10 Commits

Author SHA1 Message Date
en-he
f69fdd4027 Fix PNG chunk CRC validation (#241) 2026-07-16 00:46:43 +03:00
Jack Del Aguila
1be009ce40 [HLE] Fix POSIX condition variable semantics (#113) (#223)
* [HLE] Trigger AGC graphics events by filter instead of exact ident (#173)

The PM4 EVENT_WRITE packet carries a 6-bit hardware EVENT_TYPE, but the
guest registers AGC events via sceAgcDriverAddEqEvent with a full guest
eventId. These two values are not the same numbering scheme, so the exact
ident lookup in TriggerRegisteredEvents never matched and the AGC
interrupt thread hung forever.

Add TriggerRegisteredEventsByFilter, which wakes every graphics event
registration on every queue. This is a compatibility workaround for
issue #173 while the real PS5 mapping remains unknown.

Includes unit tests covering the mismatched ident/eventType case.

* [HLE] Fix POSIX condition variable semantics (#113)

Remove PendingSignals from PthreadCondState. POSIX condition signals are edges,
not semaphore credits - a signal with no waiter must have no effect. The previous
implementation persisted signals, causing lock inversions and predicate bypasses.

Changes:
- Remove PendingSignals property and TryConsumePendingSignal method
- Remove pending signal consumption logic from PthreadCondWaitCore
- Remove PendingSignals increment from PthreadCondSignalCore
- Add regression tests verifying POSIX-correct behavior

Fixes #113
2026-07-16 00:24:05 +03:00
can
5f97d2edc4 Fix sceKernelGetTscFrequency disagreeing with the counter on non-Windows hosts (#213)
sceKernelReadTsc only returns the CPU's RDTSC when the host RDTSC reader is
available (currently 64-bit Windows); on Linux and macOS it falls back to the
QPC-based Stopwatch. ResolveKernelTscFrequency, however, still consulted the
CPUID-reported hardware TSC frequency in that case, so sceKernelGetTscFrequency
reported a multi-GHz rate while ReadTsc was ticking at the Stopwatch frequency.
A guest computing elapsed = readTscDelta / frequency then gets the wrong time
on those platforms.

Gate the calibrated/CPUID frequencies on RDTSC actually being available (the
calibration path was already self-gated; the CPUID path was not) and otherwise
report the Stopwatch frequency, keeping ReadTsc and GetTscFrequency consistent.

The selection logic is extracted into a pure, host-independent helper so both
branches can be unit tested, including a regression test asserting that a host
without RDTSC reports the Stopwatch frequency rather than the hardware TSC.
2026-07-16 00:11:46 +03:00
can
341c2a0cb6 Fix sceRtcConvertLocalTimeToUtc failing on non-UTC hosts (#210)
The guest local tick was decoded into a DateTimeKind.Utc DateTime and then
passed to TimeZoneInfo.ConvertTimeToUtc together with TimeZoneInfo.Local.
That overload throws ArgumentException when a Utc-kind value is paired with a
source zone other than UTC, so on any machine whose local zone is not UTC the
export caught the exception and always returned INVALID_ARGUMENT.

Re-tag the decoded value as DateTimeKind.Unspecified so it is interpreted as
local wall-clock time and converted correctly. The reverse direction
(sceRtcConvertUtcToLocalTime) was already correct because ConvertTimeFromUtc
accepts a Utc-kind input.

Add a RtcExports unit-test suite covering the tick/calendar conversions, DOS
time packing, Win32 file time, leap-year and validation error codes, and a
regression test that round-trips a UTC tick through local time and back.
2026-07-16 00:04:35 +03:00
Gutemberg Ribeiro
320dbcacba [SourceGenerators] Compile-time SysAbi export registry, analyzers, and build-generated aerolib.bin (#204)
* [SourceGenerators] Add the SysAbi export generator and analyzers (phase 0)

New SharpEmu.SourceGenerators Roslyn component, complete and tested but
consumed by nothing yet — the emulator projects adopt it in the
following commits.

Ps5Nid ports the PS NID derivation (base64 of the byte-reversed first
eight SHA1 bytes of name + fixed suffix) from
scripts/generate_aerolib_binary.py to C#, so what has always been a
manual, out-of-band computation becomes a compile-time capability.

SysAbiExportGenerator emits a per-assembly SysAbiExportRegistry whose
CreateExports(Generation) reproduces ModuleManager's reflection scan
exactly — same generation inheritance and filtering, same method-name
fallback, same libKernel default — with attribute-omitted NIDs derived
algorithmically (equivalent to the runtime catalog lookup, which is
built from the same computation). Parameterless handlers are adapted to
the SysAbiFunction shape; invalid declarations are skipped here because
the analyzer rejects them as build errors, so nothing drops silently.

SysAbiExportAnalyzer turns the runtime failure modes into diagnostics:
SHEM001 duplicate NID (across declared and derived forms), SHEM002
malformed NID, SHEM003 uncallable handler signature, SHEM004 NID
contradicting its export name (the class of drift previously fixed by
hand), SHEM005 unresolvable export, SHEM006 export name unknown to
ps5_names.txt when the catalog is wired as an AdditionalFile, SHEM007
handler not reachable by generated code.

The self-contained test suite drives both in-process against the real
SharpEmu.HLE metadata: known catalog NID pairs pin the algorithm, the
generated registry must itself compile, and each diagnostic has a
triggering fixture. Fittingly, the NID pinning test caught a wrong
pair in its own first draft — the exact mistake SHEM004 exists to stop.

* [SourceGenerators] Adopt the generated export registry in the emulator (phase 1)

SharpEmu.Libs consumes the generator and analyzers, with
scripts/ps5_names.txt wired as the AdditionalFile catalog. The runtime
now registers exports from the compile-time SysAbiExportRegistry
instead of the boot-time reflection scan; RegisterFromAssembly is
retained solely as the arbiter for a parity test that pins the two
tables identical — same NIDs, names, libraries, targets, and handler
methods — across Gen4, Gen5, and combined registration.

First contact between the analyzer and all 715 existing exports
surfaced real drift the old offline checker structurally missed
(scripts/check_sysabi_aerolib.py skipped any NID absent from
aerolib.bin): three exports whose friendly names collide with real
catalog symbols of different NIDs, now suppressed at-site with reasons
pending AGC API confirmation, alongside the established synthetic
Unknown* labels for uncatalogued NIDs, which prompted a rule
refinement — SHEM004 only hard-errors when the export name is a real
catalog symbol, since synthetic labels cannot be validated by hashing
and the NID is authoritative for them. The two allowlisted mismatches
in the python checker no longer trigger anything, and the checker is
deleted: the analyzer subsumes it with the semantic model instead of
regex, and validates every declared pair rather than only
catalog-known NIDs.

