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>
This commit is contained in:
2026-07-11 03:08:27 +02:00
parent 19e9828e8d
commit 73c911cae4
17 changed files with 734 additions and 91 deletions
+58 -23
View File
@@ -658,6 +658,14 @@ struct Worker {
/// Toggles the 1-LSB low-motor nudge that forces SDL past its identical-value dedupe on a
/// Deck keep-alive re-issue (see [`Worker::issue_rumble`]).
rumble_jitter: bool,
/// The host lease from a v2 rumble envelope: last non-zero level expires at this instant
/// unless the host renews it. `None` outside a live rumble or against a legacy host (which
/// sends no lease — the pad then relies on SDL's own duration expiry as before).
rumble_deadline: Option<Instant>,
/// The host-supplied TTL (ms) of the current envelope, handed to SDL as the `set_rumble`
/// duration; `0` = legacy host (fall back to the proven 1.5 s duration). Read by
/// [`Worker::issue_rumble`].
rumble_ttl_ms: u16,
}
impl Worker {
@@ -1246,9 +1254,18 @@ impl Worker {
/// SDL short-circuits an identical `(low, high)` with NO device write (it only re-arms its
/// expiration), so on a Deck keep-alive re-issue of the same non-zero value we flip a single
/// low-motor LSB — an imperceptible amplitude nudge — to force the write through and keep the
/// actuator physically fed. The 1500 ms SDL duration is kept on every issue so SDL's logical
/// expiration is continuously refreshed and a genuine sustained rumble never dies at 1.5 s.
/// actuator physically fed. The SDL duration is the host's envelope TTL (a lease continuously
/// refreshed by renewals, so a sustained rumble never dies mid-effect and an abandoned one
/// self-silences at the TTL); against a legacy host (`rumble_ttl_ms == 0`) it stays the proven
/// 1.5 s.
fn issue_rumble(&mut self, low: u16, high: u16, deck: bool) {
let dur_ms: u32 = if self.rumble_ttl_ms == 0 {
1_500 // legacy host: no lease — keep the proven duration
} else {
// Floor the lease so a jittered renewal (or the ~40 ms Deck re-kick) can never gap the
// actuator between SDL writes.
(self.rumble_ttl_ms as u32).max(DECK_RUMBLE_KEEPALIVE_MS as u32 * 4)
};
let (out_low, out_high) =
if deck && (low, high) == self.rumble_last && (low, high) != (0, 0) {
self.rumble_jitter = !self.rumble_jitter;
@@ -1259,7 +1276,7 @@ impl Worker {
match self
.open
.as_mut()
.map(|(_, p)| p.set_rumble(out_low, out_high, 1_500))
.map(|(_, p)| p.set_rumble(out_low, out_high, dur_ms))
{
// Surface a failed SDL rumble write: a swallowed error here (DualSense not in the
// right HIDAPI mode, etc.) reads exactly like "rumble doesn't work". The host logs
@@ -1274,45 +1291,61 @@ impl Worker {
/// Drain and render the feedback planes — rumble plus HID output (lightbar /
/// player LEDs / adaptive triggers) — on the active pad; this thread is their single
/// consumer. The host re-sends rumble state every ~500 ms, so the SDL duration only
/// needs to outlive a couple of refresh periods: long enough that one or two lost
/// refreshes don't gap a genuine long rumble, short enough that a stale nonzero state
/// (a stop lost host-side, a session torn down mid-buzz) dies on its own instead of
/// droning for seconds.
/// consumer. Rumble arrives as self-terminating v2 envelopes: each carries a TTL the host
/// renews while the level holds and lets expire when it stops, so the actuator's divergence
/// from the host's intent is bounded by the wire, not by a client guess. A legacy host
/// (`ttl == None`) has no lease — the pad falls back to SDL's own 1.5 s duration expiry as
/// before.
fn render_feedback(&mut self) {
let Some(connector) = self.attached.clone() else {
return;
};
// The Steam Deck's built-in haptic actuator decays inside SDL's ~2 s internal rumble
// resend, and SDL dedupes an unchanged `set_rumble` value to a no-op device write — so a
// steady host value (delivered only as identical 500 ms refreshes) is felt as a periodic
// pulse rather than a continuous buzz. Detect the Deck pad here and keep it fed below the
// decay (`DECK_RUMBLE_KEEPALIVE_MS`); every other pad sustains at the hardware level.
// steady host value is felt as a periodic pulse rather than a continuous buzz. Detect the
// Deck pad here and keep it fed below the decay (`DECK_RUMBLE_KEEPALIVE_MS`) — an actuator
// limitation no wire lease can fix — but bound the re-kick by the host's TTL so it can no
// longer sustain a value the host has stopped renewing. Every other pad sustains (and
// expires) at the SDL/hardware level.
let deck = self
.open
.as_ref()
.and_then(|(id, _)| self.pad_info(*id))
.is_some_and(|p| matches!(p.pref, GamepadPref::SteamDeck));
let mut fresh = false;
while let Ok((pad, low, high)) = connector.next_rumble(Duration::ZERO) {
while let Ok((pad, low, high, ttl)) = connector.next_rumble_ttl(Duration::ZERO) {
if pad == 0 {
fresh = true;
self.rumble_ttl_ms = ttl.unwrap_or(0);
// A v2 lease sets an explicit client-side deadline; a legacy update clears it and
// leans on SDL's own duration expiry (unchanged behaviour).
self.rumble_deadline = match ttl {
Some(ms) if (low, high) != (0, 0) => {
Some(Instant::now() + Duration::from_millis(ms as u64))
}
_ => None,
};
self.issue_rumble(low, high, deck);
}
}
// Deck keep-alive: no fresh datagram this tick but a non-zero value is latched — re-kick
// the actuator so its discrete haptic bursts fuse into a continuous buzz instead of a
// ~2 s pulse. Zero is left alone (a real stop must stay stopped); non-Deck pads never
// enter here (`deck` is false), so their behaviour is byte-for-byte unchanged.
if deck
&& !fresh
&& self.rumble_last != (0, 0)
&& self
// Deck keep-alive: no fresh datagram this tick but a non-zero value is latched. If the
// host lease has expired, silence the actuator (the host stopped renewing — the stop
// datagram was lost, or the host died); otherwise re-kick it so its discrete haptic bursts
// fuse into a continuous buzz. A legacy update leaves `rumble_deadline` None, so the
// re-kick behaves exactly as before (SDL's duration is the only backstop). Non-Deck pads
// never enter here (`deck` is false).
if deck && !fresh && self.rumble_last != (0, 0) {
if self.rumble_deadline.is_some_and(|d| Instant::now() >= d) {
self.rumble_deadline = None;
self.rumble_ttl_ms = 0;
self.issue_rumble(0, 0, deck);
} else if self
.rumble_last_at
.is_none_or(|t| t.elapsed() >= Duration::from_millis(DECK_RUMBLE_KEEPALIVE_MS))
{
let (low, high) = self.rumble_last;
self.issue_rumble(low, high, deck);
{
let (low, high) = self.rumble_last;
self.issue_rumble(low, high, deck);
}
}
while let Ok(hid) = connector.next_hidout(Duration::ZERO) {
let is_ds = self
@@ -1382,6 +1415,8 @@ impl Worker {
rumble_last: (0, 0),
rumble_last_at: None,
rumble_jitter: false,
rumble_deadline: None,
rumble_ttl_ms: 0,
}
}
}