#include "deck_input.h" #include "triton.h" #include "ctrl_bonds.h" #include "ctrl_link.h" #include "radio.h" #include #include #include static bool g_forwarding = false; static unsigned long g_lastInputMs = 0; static unsigned long g_lastStatusMs = 0; bool deckForwarding() { return g_forwarding; } unsigned long deckLastInputMs() { return g_lastInputMs; } // ---- little-endian payload readers ---- static inline int16_t rd_s16(const uint8_t *p) { return (int16_t)((uint16_t)p[0] | ((uint16_t)p[1] << 8)); } static inline uint32_t rd_u32(const uint8_t *p) { return (uint32_t)p[0] | ((uint32_t)p[1] << 8) | ((uint32_t)p[2] << 16) | ((uint32_t)p[3] << 24); } static inline uint16_t rd_u16(const uint8_t *p) { return (uint16_t)p[0] | ((uint16_t)p[1] << 8); } // INPUT payload = buttons u32, lx ly rx ry s16, lt rt u8, lpx lpy rpx rpy s16, lpp rpp u16, IMU 6h. #define DECK_INPUT_LEN 38 static void applyInput(const uint8_t *p, uint8_t n) { if (n < DECK_INPUT_LEN) return; g_in.buttons = rd_u32(p + 0); g_in.lx = rd_s16(p + 4); g_in.ly = rd_s16(p + 6); g_in.rx = rd_s16(p + 8); g_in.ry = rd_s16(p + 10); g_in.lt = p[12]; g_in.rt = p[13]; g_in.lpx = rd_s16(p + 14); g_in.lpy = rd_s16(p + 16); g_in.rpx = rd_s16(p + 18); g_in.rpy = rd_s16(p + 20); g_in.lpp = rd_u16(p + 22); g_in.rpp = rd_u16(p + 24); g_in.ax = rd_s16(p + 26); g_in.ay = rd_s16(p + 28); g_in.az = rd_s16(p + 30); g_in.gx = rd_s16(p + 32); g_in.gy = rd_s16(p + 34); g_in.gz = rd_s16(p + 36); g_lastInputMs = millis(); } static void handleFrame(uint8_t type, const uint8_t *p, uint8_t n) { switch (type) { case DECK_T_INPUT: applyInput(p, n); break; case DECK_T_CONTROL: if (n >= 2 && p[0] == 0x01) g_forwarding = (p[1] != 0); else if (n >= 2 && p[0] == 0x02) // clear-bond [slot] (GUI "remove") ctrlBondClear(p[1]); break; case DECK_T_REQ_STATUS: g_lastStatusMs = 0; // force an immediate status emit break; default: break; } } // ---- RX state machine: resync on the 2-byte sync word ---- void deckInputPoll() { // state: 0 wait sync0, 1 wait sync1, 2 type, 3 len, 4 payload, 5 sum static uint8_t st = 0; static uint8_t type = 0, len = 0, idx = 0, sum = 0; static uint8_t buf[64]; while (Serial.available()) { uint8_t c = (uint8_t)Serial.read(); switch (st) { case 0: if (c == DECK_SYNC0) st = 1; break; case 1: st = (c == DECK_SYNC1) ? 2 : (c == DECK_SYNC0 ? 1 : 0); break; case 2: type = c; sum = c; st = 3; break; case 3: len = c; sum += c; idx = 0; if (len > sizeof buf) { // oversized -> drop, resync st = 0; break; } st = (len == 0) ? 5 : 4; break; case 4: buf[idx++] = c; sum += c; if (idx >= len) st = 5; break; case 5: if (c == sum) handleFrame(type, buf, len); st = 0; break; } } } // ---- frame TX ---- static void sendFrame(uint8_t type, const uint8_t *p, uint8_t n) { // need room for the whole frame or skip (never block the RF loop on CDC backpressure) if ((int)Serial.availableForWrite() < n + 5) return; uint8_t hdr[4] = { DECK_SYNC0, DECK_SYNC1, type, n }; uint8_t sum = (uint8_t)(type + n); for (uint8_t i = 0; i < n; i++) sum += p[i]; Serial.write(hdr, 4); if (n) Serial.write(p, n); Serial.write(&sum, 1); } void deckText(const char *s) { size_t n = strlen(s); if (n > 60) n = 60; sendFrame(DECK_T_TEXT, (const uint8_t *)s, (uint8_t)n); } // Latest relayed haptic, STAGED by deckForwardHaptic (called from the RF poll path) and flushed over CDC // by deckHapticTask() at loop level. Staging-then-flushing (a) keeps the CDC write OUT of the RF receive // path, and (b) COALESCES a burst to the newest state -- Steam streams rumble at the poll rate, and // replaying every frame one-behind is what caused the lag; newest-wins removes the backlog. static uint8_t g_hapPayload[8]; static volatile bool g_hapPending = false; static unsigned long g_lastHapMs = 0; // cap CDC haptic frames to ~60 Hz: enough for smooth rumble, but no flood of the CDC link / Deck USB. #define HAPTIC_MIN_MS 16u void deckForwardHaptic(uint8_t rid, const uint8_t *d, uint8_t n) { // Only while forwarding -- otherwise the Deck isn't grabbed and there's nothing to buzz. if (!g_forwarding) return; uint16_t intensity = 0, left = 0, right = 0; uint8_t lgain = 0, rgain = 0; if (rid == 0x80 && n >= 9) { // SDL Triton rumble report 0x80: [type][intensity u16][left u16][lgain][right u16][rgain]. // type 0 = off/zero report (everything stays 0). if (d[0] != 0) { intensity = (uint16_t)(d[1] | (d[2] << 8)); left = (uint16_t)(d[3] | (d[4] << 8)); lgain = d[5]; right = (uint16_t)(d[6] | (d[7] << 8)); rgain = d[8]; } } else if (rid == 0x81 && n >= 3) { // OUTPUT report 0x81 = HAPTIC_PULSE [side][on_us u16][off_us u16][repeat u16] -- Steam's trackpad // CLICK and trigger full-pull cues. (0x81 in the FEATURE command space is CLEAR_DIGITAL_MAPPINGS, // a different thing entirely; this path only ever sees relayed OUTPUT reports.) The Deck has no // per-pad clicker, so synthesize a short mid-strength buzz on both motors. if (d[1] || d[2]) { // on_us != 0 intensity = 0x6000; left = right = 0x6000; } } else if (rid == 0x82 || rid == 0x8F) { // discrete haptic click/pulse (data ~ [01 01 F7]; trailing byte F7=on, 00=off). The Deck has no // per-pad clicker, so synthesize a short mid-strength buzz on both motors. bool on = (n >= 3) ? (d[2] != 0) : (n >= 1 && d[0] != 0); if (on) { intensity = 0x6000; left = right = 0x6000; } } else { return; // not a haptic the Deck can render } // stage newest (coalesce). The actual sendFrame happens in deckHapticTask, off the RF path. g_hapPayload[0] = (uint8_t)(intensity & 0xFF); g_hapPayload[1] = (uint8_t)(intensity >> 8); g_hapPayload[2] = (uint8_t)(left & 0xFF); g_hapPayload[3] = (uint8_t)(left >> 8); g_hapPayload[4] = (uint8_t)(right & 0xFF); g_hapPayload[5] = (uint8_t)(right >> 8); g_hapPayload[6] = lgain; g_hapPayload[7] = rgain; g_hapPending = true; } void deckHapticTask() { if (!g_hapPending) return; if (millis() - g_lastHapMs < HAPTIC_MIN_MS) return; // rate-limit the newest staged haptic to ~60 Hz g_hapPending = false; g_lastHapMs = millis(); sendFrame(DECK_T_HAPTIC, g_hapPayload, sizeof g_hapPayload); } // STATUS payload: [flags][linkSlot][sessCh][nbondMax][count] + per USED bond // [slotIdx][alive][puuid4][iuuid4][serial16] (26 B). Only used bonds are sent, so the typical 1-2-puck // frame stays small; the slot index lets the GUI target a bond for removal. void deckStatusTask() { if (millis() - g_lastStatusMs < 250) return; g_lastStatusMs = millis(); uint8_t p[5 + NBOND * 26]; bool linkUp = ctrlLinkUp(); p[0] = (uint8_t)((g_forwarding ? 1 : 0) | (linkUp ? 2 : 0)); p[1] = (g_linkSlot >= 0) ? (uint8_t)g_linkSlot : 0xFF; p[2] = g_sessCh; p[3] = NBOND; uint8_t count = 0; uint8_t *q = p + 5; for (int i = 0; i < NBOND; i++) { CtrlBond &b = g_bond[i]; if (!b.used) continue; q[0] = (uint8_t)i; // firmware slot index (for GUI removal) q[1] = (i == g_linkSlot && linkUp) ? 1 : 0; memcpy(q + 2, b.rec + 0, 4); // proteus_uuid memcpy(q + 6, b.rec + 4, 4); // ibex_uuid memcpy(q + 10, b.rec + 8, 16); // puck serial q += 26; count++; } p[4] = count; sendFrame(DECK_T_STATUS, p, (uint8_t)(5 + count * 26)); }