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ryujinx-final/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs
Caian Benedicto f16d7f91f1
Improve inline keyboard compatibility (#1959)
* Improve compatibility of the inline keyboard with some games

* Send an empty first text to avoid crashing some games

* Implement SetCustomizedDictionaries and fix SetCustomizeDic

* Expand Bg and Fg –abbreviations in the swkbd applet

* Fix variable names and add comments to software keyboard
2021-02-11 01:28:44 +01:00

587 lines
26 KiB
C#

using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard;
using Ryujinx.HLE.HOS.Services.Am.AppletAE;
using System;
using System.IO;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
namespace Ryujinx.HLE.HOS.Applets
{
internal class SoftwareKeyboardApplet : IApplet
{
private const string DefaultText = "Ryujinx";
private const long DebounceTimeMillis = 200;
private const int ResetDelayMillis = 500;
private readonly Switch _device;
private const int StandardBufferSize = 0x7D8;
private const int InteractiveBufferSize = 0x7D4;
private const int MaxUserWords = 0x1388;
private SoftwareKeyboardState _foregroundState = SoftwareKeyboardState.Uninitialized;
private volatile InlineKeyboardState _backgroundState = InlineKeyboardState.Uninitialized;
private bool _isBackground = false;
private bool _alreadyShown = false;
private volatile bool _useChangedStringV2 = false;
private AppletSession _normalSession;
private AppletSession _interactiveSession;
// Configuration for foreground mode.
private SoftwareKeyboardConfig _keyboardForegroundConfig;
// Configuration for background (inline) mode.
private SoftwareKeyboardInitialize _keyboardBackgroundInitialize;
private SoftwareKeyboardCalc _keyboardBackgroundCalc;
private SoftwareKeyboardCustomizeDic _keyboardBackgroundDic;
private SoftwareKeyboardDictSet _keyboardBackgroundDictSet;
private SoftwareKeyboardUserWord[] _keyboardBackgroundUserWords;
private byte[] _transferMemory;
private string _textValue = "";
private bool _okPressed = false;
private Encoding _encoding = Encoding.Unicode;
private long _lastTextSetMillis = 0;
public event EventHandler AppletStateChanged;
public SoftwareKeyboardApplet(Horizon system)
{
_device = system.Device;
}
public ResultCode Start(AppletSession normalSession,
AppletSession interactiveSession)
{
_normalSession = normalSession;
_interactiveSession = interactiveSession;
_interactiveSession.DataAvailable += OnInteractiveData;
_alreadyShown = false;
_useChangedStringV2 = false;
var launchParams = _normalSession.Pop();
var keyboardConfig = _normalSession.Pop();
if (keyboardConfig.Length == Marshal.SizeOf<SoftwareKeyboardInitialize>())
{
// Initialize the keyboard applet in background mode.
_isBackground = true;
_keyboardBackgroundInitialize = ReadStruct<SoftwareKeyboardInitialize>(keyboardConfig);
_backgroundState = InlineKeyboardState.Uninitialized;
return ResultCode.Success;
}
else
{
// Initialize the keyboard applet in foreground mode.
_isBackground = false;
if (keyboardConfig.Length < Marshal.SizeOf<SoftwareKeyboardConfig>())
{
Logger.Error?.Print(LogClass.ServiceAm, $"SoftwareKeyboardConfig size mismatch. Expected {Marshal.SizeOf<SoftwareKeyboardConfig>():x}. Got {keyboardConfig.Length:x}");
}
else
{
_keyboardForegroundConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
}
if (!_normalSession.TryPop(out _transferMemory))
{
Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
}
if (_keyboardForegroundConfig.UseUtf8)
{
_encoding = Encoding.UTF8;
}
_foregroundState = SoftwareKeyboardState.Ready;
ExecuteForegroundKeyboard();
return ResultCode.Success;
}
}
public ResultCode GetResult()
{
return ResultCode.Success;
}
private InlineKeyboardState GetInlineState()
{
return _backgroundState;
}
private void SetInlineState(InlineKeyboardState state)
{
_backgroundState = state;
}
private void ExecuteForegroundKeyboard()
{
string initialText = null;
// Initial Text is always encoded as a UTF-16 string in the work buffer (passed as transfer memory)
// InitialStringOffset points to the memory offset and InitialStringLength is the number of UTF-16 characters
if (_transferMemory != null && _keyboardForegroundConfig.InitialStringLength > 0)
{
initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardForegroundConfig.InitialStringOffset,
2 * _keyboardForegroundConfig.InitialStringLength);
}
// If the max string length is 0, we set it to a large default
// length.
if (_keyboardForegroundConfig.StringLengthMax == 0)
{
_keyboardForegroundConfig.StringLengthMax = 100;
}
var args = new SoftwareKeyboardUiArgs
{
HeaderText = _keyboardForegroundConfig.HeaderText,
SubtitleText = _keyboardForegroundConfig.SubtitleText,
GuideText = _keyboardForegroundConfig.GuideText,
SubmitText = (!string.IsNullOrWhiteSpace(_keyboardForegroundConfig.SubmitText) ?
