Commit Graph

435 Commits

Author SHA1 Message Date
Shokunin 9bb983208e Settings: shorter Internal resolution note
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 20:52:23 -07:00
Shokunin 2211ecabf3 GL: true 8K past a 16384 texture limit with a high-resolution window
8K is 18x at a 240-line reference, and a full-VRAM surface at 18x is
18432 px wide: over the 16384 limit of Apple's GL, Intel and MoltenVK. A
title only needs its displayed frame at 18x, so past the full-VRAM limit
the GL backend now splits the work:

- The authoritative VRAM stays the ordinary hr surface at 1x, i.e. the
  native renderer unchanged: pack, CPU readback, render-to-texture and VRAM
  copies are exactly the native results (s_hr_scale; s_scale stays the
  presented scale gr_scale reports).
- A presentation-only surface at S covers the displayed columns W =
  [x0, x1) x all 512 rows (R4: 0..319, 5760x9216 at 18x, 405 MiB). Every
  GPU write touching W is mirrored into it: textured and flat batches,
  lines (quads), fills, uploads, the depth24 clear, and VRAM copies (hi to
  hi when the source is in W, otherwise the 1x source upscaled; both staged
  before drawing so overlapping copies read pre-copy pixels). It keeps its
  own stencil. A separate blit program carries the window projection, so
  the canonical shaders are untouched.
- W grows (64-column aligned) the first time a display rectangle outside it
  is presented, seeded by upscaling the 1x content. Present, hold-last,
  interpolation capture, screenshot_hires and the native-wide centre read
  it; a display it cannot hold presents at 1x.

It engages only when the full-VRAM surface cannot hold the request (driver
limit or budget), sized so a 320-wide window fits both; up to 16x on the
M4 nothing changes. PSX_GL_HIRES_WINDOW=0/1 disables or forces it. The
launcher note and video_info (hr_scale, windowed, hires_window_*, hires_fbo)
report it.

Default-off: at 1x and whenever the full-VRAM surface fits, the paths are
the previous ones (same native-VRAM and present digests on a fixed scene at
1x and 2x).

Tests: gl_scale_invariance_test now also forces the window at 2/3/5/9x and
requires its frame at internal resolution to be byte-identical to the
full-VRAM surface at the same scale (copies inside, into and across the
window edge, fills/uploads across it, mask, all blend modes) with native
VRAM identical to 1x, and runs it at 18x; gl_scale_limits_test covers the
window clamp; guards pin that it only engages past the full-VRAM limit.
Verified in R4 on an M4: the 8K preset renders 5760x4320 in a race (rear-
view mirror present) and 5760x8640 on a 480i menu.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 20:52:23 -07:00
Shokunin bb2864bc60 Settings: an older launcher's Supersampling pick wins over a preset
A host built against a recomp-ui without the Internal resolution row
(RECOMP_LAUNCHER_HAS_INTERNAL_RESOLUTION undefined) still seeded
internal_resolution on first boot and applied it after the launcher.
From a fresh start the seed was "native", so a Supersampling pick of 3x
was reset to 1x and "native" was saved; on the netplay soft-return the
sticky preset was re-applied at session_reboot. The legacy row stopped
working.

Both launcher exits now go through two pure helpers in
internal_resolution.h:
- psx_ir_launcher_seed_supersampling: with the row, the factor as before;
  without it, the factor itself when no preset is configured (the
  historical round trip), else the preset's scale capped at the row's 4x.
- psx_ir_adopt_launcher: with the row, the row's preset as before;
  without it, a pick in the Supersampling row drops the preset, and an
  untouched row keeps a preset the player cannot see (game.toml or a
  hand-edited settings.toml). It also returns what settings.toml saves:
  no internal_resolution key unless a preset is kept.

internal_resolution_test drives seed -> launcher -> adopt for both
launcher kinds, first boot and soft-return, against a model of the
legacy row (clamp to 1..4, cycle); keeping the old sticky preset fails
it. gl_internal_scale_guards pins both exits to the helpers.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 20:52:23 -07:00
Shokunin ecda594996 Settings: never persist the PSX_INTERNAL_RESOLUTION override
The environment override was written into g_video_internal_res, the
configured preset. On a netplay soft-return the launcher was seeded from
it and saved it to settings.toml, so one local peer started with
PSX_INTERNAL_RESOLUTION=8k left 8k in the settings.toml the other peer
shares: the case the override exists for.

