diff options
Diffstat (limited to 'src/core/hle')
-rw-r--r-- | src/core/hle/kernel/k_server_session.cpp | 31 |
1 files changed, 24 insertions, 7 deletions
diff --git a/src/core/hle/kernel/k_server_session.cpp b/src/core/hle/kernel/k_server_session.cpp index dd62706a8..5c3c13ce6 100644 --- a/src/core/hle/kernel/k_server_session.cpp +++ b/src/core/hle/kernel/k_server_session.cpp @@ -8,6 +8,7 @@ #include "common/assert.h" #include "common/common_types.h" #include "common/logging/log.h" +#include "common/scope_exit.h" #include "core/core_timing.h" #include "core/hle/ipc_helpers.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); + // 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 if (manager->HasSessionRequestHandler(*context)) { if (auto strong_ptr = manager->GetServiceThread().lock()) { strong_ptr->QueueSyncRequest(*parent, std::move(context)); - return ResultSuccess; + + // We succeeded. + error_guard.Cancel(); } else { 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 result = ResultSuccess; + // If the session has been converted to a domain, handle the domain request - if (IsDomain() && context.HasDomainMessageHeader()) { - result = HandleDomainSyncRequest(context); - // If there is no domain header, the regular session handler is used - } else if (manager->HasSessionHandler()) { - // If this ServerSession has an associated HLE handler, forward the request to it. - result = manager->SessionHandler().HandleSyncRequest(*this, context); + if (manager->HasSessionRequestHandler(context)) { + if (IsDomain() && context.HasDomainMessageHeader()) { + result = HandleDomainSyncRequest(context); + // If there is no domain header, the regular session handler is used + } else if (manager->HasSessionHandler()) { + // 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) { |