871ebb31ceed5630693c0e5a71a3063c140382fd
3 Commits
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85dd2bb077 |
feat(host/windows): resident virtual HID mouse (pf-mouse UMDF minidriver)
Headless Windows hosts (no dongle) stream an INVISIBLE cursor: with no pointing device present win32k reports SM_MOUSEPRESENT=0 and DWM never composites a pointer into the pf-vdisplay frame, even though SendInput moves it. Keep ONE virtual HID mouse devnode alive for the host's lifetime — the Sunshine/Parsec-class fix, zero client changes. - pf-mouse: UMDF2 HID minidriver, one fixed identity (PF:MO 5046:4D4F, obviously virtual, nothing fingerprints it), one 8-byte input report (5 buttons + absolute 15-bit X/Y + wheel + AC-pan). Transport is the sealed pad channel verbatim (Global\pfmouse-boot-0 mailbox + unnamed MouseShm DATA section) so pf-umdf-util's audited layer serves it unchanged; report delivery is event-driven (idle = no HID traffic). - host: inject::mouse_windows — VirtualMouse (SwDeviceCreate'd devnode + channel), ensure_resident() keeper thread started by every InjectorService (process-wide, PUNKTFUNK_NO_VIRTUAL_MOUSE opts out), vmouse-spike on-glass validation (cursor sweep via HID reports). - proto: mouse module (magic, boot-name, identity, report layout, unit-tested input_report packing). - SwDeviceProfile grows container_tag so the mouse's ContainerId family (PFMO) never groups with a pad's (PFDS) in the Devices UI. - packaging: pf-mouse rides the gamepad-driver build + install pipeline (build-gamepad-drivers.ps1, windows-drivers.yml, driver install --gamepad picks up every staged .inf). On-glass validated on winbox: devnode + HID child bind, SM_MOUSEPRESENT=1 with no physical mouse, cursor sweeps via HID reports (vmouse-spike). This work was implemented in a parallel session; committed here as the build prerequisite for the HID compose kick that follows. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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47587827ec |
refactor(host/W6.0): hoist GamepadEvent/GamepadFrame to punktfunk_core::input
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First de-coupling for the host crate carve (plan §W6.0 / §2.4): the GameStream (Moonlight-plane) decoded controller types were defined in gamestream/gamepad.rs — the "junk drawer" — yet consumed 18× by the platform-neutral input injectors AND by the Moonlight decode path. Once inject becomes pf-inject, reaching them via crate::gamestream would be an illegal upward edge. Move the two types to core::input (below both planes; inject already depends on core) and repoint every consumer. Also consolidate the duplicated MAX_PADS onto the existing core::input::MAX_PADS. The gamestream BTN_* const aliases stay for now (separate follow-up); decode()/rumble/tests remain in the Moonlight plane, now importing the types from core. Verified: Linux (home-worker-5) clippy -p punktfunk-core -p punktfunk-host --all-targets -D warnings + gamepad tests green; Windows (192.168.1.158) clippy -p punktfunk-host --features nvenc,amf-qsv --all-targets green (the inject/windows/* consumers compile). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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4ffa2665ac |
refactor(host): extract src/devtest.rs — the standalone dev/test subcommands
Per plan §W5 (main-cli, 'devtest.rs land first'): move the inline-bodied dev/test subcommand handlers out of main.rs's match into src/devtest.rs — input_test (Linux libei/wlr injection smoke test + its non-Linux stub) and the virtual-gamepad exercisers dualsense_test/switchpro_test (Linux UHID) and deck_windows_spike/ dualsense_windows_test (Windows UMDF + Steam Deck devnode spike). main.rs's arms become one-line forwards; main.rs drops 1004→667 lines. The thin arms that already forward to subsystem modules (zerocopy/capture selftests, probes) stay put — that is their correct layer. Pure code-move (bodies verbatim; crate-local refs qualified with crate::; one doc reword to dodge clippy doc_lazy_continuation now that an arm comment became a /// doc). Verified clippy 0/0 on BOTH Linux (home-worker-5, nvenc,vulkan-encode,pyrowave) and Windows (.173, nvenc,amf-qsv — covers the cfg(windows) handlers). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |