From 9c7ed0f59dd41ec0bbbfbc81678209ae60a36016 Mon Sep 17 00:00:00 2001 From: MaranBr Date: Fri, 17 Oct 2025 22:24:38 +0200 Subject: [PATCH] [hid_core] Fix a specific case where all controllers get disconnected by certain games (#2759) There's a bug in some games where all controllers get disconnected. This fixes those specific cases where controllers set to Handheld or Player 1 need to remain connected. Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/2759 Reviewed-by: crueter Co-authored-by: MaranBr Co-committed-by: MaranBr --- src/hid_core/frontend/emulated_controller.cpp | 18 ++++++++++++++---- src/hid_core/frontend/emulated_controller.h | 2 +- 2 files changed, 15 insertions(+), 5 deletions(-) diff --git a/src/hid_core/frontend/emulated_controller.cpp b/src/hid_core/frontend/emulated_controller.cpp index 37a892c37f..604414c470 100644 --- a/src/hid_core/frontend/emulated_controller.cpp +++ b/src/hid_core/frontend/emulated_controller.cpp @@ -924,10 +924,20 @@ void EmulatedController::SetButton(const Common::Input::CallbackStatus& callback lock.unlock(); - if (!is_connected && !controller_connected[player_index]) { - if (player.connected) { - Connect(); - controller_connected[player_index] = true; + if (!is_connected) { + if (npad_type == NpadStyleIndex::Handheld) { + if (npad_id_type == NpadIdType::Handheld) { + Connect(); + controller_connected[player_index] = true; + } + } else if (npad_type != NpadStyleIndex::Handheld) { + if (npad_id_type == NpadIdType::Player1) { + Connect(); + controller_connected[player_index] = true; + } else if (player.connected && !controller_connected[player_index]) { + Connect(); + controller_connected[player_index] = true; + } } } diff --git a/src/hid_core/frontend/emulated_controller.h b/src/hid_core/frontend/emulated_controller.h index 8e8293ff36..b8eafbae5c 100644 --- a/src/hid_core/frontend/emulated_controller.h +++ b/src/hid_core/frontend/emulated_controller.h @@ -589,7 +589,7 @@ private: std::array last_vibration_value{DEFAULT_VIBRATION_VALUE, DEFAULT_VIBRATION_VALUE}; std::array last_vibration_timepoint{}; - std::array controller_connected{}; + std::array controller_connected{}; // Temporary values to avoid doing changes while the controller is in configuring mode NpadStyleIndex tmp_npad_type{NpadStyleIndex::None};