mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-18 19:08:02 +00:00
224 lines
7.2 KiB
C++
224 lines
7.2 KiB
C++
// Copyright (c) 2017- 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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#include <mutex>
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#include <condition_variable>
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#include "Common/Thread/ThreadUtil.h"
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#include "Core/Debugger/WebSocket.h"
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#include "Core/Debugger/WebSocket/WebSocketUtils.h"
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#include "Core/MemMap.h"
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// This WebSocket (connected through the same port as disc sharing) allows API/debugger access to PPSSPP.
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// Currently, the only subprotocol "debugger.ppsspp.org" uses a simple JSON based interface.
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//
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// Messages to and from PPSSPP follow the same basic format:
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// { "event": "NAME", ... }
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//
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// And are primarily of these types:
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// * Events from the debugger/client (you) to PPSSPP
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// If there's a response, it will generally use the same name. It may not be immedate - it's an event.
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// * Spontaneous events from PPSSPP
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// Things like logs, breakpoint hits, etc. not directly requested.
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//
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// Otherwise you may see error events which indicate PPSSPP couldn't understand or failed internally:
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// - "event": "error"
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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/InputBroadcaster.h"
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#include "Core/Debugger/WebSocket/LogBroadcaster.h"
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#include "Core/Debugger/WebSocket/SteppingBroadcaster.h"
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#include "Core/Debugger/WebSocket/BreakpointSubscriber.h"
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#include "Core/Debugger/WebSocket/CPUCoreSubscriber.h"
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#include "Core/Debugger/WebSocket/DisasmSubscriber.h"
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#include "Core/Debugger/WebSocket/GameSubscriber.h"
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#include "Core/Debugger/WebSocket/GPUBufferSubscriber.h"
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#include "Core/Debugger/WebSocket/GPURecordSubscriber.h"
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#include "Core/Debugger/WebSocket/GPUStatsSubscriber.h"
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#include "Core/Debugger/WebSocket/HLESubscriber.h"
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#include "Core/Debugger/WebSocket/InputSubscriber.h"
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#include "Core/Debugger/WebSocket/MemoryInfoSubscriber.h"
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#include "Core/Debugger/WebSocket/MemorySubscriber.h"
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#include "Core/Debugger/WebSocket/ReplaySubscriber.h"
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#include "Core/Debugger/WebSocket/SteppingSubscriber.h"
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typedef DebuggerSubscriber *(*SubscriberInit)(DebuggerEventHandlerMap &map);
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static const std::vector<SubscriberInit> subscribers({
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&WebSocketBreakpointInit,
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&WebSocketCPUCoreInit,
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&WebSocketDisasmInit,
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&WebSocketGameInit,
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&WebSocketGPUBufferInit,
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&WebSocketGPURecordInit,
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&WebSocketGPUStatsInit,
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&WebSocketHLEInit,
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&WebSocketInputInit,
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&WebSocketMemoryInfoInit,
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&WebSocketMemoryInit,
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&WebSocketReplayInit,
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&WebSocketSteppingInit,
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});
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// To handle webserver restart, keep track of how many running.
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static volatile int debuggersConnected = 0;
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static volatile bool stopRequested = false;
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static std::mutex stopLock;
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static std::condition_variable stopCond;
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// Prevent threading surprises and obscure crashes by locking startup/shutdown.
