docs(release): the 0.24.0 notes cover the two controller fixes
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PRs #25 and #26 are going into this release, and neither was in the notes.

Both are user-visible and easy to have lived with without knowing why:
force-feedback stopping for good after a controller reconnect (roughly half of
reconnects, every platform), and an unplugged pad staying visible to the game
for the rest of the session (every time, if it was your only controller).

The whatsnew line for the rumble fix is Play listing copy and that file has a
500-character ceiling, so "A decoder hiccup no longer snowballs into a burst of
broken frames" loses "snowballs into" for "causes" — same meaning, and the new
line is kept short. 498 of 500 used.
This commit is contained in:
2026-08-03 19:52:05 +02:00
parent 62573d2781
commit 327301e012
2 changed files with 8 additions and 1 deletions
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@@ -54,6 +54,10 @@ This release is mostly about making 0.23.0 right. **If you stream to an Android
- **PlayStation Accessories stopped offering a controller update that could never finish.** The emulated DualSense reported a 2021-era firmware version, so Sony's app — and games using their controller library — offered an update that can only ever end in "can't complete the update", since the virtual pad speaks no update protocol. A real pad plugged in directly reads as up to date, which made the prompt look like Punktfunk having corrupted the controller. It now reports a version above anything Sony has shipped, rather than chasing their latest and resurrecting the prompt with every Sony release.
- **Rumble stopped for good after unplugging and plugging a controller back in.** Reconnect a pad mid-session — or have Bluetooth drop it for a moment — and roughly half the time it never rumbled again for the rest of that session. Everything else about the controller kept working, which is what made it look random rather than broken. The host restarts a counter when a controller goes away, and the client uses that counter to throw away force-feedback that arrives out of order; because the client does *not* restart its side, everything sent after the reconnect looked older than what it had already seen, and it dropped the lot until the host counted back past where it left off. How long that took depended on how much the pad had rumbled before you unplugged it, so a quiet session healed at once and a busy one stayed silent. The counter now survives a reconnect, which is what the same code already does for the controller's buttons and sticks.
- **An unplugged controller stayed plugged in as far as the game was concerned.** Unplug a pad mid-session and the game kept seeing a connected controller that never pressed anything again — it simply never went away. If it was your only controller, this happened every time. Tearing the virtual pad down takes a brief settling delay first, so a momentary glitch cannot make a device disappear and reappear, but the second look that finishes the job only ever happened when *another* controller sent something afterwards. With one controller there is nothing left to send it. The teardown now completes on the host's own clock, about a third of a second after the pad goes, whether or not anything else is connected — and a glitch that comes back within the delay still leaves the device alone.
- **The speed test overstated your connection, and Automatic bitrate believed it.** Throughput was worked out by dividing what the client received by how long the *host* spent sending — a window wrong on both ends, since the host's clock stops the moment its send window closes, while the data is still draining through the network toward you. On a gigabit link a test aiming at 2 Gb/s "measured" 1266 Mb/s and set an 886 Mb/s ceiling the link could never carry, permanently, for the whole session. It is now measured over the interval the client actually received across, and video around the test contaminates neither half of the sum. Two guards ride along: a manual bitrate cap now binds no matter what any test concludes, and a decoder that keeps drowning below the link's ceiling has that noticed and remembered, instead of a 3060 second cycle of climbing back into the same wall and flushing — a 1440p120 case cost a dropped-frame burst every cycle.
- **Plugins on Linux could not reach anything else on the machine.** Reported by a user who could not get the VirtualHere plugin to talk to their VirtualHere client, and the reason was ours: the plugin runner was given its own private temporary directory. But integrating with things already running on the box is the entire job of a plugin, and on Linux those talk through that directory. So a plugin would launch a vendor program happily and then never be able to reach the service behind it — while the identical command worked perfectly in the operator's own terminal. No setting could fix it. Plugins now see the real one.
@@ -84,6 +88,8 @@ This release is mostly about making 0.23.0 right. **If you stream to an Android
- **Frame pacing under `PUNKTFUNK_VDISPLAY_HZ_MULT`.** The frame-driven trigger enforced its pace as a per-gap floor only (sleep to 0.9×interval, wake on arrival), so an always-ready source settled at 1.11× the negotiated rate. `PaceBudget` accrues one frame of credit per interval of *real elapsed* time, caps at 1.25 frames of post-stall burst, and charges one per submitted frame — the 0.9 floor keeps its jitter headroom while the long-run average cannot exceed the rate. Anchoring to real elapsed time preserves the synchronous-encode overlap the arrival-anchored floor bought and cannot fight the phase lock's submit grid. The charge sits under the same guard as the gate: the legacy fixed tick paces by its own grid, and charging without accruing would bank unbounded debt.
- **Force-feedback lifecycle.** `native/input.rs` no longer resets `rumble_seq[idx]` on `GamepadRemove`: the client's v2 reorder gate is per-connection with no reset path, so restarting the sender's counter stranded every later envelope behind `seq_newer` until it climbed past the stored value (up to 128 sends). The lease clears that actually end a rumble move into `clear_pad_feedback`, whose signature omits the seq so the arm cannot regress. `PadSlots` splits `sweep` (arm the grace from a state frame) from a new `reap` (complete the unplug, no frame required), and all three backends reap from the periodic pump they already run; `reap` never arms a clock, so it cannot invent an unplug however often it runs. Regression tests drive the unplug through a pump tick rather than the hand-fed second frame the old tests used — that second frame is not something the producer ever sends, and its absence is what hid both defects.
- **ETW present witness.** The consumer was opened without `PROCESS_TRACE_MODE_RAW_TIMESTAMP`, so `ProcessTrace` converted every event's `TimeStamp` to FILETIME regardless of `ClientContext=1` — FILETIME ticks are ~4 orders of magnitude above QPC, so every comparison was false, `etw=none` always printed, and `classify()` convicted every compose-silence hole as CONTENT-SILENCE, making FRAME-GENERATION unreachable. Two comments asserted the wrong contract and now state the real one. `summary()` and `window_counts()` merge into one `window_report()` (one ring lock, one anchor — they could previously disagree about the same hole); `present_history`/`queue_history` now mean witness *liveness* within a 5 s lookback ending at the hole's start rather than "an event ever sat in the ring", and the static ring is cleared per session. Conviction thresholds untouched. **Any stall verdict from before this fix is void.**
- **Hardware decoder selection.** `avcodec_find_decoder(id)` returns the registry's first decoder for the id and upstream orders the native AV1 decoder *last* on purpose ("hwaccel hooks only, so prefer external decoders"), so all three hardware backends were opening libdav1d — which ignores `hw_device_ctx` and never calls `get_format`. `find_hw_decoder` walks `av_codec_iterate` and takes the first decoder whose `avcodec_get_hw_config` advertises the backend's surface via `HW_DEVICE_CTX`, so a build without a usable hardware decoder fails at open in milliseconds and the ladder runs there. Registry order still wins among capable decoders; the software path keeps the id lookup deliberately (libdav1d is the fastest CPU AV1, and the native decoder has no software path).
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@@ -1,5 +1,6 @@
• Automatic bitrate no longer gets stuck at 20 Mbps for a whole session. It now climbs to what your connection really carries in seconds, not minutes.
• Fixes a fault from 0.23.0 that could freeze the picture on a busy connection.
• Fixes a refresh-rate mix-up that left the picture juddering for a whole session.
• A decoder hiccup no longer snowballs into a burst of broken frames.
• A decoder hiccup no longer causes a burst of broken frames.
• Controllers rumble again after a reconnect.
• New "Forward controllers" switch, for pads that reach the PC another way.