fix(input): rock-solid held gamepad state — Android device pinning + seq'd snapshots
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Two causes behind one field report (a held trigger jittering mid-game, Android client → Windows host): Android folded joystick ACTION_MOVEs from EVERY device into one axis state. A controller's joystick-classified sibling node (DualSense/DS4 motion sensors) or a second/drifting pad reports every pad axis as 0, so a held trigger flapped value→0→value on each event interleave. The mapper now qualifies the source DEVICE (its source classes must include GAMEPAD — a joystick event's own source is always plain JOYSTICK), pins to one deviceId until that device disconnects, and merges LTRIGGER/BRAKE (and RTRIGGER/GAS) with max, the same fold as the Controllers probe. Underneath, gamepad input rode per-transition events over unreliable, unordered QUIC datagrams — no sequence numbers, sharing the 4 KiB oldest-first-shed send buffer — so one dropped or reordered event corrupted held pad state until the NEXT change. Gamepad state now travels the way rumble already does: idempotent state, refreshed. InputKind::GamepadState packs the whole pad + a wrapping u8 seq into the existing 18-byte layout; the host advertises HOST_CAP_GAMEPAD_STATE (Welcome trailing byte, offset 67) and applies snapshots through a per-pad stale-seq gate, skipping frame emits for unchanged refreshes; the client folds embedder events into snapshots inside NativeClient's input task (send on change + 100 ms refresh of touched pads), so the SDL clients (Linux/Windows/session), Android, and Apple (C ABI) are all covered with zero capture-code changes. Either end older ⇒ the legacy per-transition path runs unchanged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -1242,6 +1242,7 @@ async fn worker_main(args: WorkerArgs) {
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welcome.chroma_format,
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welcome.audio_channels,
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welcome.codec,
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welcome.host_caps,
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))
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};
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@@ -1261,6 +1262,7 @@ async fn worker_main(args: WorkerArgs) {
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chroma_format,
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audio_channels,
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codec,
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host_caps,
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) = match setup.await {
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Ok(t) => t,
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Err(e) => {
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@@ -1282,11 +1284,55 @@ async fn worker_main(args: WorkerArgs) {
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codec,
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)));
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// Input task: embedder events → QUIC datagrams.
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// Input task: embedder events → QUIC datagrams. Toward a host that advertised
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// HOST_CAP_GAMEPAD_STATE, the per-transition gamepad events every embedder still emits are
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// folded into idempotent, sequence-numbered full-state snapshots (`GamepadSnapshot`): the
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// datagram plane drops and reorders (and sheds oldest-first at the 4 KiB send cap), so a lost
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// per-transition event would corrupt held pad state until the *next* change — a held trigger
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// stuck wrong indefinitely. Snapshots heal on the next send, the seq lets the host drop stale
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// reorders, and a periodic refresh of every touched pad bounds any loss to one refresh
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// interval — the same idempotent-state discipline as the host's 500 ms rumble refresh.
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// Keyboard/mouse/touch events pass through unchanged; an older host (no caps bit) keeps
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// getting the legacy per-transition gamepad events.
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let input_conn = conn.clone();
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let gamepad_snapshots = host_caps & crate::quic::HOST_CAP_GAMEPAD_STATE != 0;
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tokio::spawn(async move {
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while let Some(ev) = input_rx.recv().await {
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let _ = input_conn.send_datagram(ev.encode().to_vec().into());
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use crate::input::{GamepadSnapshot, InputKind, MAX_PADS};
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// Touched pads only: an entry appears on the first gamepad event for that index, so the
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// refresh never conjures a virtual pad the embedder didn't drive.
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let mut pads: [Option<GamepadSnapshot>; MAX_PADS] = [None; MAX_PADS];
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let mut refresh = tokio::time::interval(Duration::from_millis(100));
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refresh.set_missed_tick_behavior(tokio::time::MissedTickBehavior::Delay);
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loop {
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tokio::select! {
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ev = input_rx.recv() => {
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let Some(ev) = ev else { break };
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let idx = ev.flags as usize;
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if gamepad_snapshots
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&& matches!(ev.kind, InputKind::GamepadButton | InputKind::GamepadAxis)
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&& idx < MAX_PADS
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{
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let snap = pads[idx].get_or_insert(GamepadSnapshot {
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pad: idx as u8,
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..Default::default()
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});
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// Unknown axis ids don't send (the host's legacy fold drops them too).
