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punktfunk/clients/apple/Sources/PunktfunkKit/Gamepad/GamepadFeedback.swift
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enricobuehler 3ba19f28a2
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feat(apple): the gamepad UI comes to tvOS - focus-driven, with real session controls
The console UI now runs on tvOS through the NATIVE focus engine: carousel
cards and settings rows are focusable Buttons (Siri Remote and pads both
navigate; imperative scrollTo replaces the drop-prone scrollPosition binding),
while iOS/macOS keep the 60 Hz poll untouched - on tvOS it carries only what
focus has no concept of: X/Y screen actions and left/right value adjust with
the poll's dominant-axis feel (onMoveCommand proved input-source-dependent:
keyboard intercepted, pad dpad not -> double steps). Text entry uses the
system fullscreen keyboard (TVTextEntry); pairing + library present as covers
under the launcher; the game library defaults ON; settings values slide a
quiet 14 pt in the step's direction.

Session controls: controller/remote input routes EXCLUSIVELY through
GameController during a stream (GCEventViewController, interaction disabled) -
a pad's B no longer doubles as a UIKit menu press that ended sessions
mid-game. Deliberate exits only: the cross-client escape chord (hold
L1+R1+Start+Select 1.5 s - pf-client-core's contract, now implemented on all
Apple platforms) and holding the remote's Back >= 1 s; the start-of-stream
banner (now also on tvOS) teaches both. The Siri Remote's touch surface
drives the host pointer - press = left click, Play/Pause = right click,
release-tail jumps gated so motion stays truly relative.

tvOS 26 regressions fixed at the root: the app-wide brand tint rendered every
unfocused control as a blank pill (tint dropped on tvOS) and the 17 pt root
font shrank the whole platform (29 pt there), plus 10-foot sizing across host
cards, the gamepad screens, and the stats HUD (whose misleading "Press Menu"
hint is gone). Acknowledgements scrolls by focus-sized chunks and Menu pops
instead of suspending; full-width focusSections make the home actions
reachable from any column. The presenter defaults to stage-3 glass pacing on
tvOS (a 60 Hz panel fed a 60 fps stream is the sticky-FIFO worst case behind
the 50 ms display stage) and is pickable from the gamepad settings; HDR
capability advertises from AVPlayer.eligibleForHDRPlayback instead of the
current mode's EDR headroom, so an SDR home screen no longer hides an HDR TV.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 16:59:01 +02:00

