refactor(host/W4): extract inject keymap tables + rehome HidoutDedup
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Two device-agnostic pieces carved out of the inject facade (plan §W4):

- inject/keymap.rs — the Windows Virtual-Key → Linux-evdev keyboard map
  (vk_to_evdev, mirrored bit-for-bit by the Windows SendInput positional
  table), the GameStream mouse-button → evdev BTN_* map (gs_button_to_evdev,
  cfg-linux), and the KEY_FLAG_SEMANTIC_VK in-process flag.
- inject/hidout_dedup.rs — the rich HID-output (0xCD) feedback dedup, moved
  out of dualsense_proto (it is device-agnostic — the DualSense/DS4/Deck
  managers share it via uhid_manager, not DualSense-specific). Its unit test
  moves with it.

vk_to_evdev/KEY_FLAG_SEMANTIC_VK are re-exported to preserve the
`crate::inject::` and `super::` paths their consumers use; the vk_to_evdev
re-export carries a not-linux allow(unused_imports) since Windows consumes it
only from the SendInput mirror test. uhid_manager's import repointed to the
new home.

Pure move; no behavior change. Linux clippy+tests + Windows host clippy
(nvenc,amf-qsv) both green; fmt clean.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-16 21:56:39 +02:00
parent 46c0e0e483
commit 384f8e00aa
5 changed files with 304 additions and 272 deletions
@@ -535,124 +535,10 @@ pub fn parse_ds_output(pad: u8, data: &[u8], fb: &mut DsFeedback) {
}
}
/// Per-pad dedup for the DualSense HID-output feedback plane (0xCD). A game's DualSense output report
/// bundles rumble + lightbar + player-LEDs + adaptive-triggers into one report, so a pad that is
/// merely *rumbling* re-sends its (unchanged) lightbar / LED / trigger state on every output report.
/// The managers already dedup rumble; this does the same for the rich [`HidOutput`] feedback so the
/// 0xCD plane carries only genuine changes. State (`Led` / `PlayerLeds` / `Trigger`) is deduped by
/// value; a one-shot `TrackpadHaptic` pulse is always forwarded (each pulse must fire).
#[derive(Clone, Default)]
pub struct HidoutDedup {
led: Option<(u8, u8, u8)>,
player_leds: Option<u8>,
/// Last-forwarded adaptive-trigger effect per side: `[0]` = L2, `[1]` = R2.
trigger: [Option<Vec<u8>>; 2],
}
impl HidoutDedup {
/// Forget all remembered state — call when a pad is created or unplugged so the first feedback
/// after a (re)connect is always forwarded.
pub fn clear(&mut self) {
*self = HidoutDedup::default();
}
/// Whether `h` should be forwarded: `true` for a genuine change (remembering the new value) or a
/// one-shot pulse; `false` if it repeats the last-forwarded value for its kind.
pub fn should_forward(&mut self, h: &HidOutput) -> bool {
match h {
HidOutput::Led { r, g, b, .. } => {
let v = Some((*r, *g, *b));
if self.led == v {
false
} else {
self.led = v;
true
}
}
HidOutput::PlayerLeds { bits, .. } => {
let v = Some(*bits);
if self.player_leds == v {
false
} else {
self.player_leds = v;
true
}
}
HidOutput::Trigger { which, effect, .. } => {
let slot = (*which as usize).min(1);
if self.trigger[slot].as_deref() == Some(effect.as_slice()) {
false
} else {
self.trigger[slot] = Some(effect.clone());
true
}
}
// One-shot haptic pulse (Steam voice-coil) — state-less, always fires.
HidOutput::TrackpadHaptic { .. } => true,
// Raw as-is passthrough reports must NEVER dedup: the physical device's firmware
// watchdogs RELY on identical periodic refreshes (Triton rumble re-sent every ~40 ms
// against a ~50 ms safety timeout, lizard-off every ~3 s) — dropping a repeat would
// silence the motors / re-enable lizard mode on the real controller.
HidOutput::HidRaw { .. } => true,
}
}
}
#[cfg(test)]
mod tests {
use super::*;
/// `HidoutDedup` forwards a value once, drops exact repeats, re-forwards a change, tracks the two
/// trigger sides independently, never dedups one-shot haptic pulses, and re-arms after `clear`.
#[test]
fn hidout_dedup_forwards_only_changes() {
let mut d = HidoutDedup::default();
let led = |r| HidOutput::Led {
pad: 0,
r,
g: 0,
b: 0,
};
// First value forwards; an exact repeat is dropped; a change forwards again.
assert!(d.should_forward(&led(10)));
assert!(!d.should_forward(&led(10)));
assert!(d.should_forward(&led(20)));
// Player LEDs dedup on their own field, independent of the lightbar.
let pl = |bits| HidOutput::PlayerLeds { pad: 0, bits };
assert!(d.should_forward(&pl(0b101)));
assert!(!d.should_forward(&pl(0b101)));
assert!(!d.should_forward(&led(20))); // lightbar still unchanged
// The two adaptive triggers (L2=0, R2=1) are tracked separately.
let trig = |which, byte| HidOutput::Trigger {
pad: 0,
which,
effect: vec![byte, 0, 0],
};
assert!(d.should_forward(&trig(0, 1)));
assert!(d.should_forward(&trig(1, 1))); // same bytes, other side → still forwards
assert!(!d.should_forward(&trig(0, 1)));
assert!(d.should_forward(&trig(0, 2))); // L2 effect changed
// One-shot haptic pulses are never deduped.
let haptic = HidOutput::TrackpadHaptic {
pad: 0,
side: 0,
amplitude: 1,
period: 2,
count: 3,
};
assert!(d.should_forward(&haptic));
assert!(d.should_forward(&haptic));
// `clear` re-arms every kind.
d.clear();
assert!(d.should_forward(&led(20)));
assert!(d.should_forward(&pl(0b101)));
assert!(d.should_forward(&trig(0, 2)));
}
/// The Steam dual-pad → DualSense touchpad SPLIT: left pad (surface 1) lands contact 0
/// on the left half, right pad (surface 2) contact 1 on the right half; y follows the
/// shared screen convention (top → 0) with no flip; pad clicks set the touchpad-click