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GameBroadcaster and SteppingBroadcaster ran per connection on the WebSocket thread, so every connected debugger was reading pc, the tick count, coreState, the UI state and the param SFO out from under the CPU thread on every lap of its loop - up to 1000 times a second in high-activity mode. Inverted: the CPU thread notices the transition once in WebSocketDebuggerTick(), formats the event there, and drops it into a per-connection mailbox that the connection's own thread drains and sends. Same events, same conditions, no core reads off the CPU thread, and no per-connection polling of emulator state. The tick hangs off Core_ProcessCPUQueue(), the one function reliably called on the CPU thread both in game (Core_RunLoopUntil) and at the menu (NativeFrame). It polls even with nothing connected, since skipping would let the "previous state" go stale and fire a bogus event at whoever connects next. Behavior preserved including the awkward bit: a debugger that connects while the CPU is already stopped still gets an immediate cpu.stepping, which used to fall out of SteppingBroadcaster's counter starting at 0. That's now an explicit per-connection prime instead of an accident. Part of removing the WebSocket debugger's lifecycleLock. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
332 lines
11 KiB
C++
332 lines
11 KiB
C++
// Copyright (c) 2017- 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 <algorithm>
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#include <mutex>
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#include <condition_variable>
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#include <vector>
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#include "Common/Thread/ThreadUtil.h"
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#include "Common/TimeUtil.h"
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#include "Core/Core.h"
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#include "Core/Debugger/WebSocket.h"
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#include "Core/Debugger/WebSocket/WebSocketUtils.h"
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// This WebSocket (connected through the same port as disc sharing) allows API/debugger access to PPSSPP.
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// Currently, the only subprotocol "debugger.ppsspp.org" uses a simple JSON based interface.
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//
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// Messages to and from PPSSPP follow the same basic format:
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// { "event": "NAME", ... }
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//
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// And are primarily of these types:
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// * Events from the debugger/client (you) to PPSSPP
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// If there's a response, it will generally use the same name. It may not be immedate - it's an event.
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// * Spontaneous events from PPSSPP
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// Things like logs, breakpoint hits, etc. not directly requested.
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//
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// Otherwise you may see error events which indicate PPSSPP couldn't understand or failed internally:
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// - "event": "error"
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// - "message": A string describing what happened.
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// - "level": Integer severity level. (1 = NOTICE, 2 = ERROR, 3 = WARN, 4 = INFO, 5 = DEBUG, 6 = VERBOSE)
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// - "ticket": Optional, present if in response to an event with a "ticket" field, simply repeats that value.
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//
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// At start, please send a "version" event. See WebSocket/GameSubscriber.cpp for more details.
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//
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// For other events, look inside Core/Debugger/WebSocket/ for details on each event.
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#include "Core/Debugger/WebSocket/GameBroadcaster.h"
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#include "Core/Debugger/WebSocket/InputBroadcaster.h"
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#include "Core/Debugger/WebSocket/LogBroadcaster.h"
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#include "Core/Debugger/WebSocket/SteppingBroadcaster.h"
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#include "Core/Debugger/WebSocket/BreakpointSubscriber.h"
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#include "Core/Debugger/WebSocket/CPUCoreSubscriber.h"
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#include "Core/Debugger/WebSocket/DisasmSubscriber.h"
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#include "Core/Debugger/WebSocket/GameSubscriber.h"
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#include "Core/Debugger/WebSocket/GPUBufferSubscriber.h"
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#include "Core/Debugger/WebSocket/GPUDisasmSubscriber.h"
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#include "Core/Debugger/WebSocket/GPURecordSubscriber.h"
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#include "Core/Debugger/WebSocket/GPUStatsSubscriber.h"
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#include "Core/Debugger/WebSocket/HLESubscriber.h"
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#include "Core/Debugger/WebSocket/InputSubscriber.h"
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#include "Core/Debugger/WebSocket/MemoryInfoSubscriber.h"
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#include "Core/Debugger/WebSocket/MemorySubscriber.h"
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#include "Core/Debugger/WebSocket/ReplaySubscriber.h"
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#include "Core/Debugger/WebSocket/SteppingSubscriber.h"
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#include "Core/Debugger/WebSocket/ClientConfigSubscriber.h"
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typedef DebuggerSubscriber *(*SubscriberInit)(DebuggerEventHandlerMap &map);
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static const std::vector<SubscriberInit> subscribers({
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&WebSocketBreakpointInit,
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&WebSocketCPUCoreInit,
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&WebSocketDisasmInit,
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&WebSocketGameInit,
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&WebSocketGPUBufferInit,
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&WebSocketGPUDisasmInit,
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&WebSocketGPURecordInit,
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&WebSocketGPUStatsInit,
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&WebSocketHLEInit,
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&WebSocketInputInit,
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&WebSocketMemoryInfoInit,
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&WebSocketMemoryInit,
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&WebSocketReplayInit,
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&WebSocketSteppingInit,
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&WebSocketClientConfigInit,
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});
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// To handle webserver restart, keep track of how many running.
