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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.
This commit is contained in:
Morph 2020-09-03 11:07:57 -04:00
parent 64f967fd49
commit 7b3f5845d2

View file

@ -273,21 +273,19 @@ void SDLState::InitJoystick(int joystick_index) {
void SDLState::CloseJoystick(SDL_Joystick* sdl_joystick) { void SDLState::CloseJoystick(SDL_Joystick* sdl_joystick) {
const std::string guid = GetGUID(sdl_joystick); const std::string guid = GetGUID(sdl_joystick);
std::shared_ptr<SDLJoystick> found_joystick; std::lock_guard lock{joystick_map_mutex};
{ auto& joystick_guid_list = joystick_map[guid];
std::lock_guard lock{joystick_map_mutex}; auto joystick_it = std::find_if(
// This call to guid is safe since the joystick is guaranteed to be in the map joystick_guid_list.begin(), joystick_guid_list.end(),
const auto& joystick_guid_list = joystick_map[guid]; [&sdl_joystick](auto& joystick) { return joystick->GetSDLJoystick() == sdl_joystick; });
const auto joystick_it = std::find_if(joystick_guid_list.begin(), joystick_guid_list.end(),
[&sdl_joystick](const auto& joystick) {
return joystick->GetSDLJoystick() == sdl_joystick;
});
found_joystick = *joystick_it;
}
// Destruct SDL_Joystick outside the lock guard because SDL can internally call the if (joystick_it != joystick_guid_list.end()) {
// event callback which locks the mutex again. (*joystick_it)->SetSDLJoystick(nullptr, nullptr);
found_joystick->SetSDLJoystick(nullptr, nullptr); joystick_guid_list.erase(joystick_it);
if (joystick_guid_list.empty()) {
joystick_map.erase(guid);
}
}
} }
void SDLState::HandleGameControllerEvent(const SDL_Event& event) { void SDLState::HandleGameControllerEvent(const SDL_Event& event) {