Files
ppsspp/Core/Debugger/WebSocket.cpp
Henrik RydgårdandClaude Sonnet 5 83b1d13c88 Debugger: add kernel object introspection over the WebSocket API
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
2026-08-17 16:01:23 +02:00

297 lines
10 KiB
C++

// 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/.
#include <algorithm>
#include <mutex>
#include <condition_variable>
#include <vector>
#include "Common/Thread/ThreadUtil.h"
#include "Common/TimeUtil.h"
#include "Core/Core.h"
#include "Core/Debugger/WebSocket.h"
#include "Core/Debugger/WebSocket/WebSocketUtils.h"
// This WebSocket (connected through the same port as disc sharing) allows API/debugger access to PPSSPP.
// Currently, the only subprotocol "debugger.ppsspp.org" uses a simple JSON based interface.
//
// Messages to and from PPSSPP follow the same basic format:
// { "event": "NAME", ... }
//
// And are primarily of these types:
// * Events from the debugger/client (you) to PPSSPP
// If there's a response, it will generally use the same name. It may not be immedate - it's an event.
// * Spontaneous events from PPSSPP
// Things like logs, breakpoint hits, etc. not directly requested.
//
// Otherwise you may see error events which indicate PPSSPP couldn't understand or failed internally:
// - "event": "error"
// - "message": A string describing what happened.
// - "level": Integer severity level. (1 = NOTICE, 2 = ERROR, 3 = WARN, 4 = INFO, 5 = DEBUG, 6 = VERBOSE)
// - "ticket": Optional, present if in response to an event with a "ticket" field, simply repeats that value.
//
// At start, please send a "version" event. See WebSocket/GameSubscriber.cpp for more details.
//
// For other events, look inside Core/Debugger/WebSocket/ for details on each event.
#include "Core/Debugger/WebSocket/GameBroadcaster.h"
#include "Core/Debugger/WebSocket/InputBroadcaster.h"
#include "Core/Debugger/WebSocket/LogBroadcaster.h"
#include "Core/Debugger/WebSocket/SteppingBroadcaster.h"
#include "Core/Debugger/WebSocket/BreakpointSubscriber.h"
#include "Core/Debugger/WebSocket/CPUCoreSubscriber.h"
#include "Core/Debugger/WebSocket/DisasmSubscriber.h"
#include "Core/Debugger/WebSocket/GameSubscriber.h"
#include "Core/Debugger/WebSocket/GPUBufferSubscriber.h"
#include "Core/Debugger/WebSocket/GPUDisasmSubscriber.h"
#include "Core/Debugger/WebSocket/GPURecordSubscriber.h"
#include "Core/Debugger/WebSocket/GPUStatsSubscriber.h"
#include "Core/Debugger/WebSocket/HLEKernelObjectSubscriber.h"
#include "Core/Debugger/WebSocket/HLESubscriber.h"
#include "Core/Debugger/WebSocket/InputSubscriber.h"
#include "Core/Debugger/WebSocket/LogConfigSubscriber.h"
#include "Core/Debugger/WebSocket/MemoryInfoSubscriber.h"
#include "Core/Debugger/WebSocket/MemorySubscriber.h"
#include "Core/Debugger/WebSocket/ReplaySubscriber.h"
#include "Core/Debugger/WebSocket/SteppingSubscriber.h"
#include "Core/Debugger/WebSocket/ClientConfigSubscriber.h"
typedef DebuggerSubscriber *(*SubscriberInit)(DebuggerEventHandlerMap &map);
static const std::vector<SubscriberInit> subscribers({
&WebSocketBreakpointInit,
&WebSocketCPUCoreInit,
&WebSocketDisasmInit,
&WebSocketGameInit,
&WebSocketGPUBufferInit,
&WebSocketGPUDisasmInit,
&WebSocketGPURecordInit,
&WebSocketGPUStatsInit,
&WebSocketHLEKernelObjectInit,
&WebSocketHLEInit,
&WebSocketInputInit,
&WebSocketLogConfigInit,
&WebSocketMemoryInfoInit,
&WebSocketMemoryInit,
&WebSocketReplayInit,
&WebSocketSteppingInit,
&WebSocketClientConfigInit,
});
// To handle webserver restart, keep track of how many running.
static volatile int debuggersConnected = 0;
static volatile bool stopRequested = false;
static std::mutex stopLock;
static std::condition_variable stopCond;
// There is deliberately no lock guarding debugger handlers against the core being started or torn
// down under them: every handler either does its emulator-state access inside Core_RunOnCPUThread()
// (so it's serialized with startup/shutdown, which also run on the CPU thread), or only touches
// state that carries its own lock - the log ring buffer, ctrlMutex, GPUStepping's rendezvous.
// The lock that used to be here had to be held across a whole handler, including the blocking wait
// inside Core_RunOnCPUThread(), which deadlocked against the CPU thread taking it on STOPPING.
static void UpdateConnected(int delta) {
std::lock_guard<std::mutex> guard(stopLock);
debuggersConnected += delta;
stopCond.notify_all();
}
// Per-connection mailbox for events the CPU thread produces (cpu.stepping, game.start, ...).
