// Copyright (c) 2017- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once namespace http { class ServerRequest; } void HandleDebuggerRequest(const http::ServerRequest &request); // Note: blocks. void StopAllDebuggers(); // Notices emulator state changes (cpu.stepping, game.start, ...) and pushes the resulting events to // connected debuggers, so their own threads never have to read that state themselves. CPU thread // only; cheap, and safe to call with no debugger connected (it still has to track transitions). void WebSocketDebuggerTick(); struct BreakpointHit; // Whether it's worth building a BreakpointHit at all. False whenever no debugger is connected, // which is the overwhelmingly common case and the one that must stay free - a log-only breakpoint // in a hot loop runs this per hit. bool WebSocketDebuggerHasClients(); // Reports a breakpoint hit to every connected debugger as "cpu.breakpoint.hit", whether or not it // stopped the CPU. That's what makes log-only breakpoints usable for automation: previously their // only trace was a log line. CPU thread only. void WebSocketNotifyBreakpointHit(const BreakpointHit &hit);