Compare commits

...

7 Commits

Author SHA1 Message Date
bicarus 4009bb8a84 sc: bone eater preliminary support (#895)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #114

## Description of change
Initial support for Silent Scope: Bone Eater, enough to be playable;
doesn't include QoS work needed to make this a smoother experience.

* Game detection
* Fix DX11 overlay to work with non-Unity games
* Implements sub monitor i/o (only really needed to get past I/O check)
* Try to make the game reasonably playable with a mouse
* Ignore the game's attempt to move windows, position them in a
reasonable place
* Fix language hook

## Testing
2026-08-28 03:04:43 -07:00
bicarus 8fb6d94000 Include AI-Use Policy in README
Added AI-Use Policy section to README.md
2026-08-28 02:47:15 -07:00
bicarus 8d3685415d popn: fix LED handling (#894)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Fix the issue with popn lights flickering.

`SetTapeLedDataPart()` updates BI3A’s internal LED buffer without
immediately sending it to hardware. High Cheers briefly clears this
buffer before writing the complete set of lights.

Stage pin-0 (button light) updates in the hook and publish only the
latest frame during `GetDeviceStatus()`, matching real BI3A behavior.
This prevents temporary clear frames from reaching HID controllers.

## Testing
Tested with my iidx controller with HID lights.
2026-08-28 01:42:56 -07:00
James Liu 50b38b856f gitadora: fix 32bit gfdm coin button not working (#893)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Fix Add Coin/COIN button not actuated after pressing

## Testing
*XG2*
<img width="1594" height="458" alt="XG2"
src="https://github.com/user-attachments/assets/0d90ffaf-b0a0-421f-8986-5d87040ace93"
/>

*XG3*
<img width="1594" height="458" alt="XG3"
src="https://github.com/user-attachments/assets/e326fd91-3477-44ed-854b-4160cf0f103a"
/>
2026-08-27 09:05:36 -07:00
Jiongjia Lu dad88caf01 api: add card lookup endpoint (#891)
## Link to GitHub Issue or related Pull Request, if one exists

N/A

## Description of change

I am developing [spice.nimabe.net](https://spice.nimabe.net), a static
frontend for SpiceAPI. It already supports generating and inserting new
card IDs, but SpiceAPI does not provide a way to discover cards already
configured on the game machine.

This makes the frontend inconvenient for existing users who generated
and saved their card IDs locally. They currently have to open each card
file on the game machine and manually copy its ID into the frontend.

This change adds a `card.get_cards` API function that enumerates the
current cards for readers supported by the running game. Each entry
contains:

- reader index
- canonical 16-character card ID
- `source`, set to `file` or `override`
- `file_name` for file-backed cards

File-backed cards expose only the save-file basename. Active `-card0`
and `-card1` values are returned with `source: "override"` and no
`file_name`, instead of representing an override as a file. spicefe
derives the useful default import names `card0` and `card1` from the
reader index. Reader enumeration uses `eamuse_get_game_keypads()` so
games with only one reader do not expose a second card.

This allows spicefe and other API clients to offer one-click import for
existing cards, without requiring users to manually find and copy their
card IDs.

Because card IDs are sensitive, `card.get_cards` can only be used when
the operator has configured an API password. No full filesystem path is
exposed. Missing, unreadable, and invalid cards are omitted.

The existing `card.insert` function remains unchanged. To avoid
requiring a password for the whole card module, this change adds support
for password requirements on individual API functions while preserving
existing module-wide password behavior.

Access to configured card paths and runtime card overrides is
synchronized because API requests may read them concurrently with
configuration updates.

The Python and Dart API wrappers and README documentation have been
updated for the new function and source metadata.

## Testing

- Ran the complete `src/spice2x/build_docker.sh` build successfully.
- Built all required 32-bit and 64-bit targets.
- Built the Windows XP-compatible 32-bit targets.
- Passed static import checks.
- Passed Windows 7 and Windows XP compatibility checks.
- Completed release packaging successfully.
- Verified both updated Dart wrappers are correctly formatted.
- Ran all 106 spicefe tests successfully.
- `git diff --check` passes.

*This implementation was prepared with assistance from OpenAI Codex.*
2026-08-25 00:49:31 -07:00
bicarus 699659d4bf cfg: update video options (#890)
Move around legacy video options.
2026-08-23 15:24:13 -07:00
bicarus 21e7d24ed3 graphics: take stream captures off the game's present thread to avoid game perf hit (#889)
## Link to GitHub Issue or related Pull Request, if one exists
#0

## Description of change
Capturing a frame for the API stream made the game wait for
`GetRenderTargetData` in the middle of its present, roughly 1270us per
frame at 1080p. A 120Hz cab visibly lost frames for as long as a viewer
was connected.

The present thread now only issues a `StretchRect` into a render target
we own, which is queued rather than waited on, and a pool thread does
the readback and the pixel conversion. That takes the present thread
cost to 1-4us. Each snapshot is read on the request after the one that
took it, so the blit and its transfer have a full frame to land and the
read does not stall on the GPU either, at the cost of one frame of
stream latency.

Only streaming takes this path, and only on a device created with
`D3DCREATE_MULTITHREADED`. Screenshots, `capture.get_jpg` and the
`THREAD_BAN` models keep the existing inline readback unchanged.

Also raises the x264 encoder from `i_threads = 1` to 4, which was
holding a 1080p60 stream to 41fps and making a keyframe cost 12.7ms
against 6.6ms for an ordinary frame. Capped rather than automatic
because this encodes on the same machine it is capturing.

