Plans to go open source

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killme
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Posts: 111
Joined: Thu Mar 22, 2018 7:54 pm

Re: Plans to go open source

Postby killme » Tue Apr 27, 2021 2:43 am

so what is ip in .sh files?
hills says public ip, and in dev9 is route ip (192.168.x.x)
this made me confuse.
I play outbreak on emu.
I found forward port setting in virtual box option, but dont know how to do.
I found dmz option in router, I need input public ip or router ip?

now all IPs changed to 192.168.0.100, its local ip in my router.
and same IP in dev9 setting, still cant connect, just a blue error screen.

i found an option name Port mapping(forward)
Intranet IP address | Intranet port | External network port | agreement
how to do on the 2 ports?
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hill73n
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Location: Australia

Re: Plans to go open source

Postby hill73n » Wed May 05, 2021 11:07 pm

so what is ip in .sh files?
hills says public ip, and in dev9 is route ip (192.168.x.x)
this made me confuse.
I play outbreak on emu.
I found forward port setting in virtual box option, but dont know how to do.
I found dmz option in router, I need input public ip or router ip?

now all IPs changed to 192.168.0.100, its local ip in my router.
and same IP in dev9 setting, still cant connect, just a blue error screen.

i found an option name Port mapping(forward)
Intranet IP address | Intranet port | External network port | agreement
how to do on the 2 ports?
Sorry for delay. Only just saw your message.
That IP and Public IPv4 part can be confusing and i got it wrong the first time too :~ .

Ok. If you intend to play on PCSX2 then do this:

1. Get your Public IPv4 from https://www.whatismyip.com and Execute in Terminal

local-dns-config.sh

and put that ^^ Public IPv4 to replace the xxx.xxx.xxx.xxx in

gate1.jp.dnas.playstation.org/xxx.xxx.xxx.xxx
www01.kddi-mmbb.jp/xxx.xxx.xxx.xxx

then Execute in Terminal

restart-dns.sh

2. Next separately Execute in Terminal

run-file1-server.sh

run-file2-server.sh

and put that same ^^ Public IPv4 to replace the xxx.xxx.xxx.xxx in

gs_ip=xxx.xxx.xxx.xxx

3. In your PCSX2 CCLRdev9.ini.... wioll continue later.... gotta go to work now.

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dingoyabuki
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Re: Plans to go open source

Postby dingoyabuki » Sun Jul 18, 2021 9:36 pm

Hey all,

I tried the VirtualBox OVA file that hill73n linked:
OutbreakServerGUI.ova

and configured my CLR_DEV9.ini to the VM's IP.

I can log on and create rooms with 2 instances of PCSX2 with File 2.

However, when I try to start a scenario, the member screen appears, then I get a black screen and get brought back to the Free Area.

In the terminal of the server, see the error:

Code: Select all

Lobbyserver closes connection to :/10.0.0.203:<some random port>
Does this ring a bell to anyone?
Is there a way to maybe increase the verbosity of the error messages?

Thanks.




Things I've tried/noticed:

* Both File 1 and File 2 have the same behavior, both with and without the English patch - I can create rooms and start scenarios, but I will be brought back to the scenario conclusion screen after seeing a black screen for a moment.

* "Infinite Loading Patch" for CLR_DEV9 did not help

* CLR_DEV9:Winsock Information: 8 : Closed Dead Connection appears in the PCSX2 console


EDIT:
I was running this server with the intention of it just being local.
the config.properties file had gs_ip set to 127.0.0.1, which is localhost, so I figured that would suffice. However, that was not the case. I found that I still had to modify the file and set gs_ip to the local IP of the network adapter.

Run ifconfig and get the "inet" value of eth0 if you are using VirtualBox.

I'm now able to run games. Thanks to everyone who worked on this!

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dingoyabuki
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Re: Plans to go open source

Postby dingoyabuki » Mon Jul 19, 2021 6:03 am

Here's a tutorial I made for the visual learners out there
https://www.youtube.com/watch?v=ZSYnMp6 ... e=youtu.be

There's a timeout about 30 minutes that occurs if you do not press any buttons while connected to a server, after which you get disconnected. I've dug around the source code, and I don't see anything handling this.

