Files
ppsspp/docs/WebSocketDebugger.md
T
Henrik RydgårdandClaude Opus 5 a8933099b7 Make the deferred-request acknowledgement opt-in, and distinct
The acknowledgement added in "Reply to every debugger request" broke two cases
Nemoumbra pointed out, both of which come down to it reusing the request's own
event name.

A ticketless request is the bad one. {"event":"cpu.resume"} with no ticket drew
an immediate {"event":"cpu.resume"} - byte-identical to the broadcast that fires
when the game actually resumes. A client waiting for that broadcast concluded
the game was running while it was still stopped. Before, it correctly got
nothing until the resume really happened.

input.buttons.press is broken even with a ticket: it answers with the request's
own event name *and* ticket once the button has been held for the requested
frames, so the acknowledgement was indistinguishable from the real completion
and a client resolved on the first of the two. The claim in that commit that
the two are easy to tell apart was simply wrong for this handler.

So the acknowledgement is now off by default - the wire behaviour for every
existing client is exactly what it was - and a client that wants it asks, with
client.config.set {"acknowledgeDeferred": true}. It then arrives as its own
event rather than an echo:

  -> {"event":"cpu.resume","ticket":7}
  <- {"event":"deferred","for":"cpu.resume","ticket":7}
  <- {"event":"cpu.resume"}

which is unambiguous in both cases above. That still gets the original goal -
correlating any request to a reply without hardcoding which events answer
immediately, including ones added later - just without imposing it on clients
that never asked.

Also documents the ticket convention this rests on: send one when you care
about the answer, leave it off to say you aren't waiting. wsdbg followed that
convention badly, silently inserting a ticket into a raw JSON line that
deliberately omitted one; it now sends raw lines exactly as written and simply
doesn't wait on those. It opts into acknowledgements at connect, so --sync
keeps working.

pspautotests 314/314, UnitTest 55/55.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GZq8ZtJmFY7bkX5FVkr3P9
2026-08-18 09:32:04 +02:00

14 KiB

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 /debugger requests.
  • 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 - shared DebuggerRequest helper (parameter parsing, response/error helpers) and DebuggerSubscriber base class.
  • Common/Net/WebsocketServer.h/.cpp - the low-level WebSocket framing.

Transport

  • Runs on the same port as Remote ISO sharing (g_Config.iRemoteISOPort; 0 means "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 /debugger without 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::DEBUGGER is 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, ... }

The ticket convention: send one whenever you care about the answer. Since a response reuses the request's event name, a ticket is the only thing that distinguishes your answer from an unsolicited broadcast of the same name, or from the answer to an identical request you sent a moment earlier. Conversely, for a request that doesn't answer immediately (below), leaving the ticket off says you aren't waiting for anything.

Responses are not always immediate. cpu.resume, cpu.stepInto, cpu.stepOver, cpu.stepOut, cpu.runUntil, cpu.runUntilTime, cpu.nextHLE, cpu.stepping and gpu.stats.feed send nothing back at the time of the request; what follows later is the broadcast that reports the actual outcome (cpu.stepping / cpu.resume), which carries no ticket. input.buttons.press is the odd one out - it answers with the request's own event name and ticket, but only once the button has been held for the requested number of frames.

If you would rather not track which those are, ask to be told explicitly:

-> { "event": "client.config.set", "acknowledgeDeferred": true }
-> { "event": "cpu.resume", "ticket": 7 }
<- { "event": "deferred", "for": "cpu.resume", "ticket": 7 }
<- { "event": "cpu.resume" }

With that on, every request draws exactly one immediate reply - a response, an error, or a deferred - so a client can correlate without a hardcoded list, including for events added in future versions. It is off by default and must stay that way: an extra message would break a client that correlates purely by ticket, and it can't reuse the request's event name because for input.buttons.press that is exactly what the real, later answer looks like.

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. client.config.set in the same file carries per-connection settings that aren't about broadcasts - currently just acknowledgeDeferred, described under "Message protocol" above.

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, client.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=true in ppsspp.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 in Core/CmdLine.cpp/.h (CmdLineMode::Both). ApplyToConfig() sets iRemoteISOPort/bRemoteDebuggerOnStartup for that run without persisting them to the config file.
    • A non-zero PORT is 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=0 and read the actual port from the Listening on port N log 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 forces coreParameter.startBreak = true, so the CPU halts before running anything - useful for setting breakpoints before launch.

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 by RegisterServer() 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 the websocket-client pip package).
  • Tools/wsdbg/ - a small Rust CLI/REPL client for this session's work (see Tools/wsdbg/README.md): connects, does the version handshake, 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.