Fix handling of gamepad feedback with multiple clients connected

We need to use the client-relative index rather than the global index
when sending feedback to the client.
This commit is contained in:
Cameron Gutman
2023-07-10 19:43:09 -05:00
parent 65b2e19b07
commit 50f353d183
5 changed files with 64 additions and 46 deletions

View File

@@ -452,7 +452,7 @@ namespace platf {
public:
KITTY_DEFAULT_CONSTR_MOVE(effect_t)
effect_t(int gamepadnr, uinput_t::pointer dev, feedback_queue_t &&q):
effect_t(std::uint8_t gamepadnr, uinput_t::pointer dev, feedback_queue_t &&q):
gamepadnr { gamepadnr }, dev { dev }, rumble_queue { std::move(q) }, gain { 0xFFFF }, id_to_data {} {}
class data_t {
@@ -628,8 +628,8 @@ namespace platf {
BOOST_LOG(debug) << "Removed rumble effect id ["sv << id << ']';
}
// Used as ID for rumble notifications
int gamepadnr;
// Client-relative gamepad index for rumble notifications
std::uint8_t gamepadnr;
// Used as ID for adding/removinf devices from evdev notifications
uinput_t::pointer dev;
@@ -772,14 +772,14 @@ namespace platf {
/**
* @brief Creates a new virtual gamepad.
* @param nr The assigned controller number.
* @param id The gamepad ID.
* @param metadata Controller metadata from client (empty if none provided).
* @param feedback_queue The queue for posting messages back to the client.
* @return 0 on success.
*/
int
alloc_gamepad(int nr, const gamepad_arrival_t &metadata, feedback_queue_t &&feedback_queue) {
TUPLE_2D_REF(input, gamepad_state, gamepads[nr]);
alloc_gamepad(const gamepad_id_t &id, const gamepad_arrival_t &metadata, feedback_queue_t &&feedback_queue) {
TUPLE_2D_REF(input, gamepad_state, gamepads[id.globalIndex]);
int err = libevdev_uinput_create_from_device(gamepad_dev.get(), LIBEVDEV_UINPUT_OPEN_MANAGED, &input);
@@ -791,7 +791,7 @@ namespace platf {
}
std::stringstream ss;
ss << "sunshine_gamepad_"sv << nr;
ss << "sunshine_gamepad_"sv << id.globalIndex;
auto gamepad_path = platf::appdata() / ss.str();
if (std::filesystem::is_symlink(gamepad_path)) {
@@ -801,7 +801,7 @@ namespace platf {
auto dev_node = libevdev_uinput_get_devnode(input.get());
rumble_ctx->rumble_queue_queue.raise(
nr,
id.clientRelativeIndex,
input.get(),
std::move(feedback_queue),
pollfd_t {
@@ -1490,14 +1490,14 @@ namespace platf {
/**
* @brief Creates a new virtual gamepad.
* @param input The input context.
* @param nr The assigned controller number.
* @param id The gamepad ID.
* @param metadata Controller metadata from client (empty if none provided).
* @param feedback_queue The queue for posting messages back to the client.
* @return 0 on success.
*/
int
alloc_gamepad(input_t &input, int nr, const gamepad_arrival_t &metadata, feedback_queue_t feedback_queue) {
return ((input_raw_t *) input.get())->alloc_gamepad(nr, metadata, std::move(feedback_queue));
alloc_gamepad(input_t &input, const gamepad_id_t &id, const gamepad_arrival_t &metadata, feedback_queue_t feedback_queue) {
return ((input_raw_t *) input.get())->alloc_gamepad(id, metadata, std::move(feedback_queue));
}
void