* [SourceGenerators] Generate aerolib.bin at build time from ps5_names.txt

The runtime NID -> name catalog is derived data and no longer lives in
the repository: a Framework-only MSBuild task (GenerateAerolibBinaryTask,
sharing the same Ps5Nid implementation the analyzers use) builds it
into the intermediate directory from scripts/ps5_names.txt — now the
single source of truth — and SharpEmu.HLE embeds it from there. The
output is byte-identical to the previously committed binary, verified
with cmp against git history; a new test pins that the embedded catalog
loads and resolves a known symbol both directions.

scripts/generate_aerolib_binary.py is deleted (its algorithm lives in
Ps5Nid, its invocation in the build); the REUSE annotation for the
binary goes with it. MSBuild's Inputs/Outputs check means the ~154k NID
hashes only recompute when the names file actually changes. The task
implements ITask against Microsoft.Build.Framework directly, keeping
the vulnerable-flagged Utilities.Core package out and the analyzer
project's file-IO ban suppressed only inside the task itself.

* [SourceGenerators] Emit typed-signature register thunks (phase 2)

[SysAbiExport] handlers can now be written with real signatures — a
CpuContext followed by up to six int/uint/long/ulong parameters — and
the generator emits the SysV unmarshalling thunk, mapping parameters
positionally to RDI/RSI/RDX/RCX/R8/R9 with the same unchecked-cast
idiom hand-written handlers use. SHEM003 accepts the new shape and
rejects register overflow and non-register-representable types. Both
shapes coexist, so migration is per-handler; sceKernelPollSema,
sceKernelSignalSema, and sceKernelCancelSema migrate as the
demonstration (the last showing raw ulong guest-address passthrough).

The reflection scan cannot represent typed handlers, so it retires
here: RegisterFromAssembly, its signature validation, and
ResolveExportInfo are deleted, and the parity test that pinned the
generated registry to the scan is replaced by content-invariant tests
(duplicate-free, full 715-export surface, catalog identity). Deleting
the scan surfaced a phase-1 latent regression — the pre-JIT warm sweep
enumerated only reflection-scanned assemblies, so the generated
registration path warmed nothing and re-exposed the guest-thread
fail-fast risk; the warm set is now derived from the registered
handler delegates themselves.

* [SourceGenerators] Marshal guest strings declaratively with [GuestCString] (phase 3)

A string parameter on a typed [SysAbiExport] handler, annotated
[GuestCString(maxLength)], now makes the generated thunk read the
null-terminated UTF-8 string from the argument register's guest
address before the handler runs, returning
ORBIS_GEN2_ERROR_MEMORY_FAULT to the guest when the read fails —
the exact prologue nearly every string-taking handler writes by hand.
The attribute lives in SharpEmu.HLE next to SysAbiExportAttribute;
SHEM008 rejects misuse (non-string parameter, non-positive MaxLength)
while a bare string parameter stays a SHEM003 signature error.

_open, open, and sceKernelOpen migrate as the demonstration; they were
chosen because their hand-written prologue faulted on a null pointer
the same way the thunk does (handlers that return INVALID_ARGUMENT for
null pointers, like sceKernelCreateSema, keep the raw shape so guest-
visible semantics stay untouched).

* [SourceGenerators] Apply review findings across the branch

Behavior: the open/_open/sceKernelOpen [GuestCString] demo migration is
reverted — the local compat reader falls back to host memory for paths
in loader-mapped regions that ctx.Memory cannot see, so the generated
thunk would have turned recoverable reads into MEMORY_FAULT. The
marshalling infrastructure stays, proven by generator/analyzer tests;
production migration waits for a handler whose semantics the thunk
reproduces exactly. A comment on the handler records why.

Build robustness: the aerolib target is skipped for design-time builds
(the IDE resolves project references without compiling them, so on a
fresh clone the task assembly does not exist yet), and the task/names
paths are centralized in properties. The generator now emits no
registry for export-free assemblies, so referencing the analyzer can
never mint a colliding SharpEmu.Generated type.

Cleanup and perf: the pragma-suppression sites left mis-indented by the
phase-1 relocation are reformatted and the restores moved after the
method body; the dead ExportsForTesting hook and its InternalsVisibleTo
are deleted; the aerolib task reuses one SHA1 instance across ~150k
names; the analyzer caches the parsed catalog per file snapshot instead
of re-parsing 150k lines every compilation start, shares the attribute
name constant with the generator, and computes the catalog-membership
check once.

* [CI] Run the test suites in the build workflow

The workflow compiled the test projects (they are in SharpEmu.slnx) but
never executed them. A solution-level dotnet test now runs between
build and publish, so any test failure fails the build — including the
AerolibCatalogTests/SysAbiRegistryTests that guard the build-generated
aerolib.bin and the generated export registry. Generation failures of
aerolib.bin itself already fail the build step: the MSBuild task logs
an error event and returns false, and a missing task assembly or
missing embedded output are hard MSBuild errors. The NuGet cache key
now also tracks the test projects' lock files.

* [SourceGenerators] Address review feedback

Multi-diagnostic analyzer tests no longer assume a stable diagnostic
order (analyzer execution is concurrent), and the aerolib task logs
the full exception instead of only its message so build failures keep
the type and stack trace.

* [SourceGenerators] Address second review round

Symbol-name comparisons in the shape rules and analyzer now pin an
explicit SymbolDisplayFormat.FullyQualifiedFormat instead of relying on
the display-format default, and the aerolib task fails loudly on a
symbol name that would overflow the format's ushort length prefix
instead of silently truncating it, with null-safe output-directory
handling made explicit.

* [SourceGenerators] Embed aerolib.bin via a target so design-time builds never reference it

The static EmbeddedResource item referenced the generated file even in
design-time builds, where the generation target is skipped — on a fresh
clone the IDE would try to embed a file that never existed. The item is
now created inside an EmbedAerolibBinary target gated on
DesignTimeBuild, separate from the generation target so an up-to-date
skip of GenerateAerolibBinary cannot drop the item with the rest of its
body, and hooked before AssignTargetPaths since dynamic resource items
added later miss the resource pipeline.

Verified fresh build, incremental rebuild (embedded catalog test both
times), and a simulated design-time compile with no artifacts present.

* [SourceGenerators] Regenerate test lock file after rebase onto main

Rebase fallout: main's package graph shifted under #200, so the
SourceGenerators.Tests lock file is re-evaluated to keep --locked-mode
restore green at the branch tip.

* [Build] Drop NuGet lock files; rely on central package management

Central package management was already in effect (ManagePackageVersionsCentrally
with all versions in Directory.Packages.props and no inline PackageReference
versions), so the per-project packages.lock.json files and the lock-mode
workflow only added maintenance overhead. This removes all eleven lock files,
drops RestorePackagesWithLockFile so restore no longer regenerates them, and
takes --locked-mode off the CI restore steps (re-keying the NuGet cache on the
central props files). Package versions remain centrally pinned in
Directory.Packages.props.
2026-07-16 00:00:32 +03:00
Gutemberg Ribeiro
30fdd8d6ed [Gpu] Backend-neutral shader compiler and guest-GPU renderer seam (#200)
* [ShaderCompiler] Extract the backend-neutral shader compiler project

Move the Gen5 (gfx10) microcode decoder, the scalar evaluator, the
shader IR, and the metadata reader out of SharpEmu.Libs/Agc into a new
SharpEmu.ShaderCompiler project — the half of shader compilation every
codegen backend (SPIR-V today; MSL and DXIL later) consumes. Types go
public: they are the contract now. Nothing in the project may depend on
a host graphics API; the SPIR-V-specific artifact types
(Gen5SpirvShader, Gen5SpirvStage) stay beside the emitter in Libs.

Three couplings surfaced by the move, each resolved at the right depth:
GuestDrawKind was defined inside VulkanVideoPresenter despite being a
guest-domain, decoder-produced concept — it moves to the shared project;
the evaluator's one HLE dependency (the tracked-libc-heap read
fallback) becomes an injectable hook that a Libs module initializer
installs before any caller can reach the evaluator; and the inline-
constant table is promoted to a shared Gen5InlineConstants so backends
cannot drift on constant semantics (the SPIR-V translator now delegates
to it).

The ShaderDump tool drops its reflection over the moved types in favor
of direct typed calls; only the SPIR-V emitter, still internal to Libs
until it moves to its own backend project, is reached via reflection.
Verified by a clean solution build, the existing test suite, and a full
ShaderDump conformance run.

* [ShaderCompiler] Move the SPIR-V emitter into SharpEmu.ShaderCompiler.Vulkan

Gen5SpirvTranslator (with its ALU partial), SpirvModuleBuilder,
SpirvFixedShaders, and the Gen5SpirvShader/Gen5SpirvStage artifact types
move whole from SharpEmu.Libs/Agc into the first per-backend codegen
project. Notably it needs no Vulkan bindings reference: emitters
produce bytes from the shared IR; renderers own graphics APIs. Types go
public as the backend's contract; AgcExports and the presenter consume
them exactly as before.

The ShaderDump tool drops its last reflection: with both halves of the
pipeline public it drives decode and all three emit entry points with
direct typed calls, retiring the PadWithDefaults invoke shim — and it
no longer references SharpEmu.Libs at all, making the conformance tool
emulator-independent by design. Verified by a clean solution build, the
test suite, a full ShaderDump conformance run, and a locked-mode
restore under the pinned SDK.

* [Gpu] Extract the guest-GPU backend seam (IGuestGpuBackend)

The AGC/VideoOut/SystemService export layers now reach the renderer
through IGuestGpuBackend via GuestGpu.Current (mirroring HostPlatform),
instead of calling VulkanVideoPresenter statics. The Vulkan backend is
a thin adapter over the existing presenter, so the extraction stays
mechanical; only the adapter and the presenter itself reference the
presenter now.

The types crossing the seam move to Gpu/GuestGpuTypes.cs and drop their
Vulkan prefixes, which an audit showed were misnomers: every field is a
neutral primitive or a raw guest value (guest addresses, format and
number-type codes, CB_BLEND register bitfields, verbatim sampler
descriptor dwords). The one genuine Vulkan value in the old surface —
the Silk.NET Format inside VulkanRenderTargetFormat, which callers
never read — stops crossing: TryDecodeRenderTargetFormat is replaced at
the seam by TryGetRenderTargetOutputKind, which surfaces only the
Gen5PixelOutputKind callers actually consume, keeping native formats a
backend-internal concern. ToVulkanSampler in AgcExports is renamed
ToGuestSampler to match what it always produced.

Seam rules are documented on the interface: no host-API value crosses,
and submission stays coarse-grained with synchronization internal to
backends. Interim exception, resolved next: shader parameters are still
SPIR-V blobs.

* [Gpu] Move shader compilation behind the guest-GPU backend

The seam's interim exception is gone: AgcExports no longer calls
Gen5SpirvTranslator or handles SPIR-V bytes. IGuestGpuBackend gains the
three TryCompile entry points, which take the backend-neutral
(Gen5ShaderState, Gen5ShaderEvaluation) contract plus the flat
per-role resource-slot bases a multi-stage draw needs, and return
opaque IGuestCompiledShader handles that only the producing backend can
submit — the Vulkan backend wraps its SPIR-V in
VulkanCompiledGuestShader and rejects foreign handles loudly. Draw and
dispatch submissions take handles instead of byte arrays; the shader
caches in AgcExports store handles.

IGuestCompiledShader.Payload exposes the backend-defined compiled bytes
for exactly two callers: the diagnostics dump and the size trace —
documented as never-interpret. The unused _pixelSpirvCache is deleted.
With this, a Metal or DX12 backend plugs in by implementing
IGuestGpuBackend with its own codegen; nothing in the export layers
knows which shader format exists.

Verified by a clean solution build, the test suite, and a full
ShaderDump conformance run under the pinned SDK.

* [Gpu] Fix rename collateral from the seam extraction

Address review findings: a doc comment picked up the mechanical
VulkanVideoPresenter -> GuestGpu.Current rewrite and ended up naming
members that do not exist on the interface, and CreateVulkanIndexBuffer
kept its Vulkan prefix while every sibling factory was de-Vulkanized —
it produces the neutral GuestIndexBuffer, so it is CreateGuestIndexBuffer.

* [Gpu] Label diagnostics dumps with the backend's payload extension

Address the review's altitude finding on DumpSpirv: the dump helper's
IR-disassembly half is backend-neutral and stays put, but writing the
opaque payload to a hardcoded .spv interpreted bytes the seam says
never to interpret. IGuestCompiledShader now declares its payload's
file extension, and the renamed DumpCompiledShader takes the handle and
writes honestly-labeled dumps whichever backend produced them.

* [Gpu] Make the shader-cache hit path allocation-free and lock-free

Every translated draw built its cache key with a LINQ Select feeding
string.Join plus one interpolated string per render target — steady
per-draw allocation whether or not the shaders were already cached. The
output layout is now packed exactly into a ulong (guest slot in 6 bits
+ output kind in 2 bits per target, host locations being the byte
positions, target count in the key beside it), and the
Gen5PixelOutputBinding array is only materialized on a cache miss,
where compilation dwarfs it.

