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Multiple Steam Controllers + dynamic multi-app roster#108

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petegordon merged 10 commits into
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feat/multi-steam-controller
Jul 8, 2026
Merged

Multiple Steam Controllers + dynamic multi-app roster#108
petegordon merged 10 commits into
mainfrom
feat/multi-steam-controller

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@petegordon petegordon commented Jul 8, 2026

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Summary

Adds support for multiple Steam Controllers (two+ bodies paired to one 2026 Puck), redesigns the start:multi app around a dynamic per-player roster, and hardens the WebHID pooling/pairing across the overlay, multi, and lobby apps. 138 core tests pass.

The hardware finding that drove this

The 2026 Steam Controller Puck is a multi-receiver: two paired bodies each stream STATE on their own same-vid:pid vendor interface (verified on hardware — body #1 → MI_02, body #2 → MI_03). All interfaces share the Puck's serial, so serial can't tell bodies apart — the streaming interface is the per-unit discriminator. The old sibling-fanout model assumed one body behind the Puck and collapsed both into one logical controller.

Core (@usersfirst/controller-core)

  • Per-unit interfaces: claimHidDeviceForSlot keeps a streaming fan-out handle as its own unit; only reroutes a silent handle. Two bodies seat into distinct slots.
  • WebHID-first pooling: removed the "must be live in the Gamepad API" gate from autoPoolApprovedHid (it structurally excluded HID-only devices like the Puck). Gamepad API / XInput is now purely the fallback; stale pairings are cleaned by the phantom-eviction sweep.
  • Power-on after launch: exempt fan-out (Puck) interfaces from silence-based eviction — an idle receiver interface is present, not a ghost, so a controller powered on after launch streams into the still-pooled interface (no restart).
  • Shared constants/helpers: MAX_CONTROLLERS (16) + playerSlotIds(n), and isPresentableEntry / presentablePoolEntries() — the single source of truth for "hide idle Puck siblings" that the overlay/multi/lobby lists all use.
  • Pairing: connectHidForSlot(slotId, { prompt }) gates the requestDevice fallback so a redundant pair click doesn't run the blocking system-HID scan.

Overlay apps

  • Single overlay: per-unit rows with #1/#2 disambiguation; inline pool loop converged onto shared autoPoolApprovedHid; boot auto-connect no longer attempts a gesture-less requestDevice.
  • Multi app redesign: no fixed P1–P4 panels — a PLAYER n panel (its own 3D overlay) is created on claim, disposed on release (GPU cost scales with active players); slot ordinal = sticky player number; per-player colors; empty-state; periodic re-pool; ResizeObserver fixes model stretch on grid reflow; close button; detached List popout window (AVAILABLE vs PLAYER n).
  • Lobby: raised player cap (a 5th+ controller now goes ACTIVE and waits in the lounge); close button; widened controller panel; hides idle Puck siblings; environment-aware Pair (browser always prompts; Electron pools cheaply and only scans on first-time/forced click). Confirmed working unmodified in a plain Chrome tab.

Tooling

  • tools/steam-multi-probe.mjs (npm run steam-multi-probe): node-hid diagnostic mapping each body to its Puck interface.

Tests

138 core tests pass — new coverage for distinct-seat claim, silent-handle reroute, WebHID-first pooling, fan-out eviction exemption, presentable-entry filter, and the prompt pairing gate. The overlay view layers are app-level (not core-tested); hardware-tested with up to 5 controllers in both multi and lobby.

Known follow-ups (not in this PR)

  • A Steam controller that sleeps mid-session doesn't orphan its slot (reviewed, deemed acceptable).
  • A web dev-serve npm script (deferred).

🤖 Generated with Claude Code

petegordon and others added 7 commits July 8, 2026 16:47
The 2026 Steam Controller Puck is a multi-receiver: two paired bodies
each stream STATE on their OWN same-vid:pid vendor interface (verified
on hardware — body#1 → MI_02, body#2 → MI_03). All interfaces share the
Puck's serial, so serial can't tell the bodies apart; the streaming
interface is the per-unit discriminator.

The old sibling-fanout model assumed ONE body behind the Puck and
collapsed every interface into one logical controller, so a second body
was invisible. Fixes:

- core manager.claimHidDeviceForSlot: only reroute a fan-out handle to a
  streaming sibling when the handle isn't itself streaming — a streaming
  handle is already its own unit. Prevents both bodies seating onto the
  first streaming sibling. +2 regression tests.
- overlay finishGyroConnect: same guard, so selecting the 2nd controller
  no longer snaps back to the 1st.
- overlay overlayControllerRows: one row per STREAMING interface (was a
  fan:vid:pid rollup that merged both bodies); hide silent siblings;
  append stable #1/#2 to duplicate-named rows since the shared Puck
  serial can't disambiguate them.
- tools/steam-multi-probe.mjs (+ npm run steam-multi-probe): node-hid
  diagnostic that maps each body to its Puck interface.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Qnt4svMm6b8zkWfSk75vW
…ooling)

Completes the WebHID-first migration for the multi/lobby apps: the single
overlay pools every known approved HID device directly, but multi-app and
lobby-app still pool via autoPoolApprovedHid(), whose "must be live in the
Gamepad API" stale-pairing gate structurally excludes HID-only controllers.
A Steam Controller Puck is vendor-defined HID and NEVER enumerated by the
Gamepad API, so in a mixed setup (Steam + an Xbox) the present Puck was
wrongly skipped at boot.

