A game's DualSense output report bundles rumble + lightbar + player-LEDs
+ adaptive-triggers into one report, so a pad that is merely rumbling
re-sends its unchanged lightbar / LED / trigger state on every output
report. The managers already dedup rumble, but forwarded every rich
`HidOutput` event verbatim — flooding the 0xCD feedback plane to the
client during continuous rumble.
Add a shared `HidoutDedup` (dualsense_proto, used by both the Linux UHID
and Windows UMDF managers) that forwards Led/PlayerLeds/Trigger only on a
value change (per side for the two triggers) and always forwards one-shot
TrackpadHaptic pulses — mirroring the rumble dedup two lines above and the
DS4 backend's lightbar dedup. Reset per pad on create/unplug.
Verified on Linux .21 (clippy -D warnings clean, new HidoutDedup unit
test + full suite green); Windows .173 with the rest of Phase 3.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
All seven virtual-pad managers (Linux uinput/uhid: gamepad, dualsense,
dualshock4, steam_controller; Windows XUSB/UMDF: gamepad, dualsense,
dualshock4) carried an identical copy-pasted `broken: bool` latch that
was set on the FIRST pad-creation error and never cleared — so a single
transient failure (a startup race on /dev/uinput, a momentary EBUSY, the
Windows companion driver not yet ready) permanently disabled EVERY
controller for the rest of the session, even after the cause cleared.
Extract that latch into one shared, unit-tested `PadGate`
(inject/pad_gate.rs) with the fix baked in: capped exponential backoff
(1s doubling to 30s) instead of a permanent kill. After a failure,
creation is blocked only until the backoff elapses — so the manager no
longer re-attempts (and re-logs) on every one of the 60–240 input
frames/sec — then a single retry is allowed; a success resets the
backoff. A genuinely broken setup therefore self-heals within one
backoff window of the fix (udev reload / driver install / next client
connect) with no host restart. The gate is manager-wide, matching the
old flag's semantics (these failures are systemic, not per-slot).
This folds G3 (broken latch) into G12 (dedup the manager skeleton): the
latch now lives in one place across all seven backends.
Verified on the Linux host build (.21): cargo clippy -D warnings clean,
full punktfunk-host suite 277 passed / 0 failed, 4 new PadGate tests
green. Windows managers verified separately on the x64 box.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A Deck client asking for 'steamdeck' on a Windows host resolved to Xbox360,
whose apply_rich is a no-op — gyro and both trackpads silently discarded.
Windows already ships a full DualSense backend (UMDF driver, touchpad +
motion, wire units 1:1), so pick_gamepad now folds SteamDeck -> DualSense
there.
The three near-identical DualSense-family appliers (Linux UHID, Windows
DualSense, Windows DS4) are hoisted into one shared
dualsense_proto::DsState::apply_rich, with two mapping upgrades for Steam
dual-pad clients everywhere:
* the Deck's two pads SPLIT the single DualSense touchpad — left pad ->
contact 0 on the left half, right pad -> contact 1 on the right half —
mirroring the physical thumb layout and the split-pad zones games and
Steam Input already use (the left pad was previously dropped outright)
* TouchpadEx pad clicks now press the touchpad-click button (persisted
in DsState::touch_click, OR-ed in by both serializers; previously
dropped by every DualSense-family backend, Linux included)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Keep the rich Steam inputs from silently dropping when the resolved backend
isn't the virtual hid-steam device, and fix a cross-device motion-scale bug.
- inject/proto/steam_remap.rs (new, pure + unit-tested):
* motion_wire_to_deck — the wire carries DualSense-convention units (20 LSB/
deg.s gyro, 10000 LSB/g accel — what every client capture emits), but the
Deck's hid-steam report wants 16 LSB/deg.s + 16384 LSB/g. The Deck backend
now rescales (gyro x16/20, accel x16384/10000): a real Deck<->Deck gyro/
accel correctness fix (the DualSense/DS4 backends consume the wire 1:1).
* fold_paddles + RemapConfig (PUNKTFUNK_STEAM_REMAP=paddles=drop|stickclicks|
shoulders, default drop) — the DualSense + DS4 managers fold a client's back
grips onto standard buttons rather than dropping them (those pads have no
back-button HID slot; the uinput Xbox pad already exposes them as Elite
paddles BTN_TRIGGER_HAPPY5-8).
- resolve_gamepad: a runtime degrade ladder — a UHID backend (DualSense / DS4 /
Steam Deck) on a host where /dev/uhid isn't writable now falls back to the
uinput Xbox 360 pad instead of a dead controller (the device-create would
just fail). Separate from pick_gamepad's compile-time platform check, so the
existing pick_gamepad tests are untouched.
