Merge pull request #4949 from mimimi085181/netplay-reconnect-on-button-press

Wiimote Netplay: Sync button press for reconnect
This commit is contained in:
Leo Lam 2017-08-02 12:00:28 +08:00 committed by GitHub
commit 407bc7a544
7 changed files with 75 additions and 47 deletions

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@ -16,11 +16,15 @@
#include "Core/IOS/USB/Bluetooth/BTEmu.h" #include "Core/IOS/USB/Bluetooth/BTEmu.h"
#include "Core/IOS/USB/Bluetooth/WiimoteDevice.h" #include "Core/IOS/USB/Bluetooth/WiimoteDevice.h"
#include "Core/Movie.h" #include "Core/Movie.h"
#include "Core/NetPlayClient.h"
#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h" #include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h" #include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "InputCommon/InputConfig.h" #include "InputCommon/InputConfig.h"
// Limit the amount of wiimote connect requests, when a button is pressed in disconnected state
static std::array<u8, 4> s_last_connect_request_counter;
namespace Wiimote namespace Wiimote
{ {
static InputConfig s_config(WIIMOTE_INI_NAME, _trans("Wii Remote"), "Wiimote"); static InputConfig s_config(WIIMOTE_INI_NAME, _trans("Wii Remote"), "Wiimote");
@ -78,7 +82,7 @@ void Initialize(InitializeMode init_mode)
g_controller_interface.RegisterHotplugCallback(LoadConfig); g_controller_interface.RegisterHotplugCallback(LoadConfig);
s_config.LoadConfig(false); LoadConfig();
WiimoteReal::Initialize(init_mode); WiimoteReal::Initialize(init_mode);
@ -115,6 +119,7 @@ void ResetAllWiimotes()
void LoadConfig() void LoadConfig()
{ {
s_config.LoadConfig(false); s_config.LoadConfig(false);
s_last_connect_request_counter.fill(0);
} }
void Resume() void Resume()
@ -143,6 +148,31 @@ void InterruptChannel(int number, u16 channel_id, const void* data, u32 size)
->InterruptChannel(channel_id, data, size); ->InterruptChannel(channel_id, data, size);
} }
bool ButtonPressed(int number)
{
if (s_last_connect_request_counter[number] > 0)
{
--s_last_connect_request_counter[number];
if (g_wiimote_sources[number] && NetPlay::IsNetPlayRunning())
Wiimote::NetPlay_GetButtonPress(number, false);
return false;
}
bool button_pressed = false;
if (WIIMOTE_SRC_EMU & g_wiimote_sources[number])
button_pressed =
static_cast<WiimoteEmu::Wiimote*>(s_config.GetController(number))->CheckForButtonPress();
if (WIIMOTE_SRC_REAL & g_wiimote_sources[number])
button_pressed = WiimoteReal::CheckForButtonPress(number);
if (g_wiimote_sources[number] && NetPlay::IsNetPlayRunning())
button_pressed = Wiimote::NetPlay_GetButtonPress(number, button_pressed);
return button_pressed;
}
// This function is called periodically by the Core to update Wiimote state. // This function is called periodically by the Core to update Wiimote state.
void Update(int number, bool connected) void Update(int number, bool connected)
{ {
@ -155,11 +185,13 @@ void Update(int number, bool connected)
} }
else else
{ {
if (WIIMOTE_SRC_EMU & g_wiimote_sources[number]) if (ButtonPressed(number))
static_cast<WiimoteEmu::Wiimote*>(s_config.GetController(number))->ConnectOnInput(); {
Connect(number, true);
if (WIIMOTE_SRC_REAL & g_wiimote_sources[number]) // arbitrary value so it doesn't try to send multiple requests before Dolphin can react
WiimoteReal::ConnectOnInput(number); // if Wii Remotes are polled at 200Hz then this results in one request being sent per 500ms
s_last_connect_request_counter[number] = 100;
}
} }
} }

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@ -76,7 +76,9 @@ ControllerEmu::ControlGroup* GetTurntableGroup(int number, WiimoteEmu::Turntable
void ControlChannel(int number, u16 channel_id, const void* data, u32 size); void ControlChannel(int number, u16 channel_id, const void* data, u32 size);
void InterruptChannel(int number, u16 channel_id, const void* data, u32 size); void InterruptChannel(int number, u16 channel_id, const void* data, u32 size);
bool ButtonPressed(int number);
void Update(int number, bool connected); void Update(int number, bool connected);
bool NetPlay_GetButtonPress(int wiimote, bool pressed);
} }
namespace WiimoteReal namespace WiimoteReal

