mirror of
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feat: Fully use protobuf, fix controller issues and cleanup (#305)
## Description ### First commit Restructured protobuf schemas to make them easier to use across languages, switched to using them in-place of JSON for signaling as well, so there's no 2 different message formats flying about. Few new message types to deal with clients and nestri-servers better (not final format, may see changes still). General cleanup of dead/unused code along some bug squashing and package updates. TODO for future commits: - [x] Fix additional controllers not doing inputs (possibly needs vimputti changes) - [x] ~~Restructure relay protocols code a bit, to reduce bloatiness of the currently single file for them, more code re-use.~~ - Gonna keep this PR somewhat manageable without poking more at relay.. - [x] ~~Try to fix issue where with multiple clients, static stream content causes video to freeze until there's some movement.~~ - Was caused by server tuned profile being `throughput-performance`, causing CPU latency to be too high. - [x] Ponder the orb ### Second + third commit Redid the controller polling handling and fixed multi-controller handling in vimputti and nestri code sides. Remove some dead relay code as well to clean up the protocol source file, we'll revisit the meshing functionality later. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit * **New Features** * Added software rendering option and MangoHud runtime config; controller sessions now support reconnection and batched state updates with persistent session IDs. * **Bug Fixes** * Restored previously-filtered NES-like gamepads so they connect correctly. * **Chores** * Modernized dependencies and protobuf tooling, migrated to protobuf-based messaging and streaming, and removed obsolete CUDA build steps. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: DatCaptainHorse <DatCaptainHorse@users.noreply.github.com>
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32341574dc
commit
d87a0b35dd
@@ -1,21 +1,15 @@
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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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ProtoControllerStateBatchSchema,
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ProtoControllerStateBatch,
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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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import { createMessage } from "./utils";
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import { ProtoMessageSchema } from "./proto/messages_pb";
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interface Props {
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webrtc: WebRTCStream;
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@@ -23,6 +17,7 @@ interface Props {
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}
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interface GamepadState {
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previousButtonState: Map<number, boolean>;
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buttonState: Map<number, boolean>;
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leftTrigger: number;
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rightTrigger: number;
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@@ -34,12 +29,17 @@ interface GamepadState {
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dpadY: number;
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}
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enum PollState {
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IDLE,
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RUNNING,
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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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protected state: GamepadState = {
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previousButtonState: new Map<number, boolean>(),
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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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@@ -53,17 +53,33 @@ export class Controller {
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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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// Polling configuration
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private readonly FULL_RATE_MS = 10; // 100 UPS
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private readonly IDLE_THRESHOLD = 100; // ms before considering idle/hands off controller
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private readonly FULL_INTERVAL = 250; // ms before sending full state occassionally, to verify inputs are synced
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// Polling state
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private pollingState: PollState = PollState.IDLE;
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private lastInputTime: number = Date.now();
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private lastFullTime: number = Date.now();
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private pollInterval: any = null;
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// Controller batch vars
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private sequence: number = 0;
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private readonly CHANGED_BUTTONS_STATE = 1 << 0;
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private readonly CHANGED_LEFT_STICK_X = 1 << 1;
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private readonly CHANGED_LEFT_STICK_Y = 1 << 2;
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private readonly CHANGED_RIGHT_STICK_X = 1 << 3;
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private readonly CHANGED_RIGHT_STICK_Y = 1 << 4;
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private readonly CHANGED_LEFT_TRIGGER = 1 << 5;
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private readonly CHANGED_RIGHT_TRIGGER = 1 << 6;
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private readonly CHANGED_DPAD_X = 1 << 7;
