From 1cccda985fff194d69011567cd48e9eeff505da0 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Sun, 8 Nov 2026 18:59:01 +0100 Subject: [PATCH] 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 --- Core/HLE/sceKernelThread.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Core/HLE/sceKernelThread.cpp b/Core/HLE/sceKernelThread.cpp index da674a9cfe..423df9e2c5 100644 --- a/Core/HLE/sceKernelThread.cpp +++ b/Core/HLE/sceKernelThread.cpp @@ -1703,7 +1703,7 @@ void __KernelStopThread(SceUID threadID, int exitStatus, const char *reason) t->nt.waitType = WAITTYPE_NONE; t->nt.waitID = 0; } else { - ERROR_LOG_REPORT(Log::sceKernel, "__KernelStopThread: thread %d does not exist (%s)", threadID, reason ? reason : "?"); + ERROR_LOG(Log::sceKernel, "__KernelStopThread: thread %d does not exist (%s)", threadID, reason ? reason : "?"); } }