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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@@ -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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