Files
ppsspp/Core/Debugger/WebSocket.cpp
T
Henrik RydgårdandClaude Opus 5 ef426c8f82 Reply to every debugger request, even the ones that finish later
Eight events answered nothing at all: cpu.stepping, cpu.resume, gpu.stats.feed
and the five stepping requests. Their documented contract was "no immediate
response, an event follows", which leaves a client unable to tell an accepted
request from one that was dropped - and forces any request/response
correlation to carry a hardcoded list of events that don't answer. wsdbg's
--sync doesn't have that list, so it waits for the next message and treats
whatever broadcast arrives first as the answer, silently misattributing every
later response in the script.

Fixed centrally in the dispatch loop rather than in the eight handlers: if a
handler finishes without having sent anything, send an empty response carrying
its ticket. That also covers handlers added later, which is the part a
per-handler fix wouldn't.

The asynchronous event that reports the real outcome is unchanged and still
follows. The two are easy to tell apart - the acknowledgement carries the
ticket from the request, a broadcast has none:

  -> {"event":"cpu.stepInto","ticket":3}
  <- {"event":"cpu.stepInto","ticket":3}
  <- {"event":"cpu.stepping","pc":142622896,"reason":"cpu.stepInto",...}

Existing clients ignore events they didn't ask for, and this adds a message
rather than changing or removing one, so nothing that worked before breaks.

pspautotests 314/314.

