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PPSSPP Ad-hoc general info thread
10-19-2020, 08:28 AM (This post was last modified: 10-19-2020 08:36 AM by AdamN.)
Post: #106
RE: PPSSPP Ad-hoc general info thread
(10-18-2020 08:19 PM)Kamilo8927 Wrote:  
(10-18-2020 05:35 PM)AdamN Wrote:  May i know what kind of IP was it? because that toggle excluding some IP format which normally can't be used for multiplayer.

As i remembered detecting IP list on android and linux is using the same code, only windows have a different code.
Does the same VPN software on Windows (assuming it have windows version) can be detected?

Anyway, i found a bug in some blocking socket implementation that could cause a disconnection on timeout.

(10-16-2020 07:54 PM)Kamilo8927 Wrote:  Hello
My friend have 1 problem with his ppsspp. We are on patapon 3 server using their multiplayer settings to work it fine. We also using devbuild in between 274 and around 500 because they work fine with patapon 3 game. We also use port 60000 and vpn app of other discord server. The problem is for everyone on server setting up whole settings with port 60000 works fine and initialize network correctly but for my friend every port working correctly but not port 60000. When he sets up port 60000 and trying to initialize network error poping out saying "failed to bind to port 60555" but port 60000 is maxed port. Does anyone know how to fix this error? He using windows 10 on laptop.
Try changing Port Offset to 10000 on All players.

I can't give you IP because of rules of other discord server but all this works fine on windows and android and if i remember correctly even on iOS. All players can't change their port to 10000 because this is in rules too that player who play monster hunter play on port 0 while players who play patapon 3 play on port 60000. I didn't set up this rules tho. I can talk with someone who made this rules but probably all older players won't gonna change port anyway. I just need fix why ppsspp trying to initialize port 60555 while setting up 60000. It happen very rarely tho but it eliminate this player from playing multiplayer with others.

LOL that IP question is for Zinx777 not you.

And regarding Port Offset, different PC have different background service running (depends on what kind of software they are installing/using), so it's possible that one of the player to be unable to use port 60555.

Why it's 60555, because originally that game is probably using port 555 which shifted by port offset (60000) became 60555 which is normal, also different games will use different port and usually more than 1 ports.

There are 2 solution for this:
1). Use a different port offset on All players (recommended is 10000 because background service on windows rarely use these port 10xxx range)

2). Ask the player who get error "Failed to bind 60555" to find which application/program is using that port, and turn that app/program off.
You can use this tool to find out which program is using Local Port 60555 https://www.nirsoft.net/utils/cports.html

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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10-19-2020, 03:40 PM
Post: #107
RE: PPSSPP Ad-hoc general info thread
I've updated the test builds on my signature with this PR https://github.com/hrydgard/ppsspp/pull/13563

- Fix Shaun White Snowboarding
- Fix disconnection issue due to a bug with blocking PTP Socket implementation
- Improved performance on games that use GameMode API

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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10-19-2020, 11:57 PM (This post was last modified: 10-20-2020 04:20 AM by AdamN.)
Post: #108
RE: PPSSPP Ad-hoc general info thread
Errr.. looks like LEGO Indiana Jones 2 got broken again, i couldn't even get it to work on localhost anymore Sad not sure since when..hopefully not too long behind

Edit: it's weird sometimes it works sometimes it doesn't Sad but answering "yes" too fast when someone joining seems to have higher chance to failed, need to wait for a bit in order to success.

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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10-20-2020, 03:43 PM (This post was last modified: 10-20-2020 03:49 PM by Zinx777.)
Post: #109
RE: PPSSPP Ad-hoc general info thread
(10-19-2020 08:28 AM)AdamN Wrote:  
(10-18-2020 08:19 PM)Kamilo8927 Wrote:  
(10-18-2020 05:35 PM)AdamN Wrote:  May i know what kind of IP was it? because that toggle excluding some IP format which normally can't be used for multiplayer.

As i remembered detecting IP list on android and linux is using the same code, only windows have a different code.
Does the same VPN software on Windows (assuming it have windows version) can be detected?

Anyway, i found a bug in some blocking socket implementation that could cause a disconnection on timeout.

(10-16-2020 07:54 PM)Kamilo8927 Wrote:  Hello
My friend have 1 problem with his ppsspp. We are on patapon 3 server using their multiplayer settings to work it fine. We also using devbuild in between 274 and around 500 because they work fine with patapon 3 game. We also use port 60000 and vpn app of other discord server. The problem is for everyone on server setting up whole settings with port 60000 works fine and initialize network correctly but for my friend every port working correctly but not port 60000. When he sets up port 60000 and trying to initialize network error poping out saying "failed to bind to port 60555" but port 60000 is maxed port. Does anyone know how to fix this error? He using windows 10 on laptop.
Try changing Port Offset to 10000 on All players.

I can't give you IP because of rules of other discord server but all this works fine on windows and android and if i remember correctly even on iOS. All players can't change their port to 10000 because this is in rules too that player who play monster hunter play on port 0 while players who play patapon 3 play on port 60000. I didn't set up this rules tho. I can talk with someone who made this rules but probably all older players won't gonna change port anyway. I just need fix why ppsspp trying to initialize port 60555 while setting up 60000. It happen very rarely tho but it eliminate this player from playing multiplayer with others.

LOL that IP question is for Zinx777 not you.

And regarding Port Offset, different PC have different background service running (depends on what kind of software they are installing/using), so it's possible that one of the player to be unable to use port 60555.

Why it's 60555, because originally that game is probably using port 555 which shifted by port offset (60000) became 60555 which is normal, also different games will use different port and usually more than 1 ports.

There are 2 solution for this:
1). Use a different port offset on All players (recommended is 10000 because background service on windows rarely use these port 10xxx range)

2). Ask the player who get error "Failed to bind 60555" to find which application/program is using that port, and turn that app/program off.
You can use this tool to find out which program is using Local Port 60555 https://www.nirsoft.net/utils/cports.html

I found someone that couldn't use 10000 as port offset btw.
Mostly I go for 1500 as port offset as it mostly works fine most of the time.
So cool to see new changes and improvements to ad-hoc.

(10-19-2020 08:28 AM)AdamN Wrote:  Edit: it's weird sometimes it works sometimes it doesn't Sad but answering "yes" too fast when someone joining seems to have higher chance to failed, need to wait for a bit in order to success.

lol it's either you press very fast on ok or wait.
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10-23-2020, 10:59 PM (This post was last modified: 10-24-2020 07:34 AM by AdamN.)
Post: #110
RE: PPSSPP Ad-hoc general info thread
I've updated my test builds with this PR https://github.com/hrydgard/ppsspp/pull/13579
Hopefully, it can fix the rest of the games that can't see any game room at all.

Hmm.. it seems Pocket Pool is another game that use GameMode and doesn't work properly Sad this game is also the only game i know that use more than one Adhocctl Handlers so far

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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10-24-2020, 07:36 AM (This post was last modified: 10-24-2020 07:42 AM by Zinx777.)
Post: #111
RE: PPSSPP Ad-hoc general info thread
(10-23-2020 10:59 PM)AdamN Wrote:  I've updated my test builds with this PR https://github.com/hrydgard/ppsspp/pull/13579
Hopefully, it can fix the rest of the games that can't see any game room at all.

Hmm.. it seems Pocket Pool is another game that use GameMode and doesn't work properly Sad this game is also the only game i know that use more than one Adhocctl Handlers so far

You forgot The Force Unleashed too but I didnt try with the latest build yet.
NVM it still wont work lol.
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10-24-2020, 09:14 AM (This post was last modified: 10-24-2020 10:04 AM by AdamN.)
Post: #112
RE: PPSSPP Ad-hoc general info thread
Errr.. i had a dilemma between Pocket Pool and Shaun White Snowboarding Sad
If i fixed Pocket Pool it will breaks Shaun White Snowboarding, and i'm also unsure if the fix for Pocket Pool can works with latency over 50ms or not Sad both games are very sensitive to timings
Edit: i tried to find a good timings in between, but it's hit n miss, sometimes it works sometimes it doesn't.. fortunately it have higher chance to works

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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10-24-2020, 11:43 AM (This post was last modified: 10-24-2020 11:46 AM by AdamN.)
Post: #113
RE: PPSSPP Ad-hoc general info thread
(10-24-2020 07:36 AM)Zinx777 Wrote:  
(10-23-2020 10:59 PM)AdamN Wrote:  I've updated my test builds with this PR https://github.com/hrydgard/ppsspp/pull/13579
Hopefully, it can fix the rest of the games that can't see any game room at all.

Hmm.. it seems Pocket Pool is another game that use GameMode and doesn't work properly Sad this game is also the only game i know that use more than one Adhocctl Handlers so far

You forgot The Force Unleashed too but I didnt try with the latest build yet.
NVM it still wont work lol.

I've updated the test builds on my signature to fix Pocket Pool, you can test it with The Force Unleashed, just in case it have similar issue with Pocket Pool

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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10-24-2020, 12:02 PM (This post was last modified: 10-24-2020 12:03 PM by Zinx777.)
Post: #114
RE: PPSSPP Ad-hoc general info thread
(10-24-2020 11:43 AM)AdamN Wrote:  
(10-24-2020 07:36 AM)Zinx777 Wrote:  
(10-23-2020 10:59 PM)AdamN Wrote:  I've updated my test builds with this PR https://github.com/hrydgard/ppsspp/pull/13579
Hopefully, it can fix the rest of the games that can't see any game room at all.

