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- 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;
- private bool _lastWasHidden = false;
- 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 application 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 shouldShowKeyboard = _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)
- {
- shouldShowKeyboard = 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(shouldShowKeyboard, state); }).Start();
- break;
- case InlineKeyboardRequest.Finalize:
- // The calling application 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 shouldShowKeyboard, 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 (!_lastWasHidden && (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.
- // It is also possible that the first Calc request was hidden by accident, in this case use the
- // debouncing as an oportunity to properly ask for input.
- inputText = _textValue;
- submit = _textValue != null;
- _lastWasHidden = false;
- Logger.Warning?.Print(LogClass.Application, "Debouncing repeated keyboard request");
- }
- else if (!shouldShowKeyboard)
- {
- // 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;
- _lastWasHidden = true;
- 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");
- _lastWasHidden = false;
- }
- 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;
- _lastWasHidden = false;
- }
- // 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();
- }
- }
- }
- }
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