Files
Henrik RydgårdandClaude Opus 5.5 a974440c79 Debugger: Time input.buttons.press in emulated vblanks
The release was counted down on the WebSocket thread, one step per poll
of host time however many vblanks had passed, so how long a scripted
press lasted depended on how fast the emulator ran, and scripted runs
went different ways. sceCtrl now releases it after that many vblank
samples, on the emulator thread; the debugger only reports when it's done.

Also: wsdbg's :screenshot works in headless with Vulkan.

Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
2026-09-30 09:58:37 -06:00

7.4 KiB

wsdbg - WebSocket debugger CLI

A small standalone client for talking directly to PPSSPP's WebSocket debugger interface (see docs/WebSocketDebugger.md in the root of the repo for the full protocol reference and event catalog).

To install Rust and cargo, go here.

To run, with rust installed, change to this Tools/wsdbg directory, then:

cargo run -- <port>

(Or build once with cargo build --release and run the binary directly from target/release/.)

Usage

Start PPSSPP with the remote debugger enabled (--debugger on the command line, or Settings > Tools > Developer Tools > Allow remote debugger) and note the port it's listening on (shown in that same settings screen, and logged at startup).

Letting wsdbg start PPSSPP

For headless scripting, --launch removes all of that. It starts PPSSPP, learns the debugger port from its output, connects once the socket accepts, and kills it again on the way out:

wsdbg --sync --compact --quiet --launch ./PPSSPPHeadless.exe --vsh -i --graphics=vulkan < script.txt

--launch takes the executable and all of its arguments, so it has to come last - everything after it belongs to PPSSPP, and wsdbg's own flags go before it. --debugger=0 is appended unless the arguments already ask for a debugger port, so the OS picks a free one and nothing has to agree on a port number in advance. PPSSPP's output is forwarded to wsdbg's stderr, separate from the protocol messages on stdout, so 2>emu.log keeps them apart.

This replaces the wrapper script the same job used to need: no launching in the background, no polling a log file for the port (a race - you can attach to a previous run that still holds one), no fixed sleep before connecting, and no leftover emulator processes, which --timeout's wall-clock budget otherwise leaves running for as long as it says.

Interactive REPL - type an event name and key=value params, get responses and broadcasts (log messages, stepping notifications, etc.) printed as they arrive:

cargo run -- 12345
> game.status
-> (ticket 2) {"event":"game.status","ticket":2}

<- {
  "event": "game.status",
  "game": null,
  "paused": false
}

One-shot mode - send a single event and exit as soon as its reply arrives, handy for scripting:

cargo run -- 12345 gpu.stats.get
cargo run -- 12345 cpu.setReg thread=0 name=4 value=1000
cargo run -- 12345 --raw '{"event":"cpu.evaluate","expression":"pc"}'

The reply is matched by ticket, so this returns in milliseconds rather than padding every invocation with a fixed sleep. --wait (default 10s) is only the upper bound before it gives up and exits non-zero. Pass --wait-all to go back to "print everything that arrives for --wait seconds", which is what you want when watching broadcasts (log lines, gpu.stats.feed) rather than asking a question.

Type :help in the REPL for a quick reminder, :quit to disconnect.

Scripting a multi-step sequence

Piping several commands into the REPL ((echo cmd1; echo cmd2; ...) | wsdbg PORT) sends them all immediately by default - nothing waits for a response before moving to the next line, so scripts traditionally needed sleep N between commands to guess how long each one takes. Pass --sync to remove the guessing: each line blocks until its own response arrives (matched by ticket) before the next line is read, and for cpu.resume/cpu.stepInto/cpu.stepOver/cpu.stepOut/ cpu.runUntil/cpu.runUntilTime/cpu.nextHLE it also waits for the following cpu.stepping broadcast - the actual "the CPU stopped again" signal those commands imply. Everything still prints as it arrives; this only changes when the next line gets sent. A breakpoint that never trips would otherwise hang the script forever, so it gives up after --sync-timeout seconds (default 30), reports it, and makes the run exit non-zero.

Matching is by ticket, always - --sync never waits for "whatever message arrives next", which is what used to quietly desynchronise a script. So prefer the key=value form for nested parameters too: values are parsed as JSON, and single quotes keep the inner double quotes intact, as in input.buttons.send buttons='{"cross":true}'. A raw JSON line is sent exactly as written, so it's waited for only if you gave it a ticket; without one there is nothing to match and --sync moves straight on to the next line. Raw lines are rejected up front, rather than sent and left to fail somewhere downstream, if they aren't valid JSON, aren't an object, have no string event, or carry a ticket that isn't an integer.

(
  echo 'cpu.breakpoint.add address=134348800 enabled=true'
  echo 'cpu.resume'
  echo 'cpu.getAllRegs'
) | cargo run -- 12345 --sync

Script directives

A script often needs to wait for something that isn't a direct response to the line before it. Doing that by splitting the script across several wsdbg invocations costs a process, a TCP connection and a handshake per pause, which is slow enough to matter - a polling loop built that way took minutes per run. These run inside the one session instead:

Directive What it does
:sleep <seconds> Wall-clock pause. Keeps draining and printing messages while it waits.
:wait <event> [timeout] Blocks until a message with that event name arrives. Exits non-zero if it never does.
:screenshot <file.png> Saves gpu.buffer.screenshot as a PNG, without printing the image data. Needs the CPU stopped. Use a native path (C:/...) on Windows. Works in headless with --graphics=vulkan.
:echo <text> Prints text, for marking up a script's output.
# comment Ignored.

--compact prints one line per message (<- event {json}) instead of pretty-printed JSON, and drops the banner and prompt - much easier for a shell to grep. wsdbg exits non-zero if a :wait timed out, so a script can be checked without parsing its output at all.

A complete repro - boot, get several seconds in, step, inspect - in one file and one connection:

# hand this to: wsdbg PORT --sync --compact --quiet < script.txt
:echo === run to 1.5s of emulated time ===
cpu.runUntilTime us=1500000
cpu.status
:echo === step twice ===
cpu.stepInto
cpu.stepInto
:quit

Don't add :wait cpu.stepping after cpu.runUntilTime there (an earlier version of this example did). Under --sync those commands already wait for the cpu.stepping that follows, so an explicit :wait blocks for a second one that never arrives and burns the entire --sync-timeout. It is a nasty failure to diagnose, because the emulator has already stopped exactly where you asked: the run just sits there, and a script written with --sync-timeout 400 takes seven minutes instead of three seconds while looking like a slow boot. :wait is for events nothing else is waiting on - a breakpoint hit during a free run, say.

For the same reason, never put "stepping":true in broadcast.config.set's disallowed: cpu.stepping is a broadcast with no ticket of its own, and muting it means nothing can ever observe that a run finished. --quiet above is the safe way to get the same noise reduction - it disables logger and input only, and wsdbg warns if a hand-written broadcast.config.set mutes stepping.

cpu.runUntilTime (see docs/WebSocketDebugger.md) is what makes that reproducible: it stops on the requested emulated microsecond, so the same script reaches the same instruction every run. Polling cpu.status in a loop instead lands somewhere different each time.