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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>
590 lines
30 KiB
Swift
590 lines
30 KiB
Swift
import CoreHaptics
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import Foundation
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import GameController
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import os
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private let log = Logger(subsystem: "io.unom.punktfunk", category: "gamepad")
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/// Tuning constants + the pure scheduling decisions of the rumble renderer, split out so the
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/// policy is unit-testable without a `CHHapticEngine` or a physical pad.
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enum RumbleTuning {
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/// Haptic segment length. **No event is ever infinite**: a player the renderer loses track
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/// of (a stop dropped inside CoreHaptics, an engine race) self-silences when its segment
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/// expires, so this is the hard ceiling on how long the actuator can diverge from the
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/// target state.
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static let segmentSeconds: TimeInterval = 4.0
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/// Re-arm the successor segment once the current one has less than this left. Generous
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/// against the ticker period so a steady rumble can never miss the boundary and gap.
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static let rearmHeadroom: TimeInterval = 1.0
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/// Renderer ticker period while anything is (or should be) audible. Silence runs no timer.
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static let tickSeconds: TimeInterval = 0.05
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/// Minimum spacing between player rebuilds for nonzero→nonzero level changes — a game
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/// ramping rumble per frame would otherwise stop/start players at 60+ Hz, which is exactly
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/// the churn that lost stops inside CoreHaptics. Newest level wins when the window opens;
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/// zero is never throttled.
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static let minRebakeSeconds: TimeInterval = 0.025
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/// Session watchdog: silence the motors when no wire command arrived for this long. The
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/// host re-sends the current rumble state every 500 ms as its loss heal, so this trips only
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/// after 3 consecutive refreshes vanished — i.e. the channel or host died while audible.
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static let sessionStaleSeconds: TimeInterval = 1.6
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/// Levels closer than this (≈0.4 % of full scale) are the same level — an identical host
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/// refresh must never rebuild a player.
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static let levelEpsilon: Float = 1.0 / 256.0
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/// macOS DualSense raw-HID path: re-write an unchanged nonzero level this often so the
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/// pad's firmware never times the rumble out mid-effect (Bluetooth pads watchdog output
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/// reports), and a dropped report heals.
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static let hidKeepaliveSeconds: TimeInterval = 0.9
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/// `CHHapticEvent` sharpness = actuator frequency. A DualSense's voice-coil motors need a
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/// defined frequency to move at all (an intensity-only event left them silent) while a
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/// classic Xbox ERM rotor ignores it. On split-handle pads the wire's two motors render at
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/// distinct frequencies mirroring the real hardware they emulate — low/left ≈ the heavy
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/// low-frequency rotor, high/right ≈ the light buzzer; a single combined actuator keeps the
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/// proven mid value.
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static let sharpnessLow: Float = 0.3
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static let sharpnessHigh: Float = 0.7
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static let sharpnessCombined: Float = 0.5
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/// Wire amplitude (0...0xFFFF) → CoreHaptics intensity (0...1).
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static func amplitude(_ wire: UInt16) -> Float { Float(wire) / 65535 }
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/// Wire amplitude → DualSense HID motor byte.
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static func hidByte(_ wire: UInt16) -> UInt8 { UInt8(wire >> 8) }
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/// Single-actuator pads render whichever motor is stronger.
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static func combined(low: UInt16, high: UInt16) -> UInt16 { max(low, high) }
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/// Are two baked levels the same (skip the rebuild)?
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static func sameLevel(_ a: Float, _ b: Float) -> Bool { abs(a - b) <= levelEpsilon }
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/// Time for a segment handoff to act (engine timeline).
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static func shouldRearm(endsAt: TimeInterval, now: TimeInterval) -> Bool {
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endsAt - now <= rearmHeadroom
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}
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/// When the successor segment starts: exactly as the current one expires — unless that
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/// already passed (the gap already happened; start now).
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static func handoffStart(endsAt: TimeInterval, now: TimeInterval) -> TimeInterval {
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max(endsAt, now)
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}
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}
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/// Rumble → the active physical controller (CoreHaptics; a DualSense on macOS goes over raw HID
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/// instead, see `DualSenseHID`), built around one principle: **rumble is idempotent state on a
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/// lossy channel, and the actuator's divergence from that state must be bounded** — not
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/// best-effort. The previous renderer drove infinite-duration players torn down and rebuilt per
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/// wire update; one asynchronous `stop` dropped inside CoreHaptics left an unstoppable player
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/// buzzing with its handle discarded, which no later (0,0) could reach — the "walked into the
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/// menu and the rumble never stopped" bug.
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///
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/// The invariants that bound divergence now:
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/// 1. **No infinite events.** A motor plays finite `segmentSeconds` segments; while the level
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/// holds, the successor is scheduled ON the engine timeline to start exactly when the
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/// current segment expires (seamless — no stop/start race in steady state). A leaked player
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/// therefore self-silences in ≤ `segmentSeconds`.
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/// 2. **Idempotent targets.** An update equal to the current target (the host re-sends rumble
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/// state every 500 ms as its loss heal) is a liveness stamp, never a player rebuild.
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/// 3. **Zero is immediate, ramps are throttled.** (0,0) stops players the moment it lands;
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/// nonzero→nonzero changes rebuild at most every `minRebakeSeconds` per motor (the ticker
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/// lands the newest value once the window opens).
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/// 4. **Escalating stop.** A throwing `player.stop` means the engine's state is unknown — the
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/// whole engine is stopped (silencing every player it hosts) and lazily rebuilt behind the
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/// exponential backoff.
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/// 5. **Staleness watchdog** (`Policy.session`): audible with no wire command for
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/// `sessionStaleSeconds` → force silence. A lost stop can outlive the host's 500 ms heal
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/// only if the channel itself died, and then the pad must not buzz forever. `Policy.manual`
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/// (the settings test panel) instead holds a level until it is changed.
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///
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/// Engines are created lazily on the first nonzero amplitude and torn down on retarget;
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/// failures (pads without haptics, engine resets) downgrade to silence — rumble is best-effort
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/// by design, but *staying silent* when told to stop is not.
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///
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/// `@unchecked Sendable` is sound because every property is read and written only inside
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/// `queue` closures — the serial queue is the synchronization.
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final class RumbleRenderer: @unchecked Sendable {
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/// What an un-refreshed nonzero target means. A live session ties motor life to wire
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/// liveness (the host refreshes state every 500 ms); the controller test panel holds a
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/// slider level indefinitely.
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struct Policy {
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let staleAfter: TimeInterval?
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static let session = Policy(staleAfter: RumbleTuning.sessionStaleSeconds)
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static let manual = Policy(staleAfter: nil)
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}
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private let queue = DispatchQueue(label: "io.unom.punktfunk.haptics", qos: .userInteractive)
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private let policy: Policy
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/// One finite haptic play on a motor: the player plus when (engine timeline) it expires.
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/// A PLAIN pattern player on purpose: the controller haptics server (gamecontrollerd)
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/// advertises `adv players: 0`, and as of iOS 27 beta 2 an advanced-player sequence load
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/// doesn't degrade gracefully there — the daemon faults decoding the XPC message and drops
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/// it (CoreHaptics -4811/4097, rumble dead). We only need `start(atTime:)`/`stop(atTime:)`,
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/// which the plain protocol has.
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private struct Segment {
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let player: CHHapticPatternPlayer
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let endsAt: TimeInterval
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}
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/// One actuator's started engine and the segment(s) realizing `level` on it. `retiring` is
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/// the predecessor across a segment handoff — left to expire naturally (its successor
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/// starts the instant it ends), but the reference is held so a level change or stop can
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/// still force-stop it.
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private struct Motor {
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let engine: CHHapticEngine
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let sharpness: Float
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var level: Float = 0
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var current: Segment?
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var retiring: Segment?
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var lastRebake = DispatchTime(uptimeNanoseconds: 0)
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}
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private var controller: GCController?
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private var low: Motor?
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private var high: Motor?
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/// Wire-truth target (raw wire units) and when it was last confirmed by any command.
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private var target: (low: UInt16, high: UInt16) = (0, 0)
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private var lastCommand = DispatchTime(uptimeNanoseconds: 0)
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/// Runs while anything is (or should be) audible: staleness watchdog, segment re-arm,
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/// throttled-level catch-up, engine rebuild after a reset, HID keepalive. Nil while silent,
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/// so an idle controller costs no timer wakeups and no radio traffic.
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private var ticker: DispatchSourceTimer?
