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sdl_impl: Erase the SDLJoystick entry after removing a controller
Previously, disconnecting a controller still leaves a null SDLJoystick entry within the vector of SDLJoysticks mapped by GUID. When a DirectInput device of the same GUID is reconnected, it adds that device to a new port causing non-detectable input. Furthermore, opening the "Configure" menu would cause yuzu to crash since it first tries to resolve the name of a null SDLJoystick entry that was not removed. Resolve this by properly erasing the SDLJoystick entry from the vector.
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1 changed files with 12 additions and 14 deletions
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@ -273,21 +273,19 @@ void SDLState::InitJoystick(int joystick_index) {
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void SDLState::CloseJoystick(SDL_Joystick* sdl_joystick) {
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void SDLState::CloseJoystick(SDL_Joystick* sdl_joystick) {
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const std::string guid = GetGUID(sdl_joystick);
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const std::string guid = GetGUID(sdl_joystick);
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std::shared_ptr<SDLJoystick> found_joystick;
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std::lock_guard lock{joystick_map_mutex};
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{
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auto& joystick_guid_list = joystick_map[guid];
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std::lock_guard lock{joystick_map_mutex};
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auto joystick_it = std::find_if(
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// This call to guid is safe since the joystick is guaranteed to be in the map
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joystick_guid_list.begin(), joystick_guid_list.end(),
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const auto& joystick_guid_list = joystick_map[guid];
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[&sdl_joystick](auto& joystick) { return joystick->GetSDLJoystick() == sdl_joystick; });
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const auto joystick_it = std::find_if(joystick_guid_list.begin(), joystick_guid_list.end(),
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[&sdl_joystick](const auto& joystick) {
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return joystick->GetSDLJoystick() == sdl_joystick;
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});
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found_joystick = *joystick_it;
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}
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// Destruct SDL_Joystick outside the lock guard because SDL can internally call the
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if (joystick_it != joystick_guid_list.end()) {
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// event callback which locks the mutex again.
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(*joystick_it)->SetSDLJoystick(nullptr, nullptr);
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found_joystick->SetSDLJoystick(nullptr, nullptr);
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joystick_guid_list.erase(joystick_it);
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if (joystick_guid_list.empty()) {
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joystick_map.erase(guid);
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}
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}
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}
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}
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void SDLState::HandleGameControllerEvent(const SDL_Event& event) {
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void SDLState::HandleGameControllerEvent(const SDL_Event& event) {
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