feat(apple): stage-2 default + pixel-perfect, decode robustness, UI/rumble polish
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Stream reliability - Default to the stage-2 presenter (VTDecompressionSession + CAMetalLayer): it detects and recovers a wedged decoder, where stage-1's AVSampleBufferDisplayLayer freezes hard on a lost HEVC reference frame with no app-side recovery (confirmed Apple limitation). Stage 1 is now a DEBUG-only presenter toggle, plus the automatic no-Metal fallback. - Stage-2 pixel-perfect: render the drawable at the decoded size (shader stays 1:1 = identity) and let the layer's contentsGravity scale via the system compositor — the same path stage-1's videoGravity used — instead of scaling in-shader. - Loss recovery in both pumps is now a persistent awaitingIDR want, retried until an IDR actually lands, so a keyframe request swallowed by the throttle can't strand a frozen frame; 100 ms keyframe throttle to match the Android path. - Fix "Publishing changes from within view updates": defer the HostStore writes out of the .onChange(of: model.phase) callback. - Move AVAudioSession setActive/setCategory off the main thread (async on a shared serial queue) to stop the UI-stall warning. Controllers - Rumble: capped-exponential backoff when the gamecontrollerd.haptics XPC breaks (-4811) so a transient server interruption self-heals instead of cascading; playsHapticsOnly so a controller engine doesn't join the always-active streaming audio session. - Host cards: iPad pointer "magnet" hover effect; iPhone press scale + light haptic. UI / design - Ship Geist (SIL OFL 1.1) as the app font (bundled OTFs + registration), with the license surfaced in Acknowledgements. - Restructure iOS/iPadOS Settings into a category NavigationSplitView; resolution wheel with custom-resolution entry; 10-bit HDR toggle in Display. - Industrial host-card redesign (left-aligned, bold, brand monogram tiles). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -68,6 +68,14 @@ private final class RumbleRenderer: @unchecked Sendable {
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private var broken = false
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/// Last logged active/silent state — for a one-line transition log, not per-event spam.
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private var wasActive = false
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// Backoff after an engine failure. A broken `gamecontrollerd.haptics` XPC connection (CoreHaptics
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// -4811 "server connection broke") fails EVERY rebuild until the service relaunches — and that
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// break fires neither stoppedHandler nor resetHandler, so without a cooldown the next rumble
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// update immediately rebuilds into the same dead connection, flooding the log and never
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// recovering. Delay the next setup() — growing 0.5→1→2→4 s on repeated failure — and clear it
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// the moment a player runs cleanly (or the controller changes).
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private var retryAfter = Date.distantPast
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private var consecutiveFailures = 0
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/// CHHapticEvent sharpness = actuator frequency. A DualSense's voice-coil motors need a
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/// defined frequency to move at all — an intensity-only event (no sharpness) left them
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@@ -91,6 +99,8 @@ private final class RumbleRenderer: @unchecked Sendable {
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self.closeHID()
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self.controller = c
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self.broken = false
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self.consecutiveFailures = 0
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self.retryAfter = .distantPast
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_ = self.openHIDIfDualSense(c)
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onBackend?(self.backendNote(for: c))
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}
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@@ -108,7 +118,7 @@ private final class RumbleRenderer: @unchecked Sendable {
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// other pad (and for a DualSense whose HID device could not be opened).
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if self.hidRumble(low: lowAmp, high: highAmp) { return }
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guard !self.broken else { return }
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if active, self.low == nil, self.high == nil {
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if active, self.low == nil, self.high == nil, Date() >= self.retryAfter {
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self.setup()
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}
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let ok: Bool
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@@ -124,8 +134,15 @@ private final class RumbleRenderer: @unchecked Sendable {
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}
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// Rebuild on the next nonzero amplitude if an engine errored — and tear down OUTSIDE
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// the `inout` accesses above, so teardown() never mutates a motor that a `drive` call
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// still holds an exclusive reference to.
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if !ok { self.teardown() }
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// still holds an exclusive reference to. Back off so a broken XPC isn't re-hit every
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// update; once a player is actually running the path has recovered, so clear the backoff.
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if !ok {
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self.teardown()
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self.scheduleRetryBackoff()
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} else if self.low?.player != nil || self.high?.player != nil {
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self.consecutiveFailures = 0
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self.retryAfter = .distantPast
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}
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}
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}
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@@ -157,14 +174,29 @@ private final class RumbleRenderer: @unchecked Sendable {
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low = makeMotor(haptics, .default)
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}
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if low == nil, high == nil {
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// Haptics present but no engine could be built right now (server busy / a transient
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// error). Do NOT latch broken — the next nonzero amplitude retries setup().
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log.warning("rumble: haptics present but engine setup failed — will retry on next rumble")
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// Haptics present but no engine could be built right now (server busy / XPC broken). Do
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// NOT latch broken — back off and the next nonzero amplitude past the cooldown retries.
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log.warning("rumble: haptics present but engine setup failed — backing off, will retry")
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scheduleRetryBackoff()
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}
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}
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/// Push the next engine-build attempt out after a failure (capped exponential backoff), so a
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/// broken `gamecontrollerd.haptics` connection gets time to relaunch instead of being re-hit on
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/// every rumble update.
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private func scheduleRetryBackoff() {
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consecutiveFailures += 1
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let shift = min(consecutiveFailures - 1, 4)
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retryAfter = Date().addingTimeInterval(min(0.5 * Double(1 << shift), 4))
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}
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private func makeMotor(_ haptics: GCDeviceHaptics, _ locality: GCHapticsLocality) -> Motor? {
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guard let engine = haptics.createEngine(withLocality: locality) else { return nil }
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// A controller's motors carry no audio, so keep this engine OUT of the app's audio session
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// (the default is to join it). Streaming keeps an AVAudioSession active the whole time;
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// letting a haptics-only engine join it is a needless coupling that can get its
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// gamecontrollerd XPC connection interrupted (the repeated -4811 server-connection breaks).
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engine.playsHapticsOnly = true
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// The haptic server can stop or reset the engine out from under us — app backgrounding, an
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// audio-session interruption (a call, Siri, another audio app), or a server crash. Left
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// unhandled the players go dead and every later rumble throws, latching rumble off for the
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