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Infrastructure Mode compatibility issues #19850

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hrydgard opened this issue Jan 10, 2025 · 39 comments
Open

Infrastructure Mode compatibility issues #19850

hrydgard opened this issue Jan 10, 2025 · 39 comments

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@hrydgard
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hrydgard commented Jan 10, 2025

Let's collect remaining problems here, will update the website accordingly after the release of 1.19.

The most interesting thing to note is if a game doesn't work on Windows but works on other platforms or vice versa, sometimes those bugs are not too hard to fix.

Android seems to work just like Linux, not too surprisingly.

Medal of Honor: Heroes:

Twisted Metal

  • Need a savegame from console to get started, then it works. Said to be OSK related?

Wipeout Pulse

  • Works, except for a texture issue
  • Also, breaks if proAdhoc server is set to localhost! Not sure how to solve this one regarding UX...

Wipeout Pure (browser)

Not really infrastructure mode, but good test case for sceHttp as it has a browser. The current implementation fails to resolve and enters a loop of netconf init.

Driver '76

Driver 76 works now, tested on Windows vs Linux, and Windows vs Android.

But players need to connect to Adhoc Server, because this game didn't try to connect to any AP but connects to adhoc instead, thus couldn't get any valid IP and can only use IP list provided by adhoc server.

Patapon 3

Requires NpMatching2, which is not yet implemented.

Ratchet & Clank

DNS resolution issues in certain countries, we don't want it to resolve to 160.33.35.61 (Sony).

SOCOM Fireteam Bravo (UCKS_45021,UCUS_98615,UCES-00038)

Works

SOCOM Firetam Bravo 2 (UCUS_98645,UCES_00543)

Works

SOCOM Tactical Strike ((UCUS-98649,UCES-00855)

  • Works* (There are some texture issues with what appears to be textures being mirrored)
  • The game itself has really bad net code and it appears that the emulator could make this worse

Syphon Filter Dark Mirror (UCUS-98641) - Works

@anr2me
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anr2me commented Jan 10, 2025

Driver 76 works now, tested on Windows vs Linux, and Windows vs Android.

But players need to connect to Adhoc Server, because this game didn't try to connect to any AP but connects to adhoc instead, thus couldn't get any valid IP and can only use IP list provided by adhoc server.

PS: We probably need to dump the content of sceNetApctlGetInfo from a real PSP without initializing Apctl to get the correct data (in case it have a valid IP after initializing Adhocctl, since we currently returning IP 0.0.0.0 when not connected to any AP)

@Nemoumbra
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Patapon 3 requires NpMatching2, which is not even enabled (the loader recognizes the nids, but stores the module for later resolving anyway). It is also most likely not operational.

@hrydgard
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hrydgard commented Jan 10, 2025

For the MOHH on Windows issue, I suspect this is part of the problem:

58:49:091 user_main    W[SCENET]: HLE\sceNetInet.cpp:425 UNTESTED sceNetInetSocket(2, 3, 1) at 08a8cb54
58:49:091 user_main    D[SCENET]: HLE\sceNetInet.cpp:426 Socket: Domain = AF_INET, Type = SOCK_RAW, Protocol = IPPROTO_ICMP
58:49:092 user_main    D[SCENET]: HLE\sceNetInet.cpp:443 1=sceNetInetSocket(2, 3, 1)
58:49:092 user_main    W[SCENET]: HLE\sceNetInet.cpp:447 UNTESTED sceNetInetSetsockopt(1, 0, 2, 09ffed00, 4) at 08a8cbb0
58:49:092 user_main    D[SCENET]: HLE\sceNetInet.cpp:455 SockOpt: Level = IPPROTO_IP, OptName = IP_HDRINCL, OptValue = 1
58:49:092 user_main    E[SCENET]: HLE\sceNetInet.cpp:506 ffffffff=sceNetInetSetsockopt(1, 0, 2, 09ffed00, 4): errno = 10013
58:49:092 user_main    D[SCENET]: HLE\sceNetInet.cpp:508 -1=sceNetInetSetsockopt(1, 0, 2, 09ffed00, 4)

It seems to set up its own socket (1) to do ICMP pings, by setting the IP_HDRINCL on a socket. Windows doesn't seem to like it very much, as it fails. IP_HDRINCL means that it wants to write the IP header itself... Not sure if this is just not allowed? It might be that this requires admin permissions. Maybe we can fool the game into thinking it succeeds somehow.

