From 925d1b218b5f996a0abf509cbbed26087befbdea Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 16 Oct 2023 18:27:46 +0200 Subject: [PATCH] Added event polling when suspending ES-DE on game launch Also added a ~5 MB log output size limitation for launched games on Unix and macOS --- es-core/src/utils/PlatformUtil.cpp | 63 +++++++++++++++++++++++++++--- 1 file changed, 58 insertions(+), 5 deletions(-) diff --git a/es-core/src/utils/PlatformUtil.cpp b/es-core/src/utils/PlatformUtil.cpp index aa2f964d0..af8dd9e5a 100644 --- a/es-core/src/utils/PlatformUtil.cpp +++ b/es-core/src/utils/PlatformUtil.cpp @@ -6,8 +6,13 @@ // Platform utility functions. // +#if !defined(_WIN64) +#define MAX_GAME_LOG_OUTPUT 5242880 +#endif + #include "utils/PlatformUtil.h" +#include "InputManager.h" #include "Log.h" #include "Scripting.h" #include "Window.h" @@ -95,7 +100,7 @@ namespace Utils } FILE* commandPipe; - std::array buffer; + std::array buffer {}; std::string commandOutput; int returnValue; @@ -107,8 +112,39 @@ namespace Utils return -1; } - while (fgets(buffer.data(), buffer.size(), commandPipe) != nullptr) - commandOutput += buffer.data(); + int fd {fileno(commandPipe)}; + fd_set readfds; + struct timeval timeout; + + FD_ZERO(&readfds); + FD_SET(fd, &readfds); + timeout.tv_sec = 0; + timeout.tv_usec = 10000; + + SDL_Event event {}; + + // We're not completely suspended when launching a game, instead we'll continue to + // poll events. As part of this we'll handle adding and removal of controllers, all + // other events are discarded. + while (true) { + // Check if pipe is available for reading. + if (select(fd + 1, &readfds, nullptr, nullptr, &timeout) != 0) { + if (fgets(buffer.data(), buffer.size(), commandPipe) != nullptr) + commandOutput.append( + commandOutput.length() < MAX_GAME_LOG_OUTPUT ? buffer.data() : ""); + else + break; + } + FD_SET(fd, &readfds); + timeout.tv_sec = 0; + timeout.tv_usec = 10000; + // Drop all events except those for adding and removing controllers. + while (SDL_PollEvent(&event)) { + if (event.type == SDL_CONTROLLERDEVICEADDED || + event.type == SDL_CONTROLLERDEVICEREMOVED) + InputManager::getInstance().parseEvent(event); + } + } returnValue = pclose(commandPipe); @@ -122,6 +158,8 @@ namespace Utils // We need to shift the return value as it contains some flags (which we don't need). returnValue >>= 8; + const size_t commandOutputSize {commandOutput.size()}; + // Remove any trailing newline from the command output. if (commandOutput.size()) { if (commandOutput.back() == '\n') @@ -139,6 +177,9 @@ namespace Utils else if (commandOutput.size()) { LOG(LogDebug) << "Platform::launchGameUnix():"; LOG(LogDebug) << "Output from launched game:\n" << commandOutput; + if (commandOutputSize >= MAX_GAME_LOG_OUTPUT) { + LOG(LogWarning) << "Output was capped to " << commandOutputSize << " bytes"; + } } return returnValue; @@ -199,9 +240,21 @@ namespace Utils SDL_Delay(100); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); Renderer::getInstance()->swapBuffers(); + SDL_Event event {}; - WaitForSingleObject(pi.hThread, INFINITE); - WaitForSingleObject(pi.hProcess, INFINITE); + // We're not completely suspended when launching a game, instead we'll continue to + // poll events. As part of this we'll handle adding and removal of controllers, all + // other events are discarded. + while (true) { + if (WaitForSingleObject(pi.hProcess, 10) == 0) + break; + // Drop all events except those for adding and removing controllers. + while (SDL_PollEvent(&event)) { + if (event.type == SDL_CONTROLLERDEVICEADDED || + event.type == SDL_CONTROLLERDEVICEREMOVED) + InputManager::getInstance().parseEvent(event); + } + } SDL_SetWindowSize(Renderer::getInstance()->getSDLWindow(), width, height); }