Files
ppsspp/Core/CmdLine.h
T
Henrik RydgårdandClaude Opus 5 e8fa4e3f56 headless: split --timeout into --timeout-wall and --timeout-emulated
--timeout was wall-clock seconds, which is what CI wants but not what you want
when the question is whether the game has had long enough to get somewhere: a
heavy scene runs many times slower than real time and a near-idle one much
faster, so the same budget means very different amounts of game time. Booting a
firmware VSH is a good example - 10 emulated seconds is about 25 real ones on
6.61 and about 7 on 2.00, and judging those two by the same wall-clock number
makes a working shell look stuck.

Both limits can be set at once and whichever is reached first ends the run,
which also says which one it was. --timeout still works as the old name for
--timeout-wall. The IsDebuggerPresent() exemption stays on the wall-clock check
only; the emulated one doesn't need it, since sitting at a native breakpoint
burns no emulated time.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-17 16:01:47 -06:00

192 lines
8.0 KiB
C++

#pragma once
#include <optional>
#include "Common/Log.h"
#include "Core/ConfigValues.h"
enum class CommandLineParseResult {
Continue,
Exit,
Error,
};
enum class CmdLineMode {
Both,
Application,
Headless,
};
// We collect command line options in this struct, then we apply it to the config after it's been loaded.
// This parser is shared between regular PPSSPP and headless, so there are some options that are only useful
// in one of them.
// When adding new options, don't forget to update g_autoParams in CmdLine.cpp (or write manual parsing).
struct CommandLineOptions {
// If returns CommandLineParseResult::Exit or ::Error, the program should exit immediately (with an error return code if Error).
CommandLineParseResult Parse(int argc, const char *argv[], CmdLineMode mode = CmdLineMode::Application);
void ApplyToConfig() const;
int PrintUsage(const char *progname, const char *situationText) const;
CmdLineMode mode;
std::optional<bool> fullscreen;
std::optional<GPUBackend> gpuBackend;
std::optional<bool> softwareRendering;
std::optional<bool> enableLogging;
std::optional<LogLevel> logLevel; // Override log level with this.
std::optional<std::string> log;
std::vector<std::string> bootFilenames;
std::optional<CPUCore> cpuCore;
std::optional<std::string> startScreen;
std::optional<bool> escapeExit;
std::optional<bool> pauseMenuExit;
// Enables the WebSocket debugger on startup, on this port (0 = pick automatically).
// Also breaks the CPU at start in the headless build. See docs/WebSocketDebugger.md.
std::optional<int> debuggerPort;
// Same, but without breaking at the entry point first.
std::optional<int> debuggerRunPort;
// The port either of the two debugger options asked for, if any.
std::optional<int> DebuggerPort() const {
return debuggerPort.has_value() ? debuggerPort : debuggerRunPort;
}
// --debugger waits at the entry point for a client to drive it; --debugger-run doesn't.
bool DebuggerBreaksAtStart() const {
return debuggerPort.has_value();
}
// Overrides g_Config.bAutoSaveLoadSymbols for this run only (see SymbolMap::SaveModuleSymbols/
// LoadModuleSymbols and Core/HLE/sceKernelModule.cpp) - handy for headless runs that want
// symbol names without persisting the setting via Settings > Developer Tools.
std::optional<bool> autoSaveLoadSymbols;
// Attempts to boot the vsh, which will only work if the correct files are present in the flash
// and once we've fixed all the bugs. This is just here to allow testing.
std::optional<bool> bootVSH;
std::optional<std::string> appendConfig;
std::optional<std::string> root; // This is supposed to configure host0:.
std::optional<std::string> nand; // Set the root nand directory (one level above flash0, ...)
// Memory stick root (the directory containing PSP/GAME, PSP/SYSTEM, ...). Mainly for headless,
// which otherwise always uses "memstick" next to the executable - so testing a real game there
// meant copying it in. Points at the same layout the app uses, so the two can share one.
std::optional<std::string> memStick;
std::optional<std::string> stateToLoad;
std::optional<std::string> stateToSave;
// Headless: unpack the firmware inside an official updater EBOOT.PBP (given as the boot
// filename) into this directory, then exit without booting anything.
// See Core/Util/PSARUnpack.h - the API can also filter to a subfolder, which the command line
// deliberately doesn't expose since the in-app use is specifically flash0:/font.
std::optional<std::string> unpackUpdater;
