feat(apple/gamepad): rewrite rumble renderer — bounded divergence + iOS 27 plain-player fix
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Ground-up RumbleRenderer rewrite around one principle: rumble is idempotent state on a lossy channel, and the actuator's divergence from it must be bounded, not best-effort. The old renderer rebuilt an infinite-duration CHHapticAdvancedPatternPlayer per 0xCA datagram via an async stop; one stop lost inside CoreHaptics left an unstoppable player buzzing forever (the "entered the menu and rumble never stopped" bug). - Finite 4 s segments, never infinite events — a leaked player self-silences; steady levels re-arm seamlessly ON the engine timeline (no stop/start race) - GamepadFeedback drains the rumble plane DRY per cycle, newest-wins (was one datagram per 8 ms through a 16-deep drop-newest queue = lag + shed stops) - Host 500 ms state refreshes dedupe to a liveness stamp; zero applies immediately; nonzero ramps throttle to one rebake/25 ms per motor - Throwing player stop escalates to engine.stop() (kills leaked players); 1.6 s staleness watchdog (Policy.session) force-silences on a dead channel; the test panel holds levels via Policy.manual - Plain makePlayer, NEVER makeAdvancedPlayer: gamecontrollerd's controller haptics server advertises `adv players: 0`, and iOS 27 beta 2 hard-drops advanced loads with an XPC decode fault (-4811/4097, rumble silently dead). Live-verified on an iOS 27 beta 2 iPhone: DualSense rumble works - Split-handle engines fall back to one combined .default engine on repeated failure; renderer publishes health transitions and the test panel shows them (a refused system service no longer reads as silent app breakage) - Per-motor sharpness on split handles (0.3 heavy / 0.7 light); macOS DualSense raw-HID path gains a ~1 s keepalive re-write while nonzero - RumbleTuningTests pin the scheduling math, tuning relations, and a queue/ticker teardown smoke test Stuck-rumble streaming repro revalidation on glass still pending. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -172,7 +172,19 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
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player LEDs / adaptive triggers → `GCDeviceLight`/`playerIndex`/
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`GCDualSenseAdaptiveTrigger` via the table-driven `DualSenseTriggerEffect` parser).
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Loopback-tested end to end (`PUNKTFUNK_TEST_FEEDBACK=1` scripted burst); DualSense
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motion sign/scale derived, not yet live-verified. **Gamepad UI (iOS/iPadOS + macOS,
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motion sign/scale derived, not yet live-verified. **Rumble renderer rewritten
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(2026-07-02, `RumbleRenderer.swift`)** around "rumble is idempotent state, divergence
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must be bounded": the old per-datagram infinite-duration CoreHaptics players could leak
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one dropped async `stop` into a forever-buzzing motor (the stuck-rumble-after-menu bug)
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— now finite self-expiring segments with seamless engine-timeline re-arm, newest-wins
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dry drain of the 0xCA plane (was 1 datagram/8 ms), dedupe of the host's 500 ms state
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refreshes, zero-immediate/ramp-throttled rebakes, escalation to `engine.stop()` on a
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throwing player stop, and a 1.6 s staleness watchdog (`Policy.session`; the settings
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test panel uses `.manual` = hold). Controller engines use **plain `makePlayer` — never
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`makeAdvancedPlayer`**: the controller haptics server (gamecontrollerd) advertises
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`adv players: 0`, and iOS 27 beta 2 hard-drops advanced-player loads (XPC decode fault →
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CoreHaptics -4811/4097, rumble silently dead). Unit-tested (`RumbleTuningTests`);
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stuck-rumble repro on-glass revalidation pending. **Gamepad UI (iOS/iPadOS + macOS,
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2026-07-02 rework):** a connected pad swaps the home for a console-style launcher
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(`Home/Gamepad*` + `Settings/GamepadSettingsView`) — host carousel with a trailing Add
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Host tile (A connect · Y library · X settings · B back), a controller-navigable
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