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
+15 -157
View File
@@ -12,15 +12,21 @@
use anyhow::Result; use anyhow::Result;
use punktfunk_core::input::{InputEvent, InputKind}; use punktfunk_core::input::{InputEvent, InputKind};
/// In-process tag on a key event's `flags`: the VK in `code` is **layout-semantic** (already #[path = "inject/keymap.rs"]
/// resolved under the sending client's keyboard layout — the GameStream/Moonlight convention) mod keymap;
/// rather than the punktfunk-native **US-positional** convention (the physical key's US-layout VK, #[cfg(target_os = "linux")]
/// which every first-party client sends — the client's local layout never touches the wire). pub(crate) use keymap::gs_button_to_evdev;
/// The Windows injector maps semantic VKs through the foreground app's layout and positional VKs pub use keymap::KEY_FLAG_SEMANTIC_VK;
/// through a fixed table; conflating the two is exactly the German y↔z / ö→ü scramble. // vk_to_evdev is consumed by the Linux injectors (kwin/libei/wlr) and — on Windows — only by the
/// Set ONLY by `gamestream::input::decode`; the punktfunk/1 ingest strips it from wire events, so // SendInput mirror test; keep the shared `crate::inject::vk_to_evdev` re-export unconditionally.
/// a network client can never flip the host's key-decoding convention. #[cfg_attr(not(target_os = "linux"), allow(unused_imports))]
pub const KEY_FLAG_SEMANTIC_VK: u32 = 0x8000_0000; pub use keymap::vk_to_evdev;
/// Device-agnostic dedup for the rich HID-output feedback plane (0xCD), shared by the virtual-pad
/// managers ([`uhid_manager`]).
#[cfg(any(target_os = "linux", target_os = "windows"))]
#[path = "inject/hidout_dedup.rs"]
pub mod hidout_dedup;
/// Injects input events into the host session. Not `Send`: an injector owns compositor /// Injects input events into the host session. Not `Send`: an injector owns compositor
/// resources (a Wayland connection, an xkb state) and lives entirely on the control thread /// resources (a Wayland connection, an xkb state) and lives entirely on the control thread
@@ -319,154 +325,6 @@ fn libei_ei_source() -> libei::EiSource {
} }
} }
/// Map a Windows Virtual-Key code (as sent by Moonlight/GameStream) to a Linux evdev key code.
pub fn vk_to_evdev(vk: u8) -> Option<u16> {
match vk {
// --- Navigation / editing / whitespace ---
0x08 => Some(14), // VK_BACK -> KEY_BACKSPACE
0x09 => Some(15), // VK_TAB -> KEY_TAB
0x0D => Some(28), // VK_RETURN -> KEY_ENTER
0x13 => Some(119), // VK_PAUSE -> KEY_PAUSE
0x14 => Some(58), // VK_CAPITAL -> KEY_CAPSLOCK
0x1B => Some(1), // VK_ESCAPE -> KEY_ESC
0x20 => Some(57), // VK_SPACE -> KEY_SPACE
0x21 => Some(104), // VK_PRIOR -> KEY_PAGEUP
0x22 => Some(109), // VK_NEXT -> KEY_PAGEDOWN
0x23 => Some(107), // VK_END -> KEY_END
0x24 => Some(102), // VK_HOME -> KEY_HOME
0x25 => Some(105), // VK_LEFT -> KEY_LEFT
0x26 => Some(103), // VK_UP -> KEY_UP
0x27 => Some(106), // VK_RIGHT -> KEY_RIGHT
0x28 => Some(108), // VK_DOWN -> KEY_DOWN
0x2C => Some(99), // VK_SNAPSHOT -> KEY_SYSRQ
0x2D => Some(110), // VK_INSERT -> KEY_INSERT
0x2E => Some(111), // VK_DELETE -> KEY_DELETE
// --- Generic modifiers ---
0x10 => Some(42), // VK_SHIFT -> KEY_LEFTSHIFT
