refactor(inject/linux/dualsense): convert to UhidManager<DsLinuxProto> (3.3)

The first backend onto the shared skeleton: DualSenseManager becomes
pub type DualSenseManager = UhidManager<DsLinuxProto>, where DsLinuxProto
supplies only the protocol half (UHID open + success log, DsState
neutral/merge/apply_rich with the paddle fold, best-effort write, the
GET_REPORT-answering service pass). handle/apply_rich/heartbeat/pump and
the unplug sweep now come from uhid_manager — behavior-identical
(same log lines, same dedup + reset semantics), zero Pads-router edits.

Verified on .21: clippy --all-targets -D warnings clean; full suite 290
pass / 0 fail.

Part of G12/3.3 (§3a.4 commit 4).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-14 01:10:42 +02:00
parent 2bea02b0ea
commit 4d6c2394dc
@@ -13,18 +13,16 @@
//! UMDF-driver backend; this module is just the `/dev/uhid` plumbing around it. //! UMDF-driver backend; this module is just the `/dev/uhid` plumbing around it.
use super::dualsense_proto::{ use super::dualsense_proto::{
parse_ds_output, serialize_state, DsFeedback, DsState, HidoutDedup, DS_FEATURE_CALIBRATION, parse_ds_output, serialize_state, DsFeedback, DsState, DS_FEATURE_CALIBRATION,
DS_FEATURE_FIRMWARE, DS_FEATURE_PAIRING, DS_INPUT_REPORT_LEN, DS_PRODUCT, DS_TOUCH_H, DS_FEATURE_FIRMWARE, DS_FEATURE_PAIRING, DS_INPUT_REPORT_LEN, DS_PRODUCT, DS_TOUCH_H,
DS_TOUCH_W, DS_VENDOR, DUALSENSE_RDESC, DS_TOUCH_W, DS_VENDOR, DUALSENSE_RDESC,
}; };
use crate::gamestream::gamepad::{GamepadEvent, MAX_PADS}; use crate::inject::uhid_manager::{PadFeedback, PadProto, UhidManager};
use crate::inject::pad_gate::PadGate;
use anyhow::{Context, Result}; use anyhow::{Context, Result};
use punktfunk_core::quic::{HidOutput, RichInput}; use punktfunk_core::quic::RichInput;
use std::fs::{File, OpenOptions}; use std::fs::{File, OpenOptions};
use std::io::{Read, Write}; use std::io::{Read, Write};
use std::os::unix::fs::OpenOptionsExt; use std::os::unix::fs::OpenOptionsExt;
use std::time::{Duration, Instant};
// /dev/uhid event ABI (linux/uhid.h). `struct uhid_event` is __packed__: a u32 `type` then a // /dev/uhid event ABI (linux/uhid.h). `struct uhid_event` is __packed__: a u32 `type` then a
// union whose largest member is uhid_create2_req (128+64+64 + 2+2 + 4*4 + rd_data[4096] = 4372). // union whose largest member is uhid_create2_req (128+64+64 + 2+2 + 4*4 + rd_data[4096] = 4372).
@@ -163,87 +161,49 @@ impl Drop for DualSensePad {
} }
} }
/// All virtual DualSense pads of a session — the rich-controller analog of /// The DualSense-specific half of the shared stateful manager (see [`PadProto`]): UHID transport
/// [`GamepadManager`](super::gamepad::GamepadManager), selected with `PUNKTFUNK_GAMEPAD=dualsense`. /// open, the [`DsState`] mappers, and the kernel-handshake service pass. Everything lifecycle-
/// /// shaped (slot table, unplug sweep, heartbeat, feedback dedup) lives in [`UhidManager`].
/// Unlike the uinput pad, a DualSense carries touchpad + motion, which arrive on a *separate* pub struct DsLinuxProto {
/// rich-input plane ([`apply_rich`](Self::apply_rich)) from the button/stick frames
/// ([`handle`](Self::handle)). So the manager keeps each pad's full [`DsState`] and re-emits the
/// merged report whenever either source changes. [`pump`](Self::pump) services the kernel
/// handshake and routes a game's feedback back out: motor rumble on the universal plane, the rich
/// LED/player-LED/trigger feedback on the HID-output plane.
pub struct DualSenseManager {
pads: Vec<Option<DualSensePad>>,
/// Each pad's current full report — buttons/sticks merged with persisted touch + motion.
state: Vec<DsState>,
/// Last rumble forwarded per pad, so a report that only changes the LED doesn't re-send it.
last_rumble: Vec<(u16, u16)>,
/// Last rich feedback (lightbar / player LEDs / adaptive triggers) forwarded per pad, so an
/// output report that only changed the rumble doesn't re-send unchanged 0xCD feedback.
hidout_dedup: Vec<HidoutDedup>,
/// When each pad last wrote an input report — drives [`DualSenseManager::heartbeat`], which
/// re-emits the current state during input silence so the kernel never sees the device go quiet.
