Ryujinx-uplift/Ryujinx.Input/Motion/CemuHook/Client.cs
Mary 6cb22c9d38
Miria: The Death of OpenTK 3 (#2194)
* 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
2021-04-14 12:28:43 +02:00

473 lines
15 KiB
C#

using Force.Crc32;
using Ryujinx.Common;
using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Common.Configuration.Hid.Controller;
using Ryujinx.Common.Configuration.Hid.Controller.Motion;
using Ryujinx.Common.Logging;
using Ryujinx.Configuration;
using Ryujinx.Input.Motion.CemuHook.Protocol;
using System;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Net.Sockets;
using System.Numerics;
using System.Threading.Tasks;
namespace Ryujinx.Input.Motion.CemuHook
{
public class Client : IDisposable
{
public const uint Magic = 0x43555344; // DSUC
public const ushort Version = 1001;
private bool _active;
private readonly Dictionary<int, IPEndPoint> _hosts;
private readonly Dictionary<int, Dictionary<int, MotionInput>> _motionData;
private readonly Dictionary<int, UdpClient> _clients;
private readonly bool[] _clientErrorStatus = new bool[Enum.GetValues(typeof(PlayerIndex)).Length];
private readonly long[] _clientRetryTimer = new long[Enum.GetValues(typeof(PlayerIndex)).Length];
public Client()
{
_hosts = new Dictionary<int, IPEndPoint>();
_motionData = new Dictionary<int, Dictionary<int, MotionInput>>();
_clients = new Dictionary<int, UdpClient>();
CloseClients();
}
public void CloseClients()
{
_active = false;
lock (_clients)
{
foreach (var client in _clients)
{
try
{
client.Value?.Dispose();
}
catch (SocketException socketException)
{
Logger.Warning?.PrintMsg(LogClass.Hid, $"Unable to dispose motion client. Error: {socketException.ErrorCode}");
}
}
_hosts.Clear();
_clients.Clear();
_motionData.Clear();
}
}
public void RegisterClient(int player, string host, int port)
{
if (_clients.ContainsKey(player) || !CanConnect(player))
{
return;
}
lock (_clients)
{
if (_clients.ContainsKey(player) || !CanConnect(player))
{
return;
}
UdpClient client = null;
try
{
IPEndPoint endPoint = new IPEndPoint(IPAddress.Parse(host), port);
client = new UdpClient(host, port);
_clients.Add(player, client);
_hosts.Add(player, endPoint);
_active = true;
Task.Run(() =>
{
ReceiveLoop(player);
});
}
catch (FormatException formatException)
{
if (!_clientErrorStatus[player])
{
Logger.Warning?.PrintMsg(LogClass.Hid, $"Unable to connect to motion source at {host}:{port}. Error: {formatException.Message}");
_clientErrorStatus[player] = true;
}
}
catch (SocketException socketException)
{
if (!_clientErrorStatus[player])
{
Logger.Warning?.PrintMsg(LogClass.Hid, $"Unable to connect to motion source at {host}:{port}. Error: {socketException.ErrorCode}");
_clientErrorStatus[player] = true;
}
RemoveClient(player);
client?.Dispose();
SetRetryTimer(player);
}
catch (Exception exception)
{
Logger.Warning?.PrintMsg(LogClass.Hid, $"Unable to register motion client. Error: {exception.Message}");
_clientErrorStatus[player] = true;
RemoveClient(player);
client?.Dispose();
SetRetryTimer(player);
}
}
}
public bool TryGetData(int player, int slot, out MotionInput input)
{
lock (_motionData)
{
if (_motionData.ContainsKey(player))
{
if (_motionData[player].TryGetValue(slot, out input))
{
return true;
}
}
}
input = null;
return false;
}
private void RemoveClient(int clientId)
{
_clients?.Remove(clientId);
_hosts?.Remove(clientId);
}
private void Send(byte[] data, int clientId)
{
if (_clients.TryGetValue(clientId, out UdpClient _client))
{
if (_client != null && _client.Client != null && _client.Client.Connected)
{
try
{
_client?.Send(data, data.Length);
}
catch (SocketException socketException)
{
if (!_clientErrorStatus[clientId])
{
Logger.Warning?.PrintMsg(LogClass.Hid, $"Unable to send data request to motion source at {_client.Client.RemoteEndPoint}. Error: {socketException.ErrorCode}");
}
_clientErrorStatus[clientId] = true;
RemoveClient(clientId);
_client?.Dispose();
SetRetryTimer(clientId);
}
catch (ObjectDisposedException)
{
_clientErrorStatus[clientId] = true;
RemoveClient(clientId);
_client?.Dispose();
SetRetryTimer(clientId);
}
}
}
}
private byte[] Receive(int clientId, int timeout = 0)
{
if (_hosts.TryGetValue(clientId, out IPEndPoint endPoint) && _clients.TryGetValue(clientId, out UdpClient _client))
{
if (_client != null && _client.Client != null && _client.Client.Connected)
{
_client.Client.ReceiveTimeout = timeout;
var result = _client?.Receive(ref endPoint);
if (result.Length > 0)
{
_clientErrorStatus[clientId] = false;
}
return result;
}
}
throw new Exception($"Client {clientId} is not registered.");
}
private void SetRetryTimer(int clientId)
{
var elapsedMs = PerformanceCounter.ElapsedMilliseconds;
_clientRetryTimer[clientId] = elapsedMs;
}
private void ResetRetryTimer(int clientId)
{
_clientRetryTimer[clientId] = 0;
}
private bool CanConnect(int clientId)