Keep the override in g_video_internal_res_env. It still wins for the run
(scale, Match display, HiDPI window, video_info), but the launcher only
shows, and settings.toml only saves, the configured preset.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 20:52:23 -07:00
Shokunin 7d49d4c491 Settings: PSX_INTERNAL_RESOLUTION override for one run
A preset id or a line count in PSX_INTERNAL_RESOLUTION overrides every
config layer, like the other validation env overrides (PSX_SCANLINES,
PSX_GEOMETRY_CORRECTION). Two local netplay peers share one settings.toml,
so this is how one runs at 4K beside another at Native. Also say
"measured when the game window opens" for Match display before the window
exists instead of logging a 1x request.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 20:52:23 -07:00
Shokunin f34f91cc25 Settings: Internal resolution presets (Native ... 8K, Match display)
Add a player-facing internal resolution on top of the raised GL ceiling.
A preset is a target height; the runtime renders at the integer scale
S = ceil(target / reference_lines), reference 240 by default: 720p 3x,
1080p 5x (area-resolved to 1080), 1440p 6x, 4K 9x, 5K 12x, 8K 18x. The
backend then clamps S to what it can allocate.

- runtime/include/internal_resolution.h: the preset table, stable ids,
  the value encoding shared with recomp-ui (0 unset, 1 native, -1 match
  display, N target lines) and the pure resolver.
- config: [video] internal_resolution (a preset id or a number of lines)
  and resolution_reference_lines in game.toml; internal_resolution in
  settings.toml, written as a stable id beside supersampling = min(S, 4)
  for older runtimes. Precedence: game default < player's legacy factor <
  player's preset. settings.toml window_width now accepts up to 7680.
- main.cpp: resolve the preset before gpu_init; Match display re-resolves
  from the game window's monitor (SDL3 mode height x pixel density) before
  the GL context allocates. The launcher gets the vocabulary (with a
  synthesized "Nx (L lines)" entry for a legacy factor no preset matches)
  behind RECOMP_LAUNCHER_HAS_INTERNAL_RESOLUTION, on first boot and on the
  netplay soft-return.
- The OpenGL game window gets SDL_WINDOW_HIGH_PIXEL_DENSITY (SDL2:
  ALLOW_HIGHDPI) only when the player chose more than native, so the
  drawable is in pixels on Retina; native keeps the window as it was.
- debug server: video_info (preset, requested and effective scale, GL
  limit and clamp, hr surface, window points vs pixels), screenshot_hires
  reads the GL hr FBO at full size, screenshot_wide_hires captures the
  native-wide band at internal resolution.
- docs: config_schema (keys, precedence), NETPLAY (a per-peer presentation
  setting), TCP_COMMANDS (index regenerated), ENHANCEMENTS IR1.

Default-off: with no internal_resolution anywhere the scale, the window
flags and the present path are unchanged.

