feat(rumble): host-authoritative self-terminating envelopes (0xCA v2)
Rumble was level-triggered, unbounded state on a lossy channel: a non-zero level meant "buzz until further notice", healed only by the host re-sending state every 500 ms, and every client guessed when the host had died with its own magic timeout (SDL 1.5 s, Apple 1.6 s, Android up to 60 s). A lost stop, a reordered start, or a dead host could drone the motor for seconds. Make "stuck rumble" inexpressible on the wire. The 0xCA datagram grows a length-tolerant tail — [u8 seq][u16 ttl_ms] — so it self-terminates: the host authorizes a level for at most ttl_ms and renews it (~120 ms) while it holds, letting an abandoned one lapse client-side. seq is a per-pad wrapping reorder gate (reusing GamepadSnapshot::seq_newer) so a reordered stale start can't re-light a stopped motor. Decoders read the first 7 bytes as a plain level and ignore the tail, so no wire-version bump: an old client renders a new host's levels, and a new client falls back to its prior staleness heuristic against an old host (ttl = None). All four generation pairings render correctly. - core: encode_rumble_datagram_v2 / decode_rumble_envelope (datagram.rs); the client demux applies the seq gate then forwards (pad, low, high, Option<ttl>); next_rumble is unchanged (drops ttl), next_rumble_ttl keeps it; ABI adds punktfunk_connection_next_rumble2 + PUNKTFUNK_RUMBLE_NO_TTL, ABI_VERSION 4->5 (WIRE_VERSION unchanged — the tail is backward-compatible). - host (punktfunk1.rs): the flat 500 ms refresh becomes a renewal loop that bumps seq + stamps a fresh TTL on active pads and drains a short post-stop zero burst, then goes quiet. Hatches: PUNKTFUNK_RUMBLE_ENVELOPE=0 (legacy v1 + flat refresh, a bisect switch), PUNKTFUNK_RUMBLE_TTL_MS (clamped [150, 5000]). - renderers honor the TTL as their playback duration/deadline and keep their old heuristic only for a legacy (ttl=None) update: pf-client-core (the Deck haptic keep-alive is now deadline-bounded so it can't sustain a host-stopped rumble), clients/windows (SDL duration), android (JNI packs the lease out-of-band in bit 48 so any u16 ttl is unambiguous; Kotlin createOneShot(ttl)), apple (RumbleRenderer.envelopeDeadline + nextRumble2; sessionStaleSeconds demoted to the legacy fallback). - tests: codec round-trip + tail tolerance + seq-gate reorder (Rust); the probe asserts the v2 tail arrived under PUNKTFUNK_TEST_FEEDBACK; the Apple loopback asserts ttlMs round-trips end to end; RumbleTuning lease-decision cases. The host-side idle-timeout from the previous commit is defense in depth on the game side; this is the guarantee on the client side. Design: punktfunk-planning/design/rumble-envelope-plan.md. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -570,7 +570,8 @@ public final class PunktfunkConnection {
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/// Pull the next force-feedback update for the GCController haptics engine:
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/// `(pad, lowFrequency, highFrequency)` with 0...0xFFFF amplitudes, (0, 0) = stop.
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/// Drain from the (single) feedback thread, alongside `nextHidOutput`.
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/// Drain from the (single) feedback thread, alongside `nextHidOutput`. Drops the v2
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/// self-termination TTL — use `nextRumble2` to honor the host lease.
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public func nextRumble(timeoutMs: UInt32 = 0) throws -> (pad: UInt16, low: UInt16, high: UInt16)? {
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feedbackLock.lock()
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defer { feedbackLock.unlock() }
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@@ -590,6 +591,33 @@ public final class PunktfunkConnection {
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}
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}
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/// Pull the next force-feedback update *including its self-termination TTL* (v2 envelopes):
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/// `(pad, low, high, ttlMs)`. `ttlMs` is how long to render this level before silencing unless
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/// the host renews it; `RumbleTuning.noTTL` (`UInt32.max`) means "no lease" — a legacy host, so
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/// fall back to a client-side staleness timeout. The reorder gate (seq) already ran in the
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/// core, so a stale/reordered envelope never surfaces here. Drain from the (single) feedback
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/// thread, alongside `nextHidOutput`.
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public func nextRumble2(timeoutMs: UInt32 = 0) throws
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-> (pad: UInt16, low: UInt16, high: UInt16, ttlMs: UInt32)?
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{
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feedbackLock.lock()
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defer { feedbackLock.unlock() }
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guard let h = liveHandle() else { throw PunktfunkClientError.closed }
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var pad: UInt16 = 0, low: UInt16 = 0, high: UInt16 = 0, ttl: UInt32 = .max
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let rc = punktfunk_connection_next_rumble2(h, &pad, &low, &high, &ttl, timeoutMs)
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switch rc {
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case statusOK:
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return (pad, low, high, ttl)
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case statusNoFrame:
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return nil
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case statusClosed:
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throw PunktfunkClientError.closed
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default:
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throw PunktfunkClientError.status(rc)
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}
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}
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/// One DualSense feedback event a game wrote to the host's virtual pad — replay it on
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/// the real controller (GCDeviceLight, GCControllerPlayerIndex,
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/// GCDualSenseAdaptiveTrigger). Only a `.dualSense` session emits these.
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