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if snap.fold(&ev) {
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snap.seq = snap.seq.wrapping_add(1);
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let _ = input_conn
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.send_datagram(snap.to_event().encode().to_vec().into());
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}
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continue;
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}
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let _ = input_conn.send_datagram(ev.encode().to_vec().into());
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}
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_ = refresh.tick() => {
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for snap in pads.iter_mut().flatten() {
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snap.seq = snap.seq.wrapping_add(1);
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let _ = input_conn.send_datagram(snap.to_event().encode().to_vec().into());
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}
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}
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}
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}
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});
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@@ -40,6 +40,17 @@ pub enum InputKind {
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TouchMove = 10,
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/// Touch ends. Only `code` (the touch id) is used.
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TouchUp = 11,
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/// Full gamepad state in one event ([`GamepadSnapshot`]) — idempotent, sequence-numbered.
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///
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/// The per-transition [`GamepadButton`](Self::GamepadButton)/[`GamepadAxis`](Self::GamepadAxis)
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/// events are fragile on the unreliable datagram plane: a dropped or reordered event corrupts
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/// the host's accumulated pad state until the *next* change (a held trigger stays wrong
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/// indefinitely). A snapshot carries the whole pad, so loss heals on the next send and the
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/// sequence number lets the host drop stale reorders — the same idempotent-state discipline
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/// as the host→client rumble refresh. Sent only when the host advertised
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/// [`HOST_CAP_GAMEPAD_STATE`](crate::quic::HOST_CAP_GAMEPAD_STATE); older hosts keep
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/// receiving the per-transition events.
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GamepadState = 12,
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}
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/// The gamepad wire contract for [`InputKind::GamepadButton`]/[`InputKind::GamepadAxis`].
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@@ -111,11 +122,122 @@ impl InputKind {
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9 => TouchDown,
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10 => TouchMove,
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11 => TouchUp,
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12 => GamepadState,
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_ => return None,
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})
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}
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}
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/// The number of gamepads addressable on the wire (`flags` pad index 0..15). Shared by the
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/// client's snapshot fold and the host's per-pad accumulators.
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pub const MAX_PADS: usize = 16;
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/// One pad's complete state, packed into a single [`InputKind::GamepadState`] event — the
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/// whole 18-byte wire layout is reused, nothing is appended:
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///
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/// - `code` = `buttons` (the [`gamepad`] `BTN_*` bitmask, extended bits included)
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/// - `x` = `ls_x << 16 | ls_y` (two i16 halves, wire stick convention: **+y = up**)
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/// - `y` = `rs_x << 16 | rs_y`
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/// - `flags` = `seq << 24 | left_trigger << 16 | right_trigger << 8 | pad`
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///
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/// `seq` is a per-pad wrapping u8, bumped on every send (changes *and* refreshes); the host
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/// applies a snapshot only when `seq` is newer than the last applied one (wrapping i8
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/// compare), so a datagram the network reordered can't roll held state backwards. The wrap
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/// window (128 sends) dwarfs any real reorder window, and the client's periodic refresh
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/// heals the pathological case anyway.
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#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
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pub struct GamepadSnapshot {
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/// Pad index 0..[`MAX_PADS`].
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pub pad: u8,
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/// Wrapping send counter (see the type docs for the reorder gate).
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pub seq: u8,
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/// [`gamepad`] `BTN_*` bitmask.
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pub buttons: u32,
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/// Triggers 0..255 (the [`gamepad::AXIS_LT`]/[`gamepad::AXIS_RT`] convention).
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pub left_trigger: u8,
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pub right_trigger: u8,
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/// Sticks −32768..32767, **+y = up** (the wire convention).