The graphics/compute shader caches switch from Dictionary guarded by
_submitTraceGate to ConcurrentDictionary, making the per-draw and
per-dispatch hit paths lock-free and decoupling them from the tracing
gate they coincidentally shared. And the seam-shaped render-target list
is built once when a translated draw is created instead of a
Select/ToArray per submission of a cached draw.

* [Gpu] Replace LINQ with explicit loops in code this branch introduced

Project rule going forward: no LINQ — it allocates enumerators,
closures, and delegates, and this codebase is GC-pause-sensitive. The
pixel-output and guest-render-target array builds and the ShaderDump
store-PC collection become plain loops; pre-existing LINQ elsewhere is
left for changes that already touch those lines.

* [ShaderCompiler] Suppress CA2255 on the evaluator hook installer

The analyzer coverage that arrived with the rebase flags
ModuleInitializer in library code; this is the rule's intended advanced
scenario — the hook must be installed before any code path can reach
the evaluator, and every such path enters through this assembly — so
suppress with that justification rather than weaken the guarantee to a
static constructor's lazier timing.

* [Gpu] Resolve rebase artifacts onto main

Dedupe the System.Collections.Concurrent using in AgcExports that the
rebase merge duplicated (main and this branch each added it), and
regenerate the lock files for the new shader-compiler projects and
SharpEmu.Libs against main's current package graph so --locked-mode
restore matches at the branch tip.

* [CI] Comment per-platform build artifact links on PRs

Adds a workflow_run workflow that, after "Build and Release" finishes a
pull-request build, posts (and keeps updated in place) a single PR
comment linking the Windows, Linux, and macOS artifacts from that run.

It runs via workflow_run rather than in the build workflow because PRs
from forks build with a read-only token that cannot comment; the
follow-on run executes in the base-repo context with write access and
without checking out fork code. GitHub only triggers workflow_run from
the default branch, so this takes effect once merged to main.
2026-07-15 11:11:24 -06:00
kuba
fa2616d224 Linux and macOS support (#47)
* [macos/linux] Cross-platform host memory, TLS, and ABI layer for POSIX

Introduces the foundation for running SharpEmu on macOS (osx-x64 under
Rosetta 2) and Linux (linux-x64). The CPU backend executes guest x86-64
code natively, so these targets run the whole process as x86-64; this
commit replaces the Windows-only host primitives with platform-dispatched
equivalents so the guest boots and services HLE calls off Windows.

Memory (HostMemory.cs, new): a Win32-semantics facade over
mmap/mprotect/munmap with a shadow region table answering VirtualQuery.
PhysicalVirtualMemory, DirectExecutionBackend, StubManager, and the two
Kernel*CompatExports now go through it instead of kernel32 P/Invokes.
Exact-address requests use MAP_FIXED_NOREPLACE (Linux) / guarded
MAP_FIXED (macOS) so they match Win32 "map there or fail" semantics.

TLS + host helpers (PosixHostStubs.cs, new): pthread-backed TLS and
Win64-ABI-compatible stubs for the kernel32 helpers the backend embeds
into emitted x86-64 code (TlsGetValue, QueryPerformanceCounter,
SwitchToThread, Sleep). A Win64->SysV thunk wraps managed callbacks,
since .NET on POSIX compiles them for the SysV ABI while the emitted
call sites use Win64.

Guest address layout: the 0x7FFx window is Windows-only (dyld shared
cache / Rosetta runtime live there on POSIX), so stack/TLS/stub regions
relocate to 0x6FFx off Windows.

Vectored exception handling is gated off on POSIX for now (guest faults
are not yet recovered) — the signal-based bridge is the next step. Also
adds osx-x64 to the RID list and a Docker-based Linux smoke-test script.

Status: on both macOS (Rosetta) and Linux (amd64), the guest now boots,
runs native x86-64 code, and dispatches HLE imports. macOS stops at a
Rosetta translation-cache issue; Linux runs ~252 imports through C++
static-init before hitting the missing fault handler (SIGSEGV).

* [posix] Bridge the vectored exception handler to sigaction(SIGSEGV/SIGBUS/SIGILL)

Guest faults on macOS/Linux previously terminated the process because the
recovery logic in DirectExecutionBackend.Exceptions.cs was Windows-only.
This adds a POSIX front-end that reuses the existing handler bodies:

- DirectExecutionBackend.PosixSignals.cs installs SA_SIGINFO handlers via
  an [UnmanagedCallersOnly] entry, rebuilds the Win64 EXCEPTION_POINTERS /
  CONTEXT view from the platform mcontext (Darwin __ss thread state via
  the mcontext pointer at ucontext+48, Linux glibc gregs at ucontext+40 --
  offsets verified against the headers on both platforms), runs the same
  chain as the VEH path (TryRecoverUnresolvedSentinel trap-sentinel
  recovery, TryHandleLazyCommittedPage demand paging, VectoredHandler
  diagnostics incl. FS/GS TLS-fault detection), and writes register
  changes back into the mcontext so sigreturn resumes the repaired guest.
  Unrecovered faults chain to the previously installed handler so the
  .NET runtime keeps mapping its own faults to managed exceptions.

- The whole recovery path is warmed up with fabricated inputs before the
  handlers are installed. This is required under Rosetta 2: the signal
  trampoline cannot enter x86 code that has never been executed (and so
  never translated) -- a cold handler is silently never invoked and the
  faulting instruction retries forever (reproduced and verified in an
  isolated .NET test under Rosetta for Linux). It also keeps first-fault
  JIT work out of the signal frame.

- Handlers run without SA_ONSTACK: the runtime's alternate stacks are too
  small for the diagnostic path, while guest (2MB) and host thread stacks
  match where Windows dispatches exceptions anyway.

- The raw reads in the shared fault diagnostics (stack qwords, RBP walk,
  code bytes at RIP) now probe the region table on POSIX before touching
  memory, since a nested SIGSEGV inside the handler would kill the
  process before diagnostics finish. Windows keeps its try/catch reads.

- Escape hatches: SHARPEMU_DISABLE_POSIX_SIGNALS=1 skips installation,
  SHARPEMU_DISABLE_RAW_HANDLER=1 disables sentinel recovery (parity with
  Windows), SHARPEMU_LOG_POSIX_SIGNALS=1 traces every delivery (first 16
  and every 1024th are always traced).

Verified with the test game: Linux (amd64 container) previously died with
SIGSEGV right after import #252; it now recovers/diagnoses signals and the
run proceeds to the real next blocker, an unpatched negative-offset guest
TLS read (fault at TLS base - 0x1708), which gets the full NATIVE
EXCEPTION dump before terminating. macOS is unchanged: the bridge installs
and the game still stops at the known Rosetta translation-cache error at
import 12, which is the next work item.

