As on a PSP: pressing HOME in a game shows "Do you want to quit the game?"
over it. The game keeps running but gets no input while it's up (sceCtrl
samples are blanked). Left/right picks Yes or No, the confirm button (our
Confirmation button setting, or what compat forces) chooses, the other face
button or HOME closes it, and Yes/No can be tapped. The volume keys change
the game volume a step at a time, shown on the volume bar.
Yes runs the game's registered exit callback first, like the PSP does,
showing "Please wait..." meanwhile. Then, if the XMB launched the game, the
XMB is booted again; otherwise it's back to the game browser, like Exit to
menu. If the callback hasn't ended the game in 10 s, it's quit anyway. Not
in the XMB itself, the PS1 emulator (its own HOME menu) or GE dumps.
It lives in UI/ImposeHome.cpp; EmuScreen only feeds it input and frames and
draws it over the PSP display.
With a firmware dump installed, it's drawn with the firmware's own art from
flash0:/kd/resource/impose.rsc, which is what impose.prx draws it from:
prerendered text for each system language (the question, Yes/No normal and
highlighted, Enter/Back, Please wait...), the button icons, the lines, the
volume bar, the battery and the clock glyphs. The format is documented in
ImposeHome.cpp. Without one, the same screen is drawn with our font and
simple shapes at the same positions.
Where impose.rsc doesn't say where things go, the layout follows
impose_02g.prx (6.61), decrypted and disassembled:
- The screen is filled with 0x9CE7 (#393939); the images are opaque.
- Lines at (80, 96) and (80, 175); impose.prx grows them from the middle
when it opens, which isn't done here.
- Volume bar: the speaker at (28, 223), 30 steps from x 62, 12 apart. It
shows our game volume in the PSP's 30 steps.
- Button guide: the cross icon always left, the circle right, "Enter" and
"Back" next to whichever confirms and cancels.
- Status bar: the battery at (450, 5) (60% and up full, 30% two bars, 12%
one, then empty), the clock ending next to it at y 5: "M/D H:MM", or
"D/M" for the DD/MM/YYYY format, no leading zero on the month, day or
hour, AM/PM for the 12-hour clock.
The clock is the emulated PSP's local time (__RtcGetCurrentLocalTime, new),
in the system's date and time formats. The battery is this device's, since
the emulated PSP's is always full; a device without one shows it full.
For that, Windows now reports -1 for SYSPROP_BATTERY_PERCENTAGE without a
battery (was 100), as SDL already did; SDL polls the battery even when the
status overlay doesn't show it, and the overlay leaves it out when there's
none.
Core side: __CtrlSetGameInputBlocked; __KernelCanExitToVSH and
__KernelRequestExitToVSH to quit to the XMB from outside a syscall; and
__KernelInvokeRegisteredExitCallback(toVSH), so a callback that returns
without exiting ends in the XMB rather than powering down.
New strings: "Do you want to quit the game?", "Please wait..." (Dialog).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NB244iFpvm14JH2FbwHXeQ
The ffmpeg submodule held prebuilt libraries for every platform next to the
sources (about 1.5 GB checked out), and nothing uses those any more. Only the
needed sources are copied in, from the submodule's commit, along with every
header and template they include. The path is new, so checking out commits on
either side of this works.
It's also cut down to what PPSSPP uses: the H.264, AAC, MP3, ATRAC3 and ATRAC3+
decoders, the H.264 parser, the demuxers as before, and the FFV1 encoder, AVI
muxer and file protocol for AVI dumping. config.h takes its CONFIG_ values from
FFmpeg 3.0.2's own configure run with just those enabled. The raw H.264 demuxer
stays even though nothing opens raw H.264: probing PSMF data uses it to identify
the video stream's codec, which otherwise comes out as none.
On top of that:
- The files nothing links (configure would build them, but they're never pulled
out of the static library, going by the GCC link map) are left out: mostly
libavutil's crypto and hashing and the alternative DCT/IDCT/FFT versions.
- libswresample isn't built, now that nothing uses it.
- The H.264 decoder only does 8-bit video, which is all the PSP has. The SPS
parser rejects any other bit depth, and the DSP files no longer build their 9-
to 16-bit variants, which the linker kept because the init functions pick one
by bit depth at run time.
