Commit Graph

507 Commits

Author SHA1 Message Date
Shokunin 52c6d758a6 Add JogCon SIO controller support 2026-10-05 12:57:10 -07:00
Matthew Stanley fe42da2744 Merge release/native-rendering-20261003 into master
Keeps both lines: master's PGXP session, draw-distance clamps, masked rejects
and saturated-winding NCLIP; the release's render-pass kit additions, verified
media/disc extents, timeline/present rings, cull-scale sites. Overlay ABI v30.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-04 19:27:02 -07:00
Matt Stanley 9aacc1f01e Merge pull request #479 from RetroPortingToolKit/fix/netplay-off-host-relay-include
runtime: keep the host relay out of offline builds
2026-10-04 10:35:36 -07:00
Matthew Stanley 11ff1107c1 Preserve upstream input policy and adapt integration fixtures 2026-10-03 23:46:26 -07:00
Matthew Stanley d2c8f03e76 Add guarded native draw replay, motion interpolation and stable world filtering 2026-10-03 23:46:25 -07:00
Matthew Stanley 5f780a8e5e Add native draw replay and projection interpolation; fix foreground wall classification 2026-10-03 11:12:09 -07:00
Matthew Stanley 9c1e716a61 Preserve PGXP mod selection through renderer initialization 2026-10-02 20:24:38 -07:00
Matthew Stanley 6674024285 Merge master into feat/medievil-native-wide-guards
Reconciled with #470 (PGXP): gpu.c precise vertices take PGXP only under geometry correction and count it, then native-wide edge recovery; the PGXP triangle stat stays PGXP-only. Stubs and tests from both kept; stamps recomputed.
2026-10-02 20:00:23 -07:00
Matt Stanley dec516c08b Merge pull request #476 from Alexbeav/up/netplay-start-failure-text
netplay: say why a start failed
2026-10-02 19:42:52 -07:00
Matthew Stanley 40af8a428c Merge master into feat/pgxp
Master moved the textured-dot test stubs into gpu_exec_stubs.inc; the PGXP stubs move there too. pgxp_note_rect_bypass stub takes (int). Stamps recomputed.
2026-10-02 19:30:59 -07:00
Matthew Stanley 30a4072c25 Merge master into feat/max-detail
Stamps recomputed with tools/bios_emitter_fingerprint.cmake after #480's restamp.
2026-10-02 19:22:24 -07:00
Matt Stanley 921d0b021d Merge pull request #467 from RetroPortingToolKit/feat/vs-split
GL: texture window per vertex; opt-in batching across texture windows
2026-10-02 19:20:52 -07:00
Matt Stanley adf2b8a01c Merge pull request #461 from Alexbeav/up/launcher-quit-keeps-settings
launcher: keep settings changed and dismissed with quit
2026-10-02 19:20:48 -07:00
Matt Stanley 0347edd577 Merge pull request #455 from Alexbeav/up/settings-paths-relative
runtime: keep a portable game folder portable (relative settings paths)
2026-10-02 19:20:44 -07:00
Matthew Stanley 02e1246a3b runtime: keep the host relay out of offline builds
1982e7dc included recomp_net/host_relay.h unguarded, so PSX_NETPLAY=OFF builds fail to compile (optional_netplay_auth caught it).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 15:40:36 -07:00
Matthew Stanley c29e934308 Add guarded packed-coordinate culling for native-wide adapters 2026-10-02 14:12:20 -07:00
Matthew Stanley d614395470 Debug server: window_size resizes the game window for window-shaped checks
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 11:14:58 -07:00
Matthew Stanley e3133d27d8 Merge feat/render-pass-kit (ROTATION, counters, offline build fix)
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 10:33:50 -07:00
Matthew Stanley bd2c3b8c62 Offline builds: host relay status only with recomp-net linked
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 10:24:36 -07:00
Matthew Stanley b27be21d1e Frontend: --hidden-window never blocks on a modal or file picker 2026-10-02 10:12:18 -07:00
Matthew Stanley 1e6ef854c5 Frontend: --hidden-window runs the full presenter in a never-shown window 2026-10-02 10:12:17 -07:00
Alexandros Mandravillis 1d98dd5d30 netplay: a failed start from the launcher returns to the room
A match started from the launcher closed the program when the start failed, with the reason on a console the player does not see. It now ends through netplay_soft_exit, keeps the sentence for the status line and goes back to the room before the scheduler runs, so the game is not booted offline. No session is open at that point, so no BYE is sent. A command-line start still exits with code 1.
2026-10-02 19:13:57 +03:00
Alexandros Mandravillis c1a9e52894 netplay: say why a start failed
A failed start printed "built without recomp-net, or bind/peer invalid" for every cause. A player whose system held the UDP port read first that the build had no netplay.