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pub ls_x: i16,
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pub ls_y: i16,
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pub rs_x: i16,
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pub rs_y: i16,
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}
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impl GamepadSnapshot {
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/// Pack into the fixed [`InputEvent`] layout (kind = [`InputKind::GamepadState`]).
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pub fn to_event(&self) -> InputEvent {
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InputEvent {
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kind: InputKind::GamepadState,
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_pad: [0; 3],
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code: self.buttons,
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x: ((self.ls_x as u16 as i32) << 16) | (self.ls_y as u16 as i32),
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y: ((self.rs_x as u16 as i32) << 16) | (self.rs_y as u16 as i32),
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flags: ((self.seq as u32) << 24)
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| ((self.left_trigger as u32) << 16)
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| ((self.right_trigger as u32) << 8)
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| (self.pad as u32),
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}
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}
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/// Unpack from a [`InputKind::GamepadState`] event; `None` for any other kind.
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pub fn from_event(ev: &InputEvent) -> Option<GamepadSnapshot> {
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if ev.kind != InputKind::GamepadState {
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return None;
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}
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Some(GamepadSnapshot {
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pad: ev.flags as u8,
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seq: (ev.flags >> 24) as u8,
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buttons: ev.code,
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left_trigger: (ev.flags >> 16) as u8,
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right_trigger: (ev.flags >> 8) as u8,
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ls_x: (ev.x >> 16) as i16,
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ls_y: ev.x as i16,
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rs_x: (ev.y >> 16) as i16,
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rs_y: ev.y as i16,
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})
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}
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/// Fold one per-transition [`GamepadButton`](InputKind::GamepadButton) /
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/// [`GamepadAxis`](InputKind::GamepadAxis) event into this snapshot (`seq`/`pad` untouched).
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/// `false` = not a foldable event / unknown axis id (snapshot unchanged).
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pub fn fold(&mut self, ev: &InputEvent) -> bool {
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match ev.kind {
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InputKind::GamepadButton => {
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if ev.x != 0 {
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self.buttons |= ev.code;
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} else {
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self.buttons &= !ev.code;
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}
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true
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}
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InputKind::GamepadAxis => {
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let stick = ev.x.clamp(i16::MIN as i32, i16::MAX as i32) as i16;
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let trigger = ev.x.clamp(0, 255) as u8;
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match ev.code {
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gamepad::AXIS_LS_X => self.ls_x = stick,
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gamepad::AXIS_LS_Y => self.ls_y = stick,
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gamepad::AXIS_RS_X => self.rs_x = stick,
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gamepad::AXIS_RS_Y => self.rs_y = stick,
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gamepad::AXIS_LT => self.left_trigger = trigger,
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gamepad::AXIS_RT => self.right_trigger = trigger,
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_ => return false,
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}
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true
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}
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_ => false,
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}
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}
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/// True when `seq` supersedes `last` (wrapping u8 distance, forward window of 127) — the
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/// host's reorder gate. `None` (nothing applied yet) always accepts.
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pub fn seq_newer(seq: u8, last: Option<u8>) -> bool {
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match last {
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None => true,
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Some(l) => (seq.wrapping_sub(l) as i8) > 0,
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}
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}
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}
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/// A single input event. `#[repr(C)]` — shared verbatim with the C ABI as
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/// `PunktfunkInputEvent`.
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#[repr(C)]
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@@ -199,7 +321,79 @@ mod tests {
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};
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assert_eq!(InputEvent::decode(&e.encode()), Some(e));
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}
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// 12 (one past TouchUp) is not a valid kind.
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assert_eq!(InputKind::from_u8(12), None);
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// 13 (one past GamepadState) is not a valid kind.
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assert_eq!(InputKind::from_u8(13), None);
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}
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#[test]
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fn gamepad_snapshot_roundtrip() {
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let s = GamepadSnapshot {
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pad: 3,
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seq: 200,
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buttons: gamepad::BTN_A | gamepad::BTN_PADDLE4 | gamepad::BTN_MISC1,
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left_trigger: 255,
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right_trigger: 1,
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ls_x: -32768,
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ls_y: 32767,
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rs_x: -1,
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rs_y: 12345,
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};
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let ev = s.to_event();
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assert_eq!(ev.kind, InputKind::GamepadState);
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// Survives the wire encode/decode unchanged.