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static bool lifecycleLockSetup = false;
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static std::mutex lifecycleLock;
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static void UpdateConnected(int delta) {
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std::lock_guard<std::mutex> guard(stopLock);
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debuggersConnected += delta;
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stopCond.notify_all();
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}
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static void WebSocketNotifyLifecycle(CoreLifecycle stage) {
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switch (stage) {
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case CoreLifecycle::STARTING:
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case CoreLifecycle::STOPPING:
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case CoreLifecycle::MEMORY_REINITING:
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if (debuggersConnected > 0) {
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DEBUG_LOG(SYSTEM, "Waiting for debugger to complete on shutdown");
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}
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lifecycleLock.lock();
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break;
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case CoreLifecycle::START_COMPLETE:
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case CoreLifecycle::STOPPED:
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case CoreLifecycle::MEMORY_REINITED:
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lifecycleLock.unlock();
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if (debuggersConnected > 0) {
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DEBUG_LOG(SYSTEM, "Debugger ready for shutdown");
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}
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break;
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}
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}
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static void SetupDebuggerLock() {
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if (!lifecycleLockSetup) {
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Core_ListenLifecycle(&WebSocketNotifyLifecycle);
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lifecycleLockSetup = true;
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}
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}
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void HandleDebuggerRequest(const http::Request &request) {
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net::WebSocketServer *ws = net::WebSocketServer::CreateAsUpgrade(request, "debugger.ppsspp.org");
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if (!ws)
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return;
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SetCurrentThreadName("Debugger");
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UpdateConnected(1);
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SetupDebuggerLock();
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GameBroadcaster game;
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LogBroadcaster logger;
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InputBroadcaster input;
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SteppingBroadcaster stepping;
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std::unordered_map<std::string, DebuggerEventHandler> eventHandlers;
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std::vector<DebuggerSubscriber *> subscriberData;
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for (auto init : subscribers) {
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std::lock_guard<std::mutex> guard(lifecycleLock);
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subscriberData.push_back(init(eventHandlers));
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}
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// There's a tradeoff between responsiveness to incoming events, and polling for changes.
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int highActivity = 0;
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ws->SetTextHandler([&](const std::string &t) {
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JsonReader reader(t.c_str(), t.size());
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if (!reader.ok()) {
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ws->Send(DebuggerErrorEvent("Bad message: invalid JSON", LogTypes::LERROR));
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return;
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}
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const JsonGet root = reader.root();
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const char *event = root ? root.getString("event", nullptr) : nullptr;
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if (!event) {
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ws->Send(DebuggerErrorEvent("Bad message: no event property", LogTypes::LERROR, root));
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return;
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}
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DebuggerRequest req(event, ws, root);
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auto eventFunc = eventHandlers.find(event);
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if (eventFunc != eventHandlers.end()) {
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std::lock_guard<std::mutex> guard(lifecycleLock);
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eventFunc->second(req);
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if (!req.Finish()) {
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// Poll more frequently for a second in case this triggers something.
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highActivity = 1000;
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}
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} else {
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req.Fail("Bad message: unknown event");
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}
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});
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ws->SetBinaryHandler([&](const std::vector<uint8_t> &d) {
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ws->Send(DebuggerErrorEvent("Bad message", LogTypes::LERROR));
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});
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while (ws->Process(highActivity ? 1.0f / 1000.0f : 1.0f / 60.0f)) {
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std::lock_guard<std::mutex> guard(lifecycleLock);
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// These send events that aren't just responses to requests.
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logger.Broadcast(ws);
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game.Broadcast(ws);
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stepping.Broadcast(ws);
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input.Broadcast(ws);
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for (size_t i = 0; i < subscribers.size(); ++i) {
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if (subscriberData[i]) {
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subscriberData[i]->Broadcast(ws);
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}
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}
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if (stopRequested) {
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ws->Close(net::WebSocketClose::GOING_AWAY);
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}
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if (highActivity > 0) {
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highActivity--;
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}
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}
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std::lock_guard<std::mutex> guard(lifecycleLock);
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for (size_t i = 0; i < subscribers.size(); ++i) {
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delete subscriberData[i];
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}
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delete ws;
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request.In()->Discard();
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UpdateConnected(-1);
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}
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void StopAllDebuggers() {
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std::unique_lock<std::mutex> guard(stopLock);
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while (debuggersConnected != 0) {
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stopRequested = true;
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stopCond.wait(guard);
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}
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// Reset it back for next time.
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stopRequested = false;
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}
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