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Author SHA1 Message Date
Schuay
7f0e82fe48 fix/sdl3-gamepad-bugs (#19)
Four SDL3 gamepad fixes, all affecting real users with Switch controllers.

**Crash on reconnect / broken motion** — `GetFeaturesFlag()` was calling `SDL_DestroyProperties()` on properties owned by SDL internally, causing a use-after-free. This breaks gyro after the first read and crashes on reconnect. Fix: just don't destroy them.

**Thread safety in `GetGamepads()`** — was locking the wrong objects and holding locks across `yield` boundaries, which is undefined behavior with `System.Threading.Lock`. Fix: snapshot IDs under `_lock`, iterate outside it.

**Rumble NPE on disconnect** — `UpdateRumble()` called `_gamepad.Rumble()` without a null check; throws if the controller disconnects mid-update. Fix: `_gamepad?.Rumble(...)`.

**Linux: HIDAPI conflicts with `hid_nintendo`** — when the `hid_nintendo` kernel module is loaded, it provides evdev nodes for both the gamepad and IMU that SDL3's evdev backend correctly combines. HIDAPI conflicts with it, breaking gyro and wireless hotplug. Fix: detect `/sys/module/hid_nintendo` at startup and disable HIDAPI for Switch controllers automatically. Overridable via `SDL_JOYSTICK_HIDAPI_SWITCH=1`.

Tested with an 8BitDo Ultimate Bluetooth Controller on Linux.

Co-authored-by: schuay <36006+schuay@users.noreply.github.com>
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/19
2026-04-18 13:54:25 +00:00
Max
69c22a744e [HID] Updated SDL3 package from 2025.920.0 -> 2026.320.0 (#9)
Should provide support for Nintendo Switch 2 controllers, new Steam hardware (controller, frame), and potentially [Switch as a gamepad via hekate](https://github.com/CTCaer/hekate/blob/master/bdk/usb/usb_gadget_hid.c).

Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/9
2026-04-17 23:56:15 +00:00
5 changed files with 21 additions and 21 deletions

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@@ -16,7 +16,7 @@
<PackageVersion Include="Projektanker.Icons.Avalonia" Version="9.6.2" />
<PackageVersion Include="Projektanker.Icons.Avalonia.FontAwesome" Version="9.6.2" />
<PackageVersion Include="Projektanker.Icons.Avalonia.MaterialDesign" Version="9.6.2" />
<PackageVersion Include="ppy.SDL3-CS" Version="2025.920.0" />
<PackageVersion Include="ppy.SDL3-CS" Version="2026.320.0" />
<PackageVersion Include="CommandLineParser" Version="2.9.1" />
<PackageVersion Include="CommunityToolkit.Mvvm" Version="8.4.0" />
<PackageVersion Include="Concentus" Version="2.2.2" />

View File

@@ -151,7 +151,9 @@ namespace Ryujinx.Input.SDL3
result |= GamepadFeaturesFlag.Led;
}
SDL_UnlockProperties(propID);
SDL_DestroyProperties(propID);
// NOTE: Do not call SDL_DestroyProperties here. These properties are owned
// internally by SDL and are freed when SDL_CloseGamepad is called (in Dispose).
return result;
}

View File

@@ -331,28 +331,18 @@ namespace Ryujinx.Input.SDL3
public IEnumerable<IGamepad> GetGamepads()
{
lock (_gamepadsIds)
string[] ids;
lock (_lock)
{
foreach (var gamepad in _gamepadsIds)
{
yield return GetGamepad(gamepad.Value);
}
ids = _gamepadsIds.Values
.Concat(_joyConsIds.Values)
.Concat(_linkedJoyConsIds.Values)
.ToArray();
}
lock (_joyConsIds)
foreach (string id in ids)
{
foreach (var gamepad in _joyConsIds)
{
yield return GetGamepad(gamepad.Value);
}
}
lock (_linkedJoyConsIds)
{
foreach (var gamepad in _linkedJoyConsIds)
{
yield return GetGamepad(gamepad.Value);
}
yield return GetGamepad(id);
}
}
}

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@@ -563,7 +563,7 @@ namespace Ryujinx.Input.HLE
float low = Math.Min(1f, (float)((rightVibrationValue.AmplitudeLow * 0.85 + rightVibrationValue.AmplitudeHigh * 0.15) * controllerConfig.Rumble.StrongRumble));
float high = Math.Min(1f, (float)((leftVibrationValue.AmplitudeLow * 0.15 + leftVibrationValue.AmplitudeHigh * 0.85) * controllerConfig.Rumble.WeakRumble));
_gamepad.Rumble(low, high, uint.MaxValue);
_gamepad?.Rumble(low, high, uint.MaxValue);
Logger.Debug?.Print(LogClass.Hid, $"Effect for {controllerConfig.PlayerIndex} " +
$"L.low.amp={leftVibrationValue.AmplitudeLow}, " +

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@@ -61,6 +61,14 @@ namespace Ryujinx.SDL3.Common
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1");
SDL_SetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, "1");
// When hid_nintendo is loaded, it creates separate evdev devices for the gamepad
// and IMU which SDL3's evdev backend combines via UNIQ matching. Using HIDAPI
// instead conflicts with the kernel driver and breaks motion and hotplug.
if (OperatingSystem.IsLinux() && Directory.Exists("/sys/module/hid_nintendo"))
{
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH, "0");
}
// NOTE: As of SDL3 2.24.0, joycons are combined by default but the motion source only come from one of them.
// We disable this behavior for now.
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS, "0");