Revamped joystick locking
This makes the joystick locking more robust by holding the lock while updating joysticks. The lock should be held when calling any SDL joystick function on a different thread than the one calling SDL_PumpEvents() and SDL_JoystickUpdate(). It is now possible to hold the lock while reinitializing the joystick subsystem, however any open joysticks will become invalid and potentially cause crashes if used afterwards. Fixes https://github.com/libsdl-org/SDL/issues/6063main
parent
ff233fe306
commit
40bd4feedc
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@ -124,6 +124,11 @@ typedef enum
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* the API functions that take a joystick index will be valid, and joystick
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* and game controller events will not be delivered.
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*
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* As of SDL 2.26.0, you can take the joystick lock around reinitializing
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* the joystick subsystem, to prevent other threads from seeing joysticks
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* in an uninitialized state. However, all open joysticks will be closed
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* and calling SDL functions using them will potentially cause a crash.
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*
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* \since This function is available since SDL 2.0.7.
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*/
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extern DECLSPEC void SDLCALL SDL_LockJoysticks(void);
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@ -106,13 +106,21 @@ static SDL_JoystickDriver *SDL_joystick_drivers[] = {
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&SDL_DUMMY_JoystickDriver
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#endif
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};
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static SDL_bool SDL_joystick_allows_background_events = SDL_FALSE;
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static SDL_bool SDL_joysticks_initialized;
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static SDL_bool SDL_joysticks_quitting = SDL_FALSE;
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static SDL_Joystick *SDL_joysticks = NULL;
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static SDL_bool SDL_updating_joystick = SDL_FALSE;
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static SDL_mutex *SDL_joystick_lock = NULL; /* This needs to support recursive locks */
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static int SDL_joysticks_locked;
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static SDL_atomic_t SDL_next_joystick_instance_id;
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static int SDL_joystick_player_count = 0;
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static SDL_JoystickID *SDL_joystick_players = NULL;
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static SDL_bool SDL_joystick_allows_background_events = SDL_FALSE;
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SDL_bool
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SDL_JoysticksInitialized(void)
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{
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return SDL_joysticks_initialized;
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}
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void
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SDL_LockJoysticks(void)
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@ -120,21 +128,76 @@ SDL_LockJoysticks(void)
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if (SDL_joystick_lock) {
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SDL_LockMutex(SDL_joystick_lock);
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}
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++SDL_joysticks_locked;
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}
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void
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SDL_UnlockJoysticks(void)
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{
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--SDL_joysticks_locked;
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if (SDL_joystick_lock) {
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SDL_UnlockMutex(SDL_joystick_lock);
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/* The last unlock after joysticks are uninitialized will cleanup the mutex,
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* allowing applications to lock joysticks while reinitializing the system.
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*/
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if (!SDL_joysticks_locked &&
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!SDL_joysticks_initialized) {
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SDL_DestroyMutex(SDL_joystick_lock);
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SDL_joystick_lock = NULL;
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}
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}
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}
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static void
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SDL_AssertJoysticksLocked(void)
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{
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SDL_assert(SDL_joysticks_locked > 0);
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}
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SDL_bool
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SDL_JoysticksQuitting(void)
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{
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return SDL_joysticks_quitting;
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}
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/*
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* Get the driver and device index for an API device index
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* This should be called while the joystick lock is held, to prevent another thread from updating the list
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*/
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static SDL_bool
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SDL_GetDriverAndJoystickIndex(int device_index, SDL_JoystickDriver **driver, int *driver_index)
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{
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int i, num_joysticks, total_joysticks = 0;
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SDL_AssertJoysticksLocked();
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if (device_index >= 0) {
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for (i = 0; i < SDL_arraysize(SDL_joystick_drivers); ++i) {
