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Cannot see each others in lobby, Monster Hunter multiplayer #19772
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I don't know it's appropriate reporting this issue, I have an weird symptom too. |
I'm not sure which ports are used by MH games, but by using "No port offset" (in other words 0 port offset) means that the game could use restricted ports under 1024, which is blocked by Android system. Regarding "invalid socket id" it can happen if the game tried to use an already deleted socket, from the logs it probably happened at the time you ungracefully left multiplayer. Regarding your character being controlled by someone, did you use any cheat? because the cheat might accidentally tampered with character ID number, so i would suggest disabling any cheat while testing, since no one have reported this kind of issue before. Also, have you tried using older version of PPSSPP, like v1.17 or v1.16 or even v1.15, in case this issue only occurred on the latest version. PS: There was an issue of broken multiplayer on MH Freedom after the introduction of RetroAchievements before #17969 (not sure whether it's related or not), you can try with |
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By the way, Do you have any recommended older version to test? I really wonder it is emulator issue because someone's still doing well, and even I have successfully played multiplayer in socom.cc once |
Yep I guess port offset doesn't matter with this, it still doesn't work |
i think you will need to add that |
Okay I tested some more like 10 times with put |
If you're playing with other people at socom.cc, the problem could be on their side (ie. some of their ports got blocked). But i also saw something strange in the logs
It tried to mix And this is the lines that cross-linked both (Monster Hunter Portable 2nd G [JP] and Monster Hunter Freedom Unite [EUR]) games with Monster Hunter Freedom Unite (USA) game ppsspp/Core/HLE/proAdhocServer.cpp Lines 199 to 200 in 0926e9c
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I think that log is from when I entered a room for test, some random guy was already there. I have two logs, tested with MH2G(MHFU), v1.18.1 And this is the log from failed connection in socom.cc, with some random guys |
Well those INFO Logs didn't shows any communication between players, it only shows communication with Adhoc Server (which includes the chat feature), may be you need to get the Debug Logs to see the Send/Recv logs. For example, if the logs only shows Send without any Recv, it's usually due to blocked port preventing any incoming packet, both player's logs need to be checked since the blocked port could be on someone else side. Another issue that could cause communication issue is when a port remapping occurred, for example if the opened port supposed to be 2000 (internal port known by PPSSPP & the game) but for some reason the public port that was opened by ISP is a different one (usually random port), this will make you able to send but unable to receive because the game only know it supposed to communicate over port 2000 (but the one opened by ISP was different, thus can't go through port 2000 on public IP). We can only detects this port remapping issue on games that use AdhocMatching and GameMode library, because we know which port it supposed to use for sending and receiving, and when we detects data that came from a different port we shows a "Data from Unknown port" warning on screen, and use that unknown port the next time we send to that IP (we assumed that the sender of that data from unknown port was having port remapping issue). |
I see. I'm not sure I understand correctly because I'm not native English speaker so I'd be glad if you let me obvious.
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Debugging multiplayer is difficult, since we need the logs from both players, so we can compare the logs' timestamp to see whether the packets sent by Player1 was able to be received by Player2 (and vice versa), and how long it took to be received.
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I used Port offset 20000 for these tests.
Here is the log, you can match with the name of log file. |
I'm currently in the middle of updating my Win11 to 24H2 which have been updating for 20 hours, but still at 60% due to slow HDD, so it will probably took awhile before i can use my laptop.
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Game or games this happens in
ULJM05500 - Monster Hunter Portable 2nd G, ULJM05800 - Monster Hunter Portable 3rd
What area of the game / PPSSPP
There is a connection issue when playing multiplayer on Monster Hunter Portable 2nd G(Freedom Unite) & Monster Hunter Portable 3rd with direct LAN connect to my router.
Symptoms
Even socom.cc connection has same symptoms, so it is really weird
Settings
These are my test-environment.
|| means OR, which I also cross-tested every possible variances.
PPSSPP Settings
Don't ask me again about IP address is correct, I ping-tested DDNS and direct IP with another PC from different region.
Router
I thought it should be my network issue, so tested and see bunch of codes for debug like 10 hours but it happens in SOCOM server. What a big lame.
By the way, I'm too tired. I apologize for bad written issue report.
Let me know if you need more information like logs and connection conditions.
What should happen
It syncs well, can see each other, even quest can be posted and joined.
Logs
This is the log tested with SOCOM server, written by SCENET INFO level.
The "Invalid socket id" caused when I re-entered the room for re-connect, when I can find someone entered my room in the console log. I'm not sure if it caused re-entering empty room condition.
log.txt
Platform
Android
Mobile device model or graphics card (GPU)
RTX 4070, SM-G996N, etc
PPSSPP version affected
v1.18.1, v1.18.1-549-gcc040ab251, latest Android PPSSPP
Last working version
No response
Graphics backend (3D API)
Vulkan
Checklist
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