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https://github.com/spice2x/spice2x.github.io.git
synced 2026-09-30 14:04:55 -07:00
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3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| dad88caf01 | |||
| 699659d4bf | |||
| 21e7d24ed3 |
@@ -144,6 +144,13 @@ restriction is that the ID has to be a valid 64-bit unsigned integer.
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`busy`
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#### Card
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- get_cards()
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- returns the current card ID and source for each active card reader
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- each entry contains `index`, `card_id`, and `source`
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- `source` is `file` or `override`
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- file entries also contain `file_name`, without the full configured path
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- `-card0` and `-card1` overrides do not contain `file_name`
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- this function only works when an API password is configured
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- insert(index: uint, card_id: hex)
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- inserts a card which gets read by the emulated card readers for the game
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- index has to be either 0 (for P1) or 1 (for P2)
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@@ -337,9 +337,11 @@ bool Controller::process_request(ClientState *state, const char *in, size_t in_s
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if (module->name == request.module) {
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module_found = true;
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// check password force
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if (module->password_force && this->password.empty() && request.function != "session_refresh") {
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Value err("Module requires the password to be set.");
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// check password requirement
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if (module->requires_password(request.function)
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&& this->password.empty()
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&& request.function != "session_refresh") {
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Value err("Function requires the password to be set.");
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response.add_error(err);
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break;
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}
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@@ -118,7 +118,13 @@ namespace api {
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param.i_height = height;
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param.i_fps_num = this->fps;
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param.i_fps_den = 1;
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param.i_threads = 1;
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// sliced threading, which zerolatency already selected, so a frame is split
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// across workers rather than held back to be reordered. deliberately not the
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// automatic count: this shares a machine with the game it is capturing, and
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// taking every core to encode would win back frames at the game's expense
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param.i_threads = 4;
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param.b_annexb = 1;
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// SPS/PPS ahead of every IDR, so a client can start decoding cold
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param.b_repeat_headers = 1;
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@@ -16,6 +16,14 @@ namespace api {
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this->password_force = password_force;
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}
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void Module::require_password(const std::string &function) {
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this->password_force_functions.emplace(function);
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}
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bool Module::requires_password(const std::string &function) const {
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return this->password_force || this->password_force_functions.contains(function);
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}
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void Module::handle(Request &req, Response &res) {
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// log module access
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@@ -4,6 +4,7 @@
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#include <map>
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#include <string>
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#include <sstream>
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#include <unordered_set>
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#include <external/robin_hood.h>
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#include "response.h"
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@@ -26,6 +27,13 @@ namespace api {
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// default constructor
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explicit Module(std::string name, bool password_force=false);
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void require_password(const std::string &function);
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private:
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// functions which expose sensitive data or actions
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std::unordered_set<std::string> password_force_functions;
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public:
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// virtual deconstructor
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@@ -35,6 +43,8 @@ namespace api {
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std::string name;
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bool password_force;
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bool requires_password(const std::string &function) const;
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// the magic
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void handle(Request &req, Response &res);
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@@ -1,4 +1,5 @@
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#include "card.h"
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#include <fstream>
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#include <functional>
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#include "external/rapidjson/document.h"
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#include "util/logging.h"
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@@ -11,8 +12,71 @@ using namespace rapidjson;
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namespace api::modules {
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static bool normalize_card_id(const std::string &value, std::string &card_id) {
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if (value.size() != 16) {
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return false;
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}
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uint8_t card_bin[8] {};
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if (!hex2bin(value.c_str(), card_bin)) {
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return false;
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}
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card_id = bin2hex(card_bin, std::size(card_bin));
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return true;
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}
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static bool read_card_id(const std::filesystem::path &path, std::string &card_id) {
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std::ifstream file(path);
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char buffer[16] {};
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if (!file.read(buffer, std::size(buffer))) {
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return false;
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}
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return normalize_card_id(std::string(buffer, std::size(buffer)), card_id);
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}
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Card::Card() : Module("card") {
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functions["get_cards"] = std::bind(&Card::get_cards, this, _1, _2);
