libretro / RetroArch

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RetroAchievements on PS Vita prevents any games from loading. #14156

Open tomrwaller opened 2 years ago

tomrwaller commented 2 years ago

RetroAchievements on PS Vita prevents any games from loading.

On the latest build with a PS Vita with a fresh install of 3.65 h-encore2, everytime a game is launched (tried both gpSP and SNES 2005 Plus cores) with RetroAchievements enabled, the game will not load. The screen hangs with the image of the console gamepad and banner that usually displays the game title, with a graphical popup stuck coming into the bottom of the screen. Turning off RA enhancements like sound on achievement or hardcore mode has no effect. The only way to get games to launch again is via disabling RA. I have also tried turning off graphical widgets but this has no effect.

Expected behavior

Games to launch with RetroAchievements enabled.

Actual behavior

Game does not launch.

Steps to reproduce the bug

  1. Enable RetroAchievements and provide username and password.
  2. Launch a game.
  3. Game will hang.

Version/Commit

You can find this information under Information/System Information

Environment information

Jamiras commented 2 years ago

Sounds like an issue with the threading/task code. The only changes I see that seem possibly related are de-macroifying the slock_ calls. Can you provide a log and/or narrow down when this started happening?

I was unable to reproduce on the latest Windows build. What flags is the Vita build compiled with?

LibretroAdmin commented 2 years ago

@tomrwaller Please bisect the issue and tell us a version where this did not yet happen. And preferably not too far back.

tomrwaller commented 2 years ago

Sounds like an issue with the threading/task code. The only changes I see that seem possibly related are de-macroifying the slock_ calls. Can you provide a log and/or narrow down when this started happening?

I was unable to reproduce on the latest Windows build. What flags is the Vita build compiled with?

I just used the existing VPK - I didn't compile myself.

tomrwaller commented 2 years ago

@LibretroAdmin - apologies, not entirely sure I understand. Do you mean try a previous version? I sure can do that no problem.

LibretroAdmin commented 2 years ago

@LibretroAdmin - apologies, not entirely sure I understand. Do you mean try a previous version? I sure can do that no problem.

Yes, guess it's better than absolutely nothing. Go through the previous nightly versions first. If you've exhausted those, then try the latest stable.

tomrwaller commented 2 years ago

@LibretroAdmin - OK, version 1.9.10 stable seems to work. At least I can launch games with RetroAchievements enabled. I do however get an error message 'Error retrieving achievement data: Credentials invalid (0)'. I assume that is because I copied my config from latest stable, but certainly seems to launch games fine.

LibretroAdmin commented 2 years ago

Have you tried any more recent version? Because that is a very long time ago. Backtracking that would be nearly impossible going back that far.

tomrwaller commented 2 years ago

Have you tried any more recent version? Because that is a very long time ago. Backtracking that would be nearly impossible going back that far.

I can go newer, not a problem. Do you know what stable build number was before the de-macrofying slock stuff was? Maybe that would be a good version to test.

LibretroAdmin commented 2 years ago

Do you know what stable build number was before the de-macrofying slock stuff was?

I highly doubt it is that. And it is after 1.10.3 stable anyway (the most current version).

LibretroAdmin commented 2 years ago

any feedback yet?

@Cthulhu-throwaway you might want to keep an eye on this thread too since its networking related

tomrwaller commented 2 years ago

No update just yet. I’m hoping to try some newer builds this weekend. Definitely working in 1.9.10 as reported earlier though.

On Sat, 9 Jul 2022 at 19:22, LibretroAdmin @.***> wrote:

any feedback yet?

@Cthulhu-throwaway https://github.com/Cthulhu-throwaway you might want to keep an eye on this thread too since its networking related

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tomrwaller commented 2 years ago

@LibretroAdmin - Tried a newer release. 1.10.0. This one also crashes (with a clean install and config file to be sure). Although this crash exhibits slightly differently. This time I launch a game, and I get a pop-up indicating I have sucessfully signed in to RetroAchievements, but then I get a full Vita game crash, as opposed to it just hanging. The message reads:

An error has occured in the following application.
(C2-12828-1)
Saved Core File Succeeded.
ux0:data/psp2core-1657533667-0x0008472bf5-snes9x2005_plus_libretro.
self.psp2dmp
RetroArch
ghost commented 2 years ago

Try the current unstable instead of the stable build. There were a bunch of issues with the networking code for the Vita written by the previous contributor to this platform.

I don't have a Vita nor do I develop for it, so I never tested whether my fixes were enough to solve all networking related problems for the platform.

tomrwaller commented 2 years ago

Try the current unstable instead of the stable build. There were a bunch of issues with the networking code for the Vita written by the previous contributor to this platform.

I don't have a Vita nor do I develop for it, so I never tested whether my fixes were enough to solve all networking related problems for the platform.

@Cthulhu-throwaway, @LibretroAdmin - Tried the latest nightly (2022-07-12_RetroArch.vpk) and it exhibits the same issue as the latest Stables. Launch game, hangs on horizontal game title bar (with no text, just the console logo) and the graphical widget half in the screen at the bottom.

ghost commented 2 years ago

Could you try netplaying (with NAT Traversal enabled) and see if that works? Using the nightly, of course. Make sure to disable achievements, though.

tomrwaller commented 2 years ago

Could you try netplaying (with NAT Traversal enabled) and see if that works? Using the nightly, of course. Make sure to disable achievements, though.

@Cthulhu-throwaway - Unfortunately I don't really have a way to test this as I don't have any content available matching people on Netplay - however, if it helps, I could see other users in the lobby list.

ghost commented 2 years ago

There is a SNES test suite available from the Content Downloader. You can use snes9x to run it and then host it from the Vita, while using another device to connect through the Lobby to see if it works. You can switch controllers between devices by moving one device to spectator, so it's generally a decent tool to test netplay.

With that being said, I don't think your problem is caused by my networking changes, as I am pretty sure the HTTP code doesn't use them (HTTP is how you get the lobby list and how you communicate with RetroAchievements). The reason 1.9.10 doesn't deadlock is likely because it fails to complete authentication with RetroAchivements and abort achievements initialization altogether.

FinalSlice commented 2 years ago

hey i just wanted to say my vita works fine on latest stable build with retro achievements...but i cant get netplay to work ...i can provide any other information as requested.

ghost commented 2 years ago

hey i just wanted to say my vita works fine on latest stable build with retro achievements...but i cant get netplay to work ...i can provide any other information as requested.

Netplay will likely not work without my fixes available in the unstable build. Vita's netplay tests should therefore be performed on the unstable build, with all stable networking issues ignored as many of Vita's networking code on stable is outright broken.

FinalSlice commented 2 years ago

are you fixes in the nightly builds or do you have a precompiled vpk with your fixes I could try? how could i addd your fixes to the latest stable build is that possible? TIA

FinalSlice commented 2 years ago

latest nightly on vita system freeze when netplay host is selected, have to force exit retroarch then reload

FinalSlice commented 2 years ago

https://github.com/quyen194/RetroArch/releases

Netplay seems to work in this older modded version....but i dont have another device with 1.8.9 ...I could see the vita as host but my other device is on retoarch 10.0.3 so i was unable to connect to the vita.....can someone please merge (https://github.com/quyen194/RetroArch/releases)...with the latest release? and i can try it on the vita TIA

ghost commented 2 years ago

latest nightly on vita system freeze when netplay host is selected, have to force exit retroarch then reload

What do you mean by "when host is selected"? Does it freeze when you try to join a host through the lobby or when you try to host netplay?

FinalSlice commented 2 years ago

When I go to the netplay option I select the option to be the host and the whole application freezes..

On Mon, Jul 18, 2022, 2:34 PM Cthulhu-throwaway @.***> wrote:

latest nightly on vita system freeze when netplay host is selected, have to force exit retroarch then reload

What do you mean by "when host is selected"? Does it freeze when you try to join a host through the lobby or when you trying to host netplay?

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ghost commented 2 years ago

https://github.com/quyen194/RetroArch/releases

Netplay seems to work in this older modded version....but i dont have another device with 1.8.9 ...I could see the vita as host but my other device is on retoarch 10.0.3 so i was unable to connect to the vita.....can someone please merge (https://github.com/quyen194/RetroArch/releases)...with the latest release? and i can try it on the vita TIA

Those changes are super outdated and they either have already been implemented in a better way or they are personal choices (like changing the default port for the Vita).

