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