Files
punktfunk/crates/pf-inject/src/inject/windows/steam_deck_windows.rs
T
enricobuehler 134fba1424 fix(inject): heap the SwDeviceCreate callback context; stop latching a pad slot on a failed create
Two medium findings from the round-1 sweep, each applied to both siblings.

- create_swdevice stack-allocated the SwCreateCtx that the async PnP completion
  callback writes through (result + up to 127 u16 of instance id) and then
  SetEvents. The wait is bounded at 10s, so on a wedged-PnP timeout the callback
  can still be PENDING: the frame is popped, the input thread reuses that stack,
  and a late callback corrupts it and SetEvents an already-closed (possibly
  recycled) handle. The context is now heap-allocated and reclaimed only where
  the callback provably ran; on the timeout path the box is deliberately leaked
  and the event left open, so a late write always targets live memory. Costs a
  one-off ~264 B + one HANDLE on that rare path. Applied to the DualSense path
  and its XUSB sibling in gamepad_windows.rs.

- Ds4WinPad::open swallowed a create_swdevice failure into a WARN and returned
  Ok with no devnode. PadSlots::ensure then stored Some(pad) AND called
  gate.on_success(), so the slot short-circuited on is_some() forever and the
  capped-backoff retry that exists precisely to self-heal a transient PnP failure
  never ran — the game saw no controller for the rest of the session unless the
  client unplugged the pad. Now propagates, matching the XUSB sibling. Same fix
  applied to steam_deck_windows.rs.

Windows .173: pf-inject 53/0. Linux .21: pf-inject 74/0 (8 ignored).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-19 23:19:19 +02:00

