sceNpMatching2SignalingGetConnectionStatus reports every member inactive
for a known context, since no room is joined offline, and leaves the peer
address and port untouched; a null status pointer throws.
sceNpMatching2AbortContextStart returns NOT_INITIALIZED before
initialization and 0 afterwards. Checks follow shadPS4, with RPCS3's
differences recorded in the technical debt entry.
The context calls, the callback registrations and
SetDefaultRequestOptParam threw. They now follow shadPS4's checks and
context ids, ContextStart returns SCE_NET_ERROR_RESOLVER_ETIMEDOUT, the
answer shadPS4 records for a console without internet access, and
Terminate releases the contexts.
NpMatching2 keeps its initialized state. sceNpSignalingDeactivateConnection
and sceInvitationDialogClose, which these titles also import, are declared
and throw.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
NpTrophy reads the trophy count and icons from the title's trophy
package (names are encrypted and stay not implemented), PS4 v1 save data
calls wrap the native v2/v3 ones, and NpWebApi library contexts, handles
and push event filters work offline (service filters fail without a
signed-in user). libSceAjm is built from the libSceAjm.native sources
for PS4 titles. Limbo's (CUSA01664) remaining PS4 imports, including the
synchronous PS4 TUS calls and the Facebook dialog calls next to the
existing libraries, are exported as not implemented.