Report the host IPv4 DNS servers of the interface sceNetCtlGetInfo
uses, through a helper libSceNetCtl exports, and return their count.
The signature and layout follow the OpenOrbis musl resolver and Net.h.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The blocked-destination case checks a different file, so an in-place
rewrite passed it. The earlier case is back beside it: a directory at
<name>.tmp makes the write fail, and the previous aps5-bench.json.gz must
be unchanged. It is left out of Windows builds, where the
std::ios_base::failure thrown inside the MinGW ofstream did not unwind to
the test's catch.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
sceNetGetSockInfo returned 0 for a known socket and wrote nothing, so
callers read uninitialised bytes as the socket's endpoints. Monster
Hunter Wilds (PPSA24191) calls it after bind, connect and accept and
stores the local and remote address and port it reads back.
It now writes one 0xA0-byte record in the layout SharpProspero and
shadPS4 give: the socket id, the socket type, the local and remote
IPv4 address and port of the host socket in network byte order, the
SELF and NONBLOCK status flags, and the receive and send buffer sizes
sceNetGetsockopt reports for the socket. The other fields are 0. It
returns 1, the number of records written, and EINVAL for a null record
or an n below 1, as shadPS4 does.
An s below 0 lists the sockets as shadPS4 does: with a null record it
returns their number, otherwise it writes up to n records in socket
order and returns how many it wrote. Unlike shadPS4, which lists IPv6
sockets with zero addresses and ignores flags, an IPv6 socket fails
with EAFNOSUPPORT and is left out of the count and the list, and a
flags bit other than 0x40 fails with EINVAL. SharpProspero names 0x40
SockInfoTimeWait; closed sockets leave the table at once, so it lists
the same sockets. docs/dev/debt/libSceNet.md lists the fields left 0
and these differences.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
F12 (the new Screenshot input action) requests a capture of the next
presented display buffer. The presenter records it with the existing
APS5_DUMP_FRAMES GPU readback at full resolution, and the frame dump
writer thread encodes it with decoder_png into anyps5-screenshots/
beside the executable, or ANYPS5_SCREENSHOTS.
sceNgs2RackLock took the library's internal recursive mutex and kept it
until sceNgs2RackUnlock, and a render held the same mutex while it called a
voice's block-end or repeat callback. Every NGS2 call from another thread
waited behind either one. A title that takes one of its own locks while it
holds a rack lock (or inside the callback), while another of its threads
holds that lock and calls sceNgs2VoiceGetStateFlags, deadlocks.
A rack lock is now an owner and a depth on the rack, and only a render of
its system waits for another thread's rack lock. The voice callback runs
with the internal lock released (the lock depth is tracked per thread so it
is released fully and taken back after). A rack or system destroy waits
while another thread renders its system, as the callback window would
otherwise let it free what the render still walks.
Co-Authored-By: Claude Opus 5.5 <[email protected]>