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Producted
Joined: 04 Jun 2009 Posts: 56
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Posted: Sun Oct 04, 2009 4:25 pm Post subject: triEngine problem(?) |
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I'm working on a multiplayer pong game. Everything works fine but now I'm on the part that I should connect to the server, retrieve player2's x and y cords etc etc.
Before I was going to do this I thought "Hey, lets do a few tests". I created a page to fetch and to display it on the PSP screen. I'm using the triEngine, I gotta love the net part!
So this is what happens: everything compiles fine and runs fine but somehow the screen stays at "Please wait. Connecting to access point...". Just see for yourself;
http://pastebin.com/m743ee907 (if you got any comments on the code etc, do tell)
http://www.producted.net/POPong/POPong.rar (eboot)
Thanks in advance _________________ Producted.net |
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a_noob
Joined: 17 Sep 2006 Posts: 97 Location: _start: jr 0xDEADBEEF
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Posted: Mon Oct 05, 2009 3:17 am Post subject: |
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Are you 100% positive that you want to use the first config?
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triNetConnect(&netConfigs[0]);
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Because, if you are not using the first connection point to access, then this will never work.
Also here
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if(triNetIsConnected())
{
message = "Connected!";
triNetGetUrl(url, response);
}
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Message was never allocated and you never allocated room for the response. I may be wrong though, maybe triNetGetUrl allocates the space for you, but I don't know. I haven't used triNet. Either way you should look into that and confirm it.
Those are some problems I see from a quick scan. _________________
| Code: | .øOº'ºOø.
'ºOo.oOº' |
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Producted
Joined: 04 Jun 2009 Posts: 56
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Posted: Mon Oct 05, 2009 3:22 am Post subject: |
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Yes, I am. I might add a selection menu later, to be sure. But it to used to work, that's the weird thing. I think it is the GetUrl function but how would I go on fixing it... _________________ Producted.net |
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sakya
Joined: 28 Apr 2006 Posts: 190
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Posted: Mon Oct 05, 2009 5:24 am Post subject: |
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Hi! :)
As far as I know the first config (index=0) is a "special" one used to store the configurations before saving it or something like this.
The first configuration saved in your psp is the one with index=1
Ciaooo
Sakya |
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Producted
Joined: 04 Jun 2009 Posts: 56
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Posted: Mon Oct 05, 2009 3:27 pm Post subject: |
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| sakya wrote: | Hi! :)
As far as I know the first config (index=0) is a "special" one used to store the configurations before saving it or something like this.
The first configuration saved in your psp is the one with index=1
Ciaooo
Sakya |
I thought that 0 is the connection last used, so most likely the working on? Anyway, 1 doesn't works either. :( _________________ Producted.net |
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sakya
Joined: 28 Apr 2006 Posts: 190
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Posted: Mon Oct 05, 2009 6:33 pm Post subject: |
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Hi! :)
Probably you're right: the last used connection is stored in config[0].
I had a look to triEngine source code here:
http://trac2.assembla.com/openTRI/browser/trunk/src/triNet.c
Can you try to connect to an access point without security or with WEP?
I think the problem is this:
| Code: | | err = pspSdkInetInit(); |
| Quote: | | Important point: you can't use pspSdkInetInit() to initialize the Network modules since it calls sceNetApctlInit() with a stack size of 0x1000 by default. Just make your own and call sceNetApctlInit() with a stack size of at least 0x1400. |
http://forums.ps2dev.org/viewtopic.php?t=6523&highlight=pspsdkinetinit
Ciaooo
Sakya |
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Producted
Joined: 04 Jun 2009 Posts: 56
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sakya
Joined: 28 Apr 2006 Posts: 190
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Posted: Tue Oct 06, 2009 12:13 am Post subject: |
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Hi! :)
| Producted wrote: | | Btw, thanks sayka for your research, too bad it wasn't really the solution. |
Are you saying you can connect to an access point with WPA security using that code?
I thought this wasn's possible using pspSdkInetInit.
Ciaooo
sakya |
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Producted
Joined: 04 Jun 2009 Posts: 56
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Posted: Tue Oct 06, 2009 12:21 am Post subject: |
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If triNetIsConnected is speaking the truth, yes. _________________ Producted.net |
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a_noob
Joined: 17 Sep 2006 Posts: 97 Location: _start: jr 0xDEADBEEF
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Posted: Tue Oct 06, 2009 3:57 am Post subject: |
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Why not make a small update to triNet* and have it use sony's networks dialog $PSPSDK/samples/utility/netdialog _________________
| Code: | .øOº'ºOø.
'ºOo.oOº' |
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Producted
Joined: 04 Jun 2009 Posts: 56
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Posted: Tue Oct 06, 2009 8:42 pm Post subject: |
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Nah, that won't fix the problem. I might implement it later though. _________________ Producted.net |
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Producted
Joined: 04 Jun 2009 Posts: 56
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Posted: Thu Oct 08, 2009 2:18 am Post subject: |
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Still in need for help. _________________ Producted.net |
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