Only two things could be taken from that repo:

  1. Enable HAVE_NETPLAYDISCOVERY for Vita builds, this way you can scan your LAN for hosts.
  2. Add net_ifinfo support for the Vita. Won't affect netplay, but you will be able to see your network address in "Network Information".
ghost commented 2 years ago

When I go to the netplay option I select the option to be the host and the whole application freezes..

Try one of the solutions from this comment: https://github.com/libretro/RetroArch/issues/13869#issuecomment-1106432399

See if that fixes the issue.

FinalSlice commented 2 years ago

Still freezing with the suggestions on the latest nightly

On Mon, Jul 18, 2022, 3:06 PM Cthulhu-throwaway @.***> wrote:

When I go to the netplay option I select the option to be the host and the whole application freezes..

Try one of the solutions from this comment: #13869 (comment) https://github.com/libretro/RetroArch/issues/13869#issuecomment-1106432399

See if that fixes the issue.

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tomrwaller commented 2 years ago

I'm still having the same issue with hang up when RetroAchievements is enabled. I just tried to disable the option for 'Publically announce host' in Settings > Network but to no avail. Here is a screenshot of where it hangs after attempting to load a game. I am back on the latest stable now.

https://imgur.com/a/JiLZeHg

tomrwaller commented 2 years ago

FWIW - I also tried the fix in the comment referenced above (https://github.com/libretro/RetroArch/issues/13869#issuecomment-1106432399). Still no joy.

ghost commented 2 years ago

Still freezing with the suggestions on the latest nightly

Network -> Settings: Try with both Use Relay Server ON (picking a relay server in the list below) and Use Relay Server OFF. Tell me if one of these works. Does the freezing happens when content is loaded or even when there is no content loaded and you just enable netplay hosting?

Tagging @quyen194. Can you see anything in the current RetroArch's codebase that would cause netplay/network problems for the Vita?

ghost commented 2 years ago

FWIW - I also tried the fix in the comment referenced above (#13869 (comment)). Still no joy.

That's only for netplay. Won't have any effect on achievements. @FinalSlice says achievements work fine for him on the latest versions, so it's certainly not an universal issue.

  1. Are you sure your Vita is connected to the internet during achievement initialization?
  2. I can't read the notification from your screenshot.
tomrwaller commented 2 years ago

FWIW - I also tried the fix in the comment referenced above (#13869 (comment)). Still no joy.

That's only for netplay. Won't have any effect on achievements. @FinalSlice says achievements work fine for him on the latest versions, so it's certainly not an universal issue.

1. Are you sure your Vita is connected to the internet during achievement initialization?

2. I can't read the notification from your screenshot.

Yeah I noticed that @FinalSlice mentioned it works for them. Maybe they can provide some additional input as to what the device is and what settings are applied? Mine is like this:

Regarding your second point, It cuts off the popup so it's really difficult to see, it never becomes more visible than that, but from analysing the top of the pixels it is the popup that reads something like 'Vita controller connected to port 1'.

FinalSlice commented 2 years ago

@tomrwaller my vita setup is the exact same as yours ... literally installed and set up with same fw about 2weeks ago...if it means anything I just created my Retroachivments account this past Friday.

Last night I checked retro achievements on, NES,SNES, Genesis,Ps1, and gba all loaded worked perfectly....I can upload a log file if vita has that...I'll look around.

Regarding netplay if freezes on the latest nightly the moment I press button to host.

I know you said the stable build is irrelevant but although failed I see something happing compared to the nightly it only freezes with no error message. On the stable build when I click on host it says "netplay will start after content is loaded...and I load content is does not work...put I click on host when the game is loaded and I can see the server created from another device when I try and join from the other device it says "compatible content found" then about 5 secs later it says netplay disconnected. Trying to connect to the host directly via ip does the same thing... I also can't get anything with 55435 ...19426 seems like the vita likes that for some reason. Additionally when I enable host from the vita with content loaded the in-game audio goes out.. disable host and audio comes back.

