Protect the game controller API the same way the joystick API is protected from multi-threaded access

This commit is contained in:
Sam Lantinga 2016-12-08 10:13:45 -08:00
parent 1b08f0c179
commit a525017139
3 changed files with 43 additions and 11 deletions

View file

@ -25,6 +25,7 @@
#include "SDL_events.h"
#include "SDL_assert.h"
#include "SDL_sysjoystick.h"
#include "SDL_joystick_c.h"
#include "SDL_hints.h"
#include "SDL_gamecontrollerdb.h"
@ -1086,12 +1087,15 @@ SDL_GameControllerOpen(int device_index)
return (NULL);
}
SDL_LockJoystickList();
gamecontrollerlist = SDL_gamecontrollers;
/* If the controller is already open, return it */
while (gamecontrollerlist) {
if (SDL_SYS_GetInstanceIdOfDeviceIndex(device_index) == gamecontrollerlist->joystick->instance_id) {
gamecontroller = gamecontrollerlist;
++gamecontroller->ref_count;
SDL_UnlockJoystickList();
return (gamecontroller);
}
gamecontrollerlist = gamecontrollerlist->next;
@ -1101,13 +1105,15 @@ SDL_GameControllerOpen(int device_index)
pSupportedController = SDL_PrivateGetControllerMapping(device_index);
if (!pSupportedController) {
SDL_SetError("Couldn't find mapping for device (%d)", device_index);
return (NULL);
SDL_UnlockJoystickList();
return NULL;
}
/* Create and initialize the joystick */
gamecontroller = (SDL_GameController *) SDL_malloc((sizeof *gamecontroller));
if (gamecontroller == NULL) {
SDL_OutOfMemory();
SDL_UnlockJoystickList();
return NULL;
}
@ -1115,6 +1121,7 @@ SDL_GameControllerOpen(int device_index)
gamecontroller->joystick = SDL_JoystickOpen(device_index);
if (!gamecontroller->joystick) {
SDL_free(gamecontroller);
SDL_UnlockJoystickList();
return NULL;
}
@ -1140,7 +1147,7 @@ SDL_GameControllerOpen(int device_index)
gamecontroller->next = SDL_gamecontrollers;
SDL_gamecontrollers = gamecontroller;
SDL_SYS_JoystickUpdate(gamecontroller->joystick);
SDL_UnlockJoystickList();
return (gamecontroller);
}
@ -1274,14 +1281,18 @@ SDL_Joystick *SDL_GameControllerGetJoystick(SDL_GameController * gamecontroller)
SDL_GameController *
SDL_GameControllerFromInstanceID(SDL_JoystickID joyid)
{
SDL_GameController *gamecontroller = SDL_gamecontrollers;
SDL_GameController *gamecontroller;
SDL_LockJoystickList();
gamecontroller = SDL_gamecontrollers;
while (gamecontroller) {
if (gamecontroller->joystick->instance_id == joyid) {
SDL_UnlockJoystickList();
return gamecontroller;
}
gamecontroller = gamecontroller->next;
}
SDL_UnlockJoystickList();
return NULL;
}
@ -1344,8 +1355,11 @@ SDL_GameControllerClose(SDL_GameController * gamecontroller)
if (!gamecontroller)
return;
SDL_LockJoystickList();
/* First decrement ref count */
if (--gamecontroller->ref_count > 0) {
SDL_UnlockJoystickList();
return;
}
@ -1361,7 +1375,6 @@ SDL_GameControllerClose(SDL_GameController * gamecontroller)
} else {
SDL_gamecontrollers = gamecontroller->next;
}
break;
}
gamecontrollerlistprev = gamecontrollerlist;
@ -1369,6 +1382,8 @@ SDL_GameControllerClose(SDL_GameController * gamecontroller)
}
SDL_free(gamecontroller);
SDL_UnlockJoystickList();
}
@ -1379,10 +1394,13 @@ void
SDL_GameControllerQuit(void)
{
ControllerMapping_t *pControllerMap;
SDL_LockJoystickList();
while (SDL_gamecontrollers) {
SDL_gamecontrollers->ref_count = 1;
SDL_GameControllerClose(SDL_gamecontrollers);
}
SDL_UnlockJoystickList();
while (s_pSupportedControllers) {
pControllerMap = s_pSupportedControllers;