With offsets of up to 30000, a port net/adhoc/limits listened on could
be one an outgoing connection was using, and the listen failed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
When the game gives up on a join (game mode timed out, or it
disconnected), a join still queued isn't sent anymore, and the rest of
the server's answer to one already sent is dropped: its players, and the
BSSID that came last and connected us. Players joining a group we've
just left (before the server knew) are dropped too, instead of staying
in our peer list.
Replaces the previous fix, which only dropped a late BSSID: on Windows
the join itself was still queued when game mode timed out in
net/adhoc/gamemode, and went out after it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
When entering game mode timed out before the server's group BSSID came
back, the late BSSID was taken for a normal group's, and the state went
to CONNECTED: every later CreateEnterGameMode then got ALREADY_CONNECTED.
At the ad hoc tests' 8x speed the 1 s timeouts in net/adhoc/gamemode are
125 ms of wall time, short enough for that on Windows; at 50x it happens
on macOS too.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
--speed=PERCENT runs a --realtime headless at an alternate speed (speed
control while connected is allowed for it), and pacing follows it. The
ad hoc tests now run at 800%, which takes their part of test.py -g from
about 71 s to 12 s; only local network round trips stay real time.
test.py also gives each ad hoc test run its own --port-offset: a
connection the previous run made with the same ports is still in TCP
TIME_WAIT, and connecting again failed with EADDRINUSE once runs came
close together.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The timeouts of blocking socket calls and of entering game mode are the
PSP's, but they were measured on the wall clock, so they came out
shorter in PSP time whenever emulation ran fast or slow. The wait for
the ad hoc server, which is a host-side round trip, stays on the wall
clock.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On macOS, calling connect() again on a socket whose non-blocking
connect was refused returns EISCONN; only SO_ERROR and a failing
getpeername tell it apart from a connection. PtpConnect took EISCONN at
its word, so in P2P mode a connect to a port nobody listened on
"succeeded", and the game sent into nothing. Check getpeername first
and use SO_ERROR when it fails.
PollSocket also reports a refused connect as DISCONNECT now, as a PSP
does (net/adhoc/poll), instead of only ever noticing success.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
alerts, discover, gamemode, limits, loopback, self, socketids and term
pass, so they move to tests_good. They run in real time against the
built-in server, about 71 s together. The ad hoc tests left in
tests_next say why they don't pass yet.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A PSP reports the pool size less 0x20 and a maximum of 0 until anything
is allocated (net/adhoc/matching, recorded on a PSP). With a context the
faked half-pool maximum stays, since that isn't measured.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PdpCreate, PtpOpen and PtpListen use the local MAC whatever the game
passes (a stale MAC from an old savestate would otherwise break them),
but they did it by overwriting the game's copy. A game that passes
someone else's MAC from a table then has its own MAC in that table.
pspautotests net/adhoc/pdp passes its "other" MAC to PdpCreate and later
sends to it; every one of those sends came back to itself.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A PSP stays in its group through sceNetAdhocTerm and sceNetAdhocInit,
and matching keeps working; only the sockets go, and calls on them
return NOT_INITIALIZED until the next init (net/adhoc/term, recorded on
a PSP). We also terminated adhocctl, so a game that restarts the adhoc
library inside a group found itself disconnected. Every other caller
already terminates adhocctl itself first.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A PSP hands out socket IDs from 1 again after sceNetAdhocTerm and
sceNetAdhocInit (net/adhoc/socketids, recorded on a PSP). We kept
counting up. Pangya: Fantasy Golf tears down the network between its
room and the round, and then keeps using socket 1 without looking at
what PdpCreate returned, so every send and receive failed with
INVALID_SOCKET_ID and each player saw the other as "Off-line".
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Fixes#22331
A child's GetMembers starts with itself, then switches to the parent
first one keepalive interval after it was accepted
(net/adhoc/pair/matchingorder, recorded on two PSPs). We kept it self
first. Bomberman's client checks that the first member is the host
before it marks itself ready, so its lobby stayed empty and the host's
start failed with "failed to connect to the game".
