broadcast.config.set rejected "game" and "stepping" as unsupported, though both are documented and both are real broadcasters. The valid keys are whatever already exists in the client's disallowed map, and that map starts empty and only grows as a side effect of operator[] the first time each category broadcasts - so which keys were accepted depended on what had happened to fire yet. "logger" and "input" work because the broadcast loop touches them every lap; "game" and "stepping" only appear once one actually occurs. Seed all four at connection setup. Unknown keys are still refused, which is the useful half of the old behaviour. The numeric memory reads answered with "value" while cpu.getReg and cpu.getAllRegs answer with "uintValue". Nothing marks which is which, so a client that guesses gets a missing key - and one that defaults a missing key to zero silently reports plausible nonsense, which cost real time during the CrossCraft investigation (an empty vtable that wasn't). Write both names. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
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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/debuggerrequests.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- sharedDebuggerRequesthelper (parameter parsing, response/error helpers) andDebuggerSubscriberbase class.Common/Net/WebsocketServer.h/.cpp- the low-level WebSocket framing.
Transport
- Runs on the same port as Remote ISO sharing (
g_Config.iRemoteISOPort;0means "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/debuggerwithout 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::DEBUGGERis enabled (see "Enabling it" below) - the HTTP server itself may also be running for other reasons (Remote ISO, upload).
Message protocol
Requests you send:
{ "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:
{ "event": "cpu.status", "ticket": 1, ... }
Responses are not always immediate - some handlers respond asynchronously.
Every request gets exactly one reply: either a response, or an error. A
handler whose real result arrives later (cpu.stepInto, cpu.resume,
gpu.stats.feed, ...) is acknowledged with an empty response carrying your
ticket, and the event reporting the actual outcome (cpu.stepping, ...)
follows separately. So a client can always correlate request to reply without
keeping a list of events that don't answer, and "no reply" unambiguously means
the request is still being processed.
Errors look like this:
{ "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):
{ "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 (reports ticks plus us, emulated microseconds, and clockHz - use us to line up with wall-clock timings, since games change the clock frequency and the ticks-per-second ratio isn't fixed), cpu.getAllRegs, cpu.getReg, cpu.setReg, cpu.evaluate |
CPUCoreSubscriber.cpp |
| Stepping | cpu.stepInto, cpu.stepOver, cpu.stepOut, cpu.runUntil, cpu.runUntilTime (run until a point in emulated time - us absolute or relativeUs from now - and break there; this is how to get a scripted repro reproducibly "N seconds into the game" instead of polling cpu.status in a loop), 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. The numeric ones report the result as both value and uintValue - the latter is what cpu.getReg/cpu.getAllRegs call it, so a client can read either without caring which event answered |
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=trueinppsspp.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 inCore/CmdLine.cpp/.h(CmdLineMode::Both).ApplyToConfig()setsiRemoteISOPort/bRemoteDebuggerOnStartupfor that run without persisting them to the config file.- A non-zero
PORTis 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=0and read the actual port from theListening on port Nlog 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 forcescoreParameter.startBreak = true, so the CPU halts before running anything - useful for setting breakpoints before launch.
- A non-zero
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 byRegisterServer()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 thewebsocket-clientpip package).Tools/wsdbg/- a small Rust CLI/REPL client for this session's work (seeTools/wsdbg/README.md): connects, does theversionhandshake, 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.