Recover DreamLink hardware after load state

This commit is contained in:
James Smith 2025-07-08 18:24:27 -06:00
parent d3a46a1e33
commit 1207f988e0
3 changed files with 21 additions and 12 deletions

View File

@ -2500,7 +2500,7 @@ struct DreamLinkPurupuru : public maple_sega_purupuru
static std::list<std::shared_ptr<DreamLinkVmu>> dreamLinkVmus[2];
static std::list<std::shared_ptr<DreamLinkPurupuru>> dreamLinkPurupurus;
void createDreamLinkDevices(std::shared_ptr<DreamLink> dreamlink, bool gameStart)
void createDreamLinkDevices(std::shared_ptr<DreamLink> dreamlink, bool gameStart, bool stateLoaded)
{
const int bus = dreamlink->getBus();
@ -2522,7 +2522,7 @@ void createDreamLinkDevices(std::shared_ptr<DreamLink> dreamlink, bool gameStart
}
}
if (gameStart || !vmuFound)
if (gameStart || stateLoaded || !vmuFound)
{
if (!vmu)
{
@ -2531,6 +2531,13 @@ void createDreamLinkDevices(std::shared_ptr<DreamLink> dreamlink, bool gameStart
vmu->Setup(bus, i);
if (stateLoaded && vmu->useRealVmuMemory)
{
// Disconnect from real VMU memory when a state is loaded
vmu->useRealVmuMemory = false;
os_notify("WARNING: Disconnected from physical VMU memory due to load state", 6000);
}
if (!vmuFound && dev && dev->get_device_type() == MDT_SegaVMU && !vmu->useRealVmuMemory) {
// Only copy data from virtual VMU if Physical VMU Only is disabled
vmu->copyIn(std::static_pointer_cast<maple_sega_vmu>(dev));

View File

@ -46,7 +46,7 @@
#include <setupapi.h>
#endif
void createDreamLinkDevices(std::shared_ptr<DreamLink> dreamlink, bool gameStart);
void createDreamLinkDevices(std::shared_ptr<DreamLink> dreamlink, bool gameStart, bool stateLoaded);
void tearDownDreamLinkDevices(std::shared_ptr<DreamLink> dreamlink);
bool DreamLinkGamepad::isDreamcastController(int deviceIndex)
@ -146,21 +146,22 @@ void DreamLinkGamepad::registered()
dreamlink->connect();
// Create DreamLink Maple Devices here just in case game is already running
createDreamLinkDevices(dreamlink, false);
createDreamLinkDevices(dreamlink, false, false);
}
}
void DreamLinkGamepad::handleEvent(Event event, void *arg)
{
DreamLinkGamepad *gamepad = static_cast<DreamLinkGamepad*>(arg);
if (gamepad->dreamlink != nullptr && event != Event::Terminate) {
createDreamLinkDevices(gamepad->dreamlink, event == Event::Start);
if (gamepad->dreamlink != nullptr)
{
if (event != Event::Terminate) {
createDreamLinkDevices(gamepad->dreamlink, event == Event::Start, event == Event::LoadState);
}
else {
gamepad->dreamlink->gameTermination();
}
}
if (gamepad->dreamlink != nullptr && event == Event::Terminate)
{
gamepad->dreamlink->gameTermination();
}
}
void DreamLinkGamepad::resetMappingToDefault(bool arcade, bool gamepad) {

View File

@ -937,7 +937,8 @@ void gui_settings_controls(bool& maple_devices_changed)
{
DisabledScope scope(game_started);
OptionCheckbox("Use Physical VMU Memory", config::UsePhysicalVmuMemory,
"Enables direct read/write access to physical VMU memory via DreamPicoPort/DreamConn.");
"Enables direct read/write access to physical VMU memory via DreamPicoPort/DreamConn. "
"This is not compatible with load state.");
}
#endif