ImDebugger: fix stale symbol list after a game is reloaded

The disasm window cached the flattened symbol list and only rebuilt it when one
of three menu items said so. Nothing marked it dirty when a game booted or
exited, and a new SymbolMap is allocated per boot, so the list kept showing the
previous game's functions.

Give SymbolMap a version counter that every mutator bumps, and let the window
compare against it instead. The counter is process-wide rather than per-map, so
a fresh map can't hand out a version a cached copy already holds.

Also re-find the selected symbol by address after a rebuild (the index means
something else afterwards), and drop the unused symbol cache members in
ImMemWindow.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01SfY7iFJEjmRXf1XGrTs4MF
This commit is contained in:
Henrik Rydgård
2026-08-27 10:43:08 +02:00
co-authored by Claude Opus 5
parent adccd302e5
commit daa18fc25a
7 changed files with 95 additions and 23 deletions
+30
View File
@@ -50,11 +50,24 @@
SymbolMap *g_symbolMap;
// Not per-instance, so that versions from a map that's been thrown away (one is created and
// destroyed per game boot) can't collide with the current one's. See SymbolMap::Version.
static uint32_t g_symbolMapVersionCounter;
SymbolMap::SymbolMap() {
Bump();
}
void SymbolMap::Bump() {
version_ = ++g_symbolMapVersionCounter;
}
void SymbolMap::SortSymbols() {
AssignFunctionIndices();
}
void SymbolMap::Clear() {
Bump();
functions.clear();
labels.clear();
data.clear();
@@ -768,6 +781,8 @@ std::vector<SymbolEntry> SymbolMap::GetAllActiveSymbols(SymbolType symbolMask) {
}
void SymbolMap::AddModule(const char *name, u32 address, u32 size, u32 crc) {
Bump();
for (auto &module : modules) {
if (equals(module.name, name)) {
// A name match alone isn't proof it's really the same module reloading - some
@@ -803,6 +818,7 @@ void SymbolMap::AddModule(const char *name, u32 address, u32 size, u32 crc) {
}
void SymbolMap::UnloadModule(u32 address, u32 size) {
Bump();
activeModuleEnds.erase(address + size);
activeNeedUpdate_ = true;
}
@@ -907,6 +923,8 @@ std::vector<LoadedModuleInfo> SymbolMap::getAllModules() const {
}
void SymbolMap::AddFunction(const char* name, u32 address, u32 size, int moduleIndex, bool updateName) {
Bump();
moduleIndex = ResolveModuleIndex(address, moduleIndex);
// Is there an existing one?
@@ -1116,6 +1134,8 @@ void SymbolMap::UpdateActiveSymbols() {
}
bool SymbolMap::SetFunctionSize(u32 startAddress, u32 newSize) {
Bump();
if (activeNeedUpdate_)
UpdateActiveSymbols();
@@ -1136,6 +1156,8 @@ bool SymbolMap::SetFunctionSize(u32 startAddress, u32 newSize) {
}
bool SymbolMap::RemoveFunction(u32 startAddress, bool removeName) {
Bump();
if (activeNeedUpdate_)
UpdateActiveSymbols();
@@ -1167,6 +1189,8 @@ bool SymbolMap::RemoveFunction(u32 startAddress, bool removeName) {
}
void SymbolMap::AddLabel(const char* name, u32 address, int moduleIndex, bool updateName) {
Bump();
moduleIndex = ResolveModuleIndex(address, moduleIndex);
// Is there an existing one?
@@ -1225,6 +1249,8 @@ void SymbolMap::AddLabel(const char* name, u32 address, int moduleIndex, bool up
}
void SymbolMap::SetLabelName(const char* name, u32 address) {
Bump();
if (activeNeedUpdate_)
UpdateActiveSymbols();
@@ -1289,6 +1315,8 @@ bool SymbolMap::GetLabelValue(const char* name, u32& dest) {
}
void SymbolMap::AddData(u32 address, u32 size, DataType type, int moduleIndex) {
Bump();
moduleIndex = ResolveModuleIndex(address, moduleIndex);
// Is there an existing one?
