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Controller hot-reconnection broken #7952
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Can confirm this. I first started experiencing this a few days ago with Elden Ring. I've tested it with both Elden Ring and Dark Souls III, and both games the controller does not reconenct to the game if I'm using Proton Experimental, but does if I'm on 9.0-2. Another thing to note is that the controller touchpad continues to work like a mouse in-game, but all other controls stop working until the game is restarted. |
I can also confirm this in multiple games. Did this ever work? I don't recall if it ever did. (edit) I just ran a test on some random games to see if my controller (DS4) reconnected on any of them; all negative.
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I can also collaborate with my findings. This is a very recent regression in Experimental as a few weeks ago this was a non-issue. No games are able to reconnect gamepads and controllers on my end as well. I'm planning on looking through commits to see if I can spot the breaking change. |
@abc-mikey Yes this worked fine just last month. See my original comment, reverting from proton experimental back to 9.0-2 fixes the behavior |
This is an issue for me now on as well. I’m on a fresh install of Linux Mint 22 xfce edition. This was not an issue in the past for me when running the same version of proton-GE-11 and Steam beta client on Linux Mint 21.3 xfce. Tested multiple usb ports and multiple games. |
yep. issue on my end too, both experemental and GE versions of proton affected to this, switching back to stable 9.0.2 fixes this |
If it's also affecting GE versions, can someone see when's the last GE 9 version that it worked for? Since GE is built off of experimental, this can help narrow down the commit as well |
Latest working GE version is 9-10. 9-11 pulled in latest upstream proton according to the release notes and does not work. The last upstream proton merge in GE before that was 9-6, so it would have been introduced sometime between those two release dates. GE 9-10 worked and 9-11 did not when I tried it |
Maybe helpful bit of an update, running a game with
and seems to think the device is already enabled. This error is absent from the logs with Proton 9.0-2. Maybe proton/wine is not properly destroying the input device in memory when the controller disconnects?? This may be entirely baseless, but something's pulling me to this commit from wine, made on July 3rd and pulled into experimental on July 18th (687a81ed). From my error log message, my device matches VID and PID hex codes of a conditional that was moved around Maybe that's irrelevant, but could be a good place to start for someone more familiar with the codebase 🤷 |
I have same issue with Super Bit Blaster XL, which is a native Linux game, not using any version of Proton. Strange. |
Then your issue isn't related to Proton @guoyunhe as your issue persists outside of an application running Proton. Your issue looks like a hardware/software issue for your controller. Try |
The controller works fine with some non-Steam games and emulators. I am still investigating... |
I've had this issue for a while now when playing BeamNG.drive via Proton with my Xbox 360 controller: If it disconnects (idle, low battery, whatever), the game doesn't recognize it anymore once it's connected again. Have to restart the whole game so it works again. Weird thing is: I've already had this problem in the past (end of 2023 I think), then it disappeared, then it reappeared again a while ago. |
@Kirschi94 There was a very similar bug in steam for linux back in 2023, could have been that |
Oh yeah, pretty sure that was that Update on my end btw: Hot-reconnection for my 360 controller seems fixed, at least in BeamNG.drive it works again |
Controller hot-connection does not work at all for me in "Dragon Quest Monsters: The Dark Prince". If I start the game with my gamepad off and then turn the gamepad on, the gamepad does not work in the game at all. It only ever works if the gamepad was already on before starting the game. It continues to work perfectly in that case, but if it ever times out and I turn it back on, that also doesn't allow it to connect. Also, when trying to access the gamepad settings in the Steam overlay (shift+tab, then clicking the gamepad icon), the overlay instantly disappears. I can't view the gamepad settings at all. After I've clicked the gamepad settings, opening the overlay shows it for 1 frame and then it instantly starts to fade out and go back to the game. This can be repeated many times if I spam shift+tab. |
I saw that this wine bug report was addressed in the latest release of wine: https://bugs.winehq.org/show_bug.cgi?id=57158 I'm guessing that once Proton has the latest changes from wine including the fix in that report, this issue may be resolved. |
Thanks for sharing the bug report.
I see the issue was fixed by a merge in wine a week ago.
For me it corresponds to when proton started to work correctly so the change should be already present in Proton.
### To be clear:
Now Proton removes the controller correctly once disconnected and recreates it when connecting again.
Whereas, before, Proton didn't reacted to the controller disconnection event and it showed as if it was still connected and upon connecting again it created a new device.
This was the issue that OP referred to as I've seen some other commments mentioning problems that are not related.
I'd say this issue could be closed.
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Subject: Re: [ValveSoftware/Proton] Controller hot-reconnection broken (Issue #7952)
I saw that this wine bug report was addressed in the latest release of wine: https://bugs.winehq.org/show_bug.cgi?id=57158
I'm guessing that once Proton has the latest changes from wine including the fix in that report, this issue may be resolved.
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I disagree. The issue still happens for me and Proton doesn't immediately take all changes from wine, as far as I know. Like @kisak-valve tagged, this needs a re-test after the change is actually in Proton. Edit: I just tested with Proton-Experimental, and the issue still happens here, so this definitely should not be closed. |
The commit that triggered the regression in Wine does not appear to be included in the Proton fork, so it is quite likely that the fix there will not fix this here, even if the issue seems very similar indeed. |
Still an Issue for me |
Is Valve working on resolving this issue soon? |
Same issue in Proton 9.0.4 (9.0.2 is not available anymore in the drop-down menu) Using proton 8.x.x fixed it for me (Tested in It Takes Two) |
I wonder if this is actually a With vanilla Wine, I saw a similar issue happening for me again a while ago, when I had built For binary distributions I'd imagine that support to be always included, so most users would probably be affected. Perhaps a long-ish-shot, but it's something to consider, I maybe guess. |
Happy New Year everyone, issue is still there Did a whole bunch of tests on this subject, easilly reproducable and consinstent on my end Test enviromentFedora 41, Gnome 47, Wayland Now im thinking that the culprit to this issue is a SteamInput system, to be precise interaction of the Proton and SteamInput Affected Proton versions: stable 9.0.4 (stable 9.0.2 did worked correctly when it was available), Experemental, all builds after GEProton 9-9 (version 9-10 did not work for me as someone stated above) Steps to reproduce:
Dead Space RemakeLatest stable version Proton 9.0.4 Latest stable working version 8.0.5 Affected Proton builds: Baldur's Gate 3Latest working builds: Latest affected stable 9.0.4: Baldurs_proton-9.0.4c_XboxGamepad_OK_SteamInputDisabled.log Affected GE versions after GE9-9: |
did a quick small test afterwards, installed steam anew from the rpm package (without flatpak whatsoever) |
Sometime in the last month is when I first started observing this issue. A controller re-connection mid-game will not reconnect to the game until the game itself is restarted. The controller is still able to access and navigate steam Big Picture overlay upon re-connection, so it is definitely connected and inputs are being read/received. This is happening on both steam flatpak and natively on openSUSE Tumbleweed, playing over a streaming client (Moonlight) or with a controller connected directly to the host makes no difference. I first noticed this issue while using Proton experimental a few weeks ago. I believe the issue to be within Proton, as reverting from proton experimental back to 9.0-2 fixes the behavior. This happens on all games from what I can tell.
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