Commit Graph
50143 Commits
Author SHA1 Message Date
Henrik Rydgård 3f5a79bfbc Simplify 2026-11-01 09:33:44 +01:00
Henrik RydgårdandClaude Opus 5.5 42d3206bcf Move GameButton out of GameBrowser.cpp into its own file
The icon-with-text drawing helpers and the large list dimensions move
with it, exported since DirButton uses them too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-01 00:06:19 +01:00
Henrik Rydgård 77904479f9 Refactor work 2026-10-31 23:37:48 +01:00
Henrik Rydgård 22e67da85c More code cleanup 2026-10-31 19:53:51 +01:00
Henrik Rydgård 383f99111f Break out the icon picker, some renaming 2026-10-31 13:36:16 +01:00
Henrik Rydgård 1c1c0b206c Merge pull request #22864 from hrydgard/adhoc-relay-perf
Ad hoc: Relay without fixed real-time waits
2026-10-31 12:57:02 +01:00
Henrik Rydgård 92e0c07a6f Merge pull request #22865 from hrydgard/fix-windows-warnings
Windows: Fix a batch of MSVC warnings from CI
2026-10-31 12:41:17 +01:00
Henrik Rydgård b2e83d3a7c Merge pull request #22863 from hrydgard/adhoc-buffer-checks
sceNetAdhoc: Check the game's ad hoc buffers by their full length
2026-10-31 12:16:16 +01:00
Henrik Rydgård a2531aeba9 Merge pull request #22862 from hrydgard/net-misc-checks
HLE: Check more guest buffers by their full length
2026-10-31 12:15:54 +01:00
Henrik RydgårdandClaude Opus 5.5 371452db9c Update aemu_postoffice to the ppsspp branch
Upstream main and the ppsspp branch are the same commit now. The one new
change is in the standalone server's main loop, which PPSSPP doesn't build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 12:14:51 +01:00
Henrik RydgårdandClaude Opus 5.5 c7ecab3027 test.py: Run relay pair/vanish on macOS CI again
It passed on the macOS runner three times out of three after the fix for
relay sends and receives off the network.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 12:04:22 +01:00
Henrik RydgårdandClaude Opus 5.5 bbf4d05045 adhoc_multi.py: --udp, to talk to the relay over UDP (enet)
PPSSPP's built-in server doesn't support UDP, so this needs a standalone
aemu_postoffice server running.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 12:01:20 +01:00
Henrik RydgårdandClaude Opus 5.5 6079a8264f sceNetAdhoc: Relay without fixed real-time waits
aemu_postoffice is now at upstream main, which has the relay performance
fixes: the built-in relay server waits for traffic and pumps as soon as
it arrives instead of sleeping 1 ms between pumps, and pumps on its own
thread instead of waking three workers twice each per pump; closing a
session no longer sleeps 50 ms (the delay is now an option, 0 here,
where everything but a PTP connect's thread, which is joined before its
session closes, runs on the CPU thread); connects and blocking waits for
the server's replies wait on the socket instead of sleeping or spinning.
Unread PTP data is also delivered before a close now.

The pair tests through the relay used to barely gain from speed (29 s at
600%, 22 s at 1600%); now 19 s and 11 s, as fast as P2P at 600%.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 12:01:20 +01:00
Henrik RydgårdandClaude Opus 5.5 74178a8106 sceNetAdhoc: Check the game's ad hoc buffers by their full length
Calls that checked one byte of a buffer, then used the game's length:
- GetPeerList and GetAddrByName cleared that many bytes; GetPdpStat and
  GetPtpStat filled that many entries. Clamped to valid memory.
- PollSocket read and wrote count entries.
- GetNameByAddr, GetPeerInfo, Join, GetGameModeInfo and UpdateReplica
  wrote or read whole structs.
- PtpSend and PtpRecv used the whole data length.
- PdpSend and PdpRecv took host pointers from generic wrappers. Their
  syscalls now check the game's buffers and pass NULL for bad ones,
  which the calls already reject, since game mode calls the functions
  with host buffers.
- Matching SelectTarget, CancelTargetWithOpt and SendData copied the
  whole opt or data length. GetMembers cleared a NULL buffer when given
  a bad one.

