Commit Graph
15036 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Sonnet 5 180becf883 BreakpointManager: remove internal locking, now redundant
Every caller either runs on the CPU thread already, routes mutations
through Core_RunOnCPUThread, or holds g_frameMutex for reads - audited
across WebSocket subscribers, the legacy Win32 debugger, ImDebugger, and
the JIT/interpreter backends. Also renames GetMemCheckLocked to
FindMemCheckInRange since it no longer implies a lock is held.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hqm11k99viLfbJm2MkH4BH
2026-08-08 17:22:12 +02:00
Henrik RydgårdandClaude Sonnet 5 f72709feb0 Legacy Win32 debugger: fix the painting problem with a frame-scoped mutex
Debugger windows (register list, disassembly view, memory view, breakpoint/
thread/module/stack lists, watch list) read CPU-thread-owned state directly
from the GUI thread's WM_PAINT/list-fill handlers, racing against the CPU
thread. Routing every read through Core_RunOnCPUThread would be too slow for
something invoked continuously on paint/list-refresh.

Add g_frameMutex (Core.h/Core.cpp), held by NativeFrame() only across the
span where it actually touches that state (running the CPU, processing
breakpoints, running the ImGui debugger) - not across input handling or the
present/frame-pacing waits. Debugger windows now hold the same mutex while
reading, giving synchronized reads without the round-trip cost of queuing
to the CPU thread.

CtrlRegisterList::onPaint() goes back to always reading live values (now
safe under the lock) and grays them out by color alone while the core is
running, rather than the earlier snapshot-caching approach.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hqm11k99viLfbJm2MkH4BH
2026-08-08 17:22:12 +02:00
Henrik RydgårdandClaude Sonnet 5 03dcfd3931 WebSocket debugger: fail fast on invalid memory ranges, move base64 off the CPU thread
memory.read_u8/u16/u32/read/readString/write_u8/u16/u32/write/search all
validated their address/size parameters (and, for search, the rest of its
param parsing) after already queuing onto the CPU thread. None of that
depends on CPU-thread-owned state, so do it upfront instead and fail fast
without a round trip through the queue for requests we already know are
invalid.

Also, for memory.read and memory.readString, only the raw memory copy
(which needs replacements/emuhacks disabled) now happens on the CPU
thread - the base64 encoding itself happens back on the WebSocket thread
afterward, so a large read no longer blocks the CPU thread's frame pump
for the encoding work too.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hqm11k99viLfbJm2MkH4BH
2026-08-08 17:22:12 +02:00
Henrik RydgårdandClaude Sonnet 5 212ed7cdda Debugger: Route HLESubscriber through the CPU thread
Same treatment as the other subscribers: thread list/wake/stop, function and
data symbol list/add/remove/rename/scan, and backtrace now route their
kernel thread, symbol map, and disassembly manager access through
Core_RunOnCPUThread() instead of touching that state directly from the
WebSocket handler thread.

Memory::IsValidRange() checks that only depend on the request's own
address/size params (not on anything CPU-thread-owned) stay outside the
queued callback and fail fast, rather than making a pointless round trip
through the CPU thread for a request already known to be invalid.

hle.func.scan carries the same unbounded-range caveat already noted for
memory.search: no cap on 'size' beyond valid memory range.

Replaced remaining `auto` locals with concrete types.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hqm11k99viLfbJm2MkH4BH
2026-08-08 12:40:18 +02:00
Henrik RydgårdandClaude Sonnet 5 75b9df8384 Debugger: Route MemorySubscriber through the CPU thread, drop the forced-pause dance
Every memory.read*/write*/search endpoint used to call LockMemoryAndCPU(),
which - unless the CPU was already stepping - busy-waited for coreState to
settle, force-paused a running game with Core_Break(), and blocked on
Core_WaitInactive() before touching memory, just to get exclusive access
from the WebSocket handler thread. It also took MIPSComp::jitLock around
saving/restoring emuhack ops for the same reason.

