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enricobuehler dbc12dedcc Merge pull request 'fix(client/ios): a click wins the pointer back after Escape drops it' (#34) from worktree-ipad-click-relock into main
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Reviewed-on: #34
2026-08-04 16:20:47 +00:00
enricobuehler 6f54fcdd2d fix(client/ios): a click wins the pointer back after Escape drops it
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Pressing Escape mid-stream on an iPad leaves the capture in a state it
could never leave: iPadOS releases the pointer lock by itself, a bare
Escape deliberately never clears `captured` (it is a game key), and the
re-lock burst added with the Escape-drop fix is the only thing that ever
asks for the lock back. That burst fires in the 0.6 s immediately after
the platform's own "let me out" gesture — precisely when it is least
likely to be granted — and once its budget is spent nothing re-asks:
`setCaptured` is the only other requester, and `captured` never went
false. The capture then spends the rest of its life on the absolute
pointer path, which is why the field report reads the way it does —
clicks still land exactly where you aim, because absolute positions keep
forwarding, but the game receives no relative deltas and camera look is
dead for the rest of the session.

Make the click the second stage of the recovery. A click into the video
while captured-but-unlocked now re-anchors the lock chain and re-asks,
which is the request the platform actually wants: a genuine user
gesture rather than an app grabbing the pointer straight back.

Asked on the button UP, so the click has fully forwarded on one
transport first — asking on the DOWN can flip `gcMouseForwarding`
mid-click and strand the release on the GCMouse path. Gated on
`pointerLockWasEngaged`, exactly as the drop path is, so a scene that
never qualifies (Stage Manager, Split View) is never bursted at, and on
no burst already being in flight, since a pending burst mutes absolute
motion and re-arming one per click would freeze the cursor between
clicks of a menu the user is still aiming around.

Worst case is now today's behaviour rather than a permanent one: a
refused burst settles, and the next click tries again.

Typechecked for arm64-apple-ios17.0 (PunktfunkKit builds clean). NOT yet
verified on glass — the premise that a click-driven re-request is
honoured is exactly what the previous fix got wrong.
2026-08-04 18:07:07 +02:00
5 changed files with 47 additions and 168 deletions
@@ -21,12 +21,8 @@ import os
private let log = Logger(subsystem: "io.unom.punktfunk", category: "gamepad")
/// Opens one connected Sony DualSense and forwards motor rumble to it over raw HID.
///
/// A caller that owns a particular pad passes the location id it wants (see
/// `open(preferringLocationID:)`); the renderer takes that from the `GCController` it is bound to,
/// so with two DualSenses attached each renderer drives its own device. Without a preference the
/// lowest location id wins an arbitrary but *stable* choice, where `Set.first` was neither.
/// Opens the first connected Sony DualSense and forwards motor rumble to it over raw HID.
/// Single-pad model (we forward exactly one controller), so the first match is the right one.
final class DualSenseHID {
private let manager: IOHIDManager
private var device: IOHIDDevice?
@@ -47,57 +43,9 @@ final class DualSenseHID {
deinit { close() }
/// The IOKit location id of the device this instance opened the handle a caller correlates
/// with its `GCController`. `nil` until a successful `open`.
private(set) var locationID: UInt32?
/// A device's location id, or `nil` if IOKit does not report one.
static func locationID(of dev: IOHIDDevice) -> UInt32? {
IOHIDDeviceGetProperty(dev, kIOHIDLocationIDKey as CFString) as? UInt32
}
/// Every connected DualSense/Edge, by location id what a caller pairs against its controllers.
