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With fewer than six virtual cores a thread pinned to a core at or above the count runs on core (c mod count), and GetCurrentProcessorNumber told it that virtual core's number. The game keys per-core data by the number without locks, so with four cores a thread pinned to core 5 used core 1's data in turn with core 1's own threads, and the game died within seconds of the first frame in play. The Steam Deck profile sets four cores, so this was every start under that profile (issue #445). The call now answers with one of the thread's own cores that fold onto the virtual core it holds, its ideal core first; with all six cores the answer is as before. The kernel probe gets a test with two threads pinned to each of the six cores: with 6, 4, 3 and 1 virtual cores no thread sees another core's number and no two see the same at once. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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