feat(host/windows): ViGEm rumble back-channel + Windows clippy clean
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Wire the host→client rumble path on Windows, the analogue of the Linux uinput EV_FF read loop: a game's force-feedback on the virtual Xbox 360 pad is delivered by ViGEm's notification API (`request_notification` → `spawn_thread`, gated by the crate's `unstable_xtarget_notification` feature). A per-pad background thread stores the latest motor levels; `pump_rumble` relays changes to the client on the universal 0xCA plane (motors scaled 0..255 → 0..65535). Dropping the target aborts the notification, so the thread exits with the session. Live verification still needs a physical pad. Also fix the Windows backends' clippy debt — these modules are cfg- excluded from Linux CI, so `clippy -D warnings` never saw them, and the VM's rustc 1.96 clippy is stricter on shared code than the CI image: - dxgi: manual checked division → checked_div().map_or - sendinput: `x = x | y` → `x |= y` - sudovda: `.then(|| ptr)` → `.then_some(ptr)` - m3 pick_compositor: drop the needless early return (match form) - m3 resolve_compositor: Windows arm is a tail expr, not `return` All Windows backends now build + clippy clean (default and --features nvenc); Linux unaffected (fmt/clippy/check green). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -4,16 +4,33 @@
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//! triggers 0..255), so the mapping is ~1:1.
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//!
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//! Needs the ViGEmBus driver installed (like SudoVDA for the display); absent → gamepad is disabled
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//! and the session continues without it. Rumble back-channel: TODO (ViGEm notification API).
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//! and the session continues without it. Rumble flows back the *other* way: a game on the host writes
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//! force-feedback to the virtual pad, ViGEm's notification API delivers it on a background thread,
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//! and [`GamepadManager::pump_rumble`] relays level changes to the client (the universal 0xCA plane),
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//! mirroring the Linux `EV_FF` read path.
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use crate::gamestream::gamepad::GamepadEvent;
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use std::collections::HashMap;
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use std::sync::atomic::{AtomicU32, Ordering};
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use std::sync::Arc;
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use std::thread::JoinHandle;
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use vigem_client::{Client, TargetId, XButtons, XGamepad, Xbox360Wired};
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/// A plugged virtual pad plus its rumble back-channel. The notification thread stores the latest
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/// motor levels into `rumble` (packed `large << 8 | small`, both 0..255); [`GamepadManager::pump_rumble`]
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/// reads it and emits level changes. Dropping `target` aborts the outstanding notification request,
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/// so the thread's `poll` returns an error and it exits on its own — we detach it (per ViGEm's docs,
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/// dropping the `JoinHandle` does not stop the thread, but the target-drop abort does).
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struct PadEntry {
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target: Xbox360Wired<Arc<Client>>,
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rumble: Arc<AtomicU32>,
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last_emitted: u32,
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_notif_thread: Option<JoinHandle<()>>,
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}
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pub struct GamepadManager {
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client: Option<Arc<Client>>,
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pads: HashMap<u8, Xbox360Wired<Arc<Client>>>,
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pads: HashMap<u8, PadEntry>,
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}
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impl GamepadManager {
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@@ -37,19 +54,58 @@ impl GamepadManager {
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}
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}
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/// Lazily plug pad `index` on its first event, arming the rumble notification thread. Returns
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/// `None` if ViGEmBus is unavailable or the pad failed to plug.
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fn ensure_pad(&mut self, index: u8) -> Option<&mut PadEntry> {
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if !self.pads.contains_key(&index) {
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let client = self.client.clone()?;
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let mut target = Xbox360Wired::new(client, TargetId::XBOX360_WIRED);
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if let Err(e) = target.plugin() {
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tracing::warn!(error = format!("{e:?}"), "ViGEm pad plugin failed");
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return None;
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}
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let _ = target.wait_ready();
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// Arm the force-feedback back-channel: a background thread writes each notification's
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// motor levels into the shared atomic; the input thread drains changes via pump_rumble.
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let rumble = Arc::new(AtomicU32::new(0));
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let notif_thread = match target.request_notification() {
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Ok(req) => {
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let sink = rumble.clone();
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Some(req.spawn_thread(move |_req, n| {
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sink.store(
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((n.large_motor as u32) << 8) | n.small_motor as u32,
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Ordering::Relaxed,
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);
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}))
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}
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Err(e) => {
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tracing::warn!(
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error = format!("{e:?}"),
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"ViGEm rumble notification unavailable — pad runs without force feedback"
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);
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None
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}
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};
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self.pads.insert(
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index,
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PadEntry {
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target,
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rumble,
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last_emitted: 0,
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_notif_thread: notif_thread,
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},
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);
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}
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self.pads.get_mut(&index)
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}
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pub fn handle(&mut self, ev: &GamepadEvent) {
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let Some(client) = self.client.clone() else {
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return;
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};
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let GamepadEvent::State(f) = ev else {
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return; // Arrival metadata — the pad is created lazily on the first State
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};
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let target = self.pads.entry(f.index.max(0) as u8).or_insert_with(|| {
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let mut t = Xbox360Wired::new(client, TargetId::XBOX360_WIRED);
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let _ = t.plugin();
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let _ = t.wait_ready();
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t
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});
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let Some(entry) = self.ensure_pad(f.index.max(0) as u8) else {
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return;
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};
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let gp = XGamepad {
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buttons: XButtons {
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raw: (f.buttons & 0xffff) as u16,
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@@ -61,10 +117,22 @@ impl GamepadManager {
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thumb_rx: f.rs_x,
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thumb_ry: f.rs_y,
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};
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let _ = target.update(&gp);
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let _ = entry.target.update(&gp);
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}
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pub fn pump_rumble(&mut self, _send: impl FnMut(u16, u16, u16)) {
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// TODO: wire the ViGEm rumble notification back-channel (Xbox360Wired::request_notification).
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/// Relay any changed rumble level to the client. The notification thread keeps `rumble` current;
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/// we emit only on change (the input thread re-sends the steady state every 500 ms to heal drops).
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/// ViGEm motors are 0..255; the wire carries 0..65535, so scale by 257 (255 → 65535). `large`
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/// (low-frequency) maps to the universal datagram's `low`, `small` (high-frequency) to `high`.
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pub fn pump_rumble(&mut self, mut send: impl FnMut(u16, u16, u16)) {
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for (idx, entry) in self.pads.iter_mut() {
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let packed = entry.rumble.load(Ordering::Relaxed);
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if packed != entry.last_emitted {
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entry.last_emitted = packed;
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let large = ((packed >> 8) & 0xff) as u16;
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let small = (packed & 0xff) as u16;
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send(*idx as u16, large * 257, small * 257);
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}
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}
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}
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}
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@@ -214,10 +214,10 @@ impl InputInjector for SendInputInjector {
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let scan = (sc_ex & 0xff) as u16;
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let mut flags = KEYEVENTF_SCANCODE;
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if extended {
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flags = flags | KEYEVENTF_EXTENDEDKEY;
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flags |= KEYEVENTF_EXTENDEDKEY;
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}
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if !down {
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flags = flags | KEYEVENTF_KEYUP;
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flags |= KEYEVENTF_KEYUP;
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}
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let ki = KEYBDINPUT {
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wVk: VIRTUAL_KEY(0),
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