11 Commits
Author SHA1 Message Date
Knutwurst ded0a4ddaa README: give all four screenshots the same 16:10 frame 2026-10-05 21:17:00 +02:00
Knutwurst 5cc430ec59 README: landing page with hero, screenshots, FAQ and disclaimer
New hero composite, desktop and phone screenshots rendered from demo
data, highlights, a get-started list, a short FAQ and a clear statement
that PatchDL only fetches official, unmodified updates for games already
on the console. Old photos showing debug output are replaced; the real
home-screen tile photo stays. docs/images/social-preview.png is ready
for the repository's social preview.
2026-10-05 21:15:26 +02:00
Knutwurst b727fd430f Net: drop the unused third-party lookup host
The allowlist carried a non-Sony host for a lookup that was never built;
the function was a stub that always returned -1. Removing both leaves
behaviour unchanged and keeps every request on the PlayStation CDN.
2026-10-05 21:15:26 +02:00
Knutwurst 74ec23aa7e UI: label queued downloads as Queued, plainer header and DNS wording
Jobs waiting for a free slot showed the green Downloading pill, same as
the one that was actually transferring. They now show a neutral Queued
pill. The header eyebrow reads "PS5 update manager" and the DNS tile
says the system DNS is left untouched.
2026-10-05 21:15:26 +02:00
Knutwurst 5dc5ee57b3 Add PS5 GitHub Actions build 2026-06-27 19:19:05 +02:00
Knutwurst 44ab1dd822 README: swap hero and home-screen tile images so each fits its section 2026-06-25 22:31:39 +02:00
Knutwurst 84f5051ba3 README: tighter prose, no em-dashes, fewer adverbs 2026-06-25 22:04:58 +02:00
Knutwurst 0510e3dc34 License: GPL-3.0-or-later
Full GPL-3.0 text in LICENSE, SPDX-License-Identifier header on every
source file, README license section updated. Copyright (C) 2026 Knutwurst.

Tidied a couple of stale comments in patchdl_tile.{c,h} while at it.
2026-06-25 17:01:49 +02:00
Knutwurst edb4c90978 README: rewrite as a tool description with screenshots
Reads like a project README now: what PatchDL is, what the UI looks
like, how to use the settings, how to install. The deeper notes
(target-id matching, source classification, partition layout, console
setup chain) are out — those belong in design docs, not the front door.

Five photos under docs/images/ render inline: home-screen tile, the
desktop browser UI, the mobile settings view, the on-console browser,
and the startup notification. Originals stay in photos/ for future
crops.
2026-06-25 09:00:00 +02:00
Knutwurst ec94f0578b Release 0.0.6 2026-06-25 06:35:01 +02:00
Knutwurst 88368e3df3 Plug response-OOM leak, cap RAM, free pool on shutdown
queue_buffer leaked the MUST_FREE payload (every queue_json_owned/
build_*_json/strdup(resp)) when MHD_create_response_from_buffer hit OOM.
The MUST_FREE contract hands ownership to MHD only on success — on the
NULL return path the caller still owns the buffer, so free it before
bailing. Critical under memory pressure where the first OOM turns into
a cascade.

patchdl_websrv_stop walked the verxml thread + workers but never freed
the remaining dl_job_t entries or g_debug_json. Today main never calls
the function, but the early-failure path inside patchdl_websrv_start
does, and any later graceful-shutdown work would hit the same leak.
Drain g_pool.jobs through free_job_locked under the pool lock; free
g_debug_json under g_mutex.

RAM caps:

- MHD: CONNECTION_LIMIT 64 -> 8 (single-user UI), and
  THREAD_STACK_SIZE = 512 KB. THREAD_PER_CONNECTION on libc's default
  pthread stack (multi-MB) was reserving hundreds of MB of VM per
  burst; the largest stack frame in any handler is the 8 KB sidecar
  buffer, so 512 KB is generous even with curl + openssl in the path.
- patchdl_buf_t caps: manifest 64 -> 16 MiB, version.xml 16 -> 4 MiB.
  Real PS5 manifests are 1-2 MiB; the old caps allowed 64 MiB per
  fetch with multiple fetches possible in flight.
- patchdl_install_status_json: ai_install_status_t (2 KB pad) moves
  from the MHD worker stack to a calloc/free pair so a polling browser
  doesn't keep committing pages on each /api/installstatus tick.
- seed_from_sidecar: 16 KB stack buf -> 8 KB. 4096-piece cap fits with
  the JSON wrapper inside 8 KB.

