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Online/Matchmaking support #8663

Merged
merged 2 commits into from
Aug 27, 2020
Merged

Online/Matchmaking support #8663

merged 2 commits into from
Aug 27, 2020

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RipleyTom
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@RipleyTom RipleyTom commented Jul 31, 2020

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:

  • Bomberman ULTRA
  • Demon's Souls

Feel free to test other games though!

To play online you need:

  • Use the executable made by this PR
  • Set your game configuration to (in Configuration => Network):
    • Network Status to Connected
    • PSN Status to RPCN
    • Specifically For Demon's Souls change IP/Hosts switches to:
ds-eu-c.scej-online.jp=206.189.232.242&&ds-eu-g.scej-online.jp=206.189.232.242&&c.demons-souls.com=206.189.232.242&&g.demons-souls.com=206.189.232.242&&cmnap.scej-online.jp=206.189.232.242&&demons-souls.scej-online.jp=206.189.232.242
  • In Configuration => RPCN:
    • Host to np.rpcs3.net
    • NPID to what you want your username to be
    • Click Set Password and type a custom password for your account
    • Once ALL of this is set click Create RPCN Account and you should get a message telling you that the account was successfully created.
    • Check your email for a new email with your token, copy/paste the token into the Token edit in RPCN configuration and click Ok.

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

rpcs3/Emu/Cell/lv2/sys_net.cpp Outdated Show resolved Hide resolved
rpcs3/Emu/Cell/lv2/sys_net.cpp Show resolved Hide resolved
@Thermawrench

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@@ -34,6 +35,9 @@ void fmt_class_string<CellSysutilAvc2Error>::format(std::string& out, u64 arg)
});
}

vm::ptr<CellSysutilAvc2Callback> avc2_cb{};
vm::ptr<void> avc2_cb_arg{};
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use FXO.

rpcs3/Emu/Cell/Modules/sceNp2.h Outdated Show resolved Hide resolved
rpcs3/Emu/NP/fb_helpers.cpp Outdated Show resolved Hide resolved
rpcs3/Emu/NP/np_structs_extra.cpp Outdated Show resolved Hide resolved
@BellezaEmporium
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BellezaEmporium commented Jul 31, 2020

Testings :

  • Supersonic Acrobatic Rocket-Powered Battle Cars (Europe) : Needs custom server implementation (DNS request to sarb.psyonix.com, dead server as of now)
  • Final Fantasy XIII - Lightning Returns (Europe) : Request Ticket asked, needs custom server
  • Gran Turismo 5 : Prologue (Europe) : It seems it can log in, however socket error (ENOTCONN) comes out (on my side) when GT5 tries to connect to the server, making it unavailable.
  • Gran Turismo 6 (Europe) : Game crash with Socket error 10038 on recvn.
  • Monopoly Streets (Europe) : NP service does initialize (even says already initialized), but 2 network handlers that aren't implemented (cellNetCtlDelHandler / cellNetCtlAddHandler) makes it says that it needs to be connected to PSN to work.
  • Sonic & All Stars Racing Transformed (Europe) : This title uses 4 unimplemented calls (sceNpScoreCreateTitleCtx, sceNpScoreDestroyTitleCtx, sceNpScoreCreateTransactionCtx, sceNpBasicGetFriendListEntryCount), but it doesn't say that it isn't connected... It's very much possible that it could work. Doesn't react after trying to load a race (tries to get friend list but fails because it is an unimplemented function)
  • Ridge Racer Unbounded (Europe) : Doesn't answer sys_net_infoctl, so service unavailable.

@schm1dtxbox
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CS:GO for the PS3 fails to launch with RPCN enabled, with these errors:
E {NP Handler Thread} rpcn: recvn failed with error 10038 on recv
F {NP Handler Thread} rpcn: Failed to read a packet header on socket

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.

@Jacoby1218
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When CoD:AW tries to switch from SP to MP, i get E {NP Handler Thread} rpcn: recvn failed with error 10038 on recv
F {NP Handler Thread} rpcn: Failed to read a packet header on socket

@xddxd
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xddxd commented Jul 31, 2020

GTA IV relies on unimplemented calls, might work once they're implemented.

