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punktfunk/clients/apple/Sources/PunktfunkKit/Gamepad/RumbleRenderer.swift
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feat(abi/apple): carry the trigger motors to non-Rust clients — ABI 18, next_rumble_cmd2
The `0xCA` wire already carries the two Xbox impulse-trigger motors (v3), and the Rust decode path
already parses them; `datagram_task.rs` dropped them on the floor with a comment naming exactly this
work as what remained. The blocker was the C ABI: every non-Rust client pulls rumble through
`punktfunk_connection_next_rumble_cmd`, whose out-params cannot carry two more channels.

    PunktfunkStatus punktfunk_connection_next_rumble_cmd2(
        PunktfunkConnection *c, uint16_t *pad, uint16_t *low, uint16_t *high,
        uint16_t *left_trigger, uint16_t *right_trigger,
        uint32_t *backstop_ms, uint32_t timeout_ms);

⚠️ ADDED, not widened. `_cmd` keeps its signature and its values bit-identical for handle-only
traffic — out-of-tree embedders depend on it and `docs/embedding-the-c-abi.md` documents it, so
silently changing an exported symbol would break every consumer at once. `nm` on the staticlib shows
all four rumble entry points still exported. `ABI_VERSION` 17 → 18; every other site reads it
dynamically, so there are no hardcoded mirrors to drift.

⚠️ ONE HONEST BEHAVIOURAL DELTA, documented in `abi.rs` and pinned by a test: against a
trigger-driving host a `_cmd` caller now receives commands with `low == high == 0` where the demux
previously dropped the update entirely. They are idempotent handle stops, and the redundant-stop
suppression cannot fold them because the command as a whole is not silent. Zero cost today —
nothing sources non-zero triggers.

The dedupe-jitter proof was RE-DERIVED rather than widened, which is the kind of thing that quietly
rots when a tuple grows: the nudge touches only `low` by ±1 LSB and `emit` is only reached with a
non-silent level, so the nudged tuple can collide with the four-field stop sentinel only at
`(1,0,0,0)`. A test pins both directions — refuse at `(1,0,0,0)`, flip freely at `(1,0,lt,0)`.

Apple renders them: `RumbleRenderer` gains `Motor?` slots at `GCHapticsLocality.leftTrigger` /
`.rightTrigger` beside the existing handles. A controller without trigger actuators degrades
silently — a nil engine yields a nil slot and `reconcile` no-ops — and absent localities are never
logged, because on most pads that is the normal case rather than a fault. The macOS DualSense
raw-HID branch stays a deliberate no-op: a DualSense has ADAPTIVE triggers, not trigger rumble
motors, and inventing a mapping there would buzz the wrong thing.

🛑 BUILT AHEAD OF A PRODUCER, DELIBERATELY, AND NOTHING HERE CLAIMS OTHERWISE. Nothing can currently
source trigger rumble on Windows and that is measured, not assumed: `XINPUT_VIBRATION` has two
members, and GameInput — the only four-motor API — does not enumerate an xinputhid-promoted Xbox pad
at all, verified against a REAL Microsoft Elite which is equally invisible to it while classic
XInput reads it live. So this path has never been exercised end to end and the comments say so.

VERIFIED
  * `cargo test -p punktfunk-core --features quic --lib` 378 passed on macOS, 203 on Windows;
    clippy `-D warnings` clean with and without default features; `cargo fmt --all --check` clean.
  * The generated header is regenerated and idempotent on re-run (CI diffs it).
  * SWIFT ACTUALLY COMPILES AND RUNS: `swift build` clean and `swift test` 262 passed / 0 failures
    in `clients/apple`, against a locally built xcframework. (Editor SourceKit errors about
    `PunktfunkCore`/`DualSenseHID` are index noise from that gitignored artifact — a real build
    resolves both, and the `DualSenseHID` references are untouched by this change.)
  * `cargo build -p punktfunk-host` clean on Windows.

