refactor(inject): uinput + XUSB managers onto PadSlots (3.3)
The two stateless backends keep their structs and special pumps (uinput
FF-effect mixing via pump_ff/last_mix; the XUSB stale-residual
RUMBLE_IDLE_TIMEOUT force-off) but delegate slot lifecycle — table,
unplug sweep, gate-checked create — to the shared PadSlots. XUSB resets
last_rumble/last_active on the swept indices and on fresh create exactly
as before (the G10/G16-adjacent semantics untouched).
Two accepted deltas, both flagged in the plan (§3a): the uinput
arrival/unplug log lines gain the pad-identity label every other backend
already has ("controller arrival (X-Box 360 pad)"), and XUSB's
f.index.max(0) clamp is replaced by the bounds check every other manager
uses — a negative wire index is now dropped instead of being treated as
pad 0.
Verified: .21 clippy --all-targets -D warnings clean + full suite 290
pass / 0 fail (uinput); .133 clippy --all-targets -D warnings EXITCODE 0
(XUSB).
Part of G12/3.3 (§3a.4 commit 9) — all seven managers now share the
PadSlots lifecycle.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -19,7 +19,7 @@
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#![deny(clippy::undocumented_unsafe_blocks)]
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use crate::gamestream::gamepad::{self, GamepadFrame, MAX_PADS};
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use crate::inject::pad_gate::PadGate;
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use crate::inject::pad_slots::PadSlots;
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use anyhow::{bail, Result};
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use std::collections::HashMap;
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use std::os::fd::{AsRawFd, OwnedFd};
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@@ -551,16 +551,20 @@ impl Drop for VirtualPad {
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}
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}
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/// All virtual pads of a session, driven from decoded controller events.
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#[derive(Default)]
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/// All virtual pads of a session, driven from decoded controller events. Stateless per frame
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/// (uinput/evdev holds last-known state kernel-side), so it rides [`PadSlots`] directly — no state
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/// vec, heartbeat, or rich plane like the UHID managers.
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pub struct GamepadManager {
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pads: Vec<Option<VirtualPad>>,
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slots: PadSlots<VirtualPad>,
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/// The USB identity every pad in this session presents (X-Box 360 by default, One/Series when
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/// the client asked for `XboxOne`). All pads in a session share one identity.
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identity: PadIdentity,
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/// Create-retry gate: a transient `/dev/uinput` failure backs off and retries instead of
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/// permanently disabling every pad for the session.
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gate: PadGate,
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}
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impl Default for GamepadManager {
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fn default() -> GamepadManager {
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GamepadManager::new()
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}
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}
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impl GamepadManager {
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@@ -572,9 +576,8 @@ impl GamepadManager {
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/// A manager whose pads present `identity` (see [`PadIdentity::xbox_one`]).
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pub fn with_identity(identity: PadIdentity) -> GamepadManager {
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GamepadManager {
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pads: (0..MAX_PADS).map(|_| None).collect(),
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slots: PadSlots::new(identity.log, "gamepad", ""),
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identity,
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gate: PadGate::new(),
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}
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}
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@@ -583,7 +586,7 @@ impl GamepadManager {
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use crate::gamestream::gamepad::GamepadEvent;
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match ev {
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GamepadEvent::Arrival { index, kind, .. } => {
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tracing::info!(index, kind, "controller arrival");
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tracing::info!(index, kind, "controller arrival ({})", self.slots.label());
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self.ensure(*index as usize);
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}
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GamepadEvent::State(f) => {
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@@ -591,18 +594,14 @@ impl GamepadManager {
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if idx >= MAX_PADS {
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return;
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}
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// Unplugs: drop any allocated pad whose mask bit cleared.
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for (i, slot) in self.pads.iter_mut().enumerate() {
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if slot.is_some() && f.active_mask & (1 << i) == 0 {
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tracing::info!(index = i, "controller unplugged");
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*slot = None;
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}
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}
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// Unplugs: drop any allocated pad whose mask bit cleared (no per-index sibling
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// state to reset — the pads mix rumble internally).
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self.slots.sweep(f.active_mask);
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if f.active_mask & (1 << idx) == 0 {
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return; // this event WAS the unplug
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}
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self.ensure(idx);
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if let Some(pad) = self.pads[idx].as_mut() {
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if let Some(pad) = self.slots.get_mut(idx) {
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pad.apply(f);
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}
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}
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@@ -610,29 +609,18 @@ impl GamepadManager {
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}
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fn ensure(&mut self, idx: usize) {
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if idx >= MAX_PADS || self.pads[idx].is_some() || !self.gate.allow(Instant::now()) {
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return;
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}
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match VirtualPad::create(idx, self.identity) {
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Ok(p) => {
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self.pads[idx] = Some(p);
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self.gate.on_success();
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}
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Err(e) => {
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tracing::error!(error = %format!("{e:#}"), "virtual gamepad creation failed — retrying with backoff");
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self.gate.on_failure(Instant::now());
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}
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}
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let identity = self.identity;
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// `VirtualPad::create` logs its own success line (it knows the identity + transport).
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self.slots
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.ensure(idx, |i| VirtualPad::create(i as usize, identity));
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}
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/// Service every pad's FF protocol; `send(index, low, high)` is invoked for each pad whose
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/// mixed rumble level changed. Call frequently (games block in `EVIOCSFF` until answered).
