apt: Fix exiting to game list on application close. (#6353)
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794d051f0c
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@ -108,8 +108,9 @@ void Thread::Stop() {
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u32 tls_page = (tls_address - Memory::TLS_AREA_VADDR) / Memory::CITRA_PAGE_SIZE;
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u32 tls_slot =
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((tls_address - Memory::TLS_AREA_VADDR) % Memory::CITRA_PAGE_SIZE) / Memory::TLS_ENTRY_SIZE;
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ASSERT(owner_process.lock());
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owner_process.lock()->tls_slots[tls_page].reset(tls_slot);
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if (auto process = owner_process.lock()) {
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process->tls_slots[tls_page].reset(tls_slot);
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}
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}
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void ThreadManager::SwitchContext(Thread* new_thread) {
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@ -882,7 +882,12 @@ ResultCode AppletManager::PrepareToCloseApplication(bool return_to_sys) {
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}
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if (application_close_target == AppletSlot::HomeMenu) {
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EnsureHomeMenuLoaded();
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// Real APT would make sure home menu is loaded here. However, this is only really
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// needed if the home menu wasn't loaded in the first place. Since we want to
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// preserve normal behavior when the user loaded the game directly without going
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// through home menu, we skip this. Then, later we just close to the game list
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// when the application finishes closing.
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// EnsureHomeMenuLoaded();
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}
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return RESULT_SUCCESS;
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@ -896,6 +901,11 @@ ResultCode AppletManager::CloseApplication(std::shared_ptr<Kernel::Object> objec
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GetAppletSlot(AppletSlot::Application)->Reset();
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if (application_close_target != AppletSlot::Error) {
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// If exiting to the home menu and it is not loaded, exit to game list.
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if (application_close_target == AppletSlot::HomeMenu &&
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!GetAppletSlot(application_close_target)->registered) {
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system.RequestShutdown();
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} else {
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active_slot = application_close_target;
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CancelAndSendParameter({
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@ -906,6 +916,7 @@ ResultCode AppletManager::CloseApplication(std::shared_ptr<Kernel::Object> objec
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.buffer = buffer,
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});
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}
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}
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// TODO: Terminate the application process.
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return RESULT_SUCCESS;
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