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let dec = InputEvent::decode(&ev.encode()).unwrap();
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assert_eq!(GamepadSnapshot::from_event(&dec), Some(s));
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// Non-snapshot kinds unpack to None.
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let axis = InputEvent {
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kind: InputKind::GamepadAxis,
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_pad: [0; 3],
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code: gamepad::AXIS_LT,
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x: 255,
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y: 0,
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flags: 0,
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};
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assert_eq!(GamepadSnapshot::from_event(&axis), None);
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}
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#[test]
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fn gamepad_snapshot_fold() {
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let mut s = GamepadSnapshot::default();
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let ev = |kind: InputKind, code: u32, x: i32| InputEvent {
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kind,
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_pad: [0; 3],
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code,
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x,
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y: 0,
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flags: 0,
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};
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// Button down/up sets and clears its bit.
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assert!(s.fold(&ev(InputKind::GamepadButton, gamepad::BTN_A, 1)));
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assert!(s.fold(&ev(InputKind::GamepadButton, gamepad::BTN_RB, 1)));
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assert_eq!(s.buttons, gamepad::BTN_A | gamepad::BTN_RB);
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assert!(s.fold(&ev(InputKind::GamepadButton, gamepad::BTN_A, 0)));
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assert_eq!(s.buttons, gamepad::BTN_RB);
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// Axes land in their slots; triggers clamp to 0..255, sticks to i16.
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assert!(s.fold(&ev(InputKind::GamepadAxis, gamepad::AXIS_LT, 300)));
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assert_eq!(s.left_trigger, 255);
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assert!(s.fold(&ev(InputKind::GamepadAxis, gamepad::AXIS_LS_Y, -40000)));
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assert_eq!(s.ls_y, i16::MIN);
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// Unknown axis / unrelated kind leave the snapshot untouched.
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assert!(!s.fold(&ev(InputKind::GamepadAxis, 99, 1)));
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assert!(!s.fold(&ev(InputKind::KeyDown, 30, 1)));
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}
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#[test]
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fn gamepad_snapshot_seq_gate() {
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// First snapshot always applies.
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assert!(GamepadSnapshot::seq_newer(0, None));
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// Strictly newer within the forward window applies; equal/older doesn't.
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assert!(GamepadSnapshot::seq_newer(6, Some(5)));
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assert!(!GamepadSnapshot::seq_newer(5, Some(5)));
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assert!(!GamepadSnapshot::seq_newer(4, Some(5)));
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// Wraps: 2 supersedes 250 (forward distance 8), not the reverse.
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assert!(GamepadSnapshot::seq_newer(2, Some(250)));
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assert!(!GamepadSnapshot::seq_newer(250, Some(2)));
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// Exactly half the window away is treated as stale (i8 > 0 excludes -128).
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assert!(!GamepadSnapshot::seq_newer(133, Some(5)));
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}
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}
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@@ -137,6 +137,13 @@ pub const QUIT_CLOSE_CODE: u32 = 0x51;
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/// returns to its launcher on session end), so it is purely refinement. Shared so host + clients agree.
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pub const APP_EXITED_CLOSE_CODE: u32 = 0x52;
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/// [`Welcome::host_caps`] bit: the host applies [`InputKind::GamepadState`]
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/// (crate::input::InputKind::GamepadState) snapshot events — full per-pad state with a reorder
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/// sequence number. A capable client then sends gamepad state as snapshots (idempotent on the
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/// lossy datagram plane, periodically refreshed) instead of the fragile per-transition
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/// button/axis events; toward a host that doesn't set the bit it keeps the legacy events.
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pub const HOST_CAP_GAMEPAD_STATE: u8 = 0x01;
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/// [`Hello::video_codecs`] bit: the client can decode H.264 / AVC. The GPU-less **software**
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/// encode path (openh264) emits H.264, so a client that wants to stream from a software host MUST
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/// advertise this.
