feat(host/steam): shippable usbip/vhci_hcd virtual Deck + client leave-shortcuts
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Steam Deck pass-through (design/steam-deck-passthrough-plan.md), code-complete + all CI checks green on Linux + adversarially reviewed; on-glass validation pending: - usbip/`vhci_hcd` virtual Deck transport (inject/linux/steam_usbip.rs) for non-SteamOS hosts (Bazzite/generic) — presents a real interface-2 USB Deck so Steam Input promotes it. In-process vhci attach (loopback OP_REQ_IMPORT handshake → sysfs attach) with a bounded `usbip`-CLI fallback; detach on drop. - Backed by a vendored, libusb-free trim of the `usbip` crate (crates/punktfunk-host/vendor/usbip-sim, MIT + NOTICE; host/cdc/hid + rusb/nusb removed; interrupt-IN paced by bInterval). - Selection ladder raw_gadget (SteamOS fast-path) → usbip (universal) → UHID, with PUNKTFUNK_STEAM_USBIP / PUNKTFUNK_USBIP_ATTACH knobs. - Shared Deck descriptors + the 0x83/0xAE feature contract + a Steam-accepted serial consolidated into steam_proto.rs; the raw_gadget backend reuses them. - Linux client leave-shortcuts: Ctrl+Alt+Shift+D + holding the escape chord (L1+R1+Start+Select) >=1.5s end the session (short press still exits fullscreen); the chord state resets across sessions. Also bundles in-progress work already staged in the tree: - host(kwin): xdg-output logical-geometry mapping so the KWin fake_input backend places absolute coordinates correctly under display scaling. - docs: design/README index entries + design/controller-only-mode.md. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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# Controller-only mode (Deck / desktop as a remote gamepad)
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> **Status:** **DESIGN — not yet implemented.** Locked decisions (2026-06-29): build the
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> **full-fidelity** path directly (no plain-Xbox interim), capture this as a doc before code.
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> This is the **session-shape** complement to `design/steam-controller-deck-support.md` (which is
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> the **input-fidelity** work: capturing the Deck's paddles/trackpads/gyro and injecting a virtual
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> `hid-steam`/DualSense device). Controller-only mode reuses that capture + inject pipeline
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> verbatim; it only adds a negotiated "no video / no audio" session shape so the Deck can be a
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> wireless gamepad for a PC **without** the wasteful return video stream.
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## 1. Goal + the use case
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Let a punktfunk client (a Steam Deck, but also any desktop with a controller) connect to a
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punktfunk host and forward **only controller input** — no video stream, no audio stream. The host
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user watches their **own** monitor; the Deck is just a wireless, full-fidelity gamepad. Rumble /
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lightbar / adaptive-trigger / HID feedback still flows back on the existing side planes.
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Concretely this turns the Deck into:
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- a **couch controller** for a PC wired to a TV — gyro aim, both trackpads, the 4 back grips, with
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**lower** latency than streaming (no encode/decode round-trip at all), and no bandwidth wasted on
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a video feed you aren't looking at;
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- one of **several** Decks/pads driving one shared-screen PC for local co-op (rides the multi-pad
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work already in flight);
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- a way to use the Deck's superior input surface (trackpads + gyro) on a game running on a
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beefier host.
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**Non-goal (for v1):** forwarding a real keyboard/mouse. The Deck's trackpads/gyro are carried as
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*gamepad* fidelity (DualSense/Steam touchpad + motion planes), which is display-independent (§5).
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A genuine keyboard/mouse forward rides the libei/portal pointer path, which is *not*
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display-independent — deferred to a follow-on (§9).
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## 2. Does SteamOS already do this? — No, and that's the opening
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Researched 2026-06-29 (web). Summary of why this is worth building:
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- **Officially**, Valve's only endorsed "Deck as a controller for another PC" path is **Steam
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Remote Play / Steam Link in reverse** — but it **always streams the game's video to the Deck**
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even though you're looking at the PC's monitor. A dedicated controller-only mode has been
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requested since **July 2022** (Steam community thread) and the matching `ValveSoftware/SteamOS`
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issue **#1623 is "Closed as not planned."** SteamOS 3.8 (Jun 2026) and the new standalone Steam
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Controller (2026 hardware) did **not** add it.
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- **Community/DIY** splits three ways, all low-popularity (25–129★), several stale or "currently
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broken": USB-C HID gadget (**GadgetDeck** — wired-only, BIOS Dual-Role toggle, no gyro/trackpad,
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unmaintained), Bluetooth HID (**steamdeck-bt-controller-emulator** — pairing/recognition pain + BT
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latency), and network (**Deckpad** → commercial *paid* VirtualHere USB-over-IP, "currently
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broken"; **swicd-remote-gamepad** → ViGEm, Windows-only, experimental).
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- **The ceiling every existing tool hits:** none cleanly carries the Deck's **gyro + dual trackpads
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+ the 4 back buttons (L4/L5/R4/R5)** to the remote host, because Steam's emulated Xbox pad
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(`28DE:11FF`) hides them.
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punktfunk is uniquely positioned: it already has a low-latency QUIC input back-channel, host-side
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virtual Xbox-360 / DualSense / DS4 (and, in flight, `hid-steam`) pad injection with rumble/lightbar/
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adaptive-trigger feedback, and SDL3 capture. Controller-only mode + the
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`steam-controller-deck-support.md` capture work together deliver exactly the gap nobody else fills.
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Sources (load-bearing): SteamOS issue #1623 (closed not-planned)
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<https://github.com/ValveSoftware/SteamOS/issues/1623>; Steam community controller-only-mode request
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<https://steamcommunity.com/app/1675200/discussions/2/3466100515592011642/>; Valve FAQ
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<https://help.steampowered.com/en/faqs/view/0689-74B8-92AC-10F2>; GadgetDeck
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<https://github.com/Frederic98/GadgetDeck>; Deckpad <https://github.com/HelloThisIsFlo/Deckpad>;
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Steam Deck HID deep-dive <https://blogs.gnome.org/alicem/2024/10/24/steam-deck-hid-and-libmanette-adventures/>.
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## 3. The key synergy: controller-only mode *dissolves* the Game-Mode capture wall
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`steam-controller-deck-support.md` §6 / Wall A: on the Deck, SDL3's HIDAPI driver can open the raw
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`28DE:1205` and expose paddles + both trackpads + gyro as a first-class SDL gamepad — **but in Deck
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Game Mode, Steam Input grabs the device exclusively** and re-presents it as the gutted `28DE:11FF`
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virtual XInput pad, so the rich controls silently vanish. The only escape there is the
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disable-Steam-Input-per-title UX.
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**Controller-only mode's natural launch context avoids that wall entirely.** The use case is "the
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Deck is a controller, no game runs on the Deck" → it runs as a **desktop-mode / standalone app**,
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where Steam Input is **not** managing the internal pad, so SDL3 binds `28DE:1205` and gets full
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fidelity with no UX gymnastics. So the two features are mutually reinforcing: controller-only mode
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is the very scenario in which full-fidelity Deck capture "just works."
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The capture-side rule is therefore the same one §6 documents, and the client **must verify at
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runtime it opened `28DE:1205` (HIDAPI GUID ending `6800`), not `28DE:11FF`** — if it only sees
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`11FF`, Steam owns the pad and gyro/trackpad/grips are unavailable; surface that to the user.
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## 4. Architecture — input plane is already decoupled from video
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A punktfunk/1 native session already runs **two independent transports** (verified in-tree):
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- a **QUIC** control connection that carries the `Hello`/`Welcome`/`Start` handshake **and every
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side plane** as datagrams demuxed by first byte: input `0xC8`, rich input `0xCC` (DualSense/Deck
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touchpad + motion), mic uplink `0xCB`, audio `0xC9`, rumble `0xCA`, HID-out `0xCD`;
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- a **raw-UDP data plane** (`Session`, FEC + AES-GCM) that carries **only** the video AUs.
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**Input never touches the UDP data plane** — it rides QUIC datagrams. So an input-only session is
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"run the QUIC handshake + side planes, never bind/open the UDP data plane." The honest work is
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making **both** ends *skip the data plane* and, on the host, *not spin up a virtual display +
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encoder* (a desktop PC the operator is watching has no reason to allocate a headless virtual output
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or burn an NVENC slot).
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Critically: **gamepads are system-global kernel devices, not tied to any virtual output.** The
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per-session `PadBackend` (`punktfunk1.rs:1396`) creates an Xbox-360 pad on `/dev/uinput`, or a
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DualSense/DS4/Steam pad on `/dev/uhid` — all visible to Steam/Proton/every game on the host's real
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seat with **zero** display involvement. Rumble/HID feedback (`0xCA`/`0xCD`) and DualSense/Deck
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touchpad+motion (`0xCC` rich input, `apply_rich` at `:1467`/`:1606`) flow on the same per-session
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input thread, also display-independent. So a controller-only session needs **no virtual display, no
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compositor, no portal grant, no encoder** — just the input thread + the pad backend.
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`clients/probe --input-test` already proves the shape: it connects, streams scripted gamepad
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datagrams the host injects into a real pad, and never decodes video.