No functional changes; download/install/scan/tile paths unaffected.
2026-06-25 06:10:48 +02:00
40 changed files with 1229 additions and 156 deletions

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# Files included in the release archive.
# One path per line, relative to the repository root.
patchdl-ps5.elf
README.md
LICENSE
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name: PS5 Build and Release
on:
push:
paths-ignore:
- "**/*.md"
- "docs/**"
- "photos/**"
pull_request:
paths-ignore:
- "**/*.md"
- "docs/**"
- "photos/**"
workflow_dispatch:
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}-${{ github.event_name }}
cancel-in-progress: false
permissions:
contents: read
jobs:
build:
outputs:
archive_name: ${{ steps.package.outputs.archive_name }}
runs-on: ubuntu-latest
steps:
- name: Checkout PatchDL
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Checkout pacbrew-repo
uses: actions/checkout@v4
with:
repository: ps5-payload-dev/pacbrew-repo
path: pacbrew-repo
- name: Checkout SDK stubs
uses: actions/checkout@v4
with:
repository: ps5-payload-dev/sdk
path: ps5-sdk
- name: Setup build environment
run: |
sudo apt update
sudo apt install -y \
autoconf \
automake \
build-essential \
clang-18 \
cmake \
curl \
git \
libarchive-tools \
libtool \
lld-18 \
makepkg \
meson \
ninja-build \
pacman-package-manager \
pkg-config \
python3 \
zip
- name: Build and install pacbrew packages
shell: bash
run: |
set -euo pipefail
build_and_install() {
local package_dir="$1"
pushd "pacbrew-repo/${package_dir}"
makepkg -c -f
sudo pacman --noconfirm -U ./ps5-payload-*.pkg.tar.gz
popd
}
build_and_install sdk
build_and_install libcxx
build_and_install zlib
build_and_install zstd
build_and_install openssl
build_and_install libpsl
build_and_install curl
- name: Build payload
env:
PS5_PAYLOAD_SDK: /opt/ps5-payload-sdk
PS5_SCE_STUBS_DIR: ${{ github.workspace }}/ps5-sdk/sce_stubs
run: |
scripts/build_ps5.sh clean all
- name: Create release archive
id: package
shell: bash
run: |
set -euo pipefail
version_tag="$(git describe --abbrev=6 --dirty --always --tags 2>/dev/null || echo "${GITHUB_SHA::7}")"
archive_name="PatchDL_${version_tag}.zip"
manifest_file=".github/release-files.txt"
mapfile -t release_files < <(grep -Ev '^[[:space:]]*(#|$)' "${manifest_file}")
if [ "${#release_files[@]}" -eq 0 ]; then
echo "Release manifest is empty: ${manifest_file}" >&2
exit 1
fi
for release_file in "${release_files[@]}"; do
if [ ! -f "${release_file}" ]; then
echo "Missing release file: ${release_file}" >&2
exit 1
fi
done
zip -9 "${archive_name}" "${release_files[@]}"
echo "archive_name=${archive_name}" >> "$GITHUB_OUTPUT"
- name: Upload build artifacts
uses: actions/upload-artifact@v4
with:
name: ${{ steps.package.outputs.archive_name }}
path: ${{ steps.package.outputs.archive_name }}
if-no-files-found: error
release:
needs: build
permissions:
contents: write
if: startsWith(github.ref, 'refs/tags/')
runs-on: ubuntu-latest
steps:
- name: Download build artifacts
uses: actions/download-artifact@v4
with:
name: ${{ needs.build.outputs.archive_name }}
path: dist
- name: Create GitHub Release
uses: softprops/action-gh-release@v2
with:
tag_name: ${{ github.ref_name }}
generate_release_notes: true
files: dist/${{ needs.build.outputs.archive_name }}
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Also add information on how to contact you by electronic and paper mail.
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This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
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For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.
+83 -100
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@@ -1,140 +1,123 @@
# PatchDL
<h1 align="center">PatchDL</h1>
A standalone PlayStation 5 ELF payload that downloads and installs official game
patches on your terms. It serves its own dark-mode web UI and runs without
etaHEN.
<p align="center">
<img src="docs/images/hero.jpg" alt="PatchDL in a desktop browser and on a phone, downloading a game update" width="900">
</p>
PatchDL is built for setups where nanoDNS blocks Sony's servers for the whole
console. It resolves the Sony patch CDN on its own DNS path, so the rest of the
system stays offline and only the patches you pick get fetched.
