Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
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8abdd74a62 |
@@ -285,6 +285,21 @@ fn set_valve_hidapi(enabled: bool) {
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sdl3::hint::set("SDL_JOYSTICK_HIDAPI_STEAM", v);
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}
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/// Disable the Valve HIDAPI drivers **before SDL exists** — call this alongside the other
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/// pre-`SDL_Init` hints, not after a subsystem is up.
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///
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/// The damage these drivers do happens at *enumeration*, which is part of initialising the
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/// joystick/gamepad subsystem. Setting the hint afterwards does detach the driver, but only after
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/// it has already sent the Deck its `ID_CLEAR_DIGITAL_MAPPINGS` + `TRACKPAD_NONE` — so the
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/// built-in trackpad-mouse dies system-wide and stays dead until the firmware watchdog restores
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/// lizard mode seconds later. The threaded worker ([`run`]) has always done this in the right
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/// order; the caller-pumped path could not, because by the time it receives a
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/// [`sdl3::GamepadSubsystem`] the enumeration has already happened. Hence a separate entry point
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/// its callers can put in the right place.
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pub fn preinit_disable_valve_hidapi() {
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set_valve_hidapi(false);
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}
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/// Map the SDL-reported controller type to the virtual pad we'd ask the host to create.
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fn pref_for_type(t: sdl3::gamepad::GamepadType) -> GamepadPref {
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use sdl3::gamepad::GamepadType as T;
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@@ -393,9 +408,12 @@ impl GamepadService {
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/// and calls [`GamepadPump::tick`] once per loop iteration (the threaded worker's
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/// per-wakeup work: ctl drain, chord-hold check, menu repeat, feedback).
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///
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/// Like the threaded worker, this disables the Valve HIDAPI drivers up front (their
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/// mere enumeration kills the Deck's trackpad-mouse system-wide); they are enabled
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/// for the duration of an attached session only.
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/// The Valve HIDAPI drivers are held off here too, but this is **too late to be the only
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/// place it happens**: the `subsystem` argument means enumeration is already done, and that
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/// is when the Deck driver kills the trackpad-mouse. The caller must also call
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/// [`preinit_disable_valve_hidapi`] with its other pre-`SDL_Init` hints. This call still
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/// earns its place — it re-asserts "off" for a process that ran a session earlier — but on
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/// its own it only detaches a driver that has already done the damage.
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pub fn pumped(subsystem: sdl3::GamepadSubsystem) -> (GamepadService, GamepadPump) {
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set_valve_hidapi(false);
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let pads = Arc::new(Mutex::new(Vec::new()));
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@@ -556,6 +574,38 @@ impl GamepadPump {
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self.worker.menu_poll();
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self.worker.render_feedback();
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}
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/// Close every forwarded slot — flush its held wire state, tell the host to remove the pad,
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/// and physically silence it. Call once on the way out of the caller's event loop.
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///
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/// [`GamepadService::detach`] only *posts* `Ctl::Detach`; the close — the flush, the host-side
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/// `GamepadRemove`, and the explicit `set_rumble(0, 0)` backstop in `close_slot_at` — happens
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/// when the pump next drains it. An exit path that detached and then left the loop without
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/// another [`tick`](Self::tick) therefore skipped all of it, and nothing else would: the slots
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/// hold no `Drop` that silences them. A pad left mid-buzz stayed buzzing.
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///
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/// This closes the slots directly rather than draining the queued `Ctl::Detach` that would
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/// have done it. Same physical outcome by a shorter path, and deliberately so: this also runs
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/// from `Drop`, and `drain_ctl` reaches `Mutex::lock().unwrap()`, which on a poisoned lock
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/// would panic — during an unwind that aborts the process. Closing a slot touches no lock.
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///
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/// Idempotent, and safe with nothing attached.
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pub fn shutdown(&mut self) {
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self.worker.close_all_slots();
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}
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}
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/// The silence backstop of last resort. A caller's loop can also leave by `?` on a fatal overlay
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/// or present error — several paths do — and those would skip an explicit
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/// [`shutdown`](GamepadPump::shutdown) entirely, leaving a forwarded pad buzzing on the way out.