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@@ -317,6 +324,11 @@ pub struct Welcome {
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/// HEVC). Appended after `audio_channels` as a single trailing byte; an older host that omits it
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/// decodes to [`CODEC_HEVC`] (every pre-negotiation host sent HEVC).
|
||||
pub codec: u8,
|
||||
/// Host input capabilities — a bitfield of [`HOST_CAP_GAMEPAD_STATE`]. The client picks the
|
||||
/// wire form its gamepad events take from this (snapshots for a capable host, the legacy
|
||||
/// per-transition events otherwise). Appended after `codec` as a single trailing byte; an
|
||||
/// older host that omits it decodes to `0` (no capabilities — legacy events only).
|
||||
pub host_caps: u8,
|
||||
}
|
||||
|
||||
/// `client → host`: data plane is bound, begin streaming.
|
||||
@@ -949,6 +961,8 @@ impl Welcome {
|
||||
b.push(self.audio_channels);
|
||||
// Resolved video codec at offset 66 — older clients stop before this → HEVC.
|
||||
b.push(self.codec);
|
||||
// Host input caps at offset 67 — older clients stop before this → 0 (legacy input only).
|
||||
b.push(self.host_caps);
|
||||
b
|
||||
}
|
||||
|
||||
@@ -1031,6 +1045,9 @@ impl Welcome {
|
||||
Some(CODEC_AV1) => CODEC_AV1,
|
||||
_ => CODEC_HEVC,
|
||||
},
|
||||
// Optional trailing host-caps byte — absent on an older host → 0 (no gamepad-state
|
||||
// snapshots; the client keeps sending legacy per-transition events).
|
||||
host_caps: b.get(67).copied().unwrap_or(0),
|
||||
})
|
||||
}
|
||||
|
||||
@@ -2228,6 +2245,7 @@ mod tests {
|
||||
chroma_format: CHROMA_IDC_444,
|
||||
audio_channels: 2,
|
||||
codec: CODEC_H264, // exercise a non-default codec through the roundtrip
|
||||
host_caps: HOST_CAP_GAMEPAD_STATE,
|
||||
};
|
||||
assert_eq!(Welcome::decode(&w.encode()).unwrap(), w);
|
||||
}
|
||||
@@ -2329,6 +2347,7 @@ mod tests {
|
||||
chroma_format: CHROMA_IDC_420,
|
||||
audio_channels: 2,
|
||||
codec: CODEC_H264,
|
||||
host_caps: 0,
|
||||
}
|
||||
.encode(),
|
||||
)
|
||||
@@ -2526,9 +2545,10 @@ mod tests {
|
||||
chroma_format: CHROMA_IDC_444,
|
||||
audio_channels: 6, // 5.1 — exercises the non-default trailing byte
|
||||
codec: CODEC_HEVC,
|
||||
host_caps: HOST_CAP_GAMEPAD_STATE,
|
||||
};
|
||||
let wenc = w.encode();
|
||||
assert_eq!(wenc.len(), 67); // 60 base + 4 colour + 1 chroma + 1 audio-channels + 1 codec byte
|
||||
assert_eq!(wenc.len(), 68); // 60 base + 4 colour + chroma + audio-channels + codec + host-caps
|
||||
let legacy_w = Welcome::decode(&wenc[..53]).unwrap();
|
||||
assert_eq!(legacy_w.compositor, CompositorPref::Auto);
|
||||
assert_eq!(legacy_w.gamepad, GamepadPref::Auto);
|
||||
@@ -2571,6 +2591,12 @@ mod tests {
|
||||
CHROMA_IDC_444
|
||||
); // full form carries 4:4:4
|
||||
assert_eq!(Welcome::decode(&wenc).unwrap().audio_channels, 6); // ...and 5.1
|
||||
// A pre-host-caps (67-byte) Welcome → 0 (legacy input only); the full form carries the bit.
