Files
ppsspp/Core/Debugger/WebSocket/GameSubscriber.cpp
Henrik RydgårdandClaude Opus 5.5 4bfeb59fcd Debugger: Add wait to game.state.load/save
With wait: true, respond once the savestate operation has finished (with its
message), or with an error if it failed or was dropped without running.
Otherwise a client only learns the operation was queued.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 10:10:25 +02:00

403 lines
14 KiB
C++

// Copyright (c) 2018- 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 "ppsspp_config.h"
// For the process id in the version response. On desktop Windows this is deliberately the CRT's
// _getpid() rather than Win32 GetCurrentProcessId(), to avoid pulling windows.h into this file - it
// defines an OPTIONAL macro that collides with DebuggerParamType::OPTIONAL. UWP has no _getpid, and
// there windows.h is safe to include because WebSocketUtils.h below #undef's OPTIONAL for it.
#if PPSSPP_PLATFORM(UWP)
#include "Common/CommonWindows.h"
#elif PPSSPP_PLATFORM(WINDOWS) && !defined(__MINGW32__)
#include <process.h>
#else
#include <unistd.h>
#endif
#include <memory>
#include <mutex>
#include "Common/System/System.h"
#include "Core/Config.h"
#include "Core/Core.h"
#include "Core/CoreParameter.h"
#include "Core/Debugger/WebSocket/GameSubscriber.h"
#include "Core/Debugger/WebSocket/WebSocketUtils.h"
#include "Core/ELF/ParamSFO.h"
#include "Core/HLE/sceDisplay.h"
#include "Core/RetroAchievements.h"
#include "Core/SaveState.h"
#include "Core/System.h"
// Declared rather than included from Core/HLE/sceNet.h, which reaches winsock and so windows.h
// through proAdhoc.h - and that redefines the OPTIONAL macro that collides with
// DebuggerParamType::OPTIONAL, exactly the problem the note above is avoiding.
bool NetworkAllowSpeedControl();
namespace {
// Filled in by the savestate callback, on the emu thread.
struct SaveStateResult {
std::mutex lock;
bool done = false;
SaveState::Status status = SaveState::Status::FAILURE;
std::string message;
};
struct WebSocketGameState : public DebuggerSubscriber {
void StateLoadSave(DebuggerRequest &req, bool save);
void Broadcast(net::WebSocketServer *ws) override;
private:
struct Waiting {
const char *event;
std::string ticket;
std::shared_ptr<SaveStateResult> result;
};
std::vector<Waiting> waiting_;
};
} // namespace
// Load a savestate file (game.state.load), or save one (game.state.save)
//
// The operation is queued, and happens at the end of the next frame the CPU runs, so follow this
// with something that runs it, like cpu.runUntilTime.
//
// Parameters:
// - path: string, path to the .ppst file.
// - wait: optional boolean, respond when the operation has finished rather than when queued.
//
// Response (same event name) once queued, or an error if the network or achievements hardcore
// mode refuses it. With wait, it's sent once done instead, with a message string, or an error
// if the load or save failed.
void WebSocketGameState::StateLoadSave(DebuggerRequest &req, bool save) {
const char *event = save ? "game.state.save" : "game.state.load";
std::string path;
bool wait = false;
if (!req.ParamString("path", &path) || !req.ParamBool("wait", &wait, DebuggerParamType::OPTIONAL))
return;
// The queued operation holds the only other reference, so Broadcast() can also tell when it's
// dropped without ever running (at shutdown, for one).
std::shared_ptr<SaveStateResult> result;
if (wait)
result = std::make_shared<SaveStateResult>();
auto callback = [event, result](SaveState::Status status, std::string_view message, std::string_view) {
if (status == SaveState::Status::FAILURE) {
ERROR_LOG(Log::System, "%s: %.*s", event, STR_VIEW(message));
}
if (result) {
std::lock_guard<std::mutex> guard(result->lock);
result->status = status;
result->message = message;
result->done = true;
}
};
bool running = false;
bool queued = false;
Core_RunOnCPUThread([&] {
running = PSP_GetBootState() == BootState::Complete;
if (running) {
queued = save ? SaveState::Save(Path(path), -1, callback) : SaveState::Load(Path(path), -1, callback);
}
});
if (!running)
return req.Fail("Game not running");
if (!queued) {
return req.Fail(save ? "Could not queue savestate save" : "Could not queue savestate load");
}
if (!wait) {
req.Respond();
return;
}
const JsonNode *ticket = req.data.get("ticket");
waiting_.push_back({ event, ticket ? json_stringify(ticket) : "", result });
}
void WebSocketGameState::Broadcast(net::WebSocketServer *ws) {
for (auto it = waiting_.begin(); it != waiting_.end(); ) {
// Check this first: if the callback ran, it was done before letting go.
