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>
This commit is contained in:
2026-07-02 23:06:37 +02:00
parent 6921e147dd
commit 396c3453f5
6 changed files with 562 additions and 119 deletions
+13 -1
View File
@@ -172,7 +172,19 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
player LEDs / adaptive triggers → `GCDeviceLight`/`playerIndex`/ player LEDs / adaptive triggers → `GCDeviceLight`/`playerIndex`/
`GCDualSenseAdaptiveTrigger` via the table-driven `DualSenseTriggerEffect` parser). `GCDualSenseAdaptiveTrigger` via the table-driven `DualSenseTriggerEffect` parser).
Loopback-tested end to end (`PUNKTFUNK_TEST_FEEDBACK=1` scripted burst); DualSense Loopback-tested end to end (`PUNKTFUNK_TEST_FEEDBACK=1` scripted burst); DualSense
motion sign/scale derived, not yet live-verified. **Gamepad UI (iOS/iPadOS + macOS, motion sign/scale derived, not yet live-verified. **Rumble renderer rewritten
(2026-07-02, `RumbleRenderer.swift`)** around "rumble is idempotent state, divergence
must be bounded": the old per-datagram infinite-duration CoreHaptics players could leak
one dropped async `stop` into a forever-buzzing motor (the stuck-rumble-after-menu bug)
— now finite self-expiring segments with seamless engine-timeline re-arm, newest-wins
dry drain of the 0xCA plane (was 1 datagram/8 ms), dedupe of the host's 500 ms state
refreshes, zero-immediate/ramp-throttled rebakes, escalation to `engine.stop()` on a
throwing player stop, and a 1.6 s staleness watchdog (`Policy.session`; the settings
test panel uses `.manual` = hold). Controller engines use **plain `makePlayer` — never
`makeAdvancedPlayer`**: the controller haptics server (gamecontrollerd) advertises
`adv players: 0`, and iOS 27 beta 2 hard-drops advanced-player loads (XPC decode fault →
CoreHaptics -4811/4097, rumble silently dead). Unit-tested (`RumbleTuningTests`);
stuck-rumble repro on-glass revalidation pending. **Gamepad UI (iOS/iPadOS + macOS,
2026-07-02 rework):** a connected pad swaps the home for a console-style launcher 2026-07-02 rework):** a connected pad swaps the home for a console-style launcher
(`Home/Gamepad*` + `Settings/GamepadSettingsView`) — host carousel with a trailing Add (`Home/Gamepad*` + `Settings/GamepadSettingsView`) — host carousel with a trailing Add
Host tile (A connect · Y library · X settings · B back), a controller-navigable Host tile (A connect · Y library · X settings · B back), a controller-navigable
@@ -255,6 +255,10 @@ struct ControllerTestView: View {
Toggle("Light motor (right)", isOn: $lightOn) Toggle("Light motor (right)", isOn: $lightOn)
Label("Backend: \(tester.rumbleBackend)", systemImage: "waveform") Label("Backend: \(tester.rumbleBackend)", systemImage: "waveform")
.font(.geist(12, relativeTo: .caption)).foregroundStyle(.secondary) .font(.geist(12, relativeTo: .caption)).foregroundStyle(.secondary)
if let problem = tester.rumbleHealth {
Label(problem, systemImage: "exclamationmark.triangle.fill")
.font(.geist(12, relativeTo: .caption)).foregroundStyle(.orange)
}
Text("Toggle a motor to feel it. The host maps a game's low/high-frequency " Text("Toggle a motor to feel it. The host maps a game's low/high-frequency "
+ "rumble onto these two. A DualSense is driven over raw HID (CoreHaptics " + "rumble onto these two. A DualSense is driven over raw HID (CoreHaptics "
+ "can't reach its motors on macOS).") + "can't reach its motors on macOS).")
@@ -10,13 +10,20 @@ import GameController
/// a passing test exercises the exact code a session runs. /// a passing test exercises the exact code a session runs.
@MainActor @MainActor
public final class ControllerTester: ObservableObject { public final class ControllerTester: ObservableObject {
private let renderer = RumbleRenderer() // `.manual`: the panel's toggles hold a level until changed no session wire refreshes
// exist here to keep the renderer's staleness watchdog fed.
private let renderer = RumbleRenderer(policy: .manual)
private weak var controller: GCController? private weak var controller: GCController?
/// The rumble backend now in use "DualSense HID · USB/Bluetooth", "CoreHaptics", or "" /// The rumble backend now in use "DualSense HID · USB/Bluetooth", "CoreHaptics", or ""
/// for the test panel to display so it's obvious which path a given pad takes. /// for the test panel to display so it's obvious which path a given pad takes.
@Published public private(set) var rumbleBackend = "" @Published public private(set) var rumbleBackend = ""
/// Why rumble structurally cannot work right now (nil = healthy) e.g. the device's
/// haptics service refusing every connection, or a pad with no rumble engine. Shown by the
/// test panel so silence diagnoses itself instead of reading as an app bug.
@Published public private(set) var rumbleHealth: String?
public init() {} public init() {}
/// Aim the feedback at a controller (nil releases it). Idempotent safe to call on every /// Aim the feedback at a controller (nil releases it). Idempotent safe to call on every
@@ -24,9 +31,14 @@ public final class ControllerTester: ObservableObject {
public func target(_ c: GCController?) { public func target(_ c: GCController?) {
guard c !== controller else { return } guard c !== controller else { return }
controller = c controller = c
renderer.retarget(c) { [weak self] note in renderer.retarget(
Task { @MainActor in self?.rumbleBackend = note } c,
} onBackend: { [weak self] note in
Task { @MainActor in self?.rumbleBackend = note }
},
onHealth: { [weak self] problem in
Task { @MainActor in self?.rumbleHealth = problem }
})
} }
/// Drive both motors at 0...1 amplitudes low = left/heavy, high = right/light mapped to /// Drive both motors at 0...1 amplitudes low = left/heavy, high = right/light mapped to
@@ -25,7 +25,7 @@ public final class GamepadFeedback {
private let flag = StopFlag() private let flag = StopFlag()
private let drainDone = DispatchSemaphore(value: 0) private let drainDone = DispatchSemaphore(value: 0)
private var drainStarted = false private var drainStarted = false
private let rumble = RumbleRenderer() private let rumble = RumbleRenderer(policy: .session)
private var activeSub: AnyCancellable? private var activeSub: AnyCancellable?
// Last applied feedback (main-actor) replayed when the active controller changes. // Last applied feedback (main-actor) replayed when the active controller changes.
@@ -82,8 +82,21 @@ public final class GamepadFeedback {
// poll here starved it and throttled HDR to ~1 fps (SDR, which never drains HDR // poll here starved it and throttled HDR to ~1 fps (SDR, which never drains HDR
// meta, was unaffected). Pacing with a short sleep OUTSIDE the lock (below) keeps // meta, was unaffected). Pacing with a short sleep OUTSIDE the lock (below) keeps
// rumble/HID latency low while leaving the lock free between polls. // rumble/HID latency low while leaving the lock free between polls.
if let r = try connection.nextRumble(timeoutMs: 0), r.pad == 0 { //
self?.rumble.apply(low: r.low, high: r.high) // Rumble is idempotent state, so drain the plane DRY and apply only the newest
// level. The old one-datagram-per-cycle shape let a burst outpace the ~125 Hz
// drain: levels rendered up to ~130 ms late through the core's 16-deep queue,
// and its drop-newest overflow could shed a stop while stale nonzero states
// queued ahead of it buzzing until the host's next 500 ms refresh.
var newest: (low: UInt16, high: UInt16)?
var rumbleBurst = 0
while rumbleBurst < 64, !flag.isStopped,
let r = try connection.nextRumble(timeoutMs: 0) {
if r.pad == 0 { newest = (r.low, r.high) }
rumbleBurst += 1
}
if let n = newest {
self?.rumble.apply(low: n.low, high: n.high)
} }
// Drain a BOUNDED burst of hidout events so sustained 0xCD traffic (a game writing // Drain a BOUNDED burst of hidout events so sustained 0xCD traffic (a game writing
// per-frame LED/trigger reports) can't spin here or block stop() past one cycle. // per-frame LED/trigger reports) can't spin here or block stop() past one cycle.
@@ -5,28 +5,145 @@ import os
private let log = Logger(subsystem: "io.unom.punktfunk", category: "gamepad") private let log = Logger(subsystem: "io.unom.punktfunk", category: "gamepad")
/// Rumble CoreHaptics, isolated on one serial queue (CHHapticEngine is not main-bound, /// Tuning constants + the pure scheduling decisions of the rumble renderer, split out so the
/// but it isn't a free-for-all either). Engines are created lazily on the first nonzero /// policy is unit-testable without a `CHHapticEngine` or a physical pad.
/// amplitude and torn down on retarget; players run only while their motor is on, so an enum RumbleTuning {
/// idle controller costs no radio traffic. Failures (pads without haptics, engine resets) /// Haptic segment length. **No event is ever infinite**: a player the renderer loses track
/// downgrade to silence rumble is best-effort by design. /// of (a stop dropped inside CoreHaptics, an engine race) self-silences when its segment
/// /// expires, so this is the hard ceiling on how long the actuator can diverge from the
/// `@unchecked Sendable` is sound because every property (`controller`/`low`/`high`/`broken`) is /// target state.
/// read and written only inside `queue` closures the serial queue is the synchronization. static let segmentSeconds: TimeInterval = 4.0
final class RumbleRenderer: @unchecked Sendable { /// Re-arm the successor segment once the current one has less than this left. Generous
private let queue = DispatchQueue(label: "io.unom.punktfunk.haptics", qos: .userInteractive) /// against the ticker period so a steady rumble can never miss the boundary and gap.
static let rearmHeadroom: TimeInterval = 1.0
/// Renderer ticker period while anything is (or should be) audible. Silence runs no timer.
static let tickSeconds: TimeInterval = 0.05
/// Minimum spacing between player rebuilds for nonzerononzero level changes a game
/// ramping rumble per frame would otherwise stop/start players at 60+ Hz, which is exactly
/// the churn that lost stops inside CoreHaptics. Newest level wins when the window opens;
/// zero is never throttled.
static let minRebakeSeconds: TimeInterval = 0.025
/// Session watchdog: silence the motors when no wire command arrived for this long. The
/// host re-sends the current rumble state every 500 ms as its loss heal, so this trips only
/// after 3 consecutive refreshes vanished i.e. the channel or host died while audible.
static let sessionStaleSeconds: TimeInterval = 1.6
/// Levels closer than this (0.4 % of full scale) are the same level an identical host
/// refresh must never rebuild a player.
static let levelEpsilon: Float = 1.0 / 256.0
/// macOS DualSense raw-HID path: re-write an unchanged nonzero level this often so the
/// pad's firmware never times the rumble out mid-effect (Bluetooth pads watchdog output
/// reports), and a dropped report heals.
static let hidKeepaliveSeconds: TimeInterval = 0.9
/// One actuator's started engine plus the player currently driving it (nil = idle). The /// `CHHapticEvent` sharpness = actuator frequency. A DualSense's voice-coil motors need a
/// player is rebuilt per level change `drive` bakes the target intensity into a fresh /// defined frequency to move at all (an intensity-only event left them silent) while a
/// continuous event rather than scaling a long-lived one with a dynamic parameter. /// classic Xbox ERM rotor ignores it. On split-handle pads the wire's two motors render at
/// distinct frequencies mirroring the real hardware they emulate low/left the heavy
/// low-frequency rotor, high/right the light buzzer; a single combined actuator keeps the
/// proven mid value.
static let sharpnessLow: Float = 0.3
static let sharpnessHigh: Float = 0.7
static let sharpnessCombined: Float = 0.5
/// Wire amplitude (0...0xFFFF) CoreHaptics intensity (0...1).
static func amplitude(_ wire: UInt16) -> Float { Float(wire) / 65535 }
/// Wire amplitude DualSense HID motor byte.
static func hidByte(_ wire: UInt16) -> UInt8 { UInt8(wire >> 8) }
/// Single-actuator pads render whichever motor is stronger.
