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Mark gamepads as invalid if they can't be opened
Fixes https://github.com/libsdl-org/SDL/issues/13129
(cherry picked from commit 4b0f48c4cf)
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@@ -2754,6 +2754,7 @@ SDL_Gamepad *SDL_OpenGamepad(SDL_JoystickID instance_id)
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gamepad->joystick = SDL_OpenJoystick(instance_id);
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if (!gamepad->joystick) {
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SDL_SetObjectValid(gamepad, SDL_OBJECT_TYPE_GAMEPAD, false);
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SDL_free(gamepad);
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SDL_UnlockJoysticks();
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return NULL;
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@@ -2762,6 +2763,7 @@ SDL_Gamepad *SDL_OpenGamepad(SDL_JoystickID instance_id)
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if (gamepad->joystick->naxes) {
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gamepad->last_match_axis = (SDL_GamepadBinding **)SDL_calloc(gamepad->joystick->naxes, sizeof(*gamepad->last_match_axis));
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if (!gamepad->last_match_axis) {
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SDL_SetObjectValid(gamepad, SDL_OBJECT_TYPE_GAMEPAD, false);
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SDL_CloseJoystick(gamepad->joystick);
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SDL_free(gamepad);
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SDL_UnlockJoysticks();
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@@ -2771,6 +2773,7 @@ SDL_Gamepad *SDL_OpenGamepad(SDL_JoystickID instance_id)
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if (gamepad->joystick->nhats) {
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gamepad->last_hat_mask = (Uint8 *)SDL_calloc(gamepad->joystick->nhats, sizeof(*gamepad->last_hat_mask));
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if (!gamepad->last_hat_mask) {
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SDL_SetObjectValid(gamepad, SDL_OBJECT_TYPE_GAMEPAD, false);
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SDL_CloseJoystick(gamepad->joystick);
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SDL_free(gamepad->last_match_axis);
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SDL_free(gamepad);
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