A breakpoint hit reached a WebSocket client as two fields on cpu.stepping: a
reason string and one address. Everything else the hit site knew was formatted
into a log line and dropped.
What was missing per kind:
- exec: hit count, condition, symbol.
- memory: the address actually accessed, read vs write, size, and who did it.
The address that reached the client was the *start of the watched range*, so a
client watching 4KB learned only that something in it was touched.
- register: which register. Entirely - the event carried pc and nothing else.
There's now a BreakpointHit captured where the hit happens and carried through
Core_Break() on the stepping reason, rendered as a "hit" object on cpu.stepping.
It's absent rather than empty when the break wasn't a breakpoint (a pause, a
savestate load, an exception), so presence is the test. relatedAddress keeps
reporting the range start for compatibility; hit.address is the accurate one.
The formatter is shared with the new event below, so the two can't drift.
And a new cpu.breakpoint.hit broadcast fires on *every* hit whose condition
passes, whether or not it stops the CPU. That's the part that makes log-only
breakpoints usable for automation: until now their only trace was a line in the
log stream, so a client couldn't count hits, or react to one, without scraping
text. Same "hit" object, plus a sequence number.
Volume needed handling, since a log-only breakpoint in a hot loop produces
events far faster than a connection drains them - measured 13719 hits in three
seconds of one homebrew's draw function. The per-connection queue is capped and
drops rather than growing without bound, and the sequence number is what makes
that honest: a gap tells a client exactly how many it missed. Clients that don't
want the traffic at all can disallow the new "breakpoint" broadcast category.
Building the hit record is skipped entirely when no debugger is connected, which
is one relaxed atomic load on that path.
Verified against a running game, all three kinds. The memory case shows why the
address/range split matters - accessed address 200540160 against a watched range
starting at 200941120, with source "ThreadFillStack" identifying the HLE call
responsible.
libretro gets stubs: it builds Core.cpp and Breakpoints.cpp but not
Core/Debugger/WebSocket.cpp.
pspautotests 314/314, UnitTest 55/55.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Prototype of the frame-gated run-to-cursor idea. "Run to here" stops at the
first hit, which isn't what you want for an address hit many times per frame -
you end up stepping through the rest of the current frame to reach the state
you actually care about.
Built on machinery that was already there rather than a new stepping mode: the
one-shot breakpoint behind run-to-cursor already takes a condition (step-into
uses it to pin a step to one thread), and a hit that fails the condition leaves
it armed for the next one. So "the next frame" is just a condition that isn't
true yet - here "flipcount > <now>".
Counting presented frames rather than vblanks matters for a game that doesn't
render at the full refresh rate: at 30fps there are two vblanks per frame, so a
vblank-based condition would let you through halfway into the frame you were
trying to skip. The flip side is that the counter only advances when the
framebuffer actually changed, so if the game has stopped drawing - or is wedged
in the loop you're trying to debug - this never trips and the core keeps
running.
Both counters are exposed to the expression parser, next to
threadid/moduleid/usec/ticks, so they're usable in ordinary breakpoint
conditions and cpu.evaluate too, not just from this menu item: "flipcount" for
presented frames and "vcount" for the PSP's own vblank counter, which is what
sceDisplayGetVcount returns and is the one a game's own timing is written
against.
Verified with a headless session: across a second of emulated time flipcount
went 120 -> 172 and vcount 119 -> 172 (a game rendering every vblank, so they
track).
pspautotests 314/314, UnitTest 55/55.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
The acknowledgement added in "Reply to every debugger request" broke two cases
Nemoumbra pointed out, both of which come down to it reusing the request's own
event name.
A ticketless request is the bad one. {"event":"cpu.resume"} with no ticket drew
an immediate {"event":"cpu.resume"} - byte-identical to the broadcast that fires
when the game actually resumes. A client waiting for that broadcast concluded
the game was running while it was still stopped. Before, it correctly got
nothing until the resume really happened.
input.buttons.press is broken even with a ticket: it answers with the request's
own event name *and* ticket once the button has been held for the requested
frames, so the acknowledgement was indistinguishable from the real completion
and a client resolved on the first of the two. The claim in that commit that
the two are easy to tell apart was simply wrong for this handler.
So the acknowledgement is now off by default - the wire behaviour for every
existing client is exactly what it was - and a client that wants it asks, with
client.config.set {"acknowledgeDeferred": true}. It then arrives as its own
event rather than an echo:
-> {"event":"cpu.resume","ticket":7}
<- {"event":"deferred","for":"cpu.resume","ticket":7}
<- {"event":"cpu.resume"}
which is unambiguous in both cases above. That still gets the original goal -
correlating any request to a reply without hardcoding which events answer
immediately, including ones added later - just without imposing it on clients
that never asked.
Also documents the ticket convention this rests on: send one when you care
about the answer, leave it off to say you aren't waiting. wsdbg followed that
convention badly, silently inserting a ticket into a raw JSON line that
deliberately omitted one; it now sends raw lines exactly as written and simply
doesn't wait on those. It opts into acknowledgements at connect, so --sync
keeps working.
pspautotests 314/314, UnitTest 55/55.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
A stack walk has to recognize the function it starts in, so it comes back empty
exactly when execution has gone somewhere unexpected - which is when a
backtrace is most wanted. Chasing the CrossCraft jump to 0xae870000, this
returned {"frames": []} and the call site had to be reconstructed by hand from
the registers.
When the walk fails, report the two things still known: the current pc, and ra,
which for a botched call still holds the return address and so points at the
instruction after the call. On that crash it now hands back the bad pc and
088c0194, whose entry is 088c00f0 - the call site, immediately.
Frames from the fallback are marked with "walked": false, since ra may well
have been overwritten already - it's a lead, not a stack walk. Disassembly is
skipped for a pc that isn't readable, which is the case that got us here.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Only one step can be carried out per pass through Core_ProcessStepping(), so
roughly one per host frame. A second request arriving before that was rejected
outright - "Can't submit two steps in one host frame" - with no step performed,
which put the burden on every caller to notice and retry. A script firing five
cpu.stepInto in a row advanced one instruction and logged four errors.
They queue now, up to 8 deep; past that something is looping and it says so
rather than growing without bound. Five stepIntos advance five instructions.
The queue is deliberately *not* cleared by Core_Break(). That looks like the
obvious place for it - stopping for another reason should abandon a pending
plan, the way the temporary breakpoint and the runUntilTime deadline are
dropped there - but completing a step-over or step-out goes *through*
Core_Break(), since their temporary breakpoint is what stops us. Clearing there
would throw away everything after the first entry of any sequence. It's cleared
on CoreLifecycle::STARTING instead, so a step queued against the game that just
went away can't run against the new one.
g_cpuStepCommand keeps its existing double duty as both "the step in flight"
and "why we're stopped" (reason/relatedAddr, read by Core_GetSteppingReason),
so Core_Break()'s override check for an in-progress Over/Out is unchanged.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
broadcast.config.set rejected "game" and "stepping" as unsupported, though both
are documented and both are real broadcasters. The valid keys are whatever
already exists in the client's disallowed map, and that map starts empty and
only grows as a side effect of operator[] the first time each category
broadcasts - so which keys were accepted depended on what had happened to fire
yet. "logger" and "input" work because the broadcast loop touches them every
lap; "game" and "stepping" only appear once one actually occurs. Seed all four
at connection setup. Unknown keys are still refused, which is the useful half
of the old behaviour.
The numeric memory reads answered with "value" while cpu.getReg and
cpu.getAllRegs answer with "uintValue". Nothing marks which is which, so a
client that guesses gets a missing key - and one that defaults a missing key to
zero silently reports plausible nonsense, which cost real time during the
CrossCraft investigation (an empty vtable that wasn't). Write both names.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Eight events answered nothing at all: cpu.stepping, cpu.resume, gpu.stats.feed
and the five stepping requests. Their documented contract was "no immediate
response, an event follows", which leaves a client unable to tell an accepted
request from one that was dropped - and forces any request/response
correlation to carry a hardcoded list of events that don't answer. wsdbg's
--sync doesn't have that list, so it waits for the next message and treats
whatever broadcast arrives first as the answer, silently misattributing every
later response in the script.
Fixed centrally in the dispatch loop rather than in the eight handlers: if a
handler finishes without having sent anything, send an empty response carrying
its ticket. That also covers handlers added later, which is the part a
per-handler fix wouldn't.
