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- Runtime: stdio output goes to the log file and the kernel log (the console's printf writes nowhere visible); exit ends the title through sceSystemServiceLoadExec (the exit system call gets it killed with SIGSYS); realpath on stat (the libc's fails with EPERM, which broke libc++'s relative and with it OpenRCT2's case-insensitive file lookups); threads get 2 MiB of stack (the console's default is 64 KiB); folder listing keeps nullfs entries, whose inode is 0. - The game relinks when the runtime changes. - main loads the keyboard and IME dialog modules (their imports are null otherwise), selects SDL's software renderer, and writes a first-run config with the interface at 2x. - The documentation (changelog) is packaged into the data folder. - Console tests: plan lines list, stat, realpath and arg; the harness logs the renderer and how much of each captured frame is lit. tools/klog.py records the kernel log; tools/deploy.py --eboot uploads only the executable.
19 lines
585 B
Python
19 lines
585 B
Python
"""Writes the console's kernel log (klogsrv on port 3232) to a file until stopped.
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uv run --no-project python tools/klog.py build/klog.txt
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"""
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import socket
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import sys
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import time
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with open(sys.argv[1], "ab", buffering=0) as out:
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while True:
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try:
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with socket.create_connection(("192.168.0.90", 3232), timeout=10) as sock:
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sock.settimeout(None)
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while chunk := sock.recv(65536):
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out.write(chunk)
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except OSError as e:
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out.write(f"\n[klog.py: {e}]\n".encode())
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time.sleep(5)
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