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static volatile int debuggersConnected = 0;
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static volatile bool stopRequested = false;
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static std::mutex stopLock;
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static std::condition_variable stopCond;
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// Prevent threading surprises and obscure crashes by locking startup/shutdown.
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static bool lifecycleLockSetup = false;
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static std::mutex lifecycleLock;
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static void UpdateConnected(int delta) {
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std::lock_guard<std::mutex> guard(stopLock);
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debuggersConnected += delta;
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stopCond.notify_all();
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}
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// Per-connection mailbox for events the CPU thread produces (cpu.stepping, game.start, ...).
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//
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// These used to be polled per connection from the WebSocket thread, which meant every connected
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// debugger was reading pc, the tick count, the UI state and the param SFO out from under the CPU
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// thread on every lap of its loop. Now the CPU thread notices the transition once, formats the
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// event, and drops it in here; the connection's own thread just drains and sends.
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struct DebuggerEventSink {
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std::mutex lock;
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std::vector<std::pair<const char *, std::string>> pending;
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// A debugger that connects while the CPU is already stopped still wants to hear about it.
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bool needsSteppingPrime = true;
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void Push(const char *category, std::string json) {
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std::lock_guard<std::mutex> guard(lock);
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pending.emplace_back(category, std::move(json));
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}
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void Take(std::vector<std::pair<const char *, std::string>> *out) {
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std::lock_guard<std::mutex> guard(lock);
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out->swap(pending);
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pending.clear();
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}
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};
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static std::mutex g_sinkLock;
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static std::vector<DebuggerEventSink *> g_sinks;
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static void RegisterSink(DebuggerEventSink *sink) {
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std::lock_guard<std::mutex> guard(g_sinkLock);
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g_sinks.push_back(sink);
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}
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static void UnregisterSink(DebuggerEventSink *sink) {
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std::lock_guard<std::mutex> guard(g_sinkLock);
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g_sinks.erase(std::remove(g_sinks.begin(), g_sinks.end(), sink), g_sinks.end());
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}
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void WebSocketDebuggerTick() {
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// Poll unconditionally, even with nothing connected: these track transitions, and skipping them
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// would let the "previous" state go stale and fire a bogus event at whoever connects next.
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const std::string gameEvent = GameBroadcaster::PollChange();
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const std::string steppingEvent = SteppingBroadcaster::PollChange();
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std::lock_guard<std::mutex> guard(g_sinkLock);
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if (g_sinks.empty())
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return;
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std::string steppingPrime;
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for (DebuggerEventSink *sink : g_sinks) {
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if (sink->needsSteppingPrime) {
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sink->needsSteppingPrime = false;
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// Only format it if somebody actually needs it.
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if (steppingPrime.empty())
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steppingPrime = SteppingBroadcaster::CurrentState();
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if (!steppingPrime.empty())
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sink->Push("stepping", steppingPrime);
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continue;
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}
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if (!gameEvent.empty())
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sink->Push("game", gameEvent);
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if (!steppingEvent.empty())
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sink->Push("stepping", steppingEvent);
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}
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}
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static void WebSocketNotifyLifecycle(CoreLifecycle stage) {
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switch (stage) {
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case CoreLifecycle::STARTING:
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case CoreLifecycle::STOPPING:
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case CoreLifecycle::MEMORY_REINITING:
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if (debuggersConnected > 0) {
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DEBUG_LOG(Log::System, "Waiting for debugger to complete on shutdown");
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}
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// Keep draining the CPU queue while we wait, instead of a plain blocking lock(). We're on
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// the CPU thread here, and a debugger thread holding this lock may be parked inside
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// Core_RunOnCPUThread() waiting for us to run its callback - so blocking outright means
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// neither side can ever move. Core state is still fully alive at this point (STOPPING is
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// notified before CPU_Shutdown), so running those callbacks now is safe.
