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Services Layer

Five ViewModel-bridge services carry engine state to the WPF UI and back, with a bench of smaller workers beside them.

Five service classes bridge PadForge.Engine with the WPF UI layer and get full sections on this page: InputService, SettingsService, DeviceService, RecorderService, and ForegroundMonitorService. They run on the WPF dispatcher thread unless noted otherwise. PadForge.App/Services/ holds twenty-two more residents:

Resident Role
DsuMotionServer DSU motion server on its own UDP thread. Lifecycle below, protocol on DSU Protocol Implementation
WebControllerServer Phone-as-controller HTTP/WebSocket server. Lifecycle below
WebControllerTls The HTTPS lane for that server (#296). Generates a self-signed cert, installs it to LocalMachine\My, and binds it to the port through netsh. Motion sensors exist only in a secure context, so plain HTTP cannot carry gyro
WebCustomLayoutStore The browser-built custom pad layouts (#296), machine-scoped. Holds one validated JSON array that rides AppSettingsData in PadForge.xml, deliberately not ProfileData
QrCode Byte-mode QR generator ported from the Nayuki reference, used only to render the web controller's URL on the Dashboard card
VoiceMacroService Voice macro recognition (#317). One session per microphone, no shared mic and no voice pseudo-device. Started and shut down by the engine's Step 1 device sweep, not by InputService.Start()
VoskVoiceEngine The Vosk recognition engine behind the same session surface SAPI uses (#317). The model is an embedded resource, unpacked once to a re-creatable cache under TEMP because Vosk loads a model from a directory. Nothing is downloaded, so recognition works with no network. SAPI is the fallback until the unpack finishes, and for the rest of the run when libvosk will not load, which leaves the cache alone. libvosk reports a model it cannot read by returning null. The store reads the native handle, so such a model is deleted and unpacked again and is never published as ready
NfcReaderService PC/SC monitor for NFC macro triggers (#150). Below
WorkshopProfileMaterializer Workshop import to ProfileData bridge (#9). Below
WorkshopTuningApplier Folds a Workshop import's parked tuning stamps into the assigned device's own settings (#9). Below
WiiPairingService In-app Bluetooth pairing ceremony for Wii controllers (#116), following the sequence Dolphin documents, over the Win32 Bluetooth API
Ds3PairingService DualShock 3 guided USB pairing ceremony (#116): sixpair over WinUSB plus the radio-side device record BthPS3 needs
Ds3DriverInstaller Installs and arms the embedded BthPS3 / BthPS3PSM drivers and binds a docked DS3 to WinUSB, reboot-free
GyroCalibratorService Samples an at-rest controller and writes the per-(device, slot) gyro bias onto its PadSetting
CursorControlService Owns the 200 Hz desktop-cursor timeline feeding the "Mouse Position X" / "Mouse Position Y" sources (#107)
HeadsetTrackerRepair Rebinds a Sony headset whose head-tracker HID child is missing or parked at CM_PROB_FAILED_START (#188), ported from sony-head-tracker's bluetooth.cpp
StarterProfileCatalog Builds the bundled starter profiles (#256) in code as ordinary ProfileData, every source on the empty "(Any device)" GUID
ExternalControlService Named-pipe profile control for launchers and scripts (#366). Detail on External Control Internals
ChromaLightbarService Mirrors a virtual Sony pad's lightbar into Razer Chroma (#373). Detail on Lightbar Mirrors Internals
LightsyncLightbarService The same mirror into Logitech LIGHTSYNC (#382). Detail on Lightbar Mirrors Internals
LogiLedEngineNative The registry-loader shim that finds and binds Logitech's LED engine DLL for that service
SensaHapticsService Streams rumble into Razer Sensa HD haptics through the Interhaptics engine (#374). Detail on Sensa Haptics Internals

Engine-side subsystems (3.4). Two more runtime subsystems sit alongside these services. AudioPassthroughService drives controller speaker output on its own worker and Bluetooth threads, and the Remote Link server runs the device-sharing transport. Both are wired through InputService and documented on their own pages: Controller Audio Internals and Remote Link Internals.

Head tracking (4.4.0, #355). HeadTrackingRuntime and HeadTrackerDevice live in PadForge.App/Common/Input/, not in Services/, and InputService starts nothing for them. See Head Tracking Internals for the runtime.

App-side helpers (3.6.0). Five more App-side services and helpers, added in 3.6.0, run off the dispatcher thread on their own workers or as static P/Invoke surfaces. HapticToneService and WiiSpeakerService turn macro sounds into HD-haptic tones and Wii-speaker PCM. NfcReaderService (with WinScard) owns the PC/SC monitor for NFC macro triggers. BluetoothLinkHelper performs per-family Bluetooth disconnect. They live in PadForge.Common.Input (and PadForge.Services for NfcReaderService), and are documented in App-Side Services and Helpers (3.6.0) below. 4.1.0 added three more to the same section: TouchpadPulseService (#219), SwitchHomeLedSetter (#226), and RumbleAudioService (#236, the Bass Shakers renderer). 4.3.0 added SpaceMouseService (#288), which opens 3Dconnexion 6DoF pucks directly and attaches them to SDL as virtual joysticks, because SDL's raw-input backend subscribes to the gamepad usage only and never turns a multi-axis controller into a joystick. It is owned by InputManager, not by InputService.

graph TB
    MW[MainWindow]
    IS[InputService]
    SS[SettingsService]
    DS[DeviceService]
    RS[RecorderService]
    FMS[ForegroundMonitorService]
    IM[InputManager<br/>Polling Thread]
    DSU[DsuMotionServer<br/>UDP Thread]
    WCS[WebControllerServer<br/>HTTP Thread]
    ABD[AudioBassDetector<br/>WASAPI Thread]

    MW --> IS
    MW --> SS
    MW --> DS
    MW --> RS
    IS --> IM
    IS --> DSU
    IS --> WCS
    IS --> ABD
    IS --> FMS
    SS -->|Load/Save XML| IS
    DS -->|Device events| IS

    IS -->|30Hz UI timer| MW
    IM -->|1000Hz polling| IS

    style IS fill:#f3e5f5
    style IM fill:#e1f5fe
    style DSU fill:#e8f5e9
    style WCS fill:#e8f5e9
    style ABD fill:#fff3e0
    style FMS fill:#fff3e0

Table of Contents


Architecture Overview

+-------------------+     30Hz Timer      +-------------------+
|   InputManager    | ==================> |   InputService    |
|  (background,     |   reads engine      |  (UI thread,      |
|   ~1000Hz poll)   |   state arrays      |   30Hz timer)     |
+-------------------+                     +---------+---------+
        ^                                           |
        |  writes PadSettings,                      | pushes to ViewModels
        |  slot types, macro snapshots              v
+-------------------+                     +-------------------+
| SettingsManager   |                     |   MainViewModel   |
|  (static, shared) | <================= |   PadViewModels   |
+-------------------+                     |   DashboardVM     |
        ^                                 |   DevicesVM       |
        |                                 |   SettingsVM      |
        |                                 +-------------------+
+-------------------+
| SettingsService   |
|  (XML load/save)  |
+-------------------+

Data flow

Direction Mechanism Frequency
Engine -> UI InputService reads CombinedOutputStates[], FinalVibrationStates[], SelectedDeviceVibrationStates[], CombinedTouchpadStates[], CombinedRawHidStates[], CombinedMidiRawStates[], CombinedKbmRawStates[], CombinedVrRawStates[] 30 Hz (UI timer)
UI -> Engine InputService writes SlotControllerTypes[], SlotProfileIds[], MacroSnapshots[], _midiConfigs[], _kbmConfigs[] (KBM SOCD #205), _deviceSlotConfigs[], _perDeviceSlotConfigs[], SelectedDeviceGuids[], plus per-slot Extended config via SyncExtendedConfigToSlot() 30 Hz (SyncViewModelToPadSettings)
UI -> PadSetting InputService pushes deadzone, force feedback, mapping values to PadSetting objects 30 Hz (SyncViewModelToPadSettings)
Engine event -> UI DevicesUpdated, FrequencyUpdated, ErrorOccurred marshalled via Dispatcher.BeginInvoke On engine event
Settings file -> Memory SettingsService deserializes XML into SettingsManager collections On load
Memory -> Settings file SettingsService serializes SettingsManager + ViewModel state to XML On MarkDirty (250 ms engine push, full save after 2 s quiet)

Button SOCD (4.1.0, discussion #240). KB+M slots get keyboard SOCD (#205) through the _kbmConfigs[] sync above. Controller slots (Xbox / PlayStation / Nintendo / Extended) have their own SOCD lane that bypasses the 30 Hz sync entirely: MappingSet.SocdMode / SocdPairs on the slot's MappingSet, read directly by the engine from SettingsManager.SlotMappingSets and applied to the slot's final combined output right before the Step 5 submit (SlotButtonSocd). Gamepad-surface slots pair buttons by mapping target name ("ButtonA:ButtonB"). Raw-surface slots (Extended, Nintendo) pair flat button indices ("12:13"). Pair semantics are the #205 SocdCleaner state machine: LastWins, Neutral, or FirstWins, with the winner's release re-pressing the still-held partner the same frame.


Threading Model

PadForge uses three primary threads. Knowing which thread owns what prevents race conditions.

Thread Owner Rate Responsibilities
UI thread (WPF Dispatcher) MainWindow 30 Hz timer All ViewModel property writes, device list sync, dashboard updates, macro recording, profile switching, settings forwarding
Polling thread InputManager ~1000 Hz SDL input read, mapping, deadzone processing, virtual controller output, rumble, DSU broadcast
Subsystem threads Various Varies DSU server (UDP), Web controller (HTTP/WebSocket), Audio bass detector (WASAPI), HidHide controller

Thread-safety conventions

Data Strategy
SettingsManager collections (UserDevices, UserSettings) SyncRoot lock on both UI and polling threads
PadSetting string properties Atomic reference assignment. UI writes at 30 Hz, polling reads at ~870 Hz
InputManager arrays (CombinedOutputStates[], VibrationStates[], etc.) Simple value copies, no locking
Macro snapshots Atomic array reference swap by UI thread. Polling thread reads the reference
Engine events (DevicesUpdated, FrequencyUpdated) Fire on polling thread, marshalled to UI via Dispatcher.BeginInvoke

InputService

File: PadForge.App/Services/InputService.cs Implements: IDisposable

Central service bridging the InputManager engine with WPF ViewModels. Owns the InputManager instance, runs the 30 Hz UI timer, and manages all subsystem lifecycles (DSU, web server, audio bass detector, foreground monitor, device hiding).

Constructor and Initialization

public InputService(MainViewModel mainVm)

Constructor: 1. Stores MainViewModel reference, captures Dispatcher.CurrentDispatcher. 2. Subscribes to Strings.CultureChanged for language-change status refresh. 3. Subscribes to SelectedDeviceChanged and MappingsRebuilt on every PadViewModel. 4. Subscribes to DevicesViewModel.PropertyChanged for offline device detail display. 5. Initializes _previousSelectedDevice dictionary (tracks per-pad device GUID for save-before-switch).

Start / Stop / Dispose

Start()

Startup sequence:

  1. Heal the slot topology. CompactSlotsForGaps() closes pad-index gaps left by saves taken before compaction-on-delete landed, before the engine or the default snapshot sees the layout.
  2. Rebuild shift-layer tabs. Each pad's tab strip is rebuilt from its loaded MappingSet.ShiftActivators, because PadViewModel constructors run before SettingsService parsed PadForge.xml.
  3. Reset macro runtime latches. Every macro's trigger latches and every action's toggle latches are cleared, so a Toggle left latched at the previous stop cannot re-fire with no input.
  4. Create InputManager. ApplyEffectivePollingRate() sets PollingIntervalMs through the #365 resolver, so an active profile's polling override outranks SettingsViewModel.PollingRateMs. HmInactivityTimeoutSeconds comes from HmInactivityDestroyTimeoutSeconds.
  5. Copy slot config. Copies SlotControllerTypes[], SlotProfileIds[], Extended/MIDI/KBM configs, and the per-slot and per-device config bags from PadViewModels to the engine.
  6. Subscribe to the source registries. NfcTagRegistry.RegistryChanged (#150), VoicePhraseRegistry.RegistryChanged (#317), and both HandheldButtonRegistry.RegistryChanged and HandheldButtonRegistry.ActivityChanged (#353). On an NFC tag register or remove, the handler re-reads each reader's DeviceObjects under UserDevices.SyncRoot, rebuilds every pad's input picker off the lock so the named tag appears or disappears as a bindable row, and refreshes the Devices-page tag preview if a reader is selected. Subscribed here, after settings load, so the load-time registry fan-out is not double-handled. SdlDeviceWrapper.ExternalVoiceAugment is pointed at VoicePulse.Apply in the same block. All four subscriptions are torn down in Stop().
  7. Subscribe to engine events. DevicesUpdated, FrequencyUpdated, ErrorOccurred, HmVcInactivityDestroyed, HmVcWentNonActive.
  8. Wire the static providers. The UserEffectsDispatcher rumble / trigger / battery / test-target lambdas, the SourceCoercion gyro, gravity, balance, IR, gesture and menu providers, the AudioPassthroughService and HapticToneService hooks, and InputManager.PointerModeCycleApply / GuideLedApply / GyroRecenterApply. All are cleared again in Stop().
  9. Create CursorControlService. The 200 Hz cursor sampler backing the Mouse Position sources (#107).
  10. Start the self-healing sink workers, unconditionally (cheap when nothing is configured): RumbleAudioService.EnsureStarted() (#236), WiiSpeakerService.EnsureStarted(), HapticToneService.EnsureStarted(). A one-shot Reconcile() on AudioPassthroughService, WiiSpeakerService and HapticToneService runs between them, and only when some device already has AudioPassthroughEnabled, so the audio threads stay off for users who never turn a mirror on.
  11. Subscribe to ViewModel changes. SettingsViewModel.PropertyChanged, DashboardViewModel.PropertyChanged, and the touchpad-gesture provider / applier hooks on SettingsService.
  12. Create ForegroundMonitorService. Subscribes ProfileSwitchRequired to OnAutoProfileSwitchRequired.
  13. Start the opt-in side services, each behind its own setting: StartExternalControlIfEnabled() (#366), StartChromaIfEnabled() (#373), StartLightsyncIfEnabled() (#382), StartSensaIfEnabled() (#374).
  14. Capture default profile snapshot. Uses PendingDefaultSnapshot (from prior XML) or creates one via SnapshotCurrentProfile().
  15. Start engine. _inputManager.Start() launches the polling thread.
  16. Start subsystems. DSU, web controller, Remote Link, touchpad overlay, and the audio bass detector, each conditional on its Dashboard setting.
  17. Clear stale HidHide state. HidHideController.ClearAll() removes leftover entries, unless KeepHidHideCloaksBetweenLaunches is on.
  18. Apply device hiding. HidHide blacklist + input hooks.
  19. Start UI timer. 30 Hz DispatcherTimer at DispatcherPriority.Render (UiTimerIntervalMs = 33).
  20. Update state. Sets IsEngineRunning = true, refreshes commands, and runs UpdateIdleState() so an empty config starts idle.
  21. Run a pending command-line profile command. App.PendingProfileCommand is cleared and handed to ExecuteExternalControlCommand. App.ParseProfileCommand maps --profile "Name" to activate Name and --default-profile to deactivate, so a cold start carrying either argument applies it once the engine exists (#366). A second instance forwards the same string over the pipe instead.

Raw Input enumeration is not part of this sequence. Keyboards, mice, and consumer-control devices are enumerated by the engine's Step 1 (InputManager.Step1.UpdateDevices.cs): synchronously on the first cycle so devices exist before Step 2, then on a Task.Run worker whose results the next 2-second cycle consumes.

Stop()

  1. Latches _stopped with Interlocked.Exchange so a second call returns immediately, then calls BluetoothLinkHelper.ReEnablePendingDevNodes().
  2. On the dispatcher: stops the UI timer and unsubscribes its Tick, clears every mapping row's IsInputActive and each pad's pipeline liveness flags, unsubscribes SettingsViewModel.PropertyChanged and DashboardViewModel.PropertyChanged, and closes the touchpad, VC-toggle, shift-layer, and menu overlay windows.
  3. Leaves the constructor-only handlers subscribed on purpose: Devices.PropertyChanged and the per-pad SelectedDeviceChanged / MappingsRebuilt / LayerActivated. Start() never re-adds them, so tearing them down on an engine stop would break device selection and mapping rebuilds until the app restarts.
  4. Unsubscribes ForegroundMonitorService.ProfileSwitchRequired and drops the instance.
  5. Stops the opt-in side services (external control, Chroma, LIGHTSYNC, Sensa), then the DSU server, the web controller server, Remote Link, and the audio bass detector.
  6. Calls RemoveDeviceHiding(keepCloaks: Settings.KeepHidHideCloaksBetweenLaunches), so the persistent-cloaks setting is honored on shutdown while a mid-session EnableInputHiding toggle still decloaks immediately.
  7. Unsubscribes all four source registries (NfcTagRegistry.RegistryChanged, VoicePhraseRegistry.RegistryChanged, HandheldButtonRegistry.RegistryChanged and .ActivityChanged) and the engine events, drops the per-pad device-config and assign-offer handlers, calls _inputManager.Stop() and _inputManager.Dispose(), then nulls every static provider it wired in Start(), disarms the Switch NFC and Joy-Con IR hints, and disposes CursorControlService. UpdateHeadTrackingStatus() is re-run on the dispatcher so the Dashboard's head-tracking row goes cold with the engine.
  8. Marshals back to the dispatcher for the final ViewModel state: engine status "Stopped", zeroed frequency and counts, cleared initializing / create-failed indicators, and every device row marked offline.