- Delete the throwaway M0/M1 spike (src/bin/steam_uhid_spike.rs) — M2's
#[ignore]d backend test subsumes its validation, and removing it frees
steam_proto to reference steam_remap cleanly.
On-box backend test still green; workspace clippy/fmt/test green (incl. the new
steam_remap tests). Deferred as optional RemapConfig growth: gyro->mouse /
trackpad->stick synthesis on an Xbox target (no slot — documented drop today).
Not pushed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Carry the rich Steam Controller / Steam Deck inputs end-to-end on the wire —
strictly additive + forward-compatible (unknown kinds/bits drop on old peers).
Core (punktfunk-core):
- input.rs: BTN_PADDLE1..4 + BTN_MISC1 in Moonlight's buttonFlags2<<16 namespace
(so the GameStream paddle path and native grips share one host injector map;
Steam L4/L5/R4/R5 reuse the four Xbox-Elite paddle slots).
- quic.rs: RichInput::TouchpadEx (kind 0x03 — surface 0/1/2, touch+click, signed
coords, pressure; the second trackpad the single Touchpad can't express) and
HidOutput::TrackpadHaptic (kind 0x04 — the SC voice-coil pulse). Round-tripped.
- abi.rs: PUNKTFUNK_GAMEPAD_STEAMDECK=6 / _STEAMCONTROLLER=5, the paddle bits,
RICH_TOUCHPAD_EX / HIDOUT_TRACKPAD_HAPTIC constants. from_hid packs
TrackpadHaptic into the existing which + effect[0..6] — the legacy structs do
NOT grow (guarded by new size_of==20/19 asserts); GamepadPref lockstep +
paddle-bit lockstep asserts extended. include/punktfunk_core.h regenerated.
Host (punktfunk-host):
- steam_proto::from_gamepad maps the wire paddles -> the four Deck grips + QAM;
apply_rich routes TouchpadEx left/right -> the matching pad.
- every DualSense/DS4 manager (Linux + Windows) gained a TouchpadEx arm
(surface 0/2 -> its one touchpad; surface 1 ignored) so the variant compiles
everywhere and a Steam client streaming to a DS host keeps its right pad.
- the xpad BUTTON_MAP finally consumes the GameStream paddle bits
(BTN_TRIGGER_HAPPY5-8) — Sunshine/Moonlight paddle clients were silently
no-op'd before (design §5.6).
- Android feedback: drop TrackpadHaptic (no coils; rumble rides 0xCA).
Validated on-box: the ignored backend test now drives the full wire path —
from_gamepad (BTN_A + the L4 grip) + apply_rich (a left-pad TouchpadEx) reach the
evdev as BTN_A + ABS_HAT0X=-8000. Wire round-trips + paddle/TouchpadEx mapping
unit-tested. Workspace clippy/fmt/test green. Not pushed.
Deferred to M4: the C-ABI PunktfunkRichInputEx + send_rich_input2 (only the
Apple/embedder *send* path needs it; the host decodes TouchpadEx today).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Move 36 platform-specific files into per-module `windows/` and `linux/` subfolders (and the
shared HID codecs into `inject/proto/`):
capture/{windows,linux}/ encode/{windows,linux}/ inject/{windows,linux,proto}/
audio/{windows,linux}/ vdisplay/{windows,linux}/
src/windows/ (service, wgc_helper, win_adapter, win_display)
src/linux/ (dmabuf_fence, drm_sync, zerocopy/)
Done with `#[path]`, NOT a module rename: every file moves into its folder while the
`crate::*::*` module names stay FLAT, so all caller paths and every internal `super::`/`crate::`
reference are unchanged — only the parent `mod` decls gained `#[path = "..."]`. This is the
codebase's existing pattern (inject's gamepad_windows) and makes the move byte-identical in
behaviour with ZERO reference churn, far lower risk than collapsing to a single
`crate::capture::windows::` namespace (that deeper rename is an optional follow-on; this delivers
the cfg-sprawl folder confinement the stage is about). Done LAST, after the semantic stages, so
the path churn didn't fight them.
Verified: Linux cargo check + clippy (-D warnings) clean; my mod-decl changes fmt-clean (the 3
remaining fmt diffs are pre-existing local-rustfmt-version skew that moved with their files); all
36 `#[path]` targets exist; no internal `#[path]`/`include!`/file-child-mod in any moved file
(the inline `mod X {` blocks are self-contained). Box build to follow.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>