Unmap guest memory when precompilation finishes - #6
Closed
Zulux91 wants to merge 1 commit into
Closed
Conversation
The precompilation queue calls vm::init() so that ppu_register_range has somewhere to register, but nothing ever unmapped it again. vm::close() is only reached from Emu.Stop(), and precompilation deliberately never boots anything. So the blocks stayed mapped past "Finalization". The next vm::init(), either the next workload or Emulator::Load() booting a game, assigns over g_locations and destroys them, which trips ensure(!is_valid()) in ~block_t() and takes the whole process down. Easy to reproduce: install firmware and then boot a game without restarting the app. The firmware pass leaves five live blocks behind and the boot dies inside vm::ps3_::init() before it reads a byte of the disc.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
The precompilation queue calls vm::init() so that ppu_register_range has somewhere to register, but nothing ever unmapped it again. vm::close() is only reached from Emu.Stop(), and precompilation deliberately never boots anything.
So the blocks stayed mapped past "Finalization". The next vm::init(), either the next workload or Emulator::Load() booting a game, assigns over g_locations and destroys them, which trips ensure(!is_valid()) in ~block_t() and takes the whole process down.
Easy to reproduce: install firmware and then boot a game without restarting the app. The firmware pass leaves five live blocks behind and the boot dies inside vm::ps3_::init() before it reads a byte of the disc.