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private readonly CHANGED_DPAD_Y = 1 << 8;
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private _dcHandler: ((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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@@ -72,34 +88,49 @@ export class Controller {
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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 datachannel events from server
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this._dcHandler = (data: ArrayBuffer) => {
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if (!this.connected) return;
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try {
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// First decode the wrapper message
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const uint8Data = new Uint8Array(data);
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const messageWrapper = fromBinary(ProtoMessageSchema, uint8Data);
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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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if (messageWrapper.payload.case === "controllerRumble") {
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this.rumbleCallback(messageWrapper.payload.value);
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} else if (messageWrapper.payload.case === "controllerAttach") {
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if (this.gamepad) return; // already attached
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const attachMsg = messageWrapper.payload.value;
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// Gamepad connected succesfully
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this.gamepad = e.gamepad;
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console.log(
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`Gamepad connected: ${e.gamepad.id}, local slot ${e.gamepad.index}, msg: ${attachMsg.sessionSlot}`,
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);
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this.run();
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}
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} catch (err) {
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console.error("Error decoding datachannel message:", err);
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}
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};
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this.wrtc.addDataChannelCallback(this._dcHandler);
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const attachMsg = createMessage(
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create(ProtoControllerAttachSchema, {
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id: this.vendor_id_to_controller(vendorId, productId),
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sessionSlot: e.gamepad.index,
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sessionId: this.wrtc.getSessionID(),
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}),
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"controllerInput",
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);
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this.wrtc.sendBinary(toBinary(ProtoMessageSchema, attachMsg));
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this.run();
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}
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public getSlot(): number {
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return this.gamepad.index;
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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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@@ -149,361 +180,352 @@ export class Controller {
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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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private restartPolling() {
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// Clear existing interval
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if (this.pollInterval) {
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clearInterval(this.pollInterval);
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this.pollInterval = null;
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}
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// Restart with active polling
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this.pollingState = PollState.RUNNING;
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this.lastInputTime = Date.now();
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// Start interval
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this.pollInterval = setInterval(
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() => this.pollGamepad(),
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this.FULL_RATE_MS,
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);
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}
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private loopInterval: any = null;
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private pollGamepad() {
|
||||
if (!this.connected || !this.gamepad) return;
|
||||
|
||||
const gamepads = navigator.getGamepads();
|
||||
if (!gamepads[this.gamepad.index]) return;
|
||||
|
||||
this.gamepad = gamepads[this.gamepad.index];
|
||||
|
||||
// Collect state changes
|
||||
const changedFields = this.collectStateChanges();
|
||||
|
||||
// Send batched changes update if there's changes
|
||||
if (changedFields > 0) {
|
||||
let send_type = 1;
|
||||
const timeSinceFull = Date.now() - this.lastFullTime;
|
||||
if (timeSinceFull > this.FULL_INTERVAL) {
|
||||
send_type = 0;
|
||||
this.lastFullTime = Date.now();
|
||||
}
|
||||
|
||||
this.sendBatchedState(changedFields, send_type);
|
||||
this.lastInputTime = Date.now();
|
||||
if (this.pollingState !== PollState.RUNNING) {
|
||||
this.pollingState = PollState.RUNNING;
|
||||
}
|
||||
}
|
||||
|
||||
const timeSinceInput = Date.now() - this.lastInputTime;
|
||||
if (timeSinceInput > this.IDLE_THRESHOLD) {
|
||||
// Changing from running to idle..