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///
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/// Callers should still call `shutdown` at their normal exit rather than lean on this: the pad
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/// wants to go quiet *before* a long teardown (session join, `vkDeviceWaitIdle`), not after it.
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/// Doing both is free — `shutdown` is idempotent.
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impl Drop for GamepadPump {
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fn drop(&mut self) {
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self.shutdown();
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}
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}
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/// The lowest wire pad index (0..[`MAX_PADS`](punktfunk_core::input::MAX_PADS)) not already held
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@@ -1626,6 +1676,11 @@ impl Worker {
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HidOutput::PlayerLeds { bits, .. } if is_ds => {
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let _ = slot.pad.send_effect(&Ds5Feedback::player_packet(bits));
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}
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// Every other pad with player LEDs gets them through SDL, which owns the
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// per-device pattern. This used to fall through and do nothing at all.
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HidOutput::PlayerLeds { bits, .. } => {
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let _ = set_player_leds(&slot.pad, bits);
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}
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HidOutput::Trigger {
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which, ref effect, ..
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} if is_ds => {
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@@ -1633,12 +1688,43 @@ impl Worker {
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.pad
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.send_effect(&Ds5Feedback::trigger_packet(which, effect));
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}
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_ => {}
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// Deliberately unhandled, listed rather than left to a bare `_` so a new
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// variant cannot join them silently: adaptive triggers exist only on a
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// DualSense, and the trackpad-haptic / raw-passthrough planes are DS-specific
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// and carried by `send_effect` above when the pad is one.
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HidOutput::Trigger { .. }
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| HidOutput::TrackpadHaptic { .. }
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| HidOutput::HidRaw { .. } => {}
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}
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}
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}
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}
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/// The SDL player index for the wire's positional player-LED `bits`, or `None` for "no player".
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///
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/// The wire carries a bitmask — one bit per LED, low 5 — while SDL wants a player *index* and owns
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/// the per-device pattern. The count bridges them: every convention that reaches this wire spells
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/// "player N" as N lit LEDs, both the DualSense patterns (`0x04`, `0x0A`, `0x15`, `0x1B`, `0x1F`)
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/// and the Switch/XInput run of low bits (`0x01`, `0x03`, `0x07`, `0x0F`). SDL's index is 0-based,
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/// so player 1 is index 0; no lit LED means *no* player rather than player 0.
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///
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/// Split out from [`set_player_leds`] so the mapping is testable — an `sdl3::Gamepad` needs a real
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/// device, so nothing that takes one can be.
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fn player_index_from_bits(bits: u8) -> Option<u16> {
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match (bits & 0x1F).count_ones() {
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0 => None,
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n => Some((n - 1) as u16),
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}
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}
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/// Drive a non-DualSense pad's player LEDs from the wire's positional `bits`.
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fn set_player_leds(pad: &sdl3::gamepad::Gamepad, bits: u8) -> Result<(), sdl3::Error> {
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match player_index_from_bits(bits) {
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None => pad.unset_player_index(),
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Some(i) => pad.set_player_index(i),
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}
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}
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/// The wire pad index a [`HidOutput`] is addressed to (every variant carries `pad`).
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fn hidout_pad(h: &HidOutput) -> u8 {
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match h {
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@@ -2008,3 +2094,43 @@ mod slot_tests {
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);
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}
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}
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#[cfg(test)]
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mod player_led_tests {
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use super::*;
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/// Both conventions that reach this wire spell "player N" as N lit LEDs, so the count is the
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/// player number regardless of WHICH bits a given pad lights. Pinned because the mapping is
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/// otherwise only obvious once you have seen both patterns side by side.
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#[test]
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fn player_index_counts_lit_leds_for_both_conventions() {
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// DualSense / hid-playstation patterns — non-contiguous, symmetric about the centre LED.
