Use with same code with sceKernelStopUnloadSelfModuleWithStatus

This commit is contained in:
sum2012 2014-07-02 20:08:27 +08:00
parent eecd9038cd
commit 0256c7e056
2 changed files with 32 additions and 78 deletions

View File

@ -1845,22 +1845,26 @@ u32 sceKernelUnloadModule(u32 moduleId)
return moduleId;
}
u32 sceKernelStopUnloadSelfModule(u32 argSize, u32 argp, u32 statusAddr, u32 optionAddr) {
// used in Tom Clancy's Splinter Cell Essentials,Ghost in the Shell Stand Alone Complex
u32 hleKernelStopUnloadSelfModuleWithOrWithoutStatus(u32 exitCode, u32 argSize, u32 argp, u32 statusAddr, u32 optionAddr, bool WithStatus) {
if (loadedModules.size() > 1) {
ERROR_LOG_REPORT(SCEMODULE, "UNIMPL sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): game may have crashed",argSize, argp, statusAddr, optionAddr);
if (WithStatus)
ERROR_LOG_REPORT(SCEMODULE, "UNIMPL sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): game may have crashed", exitCode, argSize, argp, statusAddr, optionAddr);
else
ERROR_LOG_REPORT(SCEMODULE, "UNIMPL sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): game may have crashed", argSize, argp, statusAddr, optionAddr);
SceUID moduleID = __KernelGetCurThreadModuleId();
u32 priority = 0x20;
u32 stacksize = 0x40000;
u32 attr = 0;
int exitCode = 0;
// TODO: In a lot of cases (even for errors), this should resched. Needs testing.
u32 error;
Module *module = kernelObjects.Get<Module>(moduleID, error);
if (!module) {
ERROR_LOG(SCEMODULE, "sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): invalid module id",argSize, argp, statusAddr, optionAddr);
if (WithStatus)
ERROR_LOG(SCEMODULE, "sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): invalid module id", exitCode, argSize, argp, statusAddr, optionAddr);
else
ERROR_LOG(SCEMODULE, "sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): invalid module id", argSize, argp, statusAddr, optionAddr);
return error;
}
@ -1884,7 +1888,7 @@ u32 sceKernelStopUnloadSelfModule(u32 argSize, u32 argp, u32 statusAddr, u32 opt
attr = options->attribute;
// TODO: Maybe based on size?
else if (attr != 0)
WARN_LOG_REPORT(SCEMODULE, "Stopping module with attr=%x, but options specify 0", attr);
WARN_LOG_REPORT(SCEMODULE, "Stopping module with attr=%x, but options specify 0", attr);
}
if (Memory::IsValidAddress(stopFunc)) {
@ -1898,92 +1902,41 @@ u32 sceKernelStopUnloadSelfModule(u32 argSize, u32 argp, u32 statusAddr, u32 opt
module->waitingThreads.push_back(mwt);
}
else if (stopFunc == 0) {
INFO_LOG(SCEMODULE, "sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): no stop func", argSize, argp, statusAddr, optionAddr);
sceKernelExitDeleteThread(exitCode);
if (WithStatus)
INFO_LOG(SCEMODULE, "sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): no stop func", exitCode, argSize, argp, statusAddr, optionAddr);
else
INFO_LOG(SCEMODULE, "sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): no stop func", argSize, argp, statusAddr, optionAddr);
sceKernelExitDeleteThread(exitCode);
module->Cleanup();
kernelObjects.Destroy<Module>(moduleID);
}
else {
ERROR_LOG_REPORT(SCEMODULE, "sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): bad stop func address", argSize, argp, statusAddr, optionAddr);
if (WithStatus)
ERROR_LOG_REPORT(SCEMODULE, "sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): bad stop func address", exitCode, argSize, argp, statusAddr, optionAddr);
else
ERROR_LOG_REPORT(SCEMODULE, "sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): bad stop func address", argSize, argp, statusAddr, optionAddr);
sceKernelExitDeleteThread(exitCode);
module->Cleanup();
kernelObjects.Destroy<Module>(moduleID);
}
}
else {
ERROR_LOG_REPORT(SCEMODULE, "UNIMPL sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): game has likely crashed", argSize, argp, statusAddr, optionAddr);
if (WithStatus)
ERROR_LOG_REPORT(SCEMODULE, "UNIMPL sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): game has likely crashed", exitCode, argSize, argp, statusAddr, optionAddr);
else