static func combined(low: UInt16, high: UInt16) -> UInt16 { max(low, high) }
/// Are two baked levels the same (skip the rebuild)?
static func sameLevel(_ a: Float, _ b: Float) -> Bool { abs(a - b) <= levelEpsilon }
/// Time for a segment handoff to act (engine timeline).
static func shouldRearm(endsAt: TimeInterval, now: TimeInterval) -> Bool {
endsAt - now <= rearmHeadroom
}
/// When the successor segment starts: exactly as the current one expires unless that
/// already passed (the gap already happened; start now).
static func handoffStart(endsAt: TimeInterval, now: TimeInterval) -> TimeInterval {
max(endsAt, now)
}
}
/// Rumble the active physical controller (CoreHaptics; a DualSense on macOS goes over raw HID
/// instead, see `DualSenseHID`), built around one principle: **rumble is idempotent state on a
/// lossy channel, and the actuator's divergence from that state must be bounded** not
/// best-effort. The previous renderer drove infinite-duration players torn down and rebuilt per
/// wire update; one asynchronous `stop` dropped inside CoreHaptics left an unstoppable player
/// buzzing with its handle discarded, which no later (0,0) could reach the "walked into the
/// menu and the rumble never stopped" bug.
///
/// The invariants that bound divergence now:
/// 1. **No infinite events.** A motor plays finite `segmentSeconds` segments; while the level
/// holds, the successor is scheduled ON the engine timeline to start exactly when the
/// current segment expires (seamless no stop/start race in steady state). A leaked player
/// therefore self-silences in `segmentSeconds`.
/// 2. **Idempotent targets.** An update equal to the current target (the host re-sends rumble
/// state every 500 ms as its loss heal) is a liveness stamp, never a player rebuild.
/// 3. **Zero is immediate, ramps are throttled.** (0,0) stops players the moment it lands;
/// nonzerononzero changes rebuild at most every `minRebakeSeconds` per motor (the ticker
/// lands the newest value once the window opens).
/// 4. **Escalating stop.** A throwing `player.stop` means the engine's state is unknown the
/// whole engine is stopped (silencing every player it hosts) and lazily rebuilt behind the
/// exponential backoff.
/// 5. **Staleness watchdog** (`Policy.session`): audible with no wire command for
/// `sessionStaleSeconds` force silence. A lost stop can outlive the host's 500 ms heal
/// only if the channel itself died, and then the pad must not buzz forever. `Policy.manual`
/// (the settings test panel) instead holds a level until it is changed.
///
/// Engines are created lazily on the first nonzero amplitude and torn down on retarget;
/// failures (pads without haptics, engine resets) downgrade to silence rumble is best-effort
/// by design, but *staying silent* when told to stop is not.
///
/// `@unchecked Sendable` is sound because every property is read and written only inside
/// `queue` closures the serial queue is the synchronization.
final class RumbleRenderer: @unchecked Sendable {
/// What an un-refreshed nonzero target means. A live session ties motor life to wire
/// liveness (the host refreshes state every 500 ms); the controller test panel holds a
/// slider level indefinitely.
struct Policy {
let staleAfter: TimeInterval?
static let session = Policy(staleAfter: RumbleTuning.sessionStaleSeconds)
static let manual = Policy(staleAfter: nil)
}
private let queue = DispatchQueue(label: "io.unom.punktfunk.haptics", qos: .userInteractive)
private let policy: Policy
/// One finite haptic play on a motor: the player plus when (engine timeline) it expires.
/// A PLAIN pattern player on purpose: the controller haptics server (gamecontrollerd)
/// advertises `adv players: 0`, and as of iOS 27 beta 2 an advanced-player sequence load
/// doesn't degrade gracefully there the daemon faults decoding the XPC message and drops
/// it (CoreHaptics -4811/4097, rumble dead). We only need `start(atTime:)`/`stop(atTime:)`,
/// which the plain protocol has.
private struct Segment {
let player: CHHapticPatternPlayer
let endsAt: TimeInterval
}
/// One actuator's started engine and the segment(s) realizing `level` on it. `retiring` is
/// the predecessor across a segment handoff left to expire naturally (its successor
/// starts the instant it ends), but the reference is held so a level change or stop can
/// still force-stop it.
private struct Motor { private struct Motor {
let engine: CHHapticEngine let engine: CHHapticEngine
var player: CHHapticAdvancedPatternPlayer? let sharpness: Float
var level: Float = 0
var current: Segment?
var retiring: Segment?
var lastRebake = DispatchTime(uptimeNanoseconds: 0)
} }
private var controller: GCController? private var controller: GCController?
private var low: Motor? private var low: Motor?
private var high: Motor? private var high: Motor?
/// Wire-truth target (raw wire units) and when it was last confirmed by any command.
private var target: (low: UInt16, high: UInt16) = (0, 0)
private var lastCommand = DispatchTime(uptimeNanoseconds: 0)
/// Runs while anything is (or should be) audible: staleness watchdog, segment re-arm,
/// throttled-level catch-up, engine rebuild after a reset, HID keepalive. Nil while silent,
/// so an idle controller costs no timer wakeups and no radio traffic.
private var ticker: DispatchSourceTimer?
// `broken` latches OFF only for a controller that genuinely has no haptics engine (an Xbox pad // `broken` latches OFF only for a controller that genuinely has no haptics engine (an Xbox pad
// on an OS that doesn't expose rumble through GameController, a Siri Remote) nothing to retry // on an OS that doesn't expose rumble through GameController, a Siri Remote) nothing to retry
// until the controller changes. A transient engine failure does NOT latch it; it tears down for // until the controller changes. A transient engine failure does NOT latch it; it tears down for
@@ -39,86 +156,277 @@ final class RumbleRenderer: @unchecked Sendable {
// break fires neither stoppedHandler nor resetHandler, so without a cooldown the next rumble // break fires neither stoppedHandler nor resetHandler, so without a cooldown the next rumble
// update immediately rebuilds into the same dead connection, flooding the log and never // update immediately rebuilds into the same dead connection, flooding the log and never
// recovering. Delay the next setup() growing 0.5124 s on repeated failure and clear it // recovering. Delay the next setup() growing 0.5124 s on repeated failure and clear it
// the moment a player runs cleanly (or the controller changes). // the moment a player is actually running (or the controller changes).
