Last rich feedback forwarded per pad, so an output report that only changed the rumble
/// doesn't re-send unchanged lightbar/LED/trigger state.
hidout_dedup: Vec<HidoutDedup>,
/// When each pad last wrote an input report — drives [`heartbeat`](Self::heartbeat).
last_write: Vec<Instant>,
}
impl<B: PadProto + Default> UhidManager<B> {
pub fn new() -> UhidManager<B> {
UhidManager::with_backend(B::default())
}
}
impl<B: PadProto + Default> Default for UhidManager<B> {
fn default() -> UhidManager<B> {
UhidManager::new()
}
}
impl<B: PadProto> UhidManager<B> {
pub fn with_backend(backend: B) -> UhidManager<B> {
let state = (0..MAX_PADS).map(|_| backend.neutral()).collect();
UhidManager {
backend,
slots: PadSlots::new(B::LABEL, B::DEVICE, B::CREATE_HINT),
state,
last_rumble: vec![(0, 0); MAX_PADS],
hidout_dedup: vec![HidoutDedup::default(); MAX_PADS],
last_write: vec![Instant::now(); MAX_PADS],
}
}
/// Handle one decoded controller event (create/destroy by mask, then merge button/stick state).
pub fn handle(&mut self, ev: &GamepadEvent) {
match ev {
GamepadEvent::Arrival { index, kind, .. } => {
tracing::info!(index, kind, "controller arrival ({})", B::LABEL);
self.ensure(*index as usize);
}
GamepadEvent::State(f) => {
let idx = f.index as usize;
if idx >= MAX_PADS {
return;
}
// Unplugs: drop any allocated pad whose mask bit cleared, resetting its state.
let swept = self.slots.sweep(f.active_mask);
for i in 0..MAX_PADS {
if swept & (1 << i) != 0 {
self.reset_pad(i);
}
}
if f.active_mask & (1 << idx) == 0 {
return; // this event WAS the unplug
}
self.ensure(idx);
// Merge buttons/sticks/triggers from the frame, preserving the rich-plane fields
// (touch + motion arrive separately and must survive a button-only frame).
self.state[idx] = self.backend.merge_frame(&self.state[idx], f);
self.write(idx);
}
}
}
/// Apply one rich client→host event (touchpad contact / motion sample) to an existing pad,
/// preserving its button/stick state. Rich events never create a pad (a controller must have
/// arrived first); they're dropped if the pad isn't present.
pub fn apply_rich(&mut self, rich: RichInput) {
let idx = match rich {
RichInput::Touchpad { pad, .. }
| RichInput::Motion { pad, .. }
| RichInput::TouchpadEx { pad, .. } => pad as usize,
};
if idx >= MAX_PADS || self.slots.get(idx).is_none() {
return;
}
self.backend.apply_rich(&mut self.state[idx], rich);
self.write(idx);
}
/// Re-emit each live pad's CURRENT report if it's been silent for `max_gap` (or the backend
/// forces a write). The UHID/UMDF drivers treat a multi-second input silence — a held-steady
/// stick produces no wire events — as an unplugged controller; re-sending the current state is
/// idempotent (a stale-but-correct frame, never a phantom input).
pub fn heartbeat(&mut self, max_gap: Duration) {
let now = Instant::now();
for i in 0..MAX_PADS {
let Some(pad) = self.slots.get(i) else {
continue;
};
if self.backend.force_heartbeat(pad)
|| now.duration_since(self.last_write[i]) >= max_gap
{
self.write(i);
}
}
}
/// Service every pad: answer any pending driver/kernel handshake and route a game's feedback
/// back out. `rumble` is invoked `(index, low, high)` only when the motor level *changes* (the
/// universal 0xCA plane); `hidout` is invoked per rich feedback event that isn't an exact
/// repeat of the last-forwarded value (the 0xCD plane). Call frequently — kernel/driver init
/// handshakes block until answered.
pub fn pump(
&mut self,
mut rumble: impl FnMut(u16, u16, u16),
mut hidout: impl FnMut(HidOutput),
) {
for i in 0..MAX_PADS {
let Some(pad) = self.slots.get_mut(i) else {
continue;
};
let fb = self.backend.service(pad, i as u8);
if let Some(r) = fb.rumble {
if self.last_rumble[i] != r {
self.last_rumble[i] = r;
rumble(i as u16, r.0, r.1);
}
}
for h in fb.hidout {
// Skip rich feedback that repeats the last-forwarded value (a game's output report
// re-sends unchanged lightbar/LED/trigger state alongside every rumble update).
