fix(host/windows): force off a game-abandoned rumble on the UMDF virtual pads
The DualSense / DualSense Edge / DualShock 4 / Switch Pro / Steam Deck backends
all run through UhidManager, whose pump() forwarded rumble only on a level
CHANGE and had no idle watchdog. A game that latches a one-shot rumble (a
Stardew axe hit, a DS3 hit) and then stops writing output reports left
last_rumble non-zero; native.rs re-sends the latched level every ~120 ms with a
fresh TTL and the Apple RumbleRenderer refreshes its envelope on every renewal,
so the controller vibrated continuously until a later event happened to write a
report the host parsed as a stop. The XUSB path already guards against this
(RUMBLE_IDLE_TIMEOUT force-off, 19e9828e); that guard was never ported here, so
every UMDF pad regressed for game-abandoned rumble once clients began
negotiating first-class virtual DualSense/DS4/etc. on Windows.
Port the guard into UhidManager::pump, keyed on game ACTIVITY (a fresh output
report, even at an unchanged level) so a rumble the game keeps asserting is
never cut — only an abandoned residual. The activity signal rides a new
PadFeedback.game_drove: Option<bool>; the Windows backends set it from a fresh
out_seq (via a `fresh` flag on DsFeedback/Ds4Feedback; the Deck uses is_some()).
Linux backends leave it None (untracked → always-active → the force-off never
fires there), so their behaviour is unchanged. +2 deterministic unit tests.
Verified: cargo check -p punktfunk-host --tests green on both Windows (.173) and
Linux (home-worker-5); the 10 inject::uhid_manager tests pass on Linux.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -21,6 +21,12 @@ pub struct PadFeedback {
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/// `(low, high)` motor levels (0..=0xFF00), if the pass saw a rumble report.
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pub rumble: Option<(u16, u16)>,
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pub hidout: Vec<HidOutput>,
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/// Whether the game drove this pad's output channel this poll — a fresh output report landed,
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/// regardless of whether it changed the rumble level. Drives the abandoned-rumble force-off in
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/// [`UhidManager::pump`] (the same game-ACTIVITY signal the XUSB path keys on). `None` means the
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/// backend does not track activity (every Linux backend): treated as always-active, so the
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/// force-off never fires there and Linux behaviour is unchanged.
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pub game_drove: Option<bool>,
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}
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/// The per-controller half of a stateful virtual-pad backend — everything [`UhidManager`] cannot
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@@ -82,8 +88,22 @@ pub struct UhidManager<B: PadProto> {
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hidout_dedup: Vec<HidoutDedup>,
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/// When each pad last wrote an input report — drives [`heartbeat`](Self::heartbeat).
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last_write: Vec<Instant>,
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/// When the game last drove each pad (a backend that reports `game_drove` saw a fresh output
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/// report). A non-zero `last_rumble` older than [`RUMBLE_IDLE_TIMEOUT`] against this is a
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/// residual the game abandoned — see [`pump`](Self::pump).
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last_active: Vec<Instant>,
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}
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/// How long a latched, non-zero rumble may sit without the game driving the pad before it is forced
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/// off. DualSense/DS4/Deck motors are level-triggered — they run until an output report sets them to
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/// zero — so a game that latches a rumble and then stops writing output reports (a residual left at a
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/// menu / loading screen, or a plain forgotten stop) would otherwise drone to the client forever: the
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/// resend loop in `native.rs` renews the latched level every ~120 ms and the client's envelope never
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/// expires. This mirrors the XUSB path's identical guard, and is likewise keyed on game ACTIVITY (any
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/// fresh output report, even one that does not change the level), so a rumble the game keeps asserting
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/// is never cut — only an abandoned residual. Kept above SDL's ~2 s internal rumble resend.
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const RUMBLE_IDLE_TIMEOUT: Duration = Duration::from_millis(2500);
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impl<B: PadProto + Default> UhidManager<B> {
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pub fn new() -> UhidManager<B> {
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UhidManager::with_backend(B::default())
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@@ -106,6 +126,7 @@ impl<B: PadProto> UhidManager<B> {
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last_rumble: vec![(0, 0); MAX_PADS],
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hidout_dedup: vec![HidoutDedup::default(); MAX_PADS],
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last_write: vec![Instant::now(); MAX_PADS],
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last_active: vec![Instant::now(); MAX_PADS],
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}
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}
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@@ -185,16 +206,32 @@ impl<B: PadProto> UhidManager<B> {
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mut rumble: impl FnMut(u16, u16, u16),
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mut hidout: impl FnMut(HidOutput),
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) {
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let now = Instant::now();
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for i in 0..MAX_PADS {
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let Some(pad) = self.slots.get_mut(i) else {
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continue;
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};
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let fb = self.backend.service(pad, i as u8);
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// Refresh the game-activity clock when the game drove the pad this poll (a fresh output
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// report, even at an unchanged level). `None` = a backend that does not track activity
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// (Linux): treated as always-active, so the force-off below never fires there.
