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Misc Ad-hoc issues #14641
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The Super Pocket Tennis issue seems to be similar to the Def Jam issue... |
Vulcanus Seek And Destroy is japanese only isn't? how to get to multiplayer? Edit: nevermind, found it This is where the issue is starting: Edit: That socket error 10014 seems to be the main issue, and it can be tricky as it's related to invalid buffer address or size. |
Added another game : Gensan. |
@anr2me was the problem with some games getting 0 FPS not a socket buffer size issue? |
For Vulcanus, based on the logs the blocking socket simulation is behaving strange, it's an issue related to blocking socket simulation. Most 0 FPS issue are probably because the game is waiting for something that takes a very long time (or endlessly) before it can update/render the frame, for example when loading some files. The only game i know where FPS could dropped significantly due to socket buffer was Warriors Orochi 2, but it only dropped to 4/4 FPS at most, never reached 0/0 FPS. While the issue on PSP2/PSP2i that was related to buffer size were related to VPN (it seems some VPN doesn't worked well with small buffer size) |
Why we can't see and fight each other on ppsspp latest dev apk multiplayer function Tekken 6 :( |
If this is happened recently, check your Port Offset value, the most recent update related to network is related to Port Offset (i think) There are also other issue related to mobile: |
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Your friends will need to check their settings too, because if they use a different port offset or have a blocked port, you won't be able to connect to them. |
We have the same settings 😅 |
I tested the latest dev build just now on localhost using the same settings on your screenshot on PC (my phone is full recently so i don't play game on it anymore) and it worked fine, full speed 60 FPS. If it gets lag on recent builds, could you find out which revision was the last time it worked properly from https://buildbot.orphis.net/ppsspp/index.php?m=fulllist so that we can investigate which update causing it, because it shouldn't lag at least on LAN. |
I had no issue with Tekken 6 locally either. |
Stick to LAN. |
Well Hammerin Hero/Gensan seems to work: |
Btw @mojojojodojo could you test Vulcanus Seek And Destroy on Linux and see whether it's generating similar issue (ie. the log filled with a lot of sceNetAdhocPdpRecv Errors)
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I see, i had a feeling it's something that happen on windows only (ie. received data size not allowed to be initialized to -1 while it's okay on PSP apparently) Regarding Hammerin Hero, it would be nice if you know how to bisects it :) not even working on the earliest 1.11.3 ? |
I only checked for commits by you and the last one that worked was 1 commit before this one : |
Hmm.. that PR doesn't seems to do anything odd other than checking whether the socket is null or not during blocking-socket simulation, which could happen when the socket was deleted from a different PSPThread, thus avoid access violation. Since the game worked before this crash fix, that means the socket never null on Hammerin Hero, thus never reached the code that returned ERROR_NET_ADHOC_SOCKET_DELETED, which mean that crash fix shouldn't affect Hammerin Hero.. so it's strange... Is the issue persistant and can always be reproduced using the build with that crash fix? (v1.11.3-672-gf1bf596f5) So v1.11.3-669-g29ae351a5 is the last working version? Also, previously you said Hammerin Hero/Gensan worked with the latest version on another folder. Btw, regarding PPSSPP with sudo on Vulcanus, did you see any "failed to bind" error message with sudo? |
Nah thats definitly a regression... I tried it on a fresh folder. |
Ah man why I feel like i always kill responds in issues like that lol. |
Vulcanus Seek and Destroy should be fixed by this PR #14849 |
Anything about the other games? |
The UNO game seems to relies on the result returned on the parameter instead of the dialog status itself, and currently my workaround is by updating the result after the animation completed instead of during |
Hm, okay, for MsgDialog, I belive you're right about the timing of result being written. We have tests showing that. But I think the graphics stop if you stop calling Update. Even if it writes the displaylist on a thread, I'm not sure how the fade would continue in that case. Also, some games seem to draw backgrounds or overlays (like loading spinners) before/after Update, which also seems to confirm that it's when drawing happens. -[Unknown] |
This is just an assumption, Not sure about the overlays things, tho. |
I'm sure it's possible for someone to design it that way in theory, but like I said - from memory, the graphics stop updating if you stop calling Update. We can test again to be sure. But also, if the game can't really predict when graphics will be drawn, I'm not sure how it draws stuff on top accurately. For example, iirc Popolocrois does this, but there are others. -[Unknown] |
yeah its been a while looking at this fun stuff
scan syscall is not meant to be called on interval basis when i try to call it multiple times on homebrew , it will lead to a crash on psp and there is getScanInfo syscall to retrieve the result so its mean a long operation and to be used as nested grouping the peer in the networks. most of game assign a button press to select a group in the network on this operation. most of PSP already exchange the peer list when we call create or connect on ScenetAdhocctl , its already established and they re start exchanging peer info just its not visible on user space,, if i remember correctly tekken is not scanning at all instead using a matching event and matching socket to do the transfer on the network for their lobby matchmaking . its means there is many games did not using the Scan api on the network , as they re can establish a connection to each address and retrieve mac address by just creating simply creating adhoc network or connect to them and do their own netcode socket directly without grouping a peer in the network . |
Yes, scanning process took a long time, so it shouldn't be used on a short interval, it's not something that should be done by PPSSPP anyway, the game should do it if they choose to use AdhocctlScan. Many games uses socket communications to retrieve game room info (such as AdhocMatching), but specific to this game (Rainbow Six) they use AdhocctlScan. Well depends how the game's netcode were designed, we can't simply change their AdhocctlScan way into AdhocMatching way ;) |
Yeah and it could be confusing if the wait is long and if the scan is manual so you think it doesn't work lol |
Kurohyou 2: Ryu ga Gotoku Ashura Hen is stuck infinite loading after trying the "playing online" feature (coop mode?) on the english patched game. |
R-Type Command disconnects after both players try to connect to the game.
