Calls that checked one byte of a game's buffer and then wrote or read the
whole thing, or trusted a negative length:
- sceNetEtherNtostr/Strton, the apctl BSS descriptor calls, GetState and
sceNetGetDropRate.
- sceNpAuthGetTicket wrote its whole ticket whatever the length; it's
now built locally and written once the buffer is known to hold it.
sceNpAuthGetTicketParam checked its limits after copying, and walked
ticket params past the ticket's end.
- sceNp2's communication ID and passphrase, a negative maxServerIds, and
an unchecked unknown1Ptr.
- sceParseUri's work area and scheme string, sceParseHttp's negative
header length and value address, and ReadVariableSizedStruct's size.
- sceKernelCreateLwMutex initialized the work area without checking it
at all, and the other LwMutex calls checked one byte of it.
- sceNetAdhocctlGetScanInfo cleared the length the game gave, of a
buffer checked by one byte (or any length, negative ones included).
Also: a game mode join inserted at begin() + 1 into a possibly empty
list of players.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
HLEFunc and ReplaceFunc now take the MIPSState they run on. The dispatch
paths (both interpreters and every JIT backend) pass in the state they
belong to, and CallSyscall*, hleFinishSyscall and the HLE mips call
machinery use it instead of currentMIPS.
The wrappers in FunctionWrappers.h take the function as `auto` and call it
through HLECall, which also accepts an implementation with an extra leading
MIPSState * parameter and passes the state to it. Any other signature still
fails to compile, as before. PARAM/RETURN now refer to a local `mips`.
The HLE functions (and replacement functions) that used currentMIPS now take
the state that way. Callers outside a syscall's own frame - CoreTiming
events, the adhoc matching thread, dialogs, PPGe, the debugger UIs - pass
currentMIPS or &mipsr4k explicitly. The kernel's thread internals still use
currentMIPS.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Add DoCString() for standalone fixed-size strings, and
TerminateLoadedCString() for names inside structs that are loaded whole.
These all get used as C strings (GetName(), logs, the debugger), and are
always terminated when created. Module names are copied from the ELF with
strncpy, so terminate those on creation too.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Priority-ordered waiting lists were sorted with a comparator wrapper per
object (msgpipe, fpl, vpl), or searched with a copy of the same function
(mutex, mbx). HLEKernel::SortWaitingThreadsByPriority() and
FindBestPriorityWaiter() now do both for any waiting list, of thread ids
or of structs with a threadID.
HLEKernel::ClearWaitingThreads() replaces the identical cancel/delete
loops in semaphores, event flags, fpl and vpl.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Semaphores, event flags, mutexes, lwmutexes, mbx, msgpipes, fpl, vpl,
tlspl and WaitThreadEnd each had their own CoreTiming event, handler
registration and savestate entry for wait timeouts, and their own function
to schedule one. Now one event (WaitThreadEnd's, renamed) times out all of
them, keyed by thread, and dispatches on the thread's wait type to a
timeoutFunc registered alongside the begin/end callback functions.
__KernelWaitCurThreadWithTimeout() starts such a wait, and the HLEKernel
helpers have overloads that use the shared event.
Old savestates still load: each object's section reads its old event id
and points it at the shared handler, so a timeout pending in the state
goes off as before. Checked with a state saved mid-wait by the previous
build, and with four games.
The one behaviour change: tlspl timeouts now follow the same hardware
rule as the others, where they used the raw timeout.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Every wait with a timeout behaves the same on hardware (pspautotests
threads/scheduling/waittimeouts). The deadline is taken, and the alarm set
up a moment later. If the deadline has passed by then, the wait fails with
WAIT_TIMEOUT at once, without yielding or writing the timeout back. That's
usual for 0us, half the time for 1us, and rare after; AllocateVpl does more
first. Otherwise it ends max(t, 205us) + ~35us after the call. Each object
had its own guess (24/245, 25/250, 20/250 and so on), and only MsgPipe had
the immediate case.
__KernelWaitTimesOutAtOnce() and __KernelWaitTimeoutUs() now do it for
semaphores, event flags, mutexes, lwmutexes, mbx, msgpipes, fpl, vpl and
WaitThreadEnd. The latency past the deadline isn't counted in the time
left written back.
Outcomes that hardware decides by the clock's phase (these, and
sceKernelDelayThread returning at once) go with the likelier one. Ones
between 50% and certain are instead spread evenly over calls, so a polling
loop can't lock into never yielding (sceKernelThread section version 7).
This replaces the pseudo-random choice for delays.
Also adds threads/scheduling/readyqueue, which already passes.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The end callback checked the kernel object's lockThread, which for an
lwmutex is only refreshed by sceKernelReferLwMutexStatus. The lock state
lives in the workarea, so an unlock during the callback left the waiter
waiting forever. Verified against pspautotests threads/lwmutex/callbacks.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
CoreTiming::UnscheduleEvent returns the scheduled time minus the current time,
which is negative when the event is overdue but hasn't been processed yet - the
exact situation when a wait is satisfied right around its own timeout. Only the
semaphore clamped it; everywhere else we wrote (u32)cyclesToUs(negative) into
the game's timeout variable, i.e. a huge bogus "remaining time".
Pulled the shared shape into HLEKernel::WriteRemainingTimeout so it can't drift
apart again - event flags, mbx, fpl, vpl, msgpipe, mutex, lwmutex and semaphore
all go through it now. The two thread-end sites keep their own copy since they
unschedule even when the game passed no timeout pointer, and sceUsb just gets
the clamp.
These KernelObject subclasses (and their Native* status structs) were
private implementation details of their respective .cpp files. Move them
into the matching .h instead, so external code - specifically the upcoming
WebSocket kernel-object introspection endpoints - can read a live object's
state directly via kernelObjects.Get<T>()/Iterate<T>(), the same way
PSPModule/PSPThread already can. Read-only by convention: nothing outside
each file should call DoState() or otherwise mutate these; the fields are
public here for that file's own pre-existing use, not an invitation to
write from elsewhere.
To avoid pulling each type's full dependency set (Memory::, BlockAllocator,
CoreTiming, HLEKernel::...) into headers many other files include, non-trivial
method bodies (DoState, and MsgPipe's buffer/wait-list management) are
declared in the header but still defined out-of-line in the .cpp, same as
before - only genuinely trivial one-liners went inline.
KernelObjectPool also gains IterateAll(), a type-agnostic sibling of the
existing Iterate<T>() - walks every live kernel object regardless of type,
for a coarse "what's alive right now" overview.
No behavior change - this is a pure visibility/declaration-vs-definition
move, not new functionality. That lands in a follow-up commit.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
These are names that can often conflict with system headers in ports.
Let's just simplify by prefixing with PSP.
No actual functional/code changes, just syntax and names.