NOT VERIFIED
  * End to end — see above; there is no producer.
  * Whether a real Xbox pad on Apple actually reports the two trigger localities. The degrade needs
    no code, but the positive case is untested.
  * `pf-client-core` (the SDL renderer) does not build on macOS at baseline and is unbuilt here. It
    only reads `RumbleCommand` fields and never constructs one, so added fields cannot break it, but
    it still calls `_cmd`; wiring `SDL_RumbleGamepadTriggers` is separate work.

ANDROID: NOT DONE, and it should stay that way for now. `pack_rumble` packs pad/backstop/low/high
into bits 0..52 of a `jlong` with `-1` reserved as a sentinel — two more `u16` do not fit. The right
fix if ever wanted is the direct-`ByteBuffer` shape `nativeNextHidout` already uses in the same file
(zero-allocation, caller-owned, the established idiom), not a second `jlong` (racy across two calls)
nor `long[]` (an allocation per pull). But no Android device exposes trigger actuators at all, so
there is nothing to render. Separately stale and also not fixed: `NativeBridge.kt`'s KDoc still
documents the v2 `ttl_ms` layout rather than `backstop_ms`.
2026-08-09 23:30:02 +02:00

736 lines
39 KiB
Swift

import CoreHaptics
import Foundation
import GameController
import os
private let log = Logger(subsystem: "io.unom.punktfunk", category: "gamepad")
/// Tuning constants + the pure scheduling decisions of the rumble renderer, split out so the
/// policy is unit-testable without a `CHHapticEngine` or a physical pad.
enum RumbleTuning {
/// Haptic segment length. **No event is ever infinite**: a player the renderer loses track
/// of (a stop dropped inside CoreHaptics, an engine race) self-silences when its segment
/// expires, so this is the hard ceiling on how long the actuator can diverge from the
/// target state.
static let segmentSeconds: TimeInterval = 4.0
/// Re-arm the successor segment once the current one has less than this left. Generous
/// against the ticker period so a steady rumble can never miss the boundary and gap.
static let rearmHeadroom: TimeInterval = 1.0
/// Renderer ticker period while anything is (or should be) audible. Silence runs no timer.
static let tickSeconds: TimeInterval = 0.05
/// Minimum spacing between player rebuilds for nonzero→nonzero level changes — a game
/// ramping rumble per frame would otherwise stop/start players at 60+ Hz, which is exactly
/// the churn that lost stops inside CoreHaptics. Newest level wins when the window opens;
/// zero is never throttled.
static let minRebakeSeconds: TimeInterval = 0.025
/// Levels closer than this (≈0.4 % of full scale) are the same level — an identical host
/// refresh must never rebuild a player.
static let levelEpsilon: Float = 1.0 / 256.0
/// macOS DualSense raw-HID path: re-write an unchanged nonzero level this often so the
/// pad's firmware never times the rumble out mid-effect (Bluetooth pads watchdog output
/// reports), and a dropped report heals.
static let hidKeepaliveSeconds: TimeInterval = 0.9
/// `CHHapticEvent` sharpness = actuator frequency. A DualSense's voice-coil motors need a
/// defined frequency to move at all (an intensity-only event left them silent) while a
/// classic Xbox ERM rotor ignores it. On split-handle pads the wire's two motors render at
/// distinct frequencies mirroring the real hardware they emulate — low/left ≈ the heavy
/// low-frequency rotor, high/right ≈ the light buzzer; a single combined actuator keeps the
/// proven mid value. The impulse-trigger motors are small and light — the same character as
/// the high/right buzzer — so they reuse `sharpnessHigh` rather than introduce a number
/// nobody has measured on real trigger hardware.
static let sharpnessLow: Float = 0.3
static let sharpnessHigh: Float = 0.7
static let sharpnessCombined: Float = 0.5
/// Wire amplitude (0...0xFFFF) → CoreHaptics intensity (0...1).