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// `broken` latches OFF only for a controller that genuinely has no haptics engine (an Xbox pad
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// on an OS that doesn't expose rumble through GameController, a Siri Remote) — nothing to retry
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// until the controller changes. A transient engine failure does NOT latch it; it tears down for
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// a lazy rebuild instead, so a single hiccup can't kill rumble for the whole session.
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private var broken = false
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/// Last logged active/silent state — for a one-line transition log, not per-event spam.
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private var wasActive = false
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// Backoff after an engine failure. A broken `gamecontrollerd.haptics` XPC connection (CoreHaptics
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// -4811 "server connection broke") fails EVERY rebuild until the service relaunches — and that
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// break fires neither stoppedHandler nor resetHandler, so without a cooldown the next rumble
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// update immediately rebuilds into the same dead connection, flooding the log and never
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// recovering. Delay the next setup() — growing 0.5→1→2→4 s on repeated failure — and clear it
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// the moment a player is actually running (or the controller changes).
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private var retryAfter = DispatchTime(uptimeNanoseconds: 0)
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private var consecutiveFailures = 0
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/// Downgrade after split-handle engines fail: retry with ONE combined `.default` engine —
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/// the configuration virtually every iOS game (and this app's own menu haptics) uses — before
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/// treating the service as unreachable. A haptics daemon that mishandles per-handle
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/// localities for a particular pad can still serve the combined engine. One-way per
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/// controller; retarget resets it.
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private var preferCombined = false
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/// Health reporting for the debug test panel: a human-readable problem while rumble cannot
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/// work (nil = healthy). Without this, a wedged system haptics service (gamecontrollerd
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/// refusing every XPC connection — CoreHaptics -4811/4097, which no in-app retry can fix)
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/// reads as "the app's rumble is broken" when actually no app on the device can rumble.
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private var healthSink: ((String?) -> Void)?
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private var lastHealth: String?
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#if os(macOS)
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/// Set when the active pad is a DualSense: its motors are driven over raw HID (CoreHaptics
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/// does not reach them on macOS — adaptive triggers/lightbar work, rumble is silent). nil for
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/// every other controller, which keeps the CoreHaptics path.
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private var dualSenseHID: DualSenseHID?
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private var lastHidWrite: (levels: (UInt8, UInt8), at: DispatchTime) =
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((0, 0), DispatchTime(uptimeNanoseconds: 0))
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#endif
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init(policy: Policy = .session) {
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self.policy = policy
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}
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/// `onBackend`, if given, is invoked (on the internal queue) with a human-readable name of the
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/// rumble backend now in use; `onHealth` with a problem description whenever rumble transitions
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/// between working and structurally failing (nil = healthy) — both for the debug test panel.
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func retarget(
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_ c: GCController?, onBackend: ((String) -> Void)? = nil,
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onHealth: ((String?) -> Void)? = nil
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) {
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queue.async {
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self.teardown()
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self.closeHID()
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self.controller = c
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self.broken = false
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self.preferCombined = false
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self.consecutiveFailures = 0
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self.retryAfter = DispatchTime(uptimeNanoseconds: 0)
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if let onHealth { self.healthSink = onHealth }
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self.lastHealth = nil
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self.healthSink?(nil)
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_ = self.openHIDIfDualSense(c)
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onBackend?(self.backendNote(for: c))
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// The target survives the swap: render replays the current level onto the new pad
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// right away (a mid-rumble controller change keeps rumbling, like moving a real pad
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// between hands mid-effect).
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self.render()
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}
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}
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/// Set the wire-truth target. Called with every 0xCA state the host sends — level changes
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/// AND the 500 ms refreshes; refreshes stamp liveness for the watchdog and are otherwise
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/// free (invariant 2).
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func apply(low lowAmp: UInt16, high highAmp: UInt16) {
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queue.async {
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self.lastCommand = .now()
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let active = lowAmp != 0 || highAmp != 0
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if active != self.wasActive {
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self.wasActive = active
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log.debug(
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"rumble: \(active ? "active" : "stop", privacy: .public) low=\(lowAmp, privacy: .public) high=\(highAmp, privacy: .public)")
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}
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guard (lowAmp, highAmp) != self.target else { return }
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self.target = (lowAmp, highAmp)
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self.render()
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}
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}
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/// Silence the motors and drop the engines. Blocks until done — call off the main actor.