0x11 => Some(29), // VK_CONTROL -> KEY_LEFTCTRL
0x12 => Some(56), // VK_MENU -> KEY_LEFTALT
// --- Digit row (KEY_0 is 11, KEY_1..KEY_9 are 2..10) ---
0x30 => Some(11), // VK_0
0x31 => Some(2), // VK_1
0x32 => Some(3), // VK_2
0x33 => Some(4), // VK_3
0x34 => Some(5), // VK_4
0x35 => Some(6), // VK_5
0x36 => Some(7), // VK_6
0x37 => Some(8), // VK_7
0x38 => Some(9), // VK_8
0x39 => Some(10), // VK_9
// --- Letters A-Z (NOT sequential in evdev) ---
0x41 => Some(30), // A
0x42 => Some(48), // B
0x43 => Some(46), // C
0x44 => Some(32), // D
0x45 => Some(18), // E
0x46 => Some(33), // F
0x47 => Some(34), // G
0x48 => Some(35), // H
0x49 => Some(23), // I
0x4A => Some(36), // J
0x4B => Some(37), // K
0x4C => Some(38), // L
0x4D => Some(50), // M
0x4E => Some(49), // N
0x4F => Some(24), // O
0x50 => Some(25), // P
0x51 => Some(16), // Q
0x52 => Some(19), // R
0x53 => Some(31), // S
0x54 => Some(20), // T
0x55 => Some(22), // U
0x56 => Some(47), // V
0x57 => Some(17), // W
0x58 => Some(45), // X
0x59 => Some(21), // Y
0x5A => Some(44), // Z
// --- Meta / context-menu ---
0x5B => Some(125), // VK_LWIN -> KEY_LEFTMETA
0x5C => Some(126), // VK_RWIN -> KEY_RIGHTMETA
0x5D => Some(127), // VK_APPS -> KEY_COMPOSE
// --- Numpad ---
0x60 => Some(82), // KP0
0x61 => Some(79), // KP1
0x62 => Some(80), // KP2
0x63 => Some(81), // KP3
0x64 => Some(75), // KP4
0x65 => Some(76), // KP5
0x66 => Some(77), // KP6
0x67 => Some(71), // KP7
0x68 => Some(72), // KP8
0x69 => Some(73), // KP9
0x6A => Some(55), // VK_MULTIPLY -> KEY_KPASTERISK
0x6B => Some(78), // VK_ADD -> KEY_KPPLUS
0x6C => Some(96), // VK_SEPARATOR -> KEY_KPENTER
0x6D => Some(74), // VK_SUBTRACT -> KEY_KPMINUS
0x6E => Some(83), // VK_DECIMAL -> KEY_KPDOT
0x6F => Some(98), // VK_DIVIDE -> KEY_KPSLASH
// --- Function keys (F1..F10 = 59..68, F11/F12 = 87/88) ---
0x70 => Some(59),
0x71 => Some(60),
0x72 => Some(61),
0x73 => Some(62),
0x74 => Some(63),
0x75 => Some(64),
0x76 => Some(65),
0x77 => Some(66),
0x78 => Some(67),
0x79 => Some(68),
0x7A => Some(87),
0x7B => Some(88),
// --- Locks ---
0x90 => Some(69), // VK_NUMLOCK -> KEY_NUMLOCK
0x91 => Some(70), // VK_SCROLL -> KEY_SCROLLLOCK
// --- Left/right modifiers ---
0xA0 => Some(42), // VK_LSHIFT -> KEY_LEFTSHIFT
0xA1 => Some(54), // VK_RSHIFT -> KEY_RIGHTSHIFT
0xA2 => Some(29), // VK_LCONTROL -> KEY_LEFTCTRL
0xA3 => Some(97), // VK_RCONTROL -> KEY_RIGHTCTRL
0xA4 => Some(56), // VK_LMENU -> KEY_LEFTALT
0xA5 => Some(100), // VK_RMENU -> KEY_RIGHTALT
// --- OEM punctuation (US layout) ---
0xBA => Some(39), // VK_OEM_1 -> KEY_SEMICOLON
0xBB => Some(13), // VK_OEM_PLUS -> KEY_EQUAL
0xBC => Some(51), // VK_OEM_COMMA -> KEY_COMMA
0xBD => Some(12), // VK_OEM_MINUS -> KEY_MINUS
0xBE => Some(52), // VK_OEM_PERIOD -> KEY_DOT
0xBF => Some(53), // VK_OEM_2 -> KEY_SLASH
0xC0 => Some(41), // VK_OEM_3 -> KEY_GRAVE
0xDB => Some(26), // VK_OEM_4 -> KEY_LEFTBRACE
0xDC => Some(43), // VK_OEM_5 -> KEY_BACKSLASH
0xDD => Some(27), // VK_OEM_6 -> KEY_RIGHTBRACE
0xDE => Some(40), // VK_OEM_7 -> KEY_APOSTROPHE
0xE2 => Some(86), // VK_OEM_102 -> KEY_102ND
_ => None,
}
}
/// Map a GameStream mouse button id (1=left … 5=X2) to a Linux evdev `BTN_*` code.