GTA IV

U {PPU[0x1000000] Thread (main_thread) [0x019061a0]} sceNp2 TODO: sceNpMatching2Init2(stackSize=0x0, priority=0, param=*0x0)
U {PPU[0x1000000] Thread (main_thread) [0x019060f8]} sceNp2 TODO: sceNpMatching2CreateContext(npId=*0x18a6510, commId=*0x18a6608, passPhrase=*0x18a66b4, ctxId=*0xd0040030, option=1)
U {PPU[0x1000000] Thread (main_thread) [0x01906158]} sceNp2 TODO: sceNpMatching2RegisterRoomEventCallback(ctxId=1, cbFunc=*0xf64250, cbFuncArg=*0x187ff50)
U {PPU[0x1000000] Thread (main_thread) [0x019061b0]} sceNp2 TODO: sceNpMatching2RegisterRoomMessageCallback(ctxId=1, cbFunc=*0xf64248, cbFuncArg=*0x187ff50)
U {PPU[0x1000000] Thread (main_thread) [0x01905fb0]} sceNp2 TODO: sceNpMatching2RegisterLobbyEventCallback(ctxId=1, cbFunc=*0xf64240, cbFuncArg=*0x187ff50)
U {PPU[0x1000000] Thread (main_thread) [0x01905fa0]} sceNp2 TODO: sceNpMatching2RegisterLobbyMessageCallback(ctxId=1, cbFunc=*0xf64238, cbFuncArg=*0x187ff50)
U {PPU[0x1000000] Thread (main_thread) [0x01906108]} sceNp2 TODO: sceNpMatching2RegisterSignalingCallback(ctxId=1, cbFunc=*0xf64230, cbFuncArg=*0x187ff50)
U {PPU[0x1000000] Thread (main_thread) [0x019060e0]} sceNp2 TODO: sceNpMatching2GetServerIdListLocal(ctxId=1, serverId=*0x0, serverIdNum=0)
U {PPU[0x1000000] Thread (main_thread) [0x01906198]} sceNp2 TODO: sceNpMatching2ContextStop(ctxId=1)
U {PPU[0x1000000] Thread (main_thread) [0x01905f90]} sceNp2 TODO: sceNpMatching2DestroyContext(ctxId=1)
U {PPU[0x1000000] Thread (main_thread) [0x01902f48]} cellMic TODO: cellMicSetNotifyEventQueue(key=0x7211073b)
U {PPU[0x1000000] Thread (main_thread) [0x01900040]} cellAudio TODO: cellAudioPortOpen(): CELL_AUDIO_PORTATTR_OUT_SECONDARY
U {PPU[0x1000000] Thread (main_thread) [0x019061a0]} sceNp2 TODO: sceNpMatching2Init2(stackSize=0x0, priority=0, param=*0x0)
U {PPU[0x1000000] Thread (main_thread) [0x019060f8]} sceNp2 TODO: sceNpMatching2CreateContext(npId=*0x18a6510, commId=*0x18a6608, passPhrase=*0x18a66b4, ctxId=*0xd0040530, option=1)
U {PPU[0x1000000] Thread (main_thread) [0x01906158]} sceNp2 TODO: sceNpMatching2RegisterRoomEventCallback(ctxId=2, cbFunc=*0xf64250, cbFuncArg=*0x187ff50)
U {PPU[0x1000000] Thread (main_thread) [0x019061b0]} sceNp2 TODO: sceNpMatching2RegisterRoomMessageCallback(ctxId=2, cbFunc=*0xf64248, cbFuncArg=*0x187ff50)
U {PPU[0x1000000] Thread (main_thread) [0x01905fb0]} sceNp2 TODO: sceNpMatching2RegisterLobbyEventCallback(ctxId=2, cbFunc=*0xf64240, cbFuncArg=*0x187ff50)
U {PPU[0x1000000] Thread (main_thread) [0x01905fa0]} sceNp2 TODO: sceNpMatching2RegisterLobbyMessageCallback(ctxId=2, cbFunc=*0xf64238, cbFuncArg=*0x187ff50)
U {PPU[0x1000000] Thread (main_thread) [0x01906108]} sceNp2 TODO: sceNpMatching2RegisterSignalingCallback(ctxId=2, cbFunc=*0xf64230, cbFuncArg=*0x187ff50)
U {PPU[0x1000000] Thread (main_thread) [0x019060e0]} sceNp2 TODO: sceNpMatching2GetServerIdListLocal(ctxId=2, serverId=*0x0, serverIdNum=0)
U {PPU[0x1000000] Thread (main_thread) [0x01906198]} sceNp2 TODO: sceNpMatching2ContextStop(ctxId=2)
U {PPU[0x1000000] Thread (main_thread) [0x01905f90]} sceNp2 TODO: sceNpMatching2DestroyContext(ctxId=2)

