HLE: Implement IHidServer IsSixAxisSensorAtRest

Fixes the actually insane amount of log spam in games that check for this, such as Luigi's Mansion 3.

Values in HidDevices.NpadDevices.isAtRest may need to be tuned to a better range for resting detection. I originally set them to 0, and my controller rests at definitely NOT 0.

Will need to be revisited when implementing functionality for the global SixAxisActive bool, IHidServer.StartSixAxisTracking, and IHidServer.StopSixAxisTracking.
This commit is contained in:
Shyanne
2025-11-25 21:31:34 -05:00
committed by GreemDev
parent 45193dcc8d
commit 1557127715
2 changed files with 58 additions and 7 deletions

View File

@@ -56,6 +56,7 @@ namespace Ryujinx.HLE.HOS.Services.Hid
_activeCount = 0;
JoyHold = NpadJoyHoldType.Vertical;
SixAxisActive = false;
}
internal ref KEvent GetStyleSetUpdateEvent(PlayerIndex player)
@@ -580,6 +581,23 @@ namespace Ryujinx.HLE.HOS.Services.Hid
return needUpdateRight;
}
public bool isAtRest(int playerNumber)
{
ref NpadInternalState currentNpad = ref _device.Hid.SharedMemory.Npads[playerNumber].InternalState;
ref SixAxisSensorState storage = ref GetSixAxisSensorLifo(ref currentNpad, false).GetCurrentEntryRef();
float acceleration = Math.Abs(storage.Acceleration.X)
+ Math.Abs(storage.Acceleration.Y)
+ Math.Abs(storage.Acceleration.Z);
float angularVelocity = Math.Abs(storage.AngularVelocity.X)
+ Math.Abs(storage.AngularVelocity.Y)
+ Math.Abs(storage.AngularVelocity.Z);
return ((acceleration <= 1.5F) && (angularVelocity <= 1.1F));
}
private void UpdateDisconnectedInputSixAxis(PlayerIndex index)
{

View File

@@ -602,19 +602,52 @@ namespace Ryujinx.HLE.HOS.Services.Hid
}
[CommandCmif(82)]
// IsSixAxisSensorAtRest(nn::hid::SixAxisSensorHandle, nn::applet::AppletResourceUserId) -> bool IsAsRest
// IsSixAxisSensorAtRest(nn::hid::SixAxisSensorHandle, nn::applet::AppletResourceUserId) -> bool IsAtRest
public ResultCode IsSixAxisSensorAtRest(ServiceCtx context)
{
int sixAxisSensorHandle = context.RequestData.ReadInt32();
// 4 byte struct w/ 4-byte alignment
// 0x0 0x4 TypeValue
// 0x0 0x1 NpadStyleIndex
// 0x1 0x1 PlayerNumber
// 0x2 0x1 DeviceIdx
// uint typeValue = (uint) sixAxisSensorHandle;
// uint npadStyleIndex = (uint) sixAxisSensorHandle & 0xff;
int playerNumber = (sixAxisSensorHandle << 8) & 0xff;
// uint deviceIdx= ((uint) sixAxisSensorHandle << 16) & 0xff;
// uint unknown = ((uint) sixAxisSensorHandle << 24) & 0xff;
// 32bit sign extension padding
// if = 0, + offset, else - offset
// npadStyleIndex = ((npadStyleIndex & 0x8000) == 0) ? npadStyleIndex | 0xFFFF0000 : npadStyleIndex & 0xFFFF0000;
// playerNumber = ((playerNumber & 0x8000) == 0) ? playerNumber | 0xFFFF0000 : playerNumber & 0xFFFF0000;
// deviceIdx = ((deviceIdx & 0x8000) == 0) ? deviceIdx | 0xFFFF0000 : deviceIdx & 0xFFFF0000;
// unknown = ((unknown & 0x8000) == 0) ? unknown | 0xFFFF0000 : unknown & 0xFFFF0000;
context.RequestData.BaseStream.Position += 4; // Padding
long appletResourceUserId = context.RequestData.ReadInt64();
bool isAtRest = true;
bool isAtRest;
// TODO: link to context.Device.Hid.Npads.SixAxisActive when properly implemented
// We currently do not support stopping or starting SixAxisTracking.
// It is just always tracking, the bool is unused.
// See Ryujinx.HLE.HOS.Services.Hid.NpadDevices
// common cases: if
// controller is keyboard (keyboards don't have gyroscopes, silly goose!)
// controller has no gyroscope
// SixAxisActive == false
// SixAxisTracking == false
// then isAtRest = true
// else check gyroscopic activity
// check gyroscopic activity
isAtRest = context.Device.Hid.Npads.isAtRest(playerNumber);
context.ResponseData.Write(isAtRest);
Logger.Stub?.PrintStub(LogClass.ServiceHid, new { appletResourceUserId, sixAxisSensorHandle, isAtRest });
return ResultCode.Success;
}
@@ -629,7 +662,7 @@ namespace Ryujinx.HLE.HOS.Services.Hid
context.ResponseData.Write(_isFirmwareUpdateAvailableForSixAxisSensor);
Logger.Stub?.PrintStub(LogClass.ServiceHid, new { appletResourceUserId, sixAxisSensorHandle, _isFirmwareUpdateAvailableForSixAxisSensor });
return ResultCode.Success;
}