Adds the source location column to the breakpoint list, the last of the places
worth surfacing line info. Exec breakpoints get a real location; memchecks and
register breakpoints get "-", since a watched data range and a register aren't
tied to a code address.
Fixed a pre-existing misalignment found while adding the column: the register
breakpoint row never emitted a cell for the Log column, so every following cell
sat one to the left - the register name appeared under "Type", the condition
under "OpCode" and the hit count under "Cond", with the last column left blank.
It has a Log checkbox now like the other two rows (register breakpoints do
support the log action), and the register name moved to Size/Label where the
memcheck row puts its size.
AGENTS.md gets what this stretch of work turned up:
- Most files here are CRLF, including every .vcxproj, Android.mk,
Makefile.common and AGENTS.md itself. Patching one with a script that reads
with universal newlines and writes with newline='' silently rewrites the whole
file - it turned a two-line addition into a 5000-line diff, which is invisible
in an editor and obvious in git diff --stat.
- Don't pipe Python containing backslashes through a bash heredoc; the quoting
mangles them and anchors just fail to match for no visible reason.
- Headless registers its own debug-output listener, so exception and crash
messages never reach the log - they go to stdout, block-buffered when
redirected, and taskkill //F discards the buffer instead of flushing. Give the
run a short --timeout and let it exit if you need to read a crash trace.
- 0xFFFFFFFF decodes to vflush, a real VFPU instruction, so it's useless as
"garbage" for testing illegal-instruction handling.
- A wsdbg script has to stay connected long enough for what it asked for; ending
with :quit straight after cpu.runUntilTime looks exactly like a broken feature.
- Where DWARF line info is and isn't available, since it's much narrower than it
sounds.
- Corrected the note claiming broadcast.config.set only accepts logger and
input; it takes all five categories now.
UnitTest 55/55.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Homebrew almost always ships the ELF it was built from alongside the EBOOT -
app.elf next to app.prx - but prxgen strips the symbol table on the way to the
PRX, so the module PPSSPP loads has no names at all and MIPSAnalyst calls every
function it finds z_un_<address>. Working out what any of them are meant hand-
parsing that ELF with a throwaway script, which is how the CrossCraft
relocation bug got identified.
So read it directly. On module load, scan the game's own directory for an ELF
with a symbol table and add its STT_FUNC/STT_OBJECT entries at the module's
base. CrossCraft picks up 3734 symbols, and the disassembly turns from
z_un_088c00f0 into world.init_empty, with static_allocator.alloc at the vtable
entry it calls - the two functions that took the longest to identify by hand.
Matching is the part worth getting right, since a wrong match puts confident
nonsense at real addresses, which beats having no names only in the sense that
it's worse. A candidate has to be a 32-bit ELF with a symbol table whose
highest section ends within a page of the loaded module's size - the companion
links at base 0 and covers the same image, so that's a tight check, and
unrelated ELFs sitting in the same folder fail it. Symbols outside the module
are skipped individually too.
Names go in with updateName, so they win over the analyzer's placeholders
rather than losing to whichever got there first. Gated on the existing
bAutoSaveLoadSymbols setting (off by default), which already means "keep symbol
names around for me" and avoids a directory scan per module load otherwise.
pspautotests 314/314.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Headless hardcoded its memory stick to "memstick" next to the executable, so
testing a real game there meant copying the game in - 85MB for the one that
prompted this. --memstick=DIR points it at any directory with the usual
PSP/GAME layout, including the one the app build already uses, so the two can
share.
Two things worth noting in the implementation. The headless default is applied
*after* CommandLineOptions::ApplyToConfig() runs, so it has to check whether
the flag was given - otherwise it silently overwrites it, which is how the
first version of this failed: the game still booted (its path was absolute) but
from the wrong stick. And there's no DoNotSaveSetting() call for
memStickDirectory, unlike the settings around it: it isn't an ordinary setting
and never reaches ppsspp.ini, because the ini lives inside the memory stick
directory it would be describing.
Verified by deleting the copied game and booting it from the repo's memstick
with --memstick, running to exactly 2s of emulated time.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
cpu.status only reported raw CPU ticks, which a client can't turn into a time:
the PSP's clock frequency is changeable and games do change it, so the
ticks-per-second ratio isn't fixed over a run. CrossCraft Classic runs at
333MHz, so assuming the default 222MHz reads 9.1s where the truth is 6.3s -
enough to put scripted input injection in the wrong place entirely.
Adds "us" (emulated microseconds) and "clockHz" alongside "ticks".
