
Worked on the shadps4-emu/shadPS4 repository to deliver two core backend features focused on multiplayer connectivity and matchmaking. Developed UPnP NAT traversal using C++ and miniupnpc, introducing a UPnPClient for automatic port mapping and device discovery, which streamlined multiplayer setup for emulator users. Integrated the Matching2 matchmaking system into the ShadNet protocol, building backend infrastructure, API handlers for room and world management, and event dispatching. Refactored the Matching2 library with attention to memory safety and robustness, addressing joinroom flow and buffer handling. Emphasized maintainability and scalability through iterative enhancements, leveraging CMake and system programming expertise throughout the process.
June 2026 highlights for shadPS4-emu/shadPS4. Key accomplishments include delivering UPnP NAT traversal to simplify multiplayer connectivity via miniupnpc with a dedicated UPnPClient to manage device discovery and add/remove port mappings, and wiring configurable enabling in emulator settings. The ShadPS4 matchmaking stack was anchored with core Matching2 integration into ShadNet, including backend infrastructure, API handlers for rooms and worlds, event dispatching, and library refactor focused on memory safety. Iterative Matching2 enhancements were applied across multiple milestones (P1–P5), expanding types/structs/enums, context handling, and notification surface (ctx_id) to align client/server APIs. Robustness fixes were shipped for the matchmaking flow (joinroom path and overflow fixes) and general safety improvements. Overall impact includes reduced setup friction for multiplayer, a scalable, maintainable backend for matchmaking, and stronger software quality through refactors and safety work.
June 2026 highlights for shadPS4-emu/shadPS4. Key accomplishments include delivering UPnP NAT traversal to simplify multiplayer connectivity via miniupnpc with a dedicated UPnPClient to manage device discovery and add/remove port mappings, and wiring configurable enabling in emulator settings. The ShadPS4 matchmaking stack was anchored with core Matching2 integration into ShadNet, including backend infrastructure, API handlers for rooms and worlds, event dispatching, and library refactor focused on memory safety. Iterative Matching2 enhancements were applied across multiple milestones (P1–P5), expanding types/structs/enums, context handling, and notification surface (ctx_id) to align client/server APIs. Robustness fixes were shipped for the matchmaking flow (joinroom path and overflow fixes) and general safety improvements. Overall impact includes reduced setup friction for multiplayer, a scalable, maintainable backend for matchmaking, and stronger software quality through refactors and safety work.

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