Files
netris-nestri/packages/input/src/controller.ts

488 lines
16 KiB
TypeScript

import { controllerButtonToLinuxEventCode } from "./codes";
import { WebRTCStream } from "./webrtc-stream";
import {
ProtoControllerAttachSchema,
ProtoControllerDetachSchema,
ProtoControllerButtonSchema,
ProtoControllerTriggerSchema,
ProtoControllerAxisSchema,
ProtoControllerStickSchema,
ProtoControllerRumble,
} from "./proto/types_pb";
import { create, toBinary, fromBinary } from "@bufbuild/protobuf";
import { createMessage } from "./utils";
import { ProtoMessageSchema } from "./proto/messages_pb";
interface Props {
webrtc: WebRTCStream;
e: GamepadEvent;
}
interface GamepadState {
buttonState: Map<number, boolean>;
leftTrigger: number;
rightTrigger: number;
leftX: number;
leftY: number;
rightX: number;
rightY: number;
dpadX: number;
dpadY: number;
}
export class Controller {
protected wrtc: WebRTCStream;
protected connected: boolean = false;
protected gamepad: Gamepad | null = null;
protected lastState: GamepadState = {
buttonState: new Map<number, boolean>(),
leftTrigger: 0,
rightTrigger: 0,
leftX: 0,
leftY: 0,
rightX: 0,
rightY: 0,
dpadX: 0,
dpadY: 0,
};
// TODO: As user configurable, set quite low now for decent controllers (not Nintendo ones :P)
protected stickDeadzone: number = 2048; // 2048 / 32768 = ~0.06 (6% of stick range)
private updateInterval = 10.0; // 100 updates per second
private isIdle: boolean = true;
private lastInputTime: number = Date.now();
private idleUpdateInterval: number = 150.0; // ~6-7 updates per second for keep-alive packets
private inputDetected: boolean = false;
private lastFullStateSend: number = Date.now();
private fullStateSendInterval: number = 500.0; // send full state every 0.5 seconds (helps packet loss)
private forceFullStateSend: boolean = false;
private _dcHandler: ((data: ArrayBuffer) => void) | null = null;
constructor({ webrtc, e }: Props) {
this.wrtc = webrtc;
this.updateInterval = 1000 / webrtc.currentFrameRate;
// Get vendor of gamepad from id string (i.e. "... Vendor: 054c Product: 09cc")
const vendorMatch = e.gamepad.id.match(/Vendor:\s?([0-9a-fA-F]{4})/);
const vendorId = vendorMatch ? vendorMatch[1].toLowerCase() : "unknown";
// Get product id of gamepad from id string
const productMatch = e.gamepad.id.match(/Product:\s?([0-9a-fA-F]{4})/);
const productId = productMatch ? productMatch[1].toLowerCase() : "unknown";
// Listen to datachannel events from server
this._dcHandler = (data: ArrayBuffer) => {
if (!this.connected) return;
try {
// First decode the wrapper message
const uint8Data = new Uint8Array(data);
const messageWrapper = fromBinary(ProtoMessageSchema, uint8Data);
if (messageWrapper.payload.case === "controllerRumble") {
this.rumbleCallback(messageWrapper.payload.value);
} else if (messageWrapper.payload.case === "controllerAttach") {
if (this.gamepad) return; // already attached
const attachMsg = messageWrapper.payload.value;
// Gamepad connected succesfully
this.gamepad = e.gamepad;
console.log(
`Gamepad connected: ${e.gamepad.id}, local slot ${e.gamepad.index}, msg: ${attachMsg.sessionSlot}`,
);
}
} catch (err) {
console.error("Error decoding datachannel message:", err);
}
};
this.wrtc.addDataChannelCallback(this._dcHandler);
const attachMsg = createMessage(
create(ProtoControllerAttachSchema, {
id: this.vendor_id_to_controller(vendorId, productId),
sessionSlot: e.gamepad.index,
sessionId: this.wrtc.getSessionID(),
}),
"controllerInput",
);
this.wrtc.sendBinary(toBinary(ProtoMessageSchema, attachMsg));
this.run();
}
public getSlot(): number {
return this.gamepad.index;
}
// Maps vendor id and product id to supported controller type
// Currently supported: Sony (ps4, ps5), Microsoft (xbox360, xboxone), Nintendo (switchpro)
// Default fallback to xbox360
private vendor_id_to_controller(vendorId: string, productId: string): string {
switch (vendorId) {
case "054c": // Sony
switch (productId) {
case "0ce6":
return "ps5";
case "05c4":
case "09cc":
return "ps4";
default:
return "ps4"; // default to ps4
}
case "045e": // Microsoft
switch (productId) {
case "02d1":
case "02dd":
return "xboxone";
case "028e":
return "xbox360";
default:
return "xbox360"; // default to xbox360
}
case "057e": // Nintendo
switch (productId) {
case "2009":
case "200e":
return "switchpro";
default:
return "switchpro"; // default to switchpro
}
default: {
return "xbox360";
}
}
}
private remapFromTo(
value: number,
fromMin: number,
fromMax: number,
toMin: number,
toMax: number,
) {
return ((value - fromMin) * (toMax - toMin)) / (fromMax - fromMin) + toMin;
}
private pollGamepad() {
// Get updated gamepad state
const gamepads = navigator.getGamepads();
// Periodically force send full state to clear stuck inputs
if (Date.now() - this.lastFullStateSend > this.fullStateSendInterval) {
this.forceFullStateSend = true;
this.lastFullStateSend = Date.now();
}
if (this.gamepad) {
if (gamepads[this.gamepad.index]) {
this.gamepad = gamepads[this.gamepad!.index];
/* Button handling */
this.gamepad.buttons.forEach((button, index) => {
// Ignore d-pad buttons (12-15) as we handle those as axis
if (index >= 12 && index <= 15) return;
// ignore trigger buttons (6-7) as we handle those as axis
if (index === 6 || index === 7) return;
// If state differs, send
if (button.pressed !== this.lastState.buttonState.get(index) || this.forceFullStateSend) {
const linuxCode = this.controllerButtonToVirtualKeyCode(index);
if (linuxCode === undefined) {
// Skip unmapped button index
this.lastState.buttonState.set(index, button.pressed);
return;
}
const buttonMessage = createMessage(
create(ProtoControllerButtonSchema, {
sessionSlot: this.gamepad.index,
sessionId: this.wrtc.getSessionID(),
button: linuxCode,
pressed: button.pressed,
}),
"controllerInput",
);
this.wrtc.sendBinary(toBinary(ProtoMessageSchema, buttonMessage));
this.inputDetected = true;
// Store button state
this.lastState.buttonState.set(index, button.pressed);
}
});
/* Trigger handling */
// map trigger value from 0.0 to 1.0 to -32768 to 32767
const leftTrigger = Math.round(
this.remapFromTo(
this.gamepad.buttons[6]?.value ?? 0,
0,
1,
-32768,
32767,
),
);
// If state differs, send
if (leftTrigger !== this.lastState.leftTrigger || this.forceFullStateSend) {
const triggerMessage = createMessage(
create(ProtoControllerTriggerSchema, {
sessionSlot: this.gamepad.index,
sessionId: this.wrtc.getSessionID(),
trigger: 0, // 0 = left, 1 = right
value: leftTrigger,
}),
"controllerInput",
);
this.wrtc.sendBinary(toBinary(ProtoMessageSchema, triggerMessage));
this.inputDetected = true;
this.lastState.leftTrigger = leftTrigger;
}
const rightTrigger = Math.round(
this.remapFromTo(
this.gamepad.buttons[7]?.value ?? 0,
0,
1,
-32768,
32767,
),
);
// If state differs, send
if (rightTrigger !== this.lastState.rightTrigger || this.forceFullStateSend) {
const triggerMessage = createMessage(
create(ProtoControllerTriggerSchema, {
sessionSlot: this.gamepad.index,
sessionId: this.wrtc.getSessionID(),
trigger: 1, // 0 = left, 1 = right
value: rightTrigger,
}),
"controllerInput",
);
this.wrtc.sendBinary(toBinary(ProtoMessageSchema, triggerMessage));
this.inputDetected = true;
this.lastState.rightTrigger = rightTrigger;
}
/* DPad handling */
// We send dpad buttons as axis values -1 to 1 for left/up, right/down
const dpadLeft = this.gamepad.buttons[14]?.pressed ? 1 : 0;
const dpadRight = this.gamepad.buttons[15]?.pressed ? 1 : 0;
const dpadX = dpadLeft ? -1 : dpadRight ? 1 : 0;
if (dpadX !== this.lastState.dpadX || this.forceFullStateSend) {
const dpadMessage = createMessage(
create(ProtoControllerAxisSchema, {
sessionSlot: this.gamepad.index,
sessionId: this.wrtc.getSessionID(),
axis: 0, // 0 = dpadX, 1 = dpadY
value: dpadX,
}),
"controllerInput",
);
this.wrtc.sendBinary(toBinary(ProtoMessageSchema, dpadMessage));
this.inputDetected = true;
this.lastState.dpadX = dpadX;
}
const dpadUp = this.gamepad.buttons[12]?.pressed ? 1 : 0;
const dpadDown = this.gamepad.buttons[13]?.pressed ? 1 : 0;
const dpadY = dpadUp ? -1 : dpadDown ? 1 : 0;
