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-rw-r--r--src/core/hle/kernel/k_server_session.cpp20
1 files changed, 2 insertions, 18 deletions
diff --git a/src/core/hle/kernel/k_server_session.cpp b/src/core/hle/kernel/k_server_session.cpp
index d4e4a6b06..4d94eb9cf 100644
--- a/src/core/hle/kernel/k_server_session.cpp
+++ b/src/core/hle/kernel/k_server_session.cpp
@@ -8,7 +8,6 @@
#include "common/assert.h"
#include "common/common_types.h"
#include "common/logging/log.h"
-#include "common/scope_exit.h"
#include "core/core_timing.h"
#include "core/hle/ipc_helpers.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);
- // 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
if (manager->HasSessionRequestHandler(*context)) {
if (auto strong_ptr = manager->GetServiceThread().lock()) {
strong_ptr->QueueSyncRequest(*parent, std::move(context));
-
- // We succeeded.
- error_guard.Cancel();
} else {
ASSERT_MSG(false, "strong_ptr is nullptr!");
}
@@ -171,13 +160,8 @@ ResultCode KServerSession::CompleteSyncRequest(HLERequestContext& context) {
convert_to_domain = false;
}
- // Some service requests require the thread to block
- {
- KScopedSchedulerLock lock(kernel);
- if (!context.IsThreadWaiting()) {
- context.GetThread().EndWait(result);
- }
- }
+ // The calling thread is waiting for this request to complete, so wake it up.
+ context.GetThread().EndWait(result);
return result;
}