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Debugger: Add version event for future proofing.
Game isn't precisely right, but it's close enough.
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@ -38,6 +38,10 @@
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// - "message": A string describing what happened.
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// - "level": Integer severity level. (1 = NOTICE, 2 = ERROR, 3 = WARN, 4 = INFO, 5 = DEBUG, 6 = VERBOSE)
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// - "ticket": Optional, present if in response to an event with a "ticket" field, simply repeats that value.
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//
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// At start, please send a "version" event. See WebSocket/GameSubscriber.cpp for more details.
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//
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// For other events, look inside Core/Debugger/WebSocket/ for details on each event.
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#include "Core/Debugger/WebSocket/GameBroadcaster.h"
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#include "Core/Debugger/WebSocket/LogBroadcaster.h"
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@ -22,6 +22,7 @@
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void *WebSocketGameInit(DebuggerEventHandlerMap &map) {
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map["game.status"] = &WebSocketGameStatus;
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map["version"] = &WebSocketVersion;
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return nullptr;
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}
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@ -49,3 +50,18 @@ void WebSocketGameStatus(DebuggerRequest &req) {
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}
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json.writeBool("paused", GetUIState() == UISTATE_PAUSEMENU);
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}
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// Notify debugger version info (version)
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//
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// Parameters:
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// - name: string indicating name of app or tool.
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// - version: string version.
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//
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// Response (same event name):
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// - name: string, "PPSSPP" unless some special build.
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// - version: string, typically starts with "v" and may have git build info.
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void WebSocketVersion(DebuggerRequest &req) {
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JsonWriter &json = req.Respond();
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json.writeString("name", "PPSSPP");
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json.writeString("version", PPSSPP_GIT_VERSION);
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}
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@ -22,3 +22,4 @@
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void *WebSocketGameInit(DebuggerEventHandlerMap &map);
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void WebSocketGameStatus(DebuggerRequest &req);
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void WebSocketVersion(DebuggerRequest &req);
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