Sync info about pressed wiimote button
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@ -16,13 +16,14 @@
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#include "Core/IOS/USB/Bluetooth/BTEmu.h"
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#include "Core/IOS/USB/Bluetooth/WiimoteDevice.h"
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#include "Core/Movie.h"
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#include "Core/NetPlayClient.h"
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#include "InputCommon/ControllerEmu/ControlGroup/ControlGroup.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "InputCommon/InputConfig.h"
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// Limit the amount of wiimote connect requests, when a button is pressed in disconnected state
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std::array<u8, 4> last_connect_request_counter;
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static std::array<u8, 4> s_last_connect_request_counter;
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namespace Wiimote
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{
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@ -118,7 +119,7 @@ void ResetAllWiimotes()
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void LoadConfig()
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{
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s_config.LoadConfig(false);
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last_connect_request_counter.fill(0);
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s_last_connect_request_counter.fill(0);
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}
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void Resume()
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@ -149,9 +150,11 @@ void InterruptChannel(int number, u16 channel_id, const void* data, u32 size)
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bool ButtonPressed(int number)
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{
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if (last_connect_request_counter[number] > 0)
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if (s_last_connect_request_counter[number] > 0)
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{
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--last_connect_request_counter[number];
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--s_last_connect_request_counter[number];
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if (g_wiimote_sources[number] && NetPlay::IsNetPlayRunning())
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Wiimote::NetPlay_GetButtonPress(number, false);
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return false;
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}
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@ -164,6 +167,9 @@ bool ButtonPressed(int number)
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if (WIIMOTE_SRC_REAL & g_wiimote_sources[number])
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button_pressed = WiimoteReal::CheckForButtonPress(number);
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if (g_wiimote_sources[number] && NetPlay::IsNetPlayRunning())
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button_pressed = Wiimote::NetPlay_GetButtonPress(number, button_pressed);
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return button_pressed;
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}
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@ -184,7 +190,7 @@ void Update(int number, bool connected)
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Connect(number, true);
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// arbitrary value so it doesn't try to send multiple requests before Dolphin can react
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// if Wii Remotes are polled at 200Hz then this results in one request being sent per 500ms
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last_connect_request_counter[number] = 100;
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s_last_connect_request_counter[number] = 100;
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}
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}
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}
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@ -78,6 +78,7 @@ void ControlChannel(int number, u16 channel_id, const void* data, u32 size);
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void InterruptChannel(int number, u16 channel_id, const void* data, u32 size);
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bool ButtonPressed(int number);
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void Update(int number, bool connected);
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bool NetPlay_GetButtonPress(int wiimote, bool pressed);
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}
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namespace WiimoteReal
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@ -1280,6 +1280,27 @@ bool WiimoteEmu::Wiimote::NetPlay_GetWiimoteData(int wiimote, u8* data, u8 size,
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return false;
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}
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// Sync the info whether a button was pressed or not. Used for the reconnect on button press feature
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bool Wiimote::NetPlay_GetButtonPress(int wiimote, bool pressed)
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{
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std::lock_guard<std::mutex> lk(crit_netplay_client);
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// Use the reporting mode 0 for the button pressed event, the real ones start at RT_REPORT_CORE
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u8 data[2] = {static_cast<u8>(pressed), 0};
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if (netplay_client)
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{
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if (netplay_client->WiimoteUpdate(wiimote, data, 2, 0))
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{
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return data[0];
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}
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PanicAlertT("Netplay has desynced in NetPlay_GetButtonPress()");
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return false;
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}
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return pressed;
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}
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// called from ---CPU--- thread
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// so all players' games get the same time
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//
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