Now the whole body of each handler runs inside Core_RunOnCPUThread(), so
none of that is needed for CPU-thread exclusivity: reads/writes happen
inline on the CPU thread itself, whether the game is running or stepping,
without ever pausing it. Confirmed live that memory reads/search now
complete while coreState stays CORE_RUNNING_CPU throughout - no more
stepping flicker on every debugger memory poll.

Kept Memory::MemoryInitedLock (guards against Memory::Shutdown() racing in
from a different thread, e.g. the UI thread stopping the game - unrelated
to the WebSocket-thread-vs-CPU-thread problem) and MIPSComp::jitLock around
the emuhack save/restore (guards against a UI-triggered CPU core switch,
also a different thread than the one Core_RunOnCPUThread targets).

Same caveats as previous conversions: memory.read for a very large 'size'
now base64-encodes on the CPU thread itself, and memory.search still has no
size cap - both will now block the CPU thread's own frame pump for their
duration on a large enough request. Noted inline, not fixed here.

Replaced remaining `auto` locals with concrete types.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hqm11k99viLfbJm2MkH4BH
2026-08-08 12:15:04 +02:00
Henrik RydgårdandClaude Sonnet 5 c32df3d931 Debugger: Route BreakpointSubscriber, DisasmSubscriber, and most of
CPUCoreSubscriber through the CPU thread

Continues the pattern started with SteppingSubscriber: route breakpoint,
disassembly, symbol, and register access through Core_RunOnCPUThread()
instead of touching that state directly from the WebSocket handler thread.

Two intentional exceptions, matching the reasoning already used for
cpu.stepInto's "not currently stepping" branch:
- cpu.stepping's Core_Break() call stays unqueued - it's what makes the CPU
  thread start reaching the queue drain point in the first place.
- cpu.status stays unqueued - it's meant to be a cheap, frequently-pollable
  status check, and its "pc" field is already documented as inaccurate unless
  stepping. Matches how SteppingBroadcaster already reads the same state
  directly from the WebSocket thread.

Where a handler's response doesn't depend on anything the queued lambda
computed (plain add/remove endpoints), moved req.Respond() back out after
the Core_RunOnCPUThread() call for readability - the JSON building and
socket write happen later in Finish() regardless of where Respond() is
called, so there's no thread-safety difference either way, just clarity
about what actually needs to run on the CPU thread.

memory.searchDisasm carries the same caveat flagged for memory.search: its
scan range has no size cap, so if the CPU is stepping, a very large range
will now block the CPU thread's own frame pump for the scan's duration
rather than running unqueued on the WebSocket thread as before. Not fixed
here - noted in a comment at the call site.

Replaced remaining `auto` locals in these three files with concrete types.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hqm11k99viLfbJm2MkH4BH
2026-08-08 11:56:32 +02:00
Henrik RydgårdandClaude Sonnet 5 29825c1e61 Debugger: Route the rest of SteppingSubscriber.cpp's handlers through the CPU thread
Extends the cpu.stepInto treatment to cpu.stepOver, cpu.stepOut, cpu.runUntil,
and cpu.nextHLE: each now routes its breakpoint/stepping manipulation through
Core_RunOnCPUThread() instead of touching it directly from the WebSocket
handler thread. cpu.runUntil didn't have an explicit "must be stepping"
guard to begin with; since the CPU-thread queue is now drained unconditionally
at the top of every Core_RunLoopUntil() iteration (not just while stepping),
queuing from it is safe regardless of current core state.

Also corrects a stale comment on Core_RunOnCPUThread() left over from before
the drain point moved from Core_ProcessStepping() to the top of
Core_RunLoopUntil() - it's not limited to the stepping/paused case.