last_write: Vec<Instant>,
/// Create-retry gate: a transient `/dev/uhid` failure backs off and retries instead of
/// permanently disabling every pad for the session.
gate: PadGate,
/// Fallback policy for the Steam back grips a client may send (the DualSense has no back-button /// Fallback policy for the Steam back grips a client may send (the DualSense has no back-button
/// HID slot). `PUNKTFUNK_STEAM_REMAP=paddles=…`; default drop. /// HID slot). `PUNKTFUNK_STEAM_REMAP=paddles=…`; default drop.
remap: crate::inject::steam_remap::RemapConfig, remap: crate::inject::steam_remap::RemapConfig,
} }
impl Default for DualSenseManager { impl Default for DsLinuxProto {
fn default() -> DualSenseManager { fn default() -> DsLinuxProto {
DualSenseManager::new() DsLinuxProto {
}
}
impl DualSenseManager {
pub fn new() -> DualSenseManager {
DualSenseManager {
pads: (0..MAX_PADS).map(|_| None).collect(),
state: vec![DsState::neutral(); MAX_PADS],
last_rumble: vec![(0, 0); MAX_PADS],
hidout_dedup: vec![HidoutDedup::default(); MAX_PADS],
last_write: vec![Instant::now(); MAX_PADS],
gate: PadGate::new(),
remap: crate::inject::steam_remap::RemapConfig::from_env(), remap: crate::inject::steam_remap::RemapConfig::from_env(),
} }
} }
}
/// Handle one decoded controller event (create/destroy by mask, then merge button/stick state). impl PadProto for DsLinuxProto {
pub fn handle(&mut self, ev: &GamepadEvent) { type Pad = DualSensePad;
match ev { type State = DsState;
GamepadEvent::Arrival { index, kind, .. } => { const LABEL: &'static str = "DualSense";
tracing::info!(index, kind, "controller arrival (DualSense)"); const DEVICE: &'static str = "DualSense";
self.ensure(*index as usize); const CREATE_HINT: &'static str = "";
fn open(&mut self, idx: u8) -> Result<DualSensePad> {
let p = DualSensePad::open(idx)?;
tracing::info!(
index = idx,
"virtual DualSense created (UHID hid-playstation)"
);
Ok(p)
} }
GamepadEvent::State(f) => {
let idx = f.index as usize; fn neutral(&self) -> DsState {
if idx >= MAX_PADS { DsState::neutral()
return;
} }
// Unplugs: drop any allocated pad whose mask bit cleared, resetting its state.
for (i, slot) in self.pads.iter_mut().enumerate() { /// Merge buttons/sticks/triggers from the frame, preserving touch + motion + pad clicks (those
if slot.is_some() && f.active_mask & (1 << i) == 0 { /// come on the rich-input plane and must survive a button-only frame).
tracing::info!(index = i, "controller unplugged (DualSense)"); fn merge_frame(&self, prev: &DsState, f: &crate::gamestream::gamepad::GamepadFrame) -> DsState {
*slot = None;
self.state[i] = DsState::neutral();
self.last_rumble[i] = (0, 0);
self.hidout_dedup[i].clear();
}
}
if f.active_mask & (1 << idx) == 0 {
return; // this event WAS the unplug
}
self.ensure(idx);
// Merge buttons/sticks/triggers from the frame, preserving touch + motion (those
// come on the rich-input plane and must survive a button-only frame).
let prev = self.state[idx];
// Steam back grips have no DualSense slot — fold them onto standard buttons per the // Steam back grips have no DualSense slot — fold them onto standard buttons per the
// configured policy (default drop) so they aren't silently lost. // configured policy (default drop) so they aren't silently lost.
let buttons = let buttons = crate::inject::steam_remap::fold_paddles(f.buttons, self.remap.paddles);
crate::inject::steam_remap::fold_paddles(f.buttons, self.remap.paddles);
let mut s = DsState::from_gamepad( let mut s = DsState::from_gamepad(
buttons, buttons,
f.ls_x, f.ls_x,
@@ -257,107 +217,37 @@ impl DualSenseManager {
s.gyro = prev.gyro; s.gyro = prev.gyro;
s.accel = prev.accel; s.accel = prev.accel;
s.touch_click = prev.touch_click; s.touch_click = prev.touch_click;
self.state[idx] = s; s
self.write(idx);
}
}
} }
/// Apply one rich client→host event (touchpad contact / motion sample) to an existing pad, /// The shared DualSense-family mapping (dualsense_proto::DsState::apply_rich): Steam dual pads
/// preserving its button/stick state. Rich events never create a pad (a controller must have /// split the one touchpad left/right, pad clicks ride touch_click.