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assert_eq!(player_index_from_bits(0x04), Some(0)); // player 1
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assert_eq!(player_index_from_bits(0x0A), Some(1)); // player 2
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assert_eq!(player_index_from_bits(0x15), Some(2)); // player 3
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assert_eq!(player_index_from_bits(0x1B), Some(3)); // player 4
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assert_eq!(player_index_from_bits(0x1F), Some(4)); // player 5
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// Switch/XInput style — a contiguous run of low bits, the same count each time.
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assert_eq!(player_index_from_bits(0x01), Some(0));
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assert_eq!(player_index_from_bits(0x03), Some(1));
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assert_eq!(player_index_from_bits(0x07), Some(2));
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assert_eq!(player_index_from_bits(0x0F), Some(3));
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}
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/// No lit LED is "no player", NOT player 0 — the difference between LEDs off and player 1 lit.
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#[test]
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fn no_lit_led_is_no_player() {
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assert_eq!(player_index_from_bits(0x00), None);
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// Only the low 5 bits are player LEDs; junk above them must not invent a player.
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assert_eq!(player_index_from_bits(0xE0), None);
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}
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/// The mask is applied before counting, so out-of-range bits cannot inflate the index past
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/// the 5 real LEDs.
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#[test]
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fn high_bits_are_masked_off_before_counting() {
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assert_eq!(player_index_from_bits(0xFF), Some(4)); // 0x1F worth of LEDs, not 8
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assert_eq!(player_index_from_bits(0xE4), Some(0)); // 0x04 with junk on top
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}
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}
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@@ -466,6 +466,13 @@ fn run_inner(mut opts: SessionOpts, mut mode: ModeCtl) -> Result<Option<Outcome>
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#[cfg(windows)]
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crate::win32::set_app_user_model_id();
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sdl3::hint::set("SDL_JOYSTICK_THREAD", "1");
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// Hold SDL's Valve HIDAPI drivers off BEFORE SDL_Init: the Deck driver clears the pad's
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// digital mappings at *enumeration*, which is part of bringing the gamepad subsystem up, so a
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// hint set after `sdl.gamepad()` — where this used to live, inside GamepadService::pumped —
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// only detached a driver that had already killed the built-in trackpad-mouse system-wide. The
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// symptom was the Deck losing its trackpad cursor at the start of every session until the
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// firmware watchdog restored lizard mode. They are still enabled for an attached session.
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pf_client_core::gamepad::preinit_disable_valve_hidapi();
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// A touchscreen (the Deck's glass) is forwarded as REAL touch passthrough below — so
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// suppress SDL's default synthesis of mouse events from touch. Left on, every touch
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// ALSO warps a synthetic mouse to the touch point, which under the stream's relative
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@@ -1895,6 +1902,13 @@ fn run_inner(mut opts: SessionOpts, mut mode: ModeCtl) -> Result<Option<Outcome>
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}
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};
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// Every exit from the loop above converges here, which is why the gamepad teardown belongs
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// here and not on the individual `break`s. `gamepad.detach()` only queues the detach; the
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// close — flush, host-side GamepadRemove, and the explicit rumble-stop backstop — runs when
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// the pump drains it. Single mode broke out of the loop immediately after detaching and
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// Event::Quit never detached at all, so both left forwarded pads unflushed and, if the game
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// was rumbling at the time, still buzzing.
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pump.shutdown();
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// Join the pump BEFORE the device-wide idle: its decode submissions on the shared
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// device would race vkDeviceWaitIdle otherwise.
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if let Some(st) = stream.take() {
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@@ -36,22 +36,6 @@ pub const LEGACY_STALE_MS: u64 = 1000;
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/// engine's staleness zero lands at 1 s; this is the hardware-level net under an engine stall).
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const BACKSTOP_LEGACY_MS: u32 = 2000;
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/// The longest lease the engine honours, whatever the envelope claims — the receiver-side mirror of
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/// the host's own `RUMBLE_TTL_CEIL_MS`.