On Tue, Jul 19, 2022, 5:52 AM tomrwaller @.***> wrote:

FWIW - I also tried the fix in the comment referenced above (#13869 (comment) https://github.com/libretro/RetroArch/issues/13869#issuecomment-1106432399). Still no joy.

That's only for netplay. Won't have any effect on achievements. @FinalSlice https://github.com/FinalSlice says achievements work fine for him on the latest versions, so it's certainly not an universal issue.

  1. Are you sure your Vita is connected to the internet during achievement initialization?

  2. I can't read the notification from your screenshot.

Yeah I noticed that @FinalSlice https://github.com/FinalSlice mentioned it works for them. Maybe they can provide some additional input as to what the device is and what settings are applied? Mine is like this:

  • PS Vita 2000 - factory reset to 3.65 and fresh install as of 2 weeks ago of relevant exploits as documented here https://vita.hacks.guide
  • Clean install of the latest stable VPK from RetroArch website
  • Some SNES and GBA roms to test
  • Basic config changes to RetroArch, including setting up RetroAchievements, changing the text size to 100%, XMB theme etc. This was the guide I followed: guide to configure RetroArch on Vita https://youtu.be/6q9yRrEOrG0

Regarding your second point, It cuts off the popup so it's really difficult to see, it never becomes more visible than that, but from analysing the top of the pixels it is the popup that reads something like 'Vita controller connected to port 1'.

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ghost commented 2 years ago

Did you try with both relay servers and non relay servers (nightly, stable doesn't matter)?

Also, wait up to 15-20 seconds after it freezes and see if it unfreezes. There are some blocking timeouts for certain netplay features, such as connect and UPnP (again, nightly only).

Finally, your answer about when it freezes is kinda ambiguous. Does it freezes when "Netplay will start when content is loaded." should've been shown instead?

FinalSlice commented 2 years ago

Sorry.... what I was trying to say, in the nightly build in the main menu when I Go to netplay select host it freezes instantly. And then I have to restart. Only happens in nightly. I don't get the message "netplay will start after content is loaded" I do get that message on the stable build. Sorry again I hope that's more clear.

Yes I tried both relay and non relay. Both freeze the system when you attempt to Host. In the nightly.

In stable with the relay on I can see vita in the list with other people....non relay in stable never shows up on the LAN list.

When Entering the vita ip address on the client device the content will load and say a message " compatible content found" but about after 5-10 second it says a message "netplay disconnected".

FinalSlice commented 2 years ago

This gentleman @Black-Seraph ...https://beta.kemono.party/patreon/user/8770518/post/28790231... seems to have also a modified version from @quyen194 that worked.

https://github.com/Black-Seraph/RetroArch

ghost commented 2 years ago

Sorry.... what I was trying to say, in the nightly build in the main menu when I Go to netplay select host it freezes instantly. And then I have to restart. Only happens in nightly. I don't get the message "netplay will start after content is loaded" I do get that message on the stable build. Sorry again I hope that's more clear.

Yes I tried both relay and non relay. Both freeze the system when you attempt to Host. In the nightly.

In stable with the relay on I can see vita in the list with other people....non relay in stable never shows up on the LAN list.

When Entering the vita ip address on the client device the content will load and say a message " compatible content found" but about after 5-10 second it says a message "netplay disconnected".

Starting netplay when content is not initialized doesn't do anything other than change the value of some static variables. It shouldn't be causing any sort of issue.

Can you test this build: https://buildbot.libretro.com/nightly/playstation/vita/2022-07-07_RetroArch.vpk This predates the only change I did to that part of the code, but includes all other refactors and fixes I did for Vita's networking.

FinalSlice commented 2 years ago

@Cthulhu-throwaway ok I tested the build 2022-07-07. Freezing is gone. still not able to connect to any-other device. these are the messages I have been getting. In server mode:

  1. I enable host before loading content :message "netplay will start when content is loaded".Netplay never starts
  2. so with the content loaded I hotkey go to RA menu and select start host again and I get 3 separate messages : "waiting for client" "you have joined as player 1" "your room is not connectable from the internet"
  3. I go to my client device on the same LAN as the vita enter the vita IP address and i get 2 messages: "Failed to receive header from host" "netplay disconnected"
  4. I don't get any feed back with TCP port set at 55435....all the action seems to happen with TCP port 19429
  5. Host with relay Only gave one message no matter the settings "Netplay disconnected" on the stable build even though the attempted connection fails when I host with relay I can refresh host list on client device and see the vita.

