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Ryujinx/Ryujinx.HLE/HOS/Applets/SoftwareKeyboard/SoftwareKeyboardApplet.cs

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using Ryujinx.Common;
using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Common.Logging;
using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard;
using Ryujinx.HLE.HOS.Services.Am.AppletAE;
using Ryujinx.HLE.HOS.Services.Hid.Types.SharedMemory.Npad;
using Ryujinx.HLE.Ui;
using Ryujinx.HLE.Ui.Input;
using Ryujinx.Memory;
using System;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
namespace Ryujinx.HLE.HOS.Applets
{
internal class SoftwareKeyboardApplet : IApplet
{
private const string DefaultInputText = "Ryujinx";
private const int StandardBufferSize = 0x7D8;
private const int InteractiveBufferSize = 0x7D4;
private const int MaxUserWords = 0x1388;
private const int MaxUiTextSize = 100;
private const Key CycleInputModesKey = Key.F6;
private readonly Switch _device;
private SoftwareKeyboardState _foregroundState = SoftwareKeyboardState.Uninitialized;
private volatile InlineKeyboardState _backgroundState = InlineKeyboardState.Uninitialized;
private bool _isBackground = false;
private AppletSession _normalSession;
private AppletSession _interactiveSession;
// Configuration for foreground mode.
private SoftwareKeyboardConfig _keyboardForegroundConfig;
// Configuration for background (inline) mode.
private SoftwareKeyboardInitialize _keyboardBackgroundInitialize;
private SoftwareKeyboardCustomizeDic _keyboardBackgroundDic;
private SoftwareKeyboardDictSet _keyboardBackgroundDictSet;
private SoftwareKeyboardUserWord[] _keyboardBackgroundUserWords;
private byte[] _transferMemory;
private string _textValue = "";
private int _cursorBegin = 0;
private Encoding _encoding = Encoding.Unicode;
private KeyboardResult _lastResult = KeyboardResult.NotSet;
private IDynamicTextInputHandler _dynamicTextInputHandler = null;
private SoftwareKeyboardRenderer _keyboardRenderer = null;
private NpadReader _npads = null;
private bool _canAcceptController = false;
private KeyboardInputMode _inputMode = KeyboardInputMode.ControllerAndKeyboard;
private object _lock = new object();
public event EventHandler AppletStateChanged;
public SoftwareKeyboardApplet(Horizon system)
{
_device = system.Device;
}
public ResultCode Start(AppletSession normalSession, AppletSession interactiveSession)
{
lock (_lock)
{
_normalSession = normalSession;
_interactiveSession = interactiveSession;
_interactiveSession.DataAvailable += OnInteractiveData;
var launchParams = _normalSession.Pop();
var keyboardConfig = _normalSession.Pop();
_isBackground = keyboardConfig.Length == Unsafe.SizeOf<SoftwareKeyboardInitialize>();
if (_isBackground)
{
// Initialize the keyboard applet in background mode.
_keyboardBackgroundInitialize = MemoryMarshal.Read<SoftwareKeyboardInitialize>(keyboardConfig);
_backgroundState = InlineKeyboardState.Uninitialized;
if (_device.UiHandler == null)
{
Logger.Error?.Print(LogClass.ServiceAm, "GUI Handler is not set, software keyboard applet will not work properly");
}
else
{
// Create a text handler that converts keyboard strokes to strings.
_dynamicTextInputHandler = _device.UiHandler.CreateDynamicTextInputHandler();
_dynamicTextInputHandler.TextChangedEvent += HandleTextChangedEvent;
_dynamicTextInputHandler.KeyPressedEvent += HandleKeyPressedEvent;
_npads = new NpadReader(_device);
_npads.NpadButtonDownEvent += HandleNpadButtonDownEvent;
_npads.NpadButtonUpEvent += HandleNpadButtonUpEvent;
_keyboardRenderer = new SoftwareKeyboardRenderer(_device.UiHandler.HostUiTheme);
}
return ResultCode.Success;
}
else
{
// Initialize the keyboard applet in foreground mode.
if (keyboardConfig.Length < Marshal.SizeOf<SoftwareKeyboardConfig>())
{
Logger.Error?.Print(LogClass.ServiceAm, $"SoftwareKeyboardConfig size mismatch. Expected {Marshal.SizeOf<SoftwareKeyboardConfig>():x}. Got {keyboardConfig.Length:x}");
}
else
{
_keyboardForegroundConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
}
if (!_normalSession.TryPop(out _transferMemory))
{
Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
}
if (_keyboardForegroundConfig.UseUtf8)
{
_encoding = Encoding.UTF8;
}
_foregroundState = SoftwareKeyboardState.Ready;
ExecuteForegroundKeyboard();
return ResultCode.Success;
}
}
}
public ResultCode GetResult()
{
return ResultCode.Success;
}
private bool IsKeyboardActive()
{
return _backgroundState >= InlineKeyboardState.Appearing && _backgroundState < InlineKeyboardState.Disappearing;
}
private bool InputModeControllerEnabled()
{
return _inputMode == KeyboardInputMode.ControllerAndKeyboard ||
_inputMode == KeyboardInputMode.ControllerOnly;
}
private bool InputModeTypingEnabled()
{
return _inputMode == KeyboardInputMode.ControllerAndKeyboard ||
_inputMode == KeyboardInputMode.KeyboardOnly;
}
private void AdvanceInputMode()
{
_inputMode = (KeyboardInputMode)((int)(_inputMode + 1) % (int)KeyboardInputMode.Count);
}
public bool DrawTo(RenderingSurfaceInfo surfaceInfo, IVirtualMemoryManager destination, ulong position)
{
_npads?.Update();
_keyboardRenderer?.SetSurfaceInfo(surfaceInfo);
return _keyboardRenderer?.DrawTo(destination, position) ?? false;
}
private void ExecuteForegroundKeyboard()
{
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 && _keyboardForegroundConfig.InitialStringLength > 0)
{
initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardForegroundConfig.InitialStringOffset,
2 * _keyboardForegroundConfig.InitialStringLength);
}
// If the max string length is 0, we set it to a large default
// length.
if (_keyboardForegroundConfig.StringLengthMax == 0)
{
_keyboardForegroundConfig.StringLengthMax = 100;
}
if (_device.UiHandler == null)
{
Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
_textValue = DefaultInputText;
_lastResult = KeyboardResult.Accept;
}
else
{
// Call the configured GUI handler to get user's input.
var args = new SoftwareKeyboardUiArgs
{
HeaderText = StripUnicodeControlCodes(_keyboardForegroundConfig.HeaderText),
SubtitleText = StripUnicodeControlCodes(_keyboardForegroundConfig.SubtitleText),
GuideText = StripUnicodeControlCodes(_keyboardForegroundConfig.GuideText),
SubmitText = (!string.IsNullOrWhiteSpace(_keyboardForegroundConfig.SubmitText) ?
_keyboardForegroundConfig.SubmitText : "OK"),
StringLengthMin = _keyboardForegroundConfig.StringLengthMin,
StringLengthMax = _keyboardForegroundConfig.StringLengthMax,
InitialText = initialText
};
_lastResult = _device.UiHandler.DisplayInputDialog(args, out _textValue) ? KeyboardResult.Accept : KeyboardResult.Cancel;
_textValue ??= initialText ?? DefaultInputText;
}
// 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 < _keyboardForegroundConfig.StringLengthMin)
{
_textValue = String.Join(" ", _textValue, _textValue);
}
// If our default text is longer than the allowed length,
// we truncate it.
if (_textValue.Length > _keyboardForegroundConfig.StringLengthMax)
{
_textValue = _textValue.Substring(0, _keyboardForegroundConfig.StringLengthMax);
}
// Does the application want to validate the text itself?
if (_keyboardForegroundConfig.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.
