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PPSSPP Networking Info Thread
03-16-2021, 06:23 AM (This post was last modified: 03-16-2021 06:30 AM by AdamN.)
Post: #301
RE: PPSSPP Networking Info Thread
(03-16-2021 04:45 AM)Zinx777 Wrote:  I never tried HTS games before 7 until now so its possible they always worked good...
Is it not a enough of a hint though? that HTS games before 7 works good and 7 not lol.
You could see maybe what they do or something.

It's not something that can be seen, most likely related to kernel's stuff that waited for a signal before rendering and ended prematurely signaled for some unknown reason (ie. a threads that supposed to be sleeping getting woken up prematurely)

Not sure how these games decide the timing to render since i'm not familiar with kernel-stuff.

May be on never version the game developers are trying to improve the performance, or reduce battery usage by sleeping/delaying more, so they changed the way they render the frames.

While on the network code on PPSSPP, high possibility due to network code that monitors adhocctl & adhocmathing events in a loop using DelayThread function which pose a risk of waking up other thread.

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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03-16-2021, 11:18 AM (This post was last modified: 03-16-2021 11:25 AM by Zinx777.)
Post: #302
RE: PPSSPP Networking Info Thread
Oh well.
In the meanwhile noticed another thing about games that got both Ad-Hoc and Infrastructure in them.
They both most likely open ports above 1024 for Ad-hoc (maybe because they also use the same ports for infrastructure).
So its possible to play them on Android with Port Offset 0.
Also something i am still uncertain but the specific games will allow the player to join the game only if the host got UPNP/DMZ enabled.
Someone was able to join the game with LTE connection without having any UPNP or DMZ enabled.
Star Wars Elite Squadron is one of these games.
So I guess the games with both adhoc and infrastructure act with ad-hoc the same as infrastructure or similar to it.
Maybe I should I do a list of games and what ports they are using lol (too much work tho).
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03-16-2021, 01:15 PM (This post was last modified: 03-16-2021 01:17 PM by AdamN.)
Post: #303
RE: PPSSPP Networking Info Thread
Just like what mentioned here http://www.emunewz.net/forum/showthread....#pid365587
Quote:the host may need to open UDP port 10075
Which mean the host will most likely need either UPnP/DMZ if they didn't open this port manually.

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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03-16-2021, 01:57 PM
Post: #304
RE: PPSSPP Networking Info Thread
Yeah but thats for infrastructure.
I was talking about Ad-hoc only there.
Also gid never replied me back there meh.
I think I gonna go into another hiatus until there are other news.
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03-26-2021, 06:51 AM (This post was last modified: 03-26-2021 07:00 AM by Zinx777.)
Post: #305
RE: PPSSPP Networking Info Thread
I was in the HunterVerse discord while I got this announcment:
https://i.ibb.co/ZL7qV0v/image.png
Whatever PPSSPP latest version is doing now.. It made the hunterverse people really upset.
I got pinged there so i saw the message lol.
Maybe a new stable version is needed.
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03-26-2021, 09:00 AM (This post was last modified: 03-30-2021 07:42 PM by AdamN.)
Post: #306
RE: PPSSPP Networking Info Thread
Which game are they talking about? MH games?
And what is the recommended version?

Or when he mentioned "game server" mean the Adhoc Server?
if it's Adhoc Server, it's probably with the way to simulate WLAN on a real PSP (based on adenovan test on his PSP), said that WLAN will reconnect to the adhoc control (in this case adhoc control is emulated by Adhoc Server) when disconnected, so i made PPSSPP to keep trying to reconnect to Adhoc Server every 2 seconds whenever it's disconnected from Adhoc Server, but if it's still connected it won't try to reconnect again of course.
So what causing it to keeps trying to reconnects probably because the Adhoc Server keeps rejecting/refusing the connection, usually happened if the Adhoc Server is still keeping the IP of that player even after PPSSPP was closed down, causing the Adhoc Server to think that another player is trying to use the same IP of an already existing player.

As i remembered the default timeout on Adhoc Server is 15 seconds before the IP is getting ridden off and can be reused again, which is too long to wait for most user.

The main issue probably when PPSSPP being closed down it didn't have the chance to logout from Adhoc Server properly, causing Adhoc Server to think that player still exist and waited until timeout.

I'll check on it, but it would be nice if they mention the last working version tho Smile i might have changed the built-in Adhoc Server to handle such issue better (i rarely changed Adhoc Server, so i might forgotten about it), which is why it never happened during my test, while the Adhoc Server on Hunterverse might still be an old version, and i don't have an old version of Adhoc Server anymore to test with...

Anyway, if PPSSPP being closed normally instead of forced-killing it (ie. using EndTask) PPSSPP will always send the logout packet to Adhoc Server.
And whoever runs Adhoc Server on hunterverse need to check why the connection keeps being rejected/refused, was it because the player that had PPSSPP being closed down have their IP still exist on Adhoc Server side? or may be something else causing Adhoc Server to refuse the connection.