<p align="center">
<b>Official game updates for your PS5, from any browser.</b><br>
PatchDL finds the newest update for every game on your console, downloads it at full speed and installs it.<br>
Run it from your phone, your laptop or the PS5 itself.
</p>
by Knutwurst
<p align="center">
<img src="https://img.shields.io/github/v/release/knutwurst/patchdl?style=for-the-badge&label=release&color=22c55e" alt="Latest release">
<img src="https://img.shields.io/github/downloads/knutwurst/patchdl/total?style=for-the-badge&color=22c55e" alt="Downloads">
<img src="https://img.shields.io/badge/FW%2011.60-tested-22c55e?style=for-the-badge" alt="Tested on firmware 11.60">
<img src="https://img.shields.io/badge/UI-any%20browser-22c55e?style=for-the-badge" alt="Web UI in any browser">
<img src="https://img.shields.io/github/license/knutwurst/patchdl?style=for-the-badge&color=3a3a3a" alt="License">
</p>
## What it does
<p align="center">
<a href="https://github.com/knutwurst/patchdl/releases/latest">
<img src="https://img.shields.io/badge/Download-latest%20release-22c55e?style=for-the-badge&logo=github&logoColor=white" alt="Download the latest release" height="42">
</a>
</p>
- Scans installed titles and classifies each: genuine install, ShadowMountPlus
mount, preinstall, or unknown.
- Reads the title name, installed version, and Sony `version.xml` URL from the
PS5 app database.
- Fetches each title's `version.xml` past nanoDNS (a raw DNS query to 1.1.1.1)
and verifies TLS against the pinned SCEI DNAS root.
- Picks the newest patch compatible with the current firmware
(`system_ver <= firmware`), so an update never forces a firmware upgrade.
- Downloads the patch from Sony's manifest pieces into one local `.pkg`, then
installs it through Sony's AppInstUtil service.
---
## Downloading
## Highlights
PatchDL pulls each patch over a pool of connections instead of one stream, which
lifts the ~7 MB/s per-connection ceiling on the Sony CDN. Set the connection
count (1 to 16) in Settings with the stepper; the change applies live, with no
payload restart. One patch downloads at a time and further requests queue.
- **Your whole library at a glance.** Every installed game shows up with its version and the newest update Sony offers for it.
- **Update all.** One click queues every game that has an update. PatchDL works through the queue and installs each update as soon as it lands.
- **Fast downloads.** Up to 16 parallel connections per update. Change the number in Settings while a download runs.
- **Survives reboots.** Pause, resume, or lose power: PatchDL saves progress after every finished piece and continues where it stopped.
- **Made for your firmware.** You only see updates your console can run, so no game ends up asking for newer system software.
- **Checked against Sony's checksums.** Turn on verification and PatchDL compares every piece with the SHA-256 Sony publishes for it.
- **A tile on your home screen.** One toggle adds PatchDL to the PS5 home screen. Tap it and the UI opens in the console's browser.
- **Live progress.** A banner at the top shows the current game, speed, time left and where you are in the queue.
Downloads survive interruptions:
## Screenshots
- **Resume across a reboot.** PatchDL records progress per manifest piece in a
sidecar beside the `.pkg`, written after every completed piece, so a reboot or
relaunch continues where it stopped.
- **Pause, Resume, Cancel.** Pause keeps the partial file, Resume continues it,
Cancel deletes it. All three work at any point in a download.
- **Verification.** Turn on "Verify downloaded pieces (SHA-256)" to check each
piece against its manifest hash while downloading. After a download you can
also verify the assembled package on-device against Sony's per-piece hashes
(`GET /api/pkgverify/<title_id>`).
<table>
<tr>
<td align="center" width="50%"><img src="docs/images/games.jpg" width="420" alt="Games view with a running download"><br><sub><b>Games</b> &nbsp;·&nbsp; every game, its version and the update waiting for it</sub></td>
<td align="center" width="50%"><img src="docs/images/queue.jpg" width="420" alt="Updating view with two queued updates"><br><sub><b>Updating</b> &nbsp;·&nbsp; the queue, next to the download that's running</sub></td>
</tr>
<tr>
<td align="center" width="50%"><img src="docs/images/settings.jpg" width="420" alt="Settings view"><br><sub><b>Settings</b> &nbsp;·&nbsp; changes apply right away, no restart</sub></td>
<td align="center" width="50%"><img src="docs/images/tile-homescreen.jpg" width="420" alt="PatchDL tile on the PS5 home screen"><br><sub><b>Home screen</b> &nbsp;·&nbsp; the PatchDL tile on a real PS5</sub></td>
</tr>
</table>
Patches download to `/data/patchdl` on the internal SSD. Large retail updates
run tens of GB.