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A PSP sends its master every 12 ms after the initial sync, and a peer's
replica reports each one as an update. PPSSPP only sent a master that
had changed, so a replica polled until updated waited for the next
change. Also take every packet waiting each period, not one: every
member sends each period. Measured in pspautotests
net/adhoc/pair/gamemodesync.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
When the peer has left, a PSP drops the connection once data sent to it
has gone unacknowledged for (rexmt_cnt + 1) * rexmt_int. A connection
that only receives never fails. Count from the first data the peer
couldn't acknowledge: sent after it left, or within 10 ms before
(pspautotests net/adhoc/pair/vanishtiming).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GetPtpStat only looked at a connection in progress 33 ms after the last
connect attempt, and PollSocket reported CONNECT 1 ms after it whether
the connection was up or not. On a PSP both show it the moment it's up,
about 5 ms after the connect (pspautotests net/adhoc/pair/ptpconnect).
The old timings were tuned for GvG Next Plus, Bleach and Fate; Fate's
network match still works.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GAMEMODE comes 4.38 s after CreateEnterGameMode, or 1.35 s after
JoinEnterGameMode or the last member's arrival, whichever is later,
instead of a fixed 2 s after the last member (plus 60 ms for a member,
a workaround for Pocket Pool). DISCONNECT comes 650 ms after
ExitGameMode. Measured in pspautotests net/adhoc/pair/gamemodetiming.
A member that joins early still gets GAMEMODE before the host: it
doesn't know when the host entered game mode.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CancelTarget on an incoming P2P request marked the peer timed out. It
only escaped a TIMEOUT if one of its hellos came in before the next
timeout check, which it no longer does now that timeouts are checked
all the time. On a PSP it's a peer known from its hellos again, with no
TIMEOUT (pspautotests net/adhoc/pair/matching3).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
pspautotests net/adhoc/pair/gamemode:
- CreateMaster with size 0 fails with INVALID_DATALEN.
- CreateReplica for a MAC that isn't in the game mode group fails with
0x80410D13. PPSSPP made one, and then blocked the thread forever
waiting to sync with it.
- CreateReplica for the same MAC again gives ALREADY_CREATED. The check
compared the pointer instead of the MAC, so it never matched.
- A replica's ID is the member's place in the member list, host first:
the client's replica of the host is 0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Where pspautotests net/adhoc/timing or net/adhoc/pair/timing measured
a value, use it:
- Call costs: PdpSend 21 us (10 broadcast), PtpSend 122, PtpFlush 196,
GetPdpStat 1, GetPtpStat 2, PollSocket 18, GetScanInfo 2, GetPeerList
and MatchingGetMembers 4 (no longer a 100 us reschedule),
MatchingStart 416 instead of 30 ms, sceNetAdhocctlTerm 154,
sceNetAdhocTerm 10 and sceNetTerm 209 instead of 10 ms each,
GameModeUpdateMaster 80, UpdateReplica 9.
- Game mode data goes out every 12 ms, not every 0.5 ms.
- DISCONNECT comes 640 ms after ExitGameMode, not 105 ms.
- CONNECT after a Join no longer waits for a peer: a PSP delivers it
before the host shows up in the peer list.
Several of the old values were tuned for particular games (BattleZone's
frame rate, Fate Unlimited Codes and Bleach through PollSocket), and
may have been making up for other differences that are fixed now.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Games that show the system nickname in their lobbies can then tell the
instances apart. Also: press --times N --every S for menus that need
several presses, and start clears the last session's screenshots, which
could otherwise pass for this one's.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
until waits for a region of the screen to match a reference crop (or
a pixel its color), optionally pressing a button meanwhile, since
loading screens take a different time on every run and a press before
a menu is ready is lost. crop makes the references. log sets a log
channel's level and watch collects the log messages for a while.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Headless turns logging as a whole off without --log, so a channel
enabled with log.channel.set still logged nothing, and a client
watching the log events saw none.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Starts N headless instances of a game against each other, with or
without the relay, and drives them over the debugger: button presses,
side-by-side screenshots, frame rates, and scripts of those. Each
instance gets its own memory stick with a copy of the savedata, so
autosaves can't collide. docs/adhoc-multiplayer-testing.md describes the
setup, by hand too, and the network simulation options.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A PSP checks a PTP connection's oldest unacknowledged data every
rexmt_int, counting from when the connection was established, and drops
the connection at the first check where that data is older than
(rexmt_cnt + 1) * rexmt_int. A matching peer times out keepalive_int *
init_count after its last keepalive, checked all the time instead of on
the console's own keepalive tick, which could add up to an interval.