static func attachedLocationIDs() -> [UInt32] {
let mgr = IOHIDManagerCreate(kCFAllocatorDefault, IOOptionBits(kIOHIDOptionsTypeNone))
let matches = productIDs.map { pid in
[kIOHIDVendorIDKey: vendorSony, kIOHIDProductIDKey: pid] as CFDictionary
}
IOHIDManagerSetDeviceMatchingMultiple(mgr, matches as CFArray)
guard IOHIDManagerOpen(mgr, IOOptionBits(kIOHIDOptionsTypeNone)) == kIOReturnSuccess else {
return []
}
defer { IOHIDManagerClose(mgr, IOOptionBits(kIOHIDOptionsTypeNone)) }
let devices = IOHIDManagerCopyDevices(mgr) as? Set<IOHIDDevice> ?? []
return devices.compactMap(locationID(of:)).sorted()
}
/// Which attached device to drive, as an index into `ids` the whole selection rule, pure so
/// it can be tested without an `IOHIDDevice` (which cannot be constructed).
///
/// `IOHIDManagerCopyDevices` returns an unordered `Set`, so the previous `Set.first` was not
/// merely arbitrary it can differ between two calls in one process. With two DualSenses that
/// made each renderer's paddevice binding a coin flip: both could land on the same device
/// (one pad's rumble coming out of the other, and the two per-instance write dedupes fighting
/// over it) or split by luck. An explicit location id makes the binding deterministic; the
/// lowest-id fallback at least makes it stable. `nil` ids sort last so a device IOKit cannot
/// place never displaces one it can.
static func preferredIndex(among ids: [UInt32?], preferring wanted: UInt32?) -> Int? {
if let wanted, let hit = ids.firstIndex(where: { $0 == wanted }) { return hit }
return ids.indices.min { (ids[$0] ?? .max) < (ids[$1] ?? .max) }
}
/// Pick the device to drive from everything attached (see [`preferredIndex`]).
static func pick(_ devices: Set<IOHIDDevice>, preferring wanted: UInt32?) -> IOHIDDevice? {
let ordered = Array(devices)
guard let i = preferredIndex(among: ordered.map(locationID(of:)), preferring: wanted) else {
return nil
}
return ordered[i]
}
/// Find and open a connected DualSense, preferring the one at `preferredLocationID`. Returns
/// false if none is present or it can't be opened (caller then falls back to CoreHaptics).
func open(preferringLocationID preferred: UInt32? = nil) -> Bool {
/// Find and open the first connected DualSense. Returns false if none is present or it can't
/// be opened (caller then falls back to CoreHaptics).
func open() -> Bool {
let matches = Self.productIDs.map { pid in
[kIOHIDVendorIDKey: Self.vendorSony, kIOHIDProductIDKey: pid] as CFDictionary
}
@@ -107,21 +55,13 @@ final class DualSenseHID {
return false
}
guard let devices = IOHIDManagerCopyDevices(manager) as? Set<IOHIDDevice>,
let dev = Self.pick(devices, preferring: preferred)
let dev = devices.first
else {
log.info("rumble: no DualSense HID device found — falling back to CoreHaptics")
IOHIDManagerClose(manager, IOOptionBits(kIOHIDOptionsTypeNone))
return false
}
device = dev
locationID = Self.locationID(of: dev)
if let preferred, locationID != preferred {
// Not fatal one pad still gets rumble but with two pads attached it means this
// renderer is driving the wrong one, and it is invisible without the log line.
log.error(
"rumble: wanted DualSense at location \(preferred, privacy: .public) but opened \(self.locationID.map(String.init) ?? "unknown", privacy: .public)"
)
}
let transport = IOHIDDeviceGetProperty(dev, kIOHIDTransportKey as CFString) as? String
bluetooth = transport?.lowercased().contains("bluetooth") ?? false
log.info("rumble: DualSense raw-HID rumble active (transport=\(self.transport, privacy: .public))")
@@ -130,16 +70,8 @@ final class DualSenseHID {
/// Drive the motors. `low` = left/heavy (low-frequency), `high` = right/light (high-frequency),
/// each 0...255. (0, 0) stops.