static func amplitude(_ wire: UInt16) -> Float { Float(wire) / 65535 }
/// Wire amplitude → DualSense HID motor byte. A nonzero command never collapses to silence:
/// the top byte of anything below 0x0100 is 0, so a weak-but-real rumble used to render as
/// nothing at all on this path. Floored at 1 — imperceptibly light, but moving. (Android's
/// `toAmplitude` has always done this; this was the odd one out.)
static func hidByte(_ wire: UInt16) -> UInt8 {
let b = UInt8(wire >> 8)
return wire != 0 && b == 0 ? 1 : b
}
/// Single-actuator pads render whichever motor is stronger.
static func combined(low: UInt16, high: UInt16) -> UInt16 { max(low, high) }
/// Are two baked levels the same (skip the rebuild)?
static func sameLevel(_ a: Float, _ b: Float) -> Bool { abs(a - b) <= levelEpsilon }
/// Time for a segment handoff to act (engine timeline).
static func shouldRearm(endsAt: TimeInterval, now: TimeInterval) -> Bool {
endsAt - now <= rearmHeadroom
}
/// When the successor segment starts: exactly as the current one expires — unless that
/// already passed (the gap already happened; start now).
static func handoffStart(endsAt: TimeInterval, now: TimeInterval) -> TimeInterval {
max(endsAt, now)
}
}
/// Rumble → the active physical controller (CoreHaptics; a DualSense on macOS goes over raw HID
/// instead, see `DualSenseHID`), built around one principle: **rumble is idempotent state on a
/// lossy channel, and the actuator's divergence from that state must be bounded** — not
/// best-effort. The previous renderer drove infinite-duration players torn down and rebuilt per
/// wire update; one asynchronous `stop` dropped inside CoreHaptics left an unstoppable player
/// buzzing with its handle discarded, which no later (0,0) could reach — the "walked into the
/// menu and the rumble never stopped" bug.
///
/// The invariants that bound divergence now:
/// 1. **No infinite events.** A motor plays finite `segmentSeconds` segments; while the level
/// holds, the successor is scheduled ON the engine timeline to start exactly when the
/// current segment expires (seamless — no stop/start race in steady state). A leaked player
/// therefore self-silences in ≤ `segmentSeconds`.
/// 2. **Idempotent targets.** An update equal to the current target (the host re-sends rumble
/// state every 500 ms as its loss heal) is a liveness stamp, never a player rebuild.
/// 3. **Zero is immediate, ramps are throttled.** (0,0) stops players the moment it lands;
/// nonzero→nonzero changes rebuild at most every `minRebakeSeconds` per motor (the ticker
/// lands the newest value once the window opens).
/// 4. **Escalating stop.** A throwing `player.stop` means the engine's state is unknown — the
/// whole engine is stopped (silencing every player it hosts) and lazily rebuilt behind the
/// exponential backoff.
/// 5. **No staleness watchdog here.** There was one, keyed off a `Policy` type and a
/// `sessionStaleSeconds`; both are gone. Every liveness decision — lease expiry, legacy-host
/// staleness, session close — now belongs to punktfunk-core's shared policy engine
/// (`client/rumble.rs`), which emits explicit zero commands, so this renderer applies what it
/// is told and never decides on its own when a level should end.
///
/// Engines are created lazily on the first nonzero amplitude and torn down on retarget;
/// failures (pads without haptics, engine resets) downgrade to silence — rumble is best-effort
/// by design, but *staying silent* when told to stop is not.
///
/// `@unchecked Sendable` is sound because every property is read and written only inside
/// `queue` closures — the serial queue is the synchronization.
final class RumbleRenderer: @unchecked Sendable {
/// Which physical actuator this renderer drives: the forwarded controller's haptics engine
/// (the default), or THIS device's own Taptic Engine (`CHHapticEngine()`) — the opt-in
/// "rumble on this device" mirror for phone-clip pads that ship without rumble motors.
