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#1
uLaunchELF vs SMS network
uLaunchELF vs SMS network –
12-08-2006,10:03 PM
Hi there dlanor...
You said this in a post...
"In fact PS2ClientLoader doesn't really check the server connection. It just performs a normal IP 'Ping', and if there is a reply it assumes that the 'host:' server is active, though the reply is in fact sent by lower level network drivers on the PS2. That's why there can sometimes be 'misunderstandings' so you may have to terminate PS2ClientLoader on the PC when using other servers on the PS2. This doesn't affect your idea of course, but since you use host: a lot it's something you should keep in mind."
But.. but.. SMS never fail when connecting to pc. So here's the question...
Since SMS is open source, why don't you try find out what EEUG did on SMS network?
Sorry if it's silly, but erm.. it NEVER fails 
Also, when you connect to pc using uLaunchELF, I set PS2Clientloader to let's say "C:\Program Files\eMule\Incomming" it shows the dir contents.. but then, if I press Triangle, it will go up to "C:\Program Files\eMule" instead of going back the shared dirs.... It's should be that way?
[ ]'s
SpkLeader
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12-09-2006,12:31 AM
spkleader, you know dlanor added the host networking code into SMS? After a while EEUG made some changes, first the loading time sped up, and more recently the throughput speed increased (in preparation for MPEG2, I gather). dlanor has said he intends to eventually look at incorporating EEUG's changes back into uLE if possible. Perhaps dlanor will comment later today. However, since EEUG is actively working on the network in SMS, it would probably be wise to wait a little while for it to mature.
BTW: SMS can fail to connect if it is loaded too quickly after uLE's host has been active. That is why the ping timeout in PS2ClientLoader needs to be adjusted to your unique network characteristics. Mine is set to 15 ms.
Last edited by rathunter; 12-09-2006 at 12:39 AM.
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12-09-2006,03:33 AM

Originally Posted by
spkleader
Hi there dlanor...
You said this in a post...
"In fact PS2ClientLoader doesn't really check the server connection. It just performs a normal IP 'Ping', and if there is a reply it assumes that the 'host:' server is active, though the reply is in fact sent by lower level network drivers on the PS2. That's why there can sometimes be 'misunderstandings' so you may have to terminate PS2ClientLoader on the PC when using other servers on the PS2. This doesn't affect your idea of course, but since you use host: a lot it's something you should keep in mind."
But.. but.. SMS never fail when connecting to pc. So here's the question...
Since SMS is open source, why don't you try find out what EEUG did on SMS network?
Sorry if it's silly, but erm.. it NEVER fails

The 'misunderstanding' I spoke of is not performed on the PS2, but on the PC. When ps2client is loaded due to a 'misinterpreted' ping response from a non-HOST PS2 server it can interfere with the intended traffic.
The difference between detection methods of uLE and SMS at the PS2 end is a different matter. Just like PS2ClientLoader, SMS will periodically check for contact with the 'other end', and when found it will activate the HOST drive icon.
uLE does not do that, because we don't want uLE to perform any network traffic at all without explicit orders to do so from the user. If we were to add such an auto-open feature, then we would also have to add new config options to disable it.
Also, when you connect to pc using uLaunchELF, I set PS2Clientloader to let's say "C:\Program Files\eMule\Incomming" it shows the dir contents.. but then, if I press Triangle, it will go up to "C:\Program Files\eMule" instead of going back the shared dirs.... It's should be that way?
Yes. That is intentional.
Of course that would not be a proper way to do things if this was a public server on the internet, as it would be a serious security issue. But here we're talking about a very private network between a computer and a game console. So normal security aspects don't really apply, which is also why we don't even use passwords for such access.
Best regards: dlanor
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12-09-2006,03:54 AM

Originally Posted by
rathunter
spkleader, you know dlanor added the host networking code into SMS? After a while EEUG made some changes, first the loading time sped up, and more recently the throughput speed increased (in preparation for MPEG2, I gather). dlanor has said he intends to eventually look at incorporating EEUG's changes back into uLE if possible. Perhaps dlanor will comment later today.
I do still plan to check out EEUG's changes with a view to merging them into uLE, but haven't gotten around to it yet.
However, since EEUG is actively working on the network in SMS, it would probably be wise to wait a little while for it to mature.
Good point. It would be better to merge stable code into uLE, than just using his current WIP.
BTW: SMS can fail to connect if it is loaded too quickly after uLE's host has been active. That is why the ping timeout in PS2ClientLoader needs to be adjusted to your unique network characteristics. Mine is set to 15 ms.
Mine is set to 100ms. For me this prevents 'accidental' disconnection while still ensuring that real disconnection is detected properly when launching SMS from uLE with host server active. (That's the only critical timing, as launching uLE from SMS never autostarts the server.)
Best regards: dlanor
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O_o –
12-09-2006,11:07 AM
As always, thanks for the fast reply dlanor 
rathunter: I got into uLaunchELF 'advanced features' not so long, so I don't know the whole history of uLe.
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