GaryOderNichts / Bloopair

Allows connecting controllers from other consoles like native Wii U Pro Controllers on the Wii U
GNU General Public License v2.0
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Any Wiimotes connected while launching Bloopair crash and get "stuck" in controller slot #28

Closed vaguerant closed 2 years ago

vaguerant commented 2 years ago

If a Wiimote is currently turned on and connected to the Wii U at the time of Bloopair running (tested on v0.3.0), the controller remains powered on but is not able to trigger any input. The controller slot is also considered to be "in use" by the Wii U, so any other controllers are relegated to the remaining slots. This state continues even if the Wiimote is powered off, and re-connecting the same Wiimote likewise results in it being assigned a higher slot, with the original slot still reserved for the crashed "ghost" Wiimote.

The Wiimote I have tested this on is a Wii Remote Plus, with built-in MotionPlus support. I do not own a Wii U Pro Controller in order to test whether the same behavior occurs there.

My suggested fix is for Bloopair to disconnect all controllers before it starts performing any other functions, preventing whatever is triggering this issue. In addition to avoiding the issue, this seems like the ideal behavior, as it allows the user to easily set their preferred controller order only after all controllers are available.