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c#wiimote

wiimotelib bug?


I am recently writing a wiimote program:

    using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Diagnostics;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using WiimoteLib;

namespace WiiTester
{
    public partial class Form1 : Form
    {
        Wiimote wm = new Wiimote();
        public Form1()
        {
            InitializeComponent();


            wm.WiimoteChanged += wm_WiimoteChanged;
            wm.WiimoteExtensionChanged += wm_WiimoteExtensionChanged;

            wm.Connect();
            wm.SetReportType(InputReport.IRAccel, true);
        }

        void wm_WiimoteChanged(object sender, WiimoteChangedEventArgs args)
        {
            WiimoteState ws = args.WiimoteState;

            if (ws.ButtonState.A == true)
            {
                wm.SetRumble(true);
            }
            else
            {
                wm.SetRumble(false);
            }
        }

        void wm_WiimoteExtensionChanged(object sender, WiimoteExtensionChangedEventArgs args)
        {
            if (args.Inserted)
            {
                wm.SetReportType(InputReport.IRExtensionAccel, true);
            }
            else
            {
                wm.SetReportType(InputReport.IRAccel, true);
            }
        }
    }
}

My wiimote keeps getting disconnected and this error keeps running on wm.Connect(); Timed out waiting for status report

Is there a solution?


Solution

  • I have a lot of experience with this library, and your problem is most likely being caused because you are calling SetRumble so often, this code:

        void wm_WiimoteChanged(object sender, WiimoteChangedEventArgs args)
        {
            WiimoteState ws = args.WiimoteState;
    
            if (ws.ButtonState.A == true)
            {
                wm.SetRumble(true);
            }
            else
            {
                wm.SetRumble(false);
            }
        }
    

    Will call SetRumble constantly whether A is down or not, consider using this code instead:

        bool rumbleOn = false;
    
       void wm_WiimoteChanged(object sender, WiimoteChangedEventArgs args)
        {
          WiimoteState ws = args.WiimoteState;
    
          bool newRumble = (ws.ButtonState.A == true);
    
              if (rumbleOn != newRumble) 
          {
                rumbleOn = newRumble;
                wm.SetRumble(rumbleOn);
          }
        }
    

    This way the set rumble method is only called when required and not constantly sending output reports to the WiiMote which causes the Bluetooth BUS to overload.