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punktfunk/clients/apple/Sources/PunktfunkKit/Gamepad/DualSenseHID.swift
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fix(client/apple): two DualSenses stop fighting over one device, and a failed stop stops lying
Five faults in the Apple client's feedback path.

With two DualSenses attached, each pad's renderer opened "the first connected
DualSense" — taken from an unordered Set, so the choice could differ between
two calls in one process. Both renderers could land on the same device, one
pad's rumble coming out of the other while their per-instance write dedupes
fought over it, or they could split by luck. Each renderer now asks for the
device its own controller is, correlating GameController's stable ordering with
IOKit's location ids; the selection rule is a pure function so it can be tested
without an IOHIDDevice, which cannot be constructed. Without a preference the
lowest location id wins — still arbitrary, but stable, which Set.first was not.

A failed HID write was logged and swallowed, so a write that never reached the
device still counted as a successful render. That matters most for a stop,
which has nothing behind it: the renderer stamped its write clock even on
failure, the keepalive only re-writes non-zero levels, the ticker is cancelled
once the target is zero, and on USB there is no firmware timeout. A swallowed
stop therefore left the motors running with nothing scheduled to try again.
The write result now reaches the caller, which drops the handle and falls back
to CoreHaptics rather than claiming success.

A half-failed split-handle setup reported HEALTHY. Only the all-nil case
counted as failure, so one surviving handle passed silently while rendering
something wrong in a direction that depended on which handle died: lose the
right one and render falls to the combined branch, playing max(low, high) on
the LEFT handle; lose the left and the split branch discards the heavy motor
outright. A half-open split now tears the survivor down and takes the combined
path, which at least renders both motors somewhere.

Session end never put the lightbar out. This class is what turned it on, and
every DS write is valid-flag-selective, so a game's last colour stayed lit in
firmware after the stream ended — a DS4 was cleared incidentally because its
player indicator IS the lightbar, a DualSense was not.

And the renderer's stop() ran on the main actor. It is a queue.sync whose body
is a per-motor CHHapticEngine.stop() — an XPC round trip the renderer's own
notes record as able to hang — plus a blocking HID write to a device that has
just departed, and it queues behind any in-flight setup(). It runs on every
unplug and every pin change, and the main thread drives the presenter's
CADisplayLink, so it hitched the picture mid-stream. It is detached now; the
renderer is already off routing by then, so nothing observes it.

Verified: swift build clean, 188 tests pass (185 before), and the three new
device-selection tests fail if the deterministic fallback is reverted.

Note for anyone rebuilding here: the checked-in xcframework was stale (it
predates punktfunk_connection_report_phase) and build-xcframework.sh still dies
on this Mac at its macOS-floor guard. A macos-arm64 slice assembled by hand
from `cargo build --target aarch64-apple-darwin` is enough to typecheck.

From the 2026-08-03 force-feedback sweep (B14, B15, B18, B19, B20).
2026-08-04 08:20:12 +02:00

