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hle: kernel: svc: ConnectToNamedPort: Use KHandleTable::Reserve.

This commit is contained in:
bunnei 2021-04-24 02:54:16 -07:00
parent 4b03e6e776
commit 7866eb03bb

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@ -291,8 +291,7 @@ static ResultCode UnmapMemory32(Core::System& system, u32 dst_addr, u32 src_addr
}
/// Connect to an OS service given the port name, returns the handle to the port to out
static ResultCode ConnectToNamedPort(Core::System& system, Handle* out_handle,
VAddr port_name_address) {
static ResultCode ConnectToNamedPort(Core::System& system, Handle* out, VAddr port_name_address) {
auto& memory = system.Memory();
if (!memory.IsValidVirtualAddress(port_name_address)) {
LOG_ERROR(Kernel_SVC,
@ -324,15 +323,21 @@ static ResultCode ConnectToNamedPort(Core::System& system, Handle* out_handle,
}
auto port = it->second;
// Reserve a handle for the port.
// NOTE: Nintendo really does write directly to the output handle here.
R_TRY(handle_table.Reserve(out));
auto handle_guard = SCOPE_GUARD({ handle_table.Unreserve(*out); });
// Create a session.
KClientSession* session{};
R_TRY(port->CreateSession(std::addressof(session)));
// Register the session in the table, close the extra reference.
handle_table.Add(out_handle, session);
handle_table.Register(*out, session);
session->Close();
// We succeeded.
handle_guard.Cancel();
return RESULT_SUCCESS;
}