Replaced remaining `auto` locals in this file with concrete types.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hqm11k99viLfbJm2MkH4BH
2026-08-08 11:32:01 +02:00
Henrik RydgårdandClaude Sonnet 5 c6fccefa49 Debugger: Route cpu.stepInto's stepping state through the CPU thread
The WebSocket debugger's cpu.stepInto handler ran entirely on the WebSocket
handler thread, directly manipulating breakpoints and stepping state (via
Core_RequestCPUStep, g_breakpoints.SetSkipFirst, etc.) that's otherwise only
ever touched from the CPU thread (the one that calls Core_RunLoopUntil, and
thus indirectly NativeFrame).

Adds Core_RunOnCPUThread() - queues a function to run on the CPU thread and
blocks the caller until it's done. The queue is drained at the top of
Core_RunLoopUntil()'s loop, so it's reached continuously (in a tight spin)
while the CPU is stepping/paused, and at least once per call even while fully
running.

cpu.stepInto is the first consumer: once the CPU is already stepping, the
breakpoint/stepping manipulation is now routed through Core_RunOnCPUThread
instead of happening directly on the WebSocket thread. The "not currently
stepping" path still calls Core_Break() directly from the WebSocket thread,
since it's already documented free-threaded and is what makes the CPU thread
start reaching the queue-drain point in the first place.

More WebSocket debugger commands can be converted the same way going forward.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hqm11k99viLfbJm2MkH4BH
2026-08-08 11:21:46 +02:00
Henrik RydgårdandClaude Sonnet 5 b1f0112cef Debugger: Remove opcode-fusion display and fix cpu step size units
DisassemblyManager used to fuse lui+addiu/load/store into single pseudo-
instructions ("li", fused loads/stores) for display. This only applied to a
handful of opcodes, complicated DisassemblyManager, and was the root cause of
a stepping bug: Core_PerformCPUStep's Into/Over cases treated stepSize as a
byte count, while the WebSocket cpu.stepInto handler computed it as an
instruction count (needed to step over a whole fused macro in one go) - so a
plain, non-fused stepInto silently executed zero instructions.

Removed the fusion logic entirely (DisassemblyMacro, DISTYPE_MACRO) - every
disassembly line is now exactly one 4-byte instruction. With that,
"how many instructions does this line span" is always 1, so the
getInstructionSizeAt() byte-size queries in the legacy Windows and ImGui
debuggers are gone too; step requests just pass 1. Core_RequestCPUStep's
stepSize is now consistently in instructions everywhere.

Also fixes the PPSSPPHeadless build, broken since 0ed1f3e added
OpenWebDebugger() (which calls System_LaunchUrl) without a headless stub.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Hqm11k99viLfbJm2MkH4BH
2026-08-08 11:16:36 +02:00
Henrik Rydgård 0ed1f3eceb Add some easy ways to get into the web debugger 2026-08-08 10:13:09 +02:00
Henrik Rydgård a957086eeb Try to fix test failure (vary strange) 2026-08-08 00:45:11 +02:00
Henrik Rydgård 8d2c1e7a66 Make the ImDebugger a bit less crash prone outside of games 2026-08-07 22:40:05 +02:00
Henrik Rydgård b4c476d5ed Merge pull request #22048 from hrydgard/imgui-lift
ImDebugger: Lift it out of the EmuScreen
2026-08-07 19:13:13 +02:00
Henrik Rydgård 25532a9b64 Fix build error in iOS app store build. Also fix a log error. 2026-08-07 18:43:29 +02:00
Henrik Rydgård db8ff4391e Enable ImDebugger everywhere, on top of the regular UI. 2026-08-07 17:35:15 +02:00
Henrik Rydgård bb3862b37e Revert "Extend LoadExecForKernel with real VSH loadexec/exit syscalls"
This reverts commit 510cfb421c.
2026-08-07 16:01:27 +02:00
Henrik Rydgård c1310ae4a5 Rework UPnP service thread sync
No longer waking up twice per second. Instead a slow 5s poll plus
wakeups if needed.
2026-08-07 11:24:22 +02:00
Henrik Rydgård 256e4082eb Merge branch 'master' into avoid-strlen-memblockinfo 2026-08-07 10:44:55 +02:00
Henrik Rydgård d87a98c4a8 Avoid wasting CPU on counting characters in the memblock management
Unittest and a bugfix by claude.
2026-08-07 08:56:41 +02:00
Henrik RydgårdandClaude Sonnet 5 510cfb421c Extend LoadExecForKernel with real VSH loadexec/exit syscalls
Adds SceKernelLoadExecVSHParam (matching JPCSP's reference layout - its
first four fields line up with the existing SceKernelLoadExecParam,
which is why the plain sceKernelLoadExec already worked for
sceKernelLoadExecVSHMs2) and fills in the rest of LoadExecForKernel's
NIDs from JPCSP: real implementations for sceKernelExitVSHVSH/Kernel
(mirrors sceKernelExitGame) and sceKernelLoadExecBufferVSHUsbWlan (loads
an exec from an in-RAM buffer instead of a file - the VSH's "push a game
over USB/WLAN" path), plus UNIMPL stubs for everything JPCSP itself only
knows by NID.

