ppsspp/Core/Debugger/WebSocket/GameSubscriber.cpp
2023-03-21 13:37:19 +01:00

102 lines
3.2 KiB
C++

// Copyright (c) 2018- 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 "Common/System/System.h"
#include "Core/Config.h"
#include "Core/Debugger/WebSocket/GameSubscriber.h"
#include "Core/Debugger/WebSocket/WebSocketUtils.h"
#include "Core/ELF/ParamSFO.h"
#include "Core/Host.h"
#include "Core/System.h"
DebuggerSubscriber *WebSocketGameInit(DebuggerEventHandlerMap &map) {
map["game.reset"] = &WebSocketGameReset;
map["game.status"] = &WebSocketGameStatus;
map["version"] = &WebSocketVersion;
return nullptr;
}
// Reset emulation (game.reset)
//
// Use this if you need to break on start and do something before the game starts.
//
// Parameters:
// - break: optional boolean, true to break CPU on start. Use cpu.resume afterward.
//
// Response (same event name) with no extra data or error.
void WebSocketGameReset(DebuggerRequest &req) {
if (!PSP_IsInited())
return req.Fail("Game not running");
bool needBreak = false;
if (!req.ParamBool("break", &needBreak, DebuggerParamType::OPTIONAL))
return;
if (needBreak)
PSP_CoreParameter().startBreak = true;
std::string resetError;
if (!PSP_Reboot(&resetError)) {
ERROR_LOG(BOOT, "Error resetting: %s", resetError.c_str());
return req.Fail("Could not reset");
}
System_Notify(SystemNotification::BOOT_DONE);
System_Notify(SystemNotification::DISASSEMBLY);
req.Respond();
}
// Check game status (game.status)
//
// No parameters.
//
// Response (same event name):
// - game: null or an object with properties:
// - id: string disc ID (such as ULUS12345.)
// - version: string disc version.
// - title: string game title.
// - paused: boolean, true when gameplay is paused (not the same as stepping.)
void WebSocketGameStatus(DebuggerRequest &req) {
JsonWriter &json = req.Respond();
if (PSP_IsInited()) {
json.pushDict("game");
json.writeString("id", g_paramSFO.GetDiscID());
json.writeString("version", g_paramSFO.GetValueString("DISC_VERSION"));
json.writeString("title", g_paramSFO.GetValueString("TITLE"));
json.pop();
} else {
json.writeNull("game");
}
json.writeBool("paused", GetUIState() == UISTATE_PAUSEMENU);
}
// Notify debugger version info (version)
//
// Parameters:
// - name: string indicating name of app or tool.
// - version: string version.
//
// Response (same event name):
// - name: string, "PPSSPP" unless some special build.
// - version: string, typically starts with "v" and may have git build info.
void WebSocketVersion(DebuggerRequest &req) {
JsonWriter &json = req.Respond();
json.writeString("name", "PPSSPP");
json.writeString("version", PPSSPP_GIT_VERSION);
}