## Testing
tested against iidx33, which was the most sensitive to frame drops
2026-08-23 12:24:41 -07:00
31 changed files with 1138 additions and 129 deletions
+4
View File
@@ -56,6 +56,10 @@ We explicitly do **NOT** have a Discord server for dicussions - we try to do eve
Please see [CONTRIBUTING page](https://github.com/spice2x/spice2x.github.io/blob/main/CONTRIBUTING.md) for a full list of guidelines when submitting code. Please see [CONTRIBUTING page](https://github.com/spice2x/spice2x.github.io/blob/main/CONTRIBUTING.md) for a full list of guidelines when submitting code.
### AI-Use Policy
Use AI tools at your discretion, but remember that a human will review every issue and pull request. Please ensure submissions are accurate, relevant, and worth the reviewer’s time.
## Additional information ## Additional information
Please read [README.md](https://github.com/spice2x/spice2x.github.io/blob/main/src/spice2x/README.md) inside `src/spice2x`. Please read [README.md](https://github.com/spice2x/spice2x.github.io/blob/main/src/spice2x/README.md) inside `src/spice2x`.
+1
View File
@@ -531,6 +531,7 @@ set(SOURCE_FILES ${SOURCE_FILES}
games/otoca/p4io.cpp games/otoca/p4io.cpp
games/silentscope/silentscope.cpp games/silentscope/silentscope.cpp
games/silentscope/io.cpp games/silentscope/io.cpp
games/silentscope/projector.cpp
games/pcm/pcm.cpp games/pcm/pcm.cpp
games/pcm/io.cpp games/pcm/io.cpp
games/onpara/onpara.cpp games/onpara/onpara.cpp
+7
View File
@@ -144,6 +144,13 @@ restriction is that the ID has to be a valid 64-bit unsigned integer.
`busy` `busy`
#### Card #### Card
- get_cards()
- returns the current card ID and source for each active card reader
- each entry contains `index`, `card_id`, and `source`
- `source` is `file` or `override`
- file entries also contain `file_name`, without the full configured path
- `-card0` and `-card1` overrides do not contain `file_name`
- this function only works when an API password is configured
- insert(index: uint, card_id: hex) - insert(index: uint, card_id: hex)
- inserts a card which gets read by the emulated card readers for the game - inserts a card which gets read by the emulated card readers for the game
- index has to be either 0 (for P1) or 1 (for P2) - index has to be either 0 (for P1) or 1 (for P2)
+32 -6
View File
@@ -1,5 +1,7 @@
#include "bmpu.h" #include "bmpu.h"
#include <algorithm>
#include "acio/icca/icca.h" #include "acio/icca/icca.h"
#include "avs/game.h" #include "avs/game.h"
#include "cfg/api.h" #include "cfg/api.h"
@@ -9,6 +11,7 @@
#include "games/ftt/io.h" #include "games/ftt/io.h"
#include "games/museca/io.h" #include "games/museca/io.h"
#include "games/silentscope/io.h" #include "games/silentscope/io.h"
#include "hooks/graphics/graphics.h"
#include "launcher/launcher.h" #include "launcher/launcher.h"
#include "misc/eamuse.h" #include "misc/eamuse.h"
@@ -530,15 +533,38 @@ static bool __cdecl ac_io_bmpu_update_control_status_buffer() {
STATUS_BUFFER[4] |= 0x20; STATUS_BUFFER[4] |= 0x20;
} }
// joy stick raw input // gun position, sent big endian; the game keeps the top 12 bits of each pair
auto &analogs = games::silentscope::get_analogs(); auto &analogs = games::silentscope::get_analogs();
auto &gun_x = analogs.at(games::silentscope::Analogs::GUN_X);
auto &gun_y = analogs.at(games::silentscope::Analogs::GUN_Y);
unsigned short joy_x = 0x7FFF; unsigned short joy_x = 0x7FFF;
unsigned short joy_y = 0x7FFF; unsigned short joy_y = 0x7FFF;
if (analogs.at(games::silentscope::Analogs::GUN_X).isSet()) {
joy_x = (unsigned short) (Analogs::getState(RI_MGR, analogs.at(games::silentscope::Analogs::GUN_X)) * USHRT_MAX); if (gun_x.isSet() || gun_y.isSet()) {
} if (gun_x.isSet()) {
if (analogs.at(games::silentscope::Analogs::GUN_Y).isSet()) { joy_x = (unsigned short) (Analogs::getState(RI_MGR, gun_x) * USHRT_MAX);
joy_y = (unsigned short) (Analogs::getState(RI_MGR, analogs.at(games::silentscope::Analogs::GUN_Y)) * USHRT_MAX); }
if (gun_y.isSet()) {
joy_y = (unsigned short) (Analogs::getState(RI_MGR, gun_y) * USHRT_MAX);
}
} else {
// the gun reports where it is aimed, which a relative pointer cannot express - the
// calibration screen asks for the screen centre and two corners, so read the cursor
POINT cursor {};
RECT client {};
POINT origin {};
if (NDD_MAIN_WINDOW != nullptr &&
GetCursorPos(&cursor) &&
GetClientRect(NDD_MAIN_WINDOW, &client) &&
ClientToScreen(NDD_MAIN_WINDOW, &origin) &&
client.right > 1 && client.bottom > 1)
{
const LONG x = std::clamp(cursor.x - origin.x, 0L, client.right - 1);
const LONG y = std::clamp(cursor.y - origin.y, 0L, client.bottom - 1);
joy_x = (unsigned short) (x * USHRT_MAX / (client.right - 1));
joy_y = (unsigned short) (y * USHRT_MAX / (client.bottom - 1));
}
} }
// invert X axis // invert X axis
+5 -3
View File
@@ -337,9 +337,11 @@ bool Controller::process_request(ClientState *state, const char *in, size_t in_s
if (module->name == request.module) { if (module->name == request.module) {
module_found = true; module_found = true;
// check password force // check password requirement
if (module->password_force && this->password.empty() && request.function != "session_refresh") { if (module->requires_password(request.function)
Value err("Module requires the password to be set."); && this->password.empty()
&& request.function != "session_refresh") {
Value err("Function requires the password to be set.");
response.add_error(err); response.add_error(err);
break; break;
} }
+7 -1
View File
@@ -118,7 +118,13 @@ namespace api {
param.i_height = height; param.i_height = height;
param.i_fps_num = this->fps; param.i_fps_num = this->fps;
param.i_fps_den = 1; param.i_fps_den = 1;
param.i_threads = 1;
// sliced threading, which zerolatency already selected, so a frame is split
// across workers rather than held back to be reordered. deliberately not the
// automatic count: this shares a machine with the game it is capturing, and
// taking every core to encode would win back frames at the game's expense
param.i_threads = 4;
param.b_annexb = 1; param.b_annexb = 1;
// SPS/PPS ahead of every IDR, so a client can start decoding cold // SPS/PPS ahead of every IDR, so a client can start decoding cold
param.b_repeat_headers = 1; param.b_repeat_headers = 1;
+8
View File
@@ -16,6 +16,14 @@ namespace api {
this->password_force = password_force; this->password_force = password_force;
} }
void Module::require_password(const std::string &function) {
this->password_force_functions.emplace(function);
}
bool Module::requires_password(const std::string &function) const {
return this->password_force || this->password_force_functions.contains(function);
}
void Module::handle(Request &req, Response &res) { void Module::handle(Request &req, Response &res) {
// log module access // log module access
+10
View File
@@ -4,6 +4,7 @@
#include <map> #include <map>
#include <string> #include <string>
#include <sstream> #include <sstream>
#include <unordered_set>
#include <external/robin_hood.h> #include <external/robin_hood.h>
#include "response.h" #include "response.h"
@@ -26,6 +27,13 @@ namespace api {
// default constructor // default constructor
explicit Module(std::string name, bool password_force=false); explicit Module(std::string name, bool password_force=false);
void require_password(const std::string &function);
private:
// functions which expose sensitive data or actions
std::unordered_set<std::string> password_force_functions;
public: public:
// virtual deconstructor // virtual deconstructor
@@ -35,6 +43,8 @@ namespace api {
std::string name; std::string name;
bool password_force; bool password_force;
bool requires_password(const std::string &function) const;
// the magic // the magic
void handle(Request &req, Response &res); void handle(Request &req, Response &res);
+64
View File
@@ -1,4 +1,5 @@
#include "card.h" #include "card.h"
#include <fstream>
#include <functional> #include <functional>
#include "external/rapidjson/document.h" #include "external/rapidjson/document.h"
#include "util/logging.h" #include "util/logging.h"
@@ -11,8 +12,71 @@ using namespace rapidjson;
namespace api::modules { namespace api::modules {
static bool normalize_card_id(const std::string &value, std::string &card_id) {
if (value.size() != 16) {
return false;
}
uint8_t card_bin[8] {};
if (!hex2bin(value.c_str(), card_bin)) {
return false;
}
card_id = bin2hex(card_bin, std::size(card_bin));
return true;
}
static bool read_card_id(const std::filesystem::path &path, std::string &card_id) {
std::ifstream file(path);
char buffer[16] {};
if (!file.read(buffer, std::size(buffer))) {
return false;
}
return normalize_card_id(std::string(buffer, std::size(buffer)), card_id);
}
Card::Card() : Module("card") { Card::Card() : Module("card") {
functions["get_cards"] = std::bind(&Card::get_cards, this, _1, _2);
functions["insert"] = std::bind(&Card::insert, this, _1, _2); functions["insert"] = std::bind(&Card::insert, this, _1, _2);
require_password("get_cards");
}
/**
* get_cards()
*/
void Card::get_cards(Request &req, Response &res) {
auto &alloc = res.doc()->GetAllocator();
for (int index = 0; index < eamuse_get_game_keypads(); index++) {
std::string card_id;
std::string filename;
const auto card_override = eamuse_get_card_override(index);
const bool has_override = !card_override.empty();
if (has_override) {
if (!normalize_card_id(card_override, card_id)) {
continue;
}
} else {
const auto path = eamuse_get_card_path(index);
if (!read_card_id(path, card_id)) {
continue;
}
const auto filename_u8 = path.filename().u8string();
filename.assign(filename_u8.begin(), filename_u8.end());
}
Value card(kObjectType);
card.AddMember("index", index, alloc);
card.AddMember("card_id", Value(card_id.c_str(), alloc), alloc);
card.AddMember("source", Value(has_override ? "override" : "file", alloc), alloc);
if (!has_override) {
card.AddMember("file_name", Value(filename.c_str(), alloc), alloc);
}
res.add_data(card);
}
} }
/** /**
+1
View File
@@ -12,6 +12,7 @@ namespace api::modules {
private: private:
// function definitions // function definitions
void get_cards(Request &req, Response &res);
void insert(Request &req, Response &res); void insert(Request &req, Response &res);
}; };
} }
@@ -1,5 +1,32 @@
part of spiceapi; part of spiceapi;
class CardInfo {
final int index;
final String cardID;
final String source;
final String? fileName;
CardInfo(this.index, this.cardID, this.source, this.fileName);
}
Future<List<CardInfo>> cardGetCards(Connection con) {
var req = Request("card", "get_cards");
return con.request(req).then((res) {
List<CardInfo> cards = [];
for (var value in res.getData()) {
cards.add(
CardInfo(
value["index"],
value["card_id"],
value["source"],
value["file_name"],
),
);
}
return cards;
});
}
Future<void> cardInsert(Connection con, int unit, String cardID) { Future<void> cardInsert(Connection con, int unit, String cardID) {
var req = Request("card", "insert"); var req = Request("card", "insert");
req.addParam(unit); req.addParam(unit);
@@ -1,5 +1,32 @@
part of spiceapi; part of spiceapi;
class CardInfo {
final int index;
final String cardID;
final String source;
final String? fileName;
CardInfo(this.index, this.cardID, this.source, this.fileName);
}
Future<List<CardInfo>> cardGetCards(Connection con) {
var req = Request("card", "get_cards");
return con.request(req).then((res) {
List<CardInfo> cards = [];
for (var value in res.getData()) {
cards.add(
CardInfo(
value["index"],
value["card_id"],
value["source"],
value["file_name"],
),
);
}
return cards;
});
}
Future<void> cardInsert(Connection con, int unit, String cardID) { Future<void> cardInsert(Connection con, int unit, String cardID) {
var req = Request("card", "insert"); var req = Request("card", "insert");
req.addParam(unit); req.addParam(unit);
@@ -2,6 +2,10 @@ from .connection import Connection
from .request import Request from .request import Request
def card_get_cards(con: Connection):
return con.request(Request("card", "get_cards")).get_data()
def card_insert(con: Connection, unit: int, card_id: str): def card_insert(con: Connection, unit: int, card_id: str):
req = Request("card", "insert") req = Request("card", "insert")
req.add_param(unit) req.add_param(unit)
+110 -55
View File
@@ -2,6 +2,8 @@
#if SPICE64 && !SPICE_XP #if SPICE64 && !SPICE_XP
#include <array>
#include <mutex>
#include <optional> #include <optional>
#include <cstdint> #include <cstdint>
#include "util/detour.h" #include "util/detour.h"
@@ -141,10 +143,100 @@ namespace games::popn {
static AIO_SCI_COMM *aioSciComm; static AIO_SCI_COMM *aioSciComm;
static AIO_IOB5_BI3A *aioIob5Bi3a; static AIO_IOB5_BI3A *aioIob5Bi3a;
static constexpr size_t PIKA_BUTTON_COUNT = 9;
static constexpr size_t PIKA_BUTTON_DATA_SIZE = PIKA_BUTTON_COUNT * 3;
static std::array<uint8_t, PIKA_BUTTON_DATA_SIZE> pika_button_staging{};
static bool pika_button_staging_dirty = false;
static std::mutex pika_button_staging_mutex;
/* /*
* implementations * implementations
*/ */
static void publish_pika_button_staging() {
std::array<uint8_t, PIKA_BUTTON_DATA_SIZE> data;
{
std::lock_guard<std::mutex> lock(pika_button_staging_mutex);
if (!pika_button_staging_dirty) {
return;
}
data = pika_button_staging;
pika_button_staging_dirty = false;
}
constexpr Lights::popn_lights_t legacy_button_lights[] = {
Lights::popn_lights_t::Button1,
Lights::popn_lights_t::Button2,
Lights::popn_lights_t::Button3,
Lights::popn_lights_t::Button4,
Lights::popn_lights_t::Button5,
Lights::popn_lights_t::Button6,
Lights::popn_lights_t::Button7,
Lights::popn_lights_t::Button8,
Lights::popn_lights_t::Button9
};
constexpr Lights::popn_lights_t button_lights[] = {
Lights::popn_lights_t::PikaButton1_R,
Lights::popn_lights_t::PikaButton1_G,
Lights::popn_lights_t::PikaButton1_B,
Lights::popn_lights_t::PikaButton2_R,
Lights::popn_lights_t::PikaButton2_G,
Lights::popn_lights_t::PikaButton2_B,
Lights::popn_lights_t::PikaButton3_R,
Lights::popn_lights_t::PikaButton3_G,
Lights::popn_lights_t::PikaButton3_B,
Lights::popn_lights_t::PikaButton4_R,
Lights::popn_lights_t::PikaButton4_G,
Lights::popn_lights_t::PikaButton4_B,
Lights::popn_lights_t::PikaButton5_R,
Lights::popn_lights_t::PikaButton5_G,
Lights::popn_lights_t::PikaButton5_B,
Lights::popn_lights_t::PikaButton6_R,
Lights::popn_lights_t::PikaButton6_G,
Lights::popn_lights_t::PikaButton6_B,
Lights::popn_lights_t::PikaButton7_R,
Lights::popn_lights_t::PikaButton7_G,
Lights::popn_lights_t::PikaButton7_B,
Lights::popn_lights_t::PikaButton8_R,
Lights::popn_lights_t::PikaButton8_G,
Lights::popn_lights_t::PikaButton8_B,
Lights::popn_lights_t::PikaButton9_R,
Lights::popn_lights_t::PikaButton9_G,
Lights::popn_lights_t::PikaButton9_B
};
static_assert(std::size(legacy_button_lights) == PIKA_BUTTON_COUNT);
static_assert(std::size(button_lights) == PIKA_BUTTON_DATA_SIZE);
auto &lights = get_lights();
for (size_t button = 0; button < PIKA_BUTTON_COUNT; button++) {
const auto data_offset = button * 3;
// special handling converting RGB data to non-RGB lights
// take the max(R, G, B) and use it to write the light value
const auto light_value = std::max({
data[data_offset],
data[data_offset + 1],
data[data_offset + 2]
});
// on the new cab, buttons are colorless plastic and rely on RGB to be lit
// at all times, even when "off". When translating to legacy on/off lights,
// treat only values above about 60% brightness as fully on to preserve the
// dim "off" state.
GameAPI::Lights::writeLight(
RI_MGR,
lights.at(legacy_button_lights[button]),
light_value > 150 ? 1.f : 0.f);
}
for (size_t light = 0; light < data.size(); light++) {
GameAPI::Lights::writeLight(
RI_MGR,
lights.at(button_lights[light]),
data[light] / 255.f);
}
}
// libaio.dll // libaio.dll
static AIO_SCI_COMM_T *__fastcall aioSciComm_Open(AIO_SCI_COMM_T *unk) { static AIO_SCI_COMM_T *__fastcall aioSciComm_Open(AIO_SCI_COMM_T *unk) {
@@ -260,6 +352,11 @@ namespace games::popn {
log_info("bi3a_hook", "aioIob5Bi3a_Create called with i_pNodeMgr={}, i={}, p={}", fmt::ptr(i_pNodeMgr), i, fmt::ptr(p)); log_info("bi3a_hook", "aioIob5Bi3a_Create called with i_pNodeMgr={}, i={}, p={}", fmt::ptr(i_pNodeMgr), i, fmt::ptr(p));
if (i_pNodeMgr == aioNmgrIob5) { if (i_pNodeMgr == aioNmgrIob5) {
{
std::lock_guard<std::mutex> lock(pika_button_staging_mutex);
pika_button_staging.fill(0);
pika_button_staging_dirty = false;
}
aioIob5Bi3a = new AIO_IOB5_BI3A; aioIob5Bi3a = new AIO_IOB5_BI3A;
log_info("bi3a_hook", "aioIob5Bi3a_Create: returning custom AIO_IOB5_BI3A: {}", fmt::ptr(aioIob5Bi3a)); log_info("bi3a_hook", "aioIob5Bi3a_Create: returning custom AIO_IOB5_BI3A: {}", fmt::ptr(aioIob5Bi3a));
return aioIob5Bi3a; return aioIob5Bi3a;
@@ -269,11 +366,15 @@ namespace games::popn {
} }
static void __fastcall aioIob5Bi3a_GetDeviceStatus(AIO_IOB5_BI3A *i_pNodeCtl, AIO_IOB5_BI3A__DEVSTATUS *o_DevStatus) { static void __fastcall aioIob5Bi3a_GetDeviceStatus(AIO_IOB5_BI3A *i_pNodeCtl, AIO_IOB5_BI3A__DEVSTATUS *o_DevStatus) {
RI_MGR->devices_flush_output();
if (i_pNodeCtl != aioIob5Bi3a) { if (i_pNodeCtl != aioIob5Bi3a) {
return aioIob5Bi3a_GetDeviceStatus_orig(i_pNodeCtl, o_DevStatus); return aioIob5Bi3a_GetDeviceStatus_orig(i_pNodeCtl, o_DevStatus);
} }
// snapshot the current state of lights and flush the output
// this closely mirrors what the game does with real I/O
publish_pika_button_staging();
RI_MGR->devices_flush_output();
memset(o_DevStatus, 0, sizeof(*o_DevStatus)); memset(o_DevStatus, 0, sizeof(*o_DevStatus));
auto &buttons = get_buttons(); auto &buttons = get_buttons();
@@ -413,61 +514,15 @@ namespace games::popn {
i_CnPin, number_of_leds, (uint8_t)i_LedType, fmt::ptr(i_pData), data); i_CnPin, number_of_leds, (uint8_t)i_LedType, fmt::ptr(i_pData), data);
} }
auto &lights = get_lights();
if (i_CnPin == 0 && number_of_leds == 9 * 3) { if (i_CnPin == 0 && number_of_leds == 9 * 3) {
// special handling converting to non-RGB lights // SetTapeLedDataPart is meant to be a temporary staging buffer, so the game occasionally
// take the max(R, G, B) and use it to write the light value // clears the buffer (set to 0 / lights off) between animations but they are not meant
uint8_t light_value[9] = { 0 }; // to be seen by the I/O
for (uint32_t i = 0; i < number_of_leds; i += 3) { // therefore, instead of writing the lights out directly here, we stage them in a buffer
light_value[i / 3] = // and wait for GetDeviceStatus to be called
std::max({ ((uint8_t *)i_pData)[i], ((uint8_t *)i_pData)[i + 1], ((uint8_t *)i_pData)[i + 2] }); std::lock_guard<std::mutex> lock(pika_button_staging_mutex);
} memcpy(pika_button_staging.data(), i_pData, pika_button_staging.size());
pika_button_staging_dirty = true;
constexpr Lights::popn_lights_t legacy_button_lights[] = {
Lights::popn_lights_t::Button1,
Lights::popn_lights_t::Button2,
Lights::popn_lights_t::Button3,
Lights::popn_lights_t::Button4,
Lights::popn_lights_t::Button5,
Lights::popn_lights_t::Button6,
Lights::popn_lights_t::Button7,
Lights::popn_lights_t::Button8,
Lights::popn_lights_t::Button9
};
static_assert(std::size(legacy_button_lights) == 9);
for (size_t light = 0; light < 9; light++) {
// on the new cab, buttons are colorless plastic and they rely on RGB to be lit at all times, even when "off"
// when translating to legacy on/off lights, treat anything above ~60% brightness as fully on,
// otherwise off, to avoid dimly lit "off" state
GameAPI::Lights::writeLight(
RI_MGR,
lights.at(legacy_button_lights[light]),
light_value[light] > 150 ? 1.f : 0.f);
}
// color buttons
constexpr Lights::popn_lights_t button_lights[] = {
Lights::popn_lights_t::PikaButton1_R, Lights::popn_lights_t::PikaButton1_G, Lights::popn_lights_t::PikaButton1_B,
Lights::popn_lights_t::PikaButton2_R, Lights::popn_lights_t::PikaButton2_G, Lights::popn_lights_t::PikaButton2_B,
Lights::popn_lights_t::PikaButton3_R, Lights::popn_lights_t::PikaButton3_G, Lights::popn_lights_t::PikaButton3_B,
Lights::popn_lights_t::PikaButton4_R, Lights::popn_lights_t::PikaButton4_G, Lights::popn_lights_t::PikaButton4_B,
Lights::popn_lights_t::PikaButton5_R, Lights::popn_lights_t::PikaButton5_G, Lights::popn_lights_t::PikaButton5_B,
Lights::popn_lights_t::PikaButton6_R, Lights::popn_lights_t::PikaButton6_G, Lights::popn_lights_t::PikaButton6_B,
Lights::popn_lights_t::PikaButton7_R, Lights::popn_lights_t::PikaButton7_G, Lights::popn_lights_t::PikaButton7_B,
Lights::popn_lights_t::PikaButton8_R, Lights::popn_lights_t::PikaButton8_G, Lights::popn_lights_t::PikaButton8_B,
Lights::popn_lights_t::PikaButton9_R, Lights::popn_lights_t::PikaButton9_G, Lights::popn_lights_t::PikaButton9_B
};
static_assert(std::size(button_lights) == 9 * 3);
for (size_t light = 0; light < number_of_leds; light++) {
GameAPI::Lights::writeLight(
RI_MGR,
lights.at(button_lights[light]),
((uint8_t *)i_pData)[light] / 255.f);
}
} }
if (tapeledutils::is_enabled() && i_CnPin > 0 && i_CnPin < std::size(TAPELED_MAPPING)) { if (tapeledutils::is_enabled() && i_CnPin > 0 && i_CnPin < std::size(TAPELED_MAPPING)) {
+150
View File
@@ -0,0 +1,150 @@
#include "projector.h"
#include <algorithm>
#include <cstring>
#include <cwchar>
#include "util/logging.h"
namespace {
// request/response layout: identifier, command, two zero bytes, payload length,
// the payload itself and a checksum over everything before it
constexpr size_t HEADER_SIZE = 5;
constexpr uint8_t RESPONSE_ID = 0x23;
constexpr uint8_t COMMAND_COMMON_DATA = 0x8A;
constexpr uint8_t COMMAND_TEMPERATURE = 0x99;
constexpr uint8_t COMMAND_LAMP_CURRENT = 0x9B;
// shown in the test menu as PROJTIM, PROJHEATIN and PROJHEAT
constexpr uint32_t LAMP_SECONDS = 0;
constexpr uint32_t TEMPERATURE_INTAKE = 25;
constexpr uint32_t TEMPERATURE_EXHAUST = 35;
// anything below 1000 is treated as a lamp anomaly and raises PROJERROR unless the exact
// value was already recorded in /projecter/current on an earlier boot
constexpr uint32_t LAMP_CURRENT = 1000;
void put32(uint8_t *dest, uint32_t value) {
dest[0] = (uint8_t) (value & 0xFF);
dest[1] = (uint8_t) ((value >> 8) & 0xFF);
dest[2] = (uint8_t) ((value >> 16) & 0xFF);
dest[3] = (uint8_t) ((value >> 24) & 0xFF);
}
}
bool games::silentscope::ProjectorHandle::open(LPCWSTR lpFileName) {
if (wcscmp(lpFileName, L"COM2") != 0 && wcscmp(lpFileName, L"\\\\.\\COM2") != 0) {
return false;
}
log_info("silentscope", "Opened COM2 (projector)");
return true;
}
int games::silentscope::ProjectorHandle::read(LPVOID lpBuffer, DWORD nNumberOfBytesToRead) {
std::lock_guard<std::mutex> lock(this->mutex);
auto buffer = reinterpret_cast<uint8_t *>(lpBuffer);
DWORD bytes_read = 0;
while (bytes_read < nNumberOfBytesToRead && !this->response.empty()) {
buffer[bytes_read++] = this->response.front();
this->response.pop_front();
}
return (int) bytes_read;
}
int games::silentscope::ProjectorHandle::write(LPCVOID lpBuffer, DWORD nNumberOfBytesToWrite) {
std::lock_guard<std::mutex> lock(this->mutex);
auto buffer = reinterpret_cast<const uint8_t *>(lpBuffer);
this->request.insert(this->request.end(), buffer, buffer + nNumberOfBytesToWrite);
while (this->request.size() >= HEADER_SIZE) {
const size_t packet_size = HEADER_SIZE + this->request[4] + 1;
if (this->request.size() < packet_size) {
break;
}
this->process_request(this->request.data());
this->request.erase(this->request.begin(), this->request.begin() + packet_size);
}
return (int) nNumberOfBytesToWrite;
}
size_t games::silentscope::ProjectorHandle::bytes_available() {
std::lock_guard<std::mutex> lock(this->mutex);
return this->response.size();
}
bool games::silentscope::ProjectorHandle::close() {
std::lock_guard<std::mutex> lock(this->mutex);
this->request.clear();
this->response.clear();
log_info("silentscope", "Closed COM2 (projector)");
return true;
}
void games::silentscope::ProjectorHandle::process_request(const uint8_t *packet) {
const uint8_t command = packet[1];
const uint8_t length = packet[4];
const uint8_t *data = packet + HEADER_SIZE;
switch (command) {
case COMMAND_COMMON_DATA: {
// the game only looks at the lamp usage time near the end of the block
std::vector<uint8_t> payload(98, 0);
put32(&payload[94], LAMP_SECONDS);
this->reply(command, payload);
break;
}
case COMMAND_TEMPERATURE: {
// the requested sensor is echoed back along with its reading
const uint8_t sensor = length > 0 ? data[0] : 0;
std::vector<uint8_t> payload(5, 0);
payload[0] = sensor;
put32(&payload[1], sensor == 0 ? TEMPERATURE_INTAKE : TEMPERATURE_EXHAUST);
this->reply(command, payload);
break;
}
case COMMAND_LAMP_CURRENT: {
// the three byte item selector is echoed back along with the measurement
std::vector<uint8_t> payload(7, 0);
memcpy(payload.data(), data, std::min<size_t>(length, 3));
put32(&payload[3], LAMP_CURRENT);
this->reply(command, payload);
break;
}
default:
log_misc("silentscope", "unknown projector command {:#04x}", command);
this->reply(command, {});
break;
}
}
void games::silentscope::ProjectorHandle::reply(uint8_t command, const std::vector<uint8_t> &data) {
std::vector<uint8_t> packet {
RESPONSE_ID, command, 0x00, 0x00, (uint8_t) data.size()
};
packet.insert(packet.end(), data.begin(), data.end());
uint8_t checksum = 0;
for (auto byte : packet) {
checksum += byte;
}
packet.push_back(checksum);
this->response.insert(this->response.end(), packet.begin(), packet.end());
}
+30
View File
@@ -0,0 +1,30 @@
#pragma once
#include <cstdint>
#include <deque>
#include <mutex>
#include <vector>
#include "hooks/devicehook.h"
namespace games::silentscope {
// The cabinet talks to its projector over COM2. Without an answer the game stops at
// I/O error 5-1560-0004 (IOCOM2, "the projector is not connected correctly").
class ProjectorHandle : public CustomHandle {
public:
bool open(LPCWSTR lpFileName) override;
int read(LPVOID lpBuffer, DWORD nNumberOfBytesToRead) override;
int write(LPCVOID lpBuffer, DWORD nNumberOfBytesToWrite) override;
size_t bytes_available() override;
bool close() override;
private:
std::mutex mutex;
std::vector<uint8_t> request;
std::deque<uint8_t> response;
void process_request(const uint8_t *packet);
void reply(uint8_t command, const std::vector<uint8_t> &data);
};
}
@@ -1,10 +1,11 @@
#include "silentscope.h" #include "silentscope.h"
#include "acioemu/handle.h"
#include "cfg/configurator.h" #include "cfg/configurator.h"
#include "hooks/devicehook.h" #include "hooks/devicehook.h"
#include "util/libutils.h" #include "util/libutils.h"
#include "projector.h"
namespace games::silentscope { namespace games::silentscope {
SilentScopeGame::SilentScopeGame() : Game("Silent Scope") { SilentScopeGame::SilentScopeGame() : Game("Silent Scope") {
@@ -16,9 +17,8 @@ namespace games::silentscope {
// load the game DLL so hooks apply // load the game DLL so hooks apply
libutils::try_library("gamendd.dll"); libutils::try_library("gamendd.dll");
// TODO(felix): implement stuff on this port
devicehook_init(); devicehook_init();
devicehook_add(new acioemu::ACIOHandle(L"COM2")); devicehook_add(new ProjectorHandle());
} }
void SilentScopeGame::detach() { void SilentScopeGame::detach() {
@@ -30,6 +30,7 @@ void graphics_d3d11_shutdown() {}
#include <dxgi.h> #include <dxgi.h>
#include <dxgi1_2.h> #include <dxgi1_2.h>
#include "avs/game.h"
#include "d3d11_internal.h" #include "d3d11_internal.h"
#include "util/nt_loader.h" #include "util/nt_loader.h"
@@ -237,10 +238,11 @@ bool d3dcompiler_available() {
} // namespace } // namespace
void graphics_d3d11_init() { void graphics_d3d11_init() {
// dx11 titles always run under execexe. skipping on pure-dx9 games keeps // dx11 titles run under execexe, except Silent Scope: Bone Eater, whose Aska
// their startup path completely untouched (no exports patched, no poll // engine LoadLibrary's d3d11 itself. skipping on pure-dx9 games keeps their
// thread, no LDR callback). // startup path completely untouched (no exports patched, no poll thread, no
if (!GetModuleHandleW(L"execexe.dll")) { // LDR callback).
if (!GetModuleHandleW(L"execexe.dll") && !avs::game::is_model("NDD")) {
return; return;
} }
@@ -944,9 +944,12 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::CreateDevice(
} else if (!D3D9_DEVICE_HOOK_DISABLE) { } else if (!D3D9_DEVICE_HOOK_DISABLE) {
graphics_hook_window(hFocusWindow, pPresentationParameters); graphics_hook_window(hFocusWindow, pPresentationParameters);
*ppReturnedDeviceInterface = new WrappedIDirect3DDevice9( auto *wrapped = new WrappedIDirect3DDevice9(
hFocusWindow, hFocusWindow,
*ppReturnedDeviceInterface); *ppReturnedDeviceInterface);
wrapped->device_multithreaded = (BehaviorFlags & D3DCREATE_MULTITHREADED) != 0;
*ppReturnedDeviceInterface = wrapped;
} }
// return result // return result
@@ -1307,13 +1310,16 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3D9::CreateDeviceEx(
} else if (!D3D9_DEVICE_HOOK_DISABLE) { } else if (!D3D9_DEVICE_HOOK_DISABLE) {
graphics_hook_window(hFocusWindow, pPresentationParameters); graphics_hook_window(hFocusWindow, pPresentationParameters);
*ppReturnedDeviceInterface = new WrappedIDirect3DDevice9( auto *wrapped = new WrappedIDirect3DDevice9(
hFocusWindow, hFocusWindow,
*ppReturnedDeviceInterface, *ppReturnedDeviceInterface,
gfdm_parameters.logical_small_swapchain, gfdm_parameters.logical_small_swapchain,
gfdm_two_head_exclusive() ? static_cast<IDirect3D9 *>(this) : nullptr, gfdm_two_head_exclusive() ? static_cast<IDirect3D9 *>(this) : nullptr,
gfdm_two_head_exclusive() ? pPresentationParameters : nullptr); gfdm_two_head_exclusive() ? pPresentationParameters : nullptr);
wrapped->device_multithreaded = (BehaviorFlags & D3DCREATE_MULTITHREADED) != 0;
*ppReturnedDeviceInterface = wrapped;
// initialize sub screen if the game requested a multi-head context // initialize sub screen if the game requested a multi-head context
if (avs::game::is_model({"LDJ", "KFC", "M39", "M32"}) && if (avs::game::is_model({"LDJ", "KFC", "M39", "M32"}) &&
(orig_behavior_flags & D3DCREATE_ADAPTERGROUP_DEVICE)) { (orig_behavior_flags & D3DCREATE_ADAPTERGROUP_DEVICE)) {
@@ -634,6 +634,9 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::Reset(
overlay::OVERLAY->reset_invalidate(); overlay::OVERLAY->reset_invalidate();
} }
// Reset refuses to run while any default pool resource is outstanding
d3d9_readback::discard_snapshot_targets(pReal);
HRESULT res = pReal->Reset(pPresentationParameters); HRESULT res = pReal->Reset(pPresentationParameters);
// recreate overlay // recreate overlay
@@ -2321,6 +2324,9 @@ HRESULT STDMETHODCALLTYPE WrappedIDirect3DDevice9::ResetEx(
overlay::OVERLAY->reset_invalidate(); overlay::OVERLAY->reset_invalidate();
} }
// ResetEx refuses to run while any default pool resource is outstanding
d3d9_readback::discard_snapshot_targets(pReal);
HRESULT res = static_cast<IDirect3DDevice9Ex *>(pReal)->ResetEx( HRESULT res = static_cast<IDirect3DDevice9Ex *>(pReal)->ResetEx(
gfdm_parameters.presentation_parameters, gfdm_parameters.presentation_parameters,
gfdm_parameters.fullscreen_display_modes); gfdm_parameters.fullscreen_display_modes);
@@ -264,6 +264,10 @@ struct WrappedIDirect3DDevice9 : IDirect3DDevice9Ex {
IDirect3DDevice9 *pReal; IDirect3DDevice9 *pReal;
bool is_d3d9ex = false; bool is_d3d9ex = false;
// set from the creation flags; without it the runtime does no locking of its own, so
// nothing but the present thread may touch the device
bool device_multithreaded = false;
std::atomic_ulong refs = 1; std::atomic_ulong refs = 1;
WrappedIDirect3DSwapChain9 *main_swapchain = nullptr; WrappedIDirect3DSwapChain9 *main_swapchain = nullptr;
@@ -1,5 +1,8 @@
#include "d3d9_readback.h" #include "d3d9_readback.h"
#include <array>
#include <chrono>
#include <condition_variable>
#include <mutex> #include <mutex>
#include <vector> #include <vector>
@@ -10,6 +13,13 @@ namespace d3d9_readback {
namespace { namespace {
// the snapshot path stamps frames with this to recognise one left behind by a break in the
// request stream
uint64_t now_us() {
return static_cast<uint64_t>(std::chrono::duration_cast<std::chrono::microseconds>(
std::chrono::steady_clock::now().time_since_epoch()).count());
}
SurfacePtr create_readback_surface(IDirect3DDevice9 *device, const D3DSURFACE_DESC &desc) { SurfacePtr create_readback_surface(IDirect3DDevice9 *device, const D3DSURFACE_DESC &desc) {
IDirect3DSurface9 *surface = nullptr; IDirect3DSurface9 *surface = nullptr;
const HRESULT hr = device->CreateOffscreenPlainSurface( const HRESULT hr = device->CreateOffscreenPlainSurface(
@@ -160,21 +170,8 @@ ReadbackPool &pool() {
return *instance; return *instance;
} }
} // namespace // 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) {
void release_device_resources(IDirect3DDevice9 *device) {
pool().clear_device(device);
}
BackbufferCopy::~BackbufferCopy() {
if (this->pooled && this->surface) {
pool().release(this->device, std::move(this->surface));
}
}
std::optional<BackbufferCopy> acquire_backbuffer_copy(
IDirect3DDevice9 *device, IDirect3DSwapChain9 *swap_chain, int screen, bool pooled) {
IDirect3DSurface9 *buffer = nullptr; IDirect3DSurface9 *buffer = nullptr;
HRESULT hr = swap_chain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &buffer); HRESULT hr = swap_chain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &buffer);
if (FAILED(hr) || buffer == nullptr) { if (FAILED(hr) || buffer == nullptr) {
@@ -182,17 +179,17 @@ std::optional<BackbufferCopy> acquire_backbuffer_copy(
"failed to get back buffer for screen {}, hr={}", "failed to get back buffer for screen {}, hr={}",
screen, screen,
FMT_HRESULT(hr)); FMT_HRESULT(hr));
return std::nullopt; return nullptr;
} }
D3DSURFACE_DESC desc {}; SurfacePtr surface(buffer);
hr = buffer->GetDesc(&desc);
hr = surface->GetDesc(&desc);
if (FAILED(hr)) { if (FAILED(hr)) {
log_warning("graphics::d3d9", log_warning("graphics::d3d9",
"failed to acquire back buffer descriptor, hr={}", "failed to acquire back buffer descriptor, hr={}",
FMT_HRESULT(hr)); FMT_HRESULT(hr));
buffer->Release(); return nullptr;
return std::nullopt;
} }
// GetRenderTargetData rejects multisampled sources. no supported game has been // 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", "back buffer is multisampled ({}), screenshots and capture are unsupported",
static_cast<uint32_t>(desc.MultiSampleType)); 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; return std::nullopt;
} }
@@ -212,12 +601,10 @@ std::optional<BackbufferCopy> acquire_backbuffer_copy(
? pool().acquire(device, desc) ? pool().acquire(device, desc)
: create_readback_surface(device, desc); : create_readback_surface(device, desc);
if (!destination) { if (!destination) {
buffer->Release();
return std::nullopt; return std::nullopt;
} }
hr = device->GetRenderTargetData(buffer, destination.get()); const HRESULT hr = device->GetRenderTargetData(buffer.get(), destination.get());
buffer->Release();
if (FAILED(hr)) { if (FAILED(hr)) {
log_warning("graphics::d3d9", log_warning("graphics::d3d9",
@@ -1,5 +1,6 @@
#pragma once #pragma once
#include <cstdint>
#include <memory> #include <memory>
#include <optional> #include <optional>
@@ -39,6 +40,51 @@ namespace d3d9_readback {
int screen, int screen,
bool pooled); 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 // pooled surfaces hold references on the device; call this before releasing it
void release_device_resources(IDirect3DDevice9 *device); void release_device_resources(IDirect3DDevice9 *device);
} }
@@ -488,6 +488,63 @@ ThreadPool &capture_read_pool() {
return *instance; 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 // 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) { static void dispatch_screenshot_save(std::vector<PendingWrite> writes, size_t screen_count) {
auto screenshot_process = [writes = std::move(writes), screen_count]() mutable { auto screenshot_process = [writes = std::move(writes), screen_count]() mutable {
@@ -632,6 +689,18 @@ static void process_image_request(
const ImageRequest &request) { const ImageRequest &request) {
const bool screenshot = request.kind == ImageRequestKind::Screenshot; 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 }; std::vector<int> screens { request.screen };
if (screenshot && GRAPHICS_SCREENSHOT_SUBSCREENS) { if (screenshot && GRAPHICS_SCREENSHOT_SUBSCREENS) {
screens.clear(); screens.clear();
+47
View File
@@ -52,6 +52,8 @@ static HWND GFDM_RIGHT_WINDOW = nullptr;
static HMONITOR GFDM_TWO_HEAD_SMALL_MONITOR = nullptr; static HMONITOR GFDM_TWO_HEAD_SMALL_MONITOR = nullptr;
static HWND GFDM_TWO_HEAD_SMALL_WINDOW = nullptr; static HWND GFDM_TWO_HEAD_SMALL_WINDOW = nullptr;
HWND POPN_SUBSCREEN_WINDOW = nullptr; HWND POPN_SUBSCREEN_WINDOW = nullptr;
static HWND NDD_SUBSCREEN_WINDOW = nullptr;
HWND NDD_MAIN_WINDOW = nullptr;
bool FAKE_SUBSCREEN_ADAPTER = false; bool FAKE_SUBSCREEN_ADAPTER = false;
// icon // icon
@@ -634,6 +636,9 @@ static HWND WINAPI CreateWindowExA_hook(DWORD dwExStyle, LPCSTR lpClassName, LPC
bool is_sdvx_sub_window = is_sdvx && window_name.ends_with(" Sub Screen"); bool is_sdvx_sub_window = is_sdvx && window_name.ends_with(" Sub Screen");
bool is_sdvx_main_window = is_sdvx && window_name.ends_with(" Main Screen"); bool is_sdvx_main_window = is_sdvx && window_name.ends_with(" Main Screen");
bool is_popn_sub_window = avs::game::is_model("M39") && window_name.ends_with("Sub Screen"); bool is_popn_sub_window = avs::game::is_model("M39") && window_name.ends_with("Sub Screen");
const bool is_ndd = avs::game::is_model("NDD");
bool is_ndd_sub_window = is_ndd && window_name.starts_with("Aska MultiDisplay");
bool is_ndd_main_window = is_ndd && window_name == "ASKA";
const std::string gfdm_window_name = games::gitadora::is_arena_model() const std::string gfdm_window_name = games::gitadora::is_arena_model()
? gitadora_canonical_window_name(effective_window_name) ? gitadora_canonical_window_name(effective_window_name)
: ""; : "";
@@ -777,6 +782,14 @@ static HWND WINAPI CreateWindowExA_hook(DWORD dwExStyle, LPCSTR lpClassName, LPC
} }
} }
if (is_ndd_sub_window) {
NDD_SUBSCREEN_WINDOW = result;
}
if (is_ndd_main_window) {
NDD_MAIN_WINDOW = result;
}
disable_touch_gestures(result); disable_touch_gestures(result);
log_misc( log_misc(
"graphics", "graphics",
@@ -902,6 +915,26 @@ static BOOL WINAPI EnumDisplayDevicesA_hook(LPCTSTR lpDevice, DWORD iDevNum,
return value; return value;
} }
// the sub screen renders into a fixed 800x480 buffer, but the game's saved layout asks for rects
// that do not match it, and dxgi stretches the buffer to fill whatever the client area ends up as
static void ndd_subscreen_size(HWND hWnd, int &width, int &height) {
RECT rect {};
SetRect(&rect, 0, 0, 800, 480);
AdjustWindowRect(&rect, GetWindowLongA(hWnd, GWL_STYLE), 0);
width = rect.right - rect.left;
height = rect.bottom - rect.top;
}
// the saved layout drops the sub window wherever it sat on the machine that wrote the file
static void ndd_subscreen_position(int &x, int &y) {
RECT main {};
if (NDD_MAIN_WINDOW != nullptr && GetWindowRect(NDD_MAIN_WINDOW, &main)) {
x = main.right;
y = main.top;
}
}
static BOOL WINAPI MoveWindow_hook(HWND hWnd, int X, int Y, int nWidth, int nHeight, BOOL bRepaint) { static BOOL WINAPI MoveWindow_hook(HWND hWnd, int X, int Y, int nWidth, int nHeight, BOOL bRepaint) {
log_misc("graphics", "MoveWindow hook hit ({}, {}, {}, {}, {}, {})", log_misc("graphics", "MoveWindow hook hit ({}, {}, {}, {}, {}, {})",
fmt::ptr(hWnd), fmt::ptr(hWnd),
@@ -931,6 +964,11 @@ static BOOL WINAPI MoveWindow_hook(HWND hWnd, int X, int Y, int nWidth, int nHei
nHeight = rect.bottom - rect.top; nHeight = rect.bottom - rect.top;
} }
if (GRAPHICS_WINDOWED && NDD_SUBSCREEN_WINDOW && hWnd == NDD_SUBSCREEN_WINDOW) {
ndd_subscreen_size(hWnd, nWidth, nHeight);
ndd_subscreen_position(X, Y);
}
// iidx windowed TDJ mode // iidx windowed TDJ mode
if (GRAPHICS_WINDOWED && TDJ_SUBSCREEN_WINDOW && hWnd == TDJ_SUBSCREEN_WINDOW) { if (GRAPHICS_WINDOWED && TDJ_SUBSCREEN_WINDOW && hWnd == TDJ_SUBSCREEN_WINDOW) {
if (GRAPHICS_IIDX_WSUB) { if (GRAPHICS_IIDX_WSUB) {
@@ -1073,6 +1111,15 @@ static LONG WINAPI SetWindowLongW_hook(HWND hWnd, int nIndex, LONG dwNewLong) {
static BOOL WINAPI SetWindowPos_hook(HWND hWnd, HWND hWndInsertAfter, static BOOL WINAPI SetWindowPos_hook(HWND hWnd, HWND hWndInsertAfter,
int X, int Y, int cx, int cy, UINT uFlags) { int X, int Y, int cx, int cy, UINT uFlags) {
if (GRAPHICS_WINDOWED && NDD_SUBSCREEN_WINDOW && hWnd == NDD_SUBSCREEN_WINDOW) {
if (!(uFlags & SWP_NOSIZE)) {
ndd_subscreen_size(hWnd, cx, cy);
}
if (!(uFlags & SWP_NOMOVE)) {
ndd_subscreen_position(X, Y);
}
}
if (is_gfdm_two_head_small_window(hWnd) && if (is_gfdm_two_head_small_window(hWnd) &&
((uFlags & SWP_HIDEWINDOW) || ((uFlags & SWP_HIDEWINDOW) ||
(uFlags & (SWP_NOMOVE | SWP_NOSIZE)) != (SWP_NOMOVE | SWP_NOSIZE))) { (uFlags & (SWP_NOMOVE | SWP_NOSIZE)) != (SWP_NOMOVE | SWP_NOSIZE))) {
+1
View File
@@ -103,6 +103,7 @@ extern HWND TDJ_SUBSCREEN_WINDOW;
extern HWND SDVX_SUBSCREEN_WINDOW; extern HWND SDVX_SUBSCREEN_WINDOW;
extern HWND POPN_SUBSCREEN_WINDOW; extern HWND POPN_SUBSCREEN_WINDOW;
extern HWND GFDM_SUBSCREEN_WINDOW; extern HWND GFDM_SUBSCREEN_WINDOW;
extern HWND NDD_MAIN_WINDOW;
extern bool SUBSCREEN_FORCE_REDRAW; extern bool SUBSCREEN_FORCE_REDRAW;
extern bool FAKE_SUBSCREEN_ADAPTER; extern bool FAKE_SUBSCREEN_ADAPTER;
+6 -3
View File
@@ -336,9 +336,11 @@ void hooks::lang::early_init() {
&GetLocaleInfoA_orig); &GetLocaleInfoA_orig);
} }
// for TDJ subscreen search keyboard and T44 narrow-string handling // for TDJ subscreen search keyboard
// T44 narrow-string handling
// NDD text measuring
if ((avs::game::is_model("LDJ") && games::iidx::TDJ_MODE) || if ((avs::game::is_model("LDJ") && games::iidx::TDJ_MODE) ||
