cellsync issue
Started by Ekaseo




6 posts in this topic
Ekaseo
Unregistered


 
01-20-2016, 02:16 PM -
#1
Quote:·E {PPU Thread[0x1] (main_thread)[0x003746b8]} cellSync: cellSyncMutexTryLock() -> CELL_SYNC_ERROR_BUSY (0x8041010a)

it shows this error while in dragon ball z and in afterburner climax... any idea why there is this error? or is it something not implemented yet :/
tambre
Unregistered


 
01-20-2016, 04:03 PM -
#2
(01-20-2016, 02:16 PM)Ekaseo Wrote:
Quote:·E {PPU Thread[0x1] (main_thread)[0x003746b8]} cellSync: cellSyncMutexTryLock() -> CELL_SYNC_ERROR_BUSY (0x8041010a)

it shows this error while in dragon ball z and in afterburner climax... any idea why there is this error? or is it something not implemented yet :/

Mostly for debugging purposes, it would seem. Mutex (Mutual Exclusion) is used for synchronization between threads, to ensure that no two processes are in their critical section at the same time.

I'm not very proficient, but a thread likely tries to lock the mutex, but CELL_SYNC_ERROR_BUSY is returned, because the mutex is locked already. Probably not really a bug or anything, rather just expected behaviour.
Ekaseo
Unregistered


 
01-20-2016, 04:42 PM -
#3
ok, but does it have to spam it that much?
tambre
Unregistered


 
01-20-2016, 05:03 PM -
#4
(01-20-2016, 04:42 PM)Ekaseo Wrote: ok, but does it have to spam it that much?

Probably not, but I don't know. Nekoteki seems to have implemented cellSync, so he can probably provide the right answer.
Nekotekina
RPCS3 Developer


0
137 posts 5 threads Joined: Aug 2017
01-20-2016, 08:43 PM -
#5
The answer: not an error. False alarm.
Kristiqn5
Unregistered


 
01-20-2016, 09:07 PM -
#6
it spams it in Bayonetta also, and freezes the game at the "press start " screen and doesn't stop spamming the cellsync
Nekotekina
RPCS3 Developer


0
137 posts 5 threads Joined: Aug 2017
01-21-2016, 12:18 AM -
#7
You don't believe me?


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