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Kenka Bancho won't stay connected to peer in Night Out mode #18903
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Woah, that's impressive, tbh. I was about to say something about high latency probably being the culprit because of it essentially playing like an MMO, but we have around 190 - 205 latency at worse.
Ah, we use the socom.cc public server, and while I'm aware it isn't the most ideal thing to do, we could only play by opening ports due to some restrictions on my friend's firewall (it was the simplest solution we found that worked.) |
In the end, I'll try some more things later when my friend can, and I'll come back to report if the public server or a high packet loss had to do with it, or if we find something else that helps. |
You can also try hosting your own adhoc server instead of relaying the packets through VPN, by enabling built-in adhoc server and forward the adhoc server port (TCP 27312 unaffected by port offset), only one adhoc server needed. PS: We should probably shows the public IP in the list too when available, since the adhoc server port is always forwarded when UPnP is enabled, may be retrieving the public IP using public API like https://api.bigdatacloud.net/data/client-ip or https://api.ipify.org?format=json or https://ipapi.co/ip/ |
Right now we've just tried to connect via my public IP as the PRO Adhoc server, and once again, no luck :( So far, as I didn't know of anything better to try, I pinged him through cmd and there was no packet lost. Then we tried playing with my IP. First with the PRO Adhoc option On in my friend's side, then with it Off, also on his'. Both times, we could chat to each other, but everything else worked the same. It kept connecting and disconnecting. We both had WLAN on, server set to my IP, and UPnP on. Then we turned on Forced First Connect, Simulate UMD, and Minimum Timeout to 50 ms, so as to test if that helped with anything. At least, here's a log I made with DebugLog on the last try (everything set to Error except for SCENET set to Debug): |
This game definitely works on a public server. |
Desync after a long game session are pretty common i guess, i even experiencing it while playing MH game with a friend on LAN long time ago using PPSSPP, but not the kind of desync that gets you disconnected, it was a desync where my friend was attacking a monster but from my side of view he's attacking empty space. Also during my test with one of Naruto game (was it Kizuna drive? i forgot), the miss-positioning kind of desync gets worse at a higher chance of packet loss. |
It's difficult to tell what happen with only one side of the log, since we need to compare the time stamp on both side. For example, the games seems to be communicating properly for a while, but suddently your friend left the group for unknown reason (since we can't see the logs on your friend side at the same time stamp)
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Sadly, my friend couldn't play lately, but I tried to connect with myself and see what happened. Two instances with separate settings (as Player1 and Player2), different MAC addresses, different save data, and using socom.cc. Still the same results. Not sure if this will help, but since the instances couldn't connect either, I might as well share the logs. |
You can't use socom or any public server (not even LAN IP will works) with multiple instance, multiple instance only works with |
Btw, there is another possibility why on your friend side the game decided to leave the group and rejoined. The game send data using broadcast to all players (indicated by the Unfortunately we can't detects, whether there are port remapping occurred or not when the game use an arbitrary socket/port, since the sender and receiver port can be anything (depends on the game). Not really sure why a port remapping can occurs, as there aren't much information about it, a possible reason is that somewhere between your router and your ISP's router(s), the port your friend tried to forward was already taken, in this kind of situation, there are 2 possible way for the involved router to handle the case:
Anyway, if a port remapping did occurred, try changing the port offset to a different value (ie. 5000, 20000 or even 50000) to see whether it can solve your/your friend issue. |
I've been busy lately but over the weekend we managed to make it work at last! Soo, as soon as I saw your last post, we decided to try the game again over the night. First we made sure we could connect to each other in another game. It was working alright, so we moved to Kenka Bancho again, and at last, we immediately connected. We had turned on Forced First Connect, Simulate UMD, changed Port Offset to 20000, and used socom.cc as the Adhoc Server. Minimum Timeout at 50 ms actually gave us more lag, and it seems that the game runs slower on the host's side. Other than that, we got no disconnects and surprisingly never desynced as well.
About the ports, I think you might be right about the port remapping, but I also came to think that maybe his or my ISP were blocking the 10000 offseted ports (10100, 10200), as I've read that some trojans were reportedly using those not too long ago. But no idea. Kinda long but wanted to specify what we did and saw, in case it would help someone else in the future regarding what to check or try. |
And of course, thanks a lot for helping us out with this, @anr2me! |
Regarding "Minimum Timeout" it only made a difference when your actual latency exceeding the minimum timeout. A possible reason, why it slows down the game, probably because the game use short timeout on every frame, thus causing the frames to be delayed. Anyway, since this issue has been resolved, i'll close this. PS: i wondered whether we should use a different default Port Offset value (ie. 13000 or 20000), if the lower port range of 10000 are really used by trojans/malwares, since most adhoc games seems to use ports with small numbers. |
Game or games this happens in
ULUS-10442 - Kenka Bancho: Badass Rumble
What area of the game / PPSSPP
In the Night Out mode.
By choosing this mode from the main menu, selecting "With friend", loading any save data, and at last selecting "Leave". Once you leave, it turns on the network and then the lobby shows up, with a message box on top that says "Looking for a buddy to invite".
The emulator's chat works fine once you connect to a peer, but they get disconnected and reconnected every few seconds (with "PPSSPP Joined" repeating non-stop), and nothing happens in-game. The message box always stays there.
Here's a screenshot of the debugger:
My friend and I use the default Adhoc server with port offset set to 10000. We've successfully connected many times before in other games and we have both allowed the ports through firewall (10100, 10200 - Game's default ports are 100 and 200).
What should happen
It's really hard to find a video or anything where someone is playing the game in this mode and in multiplayer, but I imagine the message box should disappear, the peer gets added to one of the slots in the lobby, and once all preparations are done, both players probably start outside the Inn at last.
*Not sure if this gives some hints on how the connection may work different to other games, but I've read once that you can connect up to 3 players, also seen in the lobby having 3 slots.
Logs
No response
Platform
Windows
Mobile device model or graphics card (GPU)
AMD Radeon HD 3000
PPSSPP version affected
1.17.1
Last working version
No response
Graphics backend (3D API)
Direct3D 11
Checklist
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