## Fits any screen
## Web UI
Start an update from the couch with your phone, check on it from your laptop, or open it on the TV. The UI adapts to whatever screen it's on.
The Games view groups titles into filter chips:
<p align="center">
<img src="docs/images/phones.jpg" alt="PatchDL on a phone: game list with a download, and Settings" width="560">
</p>
- **Updatable** — has an installable update; selected by default.
- **Updating** — queued, actively downloading, paused with a partial on disk,
or installing.
- **Up to date**, **Needs FW**, **Can't update** — the rest.
- **All** — flat list at the right end of the strip.
## Get started
**Update all** in the top bar queues a download for every game with an
installable update in one click. Shadowmounts are skipped (they pass the
download policy but not the install policy), so a sweep doesn't burn tens of
GB on bytes AppInstUtil would refuse — pick those up by hand when the disc is
ready.
1. Download `patchdl_<version>.elf` from the [latest release](https://github.com/knutwurst/patchdl/releases/latest).
2. Send it to your PS5 with the ELF loader you already use.
3. A notification on the TV shows the address, for example `http://192.168.0.42:12880/`. Open it in any browser on your network.
4. Optional: switch on **Home-screen shortcut** in Settings to get the PatchDL tile.
## Safety model
**You need** a PS5 that can load ELF payloads. PatchDL is tested on firmware 11.60.
Deny-by-default. A patch installs only for a genuine install, and only when the
patch metadata targets the installed game:
## Good to know
| Source | Check | Download | Install |
|-----------------------|-------|----------|---------|
| official | yes | yes | yes |
| shadowmount | yes | yes | no |
| preinstall / unknown | yes | no | no |
**Does PatchDL download games?**
No. It fetches updates for games that are already installed on your console. Nothing else.
Two guards stop the wrong target being installed: the patch target id (from
`version.xml` / `manifest_url`) must match the installed game, and the install
call receives the installed game's content id from app.db. PatchDL refuses a
true target-title mismatch rather than installing a phantom title.
**Where do the updates come from?**
From Sony's official update servers, the same files your console downloads on its own. PatchDL only talks to a short list of PlayStation CDN hosts.
All writes stay under `/data/patchdl`. PatchDL never writes to the system
partition and never touches firmware.
**Does it change the updates?**
No. Each package stays exactly as Sony published it, and the console's own installer applies it.
## Settings
**Will it touch my system software?**
No. PatchDL never downloads system software, and it only offers game updates that run on the firmware you have.
Settings persist to `/data/patchdl/config.json` and survive a restart:
**What about disc games?**
Put the disc in, same as with any update.
- Default policy (allow or deny) and a per-game enable toggle.
- Install after download, as a global default with a per-game override.
- Delete the PKG after a successful install.
- Verify downloaded pieces (SHA-256).
- Parallel download connections (1 to 16), applied live.
**What happens if the power goes out?**
Start PatchDL again and press Resume. Finished pieces stay on disk.
## Build
## Disclaimer
Requires `ps5-payload-dev/sdk`. The network and install features need the
prebuilt libcurl + OpenSSL from `ps5-payload-dev/pacbrew-repo` in the SDK sysroot
(`target/user/homebrew`); `scripts/build_ps5.sh` enables them when present.
libmicrohttpd is vendored under `vendor/etahen`, SQLite under `vendor/sqlite`.
PatchDL is an independent project. It is not affiliated with, endorsed by or sponsored by Sony Interactive Entertainment. "PlayStation" and "PS5" are trademarks of Sony Interactive Entertainment Inc. and appear here only to name the console PatchDL works with.
PatchDL downloads official, unmodified game updates that Sony publishes for games already installed on your console. It does not download games, does not contain or distribute Sony software, keys or game content, and does not install unsigned or modified packages. Use it with games you own, and follow the laws of your country and the terms that apply to you. This project does not support piracy, and issues about pirated content will be closed.
<details>
<summary><b>Build from source</b></summary>
<br>
```sh
scripts/build_ps5.sh # produces patchdl-ps5.elf
```
## Deploy
You need the [ps5-payload-dev SDK](https://github.com/ps5-payload-dev/sdk) with `libcurl` and `OpenSSL` from its [pacbrew-repo](https://github.com/ps5-payload-dev/pacbrew-repo). `libmicrohttpd` and SQLite are vendored. GitHub Actions builds every push; tagged builds become releases.