* [posix] Fix guest memory layout faults: TLS prefix, exact mmap, map search base

Three fixes that take the test game from dying during libc init to running
its full main loop on macOS and Linux:

- Static TLS blocks live below the TCB (FreeBSD amd64 variant II) and
  libc.prx reaches past -0x1700, but only a 4KB prefix was mapped below
  the TLS base. The prefix is now 64KB on POSIX (Windows keeps 4KB); the
  fault was a read at TLS base - 0x1708 during libc init.

- HostMemory exact allocation on macOS used MAP_FIXED, which silently
  maps over untracked host memory. The direct-memory allocator's address
  scan walked into the .NET runtime's JIT heap and replaced live code,
  which under Rosetta 2 surfaced as "no code fragment associated with
  the given arm pc". Exact placement now passes the address as a hint
  and fails on relocation, like MAP_FIXED_NOREPLACE does on Linux.

- sceKernelMapDirectMemory/MapFlexibleMemory searched for free space
  starting at 4GB, which is the Mach-O image base on macOS. The default
  search base is 0x20_0000_0000 on POSIX, and TryAllocateAtOrAbove now
  asks the kernel for a placement instead of page-stepping through host-
  owned address space (Rosetta ignores mmap hints for whole VA windows),
  over-allocating when the caller needs more than page alignment.

Windows behavior is unchanged; all divergences are platform-guarded.

* [macos] Video presenter on the main thread, MoltenVK support, window keyboard input

Gets the test game from a headless loop to a playable window on macOS:

- AppKit traps with SIGILL ("NSUpdateCycleInitialize() is called off the
  main thread") when GLFW runs on a worker thread. The CLI now moves
  emulation onto a worker thread on macOS and parks the real main thread
  in HostMainThread.Pump(); the presenter posts its whole window loop
  there instead of spawning a thread, and a shutdown handler asks the
  render loop to close the window so the pump unwinds on guest exit.

- MoltenVK: enable VK_KHR_portability_enumeration (+ the portability
  instance flag) and VK_KHR_portability_subset when advertised, and gate
  robustBufferAccess2 on the device actually supporting it (Metal does
  not; the old code keyed it off robustImageAccess2 and vkCreateDevice
  failed with ErrorFeatureNotPresent).

- Input: pad exports polled user32 GetAsyncKeyState, so POSIX hosts threw
  DllNotFoundException per scePadReadState call. The presenter now
  attaches the window's keyboard via Silk.NET.Input into HostWindowInput,
  and the pad exports map the existing VK-code layout onto it off
  Windows. Headless hosts (Linux containers) report a disconnected
  keyboard and fall back to neutral pad data silently.

GLFW needs an x86-64 Vulkan loader under Rosetta: place a universal
libMoltenVK.dylib next to SharpEmu named libvulkan.1.dylib (Homebrew's
arm64-only copy cannot load into the x86-64 process) and export
DYLD_LIBRARY_PATH to that directory.

Verified: Dreaming Sarah boots to a MoltenVK-backed 2560x1440 window on
macOS (Apple M4, Rosetta 2), renders the intro, title, and menus, and
keyboard input drives it into gameplay. Linux (amd64 container) runs the
same build headless through millions of imports with no faults. Windows
paths unchanged; arm64 and x64 builds clean.

* [posix] CoreAudio playback, self-contained MoltenVK loading, input/log polish

- Audio: sceAudioOut ports now play through an AudioQueue backend on macOS
  (stereo PCM16 with the same 32KB backpressure pacing as the WinMM path).
  The WinMM port and the new CoreAudio port share an IHostAudioPort
  interface and sample converter; hosts without a backend (Linux
  containers) keep the silent fallback.

- MoltenVK: GLFW resolves Vulkan with dlopen("libvulkan.1.dylib"), which
  cannot see the app-local universal MoltenVK build, so the presenter now
  feeds vkGetInstanceProcAddr straight into glfwInitVulkanLoader (GLFW
  3.4) before creating the window. No DYLD_LIBRARY_PATH needed; the CLI
  also preloads the dylib for Silk.NET and prints setup hints when it is
  missing. scripts/fetch-macos-moltenvk.sh stages the official universal
  dylib next to a build.

- The virtual-range allocator's failure trace now names the address and
  length instead of "AllocateAt invocation threw".

Investigated and documented (not port defects): the savedata transaction
failure is identical on Linux and macOS (HLE argument-register mapping for
sceSaveDataCreateTransactionResource), and the in-game tile speckling has
no platform-specific code in its path - the one macOS-only delta is that
MoltenVK lacks robustBufferAccess2, so out-of-bounds shader reads return
garbage instead of zeros.

Verified on macOS: window, audio backend, and keyboard input all come up
with zero environment configuration; the game runs to gameplay. Linux
headless run unchanged (silent audio, no faults). Windows paths untouched;
arm64 and x64 builds clean.

* [cpu] Preserve guest registers and flags across patched TLS accesses

The TLS patch handler replaces guest `mov reg, fs:[...]` instructions,
which preserve every other register and the flags - but the handler
loaded the TLS index into ecx and called TlsGetValue (Win64: clobbers
rcx/rdx/r8-r11) with `sub/add rsp` trashing the arithmetic flags. Guest
code that keeps live values or comparison results across a TLS access
computed garbage deterministically. The handler now saves rcx, rdx,
r8-r11, and the flags around the call, keeping the same inner stack
alignment. This applies to the load patches and both store-helper stubs,
on every platform.

Also in this change, from the rendering-artifact investigation:

- The present blit picks linear filtering for any fractional scale
  (nearest only for integer upscales): a 3840x2160 guest frame blitted
  into a 2560x1440 swapchain with nearest silently dropped every third
  row/column.
- ClampViewport no longer trims the guest viewport rectangle to the
  render target; trimming changed the guest's scale/offset and skewed
  texel addressing. Vulkan permits viewports beyond the framebuffer
  (the scissor confines rendering), so only spec bounds are enforced.
- Env-gated diagnostics grown during the investigation: guest texture
  dumps (SHARPEMU_TEXTURE_DUMP_DIR), aliased guest-image readback dumps
  (SHARPEMU_TRACE_GUEST_IMAGES=alias), small-render-target write movies
  (SHARPEMU_TRACE_GUEST_WRITES=small), unattended input injection
  (SHARPEMU_AUTO_CROSS=secs,...), viewport nudging
  (SHARPEMU_VIEWPORT_EPSILON), chunked-draw toggle
  (SHARPEMU_DISABLE_CHUNKED_DRAWS), and rect-list/draw vertex traces.