The asynchronous event that reports the real outcome is unchanged and still
follows. The two are easy to tell apart - the acknowledgement carries the
ticket from the request, a broadcast has none:
-> {"event":"cpu.stepInto","ticket":3}
<- {"event":"cpu.stepInto","ticket":3}
<- {"event":"cpu.stepping","pc":142622896,"reason":"cpu.stepInto",...}
Existing clients ignore events they didn't ask for, and this adds a message
rather than changing or removing one, so nothing that worked before breaks.
pspautotests 314/314.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Lining a scripted repro up with a bug report ("about five seconds in, press
X") had no support at all. The only way to do it was to poll cpu.status in a
loop from the client, which is slow - a process spawn per poll, minutes for a
single run - and lands somewhere different every time, so the repro isn't one.
cpu.runUntilTime takes either an absolute `us` (as reported by cpu.status) or
`relativeUs` from now, resumes, and breaks when emulated time gets there. It
answers immediately with the target, and the usual cpu.stepping event follows
when it arrives. Anything else that stops the CPU first - a breakpoint, an
exception - cancels the deadline, the same way it cancels a pending step.
The deadline is held in microseconds, not ticks, and recomputed whenever
SetClockFrequencyHz() runs. Converting to a tick count once up front looks
right and isn't: games change the CPU clock while running, and CrossCraft
Classic goes 222 -> 333MHz during startup, which made a request for 3.0s stop
at 2.24s. With the recompute it stops at exactly 3000000us. Advance() also
shortens its slice to land on the deadline instead of up to a slice past it,
so repeated runs stop at the same instruction rather than somewhere in the
following frame.
Nothing is added to CoreTiming's event list, so savestates are unaffected -
the deadline is debugger session state and isn't serialized.
Also adds DebuggerRequest::ParamF64, since microseconds outgrow 32 bits after
about 71 minutes. Like the other Param* helpers it fails loudly on a missing
or unparseable value rather than defaulting.
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
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
New events, all read-only (never mutate kernel state, no cleanup/sort calls
- see HLEKernelObjectSubscriber.cpp's header comment):
- hle.object.list: every live kernel object of every type at once (uid,
type, name, one-line quickInfo), with an optional 'type' filter. Uses
KernelObjectPool::IterateAll(), a new type-agnostic sibling of the
existing Iterate<T>().
- hle.eventflag.list/info, hle.mutex.list/info, hle.semaphore.list/info,
hle.msgpipe.list/info, hle.callback.list/info: per-type full detail
(all Native* status struct fields plus waiting-thread lists), reading
straight off the classes exposed in the previous commit.
Also adds JsonWriter::DictScope/ArrayScope (Common/Data/Format/JSONWriter.h)
- RAII push/pop for pushDict()/pushArray(), used throughout the new
handlers. A forgotten or early-returned pop() previously just produced
silently malformed JSON; with 11 new handlers each writing a handful of
nested arrays/dicts, that seemed worth fixing at the API level rather
than trusting every call site to pair things up by hand. Existing
handlers are untouched - this is purely additive.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Lets a client query all log categories (Common/Log.h's Log enum) with their
current level/enabled state, and change a channel's level and/or enabled
state at runtime - same data LogConfigScreen already exposes in the UI, now
reachable from the debugger protocol. Levels are named strings (notice,
error, warning, info, debug, verbose) rather than the 1-6 numbers the
existing passive 'log' event uses (LogBroadcaster.cpp, left unchanged) -
clearer for a config-style API where you're not scanning a stream.
Registered as a new subscriber alongside the others in WebSocket.cpp, and
wired into all the build systems that need a new source file (CMake, the
Windows and UWP vcxprojs, Android.mk - libretro's Makefile.common doesn't
build any WebSocket debugger files so needs no entry).
Co-Authored-By: Claude Sonnet 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
SymbolMap had no coverage. It stores symbols relative to a module so they
survive that module being unloaded and reloaded elsewhere, and only symbols
belonging to a loaded module count as active - that indirection is where the
surprises are, so the tests concentrate on module lifetime and the shared label
table.
Writing them turned up a real bug. UpdateActiveSymbols() bailed out early when
activeModuleEnds was empty, as a "tiny optimization" for startup and shutdown,
having already cleared the active maps. But symbols with module index 0 are
absolute by design - they belong to no module, which is how you label a heap or
stack address - and the loops it skipped are exactly what keeps those alive.
So an absolute symbol disappeared as soon as the last module was unloaded, and
didn't exist at all before the first one was loaded. Dropping activeModuleEnds
from the early-out condition fixes it; the symbol-count half still gives the
intended fast path when there's nothing to do.
Tests cover function and data lookup by containing address, SetFunctionSize,
RemoveFunction/RemoveData, symbols surviving an unload/reload at a different
address, absolute (module 0) symbols, GetSymbolInfo/GetDescription, and Clear.