Even if i fixed it on PPSSPP side, if their server still keeping players IP after PPSSPP closed down that player will need to wait 15 seconds before they can be connected to Adhoc Server again (assuming Adhoc Server on huntervese is still using 15 sec timeout just like the old adhoc server).
But since they said it's 100 times of reconnects... they might be changing the default 15 seconds timeout to 200 seconds (2 seconds reconnect interval x 100), or that player is being banned thus can't connect to Adhoc Server.

And btw, if they can provide the error logs on PPSSPP when something like that happened would be nice, the error logs on SCENET should shows how many attempts to reconnects to Adhoc Server is being made.

But if what they mean by "game server" is not Adhoc Server, i'm not sure what's happening LOL, if it was hosted game room.. the game it self is the one who decide when to retry to reconnect (which can be more than 10 times per seconds on games that use non-blocking socket like Dissidia 012)

The strange part is that they said it didn't happened on mobile.. there shouldn't be any difference in adhoc implementation between mobile & desktop, so i'm not sure this kind of thing happened on all players that use Windows or only some of them (assuming people who had this issue might have malware on their PC)

Edit: i tested MH 3rd on hunterverse but can't see anything abnormal on PPSSPP logs, it didn't even do any retry attempt, but i'm closing PPSSPP Window using [X] button on top-right, not sure what kind of method to closedown PPSSPP on people who had this issue..might be using EndTask? which will kill PPSSPP without giving chance to logout from Adhoc Server.

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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03-26-2021, 09:05 AM (This post was last modified: 03-26-2021 09:45 AM by Zinx777.)
Post: #307
RE: PPSSPP Networking Info Thread
Well it's HunterVerse so it most likely one of the Monster Hunter games lol.
They suggested using the latest previous stable build so things worked better there.

(03-26-2021 09:00 AM)AdamN Wrote:  Which game are they talking about? MH games?
And what is the recommended version?

Or when he mentioned "game server" mean the Adhoc Server?
if it's Adhoc Server, it's probably with the way to simulate WLAN on a real PSP (based on adenovan test on his PSP), said that WLAN will reconnect to the adhoc control (in this case adhoc control is emulated by Adhoc Server) when disconnected, so i made PPSSPP to keep trying to reconnect to Adhoc Server every 2 seconds whenever it's disconnected from Adhoc Server, but if it's still connected it won't try to reconnect again of course.
So what causing it to keeps trying to reconnects probably because the Adhoc Server keeps rejecting/refusing the connection, usually happened if the Adhoc Server is still keeping the IP of that player even after PPSSPP was closed down, causing the Adhoc Server to think that another player is trying to use the same IP of an already existing player.

As i remembered the default timeout on Adhoc Server is 15 seconds before the IP is getting ridden off and can be reused again, which is too long to wait for most user.

The main issue probably when PPSSPP being closed down it didn't have the chance to logout from Adhoc Server properly, causing Adhoc Server to think that player still exist and waited until timeout.

I'll check on it, but it would be nice if they mention the last working version tho Smile i might have changed the built-in Adhoc Server to handle such issue better (i rarely changed Adhoc Server, so i might forgotten about it), which is why it never happened during my test, while the Adhoc Server on Hunterverse might still be an old version, and i don't have an old version of Adhoc Server anymore to test with...

Anyway, if PPSSPP being closed normally instead of forced-killing it (ie. using EndTask) PPSSPP will always send the logout packet to Adhoc Server.
And whoever runs Adhoc Server on hunterverse need to check why the connection keeps being rejected/refused, was it because the player that had PPSSPP being closed down have their IP still exist on Adhoc Server side? or may be something else causing Adhoc Server to refuse the connection.

Even if i fixed it on PPSSPP side, if their server still keeping players IP after PPSSPP closed down that player will need to wait 15 seconds before they can be connected to Adhoc Server again (assuming Adhoc Server on huntervese is still using 15 sec timeout just like the old adhoc server)
Dissidia 012)

You know I think that socom.cc is the only public server that actually update their adhocserver code according to the changes that you did.
I talked to them and they say they always update their code accordingly.
Might be a better default server then sushicat then when you think about it... (sushicat is not updated much).
It also got better statistics on players lol.
Oh great I cant make double posts anymore lmao.
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03-26-2021, 12:58 PM (This post was last modified: 03-26-2021 01:05 PM by AdamN.)
Post: #308
RE: PPSSPP Networking Info Thread
sushicat have more players playing than socom which almost empty...well probably because we use it as default so people ended goes there LOL
socom was slower to connect than sushicat the last time i tested it.. may be because Franch is farther than US from my country..

i'll changed it to socom later along with the fix for hunterverse just because socom have discord server on their page, it will make players easier to find someone to play with.
But that is if i managed to find out what's happening on hunterverse...right now their announcement wasn't clear enough for me to identify.

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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03-26-2021, 02:17 PM (This post was last modified: 03-26-2021 02:52 PM by Zinx777.)
Post: #309
RE: PPSSPP Networking Info Thread
Also what is the issue with ZeroTier that is so bad that you mentioned here about UDP?
https://github.com/hrydgard/ppsspp/issue...-806280853
I am trying to find a cross platform VPN software that works but thats the only one that exists on all OS systems.
Hamachi is on Android and PC but its limited and very hard to setup on Android.
HunterVerse uses OpenVPN but you need to use their discord server to sign up and its a pain to set up in general...
ZeroTier is the only one that works pretty simply by clicking a few buttons on both Android and PC and all other OSs including IOS and MacOS lol.