/// Device mode ignores `retarget`'s controller and always renders one combined motor
/// (a phone body has a single actuator).
enum Actuator {
case controller
case device
}
private let queue = DispatchQueue(label: "io.unom.punktfunk.haptics", qos: .userInteractive)
private let actuator: Actuator
/// One finite haptic play on a motor: the player plus when (engine timeline) it expires.
/// A PLAIN pattern player on purpose: the controller haptics server (gamecontrollerd)
/// advertises `adv players: 0`, and as of iOS 27 beta 2 an advanced-player sequence load
/// doesn't degrade gracefully there — the daemon faults decoding the XPC message and drops
/// it (CoreHaptics -4811/4097, rumble dead). We only need `start(atTime:)`/`stop(atTime:)`,
/// which the plain protocol has.
private struct Segment {
let player: CHHapticPatternPlayer
let endsAt: TimeInterval
}
/// One actuator's started engine and the segment(s) realizing `level` on it. `retiring` is
/// the predecessor across a segment handoff — left to expire naturally (its successor
/// starts the instant it ends), but the reference is held so a level change or stop can
/// still force-stop it.
private struct Motor {
let engine: CHHapticEngine
let sharpness: Float
var level: Float = 0
var current: Segment?
var retiring: Segment?
var lastRebake = DispatchTime(uptimeNanoseconds: 0)
}
private var controller: GCController?
private var low: Motor?
private var high: Motor?
/// The two Xbox impulse-trigger motors, when the pad offers
/// `GCHapticsLocality.leftTrigger`/`.rightTrigger`. **Nil is the normal case** — every pad but
/// an Xbox One/Series/Elite has no such actuator, and the tree has already observed Xbox pads
/// on Apple exposing no haptics engine at all — so their absence is never logged and never
/// counts as a setup failure. Independent of the handle split: a pad may offer trigger
/// localities with or without split handles, and losing one does not implicate the other.
private var leftTrigger: Motor?
private var rightTrigger: Motor?
/// Wire-truth target (raw wire units) — the engine command's four levels, applied verbatim;
/// the core policy engine owns when it ends (explicit zero commands), so no deadline lives
/// here. The trigger levels are only ever non-zero against a Windows HID Xbox host pad; every
/// other backend on every OS lacks the channel entirely (XInput's `XINPUT_VIBRATION` and
/// evdev's `FF_RUMBLE` each carry exactly two magnitudes).
private var target: (low: UInt16, high: UInt16, leftTrigger: UInt16, rightTrigger: UInt16) =
(0, 0, 0, 0)
/// Runs while anything is (or should be) audible: staleness watchdog, segment re-arm,
/// throttled-level catch-up, engine rebuild after a reset, HID keepalive. Nil while silent,
/// so an idle controller costs no timer wakeups and no radio traffic.
private var ticker: DispatchSourceTimer?
// `broken` latches OFF only for a controller that genuinely has no haptics engine (an Xbox pad
// on an OS that doesn't expose rumble through GameController, a Siri Remote) — nothing to retry
// until the controller changes. A transient engine failure does NOT latch it; it tears down for
// a lazy rebuild instead, so a single hiccup can't kill rumble for the whole session.
private var broken = false
/// Last logged active/silent state — for a one-line transition log, not per-event spam.
private var wasActive = false
// Backoff after an engine failure. A broken `gamecontrollerd.haptics` XPC connection (CoreHaptics
// -4811 "server connection broke") fails EVERY rebuild until the service relaunches — and that
// break fires neither stoppedHandler nor resetHandler, so without a cooldown the next rumble
// update immediately rebuilds into the same dead connection, flooding the log and never
// recovering. Delay the next setup() — growing 0.5→1→2→4 s on repeated failure — and clear it
// the moment a player is actually running (or the controller changes).
