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Mastergatto avatar Mastergatto commented on June 15, 2024 1

I just stumbled across this open source project: https://github.com/pond3r/ggpo

Do you think it could be used and integrated with mupen64plus?

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tony971 avatar tony971 commented on June 15, 2024

This could be good with 64DD emulation if mupen ever adds that functionality. I know that cen64 and MESS have made huge leaps in it.

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wareya avatar wareya commented on June 15, 2024

Time travel / rollback when?

(I jest. Even desync-free low lag emu netplay is an accomplishment at this point!)

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Narann avatar Narann commented on June 15, 2024

Hello @ymartel06! Nice to see you here! I encourage peoples to test and feedback on this precious development netplay is.

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richard42 avatar richard42 commented on June 15, 2024

Yeah this is great to see. Users have been wanting netplay for a very long time.

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 avatar commented on June 15, 2024

It would be nice to see following features once you're done with 4 player netplay and udp support:

... but even without these features it would be already a huge improvement over the current netplay situation for n64 emulators :)

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ymartel06 avatar ymartel06 commented on June 15, 2024

In my case, the network isn't frame sync by default. So the golf mode isn't needed.
About sharing the memcard files but also maybe the rom, it's an excellent idea but I will work on it when everything will work correctly.
I have pushed some changes this morning and I will keep continue to work on it.

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ymartel06 avatar ymartel06 commented on June 15, 2024

Hi,

It's now possible to play with more than one local player by computer.

To test this functionality, I added a new parameter: local-player.
If it's not set, the default is 1.

So, if you want to do a 2 vs 2, the configuration should like:
mupen64plus-ui-console.exe --server --local-player=2 your-rom
mupen64plus-ui-console.exe --client IP --local-player=2 your-rom

All combinations work like 1 vs 1, 2 vs 1, 3 vs 1... you must have at least 2 players and the maximum is 4.

Another great news, Linux build works (at least compile) now, if someone wants to test and gives feedback, it will be appreciated. The MacOs version should also compile.
I compiled it on Ubuntu 14.04 with g++ without any issues.

I'm currently trying to fix on huge on issue on the windows version.
When we drag or resize the render window, the emulation "pauses".
This issue introduces delay and disconnection inside my network stuff.
I tried to use SDL 2.0 (really easy to integrate it) and I've got the exact same behavior.
It's coming from windows, and I can't find any good solution to fix it.
I read several topics about it and I can't find any good idea.
http://www.gamedev.net/topic/488074-win32-message-pump-and-opengl---rendering-pauses-while-draggingresizing/
http://www.gamedev.net/community/forums/topic.asp?topic_id=440341
http://www.tech-archive.net/Archive/Development/microsoft.public.win32.programmer.ui/2006-02/msg00153.html

If someone wants to help, it's welcome!

Cheers,

Yohann

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Narann avatar Narann commented on June 15, 2024

Great news!

This issue introduces delay and disconnection inside my network stuff.

Maybe a silly idea but wouldn't be a way for the resizer to send a user_resizing to server. This way server hang other sessions (x amount of time max) then resizer send user_resize_done to the server when resize is over.

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wareya avatar wareya commented on June 15, 2024

you need to change the way the video window is created to get rid of the stall.

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atcasanova avatar atcasanova commented on June 15, 2024

$ ./mupen64plus --verbose --server /home/klingon/Mario\ Kart\ 64\ (USA).n64
(...)
UI-Console: attached to core library 'Mupen64Plus Core' version 2.5.0
UI-Console: Includes support for Dynamic Recompiler.
UI-Console: Includes support for MIPS r4300 Debugger.
Segmentation fault
$ echo $?
139

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