Hmm.. it seems Pocket Pool is another game that use GameMode and doesn't work properly Sad this game is also the only game i know that use more than one Adhocctl Handlers so far

You forgot The Force Unleashed too but I didnt try with the latest build yet.
NVM it still wont work lol.

I've updated the test builds on my signature to fix Pocket Pool, you can test it with The Force Unleashed, just in case it have similar issue with Pocket Pool

I think it got strict timings like Pocket Pool because so far i only got it to work once by chance (in an old build).
It wont start the game and will go into searching adhoc games again.
Oh well.
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10-24-2020, 10:00 PM (This post was last modified: 10-25-2020 04:04 AM by AdamN.)
Post: #115
RE: PPSSPP Ad-hoc general info thread
There was a bug with AdhocMatching where there is a possibility that some data didn't get sent when the mission started on Star Wars, causing the Joining players to get timeout.
I added the fix for Star Wars in this PR https://github.com/hrydgard/ppsspp/pull/13579
I'll update my test builds later.

But Star Wars might have visual/graphical glitch tho, the player colors on the mini map sometimes black on joined players, only the host shows the correct colors, well at least it's playable now.

I wonder, is this game working properly on JPCSP (without prx) ?

Edit: I've updated the test builds

PS: I just find out that there is some kind of internal timing synchronization on GameMode API on official prx, if we implement this all GameMode games (ie. Shaun White Snowboarding & Pocket Pool) wont have timing issue anymore... but i'm not sure how to implement this since it required blocking socket and with faked/simulated blocking socket it's going to be difficult to implement.

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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10-25-2020, 04:54 AM (This post was last modified: 10-25-2020 05:02 AM by Zinx777.)
Post: #116
RE: PPSSPP Ad-hoc general info thread
Yeah the game seems to work now.
But it seems there are more graphical glitches then what you described.
https://ibb.co/DgFRPsr
You can see that on the other player screen he gets red visuals.
Also the game performance over ad-hoc is a bit meh.
If I use DX9 as the backend it will fix it but performance will be even more awful lol.
Seems like DX11 is the best backend to use for now.
BTW I found that some games work even without prx files on JPCSP that didnt work on PPSSPP in the past/present like Ratchet & Clank and Bleach so it is possible that some games work with HLE.
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10-25-2020, 07:25 PM (This post was last modified: 10-25-2020 07:28 PM by AdamN.)
Post: #117
RE: PPSSPP Ad-hoc general info thread
Errr.. i just find out that Driver 76 is using part of Infrastructure mode for LAN Multiplayer Sad
I ended implementing some of it in order for that game not to stuck when trying to Host multiplayer game
   
Currently it can only receive data but can't send yet LOL i probably need to implement 2 more functions for it to start communicating.
Oh well, at least it's no longer stuck on host screen and can go back to main menu.

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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10-25-2020, 08:05 PM
Post: #118
RE: PPSSPP Ad-hoc general info thread
Something I dont get is why some games take longer to see each other in room like Tekken 6 (with localhost).
Some games you see it more instantly but some games take time until you see each other.
It's kinda weird.
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10-25-2020, 09:12 PM
Post: #119
RE: PPSSPP Ad-hoc general info thread
(10-25-2020 08:05 PM)Zinx777 Wrote:  Something I dont get is why some games take longer to see each other in room like Tekken 6 (with localhost).
Some games you see it more instantly but some games take time until you see each other.
It's kinda weird.

It's not weird, different games use different interval for the Hello Data (the data containing room info), there are games that updates the hello data every 100 ms there are also games that update it every 2 seconds or even longer, which is why it didn't shows up immediately

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/i6699cyf1tzu29b/PPSSPP_1.10.3-adhocfix_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/dmz6jvesmm3uwp2/PPSSPP_1.10.3-adhocfix_ARMv7.apk?dl=0
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10-27-2020, 06:46 PM
Post: #120
RE: PPSSPP Ad-hoc general info thread
I was able to try dissidia 012 between 2 Android sadly same issue as usual, basically dissidia only works between pc.

If 2 Android : one will get disconnect on character selection and the other stay on white screen
If 1 Android to 1 pc: all goes well till the fight start and it desync at random

If 2 pc: works perfectly fine no problem as I remember

Dunno if your latest test build have any change for this game AdamN but I ll give it a shot when it will be merged on next build.

At least khbbs works buttery well so I am very satisfied thanks again
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