Open
Conversation
the P2P features of Zero Tours only work in one direction at a time, so it won't do to only receive as many packets as are sent; in fact, it seems that this was never the issue with Pokémon. rather, the issue with Pokémon was that it was receiving a low-level error on remote disconnect, which isn't even a detectable state when the connection is over a phone line. rather, we simply stop sending the game data, allowing it to detect the remote disconnect through a timeout or other method which, to reiterate, was necessary in '01/'02 when these games were connecting over a phone line.
this allows for games not to notice a remote disconnect right away, at the expense of calling `sock_recv` one or more times after a remote disconnect.
|
Tested with PicoAdapterGB using p2p connection (no relay server). |
Member
|
Thanks! I didn't realize Zero Tours was a p2p game. I'll have to test these changes myself, and I'll backport them to the stable branch, but they otherwise look very clean. The problem I had with pokemon is that on remote/non-local p2p connections, where a reply isn't received at the right moment, the game would get an empty reply and fire off an error. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
the P2P features of Zero Tours only work in one direction at a time, so it won't do to only receive as many packets as are sent; in fact, it seems that this was never the issue with Pokémon. rather, the issue with Pokémon was that it was receiving a low-level error on remote disconnect, which isn't even a detectable state when the connection is over a phone line. rather, we simply stop sending the game data, allowing it to detect the remote disconnect through a timeout or other method which, to reiterate, was necessary in '01/'02 when these games were connecting over a phone line.