That's 160 files to compile instead of 277, and 391 of FFmpeg's vendored, about
5.8 MB. The README in ext/ffmpeg has what was done, the PPSSPP patches in the
copy, how to add a component, and the tradeoffs.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The lossy MPEG-4 encoder (with the MPEG-video encoding code it needs) is most
of what FFmpeg's encoders weigh, and lossy footage is better recorded from the
output with a screen recorder. Dumps are now always lossless FFV1, which also
makes for much larger files than the old default.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
ext/ffmpeg-build/ffmpeg.vcxproj (and UWP/ffmpeg_UWP for UWP) builds the same
sources as CMake, copied from sources.mk by update_vcxproj.py. It's optimized in
Debug too, and without /Zc:inline, since MSVC otherwise keeps references to
disabled components that FFmpeg expects the compiler to drop.
The projects that linked the prebuilt libraries reference it instead, and take
the headers from the source tree.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Windows also gets a filter of its own for them. iOS's picker takes any
file and Android's doesn't filter by extension.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A second Win32 window, added as a Game output like the SDL one. Keys
typed into it still go to the emulator; the mouse doesn't. It's for
testing multiple outputs (standing in for a TV over AirPlay) until real
multi-window support takes it over.
Co-Authored-By: Claude Opus 5.5 (1M context) <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>
The global MIPSComp::jit becomes MIPSState::jit, created and deleted by the
state it runs. JitAt() compiles with the JIT of the state it's handed, so
the dispatchers no longer go through a global. Code that is about the main
CPU by nature (the UI, the crash handler, the disassembler's symbol lookup,
the JIT harness) uses mipsr4k.jit.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
With no type-to-search active, Backspace goes to the parent directory. Never
on a repeat, so holding it doesn't climb to the root. Not every platform
flags repeats, so the browser also tracks whether it's held.
Windows raw input now flags auto-repeated key downs as IS_REPEAT, like
Android and UWP, and forgets the held keys it releases on losing focus. The
UI drops OS repeats of a key it's already repeating itself, so held arrows
don't double up (they were dropped before too, a step later).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
On Windows, a key released while Alt is held comes as WM_SYSKEYUP, which
raw input dropped, so after Alt+Up the UI kept the arrow held and the focus
kept moving. Handle it like WM_KEYUP. Alt+arrows also no longer move the
focus, since they're shortcuts.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
DualShock, DualSense and Switch Pro pads are read with a blocking
ReadFile on the input thread, and WM_DESTROY joins that thread. If the
pad stops sending reports the read never returns, so the window is gone
but the process stays. Cancel the thread's I/O until it stops, retrying
in case a cancel lands just before a read starts. This also covers the
synchronous writes the pads' shutdown does.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- Fixes#21636
The Win32 window drew with a fixed 12px font and hardcoded pixel offsets, so at
high DPI the grid ran under the (dialog-unit sized) tab bar. It now uses the
DPI-scaled debugger font, derives the layout from its metrics and the tab bar's
position, and sizes the window to fit. The HalfFloat, Bytes, Shorts and Ints
tabs, which used to show floats, now work.
The ImDebugger VFPU window, which was a TODO, shows the same grid and modes,
with changed values highlighted.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
ReleaseAllKeys released on the XInput device IDs while input arrives on PAD
IDs, so whatever was held at a disconnect stayed held. Short reads and
report types we don't parse made the pad "disconnect" for several seconds,
and a simple DualSense BT report zeroed the state (pressing DPAD up, since
hat 0 is up). These now keep the previous state.
With HID input turned off we no longer open and block reading the device on
the shared input thread.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Win32 has no share sheet hookup yet, so sharing a file offers to save a
copy of it. ShareFilesAsZip no longer needs an app cache directory, which
Windows doesn't set; it falls back to the memstick cache folder through
DIRECTORY_APP_CACHE. The save dialog now asks before overwriting.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The simulated double-click counted any two client clicks within the double-click time, whatever
happened in between, so a click that left the pause menu followed by one in the game toggled
fullscreen, which then got saved. Only count two clicks in the same UI state, and start over when
the window loses focus or the title bar or its buttons are clicked.
May be what's behind #22447.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The JITs used to find a block by overwriting its first instruction with an "emuhack" holding
the offset into the code space, and replacement functions installed their own emuhack the same
way. Anything that read code (savestates, the debugger, memory dumps, cheats, the function
hasher, games reading their own code) had to translate them back.
Blocks now live in a block shadow: one u32 per guest instruction, indexed by the PC masked with
BLOCK_SHADOW_MASK (1GB on 64-bit, folding the kernel and uncached mirrors; 256MB on 32-bit, iOS
and Switch, where address space is short), with the low bits cleared so a misaligned PC can't
read across two entries. Only the ranges under memory views are committed, so a bad PC still
faults in the dispatcher, and the shadow is reserved before the memory map so it can't land in
a gap of the 4GB window. Entries hold full 32-bit offsets, lifting the 16MB limit. The
dispatchers on every backend, and the IR interpreter's loop, look blocks up there.
A hooked instruction without a compiled block gets the JIT's hook value in its entry: the offset
of the dispatcher's compile path (1 for the interpreters, the IR arena keeping that offset
empty), so dispatching there compiles a block, and the frontends substitute the hook. Compiling
replaces the entry with the block's, and destroying the block puts the hook value back. The hook
value is rewritten when the JIT changes or regenerates its dispatcher.
Hooks live in a map keyed by the masked address, and are dropped when the game overwrites the
hooked instruction, or when an icache invalidation finds the function's hash (immediates masked,
as when matching it) changed. Those checks run when queued invalidations are processed, since
cheats and the debugger queue them before writing. Installing and removing hooks invalidates
deferred, as it happens in HLE calls that can run inside a block. The cache instruction goes
through MIPSState, so it drops changed hooks too.
With clean memory, the save/clear/restore around savestates, memory reads and dumps goes away,
as do the source-range invalidations in the memcpy replacements, sceDmac and the cheats.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Helper thread stubs, fake syscall stubs and the module start trampoline go into memory that may
have held code (freed kernel memory, a reused thread stack), and the debugger memory views can
edit code. Invalidate what they write, which so far only happened by accident when the write hit
the first instruction of a JIT block.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
It has done nothing since 2017. iCade input came through iCadeReaderView,
a hidden UIKeyInput view that decoded the controller's keystrokes, and
f0ba66fcd6 ("add support for smart keyboard") commented out the code
that created it. Nothing has made one since, so the view controller's
iCadeEventDelegate methods and the ICadeTracker behind them were never
called.
iCade controllers present themselves to iOS as Bluetooth keyboards, so
their keys still arrive as hardware keyboard presses, which can be
mapped like any other keys. Modern controllers go through
GameController.framework anyway.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Windows now uses the same host interface as SDL and iOS: sceUsbMic sends
startRecording/stopRecording/deviceChanged, and drains buffered input on
the CPU thread with pollRecording. A capture thread asks WASAPI for mono
16-bit at the game's rate (it converts from the mix format, so no more
ffmpeg resampling), and copies packets into a lock-free ring buffer.
It reopens the device when the selection changes, and retries once a
second if the device is missing or gets unplugged.
The device list comes from the active capture endpoints. Their friendly
names are the ones Media Foundation reported, so existing MicDevice
settings still match. An empty setting, now selectable as Auto like on
SDL, means the default capture device.
The Media Foundation audio capture code is removed; the camera still
uses it.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Sideloaded builds read hardware keyboard events from the private
UIEvent._gsEvent, at offsets hardcoded for iOS 7 and 9, through a
UIApplication subclass. The UIPress path the App Store build uses works
from iOS 13.4, so use it in all builds, and delete the hack along with
PPSSPPUIApplication and SmartKeyboardMap.
System_Vibrate asked the private UIDevice feedbackSupportLevel whether
to use the feedback generator, in App Store builds too, and sideloaded
builds fell back to the private AudioServicesPlaySystemSoundWithVibration.
The feedback generator just does nothing on devices without a Taptic
Engine, so always use it. That leaves the iPhone 6s and first SE
without virtual button vibration in sideloaded builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Oboe uses AAudio on Android 8.1+ and falls back to OpenSL ES on older
devices. Output and microphone input both go through it. The mic now gets
resampled by Oboe from the device's rate to whatever the game asks for.
New: when a stream is disconnected (headphones unplugged, Bluetooth device
going away), it's reopened on the new default device instead of going
silent.
Oboe 1.11.0 is added as a submodule, built through ext/oboe-build for CMake
and as a module in Android.mk.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Start from the quality that fit the previous frame instead of the top, so
most frames encode once. Step down while a frame is too big, and step back
up when one comes out under half the limit. Windows and the recompression
fallback share the logic.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The PSP camera keeps JPEG frames within the framesize from the video setup.
Go!Edit stores frames in 15KB slots and only takes frames that fit, so our
uncompressed-quality webcam frames were dropped and one frame got repeated
for the whole clip. Lower the JPEG quality until a frame fits.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
'PPSSPPDebug64.exe' (Win32): Unloaded 'C:\Windows\System32\mfreadwrite.dll'
The thread 'RecentISOThreadFunc' (9920) has exited with code 0 (0x0).
