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SMX_PGE/sdk/Windows/SMXManager.cpp

662 lines
25 KiB

#include "SMXManager.h"
#include "SMXDevice.h"
#include "SMXDeviceConnection.h"
#include "SMXDeviceSearchThreaded.h"
#include "Helpers.h"
#include <windows.h>
#include <memory>
using namespace std;
using namespace SMX;
namespace {
Mutex g_Lock;
}
shared_ptr<SMXManager> SMXManager::g_pSMX;
SMX::SMXManager::SMXManager(function<void(int PadNumber, SMXUpdateCallbackReason reason)> 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<AutoCloseHandle>(CreateEvent(NULL, false, false, NULL));
m_pSMXDeviceSearchThreaded = make_shared<SMXDeviceSearchThreaded>();
// 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<SMXDevice> 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<SMXDevice> 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.IsCurrentThread())
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();
// Send panel test mode commands if needed.
UpdatePanelTestMode();
// See if there are any new devices.
AttemptConnections();
// Update all connected devices.
for(shared_ptr<SMXDevice> 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<HANDLE> aHandles = { m_hEvent->value() };
for(shared_ptr<SMXDevice> pDevice: m_pDevices)
{
shared_ptr<AutoCloseHandle> 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_aPendingLightsCommands.empty())
{
double fSendIn = m_aPendingLightsCommands[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 sPanelLights[2])
{
g_Lock.AssertNotLockedByCurrentThread();
LockMutex L(g_Lock);
// Don't send lights when a panel test mode is active.
if(m_PanelTestMode != PanelTestMode_Off)
return;
// If m_bOnlySendLightsOnChange is true, only send lights commands if the lights have
// actually changed. This is only used for internal testing, and the controllers normally
// expect to receive regular lights updates, even if the lights aren't actually changing.
if(m_bOnlySendLightsOnChange)
{
static string sLastPanelLights[2];
if(sPanelLights[0] == sLastPanelLights[0] && sPanelLights[1] == sLastPanelLights[1])
{
Log("no change");
return;
}
sLastPanelLights[0] = sPanelLights[0];
sLastPanelLights[1] = sPanelLights[1];
}
// 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
//
// If we're on a 25-light device, we have an additional grid of 3x3 LEDs:
//
//
// x x x x
// 0 1 2
// x x x x
// 3 4 5
// x x x x
// 6 7 8
// x x x x
//
// Set sLightsCommand[iPad][0] to include 0123 4567, [1] to 89AB CDEF,
// and [2] to the 3x3 grid.
string sLightCommands[3][2]; // sLightCommands[command][pad]
// Read the linearly arranged color data we've been given and split it into top and
// bottom commands for each pad.
for(int iPad = 0; iPad < 2; ++iPad)
{
// If there's no data for this pad, leave the command empty.
string sLightsDataForPad = sPanelLights[iPad];
if(sLightsDataForPad.empty())
continue;
// Sanity check the lights data. For 4x4 lights, it should have 9*4*4*3 bytes of
// data: RGB for each of 4x4 LEDs on 9 panels. For 25-light panels there should
// be 4x4+3x3 (25) lights of data.
int LightSize4x4 = 9*4*4*3;
int LightSize25 = 9*5*5*3;
if(sLightsDataForPad.size() != LightSize4x4 && sLightsDataForPad.size() != LightSize25)
{
Log(ssprintf("SetLights: Lights data should be %i or %i bytes, received %i",
LightSize4x4, LightSize25, sLightsDataForPad.size()));
continue;
}
// If we've been given 16 lights, pad to 25.
if(sLightsDataForPad.size() == LightSize4x4)
sLightsDataForPad.append(LightSize25 - LightSize4x4, '\0');
// Lights are sent in three commands:
//
// 4: the 3x3 inner grid
// 2: the top 4x2 lights
// 3: the bottom 4x2 lights
//
// Command 4 is only used by firmware version 4+.
//
// Always send all three commands if the firmware expects it, even if we've
// been given 4x4 data.
sLightCommands[0][iPad] = "4";
sLightCommands[1][iPad] = "2";
sLightCommands[2][iPad] = "3";
int iNextInputByte = 0;
auto scaleLight = [](uint8_t iColor) {
// Apply color scaling. Values over about 170 don't make the LEDs any brighter, so this
// gives better contrast and draws less power.
return uint8_t(iColor * 0.6666f);
};
for(int iPanel = 0; iPanel < 9; ++iPanel)
{
// Create the 2 and 3 commands.
for(int iByte = 0; iByte < 4*4*3; ++iByte)
{
uint8_t iColor = sLightsDataForPad[iNextInputByte++];
iColor = scaleLight(iColor);
int iCommandIndex = iByte < 4*2*3? 1:2;
sLightCommands[iCommandIndex][iPad].append(1, iColor);
}
// Create the 4 command.
for(int iByte = 0; iByte < 3*3*3; ++iByte)
{
uint8_t iColor = sLightsDataForPad[iNextInputByte++];
iColor = scaleLight(iColor);
sLightCommands[0][iPad].append(1, iColor);
}
}
sLightCommands[0][iPad].push_back('\n');
sLightCommands[1][iPad].push_back('\n');
sLightCommands[2][iPad].push_back('\n');
}
// Each update adds one entry to m_aPendingLightsCommands for each lights command.