if self.hidout_dedup[i].should_forward(&h) {
hidout(h);
}
}
}
}
/// Write the pad's current state (if it exists) and reset its heartbeat clock — on every write
/// (real input or heartbeat), so an actively-used pad emits no extra reports.
fn write(&mut self, idx: usize) {
let st = self.state[idx];
if let Some(pad) = self.slots.get_mut(idx) {
self.backend.write_state(pad, &st);
}
self.last_write[idx] = Instant::now();
}
/// Gate-checked create; a FRESH pad starts from neutral state + re-armed dedups.
fn ensure(&mut self, idx: usize) {
let backend = &mut self.backend;
if self.slots.ensure(idx, |i| backend.open(i)) {
self.reset_pad(idx);
}
}
/// Reset one pad's sibling state (on create and unplug) so the first frame/feedback after a
/// (re)connect starts from scratch and is always forwarded.
fn reset_pad(&mut self, idx: usize) {
self.state[idx] = self.backend.neutral();
self.last_rumble[idx] = (0, 0);
self.hidout_dedup[idx].clear();
self.last_write[idx] = Instant::now();
}
}
#[cfg(test)]
mod tests {
use super::*;
use std::cell::RefCell;
/// Scripted mock: `open` fails while `fail_opens > 0`; `service` replays canned feedback;
/// `MockState` carries a marker for the frame-merge preserve check.
#[derive(Default)]
struct MockProto {
fail_opens: RefCell<u32>,
feedback: RefCell<Vec<PadFeedback>>,
force_hb: bool,
}
#[derive(Clone, Copy, Default, PartialEq, Debug)]
struct MockState {
buttons: u32,
/// Stands in for the rich-plane fields (touch/motion/clicks): set by `apply_rich`,
/// must survive `merge_frame`.
rich_marker: u16,
}
/// Per-pad transport stub recording every state write.
#[derive(Default)]
struct MockPad {
writes: RefCell<Vec<MockState>>,
}
impl PadProto for MockProto {
type Pad = MockPad;
type State = MockState;
const LABEL: &'static str = "Mock";
const DEVICE: &'static str = "mock pad";
const CREATE_HINT: &'static str = "";
fn open(&mut self, _idx: u8) -> Result<MockPad> {
let mut fails = self.fail_opens.borrow_mut();
if *fails > 0 {
*fails -= 1;
anyhow::bail!("scripted open failure");
}
Ok(MockPad::default())
}
fn neutral(&self) -> MockState {
MockState::default()
}
fn merge_frame(&self, prev: &MockState, f: &GamepadFrame) -> MockState {
MockState {
buttons: f.buttons,
rich_marker: prev.rich_marker, // the preserve-rich-fields contract
}
}
fn apply_rich(&self, st: &mut MockState, rich: RichInput) {
if let RichInput::Touchpad { x, .. } = rich {
st.rich_marker = x;
}
}
fn write_state(&self, pad: &mut MockPad, st: &MockState) {
pad.writes.borrow_mut().push(*st);
}
fn service(&self, _pad: &mut MockPad, _idx: u8) -> PadFeedback {
let mut fb = self.feedback.borrow_mut();
if fb.is_empty() {
PadFeedback::default()
} else {
fb.remove(0)
}
}
fn force_heartbeat(&self, _pad: &MockPad) -> bool {
self.force_hb
}
}
fn frame(idx: i16, mask: u16, buttons: u32) -> GamepadEvent {
GamepadEvent::State(GamepadFrame {
index: idx,
active_mask: mask,
buttons,
..Default::default()
})
}
fn touch(pad: u8, x: u16) -> RichInput {
RichInput::Touchpad {
pad,
finger: 0,
active: true,
x,
y: 0,
}
}
fn mgr() -> UhidManager<MockProto> {
UhidManager::new()
}
#[test]
fn arrival_eager_creates_the_pad() {
// G10 as a generic regression test: Arrival must build the device before the first frame.
let mut m = mgr();
m.handle(&GamepadEvent::Arrival {
index: 2,
kind: 1,
capabilities: 0,
});
assert!(m.slots.get(2).is_some());
}
#[test]
fn button_frame_preserves_rich_fields_and_writes_merged_state() {
// G2 as a generic regression test: rich-plane state must survive a button-only frame.