224 lines
11 KiB
Swift

// Raw-HID DualSense rumble for macOS.
//
// Apple's GameController/CHHapticEngine path does NOT drive the DualSense's rumble motors on
// macOS — a documented platform gap: adaptive triggers, lightbar and player LEDs all work
// (different APIs), but `CHHapticEngine` output never reaches the motors. So we write the motor
// amplitudes straight into the DualSense HID output report, exactly the way SDL and the Linux
// `hid-playstation` driver do (the same report that already rumbles this pad on a Linux host).
//
// USB (report 0x02, 48 bytes, no CRC) and Bluetooth (report 0x31, 78 bytes, trailing CRC32) are
// both handled. The App Sandbox permits the raw-HID access via the app's `device.usb` +
// `device.bluetooth` entitlements, and this coexists with GameController holding the same device
// (non-seized open). Output-only, so no run-loop scheduling is needed.
//
// macOS-only: IOKit HID device access isn't available to apps on iOS/tvOS.
#if os(macOS)
import Foundation
import IOKit
import IOKit.hid
import os
private let log = Logger(subsystem: "io.unom.punktfunk", category: "gamepad")
/// Opens one connected Sony DualSense and forwards motor rumble to it over raw HID.
///
/// A caller that owns a particular pad passes the location id it wants (see
/// `open(preferringLocationID:)`); the renderer takes that from the `GCController` it is bound to,
/// so with two DualSenses attached each renderer drives its own device. Without a preference the
/// lowest location id wins — an arbitrary but *stable* choice, where `Set.first` was neither.
final class DualSenseHID {
private let manager: IOHIDManager
private var device: IOHIDDevice?
private var bluetooth = false
private var closed = false
private static let vendorSony = 0x054C
// DualSense (0x0CE6) and DualSense Edge (0x0DF2). The DualShock 4 uses a different report
// layout and is intentionally not handled here.
private static let productIDs = [0x0CE6, 0x0DF2]
/// "USB" or "Bluetooth" — for logs / the debug panel. Valid after a successful `open()`.
var transport: String { bluetooth ? "Bluetooth" : "USB" }
init() {
manager = IOHIDManagerCreate(kCFAllocatorDefault, IOOptionBits(kIOHIDOptionsTypeNone))
}
deinit { close() }
/// The IOKit location id of the device this instance opened — the handle a caller correlates
/// with its `GCController`. `nil` until a successful `open`.
private(set) var locationID: UInt32?
/// A device's location id, or `nil` if IOKit does not report one.
static func locationID(of dev: IOHIDDevice) -> UInt32? {
IOHIDDeviceGetProperty(dev, kIOHIDLocationIDKey as CFString) as? UInt32
}
/// Every connected DualSense/Edge, by location id — what a caller pairs against its controllers.
static func attachedLocationIDs() -> [UInt32] {
let mgr = IOHIDManagerCreate(kCFAllocatorDefault, IOOptionBits(kIOHIDOptionsTypeNone))
let matches = productIDs.map { pid in
[kIOHIDVendorIDKey: vendorSony, kIOHIDProductIDKey: pid] as CFDictionary
}
IOHIDManagerSetDeviceMatchingMultiple(mgr, matches as CFArray)
guard IOHIDManagerOpen(mgr, IOOptionBits(kIOHIDOptionsTypeNone)) == kIOReturnSuccess else {
return []
}
defer { IOHIDManagerClose(mgr, IOOptionBits(kIOHIDOptionsTypeNone)) }
let devices = IOHIDManagerCopyDevices(mgr) as? Set<IOHIDDevice> ?? []
return devices.compactMap(locationID(of:)).sorted()
}
/// Which attached device to drive, as an index into `ids` — the whole selection rule, pure so
/// it can be tested without an `IOHIDDevice` (which cannot be constructed).
///
/// `IOHIDManagerCopyDevices` returns an unordered `Set`, so the previous `Set.first` was not
/// merely arbitrary — it can differ between two calls in one process. With two DualSenses that
/// made each renderer's pad→device binding a coin flip: both could land on the same device
/// (one pad's rumble coming out of the other, and the two per-instance write dedupes fighting
/// over it) or split by luck. An explicit location id makes the binding deterministic; the
/// lowest-id fallback at least makes it stable. `nil` ids sort last so a device IOKit cannot
/// place never displaces one it can.
static func preferredIndex(among ids: [UInt32?], preferring wanted: UInt32?) -> Int? {
if let wanted, let hit = ids.firstIndex(where: { $0 == wanted }) { return hit }
return ids.indices.min { (ids[$0] ?? .max) < (ids[$1] ?? .max) }
}
/// Pick the device to drive from everything attached (see [`preferredIndex`]).
static func pick(_ devices: Set<IOHIDDevice>, preferring wanted: UInt32?) -> IOHIDDevice? {
let ordered = Array(devices)
guard let i = preferredIndex(among: ordered.map(locationID(of:)), preferring: wanted) else {
return nil
}
return ordered[i]
}
/// Find and open a connected DualSense, preferring the one at `preferredLocationID`. Returns
/// false if none is present or it can't be opened (caller then falls back to CoreHaptics).
func open(preferringLocationID preferred: UInt32? = nil) -> Bool {
let matches = Self.productIDs.map { pid in
[kIOHIDVendorIDKey: Self.vendorSony, kIOHIDProductIDKey: pid] as CFDictionary
