WGInput: implement error handling

This commit is contained in:
Shawn Hoffman 2022-08-27 02:11:27 -07:00
parent 6bc8ab7001
commit cd407abe34
1 changed files with 249 additions and 126 deletions

View File

@ -7,10 +7,13 @@
#include <map>
#include <string_view>
#include <fmt/format.h>
// For CoGetApartmentType
#include <objbase.h>
#pragma comment(lib, "ole32")
// TODO winrt translates com failures to c++ exceptions, so we must use try/catch in this file to
// prevent possible errors from terminating Dolphin.
// NOTE: winrt translates com failures to c++ exceptions, so we must use try/catch in this file to
// prevent possible errors from escaping and terminating Dolphin.
#include <winrt/base.h>
#include <winrt/windows.devices.haptics.h>
#include <winrt/windows.devices.power.h>
#include <winrt/windows.foundation.collections.h>
@ -18,6 +21,8 @@
#include <winrt/windows.system.power.h>
#pragma comment(lib, "windowsapp")
#include <fmt/format.h>
#include "Common/Logging/Log.h"
#include "Common/StringUtil.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
@ -108,15 +113,24 @@ public:
if (use_raw_controller_axes)
{
// Axes:
m_axes.resize(m_raw_controller.AxisCount());
u32 i = 0;
for (auto& axis : m_axes)
try
{
// AddAnalogInputs adds additional "FullAnalogSurface" Inputs.
AddAnalogInputs(new IndexedAxis(&axis, 0.5, +0.5, i), new IndexedAxis(&axis, 0.5, -0.5, i));
++i;
// Axes:
m_axes.resize(m_raw_controller.AxisCount());
u32 i = 0;
for (auto& axis : m_axes)
{
// AddAnalogInputs adds additional "FullAnalogSurface" Inputs.
AddAnalogInputs(new IndexedAxis(&axis, 0.5, +0.5, i),
new IndexedAxis(&axis, 0.5, -0.5, i));
++i;
}
}
catch (winrt::hresult_error)
{
// If AxisCount failed, m_axes will remain zero-sized; nothing to do.
ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: Error populating axes");
}
}
@ -128,26 +142,37 @@ public:
// Switches (Hats):
if (use_raw_controller_switches)
{
m_switches.resize(m_raw_controller.SwitchCount());
u32 i = 0;
for (auto& swtch : m_switches)
try
{
using gcsp = WGI::GameControllerSwitchPosition;
m_switches.resize(m_raw_controller.SwitchCount());
// Accumulate switch kinds first, to ensure no inputs are added if there is any error.
std::vector<WGI::GameControllerSwitchKind> switch_kinds;
for (u32 i = 0; i < m_switches.size(); i++)
switch_kinds.push_back(m_raw_controller.GetSwitchKind(i));
WGI::GameControllerSwitchKind switch_kind = m_raw_controller.GetSwitchKind(i);
AddInput(new IndexedSwitch(&swtch, i, gcsp::Up));
AddInput(new IndexedSwitch(&swtch, i, gcsp::Down));
if (switch_kind != WGI::GameControllerSwitchKind::TwoWay)
u32 i = 0;
for (auto& swtch : m_switches)
{
// If it's not a "two-way" switch (up/down only) then add the left/right inputs.
AddInput(new IndexedSwitch(&swtch, i, gcsp::Left));
AddInput(new IndexedSwitch(&swtch, i, gcsp::Right));
}
using gcsp = WGI::GameControllerSwitchPosition;
++i;
AddInput(new IndexedSwitch(&swtch, i, gcsp::Up));
AddInput(new IndexedSwitch(&swtch, i, gcsp::Down));
if (switch_kinds[i] != WGI::GameControllerSwitchKind::TwoWay)
{
// If it's not a "two-way" switch (up/down only) then add the left/right inputs.