_foregroundState = SoftwareKeyboardState.ValidationPending;
PushForegroundResponse(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.
_foregroundState = SoftwareKeyboardState.Complete;
PushForegroundResponse(false);
AppletStateChanged?.Invoke(this, null);
}
}
private void OnInteractiveData(object sender, EventArgs e)
{
// Obtain the validation status response.
var data = _interactiveSession.Pop();
if (_isBackground)
{
lock (_lock)
{
OnBackgroundInteractiveData(data);
}
}
else
{
OnForegroundInteractiveData(data);
}
}
private void OnForegroundInteractiveData(byte[] data)
{
if (_foregroundState == SoftwareKeyboardState.ValidationPending)
{
// TODO(jduncantor):
// If application rejects our "attempt", submit another attempt,
// and put the applet back in PendingValidation state.
// For now we assume success, so we push the final result
// to the standard output buffer and carry on our merry way.
PushForegroundResponse(false);
AppletStateChanged?.Invoke(this, null);
_foregroundState = SoftwareKeyboardState.Complete;
}
else if(_foregroundState == SoftwareKeyboardState.Complete)
{
// If we have already completed, we push the result text
// back on the output buffer and poll the application.
PushForegroundResponse(false);
AppletStateChanged?.Invoke(this, null);
}
else
{
// We shouldn't be able to get here through standard swkbd execution.
throw new InvalidOperationException("Software Keyboard is in an invalid state.");
}
}
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;
Logger.Debug?.Print(LogClass.ServiceAm, $"Keyboard received command {request} in state {_backgroundState}");
switch (request)
{
case InlineKeyboardRequest.UseChangedStringV2:
Logger.Stub?.Print(LogClass.ServiceAm, "Inline keyboard request UseChangedStringV2");
break;
case InlineKeyboardRequest.UseMovedCursorV2:
Logger.Stub?.Print(LogClass.ServiceAm, "Inline keyboard request UseMovedCursorV2");
break;
case InlineKeyboardRequest.SetUserWordInfo:
// Read the user word info data.
remaining = stream.Length - stream.Position;
if (remaining < sizeof(int))
{
Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info of {remaining} bytes");
}
else
{
int wordsCount = reader.ReadInt32();
int wordSize = Unsafe.SizeOf<SoftwareKeyboardUserWord>();
remaining = stream.Length - stream.Position;
if (wordsCount > MaxUserWords)
{
Logger.Warning?.Print(LogClass.ServiceAm, $"Received {wordsCount} User Words but the maximum is {MaxUserWords}");
}
else if (wordsCount * wordSize != remaining)
{
Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info data of {remaining} bytes for {wordsCount} words");
}
else
{
_keyboardBackgroundUserWords = new SoftwareKeyboardUserWord[wordsCount];
for (int word = 0; word < wordsCount; word++)
{
_keyboardBackgroundUserWords[word] = reader.ReadStruct<SoftwareKeyboardUserWord>();
}
}
}
_interactiveSession.Push(InlineResponses.ReleasedUserWordInfo(_backgroundState));
break;
case InlineKeyboardRequest.SetCustomizeDic:
// Read the custom dic data.
remaining = stream.Length - stream.Position;
if (remaining != Unsafe.SizeOf<SoftwareKeyboardCustomizeDic>())
{
Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Customize Dic of {remaining} bytes");
}
else
{
_keyboardBackgroundDic = reader.ReadStruct<SoftwareKeyboardCustomizeDic>();
}
break;
case InlineKeyboardRequest.SetCustomizedDictionaries:
// Read the custom dictionaries data.
remaining = stream.Length - stream.Position;
if (remaining != Unsafe.SizeOf<SoftwareKeyboardDictSet>())
{
Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes");
}
else
{
_keyboardBackgroundDictSet = reader.ReadStruct<SoftwareKeyboardDictSet>();
}
break;
case InlineKeyboardRequest.Calc:
// The Calc request is used to communicate configuration changes and commands to the keyboard.
// Fields in the Calc struct and operations are masked by the Flags field.
