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feat: Controller support, performance enchancements, multi-stage images, fixes (#304)
## Description Oops.. another massive PR 🥲 This PR contains multiple improvements and changes. Firstly, thanks gst-wayland-display's PR [here](https://github.com/games-on-whales/gst-wayland-display/pull/20). NVIDIA path is now way more efficient than before. Secondly, adding controller support was a massive hurdle, requiring me to start another project [vimputti](https://github.com/DatCaptainHorse/vimputti) - which allows simple virtual controller inputs in isolated containers. Well, it's not simple, it includes LD_PRELOAD shims and other craziness, but the library API is simple to use.. Thirdly, split runner image into 3 separate stages, base + build + runtime, should help keep things in check in future, also added GitHub Actions CI builds for v2 to v4 builds (hopefully they pass..). Fourth, replaced the runner's runtime Steam patching with better and simpler bubblewrap patch, massive thanks to `games-on-whales` to figuring it out better! Fifth, relay for once needed some changes, the new changes are still mostly WIP, but I'll deal with them next time I have energy.. I'm spent now. Needed to include these changes as relay needed a minor change to allow rumble events to flow back to client peer. Sixth.. tons of package updates, minor code improvements and the usual. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit * **New Features** * End-to-end gamepad/controller support (attach/detach, buttons, sticks, triggers, rumble) with client/server integration and virtual controller plumbing. * Optional Prometheus metrics endpoint and WebTransport support. * Background vimputti manager process added for controller handling. * **Improvements** * Multi-variant container image builds and streamlined runtime images. * Zero-copy video pipeline and encoder improvements for lower latency. * Updated Steam compat mapping and dependency/toolchain refreshes. * **Bug Fixes** * More robust GPU detection, input/fullscreen lifecycle, startup/entrypoint, and container runtime fixes. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
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509
packages/input/src/controller.ts
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509
packages/input/src/controller.ts
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@@ -0,0 +1,509 @@
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import { controllerButtonToLinuxEventCode } from "./codes";
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import { WebRTCStream } from "./webrtc-stream";
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import {
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ProtoMessageBase,
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ProtoMessageInput,
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ProtoMessageInputSchema,
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} from "./proto/messages_pb";
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import {
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ProtoInputSchema,
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ProtoControllerAttachSchema,
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ProtoControllerDetachSchema,
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ProtoControllerButtonSchema,
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ProtoControllerTriggerSchema,
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ProtoControllerAxisSchema,
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ProtoControllerStickSchema,
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ProtoControllerRumble,
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} from "./proto/types_pb";
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import { create, toBinary, fromBinary } from "@bufbuild/protobuf";
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interface Props {
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webrtc: WebRTCStream;
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e: GamepadEvent;
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}
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interface GamepadState {
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buttonState: Map<number, boolean>;
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leftTrigger: number;
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rightTrigger: number;
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leftX: number;
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leftY: number;
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rightX: number;
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rightY: number;
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dpadX: number;
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dpadY: number;
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}
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export class Controller {
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protected wrtc: WebRTCStream;
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protected slot: number;
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protected connected: boolean = false;
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protected gamepad: Gamepad | null = null;
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protected lastState: GamepadState = {
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buttonState: new Map<number, boolean>(),
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leftTrigger: 0,
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rightTrigger: 0,
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leftX: 0,
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leftY: 0,
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rightX: 0,
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rightY: 0,
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dpadX: 0,
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dpadY: 0,
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};
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// TODO: As user configurable, set quite low now for decent controllers (not Nintendo ones :P)
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protected stickDeadzone: number = 2048; // 2048 / 32768 = ~0.06 (6% of stick range)
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private updateInterval = 10.0; // 100 updates per second
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private _dcRumbleHandler: ((data: ArrayBuffer) => void) | null = null;
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constructor({ webrtc, e }: Props) {
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this.wrtc = webrtc;
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this.slot = e.gamepad.index;
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this.updateInterval = 1000 / webrtc.currentFrameRate;
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// Gamepad connected
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this.gamepad = e.gamepad;
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// Get vendor of gamepad from id string (i.e. "... Vendor: 054c Product: 09cc")
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const vendorMatch = e.gamepad.id.match(/Vendor:\s?([0-9a-fA-F]{4})/);
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const vendorId = vendorMatch ? vendorMatch[1].toLowerCase() : "unknown";
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// Get product id of gamepad from id string
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const productMatch = e.gamepad.id.match(/Product:\s?([0-9a-fA-F]{4})/);
