Commit Graph
50080 Commits
Author SHA1 Message Date
Henrik RydgårdandClaude Opus 5.5 acb2acf0b4 sceNetAdhocMatching: Run the input and event loops from CoreTiming instead of host threads
Each started context had two host threads, polling every 10 ms of wall
time: one sent queued packets, received, and ran hellos, keepalives and
timeouts, and the other handed events to the callbacks. A single
CoreTiming event now does both for every running context, every 1 ms of
emulated time, and Stop does what the threads did on their way out.

Matching no longer depends on host scheduling or wall-clock delays, so an
accept's ESTABLISHED comes 1-10 ms after SelectTarget at any emulation
speed, as on a PSP (pspautotests net/adhoc/pair/matchingaccept).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:44:36 +01:00
Henrik RydgårdandClaude Opus 5.5 074b6bf547 test.py: Run the two-console ad hoc tests in relay and P2P mode, and in CI
The pair tests that pass go in tests_good, and each runs twice: through
the built-in server's relay and P2P. pair_known_failures lists the ones
that fail in only one mode. A P2P test that needs a loopback address
the machine lacks (macOS has only 127.0.0.1) is skipped with a warning,
and the run fails at the end with the command that adds it. The macOS
CI runners add 127.0.0.2. Each run gets a random port offset.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:44:36 +01:00
Henrik RydgårdandClaude Opus 5.5 752ecccf43 sceNetAdhoc: Don't treat a relay PTP listener's handle as a PDP session when polling
Polling an unconnected or listening PTP socket for SEND took the PDP
path in postoffice_can_send. For an opened connection that created a
PDP session and stored it as the socket's handle, so its sends and
receives failed afterwards (pspautotests net/adhoc/pair/ptppoll). A PTP
socket that isn't established now just isn't writable.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:44:36 +01:00
Henrik Rydgård c9e2afb65f Merge pull request #22858 from hrydgard/apctl-getstate-init
sceNetApctl: Fail GetState before Init, let GetLocalEtherAddr work in infrastructure mode
2026-10-31 00:42:51 +01:00
Henrik RydgårdandClaude Opus 5.5 1437c15f52 sceNetApctl: Fail GetState before Init, let GetLocalEtherAddr work in infrastructure mode
- Fixes #22857

PES 2009 calls sceNetApctlGetState first and only calls sceNetApctlInit
when it fails with 0x80410a0d. We returned success, so Init was never
called, apctl's state never advanced and the Netconf dialog waited on
"Connecting to the access point" forever. A PSP returns 0x80410a0d before
Init and after Term (pspautotests net/adhoc/apctlinit).

After that the game polls sceNetGetLocalEtherAddr until it succeeds, which
we only allowed in ad hoc mode. Also allow it once apctl has connected. It
still fails with apctl initialized but not connected, as the test shows.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 23:50:28 +01:00
Henrik Rydgård 6b9830a030 Merge pull request #22855 from hrydgard/adhoc-transport
Adhoc: Put the relay and P2P transports behind an interface, in their own files
2026-10-30 21:19:14 +01:00
Henrik RydgårdandClaude Opus 5.5 969bc4a1be sceNetAdhoc: Drop PtpOpen's unused isClient
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 20:22:08 +01:00
Henrik RydgårdandClaude Opus 5.5 0e954b17cb adhoc_session.py: A reference image's alpha channel masks what until compares
For text over a moving background: only the opaque pixels count.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 19:09:35 +01:00
Henrik RydgårdandClaude Opus 5.5 958d76ea77 sceNetAdhoc: Move the two transports into their own files
RelayTransport, with the aemu_postoffice helpers only it uses, goes to
AdhocTransportRelay.cpp, and P2PTransport to AdhocTransportP2P.cpp. The
helpers they share with sceNetAdhoc.cpp are declared in
AdhocTransport.h. Moved as they were.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 19:09:35 +01:00
Henrik RydgårdandClaude Opus 5.5 b5db43ca9d sceNetAdhoc: Put PTP, polling and socket cleanup behind AdhocTransport
The relay and P2P halves of PtpOpen, PtpListen, PtpClose, PtpSend,
PtpRecv, PtpAccept and their blocking retries, GetPtpStat, PtpFlush,
PollSocket and deleting all sockets move into RelayTransport and
P2PTransport. Connecting stays shared, with the transports answering
the steps that differ (start, check on, confirm, still pending).

No change in behaviour, except that a relay poll asks the postoffice
whether a socket is readable once instead of twice.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 19:09:35 +01:00
Henrik RydgårdandClaude Opus 5.5 7202562695 sceNetAdhoc: Put PDP behind an AdhocTransport interface
The relay and P2P halves of PdpCreate, PdpDelete, PdpSend, PdpRecv, the
blocking PDP receive, GetPdpStat and game mode's readiness checks move into
RelayTransport and P2PTransport, which Transport() picks between by
serverHasRelay. No change in behaviour.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 19:09:35 +01:00
Henrik Rydgård 36b6db5458 Merge pull request #22851 from hrydgard/adhoc-9-fixes
Ad hoc 9/9: Fixes from playing games, and 8x faster ad hoc tests
2026-10-30 13:09:06 +01:00
Henrik Rydgård e3a25dccdf Merge pull request #22854 from hrydgard/ui-io-off-thread
UI: Move file I/O off the render thread in a few screens
2026-10-30 13:08:45 +01:00
Henrik RydgårdandClaude Opus 5.5 181c90f758 pspautotests: matchingjoin no longer counts the host's hellos
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 12:26:52 +01:00
Henrik RydgårdandClaude Opus 5.5 c1058fd589 sceNetAdhoc: Disconnect is BUSY until a Create or Connect has connected
As on a PSP (pspautotests net/adhoc/abandon): the Disconnect fails and
the join goes on to CONNECT. Before, it was accepted, and the join's late
answer from the server could still connect us afterwards.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 12:04:33 +01:00
Henrik RydgårdandClaude Opus 5.5 f6f9a00eb7 UI: Move file I/O off the render thread in a few screens
On Android the render thread runs the UI, and surfaceDestroyed waits for
it, so slow storage (SAF especially) there stutters and can become an ANR.

- Store: only check whether the game is installed when an install or
  uninstall finishes, not every frame.
- Savedata: read the modification time with SIZE on the GameInfo worker.
  The popup asked for it every frame, and each button on first draw.
- FirmwareScreen: scan the NAND, and erase it, on a worker thread. It
  rescanned on every RecreateViews, which is after every popup.
- GameScreen: look up the installed update, plugins and what the firmware
  can play on a worker thread. They ran on every RecreateViews, which
  happens as each piece of game info arrives.
- LaunchFile: wait only for the file type, and for PARAM.SFO just in the
  cases that use it.

Also add --start-screen=firmware.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-30 12:01:36 +01:00
Henrik Rydgård 61865a5c89 Merge pull request #22853 from hrydgard/windows-misc-fixes
Windows: Fix D3D11 init error handling, delete old build scripts
2026-10-30 11:56:29 +01:00
Henrik RydgårdandClaude Opus 5.5 d12e19ed35 test.py: Keep the ad hoc tests' ports below Linux's ephemeral ports
With offsets of up to 30000, a port net/adhoc/limits listened on could
be one an outgoing connection was using, and the listen failed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 11:53:44 +01:00
Henrik RydgårdandClaude Opus 5.5 a0669ffbe4 sceNetAdhoc: Don't let an abandoned group join put us in the group
When the game gives up on a join (game mode timed out, or it
disconnected), a join still queued isn't sent anymore, and the rest of
the server's answer to one already sent is dropped: its players, and the
BSSID that came last and connected us. Players joining a group we've
just left (before the server knew) are dropped too, instead of staying
in our peer list.

Replaces the previous fix, which only dropped a late BSSID: on Windows
the join itself was still queued when game mode timed out in
net/adhoc/gamemode, and went out after it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 11:53:44 +01:00
Henrik Rydgård 56c84bb5c0 Merge pull request #22852 from hrydgard/ci-armhf-qemu
CI: Test ARM32 under qemu, and fix the MD5/SHA-1 bus error it found
2026-10-30 11:25:15 +01:00
Henrik RydgårdandClaude Opus 5.5 9d8ef5e8f5 sceNetAdhoc: Ignore the server's answer to a timed-out game mode join
When entering game mode timed out before the server's group BSSID came
back, the late BSSID was taken for a normal group's, and the state went
to CONNECTED: every later CreateEnterGameMode then got ALREADY_CONNECTED.
At the ad hoc tests' 8x speed the 1 s timeouts in net/adhoc/gamemode are
125 ms of wall time, short enough for that on Windows; at 50x it happens
on macOS too.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 11:21:57 +01:00
Henrik RydgårdandClaude Opus 5.5 1310070e5a Windows: Fix D3D11 init error handling, delete old build scripts
- Fixes #22842

D3D11 init only took the failure path on E_FAIL, so any other failed
HRESULT from D3D11CreateDevice reported success without a device. Also
stop the generic message overwriting the more specific ones.