avs::game::is_model("T44")) { avs::game::is_model({ "T44", "NDD" })) {
log_info("hooks::lang", "hooking IsDBCSLeadByte"); log_info("hooks::lang", "hooking IsDBCSLeadByte");
detour::trampoline_try( detour::trampoline_try(
"kernel32.dll", "kernel32.dll",
@@ -358,8 +360,9 @@ void hooks::lang::early_init() {
#endif #endif
#ifdef SPICE64 #ifdef SPICE64
// NDD renders through GetTextExtentPoint32A, so its wide strings go back through CP_ACP first
const auto hook_wide_char_to_multi_byte = const auto hook_wide_char_to_multi_byte =
games::gitadora::is_arena_model() || avs::game::is_model("T44"); games::gitadora::is_arena_model() || avs::game::is_model({ "T44", "NDD" });
#else #else
// XG2 converts UTF-8 property strings through CP_ACP before rendering. // XG2 converts UTF-8 property strings through CP_ACP before rendering.
const auto hook_wide_char_to_multi_byte = avs::game::is_model({ "K32", "K33" }); const auto hook_wide_char_to_multi_byte = avs::game::is_model({ "K32", "K33" });
+7 -11
View File
@@ -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.", "Value must be between 0 (poor quality) and 100 (best quality), inclusive. Default: 70.",
.type = OptionType::Integer, .type = OptionType::Integer,
.setting_name = "(0-100)", .setting_name = "(0-100)",
.category = "Companion & API", .category = "API Dev",
}, },
{ {
// APIScreenMirrorDivide // APIScreenMirrorDivide
@@ -1741,21 +1741,17 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
"Value must be 1 or greater. Default: 1.", "Value must be 1 or greater. Default: 1.",
.type = OptionType::Integer, .type = OptionType::Integer,
.setting_name = "1", .setting_name = "1",
.category = "Companion & API", .category = "API Dev",
}, },
{ {
// APIStreamEnable // APIStreamEnable
.title = "API Video Stream Server Enable (EXPERIMENTAL)", .title = "API Video Stream Server Enable (EXPERIMENTAL)",
.name = "apistream", .name = "apistream",
.desc = "Serves the mirrored screen as a video stream, on the API port plus two; " .desc = "Allows companion apps to receive compressed video streams over the API. "
"alternative to API screen capture. Requires -api.\n\n" "Companion app must support this feature to take advantage of it.\n\n"
"http://host:apiport+2/stream.mjpg - MJPEG\n\n" "Video is served unencrypted over the network. "
"http://host:apiport+2/stream.h264 - H.264\n\n" "May cause older games to hang and crash.\n\n"
"Parameters: screen (0-3), fps (1-60, default 30), q (1-100, default 70).\n\n" "Developers: see the wiki page for more details.",
"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.",
.type = OptionType::Bool, .type = OptionType::Bool,
.category = "Companion & API", .category = "Companion & API",
}, },
+7 -3
View File
@@ -285,8 +285,10 @@ static int __cdecl device_read_secplug(int a1, int a2, int a3) {
return 1; return 1;
} }
static int __cdecl device_set_coinblocker_open(char number, char open) { static void __cdecl device_set_coinblocker_open(char slot1_open, char slot2_open) {
return 0; // libdevice exposes one open flag per coin slot. Since spice has a shared
// software coin stock, consider it blocked only when both slots are closed.
eamuse_coin_set_block(!slot1_open && !slot2_open);
} }
static void __cdecl device_set_coincounter_merge() { static void __cdecl device_set_coincounter_merge() {
@@ -617,7 +619,9 @@ void spicedevice_attach() {
detour::inline_hook((void *) device_finalize, libutils::try_proc_list( detour::inline_hook((void *) device_finalize, libutils::try_proc_list(
DEVICE_INSTANCE, {"device_finalize", "?device_finalize@@YAXXZ"})); DEVICE_INSTANCE, {"device_finalize", "?device_finalize@@YAXXZ"}));
detour::inline_hook((void *) device_get_coinstock, libutils::try_proc_list( detour::inline_hook((void *) device_get_coinstock, libutils::try_proc_list(
DEVICE_INSTANCE, {"device_get_coinstock", "?device_get_coinstock@@YAXPEAG0@Z"})); DEVICE_INSTANCE, {"device_get_coinstock",
"?device_get_coinstock@@YAXPEAG0@Z",
"?device_get_coinstock@@YAXPAG0@Z"}));
detour::inline_hook((void *) device_get_coinstock_all, libutils::try_proc_list( detour::inline_hook((void *) device_get_coinstock_all, libutils::try_proc_list(
DEVICE_INSTANCE, {"device_get_coinstock_all", DEVICE_INSTANCE, {"device_get_coinstock_all",
"?device_get_coinstock_all@@YAXPEAG0@Z", "?device_get_coinstock_all@@YAXPEAG0@Z",
+28 -14
View File
@@ -34,6 +34,7 @@ static uint16_t KEYPAD_STATE_OVERRIDES_READER[] = {0, 0};
static uint16_t KEYPAD_STATE_OVERRIDES_OVERLAY[] = {0, 0}; static uint16_t KEYPAD_STATE_OVERRIDES_OVERLAY[] = {0, 0};
static std::string EAMUSE_GAME_NAME; static std::string EAMUSE_GAME_NAME;
static ConfigKeypadBindings KEYPAD_BINDINGS {}; static ConfigKeypadBindings KEYPAD_BINDINGS {};
static std::mutex KEYPAD_BINDINGS_LOCK;
// auto card // auto card
bool AUTO_INSERT_CARD[2] = {false, false}; 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; 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 // 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) { bool eamuse_get_card(const std::filesystem::path &path, uint8_t *card, int index) {
// do a quick copy under lock const auto card_override = eamuse_get_card_override(index);
std::unique_lock<std::mutex> lock(CARD_OVERRIDES_LOCK);
const auto card_override = CARD_OVERRIDES[index];
lock.unlock();
// Check if card overrides are present // Check if card overrides are present
if (!card_override.empty()) { 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); 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) { bool eamuse_get_card_from_file(const std::filesystem::path &path, uint8_t *card, int index) {
// open file // open file
@@ -584,6 +593,7 @@ std::string eamuse_get_keypad_state_str(size_t unit) {
} }
bool eamuse_keypad_state_naive() { 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(); 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() { 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() { const std::string &eamuse_get_game() {
@@ -718,6 +730,8 @@ void eamuse_autodetect_game() {
eamuse_set_game("Mahjong Fight Girl"); eamuse_set_game("Mahjong Fight Girl");
else if (avs::game::is_model("XIF")) else if (avs::game::is_model("XIF"))
eamuse_set_game("Polaris Chord"); eamuse_set_game("Polaris Chord");
else if (avs::game::is_model("NDD"))
eamuse_set_game("Silent Scope: Bone Eater");
else { else {
log_warning("eamuse", "unknown game model: {}", avs::game::MODEL); log_warning("eamuse", "unknown game model: {}", avs::game::MODEL);
eamuse_set_game("unknown"); eamuse_set_game("unknown");
+2
View File
@@ -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(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(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); 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);
void eamuse_card_insert(int unit, const uint8_t *card); void eamuse_card_insert(int unit, const uint8_t *card);