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Ground-up RumbleRenderer rewrite around one principle: rumble is idempotent state on a lossy channel, and the actuator's divergence from it must be bounded, not best-effort. The old renderer rebuilt an infinite-duration CHHapticAdvancedPatternPlayer per 0xCA datagram via an async stop; one stop lost inside CoreHaptics left an unstoppable player buzzing forever (the "entered the menu and rumble never stopped" bug). - Finite 4 s segments, never infinite events — a leaked player self-silences; steady levels re-arm seamlessly ON the engine timeline (no stop/start race) - GamepadFeedback drains the rumble plane DRY per cycle, newest-wins (was one datagram per 8 ms through a 16-deep drop-newest queue = lag + shed stops) - Host 500 ms state refreshes dedupe to a liveness stamp; zero applies immediately; nonzero ramps throttle to one rebake/25 ms per motor - Throwing player stop escalates to engine.stop() (kills leaked players); 1.6 s staleness watchdog (Policy.session) force-silences on a dead channel; the test panel holds levels via Policy.manual - Plain makePlayer, NEVER makeAdvancedPlayer: gamecontrollerd's controller haptics server advertises `adv players: 0`, and iOS 27 beta 2 hard-drops advanced loads with an XPC decode fault (-4811/4097, rumble silently dead). Live-verified on an iOS 27 beta 2 iPhone: DualSense rumble works - Split-handle engines fall back to one combined .default engine on repeated failure; renderer publishes health transitions and the test panel shows them (a refused system service no longer reads as silent app breakage) - Per-motor sharpness on split handles (0.3 heavy / 0.7 light); macOS DualSense raw-HID path gains a ~1 s keepalive re-write while nonzero - RumbleTuningTests pin the scheduling math, tuning relations, and a queue/ticker teardown smoke test Stuck-rumble streaming repro revalidation on glass still pending. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
209 lines
9.5 KiB
Swift
209 lines
9.5 KiB
Swift
// Host→client gamepad feedback rendering: one drain thread polls the rumble (0xCA) and
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// HID-output (0xCD) planes and replays them on the active physical controller —
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//
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// rumble → CHHapticEngine players (per-handle localities when the pad has them,
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// one combined engine otherwise),
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// lightbar → GCDeviceLight,
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// player LEDs → GCController.playerIndex (the DS bit patterns map to player 1–4),
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// trigger FX → DualSenseTriggerEffect.parse → GCDualSenseAdaptiveTrigger.
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//
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// Only pad 0 is rendered (exactly one controller is forwarded). HID-output traffic exists
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// only on PlayStation-pad sessions (a DualSense, or a DualShock 4 = lightbar only) — the
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// drain always polls both planes with short timeouts and never spins, so an Xbox session
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// just renders rumble. GameController profile mutation
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// happens on main; CHHapticEngine work on its own serial queue; the drain thread itself
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// touches neither. When GamepadManager switches the active controller mid-session, the
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// old pad is reset (triggers off, player index unset) and the last known feedback state
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// is replayed onto the new one.
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import Combine
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import Foundation
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import GameController
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public final class GamepadFeedback {
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private let connection: PunktfunkConnection
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private let flag = StopFlag()
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private let drainDone = DispatchSemaphore(value: 0)
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private var drainStarted = false
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private let rumble = RumbleRenderer(policy: .session)
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private var activeSub: AnyCancellable?
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// Last applied feedback (main-actor) — replayed when the active controller changes.
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@MainActor private var target: GCController?
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@MainActor private var lastLight: (r: UInt8, g: UInt8, b: UInt8)?
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@MainActor private var lastPlayerBits: UInt8?
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@MainActor private var lastTrigger: [DualSenseTriggerEffect?] = [nil, nil]
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public init(connection: PunktfunkConnection, manager: GamepadManager) {
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self.connection = connection
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// Capture self weakly in the hop too, so the inner sink's weak capture isn't shadowing
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// an implicit strong one — and the subscription (stored on self) never retain-cycles.
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Task { @MainActor [weak self] in
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guard let self else { return }
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self.activeSub = manager.$active.sink { [weak self] dc in
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MainActor.assumeIsolated { self?.retarget(dc?.controller) }
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}
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}
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}
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/// Safety net: the drain thread captures `connection` strongly and only `self` weakly, so if
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/// this is dropped without `stop()` (an abrupt teardown) the thread would poll forever and
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/// leak the connection — signal it to exit. (`stop()` is the normal path and also joins it.)
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deinit { flag.stop() }
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/// Map the DualSense player-LED bit patterns (5 LEDs, hid-playstation's player
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/// conventions) onto GCControllerPlayerIndex. Unknown patterns fall back to the lit
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/// count, clamped to the four indices GC offers.
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public static func playerIndex(forBits bits: UInt8) -> GCControllerPlayerIndex {
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switch bits & 0x1F {
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case 0: return .indexUnset
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case 0b00100: return .index1
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case 0b01010: return .index2
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case 0b10101: return .index3
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case 0b11011: return .index4
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default:
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let lit = (bits & 0x1F).nonzeroBitCount
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return GCControllerPlayerIndex(rawValue: min(lit, 4) - 1) ?? .index1
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}
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}
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public func start() {
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guard !drainStarted else { return }
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drainStarted = true
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// Hidout traffic (lightbar / player LEDs / triggers) only exists on a PlayStation-pad
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// session — a DualSense or a DualShock 4 (lightbar only). Block briefly on it there and
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// let rumble own the wait elsewhere; on an Xbox session it stays nonblocking.