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num_joysticks = SDL_joystick_drivers[i]->GetCount();
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if (device_index < num_joysticks) {
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*driver = SDL_joystick_drivers[i];
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*driver_index = device_index;
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return SDL_TRUE;
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}
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device_index -= num_joysticks;
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total_joysticks += num_joysticks;
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}
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}
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SDL_SetError("There are %d joysticks available", total_joysticks);
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return SDL_FALSE;
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}
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static int
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SDL_FindFreePlayerIndex()
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{
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int player_index;
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SDL_AssertJoysticksLocked();
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for (player_index = 0; player_index < SDL_joystick_player_count; ++player_index) {
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if (SDL_joystick_players[player_index] == -1) {
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return player_index;
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@ -148,6 +211,8 @@ SDL_GetPlayerIndexForJoystickID(SDL_JoystickID instance_id)
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{
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int player_index;
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SDL_AssertJoysticksLocked();
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for (player_index = 0; player_index < SDL_joystick_player_count; ++player_index) {
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if (instance_id == SDL_joystick_players[player_index]) {
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break;
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@ -162,6 +227,8 @@ SDL_GetPlayerIndexForJoystickID(SDL_JoystickID instance_id)
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static SDL_JoystickID
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SDL_GetJoystickIDForPlayerIndex(int player_index)
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{
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SDL_AssertJoysticksLocked();
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if (player_index < 0 || player_index >= SDL_joystick_player_count) {
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return -1;
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}
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@ -176,6 +243,8 @@ SDL_SetJoystickIDForPlayerIndex(int player_index, SDL_JoystickID instance_id)
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int device_index;
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int existing_player_index;
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SDL_AssertJoysticksLocked();
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if (player_index >= SDL_joystick_player_count) {
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SDL_JoystickID *new_players = (SDL_JoystickID *)SDL_realloc(SDL_joystick_players, (player_index + 1)*sizeof(*SDL_joystick_players));
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if (!new_players) {
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@ -229,29 +298,39 @@ SDL_JoystickInit(void)
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{
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int i, status;
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SDL_GameControllerInitMappings();
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/* Create the joystick list lock */
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if (!SDL_joystick_lock) {
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SDL_joystick_lock = SDL_CreateMutex();
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}
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/* See if we should allow joystick events while in the background */
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SDL_AddHintCallback(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS,
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SDL_JoystickAllowBackgroundEventsChanged, NULL);
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#if !SDL_EVENTS_DISABLED
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if (SDL_InitSubSystem(SDL_INIT_EVENTS) < 0) {
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return -1;
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}
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#endif /* !SDL_EVENTS_DISABLED */
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SDL_LockJoysticks();
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SDL_joysticks_initialized = SDL_TRUE;
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SDL_GameControllerInitMappings();
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/* See if we should allow joystick events while in the background */
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SDL_AddHintCallback(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS,
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SDL_JoystickAllowBackgroundEventsChanged, NULL);
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status = -1;
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for (i = 0; i < SDL_arraysize(SDL_joystick_drivers); ++i) {
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if (SDL_joystick_drivers[i]->Init() >= 0) {
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status = 0;
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}
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}
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SDL_UnlockJoysticks();
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if (status < 0) {
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SDL_JoystickQuit();
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}
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return status;
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}
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@ -279,32 +358,6 @@ SDL_JoystickID SDL_GetNextJoystickInstanceID()
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return SDL_AtomicIncRef(&SDL_next_joystick_instance_id);
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}
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/*
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* Get the driver and device index for an API device index