Two of them pin down behaviour that catches people out rather than asserting
it's right: AddLabel deliberately won't overwrite an existing label, and because
functions and data share one label table, renaming or removing via one affects
the other.
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
Nothing needs it any more. Every handler either does its emulator-state access
inside Core_RunOnCPUThread(), which serializes it against startup and shutdown
because those run on the CPU thread too, or only touches state that carries its
own lock - the log ring buffer, ctrlMutex, GPUStepping's rendezvous.
Good riddance: it had to be held across an entire handler, including the
blocking wait inside Core_RunOnCPUThread(), so the CPU thread taking it on
STOPPING deadlocked against a debugger request in flight. That needed a
drain-while-waiting workaround, which now goes away with it.
Verified with the instrumented shutdown repro from that fix, which still exits
cleanly with no lock at all.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Three things still touched CPU-thread-owned state from the WebSocket thread:
- Breakpoint conditions were compiled in Parse(), and resolving symbols in an
expression goes through g_symbolMap, which is destroyed on shutdown. Compiled
inside the queued callback now, before anything is mutated, so a bad
expression still fails without leaving a breakpoint behind.
- gpu.record.dump dereferenced the gpu pointer, which is created and destroyed
on the CPU thread.
- gpu.stats.feed bumped PSP_ForceDebugStats' plain counter.
Also makes g_bootState atomic - it's read as a fast-fail from the debugger
thread all over while the CPU and loader threads move it along.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
GameBroadcaster and SteppingBroadcaster ran per connection on the WebSocket
thread, so every connected debugger was reading pc, the tick count, coreState,
the UI state and the param SFO out from under the CPU thread on every lap of its
loop - up to 1000 times a second in high-activity mode.
Inverted: the CPU thread notices the transition once in WebSocketDebuggerTick(),
formats the event there, and drops it into a per-connection mailbox that the
connection's own thread drains and sends. Same events, same conditions, no core
reads off the CPU thread, and no per-connection polling of emulator state.
The tick hangs off Core_ProcessCPUQueue(), the one function reliably called on
the CPU thread both in game (Core_RunLoopUntil) and at the menu (NativeFrame).
It polls even with nothing connected, since skipping would let the "previous
state" go stale and fire a bogus event at whoever connects next.
Behavior preserved including the awkward bit: a debugger that connects while the
CPU is already stopped still gets an immediate cpu.stepping, which used to fall
out of SteppingBroadcaster's counter starting at 0. That's now an explicit
per-connection prime instead of an accident.
Part of removing the WebSocket debugger's lifecycleLock.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
memory.info.list/search walk MemBlockInfo's slab maps and memory.info.set writes
to them, all straight from the WebSocket thread. Route through
Core_RunOnCPUThread(), pulling the isAlive/IsValidAddress checks into the same
trip - checking them outside it only tells you what was true a moment ago.
memory.info.config now reports the value after applying 'detailed' rather than
before, which is what the docs always claimed.
Part of removing the WebSocket debugger's lifecycleLock.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
replay.* mutates and reads replay/RTC state that the CPU thread consumes as it
runs, and gpu.displaylist.disasm reads through the gpu pointer and emulated
memory. Both did it straight from the WebSocket thread. Route through
Core_RunOnCPUThread(), and fold the "is a game running" checks into the same
trip rather than testing before it, where the answer could already be stale.
Part of removing the WebSocket debugger's lifecycleLock.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
game.status, game.reset and version all read PSP_GetBootState(), g_paramSFO,
GetUIState() and PSP_CoreParameter() straight from the WebSocket thread, where
they race with a game being torn down or booted. Route them through
Core_RunOnCPUThread() like the other subscribers already do.
Part of removing the WebSocket debugger's lifecycleLock, which is currently what
stops these racing with teardown.
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
Reported hang: the CPU thread held g_frameMutex (NativeFrame) and blocked on
g_shutdownLock inside a queued memory.read, while the GUI thread held
g_shutdownLock (CtrlMemView::onPaint) and blocked on g_frameMutex. Textbook
ABBA.
The CPU thread's order is structural - NativeFrame wraps everything below it in
g_frameMutex, and both Core_ProcessCPUQueue() and runImDebugger() ->
DisassembleRange() lock memory from under there - so the GUI side is the one
that has to match. Swaps the three handlers that had it backwards
(CtrlMemView::onPaint, CtrlDisAsmView::onPaint, CtrlStackTraceView::
loadStackTrace) to take g_frameMutex first. They already took both locks, so
this is ordering only, and g_shutdownLock is recursive so nesting is fine.