The library answers a refused bind, a listen address it cannot read and a peer address it cannot use with the same -1. main.cpp now does those steps again (it reads the listen address as the library does, looks up a name, binds without address reuse) and reports the system's answer. The sentence names a cause only when the system does: address in use, access denied (a port range Windows keeps for Hyper-V or WSL, a port below 1024 elsewhere), address not available. Any other error gets the number and the system's text. The peer address is named only when the listen address opened and the peer address cannot be read. The build is named only when it has no netplay.

The sentences are in netplay_exit_reason.c with unit cases; a source guard checks the wiring in main.cpp.
2026-10-02 19:13:57 +03:00
Matthew Stanley 8b1bcfe43a Frontend: --hidden-window never blocks on a modal or file picker 2026-10-02 09:03:05 -07:00
Matthew Stanley 7d1ad2ec19 Frontend: --hidden-window runs the full presenter in a never-shown window 2026-10-02 09:00:38 -07:00
Matthew Stanley 81b449d7c9 Merge V8:2 framework branch (b9f9ba23) into master for render passes
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-02 08:36:58 -07:00
Alex Vanderveen 1982e7dcb5 netplay: host relay for online rooms (amends §108 "online is always SFU")
An online room this build hosts asks the lobby server for transport "host"
(match_caps.relay): the host carries the match on its own UDP port and
guests dial it; the server's relay (SFU) is the fallback when a guest's
probe fails (recomp-net-server WS_LOBBY.md "Host relay"). The mechanics are
recomp-net's recomp_net/host_relay.h, pinned here (lib/recomp-net b0751b7);
this engine's own lobby-client copy gets the same glue as rnet_lobby_client:
the cap (emitted only when asked), the launch's transport ->
PsxLobbyJoinInfo.transport_host (force_input_relay 0; the host accepts
first / hubs instead of dialling the guest's LAN address), each seat's
published path / path_fresh, host_relay_step() from psx_lobby_pump, and
unmap on leave / disconnect.

psx_netplay: transport_host takes the LAN / hub path instead of the "MotK
online needs the SFU" rule. main.cpp: relay_host_get/set + relay_status
for recomp-ui (Network Settings / MATCH SETTINGS / ROOM "Match Relay"),
transport_host on the launch and into PsxNetplayConfig, and the
host==guest-advertise SFU inference skipped on a host launch; all under
RECOMP_LAUNCHER_HAS_HOST_RELAY so older recomp-ui pins still build.

Compile-checked against workspace recomp-ui 58604b0 (MOTK scratch
configure: full build and link).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-01 19:10:30 -04:00
Alex Vanderveen 35d604ab80 netplay: matches the Retro hub negotiates -- ingest_launch and --netplay-query
The hub holds the lobby seat; the game settles everything itself
(retcomm-launcher docs/NETPLAY_HANDOFF.md):
- psx_lobby_ingest_record replays the hub's seat/room/launch messages
  through handle_server_json, so fill_launch answers as in-game.
- --netplay-query answers what this build's lobby would send: disc_fp,
  set_ready (BIOS offer), start (default caps; settled from a room).
- set_ready/start builders and the host start-caps settle are factored out
  unchanged and shared by in-game PLAY and the query.
- A handed-off match ends the process (the hub holds the room).

Two CTR processes from records, local relay: all 80 live digests equal.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 19:10:30 -04:00
Matthew Stanley 2163035e9a netplay local viewport: projection renderer, hi-res half present, state gate
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 16:02:08 -07:00
Matthew Stanley 3b41a81365 netplay: debug-server input override drives headless peers
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 15:07:43 -07:00
Shokunin dd5fdec6bb Add opt-in draw-distance clamps ([[draw_distance.clamp]])
Many PS1 renderers drop a primitive whose depth index falls past the end
of their ordering table. Raising that limit can write past the table, so
a title can now list such guards in game.toml with the register that
carries the index and the last safe value. While a trusted mod has called
psx_mod_set_draw_distance_clamp(1), generated main-EXE code clamps that
register before the guard runs, so far geometry is kept in the farthest
slot instead of popping in later.

