Neutralize disconnected UDP controllers and bound subscriber processing - #4
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jmonster merged 2 commits intoSep 10, 2026
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* test: add protocol fixtures and read-only macOS app build checks * test: run isolated regression groups alongside protocol fixtures * Adopt the browser bridge with replay, lifecycle, and access guards (#5) * feat(browser): stage attributed browser bridge for guarded integration Adapted from Andrei-Kondrykau/switch2mac browser-bridge at 24b0cd3 (upstream PR #2). Keep the output sink unregistered until access and lifecycle guards are added. Retain the contributor's source and documentation, with our read-only checks. * fix(browser): guard replay, rumble ownership, and opt-in WebSocket access Preserve complete connection/state replay after rename and reject obsolete socket callbacks. Keep long effects alive only for their requested lifetime, settle cancelled effects, and reject retired actuators. Eight deterministic Node regressions cover these behaviors (seven fail on the imported source). Add an opt-in settings window, exact extension-Origin checks, bounded clients and messages, and per-client rumble ownership. GameCube HD rumble is withheld using the existing model capability. Origin checks are not native-process authentication. Exercise the actual Network.framework listener in macOS CI. Adapted browser feature retains attribution to Andrei-Kondrykau's upstream browser-bridge at 24b0cd3. * fix(browser): distinguish validated rumble values from clamped magnitudes * docs(browser): document fork opt-in setup and actual compatibility limits * fix(browser): preserve bridged controllers when native gamepads hotplug Move only a conflicting virtual index and announce the old/new indices, without mutating prior snapshots or hiding the native device. A regression fails against the previous shim and all nine Node cases pass after repair. * Adopt optional RetroArch network output with input-delivery regressions (#6) * feat(retroarch): import the optional network gamepad sink for regression validation Adapted from vialoh/switch2mac retroarch-network-gamepad at 2c7a396 (upstream PR #1). Retain the contributor's opt-in default and attribution; validate actual Swift builds and repair edge/lifecycle behavior before marking ready. * fix(retroarch): preserve edges, refresh releases and retire old destinations Retain the attributed optional fork output and existing remote_message bytes. Replace latest-only button state with a bounded edge queue; overflow explicitly neutralizes this output until disable/re-enable. Include zeros in periodic refreshes and clear the old port before switching destinations. Reject nonfinite axes and remove the imported Array safe-subscript compile failure. Eight synthetic/real-loopback cases pass locally; the tap, release refresh, destination, overflow and finite-axis cases fail against the imported source. UDP acceptance is not acknowledgement; no physical-gameplay claim is made. * fix(retroarch): resume ordered input after cancelling a destination change A partially completed reset left switchIndex active when the user changed back to the original port. Subsequent button edges were never queued. Reassert the desired state and retire that reset; the new real-loopback regression fails against the previous head and the nine-case suite passes. * fix(fork): isolate app identity and disable upstream automatic updates (#9) Use io.github.jmonster.switch2mac and a distinct bundle name/defaults domain. Keep upstream credits but reject default or saved update feeds and updater entry points until a fork-specific signing/update trust path is established. Require explicit signing identities, notary credentials and fork-matching entitlements instead of silently consuming upstream signing configuration. No certificate, profile, notarization request or release is created here. Add metadata, actual feed-resolver and early signing-refusal regressions and build the actual ad-hoc fork app in the existing read-only macOS check. * Neutralize disconnected UDP controllers and bound subscriber processing (#4) * fix(udp): neutralize disconnected slots and bound subscriber handling * test(udp): synchronize real datagram arrival before subscriber assertions * Fix session response matching, fallback sticks, and GameCube motor gating (#3) * fix(session): preserve command correlation and respect model capabilities * fix(session): retire callbacks before teardown and require usable input for readiness (#8) Guard late notifications, queued commands and timers after session retirement. Clear notify completion before invocation to preserve reentrant replacement. Require isNotifying on essential channels and one existing-decoder input report before readiness, retaining the established keep-alive and handshake bytes. Eleven synthetic production-session tests pass locally; five new targeted cases fail against the prior session source. Full Apple-framework build and regressions remain the hosted gate. No new connection deadline or protocol.
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Ready for review — UDP disconnect and bounded subscriber processing
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e4c6b3daa5eb801044410942c76e4826eecf3ce3. Exact-head macOS tests and actual app build passed. Depends on #1.Orderly disconnect queues a neutral state in the existing 44-byte S2B1 format, preserves sequence progression and clears the old controller name. Registration accepts only the existing empty SDL hello or exact six-byte S2R1 message. Each slot is limited to 64 peers; expiry uses monotonic uptime; a read dispatch handles at most 256 datagrams so output work can run.
Three real-loopback test groups exercise production UDPHub methods: neutralization without changing another slot, malformed subscription rejection, and peer bounds/expiry without controller input. They reproduce the corresponding original failures and passed again against the published combined source. The complete Apple-framework app is separately compiled and its ad-hoc bundle checked. The nine-PR integration check also passed.
UDP acceptance is not delivery acknowledgement. Receiver timeouts remain necessary after process death or lost packets. This change does not claim authentication, guaranteed delivery, or a hard bound on per-report dispatch closures. Nintendo commands, radio handling and the wire format are unchanged. No physical-controller acceptance is claimed.
Merge #1 first, then retarget to main and recheck. No merge or release performed.