sceKernelLoadExecBufferVSHUsbWlan needed __KernelLoadExec split into a
file-reading front end and a shared __KernelLoadExecFromPtr back end
that both it and the new buffer-based path call into - a pure
extract-method refactor of the single most heavily used boot path in the
emulator. Verified no regression: same 11 passed / 9 pre-existing-failed
split on pspautotests/tests/cpu/*, and loader/bss still passes, before
and after this change.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PSNaZnHCjmryS3ziVN9gZU
2026-08-07 08:49:25 +02:00
Henrik Rydgård 5f5130025c Merge pull request #22037 from hrydgard/hide-status-bar-ios
Add setting to hide/show the status bar on iOS
2026-08-07 07:24:25 +02:00
Henrik RydgårdandClaude Opus 5 8bfc151395 iOS: Hide the status bar when immersive mode is enabled
prefersStatusBarHidden was dead code - it computed an orientation and a
(commented out) user preference, then unconditionally returned false. So the
status bar was only ever hidden on iPhone in landscape, and only because iOS
does that on its own in compact height.

Now it honors bImmersiveMode from the DisplayLayoutConfig matching the current
orientation, so it also applies in portrait and on iPad. Adds the corresponding
checkbox to the iOS system settings, and updates the status bar on rotation and
when the setting is toggled.

