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Fixed bug 4391 - hid_enumerate() sometimes causes game to freeze for a few seconds
Daniel Gibson Even though my game (dhewm3) doesn't use SDL_INIT_JOYSTICK, SDL_PumpEvent() calls SDL_JoystickUpdate() which ends up calling hid_enumerate() every three seconds, and sometimes on my Win7 box hid_enumerate() takes about 5 seconds, which causes the whole game to freeze for that time.
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@ -101,6 +101,15 @@ SDL_MostSignificantBitIndex32(Uint32 x)
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#endif
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}
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SDL_FORCE_INLINE SDL_bool
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SDL_HasExactlyOneBitSet32(Uint32 x)
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{
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if (x && !(x & (x - 1))) {
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return SDL_TRUE;
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}
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return SDL_FALSE;
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}
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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@ -348,6 +348,12 @@ SDL_WasInit(Uint32 flags)
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int num_subsystems = SDL_arraysize(SDL_SubsystemRefCount);
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Uint32 initialized = 0;
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/* Fast path for checking one flag */
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if (SDL_HasExactlyOneBitSet32(flags)) {
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int subsystem_index = SDL_MostSignificantBitIndex32(flags);
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return SDL_SubsystemRefCount[subsystem_index] ? flags : 0;
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}
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if (!flags) {
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flags = SDL_INIT_EVERYTHING;
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}
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@ -1016,6 +1016,10 @@ SDL_JoystickUpdate(void)
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int i;
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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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}
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SDL_LockJoysticks();
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if (SDL_updating_joystick) {
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@ -505,6 +505,10 @@ SDL_SensorUpdate(void)
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int i;
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SDL_Sensor *sensor;
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if (!SDL_WasInit(SDL_INIT_SENSOR)) {
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return;
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}
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SDL_LockSensors();
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if (SDL_updating_sensor) {
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