Commit Graph

8 Commits

Author SHA1 Message Date
enricobuehler 4f40fa3cb7 feat(host/steam): M6 — Steam-pad conflict gate (hardware-validated)
Don't present a virtual Steam (28DE) pad on a host that already has a physical
Steam controller — the host's own Steam Input would then manage two Decks and
confuse player assignment.

- physical_steam_controller_present(): scans /sys/bus/hid/devices for a 28DE HID
  device on a real (non-/virtual/) path.
- degrade_steam_on_conflict() in resolve_gamepad: a resolved SteamDeck /
  SteamController with a physical Steam controller attached degrades to DualSense
  (then the M5 uhid ladder); PUNKTFUNK_STEAM_FORCE=1 overrides (e.g. a remote-only
  box with no competing Steam Input).

Validated on real hardware (a SteamOS Steam Deck @ .253 + a Bazzite host @ .41,
both running Steam):
- Conflict confirmed: the Deck-as-host already has its physical 28DE:1205 AND
  Steam's 28DE:11FF XInput output pad live; a 2nd virtual 28DE = two Decks.
- Bind robustness: the virtual Deck binds hid-steam on a SECOND kernel (Bazzite
  6.17.7, vs the dev box 7.0) and the kernel accepted our serial (the M1 fix).
- Criterion-4 (running-Steam recognition) PARTIAL: a userspace consumer (Steam/
  SDL) engaged the virtual Deck (opened the hidraw, ran the lizard-disable +
  settings sequence the kernel's Deck path skips) but emitted NO 28DE:11FF XInput
  pad on the desktop — so Steam recognizes it enough to manage lizard mode but did
  not promote it to a managed XInput controller (likely needs a Big-Picture/game
  context, or a richer device; the 0x83/0xA1 attribute probes never fired, so it
  wasn't a probe-reject either).
- The heuristic itself checks TRUE on the Deck, FALSE on Bazzite.

Workspace clippy/fmt/test green. Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 486a292845 feat(host/steam): M5 — fallback remap, motion rescale, degrade ladder
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>
2026-06-29 19:17:37 +00:00
enricobuehler d8c254281e feat(steam): M4 complete — C-ABI send path, Decky UX, Apple/Android parity
Finish the client side of the Steam Controller / Steam Deck pipeline.

- C-ABI (core abi.rs): PunktfunkRichInputEx — a size-prefixed superset of
  PunktfunkRichInput that can express the second trackpad (surface), a distinct
  click vs touch, signed coords + pressure — plus
  punktfunk_connection_send_rich_input2 (the struct_size ABI-skew-guard
  precedent). The only way a C client (Apple/embedders) can emit a TouchpadEx;
  the legacy struct + send_rich_input stay byte-for-byte. punktfunk_core.h
  regenerated.

- Decky (clients/decky): a "Steam Deck" gamepad type in Settings + an unmissable
  Disable-Steam-Input instruction shown when it's selected (in Game Mode Steam
  Input holds 0x1205, so the SDL HIDAPI Steam driver can't open the Deck's
  controls until the user disables Steam Input for the shortcut). Plus a
  best-effort, feature-detected disableSteamInputForShortcut() in launchStream —
  never blocks/throws; the manual toggle is the documented source of truth.

- Apple parity (PunktfunkConnection.swift): GamepadType.steamController/steamDeck
  (wire 5/6) + name parsing, so the resolved type round-trips. Capture is blocked
  (GameController never surfaces a 0x28DE HID device).

- Android parity (Gamepad.kt): PREF_STEAMCONTROLLER/STEAMDECK + the Valve 0x28DE
  PIDs in prefFor(). Rich-input capture stays out of scope (no rich-input plane
  yet) — standard buttons/sticks resolve to the host's Steam Deck pad.