Tests: internal_resolution_test (presets x reference 240/480 x backend
maxima, legacy mapping round trip), video_enhancement_settings_test (game
and settings keys, stable-id round trip, legacy key still written),
gl_internal_scale_guards (HiDPI only when opted in, launcher fields behind
the capability macro).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 20:52:23 -07:00
Shokunin ec7bc14ad9 GL: Fit to Window stays within the native-wide surface limit
A native-wide surface is g_wide_w*S wide and the driver limit bounds it
(1024 native columns at 16x on a 16384 limit, about 38:9 at a 320-px
display). An uncapped Fit to Window aspect could ask for more; wide_fbo_for
then refused the surface and the frame fell back to a 1x CPU present with
no native-wide margins.

update_adaptive_widescreen now narrows the Fit aspect to the widest the
surface holds (gl_renderer_fit_wide_aspect: psx_gl_max_wide_width at the
context's scale, psx_gl_fit_wide_aspect at the current display width,
gpu_ws_display_width). It changes nothing unless the surface would be
refused. The refusal stays for a fixed aspect on a wide display mode; its
comment now gives the right limit and what the frame falls back to.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 20:52:23 -07:00
Shokunin eee07fe910 GL: raise the internal-resolution ceiling to the driver's limits
The OpenGL backend capped supersampling at 4, the software mirror's limit,
although its hr surface lives on the GPU. Raise the compile-time ceiling to
32 (gpu_render.h) and decide the real scale at context init:

- Query GL_MAX_TEXTURE_SIZE, GL_MAX_RENDERBUFFER_SIZE and
  GL_MAX_VIEWPORT_DIMS and clamp S so the 1024*S x 512*S surface fits them
  and a 2 GiB memory budget (PSX_GL_VRAM_BUDGET_MB overrides it). Apple's
  GL on Metal reports 16384, so 16x is the most a full-VRAM surface can be.
  The clamp is logged with the limit that applied.
- If the surface still fails to allocate, retry one scale lower inside GL.
  Only a 1x failure drops the backend to software, as before.
- Draw lines above 1x as quads one native pixel thick covering both
  endpoints. glLineWidth(S) is capped at 1 on core profiles, so every line
  was one hr pixel thick (1/9 of native at 9x).
- Present a supersampled source with an area resolve when it is more than
  1.25x the output (1200 lines into a 1080 window, 480i menus), and inset the
  UV rect by half a texel instead of half a native pixel, which cropped and
  zoomed the image by (S-1)/2 texels per edge.
- Size the copy scratch to the largest copy (copies stage at its origin) and
  rebuild the mask stencil in tiles, only over the primitive bbox union, so a
  large S does not cost another full-size surface.
- Refuse a native-wide surface wider than the driver limit (uncapped Fit at
  a high scale) with one log line; the frame presents 4:3.
- main.cpp: the offline and dual-raster clamps no longer cap GL at the
  software 4x. The CPU present path presents GL frames at 1x (its readout is
  native) and its staging buffer stays sized for at most 4x.
- [video] supersampling accepts 1..32 in game.toml and settings.toml; the
  runtime clamps per backend.

Every change is gated on S > 1: at 1x the renderer is byte-identical (same
native VRAM and presented framebuffer digests as the previous source on a
fixed GP0 scene).

Tests: gl_scale_limits_test (clamp arithmetic), gl_internal_scale_guards
(source guards + runner parsing), and gl_scale_invariance_test, a hidden
real-GL run at 1,2,3,5,9x that requires identical guest-visible VRAM at
every scale, one-native-pixel lines at internal resolution, and a 32x
request that stays on GL at the driver's clamp (16x on Apple).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 20:52:22 -07:00
Matthew Stanley 78534deff4 mods: [runtime] hide_hidden_mod_features opts the launcher into never showing hidden features
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 16:41:47 -07:00
Matthew Stanley f51617bb7d runtime: VBlank rate follows the GPU video mode (GP1(08h) bit 3), not the disc region
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-26 15:38:21 -07:00
Matthew Stanley f9109e21c6 Resolve relative bezel artwork paths against the exe directory
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-25 22:27:47 -07:00
Matt Stanley 9e9ec7b401 Merge pull request #383 from x6568tank/feat/mid-session-disc-change
Mount a different disc while the game runs
2026-09-24 15:15:43 -07:00
Matthew Stanley eec71b9787 fix: open the game window at a normal size instead of maximised
Default = largest multiple of 240 lines within 2/3 of the usable height;
an explicit window_width is still honoured.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-09-24 14:42:12 -07:00
Matthew Stanley c68bf6e085 Merge current master while preserving Tomba adaptive renderer 2026-09-19 16:23:00 -07:00
Matthew Stanley fa435a4a0c render: add uncapped adaptive viewport and stable world classification 2026-09-19 16:19:23 -07:00
x6568tank 8fa46fbee5 fix: derive the disc index when --disc names a set member
The index derivation is guarded by !disc_override_path, so an explicit
--disc left selected_disc_index at its default of 1. Every savestate
then carried the _disc1 token whatever was mounted.