Also drops the Memory::MemoryInitedLock from the WebSocket LockMemory(), which
is what made the CPU thread want that lock in the first place. It was guarding
against another thread tearing down the memory system, but that doesn't happen:
Memory::Shutdown() is only reached via CPU_Shutdown() <- PSP_Shutdown(), whose
callers all run on the CPU thread, and Memory::Reinit() runs from
Memory::DoState() on savestate load, likewise. WebSocket.cpp additionally holds
lifecycleLock across the whole handler and takes it on STOPPING.
Note this second part isn't sufficient on its own - ImMemView's copy-disassembly
path also locks memory from inside the frame span - which is why the ordering
fix is the real one.
Not removing Memory::Lock() from the Win32 paint handlers: teardown isn't fully
inside the g_frameMutex span yet. EmuScreen::render()'s PSP_Shutdown() is, but
the ones in EmuScreen::sendMessage() (game reset, loading a new game) run from
g_screenManager->sendMessage(), above where NativeFrame takes the guard. Closing
that is the prerequisite, and is left for later.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
step-over, step-out and run-until plant a one-shot breakpoint at the address
they want execution to return to. Keeping it in breakPoints_ alongside the
user's own meant the two kept colliding:
- Adding a log-only user breakpoint at the same address hijacked the temporary
one. AddBreakPoint() didn't match across temp-ness so both existed, and then
ChangeBreakPoint() looked up "the first enabled breakpoint at this address" -
a log-only breakpoint isn't enabled, so the temporary one won and had its
action overwritten to log-only. It lost PAUSE and the step never came back.
- RemoveBreakPoint() erased up to two entries per address to catch an
overlapping temporary one, so deleting either deleted both - including the
interpreter's cleanup path in CheckExecBreakpoints() taking the user's
breakpoint with it.
- ExecBreakPoint() handled one breakpoint per address, so with both at the same
address only one of them did anything: the step completed but the user's log
line never printed.
- Nothing dropped it when something *else* stopped us first, so an interrupted
step left a breakpoint armed at an address nobody was waiting for anymore,
which later fired as a phantom stop.
It's a single TempBreakPoint member now, invisible to the breakpoint lists and
untouched by user edits. One is enough: step over/out and cross-thread step into
all require the CPU to already be stepping and resume it immediately, so only
one can be in flight, and run-until now replaces rather than stacking (two
pending run-untils had no coherent meaning, and the loser stayed armed).
Behavior follows what other debuggers do. Both breakpoints at an address are
evaluated independently and their actions combine, so a log-only breakpoint
logs without stopping and still lets the step finish. Core_Break() drops the
temporary breakpoint on any stop, whatever the reason - the same way gdb deletes
its step-resume breakpoint and lldb discards the thread plan.
Two things to be careful of, both covered by the new TempBreakpoints test:
HasBreakPoints() has to account for it, or the interpreter's checked run loop
and the JIT skip breakpoint checking entirely and a step with no user
breakpoints set never returns; and IsAddressBreakPoint() (user-facing, for the
lists and disassembly markers) is now separate from NeedsBreakCheckAt() (what
the JIT frontends and interpreter ask), since only the latter should see it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
ChangeBreakPointAddress() moves the breakpoint keeping its action, condition and
log format, invalidates both ends, refuses to land on an existing breakpoint,
and resets the hit count since it belonged to the old address. The edit form now
works on a copy of the address and commits on deactivation rather than per
keystroke, so typing one address doesn't churn through every prefix of it.
The breakpoint edit form assigned straight to bp.addr and then invalidated the
icache at "bp.addr - 4, 8" - which by then is the *new* address - need both.
Also clear the selection after Delete in both edit forms - the reference into
the vector is dangling from that point on. Harmless today, but only because
nothing happens to touch it below.
Covered by a new Breakpoints unit test (verified to fail without the duplicate
check and the hit reset).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
AddLabel() won't overwrite an existing label. That's deliberate and right for
bulk import - a real ELF symbol name shouldn't lose to the analyzer's later
z_un_* - but wrong when someone is explicitly naming an address, so a second
hle.data.add at the same address silently kept the old name. The response echoed
the requested name back either way, so there was no sign anything had been
ignored.
