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author | bunnei <bunneidev@gmail.com> | 2021-05-11 00:58:33 +0200 |
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committer | bunnei <bunneidev@gmail.com> | 2021-05-11 05:34:38 +0200 |
commit | f54ea749a4a593f63f75f6d21550534eac5eec8c (patch) | |
tree | d1fbe6ab3202215231e193866267e01cc8aa1887 | |
parent | hle: kernel: Implement named service ports using service interface factory. (diff) | |
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-rw-r--r-- | src/core/hle/kernel/svc.cpp | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/src/core/hle/kernel/svc.cpp b/src/core/hle/kernel/svc.cpp index 52011be9c..6b445677e 100644 --- a/src/core/hle/kernel/svc.cpp +++ b/src/core/hle/kernel/svc.cpp @@ -284,12 +284,11 @@ static ResultCode ConnectToNamedPort(Core::System& system, Handle* out, VAddr po auto& handle_table = kernel.CurrentProcess()->GetHandleTable(); // Find the client port. - const auto it = kernel.FindNamedPort(port_name); - if (!kernel.IsValidNamedPort(it)) { - LOG_WARNING(Kernel_SVC, "tried to connect to unknown port: {}", port_name); + auto port = kernel.CreateNamedServicePort(port_name); + if (!port) { + LOG_ERROR(Kernel_SVC, "tried to connect to unknown port: {}", port_name); return ResultNotFound; } - auto port = it->second; // Reserve a handle for the port. // NOTE: Nintendo really does write directly to the output handle here. |