Measured on a two-disc set: booting disc 2 with --disc wrote
state_801255AC_disc1_slot08.pst. With this change the same run writes
state_801255AC_disc2_slot08.pst.

This is independent of the disc-change feature. It is in this branch
because the roster registration already computes the mounted index.
2026-09-18 11:40:35 -04:00
x6568tank 7c99a88565 feat: mount a different disc while the game runs
The runtime mounts one disc image at startup. No code path changes the
mounted image after that. Some multi-disc games prompt for a disc
change during play and then poll the drive. That poll never succeeds.
The CD-reinsert path reopens the same image path, so it cannot mount
the other disc.

cdrom_disc_select() closes the current image and opens another roster
entry, inside the existing lid window. cdrom_lid_media_ready() returns
0 for the whole window, so the guest cannot read the image until the
window ends. The existing timed close then ends the window.

cdrom_init() is not called. It also resets warm-route, trace and timing
state, which would discard a running session. cdrom_disc_select()
resets the sector buffers, the seek position, and the warm-route
arming. Registered warm routes are configuration and are not reset.

begin_tray_open_cycle() now holds the tray-open code, moved out of
debug_force_cd_reinsert(). Both paths call it.

Add a disc_select debug command. It returns the roster and mounts entry
n when n is given. It also returns the sector count and track count of
the mounted image, which confirms that the reader opened another image.

Tested on Ace Combat 3: Electrosphere (SLPS-02020 / SLPS-02021). Boot
disc 2 with no disc-2 save. The game prompts for disc 1. At that prompt
the CD read count is static at 2955 and frames run at 60.5 Hz, so the
drive is idle. disc_select n=1 mounts disc 1. The game resumes and
plays its first cutscene. Reads restart within two seconds and pass
19971. The read addresses change to disc-1 values. The frame rate does
not drop.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-09-18 11:10:00 -04:00
Matt Stanley 2697a78846 Merge pull request #376 from Alexbeav/up/toolchain-staging
cli: stage the overlay toolchain beside every built product
2026-09-17 14:10:42 -05:00
Matt Stanley b1d8d4cead Merge pull request #374 from Alexbeav/up/frame-report
runtime: report frame rate from every product, not just debug builds
2026-09-17 14:10:28 -05:00
Alexandros Mandravillis c10bad2ebb cli: stage the overlay toolchain beside every built product
No setup package ever staged one, so overlay_cache = true alone left every
streamed overlay on the interpreter. rebuild now stages the pinned Python,
tcc, this pin's recompiler, headers and the build's codegen hash beside the
normal and diagnostic products, and writes compiler.txt naming the compiler
the wizard already has; the runtime treats that as a gcc-tier compiler, so a
player with nothing on PATH gets -O2 shards. Verified on the NCII kit: gcc
tier reported and four shards built with no compiler on PATH.

(cherry picked from commit 03865e10f6ee198d58c47c74526df5db46bb35a9)
2026-09-16 19:59:17 +03:00
Alexandros Mandravillis 09a59af86c runtime: report frame rate from every product, not just debug builds
s_frame_count is already maintained under PSX_NO_DEBUG_TOOLS, but everything
that exposes it — the debug server, the freeze heartbeat, screenshots — is
compiled out of production. A shipped binary could not report its own speed, so
throughput could only be measured on the diagnostic product, which carries
instrumentation of its own and is not what players run.