The thread 'Console' (10488) has exited with code 0 (0x0).
Detected memory leaks!
Dumping objects ->
{17571338} normal block at 0x00000214CC4A3FE0, 16 bytes long.
Data: < Cf > E8 43 66 CD 14 02 00 00 00 00 00 00 00 00 00 00
{17571337} normal block at 0x00000214CC4A3B80, 16 bytes long.
Data: < Cf > C8 43 66 CD 14 02 00 00 00 00 00 00 00 00 00 00
D:\project\memory_leak\ppsspp\Windows\Debugger\Debugger_Disasm.cpp(174) : {17571336} normal block at 0x00000214CD664190, 640 bytes long.
Data: < C > 90 43 F2 C0 F6 7F 00 00 F6 0C 04 00 00 00 00 00
D:\project\memory_leak\ppsspp\UI\NativeApp.cpp(879) : {84582} normal block at 0x00000214CE8C5DB0, 4224 bytes long.
Data: < > 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
{2432} normal block at 0x00000214D6255C20, 16 bytes long.
Data: <0 $ > 30 E7 24 D6 14 02 00 00 00 00 00 00 00 00 00 00
D:\project\memory_leak\ppsspp\Common\Net\HTTPNaettRequest.cpp(43) : {2431} normal block at 0x00000214D624E730, 32 bytes long.
Data: < \% > 20 5C 25 D6 14 02 00 00 00 00 00 00 00 00 00 00
Object dump complete.
The thread 22000 has exited with code 0 (0x0).
The thread 21248 has exited with code 0 (0x0).
The thread 38104 has exited with code 0 (0x0).
The thread 27860 has exited with code 0 (0x0).
The thread 33240 has exited with code 0 (0x0).
The thread 29352 has exited with code 0 (0x0).
The thread 13964 has exited with code 0 (0x0).
The thread 5640 has exited with code 0 (0x0).
The thread 10528 has exited with code 0 (0x0).
The thread 15252 has exited with code 0 (0x0).
The thread 23016 has exited with code 0 (0x0).
The thread 31424 has exited with code 0 (0x0).
The thread 7000 has exited with code 0 (0x0).
The thread 11620 has exited with code 0 (0x0).
The thread 36264 has exited with code 0 (0x0).
The thread 27248 has exited with code 0 (0x0).
The thread 24780 has exited with code 0 (0x0).
The thread 26228 has exited with code 0 (0x0).
The thread 13676 has exited with code 0 (0x0).
The thread 16828 has exited with code 0 (0x0).
The thread 27388 has exited with code 0 (0x0).
The thread 1668 has exited with code 0 (0x0).
The thread 37272 has exited with code 0 (0x0).
The program '[23456] PPSSPPDebug64.exe' has exited with code 0 (0x0).
Instead of the PSP's web browser, a dialog shows the URL the game wants
and opens it in the host's browser on X, or backs out on O. Either way the
game sees the browser closed normally. Platforms that can't open a URL
(the new SYSPROP_CAN_LAUNCH_URL) only offer to back out. Only plain
printable-ASCII http(s) addresses are handed over, and on Linux without a
shell.
What the firmware does (sceUtility_Driver, 6.61, plus
utility/dialog/htmlviewer): the HtmlViewer has its own state apart from the
other dialogs, so they don't block each other, and its calls return
WRONG_TYPE until one has started. The request size picks the 2.00 to 3.00
layout, and InitStart allocates 3.5MB of user memory (4.5MB with options
bit 0x400 from 2.70 on), failing with 800200d9 without it.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The Ant build hasn't been runnable since the SDK dropped tools/ant/, so build.xml,
custom_rules.xml, ab-ant.sh, ant-build.bat, project.properties and
proguard-project.txt all go. Plus some orphans: buildassets.sh (nothing called it),
build.sh (still referred to "phoenix"), symx86.cmd (x86 isn't in APP_ABI) and
README.TXT (Eclipse import instructions).
ab.sh and ab.cmd no longer copy assets into android/assets - only the Ant/Eclipse
packaging ever read that directory. Gradle packages the repo-root assets/ directly
and ndk-build doesn't look at assets at all, so the stray copy only made it unclear
where the APK's assets come from. Noted how that actually works in docs/building.md.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The name and value columns were hardcoded at x=17 and x=77. The control has
a fixed width in the dialog and can not be widened, so the 8 hex digits of a
GPR only just fit - and once the register list got a vertical scrollbar, the
~17px it takes off the client width pushed the last digits off the edge.
Derive the value column from the client width each paint instead, pulling it
in far enough for a whole value to fit and clipping anything longer rather
than letting it spill. Same for the category tab labels.
Float registers print with %g rather than %f: in a column that narrow, a
clipped %f of a large value is worse than useless (1e20 would read as
100000000), while %g keeps six significant digits and stays short for the
values you normally see.
PrintRegValue returned "N/A" for the VFPU category, and CtrlRegisterList
had its WM_VSCROLL case commented out, so only the rows that fit in the
window were reachable - about a quarter of the 128 VFPU registers. Print
the float the same way the FPU tab does, give the list a real scrollbar
with mouse wheel support, keep the keyboard selection in view, and reset
the position when switching tabs.
The category header hit test now uses the client rect so the tab
boundaries match what's drawn once the scrollbar takes its share of the
width. KernelThreadDebugInterface gets the same one-line fix for parity.
* Destroy the ImGui debugger explicitly, not at static destruction time
* Windows: destroy the debugger windows before NativeShutdown()
* Clear the disassembly cache where it goes stale, not in view destructors
(behind a no-op stub for libretro, which doesn't build DisassemblyManager.cpp)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
VulkanGraphicsContext::InitSurface() threw away VulkanContext::InitSurface()'s
VkResult and carried on, so a failed surface init surfaced as
_dbg_assert_(GetAvailablePresentModes().size() > 0) in the VKContext
constructor rather than as a graphics error with the usual backend fallback.
The vkCreate*SurfaceKHR failure path in ReinitSurface() didn't log anything
either, so the assert was the only trace of it.
Now ReinitSurface() logs and sets init_error_ for all three ways it can bail
(surface creation, ChooseQueue, present mode enumeration), InitSurface()
checks the result, and MainThreadFunc() passes the message back out instead of
writing it to a local it then drops - Windows/main.cpp was reporting
"Failed to initialize main thread function." to the user.
Also deletes the Application on that failure path, which was leaked.
Following on from the DWARF line table: the lookup was only reachable from
hle.backtrace, the breakpoint hit object and the ImGui disassembly status bar.
Now also in
- the ImDebugger call stack (new Source column),
- the Win32 call stack (new Source column),
- the Win32 disassembly status bar, matching the ImGui one,
- the ImDisasmView right-click menu, which showed a bare address as its heading
and now leads with "mesh.zig:163 (08841f98)" when there's a line for it,
- breakpoint log lines - a log-only breakpoint's entire output is those lines,
and "BKP PC=08841f98 mesh.zig:163" reads a great deal better than an address
when you're scanning a few thousand of them,
- crash stack traces, via FormatStackTrace, which is what the crash screen and
crash reporting both use.
That last one is where it earns its keep, and it needed the invalid-jump path to
produce a stack trace at all - it was the one exec exception that didn't. It's
also the one that most deserves it: the address it jumped to tells you nothing,
the callers tell you everything. Execution has already moved to the bad address
by the time it's noticed, so a walk from pc finds no function to start from;
WalkCurrentStack takes an explicit starting pc now, and falling back to ra
recovers the chain. Reproducing the original CrossCraft bug:
CPU Jump: Invalid jump to ae870000 from PC ae870000(invalid) RA 08841f98
MIPS call stack:
rendering.mesh.Mesh(PspVertex).draw at mesh.zig:163 (08841c30+368, ...)
state.MenuState.draw at MenuState.zig:821 (0883ab90+414, ...)
engine.Engine.stepFrameInternal at State.zig:40 (08820f74+5164, ...)
utils.module._module_main_thread at engine.zig:468 (088272c4+2fb8, ...)
Fixed a pre-existing double-report while in there: every case in
Core_ExecException sent its message and then fell through to an unconditional
send of the same message, so each exec exception was logged twice. The message
is built in the switch and sent once at the end now.
pspautotests 314/314, UnitTest 55/55.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
It stopped being about memory when CPU_Shutdown started holding it across the
whole teardown - it's what keeps kernel objects, the symbol map and the memory
map from being freed while another thread reads them. The old name invited the
reading that it locks memory *access*, which it has never done.