//
// If there are at least as many entries in m_aPendingLightsCommands as there are
// commands to send, then lights updates are happening faster than they can be sent
// to the pad. If that happens, replace the existing commands rather than adding
// new ones.
//
// Make sure we 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.
//
// Note that m_aPendingLightsCommands contains the update for both pads, to guarantee
// we always send light updates for both pads together and they never end up out of
// phase.
if(m_aPendingLightsCommands.size() < 3)
{
// There's a subtle but important difference between command timing in
// firmware version 4 compared to earlier versions:
//
// Earlier firmwares would process host commands as soon as they're received.
// Because of this, we have to wait before sending the '3' command to give
// the master controller time to finish sending the '2' command to panels.
// If we don't do this everything will still work, but the master will block
// while processing the second command waiting for panel data to finish sending
// since the TX queue will be full. If this happens it isn't processing HID
// data, which reduces input timing accuracy.
//
// Firmware version 4 won't process a host command if there's data still being
// sent to the panels. It'll wait until the data is flushed. This means that
// we can queue all three lights commands at once, and just send them as fast
// as the host acknowledges them. The second command will sit around on the
// master controller's buffer until it finishes sending the first command to
// the panels, then the third command will do the same.
//
// This change is only needed due to the larger amount of data sent in 25-light
// mode. Since we're spending more time sending data from the master to the
// panels, the timing requirements are tighter. Doing it in the same manual-delay
// fashion causes too much latency and makes it harder to maintain 30 FPS.
//
// If two controllers are connected, they should either both be 4+ or not. We
// don't handle the case where they're different and both timings are needed.
double fNow = GetMonotonicTime();
double fSendCommandAt = max(fNow, m_fDelayLightCommandsUntil);
double fCommandTimes[3] = { fNow, fNow, fNow };
bool masterIsV4 = false;
bool anyMasterConnected = false;
for(int iPad = 0; iPad < 2; ++iPad)
{
SMXConfig config;
if(!m_pDevices[iPad]->GetConfigLocked(config))
continue;
anyMasterConnected = true;
if(config.masterVersion >= 4)
masterIsV4 = true;
}
// If we don't have the config yet, the master is in the process of connecting, so don't
// queue lights.
if(!anyMasterConnected)
return;
// If we're on master firmware < 4, set delay times. For 4+, just queue commands.
// We don't need to set fCommandTimes[0] since the '4' packet won't be sent.
if(!masterIsV4)
{
const double fDelayBetweenLightsCommands = 1/60.0;
fCommandTimes[1] = fSendCommandAt;
fCommandTimes[2] = fCommandTimes[1] + fDelayBetweenLightsCommands;
}
// Update m_fDelayLightCommandsUntil, so we know when the next
// lights command can be sent.
m_fDelayLightCommandsUntil = fSendCommandAt + 1/30.0f;
// Add three commands to the list, scheduled at fFirstCommandTime and fSecondCommandTime.
m_aPendingLightsCommands.push_back(PendingCommand(fCommandTimes[0]));
m_aPendingLightsCommands.push_back(PendingCommand(fCommandTimes[1]));
m_aPendingLightsCommands.push_back(PendingCommand(fCommandTimes[2]));
}
// Set the pad commands.
for(int iPad = 0; iPad < 2; ++iPad)
{
// If the command for this pad is empty, leave any existing pad command alone.
if(sLightCommands[0][iPad].empty())
continue;
SMXConfig config;
if(!m_pDevices[iPad]->GetConfigLocked(config))
continue;
// If this pad is firmware version 4, send the 4 command. Otherwise, leave the 4 command
// empty and no command will be sent.
PendingCommand *pPending4Commands = &m_aPendingLightsCommands[m_aPendingLightsCommands.size()-3]; // 3
if(config.masterVersion >= 4)
pPending4Commands->sPadCommand[iPad] = sLightCommands[0][iPad];
else
pPending4Commands->sPadCommand[iPad] = "";
PendingCommand *pPending2Commands = &m_aPendingLightsCommands[m_aPendingLightsCommands.size()-2]; // 2
pPending2Commands->sPadCommand[iPad] = sLightCommands[1][iPad];
PendingCommand *pPending3Commands = &m_aPendingLightsCommands[m_aPendingLightsCommands.size()-1]; // 3
pPending3Commands->sPadCommand[iPad] = sLightCommands[2][iPad];
}
// Wake up the I/O thread if it's blocking on WaitForMultipleObjectsEx.