Seems similar to what I also got on another game called Gintama but that game seemed to work fine Windows to Linux. |
Btw, you can use my branch with up to Verbose Logging enabled https://github.com/ANR2ME/ppsspp/tree/verboselog I would like to see what happen to |
Hmm so I got this log on 1 instance with debug enabled:
And this log with the other instance:
The garbage data you see in PtpOpen appears as it is on the logs as well.. |
Thanks for the logs, i can see that it managed to send successfully, which mean the connection was successfully established, but there might be something wrong with Btw, that garbage data is actually MAC address being printed as string, since the log was printed using |
@mojojojodojo could you try again using this branch https://github.com/ANR2ME/ppsspp/tree/ptpflush_logs PS: This branch also includes the verbose branch, so you can use Debug Log too. |
Since you have confirmed at discord that the game is running fine with my test build, i've created the PR for the PtpFlush issue #15445 This issue may also happened on Windows and other platform, since the issue you had on Linux was a normal case, due to the remote peer already closing the connection at the time PtpFlush was called. |
Ahhh new issue this time for a game called Taiko no Tatsujin Portable DX:
Debug log:
Using the PR build that you just made. |
Looks like an issue between It may not supposed to return "connection refused workaround" that soon, since it use a blocking mode with long timeout (20 seconds) |
The newly disovered prototype Duke Nukem Critical Mass (latest prototype release) got issues on multiplayer. As I understand if you make the game to work out on a PSP you won't see the issue locally. |
Will need to compare the multiplayer gameplay video with PSP vs PSP to see whether it was a game bug or not, since the game prototype is an unreleased dev build (which is prone to have bugs) afterall. Based on the way how the other player's body could sink halfway under the terrain, it could also be related to VFPU. |
Seems like with VFPU disabled the character is half stuck to the ground and is less twitching around. |
Tales of VS doesn't work. |
https://www.youtube.com/watch?v=I0N_BMBbhvo |
I am actually having problem with SVR can you help me?I have upnp enabled port offset=10000 but still I cant play on public server with my friend.Why?It's also not showing network initialised option |
I'm not sure what SVR is, but you can try asking at PPSSPP's discord server for this kind of issue, may be someone there familiar with this SVR game. You can also check the guide at wiki (in case you missed something) https://github.com/hrydgard/ppsspp/wiki/How-to-play-multiplayer-games-with-PPSSPP PS: Usually, when it didn't shows "Network initialized" it will shows "Failed to connect to Adhoc Server" instead. |
What happens?
Didn't wanna group them as one but also didn't want to have seperate issues.
This is probably the last time I gonna report any issues for awhile though.
Super Pocket Tennis - After the 2nd player joins the game disconnects.
Rush- Game freezes after a 2nd player joins the game.
WHO WANTS TO BE A MILLIONAIRE - PARTY EDITION - similar to Rush, freeze on both instances.
Vulcanus: Seek & Destroy - Similar to Rush , but the game freezes when someone just hosts a game instead.
Gensan - Similar to Rush , the game will freeze on both instances.
Bomberman Panic Bomber - After the 2nd player joins the game disconnects.
Shinseiki GPX Cyber Formula VS - disconnects after starting game.
All tried locally by using "localhost" as IP.
I remember trying with a higher timeout for some of the games but I don't remember if i did for all of them.
The result was still the same though.
What are you using?
What hardware / device and operating system?
OS: Windows 10
CPU:Intel 8550U
What graphics card (GPU) or mobile phone model?
GPU:Radeon 530
What PPSSPP version (standalone/official), and did it work before?
Didn't notice but I dont think they worked on the latest stable release.
Which game or games?
Would update if I found more (or when I care lol).
Checklist
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