Files
ppsspp/docs/WebSocketDebugger.md
Henrik RydgårdandClaude Opus 5 c5e7c4890a Debugger: decode DWARF line info, and show source locations
Homebrew commonly ships its unstripped ELF next to the EBOOT, which is already
how the symbol loader turns z_un_08841f98 into a function name. That same ELF
carries a DWARF .debug_line section, so the addresses can be mapped to source
files and lines too - and a backtrace stops being four hex numbers:

  08841f98  move sp,fp          mesh.zig:163
  0883afa4  li v0,0x0           MenuState.zig:821
  088260d8  andi at,v0,0xFFFF   State.zig:40
  0882a27c  andi at,v0,0xFFFF   engine.zig:468

Surfaced in three places: per frame in hle.backtrace, in the "hit" object that
cpu.breakpoint.hit and cpu.stepping share, and appended to the disassembly
window's status bar. The breakpoint case keys on the pc rather than the address,
since for a memory breakpoint the useful source location is the instruction that
did the access, not the data it touched.

Storage is a plain sorted table of absolute addresses per module. SymbolMap
keeps module-relative addresses because its .ppsym files are meant to be
reloaded by a different game that pulls in the same module; none of this is ever
written anywhere - it's regenerated from the ELF each boot - so there'd be
nothing for relative addresses to buy. Each module owns its own rows and file
names outright and is keyed the way SymbolMap::UnloadModule is, so unloading one
module drops its lines and nobody else's.

The subtle part is end-of-sequence markers. Without them a lookup for an address
in a gap - a compilation unit built without debug info - confidently reports the
last line of an unrelated file. A prototype run over one test binary
mis-attributed 70 of its 349 functions that way, so sequence ends are recorded
as rows with line 0 and a lookup landing on one reports nothing instead.

DWARF 2 through 4 are decoded (psp-gcc emits 2, Zig 4). Version 5 re-encoded the
file table, so those units are skipped with a warning rather than mis-parsed -
nothing targeting the PSP produces it today.

Scope, since it's narrower than it sounds: PRX conversion strips every .debug
section. I checked all 437 pspautotests .prx and CrossCraft's own app.prx -
none have any. Of 24 installed homebrew EBOOTs, zero carry debug info; CrossCraft
only does because it ships app.elf separately. So this helps someone developing
homebrew, and does nothing at all for a commercial game.

Costs about 1.2 MB for a large Zig binary (98383 rows, 438 files) and nothing
for anything without debug info. Follows bAutoSaveLoadSymbols like the symbols
do.

pspautotests 314/314, UnitTest 55/55, CoreUWP builds.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
2026-08-18 13:42:14 +02:00

20 KiB

PPSSPP WebSocket Debugger

PPSSPP has a JSON/WebSocket-based debugger and automation API, served from the same HTTP server used for "Remote ISO" disc sharing and file upload. It lets an external tool (a script, a web page, another editor/IDE) inspect and control a running emulation session: read/write memory, set breakpoints, step the CPU, read GE/GPU state, send fake input, tail the log, etc.

This doc is a local reference, the user-facing documentation is on the website.

Where the code lives

  • Core/WebServer.cpp / Core/WebServer.h - the shared HTTP server (also used for Remote ISO and file upload). It owns the listening socket and dispatches /debugger requests.
  • Core/Debugger/WebSocket.cpp - upgrades the HTTP request to a WebSocket and runs the per-connection event loop (HandleDebuggerRequest).
  • Core/Debugger/WebSocket/*.cpp/.h - one "subscriber" or "broadcaster" per feature area (CPU, memory, GPU, HLE, input, breakpoints, ...). Each file's top comment documents its events in detail - this doc gives the overview and an index into those files.
  • Core/Debugger/WebSocket/WebSocketUtils.h - shared DebuggerRequest helper (parameter parsing, response/error helpers) and DebuggerSubscriber base class.
  • Common/Net/WebsocketServer.h/.cpp - the low-level WebSocket framing.

