6cb22c9d38
* openal: Update to OpenTK 4 * Ryujinx.Graphics.OpenGL: Update to OpenTK 4 * Entirely removed OpenTK 3, still wip * Use SPB for context creation and handling Still need to test on GLX and readd input support * Start implementing a new input system So far only gamepad are supported, no configuration possible via UI but detected via hotplug/removal Button mapping backend is implemented TODO: front end, configuration handling and configuration migration TODO: keyboard support * Enforce RGB only framebuffer on the GLWidget Fix possible transparent window * Implement UI gamepad frontend Also fix bad mapping of minus button and ensure gamepad config is updated in real time * Handle controller being disconnected and reconnected again * Revert "Enforce RGB only framebuffer on the GLWidget" This reverts commit 0949715d1a03ec793e35e37f7b610cbff2d63965. * Fix first color clear * Filter SDL2 events a bit * Start working on the keyboard detail - Rework configuration classes a bit to be more clean. - Integrate fully the keyboard configuration to the front end (TODO: assigner) - Start skeleton for the GTK3 keyboard driver * Add KeyboardStateSnapshot and its integration * Implement keyboard assigner and GTK3 key mapping TODO: controller configuration mapping and IGamepad implementation for keyboard * Add missing SR and SL definitions * Fix copy pasta mistake on config for previous commit * Implement IGamepad interface for GTK3 keyboard * Fix some implementation still being commented in the controller ui for keyboard * Port screen handle code * Remove all configuration management code and move HidNew to Hid * Rename InputConfigNew to InputConfig * Add a version field to the input config * Prepare serialization and deserialization of new input config and migrate profile loading and saving * Support input configuration saving to config and bump config version to 23. * Clean up in ConfigurationState * Reference SPB via a nuget package * Move new input system to Ryujinx.Input project and SDL2 detail to Ryujinx.Input.SDL2 * move GTK3 input to the right directory * Fix triggers on SDL2 * Update to SDL2 2.0.14 via our own fork * Update buttons definition for SDL2 2.0.14 and report gamepad features * Implement motion support again with SDL2 TODO: cemu hooks integration * Switch to latest of nightly SDL2 * SDL2: Fix bugs in gamepad id matching allowing different gamepad to match on the same device index * Ensure values are set in UI when the gamepad get hot plugged * Avoid trying to add controllers in the Update method and don't open SDL2 gamepad instance before checking ids This fixes permanent rumble of pro controller in some hotplug scenario * Fix more UI bugs * Move legcay motion code around before reintegration * gamecontroller UI tweaks here and there * Hide Motion on non motion configurations * Update the TODO grave Some TODO were fixed long time ago or are quite oudated... * Integrate cemu hooks motion configuration * Integrate cemu hooks configuration options to the UI again * cemuhooks => cemuhooks * Add cemu hook support again * Fix regression on normal motion and fix some very nasty bugs around * Fix for XCB multithreads issue on Linux * Enable motion by default * Block inputs in the main view when in the controller configuration window * Some fixes for the controller ui again * Add joycon support and fixes other hints * Bug fixes and clean up - Invert default mapping if not a Nintendo controller - Keep alive the controller being selected on the controller window (allow to avoid big delay for controller needing time to init when doing button assignment) - Clean up hints in use - Remove debug logs around - Fixes potential double free with SDL2Gamepad * Move the button assigner and motion logic to the Ryujinx.Input project * Reimplement raw keyboard hle input Also move out the logic of the hotkeys * Move all remaining Input manager stuffs to the Ryujinx.Input project * Increment configuration version yet again because of master changes * Ensure input config isn't null when not present * Fixes for VS not being nice * Fix broken gamepad caching logic causing crashes on ui * Ensure the background context is destroyed * Update dependencies * Readd retrocompat with old format of the config to avoid parsing and crashes on those versions Also updated the debug Config.json * Document new input APIs * Isolate SDL2Driver to the project and remove external export of it * Add support for external gamepad db mappings on SDL2 * Last clean up before PR * Addresses first part of comments * Address gdkchan's comments * Do not use JsonException * Last comment fixes
473 lines
15 KiB
C#
473 lines
15 KiB
C#
using Force.Crc32;
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using Ryujinx.Common;
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using Ryujinx.Common.Configuration.Hid;
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using Ryujinx.Common.Configuration.Hid.Controller;
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using Ryujinx.Common.Configuration.Hid.Controller.Motion;
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using Ryujinx.Common.Logging;
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using Ryujinx.Configuration;
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using Ryujinx.Input.Motion.CemuHook.Protocol;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Net;
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using System.Net.Sockets;
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using System.Numerics;
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using System.Threading.Tasks;
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namespace Ryujinx.Input.Motion.CemuHook
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{
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public class Client : IDisposable
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{
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public const uint Magic = 0x43555344; // DSUC
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public const ushort Version = 1001;
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private bool _active;
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private readonly Dictionary<int, IPEndPoint> _hosts;
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private readonly Dictionary<int, Dictionary<int, MotionInput>> _motionData;
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private readonly Dictionary<int, UdpClient> _clients;
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private readonly bool[] _clientErrorStatus = new bool[Enum.GetValues(typeof(PlayerIndex)).Length];
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private readonly long[] _clientRetryTimer = new long[Enum.GetValues(typeof(PlayerIndex)).Length];
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public Client()
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{
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_hosts = new Dictionary<int, IPEndPoint>();
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_motionData = new Dictionary<int, Dictionary<int, MotionInput>>();
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_clients = new Dictionary<int, UdpClient>();
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CloseClients();
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}
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public void CloseClients()
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{
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_active = false;
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lock (_clients)
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{
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foreach (var client in _clients)
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{
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try
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{
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client.Value?.Dispose();
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}
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catch (SocketException socketException)
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{
