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Three faults in the desktop session's gamepad path. The Steam Deck lost its built-in trackpad-mouse at the start of every session. SDL's Valve HIDAPI driver clears the pad's digital mappings during *enumeration*, which is part of bringing the gamepad subsystem up — so holding the drivers off from inside GamepadService::pumped could never work: receiving a GamepadSubsystem means the enumeration has already happened. The hint set there detached a driver that had already done the damage, and lizard mode only came back seconds later when the firmware watchdog restored it. The presenter now disables them with its other pre-SDL_Init hints. The threaded worker always had this right; only the caller-pumped path was wrong, and it could not fix itself, hence a separate entry point its callers can place correctly. Player LEDs did nothing at all on any pad that is not a DualSense. The match arm handled the DualSense raw-effects path and let everything else fall through a bare `_`, though SDL exposes set_player_index and owns the per-device pattern. The wire carries a positional bitmask rather than an index, and the bridge is the popcount: every convention that reaches this wire spells "player N" as N lit LEDs — the DualSense patterns 0x04/0x0A/0x15/0x1B/0x1F and the Switch/XInput run 0x01/0x03/0x07/0x0F alike — so counting them works for both, where reading a bit position would only ever suit one. No lit LED means no player, not player 0. The remaining unhandled variants are now named rather than swept up by `_`, so a new one cannot join them silently. A forwarded pad could be left buzzing when the session ended. detach() only posts Ctl::Detach; the close that flushes the pad, tells the host to remove it and explicitly zeroes the motors runs when the pump next drains that message. Single mode broke out of the loop immediately after detaching and Event::Quit never detached at all, so both skipped it entirely. The teardown now sits where every exit converges instead of on the individual breaks. That still leaves the several paths that leave by `?` on a fatal overlay or present error, so the pump also silences its slots on Drop — the explicit call stays, because a pad should go quiet before a long teardown rather than after it. Drop closes the slots directly rather than draining the queue that would have done it: same physical outcome, and it touches no lock, where draining reaches an unwrap on a Mutex that would abort the process if it panicked mid-unwind.