f16d7f91f1
* Improve compatibility of the inline keyboard with some games * Send an empty first text to avoid crashing some games * Implement SetCustomizedDictionaries and fix SetCustomizeDic * Expand Bg and Fg abbreviations in the swkbd applet * Fix variable names and add comments to software keyboard
587 lines
26 KiB
C#
587 lines
26 KiB
C#
using Ryujinx.Common;
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using Ryujinx.Common.Logging;
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using Ryujinx.HLE.HOS.Applets.SoftwareKeyboard;
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using Ryujinx.HLE.HOS.Services.Am.AppletAE;
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using System;
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using System.IO;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading;
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using System.Threading.Tasks;
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namespace Ryujinx.HLE.HOS.Applets
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{
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internal class SoftwareKeyboardApplet : IApplet
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{
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private const string DefaultText = "Ryujinx";
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private const long DebounceTimeMillis = 200;
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private const int ResetDelayMillis = 500;
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private readonly Switch _device;
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private const int StandardBufferSize = 0x7D8;
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private const int InteractiveBufferSize = 0x7D4;
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private const int MaxUserWords = 0x1388;
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private SoftwareKeyboardState _foregroundState = SoftwareKeyboardState.Uninitialized;
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private volatile InlineKeyboardState _backgroundState = InlineKeyboardState.Uninitialized;
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private bool _isBackground = false;
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private bool _alreadyShown = false;
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private volatile bool _useChangedStringV2 = false;
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private AppletSession _normalSession;
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private AppletSession _interactiveSession;
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// Configuration for foreground mode.
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private SoftwareKeyboardConfig _keyboardForegroundConfig;
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// Configuration for background (inline) mode.
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private SoftwareKeyboardInitialize _keyboardBackgroundInitialize;
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private SoftwareKeyboardCalc _keyboardBackgroundCalc;
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private SoftwareKeyboardCustomizeDic _keyboardBackgroundDic;
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private SoftwareKeyboardDictSet _keyboardBackgroundDictSet;
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private SoftwareKeyboardUserWord[] _keyboardBackgroundUserWords;
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private byte[] _transferMemory;
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private string _textValue = "";
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private bool _okPressed = false;
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private Encoding _encoding = Encoding.Unicode;
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private long _lastTextSetMillis = 0;
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public event EventHandler AppletStateChanged;
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public SoftwareKeyboardApplet(Horizon system)
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{
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_device = system.Device;
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}
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public ResultCode Start(AppletSession normalSession,
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AppletSession interactiveSession)
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{
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_normalSession = normalSession;
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_interactiveSession = interactiveSession;
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_interactiveSession.DataAvailable += OnInteractiveData;
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_alreadyShown = false;
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_useChangedStringV2 = false;
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var launchParams = _normalSession.Pop();
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var keyboardConfig = _normalSession.Pop();
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if (keyboardConfig.Length == Marshal.SizeOf<SoftwareKeyboardInitialize>())
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{
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// Initialize the keyboard applet in background mode.
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_isBackground = true;
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_keyboardBackgroundInitialize = ReadStruct<SoftwareKeyboardInitialize>(keyboardConfig);
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_backgroundState = InlineKeyboardState.Uninitialized;
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return ResultCode.Success;
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}
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else
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{
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// Initialize the keyboard applet in foreground mode.
