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Can't connect two computers in LAN via AdHoc Multiplayer (MHFU)
#11
(05-19-2013, 09:16 PM)The_Reaper_CooL Wrote: My PC is log-PC1, my bro's is log-PC2.
This is again a problem with your firewall (same as http://www.emunewz.net/forum/showthread....#pid167031 ): the PC from Log-PC1 is not receiving anything, not a single message from PC 2.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#12
(05-20-2013, 07:06 AM)gid15 Wrote:
(05-19-2013, 09:16 PM)The_Reaper_CooL Wrote: My PC is log-PC1, my bro's is log-PC2.
This is again a problem with your firewall (same as http://www.emunewz.net/forum/showthread....#pid167031 ): the PC from Log-PC1 is not receiving anything, not a single message from PC 2.

Well this is odd, I even turned my Firewall and Anti-Virus off...

Will do another test soon and write back.

EDIT:
After reinstalling, resetting, reconfiguring and redoing everything (Firewall, Network options, Workgroup stuff...etc...etc), it FINALLY worked! We could join each other's game, and we've completed a game.

But it was odd. First we joined to the Gathering Hall (Lobby), and then I've seen my bro there. When we started the quest I got disconnected, and couldn't connect again.

I had to restart the emulator (my bro did so too), and then we could see each other in the GH/Lobby. Now he hosted a quest, and we could play it fully.

Will try it out on Tunngle, as it is a "Virtual LAN" service, so if it works via LAN, it should work via Tunngle I guess (just need to find my friend, the one I've tested the game on Tunngle before)

EDIT2:
Well, it didn't work on Tunngle. It's not a big surprise, because now it didn't work with my bro (not even on real LAN).

Any ideas what we should do/try out?
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#13
After resetting both computers, it seemed to work, we went on two quests. This time I logged everything, from connecting to the GH to hosting a quest (PC2) to joining the quest (PC1) to completing the quest, and to abandoning it (PC1).

Don't know if this will be useful in improving the code, but here are the logs:

Logs-2
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#14
(05-21-2013, 08:23 AM)The_Reaper_CooL Wrote: After resetting both computers, it seemed to work, we went on two quests. This time I logged everything, from connecting to the GH to hosting a quest (PC2) to joining the quest (PC1) to completing the quest, and to abandoning it (PC1).

Don't know if this will be useful in improving the code, but here are the logs:

Logs-2
Thank you for the report and logs. It is always helpful for me to have reference code Smile
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#15
As always I don't know if it's relevant or not, but I've made further tests. I've noticed that every time we start Tunngle it seems to write something into memory, and that maybe I need to restart the whole system in order to get true LAN multiplayer to work.

With this in mind using only my computer I've made the following test:

1. I ran the emulator, went into the GH a bit, then exited.

2. I started Tunngle, went into a room, and then I went into the GH, wait a bit, then exited.

3. I exited Tunngle, went into the GH just to see if some data has changed or not, wait a bit, then exited.

4. Thinking of Class C IP Addresses, I started Tunngle again, went into a Class C Emulated room, went into the GH, wait a bit, then exited.



gid15 I hope you can look into the log, I've attached a "README!!!" file where I've written down the times I did all the things mentioned above (so you can "easily" find what you're looking for)

My question is: Can you alter the code so that it looks for another IP Address (maybe add a function so that we can modify an IP, write it into memory and the emulator would try to connect to it)?

I'm just throwing out ideas, dunno if any of these can be done.

Here's the log file: http://trc.ucoz.hu/TunngleLog.rar
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#16
Jpcsp is selecting the IP address to use for the networking by himself. The subnet mask is always 255.255.255.0 for this selected address.
I've added the logging of the selected IP address in r3169. Could you try it with Tunngle? I guess that Jpcsp is selecting the wrong IP address.
The log should contain something like:
Code:
DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: a.b.c.d
DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: e.f.g.h
...
DEBUG hle.sceNetApctl - SceNetAdhocctl - Selected IP address of local host: a.b.c.d, Subnet Mask 255.255.255.0
If the issue is related to an incorrect IP address selection, I will add an option to select the correct one.
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#17
Thanks for this, tried it out, I'm not giving any logs (as I don't think it's needed). Here's the "short" version of my testing:



With the updated version, I did the same test as earlier, but with the new version. Here goes:

TEST 1 - WITHOUT TUNNGLE:

I got into the Gathering Hall, waited a bit, and then exit.

This was the data provided:

22:04:56 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: 192.168.6.66
22:04:56 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: fe80:0:0:0:813d:85b0:5ea0:4be2%11
22:04:56 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: fe80:0:0:0:a9:23a2:a89e:a4b3%13
22:04:56 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: 2001:0:5ef5:79fb:a9:23a2:a89e:a4b3
22:04:56 DEBUG hle.sceNetApctl - SceNetAdhocctl - Using IP address of local host: 192.168.6.66, Subnet Mask 255.255.255.0

This makes sense, as I didn't go into Tunngle, and it used my LAN IP Address (192.168.6.66)

--------------------------------------

TEST 2 - WITH TUNNGLE:

I've restarted the emulator, started the game, went in front of the Gathering Hall, started Tunngle, joined a room, and THEN I went into the Gathering Hall.