@@ -1395,6 +1423,8 @@ DataType SymbolMap::GetDataType(u32 startAddress) {
}
bool SymbolMap::RemoveData(u32 startAddress, bool removeName) {
Bump();
if (activeNeedUpdate_)
UpdateActiveSymbols();
+11 -1
View File
@@ -89,7 +89,14 @@ typedef struct HWND__ *HWND;
// symbols added without an explicit module.
class SymbolMap {
public:
SymbolMap() {}
SymbolMap();
// Changes every time anything in the map changes, so a UI that caches a flattened copy of
// it (see GetAllActiveSymbols) can tell that its copy went stale without being explicitly
// told. Values are unique across SymbolMap instances, not just within one - a new map is
// created for every game boot (see PSP_Init), so a per-instance counter starting over at
// zero would let a fresh map's version compare equal to a cached one from the last game.
uint32_t Version() const { return version_; }
void Clear();
void SortSymbols();
@@ -194,6 +201,8 @@ public:
void UpdateActiveSymbols();
private:
// Call from anything that adds, removes, renames or moves a symbol or module.
void Bump();
void AssignFunctionIndices();
const char *GetLabelName(u32 address);
const char *GetLabelNameRel(u32 relAddress, int moduleIndex) const;
@@ -246,6 +255,7 @@ private:
std::map<SymbolKey, DataEntry> data;
std::vector<ModuleEntry> modules;
uint32_t version_ = 0;
bool sawUnknownModule = false;
};
+2 -5
View File
@@ -2626,12 +2626,11 @@ void ImDebugger::Frame(MIPSDebugInterface *mipsDebug, GPUCommon *gpuDebug, Draw:
ImGui::Separator();
if (ImGui::MenuItem("Load .ppmap...")) {
System_BrowseForFile(reqToken_, "Load PPSSPP symbol map", BrowseFileType::SYMBOL_MAP, [this](std::string_view responseString, int) {
System_BrowseForFile(reqToken_, "Load PPSSPP symbol map", BrowseFileType::SYMBOL_MAP, [](std::string_view responseString, int) {
Path path(responseString);
if (!g_symbolMap->LoadSymbolMap(path)) {
ERROR_LOG(Log::Common, "Failed to load symbol map");
}
disasm_.DirtySymbolMap();
});
}
if (ImGui::MenuItem("Save .ppmap...")) {
@@ -2643,12 +2642,11 @@ void ImDebugger::Frame(MIPSDebugInterface *mipsDebug, GPUCommon *gpuDebug, Draw:
});
}
if (ImGui::MenuItem("Load No$ .sym...")) {
System_BrowseForFile(reqToken_, "Load No$ symbol map", BrowseFileType::SYMBOL_MAP, [this](std::string_view responseString, int) {
System_BrowseForFile(reqToken_, "Load No$ symbol map", BrowseFileType::SYMBOL_MAP, [](std::string_view responseString, int) {
Path path(responseString);
if (!g_symbolMap->LoadNocashSym(path)) {
ERROR_LOG(Log::Common, "Failed to load No$ symbol map");
}
disasm_.DirtySymbolMap();
});
}
if (ImGui::MenuItem("Save No$ .sym...")) {
@@ -2663,7 +2661,6 @@ void ImDebugger::Frame(MIPSDebugInterface *mipsDebug, GPUCommon *gpuDebug, Draw:
ImGui::MenuItem("Compress .ppmap files", nullptr, &g_Config.bCompressSymbols);
if (ImGui::MenuItem("Reset symbol map")) {
g_symbolMap->Clear();
disasm_.DirtySymbolMap();
// NotifyDebuggerMapLoaded();
}
ImGui::EndMenu();
+16 -4
View File
@@ -1323,18 +1323,30 @@ void ImDisasmWindow::Draw(MIPSDebugInterface *mipsDebug, ImConfig &cfg, ImContro
avail.y -= ImGui::GetTextLineHeightWithSpacing();
if (ImGui::BeginChild("left", ImVec2(150.0f, avail.y), ImGuiChildFlags_ResizeX)) {
if (symCache_.empty() || symsDirty_) {
if (symCacheVersion_ != g_symbolMap->Version()) {
// The index into symCache_ means something different after a rebuild, and nothing at
// all if the map was replaced (which is what happens when a game exits), so re-find
// the selection by address instead of carrying the index over.
const u32 selectedAddr = (selectedSymbol_ >= 0 && selectedSymbol_ < (int)symCache_.size()) ? symCache_[selectedSymbol_].address : (u32)INVALID_ADDR;
symCache_ = g_symbolMap->GetAllActiveSymbols(SymbolType::ST_FUNCTION);
symsDirty_ = false;
symCacheVersion_ = g_symbolMap->Version();
symMatchesDirty_ = true;
selectedSymbol_ = -1;
if (selectedAddr != INVALID_ADDR) {
for (int i = 0; i < (int)symCache_.size(); i++) {
if (symCache_[i].address == selectedAddr) {
selectedSymbol_ = i;
break;
}
}
}
}
if (selectedSymbol_ >= 0 && selectedSymbol_ < symCache_.size()) {
if (selectedSymbol_ >= 0 && selectedSymbol_ < (int)symCache_.size()) {
auto &sym = symCache_[selectedSymbol_];
if (ImGui::TreeNode("Edit Symbol", "Edit %s", sym.name.c_str())) {
if (ImGui::InputText("Name", selectedSymbolName_, sizeof(selectedSymbolName_), ImGuiInputTextFlags_EnterReturnsTrue)) {
g_symbolMap->SetLabelName(selectedSymbolName_, sym.address);
symsDirty_ = true;
}
ImGui::Text("%08x (size: %0d)", sym.address, sym.size);
ImGui::TreePop();
+4 -5
View File
@@ -202,9 +202,6 @@ public:
void NotifyStep() {
disasmView_.NotifyStep();
}
void DirtySymbolMap() {
symsDirty_ = true;
}
const char *Title() const {
return "CPU Debugger";
}
@@ -218,9 +215,11 @@ private:
u32 gotoAddr_ = 0x08800000;
// Symbol cache
// Symbol cache. Rebuilt whenever the symbol map's version no longer matches the one the
// cache was built from - that covers the map being replaced wholesale when a game boots or
// exits, not just edits made from here.
std::vector<SymbolEntry> symCache_;
bool symsDirty_ = true;
uint32_t symCacheVersion_ = 0;
int selectedSymbol_ = -1;
char selectedSymbolName_[128];
-8
View File
@@ -180,9 +180,6 @@ public:
ImMemView &View() {
return memView_;
}
void DirtySymbolMap() {
symsDirty_ = true;
}
void GotoAddr(u32 addr) {
gotoAddr_ = addr;
memView_.gotoAddr(addr);
@@ -195,11 +192,6 @@ private:
INVALID_ADDR = 0xFFFFFFFF,
};
void ProcessKeyboardShortcuts();
// Symbol cache
std::vector<SymbolEntry> symCache_;
bool symsDirty_ = true;
int selectedSymbol_ = -1;
char selectedSymbolName_[128];
bool drawZeroDark_ = false;
bool editableMemory_ = false;
+32
View File
@@ -1611,6 +1611,38 @@ bool TestSymbolMap() {
EXPECT_EQ_INT((int)map.GetFunctionStart(kModStart + 0x100), (int)SymbolMap::INVALID_ADDRESS);
}
// Version() is what the ImDebugger's symbol list uses to notice its cached copy went stale.
{
SymbolMap map;
const uint32_t v0 = map.Version();
map.AddModule("TEST", kModStart, kModSize);
const uint32_t v1 = map.Version();
EXPECT_TRUE(v0 != v1);
map.AddFunction("func", kModStart + 0x100, 0x40);
const uint32_t v2 = map.Version();
EXPECT_TRUE(v1 != v2);
map.SetLabelName("renamed", kModStart + 0x100);
const uint32_t v3 = map.Version();
EXPECT_TRUE(v2 != v3);
// Reads don't count as changes.
map.SortSymbols();
map.GetAllActiveSymbols(ST_FUNCTION);
EXPECT_EQ_INT((int)map.Version(), (int)v3);
map.UnloadModule(kModStart, kModSize);
EXPECT_TRUE(v3 != map.Version());
map.Clear();
EXPECT_TRUE(v3 != map.Version());
// The emulator throws the whole map away and builds a new one on every boot, so a fresh
// map must never hand out a version a previous one already used - otherwise a cache built
// from the last game's symbols looks current for the next game.
SymbolMap map2;
EXPECT_TRUE(map.Version() != map2.Version());
map2.AddModule("TEST", kModStart, kModSize);
map2.AddFunction("func", kModStart + 0x100, 0x40);
EXPECT_TRUE(map.Version() != map2.Version());
}
return true;
}