Esempio n. 1
0
        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))
                {
                    var request = (InlineKeyboardRequest)reader.ReadUInt32();

                    long remaining;

                    // Always show the keyboard if the state is 'Ready'.
                    bool showKeyboard = _state == SoftwareKeyboardState.Ready;

                    switch (request)
                    {
                    case InlineKeyboardRequest.Unknown0: // Unknown request sent by some games after calc
                        _interactiveSession.Push(InlineResponses.Default());
                        break;

                    case InlineKeyboardRequest.UseChangedStringV2:
                        // Not used because we only send the entire string after confirmation.
                        _interactiveSession.Push(InlineResponses.Default());
                        break;

                    case InlineKeyboardRequest.UseMovedCursorV2:
                        // Not used because we only send the entire string after confirmation.
                        _interactiveSession.Push(InlineResponses.Default());
                        break;

                    case InlineKeyboardRequest.SetCustomizeDic:
                        remaining = stream.Length - stream.Position;
                        if (remaining != Marshal.SizeOf <SoftwareKeyboardDictSet>())
                        {
                            Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes!");
                        }
                        else
                        {
                            var keyboardDictData = reader.ReadBytes((int)remaining);
                            _keyboardDict = ReadStruct <SoftwareKeyboardDictSet>(keyboardDictData);
                        }
                        _interactiveSession.Push(InlineResponses.Default());
                        break;

                    case InlineKeyboardRequest.Calc:
                        // Put the keyboard in a Ready state, this will force showing
                        _state    = SoftwareKeyboardState.Ready;
                        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);
                            _keyboardCalc = ReadStruct <SoftwareKeyboardCalc>(keyboardCalcData);

                            if (_keyboardCalc.Utf8Mode == 0x1)
                            {
                                _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 (_keyboardCalc.Appear.ShouldBeHidden == 0)
                            {
                                showKeyboard = true;
                            }
                        }
                        // Send an initialization finished signal.
                        _interactiveSession.Push(InlineResponses.FinishedInitialize());
                        // Start a task with the GUI handler to get user's input.
                        new Task(() =>
                        {
                            bool submit      = true;
                            string inputText = (!string.IsNullOrWhiteSpace(_keyboardCalc.InputText) ? _keyboardCalc.InputText : DefaultText);

                            // Call the configured GUI handler to get user's input.
                            if (!showKeyboard)
                            {
                                // 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.
                                submit    = true;
                                inputText = DefaultText;

                                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");
                            }
                            else
                            {
                                var args = new SoftwareKeyboardUiArgs
                                {
                                    HeaderText      = "", // The inline keyboard lacks these texts
                                    SubtitleText    = "",
                                    GuideText       = "",
                                    SubmitText      = (!string.IsNullOrWhiteSpace(_keyboardCalc.Appear.OkText) ? _keyboardCalc.Appear.OkText : "OK"),
                                    StringLengthMin = 0,
                                    StringLengthMax = 100,
                                    InitialText     = inputText
                                };

                                submit = _device.UiHandler.DisplayInputDialog(args, out inputText);
                            }

                            if (submit)
                            {
                                Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard OK...");

                                if (_encoding == Encoding.UTF8)
                                {
                                    _interactiveSession.Push(InlineResponses.DecidedEnterUtf8(inputText));
                                }
                                else
                                {
                                    _interactiveSession.Push(InlineResponses.DecidedEnter(inputText));
                                }
                            }
                            else
                            {
                                Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel...");
                                _interactiveSession.Push(InlineResponses.DecidedCancel());
                            }

                            // TODO: Why is this necessary? Does the software expect a constant stream of responses?
                            Thread.Sleep(500);

                            Logger.Debug?.Print(LogClass.ServiceAm, "Resetting state of the keyboard...");
                            _interactiveSession.Push(InlineResponses.Default());
                        }).Start();
                        break;

                    case InlineKeyboardRequest.Finalize:
                        // The game wants to close the keyboard applet and will wait for a state change.
                        _state = SoftwareKeyboardState.Uninitialized;
                        AppletStateChanged?.Invoke(this, null);
                        break;

                    default:
                        // We shouldn't be able to get here through standard swkbd execution.
                        Logger.Error?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {_state}!");
                        _interactiveSession.Push(InlineResponses.Default());
                        break;
                    }
                }
        }
Esempio n. 2
0
        private void Execute()
        {
            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 && _keyboardConfig.InitialStringLength > 0)
            {
                initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardConfig.InitialStringOffset, 2 * _keyboardConfig.InitialStringLength);
            }

            // If the max string length is 0, we set it to a large default
            // length.
            if (_keyboardConfig.StringLengthMax == 0)
            {
                _keyboardConfig.StringLengthMax = 100;
            }

            var args = new SoftwareKeyboardUiArgs
            {
                HeaderText      = _keyboardConfig.HeaderText,
                SubtitleText    = _keyboardConfig.SubtitleText,
                GuideText       = _keyboardConfig.GuideText,
                SubmitText      = (!string.IsNullOrWhiteSpace(_keyboardConfig.SubmitText) ? _keyboardConfig.SubmitText : "OK"),
                StringLengthMin = _keyboardConfig.StringLengthMin,
                StringLengthMax = _keyboardConfig.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 < _keyboardConfig.StringLengthMin)
            {
                _textValue = String.Join(" ", _textValue, _textValue);
            }

            // If our default text is longer than the allowed length,
            // we truncate it.
            if (_textValue.Length > _keyboardConfig.StringLengthMax)
            {
                _textValue = _textValue.Substring(0, (int)_keyboardConfig.StringLengthMax);
            }

            // Does the application want to validate the text itself?
            if (_keyboardConfig.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.
                _state = 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.
                _state = SoftwareKeyboardState.Complete;

                _normalSession.Push(BuildResponse(_textValue, false));

                AppletStateChanged?.Invoke(this, null);
            }
        }
Esempio n. 3
0
        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;
        }