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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