This console uses the BD-JB autoloader with itsPLK's Payload Manager on port 8084
(not a 9021 elfldr). `scripts/deploy_ps5.sh` uploads the version-named ELF
(`patchdl_<version>.elf`, so Payload Manager picks the version out of the
filename) and launches it; the payload replaces any running instance.
To try a build on your own console:
```sh
PS5_HOST=<console-ip> scripts/deploy_ps5.sh
```
On start it shows an on-screen notification with the URL. Open the web UI at:
</details>
```text
http://<console-ip>:12880/
```
## Credits
## Status
PatchDL is written in C and builds on [libmicrohttpd](https://www.gnu.org/software/libmicrohttpd/), [libcurl](https://curl.se/), [OpenSSL](https://www.openssl.org/), [SQLite](https://sqlite.org/) and the [ps5-payload-dev SDK](https://github.com/ps5-payload-dev/sdk). Thanks to everyone behind them.
Verified on firmware 11.60: title scan, source classification, version
resolution past the nanoDNS block, firmware-compatibility filtering, the parallel
download pool, reboot-safe resume, and on-device SHA-256 verification.
## License
Install works through Sony's AppInstUtil. `sceAppInstUtilInstallByPackage` is
unavailable from the homebrew payload context (rejected with `0x80B21163`
outside the system process), so PatchDL routes through
`sceAppInstUtilAppInstallPkg` — the simpler API that reads the PKG's embedded
`content_id` and binds the install to the right title slot. Verified
end-to-end: Dead Island 2 (`PPSA03099`) updated from 01.000.001 to 01.000.011
on 11.60, including the cross-region shared-storage case where Sony serves the
patch under a master title id.
PatchDL is free software under the **GNU General Public License v3.0 or later**. See [LICENSE](LICENSE). Use it, study it, change it, share it. Forks stay under the same license.
`/api/installstatus` reports installer progress once
`sceAppInstUtilGetInstallStatus` finishes the queued task.
Disc games still need the disc inserted for their patch to apply, which is a
normal Sony requirement; that's why shadowmounts are download-only by policy.
Copyright © 2026 Knutwurst.
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@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#include <signal.h>
#include <stdio.h>
#include <stdlib.h>
+9
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@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#include "patchdl_appdb.h"
#include <sqlite3.h>
+9
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@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#pragma once
#include <stddef.h>
+9
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@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#include "patchdl_assets.h"
#include <stdlib.h>
+9
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@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#pragma once
#include <stddef.h>
+9
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@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#pragma once
/*
+9
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@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#include "patchdl_fw.h"
#include <ps5/kernel.h>
+9
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@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#pragma once
#include <stdint.h>
+29 -11
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@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#include "patchdl_install.h"
#include <arpa/inet.h>
@@ -475,7 +484,10 @@ patchdl_install_status_json(char *out, size_t out_sz) {
char tid[32];
char method[32];
int start_rc;
ai_install_status_t st;
/* ai_install_status_t carries a 2 KB safety pad; live on the heap so
a frequently-polled /api/installstatus doesn't keep committing pages
on every MHD worker's stack. */
ai_install_status_t *st = NULL;
char status[17], src_type[9];
int rc;
int progress = 0;
@@ -514,20 +526,25 @@ patchdl_install_status_json(char *out, size_t out_sz) {
return -1;
}
st = calloc(1, sizeof(*st));
if (!st) {
snprintf(out, out_sz, "{\"error\":\"oom\"}");
return -1;
}
/* sceAppInstUtilGetInstallStatus(char *content_id_out, status_t *status):
first arg is an OUTPUT buffer that receives the current install's content_id.
