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>
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@@ -425,7 +425,7 @@ impl InputInjector for KwinFakeInjector {
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self.fake.touch_frame();
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}
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// Gamepads are injected through uinput, not the compositor.
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InputKind::GamepadButton | InputKind::GamepadAxis => {}
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InputKind::GamepadState | InputKind::GamepadButton | InputKind::GamepadAxis => {}
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}
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// Surface protocol errors / disconnects, then push the batch to the compositor.
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self.queue
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@@ -403,6 +403,7 @@ fn kind_bit(kind: InputKind) -> u32 {
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InputKind::TouchUp => 9,
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InputKind::GamepadButton => 10,
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InputKind::GamepadAxis => 11,
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InputKind::GamepadState => 12,
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};
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1 << i
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}
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@@ -545,7 +546,7 @@ impl EiState {
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InputKind::TouchDown | InputKind::TouchMove | InputKind::TouchUp => {
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DeviceCapability::Touch
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}
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InputKind::GamepadButton | InputKind::GamepadAxis => return, // uinput path (later)
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InputKind::GamepadState | InputKind::GamepadButton | InputKind::GamepadAxis => return, // uinput path (later)
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};
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self.injected += 1;
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let n = self.injected;
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@@ -692,7 +693,9 @@ impl EiState {
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Some(t) => t.up(ev.code),
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None => emitted = false,
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},
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InputKind::GamepadButton | InputKind::GamepadAxis => emitted = false,
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InputKind::GamepadState | InputKind::GamepadButton | InputKind::GamepadAxis => {
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emitted = false
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}
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}
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if emitted {
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@@ -254,7 +254,7 @@ impl InputInjector for WlrootsInjector {
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tracing::debug!(vk = event.code, "unmapped VK keycode — dropped");
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}
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}
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InputKind::GamepadButton | InputKind::GamepadAxis => {} // not yet injected
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InputKind::GamepadState | InputKind::GamepadButton | InputKind::GamepadAxis => {} // not yet injected
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// wlroots has no virtual-touch protocol wired here; touch is the libei path only.
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InputKind::TouchDown | InputKind::TouchMove | InputKind::TouchUp => {}
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}
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@@ -297,9 +297,10 @@ impl InputInjector for SendInputInjector {
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};
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self.send(&[key(ki)])
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}
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// Gamepad goes through ViGEm (separate backend). Touch: no SendInput equivalent -> no-op.
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// Gamepad goes through the XUSB backend. Touch: no SendInput equivalent -> no-op.
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InputKind::GamepadButton
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| InputKind::GamepadAxis
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| InputKind::GamepadState
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| InputKind::TouchDown
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| InputKind::TouchMove
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| InputKind::TouchUp => Ok(()),
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