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///
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/// No host built from this tree can exceed it (the `PUNKTFUNK_RUMBLE_TTL_MS` hatch is clamped to
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/// `[150, 5000]` before it reaches the wire), so this is defence in depth against a third-party or
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/// modified sender that stamps a long TTL and then wedges its renewal pump while the connection
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/// stays up. It matters on exactly the platforms that sustain a level for the whole lease: Apple,
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/// whose renderer deliberately keeps no staleness policy of its own, and a Deck slot, whose
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/// keepalive re-kicks the actuator until the lease ends. Duration-parameterized embedders (SDL,
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/// Android) already self-terminate at the clamped backstop.
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///
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/// Deliberately NOT `pub`: an embedder has no use for it, and every `pub` const in this crate is
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/// emitted into `include/punktfunk_core.h` as an UNPREFIXED `#define` — a collision hazard the
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/// header already has ~170 instances of, and one this has no reason to add to.
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const MAX_LEASE_MS: u16 = 5_000;
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/// One effective actuator command. `(0, 0)` means stop now. `backstop_ms` is a safety-net
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/// duration for platform APIs that take one (SDL rumble, Android one-shots): the engine emits
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/// explicit zeros at every policy stop, so the backstop only matters if the embedder thread itself
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@@ -91,11 +75,8 @@ struct PadState {
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/// A wire update landed since the last emit (level change OR renewal — renewals re-emit).
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dirty: bool,
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next_keepalive: Option<Instant>,
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/// The exact value last handed to an embedder. `(0, 0)` ⇔ the engine believes this actuator is
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/// silent. It replaces a free-running jitter phase because one field answers all three live
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/// questions: would re-sending this be a no-op device write (the dedupe nudge), is a stop
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/// redundant, and would the nudge synthesize the reserved stop.
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last_emit: (u16, u16),
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/// Current jitter phase (see [`ActuatorQuirks::dedup_jitter`]).
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jitter: bool,
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quirks: ActuatorQuirks,
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}
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@@ -107,7 +88,7 @@ impl PadState {
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legacy_wire: None,
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dirty: false,
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next_keepalive: None,
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last_emit: (0, 0),
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jitter: false,
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quirks: ActuatorQuirks {
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keepalive_ms: 0,
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min_pulse_ms: 0,
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@@ -131,7 +112,6 @@ impl PadState {
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self.legacy_wire = None;
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self.next_keepalive = None;
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self.dirty = false;
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self.last_emit = (0, 0);
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RumbleCommand {
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pad,
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low: 0,
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@@ -139,40 +119,6 @@ impl PadState {
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backstop_ms: 0,
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}
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}
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/// Build the command for the pad's current level, and record what we handed out.
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///
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/// On a `dedup_jitter` actuator, re-emitting the value the device last took is a no-op write on
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/// an SDL-class layer, so the low motor's LSB is nudged. Keying that on `last_emit` rather than
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/// on a free-running phase is what makes it work on EVERY emit path. Previously the nudge lived
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/// only in the keepalive branch, so a host renewal — which arrives every `ttl*3/10` ms, 120 ms
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/// at the 400 ms default and 60 ms at the hatch floor — re-emitted the raw level, collided with
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/// the last jittered write, was swallowed, AND re-anchored the keepalive. That stretched the
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/// gap between *distinct* device writes to 80 ms at the default cadence and 100 ms at the
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/// floor, on an actuator whose quirk declares 40.
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///
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/// The nudge is refused when it would synthesize the reserved `(0, 0)` stop. That is level
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/// `(1, 0)` and only that: `high` must already be 0, and `low ^ 1 == 0` implies `low == 1`.
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/// There the LSB steps up instead, so the phase still alternates (1 ↔ 3, two parts in 65535)
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/// and the pad never receives a stop the policy did not order.
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fn emit(&mut self, pad: u16) -> RumbleCommand {
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let (mut low, high) = self.level;
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if self.quirks.dedup_jitter && (low, high) == self.last_emit {
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let alt = low ^ 1;
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low = if (alt, high) == (0, 0) {
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low | 0b10
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} else {
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alt
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};
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}
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self.last_emit = (low, high);
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RumbleCommand {
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pad,
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low,
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high,
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backstop_ms: self.backstop(),
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}
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}
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}
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/// The pure per-connection policy state machine. Time is always passed in (`now`) so the policy
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@@ -210,8 +156,6 @@ impl RumbleEngine {
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p.dirty = true;
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match ttl_ms {
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Some(t) => {
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// Never honour a lease longer than [`MAX_LEASE_MS`], whatever the sender claims.
