hle: kernel: svc: ConnectToNamedPort: Use KHandleTable::Reserve.
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4b03e6e776
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@ -291,8 +291,7 @@ static ResultCode UnmapMemory32(Core::System& system, u32 dst_addr, u32 src_addr
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}
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}
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/// Connect to an OS service given the port name, returns the handle to the port to out
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/// Connect to an OS service given the port name, returns the handle to the port to out
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static ResultCode ConnectToNamedPort(Core::System& system, Handle* out_handle,
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static ResultCode ConnectToNamedPort(Core::System& system, Handle* out, VAddr port_name_address) {
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VAddr port_name_address) {
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auto& memory = system.Memory();
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auto& memory = system.Memory();
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if (!memory.IsValidVirtualAddress(port_name_address)) {
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if (!memory.IsValidVirtualAddress(port_name_address)) {
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LOG_ERROR(Kernel_SVC,
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LOG_ERROR(Kernel_SVC,
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@ -324,15 +323,21 @@ static ResultCode ConnectToNamedPort(Core::System& system, Handle* out_handle,
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}
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}
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auto port = it->second;
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auto port = it->second;
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// Reserve a handle for the port.
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// NOTE: Nintendo really does write directly to the output handle here.
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R_TRY(handle_table.Reserve(out));
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auto handle_guard = SCOPE_GUARD({ handle_table.Unreserve(*out); });
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// Create a session.
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// Create a session.
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KClientSession* session{};
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KClientSession* session{};
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R_TRY(port->CreateSession(std::addressof(session)));
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R_TRY(port->CreateSession(std::addressof(session)));
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// Register the session in the table, close the extra reference.
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// Register the session in the table, close the extra reference.
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handle_table.Add(out_handle, session);
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handle_table.Register(*out, session);
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session->Close();
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session->Close();
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// We succeeded.
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// We succeeded.
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handle_guard.Cancel();
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return RESULT_SUCCESS;
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return RESULT_SUCCESS;
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}
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}
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