import CoreHaptics import Foundation import GameController import os private let log = Logger(subsystem: "io.unom.punktfunk", category: "gamepad") /// 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. final class RumbleRenderer: @unchecked Sendable { private let queue = DispatchQueue(label: "io.unom.punktfunk.haptics", qos: .userInteractive) /// One actuator's started engine plus the player currently driving it (nil = idle). The /// player is rebuilt per level change — `drive` bakes the target intensity into a fresh /// continuous event rather than scaling a long-lived one with a dynamic parameter. private struct Motor { let engine: CHHapticEngine var player: CHHapticAdvancedPatternPlayer? } 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 // Backoff after an engine failure. A broken `gamecontrollerd.haptics` XPC connection (CoreHaptics // -4811 "server connection broke") fails EVERY rebuild until the service relaunches — and that // break fires neither stoppedHandler nor resetHandler, so without a cooldown the next rumble // update immediately rebuilds into the same dead connection, flooding the log and never // recovering. Delay the next setup() — growing 0.5→1→2→4 s on repeated failure — and clear it // the moment a player runs cleanly (or the controller changes). private var retryAfter = Date.distantPast private var consecutiveFailures = 0 /// CHHapticEvent sharpness = actuator frequency. A DualSense's voice-coil motors need a /// defined frequency to move at all — an intensity-only event (no sharpness) left them /// silent, while a classic Xbox rotor (which ignores sharpness) rumbled fine. 0.5 is the mid /// value the known-working macOS DualSense rumble implementations use. (Used only on the /// CoreHaptics path — a DualSense on macOS is driven over raw HID instead, see below.) private static let sharpness: Float = 0.5 #if os(macOS) /// Set when the active pad is a DualSense: its motors are driven over raw HID (CoreHaptics /// does not reach them on macOS — adaptive triggers/lightbar work, rumble is silent). nil for /// every other controller, which keeps the CoreHaptics path. private var dualSenseHID: DualSenseHID? #endif /// `onBackend`, if given, is invoked (on the internal queue) with a human-readable name of the /// rumble backend now in use — for the debug controller-test panel. func retarget(_ c: GCController?, onBackend: ((String) -> Void)? = nil) { queue.async { self.teardown() self.closeHID() self.controller = c self.broken = false self.consecutiveFailures = 0 self.retryAfter = .distantPast _ = self.openHIDIfDualSense(c) onBackend?(self.backendNote(for: c)) } } 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)") } // A DualSense on macOS is driven over raw HID; CoreHaptics is the path for every // other pad (and for a DualSense whose HID device could not be opened). if self.hidRumble(low: lowAmp, high: highAmp) { return } guard !self.broken else { return } if active, self.low == nil, self.high == nil, Date() >= self.retryAfter { self.setup() } let ok: Bool if self.high != nil { // Per-handle: low = left/heavy motor, high = right/light — the XInput convention // the wire carries. let okLow = self.drive(&self.low, Float(lowAmp) / 65535) let okHigh = self.drive(&self.high, Float(highAmp) / 65535) ok = okLow && okHigh } else { // Combined engine: whichever motor is stronger wins. ok = self.drive(&self.low, Float(max(lowAmp, highAmp)) / 65535) } // Rebuild on the next nonzero amplitude if an engine errored — and tear down OUTSIDE // the `inout` accesses above, so teardown() never mutates a motor that a `drive` call // still holds an exclusive reference to. Back off so a broken XPC isn't re-hit every // update; once a player is actually running the path has recovered, so clear the backoff. if !ok { self.teardown() self.scheduleRetryBackoff() } else if self.low?.player != nil || self.high?.player != nil { self.consecutiveFailures = 0 self.retryAfter = .distantPast } } } func stop() { queue.sync { self.teardown() self.closeHID() } } /// 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 / XPC broken). Do // NOT latch broken — back off and the next nonzero amplitude past the cooldown retries. log.warning("rumble: haptics present but engine setup failed — backing off, will retry") scheduleRetryBackoff() } } /// Push the next engine-build attempt out after a failure (capped exponential backoff), so a /// broken `gamecontrollerd.haptics` connection gets time to relaunch instead of being re-hit on /// every rumble update. private func scheduleRetryBackoff() { consecutiveFailures += 1 let shift = min(consecutiveFailures - 1, 4) retryAfter = Date().addingTimeInterval(min(0.5 * Double(1 << shift), 4)) } private func makeMotor(_ haptics: GCDeviceHaptics, _ locality: GCHapticsLocality) -> Motor? { guard let engine = haptics.createEngine(withLocality: locality) else { return nil } // A controller's motors carry no audio, so keep this engine OUT of the app's audio session // (the default is to join it). Streaming keeps an AVAudioSession active the whole time; // letting a haptics-only engine join it is a needless coupling that can get its // gamecontrollerd XPC connection interrupted (the repeated -4811 server-connection breaks). engine.playsHapticsOnly = true // 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 { // Start the engine now; the player that actually moves the motor is built per level // change in `drive` (a fresh event baked at the target intensity). try engine.start() return Motor(engine: engine, player: nil) } catch { log.warning("haptic engine setup failed (\(locality.rawValue, privacy: .public)): \(error, privacy: .public)") return nil } } /// Drive one motor at `amplitude` (0...1) by (re)building a continuous player whose intensity /// is BAKED into the event. On a DualSense this is what actually moves the actuators: a /// fixed-intensity event scaled by a dynamic `.hapticIntensityControl` parameter (the old /// path) drives the iPhone Taptic Engine but is silent on a controller's haptic engine. The /// event carries an explicit sharpness (frequency) so the voice coils respond, and an infinite /// duration so a single host update — the host sends rumble only when the level changes — /// sustains until the next one. Returns false if the engine errored; the caller tears down for /// a rebuild (done outside this `inout` access to avoid an exclusivity violation). private func drive(_ motor: inout Motor?, _ amplitude: Float) -> Bool { guard var m = motor else { return true } // Replace any running player: stop the old, and for a zero level leave the motor idle. try? m.player?.stop(atTime: CHHapticTimeImmediate) m.player = nil guard amplitude > 0 else { motor = m; return true } do { let event = CHHapticEvent( eventType: .hapticContinuous, parameters: [ CHHapticEventParameter(parameterID: .hapticIntensity, value: amplitude), CHHapticEventParameter(parameterID: .hapticSharpness, value: Self.sharpness), ], relativeTime: 0, duration: TimeInterval(GCHapticDurationInfinite)) let player = try m.engine.makeAdvancedPlayer( with: CHHapticPattern(events: [event], parameters: [])) try player.start(atTime: CHHapticTimeImmediate) m.player = player motor = m return true } catch { // A transient failure (the engine stopped/reset between its handler firing and now). // Signal a rebuild — do NOT latch rumble off for the session (the old "spotty" bug). log.warning("rumble: haptic update failed — rebuilding: \(error, privacy: .public)") motor = m return false } } 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 } // MARK: - DualSense raw-HID rumble (macOS) // // On macOS the DualSense's motors aren't reachable through CHHapticEngine, so for a DualSense // we drive them over raw HID (see `DualSenseHID`); every other pad keeps the CoreHaptics path. // All three run on the serial `queue`, like the rest of the renderer state. private func openHIDIfDualSense(_ c: GCController?) -> Bool { #if os(macOS) guard let c, c.extendedGamepad is GCDualSenseGamepad else { return false } let hid = DualSenseHID() guard hid.open() else { return false } dualSenseHID = hid return true #else return false #endif } /// Drive the DualSense's motors over HID if that's the active backend; false → not a HID pad, /// so the caller uses CoreHaptics. The wire's 0...0xFFFF amplitudes scale to the pad's 0...255. private func hidRumble(low: UInt16, high: UInt16) -> Bool { #if os(macOS) guard let hid = dualSenseHID else { return false } hid.rumble(low: UInt8(low >> 8), high: UInt8(high >> 8)) return true #else return false #endif } private func closeHID() { #if os(macOS) dualSenseHID?.close() dualSenseHID = nil #endif } private func backendNote(for c: GCController?) -> String { #if os(macOS) if let hid = dualSenseHID { return "DualSense HID · \(hid.transport)" } #endif return c == nil ? "—" : "CoreHaptics" } }