That gap is why a 30% throughput regression reached a release candidate
unmeasured, and why the first four attempts to attribute it were all made
against the wrong binary.

Adds an opt-in periodic line on stdout, outside every debug guard:

  PSX_FRAME_REPORT_MS=2000
  psxrecomp: frames=1234 elapsed_ms=20000 fps=61.7 avg_fps=61.7

Unset, it is one branch on a cached int per vblank. Line-oriented on stdout so a
harness can read it without a debug connection.

(cherry picked from commit aac4dbf58331a413b4ac8be6890c7ff499c55ca0)
(cherry picked from commit c1fbb313d15fe00256bc68a805ba0df255feb249)
2026-09-16 19:56:55 +03:00
Alexandros Mandravillis 3b541c681f runtime: show launcher warnings through SDL on every platform
launcher_warning/launcher_info only ever raised a dialog under _WIN32, so on
macOS and Linux a first run with no BIOS printed to a terminal nobody was
looking at and quit. SDL3 is already linked; SDL_ShowSimpleMessageBox covers
all three platforms and keeps the headless guard.

(cherry picked from commit 22f4322eb33d46946f9b953f943bedf070eb75a6)
2026-09-16 19:56:55 +03:00
Pegasus 324690cb97 Preserve fully qualified Windows network asset paths
(cherry picked from commit 51d5d56a27)
2026-09-14 17:26:32 +03:00
Matthew Stanley 9037e7bd23 Add opt-in retained texture banks and enhancement memory snapshots 2026-09-13 16:50:26 -07:00
Matthew Stanley 7025bb5f88 Fix rewind keyboard load conflicting with cancel aliases 2026-09-13 14:16:20 -07:00
Aliet Exposito Garcia ab2aaf95be fix(runtime): fix compilation failure when netplay is disabled
When `PSX_NETPLAY` is turned off, the build fails because `ae_np_account_sync` is referenced without being declared in that configuration. This issue caused automated continuous integration pipelines and local builds to fail unless netplay was explicitly forced on.

Wrapping this function call ensures that the runtime compiles cleanly for projects that do not require netplay support, restoring the ability to build with netplay disabled.
2026-09-13 13:33:16 -04:00
Matthew Stanley fa655333fb fix(runtime): guard optional netplay authentication dependencies 2026-09-12 23:06:05 -07:00
Alex Vanderveen 3a275d4939 launcher: Allow Spectators is a preference, not an in-room setting
The toggle lives in the Create Lobby modal, before any room exists, and
its value goes out with `create`. The setter refused unless the client
was already seated in a server lobby, so the modal read the unchanged
preference back every frame and the checkbox snapped off. Refuse only in
a LAN / Direct-IP room, which has no gallery to allow -- the SNES host's
rule.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FPXfGGhBBBxQPcEzaMsauF
2026-09-12 20:54:12 -04:00
Alex Vanderveen b9ca600778 netplay: block list, account keys, list scope and automatch for the launcher
Brings the PSX runtime level with what recomp-ui's netplay pages now ask a
host for, and with the SNES runner that already answers them
(snes_lobby_client.c / snes_host_lobby.c):

- Chat lines, seat rows and players-online rows carry the server's opaque
  account key, so the launcher's ignore/block list survives a rename.
- psx_lobby_set_blocks pushes that list to the server as `set_blocks`, since
  refusing to pair or seat the two together is the server's job; recomp-ui
  re-sends it on every reconnect.
- list_scope_set: a LAN player no longer sees online rooms they have no
  connection for, and an online player no longer sees their own LAN rows.
- Automatch: rulesets discovery, the relay latency probe (14-byte LE frame,
  type 200 -> 201, nonce-matched), queue with the disc fingerprint, the
  accept gate with a locally counted deadline, requeue/cancel/cooldown, and
  claiming automatch's `error` codes only while a ticket is in flight.
  Leaving an automatch room after the match: it is the server's room, has
  no host to rematch with, and holding the seat blocks the next ticket.
- Account: init the auth client once per URL rather than every pump (the
  login worker reads the host), anchor the device key to the executable
  directory, and publish the signed-in handle as the lobby display name.