Memory::Reinit() now holds it across both halves rather than relying on
Memory::Shutdown()'s own acquire: between Shutdown() and Init() there is no
memory map at all, and a reader could slip into that gap.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Seven GUI-thread readers held only g_frameMutex, which guards against the CPU
thread mutating state but not against the core being torn down - and two of
PSP_Shutdown's paths (EmuScreen::sendMessage, ProcessScreenSwitches) run outside
that span entirely. CtrlThreadList::reloadThreads walking kernel objects that
__KernelShutdown had freed was the concrete crash; the symbol map readers
(CDisasm::Show/NotifyMapLoaded, CtrlModuleList, CtrlWatchList) had the same
shape.
Always g_frameMutex first, then Memory::Lock().
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Reported hang: the CPU thread held g_frameMutex (NativeFrame) and blocked on
g_shutdownLock inside a queued memory.read, while the GUI thread held
g_shutdownLock (CtrlMemView::onPaint) and blocked on g_frameMutex. Textbook
ABBA.
The CPU thread's order is structural - NativeFrame wraps everything below it in
g_frameMutex, and both Core_ProcessCPUQueue() and runImDebugger() ->
DisassembleRange() lock memory from under there - so the GUI side is the one
that has to match. Swaps the three handlers that had it backwards
(CtrlMemView::onPaint, CtrlDisAsmView::onPaint, CtrlStackTraceView::
loadStackTrace) to take g_frameMutex first. They already took both locks, so
this is ordering only, and g_shutdownLock is recursive so nesting is fine.
Also drops the Memory::MemoryInitedLock from the WebSocket LockMemory(), which
is what made the CPU thread want that lock in the first place. It was guarding
against another thread tearing down the memory system, but that doesn't happen:
Memory::Shutdown() is only reached via CPU_Shutdown() <- PSP_Shutdown(), whose
callers all run on the CPU thread, and Memory::Reinit() runs from
Memory::DoState() on savestate load, likewise. WebSocket.cpp additionally holds
lifecycleLock across the whole handler and takes it on STOPPING.
Note this second part isn't sufficient on its own - ImMemView's copy-disassembly
path also locks memory from inside the frame span - which is why the ordering
fix is the real one.
Not removing Memory::Lock() from the Win32 paint handlers: teardown isn't fully
inside the g_frameMutex span yet. EmuScreen::render()'s PSP_Shutdown() is, but
the ones in EmuScreen::sendMessage() (game reset, loading a new game) run from
g_screenManager->sendMessage(), above where NativeFrame takes the guard. Closing
that is the prerequisite, and is left for later.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
step-over, step-out and run-until plant a one-shot breakpoint at the address
they want execution to return to. Keeping it in breakPoints_ alongside the
user's own meant the two kept colliding:
- Adding a log-only user breakpoint at the same address hijacked the temporary
one. AddBreakPoint() didn't match across temp-ness so both existed, and then
ChangeBreakPoint() looked up "the first enabled breakpoint at this address" -
a log-only breakpoint isn't enabled, so the temporary one won and had its
action overwritten to log-only. It lost PAUSE and the step never came back.
- RemoveBreakPoint() erased up to two entries per address to catch an
overlapping temporary one, so deleting either deleted both - including the
interpreter's cleanup path in CheckExecBreakpoints() taking the user's
breakpoint with it.
- ExecBreakPoint() handled one breakpoint per address, so with both at the same
address only one of them did anything: the step completed but the user's log
line never printed.
- Nothing dropped it when something *else* stopped us first, so an interrupted
step left a breakpoint armed at an address nobody was waiting for anymore,
which later fired as a phantom stop.
It's a single TempBreakPoint member now, invisible to the breakpoint lists and
untouched by user edits. One is enough: step over/out and cross-thread step into
all require the CPU to already be stepping and resume it immediately, so only
one can be in flight, and run-until now replaces rather than stacking (two
pending run-untils had no coherent meaning, and the loser stayed armed).
Behavior follows what other debuggers do. Both breakpoints at an address are
evaluated independently and their actions combine, so a log-only breakpoint
logs without stopping and still lets the step finish. Core_Break() drops the
temporary breakpoint on any stop, whatever the reason - the same way gdb deletes
its step-resume breakpoint and lldb discards the thread plan.
Two things to be careful of, both covered by the new TempBreakpoints test:
HasBreakPoints() has to account for it, or the interpreter's checked run loop
and the JIT skip breakpoint checking entirely and a step with no user
breakpoints set never returns; and IsAddressBreakPoint() (user-facing, for the
lists and disassembly markers) is now separate from NeedsBreakCheckAt() (what
the JIT frontends and interpreter ask), since only the latter should see it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9