AddInput(new IndexedSwitch(&swtch, i, gcsp::Left));
AddInput(new IndexedSwitch(&swtch, i, gcsp::Right));
}
++i;
}
}
catch (winrt::hresult_error)
{
// Safe as no inputs will have been added.
m_switches.clear();
ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: Error populating switches");
}
}
@ -344,10 +369,17 @@ private:
m_current_state = state;
if (state)
m_haptics.SendHapticFeedback(m_feedback, state);
else
m_haptics.StopFeedback();
try
{
if (state)
m_haptics.SendHapticFeedback(m_feedback, state);
else
m_haptics.StopFeedback();
}
catch (winrt::hresult_error)
{
// Ignore
}
}
protected:
@ -380,20 +412,38 @@ private:
void PopulateButtons()
{
// Using RawGameController for buttons because it gives us a nice array instead of a bitmask.
m_buttons.resize(m_raw_controller.ButtonCount());
u32 i = 0;
for (const auto& button : m_buttons)
try
{
const WGI::GameControllerButtonLabel lbl = m_raw_controller.GetButtonLabel(i);
const int32_t button_name_idx = static_cast<int32_t>(lbl);
if (lbl != WGI::GameControllerButtonLabel::None && button_name_idx < wgi_button_names.size())
AddInput(new NamedButton(&button, wgi_button_names[button_name_idx]));
else
AddInput(new IndexedButton(&button, i));
// Using RawGameController for buttons because it gives us a nice array instead of a bitmask.
m_buttons.resize(m_raw_controller.ButtonCount());
++i;
u32 i = 0;
for (const auto& button : m_buttons)
{
WGI::GameControllerButtonLabel lbl{WGI::GameControllerButtonLabel::None};
try
{
lbl = m_raw_controller.GetButtonLabel(i);
}
catch (winrt::hresult_error)
{
lbl = WGI::GameControllerButtonLabel::None;
}
const int32_t button_name_idx = static_cast<int32_t>(lbl);
if (lbl != WGI::GameControllerButtonLabel::None &&
button_name_idx < wgi_button_names.size())
AddInput(new NamedButton(&button, wgi_button_names[button_name_idx]));
else
AddInput(new IndexedButton(&button, i));
++i;
}
}
catch (winrt::hresult_error)
{
// If ButtonCount failed, m_buttons will be zero-sized.
ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: Error populating buttons");
}
}
@ -405,25 +455,33 @@ private:
{Haptics::KnownSimpleHapticsControllerWaveforms::RumbleContinuous(), "Rumble"},
};
// SimpleHapticsControllers is available from Windows 1709.
u32 haptics_index = 0;
for (auto haptics_controller : m_raw_controller.SimpleHapticsControllers())
try
{
for (Haptics::SimpleHapticsControllerFeedback feedback :
haptics_controller.SupportedFeedback())
// SimpleHapticsControllers is available from Windows 1709.
u32 haptics_index = 0;
for (auto haptics_controller : m_raw_controller.SimpleHapticsControllers())
{
const uint16_t waveform = feedback.Waveform();
auto waveform_name_it = waveform_name_map.find(waveform);
if (waveform_name_it == waveform_name_map.end())
for (Haptics::SimpleHapticsControllerFeedback feedback :
haptics_controller.SupportedFeedback())
{
WARN_LOG_FMT(CONTROLLERINTERFACE,
"WGInput: Unhandled haptics feedback waveform: 0x{:04x}.", waveform);
continue;
const uint16_t waveform = feedback.Waveform();
auto waveform_name_it = waveform_name_map.find(waveform);
if (waveform_name_it == waveform_name_map.end())
{
WARN_LOG_FMT(CONTROLLERINTERFACE,
"WGInput: Unhandled haptics feedback waveform: 0x{:04x}.", waveform);
continue;
}
AddOutput(new NamedFeedback(haptics_controller, feedback, haptics_index,
waveform_name_it->second));
}
AddOutput(new NamedFeedback(haptics_controller, feedback, haptics_index,
waveform_name_it->second));
++haptics_index;
}
++haptics_index;
}
catch (winrt::hresult_error)
{
// Don't need to cleanup any state. It's OK if some outputs were added.
ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: Error populating haptics");
}
}
@ -441,54 +499,89 @@ private:
auto buttons =
winrt::array_view<bool>(reinterpret_cast<winrt::array_view<bool>::pointer>(&m_buttons[0]),
static_cast<winrt::array_view<bool>::size_type>(m_buttons.size()));
m_raw_controller.GetCurrentReading(buttons, m_switches, m_axes);
try
{
m_raw_controller.GetCurrentReading(buttons, m_switches, m_axes);
}
catch (winrt::hresult_error error)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE,
"WGInput: IRawGameController::GetCurrentReading failed: {:x}", error.code());
}
// IGamepad:
if (m_gamepad)
m_gamepad_reading = m_gamepad.GetCurrentReading();
{
try
{
m_gamepad_reading = m_gamepad.GetCurrentReading();
}
catch (winrt::hresult_error error)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: IGamepad::GetCurrentReading failed: {:x}",
error.code());
}
}
// IGameControllerBatteryInfo:
if (!UpdateBatteryLevel())
DEBUG_LOG_FMT(CONTROLLERINTERFACE, "WGInput: UpdateBatteryLevel failed.");
}
void UpdateMotors() { m_gamepad.Vibration(m_state_out); }
void UpdateMotors()
{
try
{
m_gamepad.Vibration(m_state_out);
}
catch (winrt::hresult_error)
{
// Ignore
}
}
bool UpdateBatteryLevel()
{
const winrt::Windows::Devices::Power::BatteryReport report =
m_raw_controller.TryGetBatteryReport();
if (!report)
return false;
// TryGetBatteryReport causes a memleak of 0x58 bytes each time it is called, up to at
// least Windows 21H2. This is a big hack to "fix" the refcount.
auto report_ = *(uintptr_t***)&report;
auto rc = &report_[0x40 / 8][0x30 / 8];
if (*rc == 2)
(*rc)--;
using winrt::Windows::System::Power::BatteryStatus;
const BatteryStatus status = report.Status();
switch (status)
try
{
case BatteryStatus::NotPresent:
m_battery_level = 0;
return true;
const winrt::Windows::Devices::Power::BatteryReport report =
m_raw_controller.TryGetBatteryReport();
if (!report)
return false;
case BatteryStatus::Idle:
case BatteryStatus::Charging:
m_battery_level = BATTERY_INPUT_MAX_VALUE;
return true;
// TryGetBatteryReport causes a memleak of 0x58 bytes each time it is called, up to at
// least Windows 21H2. A hack to fix the memleak is recorded here for posterity.
// auto report_ = *(uintptr_t***)&report;
// auto rc = &report_[0x40 / 8][0x30 / 8];
// if (*rc == 2)
// (*rc)--;
default:
break;
using winrt::Windows::System::Power::BatteryStatus;
const BatteryStatus status = report.Status();
switch (status)
{
case BatteryStatus::NotPresent:
m_battery_level = 0;
return true;
case BatteryStatus::Idle:
case BatteryStatus::Charging:
m_battery_level = BATTERY_INPUT_MAX_VALUE;
return true;
default:
break;
}
const int32_t full_value = report.FullChargeCapacityInMilliwattHours().GetInt32();
const int32_t remaining_value = report.RemainingCapacityInMilliwattHours().GetInt32();
m_battery_level = BATTERY_INPUT_MAX_VALUE * remaining_value / full_value;
return true;
}
catch (winrt::hresult_error)
{
return false;
}
const int32_t full_value = report.FullChargeCapacityInMilliwattHours().GetInt32();
const int32_t remaining_value = report.RemainingCapacityInMilliwattHours().GetInt32();
m_battery_level = BATTERY_INPUT_MAX_VALUE * remaining_value / full_value;
return true;
}
const std::string m_name;
@ -508,26 +601,48 @@ private:
static thread_local bool s_initialized_winrt;
static winrt::event_token s_event_added, s_event_removed;
static bool COMIsInitialized()
{
APTTYPE apt_type{};
APTTYPEQUALIFIER apt_qualifier{};
return CoGetApartmentType(&apt_type, &apt_qualifier) == S_OK;
}
static void AddDevice(const WGI::RawGameController& raw_game_controller)
{
// Get user-facing device name if available. Otherwise generate a name from vid/pid.