SetEvent(m_hEvent->value());
}
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_aPendingLightsCommands.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_aPendingLightsCommands.
void SMX::SMXManager::SendLightUpdates()
{
g_Lock.AssertLockedByCurrentThread();
// If previous lights commands are being sent, wait for them to complete before
// queueing more.
if(m_iLightsCommandsInProgress > 0)
return;
// If we have more than one command queued, we can queue several of them if we're
// before fTimeToSend. For the V4 pads that require more commands, this lets us queue
// the whole lights update at once. V3 pads require us to time commands, so we can't
// spam both lights commands at once, which is handled by fTimeToSend.
while( !m_aPendingLightsCommands.empty() )
{
// Send the lights command for each pad. If either pad isn't connected, this won't do
// anything.
const PendingCommand &command = m_aPendingLightsCommands[0];
// See if it's time to send this command.
if(command.fTimeToSend > GetMonotonicTime())
break;
for(int iPad = 0; iPad < 2; ++iPad)
{
if(!command.sPadCommand[iPad].empty())
{
// Count the number of commands we've queued. We won't send any more until
// this reaches 0 and all queued commands were sent.
m_iLightsCommandsInProgress++;
// The completion callback is guaranteed to always be called, even if the controller
// disconnects and the command wasn't sent.
m_pDevices[iPad]->SendCommandLocked(command.sPadCommand[iPad], [this, iPad](string response) {
g_Lock.AssertLockedByCurrentThread();
m_iLightsCommandsInProgress--;
});
}
}
// Remove the command we've sent.
m_aPendingLightsCommands.erase(m_aPendingLightsCommands.begin(), m_aPendingLightsCommands.begin()+1);
}
}
void SMX::SMXManager::SetPanelTestMode(PanelTestMode mode)
{
g_Lock.AssertNotLockedByCurrentThread();
LockMutex Lock(g_Lock);
m_PanelTestMode = mode;
}
void SMX::SMXManager::UpdatePanelTestMode()
{
// If the test mode has changed, send the new test mode.
//
// When the test mode is enabled, send the test mode again periodically, or it'll time
// out on the master and be turned off. Don't repeat the PanelTestMode_Off command.
g_Lock.AssertLockedByCurrentThread();
uint32_t now = GetTickCount();
if(m_PanelTestMode == m_LastSentPanelTestMode &&
(m_PanelTestMode == PanelTestMode_Off || now - m_SentPanelTestModeAtTicks < 1000))
return;
// When we first send the test mode command (not for repeats), turn off lights.
if(m_LastSentPanelTestMode == PanelTestMode_Off)
{
// The 'l' command used to set lights, but it's now only used to turn lights off
// for cases like this.
string sData = "l";
sData.append(108, 0);
sData += "\n";
for(int iPad = 0; iPad < 2; ++iPad)
m_pDevices[iPad]->SendCommandLocked(sData);
}
m_SentPanelTestModeAtTicks = now;
m_LastSentPanelTestMode = m_PanelTestMode;
for(int iPad = 0; iPad < 2; ++iPad)
m_pDevices[iPad]->SendCommandLocked(ssprintf("t %c\n", m_PanelTestMode));
}
// Assign a serial number to master controllers if one isn't already assigned. This
// will have no effect if a serial is already set.
//
// We just assign a random number. The serial number will be used as the USB serial
// number, and can be queried in SMXInfo.
void SMX::SMXManager::SetSerialNumbers()
{
g_Lock.AssertNotLockedByCurrentThread();
LockMutex L(g_Lock);
m_aPendingLightsCommands.clear();
for(int iPad = 0; iPad < 2; ++iPad)
{
string sData = "s";
uint8_t serial[16];
SMX::GenerateRandom(serial, sizeof(serial));
sData.append((char *) serial, sizeof(serial));
sData.append(1, '\n');
m_pDevices[iPad]->SendCommandLocked(sData);
}
}
void SMX::SMXManager::RunInHelperThread(function<void()> func)
{
m_UserCallbackThread.RunInThread(func);
}
// See if there are any new devices to connect to.
void SMX::SMXManager::AttemptConnections()
{
g_Lock.AssertLockedByCurrentThread();
vector<shared_ptr<AutoCloseHandle>> apDevices = m_pSMXDeviceSearchThreaded->GetDevices();
// Check each device that we've found. This will include ones we already have open.
for(shared_ptr<AutoCloseHandle> 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<SMXDevice> pDevice: m_pDevices)
{
if(pDevice->GetDeviceHandle() == pHandle)
bAlreadyOpen = true;
}
if(bAlreadyOpen)
continue;
// Find an open device slot.
shared_ptr<SMXDevice> pDeviceToOpen;
for(shared_ptr<SMXDevice> 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()));
}
}