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	Hold the joystick lock while opening the HID device on non-Android platforms
On Windows the main thread can be enumerating DirectInput devices while the Windows.Gaming.Input thread is calling back with a new controller available, and in this case HIDAPI_IsDevicePresent() returned false since the controller initialization hadn't completed yet, creating a duplicate controller. Fixes https://github.com/libsdl-org/SDL/issues/7304 (cherry picked from commit ece8a7bb8e2dae9cb53115980cea9ef1213a0160)
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			@ -380,44 +380,65 @@ static void HIDAPI_SetupDeviceDriver(SDL_HIDAPI_Device *device, SDL_bool *remove
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    if (HIDAPI_GetDeviceDriver(device)) {
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        /* We might have a device driver for this device, try opening it and see */
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        if (device->num_children == 0) {
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            SDL_hid_device *dev;
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            /* Wait a little bit for the device to initialize */
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            SDL_Delay(10);
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#ifdef __ANDROID__
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            /* On Android we need to leave joysticks unlocked because it calls
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             * out to the main thread for permissions and the main thread can
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             * be in the process of handling controller input.
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             *
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             * See https://github.com/libsdl-org/SDL/issues/6347 for details
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             */
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            int lock_count = 0;
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            SDL_HIDAPI_Device *curr;
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            SDL_hid_device *dev;
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            char *path = SDL_strdup(device->path);
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            {
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                SDL_HIDAPI_Device *curr;
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                int lock_count = 0;
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                char *path = SDL_strdup(device->path);
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            /* Wait a little bit for the device to initialize */
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            SDL_Delay(10);
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                /* Wait a little bit for the device to initialize */
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                SDL_Delay(10);
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            SDL_AssertJoysticksLocked();
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            while (SDL_JoysticksLocked()) {
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                ++lock_count;
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                SDL_UnlockJoysticks();
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            }
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            dev = SDL_hid_open_path(path, 0);
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            while (lock_count > 0) {
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                --lock_count;
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                SDL_LockJoysticks();
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            }
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            SDL_free(path);
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            /* Make sure the device didn't get removed while opening the HID path */
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            for (curr = SDL_HIDAPI_devices; curr && curr != device; curr = curr->next) {
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            }
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            if (curr == NULL) {
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                *removed = SDL_TRUE;
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                if (dev) {
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                    SDL_hid_close(dev);
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                SDL_AssertJoysticksLocked();
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                while (SDL_JoysticksLocked()) {
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                    ++lock_count;
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                    SDL_UnlockJoysticks();
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                }
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                dev = SDL_hid_open_path(path, 0);
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                while (lock_count > 0) {
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                    --lock_count;
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                    SDL_LockJoysticks();
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                }
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                SDL_free(path);
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                /* Make sure the device didn't get removed while opening the HID path */
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                for (curr = SDL_HIDAPI_devices; curr && curr != device; curr = curr->next) {
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                    continue;
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                }
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                if (curr == NULL) {
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                    *removed = SDL_TRUE;
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                    if (dev) {
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                        SDL_hid_close(dev);
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                    }
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                    return;
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                }
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                return;
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            }
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#else
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            /* On other platforms we want to keep the lock so other threads wait for
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             * us to finish opening the controller before checking to see whether the
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             * HIDAPI driver is handling the device.
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             *
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             * On Windows, for example, the main thread can be enumerating DirectInput
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             * devices while the Windows.Gaming.Input thread is calling back with a new
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             * controller available.
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             *
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             * See https://github.com/libsdl-org/SDL/issues/7304 for details.
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             */
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            dev = SDL_hid_open_path(device->path, 0);
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#endif
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            if (dev == NULL) {
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                SDL_LogDebug(SDL_LOG_CATEGORY_INPUT,
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