The v2 preserveExtendedNodes parameter is gone. HIDMaestro creates and destroys virtual devices dynamically, so there's no need for the v2-era "keep the vJoy node alive across a restart" path.

Dispose()

Calls Stop() in a try/catch (best-effort shutdown).

30Hz UI Timer Tick

UiTimer_Tick is the service layer heartbeat. Called ~30 times/second on the UI thread, it runs these steps in sequence:

UiTimer_Tick
  |-- Pending profile switch          [PendingProfileSwitchId, set by a shortcut activator]
  |-- Pending window toggle           [PendingToggleWindow]
  |-- Pending bulk VC toggle          [PendingToggleVCsDisabled, #91]
  |-- Update Pad ViewModels (gamepad state, vibration, raw HID / MIDI / KBM / VR state)
  |-- UpdateDashboard()               [skipped while the app is background-gated]
  |-- UpdateShiftLayerFlyout()        [SHIFT layer HUD, gated by EnableShiftLayerFlyout]
  |-- UpdateMenuOverlayWindow()       [radial / touch menu HUD, gated by EnableMenuOverlay]
  |-- UpdateDevicesRawState()         [only if Devices page visible]
  |-- UpdateMappingLiveValues()       [only if a Pad page visible]
  |-- Battery UI refresh (5 s) and Guide-LED reapply (30 s)
  |-- UpdateMacroTriggerRecording()   [only if recording active]
  |-- UpdateExpressionVariableRecording()
  |-- SyncViewModelToPadSettings()    [always, 30Hz]
  |-- SyncMacroSnapshots()            [always, 30Hz]
  |-- Audio rumble level meters       [only if detector active]
  |-- UpdateIdleState()               [auto-idle when no active slots]
  |-- ForegroundMonitor.CheckForegroundWindow()  [auto-profile switching]

Pad ViewModel updates (per slot)

For each of the 16 slots:

Slot type Source array Update call
All CombinedOutputStates[i], FinalVibrationStates[i] (slot max, preview tab), SelectedDeviceVibrationStates[i] (FFB tab) padVm.UpdateFromEngineState()
All CombinedTouchpadStates[i] padVm.UpdateFromTouchpadState()
Raw-HID surface (Extended, Nintendo), gated on SlotRawHidSurface[i] CombinedRawHidStates[i] padVm.UpdateFromRawHidState()
MIDI CombinedMidiRawStates[i] padVm.UpdateFromMidiRawState()
KB+M CombinedKbmRawStates[i] Sets padVm.KbmOutputSnapshot
VR CombinedVrRawStates[i] Sets padVm.VrOutputSnapshot

The whole per-pad mirror block is skipped while the window is minimized (AmbientMotionProbe.IsWindowMinimized), because none of it can render. The UpdateFrom* mirrors do their own shadow-array change detection, so the first tick after restore refreshes in full.

Per-device stick/trigger previews read either KBM pre-deadzone values (synthesized into a Gamepad struct) or the selected device's RawMappedState.

KB+M cursor and scroll outputs are time-based rates, not per-poll displacements (4.1.0): full stick deflection moves the cursor at 1,200 px/s (KeyboardMouseVirtualController.MouseFullScalePxPerSec, the DS4Windows stick-as-mouse scale) and turns the wheel at ~33 notches/s, independent of the polling-rate setting. The per-stick KBM speed knob scales from those constants.

Visibility gating

Two flags gate expensive per-frame work:

Flag When true
IsDevicesPageVisible Calls UpdateDevicesRawState()
IsPadPageVisible Calls UpdateMappingLiveValues()

Both are set by MainWindow navigation.

UpdateMenuOverlayWindow() pulls the poll thread's engaged-menu snapshot (InputManager.ActiveMenuOverlay, first-engaged menu wins) and drives the click-through MenuOverlayWindow HUD: lazily created on first engage, hidden when no menu is engaged, when DashboardViewModel.EnableMenuOverlay (default true) is off, or when the snapshot's StampMs is more than 250 ms old. That staleness gate is what takes the HUD down after a deleted, disabled, or emptied menu stops refreshing its snapshot without ever clearing it. Menus keep committing blind when the overlay is disabled. The read side is wired at engine start beside the touchpad and mouse gesture fired providers: SourceCoercion.MenuItemFiredProvider maps to InputManager.IsMenuItemFired, through which mapping rows, shift activators, and macro descriptor triggers all read fired menu items. Cleared with the other providers at Stop().

Dashboard Updates

UpdateDashboard() (private, 30Hz)

Pushes engine statistics to DashboardViewModel: state key ("Running"/"Idle"/"Stopped"), localized status, PollingFrequency, and device counts (TotalDevices, OnlineDevices, MappedDevices) computed under UserDevices.SyncRoot lock. Calls RefreshSlotSummaryProperties() and RefreshNavItemConnectedCounts().

RefreshSlotSummaryProperties(IEnumerable<UserDevice> devices = null) (public)

Updates all SlotSummary items on the dashboard with per-slot status (IsActive, DeviceName, MappedDeviceCount, ConnectedDeviceCount, IsVirtualControllerConnected, IsInitializing, IsEnabled, StatusText) and per-type numbering (e.g., "Xbox 1", "PlayStation 2").

RefreshNavItemConnectedCounts(IEnumerable<UserDevice>) (private)

Updates sidebar NavControllerItem.ConnectedDeviceCount and IsInitializing for power icon color logic.

Devices Page Raw State

UpdateDevicesRawState() (private, 30Hz, gated by IsDevicesPageVisible)

Updates the raw input state display for the selected device: 1. Finds UserDevice for the selected DeviceRowViewModel. 2. On device change: rebuilds axis/button/POV collections via devVm.RebuildRawStateCollections(). 3. Updates axes in-place (NormalizedValue = Axis[i] / 65535.0), buttons, keyboard keys, POV hats, mouse motion/scroll, and gyro/accel (if supported).

OnDevicesVmPropertyChanged() (private)

Handles SelectedDevice changes when the engine is not running. Populates the detail panel from cached UserDevice capabilities so the layout is visible offline.

Mapping Live Values

UpdateMappingLiveValues() (private, 30Hz, gated by IsPadPageVisible)

For the active Pad page: finds the selected device, parses each MappingItem.SourceDescriptor, reads the raw value from CustomInputState, and sets mapping.CurrentValueText.

ReadMappedValue(CustomInputState, string descriptor) (private, static)

Simplified Step 3 parser for display. Strips the I / H / IH prefixes (honoring SourceCoercion.IsPrefixExemptDescriptor), decodes the touchpad family first ("Touchpad N Click", "Touchpad N Finger M X|Y|Pressure|Down", plus the #9 B-1 half-region variants), then parses "Axis N", "Button N", "Slider N", "POV N" and reads from the state arrays.

Settings Sync (ViewModel to PadSetting)

SyncViewModelToPadSettings() (private, 30Hz)

Primary runtime sync path. For each pad slot:

  1. Always synced (even with no device selected):
  2. SlotControllerTypes[i] from padVm.OutputType and SlotProfileIds[i] from padVm.ProfileId
  3. Extended config via SyncExtendedConfigToSlot()
  4. MIDI, KBM, per-slot device config, and the per-(slot, device) config dictionary via _midiConfigs[i], _kbmConfigs[i], _deviceSlotConfigs[i], _perDeviceSlotConfigs[i]
  5. SelectedDeviceGuids[i], cleared to Guid.Empty when the slot has no selection

  6. Per-device sync (when a device is selected), dirty-gated:

  7. Runs only when padVm.SettingsSyncDirty is set, the selected device changed, or the PadSetting instance itself was replaced (a device re-add rebuilds it). Idle pads raise no PropertyChanged, so the roughly eighty ToString writes never run on a quiet tick.
  8. Calls SaveViewModelToPadSetting(padVm, instanceGuid, syncMappings: false)
  9. Pushes deadzones (independent X/Y), anti-deadzones, linear, center offsets, max range (independent directions), trigger deadzones, force feedback gains, audio rumble settings
  10. Mapping descriptors are NOT synced at 30 Hz to avoid a race condition. ClearMappingDescriptors() creates a window where the polling thread sees empty mappings

  11. Audio bass detector lifecycle: detects when AudioRumbleEnabled or AudioRumbleTriggersEnabled toggles on any created slot and calls SyncAudioBassDetector().

SaveViewModelToPadSetting(PadViewModel, Guid, bool syncMappings) (private, static)

Writes all tuning parameters from ViewModel to PadSetting. When syncMappings is true (explicit save, preset change, device switch), also clears and rewrites all mapping descriptors.

LoadPadSettingToViewModel(PadViewModel, Guid) (internal, static)

Reverse direction: reads PadSetting and populates the PadViewModel (deadzones, sensitivity curves, max ranges, center offsets, triggers, force feedback, audio rumble, mapping descriptors).

Settings Forwarding (OnSettingsPropertyChanged)

private void OnSettingsPropertyChanged(object sender, PropertyChangedEventArgs e)

Propagates SettingsViewModel changes to the engine at runtime:

Property Action
PollingRateMs Sets _inputManager.PollingIntervalMs
HmInactivityDestroyTimeoutSeconds Sets _inputManager.HmInactivityTimeoutSeconds
EnableInputHiding Calls ApplyDeviceHiding() or RemoveDeviceHiding()

Dashboard Forwarding (OnDashboardPropertyChanged)

private void OnDashboardPropertyChanged(object sender, PropertyChangedEventArgs e)

Propagates DashboardViewModel changes:

Property Action
EnableDsuMotionServer Starts or stops DSU server
DsuMotionServerPort Restarts DSU server if enabled
EnableWebController Starts or stops web controller server
WebControllerPort Restarts web controller server if enabled
EnableRemoteLink Starts or stops the Remote Link server (#138)
RemoteLinkPort Restarts Remote Link if enabled
EnableTouchpadOverlay Shows or hides the touchpad overlay window
TouchpadOverlayOpacity Sets the live overlay's surface opacity

Engine Event Handlers

All fire on the polling thread and are marshalled to UI via Dispatcher.BeginInvoke.

Handler Action
OnDevicesUpdated SyncDevicesList(), RefreshVoiceObjects(), UpdatePadDeviceInfo(), EvaluateAssignOffers() (after the rosters, so "slot has devices" reads this walk's truth), a BuildDeviceRegistrySignature() diff that calls MarkDirty() only when the registry actually changed, ApplyDeviceHiding(), ReseedPlayerIdentities(applySonyDispatchers: false) (#191), ApplyGuideLeds() (#209), then a re-attach + ReApplyUserEffects() pass over every HM VC plus ReApplyNonHmUserEffects(), repeated on a delayed burst at 250 / 750 / 1500 / 3000 / 6000 / 12000 / 15000 ms so SDL's PS5 player-default lightbar writes lose
OnFrequencyUpdated No-op (frequency read on next UI tick)
OnErrorOccurred _mainVm.SetStatus(..., persist: true)
OnHmVcInactivityDestroyed Raises SlotInactivityTimedOut so MainWindow tears the slot down and runs the cascade (#206)
OnHmVcWentNonActive Runs the bubble-down cascade + UpdatePadDeviceInfo() after a non-delete VC teardown, sidebar disable or all-devices-unassigned (#206)

Device List Sync

SyncDevicesList() (private)

Synchronizes DevicesViewModel.Devices with SettingsManager.UserDevices: 1. Snapshots under lock. 2. Updates existing rows, adds new ones (skips virtual/shadow devices). 3. Removes stale or virtual rows. 4. Sorts physical devices first and merged aggregate:// sources last, then by name, then VID:PID. 5. Calls devVm.RefreshCounts().

IsVirtualOrShadowDevice(UserDevice) (private, static)

Filters legacy and shadow virtual controllers from the Devices-page list (defense-in-depth: Step 1 already filters HIDMaestro upstream). Returns true when any of these match on an online device: name contains "ViGEm" or "Virtual Gamepad" (case-insensitive), device path lowercase contains "vigem" or "virtual", or the device has IsHidden = true. Offline devices always return false because virtual controllers only exist while the engine is running.

PopulateDeviceRow(DeviceRowViewModel, UserDevice) (private)

Maps UserDevice properties to the ViewModel row: name, VID/PID, online status, capabilities, device type, slot assignments, HidHide state, instance path.

UpdatePadDeviceInfo() (public)

Rebuilds each PadViewModel's MappedDevices from UserSettings.FindByPadIndex(). Handles multi-device slots, auto-selects first device, refreshes sidebar and dashboard.

Per-Device Settings Swap

PopulateAvailableInputs(PadViewModel padVm, UserDevice ud) (private)

Builds the input source dropdown for a pad slot. The list is cross-device and flat, ordered primary-device-first so the picker's group headers come out in slot-display order, and it always leads with the "(Any device)" group carrying the device-agnostic descriptors (the abstract Gamepad * family, gyro, the touchpad families) on the empty DeviceGuid. Per-device entries come from MappingDisplayResolver.BuildInputChoices, which prefers the live wrapper's sparse SupportedButtonIndices / SupportedAxisIndices so a device that populates only specific slots does not surface phantom "Button N" or "Axis N" rows, falls back to the positions UserDevice recorded when the device was last online (CapButtonIndices / CapAxisIndices, discussion #344), and reaches the dense Math.Max(CapButtonCount, RawButtonCount) / CapAxeCount range only for a device never seen online. Menu-item sources (#9 B-17) and enabled custom touchpad gestures are appended per device. The same flat list feeds padVm.SlotAvailableInputs (the Gyro tab's Aim Engage picker, trigger-route activators, mirror engage, mouse-gesture engage) and the macro trigger dropdown.

RefreshMappingDropdowns() (public)

Called when ForceRawJoystickMode is toggled on a device. Rebuilds the input source dropdown and mapping descriptors for all pad slots using that device, reflecting the change in available raw vs. gamepad inputs.

OnSelectedDeviceChanged(object sender, PadViewModel.MappedDeviceInfo newDevice) (private)

When the user selects a different device in a pad slot's dropdown: 1. Saves current ViewModel values to the previous device's PadSetting (skipped when re-adding the same device). 2. Loads the new device's PadSetting via LoadPadSettingToViewModel(). 3. Populates input dropdown via PopulateAvailableInputs(). 4. Updates the _previousSelectedDevice tracker.

OnMappingsRebuilt(object sender, EventArgs e) (private)

When mappings are rebuilt (OutputType or HIDMaestro profile change), reloads mapping descriptors from PadSetting without touching deadzone or force feedback settings.

Copy / Paste Settings

ApplyPadSettingToCurrentDevice(int padIndex, PadSetting source) (public)

Applies a source PadSetting to the selected device. Used by Paste and "Copy From".

ApplyPadSettingToCurrentDeviceTranslated(...) (public)

Applies with cross-layout translation (e.g., Xbox to Extended mapping key conversion).

BuildPerDeviceSettingsSnapshot(int sourcePadIndex, VirtualControllerType layoutType, bool layoutIsExtended) (public static)

Snapshots every assigned device's full PadSetting on the source slot into a PerDeviceSettingsEntry[]. Each entry carries the device's InstanceGuid, ProductGuid, ProductName, and a nested PadSettingJson produced by PadSetting.ToJson() after clearing the outer-only slot-level payloads (SlotDeviceConfigsJson, SlotExtendedConfigJson, SlotMidiConfigJson, SlotKbmConfigJson, SlotPerDeviceSettingsJson, SlotMultiSourceRows, DeviceScopedMultiSourceRows) so the nesting doesn't recurse. Returns null when the source slot has zero UserSettings. The clipboard JSON path serializes the returned array as __SlotPerDeviceSettings on the wrapping PadSetting.

ApplyPerDeviceSettingsToSlot(int targetPadIndex, PerDeviceSettingsEntry[] entries, VirtualControllerType sourceLayoutType, bool sourceLayoutIsExtended, VirtualControllerType targetLayoutType, bool targetLayoutIsExtended) (public)

Applies the per-device payload to a target slot. Iterates each entry, matches it to a target-slot device by InstanceGuid first (perfect round-trip on the same machine), then ProductGuid as a fallback (same controller model, different physical unit). Entries that match nothing are skipped. Paste never auto-creates devices. Each matched entry's nested PadSetting is reapplied via ApplyPadSettingToCurrentDeviceTranslated per device, so cross-layout pastes (e.g. Xbox→PS) still get the layout translation that single-device paste enjoys. The outer Copy / Paste flow's wholesale MappingSet replacement runs before this helper. This method only carries per-device tuning (deadzones, sensitivity, FFB, gyro, impulse triggers, adaptive triggers, lighting, TouchpadSettings).

FlushAllPadViewModels() (public)

Flushes all active PadViewModel state to PadSettings. Call before reading PadSettings across slots (e.g., Copy From dialog).

GetCurrentPadSetting(int padIndex) (public)

Returns the PadSetting for the selected device after syncing ViewModel state.

