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https://github.com/wiiu-env/AromaBaseModule.git
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Fix crash when exiting NFW games takes too long
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@ -30,7 +30,7 @@ void ZombiUFix() {
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* ZombiU doesn't exit properly. It just calls exit(0) after receiving the
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* request to exit. If exiting takes too long, other threads will run again
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* and crash for some reason. The (hacky) solution is to set the priority
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* of (some) ZombiU threads to something very high.
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* of (some) ZombiU threads to something very high (=> low priority).
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*/
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if (OSGetTitleID() == 0x000500001010EF00 || // ZombiU EUR
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OSGetTitleID() == 0x000500001011A700 || // ZombiU EUR
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@ -4,9 +4,31 @@
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#include "logger.h"
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#include <coreinit/dynload.h>
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#include <coreinit/filesystem_fsa.h>
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#include <coreinit/interrupts.h>
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#include <coreinit/scheduler.h>
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#include <string_view>
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void NWF_Fix() {
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// Some games using the NWF (like Dot Arcade) keep a thread called "PlatformInputAppStateListenerThread" running,
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// which will cause a DSI exception if the title is not closing fast enough.
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auto *curThread = OSGetCurrentThread();
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__OSLockScheduler(curThread);
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int state = OSDisableInterrupts();
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OSThread *t = *((OSThread **) 0x100567F8);
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while (t) {
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if (std::string_view(t->name) == "PlatformInputAppStateListenerThread") {
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t->priority = 0x80;
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OSReport("Set priority to %d for thread %08X (%s) to prevent it from running/crashing\n", t->priority, t, t->name);
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}
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t = t->activeLink.next;
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}
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OSRestoreInterrupts(state);
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__OSUnlockScheduler(curThread);
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}
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DECL_FUNCTION(void, __PPCExit, uint32_t u1) {
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NWF_Fix();
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CallHook(WUMS_HOOK_APPLICATION_ENDS);
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CallHook(WUMS_HOOK_FINI_WUT_SOCKETS);
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CallHook(WUMS_HOOK_FINI_WUT_DEVOPTAB);
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