CoreTiming::GetGlobalTimeUs() can't be used directly for this: it rebases its
own internal counters as a side effect, and cpu.status is deliberately served
straight from the WebSocket thread rather than queued to the CPU thread (it's
meant to be cheap and frequently pollable). So PeekGlobalTimeUs() computes the
same value without the rebasing.
AGENTS.md picks up the things that cost time while driving headless over the
websocket API: --sync silently desynchronises on raw JSON lines because only
wsdbg's key=value shorthand gets a ticket; headless reports HAS_DEBUGGER as
false so anything gated on it silently does nothing there; the memstick is
hardcoded next to the executable; a leftover headless process turns a build
into an LNK1168 that looks like a compile error; wrapping the launcher in
`timeout` kills the emulator along with it, losing the crash you stopped at;
response field names aren't uniform (value vs uintValue); broadcast.config.set
rejects two of the four keys the docs list.
Also writes down the ELF-as-oracle technique that cracked the relocation bug -
when homebrew ships app.elf next to app.prx, the pre-link ELF still has the
symbols and the relocation symbol indices the PRX format discards, so the
loader's output can be checked exhaustively offline instead of by re-running.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
BlockAllocator backs sceKernelAllocPartitionMemory and the various partition
allocators, and had no coverage at all. It's pure address bookkeeping - no real
memory - so it can be checked hard: after any sequence of operations the blocks
must still tile the range exactly, with no gaps, overlaps or strays, and
GetTotalFreeBytes/GetLargestFreeBlockSize must agree with what's really in the
list. ValidateAllocator() rebuilds the list through the public accessors and
asserts all of that, and it runs after every step of the randomised sections.
Covers bottom-up and top-down allocation, grain rounding, rejection of zero and
oversized requests, splitting and re-merging on free, double free and free of an
address that was never allocated, AllocAt including unaligned positions and
collisions, AllocAligned with alignments coarser than the allocator's grain,
filling the range completely and draining it, a range whose size isn't a
multiple of the grain, and two randomised churn loops - one plain alloc/free,
one mixing in aligned allocations and AllocAt to reach block layouts the simple
loop never produces. Fixed seeds, so a failure reproduces.
No bugs found - the allocator holds up. Verified the tests aren't vacuous by
injecting two plausible bugs: dropping the forward merge in MergeFreeBlocks, and
an off-by-one in the bottom-up fit check. Both are caught, the second pinpointed
to a specific churn iteration.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
It stopped being about memory when CPU_Shutdown started holding it across the
whole teardown - it's what keeps kernel objects, the symbol map and the memory
map from being freed while another thread reads them. The old name invited the
reading that it locks memory *access*, which it has never done.
Memory::Reinit() now holds it across both halves rather than relying on
Memory::Shutdown()'s own acquire: between Shutdown() and Init() there is no
memory map at all, and a reader could slip into that gap.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
The WebSocket thread holds lifecycleLock across a whole event handler, and
handlers do their real work through Core_RunOnCPUThread(), which blocks until
the CPU thread drains the queue. Meanwhile PSP_Shutdown() ->
Core_NotifyLifecycle(STOPPING) took that same lock on the CPU thread. So the
debugger thread waited for the CPU thread while the CPU thread waited for the
lock the debugger thread was holding, and neither ever moved.
Drain the CPU queue while waiting for the lock instead of blocking on it. Core
state is still alive at STOPPING (it's notified before CPU_Shutdown), so running
those queued callbacks then is safe, and it lets the debugger thread finish and
release the lock.
Verified with a temporary instrumented build - a 3s sleep inside a handler while
holding lifecycleLock, arranged to overlap the game's shutdown - which hangs
reliably on the old code and exits cleanly with this change.
lifecycleLock stays for now: roughly half the subscribers and all the
broadcasters still read core state directly on the WebSocket thread instead of
going through the queue, and this is what keeps that from racing with teardown.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
main() only ever read argv[1], silently ignoring any further test
names despite both the usage text and the file's own top-of-file
comment claiming "one or more of the below" was supported. Rewrote
argument handling to collect every named test (or expand "all"),
validate all names up front (bailing with the usage listing if any is
unrecognized, rather than silently running a partial set), and run
them with the same pass/fail summary "all" already used - single-test
invocations now also get the "**** Running test X ****" banner "all"
always had, for consistency.
Verified: `UnitTest.exe CLZ MathUtil Path` now runs all three (was:
silently only CLZ); a bad name reports "Unknown test: X" plus usage
and exits 1; `all` and single-name behavior otherwise unchanged.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Core/MIPS/InterpreterDispatch.cpp landed without being added to
UWP/CoreUWP/CoreUWP.vcxproj / .vcxproj.filters, breaking the UWP build
(CMake and the main Core.vcxproj build both succeed silently, so this
only surfaces when someone actually builds the UWP project). Verified
the fix by building CoreUWP directly via UWP/PPSSPP_UWP.sln.
