Files
ppsspp/Core/Debugger
Henrik RydgårdandClaude Opus 5 707275b46a Fix deadlock when stopping a game with a debugger request in flight
The WebSocket thread holds lifecycleLock across a whole event handler, and
handlers do their real work through Core_RunOnCPUThread(), which blocks until
the CPU thread drains the queue. Meanwhile PSP_Shutdown() ->
Core_NotifyLifecycle(STOPPING) took that same lock on the CPU thread. So the
debugger thread waited for the CPU thread while the CPU thread waited for the
lock the debugger thread was holding, and neither ever moved.

Drain the CPU queue while waiting for the lock instead of blocking on it. Core
state is still alive at STOPPING (it's notified before CPU_Shutdown), so running
those queued callbacks then is safe, and it lets the debugger thread finish and
release the lock.

Verified with a temporary instrumented build - a 3s sleep inside a handler while
holding lifecycleLock, arranged to overlap the game's shutdown - which hangs
reliably on the old code and exits cleanly with this change.

lifecycleLock stays for now: roughly half the subscribers and all the
broadcasters still read core state directly on the WebSocket thread instead of
going through the queue, and this is what keeps that from racing with teardown.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
2026-08-17 00:34:01 +02:00
..
2025-01-11 01:25:27 +01:00