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## 5. Protocol / ABI change — one `session_flags` byte (additive, fwd-compatible)
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Reuse the **exact** trailing-byte back-compat discipline `Hello`/`Welcome` already apply to
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`compositor`/`gamepad`/`video_caps`/`audio_channels` (`quic.rs:655-882`). Add a **session-flags**
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byte as the new last trailing field on both.
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```
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quic.rs (core):
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pub const SESSION_INPUT_ONLY: u8 = 0x01; // bit 0 of session_flags
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Hello { …, audio_channels: u8, session_flags: u8 } // new trailing byte after audio_channels
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Welcome { …, audio_channels: u8, session_flags: u8 } // echoes the resolved shape (offset 66)
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```
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### 5.1 Encode (placeholder discipline)
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`Hello::encode` already emits `video_caps` / `audio_channels` only when non-default, emitting
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upstream placeholders so each lands at a deterministic offset. Extend the same logic:
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```
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need_placeholders = video_caps != 0 || audio_channels != 2 || session_flags != 0;
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// video_caps emitted when video_caps != 0 || audio_channels != 2 || session_flags != 0
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// audio_channels emitted when audio_channels != 2 || session_flags != 0
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// session_flags emitted when session_flags != 0 (one more trailing byte, after audio_channels)
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```
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`Hello::decode` reads it one past `audio_channels` (i.e. `video_caps_off + 2`), defaulting to `0`
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(no flags) when absent → an older peer requests an ordinary video session, byte-identical wire.
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`Welcome` is simpler (fixed-position trailing bytes): append `session_flags` at **offset 66**,
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`b.get(66).copied().unwrap_or(0)`.
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> **Why a flags byte, not an overloaded `Mode{0,0,0}` sentinel:** a flag is explicit and leaves
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> room for future session-shape bits (e.g. audio-only, input+audio). `Mode` stays strictly a
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> display mode. (Open question 7.1 — confirm with the user, but this is the recommendation.)
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### 5.2 ABI
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- New `connect_ex` rung in the existing ladder (the `connect_exN` precedent) that takes a
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`session_flags` (or a bool `input_only`) and stores it on `NativeClient`; legacy `connect_ex*`
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stay byte-for-byte. Regenerate `include/punktfunk_core.h` (CI fails on drift).
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- New constant `PUNKTFUNK_SESSION_INPUT_ONLY = 0x01`.
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- `next_au` / `next_frame` / `next_audio` simply return `NoFrame`/`Closed` in an input-only
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connection; `send_input` / `send_rich_input` / `next_rumble` / `next_hidout` are unchanged — they
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are already the full input-only surface.
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## 6. Host changes — `serve_session` branch (`punktfunk1.rs:508`)
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Branch on `hello.session_flags & SESSION_INPUT_ONLY`. When set:
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| Step | Today (video session) | Input-only |
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|---|---|---|
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| `--max-concurrent` permit (`:640` `_permit`) | acquired (NVENC slot) | **skip** — input-only must not consume a GPU slot (§7.4) |
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| `validate_dimensions` (`:654`) | required | **skip** |
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| `resolve_compositor` (`:668`) | required (Virtual source) | **skip** — no virtual display |
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| bit-depth / chroma / HDR / 444 probes, bitrate clamp | run | **skip** |
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| `Welcome` (`:794`) | real mode + udp_port + caps | **sentinel** mode `{0,0,0}` + `udp_port=0` + `session_flags=INPUT_ONLY`; still carries the resolved `gamepad` backend |
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| `Start::decode` (`:845`) | read client udp port | read + **ignore** (harmless no-op) |
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| `input_thread` spawn (`:980`) | spawn | **spawn (unchanged)** — this is the whole point |
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| client→host datagram demux (`:989`) | spawn | **spawn (unchanged)** — `0xC8`/`0xCC`/`0xCB` in, `0xCA`/`0xCD` out |
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| `audio_thread` (`:1032`, already gated on `source==Virtual`) | spawn | **skip** (add `&& !input_only`) |
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| `virtual_stream(SessionContext{…})` (`:1155`) — the only place a display+encoder open and the UDP socket binds | run | **replace** with `await stop / conn.closed()` — no UDP bind happens (the bind lives inside that block), no display, no encoder |
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| teardown (`:1190+`) | releases input thread + pads + held keys | **unchanged** — already correct |
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Net host change is mostly **guards and deletions in one function**; no hot-path, FEC, crypto, or
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injector changes. `cfg`-clean on Windows (no compositor/`virtual_stream` there either; the XUSB/UMDF
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pads are likewise system-global, SendInput is irrelevant in a gamepad-only mode).
