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
This commit is contained in:
Caian Benedicto 2021-02-10 21:28:44 -03:00 committed by GitHub
parent e28a924501
commit f16d7f91f1
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11 changed files with 626 additions and 207 deletions

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@ -1,4 +1,5 @@
using Ryujinx.Common.Logging;
using Ryujinx.Common;
using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard;
using Ryujinx.HLE.HOS.Services.Am.AppletAE;
using System;
@ -14,31 +15,41 @@ namespace Ryujinx.HLE.HOS.Applets
{
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 _state = SoftwareKeyboardState.Uninitialized;
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 _keyboardFgConfig;
private SoftwareKeyboardCalc _keyboardCalc;
private SoftwareKeyboardDictSet _keyboardDict;
// Configuration for foreground mode.
private SoftwareKeyboardConfig _keyboardForegroundConfig;
// Configuration for background mode
private SoftwareKeyboardInitialize _keyboardBgInitialize;
// 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 = null;
private string _textValue = "";
private bool _okPressed = false;
private Encoding _encoding = Encoding.Unicode;
private long _lastTextSetMillis = 0;
public event EventHandler AppletStateChanged;
@ -55,22 +66,27 @@ namespace Ryujinx.HLE.HOS.Applets
_interactiveSession.DataAvailable += OnInteractiveData;
_alreadyShown = false;
_useChangedStringV2 = false;
var launchParams = _normalSession.Pop();
var keyboardConfig = _normalSession.Pop();
// TODO: A better way would be handling the background creation properly
// in LibraryAppleCreator / Acessor instead of guessing by size.
if (keyboardConfig.Length == Marshal.SizeOf<SoftwareKeyboardInitialize>())
{
// Initialize the keyboard applet in background mode.
_isBackground = true;
_keyboardBgInitialize = ReadStruct<SoftwareKeyboardInitialize>(keyboardConfig);
_state = SoftwareKeyboardState.Uninitialized;
_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>())
@ -79,7 +95,7 @@ namespace Ryujinx.HLE.HOS.Applets
}
else
{
_keyboardFgConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
_keyboardForegroundConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
}
if (!_normalSession.TryPop(out _transferMemory))
@ -87,12 +103,12 @@ namespace Ryujinx.HLE.HOS.Applets
Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
}
if (_keyboardFgConfig.UseUtf8)
if (_keyboardForegroundConfig.UseUtf8)
{
_encoding = Encoding.UTF8;
}
_state = SoftwareKeyboardState.Ready;
_foregroundState = SoftwareKeyboardState.Ready;
ExecuteForegroundKeyboard();
@ -105,32 +121,44 @@ namespace Ryujinx.HLE.HOS.Applets
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 && _keyboardFgConfig.InitialStringLength > 0)
if (_transferMemory != null && _keyboardForegroundConfig.InitialStringLength > 0)
{
initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardFgConfig.InitialStringOffset, 2 * _keyboardFgConfig.InitialStringLength);
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 (_keyboardFgConfig.StringLengthMax == 0)
if (_keyboardForegroundConfig.StringLengthMax == 0)
{
_keyboardFgConfig.StringLengthMax = 100;
_keyboardForegroundConfig.StringLengthMax = 100;
}
var args = new SoftwareKeyboardUiArgs
{
HeaderText = _keyboardFgConfig.HeaderText,
SubtitleText = _keyboardFgConfig.SubtitleText,
GuideText = _keyboardFgConfig.GuideText,
SubmitText = (!string.IsNullOrWhiteSpace(_keyboardFgConfig.SubmitText) ? _keyboardFgConfig.SubmitText : "OK"),
StringLengthMin = _keyboardFgConfig.StringLengthMin,
StringLengthMax = _keyboardFgConfig.StringLengthMax,
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
};
@ -151,26 +179,26 @@ namespace Ryujinx.HLE.HOS.Applets
// 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 < _keyboardFgConfig.StringLengthMin)
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 > _keyboardFgConfig.StringLengthMax)
if (_textValue.Length > _keyboardForegroundConfig.StringLengthMax)
{
_textValue = _textValue.Substring(0, (int)_keyboardFgConfig.StringLengthMax);
_textValue = _textValue.Substring(0, (int)_keyboardForegroundConfig.StringLengthMax);
}
// Does the application want to validate the text itself?
if (_keyboardFgConfig.CheckText)
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.
_state = SoftwareKeyboardState.ValidationPending;
_foregroundState = SoftwareKeyboardState.ValidationPending;
_interactiveSession.Push(BuildResponse(_textValue, true));
}
@ -179,7 +207,7 @@ namespace Ryujinx.HLE.HOS.Applets
// 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.
