Files
punktfunk/crates/punktfunk-host/src/devtest.rs
T
enricobuehler 85dd2bb077 feat(host/windows): resident virtual HID mouse (pf-mouse UMDF minidriver)
Headless Windows hosts (no dongle) stream an INVISIBLE cursor: with no
pointing device present win32k reports SM_MOUSEPRESENT=0 and DWM never
composites a pointer into the pf-vdisplay frame, even though SendInput
moves it. Keep ONE virtual HID mouse devnode alive for the host's
lifetime — the Sunshine/Parsec-class fix, zero client changes.

- pf-mouse: UMDF2 HID minidriver, one fixed identity (PF:MO 5046:4D4F,
  obviously virtual, nothing fingerprints it), one 8-byte input report
  (5 buttons + absolute 15-bit X/Y + wheel + AC-pan). Transport is the
  sealed pad channel verbatim (Global\pfmouse-boot-0 mailbox + unnamed
  MouseShm DATA section) so pf-umdf-util's audited layer serves it
  unchanged; report delivery is event-driven (idle = no HID traffic).
- host: inject::mouse_windows — VirtualMouse (SwDeviceCreate'd devnode +
  channel), ensure_resident() keeper thread started by every
  InjectorService (process-wide, PUNKTFUNK_NO_VIRTUAL_MOUSE opts out),
  vmouse-spike on-glass validation (cursor sweep via HID reports).
- proto: mouse module (magic, boot-name, identity, report layout,
  unit-tested input_report packing).
- SwDeviceProfile grows container_tag so the mouse's ContainerId family
  (PFMO) never groups with a pad's (PFDS) in the Devices UI.
- packaging: pf-mouse rides the gamepad-driver build + install pipeline
  (build-gamepad-drivers.ps1, windows-drivers.yml, driver install
  --gamepad picks up every staged .inf).

On-glass validated on winbox: devnode + HID child bind, SM_MOUSEPRESENT=1
with no physical mouse, cursor sweeps via HID reports (vmouse-spike).

This work was implemented in a parallel session; committed here as the
build prerequisite for the HID compose kick that follows.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 11:02:10 +02:00

379 lines
16 KiB
Rust

//! 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(())
}