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Use with same code with sceKernelStopUnloadSelfModuleWithStatus
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eecd9038cd
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0256c7e056
@ -1845,22 +1845,26 @@ u32 sceKernelUnloadModule(u32 moduleId)
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return moduleId;
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}
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u32 sceKernelStopUnloadSelfModule(u32 argSize, u32 argp, u32 statusAddr, u32 optionAddr) {
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// used in Tom Clancy's Splinter Cell Essentials,Ghost in the Shell Stand Alone Complex
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u32 hleKernelStopUnloadSelfModuleWithOrWithoutStatus(u32 exitCode, u32 argSize, u32 argp, u32 statusAddr, u32 optionAddr, bool WithStatus) {
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if (loadedModules.size() > 1) {
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ERROR_LOG_REPORT(SCEMODULE, "UNIMPL sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): game may have crashed",argSize, argp, statusAddr, optionAddr);
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if (WithStatus)
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ERROR_LOG_REPORT(SCEMODULE, "UNIMPL sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): game may have crashed", exitCode, argSize, argp, statusAddr, optionAddr);
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else
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ERROR_LOG_REPORT(SCEMODULE, "UNIMPL sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): game may have crashed", argSize, argp, statusAddr, optionAddr);
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SceUID moduleID = __KernelGetCurThreadModuleId();
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u32 priority = 0x20;
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u32 stacksize = 0x40000;
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u32 attr = 0;
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int exitCode = 0;
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// TODO: In a lot of cases (even for errors), this should resched. Needs testing.
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u32 error;
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Module *module = kernelObjects.Get<Module>(moduleID, error);
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if (!module) {
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ERROR_LOG(SCEMODULE, "sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): invalid module id",argSize, argp, statusAddr, optionAddr);
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if (WithStatus)
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ERROR_LOG(SCEMODULE, "sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): invalid module id", exitCode, argSize, argp, statusAddr, optionAddr);
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else
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ERROR_LOG(SCEMODULE, "sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): invalid module id", argSize, argp, statusAddr, optionAddr);
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return error;
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}
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@ -1884,7 +1888,7 @@ u32 sceKernelStopUnloadSelfModule(u32 argSize, u32 argp, u32 statusAddr, u32 opt
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attr = options->attribute;
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// TODO: Maybe based on size?
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else if (attr != 0)
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WARN_LOG_REPORT(SCEMODULE, "Stopping module with attr=%x, but options specify 0", attr);
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WARN_LOG_REPORT(SCEMODULE, "Stopping module with attr=%x, but options specify 0", attr);
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}
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if (Memory::IsValidAddress(stopFunc)) {
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@ -1898,92 +1902,41 @@ u32 sceKernelStopUnloadSelfModule(u32 argSize, u32 argp, u32 statusAddr, u32 opt
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module->waitingThreads.push_back(mwt);
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}
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else if (stopFunc == 0) {
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INFO_LOG(SCEMODULE, "sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): no stop func", argSize, argp, statusAddr, optionAddr);
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sceKernelExitDeleteThread(exitCode);
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if (WithStatus)
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INFO_LOG(SCEMODULE, "sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): no stop func", exitCode, argSize, argp, statusAddr, optionAddr);
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else
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INFO_LOG(SCEMODULE, "sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): no stop func", argSize, argp, statusAddr, optionAddr);
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sceKernelExitDeleteThread(exitCode);
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module->Cleanup();
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kernelObjects.Destroy<Module>(moduleID);
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}
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else {
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ERROR_LOG_REPORT(SCEMODULE, "sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): bad stop func address", argSize, argp, statusAddr, optionAddr);
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if (WithStatus)
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ERROR_LOG_REPORT(SCEMODULE, "sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): bad stop func address", exitCode, argSize, argp, statusAddr, optionAddr);
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else
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ERROR_LOG_REPORT(SCEMODULE, "sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): bad stop func address", argSize, argp, statusAddr, optionAddr);
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sceKernelExitDeleteThread(exitCode);
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module->Cleanup();
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kernelObjects.Destroy<Module>(moduleID);
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}
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}
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else {
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ERROR_LOG_REPORT(SCEMODULE, "UNIMPL sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): game has likely crashed", argSize, argp, statusAddr, optionAddr);
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if (WithStatus)
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ERROR_LOG_REPORT(SCEMODULE, "UNIMPL sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): game has likely crashed", exitCode, argSize, argp, statusAddr, optionAddr);
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else
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ERROR_LOG_REPORT(SCEMODULE, "UNIMPL sceKernelStopUnloadSelfModule(%08x, %08x, %08x, %08x): game has likely crashed", argSize, argp, statusAddr, optionAddr);
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}
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return 0;
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}
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u32 sceKernelStopUnloadSelfModule(u32 argSize, u32 argp, u32 statusAddr, u32 optionAddr) {
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// Used in Tom Clancy's Splinter Cell Essentials,Ghost in the Shell Stand Alone Complex
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return hleKernelStopUnloadSelfModuleWithOrWithoutStatus(0, argSize, argp, statusAddr, optionAddr, false);
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}
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u32 sceKernelStopUnloadSelfModuleWithStatus(u32 exitCode, u32 argSize, u32 argp, u32 statusAddr, u32 optionAddr) {
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if (loadedModules.size() > 1) {
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ERROR_LOG_REPORT(SCEMODULE, "UNIMPL sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): game may have crashed", exitCode, argSize, argp, statusAddr, optionAddr);
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SceUID moduleID = __KernelGetCurThreadModuleId();
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u32 priority = 0x20;
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u32 stacksize = 0x40000;
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u32 attr = 0;
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// TODO: In a lot of cases (even for errors), this should resched. Needs testing.