#[cfg(target_os = "linux")]
fn gs_button_to_evdev(b: u32) -> Option<u32> {
Some(match b {
1 => 0x110, // BTN_LEFT
2 => 0x112, // BTN_MIDDLE
3 => 0x111, // BTN_RIGHT
4 => 0x113, // BTN_SIDE (X1)
5 => 0x114, // BTN_EXTRA (X2)
_ => return None,
})
}
// Goal-1 stage 6: Linux UHID/uinput/libei/wlr backends under `inject/linux/`, the Windows UMDF/SendInput // Goal-1 stage 6: Linux UHID/uinput/libei/wlr backends under `inject/linux/`, the Windows UMDF/SendInput
// backends under `inject/windows/`, and the transport-independent HID codecs under `inject/proto/`; // backends under `inject/windows/`, and the transport-independent HID codecs under `inject/proto/`;
// `#[path]` keeps every `crate::inject::*` module name flat. // `#[path]` keeps every `crate::inject::*` module name flat.
@@ -0,0 +1,126 @@
//! Per-pad dedup for the rich HID-output feedback plane (0xCD), carved out of `dualsense_proto`
//! (plan §W4 — it is device-agnostic, shared by the DualSense/DS4/Deck managers via
//! [`crate::inject::uhid_manager`], not DualSense-specific). A game bundles rumble + lightbar +
//! LEDs + adaptive triggers into one output report, so a merely-rumbling pad re-sends unchanged
//! rich state every report; this forwards only genuine changes (one-shot pulses always fire).
use punktfunk_core::quic::HidOutput;
/// 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)));
}
}
+162
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@@ -0,0 +1,162 @@
//! Key/button mapping tables (plan §W4, carved out of the inject facade): the Windows Virtual-Key
//! → Linux-evdev keyboard map (mirrored bit-for-bit by the Windows SendInput positional table), the
//! GameStream mouse-button → evdev `BTN_*` map, and the in-process semantic-VK flag. Pure lookup
//! tables — no state, no OS handles.
/// In-process tag on a key event's `flags`: the VK in `code` is **layout-semantic** (already
/// resolved under the sending client's keyboard layout — the GameStream/Moonlight convention)
/// rather than the punktfunk-native **US-positional** convention (the physical key's US-layout VK,
/// which every first-party client sends — the client's local layout never touches the wire).
/// The Windows injector maps semantic VKs through the foreground app's layout and positional VKs
/// through a fixed table; conflating the two is exactly the German y↔z / ö→ü scramble.
