The two long-standing bug reports had a shared root: the service loop could
end up in a state it never left.
- Exit hang: UPNP_CMD_EXIT was queued alongside port requests and only acted
on when it reached the front. A request that couldn't complete was never
popped, so exit sat behind it forever and join() blocked indefinitely.
Exit is a flag now, checked before anything else.
- CPU spin: wait_for() with a predicate returns immediately when the predicate
already holds, so a stuck queue head meant a tight loop. sceNetInet's bind()
queues UPnP_Add regardless of the setting, so this hit whenever UPnP was off
and a game used sockets. The loop always blocks now, and requests are dropped
while UPnP is off.
- Failed discovery was retried every 5s forever, each time a full 2s SSDP round
plus an error toast. Now backs off 5s -> 300s and reports once.
Other things found while in here:
- Every failed Initialize() leaked a UPNPUrls + IGDdatas, so ~every 5 seconds
for anyone with UPnP on and no router. The manual miniwget/parserootdesc/
GetUPNPUrls block was also redundant - UPNP_GetValidIGD does all of it and
memsets over the result, leaking the URLs and costing an extra HTTP round
trip per attempt.
- UPNP_GetValidIGD's status was never checked, so we could go DONE with no
usable IGD and hand a NULL controlURL to UPNP_GetConnectionTypeInfo.
- miniupnpc's strncpy into the port-mapping-entry buffers doesn't guarantee a
terminator; an 80-char description ran std::string off the end of desc[80].
- Add() marked another app's port "taken" only after our own add succeeded, so
a failed add left their mapping deleted and never restored.
- Clear() walked the router's entire table at exit, one HTTP round trip per
index. It now deletes only what we know we mapped, and the exit cleanup has
a time budget so an unreachable router can't stall shutdown.
- The in-flight request stayed in the queue during the router call, so a
same-port request arriving concurrently could erase it and be dropped
unexecuted.
- The queue is bounded, and last-write-wins per port collapses the churn from
games that rebind in a loop.
- The mapping description is built when the request is queued rather than read
off g_paramSFO from the UPnP thread later.
The thread now only exists while the setting is on - turning it off makes it
remove its mappings and exit, turning it on starts one. That means __UPnPInit()
has to run after the config is actually loaded; g_Config.Init() only builds a
lookup table. QueueRequest() reconciles too, so a per-game config or a libretro
core option enabling UPnP works without a notify at every call site.
The settings checkbox is disabled in-game, since sceNet latches related
settings at boot and a game that already mapped its ports wouldn't cope with
them disappearing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DCPmm7FoQUoqrbMdhfqhQ2
sleep_ms() should generally be avoided when possible. This can be used to try
to track down unnecessary sleeps by adding some logging.
This commit on its own doesn't actually add any logging.
* 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
Instead of adding platform-specific dirty workarounds, why not try to
handle things *properly*?
With this commit, the PortManager will compile UPnP specific code only
if USE_MINIUPNPC is set.
Signed-off-by: Paul Cercueil <paul@crapouillou.net>
* Move and rename file_util/fd_util to Common/File/FileUtil and DirListing
Let's also move net while we're at it.
Move the ZIM/PNG loaders over to Common.
Move the UI framework into Common
iOS buildfix
* Buildfix
* Buildfixes
* Apple buildfix
* This typo again..
* UWP buildfix
* Fix build of PPSSPPQt, such as it is (it's not in good condition...)
* Guess what? Another buildfix.
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!