ERROR_LOG_REPORT(SCEMODULE, "UNIMPL sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): game has likely crashed", argSize, argp, statusAddr, optionAddr);
}
return 0;
}
u32 sceKernelStopUnloadSelfModule(u32 argSize, u32 argp, u32 statusAddr, u32 optionAddr) {
// Used in Tom Clancy's Splinter Cell Essentials,Ghost in the Shell Stand Alone Complex
return hleKernelStopUnloadSelfModuleWithOrWithoutStatus(0, argSize, argp, statusAddr, optionAddr, false);
}
u32 sceKernelStopUnloadSelfModuleWithStatus(u32 exitCode, u32 argSize, u32 argp, u32 statusAddr, u32 optionAddr) {
if (loadedModules.size() > 1) {
ERROR_LOG_REPORT(SCEMODULE, "UNIMPL sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): game may have crashed", exitCode, argSize, argp, statusAddr, optionAddr);
SceUID moduleID = __KernelGetCurThreadModuleId();
u32 priority = 0x20;
u32 stacksize = 0x40000;
u32 attr = 0;
// TODO: In a lot of cases (even for errors), this should resched. Needs testing.
u32 error;
Module *module = kernelObjects.Get<Module>(moduleID, error);
if (!module) {
ERROR_LOG(SCEMODULE, "sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): invalid module id", exitCode, argSize, argp, statusAddr, optionAddr);
return error;
}
u32 stopFunc = module->nm.module_stop_func;
if (module->nm.module_stop_thread_priority != 0)
priority = module->nm.module_stop_thread_priority;
if (module->nm.module_stop_thread_stacksize != 0)
stacksize = module->nm.module_stop_thread_stacksize;
if (module->nm.module_stop_thread_attr != 0)
attr = module->nm.module_stop_thread_attr;
// TODO: Need to test how this really works. Let's assume it's an override.
if (Memory::IsValidAddress(optionAddr)) {
auto options = PSPPointer<SceKernelSMOption>::Create(optionAddr);
// TODO: Check how size handling actually works.
if (options->size != 0 && options->priority != 0)
priority = options->priority;
if (options->size != 0 && options->stacksize != 0)
stacksize = options->stacksize;
if (options->size != 0 && options->attribute != 0)
attr = options->attribute;
// TODO: Maybe based on size?
else if (attr != 0)
WARN_LOG_REPORT(SCEMODULE, "Stopping module with attr=%x, but options specify 0", attr);
}
if (Memory::IsValidAddress(stopFunc)) {
SceUID threadID = __KernelCreateThread(module->nm.name, moduleID, stopFunc, priority, stacksize, attr, 0);
sceKernelStartThread(threadID, argSize, argp);
__KernelSetThreadRA(threadID, NID_MODULERETURN);
__KernelWaitCurThread(WAITTYPE_MODULE, moduleID, 1, 0, false, "unloadstopped module");
const ModuleWaitingThread mwt = {__KernelGetCurThread(), statusAddr};
module->nm.status = MODULE_STATUS_UNLOADING;
module->waitingThreads.push_back(mwt);
} else if (stopFunc == 0) {
INFO_LOG(SCEMODULE, "sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): no stop func", exitCode, argSize, argp, statusAddr, optionAddr);
sceKernelExitDeleteThread(exitCode);
module->Cleanup();
kernelObjects.Destroy<Module>(moduleID);
} else {
ERROR_LOG_REPORT(SCEMODULE, "sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): bad stop func address", exitCode, argSize, argp, statusAddr, optionAddr);
sceKernelExitDeleteThread(exitCode);
module->Cleanup();
kernelObjects.Destroy<Module>(moduleID);
}
} else {
ERROR_LOG_REPORT(SCEMODULE, "UNIMPL sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): game has likely crashed", exitCode, argSize, argp, statusAddr, optionAddr);
}
// Probably similar to sceKernelStopModule, but games generally call this when they die.
return 0;
return hleKernelStopUnloadSelfModuleWithOrWithoutStatus(exitCode, argSize, argp, statusAddr, optionAddr, true);
}
void __KernelReturnFromModuleFunc()

View File

@ -29,6 +29,7 @@ void __KernelModuleShutdown();
u32 __KernelGetModuleGP(SceUID module);
bool __KernelLoadExec(const char *filename, u32 paramPtr, std::string *error_string);
void __KernelReturnFromModuleFunc();
u32 hleKernelStopUnloadSelfModuleWithOrWithoutStatus(u32 exitCode, u32 argSize, u32 argp, u32 statusAddr, u32 optionAddr, bool WithStatus);
void Register_ModuleMgrForUser();
void Register_ModuleMgrForKernel();