Rust workspace clippy/fmt/test green; Decky src/ typechecks clean (only a
pre-existing @decky/api dep resolution error remains); Swift/Kotlin compile on
their CI. The full pipeline is now BUILT; what remains is validation that needs
hardware we don't have (a running Steam on the host, a live Deck client, the
Moonlight paddle regression). Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler ae71e4628d feat(clients/steam): M4 — desktop SDL clients capture the rich Steam inputs
The Linux + Windows native clients (clients/{linux,windows}/src/gamepad.rs) now
capture and send the Steam Controller / Steam Deck rich inputs, so a real Deck
(off Steam Input) or a Steam Controller on a desktop client drives the host's
virtual hid-steam pad end-to-end:

- Set SDL's HIDAPI Steam hints (SDL_JOYSTICK_HIDAPI_STEAMDECK / _STEAM) before
  init so SDL opens Valve devices directly (paddles + both trackpads + gyro as
  first-class SDL gamepad inputs).
- Detect the Deck/SC by VID/PID (0x28DE + 0x1205 / 0x1102 / 0x1142) ->
  GamepadPref::SteamDeck (there is no SDL gamepad type for it), so the host
  builds the virtual Deck with the right identity.
- Map the SDL paddle + Misc1 buttons -> BTN_PADDLE1..4 / BTN_MISC1 (a free win
  for Xbox Elite paddles too).
- Route a SECOND touchpad -> RichInput::TouchpadEx (SDL touchpad 0 = left ->
  surface 1, 1 = right -> surface 2, signed coords); a single touchpad keeps the
  legacy Touchpad. New forward_touch() helper centralizes the choice.
- Track held touchpad contacts per (surface, finger) and lift them on pad
  switch/detach so a contact held at that moment can't stick.
- Sensor (gyro/accel) capture was already generic across pad types.

Linux client builds + clippy clean; the Windows client is a near-verbatim
mirror (windows CI compiles it). On a Deck in Game Mode, Steam Input still holds
the device — the user disables Steam Input for the client (the Decky UX, next);
on a desktop client (or a Deck with Steam Input off) the hints just work.

Remaining M4: Decky Disable-Steam-Input UX, Apple/Android parity, and the C-ABI
PunktfunkRichInputEx + send_rich_input2 (Apple/embedder send path). Not pushed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 01c55aed38 feat(proto/steam): M3 — rich Steam wire (back buttons + 2nd trackpad)
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>
2026-06-29 19:17:37 +00:00
enricobuehler 95308d352b feat(host/steam): M2 — virtual Steam Deck as a wired PadBackend (Linux)
Make the virtual hid-steam device a selectable per-session host gamepad,
end-to-end on Linux: PUNKTFUNK_GAMEPAD=steamdeck now builds a
SteamControllerManager that creates a /dev/uhid 28DE:1205 Deck, enters
gamepad_mode, and feeds the byte-exact Deck report (M1).

- inject/linux/steam_controller.rs: SteamControllerManager / SteamDeckPad,
  mirroring dualsense.rs (open/create2, GET/SET_REPORT pump, heartbeat, RAII
  destroy). Two Steam-specific quirks beyond the DualSense path:
    * gamepad_mode entry — best-effort `lizard_mode=0` via sysfs, plus a b9.6
      creation pulse (MODE_ENTER) so steam_do_deck_input_event stops
      early-returning, plus an anti-toggle guard (MENU_HOLD_CAP) so a long
      in-game Start-hold can't flip gamepad_mode back off.
    * UHID_SET_REPORT answered err=0 (DualSense omits it; the kernel stalls
      ~5s/cmd otherwise); the 0xEB rumble report parsed onto the 0xCA plane.
- core config.rs: GamepadPref::SteamDeck (wire byte 6) + SteamController
  (byte 5, reserved — folds to Xbox360 until its backend lands); from_u8 /
  from_name / as_str. Forward-compatible (unknown byte -> Auto); the C-ABI
  PUNKTFUNK_GAMEPAD_* constants stay M3, so no generated-header drift.
- punktfunk1.rs: PadBackend::SteamDeck variant + select / handle / apply_rich
  / pump / heartbeat arms; pick_gamepad Linux arm.