Known remaining issue (root cause narrowed, not yet fixed): the game's
terrain texture pages are corrupted in guest memory before any GPU work
- the mound's solid-fill 32x32 tiles decode to fully transparent texels
and the grass page has deterministic gaps, byte-identical across runs.
Ruled out: memcpy/memmove/memset/realloc HLE semantics, sampler wrap
modes, texel-boundary rounding, chunked draws, viewport handling. Next
step is auditing the Chowdren asset decode path (custom compressed
images) against the emulator's import surface.

* [linux] ALSA playback backend for sceAudioOut

sceAudioOut ports on Linux now play through libasound instead of the
silent fallback. The PCM device opens in blocking mode with ~170ms of
device buffer (the time-equivalent of the 32KB queue the WinMM and
CoreAudio ports keep), so snd_pcm_writei provides the same backpressure
pacing without a managed queue. Underruns and suspend/resume go through
snd_pcm_recover with one retry per submit; anything else drops the
buffer rather than stalling the guest.

The "default" device routes through PulseAudio/PipeWire on desktops
and straight to hardware on bare ALSA; SHARPEMU_ALSA_DEVICE overrides
it (the null device makes the path testable in containers). A missing
libasound or device fails port creation and lands in the existing
silent fallback.

Verified in an amd64 container: the test game opens the port
(backend=alsa, 48kHz stereo float32) and streams sceAudioOutOutput
through the null device for a full run; without a usable device the
port logs a warning and falls back to silent. Playback on real Linux
audio hardware has not been tested.

* [fixes] Address review feedback: commit bounds, CoreAudio shutdown, dump errors

- HostMemory: a MEM_COMMIT that runs past its reservation now fails like
  Win32 instead of committing a prefix and reporting success. All current
  callers already clamp their ranges to the region, so this only guards
  future callers.

- CoreAudioPort: Dispose wakes a submitter waiting on backpressure and
  the wait treats ObjectDisposedException as a timed-out wait, so closing
  a port during playback can no longer throw. A failed AudioQueueStart
  tears the queue down and fails fast instead of leaving an undrainable
  queue that stalls every later submit on its timeout.

- AgcExports: texture dumping catches all write failures (bad path,
  permissions), logging a warning instead of crashing when
  SHARPEMU_TEXTURE_DUMP_DIR points somewhere unusable.

Verified with the Linux container run: game boots and streams audio with
the stricter commit check, and a dump dir under /proc produces warnings
instead of taking the process down.

* [ci] Build linux-x64 and osx-x64 archives

Adds a build-posix matrix job (ubuntu-latest / macos-latest) mirroring
the Windows build: locked restore, Release build, self-contained CLI
publish, and a tar.gz artifact per RID (tar keeps the executable bit).
The macOS archive also stages the universal MoltenVK dylib via
scripts/fetch-macos-moltenvk.sh so the artifact runs without any manual
Vulkan setup. The release job still only ships the Windows archive.

* [cli] Keep POSIX glfw natives outside the single-file bundle

The KeepGlfwOutsideSingleFile target only matched filenames starting
with 'glfw', which covers Windows (glfw3.dll) but not libglfw.3.dylib /
libglfw.so.3. Those got embedded into the single-file bundle, and
Silk.NET's library loader does not probe the bundle extraction
directory, so a published build died with "Couldn't find a suitable
window platform" (and the glfwInitVulkanLoader wiring, which loads the
library from AppContext.BaseDirectory, could not run either). Keeping
the POSIX names loose next to the executable fixes both, the same way
the Windows build already handled it.

Found by running the CI-built osx-x64 archive: video failed while local
loose-file builds worked. With the fix the published single-file build
opens the MoltenVK window, wires the loader, and reaches gameplay.

* [ci] Publish linux-x64 and osx-x64 release archives

The build-posix artifacts now ship as per-RID GitHub releases on main
pushes and manual dispatches, tagged the same way as the win64 ones
(<rid>-<ref>-<sha>). Archives stay tar.gz so the executable bit
survives extraction.

* [cli] Fail early on non-x86-64 host processes

The CPU backend executes guest x86-64 code natively, so the process
must be x86-64 (win-x64/linux-x64 on x64 hardware, osx-x64 under
Rosetta 2 on Apple Silicon). An arm64 process previously failed deep
inside emulation startup, indistinguishable from MoltenVK, signal
handler, or guest memory problems. CLI mode now checks the process
architecture up front and exits with a message naming the supported
execution model (and the Rosetta install command on macOS). The
GUI-only path stays usable on arm64.

* [video] Log the selected Vulkan device name and API version

The presenter never named the GPU it picked, so a 'no video' report
could not be told apart from a real windowing failure without guessing.
It now logs the device name, type, and API version right after
selection. A software rasterizer (llvmpipe/lavapipe/SwiftShader) shows
up here and typically lacks the device features the translated shaders
need, which is the likely cause when a window opens and presents frames
but nothing draws.

* [video] Steer GLFW to XWayland on Wayland sessions

GLFW's native Wayland backend does not reliably map the Vulkan window
with some drivers (NVIDIA in particular): frames present but the window
never becomes visible, so the game runs with audio and no picture. A
report on an RTX 5080 showed exactly this — all device features present,
frames presenting, but the log had 'libdecor-gtk.so failed to init' and
a 1.4x-scaled window, both Wayland tells.

On a Wayland session that also exposes an X server (DISPLAY set), the
presenter now clears WAYLAND_DISPLAY for its own process before GLFW
initializes, so GLFW selects its dependable X11/XWayland backend.
SHARPEMU_ENABLE_WAYLAND=1 opts back into native Wayland. Headless
(no DISPLAY) and non-Linux hosts are unaffected.

* [video] Force GLFW X11 backend via the platform init hint, log the platform

The previous attempt cleared WAYLAND_DISPLAY to steer GLFW off Wayland,
but a reporter still hit the native-Wayland path (the Wayland-only
libdecor error persisted), so that env trick doesn't switch GLFW.

Use GLFW's supported mechanism instead: glfwInitHint(GLFW_PLATFORM,
GLFW_PLATFORM_X11) before GLFW initializes, called into the same libglfw
GLFW itself loads (the pattern InitializeMacVulkanLoader already uses).
Still gated on a Wayland session with an X server present (DISPLAY set)
so we never force X11 where XWayland can't catch it, and still
overridable with SHARPEMU_ENABLE_WAYLAND=1.

Also logs 'GLFW windowing platform in use: <backend>' after init via
glfwGetPlatform, so a 'no window' report shows X11 vs Wayland outright.
Verified on macOS: the readback correctly reports Cocoa and the
presenter is unaffected (the fix is a no-op off Linux).

