hle: kernel: KServerSession: Remove hack for CompleteSyncRequest.
- This does not appear to be necessary anymore.
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@ -8,7 +8,6 @@
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#include "common/assert.h"
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#include "common/assert.h"
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#include "common/common_types.h"
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#include "common/common_types.h"
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#include "common/logging/log.h"
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#include "common/logging/log.h"
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#include "common/scope_exit.h"
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#include "core/core_timing.h"
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#include "core/core_timing.h"
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#include "core/hle/ipc_helpers.h"
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#include "core/hle/ipc_helpers.h"
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#include "core/hle/kernel/hle_ipc.h"
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#include "core/hle/kernel/hle_ipc.h"
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@ -123,20 +122,10 @@ ResultCode KServerSession::QueueSyncRequest(KThread* thread, Core::Memory::Memor
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context->PopulateFromIncomingCommandBuffer(kernel.CurrentProcess()->GetHandleTable(), cmd_buf);
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context->PopulateFromIncomingCommandBuffer(kernel.CurrentProcess()->GetHandleTable(), cmd_buf);
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// In the event that something fails here, stub a result to prevent the game from crashing.
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// This is a work-around in the event that somehow we process a service request after the
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// session has been closed by the game. This has been observed to happen rarely in Pokemon
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// Sword/Shield and is likely a result of us using host threads/scheduling for services.
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// TODO(bunnei): Find a better solution here.
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auto error_guard = SCOPE_GUARD({ CompleteSyncRequest(*context); });
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// Ensure we have a session request handler
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// Ensure we have a session request handler
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if (manager->HasSessionRequestHandler(*context)) {
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if (manager->HasSessionRequestHandler(*context)) {
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if (auto strong_ptr = manager->GetServiceThread().lock()) {
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if (auto strong_ptr = manager->GetServiceThread().lock()) {
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strong_ptr->QueueSyncRequest(*parent, std::move(context));
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strong_ptr->QueueSyncRequest(*parent, std::move(context));
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// We succeeded.
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error_guard.Cancel();
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} else {
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} else {
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ASSERT_MSG(false, "strong_ptr is nullptr!");
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ASSERT_MSG(false, "strong_ptr is nullptr!");
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}
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}
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