auto device_name =
std::string(StripWhitespace(WStringToUTF8(raw_game_controller.DisplayName().c_str())));
if (device_name.empty())
std::string device_name;
try
{
const u16 vid = raw_game_controller.HardwareVendorId();
const u16 pid = raw_game_controller.HardwareProductId();
device_name = fmt::format("Device_{:04x}:{:04x}", vid, pid);
device_name = StripWhitespace(WStringToUTF8(raw_game_controller.DisplayName().c_str()));
if (device_name.empty())
{
const u16 vid = raw_game_controller.HardwareVendorId();
const u16 pid = raw_game_controller.HardwareProductId();
device_name = fmt::format("Device_{:04x}:{:04x}", vid, pid);
INFO_LOG_FMT(CONTROLLERINTERFACE, "WGInput: Empty device name, using {}", device_name);
}
}
catch (winrt::hresult_error)
{
device_name = "Device";
ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: Failed to get device name, using {}", device_name);
}
WGI::Gamepad gamepad = WGI::Gamepad::FromGameController(raw_game_controller);
// Note that gamepad may be nullptr here. The Device class will deal with this.
auto dev = std::make_shared<Device>(std::move(device_name), raw_game_controller, gamepad);
try
{
WGI::Gamepad gamepad = WGI::Gamepad::FromGameController(raw_game_controller);
// Note that gamepad may be nullptr here. The Device class will deal with this.
auto dev = std::make_shared<Device>(std::move(device_name), raw_game_controller, gamepad);
// Only add if it has some inputs/outputs.
if (dev->Inputs().size() || dev->Outputs().size())
g_controller_interface.AddDevice(std::move(dev));
// Only add if it has some inputs/outputs.
if (dev->Inputs().size() || dev->Outputs().size())
g_controller_interface.AddDevice(std::move(dev));
}
catch (winrt::hresult_error)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: Failed to add device {}", device_name);
}
}
static void RemoveDevice(const WGI::RawGameController& raw_game_controller)
@ -548,32 +663,32 @@ static void RemoveDevice(const WGI::RawGameController& raw_game_controller)
void Init()
{
if (!COMIsInitialized())
{
// NOTE: Devices in g_controller_interface should only be accessed by threads that have had
// winrt (com) initialized.
winrt::init_apartment();
s_initialized_winrt = true;
}
try
{
// TODO currently, com gets initialized in STA previously on the thread that calls this
// function. need to ensure Devices in g_controller_interface only get accessed by threads that
// have had com initialized.
// winrt::init_apartment();
// s_initialized_winrt = true;
// These events will be invoked from WGI-managed threadpool.
s_event_added = WGI::RawGameController::RawGameControllerAdded(
[](auto&&, const WGI::RawGameController raw_game_controller) {
RemoveDevice(raw_game_controller);
AddDevice(raw_game_controller);
});
s_event_removed = WGI::RawGameController::RawGameControllerRemoved(
[](auto&&, const WGI::RawGameController raw_game_controller) {
RemoveDevice(raw_game_controller);
});
}
catch (...)
catch (winrt::hresult_error)
{
s_initialized_winrt = false;
ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: Failed to register event handlers");
}
// XXX If SDL is enabled, these get broken after the first one is fired.
// These events will be invoked from WGI-managed threadpool.
s_event_added = WGI::RawGameController::RawGameControllerAdded(
[](auto&&, const WGI::RawGameController raw_game_controller) {
RemoveDevice(raw_game_controller);
AddDevice(raw_game_controller);
});
s_event_removed = WGI::RawGameController::RawGameControllerRemoved(
[](auto&&, const WGI::RawGameController raw_game_controller) {
RemoveDevice(raw_game_controller);
});
}
#pragma warning(pop)
@ -604,11 +719,19 @@ void PopulateDevices()
// RawGameController available from Windows 15063.
// properties added in 1709: DisplayName, NonRoamableId, SimpleHapticsControllers
for (const WGI::RawGameController& raw_game_controller :
WGI::RawGameController::RawGameControllers())
try
{
RemoveDevice(raw_game_controller);
AddDevice(raw_game_controller);
for (const WGI::RawGameController& raw_game_controller :
WGI::RawGameController::RawGameControllers())
{
RemoveDevice(raw_game_controller);
AddDevice(raw_game_controller);
}
}
catch (winrt::hresult_error)
{
// Only reach here if RawGameControllers() failed
ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: PopulateDevices failed");
}
}