BTW the feature you wanted (ping monitoring) is coming or its on socom.cc and the games : https://www.youtube.com/watch?v=7sCe6zVllvs
Hunterverse also got it though on their discord server.
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03-26-2021, 05:01 PM (This post was last modified: 03-26-2021 05:07 PM by AdamN.)
Post: #310
RE: PPSSPP Networking Info Thread
It's just based on my experience playing LAN PC games with my friends, we tried hamachi, radminvpn and zerotier but only zerotier were having issue during gameplay, it's because my internet have a quite high packet loss rate, but radminvpn and hamachi seems to be able to handle it just fine.

OpenVPN and N2N seems to be crossplatform too, but we never tested it.

Well the one i was planning to implement is something like network statistic on Dota2, where we can keep track the highest ping and current ping also how many packets were lost.
Adhoc games probably have no issue with ping under 200ms (even on PC games ping above 200ms won't be comfortable to play) but they might have issue with packet loss rate above 5%, so the packet loss monitoring is the important one in order to detects connection issue because some adhoc games won't even tried to resend the packet if they were lost on the way.

And with ping monitoring, i can also use the ping packet to implement synchronization, for example if one payer is pausing the game (ie. going to PPSSPP settings) the other players will also be notified through the ping packet to tell that Player X is pausing, so everyone will be paused too to prevent desync, until nobody is pausing anymore the game will be resumed, so everyone can safely go to PPSSPP settings without getting disconnected.

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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03-26-2021, 07:15 PM (This post was last modified: 03-26-2021 07:36 PM by Zinx777.)
Post: #311
RE: PPSSPP Networking Info Thread
Gonna update some discord servers and videos.
The GT discord server stopped supporting the game so i will remove it.
The video I added is this : https://www.youtube.com/watch?v=RPc6ehyHcgY
That game may be the best game if you wanna play online on PPSSPP... (on public server even).
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04-01-2021, 06:53 PM (This post was last modified: 04-01-2021 07:16 PM by AdamN.)
Post: #312
RE: PPSSPP Networking Info Thread
I finally had the time to check that flooding connects on hunterverse issue... it looked bad Sad it tried to reconnect every 2 seconds only when the server is down/unreachable (resulting to 2 seconds timeout) but if the server is still online and if the IP is still exist on Adhoc Server (ie. PPSSPP was crashing and unable to logout from Adhoc Server) or if the player is being banned (in case they implement banning system) PPSSPP will keeps trying to reconnects every 10 milliseconds due to refused connection attempts, apparently i didn't put that 2 seconds as interval but as timeout.

I'm thinking to change the method of reconnect attempt, instead of continuously using an interval we should try to reconnects only when the game is trying to create/connect/join a group and scanning groups too.

Edit:
I tried to simulate it using localhost and it did try to reconnects every 2 seconds instead of 10 milliseconds, although this 2 seconds interval should be fine, but it will certainly making the logs looked bad
   

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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04-02-2021, 05:13 AM (This post was last modified: 04-02-2021 05:14 AM by AdamN.)
Post: #313
RE: PPSSPP Networking Info Thread
(04-01-2021 06:53 PM)AdamN Wrote:  I finally had the time to check that flooding connects on hunterverse issue... it looked bad Sad it tried to reconnect every 2 seconds only when the server is down/unreachable (resulting to 2 seconds timeout) but if the server is still online and if the IP is still exist on Adhoc Server (ie. PPSSPP was crashing and unable to logout from Adhoc Server) or if the player is being banned (in case they implement banning system) PPSSPP will keeps trying to reconnects every 10 milliseconds due to refused connection attempts, apparently i didn't put that 2 seconds as interval but as timeout.

I'm thinking to change the method of reconnect attempt, instead of continuously using an interval we should try to reconnects only when the game is trying to create/connect/join a group and scanning groups too.

Edit:
I tried to simulate it using localhost and it did try to reconnects every 2 seconds instead of 10 milliseconds, although this 2 seconds interval should be fine, but it will certainly making the logs looked bad

I've made the PR here https://github.com/hrydgard/ppsspp/pull/14335

Please give it a try to see if it breaks any game, it should affects from creating/joining a lobby/game room to starting the multiplayer mission, since many games are moving group from lobby group to private group when the mission is started.

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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04-02-2021, 11:33 AM
Post: #314
RE: PPSSPP Networking Info Thread
Tried only 2 games Bleach HTS 7 and Gran Turismo because of their problematic past and both worked fine on localhost.
Didnt bother trying anything else.
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04-02-2021, 11:39 AM
Post: #315
RE: PPSSPP Networking Info Thread
I only tested it on DBZ SB2, Dissidia 012, MH2 Freedom LOL

Btw anyone notice that Patapon 3 (EU) stuck after selecting the Language? it seems to be getting Bad memory access on the latest dev build Sad
The US version worked fine tho

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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