# libSceNpAuth technical debt ### Unknown function info - [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. - [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 - [sceNpAuthSetTimeout](../../../core/libs/prx/libSceNpAuth/Export.cpp) (libSceNpAuth) - imported by PPSA01317, which fails to load without it. The signature `(reqId, resolveRetry, resolveTimeout, connTimeout, sendTimeout, recvTimeout)` follows [shadPS4](https://github.com/shadps4-emu/shadPS4/blob/main/src/core/libraries/np/np_auth.cpp) (PS4), which only stubs it. An unknown request ID returns `ORBIS_NP_AUTH_ERROR_REQUEST_NOT_FOUND` like the other request calls; otherwise it returns OK and keeps nothing, as no request reaches the network the timeouts would bound. Argument checks of the console are unverified