mods_enabled is asserted false on PSX: every netplay launch clears the mod
plan or refuses to start, and the caps a match runs are the ruleset's.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FPXfGGhBBBxQPcEzaMsauF
2026-09-12 19:39:09 -04:00
Alex Vanderveen 615d35fe22 Merge remote-tracking branch 'origin/master' into feat/lobby-parity
# Conflicts:
#	tools/new_project_layout/project_studio/readme_metrics.py
2026-09-12 19:30:47 -04:00
Matthew Stanley 63b205df78 Index immutable resident dispatch keys and clarify owner telemetry 2026-09-11 23:39:46 -07:00
Alexandros Mandravillis c2f9c3d59a setup: detect any recompiled BIOS stem and stop the first-run setup loop
Focused port of the fork's fix/setup-host-bios-deadlock feature (10 commits) onto current upstream master, per the 2026-09-10 decision to port rather than rebase (the fork line and upstream share no merge base).

Content: the codegen host accepts any recompiled BIOS stem instead of only OpenBIOS/SCPH1001 (psx_bios_known_images.h); the runtime checks the setup host before validating a chosen BIOS and the first-run loop breaker reports a cause-specific reason; the CLI decodes subprocess output as UTF-8; --setup-selfcheck verifies a headless setup; the rbengine preflight names the recursive init. Two port conflicts resolved: the new CTest registrations in recompiler/CMakeLists.txt are kept (the names exist only in this change), and runtime.cmake takes the new recomp-ui guidance text. Cubic P3 finding fixed: the sibling PSX_NETPLAY FATAL_ERROR now also names --recursive.

Evidence: python syntax checks pass for psxrecomp_cli.py and the new tests; runtime/tests/test_codegen_host_bios_stems.py runs or skips only on a missing RECOMP_UI_ROOT. No full runtime build or retail route is claimed here. Developed with AI assistance (Cline, 2026-09-10).
2026-09-11 01:26:22 +03:00
Matthew Stanley 568513bd26 Suppress freeze detector during host pause loops 2026-09-08 18:09:52 -07:00
Matthew Stanley 93a93c8e07 Fix game runtime wrapper setup gating 2026-09-08 13:36:54 -07:00
Alex Vanderveen 69e31bcd39 netplay: use the shared auth module instead of a private copy
psx_netplay_auth.c/h are gone; recomp-net's rnet_auth is the one copy, and
the submodule is bumped to pick it up. Callers change name only
(psx_account_* -> rnet_account_*).

The duplication was a day old and had already cost a bug: the URL screen
that refused every OAuth authorize URL had to be fixed in this file and in
snesrecomp's copy separately, and the second was caught by remembering
rather than by anything structural.

Lobby client compiles with the same 12 pre-existing warnings as before and
no errors. main.cpp still cannot be compiled here -- it needs a generated
tree -- so its rename is verified by symbol cross-check only.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015C38nLRmmyXHyJ7P1DiTxg
2026-09-08 09:56:11 -04:00
Alex Vanderveen a2b2c0f8f7 netplay: Discord sign-in and the device key
The runner half. psx_netplay_auth owns the HTTP, a worker thread and the
key; main.cpp is eight one-line adapters over it; queue_hello gains an
optional session field.

