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[WIP] np: Stub functionality for Simulated NP

Open InvoxiPlayGames opened this issue 1 year ago • 1 comments

With the network mode set to "Simulated" for a game, almost any attempt to actually use NP functions results in the emulator throwing an exception from the game thread since RPCN tries to be accessed. Since if a game thinks it's connected it's probably going to use NP features, the game should at the very least not crash and be fed dummy data.

Since a full implementation would be a larger undertaking and might need codebase changes, I'm sending in as a draft for opinions on how it should be implemented. Currently it's just checking if the current PSN status isn't RPCN and then returning a fake response in the np_handler functions.

PR status: sceNpBasicGetBlockListEntryCount, sceNpBasicGetFriendListEntryCount and sceNpManagerRequestTicket2 no longer crash the guest (required for BLES01222), other functions (creating lobbies etc) probably do.

InvoxiPlayGames avatar Jan 19 '25 13:01 InvoxiPlayGames

maybe this PR, if a dummy implementation will avoid the emulator throwing an exception, can be properly implemented by one of the main developers (e.g. galciv if I'm not wrong)?

digant73 avatar Nov 14 '25 15:11 digant73