RumbleTuning.leaseSeconds returns TimeInterval? (nil for the no-lease sentinel);
XCTAssertEqual(_, _, accuracy:) needs a non-optional Double. Coalesce with .nan
so a nil (which must not happen for a real ttl) still fails the assertion.
Test-only — the production Swift built clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>