The write pass stores memory with the JIT's emuhacks cleared, but the
verify pass compared against memory that still had them, so it would
report a mismatch under a JIT. Only EMULATOR_DEVCTL__VERIFY_STATE runs it,
and nothing currently does. It also counted as a save in the generation.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
The list belongs to the sceGe call still in progress, whose end would have
run on the loaded CPU state. Also stop the camera and GPS when a state has
them off, don't restart capture when saving, and fix a double free of the
pmp frame queue (it only holds the media engine's own frame).
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Both drained only in their own DoState, after memory and Atrac contexts
had already been replaced under a mix or read still in flight. Also fix
sceUmd loading umdActivated into the wrong variable, and count each save
once in saveStateGeneration (it also bumped in the measuring pass).
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Replaces the temporary fix that did the hidden modes' IO inside Update.
The IO thread read and wrote the dialog's request, display state and save
list, all shared with the emulator thread, which kept using them to draw the
dialog and reload the request from the game.
Now the IO thread works on its own copy of the request, its own SavedataParam
and directory names resolved up front, and shares nothing else with the
emulator thread but the (locked) file system, MemoryStick_FreeSpace's cached
use and sceChnnlsv's scratch buffer and kirk state, the last two now under
locks too. It still reads and writes the game's buffers directly, like a PSP's
utility threads and sceIoReadAsync do, so a savestate waits for it before it
saves or loads memory. Save
bookkeeping, the save indicator and display changes happen on the emulator
thread when the results are taken, and only the request fields the IO changed
are copied back, so a game's own edits in the meantime survive.
Hidden modes take the results at the next Update (or, with Host IO timing,
the first Update that finds them done). The visible dialogs keep drawing and
take them once the IO is done; save and load used to stall the emulator
thread for the whole operation. Savestates keep results that haven't been
taken yet.
When the results land in PSP memory doesn't matter to games, so
utility/savedata/filelist now only prints them once the utility has finished.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
Deleting a savestate from the savedata screen goes through GameInfo::Delete,
not SaveState::DeleteSlot, and it only knew about the .jpg - so the slot's
.name.txt was left behind with nothing to belong to.
Rather than teach the UI the naming scheme a third time, SaveState now answers
what sits beside a state.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
GetSlotCustomName hit the disk for every slot each time the pause screen built
its views, almost always for a file that isn't there. Rescan's listing already
knows, and HasSaveInSlot - which gates whether the name is even shown - reads
the same map, so this can't hide a name the old code would have found.
SetSlotCustomName now rescans, so a rename is visible without depending on the
pause screen happening to rescan on its way back.
Also: clearing a name deletes the file instead of leaving an empty one behind,
and the extension is "name.txt" rather than plain "txt", so an unrelated
"<prefix>_<slot>.txt" in the savestate folder isn't read as a slot name.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Same problem as the hardcore checks: SaveState.cpp asked NetworkAllowSaveState()
and just returned, so a load or save refused because you're connected did
nothing at all, with no explanation. Switched all eight to
NetworkWarnUserIfOnlineAndCantSavestate(), which is the same predicate plus the
standard message; its OSD id already collapses duplicates for the paths that
check twice on the way in.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01GgACRqkQNpfJQ4fjwyoEup
Freeze-frame restores a savestate every frame, straight through
SaveState::LoadFromRam(), so it never touched the operation queue and neither
hardcore check saw it. Blocked at the toggle in the dev menu, and again in the
render loop, since hardcore mode can come up after the fact once the game has
been identified.
Enqueue also just dropped operations silently, so a load that arrived through a
path with no check of its own (--state, auto-load) did nothing with no
explanation. Both it and Process now go through WarnUserIfHardcoreModeActive,
which is the same predicate plus the standard message. Callers that already ask
it themselves return before reaching Enqueue, so nothing shows the message twice.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01GgACRqkQNpfJQ4fjwyoEup
The check lived only in Enqueue, but operations don't run there - they're
queued and applied later by Process(). During boot, HardcoreModeActive() reads
false even when hardcore is on, since it requires rc_client_is_processing_required(),
which only becomes true once RetroAchievements has finished identifying the game
asynchronously. Anything queued in that window passed the check, and was then
applied by Process() after identification completed and hardcore came up.
Auto-load wasn't even a race: EmuScreen::bootComplete() calls Achievements::SetGame(),
which starts the identify, and then checks HardcoreModeActive() a few lines below -
always false at that point. So "Auto load savestate" quietly worked in hardcore mode.
--state and a load-state hotkey pressed during boot got through the same way.
Re-checking per operation in Process() covers every entry point at once, and by
then identification has finished, so the answer is authoritative.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Claude-Session: https://claude.ai/code/session_01GgACRqkQNpfJQ4fjwyoEup
PointerWrap tracked no end-of-buffer, so DoState() implementations could
read past the end of a crafted or truncated savestate via DoVoid's
unchecked memcpy, and DoVector could resize to an attacker-controlled
size before reading.
- PointerWrap now tracks a read end; DoVoid/ExpectVoid fail (MODE_NOOP)
before reading out of bounds.
- String reads are bounds-checked for the whole string including NUL.
- DoVector rejects sizes that can't fit in the remaining buffer.
- LoadPtr takes the buffer size and sets the read end.
- Capping the decompression buffer allocation in LoadFile.
* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix