// Host→client gamepad feedback rendering: one drain thread polls the rumble (0xCA) and // HID-output (0xCD) planes and replays them on the active physical controller — // // rumble → CHHapticEngine players (per-handle localities when the pad has them, // one combined engine otherwise), // lightbar → GCDeviceLight, // player LEDs → GCController.playerIndex (the DS bit patterns map to player 1–4), // trigger FX → DualSenseTriggerEffect.parse → GCDualSenseAdaptiveTrigger. // // Only pad 0 is rendered (exactly one controller is forwarded). HID-output traffic exists // only on PlayStation-pad sessions (a DualSense, or a DualShock 4 = lightbar only) — the // drain always polls both planes with short timeouts and never spins, so an Xbox session // just renders rumble. GameController profile mutation // happens on main; CHHapticEngine work on its own serial queue; the drain thread itself // touches neither. When GamepadManager switches the active controller mid-session, the // old pad is reset (triggers off, player index unset) and the last known feedback state // is replayed onto the new one. import Combine import Foundation import GameController public final class GamepadFeedback { private let connection: PunktfunkConnection private let flag = StopFlag() private let drainDone = DispatchSemaphore(value: 0) private var drainStarted = false private let rumble = RumbleRenderer(policy: .session) private var activeSub: AnyCancellable? // Last applied feedback (main-actor) — replayed when the active controller changes. @MainActor private var target: GCController? @MainActor private var lastLight: (r: UInt8, g: UInt8, b: UInt8)? @MainActor private var lastPlayerBits: UInt8? @MainActor private var lastTrigger: [DualSenseTriggerEffect?] = [nil, nil] public init(connection: PunktfunkConnection, manager: GamepadManager) { self.connection = connection // Capture self weakly in the hop too, so the inner sink's weak capture isn't shadowing // an implicit strong one — and the subscription (stored on self) never retain-cycles. Task { @MainActor [weak self] in guard let self else { return } self.activeSub = manager.$active.sink { [weak self] dc in MainActor.assumeIsolated { self?.retarget(dc?.controller) } } } } /// Safety net: the drain thread captures `connection` strongly and only `self` weakly, so if /// this is dropped without `stop()` (an abrupt teardown) the thread would poll forever and /// leak the connection — signal it to exit. (`stop()` is the normal path and also joins it.) deinit { flag.stop() } /// Map the DualSense player-LED bit patterns (5 LEDs, hid-playstation's player /// conventions) onto GCControllerPlayerIndex. Unknown patterns fall back to the lit /// count, clamped to the four indices GC offers. public static func playerIndex(forBits bits: UInt8) -> GCControllerPlayerIndex { switch bits & 0x1F { case 0: return .indexUnset case 0b00100: return .index1 case 0b01010: return .index2 case 0b10101: return .index3 case 0b11011: return .index4 default: let lit = (bits & 0x1F).nonzeroBitCount return GCControllerPlayerIndex(rawValue: min(lit, 4) - 1) ?? .index1 } } public func start() { guard !drainStarted else { return } drainStarted = true // Hidout traffic (lightbar / player LEDs / triggers) only exists on a PlayStation-pad // session — a DualSense or a DualShock 4 (lightbar only). Block briefly on it there and // let rumble own the wait elsewhere; on an Xbox session it stays nonblocking. let thread = Thread { [connection, flag, drainDone, weak self] in while !flag.isStopped { do { // Poll the feedback planes NON-BLOCKING. A blocking poll (timeoutMs > 0) holds // the connection's shared feedback lock for its whole wait; the video pump drains // HDR mastering metadata (nextHdrMeta) on the SAME lock every frame, so a blocking // poll here starved it and throttled HDR to ~1 fps (SDR, which never drains HDR // meta, was unaffected). Pacing with a short