mirror of
https://github.com/hrydgard/ppsspp.git
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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
297 lines
10 KiB
C++
297 lines
10 KiB
C++
// Copyright (c) 2017- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include <algorithm>
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#include <mutex>
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#include <condition_variable>
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#include <vector>
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#include "Common/Thread/ThreadUtil.h"
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#include "Common/TimeUtil.h"
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#include "Core/Core.h"
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#include "Core/Debugger/WebSocket.h"
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#include "Core/Debugger/WebSocket/WebSocketUtils.h"
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// This WebSocket (connected through the same port as disc sharing) allows API/debugger access to PPSSPP.
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// Currently, the only subprotocol "debugger.ppsspp.org" uses a simple JSON based interface.
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//
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// Messages to and from PPSSPP follow the same basic format:
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// { "event": "NAME", ... }
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//
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// And are primarily of these types:
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// * Events from the debugger/client (you) to PPSSPP
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// If there's a response, it will generally use the same name. It may not be immedate - it's an event.
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// * Spontaneous events from PPSSPP
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// Things like logs, breakpoint hits, etc. not directly requested.
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//
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// Otherwise you may see error events which indicate PPSSPP couldn't understand or failed internally:
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// - "event": "error"
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// - "message": A string describing what happened.
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// - "level": Integer severity level. (1 = NOTICE, 2 = ERROR, 3 = WARN, 4 = INFO, 5 = DEBUG, 6 = VERBOSE)
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// - "ticket": Optional, present if in response to an event with a "ticket" field, simply repeats that value.
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//
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// At start, please send a "version" event. See WebSocket/GameSubscriber.cpp for more details.
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//
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// For other events, look inside Core/Debugger/WebSocket/ for details on each event.
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#include "Core/Debugger/WebSocket/GameBroadcaster.h"
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#include "Core/Debugger/WebSocket/InputBroadcaster.h"
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#include "Core/Debugger/WebSocket/LogBroadcaster.h"
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#include "Core/Debugger/WebSocket/SteppingBroadcaster.h"
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#include "Core/Debugger/WebSocket/BreakpointSubscriber.h"
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#include "Core/Debugger/WebSocket/CPUCoreSubscriber.h"
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#include "Core/Debugger/WebSocket/DisasmSubscriber.h"
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#include "Core/Debugger/WebSocket/GameSubscriber.h"
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#include "Core/Debugger/WebSocket/GPUBufferSubscriber.h"
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#include "Core/Debugger/WebSocket/GPUDisasmSubscriber.h"
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#include "Core/Debugger/WebSocket/GPURecordSubscriber.h"
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#include "Core/Debugger/WebSocket/GPUStatsSubscriber.h"
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#include "Core/Debugger/WebSocket/HLEKernelObjectSubscriber.h"
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#include "Core/Debugger/WebSocket/HLESubscriber.h"
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#include "Core/Debugger/WebSocket/InputSubscriber.h"
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#include "Core/Debugger/WebSocket/LogConfigSubscriber.h"
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#include "Core/Debugger/WebSocket/MemoryInfoSubscriber.h"
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#include "Core/Debugger/WebSocket/MemorySubscriber.h"
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#include "Core/Debugger/WebSocket/ReplaySubscriber.h"
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#include "Core/Debugger/WebSocket/SteppingSubscriber.h"
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#include "Core/Debugger/WebSocket/ClientConfigSubscriber.h"
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typedef DebuggerSubscriber *(*SubscriberInit)(DebuggerEventHandlerMap &map);
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static const std::vector<SubscriberInit> subscribers({
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&WebSocketBreakpointInit,
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&WebSocketCPUCoreInit,
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&WebSocketDisasmInit,
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&WebSocketGameInit,
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&WebSocketGPUBufferInit,
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&WebSocketGPUDisasmInit,
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&WebSocketGPURecordInit,
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&WebSocketGPUStatsInit,
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&WebSocketHLEKernelObjectInit,
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&WebSocketHLEInit,
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&WebSocketInputInit,
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&WebSocketLogConfigInit,
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&WebSocketMemoryInfoInit,
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&WebSocketMemoryInit,
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&WebSocketReplayInit,
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&WebSocketSteppingInit,
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&WebSocketClientConfigInit,
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});
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// To handle webserver restart, keep track of how many running.
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static volatile int debuggersConnected = 0;
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static volatile bool stopRequested = false;
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static std::mutex stopLock;
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static std::condition_variable stopCond;
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// There is deliberately no lock guarding debugger handlers against the core being started or torn
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// down under them: every handler either does its emulator-state access inside Core_RunOnCPUThread()
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// (so it's serialized with startup/shutdown, which also run on the CPU thread), or only touches
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// state that carries its own lock - the log ring buffer, ctrlMutex, GPUStepping's rendezvous.
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// The lock that used to be here had to be held across a whole handler, including the blocking wait
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// inside Core_RunOnCPUThread(), which deadlocked against the CPU thread taking it on STOPPING.
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static void UpdateConnected(int delta) {
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std::lock_guard<std::mutex> guard(stopLock);
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debuggersConnected += delta;
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stopCond.notify_all();
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}
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// Per-connection mailbox for events the CPU thread produces (cpu.stepping, game.start, ...).
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//
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// These used to be polled per connection from the WebSocket thread, which meant every connected
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// debugger was reading pc, the tick count, the UI state and the param SFO out from under the CPU
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// thread on every lap of its loop. Now the CPU thread notices the transition once, formats the
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// event, and drops it in here; the connection's own thread just drains and sends.
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struct DebuggerEventSink {
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std::mutex lock;
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std::vector<std::pair<const char *, std::string>> pending;
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// A debugger that connects while the CPU is already stopped still wants to hear about it.
