fix(client-linux): Deck raw-pad capture — clear Steam's SDL device filter, honest degradation warning

The Deck's built-in controller can never leave Steam Input ("Steam Controller"
is always-required in the shortcut's matrix; Disable Steam Input only affects
other controller brands), so the raw 28DE:1205 device is the only path to the
trackpads/paddles/gyro. Steam hides it from SDL by launching shortcuts with
SDL_GAMECONTROLLER_IGNORE_DEVICES naming every physical pad it virtualized —
clear it (and _EXCEPT) at startup while single-threaded, logging what Steam set
as field evidence. The post-attach warning now states the real condition (raw
pad never enumerated; sticks + buttons still work) instead of advising a
Steam Input toggle that doesn't exist for the built-in controller.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-04 10:06:48 +00:00
parent 959ec30003
commit f2cf65ef33
2 changed files with 33 additions and 12 deletions
+17
View File
@@ -116,6 +116,23 @@ pub fn run() -> glib::ExitCode {
tracing_subscriber::EnvFilter::try_from_default_env().unwrap_or_else(|_| "info".into()),
)
.init();
// Steam launches its shortcuts with SDL_GAMECONTROLLER_IGNORE_DEVICES naming every
// physical pad Steam Input has virtualized — SDL then hides the real device so games
// only see the virtual X360 pad. Right for games, wrong for us: capturing the Deck's
// built-in controller (trackpads/paddles/gyro, 28DE:1205) needs SDL's HIDAPI driver
// to enumerate the REAL device, and the built-in pad can never leave Steam Input
// ("Steam Controller" is always-required), so this filter is the only off switch we
// get. Clear it while still single-threaded (the gamepad worker starts with the UI);
// we dedupe the virtual pad ourselves (`gamepad.rs` `active_id` skips steam_virtual).
for var in [
"SDL_GAMECONTROLLER_IGNORE_DEVICES",
"SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT",
] {
if let Ok(v) = std::env::var(var) {
tracing::info!(var, value = %v, "clearing Steam's SDL device filter");
std::env::remove_var(var);
}
}
// Headless pairing path (no GTK window): `--pair <PIN> --connect host[:port] [--name N]`.
// Used by the Decky plugin (a GTK dialog can't pop under gamescope) and for scripting.
if let Some(pin) = crate::cli::arg_value("--pair") {