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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.
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libSceNpWebApi technical debt
Unknown function info
- sceNpWebApiInitialize, sceNpWebApiTerminate, sceNpWebApiCreateHandle, sceNpWebApiDeleteHandle, sceNpWebApiCreatePushEventFilter, sceNpWebApiDeletePushEventFilter (libSceNpWebApi, PS4) - signatures, id ranges (library contexts 1 to 0x7fff, handles and filters below 0xf0000000) and errors (
LIB_CONTEXT_NOT_FOUND,HANDLE_NOT_FOUND,PUSH_EVENT_FILTER_NOT_FOUND,INVALID_ARGUMENTfor a missing filter parameter) follow shadPS4; they are not checked on a console. The libHttp context and pool size are kept but not used, since no request is ever sent. Limbo (CUSA01664) creates a context, a handle and filters when its game starts. - sceNpWebApiCreateServicePushEventFilter (libSceNpWebApi, PS4) - a filter for a PSN service needs the signed-in user, and no user is signed in to PSN, so a valid call returns
SIGNED_IN_USER_NOT_FOUNDafter the context and handle checks, as shadPS4 does with its network disabled. shadPS4 also rejects an invalid service label for titles built with SDK 2.00 or later; AnyPS5 has no compiled-SDK version for libraries yet, so such a call returnsSIGNED_IN_USER_NOT_FOUNDinstead ofINVALID_ARGUMENT.sceNpWebApiDeleteServicePushEventFiltertherefore never finds a filter.