ControllerInterface: Refactor
-Fix Add/Remove/Refresh device safety, devices could be added and removed at the same time, causing missing or duplicated devices (rare but possible) -Fix other devices population race conditions in ControllerInterface -Avoid re-creating all devices when dolphin is being shut down -Avoid re-creating devices when the render window handle has changed (just the relevantr ones now) -Avoid sending Devices Changed events if devices haven't actually changed -Made most devices populations will be made async, to increase performance and avoid hanging the host or CPU thread on manual devices refresh
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f90d851e25
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2376aec135
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@ -6,6 +6,7 @@
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#include <algorithm>
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#include "Common/Assert.h"
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#include "Common/Logging/Log.h"
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#include "Core/HW/WiimoteReal/WiimoteReal.h"
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@ -48,12 +49,13 @@ void ControllerInterface::Initialize(const WindowSystemInfo& wsi)
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if (m_is_init)
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return;
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std::lock_guard lk_population(m_devices_population_mutex);
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m_wsi = wsi;
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// Allow backends to add devices as soon as they are initialized.
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m_is_init = true;
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m_populating_devices_counter = 1;
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m_is_populating_devices = true;
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m_devices_mutex.lock();
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#ifdef CIFACE_USE_WIN32
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ciface::Win32::Init(wsi.render_window);
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@ -82,33 +84,63 @@ void ControllerInterface::Initialize(const WindowSystemInfo& wsi)
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ciface::DualShockUDPClient::Init();
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#endif
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// Don't allow backends to add devices before the first RefreshDevices() as they will be cleaned
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// there. Or they'd end up waiting on the devices mutex if populated from another thread.
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m_is_init = true;
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RefreshDevices();
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const bool devices_empty = m_devices.empty();
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m_devices_mutex.unlock();
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if (m_populating_devices_counter.fetch_sub(1) == 1 && !devices_empty)
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InvokeDevicesChangedCallbacks();
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}
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void ControllerInterface::ChangeWindow(void* hwnd)
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void ControllerInterface::ChangeWindow(void* hwnd, WindowChangeReason reason)
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{
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if (!m_is_init)
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return;
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// This shouldn't use render_surface so no need to update it.
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m_wsi.render_window = hwnd;
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RefreshDevices();
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// No need to re-add devices if this is an application exit request
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if (reason == WindowChangeReason::Exit)
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ClearDevices();
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else
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RefreshDevices(RefreshReason::WindowChangeOnly);
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}
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void ControllerInterface::RefreshDevices()
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void ControllerInterface::RefreshDevices(RefreshReason reason)
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{
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if (!m_is_init)
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return;
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{
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std::lock_guard lk(m_devices_mutex);
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m_devices.clear();
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}
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// This lock has two main functions:
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// -Avoid a deadlock between m_devices_mutex and ControllerEmu::s_state_mutex when
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// InvokeDevicesChangedCallbacks() is called concurrently by two different threads.
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// -Avoid devices being destroyed while others of the same type are being created.
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// This wasn't thread safe in multiple device sources.
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std::lock_guard lk_population(m_devices_population_mutex);
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m_is_populating_devices = true;
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m_populating_devices_counter.fetch_add(1);
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// We lock m_devices_mutex here to make everything simpler.
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// Multiple devices classes have their own "hotplug" thread, and can add/remove devices at any
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// time, while actual writes to "m_devices" are safe, the order in which they happen is not. That
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// means a thread could be adding devices while we are removing them, or removing them as we are
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// populating them (causing missing or duplicate devices).
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m_devices_mutex.lock();
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// Make sure shared_ptr<Device> objects are released before repopulating.
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InvokeDevicesChangedCallbacks();
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ClearDevices();
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// Some of these calls won't immediately populate devices, but will do it async
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// with their own PlatformPopulateDevices().
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// This means that devices might end up in different order, unless we override their priority.
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// It also means they might appear as "disconnected" in the Qt UI for a tiny bit of time.
