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PPSSPP Networking Info Thread
02-03-2021, 02:06 AM (This post was last modified: 02-03-2021 02:10 AM by AdamN.)
Post: #211
RE: PPSSPP Ad-hoc general info thread
(02-02-2021 07:51 PM)Zinx777 Wrote:  Interesting thing I found AdamN that might help figure some issues with VPNs.
As you can see in this picture : https://media.discordapp.net/attachments...height=609
You see there is an MTU of 2800 applied to the VPN configuration.
What is the recommended MTU for a VPN in your opinion? If it could be modified.
Apparently the recommended MTU for playing over Xlink Kai on real PSPs is 2272 but I dont know if its similar to what PPSSPP needs.
I don't know what is the default MTU for other VPNs but I think its in the range of 1400-1500.
Maybe you can add an option on PPSSPP that modifies the MTU ? perhaps it could help some cases.

I don't think it's wise to change the MTU because MTU affects the whole system (more accurately affects an interface) so i won't affect just one program but any program that use the interface where the MTU is being changed, since VPN usually have it's own network interface (virtual network interface) the MTU settings on VPN probably only affects that virtual interface.

There is something similar to MTU and can be changed on per-socket basis, which is called MSS and it's the one i'm using for PPSSPP, and PSP seems to use 1444 for MSS so i'm using the same value for PPSSPP.
Code:
/* PDP Maximum Fragment Size */
#define PSP_ADHOC_PDP_MFS        1444

/* PDP Maximum Transfer Unit */
#define PSP_ADHOC_PDP_MTU        65523

/* PTP Maximum Segment Size */
#define PSP_ADHOC_PTP_MSS        1444
But according to this https://stackoverflow.com/questions/4134...th-winsock changing MSS doesn't works on Windows

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0
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02-05-2021, 07:38 PM
Post: #212
RE: PPSSPP Ad-hoc general info thread
I've updated my test build with this PR https://github.com/hrydgard/ppsspp/pull/14063
Anyone willing to test this on games that use AdhocMatching to see whether there are regression or not?

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0
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02-05-2021, 08:35 PM (This post was last modified: 02-05-2021 08:43 PM by Zinx777.)
Post: #213
RE: PPSSPP Ad-hoc general info thread
(02-05-2021 07:38 PM)AdamN Wrote:  I've updated my test build with this PR https://github.com/hrydgard/ppsspp/pull/14063
Anyone willing to test this on games that use AdhocMatching to see whether there are regression or not?

You know you no longer have to make new builds when you make a PR right?
With Github Actions I could just download the build from the artifacts it gives.
Bonus points you get a linux build from it as well lol.
I guess it's good for people that don't know about it though.
Anyway I will try this out later. I don't know any specific games that could hurt though or that use AdhocMatching.
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02-06-2021, 04:56 AM (This post was last modified: 02-06-2021 05:07 AM by AdamN.)
Post: #214
RE: PPSSPP Ad-hoc general info thread
(02-05-2021 08:35 PM)Zinx777 Wrote:  
(02-05-2021 07:38 PM)AdamN Wrote:  I've updated my test build with this PR https://github.com/hrydgard/ppsspp/pull/14063
Anyone willing to test this on games that use AdhocMatching to see whether there are regression or not?

You know you no longer have to make new builds when you make a PR right?
With Github Actions I could just download the build from the artifacts it gives.
Bonus points you get a linux build from it as well lol.
I guess it's good for people that don't know about it though.
Anyway I will try this out later. I don't know any specific games that could hurt though or that use AdhocMatching.

LOL i didn't even know how to download those artifacts >.<
My PR is still in draft mode, does it generate build artifacts too?

Btw, Do you mean this artifacts?
   
I wondered why the file size is much bigger than the one at https://buildbot.orphis.net/ppsspp/ O.o

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0
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02-06-2021, 12:13 PM (This post was last modified: 02-06-2021 12:52 PM by Zinx777.)
Post: #215
RE: PPSSPP Ad-hoc general info thread
So the tests I did so far with the test build :

Tekken 6 - works locally on PC but not over a public server (a longstanding bug it seems not sure where is the fault) game works fine over a VPN the last time I tried it.

Ratchet and Clank - works online

Shin Budokai 2 - interesting case , it works locally but if you try online and the inviting player is from Android it wil crash.
After you start the battle the game will freeze (Didn't occur on previous builds with the same player) locally works fine though on PC.
If you try to play online PC to PC no issues would occur as well.

Power Stone Collection 2 - Also interesting , Android can host a game but when I hosted it it didnt work properly...
Game works fine when the Android player hosted but the netcode is kinda horrible lol.
Didn't try locally on my PC but it prolly works.

Wipeout Pure - Again works when Android hosts but when I hosted it didn't work ... also seems like the game desynced because the Android player won and I didnt even see him lol.

All local tests were done on my PC.
All online tests were done Android to PC.
Also found out that I had force real clock sync was enabled for me and not the Android player so the desync and other hosting issues could have come from that.
Retesting Shin Budokai 2 with force real clock sync enabled for both Android to PC proved to be successful and the game didnt freeze or anything.
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02-06-2021, 01:03 PM
Post: #216
RE: PPSSPP Ad-hoc general info thread
Thanks for testing.

So, other than the longstanding bug, the rest of these issue only happened on my new test builds, right?
Btw, i'm surprised you didn't test KHBBS Big Grin

I also experience freeze once while testing it locally with Log Console opened, the strange part is that only the Log console frozen while the characters on the main window can still be moved normally (Lord of Arcana), but it only happened once so i can' reproduce it to find out what was the cause.

