Sunshine/sunshine/input.cpp
Anselm Busse 2b450839a1 Initial support for MacOS
This commit introduces initial support for MacOS as third major host platform.
It relies on the VideoToolbox framework for audio and video processing, which
enables hardware accelerated processing of the stream on most platforms.
Audio capturing requires third party tools as MacOS does not offer the
recording of the audio output like the other platforms do. The commit enables
most features offered by Sunshine for MacOS with the big exception of gamepad
support. The patch sets was tested by a few volunteers, which allowed to remove
some of the early bugs. However, several bugs especially regarding corner
cases have probably not surfaced yet.

Besides instructions how to build from source, the commit also adds a Portfile
that allows a more easy installation. After available on the release branch,
a pull request for the Portfile in the MacPorts project is planned.

Signed-off-by: Anselm Busse <anselm.busse@outlook.com>
2022-02-26 10:18:00 +01:00

687 lines
20 KiB
C++

//
// Created by loki on 6/20/19.
//
// define uint32_t for <moonlight-common-c/src/Input.h>
#include <cstdint>
extern "C" {
#include <moonlight-common-c/src/Input.h>
}
#include <bitset>
#include <unordered_map>
#include "config.h"
#include "input.h"
#include "main.h"
#include "platform/common.h"
#include "thread_pool.h"
#include "utility.h"
using namespace std::literals;
namespace input {
constexpr auto MAX_GAMEPADS = std::min((std::size_t)platf::MAX_GAMEPADS, sizeof(std::int16_t) * 8);
#define DISABLE_LEFT_BUTTON_DELAY ((util::ThreadPool::task_id_t)0x01)
#define ENABLE_LEFT_BUTTON_DELAY nullptr
constexpr auto VKEY_SHIFT = 0x10;
constexpr auto VKEY_LSHIFT = 0xA0;
constexpr auto VKEY_RSHIFT = 0xA1;
constexpr auto VKEY_CONTROL = 0x11;
constexpr auto VKEY_LCONTROL = 0xA2;
constexpr auto VKEY_RCONTROL = 0xA3;
constexpr auto VKEY_MENU = 0x12;
constexpr auto VKEY_LMENU = 0xA4;
constexpr auto VKEY_RMENU = 0xA5;
enum class button_state_e {
NONE,
DOWN,
UP
};
template<std::size_t N>
int alloc_id(std::bitset<N> &gamepad_mask) {
for(int x = 0; x < gamepad_mask.size(); ++x) {
if(!gamepad_mask[x]) {
gamepad_mask[x] = true;
return x;
}
}
return -1;
}
template<std::size_t N>
void free_id(std::bitset<N> &gamepad_mask, int id) {
gamepad_mask[id] = false;
}
static util::TaskPool::task_id_t key_press_repeat_id {};
static std::unordered_map<short, bool> key_press {};
static std::array<std::uint8_t, 5> mouse_press {};
static platf::input_t platf_input;
static std::bitset<platf::MAX_GAMEPADS> gamepadMask {};
void free_gamepad(platf::input_t &platf_input, int id) {
platf::gamepad(platf_input, id, platf::gamepad_state_t {});
platf::free_gamepad(platf_input, id);
free_id(gamepadMask, id);
}
struct gamepad_t {
gamepad_t() : gamepad_state {}, back_timeout_id {}, id { -1 }, back_button_state { button_state_e::NONE } {}
~gamepad_t() {
if(id >= 0) {
task_pool.push([id = this->id]() {
free_gamepad(platf_input, id);
});
}
}
platf::gamepad_state_t gamepad_state;
util::ThreadPool::task_id_t back_timeout_id;
int id;
// When emulating the HOME button, we may need to artificially release the back button.
// Afterwards, the gamepad state on sunshine won't match the state on Moonlight.
// To prevent Sunshine from sending erronious input data to the active application,
// Sunshine forces the button to be in a specific state until the gamepad state matches that of
// Moonlight once more.
button_state_e back_button_state;
};
struct input_t {
enum shortkey_e {
CTRL = 0x1,
ALT = 0x2,
SHIFT = 0x4,
SHORTCUT = CTRL | ALT | SHIFT
};
input_t(
safe::mail_raw_t::event_t<input::touch_port_t> touch_port_event,
platf::rumble_queue_t rumble_queue)
: shortcutFlags {},
active_gamepad_state {},
gamepads(MAX_GAMEPADS),
touch_port_event { std::move(touch_port_event) },
rumble_queue { std::move(rumble_queue) },
mouse_left_button_timeout {},
touch_port { 0, 0, 0, 0, 0, 0, 1.0f } {}
// Keep track of alt+ctrl+shift key combo
int shortcutFlags;
std::uint16_t active_gamepad_state;
std::vector<gamepad_t> gamepads;
safe::mail_raw_t::event_t<input::touch_port_t> touch_port_event;
platf::rumble_queue_t rumble_queue;
util::ThreadPool::task_id_t mouse_left_button_timeout;
input::touch_port_t touch_port;
};
/**
* Apply shortcut based on VKEY
* On success
* return > 0
* On nothing
* return 0
*/
inline int apply_shortcut(short keyCode) {
constexpr auto VK_F1 = 0x70;
constexpr auto VK_F13 = 0x7C;
BOOST_LOG(debug) << "Apply Shortcut: 0x"sv << util::hex((std::uint8_t)keyCode).to_string_view();
if(keyCode >= VK_F1 && keyCode <= VK_F13) {
mail::man->event<int>(mail::switch_display)->raise(keyCode - VK_F1);
return 1;
}
switch(keyCode) {
case 0x4E /* VKEY_N */:
display_cursor = !display_cursor;
return 1;
}
return 0;
}
void print(PNV_REL_MOUSE_MOVE_PACKET packet) {
BOOST_LOG(debug)
<< "--begin relative mouse move packet--"sv << std::endl
<< "deltaX ["sv << util::endian::big(packet->deltaX) << ']' << std::endl
<< "deltaY ["sv << util::endian::big(packet->deltaY) << ']' << std::endl
<< "--end relative mouse move packet--"sv;
}
void print(PNV_ABS_MOUSE_MOVE_PACKET packet) {
BOOST_LOG(debug)
<< "--begin absolute mouse move packet--"sv << std::endl
<< "x ["sv << util::endian::big(packet->x) << ']' << std::endl
<< "y ["sv << util::endian::big(packet->y) << ']' << std::endl
<< "width ["sv << util::endian::big(packet->width) << ']' << std::endl
<< "height ["sv << util::endian::big(packet->height) << ']' << std::endl
<< "--end absolute mouse move packet--"sv;
}
void print(PNV_MOUSE_BUTTON_PACKET packet) {
BOOST_LOG(debug)
<< "--begin mouse button packet--"sv << std::endl
<< "action ["sv << util::hex(packet->action).to_string_view() << ']' << std::endl
<< "button ["sv << util::hex(packet->button).to_string_view() << ']' << std::endl
<< "--end mouse button packet--"sv;
}
void print(PNV_SCROLL_PACKET packet) {
BOOST_LOG(debug)
<< "--begin mouse scroll packet--"sv << std::endl
<< "scrollAmt1 ["sv << util::endian::big(packet->scrollAmt1) << ']' << std::endl
<< "--end mouse scroll packet--"sv;
}
void print(PNV_KEYBOARD_PACKET packet) {
BOOST_LOG(debug)
<< "--begin keyboard packet--"sv << std::endl
<< "keyAction ["sv << util::hex(packet->keyAction).to_string_view() << ']' << std::endl
<< "keyCode ["sv << util::hex(packet->keyCode).to_string_view() << ']' << std::endl
<< "modifiers ["sv << util::hex(packet->modifiers).to_string_view() << ']' << std::endl
<< "--end keyboard packet--"sv;
}
void print(PNV_MULTI_CONTROLLER_PACKET packet) {
// Moonlight spams controller packet even when not necessary
BOOST_LOG(verbose)
<< "--begin controller packet--"sv << std::endl
<< "controllerNumber ["sv << packet->controllerNumber << ']' << std::endl
<< "activeGamepadMask ["sv << util::hex(packet->activeGamepadMask).to_string_view() << ']' << std::endl
<< "buttonFlags ["sv << util::hex(packet->buttonFlags).to_string_view() << ']' << std::endl
<< "leftTrigger ["sv << util::hex(packet->leftTrigger).to_string_view() << ']' << std::endl
<< "rightTrigger ["sv << util::hex(packet->rightTrigger).to_string_view() << ']' << std::endl
<< "leftStickX ["sv << packet->leftStickX << ']' << std::endl
<< "leftStickY ["sv << packet->leftStickY << ']' << std::endl
<< "rightStickX ["sv << packet->rightStickX << ']' << std::endl
<< "rightStickY ["sv << packet->rightStickY << ']' << std::endl
<< "--end controller packet--"sv;
}
constexpr int PACKET_TYPE_SCROLL_OR_KEYBOARD = PACKET_TYPE_SCROLL;
void print(void *input) {
int input_type = util::endian::big(*(int *)input);
switch(input_type) {
case PACKET_TYPE_REL_MOUSE_MOVE:
print((PNV_REL_MOUSE_MOVE_PACKET)input);
break;
case PACKET_TYPE_ABS_MOUSE_MOVE:
print((PNV_ABS_MOUSE_MOVE_PACKET)input);
break;
case PACKET_TYPE_MOUSE_BUTTON:
print((PNV_MOUSE_BUTTON_PACKET)input);
break;
case PACKET_TYPE_SCROLL_OR_KEYBOARD: {
char *tmp_input = (char *)input + 4;
if(tmp_input[0] == 0x0A) {
print((PNV_SCROLL_PACKET)input);
}
else {
print((PNV_KEYBOARD_PACKET)input);
}
break;
}
case PACKET_TYPE_MULTI_CONTROLLER:
print((PNV_MULTI_CONTROLLER_PACKET)input);
break;
}
}
void passthrough(std::shared_ptr<input_t> &input, PNV_REL_MOUSE_MOVE_PACKET packet) {
input->mouse_left_button_timeout = DISABLE_LEFT_BUTTON_DELAY;
platf::move_mouse(platf_input, util::endian::big(packet->deltaX), util::endian::big(packet->deltaY));
}
void passthrough(std::shared_ptr<input_t> &input, PNV_ABS_MOUSE_MOVE_PACKET packet) {
if(input->mouse_left_button_timeout == DISABLE_LEFT_BUTTON_DELAY) {
input->mouse_left_button_timeout = ENABLE_LEFT_BUTTON_DELAY;
}
auto &touch_port_event = input->touch_port_event;
auto &touch_port = input->touch_port;
if(touch_port_event->peek()) {
touch_port = *touch_port_event->pop();
}
float x = util::endian::big(packet->x);
float y = util::endian::big(packet->y);
// Prevent divide by zero
// Don't expect it to happen, but just in case
if(!packet->width || !packet->height) {
BOOST_LOG(warning) << "Moonlight passed invalid dimensions"sv;
return;
}
auto width = (float)util::endian::big(packet->width);
auto height = (float)util::endian::big(packet->height);
auto scalarX = touch_port.width / width;
auto scalarY = touch_port.height / height;
x *= scalarX;
y *= scalarY;
auto offsetX = touch_port.client_offsetX;
auto offsetY = touch_port.client_offsetY;
std::clamp(x, offsetX, width - offsetX);
std::clamp(y, offsetY, height - offsetY);
platf::touch_port_t abs_port {
touch_port.offset_x, touch_port.offset_y,
touch_port.env_width, touch_port.env_height
};
platf::abs_mouse(platf_input, abs_port, (x - offsetX) * touch_port.scalar_inv, (y - offsetY) * touch_port.scalar_inv);
}
void passthrough(std::shared_ptr<input_t> &input, PNV_MOUSE_BUTTON_PACKET packet) {
auto constexpr BUTTON_RELEASED = 0x09;
auto constexpr BUTTON_LEFT = 0x01;
auto constexpr BUTTON_RIGHT = 0x03;
auto release = packet->action == BUTTON_RELEASED;
auto button = util::endian::big(packet->button);
if(button > 0 && button < mouse_press.size()) {
if(mouse_press[button] != release) {
// button state is already what we want
return;
}
mouse_press[button] = !release;
}
///////////////////////////////////
/*/
* When Moonlight sends mouse input through absolute coordinates,
* it's possible that BUTTON_RIGHT is pressed down immediately after releasing BUTTON_LEFT.
* As a result, Sunshine will left click on hyperlinks in the browser before right clicking
*
* This can be solved by delaying BUTTON_LEFT, however, any delay on input is undesirable during gaming
* As a compromise, Sunshine will only put delays on BUTTON_LEFT when
* absolute mouse coordinates have been send.
*
* Try to make sure BUTTON_RIGHT gets called before BUTTON_LEFT is released.
*
* input->mouse_left_button_timeout can only be nullptr
* when the last mouse coordinates were absolute
/*/
if(button == BUTTON_LEFT && release && !input->mouse_left_button_timeout) {
auto f = [=]() {
auto left_released = mouse_press[BUTTON_LEFT];
if(left_released) {
// Already released left button
return;
}
platf::button_mouse(platf_input, BUTTON_LEFT, release);
mouse_press[BUTTON_LEFT] = false;
input->mouse_left_button_timeout = nullptr;
};
input->mouse_left_button_timeout = task_pool.pushDelayed(std::move(f), 10ms).task_id;
return;
}
if(
button == BUTTON_RIGHT && !release &&
input->mouse_left_button_timeout > DISABLE_LEFT_BUTTON_DELAY) {
platf::button_mouse(platf_input, BUTTON_RIGHT, false);
platf::button_mouse(platf_input, BUTTON_RIGHT, true);
mouse_press[BUTTON_RIGHT] = false;
return;
}
///////////////////////////////////
platf::button_mouse(platf_input, button, release);
}
short map_keycode(short keycode) {
auto it = config::input.keybindings.find(keycode);
if(it != std::end(config::input.keybindings)) {
return it->second;
}
return keycode;
}
/**
* Update flags for keyboard shortcut combo's
*/
inline void update_shortcutFlags(int *flags, short keyCode, bool release) {
switch(keyCode) {
case VKEY_SHIFT:
case VKEY_LSHIFT:
case VKEY_RSHIFT:
if(release) {
*flags &= ~input_t::SHIFT;
}
else {
*flags |= input_t::SHIFT;
}
break;
case VKEY_CONTROL:
case VKEY_LCONTROL:
case VKEY_RCONTROL:
if(release) {
*flags &= ~input_t::CTRL;
}
else {
*flags |= input_t::CTRL;
}
break;
case VKEY_MENU:
case VKEY_LMENU:
case VKEY_RMENU:
if(release) {
*flags &= ~input_t::ALT;
}
else {
*flags |= input_t::ALT;
}
break;
}
}
void repeat_key(short key_code) {
// If key no longer pressed, stop repeating
if(!key_press[key_code]) {
key_press_repeat_id = nullptr;
return;
}
platf::keyboard(platf_input, map_keycode(key_code), false);
key_press_repeat_id = task_pool.pushDelayed(repeat_key, config::input.key_repeat_period, key_code).task_id;
}
void passthrough(std::shared_ptr<input_t> &input, PNV_KEYBOARD_PACKET packet) {
auto constexpr BUTTON_RELEASED = 0x04;
auto release = packet->keyAction == BUTTON_RELEASED;
auto keyCode = packet->keyCode & 0x00FF;
auto &pressed = key_press[keyCode];
if(!pressed) {
if(!release) {
// A new key has been pressed down, we need to check for key combo's
// If a keycombo has been pressed down, don't pass it through
if(input->shortcutFlags == input_t::SHORTCUT && apply_shortcut(keyCode) > 0) {
return;
}
if(key_press_repeat_id) {
task_pool.cancel(key_press_repeat_id);
}
if(config::input.key_repeat_delay.count() > 0) {
key_press_repeat_id = task_pool.pushDelayed(repeat_key, config::input.key_repeat_delay, keyCode).task_id;
}
}
else {
// Already released
return;
}
}
else if(!release) {
// Already pressed down key
return;
}
pressed = !release;
update_shortcutFlags(&input->shortcutFlags, map_keycode(keyCode), release);
platf::keyboard(platf_input, map_keycode(keyCode), release);
}
void passthrough(PNV_SCROLL_PACKET packet) {
platf::scroll(platf_input, util::endian::big(packet->scrollAmt1));
}
int updateGamepads(std::vector<gamepad_t> &gamepads, std::int16_t old_state, std::int16_t new_state, const platf::rumble_queue_t &rumble_queue) {
auto xorGamepadMask = old_state ^ new_state;
if(!xorGamepadMask) {
return 0;
}
for(int x = 0; x < sizeof(std::int16_t) * 8; ++x) {
if((xorGamepadMask >> x) & 1) {
auto &gamepad = gamepads[x];
if((old_state >> x) & 1) {
if(gamepad.id < 0) {
return -1;
}
free_gamepad(platf_input, gamepad.id);
gamepad.id = -1;
}
else {
auto id = alloc_id(gamepadMask);
if(id < 0) {
// Out of gamepads
return -1;
}
if(platf::alloc_gamepad(platf_input, id, rumble_queue)) {
free_id(gamepadMask, id);
// allocating a gamepad failed: solution: ignore gamepads
// The implementations of platf::alloc_gamepad already has logging
return -1;
}
gamepad.id = id;
}
}
}
return 0;
}
void passthrough(std::shared_ptr<input_t> &input, PNV_MULTI_CONTROLLER_PACKET packet) {
if(updateGamepads(input->gamepads, input->active_gamepad_state, packet->activeGamepadMask, input->rumble_queue)) {
return;
}
input->active_gamepad_state = packet->activeGamepadMask;
if(packet->controllerNumber < 0 || packet->controllerNumber >= input->gamepads.size()) {
BOOST_LOG(warning) << "ControllerNumber out of range ["sv << packet->controllerNumber << ']';
return;
}
if(!((input->active_gamepad_state >> packet->controllerNumber) & 1)) {
BOOST_LOG(warning) << "ControllerNumber ["sv << packet->controllerNumber << "] not allocated"sv;
return;
}
auto &gamepad = input->gamepads[packet->controllerNumber];
// If this gamepad has not been initialized, ignore it.