* [video] Run the GLFW window on the main thread on Linux too

GLFW requires window creation and event processing on the process main
thread on every platform: initialization, window creation, and
glfwPollEvents are main-thread-only, and X11 in particular has a single
event queue that must be serviced there. A window created and polled on
another thread may never map — which is why the game ran (audio, imports,
even Vulkan present) with no visible window on Linux.

macOS already routed the window loop to the main-thread pump (AppKit
needs it); Windows is fine because it has a per-thread event queue. Linux
was the gap: it spawned a background thread for the presenter. Extend the
existing HostMainThread pattern to Linux — emulation runs on a worker,
the main thread pumps the window work the presenter posts.

Refs GLFW intro guide (thread-safety): init, window creation, and event
processing are restricted to the main thread.

Verified: macOS still boots to its window unchanged; the Linux headless
container runs to millions of imports with no deadlock or regression.
On-screen confirmation on a real Linux desktop is still pending, but this
is the documented root cause for a windowless-but-running Linux session.

* [posix] Skip Win32 native guest workers

* [vulkan] Synchronize offscreen targets before present

* [vulkan] Transition fresh textures from undefined layout

* [vulkan] Report swapchain pixels before source readback

* [vulkan] Emit requested guest image diagnostics

* [agc] Diagnose guest texture fallbacks

* [linux] Keep guest GPU mappings in low address space

* [video] Reduce diagnostic stalls and drain complete frames

* [memory] Harden packed GPU address handling

* [readme] Document Linux and macOS release support

* [posix] Integrate the host platform abstraction

* [posix] Restore guest thread address window

* [video] Run the performance HUD on POSIX hosts

The FPS/CPU/work HUD bailed out unless the host was Windows; only the
per-thread hottest-thread scan actually needs Windows APIs. Keep that
scan Windows-only (POSIX reports 'idle') and let the rest of the HUD
run everywhere — the title is already set from the render thread, which
owns the window on macOS and Linux.

* [posix] Implement native guest worker threads

Guest entry stubs must not run above CLR-managed frames on CLR-created
threads (see the NativeWorker preamble); the PR previously fell back to
the inline calli path on POSIX, which reproduced the documented
'attempted to call a UnmanagedCallersOnly method from managed code'
fail-fast (observed after Dreaming Sarah's menu select) and left the
runtime's suspension machinery walking guest frames.

Provide the missing POSIX half of the worker loop:
- PosixHostStubs grows Win64-convention WaitForSingleObject/SetEvent/
  ExitThread stubs backed by dispatch semaphores (macOS) / unnamed POSIX
  semaphores (Linux) plus pthread_exit, with EINTR retry in the wait.
- Worker events are creatable/signalable/waitable from managed code too,
  so NativeGuestExecutor.Run keeps its handshake (AutoResetEvent stays
  on Windows byte-for-byte).
- PosixHostThreading implements CreateNativeThread/WaitForThreadExit/
  CloseThreadHandle over pthreads (liveness probed with
  pthread_kill(0), then joined).
- RunPrologue/RunEpilogue are routed through the existing Win64->SysV
  thunks, so the emitted loop stays identical across platforms.

* [macos] Disable concurrent GC under Rosetta's write-watch hazard

Background GC's write-watch revisit (SoftwareWriteWatch::GetDirty ->
FlushProcessWriteBuffers) calls thread_get_register_pointer_values on
every thread; under Rosetta 2 that Mach call stalls indefinitely on
threads executing translated guest code. The background mark phase then
never finishes and every allocating or Monitor-taking thread wedges
behind it — observed as Dreaming Sarah freezing at the menu/loading
screen with FPS 0 in 5 of 7 runs, dispatcher/watchdog parked in
Monitor.Enter and all BGC threads waiting in t_join.

Non-concurrent GC never takes that path; a 5-minute soak now holds
22-31 fps in-game with zero stalls. Windows and Linux keep concurrent
GC.

* [diag] Periodic guest-thread snapshots with gate-owner tracking

SHARPEMU_PERIODIC_SNAPSHOT_SECONDS=N dumps the stall snapshot every N
seconds even while imports are progressing, for soft stalls where the
game stops advancing but threads keep spinning. The periodic dump never
touches the guest-thread gate (it must keep reporting when the gate is
what's wedged): it reads a lock-free owner record — every gate
acquisition now goes through LockGate(site), which notes site/thread —
and walks the thread table without the lock, tolerating torn reads.
SHARPEMU_PERIODIC_SNAPSHOT_FILE redirects the dump to a side file for
the case where the console itself is wedged (frozen log mirror was one
of the observed failure modes).

* [nuget] Add osx-x64 RID targets to lock files

* [cpu] Back off the guest join poll

TryJoinThread polled the host thread at a fixed 1ms; a game main thread
joining a long-lived worker (Dreaming Sarah parks there for the whole
session) burned ~5% of managed CPU in Join/Sleep syscalls. Ramp the
poll interval to 10ms once the join is clearly long-lived — exit
detection latency for long joins moves from ~1ms to at most 10ms, and
short-lived joins still resolve on the first 1ms polls.

* [nuget] Add linux-x64/win-x64 RID targets to lock files

* [posix] Keep guest stacks clear of the import-stub descent

The import-stub region descends from 0x7000_0000_0000 on the same 16MB
grid as the guest thread windows; moving stacks to 0x6FFF_E000_0000 put
them inside the stub region's 64-module descent range (floor
0x6FFF_C000_0000), silently consuming the top ~32 stack slots on hosts
with many loaded modules. Drop the POSIX stack base to 0x6FFF_A000_0000:
512MB below the stub floor, still 2.5GB above the TLS window. Windows
keeps 0x7FFF_E000_0000 (its bands are ~15TB apart).

* [pad] Read window gamepads on POSIX hosts

XInput and the DualSense hid reader are Windows-only, which left
macOS/Linux with keyboard input only. The presenter's Silk/GLFW input
context already enumerates gamepads on both platforms, so track their
state in HostWindowInput (event-driven on the window thread, snapshot
guarded like the key set) translated to ORBIS conventions: GLFW's Xbox
layout maps A/B/X/Y to Cross/Circle/Square/Triangle, sticks bias from
-1..1 to 0..255 with Y growing down, and triggers rescale from GLFW's
-1..1 resting-at--1 range with digital L2/R2 bits past 25%.

The merge into ReadHostInputState is gated to non-Windows so a physical
pad is never sampled twice through both a native reader and GLFW.
Hotplug is handled via ConnectionChanged; with no pad connected the
path is inert.

