When the PS4 reports a user signed in on a controller, the service asks for
the user's name and adds it to the status as `user`. The PS4 may not have
finished signing the user in by then, so a failed look-up is retried every
half second for five seconds. The tile shows the name in place of
"Controller N" (the ring keeps the number), and the controller screen reads
"Controller 1 · Alex". Names are kept out of the log, since people post logs
in bug reports, and they go out cleaned: quotes and backslashes escaped, and
control characters or anything that isn't valid UTF-8 replaced, because a
browser drops the whole WebSocket on a text frame that isn't valid UTF-8.
An Invite panel, opened from a button next to the settings or from the menu,
shows the page's address as a QR code for friends to scan. The console makes
the code with the QR encoder the app already ships, from the address the page
reached it on, and sends the module grid; the page draws it as SVG, so it still
needs no libraries.
The gamepad picker's tooltip had the same "Controller 1 · Controller 1" doubling
the controller screen had; it now names the user too.
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.
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).