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TESTERS WANTED: RyuLDN implementation #65
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Ryujinx_1.2.0+97da30d_2024-10-26_00-17-47.log so far so good, played couple laps on MK8DX 3.03 connection to wireless was smooth, only me and another person was in the lobby, there were no visual rubberbanding or any internet latency problems, gameplay was good for me. |
Ryujinx_1.2.0+97da30d_2024-10-26_00-34-46.log i tried to create a room in Mario party superstars but after i try it crashes while doing the connection process |
Ryujinx_1.2.0+97da30d_2024-10-26_00-40-01.log |
strange, i tried 3 times before and it didn't work but after maskworkr commented it just magically started working for me. |
@Vbuck-gang How did you manage to play Super Smash Ultimate in online mode? I'm trying but it won't let me? |
@LiriRaid maybe your internet is the problem? I'm willing to start a Smash Ultimate match with you just to test it out since i have 600mb down. this will let you know if it's just your internet or not. |
Based on the conversation in the Discord it seems like they were trying to play online instead of LAN, which would be the reason, as LDN is LAN emulation, not NSO emulation |
oh yeah that's not general knowledge yet |
The network implementation originates from Berry's public TCP RyuLDN fork. Logo and unrelated changes have been removed. Additionally displays LDN game status in the game selection window when RyuLDN is enabled.
i tested the parameters in the UI and in headless mode and it works |
Ryujinx_1.2.0+7a39ffa_2024-11-05_18-12-28.log some minor stutters and apparently audio problems according to the log. MHGU |
not caused by LDN implementation, as for me i have 0 audio issues, same after 1h30 of playing |
I installed a fresh and latest update of ryujinx 1.2.0+9079755 I setting up and done but I'm done and suddenly pop up also here's the log: |
test with ldn.nhsoul.fr (u can use my server but i recommend you to use Vudjun server idk what is the dn) maybe you typed a bad ip or a bad dn |
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What you're talking about requires NSO (Nintendo Switch Online). This will never be implemented into ryujinx, because it would require a direct connection to Nintendo's servers, and, to do this without permission would be illegal. |
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Well well well! It's all finished it seems. I have no qualms merging this, and @Vudjun let me know it should be ready. |
I noticed that enabling P2P communication requires UPnP, and if it’s not enabled, the connection falls back to using a master server as a proxy. I have a question regarding this: Is it possible for RyuLDN mode to support IPv6? This way, it seems like UPnP wouldn’t be necessary. |
P2P only works with upnp (igd) not NAT-PMP, checked with my openwrt router.
IPv6 removes NAT (in domestic context and whatever) but you still need a firewall rule to accept incoming connections. |
As you described, my understanding is that I can use IPv6 to bypass RyuLDN's dependency on UPnP. Therefore, I need to know which ports RyuLDN requires so that I can configure the relevant firewall rules. |
These changes allow players to matchmake for local wireless using a LDN server. The network implementation originates from Berry's public TCP RyuLDN fork. Logo and unrelated changes have been removed.
Additionally displays LDN game status in the game selection window when RyuLDN is enabled.
Functionality is only enabled while network mode is set to "RyuLDN" in the settings.
If you're just here to download the LDN build, get the canary release here