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The disasm window cached the flattened symbol list and only rebuilt it when one of three menu items said so. Nothing marked it dirty when a game booted or exited, and a new SymbolMap is allocated per boot, so the list kept showing the previous game's functions. Give SymbolMap a version counter that every mutator bumps, and let the window compare against it instead. The counter is process-wide rather than per-map, so a fresh map can't hand out a version a cached copy already holds. Also re-find the selected symbol by address after a rebuild (the index means something else afterwards), and drop the unused symbol cache members in ImMemWindow. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01SfY7iFJEjmRXf1XGrTs4MF