Real regression from c9d721f: pinning CURLOPT_PROTOCOLS_STR /
REDIR_PROTOCOLS_STR to "https" on the piece downloader (and the simple
file streamer) broke real-world Sony patch downloads. Banishers reliably
aborted after ~73 MB and Last of Us Part I after ~127 MB — the Sony CDN
appears to 302 the piece URL to an http:// signed edge inside its own
infrastructure, and refusing those redirects killed the transfer mid-piece.
The smaller patchdl_http_get path (version.xml + manifest JSON) keeps the
HTTPS pin since those payloads always come back from the public https
endpoints. The defence still holds elsewhere: host_allowed gates every
URL to the Sony CDN allowlist, TLS verifies against the pinned SCEI root
even on a 302, and NOSIGNAL stays so a connection RST can't smuggle a
SIGPIPE back into the worker thread.
For future regressions of this class /api/downloads now exposes the last
CURLcode + HTTP status per job (last_curl_rc, last_http_code) so we don't
have to instrument the binary again to find out what curl returned.
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.xmlURL from the PS5 app database. - Fetches each title's
version.xmlpast 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.
Web UI
The Games view groups titles into filter chips:
- 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.
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.
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.
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
(patchdl_<version>.elf, so Payload Manager picks the version out of the
filename) and launches it; the payload replaces any running instance.
PS5_HOST=<console-ip> scripts/deploy_ps5.sh
On start it shows an on-screen notification with the URL. Open the web UI at:
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.
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.
/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.