The key never crosses the wire. This runtime has no TLS -- wss:// is still
an explicit "not in this phase" -- so a permanent bearer credential sent
in cleartext would be captured once on a hostile network and reused
forever. Instead the server issues a nonce and this proves possession with
HMAC-SHA256 keyed by SHA-256 of the key. psx_sha256.c was already here, so
the HMAC is twenty lines and there is no new dependency.

netplay_secret is written 0600 beside the other runtime config, in the
form "<player_id> <secret>", and redeemed lazily on the first pump so a
machine that signed in once comes up signed in with no player action. A
stored key that no longer works (revoked, or a different server) is
dropped and the client falls back to guest rather than nagging every
launch. That file is the point of the exercise: sign in once on a PC and
the build you install on a handheld authenticates with no browser -- and
it is a password in a file, so it must not go into anything distributed.

Guest stays byte-identical. `session` is omitted entirely rather than sent
empty, so an unauthenticated hello is the exact frame this client has
always sent. The launcher wiring is guarded on RECOMP_LAUNCHER_HAS_ACCOUNT
so this builds against a recomp-ui that predates the callbacks too, and
the runner and the UI can land in either order.

Opening the browser is per platform (ShellExecute / xdg-open / open) since
there is no SDL_OpenURL here. The URL comes from our own lobby server but
still reaches a shell, so anything that is not a plain http(s) URL free of
shell metacharacters is refused rather than trusted.

Verified: psx_netplay_auth.c and psx_lobby_client.c both compile clean
under -Wall -Wextra, and every psx_account_* symbol main.cpp uses is
declared and defined. main.cpp itself could NOT be compiled here -- it
needs a generated tree (bios_rom_alias.h) -- so its changes are verified
by symbol cross-check and inspection only, not by a build.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015C38nLRmmyXHyJ7P1DiTxg
2026-09-08 01:04:19 -04:00
Matt Stanley aeaa14a52d Merge pull request #335 from mstan/fix/mmx6-mod-disc-resolution-before-commit
Resolve launch disc before committing mods
2026-09-07 13:00:36 -07:00
Alex Vanderveen 3e038f289c launcher: seed personal memcards on netplay soft-return; fold card choices into rematch
After a match the soft-return launcher was built from a fresh settings struct
that never carried the memcard paths or enabled flags. With nothing to inspect
the Save panel painted a placeholder block pattern on both cards, which read as
foreign save data even though the personal card files were untouched (the
netplay sandbox is unbound and personal cards reloaded before the launcher
opens).

