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goldeneye-pc-port/docs/dev
James Dansereau 49f18ad1e6 docs(D285): new finding - audio-thread SIGSEGV, separate from D255
Caught a real crash on the user's Steam Deck during D255 live-test
setup: a fresh ge007.crash.log from the published v0.2.1 binary,
inside the user's active testing window. Symbolized directly on-device
with addr2line against the crashing binary's own debug symbols.

FAULT ADDR 0x62 inside sndHandleEvent (src/snd.c:366), on the audio
thread (amMain/portThreadWrapper) - not D255's 0x10/vtxstore_fix_refs
on the render thread. Different bug, different subsystem, likely
conflated with D255 in reports since both surface during the same
explosion/combat testing.

Root cause (static, code-read only): sndHandleEvent's pool-exhaustion
preempt-scan walks the shared D_800243E4 ALSoundState list with no
osSetIntMask lock anywhere in the function, while the list's insert
path (sndSetupSound, reached from 15 different game files' direct
sndPlaySfx calls) does lock it - an asymmetric-locking gap matching
the established D4/D147/D152 "N64 interrupts-off isn't a real lock on
PC" race class. Fits the repro pattern (explosion SFX bursts = high
thread-contention window).

Not fixed - flagged two open questions before it should be: whether
the missing lock is a genuine decomp-fidelity gap (N64 assembly may
have had it) vs a legitimate new PC-only lock, and it needs gdb
confirmation on a live crash, not just this static read.
2026-09-15 18:12:30 -04:00
..
2026-09-01 19:28:59 -04:00