fix(rumble): accept the v2 vibration valid-flag; bound stale buzz to 1.5 s
Two hardenings against runaway vibration (one Deck session buzzed on a ~2 s cadence): the DualSense output-report parse now also treats valid_flag2 COMPATIBLE_VIBRATION2 (data[39] BIT2) as rumble-carrying — a writer hardcoding the ≥2.24-firmware convention previously had its rumble INCLUDING stops silently ignored, and a missed stop re-sends stale nonzero state forever via the host's 500 ms refresh. And the client's SDL rumble duration drops 5 s → 1.5 s: long enough that a couple of lost 500 ms refreshes don't gap genuine rumble, short enough that stale state dies on its own. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -1227,8 +1227,11 @@ impl Worker {
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/// Drain and render the feedback planes — rumble plus HID output (lightbar /
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/// player LEDs / adaptive triggers) — on the active pad; this thread is their single
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/// consumer. The host re-sends rumble state periodically, so a generous duration with
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/// refresh-on-update is safe — a dropped stop heals within ~500 ms.
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/// consumer. The host re-sends rumble state every ~500 ms, so the SDL duration only
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/// needs to outlive a couple of refresh periods: long enough that one or two lost
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/// refreshes don't gap a genuine long rumble, short enough that a stale nonzero state
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/// (a stop lost host-side, a session torn down mid-buzz) dies on its own instead of
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/// droning for seconds.
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fn render_feedback(&mut self) {
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let Some(connector) = self.attached.clone() else {
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return;
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@@ -1240,7 +1243,7 @@ impl Worker {
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// the right HIDAPI mode, etc.) reads exactly like "rumble doesn't work". The
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// host logs the send side on 0xCA, so the two together pinpoint host-game vs
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// client-render.
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if let Err(e) = p.set_rumble(low, high, 5_000) {
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if let Err(e) = p.set_rumble(low, high, 1_500) {
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tracing::warn!(low, high, error = %e, "rumble: SDL set_rumble failed");
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} else {
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tracing::debug!(low, high, "rumble: rendered");
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