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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
Protect the game controller API the same way the joystick API is protected from multi-threaded access
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@ -25,6 +25,7 @@
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#include "SDL_events.h"
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#include "SDL_assert.h"
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#include "SDL_sysjoystick.h"
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#include "SDL_joystick_c.h"
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#include "SDL_hints.h"
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#include "SDL_gamecontrollerdb.h"
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@ -1086,12 +1087,15 @@ SDL_GameControllerOpen(int device_index)
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return (NULL);
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}
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SDL_LockJoystickList();
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gamecontrollerlist = SDL_gamecontrollers;
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/* If the controller is already open, return it */
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while (gamecontrollerlist) {
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if (SDL_SYS_GetInstanceIdOfDeviceIndex(device_index) == gamecontrollerlist->joystick->instance_id) {
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gamecontroller = gamecontrollerlist;
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++gamecontroller->ref_count;
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SDL_UnlockJoystickList();
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return (gamecontroller);
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}
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gamecontrollerlist = gamecontrollerlist->next;
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@ -1101,13 +1105,15 @@ SDL_GameControllerOpen(int device_index)
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pSupportedController = SDL_PrivateGetControllerMapping(device_index);
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if (!pSupportedController) {
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SDL_SetError("Couldn't find mapping for device (%d)", device_index);
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return (NULL);
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SDL_UnlockJoystickList();
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return NULL;
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}
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/* Create and initialize the joystick */
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gamecontroller = (SDL_GameController *) SDL_malloc((sizeof *gamecontroller));
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if (gamecontroller == NULL) {
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SDL_OutOfMemory();
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SDL_UnlockJoystickList();
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return NULL;
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}
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@ -1115,6 +1121,7 @@ SDL_GameControllerOpen(int device_index)
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gamecontroller->joystick = SDL_JoystickOpen(device_index);
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if (!gamecontroller->joystick) {
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SDL_free(gamecontroller);
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SDL_UnlockJoystickList();
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return NULL;
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}
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@ -1140,7 +1147,7 @@ SDL_GameControllerOpen(int device_index)
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gamecontroller->next = SDL_gamecontrollers;
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SDL_gamecontrollers = gamecontroller;
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SDL_SYS_JoystickUpdate(gamecontroller->joystick);
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SDL_UnlockJoystickList();
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return (gamecontroller);
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}
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@ -1274,14 +1281,18 @@ SDL_Joystick *SDL_GameControllerGetJoystick(SDL_GameController * gamecontroller)
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SDL_GameController *
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SDL_GameControllerFromInstanceID(SDL_JoystickID joyid)
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{
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SDL_GameController *gamecontroller = SDL_gamecontrollers;
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SDL_GameController *gamecontroller;
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SDL_LockJoystickList();
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gamecontroller = SDL_gamecontrollers;
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while (gamecontroller) {
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if (gamecontroller->joystick->instance_id == joyid) {
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SDL_UnlockJoystickList();
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return gamecontroller;
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}
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gamecontroller = gamecontroller->next;
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}
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SDL_UnlockJoystickList();
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return NULL;
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}
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@ -1344,8 +1355,11 @@ SDL_GameControllerClose(SDL_GameController * gamecontroller)
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if (!gamecontroller)
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return;
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SDL_LockJoystickList();
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/* First decrement ref count */
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if (--gamecontroller->ref_count > 0) {
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SDL_UnlockJoystickList();
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return;
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}
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@ -1361,7 +1375,6 @@ SDL_GameControllerClose(SDL_GameController * gamecontroller)
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} else {
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SDL_gamecontrollers = gamecontroller->next;
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}
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break;
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}
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gamecontrollerlistprev = gamecontrollerlist;
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@ -1369,6 +1382,8 @@ SDL_GameControllerClose(SDL_GameController * gamecontroller)
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}
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SDL_free(gamecontroller);
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SDL_UnlockJoystickList();
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}
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@ -1379,10 +1394,13 @@ void
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SDL_GameControllerQuit(void)
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{
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ControllerMapping_t *pControllerMap;
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SDL_LockJoystickList();
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while (SDL_gamecontrollers) {
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SDL_gamecontrollers->ref_count = 1;
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SDL_GameControllerClose(SDL_gamecontrollers);
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}
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SDL_UnlockJoystickList();
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while (s_pSupportedControllers) {
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pControllerMap = s_pSupportedControllers;
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@ -37,16 +37,16 @@ static SDL_Joystick *SDL_joysticks = NULL;
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static SDL_Joystick *SDL_updating_joystick = NULL;
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static SDL_mutex *SDL_joystick_lock = NULL; /* This needs to support recursive locks */
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static void
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SDL_LockJoystickList()
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void
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SDL_LockJoystickList(void)
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{
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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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}
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static void
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SDL_UnlockJoystickList()
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void
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SDL_UnlockJoystickList(void)
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{
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if (SDL_joystick_lock) {
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SDL_UnlockMutex(SDL_joystick_lock);
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@ -216,10 +216,10 @@ SDL_JoystickOpen(int device_index)
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joystick->next = SDL_joysticks;
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SDL_joysticks = joystick;
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SDL_SYS_JoystickUpdate(joystick);
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SDL_UnlockJoystickList();
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SDL_SYS_JoystickUpdate(joystick);
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return (joystick);
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}
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@ -787,6 +787,12 @@ SDL_JoystickUpdate(void)
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SDL_LockJoystickList();
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if (SDL_updating_joystick) {
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/* The joysticks are already being updated */
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SDL_UnlockJoystickList();
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return;
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}
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for (joystick = SDL_joysticks; joystick; joystick = joysticknext) {
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/* save off the next pointer, the Update call may cause a joystick removed event
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* and cause our joystick pointer to be freed
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@ -795,6 +801,9 @@ SDL_JoystickUpdate(void)
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SDL_updating_joystick = joystick;
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/* Make sure the list is unlocked while dispatching events to prevent application deadlocks */
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SDL_UnlockJoystickList();
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SDL_SYS_JoystickUpdate(joystick);
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if (joystick->force_recentering) {
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@ -816,6 +825,8 @@ SDL_JoystickUpdate(void)
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joystick->force_recentering = SDL_FALSE;
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}
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SDL_LockJoystickList();
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SDL_updating_joystick = NULL;
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/* If the joystick was closed while updating, free it here */
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@ -31,6 +31,9 @@ extern void SDL_JoystickQuit(void);
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extern int SDL_GameControllerInit(void);
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extern void SDL_GameControllerQuit(void);
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/* Locking for multi-threaded access to the joystick API */
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extern void SDL_LockJoystickList(void);
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extern void SDL_UnlockJoystickList(void);
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/* Internal event queueing functions */
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extern void SDL_PrivateJoystickAdded(int device_index);
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