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There is no PSN sign-in, so the code getter answers SCE_NP_ERROR_SIGNED_OUT instead of throwing; its parameters are unknown and not read. Minecraft (PPSA17221) calls it after its sign-in dialog and treats the result as offline play. The request, token and wait calls are left to #3604. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
7 lines
1.5 KiB
Markdown
7 lines
1.5 KiB
Markdown
# libSceNpAuth technical debt
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### Unknown function info
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- [sceNpAuthGetAuthorizedAppCode](../../../core/libs/prx/libSceNpAuth/Export.cpp) (libSceNpAuth) - declared without parameters and returns `SCE_NP_ERROR_SIGNED_OUT` without reading them, as there is no PSN sign-in; the request parameter and code output are not known. Minecraft (PPSA17221) imports it, fails to load without it, and after its sign-in dialog treats the signed-out code as offline play.
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- [sceNpAuthAbortRequest, sceNpAuthGetAuthorizationCodeV3, sceNpAuthGetIdTokenV3, sceNpAuthPollAsync, sceNpAuthWaitAsync](../../../core/libs/prx/libSceNpAuth/Export.cpp) (libSceNpAuth) - request tracking, `ORBIS_NP_AUTH_ERROR_REQUEST_NOT_FOUND` (0x80550306) on unknown request IDs, `ORBIS_NP_AUTH_ERROR_INVALID_ID` (0x80550307) on non-async or unprocessed requests in Poll/Wait, `ORBIS_NP_AUTH_ERROR_INVALID_ARGUMENT` (0x80550301) on null arguments and repeated calls on completed requests, and `ORBIS_NP_AUTH_ERROR_ABORTED` (0x80550304) after an abort follow [shadPS4](https://github.com/shadps4-emu/shadPS4/blob/main/src/core/libraries/np/np_auth.cpp) (PS4); async requests return OK and defer `SCE_NP_ERROR_SIGNED_OUT` to `sceNpAuthPollAsync`/`sceNpAuthWaitAsync` while sync requests fail immediately; PlayStation Network is not contacted. The parameter `size` fields are not checked (`ORBIS_NP_AUTH_ERROR_INVALID_SIZE`, structure layouts unknown), the request table has no limit (`ORBIS_NP_AUTH_ERROR_REQUEST_MAX`), and console behavior on PS5 is unverified
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