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pub fn pump_rumble(&mut self, mut send: impl FnMut(u16, u16, u16)) {
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for (i, slot) in self.pads.iter_mut().enumerate() {
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if let Some(pad) = slot {
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if let Some((low, high)) = pad.pump_ff() {
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send(i as u16, low, high);
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}
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for (i, pad) in self.slots.iter_mut() {
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if let Some((low, high)) = pad.pump_ff() {
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send(i as u16, low, high);
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}
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}
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}
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@@ -14,7 +14,7 @@
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use super::gamepad_raii::{sw_create_cb, PadChannel, SwCreateCtx};
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use crate::gamestream::gamepad::{GamepadEvent, MAX_PADS};
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use crate::inject::pad_gate::PadGate;
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use crate::inject::pad_slots::PadSlots;
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use anyhow::{anyhow, Result};
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use std::ffi::c_void;
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use std::sync::atomic::{fence, AtomicU32, Ordering};
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@@ -256,15 +256,12 @@ impl XusbWinPad {
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const RUMBLE_IDLE_TIMEOUT: Duration = Duration::from_millis(2500);
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pub struct GamepadManager {
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pads: Vec<Option<XusbWinPad>>,
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slots: PadSlots<XusbWinPad>,
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last_rumble: Vec<(u8, u8)>,
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/// When the game last drove each pad (bumped `rumble_seq` via `SET_STATE`). A non-zero
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/// `last_rumble` older than [`RUMBLE_IDLE_TIMEOUT`] against this is a stale residual — see the
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/// const's docs.
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last_active: Vec<Instant>,
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/// Create-retry gate: a transient XUSB-companion failure backs off and retries instead of
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/// permanently disabling every pad for the session.
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gate: PadGate,
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}
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impl Default for GamepadManager {
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@@ -276,32 +273,24 @@ impl Default for GamepadManager {
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impl GamepadManager {
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pub fn new() -> GamepadManager {
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GamepadManager {
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pads: (0..MAX_PADS).map(|_| None).collect(),
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slots: PadSlots::new(
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"Xbox 360/Windows",
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"Xbox 360",
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" (install/repair: punktfunk-host.exe driver install --gamepad)",
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),
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last_rumble: vec![(0, 0); MAX_PADS],
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last_active: (0..MAX_PADS).map(|_| Instant::now()).collect(),
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gate: PadGate::new(),
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}
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}
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fn ensure(&mut self, idx: usize) {
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if idx >= MAX_PADS || self.pads[idx].is_some() || !self.gate.allow(Instant::now()) {
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return;
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}
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match XusbWinPad::open(idx as u8) {
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Ok(p) => {
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tracing::info!(
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index = idx,
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"virtual Xbox 360 created (Windows XUSB companion)"
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);
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self.pads[idx] = Some(p);
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self.last_rumble[idx] = (0, 0);
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self.last_active[idx] = Instant::now();
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self.gate.on_success();
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}
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Err(e) => {
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tracing::error!(error = %format!("{e:#}"), "virtual Xbox 360 creation failed — retrying with backoff (install/repair: punktfunk-host.exe driver install --gamepad)");
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self.gate.on_failure(Instant::now());
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}
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if self.slots.ensure(idx, XusbWinPad::open) {
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tracing::info!(
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index = idx,
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"virtual Xbox 360 created (Windows XUSB companion)"
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);
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self.last_rumble[idx] = (0, 0);
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self.last_active[idx] = Instant::now();
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}
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}
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@@ -312,15 +301,14 @@ impl GamepadManager {
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self.ensure(*index as usize);
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}
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GamepadEvent::State(f) => {
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let idx = f.index.max(0) as usize;
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let idx = f.index as usize;
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if idx >= MAX_PADS {
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return;
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}
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// Unplugs: drop any allocated pad whose mask bit cleared.
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for (i, slot) in self.pads.iter_mut().enumerate() {
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if slot.is_some() && f.active_mask & (1 << i) == 0 {
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tracing::info!(index = i, "controller unplugged (Xbox 360/Windows)");
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*slot = None;
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let swept = self.slots.sweep(f.active_mask);
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for i in 0..MAX_PADS {
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if swept & (1 << i) != 0 {
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self.last_rumble[i] = (0, 0);
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self.last_active[i] = Instant::now();
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}
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@@ -329,7 +317,7 @@ impl GamepadManager {
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return;
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}
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self.ensure(idx);
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if let Some(pad) = self.pads[idx].as_mut() {
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if let Some(pad) = self.slots.get_mut(idx) {
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pad.write_state(
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(f.buttons & 0xffff) as u16,
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f.left_trigger,
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@@ -348,10 +336,7 @@ impl GamepadManager {
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/// 0..65535, so scale by 257. `large` (low-frequency) → the datagram's `low`, `small`
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/// (high-frequency) → `high` — matching the other backends.
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pub fn pump_rumble(&mut self, mut send: impl FnMut(u16, u16, u16)) {
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for i in 0..self.pads.len() {
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let Some(pad) = self.pads[i].as_mut() else {
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continue;
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};
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for (i, pad) in self.slots.iter_mut() {
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if let Some((large, small)) = pad.service() {
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// The game drove the pad this poll (SET_STATE bumped the seq) — refresh the
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// activity clock even when the level is unchanged, so a rumble it keeps asserting
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