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Fix PinOne auto-config output-name typo (resolves 0 of N outputs) - #54

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dynajoe:fix/pinone-output-name
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dynajoe wants to merge 1 commit into
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dynajoe:fix/pinone-output-name

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@dynajoe

@dynajoe dynajoe commented Jul 5, 2026 •

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Fix

PinOneAutoConfigurator built each LedWizEquivalent output name as {name}\{name}.NN (a stray {name}\ prefix). Physical outputs are named {name}.NN, so none matched. Use the flat {name}.NN form like every other controller's auto-configurator (LedWiz, Pac*, Pinscape, DudesCab).

Why it matters

LedWizEquivalent::ResolveOutputs logged Resolved 0 of N outputs — the ledcontrol/toy mappings loaded but were never wired to the PinOne, so no game event could drive an output. With the fix: Resolved 63 of 63 (verified on a real PinOne).

Related

Same failure reported in #31 — that log shows the identical Resolved 0 of 63 outputs with backslash-prefixed PinOne Controller 01\{0}.NN names. It was worked around in a personal debug branch (since deleted) that never merged upstream, so the bug is still in master.

LedWizEquivalent output names had a stray "{name}\" prefix and matched no physical output. Use the flat "{name}.NN" form like every other controller.
@dynajoe

dynajoe commented Jul 5, 2026

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Superseded by #60 — that fixes the resolver (CabinetOutputList::GetByName, matching C#'s Cabinet.Outputs[OutputName]) so the hierarchical {ctrl}{output} reference resolves without flattening it. Root cause instead of the per-controller symptom fix here.

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