SDL: Don't uninitialize COM because of what appears to be a bug in Microsoft WGI reference counting.

From 9d457aa44684f0b759c11e6210eabedee0ba591c Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Thu, 29 Jul 2021 14:24:40 -0700
Subject: [PATCH] Don't uninitialize COM because of what appears to be a bug in
 Microsoft WGI reference counting.

This fixes https://github.com/libsdl-org/SDL/issues/4488
---
 .../windows/SDL_windows_gaming_input.c        | 46 ++++++++++++++++++-
 1 file changed, 45 insertions(+), 1 deletion(-)

diff --git a/src/joystick/windows/SDL_windows_gaming_input.c b/src/joystick/windows/SDL_windows_gaming_input.c
index d6d0e7f897..c48a566351 100644
--- a/src/joystick/windows/SDL_windows_gaming_input.c
+++ b/src/joystick/windows/SDL_windows_gaming_input.c
@@ -744,7 +744,51 @@ WGI_JoystickQuit(void)
     }
     SDL_zero(wgi);
 
-    WIN_CoUninitialize();
+    /* Don't uninitialize COM because of what appears to be a bug in Microsoft WGI reference counting.
+     *
+     * If you plug in a non-Xbox controller and let the application run for 30 seconds, then it crashes in CoUninitialize()
+     * with this stack trace:
+
+        Windows.Gaming.Input.dll!GameController::~GameController(void)	Unknown
+        Windows.Gaming.Input.dll!GameController::`vector deleting destructor'(unsigned int)	Unknown
+        Windows.Gaming.Input.dll!Microsoft::WRL::Details::RuntimeClassImpl<struct Microsoft::WRL::RuntimeClassFlags<1>,1,1,0,struct Windows::Gaming::Input::IGameController,struct Windows::Gaming::Input::IGameControllerBatteryInfo,struct Microsoft::WRL::CloakedIid<struct Windows::Gaming::Input::Internal::IGameControllerPrivate>,class Microsoft::WRL::FtmBase>::Release(void)	Unknown
+        Windows.Gaming.Input.dll!Windows::Gaming::Input::Custom::Details::AggregableRuntimeClass<struct Windows::Gaming::Input::IGamepad,struct Windows::Gaming::Input::IGamepad2,struct Microsoft::WRL::CloakedIid<struct Windows::Gaming::Input::Custom::IGameControllerInputSink>,struct Microsoft::WRL::CloakedIid<struct Windows::Gaming::Input::Custom::IGipGameControllerInputSink>,struct Microsoft::WRL::CloakedIid<struct Windows::Gaming::Input::Custom::IHidGameControllerInputSink>,struct Microsoft::WRL::CloakedIid<struct Windows::Gaming::Input::Custom::IXusbGameControllerInputSink>,class Microsoft::WRL::Details::Nil,class Microsoft::WRL::Details::Nil,class Microsoft::WRL::Details::Nil>::Release(void)	Unknown
+        Windows.Gaming.Input.dll!Microsoft::WRL::ComPtr<`WaitForCompletion<Windows::Foundation::IAsyncOperationWithProgressCompletedHandler<Windows::Storage::Streams::IBuffer *,unsigned int>,Windows::Foundation::IAsyncOperationWithProgress<Windows::Storage::Streams::IBuffer *,unsigned int>>'::`2'::FTMEventDelegate>::~ComPtr<`WaitForCompletion<Windows::Foundation::IAsyncOperationWithProgressCompletedHandler<Windows::Storage::Streams::IBuffer *,unsigned int>,Windows::Foundation::IAsyncOperationWithProgress<Windows::Storage::Streams::IBuffer *,unsigned int>>'::`2'::FTMEventDelegate>()	Unknown
+        Windows.Gaming.Input.dll!`eh vector destructor iterator'(void *,unsigned int,int,void (*)(void *))	Unknown
+        Windows.Gaming.Input.dll!Windows::Gaming::Input::Custom::Details::GameControllerCollection<class Windows::Gaming::Input::RawGameController,struct Windows::Gaming::Input::IRawGameController>::~GameControllerCollection<class Windows::Gaming::Input::RawGameController,struct Windows::Gaming::Input::IRawGameController>(void)	Unknown
+        Windows.Gaming.Input.dll!Windows::Gaming::Input::Custom::Details::GameControllerCollection<class Windows::Gaming::Input::RawGameController,struct Windows::Gaming::Input::IRawGameController>::`vector deleting destructor'(unsigned int)	Unknown
+        Windows.Gaming.Input.dll!Microsoft::WRL::Details::RuntimeClassImpl<struct Microsoft::WRL::RuntimeClassFlags<1>,1,1,0,struct Windows::Foundation::Collections::IIterable<class Windows::Gaming::Input::ArcadeStick *>,struct Windows::Foundation::Collections::IVectorView<class Windows::Gaming::Input::ArcadeStick *>,class Microsoft::WRL::FtmBase>::Release(void)	Unknown
