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fix(@capacitor/haptics): prevent thread overload by reusing CHHapticEngine #2340
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -6,6 +6,45 @@ import CoreHaptics | |
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| var selectionFeedbackGenerator: UISelectionFeedbackGenerator? | ||
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| // Haptic Engine Management | ||
| private var hapticEngine: CHHapticEngine? | ||
| private var idleTimer: Timer? | ||
| private let idleInterval: TimeInterval = 5.0 // Engine will shut down after 5 seconds of inactivity | ||
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| /** | ||
| * Initializes the haptic engine and starts it. | ||
| */ | ||
| private func initializeEngine() { | ||
| if CHHapticEngine.capabilitiesForHardware().supportsHaptics { | ||
|
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| do { | ||
| hapticEngine = try CHHapticEngine() | ||
| try hapticEngine?.start() | ||
| } catch { | ||
| print("Error initializing haptic engine: \(error)") | ||
| hapticEngine = nil | ||
| } | ||
| } | ||
| } | ||
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| /** | ||
| * Reset the idle timer each time a haptic event is fired. | ||
| */ | ||
| private func resetIdleTimer() { | ||
| idleTimer?.invalidate() | ||
| idleTimer = Timer.scheduledTimer(withTimeInterval: idleInterval, repeats: false) { [weak self] _ in | ||
| self?.shutdownEngine() | ||
| } | ||
| } | ||
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| /** | ||
| * Shuts down the haptic engine if it is not in use. | ||
| */ | ||
| private func shutdownEngine() { | ||
| hapticEngine?.stop(completionHandler: nil) | ||
| hapticEngine = nil | ||
| } | ||
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| @objc public func impact(_ impactStyle: UIImpactFeedbackGenerator.FeedbackStyle) { | ||
| let generator = UIImpactFeedbackGenerator(style: impactStyle) | ||
| generator.impactOccurred() | ||
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@@ -38,16 +77,19 @@ import CoreHaptics | |
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| @objc public func vibrate(_ duration: Double) { | ||
| if CHHapticEngine.capabilitiesForHardware().supportsHaptics { | ||
| // Reuse the existing engine or initialize a new one if needed. | ||
| if hapticEngine == nil { | ||
| initializeEngine() | ||
| } | ||
| // Reset the idle timer so the engine remains alive. | ||
| resetIdleTimer() | ||
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| guard let engine = hapticEngine else { | ||
| vibrate() // fallback if the engine couldn’t be created | ||
| return | ||
| } | ||
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| do { | ||
| let engine = try CHHapticEngine() | ||
| try engine.start() | ||
| engine.resetHandler = { [] in | ||
| do { | ||
| try engine.start() | ||
| } catch { | ||
| self.vibrate() | ||
| } | ||
| } | ||
| let intensity = CHHapticEventParameter(parameterID: .hapticIntensity, value: 1.0) | ||
| let sharpness = CHHapticEventParameter(parameterID: .hapticSharpness, value: 1.0) | ||
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This limits the duration to 5 seconds as it doesn't really tracks inactivity (when it stops) but from when it was last started.
Maybe you can add a duration param in
resetIdleTimerto pass the vibration duration and add the 5 seconds after it stoped instead?