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Don't report __KernelStopThread on a thread that's gone
At shutdown the kernel objects are cleared before the net module stops its Apctl thread, so this fired from nearly every game that used it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1703,7 +1703,7 @@ void __KernelStopThread(SceUID threadID, int exitStatus, const char *reason)
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t->nt.waitType = WAITTYPE_NONE;
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t->nt.waitID = 0;
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} else {
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ERROR_LOG_REPORT(Log::sceKernel, "__KernelStopThread: thread %d does not exist (%s)", threadID, reason ? reason : "?");
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ERROR_LOG(Log::sceKernel, "__KernelStopThread: thread %d does not exist (%s)", threadID, reason ? reason : "?");
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}
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}
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