We do get online for like 1 or 2 frames then we get kicked off, seemingly in conjunction with this socket being used.

@hrydgard
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hrydgard commented Jan 10, 2025

Actually on Mac it fails earlier!

56:59:511              W[SCENET]: HLE/sceNetInet.cpp:425 UNTESTED sceNetInetSocket(2, 3, 1) at 08a8cb54
56:59:511              D[SCENET]: HLE/sceNetInet.cpp:426 Socket: Domain = AF_INET, Type = SOCK_RAW, Protocol = IPPROTO_ICMP
56:59:511              E[SCENET]: HLE/sceNetInet.cpp:431 ffffffff=sceNetInetSocket(2, 3, 1): errno = 1
56:59:535              W[SCENET]: HLE/sceNetInet.cpp:425 UNTESTED sceNetInetSocket(2, 2, 0) at 08a8cb54
56:59:535              D[SCENET]: HLE/sceNetInet.cpp:426 Socket: Domain = AF_INET, Type = SOCK_DGRAM, Protocol = IPPROTO_UNSPEC (DEFAULT?)
56:59:535              D[SCENET]: HLE/sceNetInet.cpp:443 1=sceNetInetSocket(2, 2, 0)

Can't create a raw socket at all there. Maybe that's the way...

OK, tried simulating this behavior, no luck :/

@anr2me
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anr2me commented Jan 11, 2025

Yeah, in order to create a raw socket need admin/sudo.
Also, it's not possible to create a raw socket on Android as i remembered, at least from a normal app.

May be it gets disconnected after 2 frames because it couldn't send the ping packet to keepalive.

@anr2me
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anr2me commented Jan 11, 2025

Running PPSSPP as admin on windows doesn't shows any error during raw socket creation, so i guess it wasn't the main culprit (at least on Windows)
image

@anr2me
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anr2me commented Jan 11, 2025

Also, breaks if proAdhoc server is set to localhost! Not sure how to solve this one regarding UX...

If proAdhoc server set to localhost and built-in adhoc server is enabled, it will be treated as multiple-instance, thus games that tried to bind all interface (0.0.0.0/255.255.255.255) will only be bound to a specific localhost address (which doesn't have any access to other network interface, including the internet).

So, when playing over the internet, the proAdhocServer address should be set to a public server, and when playing on LAN/VPN it should be set to the intended LAN IP.

Also, since we are currently enforcing infra to connect to adhoc (group: INFRA) built-in adhoc server may need to be enabled too when playing on LAN, otherwise it will shows connection error.

We probably need to selectively this borrowing adhoc server to be enabled on certain condition only, so it won't affect online infrastructure multiplayer, since it can shows a "failed to connect to adhoc server" error (if there is no server) which will prevent from progressing.
May be added an new networking setting (ie. "Infra use AdHoc Grouping") to enable/disable this function, since only a small number of games needed this, we can disable it by default.

PS: Relevant codes regarding this borrowing adhoc is by searching for the word "Adhoc" within sceNetInet.cpp, and also search the word "Borrowing AdhocServer" within sceNet.cpp

@anr2me
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anr2me commented Jan 11, 2025

Btw, the mapped socket id supposed to be the same isn't, regardless the platform?