if (dpadY !== this.lastState.dpadY || this.forceFullStateSend) {
const dpadMessage = createMessage(
create(ProtoControllerAxisSchema, {
sessionSlot: this.gamepad.index,
sessionId: this.wrtc.getSessionID(),
axis: 1, // 0 = dpadX, 1 = dpadY
value: dpadY,
}),
"controllerInput",
);
this.wrtc.sendBinary(toBinary(ProtoMessageSchema, dpadMessage));
this.inputDetected = true;
this.lastState.dpadY = dpadY;
}
/* Stick handling */
// stick values need to be mapped from -1.0 to 1.0 to -32768 to 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,
);
// Apply deadzone
const sendLeftX =
Math.abs(leftX) > this.stickDeadzone ? Math.round(leftX) : 0;
const sendLeftY =
Math.abs(leftY) > this.stickDeadzone ? Math.round(leftY) : 0;
// if outside deadzone, send normally if changed
// if moves inside deadzone, zero it if not inside deadzone last time
if (
sendLeftX !== this.lastState.leftX ||
sendLeftY !== this.lastState.leftY || this.forceFullStateSend
) {
const stickMessage = createMessage(
create(ProtoControllerStickSchema, {
sessionSlot: this.gamepad.index,
sessionId: this.wrtc.getSessionID(),
stick: 0, // 0 = left, 1 = right
x: sendLeftX,
y: sendLeftY,
}),
"controllerInput",
);
this.wrtc.sendBinary(toBinary(ProtoMessageSchema, stickMessage));
this.inputDetected = true;
this.lastState.leftX = sendLeftX;
this.lastState.leftY = sendLeftY;
}
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,
);
// Apply deadzone
const sendRightX =
Math.abs(rightX) > this.stickDeadzone ? Math.round(rightX) : 0;
const sendRightY =
Math.abs(rightY) > this.stickDeadzone ? Math.round(rightY) : 0;
if (
sendRightX !== this.lastState.rightX ||
sendRightY !== this.lastState.rightY || this.forceFullStateSend
) {
const stickMessage = createMessage(
create(ProtoControllerStickSchema, {
sessionSlot: this.gamepad.index,
sessionId: this.wrtc.getSessionID(),
stick: 1, // 0 = left, 1 = right
x: sendRightX,
y: sendRightY,
}),
"controllerInput",
);
this.wrtc.sendBinary(toBinary(ProtoMessageSchema, stickMessage));
this.inputDetected = true;
this.lastState.rightX = sendRightX;
this.lastState.rightY = sendRightY;
}
}
}
this.forceFullStateSend = false;
}
private loopInterval: any = null;
public run() {
if (this.connected) this.stop();
this.connected = true;
this.isIdle = true;
this.lastInputTime = Date.now();
this.loopInterval = setInterval(() => {
if (this.connected) {
this.inputDetected = false; // Reset before poll
this.pollGamepad();
// Switch polling rate based on input
if (this.inputDetected) {
this.lastInputTime = Date.now();
if (this.isIdle) {
this.isIdle = false;
clearInterval(this.loopInterval);
this.loopInterval = setInterval(() => {
if (this.connected) this.pollGamepad();
}, this.updateInterval);
}
} else if (!this.isIdle && Date.now() - this.lastInputTime > 200) {
// Switch to idle polling after 200ms of no input
this.isIdle = true;
clearInterval(this.loopInterval);
this.loopInterval = setInterval(() => {
if (this.connected) this.pollGamepad();
}, this.idleUpdateInterval);
}
}
}, this.isIdle ? this.idleUpdateInterval : this.updateInterval);
}
public stop() {
if (this.loopInterval) {
clearInterval(this.loopInterval);
this.loopInterval = null;
}
this.connected = false;
}
public dispose() {
this.stop();
// Remove callback
if (this._dcHandler !== null) {
this.wrtc.removeDataChannelCallback(this._dcHandler);
this._dcHandler = null;
}
// Gamepad disconnected
const detachMsg = createMessage(
create(ProtoControllerDetachSchema, {
sessionSlot: this.gamepad.index,
}),
"controllerInput",
);
this.wrtc.sendBinary(toBinary(ProtoMessageSchema, detachMsg));
}
private controllerButtonToVirtualKeyCode(code: number) {
return controllerButtonToLinuxEventCode[code] || undefined;
}
private rumbleCallback(rumbleMsg: ProtoControllerRumble) {
// If not connected, ignore
if (!this.connected) return;
// Check if aimed at this controller slot
if (rumbleMsg.sessionId !== this.wrtc.getSessionID() &&
rumbleMsg.sessionSlot !== this.gamepad.index)
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);
}
}
}