// Headless: which PSP model the unpacker resolves names against - "01g".."12g", or "any"
// (the default) to take whatever file list names each file first.
std::optional<std::string> unpackUpdaterModel;
std::optional<std::string> unpackUpdaterFilter;
// Headless: install the firmware bundled on the disc being booted into a scratch NAND, and
// boot against that.
std::optional<bool> firmwareFromDisc;
// Bitmask of DisableHLEFlags: run the real firmware module instead of our HLE for those
// libraries. Needs a firmware dump under the NAND directory.
std::optional<int> disableHLE;
// Headless: install the game update in a .pkg (given as the boot filename) into this
// directory, then exit without booting anything. The directory is the game folder itself -
// the app puts that under PSP/GAME/<DISC_ID>, but here the caller picks. See
// Core/Util/PkgUnpack.h.
std::optional<std::string> installPkg;
// Headless: load one PRX standalone (no game) and write a reverse-engineering report -
// module header, exports/imports, per-function disassembly and a call graph - then exit.
// See headless/ReverseEngineer.cpp.
std::optional<std::string> reModule;
// Where the report goes. Defaults to "re-out" next to the current directory.
std::optional<std::string> reOut;
// Only disassemble this one function, by name or "0x08801234".
std::optional<std::string> reFunc;
// A .ppsym file of already-known names to apply before dumping, so the disassembly comes
// out readable. Module-relative, same format the emulator saves.
std::optional<std::string> reSyms;
// Headless: analyze --re-module as a flat code image loaded at this address instead of as a
// PRX. The decrypted ME images are raw MIPS with no ELF around them; the address they were
// linked for is recoverable from their own jal targets.
std::optional<std::string> reRawBase;
// Headless: decrypt one encrypted PSP file (a tagged PRX, or an ME image from
// flash0:/kd/resource) to --re-decrypt-out and exit. Nothing is loaded or run.
std::optional<std::string> reDecrypt;
// Where the plaintext goes. Defaults to "decrypted.bin".
std::optional<std::string> reDecryptOut;
std::optional<int> memReadAction;
std::optional<int> memWriteAction;
std::optional<int> breakAction;
// Log a native stack trace (Windows only) on an otherwise-unhandled access violation.
std::optional<bool> logNativeCrashes;
// SDL only: Option to force a specific OpenGL version (42="4.2",
// etc.; -1 means "try them all").
// Implemented as a workaround for https://github.com/hrydgard/ppsspp/issues/20687
// NOTE: this is currently not persistent (doesn't
// go to config), even though --graphics=openglX.Y
// also sets the GPU backend which does persist.
int force_gl_version = -1;
#ifndef _DEBUG
bool showLogWindow = false;
#else
bool showLogWindow = true;
#endif
std::string configFilename = "";
std::string controlsConfigFilename = "";
bool optionS = false; // a legacy option
std::optional<bool> oldAtrac;
// Headless options that may also be mildly useful in application mode
std::optional<int> resolutionScale;
// Headless options
std::optional<bool> compare;
std::optional<bool> bench;
std::optional<bool> verbose;
// Two independent limits on a headless run, either or both may be set - whichever is reached
// first stops it. Wall-clock is what CI wants (a test that hangs must not hang the machine);
// emulated is what you want when the question is "has the game had long enough", since a
// heavy scene can run tens of times slower than real time and a near-idle one much faster.
std::optional<double> timeoutWall;
std::optional<double> timeoutEmulated;
std::optional<bool> printEqualLines;
std::optional<std::string> screenshotFilename;
std::optional<std::string> screenshotFilenameSave;
std::optional<std::string> screenshotFilenameDiff;
// Headless: preserve the alpha channel when saving PNG screenshots.
std::optional<bool> screenshotSaveKeepAlpha;
// Headless: mount an ISO/CSO on umd1:.
std::optional<std::string> mountIso;
// Headless: also log through OutputDebugString (Windows).
std::optional<bool> odsLog;
// Headless: maximum allowed MSE error for screenshot comparison.
std::optional<double> maxScreenshotError;
// Headless: test names to skip. May be specified more than once.
std::vector<std::string> ignoredTests;
// Headless: generate C++ interpreter dispatch code to stdout and exit.
std::optional<bool> generateInterpreterDispatch;
// SDL only.
std::optional<int> xres;
std::optional<int> yres;
std::optional<double> dpi;
std::optional<double> scale;
};