Do NOT pass `cid` there — it would be overwritten. The visible id fits in
0x30 bytes but Sony's NUL-pad length is unknown; use a padded buffer. */
{
char ai_cid_out[AI_CONTENTID_OUT_SIZE] = {0};
memset(&st, 0, sizeof(st));
rc = ai_get_status(ai_cid_out, &st);
rc = ai_get_status(ai_cid_out, st);
(void)ai_cid_out; /* returned content_id for future use */
}
copy_bounded(status, sizeof(status), st.status, sizeof(st.status));
copy_bounded(src_type, sizeof(src_type), st.src_type, sizeof(st.src_type));
if (st.total_size > 0)
progress = (int)((st.downloaded_size * 100) / st.total_size);
copy_bounded(status, sizeof(status), st->status, sizeof(st->status));
copy_bounded(src_type, sizeof(src_type), st->src_type, sizeof(st->src_type));
if (st->total_size > 0)
progress = (int)((st->downloaded_size * 100) / st->total_size);
if (progress < 0) progress = 0;
if (progress > 100) progress = 100;
terminal = (!strcmp(status, "playable") ||
@@ -542,10 +559,11 @@ patchdl_install_status_json(char *out, size_t out_sz) {
"\"promote_progress\":%u,\"error_code\":%d}",
terminal ? "true" : "false", cid, tid, method, start_rc, rc,
status, src_type, progress,
(unsigned long long)st.downloaded_size,
(unsigned long long)st.total_size,
(unsigned)st.promote_progress,
(int)st.error_info.error_code);
(unsigned long long)st->downloaded_size,
(unsigned long long)st->total_size,
(unsigned)st->promote_progress,
(int)st->error_info.error_code);
free(st);
return rc;
}
+9
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#pragma once
#include <stddef.h>
+14 -4
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#include "patchdl_net.h"
#include <arpa/inet.h>
@@ -31,9 +40,11 @@
#define PATCHDL_MAX_TOTAL_BYTES (200ULL * 1024 * 1024 * 1024) /* 200 GiB */
/* In-RAM buffer caps for full HTTP body fetches. version.xml is a few KB,
manifest JSON is a few MB at most — fail-closed beyond that. */
#define PATCHDL_BUF_MAX_VERXML (16 * 1024 * 1024)
#define PATCHDL_BUF_MAX_MANIFEST (64 * 1024 * 1024)
manifest JSON is a few MB at most — fail-closed beyond that. The
manifest cap is sized for ~4096 pieces × ~3 KB JSON each with plenty of
headroom; real PS5 manifests are 1-2 MB. */
#define PATCHDL_BUF_MAX_VERXML (4 * 1024 * 1024)
#define PATCHDL_BUF_MAX_MANIFEST (16 * 1024 * 1024)
#ifdef PATCHDL_HAVE_CURL
/* Replacement for fopen("wb"/"r+b") that refuses to follow a symlink at the
@@ -56,7 +67,6 @@ static const char *ALLOWED_HOSTS[] = {
"sgst.prod.dl.playstation.net",
"gst.prod.dl.playstation.net",
"gs2.ww.prod.dl.playstation.net",
"prosperopatches.com",
NULL,
};
+9
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#pragma once
#include <stddef.h>
+9
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#include "patchdl_notify.h"
#include "patchdl_version.h"
+9
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#pragma once
/* Send an on-screen PS5 notification at startup showing the web UI URL
+9
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#include "patchdl_proc.h"
#include <signal.h>
+9
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#pragma once
/* Set this process's (main thread) name as shown in the PS5 process list. */
+10 -14
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#include "patchdl_resolve.h"
#include <stdio.h>
@@ -43,16 +52,6 @@ lookup_tsv(const char *title_id, char *url_out, size_t url_sz) {
return -1;
}
static int
lookup_prosperopatches(const char *title_id, char *url_out, size_t url_sz) {
/* TODO: implement live lookup once API endpoint is confirmed on-device.
prosperopatches.com serves Sony CDN index links for PS5 titles. */
(void)title_id;
(void)url_out;
(void)url_sz;
return -1;
}
int
patchdl_resolve_url(const char *title_id, char *url_out, size_t url_sz) {
if (!title_id) return -1;
@@ -65,8 +64,5 @@ patchdl_resolve_url(const char *title_id, char *url_out, size_t url_sz) {
strncmp(title_id, "PPSC", 4))
return -1;
if (!lookup_tsv(title_id, url_out, url_sz))
return 0;
return lookup_prosperopatches(title_id, url_out, url_sz);
return lookup_tsv(title_id, url_out, url_sz);
}
+9
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#pragma once
#include <stddef.h>
+9
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#include "patchdl_scan.h"
#include "patchdl_appdb.h"
+9
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#pragma once
#include <stddef.h>
+12 -3
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#include "patchdl_tile.h"
#include "patchdl_install.h"
@@ -14,7 +23,7 @@
#include <ps5/kernel.h>
/* Embed the tile assets into .rodata directly via .incbin — no codegen step,
no Python helper, no second translation unit. Matches itsPLK's pattern. */
no Python helper, no second translation unit. */
#define INCASSET(name, file) \
__asm__(".section .rodata\n" \
".global " #name "\n" \
@@ -150,8 +159,8 @@ patchdl_tile_install_if_needed(char *msg, size_t msg_sz) {
}
/* Resolve the install API now so we can fail fast before touching disk.