- Off by default and reset at every session start, so netplay and every
  title that lists no sites run unchanged; with no sites the generated
  code and declarations are byte-identical.
- Main executable only: the full instruction word is the guard,
  generation fails on a mismatch or a load-delay hazard, captured
  overlay code keeps its own code (the sites are not part of the overlay
  config identity), and the dirty-RAM interpreter applies the clamp
  where the game's text image holds the listed word.
- Compatibility: code_generator.cpp is a codegen-hash input, so the
  codegen hash and the overlay-cache tag change for every title, sites
  or not. Savestates from earlier builds are refused, and overlay shards
  rebuild once on first visit. Generated code and behaviour are
  unchanged for a title without sites or with the switch off.
- Tests: draw_distance_codegen_test (config rules, emission, guards,
  declarations, overlay identity) and draw_distance_interp_test (store,
  switch, interpreted guards); the session-reset guard covers the switch.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 11:36:48 -07:00
Matthew Stanley 85c88d269c widescreen: auto_ui_anchor = "in_place" squashes each HUD run about its own centre
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-01 11:13:30 -07:00
Shokunin 8630d3a6f8 PGXP: precise culling as a mod option; the mod as a title's one switch
With every drawn vertex precise, a title can still show cracks where the game
culled a face on its integer winding. R4's road emitter runs NCLIP on each
far row and skips rows whose native height rounds to 0. Natively their
neighbours meet at the same integer y. With PGXP they sit at their exact y,
and the skipped row becomes a strip of sky across the road beyond the start
gantry, at 4K and in 2P. tri_mixed cannot see this: the missing face draws
no triangle.

Precise culling (DuckStation's "PGXP culling", minimal footprint):
- While geometry correction is armed, gte_nclip computes the exact
  determinant of the three SXY register shadows (pgxp_gte_nclip_precise:
  live, current words, the GPU's own truncation agreement and tolerance).
  When its sign is nonzero and differs from the integer MAC0's, MAC0 takes
  that sign, with the rounded exact doubled area (at least 1) as magnitude.
  FLAG keeps the integer overflow bits.
- It changes guest-visible MAC0, so it is a `culling` option of
  psx.enhancement.pgxp, false in the builtin, with no [video] key, so netplay
  (which clears every mod) never runs it. It needs geometry correction.
  It is held off in every pass compared against another execution: the
  speculative and replay passes, and the whole overlay shadow diff
  (psx_overlay_shadow_diff_active), interpreter pass included.
- Counters whenever geometry correction is armed: nclip_precise,
  nclip_disagree (exact sign differs: the culled-face crack exposure),
  nclip_corrected. TCP pgxp {"culling":0|1}; env PSX_PGXP_CULLING.

Session arming in one place (src/pgxp_session.cpp, psx_pgxp_session_arm):
main.cpp's renderer setup now calls the same code the test drives. The arming
takes the mod request (reads and clears it), so a session with an empty plan
cannot inherit an earlier session's request even if the reset were skipped.
pgxp_session_test now links the real mod runtime, the builtin plugin and the
builtin manifest, and covers:
- a default-on override;
- a netplay clear, with and without the reset;
- the off switch;
- the options;
- env overrides;
- pgxp_mod_only.

[video] pgxp_mod_only (game.toml, default false): for a title that ships
PGXP through the mod, the mod is the one switch. The [video]
geometry_correction / perspective_texturing / pgxp_cpu_mode values are not
applied, from game.toml or the player's settings.toml. The launcher also
hides its Perspective textures row (has_geometry_precision = 0). That row
showed "off" while a default-on mod corrected textures, and it could keep
texture correction on after the player switched the mod off.

geom_correction also reports texture_correction and the culling switch.