+        Windows.Gaming.Input.dll!Windows::Gaming::Input::Custom::Details::CustomGameControllerFactoryBase<class Windows::Gaming::Input::FlightStick,class Windows::Gaming::Input::FlightStick,struct Windows::Gaming::Input::IFlightStick,struct Windows::Gaming::Input::IFlightStickStatics,class Microsoft::WRL::Details::Nil>::~CustomGameControllerFactoryBase<class Windows::Gaming::Input::FlightStick,class Windows::Gaming::Input::FlightStick,struct Windows::Gaming::Input::IFlightStick,struct Windows::Gaming::Input::IFlightStickStatics,class Microsoft::WRL::Details::Nil>(void)	Unknown
+        Windows.Gaming.Input.dll!Windows::Gaming::Input::Custom::Details::CustomGameControllerFactoryBase<class Windows::Gaming::Input::FlightStick,class Windows::Gaming::Input::FlightStick,struct Windows::Gaming::Input::IFlightStick,struct Windows::Gaming::Input::IFlightStickStatics,class Microsoft::WRL::Details::Nil>::`vector deleting destructor'(unsigned int)	Unknown
+        Windows.Gaming.Input.dll!Microsoft::WRL::ActivationFactory<struct Microsoft::WRL::Implements<class Microsoft::WRL::FtmBase,struct Microsoft::WRL::CloakedIid<struct Windows::Gaming::Input::Custom::ICustomGameControllerFactory> >,struct Windows::Gaming::Input::IFlightStickStatics,class Microsoft::WRL::Details::Nil,0>::Release(void)	Unknown
+        Windows.Gaming.Input.dll!Microsoft::WRL::ComPtr<`WaitForCompletion<Windows::Foundation::IAsyncOperationWithProgressCompletedHandler<Windows::Storage::Streams::IBuffer *,unsigned int>,Windows::Foundation::IAsyncOperationWithProgress<Windows::Storage::Streams::IBuffer *,unsigned int>>'::`2'::FTMEventDelegate>::~ComPtr<`WaitForCompletion<Windows::Foundation::IAsyncOperationWithProgressCompletedHandler<Windows::Storage::Streams::IBuffer *,unsigned int>,Windows::Foundation::IAsyncOperationWithProgress<Windows::Storage::Streams::IBuffer *,unsigned int>>'::`2'::FTMEventDelegate>()	Unknown
+        Windows.Gaming.Input.dll!NtList<struct FactoryManager::FactoryListEntry>::~NtList<struct FactoryManager::FactoryListEntry>(void)	Unknown
+        Windows.Gaming.Input.dll!FactoryManager::`vector deleting destructor'(unsigned int)	Unknown
+        Windows.Gaming.Input.dll!Microsoft::WRL::ActivationFactory<struct Microsoft::WRL::Implements<class Microsoft::WRL::FtmBase,struct Windows::Gaming::Input::Custom::IGameControllerFactoryManagerStatics>,struct Windows::Gaming::Input::Custom::IGameControllerFactoryManagerStatics2,struct Microsoft::WRL::CloakedIid<struct Windows::Gaming::Input::Internal::IGameControllerFactoryManagerStaticsPrivate>,0>::Release(void)	Unknown
+        Windows.Gaming.Input.dll!Microsoft::WRL::Details::TerminateMap(class Microsoft::WRL::Details::ModuleBase *,unsigned short const *,bool)	Unknown
+        Windows.Gaming.Input.dll!Microsoft::WRL::Module<1,class Microsoft::WRL::Details::DefaultModule<1> >::~Module<1,class Microsoft::WRL::Details::DefaultModule<1> >(void)	Unknown
+        Windows.Gaming.Input.dll!Microsoft::WRL::Details::DefaultModule<1>::`vector deleting destructor'(unsigned int)	Unknown
+        Windows.Gaming.Input.dll!`dynamic atexit destructor for 'Microsoft::WRL::Details::StaticStorage<Microsoft::WRL::Details::DefaultModule<1>,0,int>::instance_''()	Unknown
+        Windows.Gaming.Input.dll!__CRT_INIT@12()	Unknown
+        Windows.Gaming.Input.dll!__DllMainCRTStartup()	Unknown
+        ntdll.dll!_LdrxCallInitRoutine@16()	Unknown
+        ntdll.dll!LdrpCallInitRoutine()	Unknown
+        ntdll.dll!LdrpProcessDetachNode()	Unknown
+        ntdll.dll!LdrpUnloadNode()	Unknown
+        ntdll.dll!LdrpDecrementModuleLoadCountEx()	Unknown
+        ntdll.dll!LdrUnloadDll()	Unknown
+        KernelBase.dll!FreeLibrary()	Unknown
+        combase.dll!FreeLibraryWithLogging(LoadOrFreeWhy why, HINSTANCE__ * hMod, const wchar_t * pswzOptionalFileName) Line 193	C++
+        combase.dll!CClassCache::CDllPathEntry::CFinishObject::Finish() Line 3311	C++
+        combase.dll!CClassCache::CFinishComposite::Finish() Line 3421	C++
+        combase.dll!CClassCache::CleanUpDllsForProcess() Line 7009	C++
+        [Inline Frame] combase.dll!CCCleanUpDllsForProcess() Line 8773	C++
+        combase.dll!ProcessUninitialize() Line 2243	C++
+        combase.dll!DecrementProcessInitializeCount() Line 993	C++
+        combase.dll!wCoUninitialize(COleTls & Tls, int fHostThread) Line 4126	C++
+        combase.dll!CoUninitialize() Line 3945	C++
+    */
+    /* WIN_CoUninitialize(); */
 }
 
 static SDL_bool