private var retryAfter = Date.distantPast private var retryAfter = DispatchTime(uptimeNanoseconds: 0)
private var consecutiveFailures = 0 private var consecutiveFailures = 0
/// Downgrade after split-handle engines fail: retry with ONE combined `.default` engine
/// CHHapticEvent sharpness = actuator frequency. A DualSense's voice-coil motors need a /// the configuration virtually every iOS game (and this app's own menu haptics) uses before
/// defined frequency to move at all an intensity-only event (no sharpness) left them /// treating the service as unreachable. A haptics daemon that mishandles per-handle
/// silent, while a classic Xbox rotor (which ignores sharpness) rumbled fine. 0.5 is the mid /// localities for a particular pad can still serve the combined engine. One-way per
/// value the known-working macOS DualSense rumble implementations use. (Used only on the /// controller; retarget resets it.
/// CoreHaptics path a DualSense on macOS is driven over raw HID instead, see below.) private var preferCombined = false
private static let sharpness: Float = 0.5 /// Health reporting for the debug test panel: a human-readable problem while rumble cannot
/// work (nil = healthy). Without this, a wedged system haptics service (gamecontrollerd
/// refusing every XPC connection CoreHaptics -4811/4097, which no in-app retry can fix)
/// reads as "the app's rumble is broken" when actually no app on the device can rumble.
private var healthSink: ((String?) -> Void)?
private var lastHealth: String?
#if os(macOS) #if os(macOS)
/// Set when the active pad is a DualSense: its motors are driven over raw HID (CoreHaptics /// Set when the active pad is a DualSense: its motors are driven over raw HID (CoreHaptics
/// does not reach them on macOS adaptive triggers/lightbar work, rumble is silent). nil for /// does not reach them on macOS adaptive triggers/lightbar work, rumble is silent). nil for
/// every other controller, which keeps the CoreHaptics path. /// every other controller, which keeps the CoreHaptics path.
private var dualSenseHID: DualSenseHID? private var dualSenseHID: DualSenseHID?
private var lastHidWrite: (levels: (UInt8, UInt8), at: DispatchTime) =
((0, 0), DispatchTime(uptimeNanoseconds: 0))
#endif #endif
init(policy: Policy = .session) {
self.policy = policy
}
/// `onBackend`, if given, is invoked (on the internal queue) with a human-readable name of the /// `onBackend`, if given, is invoked (on the internal queue) with a human-readable name of the
/// rumble backend now in use for the debug controller-test panel. /// rumble backend now in use; `onHealth` with a problem description whenever rumble transitions
func retarget(_ c: GCController?, onBackend: ((String) -> Void)? = nil) { /// between working and structurally failing (nil = healthy) both for the debug test panel.
func retarget(
_ c: GCController?, onBackend: ((String) -> Void)? = nil,
onHealth: ((String?) -> Void)? = nil
) {
queue.async { queue.async {
self.teardown() self.teardown()
self.closeHID() self.closeHID()
self.controller = c self.controller = c
self.broken = false self.broken = false
self.preferCombined = false
self.consecutiveFailures = 0 self.consecutiveFailures = 0
self.retryAfter = .distantPast self.retryAfter = DispatchTime(uptimeNanoseconds: 0)
if let onHealth { self.healthSink = onHealth }
self.lastHealth = nil
self.healthSink?(nil)
_ = self.openHIDIfDualSense(c) _ = self.openHIDIfDualSense(c)
onBackend?(self.backendNote(for: c)) onBackend?(self.backendNote(for: c))
// The target survives the swap: render replays the current level onto the new pad
// right away (a mid-rumble controller change keeps rumbling, like moving a real pad
// between hands mid-effect).
self.render()
} }
} }
/// Set the wire-truth target. Called with every 0xCA state the host sends level changes
/// AND the 500 ms refreshes; refreshes stamp liveness for the watchdog and are otherwise
/// free (invariant 2).
func apply(low lowAmp: UInt16, high highAmp: UInt16) { func apply(low lowAmp: UInt16, high highAmp: UInt16) {
queue.async { queue.async {
self.lastCommand = .now()
let active = lowAmp != 0 || highAmp != 0 let active = lowAmp != 0 || highAmp != 0
if active != self.wasActive { if active != self.wasActive {
self.wasActive = active self.wasActive = active
log.debug( log.debug(
"rumble: \(active ? "active" : "stop", privacy: .public) low=\(lowAmp, privacy: .public) high=\(highAmp, privacy: .public)") "rumble: \(active ? "active" : "stop", privacy: .public) low=\(lowAmp, privacy: .public) high=\(highAmp, privacy: .public)")
} }
// A DualSense on macOS is driven over raw HID; CoreHaptics is the path for every guard (lowAmp, highAmp) != self.target else { return }
// other pad (and for a DualSense whose HID device could not be opened). self.target = (lowAmp, highAmp)
if self.hidRumble(low: lowAmp, high: highAmp) { return } self.render()
guard !self.broken else { return }
if active, self.low == nil, self.high == nil, Date() >= self.retryAfter {
self.setup()
}
let ok: Bool
if self.high != nil {
// Per-handle: low = left/heavy motor, high = right/light the XInput convention
// the wire carries.
let okLow = self.drive(&self.low, Float(lowAmp) / 65535)
let okHigh = self.drive(&self.high, Float(highAmp) / 65535)
ok = okLow && okHigh
} else {
// Combined engine: whichever motor is stronger wins.
ok = self.drive(&self.low, Float(max(lowAmp, highAmp)) / 65535)
}
// Rebuild on the next nonzero amplitude if an engine errored and tear down OUTSIDE
// the `inout` accesses above, so teardown() never mutates a motor that a `drive` call
// still holds an exclusive reference to. Back off so a broken XPC isn't re-hit every
// update; once a player is actually running the path has recovered, so clear the backoff.
if !ok {
self.teardown()
self.scheduleRetryBackoff()
} else if self.low?.player != nil || self.high?.player != nil {
self.consecutiveFailures = 0
self.retryAfter = .distantPast
}
} }
} }
/// Silence the motors and drop the engines. Blocks until done call off the main actor.
