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- #include "puck_hid.h"
- #include "bonds.h"
- #include "config.h"
- #include "identity.h"
- #include "haptics.h"
- #include "rf_link.h"
- #include "triton.h"
- #include "mode_lizard.h"
- #include <Adafruit_TinyUSB.h>
- #include <Arduino.h>
- #include <string.h>
- uint8_t g_fwdNewOnly = 1;
- SteamPuckController g_steamPuck;
- // Cloned puck HID report descriptor: mouse(0x40)+keyboard(0x41)+vendor(FF00) with the 63-byte FEATURE
- // command reports on report id 1/2. Each of the 4 interfaces uses this.
- static const uint8_t PUCK_HID_DESC[] = {
- 0x05, 0x01, 0x09, 0x02, 0xA1, 0x01, 0x85, 0x40, 0x09, 0x01, 0xA1, 0x00,
- 0x05, 0x09, 0x19, 0x01, 0x29, 0x02, 0x15, 0x00, 0x25, 0x01, 0x75, 0x01,
- 0x95, 0x02, 0x81, 0x02, 0x75, 0x06, 0x95, 0x01, 0x81, 0x01, 0x05, 0x01,
- 0x09, 0x30, 0x09, 0x31, 0x15, 0x81, 0x25, 0x7F, 0x75, 0x08, 0x95, 0x02,
- 0x81, 0x06, 0x95, 0x01, 0x09, 0x38, 0x81, 0x06, 0x05, 0x0C, 0x0A, 0x38,
- 0x02, 0x95, 0x01, 0x81, 0x06, 0xC0, 0xC0, 0x05, 0x01, 0x09, 0x06, 0xA1,
- 0x01, 0x85, 0x41, 0x05, 0x07, 0x19, 0xE0, 0x29, 0xE7, 0x15, 0x00, 0x25,
- 0x01, 0x75, 0x01, 0x95, 0x08, 0x81, 0x02, 0x81, 0x01, 0x19, 0x00, 0x29,
- 0x65, 0x15, 0x00, 0x25, 0x65, 0x75, 0x08, 0x95, 0x06, 0x81, 0x00, 0xC0,
- 0x06, 0x00, 0xFF, 0x09, 0x01, 0xA1, 0x01, 0x85, 0x42, 0x15, 0x00, 0x26,
- 0xFF, 0x00, 0x75, 0x08, 0x95, 0x35, 0x09, 0x42, 0x81, 0x02, 0x85, 0x44,
- 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75, 0x08, 0x95, 0x05, 0x09, 0x44, 0x81,
- 0x02, 0x85, 0x79, 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75, 0x08, 0x95, 0x01,
- 0x09, 0x79, 0x81, 0x02, 0x85, 0x43, 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75,
- 0x08, 0x95, 0x0E, 0x09, 0x43, 0x81, 0x02, 0x85, 0x7B, 0x15, 0x00, 0x26,
- 0xFF, 0x00, 0x75, 0x08, 0x95, 0x0C, 0x09, 0x7B, 0x81, 0x02, 0x85, 0x45,
- 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75, 0x08, 0x95, 0x2D, 0x09, 0x45, 0x81,
- 0x02, 0x85, 0x80, 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75, 0x08, 0x95, 0x09,
- 0x09, 0x80, 0x91, 0x02, 0x85, 0x81, 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75,
- 0x08, 0x95, 0x07, 0x09, 0x81, 0x91, 0x02, 0x85, 0x82, 0x15, 0x00, 0x26,
- 0xFF, 0x00, 0x75, 0x08, 0x95, 0x03, 0x09, 0x82, 0x91, 0x02, 0x85, 0x83,
- 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75, 0x08, 0x95, 0x09, 0x09, 0x83, 0x91,
- 0x02, 0x85, 0x84, 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75, 0x08, 0x95, 0x08,
- 0x09, 0x84, 0x91, 0x02, 0x85, 0x85, 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75,
- 0x08, 0x95, 0x03, 0x09, 0x85, 0x91, 0x02, 0x85, 0x86, 0x15, 0x00, 0x26,
- 0xFF, 0x00, 0x75, 0x08, 0x95, 0x03, 0x09, 0x86, 0x91, 0x02, 0x85, 0x87,
- 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75, 0x08, 0x95, 0x3F, 0x09, 0x87, 0x91,
- 0x02, 0x85, 0x89, 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75, 0x08, 0x95, 0x3F,
- 0x09, 0x89, 0x91, 0x02, 0x85, 0x88, 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75,
- 0x08, 0x95, 0x3F, 0x09, 0x88, 0x91, 0x02, 0x85, 0x01, 0x95, 0x3F, 0x09,
- 0x01, 0xB1, 0x02, 0x85, 0x02, 0x95, 0x3F, 0x09, 0x01, 0xB1, 0x02, 0xC0
- };
- // Pure MODE_LIZARD only: same puck/lizard descriptor plus a tiny Consumer Control report for media keys.
