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sceNet #2060
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sceNet #2060
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ok it should start getting some shape now ;D |
[Debug] posix_sockets.cpp:SetSocketOptions:50: Unreachable code! in NFS Hot Pursuit Remastered |
done |
[Debug] posix_sockets.cpp:SetSocketOptions:50: Unreachable code! For Superliminal |
[Debug] posix_sockets.cpp:SetSocketOptions:53: Unreachable code! For Tony Hawk's Pro Skater 5 |
Peggle 2 tries the
My attempt to hack it together in with the previous switch statement ended up with this, which is likely useless, but in case it's not:
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Wasn't sure if it was relevant information so I asked Fmod on Discord and he told me to post it. Far Cry 4 CUSA00462 behaves differently when using this PR, it basically spams net related logs on launch for a long time, and Fmod told me to mention this one in particular cause "the socket function is not implemented, some games use it directly instead of sceNetSocket but it's the same thing": |
yes it is similar but it goes through other module , can you send me a log using this branch? |
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again [Debug] posix_sockets.cpp:SetSocketOptions:53: Unreachable code! |
That should be ok now |
4608 is a bit tricky can you add a complete log file? |
LBP3 uses this (the posix variant, but neither is implemented yet), and gets stuck in an infinite loop after setting the brightness |
i have this error: maybe it's not the good thread if it's the case sorry about that. BGE have this: [Core] stubs.cpp:CommonStub:42: Stub: sceWebBrowserDialogGetStatus (nid: CFTG6a8TjOU) called, returning zero to 0x9003596a9 |
that is not from sceNet module is a different error :D |
ok sorry about that :) |
Added more implementation for sceNetEpollControl,sceNetEpollDestroy |
With the new epoll functions, LBP3 now does this and instead of getting stuck in an infinite loop, it crashes:
and also a patch to break out of the infinite recvfrom loop.
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that log is quite interesting i will come back with some fixes :D |
[Debug] posix_sockets.cpp:SetSocketOptions:56: Unreachable code! NFS HP Remastered again:(((( |
@chronicer did you ever add that log? #2060 (comment) |
Here |
Although i am not sure what makes peggle2 such an interesting game for request , it should work now with latest commit |
I love the first one and I've been wanting to play it for a literal decade :) The sequel turns out not as amazing as its predecessor, but I am grateful nonetheless for having it working now - thank you! :D |
Probably the best point would be since this game is only for PS4, Xbox One and 360, we now have an emulated HD version of this game (the only way to play this game otherwise would be with Xenia.) But this convo is a little bit off topic. |
This pull requests partially fixes log spam in #2127 as well as adds new entries. for DARK SOULS III NETWORK STRESS TEST VER. (CUSA03387) clears 6 out of 11 spam entries. [Tty] logger.cpp:log_flush:60: [stdout] sceNetEpollControl(ADD) Failed: errno=0x9 and only written in the log once: for Bloodborne™ Alpha Test (CUSA01322) it mostly fixes oversized log spam completely, but remaining entries are mostly new or different: (same as DS3 NT): and written in the log only once (same as ds3 nt): |
sceNetAccept creates a new socket so it is normal to fail after , next in my todo list |
sceNetAccept has been added so hopely we get better results |
log.zip |
I don't get any crash on bloodborne alpha , do you have crashes to main as well? |
yes, crash on main nightly as well |
Sorry I know you weren't asking me, but I also crash on bloodborne alpha using this PR and using main. I can progress to around the fountain area before I crash. I crash around the same point on windows and Linux, I get no error on windows but I get this on Linux.
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New implementation still initial