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FIX for SDL-4927: CFRetain+CFRelease a game controller's IOKit object
This fixes a crash whereby SDL could crash on macOS/Darwin, if and when a USB game controller gets unplugged. SDL was not retaining a reference to the controller's OS/IOKit-provided 'device object', and was capable of trying to use it, after a device was hot-unplugged.
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@ -128,6 +128,7 @@ FreeDevice(recDevice *removeDevice)
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if (removeDevice) {
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if (removeDevice->deviceRef) {
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IOHIDDeviceUnscheduleFromRunLoop(removeDevice->deviceRef, CFRunLoopGetCurrent(), SDL_JOYSTICK_RUNLOOP_MODE);
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CFRelease(removeDevice->deviceRef);
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removeDevice->deviceRef = NULL;
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}
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@ -206,7 +207,11 @@ JoystickDeviceWasRemovedCallback(void *ctx, IOReturn result, void *sender)
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{
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recDevice *device = (recDevice *) ctx;
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device->removed = SDL_TRUE;
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device->deviceRef = NULL; // deviceRef was invalidated due to the remove
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if (device->deviceRef) {
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// deviceRef was invalidated due to the remove
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CFRelease(device->deviceRef);
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device->deviceRef = NULL;
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}
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if (device->ffeffect_ref) {
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FFDeviceReleaseEffect(device->ffdevice, device->ffeffect_ref);
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device->ffeffect_ref = NULL;
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@ -428,6 +433,15 @@ GetDeviceInfo(IOHIDDeviceRef hidDevice, recDevice *pDevice)
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return SDL_FALSE; /* Filter device list to non-keyboard/mouse stuff */
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}
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/* Make sure we retain the use of the IOKit-provided device-object,
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lest the device get disconnected and we try to use it. (Fixes
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SDL-Bugzilla #4961, aka. https://bugzilla.libsdl.org/show_bug.cgi?id=4961 )
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*/
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CFRetain(hidDevice);
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/* Now that we've CFRetain'ed the device-object (for our use), we'll
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save the reference to it.
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*/
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pDevice->deviceRef = hidDevice;
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refCF = IOHIDDeviceGetProperty(hidDevice, CFSTR(kIOHIDVendorIDKey));
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@ -546,12 +560,12 @@ JoystickDeviceWasAddedCallback(void *ctx, IOReturn res, void *sender, IOHIDDevic
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}
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if (!GetDeviceInfo(ioHIDDeviceObject, device)) {
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SDL_free(device);
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FreeDevice(device);
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return; /* not a device we care about, probably. */
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}
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if (SDL_ShouldIgnoreJoystick(device->product, device->guid)) {
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SDL_free(device);
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FreeDevice(device);
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return;
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}
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