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https://github.com/hrydgard/ppsspp.git
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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
161 lines
5.6 KiB
C++
161 lines
5.6 KiB
C++
// Copyright (c) 2018- 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 "ppsspp_config.h"
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// For the process id in the version response. On desktop Windows this is deliberately the CRT's
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// _getpid() rather than Win32 GetCurrentProcessId(), to avoid pulling windows.h into this file - it
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// defines an OPTIONAL macro that collides with DebuggerParamType::OPTIONAL. UWP has no _getpid, and
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// there windows.h is safe to include because WebSocketUtils.h below #undef's OPTIONAL for it.
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#if PPSSPP_PLATFORM(UWP)
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#include "Common/CommonWindows.h"
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#elif PPSSPP_PLATFORM(WINDOWS) && !defined(__MINGW32__)
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#include <process.h>
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#else
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#include <unistd.h>
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#endif
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#include "Common/System/System.h"
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#include "Core/Config.h"
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#include "Core/Core.h"
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#include "Core/CoreParameter.h"
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#include "Core/Debugger/WebSocket/GameSubscriber.h"
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#include "Core/Debugger/WebSocket/WebSocketUtils.h"
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#include "Core/ELF/ParamSFO.h"
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#include "Core/System.h"
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static uint32_t GetOwnProcessID() {
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#if PPSSPP_PLATFORM(UWP)
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return (uint32_t)GetCurrentProcessId();
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#elif PPSSPP_PLATFORM(WINDOWS) && !defined(__MINGW32__)
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return (uint32_t)_getpid();
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#else
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return (uint32_t)getpid();
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#endif
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}
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DebuggerSubscriber *WebSocketGameInit(DebuggerEventHandlerMap &map) {
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map["game.reset"] = &WebSocketGameReset;
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map["game.status"] = &WebSocketGameStatus;
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map["version"] = &WebSocketVersion;
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return nullptr;
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}
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// Reset emulation (game.reset)
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//
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// Use this if you need to break on start and do something before the game starts.
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//
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// Parameters:
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// - break: optional boolean, true to break CPU on start. Use cpu.resume afterward.
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//
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// Response (same event name) with no extra data or error.
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void WebSocketGameReset(DebuggerRequest &req) {
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bool needBreak = false;
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if (!req.ParamBool("break", &needBreak, DebuggerParamType::OPTIONAL))
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return;
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// Route the boot-state check and the startBreak write to the CPU thread instead of poking at
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// them directly from this WebSocket handler thread - see Core_RunOnCPUThread() in Core.h.
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bool running = false;
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Core_RunOnCPUThread([&] {
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running = PSP_GetBootState() == BootState::Complete;
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if (running && needBreak)
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PSP_CoreParameter().startBreak = true;
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});
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if (!running)
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return req.Fail("Game not running");
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// We can only support async resets here. A lot of the stuff in init must happen on the EmuThread,
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// and we are not on it here.
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System_PostUIMessage(UIMessage::REQUEST_GAME_RESET);
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req.Respond();
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}
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// Check game status (game.status)
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//
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// No parameters.
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//
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// Response (same event name):
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// - game: null or an object with properties:
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// - id: string disc ID (such as ULUS12345.)
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// - version: string disc version.
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// - title: string game title.
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// - paused: boolean, true when gameplay is paused (not the same as stepping.)
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void WebSocketGameStatus(DebuggerRequest &req) {
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// Route the boot state and param SFO reads to the CPU thread instead of poking at them directly
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// from this WebSocket handler thread - see Core_RunOnCPUThread() in Core.h.
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Core_RunOnCPUThread([&] {
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JsonWriter &json = req.Respond();
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if (PSP_GetBootState() == BootState::Complete) {
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json.pushDict("game");
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json.writeString("id", g_paramSFO.GetDiscID());
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json.writeString("version", g_paramSFO.GetValueString("DISC_VERSION"));
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json.writeString("title", g_paramSFO.GetValueString("TITLE"));
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json.pop();
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} else {
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json.writeNull("game");
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}
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json.writeBool("paused", GetUIState() == UISTATE_PAUSEMENU);
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});
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}
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// Notify debugger version info (version)
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//
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// Parameters:
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// - name: string indicating name of app or tool.
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// - version: string version.
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//
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// Response (same event name):
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// - name: string, "PPSSPP" unless some special build.
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// - version: string, typically starts with "v" and may have git build info.
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// - pid: unsigned integer, OS process id of this PPSSPP instance.
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// - path: null, or string path of the executable/disc image currently loaded.
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//
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// pid and path are here so an automation client can confirm it's attached to the instance it
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// meant to attach to. Ports aren't enough on their own: a leftover process may still be holding
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// the one you asked for, and you'd never know you were driving the wrong emulator.
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void WebSocketVersion(DebuggerRequest &req) {
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std::string version = req.client->version;
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if (!req.ParamString("version", &version, DebuggerParamType::OPTIONAL_LOOSE))
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return;
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std::string name = req.client->name;
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if (!req.ParamString("name", &name, DebuggerParamType::OPTIONAL_LOOSE))
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return;
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req.client->version = version;
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req.client->name = name;
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// fileToStart is CPU-thread-owned (PSP_Shutdown clears it), so read it over there - see
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// Core_RunOnCPUThread() in Core.h. The rest is constant and safe to read here.
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std::string path;
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Core_RunOnCPUThread([&] {
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path = PSP_CoreParameter().fileToStart.ToString();
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});
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JsonWriter &json = req.Respond();
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json.writeString("name", "PPSSPP");
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json.writeString("version", PPSSPP_GIT_VERSION);
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json.writeUint("pid", GetOwnProcessID());
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if (path.empty())
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json.writeNull("path");
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else
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json.writeString("path", path);
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}
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