fix(client): correct Linux/Windows "Forwarded controller" copy for multi-controller
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The relm4 (Linux) and native (Windows) shells spawn punktfunk-session, which
since the native-plane rework forwards ALL controllers by default — but the
"Forwarded controller" settings dropdowns still described the pre-rework world
("Automatic (most recent)", "Exactly one controller is forwarded to the host").
The dropdown already lists every detected pad and wires set_pinned(None)=all /
set_pinned(key)=single-player; this fixes only the misleading labels, subtitle,
tooltip, and stale leading comments to match: Automatic forwards every real
controller (each its own player); pick one to force single-player.
cargo check -p punktfunk-client-linux green; Windows is windows-gated (pure
string edits, CI windows.yml).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -347,13 +347,14 @@ pub fn show(
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stream.add(stats_row.widget());
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stream.add(stats_row.widget());
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let input = adw::PreferencesGroup::builder().title("Input").build();
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let input = adw::PreferencesGroup::builder().title("Input").build();
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// Which physical controller forwards as pad 0: automatic = the most recently connected
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// Controller forwarding: Automatic forwards EVERY real controller, each as its own pad
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// real pad (Steam's virtual pad skipped). A pin is persisted by stable key
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// (Steam's virtual pad skipped); pinning one restricts the session to that single
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// (`Settings::forward_pad`), so it survives restarts — and disconnects: an offline
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// controller (single-player). The pin is persisted by stable key (`Settings::forward_pad`),
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// pinned pad keeps its entry here instead of silently snapping back to Automatic.
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// so it survives restarts — and disconnects: an offline pinned pad keeps its entry here
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// instead of silently snapping back to Automatic.
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let pads = gamepads.pads();
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let pads = gamepads.pads();
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let saved_pin = settings.borrow().forward_pad.clone();
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let saved_pin = settings.borrow().forward_pad.clone();
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let mut pad_names = vec!["Automatic (most recent)".to_string()];
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let mut pad_names = vec!["Automatic (all controllers)".to_string()];
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let mut pad_keys: Vec<String> = Vec::new();
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let mut pad_keys: Vec<String> = Vec::new();
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for p in &pads {
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for p in &pads {
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let kind = p.kind_label();
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let kind = p.kind_label();
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@@ -379,7 +380,7 @@ pub fn show(
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if pads.is_empty() {
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if pads.is_empty() {
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"No controllers detected"
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"No controllers detected"
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} else {
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} else {
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"Exactly one controller is forwarded to the host"
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"All controllers are forwarded, each as its own player; pick one to force single-player"
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},
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},
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&pad_names.iter().map(String::as_str).collect::<Vec<_>>(),
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&pad_names.iter().map(String::as_str).collect::<Vec<_>>(),
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);
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);
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@@ -267,12 +267,13 @@ pub(crate) fn settings_page(
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);
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);
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// --- Input -----------------------------------------------------------------------------
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// --- Input -----------------------------------------------------------------------------
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// Which physical controller forwards as pad 0: automatic = the most recently connected.
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// Controller forwarding: Automatic forwards EVERY real controller, each as its own pad;
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// Persisted by stable key (`Settings::forward_pad`, GTK parity) so the pin survives
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// pinning one restricts the session to that single controller (single-player). Persisted
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// restarts AND reaches the spawned session binary, whose service applies the same key.
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// by stable key (`Settings::forward_pad`, GTK parity) so the pin survives restarts AND
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// reaches the spawned session binary, whose service applies the same key.
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let pads = ctx.gamepad.pads();
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let pads = ctx.gamepad.pads();
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let (fwd_names, fwd_i) = {
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let (fwd_names, fwd_i) = {
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let mut names = vec!["Automatic (most recent)".to_string()];
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let mut names = vec!["Automatic (all controllers)".to_string()];
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names.extend(pads.iter().map(|p| {
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names.extend(pads.iter().map(|p| {
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let kind = p.kind_label();
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let kind = p.kind_label();
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if kind.is_empty() {
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if kind.is_empty() {
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@@ -309,8 +310,8 @@ pub(crate) fn settings_page(
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s.save();
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s.save();
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})
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})
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.tooltip(
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.tooltip(
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"Exactly one controller is forwarded to the host; \u{201C}Automatic\u{201D} \
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"Every connected controller is forwarded, each as its own player. Pick one \
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picks the most recently connected.",
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to force single-player \u{2014} only it reaches the host.",
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)
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)
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};
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};
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let (pad_names, pad_i) = presets(GAMEPADS, |v| {
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let (pad_names, pad_i) = presets(GAMEPADS, |v| {
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