edit to say: @tomrwaller Ive tested all this with retro achivments both on and off, netplay not working either way...retro achievements still worked perfectly.

ghost commented 2 years ago

@Cthulhu-throwaway ok I tested the build 2022-07-07. Freezing is gone. still not able to connect to any-other device. these are the messages I have been getting. In server mode:

  1. I enable host before loading content :message "netplay will start when content is loaded".Netplay never starts
  2. so with the content loaded I hotkey go to RA menu and select start host again and I get 3 separate messages : "waiting for client" "you have joined as player 1" "your room is not connectable from the internet"
  3. I go to my client device on the same LAN as the vita enter the vita IP address and i get 2 messages: "Failed to receive header from host" "netplay disconnected"
  4. I don't get any feed back with TCP port set at 55435....all the action seems to happen with TCP port 19429
  5. Host with relay Only gave one message no matter the settings "Netplay disconnected" on the stable build even though the attempted connection fails when I host with relay I can refresh host list on client device and see the vita.
  1. The second error, does it happen here aswell when you load content?
  2. Do you've NAT traversal enabled and does your router has UPnP enabled? Are you on CGNAT?
  3. Could you enable logging in Settings -> Logging and post the log?
  4. No idea about this. Vita's kernel might reserve that port for something else?
  5. Try relay on the build I gave you. It will not work on stable AT all because of problems with the previous networking code for the Vita.

EDIT: I can't stress it enough that any test SHOULD NOT be performed on stable.

ghost commented 2 years ago

I cannot seem to find the cause of those Vita deadlocks when enabling netplay with no content loaded. When enabling netplay, do you've any core loaded or does the text at the bottom left corner shows "No core"?

FinalSlice commented 2 years ago

Vita has not frozen in the build you link and told me to try...it did freeze in a nightly I DL from (https://buildbot.libretro.com/nightly/playstation/vita/) a few days ago. not sure exactly which date. yes core was loaded at the time....

ok i wont test in stable again.

NAT Transversal is on by default I even tried with it off

UPnP is enabled. all my other devices connect to each other and work in my network. only the vita wont play nice. other devices my kids each have rg351P ,we have a mac book with retroarch, and two android phones and they net play just fine don't have to adjust any settings it just works.

sorry I'm not familiar with CGNAT...but should I? if other devices are working?

give me an hour or so and ill upload the log file

Edit: AM i crazy....i also notice a lobby filters option in this build you sent, which was not present in the stable or the previous nightly i had tried....or did i miss it?

FinalSlice commented 2 years ago

[INFO] === Build ======================================= [INFO] Capabilities: NEON [INFO] Built: Jul 7 2022 [INFO] Version: 1.10.3 [INFO] ================================================= [ERROR] [Netplay] Failed to connect to relay server. [ERROR] [Netplay] Failed to set up netplay sockets. [ERROR] [Netplay] Failed to initialize netplay. [ERROR] [Netplay] Failed to bind port. [ERROR] [Netplay] Failed to set up netplay sockets. [ERROR] [Netplay] Failed to initialize netplay. [ERROR] [Netplay] Failed to connect to relay server. [ERROR] [Netplay] Failed to set up netplay sockets. [ERROR] [Netplay] Failed to initialize netplay. [ERROR] [Netplay] Failed to connect to relay server. [ERROR] [Netplay] Failed to set up netplay sockets. [ERROR] [Netplay] Failed to initialize netplay.

ghost commented 2 years ago

Problem with netplay not starting if you start it before content is initialized seems related to how Vita restarts RetroArch in order to run content.

