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Upload, install, convert and manage PS5 game packages over the network. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
39 lines
1.5 KiB
C
39 lines
1.5 KiB
C
#ifndef PS5UPLOAD_REMOTEPLAY_H
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#define PS5UPLOAD_REMOTEPLAY_H
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#include <stdint.h>
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#include <stddef.h>
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void remoteplay_init(void);
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int remoteplay_request(const char *manual_account_id);
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int remoteplay_get_status(char *buf, size_t cap);
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/* The current PIN and account id, with NO pairing-completion probing.
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*
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* remoteplay_get_status() drives sceRemoteplayConfirmDeviceRegist as a
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* side effect, which finalises a pending registration on the console. A
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* client that is about to perform the registration itself must therefore
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* never poll status to learn the PIN — it would consume the very pairing
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* it is trying to complete. This is that read, and nothing else. */
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int remoteplay_pin_snapshot(char *out, size_t out_size);
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int remoteplay_cancel(void);
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/* Read-only readiness snapshot as JSON. Returns the snprintf length, or
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* negative on error. Performs no writes. */
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int remoteplay_readiness_json(char *out, size_t out_size);
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/* Paired devices from the 32-slot registration table, as JSON. Pairing
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* secrets are never included. Returns the length written. */
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int remoteplay_devices_json(char *out, size_t out_size);
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/* Enable Remote Play. user_scope=0 is the system service toggle,
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* user_scope=1 is per-user permission (FW 10.00+). Writes the re-read
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* readiness snapshot to `out`. Returns >=0 on success, -1 write failed,
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* -2 no per-user setting on this firmware, -3 no foreground user. */
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int remoteplay_enable(int user_scope, char *out, size_t out_size);
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#endif
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