This was the data provided:

22:10:30 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: 192.168.6.66
22:10:30 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: fe80:0:0:0:813d:85b0:5ea0:4be2%11
22:10:30 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: fe80:0:0:0:a9:23a2:a89e:a4b3%13
22:10:30 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: 2001:0:5ef5:79fb:a9:23a2:a89e:a4b3
22:10:30 DEBUG hle.sceNetApctl - SceNetAdhocctl - Using IP address of local host: 192.168.6.66, Subnet Mask 255.255.255.0

This makes sense, because I started Tunngle AFTER I started the Emulator. Most games need Tunngle to be started before them. That's why I've made the next test.

--------------------------------------

TEST 3 - STARTING TUNNGLE FIRST:

Started Tunngle, went into a room, started the emulator, started the game, and went into the GH.

This was the data provided:

22:15:43 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: 192.168.6.66
22:15:43 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: 7.2.54.222
22:15:43 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: fe80:0:0:0:813d:85b0:5ea0:4be2%11
22:15:43 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: fe80:0:0:0:4855:3739:9044:6b3b%14
22:15:43 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: fe80:0:0:0:a9:23a2:a89e:a4b3%13
22:15:43 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: 2002:702:36de:0:0:0:702:36de
22:15:43 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: 2001:0:5ef5:79fb:a9:23a2:a89e:a4b3
22:15:43 DEBUG hle.sceNetApctl - SceNetAdhocctl - Using IP address of local host: 7.2.54.222, Subnet Mask 255.255.255.0

BAM! Two IP Addresses were shown, one is my LAN Address, and one is my Tunngle Address (7.2.54.222). I immediately thought that these two are conflicting each other, because the emulator doesn't know how to differentiate between the two, can't connect to another address via Tunngle and what not. Unless......

--------------------------------------

TEST 4 - STARTING TUNNGLE FIRST WITH A C-CLASS EMU:

So as I've stated I thought that games work on a real LAN because they are C-CLASS IP Addresses, meaning they use the same 3rd digit (in my case 6 is the third, because my IP is 192.168.6.66). If I want to play for example Counter Strike on Tunngle, I must go to a C-CLASS Emulated room, so that I and everyone else gets a C-CLASS IP (so I have 7.2.54.222, then everyone in the room gets 7.2.54.X as an IP Address on my side, but if my friends native Tunngle Address is 7.6.1.210, then at his side everyone gets 7.6.1.X as IP Address. I'm sure you know all of this, but I had to write it down Tongue).

I asked my friend to join me with this one, as I felt that this time it'll work. Went into the GH, and waited for my friend to join. And then suddenly...

22:26:46 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: 192.168.6.66
22:26:46 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: 7.2.54.222
22:26:46 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: fe80:0:0:0:813d:85b0:5ea0:4be2%11
22:26:46 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: fe80:0:0:0:4855:3739:9044:6b3b%14
22:26:46 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: fe80:0:0:0:a9:23a2:a89e:a4b3%13
22:26:46 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: 2002:702:36de:0:0:0:702:36de
22:26:46 DEBUG hle.sceNetApctl - SceNetAdhocctl - IP address of local host: 2001:0:5ef5:79fb:a9:23a2:a89e:a4b3
22:26:46 DEBUG hle.sceNetApctl - SceNetAdhocctl - Using IP address of local host: 7.2.54.222, Subnet Mask 255.255.255.0

I got the IP, yes, but my friend couldn't connect. He wasn't logging, but he would get an IP Address like I stated above (7.6.1.X or something like that)

--------------------------------------
--------------------------------------
--------------------------------------

CONCLUSION:

1. The Emulator recognized Tunngle's IP Address, but it displayed as second IP Address in the log. Maybe if we could choose between the two IP Addresses it would work?

2. Or if we could somehow "redirect" the Address, writing in the other players' Address (I would write my friends Address, or maybe he would write mine, Tunngle Address of course), maybe then it would connect.

3. We need an IP Selector that automatically detects the IP (or we manually have to enter it), and then it redirects the data, so that it works.
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#18
I see there was a rollback on the forums, so I'll write my message down again:

Don't know if Tunngle uses multicast or not, but it doesn't matter what your IP is, you can connect to multiple people, each having different IP Addresses. I can see them as different ones, or C-Class ones, and there's an NRE emulator (dunno what's that).

Also Hamachi supports multicasting, but everyone prefers using Tunngle, so we'd need a solution for that.

EDIT:
While you're searching for a solution, I'm testing Phantasy Star Portable 2 in Multiplayer to see if SSID Swapping games work or not.
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#19
I've added support for multiple broadcast addresses in r3193. I was not able to test it, could you give it a try?
The IP-addresses are defined in the Settings.properties as a comma-separated value for the entry "network.broadcastAddress".
E.g.:
network.broadcastAddress=a.b.c.d, e.f.g.h, i.j.k.l
Always include a complete log file at INFO level in your reports. Thanks! How to post a log
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#20
How exactly you all set up jpcsp to play 2 player via LAN? Any guide?

I did manage to set up 2 jpcsp ad hoc play on same PC with 2 jpcsp running with this setting:
jpcsp1 - add line "bin/jpcsp.jar --netClientPortShift 100"
jpcsp2 - add line "bin/jpcsp.jar --netServerPortShift 100"
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