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#ifdef CIFACE_USE_WIN32
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ciface::Win32::PopulateDevices(m_wsi.render_window);
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@ -142,7 +174,9 @@ void ControllerInterface::RefreshDevices()
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WiimoteReal::ProcessWiimotePool();
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m_is_populating_devices = false;
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m_devices_mutex.unlock();
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if (m_populating_devices_counter.fetch_sub(1) == 1)
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InvokeDevicesChangedCallbacks();
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}
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@ -151,11 +185,17 @@ void ControllerInterface::PlatformPopulateDevices(std::function<void()> callback
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if (!m_is_init)
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return;
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m_is_populating_devices = true;
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std::lock_guard lk_population(m_devices_population_mutex);
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m_populating_devices_counter.fetch_add(1);
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{
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std::lock_guard lk(m_devices_mutex);
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callback();
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}
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m_is_populating_devices = false;
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if (m_populating_devices_counter.fetch_sub(1) == 1)
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InvokeDevicesChangedCallbacks();
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}
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@ -167,23 +207,11 @@ void ControllerInterface::Shutdown()
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// Prevent additional devices from being added during shutdown.
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m_is_init = false;
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// Additional safety measure to avoid InvokeDevicesChangedCallbacks()
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m_populating_devices_counter = 1;
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{
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std::lock_guard lk(m_devices_mutex);
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for (const auto& d : m_devices)
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{
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// Set outputs to ZERO before destroying device
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for (ciface::Core::Device::Output* o : d->Outputs())
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o->SetState(0);
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}
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m_devices.clear();
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}
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// This will update control references so shared_ptr<Device>s are freed up
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// BEFORE we shutdown the backends.
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InvokeDevicesChangedCallbacks();
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// Update control references so shared_ptr<Device>s are freed up BEFORE we shutdown the backends.
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ClearDevices();
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#ifdef CIFACE_USE_WIN32
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ciface::Win32::DeInit();
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@ -207,13 +235,48 @@ void ControllerInterface::Shutdown()
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#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
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ciface::DualShockUDPClient::DeInit();
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#endif
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// Make sure no devices had been added within Shutdown() in the time
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// between checking they checked atomic m_is_init bool and we changed it.
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// We couldn't have locked m_devices_mutex nor m_devices_population_mutex for the whole Shutdown()
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// as they could cause deadlocks. Note that this is still not 100% safe as some backends are
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// shut down in other places, possibly adding devices after we have shut down, but the chances of
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// that happening are basically zero.
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ClearDevices();
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}
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void ControllerInterface::AddDevice(std::shared_ptr<ciface::Core::Device> device)
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void ControllerInterface::ClearDevices()
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{
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std::lock_guard lk_population(m_devices_population_mutex);
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{
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std::lock_guard lk(m_devices_mutex);
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if (m_devices.empty())
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return;
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for (const auto& d : m_devices)
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{
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// Set outputs to ZERO before destroying device
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for (ciface::Core::Device::Output* o : d->Outputs())
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o->SetState(0);
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}
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// Devices will still be alive after this: there are shared ptrs around the code holding them,
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// but InvokeDevicesChangedCallbacks() will clean all of them.
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m_devices.clear();
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}
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InvokeDevicesChangedCallbacks();
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}
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bool ControllerInterface::AddDevice(std::shared_ptr<ciface::Core::Device> device)
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{
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// If we are shutdown (or in process of shutting down) ignore this request:
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if (!m_is_init)
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return;
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return false;
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std::lock_guard lk_population(m_devices_population_mutex);
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{
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std::lock_guard lk(m_devices_mutex);
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@ -245,12 +308,21 @@ void ControllerInterface::AddDevice(std::shared_ptr<ciface::Core::Device> device
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m_devices.emplace_back(std::move(device));
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}
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if (!m_is_populating_devices)
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if (!m_populating_devices_counter)
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InvokeDevicesChangedCallbacks();
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return true;
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}
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void ControllerInterface::RemoveDevice(std::function<bool(const ciface::Core::Device*)> callback)
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void ControllerInterface::RemoveDevice(std::function<bool(const ciface::Core::Device*)> callback,
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bool force_devices_release)
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{
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// If we are shutdown (or in process of shutting down) ignore this request:
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if (!m_is_init)
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return;
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std::lock_guard lk_population(m_devices_population_mutex);
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bool any_removed;
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{
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std::lock_guard lk(m_devices_mutex);
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auto it = std::remove_if(m_devices.begin(), m_devices.end(), [&callback](const auto& dev) {
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@ -261,17 +333,25 @@ void ControllerInterface::RemoveDevice(std::function<bool(const ciface::Core::De
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}
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return false;
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});
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const size_t prev_size = m_devices.size();
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m_devices.erase(it, m_devices.end());
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any_removed = m_devices.size() != prev_size;
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}
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if (!m_is_populating_devices)
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if (any_removed && (!m_populating_devices_counter || force_devices_release))
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InvokeDevicesChangedCallbacks();
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}
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// Update input for all devices if lock can be acquired without waiting.
