hle: kernel: KServerSession: Work-around scenario where session is closed too early.

This commit is contained in:
bunnei 2021-06-08 13:39:20 -07:00
parent 08d798b6fe
commit b8fb9b3f11

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@ -8,6 +8,7 @@
#include "common/assert.h" #include "common/assert.h"
#include "common/common_types.h" #include "common/common_types.h"
#include "common/logging/log.h" #include "common/logging/log.h"
#include "common/scope_exit.h"
#include "core/core_timing.h" #include "core/core_timing.h"
#include "core/hle/ipc_helpers.h" #include "core/hle/ipc_helpers.h"
#include "core/hle/kernel/hle_ipc.h" #include "core/hle/kernel/hle_ipc.h"
@ -119,11 +120,20 @@ ResultCode KServerSession::QueueSyncRequest(KThread* thread, Core::Memory::Memor
context->PopulateFromIncomingCommandBuffer(kernel.CurrentProcess()->GetHandleTable(), cmd_buf); context->PopulateFromIncomingCommandBuffer(kernel.CurrentProcess()->GetHandleTable(), cmd_buf);
// In the event that something fails here, stub a result to prevent the game from crashing.
// This is a work-around in the event that somehow we process a service request after the
// session has been closed by the game. This has been observed to happen rarely in Pokemon
// Sword/Shield and is likely a result of us using host threads/scheduling for services.
// TODO(bunnei): Find a better solution here.
auto error_guard = SCOPE_GUARD({ CompleteSyncRequest(*context); });
// Ensure we have a session request handler // Ensure we have a session request handler
if (manager->HasSessionRequestHandler(*context)) { if (manager->HasSessionRequestHandler(*context)) {
if (auto strong_ptr = manager->GetServiceThread().lock()) { if (auto strong_ptr = manager->GetServiceThread().lock()) {
strong_ptr->QueueSyncRequest(*parent, std::move(context)); strong_ptr->QueueSyncRequest(*parent, std::move(context));
return ResultSuccess;
// We succeeded.
error_guard.Cancel();
} else { } else {
ASSERT_MSG(false, "strong_ptr is nullptr!"); ASSERT_MSG(false, "strong_ptr is nullptr!");
} }
@ -136,13 +146,20 @@ ResultCode KServerSession::QueueSyncRequest(KThread* thread, Core::Memory::Memor
ResultCode KServerSession::CompleteSyncRequest(HLERequestContext& context) { ResultCode KServerSession::CompleteSyncRequest(HLERequestContext& context) {
ResultCode result = ResultSuccess; ResultCode result = ResultSuccess;
// If the session has been converted to a domain, handle the domain request // If the session has been converted to a domain, handle the domain request
if (IsDomain() && context.HasDomainMessageHeader()) { if (manager->HasSessionRequestHandler(context)) {
result = HandleDomainSyncRequest(context); if (IsDomain() && context.HasDomainMessageHeader()) {
// If there is no domain header, the regular session handler is used result = HandleDomainSyncRequest(context);
} else if (manager->HasSessionHandler()) { // If there is no domain header, the regular session handler is used
// If this ServerSession has an associated HLE handler, forward the request to it. } else if (manager->HasSessionHandler()) {
result = manager->SessionHandler().HandleSyncRequest(*this, context); // If this ServerSession has an associated HLE handler, forward the request to it.
result = manager->SessionHandler().HandleSyncRequest(*this, context);
}
} else {
ASSERT_MSG(false, "Session handler is invalid, stubbing response!");
IPC::ResponseBuilder rb(context, 2);
rb.Push(ResultSuccess);
} }
if (convert_to_domain) { if (convert_to_domain) {