hle: kernel: KServerSession: Remove hack for CompleteSyncRequest.

- This does not appear to be necessary anymore.
This commit is contained in:
bunnei 2022-01-17 16:51:55 -08:00
parent ad53dc22fd
commit 384e24d3e9

View file

@ -8,7 +8,6 @@
#include "common/assert.h" #include "common/assert.h"
#include "common/common_types.h" #include "common/common_types.h"
#include "common/logging/log.h" #include "common/logging/log.h"
#include "common/scope_exit.h"
#include "core/core_timing.h" #include "core/core_timing.h"
#include "core/hle/ipc_helpers.h" #include "core/hle/ipc_helpers.h"
#include "core/hle/kernel/hle_ipc.h" #include "core/hle/kernel/hle_ipc.h"
@ -123,20 +122,10 @@ ResultCode KServerSession::QueueSyncRequest(KThread* thread, Core::Memory::Memor
context->PopulateFromIncomingCommandBuffer(kernel.CurrentProcess()->GetHandleTable(), cmd_buf); context->PopulateFromIncomingCommandBuffer(kernel.CurrentProcess()->GetHandleTable(), cmd_buf);
// In the event that something fails here, stub a result to prevent the game from crashing.
// This is a work-around in the event that somehow we process a service request after the
// session has been closed by the game. This has been observed to happen rarely in Pokemon
// Sword/Shield and is likely a result of us using host threads/scheduling for services.
// TODO(bunnei): Find a better solution here.
auto error_guard = SCOPE_GUARD({ CompleteSyncRequest(*context); });
// Ensure we have a session request handler // Ensure we have a session request handler
if (manager->HasSessionRequestHandler(*context)) { if (manager->HasSessionRequestHandler(*context)) {
if (auto strong_ptr = manager->GetServiceThread().lock()) { if (auto strong_ptr = manager->GetServiceThread().lock()) {
strong_ptr->QueueSyncRequest(*parent, std::move(context)); strong_ptr->QueueSyncRequest(*parent, std::move(context));
// We succeeded.
error_guard.Cancel();
} else { } else {
ASSERT_MSG(false, "strong_ptr is nullptr!"); ASSERT_MSG(false, "strong_ptr is nullptr!");
} }