itsPLK uses the NID (Wudg3Xe3heE) because the symbol export is
Sony-private; try both, NID first since it survives a stripped sprx. */
The symbol export is Sony-private, so the NID resolver is the more
reliable lookup — try NID first, fall back to the by-name dlsym. */
ai_install_title = (ai_install_dir_fn)dynsym_by_nid("Wudg3Xe3heE");
if (!ai_install_title)
ai_install_title = (ai_install_dir_fn)dynsym_by_name(
+18 -12
View File
@@ -1,23 +1,29 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#pragma once
#include <stddef.h>
/* Install / refresh the PatchDL home-screen tile.
*
* Approach (from itsPLK's ps5-payload-manager/app_installer.c, which adapted
* John Tornblom's ftpsrv work): write param.json + icon0.png into
* /user/app/<TITLE_ID>/sce_sys/
* then call sceAppInstUtilAppInstallTitleDir(title_id, "/user/app/", 0)
* which registers the directory as an app. The tile's deeplinkUri opens
* Sony's WebKit browser at http://127.0.0.1:12880/, i.e. PatchDL's own UI
* — only useful while the ELF is running.
* Writes param.json + icon0.png into /user/app/<TITLE_ID>/sce_sys/ and asks
* the on-console installer to register the directory as an app. The tile's
* deeplinkUri opens the on-console browser at http://127.0.0.1:12880/, i.e.
* PatchDL's own UI — only useful while the ELF is running.
*
* No PKG, no code signing, no debug-magic. Files only — Sony's installer
* registers the directory as an app.
* No package, no code signing — files only; the installer reads the
* directory directly.
*
* stat-guard: the asset bytes are diffed against the on-disk copy first;
* if nothing changed the install API isn't called at all (avoids a costly
* re-register every payload start, and avoids the dangerous CancelInstall
* code path). Returns 0 on success or when nothing needed doing.
* if nothing changed the install call isn't made at all (avoids a costly
* re-register every payload start). Returns 0 on success or when nothing
* needed doing.
*/
int patchdl_tile_install_if_needed(char *msg, size_t msg_sz);
+10 -1
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#pragma once
#define PATCHDL_VERSION "0.0.5"
#define PATCHDL_VERSION "0.0.6"
+12 -3
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#include "patchdl_verxml.h"
#include "patchdl_net.h"
@@ -183,10 +192,10 @@ patchdl_verxml_query(const char *url, uint32_t fw_bin, patchdl_verinfo_t *out) {
if (!url || !out) return -1;
memset(out, 0, sizeof(*out));
/* version.xml is a few KB in practice; cap to 16 MiB so a misbehaving CDN
can't slurp unbounded RAM into the buffer. */
/* version.xml is a few KB in practice; cap so a misbehaving CDN can't
slurp unbounded RAM into the buffer. */
memset(&buf, 0, sizeof(buf));
buf.max = 16 * 1024 * 1024;
buf.max = 4 * 1024 * 1024;
if (patchdl_http_get(url, &buf)) return -1;
if (!buf.data || !buf.size) { free(buf.data); return -1; }
+9
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#pragma once
#include <stdint.h>
+38 -5
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#include "patchdl_websrv.h"
#include "patchdl_assets.h"
#include "patchdl_fw.h"
@@ -283,7 +292,14 @@ queue_buffer(struct MHD_Connection *conn, unsigned int status,
enum MHD_Result ret;
resp = MHD_create_response_from_buffer(size, (void *)data, mm);
if (!resp) return MHD_NO;
if (!resp) {
/* MUST_FREE hands ownership to MHD on success; on failure we still
own it and have to free it ourselves or the caller's strdup'd
JSON leaks. PERSISTENT/MUST_COPY buffers are caller-owned and
we leave them alone. */
if (mm == MHD_RESPMEM_MUST_FREE) free((void *)data);
return MHD_NO;
}
MHD_add_response_header(resp, MHD_HTTP_HEADER_ACCESS_CONTROL_ALLOW_ORIGIN, "*");