Untested against a physical controller (none attached to the dev host);
axis conventions follow the GLFW gamepad-mapping contract.

* [nuget] Refresh lock files after cross-RID restores

* [posix] Adopt the host audio/input seams from main

Main's #192 abstracted audio output and pad/keyboard input behind
IHostAudioOutput/IHostInput; re-express the POSIX backends behind them:

- CoreAudioPort/AlsaAudioPort move to Host/Posix as
  PosixCoreAudioStream/PosixAlsaAudioStream implementing
  IHostAudioStream. The seam converts to stereo PCM16 before Submit, so
  the ports' own conversion (and IHostAudioPort/AudioSampleConverter)
  is gone; queueing and backpressure are unchanged.
- PosixHostAudio selects CoreAudio (macOS) / ALSA (Linux) as the
  platform's IHostAudioOutput.
- PosixHostInput implements IHostInput over an
  IPosixWindowInputSource that HostWindowInput registers when the
  presenter attaches the window's GLFW input context: keyboard with
  virtual-key translation, the window gamepad snapshot (now in seam
  HostGamepadState/HostGamepadButtons terms), and keyboard-connected as
  the focus signal. Rumble/lightbar no-op (GLFW has no such API).
- PadExports drops its direct HostWindowInput gamepad merge — pads now
  flow through IHostInput.GetGamepadStates like every platform.
- PosixHostThreading.RequestTimerResolution is a documented no-op.

All three RIDs build; SharpEmu.Libs.Tests pass (26/26).

* [nuget] Regenerate GUI lock file for RID-less locked restore

Local cross-RID builds stamped a win-x64 runtimes section into
SharpEmu.GUI's lock file; the project declares no RuntimeIdentifiers,
so CI's 'dotnet restore --locked-mode' failed with NU1004 on every
platform. Regenerated via a plain solution restore (--force-evaluate),
matching what the workflow validates.
2026-07-15 15:36:20 +03:00
Spooks
9d88542efd Fix virtual memory allocation and access (#193)
* Fix virtual memory allocation and access

* Update test dependency lock file
2026-07-14 21:50:54 -06:00
José Luis Caravaca Carretero
e604fb606d Fix pak size-collision that crashed Quake right after the intro demo (#187)
* [Tests] Add SharpEmu.Libs.Tests project

Introduce an xunit project for the HLE libs with a minimal ICpuMemory fake,
so library-level exports and helpers can be exercised without a live guest.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* [Ampr] Disambiguate pak size-collisions by read locality

PakDirectoryTracker resolves a sequential AMPR read (offset -1) back to an
absolute pak offset by matching the requested byte count against the PACK
directory. When several files share that byte count it took the first
unconsumed match in directory order, which mis-resolves out-of-order reads:
progs/h_ogre.mdl and bots/navigation/death32c.nav are both 0x3A34 bytes, and
death32c.nav sits earlier in the directory and is never read during Quake's
intro demo, so requesting h_ogre.mdl returned the nav file's bytes. The engine
then parsed "NAV2" as a brush model, failed the version check and aborted.

Pick the unconsumed same-size entry nearest the running read cursor instead.
id archives cluster related assets and the guest streams them with locality,
so this lands on the intended file; contiguous same-size runs (the
gfx/weapons/ww_*.lmp icons) still resolve in packed order.

Verified against a Quake dump: the abort is gone, h_ogre.mdl reads correctly,
and the intro demo reaches its main loop and renders instead of dying at the
error dialog.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 01:49:41 +03:00
José Luis Caravaca Carretero
df53ff59d9 [Json] Implement sce::Json::Value and String (construct / set / destroy) (#169)
* [Json] Implement sce::Json::Value and Json::String construct/set/destroy

libSceJson previously only had the Initializer/MemAllocator setup path.
The Value and String classes themselves were entirely absent, so a
Prospero title that builds a JSON tree (Quake PPSA01880 does, to shape
a web-API request) hit unresolved imports and faulted on the call. The
imports it left unresolved right before its access violation are exactly
these Value ctors/setters and String ctor/dtor.

Model the Value/String payload host-side (JsonObjectHeap), keyed by the
guest `this` pointer, following the handle-shadow pattern already used
by Ngs2Exports. The guest object bytes are deliberately not written:
these objects are usually stack-allocated with an unknown real layout,
and writing a guessed layout risks smashing an adjacent stack canary
(the same hazard the AudioOut2 context-param note in this tree records).
Constructors and setters follow the Itanium ABI and return `this` in rax,
which is correct whether the real setter returns void or Value&.

Covered NIDs (complete-object C1/D1 variants, matching the observed
imports): Value(default/bool/long/ulong/double/ValueType/char*/String),
Value::~Value, Value::set(bool/long/ulong/double/ValueType/char*/String),
Value::clear, String(char*/default/copy), String::~String.

Only the payload the guest can reach through library methods is modelled;
direct guest reads of the object bytes are out of scope and would need
observed layout evidence.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* [Tests] Add SharpEmu.Libs.Tests covering the Json Value/String exports

First test project for SharpEmu.Libs (xunit), the SharpEmu.Libs.Tests
layout the maintainer already agreed to in issue #36.

- A FakeCpuMemory (single contiguous region) drives the exports at the
  CpuContext level with no live guest.
- Direct-call tests: ctor/setter round-trips for bool/int/uint/double
  (read from xmm0)/char*/String/ValueType, destructor cleanup, and the
  graceful-degradation paths (missing String shadow and a faulting char*
  pointer both fall back to the empty string instead of throwing).
- Registration test: a real ModuleManager scans SharpEmu.Libs and the
  nine NIDs Quake left unresolved now resolve to the libSceJson exports
  and dispatch cleanly (returns `this` in rax).

InternalsVisibleTo exposes JsonObjectHeap to the test assembly. The test
project's packages.lock.json is committed for CI locked-mode restore;
CI does not run tests yet, left as a maintainer decision.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* [Json] Add Initializer::setGlobalNullAccessCallback

Quake calls it during kexPSNWebAPI::Initialize and treats the
not-found error as fatal for the whole Np Web API bring-up. Store the
guest hook (never invoked by this HLE: shadows degrade to defaults
instead of dereferencing missing members) and return success.

Verified against the dump: the "setGlobalNullAccessCallback failed
(0x80020002)" line is gone and kexPSNWebAPI::Initialize now logs
"Np Web API Initialized"; the next blockers are sceNpAuthCreateRequest
and sceUserServiceInitialize ordering, outside libSceJson.

Also pins both Json test classes to one xunit collection: they share
JsonObjectHeap statics and parallel class execution raced ResetForTests
against a running test.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 01:49:33 +03:00