Author Topic: kaillera for gcw0  (Read 16066 times)

hi-ban

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Re: kaillera for gcw0
« Reply #20 on: July 22, 2014, 03:38:02 pm »
Do you need help for testing?

Maybe anybody can do more tests with wifi?

i wont be at home until next week, but when i arrive home, i will be able to do as many tests as you want.

zear

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Re: kaillera for gcw0
« Reply #21 on: July 22, 2014, 07:26:12 pm »
I'm also open for testing - 3 units here.

zephyrus

  • Posts: 76
Re: kaillera for gcw0
« Reply #22 on: July 23, 2014, 12:34:13 am »
Same here, will test it also, 2 units special editions here.

qbertaddict

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  • The Doctor
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Re: kaillera for gcw0
« Reply #23 on: July 23, 2014, 02:02:49 am »
I have a lot of units to test with as well  ;D

surfi80

  • Posts: 252
Re: kaillera for gcw0
« Reply #24 on: July 23, 2014, 12:12:58 pm »
this project is really possible? rumor has it is a very very difficult task  :)
play with the best? die like the rest!

http://www.elotrolado.net/wiki/PS_VITA_Usuarios_EoL

failed (OP)

  • Posts: 27
Re: kaillera for gcw0
« Reply #25 on: July 24, 2014, 10:11:41 am »
this project is really possible? rumor has it is a very very difficult task  :)

I think it possible. Very difficult task it's writing this library but I am only porting)

failed (OP)

  • Posts: 27
Re: kaillera for gcw0
« Reply #26 on: July 24, 2014, 10:23:52 am »
I'm also open for testing - 3 units here.
Same here, will test it also, 2 units special editions here.
I have a lot of units to test with as well  ;D

I had strange wifi behaviour with one unit. I mean it could be nice to test wifi on more units and get statistic.

I done some tests in p2p mode (with and witout AP) I got 2 fps lag. For example two instances of win32 fba running localy on pc (Athlon II X4 645) have 1 fps lag with original library. What do you think is it good result?

Do you need opk for testing p2p mode without gui (with config file)?

zear

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Re: kaillera for gcw0
« Reply #27 on: July 24, 2014, 01:00:35 pm »
Do you need opk for testing p2p mode without gui (with config file)?
No need for me, just send me whatever you have on PM.

zephyrus

  • Posts: 76
Re: kaillera for gcw0
« Reply #28 on: July 24, 2014, 02:57:43 pm »
yes, send whatever you have on pm

failed (OP)

  • Posts: 27
Re: kaillera for gcw0
« Reply #29 on: July 24, 2014, 03:53:49 pm »
yes, send whatever you have on pm

You mean sources? I will create repository on github

zephyrus

  • Posts: 76
Re: kaillera for gcw0
« Reply #30 on: July 24, 2014, 04:38:45 pm »
yes sources are ok. but if you have anything already compiled send it too ;)

failed (OP)

  • Posts: 27
Re: kaillera for gcw0
« Reply #31 on: July 31, 2014, 10:26:32 pm »
Hi, I'm ported p2p mode. Now it works without gui.

fba-0.2.97.29-mod-140731-p2p.opk

After first start in network mode  it will create .p2pkaillera folder in home directory with config file. On client unit you need change 'p2p_host' value to 0 and check 'p2p_server' value (default value set for ad-hoc mode). Set different username on host and client.

You need start  host first. Next start client. Clients needs to have the same game in gamelist.

I disabled frame skip in network mode.

If you have freeze gcw0 and no way exit from fba (if you specified incorrect network settings) you can connect via ssh and execute 'killall -5 fbasdl.dge'

Now I'm working with kaillera mode

hi-ban

  • Posts: 886
Re: kaillera for gcw0
« Reply #32 on: August 01, 2014, 12:55:13 am »
Cool! i will try it as soon as i get someone to play with. (which may be in a few minutes, i hope)

failed (OP)

  • Posts: 27
Re: kaillera for gcw0
« Reply #33 on: August 01, 2014, 08:50:22 am »
I played yesterday with my friend some neogeo and cps games about one hour it works without any bags)

