fix(client/gamepad): honor an explicit controller type — the per-pad arrival was re-declaring the physical pad
The "Controller type" setting reached the Hello and stopped there. Every pad then opened with a GamepadArrival carrying its DETECTED kind, and the host builds each virtual device from that arrival — the session default is only the fallback for a pad that never declares one. So "emulate my DualSense as a DualShock 4" put a DualSense on the host the instant the controller connected, and no amount of reconnecting helped. Apple and the native clients both; Android already applied the setting per pad. The setting now rides the declaration too: explicit wins for every slot, Automatic keeps per-pad detection so a mixed session stays honest. The physical kind still drives the LOCAL feedback paths — a DualSense emulated as a DualShock 4 keeps its lightbar and adaptive triggers, and a Deck keeps its rumble keep-alive. Regressed in97c67b26/76be4c3e(multi-controller support); ships in 0.19.x. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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@@ -990,7 +990,9 @@ struct ContentView: View {
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rawValue: UInt32(clamping: gamepadType)) ?? .auto)
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if let name = ProcessInfo.processInfo.environment["PUNKTFUNK_REMOTE_GAMEPAD"],
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let g = PunktfunkConnection.GamepadType(name: name) {
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pad = g
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// Back through resolveType so the lever is adopted as the session's setting: the
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// per-pad arrivals declare it too, which is what the host actually builds from.
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pad = GamepadManager.shared.resolveType(setting: g)
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}
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var bitrate = UInt32(clamping: bitrateKbps)
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if let kbps = ProcessInfo.processInfo.environment["PUNKTFUNK_BITRATE_KBPS"],
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@@ -55,7 +55,11 @@ public final class GamepadCapture {
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/// Wire pad index (GamepadManager's stable lowest-free assignment), threaded onto every
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/// event this controller sends — the low byte of `flags`.
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let pad: UInt32
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/// The controller KIND declared to the host (GamepadArrival) when the slot opened.
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/// The controller KIND declared to the host (GamepadArrival) when the slot opened — the
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/// user's explicit "Controller type" setting when they picked one, else the detected
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/// kind (`GamepadManager.declaredKind(for:)`). NOT the physical pad's kind: local
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/// feedback keys off the live `GCController` subclass instead, so an emulated type never
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/// costs a DualSense its lightbar or adaptive triggers.
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let pref: PunktfunkConnection.GamepadType
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var buttons: UInt32 = 0
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var axes: [Int32] = [0, 0, 0, 0, 0, 0]
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@@ -166,7 +170,7 @@ public final class GamepadCapture {
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private func openSlot(_ dc: GamepadManager.DiscoveredController) {
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guard let pad = manager.padIndex(for: dc), let ext = dc.controller.extendedGamepad else { return }
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let c = dc.controller
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let slot = Slot(controller: c, pad: UInt32(pad), pref: dc.kind)
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let slot = Slot(controller: c, pad: UInt32(pad), pref: manager.declaredKind(for: dc))
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slots.append(slot)
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ext.valueChangedHandler = { [weak self, weak slot] g, _ in
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@@ -192,9 +196,12 @@ public final class GamepadCapture {
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}
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}
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// Declare this pad's controller KIND before any of its input, so the host builds a
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// matching virtual device (mixed types — pad 0 a DualSense, pad 1 an Xbox pad). The core
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// re-sends it a few times against datagram loss; an older host ignores it and uses the
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// session-default kind. Then wake the host pad (pads are created lazily from the first
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// matching virtual device — the user's chosen type when they picked one, else per-pad
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// detection (mixed types — pad 0 a DualSense, pad 1 an Xbox pad). This declaration is
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// what the host actually builds from, so it MUST carry an explicit setting; the
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// handshake's session default is only the fallback for a pad that never declares. The
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// core re-sends it a few times against datagram loss; an older host ignores it and uses
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// the session-default kind. Then wake the host pad (pads are created lazily from the first
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// event; a DualSense's UHID handshake + initial lightbar write only start then).