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const productId = productMatch ? productMatch[1].toLowerCase() : "unknown";
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const attachMsg = create(ProtoInputSchema, {
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$typeName: "proto.ProtoInput",
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inputType: {
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case: "controllerAttach",
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value: create(ProtoControllerAttachSchema, {
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type: "ControllerAttach",
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id: this.vendor_id_to_controller(vendorId, productId),
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slot: this.slot,
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}),
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},
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});
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const message: ProtoMessageInput = {
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$typeName: "proto.ProtoMessageInput",
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messageBase: {
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$typeName: "proto.ProtoMessageBase",
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payloadType: "controllerInput",
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} as ProtoMessageBase,
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data: attachMsg,
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};
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this.wrtc.sendBinary(toBinary(ProtoMessageInputSchema, message));
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// Listen to feedback rumble events from server
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this._dcRumbleHandler = (data: any) => this.rumbleCallback(data as ArrayBuffer);
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this.wrtc.addDataChannelCallback(this._dcRumbleHandler);
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this.run();
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}
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// Maps vendor id and product id to supported controller type
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// Currently supported: Sony (ps4, ps5), Microsoft (xbox360, xboxone), Nintendo (switchpro)
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// Default fallback to xbox360
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private vendor_id_to_controller(vendorId: string, productId: string): string {
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switch (vendorId) {
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case "054c": // Sony
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switch (productId) {
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case "0ce6":
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return "ps5";
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case "05c4":
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case "09cc":
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return "ps4";
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default:
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return "ps4"; // default to ps4
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}
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case "045e": // Microsoft
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switch (productId) {
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case "02d1":
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case "02dd":
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return "xboxone";
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case "028e":
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return "xbox360";
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default:
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return "xbox360"; // default to xbox360
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}
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case "057e": // Nintendo
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switch (productId) {
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case "2009":
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case "200e":
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return "switchpro";
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default:
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return "switchpro"; // default to switchpro
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}
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default: {
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return "xbox360";
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}
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}
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}
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private remapFromTo(
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value: number,
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fromMin: number,
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fromMax: number,
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toMin: number,
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toMax: number,
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) {
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return ((value - fromMin) * (toMax - toMin)) / (fromMax - fromMin) + toMin;
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}
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private pollGamepad() {
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const gamepads = navigator.getGamepads();
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if (this.slot < gamepads.length) {
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const gamepad = gamepads[this.slot];
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if (gamepad) {
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/* Button handling */
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gamepad.buttons.forEach((button, index) => {
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// Ignore d-pad buttons (12-15) as we handle those as axis
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if (index >= 12 && index <= 15) return;
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// ignore trigger buttons (6-7) as we handle those as axis
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if (index === 6 || index === 7) return;
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// If state differs, send
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if (button.pressed !== this.lastState.buttonState.get(index)) {
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const linuxCode = this.controllerButtonToVirtualKeyCode(index);
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if (linuxCode === undefined) {
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// Skip unmapped button index
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this.lastState.buttonState.set(index, button.pressed);
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return;
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}
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const buttonProto = create(ProtoInputSchema, {
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$typeName: "proto.ProtoInput",
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inputType: {
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case: "controllerButton",
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value: create(ProtoControllerButtonSchema, {