func stop() { func stop() {
queue.sync { queue.sync {
self.ticker?.cancel()
self.ticker = nil
self.target = (0, 0)
self.wasActive = false
self.teardown() self.teardown()
self.closeHID() self.closeHID()
} }
} }
// MARK: - Reconciliation (all on `queue`)
/// Drive the actuators toward `target`. Idempotent safe to call from every wire update,
/// tick, and retarget; when everything already matches it does nothing.
private func render() {
defer { updateTicker() }
if renderHID() { return }
guard !broken else { return }
let audible = target.low != 0 || target.high != 0
if audible, low == nil, high == nil, DispatchTime.now() >= retryAfter {
setup()
}
// Reconcile BOTH motors (no short-circuit skipping the second on a first-motor error),
// and tear down OUTSIDE the `inout` accesses so teardown() never mutates a motor a
// reconcile call still holds an exclusive reference to.
let ok: Bool
if high != nil {
// Per-handle: low = left/heavy motor, high = right/light the XInput convention
// the wire carries.
let okLow = reconcile(&low, to: RumbleTuning.amplitude(target.low))
let okHigh = reconcile(&high, to: RumbleTuning.amplitude(target.high))
ok = okLow && okHigh
} else {
let mixed = RumbleTuning.combined(low: target.low, high: target.high)
ok = reconcile(&low, to: RumbleTuning.amplitude(mixed))
}
if !ok {
let wasSplit = high != nil
teardown()
scheduleRetryBackoff()
if wasSplit, !preferCombined {
preferCombined = true
log.info("rumble: split-handle engines failing — will retry with one combined engine")
}
} else if low?.current != nil || high?.current != nil {
// A player is actually running the path has recovered; clear the backoff.
consecutiveFailures = 0
retryAfter = DispatchTime(uptimeNanoseconds: 0)
reportHealth(nil)
}
}
/// Publish a health transition to the test panel (deduped transitions only).
private func reportHealth(_ problem: String?) {
guard problem != lastHealth else { return }
lastHealth = problem
healthSink?(problem)
}
/// Watchdog + housekeeping heartbeat while audible.
private func tick() {
if let after = policy.staleAfter, target != (0, 0), seconds(since: lastCommand) > after {
// The host refreshes rumble state every 500 ms; this much silence means the channel
// (or host) died while a motor was on. A direct-connected pad would have been
// stopped by its game long ago force the same outcome.
log.warning(
"rumble: no wire refresh for \(after, format: .fixed(precision: 1), privacy: .public)s — auto-silencing")
target = (0, 0)
}
render()
}
/// Drive one motor toward `desired`, per the invariants above. Returns false when the
/// engine errored the caller then tears everything down (outside this `inout` access) for
/// a lazy, backoff-gated rebuild.
private func reconcile(_ slot: inout Motor?, to desired: Float) -> Bool {
guard var m = slot else { return true }
defer { slot = m }
// Release a handed-off predecessor once it has expired on its own.
if let r = m.retiring, m.engine.currentTime >= r.endsAt + 0.25 {
m.retiring = nil
}
if desired <= RumbleTuning.levelEpsilon {
guard m.level > 0 || m.current != nil || m.retiring != nil else { return true }
m.level = 0
return stopSegments(&m)
}
if RumbleTuning.sameLevel(desired, m.level), m.current != nil {
return rearmIfNeeded(&m)
}
// Nonzero level change. Throttled: the ticker re-runs render() and lands the newest
// value once the window opens (zero above is never throttled).
if m.current != nil, seconds(since: m.lastRebake) < RumbleTuning.minRebakeSeconds {
return true
}
guard stopSegments(&m) else { return false }
do {
m.current = try makeSegment(
m.engine, sharpness: m.sharpness, amplitude: desired, at: CHHapticTimeImmediate)
m.level = desired
m.lastRebake = .now()
return true
} catch {
// A transient failure (the engine stopped/reset between its handler firing and now).
// Signal a rebuild do NOT latch rumble off for the session.
log.warning("rumble: haptic start failed — rebuilding: \(error, privacy: .public)")
return false
}
}
/// Keep a steady level seamless across the finite-segment boundary: when the current
/// segment nears its end, start the successor ON the engine timeline exactly as it expires
/// no stop call, no race, no gap. The old segment is kept as `retiring` until it dies
/// naturally, so a level change can still force-stop it.
private func rearmIfNeeded(_ m: inout Motor) -> Bool {
guard let cur = m.current else { return true }
let now = m.engine.currentTime
guard RumbleTuning.shouldRearm(endsAt: cur.endsAt, now: now) else { return true }
// A predecessor still held this deep into the segment already expired; drop it.
m.retiring = nil
do {
let next = try makeSegment(
m.engine, sharpness: m.sharpness, amplitude: m.level,
at: RumbleTuning.handoffStart(endsAt: cur.endsAt, now: now))
m.retiring = m.current
m.current = next
return true
} catch {
log.warning("rumble: segment re-arm failed — rebuilding: \(error, privacy: .public)")
return false
}
}
/// Stop every segment on the motor NOW. False = a stop threw, so the engine's real state is
/// unknown (a player may still run with its handle gone) the caller must escalate to a
/// full engine teardown, whose `engine.stop()` silences every player the engine hosts.
private func stopSegments(_ m: inout Motor) -> Bool {
var ok = true
for seg in [m.current, m.retiring].compactMap({ $0 }) {
do {
try seg.player.stop(atTime: CHHapticTimeImmediate)
} catch {
log.warning(
"rumble: player stop failed — escalating to engine stop: \(error, privacy: .public)")
ok = false
}
}
m.current = nil
m.retiring = nil
return ok
}
/// Build + start one finite continuous event at `amplitude`. `at` is `CHHapticTimeImmediate`
/// or an absolute engine-timeline instant (a scheduled handoff). The intensity is BAKED into
/// the event: a fixed event scaled by a dynamic `.hapticIntensityControl` parameter drives
/// the iPhone Taptic Engine but is silent on a controller's haptic engine.