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Logger.Warning?.PrintMsg(LogClass.Hid, $"Unable to dispose motion client. Error: {socketException.ErrorCode}");
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}
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}
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_hosts.Clear();
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_clients.Clear();
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_motionData.Clear();
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}
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}
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public void RegisterClient(int player, string host, int port)
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{
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if (_clients.ContainsKey(player) || !CanConnect(player))
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{
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return;
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}
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lock (_clients)
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{
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if (_clients.ContainsKey(player) || !CanConnect(player))
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{
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return;
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}
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UdpClient client = null;
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try
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{
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IPEndPoint endPoint = new IPEndPoint(IPAddress.Parse(host), port);
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client = new UdpClient(host, port);
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_clients.Add(player, client);
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_hosts.Add(player, endPoint);
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_active = true;
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Task.Run(() =>
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{
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ReceiveLoop(player);
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});
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}
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catch (FormatException formatException)
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{
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if (!_clientErrorStatus[player])
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{
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Logger.Warning?.PrintMsg(LogClass.Hid, $"Unable to connect to motion source at {host}:{port}. Error: {formatException.Message}");
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_clientErrorStatus[player] = true;
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}
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}
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catch (SocketException socketException)
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{
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if (!_clientErrorStatus[player])
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{
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Logger.Warning?.PrintMsg(LogClass.Hid, $"Unable to connect to motion source at {host}:{port}. Error: {socketException.ErrorCode}");
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_clientErrorStatus[player] = true;
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}
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RemoveClient(player);
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client?.Dispose();
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SetRetryTimer(player);
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}
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catch (Exception exception)
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{
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Logger.Warning?.PrintMsg(LogClass.Hid, $"Unable to register motion client. Error: {exception.Message}");
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_clientErrorStatus[player] = true;
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RemoveClient(player);
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client?.Dispose();
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SetRetryTimer(player);
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}
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}
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}
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public bool TryGetData(int player, int slot, out MotionInput input)
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{
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lock (_motionData)
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{
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if (_motionData.ContainsKey(player))
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{
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if (_motionData[player].TryGetValue(slot, out input))
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{
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return true;
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}
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}
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}
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input = null;
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return false;
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}
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private void RemoveClient(int clientId)
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{
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_clients?.Remove(clientId);
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_hosts?.Remove(clientId);
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}
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private void Send(byte[] data, int clientId)
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{
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if (_clients.TryGetValue(clientId, out UdpClient _client))
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{
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if (_client != null && _client.Client != null && _client.Client.Connected)
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{
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try
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{
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_client?.Send(data, data.Length);
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}
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catch (SocketException socketException)
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{
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if (!_clientErrorStatus[clientId])
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{
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Logger.Warning?.PrintMsg(LogClass.Hid, $"Unable to send data request to motion source at {_client.Client.RemoteEndPoint}. Error: {socketException.ErrorCode}");
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}
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_clientErrorStatus[clientId] = true;
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RemoveClient(clientId);
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_client?.Dispose();
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SetRetryTimer(clientId);
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}
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catch (ObjectDisposedException)
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{
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_clientErrorStatus[clientId] = true;
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RemoveClient(clientId);
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_client?.Dispose();
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SetRetryTimer(clientId);
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}
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}