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@ -27,7 +27,6 @@
#include "Core/HW/WiimoteEmu/Attachment/Turntable.h" #include "Core/HW/WiimoteEmu/Attachment/Turntable.h"
#include "Core/HW/WiimoteEmu/MatrixMath.h" #include "Core/HW/WiimoteEmu/MatrixMath.h"
#include "Core/HW/WiimoteReal/WiimoteReal.h" #include "Core/HW/WiimoteReal/WiimoteReal.h"
#include "Core/Host.h"
#include "Core/Movie.h" #include "Core/Movie.h"
#include "Core/NetPlayClient.h" #include "Core/NetPlayClient.h"
@ -251,8 +250,7 @@ void Wiimote::Reset()
m_adpcm_state.step = 127; m_adpcm_state.step = 127;
} }
Wiimote::Wiimote(const unsigned int index) Wiimote::Wiimote(const unsigned int index) : m_index(index), ir_sin(0), ir_cos(1)
: m_index(index), ir_sin(0), ir_cos(1), m_last_connect_request_counter(0)
{ {
// ---- set up all the controls ---- // ---- set up all the controls ----
@ -933,26 +931,14 @@ void Wiimote::InterruptChannel(const u16 channel_id, const void* data, u32 size)
} }
} }
void Wiimote::ConnectOnInput() bool Wiimote::CheckForButtonPress()
{ {
if (m_last_connect_request_counter > 0)
{
--m_last_connect_request_counter;
return;
}
u16 buttons = 0; u16 buttons = 0;
const auto lock = GetStateLock(); const auto lock = GetStateLock();
m_buttons->GetState(&buttons, button_bitmasks); m_buttons->GetState(&buttons, button_bitmasks);
m_dpad->GetState(&buttons, dpad_bitmasks); m_dpad->GetState(&buttons, dpad_bitmasks);
if (buttons != 0 || m_extension->IsButtonPressed()) return (buttons != 0 || m_extension->IsButtonPressed());
{
::Wiimote::Connect(m_index, true);
// arbitrary value so it doesn't try to send multiple requests before Dolphin can react
// if Wii Remotes are polled at 200Hz then this results in one request being sent per 500ms
m_last_connect_request_counter = 100;
}
} }
void Wiimote::LoadDefaults(const ControllerInterface& ciface) void Wiimote::LoadDefaults(const ControllerInterface& ciface)

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@ -201,7 +201,7 @@ public:
void Update(); void Update();
void InterruptChannel(const u16 channel_id, const void* data, u32 size); void InterruptChannel(const u16 channel_id, const void* data, u32 size);
void ControlChannel(const u16 channel_id, const void* data, u32 size); void ControlChannel(const u16 channel_id, const void* data, u32 size);
void ConnectOnInput(); bool CheckForButtonPress();
void Reset(); void Reset();
void DoState(PointerWrap& p); void DoState(PointerWrap& p);
@ -328,9 +328,6 @@ private:
u8 unk_9; u8 unk_9;
} m_reg_speaker; } m_reg_speaker;
// limits the amount of connect requests we send when a button is pressed in disconnected state
u8 m_last_connect_request_counter;
#pragma pack(pop) #pragma pack(pop)
}; };
} }