private func makeSegment(
_ engine: CHHapticEngine, sharpness: Float, amplitude: Float, at start: TimeInterval
) throws -> Segment {
let event = CHHapticEvent(
eventType: .hapticContinuous,
parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: amplitude),
CHHapticEventParameter(parameterID: .hapticSharpness, value: sharpness),
],
relativeTime: 0,
duration: RumbleTuning.segmentSeconds)
let player = try engine.makePlayer(
with: CHHapticPattern(events: [event], parameters: []))
try player.start(atTime: start)
let begins = start == CHHapticTimeImmediate ? engine.currentTime : start
return Segment(player: player, endsAt: begins + RumbleTuning.segmentSeconds)
}
/// The ticker runs only while something needs tending any nonzero target (watchdog,
/// throttle catch-up, HID keepalive, post-reset engine rebuild) or segments still alive.
private func updateTicker() {
let needed = target != (0, 0)
|| low?.current != nil || low?.retiring != nil
|| high?.current != nil || high?.retiring != nil
if needed, ticker == nil {
let t = DispatchSource.makeTimerSource(queue: queue)
t.schedule(
deadline: .now() + RumbleTuning.tickSeconds, repeating: RumbleTuning.tickSeconds)
t.setEventHandler { [weak self] in self?.tick() }
t.resume()
ticker = t
} else if !needed, let t = ticker {
t.cancel()
ticker = nil
}
}
// MARK: - Engine lifecycle
/// Engines per handle when the pad distinguishes them (low = left/heavy motor, /// Engines per handle when the pad distinguishes them (low = left/heavy motor,
/// high = right/light the Xbox/XInput convention the wire carries); one combined /// high = right/light the Xbox/XInput convention the wire carries); one combined
/// engine otherwise, driven by whichever amplitude is stronger. /// engine otherwise, driven by whichever amplitude is stronger.
@@ -130,20 +438,28 @@ final class RumbleRenderer: @unchecked Sendable {
// the controller changes; latch off (retarget clears it) and say so once. // the controller changes; latch off (retarget clears it) and say so once.
log.info("rumble: active controller exposes no haptics engine — rumble unavailable") log.info("rumble: active controller exposes no haptics engine — rumble unavailable")
broken = true broken = true
reportHealth("This controller exposes no rumble engine to apps on this OS.")
return return
} }
let localities = haptics.supportedLocalities let localities = haptics.supportedLocalities
if localities.contains(.leftHandle), localities.contains(.rightHandle) { let split =
low = makeMotor(haptics, .leftHandle) !preferCombined && localities.contains(.leftHandle)
high = makeMotor(haptics, .rightHandle) && localities.contains(.rightHandle)
if split {
low = makeMotor(haptics, .leftHandle, sharpness: RumbleTuning.sharpnessLow)
high = makeMotor(haptics, .rightHandle, sharpness: RumbleTuning.sharpnessHigh)
} else { } else {
low = makeMotor(haptics, .default) low = makeMotor(haptics, .default, sharpness: RumbleTuning.sharpnessCombined)
} }
if low == nil, high == nil { if low == nil, high == nil {
// Haptics present but no engine could be built right now (server busy / XPC broken). Do // Haptics present but no engine could be built right now (server busy / XPC broken). Do
// NOT latch broken back off and the next nonzero amplitude past the cooldown retries. // NOT latch broken back off and a later render past the cooldown retries.
log.warning("rumble: haptics present but engine setup failed — backing off, will retry") log.warning("rumble: haptics present but engine setup failed — backing off, will retry")
scheduleRetryBackoff() scheduleRetryBackoff()
if split {
preferCombined = true
log.info("rumble: split-handle engines failing — will retry with one combined engine")
}
} }
} }
@@ -153,10 +469,20 @@ final class RumbleRenderer: @unchecked Sendable {
private func scheduleRetryBackoff() { private func scheduleRetryBackoff() {
consecutiveFailures += 1 consecutiveFailures += 1
let shift = min(consecutiveFailures - 1, 4) let shift = min(consecutiveFailures - 1, 4)
retryAfter = Date().addingTimeInterval(min(0.5 * Double(1 << shift), 4)) retryAfter = .now() + min(0.5 * Double(1 << shift), 4)
if consecutiveFailures >= 2 {
// One failure is a hiccup; repeated ones are the wedged-service signature (every
// XPC connection to gamecontrollerd.haptics breaks no app on the device can
// rumble until it relaunches). Say so instead of failing silently.
reportHealth(
"The system haptics service is refusing connections — no app can rumble a "
+ "controller right now. Rebooting the device usually clears it.")
}
} }
private func makeMotor(_ haptics: GCDeviceHaptics, _ locality: GCHapticsLocality) -> Motor? { private func makeMotor(
_ haptics: GCDeviceHaptics, _ locality: GCHapticsLocality, sharpness: Float
) -> Motor? {
guard let engine = haptics.createEngine(withLocality: locality) else { return nil } guard let engine = haptics.createEngine(withLocality: locality) else { return nil }
// A controller's motors carry no audio, so keep this engine OUT of the app's audio session // A controller's motors carry no audio, so keep this engine OUT of the app's audio session
// (the default is to join it). Streaming keeps an AVAudioSession active the whole time; // (the default is to join it). Streaming keeps an AVAudioSession active the whole time;
@@ -167,7 +493,8 @@ final class RumbleRenderer: @unchecked Sendable {
// audio-session interruption (a call, Siri, another audio app), or a server crash. Left // audio-session interruption (a call, Siri, another audio app), or a server crash. Left
// unhandled the players go dead and every later rumble throws, latching rumble off for the // unhandled the players go dead and every later rumble throws, latching rumble off for the
// rest of the session (the "rumble worked, then went spotty" failure). Tear down on the // rest of the session (the "rumble worked, then went spotty" failure). Tear down on the
// serial queue so the next nonzero amplitude lazily rebuilds the engine, instead. // serial queue; the ticker (or the next wire update) lazily rebuilds the engine and
// re-renders the still-current target.