But MoH on Windows seems to have socket id = 3 (the socket used after resolving), while on Linux the id is 2

Windows:
image

Linux:
image

Edit: i see why it have different id, because one of the socket creation failed (errno = 1 / EPERM (Operation not permitted)) on linux
Linux:
image

While they're successful on Windows:
image

Edit2: Nevermind, it gets id = 3 too when i ran PPSSPPSDL with sudo, i guess it was the raw socket thing

Btw, where is the ppsspp.ini when running as sudo? seems to be at a different location

@anr2me
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anr2me commented Jan 12, 2025

Btw, may be @Zero1UP or @CAArmy can add more info of which infrastructure games that are fully working, or partially working, or may be games that need some tweaking like Wipeout Pulse.

@anr2me
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anr2me commented Jan 12, 2025

Not really infrastructure mode, but good test case for sceHttp as it has a browser. The current implementation fails to resolve and enters a loop of netconf init.

Regarding WipeOut Pure's browser, this is because it failed to resolve hub.psnexus.net which no longer existed.
If i add 104.21.58.172 hub.psnexus.net on my hosts file (because HTTPClient.cpp didn't use HostAliases), it will shows this:
image

PS: 104.21.58.172 was supposed to be ppsspp.org LOL

@hrydgard
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Hm, we should probably add some support in the infra-dns json to set up DNS for http as well!

@Zero1UP
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Zero1UP commented Jan 12, 2025

Btw, may be @Zero1UP or @CAArmy can add more info of which infrastructure games that are fully working, or partially working, or may be games that need some tweaking like Wipeout Pulse.

This was something I actually started doing after @hrydgard posted in the original issue that it should be considered fixed. I have run into some bugs but they are unrelated to the emulator that deal with the Peer to peer games we support.

Potentially affected games:
ATV Offroad Fury Blazin Trails (this one I know for sure refuses to create a game)
Field Commander
Gretzky NHL 2k5
Gretzky NHL 06
MLB
NBA
NBA 06
NBA 07
Ratchet & Clank Size Matters
Ratchet & Clank Size Matters Beta
Twisted Metal Head On

As for HTTP traffic, SOCOM Tactical strike appears to work just fine. If you go online and go to the community -> Leaaderboards it will load them without issue.

@hrydgard
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What's the bug that's affecting those games?

@ChaCheeChoo
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ChaCheeChoo commented Jan 12, 2025

Regarding WipeOut Pure's browser, this is because it failed to resolve hub.psnexus.net which no longer existed.

I have a redirect for it on my dns - 145.239.30.230

and yeah by adding 145.239.30.230 hub.psnexus.net to the hosts file it does reach the page, though doesn't render the image correctly.

@anr2me
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anr2me commented Jan 12, 2025

Regarding WipeOut Pure's browser, this is because it failed to resolve hub.psnexus.net which no longer existed.

I have a redirect for it on my dns - 145.239.30.230

and yeah by adding 145.239.30.230 hub.psnexus.net to the hosts file it does reach the page, though doesn't render the image correctly.

Yeah, i couldn't get png/jpg images to shows up either while testing it on PSP Browser (UTST99281), even though the file seems to be downloaded correctly (but haven't really try to dump the downloaded file and opened it with image viewer, we should probably implement cache so we can checked downloaded files)

Meanwhile, gif images on Mega Man Powered Up shows up correctly, but unfortunately the official server was taken down not long after i managed to test that it works on Mega Man Powered Up (i only tested the download, not the upload feature of the game)

PS: currently sceHttp implementation doesn't support HTTPS either, trying to access HTTPS on PSP Browser (UTST99281) will enter a loop of repeated dialog being shown.

@Zero1UP
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Zero1UP commented Jan 12, 2025

What's the bug that's affecting those games?

It's an issue with our server. I had made changes in the past that apparently broke some of the P2P games. Like I said nothing to do with the emulator, just something I came across when trying to test. I did get a test in with ATV Blazin' trails with 1 client being on the emulator and one being on an actual PSP and the game play seemed fine.

These games should support uPnp but due to people's network setups, that's not always a guarantee and sometimes people will have to port forward.

