MaxandClaude Opus 5.5 3d2b723f71 fix(libSceNet): receive sceNetRecvmsg through the iovecs it had at entry
sceNetRecvmsg guarded the destinations of the iovec table it saw at
entry, then read the live table again to scatter the received bytes.
When an earlier destination overlapped a later iovec, the received
bytes replaced that iovec and the rest of the data went to an address
that was never guarded, which crashed the host when that address was
not writable. Copy the header and the iovec table once, as FreeBSD
11.4's sys_recvmsg does with copyin and copyiniov, use that copy for
the guards, the scatter and the address, and write the header back
from it as sys_recvmsg's copyout does.

Fixes #11610

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-26 23:53:11 +01:00
2026-08-03 20:02:52 +03:00

About

Tool for automatic executables porting to Linux and Windows.

The relinker-only build runs on macOS, including Apple silicon.

Web converter - files stay on your device.

anyps5_collage1

Includes a relinker that converts executable to the target system's native format and implementations of system prx libraries suitable for dynamic linking. No emulation or separate runtime process.

Discord, Usage, Build instructions, Architecture, Technical debt of the project, code style conventions, contributing

Status

libraries shaders

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Progress history

* System libraries: percentage of the functions known to the project so far (declared in core/libs/prx), not of every PS5 system function. The total grows as more functions are declared.

Unsupported or unexpected states strictly throw std::runtime_error. what() is printed to stderr and the process terminates.

The shader recompiler successfully produces SPIR-V (validated via Spirv-Tools when built with ANYPS5_ENABLE_SPIRV_TOOLS).

Compatibility

Per-game status and test reports live in the Game bring-up discussions, one thread per title.

Input mapping

SDL-mapped game controllers are supported, including analog sticks and triggers. Keyboard and mouse controls can be configured with an anyps5-input.ini file. See input mapping for the supported devices and configuration format.

Disclaimer

This project is intended for interoperability, research, preservation, and compatibility purposes. It does not include, distribute, or require copyrighted software, firmware, cryptographic keys, or proprietary libraries. Users are responsible for ensuring that any binaries used with this project are obtained and used in accordance with applicable laws and their respective license terms.

AnyPS5 is an independent project and is not affiliated with, authorized or endorsed by Sony Interactive Entertainment. "PlayStation" and "PS5" are trademarks of Sony Interactive Entertainment Inc.

License

This project is licensed under the GNU General Public License version 2 only.

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Python 5.7%
CMake 2.4%
JavaScript 0.2%