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bool needsSteppingPrime = true;
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void Push(const char *category, std::string json) {
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std::lock_guard<std::mutex> guard(lock);
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pending.emplace_back(category, std::move(json));
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}
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void Take(std::vector<std::pair<const char *, std::string>> *out) {
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std::lock_guard<std::mutex> guard(lock);
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out->swap(pending);
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pending.clear();
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}
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};
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static std::mutex g_sinkLock;
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static std::vector<DebuggerEventSink *> g_sinks;
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static void RegisterSink(DebuggerEventSink *sink) {
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std::lock_guard<std::mutex> guard(g_sinkLock);
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g_sinks.push_back(sink);
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}
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static void UnregisterSink(DebuggerEventSink *sink) {
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std::lock_guard<std::mutex> guard(g_sinkLock);
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g_sinks.erase(std::remove(g_sinks.begin(), g_sinks.end(), sink), g_sinks.end());
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}
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void WebSocketDebuggerTick() {
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// Poll unconditionally, even with nothing connected: these track transitions, and skipping them
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// would let the "previous" state go stale and fire a bogus event at whoever connects next.
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const std::string gameEvent = GameBroadcaster::PollChange();
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const std::string steppingEvent = SteppingBroadcaster::PollChange();
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std::lock_guard<std::mutex> guard(g_sinkLock);
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if (g_sinks.empty())
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return;
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std::string steppingPrime;
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for (DebuggerEventSink *sink : g_sinks) {
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if (sink->needsSteppingPrime) {
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sink->needsSteppingPrime = false;
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// Only format it if somebody actually needs it.
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if (steppingPrime.empty())
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steppingPrime = SteppingBroadcaster::CurrentState();
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if (!steppingPrime.empty())
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sink->Push("stepping", steppingPrime);
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continue;
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}
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if (!gameEvent.empty())
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sink->Push("game", gameEvent);
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if (!steppingEvent.empty())
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sink->Push("stepping", steppingEvent);
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}
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}
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void HandleDebuggerRequest(const http::ServerRequest &request) {
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SetCurrentThreadName("WebSocketDebugger");
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net::WebSocketServer *ws = net::WebSocketServer::CreateAsUpgrade(request, "debugger.ppsspp.org");
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if (!ws) {
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return;
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}
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UpdateConnected(1);
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WebSocketClientInfo client_info;
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auto& disallowed_config = client_info.disallowed;
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LogBroadcaster logger;
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InputBroadcaster input;
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DebuggerEventSink sink;
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RegisterSink(&sink);
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DebuggerEventHandlerMap eventHandlers;
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std::vector<DebuggerSubscriber *> subscriberData;
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for (auto init : subscribers) {
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subscriberData.push_back(init(eventHandlers));
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}
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// There's a tradeoff between responsiveness to incoming events, and polling for changes.
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int highActivity = 0;
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ws->SetTextHandler([&](const std::string &t) {
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JsonReader reader(t.c_str(), t.size());
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if (!reader.ok()) {
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ws->Send(DebuggerErrorEvent("Bad message: invalid JSON", LogLevel::LERROR));
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return;
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}
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const JsonGet root = reader.root();
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const char *event = root ? root.getStringOr("event", nullptr) : nullptr;
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if (!event) {
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ws->Send(DebuggerErrorEvent("Bad message: no event property", LogLevel::LERROR, root));
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return;
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}
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DEBUG_LOG(Log::Debugger, "WS: Handling '%s'", event);
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DebuggerRequest req(event, ws, root, &client_info);
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auto eventFunc = eventHandlers.find(event);
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if (eventFunc != eventHandlers.end()) {
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eventFunc->second(req);
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if (!req.Finish()) {
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// Poll more frequently for a second in case this triggers something.
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highActivity = 1000;
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}
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} else {
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req.Fail("Bad message: unknown event");
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}
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});
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ws->SetBinaryHandler([&](const std::vector<uint8_t> &d) {
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ERROR_LOG(Log::Debugger, "Received binary WebSocket frame, not supported");
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ws->Send(DebuggerErrorEvent("Bad message: binary WebSocket frames are not supported", LogLevel::LERROR));
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});
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// Don't out-line the highActivity check, it needs to recompute on every lap.
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constexpr float lowActivityPollTimeStep = 1.0f / 60.0f;
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constexpr float highActivityPollTimeStep = 1.0f / 1000.0f;
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while (ws->Process(highActivity ? highActivityPollTimeStep : lowActivityPollTimeStep)) {
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// These send events that aren't just responses to requests
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// The client can explicitly ask not to be notified about some events
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// so we check the client settings first
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if (!disallowed_config["logger"])
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logger.Broadcast(ws);
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if (!disallowed_config["input"])
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input.Broadcast(ws);
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// Whatever the CPU thread queued up for us since last lap.
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std::vector<std::pair<const char *, std::string>> events;
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sink.Take(&events);
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for (const auto &ev : events) {
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if (!disallowed_config[ev.first])
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ws->Send(ev.second);
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}
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for (size_t i = 0; i < subscribers.size(); ++i) {
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if (subscriberData[i]) {
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subscriberData[i]->Broadcast(ws);
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}
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}
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if (stopRequested) {
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ws->Close(net::WebSocketClose::GOING_AWAY);
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}
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if (highActivity > 0) {
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highActivity--;
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}
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}
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UnregisterSink(&sink);
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for (size_t i = 0; i < subscribers.size(); ++i) {
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delete subscriberData[i];
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}
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delete ws;
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request.In()->Discard();
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UpdateConnected(-1);
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}
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void StopAllDebuggers() {
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std::unique_lock<std::mutex> guard(stopLock);
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while (debuggersConnected != 0) {
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stopRequested = true;
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stopCond.wait(guard);
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}
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// Reset it back for next time.
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stopRequested = false;
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}
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