215 lines
9.9 KiB
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// Host→client gamepad feedback rendering: one drain thread polls the rumble (0xCA) and
// HID-output (0xCD) planes and replays them on the active physical controller —
//
// rumble → CHHapticEngine players (per-handle localities when the pad has them,
// one combined engine otherwise),
// lightbar → GCDeviceLight,
// player LEDs → GCController.playerIndex (the DS bit patterns map to player 14),
// trigger FX → DualSenseTriggerEffect.parse → GCDualSenseAdaptiveTrigger.
//
// Only pad 0 is rendered (exactly one controller is forwarded). HID-output traffic exists
// only on PlayStation-pad sessions (a DualSense, or a DualShock 4 = lightbar only) — the
// drain always polls both planes with short timeouts and never spins, so an Xbox session
// just renders rumble. GameController profile mutation
// happens on main; CHHapticEngine work on its own serial queue; the drain thread itself
// touches neither. When GamepadManager switches the active controller mid-session, the
// old pad is reset (triggers off, player index unset) and the last known feedback state
// is replayed onto the new one.
import Combine
import Foundation
import GameController
public final class GamepadFeedback {
private let connection: PunktfunkConnection
private let flag = StopFlag()
private let drainDone = DispatchSemaphore(value: 0)
private var drainStarted = false
private let rumble = RumbleRenderer(policy: .session)
private var activeSub: AnyCancellable?
// Last applied feedback (main-actor) — replayed when the active controller changes.
@MainActor private var target: GCController?
@MainActor private var lastLight: (r: UInt8, g: UInt8, b: UInt8)?
@MainActor private var lastPlayerBits: UInt8?
@MainActor private var lastTrigger: [DualSenseTriggerEffect?] = [nil, nil]
public init(connection: PunktfunkConnection, manager: GamepadManager) {
self.connection = connection
// Capture self weakly in the hop too, so the inner sink's weak capture isn't shadowing
// an implicit strong one — and the subscription (stored on self) never retain-cycles.
Task { @MainActor [weak self] in
guard let self else { return }
self.activeSub = manager.$active.sink { [weak self] dc in
MainActor.assumeIsolated { self?.retarget(dc?.controller) }
}
}
}
/// Safety net: the drain thread captures `connection` strongly and only `self` weakly, so if
/// this is dropped without `stop()` (an abrupt teardown) the thread would poll forever and
/// leak the connection — signal it to exit. (`stop()` is the normal path and also joins it.)
deinit { flag.stop() }
/// Map the DualSense player-LED bit patterns (5 LEDs, hid-playstation's player
/// conventions) onto GCControllerPlayerIndex. Unknown patterns fall back to the lit
/// count, clamped to the four indices GC offers.
public static func playerIndex(forBits bits: UInt8) -> GCControllerPlayerIndex {
switch bits & 0x1F {
case 0: return .indexUnset
case 0b00100: return .index1
case 0b01010: return .index2
case 0b10101: return .index3
case 0b11011: return .index4
default:
let lit = (bits & 0x1F).nonzeroBitCount
return GCControllerPlayerIndex(rawValue: min(lit, 4) - 1) ?? .index1
}
}
public func start() {
guard !drainStarted else { return }
drainStarted = true
// Hidout traffic (lightbar / player LEDs / triggers) only exists on a PlayStation-pad
// session — a DualSense or a DualShock 4 (lightbar only). Block briefly on it there and
// let rumble own the wait elsewhere; on an Xbox session it stays nonblocking.
let thread = Thread { [connection, flag, drainDone, weak self] in
// Per-iteration autorelease pool: no runloop on this thread, and the haptics/HID
// rendering below autoreleases ObjC temporaries. `false` = session over.
var alive = true
while alive, !flag.isStopped {
alive = autoreleasepool { () -> Bool in
do {
// Poll the feedback planes NON-BLOCKING. A blocking poll (timeoutMs > 0) holds
// the connection's shared feedback lock for its whole wait; the video pump drains
// HDR mastering metadata (nextHdrMeta) on the SAME lock every frame, so a blocking
// poll here starved it and throttled HDR to ~1 fps (SDR, which never drains HDR
// meta, was unaffected). Pacing with a short sleep OUTSIDE the lock (below) keeps
// rumble/HID latency low while leaving the lock free between polls.
//
// Rumble is idempotent state, so drain the plane DRY and apply only the newest
// level. The old one-datagram-per-cycle shape let a burst outpace the ~125 Hz
// drain: levels rendered up to ~130 ms late through the core's 16-deep queue,
// and its drop-newest overflow could shed a stop while stale nonzero states
// queued ahead of it — buzzing until the host's next 500 ms refresh.
var newest: (low: UInt16, high: UInt16)?
var rumbleBurst = 0
while rumbleBurst < 64, !flag.isStopped,
let r = try connection.nextRumble(timeoutMs: 0) {
if r.pad == 0 { newest = (r.low, r.high) }
rumbleBurst += 1
}
if let n = newest {
self?.rumble.apply(low: n.low, high: n.high)
}
// Drain a BOUNDED burst of hidout events so sustained 0xCD traffic (a game writing
// per-frame LED/trigger reports) can't spin here or block stop() past one cycle.
var burst = 0
while burst < 64, !flag.isStopped,
let ev = try connection.nextHidOutput(timeoutMs: 0) {
self?.render(ev)
burst += 1
}
return true
} catch {
return false // .closed (or fatal) — the session is over
}
}
// ~8 ms poll cadence (≈125 Hz), slept OUTSIDE the feedback lock — low rumble/HID
// latency without holding the lock the HDR-meta drain needs.
if alive, !flag.isStopped { Thread.sleep(forTimeInterval: 0.008) }
}
drainDone.signal()
}
thread.name = "punktfunk-feedback"
thread.qualityOfService = .userInteractive
thread.start()
}
/// Stop the drain and silence the motors. Blocks until the drain thread exits (≤ one
/// poll cycle) — call off the main actor, before `connection.close()`.
public func stop() {
flag.stop()
if drainStarted {
drainDone.wait()
drainStarted = false
}
rumble.stop()
// Drop the retarget subscription and the dead session's cached feedback — a
// controller change after teardown must not replay this session's triggers/LEDs.
Task { @MainActor in
self.activeSub = nil
self.lastLight = nil
self.lastPlayerBits = nil
self.lastTrigger = [nil, nil]
self.reset(self.target)
self.target = nil
}
}
private func render(_ ev: PunktfunkConnection.HidOutputEvent) {
DispatchQueue.main.async {
MainActor.assumeIsolated { self.apply(ev) }
}
}
@MainActor
private func apply(_ ev: PunktfunkConnection.HidOutputEvent) {
switch ev {
case let .led(pad, r, g, b):
guard pad == 0 else { return }
lastLight = (r, g, b)
target?.light?.color = GCColor(
red: Float(r) / 255, green: Float(g) / 255, blue: Float(b) / 255)
case let .playerLEDs(pad, bits):
guard pad == 0 else { return }
lastPlayerBits = bits
target?.playerIndex = Self.playerIndex(forBits: bits)
case let .triggerEffect(pad, which, effect):
guard pad == 0, which < 2 else { return }
let parsed = DualSenseTriggerEffect.parse(effect)
lastTrigger[Int(which)] = parsed
if let trigger = adaptiveTrigger(which) {
parsed.apply(to: trigger)
}
}
}
@MainActor
private func retarget(_ controller: GCController?) {
guard controller !== target else { return }
reset(target)
target = controller
rumble.retarget(controller)
// Replay the session's feedback state so a swapped-in controller looks the same.
if let (r, g, b) = lastLight {
controller?.light?.color = GCColor(
red: Float(r) / 255, green: Float(g) / 255, blue: Float(b) / 255)
}
if let bits = lastPlayerBits {
controller?.playerIndex = Self.playerIndex(forBits: bits)
}
for which in 0..<2 {
if let effect = lastTrigger[which], let trigger = adaptiveTrigger(UInt8(which)) {
effect.apply(to: trigger)
}
}
}
@MainActor
private func reset(_ controller: GCController?) {
guard let c = controller else { return }
c.playerIndex = .indexUnset
if let ds = c.extendedGamepad as? GCDualSenseGamepad {
ds.leftTrigger.setModeOff()
ds.rightTrigger.setModeOff()
}
}
@MainActor
private func adaptiveTrigger(_ which: UInt8) -> GCDualSenseAdaptiveTrigger? {
guard let ds = target?.extendedGamepad as? GCDualSenseGamepad else { return nil }
return which == 0 ? ds.leftTrigger : ds.rightTrigger
}
}