|
||||
if (this.pollingState === PollState.RUNNING) {
|
||||
// Send full state on idle assumption
|
||||
this.sendBatchedState(0xff, 0);
|
||||
this.pollingState = PollState.IDLE;
|
||||
}
|
||||
}
|
||||
|
||||
this.state.buttonState.forEach((b, i) =>
|
||||
this.state.previousButtonState.set(i, b),
|
||||
);
|
||||
}
|
||||
|
||||
private collectStateChanges(): number {
|
||||
let changedFields = 0;
|
||||
|
||||
// Collect analog values
|
||||
const leftTrigger = Math.round(
|
||||
this.remapFromTo(
|
||||
this.gamepad.buttons[6]?.value ?? 0,
|
||||
0,
|
||||
1,
|
||||
-32768,
|
||||
32767,
|
||||
),
|
||||
);
|
||||
const rightTrigger = Math.round(
|
||||
this.remapFromTo(
|
||||
this.gamepad.buttons[7]?.value ?? 0,
|
||||
0,
|
||||
1,
|
||||
-32768,
|
||||
32767,
|
||||
),
|
||||
);
|
||||
|
||||
const leftX = this.remapFromTo(
|
||||
this.gamepad.axes[0] ?? 0,
|
||||
-1,
|
||||
1,
|
||||
-32768,
|
||||
32767,
|
||||
);
|
||||
const leftY = this.remapFromTo(
|
||||
this.gamepad.axes[1] ?? 0,
|
||||
-1,
|
||||
1,
|
||||
-32768,
|
||||
32767,
|
||||
);
|
||||
const sendLeftX =
|
||||
Math.abs(leftX) > this.stickDeadzone ? Math.round(leftX) : 0;
|
||||
const sendLeftY =
|
||||
Math.abs(leftY) > this.stickDeadzone ? Math.round(leftY) : 0;
|
||||
|
||||
const rightX = this.remapFromTo(
|
||||
this.gamepad.axes[2] ?? 0,
|
||||
-1,
|
||||
1,
|
||||
-32768,
|
||||
32767,
|
||||
);
|
||||
const rightY = this.remapFromTo(
|
||||
this.gamepad.axes[3] ?? 0,
|
||||
-1,
|
||||
1,
|
||||
-32768,
|
||||
32767,
|
||||
);
|
||||
const sendRightX =
|
||||
Math.abs(rightX) > this.stickDeadzone ? Math.round(rightX) : 0;
|
||||
const sendRightY =
|
||||
Math.abs(rightY) > this.stickDeadzone ? Math.round(rightY) : 0;
|
||||
|
||||
const dpadX =
|
||||
(this.gamepad.buttons[14]?.pressed ? -1 : 0) +
|
||||
(this.gamepad.buttons[15]?.pressed ? 1 : 0);
|
||||
const dpadY =
|
||||
(this.gamepad.buttons[12]?.pressed ? -1 : 0) +
|
||||
(this.gamepad.buttons[13]?.pressed ? 1 : 0);
|
||||
|
||||
// Check what changed
|
||||
for (let i = 0; i < this.gamepad.buttons.length; i++) {
|
||||
if (i >= 6 && i <= 7) continue; // Skip triggers
|
||||
if (i >= 12 && i <= 15) continue; // Skip d-pad
|
||||
if (this.state.buttonState.get(i) !== this.gamepad.buttons[i].pressed) {
|
||||
changedFields |= this.CHANGED_BUTTONS_STATE;
|
||||
}
|
||||
this.state.buttonState.set(i, this.gamepad.buttons[i].pressed);
|
||||
}
|
||||
if (leftTrigger !== this.state.leftTrigger) {
|
||||
changedFields |= this.CHANGED_LEFT_TRIGGER;
|
||||
}
|
||||
this.state.leftTrigger = leftTrigger;
|
||||
if (rightTrigger !== this.state.rightTrigger) {
|
||||
changedFields |= this.CHANGED_RIGHT_TRIGGER;
|
||||
}
|
||||
this.state.rightTrigger = rightTrigger;
|
||||
if (sendLeftX !== this.state.leftX) {
|
||||
changedFields |= this.CHANGED_LEFT_STICK_X;
|
||||
}
|
||||
this.state.leftX = sendLeftX;
|
||||
if (sendLeftY !== this.state.leftY) {
|
||||
changedFields |= this.CHANGED_LEFT_STICK_Y;
|
||||
}
|
||||
this.state.leftY = sendLeftY;
|
||||
if (sendRightX !== this.state.rightX) {
|
||||
changedFields |= this.CHANGED_RIGHT_STICK_X;
|
||||
}
|
||||
this.state.rightX = sendRightX;
|
||||
if (sendRightY !== this.state.rightY) {
|
||||
changedFields |= this.CHANGED_RIGHT_STICK_Y;
|
||||
}