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func stop() {
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queue.sync {
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self.ticker?.cancel()
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self.ticker = nil
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self.target = (0, 0)
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self.wasActive = false
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self.teardown()
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self.closeHID()
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}
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}
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// MARK: - Reconciliation (all on `queue`)
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/// Drive the actuators toward `target`. Idempotent — safe to call from every wire update,
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/// tick, and retarget; when everything already matches it does nothing.
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private func render() {
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defer { updateTicker() }
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if renderHID() { return }
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guard !broken else { return }
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let audible = target.low != 0 || target.high != 0
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if audible, low == nil, high == nil, DispatchTime.now() >= retryAfter {
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setup()
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}
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// Reconcile BOTH motors (no short-circuit skipping the second on a first-motor error),
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// and tear down OUTSIDE the `inout` accesses so teardown() never mutates a motor a
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// reconcile call still holds an exclusive reference to.
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let ok: Bool
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if high != nil {
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// Per-handle: low = left/heavy motor, high = right/light — the XInput convention
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// the wire carries.
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let okLow = reconcile(&low, to: RumbleTuning.amplitude(target.low))
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let okHigh = reconcile(&high, to: RumbleTuning.amplitude(target.high))
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ok = okLow && okHigh
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} else {
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let mixed = RumbleTuning.combined(low: target.low, high: target.high)
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ok = reconcile(&low, to: RumbleTuning.amplitude(mixed))
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}
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if !ok {
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let wasSplit = high != nil
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teardown()
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scheduleRetryBackoff()
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if wasSplit, !preferCombined {
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preferCombined = true
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log.info("rumble: split-handle engines failing — will retry with one combined engine")
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}
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} else if low?.current != nil || high?.current != nil {
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// A player is actually running — the path has recovered; clear the backoff.
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consecutiveFailures = 0
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retryAfter = DispatchTime(uptimeNanoseconds: 0)
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reportHealth(nil)
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}
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}
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/// Publish a health transition to the test panel (deduped — transitions only).
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private func reportHealth(_ problem: String?) {
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guard problem != lastHealth else { return }
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lastHealth = problem
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healthSink?(problem)
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}
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/// Watchdog + housekeeping heartbeat while audible.
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private func tick() {
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if let after = policy.staleAfter, target != (0, 0), seconds(since: lastCommand) > after {
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// The host refreshes rumble state every 500 ms; this much silence means the channel
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// (or host) died while a motor was on. A direct-connected pad would have been
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// stopped by its game long ago — force the same outcome.
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log.warning(
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"rumble: no wire refresh for \(after, format: .fixed(precision: 1), privacy: .public)s — auto-silencing")
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target = (0, 0)
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}
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render()
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}
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/// Drive one motor toward `desired`, per the invariants above. Returns false when the
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/// engine errored — the caller then tears everything down (outside this `inout` access) for
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/// a lazy, backoff-gated rebuild.
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private func reconcile(_ slot: inout Motor?, to desired: Float) -> Bool {
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guard var m = slot else { return true }
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defer { slot = m }
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// Release a handed-off predecessor once it has expired on its own.
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if let r = m.retiring, m.engine.currentTime >= r.endsAt + 0.25 {
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m.retiring = nil
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}
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if desired <= RumbleTuning.levelEpsilon {
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guard m.level > 0 || m.current != nil || m.retiring != nil else { return true }
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m.level = 0
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return stopSegments(&m)
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}
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if RumbleTuning.sameLevel(desired, m.level), m.current != nil {
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return rearmIfNeeded(&m)
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}
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// Nonzero level change. Throttled: the ticker re-runs render() and lands the newest
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// value once the window opens (zero above is never throttled).
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if m.current != nil, seconds(since: m.lastRebake) < RumbleTuning.minRebakeSeconds {
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return true
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}
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guard stopSegments(&m) else { return false }
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do {
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m.current = try makeSegment(
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m.engine, sharpness: m.sharpness, amplitude: desired, at: CHHapticTimeImmediate)
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m.level = desired
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m.lastRebake = .now()
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return true
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} catch {
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// A transient failure (the engine stopped/reset between its handler firing and now).
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// Signal a rebuild — do NOT latch rumble off for the session.
