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SDL: Update game controller database on launch (#177)
Expands upon existing custom SDL mappings functionality: b82e789d4f
Downloads an updated game controller database (gamecontrollerdb.txt) on launch, which only updates when a new file is available. This keeps the database updated between SDL releases.
Reviewed-on: https://git.ryujinx.app/projects/Ryubing/pulls/177
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@@ -4,6 +4,7 @@ using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.IO;
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using System.Net.Http;
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using System.Threading;
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using SDL;
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using static SDL.SDL3;
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@@ -43,6 +44,9 @@ namespace Ryujinx.SDL3.Common
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private SDL3Driver() { }
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private static readonly HttpClient _httpClient = new();
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private const string GamepadDbUrl = "https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt";
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public void Initialize()
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{
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lock (_lock)
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@@ -96,7 +100,9 @@ namespace Ryujinx.SDL3.Common
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SDL_SetEventEnabled((uint)SDL_EventType.SDL_EVENT_GAMEPAD_SENSOR_UPDATE, false);
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string gamepadDbPath = Path.Combine(AppDataManager.BaseDirPath, "SDL_GameControllerDB.txt");
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string gamepadDbPath = Path.Combine(AppDataManager.BaseDirPath, "gamecontrollerdb.txt");
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UpdateGamepadDb(gamepadDbPath);
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if (File.Exists(gamepadDbPath))
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{
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@@ -110,6 +116,37 @@ namespace Ryujinx.SDL3.Common
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}
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}
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private static void UpdateGamepadDb(string gamepadDbPath)
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{
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try
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{
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byte[] remoteBytes = _httpClient.GetByteArrayAsync(GamepadDbUrl).GetAwaiter().GetResult();
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bool shouldWrite = true;
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if (File.Exists(gamepadDbPath))
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{
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byte[] localBytes = File.ReadAllBytes(gamepadDbPath);
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if (localBytes.AsSpan().SequenceEqual(remoteBytes))
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{
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shouldWrite = false;
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}
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}
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if (shouldWrite)
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{
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File.WriteAllBytes(gamepadDbPath ?? "", remoteBytes);
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Logger.Info?.Print(LogClass.Application, "Updated gamepad database.");
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}
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}
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catch (Exception ex)
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{
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Logger.Warning?.Print(LogClass.Application, $"Failed to check/download gamepad database, using existing local copy if present: {ex.Message}");
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}
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}
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public bool RegisterWindow(SDL_WindowID windowId, Action<SDL_Event> windowEventHandler)
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{
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return _registeredWindowHandlers.TryAdd(windowId, windowEventHandler);
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