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* This should be called while the joystick lock is held, to prevent another thread from updating the list
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*/
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SDL_bool
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SDL_GetDriverAndJoystickIndex(int device_index, SDL_JoystickDriver **driver, int *driver_index)
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{
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int i, num_joysticks, total_joysticks = 0;
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if (device_index >= 0) {
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for (i = 0; i < SDL_arraysize(SDL_joystick_drivers); ++i) {
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num_joysticks = SDL_joystick_drivers[i]->GetCount();
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if (device_index < num_joysticks) {
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*driver = SDL_joystick_drivers[i];
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*driver_index = device_index;
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return SDL_TRUE;
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}
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device_index -= num_joysticks;
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total_joysticks += num_joysticks;
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}
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}
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SDL_SetError("There are %d joysticks available", total_joysticks);
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return SDL_FALSE;
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}
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/*
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* Get the implementation dependent name of a joystick
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*/
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@ -1138,11 +1191,6 @@ SDL_JoystickClose(SDL_Joystick *joystick)
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return;
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}
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if (SDL_updating_joystick) {
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SDL_UnlockJoysticks();
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return;
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}
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if (joystick->rumble_expiration) {
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SDL_JoystickRumble(joystick, 0, 0, 0);
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}
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@ -1194,13 +1242,9 @@ SDL_JoystickQuit(void)
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{
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int i;
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/* Make sure we're not getting called in the middle of updating joysticks */
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SDL_LockJoysticks();
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while (SDL_updating_joystick) {
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SDL_UnlockJoysticks();
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SDL_Delay(1);
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SDL_LockJoysticks();
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}
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SDL_joysticks_quitting = SDL_TRUE;
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/* Stop the event polling */
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while (SDL_joysticks) {
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@ -1218,7 +1262,6 @@ SDL_JoystickQuit(void)
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SDL_joystick_players = NULL;
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SDL_joystick_player_count = 0;
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}
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SDL_UnlockJoysticks();
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#if !SDL_EVENTS_DISABLED
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SDL_QuitSubSystem(SDL_INIT_EVENTS);
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SDL_DelHintCallback(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS,
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SDL_JoystickAllowBackgroundEventsChanged, NULL);
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if (SDL_joystick_lock) {
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SDL_mutex *mutex = SDL_joystick_lock;
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SDL_joystick_lock = NULL;
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SDL_DestroyMutex(mutex);
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}
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SDL_GameControllerQuitMappings();
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SDL_joysticks_quitting = SDL_FALSE;
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SDL_joysticks_initialized = SDL_FALSE;
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SDL_UnlockJoysticks();
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}
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@ -1301,7 +1343,12 @@ void SDL_PrivateJoystickAdded(SDL_JoystickID device_instance)
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return;
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}
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SDL_LockJoysticks();
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SDL_AssertJoysticksLocked();
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if (SDL_JoysticksQuitting()) {
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return;
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}
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if (SDL_GetDriverAndJoystickIndex(device_index, &driver, &driver_device_index)) {
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player_index = driver->GetDevicePlayerIndex(driver_device_index);
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}
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@ -1311,7 +1358,6 @@ void SDL_PrivateJoystickAdded(SDL_JoystickID device_instance)
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if (player_index >= 0) {
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SDL_SetJoystickIDForPlayerIndex(player_index, device_instance);
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}
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SDL_UnlockJoysticks();
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#if !SDL_EVENTS_DISABLED
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{
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@ -1425,6 +1471,8 @@ void SDL_PrivateJoystickRemoved(SDL_JoystickID device_instance)
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SDL_Event event;
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#endif
