Recover DreamLink hardware after load state (#2003)
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d3a46a1e33
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@ -2153,9 +2153,6 @@ struct DreamLinkVmu : public maple_sega_vmu
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void OnSetup() override
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{
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// Update useRealVmuMemory in case config changed
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useRealVmuMemory = config::UsePhysicalVmuMemory;
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// All data must be re-read
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memset(mirroredBlocks, 0, sizeof(mirroredBlocks));
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@ -2500,7 +2497,7 @@ 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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@ -2522,13 +2519,28 @@ 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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vmu = std::make_shared<DreamLinkVmu>(dreamlink);
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}
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if (gameStart)
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{
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// Update useRealVmuMemory in case config changed
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vmu->useRealVmuMemory = config::UsePhysicalVmuMemory;
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}
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else if (stateLoaded)
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{
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if (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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}
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vmu->Setup(bus, i);
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if (!vmuFound && dev && dev->get_device_type() == MDT_SegaVMU && !vmu->useRealVmuMemory) {
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@ -2558,12 +2570,13 @@ void createDreamLinkDevices(std::shared_ptr<DreamLink> dreamlink, bool gameStart
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}
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}
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if (gameStart || !rumbleFound)
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if (gameStart || stateLoaded || !rumbleFound)
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{
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if (!rumble)
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{
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rumble = std::make_shared<DreamLinkPurupuru>(dreamlink);
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}
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rumble->Setup(bus, i);
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if (!rumbleFound) dreamLinkPurupurus.push_back(rumble);
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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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@ -23,6 +23,10 @@
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#include "vgamepad.h"
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#include "oslib/storage.h"
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#if defined(USE_SDL)
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#include "sdl/dreamlink.h" // For USE_DREAMCASTCONTROLLER
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#endif
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static float calcComboWidth(const char *biggestLabel) {
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return ImGui::CalcTextSize(biggestLabel).x + ImGui::GetStyle().FramePadding.x * 2.0f + ImGui::GetFrameHeight();
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}
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@ -937,7 +941,8 @@ 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 events.");
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}
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#endif
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