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functions["insert"] = std::bind(&Card::insert, this, _1, _2);
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require_password("get_cards");
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}
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/**
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* get_cards()
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*/
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void Card::get_cards(Request &req, Response &res) {
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auto &alloc = res.doc()->GetAllocator();
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for (int index = 0; index < eamuse_get_game_keypads(); index++) {
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std::string card_id;
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std::string filename;
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const auto card_override = eamuse_get_card_override(index);
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const bool has_override = !card_override.empty();
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if (has_override) {
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if (!normalize_card_id(card_override, card_id)) {
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continue;
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}
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} else {
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const auto path = eamuse_get_card_path(index);
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if (!read_card_id(path, card_id)) {
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continue;
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}
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const auto filename_u8 = path.filename().u8string();
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filename.assign(filename_u8.begin(), filename_u8.end());
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}
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Value card(kObjectType);
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card.AddMember("index", index, alloc);
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card.AddMember("card_id", Value(card_id.c_str(), alloc), alloc);
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card.AddMember("source", Value(has_override ? "override" : "file", alloc), alloc);
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if (!has_override) {
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card.AddMember("file_name", Value(filename.c_str(), alloc), alloc);
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}
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res.add_data(card);
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}
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}
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/**
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@@ -12,6 +12,7 @@ namespace api::modules {
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private:
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// function definitions
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void get_cards(Request &req, Response &res);
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void insert(Request &req, Response &res);
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};
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}
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@@ -1,5 +1,32 @@
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part of spiceapi;
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class CardInfo {
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final int index;
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final String cardID;
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final String source;
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final String? fileName;
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CardInfo(this.index, this.cardID, this.source, this.fileName);
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}
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Future<List<CardInfo>> cardGetCards(Connection con) {
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var req = Request("card", "get_cards");
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return con.request(req).then((res) {
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List<CardInfo> cards = [];
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for (var value in res.getData()) {
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cards.add(
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CardInfo(
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value["index"],
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value["card_id"],
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value["source"],
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value["file_name"],
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),
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);
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}
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return cards;
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});
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}
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Future<void> cardInsert(Connection con, int unit, String cardID) {
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var req = Request("card", "insert");
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req.addParam(unit);
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@@ -1,5 +1,32 @@
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part of spiceapi;
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class CardInfo {
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final int index;
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final String cardID;
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final String source;
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final String? fileName;
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CardInfo(this.index, this.cardID, this.source, this.fileName);
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}
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Future<List<CardInfo>> cardGetCards(Connection con) {
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var req = Request("card", "get_cards");
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return con.request(req).then((res) {
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List<CardInfo> cards = [];
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for (var value in res.getData()) {
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cards.add(
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CardInfo(
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value["index"],
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value["card_id"],
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value["source"],
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value["file_name"],
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),
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);
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}
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return cards;
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});
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}
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Future<void> cardInsert(Connection con, int unit, String cardID) {
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var req = Request("card", "insert");
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req.addParam(unit);
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@@ -2,6 +2,10 @@ from .connection import Connection
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from .request import Request
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def card_get_cards(con: Connection):
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return con.request(Request("card", "get_cards")).get_data()
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def card_insert(con: Connection, unit: int, card_id: str):
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req = Request("card", "insert")
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req.add_param(unit)
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@@ -944,9 +944,12 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::CreateDevice(
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} else if (!D3D9_DEVICE_HOOK_DISABLE) {
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graphics_hook_window(hFocusWindow, pPresentationParameters);
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*ppReturnedDeviceInterface = new WrappedIDirect3DDevice9(
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auto *wrapped = new WrappedIDirect3DDevice9(
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hFocusWindow,
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*ppReturnedDeviceInterface);
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wrapped->device_multithreaded = (BehaviorFlags & D3DCREATE_MULTITHREADED) != 0;
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*ppReturnedDeviceInterface = wrapped;
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}
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// return result
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@@ -1307,13 +1310,16 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::CreateDeviceEx(
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} else if (!D3D9_DEVICE_HOOK_DISABLE) {
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graphics_hook_window(hFocusWindow, pPresentationParameters);
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*ppReturnedDeviceInterface = new WrappedIDirect3DDevice9(
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auto *wrapped = new WrappedIDirect3DDevice9(
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hFocusWindow,
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*ppReturnedDeviceInterface,
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gfdm_parameters.logical_small_swapchain,
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gfdm_two_head_exclusive() ? static_cast<IDirect3D9 *>(this) : nullptr,
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gfdm_two_head_exclusive() ? pPresentationParameters : nullptr);
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wrapped->device_multithreaded = (BehaviorFlags & D3DCREATE_MULTITHREADED) != 0;
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*ppReturnedDeviceInterface = wrapped;
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// initialize sub screen if the game requested a multi-head context
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if (avs::game::is_model({"LDJ", "KFC", "M39", "M32"}) &&
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(orig_behavior_flags & D3DCREATE_ADAPTERGROUP_DEVICE)) {
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@@ -634,6 +634,9 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::Reset(
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overlay::OVERLAY->reset_invalidate();
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}
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// Reset refuses to run while any default pool resource is outstanding
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d3d9_readback::discard_snapshot_targets(pReal);
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HRESULT res = pReal->Reset(pPresentationParameters);
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// recreate overlay
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@@ -2321,6 +2324,9 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::ResetEx(
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overlay::OVERLAY->reset_invalidate();
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}
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// ResetEx refuses to run while any default pool resource is outstanding
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d3d9_readback::discard_snapshot_targets(pReal);
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HRESULT res = static_cast<IDirect3DDevice9Ex *>(pReal)->ResetEx(
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gfdm_parameters.presentation_parameters,
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gfdm_parameters.fullscreen_display_modes);
|
||||
|
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@@ -264,6 +264,10 @@ struct WrappedIDirect3DDevice9 : IDirect3DDevice9Ex {
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IDirect3DDevice9 *pReal;
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bool is_d3d9ex = false;
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|
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// set from the creation flags; without it the runtime does no locking of its own, so
|
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// nothing but the present thread may touch the device
|
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bool device_multithreaded = false;
|
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|
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std::atomic_ulong refs = 1;
|
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|
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WrappedIDirect3DSwapChain9 *main_swapchain = nullptr;
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|
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@@ -1,5 +1,8 @@
|
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#include "d3d9_readback.h"
|
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|
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#include <array>
|
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#include <chrono>
|
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#include <condition_variable>
|
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#include <mutex>
|
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#include <vector>
|
||||
|
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@@ -10,6 +13,13 @@ namespace d3d9_readback {
|
||||
|
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namespace {
|
||||
|
||||
// the snapshot path stamps frames with this to recognise one left behind by a break in the
|
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// request stream
|
||||
uint64_t now_us() {
|
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return static_cast<uint64_t>(std::chrono::duration_cast<std::chrono::microseconds>(
|
||||
std::chrono::steady_clock::now().time_since_epoch()).count());
|
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}
|
||||
|
||||
SurfacePtr create_readback_surface(IDirect3DDevice9 *device, const D3DSURFACE_DESC &desc) {
|
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IDirect3DSurface9 *surface = nullptr;
|
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const HRESULT hr = device->CreateOffscreenPlainSurface(
|
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@@ -160,21 +170,8 @@ ReadbackPool &pool() {
|
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return *instance;
|
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}
|
||||
|
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} // namespace
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|
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void release_device_resources(IDirect3DDevice9 *device) {
|
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pool().clear_device(device);
|
||||
}
|
||||
|
||||
BackbufferCopy::~BackbufferCopy() {
|
||||
if (this->pooled && this->surface) {
|
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pool().release(this->device, std::move(this->surface));
|
||||
}
|
||||
}
|
||||
|
||||
std::optional<BackbufferCopy> acquire_backbuffer_copy(
|
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IDirect3DDevice9 *device, IDirect3DSwapChain9 *swap_chain, int screen, bool pooled) {
|
||||
|
||||
// the back buffer plus the checks every caller has to make before copying out of it
|
||||
SurfacePtr open_backbuffer(IDirect3DSwapChain9 *swap_chain, int screen, D3DSURFACE_DESC &desc) {
|
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IDirect3DSurface9 *buffer = nullptr;
|
||||
HRESULT hr = swap_chain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &buffer);
|
||||
if (FAILED(hr) || buffer == nullptr) {
|
||||
@@ -182,17 +179,17 @@ std::optional<BackbufferCopy> acquire_backbuffer_copy(
|
||||
"failed to get back buffer for screen {}, hr={}",
|
||||
screen,
|
||||
FMT_HRESULT(hr));
|
||||
return std::nullopt;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
D3DSURFACE_DESC desc {};
|
||||
hr = buffer->GetDesc(&desc);
|
||||
SurfacePtr surface(buffer);
|
||||
|
||||
hr = surface->GetDesc(&desc);
|
||||
if (FAILED(hr)) {
|
||||
log_warning("graphics::d3d9",
|
||||
"failed to acquire back buffer descriptor, hr={}",
|
||||
FMT_HRESULT(hr));
|
||||
buffer->Release();
|
||||
return std::nullopt;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// GetRenderTargetData rejects multisampled sources. no supported game has been
|
||||
@@ -204,7 +201,399 @@ std::optional<BackbufferCopy> acquire_backbuffer_copy(
|
||||
"back buffer is multisampled ({}), screenshots and capture are unsupported",
|
||||
static_cast<uint32_t>(desc.MultiSampleType));
|
||||
});
|
||||
buffer->Release();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return surface;
|
||||
}
|
||||
|
||||
SurfacePtr create_snapshot_target(IDirect3DDevice9 *device, const D3DSURFACE_DESC &desc) {
|
||||
IDirect3DSurface9 *surface = nullptr;
|
||||
|
||||
// matching the back buffer keeps the blit a straight copy and leaves the pixels in the
|
||||
// format the conversion step would have seen without the detour
|
||||
const HRESULT hr = device->CreateRenderTarget(
|
||||
desc.Width, desc.Height, desc.Format,
|
||||
D3DMULTISAMPLE_NONE, 0, FALSE, &surface, nullptr);
|
||||
|
||||
if (FAILED(hr) || surface == nullptr) {
|
||||
log_warning("graphics::d3d9",
|
||||
"failed to create snapshot target, hr={}",
|
||||
FMT_HRESULT(hr));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return SurfacePtr(surface);
|
||||
}
|
||||
|
||||
// two render targets per screen, reused across frames. two because one holds the frame waiting
|
||||
// out its deferral while the other takes the next one; a read only holds its target until the
|
||||
// pixels are in system memory, which is far shorter than the gap between requests.
|
||||
//
|
||||
// unlike the readback surfaces these live in the default pool, so they have to be gone before a
|
||||
// Reset and not merely before the device is released
|
||||
class SnapshotTargets {
|
||||
public:
|
||||
SurfacePtr acquire(
|
||||
IDirect3DDevice9 *device,
|
||||
int screen,
|
||||
const D3DSURFACE_DESC &desc,
|
||||
uint64_t *out_generation) {
|
||||
|
||||
if (screen < 0 || screen >= static_cast<int>(GRAPHICS_CAPTURE_SCREEN_NO)) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::lock_guard<std::mutex> lock(this->mutex);
|
||||
|
||||
if (this->device != device) {
|
||||
this->drop();
|
||||
this->device = device;
|
||||
this->usable = true;
|
||||
}
|
||||
|
||||
auto &entry = this->screens[screen];
|
||||
|
||||
Slot *free_slot = nullptr;
|
||||
for (size_t i = 0; i < SLOTS_PER_SCREEN; i++) {
|
||||
auto &candidate = entry.slots[(entry.next + i) % SLOTS_PER_SCREEN];
|
||||
if (!candidate.busy) {
|
||||
free_slot = &candidate;
|
||||
entry.next = (entry.next + i + 1) % SLOTS_PER_SCREEN;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (free_slot == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto &slot = *free_slot;
|
||||
|
||||
if (slot.target
|
||||
&& (slot.width != desc.Width
|
||||
|| slot.height != desc.Height
|
||||
|| slot.format != desc.Format)) {
|
||||
slot.target.reset();
|
||||
}
|
||||
|
||||
if (!slot.target) {
|
||||
slot.target = create_snapshot_target(device, desc);
|
||||
if (!slot.target) {
|
||||
// a back buffer format the device will not give us a render target for. the
|
||||
// inline path can still read it, so stop trying rather than lose the stream
|
||||
this->usable = false;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
slot.width = desc.Width;
|
||||
slot.height = desc.Height;
|
||||
slot.format = desc.Format;
|
||||
}
|
||||
|
||||
slot.busy = true;
|
||||
*out_generation = this->current_generation;
|
||||
|
||||
slot.target->AddRef();
|
||||
return SurfacePtr(slot.target.get());
|
||||
}
|
||||
|
||||
// holds the fresh snapshot back and returns the one from the previous request, which by now
|
||||
// has had a full frame for its blit and transfer to land
|
||||
std::optional<Snapshot> rotate(int screen, std::optional<Snapshot> fresh) {
|
||||
if (screen < 0 || screen >= static_cast<int>(GRAPHICS_CAPTURE_SCREEN_NO)) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
const uint64_t now = now_us();
|
||||
std::optional<Snapshot> previous;
|
||||
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(this->mutex);
|
||||
previous = std::move(this->pending[screen]);
|
||||
this->pending[screen] = std::move(fresh);
|
||||
}
|
||||
|
||||
// a frame waits here for the next request rather than for a deadline, so a gap in
|
||||
// requests, a client reconnecting most obviously, would otherwise hand the new session
|
||||
// a frame from before the gap. showing a stale frame is worse than showing none
|
||||
if (previous.has_value() && now - previous->issued_us > MAX_DEFERRAL_US) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
return previous;
|
||||
}
|
||||
|
||||
// a reader whose target was already thrown away must not free the slot, or it would free
|
||||
// the snapshot that replaced it while that one is still being read
|
||||
void finish(int screen, uint64_t generation, IDirect3DSurface9 *target) {
|
||||
if (screen < 0 || screen >= static_cast<int>(GRAPHICS_CAPTURE_SCREEN_NO)) {
|
||||
return;
|
||||
}
|
||||
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(this->mutex);
|
||||
if (generation != this->current_generation) {
|
||||
return;
|
||||
}
|
||||
|
||||
this->free_slot(screen, target);
|
||||
}
|
||||
|
||||
this->idle.notify_all();
|
||||
}
|
||||
|
||||
bool still_current(uint64_t generation) {
|
||||
std::lock_guard<std::mutex> lock(this->mutex);
|
||||
return generation == this->current_generation;
|
||||
}
|
||||
|
||||
bool is_usable() {
|
||||
std::lock_guard<std::mutex> lock(this->mutex);
|
||||
return this->usable;
|
||||
}
|
||||
|
||||
// Reset fails outright while the device still owns default pool resources, so dropping our
|
||||
// own references is not enough and any read in flight has to finish first. the wait is
|
||||
// bounded because a failed Reset is something games retry and a stalled present thread is
|
||||
// not something they survive
|
||||
void discard(IDirect3DDevice9 *device) {
|
||||
// destroyed after the lock is released, since dropping a snapshot calls back in here
|
||||
std::array<std::optional<Snapshot>, GRAPHICS_CAPTURE_SCREEN_NO> stale;
|
||||
|
||||
{
|
||||
std::unique_lock<std::mutex> lock(this->mutex);
|
||||
if (this->device != nullptr && this->device != device) {
|
||||
return;
|
||||
}
|
||||
|
||||
// deferred frames are abandoned rather than waited for; only a read that is already
|
||||
// running has to be allowed to finish
|
||||
for (auto &held : this->pending) {
|
||||
if (held.has_value() && held->surface) {
|
||||
this->free_slot(held->screen, held->surface.get());
|
||||
}
|
||||
}
|
||||
|
||||
stale = std::move(this->pending);
|
||||
this->pending = {};
|
||||
|
||||
const bool drained = this->idle.wait_for(
|
||||
lock,
|
||||
std::chrono::milliseconds(100),
|
||||
[this] { return !this->any_busy(); });
|
||||
|
||||
if (!drained) {
|
||||
log_warning("graphics::d3d9",
|
||||
"capture snapshot still in flight, discarding its target anyway");
|
||||
}
|
||||
|
||||
this->drop();
|
||||
this->device = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
static constexpr size_t SLOTS_PER_SCREEN = 2;
|
||||
|
||||
// generous next to the frame interval this is meant to bridge, so that ordinary jitter
|
||||
// never trips it and only a real break in the request stream does
|
||||
static constexpr uint64_t MAX_DEFERRAL_US = 250'000;
|
||||
|
||||
struct Slot {
|
||||
SurfacePtr target;
|
||||
UINT width = 0;
|
||||
UINT height = 0;
|
||||
D3DFORMAT format = D3DFMT_UNKNOWN;
|
||||
bool busy = false;
|
||||
};
|
||||
|
||||
struct Screen {
|
||||
std::array<Slot, SLOTS_PER_SCREEN> slots;
|
||||
size_t next = 0;
|
||||
};
|
||||
|
||||
void free_slot(int screen, IDirect3DSurface9 *target) {
|
||||
for (auto &slot : this->screens[screen].slots) {
|
||||
if (slot.target.get() == target) {
|
||||
slot.busy = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool any_busy() const {
|
||||
for (const auto &entry : this->screens) {
|
||||
for (const auto &slot : entry.slots) {
|
||||
if (slot.busy) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void drop() {
|
||||
for (auto &entry : this->screens) {
|
||||
for (auto &slot : entry.slots) {
|
||||
slot.target.reset();
|
||||
slot.busy = false;
|
||||
}
|
||||
|
||||
entry.next = 0;
|
||||
}
|
||||
|
||||
this->current_generation++;
|
||||
}
|
||||
|
||||
std::mutex mutex;
|
||||
std::condition_variable idle;
|
||||
std::array<Screen, GRAPHICS_CAPTURE_SCREEN_NO> screens;
|
||||
std::array<std::optional<Snapshot>, GRAPHICS_CAPTURE_SCREEN_NO> pending;
|
||||
IDirect3DDevice9 *device = nullptr;
|
||||
uint64_t current_generation = 1;
|
||||
bool usable = true;
|
||||
};
|
||||
|
||||
// never destroyed, for the same reason the readback pool is not
|
||||
SnapshotTargets &targets() {
|
||||
static SnapshotTargets *instance = new SnapshotTargets();
|
||||
return *instance;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
void release_device_resources(IDirect3DDevice9 *device) {
|
||||
targets().discard(device);
|
||||
pool().clear_device(device);
|
||||
}
|
||||
|
||||
void discard_snapshot_targets(IDirect3DDevice9 *device) {
|
||||
targets().discard(device);
|
||||
}
|
||||
|
||||
bool snapshots_supported() {
|
||||
return targets().is_usable();
|
||||
}
|
||||
|
||||
BackbufferCopy::~BackbufferCopy() {
|
||||
if (this->pooled && this->surface) {
|
||||
pool().release(this->device, std::move(this->surface));
|
||||
}
|
||||
}
|
||||
|
||||
Snapshot::~Snapshot() {
|
||||
// still holding the target means the read never ran, and the slot would otherwise stay
|
||||
// marked busy and take the screen out of capture permanently
|
||||
if (this->surface) {
|
||||
targets().finish(this->screen, this->generation, this->surface.get());
|
||||
}
|
||||
}
|
||||
|
||||
namespace {
|
||||
|
||||
std::optional<Snapshot> take_snapshot(
|
||||
IDirect3DDevice9 *device, IDirect3DSwapChain9 *swap_chain, int screen) {
|
||||
|
||||
const uint64_t started_us = now_us();
|
||||
|
||||
D3DSURFACE_DESC desc {};
|
||||
auto buffer = open_backbuffer(swap_chain, screen, desc);
|
||||
if (!buffer) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
uint64_t generation = 0;
|
||||
auto target = targets().acquire(device, screen, desc, &generation);
|
||||
if (!target) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
// built before the blit so that a failure below hands the slot back through the destructor
|
||||
Snapshot snapshot;
|
||||
snapshot.screen = screen;
|
||||
snapshot.desc = desc;
|
||||
snapshot.device = device;
|
||||
snapshot.surface = std::move(target);
|
||||
snapshot.generation = generation;
|
||||
snapshot.issued_us = started_us;
|
||||
|
||||
// the point of the whole exercise: this is queued rather than waited on, so the game pays
|
||||
// for issuing the copy and not for it completing. identical size and format, so there is
|
||||
// no filtering to ask for
|
||||
const HRESULT hr = device->StretchRect(
|
||||
buffer.get(), nullptr, snapshot.surface.get(), nullptr, D3DTEXF_NONE);
|
||||
|
||||
if (FAILED(hr)) {
|
||||
log_warning("graphics::d3d9",
|
||||
"failed to snapshot back buffer for screen {}, hr={}",
|
||||
screen,
|
||||
FMT_HRESULT(hr));
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
return snapshot;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
std::optional<Snapshot> snapshot_backbuffer(
|
||||
IDirect3DDevice9 *device, IDirect3DSwapChain9 *swap_chain, int screen) {
|
||||
|
||||
return targets().rotate(screen, take_snapshot(device, swap_chain, screen));
|
||||
}
|
||||
|
||||
std::optional<BackbufferCopy> read_snapshot(Snapshot snapshot) {
|
||||
if (!snapshot.surface) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
// a Reset between the blit and now means the target no longer holds the captured frame
|
||||
if (!targets().still_current(snapshot.generation)) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
auto destination = pool().acquire(snapshot.device, snapshot.desc);
|
||||
if (!destination) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
const HRESULT hr = snapshot.device->GetRenderTargetData(
|
||||
snapshot.surface.get(), destination.get());
|
||||
|
||||
// the target is reusable as soon as the pixels are in system memory. dropping the
|
||||
// reference before freeing the slot keeps the destructor from freeing it twice
|
||||
const int screen = snapshot.screen;
|
||||
const uint64_t generation = snapshot.generation;
|
||||
IDirect3DSurface9 *target = snapshot.surface.get();
|
||||
snapshot.surface.reset();
|
||||
targets().finish(screen, generation, target);
|
||||
|
||||
if (FAILED(hr)) {
|
||||
log_warning("graphics::d3d9",
|
||||
"failed to read snapshot contents, hr={}",
|
||||
FMT_HRESULT(hr));
|
||||
pool().release(snapshot.device, std::move(destination));
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
BackbufferCopy copy;
|
||||
copy.screen = screen;
|
||||
copy.desc = snapshot.desc;
|
||||
copy.device = snapshot.device;
|
||||
copy.surface = std::move(destination);
|
||||
copy.pooled = true;
|
||||
|
||||
return copy;
|
||||
}
|
||||
|
||||
std::optional<BackbufferCopy> acquire_backbuffer_copy(
|
||||
IDirect3DDevice9 *device, IDirect3DSwapChain9 *swap_chain, int screen, bool pooled) {
|
||||
|
||||
D3DSURFACE_DESC desc {};
|
||||
auto buffer = open_backbuffer(swap_chain, screen, desc);
|
||||
if (!buffer) {
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
@@ -212,12 +601,10 @@ std::optional<BackbufferCopy> acquire_backbuffer_copy(
|
||||
? pool().acquire(device, desc)
|
||||
: create_readback_surface(device, desc);
|
||||
if (!destination) {
|
||||
buffer->Release();
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
hr = device->GetRenderTargetData(buffer, destination.get());
|
||||
buffer->Release();
|
||||
const HRESULT hr = device->GetRenderTargetData(buffer.get(), destination.get());
|
||||
|
||||
if (FAILED(hr)) {
|
||||
log_warning("graphics::d3d9",
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
|
||||
@@ -39,6 +40,51 @@ namespace d3d9_readback {
|
||||
int screen,
|
||||
bool pooled);
|
||||
|
||||
// GPU side copy of a back buffer, taken while the contents are still the frame that was
|
||||
// presented, so that reading them into system memory no longer has to happen before it
|
||||
struct Snapshot {
|
||||
int screen {};
|
||||
D3DSURFACE_DESC desc {};
|
||||
IDirect3DDevice9 *device = nullptr;
|
||||
SurfacePtr surface;
|
||||
uint64_t generation {};
|
||||
|
||||
// when the blit was issued, so a frame left behind by a break in the request stream can
|
||||
// be recognised as stale rather than handed over
|
||||
uint64_t issued_us {};
|
||||
|
||||
Snapshot() = default;
|
||||
Snapshot(Snapshot &&) noexcept = default;
|
||||
Snapshot &operator=(Snapshot &&) noexcept = default;
|
||||
Snapshot(const Snapshot &) = delete;
|
||||
Snapshot &operator=(const Snapshot &) = delete;
|
||||
~Snapshot();
|
||||
};
|
||||
|
||||
// for the present thread, between the last EndScene and Present. blits the current frame,
|
||||
// then returns the snapshot taken on the *previous* call: waiting a frame before reading
|
||||
// means the blit and its system memory transfer have already happened, so the read does not
|
||||
// stall on the GPU. costs the stream one frame of latency.
|
||||
//
|
||||
// returns nothing on the first call of a stream, and whenever the frame could not be taken,
|
||||
// which is the caller's cue to skip rather than to wait
|
||||
std::optional<Snapshot> snapshot_backbuffer(
|
||||
IDirect3DDevice9 *device,
|
||||
IDirect3DSwapChain9 *swap_chain,
|
||||
int screen);
|
||||
|
||||
// the expensive half, for a thread that is not the present thread. only legal on a device
|
||||
// created with D3DCREATE_MULTITHREADED
|
||||
std::optional<BackbufferCopy> read_snapshot(Snapshot snapshot);
|
||||
|
||||
// false once a device has refused to give up a render target matching its back buffer,
|
||||
// which leaves reading the back buffer directly as the only way to capture it
|
||||
bool snapshots_supported();
|
||||
|
||||
// snapshot targets live in the default pool, so unlike the readback surfaces they have to
|
||||
// be gone before a Reset and not merely before the device is released
|
||||
void discard_snapshot_targets(IDirect3DDevice9 *device);
|
||||
|
||||
// pooled surfaces hold references on the device; call this before releasing it
|
||||
void release_device_resources(IDirect3DDevice9 *device);
|
||||
}
|
||||
|
||||
@@ -488,6 +488,63 @@ ThreadPool &capture_read_pool() {
|
||||
return *instance;
|
||||
}
|
||||
|
||||
// Takes the frame on the present thread as a queued GPU blit and hands the readback to a pool
|
||||
// thread, so the game waits for neither. Only viable where the whole read can go off thread,
|
||||
// since the back buffer is overwritten right after Present and a snapshot the present thread
|
||||
// then had to read itself would cost more than reading the back buffer directly.
|
||||
//
|
||||
// Returns false when the frame could not be taken, including the ordinary case of the previous
|
||||
// snapshot of this screen still being read, which paces capture to what the reader sustains.
|
||||
static bool snapshot_capture(
|
||||
IDirect3DDevice9 *device,
|
||||
WrappedIDirect3DDevice9 *wrapped_device,
|
||||
int screen) {
|
||||
|
||||
IDirect3DSwapChain9 *swap_chain = nullptr;
|
||||
const HRESULT hr = wrapped_device->get_screenshot_swap_chain(screen, &swap_chain);
|
||||
if (FAILED(hr) || swap_chain == nullptr) {
|
||||
log_warning("graphics::d3d9",
|
||||
"failed to get swap chain for screen {}, hr={}",
|
||||
screen,
|
||||
FMT_HRESULT(hr));
|
||||
return false;
|
||||
}
|
||||
|
||||
auto snapshot = d3d9_readback::snapshot_backbuffer(device, swap_chain, screen);
|
||||
swap_chain->Release();
|
||||
|
||||
if (!snapshot.has_value()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
try {
|
||||
capture_read_pool().add([screen, snapshot = std::move(*snapshot)]() mutable {
|
||||
// an escape from here would cross a thread boundary and terminate
|
||||
try {
|
||||
auto copy = d3d9_readback::read_snapshot(std::move(snapshot));
|
||||
if (!copy.has_value()) {
|
||||
graphics_capture_skip(screen);
|
||||
return;
|
||||
}
|
||||
|
||||
read_and_dispatch_capture(screen, std::move(*copy));
|
||||
} catch (const std::exception &error) {
|
||||
log_warning("graphics::d3d9", "capture read failed: {}", error.what());
|
||||
graphics_capture_skip(screen);
|
||||
} catch (...) {
|
||||
log_warning("graphics::d3d9", "capture read failed");
|
||||
graphics_capture_skip(screen);
|
||||
}
|
||||
});
|
||||
} catch (const std::exception &) {
|
||||
// the snapshot went into the lambda before the queue could fail, so it is already
|
||||
// destroyed and its target handed back; the client just misses this frame
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// by this point the pixels are plain memory, so none of this needs the device
|
||||
static void dispatch_screenshot_save(std::vector<PendingWrite> writes, size_t screen_count) {
|
||||
auto screenshot_process = [writes = std::move(writes), screen_count]() mutable {
|
||||
@@ -632,6 +689,18 @@ static void process_image_request(
|
||||
const ImageRequest &request) {
|
||||
const bool screenshot = request.kind == ImageRequestKind::Screenshot;
|
||||
|
||||
if (!screenshot
|
||||
&& wrapped_device->device_multithreaded
|
||||
&& capture_read_off_thread(request.screen)
|
||||
&& d3d9_readback::snapshots_supported()) {
|
||||
|
||||
if (!snapshot_capture(device, wrapped_device, request.screen)) {
|
||||
graphics_capture_skip(request.screen);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
std::vector<int> screens { request.screen };
|
||||
if (screenshot && GRAPHICS_SCREENSHOT_SUBSCREENS) {
|
||||
screens.clear();
|
||||
|
||||
@@ -1729,7 +1729,7 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
|
||||
"Value must be between 0 (poor quality) and 100 (best quality), inclusive. Default: 70.",
|
||||
.type = OptionType::Integer,
|
||||
.setting_name = "(0-100)",
|
||||
.category = "Companion & API",
|
||||
.category = "API Dev",
|
||||
},
|
||||
{
|
||||
// APIScreenMirrorDivide
|
||||
@@ -1741,21 +1741,17 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
|
||||
"Value must be 1 or greater. Default: 1.",
|
||||
.type = OptionType::Integer,
|
||||
.setting_name = "1",
|
||||
.category = "Companion & API",
|
||||
.category = "API Dev",
|
||||
},
|
||||
{
|
||||
// APIStreamEnable
|
||||
.title = "API Video Stream Server Enable (EXPERIMENTAL)",
|
||||
.name = "apistream",
|
||||
.desc = "Serves the mirrored screen as a video stream, on the API port plus two; "
|
||||
"alternative to API screen capture. Requires -api.\n\n"
|
||||
"http://host:apiport+2/stream.mjpg - MJPEG\n\n"
|
||||
"http://host:apiport+2/stream.h264 - H.264\n\n"
|
||||
"Parameters: screen (0-3), fps (1-60, default 30), q (1-100, default 70).\n\n"
|
||||
"Example with -api 1337: http://host:1339/stream.h264?fps=30&q=70\n\n"
|
||||
"VIEW ONLY - touch input still requires -api. "
|
||||
"No password protection or encryption of any kind; video sent in the clear!\n\n"
|
||||
"Streaming is known to cause older games to hang and crash.",
|
||||
.desc = "Allows companion apps to receive compressed video streams over the API. "
|
||||
"Companion app must support this feature to take advantage of it.\n\n"
|
||||
"Video is served unencrypted over the network. "
|
||||
"May cause older games to hang and crash.\n\n"
|
||||
"Developers: see the wiki page for more details.",
|
||||
.type = OptionType::Bool,
|
||||
.category = "Companion & API",
|
||||
},
|
||||
|
||||
+26
-14
@@ -34,6 +34,7 @@ static uint16_t KEYPAD_STATE_OVERRIDES_READER[] = {0, 0};
|
||||
static uint16_t KEYPAD_STATE_OVERRIDES_OVERLAY[] = {0, 0};
|
||||
static std::string EAMUSE_GAME_NAME;
|
||||
static ConfigKeypadBindings KEYPAD_BINDINGS {};
|
||||
static std::mutex KEYPAD_BINDINGS_LOCK;
|
||||
|
||||
// auto card
|
||||
bool AUTO_INSERT_CARD[2] = {false, false};
|
||||
@@ -87,23 +88,23 @@ bool eamuse_get_card(int active_count, int unit_id, uint8_t *card) {
|
||||
return true;
|
||||
}
|
||||
|
||||
// get file path
|
||||
std::filesystem::path path;
|
||||
if (!KEYPAD_BINDINGS.card_paths[index].empty()) {
|
||||
path = KEYPAD_BINDINGS.card_paths[index];
|
||||
} else {
|
||||
path = index > 0 ? "card1.txt" : "card0.txt";
|
||||
}
|
||||
|
||||
// call the next function
|
||||
return eamuse_get_card(path, card, index);
|
||||
return eamuse_get_card(eamuse_get_card_path(index), card, index);
|
||||
}
|
||||
|
||||
std::filesystem::path eamuse_get_card_path(size_t index) {
|
||||
std::lock_guard<std::mutex> lock(KEYPAD_BINDINGS_LOCK);
|
||||
if (index >= std::size(KEYPAD_BINDINGS.card_paths)) {
|
||||
return {};
|
||||
}
|
||||
if (!KEYPAD_BINDINGS.card_paths[index].empty()) {
|
||||
return KEYPAD_BINDINGS.card_paths[index];
|
||||
}
|
||||
return index > 0 ? "card1.txt" : "card0.txt";
|
||||
}
|
||||
|
||||
bool eamuse_get_card(const std::filesystem::path &path, uint8_t *card, int index) {
|
||||
// do a quick copy under lock
|
||||
std::unique_lock<std::mutex> lock(CARD_OVERRIDES_LOCK);
|
||||
const auto card_override = CARD_OVERRIDES[index];
|
||||
lock.unlock();
|
||||
const auto card_override = eamuse_get_card_override(index);
|
||||
|
||||
// Check if card overrides are present
|
||||
if (!card_override.empty()) {
|
||||
@@ -149,6 +150,14 @@ bool eamuse_get_card(const std::filesystem::path &path, uint8_t *card, int index
|
||||
return eamuse_get_card_from_file(path, card, index);
|
||||
}
|
||||
|
||||
std::string eamuse_get_card_override(size_t index) {
|
||||
std::lock_guard<std::mutex> lock(CARD_OVERRIDES_LOCK);
|
||||
if (index >= std::size(CARD_OVERRIDES)) {
|
||||
return {};
|
||||
}
|
||||
return CARD_OVERRIDES[index];
|
||||
}
|
||||
|
||||
bool eamuse_get_card_from_file(const std::filesystem::path &path, uint8_t *card, int index) {
|
||||
|
||||
// open file
|
||||
@@ -584,6 +593,7 @@ std::string eamuse_get_keypad_state_str(size_t unit) {
|
||||
}
|
||||
|
||||
bool eamuse_keypad_state_naive() {
|
||||
std::lock_guard<std::mutex> lock(KEYPAD_BINDINGS_LOCK);
|
||||
return KEYPAD_BINDINGS.keypads[0].empty() && KEYPAD_BINDINGS.keypads[1].empty();
|
||||
}
|
||||
|
||||
@@ -595,7 +605,9 @@ void eamuse_set_game(std::string game) {
|
||||
}
|
||||
|
||||
void eamuse_update_keypad_bindings() {
|
||||
KEYPAD_BINDINGS = Config::getInstance().getKeypadBindings(EAMUSE_GAME_NAME);
|
||||
auto bindings = Config::getInstance().getKeypadBindings(EAMUSE_GAME_NAME);
|
||||
std::lock_guard<std::mutex> lock(KEYPAD_BINDINGS_LOCK);
|
||||
KEYPAD_BINDINGS = std::move(bindings);
|
||||
}
|
||||
|
||||
const std::string &eamuse_get_game() {
|
||||
|
||||
@@ -43,6 +43,8 @@ extern std::string AUTO_PIN_MACRO_TRIGGER[2];
|
||||
bool eamuse_get_card(int active_count, int unit_id, uint8_t *card);
|
||||
bool eamuse_get_card(const std::filesystem::path &path, uint8_t *card, int unit_id);
|
||||
bool eamuse_get_card_from_file(const std::filesystem::path &path, uint8_t *card, int index);
|
||||
std::filesystem::path eamuse_get_card_path(size_t index);
|
||||
std::string eamuse_get_card_override(size_t index);
|
||||
|
||||
void eamuse_card_insert(int unit);
|
||||
void eamuse_card_insert(int unit, const uint8_t *card);
|
||||
|
||||
Reference in New Issue
Block a user