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if fb.game_drove != Some(false) {
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self.last_active[i] = now;
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}
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if let Some(r) = fb.rumble {
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if self.last_rumble[i] != r {
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self.last_rumble[i] = r;
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rumble(i as u16, r.0, r.1);
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}
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} else if self.last_rumble[i] != (0, 0)
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&& now.duration_since(self.last_active[i]) >= RUMBLE_IDLE_TIMEOUT
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{
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// A non-zero rumble is latched but the game has not driven the pad for
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// RUMBLE_IDLE_TIMEOUT — a residual it forgot to stop. Force it off (and forward the
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// zero) so `native.rs`'s resend loop stops droning it to the client. Mirrors the
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// XUSB path's guard; see RUMBLE_IDLE_TIMEOUT.
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self.last_rumble[i] = (0, 0);
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rumble(i as u16, 0, 0);
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}
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for h in fb.hidout {
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// Skip rich feedback that repeats the last-forwarded value (a game's output report
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@@ -231,6 +268,7 @@ impl<B: PadProto> UhidManager<B> {
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self.last_rumble[idx] = (0, 0);
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self.hidout_dedup[idx].clear();
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self.last_write[idx] = Instant::now();
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self.last_active[idx] = Instant::now();
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}
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}
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@@ -402,6 +440,7 @@ mod tests {
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let rumble = |r| PadFeedback {
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rumble: Some(r),
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hidout: Vec::new(),
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game_drove: Some(true),
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};
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*m.backend.feedback.borrow_mut() = vec![rumble((100, 0)), rumble((100, 0)), rumble((7, 7))];
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assert_eq!(collect(&mut m), vec![(0, 100, 0)]); // first value forwards
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@@ -414,6 +453,69 @@ mod tests {
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assert_eq!(collect(&mut m), vec![(0, 7, 7)]);
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}
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#[test]
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fn abandoned_rumble_is_forced_off_after_idle_timeout() {
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let mut m = mgr();
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m.handle(&frame(0, 0b1, 0));
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let collect = |m: &mut UhidManager<MockProto>| {
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let out = RefCell::new(Vec::new());
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m.pump(|i, lo, hi| out.borrow_mut().push((i, lo, hi)), |_| {});
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out.into_inner()
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};
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// The game latches a non-zero rumble (a fresh report drove the pad).
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*m.backend.feedback.borrow_mut() = vec![PadFeedback {
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rumble: Some((200, 0)),
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hidout: Vec::new(),
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game_drove: Some(true),
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}];
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assert_eq!(collect(&mut m), vec![(0, 200, 0)]);
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// The game stops driving the pad (no fresh output report) but never sent a stop. Before the
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// idle window elapses, nothing is forwarded — the latched level is left asserting.
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let idle = || PadFeedback {
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rumble: None,
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hidout: Vec::new(),
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game_drove: Some(false),
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};
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*m.backend.feedback.borrow_mut() = vec![idle()];
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assert_eq!(collect(&mut m), vec![]);
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// Simulate the game having abandoned the pad past the timeout: the residual is forced off
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// exactly once, then stays off (no repeated zero spam).
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m.last_active[0] = Instant::now() - (RUMBLE_IDLE_TIMEOUT + Duration::from_millis(50));
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*m.backend.feedback.borrow_mut() = vec![idle(), idle()];
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assert_eq!(collect(&mut m), vec![(0, 0, 0)]); // forced off
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assert_eq!(collect(&mut m), vec![]); // already zero — no repeat
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}
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#[test]
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fn asserted_rumble_survives_idle_timeout_while_game_drives() {
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let mut m = mgr();
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m.handle(&frame(0, 0b1, 0));
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let collect = |m: &mut UhidManager<MockProto>| {
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let out = RefCell::new(Vec::new());
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m.pump(|i, lo, hi| out.borrow_mut().push((i, lo, hi)), |_| {});
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out.into_inner()
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};
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*m.backend.feedback.borrow_mut() = vec![PadFeedback {
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rumble: Some((200, 0)),
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hidout: Vec::new(),
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game_drove: Some(true),
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}];
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assert_eq!(collect(&mut m), vec![(0, 200, 0)]);
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// Even with a stale clock, a poll where the game drove the pad (fresh report, unchanged
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// level → rumble None but game_drove Some(true)) refreshes activity, so the held rumble is
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// NOT cut.
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m.last_active[0] = Instant::now() - (RUMBLE_IDLE_TIMEOUT + Duration::from_millis(50));
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*m.backend.feedback.borrow_mut() = vec![PadFeedback {
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rumble: None,
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hidout: Vec::new(),
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game_drove: Some(true),
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}];
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assert_eq!(collect(&mut m), vec![]);
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}
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#[test]
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fn hidout_dedup_drops_exact_repeats() {
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let mut m = mgr();
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@@ -427,6 +529,7 @@ mod tests {
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*m.backend.feedback.borrow_mut() = vec![PadFeedback {
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rumble: None,
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hidout: vec![led(10), led(10), led(20)],
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game_drove: Some(true),
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}];
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let out = RefCell::new(0u32);
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m.pump(
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