cellsync issue - Printable Version +- EmuNewz Network (https://www.emunewz.net/forum) +-- Forum: Official Boards for Emunews Affiliated Emu Projects (https://www.emunewz.net/forum/forumdisplay.php?fid=47) +--- Forum: Official RPCS3 Forum [archive] (https://www.emunewz.net/forum/forumdisplay.php?fid=172) +---- Forum: RPCS3 - Support & Issue Reporting (https://www.emunewz.net/forum/forumdisplay.php?fid=163) +---- Thread: cellsync issue (/showthread.php?tid=174043) |
cellsync issue - Ekaseo - 01-20-2016 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 :/ RE: cellsync issue - tambre - 01-20-2016 (01-20-2016, 02:16 PM)Ekaseo Wrote:Quote:·E {PPU Thread[0x1] (main_thread)[0x003746b8]} cellSync: cellSyncMutexTryLock() -> CELL_SYNC_ERROR_BUSY (0x8041010a) 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. RE: cellsync issue - Ekaseo - 01-20-2016 ok, but does it have to spam it that much? RE: cellsync issue - tambre - 01-20-2016 (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. RE: cellsync issue - Nekotekina - 01-20-2016 The answer: not an error. False alarm. RE: cellsync issue - Kristiqn5 - 01-20-2016 it spams it in Bayonetta also, and freezes the game at the "press start " screen and doesn't stop spamming the cellsync RE: cellsync issue - Nekotekina - 01-21-2016 You don't believe me? |