//
// These used to be polled per connection from the WebSocket thread, which meant every connected
// debugger was reading pc, the tick count, the UI state and the param SFO out from under the CPU
// thread on every lap of its loop. Now the CPU thread notices the transition once, formats the
// event, and drops it in here; the connection's own thread just drains and sends.
struct DebuggerEventSink {
std::mutex lock;
std::vector<std::pair<const char *, std::string>> pending;
// A debugger that connects while the CPU is already stopped still wants to hear about it.
bool needsSteppingPrime = true;
void Push(const char *category, std::string json) {
std::lock_guard<std::mutex> guard(lock);
pending.emplace_back(category, std::move(json));
}
void Take(std::vector<std::pair<const char *, std::string>> *out) {
std::lock_guard<std::mutex> guard(lock);
out->swap(pending);
pending.clear();
}
};
static std::mutex g_sinkLock;
static std::vector<DebuggerEventSink *> g_sinks;
static void RegisterSink(DebuggerEventSink *sink) {
std::lock_guard<std::mutex> guard(g_sinkLock);
g_sinks.push_back(sink);
}
static void UnregisterSink(DebuggerEventSink *sink) {
std::lock_guard<std::mutex> guard(g_sinkLock);
g_sinks.erase(std::remove(g_sinks.begin(), g_sinks.end(), sink), g_sinks.end());
}
void WebSocketDebuggerTick() {
// Poll unconditionally, even with nothing connected: these track transitions, and skipping them
// would let the "previous" state go stale and fire a bogus event at whoever connects next.
const std::string gameEvent = GameBroadcaster::PollChange();
const std::string steppingEvent = SteppingBroadcaster::PollChange();
std::lock_guard<std::mutex> guard(g_sinkLock);
if (g_sinks.empty())
return;
std::string steppingPrime;
for (DebuggerEventSink *sink : g_sinks) {
if (sink->needsSteppingPrime) {
sink->needsSteppingPrime = false;
// Only format it if somebody actually needs it.
if (steppingPrime.empty())
steppingPrime = SteppingBroadcaster::CurrentState();
if (!steppingPrime.empty())
sink->Push("stepping", steppingPrime);
continue;
}
if (!gameEvent.empty())
sink->Push("game", gameEvent);
if (!steppingEvent.empty())
sink->Push("stepping", steppingEvent);
}
}
void HandleDebuggerRequest(const http::ServerRequest &request) {
SetCurrentThreadName("WebSocketDebugger");
net::WebSocketServer *ws = net::WebSocketServer::CreateAsUpgrade(request, "debugger.ppsspp.org");
if (!ws) {
return;
}
UpdateConnected(1);
WebSocketClientInfo client_info;
auto& disallowed_config = client_info.disallowed;
LogBroadcaster logger;
InputBroadcaster input;
DebuggerEventSink sink;
RegisterSink(&sink);
DebuggerEventHandlerMap eventHandlers;
std::vector<DebuggerSubscriber *> subscriberData;
for (auto init : subscribers) {
subscriberData.push_back(init(eventHandlers));
}
// There's a tradeoff between responsiveness to incoming events, and polling for changes.
int highActivity = 0;
ws->SetTextHandler([&](const std::string &t) {
JsonReader reader(t.c_str(), t.size());
if (!reader.ok()) {
ws->Send(DebuggerErrorEvent("Bad message: invalid JSON", LogLevel::LERROR));
return;
}
const JsonGet root = reader.root();
const char *event = root ? root.getStringOr("event", nullptr) : nullptr;
if (!event) {
ws->Send(DebuggerErrorEvent("Bad message: no event property", LogLevel::LERROR, root));
return;
}
DEBUG_LOG(Log::Debugger, "WS: Handling '%s'", event);
DebuggerRequest req(event, ws, root, &client_info);
auto eventFunc = eventHandlers.find(event);
if (eventFunc != eventHandlers.end()) {
eventFunc->second(req);
if (!req.Finish()) {
// Poll more frequently for a second in case this triggers something.
highActivity = 1000;
}
} else {
req.Fail("Bad message: unknown event");
}
});
ws->SetBinaryHandler([&](const std::vector<uint8_t> &d) {
ERROR_LOG(Log::Debugger, "Received binary WebSocket frame, not supported");
ws->Send(DebuggerErrorEvent("Bad message: binary WebSocket frames are not supported", LogLevel::LERROR));
});
// Don't out-line the highActivity check, it needs to recompute on every lap.
constexpr float lowActivityPollTimeStep = 1.0f / 60.0f;
constexpr float highActivityPollTimeStep = 1.0f / 1000.0f;
while (ws->Process(highActivity ? highActivityPollTimeStep : lowActivityPollTimeStep)) {
// These send events that aren't just responses to requests
// The client can explicitly ask not to be notified about some events
// so we check the client settings first
if (!disallowed_config["logger"])
logger.Broadcast(ws);
if (!disallowed_config["input"])
input.Broadcast(ws);
// Whatever the CPU thread queued up for us since last lap.
std::vector<std::pair<const char *, std::string>> events;
sink.Take(&events);
for (const auto &ev : events) {
if (!disallowed_config[ev.first])
ws->Send(ev.second);
}
for (size_t i = 0; i < subscribers.size(); ++i) {
if (subscriberData[i]) {
subscriberData[i]->Broadcast(ws);
}
}
if (stopRequested) {
ws->Close(net::WebSocketClose::GOING_AWAY);
}
if (highActivity > 0) {
highActivity--;
}
}
UnregisterSink(&sink);
for (size_t i = 0; i < subscribers.size(); ++i) {
delete subscriberData[i];
}
delete ws;
request.In()->Discard();
UpdateConnected(-1);
}
void StopAllDebuggers() {
std::unique_lock<std::mutex> guard(stopLock);
while (debuggersConnected != 0) {
stopRequested = true;
stopCond.wait(guard);
}
// Reset it back for next time.
stopRequested = false;
}