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_isBackground = false;
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if (keyboardConfig.Length < Marshal.SizeOf<SoftwareKeyboardConfig>())
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{
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Logger.Error?.Print(LogClass.ServiceAm, $"SoftwareKeyboardConfig size mismatch. Expected {Marshal.SizeOf<SoftwareKeyboardConfig>():x}. Got {keyboardConfig.Length:x}");
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}
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else
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{
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_keyboardForegroundConfig = ReadStruct<SoftwareKeyboardConfig>(keyboardConfig);
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}
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if (!_normalSession.TryPop(out _transferMemory))
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{
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Logger.Error?.Print(LogClass.ServiceAm, "SwKbd Transfer Memory is null");
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}
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if (_keyboardForegroundConfig.UseUtf8)
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{
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_encoding = Encoding.UTF8;
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}
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_foregroundState = SoftwareKeyboardState.Ready;
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ExecuteForegroundKeyboard();
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return ResultCode.Success;
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}
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}
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public ResultCode GetResult()
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{
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return ResultCode.Success;
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}
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private InlineKeyboardState GetInlineState()
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{
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return _backgroundState;
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}
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private void SetInlineState(InlineKeyboardState state)
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{
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_backgroundState = state;
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}
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private void ExecuteForegroundKeyboard()
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{
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string initialText = null;
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// Initial Text is always encoded as a UTF-16 string in the work buffer (passed as transfer memory)
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// InitialStringOffset points to the memory offset and InitialStringLength is the number of UTF-16 characters
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if (_transferMemory != null && _keyboardForegroundConfig.InitialStringLength > 0)
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{
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initialText = Encoding.Unicode.GetString(_transferMemory, _keyboardForegroundConfig.InitialStringOffset,
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2 * _keyboardForegroundConfig.InitialStringLength);
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}
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// If the max string length is 0, we set it to a large default
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// length.
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if (_keyboardForegroundConfig.StringLengthMax == 0)
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{
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_keyboardForegroundConfig.StringLengthMax = 100;
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}
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var args = new SoftwareKeyboardUiArgs
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{
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HeaderText = _keyboardForegroundConfig.HeaderText,
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SubtitleText = _keyboardForegroundConfig.SubtitleText,
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GuideText = _keyboardForegroundConfig.GuideText,
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SubmitText = (!string.IsNullOrWhiteSpace(_keyboardForegroundConfig.SubmitText) ?
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_keyboardForegroundConfig.SubmitText : "OK"),
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StringLengthMin = _keyboardForegroundConfig.StringLengthMin,
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StringLengthMax = _keyboardForegroundConfig.StringLengthMax,
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InitialText = initialText
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};
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// Call the configured GUI handler to get user's input
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if (_device.UiHandler == null)
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{
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Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
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_okPressed = true;
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}
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else
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{
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_okPressed = _device.UiHandler.DisplayInputDialog(args, out _textValue);
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}
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_textValue ??= initialText ?? DefaultText;
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// If the game requests a string with a minimum length less
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// than our default text, repeat our default text until we meet
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// the minimum length requirement.
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// This should always be done before the text truncation step.
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while (_textValue.Length < _keyboardForegroundConfig.StringLengthMin)
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{
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_textValue = String.Join(" ", _textValue, _textValue);
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}
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// If our default text is longer than the allowed length,
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// we truncate it.
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if (_textValue.Length > _keyboardForegroundConfig.StringLengthMax)
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{
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_textValue = _textValue.Substring(0, (int)_keyboardForegroundConfig.StringLengthMax);
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}
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// Does the application want to validate the text itself?
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if (_keyboardForegroundConfig.CheckText)
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{
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// The application needs to validate the response, so we
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// submit it to the interactive output buffer, and poll it
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// for validation. Once validated, the application will submit
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// back a validation status, which is handled in OnInteractiveDataPushIn.
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_foregroundState = SoftwareKeyboardState.ValidationPending;
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_interactiveSession.Push(BuildResponse(_textValue, true));
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}
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else
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{
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// If the application doesn't need to validate the response,
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// we push the data to the non-interactive output buffer
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// and poll it for completion.
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_foregroundState = SoftwareKeyboardState.Complete;
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_normalSession.Push(BuildResponse(_textValue, false));
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AppletStateChanged?.Invoke(this, null);
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}
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}
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private void OnInteractiveData(object sender, EventArgs e)
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{
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// Obtain the validation status response.
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var data = _interactiveSession.Pop();
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if (_isBackground)
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{
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OnBackgroundInteractiveData(data);
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}
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else
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{
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OnForegroundInteractiveData(data);
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}
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}
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private void OnForegroundInteractiveData(byte[] data)
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{
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if (_foregroundState == SoftwareKeyboardState.ValidationPending)
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{
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// TODO(jduncantor):
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// If application rejects our "attempt", submit another attempt,
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// and put the applet back in PendingValidation state.
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// For now we assume success, so we push the final result
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// to the standard output buffer and carry on our merry way.
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_normalSession.Push(BuildResponse(_textValue, false));
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AppletStateChanged?.Invoke(this, null);
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_foregroundState = SoftwareKeyboardState.Complete;
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}
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else if(_foregroundState == SoftwareKeyboardState.Complete)
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{
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// If we have already completed, we push the result text
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// back on the output buffer and poll the application.
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_normalSession.Push(BuildResponse(_textValue, false));
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AppletStateChanged?.Invoke(this, null);
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}
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else
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{
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// We shouldn't be able to get here through standard swkbd execution.
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throw new InvalidOperationException("Software Keyboard is in an invalid state.");
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}
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}
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private void OnBackgroundInteractiveData(byte[] data)
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{
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// WARNING: Only invoke applet state changes after an explicit finalization
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// request from the game, this is because the inline keyboard is expected to
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// keep running in the background sending data by itself.
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using (MemoryStream stream = new MemoryStream(data))
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using (BinaryReader reader = new BinaryReader(stream))
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{
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InlineKeyboardRequest request = (InlineKeyboardRequest)reader.ReadUInt32();
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InlineKeyboardState state = GetInlineState();
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long remaining;
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Logger.Debug?.Print(LogClass.ServiceAm, $"Keyboard received command {request} in state {state}");
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switch (request)
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{
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case InlineKeyboardRequest.UseChangedStringV2:
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_useChangedStringV2 = true;
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break;
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case InlineKeyboardRequest.UseMovedCursorV2:
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// Not used because we only reply with the final string.
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break;
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case InlineKeyboardRequest.SetUserWordInfo:
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// Read the user word info data.
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remaining = stream.Length - stream.Position;
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if (remaining < sizeof(int))
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{
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Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info of {remaining} bytes");
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}
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else
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{
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int wordsCount = reader.ReadInt32();
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int wordSize = Marshal.SizeOf<SoftwareKeyboardUserWord>();
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remaining = stream.Length - stream.Position;
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if (wordsCount > MaxUserWords)
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{
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Logger.Warning?.Print(LogClass.ServiceAm, $"Received {wordsCount} User Words but the maximum is {MaxUserWords}");
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}
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else if (wordsCount * wordSize != remaining)
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{
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Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard User Word Info data of {remaining} bytes for {wordsCount} words");
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}
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else
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{
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_keyboardBackgroundUserWords = new SoftwareKeyboardUserWord[wordsCount];
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for (int word = 0; word < wordsCount; word++)
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{
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byte[] wordData = reader.ReadBytes(wordSize);
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_keyboardBackgroundUserWords[word] = ReadStruct<SoftwareKeyboardUserWord>(wordData);
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}
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}
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}
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_interactiveSession.Push(InlineResponses.ReleasedUserWordInfo(state));
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break;
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case InlineKeyboardRequest.SetCustomizeDic:
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// Read the custom dic data.
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remaining = stream.Length - stream.Position;
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if (remaining != Marshal.SizeOf<SoftwareKeyboardCustomizeDic>())
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{
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Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Customize Dic of {remaining} bytes");
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}
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else
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{
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var keyboardDicData = reader.ReadBytes((int)remaining);
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_keyboardBackgroundDic = ReadStruct<SoftwareKeyboardCustomizeDic>(keyboardDicData);
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}
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_interactiveSession.Push(InlineResponses.UnsetCustomizeDic(state));
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break;
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case InlineKeyboardRequest.SetCustomizedDictionaries:
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// Read the custom dictionaries data.