Force the requested name in with SetLabelName() now, except when a function
starts at that address and owns the label - renaming that function isn't what
"label this data" should mean, and it would undo the care hle.data.remove takes
not to destroy it. Either way the response now reports the name the symbol
actually ended up with rather than the one that was asked for.
Also, in the ImDebugger memcheck edit form: the Enabled checkbox didn't mark the
memcheck as changed, and the condition combo marked it changed on every frame
the popup was open rather than when a condition was actually picked (Selectable
returns true only on click, BeginCombo stays true while open).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
memory.readString could kill the connection: it copied raw emulated memory
straight into a JSON string, so any address not holding valid UTF-8 produced an
invalid WebSocket text frame.
hle.data.remove wiped the name of a function sharing the address. Labels are
shared between data and function symbols, so removing the data label left the
function showing up in hle.func.list with an empty name.
hle.data.add silently did nothing outside a loaded module. GetModuleIndex()
returns -1 for e.g. a heap or stack address, and symbols under that index never
reach the active maps - so the add reported success while the symbol was
invisible to list, and rename/remove then failed with "No data symbol found".
Falls back to module index 0 ("no module, absolute address"), which is the right
answer for a label the user put somewhere after a memory.search.
hle.thread.list reported the thread's stack base address in a field called
initialStackSize. Renamed to initialStack, matching the SceKernelThreadInfo
field it comes from.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Decoding a GE display list previously meant memory.read-ing the raw bytes
and hand-decoding each 32-bit command word against GPU/ge_constants.h's
GECommand enum - which is exactly what it took to find this session's
actual headline VSH boot finding (a display list that clears the screen
once, sets up per-icon render state 6 times, and never issues a single
further draw call - see docs/VSHBootInvestigation.md Attempt 22). That
manual process is real, repeatable, and error-prone by hand; PPSSPP
already has a proper GE disassembler (GPU/GeDisasm.cpp's
GeDisassembleOp(), and GPUCommon::DisassembleOpRange() built on top of
it) used by the ImGui/Windows GE debugger UI - it just wasn't reachable
from the WebSocket API.
New Core/Debugger/WebSocket/GPUDisasmSubscriber.cpp exposes
gpu->DisassembleOpRange() as gpu.displaylist.disasm, mirroring
memory.disasm's own parameter conventions (address+count or
address+end, capped at 10000 commands) and compact mode (one string per
command, "AAAAAAAA desc", instead of the full {address,cmd,op,desc}
object) added in the previous commit. GE command words live in normal
guest RAM like CPU code, so - unlike gpu.buffer.* - this doesn't require
the CPU/GPU to be paused first, matching memory.disasm's own live-read
behavior.
Added to all 6 build systems that compile the WebSocket debugger
(CMakeLists.txt, Core.vcxproj(.filters), UWP's CoreUWP.vcxproj(.filters),
android/jni/Android.mk - libretro doesn't build any Debugger/WebSocket
files at all, so nothing to add there).
Verified live via PPSSPPHeadless + wsdbg against a real demo ELF: both
compact and full-JSON modes correctly decode real GE command words (NOP/
NOP_FF) with no errors. UnitTest.exe all: 49/49 passed.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Two real gaps hit repeatedly while investigating the VSH boot path (see
docs/VSHBootInvestigation.md):
- memory.disasm's response is the full per-field JSON (type, address,
addressSize, encoding, macroEncoding, backgroundColor, name, params,
symbol, function, dataSymbol, breakpoint, isCurrentPC, branch,
relevantData, conditionMet, dataAccess - ~15 fields per line). Reading
disassembly by hand meant writing a throwaway script each time to reduce
this down to "ADDR: name params" - and at least once, a bug in one of
those scripts produced misleading output that wasn't caught immediately.
Added compact=true: returns "lines" as an array of plain strings
("M AAAAAAAA [symbol: ]name params", M = '>' for current PC, '*'/'o'
for an enabled/disabled breakpoint) instead, computed once correctly
here instead of ad hoc every time.
- memory.searchDisasm already existed but only ever returned the first
match - genuinely limiting for "find every caller of this address"
call-graph-style queries, which came up directly while trying to trace
which function builds VSH's GE display list. Added findAll=true: scans
the whole range and returns every match in a new "addresses" array
(capped at 1000), instead of stopping at the first. Default behavior
(address: first match or null) is unchanged for existing callers.
