Module symbols are keyed by module+crc so they're shared by every game that
loads that module. But symbols the user attaches to addresses that aren't in
any module - the heap, the stack, scratchpad, a hardware register, typically
after a memory.search - describe one game's own memory layout and are worthless
to any other game. Those now go to PSP/SYSTEM/SYMBOLS/<gameID>_syms.ppsym.
They're module index 0 ("absolute"), which already round-trips through the
existing per-module code: GetModuleRelativeAddr/GetModuleAbsoluteAddr are
identity for it, so the file format is unchanged, just with absolute addresses.
SaveModuleSymbols only needed to stop requiring a ModuleEntry. Auto-load/save
hang off CPU_Init/CPU_Shutdown rather than module load/unload, gated on the same
bAutoSaveLoadSymbols setting - and deliberately not on SYSPROP_HAS_DEBUGGER,
which only the Windows port reports true for, so LoadSymbolsIfSupported next to
it does nothing at all on headless. hle.game.saveSymbols/loadSymbols expose it.
Four things found while doing it:
- Symbols outside any module were being dropped on the floor. AddFunction/
AddData/AddLabel take moduleIndex -1 as "work it out", pass it to
GetModuleIndex(), and store whatever comes back - but that returns -1 when no
module contains the address, and -1 is never an active module, so the symbol
never reached the active maps: invisible to every lookup and to any save.
hle.data.add had spotted this and normalized -1 to 0 locally; nothing else
did, so e.g. hle.func.add outside a module silently did nothing. Fixed
centrally in a new ResolveModuleIndex() the three of them share.
(This only became reachable with the GetModuleIndex() fix in 29a38af37e -
before that it returned a wrong-but-valid module index instead.)
- The saved files were almost entirely noise. Every function the analyzer finds
is named z_un_<addr> and every import stub zz_<name>, both regenerated from
scratch on each load. One real module wrote 13KB - 443 unnamed functions and
64 stub names - for the four names a human had actually chosen. Worse, on the
next run those were loaded back as authoritative and would beat the module's
own symbols to the address. Now only names that aren't regenerated get saved,
and a module with none writes no file at all (and removes a stale one, so
deleting a symbol sticks). That module's file went 13020 -> 81 bytes.
- LoadModuleSymbols trusted the addresses in the file. It's meant to be
hand-edited and can outlive the build it came from, so relative addresses past
the end of the module are now skipped with a warning instead of landing at
nonsense addresses.
- AddFunction and AddData both erased the map entry they were updating and then
read back through the now-dangling iterator to refresh the active copy. Only
latent: the refresh is guarded on the active copy's module matching the new
one, which is false exactly when the erase happens. Re-point the iterator at
the entry's new home instead, so it can't rot if that guard ever changes.
AddLabel already did the equivalent correctly, via a local copy.
Filename sanitizing goes through SanitizeString with a new FileName restriction
rather than being open-coded; unlike the existing restrictions it substitutes
'_' instead of dropping, so two module names can't collapse onto one file.
Verified end to end on headless with cpu_alu.prx: named a function inside the
module and data/functions in scratchpad and the heap, let it exit, checked both
files, rebooted and confirmed all of it came back at the right addresses.
Unit tests 51/51, pspautotests 314/314.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
SymbolMap:
- Fix GetModuleIndex(): it only checked the end of an active module's range
(via activeModuleEnds.upper_bound), never the start, so an address sitting
in the gap before a module was silently misattributed to it. Added
GetModuleIndexByName() as a companion lookup.
- AddModule() gains an optional crc param, stored per ModuleEntry. Reactivating
a module by name now also requires the crc to agree when both sides know it,
so two unrelated binaries that happen to share a name no longer get merged
into one symbol table (addresses the old TODO at the top of SymbolMap.h).
- AddLabel()/AddFunction() gain an updateName param (default false, preserving
existing "first writer wins" behavior) so a trusted source - like a loaded
symbol file - can be allowed to overwrite a name that a lower-confidence
automatic pass already assigned.
- New SaveModuleSymbols()/LoadModuleSymbols()/GetModuleSymbolsPath(): save or
restore one module's functions/data/labels to/from a small human-editable
text file, addressed relative to the module (so the file stays valid however
the module ends up positioned on a later run). Keyed by
PSP/SYSTEM/SYMBOLS/<moduleName>_<crc>.ppsym - deliberately by module+crc
rather than by game, so it's shared by every game/homebrew that loads the
exact same module. A "# game <id> <title>" comment records who last saved
it, informational only.
WebSocket debugger: hle.module.saveSymbols/loadSymbols expose the above.
sceKernelModule.cpp: auto-load a module's saved symbols right after it's
registered with the symbol map (both the real ELF-load path and the
savestate-load path), and auto-save on unload (before UnloadModule(), while
its symbols are still active) - gated behind the new bAutoSaveLoadSymbols
config setting (default off), with a matching Developer Tools checkbox and
a --auto-save-load-symbols command-line override for headless use.
Includes some in-progress cleanup already staged: DescribeAddress now calls
g_symbolMap->GetDescription() directly instead of through the now-removed
MIPSDebugInterface::getDescription() wrapper.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9