engine.stoppedHandler = { [weak self] reason in engine.stoppedHandler = { [weak self] reason in
log.info("rumble: haptic engine stopped (reason \(reason.rawValue, privacy: .public)) — will rebuild") log.info("rumble: haptic engine stopped (reason \(reason.rawValue, privacy: .public)) — will rebuild")
self?.queue.async { self?.teardown() } self?.queue.async { self?.teardown() }
@@ -177,72 +504,42 @@ final class RumbleRenderer: @unchecked Sendable {
self?.queue.async { self?.teardown() } self?.queue.async { self?.teardown() }
} }
do { do {
// Start the engine now; the player that actually moves the motor is built per level // Start the engine now; the players that actually move the motor are the finite
// change in `drive` (a fresh event baked at the target intensity). // segments `reconcile` bakes per level.
try engine.start() try engine.start()
return Motor(engine: engine, player: nil) return Motor(engine: engine, sharpness: sharpness)
} catch { } catch {
log.warning("haptic engine setup failed (\(locality.rawValue, privacy: .public)): \(error, privacy: .public)") log.warning("haptic engine setup failed (\(locality.rawValue, privacy: .public)): \(error, privacy: .public)")
return nil return nil
} }
} }
/// Drive one motor at `amplitude` (0...1) by (re)building a continuous player whose intensity
/// is BAKED into the event. On a DualSense this is what actually moves the actuators: a
/// fixed-intensity event scaled by a dynamic `.hapticIntensityControl` parameter (the old
/// path) drives the iPhone Taptic Engine but is silent on a controller's haptic engine. The
/// event carries an explicit sharpness (frequency) so the voice coils respond, and an infinite
/// duration so a single host update the host sends rumble only when the level changes
/// sustains until the next one. Returns false if the engine errored; the caller tears down for
/// a rebuild (done outside this `inout` access to avoid an exclusivity violation).
private func drive(_ motor: inout Motor?, _ amplitude: Float) -> Bool {
guard var m = motor else { return true }
// Replace any running player: stop the old, and for a zero level leave the motor idle.
try? m.player?.stop(atTime: CHHapticTimeImmediate)
m.player = nil
guard amplitude > 0 else { motor = m; return true }
do {
let event = CHHapticEvent(
eventType: .hapticContinuous,
parameters: [
CHHapticEventParameter(parameterID: .hapticIntensity, value: amplitude),
CHHapticEventParameter(parameterID: .hapticSharpness, value: Self.sharpness),
],
relativeTime: 0,
duration: TimeInterval(GCHapticDurationInfinite))
let player = try m.engine.makeAdvancedPlayer(
with: CHHapticPattern(events: [event], parameters: []))
try player.start(atTime: CHHapticTimeImmediate)
m.player = player
motor = m
return true
} catch {
// A transient failure (the engine stopped/reset between its handler firing and now).
// Signal a rebuild do NOT latch rumble off for the session (the old "spotty" bug).
log.warning("rumble: haptic update failed — rebuilding: \(error, privacy: .public)")
motor = m
return false
}
}
private func teardown() { private func teardown() {
for m in [low, high].compactMap({ $0 }) { for m in [low, high].compactMap({ $0 }) {
// Disarm the handlers before stopping so stop() can't re-enter teardown via them. // Disarm the handlers before stopping so stop() can't re-enter teardown via them.
// (Both properties are non-optional closures on this SDK, so assign no-ops, not nil.) // (Both properties are non-optional closures on this SDK, so assign no-ops, not nil.)
m.engine.stoppedHandler = { _ in } m.engine.stoppedHandler = { _ in }
m.engine.resetHandler = {} m.engine.resetHandler = {}
try? m.player?.stop(atTime: CHHapticTimeImmediate) for seg in [m.current, m.retiring].compactMap({ $0 }) {
try? seg.player.stop(atTime: CHHapticTimeImmediate)
}
// The authoritative silencer: a stopped engine plays nothing, including any player
// whose individual stop was dropped.
m.engine.stop() m.engine.stop()
} }
low = nil low = nil
high = nil high = nil
} }
private func seconds(since t: DispatchTime) -> TimeInterval {
TimeInterval(DispatchTime.now().uptimeNanoseconds - t.uptimeNanoseconds) / 1_000_000_000
}
// MARK: - DualSense raw-HID rumble (macOS) // MARK: - DualSense raw-HID rumble (macOS)
// //
// On macOS the DualSense's motors aren't reachable through CHHapticEngine, so for a DualSense // On macOS the DualSense's motors aren't reachable through CHHapticEngine, so for a DualSense
// we drive them over raw HID (see `DualSenseHID`); every other pad keeps the CoreHaptics path. // we drive them over raw HID (see `DualSenseHID`); every other pad keeps the CoreHaptics path.
// All three run on the serial `queue`, like the rest of the renderer state. // Runs on the serial `queue`, like the rest of the renderer state.
private func openHIDIfDualSense(_ c: GCController?) -> Bool { private func openHIDIfDualSense(_ c: GCController?) -> Bool {
#if os(macOS) #if os(macOS)
@@ -256,12 +553,19 @@ final class RumbleRenderer: @unchecked Sendable {
#endif #endif
} }
/// Drive the DualSense's motors over HID if that's the active backend; false not a HID pad, /// Write the target to the DualSense over HID if that's the active backend; false not a
/// so the caller uses CoreHaptics. The wire's 0...0xFFFF amplitudes scale to the pad's 0...255. /// HID pad, so the caller renders via CoreHaptics. Deduped on the pad's 0...255 resolution,
private func hidRumble(low: UInt16, high: UInt16) -> Bool { /// with a periodic keepalive re-write while nonzero (the ticker calls back in here).
