mirror of
https://github.com/boykopovar/AnyPS5.git
synced 2026-10-22 08:33:12 -05:00
sceHttp2GetMemoryPoolStats, sceSslGetMemoryPoolStats and sceNetGetMemoryPoolStats threw. PPSA16064 (Minecraft Dungeons II, Unreal Engine) queries all three while its HTTP module starts, and aborted there. Each library now records the pool size given at sceHttp2Init, sceSslInit or sceNetPoolCreate and reports it with a peak and current use of 0: the offline Http2 and Ssl models and the host-socket Net library allocate nothing from these pools. The layouts follow the PS4 SDK's *MemoryPoolStats structures. Net returns EBADF for an unknown pool and EINVAL for a null output, like its other pool calls; Http2 and Ssl throw for both, as their error codes are unknown. Terminating a context or destroying a pool forgets its size. sceHttp2SetResolveRetry, which the title calls next, accepts and ignores its value like the other Http2 settings. The four Http2 WebSocket exports the title imports are added as unimplemented. guest_http2, guest_ssl and guest_sce_net check the reported sizes; guest_sce_net also checks the null-output and unknown-pool errors.