Two bugs, both mine, both in the new importer. Reported as "import failed, could not open
the zip".
The archive path could never succeed. These stage functions answer null to mean "no problem,
carry on", and importArchive folded the open into the same expression:
contentResolver.openInputStream(uri)?.use { stageArchive(...) }
?: Outcome(false, "Could not open the selected file")
so a null from stageArchive -- the SUCCESS return -- selected the elvis branch. Every archive
import reported a file it had in fact opened and read as unopenable, and returned before
discover() ever looked at what had been staged. The open is now checked on its own, so the
two cases cannot be confused again; the message was pointing at the wrong thing, which is
what sent the diagnosis into the zip handling.
Separately the file carried six NUL bytes where space character literals were meant:
trimEnd('\0'), it == '\0'. They compile -- '\0' is a valid Char -- so nothing complained, and
grep silently reports nothing for a file it decides is binary, which is why searching for
these came back empty on a file that plainly contained them.
Fixing them corrects the rule rather than restoring the intent, because the intent was wrong.
Spaces are ordinary in a downloaded folder name: "All Pro Football 2K8 roster/" is exactly
what a file manager produces. Stripping them silently renamed the user's folders, and the SAF
walk skipped any entry containing one, so a wrapper folder made its contents invisible. Source
names now reject only separators and control characters.
The destination name is no longer narrowed to a character set either. It comes from the game's
own SAVEDATA_DIRECTORY, and refusing one for holding an unanticipated character would produce
"no save data found" -- the same silent-looking failure this class exists to prevent. Only
separators, control characters and a leading dot are rejected, since those are what can
redirect a write or hide the result.
Android 11 stopped third-party file managers from writing into Android/data, so a user who
downloads a save cannot put it where the emulator reads from -- ZArchiver reports EACCES and
no file manager can do better. Reported against an All Pro Football 2K8 roster on an Ayn Thor
Pro. The platform rule is not ours to fix, but we are the only process that can still write
there and until now offered no way to ask us to, so there was no route in at all.
The destination folder name comes from the save's own PARAM.SFO rather than from what the
user's folder or archive is called. Games enumerate saves by matching dirNamePrefix against
the directory name, so a save under the wrong name produces no error the user ever sees --
the game just reports no save data and offers to start fresh, which reads as "the import did
nothing". The core writes SAVEDATA_DIRECTORY into every PARAM.SFO it saves and reads it back
to populate dirName, so the name that works travels inside the save; a renamed download still
lands correctly. The folder's own name is the fallback, and both go through the same
sanitiser because a value read out of a file is untrusted wherever it came from.
Staging follows TexturePackInstaller: everything is copied to a scratch directory beside the
destination, checked there, and only then renamed in, so a cancelled or failed import cannot
leave a half-written save and cannot destroy one the user already had. Archive entries are
rebuilt from sanitised components and any entry containing a '..' fails the whole archive --
this writes into app-private storage, which includes the native library directory, so a
zip-slip here is code execution rather than untidiness. Extracted sizes are counted while
writing rather than trusted from the entry header.
Two rows because the two pickers are different intents: an archive straight from a download,
or an already-unzipped folder. Both accept being pointed at either the save itself or a
parent holding several, since a user has no reason to know which they picked.
stageArchive/stageTree/commit are deliberately not savedata-specific -- the frame generation
plugin installer needs the same component (pick a file, verify it, atomically place it
somewhere the app owns) and should lift these rather than grow a second copy.
They are the one entry in that directory tracked in git rather than staged build output,
which is why .gitignore un-ignores them by name and verifyAngleLibs fails the build without
them.
0.9 shipped seven permanently-connected pads. Reported against LittleBigPlanet 2, which
reacts to the connected count and behaved as though 4+ controllers were plugged in at all
times.
Claiming all seven ports for the virtual handler is what lets a second controller work at
all -- that was the 0.9 fix and it stays -- but initVirtualPad called Init with
CELL_PAD_STATUS_CONNECTED unconditionally, and "this port exists" and "a controller is
plugged into this port" are not the same statement. cellPad derives now_connect by counting
ports whose status carries the CONNECTED bit, so every game asking how many pads were
attached was told seven.
Port 0 therefore starts CONNECTED and ports 1-6 start 0, with the bit set on a port the
first time real input arrives for it in _rpcsx_overlayPadData. No new event plumbing is
needed: pad_thread::update_pad_states already polls is_connected() against its cached
m_pads_connected -- value-initialised to false, so a port that starts disconnected fires
nothing at boot -- and calls pad_state_notify_state_change on a change, which is what
propagates m_port_status into cellPad's reported_info. Setting the bit is enough for the
existing path to publish it.
m_player_id is a const set at construction, not by Init, so reading it to pick the initial
status is safe at this point.
On a pad that reports L2/R2 as AXES rather than buttons they arrive in
dispatchGenericMotionEvent and never as a key, so the binder -- which lives in Compose's
onPreviewKeyEvent -- could not see them, and L2/R2 would not bind while every other button on
the same pad did. That depends on the controller MODEL, not the port, which is what makes it
present as a Player 2 problem: a second pad of a different make fails where the first worked.
Reported against Player 2 with everything else binding.
handleCaptureMotion already existed for exactly this shape -- the D-pad HAT arrives as an axis
on several handhelds and is synthesised into a key during capture -- so the triggers just join
its set and inherit its press/release tracking, which debounces the motion stream for
free.
Uses the same axis pairs as the gameplay path (sendTrigger), including the per-device third axis
some pads put the right trigger on, so a trigger that works in game can also be bound.
Threshold is a deliberate half-pull so resting drift on a worn trigger cannot self-bind.
The guest polls cellPad at its own rate -- 33ms at 30fps -- and a press plus its release are
two separate snapshot pushes with nothing between them. A press shorter than one poll interval
lands entirely between polls and the game never sees it. Steady presses always span a poll,
which is why a button works everywhere except during a rapid mash, and why a held button
(crouch) keeps working while everything tapped alongside it does not.
GestureLayer already knew this and worked around it locally with a 40ms hold in pulse();
ordinary touch taps and physical controller presses had no equivalent. Reported on Iron Man's
quick-time event, where circle must be pressed repeatedly and does not register, and again as
'only the crouch button works' with both on-screen controls and a PS5 pad.
Delaying a too-short release would NOT fix it and would look identical: in a mash, press N's
deferred release collides with press N+1 and the game sees one long press instead of several,
while a QTE counts presses. Each transition therefore gets its own slot -- press visible for
40ms, release visible for 40ms, then the next press -- so a mash arrives as distinct presses
rather than a hold.
A press with nothing queued ahead of it still goes through immediately, so normal input takes
no added latency; only the release of a tap shorter than 40ms is deferred, and only up to 40ms.
Queue depth is capped so a mash cannot accumulate while the guest is not consuming.
40ms matches the gesture path and clears one 60Hz sample. NEEDS FIGHTING-GAME TESTING: it also
paces the d-pad, and 40ms is about 2.4 frames at 60fps, so frame-tight directional input is the
case most likely to feel different.
Adding the TouchButtonId was not enough. The editor offers what the LAYOUT contains, not what
the enum declares, so the button existed and did nothing visible -- reported straight away.
Listed with enabled = false alongside the save/load/screenshot buttons, which is the same
opt-in shape. Existing layouts pick it up without being disturbed: TouchLayout.fromJson
splices in any default button a saved layout lacks, and defaultPortrait splices from this
same table, so one entry covers both orientations and everyone's current layouts.