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log.warning("rumble: haptic start failed — rebuilding: \(error, privacy: .public)")
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return false
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}
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}
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/// Keep a steady level seamless across the finite-segment boundary: when the current
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/// segment nears its end, start the successor ON the engine timeline exactly as it expires
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/// — no stop call, no race, no gap. The old segment is kept as `retiring` until it dies
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/// naturally, so a level change can still force-stop it.
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private func rearmIfNeeded(_ m: inout Motor) -> Bool {
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guard let cur = m.current else { return true }
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let now = m.engine.currentTime
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guard RumbleTuning.shouldRearm(endsAt: cur.endsAt, now: now) else { return true }
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// A predecessor still held this deep into the segment already expired; drop it.
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m.retiring = nil
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do {
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let next = try makeSegment(
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m.engine, sharpness: m.sharpness, amplitude: m.level,
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at: RumbleTuning.handoffStart(endsAt: cur.endsAt, now: now))
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m.retiring = m.current
|
|
m.current = next
|
|
return true
|
|
} catch {
|
|
log.warning("rumble: segment re-arm failed — rebuilding: \(error, privacy: .public)")
|
|
return false
|
|
}
|
|
}
|
|
|
|
/// Stop every segment on the motor NOW. False = a stop threw, so the engine's real state is
|
|
/// unknown (a player may still run with its handle gone) — the caller must escalate to a
|
|
/// full engine teardown, whose `engine.stop()` silences every player the engine hosts.
|
|
private func stopSegments(_ m: inout Motor) -> Bool {
|
|
var ok = true
|
|
for seg in [m.current, m.retiring].compactMap({ $0 }) {
|
|
do {
|
|
try seg.player.stop(atTime: CHHapticTimeImmediate)
|
|
} catch {
|
|
log.warning(
|
|
"rumble: player stop failed — escalating to engine stop: \(error, privacy: .public)")
|
|
ok = false
|
|
}
|
|
}
|
|
m.current = nil
|
|
m.retiring = nil
|
|
return ok
|
|
}
|
|
|
|
/// Build + start one finite continuous event at `amplitude`. `at` is `CHHapticTimeImmediate`
|
|
/// or an absolute engine-timeline instant (a scheduled handoff). The intensity is BAKED into
|
|
/// the event: a fixed event scaled by a dynamic `.hapticIntensityControl` parameter drives
|
|
/// the iPhone Taptic Engine but is silent on a controller's haptic engine.
|
|
private func makeSegment(
|
|
_ engine: CHHapticEngine, sharpness: Float, amplitude: Float, at start: TimeInterval
|
|
) throws -> Segment {
|
|
let event = CHHapticEvent(
|
|
eventType: .hapticContinuous,
|
|
parameters: [
|
|
CHHapticEventParameter(parameterID: .hapticIntensity, value: amplitude),
|
|
CHHapticEventParameter(parameterID: .hapticSharpness, value: sharpness),
|
|
],
|
|
relativeTime: 0,
|
|
duration: RumbleTuning.segmentSeconds)
|
|
let player = try engine.makePlayer(
|
|
with: CHHapticPattern(events: [event], parameters: []))
|
|
try player.start(atTime: start)
|
|
let begins = start == CHHapticTimeImmediate ? engine.currentTime : start
|
|
return Segment(player: player, endsAt: begins + RumbleTuning.segmentSeconds)
|
|
}
|
|
|
|
/// The ticker runs only while something needs tending — any nonzero target (watchdog,
|
|
/// throttle catch-up, HID keepalive, post-reset engine rebuild) or segments still alive.
|
|
private func updateTicker() {
|
|
let needed = target != (0, 0)
|
|
|| low?.current != nil || low?.retiring != nil
|
|
|| high?.current != nil || high?.retiring != nil
|
|
if needed, ticker == nil {
|
|
let t = DispatchSource.makeTimerSource(queue: queue)
|
|
t.schedule(
|
|
deadline: .now() + RumbleTuning.tickSeconds, repeating: RumbleTuning.tickSeconds)
|
|
t.setEventHandler { [weak self] in self?.tick() }
|
|
t.resume()
|
|
ticker = t
|
|
} else if !needed, let t = ticker {
|
|
t.cancel()
|
|
ticker = nil
|
|
}
|
|
}
|
|
|
|
// MARK: - Engine lifecycle
|
|
|
|
/// 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
|
|
reportHealth("This controller exposes no rumble engine to apps on this OS.")