sleep OUTSIDE the lock (below) keeps // rumble/HID latency low while leaving the lock free between polls. // // Rumble is idempotent state, so drain the plane DRY and apply only the newest // level. The old one-datagram-per-cycle shape let a burst outpace the ~125 Hz // drain: levels rendered up to ~130 ms late through the core's 16-deep queue, // and its drop-newest overflow could shed a stop while stale nonzero states // queued ahead of it — buzzing until the host's next 500 ms refresh. var newest: (low: UInt16, high: UInt16)? var rumbleBurst = 0 while rumbleBurst < 64, !flag.isStopped, let r = try connection.nextRumble(timeoutMs: 0) { if r.pad == 0 { newest = (r.low, r.high) } rumbleBurst += 1 } if let n = newest { self?.rumble.apply(low: n.low, high: n.high) } // Drain a BOUNDED burst of hidout events so sustained 0xCD traffic (a game writing // per-frame LED/trigger reports) can't spin here or block stop() past one cycle. var burst = 0 while burst < 64, !flag.isStopped, let ev = try connection.nextHidOutput(timeoutMs: 0) { self?.render(ev) burst += 1 } } catch { break // .closed (or fatal) — the session is over } // ~8 ms poll cadence (≈125 Hz), slept OUTSIDE the feedback lock — low rumble/HID // latency without holding the lock the HDR-meta drain needs. if !flag.isStopped { Thread.sleep(forTimeInterval: 0.008) } } drainDone.signal() } thread.name = "punktfunk-feedback" thread.qualityOfService = .userInteractive thread.start() } /// Stop the drain and silence the motors. Blocks until the drain thread exits (≤ one /// poll cycle) — call off the main actor, before `connection.close()`. public func stop() { flag.stop() if drainStarted { drainDone.wait() drainStarted = false } rumble.stop() // Drop the retarget subscription and the dead session's cached feedback — a // controller change after teardown must not replay this session's triggers/LEDs. Task { @MainActor in self.activeSub = nil self.lastLight = nil self.lastPlayerBits = nil self.lastTrigger = [nil, nil] self.reset(self.target) self.target = nil } } private func render(_ ev: PunktfunkConnection.HidOutputEvent) { DispatchQueue.main.async { MainActor.assumeIsolated { self.apply(ev) } } } @MainActor private func apply(_ ev: PunktfunkConnection.HidOutputEvent) { switch ev { case let .led(pad, r, g, b): guard pad == 0 else { return } lastLight = (r, g, b) target?.light?.color = GCColor( red: Float(r) / 255, green: Float(g) / 255, blue: Float(b) / 255) case let .playerLEDs(pad, bits): guard pad == 0 else { return } lastPlayerBits = bits target?.playerIndex = Self.playerIndex(forBits: bits) case let .triggerEffect(pad, which, effect): guard pad == 0, which < 2 else { return } let parsed = DualSenseTriggerEffect.parse(effect) lastTrigger[Int(which)] = parsed if let trigger = adaptiveTrigger(which) { parsed.apply(to: trigger) } } } @MainActor private func retarget(_ controller: GCController?) { guard controller !== target else { return } reset(target) target = controller rumble.retarget(controller) // Replay the session's feedback state so a swapped-in controller looks the same. if let (r, g, b) = lastLight { controller?.light?.color = GCColor( red: Float(r) / 255, green: Float(g) / 255, blue: Float(b) / 255) } if let bits = lastPlayerBits { controller?.playerIndex = Self.playerIndex(forBits: bits) } for which in 0..<2 { if let effect = lastTrigger[which], let trigger = adaptiveTrigger(UInt8(which)) { effect.apply(to: trigger) } } } @MainActor private func reset(_ controller: GCController?) { guard let c = controller else { return } c.playerIndex = .indexUnset if let ds = c.extendedGamepad as? GCDualSenseGamepad { ds.leftTrigger.setModeOff() ds.rightTrigger.setModeOff() } } @MainActor private func adaptiveTrigger(_ which: UInt8) -> GCDualSenseAdaptiveTrigger? { guard let ds = target?.extendedGamepad as? GCDualSenseGamepad else { return nil } return which == 0 ? ds.leftTrigger : ds.rightTrigger } }