On-box: an #[ignore]d backend test (backend_binds_and_input_flows) drives the
real SteamDeckPad — it binds hid-steam (gamepad + IMU evdevs), enters gamepad
mode, BTN_A reaches the evdev, and the device tears down on drop. Workspace
clippy/fmt/test green. Not pushed. Next: M3 (protocol/ABI wire) + M4 (client
capture).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 9ff7d41bfe feat(host/steam): M1 — byte-exact Deck input serializer, on-box validated
Flesh out inject/proto/steam_proto.rs into the full Steam Deck HID contract,
transcribed verbatim from the kernel steam_do_deck_input_event /
steam_do_deck_sensors_event and validated field-for-field against kernel 7.0:

- SteamState: the u64 button map (bytes 8..16), sticks/triggers/trackpads/IMU
  stored as raw little-endian report values; serialize_deck_state is a pure,
  byte-exact memcpy into the 64-byte unnumbered frame.
- from_gamepad (XInput frame -> Deck buttons/sticks/triggers) + apply_rich
  (RichInput touchpad -> right pad, motion -> IMU).
- parse_steam_output: the 0xEB ID_TRIGGER_RUMBLE_CMD feedback -> (low, high)
  for the universal rumble plane.
- serial_reply fixed: prepend the report-id-0 byte the kernel strips
  (steam_recv_report does memcpy(data, buf+1, ...)); M0's reply lacked it, so
  the kernel fell back to the "XXXXXXXXXX" serial.
- SteamModel (Deck now; classic Controller later), command/feature IDs.

The spike is repurposed as the M1 validator: it pulses the b9.6 mode-switch to
enter gamepad_mode (steam_do_deck_input_event early-returns under the default
lizard_mode otherwise), then holds a known test pattern. Reading both evdevs via
EVIOCGABS/EVIOCGKEY, every field matched: ABS_X/Y/RX/RY (incl. the kernel
Y-negation), both triggers, the touched right-pad HAT1X/Y, the IMU accel/gyro
(with ABS_Z/RZ negations), and the 6 expected buttons incl. the L4/R5 grips.

5 unit tests + workspace clippy/fmt/test green. Next: M2 (SteamControllerManager
UHID backend + PadBackend wiring). Not pushed — pipeline not yet shippable.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00
enricobuehler 2b47d8cc28 feat(host/steam): M0 — virtual hid-steam UHID device binds + parses (Linux)
Greenfield virtual Steam Deck controller, the Steam analogue of the shipped
virtual DualSense. Proves the kernel hid-steam driver binds a /dev/uhid
28DE:1205 device, registers it as a real Steam Deck, and parses our input
reports — the go/no-go gate for the full Steam Controller/Deck pipeline.

- inject/proto/steam_proto.rs: keeper module — the vendor HID descriptor (one
  feature report, the sole thing steam_is_valve_interface() checks), the
  command/feature IDs, serialize_deck_state, and the serial GET_REPORT reply.
  Unit-tested.
- src/bin/steam_uhid_spike.rs: throwaway M0 spike (Linux-only) — opens
  /dev/uhid, creates the device, services the handshake including
  UHID_SET_REPORT (which the DualSense backend omits and which hid-steam
  stalls ~5s/cmd without), and heartbeats a neutral report.
- design/steam-controller-deck-support.md: full design + M0–M7 plan; the two
  walls (Steam Input capture ownership; virtual-Steam recognition) and the
  fidelity ceiling. Status: M0 GREEN.

On-box (headless Ubuntu 26.04, kernel 7.0, no Steam): journalctl -k shows
hid-steam binding the device (rebind off hid-generic), "Steam Controller
connected", and the kernel creating BOTH a "Steam Deck" gamepad evdev and a
"Steam Deck Motion Sensors" IMU evdev (INPUT_PROP_ACCELEROMETER). A
layout-agnostic mash-probe drove 23 distinct BTN_* codes through
hid-steam -> evdev, proving the input-report parse path. M1 line-checks the
exact per-bit report layout against the lab kernel.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-29 19:17:37 +00:00