02 March 2012, 13:00 | #41 | |
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Quote:
Player 1 could have Code:
joystick_port_0 = amiga_joystick joystick_port_1 = keyboard Code:
joystick_port_0 = amiga_joystick joystick_port_1 = amiga_joystick - player one will use the cursor keys on his keyboard to control the joystick in port 1, and other keys will control the Amiga keyboard (e.g. shift) as normal. - player two will have full control over the Amiga keyboard, so his cursor keys will control the Amiga cursor keys. Rember: joystick_port_1 = keyboard does not mean that there is a keyboard plugged into the port, or that Amiga cursor keys cannot be used -it only means that the local host cursor keys will be mapped to an emulated joystick. (the amiga_joystick setting will probably be renamed to "dummy joystick" in the next version, to be more descriptive. The "amiga_joystick" setting will still work, and will be aliased to "dummy joystick"). Last edited by FrodeSolheim; 02 March 2012 at 13:05. |
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02 March 2012, 14:17 | #42 |
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Thanks again!
About the tweaked server: I personally think that the "max_drift" default value (25) is too high (and above all, the responsiveness seems not so good in this case). Current tests: over a LAN (ping very low). Do you know if the server app requires a powerful computer? |
02 March 2012, 14:33 | #43 | |
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I take it that it worked
Quote:
But issues that *could* affect responsiveness: - a suboptimal input system in FS-UAE as noticed earlier. This is fixed in unreleased code, and the next beta will have ~10ms less input lag. - and more importantly: when you say LAN play -is this cabled LAN or wireless LAN? Wireless LAN (and especially a bad wireless LAN) can have detrimental effect on responsiveness due to packet loss and packet resends. Edit: the PING time does not show the packet loss problem, since the PING time is averaged. Perhaps I should include a standard deviation metric as well to detect this issue. It should require little resources, but it should ideally not run on a server which is very busy with other tasks (as long as there is free CPU time, it should be good). |
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02 March 2012, 15:06 | #44 | |
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02 March 2012, 16:44 | #45 |
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Netplay with new server worked a lot better - just need to find out how to best set controllers and then I think it should be ok
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02 March 2012, 21:39 | #46 |
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02 March 2012, 22:19 | #47 |
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03 March 2012, 10:11 | #48 |
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-> This possible/planned feature could be very useful:
Ability to reconnect on network problems would be nice. Requires all protocol data to be sequenced so communication can be properly resumed (re-send data etc). If the same process is possible when a desync is detected (not only network problems), it would be really impressive! |
03 March 2012, 10:59 | #49 | |
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I'm not saying it would be impossible to recover from a desync, but it would require another mechanism (transfer all Amiga memory and state from one player to all the others, and resume emulation for example). But FS-UAE should not get out of sync, unless there are bugs or incompatible configuration, which means that a "resync method" would be kind of pointless. If there are incompatible configuration, the emulators would probably get out of sync again anyway. Time would be better spent preventing desync: implement checks validating the configuration across all players, etc. Have you encountered desyncs which you believe can be attributed to bugs in FS-UAE since you bring up this issue? |
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03 March 2012, 13:22 | #50 | |
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-Super Cars 2 -Sneech and some others... (I can make a little list if you want) These problems have been systematically reported using the old WinUAEXP emulator (based on kaillera: http://kaillera.abime.net/ ) FS-UAE, for its part, seems to always shut down when it occurs (that's good and far better than any other emulator because the players know that there is a problem!). I have not encountered desyncs attributed to bugs in FS-UAE yet (it's only the beginning, and I will try to report any strange behaviour/desync over time ) If you don't find a way to resume games in case of desync, I think that it would be judicious to implement the manual save state feature instead/in a first time |
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03 March 2012, 13:32 | #51 | ||
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If you don't find a way to resume games in case of desync, I think that it would be judicious to implement the manual save state feature instead/in a first time [/QUOTE] As I said in the previous post, it is probably possible to "resume games in case of desync", but I don't want to -I would rather fix the problem than the symptom, if there are any problems. Anyway, synchronized save states are implemented, actually. I am preparing a 0.9.11beta2 release as we speak |
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03 March 2012, 13:45 | #52 | |
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There is no such thing as a bug in a Amiga game causing desyncs, or similar -it is either (1) or (2). |
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03 March 2012, 13:49 | #53 | |
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03 March 2012, 13:53 | #54 |
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Version 0.9.11beta2
* Floppy swapping is performed synchronized in net play mode.
* GUI Reset action can be used with net play. * Save state saving and restoring is now synchronized in net play mode. * Parallel port joystick emulation (joystick_port_2, joystick_port_3). * Reduced input lag in net play games. * Custom gamepad/joystick -> action mapping. * Custom keyboard -> action mapping. * Support mounting zip files as (read-only) volumes. * Read command line arguments earlier (fixes a Configurations dir issue). * Renamed "amiga_joystick" config value to "dummy joystick" (more descriptive). * Renamed "amiga_mouse" config value to "dummy mouse" (more descriptive). * Floppy speed setting was already implemented, but not documented. * Finally implemented the volume mute function for OpenAL. * Detect refresh rate properly on Mac OS X. Download the beta version (binaries and source) here: http://fengestad.no/wp/fs-uae/download-beta (Documentation for custom input events -> actions mapping is not written yet) |
03 March 2012, 13:56 | #55 | |
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03 March 2012, 13:57 | #56 | |
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03 March 2012, 14:00 | #57 |
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03 March 2012, 14:00 | #58 | |
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03 March 2012, 14:08 | #59 |
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And I can be wrong too -But my point is that FS-UAE is designed on this principle:
* If FS-UAE setup is identical for all clients, there is nothing a game can to on purpose or by accident that will cause a desync. But there may exist an synchronization issue I am not (yet) aware of, and I can also have made errors, but I would characterize both as bugs in FS-UAE and would like this fix them (if such errors are found). When you say "known desync issues (just try Sneech/2 players during about 15/20 minutes" -the question is whether this is a known issue with WinUAEXP/Kaillera, *or* FS-UAE... If you have tested Sneech with FS-UAE, and it failed, I will try Sneech myself and see if I can break the synchronization |
03 March 2012, 21:09 | #60 | |
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In fact, this game works really well "offline" (hotseat game) with 2, 3 or more players (Emulators: WinUAE/FS-UAE/WinUAEXP...). The issue only occurs when using the netplay mode (over a cabled LAN): -with WinUAEXP/Kaillera, a desync occurs (with this software, you just can see that the screen contents are not the same for all players anymore (at one time)) -with FS-UAE, the emulator just shuts down (=problem, probably the same) I think that it may be better to try the game yourself The same issue will probably occur with games like Rodland/Super Cars 2. Of course many other games will work like a charm Please note that on my side, the setup is always identical for all clients (same checksums) |
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