{
return _clientRetryTimer[clientId] == 0 || PerformanceCounter.ElapsedMilliseconds - 5000 > _clientRetryTimer[clientId];
}
public void ReceiveLoop(int clientId)
{
if (_hosts.TryGetValue(clientId, out IPEndPoint endPoint) && _clients.TryGetValue(clientId, out UdpClient _client))
{
if (_client != null && _client.Client != null && _client.Client.Connected)
{
try
{
while (_active)
{
byte[] data = Receive(clientId);
if (data.Length == 0)
{
continue;
}
Task.Run(() => HandleResponse(data, clientId));
}
}
catch (SocketException socketException)
{
if (!_clientErrorStatus[clientId])
{
Logger.Warning?.PrintMsg(LogClass.Hid, $"Unable to receive data from motion source at {endPoint}. Error: {socketException.ErrorCode}");
}
_clientErrorStatus[clientId] = true;
RemoveClient(clientId);
_client?.Dispose();
SetRetryTimer(clientId);
}
catch (ObjectDisposedException)
{
_clientErrorStatus[clientId] = true;
RemoveClient(clientId);
_client?.Dispose();
SetRetryTimer(clientId);
}
}
}
}
public void HandleResponse(byte[] data, int clientId)
{
ResetRetryTimer(clientId);
MessageType type = (MessageType)BitConverter.ToUInt32(data.AsSpan().Slice(16, 4));
data = data.AsSpan()[16..].ToArray();
using MemoryStream stream = new MemoryStream(data);
using BinaryReader reader = new BinaryReader(stream);
switch (type)
{
case MessageType.Protocol:
break;
case MessageType.Info:
ControllerInfoResponse contollerInfo = reader.ReadStruct<ControllerInfoResponse>();
break;
case MessageType.Data:
ControllerDataResponse inputData = reader.ReadStruct<ControllerDataResponse>();
Vector3 accelerometer = new Vector3()
{
X = -inputData.AccelerometerX,
Y = inputData.AccelerometerZ,
Z = -inputData.AccelerometerY
};
Vector3 gyroscrope = new Vector3()
{
X = inputData.GyroscopePitch,
Y = inputData.GyroscopeRoll,
Z = -inputData.GyroscopeYaw
};
ulong timestamp = inputData.MotionTimestamp;
InputConfig config = ConfigurationState.Instance.Hid.InputConfig.Value.Find(x => x.PlayerIndex == (PlayerIndex)clientId);
lock (_motionData)
{
// Sanity check the configuration state and remove client if needed if needed.
if (config is StandardControllerInputConfig controllerConfig &&
controllerConfig.Motion.EnableMotion &&
controllerConfig.Motion.MotionBackend == MotionInputBackendType.CemuHook &&
controllerConfig.Motion is CemuHookMotionConfigController cemuHookConfig)
{
int slot = inputData.Shared.Slot;
if (_motionData.ContainsKey(clientId))
{
if (_motionData[clientId].ContainsKey(slot))
{
MotionInput previousData = _motionData[clientId][slot];
previousData.Update(accelerometer, gyroscrope, timestamp, cemuHookConfig.Sensitivity, (float)cemuHookConfig.GyroDeadzone);
}
else
{
MotionInput input = new MotionInput();
input.Update(accelerometer, gyroscrope, timestamp, cemuHookConfig.Sensitivity, (float)cemuHookConfig.GyroDeadzone);
_motionData[clientId].Add(slot, input);
}
}
else
{
MotionInput input = new MotionInput();
input.Update(accelerometer, gyroscrope, timestamp, cemuHookConfig.Sensitivity, (float)cemuHookConfig.GyroDeadzone);
_motionData.Add(clientId, new Dictionary<int, MotionInput>() { { slot, input } });
}
}
else
{
RemoveClient(clientId);
}
}
break;
}
}
public void RequestInfo(int clientId, int slot)
{
if (!_active)
{
return;
}
Header header = GenerateHeader(clientId);
using (MemoryStream stream = new MemoryStream())
using (BinaryWriter writer = new BinaryWriter(stream))
{
writer.WriteStruct(header);
ControllerInfoRequest request = new ControllerInfoRequest()
{
Type = MessageType.Info,
PortsCount = 4
};
request.PortIndices[0] = (byte)slot;
writer.WriteStruct(request);
header.Length = (ushort)(stream.Length - 16);
writer.Seek(6, SeekOrigin.Begin);
writer.Write(header.Length);
header.Crc32 = Crc32Algorithm.Compute(stream.ToArray());
writer.Seek(8, SeekOrigin.Begin);
writer.Write(header.Crc32);
byte[] data = stream.ToArray();
Send(data, clientId);
}
}
public unsafe void RequestData(int clientId, int slot)
{
if (!_active)
{
return;
}
Header header = GenerateHeader(clientId);
using (MemoryStream stream = new MemoryStream())
using (BinaryWriter writer = new BinaryWriter(stream))
{
writer.WriteStruct(header);
ControllerDataRequest request = new ControllerDataRequest()
{
Type = MessageType.Data,
Slot = (byte)slot,
SubscriberType = SubscriberType.Slot
};
writer.WriteStruct(request);
header.Length = (ushort)(stream.Length - 16);
writer.Seek(6, SeekOrigin.Begin);
writer.Write(header.Length);
header.Crc32 = Crc32Algorithm.Compute(stream.ToArray());
writer.Seek(8, SeekOrigin.Begin);
writer.Write(header.Crc32);
byte[] data = stream.ToArray();
Send(data, clientId);
}
}
private Header GenerateHeader(int clientId)
{
Header header = new Header()
{
Id = (uint)clientId,
MagicString = Magic,
Version = Version,
Length = 0,
Crc32 = 0
};
return header;
}
public void Dispose()
{
_active = false;
CloseClients();
}
}
}