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hle: kernel: KServerSession: Remove hack for CompleteSyncRequest.

- This does not appear to be necessary anymore.
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Modificáronse 1 ficheiros con 0 adicións e 11 borrados
  1. 0 11
      src/core/hle/kernel/k_server_session.cpp

+ 0 - 11
src/core/hle/kernel/k_server_session.cpp

@@ -8,7 +8,6 @@
 #include "common/assert.h"
 #include "common/common_types.h"
 #include "common/logging/log.h"
-#include "common/scope_exit.h"
 #include "core/core_timing.h"
 #include "core/hle/ipc_helpers.h"
 #include "core/hle/kernel/hle_ipc.h"
@@ -123,20 +122,10 @@ ResultCode KServerSession::QueueSyncRequest(KThread* thread, Core::Memory::Memor
 
     context->PopulateFromIncomingCommandBuffer(kernel.CurrentProcess()->GetHandleTable(), cmd_buf);
 
-    // In the event that something fails here, stub a result to prevent the game from crashing.
-    // This is a work-around in the event that somehow we process a service request after the
-    // session has been closed by the game. This has been observed to happen rarely in Pokemon
-    // Sword/Shield and is likely a result of us using host threads/scheduling for services.
-    // TODO(bunnei): Find a better solution here.
-    auto error_guard = SCOPE_GUARD({ CompleteSyncRequest(*context); });
-
     // Ensure we have a session request handler
     if (manager->HasSessionRequestHandler(*context)) {
         if (auto strong_ptr = manager->GetServiceThread().lock()) {
             strong_ptr->QueueSyncRequest(*parent, std::move(context));
-
-            // We succeeded.
-            error_guard.Cancel();
         } else {
             ASSERT_MSG(false, "strong_ptr is nullptr!");
         }