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}
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}
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private byte[] Receive(int clientId, int timeout = 0)
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{
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if (_hosts.TryGetValue(clientId, out IPEndPoint endPoint) && _clients.TryGetValue(clientId, out UdpClient _client))
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{
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if (_client != null && _client.Client != null && _client.Client.Connected)
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{
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_client.Client.ReceiveTimeout = timeout;
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var result = _client?.Receive(ref endPoint);
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if (result.Length > 0)
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{
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_clientErrorStatus[clientId] = false;
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}
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return result;
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}
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}
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throw new Exception($"Client {clientId} is not registered.");
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}
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private void SetRetryTimer(int clientId)
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{
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var elapsedMs = PerformanceCounter.ElapsedMilliseconds;
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_clientRetryTimer[clientId] = elapsedMs;
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}
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private void ResetRetryTimer(int clientId)
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{
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_clientRetryTimer[clientId] = 0;
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}
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private bool CanConnect(int clientId)
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{
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return _clientRetryTimer[clientId] == 0 || PerformanceCounter.ElapsedMilliseconds - 5000 > _clientRetryTimer[clientId];
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}
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public void ReceiveLoop(int clientId)
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{
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if (_hosts.TryGetValue(clientId, out IPEndPoint endPoint) && _clients.TryGetValue(clientId, out UdpClient _client))
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{
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if (_client != null && _client.Client != null && _client.Client.Connected)
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{
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try
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{
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while (_active)
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{
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byte[] data = Receive(clientId);
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if (data.Length == 0)
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{
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continue;
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}
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Task.Run(() => HandleResponse(data, clientId));
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}
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}
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catch (SocketException socketException)
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{
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if (!_clientErrorStatus[clientId])
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{
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Logger.Warning?.PrintMsg(LogClass.Hid, $"Unable to receive data from motion source at {endPoint}. Error: {socketException.ErrorCode}");
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}
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_clientErrorStatus[clientId] = true;
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RemoveClient(clientId);
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_client?.Dispose();
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SetRetryTimer(clientId);
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}
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catch (ObjectDisposedException)
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{
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_clientErrorStatus[clientId] = true;
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RemoveClient(clientId);
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_client?.Dispose();
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SetRetryTimer(clientId);
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}
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}
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}
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}
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public void HandleResponse(byte[] data, int clientId)
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{
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ResetRetryTimer(clientId);
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MessageType type = (MessageType)BitConverter.ToUInt32(data.AsSpan().Slice(16, 4));
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data = data.AsSpan()[16..].ToArray();
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using MemoryStream stream = new MemoryStream(data);
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using BinaryReader reader = new BinaryReader(stream);
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switch (type)
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{
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case MessageType.Protocol:
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break;
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case MessageType.Info:
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ControllerInfoResponse contollerInfo = reader.ReadStruct<ControllerInfoResponse>();
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break;
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case MessageType.Data:
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ControllerDataResponse inputData = reader.ReadStruct<ControllerDataResponse>();
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Vector3 accelerometer = new Vector3()
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{
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X = -inputData.AccelerometerX,
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Y = inputData.AccelerometerZ,
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Z = -inputData.AccelerometerY
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};
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Vector3 gyroscrope = new Vector3()
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{
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X = inputData.GyroscopePitch,
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Y = inputData.GyroscopeRoll,
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Z = -inputData.GyroscopeYaw
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};
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ulong timestamp = inputData.MotionTimestamp;
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InputConfig config = ConfigurationState.Instance.Hid.InputConfig.Value.Find(x => x.PlayerIndex == (PlayerIndex)clientId);
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lock (_motionData)
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{
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// Sanity check the configuration state and remove client if needed if needed.