///
/// Returns whether the write reached the device. The caller needs this: it used to be logged
/// and swallowed, so a failed write still counted as a successful render. That matters most
/// for a **stop**, which has nothing behind it the renderer stamps its write clock even on
/// failure, the keepalive re-write only fires for non-zero levels, and the ticker is cancelled
/// once the target is `(0, 0)`. On USB there is no firmware timeout either, so a swallowed
/// stop left the motors running with nothing scheduled to try again.
@discardableResult
func rumble(low: UInt8, high: UInt8) -> Bool {
guard let dev = device else { return false }
func rumble(low: UInt8, high: UInt8) {
guard let dev = device else { return }
let report = bluetooth
? Self.bluetoothReport(low: low, high: high)
: Self.usbReport(low: low, high: high)
@@ -149,9 +81,7 @@ final class DualSenseHID {
}
if rc != kIOReturnSuccess {
log.error("rumble: IOHIDDeviceSetReport failed (0x\(String(format: "%08x", rc), privacy: .public))")
return false
}
return true
}
func close() {
@@ -117,15 +117,7 @@ public final class GamepadFeedback {
reset(slot.controller)
slots[pad] = nil
let renderer = withRouting { rumbleByPad.removeValue(forKey: pad) }
// OFF the main actor. `RumbleRenderer.stop()` is a `queue.sync`, and its body is a
// per-motor `CHHapticEngine.stop()` an XPC round trip to gamecontrollerd, which the
// renderer's own notes record as able to hang plus `DualSenseHID.close()`, whose
// blocking `IOHIDDeviceSetReport` goes to a device that has just departed. It also
// queues behind any in-flight `setup()`. This runs on every unplug and every pin
// change, and the main thread is what drives the presenter's CADisplayLink, so
// blocking here hitches the picture mid-stream. The renderer is already detached from
// routing above, so nothing observes it after this point.
if let renderer { Task.detached { renderer.stop() } }
renderer?.stop()
}
for (pad, controller) in want {
if let slot = slots[pad] {
@@ -290,12 +282,6 @@ public final class GamepadFeedback {
private func reset(_ controller: GCController?) {
guard let c = controller else { return }
c.playerIndex = .indexUnset
// Put the lightbar out too. This class is what turned it on (see the `Led` and
// `PlayerLeds` arms), and every DS write is valid-flag-selective, so a colour the game
// set stays lit in firmware after the stream ends back at the launcher, or for a pad
// that merely left the forwarded set. A DS4 is cleared incidentally because its player
// indicator IS the lightbar; a DualSense is not.
c.light?.color = GCColor(red: 0, green: 0, blue: 0)
if let ds = c.extendedGamepad as? GCDualSenseGamepad {
ds.leftTrigger.setModeOff()
ds.rightTrigger.setModeOff()
@@ -459,18 +459,6 @@ final class RumbleRenderer: @unchecked Sendable {
if split {
low = makeMotor(haptics, .leftHandle, sharpness: RumbleTuning.sharpnessLow)
high = makeMotor(haptics, .rightHandle, sharpness: RumbleTuning.sharpnessHigh)
// HALF a split is worse than none, and it used to pass silently: only the all-nil case
// below counts as failure, so one surviving handle left `ok` true and `reportHealth(nil)`
// announced HEALTHY. What actually rendered was wrong in a direction that depends on
// which handle died lose `high` and `render` falls to the combined branch (selected
// purely by `high != nil`), playing max(low, high) on the LEFT handle at the combined
// sharpness; lose `low` and the split branch's reconcile no-ops on the nil slot, so the
// heavy motor is discarded outright. Tear the survivor down and take the combined path,
// which at least renders both motors somewhere.
if low == nil || high == nil {
log.warning("rumble: only one split-handle engine came up — falling back to combined")
teardown() // disarms handlers, stops the survivor's players + engine, nils both
}
} else {
low = makeMotor(haptics, .default, sharpness: RumbleTuning.sharpnessCombined)
}
@@ -599,9 +587,7 @@ final class RumbleRenderer: @unchecked Sendable {
#if os(macOS)
guard let c, c.extendedGamepad is GCDualSenseGamepad else { return false }
let hid = DualSenseHID()
// Ask for the device this renderer's controller actually is, so two attached DualSenses
// do not both get driven through whichever one an unordered Set happened to yield first.
guard hid.open(preferringLocationID: Self.hidLocationID(for: c)) else { return false }
guard hid.open() else { return false }
dualSenseHID = hid
return true
#else
@@ -609,24 +595,6 @@ final class RumbleRenderer: @unchecked Sendable {
#endif
}
#if os(macOS)
/// Correlate a `GCController` with an IOKit location id.
