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2.1 KiB
2.1 KiB
libSceSaveDataDialog.native technical debt
Silent stubs
- libSceSaveDataDialog.native shows no UI and ignores progress values. Progress-bar mode (5) stays running until the caller closes it, matching Skyrim PPSA03747; other modes finish immediately, returning button 1 and the first nonempty directory name. Console dialog timing and selection behavior remain unverified. Lifecycle error codes follow shadPS4:
sceSaveDataDialogClosereturnsSAVE_DATA_DIALOG_ERROR_NOT_RUNNINGwhenever not running,sceSaveDataDialogGetResultreturnsSAVE_DATA_DIALOG_ERROR_NOT_FINISHEDwhenever not finished (checked before null or unwritable result and directory pointers), andsceSaveDataDialogTerminatecloses running dialogs and returns OK, rejecting uninitialized calls withSAVE_DATA_DIALOG_ERROR_NOT_INITIALIZED, and progress updates (sceSaveDataDialogProgressBarInc,sceSaveDataDialogProgressBarSetValue) returnSAVE_DATA_DIALOG_ERROR_NOT_RUNNINGwhenever not running. Parameter size insceSaveDataDialogOpenis unvalidated as console behaviour is unmeasured. - sceSaveDataDialogIsReadyToDisplay returns 1 unconditionally without checking state, following shadPS4 (savedatadialog.cpp at ce74386283); native console readiness state is unmeasured.
Unknown function info
- sceSaveDataDialogGetResult (libSceSaveDataDialog.native) - returning
SAVE_DATA_DIALOG_ERROR_ARG_NULLfor a non-null unwritable result or directory name pointer is a host-safety fallback; console behaviour for unmapped memory is unmeasured. Closes when: measured on a PS5 - sceSaveDataDialogOpen (libSceSaveDataDialog.native) - no overlay dialog is drawn for any mode: the layouts of the user message, system message and error code parameters that the
SaveDataDialogParampointers lead to have no source in this repository or measurement on a PS5, so a dialog is not built from them. Closes when: the parameter layouts are measured on a PS5