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while (!lifecycleLock.try_lock()) {
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Core_ProcessCPUQueue();
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sleep_ms(1, "debugger-lifecycle");
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}
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break;
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case CoreLifecycle::START_COMPLETE:
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case CoreLifecycle::STOPPED:
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case CoreLifecycle::MEMORY_REINITED:
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lifecycleLock.unlock();
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if (debuggersConnected > 0) {
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DEBUG_LOG(Log::System, "Debugger ready for shutdown");
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}
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break;
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}
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}
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static void SetupDebuggerLock() {
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if (!lifecycleLockSetup) {
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Core_ListenLifecycle(&WebSocketNotifyLifecycle);
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lifecycleLockSetup = true;
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}
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}
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void HandleDebuggerRequest(const http::ServerRequest &request) {
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SetCurrentThreadName("WebSocketDebugger");
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net::WebSocketServer *ws = net::WebSocketServer::CreateAsUpgrade(request, "debugger.ppsspp.org");
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if (!ws) {
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return;
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}
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UpdateConnected(1);
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SetupDebuggerLock();
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WebSocketClientInfo client_info;
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auto& disallowed_config = client_info.disallowed;
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LogBroadcaster logger;
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InputBroadcaster input;
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DebuggerEventSink sink;
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RegisterSink(&sink);
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DebuggerEventHandlerMap eventHandlers;
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std::vector<DebuggerSubscriber *> subscriberData;
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for (auto init : subscribers) {
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std::lock_guard<std::mutex> guard(lifecycleLock);
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subscriberData.push_back(init(eventHandlers));
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}
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// There's a tradeoff between responsiveness to incoming events, and polling for changes.
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int highActivity = 0;
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ws->SetTextHandler([&](const std::string &t) {
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JsonReader reader(t.c_str(), t.size());
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if (!reader.ok()) {
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ws->Send(DebuggerErrorEvent("Bad message: invalid JSON", LogLevel::LERROR));
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return;
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}
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const JsonGet root = reader.root();
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const char *event = root ? root.getStringOr("event", nullptr) : nullptr;
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if (!event) {
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ws->Send(DebuggerErrorEvent("Bad message: no event property", LogLevel::LERROR, root));
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return;
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}
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DEBUG_LOG(Log::Debugger, "WS: Handling '%s'", event);
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DebuggerRequest req(event, ws, root, &client_info);
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auto eventFunc = eventHandlers.find(event);
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if (eventFunc != eventHandlers.end()) {
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std::lock_guard<std::mutex> guard(lifecycleLock);
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eventFunc->second(req);
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if (!req.Finish()) {
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// Poll more frequently for a second in case this triggers something.
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highActivity = 1000;
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}
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} else {
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req.Fail("Bad message: unknown event");
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}
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});
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ws->SetBinaryHandler([&](const std::vector<uint8_t> &d) {
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ERROR_LOG(Log::Debugger, "Received binary WebSocket frame, not supported");
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ws->Send(DebuggerErrorEvent("Bad message: binary WebSocket frames are not supported", LogLevel::LERROR));
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});
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// Don't out-line the highActivity check, it needs to recompute on every lap.
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constexpr float lowActivityPollTimeStep = 1.0f / 60.0f;
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constexpr float highActivityPollTimeStep = 1.0f / 1000.0f;
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while (ws->Process(highActivity ? highActivityPollTimeStep : lowActivityPollTimeStep)) {
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std::lock_guard<std::mutex> guard(lifecycleLock);
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// These send events that aren't just responses to requests
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// The client can explicitly ask not to be notified about some events
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// so we check the client settings first
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if (!disallowed_config["logger"])
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logger.Broadcast(ws);
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if (!disallowed_config["input"])
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input.Broadcast(ws);
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// Whatever the CPU thread queued up for us since last lap.
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std::vector<std::pair<const char *, std::string>> events;
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sink.Take(&events);
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for (const auto &ev : events) {
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if (!disallowed_config[ev.first])
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ws->Send(ev.second);
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}
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for (size_t i = 0; i < subscribers.size(); ++i) {
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if (subscriberData[i]) {
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subscriberData[i]->Broadcast(ws);
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}
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}
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if (stopRequested) {
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ws->Close(net::WebSocketClose::GOING_AWAY);
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}
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if (highActivity > 0) {
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highActivity--;
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}
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}
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UnregisterSink(&sink);
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std::lock_guard<std::mutex> guard(lifecycleLock);
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for (size_t i = 0; i < subscribers.size(); ++i) {
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delete subscriberData[i];
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}
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delete ws;
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request.In()->Discard();
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UpdateConnected(-1);
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}
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void StopAllDebuggers() {
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std::unique_lock<std::mutex> guard(stopLock);
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while (debuggersConnected != 0) {
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stopRequested = true;
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stopCond.wait(guard);
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}
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// Reset it back for next time.
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stopRequested = false;
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}
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