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connection.send(.gamepadArrival(pref: slot.pref.rawValue, pad: slot.pad))
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connection.send(.gamepadAxis(GamepadWire.axisLSX, value: 0, pad: slot.pad))
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@@ -131,13 +131,40 @@ public final class GamepadManager: ObservableObject {
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GCController.stopWirelessControllerDiscovery()
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}
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/// The user's controller-type choice AS CHOSEN (not resolved) for the session being dialed —
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/// adopted by `resolveType` and read back by `declaredKind(for:)`. `.auto` = detect per pad.
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public private(set) var typeSetting: PunktfunkConnection.GamepadType = .auto
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/// The kind to DECLARE to the host for one forwarded controller (its `GamepadArrival`).
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/// An explicit setting wins for every pad — the handshake's session default alone does NOT
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/// stick, because a current host honors the per-pad arrival over it (punktfunk-host's
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/// `Pads::set_kind`), so a client that declared only the detected kind here would silently
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/// undo the user's choice. `.auto` keeps per-pad detection, which is what makes a mixed
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/// session (pad 0 a DualSense, pad 1 an Xbox pad) honest.
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public func declaredKind(
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for controller: DiscoveredController
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) -> PunktfunkConnection.GamepadType {
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Self.declaredKind(setting: typeSetting, detected: controller.kind)
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}
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/// The pure fold behind `declaredKind(for:)` (pf-client-core's `declared_kind`).
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nonisolated static func declaredKind(
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setting: PunktfunkConnection.GamepadType,
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detected: PunktfunkConnection.GamepadType
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) -> PunktfunkConnection.GamepadType {
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setting == .auto ? detected : setting
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}
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/// Connect-time resolution of the user's controller-type setting: an explicit choice
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/// wins; `.auto` matches the virtual pad to the active physical controller (DualSense →
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/// DualSense, DualShock 4 → DualShock 4, an Xbox pad → Xbox One, anything else → Xbox
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/// 360); no controller at all defers to the host.
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/// 360); no controller at all defers to the host. Called once per dial with the RAW setting,
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/// which it also adopts for `declaredKind(for:)` so the handshake default and every pad's
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/// arrival can never disagree about an explicit choice.
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public func resolveType(
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setting: PunktfunkConnection.GamepadType
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) -> PunktfunkConnection.GamepadType {
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typeSetting = setting
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guard setting == .auto else { return setting }
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// Refresh from the LIVE controller list first. `active` is otherwise only populated by the
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// async `.GCControllerDidConnect` notification, so at connect time it can still be nil even
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@@ -119,6 +119,25 @@ final class GamepadWireTests: XCTestCase {
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XCTAssertEqual(GamepadWire.maxPads, 16)
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}
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func testAnExplicitControllerTypeIsWhatEveryPadDeclares() {
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// The regression this pins: the "Controller type" setting reached the Hello only, and each
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// pad's arrival then re-declared the DETECTED kind — which the host honors over the
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// session default, so "emulate my DualSense as a DualShock 4" produced a DualSense.
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// (pf-client-core's `declared_kind` test is the same table.)
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XCTAssertEqual(
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GamepadManager.declaredKind(setting: .dualShock4, detected: .dualSense), .dualShock4)
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// Every physical pad in a mixed session follows the one explicit choice.
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for detected: PunktfunkConnection.GamepadType in [
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.dualSense, .xbox360, .switchPro, .dualSenseEdge,
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] {
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XCTAssertEqual(
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GamepadManager.declaredKind(setting: .xbox360, detected: detected), .xbox360)
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}
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// Automatic keeps per-pad detection — otherwise a mixed session collapses to one type.
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XCTAssertEqual(GamepadManager.declaredKind(setting: .auto, detected: .dualSense), .dualSense)
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XCTAssertEqual(GamepadManager.declaredKind(setting: .auto, detected: .switchPro), .switchPro)
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}
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func testTouchpadConversionCorners() {
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// GC ±1 with +y up → wire 0...65535 with origin top-left, +y down.
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let topLeft = GamepadWire.touchpad(x: -1, y: 1)
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