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let t = t.min(MAX_LEASE_MS);
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p.ttl_ms = t;
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p.legacy_wire = None;
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p.deadline = if (low, high) != (0, 0) {
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@@ -270,25 +214,22 @@ impl RumbleEngine {
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if p.dirty {
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p.dirty = false;
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if p.level == (0, 0) {
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// Relay a stop only if the actuator is, as far as the engine knows, still
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// buzzing. A zero on an already-silent pad heals nothing and costs every
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// embedder a command — Android an unconditional log line plus a binder
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// `cancel()`. Two senders produce them: the host's deliberate
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// `RUMBLE_STOP_BURST` re-sends after the first stop already landed, and (behind
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// `PUNKTFUNK_RUMBLE_ENVELOPE=0`) the legacy flat 500 ms refresh, which re-sends
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// zeros for every latched pad for the rest of the session. The burst still
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// heals the case it exists for: a LOST first stop leaves the pad buzzing, so
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// `last_emit != (0, 0)` and the re-send does emit.
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if p.last_emit != (0, 0) {
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return (Some(p.silence(pad)), None);
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}
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continue;
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return (Some(p.silence(pad)), None);
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}
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if p.quirks.keepalive_ms > 0 {
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p.next_keepalive =
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Some(now + Duration::from_millis(p.quirks.keepalive_ms as u64));
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}
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return (Some(p.emit(pad)), None);
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let (low, high) = p.level;
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return (
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Some(RumbleCommand {
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pad,
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low,
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high,
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backstop_ms: p.backstop(),
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}),
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None,
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||||
);
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}
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// 4) actuator-decay keepalive, bounded by (1)/(2) above by construction: an expired
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// or stale pad was silenced before reaching here, so a keepalive can never sustain a
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@@ -298,7 +239,20 @@ impl RumbleEngine {
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let due = *p.next_keepalive.get_or_insert(now + ka);
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if now >= due {
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p.next_keepalive = Some(now + ka);
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return (Some(p.emit(pad)), None);
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let (mut low, high) = p.level;
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if p.quirks.dedup_jitter {
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p.jitter = !p.jitter;
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low ^= p.jitter as u16;
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}
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return (
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Some(RumbleCommand {
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pad,
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low,
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||||
high,
|
||||
backstop_ms: p.backstop(),
|
||||
}),
|
||||
None,
|
||||
);
|
||||
}
|
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merge_wake(&mut wake, due);
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||||
}
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@@ -403,22 +357,6 @@ pub(crate) struct Closed;
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||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
/// The Steam Deck's declared quirks — the only shipping actuator with `dedup_jitter`.
|
||||
const DECK: ActuatorQuirks = ActuatorQuirks {
|
||||
keepalive_ms: 40,
|
||||
min_pulse_ms: 0,
|
||||
dedup_jitter: true,
|
||||
};
|
||||
|
||||
/// Drain the engine the way an embedder does: poll until nothing is due.
|
||||
fn drain(e: &mut RumbleEngine, t: Instant) -> Vec<(u16, u16)> {
|
||||
let mut out = Vec::new();
|
||||
while let (Some(c), _) = e.poll(t) {
|
||||
out.push((c.low, c.high));
|
||||
}
|
||||
out
|
||||
}
|
||||
|
||||
fn ms(v: u64) -> Duration {
|
||||
Duration::from_millis(v)
|
||||
}
|
||||
@@ -589,133 +527,4 @@ mod tests {
|
||||
);
|
||||
assert_eq!(shared.next_command(ms(10)), Err(Closed));
|
||||
}
|
||||
|
||||
/// A host renewal must not repeat the value the device last took, or an SDL-class layer
|
||||
/// swallows the write. Before the jitter moved onto every emit path it lived only in the
|
||||
/// keepalive branch, so each renewal collided with the last jittered write and was deduped.
