#include "SMXManager.h" #include "SMXDevice.h" #include "SMXDeviceConnection.h" #include "SMXDeviceSearchThreaded.h" #include "Helpers.h" #include #include using namespace std; using namespace SMX; namespace { Mutex g_Lock; } shared_ptr SMXManager::g_pSMX; SMX::SMXManager::SMXManager(function pCallback): m_UserCallbackThread("SMXUserCallbackThread") { // Raise the priority of the user callback thread, since we don't want input // events to be preempted by other things and reduce timing accuracy. m_UserCallbackThread.SetHighPriority(true); m_hEvent = make_shared(CreateEvent(NULL, false, false, NULL)); m_pSMXDeviceSearchThreaded = make_shared(); // Create the SMXDevices. We don't create these as we connect, we just reuse the same // ones. for(int i = 0; i < 2; ++i) { shared_ptr pDevice = SMXDevice::Create(m_hEvent, g_Lock); m_pDevices.push_back(pDevice); } // The callback we send to SMXDeviceConnection will be called from our thread. Wrap // it so it's called from UserCallbackThread instead. auto pCallbackInThread = [this, pCallback](int PadNumber, SMXUpdateCallbackReason reason) { m_UserCallbackThread.RunInThread([pCallback, PadNumber, reason]() { pCallback(PadNumber, reason); }); }; // Set the update callbacks. Do this before starting the thread, to avoid race conditions. for(int pad = 0; pad < 2; ++pad) m_pDevices[pad]->SetUpdateCallback(pCallbackInThread); // Start the thread. DWORD id; m_hThread = CreateThread(NULL, 0, ThreadMainStart, this, 0, &id); SMX::SetThreadName(id, "SMXManager"); // Raise the priority of the I/O thread, since we don't want input // events to be preempted by other things and reduce timing accuracy. SetThreadPriority( m_hThread, THREAD_PRIORITY_HIGHEST ); } SMX::SMXManager::~SMXManager() { // Shut down the thread, if it's still running. Shutdown(); } shared_ptr SMX::SMXManager::GetDevice(int pad) { return m_pDevices[pad]; } void SMX::SMXManager::Shutdown() { g_Lock.AssertNotLockedByCurrentThread(); // Make sure we're not being called from within m_UserCallbackThread, since that'll // deadlock when we shut down m_UserCallbackThread. if(m_UserCallbackThread.GetThreadId() == GetCurrentThreadId()) throw runtime_error("SMX::SMXManager::Shutdown must not be called from an SMX callback"); // Shut down the thread we make user callbacks from. m_UserCallbackThread.Shutdown(); // Shut down the device search thread. m_pSMXDeviceSearchThreaded->Shutdown(); if(m_hThread == INVALID_HANDLE_VALUE) return; // Tell the thread to shut down, and wait for it before returning. m_bShutdown = true; SetEvent(m_hEvent->value()); WaitForSingleObject(m_hThread, INFINITE); m_hThread = INVALID_HANDLE_VALUE; } DWORD WINAPI SMX::SMXManager::ThreadMainStart(void *self_) { SMXManager *self = (SMXManager *) self_; self->ThreadMain(); return 0; } // When we connect to a device, we don't know whether it's P1 or P2, since we get that // info from the device after we connect to it. If we have a P2 device in SMX_PadNumber_1 // or a P1 device in SMX_PadNumber_2, swap the two. void SMX::SMXManager::CorrectDeviceOrder() { // We're still holding the lock from when we updated the devices, so the application // won't see the devices out of order before we do this. g_Lock.AssertLockedByCurrentThread(); SMXInfo info[2]; m_pDevices[0]->GetInfoLocked(info[0]); m_pDevices[1]->GetInfoLocked(info[1]); // If we have two P1s or two P2s, the pads are misconfigured and we'll just leave the order alone. bool Player2[2] = { m_pDevices[0]->IsPlayer2Locked(), m_pDevices[1]->IsPlayer2Locked(), }; if(info[0].m_bConnected && info[1].m_bConnected && Player2[0] == Player2[1]) return; bool bP1NeedsSwap = info[0].m_bConnected && Player2[0]; bool bP2NeedsSwap = info[1].m_bConnected && !Player2[1]; if(bP1NeedsSwap || bP2NeedsSwap) swap(m_pDevices[0], m_pDevices[1]); } void SMX::SMXManager::ThreadMain() { g_Lock.Lock(); while(!m_bShutdown) { // If there are any lights commands to be sent, send them now. Do this before callig Update(), // since this actually just queues commands, which are actually handled in Update. SendLightUpdates(); // See if there are any new devices. AttemptConnections(); // Update all connected devices. for(shared_ptr pDevice: m_pDevices) { wstring sError; pDevice->Update(sError); if(!sError.empty()) { Log(ssprintf("Device error: %ls", sError.c_str())); // Tell m_pDeviceList that the device was closed, so it'll discard the device // and notice if a new device shows up on the same path. m_pSMXDeviceSearchThreaded->DeviceWasClosed(pDevice->GetDeviceHandle()); pDevice->CloseDevice(); } } // Devices may have finished initializing, so see if we need to update the ordering. CorrectDeviceOrder(); // Make a list of handles for WaitForMultipleObjectsEx. vector aHandles = { m_hEvent->value() }; for(shared_ptr pDevice: m_pDevices) { shared_ptr pHandle = pDevice->GetDeviceHandle(); if(pHandle) aHandles.push_back(pHandle->value()); } // See how long we should block waiting for I/O. If we have any scheduled lights commands, // wait until the next command should be sent, otherwise wait for a second. int iDelayMS = 1000; if(!m_aPendingCommands.empty()) { double fSendIn = m_aPendingCommands[0].fTimeToSend - GetMonotonicTime(); // Add 1ms to the delay time. We're using a high resolution timer, but // WaitForMultipleObjectsEx only has 1ms resolution, so this keeps us from // repeatedly waking up slightly too early. iDelayMS = int(fSendIn * 1000) + 1; iDelayMS = max(0, iDelayMS); } // Wait until there's something to do for a connected device, or delay briefly if we're // not connected to anything. Unlock while we block. Devices are only ever opened or // closed from within this thread, so the handles won't go away while we're waiting on // them. g_Lock.Unlock(); WaitForMultipleObjectsEx(aHandles.size(), aHandles.data(), false, iDelayMS, true); g_Lock.Lock(); } g_Lock.Unlock(); } // Lights are updated with two commands. The top two rows of LEDs in each panel are // updated by the first command, and the bottom two rows are updated by the second // command. We need to send the two commands in order. The panel won't update lights // until both commands have been received, so we don't flicker the partial top update // before the bottom update is received. // // A complete update can be performed at up to 30 FPS, but we actually update at 60 // FPS, alternating between updating the top and bottom half. // // This interlacing is performed to reduce the amount of work the panels and master // controller need to do on each update. This improves timing accuracy, since less // time is taken by each update. // // The order of lights is: // // 0123 0123 0123 // 4567 4567 4567 // 89AB 89AB 89AB // CDEF CDEF CDEF // // 0123 0123 0123 // 4567 4567 4567 // 89AB 89AB 89AB // CDEF CDEF CDEF // // 0123 0123 0123 // 4567 4567 4567 // 89AB 89AB 89AB // CDEF CDEF CDEF // // with panels left-to-right, top-to-bottom. The first packet sends all 0123 and 4567 // lights, and the second packet sends 78AB and CDEF. // // We hide these details from the API to simplify things for the user: // // - The user sends us a complete lights set. This should be sent at (up to) 30Hz. // If we get lights data too quickly, we'll always complete the one we started before // sending the next. // - We don't limit to exactly 30Hz to prevent phase issues where a 60 FPS game is // coming in and out of phase with our timer. To avoid this, we limit to 40Hz. // - When we have new lights data to send, we send the first half right away, wait // 16ms (60Hz), then