refactor(host/W6.0): drop gamestream BTN_* aliases; injectors read core directly

Finishes the gamepad-vocabulary un-coupling (plan §W6.0): the Linux uinput button map now
names BTN_* straight from punktfunk_core::input::gamepad instead of the crate::gamestream
re-export aliases, so pf-inject will carry no edge into the gamestream junk drawer for
gamepad constants. Removes the now-dead alias block; the wire-bit pinning test
(gamepad_wire_bits_are_pinned) pins core directly (equally strong — core is the single
source). gamestream keeps only the decode path, which imports the types from core.

Verified: Linux (home-worker-5) clippy --all-targets -D warnings + gamepad tests green;
Windows (192.168.1.158) clippy -p punktfunk-host --features nvenc,amf-qsv --all-targets green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-17 00:55:44 +02:00
parent 47587827ec
commit 2e3208f75e
3 changed files with 34 additions and 61 deletions
@@ -21,38 +21,11 @@ const MAGIC_CONTROLLER_ARRIVAL: u32 = 0x5500_0004;
// the platform-neutral injectors, so they live in `core::input` (below both) rather than here.
use punktfunk_core::input::{GamepadEvent, GamepadFrame};
// GameStream's `buttonFlags | buttonFlags2 << 16` layout (Limelight.h) is bit-identical to
// punktfunk's native gamepad wire, so source these from the single point of truth in `punktfunk_core`
// instead of re-declaring the values (the two drifted while separately hand-typed: the click bits
// were named `BTN_LS_CLK`/`BTN_RS_CLK` here vs the core `…_CLICK`). `decode` merges the two 16-bit
// halves into `buttons` raw; these names exist for the uinput injector's button map + hat math. The
// extended touchpad-click / Share bits (`BTN_TOUCHPAD` / `BTN_MISC1`) ride `buttons` too but are
// consumed straight from `punktfunk_core` by the DualSense/DS4 protos, so they aren't re-named here.
//
// These are `pub const` aliases rather than a `pub use` re-export on purpose: on Windows the sole
// consumer (the Linux uinput map) is cfg'd out, and an unused re-export lints as an error there,
// whereas an unused `pub const` does not. The values still come only from core, so they can't drift;
// the exact wire values are pinned by `native.rs::gamepad_wire_bits_are_pinned`.
use punktfunk_core::input::gamepad as wire;
pub const BTN_DPAD_UP: u32 = wire::BTN_DPAD_UP;
pub const BTN_DPAD_DOWN: u32 = wire::BTN_DPAD_DOWN;
pub const BTN_DPAD_LEFT: u32 = wire::BTN_DPAD_LEFT;
pub const BTN_DPAD_RIGHT: u32 = wire::BTN_DPAD_RIGHT;
pub const BTN_START: u32 = wire::BTN_START;
pub const BTN_BACK: u32 = wire::BTN_BACK;
pub const BTN_LS_CLICK: u32 = wire::BTN_LS_CLICK;
pub const BTN_RS_CLICK: u32 = wire::BTN_RS_CLICK;
pub const BTN_LB: u32 = wire::BTN_LB;
pub const BTN_RB: u32 = wire::BTN_RB;
pub const BTN_GUIDE: u32 = wire::BTN_GUIDE;
pub const BTN_A: u32 = wire::BTN_A;
pub const BTN_B: u32 = wire::BTN_B;
pub const BTN_X: u32 = wire::BTN_X;
pub const BTN_Y: u32 = wire::BTN_Y;
pub const BTN_PADDLE1: u32 = wire::BTN_PADDLE1;
pub const BTN_PADDLE2: u32 = wire::BTN_PADDLE2;
pub const BTN_PADDLE3: u32 = wire::BTN_PADDLE3;
pub const BTN_PADDLE4: u32 = wire::BTN_PADDLE4;
// The `BTN_*` button bitmask and axis ids live in `punktfunk_core::input::gamepad` — GameStream's
// `buttonFlags | buttonFlags2 << 16` layout (Limelight.h) is bit-identical to punktfunk's native
// gamepad wire, so the injector button map + hat math source them straight from core (the single
// point of truth). `decode` below merges the two 16-bit halves into `buttons` raw; the exact wire
// values are pinned by `native.rs::gamepad_wire_bits_are_pinned`.
/// Decode one decrypted control plaintext into a controller event, if it is one. Mouse,
/// keyboard, keepalives etc. yield `None` (they're handled by [`super::input::decode`]).
@@ -114,6 +87,7 @@ pub fn rumble_plaintext(index: u16, low: u16, high: u16) -> Vec<u8> {
#[cfg(test)]
mod tests {
use super::*;
use punktfunk_core::input::gamepad::{BTN_A, BTN_RB};
fn wrap(magic: u32, body: &[u8]) -> Vec<u8> {
let mut inp = Vec::new();