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DualShock, DualSense and Switch Pro pads are read with a blocking ReadFile on the input thread, and WM_DESTROY joins that thread. If the pad stops sending reports the read never returns, so the window is gone but the process stays. Cancel the thread's I/O until it stops, retrying in case a cancel lands just before a read starts. This also covers the synchronous writes the pads' shutdown does. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
113 lines
3.5 KiB
C++
113 lines
3.5 KiB
C++
// Copyright (c) 2014- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "stdafx.h"
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#include <thread>
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#include <atomic>
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#include "Common/Input/InputState.h"
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#include "Common/System/System.h"
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#include "Common/Thread/ThreadUtil.h"
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#include "Core/Config.h"
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#include "Windows/InputDevice.h"
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#if !PPSSPP_PLATFORM(UWP)
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#include "Windows/DinputDevice.h"
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#include "Windows/Hid/HidInputDevice.h"
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#include "Windows/XinputDevice.h"
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#endif
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InputManager g_InputManager;
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void InputManager::InputThread() {
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SetCurrentThreadName("Input");
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for (auto &device : devices_) {
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device->Init();
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}
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// NOTE: The keyboard and mouse buttons are handled via raw input, not here.
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// This is mainly for controllers which need to be polled, instead of generating events.
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while (runThread_.load(std::memory_order_relaxed)) {
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bool noSleep = false;
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if (focused_.load(std::memory_order_relaxed) || !g_Config.bGamepadOnlyFocused) {
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System_Notify(SystemNotification::POLL_CONTROLLERS);
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for (const auto &device : devices_) {
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const int state = device->UpdateState();
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if (state == InputDevice::UPDATESTATE_SKIP_PAD)
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break;
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if (state == InputDevice::UPDATESTATE_NO_SLEEP) {
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// Sleep was handled automatically.
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noSleep = true;
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}
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}
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}
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// Try to update 250 times per second.
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if (!noSleep)
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Sleep(4);
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}
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for (auto &device : devices_) {
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device->Shutdown();
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}
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}
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void InputManager::BeginPolling() {
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runThread_.store(true, std::memory_order_relaxed);
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inputThread_ = std::thread([this]() {
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// In UWP, we add the devices from the main thread, before launching the thread.
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// This is a bit awkward but worth the startup speed boost on non-UWP until we refactor it.
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#if !PPSSPP_PLATFORM(UWP)
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//add first XInput device to respond
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AddDevice(new XinputDevice());
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AddDevice(new DInputMetaDevice());
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AddDevice(new HidInputDevice());
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#endif
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InputThread();
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});
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}
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void InputManager::StopPolling() {
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INFO_LOG(Log::System, "Stopping the input thread");
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runThread_.store(false, std::memory_order_relaxed);
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#if !PPSSPP_PLATFORM(UWP)
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// The HID pads are read with a blocking ReadFile, which never returns if the pad stops sending
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// reports, and then the join below waits forever with the window already gone. Cancel whatever
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// I/O the thread is blocked in. Repeat it, since a cancel that lands just before a read starts
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// does nothing.
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HANDLE thread = (HANDLE)inputThread_.native_handle();
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for (int tries = 0; WaitForSingleObject(thread, 100) == WAIT_TIMEOUT; tries++) {
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if (tries == 0) {
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WARN_LOG(Log::System, "Input thread didn't stop, cancelling its I/O");
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}
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CancelSynchronousIo(thread);
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}
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#endif
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inputThread_.join();
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INFO_LOG(Log::System, "Input thread stopped");
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}
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bool InputManager::AnyAccelerometer() const {
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for (const auto &device : devices_) {
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if (device->HasAccelerometer()) {
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return true;
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}
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}
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return false;
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}
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