Also: the matching thread list is savestated without the contexts, so a
context's index may be past its end after a load.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 11:50:17 +01:00
Henrik RydgårdandClaude Opus 5.5 b238eb2125 sceKernelCreateLwMutex: Reject a misaligned work area
A 6.60 PSP returns SCE_KERNEL_ERROR_ILLEGAL_ADDR for one (checked with a
throwaway test; the other bad addresses hang the PSP, so they can't go in
pspautotests).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 11:39:19 +01:00
Henrik RydgårdandClaude Opus 5.5 0a778a13ff HLE: Check more guest buffers by their full length, and an empty insert
Calls that checked one byte of a game's buffer and then wrote or read the
whole thing, or trusted a negative length:
- sceNetEtherNtostr/Strton, the apctl BSS descriptor calls, GetState and
  sceNetGetDropRate.
- sceNpAuthGetTicket wrote its whole ticket whatever the length; it's
  now built locally and written once the buffer is known to hold it.
  sceNpAuthGetTicketParam checked its limits after copying, and walked
  ticket params past the ticket's end.
- sceNp2's communication ID and passphrase, a negative maxServerIds, and
  an unchecked unknown1Ptr.
- sceParseUri's work area and scheme string, sceParseHttp's negative
  header length and value address, and ReadVariableSizedStruct's size.
- sceKernelCreateLwMutex initialized the work area without checking it
  at all, and the other LwMutex calls checked one byte of it.
- sceNetAdhocctlGetScanInfo cleared the length the game gave, of a
  buffer checked by one byte (or any length, negative ones included).

Also: a game mode join inserted at begin() + 1 into a possibly empty
list of players.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 11:26:03 +01:00
Henrik Rydgård c0e750726f Merge pull request #22860 from hrydgard/adhoc-discover-ptpmsg
Ad hoc: PDP receive queues of the socket's buffer size, select() in the ad hoc server
2026-10-31 11:00:36 +01:00
Henrik RydgårdandClaude Opus 5.5 63e661baf3 test.py: Run the single-console ad hoc tests at 800%
Their first login to the server they start takes real time, a few hundred
ms on the Windows runner, and a group request gives up after 5 emulated
seconds: at 1600% every P2P one failed to create its group there.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 10:10:52 +01:00
Henrik RydgårdandClaude Opus 5.5 67ad6c260d sceNetAdhoc: Off the network, relay PTP send and recv don't depend on the relay
A console that has left the network sends into the air and receives
nothing, but the relay checked whether it was disabled first. On the
Windows runner the host of pair/vanish finished and took its relay with
it, the client's reconnect failed and disabled the relay, and the
client's PTP send and recv afterwards came back DISCONNECTED.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 10:10:52 +01:00
Henrik RydgårdandClaude Opus 5.5 32070e633c test.py: Skip relay pair/vanish on macOS CI for now
Only there, the host's matching drops the departed client without a
TIMEOUT event. The instances stay in step (no sync warnings in the log),
and it passes on a Mac and on the other runners.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 09:37:32 +01:00
Henrik RydgårdandClaude Opus 5.5 58b84a89a7 Windows: Fix a batch of MSVC warnings from CI
Signed/unsigned comparisons, bool/int mixes and narrowing in our own code,
plus duplicate NOMINMAX defines. The UWP Common/Core/UI projects now define
_CRT_NO_POSIX_ERROR_CODES like the desktop ones, so SocketCompat.h no longer
redefines the errno macros there. ImMemView's byte search no longer strdup()s
the query (it leaked on the error path).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 09:30:13 +01:00
Henrik RydgårdandClaude Opus 5.5 a4e1db4c78 adhoc_multi.py: On CI, show a failing instance's warnings and errors
Pair tests that fail only on a CI runner give nothing to go on but the
output diff. The instance sync's and the relay's warnings say where an
instance stalled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 09:26:37 +01:00
Henrik RydgårdandClaude Opus 5.5 ec7064e40b test.py: Run the relay ad hoc tests at 800%
Every hop through the relay waits a millisecond or so of real time, which
the speed multiplies: at 1600% on macOS CI a relay PTP receive in
pair/ptppoll timed out. Relay mode hardly gains above 800% anyway (26 s
against 22 s locally); P2P stays at 1600%.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 09:17:04 +01:00
Henrik RydgårdandClaude Opus 5.5 87636d5132 Instance sync: Leave it out of UWP
UWP has no CreateFileW, and no headless build to run the ad hoc tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 09:17:04 +01:00
Henrik Rydgård c0fd904fee Merge pull request #22859 from hrydgard/more-ui-work
More UI work
2026-10-31 09:04:29 +01:00
Henrik RydgårdandClaude Opus 5.5 00382b2e6b test.py: Run the ad hoc tests at 1600%, and pair/vanish in P2P again
With the instances in step, a busy runner no longer pulls them apart.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 09:04:00 +01:00
Henrik RydgårdandClaude Opus 5.5 7c9944b478 sceNetAdhoc: Forget a blocking PTP connect when it's done
Its entry in sendTargetPeers stayed, so the next blocking connect from
the same thread on a socket that got the same id returned BUSY
(pspautotests net/adhoc/pair/basic, connect to a closed port, after a
connected socket was closed).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 09:04:00 +01:00
Henrik RydgårdandClaude Opus 5.5 a1a197e685 sceNetAdhoc: A relay PDP send off the network doesn't need a session
Off the network the datagram reaches nobody and the send succeeds, but
the session was recovered first, and a send whose session wasn't up
returned WOULD_BLOCK (pspautotests net/adhoc/pair/vanish, PDP send after
leaving).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 09:04:00 +01:00
Henrik RydgårdandClaude Opus 5.5 56148606e5 Headless: Keep ad hoc test instances in step in emulated time
Each instance paced itself against the wall clock, so on a busy machine
the one that got less CPU fell behind, and anything a test times across
instances (a peer leaving, a matching timeout) came out differently with
the load: pair/vanish and pair/matching3 failed on macOS CI.