@anr2me
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anr2me commented Jan 13, 2025

Btw, as i remembered, amongst all of sceNetInet* syscalls, i only have one syscalls left that haven't worked properly yet, which is sceNetInetRecvmsg, i was working on it but stopped midway when i stopped doing network-stuff entirely.

Fortunately, i already got sceNetInetSendmsg working properly.
These msg syscalls are a bit complex with nested struct and involving many flags that may not be available on all platforms, thankfully there are macros used to traverse those structs (but not sure whether macros on 64bit architecture on the host can handle 32bit data on PSP side properly or not, then again since it works on the game i tested i guess it can)

Anyway, only one games known to use each of those syscall, which are:
The Warrior's Code - uses sceNetInetSendmsg only and already works the last time i tested it.
World of Poker - uses sceNetInetRecvmsg only, not working yet of course.

If anyone want to implement sceNetInetRecvmsg they can use this as reference: https://web.archive.org/web/20200216130816/http://www.masterraghu.com/subjects/np/introduction/unix_network_programming_v1.3/ch14lev1sec5.html
*The domain seems to be taken over, so i can only retrieved it using web.archive.org, but unfortunately it doesn't have the images of how it's structure looks being archived (which helped a lot) :( from the URL it seems to be part of Unix Network Programming book (vol 1 ?)
Edit: Found another link that have the images https://litux.nl/mirror/unixnetworkprogramming/0131411551_ch14lev1sec5.html

PS: Not sure why are these games only use one of those msg syscall, but from what i read at stackoverflow, sendmsg and recvmsg are syscalls used by send/sendto and recv/recvfrom under-the-hood.

@hrydgard
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Thanks @anr2me , that's great info!

@Zero1UP
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Zero1UP commented Jan 13, 2025

So far I have tested the following games and they appear to work just fine after fixing an issue on our server:

ATV Offroad Fury Blazin' Trails (UCUS-98603) (ULES-00155)
Field Commander (ULUS-10088) (ULES-00335)
Gretzky NHL 2k5 (UCUS-98604)
Gretzky NHL 06 (UCUS-98627)
MLB (UCUS98605) (UCKS45010)
NBA 06 (UCUS-98626)

@hrydgard
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Thanks for confirming those!

@anr2me
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anr2me commented Jan 14, 2025

Btw, i think we can remove the issue regarding Windows on Medal of Honor: Heroes game, since it's fully working on Windows by now.

@Zero1UP
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Zero1UP commented Jan 15, 2025

I tested the rest of the games we support.

Ratchet & Clank Size Matters (UCES-00420) - Fails to resolve DNS despite the domains existing on our DNS server

21:19:986 rcp level ma E[SCENET]: HLE\sceNetResolver.cpp:107 80410414=sceNetResolverStartNtoA(1, 09001314, 09fccf34, 300000, 5): DNS Error Resolving ratchetpsp.online.scee.com (No such host is known. )
21:19:986 rcp level ma E[SCENET]: HLE\sceNetResolver.cpp:107 80410414=sceNetResolverStartNtoA(1, 09001314, 09fccf34, 300000, 5): DNS Error Resolving ratchetpsp.online.scee.com (No such host is known. )
21:19:986 rcp level ma E[SCENET]: HLE\sceNetResolver.cpp:107 80410414=sceNetResolverStartNtoA(1, 09001314, 09fccf34, 300000, 5): DNS Error Resolving ratchetpsp.online.scee.com (No such host is known. )
21:19:986 rcp level ma E[SCENET]: HLE\sceNetResolver.cpp:107 80410414=sceNetResolverStartNtoA(1, 09001314, 09fccf34, 300000, 5): DNS Error Resolving ratchetpsp.online.scee.com (No such host is known. )

Ratchet & Clank Size Matters (UCUS-98633) Craps out before connecting to the server. At this state of the game, it should be doing a UPnP request. For some reason the NTSC version of this game does it before ever connecting to the server while the European version doesn't.

