//! Standalone dev/test subcommands that validate a subsystem without a streaming client: the //! input-injection smoke test and the virtual-gamepad exercisers (Linux UHID DualSense / //! Switch Pro; Windows UMDF DualSense-family + the Steam Deck devnode spike). Split out of the //! `main` CLI dispatch (plan §W5 "devtest.rs, land first") so `main.rs`'s match keeps only thin //! arms that forward here. Each fn owns the full behaviour (and doc) of its former inline arm. #[cfg(target_os = "linux")] use anyhow::Context; use anyhow::Result; /// Inject a scripted mouse + keyboard pattern through the session's input backend (libei on /// KWin/GNOME, wlr on Sway). Lets us validate input injection without a Moonlight client. #[cfg(target_os = "linux")] pub fn input_test() -> Result<()> { use punktfunk_core::input::{InputEvent, InputKind}; use std::time::Duration; let backend = crate::inject::default_backend(); tracing::info!(?backend, "input-test: opening injector"); let mut inj = crate::inject::open(backend)?; // An async backend (libei) needs a moment to establish its portal/EIS session + device // resume; events injected before then are dropped. std::thread::sleep(Duration::from_secs(4)); let ev = |kind, code, x, y| InputEvent { kind, _pad: [0; 3], code, x, y, flags: 0, }; tracing::info!( "input-test: injecting a mouse square + 'A'/click taps for ~8s (watch wev / focused app)" ); for i in 0..160u32 { let (dx, dy) = match (i / 10) % 4 { 0 => (12, 0), 1 => (0, 12), 2 => (-12, 0), _ => (0, -12), }; if let Err(e) = inj.inject(&ev(InputKind::MouseMove, 0, dx, dy)) { tracing::warn!(error = %format!("{e:#}"), "input-test: inject failed"); } if i % 20 == 0 { let _ = inj.inject(&ev(InputKind::KeyDown, 0x41, 0, 0)); // 'A' let _ = inj.inject(&ev(InputKind::KeyUp, 0x41, 0, 0)); let _ = inj.inject(&ev(InputKind::MouseButtonDown, 1, 0, 0)); // left click let _ = inj.inject(&ev(InputKind::MouseButtonUp, 1, 0, 0)); } std::thread::sleep(Duration::from_millis(50)); } tracing::info!("input-test: done"); Ok(()) } #[cfg(not(target_os = "linux"))] pub fn input_test() -> Result<()> { anyhow::bail!("input-test requires Linux") } /// Create a virtual DualSense via UHID and exercise it (validation, no streaming session): /// toggles the Cross button, sweeps the left stick, and prints any HID output the kernel /// sends back. Verify with `evtest` / `ls /dev/input/by-id/*Punktfunk*` / `wpctl status`. /// `--edge` creates a DualSense **Edge** (054C:0DF2) instead and additionally cycles the /// four back/Fn buttons (kernel ≥ 7.2 exposes them as BTN_TRIGGER_HAPPY1..4; on older /// kernels verify the bind + `hidraw` byte 10 instead). #[cfg(target_os = "linux")] pub fn dualsense_test(args: &[String]) -> Result<()> { use crate::inject::dualsense::{DsUhidIdentity, DualSensePad}; use crate::inject::dualsense_proto::{edge_paddle_bits, DsState}; let secs: u64 = args .iter() .skip_while(|a| *a != "--seconds") .nth(1) .and_then(|s| s.parse().ok()) .unwrap_or(20); let edge = args.iter().any(|a| a == "--edge"); let (identity, label) = if edge { (DsUhidIdentity::dualsense_edge(), "DualSense Edge") } else { (DsUhidIdentity::dualsense(), "DualSense") }; use std::time::{Duration, Instant}; let mut pad = DualSensePad::open(0, &identity) .with_context(|| format!("create virtual {label} via /dev/uhid"))?; // Answer the kernel's init GET_REPORTs promptly so hid-playstation creates the input // devices before we start streaming state. let init = Instant::now() + Duration::from_millis(800); while Instant::now() < init { pad.service(0); std::thread::sleep(Duration::from_millis(10)); } println!( "virtual {label} created — check `evtest`, `ls /dev/input/by-id/*Punktfunk*`, \ `ls /sys/class/leds/`. Cycling Cross + sweeping LS for {secs}s." ); let deadline = Instant::now() + Duration::from_secs(secs); let (mut i, mut last_write) = (0i32, Instant::now()); while Instant::now() < deadline { let fb = pad.service(0); if let Some((low, high)) = fb.rumble { println!(" rumble from kernel/game: low={low} high={high}"); } for o in fb.hidout { println!(" hid output from kernel/game: {o:?