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feat(libSceNpPartner001): implement sceNpEAAccessInitialize and sceNpEAAccessTerminate - #4639
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…EAAccessTerminate UFC 6 (PPSA23566) imports both. Initialization marks the library initialized and termination clears it, as in shadPS4. Termination without initialization and a second initialization throw, since no PS5 source settles their results. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This was referenced Oct 12, 2026
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Other open pull requests touch the same code. Merging one will break the other, or both implement the same thing. If this one builds on them, list them in Depends on.
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What
Carries the fix branch from issue #3339 (commit b86fc65 by @screamm, authorship preserved) rebased onto current main.
Implements
sceNpEAAccessInitialize/sceNpEAAccessTerminateinlibSceNpPartner001as an atomic initialized-state machine: first init returns 0, double init throws, terminate flips the state back and throws when not initialized. Behaviour and open questions (no server contact; signed-out behaviour unverified; divergence from shadPS4's PS4 return codes) are recorded in TechnicalDebt. Addsguest_np_partnertest covering the invalid/valid init/term sequences.Tested
Ubuntu 24.04 (WSL2), GCC 13.3, full
cmake -DBUILD_TESTING=ONbuild +libstarget: 960/960 ctest tests pass (hardware-dependent shader/video tests skipped as expected). Newguest_np_partnertest passes.python3 tools/check_conventions.py --base upstream/mainclean. No title run (function-level change only).Checklist
main; no other open PR implements the same functionsNotImplemented_nid_no_patch); silent stubs are listed in TechnicalDebt.mdfiles or images added to the repository (attach them to this PR)