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 in 97c67b26 / 76be4c3e (multi-controller support); ships in 0.19.x.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-26 16:56:44 +02:00
co-authored by Claude Opus 5
parent 8362d57001
commit 6edd700910
6 changed files with 156 additions and 12 deletions
@@ -131,13 +131,40 @@ public final class GamepadManager: ObservableObject {
GCController.stopWirelessControllerDiscovery()
}
/// The user's controller-type choice AS CHOSEN (not resolved) for the session being dialed
/// adopted by `resolveType` and read back by `declaredKind(for:)`. `.auto` = detect per pad.
public private(set) var typeSetting: PunktfunkConnection.GamepadType = .auto
/// The kind to DECLARE to the host for one forwarded controller (its `GamepadArrival`).
/// An explicit setting wins for every pad the handshake's session default alone does NOT
/// stick, because a current host honors the per-pad arrival over it (punktfunk-host's
/// `Pads::set_kind`), so a client that declared only the detected kind here would silently
/// undo the user's choice. `.auto` keeps per-pad detection, which is what makes a mixed
/// session (pad 0 a DualSense, pad 1 an Xbox pad) honest.
public func declaredKind(
for controller: DiscoveredController
) -> PunktfunkConnection.GamepadType {
Self.declaredKind(setting: typeSetting, detected: controller.kind)
}
/// The pure fold behind `declaredKind(for:)` (pf-client-core's `declared_kind`).
nonisolated static func declaredKind(
setting: PunktfunkConnection.GamepadType,
detected: PunktfunkConnection.GamepadType
) -> PunktfunkConnection.GamepadType {
setting == .auto ? detected : setting
}
/// Connect-time resolution of the user's controller-type setting: an explicit choice
/// wins; `.auto` matches the virtual pad to the active physical controller (DualSense
/// DualSense, DualShock 4 DualShock 4, an Xbox pad Xbox One, anything else Xbox
/// 360); no controller at all defers to the host.
/// 360); no controller at all defers to the host. Called once per dial with the RAW setting,
/// which it also adopts for `declaredKind(for:)` so the handshake default and every pad's
/// arrival can never disagree about an explicit choice.
public func resolveType(
setting: PunktfunkConnection.GamepadType
) -> PunktfunkConnection.GamepadType {
typeSetting = setting
guard setting == .auto else { return setting }
// Refresh from the LIVE controller list first. `active` is otherwise only populated by the
// async `.GCControllerDidConnect` notification, so at connect time it can still be nil even