The build-x86/x64.cmd scripts targeted VS2015, checked misspelled
variables so never caught a failed build, and nothing uses them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 11:17:06 +01:00
Henrik Rydgård 7705639152 Merge pull request #22849 from hrydgard/adhoc-8-tools
Ad hoc 8/9: Tools for testing multiplayer with several instances
2026-10-30 10:43:49 +01:00
Henrik Rydgård 6598087eb4 Merge pull request #22850 from hrydgard/adhoc-packet-decrypt
Tools: scripts to decrypt and decode captured real-PSP ad hoc traffic
2026-10-30 10:43:20 +01:00
Henrik RydgårdandClaude Opus 4.8 b7852eace2 Tools: adhoc_decrypt.py / adhoc_recover.c for debugging real-PSP ad hoc captures
A real PSP encrypts its ad hoc link, so a sniffed capture of two consoles is
ciphertext. These decrypt and decode it (PDP/PTP/matching framing), to compare
what a game does on hardware against what PPSSPP sends at the sceNetAdhoc HLE
level - a debugging aid for hardware-vs-emulator divergence. Not needed to run
multiplayer (PPSSPP works at HLE and never encrypts) and unrelated to cross-play
(the link is console-authenticated).

The session key is ephemeral and not in the capture, but the data cipher has a
known-plaintext weakness, so a capture with some guessable plaintext is enough
to recover it - no console memory needed, and not a break of the key exchange.
The two fixed KIRK keys used already ship in ext/libkirk. docs/adhoc-packet-
decryption.md covers capturing, decrypting and recovery.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-10-30 10:24:15 +01:00
Henrik RydgårdandClaude Opus 5.5 043875a607 pspautotests: matching2 and matchingorder no longer depend on timing
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:35 +01:00
Henrik RydgårdandClaude Opus 5.5 c52f8c9657 Headless: --speed and --port-offset, and run the ad hoc tests at 8x
--speed=PERCENT runs a --realtime headless at an alternate speed (speed
control while connected is allowed for it), and pacing follows it. The
ad hoc tests now run at 800%, which takes their part of test.py -g from
about 71 s to 12 s; only local network round trips stay real time.

test.py also gives each ad hoc test run its own --port-offset: a
connection the previous run made with the same ports is still in TCP
TIME_WAIT, and connecting again failed with EADDRINUSE once runs came
close together.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:35 +01:00
Henrik RydgårdandClaude Opus 5.5 e7548e1bea sceNetAdhoc: Measure socket and game mode timeouts in emulated time
The timeouts of blocking socket calls and of entering game mode are the
PSP's, but they were measured on the wall clock, so they came out
shorter in PSP time whenever emulation ran fast or slow. The wait for
the ad hoc server, which is a host-side round trip, stays on the wall
clock.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:35 +01:00
Henrik RydgårdandClaude Opus 5.5 b707ff4306 test.py: Update the reasons for poll and ptp
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:35 +01:00
Henrik RydgårdandClaude Opus 5.5 eb254d86e8 sceNetAdhoc: Don't take a refused PTP connect for an established one
On macOS, calling connect() again on a socket whose non-blocking
connect was refused returns EISCONN; only SO_ERROR and a failing
getpeername tell it apart from a connection. PtpConnect took EISCONN at
its word, so in P2P mode a connect to a port nobody listened on
"succeeded", and the game sent into nothing. Check getpeername first
and use SO_ERROR when it fails.

PollSocket also reports a refused connect as DISCONNECT now, as a PSP
does (net/adhoc/poll), instead of only ever noticing success.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:35 +01:00
Henrik RydgårdandClaude Opus 5.5 c67315779b sceNetAdhocctlInit: Log loudly when called twice
A PSP is left uninitialized by it (net/adhoc/adhocctl); not emulated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:35 +01:00
Henrik RydgårdandClaude Opus 5.5 8912d956ff test.py: Run the passing single-console ad hoc tests with the good ones
alerts, discover, gamemode, limits, loopback, self, socketids and term
pass, so they move to tests_good. They run in real time against the
built-in server, about 71 s together. The ad hoc tests left in
tests_next say why they don't pass yet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:35 +01:00
Henrik RydgårdandClaude Opus 5.5 603a63bc09 sceNetAdhocMatching: Report the pool as empty right after Init
A PSP reports the pool size less 0x20 and a maximum of 0 until anything
is allocated (net/adhoc/matching, recorded on a PSP). With a context the
faked half-pool maximum stays, since that isn't measured.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:35 +01:00
Henrik RydgårdandClaude Opus 5.5 34a6ace9ae sceNetAdhoc: Don't write the local MAC into the game's address argument
PdpCreate, PtpOpen and PtpListen use the local MAC whatever the game
passes (a stale MAC from an old savestate would otherwise break them),
but they did it by overwriting the game's copy. A game that passes
someone else's MAC from a table then has its own MAC in that table.
pspautotests net/adhoc/pdp passes its "other" MAC to PdpCreate and later
sends to it; every one of those sends came back to itself.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:35 +01:00
Henrik RydgårdandClaude Opus 5.5 6b14884e26 sceNetAdhoc: sceNetAdhocTerm leaves adhocctl and the group alone
A PSP stays in its group through sceNetAdhocTerm and sceNetAdhocInit,
and matching keeps working; only the sockets go, and calls on them
return NOT_INITIALIZED until the next init (net/adhoc/term, recorded on
a PSP). We also terminated adhocctl, so a game that restarts the adhoc
library inside a group found itself disconnected. Every other caller
already terminates adhocctl itself first.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:35 +01:00
Henrik RydgårdandClaude Opus 5.5 a8a63fa11d sceNetAdhoc: Start socket IDs over at 1 after sceNetAdhocTerm
A PSP hands out socket IDs from 1 again after sceNetAdhocTerm and
sceNetAdhocInit (net/adhoc/socketids, recorded on a PSP). We kept
counting up. Pangya: Fantasy Golf tears down the network between its
room and the round, and then keeps using socket 1 without looking at
what PdpCreate returned, so every send and receive failed with
INVALID_SOCKET_ID and each player saw the other as "Off-line".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:35 +01:00
Henrik RydgårdandClaude Opus 5.5 d0d6f0f61b sceNetAdhocMatching: A child lists its parent first after a keepalive
- Fixes #22331

A child's GetMembers starts with itself, then switches to the parent
first one keepalive interval after it was accepted
(net/adhoc/pair/matchingorder, recorded on two PSPs). We kept it self
first. Bomberman's client checks that the first member is the host
before it marks itself ready, so its lobby stayed empty and the host's
start failed with "failed to connect to the game".

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:14 +01:00
Henrik RydgårdandClaude Opus 5.5 0d686c1a95 sceNetAdhocGameMode: Send the master every period, changed or not
A PSP sends its master every 12 ms after the initial sync, and a peer's
replica reports each one as an update. PPSSPP only sent a master that
had changed, so a replica polled until updated waited for the next
change. Also take every packet waiting each period, not one: every
member sends each period. Measured in pspautotests
net/adhoc/pair/gamemodesync.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:14 +01:00
Henrik RydgårdandClaude Opus 5.5 478d10ff19 sceNetAdhoc: A PTP connection only gives up with data outstanding
When the peer has left, a PSP drops the connection once data sent to it
has gone unacknowledged for (rexmt_cnt + 1) * rexmt_int. A connection
that only receives never fails. Count from the first data the peer
couldn't acknowledge: sent after it left, or within 10 ms before
(pspautotests net/adhoc/pair/vanishtiming).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:14 +01:00
Henrik RydgårdandClaude Opus 5.5 8bb1f8462f sceNetAdhoc: A PTP connection is established as soon as it's up
GetPtpStat only looked at a connection in progress 33 ms after the last
connect attempt, and PollSocket reported CONNECT 1 ms after it whether
the connection was up or not. On a PSP both show it the moment it's up,
about 5 ms after the connect (pspautotests net/adhoc/pair/ptpconnect).
The old timings were tuned for GvG Next Plus, Bleach and Fate; Fate's
network match still works.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:14 +01:00
Henrik RydgårdandClaude Opus 5.5 3c9c01048a sceNetAdhocctl: Time GAMEMODE and leaving game mode as a PSP does
GAMEMODE comes 4.38 s after CreateEnterGameMode, or 1.35 s after
JoinEnterGameMode or the last member's arrival, whichever is later,
instead of a fixed 2 s after the last member (plus 60 ms for a member,
a workaround for Pocket Pool). DISCONNECT comes 650 ms after
ExitGameMode. Measured in pspautotests net/adhoc/pair/gamemodetiming.

