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The struct and its API only handle GPR indices today, but the naming
should stay general since this is expected to grow to cover other
register files too (e.g. FPU registers like $f10). Pure rename - no
behavior change:
- Core/Debugger/Breakpoints.{h,cpp}: RegBreakpoint struct, all
BreakpointManager Add/Remove/Change/Get/Exec/Has/Find*RegBreakpoint*
methods, regBreakpoints_/regBreakpointMask_ members.
- Core/Core.{h,cpp}: BreakReason::RegBreakpoint, "cpu.regBreakpoint"
break-reason string.
- Core/Debugger/WebSocket/BreakpointSubscriber.{h,cpp}: WebSocket
events cpu.gprBreakpoint.* -> cpu.regBreakpoint.*, matching
Add/Update/Remove/List handlers and params struct.
- Core/MIPS/MIPSTables.cpp: local variable names in the interpreter's
per-instruction breakpoint check.
- docs/WebSocketDebugger.md updated to match.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
179 lines
9.4 KiB
Markdown
179 lines
9.4 KiB
Markdown
# PPSSPP WebSocket Debugger
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PPSSPP has a JSON/WebSocket-based debugger and automation API, served from the
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same HTTP server used for "Remote ISO" disc sharing and file upload. It lets
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an external tool (a script, a web page, another editor/IDE) inspect and
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control a running emulation session: read/write memory, set breakpoints,
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step the CPU, read GE/GPU state, send fake input, tail the log, etc.
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This doc is a local reference, the user-facing documentation is on the website.
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## Where the code lives
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- `Core/WebServer.cpp` / `Core/WebServer.h` - the shared HTTP server (also
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used for Remote ISO and file upload). It owns the listening socket and
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dispatches `/debugger` requests.
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- `Core/Debugger/WebSocket.cpp` - upgrades the HTTP request to a WebSocket and
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runs the per-connection event loop (`HandleDebuggerRequest`).
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- `Core/Debugger/WebSocket/*.cpp/.h` - one "subscriber" or "broadcaster" per
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feature area (CPU, memory, GPU, HLE, input, breakpoints, ...). Each file's
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top comment documents its events in detail - this doc gives the overview
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and an index into those files.
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- `Core/Debugger/WebSocket/WebSocketUtils.h` - shared `DebuggerRequest`
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helper (parameter parsing, response/error helpers) and `DebuggerSubscriber`
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base class.
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- `Common/Net/WebsocketServer.h/.cpp` - the low-level WebSocket framing.
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## Transport
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- Runs on the same port as Remote ISO sharing (`g_Config.iRemoteISOPort`; `0`
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means "pick a free port automatically" - the actual bound port is written
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back to that config value and logged: `Listening on port N`).
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- URL path: `/debugger`.
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- WebSocket subprotocol: `debugger.ppsspp.org` (required - a plain HTTP GET
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to `/debugger` without a websocket Upgrade just redirects to the bundled
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web UI at `/debugger/index.html`).
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- Messages are JSON, both directions, always shaped as `{"event": "NAME", ...}`.
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- One WebSocket connection = one client; PPSSPP does not limit the number of
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simultaneous debugger connections.
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- The debugger only actually does anything while `WebServerFlags::DEBUGGER`
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is enabled (see "Enabling it" below) - the HTTP server itself may also be
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running for other reasons (Remote ISO, upload).
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## Message protocol
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Requests you send:
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```json
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{ "event": "cpu.status" }
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```
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Optionally include a `"ticket"` field (any JSON value) - PPSSPP echoes it
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back verbatim in the response/error, so you can correlate requests and
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responses when firing several at once. `Tools/wsdbg` (see below) assigns an
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incrementing integer ticket automatically.
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Responses use the *same* event name as the request:
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```json
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{ "event": "cpu.status", "ticket": 1, ... }
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```
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Responses are not always immediate - some handlers respond asynchronously.
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Errors look like this:
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```json
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{ "event": "error", "message": "...", "level": 2, "ticket": 1 }
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```
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`level` is a `LogLevel` (1=NOTICE, 2=ERROR, 3=WARN, 4=INFO, 5=DEBUG, 6=VERBOSE).
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PPSSPP also sends unsolicited ("broadcast") events with no request - see
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below.
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By convention, send a `version` event right after connecting (see
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`WebSocket/GameSubscriber.cpp`):
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```json
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{ "event": "version", "name": "my-tool", "version": "1.0" }
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```
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PPSSPP responds with its own name/version, and remembers yours (currently
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just for internal bookkeeping/future logging).
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## Broadcast (unsolicited) events
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Sent without you asking, whenever the underlying state changes:
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| Event | Sent when | Source |
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| `log` | A new log line is emitted | `LogBroadcaster.cpp` |
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| `game.start` | A game finishes booting | `GameBroadcaster.cpp` |
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| `game.quit` | The game is closed/reset | `GameBroadcaster.cpp` |
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| `game.pause` / `game.resume` | User opens/leaves the pause menu | `GameBroadcaster.cpp` |
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| `cpu.stepping` | CPU enters a stepping/break state | `SteppingBroadcaster.cpp` |
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| `cpu.resume` | CPU resumes from stepping | `SteppingBroadcaster.cpp` |
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| `input.buttons` | Any emulated button changes state | `InputBroadcaster.cpp` |
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| `input.analog` | An analog stick position changes | `InputBroadcaster.cpp` |
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A client can opt out of specific broadcast categories with
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`broadcast.config.set` (`{"disallowed": {"logger": true, "game": true, "stepping": true, "input": true}}`),
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see `ClientConfigSubscriber.cpp`. `gpu.stats.feed` (see below) works the same
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way for periodic GPU stats.
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## Request/response event catalog
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Full details (parameters, response shape) are documented as comments above
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each handler in the corresponding `Core/Debugger/WebSocket/*Subscriber.cpp`
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file - this is just an index.
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| Category | Events | File |
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| Game/version | `game.reset`, `game.status`, `version` | `GameSubscriber.cpp` |
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| CPU core | `cpu.stepping`, `cpu.resume`, `cpu.status`, `cpu.getAllRegs`, `cpu.getReg`, `cpu.setReg`, `cpu.evaluate` | `CPUCoreSubscriber.cpp` |
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| Stepping | `cpu.stepInto`, `cpu.stepOver`, `cpu.stepOut`, `cpu.runUntil`, `cpu.nextHLE` | `SteppingSubscriber.cpp` |
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| 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` |
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| Memory read/write | `memory.read_u8/u16/u32`, `memory.read`, `memory.readString`, `memory.write_u8/u16/u32`, `memory.write` | `MemorySubscriber.cpp` |
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| 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` |
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| Memory info/annotations | `memory.mapping`, `memory.info.config/set/list/search` | `MemoryInfoSubscriber.cpp` |
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| Disassembly | `memory.base`, `memory.disasm`, `memory.searchDisasm`, `memory.assemble` | `DisasmSubscriber.cpp` |
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| HLE | `hle.thread.list/wake/stop`, `hle.func.list/add/remove/removeRange/rename/scan`, `hle.module.list`, `hle.backtrace` | `HLESubscriber.cpp` |
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| 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` |
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| GPU stats | `gpu.stats.get`, `gpu.stats.feed` | `GPUStatsSubscriber.cpp` |
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| GPU recording | `gpu.record.dump` | `GPURecordSubscriber.cpp` |
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| GPU buffers | `gpu.buffer.screenshot`, `gpu.buffer.renderColor/renderDepth/renderStencil`, `gpu.buffer.texture`, `gpu.buffer.clut` | `GPUBufferSubscriber.cpp` |
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| Input injection | `input.buttons.send`, `input.buttons.press`, `input.analog.send` | `InputSubscriber.cpp` |
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| Replay | `replay.begin/abort/flush/execute/status`, `replay.time.get/set` | `ReplaySubscriber.cpp` |
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| Client config | `broadcast.config.get/set` | `ClientConfigSubscriber.cpp` |
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## Enabling it
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- **UI**: Settings > Tools > Developer Tools > "Allow remote debugger"
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checkbox (`UI/DeveloperToolsScreen.cpp`). The "Local Server Port" slider on
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the Networking screen sets the port (shared with Remote ISO sharing; `0` =
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auto-pick).
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- **Config**: `RemoteDebuggerOnStartup=true` in `ppsspp.ini`
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(`g_Config.bRemoteDebuggerOnStartup`) starts it automatically on launch
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(`UI/NativeApp.cpp`).
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- **Command line** (both application and headless builds): `--debugger=PORT`
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(`0` = pick a port automatically) - a shared auto-param in
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`Core/CmdLine.cpp`/`.h` (`CmdLineMode::Both`). `ApplyToConfig()` sets
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`iRemoteISOPort`/`bRemoteDebuggerOnStartup` for that run without persisting
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them to the config file.
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- On the **application** build this is exactly like ticking "Allow remote
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debugger" - the game boots and runs normally, debugger listening
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alongside it.
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- On the **headless** build (`headless/Headless.cpp`) it additionally
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forces `coreParameter.startBreak = true`, so the CPU halts before
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running anything - useful for setting breakpoints before launch.
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## Discovery
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For LAN auto-discovery (mainly useful for mobile), the server periodically
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reports its `(local ip, port)` to `report.ppsspp.org/match/update` (see `RegisterServer()` in
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`Core/WebServer.cpp`). Clients can query `report.ppsspp.org/match/list` to
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get a list of candidate endpoints on the same network and try connecting to
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each in turn.
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## The bundled web-based JS debugger
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`assets/debugger/` is a git submodule
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(`https://github.com/unknownbrackets/ppsspp-debugger.git`, `bundled` branch -
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see `.gitmodules`) containing a prebuilt React app. PPSSPP serves it directly
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at `/debugger/` (`Core/WebServer.cpp`'s `HandleFallback`/`ServeAssetFile`),
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so opening `http://<ip>:<port>/debugger/` in a browser gets you a full GUI
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debugger for free. The actual editable source lives in a different branch of
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that same repo (the `bundled` branch only holds the built output that gets
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checked in here).
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From reading the minified bundle (`assets/debugger/static/js/main.*.js`),
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it connects like this:
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- Manual connect: `new WebSocket("ws://ip:port/debugger", "debugger.ppsspp.org")`.
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- Auto connect: `fetch("//report.ppsspp.org/match/list")` for a list of
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`{ip, port}` candidates (as registered by `RegisterServer()` above), then
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tries each with the same WebSocket call until one succeeds.
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## Talking to it yourself
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- `scripts/websocket-test.py` - old minimal Python one-shot script (needs the
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`websocket-client` pip package).
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- `Tools/wsdbg/` - a small Rust CLI/REPL client for this session's work (see
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`Tools/wsdbg/README.md`): connects, does the `version` handshake, and lets
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you fire off events by hand or from a one-shot command line, printing
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responses and broadcasts as they arrive. Built and smoke-tested against a
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live PPSSPP instance while writing this doc.
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