Macro Snapshot Sync

SyncMacroSnapshots() (private, 30Hz)

Creates a snapshot array of MacroItem objects per slot and assigns it to _inputManager.MacroSnapshots[i]. The engine reads these atomically each cycle. Empty lists set the snapshot to null.

Macro Trigger Recording

StartMacroTriggerRecording(MacroItem macro, int padIndex) (public)

Starts recording button/axis/POV presses for a macro trigger combo. Captures axis baselines for delta detection.

StopMacroTriggerRecording() (public)

Finalizes recording. Writes accumulated data to the MacroItem by trigger path:

Path Data written
InputDevice Raw device buttons (TriggerRawButtons) + device GUID
Custom Extended Numbered button words (TriggerCustomButtonWords)
OutputController Xbox button bitmask (TriggerButtons)

Also writes axis targets/directions and POV triggers.

UpdateMacroTriggerRecording() (private, 30Hz)

Called each UI tick during recording. Reads state per TriggerSource:

Source Behavior
InputDevice Scans raw buttons/POVs from mapped devices. First press locks _recordingDeviceGuid
Numbered (custom Extended) Accumulates from CombinedRawHidStates
OutputController Accumulates from CombinedOutputStates Xbox button bitmask

Axis detection: 25% threshold, 3-cycle hold confirmation (same as RecorderService).

DSU Server Lifecycle

StartDsuServerIfEnabled() (private)

  1. Checks Dashboard.EnableDsuMotionServer and engine existence.
  2. Creates DsuMotionServer, subscribes to StatusChanged.
  3. Validates port (1024-65535, default 26760).
  4. Starts server. On success it assigns to _inputManager.DsuServer. On failure it disposes.

StopDsuServer() (private)

  1. Clears _inputManager.DsuServer.
  2. Disposes server instance.

Web Controller Server Lifecycle

StartWebServerIfEnabled() (private)

  1. Checks Dashboard.EnableWebController and engine existence. Returns early if a server is already running.
  2. Creates WebControllerServer, subscribes to StatusChanged, DeviceConnected, DeviceDisconnected.
  3. Device connect/disconnect calls _inputManager.RegisterExternalDevice() / UnregisterExternalDevice().
  4. Validates port (1024-65535, default 8080).
  5. Calls Start(port) on a Task.Run, not on the UI thread. WebControllerTls.EnsureHttpsBinding spawns netsh up to four times (show, delete, add, show), each capped at five seconds, and this method is reached straight from the checkbox's PropertyChanged handler. The firewall rule's own two spawns already run on the thread pool. It then hops back to the dispatcher, and if the start failed or the user has since toggled off or changed the port, it disposes the launching instance and clears IsWebControllerRunning.

OnWebServerStatusChanged publishes WebControllerStatus, WebControllerClientCount, and IsWebControllerRunning (from the lifecycle, never from the checkbox). It also publishes WebControllerUrl and rebuilds WebControllerQr through WebControllerServer.RenderQr, but only when the URL actually changed, since building a QR matrix is not free.

WebControllerServer itself caps at 16 clients, serves its browser assets from embedded resources under the PadForge.WebAssets. prefix, and asks WebControllerTls.EnsureHttpsBinding(port) for a certificate. That helper never deletes an sslcert binding it does not own (identified by PadForge's own appid GUID) and returns null on any failure, in which case the server falls back to plain HTTP. HTTPS matters because DeviceMotionEvent exists only in a secure context, so gyro from a phone requires it.

StopWebServer() (private)

Unsubscribes from StatusChanged, disposes server, clears status and client count.

Audio Bass Detector Lifecycle

SyncAudioBassDetector() (internal)

Called on engine start, slot changes, and during 30 Hz sync when AudioRumbleEnabled toggles. Starts the detector if any slot enables audio rumble. Stops it if none do.

StartAudioBassDetector() (private)

Creates and starts AudioBassDetector. On success it assigns to _inputManager.AudioBassDetector. On failure it disposes.

StopAudioBassDetector() (private)

Clears _inputManager.AudioBassDetector, disposes detector, zeros all pad level meters.

Audio rumble level meter update (in UiTimer_Tick)

When _audioBassDetector != null, reads BassEnergy and pushes to padVm.AudioRumbleLevelMeter for each created slot with AudioRumbleEnabled.

Device Hiding

ApplyDeviceHiding() (public)

Only acts if EnableInputHiding is on. Two mechanisms:

HidHide (driver-level): 1. Builds whitelist (PadForge exe + user paths). SyncWhitelist() adds/removes only PadForge-managed entries. 2. For each UserDevice with HidHideEnabled: converts DevicePath to HID instance ID (fallback: VID/PID lookup for synthetic paths like "XInput#0"). Caches resolved IDs for offline pre-emptive blacklisting. 3. HidHideController.SyncManagedDevices(desiredIds). Atomic diff-based sync. 4. Activates cloaking if any devices are blacklisted.

Input hooks (keyboard/mouse): 1. For each device with ConsumeInputEnabled and a slot assignment: parses "Button {index}" descriptors to collect VKey codes or mouse button IDs. 2. Creates/updates InputHookManager if inputs need suppressing. Otherwise stops and disposes it.

RemoveDeviceHiding(bool keepCloaks = false) (public)

Calls HidHideController.RemoveManagedDevices() (best-effort), stops and disposes InputHookManager. With keepCloaks: true the HidHide blacklist removal and whitelist-tracking clear are skipped, so only the input hooks tear down.

SyncWhitelist(HashSet<string> desiredWinPaths) (private)

Converts Windows paths to DOS device paths. Only modifies PadForge-managed entries. Entries from HidHide Client or other tools are left untouched. Tracked via _managedWhitelistDosPaths.

Auto-Idle

UpdateIdleState() (private, 30Hz)

Sets _inputManager.IsIdle. A slot counts as active when it is created, enabled, and has an online mapped device, so a slot whose every assigned pad is asleep idles the engine instead of reading as "Forging". Two overrides keep the engine awake with no active slot: a Remote Link server with live connections, and a pending HM teardown inside the inactivity window. Idle mode skips input/mapping/output and sleeps at ~20 Hz, reducing CPU to ~0%. Device enumeration continues at a reduced rate, every 5000 ms against the running loop's EnumerationIntervalMs of 2000, so new controllers still appear on the Devices page.

Profile Switching

SnapshotCurrentProfile() (public) -> ProfileData

Captures current runtime state: 1. Flushes all PadViewModel values to PadSettings. 2. Collects ProfileEntry (InstanceGuid, ProductGuid, MapTo, checksum) and deduplicated PadSetting clones. 3. Captures SlotCreated[], SlotEnabled[], SlotControllerTypes[], SlotProfileIds[] (per-slot HIDMaestro profile slug), a deep clone of every slot's MappingSet, the Extended / MIDI / KBM / per-device slot configs, DSU and web server settings (Remote Link is app-scoped, not per profile), all seven per-group slot orders (Xbox, PlayStation, Nintendo, Extended, Keyboard + Mouse, MIDI, VR), and the overlay settings (touchpad geometry and opacity, menu overlay, shift-layer flyout, profile overlay). 4. Captures ProfileData.Macros (<ProfileMacros>), a copy of the current macro set. A profile carries its own macros, so switching profiles swaps macros too. A null Macros marks a pre-macro-era profile and leaves the live macros untouched on apply.

ApplyProfile(ProfileData profile) (public)

Restores a profile, in this order:

  1. Clear the carried runtime. InputManager.ClearAllShiftRuntime() drops toggle latches, was-down markers, the engagement stack and custom-layer state, so a held activator at swap time cannot leave the new profile mid-engagement. SourceCoercion.ResetMcuDemandLatches() frees the camera for NFC immediately instead of after a stale latch lapses (#248). _inputManager?.ResetMenuRuntime() drops menu contexts keyed on (slot, device, menu id), which would otherwise let the new profile's cell actions fire from the old profile's in-flight gesture.
  2. Restore the MappingSets by deep clone. SettingsManager.SlotMappingSets[s] = CloneMappingSetDeep(profile.SlotMappingSets[s]) (#61), so live mutations (auto-map on reassignment, in-tab edits) cannot poison the stored snapshot. A null SlotMappingSets marks a profile saved before multi-source rows landed and leaves the live array alone.
  3. Rebuild the gesture catalog. ApplyProfileTouchpadGestures(profile) compiles the in-box templates plus this profile's recorded ones and swaps them onto the InputManager atomically.
  4. Topology. Sets SlotCreated[], SlotEnabled[], OutputType, ProfileId (per-slot HM profile slug), and unassigns devices from destroyed slots. The HM slug update gates Step 5's per-slot diff: UpdateVirtualDevices() Pass 1 in InputManager.Step5.VirtualDevices.cs compares each slot's SlotProfileIds[] against the live HMaestroVirtualController.ProfileId. Slots whose new slug matches stay live untouched. Slots whose slug differs are destroyed and recreated with the new identity.
  5. Device assignments (single-pass transition). Builds the desired final assignment map from profile.Entries first, then transitions each UserSetting directly old → new MapTo (or → -1 for entries dropped from the new profile). The "find UserSetting" gate is "not yet consumed by a prior entry in this same apply pass," not the previous reset-MapTo-to-negative gate. This avoids the reset window where the polling thread could observe HasAnyDeviceMapped == false for surviving slots and fall into the !HasAnyDeviceMapped immediate-destroy branch of UpdateVirtualDevices() in InputManager.Step5.VirtualDevices.cs. Slots whose mapping is unchanged across profiles transition with zero teardown.
  6. Device-GUID remap for same-product reconnects. When an entry binds by ProductGuid rather than InstanceGuid, the pairing is recorded and RemapDeviceGuidsInSlotMappingSets re-points the just-cloned rows at the instance that actually bound. The macro half of the map is held back and applied after LoadMacros, because that call clears and repopulates every pad's macros. RekeyDeviceConfig carries the same remap into the stored PadSetting device pins (gyro Aim Engage, both trigger-route activators, the per-device touchpad and mouse-gesture catalogs).
  7. Slot orders. SlotOrders.RebuildFromCurrentTopology rebuilds all seven per-group lists from the profile's saved arrays, or ascending defaults when the profile predates them.
  8. Extended, MIDI and KB+M configs. Restores per-slot Extended config (Customize toggle, axis/trigger/POV/button counts, OEM-name override, product string), MIDI config (channel, CC/note ranges, velocity), and the KB+M slot's SocdMode / SocdPairs (#205).
  9. Macros. When profile.Macros is non-null, replaces the live macro set via LoadMacros(profile.Macros). A null value leaves the current macros in place (pre-macro-era profile). Applied after the Extended configs so each macro rebuilds against the right per-pad button style and count.
  10. Service toggles. SettingsService.ApplyProfileServiceToggles(profile) starts or stops the mirrors a profile has an opinion about. A null leg leaves the global value alone.
  11. Server and overlay settings. DSU and web controller enable and port (ports validated to 1024-65535), plus EnableTouchpadOverlay, EnableMenuOverlay, EnableShiftLayerFlyout, EnableProfileOverlay and the touchpad overlay's monitor, position, size and opacity.
  12. Rebuilds UI. UpdatePadDeviceInfo(), reloads PadSettings, refreshes mapping rows per pad through RefreshMappingsToViewModel and PopulateAvailableInputs, then SyncDevicesList(). The whole reconciliation runs under VmMappingsStale = true in a try / finally. That window closes only when the last pad has re-read its rows: clearing it earlier left every pad stale-but-pushable, and an autosave landing inside the window rebuilt the incoming profile's MappingSet from the outgoing profile's MappingItems.

OnProfileSwitchRequired(string profileId) (private)

The single switch funnel. Returns immediately when profileId already equals SettingsManager.ActiveProfileId. Saves outgoing state via SaveActiveProfileState(), sets ActiveProfileId before ApplyProfile so the topology label updates the right profile, applies the target profile (or _defaultProfileSnapshot when profileId is null), then runs ResetRuntimeStateForProfileSwitch().

ResetRuntimeStateForProfileSwitch() is the one owner of the accumulators a switch must not carry: source-kind runtime (Incremental cruise, ramp throttle), shift-toggle latches, gyro engage stickies, trigger-route engage, and gesture contexts. It exists as one method because the set had drifted three ways, with the manual lanes running none of it while the foreground-monitor lane doing the same switch ran all five.

OnAutoProfileSwitchRequired(string profileId) (private)

The ForegroundMonitorService shim. Records the active profile id, calls OnProfileSwitchRequired, and raises AutoProfileSwitchApplied only when the id actually changed (#175). Manual paths call OnProfileSwitchRequired directly and never flare the pills.

SaveActiveProfileState() (public)

Snapshots current state. Default profile: updates _defaultProfileSnapshot and PendingDefaultSnapshot. Named profile: updates stored data in SettingsManager.Profiles.

RefreshDefaultSnapshot() (public)

Refreshes the default profile snapshot from current state. Called after saving when no profile is active.

ApplyDefaultProfile() (public)

Applies _defaultProfileSnapshot to revert to the pre-profile state.

Slot Reordering

The reorder model rests on five rules:

  • Pad indices are data identity. A pad's mappings, profile, devices, settings, and dirty flags live at its pad index and never move on reorder.
  • Visual position is the kernel-slot anchor. Within an HM-backed group (Xbox / PlayStation / Nintendo / Extended), the VC at visual position V holds kernel slot V. SlotOrders[group][V] = padIndex says which pad's data the VC at slot V is serving.
  • Reorder repoints, not rebuilds. SwapSlots / MoveSlot mutate SlotOrders (visual order). The kernel VC at each visual position stays put. The pad-index pointer in _virtualControllers[] moves so the data at the new pad-at-position-V feeds into V's kernel slot.
  • Same-profile reorders are zero-flicker. Pointer swap in _virtualControllers[] plus FeedbackPadIndex update on the moved VC. Per-VC state arrays move with the VC.
  • Different-profile positions destroy + recreate. Only the specific positions whose profile changed. Matching positions in the same reorder still pointer-swap.

Per-pad state (_slotInactiveCounter, _createFailed, _createFailedType, _createFailedProfile, _hmInactivityFired, _slotInitializing, _pendingDisposeTask, _pendingConnectTask) describes the pad's lifecycle and stays at the pad index. _createFailedType / _createFailedProfile record the type and profile the latch was set for, so Pass 1 can clear it once the slot is reconfigured. Per-VC state (_extendedAppliedProductString, _extendedAppliedLayout, _extendedAppliedFfbEnabled, _extendedAppliedVendorId, _extendedAppliedProductId, _oemOverrideClaimedVidPid, _lastAppliedOemLabel) moves with the VC.

SwapSlots(int padIndexA, int padIndexB) (public)

Swaps two slots' visual positions within their (shared) group. Early-returns on equal indices and on either index out of range. Snapshots the pre-swap order, mutates SlotOrders via SwapWithinGroup, then calls RebuildKernelOrderAfterReorder(groupType, oldOrder) followed by RefreshAfterSlotReorder(). Cross-group calls are rejected: the upstream drag affordance already prevents them.

MoveSlot(int sourcePadIndex, int targetVisualPosition) (public)

Moves a slot from its current visual position to a new visual position within the same group. Guards first: the source index must be in range and SlotCreated, the source must appear in its group's order list, and the target position must be inside that list and different from the source. Snapshots the pre-move order, mutates SlotOrders via MoveWithinGroup, then calls RebuildKernelOrderAfterReorder(groupType, oldOrder) and RefreshAfterSlotReorder().

RebuildKernelOrderAfterReorder(VirtualControllerType groupType, IReadOnlyList<int> oldOrder) (private)

Thin delegator. Reads the new order from SettingsManager.SlotOrders.GetOrderFor(groupType) and calls _inputManager.RerouteVirtualControllersForReorder(groupType, oldOrder, newOrder). The engine method accepts only the four kernel-slot groups (Xbox, PlayStation, Nintendo, Extended) and early-returns for the rest (Keyboard + Mouse, MIDI, VR), whose slot order is not tied to a kernel-side index allocation.

InputManager.RerouteVirtualControllersForReorder(VirtualControllerType groupType, IReadOnlyList<int> oldOrder, IReadOnlyList<int> newOrder) (public)

Lives on InputManager in PadForge.App/Common/Input/InputManager.Step5.VirtualDevices.cs, namespace PadForge.Common.Input. It is part of the App project, not PadForge.Engine.

Walks oldOrder against newOrder position by position and decides per visual position whether to reuse the existing VC at that kernel slot or destroy it.

Entry guards: the group must be Xbox, PlayStation, Nintendo, or Extended; oldOrder and newOrder must both be non-null and the same length; a zero-length order returns immediately.

Three-step implementation:

  1. Decide per position. For each visual position V, compare the profile of the VC at oldOrder[V] against SlotProfileIds[newOrder[V]]. Same profile: the VC at V is reused. Different profile: the old VC is queued for destruction. An out-of-range newPad queues the old VC for destruction. A position whose newPad has no VC and is not active is skipped entirely, so the old VC is neither reused nor destroyed and the kernel VC simply stays at its old pad index. While walking, snapshot the per-VC state at each oldPad so it can travel with the VC.
  2. Destroy mismatched VCs. Each goes through DestroyVirtualController(oldPad, asyncDispose: true), which releases OEM override claims and queues HIDMaestro teardown to the thread pool. Per-pad state at these old pads is cleared.
  3. Re-route reused VCs. For each reused VC, write the VC pointer plus its per-VC state snapshot into the destination pad's slot in the engine arrays, and update FeedbackPadIndex so vibration callbacks land in the right VibrationStates[] entry. Per-VC state cleared at the old pad if it differs from the new pad. Then hm.RetargetToPad(newPad, _deviceSlotConfigs[newPad]) re-points the VC's effect dispatchers. They capture their pad in a readonly field and resolve physical targets from it, so without this a moved VC keeps driving the old pad's physical controllers.

