Files
ppsspp/Core/Debugger/WebSocket.h

56 lines
2.2 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/.
#pragma once
namespace http {
class ServerRequest;
}
void HandleDebuggerRequest(const http::ServerRequest &request);
// Note: blocks.
void StopAllDebuggers();
struct BreakpointHit;
#ifdef __LIBRETRO__
// The WebSocket debugger isn't built for libretro (no HTTP server there - see WebServer.h), so
// these calls from Core.cpp/Debugger/Breakpoints.cpp resolve to harmless no-ops instead.
inline void WebSocketDebuggerTick() {}
inline bool WebSocketDebuggerHasClients() { return false; }
inline void WebSocketNotifyBreakpointHit(const BreakpointHit &hit) {}
#else
// Notices emulator state changes (cpu.stepping, game.start, ...) and pushes the resulting events to
// connected debuggers, so their own threads never have to read that state themselves. CPU thread
// only; cheap, and safe to call with no debugger connected (it still has to track transitions).
void WebSocketDebuggerTick();
// Whether it's worth building a BreakpointHit at all. False whenever no debugger is connected,
// which is the overwhelmingly common case and the one that must stay free - a log-only breakpoint
// in a hot loop runs this per hit.
bool WebSocketDebuggerHasClients();
// Reports a breakpoint hit to every connected debugger as "cpu.breakpoint.hit", whether or not it
// stopped the CPU. That's what makes log-only breakpoints usable for automation: previously their
// only trace was a log line. CPU thread only.
void WebSocketNotifyBreakpointHit(const BreakpointHit &hit);
#endif