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Starred by 2 users

Issue metadata

Status: Duplicate
Merged: issue 442031
Owner: ----
Closed: Oct 2017
Components:
EstimatedDays: ----
NextAction: 2017-10-11
OS: Windows
Pri: 3
Type: Bug



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Gamepad API still recognizes non-gamepad devices

Reported by chrismr3...@gmail.com, Mar 6 2016

Issue description

UserAgent: Mozilla/5.0 (Windows NT 10.0; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/48.0.2564.116 Safari/537.36

Steps to reproduce the problem:
1. Visit http://html5gamepad.com/ 
2. Have a Blue Yeti microphone or any other device which chrome may incorrectly recognize as a gamepad connected
3. Connect an actual gamepad and press one of the buttons

What is the expected behavior?
For only the connected gamepad to be recognized as connected

What went wrong?
The gamepad and the yeti are displayed as connected, when the Blue Yeti isn't a gamepad at all. Not even windows sees it as such.

Did this work before? No 

Chrome version: 48.0.2564.116  Channel: n/a
OS Version: 10.0
Flash Version: Shockwave Flash 20.0 r0

Previous bug (https://bugs.chromium.org/p/chromium/issues/detail?id=442031) was stuck in triage for a year and closed. I am reopening this bug report with a new one.
 
UK5pY4n.png
92.0 KB View Download
Labels: TE-Hardware-Dependency
Components: IO>Gamepad
Any word on someone trying to repro this? This doesn't only happen with the Yeti microphone.

Comment 4 by scheib@chromium.org, Apr 20 2017

chrismr3000@gmail.com, if you know another device that triggers this please list it.
Components: -IO>Gamepad Blink>GamepadAPI

Comment 6 by scheib@chromium.org, Sep 13 2017

chrismr3000@gmail.com, is this also hampering your ability to use web-sites?  Are you able to work around it?

Comment 7 by scheib@chromium.org, Sep 13 2017

Labels: Needs-Feedback
NextAction: 2017-10-11
Status: Available (was: Unconfirmed)

Comment 8 by scheib@chromium.org, Sep 13 2017

Labels: -Pri-2 Pri-3
scheib@chromium.org, it's still possible for any other unrecognised devices to hamper the usage of websites that have Gamepad API support enabled, mainly due to the fact that the API doesn't have a way of selecting from all possible connected devices. It ends up being a race condition where non-gamepad devices can outnumber actual gamepad devices and will full up the first 4 slots the browser will use for gamepad devices.

I don't see any work around from a web development standpoint as even if I were to disable devices based on device IDs, they would still occupy player slots from the API's standpoint. So if there were 4 non-gamepad devices registering, then I'd basically end up with 0 usable devices even though the "fifth" would be a legitimate gamepad, as the API would never recognize it due to the 4 device limit.
scheib@chromium.org, I should have mentioned it but I'm open to hearing your thoughts on my comments as well.
The NextAction date has arrived: 2017-10-11
chrismr3000@gmail.com, thanks for context. Problem is better understood now and we'll consider how to fix.
Mergedinto: 442031
Status: Duplicate (was: Available)

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