22:23:759 mcp main     E[SCEDISP]: HLE\sceDisplay.cpp:859 80000104=sceDisplaySetFrameBuf(04000000, 0, 0, 1): invalid stride
22:23:892 level load & E[SCEMODULE]: HLE\sceKernelModule.cpp:2741 UNTESTED sceKernelGetModuleIdList(09fcd540, 1024, 09fcd940)
22:23:926 user_main    E[SCEMODULE]: HLE\sceKernelModule.cpp:2741 UNTESTED sceKernelGetModuleIdList(09fcd100, 1024, 09fcd500)
22:25:117 user_main    E[SCEDISP]: HLE\sceDisplay.cpp:859 80000104=sceDisplaySetFrameBuf(04000000, 0, 0, 1): invalid stride
22:42:842 level load & E[SCEMODULE]: HLE\sceKernelModule.cpp:2741 UNTESTED sceKernelGetModuleIdList(09fcd540, 1024, 09fcd940)
22:42:869 rcp level ma E[SCEMODULE]: HLE\sceKernelModule.cpp:2741 UNTESTED sceKernelGetModuleIdList(09fcd0f0, 1024, 09fcd4f0)
22:57:982 rcp level ma E[SCEDISP]: HLE\sceDisplay.cpp:859 80000104=sceDisplaySetFrameBuf(04000000, 0, 0, 1): invalid stride
23:02:322 rcp level ma E[SCENET]: HLE\sceNetResolver.cpp:62 UNTESTED sceNetResolverInit()
23:02:487 rcp level ma E[SCENET]: HLE\sceHttp.cpp:541 UNIMPL sceHttpsInit(0, 0, 0, 0)
23:02:487 rcp level ma E[SCENET]: HLE\sceHttp.cpp:708 UNIMPL sceHttpLoadDefaultCert(0, 0)
23:09:178 rcp level ma E[SCENET]: HLE\sceHttp.cpp:553 UNIMPL sceHttpsEnd()
23:32:152 rcp level ma E[SCENET]: HLE\sceNetInet.cpp:655 ffffffff=sceNetInetConnect(2, 09fcc960, 16): errno = 10060

SOCOM Fireteam Bravo (UCKS_45021,UCUS_98615,UCES-00038) - Works
SOCOM Firetam Bravo 2 (UCUS_98645,UCES_00543) - Works
SOCOM Tactical Strike ((UCUS-98649,UCES-00855) - works* There are some texture issues with what appears to be textures being mirrored.
*The game itself has really bad net code and it appears that the emulator could make this worse

Syphon Filter Dark Mirror (UCUS-98641) - Works

Twisted Metal Headon (UCUS-98601) Fails to resolve DNS despite the domains existing on our DNS server

49:13:273 Retrieve Pol E[SCENET]: HLE\sceNetResolver.cpp:107 80410414=sceNetResolverStartNtoA(1, 08bd1eb4, 09ff1ac4, 2000000, 3): DNS Error Resolving tmheadonpsp-prod.pdonline.scea.com (No such host is known. )
49:13:273 Retrieve Pol E[SCENET]: HLE\sceNetResolver.cpp:107 80410414=sceNetResolverStartNtoA(1, 08bd1eb4, 09ff1ac4, 2000000, 3): DNS Error Resolving tmheadonpsp-prod.pdonline.scea.com (No such host is known. )
49:13:273 Retrieve Pol E[SCENET]: HLE\sceNetResolver.cpp:107 80410414=sceNetResolverStartNtoA(1, 08bd1eb4, 09ff1ac4, 2000000, 3): DNS Error Resolving tmheadonpsp-prod.pdonline.scea.com (No such host is known. )
49:13:273 Retrieve Pol E[SCENET]: HLE\sceNetResolver.cpp:70 UNTESTED sceNetResolverTerm()

Twisted Metal Headon (UCES-00018) Fails to resolve DNS despite the domains existing on our DNS server

51:13:896 Retrieve Pol E[SCENET]: HLE\sceNetResolver.cpp:107 80410414=sceNetResolverStartNtoA(1, 08be1104, 09ff1994, 2000000, 3): DNS Error Resolving paltmho-master.online.scee.com (No such host is known. )
51:13:896 Retrieve Pol E[SCENET]: HLE\sceNetResolver.cpp:107 80410414=sceNetResolverStartNtoA(1, 08be1104, 09ff1994, 2000000, 3): DNS Error Resolving paltmho-master.online.scee.com (No such host is known. )
51:13:896 Retrieve Pol E[SCENET]: HLE\sceNetResolver.cpp:107 80410414=sceNetResolverStartNtoA(1, 08be1104, 09ff1994, 2000000, 3): DNS Error Resolving paltmho-master.online.scee.com (No such host is known. )
51:13:896 Retrieve Pol E[SCENET]: HLE\sceNetResolver.cpp:70 UNTESTED sceNetResolverTerm()

@anr2me
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anr2me commented Jan 15, 2025

Hmm.. Ratchet & Clank Size Matters (UCUS-98633) frozen at this screen (can't even press ESC to go back to Main Menu/Settings)
image

SCENET at Debug channel didn't show anything in the logs either, so i'm not sure why it got frozen.
image
I didn't even see the sceNetInetConnect in the logs.

Edit: Looks like it was because i was using VPN to bypass censorship, disabling my VPN can progressed to the failed sceNetInetConnect, but i'm not sure whether it resolved the correct IP (160.33.35.61) or not.
image
image

I guess it was frozen while resolving the DNS, not sure why VPN (1.1.1.1 with WARP) causing it to freezes

@hrydgard
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hrydgard commented Jan 15, 2025

@anr2me looks in the log like it resolved to 67.222.156.251, not 160.33.35.61 ? Is 160.33.35.61 something we need to add to the config, who runs that?

@hrydgard
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hrydgard commented Jan 15, 2025

Thanks for testing @Zero1UP , I'll look into ratchet & clank. That should also resolve to 67.222.156.251 , right?

We can hardcode domains in the config, but it's better if the real DNS resolution works...

by the way, go into settings/tools/developer settings/log channels, and set everything to INFO except SCENET which you set to DEBUG, for the best information to report..

@Double-0-seven7
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Double-0-seven7 commented Jan 15, 2025

Medal of Honor: Heroes:

* Works, but not on Windows for some reason. Previous regression+fix: [Medal Of Honor Heroes infrastructure regression #19841](https://github.com/hrydgard/ppsspp/issues/19841)

Works on Windows now as well.

Twisted Metal

* Need a savegame from console to get started, then it works. Said to be OSK related?

I think it's this issue : #15357 it even got logs in it.

Also I think @Zero1UP is just on an older development version that didn't have DNS lookups implemented yet.
It may work if he will update it.

@Zero1UP
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Zero1UP commented Jan 15, 2025

@anr2me looks in the log like it resolved to 67.222.156.251, not 160.33.35.61 ? Is 160.33.35.61 something we need to add to the config, who runs that?

160.33.35.61 is Sony

Thanks for testing @Zero1UP , I'll look into ratchet & clank. That should also resolve to 67.222.156.251 , right?

We can hardcode domains in the config, but it's better if the real DNS resolution works...

by the way, go into settings/tools/developer settings/log channels, and set everything to INFO except SCENET which you set to DEBUG, for the best information to report..

Yes R&C will resolve to 67.222.156.251.

Hmm.. Ratchet & Clank Size Matters (UCUS-98633) frozen at this screen (can't even press ESC to go back to Main Menu/Settings) image

SCENET at Debug channel didn't show anything in the logs either, so i'm not sure why it got frozen. image I didn't even see the sceNetInetConnect in the logs.