- soft_return_lobby: seed memcard_path[] from the personal cards (settings.toml
  path, else <memcard_dir>/cardN.mcd) and memcard_enabled[] like first boot.
- rematch writeback: fold ls.memcard_enabled/memcard_path back into the runtime
  slot config and settings.toml, mirroring the first-boot exit path, so a card
  toggled or browsed in from the rematch launcher reaches memcard_init_slots.
  --memcard-dir keeps winning over paths.
- enabled flag is passed as -1 for disabled (0 means "unset -> on" to the
  launcher) and read back as > 0, at both seed sites. Needs recomp-ui 028fa5c.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016HE3VRJ7nBVP1x7x2Yw2Ho
2026-09-07 15:35:15 -04:00
Matthew Stanley 7e492fa5f8 Resolve launch disc before committing mods 2026-09-07 12:07:27 -07:00
Matthew Stanley 461dcb360a Merge remote-tracking branch 'origin/pr/328' into review/pr326plus-gpu-bundle 2026-09-07 09:36:05 -07:00
Matthew Stanley a7d894fdce Merge remote-tracking branch 'origin/pr/329' into review/pr329
# Conflicts:
#	runtime/CMakeLists.txt
2026-09-07 09:33:16 -07:00
Alexandros Mandravillis d8725466bc Keep retry labels and trace declarations C compatible 2026-09-07 16:11:22 +03:00
Alexandros Mandravillis 7c11d57ea1 Preserve CUE track metadata at launch 2026-09-07 16:11:21 +03:00
FábioAP 6ab221a598 Fix Vulkan renderer ignoring widescreen aspect ratio updates 2026-09-06 14:53:35 +01:00
Alex Vanderveen 0f1fd021a8 patch lobby chat 2026-09-06 03:31:56 -04:00
Alex Vanderveen ecc121ade6 lobby browser: spectator column, players online, gallery latency
- lobby_list rows carry allow_spectators / max_spectators / spectator_count
  (browser shows "No" or "1/4"), and every lobby_list carries a players
  array: everyone on the hub with country, room and a short connection tag
  so a client can pick out its own row without publishing whole ids.
- Spectator latency: the round-trip table was keyed by seat and bounds-
  checked against its size, so gallery seats (numbered from 64) were always
  dropped. Seats now map to table cells, player seats first.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01V1dT6h1ZshMVUUVKTPxsCD
2026-09-06 03:31:38 -04:00
Alex Vanderveen 5e1b7d3332 netplay: host from the gallery, seat swaps across tables, LAN seat self-service, keybind fixes
- Host may sit in a spectator seat: session slot 0 stays the sim authority
  with a muted pad and no port; slot->port map keeps players on the port of
  their lobby seat (host first). Rematch path copies the same plan.
- Seat self-service on LAN (MOTK5 SEATMOVE / SWAPASK / SWAPANS / SWAPRES)
  relayed by the host; online swap requests accept a gallery seat as target.
- Lobby chat ring + join/leave lines; country codes from the server.
- Keybinds: a key drives one input per player (binding S to Cross unbinds it
  from Circle), and keybinds.ini is re-read after the rematch launcher too.
- LAN registry file anchored to the exe directory.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01V1dT6h1ZshMVUUVKTPxsCD
2026-09-06 03:31:38 -04:00
Matt Stanley b213858c4c Merge pull request #323 from Alexbeav/codex/sbi-setup
Preserve SBI companions and validate them before launch
2026-09-05 22:45:15 -07:00
Alex Vanderveen 8f266efe27 netplay: bring-your-own memory card, lobby chat, and the fullscreen lobby glue
Seat 1 (P2) can bring its LOCAL slot-1 card to a match: it uploads the card
to the host at launch over the new recomp-net MEMCARD op, the host installs
it as the match's slot-2 card, and the usual card broadcast carries it to
everyone. The host's real slot-2 file is rebound to netplay/guest_card2.mcd
for the session and restored on shutdown; guests already sandbox both slots.
Lobby side: a per-seat memcard_offer on set_ready (has_card, share), a host
allow flag in match_caps, and guest_memcard_active settled ONCE by the host
at start and shipped with the launch, so a toggle racing the start cannot
split the room. LAN carries the same over MOTK5 UPDATE / MEMCARD / JOIN
tail / a trailing START line. PSX_NET_GUEST_MEMCARD=1 for CLI sessions;
a host waiting on a card that never comes stalls at a named phase
(mc_guest_wait), not a silent "ok".

Two latent guest-sandbox bugs fixed on the way: a disabled slot 2 had no
bound path, so a host blob carrying a card for it failed to import and the
guest stalled forever; and leaving the sandbox re-bound a disabled slot to
the sandbox file. Both slots are now bound in the sandbox and restored per
slot (memcard_rebind_path, which can also unbind).

Lobby chat: the client keeps a ring fed by the server's echo (op:chat);
LAN rooms relay through the host (MOTK5 CHATREQ guest->host, MOTK5 CHAT
host->everyone). Wired to the launcher's chat_send/chat_count/chat_get.

Also carries the spectator-seat work that was in the tree alongside this
(spectator seats in the lobby client, spectator_wire_slot in the launch).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01V1dT6h1ZshMVUUVKTPxsCD
2026-09-05 21:18:20 -04:00
Alexandros Mandravillis 2d92d67592 Validate and import SBI companions in the native launcher 2026-09-05 21:34:14 +03:00