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let thread = Thread { [connection, flag, drainDone, weak self] in
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while !flag.isStopped {
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do {
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// Poll the feedback planes NON-BLOCKING. A blocking poll (timeoutMs > 0) holds
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// the connection's shared feedback lock for its whole wait; the video pump drains
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// HDR mastering metadata (nextHdrMeta) on the SAME lock every frame, so a blocking
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// poll here starved it and throttled HDR to ~1 fps (SDR, which never drains HDR
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// meta, was unaffected). Pacing with a short sleep OUTSIDE the lock (below) keeps
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// rumble/HID latency low while leaving the lock free between polls.
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//
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// Rumble is idempotent state, so drain the plane DRY and apply only the newest
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// level. The old one-datagram-per-cycle shape let a burst outpace the ~125 Hz
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// drain: levels rendered up to ~130 ms late through the core's 16-deep queue,
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// and its drop-newest overflow could shed a stop while stale nonzero states
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// queued ahead of it — buzzing until the host's next 500 ms refresh.
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var newest: (low: UInt16, high: UInt16)?
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var rumbleBurst = 0
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while rumbleBurst < 64, !flag.isStopped,
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let r = try connection.nextRumble(timeoutMs: 0) {
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if r.pad == 0 { newest = (r.low, r.high) }
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rumbleBurst += 1
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}
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if let n = newest {
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self?.rumble.apply(low: n.low, high: n.high)
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}
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// Drain a BOUNDED burst of hidout events so sustained 0xCD traffic (a game writing
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// per-frame LED/trigger reports) can't spin here or block stop() past one cycle.
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var burst = 0
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while burst < 64, !flag.isStopped,
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let ev = try connection.nextHidOutput(timeoutMs: 0) {
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self?.render(ev)
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burst += 1
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}
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} catch {
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break // .closed (or fatal) — the session is over
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}
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// ~8 ms poll cadence (≈125 Hz), slept OUTSIDE the feedback lock — low rumble/HID
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// latency without holding the lock the HDR-meta drain needs.
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if !flag.isStopped { Thread.sleep(forTimeInterval: 0.008) }
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}
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drainDone.signal()
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}
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thread.name = "punktfunk-feedback"
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thread.qualityOfService = .userInteractive
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thread.start()
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}
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/// Stop the drain and silence the motors. Blocks until the drain thread exits (≤ one
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/// poll cycle) — call off the main actor, before `connection.close()`.
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public func stop() {
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flag.stop()
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if drainStarted {
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drainDone.wait()
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drainStarted = false
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}
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rumble.stop()
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// Drop the retarget subscription and the dead session's cached feedback — a
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// controller change after teardown must not replay this session's triggers/LEDs.
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Task { @MainActor in
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self.activeSub = nil
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self.lastLight = nil
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self.lastPlayerBits = nil
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self.lastTrigger = [nil, nil]
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self.reset(self.target)
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self.target = nil
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}
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}
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private func render(_ ev: PunktfunkConnection.HidOutputEvent) {
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DispatchQueue.main.async {
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MainActor.assumeIsolated { self.apply(ev) }
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}
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}
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@MainActor
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private func apply(_ ev: PunktfunkConnection.HidOutputEvent) {
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switch ev {
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case let .led(pad, r, g, b):
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guard pad == 0 else { return }
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lastLight = (r, g, b)
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target?.light?.color = GCColor(
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red: Float(r) / 255, green: Float(g) / 255, blue: Float(b) / 255)
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case let .playerLEDs(pad, bits):
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guard pad == 0 else { return }
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lastPlayerBits = bits
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target?.playerIndex = Self.playerIndex(forBits: bits)
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case let .triggerEffect(pad, which, effect):
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guard pad == 0, which < 2 else { return }
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let parsed = DualSenseTriggerEffect.parse(effect)
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lastTrigger[Int(which)] = parsed
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if let trigger = adaptiveTrigger(which) {
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parsed.apply(to: trigger)
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}
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}
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}
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@MainActor
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private func retarget(_ controller: GCController?) {
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guard controller !== target else { return }
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reset(target)
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target = controller
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rumble.retarget(controller)
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// Replay the session's feedback state so a swapped-in controller looks the same.
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if let (r, g, b) = lastLight {
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controller?.light?.color = GCColor(
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red: Float(r) / 255, green: Float(g) / 255, blue: Float(b) / 255)
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}
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if let bits = lastPlayerBits {
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controller?.playerIndex = Self.playerIndex(forBits: bits)
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}
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for which in 0..<2 {
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if let effect = lastTrigger[which], let trigger = adaptiveTrigger(UInt8(which)) {
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effect.apply(to: trigger)
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}
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}
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}
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@MainActor
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private func reset(_ controller: GCController?) {
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guard let c = controller else { return }
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c.playerIndex = .indexUnset
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if let ds = c.extendedGamepad as? GCDualSenseGamepad {
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ds.leftTrigger.setModeOff()
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ds.rightTrigger.setModeOff()
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}
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}
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@MainActor
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private func adaptiveTrigger(_ which: UInt8) -> GCDualSenseAdaptiveTrigger? {
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guard let ds = target?.extendedGamepad as? GCDualSenseGamepad else { return nil }
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return which == 0 ? ds.leftTrigger : ds.rightTrigger
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}
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}
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