Verified live via PPSSPPHeadless + wsdbg: compact mode against a real
demo ELF's entry point produces clean, correctly-marked text lines;
findAll=true against the same range found all 11 jal instructions instead
of just the first. UnitTest.exe all: 49/49 passed.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Into()'s same-thread branch called Core_RequestCPUStep(CPUStepType::Into, 1)
without checking its return value. Core_RequestCPUStep() can genuinely
fail (a step/run request is already queued this host frame - see its own
"Can't submit two steps in one host frame" ERROR_LOG) - on failure, no
step happens and no cpu.stepping event ever fires, but cpu.stepInto's own
contract is "no immediate response, a cpu.stepping event follows", so a
rejected request looked identical to a request still in flight: nothing
to distinguish "wait longer" from "this silently failed, nothing is ever
coming." This is part of the same failure family as the delay-slot race
just fixed in PrepareResume() (previous commit) - Core_RequestCPUStep()'s
one-at-a-time guard rejecting a step no caller in this file checked for.
Now calls req.Fail() on rejection so the client gets an explicit answer
instead of an indefinite wait. Updated the cpu.stepInto doc comment to
note the new (retryable) failure mode.
Verified via UnitTest.exe all (49/49).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
DebuggerLogListener buffers up to 1024 log messages between polls of the
WebSocket event loop (up to 1000Hz under high activity, 60Hz otherwise -
see WebSocket.cpp). A source that logs faster than that - a log-only
breakpoint hit thousands of times in a tight loop is a real example, not
hypothetical, see docs/VSHBootInvestigation.md's Attempt 22/24 - can wrap
the ring buffer before GetMessages() ever reads the oldest entries,
silently losing them. From the client's side this was indistinguishable
from the breakpoint just not firing at all, which cost real debugging time
this session tracking down a red herring before finding the real
mechanism.
GetMessages() already detected the overflow case internally (the
`read_ + BUFFER_SIZE < count_` branch) to avoid returning garbage, but
never reported how many messages were actually lost. Now synthesizes a
warning LogMessage ("N log message(s) dropped - client polling too slow
for this volume") and prepends it to the batch whenever this happens, so
a real gap is visibly distinguishable from "this just never got logged."
Verified via UnitTest.exe all (49/49) and a live PPSSPPHeadless + wsdbg
session confirming normal (non-overflow) log relay still works
end-to-end.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
BreakPoint (cpu.breakpoint.*) had no hit-count tracking at all, unlike
MemCheck (memory.breakpoint.*), which already tracks numHits. This made it
genuinely hard to tell "this breakpoint is never being reached" apart from
"it's being reached but I'm not seeing the log/pause where I'm looking" -
directly informed by repeatedly hitting exactly that ambiguity while
debugging the VSH boot path this session (see docs/VSHBootInvestigation.md).
Added BreakPoint::numHits, incremented in BreakpointManager::ExecBreakPoint()
whenever a breakpoint's address is hit and any condition passes (matching
MemCheck::Apply()'s existing semantics - counts real triggers, not just
"execution passed through here"). Exposed as a new "hits" field in
cpu.breakpoint.list's response.
Verified live via PPSSPPHeadless + wsdbg: hits reads 0 before the CPU
resumes, 1 after the breakpoint fires once. UnitTest.exe all: 49/49 passed.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
PrepareResume() used Core_RequestCPUStep(CPUStepType::Into, 1) to step past a
delay slot instruction before deciding whether to add a breakpoint and call
Core_Resume() - but Core_RequestCPUStep() only queues that step for
Core_ProcessStepping() to perform later (on the next iteration of the normal
stepping-mode loop). Every caller (Into's cross-thread branch, Over, Out,
RunUntil, HLE) immediately inspected currentMIPS->pc/inDelaySlot right after
PrepareResume() returned to decide what to do next - reading stale,
pre-step state, since the queued step hadn't run yet.
Worse: those callers then call Core_Resume(), which sets coreState back to
CORE_RUNNING_CPU. Core_ProcessStepping() only processes g_cpuStepCommand
when coreState is CORE_STEPPING_CPU/STEPPING_GE/RUNNING_GE, so once resumed,
the queued step is never processed at all - not just late, silently dropped,
leaving g_cpuStepCommand permanently set until the next Core_Break() resets
it. Any cpu.step*/cpu.runUntil request a client issues in that window (CPU
resumed running, breakpoint not yet hit again) hits
Core_RequestCPUStep()'s "Can't submit two steps in one host frame" guard and
is silently ignored, since none of these call sites check its return value -
this is the "step-out sometimes just doesn't do anything" flakiness reported
against this file.