- // MODE_STEAM must keep PUCK_HID_DESC verbatim so Steam's controller/haptics path sees the normal puck shape.
- static const uint8_t PUCK_LIZARD_HID_DESC[] = {
- 0x05, 0x01, 0x09, 0x02, 0xA1, 0x01, 0x85, 0x40, 0x09, 0x01, 0xA1, 0x00,
- 0x05, 0x09, 0x19, 0x01, 0x29, 0x02, 0x15, 0x00, 0x25, 0x01, 0x75, 0x01,
- 0x95, 0x02, 0x81, 0x02, 0x75, 0x06, 0x95, 0x01, 0x81, 0x01, 0x05, 0x01,
- 0x09, 0x30, 0x09, 0x31, 0x15, 0x81, 0x25, 0x7F, 0x75, 0x08, 0x95, 0x02,
- 0x81, 0x06, 0x95, 0x01, 0x09, 0x38, 0x81, 0x06, 0x05, 0x0C, 0x0A, 0x38,
- 0x02, 0x95, 0x01, 0x81, 0x06, 0xC0, 0xC0, 0x05, 0x01, 0x09, 0x06, 0xA1,
- 0x01, 0x85, 0x41, 0x05, 0x07, 0x19, 0xE0, 0x29, 0xE7, 0x15, 0x00, 0x25,
- 0x01, 0x75, 0x01, 0x95, 0x08, 0x81, 0x02, 0x81, 0x01, 0x19, 0x00, 0x29,
- 0x65, 0x15, 0x00, 0x25, 0x65, 0x75, 0x08, 0x95, 0x06, 0x81, 0x00, 0xC0,
- 0x06, 0x00, 0xFF, 0x09, 0x01, 0xA1, 0x01, 0x85, 0x42, 0x15, 0x00, 0x26,
- 0xFF, 0x00, 0x75, 0x08, 0x95, 0x35, 0x09, 0x42, 0x81, 0x02, 0x85, 0x44,
- 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75, 0x08, 0x95, 0x05, 0x09, 0x44, 0x81,
- 0x02, 0x85, 0x79, 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75, 0x08, 0x95, 0x01,
- 0x09, 0x79, 0x81, 0x02, 0x85, 0x43, 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75,
- 0x08, 0x95, 0x0E, 0x09, 0x43, 0x81, 0x02, 0x85, 0x7B, 0x15, 0x00, 0x26,
- 0xFF, 0x00, 0x75, 0x08, 0x95, 0x0C, 0x09, 0x7B, 0x81, 0x02, 0x85, 0x45,
- 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75, 0x08, 0x95, 0x2D, 0x09, 0x45, 0x81,
- 0x02, 0x85, 0x80, 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75, 0x08, 0x95, 0x09,
- 0x09, 0x80, 0x91, 0x02, 0x85, 0x81, 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75,
- 0x08, 0x95, 0x07, 0x09, 0x81, 0x91, 0x02, 0x85, 0x82, 0x15, 0x00, 0x26,
- 0xFF, 0x00, 0x75, 0x08, 0x95, 0x03, 0x09, 0x82, 0x91, 0x02, 0x85, 0x83,
- 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75, 0x08, 0x95, 0x09, 0x09, 0x83, 0x91,
- 0x02, 0x85, 0x84, 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75, 0x08, 0x95, 0x08,
- 0x09, 0x84, 0x91, 0x02, 0x85, 0x85, 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75,
- 0x08, 0x95, 0x03, 0x09, 0x85, 0x91, 0x02, 0x85, 0x86, 0x15, 0x00, 0x26,
- 0xFF, 0x00, 0x75, 0x08, 0x95, 0x03, 0x09, 0x86, 0x91, 0x02, 0x85, 0x87,
- 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75, 0x08, 0x95, 0x3F, 0x09, 0x87, 0x91,
- 0x02, 0x85, 0x89, 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75, 0x08, 0x95, 0x3F,
- 0x09, 0x89, 0x91, 0x02, 0x85, 0x88, 0x15, 0x00, 0x26, 0xFF, 0x00, 0x75,
- 0x08, 0x95, 0x3F, 0x09, 0x88, 0x91, 0x02, 0x85, 0x01, 0x95, 0x3F, 0x09,
- 0x01, 0xB1, 0x02, 0x85, 0x02, 0x95, 0x3F, 0x09, 0x01, 0xB1, 0x02, 0xC0,
- 0x05, 0x0C, 0x09, 0x01, 0xA1, 0x01, 0x85, 0x03, 0x15, 0x00, 0x25, 0x01,
- 0x09, 0xE9, 0x09, 0xEA, 0x75, 0x01, 0x95, 0x02, 0x81, 0x02, 0x75, 0x06,
- 0x95, 0x01, 0x81, 0x01, 0xC0
- };
- static Adafruit_USBD_HID hid[NSLOT];
- // ===================== seamless LIZARD decision =====================
- // Steam, while running, re-sends settings report 0x87 (lizard-off) every ~3s as a heartbeat (captured on HW),
