diff options
-rw-r--r-- | src/core/hle/kernel/svc.cpp | 11 |
1 files changed, 8 insertions, 3 deletions
diff --git a/src/core/hle/kernel/svc.cpp b/src/core/hle/kernel/svc.cpp index d3293a1fe..80d70a816 100644 --- a/src/core/hle/kernel/svc.cpp +++ b/src/core/hle/kernel/svc.cpp @@ -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; } |