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type: "ControllerButton",
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slot: this.slot,
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button: linuxCode,
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pressed: button.pressed,
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}),
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},
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});
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const buttonMessage: ProtoMessageInput = {
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$typeName: "proto.ProtoMessageInput",
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messageBase: {
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$typeName: "proto.ProtoMessageBase",
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payloadType: "controllerInput",
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} as ProtoMessageBase,
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data: buttonProto,
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};
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this.wrtc.sendBinary(
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toBinary(ProtoMessageInputSchema, buttonMessage),
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);
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// Store button state
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this.lastState.buttonState.set(index, button.pressed);
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}
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});
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/* Trigger handling */
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// map trigger value from 0.0 to 1.0 to -32768 to 32767
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const leftTrigger = Math.round(
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this.remapFromTo(gamepad.buttons[6]?.value ?? 0, 0, 1, -32768, 32767),
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);
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// If state differs, send
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if (leftTrigger !== this.lastState.leftTrigger) {
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const triggerProto = create(ProtoInputSchema, {
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$typeName: "proto.ProtoInput",
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inputType: {
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case: "controllerTrigger",
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value: create(ProtoControllerTriggerSchema, {
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type: "ControllerTrigger",
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slot: this.slot,
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trigger: 0, // 0 = left, 1 = right
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value: leftTrigger,
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}),
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},
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});
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const triggerMessage: ProtoMessageInput = {
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$typeName: "proto.ProtoMessageInput",
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messageBase: {
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$typeName: "proto.ProtoMessageBase",
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payloadType: "controllerInput",
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} as ProtoMessageBase,
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data: triggerProto,
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};
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this.lastState.leftTrigger = leftTrigger;
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this.wrtc.sendBinary(
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toBinary(ProtoMessageInputSchema, triggerMessage),
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);
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}
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const rightTrigger = Math.round(
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this.remapFromTo(gamepad.buttons[7]?.value ?? 0, 0, 1, -32768, 32767),
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);
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// If state differs, send
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if (rightTrigger !== this.lastState.rightTrigger) {
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const triggerProto = create(ProtoInputSchema, {
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$typeName: "proto.ProtoInput",
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inputType: {
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case: "controllerTrigger",
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value: create(ProtoControllerTriggerSchema, {
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type: "ControllerTrigger",
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slot: this.slot,
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trigger: 1, // 0 = left, 1 = right
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value: rightTrigger,
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}),
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},
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});
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const triggerMessage: ProtoMessageInput = {
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$typeName: "proto.ProtoMessageInput",
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messageBase: {
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$typeName: "proto.ProtoMessageBase",
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payloadType: "controllerInput",
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} as ProtoMessageBase,
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data: triggerProto,
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};
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this.lastState.rightTrigger = rightTrigger;
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this.wrtc.sendBinary(
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toBinary(ProtoMessageInputSchema, triggerMessage),
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);
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}
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/* DPad handling */
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// We send dpad buttons as axis values -1 to 1 for left/up, right/down
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const dpadLeft = gamepad.buttons[14]?.pressed ? 1 : 0;
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const dpadRight = gamepad.buttons[15]?.pressed ? 1 : 0;
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const dpadX = dpadLeft ? -1 : dpadRight ? 1 : 0;
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if (dpadX !== this.lastState.dpadX) {
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const dpadProto = create(ProtoInputSchema, {
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$typeName: "proto.ProtoInput",
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inputType: {
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case: "controllerAxis",
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value: create(ProtoControllerAxisSchema, {
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type: "ControllerAxis",
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slot: this.slot,
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axis: 0, // 0 = dpadX, 1 = dpadY
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value: dpadX,
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}),
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},
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});
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const dpadMessage: ProtoMessageInput = {
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$typeName: "proto.ProtoMessageInput",
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messageBase: {
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$typeName: "proto.ProtoMessageBase",
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payloadType: "controllerInput",
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} as ProtoMessageBase,
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data: dpadProto,
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};
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this.lastState.dpadX = dpadX;
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this.wrtc.sendBinary(toBinary(ProtoMessageInputSchema, dpadMessage));
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}
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const dpadUp = gamepad.buttons[12]?.pressed ? 1 : 0;
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const dpadDown = gamepad.buttons[13]?.pressed ? 1 : 0;
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const dpadY = dpadUp ? -1 : dpadDown ? 1 : 0;
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if (dpadY !== this.lastState.dpadY) {
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const dpadProto = create(ProtoInputSchema, {
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$typeName: "proto.ProtoInput",
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inputType: {
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case: "controllerAxis",
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value: create(ProtoControllerAxisSchema, {
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type: "ControllerAxis",
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slot: this.slot,
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axis: 1, // 0 = dpadX, 1 = dpadY
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value: dpadY,
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}),
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},
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});
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const dpadMessage: ProtoMessageInput = {
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$typeName: "proto.ProtoMessageInput",
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messageBase: {
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$typeName: "proto.ProtoMessageBase",
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payloadType: "controllerInput",
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} as ProtoMessageBase,
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data: dpadProto,
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};
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this.lastState.dpadY = dpadY;
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this.wrtc.sendBinary(toBinary(ProtoMessageInputSchema, dpadMessage));
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}
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/* Stick handling */
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// stick values need to be mapped from -1.0 to 1.0 to -32768 to 32767
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const leftX = this.remapFromTo(gamepad.axes[0] ?? 0, -1, 1, -32768, 32767);
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const leftY = this.remapFromTo(gamepad.axes[1] ?? 0, -1, 1, -32768, 32767);
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// Apply deadzone
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const sendLeftX =
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Math.abs(leftX) > this.stickDeadzone ? Math.round(leftX) : 0;
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const sendLeftY =
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Math.abs(leftY) > this.stickDeadzone ? Math.round(leftY) : 0;
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// if outside deadzone, send normally if changed
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// if moves inside deadzone, zero it if not inside deadzone last time
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if (
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sendLeftX !== this.lastState.leftX ||
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sendLeftY !== this.lastState.leftY
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) {
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// console.log("Sticks: ", sendLeftX, sendLeftY, sendRightX, sendRightY);
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const stickProto = create(ProtoInputSchema, {
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$typeName: "proto.ProtoInput",
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inputType: {
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case: "controllerStick",
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value: create(ProtoControllerStickSchema, {
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type: "ControllerStick",
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slot: this.slot,
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stick: 0, // 0 = left, 1 = right
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x: sendLeftX,
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y: sendLeftY,
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}),
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},
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});
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const stickMessage: ProtoMessageInput = {
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$typeName: "proto.ProtoMessageInput",
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messageBase: {
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$typeName: "proto.ProtoMessageBase",
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payloadType: "controllerInput",
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} as ProtoMessageBase,
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data: stickProto,
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};
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this.lastState.leftX = sendLeftX;
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this.lastState.leftY = sendLeftY;
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this.wrtc.sendBinary(toBinary(ProtoMessageInputSchema, stickMessage));
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}
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const rightX = this.remapFromTo(gamepad.axes[2] ?? 0, -1, 1, -32768, 32767);
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const rightY = this.remapFromTo(gamepad.axes[3] ?? 0, -1, 1, -32768, 32767);
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// Apply deadzone
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const sendRightX =
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Math.abs(rightX) > this.stickDeadzone ? Math.round(rightX) : 0;
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const sendRightY =
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Math.abs(rightY) > this.stickDeadzone ? Math.round(rightY) : 0;
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if (
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sendRightX !== this.lastState.rightX ||
