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
+60
View File
@@ -1752,6 +1752,10 @@ pub unsafe extern "C" fn punktfunk_connection_next_audio_pcm(
/// are 0..0xFFFF (`low` = low-frequency motor, `high` = high-frequency), `(0, 0)` = stop.
/// Same timeout/closed semantics as [`punktfunk_connection_next_audio`].
///
/// This drops the self-terminating TTL of a v2 rumble envelope — an embedder that only calls this
/// keeps its own staleness policy, exactly as before. Use [`punktfunk_connection_next_rumble2`] to
/// honor the host-supplied lease and delete the client-side timeout heuristics.
///
/// # Safety
/// `c` is a valid connection handle; out pointers are writable (NULLs are skipped). At
/// most one thread pulls rumble — it may run concurrently with the video/audio pullers.
@@ -1792,6 +1796,62 @@ pub unsafe extern "C" fn punktfunk_connection_next_rumble(
})
}
/// `*ttl_ms` sentinel written by [`punktfunk_connection_next_rumble2`] for a legacy (v1) rumble
/// datagram — an old host that sent no self-termination lease. The client then falls back to its
/// own staleness heuristic for that update instead of a host-supplied deadline.
pub const PUNKTFUNK_RUMBLE_NO_TTL: u32 = 0xFFFF_FFFF;
/// Pull the next rumble update *including its self-termination TTL* (v2 envelopes), waiting up to
/// `timeout_ms`. Same `pad`/`low`/`high` semantics as [`punktfunk_connection_next_rumble`], plus
/// `*ttl_ms`: how long (milliseconds) to render this level before silencing unless the host renews
/// it. [`PUNKTFUNK_RUMBLE_NO_TTL`] means "no lease" — a legacy host; fall back to a client-side
/// timeout. The reorder gate (seq) is applied inside the core before the update surfaces here, so a
/// stale/reordered envelope never reaches the caller.
///
/// # Safety
/// `c` is a valid connection handle; out pointers are writable (NULLs are skipped). At most one
/// thread pulls rumble — it may run concurrently with the video/audio pullers.
#[cfg(feature = "quic")]
#[no_mangle]
pub unsafe extern "C" fn punktfunk_connection_next_rumble2(
c: *mut PunktfunkConnection,
pad: *mut u16,
low: *mut u16,
high: *mut u16,
ttl_ms: *mut u32,
timeout_ms: u32,
) -> PunktfunkStatus {
guard(|| {
let c = match unsafe { c.as_ref() } {
Some(c) => c,
None => return PunktfunkStatus::NullPointer,
};
match c
.inner
.next_rumble_ttl(std::time::Duration::from_millis(timeout_ms as u64))
{
Ok((p, l, h, ttl)) => {
unsafe {
if !pad.is_null() {
*pad = p;
}
if !low.is_null() {
*low = l;
}
if !high.is_null() {
*high = h;
}
if !ttl_ms.is_null() {
*ttl_ms = ttl.map_or(PUNKTFUNK_RUMBLE_NO_TTL, u32::from);
}
}
PunktfunkStatus::Ok
}
Err(e) => e.status(),
}
})
}
/// Pull the next DualSense HID-output feedback event (lightbar / player LEDs / adaptive trigger)
/// the host's virtual pad received from a game, into `*out`. [`PunktfunkStatus::NoFrame`] on
/// timeout, [`PunktfunkStatus::Closed`] once the session ended. Only the DualSense host backend