fix: preserve PortMaster controller mappings through Weston
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4 changed files with 57 additions and 20 deletions
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@ -154,12 +154,18 @@ The device-verified Godot mapping is:
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`scripts/portmaster/NETfishing.sh` must replace the incompatible SDL2 entry
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with the Godot entry when that SDL2 GUID is selected. Do not append the two
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entries with a newline. WestonPack reconstructs the wrapped game command
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through a shell, so values passed in that command can be split into unintended
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commands. Controller names may legally contain spaces, which caused this
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failure with the `GO-Super Gamepad` mapping. Export the single selected
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`SDL_GAMECONTROLLERCONFIG` value through the outer `env` invocation, before
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`westonwrap.sh`, so Weston and the game inherit it without tokenizing the
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mapping text.
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through a shell, so raw mapping values passed in that command can be split into
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unintended commands. Controller names may legally contain spaces, which caused
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this failure with the `GO-Super Gamepad` mapping. The outer Weston environment
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also does not reliably preserve the corrected muOS mapping for the game.
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Write the exact selected mapping to `conf/cache/controller_mapping.txt` before
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starting Weston. Weston must launch `launch-netfishing.sh`, which reads that
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file, exports `SDL_GAMECONTROLLERCONFIG`, and immediately replaces itself with
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the game process. This applies the mapping at the same point as the working
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0.10.1 launcher without passing its raw text through WestonPack's command
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reconstruction. Do not move the mapping back to either side of
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`westonwrap.sh`.
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Legacy GPTOKEYB builds can load their compiled default keyboard map when no
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`-c` file is supplied. That map translates face buttons, D-pad directions, and
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