From a7b36ae0ae6e384ffced1aa0bdd40a53139f915f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Henrik=20Rydg=C3=A5rd?= Date: Tue, 26 Aug 2025 10:12:43 +0200 Subject: [PATCH] Websocket: Request resets asynchronously. sync won't work. --- Core/Debugger/WebSocket/GameSubscriber.cpp | 11 +++-------- 1 file changed, 3 insertions(+), 8 deletions(-) diff --git a/Core/Debugger/WebSocket/GameSubscriber.cpp b/Core/Debugger/WebSocket/GameSubscriber.cpp index a316f6aaf3..b738bd1d9b 100644 --- a/Core/Debugger/WebSocket/GameSubscriber.cpp +++ b/Core/Debugger/WebSocket/GameSubscriber.cpp @@ -49,14 +49,9 @@ void WebSocketGameReset(DebuggerRequest &req) { if (needBreak) PSP_CoreParameter().startBreak = true; - std::string resetError; - if (PSP_Reboot(&resetError) != BootState::Complete) { - ERROR_LOG(Log::Boot, "Error resetting: %s", resetError.c_str()); - return req.Fail("Could not reset"); - } - - System_Notify(SystemNotification::BOOT_DONE); - System_Notify(SystemNotification::DISASSEMBLY); + // We can only support async resets here. A lot of the stuff in init must happen on the EmuThread, + // and we are not on it here. + System_PostUIMessage(UIMessage::REQUEST_GAME_RESET); req.Respond(); }