[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 <crueter@eden-emu.dev> Co-authored-by: MaranBr <maranbr@outlook.com> Co-committed-by: MaranBr <maranbr@outlook.com>
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2 changed files with 15 additions and 5 deletions
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@ -924,10 +924,20 @@ void EmulatedController::SetButton(const Common::Input::CallbackStatus& callback
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lock.unlock();
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lock.unlock();
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if (!is_connected && !controller_connected[player_index]) {
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if (!is_connected) {
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if (player.connected) {
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if (npad_type == NpadStyleIndex::Handheld) {
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Connect();
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if (npad_id_type == NpadIdType::Handheld) {
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controller_connected[player_index] = true;
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Connect();
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controller_connected[player_index] = true;
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}
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} else if (npad_type != NpadStyleIndex::Handheld) {
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if (npad_id_type == NpadIdType::Player1) {
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Connect();
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controller_connected[player_index] = true;
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} else if (player.connected && !controller_connected[player_index]) {
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Connect();
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controller_connected[player_index] = true;
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}
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}
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}
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}
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}
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@ -589,7 +589,7 @@ private:
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std::array<VibrationValue, 2> last_vibration_value{DEFAULT_VIBRATION_VALUE,
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std::array<VibrationValue, 2> last_vibration_value{DEFAULT_VIBRATION_VALUE,
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DEFAULT_VIBRATION_VALUE};
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DEFAULT_VIBRATION_VALUE};
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std::array<std::chrono::steady_clock::time_point, 2> last_vibration_timepoint{};
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std::array<std::chrono::steady_clock::time_point, 2> last_vibration_timepoint{};
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std::array<bool, HIDCore::available_controllers - 2> controller_connected{};
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std::array<bool, HIDCore::available_controllers> controller_connected{};
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// Temporary values to avoid doing changes while the controller is in configuring mode
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// Temporary values to avoid doing changes while the controller is in configuring mode
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NpadStyleIndex tmp_npad_type{NpadStyleIndex::None};
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NpadStyleIndex tmp_npad_type{NpadStyleIndex::None};
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