Files
ppsspp/docs/WebSocketDebugger.md
T
Henrik RydgårdandClaude Opus 5 05f5668dfe Save symbols outside any module to a per-game file, and only save real names
Module symbols are keyed by module+crc so they're shared by every game that
loads that module. But symbols the user attaches to addresses that aren't in
any module - the heap, the stack, scratchpad, a hardware register, typically
after a memory.search - describe one game's own memory layout and are worthless
to any other game. Those now go to PSP/SYSTEM/SYMBOLS/<gameID>_syms.ppsym.

They're module index 0 ("absolute"), which already round-trips through the
existing per-module code: GetModuleRelativeAddr/GetModuleAbsoluteAddr are
identity for it, so the file format is unchanged, just with absolute addresses.
SaveModuleSymbols only needed to stop requiring a ModuleEntry. Auto-load/save
hang off CPU_Init/CPU_Shutdown rather than module load/unload, gated on the same
bAutoSaveLoadSymbols setting - and deliberately not on SYSPROP_HAS_DEBUGGER,
which only the Windows port reports true for, so LoadSymbolsIfSupported next to
it does nothing at all on headless. hle.game.saveSymbols/loadSymbols expose it.

Four things found while doing it:

- Symbols outside any module were being dropped on the floor. AddFunction/
  AddData/AddLabel take moduleIndex -1 as "work it out", pass it to
  GetModuleIndex(), and store whatever comes back - but that returns -1 when no
  module contains the address, and -1 is never an active module, so the symbol
  never reached the active maps: invisible to every lookup and to any save.
  hle.data.add had spotted this and normalized -1 to 0 locally; nothing else
  did, so e.g. hle.func.add outside a module silently did nothing. Fixed
  centrally in a new ResolveModuleIndex() the three of them share.
  (This only became reachable with the GetModuleIndex() fix in 29a38af37e -
  before that it returned a wrong-but-valid module index instead.)

- The saved files were almost entirely noise. Every function the analyzer finds
  is named z_un_<addr> and every import stub zz_<name>, both regenerated from
  scratch on each load. One real module wrote 13KB - 443 unnamed functions and
  64 stub names - for the four names a human had actually chosen. Worse, on the
  next run those were loaded back as authoritative and would beat the module's
  own symbols to the address. Now only names that aren't regenerated get saved,
  and a module with none writes no file at all (and removes a stale one, so
  deleting a symbol sticks). That module's file went 13020 -> 81 bytes.

- LoadModuleSymbols trusted the addresses in the file. It's meant to be
  hand-edited and can outlive the build it came from, so relative addresses past
  the end of the module are now skipped with a warning instead of landing at
  nonsense addresses.

- AddFunction and AddData both erased the map entry they were updating and then
  read back through the now-dangling iterator to refresh the active copy. Only
  latent: the refresh is guarded on the active copy's module matching the new
  one, which is false exactly when the erase happens. Re-point the iterator at
  the entry's new home instead, so it can't rot if that guard ever changes.
  AddLabel already did the equivalent correctly, via a local copy.

Filename sanitizing goes through SanitizeString with a new FileName restriction
rather than being open-coded; unlike the existing restrictions it substitutes
'_' instead of dropping, so two module names can't collapse onto one file.

Verified end to end on headless with cpu_alu.prx: named a function inside the
module and data/functions in scratchpad and the heap, let it exit, checked both
files, rebooted and confirmed all of it came back at the right addresses.
Unit tests 51/51, pspautotests 314/314.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
2026-08-17 16:53:48 +02:00

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12 KiB
Markdown

# 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:
```json
{ "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:
```json
{ "event": "cpu.status", "ticket": 1, ... }
```
Responses are not always immediate - some handlers respond asynchronously.
Errors look like this:
```json
{ "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`):
```json
{ "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` |
| `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}}`),
see `ClientConfigSubscriber.cpp`. `gpu.stats.feed` (see below) works the same
way for periodic GPU stats.
## 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`, `version` | `GameSubscriber.cpp` |
| CPU core | `cpu.stepping`, `cpu.resume`, `cpu.status`, `cpu.getAllRegs`, `cpu.getReg`, `cpu.setReg`, `cpu.evaluate` | `CPUCoreSubscriber.cpp` |
| Stepping | `cpu.stepInto`, `cpu.stepOver`, `cpu.stepOut`, `cpu.runUntil`, `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` | `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` | `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.