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Feature request: Ad-Hoc multiplayer chat support #7451
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Mark: |
@sum2012 , was that posted in the wrong thread? @lightfirst Yeah, I suppose that could be a good idea, where possible. I'll check and see what can be done soon. |
If someone want to imp icmp,that link should be good ref |
Ah, I missed that he was asking for that. |
@hrydgard I try add this code " osm.Show( packet->base.message, 3.0);" to proAdhoc.cpp |
Ah, I see. Yeah, that doesn't look too hard... I'll put something in after 1.0.1 is finished |
1.0.1 is finished, what do you plan to do?
proAdhoc.h any one can finished Send Chat Messages? |
Does this feature is done?I hope it can add to android because when i use openvpn to play with other player,we cant chat and cant use app such as facebook messager to chat because we cant use internet when connect to vpn. |
sorry for bothering you @hrydgard , im trying to implement this chat feature but have many questions in my mind.
thats a lot of question and im not sure what file to look for build an overlay screen on ppsspp, also i never had a GUI Programming in C++ this the first time but i really enjoy to learn something new :D. Edit |
i manage to create the GUI and send the text to server and this is so far the progress @hrydgard , is it good enough? To Do Next : |
Sorry for not responding above, I got the message when busy then forgot. Looks like a good start, keep at it :) As you found out it's very possible to add UI on top of the game by adding it in EmuScreen. |
@hrydgard ah no problem, i learn a lot by not having the answer :D , basic chat is working i think , need a friend to test the chat, but we have GUI problem on Textview and TextEdit, TextEdit need to auto scroll right when the character exceed the Text Edit Width. and the TextView need a dynamic height so a long text exceed the width of textview not be a problem. here is the sample issues can we fix it? im trying to use the layout params wrap content for the textview but it still not working
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@adenovan where is your code in your branch ? |
@adenovan recently, we have moved the lang folder,maybe you need re-fork the source again. |
I try to ignore the conflict,build error 10>Core.lib(proAdhoc.obj) : error LNK2019: unresolved external symbol "public: void __cdecl ChatMenu::UpdateChat(void)" (?UpdateChat@ChatMenu@@QEAAXXZ) referenced in function "int __cdecl friendFinder(void)" (?friendFinder@@yahxz) |
@sum2012 ok wait will do rebranch now |
@sum2012 done adenovan@b3db60b |
@adenovan Well done,I test two computer chat okay. |
@adenovan |
@sum2012 ok just help me with add options to enable and disable the chat buttons its looks like good enough, but it still have random crash on chatScreen pointer. i give a chatscreen instance to proAdhoc.cpp , on EmuScreen.cpp , sometimes its crashed when joined message coming without opening the chat feature, sometimes its not. try to reproduce the issues but didn't get it. improvement we can make for future :
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@adenovan I have made a pull request in adenovan#1 |
@sum2012 ok sum merged thanks for the translation and the options, im trying to build on android now and test the chatScreen on mobile device |
It is possable to make OSK for android |
@sum2012 yeah will do it now, thanks for the info. |
found the random crash error, how to produce, showchat > join room > hide chat > showchat > join room (crashed). tried to guess it maybe proAdhoc.cpp not updating the pointer, i already check null pointer on every call to chat screen on proAdhoc.cpp but its still crashed. this line get Acess violation reading location on release build sometimes write location sometimes read location what i tried
not tried yet
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how to join room 2 times without leave room ?
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I tried it with monster hunter game. It will crash if somone inside the guildhall and give joined message with second times chatlog instance. The main problem is Updating the chat from proadhoc.cpp. Ah my bad im leaving the room actually. Here is the flow, join room > showchat (new chatscreen1 ) > hidechat > leave room > showchat (new chatscreen2) > join room (crashed). Looks like when joining proadhoc.cpp chatmenu instance pointing to chatscreen1 address. Or maybe update chat is still in middle of loop and the address changed. Ah im really new to this C++ pointer and addressing. Not much I can do about this |
@sum2012 its not added to android make yet. im still working in random crash issues and make a fix just a hour ago :) , right now i am still testing with my buddy over the internet :). will post the result tommorow if not encountering a crash again its ready for pull request. you can check the changes on my branch. |
@hrydgard can i add more asset to ppsspp? its a sound asset to used when chat coming and the chatscreen is not visible so user know there is a chat coming from other player. is there any sample code to play sound asset in ppsspp? what is the best file format for that? aac,mp3,wav? still uploading a online gameplay video now https://youtu.be/Cj00RmIg6oI , so far so good there is no random crash again in 2 hours of gameplay |
I'm looking the game so on ,where can we download it? |
I think some degree of chat support is now available. Is this issue / feature request fixed? -[Unknown] |
Yeah let's close this. |
when I play Multiplayer, PPSSPP will show some message such as "Network Initialized".
Could PPSSPP show more, show some chatting message.
for example: nickname, ping value, someone join in this lobby, someone left.
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