bool dropped = it->result.use_count() == 1;
std::lock_guard<std::mutex> guard(it->result->lock);
if (!it->result->done && !dropped) {
++it;
continue;
}
bool failed = !it->result->done || it->result->status == SaveState::Status::FAILURE;
JsonWriter j;
j.begin();
j.writeString("event", failed ? "error" : it->event);
j.writeString("message", it->result->done ? it->result->message : "Savestate operation was dropped");
if (failed) {
j.writeInt("level", (int)LogLevel::LERROR);
}
if (!it->ticket.empty()) {
j.writeRaw("ticket", it->ticket);
}
j.end();
ws->Send(j.str());
it = waiting_.erase(it);
}
}
static uint32_t GetOwnProcessID() {
#if PPSSPP_PLATFORM(UWP)
return (uint32_t)GetCurrentProcessId();
#elif PPSSPP_PLATFORM(WINDOWS) && !defined(__MINGW32__)
return (uint32_t)_getpid();
#else
return (uint32_t)getpid();
#endif
}
DebuggerSubscriber *WebSocketGameInit(DebuggerEventHandlerMap &map) {
auto p = new WebSocketGameState();
map["game.reset"] = &WebSocketGameReset;
map["game.status"] = &WebSocketGameStatus;
map["game.state.load"] = [p](DebuggerRequest &req) { p->StateLoadSave(req, false); };
map["game.state.save"] = [p](DebuggerRequest &req) { p->StateLoadSave(req, true); };
map["game.speed.get"] = &WebSocketGameSpeedGet;
map["game.speed.set"] = &WebSocketGameSpeedSet;
map["version"] = &WebSocketVersion;
return p;
}
// Reset emulation (game.reset)
//
// Use this if you need to break on start and do something before the game starts.
//
// Parameters:
// - break: optional boolean, true to break CPU on start. Use cpu.resume afterward.
//
// Response (same event name) with no extra data or error.
void WebSocketGameReset(DebuggerRequest &req) {
bool needBreak = false;
if (!req.ParamBool("break", &needBreak, DebuggerParamType::OPTIONAL))
return;
// Route the boot-state check and the startBreak write to the CPU thread instead of poking at
// them directly from this WebSocket handler thread - see Core_RunOnCPUThread() in Core.h.
bool running = false;
Core_RunOnCPUThread([&] {
running = PSP_GetBootState() == BootState::Complete;
if (running && needBreak)
PSP_CoreParameter().startBreak = true;
});
if (!running)
return req.Fail("Game not running");
// We can only support async resets here. A lot of the stuff in init must happen on the EmuThread,
// and we are not on it here.
System_PostUIMessage(UIMessage::REQUEST_GAME_RESET);
req.Respond();
}
// Check game status (game.status)
//
// No parameters.
//
// Response (same event name):
// - game: null or an object with properties:
// - id: string disc ID (such as ULUS12345.)
// - version: string disc version.
// - title: string game title.
// - paused: boolean, true when gameplay is paused (not the same as stepping.)
void WebSocketGameStatus(DebuggerRequest &req) {
// Route the boot state and param SFO reads to the CPU thread instead of poking at them directly
// from this WebSocket handler thread - see Core_RunOnCPUThread() in Core.h.
Core_RunOnCPUThread([&] {
JsonWriter &json = req.Respond();
if (PSP_GetBootState() == BootState::Complete) {
json.pushDict("game");
json.writeString("id", g_paramSFO.GetDiscID());
json.writeString("version", g_paramSFO.GetValueString("DISC_VERSION"));
json.writeString("title", g_paramSFO.GetValueString("TITLE"));
json.pop();
} else {
json.writeNull("game");
}
json.writeBool("paused", GetUIState() == UISTATE_PAUSEMENU);
});
}
// Percentages are relative to 60 FPS, matching how the in-app settings present the alternative
// speeds (see GameSettingsScreen.cpp) - so a client and the UI agree on what "200%" means.
static int PercentToFps(int percent) {
return (percent * 60) / 100;
}
static int FpsToPercent(int fps) {
return (fps * 100) / 60;
}
// Fails the request if something else owns the speed right now, rather than accepting it and
// having FrameTimingLimit() quietly ignore it - silently doing nothing is the worst outcome for
// an automation client.
static bool CheckSpeedControlAllowed(DebuggerRequest &req) {
if (Achievements::HardcoreModeActive()) {
req.Fail("Speed control is not allowed in RetroAchievements hardcore mode");
return false;
}
if (!NetworkAllowSpeedControl()) {
req.Fail("Speed control is not allowed while connected to a network game");
return false;
}
return true;
}
static void WriteSpeedState(JsonWriter &json) {
json.writeBool("fastForward", PSP_CoreParameter().fastForward);
if (PSP_CoreParameter().fpsLimit == FPSLimit::DEBUGGER)
json.writeInt("percent", FpsToPercent(PSP_CoreParameter().debuggerFpsLimit));
else
json.writeNull("percent");
json.writeInt("limitFps", __DisplayGetFrameTimingLimit());
}
// Request the current emulation speed (game.speed.get)
//
// No parameters.
//
// Response (same event name):
// - fastForward: boolean, whether unlimited fast-forward is on.
// - percent: null, or the debugger's speed override as a percentage of 60 FPS.
// - limitFps: the frame rate throttling is actually aiming for, after fastForward, percent, the
// user's own alternative-speed hotkeys and any restrictions have all been applied. 0 means
// unlimited. This is the ground truth - prefer it over inferring from the other two.
void WebSocketGameSpeedGet(DebuggerRequest &req) {
// Route the reads to the CPU thread - these are what the frame timing consumes there.
Core_RunOnCPUThread([&] {
JsonWriter &json = req.Respond();
WriteSpeedState(json);
});
}
// Change the emulation speed (game.speed.set)
//
// Parameters (at least one required):
// - fastForward: optional boolean, run unlimited. Wins over 'percent' while on, same as the
// in-app fast-forward key.
// - percent: optional integer percentage of 60 FPS (100 = normal, 200 = double speed, 50 = half),
// or null to drop the override and go back to the game's normal rate. Must be at least 1 -
// use fastForward for unlimited rather than 0, so there's one way to say it.
//
// Response (same event name): the same fields as game.speed.get, after applying the change.
//
// Fails if RetroAchievements hardcore mode is active, or if connected to a network game without
// "allow speed control while connected" - in either case the setting would be ignored.
//
// Note this is a separate channel from the user's own alternative speeds (the CUSTOM1/CUSTOM2
// hotkeys and their settings): it deliberately doesn't touch g_Config, which is persisted per
// game, so a debugger session can't permanently change what the user configured.
void WebSocketGameSpeedSet(DebuggerRequest &req) {
const bool hasFastForward = req.HasParam("fastForward");
const bool hasPercent = req.HasParam("percent");
if (!hasFastForward && !hasPercent)
return req.Fail("Need at least one of 'fastForward' or 'percent'");
bool fastForward = false;
if (hasFastForward && !req.ParamBool("fastForward", &fastForward))
return;
// An explicit null clears the override; the parameter being absent leaves it alone.
const bool clearPercent = hasPercent && !req.HasParam("percent", true);
uint32_t percent = 0;
if (hasPercent && !clearPercent) {
if (!req.ParamU32("percent", &percent))
return;
if (percent < 1 || percent > 10000)
return req.Fail("Parameter 'percent' must be between 1 and 10000");
if (PercentToFps((int)percent) < 1)
return req.Fail("Parameter 'percent' is too small to produce a frame rate");
}
if (!CheckSpeedControlAllowed(req))
return;
// Route the writes to the CPU thread instead of poking at them directly from this WebSocket
// handler thread - see Core_RunOnCPUThread() in Core.h.
Core_RunOnCPUThread([&] {
if (hasFastForward)
PSP_CoreParameter().fastForward = fastForward;
if (clearPercent) {
// Only stand down from a limit we set ourselves - the user may have an alternative
// speed of their own active, and that isn't ours to cancel.
if (PSP_CoreParameter().fpsLimit == FPSLimit::DEBUGGER)
PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL;
PSP_CoreParameter().debuggerFpsLimit = 0;
} else if (hasPercent) {
PSP_CoreParameter().debuggerFpsLimit = PercentToFps((int)percent);
PSP_CoreParameter().fpsLimit = FPSLimit::DEBUGGER;
}
JsonWriter &json = req.Respond();
WriteSpeedState(json);
});
}
// Notify debugger version info (version)
//
// Parameters:
// - name: string indicating name of app or tool.
// - version: string version.
//
// Response (same event name):
// - name: string, "PPSSPP" unless some special build.
// - version: string, typically starts with "v" and may have git build info.
// - pid: unsigned integer, OS process id of this PPSSPP instance.
// - path: null, or string path of the executable/disc image currently loaded.
//
// pid and path are here so an automation client can confirm it's attached to the instance it
// meant to attach to. Ports aren't enough on their own: a leftover process may still be holding
// the one you asked for, and you'd never know you were driving the wrong emulator.
void WebSocketVersion(DebuggerRequest &req) {
std::string version = req.client->version;
if (!req.ParamString("version", &version, DebuggerParamType::OPTIONAL_LOOSE))
return;
std::string name = req.client->name;
if (!req.ParamString("name", &name, DebuggerParamType::OPTIONAL_LOOSE))
return;
req.client->version = version;
req.client->name = name;
// fileToStart is CPU-thread-owned (PSP_Shutdown clears it), so read it over there - see
// Core_RunOnCPUThread() in Core.h. The rest is constant and safe to read here.
std::string path;
Core_RunOnCPUThread([&] {
path = PSP_CoreParameter().fileToStart.ToString();
});
JsonWriter &json = req.Respond();
json.writeString("name", "PPSSPP");
json.writeString("version", PPSSPP_GIT_VERSION);
json.writeUint("pid", GetOwnProcessID());
if (path.empty())
json.writeNull("path");
else
json.writeString("path", path);
}