A member that joins early still gets GAMEMODE before the host: it
doesn't know when the host entered game mode.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:14 +01:00
Henrik RydgårdandClaude Opus 5.5 882eee4c13 sceNetAdhocMatching: A denied P2P request goes back to a known peer
CancelTarget on an incoming P2P request marked the peer timed out. It
only escaped a TIMEOUT if one of its hellos came in before the next
timeout check, which it no longer does now that timeouts are checked
all the time. On a PSP it's a peer known from its hellos again, with no
TIMEOUT (pspautotests net/adhoc/pair/matching3).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:14 +01:00
Henrik RydgårdandClaude Opus 5.5 08c76b8b25 sceNetAdhocGameMode: Create master and replicas as a PSP does
pspautotests net/adhoc/pair/gamemode:
- CreateMaster with size 0 fails with INVALID_DATALEN.
- CreateReplica for a MAC that isn't in the game mode group fails with
  0x80410D13. PPSSPP made one, and then blocked the thread forever
  waiting to sync with it.
- CreateReplica for the same MAC again gives ALREADY_CREATED. The check
  compared the pointer instead of the MAC, so it never matched.
- A replica's ID is the member's place in the member list, host first:
  the client's replica of the host is 0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:14 +01:00
Henrik RydgårdandClaude Opus 5.5 60a49ccfd2 Ad hoc: Use the PSP's measured times instead of guessed ones
Where pspautotests net/adhoc/timing or net/adhoc/pair/timing measured
a value, use it:

- Call costs: PdpSend 21 us (10 broadcast), PtpSend 122, PtpFlush 196,
  GetPdpStat 1, GetPtpStat 2, PollSocket 18, GetScanInfo 2, GetPeerList
  and MatchingGetMembers 4 (no longer a 100 us reschedule),
  MatchingStart 416 instead of 30 ms, sceNetAdhocctlTerm 154,
  sceNetAdhocTerm 10 and sceNetTerm 209 instead of 10 ms each,
  GameModeUpdateMaster 80, UpdateReplica 9.
- Game mode data goes out every 12 ms, not every 0.5 ms.
- DISCONNECT comes 640 ms after ExitGameMode, not 105 ms.
- CONNECT after a Join no longer waits for a peer: a PSP delivers it
  before the host shows up in the peer list.

Several of the old values were tuned for particular games (BattleZone's
frame rate, Fate Unlimited Codes and Bleach through PollSocket), and
may have been making up for other differences that are fixed now.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:15:13 +01:00
Henrik RydgårdandClaude Opus 5.5 6ae4ddc15a adhoc_session.py: Drop the slow network options for now
The relay's network simulation is coming separately.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:08:39 +01:00
Henrik RydgårdandClaude Opus 5.5 cbaa09f97b adhoc_session.py: Say that verbose log messages are compiled out
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:08:11 +01:00
Henrik RydgårdandClaude Opus 5.5 6b69e6d0b2 adhoc_session.py: Add type, for the system on-screen keyboard
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:08:11 +01:00
Henrik RydgårdandClaude Opus 5.5 9c53b53a4d adhoc_session.py: Add stick, to hold the analog stick
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:08:11 +01:00
Henrik RydgårdandClaude Opus 5.5 adaa14d0bb docs/adhoc-multiplayer-testing: Instances can share too little GPU
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:08:11 +01:00
Henrik RydgårdandClaude Opus 5.5 214b14fe63 Add --nickname, and give each adhoc_session.py instance its own
Games that show the system nickname in their lobbies can then tell the
instances apart. Also: press --times N --every S for menus that need
several presses, and start clears the last session's screenshots, which
could otherwise pass for this one's.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 10:08:10 +01:00