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>
* 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>
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
- DisassemblyFunction/DisassemblyData::getLineAddress() indexed
lineAddresses[0] unconditionally; a zero-size symbol (reachable via
the WebSocket debugger's hle.func.add/hle.data.add with an
attacker-controlled size, a crafted ELF symtab entry with
st_size==0, or the debugger UI's "set function size") leaves that
vector empty, making findDisassemblyEntry's getLineAddress(0) call
undefined behavior. Fall back to the symbol's own base address when
out of range instead.
- DisassemblyData::createLines() detected an invalid address range and
logged it, but fell through anyway into a loop reading through that
whole range with the Unchecked memory accessors, which on
non-masked builds do a raw pointer dereference with no bounds check
at all. Added the missing return.
- DisassemblyLineInfo::ToString()'s snprintf calls all used
sizeof(text) where text is a char* parameter (pointer size, not
buffer size), silently truncating all output to a few characters
instead of using the real bufSize parameter that was passed in but
never used.
- analyze()'s misaligned-tail-data case stored the DisassemblyData
entry under key alignedNext, but constructed it with the earlier
(possibly much earlier) `address` as its own base address instead of
alignedNext, misattributing those bytes to the wrong location.
DisassemblyManager used to fuse lui+addiu/load/store into single pseudo-
instructions ("li", fused loads/stores) for display. This only applied to a
handful of opcodes, complicated DisassemblyManager, and was the root cause of
a stepping bug: Core_PerformCPUStep's Into/Over cases treated stepSize as a
byte count, while the WebSocket cpu.stepInto handler computed it as an
instruction count (needed to step over a whole fused macro in one go) - so a
plain, non-fused stepInto silently executed zero instructions.
Removed the fusion logic entirely (DisassemblyMacro, DISTYPE_MACRO) - every
disassembly line is now exactly one 4-byte instruction. With that,
"how many instructions does this line span" is always 1, so the
getInstructionSizeAt() byte-size queries in the legacy Windows and ImGui
debuggers are gone too; step requests just pass 1. Core_RequestCPUStep's
stepSize is now consistently in instructions everywhere.
Also fixes the PPSSPPHeadless build, broken since 0ed1f3e added
OpenWebDebugger() (which calls System_LaunchUrl) without a headless stub.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hqm11k99viLfbJm2MkH4BH
When sending this in the websocket debugger, it needs to be valid utf-8 or
it will cause clients to abort the connection. We want to reject invalid
utf-8 anyway.
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.