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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.
7 lines
1.6 KiB
Markdown
7 lines
1.6 KiB
Markdown
# libSceNpMatching2 technical debt
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### Functional
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- [sceNpMatching2Initialize, sceNpMatching2Terminate](../../../core/libs/prx/libSceNpMatching2/Export.cpp) (libSceNpMatching2) - only the library state is kept: initialization checks the parameter's `size` field (0x28, or 0x30 with an SSL pool) as [shadPS4](https://github.com/shadps4-emu/shadPS4/blob/81be949167d0060b08f26dc3e055a0b640d129c8/src/core/libraries/np/np_matching2/np_matching2.cpp) does and starts no thread; a second initialization returns `ALREADY_INITIALIZED` and a termination without one `NOT_INITIALIZED`. The pool, thread and SSL settings are not used: no matching server is reached. Not measured on a console
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- [sceNpMatching2CreateContext and the context calls](../../../core/libs/prx/libSceNpMatching2/Export.cpp) (libSceNpMatching2) - offline only, not measured on a PS5: the checks follow [shadPS4](https://github.com/shadps4-emu/shadPS4/blob/91e6afa69b0a64b0afaa0281b80f8fbb0cd88136/src/core/libraries/np/np_matching2/np_matching2.cpp#L26-L349) and its [context manager](https://github.com/shadps4-emu/shadPS4/blob/91e6afa69b0a64b0afaa0281b80f8fbb0cd88136/src/core/libraries/np/np_matching2/np_matching2_internal.cpp#L1348-L1457) (a `0x28`-byte parameter, ten ids handed out round-robin). `sceNpMatching2ContextStart` returns `0x804101E2` (`SCE_NET_ERROR_RESOLVER_ETIMEDOUT`), which shadPS4 says was confirmed on a console disconnected from the internet, so no context starts and `sceNpMatching2ContextStop` answers `CONTEXT_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
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