- // and ANY OUTPUT report likewise stamps g_steamAliveMs. When the heartbeat stops we fall back to lizard, so the
- // controller drives desktop keyboard+mouse whenever Steam isn't running. MODE_LIZARD forces lizard always.
- // millis of last Steam OUTPUT/settings write; 0 at boot => lizard until Steam appears
- static unsigned long g_steamAliveMs = 0;
- // Fall back to lizard this long after Steam's ~3s settings heartbeat stops. Keep >2x the cadence: the haptic
- // relay is gated by !lizardActive(), so a shorter window lets a jittered/delayed heartbeat flip lizard
- // mid-session while Steam is still running -> a haptic arriving in that window gets gated out (dropped). 7s
- // tolerates one missed beat. Do not shorten without a lizard trigger independent of the heartbeat timeout.
- #define LIZARD_WD_MS 7000u
- static bool g_autoLizard =
- true; // master switch; false => Steam mode always forwards 0x45
- // Single source of truth, shared by the USB input path AND the haptic relay gate: if we ever relay a 0x82 to
- // the controller while presenting lizard (Steam isn't reading 0x45 back), Steam loops the same haptic -> buzz.
- static inline bool steamDrivingGamepad()
- {
- return g_steamAliveMs && (millis() - g_steamAliveMs < LIZARD_WD_MS);
- }
- static inline bool lizardActive()
- {
- return modeIsPuck(g_usbMode) &&
- (g_usbMode == MODE_LIZARD ||
- (g_autoLizard && !steamDrivingGamepad()));
- }
- static inline void hostStampAlive()
- {
- g_steamAliveMs = millis();
- }
- // Right after the host resumes from suspend, MUTE input forwarding briefly. Otherwise the controller's input
- // in that instant (a trackpad click/trigger, or residual button state from the wake gesture) gets forwarded
- // as a real click/keypress into the just-woken desktop. Set when task() sees the suspended->active transition.
- static unsigned long g_resumeMs = 0;
- #define POST_RESUME_MUTE_MS 1500u
- // ===================== puck feature command channel =====================
- // `slot` is the interface index (interface N == bond slot N).
- static void handleSet(int slot, uint8_t rid, hid_report_type_t type,
- uint8_t const *b, uint16_t n)
- {
- // Steam OUTPUT reports 0x80-0x89. The haptic/actuator reports (0x80-0x86) are relayed to the controller,
- // and ONLY when they arrive on the CONNECTED slot's interface: we have one controller but expose 4 puck
- // slots, and a report aimed at a DIFFERENT slot made the controller buzz at random (the slot gate below
- // fixes that). Must NOT clamp to 0x82-only: ping/grip/test haptics ride other report IDs (0x85/0x86). The
- // 63-byte settings/config reports 0x87/0x88/0x89 are NOT haptics and reach the controller via the
- // feature-0x01 passthrough path instead.
- if (type == HID_REPORT_TYPE_OUTPUT) {
- if (rid >= 0x80 && rid <= 0x89) {
- // capture ALL OUTPUT reports (even un-relayed) for the 'H' dump
- hapLogAdd((uint8_t)slot, rid, b, n);
- // ANY Steam OUTPUT report (not just the 0x87 heartbeat) means Steam is present and driving ->
- // leave lizard for gamepad NOW, so a haptic arriving before the first 0x87 isn't relayed while
- // we're still presenting lizard (-> buzz loop).
