Jake Breen
When I run SDL_INIT with SDL_INIT_JOYSTICK it stalls for about 10 seconds (last report was 10,615ms), but only if I'm currently playing audio. (Like in Spotify for example.)
querying something related to device access (last dll loaded)
'BabbysFirst64.exe' (Win32): Loaded 'C:\Windows\SysWOW64\deviceaccess.dll'.
I use a USB DAC because my mobo's audio out is pretty not great. And I've noticed unplugging it seems to solve the issue. I haven't noticed any other issues that are caused by my DAC.
My DAC is the Sound BlasterX G1 https://us.creative.com/p/gaming-headsets/sound-blasterx-g1
Vid = 041E
PID = 3249
My system specs:
- Windows 10 Pro
- Ryzen 2700x
- 16GB Ram
- Nvidia 2070 RTX
Additional USB devices plugged in:
- Valve Index
- Xbox One Elite Controller
There is now a thread that handles all HIDAPI rumble requests and a lock that guarantees that we're not reading and writing the device at the same time.
Using Wii U GameCube USB adapter with multiple controllers attached and
restarting SDL input in a game results in extra joysticks with NULL name.
HIDAPI_CleanupDeviceDriver() shut down joysticks by iterating through
device->num_joysticks but each HIDAPI_JoystickDisconnected() decreases
device->num_joysticks and shifts joysticks array down. Resulting in only
half of controllers being shutdown. It worked with only 1 controller
attached though.
Disconnect HIDAPI device joystick 0 until there are none left.
Added the functions SDL_JoystickFromPlayerIndex(), SDL_JoystickSetPlayerIndex(), SDL_GameControllerFromPlayerIndex(), and SDL_GameControllerSetPlayerIndex()
It causes the HIDAPI devices to always be opened on enumeration, which causes crashes in the Windows drivers when multiple applications are reading and writing at the same time. We can revisit this after 2.0.10 release.
The Nintendo USB GameCube adapter has four controller ports. Return
the port number as 0 to 3 from SDL_JoystickGetPlayerIndex() and
SDL_JoystickGetDevicePlayerIndex().
Note that a single USB device is responsible for all 4 joysticks, so a large
rewrite of the DeviceDriver functions was necessary to allow a single device to
produce multiple joysticks.
If we run into problems where these events aren't dispatched (initialized on a different thread than the main thread?) we may need to create a separate thread to handle device notifications like we do with the windows joystick subsystem.