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# Changelog - PS5 Upload Suite
## Version 4.2.0 - Game Mounter Integration (February 7, 2026)
### 🎮 Game Mounter Integration
- **Mount Games Button** - New green "🎮 Mount Games" button in the client UI
- One-click mounting of all uploaded games directly from the PS5 Upload Suite
- Button disabled when disconnected, shows "⏳ Mounting..." during operation
### 🔍 Multi-Path Game Scanning
- Scans **6 locations** for games:
- `/data/etaHEN/games` (internal storage)
- `/mnt/usb0/games` through `/mnt/usb3/games` (USB drives)
- `/mnt/ext0/games` (M.2 SSD)
- First pass counts total games, second pass processes them
- PS5 notifications show real-time progress: "Mounting 3/10 (30%) - Game Name"
### 🔄 Smart Mount Features
- **Duplicate Detection** - Same title ID across multiple drives mounted only once
- **Auto-Cleanup** - `auto_unmount_deleted_games()` removes stale mount entries
- **Already Mounted Detection** - Skips games that are already mounted via nullfs
- **sce_sys Validation** - Verifies game directory has valid `sce_sys/` before mounting
### 🔧 Payload Changes
- **New Command** - `CMD_MOUNT_GAMES` (0x30) added to protocol
- **nullfs Mount** - Games mounted to `/system_ex/app/<title_id>`
- **DRM Patching** - Automatic `applicationDrmType` fix in `param.json`
- **Metadata Copy** - `sce_sys` copied to `/user/app/` and `/user/appmeta/`
- **mount.lnk** - Tracks mount source path for cleanup and remount
- **Safe Delete** - Replaced `system("rm -rf ...")` with `rmdir_recursive()` to prevent hangs
- **remount_system_ex()** - Remounts `/system_ex` as writable for game installation
### 🖥️ Client Changes
- **Protocol.cs** - Added `MountGames = 0x30` enum and `MountGamesAsync()` method
- **MainWindow.xaml** - Green "🎮 Mount Games" button between Upload and Cancel
- **MainWindow.xaml.cs** - Click handler with progress display and auto-registration
- **Auto Registration** - If new games detected, automatically runs `game_mounter.elf` via shell for home screen registration
### 🐛 Bug Fixes
- **Fixed IOVEC_ENTRY(NULL) crash** - `strlen(NULL)` with `-O3` optimization caused segfault in `remount_system_ex()`
- **Fixed libSceAppInstUtil startup crash** - Library cannot be loaded in etaHEN payload context (crashes dynamic linker). Switched to standalone `game_mounter.elf` for registration
- **Fixed dlopen crash** - `dlopen("libSceAppInstUtil.sprx")` crashes payload thread. Removed dynamic loading approach
- **Removed system() calls** - `system("rm -rf ...")` replaced with safe recursive `rmdir_recursive()` to prevent payload hangs
- **Fixed compile warnings** - Removed unused `#include <dlfcn.h>`, re-enabled `auto_unmount_deleted_games()`
### 📝 Technical Notes
- `libSceAppInstUtil.sprx` is **not available** in etaHEN payload context (both static linking and dlopen crash)
- Game registration (`sceAppInstUtilAppInstallTitleDir`) is handled by the standalone `game_mounter.elf` which runs as a separate ELF with its own library dependencies
- The upload suite payload handles nullfs mounting, metadata copy, and DRM patching — everything except the final system registration
---
## Version 4.1.0 - Memory Optimization & Large File Handling (February 5, 2026)
### 🧠 Memory & Performance Improvements
@@ -41,7 +91,7 @@
- Fixed lock contention causing UI freezes
### 📊 Tested With
- **Astrobot**: 156,253 files, 1,724 directories
- **Astrobot**: 156,253 files, 1,724 directories - **53 minutes total**
- **Result**: Zero crashes, smooth upload, stable memory usage
---
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**By Manos**
**Version 4.1.0 - Memory Optimization & Large File Handling**
**Version 4.2.0 - Game Mounter Integration**
Custom high-speed file transfer system for PS5 with etaHEN. Achieves **104+ MB/s** upload speeds for large files using parallel chunked uploads!