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SDL_AssertJoysticksLocked();
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/* Find this joystick... */
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device_index = 0;
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for (joystick = SDL_joysticks; joystick; joystick = joystick->next) {
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@ -1450,12 +1498,10 @@ void SDL_PrivateJoystickRemoved(SDL_JoystickID device_instance)
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UpdateEventsForDeviceRemoval(device_index, SDL_CONTROLLERDEVICEADDED);
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#endif /* !SDL_EVENTS_DISABLED */
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SDL_LockJoysticks();
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player_index = SDL_GetPlayerIndexForJoystickID(device_instance);
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if (player_index >= 0) {
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SDL_joystick_players[player_index] = -1;
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}
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SDL_UnlockJoysticks();
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}
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int
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@ -1464,6 +1510,8 @@ SDL_PrivateJoystickAxis(SDL_Joystick *joystick, Uint8 axis, Sint16 value)
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int posted;
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SDL_JoystickAxisInfo *info;
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SDL_AssertJoysticksLocked();
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/* Make sure we're not getting garbage or duplicate events */
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if (axis >= joystick->naxes) {
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return 0;
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@ -1527,6 +1575,8 @@ SDL_PrivateJoystickHat(SDL_Joystick *joystick, Uint8 hat, Uint8 value)
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{
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int posted;
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SDL_AssertJoysticksLocked();
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/* Make sure we're not getting garbage or duplicate events */
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if (hat >= joystick->nhats) {
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return 0;
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@ -1568,6 +1618,8 @@ SDL_PrivateJoystickBall(SDL_Joystick *joystick, Uint8 ball,
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{
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int posted;
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SDL_AssertJoysticksLocked();
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/* Make sure we're not getting garbage events */
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if (ball >= joystick->nballs) {
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return 0;
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@ -1618,6 +1670,8 @@ SDL_PrivateJoystickButton(SDL_Joystick *joystick, Uint8 button, Uint8 state)
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}
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#endif /* !SDL_EVENTS_DISABLED */
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SDL_AssertJoysticksLocked();
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/* Make sure we're not getting garbage or duplicate events */
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if (button >= joystick->nbuttons) {
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return 0;
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@ -1654,7 +1708,7 @@ void
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SDL_JoystickUpdate(void)
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{
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int i;
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SDL_Joystick *joystick, *next;
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SDL_Joystick *joystick;
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if (!SDL_WasInit(SDL_INIT_JOYSTICK)) {
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return;
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@ -1662,17 +1716,6 @@ SDL_JoystickUpdate(void)
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SDL_LockJoysticks();
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if (SDL_updating_joystick) {
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/* The joysticks are already being updated */
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SDL_UnlockJoysticks();
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return;
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}
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SDL_updating_joystick = SDL_TRUE;
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/* Make sure the list is unlocked while dispatching events to prevent application deadlocks */
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SDL_UnlockJoysticks();
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#ifdef SDL_JOYSTICK_HIDAPI
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/* Special function for HIDAPI devices, as a single device can provide multiple SDL_Joysticks */
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HIDAPI_UpdateDevices();
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@ -1680,11 +1723,6 @@ SDL_JoystickUpdate(void)
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for (joystick = SDL_joysticks; joystick; joystick = joystick->next) {
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if (joystick->attached) {
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/* This driver should always be != NULL, but seeing a crash in the wild...? */
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if (!joystick->driver) {
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continue; /* nothing we can do, and other things use joystick->driver below here. */
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}
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joystick->driver->Update(joystick);
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if (joystick->delayed_guide_button) {
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}
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}
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if (joystick->rumble_expiration) {
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SDL_LockJoysticks();
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/* Double check now that the lock is held */
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if (joystick->rumble_expiration &&
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SDL_TICKS_PASSED(SDL_GetTicks(), joystick->rumble_expiration)) {
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SDL_JoystickRumble(joystick, 0, 0, 0);