PS: If you forward 27888 port in your router for host system then client unit will connect over internet
« Last Edit: August 01, 2014, 08:59:57 am by failed »

zear

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Re: kaillera for gcw0
« Reply #34 on: August 01, 2014, 12:40:33 pm »
I have tested it with hi-ban over the Internet and turns out kaillera doesn't keep sync. It probably just sends keyboard input over the network. It de-syncs almost instantly and we can tell after the first 30sec that we run two independent games. Thus it's absolutely useless for Internet gameplay (and will probably desync very quickly on local wi-fi as well due to the nature of wireless networks losing packets) :(

By the way, due to FBA license you are required to release the source code of your released binary immediately.

hi-ban

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Re: kaillera for gcw0
« Reply #35 on: August 01, 2014, 12:44:35 pm »
yeah, it would need some way of resyncing. maybe periodically sending savestates from one unit to the other one?

failed (OP)

  • Posts: 27
Re: kaillera for gcw0
« Reply #36 on: August 01, 2014, 01:53:21 pm »
Thank you for testing. I didn't test over internet. I tested with my home AP (I have very old AP with damaged antenna so signal level is very low) in this case i have one time of de-sync of more than 50 starts. In ad-hoc mode I didn't see de-sync.

I think it is problem of "p2p_core" code not of porting. It uses udp and can loss some packets. If it loss at least one packet it will de-sync.

Could you test win32 library (http://code.google.com/p/p2pkaillera/downloads/detail?name=kailleraclient.dll&can=2&q=) with original fba in these conditions. Will it keep sync?
If doesn't keep sync too test please this library in "client" mode.  I think "client" mode is more stable than "p2p".

yeah, it would need some way of resyncing. maybe periodically sending savestates from one unit to the other one?
Maybe good idea is using tcp in p2p mode. Maybe it doesn't need to improve if "client" mode wiil work fine over internet. Value of "p2p" mode is opportunity to play without internet connection in ad-hoc mode

By the way, due to FBA license you are required to release the source code of your released binary immediately.

I going to publish sources to sunday or next week (I don't have enough time...)

zear

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Re: kaillera for gcw0
« Reply #37 on: August 01, 2014, 02:33:47 pm »
Could you test win32 library (http://code.google.com/p/p2pkaillera/downloads/detail?name=kailleraclient.dll&can=2&q=) with original fba in these conditions. Will it keep sync?
Can't, have no access to a Windows computer. Unless there is a Linux PC build.

hi-ban

  • Posts: 886
Re: kaillera for gcw0
« Reply #38 on: August 01, 2014, 02:46:37 pm »
The thing is the game inputs must keep synced "per frame". If There is a delay of only one frame between the inputs in two consoles, the game will begin desyncing more and more. Which is what happened to us.

We noticed there was the obvious lag, but we thought the lag was because it synced the inputs in both consoles.
But it turns out it's not syncing them well.

Also, if you want both games to be perfectly synced from the start, the only way to make sure everything is the same in both games is to send one savestate at game startup, so both games are perfectly synced. If not, some random events could be different.

failed (OP)

  • Posts: 27
Re: kaillera for gcw0
« Reply #39 on: August 06, 2014, 10:54:56 am »
I published source https://github.com/aovrn/p2pkaillera-gcw0


The thing is the game inputs must keep synced "per frame". If There is a delay of only one frame between the inputs in two consoles, the game will begin desyncing more and more. Which is what happened to us.

We noticed there was the obvious lag, but we thought the lag was because it synced the inputs in both consoles.
But it turns out it's not syncing them well.

Also, if you want both games to be perfectly synced from the start, the only way to make sure everything is the same in both games is to send one savestate at game startup, so both games are perfectly synced. If not, some random events could be different.

Game inputs keep synced "per frame" with calculated delay. You can see it. If one unit paused then second unit will freeze by kaillera code. If one unit has low framerate (you can start copy files over scp and run fba) second unit also has low framerate. If you kill fba on one unit second unit will freeze. This means sync code in p2p core is ok.
But this is true if you have not packet loss. It need testing and fixing for unstable connection. Anyway sends savestate i think is good idea

Now i'm working with client mode. I will do fixing code of library after porting