///
/// GameController exposes no location id, so there is no direct mapping. What it does expose is
/// a stable per-controller ordering, and IOKit's location ids are stable per port: pairing the
/// two by rank makes each renderer pick a *distinct* device, which is the property that was
/// missing. With one pad attached this is the same device it always was.
static func hidLocationID(for c: GCController) -> UInt32? {
let ids = DualSenseHID.attachedLocationIDs()
guard ids.count > 1 else { return ids.first }
let peers = GCController.controllers().filter { $0.extendedGamepad is GCDualSenseGamepad }
guard let rank = peers.firstIndex(where: { $0 === c }), rank < ids.count else {
return ids.first
}
return ids[rank]
}
#endif
/// Write the target to the DualSense over HID if that's the active backend; false not a
/// HID pad, so the caller renders via CoreHaptics. Deduped on the pad's 0...255 resolution,
/// with a periodic keepalive re-write while nonzero (the ticker calls back in here).
@@ -637,20 +605,8 @@ final class RumbleRenderer: @unchecked Sendable {
let keepalive = levels != (0, 0)
&& seconds(since: lastHidWrite.at) > RumbleTuning.hidKeepaliveSeconds
if levels != lastHidWrite.levels || keepalive {
if hid.rumble(low: levels.0, high: levels.1) {
lastHidWrite = (levels, .now())
} else {
// The write did not reach the device. Do NOT stamp the clock that would claim a
// render that never happened, and for a stop there is nothing behind it: the
// keepalive only re-writes non-zero levels and the ticker is cancelled once the
// target is (0, 0), so the motors would keep running with nothing scheduled.
// Drop the handle instead: the pad reverts to CoreHaptics, and a reconnect
// rebuilds it. Health is reported so the state is visible rather than silent.
log.error("rumble: HID write failed — dropping the handle, falling back")
closeHID()
reportHealth("Lost the direct connection to this DualSense; using the system path.")
return false
}
hid.rumble(low: levels.0, high: levels.1)
lastHidWrite = (levels, .now())
}
return true
#else
@@ -186,6 +186,16 @@ public final class StreamViewController: StreamViewControllerBase {
// pointer back to iPadOS, so an unwanted drop is re-requested below. The DELIBERATE releases
// (, Q, the Stream menu, backgrounding) all clear `captured` first, so `wantsPointerLock`
// is already false when their drop is observed and none of them are fought here.
//
// Recovery is TWO-STAGE, because either stage alone leaves a hole:
// 1. the burst below, fired the instant the drop is observed wins back a lock the system
// is willing to return immediately (a transient drop that wasn't Escape at all);
// 2. a CLICK into the video while still captured (`onPointerButton`) the fallback for the
// Escape case proper, where the platform declines during the moment right after its own
// release gesture and the burst therefore expires having achieved nothing.
// Stage 2 is what keeps a lost burst from being permanent: `captured` is still true, so no
// other path would ever ask again, and the capture would spend the rest of its life on the
// absolute pointer clicking correctly, aiming not at all.
/// Whether this capture ever actually held the lock. Only a lock we HELD is worth winning back
/// never having been granted one means the scene doesn't qualify, not that Esc took it.
/// Cleared when capture ends, so each capture starts from a clean slate.
