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core: Destroy main_process during shutdown
The main_process was never being cleaned up, causing a noticeable memory leak after subsequent launches. This change cleans up the memory during Core Shutdown, mitigating the leak.
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@ -83,6 +83,12 @@ FileSys::StorageId GetStorageIdForFrontendSlot(
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}
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}
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void KProcessDeleter(Kernel::KProcess* process) {
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process->Destroy();
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}
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using KProcessPtr = std::unique_ptr<Kernel::KProcess, decltype(&KProcessDeleter)>;
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} // Anonymous namespace
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FileSys::VirtualFile GetGameFileFromPath(const FileSys::VirtualFilesystem& vfs,
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@ -233,8 +239,8 @@ struct System::Impl {
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}
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telemetry_session->AddInitialInfo(*app_loader, fs_controller, *content_provider);
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auto main_process = Kernel::KProcess::Create(system.Kernel());
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ASSERT(Kernel::KProcess::Initialize(main_process, system, "main",
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main_process = KProcessPtr{Kernel::KProcess::Create(system.Kernel()), KProcessDeleter};
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ASSERT(Kernel::KProcess::Initialize(main_process.get(), system, "main",
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Kernel::KProcess::ProcessType::Userland)
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.IsSuccess());
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main_process->Open();
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@ -247,7 +253,7 @@ struct System::Impl {
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static_cast<u32>(load_result));
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}
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AddGlueRegistrationForProcess(*app_loader, *main_process);
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kernel.MakeCurrentProcess(main_process);
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kernel.MakeCurrentProcess(main_process.get());
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kernel.InitializeCores();
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// Initialize cheat engine
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@ -316,6 +322,8 @@ struct System::Impl {
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kernel.Shutdown();
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memory.Reset();
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applet_manager.ClearAll();
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// TODO: The main process should be freed based on KAutoObject ref counting.
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main_process.reset();
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LOG_DEBUG(Core, "Shutdown OK");
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}
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@ -374,6 +382,7 @@ struct System::Impl {
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std::unique_ptr<Tegra::GPU> gpu_core;
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std::unique_ptr<Hardware::InterruptManager> interrupt_manager;
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std::unique_ptr<Core::DeviceMemory> device_memory;
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KProcessPtr main_process{nullptr, KProcessDeleter};
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Core::Memory::Memory memory;
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CpuManager cpu_manager;
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std::atomic_bool is_powered_on{};
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