Also fixes a missing break in the ROTATE_UPDATED case in System_Notify, and a
static/non-static mismatch on sceKernelLoadModuleBufferUsbWlan that broke the
build (the header intentionally exposes it for sceVshBridge).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JZk5y4Fzw811WJoNWZb8Sc
2026-08-06 20:56:37 +02:00
Henrik Rydgård 092ab42fe7 Clean up ugly usage of the g_nativeLibDir global. Now it's local in VulkanLoader. 2026-08-06 18:12:04 +02:00
Henrik Rydgård 60fc887306 Clean up Config::PostLoadCleanup, reject disabled GPU backends 2026-08-06 17:45:37 +02:00
Henrik RydgårdandClaude Sonnet 5 5bd1ff8066 Move remaining manual command line parsing into CmdLine.cpp
Headless.cpp, NativeApp.cpp, and SDLMain.cpp each still hand-parsed a few
argv flags directly (mount/log/state/ignore/loglevel in headless and the
app, xres/yres/dpi/scale in SDL), duplicating and in some cases conflicting
with the shared CommandLineOptions parser. Consolidate all of it into
CmdLine.cpp/.h so there's a single source of truth, and drop the now-dead
remain_argc/remain_argv filtering in SDLMain.cpp since NativeInit no longer
reads argv itself.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PfFvWzpHxErWgRhKqqSewN
2026-08-05 16:02:49 +02:00
Henrik Rydgård 16206d18ab Simplify the EmuThread API again 2026-08-05 09:48:51 +02:00
Henrik Rydgård ecae62e737 Fix headless with OpenGL for SDL 2026-08-05 00:15:56 +02:00
Henrik Rydgård 551e4cd0ab Headless: Make all GPU backends work correctly on Windows 2026-08-05 00:15:56 +02:00
Henrik Rydgård 25cf52176f Misc headless work 2026-08-05 00:15:56 +02:00
Henrik Rydgård 5eb4772644 Minor EmuThread refactor 2026-08-05 00:15:56 +02:00
Henrik Rydgård edd968062a Correct the Atrac3 security check that broke music in GTA
See 4cd611b71f
2026-08-05 00:15:38 +02:00
Henrik Rydgård be922eca62 Make OpenGL render thread shutdown more robust. 2026-08-04 16:44:55 +02:00
Henrik Rydgård 648560b2d3 Don't exit games when leaving the emuthread 2026-08-04 00:24:39 +02:00
Henrik Rydgård 68ec34ad54 Build and warning fixes 2026-08-03 19:11:07 +02:00
Henrik Rydgård 55eee26c52 Assorted warning fixes 2026-08-03 18:55:35 +02:00
Henrik Rydgård db30fabf03 Add a setting (defaulting to false) for enabling file handler plugins 2026-08-03 11:24:36 +02:00
Henrik Rydgård 317a06f2f6 Revert "Delete the ability to load file handler plugins from extracted game folders"
This reverts commit e806192154.
2026-08-03 11:22:05 +02:00
Henrik Rydgård 5e6a051952 Fix path traversal in texture pack filenames; use HasPathTraversal in savestate migration
Texture pack filenames/aliases from textures.ini were used to build read
and write paths with no '..' check, letting a malicious pack read or
write files outside the pack directory.

- LoadIniValues rejects entries with a parent dir component via
  HasParentDirComponent.
- ReplacedTexture::Prepare skips such filenames as defense in depth.
- PSPLoaders savestate migration now uses the shared HasPathTraversal
  helper instead of inline separator checks.
2026-08-01 13:16:22 +02:00
Henrik Rydgård 77ebdf2e80 Clamp segment count in PSPModule::GetLongInfo
nm.nsegment is attacker-controlled but segmentaddr/segmentsize are fixed
4-entry arrays; the debug info loop read past them. Clamp to 4 like the
other consumers.
2026-08-01 13:16:21 +02:00
Henrik Rydgård 942a76cfaa Fix heap overflow via unsigned underflow in legacy Atrac::EnqueueForSas
The space-left clamp was computed in unsigned 32-bit arithmetic, so a
crafted fileoffset/FirstOffsetExtra could underflow to a huge value and
leave addbytes unclamped, driving a Memory::Memcpy past dataBuf_.

Compute the clamp in signed 64-bit, clamp negatives to 0, and skip the
copy when there's nothing to write.
2026-08-01 13:16:21 +02:00
Henrik Rydgård 725cd691b3 Limit total extracted size when installing zips (zip bomb protection)
ExtractZipContents wrote every entry's declared size with no ceiling, so
a small high-ratio zip could decompress to fill the storage device.

- Add a maxTotalSize parameter to ExtractZipContents (default 4GB) and
  ExtractFile.
- Bail out in the size-summation pass when the total declared size
  exceeds the limit, and again per write chunk in case declared sizes
  are inaccurate.
2026-08-01 13:16:21 +02:00
Henrik Rydgård 6d43b6f531 Fix OOB read/write via negative seek wrap in VFSFileSystem
SeekFile stored a signed s32 position into the unsigned size_t seekPos,
so a negative position (e.g. from a truncating s32 cast of a large
lseek offset) wrapped seekPos to near 2^64. ReadFile's clamp arithmetic
then also wrapped, driving a memcpy from a wild pointer.

