sceNetSetsockopt took the BSD timeout options, SO_SNDTIMEO (0x1005) and
SO_RCVTIMEO (0x1006), like Sony's 0x1105 and 0x1106: as an int of
microseconds read from the first four bytes. A caller passing a struct
timeval got tv_sec taken as microseconds, so {0, 100000} meant to wait
100 ms became 0 and disabled the timeout, and the receive blocked until
data came.
On the console 0x1006 takes a timeval, as FreeBSD 11.4's sosetopt does.
ProsperoLight (PPSA99002) gives it {0, 100000} through sceNetSetsockopt,
and its log from a console (firmware 12.20) shows Moonlight's receive
timing out every 100 ms before the first packet ("Received first video
packet after 400 ms"). Sony moved only these two timeval options to
0x1105 and 0x1106, as ints. On AnyPS5 the receive never times out, so
ProsperoLight's receive threads never wake when the PC stops sending and
LiStopConnection never returns: the stream screen freezes when a session
ends from the PC side. Steam Remote Play (PPSA99350) sets {0, 10000} the
same way and stays on "THE PC DID NOT ANSWER" when the PC doesn't reply.
0x1005 and 0x1006 now go through the timeval path that setsockopt() on a
libSceNet socket already uses (EINVAL for a value shorter than a timeval,
EDOM for a negative or out-of-range one). sceNetGetsockopt gives them
back as a timeval cut to the caller's length, as FreeBSD's sooptcopyout
does. 0x1105 and 0x1106 keep taking an int of microseconds.
About
Tool for automatic executables porting to Linux and Windows.
Web converter - files stay on your device.
Includes a relinker that converts executable to the target system's native format and implementations of system prx libraries suitable for dynamic linking. No emulation or separate runtime process.
Discord, Usage, Build instructions, Architecture, Technical debt of the project, code style conventions, contributing
Status
* System libraries: percentage of the functions known to the project so far (declared in core/libs/prx), not of every PS5 system function. The total grows as more functions are declared.
Unsupported or unexpected states strictly throw std::runtime_error. what() is printed to stderr and the process terminates.
The shader recompiler successfully produces SPIR-V (validated via Spirv-Tools when built with ANYPS5_ENABLE_SPIRV_TOOLS).
Compatibility
Per-game progress (stage reached, open blockers, libraries and GPU coverage) is tracked on the blocker map, a community project built from public GitHub data (source). Test reports go in the Game bring-up discussions, one thread per title.
Input mapping
SDL-mapped game controllers are supported, including analog sticks and triggers. Keyboard and mouse controls can be configured with an anyps5-input.ini file. See input mapping for the supported devices and configuration format.
Disclaimer
This project is intended for interoperability, research, preservation, and compatibility purposes. It does not include, distribute, or require copyrighted software, firmware, cryptographic keys, or proprietary libraries. Users are responsible for ensuring that any binaries used with this project are obtained and used in accordance with applicable laws and their respective license terms.
License
This project is licensed under the GNU General Public License version 2 only.