private var retryAfter = DispatchTime(uptimeNanoseconds: 0)
private var consecutiveFailures = 0
/// Downgrade after split-handle engines fail: retry with ONE combined `.default` engine —
/// the configuration virtually every iOS game (and this app's own menu haptics) uses — before
/// treating the service as unreachable. A haptics daemon that mishandles per-handle
/// localities for a particular pad can still serve the combined engine. One-way per
/// controller; retarget resets it.
private var preferCombined = false
/// Health reporting for the debug test panel: a human-readable problem while rumble cannot
/// work (nil = healthy). Without this, a wedged system haptics service (gamecontrollerd
/// refusing every XPC connection — CoreHaptics -4811/4097, which no in-app retry can fix)
/// reads as "the app's rumble is broken" when actually no app on the device can rumble.
private var healthSink: ((String?) -> Void)?
private var lastHealth: String?
#if os(macOS)
/// Set when the active pad is a DualSense: its motors are driven over raw HID (CoreHaptics
/// does not reach them on macOS — adaptive triggers/lightbar work, rumble is silent). nil for
/// every other controller, which keeps the CoreHaptics path.
private var dualSenseHID: DualSenseHID?
private var lastHidWrite: (levels: (UInt8, UInt8), at: DispatchTime) =
((0, 0), DispatchTime(uptimeNanoseconds: 0))
#endif
init(actuator: Actuator = .controller) {
self.actuator = actuator
}
/// `onBackend`, if given, is invoked (on the internal queue) with a human-readable name of the
/// rumble backend now in use; `onHealth` with a problem description whenever rumble transitions
/// between working and structurally failing (nil = healthy) — both for the debug test panel.
func retarget(
_ c: GCController?, onBackend: ((String) -> Void)? = nil,
onHealth: ((String?) -> Void)? = nil
) {
queue.async {
self.teardown()
self.closeHID()
self.controller = c
self.broken = false
self.preferCombined = false
self.consecutiveFailures = 0
self.retryAfter = DispatchTime(uptimeNanoseconds: 0)
if let onHealth { self.healthSink = onHealth }
self.lastHealth = nil
self.healthSink?(nil)
_ = self.openHIDIfDualSense(c)
onBackend?(self.backendNote(for: c))
// The target survives the swap: render replays the current level onto the new pad
// right away (a mid-rumble controller change keeps rumbling, like moving a real pad
// between hands mid-effect).
self.render()
}
}
/// Set the wire-truth target: one policy-engine command's four motor levels, applied verbatim.
/// Called with every 0xCA state the host sends — level changes AND renewals — and the core
/// engine owns when a level ends (it emits explicit zero commands), so nothing here decides.
///
/// `leftTrigger`/`rightTrigger` are the Xbox impulse-trigger motors. They default to zero so
/// handle-only callers (the debug test panel, the tuning tests) read unchanged, which is also
/// the wire's own rule: on a level-triggered plane an absent level is off, never "keep what
/// you had".
func apply(
low lowAmp: UInt16, high highAmp: UInt16, leftTrigger ltAmp: UInt16 = 0,
rightTrigger rtAmp: UInt16 = 0
) {
queue.async {
let next = (lowAmp, highAmp, ltAmp, rtAmp)
let active = next != (0, 0, 0, 0)
if active != self.wasActive {
self.wasActive = active
log.debug(
"rumble: \(active ? "active" : "stop", privacy: .public) low=\(lowAmp, privacy: .public) high=\(highAmp, privacy: .public) lt=\(ltAmp, privacy: .public) rt=\(rtAmp, privacy: .public)")
}
guard next != self.target else { return }
self.target = next
self.render()
}
}
/// Silence the motors and drop the engines. Blocks until done — call off the main actor.
func stop() {
queue.sync {
self.ticker?.cancel()
self.ticker = nil
self.target = (0, 0, 0, 0)
self.wasActive = false
self.teardown()
self.closeHID()
}
}
// MARK: - Reconciliation (all on `queue`)
/// Drive the actuators toward `target`. Idempotent — safe to call from every wire update,
/// tick, and retarget; when everything already matches it does nothing.