@JoelLindsey
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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)
U {PPU[0x1000000] Thread (main_thread) [0x019560f8]} sceNp2 TODO: sceNpMatching2CreateContext(npId=*0x18c926c, commId=*0x18c90c8, passPhrase=*0x18c90d4, ctxId=*0xd0020620, option=0)
U {PPU[0x1000000] Thread (main_thread) [0x01956158]} sceNp2 TODO: sceNpMatching2RegisterRoomEventCallback(ctxId=1, cbFunc=*0x7211a8, cbFuncArg=*0x0)
U {PPU[0x1000000] Thread (main_thread) [0x019561b0]} sceNp2 TODO: sceNpMatching2RegisterRoomMessageCallback(ctxId=1, cbFunc=*0x7211a0, cbFuncArg=*0x0)
U {PPU[0x1000000] Thread (main_thread) [0x01955fb0]} sceNp2 TODO: sceNpMatching2RegisterLobbyEventCallback(ctxId=1, cbFunc=*0x721140, cbFuncArg=*0x0)
U {PPU[0x1000000] Thread (main_thread) [0x01955fa0]} sceNp2 TODO: sceNpMatching2RegisterLobbyMessageCallback(ctxId=1, cbFunc=*0x721138, cbFuncArg=*0x0)
U {PPU[0x1000000] Thread (main_thread) [0x01956108]} sceNp2 TODO: sceNpMatching2RegisterSignalingCallback(ctxId=1, cbFunc=*0x7210d0, cbFuncArg=*0x0)
U {PPU[0x1000000] Thread (main_thread) [0x01ec1bc4]} sys_net TODO: sys_net_infoctl(cmd=53, arg=*0xd0020388)
U {PPU[0x1000000] Thread (main_thread) [0x019560e0]} sceNp2 TODO: sceNpMatching2GetServerIdListLocal(ctxId=1, serverId=*0xd00205e8, serverIdNum=16)
U {PPU[0x1000000] Thread (main_thread) [0x01956050]} sceNp2 TODO: sceNpMatching2GetEventData(ctxId=1, eventKey=1, buf=*0x30000010, bufLen=4)
U {PPU[0x1000000] Thread (main_thread) [0x01956050]} sceNp2 TODO: sceNpMatching2GetEventData(ctxId=1, eventKey=2, buf=*0x30000010, bufLen=8)

@ActualMandM
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ActualMandM commented Jul 31, 2020

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.

@Jacoby1218
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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
E {PPU[0x1000000] Thread (main_thread) [0x0188016c]} sys_net: sys_net_bnet_select(): exceptfds not implemented
U {PPU[0x1000000] Thread (main_thread) [0x013c5438]} cellVoice TODO: cellVoiceReadFromOPort(ops=258, data=*0x12ff8e8, size=*0xd0040498)
E {PPU[0x1000000] Thread (main_thread) [0x0188016c]} sys_net: sys_net_bnet_select(): exceptfds not implemented
U {PPU[0x1000000] Thread (main_thread) [0x013c5438]} cellVoice TODO: cellVoiceReadFromOPort(ops=258, data=*0x12ff8e8, size=*0xd0040498) x3
E {PPU[0x1000000] Thread (main_thread) [0x0188016c]} sys_net: sys_net_bnet_select(): exceptfds not implemented
U {PPU[0x1000000] Thread (main_thread) [0x013c5438]} cellVoice TODO: cellVoiceReadFromOPort(ops=258, data=*0x12ff8e8, size=*0xd0040498) x2
E {PPU[0x1000000] Thread (main_thread) [0x0188016c]} sys_net: sys_net_bnet_select(): exceptfds not implemented
U {PPU[0x1000000] Thread (main_thread) [0x013c5b40]} sceNp TODO: sceNpLookupNpId(transId=1, onlineId=*0xd003f974, npId=*0xd003f988, option=*0x0)
U {PPU[0x1000000] Thread (main_thread) [0x013c5b40]} sceNp TODO: sceNpLookupNpId(transId=2, onlineId=*0xd003f974, npId=*0xd003f988, option=*0x0)
U {PPU[0x1000000] Thread (main_thread) [0x013c5b40]} sceNp TODO: sceNpLookupNpId(transId=3, onlineId=*0xd003f974, npId=*0xd003f988, option=*0x0)
U {PPU[0x1000000] Thread (main_thread) [0x013c5b40]} sceNp TODO: sceNpLookupNpId(transId=4, onlineId=*0xd003f974, npId=*0xd003f988, option=*0x0)
U {PPU[0x1000000] Thread (main_thread) [0x013c5b40]} sceNp TODO: sceNpLookupNpId(transId=5, onlineId=*0xd003f974, npId=*0xd003f988, option=*0x0)
U {PPU[0x1000000] Thread (main_thread) [0x013c5ea8]} sceNp TODO: sceNpSignalingActivateConnection(ctx_id=1, npId=*0x21e930e0, conn_id=568930580)
U {PPU[0x1000000] Thread (main_thread) [0x013c5438]} cellVoice TODO: cellVoiceReadFromOPort(ops=258, data=*0x12ff8e8, size=*0xd0040498) x1159
U {PPU[0x1000000] Thread (main_thread) [0x013c5ec8]} sceNp TODO: sceNpSignalingGetConnectionInfo(ctx_id=1, conn_id=0, code=1, info=*0xd003d300) x5
U {PPU[0x1000000] Thread (main_thread) [0x013c5438]} cellVoice TODO: cellVoiceReadFromOPort(ops=258, data=*0x12ff8e8, size=*0xd0040498) x646

@StevenMiller123
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Dragon Ball: Raging Blast 2 (BLUS30581) and Dragon Ball Z Ultimate Tenkaichi (BLUS30823) connect though you can't create a room.
RPCS3 BLUS30581.log.gz

Dragon Ball Z: Battle of Z (NPUB31322) encounters a communication error when trying to enter online modes.
RPCS3 NPUB31322.log.gz

Dragon Ball Z: Burst Limit (BLUS30117) Seems to create online battle lobbies fine, though I dont have a way to test online battles.
RPCS3 BLUS30117.log.gz

Dengeki Bunko Fighting Climax (BLUS31535) Has broken Win/Loss records and crashes when trying to connect.

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@Asinin3
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Asinin3 commented Aug 1, 2020

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.

@Myoko
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Myoko commented Aug 1, 2020

testings
Demon's Souls 1.04 [BCAS20071] (Asian) cannot connect to server

rpcs3/Emu/Cell/Modules/sceNp2.cpp Outdated Show resolved Hide resolved
rpcs3/Emu/NP/np_handler.cpp Outdated Show resolved Hide resolved
rpcs3/Emu/NP/np_handler.cpp Outdated Show resolved Hide resolved
rpcs3/Emu/NP/np_handler.cpp Outdated Show resolved Hide resolved
rpcs3/Emu/NP/np_handler.cpp Show resolved Hide resolved
rpcs3/Emu/NP/rpcn_client.cpp Outdated Show resolved Hide resolved
rpcs3/rpcs3qt/settings_dialog.cpp Outdated Show resolved Hide resolved
@ITGM13
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ITGM13 commented Aug 1, 2020

What should I write in DNS?

@dio-gh
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dio-gh commented Aug 1, 2020

The DNS should be left on default (8.8.8.8).

@ITGM13
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ITGM13 commented Aug 1, 2020

The DNS should be left on default (8.8.8.8).

It connects now, Thanks

rpcs3/Emu/Cell/Modules/sceNp.cpp Outdated Show resolved Hide resolved
rpcs3/Emu/Cell/Modules/sceNp.cpp Outdated Show resolved Hide resolved
rpcs3/Emu/Cell/Modules/sceNp.cpp Outdated Show resolved Hide resolved
rpcs3/Emu/Cell/Modules/sceNp2.cpp Outdated Show resolved Hide resolved
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@CantiNandaba
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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
rpcs3 f {np handler thread} rpcn: failed to read a packet header on socket

@valgusk
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valgusk commented Aug 2, 2020

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
rpcs3 f {np handler thread} rpcn: failed to read a packet header on socket

As far as I remember, your firewall/router might be blocking connection. Try opening the ports

@CantiNandaba
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CantiNandaba commented Aug 2, 2020

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
rpcs3 f {np handler thread} rpcn: failed to read a packet header on socket

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.