|
||||
assert_eq!(Welcome::decode(&wenc[..67]).unwrap().host_caps, 0);
|
||||
assert_eq!(
|
||||
Welcome::decode(&wenc).unwrap().host_caps,
|
||||
HOST_CAP_GAMEPAD_STATE
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
|
||||
@@ -425,7 +425,7 @@ impl InputInjector for KwinFakeInjector {
|
||||
self.fake.touch_frame();
|
||||
}
|
||||
// Gamepads are injected through uinput, not the compositor.
|
||||
InputKind::GamepadButton | InputKind::GamepadAxis => {}
|
||||
InputKind::GamepadState | InputKind::GamepadButton | InputKind::GamepadAxis => {}
|
||||
}
|
||||
// Surface protocol errors / disconnects, then push the batch to the compositor.
|
||||
self.queue
|
||||
|
||||
@@ -403,6 +403,7 @@ fn kind_bit(kind: InputKind) -> u32 {
|
||||
InputKind::TouchUp => 9,
|
||||
InputKind::GamepadButton => 10,
|
||||
InputKind::GamepadAxis => 11,
|
||||
InputKind::GamepadState => 12,
|
||||
};
|
||||
1 << i
|
||||
}
|
||||
@@ -545,7 +546,7 @@ impl EiState {
|
||||
InputKind::TouchDown | InputKind::TouchMove | InputKind::TouchUp => {
|
||||
DeviceCapability::Touch
|
||||
}
|
||||
InputKind::GamepadButton | InputKind::GamepadAxis => return, // uinput path (later)
|
||||
InputKind::GamepadState | InputKind::GamepadButton | InputKind::GamepadAxis => return, // uinput path (later)
|
||||
};
|
||||
self.injected += 1;
|
||||
let n = self.injected;
|
||||
@@ -692,7 +693,9 @@ impl EiState {
|
||||
Some(t) => t.up(ev.code),
|
||||
None => emitted = false,
|
||||
},
|
||||
InputKind::GamepadButton | InputKind::GamepadAxis => emitted = false,
|
||||
InputKind::GamepadState | InputKind::GamepadButton | InputKind::GamepadAxis => {
|
||||
emitted = false
|
||||
}
|
||||
}
|
||||
|
||||
if emitted {
|
||||
|
||||
@@ -254,7 +254,7 @@ impl InputInjector for WlrootsInjector {
|
||||
tracing::debug!(vk = event.code, "unmapped VK keycode — dropped");
|
||||
}
|
||||
}
|
||||
InputKind::GamepadButton | InputKind::GamepadAxis => {} // not yet injected
|
||||
InputKind::GamepadState | InputKind::GamepadButton | InputKind::GamepadAxis => {} // not yet injected
|
||||
// wlroots has no virtual-touch protocol wired here; touch is the libei path only.
|
||||
InputKind::TouchDown | InputKind::TouchMove | InputKind::TouchUp => {}
|
||||
}
|
||||
|
||||
@@ -297,9 +297,10 @@ impl InputInjector for SendInputInjector {
|
||||
};
|
||||
self.send(&[key(ki)])
|
||||
}
|
||||
// Gamepad goes through ViGEm (separate backend). Touch: no SendInput equivalent -> no-op.
|
||||
// Gamepad goes through the XUSB backend. Touch: no SendInput equivalent -> no-op.
|
||||
InputKind::GamepadButton
|
||||
| InputKind::GamepadAxis
|
||||
| InputKind::GamepadState
|
||||
| InputKind::TouchDown
|
||||
| InputKind::TouchMove
|
||||
| InputKind::TouchUp => Ok(()),
|
||||
|
||||
@@ -1045,6 +1045,9 @@ async fn serve_session(
|
||||
// HEVC-precedence tie-break). The client builds its decoder from this instead of
|
||||
// assuming HEVC.
|
||||
codec: codec_bit,
|
||||
// This host applies sequence-gated gamepad-state snapshots (InputKind::GamepadState),
|
||||
// so capable clients send those instead of the loss-fragile per-transition events.