/// arrived first); they're dropped if the pad isn't present. fn apply_rich(&self, st: &mut DsState, rich: RichInput) {
pub fn apply_rich(&mut self, rich: RichInput) { st.apply_rich(rich, DS_TOUCH_W, DS_TOUCH_H);
let idx = match rich {
RichInput::Touchpad { pad, .. }
| RichInput::Motion { pad, .. }
| RichInput::TouchpadEx { pad, .. } => pad as usize,
};
if idx >= MAX_PADS || self.pads[idx].is_none() {
return;
}
// The shared DualSense-family mapping (dualsense_proto::DsState::apply_rich): Steam
// dual pads split the one touchpad left/right, pad clicks ride touch_click.
self.state[idx].apply_rich(rich, DS_TOUCH_W, DS_TOUCH_H);
self.write(idx);
} }
fn write(&mut self, idx: usize) { fn write_state(&self, pad: &mut DualSensePad, st: &DsState) {
let st = self.state[idx]; let _ = pad.write_state(st);
if let Some(pad) = self.pads[idx].as_mut() {
let _ = pad.write_state(&st);
}
// Reset the heartbeat timer on every write (real input or heartbeat), so an actively-used
// pad emits no extra reports — the heartbeat only fills genuine input-silence gaps.
self.last_write[idx] = Instant::now();
} }
/// Re-emit each live pad's CURRENT report if it's been silent for `max_gap`. A real DualSense /// Answer the kernel's init handshake (it blocks `hid-playstation` init until its GET_REPORTs
/// streams report `0x01` continuously (~250 Hz); the kernel `hid-playstation` driver / Proton / /// are answered — call frequently) and parse a game's feedback: motor rumble on the universal
/// SDL treat a multi-second silence (a held-steady stick produces no wire events) as an /// 0xCA plane, the rich lightbar/player-LED/trigger events on the 0xCD plane.
/// unplugged controller — the "controller disconnected every few seconds" symptom. Re-sending fn service(&self, pad: &mut DualSensePad, idx: u8) -> PadFeedback {
/// the current state is idempotent (a stale-but-correct frame, never a phantom input); let fb = pad.service(idx);
/// `write_state` bumps the report's seq + timestamp, so each is a fresh, well-formed report. PadFeedback {
pub fn heartbeat(&mut self, max_gap: Duration) { rumble: fb.rumble,
let now = Instant::now(); hidout: fb.hidout,
for i in 0..self.pads.len() {
if self.pads[i].is_some() && now.duration_since(self.last_write[i]) >= max_gap {
self.write(i);
}
}
}
fn ensure(&mut self, idx: usize) {
if idx >= MAX_PADS || self.pads[idx].is_some() || !self.gate.allow(Instant::now()) {
return;
}
match DualSensePad::open(idx as u8) {
Ok(p) => {
tracing::info!(
index = idx,
"virtual DualSense created (UHID hid-playstation)"
);
self.pads[idx] = Some(p);
self.state[idx] = DsState::neutral();
self.last_rumble[idx] = (0, 0);
self.hidout_dedup[idx].clear();
self.last_write[idx] = Instant::now();
self.gate.on_success();
}
Err(e) => {
tracing::error!(error = %format!("{e:#}"), "virtual DualSense creation failed — retrying with backoff");
self.gate.on_failure(Instant::now());
}
}
}
/// Service every pad: answer the kernel's init handshake and parse a game's feedback. `rumble`
/// is invoked `(index, low, high)` only when the motor level *changes* (the universal 0xCA
/// plane — both backends use it); `hidout` is invoked for each DualSense-only rich feedback
/// event (lightbar / player LEDs / adaptive triggers — the 0xCD plane). Call frequently:
/// the kernel blocks `hid-playstation` init until its GET_REPORTs are answered.
pub fn pump(
&mut self,
mut rumble: impl FnMut(u16, u16, u16),
mut hidout: impl FnMut(HidOutput),
) {
for i in 0..self.pads.len() {
let Some(pad) = self.pads[i].as_mut() else {
continue;
};
let fb = pad.service(i as u8);
if let Some(r) = fb.rumble {
if self.last_rumble[i] != r {
self.last_rumble[i] = r;
rumble(i as u16, r.0, r.1);
}
}
for h in fb.hidout {
// Skip rich feedback that repeats the last-forwarded value (the game's output report
// re-sends unchanged lightbar/LED/trigger state alongside every rumble update).
if self.hidout_dedup[i].should_forward(&h) {
hidout(h);
}
}
} }
} }
} }
/// All virtual DualSense pads of a session — the rich-controller analog of
/// [`GamepadManager`](super::gamepad::GamepadManager), selected with `PUNKTFUNK_GAMEPAD=dualsense`.
///
/// Unlike the uinput pad, a DualSense carries touchpad + motion, which arrive on a *separate*
/// rich-input plane (`apply_rich`) from the button/stick frames (`handle`); the shared
/// [`UhidManager`] keeps each pad's full [`DsState`], re-emits the merged report whenever either
/// source changes, and heartbeats it through input silence (a real DualSense streams report `0x01`
/// continuously — `hid-playstation`/Proton/SDL treat a multi-second gap as an unplug).
pub type DualSenseManager = UhidManager<DsLinuxProto>;