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

305 lines
11 KiB
C++

// Copyright (c) 2017- 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 <algorithm>
#include <mutex>
#include <condition_variable>
#include <vector>
#include "Common/Thread/ThreadUtil.h"
#include "Common/TimeUtil.h"
#include "Core/Core.h"
#include "Core/Debugger/WebSocket.h"
#include "Core/Debugger/WebSocket/WebSocketUtils.h"
// This WebSocket (connected through the same port as disc sharing) allows API/debugger access to PPSSPP.
// Currently, the only subprotocol "debugger.ppsspp.org" uses a simple JSON based interface.
//
// Messages to and from PPSSPP follow the same basic format:
// { "event": "NAME", ... }
//
// And are primarily of these types:
// * Events from the debugger/client (you) to PPSSPP
// If there's a response, it will generally use the same name. It may not be immedate - it's an event.
// * Spontaneous events from PPSSPP
// Things like logs, breakpoint hits, etc. not directly requested.
//
// Otherwise you may see error events which indicate PPSSPP couldn't understand or failed internally:
// - "event": "error"
// - "message": A string describing what happened.
// - "level": Integer severity level. (1 = NOTICE, 2 = ERROR, 3 = WARN, 4 = INFO, 5 = DEBUG, 6 = VERBOSE)
// - "ticket": Optional, present if in response to an event with a "ticket" field, simply repeats that value.
//
// At start, please send a "version" event. See WebSocket/GameSubscriber.cpp for more details.
//
// For other events, look inside Core/Debugger/WebSocket/ for details on each event.
#include "Core/Debugger/WebSocket/GameBroadcaster.h"
#include "Core/Debugger/WebSocket/InputBroadcaster.h"
#include "Core/Debugger/WebSocket/LogBroadcaster.h"
#include "Core/Debugger/WebSocket/SteppingBroadcaster.h"
#include "Core/Debugger/WebSocket/BreakpointSubscriber.h"
#include "Core/Debugger/WebSocket/CPUCoreSubscriber.h"
#include "Core/Debugger/WebSocket/DisasmSubscriber.h"
#include "Core/Debugger/WebSocket/GameSubscriber.h"
#include "Core/Debugger/WebSocket/GPUBufferSubscriber.h"
#include "Core/Debugger/WebSocket/GPUDisasmSubscriber.h"
#include "Core/Debugger/WebSocket/GPURecordSubscriber.h"
#include "Core/Debugger/WebSocket/GPUStatsSubscriber.h"
#include "Core/Debugger/WebSocket/HLEKernelObjectSubscriber.h"
#include "Core/Debugger/WebSocket/HLESubscriber.h"
#include "Core/Debugger/WebSocket/InputSubscriber.h"
#include "Core/Debugger/WebSocket/LogConfigSubscriber.h"
#include "Core/Debugger/WebSocket/MemoryInfoSubscriber.h"
#include "Core/Debugger/WebSocket/MemorySubscriber.h"
#include "Core/Debugger/WebSocket/ReplaySubscriber.h"
#include "Core/Debugger/WebSocket/SteppingSubscriber.h"
#include "Core/Debugger/WebSocket/ClientConfigSubscriber.h"
typedef DebuggerSubscriber *(*SubscriberInit)(DebuggerEventHandlerMap &map);
static const std::vector<SubscriberInit> subscribers({
&WebSocketBreakpointInit,
&WebSocketCPUCoreInit,
&WebSocketDisasmInit,
&WebSocketGameInit,
&WebSocketGPUBufferInit,
&WebSocketGPUDisasmInit,
&WebSocketGPURecordInit,
&WebSocketGPUStatsInit,
&WebSocketHLEKernelObjectInit,
&WebSocketHLEInit,
&WebSocketInputInit,
&WebSocketLogConfigInit,
&WebSocketMemoryInfoInit,
&WebSocketMemoryInit,
&WebSocketReplayInit,
&WebSocketSteppingInit,
&WebSocketClientConfigInit,
});
// To handle webserver restart, keep track of how many running.
static volatile int debuggersConnected = 0;
static volatile bool stopRequested = false;
static std::mutex stopLock;
static std::condition_variable stopCond;
// There is deliberately no lock guarding debugger handlers against the core being started or torn
// down under them: every handler either does its emulator-state access inside Core_RunOnCPUThread()
// (so it's serialized with startup/shutdown, which also run on the CPU thread), or only touches
// state that carries its own lock - the log ring buffer, ctrlMutex, GPUStepping's rendezvous.
// The lock that used to be here had to be held across a whole handler, including the blocking wait
// inside Core_RunOnCPUThread(), which deadlocked against the CPU thread taking it on STOPPING.
static void UpdateConnected(int delta) {
std::lock_guard<std::mutex> guard(stopLock);
debuggersConnected += delta;
stopCond.notify_all();
}
// Per-connection mailbox for events the CPU thread produces (cpu.stepping, game.start, ...).
//
// These used to be polled per connection from the WebSocket thread, which meant every connected
// debugger was reading pc, the tick count, the UI state and the param SFO out from under the CPU
// thread on every lap of its loop. Now the CPU thread notices the transition once, formats the
// event, and drops it in here; the connection's own thread just drains and sends.
struct DebuggerEventSink {
std::mutex lock;
std::vector<std::pair<const char *, std::string>> pending;
// A debugger that connects while the CPU is already stopped still wants to hear about it.
bool needsSteppingPrime = true;
void Push(const char *category, std::string json) {
std::lock_guard<std::mutex> guard(lock);
pending.emplace_back(category, std::move(json));