|
||||
host_caps: punktfunk_core::quic::HOST_CAP_GAMEPAD_STATE,
|
||||
};
|
||||
io::write_msg(&mut send, &welcome.encode()).await?;
|
||||
|
||||
@@ -1544,7 +1547,8 @@ async fn serve_session(
|
||||
|
||||
/// Per-pad accumulated state: punktfunk/1 gamepad events are incremental (one button or axis
|
||||
/// per datagram, see `punktfunk_core::input::gamepad`), the virtual xpad applies full frames.
|
||||
#[derive(Clone, Copy, Default)]
|
||||
/// A snapshot-capable client replaces the whole state at once ([`PadState::set_snapshot`]).
|
||||
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
|
||||
struct PadState {
|
||||
buttons: u32,
|
||||
left_trigger: u8,
|
||||
@@ -1581,6 +1585,17 @@ impl PadState {
|
||||
true
|
||||
}
|
||||
|
||||
/// Replace the whole state from one client snapshot (the [`InputKind::GamepadState`] form).
|
||||
fn set_snapshot(&mut self, s: &punktfunk_core::input::GamepadSnapshot) {
|
||||
self.buttons = s.buttons;
|
||||
self.left_trigger = s.left_trigger;
|
||||
self.right_trigger = s.right_trigger;
|
||||
self.ls_x = s.ls_x;
|
||||
self.ls_y = s.ls_y;
|
||||
self.rs_x = s.rs_x;
|
||||
self.rs_y = s.rs_y;
|
||||
}
|
||||
|
||||
fn frame(&self, index: usize, active_mask: u16) -> crate::gamestream::gamepad::GamepadFrame {
|
||||
crate::gamestream::gamepad::GamepadFrame {
|
||||
index: index as i16,
|
||||
@@ -1596,9 +1611,9 @@ impl PadState {
|
||||
}
|
||||
}
|
||||
|
||||
/// Highest pad index addressable on the wire (`flags` field); the uinput manager caps
|
||||
/// actual pad creation at its own MAX_PADS.
|
||||
const MAX_WIRE_PADS: usize = 16;
|
||||
/// Highest pad index addressable on the wire (`flags` field / snapshot `pad`); the uinput
|
||||
/// manager caps actual pad creation at its own MAX_PADS.
|
||||
const MAX_WIRE_PADS: usize = punktfunk_core::input::MAX_PADS;
|
||||
|
||||
/// Backoff between reopen attempts after a host-lifetime service's backend (a capturer) fails
|
||||
/// to open or its worker dies, so a persistently-unavailable resource isn't hammered. (The
|
||||
@@ -1800,6 +1815,9 @@ fn input_thread(
|
||||
let mut motion_window = std::time::Instant::now();
|
||||
let mut pad_state = [PadState::default(); MAX_WIRE_PADS];
|
||||
let mut pad_mask = 0u16;
|
||||
// Last applied snapshot seq per pad (`None` until the first one): the reorder gate for
|
||||
// `InputKind::GamepadState` — a late datagram with an older seq must not roll held state back.
|
||||
let mut pad_seq: [Option<u8>; MAX_WIRE_PADS] = [None; MAX_WIRE_PADS];
|
||||
// Rumble is idempotent state on a lossy channel (client-side overflow drops datagrams),
|
||||
// so re-send the current state of every rumbling-capable pad every 500 ms — a dropped
|
||||
// transition (including a stop) heals on the next refresh.
|
||||
@@ -1866,6 +1884,32 @@ fn input_thread(
|
||||
pads.handle(&crate::gamestream::gamepad::GamepadEvent::State(frame));
|
||||
}
|
||||
}
|
||||
InputKind::GamepadState => {
|
||||
// Idempotent full-state snapshot from a capable client (see
|
||||
// `GamepadSnapshot`): applied only when its seq supersedes the last one, so
|
||||
// a datagram the network reordered can't roll held state backwards. The
|
||||
// client refreshes touched pads every ~100 ms, so an unchanged refresh is
|
||||
// the common case — skip the frame emit then (an XInput packet-number bump
|
||||
// for identical state is pure churn), but always advance the gate.