Transport

  • Runs on the same port as Remote ISO sharing (g_Config.iRemoteISOPort; 0 means "pick a free port automatically" - the actual bound port is written back to that config value and logged: Listening on port N).
  • URL path: /debugger.
  • WebSocket subprotocol: debugger.ppsspp.org (required - a plain HTTP GET to /debugger without a websocket Upgrade just redirects to the bundled web UI at /debugger/index.html).
  • Messages are JSON, both directions, always shaped as {"event": "NAME", ...}.
  • One WebSocket connection = one client; PPSSPP does not limit the number of simultaneous debugger connections.
  • The debugger only actually does anything while WebServerFlags::DEBUGGER is enabled (see "Enabling it" below) - the HTTP server itself may also be running for other reasons (Remote ISO, upload).

Message protocol

Requests you send:

{ "event": "cpu.status" }

Optionally include a "ticket" field (any JSON value) - PPSSPP echoes it back verbatim in the response/error, so you can correlate requests and responses when firing several at once. Tools/wsdbg (see below) assigns an incrementing integer ticket automatically.

Responses use the same event name as the request:

{ "event": "cpu.status", "ticket": 1, ... }

The ticket convention: send one whenever you care about the answer. Since a response reuses the request's event name, a ticket is the only thing that distinguishes your answer from an unsolicited broadcast of the same name, or from the answer to an identical request you sent a moment earlier. Conversely, for a request that doesn't answer immediately (below), leaving the ticket off says you aren't waiting for anything.

Responses are not always immediate. cpu.resume, cpu.stepInto, cpu.stepOver, cpu.stepOut, cpu.runUntil, cpu.runUntilTime, cpu.nextHLE, cpu.stepping and gpu.stats.feed send nothing back at the time of the request; what follows later is the broadcast that reports the actual outcome (cpu.stepping / cpu.resume), which carries no ticket. input.buttons.press is the odd one out - it answers with the request's own event name and ticket, but only once the button has been held for the requested number of frames.

If you would rather not track which those are, ask to be told explicitly:

-> { "event": "client.config.set", "acknowledgeDeferred": true }
-> { "event": "cpu.resume", "ticket": 7 }
<- { "event": "deferred", "for": "cpu.resume", "ticket": 7 }
<- { "event": "cpu.resume" }

With that on, every request draws exactly one immediate reply - a response, an error, or a deferred - so a client can correlate without a hardcoded list, including for events added in future versions. It is off by default and must stay that way: an extra message would break a client that correlates purely by ticket, and it can't reuse the request's event name because for input.buttons.press that is exactly what the real, later answer looks like.

Errors look like this:

{ "event": "error", "message": "...", "level": 2, "ticket": 1 }

level is a LogLevel (1=NOTICE, 2=ERROR, 3=WARN, 4=INFO, 5=DEBUG, 6=VERBOSE).

PPSSPP also sends unsolicited ("broadcast") events with no request - see below.

By convention, send a version event right after connecting (see WebSocket/GameSubscriber.cpp):

{ "event": "version", "name": "my-tool", "version": "1.0" }

PPSSPP responds with its own name/version, and remembers yours (currently just for internal bookkeeping/future logging). The response also carries pid (OS process id) and path (the executable/disc currently loaded, or null), so an automation client can confirm it attached to the instance it meant to - a port alone doesn't prove that, since a leftover process may still be holding the port you asked for.

Broadcast (unsolicited) events

Sent without you asking, whenever the underlying state changes:

Event Sent when Source
log A new log line is emitted LogBroadcaster.cpp
game.start A game finishes booting GameBroadcaster.cpp
game.quit The game is closed/reset GameBroadcaster.cpp
game.pause / game.resume User opens/leaves the pause menu GameBroadcaster.cpp
cpu.stepping CPU enters a stepping/break state SteppingBroadcaster.cpp
cpu.resume CPU resumes from stepping SteppingBroadcaster.cpp
cpu.breakpoint.hit Any breakpoint trips, whether or not it stops the CPU WebSocket.cpp
input.buttons Any emulated button changes state InputBroadcaster.cpp
input.analog An analog stick position changes InputBroadcaster.cpp

A client can opt out of specific broadcast categories with broadcast.config.set ({"disallowed": {"logger": true, "game": true, "stepping": true, "input": true, "breakpoint": true}}), see ClientConfigSubscriber.cpp. gpu.stats.feed (see below) works the same way for periodic GPU stats. client.config.set in the same file carries per-connection settings that aren't about broadcasts - currently just acknowledgeDeferred, described under "Message protocol" above.

