Files
DroidDeck/tools/xcloud-player/greenlight/lib/channel/input.ts
The412Banner c5d7cdc058 Xbox Cloud Gaming: stream from the store and Games tab, native player with DroidDeck frame generation (#1531)
Xbox Cloud Gaming: stream from the store and Games tab, native player with DroidDeck frame generation

Stream Xbox games with Xbox Cloud Gaming (Game Pass) from DroidDeck, outside
the Linux session.

- Backend: `xodus-cli cloud-token` (tools/xbox/droiddeck-cloud-token.patch)
  gets the streaming tokens; they stay in memory.
- Web player (default): the Greenlight player page (tools/xcloud-player, MIT)
  in a WebView, plus Microsoft's own xbox.com/play player. In-stream menu with
  screen effects (sharpen, colour, deband, FXAA, CRT, NTSC, Toon, fps cap),
  stream quality, performance overlay (level, layout, top right / top left)
  and rumble.
- Native player (opt-in, Android 10+, Player engine: Native): Google's WebRTC
  (io.github.webrtc-sdk 125.6422.07, BSD) with the Greenlight protocol ported
  to Kotlin, in its own process (:xcloudnative) with its own instance of
  DroidDeck's compositor. Decoded frames reach the compositor as
  AHardwareBuffers (new stream mode, VK_ANDROID_external_memory_android_
  hardware_buffer import), so DDFG 2x and LSFG 2x/3x/4x run on them. Live
  frame generation, frame-rate target (presets and a 10-165 fps slider, even
  pacing), zero-copy picture, small network buffer, fast decoder, instant
  controller input, overlay with engine and on-screen fps, background end,
  restart and web fallback. It takes the main process's tokens through
  XboxCloudTokenService; they are fetched ahead while a cloud game is shown.
- The compositor requests the dma-buf import extensions only where the driver
  has them (the system driver has none).
- Catalog: cloud availability, Game Pass plan CFQ7TTC0K6L8 counted, library
  filter All / Owned / Game Pass / Cloud, Stream and Add to Games on the store
  page, stream-only Games-tab entries (Stream + Download / Play + Stream).
- Xbox games get VC++ 2015-2022 and the ARM64 runtime registry entries
  (vcredist2022_arm64, built in until the catalog has it) before each launch.
- Controller focus reaches pickers opened from a game page (install location,
  uninstall); Add / Remove from Games keep the focus.

Credits: Greenlight by UnknownSKL (Jim Kroon), MIT, player and protocol;
Better xCloud for the resolution / OS mapping; MGamer404's Bannerlator #627
for the ARM64 runtime approach. Ported from the412banner's Bannerlator.
2026-10-24 23:17:57 -04:00

142 lines
4.5 KiB
TypeScript

import Channel from './channel'
import InputPacket, { MetadataFrame, ReportTypes, InputFrame as GamepadFrame, MouseFrame, KeyboardFrame, PointerFrame } from './input/packet'
import InputQueue from './input/queue'
import Gamepad from '../input/gamepad'
export interface VibrationFrame {
gamepadIndex: number;
leftMotorPercent: number;
rightMotorPercent: number;
leftTriggerMotorPercent: number;
rightTriggerMotorPercent: number;
durationMs: number;
delayMs: number;
repeat: number;
}
export default class InputChannel extends Channel {
private _serverVideoWidth = 0
private _serverVideoHeight = 0
private _inputQueue = new InputQueue(this.getPlayer())
getChannelName() {
return 'input'
}
getChannelConfig() {
return {
ordered: true,
protocol: '1.0',
}
}
getServerVideoWidth(){
return this._serverVideoWidth
}
getServerVideoHeight(){
return this._serverVideoHeight
}
start(){
const Packet = new InputPacket(0)
Packet.setMetadata(navigator.maxTouchPoints > 1 ? navigator.maxTouchPoints : 1)
this.send(Packet.toBuffer())
console.log('[InputChannel] Sent metadata:', Packet, Packet.toBuffer())
setTimeout(this.gamepadStateLoop.bind(this), 16)
}
onMessage(event: MessageEvent<any>) {
const dataView = new DataView(event.data)
const reportType = dataView.getUint8(0)
console.log('[InputChannel] received:', dataView)
if(reportType === ReportTypes.Vibration){
console.log('Received a vibration report')
dataView.getUint8(2) // rumbleType: 0 = FourMotorRumble
const gamepadIndex = dataView.getUint8(3)
const gamepad = this.getPlayer()._channels.control.getGamepadHandler(gamepadIndex)
if(gamepad !== undefined){
const leftMotorPercent = dataView.getUint8(4) / 100
const rightMotorPercent = dataView.getUint8(5) / 100
const leftTriggerMotorPercent = dataView.getUint8(6) / 100
const rightTriggerMotorPercent = dataView.getUint8(7) / 100
const durationMs = dataView.getUint16(8, true)
const delayMs = dataView.getUint16(10, true)
const repeat = dataView.getUint8(12)
const rumble:VibrationFrame = {
gamepadIndex,
leftMotorPercent,
rightMotorPercent,
leftTriggerMotorPercent,
rightTriggerMotorPercent,
durationMs,
delayMs,
repeat,
}
gamepad.handleVibration(rumble)
} else {
console.log('[InputChannel] Received a vibration report but no gamepad handler is available')
}
} else if(reportType === ReportTypes.ServerMetadata){
console.log('[InputChannel] Received server video dimensions:', dataView.getUint32(2, true), dataView.getUint32(6, true))
this._serverVideoHeight = dataView.getUint32(2, true)
this._serverVideoWidth = dataView.getUint32(6, true)
}
}
gamepadStateLoop(){
const gamepadHandlers = this.getPlayer()._channels.control.getGamepadHandlers()
// console.log('[InputChannel] gamepadStateLoop() called', gamepadHandlers)
const gamepadFrames:Array<GamepadFrame> = []
for(const gamepad in gamepadHandlers){
if(gamepadHandlers[gamepad] instanceof Gamepad){
const frame = (gamepadHandlers[gamepad] as Gamepad).getGamepadState()
if(frame !== undefined){
gamepadFrames.push(frame)
}
}
}
if(gamepadFrames.length > 0){
this.queueGamepadFrames(gamepadFrames)
}
setTimeout(this.gamepadStateLoop.bind(this), 16)
}
queueMetadataFrame(data:MetadataFrame){
return this._inputQueue.queueMetadataFrame(data)
}
queueGamepadFrames(frames:Array<GamepadFrame>, forceSend = false){
this._inputQueue.queueGamepadFrames(frames, forceSend)
}
queueMouseFrame(data:MouseFrame){
this._inputQueue.queueMouseFrame(data)
}
queueKeyboardFrame(data:KeyboardFrame){
this._inputQueue.queueKeyboardFrame(data)
}
queuePointerFrame(data:PointerFrame){
this._inputQueue.queuePointerFrame(data)
}
destroy() {
// console.log('DebugChannel destroy() called')
}
}