|
||||
#[test]
|
||||
fn renewal_keeps_the_dedupe_jitter_alternating() {
|
||||
let mut e = RumbleEngine::new();
|
||||
e.set_quirks(0, DECK);
|
||||
let t0 = Instant::now();
|
||||
e.wire_update(t0, 0, 100, 200, Some(400));
|
||||
assert_eq!(drain(&mut e, t0), vec![(100, 200)]);
|
||||
assert_eq!(drain(&mut e, t0 + ms(40)), vec![(101, 200)]);
|
||||
assert_eq!(drain(&mut e, t0 + ms(80)), vec![(100, 200)]);
|
||||
// The renewal at the 120 ms default cadence: same level, must still be a distinct write.
|
||||
e.wire_update(t0 + ms(120), 0, 100, 200, Some(400));
|
||||
assert_eq!(drain(&mut e, t0 + ms(120)), vec![(101, 200)]);
|
||||
assert_eq!(drain(&mut e, t0 + ms(160)), vec![(100, 200)]);
|
||||
}
|
||||
|
||||
/// Phase-robust version of the same property, at the TTL hatch's 60 ms renewal floor: no two
|
||||
/// consecutive DISTINCT device writes may be further apart than the declared 40 ms cadence.
|
||||
#[test]
|
||||
fn renewal_never_gaps_distinct_writes_at_the_60ms_floor() {
|
||||
let mut e = RumbleEngine::new();
|
||||
e.set_quirks(0, DECK);
|
||||
let t0 = Instant::now();
|
||||
let (mut last, mut last_write, mut worst) = ((0u16, 0u16), 0u64, 0u64);
|
||||
for tick in 0..=360u64 {
|
||||
let t = t0 + ms(tick);
|
||||
if tick % 60 == 0 {
|
||||
e.wire_update(t, 0, 100, 200, Some(400));
|
||||
}
|
||||
for v in drain(&mut e, t) {
|
||||
assert_ne!(v, (0, 0), "a live lease must never emit the stop sentinel");
|
||||
if v != last {
|
||||
worst = worst.max(tick - last_write);
|
||||
last_write = tick;
|
||||
last = v;
|
||||
}
|
||||
}
|
||||
}
|
||||
assert!(
|
||||
worst <= 41,
|
||||
"worst distinct-write gap {worst} ms exceeds the 40 ms declared cadence"
|
||||
);
|
||||
}
|
||||
|
||||
/// The nudge must stay behind `dedup_jitter`: an off-by-one amplitude on a default-quirks pad
|
||||
/// would land in Apple's identical-target comparison and Android's one-shot amplitudes.
|
||||
#[test]
|
||||
fn default_quirks_pads_get_the_level_verbatim_on_every_renewal() {
|
||||
let mut e = RumbleEngine::new(); // Apple / Android / plain SDL
|
||||
let t0 = Instant::now();
|
||||
e.wire_update(t0, 0, 100, 200, Some(400));
|
||||
assert_eq!(e.poll(t0).0, Some(cmd(0, 100, 200, 800)));
|
||||
e.wire_update(t0 + ms(120), 0, 100, 200, Some(400));
|
||||
assert_eq!(e.poll(t0 + ms(120)).0, Some(cmd(0, 100, 200, 800)));
|
||||
}
|
||||
|
||||
/// Level `(1, 0)` is the one value whose LSB flip is the reserved stop. The nudge steps up
|
||||
/// instead, so the phase still alternates and no stop is invented under a live lease.
|
||||
#[test]
|
||||
fn jitter_never_synthesizes_the_stop_sentinel() {
|
||||
let mut e = RumbleEngine::new();
|
||||
e.set_quirks(0, DECK);
|
||||
let t0 = Instant::now();
|
||||
e.wire_update(t0, 0, 1, 0, Some(400));
|
||||
assert_eq!(e.poll(t0).0, Some(cmd(0, 1, 0, 800)));
|
||||
assert_eq!(e.poll(t0 + ms(40)).0, Some(cmd(0, 3, 0, 800)));
|
||||
assert_eq!(e.poll(t0 + ms(80)).0, Some(cmd(0, 1, 0, 800)));
|
||||
}
|
||||
|
||||
/// A zero for a pad the engine already believes is silent is dropped: it heals nothing and
|
||||
/// costs every embedder a command. The deliberate stop-burst heal is unaffected, because a
|
||||
/// LOST stop leaves the pad buzzing and the re-send therefore does emit.