Ports 2-7 were left as Null pad handlers unless a USB device happened to be plugged in. The
loop that claims them for the virtual handler existed, but only inside _rpcsx_usbDeviceEvent,
so it ran on a USB plug/unplug and nowhere else. A second controller on a phone is normally
BLUETOOTH, which never produces that event, so those ports stayed Null and a second pad did
not exist in the core at all. Per-player button mapping therefore looked correct -- the UI
stores those bindings regardless -- while the second controller did nothing in game. Reported
against Tekken 6. Now claimed at startup, next to player 1.
Also adds a KEYBOARD touch button (Kind.STATEACTION, so it emits no pad code and calls
MainActivityRuntime.toggleSoftKeyboard) for the same reason the hotkey exists: to reach the
keyboard without pausing. The hotkey needs a spare pad button, which a touch-only player does
not have. Opt-in, absent from the default layout, like the save/load/screenshot buttons.
Appending to TouchButtonId is safe: touch layouts serialise the id by NAME
(TouchButtonId.valueOf), unlike SysHotkey which is persisted by ordinal.
It existed only in the in-game pause menu, which made the On-Screen Keyboard hotkey's own
message a dead end: it tells you to turn this on in Network settings, and there was nothing
in Network settings to turn on. Reported from Discord after exactly that.
Same Settings.usbKeyboard field as the in-game row, so the two stay in sync, and indexed for
settings search.
Reverts 422d831ef and 00ce69a31.
ARMSX3 already had all of this. Settings.usbKeyboard writes USB1/Type = hidkbd and
NativeApp.usbSetKeyboardEnabled, the TOGGLE_KEYBOARD hotkey raises the Android IME through
SoftKeyboard.toggle, and dispatchKeyEvent already forwards keys via forwardKeyToUsbKeyboard.
The toast users see -- "Turn on Emulate USB Keyboard (Network settings) first" -- is that
feature correctly reporting that its setting is off, not a missing capability. What I added
was a second, parallel path through cellKb with its own setting and its own hotkey.
The revert is not only for redundancy. SysHotkey is persisted BY ORDINAL, as the comments
around TOGGLE_KEYBOARD and GYRO_RECENTER say in as many words, and both are appended last
for exactly that reason. KEYBOARD_TOGGLE was inserted mid-enum, ahead of GYRO_TOGGLE, which
re-points every binding after it for every existing user.
Uses the Android system IME rather than a drawn key grid, so layouts, languages, prediction
and emoji come for free and it is the keyboard users already know. Bound to a new
KEYBOARD_TOGGLE hotkey, so it can be raised and dismissed mid-game without opening
settings.
The IME only opens for a focused view that accepts input, so a zero-size transparent
EditText owns focus on demand. Its InputConnection does the real work, because an IME
reports typing in two different ways and only one of them is a key event:
sendKeyEvent backspace, enter, arrows -- forward the keycode as-is
commitText ordinary characters, with NO key event behind them
deleteSurroundingText some IMEs delete by range instead of sending backspace
commitText is synthesised with KeyCharacterMap.getEvents, which produces the shift presses
capitals and symbols need rather than guessing a keycode per character. Characters no
keycode can produce -- emoji, CJK picked from a candidate list -- are still delivered with
their unicode and KEYCODE_UNKNOWN, since the guest reads the unicode field and that is the
honest keycode for a character with no key behind it.
Also adds the Emulated Keyboard setting, without which all of this was inert: the core
defaults to keyboard_handler::null, so cellKb told games no keyboard was attached no matter
what was typed. Off by default, matching the core, because a game that sees a keyboard can
behave differently. The hotkey says so in its toast when the guest cannot receive keys,
rather than silently showing an IME that goes nowhere.
cellKb reported no keyboard at all, so games that need one were unreachable: NFS Most
Wanted's beta debug menu, and native keyboard support in games like Counter-Strike. The
only handler upstream ships, basic_keyboard_handler, derives from QObject and filters
QKeyEvent off a QWindow, and android/CMakeLists.txt excludes it with the rest of the Qt
input layer -- init_kb_handler was hardcoded to NullKeyboardHandler as a result.
Almost none of that handler is actually Qt-bound. KeyboardHandlerBase::HandleKey already
takes plain u32 codes and keyboard_consumer::ConsumeKey resolves them through
m_keys.find(code), so the code space only has to agree between whatever registers the
buttons and whatever injects them. android_keyboard_handler therefore registers ANDROID
KeyEvent keycodes directly rather than impersonating Qt. The PS3 side uses USB HID usage
IDs and Android's letters and digits are contiguous too, so those map arithmetically and
only the remainder needs a table. Android also distinguishes left from right modifiers,
which Qt cannot, so all eight are wired rather than four.
init_kb_handler now honours the Keyboard setting instead of always reporting none, and
_rpcsx_keyboardKey delivers one key through the usual dlsym bridge, returning false when
no keyboard is active so a caller can tell the difference.
A physical keyboard reaches the guest through dispatchKeyEvent. The test there is
KEYBOARD_TYPE_ALPHABETIC, not the event source: gamepads also report SOURCE_KEYBOARD for
their buttons, so filtering on source alone would send every controller press to the guest
keyboard as well as the pad. The event is consumed only when the native side reports the
key landed, which keeps a physical keyboard usable for UI navigation everywhere else.
Not yet done: the on-screen keyboard overlay, and a UI setting for the handler. The core
default is still keyboard_handler::null, so this is inert until Keyboard is set to Basic.
Accurate SPU Reservations was persisted false in the global config, left over from
earlier debugging, where upstream and our own defaults are both true. Turning the
default back on reached nobody who had already run the app, so this migrates the
stored value -- correcting the curated field and forgetting the raw override at
global scope only, since a per-title exception exists on purpose and
forgetEverywhere() would take it with it. Save LLVM logs had the same problem and
needed the value recorded, not just the override un-pinned.
A file:// launch never booted: the intent path was passed through as a URI string
and the loader wants a filesystem path, so only content:// ever worked.
get_memory_usage() reports system-wide totals -- MemTotal minus MemAvailable, every
process on the machine plus page cache -- and was being read as if it were ours.
Add get_process_memory_usage() for this process's resident set, which is the number
Android's low-memory killer actually decides on, and report that instead.
Console Language, Keyboard Type, Console Region, Date Format, Time Format and
Enter Button Assignment had no UI, so anything the core read from PS3/System was
whatever the default happened to be.
Enter Button Assignment in particular was already a field but never reached the
core: Rpcs3Bridge.setSetting has no fallthrough, it translates a fixed set of
(section, key) pairs and silently drops the rest, and PS3/System was not among
them. Add the branch, add the five missing fields through the eight sites a
Settings field needs, and give them setters that map an index to the enum name --
these serialise by name, and the enum is neither contiguous nor in formatter order,
so an index cannot be written straight through.
FilenameParser reconstructs every serial in the PS2 dump shape -- four letters,
a hyphen, five digits (SLUS-20312) -- because that is the convention its regex
was written for. A PS3 title ID has no separator, so a game whose serial comes
off the filename rather than the disc is recorded as BLUS-30917.
That serial matches nothing. Cover art is fetched as COV/<TITLE_ID>.JPG, keyed
by exactly the id PARAM.SFO gives us, and the extracted-icon fallback is
disc-icons/<TITLE_ID>.png:
COV/BLUS30917.JPG -> HTTP 200
COV/BLUS-30917.JPG -> HTTP 404
so the card shows a text placeholder. The filename path is taken whenever the
disc was not probed -- probeDiscInfo answers "{}" while a game is loaded. Once
that has happened the entry cannot recover: the cached serial is re-seeded into
discInfoCache at the start of every scan and comes back as disc.titleId, which
has top priority.
Normalise the resolved serial rather than the parser, which is what repairs the
already-cached entries since they arrive through the same expression.
Three things this has to get right beyond the cover itself.
NOT EVERY 4+5 TOKEN IS A TITLE ID. FilenameParser takes the first four-letter
plus five-digit token it finds anywhere in the name, so what arrives may be a
release tag or an id belonging to a different game. Left hyphenated a bad guess
matches nothing and the card shows a placeholder -- visibly wrong, and safe.
Stripped, it would become a WELL-FORMED id and quietly resolve whatever is filed
under it: another game's cover, its curated name, and its config_db entry, which
the core applies at boot. So normalise only what carries a real PS3 prefix, B
for disc releases and N for PSN. Deliberately not gated on GamePlatform: that
enum comes from the same probe that produced the serial, so in the one case this
exists for -- probe failed, name came off the filename -- it is always null and
the guard would be constant-true.
THE SERIAL IS NOT ONLY THE COVER KEY. It also keys config.game.<serial>, per-game
core overrides, touch layouts and profiles, pad bindings, play time, the pinned
name and the custom cover file. Renaming the game without moving those resets
every one of them silently, and nothing prunes the old keys, so they become
unreachable rather than merely unused -- the custom cover worst of all, since
CustomCovers.remove resolves through the same name and cannot delete the orphan.
migrateSerialKeys moves them, and CustomCovers.renameSerial follows the file.
THE REPAIR HAS TO REACH EXISTING INSTALLS. cacheKey embeds ScanSchemaVersion, and
HomeViewModel only schedules a scan when that key changes. Without a bump an
upgraded install keeps serving the cached hyphenated ids and never rescans, so
the covers stay broken until the user finds the refresh button. Bumped 7 -> 8;
the constant's own contract asks for this whenever a stored field changes, and a
changed VALUE has the same staleness signature as a new field.
Verified on device, 14-game library with three affected ISOs. Seeded the broken
state (hyphenated serial in the cache, a pinned name and play time under the old
id, cached key at v7), then launched WITHOUT touching the UI:
load(first): cachedKey=v7|... newKey=v8|... pending=true
scan start: 1 dir(s), rawStorage=true
serial 'BLUS-30917' -> 'BLUS30917' (3 pref key(s) moved)
pending=true is the field that read false before the bump. Afterwards no
hyphenated key or serial remained anywhere in the preferences, the pinned name
was live on the card under the new id, and Lollipop Chainsaw, Ratchet & Clank:
Full Frontal Assault and Virtua Tennis 4 all render their covers.
Not fixed here: those discs still have no extracted ICON0.PNG, so their offline
fallback stays missing, and the re-probe that would create one is folder-only --
re-probing an ISO needs a vfs::mount, which the seeding loop deliberately avoids.
Two library entries that resolve to the same id can also cross-write each other's
per-serial data; that is the intended merge for a genuine duplicate, but nothing
models it.
ensureBundledPatches iterated the whole BUNDLED list and forced each entry
enabled, so bumping BUNDLED_REVISION for one game re-enabled every bundled
patch -- including Sonic '06's Graphics Fix, for a user who had deliberately
turned it off and may not own the game the bump was made for. That directly
contradicts the guarantee written above the function ("turning one OFF
sticks").
It cannot be fixed by reading the state back: save_config writes an entry
only when it is enabled, so "disabled" is stored as an absent entry and
patch_config.yml cannot distinguish opted out from never seen.
Each Bundled entry now records the revision it first shipped in, and only
entries newer than the stored revision are touched. An install already at
revision 1 has been offered the Sonic patch once; whatever the user did with
the toggle afterwards is their answer.
Two things fall out of the same change:
- The retry on partial failure now covers only the pending entries, so a
patch stuck failing can no longer drag the already-settled ones back on
with it every boot.
- When nothing is pending the import is skipped entirely rather than
rewriting patches/patch.yml for no reason, which keeps a future bump that
adds no new patch from touching the file at all.
Verified on device (arm64, Android 15) against the shape this changes, which
is the upgrade in place: stored revision 1, a populated patch.yml without the
new entry, and no patch_config.yml -- the state a user is in after turning
the Sonic patch off, since disabled is stored as absence.
Booting a game logged
canary patches: imported 1, enabled 1
("enabled 2" is what the previous code would report, since it enabled
BUNDLED.size entries), and the resulting patch_config.yml contained only
SPU-42bae8e5d6a9304068ba1c6bbfdc18d656e287a1:
Bink overlay skip:
Tom Clancy's H.A.W.X. 2:
BLES00928:
All:
Enabled: true
with no Graphics Fix entry, i.e. the opted-out patch stayed off across the
bump. The Sonic entry in patch.yml itself was preserved, and the stored
revision advanced to 2.
Not verified: the two-writer race on patch.yml (a Patches-tab download
overlapping a boot). That is unaffected by this change and still unguarded.
Tom Clancy's H.A.W.X. 2 (BLES00928) hangs forever at the first intro
video. The SPU dies with "Access violation reading location 0x20" in
CellSpursKernel0 and is parked with dbg_pause, which nothing in the
Android build can clear, so the emulator sits at a locked 30 fps while
the guest is dead. Upstream RPCS3 lists the title as Loadable with no
fix but "delete data/movies".
The title looks up a section named '.reload' in an SPU module embedded
in its own EBOOT. That module is stripped -- e_shnum is 0 -- so the
lookup cannot succeed on hardware either, and the game copes: the
failure path writes 0 to the work descriptor's +0x10 field, and the same
module tests that field to skip the overlay load.
03224 lqr r8,0x1b810 ; r8 = desc[+0x10]
0322c brz r8,0x32cc ; == 0 -> skip
A bump allocator on the PPU side then runs over that field
unconditionally -- (0 - 0x10) & ~0xF = 0xfffffff0 -- destroying the
sentinel. The guard stops firing, so the SPU issues GET lsa=0 ea=0
size=0x4000, a transfer that would have overwritten the running SPURS
kernel had it succeeded.
The patch makes the overlay routine at LS 0x3208 return immediately,
which is what the surviving guard would have caused anyway. It is keyed
on the SPU image hash, so it cannot affect another title or a build of
this module that does carry sections.
Suppressing the DMA emulator-side instead does not work: the guest loop
waits on data that never arrives and runs away into a second fault. So
does zero-filling local store, which breaks the SPURS kernel's own HALT
assertion earlier than the fault it was meant to prevent.
Verified on device with every diagnostic reverted and default settings
(PPU/SPU Recompiler (LLVM), Accurate SPU DMA off): the import runs at
boot, patch.yml grows 468 -> 761 bytes with the existing Sonic entry
preserved, patch_config.yml enables both, and the core reports
PAT: Applied patch (hash='SPU-42bae8e5d6a9304068ba1c6bbfdc18d656e287a1',
description='Bink overlay skip', ...)
ppu_loader: SPU executable hash: SPU-42bae8e5d6a9304068ba1c6bbfdc18d656e287a1 (<- 1)
0 access violations, intro cinematic plays, title screen reachable and
the first mission's targeting-pod sequence renders.
BUNDLED_REVISION goes to 2 so existing installs re-import.
ConfigStore.loadGlobal() is a JSON parse plus every migration block in the
file -- 24,555 dex instructions by ART's own count, over its JIT ceiling,
so it runs interpreted on every call. EmulationSurface's frame-rate
monitor calls it (via resolveForGame) every 5 seconds for the whole
session, to read a single boolean. Measured: one ART "exceeds compiler
instruction limit" bailout line per 5.00 s of gameplay, entire sessions
long.
Memoize the parsed Settings. The migrations are one-shot behind their own
prefs flags, so caching is behavior-identical; saveGlobal is the only
writer of the pref after boot and refreshes the cache, and
reconcileReusedFolder -- whose restore path writes the pref directly,
before any settings screen exists -- drops it.
Measured after, same scene: one bailout line for the whole session (the
single first-call compile attempt) versus twelve per minute before, and
the boot config dump still carries the user's settings.