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void ControllerInterface::UpdateInput()
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{
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// Don't block the UI or CPU thread (to avoid a short but noticeable frame drop)
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// This should never happen
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ASSERT(m_is_init);
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if (!m_is_init)
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return;
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// TODO: if we are an emulation input channel, we should probably always lock
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// Prefer outdated values over blocking UI or CPU thread (avoids short but noticeable frame drop)
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if (m_devices_mutex.try_lock())
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{
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std::lock_guard lk(m_devices_mutex, std::adopt_lock);
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@ -315,7 +395,7 @@ Common::Vec2 ControllerInterface::GetWindowInputScale() const
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ControllerInterface::HotplugCallbackHandle
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ControllerInterface::RegisterDevicesChangedCallback(std::function<void()> callback)
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{
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std::lock_guard<std::mutex> lk(m_callbacks_mutex);
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std::lock_guard lk(m_callbacks_mutex);
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m_devices_changed_callbacks.emplace_back(std::move(callback));
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return std::prev(m_devices_changed_callbacks.end());
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}
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@ -323,7 +403,7 @@ ControllerInterface::RegisterDevicesChangedCallback(std::function<void()> callba
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// Unregister a device callback.
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void ControllerInterface::UnregisterDevicesChangedCallback(const HotplugCallbackHandle& handle)
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{
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std::lock_guard<std::mutex> lk(m_callbacks_mutex);
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std::lock_guard lk(m_callbacks_mutex);
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m_devices_changed_callbacks.erase(handle);
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}
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@ -60,13 +60,35 @@ class ControllerInterface : public ciface::Core::DeviceContainer
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public:
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using HotplugCallbackHandle = std::list<std::function<void()>>::iterator;
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enum class WindowChangeReason
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{
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// Application is shutting down
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Exit,
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Other
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};
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enum class RefreshReason
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{
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// Only the window changed.
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WindowChangeOnly,
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// User requested, or any other internal reason (e.g. init).
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// The window might have changed anyway.
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Other
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};
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ControllerInterface() : m_is_init(false) {}
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void Initialize(const WindowSystemInfo& wsi);
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void ChangeWindow(void* hwnd);
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void RefreshDevices();
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// Only call from one thread at a time.
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void ChangeWindow(void* hwnd, WindowChangeReason reason = WindowChangeReason::Other);
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// Can be called by any thread at any time (when initialized).
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void RefreshDevices(RefreshReason reason = RefreshReason::Other);
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void Shutdown();
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void AddDevice(std::shared_ptr<ciface::Core::Device> device);
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void RemoveDevice(std::function<bool(const ciface::Core::Device*)> callback);
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bool AddDevice(std::shared_ptr<ciface::Core::Device> device);
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// Removes all the devices the function returns true to.
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// If all the devices shared ptrs need to be destroyed immediately,
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// set force_devices_release to true.
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void RemoveDevice(std::function<bool(const ciface::Core::Device*)> callback,
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bool force_devices_release = false);
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// This is mandatory to use on device populations functions that can be called concurrently by
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// more than one thread, or that are called by a single other thread.
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// Without this, our devices list might end up in a mixed state.
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@ -90,10 +112,16 @@ public:
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static ciface::InputChannel GetCurrentInputChannel();
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private:
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void ClearDevices();
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std::list<std::function<void()>> m_devices_changed_callbacks;
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mutable std::recursive_mutex m_devices_population_mutex;
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mutable std::mutex m_callbacks_mutex;
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std::atomic<bool> m_is_init;
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std::atomic<bool> m_is_populating_devices{false};
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// This is now always protected by m_devices_population_mutex, so
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// it doesn't really need to be a counter or atomic anymore (it could be a raw bool),
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// but we keep it so for simplicity, in case we changed the design.
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std::atomic<int> m_populating_devices_counter;
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WindowSystemInfo m_wsi;
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std::atomic<float> m_aspect_ratio_adjustment = 1;
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};
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