- hostStampAlive();
- }
- // Post-resume mute also gates haptics: while onReport45 is muted Steam reads NO 0x45 back, which is the
- // exact condition under which Steam loops the same haptic command (-> connect/wake buzz loop).
- bool muted = g_resumeMs &&
- millis() - g_resumeMs < POST_RESUME_MUTE_MS;
- if (rid >= 0x80 && rid <= 0x86 && n >= 1 &&
- hapticRelaySlotOk(slot) && !lizardActive() && !muted) {
- if (!haptic82Blocked(slot)) {
- relayEnqueue(rid, b,
- (uint8_t)(n > RELAY_MAXP ?
- RELAY_MAXP :
- n),
- (uint8_t)slot);
- // Track on/off from what was actually RELAYED (= the controller's believed state): a
- // BLOCKED stop must leave "on" set (controller may be latched -> reconnect stop-burst),
- // a blocked ON must not set it (nothing reached the controller -> no spurious clicks).
- if (rid == 0x82)
- haptic82HostReport(b, n);
- }
- }
- if (Serial.availableForWrite() > 80) {
- Serial.printf("# OUT if%d rid=%02X n=%u:", slot, rid,
- n);
- for (uint16_t i = 0; i < n && i < 14; i++)
- Serial.printf(" %02X", b[i]);
- Serial.println();
- }
- return;
- }
- if (type != HID_REPORT_TYPE_FEATURE || n < 1)
- return;
- Slot &S = g_slot[slot];
- uint8_t cmd = b[0], len = (n > 1) ? b[1] : 0;
- const uint8_t *pl = b + 2;
- uint16_t pln = (n >= 2) ? n - 2 : 0;
- // settings/haptic/LED report (incl. 0x87 lizard-off heartbeat, SDL Triton lizard-disable)
- if (cmd >= 0x80 && cmd <= 0x89)
- hostStampAlive();
- // Controller power-off: Steam's "turn off controller" is feature-0x01 frame 9F 04 6F 66 66 21 ("off!"),
- // confirmed from a real puck capture. The feature-0x01 relay below forwards it once; hapticSendShutdown()
- // bursts it for NO-ACK reliability (the single hook the test button + host-suspend also drive).
- if (rid == 1 && cmd == 0x9F)
- hapticSendShutdown();
- // report 0x01 = raw passthrough -> queue for RF relay to the controller
- if (rid == 1 && n >= 2) {
- // capture EVERY relayed feature-1 command for the WebUSB capture view (haptics, LED SET_LED_COLOR,
- // 0x87 settings, 0x9F power-off). Log shows cmd as "rid"; bytes start [cmd][len]...
- hapLogAdd((uint8_t)slot, cmd, b, n);
- bool haptic82 = (cmd == 0x82 && len <= pln);
- bool muted = g_resumeMs &&
- millis() - g_resumeMs < POST_RESUME_MUTE_MS;
- // never push haptics while presenting lizard (Steam isn't reading 0x45 -> would buzz-loop)
- bool relayOk = hapticRelaySlotOk(slot) &&
- !(haptic82 && (lizardActive() || muted));
- if (relayOk && (!haptic82 || !haptic82Blocked(slot))) {
- // Relay the DECLARED length (up to the 60B RF frame ceiling), not a truncation: Steam's
- // multi-register 0x87 settings blocks (LED brightness) and calibration writes exceed the old
- // 18B cap, and the chopped frames were why those settings never landed on the controller.
- uint8_t rl = (len <= pln) ? len : (uint8_t)pln;
- if (len > RELAY_MAXP && Serial.availableForWrite() > 60)
- Serial.printf(
- "# RELAY TRUNC cmd=%02X len=%u>%u\n",
- cmd, len, (unsigned)RELAY_MAXP);
- relayEnqueue(cmd, pl, rl, (uint8_t)slot);
- // track from RELAYED frames only (see the OUTPUT path)
- if (haptic82)
- haptic82HostReport(pl, len);
- }
- }
- if (Serial.availableForWrite() > 80) {
- Serial.printf("# SET if%d rid=%02X cmd=%02X len=%u:", slot, rid,
- cmd, len);
- for (uint16_t i = 0; i < n && i < 14; i++)
- Serial.printf(" %02X", b[i]);
- Serial.println();
- }
- memset(S.resp, 0, sizeof S.resp);
- S.resp_len = 0;
- switch (cmd) {
- case 0x83:
- S.resp[0] = 0x83;
- S.resp[1] = sizeof ATTR83;
- memcpy(S.resp + 2, ATTR83, sizeof ATTR83);
- S.resp_len = 63;
- break;
- case 0xAE: {
- uint8_t idx = pln > 0 ? pl[0] : 1;
- const char *s = (idx == 0) ? g_board :
- (idx == 1) ? g_unit :
- "NA";
- S.resp[0] = 0xAE;
- S.resp[1] = 0x14;
- S.resp[2] = idx;
- memset(S.resp + 3, 0, 60);
- memcpy(S.resp + 3, s, strlen(s));
- S.resp_len = 63;
- break;
- }
- // connection/version state per slot: value 0x02 = controller connected, 0x01 = not
- case 0xB4:
- // SDL Triton polls this on init; treat like Steam contact so we forward 0x45
- hostStampAlive();
- S.resp[0] = 0xB4;
- S.resp[1] = 0x01;
- S.resp[2] = (slot >= 0 && slot < NSLOT && !g_xbox &&
- g_slot[slot].used &&
- (millis() - g_connReplyMs[slot] < 500)) ?
- 0x02 :
- 0x01;
- S.resp_len = 63;
- break;
- case 0xAD:
- g_pairing = (pln > 0 && pl[0] != 0);
- Serial.printf("# pairing %s\n", g_pairing ? "ON" : "off");
- S.resp[0] = 0xAD;
- S.resp[1] = 0;
- S.resp_len = 63;
- break;
- case 0xA2: // write/clear THIS interface's slot
- if (len >= 24 && pln >= 24) {
- if (recEmpty(pl)) {
- S.used = false;
- memset(S.rec, 0, 24);
- } else {
- memcpy(S.rec, pl, 24);
- S.used = true;
- }
- g_dirty = true;
- Serial.printf("# slot %d %s\n", slot,
- recEmpty(pl) ? "cleared" : "bonded");
- }
- S.resp[0] = 0xA2;
- S.resp[1] = 0;
- S.resp_len = 63;
- break;
- case 0xA3: // read THIS interface's slot
- S.resp[0] = 0xA3;
- S.resp[1] = 0x18;
- memset(S.resp + 2, 0, 24);
- if (S.used)
- memcpy(S.resp + 2, S.rec, 24);
- S.resp_len = 63;
- break;
- default:
- S.resp[0] = cmd;
- S.resp[1] = len;
- if (pln)
- memcpy(S.resp + 2, pl, pln > 60 ? 60 : pln);
- S.resp_len = 63;
- break;
- }
- }
- static uint16_t handleGet(int slot, uint8_t rid, hid_report_type_t type,
- uint8_t *buf, uint16_t reqlen)
- {
- (void)rid;
- if (type != HID_REPORT_TYPE_FEATURE)
- return 0;
- // host reading feature data => gamepad consumer active (Steam/SDL)
- if (g_usbMode == MODE_STEAM)
- hostStampAlive();
- Slot &S = g_slot[slot];
- uint16_t n = S.resp_len ? S.resp_len : 63;
- if (n > reqlen)
- n = reqlen;
- memcpy(buf, S.resp, n);
- return n;
- }
- // one callback pair per interface (the Adafruit core routes by interface to the matching object)
- #define SLOTCB(N) \
- static void setcb##N(uint8_t r, hid_report_type_t t, uint8_t const *b, \
- uint16_t n) \
- { \
- handleSet(N, r, t, b, n); \
- } \
- static uint16_t getcb##N(uint8_t r, hid_report_type_t t, uint8_t *bf, \
- uint16_t rl) \
- { \
- return handleGet(N, r, t, bf, rl); \
- }
- // clang-format off
- SLOTCB(0)
- SLOTCB(1)
- SLOTCB(2)
- SLOTCB(3)
- // clang-format on
- typedef uint16_t (*getcb_t)(uint8_t, hid_report_type_t, uint8_t *, uint16_t);
- typedef void (*setcb_t)(uint8_t, hid_report_type_t, uint8_t const *, uint16_t);
- static getcb_t GETCB[NSLOT] = { getcb0, getcb1, getcb2, getcb3 };
- static setcb_t SETCB[NSLOT] = { setcb0, setcb1, setcb2, setcb3 };
- // ===================== IController =====================
- void SteamPuckController::begin()
- {
- USBDevice.setID(0x28DE, 0x1304);
- // Distinct bcdDevice so Windows keys a FRESH usbflags entry (cache is VID:PID:bcdDevice) and actually runs
- // MS OS 2.0 / WinUSB binding for the WebUSB vendor interface, instead of reusing a stale "no WinUSB" entry
- // tied to the real Steam Controller (28DE:1304, no WebUSB interface). The normal (wake-mouse) and one-shot
- // debug (CDC) boots present DIFFERENT interface sets, so they need DIFFERENT bcdDevice values or Windows
- // serves one's cached descriptor for the other across a reboot.
- USBDevice.setDeviceVersion(
- g_debugCdcThisBoot ?
- 0x0212 :
- (g_usbMode == MODE_LIZARD ? 0x0213 : 0x0211));
- USBDevice.setManufacturerDescriptor("Valve Software");
- USBDevice.setProductDescriptor("Steam Controller Puck");
- const uint8_t *desc = (g_usbMode == MODE_LIZARD) ?
- PUCK_LIZARD_HID_DESC :
- PUCK_HID_DESC;
- const uint16_t descLen = (g_usbMode == MODE_LIZARD) ?
- sizeof PUCK_LIZARD_HID_DESC :
- sizeof PUCK_HID_DESC;
- for (int i = 0; i < NSLOT; i++) {
- hid[i].setReportDescriptor(desc, descLen);
- hid[i].setReportCallback(GETCB[i], SETCB[i]);
- // 1ms USB poll (was default 10ms = 100/s cap -> choppy)
- hid[i].setPollInterval(1);
- hid[i].begin();
- }
- }
- // Forward the controller's report 0x45 to Steam, or drive lizard kb/mouse when Steam is closed. PURELY a
- // USB-side decision -- changes nothing about the RF poll or the host->controller relay. Per-slot: each
- // controller's 0x45 goes to its OWN hid[slot], so Steam sees four independent inputs. Lizard remains
- // single-controller (slot 0); the other slots stay quiet in lizard mode -- one mouse + one keyboard is
- // the only thing a desktop can consume, and the comment in mode_lizard.h documents this.
- void SteamPuckController::onReport45(int slot, const uint8_t *rep, bool fresh,
- uint8_t bodyTlen)
- {
- (void)fresh;
- (void)bodyTlen;
- // Host asleep -> forward NOTHING. While suspended, every sendReport attempt can translate into a host wake,
- // making the PC wake on any controller movement. Waking is an explicit gesture only (Steam-button short
- // press / controller connect), handled in rf_link.cpp via the device-level USB resume signal.
- if (USBDevice.suspended())
- return;
- // Just woke? Hold off forwarding so the wake gesture's residual controller input doesn't click/type into
- // the freshly-woken desktop.
- if (g_resumeMs && millis() - g_resumeMs < POST_RESUME_MUTE_MS)
- return;
- if (slot < 0 || slot >= NSLOT)
- return;
- if (!g_slot[slot].used)
- return;
- if (lizardActive()) {
- // Lizard single-controller: only slot 0's interface drives the mouse/keyboard. Other slots
- // stay quiet in lizard mode.
- if (slot == 0)
- rfLizard(rep, &hid[0], &hid[0], 0x40, 0x41);
- } else {
- uint8_t blen = bodyTlen - 1;
- if (blen > 45)
- blen = 45; // body after the 0x45 id byte
- // forward the puck's raw pad coords untouched (Steam does its own interpolation/smoothing). Forward
- // only FRESH reports: the real puck dedupes, so stale repeats make Steam's velocity/smoothing
- // stair-step. g_fwdNewOnly toggles for A/B.
- if ((fresh || !g_fwdNewOnly) && hid[slot].ready())
- hid[slot].sendReport(
- 0x45, rep + 1,
- blen); // Steam/SDL Triton: input report 0x45
- }
- }
- // Forward the controller's NON-input status reports (0x43 power/battery, 0x44) to Steam verbatim -- the real
- // puck does this and it's how Steam reads battery. Same host-asleep / post-resume gating as 0x45; no lizard
- // path (status reports aren't input, so they forward regardless of the lizard decision). Per-slot: each
- // controller's status goes to its own hid[slot].