- devices.js: mark both Steam Controller entries `hidOnly` (input only via
  WebHID, never in the Gamepad API).
- manager.autoPoolApprovedHid: `hidOnly` entries bypass the Gamepad-API
  liveness gate — they can't satisfy it by definition. Stale/absent handles
  are still cleaned up by the existing phantom-eviction sweep in ingestFrame.
- Tests: manager-multi-steam-claim (two HID-only bodies seat into distinct
  slots via ingestFrame — same frame and sequential; a single body claims
  exactly one seat) and manager-autopool-hidonly (gate bypass for hidOnly,
  unchanged skip for stale non-hidOnly). 129 core tests pass.

The pseudo-pad id the manager builds for a HID claim resolves to the
steam-controller profile, so the multi view swaps to the Steam model on claim.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Qnt4svMm6b8zkWfSk75vW
Per the intended architecture — WebHID is the primary input path, Gamepad
API / XInput is only a fallback (Xbox) — boot-pooling should pool every
approved, known HID device. The "must be live in the Gamepad API" gate did
the opposite: it structurally dropped HID-only controllers (the Steam
Controller Puck is vendor-defined HID and never appears in the Gamepad API)
whenever any other Gamepad-API pad was connected.

The single overlay already pooled gate-free (inline loop); multi-app and
lobby-app still called the gated autoPoolApprovedHid — the migration hadn't
reached them. This finishes it:

- manager.autoPoolApprovedHid: gate removed; pools all approved known HID
  devices. Stale approved-but-absent pairings are still cleaned by the
  phantom-eviction sweep in ingestFrame (unchanged).
- app.js: single overlay's inline pool loop converged onto the shared
  autoPoolApprovedHid so all three apps boot HID identically (no future drift).
- devices.js: drop the interim `hidOnly` flag (only existed to bypass the
  now-gone gate).
- tests: replace manager-autopool-hidonly with manager-autopool-webhid-first
  (pools regardless of Gamepad-API liveness; ignores unknown; no re-pool).
  130 core tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Qnt4svMm6b8zkWfSk75vW
A controller powered on AFTER the app started wasn't picked up until a
restart. Cause: the phantom-eviction sweep drops any pooled HID handle that
hasn't streamed within the probation window — but a Steam Puck's receiver
interfaces are present as long as the dongle is plugged, just idle until a
body pairs. They were pooled at boot, evicted 3s later for silence, and when
a body powered on it streamed into an already-enumerated interface (no WebHID
'connect' fires), so nothing re-pooled it.

Fix: exempt fan-out (needsSiblingFanout / Steam Puck) interfaces from the
silence sweep in both ControllerManager.ingestFrame and the overlay's
evictPhantoms. A powered-on body now streams into the still-pooled interface
and claims normally. Whole-Puck removal is still handled by the hotplug
'disconnect' path. +1 test (idle Puck interface kept past probation). 131
core tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Qnt4svMm6b8zkWfSk75vW
Replaces the fixed 4-panel "Press to join" layout with a dynamic roster:

- Manager pre-allocates MAX_PLAYERS (16) slots; a PLAYER n panel (its own
  3D ControllerOverlay) is created only when a controller CLAIMS a slot and
  disposed on release, so the grid grows/shrinks with active players and GPU
  cost scales with real players, not the cap. Slot ordinal = player number, so
  numbers are sticky across a brief drop (orphan→reconnect).
- Views are reconciled to slot state each frame (not via claim-time events),
  so a panel is correct however the slot was claimed/released; the constructor
  renders current state directly since the view is created the frame after the
  claim.
- Per-player accent colors generated (golden-angle hue) for all 16.
- New AVAILABLE/PLAYER roster List, toggled by a "List" button next to Debug:
  every claimed controller shows as PLAYER n, every pooled streaming controller
  as AVAILABLE; idle Steam Puck sibling interfaces are hidden; duplicate names
  get #1/#2. This is the "recognize power-on as AVAILABLE, button press as a
  player" view Pete asked for.
- Empty-state prompt when no one has joined; status line updated for the
  dynamic model; Steam label ("Steam Controller connected").
- WebHID-first boot + periodic re-pool (RESCAN_MS) so a controller powered on
  after launch is picked up without a restart (belt-and-suspenders with the
  fan-out eviction exemption).

131 core tests pass; multi-app is app-layer (not core-tested).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Qnt4svMm6b8zkWfSk75vW
The List is now an independent always-on-top window instead of an inline
panel, so it can be moved/placed separately from the multi overlay (e.g. on a
second monitor or off the capture area).