225 lines
10 KiB
Rust

//! Virtual Steam Deck controller on Windows via the UMDF minidriver — the Windows analogue of
//! the Linux UHID Deck ([`super::steam_controller`]'s `SteamProto`), sharing its whole codec
//! ([`super::steam_proto`]: the byte-exact `ID_CONTROLLER_DECK_STATE` serializer, the
//! `XInput`/rich mappers, the `0xEB` rumble parser).
//!
//! Transport = the sealed shared-memory channel + a `SwDeviceCreate` devnode (device-type 3),
//! like the PS pads — with the promotion lever the N4 spike proved: the synthesized USB
//! hardware ids carry **`&MI_02`** (the Deck's wired controller interface), which hidclass
//! mirrors into the HID child and hidapi/Steam parse as `bInterfaceNumber`. Steam Input then
//! claims the pad exactly like a physical wired Deck (`!! Steam controller device opened`,
//! XInput slot reserved — observed live on `.173`), so games get native Deck glyphs +
//! trackpads + gyro + back grips through Steam's own remapping.
//!
//! Feedback: Steam drives Deck rumble (`0xEB`) and trackpad haptic pulses (`0x8F`) via
//! SET_FEATURE on the unnumbered report; the driver republishes those into the section's
//! output slot (report-id-0 prefixed), where [`parse_steam_output`] reads the exact wire shape
//! the Linux path sees. No gamepad-mode entry pulse here — that gate lives in the Linux
//! kernel's evdev parser; Steam-on-Windows reads the raw reports directly.
use super::dualsense_windows::{
create_swdevice, OutputDrain, SwDeviceProfile, OFF_DEVTYPE, OFF_DRIVER_PROTO, OFF_INPUT,
OFF_OUT_RING_VER, OFF_PAD_INDEX, SHM_MAGIC, SHM_SIZE,
};
use super::gamepad_raii::PadChannel;
use super::steam_proto::{
neutral_deck_report, parse_steam_output, serialize_deck_state, SteamState, STEAM_REPORT_LEN,
};
use crate::uhid_manager::{PadFeedback, PadProto, UhidManager};
use anyhow::Result;
use punktfunk_core::quic::RichInput;
use std::time::Duration;
/// A single virtual Steam Deck: the `SwDeviceCreate`'d `pf_deck_<index>` devnode plus the sealed
/// shared-memory channel. Dropping it removes the devnode and closes both sections.
/// `pub`: the type appears as `type Pad` in the `PadProto` impl (a public trait).
pub struct DeckWinPad {
/// Per-session devnode from SwDeviceCreate, when it succeeds (RAII — `SwDeviceClose` on drop).
_sw: Option<super::gamepad_raii::SwDevice>,
/// The sealed channel: unnamed DATA section (`PadShm`) + bootstrap mailbox + handle delivery.
channel: PadChannel,
/// Watches the section's `driver_proto` field and logs attach / never-attached diagnosis.
attach: super::gamepad_raii::DriverAttach,
seq: u32,
/// Output-plane cursors: ring drain (v2.1 driver) or legacy latest-slot seq (old driver).
drain: OutputDrain,
}
impl DeckWinPad {
/// Create the sealed channel, stamp `device_type = Steam Deck` FIRST + the pad index + the
/// neutral Deck frame + the magic LAST, then spawn the `pf_deck_<index>` devnode with the
/// `MI_02` USB identity Steam's promotion gate requires.
fn open(index: u8) -> Result<DeckWinPad> {
let boot_name = pf_driver_proto::gamepad::pad_boot_name(index);
let mut channel = PadChannel::create(boot_name.clone(), SHM_SIZE)?;
let base = channel.data_base();
// SAFETY: base points at SHM_SIZE writable bytes; the OFF_* offsets are in range.
unsafe {
*base.add(OFF_DEVTYPE) = pf_driver_proto::gamepad::DEVTYPE_STEAMDECK;
std::ptr::write_unaligned(base.add(OFF_PAD_INDEX) as *mut u32, index as u32);
// Ring capability (v2.1), stamped before the magic so the driver sees it on attach.
std::ptr::write_unaligned(base.add(OFF_OUT_RING_VER) as *mut u32, 1);
std::ptr::write_unaligned(
base.add(OFF_INPUT) as *mut [u8; STEAM_REPORT_LEN],
neutral_deck_report(),
);
std::ptr::write_unaligned(base as *mut u32, SHM_MAGIC);
}
let inst = format!("pf_deck_{index}");
let (hsw, instance_id) = create_swdevice(&SwDeviceProfile {
instance: &inst,
container_tag: 0x5046_4453, // "PFDS"
container_index: index,
hwid: "pf_steamdeck",
usb_vid_pid: "VID_28DE&PID_1205",
// The wired Deck controller interface — WITHOUT this the HID child carries no MI_
// token, hidapi reports interface 0, and Steam never claims the pad (the N4
// spike's run-1 failure).
usb_mi: Some(2),
description: "punktfunk Virtual Steam Deck",
})?; // Propagate — swallowing latched the slot to a pad with no devnode (see the DS4 twin).
let (hsw, instance_id) = (Some(hsw), instance_id);
let _sw = hsw.map(super::gamepad_raii::SwDevice::new);
