01d10f46eab773af1d45db5b88fcc06de7b65658
3 Commits
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73c911cae4 |
feat(rumble): host-authoritative self-terminating envelopes (0xCA v2)
Rumble was level-triggered, unbounded state on a lossy channel: a non-zero level meant "buzz until further notice", healed only by the host re-sending state every 500 ms, and every client guessed when the host had died with its own magic timeout (SDL 1.5 s, Apple 1.6 s, Android up to 60 s). A lost stop, a reordered start, or a dead host could drone the motor for seconds. Make "stuck rumble" inexpressible on the wire. The 0xCA datagram grows a length-tolerant tail — [u8 seq][u16 ttl_ms] — so it self-terminates: the host authorizes a level for at most ttl_ms and renews it (~120 ms) while it holds, letting an abandoned one lapse client-side. seq is a per-pad wrapping reorder gate (reusing GamepadSnapshot::seq_newer) so a reordered stale start can't re-light a stopped motor. Decoders read the first 7 bytes as a plain level and ignore the tail, so no wire-version bump: an old client renders a new host's levels, and a new client falls back to its prior staleness heuristic against an old host (ttl = None). All four generation pairings render correctly. - core: encode_rumble_datagram_v2 / decode_rumble_envelope (datagram.rs); the client demux applies the seq gate then forwards (pad, low, high, Option<ttl>); next_rumble is unchanged (drops ttl), next_rumble_ttl keeps it; ABI adds punktfunk_connection_next_rumble2 + PUNKTFUNK_RUMBLE_NO_TTL, ABI_VERSION 4->5 (WIRE_VERSION unchanged — the tail is backward-compatible). - host (punktfunk1.rs): the flat 500 ms refresh becomes a renewal loop that bumps seq + stamps a fresh TTL on active pads and drains a short post-stop zero burst, then goes quiet. Hatches: PUNKTFUNK_RUMBLE_ENVELOPE=0 (legacy v1 + flat refresh, a bisect switch), PUNKTFUNK_RUMBLE_TTL_MS (clamped [150, 5000]). - renderers honor the TTL as their playback duration/deadline and keep their old heuristic only for a legacy (ttl=None) update: pf-client-core (the Deck haptic keep-alive is now deadline-bounded so it can't sustain a host-stopped rumble), clients/windows (SDL duration), android (JNI packs the lease out-of-band in bit 48 so any u16 ttl is unambiguous; Kotlin createOneShot(ttl)), apple (RumbleRenderer.envelopeDeadline + nextRumble2; sessionStaleSeconds demoted to the legacy fallback). - tests: codec round-trip + tail tolerance + seq-gate reorder (Rust); the probe asserts the v2 tail arrived under PUNKTFUNK_TEST_FEEDBACK; the Apple loopback asserts ttlMs round-trips end to end; RumbleTuning lease-decision cases. The host-side idle-timeout from the previous commit is defense in depth on the game side; this is the guarantee on the client side. Design: punktfunk-planning/design/rumble-envelope-plan.md. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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1b9d81928e |
feat(apple/gamepad): rewrite rumble renderer — bounded divergence + iOS 27 plain-player fix
Ground-up RumbleRenderer rewrite around one principle: rumble is idempotent state on a lossy channel, and the actuator's divergence from it must be bounded, not best-effort. The old renderer rebuilt an infinite-duration CHHapticAdvancedPatternPlayer per 0xCA datagram via an async stop; one stop lost inside CoreHaptics left an unstoppable player buzzing forever (the "entered the menu and rumble never stopped" bug). - Finite 4 s segments, never infinite events — a leaked player self-silences; steady levels re-arm seamlessly ON the engine timeline (no stop/start race) - GamepadFeedback drains the rumble plane DRY per cycle, newest-wins (was one datagram per 8 ms through a 16-deep drop-newest queue = lag + shed stops) - Host 500 ms state refreshes dedupe to a liveness stamp; zero applies immediately; nonzero ramps throttle to one rebake/25 ms per motor - Throwing player stop escalates to engine.stop() (kills leaked players); 1.6 s staleness watchdog (Policy.session) force-silences on a dead channel; the test panel holds levels via Policy.manual - Plain makePlayer, NEVER makeAdvancedPlayer: gamecontrollerd's controller haptics server advertises `adv players: 0`, and iOS 27 beta 2 hard-drops advanced loads with an XPC decode fault (-4811/4097, rumble silently dead). Live-verified on an iOS 27 beta 2 iPhone: DualSense rumble works - Split-handle engines fall back to one combined .default engine on repeated failure; renderer publishes health transitions and the test panel shows them (a refused system service no longer reads as silent app breakage) - Per-motor sharpness on split handles (0.3 heavy / 0.7 light); macOS DualSense raw-HID path gains a ~1 s keepalive re-write while nonzero - RumbleTuningTests pin the scheduling math, tuning relations, and a queue/ticker teardown smoke test Stuck-rumble streaming repro revalidation on glass still pending. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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34fe896ade |
feat(apple): gamepad UI v2 — controller settings + add host, aurora, macOS
Sources reorganized (client: Home/Session/Settings/Stores/Support/Trust; kit: Audio/Connection/Gamepad/Input/Support/Video/Views) with the big files split along the same seams. The gamepad mode is couch-complete, and now on macOS too (the living-room Mac case), not just iOS/iPadOS: - GamepadSettingsView: a console-style, fully controller-navigable settings screen (X from the launcher) — up/down moves focus, left/right steps values (clamped, boundary thud), A cycles/toggles, B closes; the focused row shows a one-line description. Backed by GamepadMenuList, the vertical sibling of GamepadCarousel, and SettingsOptions — the option lists hoisted out of SettingsView statics and shared by the touch, tvOS and gamepad settings. - GamepadAddHostView + GamepadKeyboard: register a host end to end with a pad — field rows open an on-screen controller keyboard (dpad grid, A types, X backspaces, B done); the launcher carousel ends in an Add Host tile, so the dead-end "add one with touch first" empty state is gone. - Launcher polish: contextual hint bar with the pad's real button glyphs, controller name + battery chip, one shared console chrome. - GamepadScreenBackground: an animated aurora (TimelineView-driven drifting blobs in the brand's violet family, breathing radii, slow hue shift, legibility scrim; freezes under Reduce Motion). Pure SwiftUI on purpose — a .metal library only bundles reliably in one of the two build systems (SPM vs the xcodeproj's synced folders) these sources compile under. - macOS port: settings/add-host/library present as sized sheets (a macOS sheet takes its content's IDEAL size, and the GeometryReader-driven screens collapsed to nothing), NSScreen-based mode lists, scroll indicators .never (the "always show scroll bars" setting overrides .hidden), tray scrims so scrolled rows dim under the pinned title/hints, extra title clearance, and a PUNKTFUNK_FORCE_GAMEPAD_UI=1 dev hook — launcher/settings/add-host/keyboard/ library render-verified live on a real Mac + LAN hosts. - GamepadMenuInput: X button support, and (re)start now snapshots held buttons so a controller handoff press never fires twice (the B that closed the keyboard no longer also cancels the screen underneath). - Cleanups: one "Connection failed" alert in ContentView instead of one per home screen; HostDiscovery.advertises/unsaved shared by both home screens. - host: can_encode_444 stub for the non-Linux/Windows host build (the macOS synthetic-source loopback used by the Swift tests). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |