SDL: Update game controller database on launch

- Downloads updated gamecontrollerdb.txt file on launch, only updates when a new file is available. This keeps the database updated between SDL releases.

(cherry picked from commit 0657b00622)
This commit is contained in:
KeatonTheBot
2026-08-12 13:57:33 -05:00
parent 88cef7e853
commit b0eb271b5b
+38 -1
View File
@@ -5,6 +5,7 @@ using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.IO;
using System.Net.Http;
using System.Threading;
using static SDL.SDL3;
@@ -43,6 +44,9 @@ namespace Ryujinx.SDL3.Common
private SDL3Driver() { }
private static readonly HttpClient _httpClient = new();
private const string GamepadDbUrl = "https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt";
public void Initialize()
{
lock (_lock)
@@ -97,8 +101,10 @@ namespace Ryujinx.SDL3.Common
SDL_SetEventEnabled((uint)SDL_EventType.SDL_EVENT_GAMEPAD_SENSOR_UPDATE, false);
string gamepadDbPath = Path.Combine(AppDataManager.BaseDirPath, "SDL_GameControllerDB.txt");
string gamepadDbPath = Path.Combine(AppDataManager.BaseDirPath, "gamecontrollerdb.txt");
UpdateGamepadDb(gamepadDbPath);
if (File.Exists(gamepadDbPath))
{
SDL_AddGamepadMappingsFromFile(gamepadDbPath);
@@ -111,6 +117,37 @@ namespace Ryujinx.SDL3.Common
}
}
private static void UpdateGamepadDb(string gamepadDbPath)
{
try
{
byte[] remoteBytes = _httpClient.GetByteArrayAsync(GamepadDbUrl).GetAwaiter().GetResult();
bool shouldWrite = true;
if (File.Exists(gamepadDbPath))
{
byte[] localBytes = File.ReadAllBytes(gamepadDbPath);
if (localBytes.AsSpan().SequenceEqual(remoteBytes))
{
shouldWrite = false;
}
}
if (shouldWrite)
{
File.WriteAllBytes(gamepadDbPath ?? "", remoteBytes);
Logger.Info?.Print(LogClass.Application, "Updated gamepad database.");
}
}
catch (Exception ex)
{
Logger.Warning?.Print(LogClass.Application, $"Failed to check/download gamepad database, using existing local copy if present: {ex.Message}");
}
}
public bool RegisterWindow(SDL_WindowID windowId, Action<SDL_Event> windowEventHandler)
{
return _registeredWindowHandlers.TryAdd(windowId, windowEventHandler);