- void SteamPuckController::onAuxReport(int slot, uint8_t rid,
- const uint8_t *data, uint8_t n)
- {
- if (USBDevice.suspended())
- return;
- if (g_resumeMs && millis() - g_resumeMs < POST_RESUME_MUTE_MS)
- return;
- if (slot < 0 || slot >= NSLOT)
- return;
- // Forward the controller's status report VERBATIM (the real puck does this; it's how the host reads
- // battery). Padding the report to the descriptor-declared length broke battery in both lizard and
- // Steam, so it's reverted -- send exactly what the controller sent.
- if (g_slot[slot].used && hid[slot].ready())
- hid[slot].sendReport(rid, data, n);
- }
- // wake nudge: a bare USB resume signal is NOT enough to wake some hosts (Windows in particular) -- they only
- // wake when actual mouse/keyboard input follows. So on a deliberate wake gesture we play a HARMLESS mouse
- // JIGGLE (move a few px right, then back -- NET ZERO cursor, NO button): real mouse activity wakes the host
- // but clicks/activates nothing (an open Start menu stays open). Queued by wakeEvent() (rf_link, on a Steam
- // short press / controller connect while suspended); delivered once the suspended bus has resumed. Per-slot
- // so every connected interface gets the jiggle (Windows can credit any of them with the wake).
- static uint8_t g_nudgeStep[NSLOT] = { 0 }; // 0=idle; 1=jiggle+, 2=jiggle-
- static unsigned long g_nudgeMs[NSLOT] = { 0 };
- #define NUDGE_JIGGLE_PX 10
- void SteamPuckController::wakeEvent()
- {
- // arm the jiggle on every connected slot -- any one of them is enough to wake Windows
- for (int s = 0; s < NSLOT; s++) {
- if (g_slot[s].used) {
- g_nudgeStep[s] = 1;
- g_nudgeMs[s] = millis();
- }
- }
- }
- static void wakeNudgeTask()
- {
- if (USBDevice.suspended())
- return; // wait for resume; reports can't cross a suspended bus
- static unsigned long stepMs[NSLOT] = { 0 };
- for (int s = 0; s < NSLOT; s++) {
- if (!g_nudgeStep[s])
- continue;
- if (millis() - g_nudgeMs[s] > 5000) {
- g_nudgeStep[s] = 0;
- continue;
- } // bus never resumed -> drop the nudge
- if (!hid[s].ready())
- continue;
- if (millis() - stepMs[s] < 15)
- continue; // pace the edges
- stepMs[s] = millis();
- hid_mouse_report_t m;
- m.buttons = 0;
- m.x = (g_nudgeStep[s] == 1) ? NUDGE_JIGGLE_PX :
- -NUDGE_JIGGLE_PX;
- m.y = 0;
- m.wheel = 0;
- m.pan = 0;
- hid[s].sendReport(0x40, &m,
- sizeof m); // jiggle right, then back
- g_nudgeStep[s] = (g_nudgeStep[s] >= 2) ?
- 0 :
- (uint8_t)(g_nudgeStep[s] + 1);
- }
- }
- // USB connection presentation (like the real dongle): report 0x79 = connection state (01=disc, 02=conn),
- // edge-triggered, + periodic 0x7B status. Live-captured: this is what Steam reads to mark the controller
- // connected. Without it Steam shows disconnected even though 0x45 input is streaming.
- void SteamPuckController::task()
- {
- wakeNudgeTask();
- {
- static bool wasSusp = false;
- // stamp the suspended->active edge for the post-resume mute
- bool susp = USBDevice.suspended();
- if (wasSusp && !susp)
- g_resumeMs = millis();
- wasSusp = susp;
- }
- // no periodic 0x79/0x7B while the host sleeps -- those sends can wake it too
- if (USBDevice.suspended())
- return;
- // Per-slot 0x79/0x7B: each connected slot reports its OWN edge and its OWN status. State arrays are
- // per-slot so each controller's "connected" edge fires once and is re-sent only until Steam acks THAT
- // slot. The real puck's per-slot edge-triggered 0x79 prevents re-triggering Steam's connect-chime loop.