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remaining = stream.Length - stream.Position;
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if (remaining != Marshal.SizeOf<SoftwareKeyboardDictSet>())
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{
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Logger.Warning?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard DictSet of {remaining} bytes");
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}
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else
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{
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var keyboardDictData = reader.ReadBytes((int)remaining);
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_keyboardBackgroundDictSet = ReadStruct<SoftwareKeyboardDictSet>(keyboardDictData);
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}
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_interactiveSession.Push(InlineResponses.UnsetCustomizedDictionaries(state));
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break;
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case InlineKeyboardRequest.Calc:
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// The Calc request tells the Applet to enter the main input handling loop, which will end
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// with either a text being submitted or a cancel request from the user.
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// NOTE: Some Calc requests happen early in the process and are not meant to be shown. This possibly
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// happens because the game has complete control over when the inline keyboard is drawn, but here it
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// would cause a dialog to pop in the emulator, which is inconvenient. An algorithm is applied to
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// decide whether it is a dummy Calc or not, but regardless of the result, the dummy Calc appears to
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// never happen twice, so the keyboard will always show if it has already been shown before.
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bool forceShowKeyboard = _alreadyShown;
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_alreadyShown = true;
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// Read the Calc data.
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remaining = stream.Length - stream.Position;
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if (remaining != Marshal.SizeOf<SoftwareKeyboardCalc>())
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{
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Logger.Error?.Print(LogClass.ServiceAm, $"Received invalid Software Keyboard Calc of {remaining} bytes");
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}
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else
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{
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var keyboardCalcData = reader.ReadBytes((int)remaining);
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_keyboardBackgroundCalc = ReadStruct<SoftwareKeyboardCalc>(keyboardCalcData);
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// Check if the application expects UTF8 encoding instead of UTF16.
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if (_keyboardBackgroundCalc.UseUtf8)
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{
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_encoding = Encoding.UTF8;
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}
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// Force showing the keyboard regardless of the state, an unwanted
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// input dialog may show, but it is better than a soft lock.
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if (_keyboardBackgroundCalc.Appear.ShouldBeHidden == 0)
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{
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forceShowKeyboard = true;
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}
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}
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// Send an initialization finished signal.
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state = InlineKeyboardState.Ready;
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SetInlineState(state);
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_interactiveSession.Push(InlineResponses.FinishedInitialize(state));
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// Start a task with the GUI handler to get user's input.
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new Task(() => { GetInputTextAndSend(forceShowKeyboard, state); }).Start();
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break;
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case InlineKeyboardRequest.Finalize:
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// The calling process wants to close the keyboard applet and will wait for a state change.
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_backgroundState = InlineKeyboardState.Uninitialized;
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AppletStateChanged?.Invoke(this, null);
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break;
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default:
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// We shouldn't be able to get here through standard swkbd execution.
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Logger.Warning?.Print(LogClass.ServiceAm, $"Invalid Software Keyboard request {request} during state {_backgroundState}");
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_interactiveSession.Push(InlineResponses.Default(state));
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break;
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}
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}
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}
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private void GetInputTextAndSend(bool forceShowKeyboard, InlineKeyboardState oldState)
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{
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bool submit = true;
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// Use the text specified by the Calc if it is available, otherwise use the default one.
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string inputText = (!string.IsNullOrWhiteSpace(_keyboardBackgroundCalc.InputText) ?
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_keyboardBackgroundCalc.InputText : DefaultText);
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// Compute the elapsed time for the debouncing algorithm.
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long currentMillis = PerformanceCounter.ElapsedMilliseconds;
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long inputElapsedMillis = currentMillis - _lastTextSetMillis;
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// Reset the input text before submitting the final result, that's because some games do not expect
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// consecutive submissions to abruptly shrink and they will crash if it happens. Changing the string
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// before the final submission prevents that.
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InlineKeyboardState newState = InlineKeyboardState.DataAvailable;
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SetInlineState(newState);
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ChangedString("", newState);
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if (inputElapsedMillis < DebounceTimeMillis)
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{
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// A repeated Calc request has been received without player interaction, after the input has been
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// sent. This behavior happens in some games, so instead of showing another dialog, just apply a
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// time-based debouncing algorithm and repeat the last submission, either a value or a cancel.