_keyboardForegroundConfig.SubmitText : "OK"),
StringLengthMin = _keyboardForegroundConfig.StringLengthMin,
StringLengthMax = _keyboardForegroundConfig.StringLengthMax,
InitialText = initialText
};
// Call the configured GUI handler to get user's input
if (_device.UiHandler == null)
{
Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
_okPressed = true;
}
else
{
_okPressed = _device.UiHandler.DisplayInputDialog(args, out _textValue);
}
_textValue ??= initialText ?? DefaultText;
// If the game requests a string with a minimum length less
// than our default text, repeat our default text until we meet
// the minimum length requirement.
// This should always be done before the text truncation step.
while (_textValue.Length < _keyboardForegroundConfig.StringLengthMin)
{
_textValue = String.Join(" ", _textValue, _textValue);
}
// If our default text is longer than the allowed length,
// we truncate it.
if (_textValue.Length > _keyboardForegroundConfig.StringLengthMax)
{
_textValue = _textValue.Substring(0, (int)_keyboardForegroundConfig.StringLengthMax);
}
// Does the application want to validate the text itself?
if (_keyboardForegroundConfig.CheckText)
{
// The application needs to validate the response, so we
// submit it to the interactive output buffer, and poll it
// for validation. Once validated, the application will submit
// back a validation status, which is handled in OnInteractiveDataPushIn.
_foregroundState = SoftwareKeyboardState.ValidationPending;
_interactiveSession.Push(BuildResponse(_textValue, true));
}
else
{
// If the application doesn't need to validate the response,
// we push the data to the non-interactive output buffer
// and poll it for completion.
_foregroundState = SoftwareKeyboardState.Complete;
_normalSession.Push(BuildResponse(_textValue, false));
AppletStateChanged?.Invoke(this, null);
}
}
private void OnInteractiveData(object sender, EventArgs e)
{
// Obtain the validation status response.
var data = _interactiveSession.Pop();
if (_isBackground)
{
OnBackgroundInteractiveData(data);
}
else
{
OnForegroundInteractiveData(data);
}
}
private void OnForegroundInteractiveData(byte[] data)
{
if (_foregroundState == SoftwareKeyboardState.ValidationPending)
{
// TODO(jduncantor):
// If application rejects our "attempt", submit another attempt,
// and put the applet back in PendingValidation state.
// For now we assume success, so we push the final result
// to the standard output buffer and carry on our merry way.
_normalSession.Push(BuildResponse(_textValue, false));
AppletStateChanged?.Invoke(this, null);
_foregroundState = SoftwareKeyboardState.Complete;
}
else if(_foregroundState == SoftwareKeyboardState.Complete)
{
// If we have already completed, we push the result text
// back on the output buffer and poll the application.
_normalSession.Push(BuildResponse(_textValue, false));
AppletStateChanged?.Invoke(this, null);
}
else
{
// We shouldn't be able to get here through standard swkbd execution.
throw new InvalidOperationException("Software Keyboard is in an invalid state.");
}
}
private void OnBackgroundInteractiveData(byte[] data)
{
// WARNING: Only invoke applet state changes after an explicit finalization
// request from the game, this is because the inline keyboard is expected to
// keep running in the background sending data by itself.
using (MemoryStream stream = new MemoryStream(data))
using (BinaryReader reader = new BinaryReader(stream))
{
InlineKeyboardRequest request = (InlineKeyboardRequest)reader.ReadUInt32();
InlineKeyboardState state = GetInlineState();
long remaining;
Logger.Debug?.Print(LogClass.ServiceAm, $"Keyboard received command {request} in state {state}");
switch (request)
{
case InlineKeyboardRequest.UseChangedStringV2:
_useChangedStringV2 = true;
break;
case InlineKeyboardRequest.UseMovedCursorV2:
// Not used because we only reply with the final string.
break;
case InlineKeyboardRequest.SetUserWordInfo:
// Read the user word info data.