⭐ **NEW in v4.1.0:**
- 🧠 **Memory Optimization** - Handles 156K+ files without crashes
- ⚡ **Reduced UI Stuttering** - Batch logging for smoother experience
- 🔧 **Lock-Free Operations** - ConcurrentDictionary for thread-safety
- 🧹 **Auto Memory Cleanup** - Completed files removed from tracking
- � **Incremental Processing** - No massive dictionary allocations
⭐ **NEW in v4.2.0:**
- 🎮 **Mount Games Button** - Mount uploaded games directly from the client
- 🔍 **Multi-Path Scanning** - Scans internal storage, USB drives (0-3), and M.2 SSD
- � **Duplicate Detection** - Skips already-mounted games automatically
- 📊 **Mount Summary** - Detailed results with PS5 notifications
- 🧹 **Auto-Cleanup** - Removes mount entries for deleted games
📱 **Android Mobile Client available!**
@@ -107,6 +107,12 @@ Download the latest release from the [Releases](https://github.com/manos555555/P
- Working directory support
✅ **Favorites/Bookmarks** - Quick navigation to saved paths
✅ **Multi-PS5 Support** - Save and switch between multiple PS5 profiles
✅ **🎮 Mount Games** - Mount uploaded games directly from the client (NEW v4.2)
- Scans all game paths: internal, USB drives, M.2 SSD
- Duplicate detection across storage locations
- Auto-cleanup of deleted game mounts
- PS5 notifications with mount progress
- Automatic game registration via game_mounter.elf
---
@@ -121,6 +127,12 @@ Download the latest release from the [Releases](https://github.com/manos555555/P
- ✅ **Fully responsive UI** throughout upload
- ✅ **No memory leaks** - stable operation
### v4.1.0 Real-World Test (Astrobot):
- ✅ **156,253 files** uploaded successfully in **53 minutes**
- ✅ **1,724 directories** created
- ✅ **Zero crashes** - stable memory usage throughout
- ✅ **Smooth UI** - no stuttering with massive file counts
### Previous Results (v1.3.0):
- ✅ **42,801 files** uploaded successfully
- ✅ **60-150 MB/s** sustained throughput
@@ -164,6 +176,31 @@ Download the latest release from the [Releases](https://github.com/manos555555/P
---
## 📝 What's New in v4.2.0
### 🎮 Game Mounter Integration
- **Mount Games Button** - New green "🎮 Mount Games" button in the client UI
- **Multi-Path Scanning** - Scans 6 locations: `/data/etaHEN/games`, USB drives (0-3), M.2 SSD (`/mnt/ext0/games`)
- **Duplicate Detection** - If the same game exists on multiple drives, it's mounted only once
- **Auto-Cleanup** - Automatically unmounts entries for games that have been deleted
- **PS5 Notifications** - Real-time progress notifications on PS5 screen during mounting
- **Detailed Summary** - Shows new mounts, already mounted, duplicates skipped, and failures
- **Auto Registration** - Automatically runs `game_mounter.elf` for home screen registration when new games are detected
### 🔧 Payload Improvements
- **New Protocol Command** - `CMD_MOUNT_GAMES` (0x30) for triggering game mount from client
- **nullfs Mounting** - Games mounted via nullfs to `/system_ex/app/`
- **DRM Patching** - Automatic DRM type fix in param.json
- **sce_sys Copy** - Copies game metadata to `/user/app/` and `/user/appmeta/`
- **mount.lnk Tracking** - Creates mount link files for persistent mount state
### 🐛 Bug Fixes
- **Fixed IOVEC_ENTRY(NULL) crash** - `strlen(NULL)` with `-O3` optimization caused payload crash
- **Fixed libSceAppInstUtil crash** - Library not available in etaHEN payload context, switched to standalone registration
- **Removed system() calls** - Replaced `system("rm -rf ...")` with safe recursive delete to prevent hangs
---
## 📝 What's New in v3.2.0
### 🎯 Improvements:
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<Application x:Class="PS5Upload.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
StartupUri="MainWindow.xaml">
<Application.Resources>
</Application.Resources>
</Application>
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using System;
using System.IO;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Threading;
namespace PS5Upload
{
public partial class App : Application
{
private static readonly string LogFilePath = Path.Combine(
AppDomain.CurrentDomain.BaseDirectory,
$"ps5upload_{DateTime.Now:yyyy-MM-dd_HH-mm-ss}.log");
private static readonly object _logLock = new object();
public App()
{
// Global exception handlers
this.DispatcherUnhandledException += App_DispatcherUnhandledException;