// Read the Calc data.
SoftwareKeyboardCalcEx newCalc;
remaining = stream.Length - stream.Position;
if (remaining == Marshal.SizeOf<SoftwareKeyboardCalc>())
{
var keyboardCalcData = reader.ReadBytes((int)remaining);
var keyboardCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);
newCalc = keyboardCalc.ToExtended();
}
else if (remaining == Marshal.SizeOf<SoftwareKeyboardCalcEx>() || remaining == SoftwareKeyboardCalcEx.AlternativeSize)
{
var keyboardCalcData = reader.ReadBytes((int)remaining);
newCalc = ReadStruct<SoftwareKeyboardCalcEx>(keyboardCalcData);
}
else
{
Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes");
newCalc = new SoftwareKeyboardCalcEx();
}
// Process each individual operation specified in the flags.
bool updateText = false;
if ((newCalc.Flags & KeyboardCalcFlags.Initialize) != 0)
{
_interactiveSession.Push(InlineResponses.FinishedInitialize(_backgroundState));
_backgroundState = InlineKeyboardState.Initialized;
}
if ((newCalc.Flags & KeyboardCalcFlags.SetCursorPos) != 0)
{
_cursorBegin = newCalc.CursorPos;
updateText = true;
Logger.Debug?.Print(LogClass.ServiceAm, $"Cursor position set to {_cursorBegin}");
}
if ((newCalc.Flags & KeyboardCalcFlags.SetInputText) != 0)
{
_textValue = newCalc.InputText;
updateText = true;
Logger.Debug?.Print(LogClass.ServiceAm, $"Input text set to {_textValue}");
}
if ((newCalc.Flags & KeyboardCalcFlags.SetUtf8Mode) != 0)
{
_encoding = newCalc.UseUtf8 ? Encoding.UTF8 : Encoding.Default;
Logger.Debug?.Print(LogClass.ServiceAm, $"Encoding set to {_encoding}");
}
if (updateText)
{
_dynamicTextInputHandler.SetText(_textValue, _cursorBegin);
_keyboardRenderer.UpdateTextState(_textValue, _cursorBegin, _cursorBegin, null, null);
}
if ((newCalc.Flags & KeyboardCalcFlags.MustShow) != 0)
{
ActivateFrontend();
_backgroundState = InlineKeyboardState.Shown;
PushChangedString(_textValue, (uint)_cursorBegin, _backgroundState);
}
// Send the response to the Calc
_interactiveSession.Push(InlineResponses.Default(_backgroundState));
break;
case InlineKeyboardRequest.Finalize:
// Destroy the frontend.
DestroyFrontend();
// The calling application wants to close the keyboard applet and will wait for a state change.
_backgroundState = InlineKeyboardState.Uninitialized;
AppletStateChanged?.Invoke(this, null);
break;
default:
// We shouldn't be able to get here through standard swkbd execution.
Logger.Warning?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {_backgroundState}");
_interactiveSession.Push(InlineResponses.Default(_backgroundState));
break;
}
}
}
private void ActivateFrontend()
{
Logger.Debug?.Print(LogClass.ServiceAm, $"Activating software keyboard frontend");
_inputMode = KeyboardInputMode.ControllerAndKeyboard;
_npads.Update(true);
NpadButton buttons = _npads.GetCurrentButtonsOfAllNpads();
// Block the input if the current accept key is pressed so the applet won't be instantly closed.