With --sync-file and --sync-count, instances on one machine share a file
of one slot per instance. CoreTiming ends a slice at every emulated
millisecond, publishes it there, and waits until every other instance
has reached it too, so they're never more than a millisecond apart. It
works for any number of instances. One that stops moving (a debugger
pause, a crash) is waited for 2 s and then left out until it moves
again, and one that blocks the CPU thread in real time on something the
others must do (the relay PTP connect) stands aside meanwhile.

Tools/adhoc_multi.py and adhoc_session.py use it (--no-sync turns it
off). The host's 1 s head start is gone: they wait for the server's
port instead. adhoc_multi writes each instance's output to a file, as a
full pipe would now stop the other instances too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 09:04:00 +01:00
Henrik RydgårdandClaude Opus 5.5 841902950a proAdhocServer: Wait for logins and messages with select instead of polling
- Fixes #19248

The server loop polled every socket and slept 10 ms, so it woke 100
times a second with nothing to do, and every message could wait up to
10 ms of real time before it was handled, which at a sped-up emulation
speed is many times that in game time. It now waits in select() on the
listening socket and every user, and wakes at least every 50 ms to notice
being stopped. It also no longer stops serving everyone while the hosting
instance is paused in the debugger.

pspautotests: pair/discover and pair/ptpmsg.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 08:08:20 +01:00
Henrik RydgårdandClaude Opus 5.5 4221c4cd54 sceNetAdhoc: Receive PDP through a queue of the socket's buffer size
A PSP keeps what arrives in the socket's buffer, of the size given to
PdpCreate, and drops a datagram that doesn't fit: a buffer of 0 gets
nothing, one of 2048 bytes only some of ten 1000-byte datagrams
(pspautotests net/adhoc/pair/flow). Each transport now only hands over
the datagrams that have arrived (PdpTakeDatagram), into a queue per
socket that is filled every millisecond and whenever the game looks, and
PdpRecv, its blocking retry, GetPdpStat, PollSocket and game mode read
from that. This replaces each transport's own receive paths, so the
relay now reports the sender with NOT_ENOUGH_SPACE too, and P2P's
blocking receive no longer misreads a stale errno.