private func render() {
defer { updateTicker() }
if renderHID() { return }
guard !broken else { return }
let audible = target != (0, 0, 0, 0)
if audible, low == nil, high == nil, DispatchTime.now() >= retryAfter {
setup()
}
// Reconcile BOTH motors (no short-circuit skipping the second on a first-motor error),
// and tear down OUTSIDE the `inout` accesses so teardown() never mutates a motor a
// reconcile call still holds an exclusive reference to.
let ok: Bool
if high != nil {
// Per-handle: low = left/heavy motor, high = right/light — the XInput convention
// the wire carries.
let okLow = reconcile(&low, to: RumbleTuning.amplitude(target.low))
let okHigh = reconcile(&high, to: RumbleTuning.amplitude(target.high))
ok = okLow && okHigh
} else {
let mixed = RumbleTuning.combined(low: target.low, high: target.high)
ok = reconcile(&low, to: RumbleTuning.amplitude(mixed))
}
// Impulse triggers: rendered ONLY where the hardware has the actuators, never folded into
// the handles. `reconcile` on a nil slot is a no-op returning true, so a pad without them
// silently drops the levels — which is the correct degrade and the common case.
//
// Their outcome is deliberately kept OUT of `ok`: a trigger engine erroring must not tear
// down the handle engines (which are what the pad's rumble mostly is) nor flip
// `preferCombined`, which is a statement about the handle split and nothing else. Nothing
// is orphaned by that — a failed reconcile leaves the slot's Motor in place, so the next
// tick simply retries it, and an engine that is genuinely dead fires its
// stopped/reset handler, which tears down all four slots for a lazy rebuild.
_ = reconcile(&leftTrigger, to: RumbleTuning.amplitude(target.leftTrigger))
_ = reconcile(&rightTrigger, to: RumbleTuning.amplitude(target.rightTrigger))
if !ok {
let wasSplit = high != nil
teardown()
scheduleRetryBackoff()
if wasSplit, !preferCombined {
preferCombined = true
log.info("rumble: split-handle engines failing — will retry with one combined engine")
}
} else if low?.current != nil || high?.current != nil {
// A player is actually running — the path has recovered; clear the backoff.
consecutiveFailures = 0
retryAfter = DispatchTime(uptimeNanoseconds: 0)
reportHealth(nil)
}
}
/// Publish a health transition to the test panel (deduped — transitions only).
private func reportHealth(_ problem: String?) {
guard problem != lastHealth else { return }
lastHealth = problem
healthSink?(problem)
}
/// Housekeeping heartbeat while audible: segment re-arm, HID keepalive, backoff retries.
/// Every liveness decision (lease expiry, legacy-host staleness, session close) lives in the
/// core policy engine now — it emits explicit zero commands, so the renderer never guesses
/// when a level should end.
private func tick() {
render()
}
/// Drive one motor toward `desired`, per the invariants above. Returns false when the
/// engine errored — the caller then tears everything down (outside this `inout` access) for
/// a lazy, backoff-gated rebuild.
private func reconcile(_ slot: inout Motor?, to desired: Float) -> Bool {
guard var m = slot else { return true }
defer { slot = m }
// Release a handed-off predecessor once it has expired on its own.
if let r = m.retiring, m.engine.currentTime >= r.endsAt + 0.25 {
m.retiring = nil
}
if desired <= RumbleTuning.levelEpsilon {
guard m.level > 0 || m.current != nil || m.retiring != nil else { return true }
m.level = 0
return stopSegments(&m)
}
if RumbleTuning.sameLevel(desired, m.level), m.current != nil {
return rearmIfNeeded(&m)
}
// Nonzero level change. Throttled: the ticker re-runs render() and lands the newest
// value once the window opens (zero above is never throttled).
if m.current != nil, seconds(since: m.lastRebake) < RumbleTuning.minRebakeSeconds {
return true
}
guard stopSegments(&m) else { return false }
do {
m.current = try makeSegment(
m.engine, sharpness: m.sharpness, amplitude: desired, at: CHHapticTimeImmediate)
m.level = desired
m.lastRebake = .now()
return true
} catch {
// A transient failure (the engine stopped/reset between its handler firing and now).