}
IOHIDManagerSetDeviceMatchingMultiple(manager, matches as CFArray)
guard IOHIDManagerOpen(manager, IOOptionBits(kIOHIDOptionsTypeNone)) == kIOReturnSuccess else {
log.info("rumble: DualSense HID manager open failed — falling back to CoreHaptics")
return false
}
guard let devices = IOHIDManagerCopyDevices(manager) as? Set<IOHIDDevice>,
let dev = Self.pick(devices, preferring: preferred)
else {
log.info("rumble: no DualSense HID device found — falling back to CoreHaptics")
IOHIDManagerClose(manager, IOOptionBits(kIOHIDOptionsTypeNone))
return false
}
device = dev
locationID = Self.locationID(of: dev)
if let preferred, locationID != preferred {
// Not fatal — one pad still gets rumble — but with two pads attached it means this
// renderer is driving the wrong one, and it is invisible without the log line.
log.error(
"rumble: wanted DualSense at location \(preferred, privacy: .public) but opened \(self.locationID.map(String.init) ?? "unknown", privacy: .public)"
)
}
let transport = IOHIDDeviceGetProperty(dev, kIOHIDTransportKey as CFString) as? String
bluetooth = transport?.lowercased().contains("bluetooth") ?? false
log.info("rumble: DualSense raw-HID rumble active (transport=\(self.transport, privacy: .public))")
return true
}
/// Drive the motors. `low` = left/heavy (low-frequency), `high` = right/light (high-frequency),
/// each 0...255. (0, 0) stops.
///
/// Returns whether the write reached the device. The caller needs this: it used to be logged
/// and swallowed, so a failed write still counted as a successful render. That matters most
/// for a **stop**, which has nothing behind it — the renderer stamps its write clock even on
/// failure, the keepalive re-write only fires for non-zero levels, and the ticker is cancelled
/// once the target is `(0, 0)`. On USB there is no firmware timeout either, so a swallowed
/// stop left the motors running with nothing scheduled to try again.
@discardableResult
func rumble(low: UInt8, high: UInt8) -> Bool {
guard let dev = device else { return false }
let report = bluetooth
? Self.bluetoothReport(low: low, high: high)
: Self.usbReport(low: low, high: high)
let rc = report.withUnsafeBufferPointer { buf in
IOHIDDeviceSetReport(
dev, kIOHIDReportTypeOutput, CFIndex(report[0]), buf.baseAddress!, buf.count)
}
if rc != kIOReturnSuccess {
log.error("rumble: IOHIDDeviceSetReport failed (0x\(String(format: "%08x", rc), privacy: .public))")
return false
}
return true
}
func close() {
guard !closed else { return }
closed = true
if device != nil { rumble(low: 0, high: 0) } // silence the motors before releasing
device = nil
IOHIDManagerClose(manager, IOOptionBits(kIOHIDOptionsTypeNone))
}
// MARK: - Report builders
// DualSense effects payload (DS5EffectsState_t / hid-playstation `common`) — offsets relative
// to the payload start:
// 0 flag0 (enable bits) 2 motor_right (high-freq) 3 motor_left (low-freq)
// 1 flag1 38 flag2 (enhanced enable)
// We mirror the Linux driver: flag0 = COMPATIBLE_VIBRATION | HAPTICS_SELECT, flag2 =
// COMPATIBLE_VIBRATION2 (the enhanced-firmware path), motors sent directly. valid_flag1 stays
// 0 so this rumble-only report leaves the lightbar / triggers / player LEDs (driven by
// GameController) untouched.
private static func fillEffects(_ data: inout [UInt8], at base: Int, low: UInt8, high: UInt8) {
data[base + 0] = 0x03 // COMPATIBLE_VIBRATION (0x01) | HAPTICS_SELECT (0x02)
data[base + 2] = high // motor_right
data[base + 3] = low // motor_left
data[base + 38] = 0x04 // COMPATIBLE_VIBRATION2 (enhanced rumble, firmware ≥ 0x0224)
}
// `usbReport` / `bluetoothReport` / `crc32` are internal (not private) so the unit tests can
// pin the exact wire layout against the SDL / hid-playstation spec without a physical pad.
static func usbReport(low: UInt8, high: UInt8) -> [UInt8] {
var d = [UInt8](repeating: 0, count: 48)
d[0] = 0x02 // report id
fillEffects(&d, at: 1, low: low, high: high)
return d
}
static func bluetoothReport(low: UInt8, high: UInt8) -> [UInt8] {
var d = [UInt8](repeating: 0, count: 78)
d[0] = 0x31 // report id
d[1] = 0x00 // seq/tag (static, as SDL)
d[2] = 0x10 // magic
fillEffects(&d, at: 3, low: low, high: high)
// Trailing CRC32 over a 0xA2 seed byte + the report minus its 4 CRC bytes, little-endian.
let crc = Self.crc32(seed: 0xA2, d[0..<(d.count - 4)])
d[74] = UInt8(crc & 0xFF)
d[75] = UInt8((crc >> 8) & 0xFF)
d[76] = UInt8((crc >> 16) & 0xFF)
d[77] = UInt8((crc >> 24) & 0xFF)
return d
}
/// Standard reflected CRC32 (zlib poly 0xEDB88320, init 0xFFFFFFFF, final XOR) over `seed`
/// followed by `bytes` — the DualSense Bluetooth output-report checksum (seed 0xA2). Matches
/// SDL's `SDL_crc32`/the kernel's `crc32_le` framing.
static func crc32<S: Sequence>(seed: UInt8, _ bytes: S) -> UInt32
where S.Element == UInt8 {
var crc: UInt32 = 0xFFFF_FFFF
func step(_ b: UInt8) {
crc ^= UInt32(b)
for _ in 0..<8 {
crc = (crc & 1) != 0 ? (crc >> 1) ^ 0xEDB8_8320 : crc >> 1
}
}
step(seed)
for b in bytes { step(b) }
return ~crc
}
}
#endif