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knutwurst--ps5-patchdl/README.md
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Knutwurst 79e1c377ed Update README for 0.0.3: parallel pool, resume, verify, honest install status
Document the connection-pool download (configurable 1–16, applied live), the
download queue, reboot-safe per-piece resume, Pause/Resume/Cancel, optional
SHA-256 verification, and on-device package verification. Add a Settings section.
Rewrite Status: download + verify is proven on 11.60 (a 61.6 GB update verified
byte-perfect across reboots); same-region install works; cross-region debug-magic
patches download and verify but cannot be installed via homebrew on 11.60.
2026-06-24 15:53:45 +02:00

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5.1 KiB
Markdown

# PatchDL
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.
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.
by Knutwurst
## What it does
- 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
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.
Downloads survive interruptions:
- **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>`).
Patches download to `/data/patchdl` on the internal SSD. Large retail updates
run tens of GB.
## Safety model
Deny-by-default. A patch installs only for a genuine install, and only when the
patch metadata targets the installed game:
| Source | Check | Download | Install |
|-----------------------|-------|----------|---------|
| official | yes | yes | yes |
| shadowmount | yes | yes | no |
| preinstall / unknown | yes | no | no |
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.
All writes stay under `/data/patchdl`. PatchDL never writes to the system
partition and never touches firmware.
## Settings
Settings persist to `/data/patchdl/config.json` and survive a restart:
- 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.
## Build
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`.
```sh
scripts/build_ps5.sh # produces patchdl-ps5.elf
```
## Deploy
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 and
launches it; the payload replaces any running instance.
```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:
```text
http://<console-ip>:12880/
```
## Status
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. A full
Dead Island 2 update (61.6 GB) downloaded and verified byte-perfect across
several reboots.
Install works for same-region patches, where Sony stores the patch bytes under
the installed game's own title id.
Cross-region patches are a known limitation. Sony sometimes packages a regional
patch under a different (master) storage title and ships it as a debug-magic
container. PatchDL downloads such a patch and verifies it against Sony's hashes,
but the on-console installer (`InstallByPackage`) rejects it on 11.60, and the
homebrew alternative (BGFT register) returns "not supported" outside the system
process. Installing that class of patch needs Sony's authenticated updater, which
nanoDNS blocks. The web UI marks a title "Installing…" and reads progress from the
PS5's own notifications. Disc games need the disc inserted for their patch to
apply, which is a normal Sony requirement.