|
|
return
|
|
}
|
|
let localities = haptics.supportedLocalities
|
|
let split =
|
|
!preferCombined && localities.contains(.leftHandle)
|
|
&& localities.contains(.rightHandle)
|
|
if split {
|
|
low = makeMotor(haptics, .leftHandle, sharpness: RumbleTuning.sharpnessLow)
|
|
high = makeMotor(haptics, .rightHandle, sharpness: RumbleTuning.sharpnessHigh)
|
|
} else {
|
|
low = makeMotor(haptics, .default, sharpness: RumbleTuning.sharpnessCombined)
|
|
}
|
|
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 a later render past the cooldown retries.
|
|
log.warning("rumble: haptics present but engine setup failed — backing off, will retry")
|
|
scheduleRetryBackoff()
|
|
if split {
|
|
preferCombined = true
|
|
log.info("rumble: split-handle engines failing — will retry with one combined engine")
|
|
}
|
|
}
|
|
}
|
|
|
|
/// 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 = .now() + min(0.5 * Double(1 << shift), 4)
|
|
if consecutiveFailures >= 2 {
|
|
// One failure is a hiccup; repeated ones are the wedged-service signature (every
|
|
// XPC connection to gamecontrollerd.haptics breaks — no app on the device can
|
|
// rumble until it relaunches). Say so instead of failing silently.
|
|
reportHealth(
|
|
"The system haptics service is refusing connections — no app can rumble a "
|
|
+ "controller right now. Rebooting the device usually clears it.")
|
|
}
|
|
}
|
|
|
|
private func makeMotor(
|
|
_ haptics: GCDeviceHaptics, _ locality: GCHapticsLocality, sharpness: Float
|
|
) -> 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; the ticker (or the next wire update) lazily rebuilds the engine and
|
|
// re-renders the still-current target.
|
|
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 players that actually move the motor are the finite
|
|
// segments `reconcile` bakes per level.
|
|
try engine.start()
|
|
return Motor(engine: engine, sharpness: sharpness)
|
|
} catch {
|
|
log.warning("haptic engine setup failed (\(locality.rawValue, privacy: .public)): \(error, privacy: .public)")
|
|
return nil
|
|
}
|
|
}
|
|
|
|
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 = {}
|
|
for seg in [m.current, m.retiring].compactMap({ $0 }) {
|
|
try? seg.player.stop(atTime: CHHapticTimeImmediate)
|
|
}
|
|
// The authoritative silencer: a stopped engine plays nothing, including any player
|
|
// whose individual stop was dropped.
|
|
m.engine.stop()
|
|
}
|
|
low = nil
|
|
high = nil
|
|
}
|
|
|
|
private func seconds(since t: DispatchTime) -> TimeInterval {
|
|
TimeInterval(DispatchTime.now().uptimeNanoseconds - t.uptimeNanoseconds) / 1_000_000_000
|
|
}
|
|
|
|
// 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.
|
|
// Runs 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
|
|
}
|
|
|
|
/// Write the target to the DualSense over HID if that's the active backend; false → not a
|
|
/// HID pad, so the caller renders via CoreHaptics. Deduped on the pad's 0...255 resolution,
|
|
/// with a periodic keepalive re-write while nonzero (the ticker calls back in here).
|
|
private func renderHID() -> Bool {
|
|
#if os(macOS)
|
|
guard let hid = dualSenseHID else { return false }
|
|
let levels = (RumbleTuning.hidByte(target.low), RumbleTuning.hidByte(target.high))
|
|
let keepalive = levels != (0, 0)
|
|
&& seconds(since: lastHidWrite.at) > RumbleTuning.hidKeepaliveSeconds
|
|
if levels != lastHidWrite.levels || keepalive {
|
|
hid.rumble(low: levels.0, high: levels.1)
|
|
lastHidWrite = (levels, .now())
|
|
}
|
|
return true
|
|
#else
|
|
return false
|
|
#endif
|
|
}
|
|
|
|
private func closeHID() {
|
|
#if os(macOS)
|
|
dualSenseHID?.close() // writes (0,0) before releasing
|
|
dualSenseHID = nil
|
|
lastHidWrite = ((0, 0), DispatchTime(uptimeNanoseconds: 0))
|
|
#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"
|
|
}
|
|
}
|