A datagram to ourselves goes straight into our own socket's queue, as on
a PSP, so it's there at once through the relay too (net/adhoc/term).

Also from comparing the transports:
- P2P: a blocking Accept of a connection from outside the group keeps
  waiting instead of returning -1.
- Relay: an accepted socket gets an id of its own, not its listener's,
  which blocking calls are told apart by.
- ALERT in PollSocket comes from the socket in both transports.
- No send/receive timeouts are set on the game's sockets: all host
  sockets are non-blocking, and in relay mode the ids aren't host
  sockets at all.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 08:05:38 +01:00
Henrik Rydgård 1b490893e0 Merge pull request #22856 from hrydgard/adhoc-matching-coretiming
Adhoc: Matching in emulated time, a relay poll fix, and pair tests in both modes in CI
2026-10-31 08:05:17 +01:00
Henrik RydgårdandClaude Opus 5.5 02db3f1be4 test.py: Skip pair/vanish in P2P mode for now
It times the socket failures from when the peer drops off the peer list,
which the ad hoc server updates in wall time, so on macOS CI at 600% the
failure lands under a second after it instead of 1-2s. The relay run
still covers it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:17:43 +01:00
Henrik RydgårdandClaude Opus 5.5 670b667ed1 test.py: Run the ad hoc tests at 600% on CI
Each instance runs on its own, so on a busy runner they drift apart in
emulated time, and a real second's lag is 8 emulated seconds at 800%:
long enough for pairSync (10 s) to give up on macOS CI. ADHOC_SPEED
still overrides it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 01:49:58 +01:00
Henrik RydgårdandClaude Opus 5.5 a6f47bb6f8 GameInfoCache: Get PS1 disc sizes through the PS1 disc loader
A PS1 disc can be a cue sheet, .ccd or .mds rather than an image, and
GetSizeUncompressedInBytes tried to open one as a block device. Measure the
disc the sheet describes instead, and count its image files in the size on
disk too, not just the sheet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 01:33:41 +01:00
Henrik Rydgård 3fad9ae7ec Delete bad unit test 2026-10-31 01:33:05 +01:00
Henrik Rydgård f9baffccb6 Setting reorganization, some changed strings, soft drop shadows for text on game screen 2026-10-31 01:22:27 +01:00
Henrik RydgårdandClaude Opus 5.5 978eb5bafe sceNetAdhoc: Check a pending P2P connect the way Winsock reports a failure
Winsock never makes a socket whose connect failed writable; the failure
shows in select's exception set, with the reason in SO_ERROR. The poll
now checks both, and SO_ERROR on a writable socket too, which is where
other systems put a refusal.

Windows still retries a refused connect for about a second before
reporting it, far longer than a PSP at the tests' 800% speed, so
pair/basic is a known P2P failure on Windows.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:48:11 +01:00
Henrik RydgårdandClaude Opus 5.5 31369e70fe sceNetAdhoc: Windows fixes for P2P refused connects and off-network receives
- A connect PtpOpen started counted as up as soon as getpeername
  succeeded, which on Windows happens while it's still in progress, even
  one about to be refused. It now needs the socket ready too, and a
  pending connect's failure is read from SO_ERROR, the only place Windows
  reports it (pspautotests net/adhoc/pair/basic).
- Out of the group, PdpRecv only dropped what its peek saw; on Windows a
  peek can fail and leave the next datagram unchecked, so a vanished
  client still got the host's data (pair/vanish).

pspautotests: pair/vanish times PTP's failure from when the peer left the
peer list.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:44:36 +01:00
Henrik RydgårdandClaude Opus 5.5 58d051130c sceNetAdhoc: Wait for a relay PTP connect at a fixed point in emulated time
The connect PtpOpen starts goes through the relay on a host thread, so
when it finished in emulated time depended on the emulation speed and on
how busy the host was. At --speed=800 on a loaded CI runner it often
wasn't up within the 100 ms net/adhoc/pair/ptppoll polls for, while on a
PSP it's up a few ms after PtpOpen.