R4, Helter Skelter: 28.7% of NCLIPs disagree in sign. With culling, the
ladder is gone in same-frame 4K captures (1P straight and crest, 2P VS), and
the game emits about 24% more triangles. Its packet buffers peak at 60%.
fp_identity over 12000 frames: stock, PGXP off, and PGXP on with culling off
are IDENTICAL; with culling on, the RAM writes differ from the attract race
on, while cyc/mmio/mc agree throughout.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 06:02:52 -07:00
Shokunin dd867215af PGXP: dataflow-only geometry and preserve-projection precision
Two opt-in [video] keys for titles whose build carries the PGXP hooks, both
live-tunable through the TCP pgxp verb. Defaults keep today's behaviour.

pgxp_position_fallback (default true). false skips the position-cache tier
in pgxp_get_precise_vertex and stops gte.cpp filling it. At hook-build
coverage the cache only hands unrelated 3D fractions to CPU-built 2D
polygons (a HUD needle, menus). Beetle and DuckStation leave their vertex
cache off by default.

pgxp_preserve_projection (default false). true makes RTPS/RTPT shadow the
exact projection, from the unshifted MACs and a true divide
(pgxp_project_precise), instead of the GTE's integer-IR one. That removes
the residual wobble of near geometry. Guest SXY, MAC0 and FLAG are
untouched. Only sf=1 vertices with no IR, SZ3 or divide saturation qualify,
and the rest keep the IR path. The exact position can sit a little below the
guest integer or more than a pixel above it, so truncation agreement becomes
the window -4 < precise - native < 5 px, a sanity bound over the IR path's
own error (on R4 every on-screen vertex falls within -1.9 .. +2.6 px). A
packet half at or beyond the GTE saturation limit must still agree exactly.
The tolerance clamp now measures the offset both ways. [widescreen]
precise_nclip reads the same shadows, so in a title that sets both, its
branch sign follows the exact projection too.

Observability: geom_correction reports both switches, ppp_produced, and
geometry-corrected triangles split into all-precise, mixed and native. The
mixed share is the mesh-cracking exposure of G1.1.

Tests: pgxp_test (fallback off, window edges, saturation, two-sided
tolerance, the exact projection and its qualifiers, triangle census);
gte_register_access_test (RTPS/RTPT guest state equals the oracle with the
mode on, and the shadow is the exact projection); video settings test
(defaults, parsing, type check). gpu_gp0_history_guard_test's gpu.c stubs
gain pgxp_note_triangle.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 04:24:54 -07:00
Shokunin 67da069f9c GL: texture window per vertex; opt-in texture-window batching
The OpenGL textured program read the GP0(E2h) texture window from a
uniform, so every window change ended the open textured batch (batch
reason 5). Titles that tile far textures with per-primitive windows pay
for that in draws: Ridge Racer Type 4's split screen changes the window
about 515 times a game frame and drew about 180 batches, against 17 with
batching on. On the native-wide path every batch that reaches the margins
is drawn again into the wide surface; under heavy load on an M4, 2P with
widescreen at Match display ran at 39-43 guest VBlanks/s and 1P at 50,
against 50-58 and 57 with batching on.

The window now rides in each textured vertex (a_twin, the E2h low 20 bits
as one float) like texpage and CLUT already do, and the shader decodes it
there; the uniform and the window-replay queue's copy of it are gone.
With the default unchanged, batches still split at every window change,
so every vertex carries the batch's window and the image is the same as
before: the new test's oracle passes on the unmodified renderer too, with
the same digests at 1x, 4x, 9x and in the windowed 9x/18x mode.

[video] texture_window_batching = true (game.toml only, default off) lets
primitives with different windows share a batch. The image is the same:
an opaque batch draws its colour in one painter-ordered pass and
semi-transparent primitives are still drawn one per batch. While mask
checking is on the window stays a batch key, because an opaque batch
fixes the stencil for its STP=1 texels after its colour pass.
PSX_GL_TEXWIN_BATCH=0|1 overrides it for a run and the TCP command
gl_texwin_batch switches it live. Software and Vulkan are unchanged.

