01c55aed38
Carry the rich Steam Controller / Steam Deck inputs end-to-end on the wire — strictly additive + forward-compatible (unknown kinds/bits drop on old peers). Core (punktfunk-core): - input.rs: BTN_PADDLE1..4 + BTN_MISC1 in Moonlight's buttonFlags2<<16 namespace (so the GameStream paddle path and native grips share one host injector map; Steam L4/L5/R4/R5 reuse the four Xbox-Elite paddle slots). - quic.rs: RichInput::TouchpadEx (kind 0x03 — surface 0/1/2, touch+click, signed coords, pressure; the second trackpad the single Touchpad can't express) and HidOutput::TrackpadHaptic (kind 0x04 — the SC voice-coil pulse). Round-tripped. - abi.rs: PUNKTFUNK_GAMEPAD_STEAMDECK=6 / _STEAMCONTROLLER=5, the paddle bits, RICH_TOUCHPAD_EX / HIDOUT_TRACKPAD_HAPTIC constants. from_hid packs TrackpadHaptic into the existing which + effect[0..6] — the legacy structs do NOT grow (guarded by new size_of==20/19 asserts); GamepadPref lockstep + paddle-bit lockstep asserts extended. include/punktfunk_core.h regenerated. Host (punktfunk-host): - steam_proto::from_gamepad maps the wire paddles -> the four Deck grips + QAM; apply_rich routes TouchpadEx left/right -> the matching pad. - every DualSense/DS4 manager (Linux + Windows) gained a TouchpadEx arm (surface 0/2 -> its one touchpad; surface 1 ignored) so the variant compiles everywhere and a Steam client streaming to a DS host keeps its right pad. - the xpad BUTTON_MAP finally consumes the GameStream paddle bits (BTN_TRIGGER_HAPPY5-8) — Sunshine/Moonlight paddle clients were silently no-op'd before (design §5.6). - Android feedback: drop TrackpadHaptic (no coils; rumble rides 0xCA). Validated on-box: the ignored backend test now drives the full wire path — from_gamepad (BTN_A + the L4 grip) + apply_rich (a left-pad TouchpadEx) reach the evdev as BTN_A + ABS_HAT0X=-8000. Wire round-trips + paddle/TouchpadEx mapping unit-tested. Workspace clippy/fmt/test green. Not pushed. Deferred to M4: the C-ABI PunktfunkRichInputEx + send_rich_input2 (only the Apple/embedder *send* path needs it; the host decodes TouchpadEx today). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
313 lines
12 KiB
Rust
313 lines
12 KiB
Rust
//! Virtual Sony DualShock 4 on Windows via the UMDF minidriver — the PS4 sibling of
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//! [`super::dualsense_windows`]. Same transport (a per-session `SwDeviceCreate` devnode + the
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//! `Global\pfds-shm-<idx>` shared section the driver maps), same controller model ([`DsState`]); only
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//! the PnP identity (`VID_054C&PID_09CC`, hardware id `pf_dualshock4`) and the report codec
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//! ([`super::dualshock4_proto`]) differ. The host stamps `device_type = 1` (DualShock 4) into the
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//! section so the one UMDF driver serves the DS4 descriptor / attributes / features instead of the
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//! DualSense ones. Feedback is motor rumble (universal 0xCA plane) + the lightbar (0xCD `Led`); a DS4
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//! has no adaptive triggers / player LEDs.
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use super::dualsense_proto::DsState;
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use super::dualsense_windows::{
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create_swdevice, SwDeviceProfile, DEVTYPE_DUALSHOCK4, OFF_DEVTYPE, OFF_INPUT, OFF_OUTPUT,
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OFF_OUT_SEQ, SHM_MAGIC, SHM_SIZE,
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};
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use super::dualshock4_proto::{
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parse_ds4_output, serialize_state, Ds4Feedback, DS4_INPUT_REPORT_LEN, DS4_TOUCH_H, DS4_TOUCH_W,
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};
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use crate::gamestream::gamepad::{GamepadEvent, MAX_PADS};
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use anyhow::Result;
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use punktfunk_core::quic::{HidOutput, RichInput};
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use std::time::{Duration, Instant};
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use windows::core::HSTRING;
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/// A single virtual DualShock 4: the `SwDeviceCreate`'d `pf_ds4_<index>` devnode plus the mapped
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/// shared section. Dropping it removes the devnode and unmaps + closes the section.
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struct Ds4WinPad {
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/// Per-session devnode from SwDeviceCreate, when it succeeds (RAII — `SwDeviceClose` on drop).
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_sw: Option<super::gamepad_raii::SwDevice>,
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/// The named shared section the driver maps (RAII — unmapped + closed on drop).
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shm: super::gamepad_raii::Shm,
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counter: u8,
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ts: u16,
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last_out_seq: u32,
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}
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impl Ds4WinPad {
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/// Create + map the section, stamp `device_type = DualShock 4` + a neutral report + the magic,
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/// then spawn the `pf_ds4_<index>` devnode (the driver loads on it and maps the section).
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fn open(index: u8) -> Result<Ds4WinPad> {
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let shm = super::gamepad_raii::Shm::create(
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&HSTRING::from(pf_driver_proto::gamepad::pad_shm_name(index)),
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SHM_SIZE,
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)?;
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let base = shm.base();
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// device-type FIRST (so it's visible the moment magic is), neutral report, magic LAST.
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// SAFETY: base points at SHM_SIZE writable bytes; OFF_DEVTYPE/OFF_INPUT are in range.
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unsafe {
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*base.add(OFF_DEVTYPE) = DEVTYPE_DUALSHOCK4;
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std::ptr::write_unaligned(base.add(OFF_INPUT) as *mut [u8; DS4_INPUT_REPORT_LEN], {
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let mut r = [0u8; DS4_INPUT_REPORT_LEN];
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serialize_state(&mut r, &DsState::neutral(), 0, 0);
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r
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});
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std::ptr::write_unaligned(base as *mut u32, SHM_MAGIC);
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}
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let inst = format!("pf_ds4_{index}");
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let hsw = match create_swdevice(&SwDeviceProfile {
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instance: &inst,
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container_index: index,
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hwid: "pf_dualshock4",
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usb_vid_pid: "VID_054C&PID_09CC",
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description: "punktfunk Virtual DualShock 4",
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}) {
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Ok(h) => Some(h),
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Err(e) => {
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tracing::warn!(error = %format!("{e:#}"), "SwDeviceCreate failed; DualShock 4 devnode unavailable");
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None
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}
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};
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let _sw = hsw.map(super::gamepad_raii::SwDevice::new);
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Ok(Ds4WinPad {
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_sw,
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shm,
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counter: 0,
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ts: 0,
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last_out_seq: 0,
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})
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}
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/// Serialize `st` into report `0x01` and publish it to the section's input slot.
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fn write_state(&mut self, st: &DsState) {
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self.counter = self.counter.wrapping_add(1);
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self.ts = self.ts.wrapping_add(188); // ~1ms in the DS4's 5.33µs sensor-clock units
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let mut r = [0u8; DS4_INPUT_REPORT_LEN];
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serialize_state(&mut r, st, self.counter, self.ts);
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// SAFETY: base points at SHM_SIZE bytes; input slot is OFF_INPUT..OFF_INPUT+64.
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unsafe {
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std::ptr::copy_nonoverlapping(r.as_ptr(), self.shm.base().add(OFF_INPUT), r.len())
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};
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}
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/// Poll the section's output slot; parse a new `0x05` report (rumble / lightbar) into a
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/// [`Ds4Feedback`]. Returns empty feedback if the driver hasn't published anything new.
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fn service(&mut self) -> Ds4Feedback {
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let mut fb = Ds4Feedback::default();
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// SAFETY: base points at SHM_SIZE bytes.
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let seq =
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unsafe { std::ptr::read_unaligned(self.shm.base().add(OFF_OUT_SEQ) as *const u32) };
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if seq != self.last_out_seq {
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self.last_out_seq = seq;
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let mut out = [0u8; 64];
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// SAFETY: output slot is OFF_OUTPUT..OFF_OUTPUT+64 within the section.
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unsafe {
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std::ptr::copy_nonoverlapping(self.shm.base().add(OFF_OUTPUT), out.as_mut_ptr(), 64)
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};
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parse_ds4_output(&out, &mut fb);
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}
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fb
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}
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}
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/// All virtual DualShock 4 pads of a session — the Windows analogue of
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/// [`DualShock4Manager`](super::dualshock4::DualShock4Manager), with the same method surface as the
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/// Windows DualSense manager so the session input thread drives either backend identically.
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pub struct DualShock4WindowsManager {
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pads: Vec<Option<Ds4WinPad>>,
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state: Vec<DsState>,
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last_rumble: Vec<(u16, u16)>,
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last_led: Vec<Option<(u8, u8, u8)>>,
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last_write: Vec<Instant>,
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broken: bool,
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}
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impl Default for DualShock4WindowsManager {
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fn default() -> DualShock4WindowsManager {
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DualShock4WindowsManager::new()
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}
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}
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impl DualShock4WindowsManager {
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pub fn new() -> DualShock4WindowsManager {
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DualShock4WindowsManager {
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pads: (0..MAX_PADS).map(|_| None).collect(),
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state: vec![DsState::neutral(); MAX_PADS],
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last_rumble: vec![(0, 0); MAX_PADS],
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last_led: vec![None; MAX_PADS],
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last_write: vec![Instant::now(); MAX_PADS],
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broken: false,
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}
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}
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/// Handle one decoded controller event (create/destroy by mask, then merge button/stick state).