remaining = stream.Length - stream.Position;
if (remaining < sizeof(int))
{
Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info of {remaining} bytes");
}
else
{
int wordsCount = reader.ReadInt32();
int wordSize = Marshal.SizeOf<SoftwareKeyboardUserWord>();
remaining = stream.Length - stream.Position;
if (wordsCount > MaxUserWords)
{
Logger.Warning?.Print(LogClass.ServiceAm, $"Received {wordsCount} User Words but the maximum is {MaxUserWords}");
}
else if (wordsCount * wordSize != remaining)
{
Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info data of {remaining} bytes for {wordsCount} words");
}
else
{
_keyboardBackgroundUserWords = new SoftwareKeyboardUserWord[wordsCount];
for (int word = 0; word < wordsCount; word++)
{
byte[] wordData = reader.ReadBytes(wordSize);
_keyboardBackgroundUserWords[word] = ReadStruct<SoftwareKeyboardUserWord>(wordData);
}
}
}
_interactiveSession.Push(InlineResponses.ReleasedUserWordInfo(state));
break;
case InlineKeyboardRequest.SetCustomizeDic:
// Read the custom dic data.
remaining = stream.Length - stream.Position;
if (remaining != Marshal.SizeOf<SoftwareKeyboardCustomizeDic>())
{
Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Customize Dic of {remaining} bytes");
}
else
{
var keyboardDicData = reader.ReadBytes((int)remaining);
_keyboardBackgroundDic = ReadStruct<SoftwareKeyboardCustomizeDic>(keyboardDicData);
}
_interactiveSession.Push(InlineResponses.UnsetCustomizeDic(state));
break;
case InlineKeyboardRequest.SetCustomizedDictionaries:
// Read the custom dictionaries data.
remaining = stream.Length - stream.Position;
if (remaining != Marshal.SizeOf<SoftwareKeyboardDictSet>())
{
Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes");
}
else
{
var keyboardDictData = reader.ReadBytes((int)remaining);
_keyboardBackgroundDictSet = ReadStruct<SoftwareKeyboardDictSet>(keyboardDictData);
}
_interactiveSession.Push(InlineResponses.UnsetCustomizedDictionaries(state));
break;
case InlineKeyboardRequest.Calc:
// The Calc request tells the Applet to enter the main input handling loop, which will end
// with either a text being submitted or a cancel request from the user.
// NOTE: Some Calc requests happen early in the process and are not meant to be shown. This possibly
// happens because the game has complete control over when the inline keyboard is drawn, but here it
// would cause a dialog to pop in the emulator, which is inconvenient. An algorithm is applied to
// decide whether it is a dummy Calc or not, but regardless of the result, the dummy Calc appears to
// never happen twice, so the keyboard will always show if it has already been shown before.
bool forceShowKeyboard = _alreadyShown;
_alreadyShown = true;
// Read the Calc data.
remaining = stream.Length - stream.Position;
if (remaining != Marshal.SizeOf<SoftwareKeyboardCalc>())
{
Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes");
}
else
{
var keyboardCalcData = reader.ReadBytes((int)remaining);
_keyboardBackgroundCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);
// Check if the application expects UTF8 encoding instead of UTF16.
if (_keyboardBackgroundCalc.UseUtf8)
{
_encoding = Encoding.UTF8;
}
// Force showing the keyboard regardless of the state, an unwanted
// input dialog may show, but it is better than a soft lock.
if (_keyboardBackgroundCalc.Appear.ShouldBeHidden == 0)
{
forceShowKeyboard = true;
}
}
// Send an initialization finished signal.
state = InlineKeyboardState.Ready;
SetInlineState(state);
_interactiveSession.Push(InlineResponses.FinishedInitialize(state));
// Start a task with the GUI handler to get user's input.
new Task(() => { GetInputTextAndSend(forceShowKeyboard, state); }).Start();
break;
case InlineKeyboardRequest.Finalize:
// The calling process wants to close the keyboard applet and will wait for a state change.
_backgroundState = InlineKeyboardState.Uninitialized;
AppletStateChanged?.Invoke(this, null);
break;
default:
// We shouldn't be able to get here through standard swkbd execution.
Logger.Warning?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {_backgroundState}");
_interactiveSession.Push(InlineResponses.Default(state));
break;
}
}
}
private void GetInputTextAndSend(bool forceShowKeyboard, InlineKeyboardState oldState)
{
bool submit = true;
// Use the text specified by the Calc if it is available, otherwise use the default one.
string inputText = (!string.IsNullOrWhiteSpace(_keyboardBackgroundCalc.InputText) ?
_keyboardBackgroundCalc.InputText : DefaultText);
// Compute the elapsed time for the debouncing algorithm.
long currentMillis = PerformanceCounter.ElapsedMilliseconds;
long inputElapsedMillis = currentMillis - _lastTextSetMillis;
// Reset the input text before submitting the final result, that's because some games do not expect
// consecutive submissions to abruptly shrink and they will crash if it happens. Changing the string
// before the final submission prevents that.
