MDX: Added Backfill Logic For Ring Buffer Health (P4IO Timing Fix) (#450)

## Context
While testing the emulator on 60Hz for a while, I noticed there was a
pretty consistent timing bug with steps that had quick releases in
between them (mainly footswitches and sometimes jacks). As mentioned in
my previous commits, `arkmdxp4` determines press/release times for steps
based on a 7-poll history on every frame, which is normally populated at
~250Hz from the MDXF board in `libacio2`, yielding around 28ms of
polling history. When emulated, this is instead being populated
internally from `arkmdxp4` once per frame, meaning the 7-poll history
could have up to `1000/60 * 7 = 117ms` worth of step history at 60Hz. In
the case of a footswitch/jack, if you account for the real-time press
and release event that's inserted from `rawinput` during that time,
there'd actually be up `1000/60 * (7-2) = 83ms` worth of step history.
This is still a large enough window of time for `arkmdxp4` to start
confusing older on-state polls with more recent ones. Here is a real
ring buffer I logged when I reproduced the bug:

```
Frame #6: 82ms | 1
          70ms | 1 <- rawinput real-time press
Frame #5: 66ms | 0
Frame #4: 49ms | 0
Frame #3: 34ms | 0 <- rawinput real-time release (coincided with frame update)
Frame #2: 16ms | 1 <- stale "held" poll
Frame #1:  0ms | 1 <- stale "held" poll
```

When `arkmdxp4` determines that a new press event occurred, it uses the
timestamp of the oldest on-state poll in the ring buffer as the press
time. In this case, it uses time 0ms instead of the correct 70ms,
resulting in the game thinking the player stepped 70ms before they
actually did. For reference, that same ring buffer snapshot would've
looked like this in the real implementation:

```
Frame #6: 82ms | 1
          78ms | 1
          74ms | 1
          70ms | 1
Frame #5: 66ms | 0
          62ms | 0
          58ms | 0
```

The correct time 70ms would be assigned to that step in this case. This
demonstrates the importance of keeping the ring buffers filled with only
recent poll history, closer to the threshold of around ~28ms that the
real implementation expects.

## Description of change
~~When the module is booted, it counts how many times
`ac_io_mdxf_update_control_status_buffer` was called in the first three
seconds, then calculates the approximate refresh rate of the current
game instance. If the refresh rate is under `THRESHOLD_REFRESH_RATE`
(120Hz), a low-priority thread dedicated to inserting polls into the
ring buffers is started and run at `THREAD_REFRESH_RATE_HZ` (125Hz).
Combined with the polls inserted by the main `arkmdxp4` thread and
`rawinput` real-time events, the 125Hz update cadence is enough to bring
the span of poll history represented by the ring buffers closer to
parity with what `arkmdxp4` expects.~~

EDIT: The prior thread implementation was replaced with new logic that,
on each call to the update function, backfills the ring buffer with
entries representing the last known state of the controller. For
example, given the ring buffer with a single entry:

```
0ms | 0
```
When the update function is called on the next frame at 60Hz, the
function will insert intermediate entries as "padding" before updating
to its current state:

```
16ms | 1 <- state at current frame
12ms | 0 <- "padding"
8ms  | 0 <- "padding"
4ms  | 0 <- "padding"
0ms  | 0 <- last known state
```

## Considerations
~~In the future, it might be worth exploring a route that interpolates
polls instead of relying on a thread for inserting polls (in other
words, creating intermediate poll entries based on the known real-time
press and release events from `rawinput`). For example, if `rawinput`
reported a press at time 10ms and a release at time 30ms, it's known
that any poll in between those times would report an on-state for that
arrow. However, considering this would involve adding multiple entries
per call (for times in the past) and how the update function can be
called from two separate threads, it may be introduce hard-to-debug edge
cases and add unnecessary complexity overall.~~

EDIT: Implemented

## Testing
~~-Verified the thread was inserting polls at the expected cadence
-Verified the thread is only created when the game's refresh rate is
below the threshold
-Verified the thread introduced no significant increase in CPU~~
- Verified the entries were being backfilled correctly on several
different refresh rate instances
- Verified the bug could no longer be reproduced
This commit is contained in:
cchike
2025-12-15 19:46:41 -08:00
committed by GitHub
parent e0530fedad
commit 8545f1cbdc
+60 -13
View File
@@ -19,11 +19,16 @@ static uint8_t HEAD_P2 = 0;
static uint16_t PREV_STATE_P1 = 0; static uint16_t PREV_STATE_P1 = 0;
static uint16_t PREV_STATE_P2 = 0; static uint16_t PREV_STATE_P2 = 0;
static uint64_t PREV_TIME_P1 = 0;
static uint64_t PREV_TIME_P2 = 0;
static std::mutex MUTEX_P1; static std::mutex MUTEX_P1;
static std::mutex MUTEX_P2; static std::mutex MUTEX_P2;
static bool MDXF_IS_ACTIVE = false; static bool IS_MDXF_ACTIVE = false;
static const uint8_t BACKFILL_INTERVAL_MS = 4;
static const uint8_t BACKFILL_PADDING_MS = 2;
// buffers // buffers
#pragma pack(push, 1) #pragma pack(push, 1)
@@ -157,13 +162,14 @@ static bool __cdecl ac_io_mdxf_update_control_status_buffer_impl(int node, MDXFP
// Dance Dance Revolution // Dance Dance Revolution
if (avs::game::is_model("MDX")) { if (avs::game::is_model("MDX")) {
// Marks this module as actively being used, allowing this function to be called from other sources // Marks this module as actively being used, allowing this function to be called from other sources
if (!MDXF_IS_ACTIVE && source == ARKMDXP4_POLL) { if (!IS_MDXF_ACTIVE && source == ARKMDXP4_POLL) {
MDXF_IS_ACTIVE = true; IS_MDXF_ACTIVE = true;
} }
uint8_t (*buffer)[STATUS_BUFFER_SIZE]; uint8_t (*buffer)[STATUS_BUFFER_SIZE];
uint8_t *head = nullptr; uint8_t *head = nullptr;
uint16_t *prev_state = nullptr; uint16_t *prev_state = nullptr;
uint64_t *prev_time = nullptr;
std::mutex* mutex = nullptr; std::mutex* mutex = nullptr;
switch (node) { switch (node) {
@@ -172,6 +178,7 @@ static bool __cdecl ac_io_mdxf_update_control_status_buffer_impl(int node, MDXFP
mutex = &MUTEX_P1; mutex = &MUTEX_P1;
head = &HEAD_P1; head = &HEAD_P1;
prev_state = &PREV_STATE_P1; prev_state = &PREV_STATE_P1;
prev_time = &PREV_TIME_P1;
buffer = BUFFERS.STATUS_BUFFER_P1; buffer = BUFFERS.STATUS_BUFFER_P1;
break; break;
case 18: case 18:
@@ -179,6 +186,7 @@ static bool __cdecl ac_io_mdxf_update_control_status_buffer_impl(int node, MDXFP
mutex = &MUTEX_P2; mutex = &MUTEX_P2;
head = &HEAD_P2; head = &HEAD_P2;
prev_state = &PREV_STATE_P2; prev_state = &PREV_STATE_P2;
prev_time = &PREV_TIME_P2;
buffer = BUFFERS.STATUS_BUFFER_P2; buffer = BUFFERS.STATUS_BUFFER_P2;
break; break;
default: default:
@@ -235,17 +243,43 @@ static bool __cdecl ac_io_mdxf_update_control_status_buffer_impl(int node, MDXFP
left_right |= 0x0F; left_right |= 0x0F;
} }
uint16_t current_state = (uint16_t(up_down) << 8) | left_right; const uint16_t current_state = (uint16_t(up_down) << 8) | left_right;
const uint64_t current_time = arkGetTickTime64();
std::lock_guard<std::mutex> lock(*mutex); std::lock_guard<std::mutex> lock(*mutex);
// If state hasn't changed and the update was triggered outside arkmdxp4.dll, then don't advance head pointer or write a new entry // If state hasn't changed and the update was triggered externally, then don't advance head pointer or write a new entry
if (current_state == *prev_state && source != ARKMDXP4_POLL) { if (source == EXTERNAL_POLL && *prev_state == current_state) {
return true; return true;
} }
*prev_state = current_state; // If there's already an entry for this exact time, then don't advance head pointer or write a new entry
if (*prev_time >= current_time) {
return true;
}
// The start and stop time cutoffs for backfilling entries. Min(..) ensures times aren't negative.
// The stop time is just before the current_time, set by BACKFILL_PADDING_MS, which avoids the last backfilled entry being too close to current_time.
uint64_t start_time = *prev_time;
const uint64_t stop_time = current_time - std::min<uint64_t>(current_time, BACKFILL_PADDING_MS);
// Ensures the first iteration will write the first entry at current_time and not backfill to time 0ms.
if (start_time == 0) {
start_time = current_time - std::min<uint64_t>(current_time, BACKFILL_INTERVAL_MS);
}
// Ensures only STATUS_BUFFER_NUM_ENTRIES entries at most are backfilled
const uint64_t max_backfill = BACKFILL_INTERVAL_MS * STATUS_BUFFER_NUM_ENTRIES;
const uint64_t min_time = current_time - std::min<uint64_t>(current_time, max_backfill);
if (start_time < min_time) {
start_time = min_time;
}
uint64_t time = start_time;
uint16_t state = *prev_state;
// Backfill entries a fixed interval apart from each other between prev_time and current_time
while (time < stop_time) {
// Advance head pointer // Advance head pointer
*head = (*head + 1) % STATUS_BUFFER_NUM_ENTRIES; *head = (*head + 1) % STATUS_BUFFER_NUM_ENTRIES;
uint8_t* buffer_entry = buffer[*head]; uint8_t* buffer_entry = buffer[*head];
@@ -253,12 +287,25 @@ static bool __cdecl ac_io_mdxf_update_control_status_buffer_impl(int node, MDXFP
// Clear buffer // Clear buffer
memset(buffer_entry, 0, STATUS_BUFFER_SIZE); memset(buffer_entry, 0, STATUS_BUFFER_SIZE);
// Write button state time += BACKFILL_INTERVAL_MS;
buffer_entry[4] = up_down;
buffer_entry[5] = left_right;
//Write current game time // If the stop time is reached, then write current_time and current_state instead for this final iteration
*(uint64_t*)&buffer_entry[0x18] = arkGetTickTime64(); const bool isEdge = (time >= stop_time);
if (isEdge) {
state = current_state;
time = current_time;
}
// Write button state
buffer_entry[4] = (state >> 8) & 0xFF;
buffer_entry[5] = state & 0xFF;
// Write game time
*(uint64_t*)&buffer_entry[0x18] = time;
}
*prev_state = current_state;
*prev_time = current_time;
} }
// return success // return success
@@ -271,7 +318,7 @@ static bool __cdecl ac_io_mdxf_update_control_status_buffer(int node) {
// Used for triggering updates of the controller states from outside arkmdxp4.dll main refresh loop (i.e. within rawinput.cpp on controller events) // Used for triggering updates of the controller states from outside arkmdxp4.dll main refresh loop (i.e. within rawinput.cpp on controller events)
void mdxf_poll() { void mdxf_poll() {
if (MDXF_IS_ACTIVE) { if (IS_MDXF_ACTIVE) {
ac_io_mdxf_update_control_status_buffer_impl(17, EXTERNAL_POLL); ac_io_mdxf_update_control_status_buffer_impl(17, EXTERNAL_POLL);
ac_io_mdxf_update_control_status_buffer_impl(18, EXTERNAL_POLL); ac_io_mdxf_update_control_status_buffer_impl(18, EXTERNAL_POLL);
} }