The method runs on the UI thread and allocates its own UserSetting[64] scan buffer for the activity check. IsSlotActive's parameterless overload reads the poll thread's preallocated scratch buffer, so any other thread must pass its own or the read races the poll thread's reuse. One allocation per reorder, and a reorder is a user action, not a tick.

Same-profile cycles (Example: insert a Profile-A slot at the top of an all-Profile-A group) collapse to a pure pointer rotation across _virtualControllers[] with no kernel teardown. Zero-flicker for the game side. Different-profile positions go through the regular destroy + recreate path. Pass 2's visual-order gate plus ApplyAscendingIndexPreemption recreate them with the new pad's profile, taking the lowest free kernel slot (which is V, because surviving VCs at positions < V keep theirs). The swap-only path does not engage Pass 2's preemption.

Group types outside the four kernel-slot groups are rejected at the entry. Cross-group moves do not route through here at all: they go through MoveSlotToGroupTail.

Reorders make per-position reuse decisions, so a same-profile rotation involves zero VC destroys.

MoveSlotToGroupTail(int padIndex) (public)

Moves a slot to the tail of its type group after the caller has already set the pad's new OutputType. This method does not write SlotControllerTypes[padIndex]. It reads _mainVm.Pads[padIndex].OutputType as the new type, finds the group whose order list currently contains the pad, and calls SlotOrders.MoveToGroupTail(padIndex, oldType, newType), then MarkDirty() and RefreshAfterSlotReorder().

Two branches short-circuit that path. A pad in no group's order list is simply appended to its target group (SlotOrders.Add), then marked dirty and refreshed. A pad whose old group already equals newType returns without doing anything.

The 30 Hz sync pushes the pad's new OutputType into SlotControllerTypes[padIndex], which Step 5 Pass 1 detects as a type change and destroys the old-group VC. The new group's ordinary creation logic spins up the VC at the tail.

OnSlotDeleted(int padIndex, VirtualControllerType deletedType, int oldGroupPosition, bool deletedSlotHadActiveVc = true) (public)

Runs the bubble-down cascade after DeviceService.DeleteSlot removes a slot. Surviving HM VCs at higher visual positions in the same group drop to the lowest free kernel slot, matching the disconnect/reconnect shape an external observer sees. Takes the pre-removal group position captured by DeleteSlot (returned in its SlotDeletionInfo). The cascade is skipped when deletedSlotHadActiveVc is false, and RunBubbleDownCascadeAfterDelete itself returns early for any group other than Xbox, PlayStation, Nintendo, or Extended, and for a negative old position. MIDI, Keyboard + Mouse, and VR are no-ops.

Afterward the method compacts pad indices via CompactSlotsForGaps() so the controllers list stays contiguous from index 0, falling through to RefreshAfterSlotReorder() only when no compaction ran. It ends with ReseedPlayerIdentities(), because every surviving slot's display number may have shifted.

Test Rumble

SendTestRumble(int padIndex, Guid? deviceGuid) (public)

Sets both main motors to 65535 (full-scale). Optional device GUID filter. Clears after 500 ms via a one-shot DispatcherTimer, generation-gated in two tiers: each motor field clears only if no newer pulse wrote that same field, while the shared state (the device filter and the directional block) clears only for the newest pulse on the slot. The two-argument overload delegates to the four-argument form with left: true, right: true.

// Overload for selective motors
public void SendTestRumble(int padIndex, Guid? deviceGuid, bool left, bool right)

For Extended slots the four-argument form also emits a directional constant-force effect, but only when exactly one side is requested (left != right). It sets HasDirectionalData = true, EffectType = 1 (FfbEffectTypes.Const), SignedMagnitude = 10000, DeviceGain = 255, and Direction 8192 for left or 24576 for right, on the "force comes from" convention, so wheels and joysticks push the correct way instead of only rattling. The clear path is gated on the same isExtended && (left != right) condition, so a both-motors test never wipes four directional fields it did not write on a shared VibrationStates entry. The scalar motors are still set for rumble-only devices sharing the slot.

When deviceGuid is non-null and not Guid.Empty, the call also stores the GUID in _inputManager.TestRumbleTargetGuid[padIndex]. Three consumers read that filter:

Consumer Where
The Sony effects dispatcher UserEffectsDispatcher.TestRumbleTargetGuidProvider, wired in Start() and nulled in Stop(). A non-empty target also nulls overrides.RumbleRight / RumbleLeft so external-writer rumble mirroring cannot beat the user's test
SDL physical rumble InputManager.Step2.UpdateInputStates.cs
Steering-lock feedback InputManager.Step3.SteeringLockFeedback.cs

The gate is target == Guid.Empty || ud.InstanceGuid == target, so per-device effects on the Impulse Triggers / Force Feedback / Adaptive Triggers / Lighting tabs only fire on the selected pad.

SendTestImpulseTrigger(int padIndex, Guid? deviceGuid, bool left, bool right) (public)

Trigger-motor sibling for Xbox One+ impulse triggers (#74). Sets VibrationStates[padIndex].LeftTriggerMotorSpeed / RightTriggerMotorSpeed to 65535 and lets the Step-2 ApplyForceFeedback path forward them via SDL_RumbleGamepadTriggers. Same device-GUID filter and 500 ms clear as SendTestRumble.

Bulk Virtual Controller toggle (3.2, Issue #91)

InputService.ToggleVCsDisabled is an Action set by MainWindow so the engine can fan out a profile-shortcut combo into DeviceService.SetSlotEnabled calls for every created slot. The flow:

  1. A profile-shortcut activator on the polling thread (Step 4b) sets _inputManager.PendingToggleVCsDisabled.
  2. UiTimer_Tick (UI thread) consumes the flag, clears it, and calls ToggleVCsDisabled?.Invoke() when at least one slot is created.
  3. The UI handler reads each SlotCreated[i]. If any SlotEnabled[i] is true it disables them all, else enables them all.
  4. MainViewModel.RefreshNavControllerItems() updates the sidebar.
  5. UiTimer_Tick itself calls ShowVCsToggleOverlay(anyEnabled), which raises the ProfileSwitchOverlay flyout in green or red. MainWindow is not the caller. The enum member the shortcut carries is SwitchProfileMode.ToggleVCsDisabled.

The profile-switch flyout is gated differently: ShowProfileSwitchOverlay runs only when Dashboard.EnableProfileOverlay is true. The VC-toggle flyout is not gated on that setting.

InputService All Public Methods

Method Signature Description
(constructor) InputService(MainViewModel mainVm) Captures the dispatcher and wires the app-lifetime ViewModel handlers
Start void Start() Creates engine, starts all subsystems, begins UI timer
Stop void Stop() Stops engine and all subsystems
Dispose void Dispose() Calls Stop() for cleanup
RefreshSlotSummaryProperties void RefreshSlotSummaryProperties(IEnumerable<UserDevice> devices = null) Updates dashboard slot summary cards
RefreshDeviceList void RefreshDeviceList() Full re-sync of device list UI
UpdatePadDeviceInfo void UpdatePadDeviceInfo() Refreshes PadViewModel device info for all pads
ApplyDeviceHiding void ApplyDeviceHiding() Applies HidHide + input hooks based on settings
RemoveDeviceHiding void RemoveDeviceHiding(bool keepCloaks = false) Removes all device hiding (keepCloaks: true leaves the HidHide blacklist in place)
SendTestRumble void SendTestRumble(int padIndex, Guid? deviceGuid) Sends brief test rumble (both motors 65535)
SendTestRumble void SendTestRumble(int padIndex, Guid? deviceGuid, bool left, bool right) Sends selective test rumble
SendTestImpulseTrigger void SendTestImpulseTrigger(int padIndex, Guid? deviceGuid, bool left, bool right) Test pulse on the impulse-trigger motors (#74)
IdentifyDevice void IdentifyDevice(Guid instanceGuid) Buzzes one device so the user can tell which physical pad a row is (#293). A mapped device rides the SendTestRumble lane, an unmapped one gets the direct train
TestBatteryNotification void TestBatteryNotification() Pushes a synthetic low-battery event through the real delivery pipeline (tray balloon, status line, identify buzz) without draining a pad (#293). Leaves the edge state untouched
BatteryEdgeDecision static (bool Fire, bool Notified) BatteryEdgeDecision(bool hadState, int lastPct, bool notified, int pct, bool charging, int threshold) The pure low-battery edge rule (#293). Fires only on a crossing to at-or-below the threshold, never while charging. Charging or a rise past threshold+5 re-arms
AssignOfferDecision static bool AssignOfferDecision(...) The pure assign-offer rule, sibling of BatteryEdgeDecision. Decides whether a newly seen online device raises the slot's assign offer
ReEvaluateAssignOffersForNav void ReEvaluateAssignOffersForNav() Re-runs the offer evaluation after a navigation change
StartMacroActionAxisRecording void StartMacroActionAxisRecording(ViewModels.MacroAction action, int padIndex) Records an axis source into a macro action's axis field
StopMacroActionAxisRecording void StopMacroActionAxisRecording() Ends that session
ApplyPadSettingToCurrentDevice void ApplyPadSettingToCurrentDevice(int padIndex, PadSetting source) Applies copied PadSetting
ApplyPadSettingToCurrentDeviceTranslated void ApplyPadSettingToCurrentDeviceTranslated(int padIndex, PadSetting source, VirtualControllerType sourceType, bool sourceIsExtended, VirtualControllerType targetType, bool targetIsExtended, Guid? targetDeviceGuidOverride = null) Applies with cross-layout translation. The override targets a device other than the slot's current selection
ApplyPerDeviceSettingsToSlot void ApplyPerDeviceSettingsToSlot(int targetPadIndex, PerDeviceSettingsEntry[] entries, VirtualControllerType sourceLayoutType, bool sourceLayoutIsExtended, VirtualControllerType targetLayoutType, bool targetLayoutIsExtended) Reapplies per-device tuning from a copied slot, matched by InstanceGuid then ProductGuid
FlushAllPadViewModels void FlushAllPadViewModels() Saves all ViewModel state to PadSettings
GetCurrentPadSetting PadSetting GetCurrentPadSetting(int padIndex) Gets PadSetting for selected device
StartMacroTriggerRecording void StartMacroTriggerRecording(MacroItem macro, int padIndex) Starts macro trigger recording
StopMacroTriggerRecording void StopMacroTriggerRecording() Stops macro trigger recording
SnapshotCurrentProfile ProfileData SnapshotCurrentProfile() Captures current state as profile
ApplyProfile void ApplyProfile(ProfileData profile) Loads a profile into runtime state
SaveActiveProfileState void SaveActiveProfileState() Saves current state into active profile
RefreshDefaultSnapshot void RefreshDefaultSnapshot() Refreshes default profile from current state
ApplyDefaultProfile void ApplyDefaultProfile() Reverts to default profile
RefreshProfileTopology void RefreshProfileTopology() Refreshes active profile topology label
SwapSlots void SwapSlots(int padIndexA, int padIndexB) Swaps two controller slots
MoveSlot void MoveSlot(int sourcePadIndex, int targetVisualPosition) Moves slot to visual position
MoveSlotToGroupTail void MoveSlotToGroupTail(int padIndex) Moves a slot to the tail of its type group
OnSlotDeleted void OnSlotDeleted(int padIndex, VirtualControllerType deletedType, int oldGroupPosition, bool deletedSlotHadActiveVc = true) Bubble-down cascade after DeviceService.DeleteSlot
OnSlotInactivityTimedOut void OnSlotInactivityTimedOut(int padIndex) Tears down the VC after the engine's HM inactivity timeout, runs the cascade (#206)
ReseedPlayerIdentities void ReseedPlayerIdentities(bool applySonyDispatchers = true) Re-seeds every assigned device's player number (#191)
CreateEmptyProfile ProfileData CreateEmptyProfile(string name, string pipeSeparatedExePaths, int pollingRateOverrideMs = 0) Creates a new empty profile. A non-zero override sets the profile's polling rate (#365)
CreateSnapshotProfile ProfileData CreateSnapshotProfile(string name, string pipeSeparatedExePaths, int pollingRateOverrideMs = 0) Snapshots current runtime state into a named profile
DeleteProfile bool DeleteProfile(string profileId) Deletes a profile. Returns true if the active profile reverted to default
EditProfile ProfileData EditProfile(string profileId, string newName, string newPipeSeparatedExePaths, int pollingRateOverrideMs = 0) Renames a profile and updates its exe paths and polling override
LoadProfile void LoadProfile(string profileId) Activates a profile, saving outgoing state first
RevertToDefaultProfile void RevertToDefaultProfile() Reverts to the default profile
AddCustomTouchpadGesture void AddCustomTouchpadGesture(TouchpadCustomGesture gesture) Adds a recorded gesture to the active profile's library
DeleteCustomTouchpadGesture void DeleteCustomTouchpadGesture(string name) Removes a custom gesture by name
SetTouchpadRecordingTarget void SetTouchpadRecordingTarget(Guid deviceGuid, int padIdx, Action<TouchpadInputState> onTick) Routes live touchpad frames to a gesture recorder
ClearTouchpadRecordingTarget void ClearTouchpadRecordingTarget() Stops touchpad-frame routing
StartExpressionVariableRecording void StartExpressionVariableRecording(MacroExpressionVariable variable, int padIndex) Records one input binding for a macro custom-expression variable
StopExpressionVariableRecording void StopExpressionVariableRecording() Stops a per-variable recording session
RefreshAvailableInputsForSlot void RefreshAvailableInputsForSlot(PadViewModel padVm) Rebuilds a slot's mapping input choices after an assignment change
SetBalanceTare void SetBalanceTare(Guid deviceGuid) Captures the Wii Balance Board's current weight as the tare zero (#146)
PanicQuiesceOutputs void PanicQuiesceOutputs() Zeros rumble and stops haptic tones on abnormal exit
PurgeStaleHidHideCloaks void PurgeStaleHidHideCloaks() Clears every HidHide blacklist entry (Reset to Defaults)
ClearGyroAutoCalibLatch void ClearGyroAutoCalibLatch(Guid instanceGuid, int slot) Re-arms auto-calibration for a (device, slot) pair, clearing both the dedup latch and the retry-attempts ledger under UserDevices.SyncRoot
IsHmVcAt bool IsHmVcAt(int padIndex) Whether the slot currently has an HM virtual controller
NoteManualProfileSwitch void NoteManualProfileSwitch() Records the foreground-monitor override and releases an external control hold. Every manual switch lane calls it. See The manual-switch funnel
ShutdownMidiInputs void ShutdownMidiInputs() Tears down MIDI inputs before uninstalling Windows MIDI Services
PumpSdlEvents void PumpSdlEvents() Pumps SDL's event queue on the UI thread for hot-plug (#116)
RescanWiiControllers void RescanWiiControllers() Re-opens SDL's Wii hidapi devices after a pairing (#116)
SeedIdentityProtectionDisplay void SeedIdentityProtectionDisplay() Reflects the persisted Remote Link identity-protection mode in the Dashboard Remote Link card dropdown, through SettingsViewModel.SetIdentityProtectionModeSilently so no change event re-fires. Must run after SettingsService.Initialize(), the only point at which RemoteLink.IdentityProtection holds the stored choice
RefreshMappingDropdowns void RefreshMappingDropdowns() Rebuilds pickers and mapping descriptors after a ForceRawJoystickMode toggle
ToggleMagCalibration bool ToggleMagCalibration(Guid deviceGuid) Starts or stops a magnetometer calibration run for one device
IsMagCalibrating bool IsMagCalibrating(Guid deviceGuid) Whether that run is in progress
RequestGyroAutoCalibration void RequestGyroAutoCalibration() Forces an auto-calibration pass over eligible at-rest devices
GetActiveTouchpadGestures TouchpadCustomGesture[] GetActiveTouchpadGestures() The live custom-gesture list, read by SettingsService at save time
BuildPerDeviceSettingsSnapshot static PerDeviceSettingsEntry[] BuildPerDeviceSettingsSnapshot(int sourcePadIndex, VirtualControllerType layoutType, bool layoutIsExtended) Snapshots every assigned device's PadSetting on a slot for the clipboard

The profile-CRUD, touchpad-gesture, and expression-variable methods are the domain logic behind MainWindow's UI handlers.

Beside them sit a set of public static helpers with no instance state, used by the pages and dialogs directly: FormatExePaths, LocalizedDeviceName, CloneMappingSetDeep, SlotHasAnyMapping, ReplaceSlotMappingSet, and the mapping-row Copy / Paste trio ExtractAllRowsForSlot (whole slot, every device's contribution), ExtractDeviceScopedRowsForSlot (one device's slice) and ApplySlotMappingSetFromRows.