Also updates AGENTS.md's "new .cpp/.c file" checklist from five places
to seven (adding the two UWP project files), documents that the UWP
build can actually be build-tested here via MSBuild rather than just
eyeballed, and notes this exact miss so it's easier to catch next time.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019SKhm9wKEQzRUsx9mTrrtQ
The found binary path could be relative (e.g. 'PPSSPPHeadless' from the
repo root in CI), but tests run with the output dir as cwd, so launching
failed with FileNotFoundError. Resolve the path against the script's cwd,
and turn launch failures into per-test ERROR results instead of crashing
the whole run.
AGENTS.md: never push without asking first.
- Add frametests.py: walks a dump tree, renders each dump per config variant
through PPSSPPHeadless, generates reference images when missing and compares
MSE when present, and writes a self-contained HTML report. The JSON config
(which lives with the test set, not in the repo) points at the data tree
and defines variants as suffix -> CLI args, e.g. 'soft': '--graphics=software'.
- Headless: --screenshot-save saves PNG when the path ends in .png; new
--screenshot-diff always writes a visual comparison when comparing;
screenshot comparison failures (mismatch or unloadable reference) now fail
the test instead of passing silently.
- Read back framebuffers top-down, flipping only for BMP output/input
(fixes upside-down PNG references). Sync libretro copy accordingly.
- Document the system in docs/frametest.md; add AGENTS.md reference.
Our Qt backend has long been left behind and doesn't even support Vulkan
currently. There would be a lot of work to make it viable, and I don't
think anyone is really interested.
ImGui on SDL will soon fulfill the need for a more classic user interface
with a menu bar on Linux, and on Mac we already have a native UI.
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
Captures the msys2/make/cl.exe recipe from libretro/README_WINDOWS.txt plus
two gotchas specific to driving it non-interactively (COMSPEC and
ProgramFiles(x86) not being inherited by a sandboxed agent invocation,
breaking the VSWhere.sh-based VS auto-detection) and the VsInstallRoot
override workaround, so this doesn't need to be rediscovered next time.
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
The LZRC decompressor's only bounds check for output (and input) was a
debug-only _dbg_assert_msg_, which is a no-op in release builds. The
NPDRM demo block device also passed a hardcoded 1 MiB output length
while the real destination buffer (blockBuf_) could be as small as 2048
bytes, allowing a crafted NPDRM image to trigger an unbounded heap
overflow during game load.
Changes:
- rc_putbyte/rc_getbyte now enforce real bounds and set an error flag
instead of relying on debug asserts; decompression aborts with -1 on
overflow or truncated input.
- normalize() reads via rc_getbyte so it stays in bounds.
- Plain-text path clamps the copy size to both the output buffer and the
remaining input (and no longer interprets the size as signed).
- NPDRMDemoBlockDevice::ReadBlock passes blockSize_ (the real buffer
size) instead of 0x00100000 to lzrc_decompress.
- Add unittest/TestLzrc (synthetic input, no test data files): checks the
plain-text clamp, truncated input, and output overflow all fail safely.
- AGENTS.md: note to reuse existing format handlers/decompressors before
writing new ones.
The /unittest subdirectory contains a separate binary with C++ unit tests
alongside the pspautotests runner. Document how to build and run them
(UnitTest.exe on Windows, PPSSPPUnitTest on Linux/Mac), and that they
should be run after substantial changes at the end of a chunk of work.
Reflect the CmdLine.cpp unification and the headless net::Init() fix in
docs/WebSocketDebugger.md and AGENTS.md - previously these described the
app-only boolean --debugger flag and flagged headless as unreliable.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XDNwPPuidmNxQGRJxBuRL6
Expand the WebSocket debugger section with pointers so an agent can get
back into this work without re-deriving it: read docs/WebSocketDebugger.md
before touching the interface (it's the source of truth, not memory), and
a recipe for spinning up a live PPSSPP + Tools/wsdbg session for manual
testing. PSP homebrew isn't checked into this repo, so this asks the user
for one (or to install one via the Homebrew Store) rather than assuming a
specific local file exists.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XDNwPPuidmNxQGRJxBuRL6
Add docs/WebSocketDebugger.md covering the transport, message protocol,
broadcast/request event catalog, how to enable it, LAN discovery, and how
the bundled JS web debugger (assets/debugger submodule) connects to it.
Point AGENTS.md at it so future sessions know it exists.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XDNwPPuidmNxQGRJxBuRL6