@ghost
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ghost commented Aug 2, 2020

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:

Thread terminated due to fatal error: Assertion failed: addr
(in file d:\a\1\s\rpcs3\Emu\Cell\lv2\sys_net.cpp:1722)

RPCS3.log

@isshininu
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On a system with dynamic IP (probably NAT, all ports, even 80 port, is closed), when trying to connect to participate in PvP activity in DeS, always this error:
Снимок экрана (512)

"Failed to join session"

@HollowIndex
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i keep getting this error

E rpcn: recvn failed with error: peer sent close notify alert
E rpcn: Failed to read a packet header on socket
E rpcn: Error creating an account!

@nasrudinmiko
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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)
U {PPU[0x1000000] Thread (main_thread) [0x01245d48]} sceNp TODO: sceNpScoreCreateTransactionCtx(titleCtxId=3)
U {PPU[0x1000000] Thread (main_thread) [0x01245dd0]} sceNp TODO: sceNpScoreGetRankingByRangeAsync(transId=0, boardId=43, startSerialRank=1, rankArray=*0x108cfa8, rankArraySize=12800, commentArray=*0x10901a8, commentArraySize=6400, infoArray=*0x1091aa8, infoArraySize=6400, arrayNum=100, lastSortDate=*0x10997a8, totalRecord=*0x10997b0, prio=0, option=*0x0)
U {PPU[0x1000000] Thread (main_thread) [0x01245d70]} sceNp TODO: sceNpScorePollAsync(transId=0, result=*0x3034c3ac)
E {PPU[0x1000000] Thread (main_thread) [0x01245d70]} SYS: 'sceNpScorePollAsync' failed with 0x8002a1a3 : SCE_NP_COMMUNITY_ERROR_INVALID_ID [3]
U {PPU[0x1000000] Thread (main_thread) [0x01245d40]} sceNp TODO: sceNpScoreDestroyTitleCtx(titleCtxId=3)
U {PPU[0x1000000] Thread (main_thread) [0x01245d38]} sceNp TODO: sceNpScoreCreateTitleCtx(communicationId=*0xb4f17c, passphrase=*0xb4f188, selfNpId=*0x3034c3b0)
U {PPU[0x1000000] Thread (main_thread) [0x01245d48]} sceNp TODO: sceNpScoreCreateTransactionCtx(titleCtxId=4)
U {PPU[0x1000000] Thread (main_thread) [0x01245dd0]} sceNp TODO: sceNpScoreGetRankingByRangeAsync(transId=0, boardId=43, startSerialRank=1, rankArray=*0x108cfa8, rankArraySize=12800, commentArray=*0x10901a8, commentArraySize=6400, infoArray=*0x1091aa8, infoArraySize=6400, arrayNum=100, lastSortDate=*0x10997a8, totalRecord=*0x10997b0, prio=0, option=*0x0)
U {PPU[0x1000000] Thread (main_thread) [0x01245d70]} sceNp TODO: sceNpScorePollAsync(transId=0, result=*0x3034c3ac)
U {PPU[0x1000000] Thread (main_thread) [0x01245d40]} sceNp TODO: sceNpScoreDestroyTitleCtx(titleCtxId=4)

W {PPU[0x1000000] Thread (main_thread) [0x01245d28]} sceNp: sceNpScoreInit()
W {PPU[0x1000000] Thread (main_thread) [0x01245bc8]} sceNp: sceNpManagerGetNpId(npId=*0x3034c3b0)
U {PPU[0x1000000] Thread (main_thread) [0x01245d38]} sceNp TODO: sceNpScoreCreateTitleCtx(communicationId=*0xb4f17c, passphrase=*0xb4f188, selfNpId=*0x3034c3b0)
U {PPU[0x1000000] Thread (main_thread) [0x01245d48]} sceNp TODO: sceNpScoreCreateTransactionCtx(titleCtxId=25)
U {PPU[0x1000000] Thread (main_thread) [0x01245dd0]} sceNp TODO: sceNpScoreGetRankingByRangeAsync(transId=0, boardId=53, startSerialRank=1, rankArray=*0x108cfa8, rankArraySize=12800, commentArray=*0x10901a8, commentArraySize=6400, infoArray=*0x1091aa8, infoArraySize=6400, arrayNum=100, lastSortDate=*0x10997a8, totalRecord=*0x10997b0, prio=0, option=*0x0)
U {PPU[0x1000000] Thread (main_thread) [0x01245d70]} sceNp TODO: sceNpScorePollAsync(transId=0, result=*0x3034c3ac)
U {PPU[0x1000000] Thread (main_thread) [0x01245d40]} sceNp TODO: sceNpScoreDestroyTitleCtx(titleCtxId=25)
W {PPU[0x1000000] Thread (main_thread) [0x01245d30]} sceNp: sceNpScoreTerm()