}
void Take(std::vector<std::pair<const char *, std::string>> *out) {
std::lock_guard<std::mutex> guard(lock);
out->swap(pending);
pending.clear();
}
};
static std::mutex g_sinkLock;
static std::vector<DebuggerEventSink *> g_sinks;
static void RegisterSink(DebuggerEventSink *sink) {
std::lock_guard<std::mutex> guard(g_sinkLock);
g_sinks.push_back(sink);
}
static void UnregisterSink(DebuggerEventSink *sink) {
std::lock_guard<std::mutex> guard(g_sinkLock);
g_sinks.erase(std::remove(g_sinks.begin(), g_sinks.end(), sink), g_sinks.end());
}
void WebSocketDebuggerTick() {
// Poll unconditionally, even with nothing connected: these track transitions, and skipping them
// would let the "previous" state go stale and fire a bogus event at whoever connects next.
const std::string gameEvent = GameBroadcaster::PollChange();
const std::string steppingEvent = SteppingBroadcaster::PollChange();
std::lock_guard<std::mutex> guard(g_sinkLock);
if (g_sinks.empty())
return;
std::string steppingPrime;
for (DebuggerEventSink *sink : g_sinks) {
if (sink->needsSteppingPrime) {
sink->needsSteppingPrime = false;
// Only format it if somebody actually needs it.
if (steppingPrime.empty())
steppingPrime = SteppingBroadcaster::CurrentState();
if (!steppingPrime.empty())
sink->Push("stepping", steppingPrime);
continue;
}
if (!gameEvent.empty())
sink->Push("game", gameEvent);
if (!steppingEvent.empty())
sink->Push("stepping", steppingEvent);
}
}
void HandleDebuggerRequest(const http::ServerRequest &request) {
SetCurrentThreadName("WebSocketDebugger");
net::WebSocketServer *ws = net::WebSocketServer::CreateAsUpgrade(request, "debugger.ppsspp.org");
if (!ws) {
return;
}
UpdateConnected(1);
WebSocketClientInfo client_info;
auto& disallowed_config = client_info.disallowed;
LogBroadcaster logger;
InputBroadcaster input;
DebuggerEventSink sink;
RegisterSink(&sink);
DebuggerEventHandlerMap eventHandlers;
std::vector<DebuggerSubscriber *> subscriberData;
for (auto init : subscribers) {
subscriberData.push_back(init(eventHandlers));
}
// There's a tradeoff between responsiveness to incoming events, and polling for changes.
int highActivity = 0;
ws->SetTextHandler([&](const std::string &t) {
JsonReader reader(t.c_str(), t.size());
if (!reader.ok()) {
ws->Send(DebuggerErrorEvent("Bad message: invalid JSON", LogLevel::LERROR));
return;
}
const JsonGet root = reader.root();
const char *event = root ? root.getStringOr("event", nullptr) : nullptr;
if (!event) {
ws->Send(DebuggerErrorEvent("Bad message: no event property", LogLevel::LERROR, root));
return;
}
DEBUG_LOG(Log::Debugger, "WS: Handling '%s'", event);
DebuggerRequest req(event, ws, root, &client_info);
auto eventFunc = eventHandlers.find(event);
if (eventFunc != eventHandlers.end()) {
eventFunc->second(req);
if (!req.Finish()) {
// The handler arranged something that finishes later - a step, a resume, a stats
// feed - rather than answering now. Acknowledge it anyway, so that *every* request
// gets exactly one reply. Without this a client can't tell "accepted, wait for the
// event" from "dropped on the floor", and any request/response correlation has to
// special-case a list of events that don't answer. The event that actually reports
// the result (cpu.stepping, and so on) still follows.
req.Respond();
req.Finish();
// Poll more frequently for a second in case this triggers something.
highActivity = 1000;
}
} else {
req.Fail("Bad message: unknown event");
}
});
ws->SetBinaryHandler([&](const std::vector<uint8_t> &d) {
ERROR_LOG(Log::Debugger, "Received binary WebSocket frame, not supported");
ws->Send(DebuggerErrorEvent("Bad message: binary WebSocket frames are not supported", LogLevel::LERROR));
});
// Don't out-line the highActivity check, it needs to recompute on every lap.
constexpr float lowActivityPollTimeStep = 1.0f / 60.0f;
constexpr float highActivityPollTimeStep = 1.0f / 1000.0f;
while (ws->Process(highActivity ? highActivityPollTimeStep : lowActivityPollTimeStep)) {
// These send events that aren't just responses to requests
// The client can explicitly ask not to be notified about some events
// so we check the client settings first
if (!disallowed_config["logger"])
logger.Broadcast(ws);
if (!disallowed_config["input"])
input.Broadcast(ws);
// Whatever the CPU thread queued up for us since last lap.
std::vector<std::pair<const char *, std::string>> events;
sink.Take(&events);
for (const auto &ev : events) {
if (!disallowed_config[ev.first])
ws->Send(ev.second);
}
for (size_t i = 0; i < subscribers.size(); ++i) {
if (subscriberData[i]) {
subscriberData[i]->Broadcast(ws);
}
}
if (stopRequested) {
ws->Close(net::WebSocketClose::GOING_AWAY);
}
if (highActivity > 0) {
highActivity--;
}
}
UnregisterSink(&sink);
for (size_t i = 0; i < subscribers.size(); ++i) {
delete subscriberData[i];
}
delete ws;
request.In()->Discard();
UpdateConnected(-1);
}
void StopAllDebuggers() {
std::unique_lock<std::mutex> guard(stopLock);
while (debuggersConnected != 0) {
stopRequested = true;
stopCond.wait(guard);
}
// Reset it back for next time.
stopRequested = false;
}