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Crazy Taxi Fare Wars - Multiplayer joining issue #18242
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I found the condition that will never goes to that But, when i tried to put memory write breakpoint on the value being compared with zero while branching, apparently not triggering at all, even from the moment i choose multiplayer menu (was hoping to see an attempt to initialize the value at beginning, but nothing triggered). The value itself being decreased by 1 if it was not zero (in a large loop), and goes to Similarly, the value loaded and being compared/calculated (not sure what they did to both values) with the output from Edit: i found another condition where it compare a value in memory ( a counter?) with Unfortunately, tampering the constant value will make the game stuck unable to start properly after accepting the player. May be these counters (the one being decrease and another one being increased over time) are counting the number of frames instead of using timestamp as timeouts? |
Hmm.. apparently the timing feels pretty much the same when i tested this game on JPCSP LLE, it's just that my laptop couldn't get 60 FPS and struggles between 40~46 FPS where the error message appeared within 3 seconds (or more), while on PPSSPP (with 60 FPS) the error message appeared in less than 2 seconds. I guess this game really did have a short timeout to accept the joining player, while most games allowed us to accept/reject within at least 3 seconds. The only difference with JPCSP LLE (i couldn't get JPCSP HLE to work with this game) is that both players is showing the same error message, while on PPSSPP one of the player apparently unable to detect that the other player (that have the error message shown) has terminate AdhocMatching. Also, the count down timer going twice faster issue seems to be more of a general issue, as it also happened on the non-AdHoc multiplayer (which didn't use any networking code at all, basically single player where a single PSP being shared by multiple players in turns) PS: I couldn't start multiplayer game properly after joining using JPCSP (LLE) multiple instances, so unable to see the difference. |
Game or games this happens in
ULUS10273
What area of the game / PPSSPP
Apparently if you don't accept the invitation to join within around 500ms the room creator will be shown a connection error message thinking that the player has left, happened on both Crazy Taxi and Crazy Taxi 2.
The Logs between the received
JOIN
event to thesceNetAdhocMatchingCancelTargetWithOpt
call didn't shows anything obvious, it didn't even use any adhoc/networking syscalls between them(not sure whether i've enabled verbose logging or not on this build - will need to do more testing with verbose channel enabled on SCENET).Suspected to be timeout issue where it goes too fast or miscalculated (ie. in case the "time goes backward" issue kicks in - will need to test this too if the game didn't use any networking syscall that return a timestamp).
PS: I haven't figured out how the game calculate the timeout yet.
PPS: In-game, after multiplayer game successfully started, the count down timer feels ticking faster (about twice faster)
What should happen
It shouldn't detects that the players has left when it's still there waiting to be accepted.should at least shows the same error message on both players.Logs
No response
Platform
Windows
Mobile phone model or graphics card
Geforce MX150
PPSSPP version affected
v1.15.4 (probably latest version too)
Last working version
not sure, never tested this game before
Graphics backend (3D API)
Vulkan
Checklist
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