Source line info

Where a game shipped an unstripped ELF, PPSSPP decodes its DWARF .debug_line and can map an address to a source file and line. cpu.breakpoint.hit and cpu.stepping carry file/line in the hit object, and hle.backtrace carries them per frame - which is where it pays off most:

08841f98  move sp,fp          mesh.zig:163
0883afa4  li v0,0x0           MenuState.zig:821
088260d8  andi at,v0,0xFFFF   State.zig:40
0882a27c  andi at,v0,0xFFFF   engine.zig:468

Both fields are null when there's no line info for that address, which is the common case: PRX conversion strips every .debug section, so this never applies to a commercial game. In practice it means homebrew that ships its app.elf next to the EBOOT - the same file the companion symbol loader uses - or a plain .elf you built yourself. It follows bAutoSaveLoadSymbols along with the symbols.

DWARF 2, 3 and 4 are decoded; version 5 units are skipped with a log line rather than mis-parsed, since it re-encoded the file table. Nothing targeting the PSP emits it today (psp-gcc produces 2, Zig 4).

Emulation speed

game.speed.set drives two independent things:

-> { "event": "game.speed.set", "fastForward": true }        // unlimited
-> { "event": "game.speed.set", "percent": 200 }             // double speed
-> { "event": "game.speed.set", "percent": 25 }              // quarter speed
-> { "event": "game.speed.set", "percent": null }            // drop the override
<- { "event": "game.speed.set", "fastForward": false, "percent": 200, "limitFps": 120 }

Percentages are relative to 60 FPS, matching how the in-app settings present the alternative speeds - so 200 means the same thing in both places. percent must be at least 1; use fastForward for unlimited rather than 0, so there's only one way to say it. fastForward wins while it is on, and percent is remembered underneath it.

limitFps in the response is the frame rate throttling is actually aiming for once everything - fast-forward, this override, the user's own alternative-speed hotkeys - has been taken into account, with 0 meaning unlimited. It comes straight from the function the frame timing itself consumes, so prefer reading it over inferring the result from the other two fields.

This is a separate channel from the user's own alternative speeds. It deliberately never touches g_Config, whose speed settings are persisted per game, so a debugger session can't permanently change what the user configured. Clearing the override also only stands down from a limit set through this event, never from one the user set themselves. It resets on every game boot.

The request fails rather than being silently ignored when something else owns the speed: RetroAchievements hardcore mode, or being connected to a network game without "allow speed control while connected".

Headless sets fast-forward at startup and never turns it off on its own, so game.speed.set works there too - turning fast-forward off makes headless throttle to real time, which is occasionally useful for a wall-clock repro.

Breakpoint hits

cpu.breakpoint.hit fires every time a breakpoint's condition passes and it has some action set - including log-only breakpoints, which never stop the CPU. That's what makes them usable for automation: before this event existed, a log-only breakpoint's only trace was a line in the log stream.

{
  "event": "cpu.breakpoint.hit",
  "sequence": 1,
  "hit": {
    "kind": "exec",
    "pc": 142876568,
    "address": 142876568,
    "hits": 1,
    "logged": true,
    "paused": false,
    "condition": null,
    "symbol": "rendering.mesh.Mesh(rendering.Vertex.PspVertex).draw",
    "breakpoint": { "start": 142876568, "end": 142876568 }
  }
}

The same hit object is attached to cpu.stepping when a breakpoint is what stopped the CPU, so both can be parsed the same way. It is absent when the break came from something else (the user pausing, a savestate load, an exception), so test for its presence rather than for a kind.

Fields common to every kind:

Field Meaning
kind "exec", "memory" or "register"
pc The instruction responsible
address Exec: the instruction. Memory: the address actually accessed
hits Total times this breakpoint has tripped, matching *.list
logged / paused Which actions it had - paused false means the CPU kept running
condition The condition expression, or null
symbol Symbol at address, or null - resolved here to save a round trip
file / line Source location of pc, or null. See "Source line info" below
breakpoint {start, end} identifying which breakpoint fired. Absent for "register", whose identity is the register, not an address

Extra fields for "memory":

Field Meaning
size Bytes accessed
access "read" or "write"
source Who performed it - "interpret", "CPU", "HLE", or an allocation tag such as "ThreadFillStack"

Extra fields for "register": register (GPR index) and registerName (e.g. "a0").

Note address and breakpoint.start are not the same thing for a memory breakpoint watching a range - the first is the byte touched, the second is the range being watched. On cpu.stepping the legacy relatedAddress field keeps reporting the range start; hit.address is the accurate one.

sequence counts hits produced, not delivered. A connection whose queue backs up (easy to do with a log-only breakpoint in a hot loop - one can produce tens of thousands of hits per second) drops events rather than growing without bound, so a gap in sequence tells a client exactly how many it missed. Turning the breakpoint category off via broadcast.config.set avoids the traffic entirely.

Request/response event catalog

Full details (parameters, response shape) are documented as comments above each handler in the corresponding Core/Debugger/WebSocket/*Subscriber.cpp file - this is just an index.

Category Events File
Game/version game.reset, game.status, game.speed.get/set (emulation speed - unlimited fast-forward, or a percentage of 60 FPS; see below), version GameSubscriber.cpp
CPU core cpu.stepping, cpu.resume, cpu.status (reports ticks plus us, emulated microseconds, and clockHz - use us to line up with wall-clock timings, since games change the clock frequency and the ticks-per-second ratio isn't fixed), cpu.getAllRegs, cpu.getReg, cpu.setReg, cpu.evaluate CPUCoreSubscriber.cpp
Stepping cpu.stepInto, cpu.stepOver, cpu.stepOut, cpu.runUntil, cpu.runUntilTime (run until a point in emulated time - us absolute or relativeUs from now - and break there; this is how to get a scripted repro reproducibly "N seconds into the game" instead of polling cpu.status in a loop), cpu.nextHLE SteppingSubscriber.cpp
Breakpoints cpu.breakpoint.add/update/remove/list, memory.breakpoint.add/update/remove/list, cpu.regBreakpoint.add/update/remove/list (break when a register is written to, by any instruction anywhere - currently GPRs only; interpreter-only, no effect under a JIT backend) BreakpointSubscriber.cpp
Memory read/write memory.read_u8/u16/u32, memory.read, memory.readString, memory.write_u8/u16/u32, memory.write. The numeric ones report the result as both value and uintValue - the latter is what cpu.getReg/cpu.getAllRegs call it, so a client can read either without caring which event answered MemorySubscriber.cpp
Memory search memory.search - scan a range for a u8/u16/u32/float value or a bytes pattern (with an optional wildcard mask), for narrowing down where an unknown value lives (Cheat Engine style) MemorySubscriber.cpp
Memory info/annotations memory.mapping, memory.info.config/set/list/search MemoryInfoSubscriber.cpp
Disassembly memory.base, memory.disasm (add compact=true for plain-text lines instead of full per-field objects), memory.searchDisasm (add findAll=true for every match instead of just the first - e.g. "every caller of this address"), memory.assemble DisasmSubscriber.cpp
GE display list disassembly gpu.displaylist.disasm - like memory.disasm but for GE command words (CLEARMODE, PRIM, etc.) instead of CPU instructions; also supports compact=true GPUDisasmSubscriber.cpp
HLE hle.thread.list/wake/stop, hle.func.list/add/remove/removeRange/rename/scan, hle.module.list, hle.module.saveSymbols/loadSymbols (save/load one module's symbols to/from its standard PSP/SYSTEM/SYMBOLS/<moduleName>_<crc>.ppsym file, shared across any game that loads the same module - see SymbolMap::GetModuleSymbolsPath), hle.game.saveSymbols/loadSymbols (the same for symbols that aren't inside any module - heap, stack, scratchpad, hardware registers - which describe one game's memory layout and so go to a per-game PSP/SYSTEM/SYMBOLS/<gameID>_syms.ppsym instead; see SymbolMap::GetGameSymbolsPath), hle.backtrace HLESubscriber.cpp
Data symbols hle.data.list/add/remove/rename - label discovered data (structs, tables, buffers) with a name/type, same idea as hle.func.* but for ST_DATA symbols HLESubscriber.cpp
Kernel objects hle.object.list (every live kernel object of every type at once, with an optional type filter - uid/type/name/one-line summary only); hle.eventflag.list/info, hle.mutex.list/info, hle.semaphore.list/info, hle.msgpipe.list/info, hle.callback.list/info (per-type full detail, including waiting-thread lists) - all read-only, never mutate kernel state HLEKernelObjectSubscriber.cpp
GPU stats gpu.stats.get, gpu.stats.feed GPUStatsSubscriber.cpp
GPU recording gpu.record.dump GPURecordSubscriber.cpp
GPU buffers gpu.buffer.screenshot, gpu.buffer.renderColor/renderDepth/renderStencil, gpu.buffer.texture, gpu.buffer.clut GPUBufferSubscriber.cpp
Input injection input.buttons.send, input.buttons.press, input.analog.send InputSubscriber.cpp
Replay replay.begin/abort/flush/execute/status, replay.time.get/set ReplaySubscriber.cpp
Client config broadcast.config.get/set, client.config.get/set ClientConfigSubscriber.cpp
Log channels log.channels.list, log.channel.set - query/change a log channel's level (string: notice/error/warning/info/debug/verbose) and/or enabled state; the log event itself (the passive message stream, unaffected by this) keeps its existing numeric level, see LogBroadcaster.cpp LogConfigSubscriber.cpp

