Change kernel state's object mutex to a recursive mutex
KernelState::IsKernelModule
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@@ -97,6 +97,19 @@ void KernelState::RegisterModule(XModule* module) {}
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void KernelState::UnregisterModule(XModule* module) {}
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bool KernelState::IsKernelModule(const char* name) {
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if (!name) {
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// executing module isn't a kernel module
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return false;
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} else if (strcasecmp(name, "xam.xex") == 0) {
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return true;
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} else if (strcasecmp(name, "xboxkrnl.exe") == 0) {
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return true;
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}
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return false;
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}
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XModule* KernelState::GetModule(const char* name) {
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if (!name) {
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// NULL name = self.
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@@ -114,7 +127,7 @@ XModule* KernelState::GetModule(const char* name) {
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// Some games request this, for some reason. wtf.
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return nullptr;
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} else {
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std::lock_guard<std::mutex> lock(object_mutex_);
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std::lock_guard<std::recursive_mutex> lock(object_mutex_);
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for (XUserModule* module : user_modules_) {
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if ((strcasecmp(xe::find_name_from_path(module->path()).c_str(), name) ==
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@@ -163,7 +176,7 @@ XUserModule* KernelState::LoadUserModule(const char* raw_name) {
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XUserModule* module = nullptr;
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{
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std::lock_guard<std::mutex> lock(object_mutex_);
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std::lock_guard<std::recursive_mutex> lock(object_mutex_);
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// See if we've already loaded it
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for (XUserModule* existing_module : user_modules_) {
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@@ -205,12 +218,12 @@ XUserModule* KernelState::LoadUserModule(const char* raw_name) {
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}
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void KernelState::RegisterThread(XThread* thread) {
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std::lock_guard<std::mutex> lock(object_mutex_);
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std::lock_guard<std::recursive_mutex> lock(object_mutex_);
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threads_by_id_[thread->thread_id()] = thread;
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}
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void KernelState::UnregisterThread(XThread* thread) {
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std::lock_guard<std::mutex> lock(object_mutex_);
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std::lock_guard<std::recursive_mutex> lock(object_mutex_);
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auto it = threads_by_id_.find(thread->thread_id());
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if (it != threads_by_id_.end()) {
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threads_by_id_.erase(it);
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@@ -218,7 +231,7 @@ void KernelState::UnregisterThread(XThread* thread) {
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}
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void KernelState::OnThreadExecute(XThread* thread) {
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std::lock_guard<std::mutex> lock(object_mutex_);
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std::lock_guard<std::recursive_mutex> lock(object_mutex_);
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// Must be called on executing thread.
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assert_true(XThread::GetCurrentThread() == thread);
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@@ -241,7 +254,7 @@ void KernelState::OnThreadExecute(XThread* thread) {
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}
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void KernelState::OnThreadExit(XThread* thread) {
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std::lock_guard<std::mutex> lock(object_mutex_);
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std::lock_guard<std::recursive_mutex> lock(object_mutex_);
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// Must be called on executing thread.
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assert_true(XThread::GetCurrentThread() == thread);
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@@ -264,7 +277,7 @@ void KernelState::OnThreadExit(XThread* thread) {
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}
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XThread* KernelState::GetThreadByID(uint32_t thread_id) {
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std::lock_guard<std::mutex> lock(object_mutex_);
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std::lock_guard<std::recursive_mutex> lock(object_mutex_);
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XThread* thread = nullptr;
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auto it = threads_by_id_.find(thread_id);
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if (it != threads_by_id_.end()) {
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@@ -276,7 +289,7 @@ XThread* KernelState::GetThreadByID(uint32_t thread_id) {
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}
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void KernelState::RegisterNotifyListener(XNotifyListener* listener) {
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std::lock_guard<std::mutex> lock(object_mutex_);
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std::lock_guard<std::recursive_mutex> lock(object_mutex_);
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notify_listeners_.push_back(listener);
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// Games seem to expect a few notifications on startup, only for the first
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@@ -300,7 +313,7 @@ void KernelState::RegisterNotifyListener(XNotifyListener* listener) {
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}
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void KernelState::UnregisterNotifyListener(XNotifyListener* listener) {
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std::lock_guard<std::mutex> lock(object_mutex_);
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std::lock_guard<std::recursive_mutex> lock(object_mutex_);
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for (auto it = notify_listeners_.begin(); it != notify_listeners_.end();
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++it) {
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if (*it == listener) {
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@@ -311,7 +324,7 @@ void KernelState::UnregisterNotifyListener(XNotifyListener* listener) {
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}
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void KernelState::BroadcastNotification(XNotificationID id, uint32_t data) {
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std::lock_guard<std::mutex> lock(object_mutex_);
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std::lock_guard<std::recursive_mutex> lock(object_mutex_);
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for (auto it = notify_listeners_.begin(); it != notify_listeners_.end();
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++it) {
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(*it)->EnqueueNotification(id, data);
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