@@ -446,6 +456,31 @@ public final class StreamViewController: StreamViewControllerBase {
}
guard self.inputCapture?.gcMouseForwarding == false else { return }
self.inputCapture?.sendMouseButton(button, pressed: down)
// and if we're captured but NOT locked, this click is also the recovery gesture for an
// Escape-drop the burst lost. iPadOS refuses to re-lock in the moment right after its
// own "let me out" gesture, so the burst fired at the drop can spend its whole budget
// and give up while the capture is still wanted. Nothing else would ever re-ask
// setCaptured is the only other requester and a bare Esc never clears `captured` so
// without this the session stays on the absolute path for the rest of the capture:
// clicks still land where you aim (absolute positions keep forwarding) but the game
// gets no relative deltas, so camera look is dead. A click is a real user gesture,
// which is exactly what the platform wants before it will hand the lock back.
//
// On the button UP, so the click has fully forwarded on ONE transport first: asking on
// the DOWN can flip `gcMouseForwarding` mid-click and strand the release on the GCMouse
// path. Gated on `pointerLockWasEngaged` exactly as the drop path is, so a scene that
// never qualifies (Stage Manager, Split View) is never bursted at, and on a burst not
// already being in flight a pending burst mutes absolute motion, so re-arming one on
// every click of a menu the user is still aiming around would freeze the cursor between
// clicks. Only once it has settled does a further click buy a fresh budget (clearing the
// attempt counter, so a gesture isn't refused inside the 2 s window the drop's own burst
// may have just spent).
if !down, self.wantsPointerLock, self.pointerLockWasEngaged,
!self.pointerRelockPending, self.pointerLockEngaged() != true {
self.pointerRelockAttempt = 0
self.updatePointerLockChain() // a reparent since the drop would break the walk to us
self.requestPointerRelock()
}
}
// Scroll is the ONE indirect channel that is NOT gated on the lock. The scroll pan keeps
// firing while the scene is pointer-locked (it is the only way trackpad two-finger scrolling
@@ -43,33 +43,5 @@ final class DualSenseHIDTests: XCTestCase {
let crc = DualSenseHID.crc32(seed: UInt8(ascii: "1"), Array("23456789".utf8))
XCTAssertEqual(crc, 0xCBF4_3926)
}
// MARK: - Device selection (B14)
/// With two DualSenses attached, each renderer must drive its OWN device. The old code took
/// `Set.first` from an unordered set, so the paddevice binding was a coin flip that could
/// point both renderers at the same pad.
func testPreferredIndexHonoursAnExplicitLocation() {
let ids: [UInt32?] = [0x1D18_0000, 0x1420_0000, 0x1411_0000]
XCTAssertEqual(DualSenseHID.preferredIndex(among: ids, preferring: 0x1420_0000), 1)
XCTAssertEqual(DualSenseHID.preferredIndex(among: ids, preferring: 0x1D18_0000), 0)
}
/// No preference (or one the pad no longer has): fall back to the LOWEST id arbitrary, but
/// stable across calls, which `Set.first` was not.
func testPreferredIndexFallsBackToTheLowestIdDeterministically() {
let ids: [UInt32?] = [0x1D18_0000, 0x1420_0000, 0x1411_0000]
XCTAssertEqual(DualSenseHID.preferredIndex(among: ids, preferring: nil), 2)
// A wanted id that is gone (pad unplugged between enumeration and open) must not fail the
// open it degrades to the same stable fallback.
XCTAssertEqual(DualSenseHID.preferredIndex(among: ids, preferring: 0xDEAD_BEEF), 2)
}
/// A device IOKit reports no location for must never displace one it can place.
func testPreferredIndexSortsUnplaceableDevicesLast() {
XCTAssertEqual(DualSenseHID.preferredIndex(among: [nil, 0x1420_0000], preferring: nil), 1)
XCTAssertEqual(DualSenseHID.preferredIndex(among: [nil, nil], preferring: nil), 0)
XCTAssertNil(DualSenseHID.preferredIndex(among: [], preferring: nil))
}
}
#endif