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u32 error;
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Module *module = kernelObjects.Get<Module>(moduleID, error);
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if (!module) {
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ERROR_LOG(SCEMODULE, "sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): invalid module id", exitCode, argSize, argp, statusAddr, optionAddr);
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return error;
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}
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u32 stopFunc = module->nm.module_stop_func;
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if (module->nm.module_stop_thread_priority != 0)
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priority = module->nm.module_stop_thread_priority;
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if (module->nm.module_stop_thread_stacksize != 0)
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stacksize = module->nm.module_stop_thread_stacksize;
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if (module->nm.module_stop_thread_attr != 0)
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attr = module->nm.module_stop_thread_attr;
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// TODO: Need to test how this really works. Let's assume it's an override.
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if (Memory::IsValidAddress(optionAddr)) {
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auto options = PSPPointer<SceKernelSMOption>::Create(optionAddr);
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// TODO: Check how size handling actually works.
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if (options->size != 0 && options->priority != 0)
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priority = options->priority;
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if (options->size != 0 && options->stacksize != 0)
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stacksize = options->stacksize;
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if (options->size != 0 && options->attribute != 0)
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attr = options->attribute;
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// TODO: Maybe based on size?
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else if (attr != 0)
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WARN_LOG_REPORT(SCEMODULE, "Stopping module with attr=%x, but options specify 0", attr);
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}
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if (Memory::IsValidAddress(stopFunc)) {
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SceUID threadID = __KernelCreateThread(module->nm.name, moduleID, stopFunc, priority, stacksize, attr, 0);
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sceKernelStartThread(threadID, argSize, argp);
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__KernelSetThreadRA(threadID, NID_MODULERETURN);
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__KernelWaitCurThread(WAITTYPE_MODULE, moduleID, 1, 0, false, "unloadstopped module");
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const ModuleWaitingThread mwt = {__KernelGetCurThread(), statusAddr};
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module->nm.status = MODULE_STATUS_UNLOADING;
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module->waitingThreads.push_back(mwt);
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} else if (stopFunc == 0) {
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INFO_LOG(SCEMODULE, "sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): no stop func", exitCode, argSize, argp, statusAddr, optionAddr);
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sceKernelExitDeleteThread(exitCode);
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module->Cleanup();
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kernelObjects.Destroy<Module>(moduleID);
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} else {
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ERROR_LOG_REPORT(SCEMODULE, "sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): bad stop func address", exitCode, argSize, argp, statusAddr, optionAddr);
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sceKernelExitDeleteThread(exitCode);
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module->Cleanup();
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kernelObjects.Destroy<Module>(moduleID);
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}
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} else {
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ERROR_LOG_REPORT(SCEMODULE, "UNIMPL sceKernelStopUnloadSelfModuleWithStatus(%08x, %08x, %08x, %08x, %08x): game has likely crashed", exitCode, argSize, argp, statusAddr, optionAddr);
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}
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// Probably similar to sceKernelStopModule, but games generally call this when they die.
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return 0;
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return hleKernelStopUnloadSelfModuleWithOrWithoutStatus(exitCode, argSize, argp, statusAddr, optionAddr, true);
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}
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void __KernelReturnFromModuleFunc()
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@ -29,6 +29,7 @@ void __KernelModuleShutdown();
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u32 __KernelGetModuleGP(SceUID module);
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bool __KernelLoadExec(const char *filename, u32 paramPtr, std::string *error_string);
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void __KernelReturnFromModuleFunc();
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u32 hleKernelStopUnloadSelfModuleWithOrWithoutStatus(u32 exitCode, u32 argSize, u32 argp, u32 statusAddr, u32 optionAddr, bool WithStatus);
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void Register_ModuleMgrForUser();
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void Register_ModuleMgrForKernel();
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