PrepareResume() is only ever called from within a Core_RunOnCPUThread()
callback, so it's always already running on the CPU thread - safe to
single-step synchronously (currentMIPS->SingleStep(), matching how
Core_PerformCPUStep()'s own CPUStepType::Into case does it) instead of
queuing an async request whose completion every caller then assumes without
verifying.
Verified via UnitTest.exe all (49/49). Attempted to force a live repro via
wsdbg against a delay-slot jal in a demo ELF; wasn't able to reliably
trigger the failure window externally (by the time a client's next command
arrives, the CPU has typically already reached its next breakpoint and
Core_Break() has cleaned up the stale state first) - the race window is
real per the code trace above but appears to be narrow enough that it
mainly shows up under real usage timing (a slow-to-reach next breakpoint,
or a fast follow-up command from a script/UI), not simple synchronous
scripting. The fix is unconditionally more correct regardless: it replaces
a fire-and-forget async request every caller immediately assumed had
already completed with a direct synchronous call that actually has by the
time the next line runs.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
The struct and its API only handle GPR indices today, but the naming
should stay general since this is expected to grow to cover other
register files too (e.g. FPU registers like $f10). Pure rename - no
behavior change:
- Core/Debugger/Breakpoints.{h,cpp}: RegBreakpoint struct, all
BreakpointManager Add/Remove/Change/Get/Exec/Has/Find*RegBreakpoint*
methods, regBreakpoints_/regBreakpointMask_ members.
- Core/Core.{h,cpp}: BreakReason::RegBreakpoint, "cpu.regBreakpoint"
break-reason string.
- Core/Debugger/WebSocket/BreakpointSubscriber.{h,cpp}: WebSocket
events cpu.gprBreakpoint.* -> cpu.regBreakpoint.*, matching
Add/Update/Remove/List handlers and params struct.
- Core/MIPS/MIPSTables.cpp: local variable names in the interpreter's
per-instruction breakpoint check.
- docs/WebSocketDebugger.md updated to match.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
Breakpoints.cpp's memcheck-matching NotCached() helpers (used by both the
interpreter's real-time FindMemCheckInRange and the JIT's precomputed
UpdateCachedMemCheckRanges/GetMemCheckRanges) only ever normalized away the
uncached bit (0x40000000), never the kernel bit (0x80000000) - so a
memcheck registered on one kernel/user address alias silently didn't match
a write made through the other. This is a real, general bug (any kernel
code writing through the 0x88xxxxxx-style mirror could dodge a memcheck
set on the corresponding 0x08xxxxxx address), not specific to any one
investigation.
Extended NotCached(u32) to also strip the kernel bit, and added a
NotKernel(MemCheck) counterpart so UpdateCachedMemCheckRanges now expands
each non-VRAM memcheck into all four kernel/uncached combinations instead
of two. VRAM intentionally excluded, matching IsValidAddress's existing
"no kernel-flagged VRAM" comment. cpu.breakpoint (PC) breakpoints are
unchanged - out of scope here.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
New debugging primitive: break whenever any instruction writes to a
given general-purpose register (0-31), regardless of which address
executes the write. Requested for continuing the reboot.bin trace,
where the actual blocker is "what sets $s3 to this bad value", not
"what happens at a specific address" - existing address/memory
breakpoints can't express that directly.
- GPRBreakpoint (Core/Debugger/Breakpoints.h) mirrors the existing
BreakPoint/MemCheck shape (result/condition/logFormat/hit count),
keyed by register index instead of address/range.
- BreakpointManager keeps a u32 bitmask (bit i = register i has an
active breakpoint) alongside the GPRBreakpoint vector, so the
interpreter loop can test "would this write trip anything" with a
single shift+and against a value already cached in a local.
- RunUntilDowncountZeroWithChecks (Core/MIPS/MIPSTables.cpp) computes
the about-to-be-written register from the current instruction's
OUT_RT/OUT_RD/OUT_RA flags (GetGPRWriteTarget()) and checks it
against the mask, same convention as the existing memcheck handling
right above it (checked before the instruction executes, bails via
CORE_STEPPING_CPU without running it if tripped).
- New BreakReason::GPRBreakpoint ("cpu.gprBreakpoint") for Core_Break.
- WebSocket API: cpu.gprBreakpoint.add/update/remove/list, accepting
either a 0-31 'register' index or a case-insensitive 'name' (e.g.
"s3"), documented in docs/WebSocketDebugger.md.
Interpreter-only for now, deliberately.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9