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}
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SDL_UnlockJoysticks();
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if (joystick->rumble_expiration &&
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SDL_TICKS_PASSED(SDL_GetTicks(), joystick->rumble_expiration)) {
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SDL_JoystickRumble(joystick, 0, 0, 0);
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}
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if (joystick->trigger_rumble_expiration) {
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SDL_LockJoysticks();
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/* Double check now that the lock is held */
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if (joystick->trigger_rumble_expiration &&
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SDL_TICKS_PASSED(SDL_GetTicks(), joystick->trigger_rumble_expiration)) {
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SDL_JoystickRumbleTriggers(joystick, 0, 0, 0);
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}
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SDL_UnlockJoysticks();
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}
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}
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SDL_LockJoysticks();
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SDL_updating_joystick = SDL_FALSE;
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/* If any joysticks were closed while updating, free them here */
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for (joystick = SDL_joysticks; joystick; joystick = next) {
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next = joystick->next;
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if (joystick->ref_count <= 0) {
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SDL_JoystickClose(joystick);
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if (joystick->trigger_rumble_expiration &&
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SDL_TICKS_PASSED(SDL_GetTicks(), joystick->trigger_rumble_expiration)) {
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SDL_JoystickRumbleTriggers(joystick, 0, 0, 0);
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}
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}
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@ -39,6 +39,12 @@ struct _SDL_JoystickDriver;
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extern int SDL_JoystickInit(void);
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extern void SDL_JoystickQuit(void);
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/* Return whether the joystick system is currently initialized */
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extern SDL_bool SDL_JoysticksInitialized(void);
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/* Return whether the joystick system is shutting down */
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extern SDL_bool SDL_JoysticksQuitting(void);
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/* Function to get the next available joystick instance ID */
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extern SDL_JoystickID SDL_GetNextJoystickInstanceID(void);
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@ -48,9 +54,6 @@ extern void SDL_GameControllerQuitMappings(void);
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extern int SDL_GameControllerInit(void);
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extern void SDL_GameControllerQuit(void);
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/* Function to get the joystick driver and device index for an API device index */
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extern SDL_bool SDL_GetDriverAndJoystickIndex(int device_index, struct _SDL_JoystickDriver **driver, int *driver_index);
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/* Function to return the device index for a joystick ID, or -1 if not found */
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extern int SDL_JoystickGetDeviceIndexFromInstanceID(SDL_JoystickID instance_id);
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@ -36,7 +36,6 @@
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#include "SDL_endian.h"
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#include "SDL_events.h"
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#include "SDL_hints.h"
|
||||
#include "SDL_mutex.h"
|
||||
#include "SDL_timer.h"
|
||||
#include "../usb_ids.h"
|
||||
#include "../SDL_sysjoystick.h"
|
||||
|
@ -96,7 +95,6 @@ typedef struct WindowsGamingInputGamepadState WindowsGamingInputGamepadState;
|
|||
|
||||
static SDL_bool SDL_RAWINPUT_inited = SDL_FALSE;
|
||||
static int SDL_RAWINPUT_numjoysticks = 0;
|
||||
static SDL_mutex *SDL_RAWINPUT_mutex = NULL;
|
||||
|
||||
static void RAWINPUT_JoystickClose(SDL_Joystick *joystick);
|
||||
|
||||
|
@ -865,7 +863,6 @@ RAWINPUT_JoystickInit(void)
|
|||
return -1;
|
||||
}
|
||||
|
||||
SDL_RAWINPUT_mutex = SDL_CreateMutex();
|
||||
SDL_RAWINPUT_inited = SDL_TRUE;
|
||||
|
||||
if ((GetRawInputDeviceList(NULL, &device_count, sizeof(RAWINPUTDEVICELIST)) != -1) && device_count > 0) {
|
||||
|
@ -1927,7 +1924,7 @@ RAWINPUT_WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|||
LRESULT result = -1;
|
||||
|
||||
if (SDL_RAWINPUT_inited) {
|
||||
SDL_LockMutex(SDL_RAWINPUT_mutex);
|
||||
SDL_LockJoysticks();
|
||||
|
||||
switch (msg) {
|
||||
case WM_INPUT_DEVICE_CHANGE:
|
||||
|
@ -1973,7 +1970,7 @@ RAWINPUT_WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|||
break;
|
||||
}
|
||||
|
||||
SDL_UnlockMutex(SDL_RAWINPUT_mutex);
|
||||
SDL_UnlockJoysticks();
|
||||
}
|
||||
|
||||
if (result >= 0) {
|
||||
|
@ -1998,9 +1995,6 @@ RAWINPUT_JoystickQuit(void)
|
|||
SDL_RAWINPUT_numjoysticks = 0;
|
||||
|
||||
SDL_RAWINPUT_inited = SDL_FALSE;
|
||||
|
||||
SDL_DestroyMutex(SDL_RAWINPUT_mutex);
|
||||
SDL_RAWINPUT_mutex = NULL;
|
||||
}
|
||||
|
||||
static SDL_bool
|
||||
|
|
|
@ -253,9 +253,11 @@ static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_InvokeAdde
|
|||
HRESULT hr;
|
||||
__x_ABI_CWindows_CGaming_CInput_CIRawGameController *controller = NULL;
|
||||
|
||||
/* We can get delayed calls to InvokeAdded() after WGI_JoystickQuit(). Do nothing if WGI is deinitialized.
|
||||
* FIXME: Can we tell if WGI has been quit and reinitialized prior to a delayed callback? */
|
||||
if (wgi.statics == NULL) {
|
||||
SDL_LockJoysticks();
|
||||
|
||||
/* We can get delayed calls to InvokeAdded() after WGI_JoystickQuit() */
|
||||
if (SDL_JoysticksQuitting() || !SDL_JoysticksInitialized()) {
|
||||
SDL_UnlockJoysticks();
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
@ -388,6 +390,9 @@ static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_InvokeAdde
|
|||
|
||||
__x_ABI_CWindows_CGaming_CInput_CIRawGameController_Release(controller);
|
||||
}
|
||||
|
||||
SDL_UnlockJoysticks();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue