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Online/Matchmaking support #8663
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@@ -34,6 +35,9 @@ void fmt_class_string<CellSysutilAvc2Error>::format(std::string& out, u64 arg) | |||
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vm::ptr<CellSysutilAvc2Callback> avc2_cb{}; | |||
vm::ptr<void> avc2_cb_arg{}; |
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use FXO.
Testings :
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CS:GO for the PS3 fails to launch with RPCN enabled, with these errors: Do note that it also relies on Steam servers and the linkage of your PSN ID with a Steam account, the servers for which were shut down. |
When CoD:AW tries to switch from SP to MP, i get E {NP Handler Thread} rpcn: recvn failed with error 10038 on recv |
GTA IV relies on unimplemented calls, might work once they're implemented. GTA IVU {PPU[0x1000000] Thread (main_thread) [0x019061a0]} sceNp2 TODO: sceNpMatching2Init2(stackSize=0x0, priority=0, param=*0x0) |
Tested Persona 4 Arena Ultimax but it fails to Initialize Network. U {PPU[0x1000000] Thread (main_thread) [0x019561a0]} sceNp2 TODO: sceNpMatching2Init2(stackSize=0x0, priority=0, param=*0xd00206e4) |
Trying to access any profile menus in Hatsune Miku: Project DIVA F 2nd [NPEB02013] results in 4 unimplemented functions being called (sceNpTusCreateTransactionCtx, sceNpTssGetData, sceNpTusDestroyTransactionCtx, and sceNpTusGetMultiSlotDataStatus) and crashes afterwards with an unmapped memory error. |
SARPBC can find games, but joining them fails. U {PPU[0x1000000] Thread (main_thread) [0x013c5438]} cellVoice TODO: cellVoiceReadFromOPort(ops=258, data=*0x12ff8e8, size=*0xd0040498) x3 |
Dragon Ball: Raging Blast 2 (BLUS30581) and Dragon Ball Z Ultimate Tenkaichi (BLUS30823) connect though you can't create a room. Dragon Ball Z: Battle of Z (NPUB31322) encounters a communication error when trying to enter online modes. Dragon Ball Z: Burst Limit (BLUS30117) Seems to create online battle lobbies fine, though I dont have a way to test online battles. Dengeki Bunko Fighting Climax (BLUS31535) Has broken Win/Loss records and crashes when trying to connect. |
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There's a Gdocs page here: https://docs.google.com/spreadsheets/d/1Xp-662d12W13CZSzSiaBfB4BHwU2PyOFMdp_W4sA5Bo/edit#gid=0 which shows a list of tested games. Don't expect many games to work yet. But can refer to the docs page for results. It's view only because some assholes were deleting entries. If you want editor permissions, we can consider it for certain people. Just join discord server. https://discord.me/rpcs3 Eventually we'll probably start listing which games work with RPCN on the compat page, and info on how other games work with it on their wiki pages. |
testings |
What should I write in DNS? |
The DNS should be left on default (8.8.8.8). |
It connects now, Thanks |
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Getting this error which causes a crash when trying to summon or vice versa in Demon's Souls. Pls halp. e {np handler thread} rpcn: recvn failed with error 10054 on recv |
As far as I remember, your firewall/router might be blocking connection. Try opening the ports |
Might you know what ports I need opened? I can't find any information regarding that. |
Tested Pool Nation [NPEB00821] Version 01.00 with another user in the RPCS3 Discord: Online capabilities are limited, leaderboards do not work, but creating lobbies work. If a user were to join via the matchmaking feature, while another user hosts a lobby, the host crashes and the user who was matchmaking returns to the menu. This is the error the host gets upon crashing:
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i keep getting this error E rpcn: recvn failed with error: peer sent close notify alert |
Persona 5 [BLUS31604] version 1.0 failed to connect - unable to acquire data U {PPU[0x1000000] Thread (main_thread) [0x01245d38]} sceNp TODO: sceNpScoreCreateTitleCtx(communicationId=*0xb4f17c, passphrase=*0xb4f188, selfNpId=*0x3034c3b0) W {PPU[0x1000000] Thread (main_thread) [0x01245d28]} sceNp: sceNpScoreInit() |
The game freezes upon starting up S {RSX Decompiler Thread} RSX: New program compiled successfully Not sure how I get Server protocol version 6 instead of 7. I'm using the PR version that is linked on this page, instead of the latest version which I already got Demon Souls working with. So basically reinstalling everything with this PR version but it's being strange, I guess? I'm very confused. Edit: 00]} cellNetCtl: cellNetCtlNetStartDialogLoadAsync(param=*0x1bba074) x5 |