@AniLeo AniLeo merged commit 190822c into RPCS3:master Aug 27, 2020
@casedistorted
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casedistorted commented Aug 28, 2020

The game freezes upon starting up
I am getting this error

S {RSX Decompiler Thread} RSX: New program compiled successfully
F {PPU[0x1000000] Thread (main_thread) [0x01d36070]} rpcn: Server returned protocol version: 7, expected: 6
E {PPU[0x1000000] Thread (main_thread) [0x01d36070]} rpcn: Connection to RPCN Failed!

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:
I got it to load up the game ONE time so far, the rest I get the Server protocol version mismatch error. The one time it worked I was able to select Yes on if I wanted to join Network Play, but every time I did it gave me some red error

00]} cellNetCtl: cellNetCtlNetStartDialogLoadAsync(param=*0x1bba074) x5
S {SPUW.1} SPU: New block compiled successfully

@schm1dtxbox
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Don't use the PR build, it's outdated now. Use the latest master build instead as this PR got merged.

@casedistorted
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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.

@HollowIndex
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HollowIndex commented Sep 3, 2020

Don't use the PR build, it's outdated now. Use the latest master build instead as this PR got merged.

error still occurs
E rpcn: recvn failed with error: peer sent close notify alert
E rpcn: Failed to read a packet header on socket
E rpcn: Error creating an account!

@Myoko
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Myoko commented Sep 8, 2020

RE5 cant create a session
QQ截图20200908144947
RPCS3.log.gz

@JumpingY
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How to use the binaries to host a private rpcn server?

@Shuneferus
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Mobile Suit Gundam Senki [BLJS10050]

Hello RipleyTom the game goes online but does not create a session.

rpcs3_2020_09_13_01_20_22_513
rpcs3_2020_09_13_01_20_27_181

RPCS3.log

@Rythus711
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Rythus711 commented Sep 14, 2020

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)
https://www.youtube.com/watch?v=_puDZJYNRtw

Log :
ACI.log
screenshot-2021_06_14_13_41_26
screenshot-2021_06_14_13_44_35
screenshot-2021_06_14_13_44_39
screenshot-2021_06_14_13_45_48

@castdream6
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castdream6 commented Sep 21, 2020

Tekken 6 (BLES00635)
PSN is connected. But when create a custom room or try ranked match, It say "Failed to ~."
rpcs3 2020-09-21 11-17-49-051
rpcs3 2020-09-21 11-17-56-909
rpcs3 2020-09-21 11-18-04-076

RPCS3.log.gz

@Waistless
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Waistless commented Sep 24, 2020

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.
RPCS3.log.gz

@Lil-Sassy
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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.

@cingetorixdallagassa
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how to play bomberman ultra? I can't access multiplayer

@Stelsic
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Stelsic commented Oct 10, 2020

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:
I write in Russian, so I will use google translator. The following problem occurred. The multiplayer works, I see signs, blood stains, messages, BUT. When other phantoms are summoned, nothing happens. The call starts and the phantom does not appear. Tried connecting from different routers and didn't help. The person I am calling starts a call, but nothing goes beyond the usual notification. Can anyone help me?

@MrBob-omb
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MrBob-omb commented Oct 14, 2020

Screenshot (30)
I never got an email telling me my account was created.. i did all the steps.
i only got a email with a token

@TacticalBooger
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TacticalBooger commented Jul 31, 2021

Metal Gear Solid: Peace Walker gives an error that "Parental Locks have been set on my PSN Account so I can't use the Online Features". This is done on RPCS3 0.0.17-12558-a06a93d5 Alpha.

I could load into a Versus Ops Multiplayer map just fine though.

CO-OP Report

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