This forum uses cookies
This forum makes use of cookies to store your login information if you are registered, and your last visit if you are not. Cookies are small text documents stored on your computer; the cookies set by this forum can only be used on this website and pose no security risk. Cookies on this forum also track the specific topics you have read and when you last read them. Please confirm whether you accept or reject these cookies being set.

A cookie will be stored in your browser regardless of choice to prevent you being asked this question again. You will be able to change your cookie settings at any time using the link in the footer.

Thread Rating:
  • 1 Vote(s) - 4 Average
  • 1
  • 2
  • 3
  • 4
  • 5
about ProOnline support
#21
(05-18-2014, 02:57 PM)onelight Wrote: broadcast Address need restart
This should be fixed in r3521 (no restart necessary when changing broadcast address).

Thank you!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#22
(05-18-2014, 07:44 PM)gid15 Wrote:
(05-18-2014, 02:57 PM)onelight Wrote: broadcast Address need restart
This should be fixed in r3521 (no restart necessary when changing broadcast address).

Thank you!

Thank you, now only enable/disable ProOnline must before running game.
Would you please update ProOnline support?
btw I can’t found jpcsp latest builds in http://buildbot.orphis.net/jpcsp/
Reply
#23
I've added an automatic detection in r3524 when another Jpcsp instance is running on the same computer. In that case, the "client/server" port shifts are set automatically. The network settings "Server Port Shift" and "Client Port Shift" should now be obsolete. I will remove them if the tests are successful Smile

Could you try it?
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#24
(05-19-2014, 04:50 PM)gid15 Wrote: I've added an automatic detection in r3524 when another Jpcsp instance is running on the same computer. In that case, the "client/server" port shifts are set automatically. The network settings "Server Port Shift" and "Client Port Shift" should now be obsolete. I will remove them if the tests are successful Smile

Could you try it?

Test MHP3HD r3525 JPCSP1 and JPCSP2
edit: I remanber I work at the fist time I try not now.
It doesn't work
   
more over I close JPSP1 and JPCSP2 but cmd.exe and JPCSP.exe still running I can't kill them. each jpcsp.exe eat 700+ ram
   
log

.txt   JPCSP1 log.txt (Size: 74.11 KB / Downloads: 156)

.txt   JPCSP2 log.txt (Size: 2.24 KB / Downloads: 160)

Edit
test Maho Shojo Lyrical Nanoha A’s Portable -The Gears of Destiny
The 2nd I test this game. In the first time I test the "client/server" port shifts are set automatically.
but this time, I just run 1 JPCSP in my computer. But jpcsp found other player!
   

.zip   log.zip (Size: 10.35 KB / Downloads: 180)
Reply
#25
Could you enable the log level to INFO before loading the game? I'm missing information logged only at the beginning...

Thank you!
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#26
(05-20-2014, 07:52 PM)gid15 Wrote: Could you enable the log level to INFO before loading the game? I'm missing information logged only at the beginning...

Thank you!
retest Maho Shojo Lyrical Nanoha A’s Portable -The Gears of Destiny
The player jpcsp found is jpcsp itself
Code:
<logger name='hle.sceNetAdhoc'> <level value='trace' /> </logger>
<logger name='hle.sceNetAdhocctl'> <level value='trace' /> </logger>
<logger name='hle.sceNetAdhocMatching'> <level value='trace' /> </logger>
<logger name='hle.sceNet'> <level value='debug' /> </logger>
<logger name='hle.sceUtility'> <level value='debug' /> </logger>
log
.zip   JPCSP1 adhoc trace log.zip (Size: 37.44 KB / Downloads: 186)
Reply
#27
I try again, It can work now.
   
   
JPCSP1 out MHP3Q000
   
JPCSP1 in MHP3Q000 again but not found player
   
JPCSP1 JPCSP2 move to MHP3Q001
   


   
Close JPCSP2 but the play JPCSP2 still there (get log JPCSP2 INFO log1.txt)
   
JPCSP START MISSION
   
JPCSP abort mission
   
The player JPCSP2 is gone but the name JPCSP2 still there
   
run JPCSP2 again and move to MHP3Q001
   

JPCSP1 JPCSP2 move to MHP3Q002
   
Close JPCSP2 this time
   

log

.zip   JPCSP1 INFO log.zip (Size: 28.55 KB / Downloads: 194)

.zip   JPCSP2 INFO log1.zip (Size: 13.47 KB / Downloads: 209)

.zip   JPCSP2 INFO log2.zip (Size: 12.52 KB / Downloads: 188)

retest Maho Shojo Lyrical Nanoha A’s Portable -The Gears of Destiny
   
   
   
   
   
   
   
   
   
   
   
   

log

.zip   JPCSP1 Maho Shojo Lyrical Nanoha log1.zip (Size: 696.7 KB / Downloads: 208)

.zip   JPCSP1 Maho Shojo Lyrical Nanoha log2.zip (Size: 646.8 KB / Downloads: 188)

