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>
Returning to the CPU flushed all queued drawing, also when a list only reached its stall address.
Wipeout Pure builds its lists as it goes and stalls about a hundred times a frame, so the main thread
spent a third of its time finishing the drawing at those flushes. A stalled list isn't done, so now
only a finished one flushes there, which makes Wipeout Pure 15% faster.
What relied on that flush now flushes itself: memory copies, sets, readbacks and uploads that overlap
the queued drawing, and save states, before memory is saved or loaded (FlushPendingDrawing). Syncs and
the display already did. Queued drawing still reads textures from PSP memory when it runs, so a game
that rewrites a texture between stalls without syncing would see the new one; on hardware the GE has
usually drawn with the old one by then.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The write pass stores memory with the JIT's emuhacks cleared, but the
verify pass compared against memory that still had them, so it would
report a mismatch under a JIT. Only EMULATOR_DEVCTL__VERIFY_STATE runs it,
and nothing currently does. It also counted as a save in the generation.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The list belongs to the sceGe call still in progress, whose end would have
run on the loaded CPU state. Also stop the camera and GPS when a state has
them off, don't restart capture when saving, and fix a double free of the
pmp frame queue (it only holds the media engine's own frame).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Both drained only in their own DoState, after memory and Atrac contexts
had already been replaced under a mix or read still in flight. Also fix
sceUmd loading umdActivated into the wrong variable, and count each save
once in saveStateGeneration (it also bumped in the measuring pass).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Replaces the temporary fix that did the hidden modes' IO inside Update.
The IO thread read and wrote the dialog's request, display state and save
list, all shared with the emulator thread, which kept using them to draw the
dialog and reload the request from the game.
Now the IO thread works on its own copy of the request, its own SavedataParam
and directory names resolved up front, and shares nothing else with the
emulator thread but the (locked) file system, MemoryStick_FreeSpace's cached
use and sceChnnlsv's scratch buffer and kirk state, the last two now under
locks too. It still reads and writes the game's buffers directly, like a PSP's
utility threads and sceIoReadAsync do, so a savestate waits for it before it
saves or loads memory. Save
bookkeeping, the save indicator and display changes happen on the emulator
thread when the results are taken, and only the request fields the IO changed
are copied back, so a game's own edits in the meantime survive.
Hidden modes take the results at the next Update (or, with Host IO timing,
the first Update that finds them done). The visible dialogs keep drawing and
take them once the IO is done; save and load used to stall the emulator
thread for the whole operation. Savestates keep results that haven't been
taken yet.
When the results land in PSP memory doesn't matter to games, so
utility/savedata/filelist now only prints them once the utility has finished.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Deleting a savestate from the savedata screen goes through GameInfo::Delete,
not SaveState::DeleteSlot, and it only knew about the .jpg - so the slot's
.name.txt was left behind with nothing to belong to.
Rather than teach the UI the naming scheme a third time, SaveState now answers
what sits beside a state.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
GetSlotCustomName hit the disk for every slot each time the pause screen built
its views, almost always for a file that isn't there. Rescan's listing already
knows, and HasSaveInSlot - which gates whether the name is even shown - reads
the same map, so this can't hide a name the old code would have found.
SetSlotCustomName now rescans, so a rename is visible without depending on the
pause screen happening to rescan on its way back.
Also: clearing a name deletes the file instead of leaving an empty one behind,
and the extension is "name.txt" rather than plain "txt", so an unrelated
"<prefix>_<slot>.txt" in the savestate folder isn't read as a slot name.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Same problem as the hardcore checks: SaveState.cpp asked NetworkAllowSaveState()
and just returned, so a load or save refused because you're connected did
nothing at all, with no explanation. Switched all eight to
NetworkWarnUserIfOnlineAndCantSavestate(), which is the same predicate plus the
standard message; its OSD id already collapses duplicates for the paths that
check twice on the way in.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GgACRqkQNpfJQ4fjwyoEup
Freeze-frame restores a savestate every frame, straight through
SaveState::LoadFromRam(), so it never touched the operation queue and neither
hardcore check saw it. Blocked at the toggle in the dev menu, and again in the
render loop, since hardcore mode can come up after the fact once the game has
been identified.
Enqueue also just dropped operations silently, so a load that arrived through a
path with no check of its own (--state, auto-load) did nothing with no
explanation. Both it and Process now go through WarnUserIfHardcoreModeActive,
which is the same predicate plus the standard message. Callers that already ask
it themselves return before reaching Enqueue, so nothing shows the message twice.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GgACRqkQNpfJQ4fjwyoEup
The check lived only in Enqueue, but operations don't run there - they're
queued and applied later by Process(). During boot, HardcoreModeActive() reads
false even when hardcore is on, since it requires rc_client_is_processing_required(),
which only becomes true once RetroAchievements has finished identifying the game
asynchronously. Anything queued in that window passed the check, and was then
applied by Process() after identification completed and hardcore came up.
Auto-load wasn't even a race: EmuScreen::bootComplete() calls Achievements::SetGame(),
which starts the identify, and then checks HardcoreModeActive() a few lines below -
always false at that point. So "Auto load savestate" quietly worked in hardcore mode.
--state and a load-state hotkey pressed during boot got through the same way.
Re-checking per operation in Process() covers every entry point at once, and by
then identification has finished, so the answer is authoritative.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GgACRqkQNpfJQ4fjwyoEup
PointerWrap tracked no end-of-buffer, so DoState() implementations could
read past the end of a crafted or truncated savestate via DoVoid's
unchecked memcpy, and DoVector could resize to an attacker-controlled
size before reading.
- PointerWrap now tracks a read end; DoVoid/ExpectVoid fail (MODE_NOOP)
before reading out of bounds.
- String reads are bounds-checked for the whole string including NUL.
- DoVector rejects sizes that can't fit in the remaining buffer.
- LoadPtr takes the buffer size and sets the read end.
- Capping the decompression buffer allocation in LoadFile.