Added KernelModuleAddressDescription() (Core/HLE/sceKernelModule.cpp),
which looks up which currently loaded module (and text/data/bss/segment
section within it) an address falls in, e.g. "EBOOT.BIN.text+1234".
Wired it into:
- Core_MemoryException/Core_ExecException/Core_BreakException
(Core/Core.cpp), appended next to every address/pc/ra shown in their
log lines.
- FormatStackTrace (Core/MemFault.cpp), appended per-frame next to the
existing symbol description.
This makes crash/exception logs actionable even when there's no symbol
at the faulting address - you at least get which module and section
it's in, useful for reverse engineering unfamiliar code.
Verified live via headless: injected a MIPS break instruction at the
current PC (through Tools/wsdbg) and confirmed the log line changed from
"break instruction hit at 088040ac" to "break instruction hit at 088040ac
[sceDisplayWaitVblank Test.text+ac]".
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01XDNwPPuidmNxQGRJxBuRL6
Serializing the kernel memory block lists (userMemory, kernelMemory,
volatileMemory) wrote a full Section header per block and re-zeroed
each block's tag padding with strlen+memset on every save. Games keep
on the order of a thousand blocks alive, so the per-block overhead is
both measurable save time and wasted payload bytes.
Zero-pad tags once at write time instead (Block constructor and
SetAllocated), so the v2 form can store blocks raw: start, size, taken,
tag - no per-block section machinery, no per-save tag scrubbing.
Uninitialized padding still never reaches the stream, since every path
that writes a tag now clears it first.
v1 states still load through the old per-block-Section form, which is
kept unchanged.
FixedSizeQueue::DoState serializes the entire fixed backing store. For
the sceAudio channel queues that is 512KB per channel (32768*8 s16
samples), or ~4.6MB of mostly dead bytes in every savestate across the
nine channels - the live sample count at any moment is normally a few
KB. This addresses the existing TODO in DoState.
Add DoStateCompact(), which stores only the live [head, head+count)
region and restores it linearized at the front of storage. A wrapped
live region is written as its two pieces in pop order; since the POD
DoArray path writes raw bytes with no per-element or per-call header,
the single linear read on load consumes them identically. The count is
validated on load and a bad value fails the load cleanly via
p.SetError.
AudioChannel bumps its section to v3 to use the compact form; old
states still load through the unchanged full-storage path. This shrinks
every savestate by several MB uncompressed and cuts the copy/compress
cost of each save, including the rewind feature's periodic states.
On savestate load, two sites delete a pre-load host object that owns an
HLEHelperThread without calling Forget() first, so ~HLEHelperThread runs
__KernelDeleteThread and kernelMemory.Free() with thread ids and block
addresses from before the load, against the freshly restored kernel
state:
- sceUtility: Do(p, accessThread) deletes the stale accessThread inside
DoClass before recreating it from the stream.
- scePsmf: Do(p, psmfPlayerMap) deletes every existing PsmfPlayer, and
~PsmfPlayer -> AbortFinish() deletes its finishThread raw.
When the stale id or block happens to be absent from the restored state
this only logs errors ("... does not exist" / "BlockAllocator: invalid
free"). When it has been recycled, a live thread is terminated or a
live allocation is freed, silently corrupting the loaded state. Easiest
to hit by loading a state while a savedata operation or PSMF player is
active, into a session where those ids were reused.
__IoDoState and __PsmfShutdown already Forget() before deleting; do the
same at these two sites. Worst case behavior change is a leaked
kernel-side thread record where one was previously (incorrectly)
freed.