Files
ppsspp/Core/Debugger/WebSocket/GameSubscriber.cpp
T
Henrik RydgårdandClaude Opus 5 a59b5c6dd5 GameSubscriber: read core state on the CPU thread
game.status, game.reset and version all read PSP_GetBootState(), g_paramSFO,
GetUIState() and PSP_CoreParameter() straight from the WebSocket thread, where
they race with a game being torn down or booted. Route them through
Core_RunOnCPUThread() like the other subscribers already do.

Part of removing the WebSocket debugger's lifecycleLock, which is currently what
stops these racing with teardown.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
2026-08-17 12:26:05 +02:00

161 lines
5.6 KiB
C++

// Copyright (c) 2018- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "ppsspp_config.h"
// For the process id in the version response. On desktop Windows this is deliberately the CRT's
// _getpid() rather than Win32 GetCurrentProcessId(), to avoid pulling windows.h into this file - it
// defines an OPTIONAL macro that collides with DebuggerParamType::OPTIONAL. UWP has no _getpid, and
// there windows.h is safe to include because WebSocketUtils.h below #undef's OPTIONAL for it.
#if PPSSPP_PLATFORM(UWP)
#include "Common/CommonWindows.h"
#elif PPSSPP_PLATFORM(WINDOWS) && !defined(__MINGW32__)
#include <process.h>
#else
#include <unistd.h>
#endif
#include "Common/System/System.h"
#include "Core/Config.h"
#include "Core/Core.h"
#include "Core/CoreParameter.h"
#include "Core/Debugger/WebSocket/GameSubscriber.h"
#include "Core/Debugger/WebSocket/WebSocketUtils.h"
#include "Core/ELF/ParamSFO.h"
#include "Core/System.h"
static uint32_t GetOwnProcessID() {
#if PPSSPP_PLATFORM(UWP)
return (uint32_t)GetCurrentProcessId();
#elif PPSSPP_PLATFORM(WINDOWS) && !defined(__MINGW32__)
return (uint32_t)_getpid();
#else
return (uint32_t)getpid();
#endif
}
DebuggerSubscriber *WebSocketGameInit(DebuggerEventHandlerMap &map) {
map["game.reset"] = &WebSocketGameReset;
map["game.status"] = &WebSocketGameStatus;
map["version"] = &WebSocketVersion;
return nullptr;
}
// Reset emulation (game.reset)
//
// Use this if you need to break on start and do something before the game starts.
//
// Parameters:
// - break: optional boolean, true to break CPU on start. Use cpu.resume afterward.
//
// Response (same event name) with no extra data or error.
void WebSocketGameReset(DebuggerRequest &req) {
bool needBreak = false;
if (!req.ParamBool("break", &needBreak, DebuggerParamType::OPTIONAL))
return;
// Route the boot-state check and the startBreak write to the CPU thread instead of poking at
// them directly from this WebSocket handler thread - see Core_RunOnCPUThread() in Core.h.
bool running = false;
Core_RunOnCPUThread([&] {
running = PSP_GetBootState() == BootState::Complete;
if (running && needBreak)
PSP_CoreParameter().startBreak = true;
});
if (!running)
return req.Fail("Game not running");
// We can only support async resets here. A lot of the stuff in init must happen on the EmuThread,
// and we are not on it here.
System_PostUIMessage(UIMessage::REQUEST_GAME_RESET);
req.Respond();
}
// Check game status (game.status)
//
// No parameters.
//
// Response (same event name):
// - game: null or an object with properties:
// - id: string disc ID (such as ULUS12345.)
// - version: string disc version.
// - title: string game title.
// - paused: boolean, true when gameplay is paused (not the same as stepping.)
void WebSocketGameStatus(DebuggerRequest &req) {
// Route the boot state and param SFO reads to the CPU thread instead of poking at them directly
// from this WebSocket handler thread - see Core_RunOnCPUThread() in Core.h.
Core_RunOnCPUThread([&] {
JsonWriter &json = req.Respond();
if (PSP_GetBootState() == BootState::Complete) {
json.pushDict("game");
json.writeString("id", g_paramSFO.GetDiscID());
json.writeString("version", g_paramSFO.GetValueString("DISC_VERSION"));
json.writeString("title", g_paramSFO.GetValueString("TITLE"));
json.pop();
} else {
json.writeNull("game");
}
json.writeBool("paused", GetUIState() == UISTATE_PAUSEMENU);
});
}
// Notify debugger version info (version)
//
// Parameters:
// - name: string indicating name of app or tool.
// - version: string version.
//
// Response (same event name):
// - name: string, "PPSSPP" unless some special build.
// - version: string, typically starts with "v" and may have git build info.
// - pid: unsigned integer, OS process id of this PPSSPP instance.
// - path: null, or string path of the executable/disc image currently loaded.
//
// pid and path are here so an automation client can confirm it's attached to the instance it
// meant to attach to. Ports aren't enough on their own: a leftover process may still be holding
// the one you asked for, and you'd never know you were driving the wrong emulator.
void WebSocketVersion(DebuggerRequest &req) {
std::string version = req.client->version;
if (!req.ParamString("version", &version, DebuggerParamType::OPTIONAL_LOOSE))
return;
std::string name = req.client->name;
if (!req.ParamString("name", &name, DebuggerParamType::OPTIONAL_LOOSE))
return;
req.client->version = version;
req.client->name = name;
// fileToStart is CPU-thread-owned (PSP_Shutdown clears it), so read it over there - see
// Core_RunOnCPUThread() in Core.h. The rest is constant and safe to read here.
std::string path;
Core_RunOnCPUThread([&] {
path = PSP_CoreParameter().fileToStart.ToString();
});
JsonWriter &json = req.Respond();
json.writeString("name", "PPSSPP");
json.writeString("version", PPSSPP_GIT_VERSION);
json.writeUint("pid", GetOwnProcessID());
if (path.empty())
json.writeNull("path");
else
json.writeString("path", path);
}