# OrbisRPC Production Report Build under review: `9d9c5b7` (daemon 0.4.0 line, `main`), payload `build-sdk/orbisrpc_sdk.elf` (2,071,536 B, daemon-world linkage only, zero baked titles). Verified: host unit + ASan/UBSan + e2e ALL PASS; linkage gate (libkernel_web / libSceLibcInternal / libSceNet, never libkernel.so). Running on-console at 192.168.1.136 via elfldr:9021. ## Architecture - `daemon.c` — outer connect cycles (jittered backoff, 10-fail 10-min cadence) + inner session loop (12 s poll, 2-hit commit debounce, playback queue of one). Re-reads config every cycle; learned titles persist via atomic save. Token-4004 waits for a config fix, never exits. - `detect.c` — sandbox-mount scan (authoritative ID) + save/appdir/atime signals + eboot-count fast-switch. Name chain: config override -> app.db (SQLite readonly) -> appmeta/sfo/appxml -> Sony TMDB live -> raw-ID fallback. Tri-state unknown-hold, 5-min raw retry. - `discord.c`/`ws.c`/`tls.c` — gateway v10, TLS 1.2 ceiling, VERIFY_REQUIRED against curated bundle, masked frames, HB ack tracking. - `art.c` — mp: proxy via external-assets, pack-pattern fallback, uploaded-key fallback, memory + 7-day disk cache. Home tile: PlayStation logo default; game tile: small system badge. - `health.c`/`updater.c`/`manifest.c` — dirty-boot marker, 60 s stable gate, safe mode, signed all-or-nothing staging, boot rollback. - `cfg.c`/`lock.c`/`timesync.c` — schema'd fallible config, sysctl-liveness single instance, SNTP wall clock for timer ms. - `installer/` + daemon generation protocol — installer bumps `daemon.gen`; older daemons exit cleanly when superseded (no signals). ## State machine NONE -> HOME ("PlayStation 4" + logo) <-> GAME (name + art + badge + ticking timer). Media titles map to Watching/Listening. Resume window: same title back within 10 min (or cross-restart via session.json) resumes the timer. Sessions append to playtime.log ledger. ## Third-party logic ported (verified against source) - PS4-Rich-Presence (Python/C#): TMDB `_00` HMAC construction (live-200 verified), persistent mapped cache (self-learning map), title-ID hover text, sandbox/NPXS-skip detect, backoff cadence, asset-key fallback. - PSN-API tool: small system badge pattern. - SonicLoader: read-only app.db tiers (appbrowse/appinfo/param.json). - Deliberate skips: PSN credentials, UI editors, PS1/PS2 lists, extra toggles, third-party scrapes (reasons in git history/discussion). ## Fixed this cycle Sandbox param.sfo source, details-ID duplication, user `titles` overrides, `home_art`, shipped logo default, app.db SQLite names, self-learning map, presence-builder test seam, small badge, strncpy NUL hardening, home_art validation, 4004 survival, cfg_save return, generation-based deploy rotation, CI ASan+e2e jobs. ## Not fixed (external / out of scope) - Sony TMDB unreachable from the console (TCP filtered; correct URL proven from LAN). Mitigated: app.db + learning map. - GoldHEN settings-page loader segfaults every ELF (external). - IME dialog init errors (external API behavior). - Vesktop `?` tile (client quirk; phone renders fine). - Dead Discord notify webhook (cosmetic post-push hook). ## Risks - PS4 app.db schema varies by firmware: tiers fail soft, fallback chain covers. Worst case is today's behavior, never worse. - Bare home_art keys are trusted: a typo drops the home tile only. - Full titles map (64) stops learning with a log line. ## Hardware matrix (proven) Gateway ready, TLS-ECDHE suite, game detection + ticking timer post-SNTP, mp: art serving (phone), duplicate-ID gone, generation clean-stop rotations, reboot recovery. Pending eyes: appdb name flip, badge render, logo tile. ## Readiness Production for the daemon scope. Installer/PKG remains out of scope per directive. Ship it.