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pub fn handle(&mut self, ev: &GamepadEvent) {
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match ev {
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GamepadEvent::Arrival { index, kind, .. } => {
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tracing::info!(index, kind, "controller arrival (DualShock 4/Windows)");
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self.ensure(*index as usize);
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}
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GamepadEvent::State(f) => {
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let idx = f.index as usize;
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if idx >= MAX_PADS {
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return;
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}
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for (i, slot) in self.pads.iter_mut().enumerate() {
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if slot.is_some() && f.active_mask & (1 << i) == 0 {
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tracing::info!(index = i, "controller unplugged (DualShock 4/Windows)");
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*slot = None;
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self.state[i] = DsState::neutral();
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self.last_rumble[i] = (0, 0);
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self.last_led[i] = None;
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}
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}
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if f.active_mask & (1 << idx) == 0 {
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return;
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}
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self.ensure(idx);
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let prev = self.state[idx];
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let mut s = DsState::from_gamepad(
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f.buttons,
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f.ls_x,
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f.ls_y,
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f.rs_x,
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f.rs_y,
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f.left_trigger,
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f.right_trigger,
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);
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s.touch = prev.touch;
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s.gyro = prev.gyro;
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s.accel = prev.accel;
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self.state[idx] = s;
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self.write(idx);
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}
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}
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}
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/// Apply one rich client→host event (touchpad contact / motion sample) to an existing pad.
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pub fn apply_rich(&mut self, rich: RichInput) {
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let idx = match rich {
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RichInput::Touchpad { pad, .. }
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| RichInput::Motion { pad, .. }
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| RichInput::TouchpadEx { pad, .. } => pad as usize,
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};
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if idx >= MAX_PADS || self.pads[idx].is_none() {
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return;
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}
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match rich {
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RichInput::Touchpad {
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finger,
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active,
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x,
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y,
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..
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} => {
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let slot = (finger as usize).min(1);
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let t = &mut self.state[idx].touch[slot];
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t.active = active;
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t.id = slot as u8;
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t.x = ((x as u32 * (DS4_TOUCH_W - 1) as u32) / u16::MAX as u32) as u16;
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t.y = ((y as u32 * (DS4_TOUCH_H - 1) as u32) / u16::MAX as u32) as u16;
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}
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RichInput::Motion { gyro, accel, .. } => {
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self.state[idx].gyro = gyro;
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self.state[idx].accel = accel;
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}
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RichInput::TouchpadEx {
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surface,
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finger,
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touch,
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x,
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y,
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..
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} => {
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// A Steam right/single pad maps onto the one DS4 touchpad (signed centre-0 →
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// 0..=65535); surface 1 (the Steam left pad) has no DS4 equivalent.
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if surface != 1 {
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let slot = (finger as usize).min(1);
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let n = |v: i16| ((v as i32) + 32768) as u32;
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let t = &mut self.state[idx].touch[slot];
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t.active = touch;
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t.id = slot as u8;
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t.x = (n(x) * (DS4_TOUCH_W - 1) as u32 / u16::MAX as u32) as u16;
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t.y = (n(y) * (DS4_TOUCH_H - 1) as u32 / u16::MAX as u32) as u16;
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}
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}
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}
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self.write(idx);
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}
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fn write(&mut self, idx: usize) {
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let st = self.state[idx];
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if let Some(pad) = self.pads[idx].as_mut() {
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pad.write_state(&st);
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}
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self.last_write[idx] = Instant::now();
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}
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/// Re-emit each live pad's current report if it's been silent for `max_gap` (parity with the
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/// other backends' heartbeat — keeps the section fresh).
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pub fn heartbeat(&mut self, max_gap: Duration) {
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let now = Instant::now();
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for i in 0..self.pads.len() {
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if self.pads[i].is_some() && now.duration_since(self.last_write[i]) >= max_gap {
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self.write(i);
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}
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}
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}
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fn ensure(&mut self, idx: usize) {
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if idx >= MAX_PADS || self.pads[idx].is_some() || self.broken {
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return;
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}
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match Ds4WinPad::open(idx as u8) {
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Ok(p) => {
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tracing::info!(
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index = idx,
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"virtual DualShock 4 created (Windows UMDF shm channel)"
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);
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self.pads[idx] = Some(p);
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self.state[idx] = DsState::neutral();
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self.last_rumble[idx] = (0, 0);
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self.last_led[idx] = None;
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self.last_write[idx] = Instant::now();
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}
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Err(e) => {
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tracing::error!(error = %format!("{e:#}"), "virtual DualShock 4 creation failed — controller input disabled");
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self.broken = true;
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}
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}
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}
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/// Service every pad: poll the section for a game's feedback. `rumble` fires `(index, low, high)`
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/// only on change (universal 0xCA plane); `hidout` fires the lightbar (0xCD `Led`), deduped.
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pub fn pump(
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&mut self,
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mut rumble: impl FnMut(u16, u16, u16),
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mut hidout: impl FnMut(HidOutput),
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) {
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for i in 0..self.pads.len() {
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let Some(pad) = self.pads[i].as_mut() else {
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continue;
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};
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let fb = pad.service();
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if let Some(r) = fb.rumble {
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if self.last_rumble[i] != r {
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self.last_rumble[i] = r;
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rumble(i as u16, r.0, r.1);
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}
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}
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if let Some(rgb) = fb.led {
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if self.last_led[i] != Some(rgb) {
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self.last_led[i] = Some(rgb);
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hidout(HidOutput::Led {
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pad: i as u8,
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r: rgb.0,
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g: rgb.1,
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b: rgb.2,
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});
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}
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}
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}
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}
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}
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