}"); } if last_write.elapsed() >= Duration::from_millis(300) { last_write = Instant::now(); i += 1; let mut buttons = if i % 2 == 0 { punktfunk_core::input::gamepad::BTN_A } else { 0 }; if edge { // Cycle one paddle per beat (R4 → L4 → R5 → L5) so all four Edge slots // are visible in evtest / hidraw. buttons |= punktfunk_core::input::gamepad::BTN_PADDLE1 << (i % 4); } let lx = (((i % 64) - 32) * 1024) as i16; // sweep left stick X let mut st = DsState::from_gamepad(buttons, lx, 0, 0, 0, 0, 0); if edge { st.buttons[2] |= edge_paddle_bits(buttons); } pad.write_state(&st).context("write report")?; } std::thread::sleep(Duration::from_millis(15)); } println!("dualsense-test: done"); Ok(()) } /// Create a virtual Switch Pro Controller via UHID and exercise it (validation, no /// streaming session): answers the full hid-nintendo probe conversation, then cycles the /// A/B buttons (positionally swapped) + sweeps the left stick, printing rumble / player- /// light feedback. Verify with `evtest` (hid-nintendo input devices), `dmesg | grep /// nintendo`, SDL identifying a "Nintendo Switch Pro Controller". #[cfg(target_os = "linux")] pub fn switchpro_test(args: &[String]) -> Result<()> { use crate::inject::switch_pro::SwitchProPad; use crate::inject::switch_proto::SwitchState; let secs: u64 = args .iter() .skip_while(|a| *a != "--seconds") .nth(1) .and_then(|s| s.parse().ok()) .unwrap_or(20); use std::time::{Duration, Instant}; let mut pad = SwitchProPad::open(0).context("create virtual Switch Pro Controller via /dev/uhid")?; // Answer the driver's probe conversation promptly — every step blocks hid-nintendo // init until its reply lands; also stream neutral 0x30 reports like real hardware. println!("virtual Switch Pro created — servicing the hid-nintendo probe…"); let init = Instant::now() + Duration::from_millis(2500); let mut hb = Instant::now(); while Instant::now() < init { let fb = pad.service(0); for o in fb.hidout { println!(" probe feedback: {o:?}"); } if hb.elapsed() >= Duration::from_millis(15) { hb = Instant::now(); let _ = pad.write_state(&SwitchState::neutral()); } std::thread::sleep(Duration::from_millis(2)); } println!("probe window over — cycling buttons + stick for {secs}s (check evtest)"); let deadline = Instant::now() + Duration::from_secs(secs); let (mut i, mut last_write) = (0i32, Instant::now()); while Instant::now() < deadline { let fb = pad.service(0); if let Some((low, high)) = fb.rumble { println!(" rumble from kernel/game: low={low} high={high}"); } for o in fb.hidout { println!(" hid output from kernel/game: {o:?}"); } // ~15 ms cadence = the real controller's report rate (also keeps the driver's // post-probe subcommand rate limiter fed). if last_write.elapsed() >= Duration::from_millis(15) { last_write = Instant::now(); i += 1; let step = i / 20; // change the pressed button every ~300 ms let buttons = if step % 2 == 0 { punktfunk_core::input::gamepad::BTN_A } else { punktfunk_core::input::gamepad::BTN_B }; let lx = (((i % 64) - 32) * 1024) as i16; // sweep left stick X let st = SwitchState::from_gamepad(buttons, lx, 0, 0, 0, 0, 0); pad.write_state(&st).context("write Switch Pro report")?; } std::thread::sleep(Duration::from_millis(2)); } println!("switchpro-test: done"); Ok(()) } /// Windows N4 SPIKE (gamepad-new-types §6): hold a software-devnode HID Steam Deck /// (28DE:1205 via device_type 3) and watch whether Steam Input promotes it. Needs the /// updated signed driver installed + Steam running. `--seconds N` (default 120). #[cfg(target_os = "windows")] pub fn deck_windows_spike(args: &[String]) -> Result<()> { let secs: u64 = args .iter() .skip_while(|a| *a != "--seconds") .nth(1) .and_then(|s| s.parse().ok()) .unwrap_or(120); crate::inject::dualsense_windows::deck_spike_hold(0, secs) } /// Windows vmouse SPIKE: hold the pf-mouse virtual HID pointer and sweep the REAL cursor via HID /// reports — proves devnode → INF bind → mshidumdf → mouhid → win32k on-glass, and that a resident /// virtual pointer makes `SM_MOUSEPRESENT` true (DWM then composites the cursor) with no dongle /// attached. Run with the host service STOPPED (the resident mouse owns the mailbox otherwise). /// `--seconds N` (default 30). #[cfg(target_os = "windows")] pub fn vmouse_spike(args: &[String]) -> Result<()> { let secs: u64 = args .iter() .skip_while(|a| *a != "--seconds") .nth(1) .and_then(|s| s.parse().ok()) .unwrap_or(30); crate::inject::mouse_windows::spike_hold(secs) } /// Windows: create a virtual DualSense via the UMDF driver (a SwDeviceCreate per-session /// devnode plus the shared-memory channel) and hold it, pushing one fixed frame (Cross + /// LS-right). Drives the real