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inputText = _textValue;
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submit = _textValue != null;
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Logger.Warning?.Print(LogClass.Application, "Debouncing repeated keyboard request");
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}
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else if (!forceShowKeyboard)
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{
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// Submit the default text to avoid soft locking if the keyboard was ignored by
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// accident. It's better to change the name than being locked out of the game.
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inputText = DefaultText;
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Logger.Debug?.Print(LogClass.Application, "Received a dummy Calc, keyboard will not be shown");
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}
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else if (_device.UiHandler == null)
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{
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Logger.Warning?.Print(LogClass.Application, "GUI Handler is not set. Falling back to default");
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}
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else
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{
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// Call the configured GUI handler to get user's input.
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var args = new SoftwareKeyboardUiArgs
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{
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HeaderText = "", // The inline keyboard lacks these texts
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SubtitleText = "",
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GuideText = "",
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SubmitText = (!string.IsNullOrWhiteSpace(_keyboardBackgroundCalc.Appear.OkText) ?
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_keyboardBackgroundCalc.Appear.OkText : "OK"),
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StringLengthMin = 0,
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StringLengthMax = 100,
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InitialText = inputText
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};
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submit = _device.UiHandler.DisplayInputDialog(args, out inputText);
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inputText = submit ? inputText : null;
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}
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// The 'Complete' state indicates the Calc request has been fulfilled by the applet.
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newState = InlineKeyboardState.Complete;
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if (submit)
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{
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Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard OK");
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DecidedEnter(inputText, newState);
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}
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else
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{
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Logger.Debug?.Print(LogClass.ServiceAm, "Sending keyboard Cancel");
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DecidedCancel(newState);
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}
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_interactiveSession.Push(InlineResponses.Default(newState));
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// The constant calls to PopInteractiveData suggest that the keyboard applet continuously reports
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// data back to the application and this can also be time-sensitive. Pushing a state reset right
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// after the data has been sent does not work properly and the application will soft-lock. This
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// delay gives time for the application to catch up with the data and properly process the state
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// reset.
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Thread.Sleep(ResetDelayMillis);
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// 'Initialized' is the only known state so far that does not soft-lock the keyboard after use.
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newState = InlineKeyboardState.Initialized;
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Logger.Debug?.Print(LogClass.ServiceAm, $"Resetting state of the keyboard to {newState}");
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SetInlineState(newState);
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_interactiveSession.Push(InlineResponses.Default(newState));
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// Keep the text and the timestamp of the input for the debouncing algorithm.
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_textValue = inputText;
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_lastTextSetMillis = PerformanceCounter.ElapsedMilliseconds;
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}
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private void ChangedString(string text, InlineKeyboardState state)
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{
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if (_encoding == Encoding.UTF8)
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{
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if (_useChangedStringV2)
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{
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_interactiveSession.Push(InlineResponses.ChangedStringUtf8V2(text, state));
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}
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else
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{
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_interactiveSession.Push(InlineResponses.ChangedStringUtf8(text, state));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (_useChangedStringV2)
|
|
{
|
|
_interactiveSession.Push(InlineResponses.ChangedStringV2(text, state));
|
|
}
|
|
else
|
|
{
|
|
_interactiveSession.Push(InlineResponses.ChangedString(text, 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 byte[] BuildResponse(string text, 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(text);
|
|
|
|
if (!interactive)
|
|
{
|
|
// Result Code
|
|
writer.Write(_okPressed ? 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);
|
|
|
|
return stream.ToArray();
|
|
}
|
|
}
|
|
|
|
private static T ReadStruct<T>(byte[] data)
|
|
where T : struct
|
|
{
|
|
GCHandle handle = GCHandle.Alloc(data, GCHandleType.Pinned);
|
|
|
|
try
|
|
{
|
|
return Marshal.PtrToStructure<T>(handle.AddrOfPinnedObject());
|
|
}
|
|
finally
|
|
{
|
|
handle.Free();
|
|
}
|
|
}
|
|
}
|
|
}
|