If InputConfig::LoadConfig() was called once with a non empty/customized config,
then called again after manually deleting the config (dolphin calls LoadConfig() every time it opens the mapping widget),
the second load would fail to clear the values on any non first EmulatedController and would instead keep the
previous config values despite it being deleted (while it would instead correctly default the first EmulatedController).
This is not a big bug though the code is better now.
Fixes bug: https://bugs.dolphin-emu.org/issues/12744
Before https://github.com/dolphin-emu/dolphin/commit/e1e3db13baabefa89991388d37db0bb260c4f535
the ControllerInterface m_devices_mutex was "wrongfully" locked for the whole Initialize() call, which included the first device population refresh,
this has the unwanted (accidental) consequence of often preventing the different pads (GC Pad, Wii Contollers, ...) input configs from loading
until that mutex was released (the input config defaults loading was blocked in EmulatedController::LoadDefaults()), which meant that the devices
population would often have the time to finish adding its first device, which would then be selected as default device (by design, the first device
added to the CI is the default default device, usually the "Keyboard and Mouse" device).
After the commit mentioned above removed the unnecessary m_devices_mutex calls, the default default device would fail to load (be found)
causing the default input mappings, which are specifically written for the default default device on every platform, to not be bound to any
physical device input, breaking input on new dolphin installations (until a user tried to customize the default device manually).
Default devices are now always added synchronously to avoid the problem, and so they should in the future (I added comments and warnings to help with that)
Removed useless locks to DeviceContainer::m_devices_mutex, as they were all already protected by m_devices_population_mutex.
We have no interest in blocking other threads that were potentially reading devices at the same time so this seems fine.
This simplifies the code, and I've adjusted a few comments which mentioned possible deadlock that should now be totally gone.
The deadlock could have happen if a thread directly called EmulatedController::UpdateReferences(), while another another thread also reached EmulatedController::UpdateReferences() within a call to ControllerInterface::UpdateDevices(), as the mentioned function locked both the DeviceContainer::m_devices_mutex and s_get_state_mutex at the same time.
The deadlock was frequent on game emulation startup on Android, due to the UpdateReferences() call in InputConfig::LoadConfig() and the UI thread triggering calls to ControllerInterface::UpdateDevices().
It could also have happened on Desktop if a user pressed "Refresh Devices" manually in the UI while the input config was loading.
Also brought some UpdateReferences() comments and thread safety fixes from https://github.com/dolphin-emu/dolphin/pull/9489
PR https://github.com/dolphin-emu/dolphin/pull/9700 removed spaces from within control names, which some user complained about, and their point of view is kind of understandable:
https://bugs.dolphin-emu.org/issues/12605
with this change, only spaces outside (between) control names are trimmed, which are the ones we wanted to trim in the first place.
This will still retain the major advantages from 9700.
Basically, "`Button 1` + `Button 2`" was showing as "`Button1`+`Button2`", while it will now show as "`Button 1`+`Button 2`".
this prevented some devices from being recreated correctly, as they were exclusive (e.g. DInput Joysticks)
This is achieved by calling Settings::ReleaseDevices(), which releases all the UI devices shared ptrs.
If we are the host (Qt) thread, DevicesChanged() is now called in line, to avoid devices being hanged onto by the UI.
For this, I had to add a method to check whether we are the Host Thread to Qt.
Avoid calling ControllerInterface::RefreshDevices() from the CPU thread if the emulation is running
and we manually refresh devices from Qt, as that is not necessary anymore.
Refactored the way IOWindow lists devices to make it clearer and hold onto disconnected devices.
There were so many issues with the previous code:
-Devices changes would not be reflected until the window was re-opened
-If there was no default device, it would fail to select the device at index 0
-It could have crashed if we had 0 devices
-The default device was not highlighted as such
This helps us keeping the most important devices (e.g. Mouse and Keyboard) on the top
of the list of devices (they still are on all OSes supported by dolphin
and to make hotplug devices like DSU appear at the bottom.
-Fix Add/Remove/Refresh device safety, devices could be added and removed at the same time, causing missing or duplicated devices (rare but possible)
-Fix other devices population race conditions in ControllerInterface
-Avoid re-creating all devices when dolphin is being shut down
-Avoid re-creating devices when the render window handle has changed (just the relevantr ones now)
-Avoid sending Devices Changed events if devices haven't actually changed
-Made most devices populations will be made async, to increase performance and avoid hanging the host or CPU thread on manual devices refresh
A "devices changed" callback could have ended up waiting on another thread that was also populating devices
and waiting on the previous thread to release the callbacks mutex.
-Reworked thread waits to never hang the Host thread for more than a really small time
(e.g. when disabling DSU its thread now closes almost immediately)
-Improve robustness when a large amount of devices are connected
-Add devices disconnection detection (they'd stay there forever until manually refreshed)
-add a way to reset their value (from the mappings UI)
-fix "memory leak" where they would never be cleaned,
one would be created every time you wrote a character after a "$"
-fix ability to create variables with an empty string by just writing "$" (+added error for it)
-Add $ operator to the UI operators list, to expose this functionality even more
casting a value to a u32 when it's originally an int, and it's exposed as int to users,
could end up in cases where a negative number would result as a positive one.
This doesn't really affect the value range of the attachment enum,
still I think the code was wrong.
Heavily tested.
NumericSettings support a max, so let's use it.
It might not do much now, but the max and min values will be used to give visual feeback
in the UI in one of my upcoming input PRs
The control expression editor allows line breaks, but the serialization was
losing anything after the first line break (/r /n).
Instead of opting to encode them and decode them on serialization
(which I tried but was not safe, as it would lose /n written in the string by users),
I opted to replace them with a space.
and replacing it with a ":" prefix. Also remove white spaces and \n \t \r.
bugfix: fix EmulatedController::GetStateLock() not being aquired when reading the
expression reference
bugfix: MappingButton::UpdateIndicator() calling State(0) on outputs, breaking ongoing
rumbles if a game was running
Improvement: make expressions previews appear in Italic if they failed to parse correctly
This isn't entirely necessary, as they are interpreted as barewords expressions,
but it's still nicer to have by default. And my upcoming input changes will
always put `` around single letter inputs.
-Add pause state to FPSCounter.
-Add ability to have more than one "OnStateChanged" callback in core.
-Add GetActualEmulationSpeed() to Core. Returns 1 by default. It's used by my input PRs.
Update references was failing to update the references, causing input to stay nullptr and crashing.
I fixed the case that triggered that, though also added checks against nullptrs for safety.
(cherry picked from commit 4bdcf707555a5568eddff957fa3604975ffb6ed7)
-They might have never drawn if DrawMessages wasn't called before they actually expired
-Their fade was wrong if the duration of the message was less than the fade time
This makes them much more useful for debugging, I know there might be other means
of debugging like logs and imgui, but this was the simplest so that's what I used.
If you want to print the same message every frame, but with a slightly different value
to see the changes, it now work.
To compensate for the fact that they are now always rendered once,
so on start up a lot of old messages (printed while the emulation was off) could show up,
I've added a "drop" time, which means if a msg isn't rendered for the first
time within that time, it will be dropped and never rendered.
DualShock UDP Client is the only place in the code that assumed OnConfigChanged()
is called at least once on startup or it won't load up the setting, so I took care of that
Also avoid files without a name before the extension (name: ".ini")
from being added to the list because then they wouldn't be saveable
and it would appear with an empty name anyway.
-If adding 2 devices with the same name, they their unique id wouldn't be increased, causing a conflict.
-Removing a device wouldn't actually remove it from the internal devices list because the list of devices had already been updated when going through it.
-It was possible to remove devices belonging to other sources by adding a device with the same name and then removing it.
The name was confusing as changing it at runtime would not change the window to fullscreen, as it effectively only affects the start of the emulation.
Also blocked the ability to change it when the emulation is running, to be more inline with other similar settings, like "Render to main Window".
As in the comment, the panning was denaturalizing the volume (when the panning was at 0).
Unless users actually want to use panning, their wii mote volume should not be reduced, it should come out at the same volume the samples were.
If users want to reduce the volume of the wii mote speakers, they can do so from the wii home menu.
I opted for this instead of adding another setting "Enable Panning" as it would have been confusing, and the changes in the panning formula are unlikely to have any negative effect, as it still works.
Also added a IsRunning function as it was impossible to know whether it had been started or not (I will use it in later PRs but it should be there anyway)