Don't use the PR build, it's outdated now. Use the latest master build instead as this PR got merged. |
Thank you, I did manage to figure this out eventually using the latest build instead of the download link included in the guide up above. The only problem is later that day updating the build to an even newer version caused my game to crash upon startup continuously, so I had to roll back to the previous version I was using that I knew worked. |
error still occurs |
RE5 cant create a session |
How to use the binaries to host a private rpcn server? |
Mobile Suit Gundam Senki [BLJS10050] Hello RipleyTom the game goes online but does not create a session. |
Ace Combat Infinity(ACE COMBAT® INFINITY) [NPUB31347] [2.11](UPDATE 06/15/2021) Thanks to kd-11, i can understand better the errors currently the game suffers, on earlier RPCS3 versions, the game would give the common error of the game not begin able to autheticate to PSN(first picture), on the RPCN update, part of the progress got solved, on the early builds, it would start the loading prompt(second picture), but suddenly redirects to the third one quickly, on the current versions, it doesn't suffer from this glitch any more, but RPCN isn't working 100% on the game, due it can't spread some false connection inputs to trick the game that PSN is on. The next behaivour if the team looks forward to it, would be the game getting feedback from RPCN as the PSN, and the EULA would be prompted(thing exclusivly from the last versions of the game, 2.11 mostly which i use), but after accepting, the game would say it failed to connect to the game servers, and return to the main menu. "dev-wind . siliconstudio . co . jp" "http: //svn . lab . nbgi . jp /svn/acearena/repos/branches/app211/src/game" The URL links above, are located in-game, from some users i seen mentioning about ressurecting the game, they said the game is based on Sony's Medium structure, however, i'm still skeptical about it yet, as "Wind" seems to be the name of the server structure, due it got callbacks on the EBOOT, mostly the only sony related stuff i known ACI uses 100%, turns to be the PSN connection and accounts, aside of that, most of the callbacks is related to the in-house server instead. Right now, plans of ressurecting it in online isn't my priority, at best, just wanted to access the gameplay parts still offline, one of the methods included is memory editing with CE, but until then, i didn't had too much exploit breaches to access them, along i'm still a newbie in hex editing. Game startup without EULA example(from Worldwide Beta) Log : |
Tekken Tag 2 (BLES01702) behaves similarly, but will actually create a lot of non-blocking communication errors and allow you to go through multiplayer menu options (needs online pass dlc installed.) You can even enter the Ranked/Player matchfinder, there the game will enter into its standby training area but shortly after will softlock with a "Communicating..." message and you'll be unable to do anything. In the log this is accompanied with a lot of net-related TODOs, so just a lot of unimplemented stuff I'm guessing. |
Just wanted to point you towards Issue #8952 as it has to do with RPCN and how it handles two PCs on the same network. |
how to play bomberman ultra? I can't access multiplayer |
Я пишу на русском, по этому буду пользоваться гугл переводчиком. Возникла следующая проблема. Мультиплеер работает, я вижу знаки призыва, пятна крови, послания, НО. При призыве других фантомов просто ничего не происходит. Призыв начинается и фантом не появляется. Пробовал подключится с разных маршрутизаторов и не помогло. У человека, которого я призываю начинается призыв, но дальше обычного уведомления ничего не идёт. Может мне кто помочь? Translate: |
What's new:
*PR has been merged to master and is now part of the official builds!
*Added STREAM_P2P socket implementation(untested and most likely buggy)
*Added sceNpSendRoomMessage implementation
I don't think those changes improve compatibility but they were necessary implementations for the future.
Before going on, I made my best to ensure this PR was safe to use but like everything that connects you to other users there is always a risk, use at your own risks and perils.
This is really a pre-alpha and for now this only supports a very limited set of PSN functionalities and only 2 games:
Feel free to test other games though!
To play online you need:
You can now launch your game.
Special thanks to Yuvi for hosting the RPCS3 DeS Private server!
The binaries for the RPCN server are available along with the source code if you want to run your own rpcn server.
Enjoy!
PR has been merged to master and is now part of the official RPCS3 Builds you can find on official rpcs3 server