InlineKeyboardState newState = InlineKeyboardState.DataAvailable;
SetInlineState(newState);
ChangedString("", newState);
if (inputElapsedMillis < DebounceTimeMillis)
{
// A repeated Calc request has been received without player interaction, after the input has been
// sent. This behavior happens in some games, so instead of showing another dialog, just apply a
// time-based debouncing algorithm and repeat the last submission, either a value or a cancel.
inputText = _textValue;
submit = _textValue != null;
Logger.Warning?.Print(LogClass.Application, "Debouncing repeated keyboard request");
}
else if (!forceShowKeyboard)
{
// Submit the default text to avoid soft locking if the keyboard was ignored by
// accident. It's better to change the name than being locked out of the game.
inputText = DefaultText;
Logger.Debug?.Print(LogClass.Application, "Received a dummy Calc, keyboard will not be shown");
}
else if (_device.UiHandler == null)
{
Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
}
else
{
// Call the configured GUI handler to get user's input.
var args = new SoftwareKeyboardUiArgs
{
HeaderText = "", // The inline keyboard lacks these texts
SubtitleText = "",
GuideText = "",
SubmitText = (!string.IsNullOrWhiteSpace(_keyboardBackgroundCalc.Appear.OkText) ?
_keyboardBackgroundCalc.Appear.OkText : "OK"),
StringLengthMin = 0,
StringLengthMax = 100,
InitialText = inputText
};
submit = _device.UiHandler.DisplayInputDialog(args, out inputText);
inputText = submit ? inputText : null;
}
// The 'Complete' state indicates the Calc request has been fulfilled by the applet.
newState = InlineKeyboardState.Complete;
if (submit)
{
Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard OK");
DecidedEnter(inputText, newState);
}
else
{
Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel");
DecidedCancel(newState);
}
_interactiveSession.Push(InlineResponses.Default(newState));
// The constant calls to PopInteractiveData suggest that the keyboard applet continuously reports
// data back to the application and this can also be time-sensitive. Pushing a state reset right
// after the data has been sent does not work properly and the application will soft-lock. This
// delay gives time for the application to catch up with the data and properly process the state
// reset.
Thread.Sleep(ResetDelayMillis);
// 'Initialized' is the only known state so far that does not soft-lock the keyboard after use.
newState = InlineKeyboardState.Initialized;
Logger.Debug?.Print(LogClass.ServiceAm, $"Resetting state of the keyboard to {newState}");
SetInlineState(newState);
_interactiveSession.Push(InlineResponses.Default(newState));
// Keep the text and the timestamp of the input for the debouncing algorithm.
_textValue = inputText;
_lastTextSetMillis = PerformanceCounter.ElapsedMilliseconds;
}
private void ChangedString(string text, InlineKeyboardState state)
{
if (_encoding == Encoding.UTF8)
{
if (_useChangedStringV2)
{
_interactiveSession.Push(InlineResponses.ChangedStringUtf8V2(text, state));
}
else
{
_interactiveSession.Push(InlineResponses.ChangedStringUtf8(text, state));
}
}
else
{
if (_useChangedStringV2)
{
_interactiveSession.Push(InlineResponses.ChangedStringV2(text, state));
}
else
{
_interactiveSession.Push(InlineResponses.ChangedString(text, state));
}
}
}
private void DecidedEnter(string text, InlineKeyboardState state)
{
if (_encoding == Encoding.UTF8)
{
_interactiveSession.Push(InlineResponses.DecidedEnterUtf8(text, state));
}
else
{
_interactiveSession.Push(InlineResponses.DecidedEnter(text, state));
}
}
private void DecidedCancel(InlineKeyboardState state)
{
_interactiveSession.Push(InlineResponses.DecidedCancel(state));
}
private byte[] BuildResponse(string text, bool interactive)
{
int bufferSize = interactive ? InteractiveBufferSize : StandardBufferSize;
using (MemoryStream stream = new MemoryStream(new byte[bufferSize]))
using (BinaryWriter writer = new BinaryWriter(stream))
{
byte[] output = _encoding.GetBytes(text);
if (!interactive)
{
// Result Code
writer.Write(_okPressed ? 0U : 1U);
}
else
{
// In interactive mode, we write the length of the text as a long, rather than
// a result code. This field is inclusive of the 64-bit size.
writer.Write((long)output.Length + 8);
}
writer.Write(output);
return stream.ToArray();
}
}
private static T ReadStruct<T>(byte[] data)
where T : struct
{
GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);
try
{
return Marshal.PtrToStructure<T>(handle.AddrOfPinnedObject());
}
finally
{
handle.Free();
}
}
}
}