NpAuth library stub (#2808)

* Add the NpAuth library

* clang

* you didn't see anything

* Add some random return to make games at least start using this library

* i'm once again asking for your continued ignorance of what i'm forgetting to not push

* debug logging

* apparently just this is still enough

* this isn't used but it still shouldn't be incorrect
This commit is contained in:
kalaposfos13 2025-04-18 22:42:17 +02:00 committed by GitHub
parent 0feb2e7211
commit 81ada41baa
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6 changed files with 134 additions and 0 deletions

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@ -570,6 +570,8 @@ set(NP_LIBS src/core/libraries/np_common/np_common.cpp
src/core/libraries/np_web_api/np_web_api.h
src/core/libraries/np_party/np_party.cpp
src/core/libraries/np_party/np_party.h
src/core/libraries/np_auth/np_auth.cpp
src/core/libraries/np_auth/np_auth.h
)
set(ZLIB_LIB src/core/libraries/zlib/zlib.cpp

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@ -101,6 +101,7 @@ bool ParseFilterRule(Filter& instance, Iterator begin, Iterator end) {
SUB(Lib, Ssl2) \
SUB(Lib, SysModule) \
SUB(Lib, Move) \
SUB(Lib, NpAuth) \
SUB(Lib, NpCommon) \
SUB(Lib, NpManager) \
SUB(Lib, NpScore) \

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@ -69,6 +69,7 @@ enum class Class : u8 {
Lib_Http2, ///< The LibSceHttp2 implementation.
Lib_SysModule, ///< The LibSceSysModule implementation
Lib_NpCommon, ///< The LibSceNpCommon implementation
Lib_NpAuth, ///< The LibSceNpAuth implementation
Lib_NpManager, ///< The LibSceNpManager implementation
Lib_NpScore, ///< The LibSceNpScore implementation
Lib_NpTrophy, ///< The LibSceNpTrophy implementation

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@ -27,6 +27,7 @@
#include "core/libraries/network/netctl.h"
#include "core/libraries/network/ssl.h"
#include "core/libraries/network/ssl2.h"
#include "core/libraries/np_auth/np_auth.h"
#include "core/libraries/np_common/np_common.h"
#include "core/libraries/np_manager/np_manager.h"
#include "core/libraries/np_party/np_party.h"
@ -88,6 +89,7 @@ void InitHLELibs(Core::Loader::SymbolsResolver* sym) {
Libraries::NpScore::RegisterlibSceNpScore(sym);
Libraries::NpTrophy::RegisterlibSceNpTrophy(sym);
Libraries::NpWebApi::RegisterlibSceNpWebApi(sym);
Libraries::NpAuth::RegisterlibSceNpAuth(sym);
Libraries::ScreenShot::RegisterlibSceScreenShot(sym);
Libraries::AppContent::RegisterlibSceAppContent(sym);
Libraries::PngDec::RegisterlibScePngDec(sym);

