Files
nxnative-easy/docs
seedds 0471a307af Monster Hunter Rise: the notification event follows the queue (a thread spun a core on iOS)
- MessageSuperviseThread (main+0x6bc8fc4) waits on oe::GetNotificationMessageEvent with WaitAny, which does not clear it, then pops until the queue is empty. The host only ever signalled the event, so after the focus change at iOS launch it stayed set and the thread looped: 995 ms/s, 5-6 W on an iPhone.
- hle_oe.c mq_ev_sync: the event is set while a notification is queued and cleared when the last one is popped (as the am service does), decided under the queue lock; hle_thread.c hle_clear_system_event.
- DM_OE_SCRIPT also starts at the game's first GetNotificationMessageEvent, for games that pop only once the event fires. Mac with focus=2@5,focus=1@6: before 995 ms/s, CPU 109%, 6.97 W; after the thread is idle, 0.05 W. Hades still pops its notifications.
- t_oe: stubs for the system event calls (it no longer linked) and 6 checks of the event state; 53/53.
2026-10-20 09:58:28 +08:00
..