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