Edit: Looks like it was because i was using VPN to bypass censorship, disabling my VPN can progressed to the failed sceNetInetConnect, but i'm not sure whether it resolved the correct IP (160.33.35.61) or not. image image

I guess it was frozen while resolving the DNS, not sure why VPN (1.1.1.1 with WARP) causing it to freezes

This is actually an issue with the actual PSP as well. It starts the process of uPnp and if someone's router doesn't have it enabled / supports it, the game will crash. The European version does not do this at this step. More than likely a buggy implementation in the game.

The IP you got back is sony's IP. Not the correct one.

@anr2me
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anr2me commented Jan 15, 2025

@anr2me looks in the log like it resolved to 67.222.156.251, not 160.33.35.61 ? Is 160.33.35.61 something we need to add to the config, who runs that?

67.222.156.251 is the DNS server for private servers.
160.33.35.61 is IP result resolved for domain ratchetpsp.online.scee.com, which is the official server IP, probably due to enforced censorship by the government (which redirects unencrypted DNS queries to their own DNS server) it ended resolved using normal DNS server instead of 67.222.156.251

Usually i can bypass the censorship by using VPN if it was resolved through OS/system's DNS resolver (which worked if the game is resolving the domain using socket by communicating directly with DNS server over UDP port 53, since all traffic got encrypted), not sure why the built-in DNS resolver on PPSSPP got frozen for infinity (no timeout?) when it tried to resolve it through VPN.

@hrydgard
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OK so we want it resolved to 67.xx. Then I think we better just hardcode the DNS in the config in that case...

My DNS lookup function, partially written by ChatGPT is pretty primitive and doesn't time out, I should fix that, too...

@anr2me
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anr2me commented Jan 15, 2025

Hmm.. if i disable AutoDNS and use Infrastructure DNS server 67.222.156.250 (which is the default value set on Networking settings)
I can connect to private server even with VPN enabled
image
image
So i guess the DNS server set as default in json file is incorrect may be?

Edit: Yup, when i tried to change the Infrastructure DNS server to 67.222.156.251 it's frozen again

@hrydgard
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Hm, odd, I'm also having issues with the DNS lookup hanging forever in ratchet with the default settings.. I'll dig into it soon.

@anr2me
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anr2me commented Jan 15, 2025

I think we should changed this to "67.222.156.250"

	"default": {
		"dns": "67.222.156.251",
	},

@hrydgard
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Oh haha, no idea how I managed to cause a typo like that. Fixing.

@Jack54guythecoder
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BTW, why dont we want to connect to Sony?

@anr2me
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anr2me commented Jan 15, 2025

BTW, why dont we want to connect to Sony?

because most of official servers are already taken down, even if they're still alive it need PSN authentication, which probably need a real PSP's MAC address, and of course need a real PSN account.

Currently PPSSPP use dummy account with dummy mac address, but i heard that JPCSP can sign-in to real PSN server (as i remembered @lightfirst did the test)

@Zero1UP
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Zero1UP commented Jan 15, 2025

67.222.156.251

That address is the server that it should resolve to for some of the games we host, our DNS server is 67.222.156.250

I downloaded the latest dev build and tested Ratchet and clank as well as twisted Metal and they both work now.

@Zero1UP
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Zero1UP commented Jan 15, 2025

I should have mentioned that you aren't able to set a password with Twisted Metal head on so you will still need to create a save on a PSP.

@Double-0-seven7
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I am exploring some other games that I saw on a list somewhere and it seems like 2 more games are not working atm:

  • Coded Arms Contagion (DNS : 67.222.156.250)
  • OutRun 2006: Coast 2 Coast (DNS : 45.7.228.197)

For both you get an error when connecting.
Outrun seemed to work before .
Not sure about coded arms.

@hrydgard
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hrydgard commented Jan 16, 2025

Thanks for testing, will look into those soon.

@Zero1UP thanks for the clarification!

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