_canAcceptController = (buttons & NpadButton.A) == 0;
_dynamicTextInputHandler.TextProcessingEnabled = true;
_keyboardRenderer.UpdateCommandState(null, null, true);
_keyboardRenderer.UpdateTextState(null, null, null, null, true);
}
private void DeactivateFrontend()
{
Logger.Debug?.Print(LogClass.ServiceAm, $"Deactivating software keyboard frontend");
_inputMode = KeyboardInputMode.ControllerAndKeyboard;
_canAcceptController = false;
_dynamicTextInputHandler.TextProcessingEnabled = false;
_dynamicTextInputHandler.SetText(_textValue, _cursorBegin);
}
private void DestroyFrontend()
{
Logger.Debug?.Print(LogClass.ServiceAm, $"Destroying software keyboard frontend");
_keyboardRenderer?.Dispose();
_keyboardRenderer = null;
if (_dynamicTextInputHandler != null)
{
_dynamicTextInputHandler.TextChangedEvent -= HandleTextChangedEvent;
_dynamicTextInputHandler.KeyPressedEvent -= HandleKeyPressedEvent;
_dynamicTextInputHandler.Dispose();
_dynamicTextInputHandler = null;
}
if (_npads != null)
{
_npads.NpadButtonDownEvent -= HandleNpadButtonDownEvent;
_npads.NpadButtonUpEvent -= HandleNpadButtonUpEvent;
_npads = null;
}
}
private bool HandleKeyPressedEvent(Key key)
{
if (key == CycleInputModesKey)
{
lock (_lock)
{
if (IsKeyboardActive())
{
AdvanceInputMode();
bool typingEnabled = InputModeTypingEnabled();
bool controllerEnabled = InputModeControllerEnabled();
_dynamicTextInputHandler.TextProcessingEnabled = typingEnabled;
_keyboardRenderer.UpdateTextState(null, null, null, null, typingEnabled);
_keyboardRenderer.UpdateCommandState(null, null, controllerEnabled);
}
}
}
return true;
}
private void HandleTextChangedEvent(string text, int cursorBegin, int cursorEnd, bool overwriteMode)
{
lock (_lock)
{
// Text processing should not run with typing disabled.
Debug.Assert(InputModeTypingEnabled());
if (text.Length > MaxUiTextSize)
{
// Limit the text size and change it back.
text = text.Substring(0, MaxUiTextSize);
cursorBegin = Math.Min(cursorBegin, MaxUiTextSize);
cursorEnd = Math.Min(cursorEnd, MaxUiTextSize);
_dynamicTextInputHandler.SetText(text, cursorBegin, cursorEnd);
}
_textValue = text;
_cursorBegin = cursorBegin;
_keyboardRenderer.UpdateTextState(text, cursorBegin, cursorEnd, overwriteMode, null);
PushUpdatedState(text, cursorBegin, KeyboardResult.NotSet);
}
}
private void HandleNpadButtonDownEvent(int npadIndex, NpadButton button)
{
lock (_lock)
{
if (!IsKeyboardActive())
{
return;
}
switch (button)
{
case NpadButton.A:
_keyboardRenderer.UpdateCommandState(_canAcceptController, null, null);
break;
case NpadButton.B:
_keyboardRenderer.UpdateCommandState(null, _canAcceptController, null);
break;
}
}
}
private void HandleNpadButtonUpEvent(int npadIndex, NpadButton button)
{
lock (_lock)
{
KeyboardResult result = KeyboardResult.NotSet;
switch (button)
{
case NpadButton.A:
result = KeyboardResult.Accept;
_keyboardRenderer.UpdateCommandState(false, null, null);
break;
case NpadButton.B:
result = KeyboardResult.Cancel;
_keyboardRenderer.UpdateCommandState(null, false, null);
break;
}
if (IsKeyboardActive())
{
if (!_canAcceptController)
{
_canAcceptController = true;
}
else if (InputModeControllerEnabled())
{
PushUpdatedState(_textValue, _cursorBegin, result);
}
}
}
}
private void PushUpdatedState(string text, int cursorBegin, KeyboardResult result)
{
_lastResult = result;
_textValue = text;
bool cancel = result == KeyboardResult.Cancel;
bool accept = result == KeyboardResult.Accept;
if (!IsKeyboardActive())
{
// Keyboard is not active.
return;
}
if (accept == false && cancel == false)
{
Logger.Debug?.Print(LogClass.ServiceAm, $"Updating keyboard text to {text} and cursor position to {cursorBegin}");
PushChangedString(text, (uint)cursorBegin, _backgroundState);
}
else
{
// Disable the frontend.
