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https://github.com/Ryujinx/Ryujinx.git
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Fix a crash when closing the main UI (#904)
* Fix a crash when closing the main Ui Also make sure to dispose the OpenAL context to not leak memory when unloading the emulation context. * Improve keys and 'game already running' dialogs * Make sure to dispose the page table and ThreadContext Less memory leaks! * Fix tests * Address gdk's comments
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@ -101,6 +101,7 @@ namespace Ryujinx.Audio
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}
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_tracks.Clear();
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_context.Dispose();
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}
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/// <summary>
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@ -107,6 +107,7 @@ namespace Ryujinx.HLE.HOS
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public Keyset KeySet => Device.FileSystem.KeySet;
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private bool _hasStarted;
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private bool _isDisposed;
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public BlitStruct<ApplicationControlProperty> ControlData { get; set; }
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@ -740,8 +741,10 @@ namespace Ryujinx.HLE.HOS
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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if (!_isDisposed && disposing)
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{
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_isDisposed = true;
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KProcess terminationProcess = new KProcess(this);
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KThread terminationThread = new KThread(this);
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@ -1131,5 +1131,10 @@ namespace Ryujinx.HLE.HOS.Kernel.Process
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{
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throw new UndefinedInstructionException(e.Address, e.OpCode);
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}
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protected override void Destroy()
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{
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CpuMemory.Dispose();
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}
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}
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}
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@ -1141,6 +1141,8 @@ namespace Ryujinx.HLE.HOS.Kernel.Threading
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{
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Owner.Translator.Execute(Context, entrypoint);
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Context.Dispose();
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ThreadExit();
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}
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@ -51,7 +51,7 @@ namespace Ryujinx
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string userProfilePath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile), ".switch", "prod.keys");
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if (!File.Exists(appDataPath) && !File.Exists(userProfilePath) && !Migration.IsMigrationNeeded())
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{
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GtkDialog.CreateErrorDialog("Key file was not found. Please refer to `KEYS.md` for more info");
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GtkDialog.CreateWarningDialog("Key file was not found", "Please refer to `KEYS.md` for more info");
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}
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MainWindow mainWindow = new MainWindow();
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@ -5,19 +5,29 @@ namespace Ryujinx.Ui
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{
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internal class GtkDialog
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{
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internal static void CreateErrorDialog(string errorMessage)
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internal static void CreateDialog(string title, string text, string secondaryText)
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{
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MessageDialog errorDialog = new MessageDialog(null, DialogFlags.Modal, MessageType.Error, ButtonsType.Ok, null)
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{
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Title = "Ryujinx - Error",
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Title = title,
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Icon = new Gdk.Pixbuf(Assembly.GetExecutingAssembly(), "Ryujinx.Ui.assets.Icon.png"),
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Text = "Ryujinx has encountered an error",
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SecondaryText = errorMessage,
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Text = text,
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SecondaryText = secondaryText,
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WindowPosition = WindowPosition.Center
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};
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errorDialog.SetSizeRequest(100, 20);
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errorDialog.Run();
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errorDialog.Dispose();
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}
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internal static void CreateWarningDialog(string text, string secondaryText)
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{
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CreateDialog("Ryujinx - Warning", text, secondaryText);
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}
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internal static void CreateErrorDialog(string errorMessage)
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{
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CreateDialog("Ryujinx - Error", "Ryujinx has encountered an error", errorMessage);
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}
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}
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}
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@ -32,6 +32,8 @@ namespace Ryujinx.Ui
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private static GlScreen _screen;
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private static AutoResetEvent _screenExitStatus = new AutoResetEvent(false);
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private static ListStore _tableStore;
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private static bool _updatingGameTable;
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@ -278,7 +280,7 @@ namespace Ryujinx.Ui
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{
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if (_gameLoaded)
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{
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GtkDialog.CreateErrorDialog("A game has already been loaded. Please close the emulator and try again");
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GtkDialog.CreateDialog("Ryujinx", "A game has already been loaded", "Please close it first and try again.");
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}
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else
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{
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@ -347,6 +349,8 @@ namespace Ryujinx.Ui
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_emulationContext = device;
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_screenExitStatus.Reset();
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#if MACOS_BUILD
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CreateGameWindow(device);
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#else
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@ -393,6 +397,8 @@ namespace Ryujinx.Ui
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DiscordIntegrationModule.SwitchToMainMenu();
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_screenExitStatus.Set();
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Application.Invoke(delegate
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{
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_stopEmulation.Sensitive = false;
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@ -432,12 +438,17 @@ namespace Ryujinx.Ui
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if (device != null)
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{
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UpdateGameMetadata(device.System.TitleIdText);
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if (_screen != null)
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{
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_screen.Exit();
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_screenExitStatus.WaitOne();
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}
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}
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Dispose();
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Profile.FinishProfiling();
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device?.Dispose();
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DiscordIntegrationModule.Exit();
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Logger.Shutdown();
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Application.Quit();
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@ -584,13 +595,11 @@ namespace Ryujinx.Ui
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private void Exit_Pressed(object sender, EventArgs args)
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{
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_screen?.Exit();
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End(_emulationContext);
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}
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private void Window_Close(object sender, DeleteEventArgs args)
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{
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_screen?.Exit();
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End(_emulationContext);
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}
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