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### 6.1 Pad backend / fidelity (reuses `steam-controller-deck-support.md` verbatim)
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The full-fidelity path is **entirely** the in-flight Deck/DualSense inject work — controller-only
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mode adds nothing here, it just runs it without video:
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- Deck → host resolves the **Steam `hid-steam`** backend (Linux UHID) when available so Steam Input
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re-emits `28DE:11FF` with the user's bindings + correct glyphs; trackpads → `RichInput::TouchpadEx`
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(`0xCC 0x03`), gyro/accel → `RichInput::Motion` (`0xCC 0x02`), back grips → `BTN_PADDLE1..4`
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(`0xC8` bits). See that doc §4–§7.
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- Where a real Steam pad is unavailable, the **DualSense remap fallback** (`steam_remap.rs`) folds
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Steam-only inputs into a virtual DualSense (gyro→motion, right pad→touchpad, grips→configured
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fallback) so nothing is silently dropped.
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- `GamepadPref` resolution policy is that doc's §7 — **unchanged**; the Welcome echoes the real
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resolved backend (honest downgrade).
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## 7. Client changes
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### 7.1 Core connector (`client.rs::worker_main:714`)
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Thread an `input_only` flag in. When set: do the full `Hello`/`Welcome` handshake and spawn the
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input/mic/rich/ctrl/datagram-demux tasks (so `send_input`/`send_rich_input` + `next_rumble`/
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`next_hidout` keep working), but **skip** the UDP port reservation + `Start`-derived
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`UdpTransport::connect` + `Session` + the data-plane pump (`:810-849,1041`). `next_frame`/
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`next_audio` return `Closed`/`NoFrame`.
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### 7.2 Deck / Linux client (`clients/linux`) — a "Use as controller" path
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Add a connect path that opens the connection **input-only** and runs **only** the app-lifetime
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`GamepadService` (`clients/linux/src/gamepad.rs`) — it already `attach`es the connector, forwards
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pads via `send_input` (`:161`), DualSense/Deck touchpad+motion via `send_rich_input`, and drains
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`next_rumble` (`:566`)/`next_hidout` (`:583`). **Do not** run `session.rs`'s video/audio pump
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(`:135-200`) — no decoder, no video window, no PipeWire player. UI is a minimal "Connected as
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controller — <backend> · <host>" status surface (battery, latency, a Disconnect button), no video
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widget.
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On the Deck specifically: set `SDL_JOYSTICK_HIDAPI_STEAMDECK`/`HIDAPI_STEAM` before `sdl3::init()`,
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resolve `GamepadPref::SteamDeck` from VID `0x28DE`, and **assert the opened device is `28DE:1205`
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(HIDAPI GUID `…6800`), not `11FF`** — if `11FF`, show "Steam is managing this controller; full
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gyro/trackpad/grip fidelity needs desktop mode / Steam Input off." (Capture mechanics =
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`steam-controller-deck-support.md` §6.)
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### 7.3 Other clients
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`clients/windows` gets the same input-only connect + SDL `GamepadService`-only path (XUSB/UMDF pads
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are system-global; no SwapChainPanel/decode). Apple/Android: parity is optional and lower-priority —
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the connector ABI already exposes everything; a "controller-only" UI mode is a small add once the
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core flag lands. Scope per the user's roadmap, not blocking.
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### 7.4 Session lifetime / accounting
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An input-only session is long-lived (until disconnect), like a video session, but must **not**
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count against `--max-concurrent` (it holds no NVENC) and should be **exempt** from any `--seconds`
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duration cap. The mgmt API / web console should list it distinctly (it is **not** a "stream" — no
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fps/bitrate/mode), and `--max-sessions` accounting should likely treat it as its own class
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(open question 8.x). mDNS advertisement is unchanged (the host already advertises native service;
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input-only is a per-session negotiation, not a service variant).
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## 8. Security / trust — unchanged
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A controller-only session is a **full punktfunk/1 session**: same SPAKE2 PIN pairing / TOFU /
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`--require-pairing` gate, same QUIC client-auth + pinned-fingerprint trust. The *only* difference is
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the absent data plane. No new attack surface — if anything less (no UDP socket, no FEC reassembler,
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no decoder fed attacker bytes). The host still requires `/dev/uinput` (+ `/dev/uhid` for DualSense/
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Steam) writable — the documented `input` group + `60-punktfunk.rules` setup.
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## 9. Milestones
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|
||||
- **M1 — protocol + ABI:** `session_flags` byte + `SESSION_INPUT_ONLY` on `Hello`/`Welcome` with
|
||||
round-trip + old-peer-default unit tests; new `connect_ex` rung; regenerate the C header.
|
||||
- **M2 — host branch:** `serve_session` input-only path (skip display/encoder/audio/permit, keep
|
||||
input thread + pads), `cfg`-clean on Windows. Loopback test: handshake completes, **no UDP data
|
||||
plane binds**, gamepad events still inject into a real uinput pad.
|
||||
- **M3 — Deck/Linux client:** "Use as controller" connect + `GamepadService`-only run; `28DE:1205`
|
||||
vs `11FF` runtime check + user messaging.
|
||||
- **M4 — full fidelity on-glass:** with `steam-controller-deck-support.md`'s Deck capture + inject,
|
||||
validate Deck (desktop mode) → host: paddles + both trackpads + gyro reach the host pad, Steam
|
||||
Input re-emits with bindings/glyphs, rumble returns. Glass-to-glass input latency vs a wired pad.
|
||||
- **M5 — Windows client parity + mgmt/web "controller session" surfacing.**
|
||||
- **M6 (deferred) — keyboard/mouse forward** over the libei/portal path (needs the active-session
|
||||
RemoteDesktop grant; not display-independent).
|
||||
|
||||
## 10. Risks / open questions
|
||||
|
||||
**Open questions (decide with the user):**
|
||||
|
||||
1. **`session_flags` byte vs `Mode{0,0,0}` sentinel** for "no video" — recommend the explicit flags
|
||||
byte (room for future shapes). *(Recommended; confirm.)*
|
||||
2. Should an input-only session be **exempt** from `--max-concurrent` and `--seconds`? (Recommend
|
||||
yes — it holds no GPU.)
|
||||
3. Should mgmt/web track controller-only sessions as a distinct class (no fps/bitrate/mode), and
|
||||
should `--max-sessions` count them?
|
||||
4. Deck default backend: **Steam `hid-steam`** (best — Steam Input bindings/glyphs) vs **DualSense**
|
||||
(works off-Steam too). Tie to `steam-controller-deck-support.md`'s resolution policy.
|
||||
|
||||
**Risks:**
|
||||
|
||||
- **Capture wall (inherited):** full fidelity requires SDL to bind `28DE:1205`; if the Deck is in
|
||||
Game Mode / Steam owns the pad, it degrades to `11FF` (sticks/buttons only). Mitigated by the
|
||||
desktop-mode use case + runtime check + user messaging (§3, §7.2).
|
||||
- **Host `/dev/uinput`(+`/dev/uhid`) perms** — a normal desktop PC operator must do the one-time
|
||||
input-group/udev setup for the virtual pad to appear (already documented).
|
||||
- **Handshake assumes a data plane:** `Start{client_udp_port}` + non-zero `udp_port` in `Welcome`
|
||||
must become harmless no-ops (send 0 / ignore) without shifting the legacy wire — the trailing-byte
|
||||
placeholder discipline is fragile; **add round-trip + old-peer tests** (M1).
|
||||
- **Control-channel messages** (LossReport/Reconfigure/Probe/ClockProbe) assume a data plane; the
|
||||
host (`:881`) + client (`:935`) control tasks must tolerate an input-only session with none —
|
||||
mostly already fine since those are reactive.
|
||||
- **Windows parity:** verify the input-only branch compiles `cfg`-clean where there is no
|
||||
compositor/`virtual_stream`.
|
||||
|
||||
## 11. Validation plan
|
||||
|
||||
**Loopback (no hardware):**
|
||||
- `quic.rs`: `session_flags` encode/decode round-trip; old-peer (no flags byte) → ordinary session;
|
||||
flags coexist with non-default `video_caps`/`audio_channels` (placeholder offsets hold).
|
||||
- Host: an input-only synthetic host+client asserting (a) handshake completes, (b) **no UDP socket
|
||||
binds**, (c) no display/encoder opens, (d) scripted `0xC8`/`0xCC` events inject into a real pad,
|
||||
(e) `0xCA`/`0xCD` feedback returns. Extend the `clients/probe` / `test-loopback.sh` harness.
|
||||
|
||||
**On-box / on-glass (with `steam-controller-deck-support.md` landed):**
|
||||
- Deck (desktop mode) → this host, controller-only: confirm `28DE:1205` opens (not `11FF`); paddles
|
||||
+ both trackpads + gyro reach the host pad; Steam Input on the host re-emits with bindings/glyphs;
|
||||
rumble round-trips; measure input-only latency vs a wired pad and vs the streaming path.
|
||||
- Confirm the host opens **no** virtual output / encoder (logs) and the session does **not** consume
|
||||
a `--max-concurrent` slot (run alongside N video sessions).
|
||||
Reference in New Issue
Block a user