|
||||
#[test]
|
||||
fn a_redundant_stop_is_dropped_but_the_burst_still_heals_a_lost_one() {
|
||||
let mut e = RumbleEngine::new();
|
||||
let t0 = Instant::now();
|
||||
e.wire_update(t0, 0, 100, 200, Some(400));
|
||||
assert_eq!(drain(&mut e, t0), vec![(100, 200)]);
|
||||
// First stop reaches the embedder…
|
||||
e.wire_update(t0 + ms(10), 0, 0, 0, Some(0));
|
||||
assert_eq!(drain(&mut e, t0 + ms(10)), vec![(0, 0)]);
|
||||
// …and the burst re-sends behind it are now silent.
|
||||
e.wire_update(t0 + ms(20), 0, 0, 0, Some(0));
|
||||
e.wire_update(t0 + ms(30), 0, 0, 0, Some(0));
|
||||
assert_eq!(drain(&mut e, t0 + ms(30)), Vec::new());
|
||||
|
||||
// But if the pad is buzzing (the stop that mattered was lost), a re-send still emits.
|
||||
e.wire_update(t0 + ms(40), 0, 100, 200, Some(400));
|
||||
assert_eq!(drain(&mut e, t0 + ms(40)), vec![(100, 200)]);
|
||||
e.wire_update(t0 + ms(50), 0, 0, 0, Some(0));
|
||||
assert_eq!(drain(&mut e, t0 + ms(50)), vec![(0, 0)]);
|
||||
}
|
||||
|
||||
/// The client bounds the host's lease. `RUMBLE_TTL_CEIL_MS` is sender-side only, so a modified
|
||||
/// or third-party host could otherwise stamp a huge TTL and wedge its pump, leaving Apple and
|
||||
/// the Deck buzzing for the whole of it.
|
||||
#[test]
|
||||
fn an_overlong_lease_is_clamped_to_the_ceiling() {
|
||||
let mut e = RumbleEngine::new();
|
||||
let t0 = Instant::now();
|
||||
e.wire_update(t0, 0, 100, 200, Some(u16::MAX));
|
||||
assert_eq!(e.poll(t0).0, Some(cmd(0, 100, 200, 5000)));
|
||||
// Silenced at the ceiling, not at the 65 s the sender asked for.
|
||||
assert!(e.poll(t0 + ms(MAX_LEASE_MS as u64 - 1)).0.is_none());
|
||||
assert_eq!(
|
||||
e.poll(t0 + ms(MAX_LEASE_MS as u64)).0,
|
||||
Some(cmd(0, 0, 0, 0)),
|
||||
"the lease must end at the ceiling"
|
||||
);
|
||||
}
|
||||
|
||||
/// A v2 envelope carrying `ttl_ms == 0` on a LIVE level. The audit suspected the zero would be
|
||||
/// mistaken for the legacy sentinel in `backstop()`; it cannot, because the expiry check
|
||||
/// preempts the relay branch — the pad silences on the same poll and never reaches a backstop.
|
||||
/// Pinned so that ordering stays load-bearing rather than incidental.
|
||||
#[test]
|
||||
fn a_zero_ttl_envelope_silences_rather_than_taking_the_legacy_backstop() {
|
||||
let mut e = RumbleEngine::new();
|
||||
let t0 = Instant::now();
|
||||
e.wire_update(t0, 0, 100, 200, Some(0));
|
||||
assert_eq!(
|
||||
e.poll(t0).0,
|
||||
Some(cmd(0, 0, 0, 0)),
|
||||
"a zero-length lease must expire immediately, not emit with a legacy backstop"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user