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Delete unused fds in sceNetEpollDestroy and sys_socketclose (#3976)
This issue would cause memory leaks in some EA titles, also just generally makes it harder to debug stuff when the fd table is flooded with closed sockets and epolls.
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@@ -803,6 +803,7 @@ int PS4_SYSV_ABI sceNetEpollDestroy(OrbisNetId epollid) {
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LOG_DEBUG(Lib_Net, "called, epollid = {} ({})", epollid, file->epoll->name);
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file->epoll->Destroy();
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FDTable::Instance()->DeleteHandle(epollid);
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return ORBIS_OK;
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}
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@@ -335,6 +335,7 @@ int PS4_SYSV_ABI sys_socketclose(OrbisNetId s) {
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LOG_DEBUG(Lib_Net, "s = {} ({})", s, file->m_guest_name);
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int returncode = file->socket->Close();
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if (returncode >= 0) {
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FDTable::Instance()->DeleteHandle(s);
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return returncode;
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}
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LOG_ERROR(Lib_Net, "error code returned: {}", (u32)*Libraries::Kernel::__Error());
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