MHD_add_response_header(resp, MHD_HTTP_HEADER_CACHE_CONTROL, "no-store");
@@ -1129,7 +1145,11 @@ write_job_state(const dl_job_t *job) {
ps[] states and done_bytes. Called with the pool lock held. */
static void
seed_from_sidecar(dl_job_t *job) {
char path[320], buf[16384], murl[768];
/* 8 KB sidecar buffer: 4096-piece cap × 2 hex chars / 8 bits = 1024 hex
chars for the bitmap, plus the JSON wrapper and the up-to-768-byte
manifest_url — fits with room. Halved from 16 KB to lighten the
per-admit stack frame on the pool worker. */
char path[320], buf[8192], murl[768];
FILE *f;
size_t n;
int nbytes = (job->mf.count + 7) / 8;
@@ -2341,11 +2361,16 @@ patchdl_websrv_start(unsigned short port) {
MHD_USE_INTERNAL_POLLING_THREAD | MHD_USE_THREAD_PER_CONNECTION,
port, NULL, NULL, &on_request, NULL,
MHD_OPTION_NOTIFY_COMPLETED, request_completed, NULL,
/* DoS guards: bound concurrent sockets + per-IP to keep a misbehaving
LAN client from exhausting pthreads on the PS5. */
MHD_OPTION_CONNECTION_LIMIT, (unsigned int)64,
/* DoS guards + RAM caps: the PS5 process budget is a few hundred MB
and the default pthread stack on this libc is multiple MB. We're
a single-user UI — 8 concurrent connections is plenty for the
SSE poll + a couple of AJAX, and 256 KB per worker is more than
enough for our handlers (largest stack use is a 16 KB sidecar
buffer in seed_from_sidecar). */
MHD_OPTION_CONNECTION_LIMIT, (unsigned int)8,
MHD_OPTION_PER_IP_CONNECTION_LIMIT, (unsigned int)8,
MHD_OPTION_CONNECTION_TIMEOUT, (unsigned int)30,
MHD_OPTION_THREAD_STACK_SIZE, (size_t)(512 * 1024),
MHD_OPTION_END);
if (!web_daemon) {
@@ -2398,11 +2423,19 @@ patchdl_websrv_stop(void) {
for (int s = 0; s < g_pool.n_workers; s++)
pthread_join(g_pool.workers[s], NULL);
g_pool.n_workers = 0;
/* Free every job still in the pool list. Workers have joined so nobody
else touches the list. free_job_locked unlinks + frees mf.pieces[i].url,
mf.pieces, ps, bitmap, and closes the fd. */
pthread_mutex_lock(&g_pool.mtx);
while (g_pool.jobs) free_job_locked(g_pool.jobs);
pthread_mutex_unlock(&g_pool.mtx);
patchdl_net_global_cleanup();
pthread_mutex_lock(&g_mutex);
patchdl_scan_free(g_titles, g_title_count);
g_titles = NULL;
g_title_count = 0;
free(g_debug_json);
g_debug_json = NULL;
pthread_mutex_unlock(&g_mutex);
}
+9
View File
@@ -1,3 +1,12 @@
/* SPDX-License-Identifier: GPL-3.0-or-later
* Copyright (C) 2026 Knutwurst
*
* PatchDL is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version. See the LICENSE file in the project root for details.
*/
#pragma once
int patchdl_websrv_start(unsigned short port);
+2 -1
View File
@@ -378,7 +378,8 @@ function createGameCard(game) {
<span>${escapeHtml(game.content_id || "")}</span>
</div>
<div class="pills">
${game.downloading ? `<span class="pill live">Downloading</span>` : ""}
${game.downloading && game._jobState === "queued" ? `<span class="pill">Queued</span>` : ""}
${game.downloading && game._jobState !== "queued" ? `<span class="pill live">Downloading</span>` : ""}
${game.resumable && !game.downloading ? `<span class="pill warn">Paused</span>` : ""}
${statusPill(game)}
${storagePill(game)}
+2 -2
View File
@@ -66,7 +66,7 @@
<section class="view is-active" data-view="games">
<header class="topbar">
<div>
<p class="eyebrow">Standalone ELF Web UI</p>
<p class="eyebrow">PS5 update manager</p>
<h1>Games</h1>
</div>
<div class="topbar-actions">
@@ -112,7 +112,7 @@
<article class="metric">
<span>DNS Guard</span>
<strong id="dnsValue">--</strong>
<em>Sony blocked by nanoDNS</em>
<em>System DNS left untouched</em>
</article>
<article class="metric">
<span>CDN Access</span>