I guess this PR is affecting the timings and causes regression Sad without this PR i can play Lord of Arcana using Simulated UMD on I/O Timing method, but with this PR it doesn't works at all (keeps getting blue screen whatever I/O timing method i use)

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0
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02-06-2021, 01:08 PM
Post: #217
RE: PPSSPP Ad-hoc general info thread
zakilj3 tried KHBBS locally on PC and it worked forgot to mention lol.
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02-06-2021, 03:21 PM
Post: #218
RE: PPSSPP Ad-hoc general info thread
I think I got the motivation to try things again lol because I dont want to have the next stable build to have any adhoc bugs and it comes soon.
Oh my god tried to test a new game (well new to me) called Samurai Dou Portable/Way of the Samurai Portable .
With the test build and without it if you go to the 1P Vs 2P menu you will get seizures from the flickering of the menu.
If you go to the Log window you will see the networking stuff are stuck in a loop lol.
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02-06-2021, 03:58 PM (This post was last modified: 02-06-2021 04:21 PM by AdamN.)
Post: #219
RE: PPSSPP Ad-hoc general info thread
Can i see the logs that are in the loop?

Flickering might be Graphics backend issue just like what happened on Gran Turismo before it got fixed.
Have you tried changing different backend or may be using software renderer? (software renderer should be the most accurate one with real PSP)

May be you should open an issue at github, and i'll check on it later.

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0
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02-06-2021, 04:12 PM (This post was last modified: 02-06-2021 04:12 PM by Zinx777.)
Post: #220
RE: PPSSPP Ad-hoc general info thread
Short video of how it looks :
https://streamable.com/upvepe
it stopped after I started recording though.
Its not related to the video backend it seems.
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02-06-2021, 05:00 PM (This post was last modified: 02-06-2021 05:48 PM by AdamN.)
Post: #221
RE: PPSSPP Ad-hoc general info thread
I've checked the game, and tested it on jpcsp+prx it also shows the same sequences: AdhocctlInit->AddHandler->Connect->DelHandler->AdhocctlTerm, and also in a loop, so ppsspp is behaving the same (which is correct)

But not really sure what is this game is trying to do, may be trying to detects whether another player is already creating the group or not, if that is the case it's not possible with current Adhoc Server implementation that didn't differentiate between the group creator (host) and the joining one.

Edit: okay i find out what's the difference between jpcsp log and ppsspp log.
JPCSP Loop: NetAdhocctlTerm->NetAdhocTerm->NetInit->NetAdhocInit->NetAdhocctlInit
PPSSPP Loop: NetAdhocctlTerm->NetAdhocTerm->NetTerm -> NetInit->NetAdhocInit->NetAdhocctlInit
I guess that NetTerm is what causing the flickering Sad there could be leaks if it wasn't terminated, i wonder why it didn't get terminated on jpcsp

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0
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02-06-2021, 06:18 PM (This post was last modified: 02-06-2021 06:33 PM by Zinx777.)
Post: #222
RE: PPSSPP Ad-hoc general info thread
(02-06-2021 05:00 PM)AdamN Wrote:  I've checked the game, and tested it on jpcsp+prx it also shows the same sequences: AdhocctlInit->AddHandler->Connect->DelHandler->AdhocctlTerm, and also in a loop, so ppsspp is behaving the same (which is correct)

But not really sure what is this game is trying to do, may be trying to detects whether another player is already creating the group or not, if that is the case it's not possible with current Adhoc Server implementation that didn't differentiate between the group creator (host) and the joining one.

Edit: okay i find out what's the difference between jpcsp log and ppsspp log.
JPCSP Loop: NetAdhocctlTerm->NetAdhocTerm->NetInit->NetAdhocInit->NetAdhocctlInit
PPSSPP Loop: NetAdhocctlTerm->NetAdhocTerm->NetTerm -> NetInit->NetAdhocInit->NetAdhocctlInit
I guess that NetTerm is what causing the flickering Sad there could be leaks if it wasn't terminated, i wonder why it didn't get terminated on jpcsp

Found out the game is buggy on real hardware too...
My friend tried to play the game between 2 PSPs locally that he got and got a signal lost error when he tried....
After 4 tries he manged to get a successful connection between them...
Weird game.. (fun fact the 3D GTA games also got buggy adhoc code and sometimes will not connect correctly between 2 PSPs as well lol).
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02-07-2021, 04:20 AM
Post: #223
RE: PPSSPP Ad-hoc general info thread
This PR should fix Samurai Dou Portable/Way of the Samurai Portable, give it a try Smile https://github.com/hrydgard/ppsspp/pull/14072

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0
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02-07-2021, 06:59 AM (This post was last modified: 02-07-2021 08:36 AM by Zinx777.)
Post: #224
RE: PPSSPP Ad-hoc general info thread
Amazing this is better then real hardware even (locally anyway) lol.
Seems like your commits won't make it to 1.11 shame.
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02-07-2021, 02:04 PM (This post was last modified: 02-07-2021 02:08 PM by AdamN.)
Post: #225
RE: PPSSPP Ad-hoc general info thread
Because apparently there were HLE-blocked thread woken up prematurely issue causing the Adhocctl not being set correctly.
I'm worrying other games could also have such issue which is why i was hoping it can be merged before v1.11 released.
May be you can tested it on other games too to see whether there are regression or improvements?

My Modified PPSSPP :
==============
Win32&64: https://www.dropbox.com/s/2t3mtdhb0f045cn/PPSSPP_1.11-testbuild_Win32x64.zip?dl=0
Android(ARMv7): https://www.dropbox.com/s/b41bm43mtn1gpnn/PPSSPP_1.11-testbuild_ARMv7.apk?dl=0
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