apple / swift (pull_request) Successful in 1m16s
apple / screenshots (pull_request) Skipped
ci / rust-arm64 (pull_request) Successful in 1m53s
android / android (pull_request) Successful in 2m52s
ci / web (pull_request) Successful in 1m13s
ci / docs-site (pull_request) Successful in 1m20s
windows-drivers / probe-and-proto (pull_request) Successful in 29s
windows-drivers / driver-build (pull_request) Successful in 1m37s
ci / rust (pull_request) Successful in 25m42s
Three faults on the Windows pad path, two of them races that only bite when a game drives a pad hard enough for two callbacks to overlap. pf-gamepad's output ring could hand the host a torn report. Publishing is a read-modify-write — read the cursor, write the slot it names, advance it — and the framework dispatches output callbacks in parallel, so two could be inside it at once: both read the same head, both wrote the SAME slot, and both stored head+1, so the cursor moved once for two reports and the host read a single entry with two reports mixed into it. An atomic fetch_add does not fix this. It hands each writer its own slot but advances the cursor before the bytes exist, so the host is then invited to read a slot still being filled. Serializing the publish is what makes the cursor bump mean "the slot below is complete". The ring exists to stop a rumble STOP being coalesced away, and a torn slot can eat that STOP with no idle watchdog behind it. Both drivers also promised the host an ordering they never established. The host loads out_seq and rumble_seq with Acquire and says so in its own comments — "Acquire pairs with the driver's publish-then-bump store order" — but the drivers bumped both with plain writes, and an Acquire load pairs with a Release store and nothing else. On a weakly-ordered core the host could see a fresh seq against stale bytes. pf-xusb's rumble seq was racy in the same way as the ring: two SET_STATE calls could both read one value and both write back value+1, so the host saw one bump for two writes and skipped a level. A skipped stop is the one that hurts — the pad buzzes until the ~2.5 s idle force-off notices the game went quiet, which is what bounds the damage. Diagnosing an unattached driver stalled the session. The pad service thread — the one feeding input and rumble — waited up to two seconds for a pnputil enumeration, per unattached pad, at exactly the moment a session was already going wrong. The diagnosis now runs on its own thread. Off the hot path the wait no longer has to be a compromise, so it is generous enough to report what it actually found instead of giving up with "still enumerating" — which, given pnputil routinely takes longer than the old budget, is what it usually did.