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AnyPS5/docs/dev/debt/libSceMsgDialog.native.md
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libSceMsgDialog.native technical debt

Silent stubs

  • libSceMsgDialog.native - only the user message dialogs that libSceMsgDialog lists as shown wait for the player; every other dialog finishes at sceMsgDialogOpen without UI and answers with button 1, so sceMsgDialogClose returns NOT_RUNNING for it, and a shown one that no flip drew within three seconds finishes at the next status call with button 1; its result before sceMsgDialogInitialize follows libSceMsgDialog. sceMsgDialogTerminate resets running or finished dialogs and returns OK, rejecting uninitialized calls with COMMON_DIALOG_ERROR_NOT_INITIALIZED following shadPS4; null pointer arguments return COMMON_DIALOG_ERROR_ARG_NULL.

Unknown function info

  • sceMsgDialogGetResult (libSceMsgDialog.native) returns the button id the player picked in a shown dialog, and 1 for every other dialog and for one the title closed; the result code is always 0. Which button ids and result codes a PS5 reports after a close or a cancel is not measured. sceMsgDialogOpen closes a dialog that is still waiting and shows the new one, instead of failing as libSceMsgDialog does with busy. An unwritable result pointer returns 0x80b8000d (COMMON_DIALOG_ERROR_ARG_NULL) via checked guest copy. Closes when: measured on a PS5