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@ -0,0 +1,99 @@
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "common/logging/log.h"
#include "core/libraries/error_codes.h"
#include "core/libraries/libs.h"
#include "core/libraries/np_auth/np_auth.h"
namespace Libraries::NpAuth {
s32 PS4_SYSV_ABI sceNpAuthGetAuthorizationCode() {
LOG_ERROR(Lib_NpAuth, "(STUBBED) called");
return ORBIS_OK;
}
s32 PS4_SYSV_ABI sceNpAuthGetIdToken() {
LOG_ERROR(Lib_NpAuth, "(STUBBED) called");
return ORBIS_OK;
}
s32 PS4_SYSV_ABI sceNpAuthAbortRequest() {
LOG_ERROR(Lib_NpAuth, "(STUBBED) called");
return ORBIS_OK;
}
s32 PS4_SYSV_ABI sceNpAuthCreateAsyncRequest() {
LOG_ERROR(Lib_NpAuth, "(STUBBED) called");
return ORBIS_OK;
}
s32 PS4_SYSV_ABI sceNpAuthCreateRequest() {
LOG_WARNING(Lib_NpAuth, "(DUMMY) called");
return 1;
}
s32 PS4_SYSV_ABI sceNpAuthDeleteRequest(s32 id) {
LOG_WARNING(Lib_NpAuth, "(DUMMY) called");
return ORBIS_OK;
}
s32 PS4_SYSV_ABI sceNpAuthGetAuthorizationCodeA() {
LOG_ERROR(Lib_NpAuth, "(STUBBED) called");
return ORBIS_OK;
}
s32 PS4_SYSV_ABI sceNpAuthGetAuthorizationCodeV3() {
LOG_ERROR(Lib_NpAuth, "(STUBBED) called");
return ORBIS_OK;
}
s32 PS4_SYSV_ABI sceNpAuthGetIdTokenA() {
LOG_ERROR(Lib_NpAuth, "(STUBBED) called");
return ORBIS_OK;
}
s32 PS4_SYSV_ABI sceNpAuthGetIdTokenV3() {
LOG_ERROR(Lib_NpAuth, "(STUBBED) called");
return ORBIS_OK;
}
s32 PS4_SYSV_ABI sceNpAuthPollAsync() {
LOG_ERROR(Lib_NpAuth, "(STUBBED) called");
return ORBIS_OK;
}
s32 PS4_SYSV_ABI sceNpAuthSetTimeout() {
LOG_ERROR(Lib_NpAuth, "(STUBBED) called");
return ORBIS_OK;
}
s32 PS4_SYSV_ABI sceNpAuthWaitAsync() {
LOG_ERROR(Lib_NpAuth, "(STUBBED) called");
return ORBIS_OK;
}
void RegisterlibSceNpAuth(Core::Loader::SymbolsResolver* sym) {
LIB_FUNCTION("KxGkOrQJTqY", "libSceNpAuthCompat", 1, "libSceNpAuth", 1, 1,
sceNpAuthGetAuthorizationCode);
LIB_FUNCTION("uaB-LoJqHis", "libSceNpAuthCompat", 1, "libSceNpAuth", 1, 1, sceNpAuthGetIdToken);
LIB_FUNCTION("cE7wIsqXdZ8", "libSceNpAuth", 1, "libSceNpAuth", 1, 1, sceNpAuthAbortRequest);
LIB_FUNCTION("N+mr7GjTvr8", "libSceNpAuth", 1, "libSceNpAuth", 1, 1,
sceNpAuthCreateAsyncRequest);
LIB_FUNCTION("6bwFkosYRQg", "libSceNpAuth", 1, "libSceNpAuth", 1, 1, sceNpAuthCreateRequest);
LIB_FUNCTION("H8wG9Bk-nPc", "libSceNpAuth", 1, "libSceNpAuth", 1, 1, sceNpAuthDeleteRequest);
LIB_FUNCTION("KxGkOrQJTqY", "libSceNpAuth", 1, "libSceNpAuth", 1, 1,
sceNpAuthGetAuthorizationCode);
LIB_FUNCTION("qAUXQ9GdWp8", "libSceNpAuth", 1, "libSceNpAuth", 1, 1,
sceNpAuthGetAuthorizationCodeA);
LIB_FUNCTION("KI4dHLlTNl0", "libSceNpAuth", 1, "libSceNpAuth", 1, 1,
sceNpAuthGetAuthorizationCodeV3);
LIB_FUNCTION("uaB-LoJqHis", "libSceNpAuth", 1, "libSceNpAuth", 1, 1, sceNpAuthGetIdToken);
LIB_FUNCTION("CocbHVIKPE8", "libSceNpAuth", 1, "libSceNpAuth", 1, 1, sceNpAuthGetIdTokenA);
LIB_FUNCTION("RdsFVsgSpZY", "libSceNpAuth", 1, "libSceNpAuth", 1, 1, sceNpAuthGetIdTokenV3);
LIB_FUNCTION("gjSyfzSsDcE", "libSceNpAuth", 1, "libSceNpAuth", 1, 1, sceNpAuthPollAsync);
LIB_FUNCTION("PM3IZCw-7m0", "libSceNpAuth", 1, "libSceNpAuth", 1, 1, sceNpAuthSetTimeout);
LIB_FUNCTION("SK-S7daqJSE", "libSceNpAuth", 1, "libSceNpAuth", 1, 1, sceNpAuthWaitAsync);
};
} // namespace Libraries::NpAuth

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@ -0,0 +1,29 @@
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "common/types.h"
namespace Core::Loader {
class SymbolsResolver;
}
namespace Libraries::NpAuth {
s32 PS4_SYSV_ABI sceNpAuthGetAuthorizationCode();
s32 PS4_SYSV_ABI sceNpAuthGetIdToken();
s32 PS4_SYSV_ABI sceNpAuthAbortRequest();
s32 PS4_SYSV_ABI sceNpAuthCreateAsyncRequest();
s32 PS4_SYSV_ABI sceNpAuthCreateRequest();
s32 PS4_SYSV_ABI sceNpAuthDeleteRequest(s32 id);
s32 PS4_SYSV_ABI sceNpAuthGetAuthorizationCodeA();
s32 PS4_SYSV_ABI sceNpAuthGetAuthorizationCodeV3();
s32 PS4_SYSV_ABI sceNpAuthGetIdTokenA();
s32 PS4_SYSV_ABI sceNpAuthGetIdTokenV3();
s32 PS4_SYSV_ABI sceNpAuthPollAsync();
s32 PS4_SYSV_ABI sceNpAuthSetTimeout();
s32 PS4_SYSV_ABI sceNpAuthWaitAsync();
void RegisterlibSceNpAuth(Core::Loader::SymbolsResolver* sym);
} // namespace Libraries::NpAuth