- New HUD kind 'multi-controllers' (main.js) → multi-controllers-window.html
  + multi-controllers-window.js, reusing the generic detached-HUD plumbing
  (open-hud-window / hud-state relay) and shared hud-window-chrome.js for
  drag/close — same pattern as the single overlay's Controllers window.
- The List button now opens the popout; multi-app forwards rosterRows() each
  frame via sendHudState('multi-controllers', …) (throttled ~5Hz; main drops
  it when the window is closed). Read-only: players join by pressing a button.
- Removed the inline #controller-list panel + CSS from multi.html.

Renders AVAILABLE (pooled streaming controllers) vs PLAYER n (claimed), with
live in-use dots and #1/#2 disambiguation, matching the inline version.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Qnt4svMm6b8zkWfSk75vW
- Close button: a red × in the top-right corner of the frameless multi window
  quits the app (window.electronAPI.quit → app.quit). List/Debug shift left to
  make room.
- Reflow deformation: when a player joins/leaves, the auto-fit grid resizes
  every other panel's canvas (CSS) but not its WebGL drawing buffer, so the 3D
  model stretched until the window was manually nudged. Each SlotView now holds
  a ResizeObserver on its canvas and resizes the renderer the instant the panel
  reflows (setSize(w,h,false) leaves CSS size untouched, so no observer loop);
  disconnected on dispose.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Qnt4svMm6b8zkWfSk75vW
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🔎 PR #108 preview — torn down

This PR is closed; its web preview and desktop prerelease have been removed.

petegordon and others added 3 commits July 8, 2026 18:39
Two lobby fixes plus a small core refactor:

- Fifth controller couldn't go ACTIVE: the lobby hardcoded 4 manager slots
  (P1-P4), so only 4 controllers could be recognized. Modes still cap SEATS at
  4 (versus 2v2), but a 5th+ controller now becomes ACTIVE and waits in the
  lounge for a seat to open (the lounge + takeSeat already supported this).
- Added a close (×) button in the lobby's top-right pairbar → app.quit.
- Hoisted the "16" cap into core as `MAX_CONTROLLERS` + a `playerSlotIds(n)`
  helper (exported from the barrel), and switched both the multi app and lobby
  to use them instead of each hardcoding the number.

131 core tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Qnt4svMm6b8zkWfSk75vW
…e filter

Addresses the lobby list showing the Steam Puck's idle receiver interfaces as
phantom "AVAILABLE" rows (a side effect of keeping them pooled for power-on),
and the "(via Puck)" name getting truncated.

- Widened the lobby #ctrl-panel 300→380px so "Steam Controller 2026 (via Puck)"
  fits without ellipsis.
- Centralized the "only show streaming fan-out interfaces" filter into core as
  `isPresentableEntry(entry)` + `ControllerManager.presentablePoolEntries()`
  (barrel-exported), replacing the predicate that was duplicated in the single
  overlay list, multi roster, lobby list, and lobby count. The driver still
  declares the `needsSiblingFanout` trait; core owns combining it with the
  entry's streaming state (the entry lives in the manager).
- All four call sites now use the shared helper; the lobby count matches the
  filtered list. +4 core tests. 135 core tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Qnt4svMm6b8zkWfSk75vW
Clicking "Pair controller" when everything was already paired ran a full
navigator.hid.requestDevice() scan — which in Electron enumerates every system
HID device and briefly blocks the app — just to conclude "nothing new".

- core: connectHidForSlot(slotId, { prompt = true }) gates the requestDevice
  fallback. prompt:false runs only the cheap getDevices-pool phase (no scan).
  Default true keeps existing callers unchanged. +3 tests.
- lobby pairController is now environment-aware:
    • Browser — requestDevice IS the only way to grant access → always prompt.
    • Electron — pool an already-approved device cheaply; only run the blocking
      scan when nothing is paired yet (first-time setup) or the user clicks
      again to force it ("✓ N connected — click again to scan for a new one").
- single overlay: connectControllerGyro(allowRequest=true); the boot
  auto-connect timer now passes false so a gesture-less requestDevice (which
  just throws, and in Electron would run the blocking scan) is never attempted
  at boot. The Connect button and gyro toggle keep prompting. (This flow
  already avoided the redundant stall by matching any granted gyro device
  first, so no behavior change for the user's Connect click.)

138 core tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Qnt4svMm6b8zkWfSk75vW
@petegordon petegordon merged commit a8930db into main Jul 8, 2026
7 checks passed
petegordon added a commit that referenced this pull request Jul 9, 2026
Multiple Steam Controllers + WebHID-first pooling (#108). New public API:
MAX_CONTROLLERS, playerSlotIds(), isPresentableEntry(),
ControllerManager.presentablePoolEntries(), and connectHidForSlot's { prompt }
option. Backward-compatible with 0.3.x callers.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Qnt4svMm6b8zkWfSk75vW
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