// Signal a rebuild — do NOT latch rumble off for the session.
log.warning("rumble: haptic start failed — rebuilding: \(error, privacy: .public)")
return false
}
}
/// Keep a steady level seamless across the finite-segment boundary: when the current
/// segment nears its end, start the successor ON the engine timeline exactly as it expires
/// — no stop call, no race, no gap. The old segment is kept as `retiring` until it dies
/// naturally, so a level change can still force-stop it.
private func rearmIfNeeded(_ m: inout Motor) -> Bool {
guard let cur = m.current else { return true }
let now = m.engine.currentTime
guard RumbleTuning.shouldRearm(endsAt: cur.endsAt, now: now) else { return true }
// A predecessor still held this deep into the segment already expired; drop it.
m.retiring = nil
do {
let next = try makeSegment(
m.engine, sharpness: m.sharpness, amplitude: m.level,
at: RumbleTuning.handoffStart(endsAt: cur.endsAt, now: now))
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, 0, 0)
|| low?.current != nil || low?.retiring != nil
|| high?.current != nil || high?.retiring != nil
|| leftTrigger?.current != nil || leftTrigger?.retiring != nil
|| rightTrigger?.current != nil || rightTrigger?.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() {
if actuator == .device {
setupDevice()
return
}
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)
// HALF a split is worse than none, and it used to pass silently: only the all-nil case
// below counts as failure, so one surviving handle left `ok` true and `reportHealth(nil)`
// announced HEALTHY. What actually rendered was wrong in a direction that depends on
// which handle died — lose `high` and `render` falls to the combined branch (selected
// purely by `high != nil`), playing max(low, high) on the LEFT handle at the combined
// sharpness; lose `low` and the split branch's reconcile no-ops on the nil slot, so the
// heavy motor is discarded outright. Tear the survivor down and take the combined path,
// which at least renders both motors somewhere.
if low == nil || high == nil {
log.warning("rumble: only one split-handle engine came up — falling back to combined")
teardown() // disarms handlers, stops the survivor's players + engine, nils both
}
} 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")
}
// Return before the trigger engines: the retry path re-enters setup() on the same
// `low == nil, high == nil` condition, so building them here would leak a fresh pair
// on every attempt (teardown() only runs on the failure paths above, and this is not
// one of them).
return
}
// Impulse-trigger motors, built last and best-effort. Independent of the handle split —
// the localities are separate and a pad can offer either, both or neither — and NOT part
// of the failure test above: nil here is the ordinary state of every pad that is not an
// Xbox One/Series/Elite, so it must not read as "engine setup failed", back off the handle
// engines, or produce a log line on a path that runs per controller attach.
//
// Whether a given pad + OS pair actually reports these localities is UNVERIFIED on glass.
// The degrade needs no code: `createEngine(withLocality:)` returns nil, the slots stay nil,
// and `reconcile` no-ops on them.
if localities.contains(.leftTrigger) {
leftTrigger = makeMotor(haptics, .leftTrigger, sharpness: RumbleTuning.sharpnessHigh)
}
if localities.contains(.rightTrigger) {
rightTrigger = makeMotor(haptics, .rightTrigger, sharpness: RumbleTuning.sharpnessHigh)
}
}
/// 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.")