AppDomain.CurrentDomain.UnhandledException += CurrentDomain_UnhandledException;
TaskScheduler.UnobservedTaskException += TaskScheduler_UnobservedTaskException;
LogToFile("=== Application Started ===");
}
private void App_DispatcherUnhandledException(object sender, DispatcherUnhandledExceptionEventArgs e)
{
LogToFile($"DISPATCHER EXCEPTION: {e.Exception}");
e.Handled = true; // Prevent crash, but log it
MessageBox.Show($"Error: {e.Exception.Message}\n\nCheck log file: {LogFilePath}",
"PS5 Upload Error", MessageBoxButton.OK, MessageBoxImage.Error);
}
private void CurrentDomain_UnhandledException(object sender, UnhandledExceptionEventArgs e)
{
var ex = e.ExceptionObject as Exception;
LogToFile($"UNHANDLED EXCEPTION: {ex}");
}
private void TaskScheduler_UnobservedTaskException(object? sender, UnobservedTaskExceptionEventArgs e)
{
LogToFile($"TASK EXCEPTION: {e.Exception}");
e.SetObserved(); // Prevent crash
}
public static void LogToFile(string message)
{
try
{
lock (_logLock)
{
string timestamp = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss.fff");
File.AppendAllText(LogFilePath, $"[{timestamp}] {message}\n");
}
}
catch { /* Ignore logging errors */ }
}
}
}
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<Window x:Class="PS5Upload.DuplicateFileDialog"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="File Already Exists"
Height="320"
Width="550"
WindowStartupLocation="CenterOwner"
ResizeMode="NoResize"
Background="#1E1E1E">
<Window.Resources>
<Style TargetType="Button">
<Setter Property="Background" Value="#2D2D30"/>
<Setter Property="Foreground" Value="White"/>
<Setter Property="BorderBrush" Value="#3F3F46"/>
<Setter Property="Padding" Value="15,8"/>
<Setter Property="Margin" Value="5"/>
<Setter Property="FontSize" Value="13"/>
<Setter Property="Cursor" Value="Hand"/>
<Style.Triggers>
<Trigger Property="IsMouseOver" Value="True">
<Setter Property="Background" Value="#3E3E42"/>
</Trigger>
</Style.Triggers>
</Style>
</Window.Resources>
<Grid Margin="20">
<Grid.RowDefinitions>
<RowDefinition Height="Auto"/>
<RowDefinition Height="Auto"/>
<RowDefinition Height="Auto"/>
<RowDefinition Height="*"/>
<RowDefinition Height="Auto"/>
</Grid.RowDefinitions>
<!-- Icon and Message -->
<StackPanel Grid.Row="0" Orientation="Horizontal" Margin="0,0,0,15">
<TextBlock Text="⚠️" FontSize="32" Margin="0,0,15,0"/>
<TextBlock x:Name="MessageTextBlock"
Text="This file already exists on PS5:"
Foreground="White"
FontSize="14"
VerticalAlignment="Center"/>
</StackPanel>
<!-- File Name -->
<TextBlock Grid.Row="1"
x:Name="FileNameTextBlock"
Foreground="#4EC9B0"
FontSize="13"
FontWeight="Bold"
Margin="0,0,0,10"
TextWrapping="Wrap"/>
<!-- File Info -->
<StackPanel Grid.Row="2" Margin="0,0,0,20">
<TextBlock x:Name="LocalSizeTextBlock"
Foreground="#9CDCFE"
FontSize="12"
Margin="0,0,0,5"/>
<TextBlock x:Name="RemoteSizeTextBlock"
Foreground="#9CDCFE"
FontSize="12"/>
</StackPanel>
<!-- Buttons -->
<StackPanel Grid.Row="4" Orientation="Vertical">
<StackPanel Orientation="Horizontal" HorizontalAlignment="Center" Margin="0,0,0,10">
<Button Content="Replace" Width="120" Click="Replace_Click"/>
<Button Content="Skip" Width="120" Click="Skip_Click"/>
</StackPanel>
<StackPanel Orientation="Horizontal" HorizontalAlignment="Center">
<Button Content="Replace All" Width="120" Click="ReplaceAll_Click"/>
<Button Content="Skip All" Width="120" Click="SkipAll_Click"/>
</StackPanel>
</StackPanel>
</Grid>
</Window>
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using System.Windows;
namespace PS5Upload
{
public partial class DuplicateFileDialog : Window
{
public enum FileAction
{
Replace,
Skip,
ReplaceAll,
SkipAll
}
public FileAction UserAction { get; private set; }
public DuplicateFileDialog(string fileName, long localSize, long remoteSize)
{
InitializeComponent();
FileNameTextBlock.Text = fileName;
LocalSizeTextBlock.Text = $"Local file: {FormatFileSize(localSize)}";
RemoteSizeTextBlock.Text = $"Remote file: {FormatFileSize(remoteSize)}";
}
private void Replace_Click(object sender, RoutedEventArgs e)
{
UserAction = FileAction.Replace;
DialogResult = true;
Close();
}
private void Skip_Click(object sender, RoutedEventArgs e)
{
UserAction = FileAction.Skip;
DialogResult = true;
Close();
}
private void ReplaceAll_Click(object sender, RoutedEventArgs e)