Does anyone know if this is handled by the server, or if it's handled by the client (the game itself)?

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killme
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Posts: 111
Joined: Thu Mar 22, 2018 7:54 pm

Re: Plans to go open source

Postby killme » Sat Jul 24, 2021 3:17 pm

Here's a tutorial I made for the visual learners out there
https://www.youtube.com/watch?v=ZSYnMp6 ... e=youtu.be

There's a timeout about 30 minutes that occurs if you do not press any buttons while connected to a server, after which you get disconnected. I've dug around the source code, and I don't see anything handling this.

Does anyone know if this is handled by the server, or if it's handled by the client (the game itself)?
thanks, it works, finally found the problem is CLR_DEV9.ini, i was following ur video :-P
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killme
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Re: Plans to go open source

Postby killme » Sun Jul 25, 2021 7:36 am

Here's a tutorial I made for the visual learners out there
https://www.youtube.com/watch?v=ZSYnMp6 ... e=youtu.be

There's a timeout about 30 minutes that occurs if you do not press any buttons while connected to a server, after which you get disconnected. I've dug around the source code, and I don't see anything handling this.

Does anyone know if this is handled by the server, or if it's handled by the client (the game itself)?
30 mins countdown: 0x2062E344
Image

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dingoyabuki
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Posts: 5
Joined: Tue Nov 22, 2016 6:54 am
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Re: Plans to go open source

Postby dingoyabuki » Tue Jul 27, 2021 3:45 am

Here's a tutorial I made for the visual learners out there
https://www.youtube.com/watch?v=ZSYnMp6 ... e=youtu.be

There's a timeout about 30 minutes that occurs if you do not press any buttons while connected to a server, after which you get disconnected. I've dug around the source code, and I don't see anything handling this.

Does anyone know if this is handled by the server, or if it's handled by the client (the game itself)?
thanks, it works, finally found the problem is CLR_DEV9.ini, i was following ur video :-P
That's awesome, I'm glad it was able to help!

Also, with gh0stl1ne's help, my solution for "disabling" the input timeout was modifying PacketHandler.java's void send61A0() function, modifying latency's first 4 bits to be a huge number.

In my case I changed it from:

Code: Select all

byte[] latency = {0x00,0x00,0x07,0x08,0x00,0x00,0x02,0x58};
(0x00000708) = 1800 seconds = 30 minutes

to:

Code: Select all

byte[] latency = {0x00,0x09,0x01,0x2C,0x00,0x00,0x02,0x58};
(0x0009012C) = 590124 seconds = 9835.4 minutes, which is more than enough time for me (I want to bring a setup for this to conventions, where there will be times the game is unattended for a while)

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hill73n
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Posts: 252
Joined: Mon May 20, 2019 4:49 am
Location: Australia

Re: Plans to go open source

Postby hill73n » Sun Aug 01, 2021 7:15 am

Here's a tutorial I made for the visual learners out there
https://www.youtube.com/watch?v=ZSYnMp6 ... e=youtu.be

There's a timeout about 30 minutes that occurs if you do not press any buttons while connected to a server, after which you get disconnected. I've dug around the source code, and I don't see anything handling this.

Does anyone know if this is handled by the server, or if it's handled by the client (the game itself)?
thanks, it works, finally found the problem is CLR_DEV9.ini, i was following ur video :-P
That's awesome, I'm glad it was able to help!

Also, with gh0stl1ne's help, my solution for "disabling" the input timeout was modifying PacketHandler.java's void send61A0() function, modifying latency's first 4 bits to be a huge number.

In my case I changed it from:

Code: Select all

byte[] latency = {0x00,0x00,0x07,0x08,0x00,0x00,0x02,0x58};
(0x00000708) = 1800 seconds = 30 minutes

to:

Code: Select all

byte[] latency = {0x00,0x09,0x01,0x2C,0x00,0x00,0x02,0x58};
(0x0009012C) = 590124 seconds = 9835.4 minutes, which is more than enough time for me (I want to bring a setup for this to conventions, where there will be times the game is unattended for a while)
Awesome video! I left a comment :D

Where exactly can we apply this solution to lengthen the timeout flag ^^?


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