Files
ppsspp/Core/CmdLine.h
T
Henrik RydgårdandClaude Opus 5 7e5dca0309 Unify --debugger=PORT for both the app and headless builds
The headless build's own --debugger=PORT never actually worked on
Windows: headless/Headless.cpp never called net::Init() (WSAStartup),
so socket binding silently failed ("Unable to listen on any port
(debugger - webserver)"). Fixed by calling net::Init()/net::Shutdown()
there, gated on --debugger being passed since headless has no other use
for networking.

With that confirmed working, move parsing into the shared
Core/CmdLine.cpp auto-param table as a single --debugger=PORT option
(0 = pick automatically) available on both CmdLineMode::Application and
CmdLineMode::Headless, replacing the previous app-only boolean
--debugger flag and headless's separate ad hoc argv scan for it.

Behavior differs deliberately by build, same as before:
- App: just starts the debugger, game boots and runs normally.
- Headless: also forces coreParameter.startBreak = true (break before
  anything runs), as it always has. Headless re-applies iRemoteISOPort
  after its own g_Config.RestoreDefaults() call, which runs after
  ApplyToConfig() and would otherwise wipe the requested port.

Verified live: headless now binds the requested port and responds to
cpu.status/game.status; the app build binds the requested port and
runs the game normally (not paused).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XDNwPPuidmNxQGRJxBuRL6
2026-07-26 21:49:37 +02:00

84 lines
2.6 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;
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;
std::optional<std::string> appendConfig;
std::optional<std::string> root; // mount root, needs more explanation
std::optional<std::string> stateToLoad;
// 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;
std::optional<std::string> screenshotFilename;
std::optional<std::string> screenshotFilenameSave;
std::optional<double> timeout;
};