|
||||
use punktfunk_core::input::GamepadSnapshot;
|
||||
if let Some(snap) = GamepadSnapshot::from_event(&ev) {
|
||||
let idx = snap.pad as usize;
|
||||
if idx < MAX_WIRE_PADS && GamepadSnapshot::seq_newer(snap.seq, pad_seq[idx])
|
||||
{
|
||||
pad_seq[idx] = Some(snap.seq);
|
||||
let before = pad_state[idx];
|
||||
pad_state[idx].set_snapshot(&snap);
|
||||
let first = pad_mask & (1 << idx) == 0;
|
||||
if first || pad_state[idx] != before {
|
||||
pad_mask |= 1 << idx;
|
||||
let frame = pad_state[idx].frame(idx, pad_mask);
|
||||
pads.handle(&crate::gamestream::gamepad::GamepadEvent::State(
|
||||
frame,
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
_ => {
|
||||
// Track press/release so a mid-press disconnect can be undone below.
|
||||
match ev.kind {
|
||||
@@ -4322,6 +4366,65 @@ fn build_pipeline(
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
#[test]
|
||||
fn pad_snapshot_replaces_state_and_seq_gates() {
|
||||
use punktfunk_core::input::{gamepad, GamepadSnapshot};
|
||||
let mut state = PadState::default();
|
||||
let mut last_seq: Option<u8> = None;
|
||||
|
||||
// Legacy accumulation first (an older client), then a snapshot replaces it wholesale.
|
||||
let axis = InputEvent {
|
||||
kind: InputKind::GamepadAxis,
|
||||
_pad: [0; 3],
|
||||
code: gamepad::AXIS_LT,
|
||||
x: 200,
|
||||
y: 0,
|
||||
flags: 0,
|
||||
};
|
||||
assert!(state.apply(&axis));
|
||||
assert_eq!(state.left_trigger, 200);
|
||||
|
||||
let snap = GamepadSnapshot {
|
||||
pad: 0,
|
||||
seq: 1,
|
||||
buttons: gamepad::BTN_A,
|
||||
left_trigger: 255,
|
||||
right_trigger: 0,
|
||||
ls_x: 100,
|
||||
ls_y: -100,
|
||||
rs_x: 0,
|
||||
rs_y: 0,
|
||||
};
|
||||
assert!(GamepadSnapshot::seq_newer(snap.seq, last_seq));
|
||||
last_seq = Some(snap.seq);
|
||||
state.set_snapshot(&snap);
|
||||
assert_eq!(state.left_trigger, 255);
|
||||
assert_eq!(state.buttons, gamepad::BTN_A);
|
||||
assert_eq!((state.ls_x, state.ls_y), (100, -100));
|
||||
|
||||
// A reordered (stale) snapshot must not roll the trigger back.
|
||||
let stale = GamepadSnapshot {
|
||||
seq: 0,
|
||||
left_trigger: 10,
|
||||
..snap
|
||||
};
|
||||
assert!(!GamepadSnapshot::seq_newer(stale.seq, last_seq));
|
||||
|
||||
// The unchanged-refresh case the input thread skips the frame emit for: identical
|
||||
// payload with a newer seq compares equal after apply.
|
||||
let refresh = GamepadSnapshot { seq: 2, ..snap };
|
||||
assert!(GamepadSnapshot::seq_newer(refresh.seq, last_seq));
|
||||
let before = state;
|
||||
state.set_snapshot(&refresh);
|
||||
assert_eq!(state, before);
|
||||
|
||||
// The snapshot survives the wire roundtrip into the same PadState shape.
|
||||
let dec =
|
||||
GamepadSnapshot::from_event(&InputEvent::decode(&snap.to_event().encode()).unwrap())
|
||||
.unwrap();
|
||||
assert_eq!(dec, snap);
|
||||
}
|
||||
|
||||
/// Feed [`RecoveryCadence`] a schedule of event offsets (ms from a common origin) and return
|
||||
/// what each `note` produced.
|
||||
fn cadence_run(offsets_ms: &[u64]) -> Vec<Option<std::time::Duration>> {
|
||||
|
||||
Reference in New Issue
Block a user