The relay's per-millisecond poll now waits (at most a second, once per
connect) for a connect in progress to finish, filling local listeners'
backlogs meanwhile, since the listener may be on the same console.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:44:36 +01:00
Henrik RydgårdandClaude Opus 5.5 be7a3261b5 sceNetAdhoc: Say why PdpCreate, PtpOpen and PtpListen ignore the game's MAC
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:44:36 +01:00
Henrik RydgårdandClaude Opus 5.5 80d9952861 pspautotests: pdp and ptp cover a late too-big datagram and closing while connecting
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:44:36 +01:00
Henrik RydgårdandClaude Opus 5.5 321a440884 test.py: Run the single-console ad hoc tests in relay mode too, and basic in CI
Like the two-console tests, each runs through the built-in server's relay
and in P2P, with adhoc_known_failures for the ones that fail in one mode.
pair/basic passes in P2P now and moves to tests_good, a known failure
through the relay.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:44:36 +01:00
Henrik RydgårdandClaude Opus 5.5 8f1406739e sceNetAdhoc: Relay fixes from comparing the transports' error handling
- GetPtpStat on a listener read its listen session as a connection,
  which could write past it; a listener now reports nothing waiting.
  Neither GetPtpStat nor GetPdpStat reports a dead session's negative
  status as a byte count any more, and a new PDP socket starts with
  nothing waiting instead of its buffer size.
- A poll of a connection whose peer has closed reports DISCONNECT, as
  the P2P transport and a PSP do (pspautotests net/adhoc/poll).
- Only a send that went out counts as the last send for a vanished
  peer's timeout.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:44:36 +01:00
Henrik RydgårdandClaude Opus 5.5 c88d3584b5 sceNetAdhoc: A refused PTP connect returns CONNECTION_REFUSED, as on a PSP
A connect to a port nobody listens on is refused within a second on a
PSP, and every later connect on that socket is refused too, even once
something listens there (pspautotests net/adhoc/pair/basic,
pair/ptpclose). PPSSPP recreated the socket and tried again until the
game's timeout ran out, to cover a peer that wasn't listening yet.
Dissidia 012 and Fate/Unlimited Codes, named in the old comments, still
get to their matches.

Also set the established time wherever a connection becomes established,
which the timing of a vanished peer's failure counts from.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:44:36 +01:00
Henrik RydgårdandClaude Opus 5.5 99e518d2b2 sceNetAdhoc: Time adhocctl requests and the joiner's GAME wait in emulated time
How long an adhocctl request waits for the server before giving up, and
how long a joiner's GAME event waits for the host to show up, were
measured in wall time, so a game saw them shorter when sped up and
longer when slowed down.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:44:36 +01:00
Henrik RydgårdandClaude Opus 5.5 f988ab9566 sceNetAdhoc: A relay listener accepts connections into its backlog by itself
A PSP completes a connect to a listener without the game calling Accept,
so an opened PTP connection is up a few ms after PtpOpen (pspautotests
net/adhoc/pair/ptppoll). The relay only answers the connecting side once
the listening side accepts, so the relay transport now accepts pending
connections into a queue as long as the listener's backlog, from a new
per-millisecond AdhocTransport::Poll() and from polls and accepts, and
PtpAccept takes them from there. A poll reports ACCEPT while the queue
isn't empty.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:44:36 +01:00
Henrik RydgårdandClaude Opus 5.5 7f094cbf45 sceNetAdhoc: P2P mode handles leaving the network like the relay mode
Out of the group, a PSP's sends reach nobody and nothing reaches it, and
a PTP connection to a peer that has left fails once its retransmits would
have run out. Only the relay transport did this; the P2P one kept sending
over the host's sockets, so neither side ever noticed the other was gone
(pspautotests net/adhoc/pair/vanish).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:44:36 +01:00
Henrik RydgårdandClaude Opus 5.5 52b13079d1 pspautotests: ptppoll opens its connection after the host's idle polls
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:44:36 +01:00
Henrik RydgårdandClaude Opus 5.5 d3a7e13541 test.py: Name the backend split --skip-cpu-independent, and add --only-cpu-independent
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:44:36 +01:00