DeactivateFrontend();
// The 'Complete' state indicates the Calc request has been fulfilled by the applet.
_backgroundState = InlineKeyboardState.Disappearing;
if (accept)
{
Logger.Debug?.Print(LogClass.ServiceAm, $"Sending keyboard OK with text {text}");
DecidedEnter(text, _backgroundState);
}
else if (cancel)
{
Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel");
DecidedCancel(_backgroundState);
}
_interactiveSession.Push(InlineResponses.Default(_backgroundState));
Logger.Debug?.Print(LogClass.ServiceAm, $"Resetting state of the keyboard to {_backgroundState}");
// Set the state of the applet to 'Initialized' as it is the only known state so far
// that does not soft-lock the keyboard after use.
_backgroundState = InlineKeyboardState.Initialized;
_interactiveSession.Push(InlineResponses.Default(_backgroundState));
}
}
private void PushChangedString(string text, uint cursor, InlineKeyboardState state)
{
// TODO (Caian): The *V2 methods are not supported because the applications that request
// them do not seem to accept them. The regular methods seem to work just fine in all cases.
if (_encoding == Encoding.UTF8)
{
_interactiveSession.Push(InlineResponses.ChangedStringUtf8(text, cursor, state));
}
else
{
_interactiveSession.Push(InlineResponses.ChangedString(text, cursor, state));
}
}
private void DecidedEnter(string text, InlineKeyboardState state)
{
if (_encoding == Encoding.UTF8)
{
_interactiveSession.Push(InlineResponses.DecidedEnterUtf8(text, state));
}
else
{
_interactiveSession.Push(InlineResponses.DecidedEnter(text, state));
}
}
private void DecidedCancel(InlineKeyboardState state)
{
_interactiveSession.Push(InlineResponses.DecidedCancel(state));
}
private void PushForegroundResponse(bool interactive)
{
int bufferSize = interactive ? InteractiveBufferSize : StandardBufferSize;
using (MemoryStream stream = new MemoryStream(new byte[bufferSize]))
using (BinaryWriter writer = new BinaryWriter(stream))
{
byte[] output = _encoding.GetBytes(_textValue);
if (!interactive)
{
// Result Code.
writer.Write(_lastResult == KeyboardResult.Accept ? 0U : 1U);
}
else
{
// In interactive mode, we write the length of the text as a long, rather than
// a result code. This field is inclusive of the 64-bit size.
writer.Write((long)output.Length + 8);
}
writer.Write(output);
if (!interactive)
{
_normalSession.Push(stream.ToArray());
}
else
{
_interactiveSession.Push(stream.ToArray());
}
}
}
/// <summary>
/// Removes all Unicode control code characters from the input string.
/// This includes CR/LF, tabs, null characters, escape characters,
/// and special control codes which are used for formatting by the real keyboard applet.
/// </summary>
/// <remarks>
/// Some games send special control codes (such as 0x13 "Device Control 3") as part of the string.
/// Future implementations of the emulated keyboard applet will need to handle these as well.
/// </remarks>
/// <param name="input">The input string to sanitize (may be null).</param>
/// <returns>The sanitized string.</returns>
internal static string StripUnicodeControlCodes(string input)
{
if (input is null)
{
return null;
}
if (input.Length == 0)
{
return string.Empty;
}
StringBuilder sb = new StringBuilder(capacity: input.Length);
foreach (char c in input)
{
if (!char.IsControl(c))
{
sb.Append(c);
}
}
return sb.ToString();
}
private static T ReadStruct<[DynamicallyAccessedMembers(DynamicallyAccessedMemberTypes.PublicConstructors | DynamicallyAccessedMemberTypes.NonPublicConstructors)] T>(byte[] data)
where T : struct
{
GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);
try
{
return Marshal.PtrToStructure<T>(handle.AddrOfPinnedObject());
}
finally
{
handle.Free();
}
}
}
}