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
Debugger windows (register list, disassembly view, memory view, breakpoint/
thread/module/stack lists, watch list) read CPU-thread-owned state directly
from the GUI thread's WM_PAINT/list-fill handlers, racing against the CPU
thread. Routing every read through Core_RunOnCPUThread would be too slow for
something invoked continuously on paint/list-refresh.
Add g_frameMutex (Core.h/Core.cpp), held by NativeFrame() only across the
span where it actually touches that state (running the CPU, processing
breakpoints, running the ImGui debugger) - not across input handling or the
present/frame-pacing waits. Debugger windows now hold the same mutex while
reading, giving synchronized reads without the round-trip cost of queuing
to the CPU thread.
CtrlRegisterList::onPaint() goes back to always reading live values (now
safe under the lock) and grays them out by color alone while the core is
running, rather than the earlier snapshot-caching approach.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hqm11k99viLfbJm2MkH4BH
The Win32 debugger dialogs mutate CPU-thread-owned state (breakpoints,
symbol map, registers, memory, kernel threads) directly from the GUI
thread with no synchronization, same problem the WebSocket debugger had.
Route all of these through Core_RunOnCPUThread instead, following the
same pattern used there.
Also drops two forced-pause (Core_Break/Core_WaitInactive/Core_Resume)
dances in CtrlMemView::onChar and DumpMemoryWindow's dump handler, now
unnecessary since Core_RunOnCPUThread works whether the CPU is running
or already stepping.
Modal dialogs (MessageBox, InputBox_GetString, BreakpointWindow::exec,
etc.) are kept outside any queued callback so they never block the CPU
thread on user input. Pure reads/painting (disassembly formatting,
search, list reloads, onPaint) are intentionally left as-is for now.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hqm11k99viLfbJm2MkH4BH
Potentially, a watch or break condition could crash if it was unaligned
between mirrors. This might happen if it's not the condition you wanted,
especially. Play it safe.
Also move colorutil.cpp/h
linking build fix experiment
Delete a bunch of unused CMakeLists.txt files
CMakeLists.txt linking fix
Don't include NativeApp.h from any headers.
Android.mk buildfix
Half of the UWP fix
Buildfix
Minor project file cleanup
Buildfixes
Guess what? More buildfixes!
Now that it uses a lookup, this is even more dangerous. But, the maps
could be reordered while it's trying to print the pointer and cause that
data to become invalid.
This should be safe from race conditions.