Tests: gl_scale_invariance_test gains mode "twin" (alternating windows
over opaque, semi-transparent, set-mask, mask-check and bilinear prims,
into the native-wide margins): off and on give the same native VRAM,
frame at S and wide surface, on draws 17 batches instead of 46 and flushes
only for the 5 mask-check window changes. Each run also checks an oracle
that does not depend on the renderer: raw rects through all four windows
into a 4-bit and a 15-bit page must give, pixel for pixel in the native
VRAM and at the centre of each pixel at S, the texel the PS1 window rule
picks from the VRAM as read back. A decode or packing error both settings
share fails it (checked with (v_twin >> 11) and with off_y left out of the
packed window). video_enhancement_settings_test checks the key's default
and opt-in.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 04:15:01 -07:00
Shokunin 6d905e81bd Keep the PGXP mod's activation through renderer setup
psx.enhancement.pgxp did nothing at boot. Its activation armed geometry and
texture correction, then main.cpp's renderer setup, which runs after
activation, applied the [video] baseline and switched both back off. Only the
[video] keys could turn PGXP on.

The activation now records a request (pgxp_mod_request), cleared at every
session start in reset_mod_owned_presentation(). The renderer setup arms PGXP
from the [video] baseline OR the request (pgxp_session.h); the validation env
overrides (PSX_GEOMETRY_CORRECTION, PSX_PERSPECTIVE_TEXTURING,
PSX_PGXP_CPU_MODE) still win. The g_video_* values stay the player's
settings, so the mod never leaks into a launcher seed, and a netplay session,
whose plan is cleared, keeps the [video] keys alone, as before.

No change for a title whose mod is off. pgxp_session_test drives the real
builtin activation and the resolver in main.cpp's order.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 02:55:14 -07:00
Matthew Stanley 53521866b4 SDL3: separate Windows desktop borderless and exclusive fullscreen 2026-09-30 23:30:28 -07:00
Matthew Stanley 7c7133fbb4 Integrate MMX6 adaptive renderer with current framework master
Preserve current segmented dispatch, active-plan mod hooks and software scale limits. Extend function filters through the active plan, retain the last-store pointer with overlay ABI 25, and keep default config fingerprints stable. Refresh BIOS emitter stamps after byte-identical regeneration and reconcile regression fixtures.
2026-09-30 20:23:16 -07:00
Matthew Stanley ca14a118f0 fix(runtime): grow software present buffers for adaptive widths 2026-09-30 17:11:39 -07:00
Alex Vanderveen 170370a440 launcher: prepare a retail BIOS from the wizard with progress, not at Play
A buildable dump used to verify as usable and then block at Play behind a
modal while the module compiled. Now:

- ae_bios_verify reports a buildable, not-yet-cached dump as needs_regen,
  and the runtime wires recomp-ui's new bios_prepare_with_progress job
  (ae_bios_prepare) whenever the toolchain is present and no Generate host
  is: the launcher runs the build as a progress job from the wizard's
  "Prepare BIOS" button or the Play prompt, re-verifies, and resumes the
  wizard. Generate & rebuild is never offered for a BIOS in a bundled build.
- psx_bios_module.c gains a progress sink fed from the builder's output
  lines (dump / emit / compile / self-check / published map to stage
  percentages with readable messages); run_command streams lines on both
  platforms.
- The launch-time build stays as the fallback for --bios / --no-launcher.

Requires recomp-ui 9f86c49 (GameInfo.bios_prepare_with_progress).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-30 20:10:57 -04:00
Alex Vanderveen 60919f5a87 bios: build a retail backend from the player's own dump as a loadable module
Bundled releases link OpenBIOS only; retail-BIOS-derived C never ships.
"Bring your own BIOS" now works without it: when a dump matching a shipped
profile (psx_bios_known_images.h) is selected, the runtime builds that
backend on the player's machine with the overlay toolchain the release
already carries, caches it, and loads it as one more registered backend.

- runtime/include/psx_bios_module.h: the module contract. An overlay-style
  self-contained shared library (no imports from the executable) exporting
  psx_bios_module_{abi,codegen_hash,init,backend}; reaches the runtime only
  through OverlayCallbacks plus a new PsxBiosModuleCallbacks table (traps,
  dirty-RAM/kernel-bless probes, fntrace, log_probe) and pointer aliases of
  the globals the generated dispatcher touches. Its #defines rewrite the
  emitter's own extern lines, so the generated C compiles unchanged.
- runtime/include/psx_bios_module_glue.c.inc: module-side forwarders and the
  four exports, compiled after overlay_dispatch_preamble.c.inc.
- runtime/src/psx_bios_module.c: host side. Cache path
  <exe>/cache/bios/<os-arch>/bm<abi>_<codegen hash>_f<flavor>/<STEM>_<crc>,
  ABI + codegen-hash gated load, callback fill, and a blocking build via
  overlay_toolchain/bios_module_build.py (gcc via compiler.txt or PATH,
  else tcc), then psx_bios_register().
- psx_bios_backend.c: the registry is now a mutable table seeded from the
  CMake-generated psx_bios_builtin_registry by a constructor, with
  psx_bios_register(); every existing walker keeps working.
- main.cpp: validate_bios_for_launch acquires a module (announcing a first
  build) before declaring a mismatch; discovery accepts a buildable dump;
  the launcher verify reports it usable ("ready" / "compiled on first
  launch") with no Generate & rebuild; the BIOS row shows whenever the
  toolchain is present; bundled_only respects module support.
- emitter: the CPS-marker constructor is not emitted in a module build.
- overlay_api.h: OverlayCallbacks gains a struct tag;
  overlay_loader_callbacks() exposes the host table before loader init.
- tools/bios_module_build.py (ships in the toolchain): identity + profile
  SHA-256 gate, staged emitter tree, emit, three-TU compile, ctypes
  self-check, atomic publish. release_stage.py stages psxrecomp-bios, every
  bios/*.toml, the seeds and the builder into overlay_toolchain/.
- Tests: runtime/tests/test_bios_module_host.c against three fake modules
  (good / wrong ABI / wrong hash) on real dlopen; recompiler/tests/
  test_bios_module_build.py builds the bundled OpenBIOS end to end and reads
  the descriptor back; guards extended.

Verified on Twisted Metal 4 (bundled build + staged toolchain, headless):
first launch with --bios SCPH1001.BIN builds and loads the module and boots
on image=SCPH-1001; the second launch loads it from cache.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-30 19:26:29 -04:00
Matt Stanley fcc685ce1d Merge pull request #435 from RetroPortingToolKit/fix/isc-icache-invalidate
Apply cache-isolated (IsC) stores to the caches, as Beetle does
2026-09-30 15:00:19 -07:00
Alex Vanderveen 0b6baa49c4 launcher: never offer "Generate & rebuild" for a BIOS in a bundled build
A shipped bundled build links OpenBIOS only and carries no CLI, sources
or toolchain, yet the codegen host forced the BIOS row on and a retail
pick answered with needs_regen ("Generate & rebuild to switch"), a step
that cannot run there.

- The BIOS row is shown only when a choice can mean something: a retail
  backend is linked, nothing is linked yet (setup host), or the codegen
  host actually wired Generate (prepare_with_progress). main.cpp decides
  after host_apply instead of the host forcing has_bios.
- ae_bios_verify short-circuits a bundled-only build with a plain
  "runs its bundled OpenBIOS only" message before the identity checks,
  whose "this build expects SCPH-1001" wording names the pinned stem,
  not a linked backend, and sets needs_regen only when Generate exists.
- test_bios_selection_guards pins both.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-30 17:54:53 -04:00
Alex Vanderveen 2b3f8c66c5 Merge pull request #445 from Alexbeav/up/netplay-exit-reason
netplay: say why a match ended, and end a boot mismatch in 3 s
2026-09-30 16:58:02 -04:00
Alex Vanderveen d8b644bf6d Merge pull request #444 from Alexbeav/up/netplay-bios-identity
netplay: settle the lobby BIOS by image, not by "any retail"
2026-09-30 16:52:27 -04:00
Alexandros Mandravillis 5ef2bf04fd launcher: save paths inside the game folder relative to it
settings.toml [bios]/[disc]/[memcard] and the disc.cfg / bios.cfg
sidecars were written as absolute paths. A portable game folder therefore
broke once it was moved or copied to another PC: the launcher asked for
the disc and BIOS again, and saves were not found.

Paths inside the folder that holds settings.toml (the exe directory) are
now written relative to it. Paths outside it (another drive, a network
share) stay absolute. Readers already resolve relative paths against the
exe directory (previous commit), so the folder works wherever it lands.

portable_settings_paths_test checks that a path inside the settings folder
is written relative, a path outside stays absolute, and the relative form
reads back unchanged.
2026-09-30 22:26:00 +03:00
Alexandros Mandravillis 9057a5bc17 runtime: resolve persisted relative paths beside the executable
settings.toml ([disc] path, [bios] path, [memcard] dir/card1/card2) and
the disc.cfg / bios.cfg sidecars can hold relative paths, for example when
a player edits them by hand or a game folder is moved as a whole. The
runtime resolved them against the working directory. A game started from
a shortcut whose "Start in" differs, or from a frontend, then looked for
its disc, BIOS and memory cards in that directory: saves appeared missing
and new cards were created there.

Resolve every persisted path against the executable directory through two
adapters on host_resolve, the same anchor the bezel artwork path uses:
- resolve_persisted_disc_path() for [disc] path and disc.cfg;
- anchor_on_exe_dir() for bios.cfg, [bios] path, [memcard] dir, card1 and
  card2, and the card paths the launcher hands back.
Absolute and UNC paths are unchanged, empty values stay empty, and a
relative --disc on the command line still resolves from the caller's
working directory.

persisted_settings_paths_test compiles the real adapters from main.cpp
into a probe, runs it from an unrelated working directory, and checks that
every persisted-path consumer in main.cpp uses them.
2026-09-30 22:24:10 +03:00
Alexandros Mandravillis 79bf8f8df7 launcher: keep settings changed and dismissed with quit
recomp-ui hands the host the player's edits on Quit as well as on Play
(669afe9, "*io still holds the edits"). The PSX host folded them into its
settings only on Play, so a setting changed in the launcher and then
dismissed with Quit was lost on the next start.

Quit now folds the same edits and saves settings.toml before exiting.
The disc choice stays Play-only, because Quit launches nothing.
2026-09-30 22:06:05 +03:00
Alexandros Mandravillis 5c7a37146c netplay: say why a match ended, and end a boot mismatch in 3 s
A netplay match that ends early returns both players to the lobby. The
runtime knew why (netplay_soft_exit's origin) but only printed it to
stdout, so players saw the lobby again with no reason. A boot-digest
mismatch (peers booted different BIOS images or boot settings) first
held a black window for the full 20 s admit-stall watchdog.

netplay_soft_exit now records a sentence for its origin, and the soft
return to the lobby puts it on the launcher's status line through
last_error (the room and browser views already show it). The dig0 gate
timestamps a mismatch; once the same pair of digests has held for 3 s,
the watchdog ends the match with its own reason. A peer that gets the
other side's BYE while it sees the same mismatch reports the mismatch,
not "the other player left". A CLI match prints the sentence to stderr.

The origin-to-text map and the grace decision live in
netplay_exit_reason.c, covered by netplay_exit_reason_test. Builds on
the previous commit's psx_lobby_set_last_error.
2026-09-30 15:59:58 +03:00
Alexandros Mandravillis 5fbd11921a netplay: settle the lobby BIOS by image, not by "any retail"
The lobby's BIOS identity was a two-value token, openbios or scph1001,
and scph1001 meant "some retail dump". An SCPH-5552 peer and an
SCPH-1001 peer both offered it, the host settled it, each peer booted
its own image, and the rollback boot digest never matched: about 20 s
of black window, then both players back in the lobby with no reason
(reported in #243).

Each offer now carries the CRC-32 of the retail image that peer would
boot (online bios_offer.retail_crc; LAN JOIN line 6). The host settles
retail only when every seat offers the same CRC, else OpenBIOS when
every seat links it, else refuses to start and puts the reason on the
launcher's status line ("Players use different BIOS images (SCPH-5552
and SCPH-1001) ..."). The settled CRC ships in match_caps
(session_bios_crc) and on MOTK1 START line 7, and each peer boots only a
dump with that CRC. Rooms where every peer has the same image keep
working, including SCPH-5552-only builds with no OpenBIOS. Old peers
send no CRC, so a mixed old/new room falls back to OpenBIOS or refuses;
a session from an old host still accepts any retail dump. The lobby
server relays bios_offer and match_caps as opaque objects, so it needs
no change.

The rule lives in netplay_bios_settle.c, shared by the online and LAN
paths and covered by netplay_bios_settle_test. last_error grows to fit
one sentence, with psx_lobby_set_last_error to set it.
2026-09-30 15:58:52 +03:00