/// Set ONLY by `gamestream::input::decode`; the punktfunk/1 ingest strips it from wire events, so
/// a network client can never flip the host's key-decoding convention.
pub const KEY_FLAG_SEMANTIC_VK: u32 = 0x8000_0000;
/// Map a Windows Virtual-Key code (as sent by Moonlight/GameStream) to a Linux evdev key code.
pub fn vk_to_evdev(vk: u8) -> Option<u16> {
match vk {
// --- Navigation / editing / whitespace ---
0x08 => Some(14), // VK_BACK -> KEY_BACKSPACE
0x09 => Some(15), // VK_TAB -> KEY_TAB
0x0D => Some(28), // VK_RETURN -> KEY_ENTER
0x13 => Some(119), // VK_PAUSE -> KEY_PAUSE
0x14 => Some(58), // VK_CAPITAL -> KEY_CAPSLOCK
0x1B => Some(1), // VK_ESCAPE -> KEY_ESC
0x20 => Some(57), // VK_SPACE -> KEY_SPACE
0x21 => Some(104), // VK_PRIOR -> KEY_PAGEUP
0x22 => Some(109), // VK_NEXT -> KEY_PAGEDOWN
0x23 => Some(107), // VK_END -> KEY_END
0x24 => Some(102), // VK_HOME -> KEY_HOME
0x25 => Some(105), // VK_LEFT -> KEY_LEFT
0x26 => Some(103), // VK_UP -> KEY_UP
0x27 => Some(106), // VK_RIGHT -> KEY_RIGHT
0x28 => Some(108), // VK_DOWN -> KEY_DOWN
0x2C => Some(99), // VK_SNAPSHOT -> KEY_SYSRQ
0x2D => Some(110), // VK_INSERT -> KEY_INSERT
0x2E => Some(111), // VK_DELETE -> KEY_DELETE
// --- Generic modifiers ---
0x10 => Some(42), // VK_SHIFT -> KEY_LEFTSHIFT
0x11 => Some(29), // VK_CONTROL -> KEY_LEFTCTRL
0x12 => Some(56), // VK_MENU -> KEY_LEFTALT
// --- Digit row (KEY_0 is 11, KEY_1..KEY_9 are 2..10) ---
0x30 => Some(11), // VK_0
0x31 => Some(2), // VK_1
0x32 => Some(3), // VK_2
0x33 => Some(4), // VK_3
0x34 => Some(5), // VK_4
0x35 => Some(6), // VK_5
0x36 => Some(7), // VK_6
0x37 => Some(8), // VK_7
0x38 => Some(9), // VK_8
0x39 => Some(10), // VK_9
// --- Letters A-Z (NOT sequential in evdev) ---
0x41 => Some(30), // A
0x42 => Some(48), // B
0x43 => Some(46), // C
0x44 => Some(32), // D
0x45 => Some(18), // E
0x46 => Some(33), // F
0x47 => Some(34), // G
0x48 => Some(35), // H
0x49 => Some(23), // I
0x4A => Some(36), // J
0x4B => Some(37), // K
0x4C => Some(38), // L
0x4D => Some(50), // M
0x4E => Some(49), // N
0x4F => Some(24), // O
0x50 => Some(25), // P
0x51 => Some(16), // Q
0x52 => Some(19), // R
0x53 => Some(31), // S
0x54 => Some(20), // T
0x55 => Some(22), // U
0x56 => Some(47), // V
0x57 => Some(17), // W
0x58 => Some(45), // X
0x59 => Some(21), // Y
0x5A => Some(44), // Z
// --- Meta / context-menu ---
0x5B => Some(125), // VK_LWIN -> KEY_LEFTMETA
0x5C => Some(126), // VK_RWIN -> KEY_RIGHTMETA
0x5D => Some(127), // VK_APPS -> KEY_COMPOSE
// --- Numpad ---
0x60 => Some(82), // KP0
0x61 => Some(79), // KP1
0x62 => Some(80), // KP2
0x63 => Some(81), // KP3
0x64 => Some(75), // KP4
0x65 => Some(76), // KP5
0x66 => Some(77), // KP6
0x67 => Some(71), // KP7
0x68 => Some(72), // KP8
0x69 => Some(73), // KP9
0x6A => Some(55), // VK_MULTIPLY -> KEY_KPASTERISK
