Recover DreamLink hardware after load state
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d3a46a1e33
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@ -2500,7 +2500,7 @@ struct DreamLinkPurupuru : public maple_sega_purupuru
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static std::list<std::shared_ptr<DreamLinkVmu>> dreamLinkVmus[2];
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static std::list<std::shared_ptr<DreamLinkPurupuru>> dreamLinkPurupurus;
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void createDreamLinkDevices(std::shared_ptr<DreamLink> dreamlink, bool gameStart)
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void createDreamLinkDevices(std::shared_ptr<DreamLink> dreamlink, bool gameStart, bool stateLoaded)
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{
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const int bus = dreamlink->getBus();
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@ -2522,7 +2522,7 @@ void createDreamLinkDevices(std::shared_ptr<DreamLink> dreamlink, bool gameStart
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}
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}
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if (gameStart || !vmuFound)
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if (gameStart || stateLoaded || !vmuFound)
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{
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if (!vmu)
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{
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@ -2531,6 +2531,13 @@ void createDreamLinkDevices(std::shared_ptr<DreamLink> dreamlink, bool gameStart
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vmu->Setup(bus, i);
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if (stateLoaded && vmu->useRealVmuMemory)
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{
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// Disconnect from real VMU memory when a state is loaded
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vmu->useRealVmuMemory = false;
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os_notify("WARNING: Disconnected from physical VMU memory due to load state", 6000);
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}
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if (!vmuFound && dev && dev->get_device_type() == MDT_SegaVMU && !vmu->useRealVmuMemory) {
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// Only copy data from virtual VMU if Physical VMU Only is disabled
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vmu->copyIn(std::static_pointer_cast<maple_sega_vmu>(dev));
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@ -46,7 +46,7 @@
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#include <setupapi.h>
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#endif
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void createDreamLinkDevices(std::shared_ptr<DreamLink> dreamlink, bool gameStart);
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void createDreamLinkDevices(std::shared_ptr<DreamLink> dreamlink, bool gameStart, bool stateLoaded);
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void tearDownDreamLinkDevices(std::shared_ptr<DreamLink> dreamlink);
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bool DreamLinkGamepad::isDreamcastController(int deviceIndex)
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@ -146,21 +146,22 @@ void DreamLinkGamepad::registered()
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dreamlink->connect();
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// Create DreamLink Maple Devices here just in case game is already running
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createDreamLinkDevices(dreamlink, false);
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createDreamLinkDevices(dreamlink, false, false);
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}
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}
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void DreamLinkGamepad::handleEvent(Event event, void *arg)
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{
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DreamLinkGamepad *gamepad = static_cast<DreamLinkGamepad*>(arg);
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if (gamepad->dreamlink != nullptr && event != Event::Terminate) {
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createDreamLinkDevices(gamepad->dreamlink, event == Event::Start);
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if (gamepad->dreamlink != nullptr)
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{
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if (event != Event::Terminate) {
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createDreamLinkDevices(gamepad->dreamlink, event == Event::Start, event == Event::LoadState);
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}
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else {
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gamepad->dreamlink->gameTermination();
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}
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}
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if (gamepad->dreamlink != nullptr && event == Event::Terminate)
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{
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gamepad->dreamlink->gameTermination();
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}
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}
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void DreamLinkGamepad::resetMappingToDefault(bool arcade, bool gamepad) {
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@ -937,7 +937,8 @@ void gui_settings_controls(bool& maple_devices_changed)
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{
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DisabledScope scope(game_started);
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OptionCheckbox("Use Physical VMU Memory", config::UsePhysicalVmuMemory,
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"Enables direct read/write access to physical VMU memory via DreamPicoPort/DreamConn.");
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"Enables direct read/write access to physical VMU memory via DreamPicoPort/DreamConn. "
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"This is not compatible with load state.");
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}
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#endif
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