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if (config is StandardControllerInputConfig controllerConfig &&
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controllerConfig.Motion.EnableMotion &&
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controllerConfig.Motion.MotionBackend == MotionInputBackendType.CemuHook &&
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controllerConfig.Motion is CemuHookMotionConfigController cemuHookConfig)
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{
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int slot = inputData.Shared.Slot;
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if (_motionData.ContainsKey(clientId))
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{
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if (_motionData[clientId].ContainsKey(slot))
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{
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MotionInput previousData = _motionData[clientId][slot];
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previousData.Update(accelerometer, gyroscrope, timestamp, cemuHookConfig.Sensitivity, (float)cemuHookConfig.GyroDeadzone);
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}
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else
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{
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MotionInput input = new MotionInput();
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input.Update(accelerometer, gyroscrope, timestamp, cemuHookConfig.Sensitivity, (float)cemuHookConfig.GyroDeadzone);
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_motionData[clientId].Add(slot, input);
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}
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}
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else
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{
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MotionInput input = new MotionInput();
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input.Update(accelerometer, gyroscrope, timestamp, cemuHookConfig.Sensitivity, (float)cemuHookConfig.GyroDeadzone);
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_motionData.Add(clientId, new Dictionary<int, MotionInput>() { { slot, input } });
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}
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}
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else
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{
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RemoveClient(clientId);
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}
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}
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break;
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}
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}
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public void RequestInfo(int clientId, int slot)
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{
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if (!_active)
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{
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return;
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}
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Header header = GenerateHeader(clientId);
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using (MemoryStream stream = new MemoryStream())
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using (BinaryWriter writer = new BinaryWriter(stream))
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{
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writer.WriteStruct(header);
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ControllerInfoRequest request = new ControllerInfoRequest()
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{
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Type = MessageType.Info,
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PortsCount = 4
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};
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request.PortIndices[0] = (byte)slot;
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writer.WriteStruct(request);
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header.Length = (ushort)(stream.Length - 16);
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writer.Seek(6, SeekOrigin.Begin);
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writer.Write(header.Length);
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header.Crc32 = Crc32Algorithm.Compute(stream.ToArray());
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writer.Seek(8, SeekOrigin.Begin);
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writer.Write(header.Crc32);
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byte[] data = stream.ToArray();
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Send(data, clientId);
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}
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}
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public unsafe void RequestData(int clientId, int slot)
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{
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if (!_active)
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{
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return;
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}
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Header header = GenerateHeader(clientId);
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using (MemoryStream stream = new MemoryStream())
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using (BinaryWriter writer = new BinaryWriter(stream))
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{
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writer.WriteStruct(header);
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ControllerDataRequest request = new ControllerDataRequest()
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{
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Type = MessageType.Data,
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Slot = (byte)slot,
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SubscriberType = SubscriberType.Slot
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};
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writer.WriteStruct(request);
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header.Length = (ushort)(stream.Length - 16);
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writer.Seek(6, SeekOrigin.Begin);
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writer.Write(header.Length);
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header.Crc32 = Crc32Algorithm.Compute(stream.ToArray());
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writer.Seek(8, SeekOrigin.Begin);
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writer.Write(header.Crc32);
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byte[] data = stream.ToArray();
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Send(data, clientId);
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}
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}
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private Header GenerateHeader(int clientId)
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{
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Header header = new Header()
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{
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Id = (uint)clientId,
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MagicString = Magic,
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Version = Version,
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Length = 0,
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Crc32 = 0
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};
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return header;
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}
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public void Dispose()
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{
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_active = false;
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CloseClients();
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}
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}
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} |