Enabling it

  • UI: Settings > Tools > Developer Tools > "Allow remote debugger" checkbox (UI/DeveloperToolsScreen.cpp). The "Local Server Port" slider on the Networking screen sets the port (shared with Remote ISO sharing; 0 = auto-pick).
  • Config: RemoteDebuggerOnStartup=true in ppsspp.ini (g_Config.bRemoteDebuggerOnStartup) starts it automatically on launch (UI/NativeApp.cpp).
  • Command line (both application and headless builds): --debugger=PORT (0 = pick a port automatically) - a shared auto-param in Core/CmdLine.cpp/.h (CmdLineMode::Both). ApplyToConfig() sets iRemoteISOPort/bRemoteDebuggerOnStartup for that run without persisting them to the config file.
    • A non-zero PORT is treated as mandatory (WebServerSetRequireExactPort()): if it can't be bound, the server does not silently fall back to some other free port the way the "Local Server Port" preference does, because a client was told to connect there. Headless exits non-zero; the application build logs an error and shows an OSD message but keeps running. Use --debugger=0 and read the actual port from the Listening on port N log line if you'd rather not care which port you get.
    • On the application build this is exactly like ticking "Allow remote debugger" - the game boots and runs normally, debugger listening alongside it.
    • On the headless build (headless/Headless.cpp) it additionally forces coreParameter.startBreak = true, so the CPU halts before running anything - useful for setting breakpoints before launch.

Discovery

For LAN auto-discovery (mainly useful for mobile), the server periodically reports its (local ip, port) to report.ppsspp.org/match/update (see RegisterServer() in Core/WebServer.cpp). Clients can query report.ppsspp.org/match/list to get a list of candidate endpoints on the same network and try connecting to each in turn.

The bundled web-based JS debugger

assets/debugger/ is a git submodule (https://github.com/unknownbrackets/ppsspp-debugger.git, bundled branch - see .gitmodules) containing a prebuilt React app. PPSSPP serves it directly at /debugger/ (Core/WebServer.cpp's HandleFallback/ServeAssetFile), so opening http://<ip>:<port>/debugger/ in a browser gets you a full GUI debugger for free. The actual editable source lives in a different branch of that same repo (the bundled branch only holds the built output that gets checked in here).

From reading the minified bundle (assets/debugger/static/js/main.*.js), it connects like this:

  • Manual connect: new WebSocket("ws://ip:port/debugger", "debugger.ppsspp.org").
  • Auto connect: fetch("//report.ppsspp.org/match/list") for a list of {ip, port} candidates (as registered by RegisterServer() above), then tries each with the same WebSocket call until one succeeds.

Talking to it yourself

  • scripts/websocket-test.py - old minimal Python one-shot script (needs the websocket-client pip package).
  • Tools/wsdbg/ - a small Rust CLI/REPL client for this session's work (see Tools/wsdbg/README.md): connects, does the version handshake, and lets you fire off events by hand or from a one-shot command line, printing responses and broadcasts as they arrive. Built and smoke-tested against a live PPSSPP instance while writing this doc.