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@ -26,7 +26,6 @@
#include "Core/HW/WiimoteReal/IOWin.h" #include "Core/HW/WiimoteReal/IOWin.h"
#include "Core/HW/WiimoteReal/IOdarwin.h" #include "Core/HW/WiimoteReal/IOdarwin.h"
#include "Core/HW/WiimoteReal/IOhidapi.h" #include "Core/HW/WiimoteReal/IOhidapi.h"
#include "Core/Host.h"
#include "InputCommon/InputConfig.h" #include "InputCommon/InputConfig.h"
#include "SFML/Network.hpp" #include "SFML/Network.hpp"
@ -51,9 +50,7 @@ std::mutex g_wiimotes_mutex;
Wiimote* g_wiimotes[MAX_BBMOTES]; Wiimote* g_wiimotes[MAX_BBMOTES];
WiimoteScanner g_wiimote_scanner; WiimoteScanner g_wiimote_scanner;
Wiimote::Wiimote() Wiimote::Wiimote() : m_index(), m_last_input_report(), m_channel(0), m_rumble_state()
: m_index(), m_last_input_report(), m_channel(0), m_last_connect_request_counter(0),
m_rumble_state()
{ {
} }
@ -365,14 +362,8 @@ void Wiimote::Update()
} }
} }
void Wiimote::ConnectOnInput() bool Wiimote::CheckForButtonPress()
{ {
if (m_last_connect_request_counter > 0)
{
--m_last_connect_request_counter;
return;
}
const Report& rpt = ProcessReadQueue(); const Report& rpt = ProcessReadQueue();
if (rpt.size() >= 4) if (rpt.size() >= 4)
{ {
@ -391,15 +382,14 @@ void Wiimote::ConnectOnInput()
// check any button without checking accelerometer data // check any button without checking accelerometer data
if ((rpt[2] & 0x1F) != 0 || (rpt[3] & 0x9F) != 0) if ((rpt[2] & 0x1F) != 0 || (rpt[3] & 0x9F) != 0)
{ {
::Wiimote::Connect(m_index, true); return true;
// see WiimoteEmu::Wiimote::ConnectOnInput(), same idea here
m_last_connect_request_counter = 100;
} }
break; break;
default: default:
break; break;
} }
} }
return false;
} }
void Wiimote::Prepare() void Wiimote::Prepare()
@ -897,15 +887,16 @@ void Update(int wiimote_number)
::Wiimote::Connect(wiimote_number, false); ::Wiimote::Connect(wiimote_number, false);
} }
void ConnectOnInput(int wiimote_number) bool CheckForButtonPress(int wiimote_number)
{ {
if (!g_wiimotes_mutex.try_lock()) if (!g_wiimotes_mutex.try_lock())
return; return false;
if (g_wiimotes[wiimote_number]) if (g_wiimotes[wiimote_number])
g_wiimotes[wiimote_number]->ConnectOnInput(); return g_wiimotes[wiimote_number]->CheckForButtonPress();
g_wiimotes_mutex.unlock(); g_wiimotes_mutex.unlock();
return false;
} }
bool IsValidDeviceName(const std::string& name) bool IsValidDeviceName(const std::string& name)

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@ -36,7 +36,7 @@ public:
void ControlChannel(const u16 channel, const void* const data, const u32 size); void ControlChannel(const u16 channel, const void* const data, const u32 size);
void InterruptChannel(const u16 channel, const void* const data, const u32 size); void InterruptChannel(const u16 channel, const void* const data, const u32 size);
void Update(); void Update();
void ConnectOnInput(); bool CheckForButtonPress();
Report& ProcessReadQueue(); Report& ProcessReadQueue();
@ -83,7 +83,6 @@ protected:
int m_index; int m_index;
Report m_last_input_report; Report m_last_input_report;
u16 m_channel; u16 m_channel;
u8 m_last_connect_request_counter;
// If true, the Wiimote will be really disconnected when it is disconnected by Dolphin. // If true, the Wiimote will be really disconnected when it is disconnected by Dolphin.
// In any other case, data reporting is not paused to allow reconnecting on any button press. // In any other case, data reporting is not paused to allow reconnecting on any button press.
// This is not enabled on all platforms as connecting a Wiimote can be a pain on some platforms. // This is not enabled on all platforms as connecting a Wiimote can be a pain on some platforms.
@ -159,7 +158,7 @@ extern Wiimote* g_wiimotes[MAX_BBMOTES];
void InterruptChannel(int wiimote_number, u16 channel_id, const void* data, u32 size); void InterruptChannel(int wiimote_number, u16 channel_id, const void* data, u32 size);
void ControlChannel(int wiimote_number, u16 channel_id, const void* data, u32 size); void ControlChannel(int wiimote_number, u16 channel_id, const void* data, u32 size);
void Update(int wiimote_number); void Update(int wiimote_number);
void ConnectOnInput(int wiimote_number); bool CheckForButtonPress(int wiimote_number);
void ChangeWiimoteSource(unsigned int index, int source); void ChangeWiimoteSource(unsigned int index, int source);

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@ -1280,6 +1280,27 @@ bool WiimoteEmu::Wiimote::NetPlay_GetWiimoteData(int wiimote, u8* data, u8 size,
return false; return false;
} }
// Sync the info whether a button was pressed or not. Used for the reconnect on button press feature
bool Wiimote::NetPlay_GetButtonPress(int wiimote, bool pressed)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
// Use the reporting mode 0 for the button pressed event, the real ones start at RT_REPORT_CORE
u8 data[2] = {static_cast<u8>(pressed), 0};
if (netplay_client)
{
if (netplay_client->WiimoteUpdate(wiimote, data, 2, 0))
{
return data[0];
}
PanicAlertT("Netplay has desynced in NetPlay_GetButtonPress()");
return false;
}
return pressed;
}
// called from ---CPU--- thread // called from ---CPU--- thread
// so all players' games get the same time // so all players' games get the same time
// //