USAGE.md describes the refused posted unlocks and their log line, and
says that the icon queries and a damaged or unwritable unlock or
statistics file stop the game with an error. The debt entries of
libSceNpTrophy2 and libSceNpUniversalDataSystem no longer say that any
posted id is stored. Both USAGE.md and the libSceNpTrophy2 entry say
that without trophy data the platinum is not unlocked when the other
trophies are.
Events other than the trophy events go through the title's
sce_sys/uds/udsNN.ucp: stats_definition.json gives the statistics that
keep their latest uint32 or uint64 value, and stats_extraction.json the
event property ($.name, dotted for nested objects) that sets each one.
Statistics are kept per user and service label in
_trophy/<user id>_<service label>.stats.txt next to the unlocks.
After each event that sets a statistic, every trophy's unlockCondition
(ge, gt, le or lt against its targetValue) is checked on the values that
event set and the stored values of the other statistics, so a later
event setting the same statistic cannot hide what this one reached.
Reached trophies unlock through the same path as _UnlockTrophy.
Progressive trophies report their statistic as progress, and
APS5_TRACE_UDS prints each statistic an event sets. A missing udsNN.ucp
is ignored and a malformed one is logged once.
Events and property objects keep their typed properties instead of
dropping them. PostEvent records an _UnlockTrophy event with an int32
_trophy_id for the user and service label of its context, logs why a
trophy event is ignored, and prints every posted event with
APS5_TRACE_UDS.
Unlocks are kept in _trophy/<user id>_<service label>.txt in the title's
run directory, one "<trophy id> <RTC tick>" line per trophy, and each new
unlock logs "[trophy] <title id> unlocked trophy <id> for user <id>".
GetTrophyInfo, GetTrophyInfoArray, GetGroupInfo, GetGroupInfoArray and
GetGameInfo report the recorded unlocks, their times, the unlocked
counts by grade and the progress percentage. An unlock also unlocks the
platinum the trophy names once every trophy naming that platinum is
unlocked. Unlock listeners let a later notification subscribe. Removing a
listener waits for its running callback, and a listener removed during a
dispatch is not called by it.
The title's sce_sys/trophy2/trophyNN.ucp is read on first use with a
bounds-checked .ucp reader and a small JSON reader. tropconf.json gives
each trophy's grade, group, hidden and reward flags, platinum and
unlock condition, and tropmeta_<tag>.json its texts in the console
language, then en-US, then the file's default language. Contexts
remember their user and service label, so the queries find the file.
The trophy, group and game queries report these names, grades, groups
and counts, list every trophy and group, and give progressive trophies
their target. Unlocks are not recorded yet, so every trophy reports as
locked and nothing is written to the host. A missing file is ignored
and a malformed one is logged once; either way the queries keep their
placeholders. A JSON document that nests deeper than 64 levels or holds
more than 1048576 values counts as malformed, which keeps the parsed
values to about 140 MiB.
A progress value is {int32 type, 4 reserved bytes, uint64 value}, as
KytyPS5 lays it out, which makes the trophy details 1312 bytes and the
trophy data 32 bytes. Size checks for every query structure keep the
layout fixed, and the technical debt names its single public source.
On a PS5 (firmware 12.70), of the values 0, 1, 2 and -1,
pthread_condattr_setpshared accepts only 0 and leaves the attribute
unchanged otherwise. pthread_condattr_getpshared reports 0 and returns
EINVAL for a null, uninitialized or destroyed attribute, also with a
null output. With an initialized attribute a null output crashes the
console; here it throws.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Measured on a PS5 (firmware 12.70): the getter reports 0, and of the
values 0, 1, 2 and -1 the setter accepts only 0 and checks the value
before the attribute. A null or uninitialized attribute, or a null
output, crashes the console; here it throws.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On a PS5 (firmware 12.70), of the values 0, 1, 2 and -1,
pthread_spin_init, pthread_barrierattr_setpshared and
pthread_mutexattr_setpshared accept only PTHREAD_PROCESS_PRIVATE (0);
1, 2 and -1 return EINVAL and leave the attribute unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Shader registration and the shader ABI resolves run on the title's own
threads, which never bound a trace buffer, so their Shader.Register and
Shader.Resolve* scopes were missing from every trace and summary. Those
entry points now bind the calling thread as `title` with the 32,768-event
buffer the shader preparation threads use.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Color format 7 (COLOR_11_11_10, float) keeps its 10-bit component in the
low bits; with the reversed component order (COMP_SWAP 2) that is blue,
with red in the high 11 bits. Vulkan has no such layout, so the target was
refused at decode.
Render it the way 10_11_11 unorm targets are rendered: an R32_UINT
attachment, the reversed export mapping 0xc6, and a new
ColorExportPacking::Float11_11_10 that makes the pixel shader pack each
export with the format-43 image store conversion (toward zero, overflow to
the largest finite value, negatives to zero, NaN kept). Blending, partial
writes, 16-bit integer exports, DCC and the other component orders throw.
AI-assisted: yes
An ITIMER_REAL or alarm expiry while SIGALRM is blocked is marked on the
pending set of sigtimedwait instead of throwing, as kern_psignal leaves a
blocked signal pending. sigwait, sigwaitinfo and sigtimedwait take it,
repeated expiries merge into one pending signal, and unblocking it runs a
guest handler on the unblocking thread or, with the default disposition,
exits the process with status 142 as FreeBSD's default action does.
The expiry rechecks the mask after marking the signal, so an unblock that
races it does not leave SIGALRM pending while unblocked, and TakePending
clears the bit with the value it read so one signal is taken once.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>