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Fix for headless port problem by Claude
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@@ -72,7 +72,11 @@ By convention, send a `version` event right after connecting (see
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{ "event": "version", "name": "my-tool", "version": "1.0" }
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```
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PPSSPP responds with its own name/version, and remembers yours (currently
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just for internal bookkeeping/future logging).
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just for internal bookkeeping/future logging). The response also carries
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`pid` (OS process id) and `path` (the executable/disc currently loaded, or
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`null`), so an automation client can confirm it attached to the instance it
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meant to - a port alone doesn't prove that, since a leftover process may still
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be holding the port you asked for.
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## Broadcast (unsolicited) events
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@@ -134,6 +138,13 @@ file - this is just an index.
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`Core/CmdLine.cpp`/`.h` (`CmdLineMode::Both`). `ApplyToConfig()` sets
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`iRemoteISOPort`/`bRemoteDebuggerOnStartup` for that run without persisting
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them to the config file.
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- A **non-zero** `PORT` is treated as mandatory (`WebServerSetRequireExactPort()`):
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if it can't be bound, the server does *not* silently fall back to some other
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free port the way the "Local Server Port" preference does, because a client
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was told to connect there. Headless exits non-zero; the application build
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logs an error and shows an OSD message but keeps running. Use `--debugger=0`
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and read the actual port from the `Listening on port N` log line if you'd
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rather not care which port you get.
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- On the **application** build this is exactly like ticking "Allow remote
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debugger" - the game boots and runs normally, debugger listening
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alongside it.
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