- static bool usbConn[NSLOT] = { 0 };
- static unsigned long last79[NSLOT] = { 0 }, last7B[NSLOT] = { 0 },
- connEdgeMs[NSLOT] = { 0 }, last43[NSLOT] = { 0 };
- for (int s = 0; s < NSLOT; s++) {
- if (!g_slot[s].used || !hid[s].ready())
- continue;
- // Debounced link state, not the raw 300 ms reply window: a brief RF gap must NOT toggle the
- // connection edge, or each blip re-fires the 0x79=02 connect edge -> Steam re-runs connect handling
- // (chime + connect-time haptic) -> buzz loop. g_linkUp drops only after a real outage (rf_link).
- bool conn = g_linkUp[s];
- // 0x79 connection state: on edge, then repeated every 750ms ONLY until Steam reacts (its first OUTPUT/
- // settings write after the edge -- g_steamAliveMs). The real puck sends 0x79 ONCE, edge-triggered; an
- // unconditional forever-resend re-triggers Steam's connect handling (connect chime) every 750ms before
- // Steam consumes 0x45 -> a loop of connect-time haptic buzzes. Resending until acked still covers
- // "Steam missed the edge".
- bool steamAcked = g_steamAliveMs &&
- (int32_t)(g_steamAliveMs - connEdgeMs[s]) >=
- 0;
- if (conn != usbConn[s] ||
- (conn && !steamAcked && millis() - last79[s] >= 750)) {
- if (conn && !usbConn[s])
- connEdgeMs[s] = millis();
- uint8_t st = conn ? 0x02 : 0x01;
- hid[s].sendReport(0x79, &st, 1);
- usbConn[s] = conn;
- last79[s] = millis();
- } else if (conn && millis() - last7B[s] >= 2000) {
- // 0x7B status, live-captured template. Byte 8 is the controller->puck signal strength as signed
- // dBm (capture showed 0xDD = -35) -- patch in the smoothed RSSI the radio samples on each
- // controller reply (rf_link). 0 = no sample yet -> keep the capture value rather than garbage.
- //
- // CALIBRATION: our raw RSSISAMPLE reads ~RSSI_DBM_OFFSET dB lower than the real Valve puck at the
- // same distance (Pro Micro PCB-trace antenna vs Valve's tuned front-end). The 2Mbit ESB link has
- // ~55dB margin, so a -75dBm reading still works across a house, but Steam's bar maps raw dBm to
- // "weak" long before that. The offset lines our close-range value up with the puck's captured -35
- // so the bar tracks usable range, not antenna gain. Clamp keeps it in a sane window.
- uint8_t s7b[12] = { 0xF7, 0x01, 0x89, 0x00, 0x00, 0x00,
- 0x03, 0x00, 0xDD, 0x00, 0x3A, 0x02 };
- if (g_linkRssi[s]) {
- int mag = (int)g_linkRssi[s] - RSSI_DBM_OFFSET;
- if (mag < 25)
- mag = 25;
- else if (mag > 95)
- mag = 95;
- s7b[8] = (uint8_t)(0u - (uint8_t)mag);
- }
- hid[s].sendReport(0x7B, s7b, 12);
- last7B[s] = millis();
- }
- // Synthesized 0x43 = ID_TRITON_BATTERY_STATUS for SDL/Steam's gamepad driver. The verbatim forward of
- // the controller's own 0x43 (onAuxReport) is what the LIZARD/kernel path reads, but SDL's Triton driver
- // requires the FULL TritonBatteryStatus_t length (r >= 1 + 14) and lapses to the "wired" glyph without a
- // fresh one -- so we push a clean 14-byte report from g_battery every 2s. Body: [ucChargeState][ucBattery
- // Level][voltages/current/temp = 0]; SDL only reads the first two. Map unknown/reset state -> discharging
- // so it shows ON_BATTERY + % rather than UNKNOWN. Skipped until the controller has reported a level.
- if (conn && g_battery[s] && millis() - last43[s] >= 2000) {
- uint8_t st = g_batteryState[s];
- // EChargeState discharging -> SDL_POWERSTATE_ON_BATTERY
- if (st != 1 && st != 2 && st != 4)
- st = 1;
- uint8_t b43[14] = { 0 };
- b43[0] = st; // ucChargeState
- b43[1] = g_battery[s]; // ucBatteryLevel (percent)
- hid[s].sendReport(0x43, b43, sizeof b43);
- last43[s] = millis();
- }
- }
- // Reset edge state for slots that are no longer used/ready (so a re-bond sees a fresh edge).
- for (int s = 0; s < NSLOT; s++)
- if (!g_slot[s].used || !hid[s].ready())
- usbConn[s] = false;
- }
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