}
}
/// Device-actuator mode: one combined motor on this device's own Taptic Engine. Only an
/// iPhone has one — everything else (iPad, Mac, TV) reports no haptic hardware and latches
/// off (nothing to retry; the settings toggle is hidden there anyway, this is the backstop).
private func setupDevice() {
#if os(iOS)
guard CHHapticEngine.capabilitiesForHardware().supportsHaptics else {
log.info("rumble: this device has no haptic actuator — device rumble unavailable")
broken = true
reportHealth("This device has no haptic actuator.")
return
}
do {
low = startMotor(try CHHapticEngine(), sharpness: RumbleTuning.sharpnessCombined)
} catch {
log.warning("rumble: device haptic engine creation failed: \(error, privacy: .public)")
}
if low == nil {
// Same shape as the controller path: haptics exist but the engine couldn't be built
// right now — back off and retry, don't latch off.
scheduleRetryBackoff()
}
#else
broken = true
#endif
}
private func makeMotor(
_ haptics: GCDeviceHaptics, _ locality: GCHapticsLocality, sharpness: Float
) -> Motor? {
guard let engine = haptics.createEngine(withLocality: locality) else { return nil }
return startMotor(engine, sharpness: sharpness)
}
/// Configure + start an engine (controller-locality or the device's own) into a [`Motor`].
private func startMotor(_ engine: CHHapticEngine, sharpness: Float) -> Motor? {
// 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: \(error, privacy: .public)")
return nil
}
}
private func teardown() {
for m in [low, high, leftTrigger, rightTrigger].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
leftTrigger = nil
rightTrigger = 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()
// Ask for the device this renderer's controller actually is, so two attached DualSenses
// do not both get driven through whichever one an unordered Set happened to yield first.
guard hid.open(preferringLocationID: Self.hidLocationID(for: c)) else { return false }
dualSenseHID = hid
return true
#else
return false
#endif
}
#if os(macOS)
/// Correlate a `GCController` with an IOKit location id.
///
/// GameController exposes no location id, so there is no direct mapping. What it does expose is
/// a stable per-controller ordering, and IOKit's location ids are stable per port: pairing the
/// two by rank makes each renderer pick a *distinct* device, which is the property that was
/// missing. With one pad attached this is the same device it always was.
static func hidLocationID(for c: GCController) -> UInt32? {
let ids = DualSenseHID.attachedLocationIDs()
guard ids.count > 1 else { return ids.first }
let peers = GCController.controllers().filter { $0.extendedGamepad is GCDualSenseGamepad }
guard let rank = peers.firstIndex(where: { $0 === c }), rank < ids.count else {
return ids.first
}
return ids[rank]
}
#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).
///
/// **The impulse-trigger levels are deliberately dropped here, and there is no mapping to
/// invent.** A DualSense has *adaptive* triggers — force resistance on a trigger you press,
/// driven by the separate 0xCD `HidOutput.Trigger` plane — and no trigger *motors*. The two
/// features are unrelated hardware that only share a word: an Xbox Series pad has trigger
/// motors and no adaptive triggers, a DualSense has the reverse. Routing wire trigger rumble
/// into either the DS5 rumble bytes (which are the two handles) or the adaptive-trigger
/// parameter block would fabricate feedback the game never asked for. This path returning
/// `true` also means a macOS DualSense never reaches the CoreHaptics trigger localities above,
/// which is correct for the same reason.
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 {
if hid.rumble(low: levels.0, high: levels.1) {
lastHidWrite = (levels, .now())
} else {
// The write did not reach the device. Do NOT stamp the clock — that would claim a
// render that never happened, and for a stop there is nothing behind it: the
// keepalive only re-writes non-zero levels and the ticker is cancelled once the
// target is (0, 0), so the motors would keep running with nothing scheduled.
// Drop the handle instead: the pad reverts to CoreHaptics, and a reconnect
// rebuilds it. Health is reported so the state is visible rather than silent.
log.error("rumble: HID write failed — dropping the handle, falling back")
closeHID()
reportHealth("Lost the direct connection to this DualSense; using the system path.")
return false
}
}
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"
}
}