// Bounded eager delivery — the driver must read `device_type = 3` before hidclass asks
// it for descriptors, or the pad would enumerate with the default DualSense identity.
channel.deliver_eager(Duration::from_millis(1500));
Ok(DeckWinPad {
_sw,
channel,
attach: super::gamepad_raii::DriverAttach::new(
"pf_steamdeck",
"pf_dualsense.inf", // one driver package serves every identity
"C:\\Users\\Public\\pfds-driver.log",
boot_name,
instance_id,
),
seq: 0,
drain: OutputDrain::new(),
})
}
/// Serialize `st` into the Deck state frame and publish it to the section's input slot.
fn write_state(&mut self, st: &SteamState) {
self.seq = self.seq.wrapping_add(1);
let mut r = [0u8; STEAM_REPORT_LEN];
serialize_deck_state(&mut r, st, self.seq);
// SAFETY: base points at SHM_SIZE bytes; input slot is OFF_INPUT..OFF_INPUT+64.
unsafe {
std::ptr::copy_nonoverlapping(
r.as_ptr(),
self.channel.data_base().add(OFF_INPUT),
r.len(),
)
};
}
/// Poll the section's output slot; parse a newly-published Steam command (`0xEB` rumble /
/// `0x8F` haptic pulse — republished by the driver off SET_FEATURE) into feedback. Also
/// ticks the sealed-channel delivery and the driver-attach health watcher.
fn service(&mut self) -> (Option<(u16, u16)>, bool) {
self.channel.pump();
// SAFETY: base points at SHM_SIZE bytes.
let proto = unsafe {
std::ptr::read_unaligned(self.channel.data_base().add(OFF_DRIVER_PROTO) as *const u32)
};
self.attach.observe(proto);
let mut rumble = None;
let base = self.channel.data_base();
let resync = self.drain.drain(base, |bytes| {
// Oldest → newest: the last report that carried rumble wins (0x8F trackpad-haptic
// reports carry none and pass through without disturbing it).
if let Some(r) = parse_steam_output(bytes).rumble {
rumble = Some(r);
}
});
(rumble, resync)
}
}
/// The Windows-Deck half of the shared stateful manager (see [`PadProto`]): the sealed-channel
/// open under the promoted Deck identity, the same [`SteamState`] mappers as the Linux backend,
/// and the section feedback poll. Lifecycle (slot table, unplug sweep, heartbeat, rumble dedup)
/// lives in [`UhidManager`].
#[derive(Default)]
pub struct DeckWinProto;
impl PadProto for DeckWinProto {
type Pad = DeckWinPad;
type State = SteamState;
const LABEL: &'static str = "Steam Deck/Windows";
const DEVICE: &'static str = "Steam Deck";
const CREATE_HINT: &'static str =
" (install/repair: punktfunk-host.exe driver install --gamepad)";
fn open(&mut self, idx: u8) -> Result<DeckWinPad> {
let p = DeckWinPad::open(idx)?;
tracing::info!(
index = idx,
"virtual Steam Deck created (Windows UMDF shm channel, MI_02 promoted identity)"
);
Ok(p)
}
fn neutral(&self) -> SteamState {
SteamState::neutral()
}
/// Merge buttons/sticks/triggers, preserving the rich-plane fields (trackpads + motion +
/// pad clicks arrive separately and must survive a button-only frame) — identical to the
/// Linux `SteamProto::merge_frame`.
fn merge_frame(
&self,
prev: &SteamState,
f: &punktfunk_core::input::GamepadFrame,
) -> SteamState {
use super::steam_proto::btn;
let mut s = SteamState::from_gamepad(
f.buttons,
f.ls_x,
f.ls_y,
f.rs_x,
f.rs_y,
f.left_trigger,
f.right_trigger,
);
s.rpad_x = prev.rpad_x;
s.rpad_y = prev.rpad_y;
s.lpad_x = prev.lpad_x;
s.lpad_y = prev.lpad_y;
s.gyro = prev.gyro;
s.accel = prev.accel;
s.buttons |= prev.buttons & (btn::RPAD_TOUCH | btn::LPAD_TOUCH);
s.lpad_click = prev.lpad_click;
s.rpad_click = prev.rpad_click;
s
}
fn apply_rich(&self, st: &mut SteamState, rich: RichInput) {
st.apply_rich(rich);
}
fn write_state(&self, pad: &mut DeckWinPad, st: &SteamState) {
pad.write_state(st);
}
/// Poll the section for Steam's feedback: motor rumble on the universal 0xCA plane. The
/// Deck has no rich host→client feedback plane (no lightbar / adaptive triggers), so
/// `hidout` stays empty — parity with the Linux backend.
fn service(&self, pad: &mut DeckWinPad, _idx: u8) -> PadFeedback {
// The Deck drain surfaces `Some` exactly when a rumble-carrying report landed, so its
// presence is the rumble-plane activity signal, even at an unchanged level.
let (rumble, resync) = pad.service();
PadFeedback {
rumble,
hidout: Vec::new(),
rumble_drove: Some(rumble.is_some()),
resync,
}
}
}
/// All virtual Steam Deck pads of a Windows session — the analogue of the Linux
/// `SteamControllerManager`, with the same method surface (via the shared [`UhidManager`]) as
/// the other Windows pad managers.
pub type SteamDeckWindowsManager = UhidManager<DeckWinProto>;