As for the others:

  1. socket_connect_with_timeout is failing (when using relay servers). The likely reason is the call to socket_wait -> socket_poll which has Vita specific code to make it work (VitaSDK does not have poll or select, just epoll). I've had this code refactored because the previous code was completely wrong, so I am not sure how I can fix this if Vita's epoll is malfunctioning somehow.
  2. The "failed to bind port" message is related to hosting netplay without relay servers. I assume this happens on port 55435; if so, can you try it with a working port and also tell me the UPnP message (it's either a success or a fail), if it's a success message, can you tell me the ip reported on this message aswell?
FinalSlice commented 2 years ago

'Failed to initialize netplay' is the message i get with the relay server selected....no matter the port #

I noticed that none of my other devices are saying UPnp successful when a few days ago they did....they’re still connecting with relay on or off but im not getting the UPnP with ip address like i was a few days ago so I'm not sure whats up with that.

ghost commented 2 years ago

'Failed to initialize netplay' is the message i get with the relay server selected....no matter the port #

I noticed that none of my other devices are saying UPnp successful when a few days ago they did....they’re still connecting with relay on or off but im not getting the UPnP with ip address like i was a few days ago so I'm not sure whats up with that.

Port is ignored when using relays because you are not listening for connections. You connect to the relay server with the OS binding an ephemeral port for you and then you receive connection requests through this connection. UPnP is also always disabled when using relay servers for the same reason mentioned above.

Right, I forgot that HAVE_SOCKET_LEGACY platforms don't show this notification.

I don't own a Vita nor do I develop for it. I could attempt a fix for the early freezing and netplay not starting when started before content, but to fix functions relying on epoll (client connection, relay servers, etc), I'll need someone able to compile RetroArch so that I can better debug the situation. Are you able to compile it?

FinalSlice commented 2 years ago

I don't think I can do that....I haven’t been formally trained in this. I'm a server admin trying to learn new things....4 kids and a wife don't make it simple.

Is it something I can do in visual studio code? I usually make adjustments to source code I download from github for my 3d printer FW... I learned how to do that from youtube. not sure if what you’re asking would be along the same lines.

ghost commented 2 years ago

I don't think I can do that....I haven’t been formally trained in this. I'm a server admin trying to learn new things....4 kids and a wife don't make it simple.

Is it something I can do in visual studio code? I usually make adjustments to source code I download from github for my 3d printer FW... I learned how to do that from youtube. not sure if what you’re asking would be along the same lines.

https://docs.libretro.com/development/retroarch/compilation/psvita/

Vita SDK and instructions can be found here: https://vitasdk.org/

Also, can you give me the log for those "netplay disconnected" when connecting through the LAN?

ghost commented 2 years ago

Either way, it's going to be a pain to support netplay for the Vita. It seems to freeze on core reloads, which is a feature needed for some newer netplay features (separate savefiles for clients, core updater, etc).

The core updater isn't available for the Vita (since RetroArch is statically linked to each core), but core/content reload is standardized to happen regardless. Without a forced core update when starting netplay, we also run the risk of running into this: https://github.com/libretro/RetroArch/issues/14149

Those console platforms are nothing but trouble when it comes to networking/netplay, and depending on those "netplay disconnected" logs, I might decide to go for a "won't fix" and suggest to deprecate and hide netplay for the Vita until someone who actually develops for those platforms can come along and try to fix this.

FinalSlice commented 2 years ago

Funny that you mentioned #14149 I had read through it the other night...and I meant to ask you if that could be the current possible issue...the build you sent ...does it have different cores then stable?.... should I be using a nightly data folder based on the build you sent..... maybe the nightly has different cores from stable???

I like the idea you proposed in #14149 seems like it would be the most logical way....but I can also understand people not wanting to increase their work load. I think a way to solve it is to remove the functionality to update cores from the UI...do beta release with disclaimer for users that want to test out....and stable build with the function removed from the UI ....like the vita currently

ghost commented 2 years ago

Funny that you mentioned #14149 I had read through it the other night...and I meant to ask you if that could be the current possible issue...the build you sent ...does it have different cores then stable?.... should I be using a nightly data folder based on the build you sent..... maybe the nightly has different cores from stable???

I don't know. I need the logs from both the host and the client to figure this out, although if this is a core incompatibility issue, the log from the client is enough.

Content reload can be disabled for the Vita, since content is always going to be initialized with netplay enabled (assuming I patch the process's fork to include netplay arguments), but then we still have those netplay disconnected errors and epoll not working. Moreover, Vita wouldn't be capable of using the special ".netplay" save directory for clients, if we allow it to start client netplay on already running content.