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https://github.com/RPCS3/rpcs3.git
synced 2025-07-04 05:51:27 +12:00
input: fix minor data race
While usually not exposed to the user, there was a slight chance that user input was read in a dirty state. This became apparent during usage of the new pressure sensitivity button
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parent
3fa9d23627
commit
f0d51899c1
7 changed files with 69 additions and 52 deletions
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@ -160,18 +160,21 @@ void pad_thread::Init()
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input_log.error("Failed to bind device %s to handler %s", g_cfg_input.player[i]->device.to_string(), handler_type);
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nullpad->bindPadToDevice(m_pads[i], g_cfg_input.player[i]->device.to_string());
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}
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m_pads_interface[i] = std::make_shared<Pad>(CELL_PAD_STATUS_DISCONNECTED, pad_settings[i].device_capability, pad_settings[i].device_type);
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*m_pads_interface[i] = *m_pads[i];
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}
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}
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void pad_thread::SetRumble(const u32 pad, u8 largeMotor, bool smallMotor)
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{
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if (pad > m_pads.size())
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if (pad > m_pads_interface.size())
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return;
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if (m_pads[pad]->m_vibrateMotors.size() >= 2)
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if (m_pads_interface[pad]->m_vibrateMotors.size() >= 2)
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{
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m_pads[pad]->m_vibrateMotors[0].m_value = largeMotor;
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m_pads[pad]->m_vibrateMotors[1].m_value = smallMotor ? 255 : 0;
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m_pads_interface[pad]->m_vibrateMotors[0].m_value = largeMotor;
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m_pads_interface[pad]->m_vibrateMotors[1].m_value = smallMotor ? 255 : 0;
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}
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}
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@ -206,69 +209,74 @@ void pad_thread::ThreadFunc()
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u32 connected_devices = 0;
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// Copy public pad data - which might have been changed - to internal pads
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{
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std::lock_guard lock(pad::g_pad_mutex);
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for (usz i = 0; i < m_pads.size(); i++)
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{
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*m_pads[i] = *m_pads_interface[i];
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}
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}
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for (auto& cur_pad_handler : handlers)
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{
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cur_pad_handler.second->ThreadProc();
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connected_devices += cur_pad_handler.second->connected_devices;
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}
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m_info.now_connect = connected_devices + num_ldd_pad;
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// The following section is only reached when a dialog was closed and the pads are still intercepted.
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// As long as any of the listed buttons is pressed, cellPadGetData will ignore all input (needed for Hotline Miami).
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// ignore_input was added because if we keep the pads intercepted, then some games will enter the menu due to unexpected system interception (tested with Ninja Gaiden Sigma).
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if (!(m_info.system_info & CELL_PAD_INFO_INTERCEPTED) && m_info.ignore_input)
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// Copy new internal pad data back to public pads
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{
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std::lock_guard lock(pad::g_pad_mutex);
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m_info.now_connect = connected_devices + num_ldd_pad;
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// The input_ignored section is only reached when a dialog was closed and the pads are still intercepted.
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// As long as any of the listed buttons is pressed, cellPadGetData will ignore all input (needed for Hotline Miami).
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// ignore_input was added because if we keep the pads intercepted, then some games will enter the menu due to unexpected system interception (tested with Ninja Gaiden Sigma).
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const bool input_ignored = m_info.ignore_input && !(m_info.system_info & CELL_PAD_INFO_INTERCEPTED);
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bool any_button_pressed = false;
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for (const auto& pad : m_pads)
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for (usz i = 0; i < m_pads.size(); i++)
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{
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const auto& pad = m_pads[i];
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// I guess this is the best place to add pressure sensitivity without too much code duplication.
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if (pad->m_port_status & CELL_PAD_STATUS_CONNECTED)
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{
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for (const auto& button : pad->m_buttons)
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const bool adjust_pressure = pad->m_pressure_intensity_button_index >= 0 && pad->m_buttons[pad->m_pressure_intensity_button_index].m_pressed;
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for (auto& button : pad->m_buttons)
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{
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if (button.m_pressed && (
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button.m_outKeyCode == CELL_PAD_CTRL_CROSS ||
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button.m_outKeyCode == CELL_PAD_CTRL_CIRCLE ||
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button.m_outKeyCode == CELL_PAD_CTRL_TRIANGLE ||
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button.m_outKeyCode == CELL_PAD_CTRL_SQUARE ||
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button.m_outKeyCode == CELL_PAD_CTRL_START ||
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button.m_outKeyCode == CELL_PAD_CTRL_SELECT))
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if (button.m_pressed)
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{
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any_button_pressed = true;
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break;
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if (button.m_outKeyCode == CELL_PAD_CTRL_CROSS ||
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button.m_outKeyCode == CELL_PAD_CTRL_CIRCLE ||
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button.m_outKeyCode == CELL_PAD_CTRL_TRIANGLE ||
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button.m_outKeyCode == CELL_PAD_CTRL_SQUARE ||
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button.m_outKeyCode == CELL_PAD_CTRL_START ||
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button.m_outKeyCode == CELL_PAD_CTRL_SELECT)
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{
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any_button_pressed = true;
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}
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if (adjust_pressure)
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{
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button.m_value = pad->m_pressure_intensity;
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}
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}
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}
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if (any_button_pressed)
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{
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break;
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}
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}
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*m_pads_interface[i] = *pad;
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}
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if (!any_button_pressed)
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if (input_ignored && !any_button_pressed)
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{
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m_info.ignore_input = false;
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}
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}
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// I guess this is the best place to add pressure sensitivity without too much code duplication.
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for (const auto& pad : m_pads)
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{
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if ((pad->m_port_status & CELL_PAD_STATUS_CONNECTED) &&
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pad->m_pressure_intensity_button_index >= 0 && pad->m_buttons[pad->m_pressure_intensity_button_index].m_pressed)
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{
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for (auto& button : pad->m_buttons)
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{
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if (button.m_pressed)
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{
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button.m_value = pad->m_pressure_intensity;
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}
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}
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}
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}
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std::this_thread::sleep_for(1ms);
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}
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}
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@ -295,6 +303,8 @@ void pad_thread::InitLddPad(u32 handle)
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50
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);
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*m_pads_interface[handle] = *m_pads[handle];
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num_ldd_pad++;
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}
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@ -315,6 +325,10 @@ s32 pad_thread::AddLddPad()
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void pad_thread::UnregisterLddPad(u32 handle)
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{
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ensure(handle < m_pads.size());
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m_pads[handle]->ldd = false;
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m_pads_interface[handle]->ldd = false;
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num_ldd_pad--;
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}
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