{
UserAction = FileAction.ReplaceAll;
DialogResult = true;
Close();
}
private void SkipAll_Click(object sender, RoutedEventArgs e)
{
UserAction = FileAction.SkipAll;
DialogResult = true;
Close();
}
private string FormatFileSize(long bytes)
{
string[] sizes = { "B", "KB", "MB", "GB", "TB" };
double len = bytes;
int order = 0;
while (len >= 1024 && order < sizes.Length - 1)
{
order++;
len = len / 1024;
}
return $"{len:0.##} {sizes[order]}";
}
}
}
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</Grid>
</Border>
<!-- Upload and Cancel Buttons -->
<!-- Upload, Mount and Cancel Buttons -->
<Grid Grid.Row="5" Margin="0,10,0,0">
<Grid.ColumnDefinitions>
<ColumnDefinition Width="*"/>
<ColumnDefinition Width="10"/>
<ColumnDefinition Width="Auto"/>
<ColumnDefinition Width="10"/>
<ColumnDefinition Width="Auto"/>
</Grid.ColumnDefinitions>
<!-- Upload Button -->
@@ -1147,8 +1149,22 @@
Background="#007ACC"
IsEnabled="False"/>
<!-- Cancel Button -->
<!-- Mount Games Button -->
<Button Grid.Column="2"
x:Name="MountGamesButton"
Content="🎮 Mount Games"
Click="MountGamesButton_Click"
Height="45"
Width="160"
FontSize="14"
FontWeight="SemiBold"
Background="#28A745"
Foreground="White"
IsEnabled="False"
ToolTip="Mount all uploaded games on PS5 home screen (scans internal, USB, M.2)"/>
<!-- Cancel Button -->
<Button Grid.Column="4"
x:Name="CancelButton"
Content="❌ Cancel"
Click="CancelButton_Click"
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>net6.0-windows</TargetFramework>
<UseWPF>true</UseWPF>
<UseWindowsForms>true</UseWindowsForms>
<AssemblyName>PS5Upload</AssemblyName>
<RootNamespace>PS5Upload</RootNamespace>
<Version>1.0.0</Version>
<Authors>Manos</Authors>
<Description>High-Speed File Upload Tool for PS5</Description>
<Copyright>Copyright © 2026 Manos</Copyright>
<Nullable>enable</Nullable>
<PublishSingleFile>true</PublishSingleFile>
<SelfContained>true</SelfContained>
<RuntimeIdentifier>win-x64</RuntimeIdentifier>
<PublishReadyToRun>true</PublishReadyToRun>
<ApplicationIcon>ps5_logo_fixed.ico</ApplicationIcon>
</PropertyGroup>
<ItemGroup>
<Resource Include="ps5_logo.png" />
<None Include="ps5_logo.ico">
<Link>ps5_logo.ico</Link>
</None>
</ItemGroup>
</Project>
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@echo off
echo ================================================
echo PS5 Upload Client - Building
echo By Manos
echo ================================================
echo.
echo [+] Building Windows GUI Client...
dotnet publish -c Release -r win-x64 --self-contained true /p:PublishSingleFile=true /p:IncludeNativeLibrariesForSelfExtract=true
if exist "bin\Release\net6.0-windows\win-x64\publish\PS5Upload.exe" (
echo.
echo ================================================
echo [+] SUCCESS! Built PS5Upload.exe
echo ================================================
echo.
echo Location: bin\Release\net6.0-windows\win-x64\publish\PS5Upload.exe
echo.
echo Copy PS5Upload.exe to any location and run it!
) else (
echo.
echo ================================================
echo [-] BUILD FAILED
echo ================================================
echo.
echo Make sure .NET 6.0 SDK is installed:
echo https://dotnet.microsoft.com/download/dotnet/6.0
exit /b 1
)
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#!/bin/bash
echo "================================================"
echo "PS5 Upload Server - Compilation"
echo "By Manos"
echo "================================================"
echo ""
echo "[+] Compiling..."
rm -f ps5_upload_server.elf
/opt/ps5-payload-sdk/bin/prospero-clang -Wall -O3 -pthread \
-I/opt/ps5-payload-sdk/target/include_bsd \
-I/opt/ps5-payload-sdk/target/include \
-L/opt/ps5-payload-sdk/target/lib \
-o ps5_upload_server.elf main.c
if [ -f "ps5_upload_server.elf" ]; then
echo ""
echo "================================================"
echo "[+] SUCCESS! Compiled ps5_upload_server.elf"
echo "================================================"
echo ""
ls -lh ps5_upload_server.elf
file ps5_upload_server.elf
echo ""
echo "Upload to PS5 and run with elfldr"
echo "Server will listen on port 9113"
else
echo ""
echo "================================================"
echo "[-] COMPILATION FAILED"
echo "================================================"
exit 1
fi
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