Hold the shutdown lock across all of CPU_Shutdown

It was only held across Memory::Shutdown(), but everything else in there frees
state the debugger UIs read from other threads - kernel objects
(__KernelShutdown), the symbol map, replacements - so a Win32 debugger window
painting while a game is reset could read freed memory. It's recursive, so the
nested acquire in Memory::Shutdown() is unaffected.

No lock-order risk: on the paths where CPU_Shutdown already runs under
g_frameMutex it now takes these in the same frame-then-shutdown order the GUI
side uses, and on the paths where it doesn't (EmuScreen::sendMessage,
ProcessScreenSwitches - both above where NativeFrame takes the guard) it takes
only this one.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
This commit is contained in:
Henrik RydgårdandClaude Opus 5 committed 2026-08-17 13:11:16 +02:00
1 parent 933d39406a
commit 4a10fa2808
1 file changed
+6
+6
View File
@@ -568,6 +568,12 @@ static bool CPU_Init(FileLoader *fileLoader, IdentifiedFileType type, std::strin
}
void CPU_Shutdown(bool success) {
// Held across the whole teardown, not just Memory::Shutdown() further down. Everything below
// frees state the debugger UIs read from other threads - kernel objects, the symbol map, the
// memory map - and this is the lock they take to be sure none of it goes away mid-read. See
// Memory::Lock(); it's recursive, so the nested acquire in Memory::Shutdown() is fine.
Memory::MemoryInitedLock coreLock = Memory::Lock();
UninstallExceptionHandler();
GPURecord::Replay_Unload();