0x6B => Some(78), // VK_ADD -> KEY_KPPLUS
0x6C => Some(96), // VK_SEPARATOR -> KEY_KPENTER
0x6D => Some(74), // VK_SUBTRACT -> KEY_KPMINUS
0x6E => Some(83), // VK_DECIMAL -> KEY_KPDOT
0x6F => Some(98), // VK_DIVIDE -> KEY_KPSLASH
// --- Function keys (F1..F10 = 59..68, F11/F12 = 87/88) ---
0x70 => Some(59),
0x71 => Some(60),
0x72 => Some(61),
0x73 => Some(62),
0x74 => Some(63),
0x75 => Some(64),
0x76 => Some(65),
0x77 => Some(66),
0x78 => Some(67),
0x79 => Some(68),
0x7A => Some(87),
0x7B => Some(88),
// --- Locks ---
0x90 => Some(69), // VK_NUMLOCK -> KEY_NUMLOCK
0x91 => Some(70), // VK_SCROLL -> KEY_SCROLLLOCK
// --- Left/right modifiers ---
0xA0 => Some(42), // VK_LSHIFT -> KEY_LEFTSHIFT
0xA1 => Some(54), // VK_RSHIFT -> KEY_RIGHTSHIFT
0xA2 => Some(29), // VK_LCONTROL -> KEY_LEFTCTRL
0xA3 => Some(97), // VK_RCONTROL -> KEY_RIGHTCTRL
0xA4 => Some(56), // VK_LMENU -> KEY_LEFTALT
0xA5 => Some(100), // VK_RMENU -> KEY_RIGHTALT
// --- OEM punctuation (US layout) ---
0xBA => Some(39), // VK_OEM_1 -> KEY_SEMICOLON
0xBB => Some(13), // VK_OEM_PLUS -> KEY_EQUAL
0xBC => Some(51), // VK_OEM_COMMA -> KEY_COMMA
0xBD => Some(12), // VK_OEM_MINUS -> KEY_MINUS
0xBE => Some(52), // VK_OEM_PERIOD -> KEY_DOT
0xBF => Some(53), // VK_OEM_2 -> KEY_SLASH
0xC0 => Some(41), // VK_OEM_3 -> KEY_GRAVE
0xDB => Some(26), // VK_OEM_4 -> KEY_LEFTBRACE
0xDC => Some(43), // VK_OEM_5 -> KEY_BACKSLASH
0xDD => Some(27), // VK_OEM_6 -> KEY_RIGHTBRACE
0xDE => Some(40), // VK_OEM_7 -> KEY_APOSTROPHE
0xE2 => Some(86), // VK_OEM_102 -> KEY_102ND
_ => None,
}
}
/// Map a GameStream mouse button id (1=left … 5=X2) to a Linux evdev `BTN_*` code.
#[cfg(target_os = "linux")]
pub(crate) fn gs_button_to_evdev(b: u32) -> Option<u32> {
Some(match b {
1 => 0x110, // BTN_LEFT
2 => 0x112, // BTN_MIDDLE
3 => 0x111, // BTN_RIGHT
4 => 0x113, // BTN_SIDE (X1)
5 => 0x114, // BTN_EXTRA (X2)
_ => return None,
})
}
@@ -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)] #[cfg(test)]
mod tests { mod tests {
use super::*; 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 /// 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 /// 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 /// shared screen convention (top → 0) with no flip; pad clicks set the touchpad-click
@@ -7,7 +7,7 @@
//! use [`PadSlots`] directly instead. //! use [`PadSlots`] directly instead.
use crate::gamestream::gamepad::{GamepadEvent, GamepadFrame, MAX_PADS}; use crate::gamestream::gamepad::{GamepadEvent, GamepadFrame, MAX_PADS};
use crate::inject::dualsense_proto::HidoutDedup; use crate::inject::hidout_dedup::HidoutDedup;
use crate::inject::pad_slots::PadSlots; use crate::inject::pad_slots::PadSlots;
use anyhow::Result; use anyhow::Result;
use punktfunk_core::quic::{HidOutput, RichInput}; use punktfunk_core::quic::{HidOutput, RichInput};