// This could happen when platf::alloc_gamepad fails
if(gamepad.id < 0) {
return;
}
std::uint16_t bf = packet->buttonFlags;
platf::gamepad_state_t gamepad_state {
bf,
packet->leftTrigger,
packet->rightTrigger,
packet->leftStickX,
packet->leftStickY,
packet->rightStickX,
packet->rightStickY
};
auto bf_new = gamepad_state.buttonFlags;
switch(gamepad.back_button_state) {
case button_state_e::UP:
if(!(platf::BACK & bf_new)) {
gamepad.back_button_state = button_state_e::NONE;
}
gamepad_state.buttonFlags &= ~platf::BACK;
break;
case button_state_e::DOWN:
if(platf::BACK & bf_new) {
gamepad.back_button_state = button_state_e::NONE;
}
gamepad_state.buttonFlags |= platf::BACK;
break;
case button_state_e::NONE:
break;
}
bf = gamepad_state.buttonFlags ^ gamepad.gamepad_state.buttonFlags;
bf_new = gamepad_state.buttonFlags;
if(platf::BACK & bf) {
if(platf::BACK & bf_new) {
// Don't emulate home button if timeout < 0
if(config::input.back_button_timeout >= 0ms) {
auto f = [input, controller = packet->controllerNumber]() {
auto &gamepad = input->gamepads[controller];
auto &state = gamepad.gamepad_state;
// Force the back button up
gamepad.back_button_state = button_state_e::UP;
state.buttonFlags &= ~platf::BACK;
platf::gamepad(platf_input, gamepad.id, state);
// Press Home button
state.buttonFlags |= platf::HOME;
platf::gamepad(platf_input, gamepad.id, state);
// Release Home button
state.buttonFlags &= ~platf::HOME;
platf::gamepad(platf_input, gamepad.id, state);
gamepad.back_timeout_id = nullptr;
};
gamepad.back_timeout_id = task_pool.pushDelayed(std::move(f), config::input.back_button_timeout).task_id;
}
}
else if(gamepad.back_timeout_id) {
task_pool.cancel(gamepad.back_timeout_id);
gamepad.back_timeout_id = nullptr;
}
}
platf::gamepad(platf_input, gamepad.id, gamepad_state);
gamepad.gamepad_state = gamepad_state;
}
void passthrough_helper(std::shared_ptr<input_t> input, std::vector<std::uint8_t> &&input_data) {
void *payload = input_data.data();
int input_type = util::endian::big(*(int *)payload);
switch(input_type) {
case PACKET_TYPE_REL_MOUSE_MOVE:
passthrough(input, (PNV_REL_MOUSE_MOVE_PACKET)payload);
break;
case PACKET_TYPE_ABS_MOUSE_MOVE:
passthrough(input, (PNV_ABS_MOUSE_MOVE_PACKET)payload);
break;
case PACKET_TYPE_MOUSE_BUTTON:
passthrough(input, (PNV_MOUSE_BUTTON_PACKET)payload);
break;
case PACKET_TYPE_SCROLL_OR_KEYBOARD: {
char *tmp_input = (char *)payload + 4;
if(tmp_input[0] == 0x0A) {
passthrough((PNV_SCROLL_PACKET)payload);
}
else {
passthrough(input, (PNV_KEYBOARD_PACKET)payload);
}
break;
}
case PACKET_TYPE_MULTI_CONTROLLER:
passthrough(input, (PNV_MULTI_CONTROLLER_PACKET)payload);
break;
}
}
void passthrough(std::shared_ptr<input_t> &input, std::vector<std::uint8_t> &&input_data) {
task_pool.push(passthrough_helper, input, util::cmove(input_data));
}
void reset(std::shared_ptr<input_t> &input) {
task_pool.cancel(key_press_repeat_id);
task_pool.cancel(input->mouse_left_button_timeout);
// Ensure input is synchronous, by using the task_pool
task_pool.push([]() {
for(int x = 0; x < mouse_press.size(); ++x) {
if(mouse_press[x]) {
platf::button_mouse(platf_input, x, true);
mouse_press[x] = false;
}
}
for(auto &kp : key_press) {
platf::keyboard(platf_input, kp.first & 0x00FF, true);
key_press[kp.first] = false;
}
});
}
class deinit_t : public platf::deinit_t {
public:
~deinit_t() override {
platf_input.reset();
}
};
[[nodiscard]] std::unique_ptr<platf::deinit_t> init() {
platf_input = platf::input();
return std::make_unique<deinit_t>();
}
std::shared_ptr<input_t> alloc(safe::mail_t mail) {
auto input = std::make_shared<input_t>(
mail->event<input::touch_port_t>(mail::touch_port),
mail->queue<platf::rumble_t>(mail::rumble));
// Workaround to ensure new frames will be captured when a client connects
task_pool.pushDelayed([]() {
platf::move_mouse(platf_input, 1, 1);
platf::move_mouse(platf_input, -1, -1);
},
100ms);
return input;
}
} // namespace input