- Clamp the computed seek position to 0 in SeekFile.
- Clamp the read size against the remaining data in ReadFile, returning
  0 when seekPos is at or past the end.
2026-08-01 13:16:21 +02:00
Henrik Rydgård 0eef5d0164 Use shared HasPathTraversal utility for savedata name validation
Replace the inline lambdas in the savedata dialog with the new
HasPathTraversal() helper in Core/Util/PathUtil.
2026-08-01 13:16:21 +02:00
Henrik Rydgård 779cae6232 Reject path traversal in savedata name fields
gameName/saveName/fileName and the saveNameList entries are
guest-controlled and get concatenated into host filesystem paths, so a
crafted request could escape the save directory with ../ sequences.

- PSPSaveDialog::Init rejects requests whose name fields contain a path
  separator ('/' or '\') or are bare dot components.
- SavedataParam::SetPspParam rejects saveNameList entries the same way.
2026-08-01 13:16:21 +02:00
Henrik Rydgård 4cd611b71f Fix out-of-bounds reads in ATRAC track parsing
AnalyzeAtracTrack used max(fileSize, size) as the chunk-parse bound with
fileSize taken from the file's RIFF header, so a crafted inflated RIFF
size could push reads past the end of the buffer. Keep the real-library
behavior of tolerating a too-low size, but clamp the parse bound to the
actual mapped guest memory at the buffer.

Also guard ParseWaveAT3's RIFF scan against a blockSize < 4 underflow
that could make the offset negative and bypass the loop bounds check, and
clamp readSize to the mapped region in Atrac2::SetData before parsing.
2026-08-01 11:57:27 +02:00
Henrik Rydgård 32abdd63bf Fix EP-map parsing OOB read in PSMF video stream params
EP_MAP_STRIDE * EPMapEntriesNum was computed in 32-bit and could wrap,
passing the range check while the loop read the unwrapped count; and the
check was skipped entirely when headerOffset == 0 (the player tempbuf
path).

- Use 64-bit math for the EP map size.
- Keep the guest-RAM range check when headerOffset != 0.
- Cap the entry count for the headerOffset == 0 path so the reads stay
  within the player's 64KB tempbuf.
2026-08-01 11:57:27 +02:00
Henrik Rydgård 04d8613d81 Bounds-check charPtr inside PGF::ReadCharGlyph
ReadCharGlyph read glyph metadata at an attacker-controlled bit offset
with no validation, and ReadShadowGlyph only checked after delegating to
it. Validate charPtr (with margin for the header reads) at the top of
ReadCharGlyph so it is safe regardless of caller, and drop the now
redundant checks at the ReadPtr call sites.
2026-08-01 11:57:27 +02:00
Henrik Rydgård 788150c28e Fix out-of-bounds reads in PGF font parsing
PGF::ReadPtr walked four length-prefixed tables and computed table sizes
before any bounds check, and used signed 32-bit size math that could
overflow, allowing a crafted font to read past the input buffer.

- Validate the total size of all tables up front using 64-bit math.
- Check the rev3 extra header fits before reading it.
- Cap charPointerLength/charMapLength/shadowMapLength to avoid absurd
  allocations.
- Bounds-check glyph data offsets before reading each glyph.

Also throw in a warning fix
2026-08-01 11:57:27 +02:00
Henrik Rydgård a8195e7ca6 Clamp HTTP response body to the requested range in HTTPFileLoader
A malicious or MITM'd server could send a Content-Range header matching
the requested range but a larger entity body, overflowing the caller's
fixed-size buffer via output.Take. Clamp the copied size to the requested
range.
2026-08-01 11:57:27 +02:00
Henrik Rydgård 5d10f281ef Fix integer overflow in PMF video frame buffer allocation
pmf_init reported stream dimensions without a cap, and PMFView::Draw
allocated width * height * 4 with 32-bit int arithmetic, so a crafted
ICON1.PMF could overflow the allocation to a small buffer while
sws_scale wrote the full frame.

- Reject videos with dimensions outside 1..720x480 in pmf_init (PMFs on
  the PSP never exceed 720x480).
- Use size_t arithmetic for the frame buffer allocation.
2026-08-01 11:57:27 +02:00