_state = SoftwareKeyboardState.Complete;
_foregroundState = SoftwareKeyboardState.Complete;
_normalSession.Push(BuildResponse(_textValue, false));
@ -204,7 +232,7 @@ namespace Ryujinx.HLE.HOS.Applets
private void OnForegroundInteractiveData(byte[] data)
{
if (_state == SoftwareKeyboardState.ValidationPending)
if (_foregroundState == SoftwareKeyboardState.ValidationPending)
{
// TODO(jduncantor):
// If application rejects our "attempt", submit another attempt,
@ -216,9 +244,9 @@ namespace Ryujinx.HLE.HOS.Applets
AppletStateChanged?.Invoke(this, null);
_state = SoftwareKeyboardState.Complete;
_foregroundState = SoftwareKeyboardState.Complete;
}
else if(_state == 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.
@ -242,142 +270,278 @@ namespace Ryujinx.HLE.HOS.Applets
using (MemoryStream stream = new MemoryStream(data))
using (BinaryReader reader = new BinaryReader(stream))
{
var request = (InlineKeyboardRequest)reader.ReadUInt32();
InlineKeyboardRequest request = (InlineKeyboardRequest)reader.ReadUInt32();
InlineKeyboardState state = GetInlineState();
long remaining;
// Always show the keyboard if the state is 'Ready'.
bool showKeyboard = _state == SoftwareKeyboardState.Ready;
Logger.Debug?.Print(LogClass.ServiceAm, $"Keyboard received command {request} in state {state}");
switch (request)
{
case InlineKeyboardRequest.Unknown0: // Unknown request sent by some games after calc
_interactiveSession.Push(InlineResponses.Default());
break;
case InlineKeyboardRequest.UseChangedStringV2:
// Not used because we only send the entire string after confirmation.
_interactiveSession.Push(InlineResponses.Default());
_useChangedStringV2 = true;
break;
case InlineKeyboardRequest.UseMovedCursorV2:
// Not used because we only send the entire string after confirmation.
_interactiveSession.Push(InlineResponses.Default());
// 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.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes!");
Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes");
}
else
{
var keyboardDictData = reader.ReadBytes((int)remaining);
_keyboardDict = ReadStruct<SoftwareKeyboardDictSet>(keyboardDictData);
_keyboardBackgroundDictSet = ReadStruct<SoftwareKeyboardDictSet>(keyboardDictData);
}
_interactiveSession.Push(InlineResponses.Default());
_interactiveSession.Push(InlineResponses.UnsetCustomizedDictionaries(state));
break;
case InlineKeyboardRequest.Calc:
// Put the keyboard in a Ready state, this will force showing
_state = SoftwareKeyboardState.Ready;
// 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!");
Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes");
}
else
{
var keyboardCalcData = reader.ReadBytes((int)remaining);
_keyboardCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);
_keyboardBackgroundCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);
if (_keyboardCalc.Utf8Mode == 0x1)
// 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 (_keyboardCalc.Appear.ShouldBeHidden == 0)
if (_keyboardBackgroundCalc.Appear.ShouldBeHidden == 0)
{
showKeyboard = true;
forceShowKeyboard = true;
}
}
// Send an initialization finished signal.
_interactiveSession.Push(InlineResponses.FinishedInitialize());
state = InlineKeyboardState.Ready;
SetInlineState(state);
_interactiveSession.Push(InlineResponses.FinishedInitialize(state));
// Start a task with the GUI handler to get user's input.
new Task(() =>
{
bool submit = true;
string inputText = (!string.IsNullOrWhiteSpace(_keyboardCalc.InputText) ? _keyboardCalc.InputText : DefaultText);
// Call the configured GUI handler to get user's input.
if (!showKeyboard)
{
// 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.
submit = true;
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
{
var args = new SoftwareKeyboardUiArgs
{
HeaderText = "", // The inline keyboard lacks these texts
SubtitleText = "",
GuideText = "",
SubmitText = (!string.IsNullOrWhiteSpace(_keyboardCalc.Appear.OkText) ? _keyboardCalc.Appear.OkText : "OK"),
StringLengthMin = 0,
StringLengthMax = 100,
InitialText = inputText
};
submit = _device.UiHandler.DisplayInputDialog(args, out inputText);
}
if (submit)
{
Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard OK...");
if (_encoding == Encoding.UTF8)
{
_interactiveSession.Push(InlineResponses.DecidedEnterUtf8(inputText));
}
else
{
_interactiveSession.Push(InlineResponses.DecidedEnter(inputText));
}
}
else
{
Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel...");
_interactiveSession.Push(InlineResponses.DecidedCancel());
}
// TODO: Why is this necessary? Does the software expect a constant stream of responses?
Thread.Sleep(500);
Logger.Debug?.Print(LogClass.ServiceAm, "Resetting state of the keyboard...");
_interactiveSession.Push(InlineResponses.Default());
}).Start();
new Task(() => { GetInputTextAndSend(forceShowKeyboard, state); }).Start();
break;
case InlineKeyboardRequest.Finalize:
// The game wants to close the keyboard applet and will wait for a state change.
_state = SoftwareKeyboardState.Uninitialized;
// 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.Error?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {_state}!");
_interactiveSession.Push(InlineResponses.Default());
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;