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Misc correctness fixes
GetStringErrorMsg had the strerror_r result test backwards. The XSI variant returns 0 on success, so every successful lookup returned "Unknown error"; and under glibc with _GNU_SOURCE the GNU variant is selected instead, which returns the message by pointer and typically leaves the buffer untouched, so it returned an empty string. Either way GetLastErrorMsg() was useless on Linux, Android and macOS. Pick the right handling by overload resolution rather than guessing which signature we got. KeyMap's "no gamepad button mapped to cancel" fallback pushed into confirmKeys instead of cancelKeys - and pushed the confirm button. So unmapping cancel left no gamepad way out of menus, and duplicated an entry in the confirm list. ControlMapper::AddListener mutated listeners_ without taking mutex_, while RemoveListener takes it and the input thread iterates the vector under it. Opening a screen while an axis is moving could reallocate it mid-iteration. The comment about piggybacking on a screenmanager mutex was stale - there isn't one. Config's two std::stof calls on PostShaderSetting values ran on user-editable ini text with no try/catch, so a malformed entry called std::terminate during startup config load. Use the same checked sscanf that LoadGameConfig already uses. (CmdLine.cpp and Compatibility.cpp have the same pattern; not touched here.) The screenshot downscale path leaked its final buffer on every downscaled shot, which savestate thumbnails hit on every save at 3x and above. HandleUploadPost is registered unconditionally, so closing the Upload screen left an unauthenticated file-write endpoint live for as long as anything else kept the server up. Check the flag in the handler. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DCPmm7FoQUoqrbMdhfqhQ2
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Claude Opus 5
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commit
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-1
@@ -185,7 +185,8 @@ void UpdateNativeMenuKeys() {
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InsertIntoVector(&cancelKeys, hardcodedCancelKeys[i]);
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}
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if (!HasMainButtonMapping(cancelKeys)) {
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confirmKeys.push_back(InputMapping(DEVICE_ID_ANY, confirmWithCross ? NKCODE_BUTTON_A : NKCODE_BUTTON_B));
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// This used to push the confirm button into confirmKeys - wrong list, wrong button.
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cancelKeys.push_back(InputMapping(DEVICE_ID_ANY, confirmWithCross ? NKCODE_BUTTON_B : NKCODE_BUTTON_A));
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}
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const InputMapping hardcodedInfoKeys[] = {
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