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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.
1.6 KiB
1.6 KiB
libSceNpMatching2 technical debt
Functional
- sceNpMatching2Initialize, sceNpMatching2Terminate (libSceNpMatching2) - only the library state is kept: initialization checks the parameter's
sizefield (0x28, or 0x30 with an SSL pool) as shadPS4 does and starts no thread; a second initialization returnsALREADY_INITIALIZEDand a termination without oneNOT_INITIALIZED. The pool, thread and SSL settings are not used: no matching server is reached. Not measured on a console - sceNpMatching2CreateContext and the context calls (libSceNpMatching2) - offline only, not measured on a PS5: the checks follow shadPS4 and its context manager (a
0x28-byte parameter, ten ids handed out round-robin).sceNpMatching2ContextStartreturns0x804101E2(SCE_NET_ERROR_RESOLVER_ETIMEDOUT), which shadPS4 says was confirmed on a console disconnected from the internet, so no context starts andsceNpMatching2ContextStopanswersCONTEXT_NOT_STARTED. Callbacks and the default request option are checked but never used. The room, user, world, server-id and signaling-info calls still throw