Some adapters don't have the correct interface class, so they are not
recognised as Bluetooth adapters. It seems that apart from hardcoding
VIDs/PIDs (which is how it's done in the Linux kernel, and which I'm
not very fond of), there is no other way to detect if a device is a
Bluetooth adapter or not.
This change makes Dolphin skip the descriptor check when trying to find
a usable adapter for Bluetooth Passthrough if the use of a specific
adapter was forced; it is assumed that the user knows what they are
doing if they hand-edited their config file.
This allows such adapters to be used.
The usage of "Wii Remote" and "Wiimote" in the interface is inconsistent. "Wiimote" is also not a real word nor is it an official product name. Therefore I have changed instances of "Wiimote" in the UI to instead say "Wii Remote". I also made a couple of minor grammatical changes as well.
This is mostly a resubmission of #4338 but there are some minor other changes as well.
I didn't know that telling that you don't schedule from the CPU thread prevents an assert because it by default assumes you use the CPU thread, but in the case of ClearCacheThreadSafe, it's used from the GUI thread.
Currently, `g_controller_interface` is initialized and shut down by each
of `GCKeyboard`, `GCPad`, `Wiimote`, and `HotkeyManager`.
This 1) is weird conceptually, because it necessitates passing a pointer
to the native window to each of those classes, which don't need it, and
2) can cause issues when controller backends are initialized or shutdown
multiple times in succession.
For Wii graceful shutdown to work, the emulated software has to open
the STM event hook and install a hook. Without this, there is no way
to inform them about the shutdown, so trying to do a graceful shutdown
and requiring the use of the shutdown fallback (exiting a second time
to force) is pointless.
s_dvd_thread_done_working makes the logic more complicated,
and degasus pointed out a race condition that can happen if
the CPU thread calls WaitForIdle right in between the DVD
thread executing done_working.Set() and done_working.Reset()
while there is work left to do. To avoid this, let's just get
rid of s_dvd_thread_done_working. It's a relic from the old
DVDThread design. Thanks to the last few commits, WaitUntilIdle
only gets called rarely (disc change and savestate), so it's
not a problem if WaitUntilIdle ends up being slower.
This is a preparation for adding a queue to DVDThread.
Currently, s_read_request and s_read_result act somewhat like
queues that only can contain one object.
Unless I'm misreading the code, it doesn't look like this serves any
purpose, and is only polluting the logs.
_Unimplemented_Device_ looked like a device name that was picked to
be used somewhere else in Dolphin, but this doesn't seem to be the case
since 2012 (d95e31a removed the only other usage of this fake device).
4319 made Dolphin not read/write directly to the SYSCONF and read
settings from the SYSCONF at boot, and only write Dolphin settings
to the SYSCONF at emulation startup.
However, this also made it a bit confusing, because if settings were
changed, then Dolphin was exited without starting a game in between,
the settings wouldn't actually get persisted. This is fixed by
syncing Dolphin settings with the SYSCONF when Dolphin exits.
Instead of directly reading/storing settings from/to the SYSCONF, we
now store Wii settings to Dolphin's own configuration, and apply them
on boot. This prevents issues with settings not being saved, being
overridden and lost (if the user opens a dialog that writes to the
SYSCONF while a game is running).
This also fixes restoring settings from the config cache after a
graceful shutdown; for some reason, settings were only restored
after a normal shutdown.
Fixes issue 9825 and 9826
Using u8 as indexers is kind of silly, since the rest of the public API
essentially uses int for this sort of thing. Changing these to int also
gets rid of quite a few implicit truncations.
This also allows for getting rid of similar silliness in the netplay API.
There's no official implementation of the Vulkan API,
and Dolphin currently isn't set-up to work with the
single, commercially-available third-party implementation.
Some OSD messages were displayed in RenderBase.cpp using global variables and some code duplicated
in OnScreeDisplay.cpp.
Now all messages are displayed using functions in the OSD namepace.
* OSDChoice and OSDTime global variables are gone
* All OSD logic is kept at the same place
* All messages are properly aligned
* Clean characters for all OSD messages
Original commit:
commit f0ec61c05707c9657baaad096e21cf60abd267f9
Author: Aestek <thib.gilles@gmail.com>
Date: Sun Aug 7 16:08:41 2016 +0200
It doesn't make much sense to prefix g_ to static variables and for
some to be completely unprefixed.
Also renames a lot of other variables for the new conventions
This fixes an issue where the Bluetooth info section could be fully
filled up by syncing 5 Wiimotes in passthrough mode then switching to
emulated Bluetooth; emulated Wiimotes were then unable to be used.
The "real" SYSCONF section is now backed up before being replaced with
a blank section that the emulated BT adapter can always fill with 5
Wiimotes without issues.
This backup is restored by the passthrough code, instead of during
the Bluetooth mode switch because this should be done regardless of the
user interface, and even without UI (if the config file is edited
manually).
Homebrew programs seem to rely on getting a reply to the vendor
specific commands, without which Bluetooth initialisation will never
complete.
This vendor-specific command is typically used to patch the Wii's
Bluetooth module, so the replies are only faked when the passed through
adapter is not a Wii Bluetooth module.
This stores the address of paired devices and associated link keys.
It is needed because some adapters forget all stored link keys when
they are reset, which breaks pairings because the Wii relies on the
Bluetooth module to remember them.
It doesn't fix adapters that can't remember any link key
at all and always return 0 for the number of stored/written link keys.
For those adapters, there is no fix.
This also improves the usability of passthrough mode for adapters that
already work, since pairings will now keep working even if the link
keys get cleared by something else (for example by the host Bluetooth
stack).
Apparently, Nintendo's Bluetooth stack expects the ACL packet buffer
size to be limited to 10.
Reporting anything higher than that could cause memory corruption,
which can result in warning messages in the logs ("event mismatch"),
and more annoyingly, random disconnects.
Thanks to shuffle2 for the fix!
This adds the ability to passthrough a whole Bluetooth adapter and skip
the majority of the Bluetooth emulation code. We use libusb to send HCI
commands, receive HCI events and transfer ACL data directly to the
first adapter that is found or to a specific adapter (if configured to)
This is possible because the Wii's Bluetooth module is actually just
a pretty standard Bluetooth adapter…
…except for two vendor-specific commands, for which replies are faked,
and also for the sync button. This adds a hotkey that works in the
exact same way as the sync button would on a Wii: it triggers an HCI
event, which emulated software interpret as a command to perform
a BT inquiry.
This commit also changes the UI code to expose passthrough mode
and WII_IPC_HLE to be a bit more thread safe (for the device map).
This moves the unordered_map used to store connected Wiimotes IDs to
WiimoteReal, and makes the ID insert/erase logic common so we don't
have to duplicate this code in scanner backends.