send the second half, which is the pacing the device expects. // - If we get a new lights update in between the two lights commands, we won't split // the lights. The two lights commands will always come from the same update, so // we don't get weird interlacing effects. // - If SMX_ReenableAutoLights is called between the two commands, we need to guarantee // that we don't send the second lights commands, since that may re-disable auto lights. // - If we have two pads, the lights update is for both pads and we'll send both commands // for both pads at the same time, so both pads update lights simultaneously. void SMX::SMXManager::SetLights(const string &sLightData) { g_Lock.AssertNotLockedByCurrentThread(); LockMutex L(g_Lock); // Sanity check the lights data. It should have 18*16*3 bytes of data: RGB for each of 4x4 // LEDs on 18 panels. if(sLightData.size() != 2*3*3*16*3) { Log(ssprintf("SetLights: Lights data should be %i bytes, received %i", 2*3*3*16*3, sLightData.size())); return; } // Split the lights data into P1 and P2. string sPanelLights[2]; sPanelLights[0] = sLightData.substr(0, 9*16*3); sPanelLights[1] = sLightData.substr(9*16*3); // Separate top and bottom lights commands. // // sPanelLights[iPad] is // // 0123 0123 0123 // 4567 4567 4567 // 89AB 89AB 89AB // CDEF CDEF CDEF // // 0123 0123 0123 // 4567 4567 4567 // 89AB 89AB 89AB // CDEF CDEF CDEF // // 0123 0123 0123 // 4567 4567 4567 // 89AB 89AB 89AB // CDEF CDEF CDEF // // Set sLightsCommand[iPad][0] to include 0123 4567, and [1] to 89AB CDEF. string sLightCommands[2][2]; // sLightCommands[command][pad] auto addByte = [&sLightCommands](int iPanel, int iByte, uint8_t iColor) { // If iPanel is 0-8, this is for pad 0. For 9-17, it's for pad 1. // If the color byte within the panel is in the top half, it's the first // command, otherwise it's the second command. int iPad = iPanel < 9? 0:1; int iCommandIndex = iByte < 4*2*3? 0:1; sLightCommands[iCommandIndex][iPad].append(1, iColor); }; // Read the linearly arranged color data we've been given and split it into top and // bottom commands for each pad. int iNextInputByte = 0; for(int iPanel = 0; iPanel < 18; ++iPanel) { for(int iByte = 0; iByte < 4*4*3; ++iByte) { uint8_t iColor = sLightData[iNextInputByte++]; addByte(iPanel, iByte, iColor); } } for(int iPad = 0; iPad < 2; ++iPad) { for(int iCommand = 0; iCommand < 2; ++iCommand) { string &sCommand = sLightCommands[iCommand][iPad]; // Apply color scaling. Values over about 170 don't make the LEDs any brighter, so this // gives better contrast and draws less power. for(char &c: sCommand) c = char(uint8_t(c) * 0.6666f); // Add the command byte. sCommand.insert(sCommand.begin(), 1, iCommand == 0? '2':'3'); sCommand.push_back('\n'); } } // Each update adds two entries to m_aPendingCommands, one for the top half and one // for the lower half. // // If there's one entry in the list, we've already sent the first half of a previous update, // and the remaining entry is the second half. We'll leave it in place so we always finish // an update once we start it, and add this update after it. // // If there are two entries in the list, then it's an existing update that we haven't sent yet. // If there are three entries, we added an update after a partial update. In either case, the // last two commands in the list are a complete lights update, and we'll just update it in-place. // // This way, we'll always finish a lights update once we start it, so if we receive lights updates // very quickly we won't just keep sending the first half and never finish one. Otherwise, we'll // update with the newest data we have available. if(m_aPendingCommands.size() <= 1) { static const double fDelayBetweenLightsCommands = 1/60.0; double fNow = GetMonotonicTime(); double fSendCommandAt = max(fNow, m_fDelayLightCommandsUntil); float fFirstCommandTime = fSendCommandAt; float fSecondCommandTime = fFirstCommandTime + fDelayBetweenLightsCommands; // Update m_fDelayLightCommandsUntil, so we know when the next m_fDelayLightCommandsUntil = fSecondCommandTime + fDelayBetweenLightsCommands; // Add two commands to the list, scheduled at fFirstCommandTime and fSecondCommandTime. m_aPendingCommands.push_back(PendingCommand(fFirstCommandTime)); m_aPendingCommands.push_back(PendingCommand(fSecondCommandTime)); // Log(ssprintf("Scheduled commands at %f and %f", fFirstCommandTime, fSecondCommandTime)); // Wake up the I/O thread if it's blocking on WaitForMultipleObjectsEx. SetEvent(m_hEvent->value()); } // Set the pad commands. PendingCommand *pPendingCommands[2]; pPendingCommands[0] = &m_aPendingCommands[m_aPendingCommands.size()-2]; pPendingCommands[1] = &m_aPendingCommands[m_aPendingCommands.size()-1]; pPendingCommands[0]->sPadCommand[0] = sLightCommands[0][0]; pPendingCommands[0]->sPadCommand[1] = sLightCommands[0][1]; pPendingCommands[1]->sPadCommand[0] = sLightCommands[1][0]; pPendingCommands[1]->sPadCommand[1] = sLightCommands[1][1]; } void SMX::SMXManager::ReenableAutoLights() { g_Lock.AssertNotLockedByCurrentThread(); LockMutex L(g_Lock); // Clear any pending lights commands, so we don't re-disable auto-lighting by sending a // lights command after we enable it. If we've sent the first half of a lights update // and this causes us to not send the second half, the controller will just discard it. m_aPendingCommands.clear(); for(int iPad = 0; iPad < 2; ++iPad) m_pDevices[iPad]->SendCommandLocked(string("S 1\n", 4)); } // Check to see if we should send any commands in m_aPendingCommands. void SMX::SMXManager::SendLightUpdates() { g_Lock.AssertLockedByCurrentThread(); if(m_aPendingCommands.empty()) return; const PendingCommand &command = m_aPendingCommands[0]; // See if it's time to send the next command. We only need to look at the first // command, since these are always sorted. if(command.fTimeToSend > GetMonotonicTime()) return; // Send the lights command for each pad. If either pad isn't connected, this won't do // anything. for(int iPad = 0; iPad < 2; ++iPad) m_pDevices[iPad]->SendCommandLocked(command.sPadCommand[iPad]); // Remove the command we've sent. m_aPendingCommands.erase(m_aPendingCommands.begin(), m_aPendingCommands.begin()+1); } // See if there are any new devices to connect to. void SMX::SMXManager::AttemptConnections() { g_Lock.AssertLockedByCurrentThread(); vector> apDevices = m_pSMXDeviceSearchThreaded->GetDevices(); // Check each device that we've found. This will include ones we already have open. for(shared_ptr pHandle: apDevices) { // See if this device is already open. If it is, we don't need to do anything with it. bool bAlreadyOpen = false; for(shared_ptr pDevice: m_pDevices) { if(pDevice->GetDeviceHandle() == pHandle) bAlreadyOpen = true; } if(bAlreadyOpen) continue; // Find an open device slot. shared_ptr pDeviceToOpen; for(shared_ptr pDevice: m_pDevices) { // Note that we check whether the device has a handle rather than calling IsConnected, since // devices aren't actually considered connected until they've read the configuration. if(pDevice->GetDeviceHandle() == NULL) { pDeviceToOpen = pDevice; break; } } if(pDeviceToOpen == nullptr) { // All device slots are used. Are there more than two devices plugged in? Log("Error: No available slots for device. Are more than two devices connected?"); break; } // Open the device in this slot. Log("Opening SMX device"); wstring sError; pDeviceToOpen->OpenDeviceHandle(pHandle, sError); if(!sError.empty()) Log(ssprintf("Error opening device: %ls", sError.c_str())); } }