Both measured with several settings in pspautotests
net/adhoc/pair/vanishtiming; DATA_TIMEOUT already matched.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On a PSP (pspautotests net/adhoc/gamemode):
- a JoinEnterGameMode whose host never shows up gets ERROR with TIMEOUT
when its timeout runs out, and is out of the group afterwards. The
joiner's GAMEMODE, queued as soon as the server answered and held
until the host appeared, came after 5 s anyway;
- a CreateEnterGameMode whose first member isn't this console returns
0 and reports INVALID_ADDR;
- in a normal group, CreateEnterGameMode reports ALREADY_CONNECTED and
stays in the group, and ExitGameMode returns INVALID_IBSS;
- ExitGameMode outside game mode returns 0 with no event.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The adhocctl poll only runs while emulation does, so with the pause menu
open, or stopped in a debugger, for 15 s the server dropped the client,
and a game in a lobby lost its peers until it rejoined. A small thread
pings when the poll hasn't, as the friendFinder thread used to.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
From the basic and lifecycle pair tests, recorded on two PSPs:
- GetNameByAddr for the console's own MAC gives NO_ENTRY, and
GetAddrByName doesn't find the console itself.
- GetPeerInfo with a size too small for the entry gives INVALID_BUFLEN.
- A PTP connection accepted over the relay reports the peer's port as
the game sees it, not the relay's offset port.
- The built-in server makes up a locally administered BSSID for each
group, which stays when the creator leaves. It was the MAC of the
oldest member.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On a PSP they return within about 30 µs (pspautotests net/adhoc/timing).
They waited 10 ms before trying to send the request; now the first try is
right away, and the call returns once it's sent.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The vanish pair test (recorded on two PSPs) now passes on both sides,
over the relay:
- From the Disconnect call, a console's PDP and PTP sends succeed and go
nowhere, and nothing reaches it.
- A PTP connection to a peer that has left the group fails with
DISCONNECTED after rexmt_int * rexmt_cnt. Relay sockets now get their
retry settings (and are zeroed), and an accepted one counts as
connected.
- Matching data to a peer that has left gets DATA_TIMEOUT after the
retransmissions instead of a DATA_ACK.
- The matching timeout for a silent peer is keepalive_int * init_count,
plus MATCHING_TIMEOUT_EXTRA_US (0) to tune for internet latency. It
was (keepalive + rexmt) * count + 500ms, later than a PSP's.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A PSP delivers CONNECT 1.1 s after a Create, 0.53 s after a Join and
3.5-4 s after a Connect (which looks for the group first), SCAN 1.0 s
after a Scan and DISCONNECT 105 ms after a Disconnect, and the state
changes along with the event (pspautotests net/adhoc/timing and
net/adhoc/pair/timing). Deliver them then, counting from the request in
emulated time, or later if the server's answer takes longer. This
replaces the delays tuned for Dissidia 012, GTA: VCS and Tekken 5, and
Disconnect no longer blocks for 16.7 ms (Tekken 6): it returns at once,
as on a PSP.
Since the state now changes later, a Disconnect can come while a Create
is still pending. Keep track of whether the server has us in a group, so
the Disconnect still reaches it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
On a PSP, Init returns at once and a Create, Connect or Scan right after
it works (pspautotests net/adhoc/ctlinit). The login now runs on in the
background, and those requests wait for it, as they already did when it
was lost. The first login no longer resets the busy flag, which would
have cleared it for a request already waiting on it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The friendFinder thread is replaced by friendFinderPoll(), which a
CoreTiming event calls every millisecond of emulated time on the CPU
thread. It handles everything the server has sent since the last poll,
instead of one event every 10 ms, and pings it at the same real-time
interval. Resolving the server and logging in, which can take seconds,
run on a thread of their own; the poll starts it and takes over the
session when it's done.
Everything else about the client is unchanged, including sceNetAdhocctlInit
waiting for the login. The savestate section goes to version 11 for the
poll event; older states get it scheduled on load.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The rule that dropped the first join after the hello data changed came
from a race in pspautotests net/adhoc/pair/matching2, where the host
started looking for the REQUEST after it had come. A PSP reports the
join at once however soon after SetHelloOpt it arrives, also when the
host changes its hello data every second (net/adhoc/pair/matchingjoin).
Ridge Racer does that every 5 seconds, so its clients could never enter
a race.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>