moonlight-chrome/gamepad.cpp
utopiafallen ce52398dc5 Validate controllers when handling rumble events from GameStream
Rumble events may be received for controllers that are no longer present or attached
so they should be dropped instead of being forwarded to JS for handling.
2022-11-06 19:58:35 -06:00

150 lines
5.1 KiB
C++

#include "moonlight.hpp"
#include "ppapi/c/ppb_gamepad.h"
#include <Limelight.h>
#include <sstream>
static const unsigned short k_StandardGamepadButtonMapping[] = {
A_FLAG, B_FLAG, X_FLAG, Y_FLAG,
LB_FLAG, RB_FLAG,
0, 0, // Triggers
BACK_FLAG, PLAY_FLAG,
LS_CLK_FLAG, RS_CLK_FLAG,
UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG,
SPECIAL_FLAG
};
static const unsigned int k_StandardGamepadTriggerButtonIndexes[] = {
6, 7
};
static short GetActiveGamepadMask(PP_GamepadsSampleData& gamepadData) {
short controllerIndex = 0;
short activeGamepadMask = 0;
for (unsigned int p = 0; p < gamepadData.length; p++) {
PP_GamepadSampleData& padData = gamepadData.items[p];
// See logic in getConnectedGamepadMask() (utils.js)
// These must stay in sync!
if (!padData.connected) {
// Not connected
continue;
}
if (padData.timestamp == 0) {
// On some platforms, Chrome returns "connected" pads that
// really aren't, so timestamp stays at zero. To work around this,
// we'll only count gamepads that have a non-zero timestamp in our
// controller index.
continue;
}
activeGamepadMask |= (1 << controllerIndex);
controllerIndex++;
}
return activeGamepadMask;
}
void MoonlightInstance::PollGamepads() {
PP_GamepadsSampleData gamepadData;
short controllerIndex = 0;
short activeGamepadMask;
m_GamepadApi->Sample(pp_instance(), &gamepadData);
// We must determine which gamepads are connected before reporting
// any events.
activeGamepadMask = GetActiveGamepadMask(gamepadData);
for (unsigned int p = 0; p < gamepadData.length; p++) {
PP_GamepadSampleData& padData = gamepadData.items[p];
if (!padData.connected) {
// Not connected
continue;
}
if (padData.timestamp == 0) {
// On some platforms, Chrome returns "connected" pads that
// really aren't, so timestamp stays at zero. To work around this,
// we'll only count gamepads that have a non-zero timestamp in our
// controller index.
continue;
}
if (padData.timestamp == m_LastPadTimestamps[p]) {
// No change from last poll, but this controller is still valid
// so we skip this index.
controllerIndex++;
continue;
}
m_LastPadTimestamps[p] = padData.timestamp;
short buttonFlags = 0;
unsigned char leftTrigger = 0, rightTrigger = 0;
short leftStickX = 0, leftStickY = 0;
short rightStickX = 0, rightStickY = 0;
// Handle buttons and triggers
for (unsigned int i = 0; i < padData.buttons_length; i++) {
if (i >= sizeof(k_StandardGamepadButtonMapping) / sizeof(k_StandardGamepadButtonMapping[0])) {
// Ignore unmapped buttons
break;
}
// Handle triggers first
if (i == k_StandardGamepadTriggerButtonIndexes[0]) {
leftTrigger = padData.buttons[i] * 0xFF;
}
else if (i == k_StandardGamepadTriggerButtonIndexes[1]) {
rightTrigger = padData.buttons[i] * 0xFF;
}
// Now normal buttons
else if (padData.buttons[i] > 0.5f) {
buttonFlags |= k_StandardGamepadButtonMapping[i];
}
}
// Get left stick values
if (padData.axes_length >= 2) {
leftStickX = padData.axes[0] * 0x7FFF;
leftStickY = -padData.axes[1] * 0x7FFF;
}
// Get right stick values
if (padData.axes_length >= 4) {
rightStickX = padData.axes[2] * 0x7FFF;
rightStickY = -padData.axes[3] * 0x7FFF;
}
LiSendMultiControllerEvent(controllerIndex, activeGamepadMask,
buttonFlags, leftTrigger, rightTrigger,
leftStickX, leftStickY, rightStickX, rightStickY);
controllerIndex++;
}
}
void MoonlightInstance::ClControllerRumble(unsigned short controllerNumber, unsigned short lowFreqMotor, unsigned short highFreqMotor)
{
PP_GamepadsSampleData gamepadData;
g_Instance->m_GamepadApi->Sample(g_Instance->pp_instance(), &gamepadData);
// We must determine which gamepads are connected before sending rumble events.
const unsigned short activeGamepadMask = static_cast<unsigned short>(GetActiveGamepadMask(gamepadData));
if ((activeGamepadMask & (1 << controllerNumber)) == 0)
return;
const float weakMagnitude = static_cast<float>(highFreqMotor) / static_cast<float>(UINT16_MAX);
const float strongMagnitude = static_cast<float>(lowFreqMotor) / static_cast<float>(UINT16_MAX);
std::ostringstream ss;
ss << controllerNumber << "," << weakMagnitude << "," << strongMagnitude;
pp::Var response(std::string("controllerRumble: ") + ss.str());
g_Instance->PostMessage(response);
}