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Medal Of Honor Heroes infrastructure regression #19841
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Can you clarify whether it is expected to work without the dns entries, and now needs them - or if regardless of the dns entries, it doesn't work at all in the latest builds? |
It never worked with the DNS option even with the previous fork but it still worked with what I already mentioned. |
Sorry, I mean hosts. So now it doesn't work even with the hosts. |
Since it use static int sceNetResolverInit() {
ERROR_LOG(Log::sceNet, "UNTESTED %s()", __FUNCTION__);
g_Config.mHostToAlias["socomftb2.psp.online.scea.com"] = "67.222.156.250";
g_Config.mHostToAlias["socompsp-prod.muis.pdonline.scea.com"] = "67.222.156.250";
SceNetResolver::Init();
return 0;
} Edit: it can be edited/added at ppsspp.ini
EDIT by hrydgard: So for this game:
but that doesn't work on ANR2ME's old infra2 branch. |
I think I'll have to add a file that the emulator downloads from ppsspp.org to autoconfig, with such mappings. And also will need to add UI for host mapping in case you want to manually config.. Anyway, first we need to solve the regression. Hm, there are some strange delays in bootup of this game, will need to look into that too... Some notes of commits, tested on Windows:
Oh right, it has never worked on the master branch so that was a waste of time.
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Yeah this is similar to #19812 where the game could only connect correctly on Linux (or just non-Windows in general).
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Yeah I just got it working on the fork too on Mac. Some various excerpts from the log, should be similar:
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Looking at logs, the most likely culprit is |
Well since both logs (the failed one and the success one on linux) already resolves to the correct IP If it only works on Non-Windows on my fork it's most likely due to the native windows socket ids were higher than 255 and the However, we should already solved the socket id issue by remapping it, and this game seems to use |
Fixed a bug in sceNetInetPoll, now it gets slightly further but gets disconnected, so there's another problem :) |
Hm, it does seem to work on Mac now, but not Windows! Hm. Anyway, if it works on Linux now, I think we can consider the regression fixed. However, it would of course be ideal to make it work on Windows too... But I don't understand how there can be a difference now that we remap sockets. |
Yeah this seems to work now on Linux OS. |
I'm closing this issue since it's about a regression, but I'll open a new one with known platform differences. |
a timing issue would be strange, it shouldn't be so sensitive... |
I couldn't see any kind of state checking like select/poll, and the raw socket shouldn't be an issue with admin/sudo, so this is going to be tough to fix, unless it was related to the content of the data being received/sent. |
hm that's interesting! Maybe something should be logging but isn't .... In fact, I think I'm going to refactor the inet errno so it always keeps the PSP errno rather than the host errno, and also, it will log when set. |
I think this is not a good idea, inside sceNetInetGetErrno:
So I'm removing that with my refactor... |
Game or games this happens in
Medal of Honor: Heroes (Region doesn't matter)
What area of the game / PPSSPP
The game seems to connect to EA servers for awhile until you get a message that the EA servers are not available.
Previously , the game worked with the infrastructure implementation from here : anr2me#21
If you want to connect to the revived server you either need to use this CWcheat but be warned as its buggy :
Or add the following lines to your OS hosts file :
Using the DNS option doesn't work yet.
The game also got sound issues on the old implementation.
What should happen
The game should connect and work fine as it worked beforehand at least on non-Windows and Linux.
I also tried previous versions after the infra code got merged but none worked for me.
Logs
Platform
Linux / BSD
Mobile device model or graphics card (GPU)
AMD Van Gough (Steam Deck GPU)
PPSSPP version affected
v1.18.1-742
Last working version
No response
Graphics backend (3D API)
Vulkan
Checklist
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