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Reverse-engineering workflows need to (1) find where an unknown value lives in memory and (2) label what's found, neither of which the debugger API could do before: - memory.search (MemorySubscriber.cpp): Cheat-Engine-style scan of a memory range for a u8/u16/u32/float value, or a byte pattern with an optional wildcard mask. - hle.data.list/add/remove/rename (HLESubscriber.cpp): manage ST_DATA symbols (structs, tables, buffers), mirroring the existing hle.func.* commands for functions. Needed a new SymbolMap::RemoveData, since only RemoveFunction existed - added following the same pattern. Verified live against a running PPSSPP instance (game.status, cpu.stepping, memory.search in u32/bytes/masked-bytes modes, and the full add/list/rename/remove data-symbol lifecycle) via Tools/wsdbg. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XDNwPPuidmNxQGRJxBuRL6
34 lines
1.4 KiB
C
34 lines
1.4 KiB
C
// Copyright (c) 2018- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include "Core/Debugger/WebSocket/WebSocketUtils.h"
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DebuggerSubscriber *WebSocketMemoryInit(DebuggerEventHandlerMap &map);
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void WebSocketMemoryReadU8(DebuggerRequest &req);
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void WebSocketMemoryReadU16(DebuggerRequest &req);
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void WebSocketMemoryReadU32(DebuggerRequest &req);
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void WebSocketMemoryRead(DebuggerRequest &req);
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void WebSocketMemoryReadString(DebuggerRequest &req);
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void WebSocketMemoryWriteU8(DebuggerRequest &req);
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void WebSocketMemoryWriteU16(DebuggerRequest &req);
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void WebSocketMemoryWriteU32(DebuggerRequest &req);
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void WebSocketMemoryWrite(DebuggerRequest &req);
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void WebSocketMemorySearch(DebuggerRequest &req);
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