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sendRightY !== this.lastState.rightY
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) {
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const stickProto = create(ProtoInputSchema, {
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$typeName: "proto.ProtoInput",
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inputType: {
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case: "controllerStick",
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value: create(ProtoControllerStickSchema, {
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type: "ControllerStick",
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slot: this.slot,
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stick: 1, // 0 = left, 1 = right
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x: sendRightX,
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y: sendRightY,
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}),
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},
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});
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const stickMessage: ProtoMessageInput = {
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$typeName: "proto.ProtoMessageInput",
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messageBase: {
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$typeName: "proto.ProtoMessageBase",
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payloadType: "controllerInput",
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} as ProtoMessageBase,
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data: stickProto,
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};
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this.lastState.rightX = sendRightX;
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this.lastState.rightY = sendRightY;
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this.wrtc.sendBinary(toBinary(ProtoMessageInputSchema, stickMessage));
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}
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}
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}
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}
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private loopInterval: any = null;
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public run() {
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if (this.connected)
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this.stop();
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this.connected = true;
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// Poll gamepads in setInterval loop
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this.loopInterval = setInterval(() => {
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if (this.connected) this.pollGamepad();
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}, this.updateInterval);
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}
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public stop() {
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if (this.loopInterval) {
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clearInterval(this.loopInterval);
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this.loopInterval = null;
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}
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this.connected = false;
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}
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public getSlot() {
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return this.slot;
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}
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public dispose() {
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this.stop();
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// Remove callback
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if (this._dcRumbleHandler !== null) {
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this.wrtc.removeDataChannelCallback(this._dcRumbleHandler);
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this._dcRumbleHandler = null;
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}
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// Gamepad disconnected
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const detachMsg = create(ProtoInputSchema, {
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$typeName: "proto.ProtoInput",
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inputType: {
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case: "controllerDetach",
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value: create(ProtoControllerDetachSchema, {
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type: "ControllerDetach",
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slot: this.slot,
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}),
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},
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});
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const message: ProtoMessageInput = {
|
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$typeName: "proto.ProtoMessageInput",
|
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messageBase: {
|
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$typeName: "proto.ProtoMessageBase",
|
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payloadType: "controllerInput",
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} as ProtoMessageBase,
|
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data: detachMsg,
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};
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this.wrtc.sendBinary(toBinary(ProtoMessageInputSchema, message));
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}
|
||||
|
||||
private controllerButtonToVirtualKeyCode(code: number) {
|
||||
return controllerButtonToLinuxEventCode[code] || undefined;
|
||||
}
|
||||
|
||||
private rumbleCallback(data: ArrayBuffer) {
|
||||
// If not connected, ignore
|
||||
if (!this.connected) return;
|
||||
try {
|
||||
// First decode the wrapper message
|
||||
const uint8Data = new Uint8Array(data);
|
||||
const messageWrapper = fromBinary(ProtoMessageInputSchema, uint8Data);
|
||||
|
||||
// Check if it contains controller rumble data
|
||||
if (messageWrapper.data?.inputType?.case === "controllerRumble") {
|
||||
const rumbleMsg = messageWrapper.data.inputType.value as ProtoControllerRumble;
|
||||
|
||||
// Check if aimed at this controller slot
|
||||
if (rumbleMsg.slot !== this.slot) return;
|
||||
|
||||
// Trigger actual rumble
|
||||
// Need to remap from 0-65535 to 0.0-1.0 ranges
|
||||
const clampedLowFreq = Math.max(0, Math.min(65535, rumbleMsg.lowFrequency));
|
||||
const rumbleLowFreq = this.remapFromTo(
|
||||
clampedLowFreq,
|
||||
0,
|
||||
65535,
|
||||
0.0,
|
||||
1.0,
|
||||
);
|
||||
const clampedHighFreq = Math.max(0, Math.min(65535, rumbleMsg.highFrequency));
|
||||
const rumbleHighFreq = this.remapFromTo(
|
||||
clampedHighFreq,
|
||||
0,
|
||||
65535,
|
||||
0.0,
|
||||
1.0,
|
||||
);
|
||||
// Cap to valid range (max 5000)
|
||||
const rumbleDuration = Math.max(0, Math.min(5000, rumbleMsg.duration));
|
||||
if (this.gamepad.vibrationActuator) {
|
||||
this.gamepad.vibrationActuator.playEffect("dual-rumble", {
|
||||
startDelay: 0,
|
||||
duration: rumbleDuration,
|
||||
weakMagnitude: rumbleLowFreq,
|
||||
strongMagnitude: rumbleHighFreq,
|
||||
}).catch(console.error);
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
console.error("Failed to decode rumble message:", error);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user