.zip   JPCSP2 Maho Shojo Lyrical Nanoha log.zip (Size: 718.11 KB / Downloads: 175)
Reply
#28
Test ProOnline JPCSP with PPSSPP
   
test joined or left game group
seems better than LAN MultiPlayer
   
   
test MISSION
good time
   
bad time
JPCSP game stop running
   
log
Code:
13:47:40 DEBUG hle.sceNetAdhocctl - user_main - sceNetAdhocctlGetPeerList sizeAddr=0x0BBFE9F0, buf=0x0BBFE9F8
13:47:40 DEBUG hle.sceNetAdhocctl - user_main - sceNetAdhocctlGetPeerList returning size=152
13:47:40 DEBUG hle.sceNetAdhocctl - user_main - sceNetAdhocctlGetPeerList returning nickName='onelight', macAddress=c1:0b:a3:04:05:06, timestamp=372075436 at 0x0BBFE9F8
13:47:40  INFO hle.ThreadManForUser - priorityChanger - DispatchThread disabled, not context switching to user_main(uid=0xC, Status=PSP_THREAD_READY, Priority=0x26, Wait=None, doCallbacks=false)
13:47:40  INFO compiler - user_main - Splitting _S1_3_88C1770 (300/50)
13:47:40 DEBUG hle.sceNetAdhoc - user_main - sceNetAdhocGetPtpStat sizeAddr=0x0BBFF580, buf=0x08AB37F0
13:47:40 DEBUG hle.sceNetAdhoc - user_main - sceNetAdhocGetPtpStat returning size=36
13:47:40 ERROR hle.sceNetAdhoc - user_main - Receive not supported on ServerSocket
13:47:40 DEBUG hle.sceNetAdhoc - user_main - Successfully received message (length=0, rcvdData=0) jpcsp.network.proonline.ProOnlineAdhocMessage[fromMacAddress=00:00:00:00:00:00, toMacAddress=00:00:00:00:00:00(ip=null), dataLength=0]
13:47:40 TRACE hle.sceNetAdhoc - user_main - Message data:
13:47:40 ERROR hle.sceNetAdhoc - user_main - Receive not supported on ServerSocket
13:47:40 DEBUG hle.sceNetAdhoc - user_main - Successfully received message (length=0, rcvdData=0) jpcsp.network.proonline.ProOnlineAdhocMessage[fromMacAddress=00:00:00:00:00:00, toMacAddress=00:00:00:00:00:00(ip=null), dataLength=0]
13:47:40 TRACE hle.sceNetAdhoc - user_main - Message data:
13:47:40 ERROR hle.sceNetAdhoc - user_main - Receive not supported on ServerSocket
13:47:40 DEBUG hle.sceNetAdhoc - user_main - Successfully received message (length=0, rcvdData=0) jpcsp.network.proonline.ProOnlineAdhocMessage[fromMacAddress=00:00:00:00:00:00, toMacAddress=00:00:00:00:00:00(ip=null), dataLength=0]
13:47:40 TRACE hle.sceNetAdhoc - user_main - Message data:
13:47:40 ERROR hle.sceNetAdhoc - user_main - Receive not supported on ServerSocket
13:47:40 DEBUG hle.sceNetAdhoc - user_main - Successfully received message (length=0, rcvdData=0) jpcsp.network.proonline.ProOnlineAdhocMessage[fromMacAddress=00:00:00:00:00:00, toMacAddress=00:00:00:00:00:00(ip=null), dataLength=0]
13:47:40 TRACE hle.sceNetAdhoc - user_main - Message data:

.7z   Test ProOnline JPCSP with PPSSPP log.7z (Size: 199.47 KB / Downloads: 170)

TEST LAN MultiPlayer
test joined or left game group and abort mission
   
   
   
   
   
   
   

log

.7z   JPCSP1 trace log.7z (Size: 287.01 KB / Downloads: 175)

.7z   JPCSP2 trace log1.7z (Size: 91.13 KB / Downloads: 191)

.7z   JPCSP2 trace log2.7z (Size: 211.13 KB / Downloads: 183)
Reply
#29
(05-06-2014, 09:27 AM)onelight Wrote: and run AdhocSever.exe(provide by PPSSPP Official Forum) in my PC
and then I test ProOnline support with jpcsp and PSP, JPCSP and PPSSPP
it works well.
I've ported the AdhocServer to Java and included it within Jpcsp (r3526). It is activated when setting the ProOnline server network config value to "localhost". AdhocServer.exe is then no longer necessary.
Could you test it as this is still experimental...

Thank you! Smile
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
Reply
#30
(05-30-2014, 12:10 PM)gid15 Wrote:
(05-06-2014, 09:27 AM)onelight Wrote: and run AdhocSever.exe(provide by PPSSPP Official Forum) in my PC
and then I test ProOnline support with jpcsp and PSP, JPCSP and PPSSPP
it works well.
I've ported the AdhocServer to Java and included it within Jpcsp (r3526). It is activated when setting the ProOnline server network config value to "localhost". AdhocServer.exe is then no longer necessary.
Could you test it as this is still experimental...

Thank you! Smile
Thinks to update it
ProOnline will started if ProOnline server is set to "localhost" in the network settings.
That is still experimental, other player (psp or PPSSPP) can not join in. And the bug may be ProOnline itself. ProOnline also still experimental

.txt   ProOnline localhost log.txt (Size: 40.12 KB / Downloads: 142)

edit
could you please fix this error
Post: #28
Code:
ERROR hle.sceNetAdhoc - user_main - Receive not supported on ServerSocket
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)