DualSenseWindowsManager, so it validates the device lifecycle /// end to end. Verify while it holds: `Get-PnpDevice` shows a VID_054C device, and a HID read /// returns the pushed report (byte1=0xC0, byte8=0x28). On exit the pad drops → SwDeviceClose /// removes the devnode. #[cfg(target_os = "windows")] pub fn dualsense_windows_test(args: &[String]) -> Result<()> { use punktfunk_core::input::{GamepadEvent, GamepadFrame}; use std::time::{Duration, Instant}; let secs: u64 = args .iter() .skip_while(|a| *a != "--seconds") .nth(1) .and_then(|s| s.parse().ok()) .unwrap_or(20); // `--index N` creates pad `pf_pad_N` (default 0) — use a spare index (e.g. 1) to test // alongside a running host that already holds pad 0. `--ds4` drives the DualShock 4 // backend instead of the DualSense one. let idx: u8 = args .iter() .skip_while(|a| *a != "--index") .nth(1) .and_then(|s| s.parse().ok()) .unwrap_or(0); let ds4 = args.iter().any(|a| a == "--ds4"); let xbox = args.iter().any(|a| a == "--xbox"); // `--edge` drives the DualSense Edge backend (device_type 2) and additionally holds // the R4/L4 paddles on the pressed beats, so a HID read shows the Edge bits in // report byte 10 (0x80|0x40) next to Cross. `--deck` drives the Steam Deck backend // (device_type 3, the MI_02-promoted identity) — watch Steam claim it live. let edge = args.iter().any(|a| a == "--edge"); let deck = args.iter().any(|a| a == "--deck"); let extra_buttons: u32 = if edge || deck { punktfunk_core::input::gamepad::BTN_PADDLE1 | punktfunk_core::input::gamepad::BTN_PADDLE2 } else { 0 }; // Same drive loop for either backend (identical method surface): Arrival creates the pad, // State pushes a cycling report, pump surfaces a game's rumble/lightbar feedback. macro_rules! drive { ($mgr:expr, $label:expr) => {{ let mut mgr = $mgr; mgr.handle(&GamepadEvent::Arrival { index: idx, kind: 2, capabilities: 0, }); println!( "virtual {} up — cycling Cross + sweeping the left stick for {secs}s. Watch \ it in joy.cpl / Steam / a game; any feedback the game sends prints below.", $label ); let deadline = Instant::now() + Duration::from_secs(secs); let (mut i, mut last) = (0i32, Instant::now()); while Instant::now() < deadline { mgr.pump( |pad, lo, hi| println!(" rumble from game: pad={pad} low={lo} high={hi}"), |o| println!(" hid output from game: {o:?}"), ); if last.elapsed() >= Duration::from_millis(400) { last = Instant::now(); i += 1; let buttons = if i % 2 == 0 { punktfunk_core::input::gamepad::BTN_A | extra_buttons // Cross (+ Edge paddles) } else { 0 }; let lx = (((i % 64) - 32) * 1024) as i16; // sweep left stick X mgr.handle(&GamepadEvent::State(GamepadFrame { index: idx as i16, active_mask: 1 << idx, buttons, left_trigger: 0, right_trigger: 0, ls_x: lx, ls_y: 0, rs_x: 0, rs_y: 0, })); } std::thread::sleep(Duration::from_millis(15)); } }}; } if xbox { // Xbox 360 via the XUSB companion: a different surface (handle + pump_rumble, no // HID-output plane), so drive it inline rather than via the macro. let mut mgr = crate::inject::gamepad::GamepadManager::new(); mgr.handle(&GamepadEvent::Arrival { index: idx, kind: 1, capabilities: 0, }); println!( "virtual Xbox 360 (XUSB) up — sweeping LS + toggling A for {secs}s. Check with \ an XInput game or xinputtest.exe." ); let deadline = Instant::now() + Duration::from_secs(secs); let mut t = 0i32; while Instant::now() < deadline { mgr.pump_rumble(|pad, lo, hi| { println!(" rumble from game: pad={pad} low={lo} high={hi}") }); t += 1; let lx = (((t % 200) - 100) * 327).clamp(-32768, 32767) as i16; // sweep ±32700 let buttons = if (t / 67) % 2 == 0 { punktfunk_core::input::gamepad::BTN_A } else { 0 }; mgr.handle(&GamepadEvent::State(GamepadFrame { index: idx as i16, active_mask: 1 << idx, buttons, left_trigger: 0, right_trigger: 0, ls_x: lx, ls_y: 0, rs_x: 0, rs_y: 0, })); std::thread::sleep(Duration::from_millis(15)); } } else if ds4 { drive!( crate::inject::dualshock4_windows::DualShock4WindowsManager::new(), "DualShock 4" ); } else if edge { drive!( crate::inject::dualsense_edge_windows::DualSenseEdgeWindowsManager::new(), "DualSense Edge" ); } else if deck { drive!( crate::inject::steam_deck_windows::SteamDeckWindowsManager::new(), "Steam Deck" ); } else { drive!( crate::inject::dualsense_windows::DualSenseWindowsManager::new(), "DualSense" ); } println!("dualsense-windows-test: done (devnode removed)"); Ok(()) }