The staged spike that worked out the VDA call order is no longer part of the
build. It is kept at tag spike-final.
- src/main.c is the service only: instance lock, credentials, MBus and pad
init, then the web service. src/server.c and include/c4f_server.h are gone
with stage 8, and so are the stage-only helpers in src/vda.c: the MBus bind
and holds, the assignment and button-map probes, and the GoldHEN klog stream
path. The service reads /dev/klog, which is what works.
- VERSION holds the only version number. Both Makefiles pass it in, the
packager reads it for param.sfo and the package name, and the build and
deploy scripts read it for the file they look for.
- The payload's log is /data/control4free/control4free.log, not spike.log.
- The page drops the protocol 1 branches: the payload has always answered 2.
A console slot is a "controller" and a pad plugged into the phone or PC is a
"gamepad", so the two no longer read as the same word.
- The host tests move to tests/, with tests/run.py to run all four suites. They
build the real sources with the PS4 calls stubbed, so they need no console.
klog_test now covers the device path only, and asserts that nothing ever
connects to GoldHEN's klog server.
- The service checks its listener every second and notices long pauses
such as rest mode. It then drops stale connections, keeps controllers
neutral, and rebuilds the listener. Confirmed on the console: Control4Free
survives rest mode.
- A lock in /data/control4free stops a second copy before it touches the
host process's credentials or the log.
- Browser mode reads klog through GoldHEN's klog server first, after a
marker check, and falls back to /dev/klog. It holds a reader only while
controllers wait for sign-in, so GoldHEN's own klog keeps working.
- Log lines carry elapsed time, the previous run is kept as
spike.log.previous, and a heartbeat is logged every minute.
- Version 0.2.1 (APP_VER 00.21).
A GoldHEN ELF payload that creates virtual DualShock 4 controllers with
scePadVirtualDevice*, the path Remote Play uses, so they work on the home
screen, at sign-in and in games. A phone or PC drives them from a page the
payload serves on port 4264.
- Stage 0 (default) is the browser controller: four slots, explicit
creation, native PS4 user selection, input over a WebSocket.
- Stages 1-8 are the diagnostics that established the VDA call order.
- Loopback-only /api/status and /api/stop for the launcher app.
- The klog connection is reopened when a controller is created, so a
start through GoldHEN AutoRun still works if it beats the klog server.
The VDA code is ported from seregonwar/SplashDown (GPL-3.0).