|
||||
this.state.rightY = sendRightY;
|
||||
if (dpadX !== this.state.dpadX) {
|
||||
changedFields |= this.CHANGED_DPAD_X;
|
||||
}
|
||||
this.state.dpadX = dpadX;
|
||||
if (dpadY !== this.state.dpadY) {
|
||||
changedFields |= this.CHANGED_DPAD_Y;
|
||||
}
|
||||
this.state.dpadY = dpadY;
|
||||
|
||||
return changedFields;
|
||||
}
|
||||
|
||||
private sendBatchedState(changedFields: number, updateType: number) {
|
||||
// @ts-ignore
|
||||
let message: ProtoControllerStateBatch = {
|
||||
sessionSlot: this.gamepad.index,
|
||||
sessionId: this.wrtc.getSessionID(),
|
||||
updateType: updateType,
|
||||
sequence: this.sequence++,
|
||||
};
|
||||
|
||||
// For FULL_STATE, include everything
|
||||
if (updateType === 0) {
|
||||
message.changedFields = 0xff;
|
||||
|
||||
message.buttonChangedMask = Object.fromEntries(
|
||||
Array.from(this.state.buttonState)
|
||||
.map(
|
||||
([key, value]) =>
|
||||
[this.controllerButtonToVirtualKeyCode(key), value] as const,
|
||||
)
|
||||
.filter(([code]) => code !== undefined),
|
||||
);
|
||||
message.leftStickX = this.state.leftX;
|
||||
message.leftStickY = this.state.leftY;
|
||||
message.rightStickX = this.state.rightX;
|
||||
message.rightStickY = this.state.rightY;
|
||||
message.leftTrigger = this.state.leftTrigger;
|
||||
message.rightTrigger = this.state.rightTrigger;
|
||||
message.dpadX = this.state.dpadX;
|
||||
message.dpadY = this.state.dpadY;
|
||||
}
|
||||
// For DELTA, only include changed fields
|
||||
else {
|
||||
message.changedFields = changedFields;
|
||||
|
||||
if (changedFields & this.CHANGED_BUTTONS_STATE) {
|
||||
const currentStateMap = this.state.buttonState;
|
||||
const previousStateMap = this.state.previousButtonState;
|
||||
const allKeys = new Set([
|
||||
// @ts-ignore
|
||||
...currentStateMap.keys(),
|
||||
// @ts-ignore
|
||||
...previousStateMap.keys(),
|
||||
]);
|
||||
message.buttonChangedMask = Object.fromEntries(
|
||||
Array.from(allKeys)
|
||||
.filter((key) => {
|
||||
const newState = currentStateMap.get(key);
|
||||
const oldState = previousStateMap.get(key);
|
||||
return newState !== oldState;
|
||||
})
|
||||
.map((key) => {
|
||||
const newValue = currentStateMap.get(key) ?? false;
|
||||
return [
|
||||
this.controllerButtonToVirtualKeyCode(key),
|
||||
newValue,
|
||||
] as const;
|
||||
})
|
||||
.filter(([code]) => code !== undefined),
|
||||
);
|
||||
}
|
||||
if (changedFields & this.CHANGED_LEFT_STICK_X) {
|
||||
message.leftStickX = this.state.leftX;
|
||||
}
|
||||
if (changedFields & this.CHANGED_LEFT_STICK_Y) {
|
||||
message.leftStickY = this.state.leftY;
|
||||
}
|
||||
if (changedFields & this.CHANGED_RIGHT_STICK_X) {
|
||||
message.rightStickX = this.state.rightX;
|
||||
}
|
||||
if (changedFields & this.CHANGED_RIGHT_STICK_Y) {
|
||||
message.rightStickY = this.state.rightY;
|
||||
}
|
||||
if (changedFields & this.CHANGED_LEFT_TRIGGER) {
|
||||
message.leftTrigger = this.state.leftTrigger;
|
||||
}
|
||||
if (changedFields & this.CHANGED_RIGHT_TRIGGER) {
|
||||
message.rightTrigger = this.state.rightTrigger;
|
||||
}
|
||||
if (changedFields & this.CHANGED_DPAD_X) {
|
||||
message.dpadX = this.state.dpadX;
|
||||
}
|
||||
if (changedFields & this.CHANGED_DPAD_Y) {
|
||||
message.dpadY = this.state.dpadY;
|
||||
}
|
||||
}
|
||||
|
||||
// Send message
|
||||
const batchMessage = createMessage(
|
||||
create(
|
||||
ProtoControllerStateBatchSchema,
|
||||
message as ProtoControllerStateBatch,
|
||||
),
|
||||
"controllerInput",
|
||||
);
|
||||
this.wrtc.sendBinary(toBinary(ProtoMessageSchema, batchMessage));
|
||||
}
|
||||
|
||||
public run() {
|
||||
if (this.connected)
|
||||
this.stop();
|
||||
if (this.connected) this.stop();
|
||||
|
||||
this.connected = true;
|
||||
// Poll gamepads in setInterval loop
|
||||
this.loopInterval = setInterval(() => {
|
||||
if (this.connected) this.pollGamepad();
|
||||
}, this.updateInterval);
|
||||
|
||||
// Start with active polling
|
||||
this.restartPolling();
|
||||
}
|
||||
|
||||
public stop() {
|
||||
if (this.loopInterval) {
|
||||
clearInterval(this.loopInterval);
|
||||
this.loopInterval = null;
|
||||
if (this.pollInterval) {
|
||||
clearInterval(this.pollInterval);
|
||||
this.pollInterval = null;
|
||||
}
|
||||
this.connected = false;
|
||||
}
|
||||
|
||||
public getSlot() {
|
||||
return this.slot;
|
||||
}
|
||||
|
||||
public dispose() {
|
||||
this.stop();
|
||||
// Remove callback
|
||||
if (this._dcRumbleHandler !== null) {
|
||||
this.wrtc.removeDataChannelCallback(this._dcRumbleHandler);
|
||||
this._dcRumbleHandler = null;
|
||||
if (this._dcHandler !== null) {
|
||||
this.wrtc.removeDataChannelCallback(this._dcHandler);
|
||||
this._dcHandler = null;
|
||||
}
|
||||
// Gamepad disconnected
|
||||
const detachMsg = create(ProtoInputSchema, {
|
||||
$typeName: "proto.ProtoInput",
|
||||
inputType: {
|
||||
case: "controllerDetach",
|
||||
value: create(ProtoControllerDetachSchema, {
|
||||
type: "ControllerDetach",
|
||||
slot: this.slot,
|
||||
if (this.gamepad) {
|
||||
// Gamepad disconnected
|
||||
const detachMsg = createMessage(
|
||||
create(ProtoControllerDetachSchema, {
|
||||
sessionSlot: this.gamepad.index,
|
||||
}),
|
||||
},
|
||||
});
|
||||
const message: ProtoMessageInput = {
|
||||
$typeName: "proto.ProtoMessageInput",
|
||||
messageBase: {
|
||||
$typeName: "proto.ProtoMessageBase",
|
||||
payloadType: "controllerInput",
|
||||
} as ProtoMessageBase,
|
||||
data: detachMsg,
|
||||
};
|
||||
this.wrtc.sendBinary(toBinary(ProtoMessageInputSchema, message));
|
||||
"controllerInput",
|
||||
);
|
||||
this.wrtc.sendBinary(toBinary(ProtoMessageSchema, detachMsg));
|
||||
}
|
||||
}
|
||||
|
||||
private controllerButtonToVirtualKeyCode(code: number) {
|
||||
private controllerButtonToVirtualKeyCode(code: number): number | undefined {
|
||||
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);
|
||||
private rumbleCallback(rumbleMsg: ProtoControllerRumble) {
|
||||
if (!this.connected || !this.gamepad) return;
|
||||
|
||||
// Check if it contains controller rumble data
|
||||
if (messageWrapper.data?.inputType?.case === "controllerRumble") {
|
||||
const rumbleMsg = messageWrapper.data.inputType.value as ProtoControllerRumble;
|
||||
// Check if this rumble is for us
|
||||
if (
|
||||
rumbleMsg.sessionId !== this.wrtc.getSessionID() ||
|
||||
rumbleMsg.sessionSlot !== this.gamepad.index
|
||||
)
|
||||
return;
|
||||
|
||||
// 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);
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user