Three Build / Apply JSON codec pairs ride the clipboard beside them: BuildShiftLayerSnapshotJson / ApplyShiftLayerSnapshotJson, BuildMenusSnapshotJson / ApplyMenusSnapshotJson, and BuildSlotSetExtrasJson / ApplySlotSetExtrasJson (4.3.2: Bass Shakers, SOCD and Keep Awake ride slot Copy / Paste as PadSetting.SlotSetExtrasJson, and ApplySlotSetExtrasJson gates SOCD on sameLayout). Two of them carry public nested DTOs, InputService.ShiftLayerSnapshot and InputService.SlotSetExtrasSnapshot. Both blobs round-trip through the PadSetting raw-mapping dictionary under the reserved keys __SlotSetExtras and __SlotMacros. Per-device tuning uses __SlotPerDeviceSettings the same way. Slot macros travel beside them as PadSetting.SlotMacrosJson.

InputService All Events

Event Signature Description
AutoProfileSwitchApplied event Action AutoProfileSwitchApplied Raised on the UI thread after an auto (foreground-match) switch actually changes the active profile. Manual paths never raise it. The profile pills flare on it (#175)
SlotInactivityTimedOut event EventHandler<int> SlotInactivityTimedOut Raised (marshalled to the UI thread) after the engine reports an HM VC's inactivity timeout. MainWindow calls OnSlotInactivityTimedOut in response (#206). Argument is the pad index

Beyond these two, UI updates flow through ViewModel properties and InputManager's marshalled events.

Properties used as communication channels:

Property Type Description
Engine InputManager (get-only) Access to underlying InputManager
IsDevicesPageVisible bool (get/set) Gates Devices page raw state updates
IsPadPageVisible bool (get/set) Gates mapping live value updates
SettingsService SettingsService (set-only) For triggering saves on cache updates
GyroCalibrator GyroCalibratorService (get) One lazily created sampler shared by every device and slot. It writes the at-rest bias onto the (device, slot)'s own PadSetting. The per-(device, slot) keying lives in InputService's _gyroAutoCalibKicked / _gyroAutoCalibAttempts ledgers, which ClearGyroAutoCalibLatch clears together
ToggleMainWindow Action (get/set) Callback to show/hide the main window. Set by MainWindow at startup.
ToggleVCsDisabled Action (get/set) Callback to bulk-toggle all created VC slots enabled/disabled (#91). Set by MainWindow. See Bulk Virtual Controller toggle.

Window Toggle via Global Macro

The ToggleMainWindow property is an Action delegate set by MainWindow during initialization. It handles three visibility states:

  1. Hidden (system tray). Calls RestoreFromTray() + ForceToForeground().
  2. Minimized or inactive. Restores WindowState, honoring a full-screen session (WindowStyle.None + Maximized) instead of forcing Normal, then calls Activate() and ForceToForeground().
  3. Foreground and visible. Minimizes, or hides to the tray if MinimizeToTray is enabled.

The engine thread sets InputManager.PendingToggleWindow = true when a global macro with SwitchProfileMode.ToggleWindow fires. The UI thread consumes this volatile flag inside UiTimer_Tick, immediately after pending profile switch handling:

if (_inputManager.PendingToggleWindow)
{
    _inputManager.PendingToggleWindow = false;
    ToggleMainWindow?.Invoke();
}

Profile Switch Overlay

ShowProfileSwitchOverlay(string profileId) creates (or reuses) a ProfileSwitchOverlay window and wires two overlay properties that it polls at ~30 Hz to track virtual controller initialization. ShowVCsToggleOverlay(bool enabled) is a second entry point onto the same window and wires the same pair.

Overlay property Bound to (private) Purpose
CheckInitState CheckAllSlotsInitState, a Func<(bool anyInitializing, bool allReady)> Whether any created and enabled slot is still initializing, and whether all are ready
CheckAnyOffline CheckAnyControllerOffline, a Func<bool> true when a created and enabled slot has no online physical device assigned. Shows a warning after the "Active" state

CheckAllSlotsInitState() iterates all 16 slots. Where SlotCreated[i] && SlotEnabled[i], it reads IsVirtualControllerInitializing(i) and IsVirtualControllerConnected(i). CheckAnyControllerOffline() iterates the same slots, treats a slot with zero assigned settings as offline, and reads the device list under lock (devices.SyncRoot).

Profile Shortcut Recording (ProfilesPage Code-Behind)

Shortcut combo recording is implemented in PadForge.App/Views/ProfilesPage.xaml.cs, not InputService, because it requires direct access to the XAML ItemsControl and per-row ProfileShortcutViewModel instances.

ShortcutLearn_Click(object sender, RoutedEventArgs e). Starts a 5-second recording window: 1. If the clicked row already reads IsRecording, it either stops the live session (when the row is the live one) or clears a stale flag by calling the row's own CancelRecording(), then returns. 2. Cancels any in-progress recording on a different shortcut row. 3. Snapshots the row's current entries into _preRecordEntries and clears the row for live display. 4. Snapshots axis baselines from all online devices (_recordAxisBaselines). 5. Sets InputService.SetSuppressGlobalMacros(true) (an internal method) so the combo cannot fire during recording. 6. Creates a 33 ms DispatcherTimer (_recordTimer).

RecordTimer_Tick(object sender, EventArgs e). Fires at ~30 Hz during recording: 1. Updates the countdown display via RecordingCountdown. 2. Honors the row's TriggerDeviceGuid filter: with a filter set, every other device is skipped; with none set, merged aggregate:// devices are skipped. 3. Scans buttons, and scans axes through the device's sparse CapAxisIndices (falling back to CapAxeCount, then the array length) so a device that populates only specific slots does not surface phantom axes. 4. Detects an axis on a normalized delta of at least AxisRecordDeltaThreshold (0.25), then stores a per-entry AxisThreshold derived from the recorded position clamped away from center: max(0.6, position - 0.05) for a positive push, min(0.4, position + 0.05) for a negative one. 5. Builds TriggerButtonEntry[] with per-button device tracking (DeviceInstanceGuid, DeviceProductGuid, IsAxis, AxisIndex, AxisThreshold, AxisDirection) and sets them on the ViewModel for live display. 6. Auto-stops after RecordTimeoutSeconds (5 seconds).

StopRecording(). Finalizes: 1. Stops _recordTimer. 2. If valid entries were captured, calls _recordingShortcut.SetLearnedButtons(entries). 3. Otherwise restores _preRecordEntries and calls the row's CancelRecording(), so an abandoned recording leaves the row's existing combo intact. 4. Clears _recordAxisBaselines and calls SetSuppressGlobalMacros(false).

CancelRecording() is the page's own abandon path, taken when another row starts recording or the page tears down. It restores _preRecordEntries the same way and clears the suppression flag.


SettingsService

File: PadForge.App/Services/SettingsService.cs

Loads and saves PadForge settings to XML. Handles bidirectional sync between SettingsManager data and WPF ViewModels.

SettingsService Constructor and Initialization

public SettingsService(MainViewModel mainVm)

Stores reference to MainViewModel.

Initialize()

  1. Ensures UserDevices and UserSettings collections exist.
  2. Finds settings file via FindSettingsFile().
  3. Loads if found. Otherwise initializes with defaults.
  4. Sets SettingsFilePath, clears dirty flag.

File Discovery

Search order (all relative to AppDomain.CurrentDomain.BaseDirectory): 1. PadForge.xml (primary) 2. Settings.xml (fallback) 3. If neither exists, creates PadForge.xml.

Load

LoadFromFile(string filePath) (public)

  1. Deserializes SettingsFileData from XML.
  2. Populates UserDevices and UserSettings under SyncRoot locks.
  3. PadSetting linking: finds PadSetting by checksum and clones it. Cloning is critical. Without it, devices sharing a checksum would share one object.
  4. Purges orphaned UserSettings (MapTo == -1).
  5. Calls LoadAppSettings(), LoadPadSettings(), LoadMacros(), LoadProfiles().

LoadAppSettings(AppSettingsData) (private)

Pushes to SettingsViewModel: AutoStartEngine, MinimizeToTray, StartMinimized, StartAtLogin, EnablePollingOnFocusLoss, PollingRateMs, theme, language, input hiding, auto-profile switching, slot types, Extended/MIDI configs, DSU/web server settings. It also seeds the machine-scoped web controller custom layouts with WebCustomLayoutStore.LoadFrom(appSettings.WebCustomLayoutsJson) (#296), which BuildAppSettings writes back from WebCustomLayoutStore.Json.

Critical load order: SlotCreated[] and SlotEnabled[] must load BEFORE OutputType, because OutputType fires PropertyChanged which reads SlotCreated.

LoadPadSettings(UserSetting[], PadSetting[]) (private)

For each slot (first device only), loads all tuning parameters into PadViewModel: deadzones, sensitivity curves, max ranges, center offsets, triggers, force feedback, audio rumble, Extended HID custom configs, and mapping descriptors. Per-mapping deadzones are loaded with a default of 50 (centered, no effect) for mappings that lack a stored value.

LoadMacros(MacroData[]) (internal)

Rebuilds each PadViewModel's macro list from MacroData[], grouped by pad index.

Touchpad custom-gesture plumbing (v3.3)

SettingsService doesn't own the live custom-gesture list. That lives on InputService._activeTouchpadGestures. Two callback hooks bridge the two services without a reverse reference:

  • TouchpadGesturesProvider (Func<TouchpadCustomGesture[]>): SettingsService calls this at save time to get the current gestures. Returns null when there are none.
  • TouchpadGesturesApplier (Action<TouchpadCustomGesture[]>): SettingsService calls this after a load to seed InputService's working list.

Startup order matters: LoadFromFile runs before StartEngine wires the applier, so the load path stashes loaded gestures in _pendingTouchpadGesturesToApply. The applier-setter property auto-flushes the pending slot on first assignment.

Save

Save() (public)

Calls SaveToFile(_settingsFilePath).

SaveToFile(string filePath) (public)

  1. UpdatePadSettingsFromViewModels() pushes all ViewModel values to PadSettings.
  2. Flushes Extended/MIDI/KBM mapping dictionaries to serializable arrays, recomputes checksums.
  3. FlushMappingDeadZones(). Collects per-mapping deadzone values from all PadViewModels and writes them into the corresponding PadSetting objects before serialization.
  4. Updates active profile snapshot via UpdateActiveProfileSnapshot().
  5. Collects devices, user settings, deduplicated pad settings (under locks), app settings, macros, profiles.
  6. Serializes SettingsFileData to XML, clears dirty flag.

Note: When a named profile is active, BuildAppSettings() stores the default profile's slot state (from PendingDefaultSnapshot), not the current runtime state. This prevents the named profile's topology from contaminating the default.

MarkDirty and Autosave

MarkDirty() (public)

Sets IsDirty = true and, from any thread (off-thread callers are marshalled to the dispatcher), arms a 250 ms DispatcherTimer that is started once and deliberately never restarted. Autosave is two-tier (#331). Every 250 ms tick pushes ViewModel state into the PadSettings and slot MappingSets (UpdatePadSettingsFromViewModels + PushUiExtraSourcesIntoSlotMappingSets), so the engine sees an edit within about 250 ms with no serialization and no disk write. Once 2 s (PersistQuietMs) have passed since the last MarkDirty, the timer stops and the full Save() runs, raising AutoSaved. One save per editing burst (e.g., a slider drag) instead of one per adjustment.

Reset and Reload

ResetToDefaults() (public)

Clears all SettingsManager collections, resets all ViewModels to defaults, clears profiles, marks dirty.

Reload() (public)

Reloads from disk, discarding unsaved changes.

Profile Loading

LoadProfiles(ProfileData[], AppSettingsData) (private)

  1. Adds the built-in Default profile at the top.
  2. Adds each saved profile with topology counts.
  3. If a named profile was active at shutdown, restores its slot config and captures the default snapshot from XML (PendingDefaultSnapshot).

UpdateActiveProfileSnapshot() (private)

Called during Save. If a named profile is active, updates its stored snapshot from current state (entries, PadSettings, topology, server settings).

UpdateTopologyCounts(ProfileListItem, bool[], int[]) (internal, static)

Counts Xbox/PlayStation/Nintendo/Extended/MIDI/KBM/VR slots and sets the topology label (e.g., "2x Xbox, 1x PlayStation").

SettingsService All Public Methods

Method Signature Description
Initialize void Initialize() Finds settings file, loads, initializes collections
LoadFromFile void LoadFromFile(string filePath) Loads settings from XML
Save void Save() Saves to active settings file
SaveToFile void SaveToFile(string filePath) Saves to specified XML file
MarkDirty void MarkDirty() Marks dirty, arms the 250 ms engine push, full save after 2 s quiet
Reload void Reload() Reloads from disk
ResetToDefaults void ResetToDefaults() Resets all settings to defaults
ApplyDeviceSlotConfigsToSlot void ApplyDeviceSlotConfigsToSlot(int slotIndex, DeviceSlotConfigData[] configs) Applies per-device slot config (lighting, adaptive triggers, audio) to a slot
ApplyKbmConfigToSlot void ApplyKbmConfigToSlot(int slotIndex, KbmSlotConfigData cfg) Applies the KB+M slot config (SOCD #205)
ApplyExtendedConfigToSlot void ApplyExtendedConfigToSlot(int slotIndex, ExtendedSlotConfigData cfg) Applies the Extended custom-layout config
ApplyMidiConfigToSlot void ApplyMidiConfigToSlot(int slotIndex, MidiSlotConfigData cfg) Applies the MIDI slot config
CopySlotConfigsAcrossSlots void CopySlotConfigsAcrossSlots(int srcSlot, int dstSlot) Copies per-slot configs that live on PadViewModel between two slots
BuildDeviceConfigSnapshotForSlot DeviceSlotConfigData[] BuildDeviceConfigSnapshotForSlot(int slotIndex) The read half of the per-device slot config, used by profile capture and Copy
BuildExtendedConfigSnapshotForSlot ExtendedSlotConfigData BuildExtendedConfigSnapshotForSlot(int slotIndex) Same for the Extended custom-layout config
BuildMidiConfigSnapshotForSlot MidiSlotConfigData BuildMidiConfigSnapshotForSlot(int slotIndex) Same for the MIDI slot config
BuildKbmConfigSnapshotForSlot KbmSlotConfigData BuildKbmConfigSnapshotForSlot(int slotIndex) Same for the KB+M slot config
IsDeviceSlotConfigDataConfigured static bool IsDeviceSlotConfigDataConfigured(DeviceSlotConfigData c) Whether a serialized per-device config differs from defaults, so untouched slots serialize nothing
IsDeviceConfigConfigured static bool IsDeviceConfigConfigured(DeviceSlotConfig c) The live-object form of the same test
RefreshMappingSetsFromLegacy static void RefreshMappingSetsFromLegacy() Re-merges legacy per-device mappings into the slot MappingSets and raises AfterMappingSetsRefreshed
StripDeviceFromAllSlots static void StripDeviceFromAllSlots(Guid instanceGuid) Removes one device's rows from every slot's MappingSet
LoadMacroFromData static MacroItem LoadMacroFromData(MacroData md, VirtualControllerType outputType, int? extendedButtonCount, string extendedProfileId = null) Builds a live MacroItem from its serialized form
BuildMacroDataForMacro static MacroData BuildMacroDataForMacro(MacroItem macro, int padIndex) The reverse
BuildMacroAction / BuildActionData static MacroAction BuildMacroAction(ActionData ad) / static ActionData BuildActionData(MacroAction a) The per-action halves of the same pair
SerializeMacrosToClipboard static string SerializeMacrosToClipboard(MacroData[] macros) Macro clipboard envelope writer
TryParseMacroClipboard static MacroClipboardEnvelope TryParseMacroClipboard(string json) Reader. Returns null on anything unparseable
GetUserProfileRows IReadOnlyList<ImportedProfileRow> GetUserProfileRows() The imported-HIDMaestro-profile rows behind Manage Profiles
AddUserProfile string AddUserProfile(string extractedJson) Imports a user profile from JSON, suffixing its id. Returns the stored id
RemoveUserProfile void RemoveUserProfile(string id) Removes a saved user profile
ExportUserProfile void ExportUserProfile(string id, string filePath) Exports a saved profile to a file

SettingsService All Events

Event Signature Description
AutoSaved event EventHandler AutoSaved Raised after autosave completes

Properties:

Property Type Description
SettingsFilePath string (get) Full path to active settings file
IsDirty bool (get) Whether unsaved changes exist

DeviceService

File: PadForge.App/Services/DeviceService.cs

Handles UI-triggered device management: assign/unassign, hide/show, create/delete virtual controller slots. Bridges DevicesViewModel commands to SettingsManager and SettingsService.

DeviceService Constructor and Initialization

public DeviceService(MainViewModel mainVm, SettingsService settingsService)

Stores MainViewModel and SettingsService references.

WireEvents() (public)

Subscribes to DevicesViewModel events:

Event Handler
AssignToSlotRequested OnAssignToSlot
ToggleSlotRequested OnToggleSlot
HideDeviceRequested OnHideDevice
RemoveDeviceRequested OnRemoveDevice
DeviceHidingChanged OnDeviceHidingChanged

UnwireEvents() (public)

Unsubscribes from all DevicesViewModel events.

Device Assignment

OnAssignToSlot(object sender, int slotIndex) (private)

Assigns the selected device to a slot: 1. Auto-creates the slot if needed. 2. SettingsManager.AssignDeviceToSlot(), populates ProductGuid. 3. Creates default PadSetting if none exists. 4. AutoEnableHidingDefaults() for newly assigned devices. 5. Marks dirty, raises DeviceAssignmentChanged, DeviceHidingStateChanged, NavigateToSlotRequested.

AssignDeviceToSlot(Guid instanceGuid, int slotIndex) (public)

Public version for drag-and-drop. Same logic as OnAssignToSlot but takes a GUID directly.

OnToggleSlot(object sender, int slotIndex) (private)

Toggles device assignment for a slot (multi-slot support). If unassigning leaves no remaining slots, auto-disables hiding.

UnassignDevice(Guid instanceGuid) (public)

Removes all slot assignments for a device.

Slot Management

CreateSlot(VirtualControllerType type = Xbox) (public) -> int

Creates the next available slot: 1. Rejects the create up front when the type is already at its cap: SettingsManager.CanSlotTakeType(type, slotType) returns -1. Only VR is capped below the global slot count (MaxVrSlots = 1), and the gate lives in SettingsManager rather than at each UI entry point because a type switch from the sidebar or dashboard would otherwise mint a second VR slot. 2. Sets OutputType before SlotCreated (order matters for sidebar rebuild). 3. Sets ProfileId = GetDefaultProfileId(type) so the profile picker shows a selection immediately. Per-category defaults (InputManager.Step5.VirtualDevices.cs): Xbox gets DefaultXboxProfileId (xbox-series-xs-bt), PlayStation gets DefaultPlayStationProfileId (dualsense-composite, the only PlayStation persona carrying the speaker, the microphone and the channel 3/4 voice-coil haptics), Nintendo gets DefaultNintendoProfileId (switch-pro, the category's only profile), Extended gets DefaultRawProfileId, the Custom entry (padforge-custom). MIDI, Keyboard + Mouse, and VR have no HIDMaestro catalog profile (null). 4. Sets SlotEnabled = true, appends the pad to its group's order list, marks dirty, raises DeviceAssignmentChanged, and returns the slot index (0–15) or -1 if full.

The Nintendo type (4.1.0, #246) is VirtualControllerType.Nintendo = 5: a console-family bucket like Xbox / PlayStation (own sidebar group, icon, fixed catalog profile) riding the Extended raw-HID data path. It has no Customize surface. The fixed group order across the sidebar and dashboard is Xbox / PlayStation / Nintendo / Extended / Keyboard + Mouse / MIDI / VR (VirtualControllerGroups.InOrder, with Vr = 6 appended in 4.2.0), and Nintendo slots cap at SettingsManager.MaxNintendoSlots (all 16 pads, like the other HM groups).

DeleteSlot(int slotIndex) (public) -> SlotDeletionInfo

Clears SlotCreated[slotIndex], resets SlotEnabled[slotIndex] to true (the default for the next occupant), removes the pad from its group's order list, calls padVm.ResetAllSettings() and nulls SelectedMappedDevice to prevent stale leaks, then removes all UserSettings mapped only to this slot. Returns a SlotDeletionInfo record struct (VirtualControllerType Type, int OldGroupPosition) carrying the deleted slot's type and its pre-removal index in the matching group's order list. Both are captured before SlotOrders.Remove mutates the list so InputService.OnSlotDeleted can drive the bubble-down cascade without re-querying. OldGroupPosition is -1 when the slot wasn't in any order list.

SetSlotEnabled(int slotIndex, bool enabled) (public)

Sets SettingsManager.SlotEnabled[slotIndex].

Device Hiding Toggle

OnHideDevice(object sender, Guid instanceGuid) (private)

Marks a device as hidden in SettingsManager and ViewModel.

OnRemoveDevice(object sender, Guid instanceGuid) (private)

Removes a device and all associated settings. The virtual controller slot persists empty.

OnDeviceHidingChanged(object sender, Guid instanceGuid) (private)

Handles HidHide/ConsumeInput/ForceRawJoystickMode toggles. Writes state to UserDevice, marks dirty, raises DeviceHidingStateChanged.

AutoEnableHidingDefaults(UserDevice, DeviceRowViewModel) (private)

Sets default hiding for newly assigned devices. Gamepads: auto-enables HidHide (if driver available). Keyboards/mice: does not auto-enable (blocking the only keyboard/mouse would lock out Windows).

DeviceService All Public Methods

Method Signature Description
WireEvents void WireEvents() Subscribes to DevicesViewModel events
UnwireEvents void UnwireEvents() Unsubscribes from events
AssignDeviceToSlot void AssignDeviceToSlot(Guid instanceGuid, int slotIndex) Public assignment for drag-and-drop
UnassignDevice void UnassignDevice(Guid instanceGuid) Removes all slot assignments
CreateSlot int CreateSlot(VirtualControllerType type = Xbox) Creates next available slot
DeleteSlot SlotDeletionInfo DeleteSlot(int slotIndex) Deletes a slot, unassigns devices, returns deleted type + pre-removal group position
SetSlotEnabled void SetSlotEnabled(int slotIndex, bool enabled) Enables/disables a slot
FillEmptyAutoMappingsForSlot static void FillEmptyAutoMappingsForSlot(int padIndex, VirtualControllerType outputType, string profileId) Fills in the auto-map rows a slot is missing. Snapshots the slot under UserSettings.SyncRoot and resolves devices outside it, because FindDeviceByInstanceGuid takes UserDevices and the reverse order is an ABBA deadlock with the disconnect and migration paths

SlotDeletionInfo is a public readonly record struct (VirtualControllerType Type, int OldGroupPosition) declared beside the service.

DeviceService All Events

Event Signature Description
DeviceAssignmentChanged event EventHandler DeviceAssignmentChanged Fired after assign/unassign. MainWindow refreshes PadViewModel device info
NavigateToSlotRequested event EventHandler<int> NavigateToSlotRequested Fired after assignment. MainWindow opens the assigned slot's page
DeviceHidingStateChanged event EventHandler DeviceHidingStateChanged Fired when hiding toggles change. InputService re-applies device hiding

RecorderService

File: PadForge.App/Services/RecorderService.cs Implements: IDisposable

Handles input recording for mapping assignment. When the user clicks "Record", captures current state as a baseline, polls at 30 Hz for changes, and writes the detected input descriptor to the MappingItem.

RecorderService Constructor

public RecorderService(MainViewModel mainVm)

Stores reference to MainViewModel.

Recording Flow

User clicks Record
       |
StartRecording(mapping, padIndex, deviceGuid)
       |
       v
Capture baseline state (clone of CustomInputState)
       |
       v
Start 30Hz DispatcherTimer (PollTick)
       |
       v   [each tick]
PollTick:
  1. Check timeout (10 seconds)
  2. Read current state (clone)
  3. Wait-for-release phase (if neutralizeBaseline)
  4. Touchpad click, then voice phrases   -> CompleteRecordingWithDescriptor
  5. Check buttons (instant detection)
  6. Check POV hats (instant detection)
  7. Touchpad gestures                    -> CompleteRecordingWithDescriptor
  8. MIDI notes / CC / pitch bend         -> CompleteRecordingWithDescriptor
  9. Check axes (3-cycle hold confirmation)
       |
       v   [on detection]
CompleteRecording:
  1. Build descriptor string ("Button 0", "Axis 1", "POV 0 Up")
  2. Auto-detect inversion based on movement direction + target type
  3. Call mapping.LoadDescriptor(descriptor)
  4. Raise RecordingCompleted event

Two private completion paths exist. CompleteRecording(MapType type, int index, string povDirection, bool axisPositive = false, Guid winningDevice = default) builds a descriptor from a numbered input. CompleteRecordingWithDescriptor(string descriptor, Guid winningDevice = default) takes an already-shaped descriptor and is how the touchpad-click, voice-phrase, touchpad-gesture and MIDI families finish. Param recordings (Up / Down / Modifier) are gated to the button and POV families, so the MIDI and axis blocks are skipped for them.

StartRecording(MappingItem, int padIndex, Guid deviceGuid, bool neutralizeBaseline, bool negRecording) (public)

Cancels any existing recording, captures baseline CustomInputState, sets mapping.IsRecording = true, starts 30 Hz timer. - neutralizeBaseline: waits for all buttons/POVs to return to neutral before detecting (for auto-prompt follow-ups). - negRecording: records the negative direction of a bidirectional axis. - deviceGuid is accepted but not forwarded to the shared StartRecordingInternal. The recorder listens to every device assigned to the slot, and the first to fire wins.

CancelRecording() (public)

Stops the timer, clears all recording state, sets IsRecording = false.

Detection Algorithm

Input type Detection Details
Buttons Instant Any button transitioning from unpressed to pressed
POV hats Instant Any POV transitioning from centered (-1) to a direction (8 sectors, 45 degrees each)
Axes 3-cycle hold Threshold: 16384 units (~25% of 65535 range). Largest absolute delta across axes and sliders wins. Mouse exception: instant accept (deltas return to center)

Auto-inversion: ShouldAutoInvert(MappingItem mapping, bool axisPositive, bool negRecording) decides the "I" prefix. Rules, in evaluation order:

Target Result
Named stick axes (LeftThumbAxisX/Y, RightThumbAxisX/Y) negRecording ? axisPositive : !axisPositive
RawAxis* on a row that has a negative direction Same rule as the stick axes
KBM axes (KbmMouse*, KbmScroll*) Never inverts. The screen convention is already correct
LeftTrigger / RightTrigger Inverts when the axis value decreased
RawAxis* unidirectional, and every other target Inverts when the user pushed negative

KBM is checked before the triggers, so a KBM row never falls through to the trigger rule.

Constants:

Constant Value Description
PollIntervalMs 33 ~30 Hz poll rate
TimeoutSeconds 10 Recording auto-cancels after this
AxisThreshold 16384 ~25% of full range
AxisHoldCycles 3 Cycles axis must be held
MidiCcThreshold 10 Minimum CC delta before a MIDI CC counts
MidiPitchThreshold 6000 Minimum pitch-bend delta
MidiRelativeBand 16 Band around center that reads a CC as relative

RecorderService All Public Methods

Method Signature Description
StartRecording void StartRecording(MappingItem mapping, int padIndex, Guid deviceGuid, bool neutralizeBaseline = false, bool negRecording = false) Starts input recording for a mapping row's primary source
StartRecordingExtraSource void StartRecordingExtraSource(MappingItem parent, MappingSourceItem extraSource, int padIndex, bool neutralizeBaseline = false, bool negRecording = false) Cross-device recording for a multi-source ExtraSource row. First device to fire wins
StartRecordingExtraSourceParam void StartRecordingExtraSourceParam(MappingItem parent, MappingSourceItem extraSource, int padIndex, ParamTarget target) Records a button descriptor into an ExtraSource's Up / Down / Modifier param field
StartRecordingFreeform void StartRecordingFreeform(int padIndex, Action<string, string> onComplete) Recording that delivers (deviceGuid, descriptor) to a callback without writing a MappingItem (shift activator dialog)
CancelRecording void CancelRecording() Cancels without assigning
Dispose void Dispose() Cancels recording, disposes resources

Properties and nested types:

Member Type Description
IsRecording bool (get) True while a mapping or freeform recording is active
ParamTarget public enum { None, Up, Down, Modifier } Which param field StartRecordingExtraSourceParam writes

RecorderService All Events

Event Signature Description
RecordingCompleted event EventHandler<RecordingResult> RecordingCompleted Raised on successful detection
RecordingTimedOut event EventHandler RecordingTimedOut Raised after 10 second timeout

RecordingResult fields: Mapping (MappingItem), ExtraSource (MappingSourceItem, non-null when the recording targeted an extra source), Descriptor (string), Type (MapType), IsParamRecording (bool, true when only an Up / Down / Modifier param field was updated).

Dispose() cancels any live recording, then marks the service disposed.


ForegroundMonitorService

File: PadForge.App/Services/ForegroundMonitorService.cs

Monitors the foreground window and fires an event when the foreground process matches a profile's executable list. Not a standalone timer. Called at 30 Hz from InputService's UI timer tick.

How It Works

CheckForegroundWindow() (public)

Called at 30 Hz by UiTimer_Tick:

  1. Bails if EnableAutoProfileSwitching is false, if SettingsManager.ExternalProfilePinActive is set (a script holds the profile, #366), or if no profiles exist.
  2. Gets foreground window handle via GetForegroundWindow(), then process ID and MainModule.FileName. The (hwnd, pid) pair is cached, so the same window costs no Process.GetProcessById.
  3. Skips if exe path unchanged (_lastExePath deduplication).
  4. Matches against all profiles' ExecutableNames (pipe-separated full paths, case-insensitive).
  5. Fires ProfileSwitchRequired only when the matched profile changes (_lastMatchedProfileId). Null signals reversion to default. While a manual override is active, a match on the overridden profile returns without firing, and a match on anything else clears the override first.

ForegroundMonitorService All Public Methods

Method Signature Description
CheckForegroundWindow void CheckForegroundWindow() Polls foreground window and fires event on profile change
SetManualOverride void SetManualOverride(string currentProfileId) Sets the manual-override flag so auto-switching won't re-trigger the profile the user just overrode. Called only through InputService.NoteManualProfileSwitch
InvalidateCache void InvalidateCache() Drops _lastExePath and _lastMatchedProfileId so the next tick re-evaluates the current foreground window from scratch

Properties:

Property Type Description
ManualOverrideActive bool (get) True while a manual override suppresses re-triggering the overridden profile
LastForegroundExePath string (get) Last foreground exe path observed. Read-only UI feed (#175). Only updated on a tick that gets past the bails in step 1
LastMatchedProfileId string (get) Profile id the last foreground exe matched, or null

ForegroundMonitorService All Events

Event Signature Description
ProfileSwitchRequired event Action<string> ProfileSwitchRequired Fired with profile ID (or null for default) when foreground process matches a different profile

The manual-switch funnel

Four lanes switch the profile by hand, and all four call InputService.NoteManualProfileSwitch() before the switch, so the recorded override id is the pre-switch active profile:

Lane Call site
Status-bar profile switcher MainWindow.ActivateProfileFromSwitcher
Profiles page Load button MainWindow.OnLoadProfile
Revert to Default MainWindow.OnRevertToDefault
Controller shortcut InputService.UiTimer_Tick, when the engine sets PendingProfileSwitchIsManual

NoteManualProfileSwitch does two things: _foregroundMonitor.SetManualOverride(SettingsManager.ActiveProfileId) records the override, and SettingsManager.ExternalProfilePinActive = false releases a hold an external script placed over the pipe (#366). The user outranks the script. The shortcut lane no longer calls SetManualOverride directly, and PadForge.Tests/ExternalControlTests.cs pins that: EveryManualSwitchLaneGoesThroughThatChokePoint reads all four call sites and asserts the tick body carries no direct SetManualOverride. Until it was funneled here, a controller shortcut switched the profile while the script's pin stayed set, so the foreground monitor stayed suppressed and the tooltip's promise that switching by hand releases the hold was false on that lane.


App-Side Services and Helpers (3.6.0)

These do not live in PadForge.App/Services/ (except NfcReaderService) and do not run on the WPF dispatcher. The two speaker/haptic services and NfcReaderService reconcile off slot assignments like AudioPassthroughService. WinScard is a pure P/Invoke surface.

Thread ownership varies, so read it per service rather than assuming:

Service Owns
HapticToneService A 3 s reconcile Timer plus a stream thread per sink
WiiSpeakerService A 3 s reconcile Timer plus a stream thread per sink
RumbleAudioService A 5 s reconcile Timer plus one WASAPI render thread per endpoint
SwitchHomeLedSetter One lazy background worker (SwitchHomeLed) that owns every SDL_SetJoystickLED call
NfcReaderService One blocking PC/SC monitor thread
TouchpadPulseService Nothing. It is a ConcurrentDictionary of pulse cells whose expiry is computed at read time
BluetoothLinkHelper Nothing, but it is not stateless: a static per-device debounce dictionary and a static pending devnode re-enable set
WinScard Nothing

The Engine-side pieces these lean on (the Haptics/ encoders and reducers, ConsumerControlWrapper, ConsumerUsageTable, IdleInputDetector) are documented on Engine Library, not here.

HapticToneService

File: PadForge.App/Common/Input/HapticToneService.cs Namespace: PadForge.Common.Input Type: internal static

Turns macro sounds into HD-haptic tones on controllers whose haptics are LRAs (issue #147). Covers Nintendo Joy-Con and Pro (HD Rumble, report 0x10), the Steam Controller 2015 (0x8F feature square wave), the Steam Deck, and the Steam Controller 2026 / Triton (0x83 LFO-tone output report). An LRA cannot play PCM, so each rumble tick reduces the macro mix to one (dominant frequency, amplitude) pair via HapticToneReducer and encodes it per family through HapticToneEncoder. A pad with more than one actuator still plays that single mono tone. The combined Joy-Con pair is the exception since #223: its sink opens both children and drives both coils, routing the tone by the slot's active body motor (left motor → left coil, right motor → right, both or neither commanded → both coils), with each side staying hot for 300 ms after its motor drops so packet-rate rumble flapping doesn't strobe the audio.

Structurally the Valve/Nintendo analogue of the Sony speaker path: a controller assigned to a slot becomes an output sink whose MacroMixer is returned to SoundMacroService, so a macro PlaySound fans out to it with no macro-layer change. Family detection (FamilyOf) mirrors the bundled SDL's controller_list.h VID/PID table rather than a hand-picked PID list. Switch 2 is deliberately excluded (no reference plays an audible tone on its actuator).

Reconciled from InputService.Start(): EnsureStarted() starts a 3 s self-healing reconcile timer that builds and tears down sinks off the current slot assignments. Reconcile() runs once at start only when some device already has AudioPassthroughEnabled, so the audio threads stay off for users who never turn a mirror on. EnsureStarted() also subscribes NfcTagRegistry.ControllerTagDetected, and the handler re-asserts enable-vibration on every live gen-1 Joy-Con sink after a tag read, because the read leaves the controller's rumble disabled. Shutdown() unsubscribes it. Also carries a Remote Link lane (#138 x #147): ApplyRemoteTone() drives a device's tone from a paired peer's shipped (freq, amp) frame.

Member Signature Description
DeviceHasHaptics bool DeviceHasHaptics(UserDevice) Gates the Audio tab, and through TouchpadPulseService.DeviceHasSwipePulse the Touchpad tab's Swipe Haptics card. True for a Joy-Con (L / R / combined pair), Switch Pro, Steam Controller 2015, Steam Deck, or Steam Controller 2026 (Triton) family device
EnsureStarted void EnsureStarted() Starts the periodic reconcile. Idempotent
Reconcile void Reconcile() Rebuilds the sink set from current slot assignments
GetSlotSinkMixers List<MixingSampleProvider> GetSlotSinkMixers(int slot, Guid? deviceFilter = null) Live macro-sink mixers for SoundMacroService
TriggerTestTone bool TriggerTestTone(Guid deviceGuid, float freqHz = 880f, int durationMs = 350) Plays a fixed test tone by device GUID, bypassing the mixer/reducer
QueueTouchpadPulse void QueueTouchpadPulse(Guid deviceGuid, int padIdx, float amplitude) (4.1.0, #219) Queues one touchpad swipe-haptic tick for the device's pad-side actuator (pad 0 = left, pad 1 = right). Called from the polling thread. The sink's stream thread drains and sends the family-specific one-shot, so pulse writes never interleave with tone writes on the same handle
ApplyRemoteTone void ApplyRemoteTone(UserDevice, float toneHz, float amplitude) Remote Link owner lane. Drives a local device's tone from a peer's frame
SubmitPersonaHaptics void SubmitPersonaHaptics(int slot, ReadOnlySpan<byte> pcm, int stride, int lOff, int rOff) Feeds interleaved PCM from the USB persona audio lane into the slot's sink
Shutdown void Shutdown() Tears down every sink

Provider seams, all public static settable delegates cleared with the rest at engine stop:

Seam Signature Purpose
ToneFilterProvider Func<int, Guid, (int Mode, int LimitHz)> Per-(slot, device) tone filter. Modes are ToneFilterOff = 0, ToneFilterCut = 1, ToneFilterFold = 2
PersonaHapticsProvider Func<int, Guid, (bool Enabled, int GainPct)> Whether the USB-persona haptic lane is on for that pad, and at what gain
TritonLowPassProvider Func<int, Guid, int> The Steam Controller 2026 low-pass corner in Hz
SlotRumbleActiveProvider Func<int, (bool Left, bool Right)> The slot's merged body-motor state, read from FinalVibrationStates, that routes the Joy-Con pair's tone to a side

Internal seams, split out so the pure rules are unit-testable without a device:

Member Value or signature
PairSideHoldMs const int = 300
ResolvePairSides (bool Left, bool Right) ResolvePairSides(bool leftActive, bool rightActive, long nowMs, ref long leftLastMs, ref long rightLastMs, int holdMs = PairSideHoldMs)
ApplyToneFilter (float ToneHz, float Amp) ApplyToneFilter(int mode, int limitHz, float toneHz, float amp, ref float lastPassHz, ref bool aboveLatch)
SelectPairChildPaths (string PrimaryPath, string SecondPath, bool PrimaryIsRight) SelectPairChildPaths(string leftPath, string rightPath)
FirstUnclaimed string FirstUnclaimed(List<string> candidates, HashSet<string> claimed)
FindHidPath / FindHidPaths string FindHidPath(ushort vid, ushort pid) / List<string> FindHidPaths(ushort vid, ushort pid)
ExtractStereoPairs int ExtractStereoPairs(ReadOnlySpan<byte> pcm, int stride, int lOff, int rOff, ref byte[] scratch)
GetOrCreateEngageCell / HoldEngaged The per-(slot, device) mirror engage cell and its release-hold rule
BuildJoyConRumblePacket byte[] BuildJoyConRumblePacket(byte timer, byte[] left4, byte[] right4, int outLen)

Steam Controller 2026 PCM seams (#381): PcmFramesPerTick = 80, PcmArmRetryGapMs = 250, ShouldRetryPcmArm(long nowMs, long lastFailMs), IdleDrainKeepMs = 15, IdleDrainMaxBlocks = 5, and IdleCatchUpDrain(Func<double> deepestBufferedMs, Func<bool> drainBlockHasContent), which holds the idle catch-up drain to one tick of depth.

TouchpadPulseService

File: PadForge.App/Common/Input/TouchpadPulseService.cs Namespace: PadForge.Common.Input Type: internal static

Sony-side delivery for touchpad swipe-haptic ticks (4.1.0, discussion #219). A tick from the Engine's SwipeHapticsEvaluator raises a short-lived pulse level per (slot, device), and InputService's per-device rumble provider mixes the level into the DS4 / DualSense rumble bytes via max(), the same idiom audio-bass rumble uses, so the effects dispatcher stays the sole rumble writer and a pulse coexists with live game rumble instead of replacing it. Burst shape: hold the intensity for PulseDurationMs = 80 ms, then drop to zero (DS4MapperTest's DS4 haptic burst duration). Repeated ticks re-arm the window, overlapping ticks max-combine, and 80 ms guarantees the dispatcher's 33 ms tick samples the pulse at least twice (on, then off). The Steam Controller family does NOT come through here. Its ticks ride HapticToneService.QueueTouchpadPulse's per-side actuator commands.

Member Signature Description
PulseDurationMs const int = 80 Pulse hold time in ms (DS4MapperTest HAPTICS_DURATION_DEFAULT)
IsSonyRumblePad bool IsSonyRumblePad(UserDevice) The Sony pads the effects dispatcher is the sole rumble writer for. Mirrors the exact PID set of the SDL-rumble skip in InputManager.Step2.ApplyForceFeedback
DeviceHasSwipePulse bool DeviceHasSwipePulse(UserDevice) Gates the Touchpad tab's Swipe Haptics card: the device has a touchpad AND a haptic lane PadForge drives (HapticToneService.DeviceHasHaptics or a dispatcher-driven Sony pad)
Pulse void Pulse(int slot, Guid device, float amp) Raises the pulse level for (slot, device). Called from the polling thread on a swipe tick
CurrentLevel float CurrentLevel(int slot, Guid device) Current pulse level 0..1, read by the dispatcher's per-device rumble provider. 0 once the burst expires
MixIntoMotors void MixIntoMotors(ref ushort scaledLeft, ref ushort scaledRight, float level) Max-merges a pulse level into the scaled motor pair. The DS4 / DS5 touchpad sits center, so the tick drives both motors
IsSlotActive bool IsSlotActive(int slot) True while any device on the slot has a live pulse. Keepalive input for Step 2's dispatcher poke, without which the dispatcher's 33 ms timer parks on an otherwise idle slot and the pulse never reaches the motors
Clear void Clear() Drops every live pulse. Called from InputManager.ResetGestureContexts (profile switch / engine stop) so a burst never outlives its source

Pulse, CurrentLevel and IsSlotActive each have an internal overload taking a trailing long nowMs. The public forms supply Environment.TickCount64. The overloads let the tests drive the burst window without a clock.

SwitchHomeLedSetter

File: PadForge.App/Common/Input/SwitchHomeLedSetter.cs Namespace: PadForge.Common.Input Type: internal static

HOME-button LED brightness for Nintendo Switch controllers (4.1.0, discussion #226), the third #209 Guide-LED lane beside XboxGipGuideLedWriter and SteamHomeLedSetter. Rides SDL's per-device SDL_SetJoystickLED through SdlDeviceWrapper.SetHomeLedBrightness: the Switch HIDAPI driver converts max(r,g,b) to a 0–100 brightness and builds a subcommand 0x38 Set HOME Light packet that holds the LED steady at a 4-bit intensity, so brightness is genuinely variable (15 nonzero hardware steps). Unlike the 2015 Steam Controller's process-global hint, this lane is per device: two Switch pads on different slots hold different brightness values.

PID gate (IsSwitchHomeLedDevice, Nintendo VID 0x057E): 0x2007 Joy-Con (R), 0x2008 combined Joy-Con pair (the write fans to both children and the right one acts), 0x2009 Pro Controller, 0x200E charging grip (right slot acts). The gate is PID-only, with no transport check (the Xbox GIP lane, by contrast, is USB-only). Excluded on the SDL source: the standalone Joy-Con (L) (no HOME LED), the Switch 2 family (SDL's driver refuses the write), NSO classic controllers, and third-party pads. A masquerading clone that probes as a licensed controller fails safely inside SDL's own type check.

The Switch driver's subcommand path waits for the controller's ACK (~30 ms typical, 100 ms worst case per attempt) while SDL's global joystick lock is held, so TrySet only enqueues: a lazy background worker owns every SDL_SetJoystickLED call, latest-wins per device (a slider drag or a flash-on-engage macro collapses to the newest value), change-detected per SDL instance id. Only a successful write is recorded in the ledger, so a failed write retries on the next apply pass. Instance ids are never reused, so a reconnected pad structurally misses the ledger and the configured brightness reapplies on the connect-window ApplyGuideLeds pass. Nothing here ever throws into a caller. ShouldWrite / RecordWritten split the ledger contract out as a unit-test seam (GuideLedTests), no SDL required.

Member Signature Description
TrySet bool TrySet(UserDevice ud, int percent0to100) Queues a HOME LED brightness write for one Switch device. Latest-wins per device. Never throws, never blocks on device I/O
IsSwitchHomeLedDevice bool IsSwitchHomeLedDevice(ushort vendorId, ushort productId) The PID gate above
ShouldWrite bool ShouldWrite(uint sdlInstanceId, int percent) The ledger read: true when this instance has no recorded value or a different one
RecordWritten void RecordWritten(uint sdlInstanceId, int percent) The ledger write, taken only after a successful SDL_SetJoystickLED
ResetLedgerForTests void ResetLedgerForTests() Clears the ledger and both log-dedup maps so a test starts clean

WiiSpeakerService

File: PadForge.App/Common/Input/WiiSpeakerService.cs Namespace: PadForge.Common.Input Type: internal static

Plays macro sounds through a Wii Remote's built-in speaker as low-rate PCM (issue #146, sub-feature 2). The 48 kHz macro mix is resampled to signed 8-bit PCM at 2000 Hz mono and written as one 0x18 speaker report (20 samples) per 10 ms tick. PCM is used over 4-bit ADPCM because it is memoryless: a dropped or late report on the SDL-shared Bluetooth link is a single click, not a cascading decoder desync. The wire protocol (I2C register map, 0x14/0x16/0x18/0x19 reports) is grounded in dolphin's Speaker.cpp. Write path is chosen per device by a BuildSink probe: overlapped WriteFile when the BT stack accepts it, else synchronous HidD_SetOutputReport.

Same sink shape as HapticToneService: a Wii Remote assigned to a slot exposes its MacroMixer to SoundMacroService, and a per-slot system-audio loopback mirror is available (same option DualSense exposes). Wired from InputService.Start(): EnsureStarted() starts the 3 s reconcile timer, and Reconcile() runs once at start to resume a persisted mirror on launch.

Member Signature Description
DeviceHasSpeaker bool DeviceHasSpeaker(UserDevice) Gates the Audio tab. True for a Wii Remote (RVL-CNT-01 / -TR)
EnsureStarted void EnsureStarted() Starts the periodic reconcile. Idempotent
Reconcile void Reconcile() Rebuilds the sink set from current slot assignments
GetSlotSinkMixers List<MixingSampleProvider> GetSlotSinkMixers(int slot, Guid? deviceFilter = null) Live macro-sink mixers for SoundMacroService
Shutdown void Shutdown() Tears down every speaker sink

Writes go through the nested internal sealed class WiiWritePool : IDisposable, a serial (one slot, deliberately not pipelined) overlapped writer holding one pinned buffer, one manual-reset event and one native OVERLAPPED. TrySend blocks up to 1 s on the completion event. Dispose waits 100 ms per slot for the drain and deliberately leaks a slot's buffer and event if it times out, rather than freeing memory the kernel still owns.

RumbleAudioService

File: PadForge.App/Common/Input/RumbleAudioService.cs Namespace: PadForge.Common.Input Type: internal static

Rumble-to-audio renderer for bass shakers and LFE channels (4.1.0, issue #236), surfaced in the UI as the Pad page's "Bass Shakers" tab. Routes the game feedback each slot's virtual controller receives to WASAPI render endpoints as low-frequency sine tones, four fixed voices per slot.

Data path: VC output callbacks fill a controller-local pack, the poll thread's feedback lane evaluates the slot's voice bindings once per tick and publishes the result (PublishIfCurrent), and the render thread reads the published packs as its only input. The class never reads VibrationStates, FinalVibrationStates, macro rumble, test rumble, or any per-physical-device projection, which makes the feedback loop (shaker tone to loopback to AudioBassDetector to audio rumble to louder tone) impossible by construction. Players are keyed by endpoint, not slot: all slots routed to one endpoint share a single WasapiOut, one sample clock, and one composite limiter.

Lifecycle: EnsureStarted() is called unconditionally from InputService.Start() (cheap when no slot has a config). Silence is an explicit edge, never an inference from callback inactivity. Every edge calls SilenceSlot / SilenceAll, and a per-slot generation makes a stale in-flight poll publish lose against a newer silence edge:

Edge Call site
Idle entry, and each idle iteration InputManager.cs
Suspended / unfocused loop InputManager.cs
Engine stop InputManager.Stop, followed immediately by StopAll
Panic quiesce InputService.PanicQuiesceOutputs
Virtual controller destruction InputManager.Step5.VirtualDevices.cs
Slot reset / reload PadViewModel

A configured-but-unresolved endpoint fails closed, with no fallback device. The renderer dies with the engine (StopAll in InputManager.Stop), deliberately not with SoundMacroService.StopAll, which runs on every profile apply.

Member Signature Description
EnsureStarted void EnsureStarted() Starts the 5 s reconcile worker. Idempotent
Reconcile void Reconcile(bool armRerunOnBusy = true) Rebuilds the endpoint players from the current configs. The periodic tick passes false, because arming the rerun latch on a timer pinned a thread-pool thread
RequestReconcile void RequestReconcile() Nudges the worker after a config edit. Never touches WASAPI on the calling thread
GetGeneration int GetGeneration(int slot) The slot's current silence generation, read before the poll thread evaluates its voices
PublishIfCurrent void PublishIfCurrent(int slot, int generation, long packed) Poll-thread publish, discarded if a silence edge advanced the slot's generation since GetGeneration was read
ReadPack / ReadLastPublishMs long ReadPack(int slot) / long ReadLastPublishMs(int slot) The render thread's inputs: the last published voice pack and when it landed
ReadTestPack long ReadTestPack(int slot, out int sweepCarrierHz) The test / sweep pack that overrides the live pack while a test is running
SilenceSlot / SilenceAll void SilenceSlot(int slot) / void SilenceAll() Explicit per-slot / all-slot silence edges
PulseTestVoice void PulseTestVoice(int slot, int voice, int durationMs) Bass Shakers tab test button: plays one voice at full authored gain
StartSweep / StopTest void StartSweep(int slot, int durationMs) / void StopTest(int slot) 20–120 Hz resonance-finding sweep on the LOW voice, and its stop
GetSlotStatus string GetSlotStatus(int slot) Per-slot endpoint status for the UI: null = inactive, "!" prefix = fail-closed error marker
StopAll void StopAll() Fades and disposes every endpoint player, stops the worker. Engine stop / app exit

NfcReaderService

File: PadForge.App/Services/NfcReaderService.cs Namespace: PadForge.Services Implements: IDisposable Type: internal sealed, singleton (static Active property)

Owns one PC/SC context and a single background monitor thread that blocks in SCardGetStatusChange and raises TagDetected(reader, uid) when a tag arrives on any reader (issue #150). Event-driven, not polled: NFC arrival is an event, so there is no fixed-rate timer. Tolerates a stopped Smart Card service or zero readers (treated as "no NFC devices", inert like absent MIDI services), and re-establishes a dead context in place if the service stops and restarts mid-session.

Started lazily from Step 1 device enumeration (InputManager.Step1.UpdateDevices.cs, UpdateNfcReaderDevices()), which calls Start() and reads GetReaders() to register each reader as a device. Disposed by ShutdownNfcReaders(). RegisterNfcTagDialog subscribes to TagDetected directly while open.

Member Signature Description
Active static NfcReaderService Active { get; } The running singleton, or null when NFC is absent
TagDetected event Action<string, string> Raised on the monitor thread with (reader, uid). UID is uppercase hex
Start static NfcReaderService Start() Establishes the context, starts the monitor. Returns null when the Smart Card service is unavailable
GetReaders List<string> GetReaders() Snapshot of currently visible reader names
Dispose void Dispose() Cancels the blocking wait, joins the thread, releases the context

WinScard

File: PadForge.App/Common/Input/WinScard.cs Namespace: PadForge.Common.Input Type: internal static

Thin winscard.dll P/Invoke surface (the Windows PC/SC stack) used by NfcReaderService. Signatures and the call sequence are taken from pcsc-sharp (BSD-2-Clause). The tag identity is its UID: ReadUid connects to the card on a reader, sends the ISO 7816 "Get Data" APDU FF CA 00 00 00, and returns the UID as an uppercase hex string. No tag writing, no keyed sectors.

Member Signature Description
ListReaders List<string> ListReaders(IntPtr ctx) Enumerates reader names. Empty list (never throws) when the service is stopped or no reader is present. The raw SCardListReaders P/Invoke behind it is private, because the size-then-fill multi-string pattern is not something a caller should reproduce
ReadUid string ReadUid(string reader) Reads the tag UID on a reader as uppercase hex, or null on any failure. Uses a short-lived per-read context

The SCard* DllImports live here as well: SCardEstablishContext, SCardReleaseContext, SCardIsValidContext, SCardCancel, SCardConnect, SCardDisconnect, SCardTransmit and SCardGetStatusChange, plus the status-flag and return-code constants and the SCARD_READERSTATE / SCARD_IO_REQUEST structs.

One constant carries behavior rather than a value: PNP_NOTIFICATION, the \\?PnP?\Notification pseudo-reader. Watching that entry in SCardGetStatusChange makes the blocking call wake on a reader being added or removed, so a monitor started before the reader was plugged in still sees it. pcsc-sharp's MonitorReaderEvents uses the same sentinel.

BluetoothLinkHelper

File: PadForge.App/Common/Input/BluetoothLinkHelper.cs Namespace: PadForge.Common.Input Type: public static

Per-family Bluetooth disconnect / power-off (issue #162). TryDisconnectDevice() routes each family to its own lane:

Branches are evaluated in this order, after a 3 s per-path debounce:

Family Mechanism
Xbox (XInput-backend, SDL path XInput#N) XInputPowerOff (xinput1_4.dll ordinal 103), targeted by a VID/PID walk over XInputGetCapabilitiesEx (ordinal 108) rather than the stored slot digit, with a BTHLEDEVICE devnode disable-cycle fallback for BLE Series pads
Valve (VID 0x28DE) Steam 0x9F (ID_TURN_OFF_CONTROLLER) feature report on the device's own HID handle, in both generation framings
Switch 2 SDL fork effect passthrough (SDL_SendGamepadEffect), with a direct WinRT GATT write fallback
Xbox (HID-pathed, VID 0x045E) The same XInputPowerOff lane
Combined gen-1 Joy-Con pair (0x057E:0x2008) Resolves both children's HID paths, reads each child's own serial, and drops both links with no short-circuit
Everything else, Sony / Wii / BthPS3 pads included (BR/EDR classic BT) IOCTL_BTH_DISCONNECT_DEVICE to every host radio, target MAC parsed from the HID serial (the DS4Windows path). A devnode cycle is the final fallback

There is no dedicated BthPS3 lane. IsBthPs3Path exists only so the gate can admit a BthPS3 PDO, which carries none of the inbox Bluetooth markers, and it admits one only when a serial is known, because that address is what the generic lane targets. The DualShock 3, PS Move, and Navigation controller therefore drop through the same radio IOCTL as a DualSense.

IsDisconnectTarget() gates the four #162 UI surfaces (macro candidates, idle countdown, Devices-page control, Specific-device picker) so all four agree. It has three overloads. The one-argument form is path-only. The three-argument form forwards to the four-argument form with a null serial. The four-argument form is where the rules live: it excludes peer:// (Remote Link) devices first, admits a BthPS3 path when a serial is known, then adds the Switch 2 family (which the SDL BLE driver leaves without a DevicePath or serial) and the combined gen-1 Joy-Con pair, whose synthetic path the plain-path predicate cannot see.

The helper powers the idle-disconnect countdown and the Disconnect Controller macro action. ReEnablePendingDevNodes() is called at the top of InputService.Stop() to re-enable any devnode still inside its 30 s disable window.

Member Signature Description
TryDisconnectDevice bool TryDisconnectDevice(ushort vendorId, ushort productId, string devicePath, string serial, IReadOnlyList<string> bthInstanceIds = null, IntPtr gamepadHandle = default) Per-family disconnect. Debounced per device (3 s)
IsDisconnectTarget bool IsDisconnectTarget(string devicePath) Path-only. A Bluetooth HID path or an SDL XInput#N path
IsDisconnectTarget bool IsDisconnectTarget(string devicePath, ushort vendorId, ushort productId) Forwards to the four-argument form with a null serial
IsDisconnectTarget bool IsDisconnectTarget(string devicePath, ushort vendorId, ushort productId, string serial) The real rule. Excludes peer://, admits a BthPS3 PDO when a serial is known, includes Switch 2 and the combined gen-1 Joy-Con pair (0x2008)
IsBthPs3Path bool IsBthPs3Path(string devicePath) Case-insensitive test for a Nefarius BthPS3 PDO path
IsJoyConPair bool IsJoyConPair(ushort vendorId, ushort productId) 0x057E:0x2008, the SDL combined gen-1 pair
IsSwitch2 bool IsSwitch2(ushort vendorId, ushort productId) The Switch 2 family, mirroring SDL usb_ids.h
BuildSwitch2ShutdownCommand byte[] BuildSwitch2ShutdownCommand() The 20-byte BLE shutdown packet (06 91 01 02 00 0C then twelve zeros)
BuildSteamPowerOffReport byte[] BuildSteamPowerOffReport(int featureReportLength, byte reportId, bool withOffMagic) The 0x9F feature report, optionally with the 2015 Steam Controller's confirmation magic
TryParseXInputSlot bool TryParseXInputSlot(string devicePath, out uint slot) Parses SDL's XInput#N path, N under 16
TryDisconnect bool TryDisconnect(string serial) BR/EDR radio-IOCTL disconnect by HID-serial MAC. A comma-joined serial recurses and drops every half
TryParseAddress bool TryParseAddress(string serial, out long address) Parses a HID serial into the 8-byte little-endian IOCTL address
CapabilitiesExSize int CapabilitiesExSize { get; } Marshaled size of the undocumented XINPUT_CAPABILITIES_EX, pinned by a test
ReEnablePendingDevNodes void ReEnablePendingDevNodes() Shutdown flush. Re-enables any devnode still in its disable window

WorkshopProfileMaterializer (v4.1, #9)

File: PadForge.App/Services/WorkshopProfileMaterializer.cs

Static bridge between the PadForge.SteamWorkshop translator and the app's profile model. public static ProfileData Materialize(TranslatedProfile translated, SteamWorkshopSource source = null) builds a ProfileData that carries only the slots the translation demands (NeedsXboxSlot / NeedsKbmSlot), packed from slot 0 with the Xbox VC first when present, so a split config lands Xbox at slot 0 and Keyboard + Mouse at slot 1 while a keyboard-only config imports as a single KbM VC at slot 0. Each created slot is enabled, gets its type's default HIDMaestro profile id, and carries no device assignment by design.

What it stamps on a claimed slot:

Stamp Where it lands
MappingSet.Authoritative = true Every claimed slot, Xbox and KbM alike
Workshop stick deadzone shapes Xbox slot only. A keyboard slot has no sticks to shape
Gyro engage descriptor, invert, toggle Every claimed slot
Gyro ratchet descriptors, pipe-joined into one string Every claimed slot
MacroData.LayerMask All three macro build legs: the single macro, both hold-pair legs, and both region-clamp legs

Slots the translation does not claim get a fresh MappingSet left non-authoritative, so a user can author on them normally.

It clones each translated menu (MenuDefinitionEntry, #9 B-17) onto every created slot's MappingSet.Menus. The menu runtime and the fired-set provider are slot-keyed, so a split config's two slots each carry their own copy and the overlay publisher dedupes at display time.

Macros convert to MacroData on pad 0 with OutputController triggers. A macro carrying a device-free descriptor trigger converts instead through the exact picker path, MacroItem.TryBuildTriggerEntry, and is dropped when any descriptor fails to convert. The conversion returns an empty MacroData[], never null, because null is the profile model's "this profile predates macros, leave the live set alone" sentinel and an import must not read as one. Two Steam constructs lower into pairs rather than single macros:

  • A hold pair becomes a Set and a Clear latch macro sharing one PairId. The press leg latches On and repeats until release, the release leg fires OnRelease and latches Off.
  • MouseLimitRegion becomes an engage / release clamp pair, OnPress and OnRelease.

Steam's normalized 0..65535 cursor coordinates convert to primary-monitor pixels for MoveMouseToScreenPosition, and the provenance block is stamped last. MainWindow's AddWorkshopProfile sink then mirrors the .pfprofile import path (name dedup, Profiles append, MarkDirty, optional LoadProfile). Full detail on Steam Workshop Config Import Internals.


WorkshopTuningApplier (v4.1, #9)

File: PadForge.App/Services/WorkshopTuningApplier.cs

Static companion to the materializer. A Steam config assumes one controller, so its tuning is per physical input, but the import runs before any device is assigned and device tuning is keyed by device GUID. The import therefore parks the values on the slot as MappingSet.Workshop* stamps. public static bool ApplyToAssignedDevice(int slotIndex, PadSetting ps, string deviceGuid = null) folds those stamps into the assigned device's own PadSetting at assignment time, then clears them, so from then on the values live in the user's settings and the existing cards show and edit them. It returns true when anything changed.

Rules:

  • Applied only where the user has not already chosen something. Re-assigning a device cannot silently overwrite hand-set tuning.
  • Cleared unconditionally. A stamp offered once has done its job. Leaving it would re-apply after the user deliberately changed the value back.
  • Called from every assignment funnel. Both DeviceService.OnAssignToSlot (the device list's assign command) and DeviceService.AssignDeviceToSlot (drag-and-drop and programmatic). Idempotent and cheap, so over-calling is free and under-calling is a silent regression. A guard test in WorkshopTuningApplierTests enumerates the call sites, so a third funnel that forgets the call fails CI.
  • Also folds per-source response shaping the import writes onto its rows (FoldSourceShaping), which had the same live-in-the-engine, absent-from-the-cards defect one level down.

Four folds run, three of them from ApplyToAssignedDevice directly:

Fold Called from
FoldSourceShaping(MappingSet, PadSetting) ApplyToAssignedDevice
FoldTouchpadAcceleration(MappingSet, PadSetting, string deviceGuid) ApplyToAssignedDevice
FoldGyroAcceleration(MappingSet, PadSetting) ApplyToAssignedDevice
FoldStickGeometry(MappingSource, ShapingCard) FoldSourceShaping, one level down

The deadzone-shape and gyro-engage folds are inline in the method body, not extracted helpers.

Outer range is folded only when no stick geometry is stamped. With a geometry stamp present, FoldStickGeometry folds the outer range itself and clears all three fields as a unit, so the two paths never both write it.

The gyro engage mode is derived rather than copied: Toggle wins, else ReleaseToEngage when the invert stamp is set, else Hold. It runs only when the target PadSetting has no engage button yet, and it forces GyroAimEngageDeviceGuid to the empty string, so the engage source stays device-agnostic. The stamps clear unconditionally afterwards, making a second call a no-op.

Two stamps stay runtime overlays because no user-facing card exists to fold them into. WorkshopGyroRatchetDescriptors lives on MappingSet and has no ratchet field on PadSetting. ParamFlickRotationOffsetDeg lives on MappingSource, is read by SourceKindRuntime, and has no rotation-offset control. The second is a known gap, not a deliberate exclusion.


MainWindow Service Wiring

File: PadForge.App/MainWindow.xaml.cs

MainWindow owns the service instances and wires them to ViewModels. Two notable behaviors:

Theme changes

OnThemeChanged(object sender, int themeIndex) is wired to SettingsViewModel.ThemeChanged. It applies Light, Dark, or the system theme through ApplicationThemeManager, then re-pins the Ember accent (EmberTheme.ApplyAccent(), because a theme apply re-derives the accent from the system color) and re-evaluates the steel ground via UpdateSteelLayer(). The steel layer is a dark-theme surface: in Light the Mica backdrop stands alone (#175).

AddController Popup Dismiss

The "Add Controller" popup auto-dismisses on navigation, window move, window resize, and window deactivation. This prevents the popup from floating over stale content when the user interacts with other parts of the application.


Service Interaction Patterns

Startup Sequence

App.OnStartup
  |-- MainWindow constructor
  |     |-- Creates MainViewModel, SettingsService, InputService, RecorderService, DeviceService
  |     |     (InputService.SettingsService is set in its object initializer, for save triggers)
  |     |-- DeviceService.WireEvents()          [subscribes to DevicesViewModel events]
  |     |-- SettingsService.Initialize()        [loads XML into SettingsManager, before Show()]
  |     |-- InputService.SeedIdentityProtectionDisplay()  [needs the parsed value]
  |     |-- LoadProfileShortcuts(), window placement restore, sidebar + dashboard rebuild
  |     |-- if (Settings.AutoStartEngine) InputService.Start()
  |     |     |-- EnsureStarted: RumbleAudioService / WiiSpeakerService / HapticToneService
  |     |     |-- InputManager.Start()          [launches polling thread]
  |     |     |-- StartDsuServerIfEnabled()
  |     |     |-- StartWebServerIfEnabled()
  |     |     |-- StartRemoteLinkIfEnabled()
  |     |     |-- SyncAudioBassDetector()
  |     |     |-- ApplyDeviceHiding()
  |     |     |-- UI timer starts (30Hz)

Shutdown Sequence

OnClosing cancels the close, shows the shutdown overlay, and finishes asynchronously.

MainWindow.OnClosing
  |-- e.Cancel = true, ShutdownOverlay shown, window forced visible
  |-- Commit any in-progress TextBox edit, then SettingsService.Save() if dirty
  |-- Stop the driver-status and SDL pump timers, cancel the Workshop update check
  |-- Dispose the tray icon and its menu host
  |-- DeviceService.UnwireEvents()
  |-- await Task.Run:                     [off the UI thread: this can take seconds]
  |     |-- RecorderService.Dispose()
  |     |-- InputService.Dispose() -> Stop()
  |     |     |-- UI timer stops, overlays close, ViewModel events unsubscribed
  |     |     |-- StopDsuServer() / StopWebServer() / StopRemoteLink()
  |     |     |-- StopAudioBassDetector()
  |     |     |-- RemoveDeviceHiding(keepCloaks: KeepHidHideCloaksBetweenLaunches)
  |     |     |-- InputManager.Stop() + Dispose()
  |     |     |     |-- AwaitPendingLifecycleTasks, DestroyAllVirtualControllers,
  |     |     |         DisposeHMaestroContextOnShutdown
  |     |-- MidiInputRuntime.Shutdown(), MidiVirtualController.Shutdown()
  |-- _shutdownComplete = true, Close()

Device Connected Flow

InputManager.UpdateDevices()              [polling thread, every 2s; 5s while idle]
  |-- SDL enumerates devices
  |-- DevicesUpdated event fires
  |-- Dispatcher.BeginInvoke:             [UI thread]
        |-- SyncDevicesList()
        |-- UpdatePadDeviceInfo()
        |-- ApplyDeviceHiding()           [blacklist newly connected devices]

Settings Change Flow

User drags slider on Pad page
  |-- PadViewModel property updates (data binding)
  |-- [next 30Hz tick] SyncViewModelToPadSettings()
  |     |-- SaveViewModelToPadSetting(syncMappings: false)
  |     |     |-- PadSetting properties updated (string refs, atomic)
  |     |     |-- Polling thread reads new values next cycle

Profile Switch Flow

[30Hz tick] ForegroundMonitor.CheckForegroundWindow()
  |-- Detects new foreground matches different profile
  |-- ProfileSwitchRequired event fires
  |-- InputService.OnAutoProfileSwitchRequired -> OnProfileSwitchRequired(profileId)
        |-- SaveActiveProfileState()        [snapshot outgoing profile]
        |-- ApplyProfile(target)            [load incoming profile]
        |     |-- Set SlotCreated/Enabled/OutputType
        |     |-- Transition device assignments (single-pass, survivors untouched)
        |     |-- Apply Extended/MIDI configs
        |     |-- Apply DSU/Web server settings
        |     |-- UpdatePadDeviceInfo()
        |     |-- Reload PadSettings into ViewModels

Recording Flow

User clicks Record button
  |-- MainWindow calls RecorderService.StartRecording(mapping, padIndex, deviceGuid)
  |-- [30Hz timer] PollTick detects input change
  |-- CompleteRecording(type, index, povDirection, axisPositive, winningDevice)
  |     (descriptor-shaped inputs take CompleteRecordingWithDescriptor instead)
  |-- RecordingCompleted event fires
  |-- MainWindow receives result, optionally prompts for next mapping

See Also


Last updated for PadForge 4.5.2.