private func renderHID() -> Bool {
#if os(macOS) #if os(macOS)
guard let hid = dualSenseHID else { return false } guard let hid = dualSenseHID else { return false }
hid.rumble(low: UInt8(low >> 8), high: UInt8(high >> 8)) let levels = (RumbleTuning.hidByte(target.low), RumbleTuning.hidByte(target.high))
let keepalive = levels != (0, 0)
&& seconds(since: lastHidWrite.at) > RumbleTuning.hidKeepaliveSeconds
if levels != lastHidWrite.levels || keepalive {
hid.rumble(low: levels.0, high: levels.1)
lastHidWrite = (levels, .now())
}
return true return true
#else #else
return false return false
@@ -270,8 +574,9 @@ final class RumbleRenderer: @unchecked Sendable {
private func closeHID() { private func closeHID() {
#if os(macOS) #if os(macOS)
dualSenseHID?.close() dualSenseHID?.close() // writes (0,0) before releasing
dualSenseHID = nil dualSenseHID = nil
lastHidWrite = ((0, 0), DispatchTime(uptimeNanoseconds: 0))
#endif #endif
} }
@@ -0,0 +1,97 @@
import XCTest
@testable import PunktfunkKit
/// Pins the rumble renderer's pure scheduling/mapping decisions and the relations between its
/// tuning constants that the design depends on (see `RumbleRenderer`'s invariants). No
/// CHHapticEngine or physical pad involved.
final class RumbleTuningTests: XCTestCase {
func testAmplitudeMapsWireRangeToUnitInterval() {
XCTAssertEqual(RumbleTuning.amplitude(0), 0)
XCTAssertEqual(RumbleTuning.amplitude(0xFFFF), 1)
XCTAssertEqual(RumbleTuning.amplitude(0x8000), Float(0x8000) / 65535, accuracy: 1e-6)
// Monotonic a stronger wire value can never render weaker.
XCTAssertLessThan(RumbleTuning.amplitude(0x1000), RumbleTuning.amplitude(0x2000))
}
func testHidByteMapsWireRangeToPadRange() {
XCTAssertEqual(RumbleTuning.hidByte(0), 0)
XCTAssertEqual(RumbleTuning.hidByte(0xFFFF), 255)
XCTAssertEqual(RumbleTuning.hidByte(0x8000), 0x80)
}
func testCombinedActuatorRendersStrongerMotor() {
XCTAssertEqual(RumbleTuning.combined(low: 0x4000, high: 0x8000), 0x8000)
XCTAssertEqual(RumbleTuning.combined(low: 0x8000, high: 0x4000), 0x8000)
XCTAssertEqual(RumbleTuning.combined(low: 0, high: 0), 0)
}
func testLevelDedupeEpsilon() {
// An identical host refresh (and LSB jitter) is the same level no player rebuild.
XCTAssertTrue(RumbleTuning.sameLevel(0.5, 0.5))
XCTAssertTrue(RumbleTuning.sameLevel(0.5, 0.5 + RumbleTuning.levelEpsilon))
// A real level change is not.
XCTAssertFalse(RumbleTuning.sameLevel(0.5, 0.5 + RumbleTuning.levelEpsilon * 3))
XCTAssertFalse(RumbleTuning.sameLevel(0, 1))
}
func testRearmDecision() {
let ends: TimeInterval = 100
XCTAssertFalse(
RumbleTuning.shouldRearm(endsAt: ends, now: ends - RumbleTuning.rearmHeadroom - 0.1))
XCTAssertTrue(
RumbleTuning.shouldRearm(endsAt: ends, now: ends - RumbleTuning.rearmHeadroom + 0.1))
// Even a segment already past its end re-arms (the gap already happened; recover).
XCTAssertTrue(RumbleTuning.shouldRearm(endsAt: ends, now: ends + 1))
}
func testHandoffStartsAtSegmentEndNeverInThePast() {
// Successor starts exactly at the predecessor's end...
XCTAssertEqual(RumbleTuning.handoffStart(endsAt: 100, now: 99.5), 100)
// ...unless that instant already passed then start immediately, not in the past.
XCTAssertEqual(RumbleTuning.handoffStart(endsAt: 100, now: 100.5), 100.5)
}
func testPolicies() {
// The session policy ties motor life to wire liveness; the manual (test-panel) policy
// holds a level indefinitely.
XCTAssertNotNil(RumbleRenderer.Policy.session.staleAfter)
XCTAssertNil(RumbleRenderer.Policy.manual.staleAfter)
}
/// Exercise the renderer's queue/ticker machinery without a physical pad: a wire-rate call
/// storm, an audible target left to the ticker (watchdog path), then `stop()` which runs
/// `queue.sync` against the same serial queue the ticker fires on and must not deadlock.
func testRendererSurvivesCallStormAndTeardownWithoutController() {
let renderer = RumbleRenderer(policy: .session)
renderer.retarget(nil)
for i in 0..<500 {
renderer.apply(
low: i % 2 == 0 ? 0x8000 : 0, high: UInt16(truncatingIfNeeded: i &* 37))
}
// Leave a nonzero target long enough for the ticker to spin a few times.
renderer.apply(low: 0x4000, high: 0x4000)
Thread.sleep(forTimeInterval: 0.2)
renderer.stop()
}
func testTuningRelationsTheDesignDependsOn() {
// The watchdog must tolerate a couple of lost 500 ms host refreshes (heals, not gaps)
// but trip well before a stuck rumble reads as "still going".
XCTAssertGreaterThan(RumbleTuning.sessionStaleSeconds, 2 * 0.5)
XCTAssertLessThanOrEqual(RumbleTuning.sessionStaleSeconds, 2.5)
// Re-arm headroom must clear several ticker periods, or a steady rumble could miss the
// segment boundary and gap.
XCTAssertGreaterThanOrEqual(
RumbleTuning.rearmHeadroom, 4 * RumbleTuning.tickSeconds)
// The headroom must fit inside a segment, or re-arm would trigger instantly forever.
XCTAssertLessThan(RumbleTuning.rearmHeadroom, RumbleTuning.segmentSeconds)
// The rebake throttle must be far under the host refresh period, or refreshed level
// changes would queue behind it; and under a frame at 30 fps so ramps stay smooth.
XCTAssertLessThan(RumbleTuning.minRebakeSeconds, 1.0 / 30)
// The ticker (which lands throttled levels) must outpace the HID keepalive and the
// watchdog, or those deadlines could be overshot by a full period.
XCTAssertLessThan(RumbleTuning.tickSeconds, RumbleTuning.hidKeepaliveSeconds)
XCTAssertLessThan(RumbleTuning.tickSeconds, RumbleTuning.sessionStaleSeconds)
}
}