// 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 CoreHaptics import Foundation import GameController import os private let log = Logger(subsystem: "io.unom.punktfunk", category: "gamepad") private final class FeedbackStopFlag: @unchecked Sendable { private let lock = NSLock() private var stopped = false var isStopped: Bool { lock.lock() defer { lock.unlock() } return stopped } func stop() { lock.lock() stopped = true lock.unlock() } } /// Rumble → CoreHaptics, isolated on one serial queue (CHHapticEngine is not main-bound, /// but it isn't a free-for-all either). Engines are created lazily on the first nonzero /// amplitude and torn down on retarget; players run only while their motor is on, so an /// idle controller costs no radio traffic. Failures (pads without haptics, engine resets) /// downgrade to silence — rumble is best-effort by design. /// /// `@unchecked Sendable` is sound because every property (`controller`/`low`/`high`/`broken`) is /// read and written only inside `queue` closures — the serial queue is the synchronization. private final class RumbleRenderer: @unchecked Sendable { private let queue = DispatchQueue(label: "io.unom.punktfunk.haptics", qos: .userInteractive) private struct Motor { let engine: CHHapticEngine let player: CHHapticAdvancedPatternPlayer var playing = false } private var controller: GCController? private var low: Motor? private var high: Motor? // `broken` latches OFF only for a controller that genuinely has no haptics engine (an Xbox pad // on an OS that doesn't expose rumble through GameController, a Siri Remote) — nothing to retry // until the controller changes. A transient engine failure does NOT latch it; it tears down for // a lazy rebuild instead, so a single hiccup can't kill rumble for the whole session. private var broken = false /// Last logged active/silent state — for a one-line transition log, not per-event spam. private var wasActive = false func retarget(_ c: GCController?) { queue.async { self.teardown() self.controller = c self.broken = false } } func apply(low lowAmp: UInt16, high highAmp: UInt16) { queue.async { let active = lowAmp != 0 || highAmp != 0 if active != self.wasActive { self.wasActive = active log.debug( "rumble: \(active ? "active" : "stop", privacy: .public) low=\(lowAmp, privacy: .public) high=\(highAmp, privacy: .public)") } guard !self.broken else { return } if active, self.low == nil, self.high == nil { self.setup() } if self.high != nil { self.drive(&self.low, Float(lowAmp) / 65535) self.drive(&self.high, Float(highAmp) / 65535) } else { // Combined engine: whichever motor is stronger wins. self.drive(&self.low, Float(max(lowAmp, highAmp)) / 65535) } } } func stop() { queue.sync { self.teardown() } } /// Engines per handle when the pad distinguishes them (low = left/heavy motor, /// high = right/light — the Xbox/XInput convention the wire carries); one combined /// engine otherwise, driven by whichever amplitude is stronger. private func setup() { guard let haptics = controller?.haptics else { // No haptics engine at all — an Xbox controller on an OS/firmware that doesn't expose // rumble through GameController (works on Android via the standard Vibrator path, but // Apple's support is controller/OS-dependent), or a Siri Remote. Nothing to retry until // the controller changes; latch off (retarget clears it) and say so once. log.info("rumble: active controller exposes no haptics engine — rumble unavailable") broken = true return } let localities = haptics.supportedLocalities if localities.contains(.leftHandle), localities.contains(.rightHandle) { low = makeMotor(haptics, .leftHandle) high = makeMotor(haptics, .rightHandle) } else { low = makeMotor(haptics, .default) } if low == nil, high == nil { // Haptics present but no engine could be built right now (server busy / a transient // error). Do NOT latch broken — the next nonzero amplitude retries setup(). log.warning("rumble: haptics present but engine setup failed — will retry on next rumble") } } private func makeMotor(_ haptics: GCDeviceHaptics, _ locality: GCHapticsLocality) -> Motor? { guard let engine = haptics.createEngine(withLocality: locality) else { return nil } // The haptic server can stop or reset the engine out from under us — app backgrounding, an // audio-session interruption (a call, Siri, another audio app), or a server crash. Left // unhandled the players go dead and every later rumble throws, latching rumble off for the // rest of the session (the "rumble worked, then went spotty" failure). Tear down on the // serial queue so the next nonzero amplitude lazily rebuilds the engine, instead. engine.stoppedHandler = { [weak self] reason in log.info("rumble: haptic engine stopped (reason \(reason.rawValue, privacy: .public)) — will rebuild") self?.queue.async { self?.teardown() } } engine.resetHandler = { [weak self] in log.info("rumble: haptic engine reset — will rebuild") self?.queue.async { self?.teardown() } } do { try engine.start() let event = CHHapticEvent( eventType: .hapticContinuous, parameters: [CHHapticEventParameter(parameterID: .hapticIntensity, value: 1)], relativeTime: 0, duration: TimeInterval(GCHapticDurationInfinite)) let player = try engine.makeAdvancedPlayer(with: CHHapticPattern(events: [event], parameters: [])) return Motor(engine: engine, player: player) } catch { log.warning("haptic engine setup failed (\(locality.rawValue, privacy: .public)): \(error, privacy: .public)") return nil } } private func drive(_ motor: inout Motor?, _ amplitude: Float) { guard var m = motor else { return } do { if amplitude > 0 { if !m.playing { try m.player.start(atTime: CHHapticTimeImmediate) m.playing = true } try m.player.sendParameters( [CHHapticDynamicParameter( parameterID: .hapticIntensityControl, value: amplitude, relativeTime: 0)], atTime: CHHapticTimeImmediate) } else if m.playing { try m.player.stop(atTime: CHHapticTimeImmediate) m.playing = false } motor = m } catch { // A transient failure (the engine stopped/reset between its handler firing and now). // Tear down so the next nonzero amplitude rebuilds — do NOT latch rumble off for the // session (that was the old "spotty" behaviour). log.warning("rumble: haptic update failed — rebuilding: \(error, privacy: .public)") teardown() } } private func teardown() { for m in [low, high].compactMap({ $0 }) { // Disarm the handlers before stopping so stop() can't re-enter teardown via them. // (Both properties are non-optional closures on this SDK, so assign no-ops, not nil.) m.engine.stoppedHandler = { _ in } m.engine.resetHandler = {} try? m.player.stop(atTime: CHHapticTimeImmediate) m.engine.stop() } low = nil high = nil } } public final class GamepadFeedback { private let connection: PunktfunkConnection private let flag = FeedbackStopFlag() private let drainDone = DispatchSemaphore(value: 0) private var drainStarted = false private let rumble = RumbleRenderer() private var activeSub: AnyCancellable? // Last applied feedback (main-actor) — replayed when the active controller changes. @MainActor private var target: GCController? @MainActor private var lastLight: (r: UInt8, g: UInt8, b: UInt8)? @MainActor private var lastPlayerBits: UInt8? @MainActor private var lastTrigger: [DualSenseTriggerEffect?] = [nil, nil] public init(connection: PunktfunkConnection, manager: GamepadManager) { self.connection = connection // Capture self weakly in the hop too, so the inner sink's weak capture isn't shadowing // an implicit strong one — and the subscription (stored on self) never retain-cycles. Task { @MainActor [weak self] in guard let self else { return } self.activeSub = manager.$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 hasHidout = connection.resolvedGamepad == .dualSense || connection.resolvedGamepad == .dualShock4 let hidTimeout: UInt32 = hasHidout ? 10 : 0 let thread = Thread { [connection, flag, drainDone, weak self] in while !flag.isStopped { do { if let r = try connection.nextRumble(timeoutMs: 10), r.pad == 0 { self?.rumble.apply(low: r.low, high: r.high) } // Drain a BOUNDED burst of hidout events: only the first poll waits, // and the cap + stop check keep sustained 0xCD traffic (a game writing // per-frame LED/trigger reports) from starving the rumble poll above // or blocking stop() past one cycle. var burst = 0 while burst < 64, !flag.isStopped, let ev = try connection.nextHidOutput( timeoutMs: burst == 0 ? hidTimeout : 0) { self?.render(ev) burst += 1 } } catch { break // .closed (or fatal) — the session is over } } 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 } }