let mut m = mgr();
m.handle(&frame(0, 0b1, 0));
m.apply_rich(touch(0, 777));
m.handle(&frame(0, 0b1, 0xA));
let pad = m.slots.get(0).unwrap();
let writes = pad.writes.borrow();
let last = writes.last().unwrap();
assert_eq!(last.buttons, 0xA);
assert_eq!(last.rich_marker, 777); // preserved across the merge
}
#[test]
fn removal_frame_never_recreates_the_pad_it_swept() {
let mut m = mgr();
m.handle(&frame(1, 0b10, 0));
assert!(m.slots.get(1).is_some());
// Bit 1 cleared and the frame IS pad 1's removal — sweep, then early-return (no ensure).
m.handle(&frame(1, 0b00, 0));
assert!(m.slots.get(1).is_none());
}
#[test]
fn rich_event_for_an_absent_pad_is_dropped_and_never_creates() {
let mut m = mgr();
m.apply_rich(touch(3, 42));
assert!(m.slots.get(3).is_none());
// …and it left no state behind: a later create starts truly neutral.
m.handle(&frame(3, 0b1000, 0));
assert_eq!(m.state[3].rich_marker, 0);
}
#[test]
fn create_failure_backs_off_then_state_still_tracks() {
let mut m = mgr();
*m.backend.fail_opens.borrow_mut() = 1;
m.handle(&frame(0, 0b1, 0x1));
// Open failed: no pad, but the merged state is tracked (matching the old managers).
assert!(m.slots.get(0).is_none());
assert_eq!(m.state[0].buttons, 0x1);
// Next frame inside the backoff window: still no pad, no panic.
m.handle(&frame(0, 0b1, 0x3));
assert!(m.slots.get(0).is_none());
assert_eq!(m.state[0].buttons, 0x3);
}
#[test]
fn rumble_dedup_forwards_changes_only_and_rearms_on_recreate() {
let mut m = mgr();
m.handle(&frame(0, 0b1, 0));
let collect = |m: &mut UhidManager<MockProto>| {
let out = RefCell::new(Vec::new());
m.pump(|i, lo, hi| out.borrow_mut().push((i, lo, hi)), |_| {});
out.into_inner()
};
let rumble = |r| PadFeedback {
rumble: Some(r),
hidout: Vec::new(),
};
*m.backend.feedback.borrow_mut() = vec![rumble((100, 0)), rumble((100, 0)), rumble((7, 7))];
assert_eq!(collect(&mut m), vec![(0, 100, 0)]); // first value forwards
assert_eq!(collect(&mut m), vec![]); // exact repeat deduped
assert_eq!(collect(&mut m), vec![(0, 7, 7)]); // change forwards
// Unplug + recreate re-arms the dedup: the same level forwards again.
m.handle(&frame(0, 0b0, 0));
m.handle(&frame(0, 0b1, 0));
*m.backend.feedback.borrow_mut() = vec![rumble((7, 7))];
assert_eq!(collect(&mut m), vec![(0, 7, 7)]);
}
#[test]
fn hidout_dedup_drops_exact_repeats() {
let mut m = mgr();
m.handle(&frame(0, 0b1, 0));
let led = |r| HidOutput::Led {
pad: 0,
r,
g: 0,
b: 0,
};
*m.backend.feedback.borrow_mut() = vec![PadFeedback {
rumble: None,
hidout: vec![led(10), led(10), led(20)],
}];
let out = RefCell::new(0u32);
m.pump(
|_, _, _| {},
|_| {
*out.borrow_mut() += 1;
},
);
assert_eq!(out.into_inner(), 2); // 10 forwarded once, 20 forwarded; the repeat dropped
}
#[test]
fn heartbeat_reemits_silent_pads_and_honors_force() {
let mut m = mgr();
m.handle(&frame(0, 0b1, 0x5));
let writes = |m: &UhidManager<MockProto>| m.slots.get(0).unwrap().writes.borrow().len();
let after_frame = writes(&m);
// A pad written just now is NOT re-emitted under a huge gap…
m.heartbeat(Duration::from_secs(3600));
assert_eq!(writes(&m), after_frame);
// …but a zero gap counts it as silent and re-emits the CURRENT state.
m.heartbeat(Duration::ZERO);
assert_eq!(writes(&m), after_frame + 1);
assert_eq!(
m.slots
.get(0)
.unwrap()
.writes
.borrow()
.last()
.unwrap()
.buttons,
0x5
);
// The backend's force flag overrides the gap entirely (the Steam mode-entry pulse).
m.backend.force_hb = true;
m.heartbeat(Duration::from_secs(3600));
assert_eq!(writes(&m), after_frame + 2);
}
}